<!doctype html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<meta name="generator" content="TiddlyWiki" />
<meta name="tiddlywiki-version" content="5.1.15" />
<meta name="format-detection" content="telephone=no">
<link id="faviconLink" rel="shortcut icon" href="favicon.ico">
<title>plugins — docs for plugins by tobibeer</title>
<div id="styleArea">
<style data-tiddler-title="$:/boot/boot.css" data-tiddler-type="text/css" type="text/css">/*
Basic styles used before we boot up the parsing engine
*/
/*
Error message and password prompt
*/
.tc-password-wrapper, .tc-error-form {
font-family: sans-serif;
z-index: 20000;
position: fixed;
text-align: center;
width: 200px;
top: 4em;
left: 50%;
margin-left: -144px; /* - width/2 - paddingHorz/2 - border */
padding: 16px 16px 16px 16px;
border-radius: 8px;
}
.tc-error-form {
color: #fff;
text-shadow: 0 1px 0 rgba(0, 0, 0, 0.5);
background-color: rgb(255, 75, 75);
border: 8px solid rgb(255, 0, 0);
width: 480px;
margin-left: -244px; /* - width/2 - paddingHorz/2 - border */
}
.tc-error-form div {
padding-bottom: 1em;
}
.tc-error-prompt {
color: #000;
text-shadow: none;
}
.tc-password-wrapper {
color: #000;
text-shadow: 0 1px 0 rgba(255, 255, 255, 0.5);
background-color: rgb(197, 235, 183);
border: 8px solid rgb(164, 197, 152);
}
.tc-password-wrapper form {
text-align: left;
}
.tc-password-wrapper h1 {
font-size: 16px;
line-height: 20px;
padding-bottom: 16px;
}
.tc-password-wrapper input {
width: 100%;
}
</style>
</div>
<style type="text/css">
html .tc-story-river:after {
content: "";
display: block; }
/*
Original style from softwaremaniacs.org (c) Ivan Sagalaev <Maniac@SoftwareManiacs.Org>
*/
.hljs {
display: block;
overflow-x: auto;
padding: 0.5em;
background: #f0f0f0;
-webkit-text-size-adjust: none;
}
.hljs,
.hljs-subst,
.hljs-tag .hljs-title,
.nginx .hljs-title {
color: black;
}
.hljs-string,
.hljs-title,
.hljs-constant,
.hljs-parent,
.hljs-tag .hljs-value,
.hljs-rule .hljs-value,
.hljs-preprocessor,
.hljs-pragma,
.hljs-name,
.haml .hljs-symbol,
.ruby .hljs-symbol,
.ruby .hljs-symbol .hljs-string,
.hljs-template_tag,
.django .hljs-variable,
.smalltalk .hljs-class,
.hljs-addition,
.hljs-flow,
.hljs-stream,
.bash .hljs-variable,
.pf .hljs-variable,
.apache .hljs-tag,
.apache .hljs-cbracket,
.tex .hljs-command,
.tex .hljs-special,
.erlang_repl .hljs-function_or_atom,
.asciidoc .hljs-header,
.markdown .hljs-header,
.coffeescript .hljs-attribute,
.tp .hljs-variable {
color: #800;
}
.smartquote,
.hljs-comment,
.hljs-annotation,
.diff .hljs-header,
.hljs-chunk,
.asciidoc .hljs-blockquote,
.markdown .hljs-blockquote {
color: #888;
}
.hljs-number,
.hljs-date,
.hljs-regexp,
.hljs-literal,
.hljs-hexcolor,
.smalltalk .hljs-symbol,
.smalltalk .hljs-char,
.go .hljs-constant,
.hljs-change,
.lasso .hljs-variable,
.makefile .hljs-variable,
.asciidoc .hljs-bullet,
.markdown .hljs-bullet,
.asciidoc .hljs-link_url,
.markdown .hljs-link_url {
color: #080;
}
.hljs-label,
.ruby .hljs-string,
.hljs-decorator,
.hljs-filter .hljs-argument,
.hljs-localvars,
.hljs-array,
.hljs-attr_selector,
.hljs-important,
.hljs-pseudo,
.hljs-pi,
.haml .hljs-bullet,
.hljs-doctype,
.hljs-deletion,
.hljs-envvar,
.hljs-shebang,
.apache .hljs-sqbracket,
.nginx .hljs-built_in,
.tex .hljs-formula,
.erlang_repl .hljs-reserved,
.hljs-prompt,
.asciidoc .hljs-link_label,
.markdown .hljs-link_label,
.vhdl .hljs-attribute,
.clojure .hljs-attribute,
.asciidoc .hljs-attribute,
.lasso .hljs-attribute,
.coffeescript .hljs-property,
.hljs-phony {
color: #88f;
}
.hljs-keyword,
.hljs-id,
.hljs-title,
.hljs-built_in,
.css .hljs-tag,
.hljs-doctag,
.smalltalk .hljs-class,
.hljs-winutils,
.bash .hljs-variable,
.pf .hljs-variable,
.apache .hljs-tag,
.hljs-type,
.hljs-typename,
.tex .hljs-command,
.asciidoc .hljs-strong,
.markdown .hljs-strong,
.hljs-request,
.hljs-status,
.tp .hljs-data,
.tp .hljs-io {
font-weight: bold;
}
.asciidoc .hljs-emphasis,
.markdown .hljs-emphasis,
.tp .hljs-units {
font-style: italic;
}
.nginx .hljs-built_in {
font-weight: normal;
}
.coffeescript .javascript,
.javascript .xml,
.lasso .markup,
.tex .hljs-formula,
.xml .javascript,
.xml .vbscript,
.xml .css,
.xml .hljs-cdata {
opacity: 0.5;
}
.hljs{display:block;overflow-x:auto;padding:.5em;color:#333;background:#f8f8f8;-webkit-text-size-adjust:none}.hljs-comment,.diff .hljs-header,.hljs-javadoc{color:#998;font-style:italic}.hljs-keyword,.css .rule .hljs-keyword,.hljs-winutils,.nginx .hljs-title,.hljs-subst,.hljs-request,.hljs-status{color:#333;font-weight:bold}.hljs-number,.hljs-hexcolor,.ruby .hljs-constant{color:teal}.hljs-string,.hljs-tag .hljs-value,.hljs-phpdoc,.hljs-dartdoc,.tex .hljs-formula{color:#d14}.hljs-title,.hljs-id,.scss .hljs-preprocessor{color:#900;font-weight:bold}.hljs-list .hljs-keyword,.hljs-subst{font-weight:normal}.hljs-class .hljs-title,.hljs-type,.vhdl .hljs-literal,.tex .hljs-command{color:#458;font-weight:bold}.hljs-tag,.hljs-tag .hljs-title,.hljs-rule .hljs-property,.django .hljs-tag .hljs-keyword{color:navy;font-weight:normal}.hljs-attribute,.hljs-variable,.lisp .hljs-body,.hljs-name{color:teal}.hljs-regexp{color:#009926}.hljs-symbol,.ruby .hljs-symbol .hljs-string,.lisp .hljs-keyword,.clojure .hljs-keyword,.scheme .hljs-keyword,.tex .hljs-special,.hljs-prompt{color:#990073}.hljs-built_in{color:#0086b3}.hljs-preprocessor,.hljs-pragma,.hljs-pi,.hljs-doctype,.hljs-shebang,.hljs-cdata{color:#999;font-weight:bold}.hljs-deletion{background:#fdd}.hljs-addition{background:#dfd}.diff .hljs-change{background:#0086b3}.hljs-chunk{color:#aaa}
.tc-reveal.appear-block,
.tc-popup.appear {
border-radius: 5px;
padding: 1px 1em;
-webkit-box-shadow: 2px 2px 4px rgba(0,0,0,0.3);
-moz-box-shadow: 2px 2px 4px rgba(0,0,0,0.3);
box-shadow: 2px 2px 4px rgba(0,0,0,0.3);
;
}
.tc-popup.appear {
padding: 0 1em;
background: #ffffff;
}
.appear-reveal.appear-inline{
margin-left:5px;
}
.appear-reveal.appear-inline.appear-once{
margin-left:0;
}
.tc-external-tiddler{
position:relative;overflow:hidden;
}
.tc-external-tiddler > iframe{
position:absolute;border:0;width:100%;
}
.tb-inc-controls{
margin-top:-2em;
padding: 5px;
display:none;
}
.tb-inc-tab-content .tb-inc{
margin:0;
padding:0;
position:relative;
}
.tb-inc-tab-content .tb-inc-controls{
position:absolute;
margin-top:-5px;
right:0;
top:0;
}
.tb-inc:hover > .tb-inc-controls{
display:block;
float:right;
}
.tc-plantuml-txt {
border:0;
width:100%;
height:400px;
}
.tc-plantuml-edit.tc-tiddlylink-external{
text-decoration:none;
}
.tc-popup.tc-preview-tiddler{
max-width:600px;
width:100%;
padding:1em;
}
.tc-rating {
vertical-align:middle;
}
.tc-rating,
.tc-rating .tc-rate{
display:inline-block;
}
.tc-rating button{
cursor:text;
float:right;
font-size:1.1em;
text-align:center;
color:#ccc;
}
.tc-rating .tc-rate{
cursor:pointer;
}
.tc-rating:hover .tc-rate{
opacity:.25;
}
.tc-rating .tc-rate:hover,
.tc-rating .tc-rate:hover ~ button[class^="tc-rating-"],
.tc-rating .tc-rate:hover ~ button[class*=" tc-rating-"] {
color:orange;
opacity:1;
}
.tc-rating .tc-selected,
.tc-rating .tc-selected ~ button[class^="tc-rating-"],
.tc-rating .tc-selected ~ button[class*=" tc-rating-"]{
color:orange;
}.tc-rating-template {
position:absolute;
right:48px;
}.tc-rating .tc-reset-rating {
color:#ccc;
opacity:.25;
padding:0 5px;
cursor:pointer;
}
.tc-rating .tc-reset-rating:hover {
color:#999;
opacity:1 !important;
}.tc-rating.light .tc-rating-1 {
opacity:0.4 !important;
}
.tc-rating.light .tc-rating-2 {
opacity:0.55 !important;
}
.tc-rating.light .tc-rating-3 {
opacity:0.7 !important;
}
.tc-rating.light .tc-rating-4 {
opacity:0.85;
}
.tc-sparkl{
border: 0;
background: transparent;
}.tc-sparkl-bar {
height:1em;
display:inline-block;
overflow:hidden;
}.tc-sparkl-bar b {
outline: 0;
height:0;
position:relative;
display:inline-block;
vertical-align: top;
border-left-color:transparent;
border-top-color:transparent;
border-top-style:solid;
border-bottom: 2em solid #5778d8;
background: transparent;
box-sizing:content-box;
}.tc-sparkl-bar:hover b{
border-top-color: #ecf2ff;
border-bottom-color: #547599;
}.tc-sparkl-dots .tc-sparkl-bar b {
height:2px;
border-bottom-color:transparent;
}.tc-sparkl-dots .tc-sparkl-bar:hover b{
border-bottom-color: #ecf2ff;
}.tc-sparkl-dot {
position:absolute;
background: #5778d8;
}.tc-sparkl-bar:hover .tc-sparkl-dot{
background: #547599;
}
.xlist{
margin:0;
}
.xlist dt{
font-size:1.2em;
}
.xlist dd{
margin-left:14px;
}
.xlist dd:before{
content: "»";padding-right:7px;
}
.tc-sidebar-header {
text-shadow: 0 1px 0 rgba(255,255,255, 0.8);
}.tc-tiddler-info {
-webkit-box-shadow: inset 1px 2px 3px rgba(0,0,0,0.1);
-moz-box-shadow: inset 1px 2px 3px rgba(0,0,0,0.1);
box-shadow: inset 1px 2px 3px rgba(0,0,0,0.1);
}@media screen {
.tc-tiddler-frame {
-webkit-box-shadow: 1px 1px 5px rgba(0, 0, 0, 0.3);
-moz-box-shadow: 1px 1px 5px rgba(0, 0, 0, 0.3);
box-shadow: 1px 1px 5px rgba(0, 0, 0, 0.3);
}
}@media (max-width: 960px) {
.tc-tiddler-frame {
-webkit-box-shadow: none;
-moz-box-shadow: none;
box-shadow: none;
}
}.tc-page-controls button svg, .tc-tiddler-controls button svg, .tc-topbar button svg {
-webkit-transition: fill 150ms ease-in-out;
-moz-transition: fill 150ms ease-in-out;
transition: fill 150ms ease-in-out;
}.tc-tiddler-controls button.tc-selected,
.tc-page-controls button.tc-selected {
-webkit-filter: drop-shadow(0px -1px 2px rgba(0,0,0,0.25));
-moz-filter: drop-shadow(0px -1px 2px rgba(0,0,0,0.25));
filter: drop-shadow(0px -1px 2px rgba(0,0,0,0.25));
}.tc-tiddler-frame input.tc-edit-texteditor {
-webkit-box-shadow: inset 0 1px 8px rgba(0, 0, 0, 0.15);
-moz-box-shadow: inset 0 1px 8px rgba(0, 0, 0, 0.15);
box-shadow: inset 0 1px 8px rgba(0, 0, 0, 0.15);
}.tc-edit-tags {
-webkit-box-shadow: inset 0 1px 8px rgba(0, 0, 0, 0.15);
-moz-box-shadow: inset 0 1px 8px rgba(0, 0, 0, 0.15);
box-shadow: inset 0 1px 8px rgba(0, 0, 0, 0.15);
}.tc-tiddler-frame .tc-edit-tags input.tc-edit-texteditor {
-webkit-box-shadow: none;
-moz-box-shadow: none;
box-shadow: none;
border: none;
outline: none;
}textarea.tc-edit-texteditor {
font-family: ;
}canvas.tc-edit-bitmapeditor {
-webkit-box-shadow: 2px 2px 5px rgba(0, 0, 0, 0.5);
-moz-box-shadow: 2px 2px 5px rgba(0, 0, 0, 0.5);
box-shadow: 2px 2px 5px rgba(0, 0, 0, 0.5);
}.tc-drop-down {
border-radius: 4px;
-webkit-box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.5);
-moz-box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.5);
box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.5);
}.tc-block-dropdown {
border-radius: 4px;
-webkit-box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.5);
-moz-box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.5);
box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.5);
}.tc-modal {
border-radius: 6px;
-webkit-box-shadow: 0 3px 7px rgba(0,0,0,0.3);
-moz-box-shadow: 0 3px 7px rgba(0,0,0,0.3);
box-shadow: 0 3px 7px rgba(0,0,0,0.3);
}.tc-modal-footer {
border-radius: 0 0 6px 6px;
-webkit-box-shadow: inset 0 1px 0 #fff;
-moz-box-shadow: inset 0 1px 0 #fff;
box-shadow: inset 0 1px 0 #fff;
;
}.tc-alert {
border-radius: 6px;
-webkit-box-shadow: 0 3px 7px rgba(0,0,0,0.6);
-moz-box-shadow: 0 3px 7px rgba(0,0,0,0.6);
box-shadow: 0 3px 7px rgba(0,0,0,0.6);
}.tc-notification {
border-radius: 6px;
-webkit-box-shadow: 0 3px 7px rgba(0,0,0,0.3);
-moz-box-shadow: 0 3px 7px rgba(0,0,0,0.3);
box-shadow: 0 3px 7px rgba(0,0,0,0.3);
text-shadow: 0 1px 0 rgba(255,255,255, 0.8);
}.tc-sidebar-lists .tc-tab-set .tc-tab-divider {
border-top: none;
height: 1px;
background-image: linear-gradient(left, rgba(0,0,0,0.15) 0%, rgba(0,0,0,0.0) 100%);
background-image: -o-linear-gradient(left, rgba(0,0,0,0.15) 0%, rgba(0,0,0,0.0) 100%);
background-image: -moz-linear-gradient(left, rgba(0,0,0,0.15) 0%, rgba(0,0,0,0.0) 100%);
background-image: -webkit-linear-gradient(left, rgba(0,0,0,0.15) 0%, rgba(0,0,0,0.0) 100%);
background-image: -ms-linear-gradient(left, rgba(0,0,0,0.15) 0%, rgba(0,0,0,0.0) 100%);
}.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button {
background-image: linear-gradient(left, rgba(0,0,0,0.01) 0%, rgba(0,0,0,0.1) 100%);
background-image: -o-linear-gradient(left, rgba(0,0,0,0.01) 0%, rgba(0,0,0,0.1) 100%);
background-image: -moz-linear-gradient(left, rgba(0,0,0,0.01) 0%, rgba(0,0,0,0.1) 100%);
background-image: -webkit-linear-gradient(left, rgba(0,0,0,0.01) 0%, rgba(0,0,0,0.1) 100%);
background-image: -ms-linear-gradient(left, rgba(0,0,0,0.01) 0%, rgba(0,0,0,0.1) 100%);
}.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button.tc-tab-selected {
background-image: linear-gradient(left, rgba(0,0,0,0.05) 0%, rgba(255,255,255,0.05) 100%);
background-image: -o-linear-gradient(left, rgba(0,0,0,0.05) 0%, rgba(255,255,255,0.05) 100%);
background-image: -moz-linear-gradient(left, rgba(0,0,0,0.05) 0%, rgba(255,255,255,0.05) 100%);
background-image: -webkit-linear-gradient(left, rgba(0,0,0,0.05) 0%, rgba(255,255,255,0.05) 100%);
background-image: -ms-linear-gradient(left, rgba(0,0,0,0.05) 0%, rgba(255,255,255,0.05) 100%);
}.tc-message-box img {
-webkit-box-shadow: 1px 1px 3px rgba(0,0,0,0.5);
-moz-box-shadow: 1px 1px 3px rgba(0,0,0,0.5);
box-shadow: 1px 1px 3px rgba(0,0,0,0.5);
}.tc-plugin-info {
-webkit-box-shadow: 1px 1px 3px rgba(0,0,0,0.5);
-moz-box-shadow: 1px 1px 3px rgba(0,0,0,0.5);
box-shadow: 1px 1px 3px rgba(0,0,0,0.5);
}
/*
** Start with the normalize CSS reset, and then belay some of its effects
*//*! normalize.css v3.0.0 | MIT License | git.io/normalize */
/**
* 1. Set default font family to sans-serif.
* 2. Prevent iOS text size adjust after orientation change, without disabling
* user zoom.
*/
html {
font-family: sans-serif; /* 1 */
-ms-text-size-adjust: 100%; /* 2 */
-webkit-text-size-adjust: 100%; /* 2 */
}
/**
* Remove default margin.
*/
body {
margin: 0;
}
/* HTML5 display definitions
========================================================================== */
/**
* Correct `block` display not defined in IE 8/9.
*/
article,
aside,
details,
figcaption,
figure,
footer,
header,
hgroup,
main,
nav,
section,
summary {
display: block;
}
/**
* 1. Correct `inline-block` display not defined in IE 8/9.
* 2. Normalize vertical alignment of `progress` in Chrome, Firefox, and Opera.
*/
audio,
canvas,
progress,
video {
display: inline-block; /* 1 */
vertical-align: baseline; /* 2 */
}
/**
* Prevent modern browsers from displaying `audio` without controls.
* Remove excess height in iOS 5 devices.
*/
audio:not([controls]) {
display: none;
height: 0;
}
/**
* Address `[hidden]` styling not present in IE 8/9.
* Hide the `template` element in IE, Safari, and Firefox < 22.
*/
[hidden],
template {
display: none;
}
/* Links
========================================================================== */
/**
* Remove the gray background color from active links in IE 10.
*/
a {
background: transparent;
}
/**
* Improve readability when focused and also mouse hovered in all browsers.
*/
a:active,
a:hover {
outline: 0;
}
/* Text-level semantics
========================================================================== */
/**
* Address styling not present in IE 8/9, Safari 5, and Chrome.
*/
abbr[title] {
border-bottom: 1px dotted;
}
/**
* Address style set to `bolder` in Firefox 4+, Safari 5, and Chrome.
*/
b,
strong {
font-weight: bold;
}
/**
* Address styling not present in Safari 5 and Chrome.
*/
dfn {
font-style: italic;
}
/**
* Address variable `h1` font-size and margin within `section` and `article`
* contexts in Firefox 4+, Safari 5, and Chrome.
*/
h1 {
font-size: 2em;
margin: 0.67em 0;
}
/**
* Address styling not present in IE 8/9.
*/
mark {
background: #ff0;
color: #000;
}
/**
* Address inconsistent and variable font size in all browsers.
*/
small {
font-size: 80%;
}
/**
* Prevent `sub` and `sup` affecting `line-height` in all browsers.
*/
sub,
sup {
font-size: 75%;
line-height: 0;
position: relative;
vertical-align: baseline;
}
sup {
top: -0.5em;
}
sub {
bottom: -0.25em;
}
/* Embedded content
========================================================================== */
/**
* Remove border when inside `a` element in IE 8/9.
*/
img {
border: 0;
}
/**
* Correct overflow displayed oddly in IE 9.
*/
svg:not(:root) {
overflow: hidden;
}
/* Grouping content
========================================================================== */
/**
* Address margin not present in IE 8/9 and Safari 5.
*/
figure {
margin: 1em 40px;
}
/**
* Address differences between Firefox and other browsers.
*/
hr {
-moz-box-sizing: content-box;
box-sizing: content-box;
height: 0;
}
/**
* Contain overflow in all browsers.
*/
pre {
overflow: auto;
}
/**
* Address odd `em`-unit font size rendering in all browsers.
*/
code,
kbd,
pre,
samp {
font-family: monospace, monospace;
font-size: 1em;
}
/* Forms
========================================================================== */
/**
* Known limitation: by default, Chrome and Safari on OS X allow very limited
* styling of `select`, unless a `border` property is set.
*/
/**
* 1. Correct color not being inherited.
* Known issue: affects color of disabled elements.
* 2. Correct font properties not being inherited.
* 3. Address margins set differently in Firefox 4+, Safari 5, and Chrome.
*/
button,
input,
optgroup,
select,
textarea {
color: inherit; /* 1 */
font: inherit; /* 2 */
margin: 0; /* 3 */
}
/**
* Address `overflow` set to `hidden` in IE 8/9/10.
*/
button {
overflow: visible;
}
/**
* Address inconsistent `text-transform` inheritance for `button` and `select`.
* All other form control elements do not inherit `text-transform` values.
* Correct `button` style inheritance in Firefox, IE 8+, and Opera
* Correct `select` style inheritance in Firefox.
*/
button,
select {
text-transform: none;
}
/**
* 1. Avoid the WebKit bug in Android 4.0.* where (2) destroys native `audio`
* and `video` controls.
* 2. Correct inability to style clickable `input` types in iOS.
* 3. Improve usability and consistency of cursor style between image-type
* `input` and others.
*/
button,
html input[type="button"], /* 1 */
input[type="reset"],
input[type="submit"] {
-webkit-appearance: button; /* 2 */
cursor: pointer; /* 3 */
}
/**
* Re-set default cursor for disabled elements.
*/
button[disabled],
html input[disabled] {
cursor: default;
}
/**
* Remove inner padding and border in Firefox 4+.
*/
button::-moz-focus-inner,
input::-moz-focus-inner {
border: 0;
padding: 0;
}
/**
* Address Firefox 4+ setting `line-height` on `input` using `!important` in
* the UA stylesheet.
*/
input {
line-height: normal;
}
/**
* It's recommended that you don't attempt to style these elements.
* Firefox's implementation doesn't respect box-sizing, padding, or width.
*
* 1. Address box sizing set to `content-box` in IE 8/9/10.
* 2. Remove excess padding in IE 8/9/10.
*/
input[type="checkbox"],
input[type="radio"] {
box-sizing: border-box; /* 1 */
padding: 0; /* 2 */
}
/**
* Fix the cursor style for Chrome's increment/decrement buttons. For certain
* `font-size` values of the `input`, it causes the cursor style of the
* decrement button to change from `default` to `text`.
*/
input[type="number"]::-webkit-inner-spin-button,
input[type="number"]::-webkit-outer-spin-button {
height: auto;
}
/**
* 1. Address `appearance` set to `searchfield` in Safari 5 and Chrome.
* 2. Address `box-sizing` set to `border-box` in Safari 5 and Chrome
* (include `-moz` to future-proof).
*/
input[type="search"] {
-webkit-appearance: textfield; /* 1 */
-moz-box-sizing: content-box;
-webkit-box-sizing: content-box; /* 2 */
box-sizing: content-box;
}
/**
* Remove inner padding and search cancel button in Safari and Chrome on OS X.
* Safari (but not Chrome) clips the cancel button when the search input has
* padding (and `textfield` appearance).
*/
input[type="search"]::-webkit-search-cancel-button,
input[type="search"]::-webkit-search-decoration {
-webkit-appearance: none;
}
/**
* Define consistent border, margin, and padding.
*/
fieldset {
border: 1px solid #c0c0c0;
margin: 0 2px;
padding: 0.35em 0.625em 0.75em;
}
/**
* 1. Correct `color` not being inherited in IE 8/9.
* 2. Remove padding so people aren't caught out if they zero out fieldsets.
*/
legend {
border: 0; /* 1 */
padding: 0; /* 2 */
}
/**
* Remove default vertical scrollbar in IE 8/9.
*/
textarea {
overflow: auto;
}
/**
* Don't inherit the `font-weight` (applied by a rule above).
* NOTE: the default cannot safely be changed in Chrome and Safari on OS X.
*/
optgroup {
font-weight: bold;
}
/* Tables
========================================================================== */
/**
* Remove most spacing between table cells.
*/
table {
border-collapse: collapse;
border-spacing: 0;
}
td,
th {
padding: 0;
}
*, input[type="search"] {
box-sizing: border-box;
-moz-box-sizing: border-box;
-webkit-box-sizing: border-box;
}html button {
line-height: 1.2;
color: ;
background: ;
border-color: ;
}/*
** Basic element styles
*/html {
font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif;
text-rendering: optimizeLegibility; /* Enables kerning and ligatures etc. */
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}html:-webkit-full-screen {
background-color: #ececec;
}body.tc-body {
font-size: 14px;
line-height: 20px;
word-wrap: break-word;
color: #333333;
background-color: #ececec;
fill: #333333;
}h1, h2, h3, h4, h5, h6 {
line-height: 1.2;
font-weight: 300;
}pre {
display: block;
padding: 14px;
margin-top: 1em;
margin-bottom: 1em;
word-break: normal;
word-wrap: break-word;
white-space: pre-wrap;
background-color: #f5f5f5;
border: 1px solid #cccccc;
padding: 0 3px 2px;
border-radius: 3px;
font-family: Monaco, Consolas, "Lucida Console", "DejaVu Sans Mono", monospace;
}code {
color: #dd1144;
background-color: #f7f7f9;
border: 1px solid #e1e1e8;
white-space: pre-wrap;
padding: 0 3px 2px;
border-radius: 3px;
font-family: Monaco, Consolas, "Lucida Console", "DejaVu Sans Mono", monospace;
}blockquote {
border-left: 5px solid #bbb;
margin-left: 25px;
padding-left: 10px;
quotes: "\201C""\201D""\2018""\2019";
}blockquote.tc-big-quote {
font-family: Georgia, serif;
position: relative;
background: #f5f5f5;
border-left: none;
margin-left: 50px;
margin-right: 50px;
padding: 10px;
border-radius: 8px;
}blockquote.tc-big-quote cite:before {
content: "\2014 \2009";
}blockquote.tc-big-quote:before {
font-family: Georgia, serif;
color: #bbb;
content: open-quote;
font-size: 8em;
line-height: 0.1em;
margin-right: 0.25em;
vertical-align: -0.4em;
position: absolute;
left: -50px;
top: 42px;
}blockquote.tc-big-quote:after {
font-family: Georgia, serif;
color: #bbb;
content: close-quote;
font-size: 8em;
line-height: 0.1em;
margin-right: 0.25em;
vertical-align: -0.4em;
position: absolute;
right: -80px;
bottom: -20px;
}dl dt {
font-weight: bold;
margin-top: 6px;
}textarea,
input[type=text],
input[type=search],
input[type=""],
input:not([type]) {
color: #333333;
background: #ffffff;
}.tc-muted {
color: #bbb;
}svg.tc-image-button {
padding: 0px 1px 1px 0px;
}.tc-icon-wrapper > svg {
width: 1em;
height: 1em;
}kbd {
display: inline-block;
padding: 3px 5px;
font-size: 0.8em;
line-height: 1.2;
color: #333333;
vertical-align: middle;
background-color: #ffffff;
border: solid 1px #bbb;
border-bottom-color: #bbb;
border-radius: 3px;
box-shadow: inset 0 -1px 0 #bbb;
}/*
Markdown likes putting code elements inside pre elements
*/
pre > code {
padding: 0;
border: none;
background-color: inherit;
color: inherit;
}table {
border: 1px solid #dddddd;
width: auto;
max-width: 100%;
caption-side: bottom;
margin-top: 1em;
margin-bottom: 1em;
}table th, table td {
padding: 0 7px 0 7px;
border-top: 1px solid #dddddd;
border-left: 1px solid #dddddd;
}table thead tr td, table th {
background-color: #f0f0f0;
font-weight: bold;
}table tfoot tr td {
background-color: #a8a8a8;
}.tc-csv-table {
white-space: nowrap;
}.tc-tiddler-frame img,
.tc-tiddler-frame svg,
.tc-tiddler-frame canvas,
.tc-tiddler-frame embed,
.tc-tiddler-frame iframe {
max-width: 100%;
}.tc-tiddler-body > embed,
.tc-tiddler-body > iframe {
width: 100%;
height: 600px;
}/*
** Links
*/button.tc-tiddlylink,
a.tc-tiddlylink {
text-decoration: none;
font-weight: normal;
color: #5778d8;
-webkit-user-select: inherit; /* Otherwise the draggable attribute makes links impossible to select */
}.tc-sidebar-lists a.tc-tiddlylink {
color: #999999;
}.tc-sidebar-lists a.tc-tiddlylink:hover {
color: #444444;
}button.tc-tiddlylink:hover,
a.tc-tiddlylink:hover {
text-decoration: underline;
}a.tc-tiddlylink-resolves {
}a.tc-tiddlylink-shadow {
font-weight: bold;
}a.tc-tiddlylink-shadow.tc-tiddlylink-resolves {
font-weight: normal;
}a.tc-tiddlylink-missing {
font-style: italic;
}a.tc-tiddlylink-external {
text-decoration: underline;
color: #0000ee;
background-color: inherit;
}a.tc-tiddlylink-external:visited {
color: #0000aa;
background-color: inherit;
}a.tc-tiddlylink-external:hover {
color: inherit;
background-color: inherit;
}/*
** Drag and drop styles
*/.tc-tiddler-dragger {
position: relative;
z-index: -10000;
}.tc-tiddler-dragger-inner {
position: absolute;
top: -1000px;
left: -1000px;
display: inline-block;
padding: 8px 20px;
font-size: 16.9px;
font-weight: bold;
line-height: 20px;
color: #ffffff;
text-shadow: 0 1px 0 rgba(0, 0, 0, 1);
white-space: nowrap;
vertical-align: baseline;
background-color: #333333;
border-radius: 20px;
}.tc-tiddler-dragger-cover {
position: absolute;
background-color: #ececec;
}.tc-dropzone {
position: relative;
}.tc-dropzone.tc-dragover:before {
z-index: 10000;
display: block;
position: fixed;
top: 0;
left: 0;
right: 0;
background: rgba(0,200,0,0.7);
text-align: center;
content: "Drop here (or use the 'Escape' key to cancel)";
}.tc-droppable > .tc-droppable-placeholder {
display: none;
}.tc-droppable.tc-dragover > .tc-droppable-placeholder {
display: block;
border: 2px dashed rgba(0,200,0,0.7);
}.tc-draggable {
cursor: move;
}/*
** Plugin reload warning
*/.tc-plugin-reload-warning {
z-index: 1000;
display: block;
position: fixed;
top: 0;
left: 0;
right: 0;
background: #ffe476;
text-align: center;
}/*
** Buttons
*/button svg, button img, label svg, label img {
vertical-align: middle;
}.tc-btn-invisible {
padding: 0;
margin: 0;
background: none;
border: none;
cursor: pointer;
}.tc-btn-boxed {
font-size: 0.6em;
padding: 0.2em;
margin: 1px;
background: none;
border: 1px solid #cccccc;
border-radius: 0.25em;
}html body.tc-body .tc-btn-boxed svg {
font-size: 1.6666em;
}.tc-btn-boxed:hover {
background: #bbb;
color: #ffffff;
}html body.tc-body .tc-btn-boxed:hover svg {
fill: #ffffff;
}.tc-btn-rounded {
font-size: 0.5em;
line-height: 2;
padding: 0em 0.3em 0.2em 0.4em;
margin: 1px;
border: 1px solid #bbb;
background: #bbb;
color: #ffffff;
border-radius: 2em;
}html body.tc-body .tc-btn-rounded svg {
font-size: 1.6666em;
fill: #ffffff;
}.tc-btn-rounded:hover {
border: 1px solid #bbb;
background: #ffffff;
color: #bbb;
}html body.tc-body .tc-btn-rounded:hover svg {
fill: #bbb;
}.tc-btn-icon svg {
height: 1em;
width: 1em;
fill: #bbb;
}.tc-btn-text {
padding: 0;
margin: 0;
}.tc-btn-big-green {
display: inline-block;
padding: 8px;
margin: 4px 8px 4px 8px;
background: #34c734;
color: #ffffff;
fill: #ffffff;
border: none;
font-size: 1.2em;
line-height: 1.4em;
text-decoration: none;
}.tc-btn-big-green svg,
.tc-btn-big-green img {
height: 2em;
width: 2em;
vertical-align: middle;
fill: #ffffff;
}.tc-sidebar-lists input {
color: #333333;
}.tc-sidebar-lists button {
color: #333333;
fill: #333333;
}.tc-sidebar-lists button.tc-btn-mini {
color: #c0c0c0;
}.tc-sidebar-lists button.tc-btn-mini:hover {
color: #444444;
}button svg.tc-image-button, button .tc-image-button img {
height: 1em;
width: 1em;
}.tc-unfold-banner {
position: absolute;
padding: 0;
margin: 0;
background: none;
border: none;
width: 100%;
width: calc(100% + 2px);
margin-left: -43px;
text-align: center;
border-top: 2px solid #f8f8f8;
margin-top: 4px;
}.tc-unfold-banner:hover {
background: #f8f8f8;
border-top: 2px solid #dddddd;
}.tc-unfold-banner svg, .tc-fold-banner svg {
height: 0.75em;
fill: #cccccc;
}.tc-unfold-banner:hover svg, .tc-fold-banner:hover svg {
fill: #888888;
}.tc-fold-banner {
position: absolute;
padding: 0;
margin: 0;
background: none;
border: none;
width: 23px;
text-align: center;
margin-left: -35px;
top: 6px;
bottom: 6px;
}.tc-fold-banner:hover {
background: #f8f8f8;
}@media (max-width: 960px) {.tc-unfold-banner {
position: static;
width: calc(100% + 59px);
}.tc-fold-banner {
width: 16px;
margin-left: -16px;
font-size: 0.75em;
}}/*
** Tags and missing tiddlers
*/.tc-tag-list-item {
position: relative;
display: inline-block;
margin-right: 7px;
}.tc-tags-wrapper {
margin: 4px 0 14px 0;
}.tc-missing-tiddler-label {
font-style: italic;
font-weight: normal;
display: inline-block;
font-size: 11.844px;
line-height: 14px;
white-space: nowrap;
vertical-align: baseline;
}button.tc-tag-label, span.tc-tag-label {
display: inline-block;
padding: 0.16em 0.7em;
font-size: 0.9em;
font-weight: 400;
line-height: 1.2em;
color: #ffffff;
white-space: nowrap;
vertical-align: baseline;
background-color: #7777ee;
border-radius: 1em;
}.tc-untagged-separator {
width: 10em;
left: 0;
margin-left: 0;
border: 0;
height: 1px;
background: #d8d8d8;
}button.tc-untagged-label {
background-color: #999999;
}.tc-tag-label svg, .tc-tag-label img {
height: 1em;
width: 1em;
fill: #ffffff;
vertical-align: text-bottom;
}.tc-tag-manager-table .tc-tag-label {
white-space: normal;
}.tc-tag-manager-tag {
width: 100%;
}/*
** Page layout
*/.tc-topbar {
position: fixed;
z-index: 1200;
}.tc-topbar-left {
left: 29px;
top: 5px;
}.tc-topbar-right {
top: 5px;
right: 29px;
}.tc-topbar button {
padding: 8px;
}.tc-topbar svg {
fill: #bbb;
}.tc-topbar button:hover svg {
fill: #333333;
}.tc-sidebar-header {
color: #acacac;
fill: #acacac;
}.tc-sidebar-header .tc-title a.tc-tiddlylink-resolves {
font-weight: 300;
}.tc-sidebar-header .tc-sidebar-lists p {
margin-top: 3px;
margin-bottom: 3px;
}.tc-sidebar-header .tc-missing-tiddler-label {
color: #acacac;
}.tc-advanced-search input {
width: 60%;
}.tc-search a svg {
width: 1.2em;
height: 1.2em;
vertical-align: middle;
}.tc-page-controls {
margin-top: 14px;
font-size: 1.5em;
}.tc-page-controls button {
margin-right: 0.5em;
}.tc-page-controls a.tc-tiddlylink:hover {
text-decoration: none;
}.tc-page-controls img {
width: 1em;
}.tc-page-controls svg {
fill: #aaaaaa;
}.tc-page-controls button:hover svg, .tc-page-controls a:hover svg {
fill: #000000;
}.tc-menu-list-item {
white-space: nowrap;
}.tc-menu-list-count {
font-weight: bold;
}.tc-menu-list-subitem {
padding-left: 7px;
}.tc-story-river {
position: relative;
}@media (max-width: 960px) {.tc-sidebar-header {
padding: 14px;
min-height: 32px;
margin-top: 0px;
}.tc-story-river {
position: relative;
padding: 0;
}
}@media (min-width: 960px) {.tc-message-box {
margin: 21px -21px 21px -21px;
}.tc-sidebar-scrollable {
position: fixed;
top: 0px;
left: 770px;
bottom: 0;
right: 0;
overflow-y: auto;
overflow-x: auto;
-webkit-overflow-scrolling: touch;
margin: 0 0 0 -42px;
padding: 71px 0 28px 42px;
}html[dir="rtl"] .tc-sidebar-scrollable {
left: auto;
right: 770px;
}.tc-story-river {
position: relative;
left: 0px;
top: 0px;
width: 770px;
padding: 42px 42px 42px 42px;
}}@media print {body.tc-body {
background-color: transparent;
}.tc-sidebar-header, .tc-topbar {
display: none;
}.tc-story-river {
margin: 0;
padding: 0;
}.tc-story-river .tc-tiddler-frame {
margin: 0;
border: none;
padding: 0;
}
}/*
** Tiddler styles
*/.tc-tiddler-frame {
position: relative;
margin-bottom: 28px;
background-color: #ffffff;
border: 1px solid #ffffff;
}
.tc-tiddler-info {
padding: 14px 42px 14px 42px;
background-color: #f8f8f8;
border-top: 1px solid #dddddd;
border-bottom: 1px solid #dddddd;
}.tc-tiddler-info p {
margin-top: 3px;
margin-bottom: 3px;
}.tc-tiddler-info .tc-tab-buttons button.tc-tab-selected {
background-color: #f8f8f8;
border-bottom: 1px solid #f8f8f8;
}.tc-view-field-table {
width: 100%;
}.tc-view-field-name {
width: 1%; /* Makes this column be as narrow as possible */
text-align: right;
font-style: italic;
font-weight: 200;
}.tc-view-field-value {
}@media (max-width: 960px) {
.tc-tiddler-frame {
padding: 14px 14px 14px 14px;
}.tc-tiddler-info {
margin: 0 -14px 0 -14px;
}
}@media (min-width: 960px) {
.tc-tiddler-frame {
padding: 28px 42px 42px 42px;
width: 686px;
border-radius: 2px;
}.tc-tiddler-info {
margin: 0 -42px 0 -42px;
}
}.tc-site-title,
.tc-titlebar {
font-weight: 300;
font-size: 2.35em;
line-height: 1.2em;
color: #182955;
margin: 0;
}.tc-site-title {
color: #182955;
}.tc-tiddler-title-icon {
vertical-align: middle;
}.tc-system-title-prefix {
color: #bbb;
}.tc-titlebar h2 {
font-size: 1em;
display: inline;
}.tc-titlebar img {
height: 1em;
}.tc-subtitle {
font-size: 0.9em;
color: #c0c0c0;
font-weight: 300;
}.tc-tiddler-missing .tc-title {
font-style: italic;
font-weight: normal;
}.tc-tiddler-frame .tc-tiddler-controls {
float: right;
}.tc-tiddler-controls .tc-drop-down {
font-size: 0.6em;
}.tc-tiddler-controls .tc-drop-down .tc-drop-down {
font-size: 1em;
}.tc-tiddler-controls > span > button,
.tc-tiddler-controls > span > span > button,
.tc-tiddler-controls > span > span > span > button {
vertical-align: baseline;
margin-left:5px;
}.tc-tiddler-controls button svg, .tc-tiddler-controls button img,
.tc-search button svg, .tc-search a svg {
fill: #cccccc;
}.tc-tiddler-controls button svg, .tc-tiddler-controls button img {
height: 0.75em;
}.tc-search button svg, .tc-search a svg {
height: 1.2em;
width: 1.2em;
margin: 0 0.25em;
}.tc-tiddler-controls button.tc-selected svg,
.tc-page-controls button.tc-selected svg {
fill: #444444;
}.tc-tiddler-controls button.tc-btn-invisible:hover svg,
.tc-search button:hover svg, .tc-search a:hover svg {
fill: #888888;
}@media print {
.tc-tiddler-controls {
display: none;
}
}.tc-tiddler-help { /* Help prompts within tiddler template */
color: #bbb;
margin-top: 14px;
}.tc-tiddler-help a.tc-tiddlylink {
color: #888888;
}.tc-tiddler-frame .tc-edit-texteditor {
width: 100%;
margin: 4px 0 4px 0;
}.tc-tiddler-frame input.tc-edit-texteditor,
.tc-tiddler-frame textarea.tc-edit-texteditor,
.tc-tiddler-frame iframe.tc-edit-texteditor {
padding: 3px 3px 3px 3px;
border: 1px solid #cccccc;
background-color: #f8f8f8;
line-height: 1.3em;
-webkit-appearance: none;
font-family: ;
}.tc-tiddler-frame .tc-binary-warning {
width: 100%;
height: 5em;
text-align: center;
padding: 3em 3em 6em 3em;
background: #ffe476;
border: 1px solid #b99e2f;
}canvas.tc-edit-bitmapeditor {
border: 6px solid #ffffff;
cursor: crosshair;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
margin-top: 6px;
margin-bottom: 6px;
}.tc-edit-bitmapeditor-width {
display: block;
}.tc-edit-bitmapeditor-height {
display: block;
}.tc-tiddler-body {
clear: both;
}.tc-tiddler-frame .tc-tiddler-body {
font-size: 15px;
line-height: 22px;
}.tc-titlebar, .tc-tiddler-edit-title {
overflow: hidden; /* https://github.com/Jermolene/TiddlyWiki5/issues/282 */
}html body.tc-body.tc-single-tiddler-window {
margin: 1em;
background: #ffffff;
}.tc-single-tiddler-window img,
.tc-single-tiddler-window svg,
.tc-single-tiddler-window canvas,
.tc-single-tiddler-window embed,
.tc-single-tiddler-window iframe {
max-width: 100%;
}/*
** Editor
*/.tc-editor-toolbar {
margin-top: 8px;
}.tc-editor-toolbar button {
vertical-align: middle;
background-color: #cccccc;
fill: #444444;
border-radius: 4px;
padding: 3px;
margin: 2px 0 2px 4px;
}.tc-editor-toolbar button.tc-text-editor-toolbar-item-adjunct {
margin-left: 1px;
width: 1em;
border-radius: 8px;
}.tc-editor-toolbar button.tc-text-editor-toolbar-item-start-group {
margin-left: 11px;
}.tc-editor-toolbar button.tc-selected {
background-color: #5778d8;
}.tc-editor-toolbar button svg {
width: 1.6em;
height: 1.2em;
}.tc-editor-toolbar button:hover {
background-color: #444444;
fill: #ffffff;
}.tc-editor-toolbar .tc-text-editor-toolbar-more {
white-space: normal;
}.tc-editor-toolbar .tc-text-editor-toolbar-more button {
display: inline-block;
padding: 3px;
width: auto;
}.tc-editor-toolbar .tc-search-results {
padding: 0;
}/*
** Adjustments for fluid-fixed mode
*/@media (min-width: 960px) {}/*
** Toolbar buttons
*/.tc-page-controls svg.tc-image-new-button {
fill: ;
}.tc-page-controls svg.tc-image-options-button {
fill: ;
}.tc-page-controls svg.tc-image-save-button {
fill: ;
}.tc-tiddler-controls button svg.tc-image-info-button {
fill: ;
}.tc-tiddler-controls button svg.tc-image-edit-button {
fill: ;
}.tc-tiddler-controls button svg.tc-image-close-button {
fill: ;
}.tc-tiddler-controls button svg.tc-image-delete-button {
fill: ;
}.tc-tiddler-controls button svg.tc-image-cancel-button {
fill: ;
}.tc-tiddler-controls button svg.tc-image-done-button {
fill: ;
}/*
** Tiddler edit mode
*/.tc-tiddler-edit-frame em.tc-edit {
color: #bbb;
font-style: normal;
}.tc-edit-type-dropdown a.tc-tiddlylink-missing {
font-style: normal;
}.tc-edit-tags {
border: 1px solid #cccccc;
padding: 4px 8px 4px 8px;
}.tc-edit-add-tag {
display: inline-block;
}.tc-edit-add-tag .tc-add-tag-name input {
width: 50%;
}.tc-edit-add-tag .tc-keyboard {
display:inline;
}.tc-edit-tags .tc-tag-label {
display: inline-block;
}.tc-edit-tags-list {
margin: 14px 0 14px 0;
}.tc-remove-tag-button {
padding-left: 4px;
}.tc-tiddler-preview {
overflow: auto;
}.tc-tiddler-preview-preview {
float: right;
width: 49%;
border: 1px solid #cccccc;
margin: 4px 0 3px 3px;
padding: 3px 3px 3px 3px;
}.tc-tiddler-frame .tc-tiddler-preview .tc-edit-texteditor {
width: 49%;
}.tc-tiddler-frame .tc-tiddler-preview canvas.tc-edit-bitmapeditor {
max-width: 49%;
}.tc-edit-fields {
width: 100%;
}.tc-edit-fields table, .tc-edit-fields tr, .tc-edit-fields td {
border: none;
padding: 4px;
}.tc-edit-fields > tbody > .tc-edit-field:nth-child(odd) {
background-color: #f0f4f0;
}.tc-edit-fields > tbody > .tc-edit-field:nth-child(even) {
background-color: #e0e8e0;
}.tc-edit-field-name {
text-align: right;
}.tc-edit-field-value input {
width: 100%;
}.tc-edit-field-remove {
}.tc-edit-field-remove svg {
height: 1em;
width: 1em;
fill: #bbb;
vertical-align: middle;
}.tc-edit-field-add-name {
display: inline-block;
width: 15%;
}.tc-edit-field-add-value {
display: inline-block;
width: 40%;
}.tc-edit-field-add-button {
display: inline-block;
width: 10%;
}/*
** Storyview Classes
*/.tc-storyview-zoomin-tiddler {
position: absolute;
display: block;
width: 100%;
}@media (min-width: 960px) {.tc-storyview-zoomin-tiddler {
width: calc(100% - 84px);
}}/*
** Dropdowns
*/.tc-btn-dropdown {
text-align: left;
}.tc-btn-dropdown svg, .tc-btn-dropdown img {
height: 1em;
width: 1em;
fill: #bbb;
}.tc-drop-down-wrapper {
position: relative;
}.tc-drop-down {
min-width: 380px;
border: 1px solid #bbb;
background-color: #ffffff;
padding: 7px 0 7px 0;
margin: 4px 0 0 0;
white-space: nowrap;
text-shadow: none;
line-height: 1.4;
}.tc-drop-down .tc-drop-down {
margin-left: 14px;
}.tc-drop-down button svg, .tc-drop-down a svg {
fill: #333333;
}.tc-drop-down button.tc-btn-invisible:hover svg {
fill: #333333;
}.tc-drop-down p {
padding: 0 14px 0 14px;
}.tc-drop-down svg {
width: 1em;
height: 1em;
}.tc-drop-down img {
width: 1em;
}.tc-drop-down-language-chooser img {
width: 2em;
vertical-align: baseline;
}.tc-drop-down a, .tc-drop-down button {
display: block;
padding: 0 14px 0 14px;
width: 100%;
text-align: left;
color: #333333;
line-height: 1.4;
}.tc-drop-down .tc-tab-set .tc-tab-buttons button {
display: inline-block;
width: auto;
margin-bottom: 0px;
border-bottom-left-radius: 0;
border-bottom-right-radius: 0;
}.tc-drop-down .tc-prompt {
padding: 0 14px;
}.tc-drop-down .tc-chooser {
border: none;
}.tc-drop-down .tc-chooser .tc-swatches-horiz {
font-size: 0.4em;
padding-left: 1.2em;
}.tc-drop-down .tc-file-input-wrapper {
width: 100%;
}.tc-drop-down .tc-file-input-wrapper button {
color: #333333;
}.tc-drop-down a:hover, .tc-drop-down button:hover, .tc-drop-down .tc-file-input-wrapper:hover button {
color: #ffffff;
background-color: #5778d8;
text-decoration: none;
}.tc-drop-down .tc-tab-buttons button {
background-color: #ececec;
}.tc-drop-down .tc-tab-buttons button.tc-tab-selected {
background-color: #fff;
border-bottom: 1px solid #fff;
}.tc-drop-down-bullet {
display: inline-block;
width: 0.5em;
}.tc-drop-down .tc-tab-contents a {
padding: 0 0.5em 0 0.5em;
}.tc-block-dropdown-wrapper {
position: relative;
}.tc-block-dropdown {
position: absolute;
min-width: 220px;
border: 1px solid #bbb;
background-color: #ffffff;
padding: 7px 0;
margin: 4px 0 0 0;
white-space: nowrap;
z-index: 1000;
text-shadow: none;
}.tc-block-dropdown.tc-search-drop-down {
margin-left: -12px;
}.tc-block-dropdown a {
display: block;
padding: 4px 14px 4px 14px;
}.tc-block-dropdown.tc-search-drop-down a {
display: block;
padding: 0px 10px 0px 10px;
}.tc-drop-down .tc-dropdown-item-plain,
.tc-block-dropdown .tc-dropdown-item-plain {
padding: 4px 14px 4px 7px;
}.tc-drop-down .tc-dropdown-item,
.tc-block-dropdown .tc-dropdown-item {
padding: 4px 14px 4px 7px;
color: #bbb;
}.tc-block-dropdown a:hover {
color: #ffffff;
background-color: #5778d8;
text-decoration: none;
}.tc-search-results {
padding: 0 7px 0 7px;
}.tc-image-chooser, .tc-colour-chooser {
white-space: normal;
}.tc-image-chooser a,
.tc-colour-chooser a {
display: inline-block;
vertical-align: top;
text-align: center;
position: relative;
}.tc-image-chooser a {
border: 1px solid #bbb;
padding: 2px;
margin: 2px;
width: 4em;
height: 4em;
}.tc-colour-chooser a {
padding: 3px;
width: 2em;
height: 2em;
vertical-align: middle;
}.tc-image-chooser a:hover,
.tc-colour-chooser a:hover {
background: #5778d8;
padding: 0px;
border: 3px solid #5778d8;
}.tc-image-chooser a svg,
.tc-image-chooser a img {
display: inline-block;
width: auto;
height: auto;
max-width: 3.5em;
max-height: 3.5em;
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
margin: auto;
}/*
** Modals
*/.tc-modal-wrapper {
position: fixed;
overflow: auto;
overflow-y: scroll;
top: 0;
right: 0;
bottom: 0;
left: 0;
z-index: 900;
}.tc-modal-backdrop {
position: fixed;
top: 0;
right: 0;
bottom: 0;
left: 0;
z-index: 1000;
background-color: #333333;
}.tc-modal {
z-index: 1100;
background-color: #ffffff;
border: 1px solid #999999;
}@media (max-width: 55em) {
.tc-modal {
position: fixed;
top: 1em;
left: 1em;
right: 1em;
}.tc-modal-body {
overflow-y: auto;
max-height: 400px;
max-height: 60vh;
}
}@media (min-width: 55em) {
.tc-modal {
position: fixed;
top: 2em;
left: 25%;
width: 50%;
}.tc-modal-body {
overflow-y: auto;
max-height: 400px;
max-height: 60vh;
}
}.tc-modal-header {
padding: 9px 15px;
border-bottom: 1px solid #eeeeee;
}.tc-modal-header h3 {
margin: 0;
line-height: 30px;
}.tc-modal-header img, .tc-modal-header svg {
width: 1em;
height: 1em;
}.tc-modal-body {
padding: 15px;
}.tc-modal-footer {
padding: 14px 15px 15px;
margin-bottom: 0;
text-align: right;
background-color: #f5f5f5;
border-top: 1px solid #dddddd;
}/*
** Notifications
*/.tc-notification {
position: fixed;
top: 14px;
right: 42px;
z-index: 1300;
max-width: 280px;
padding: 0 14px 0 14px;
background-color: #ffffdd;
border: 1px solid #999999;
}/*
** Tabs
*/.tc-tab-set.tc-vertical {
display: -webkit-flex;
display: flex;
}.tc-tab-buttons {
font-size: 0.85em;
padding-top: 1em;
margin-bottom: -2px;
}.tc-tab-buttons.tc-vertical {
z-index: 100;
display: block;
padding-top: 14px;
vertical-align: top;
text-align: right;
margin-bottom: inherit;
margin-right: -1px;
max-width: 33%;
-webkit-flex: 0 0 auto;
flex: 0 0 auto;
}.tc-tab-buttons button.tc-tab-selected {
color: #666666;
background-color: #ffffff;
border-left: 1px solid #d8d8d8;
border-top: 1px solid #d8d8d8;
border-right: 1px solid #d8d8d8;
}.tc-tab-buttons button {
color: #666666;
padding: 3px 5px 3px 5px;
margin-right: 0.3em;
font-weight: 300;
border: none;
background: inherit;
background-color: #d8d8d8;
border-left: 1px solid #cccccc;
border-top: 1px solid #cccccc;
border-right: 1px solid #cccccc;
border-top-left-radius: 2px;
border-top-right-radius: 2px;
border-bottom-left-radius: 0;
border-bottom-right-radius: 0;
}.tc-tab-buttons.tc-vertical button {
display: block;
width: 100%;
margin-top: 3px;
margin-right: 0;
text-align: right;
background-color: #d8d8d8;
border-left: 1px solid #cccccc;
border-bottom: 1px solid #cccccc;
border-right: none;
border-top-left-radius: 2px;
border-bottom-left-radius: 2px;
border-top-right-radius: 0;
border-bottom-right-radius: 0;
}.tc-tab-buttons.tc-vertical button.tc-tab-selected {
background-color: #ffffff;
border-right: 1px solid #ffffff;
}.tc-tab-divider {
border-top: 1px solid #d8d8d8;
}.tc-tab-divider.tc-vertical {
display: none;
}.tc-tab-content {
margin-top: 14px;
}.tc-tab-content.tc-vertical {
display: inline-block;
vertical-align: top;
padding-top: 0;
padding-left: 14px;
border-left: 1px solid #cccccc;
-webkit-flex: 1 0 70%;
flex: 1 0 70%;
}.tc-sidebar-lists .tc-tab-buttons {
margin-bottom: -1px;
}.tc-sidebar-lists .tc-tab-buttons button.tc-tab-selected {
background-color: #ececec;
color: ;
border-left: 1px solid #d8d8d8;
border-top: 1px solid #d8d8d8;
border-right: 1px solid #d8d8d8;
}.tc-sidebar-lists .tc-tab-buttons button {
background-color: #d8d8d8;
color: #666666;
border-left: 1px solid #cccccc;
border-top: 1px solid #cccccc;
border-right: 1px solid #cccccc;
}.tc-sidebar-lists .tc-tab-divider {
border-top: 1px solid #e4e4e4;
}.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button {
display: block;
width: 100%;
background-color: #d8d8d8;
border-top: none;
border-left: none;
border-bottom: none;
border-right: 1px solid #ccc;
margin-bottom: inherit;
}.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button.tc-tab-selected {
background-color: #ececec;
border: none;
}/*
** Manager
*/.tc-manager-wrapper {
}.tc-manager-controls {
}.tc-manager-control {
margin: 0.5em 0;
}.tc-manager-list {
width: 100%;
border-top: 1px solid #bbb;
border-left: 1px solid #bbb;
border-right: 1px solid #bbb;
}.tc-manager-list-item {}.tc-manager-list-item-heading {
display: block;
width: 100%;
text-align: left;
border-bottom: 1px solid #bbb;
padding: 3px;
}.tc-manager-list-item-heading-selected {
font-weight: bold;
color: #ffffff;
fill: #ffffff;
background-color: #333333;
}.tc-manager-list-item-heading:hover {
background: #5778d8;
color: #ffffff;
}.tc-manager-list-item-content {
display: flex;
}.tc-manager-list-item-content-sidebar {
flex: 1 0;
background: #f8f8f8;
border-right: 0.5em solid #bbb;
border-bottom: 0.5em solid #bbb;
white-space: nowrap;
}.tc-manager-list-item-content-item-heading {
display: block;
width: 100%;
text-align: left;
background: #bbb;
text-transform: uppercase;
font-size: 0.6em;
font-weight: bold;
padding: 0.5em 0 0.5em 0;
}.tc-manager-list-item-content-item-body {
padding: 0 0.5em 0 0.5em;
}.tc-manager-list-item-content-item-body > pre {
margin: 0.5em 0 0.5em 0;
border: none;
background: inherit;
}.tc-manager-list-item-content-tiddler {
flex: 3 1;
border-left: 0.5em solid #bbb;
border-right: 0.5em solid #bbb;
border-bottom: 0.5em solid #bbb;
}.tc-manager-list-item-content-item-body > table {
border: none;
padding: 0;
margin: 0;
}.tc-manager-list-item-content-item-body > table td {
border: none;
}.tc-manager-icon-editor > button {
width: 100%;
}.tc-manager-icon-editor > button > svg,
.tc-manager-icon-editor > button > button {
width: 100%;
height: auto;
}/*
** Alerts
*/.tc-alerts {
position: fixed;
top: 0;
left: 0;
max-width: 500px;
z-index: 20000;
}.tc-alert {
position: relative;
margin: 28px;
padding: 14px 14px 14px 14px;
border: 2px solid #b99e2f;
background-color: #ffe476;
}.tc-alert-toolbar {
position: absolute;
top: 14px;
right: 14px;
}.tc-alert-toolbar svg {
fill: #b99e2f;
}.tc-alert-subtitle {
color: #b99e2f;
font-weight: bold;
}.tc-alert-highlight {
color: #881122;
}@media (min-width: 960px) {.tc-static-alert {
position: relative;
}.tc-static-alert-inner {
position: absolute;
z-index: 100;
}}.tc-static-alert-inner {
padding: 0 2px 2px 42px;
color: #aaaaaa;
}/*
** Control panel
*/.tc-control-panel td {
padding: 4px;
}.tc-control-panel table, .tc-control-panel table input, .tc-control-panel table textarea {
width: 100%;
}.tc-plugin-info {
display: block;
border: 1px solid #bbb;
background-colour: #ffffff;
margin: 0.5em 0 0.5em 0;
padding: 4px;
}.tc-plugin-info-disabled {
background: -webkit-repeating-linear-gradient(45deg, #ff0, #ff0 10px, #eee 10px, #eee 20px);
background: repeating-linear-gradient(45deg, #ff0, #ff0 10px, #eee 10px, #eee 20px);
}.tc-plugin-info-disabled:hover {
background: -webkit-repeating-linear-gradient(45deg, #aa0, #aa0 10px, #888 10px, #888 20px);
background: repeating-linear-gradient(45deg, #aa0, #aa0 10px, #888 10px, #888 20px);
}a.tc-tiddlylink.tc-plugin-info:hover {
text-decoration: none;
background-color: #5778d8;
color: #ffffff;
fill: #333333;
}a.tc-tiddlylink.tc-plugin-info:hover .tc-plugin-info > .tc-plugin-info-chunk > svg {
fill: #333333;
}.tc-plugin-info-chunk {
display: inline-block;
vertical-align: middle;
}.tc-plugin-info-chunk h1 {
font-size: 1em;
margin: 2px 0 2px 0;
}.tc-plugin-info-chunk h2 {
font-size: 0.8em;
margin: 2px 0 2px 0;
}.tc-plugin-info-chunk div {
font-size: 0.7em;
margin: 2px 0 2px 0;
}.tc-plugin-info:hover > .tc-plugin-info-chunk > img, .tc-plugin-info:hover > .tc-plugin-info-chunk > svg {
width: 2em;
height: 2em;
fill: #333333;
}.tc-plugin-info > .tc-plugin-info-chunk > img, .tc-plugin-info > .tc-plugin-info-chunk > svg {
width: 2em;
height: 2em;
fill: #bbb;
}.tc-plugin-info.tc-small-icon > .tc-plugin-info-chunk > img, .tc-plugin-info.tc-small-icon > .tc-plugin-info-chunk > svg {
width: 1em;
height: 1em;
}.tc-plugin-info-dropdown {
border: 1px solid #bbb;
margin-top: -8px;
}.tc-plugin-info-dropdown-message {
background: #ecf2ff;
padding: 0.5em 1em 0.5em 1em;
font-weight: bold;
font-size: 0.8em;
}.tc-plugin-info-dropdown-body {
padding: 1em 1em 1em 1em;
}/*
** Message boxes
*/.tc-message-box {
border: 1px solid #cfd6e6;
background: #ecf2ff;
padding: 0px 21px 0px 21px;
font-size: 12px;
line-height: 18px;
color: #547599;
}.tc-message-box svg {
width: 1em;
height: 1em;
vertical-align: text-bottom;
}/*
** Pictures
*/.tc-bordered-image {
border: 1px solid #bbb;
padding: 5px;
margin: 5px;
}/*
** Floats
*/.tc-float-right {
float: right;
}/*
** Chooser
*/.tc-chooser {
border: 1px solid #dddddd;
}.tc-chooser-item {
border: 8px;
padding: 2px 4px;
}.tc-chooser-item a.tc-tiddlylink {
display: block;
text-decoration: none;
color: #5778d8;
background-color: #ffffff;
}.tc-chooser-item a.tc-tiddlylink:hover {
text-decoration: none;
color: #ffffff;
background-color: #5778d8;
}/*
** Palette swatches
*/.tc-swatches-horiz {
}.tc-swatches-horiz .tc-swatch {
display: inline-block;
}.tc-swatch {
width: 2em;
height: 2em;
margin: 0.4em;
border: 1px solid #888;
}/*
** Table of contents
*/.tc-sidebar-lists .tc-table-of-contents {
white-space: nowrap;
}.tc-table-of-contents button {
color: #acacac;
}.tc-table-of-contents svg {
width: 0.7em;
height: 0.7em;
vertical-align: middle;
fill: #acacac;
}.tc-table-of-contents ol {
list-style-type: none;
padding-left: 0;
}.tc-table-of-contents ol ol {
padding-left: 1em;
}.tc-table-of-contents li {
font-size: 1.0em;
font-weight: bold;
}.tc-table-of-contents li a {
font-weight: bold;
}.tc-table-of-contents li li {
font-size: 0.95em;
font-weight: normal;
line-height: 1.4;
}.tc-table-of-contents li li a {
font-weight: normal;
}.tc-table-of-contents li li li {
font-size: 0.95em;
font-weight: 200;
line-height: 1.5;
}.tc-table-of-contents li li li a {
font-weight: bold;
}.tc-table-of-contents li li li li {
font-size: 0.95em;
font-weight: 200;
}.tc-tabbed-table-of-contents {
display: -webkit-flex;
display: flex;
}.tc-tabbed-table-of-contents .tc-table-of-contents {
z-index: 100;
display: inline-block;
padding-left: 1em;
max-width: 50%;
-webkit-flex: 0 0 auto;
flex: 0 0 auto;
background: #d8d8d8;
border-left: 1px solid #cccccc;
border-top: 1px solid #cccccc;
border-bottom: 1px solid #cccccc;
}.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item > a,
.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item-selected > a {
display: block;
padding: 0.12em 1em 0.12em 0.25em;
}.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item > a {
border-top: 1px solid #d8d8d8;
border-left: 1px solid #d8d8d8;
border-bottom: 1px solid #d8d8d8;
}.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item > a:hover {
text-decoration: none;
border-top: 1px solid #cccccc;
border-left: 1px solid #cccccc;
border-bottom: 1px solid #cccccc;
background: #cccccc;
}.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item-selected > a {
border-top: 1px solid #cccccc;
border-left: 1px solid #cccccc;
border-bottom: 1px solid #cccccc;
background: #ffffff;
margin-right: -1px;
}.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item-selected > a:hover {
text-decoration: none;
}.tc-tabbed-table-of-contents .tc-tabbed-table-of-contents-content {
display: inline-block;
vertical-align: top;
padding-left: 1.5em;
padding-right: 1.5em;
border: 1px solid #cccccc;
-webkit-flex: 1 0 50%;
flex: 1 0 50%;
}/*
** Dirty indicator
*/body.tc-dirty span.tc-dirty-indicator, body.tc-dirty span.tc-dirty-indicator svg {
fill: #ff0000;
color: #ff0000;
}/*
** File inputs
*/.tc-file-input-wrapper {
position: relative;
overflow: hidden;
display: inline-block;
vertical-align: middle;
}.tc-file-input-wrapper input[type=file] {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
font-size: 999px;
max-width: 100%;
max-height: 100%;
filter: alpha(opacity=0);
opacity: 0;
outline: none;
background: white;
cursor: pointer;
display: inline-block;
}/*
** Thumbnail macros
*/.tc-thumbnail-wrapper {
position: relative;
display: inline-block;
margin: 6px;
vertical-align: top;
}.tc-thumbnail-right-wrapper {
float:right;
margin: 0.5em 0 0.5em 0.5em;
}.tc-thumbnail-image {
text-align: center;
overflow: hidden;
border-radius: 3px;
}.tc-thumbnail-image svg,
.tc-thumbnail-image img {
filter: alpha(opacity=1);
opacity: 1;
min-width: 100%;
min-height: 100%;
max-width: 100%;
}.tc-thumbnail-wrapper:hover .tc-thumbnail-image svg,
.tc-thumbnail-wrapper:hover .tc-thumbnail-image img {
filter: alpha(opacity=0.8);
opacity: 0.8;
}.tc-thumbnail-background {
position: absolute;
border-radius: 3px;
}.tc-thumbnail-icon svg,
.tc-thumbnail-icon img {
width: 3em;
height: 3em;
-webkit-filter: drop-shadow(2px 2px 4px rgba(0,0,0,0.3));
-moz-filter: drop-shadow(2px 2px 4px rgba(0,0,0,0.3));
filter: drop-shadow(2px 2px 4px rgba(0,0,0,0.3));
}.tc-thumbnail-wrapper:hover .tc-thumbnail-icon svg,
.tc-thumbnail-wrapper:hover .tc-thumbnail-icon img {
fill: #fff;
-webkit-filter: drop-shadow(3px 3px 4px rgba(0,0,0,0.6));
-moz-filter: drop-shadow(3px 3px 4px rgba(0,0,0,0.6));
filter: drop-shadow(3px 3px 4px rgba(0,0,0,0.6));
}.tc-thumbnail-icon {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
display: -webkit-flex;
-webkit-align-items: center;
-webkit-justify-content: center;
display: flex;
align-items: center;
justify-content: center;
}.tc-thumbnail-caption {
position: absolute;
background-color: #777;
color: #fff;
text-align: center;
bottom: 0;
width: 100%;
filter: alpha(opacity=0.9);
opacity: 0.9;
line-height: 1.4;
border-bottom-left-radius: 3px;
border-bottom-right-radius: 3px;
}.tc-thumbnail-wrapper:hover .tc-thumbnail-caption {
filter: alpha(opacity=1);
opacity: 1;
}/*
** Errors
*/.tc-error {
background: #f00;
color: #fff;
}/*
** Tree macro
*/.tc-tree div {
padding-left: 14px;
}.tc-tree ol {
list-style-type: none;
padding-left: 0;
margin-top: 0;
}.tc-tree ol ol {
padding-left: 1em;
}.tc-tree button {
color: #acacac;
}.tc-tree svg {
fill: #acacac;
}.tc-tree span svg {
width: 1em;
height: 1em;
vertical-align: baseline;
}.tc-tree li span {
color: lightgray;
}
.tc-tiddler-body {
clear: both;
}
.float-right {
float:right;
}
/* LINKS */
a{
-webkit-transition: 200ms;
-moz-transition: 200ms;
-o-transition: 200ms;
transition: 200ms;
}
a.tc-tiddlylink-shadow {
color:#567;
font-weight:normal;
}
a.tc-tiddlylink-resolves.tc-tiddlylink-shadow {
font-weight:bold;
}
.redirected {
color:#dd1144;
}
.tb-links dd span:not(:last-child):after{
content:", ";
}
.tb-links > span:not(:last-child):after{
content:", ";
}
.tb-links > a:not(:last-child):after{
content:", ";
}
/* TITLE */
.tc-tiddler-title-icon > svg{
fill:#bbb;
}
.title-popup > p {
margin:7px 3px;
}
.title-popup a {
margin:3px 0;
display:block;
}
.tc-tiddler-title .title-popup a {
font-size:0.5em;
}
.btn-title-popup {
color:#ccc;
border-bottom:0 !important;
margin: 0 -.4em;
padding: 0 .4em;
}
/* TAGLIST */
.tb-taglist-columns{
column-count: 4;
-moz-column-count: 4;
-webkit-column-count: 4;
}
.tb-taglist .tb-taglist-item{
width:145px;
}
.tb-taglist-columns .tb-taglist-item{
width:auto;
display:block;
}
.tb-taglist .tc-menu-list-count,
.tb-taglist-columns .tc-menu-list-count{
margin-left:-10px;
display:inline-block;
width:25px;
text-align:right;
}
.tb-taglist-item{
display:inline-block;
padding-top:5px;
}
.list-tags {
float:right;
font-weight:normal;
color:#ccc;
}
/* TIMELINE */
.tb-timeline-item{
margin:2px -5px 5px -5px;
padding:2px 5px 5px 5px;
}
.tb-timeline-item:hover{
background: #f3f3f3;
}
.tb-timeline-date{
float:right;
color:#ccf;
font-size:0.8em;
}
.tb-timeline-tags {
color:#ccc;
}
.tb-timeline-tags button {
font-size:0.8em;
}
.tb-timeline-tags .tc-tag-list-item {
margin-right: 3px;
}
/* TABLES */
tr, td, th {
vertical-align:top;
}
.no-border,
.no-border th,
.no-border tr,
.no-border td {
border:0;
}
/* DEFINITIONS */
dl:not(.tb5-markup){
margin:0;
}
dd{
margin-left:14px;
}
dd:before{
content: "» ";
}
.no-before:before{
content:none;
}
/* SLIDERS */
div.slider-contents{
padding: 5px;
border: 1px solid #eee;
background: #fcfcfc;
border-radius:3px;
}
/* LISTS */
ol ol {
list-style-type: lower-alpha;
}
ol ol ol{
list-style-type: decimal;
}
.tc-tiddler-body .tc-tag-list-item,
.tc-tiddler-body .tc-tag-label{
margin:0;
}
.tc-search-results {
padding-top: 0;
}
/* CONTACT */
form.contact {
width:100%;
}
form.contact input,
form.contact button,
form.contact textarea {
color:#333 !important;
display:block;
width:100%;
margin:5px 0;
padding:3px;
border:1px solid #ddd;
-webkit-box-shadow: 1px 1px 5px 0 rgba(204,204,204,1);
-moz-box-shadow: 1px 1px 5px 0 rgba(204,204,204,1);
box-shadow: 1px 1px 5px 0 rgba(204,204,204,1);
}
form.contact textarea {
height:150px;
}
form.contact .gotcha {
display:none;
}
.contact-response {
width: 100%;
overflow: hidden;
height: 120px;
display:none;
}
.contact-response iframe {
overflow: hidden;
margin: -155px 0px 0 0px;
border: 0;
width: 600px;
height: 1000px;
}
/* BACK TO TOP */
.back-top{
float:right;
clear:both;
margin: 0 0 -25px 0;
}
.back-top a{
color:#ddd;
}
.back-top a:hover{
color:#999;
}
/* INFO BOXES */
.note {
padding: 10px;
background: #fcfcfc;
border-radius: 15px;
border: 1px solid #ccc;
}
.warn,
.warn a {
color: #dd1144;
}
.summary {
font-style:italic;
color:grey;
}
.tb-thumbs{
width: 160px;
margin: 0 10px 10px 0;
}
.grey-svg svg{
fill:lightgrey;
height:12px !important;
}
.grey-svg:hover svg{
fill:grey;
}
.pinkish .tc-sparkl-bar b {
border-bottom-color:deeppink;
}
.pinkish .tc-sparkl-bar:hover b{
border-bottom-color:#c06;
}
.pop-tiddler {
padding:0 10px;
background:white;
}
.pop-img {
line-height:0;
}
.pretty.pop-popup {
-webkit-box-shadow: 2px 2px 15px 1px rgba(119, 119, 119, 0.5);
-moz-box-shadow: 2px 2px 15px 1px rgba(119, 119, 119, 0.5);
box-shadow: 2px 2px 15px 1px rgba(119, 119, 119, 0.5);
}
.pop-btn {
border-bottom:1px dotted #66f;
}
.tc-rating.alert .tc-rate:hover,
.tc-rating.alert .tc-rate:hover ~ .tc-rate {
color:red;
}.tc-rating.alert .tc-selected,
.tc-rating.alert .tc-selected ~ button[class^="tc-rating-"],
.tc-rating.alert .tc-selected ~ button[class*=" tc-rating-"] {
color:red;
}
.ol,
.ol ol {
counter-reset: item;
}
.ol li {
display: block;
position: relative;
}
.ol li:before {
content: counters(item, ".")".";
counter-increment: item;
position: absolute;
margin-right: 100%;
right: 10px; /* space between number and text */
}
.todo ul,
.todo li{
margin:0;
list-style-type:none;
}.todo li:before{
content: "✗";
color: #933;
display:inline-block;
width:20px;
margin-left: -20px;
}.todo .ok:before {
content: "✓";
color: #393;
}.todo .ok {
color:#060;
}
.pretty-pop,
.pretty img,
.pretty svg,
img.pretty,
.static{
box-shadow: 2px 2px 15px 1px rgba(119, 119, 119, 0.5);
-moz-box-shadow: 2px 2px 15px 1px rgba(119, 119, 119, 0.5);
-webkit-box-shadow: 2px 2px 15px 1px rgba(119, 119, 119, 0.5);
}
.linksvg.pretty.thumbs svg {
width:66px;
height:66px;
padding:6px; margin: 0 12px 12px 0;
border-radius: 7px 7px 7px 7px;
-moz-border-radius: 7px 7px 7px 7px;
-webkit-border-radius: 7px 7px 7px 7px;
<<transition "fill 150ms ease-in-out">>
}
.linksvg.pretty.thumbs-120 svg {
width:120px;
height:120px;
}
</style>
</head>
<body class="tc-body">
<section class="tc-story-river">
<p>
<a name="$:/plugins/tobibeer/setvars">
<div class="tc-tiddler-frame tc-tiddler-view-frame tc-tiddler-exists tc-tiddler-system "><div class="tc-tiddler-title">
<div class="tc-titlebar">
<span class="tc-tiddler-controls">
<span class=" tc-reveal"><button aria-label="more" class="tc-btn-invisible" title="More actions"></button><div class=" tc-reveal" hidden="true"></div></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal"><button aria-label="edit" class="tc-btn-invisible" title="Edit this tiddler"></button></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal"><button aria-label="close" class="tc-btn-invisible" title="Close this tiddler"></button></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span><span class=" tc-reveal" hidden="true"></span>
</span>
<span class="tc-tiddler-title-icon" style="fill:;">
</span>
<h2 class="tc-title" title="This is a system tiddler">
<span class="tc-system-title-prefix">$:/</span>plugins/tobibeer/setvars
</h2>
</div>
<div class="tc-tiddler-info tc-popup-handle tc-reveal" hidden="true"></div>
</div><div class=" tc-reveal" hidden="true"></div>
<div class=" tc-reveal">
<div class="tc-subtitle">
<a class="tc-tiddlylink tc-tiddlylink-missing" href="#">
</a>
</div>
</div>
<div class=" tc-reveal">
<div class="tc-tags-wrapper"></div>
</div>
<div class="tc-tiddler-body tc-reveal"></div>
<span class=" tc-reveal">
<a class="tc-plugin-info tc-tiddlylink tc-tiddlylink-resolves tc-popup-handle tc-popup-absolute" href="#%24%3A%2Fplugins%2Ftobibeer%2Fsetvars">
<div class="tc-plugin-info-chunk tc-small-icon">
<span class=" tc-reveal" hidden="true"></span>
<span class=" tc-reveal">
<button class="tc-btn-invisible tc-btn-dropdown">
<svg class="tc-image-down-arrow tc-image-button" height="22pt" viewBox="0 0 128 128" width="22pt">
<path d="M109.35638,81.3533152 C107.923899,82.7869182 105.94502,83.6751442 103.759224,83.6751442 L24.5910645,83.6751442 C20.225873,83.6751442 16.6751442,80.1307318 16.6751442,75.7584775 C16.6751442,71.3951199 20.2192225,67.8418109 24.5910645,67.8418109 L95.8418109,67.8418109 L95.8418109,-3.40893546 C95.8418109,-7.77412698 99.3862233,-11.3248558 103.758478,-11.3248558 C108.121835,-11.3248558 111.675144,-7.78077754 111.675144,-3.40893546 L111.675144,75.7592239 C111.675144,77.9416955 110.789142,79.9205745 109.356651,81.3538862 Z" transform="translate(64.175144, 36.175144) rotate(45.000000) translate(-64.175144, -36.175144) "></path>
</svg>
</button>
</span>
</div>
<div class="tc-plugin-info-chunk">
<svg height="22pt" viewBox="0 0 128 128" width="22pt">
<g fill-rule="evenodd">
<path d="M40.3972881,76.4456988 L40.3972881,95.3404069 L54.5170166,95.3404069 L54.5170166,95.3404069 C54.5165526,95.3385183 54.516089,95.3366295 54.515626,95.3347404 C54.6093153,95.3385061 54.7034848,95.3404069 54.7980982,95.3404069 C58.6157051,95.3404069 61.710487,92.245625 61.710487,88.4280181 C61.710487,86.6197822 61.01617,84.9737128 59.8795929,83.7418666 L59.8795929,83.7418666 C59.8949905,83.7341665 59.9104102,83.7265043 59.925852,83.7188798 C58.8840576,82.5086663 58.2542926,80.9336277 58.2542926,79.2114996 C58.2542926,75.3938927 61.3490745,72.2991108 65.1666814,72.2991108 C68.9842884,72.2991108 72.0790703,75.3938927 72.0790703,79.2114996 C72.0790703,81.1954221 71.2432806,82.9841354 69.9045961,84.2447446 L69.9045961,84.2447446 C69.9333407,84.2629251 69.9619885,84.281245 69.9905383,84.2997032 L69.9905383,84.2997032 C69.1314315,85.4516923 68.6228758,86.8804654 68.6228758,88.4280181 C68.6228758,91.8584969 71.1218232,94.7053153 74.3986526,95.2474079 C74.3913315,95.2784624 74.3838688,95.3094624 74.3762652,95.3404069 L95.6963988,95.3404069 L95.6963988,75.5678578 L95.6963988,75.5678578 C95.6466539,75.5808558 95.5967614,75.5934886 95.5467242,75.6057531 C95.5504899,75.5120637 95.5523907,75.4178943 95.5523907,75.3232809 C95.5523907,71.505674 92.4576088,68.4108921 88.6400019,68.4108921 C86.831766,68.4108921 85.1856966,69.105209 83.9538504,70.2417862 L83.9538504,70.2417862 C83.9461503,70.2263886 83.938488,70.2109688 83.9308636,70.1955271 C82.7206501,71.2373215 81.1456115,71.8670865 79.4234834,71.8670865 C75.6058765,71.8670865 72.5110946,68.7723046 72.5110946,64.9546976 C72.5110946,61.1370907 75.6058765,58.0423088 79.4234834,58.0423088 C81.4074059,58.0423088 83.1961192,58.8780985 84.4567284,60.2167829 L84.4567284,60.2167829 C84.4749089,60.1880383 84.4932288,60.1593906 84.511687,60.1308407 L84.511687,60.1308407 C85.6636761,60.9899475 87.0924492,61.4985032 88.6400019,61.4985032 C92.0704807,61.4985032 94.9172991,58.9995558 95.4593917,55.7227265 C95.538755,55.7414363 95.6177614,55.761071 95.6963988,55.7816184 L95.6963988,40.0412962 L74.3762652,40.0412962 L74.3762652,40.0412962 C74.3838688,40.0103516 74.3913315,39.9793517 74.3986526,39.9482971 L74.3986526,39.9482971 C71.1218232,39.4062046 68.6228758,36.5593862 68.6228758,33.1289073 C68.6228758,31.5813547 69.1314315,30.1525815 69.9905383,29.0005925 C69.9619885,28.9821342 69.9333407,28.9638143 69.9045961,28.9456339 C71.2432806,27.6850247 72.0790703,25.8963113 72.0790703,23.9123888 C72.0790703,20.0947819 68.9842884,17 65.1666814,17 C61.3490745,17 58.2542926,20.0947819 58.2542926,23.9123888 C58.2542926,25.6345169 58.8840576,27.2095556 59.925852,28.419769 L59.925852,28.419769 C59.9104102,28.4273935 59.8949905,28.4350558 59.8795929,28.4427558 C61.01617,29.674602 61.710487,31.3206715 61.710487,33.1289073 C61.710487,36.9465143 58.6157051,40.0412962 54.7980982,40.0412962 C54.7034848,40.0412962 54.6093153,40.0393953 54.515626,40.0356296 L54.515626,40.0356296 C54.516089,40.0375187 54.5165526,40.0394075 54.5170166,40.0412962 L40.3972881,40.0412962 L40.3972881,52.887664 L40.3972881,52.887664 C40.4916889,53.3430132 40.5412962,53.8147625 40.5412962,54.2980982 C40.5412962,58.1157051 37.4465143,61.210487 33.6289073,61.210487 C32.0813547,61.210487 30.6525815,60.7019313 29.5005925,59.8428245 C29.4821342,59.8713744 29.4638143,59.9000221 29.4456339,59.9287667 C28.1850247,58.5900823 26.3963113,57.7542926 24.4123888,57.7542926 C20.5947819,57.7542926 17.5,60.8490745 17.5,64.6666814 C17.5,68.4842884 20.5947819,71.5790703 24.4123888,71.5790703 C26.134517,71.5790703 27.7095556,70.9493053 28.919769,69.9075109 L28.919769,69.9075109 C28.9273935,69.9229526 28.9350558,69.9383724 28.9427558,69.95377 C30.174602,68.8171928 31.8206715,68.1228758 33.6289073,68.1228758 C37.4465143,68.1228758 40.5412962,71.2176578 40.5412962,75.0352647 C40.5412962,75.5186004 40.4916889,75.9903496 40.3972881,76.4456988 Z M64,0 L118.5596,32 L118.5596,96 L64,128 L9.44039956,96 L9.44039956,32 L64,0 Z"></path>
</g>
</svg>
</div>
<div class="tc-plugin-info-chunk">
<h1>
<strong>Set multiple, complex variables based on attributes, filters, or conditionals</strong>
</h1>
<h2>
$:/plugins/tobibeer/setvars
</h2>
<h2>
<div><em>0.6.0</em></div>
</h2>
</div>
</a>
</span>
<span class=" tc-reveal" hidden="true"></span>
<span class=" tc-reveal">
<div class="tc-plugin-info-dropdown">
<div class="tc-plugin-info-dropdown-body">
<div style="float:right;">
<span class=" tc-reveal">
<button aria-label="disable" class="" title="Disable this plugin when reloading page">
disable
</button>
</span>
<span class=" tc-reveal" hidden="true"></span>
</div>
<div class="tc-tab-set ">
<div class="tc-tab-buttons ">
<button class=" tc-tab-selected">
readme
</button><button class="">
contents
</button>
</div>
<div class="tc-tab-divider "></div>
<div class="tc-tab-content ">
<p><span class=" tc-reveal">
<p>
<p>Provides the widget <code><$setvars></code>...</p><h2 class="">Usage</h2><pre><code><$setvars
_attr1=<<currentTiddler>>
_attr2={{!!title}}
_attr3="1 2 3"
_attr4="[all[current]tagging[]]"
var1="attr1 \ = literal = \ attr2"
var2="attr3[n] \ \ [attr4[1,2][when-empty]] \ \ [attr3[][][ - ]]"
var3="if(attr1 ? [attr4]) || attr3 attr2"
var4="if(attr1 == attr2 ? attr3[1]) || [attr3[2]]">
* <<var1>>
* <<var2>>
* <<var3>>
* <<var4>>
</$setvars></code></pre><dl><dt>documentation / examples / demos...</dt><dd><a class="tc-tiddlylink-external" href="http://tobibeer.github.io/tw5-plugins#setvars" rel="noopener noreferrer" target="_blank">http://tobibeer.github.io/tw5-plugins#setvars</a></dd></dl>
</p>
</span></p><p><span class=" tc-reveal" hidden="true"></span></p>
</div>
</div>
</div>
</div>
</span>
<div class="back-top">
<a class="tc-tiddlylink tc-tiddlylink-resolves tc-popup-handle tc-popup-absolute" href="#%24%3A%2Fplugins%2Ftobibeer%2Fsetvars">$:/plugins/tobibeer/setvars ^</a>
</div>
</div>
</a>
</p>
</section>
</body>
</html>
Built from branch 'tiddlywiki-com' at commit 1f829dd5a8eacefb007eeab91dd51649ee4d1f3a of https://github.com/Jermolene/TiddlyWiki5.git at 2019-01-14 09:59:26 UTC
<div class="tc-control-panel">
<<tabs "[all[shadows+tiddlers]tag[$:/tags/ControlPanel]!has[draft.of]]" "$:/core/ui/ControlPanel/Info">>
</div>
{
"tiddlers": {
"$:/Acknowledgements": {
"title": "$:/Acknowledgements",
"text": "TiddlyWiki incorporates code from these fine OpenSource projects:\n\n* [[The Stanford Javascript Crypto Library|http://bitwiseshiftleft.github.io/sjcl/]]\n* [[The Jasmine JavaScript Test Framework|http://pivotal.github.io/jasmine/]]\n* [[Normalize.css by Nicolas Gallagher|http://necolas.github.io/normalize.css/]]\n\nAnd media from these projects:\n\n* World flag icons from [[Wikipedia|http://commons.wikimedia.org/wiki/Category:SVG_flags_by_country]]\n"
},
"$:/core/copyright.txt": {
"title": "$:/core/copyright.txt",
"type": "text/plain",
"text": "TiddlyWiki created by Jeremy Ruston, (jeremy [at] jermolene [dot] com)\n\nCopyright (c) 2004-2007, Jeremy Ruston\nCopyright (c) 2007-2018, UnaMesa Association\nAll rights reserved.\n\nRedistribution and use in source and binary forms, with or without\nmodification, are permitted provided that the following conditions are met:\n\n* Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n* Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n* Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\nTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS'\nAND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\nIMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\nDISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\nFOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\nDAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\nSERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\nCAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\nOR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\nOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
},
"$:/core/icon": {
"title": "$:/core/icon",
"tags": "$:/tags/Image",
"text": "<svg width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\"><path d=\"M64 0l54.56 32v64L64 128 9.44 96V32L64 0zm21.127 95.408c-3.578-.103-5.15-.094-6.974-3.152l-1.42.042c-1.653-.075-.964-.04-2.067-.097-1.844-.07-1.548-1.86-1.873-2.8-.52-3.202.687-6.43.65-9.632-.014-1.14-1.593-5.17-2.157-6.61-1.768.34-3.546.406-5.34.497-4.134-.01-8.24-.527-12.317-1.183-.8 3.35-3.16 8.036-1.21 11.44 2.37 3.52 4.03 4.495 6.61 4.707 2.572.212 3.16 3.18 2.53 4.242-.55.73-1.52.864-2.346 1.04l-1.65.08c-1.296-.046-2.455-.404-3.61-.955-1.93-1.097-3.925-3.383-5.406-5.024.345.658.55 1.938.24 2.53-.878 1.27-4.665 1.26-6.4.47-1.97-.89-6.73-7.162-7.468-11.86 1.96-3.78 4.812-7.07 6.255-11.186-3.146-2.05-4.83-5.384-4.61-9.16l.08-.44c-3.097.59-1.49.37-4.82.628-10.608-.032-19.935-7.37-14.68-18.774.34-.673.664-1.287 1.243-.994.466.237.4 1.18.166 2.227-3.005 13.627 11.67 13.732 20.69 11.21.89-.25 2.67-1.936 3.905-2.495 2.016-.91 4.205-1.282 6.376-1.55 5.4-.63 11.893 2.276 15.19 2.37 3.3.096 7.99-.805 10.87-.615 2.09.098 4.143.483 6.16 1.03 1.306-6.49 1.4-11.27 4.492-12.38 1.814.293 3.213 2.818 4.25 4.167 2.112-.086 4.12.46 6.115 1.066 3.61-.522 6.642-2.593 9.833-4.203-3.234 2.69-3.673 7.075-3.303 11.127.138 2.103-.444 4.386-1.164 6.54-1.348 3.507-3.95 7.204-6.97 7.014-1.14-.036-1.805-.695-2.653-1.4-.164 1.427-.81 2.7-1.434 3.96-1.44 2.797-5.203 4.03-8.687 7.016-3.484 2.985 1.114 13.65 2.23 15.594 1.114 1.94 4.226 2.652 3.02 4.406-.37.58-.936.785-1.54 1.01l-.82.11zm-40.097-8.85l.553.14c.694-.27 2.09.15 2.83.353-1.363-1.31-3.417-3.24-4.897-4.46-.485-1.47-.278-2.96-.174-4.46l.02-.123c-.582 1.205-1.322 2.376-1.72 3.645-.465 1.71 2.07 3.557 3.052 4.615l.336.3z\" fill-rule=\"evenodd\"/></svg>"
},
"$:/core/images/add-comment": {
"title": "$:/core/images/add-comment",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-add-comment tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\"><path d=\"M56 56H36a8 8 0 1 0 0 16h20v20a8 8 0 1 0 16 0V72h20a8 8 0 1 0 0-16H72V36a8 8 0 1 0-16 0v20zm-12.595 58.362c-6.683 7.659-20.297 12.903-36.006 12.903-2.196 0-4.35-.102-6.451-.3 9.652-3.836 17.356-12.24 21.01-22.874C8.516 94.28 0 79.734 0 63.5 0 33.953 28.206 10 63 10s63 23.953 63 53.5S97.794 117 63 117c-6.841 0-13.428-.926-19.595-2.638z\" fill-rule=\"evenodd\"/></svg>"
},
"$:/core/images/advanced-search-button": {
"title": "$:/core/images/advanced-search-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-advanced-search-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M74.5651535,87.9848361 C66.9581537,93.0488876 57.8237115,96 48,96 C21.490332,96 0,74.509668 0,48 C0,21.490332 21.490332,0 48,0 C74.509668,0 96,21.490332 96,48 C96,57.8541369 93.0305793,67.0147285 87.9377231,74.6357895 L122.284919,108.982985 C125.978897,112.676963 125.973757,118.65366 122.284271,122.343146 C118.593975,126.033442 112.613238,126.032921 108.92411,122.343793 L74.5651535,87.9848361 Z M48,80 C65.673112,80 80,65.673112 80,48 C80,30.326888 65.673112,16 48,16 C30.326888,16 16,30.326888 16,48 C16,65.673112 30.326888,80 48,80 Z\"></path>\n <circle cx=\"48\" cy=\"48\" r=\"8\"></circle>\n <circle cx=\"28\" cy=\"48\" r=\"8\"></circle>\n <circle cx=\"68\" cy=\"48\" r=\"8\"></circle>\n </g>\n</svg>"
},
"$:/core/images/auto-height": {
"title": "$:/core/images/auto-height",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-auto-height tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <path d=\"M67.9867828,114.356363 L67.9579626,99.8785426 C67.9550688,98.4248183 67.1636987,97.087107 65.8909901,96.3845863 L49.9251455,87.5716209 L47.992126,95.0735397 L79.8995411,95.0735397 C84.1215894,95.0735397 85.4638131,89.3810359 81.686497,87.4948823 L49.7971476,71.5713518 L48.0101917,79.1500092 L79.992126,79.1500092 C84.2093753,79.1500092 85.5558421,73.4676733 81.7869993,71.5753162 L49.805065,55.517008 L48.0101916,63.0917009 L79.9921259,63.0917015 C84.2035118,63.0917016 85.5551434,57.4217887 81.7966702,55.5218807 L65.7625147,47.4166161 L67.9579705,50.9864368 L67.9579705,35.6148245 L77.1715737,44.8284272 C78.7336709,46.3905243 81.2663308,46.3905243 82.8284279,44.8284271 C84.390525,43.2663299 84.390525,40.7336699 82.8284278,39.1715728 L66.8284271,23.1715728 C65.2663299,21.6094757 62.73367,21.6094757 61.1715729,23.1715729 L45.1715729,39.1715729 C43.6094757,40.73367 43.6094757,43.26633 45.1715729,44.8284271 C46.73367,46.3905243 49.26633,46.3905243 50.8284271,44.8284271 L59.9579705,35.6988837 L59.9579705,50.9864368 C59.9579705,52.495201 60.806922,53.8755997 62.1534263,54.5562576 L78.1875818,62.6615223 L79.9921261,55.0917015 L48.0101917,55.0917009 C43.7929424,55.0917008 42.4464755,60.7740368 46.2153183,62.6663939 L78.1972526,78.7247021 L79.992126,71.1500092 L48.0101917,71.1500092 C43.7881433,71.1500092 42.4459197,76.842513 46.2232358,78.7286665 L78.1125852,94.6521971 L79.8995411,87.0735397 L47.992126,87.0735397 C43.8588276,87.0735397 42.4404876,92.5780219 46.0591064,94.5754586 L62.024951,103.388424 L59.9579785,99.8944677 L59.9867142,114.32986 L50.8284271,105.171573 C49.26633,103.609476 46.73367,103.609476 45.1715729,105.171573 C43.6094757,106.73367 43.6094757,109.26633 45.1715729,110.828427 L61.1715729,126.828427 C62.73367,128.390524 65.2663299,128.390524 66.8284271,126.828427 L82.8284278,110.828427 C84.390525,109.26633 84.390525,106.73367 82.8284279,105.171573 C81.2663308,103.609476 78.7336709,103.609476 77.1715737,105.171573 L67.9867828,114.356363 L67.9867828,114.356363 Z M16,20 L112,20 C114.209139,20 116,18.209139 116,16 C116,13.790861 114.209139,12 112,12 L16,12 C13.790861,12 12,13.790861 12,16 C12,18.209139 13.790861,20 16,20 L16,20 Z\"></path>\n</svg>"
},
"$:/core/images/blank": {
"title": "$:/core/images/blank",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-blank tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\"></svg>"
},
"$:/core/images/bold": {
"title": "$:/core/images/bold",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-bold tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M41.1456583,51.8095238 L41.1456583,21.8711485 L67.4985994,21.8711485 C70.0084159,21.8711485 72.4285598,22.0802967 74.7591036,22.4985994 C77.0896475,22.9169022 79.1512515,23.6638602 80.9439776,24.7394958 C82.7367036,25.8151314 84.170863,27.3090474 85.2464986,29.2212885 C86.3221342,31.1335296 86.859944,33.5835518 86.859944,36.5714286 C86.859944,41.9496067 85.2465147,45.8337882 82.0196078,48.2240896 C78.792701,50.614391 74.6694929,51.8095238 69.6498599,51.8095238 L41.1456583,51.8095238 Z M13,0 L13,128 L75.0280112,128 C80.7647346,128 86.3519803,127.28292 91.789916,125.848739 C97.2278517,124.414559 102.068139,122.203563 106.310924,119.215686 C110.553709,116.22781 113.929959,112.373506 116.439776,107.652661 C118.949592,102.931816 120.204482,97.3445701 120.204482,90.8907563 C120.204482,82.8832466 118.262391,76.0411115 114.378151,70.3641457 C110.493911,64.6871798 104.607883,60.7133634 96.719888,58.442577 C102.456611,55.6937304 106.788968,52.1680887 109.717087,47.8655462 C112.645206,43.5630037 114.109244,38.1849062 114.109244,31.7310924 C114.109244,25.7553389 113.123259,20.7357813 111.151261,16.6722689 C109.179262,12.6087565 106.400578,9.35201972 102.815126,6.90196078 C99.2296739,4.45190185 94.927196,2.68908101 89.907563,1.61344538 C84.8879301,0.537809748 79.3305627,0 73.2352941,0 L13,0 Z M41.1456583,106.128852 L41.1456583,70.9915966 L71.8011204,70.9915966 C77.896389,70.9915966 82.7964334,72.3958776 86.5014006,75.2044818 C90.2063677,78.0130859 92.0588235,82.7039821 92.0588235,89.2773109 C92.0588235,92.6237329 91.4911355,95.3725383 90.3557423,97.5238095 C89.2203491,99.6750808 87.6965548,101.378145 85.7843137,102.633053 C83.8720726,103.887961 81.661077,104.784311 79.1512605,105.322129 C76.641444,105.859947 74.0121519,106.128852 71.2633053,106.128852 L41.1456583,106.128852 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/cancel-button": {
"title": "$:/core/images/cancel-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-cancel-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n\t<g fill-rule=\"evenodd\">\n\t <path d=\"M64,76.3137085 L47.0294734,93.2842351 C43.9038742,96.4098343 38.8399231,96.4084656 35.7157288,93.2842712 C32.5978915,90.166434 32.5915506,85.0947409 35.7157649,81.9705266 L52.6862915,65 L35.7157649,48.0294734 C32.5901657,44.9038742 32.5915344,39.8399231 35.7157288,36.7157288 C38.833566,33.5978915 43.9052591,33.5915506 47.0294734,36.7157649 L64,53.6862915 L80.9705266,36.7157649 C84.0961258,33.5901657 89.1600769,33.5915344 92.2842712,36.7157288 C95.4021085,39.833566 95.4084494,44.9052591 92.2842351,48.0294734 L75.3137085,65 L92.2842351,81.9705266 C95.4098343,85.0961258 95.4084656,90.1600769 92.2842712,93.2842712 C89.166434,96.4021085 84.0947409,96.4084494 80.9705266,93.2842351 L64,76.3137085 Z M64,129 C99.346224,129 128,100.346224 128,65 C128,29.653776 99.346224,1 64,1 C28.653776,1 1.13686838e-13,29.653776 1.13686838e-13,65 C1.13686838e-13,100.346224 28.653776,129 64,129 Z M64,113 C90.509668,113 112,91.509668 112,65 C112,38.490332 90.509668,17 64,17 C37.490332,17 16,38.490332 16,65 C16,91.509668 37.490332,113 64,113 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/chevron-down": {
"title": "$:/core/images/chevron-down",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-chevron-down tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n\t<g fill-rule=\"evenodd\" transform=\"translate(64.000000, 40.500000) rotate(-270.000000) translate(-64.000000, -40.500000) translate(-22.500000, -26.500000)\">\n <path d=\"M112.743107,112.12741 C111.310627,113.561013 109.331747,114.449239 107.145951,114.449239 L27.9777917,114.449239 C23.6126002,114.449239 20.0618714,110.904826 20.0618714,106.532572 C20.0618714,102.169214 23.6059497,98.6159054 27.9777917,98.6159054 L99.2285381,98.6159054 L99.2285381,27.365159 C99.2285381,22.9999675 102.77295,19.4492387 107.145205,19.4492387 C111.508562,19.4492387 115.061871,22.993317 115.061871,27.365159 L115.061871,106.533318 C115.061871,108.71579 114.175869,110.694669 112.743378,112.127981 Z\" transform=\"translate(67.561871, 66.949239) rotate(-45.000000) translate(-67.561871, -66.949239) \"></path>\n <path d=\"M151.35638,112.12741 C149.923899,113.561013 147.94502,114.449239 145.759224,114.449239 L66.5910645,114.449239 C62.225873,114.449239 58.6751442,110.904826 58.6751442,106.532572 C58.6751442,102.169214 62.2192225,98.6159054 66.5910645,98.6159054 L137.841811,98.6159054 L137.841811,27.365159 C137.841811,22.9999675 141.386223,19.4492387 145.758478,19.4492387 C150.121835,19.4492387 153.675144,22.993317 153.675144,27.365159 L153.675144,106.533318 C153.675144,108.71579 152.789142,110.694669 151.356651,112.127981 Z\" transform=\"translate(106.175144, 66.949239) rotate(-45.000000) translate(-106.175144, -66.949239) \"></path>\n\t</g>\n</svg>"
},
"$:/core/images/chevron-left": {
"title": "$:/core/images/chevron-left",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-chevron-left tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\" version=\"1.1\">\n <g fill-rule=\"evenodd\" transform=\"translate(92.500000, 64.000000) rotate(-180.000000) translate(-92.500000, -64.000000) translate(6.000000, -3.000000)\">\n <path d=\"M112.743107,112.12741 C111.310627,113.561013 109.331747,114.449239 107.145951,114.449239 L27.9777917,114.449239 C23.6126002,114.449239 20.0618714,110.904826 20.0618714,106.532572 C20.0618714,102.169214 23.6059497,98.6159054 27.9777917,98.6159054 L99.2285381,98.6159054 L99.2285381,27.365159 C99.2285381,22.9999675 102.77295,19.4492387 107.145205,19.4492387 C111.508562,19.4492387 115.061871,22.993317 115.061871,27.365159 L115.061871,106.533318 C115.061871,108.71579 114.175869,110.694669 112.743378,112.127981 Z\" transform=\"translate(67.561871, 66.949239) rotate(-45.000000) translate(-67.561871, -66.949239) \"></path>\n <path d=\"M151.35638,112.12741 C149.923899,113.561013 147.94502,114.449239 145.759224,114.449239 L66.5910645,114.449239 C62.225873,114.449239 58.6751442,110.904826 58.6751442,106.532572 C58.6751442,102.169214 62.2192225,98.6159054 66.5910645,98.6159054 L137.841811,98.6159054 L137.841811,27.365159 C137.841811,22.9999675 141.386223,19.4492387 145.758478,19.4492387 C150.121835,19.4492387 153.675144,22.993317 153.675144,27.365159 L153.675144,106.533318 C153.675144,108.71579 152.789142,110.694669 151.356651,112.127981 Z\" transform=\"translate(106.175144, 66.949239) rotate(-45.000000) translate(-106.175144, -66.949239) \"></path>\n </g>\n</svg>"
},
"$:/core/images/chevron-right": {
"title": "$:/core/images/chevron-right",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-chevron-right tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\" transform=\"translate(-48.000000, -3.000000)\">\n <path d=\"M112.743107,112.12741 C111.310627,113.561013 109.331747,114.449239 107.145951,114.449239 L27.9777917,114.449239 C23.6126002,114.449239 20.0618714,110.904826 20.0618714,106.532572 C20.0618714,102.169214 23.6059497,98.6159054 27.9777917,98.6159054 L99.2285381,98.6159054 L99.2285381,27.365159 C99.2285381,22.9999675 102.77295,19.4492387 107.145205,19.4492387 C111.508562,19.4492387 115.061871,22.993317 115.061871,27.365159 L115.061871,106.533318 C115.061871,108.71579 114.175869,110.694669 112.743378,112.127981 Z\" transform=\"translate(67.561871, 66.949239) rotate(-45.000000) translate(-67.561871, -66.949239) \"></path>\n <path d=\"M151.35638,112.12741 C149.923899,113.561013 147.94502,114.449239 145.759224,114.449239 L66.5910645,114.449239 C62.225873,114.449239 58.6751442,110.904826 58.6751442,106.532572 C58.6751442,102.169214 62.2192225,98.6159054 66.5910645,98.6159054 L137.841811,98.6159054 L137.841811,27.365159 C137.841811,22.9999675 141.386223,19.4492387 145.758478,19.4492387 C150.121835,19.4492387 153.675144,22.993317 153.675144,27.365159 L153.675144,106.533318 C153.675144,108.71579 152.789142,110.694669 151.356651,112.127981 Z\" transform=\"translate(106.175144, 66.949239) rotate(-45.000000) translate(-106.175144, -66.949239) \"></path>\n </g>\n</svg>"
},
"$:/core/images/chevron-up": {
"title": "$:/core/images/chevron-up",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-chevron-up tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n\t<g fill-rule=\"evenodd\" transform=\"translate(64.000000, 89.500000) rotate(-90.000000) translate(-64.000000, -89.500000) translate(-22.500000, 22.500000)\">\n <path d=\"M112.743107,112.12741 C111.310627,113.561013 109.331747,114.449239 107.145951,114.449239 L27.9777917,114.449239 C23.6126002,114.449239 20.0618714,110.904826 20.0618714,106.532572 C20.0618714,102.169214 23.6059497,98.6159054 27.9777917,98.6159054 L99.2285381,98.6159054 L99.2285381,27.365159 C99.2285381,22.9999675 102.77295,19.4492387 107.145205,19.4492387 C111.508562,19.4492387 115.061871,22.993317 115.061871,27.365159 L115.061871,106.533318 C115.061871,108.71579 114.175869,110.694669 112.743378,112.127981 Z\" transform=\"translate(67.561871, 66.949239) rotate(-45.000000) translate(-67.561871, -66.949239) \"></path>\n <path d=\"M151.35638,112.12741 C149.923899,113.561013 147.94502,114.449239 145.759224,114.449239 L66.5910645,114.449239 C62.225873,114.449239 58.6751442,110.904826 58.6751442,106.532572 C58.6751442,102.169214 62.2192225,98.6159054 66.5910645,98.6159054 L137.841811,98.6159054 L137.841811,27.365159 C137.841811,22.9999675 141.386223,19.4492387 145.758478,19.4492387 C150.121835,19.4492387 153.675144,22.993317 153.675144,27.365159 L153.675144,106.533318 C153.675144,108.71579 152.789142,110.694669 151.356651,112.127981 Z\" transform=\"translate(106.175144, 66.949239) rotate(-45.000000) translate(-106.175144, -66.949239) \"></path>\n\t</g>\n</svg>"
},
"$:/core/images/clone-button": {
"title": "$:/core/images/clone-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-clone-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M32.2650915,96 L32.2650915,120.002359 C32.2650915,124.419334 35.8432884,128 40.2627323,128 L120.002359,128 C124.419334,128 128,124.421803 128,120.002359 L128,40.2627323 C128,35.8457573 124.421803,32.2650915 120.002359,32.2650915 L96,32.2650915 L96,48 L108.858899,48 C110.519357,48 111.853018,49.3405131 111.853018,50.9941198 L111.853018,108.858899 C111.853018,110.519357 110.512505,111.853018 108.858899,111.853018 L50.9941198,111.853018 C49.333661,111.853018 48,110.512505 48,108.858899 L48,96 L32.2650915,96 Z\"></path>\n <path d=\"M40,56 L32.0070969,56 C27.5881712,56 24,52.418278 24,48 C24,43.5907123 27.5848994,40 32.0070969,40 L40,40 L40,32.0070969 C40,27.5881712 43.581722,24 48,24 C52.4092877,24 56,27.5848994 56,32.0070969 L56,40 L63.9929031,40 C68.4118288,40 72,43.581722 72,48 C72,52.4092877 68.4151006,56 63.9929031,56 L56,56 L56,63.9929031 C56,68.4118288 52.418278,72 48,72 C43.5907123,72 40,68.4151006 40,63.9929031 L40,56 Z M7.9992458,0 C3.58138434,0 0,3.5881049 0,7.9992458 L0,88.0007542 C0,92.4186157 3.5881049,96 7.9992458,96 L88.0007542,96 C92.4186157,96 96,92.4118951 96,88.0007542 L96,7.9992458 C96,3.58138434 92.4118951,0 88.0007542,0 L7.9992458,0 Z M19.0010118,16 C17.3435988,16 16,17.336731 16,19.0010118 L16,76.9989882 C16,78.6564012 17.336731,80 19.0010118,80 L76.9989882,80 C78.6564012,80 80,78.663269 80,76.9989882 L80,19.0010118 C80,17.3435988 78.663269,16 76.9989882,16 L19.0010118,16 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/close-all-button": {
"title": "$:/core/images/close-all-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-close-all-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\" transform=\"translate(-23.000000, -23.000000)\">\n <path d=\"M43,131 L22.9976794,131 C18.5827987,131 15,127.418278 15,123 C15,118.590712 18.5806831,115 22.9976794,115 L43,115 L43,94.9976794 C43,90.5827987 46.581722,87 51,87 C55.4092877,87 59,90.5806831 59,94.9976794 L59,115 L79.0023206,115 C83.4172013,115 87,118.581722 87,123 C87,127.409288 83.4193169,131 79.0023206,131 L59,131 L59,151.002321 C59,155.417201 55.418278,159 51,159 C46.5907123,159 43,155.419317 43,151.002321 L43,131 Z\" transform=\"translate(51.000000, 123.000000) rotate(-45.000000) translate(-51.000000, -123.000000) \"></path>\n <path d=\"M43,59 L22.9976794,59 C18.5827987,59 15,55.418278 15,51 C15,46.5907123 18.5806831,43 22.9976794,43 L43,43 L43,22.9976794 C43,18.5827987 46.581722,15 51,15 C55.4092877,15 59,18.5806831 59,22.9976794 L59,43 L79.0023206,43 C83.4172013,43 87,46.581722 87,51 C87,55.4092877 83.4193169,59 79.0023206,59 L59,59 L59,79.0023206 C59,83.4172013 55.418278,87 51,87 C46.5907123,87 43,83.4193169 43,79.0023206 L43,59 Z\" transform=\"translate(51.000000, 51.000000) rotate(-45.000000) translate(-51.000000, -51.000000) \"></path>\n <path d=\"M115,59 L94.9976794,59 C90.5827987,59 87,55.418278 87,51 C87,46.5907123 90.5806831,43 94.9976794,43 L115,43 L115,22.9976794 C115,18.5827987 118.581722,15 123,15 C127.409288,15 131,18.5806831 131,22.9976794 L131,43 L151.002321,43 C155.417201,43 159,46.581722 159,51 C159,55.4092877 155.419317,59 151.002321,59 L131,59 L131,79.0023206 C131,83.4172013 127.418278,87 123,87 C118.590712,87 115,83.4193169 115,79.0023206 L115,59 Z\" transform=\"translate(123.000000, 51.000000) rotate(-45.000000) translate(-123.000000, -51.000000) \"></path>\n <path d=\"M115,131 L94.9976794,131 C90.5827987,131 87,127.418278 87,123 C87,118.590712 90.5806831,115 94.9976794,115 L115,115 L115,94.9976794 C115,90.5827987 118.581722,87 123,87 C127.409288,87 131,90.5806831 131,94.9976794 L131,115 L151.002321,115 C155.417201,115 159,118.581722 159,123 C159,127.409288 155.419317,131 151.002321,131 L131,131 L131,151.002321 C131,155.417201 127.418278,159 123,159 C118.590712,159 115,155.419317 115,151.002321 L115,131 Z\" transform=\"translate(123.000000, 123.000000) rotate(-45.000000) translate(-123.000000, -123.000000) \"></path>\n </g>\n</svg>"
},
"$:/core/images/close-button": {
"title": "$:/core/images/close-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-close-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M65.0864256,75.4091629 L14.9727349,125.522854 C11.8515951,128.643993 6.78104858,128.64922 3.65685425,125.525026 C0.539017023,122.407189 0.5336324,117.334539 3.65902635,114.209145 L53.7727171,64.0954544 L3.65902635,13.9817637 C0.537886594,10.8606239 0.532659916,5.79007744 3.65685425,2.6658831 C6.77469148,-0.451954124 11.8473409,-0.457338747 14.9727349,2.66805521 L65.0864256,52.7817459 L115.200116,2.66805521 C118.321256,-0.453084553 123.391803,-0.458311231 126.515997,2.6658831 C129.633834,5.78372033 129.639219,10.8563698 126.513825,13.9817637 L76.4001341,64.0954544 L126.513825,114.209145 C129.634965,117.330285 129.640191,122.400831 126.515997,125.525026 C123.39816,128.642863 118.32551,128.648248 115.200116,125.522854 L65.0864256,75.4091629 L65.0864256,75.4091629 Z\"></path>\n </g>\n</svg>\n"
},
"$:/core/images/close-others-button": {
"title": "$:/core/images/close-others-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-close-others-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M64,128 C99.346224,128 128,99.346224 128,64 C128,28.653776 99.346224,0 64,0 C28.653776,0 0,28.653776 0,64 C0,99.346224 28.653776,128 64,128 Z M64,112 C90.509668,112 112,90.509668 112,64 C112,37.490332 90.509668,16 64,16 C37.490332,16 16,37.490332 16,64 C16,90.509668 37.490332,112 64,112 Z M64,96 C81.673112,96 96,81.673112 96,64 C96,46.326888 81.673112,32 64,32 C46.326888,32 32,46.326888 32,64 C32,81.673112 46.326888,96 64,96 Z M64,80 C72.836556,80 80,72.836556 80,64 C80,55.163444 72.836556,48 64,48 C55.163444,48 48,55.163444 48,64 C48,72.836556 55.163444,80 64,80 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/copy-clipboard": {
"title": "$:/core/images/copy-clipboard",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-copy-clipboard tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n\t<g fill-rule=\"evenodd\">\n\t\t<rect x=\"40\" y=\"40\" width=\"33\" height=\"8\" rx=\"4\"></rect>\n\t\t<rect x=\"40\" y=\"82\" width=\"17\" height=\"8\" rx=\"4\"></rect>\n\t\t<rect x=\"40\" y=\"54\" width=\"17\" height=\"8\" rx=\"4\"></rect>\n\t\t<rect x=\"40\" y=\"96\" width=\"33\" height=\"8\" rx=\"4\"></rect>\n\t\t<rect x=\"40\" y=\"68\" width=\"12\" height=\"8\" rx=\"4\"></rect>\n\t\t<path d=\"M40,16 L23.9992458,16 C19.5813843,16 16,19.5907123 16,24 C16,24.0016363 16.0000005,24.0032725 16.0000015,24.0049086 C16.0000005,24.0065441 16,24.0081803 16,24.0098166 L16,119.990183 C16,119.99182 16.0000005,119.993456 16.0000015,119.995092 C16.0000005,119.996727 16,119.998364 16,120 C16,124.409288 19.5813843,128 23.9992458,128 L104.000754,128 C106.205061,128 108.203844,127.105595 109.652065,125.659342 C111.102424,124.21251 112,122.214511 112,120.007595 L112,103.992405 C112,99.5776607 108.418278,96 104,96 C99.5907123,96 96,99.5783218 96,103.992405 L96,112 L32,112 L32,32 L96,32 L96,40.0075946 C96,44.4223393 99.581722,48 104,48 C108.409288,48 112,44.4216782 112,40.0075946 L112,23.9924054 C112,21.7851587 111.104671,19.7871591 109.657101,18.3409203 C108.203844,16.8944047 106.205061,16 104.000754,16 L88,16 C88,11.5907123 84.4151006,8 79.9929031,8 L48.0070969,8 C43.5881712,8 40,11.581722 40,16 Z M44,14.9958262 C44,12.7889923 45.7964248,11 48.0000255,11 L79.9999745,11 C82.2091276,11 84,12.7965212 84,14.9958262 L84,19.0041738 C84,21.2110077 82.2035752,23 79.9999745,23 L48.0000255,23 C45.7908724,23 44,21.2034788 44,19.0041738 L44,14.9958262 Z\"></path>\n\t\t<rect x=\"62\" y=\"64\" width=\"66\" height=\"16\" rx=\"8\"></rect>\n\t\t<path d=\"M60.6568542,85.6568542 L76.6568542,69.6568543 L65.3431458,69.6568542 L81.3431458,85.6568542 C84.4673401,88.7810486 89.5326599,88.7810486 92.6568542,85.6568542 C95.7810486,82.5326599 95.7810486,77.4673401 92.6568542,74.3431458 L76.6568542,58.3431458 C73.5326599,55.2189514 68.4673401,55.2189514 65.3431458,58.3431457 L49.3431458,74.3431457 C46.2189514,77.4673401 46.2189514,82.5326599 49.3431457,85.6568542 C52.4673401,88.7810486 57.5326599,88.7810486 60.6568542,85.6568542 L60.6568542,85.6568542 Z\" transform=\"translate(71.000000, 72.000000) rotate(-90.000000) translate(-71.000000, -72.000000) \"></path>\n\t</g>\n</svg>"
},
"$:/core/images/delete-button": {
"title": "$:/core/images/delete-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-delete-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\" transform=\"translate(12.000000, 0.000000)\">\n <rect x=\"0\" y=\"11\" width=\"105\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"28\" y=\"0\" width=\"48\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"8\" y=\"16\" width=\"16\" height=\"112\" rx=\"8\"></rect>\n <rect x=\"8\" y=\"112\" width=\"88\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"80\" y=\"16\" width=\"16\" height=\"112\" rx=\"8\"></rect>\n <rect x=\"56\" y=\"16\" width=\"16\" height=\"112\" rx=\"8\"></rect>\n <rect x=\"32\" y=\"16\" width=\"16\" height=\"112\" rx=\"8\"></rect>\n </g>\n</svg>"
},
"$:/core/images/done-button": {
"title": "$:/core/images/done-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-done-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M3.52445141,76.8322939 C2.07397484,75.3828178 1.17514421,73.3795385 1.17514421,71.1666288 L1.17514421,23.1836596 C1.17514421,18.7531992 4.75686621,15.1751442 9.17514421,15.1751442 C13.5844319,15.1751442 17.1751442,18.7606787 17.1751442,23.1836596 L17.1751442,63.1751442 L119.173716,63.1751442 C123.590457,63.1751442 127.175144,66.7568662 127.175144,71.1751442 C127.175144,75.5844319 123.592783,79.1751442 119.173716,79.1751442 L9.17657227,79.1751442 C6.96796403,79.1751442 4.9674142,78.279521 3.51911285,76.8315312 Z\" id=\"Rectangle-285\" transform=\"translate(64.175144, 47.175144) rotate(-45.000000) translate(-64.175144, -47.175144) \"></path>\n </g>\n</svg>"
},
"$:/core/images/down-arrow": {
"title": "$:/core/images/down-arrow",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-down-arrow tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <path d=\"M109.35638,81.3533152 C107.923899,82.7869182 105.94502,83.6751442 103.759224,83.6751442 L24.5910645,83.6751442 C20.225873,83.6751442 16.6751442,80.1307318 16.6751442,75.7584775 C16.6751442,71.3951199 20.2192225,67.8418109 24.5910645,67.8418109 L95.8418109,67.8418109 L95.8418109,-3.40893546 C95.8418109,-7.77412698 99.3862233,-11.3248558 103.758478,-11.3248558 C108.121835,-11.3248558 111.675144,-7.78077754 111.675144,-3.40893546 L111.675144,75.7592239 C111.675144,77.9416955 110.789142,79.9205745 109.356651,81.3538862 Z\" transform=\"translate(64.175144, 36.175144) rotate(45.000000) translate(-64.175144, -36.175144) \"></path>\n</svg>"
},
"$:/core/images/download-button": {
"title": "$:/core/images/download-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-download-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\"><g fill-rule=\"evenodd\"><path class=\"tc-image-download-button-ring\" d=\"M64,128 C99.346224,128 128,99.346224 128,64 C128,28.653776 99.346224,0 64,0 C28.653776,0 0,28.653776 0,64 C0,99.346224 28.653776,128 64,128 Z M64,112 C90.509668,112 112,90.509668 112,64 C112,37.490332 90.509668,16 64,16 C37.490332,16 16,37.490332 16,64 C16,90.509668 37.490332,112 64,112 Z\"/><path d=\"M34.3496823,66.4308767 L61.2415823,93.634668 C63.0411536,95.4551107 65.9588502,95.4551107 67.7584215,93.634668 L94.6503215,66.4308767 C96.4498928,64.610434 96.4498928,61.6588981 94.6503215,59.8384554 C93.7861334,58.9642445 92.6140473,58.4731195 91.3919019,58.4731195 L82.9324098,58.4731195 C80.3874318,58.4731195 78.3243078,56.3860674 78.3243078,53.8115729 L78.3243078,38.6615466 C78.3243078,36.0870521 76.2611837,34 73.7162058,34 L55.283798,34 C52.7388201,34 50.675696,36.0870521 50.675696,38.6615466 L50.675696,38.6615466 L50.675696,53.8115729 C50.675696,56.3860674 48.612572,58.4731195 46.0675941,58.4731195 L37.608102,58.4731195 C35.063124,58.4731195 33,60.5601716 33,63.134666 C33,64.3709859 33.4854943,65.5566658 34.3496823,66.4308767 L34.3496823,66.4308767 Z\"/></g></svg>"
},
"$:/core/images/edit-button": {
"title": "$:/core/images/edit-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-edit-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M116.870058,45.3431458 L108.870058,45.3431458 L108.870058,45.3431458 L108.870058,61.3431458 L116.870058,61.3431458 L116.870058,45.3431458 Z M124.870058,45.3431458 L127.649881,45.3431458 C132.066101,45.3431458 135.656854,48.9248678 135.656854,53.3431458 C135.656854,57.7524334 132.07201,61.3431458 127.649881,61.3431458 L124.870058,61.3431458 L124.870058,45.3431458 Z M100.870058,45.3431458 L15.6638275,45.3431458 C15.5064377,45.3431458 15.3501085,45.3476943 15.1949638,45.3566664 L15.1949638,45.3566664 C15.0628002,45.3477039 14.928279,45.3431458 14.7913977,45.3431458 C6.68160973,45.3431458 -8.34314575,53.3431458 -8.34314575,53.3431458 C-8.34314575,53.3431458 6.85614548,61.3431458 14.7913977,61.3431458 C14.9266533,61.3431458 15.0596543,61.3384973 15.190398,61.3293588 C15.3470529,61.3385075 15.5049057,61.3431458 15.6638275,61.3431458 L100.870058,61.3431458 L100.870058,45.3431458 L100.870058,45.3431458 Z\" transform=\"translate(63.656854, 53.343146) rotate(-45.000000) translate(-63.656854, -53.343146) \"></path>\n <path d=\"M35.1714596,124.189544 C41.9594858,123.613403 49.068777,121.917633 58.85987,118.842282 C60.6854386,118.268877 62.4306907,117.705515 65.1957709,116.802278 C81.1962861,111.575575 87.0734839,109.994907 93.9414474,109.655721 C102.29855,109.242993 107.795169,111.785371 111.520478,118.355045 C112.610163,120.276732 115.051363,120.951203 116.97305,119.861518 C118.894737,118.771832 119.569207,116.330633 118.479522,114.408946 C113.146151,105.003414 104.734907,101.112919 93.5468356,101.66546 C85.6716631,102.054388 79.4899908,103.716944 62.7116783,109.197722 C59.9734132,110.092199 58.2519873,110.64787 56.4625698,111.20992 C37.002649,117.322218 25.6914684,118.282267 16.8654804,112.957098 C14.9739614,111.815848 12.5154166,112.424061 11.3741667,114.31558 C10.2329168,116.207099 10.84113,118.665644 12.7326489,119.806894 C19.0655164,123.627836 26.4866335,124.926678 35.1714596,124.189544 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/erase": {
"title": "$:/core/images/erase",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-erase tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M60.0870401,127.996166 L123.102318,64.980888 C129.636723,58.4464827 129.629513,47.8655877 123.098967,41.3350425 L99.4657866,17.7018617 C92.927448,11.1635231 82.3486358,11.1698163 75.8199411,17.698511 L4.89768189,88.6207702 C-1.63672343,95.1551755 -1.6295126,105.736071 4.90103262,112.266616 L20.6305829,127.996166 L60.0870401,127.996166 Z M25.1375576,120.682546 L10.812569,106.357558 C7.5455063,103.090495 7.54523836,97.793808 10.8048093,94.5342371 L46.2691086,59.0699377 L81.7308914,94.5317205 L55.5800654,120.682546 L25.1375576,120.682546 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/excise": {
"title": "$:/core/images/excise",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-excise tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M56,107.313709 L53.6568542,109.656854 C50.5326599,112.781049 45.4673401,112.781049 42.3431457,109.656854 C39.2189514,106.53266 39.2189514,101.46734 42.3431458,98.3431457 L58.3431458,82.3431457 C61.4673401,79.2189514 66.5326599,79.2189514 69.6568542,82.3431458 L85.6568542,98.3431458 C88.7810486,101.46734 88.7810486,106.53266 85.6568542,109.656854 C82.5326599,112.781049 77.4673401,112.781049 74.3431458,109.656854 L72,107.313708 L72,121.597798 C72,125.133636 68.418278,128 64,128 C59.581722,128 56,125.133636 56,121.597798 L56,107.313709 Z M0,40.0070969 C0,35.5848994 3.59071231,32 8,32 C12.418278,32 16,35.5881712 16,40.0070969 L16,71.9929031 C16,76.4151006 12.4092877,80 8,80 C3.581722,80 0,76.4118288 0,71.9929031 L0,40.0070969 Z M32,40.0070969 C32,35.5848994 35.5907123,32 40,32 C44.418278,32 48,35.5881712 48,40.0070969 L48,71.9929031 C48,76.4151006 44.4092877,80 40,80 C35.581722,80 32,76.4118288 32,71.9929031 L32,40.0070969 Z M80,40.0070969 C80,35.5848994 83.5907123,32 88,32 C92.418278,32 96,35.5881712 96,40.0070969 L96,71.9929031 C96,76.4151006 92.4092877,80 88,80 C83.581722,80 80,76.4118288 80,71.9929031 L80,40.0070969 Z M56,8.00709688 C56,3.58489938 59.5907123,0 64,0 C68.418278,0 72,3.58817117 72,8.00709688 L72,39.9929031 C72,44.4151006 68.4092877,48 64,48 C59.581722,48 56,44.4118288 56,39.9929031 L56,8.00709688 Z M112,40.0070969 C112,35.5848994 115.590712,32 120,32 C124.418278,32 128,35.5881712 128,40.0070969 L128,71.9929031 C128,76.4151006 124.409288,80 120,80 C115.581722,80 112,76.4118288 112,71.9929031 L112,40.0070969 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/export-button": {
"title": "$:/core/images/export-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-export-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M8.00348646,127.999999 C8.00464867,128 8.00581094,128 8.00697327,128 L119.993027,128 C122.205254,128 124.207939,127.101378 125.657096,125.651198 L125.656838,125.65759 C127.104563,124.210109 128,122.21009 128,119.999949 L128,56.0000511 C128,51.5817449 124.409288,48 120,48 C115.581722,48 112,51.5797863 112,56.0000511 L112,112 L16,112 L16,56.0000511 C16,51.5817449 12.4092877,48 8,48 C3.581722,48 7.10542736e-15,51.5797863 7.10542736e-15,56.0000511 L7.10542736e-15,119.999949 C7.10542736e-15,124.418255 3.59071231,128 8,128 C8.00116233,128 8.0023246,128 8.00348681,127.999999 Z M56.6235633,27.3113724 L47.6580188,36.2769169 C44.5333664,39.4015692 39.4634864,39.4061295 36.339292,36.2819351 C33.2214548,33.1640979 33.2173444,28.0901742 36.3443103,24.9632084 L58.9616908,2.34582788 C60.5248533,0.782665335 62.5748436,0.000361191261 64.624516,2.38225238e-14 L64.6193616,0.00151809229 C66.6695374,0.000796251595 68.7211167,0.781508799 70.2854358,2.34582788 L92.9028163,24.9632084 C96.0274686,28.0878607 96.0320289,33.1577408 92.9078345,36.2819351 C89.7899973,39.3997724 84.7160736,39.4038827 81.5891078,36.2769169 L72.6235633,27.3113724 L72.6235633,88.5669606 C72.6235633,92.9781015 69.0418413,96.5662064 64.6235633,96.5662064 C60.2142756,96.5662064 56.6235633,92.984822 56.6235633,88.5669606 L56.6235633,27.3113724 L56.6235633,27.3113724 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/file": {
"title": "$:/core/images/file",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-file tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"nonzero\">\n <path d=\"M111.96811,30.5 L112,30.5 L112,119.999079 C112,124.417866 108.419113,128 104.000754,128 L23.9992458,128 C19.5813843,128 16,124.417687 16,119.999079 L16,8.00092105 C16,3.58213437 19.5808867,0 23.9992458,0 L81,0 L81,0.0201838424 C83.1589869,-0.071534047 85.3482153,0.707077645 86.9982489,2.35711116 L109.625176,24.9840387 C111.151676,26.510538 111.932942,28.4998414 111.96811,30.5 L111.96811,30.5 Z M81,8 L24,8 L24,120 L104,120 L104,30.5 L89.0003461,30.5 C84.5818769,30.5 81,26.9216269 81,22.4996539 L81,8 Z\"></path>\n <rect x=\"32\" y=\"36\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"52\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"68\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"84\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"100\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"20\" width=\"40\" height=\"8\" rx=\"4\"></rect>\n </g>\n</svg>"
},
"$:/core/images/fixed-height": {
"title": "$:/core/images/fixed-height",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-fixed-height tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M60,35.6568542 L50.8284271,44.8284271 C49.26633,46.3905243 46.73367,46.3905243 45.1715729,44.8284271 C43.6094757,43.26633 43.6094757,40.73367 45.1715729,39.1715729 L61.1715729,23.1715729 C62.73367,21.6094757 65.2663299,21.6094757 66.8284271,23.1715728 L82.8284278,39.1715728 C84.390525,40.7336699 84.390525,43.2663299 82.8284279,44.8284271 C81.2663308,46.3905243 78.7336709,46.3905243 77.1715737,44.8284272 L68,35.6568539 L68,93.3431461 L77.1715737,84.1715728 C78.7336709,82.6094757 81.2663308,82.6094757 82.8284279,84.1715729 C84.390525,85.7336701 84.390525,88.2663301 82.8284278,89.8284272 L66.8284271,105.828427 C65.2663299,107.390524 62.73367,107.390524 61.1715729,105.828427 L45.1715729,89.8284271 C43.6094757,88.26633 43.6094757,85.73367 45.1715729,84.1715729 C46.73367,82.6094757 49.26633,82.6094757 50.8284271,84.1715729 L60,93.3431458 L60,35.6568542 L60,35.6568542 Z M16,116 L112,116 C114.209139,116 116,114.209139 116,112 C116,109.790861 114.209139,108 112,108 L16,108 C13.790861,108 12,109.790861 12,112 C12,114.209139 13.790861,116 16,116 L16,116 Z M16,20 L112,20 C114.209139,20 116,18.209139 116,16 C116,13.790861 114.209139,12 112,12 L16,12 C13.790861,12 12,13.790861 12,16 C12,18.209139 13.790861,20 16,20 L16,20 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/fold-all-button": {
"title": "$:/core/images/fold-all-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-fold-all tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <rect x=\"0\" y=\"0\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"0\" y=\"64\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <path d=\"M64.0292774,58.6235628 C61.9791013,58.6242848 59.9275217,57.8435723 58.3632024,56.279253 L35.7458219,33.6618725 C32.6211696,30.5372202 32.6166093,25.4673401 35.7408036,22.3431458 C38.8586409,19.2253085 43.9325646,19.2211982 47.0595304,22.348164 L64.0250749,39.3137085 L80.9906194,22.348164 C84.1152717,19.2235117 89.1851518,19.2189514 92.3093461,22.3431458 C95.4271834,25.460983 95.4312937,30.5349067 92.3043279,33.6618725 L69.6869474,56.279253 C68.1237851,57.8424153 66.0737951,58.6247195 64.0241231,58.6250809 Z\" transform=\"translate(64.024316, 39.313708) scale(1, -1) translate(-64.024316, -39.313708) \"></path>\n <path d=\"M64.0292774,123.621227 C61.9791013,123.621949 59.9275217,122.841236 58.3632024,121.276917 L35.7458219,98.6595365 C32.6211696,95.5348842 32.6166093,90.4650041 35.7408036,87.3408098 C38.8586409,84.2229725 43.9325646,84.2188622 47.0595304,87.345828 L64.0250749,104.311373 L80.9906194,87.345828 C84.1152717,84.2211757 89.1851518,84.2166154 92.3093461,87.3408098 C95.4271834,90.458647 95.4312937,95.5325707 92.3043279,98.6595365 L69.6869474,121.276917 C68.1237851,122.840079 66.0737951,123.622383 64.0241231,123.622745 Z\" transform=\"translate(64.024316, 104.311372) scale(1, -1) translate(-64.024316, -104.311372) \"></path>\n </g>\n</svg>"
},
"$:/core/images/fold-button": {
"title": "$:/core/images/fold-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-fold tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <rect x=\"0\" y=\"0\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <path d=\"M64.0292774,63.6235628 C61.9791013,63.6242848 59.9275217,62.8435723 58.3632024,61.279253 L35.7458219,38.6618725 C32.6211696,35.5372202 32.6166093,30.4673401 35.7408036,27.3431458 C38.8586409,24.2253085 43.9325646,24.2211982 47.0595304,27.348164 L64.0250749,44.3137085 L80.9906194,27.348164 C84.1152717,24.2235117 89.1851518,24.2189514 92.3093461,27.3431458 C95.4271834,30.460983 95.4312937,35.5349067 92.3043279,38.6618725 L69.6869474,61.279253 C68.1237851,62.8424153 66.0737951,63.6247195 64.0241231,63.6250809 Z\" transform=\"translate(64.024316, 44.313708) scale(1, -1) translate(-64.024316, -44.313708) \"></path>\n <path d=\"M64.0049614,105.998482 C61.9547853,105.999204 59.9032057,105.218491 58.3388864,103.654172 L35.7215059,81.0367916 C32.5968535,77.9121393 32.5922933,72.8422592 35.7164876,69.7180649 C38.8343248,66.6002276 43.9082485,66.5961173 47.0352144,69.7230831 L64.0007589,86.6886276 L80.9663034,69.7230831 C84.0909557,66.5984308 89.1608358,66.5938705 92.2850301,69.7180649 C95.4028673,72.8359021 95.4069777,77.9098258 92.2800119,81.0367916 L69.6626314,103.654172 C68.099469,105.217334 66.0494791,105.999639 63.999807,106 Z\" transform=\"translate(64.000000, 86.688628) scale(1, -1) translate(-64.000000, -86.688628) \"></path>\n </g>\n</svg>"
},
"$:/core/images/fold-others-button": {
"title": "$:/core/images/fold-others-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-fold-others tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <rect x=\"0\" y=\"56.0314331\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <path d=\"M101.657101,104.948818 C100.207918,103.498614 98.2051847,102.599976 95.9929031,102.599976 L72,102.599976 L72,78.6070725 C72,76.3964271 71.1036108,74.3936927 69.6545293,72.9441002 L69.6571005,72.9488183 C68.2079177,71.4986143 66.2051847,70.5999756 63.9929031,70.5999756 L32.0070969,70.5999756 C27.5881712,70.5999756 24,74.1816976 24,78.5999756 C24,83.0092633 27.5848994,86.5999756 32.0070969,86.5999756 L56,86.5999756 L56,110.592879 C56,112.803524 56.8963895,114.806259 58.3454713,116.255852 L58.3429,116.251133 C59.7920828,117.701337 61.7948156,118.599976 64.0070969,118.599976 L88,118.599976 L88,142.592879 C88,147.011804 91.581722,150.599976 96,150.599976 C100.409288,150.599976 104,147.015076 104,142.592879 L104,110.607072 C104,108.396427 103.103611,106.393693 101.654529,104.9441 Z\" transform=\"translate(64.000000, 110.599976) rotate(-45.000000) translate(-64.000000, -110.599976) \"></path>\n <path d=\"M101.725643,11.7488671 C100.27646,10.2986632 98.2737272,9.40002441 96.0614456,9.40002441 L72.0685425,9.40002441 L72.0685425,-14.5928787 C72.0685425,-16.8035241 71.1721533,-18.8062584 69.7230718,-20.255851 L69.725643,-20.2511329 C68.2764602,-21.7013368 66.2737272,-22.5999756 64.0614456,-22.5999756 L32.0756394,-22.5999756 C27.6567137,-22.5999756 24.0685425,-19.0182536 24.0685425,-14.5999756 C24.0685425,-10.1906879 27.6534419,-6.59997559 32.0756394,-6.59997559 L56.0685425,-6.59997559 L56.0685425,17.3929275 C56.0685425,19.6035732 56.964932,21.6063078 58.4140138,23.0559004 L58.4114425,23.0511823 C59.8606253,24.5013859 61.8633581,25.4000244 64.0756394,25.4000244 L88.0685425,25.4000244 L88.0685425,49.3929275 C88.0685425,53.8118532 91.6502645,57.4000244 96.0685425,57.4000244 C100.47783,57.4000244 104.068542,53.815125 104.068542,49.3929275 L104.068542,17.4071213 C104.068542,15.1964759 103.172153,13.1937416 101.723072,11.744149 Z\" transform=\"translate(64.068542, 17.400024) scale(1, -1) rotate(-45.000000) translate(-64.068542, -17.400024) \"></path>\n </g>\n</svg>"
},
"$:/core/images/folder": {
"title": "$:/core/images/folder",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-folder tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M55.6943257,128.000004 L7.99859666,128.000004 C3.5810937,128.000004 0,124.413822 0,119.996384 L0,48.0036243 C0,43.5833471 3.58387508,40.0000044 7.99859666,40.0000044 L16,40.0000044 L16,31.9999914 C16,27.5817181 19.5783731,24 24.0003461,24 L55.9996539,24 C60.4181231,24 64,27.5800761 64,31.9999914 L64,40.0000044 L104.001403,40.0000044 C108.418906,40.0000044 112,43.5861868 112,48.0036243 L112,59.8298353 L104,59.7475921 L104,51.9994189 C104,49.7887607 102.207895,48.0000044 99.9972215,48.0000044 L56,48.0000044 L56,36.0000255 C56,33.7898932 54.2072328,32 51.9957423,32 L28.0042577,32 C25.7890275,32 24,33.7908724 24,36.0000255 L24,48.0000044 L12.0027785,48.0000044 C9.78987688,48.0000044 8,49.7906032 8,51.9994189 L8,116.00059 C8,118.211248 9.79210499,120.000004 12.0027785,120.000004 L58.7630167,120.000004 L55.6943257,128.000004 L55.6943257,128.000004 Z\"></path>\n <path d=\"M23.8728955,55.5 L119.875702,55.5 C124.293205,55.5 126.87957,59.5532655 125.650111,64.5630007 L112.305967,118.936999 C111.077582,123.942356 106.497904,128 102.083183,128 L6.08037597,128 C1.66287302,128 -0.923492342,123.946735 0.305967145,118.936999 L13.650111,64.5630007 C14.878496,59.5576436 19.4581739,55.5 23.8728955,55.5 L23.8728955,55.5 L23.8728955,55.5 Z M25.6530124,64 L113.647455,64 C115.858129,64 117.151473,66.0930612 116.538306,68.6662267 L105.417772,115.333773 C104.803671,117.910859 102.515967,120 100.303066,120 L12.3086228,120 C10.0979492,120 8.8046054,117.906939 9.41777189,115.333773 L20.5383062,68.6662267 C21.1524069,66.0891409 23.4401107,64 25.6530124,64 L25.6530124,64 L25.6530124,64 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/full-screen-button": {
"title": "$:/core/images/full-screen-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-full-screen-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g>\n <g>\n <path d=\"M5.29777586e-31,8 C1.59060409e-15,3.581722 3.581722,0 8,0 L40,0 C44.418278,0 48,3.581722 48,8 C48,12.418278 44.418278,16 40,16 L16,16 L16,40 C16,44.418278 12.418278,48 8,48 C3.581722,48 -3.55271368e-15,44.418278 0,40 L3.55271368e-15,8 Z\"></path>\n </g>\n <g transform=\"translate(104.000000, 104.000000) rotate(-180.000000) translate(-104.000000, -104.000000) translate(80.000000, 80.000000)\">\n <path d=\"M5.29777586e-31,8 C1.59060409e-15,3.581722 3.581722,0 8,0 L40,0 C44.418278,0 48,3.581722 48,8 C48,12.418278 44.418278,16 40,16 L16,16 L16,40 C16,44.418278 12.418278,48 8,48 C3.581722,48 -3.55271368e-15,44.418278 0,40 L3.55271368e-15,8 Z\"></path>\n </g>\n <g transform=\"translate(24.000000, 104.000000) rotate(-90.000000) translate(-24.000000, -104.000000) translate(0.000000, 80.000000)\">\n <path d=\"M5.29777586e-31,8 C1.59060409e-15,3.581722 3.581722,0 8,0 L40,0 C44.418278,0 48,3.581722 48,8 C48,12.418278 44.418278,16 40,16 L16,16 L16,40 C16,44.418278 12.418278,48 8,48 C3.581722,48 -3.55271368e-15,44.418278 0,40 L3.55271368e-15,8 Z\"></path>\n </g>\n <g transform=\"translate(104.000000, 24.000000) rotate(90.000000) translate(-104.000000, -24.000000) translate(80.000000, 0.000000)\">\n <path d=\"M5.29777586e-31,8 C1.59060409e-15,3.581722 3.581722,0 8,0 L40,0 C44.418278,0 48,3.581722 48,8 C48,12.418278 44.418278,16 40,16 L16,16 L16,40 C16,44.418278 12.418278,48 8,48 C3.581722,48 -3.55271368e-15,44.418278 0,40 L3.55271368e-15,8 Z\"></path>\n </g>\n </g>\n</svg>"
},
"$:/core/images/github": {
"title": "$:/core/images/github",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-github tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M63.9383506,1.60695328 C28.6017227,1.60695328 -0.055756057,30.2970814 -0.055756057,65.6906208 C-0.055756057,94.003092 18.2804728,118.019715 43.7123154,126.493393 C46.9143781,127.083482 48.0812647,125.104717 48.0812647,123.405261 C48.0812647,121.886765 48.02626,117.85449 47.9948287,112.508284 C30.1929317,116.379268 26.4368926,103.916587 26.4368926,103.916587 C23.5255693,96.5129372 19.3294921,94.5420399 19.3294921,94.5420399 C13.5186324,90.5687739 19.7695302,90.6474524 19.7695302,90.6474524 C26.1933001,91.099854 29.5721638,97.2525155 29.5721638,97.2525155 C35.2808718,107.044059 44.5531024,104.215566 48.1991321,102.575118 C48.7806109,98.4366275 50.4346826,95.612068 52.2616263,94.0109598 C38.0507543,92.3941159 23.1091047,86.8944862 23.1091047,62.3389152 C23.1091047,55.3443933 25.6039634,49.6205298 29.6978889,45.1437211 C29.0378318,43.5229433 26.8415704,37.0044266 30.3265147,28.1845627 C30.3265147,28.1845627 35.6973364,26.4615028 47.9241083,34.7542205 C53.027764,33.330139 58.5046663,32.6220321 63.9462084,32.5944947 C69.3838216,32.6220321 74.856795,33.330139 79.9683085,34.7542205 C92.1872225,26.4615028 97.5501864,28.1845627 97.5501864,28.1845627 C101.042989,37.0044266 98.8467271,43.5229433 98.190599,45.1437211 C102.292382,49.6205298 104.767596,55.3443933 104.767596,62.3389152 C104.767596,86.9574291 89.8023734,92.3744463 75.5482834,93.9598188 C77.8427675,95.9385839 79.8897303,99.8489072 79.8897303,105.828476 C79.8897303,114.392635 79.8111521,121.304544 79.8111521,123.405261 C79.8111521,125.120453 80.966252,127.114954 84.2115327,126.489459 C109.623731,117.996111 127.944244,93.9952241 127.944244,65.6906208 C127.944244,30.2970814 99.2867652,1.60695328 63.9383506,1.60695328\"></path>\n </g>\n </svg>\n"
},
"$:/core/images/gitter": {
"title": "$:/core/images/gitter",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-gitter tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 18 25\">\n <rect x=\"15\" y=\"5\" width=\"2\" height=\"10\"></rect>\n <rect x=\"10\" y=\"5\" width=\"2\" height=\"20\"></rect>\n <rect x=\"5\" y=\"5\" width=\"2\" height=\"20\"></rect>\n <rect width=\"2\" height=\"15\"></rect>\n</svg>\n"
},
"$:/core/images/globe": {
"title": "$:/core/images/globe",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-globe tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M72.8111354,37.1275855 C72.8111354,37.9789875 72.8111354,38.8303894 72.8111354,39.6817913 C72.8111354,41.8784743 73.7885604,46.5631866 72.8111354,48.5143758 C71.3445471,51.4420595 68.1617327,52.0543531 66.4170946,54.3812641 C65.2352215,55.9575873 61.7987417,64.9821523 62.7262858,67.3005778 C66.6959269,77.2228204 74.26087,70.4881886 80.6887657,76.594328 C81.5527211,77.415037 83.5758191,78.8666631 83.985137,79.8899578 C87.2742852,88.1128283 76.4086873,94.8989524 87.7419325,106.189751 C88.9872885,107.430443 91.555495,102.372895 91.8205061,101.575869 C92.6726866,99.0129203 98.5458765,96.1267309 100.908882,94.5234439 C102.928056,93.1534443 105.782168,91.8557166 107.236936,89.7775886 C109.507391,86.5342557 108.717505,82.2640435 110.334606,79.0328716 C112.473794,74.7585014 114.163418,69.3979002 116.332726,65.0674086 C120.230862,57.2857361 121.054075,67.1596684 121.400359,67.5059523 C121.757734,67.8633269 122.411167,67.5059523 122.916571,67.5059523 C123.011132,67.5059523 124.364019,67.6048489 124.432783,67.5059523 C125.0832,66.5705216 123.390209,49.5852316 123.114531,48.2089091 C121.710578,41.1996597 116.17083,32.4278331 111.249523,27.7092761 C104.975994,21.6942076 104.160516,11.5121686 92.9912146,12.7547535 C92.7872931,12.7774397 87.906794,22.9027026 85.2136766,26.2672064 C81.486311,30.9237934 82.7434931,22.1144904 78.6876623,22.1144904 C78.6065806,22.1144904 77.5045497,22.0107615 77.4353971,22.1144904 C76.8488637,22.9942905 75.9952305,26.0101404 75.1288269,26.5311533 C74.8635477,26.6906793 73.4071369,26.2924966 73.2826811,26.5311533 C71.0401728,30.8313939 81.5394677,28.7427264 79.075427,34.482926 C76.7225098,39.9642538 72.747373,32.4860199 72.747373,43.0434079\"></path>\n <path d=\"M44.4668556,7.01044608 C54.151517,13.1403033 45.1489715,19.2084878 47.1611905,23.2253896 C48.8157833,26.5283781 51.4021933,28.6198851 48.8753629,33.038878 C46.8123257,36.6467763 42.0052989,37.0050492 39.251679,39.7621111 C36.2115749,42.8060154 33.7884281,48.7028116 32.4624592,52.6732691 C30.8452419,57.5158356 47.0088721,59.5388126 44.5246867,63.6811917 C43.1386839,65.9923513 37.7785192,65.1466282 36.0880227,63.8791519 C34.9234453,63.0059918 32.4946425,63.3331166 31.6713597,62.0997342 C29.0575851,58.1839669 29.4107339,54.0758543 28.0457962,49.9707786 C27.1076833,47.1493864 21.732611,47.8501656 20.2022714,49.3776393 C19.6790362,49.8998948 19.8723378,51.1703278 19.8723378,51.8829111 C19.8723378,57.1682405 26.9914913,55.1986414 26.9914913,58.3421973 C26.9914913,72.9792302 30.9191897,64.8771867 38.1313873,69.6793121 C48.1678018,76.3618966 45.9763926,76.981595 53.0777543,84.0829567 C56.7511941,87.7563965 60.8192437,87.7689005 62.503478,93.3767069 C64.1046972,98.7081071 53.1759798,98.7157031 50.786754,100.825053 C49.663965,101.816317 47.9736094,104.970571 46.5680513,105.439676 C44.7757187,106.037867 43.334221,105.93607 41.6242359,107.219093 C39.1967302,109.040481 37.7241465,112.151588 37.6034934,112.030935 C35.4555278,109.88297 34.0848666,96.5511248 33.7147244,93.7726273 C33.1258872,89.3524817 28.1241923,88.2337027 26.7275443,84.7420826 C25.1572737,80.8164061 28.2518481,75.223612 25.599097,70.9819941 C19.0797019,60.557804 13.7775712,56.4811506 10.2493953,44.6896152 C9.3074899,41.5416683 13.5912267,38.1609942 15.1264825,35.8570308 C17.0029359,33.0410312 17.7876232,30.0028946 19.8723378,27.2224065 C22.146793,24.1888519 40.8551166,9.46076832 43.8574051,8.63490613 L44.4668556,7.01044608 Z\"></path>\n <path d=\"M64,126 C98.2416545,126 126,98.2416545 126,64 C126,29.7583455 98.2416545,2 64,2 C29.7583455,2 2,29.7583455 2,64 C2,98.2416545 29.7583455,126 64,126 Z M64,120 C94.927946,120 120,94.927946 120,64 C120,33.072054 94.927946,8 64,8 C33.072054,8 8,33.072054 8,64 C8,94.927946 33.072054,120 64,120 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/heading-1": {
"title": "$:/core/images/heading-1",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-heading-1 tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M14,30 L27.25,30 L27.25,60.104 L61.7,60.104 L61.7,30 L74.95,30 L74.95,105.684 L61.7,105.684 L61.7,71.552 L27.25,71.552 L27.25,105.684 L14,105.684 L14,30 Z M84.3350766,43.78 C86.8790893,43.78 89.3523979,43.5680021 91.7550766,43.144 C94.1577553,42.7199979 96.3307336,42.0133383 98.2740766,41.024 C100.21742,40.0346617 101.87807,38.7626744 103.256077,37.208 C104.634084,35.6533256 105.535075,33.7453446 105.959077,31.484 L115.817077,31.484 L115.817077,105.684 L102.567077,105.684 L102.567077,53.32 L84.3350766,53.32 L84.3350766,43.78 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/heading-2": {
"title": "$:/core/images/heading-2",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-heading-2 tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M6,30 L19.25,30 L19.25,60.104 L53.7,60.104 L53.7,30 L66.95,30 L66.95,105.684 L53.7,105.684 L53.7,71.552 L19.25,71.552 L19.25,105.684 L6,105.684 L6,30 Z M125.519077,105.684 L74.8510766,105.684 C74.9217436,99.5359693 76.4057288,94.1653563 79.3030766,89.572 C82.2004244,84.9786437 86.1577182,80.986017 91.1750766,77.594 C93.5777553,75.8273245 96.0863969,74.113675 98.7010766,72.453 C101.315756,70.792325 103.718399,69.0080095 105.909077,67.1 C108.099754,65.1919905 109.901736,63.1250111 111.315077,60.899 C112.728417,58.6729889 113.47041,56.1113478 113.541077,53.214 C113.541077,51.8713266 113.382078,50.4403409 113.064077,48.921 C112.746075,47.4016591 112.127748,45.9883399 111.209077,44.681 C110.290405,43.3736601 109.018418,42.2783377 107.393077,41.395 C105.767735,40.5116622 103.647756,40.07 101.033077,40.07 C98.6303979,40.07 96.6340846,40.5469952 95.0440766,41.501 C93.4540687,42.4550048 92.1820814,43.762325 91.2280766,45.423 C90.2740719,47.083675 89.5674123,49.0446554 89.1080766,51.306 C88.648741,53.5673446 88.3837436,56.0053203 88.3130766,58.62 L76.2290766,58.62 C76.2290766,54.5213128 76.7767378,50.7230175 77.8720766,47.225 C78.9674154,43.7269825 80.610399,40.7060127 82.8010766,38.162 C84.9917542,35.6179873 87.6593942,33.6216739 90.8040766,32.173 C93.948759,30.7243261 97.6057224,30 101.775077,30 C106.297766,30 110.078395,30.7419926 113.117077,32.226 C116.155758,33.7100074 118.611401,35.5826554 120.484077,37.844 C122.356753,40.1053446 123.681739,42.5609868 124.459077,45.211 C125.236414,47.8610133 125.625077,50.3873213 125.625077,52.79 C125.625077,55.7580148 125.165748,58.4433213 124.247077,60.846 C123.328405,63.2486787 122.091751,65.4569899 120.537077,67.471 C118.982402,69.4850101 117.215753,71.3399915 115.237077,73.036 C113.2584,74.7320085 111.209087,76.3219926 109.089077,77.806 C106.969066,79.2900074 104.849087,80.7033266 102.729077,82.046 C100.609066,83.3886734 98.6480856,84.7313266 96.8460766,86.074 C95.0440676,87.4166734 93.47175,88.8123261 92.1290766,90.261 C90.7864032,91.7096739 89.8677458,93.2466585 89.3730766,94.872 L125.519077,94.872 L125.519077,105.684 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/heading-3": {
"title": "$:/core/images/heading-3",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-heading-3 tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M6,30 L19.25,30 L19.25,60.104 L53.7,60.104 L53.7,30 L66.95,30 L66.95,105.684 L53.7,105.684 L53.7,71.552 L19.25,71.552 L19.25,105.684 L6,105.684 L6,30 Z M94.8850766,62.224 C96.8637532,62.294667 98.8424001,62.1533351 100.821077,61.8 C102.799753,61.4466649 104.566402,60.8283378 106.121077,59.945 C107.675751,59.0616623 108.930072,57.8426744 109.884077,56.288 C110.838081,54.7333256 111.315077,52.8253446 111.315077,50.564 C111.315077,47.3839841 110.237421,44.8400095 108.082077,42.932 C105.926733,41.0239905 103.153094,40.07 99.7610766,40.07 C97.641066,40.07 95.8037511,40.4939958 94.2490766,41.342 C92.6944022,42.1900042 91.4047484,43.3383261 90.3800766,44.787 C89.3554048,46.2356739 88.5957458,47.860991 88.1010766,49.663 C87.6064075,51.465009 87.3944096,53.3199905 87.4650766,55.228 L75.3810766,55.228 C75.5224107,51.623982 76.1937373,48.2850154 77.3950766,45.211 C78.596416,42.1369846 80.2393995,39.4693446 82.3240766,37.208 C84.4087537,34.9466554 86.9350618,33.1800064 89.9030766,31.908 C92.8710915,30.6359936 96.2277246,30 99.9730766,30 C102.870424,30 105.714729,30.4239958 108.506077,31.272 C111.297424,32.1200042 113.806065,33.3566585 116.032077,34.982 C118.258088,36.6073415 120.042403,38.6743208 121.385077,41.183 C122.72775,43.6916792 123.399077,46.5713171 123.399077,49.822 C123.399077,53.5673521 122.551085,56.8356527 120.855077,59.627 C119.159068,62.4183473 116.509095,64.4499936 112.905077,65.722 L112.905077,65.934 C117.145098,66.7820042 120.448731,68.8843166 122.816077,72.241 C125.183422,75.5976835 126.367077,79.6786426 126.367077,84.484 C126.367077,88.017351 125.660417,91.1796527 124.247077,93.971 C122.833736,96.7623473 120.925755,99.129657 118.523077,101.073 C116.120398,103.016343 113.329093,104.517995 110.149077,105.578 C106.969061,106.638005 103.612428,107.168 100.079077,107.168 C95.7683884,107.168 92.005426,106.549673 88.7900766,105.313 C85.5747272,104.076327 82.8894207,102.327345 80.7340766,100.066 C78.5787325,97.8046554 76.9357489,95.0840159 75.8050766,91.904 C74.6744043,88.7239841 74.0737436,85.1906861 74.0030766,81.304 L86.0870766,81.304 C85.9457426,85.8266893 87.0587315,89.5896517 89.4260766,92.593 C91.7934218,95.5963483 95.3443863,97.098 100.079077,97.098 C104.107097,97.098 107.481396,95.9496782 110.202077,93.653 C112.922757,91.3563219 114.283077,88.0880212 114.283077,83.848 C114.283077,80.9506522 113.717749,78.6540085 112.587077,76.958 C111.456404,75.2619915 109.972419,73.9723378 108.135077,73.089 C106.297734,72.2056623 104.230755,71.6580011 101.934077,71.446 C99.6373985,71.2339989 97.2877553,71.163333 94.8850766,71.234 L94.8850766,62.224 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/heading-4": {
"title": "$:/core/images/heading-4",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-heading-4 tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M8,30 L21.25,30 L21.25,60.104 L55.7,60.104 L55.7,30 L68.95,30 L68.95,105.684 L55.7,105.684 L55.7,71.552 L21.25,71.552 L21.25,105.684 L8,105.684 L8,30 Z M84.5890766,78.548 L107.061077,78.548 L107.061077,45.9 L106.849077,45.9 L84.5890766,78.548 Z M128.049077,88.088 L118.509077,88.088 L118.509077,105.684 L107.061077,105.684 L107.061077,88.088 L75.2610766,88.088 L75.2610766,76.11 L107.061077,31.484 L118.509077,31.484 L118.509077,78.548 L128.049077,78.548 L128.049077,88.088 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/heading-5": {
"title": "$:/core/images/heading-5",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-heading-5 tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M6,30 L19.25,30 L19.25,60.104 L53.7,60.104 L53.7,30 L66.95,30 L66.95,105.684 L53.7,105.684 L53.7,71.552 L19.25,71.552 L19.25,105.684 L6,105.684 L6,30 Z M83.7550766,31.484 L122.127077,31.484 L122.127077,42.296 L92.7650766,42.296 L88.9490766,61.164 L89.1610766,61.376 C90.7864181,59.5386575 92.8533974,58.1430048 95.3620766,57.189 C97.8707558,56.2349952 100.361731,55.758 102.835077,55.758 C106.509762,55.758 109.795729,56.3763272 112.693077,57.613 C115.590424,58.8496729 118.0284,60.5809889 120.007077,62.807 C121.985753,65.0330111 123.487405,67.6653181 124.512077,70.704 C125.536748,73.7426819 126.049077,77.028649 126.049077,80.562 C126.049077,83.5300148 125.572081,86.5863176 124.618077,89.731 C123.664072,92.8756824 122.144754,95.7376538 120.060077,98.317 C117.9754,100.896346 115.30776,103.016325 112.057077,104.677 C108.806394,106.337675 104.919766,107.168 100.397077,107.168 C96.7930586,107.168 93.454092,106.691005 90.3800766,105.737 C87.3060613,104.782995 84.6030883,103.35201 82.2710766,101.444 C79.939065,99.5359905 78.0840835,97.1863473 76.7060766,94.395 C75.3280697,91.6036527 74.5684107,88.3353521 74.4270766,84.59 L86.5110766,84.59 C86.8644117,88.6180201 88.2423979,91.7096559 90.6450766,93.865 C93.0477553,96.0203441 96.2277235,97.098 100.185077,97.098 C102.729089,97.098 104.884401,96.6740042 106.651077,95.826 C108.417752,94.9779958 109.848738,93.8120074 110.944077,92.328 C112.039415,90.8439926 112.816741,89.1126766 113.276077,87.134 C113.735412,85.1553234 113.965077,83.0353446 113.965077,80.774 C113.965077,78.7246564 113.682413,76.763676 113.117077,74.891 C112.55174,73.018324 111.703749,71.3753404 110.573077,69.962 C109.442404,68.5486596 107.976086,67.4180042 106.174077,66.57 C104.372068,65.7219958 102.269755,65.298 99.8670766,65.298 C97.3230639,65.298 94.9380878,65.7749952 92.7120766,66.729 C90.4860655,67.6830048 88.8784149,69.4673203 87.8890766,72.082 L75.8050766,72.082 L83.7550766,31.484 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/heading-6": {
"title": "$:/core/images/heading-6",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-heading-6 tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M6,30 L19.25,30 L19.25,60.104 L53.7,60.104 L53.7,30 L66.95,30 L66.95,105.684 L53.7,105.684 L53.7,71.552 L19.25,71.552 L19.25,105.684 L6,105.684 L6,30 Z M112.587077,50.246 C112.304409,47.2073181 111.226753,44.751676 109.354077,42.879 C107.481401,41.006324 104.955093,40.07 101.775077,40.07 C99.584399,40.07 97.6940846,40.4763293 96.1040766,41.289 C94.5140687,42.1016707 93.1714154,43.1793266 92.0760766,44.522 C90.9807378,45.8646734 90.0974133,47.401658 89.4260766,49.133 C88.7547399,50.864342 88.2070787,52.6839905 87.7830766,54.592 C87.3590745,56.5000095 87.0587442,58.390324 86.8820766,60.263 C86.7054091,62.135676 86.5464107,63.8846585 86.4050766,65.51 L86.6170766,65.722 C88.2424181,62.7539852 90.4860623,60.5456739 93.3480766,59.097 C96.2100909,57.6483261 99.3017267,56.924 102.623077,56.924 C106.297762,56.924 109.583729,57.5599936 112.481077,58.832 C115.378424,60.1040064 117.834067,61.8529889 119.848077,64.079 C121.862087,66.3050111 123.399071,68.9373181 124.459077,71.976 C125.519082,75.0146819 126.049077,78.300649 126.049077,81.834 C126.049077,85.438018 125.466082,88.7769846 124.300077,91.851 C123.134071,94.9250154 121.455754,97.6103219 119.265077,99.907 C117.074399,102.203678 114.459758,103.987994 111.421077,105.26 C108.382395,106.532006 105.025762,107.168 101.351077,107.168 C95.9097161,107.168 91.4400941,106.16101 87.9420766,104.147 C84.4440591,102.13299 81.6880867,99.3770175 79.6740766,95.879 C77.6600666,92.3809825 76.2644138,88.2823568 75.4870766,83.583 C74.7097394,78.8836432 74.3210766,73.8133605 74.3210766,68.372 C74.3210766,63.9199777 74.7980719,59.4326893 75.7520766,54.91 C76.7060814,50.3873107 78.278399,46.2710186 80.4690766,42.561 C82.6597542,38.8509815 85.5393921,35.8300117 89.1080766,33.498 C92.6767611,31.1659883 97.0757171,30 102.305077,30 C105.273091,30 108.064397,30.4946617 110.679077,31.484 C113.293756,32.4733383 115.608067,33.8513245 117.622077,35.618 C119.636087,37.3846755 121.27907,39.5046543 122.551077,41.978 C123.823083,44.4513457 124.529743,47.2073181 124.671077,50.246 L112.587077,50.246 Z M100.927077,97.098 C103.117754,97.098 105.025735,96.6563378 106.651077,95.773 C108.276418,94.8896623 109.636738,93.7413404 110.732077,92.328 C111.827415,90.9146596 112.640074,89.271676 113.170077,87.399 C113.700079,85.526324 113.965077,83.6006766 113.965077,81.622 C113.965077,79.6433234 113.700079,77.7353425 113.170077,75.898 C112.640074,74.0606575 111.827415,72.4530069 110.732077,71.075 C109.636738,69.6969931 108.276418,68.5840042 106.651077,67.736 C105.025735,66.8879958 103.117754,66.464 100.927077,66.464 C98.736399,66.464 96.8107516,66.8703293 95.1500766,67.683 C93.4894017,68.4956707 92.0937489,69.5909931 90.9630766,70.969 C89.8324043,72.3470069 88.9844128,73.9546575 88.4190766,75.792 C87.8537405,77.6293425 87.5710766,79.5726564 87.5710766,81.622 C87.5710766,83.6713436 87.8537405,85.6146575 88.4190766,87.452 C88.9844128,89.2893425 89.8324043,90.9323261 90.9630766,92.381 C92.0937489,93.8296739 93.4894017,94.9779958 95.1500766,95.826 C96.8107516,96.6740042 98.736399,97.098 100.927077,97.098 L100.927077,97.098 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/help": {
"title": "$:/core/images/help",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-help tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M36.0548906,111.44117 C30.8157418,115.837088 20.8865444,118.803477 9.5,118.803477 C7.86465619,118.803477 6.25937294,118.742289 4.69372699,118.624467 C12.612543,115.984876 18.7559465,110.02454 21.0611049,102.609942 C8.74739781,92.845129 1.04940554,78.9359851 1.04940554,63.5 C1.04940554,33.9527659 29.2554663,10 64.0494055,10 C98.8433448,10 127.049406,33.9527659 127.049406,63.5 C127.049406,93.0472341 98.8433448,117 64.0494055,117 C53.9936953,117 44.48824,114.999337 36.0548906,111.44117 L36.0548906,111.44117 Z M71.4042554,77.5980086 C71.406883,77.2865764 71.4095079,76.9382011 71.4119569,76.5610548 C71.4199751,75.3262169 71.4242825,74.0811293 71.422912,72.9158546 C71.4215244,71.736154 71.4143321,70.709635 71.4001396,69.8743525 C71.4078362,68.5173028 71.9951951,67.7870427 75.1273009,65.6385471 C75.2388969,65.5619968 76.2124091,64.8981068 76.5126553,64.6910879 C79.6062455,62.5580654 81.5345849,60.9050204 83.2750652,58.5038955 C85.6146327,55.2762841 86.8327108,51.426982 86.8327108,46.8554323 C86.8327108,33.5625756 76.972994,24.9029551 65.3778484,24.9029551 C54.2752771,24.9029551 42.8794554,34.5115163 41.3121702,47.1975534 C40.9043016,50.4989536 43.2499725,53.50591 46.5513726,53.9137786 C49.8527728,54.3216471 52.8597292,51.9759763 53.2675978,48.6745761 C54.0739246,42.1479456 60.2395837,36.9492759 65.3778484,36.9492759 C70.6427674,36.9492759 74.78639,40.5885487 74.78639,46.8554323 C74.78639,50.4892974 73.6853224,52.008304 69.6746221,54.7736715 C69.4052605,54.9593956 68.448509,55.6118556 68.3131127,55.7047319 C65.6309785,57.5445655 64.0858213,58.803255 62.6123358,60.6352315 C60.5044618,63.2559399 59.3714208,66.3518252 59.3547527,69.9487679 C59.3684999,70.8407274 59.3752803,71.8084521 59.3765995,72.9300232 C59.3779294,74.0607297 59.3737237,75.2764258 59.36589,76.482835 C59.3634936,76.8518793 59.3609272,77.1924914 59.3583633,77.4963784 C59.3568319,77.6778944 59.3556368,77.8074256 59.3549845,77.8730928 C59.3219814,81.1994287 61.9917551,83.9227111 65.318091,83.9557142 C68.644427,83.9887173 71.3677093,81.3189435 71.4007124,77.9926076 C71.4014444,77.9187458 71.402672,77.7856841 71.4042554,77.5980086 Z M65.3778489,102.097045 C69.5359735,102.097045 72.9067994,98.7262189 72.9067994,94.5680944 C72.9067994,90.4099698 69.5359735,87.0391439 65.3778489,87.0391439 C61.2197243,87.0391439 57.8488984,90.4099698 57.8488984,94.5680944 C57.8488984,98.7262189 61.2197243,102.097045 65.3778489,102.097045 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/home-button": {
"title": "$:/core/images/home-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-home-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M112.9847,119.501583 C112.99485,119.336814 113,119.170705 113,119.003406 L113,67.56802 C116.137461,70.5156358 121.076014,70.4518569 124.133985,67.3938855 C127.25818,64.2696912 127.260618,59.2068102 124.131541,56.0777326 L70.3963143,2.34250601 C68.8331348,0.779326498 66.7828947,-0.000743167069 64.7337457,1.61675364e-05 C62.691312,-0.00409949529 60.6426632,0.777559815 59.077717,2.34250601 L33,28.420223 L33,28.420223 L33,8.00697327 C33,3.58484404 29.4092877,0 25,0 C20.581722,0 17,3.59075293 17,8.00697327 L17,44.420223 L5.3424904,56.0777326 C2.21694607,59.2032769 2.22220878,64.2760483 5.34004601,67.3938855 C8.46424034,70.5180798 13.5271213,70.5205187 16.6561989,67.3914411 L17,67.04764 L17,119.993027 C17,119.994189 17.0000002,119.995351 17.0000007,119.996514 C17.0000002,119.997675 17,119.998838 17,120 C17,124.418278 20.5881049,128 24.9992458,128 L105.000754,128 C109.418616,128 113,124.409288 113,120 C113,119.832611 112.99485,119.666422 112.9847,119.501583 Z M97,112 L97,51.5736087 L97,51.5736087 L64.7370156,19.3106244 L33,51.04764 L33,112 L97,112 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/import-button": {
"title": "$:/core/images/import-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-import-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M105.449437,94.2138951 C105.449437,94.2138951 110.049457,94.1897106 110.049457,99.4026111 C110.049457,104.615512 105.163246,104.615511 105.163246,104.615511 L45.0075072,105.157833 C45.0075072,105.157833 0.367531803,106.289842 0.367532368,66.6449212 C0.367532934,27.0000003 45.0428249,27.0000003 45.0428249,27.0000003 L105.532495,27.0000003 C105.532495,27.0000003 138.996741,25.6734987 138.996741,55.1771866 C138.996741,84.6808745 105.727102,82.8457535 105.727102,82.8457535 L56.1735087,82.8457535 C56.1735087,82.8457535 22.6899229,85.1500223 22.6899229,66.0913753 C22.6899229,47.0327282 56.1735087,49.3383013 56.1735087,49.3383013 L105.727102,49.3383013 C105.727102,49.3383013 111.245209,49.3383024 111.245209,54.8231115 C111.245209,60.3079206 105.727102,60.5074524 105.727102,60.5074524 L56.1735087,60.5074524 C56.1735087,60.5074524 37.48913,60.5074528 37.48913,66.6449195 C37.48913,72.7823862 56.1735087,71.6766023 56.1735087,71.6766023 L105.727102,71.6766029 C105.727102,71.6766029 127.835546,73.1411469 127.835546,55.1771866 C127.835546,35.5304025 105.727102,38.3035317 105.727102,38.3035317 L45.0428249,38.3035317 C45.0428249,38.3035317 11.5287276,38.3035313 11.5287276,66.6449208 C11.5287276,94.9863103 45.0428244,93.9579678 45.0428244,93.9579678 L105.449437,94.2138951 Z\" transform=\"translate(69.367532, 66.000000) rotate(-45.000000) translate(-69.367532, -66.000000) \"></path>\n </g>\n</svg>"
},
"$:/core/images/info-button": {
"title": "$:/core/images/info-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-info-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <g transform=\"translate(0.049406, 0.000000)\">\n <path d=\"M64,128 C99.346224,128 128,99.346224 128,64 C128,28.653776 99.346224,0 64,0 C28.653776,0 0,28.653776 0,64 C0,99.346224 28.653776,128 64,128 Z M64,112 C90.509668,112 112,90.509668 112,64 C112,37.490332 90.509668,16 64,16 C37.490332,16 16,37.490332 16,64 C16,90.509668 37.490332,112 64,112 Z\"></path>\n <circle cx=\"64\" cy=\"32\" r=\"8\"></circle>\n <rect x=\"56\" y=\"48\" width=\"16\" height=\"56\" rx=\"8\"></rect>\n </g>\n </g>\n</svg>"
},
"$:/core/images/italic": {
"title": "$:/core/images/italic",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-italic tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <polygon points=\"66.7114846 0 89.1204482 0 62.4089636 128 40 128\"></polygon>\n </g>\n</svg>"
},
"$:/core/images/left-arrow": {
"title": "$:/core/images/left-arrow",
"created": "20150315234410875",
"modified": "20150315235324760",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-left-arrow tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <path transform=\"rotate(135, 63.8945, 64.1752)\" d=\"m109.07576,109.35336c-1.43248,1.43361 -3.41136,2.32182 -5.59717,2.32182l-79.16816,0c-4.36519,0 -7.91592,-3.5444 -7.91592,-7.91666c0,-4.36337 3.54408,-7.91667 7.91592,-7.91667l71.25075,0l0,-71.25075c0,-4.3652 3.54442,-7.91592 7.91667,-7.91592c4.36336,0 7.91667,3.54408 7.91667,7.91592l0,79.16815c0,2.1825 -0.88602,4.16136 -2.3185,5.59467l-0.00027,-0.00056z\"/>\n</svg>\n"
},
"$:/core/images/line-width": {
"title": "$:/core/images/line-width",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-line-width tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M128,-97 L112.992786,-97 C112.452362,-97 112,-96.5522847 112,-96 C112,-95.4438648 112.444486,-95 112.992786,-95 L128,-95 L128,-97 Z M128,-78.6794919 L111.216185,-88.3696322 C110.748163,-88.6398444 110.132549,-88.4782926 109.856406,-88 C109.578339,-87.5183728 109.741342,-86.9117318 110.216185,-86.6375814 L128,-76.3700908 L128,-78.6794919 Z M78.6794919,-128 L88.3696322,-111.216185 C88.6437826,-110.741342 88.4816272,-110.134474 88,-109.856406 C87.5217074,-109.580264 86.9077936,-109.748163 86.6375814,-110.216185 L76.3700908,-128 L78.6794919,-128 Z M97,-128 L97,-112.992786 C97,-112.444486 96.5561352,-112 96,-112 C95.4477153,-112 95,-112.452362 95,-112.992786 L95,-128 L97,-128 Z M115.629909,-128 L105.362419,-110.216185 C105.088268,-109.741342 104.481627,-109.578339 104,-109.856406 C103.521707,-110.132549 103.360156,-110.748163 103.630368,-111.216185 L113.320508,-128 L115.629909,-128 Z M128,-113.320508 L111.216185,-103.630368 C110.741342,-103.356217 110.134474,-103.518373 109.856406,-104 C109.580264,-104.478293 109.748163,-105.092206 110.216185,-105.362419 L128,-115.629909 L128,-113.320508 Z M48,-96 C48,-96.5522847 48.4523621,-97 48.9927864,-97 L79.0072136,-97 C79.5555144,-97 80,-96.5561352 80,-96 C80,-95.4477153 79.5476379,-95 79.0072136,-95 L48.9927864,-95 C48.4444856,-95 48,-95.4438648 48,-96 Z M54.4307806,-120 C54.706923,-120.478293 55.3225377,-120.639844 55.7905589,-120.369632 L81.7838153,-105.362419 C82.2586577,-105.088268 82.4216611,-104.481627 82.1435935,-104 C81.8674512,-103.521707 81.2518365,-103.360156 80.7838153,-103.630368 L54.7905589,-118.637581 C54.3157165,-118.911732 54.152713,-119.518373 54.4307806,-120 Z M104,-82.1435935 C104.478293,-82.4197359 105.092206,-82.2518365 105.362419,-81.7838153 L120.369632,-55.7905589 C120.643783,-55.3157165 120.481627,-54.7088482 120,-54.4307806 C119.521707,-54.1546382 118.907794,-54.3225377 118.637581,-54.7905589 L103.630368,-80.7838153 C103.356217,-81.2586577 103.518373,-81.865526 104,-82.1435935 Z M96,-80 C96.5522847,-80 97,-79.5476379 97,-79.0072136 L97,-48.9927864 C97,-48.4444856 96.5561352,-48 96,-48 C95.4477153,-48 95,-48.4523621 95,-48.9927864 L95,-79.0072136 C95,-79.5555144 95.4438648,-80 96,-80 Z M88,-82.1435935 C88.4782926,-81.8674512 88.6398444,-81.2518365 88.3696322,-80.7838153 L73.3624186,-54.7905589 C73.0882682,-54.3157165 72.4816272,-54.152713 72,-54.4307806 C71.5217074,-54.706923 71.3601556,-55.3225377 71.6303678,-55.7905589 L86.6375814,-81.7838153 C86.9117318,-82.2586577 87.5183728,-82.4216611 88,-82.1435935 Z M82.1435935,-88 C82.4197359,-87.5217074 82.2518365,-86.9077936 81.7838153,-86.6375814 L55.7905589,-71.6303678 C55.3157165,-71.3562174 54.7088482,-71.5183728 54.4307806,-72 C54.1546382,-72.4782926 54.3225377,-73.0922064 54.7905589,-73.3624186 L80.7838153,-88.3696322 C81.2586577,-88.6437826 81.865526,-88.4816272 82.1435935,-88 Z M1.30626177e-08,-41.9868843 L15.0170091,-57.9923909 L20.7983821,-52.9749272 L44.7207091,-81.2095939 L73.4260467,-42.1002685 L85.984793,-56.6159488 L104.48741,-34.0310661 L127.969109,-47.4978019 L127.969109,7.99473128e-07 L1.30626177e-08,7.99473128e-07 L1.30626177e-08,-41.9868843 Z M96,-84 C102.627417,-84 108,-89.372583 108,-96 C108,-102.627417 102.627417,-108 96,-108 C89.372583,-108 84,-102.627417 84,-96 C84,-89.372583 89.372583,-84 96,-84 Z\"></path>\n <path d=\"M16,18 L112,18 C113.104569,18 114,17.1045695 114,16 C114,14.8954305 113.104569,14 112,14 L16,14 C14.8954305,14 14,14.8954305 14,16 C14,17.1045695 14.8954305,18 16,18 L16,18 Z M16,35 L112,35 C114.209139,35 116,33.209139 116,31 C116,28.790861 114.209139,27 112,27 L16,27 C13.790861,27 12,28.790861 12,31 C12,33.209139 13.790861,35 16,35 L16,35 Z M16,56 L112,56 C115.313708,56 118,53.3137085 118,50 C118,46.6862915 115.313708,44 112,44 L16,44 C12.6862915,44 10,46.6862915 10,50 C10,53.3137085 12.6862915,56 16,56 L16,56 Z M16,85 L112,85 C117.522847,85 122,80.5228475 122,75 C122,69.4771525 117.522847,65 112,65 L16,65 C10.4771525,65 6,69.4771525 6,75 C6,80.5228475 10.4771525,85 16,85 L16,85 Z M16,128 L112,128 C120.836556,128 128,120.836556 128,112 C128,103.163444 120.836556,96 112,96 L16,96 C7.163444,96 0,103.163444 0,112 C0,120.836556 7.163444,128 16,128 L16,128 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/link": {
"title": "$:/core/images/link",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-link tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M128.719999,57.568543 C130.219553,53.8628171 131.045202,49.8121445 131.045202,45.5685425 C131.045202,27.8915447 116.718329,13.5685425 99.0452364,13.5685425 L67.0451674,13.5685425 C49.3655063,13.5685425 35.0452019,27.8954305 35.0452019,45.5685425 C35.0452019,63.2455403 49.3720745,77.5685425 67.0451674,77.5685425 L99.0452364,77.5685425 C100.406772,77.5685425 101.748384,77.4835732 103.065066,77.3186499 C96.4792444,73.7895096 91.1190212,68.272192 87.7873041,61.5685425 L67.0506214,61.5685425 C58.2110723,61.5685425 51.0452019,54.4070414 51.0452019,45.5685425 C51.0452019,36.7319865 58.2005234,29.5685425 67.0506214,29.5685425 L99.0397824,29.5685425 C107.879331,29.5685425 115.045202,36.7300436 115.045202,45.5685425 C115.045202,48.9465282 113.99957,52.0800164 112.21335,54.6623005 C114.314383,56.4735917 117.050039,57.5685425 120.041423,57.5685425 L128.720003,57.5685425 Z\" transform=\"translate(83.045202, 45.568542) rotate(-225.000000) translate(-83.045202, -45.568542)\"></path>\n <path d=\"M-0.106255113,71.0452019 C-1.60580855,74.7509276 -2.43145751,78.8016001 -2.43145751,83.0452019 C-2.43145751,100.7222 11.8954151,115.045202 29.568508,115.045202 L61.568577,115.045202 C79.2482381,115.045202 93.5685425,100.718314 93.5685425,83.0452019 C93.5685425,65.3682041 79.2416699,51.0452019 61.568577,51.0452019 L29.568508,51.0452019 C28.206973,51.0452019 26.8653616,51.1301711 25.5486799,51.2950943 C32.1345,54.8242347 37.4947231,60.3415524 40.8264403,67.0452019 L61.563123,67.0452019 C70.4026721,67.0452019 77.5685425,74.206703 77.5685425,83.0452019 C77.5685425,91.8817579 70.413221,99.0452019 61.563123,99.0452019 L29.573962,99.0452019 C20.7344129,99.0452019 13.5685425,91.8837008 13.5685425,83.0452019 C13.5685425,79.6672162 14.6141741,76.533728 16.4003949,73.9514439 C14.2993609,72.1401527 11.5637054,71.0452019 8.5723215,71.0452019 L-0.106255113,71.0452019 Z\" transform=\"translate(45.568542, 83.045202) rotate(-225.000000) translate(-45.568542, -83.045202)\"></path>\n </g>\n</svg>"
},
"$:/core/images/linkify": {
"title": "$:/core/images/linkify",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-linkify-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\"><path d=\"M17.031 31.919H9.048V96.85h7.983v6.92H0V25h17.031v6.919zm24.66 0h-7.983V96.85h7.983v6.92H24.66V25h17.03v6.919zM67.77 56.422l11.975-3.903 2.306 7.096-12.063 3.903 7.628 10.379-6.12 4.435-7.63-10.467-7.45 10.2-5.943-4.523L58.1 63.518 45.95 59.35l2.306-7.096 12.064 4.17V43.825h7.45v12.596zM86.31 96.85h7.982V31.92H86.31V25h17.031v78.77H86.31v-6.92zm24.659 0h7.983V31.92h-7.983V25H128v78.77h-17.031v-6.92z\" fill-rule=\"evenodd\"/></svg>"
},
"$:/core/images/list-bullet": {
"title": "$:/core/images/list-bullet",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-list-bullet tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M11.6363636,40.2727273 C18.0629498,40.2727273 23.2727273,35.0629498 23.2727273,28.6363636 C23.2727273,22.2097775 18.0629498,17 11.6363636,17 C5.20977746,17 0,22.2097775 0,28.6363636 C0,35.0629498 5.20977746,40.2727273 11.6363636,40.2727273 Z M11.6363636,75.1818182 C18.0629498,75.1818182 23.2727273,69.9720407 23.2727273,63.5454545 C23.2727273,57.1188684 18.0629498,51.9090909 11.6363636,51.9090909 C5.20977746,51.9090909 0,57.1188684 0,63.5454545 C0,69.9720407 5.20977746,75.1818182 11.6363636,75.1818182 Z M11.6363636,110.090909 C18.0629498,110.090909 23.2727273,104.881132 23.2727273,98.4545455 C23.2727273,92.0279593 18.0629498,86.8181818 11.6363636,86.8181818 C5.20977746,86.8181818 0,92.0279593 0,98.4545455 C0,104.881132 5.20977746,110.090909 11.6363636,110.090909 Z M34.9090909,22.8181818 L128,22.8181818 L128,34.4545455 L34.9090909,34.4545455 L34.9090909,22.8181818 Z M34.9090909,57.7272727 L128,57.7272727 L128,69.3636364 L34.9090909,69.3636364 L34.9090909,57.7272727 Z M34.9090909,92.6363636 L128,92.6363636 L128,104.272727 L34.9090909,104.272727 L34.9090909,92.6363636 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/list-number": {
"title": "$:/core/images/list-number",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-list-number tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M33.8390805,22.3563218 L128,22.3563218 L128,34.1264368 L33.8390805,34.1264368 L33.8390805,22.3563218 Z M33.8390805,57.6666667 L128,57.6666667 L128,69.4367816 L33.8390805,69.4367816 L33.8390805,57.6666667 Z M33.8390805,92.9770115 L128,92.9770115 L128,104.747126 L33.8390805,104.747126 L33.8390805,92.9770115 Z M0.379509711,42.6307008 L0.379509711,40.4082314 L1.37821948,40.4082314 C2.20382368,40.4082314 2.82301754,40.268077 3.23581964,39.9877642 C3.64862174,39.7074513 3.85501969,39.0400498 3.85501969,37.9855395 L3.85501969,22.7686318 C3.85501969,21.3270228 3.66193774,20.4327047 3.27576803,20.0856507 C2.88959832,19.7385967 1.79768657,19.5650723 0,19.5650723 L0,17.4226919 C3.50215975,17.2758613 6.25191314,16.4683055 8.24934266,15 L10.3666074,15 L10.3666074,37.865406 C10.3666074,38.786434 10.5164123,39.4404875 10.8160268,39.8275862 C11.1156412,40.2146849 11.764796,40.4082314 12.7635108,40.4082314 L13.7622206,40.4082314 L13.7622206,42.6307008 L0.379509711,42.6307008 Z M0.0798967812,77.9873934 L0.0798967812,76.0852799 C7.27064304,69.5312983 10.8659622,63.5046623 10.8659622,58.005191 C10.8659622,56.4434479 10.5397203,55.195407 9.88722667,54.2610308 C9.23473303,53.3266546 8.36253522,52.8594735 7.27060709,52.8594735 C6.3784219,52.8594735 5.61608107,53.1764892 4.98356173,53.8105302 C4.35104238,54.4445712 4.03478745,55.1753759 4.03478745,56.0029663 C4.03478745,56.9773871 4.28113339,57.8316611 4.77383268,58.5658139 C4.88036225,58.7259926 4.93362624,58.8461249 4.93362624,58.9262143 C4.93362624,59.0730449 4.77383427,59.2065252 4.45424555,59.3266593 C4.2411864,59.4067486 3.70188852,59.6336652 2.83633573,60.0074156 C1.99741533,60.3811661 1.47809145,60.5680386 1.2783485,60.5680386 C1.03865696,60.5680386 0.765679018,60.1976307 0.459406492,59.4568039 C0.153133966,58.715977 0,57.9184322 0,57.0641453 C0,55.1153036 0.848894811,53.5202138 2.5467099,52.2788283 C4.24452499,51.0374428 6.34512352,50.4167594 8.84856852,50.4167594 C11.3120649,50.4167594 13.3793735,51.0874979 15.0505562,52.4289952 C16.7217389,53.7704924 17.5573177,55.5224215 17.5573177,57.684835 C17.5573177,58.9662652 17.2743527,60.2076321 16.7084144,61.4089729 C16.142476,62.6103138 14.7875733,64.4623531 12.6436656,66.9651465 C10.4997579,69.4679398 8.40914641,71.7804862 6.3717683,73.902855 L17.8169822,73.902855 L16.7982982,79.6292176 L14.6810335,79.6292176 C14.7609307,79.3489048 14.8008787,79.0952922 14.8008787,78.8683723 C14.8008787,78.4812736 14.7010087,78.237672 14.5012658,78.1375603 C14.3015228,78.0374485 13.9020429,77.9873934 13.3028141,77.9873934 L0.0798967812,77.9873934 Z M12.2042333,97.1935484 C13.9486551,97.2335931 15.4400468,97.8309175 16.6784531,98.9855395 C17.9168594,100.140162 18.5360532,101.75861 18.5360532,103.840934 C18.5360532,106.830938 17.4041935,109.233584 15.14044,111.048943 C12.8766866,112.864303 10.1402492,113.771969 6.93104577,113.771969 C4.92030005,113.771969 3.26245842,113.388213 1.95747114,112.62069 C0.652483855,111.853166 0,110.848727 0,109.607341 C0,108.833144 0.26964894,108.209124 0.808954909,107.735261 C1.34826088,107.261399 1.93749375,107.024472 2.57667119,107.024472 C3.21584864,107.024472 3.73850152,107.224692 4.14464552,107.625139 C4.55078953,108.025586 4.92696644,108.67964 5.27318756,109.587319 C5.73925445,110.855401 6.51158227,111.489433 7.59019421,111.489433 C8.85523291,111.489433 9.87723568,111.012241 10.6562332,110.057842 C11.4352307,109.103444 11.8247236,107.371536 11.8247236,104.862069 C11.8247236,103.153495 11.7048796,101.838714 11.4651881,100.917686 C11.2254966,99.9966584 10.6728827,99.5361513 9.80732989,99.5361513 C9.22141723,99.5361513 8.62219737,99.843156 8.00965231,100.457175 C7.51695303,100.951059 7.07752513,101.197998 6.69135542,101.197998 C6.3584505,101.197998 6.08880156,101.051169 5.88240051,100.757508 C5.67599946,100.463847 5.57280049,100.183539 5.57280049,99.916574 C5.57280049,99.5962164 5.67599946,99.3225818 5.88240051,99.0956618 C6.08880156,98.8687419 6.57150646,98.5016711 7.33052967,97.9944383 C10.2068282,96.0722929 11.6449559,93.9766521 11.6449559,91.7074527 C11.6449559,90.5194601 11.3386879,89.615131 10.7261429,88.9944383 C10.1135978,88.3737455 9.37455999,88.0634038 8.5090072,88.0634038 C7.71003539,88.0634038 6.98431355,88.3270274 6.33181991,88.8542825 C5.67932627,89.3815377 5.35308434,90.0122321 5.35308434,90.7463849 C5.35308434,91.3871 5.60608828,91.9810874 6.11210376,92.5283648 C6.28521432,92.7285883 6.3717683,92.8954387 6.3717683,93.028921 C6.3717683,93.1490551 5.80250943,93.4560598 4.6639746,93.9499444 C3.52543978,94.4438289 2.80970494,94.6907675 2.51674861,94.6907675 C2.10394651,94.6907675 1.76771758,94.3570667 1.50805174,93.6896552 C1.24838591,93.0222436 1.11855494,92.4082342 1.11855494,91.8476085 C1.11855494,90.0989901 2.04734573,88.6240327 3.90495518,87.4226919 C5.76256463,86.2213511 7.86982116,85.6206897 10.226788,85.6206897 C12.2907985,85.6206897 14.0784711,86.0678487 15.5898594,86.9621802 C17.1012478,87.8565117 17.8569306,89.0778566 17.8569306,90.6262514 C17.8569306,91.987771 17.2876717,93.2491599 16.1491369,94.4104561 C15.0106021,95.5717522 13.6956474,96.4994404 12.2042333,97.1935484 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/list": {
"title": "$:/core/images/list",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-list tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M0.719999312,185.568543 C2.21955287,181.862817 3.0452019,177.812144 3.0452019,173.568542 C3.0452019,155.891545 -11.2816707,141.568542 -28.9547636,141.568542 L-60.9548326,141.568542 C-78.6344937,141.568542 -92.9547981,155.895431 -92.9547981,173.568542 C-92.9547981,191.24554 -78.6279255,205.568542 -60.9548326,205.568542 L-28.9547636,205.568542 C-27.593228,205.568542 -26.2516158,205.483573 -24.9349335,205.31865 C-31.5207556,201.78951 -36.8809788,196.272192 -40.2126959,189.568542 L-60.9493786,189.568542 C-69.7889277,189.568542 -76.9547981,182.407041 -76.9547981,173.568542 C-76.9547981,164.731986 -69.7994766,157.568542 -60.9493786,157.568542 L-28.9602176,157.568542 C-20.1206685,157.568542 -12.9547981,164.730044 -12.9547981,173.568542 C-12.9547981,176.946528 -14.0004297,180.080016 -15.7866505,182.6623 C-13.6856165,184.473592 -10.949961,185.568542 -7.9585771,185.568542 L0.720002586,185.568542 Z\" transform=\"translate(-44.954798, 173.568542) rotate(-225.000000) translate(44.954798, -173.568542) \"></path>\n <path d=\"M87.7480315,128 L23.9992458,128 C19.5813843,128 16,124.409247 16,119.993027 L16,8.00697327 C16,3.58484404 19.5881049,0 23.9992458,0 L104.000754,0 C108.418616,0 112,3.59075293 112,8.00697327 L112,104 L91.2492027,104 C90.2848199,104 89.410573,104.391703 88.7768998,105.025201 C88.1373658,105.661376 87.7480315,106.53563 87.7480315,107.501171 L87.7480315,128 Z M95.7480315,127.879386 L111.627417,112 L95.7480315,112 L95.7480315,127.879386 Z M40,15.5089165 C40,13.5709954 41.5636015,12 43.4998101,12 L98.5001899,12 C100.433082,12 102,13.5614718 102,15.5089165 L102,16.4910835 C102,18.4290046 100.436399,20 98.5001899,20 L43.4998101,20 C41.5669183,20 40,18.4385282 40,16.4910835 L40,15.5089165 Z M32,22 C35.3137085,22 38,19.3137085 38,16 C38,12.6862915 35.3137085,10 32,10 C28.6862915,10 26,12.6862915 26,16 C26,19.3137085 28.6862915,22 32,22 Z M40,31.5089165 C40,29.5709954 41.5636015,28 43.4998101,28 L98.5001899,28 C100.433082,28 102,29.5614718 102,31.5089165 L102,32.4910835 C102,34.4290046 100.436399,36 98.5001899,36 L43.4998101,36 C41.5669183,36 40,34.4385282 40,32.4910835 L40,31.5089165 Z M40,47.5089165 C40,45.5709954 41.5636015,44 43.4998101,44 L98.5001899,44 C100.433082,44 102,45.5614718 102,47.5089165 L102,48.4910835 C102,50.4290046 100.436399,52 98.5001899,52 L43.4998101,52 C41.5669183,52 40,50.4385282 40,48.4910835 L40,47.5089165 Z M40,63.5089165 C40,61.5709954 41.5636015,60 43.4998101,60 L98.5001899,60 C100.433082,60 102,61.5614718 102,63.5089165 L102,64.4910835 C102,66.4290046 100.436399,68 98.5001899,68 L43.4998101,68 C41.5669183,68 40,66.4385282 40,64.4910835 L40,63.5089165 Z M40,79.5089165 C40,77.5709954 41.5636015,76 43.4998101,76 L98.5001899,76 C100.433082,76 102,77.5614718 102,79.5089165 L102,80.4910835 C102,82.4290046 100.436399,84 98.5001899,84 L43.4998101,84 C41.5669183,84 40,82.4385282 40,80.4910835 L40,79.5089165 Z M40,95.5089165 C40,93.5709954 41.5636015,92 43.4998101,92 L98.5001899,92 C100.433082,92 102,93.5614718 102,95.5089165 L102,96.4910835 C102,98.4290046 100.436399,100 98.5001899,100 L43.4998101,100 C41.5669183,100 40,98.4385282 40,96.4910835 L40,95.5089165 Z M40,111.508916 C40,109.570995 41.5680474,108 43.4972017,108 L76.5027983,108 C78.4342495,108 80,109.561472 80,111.508916 L80,112.491084 C80,114.429005 78.4319526,116 76.5027983,116 L43.4972017,116 C41.5657505,116 40,114.438528 40,112.491084 L40,111.508916 Z M32,38 C35.3137085,38 38,35.3137085 38,32 C38,28.6862915 35.3137085,26 32,26 C28.6862915,26 26,28.6862915 26,32 C26,35.3137085 28.6862915,38 32,38 Z M32,54 C35.3137085,54 38,51.3137085 38,48 C38,44.6862915 35.3137085,42 32,42 C28.6862915,42 26,44.6862915 26,48 C26,51.3137085 28.6862915,54 32,54 Z M32,70 C35.3137085,70 38,67.3137085 38,64 C38,60.6862915 35.3137085,58 32,58 C28.6862915,58 26,60.6862915 26,64 C26,67.3137085 28.6862915,70 32,70 Z M32,86 C35.3137085,86 38,83.3137085 38,80 C38,76.6862915 35.3137085,74 32,74 C28.6862915,74 26,76.6862915 26,80 C26,83.3137085 28.6862915,86 32,86 Z M32,102 C35.3137085,102 38,99.3137085 38,96 C38,92.6862915 35.3137085,90 32,90 C28.6862915,90 26,92.6862915 26,96 C26,99.3137085 28.6862915,102 32,102 Z M32,118 C35.3137085,118 38,115.313708 38,112 C38,108.686292 35.3137085,106 32,106 C28.6862915,106 26,108.686292 26,112 C26,115.313708 28.6862915,118 32,118 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/locked-padlock": {
"title": "$:/core/images/locked-padlock",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-locked-padlock tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M96.4723753,64 L105,64 L105,96.0097716 C105,113.673909 90.6736461,128 73.001193,128 L55.998807,128 C38.3179793,128 24,113.677487 24,96.0097716 L24,64 L32.0000269,64 C32.0028554,48.2766389 32.3030338,16.2688026 64.1594984,16.2688041 C95.9543927,16.2688056 96.4648869,48.325931 96.4723753,64 Z M80.5749059,64 L48.4413579,64 C48.4426205,47.71306 48.5829272,31.9999996 64.1595001,31.9999996 C79.8437473,31.9999996 81.1369461,48.1359182 80.5749059,64 Z M67.7315279,92.3641717 C70.8232551,91.0923621 73,88.0503841 73,84.5 C73,79.8055796 69.1944204,76 64.5,76 C59.8055796,76 56,79.8055796 56,84.5 C56,87.947435 58.0523387,90.9155206 61.0018621,92.2491029 L55.9067479,115.020857 L72.8008958,115.020857 L67.7315279,92.3641717 L67.7315279,92.3641717 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/mail": {
"title": "$:/core/images/mail",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-mail tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M122.826782,104.894066 C121.945525,105.22777 120.990324,105.41043 119.993027,105.41043 L8.00697327,105.41043 C7.19458381,105.41043 6.41045219,105.289614 5.67161357,105.064967 L5.67161357,105.064967 L39.8346483,70.9019325 L60.6765759,91.7438601 C61.6118278,92.679112 62.8865166,93.0560851 64.0946097,92.8783815 C65.2975108,93.0473238 66.5641085,92.6696979 67.4899463,91.7438601 L88.5941459,70.6396605 C88.6693095,70.7292352 88.7490098,70.8162939 88.8332479,70.9005321 L122.826782,104.894066 Z M127.903244,98.6568194 C127.966933,98.2506602 128,97.8343714 128,97.4103789 L128,33.410481 C128,32.7414504 127.917877,32.0916738 127.763157,31.4706493 L94.2292399,65.0045665 C94.3188145,65.0797417 94.4058701,65.1594458 94.4901021,65.2436778 L127.903244,98.6568194 Z M0.205060636,99.2178117 C0.0709009529,98.6370366 0,98.0320192 0,97.4103789 L0,33.410481 C0,32.694007 0.0944223363,31.9995312 0.27147538,31.3387595 L0.27147538,31.3387595 L34.1777941,65.2450783 L0.205060636,99.2178117 L0.205060636,99.2178117 Z M5.92934613,25.6829218 C6.59211333,25.5051988 7.28862283,25.4104299 8.00697327,25.4104299 L119.993027,25.4104299 C120.759109,25.4104299 121.500064,25.5178649 122.201605,25.7184927 L122.201605,25.7184927 L64.0832611,83.8368368 L5.92934613,25.6829218 L5.92934613,25.6829218 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/menu-button": {
"title": "$:/core/images/menu-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-menu-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <rect x=\"0\" y=\"16\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"0\" y=\"56\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"0\" y=\"96\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n</svg>"
},
"$:/core/images/mono-block": {
"title": "$:/core/images/mono-block",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-mono-block tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M23.9653488,32.9670593 L24.3217888,32.9670593 C25.0766067,32.9670593 25.6497006,33.1592554 26.0410876,33.5436534 C26.4324747,33.9280514 26.6281653,34.4906619 26.6281653,35.2315017 C26.6281653,36.0562101 26.4219913,36.6502709 26.009637,37.0137017 C25.5972828,37.3771326 24.9158602,37.5588453 23.9653488,37.5588453 L17.6542639,37.5588453 C16.6897744,37.5588453 16.0048573,37.380627 15.5994921,37.0241852 C15.1941269,36.6677435 14.9914474,36.0701882 14.9914474,35.2315017 C14.9914474,34.4207713 15.1941269,33.8406885 15.5994921,33.4912358 C16.0048573,33.141783 16.6897744,32.9670593 17.6542639,32.9670593 L18.388111,32.9670593 L17.5284616,30.5139133 L8.47069195,30.5139133 L7.5691084,32.9670593 L8.30295547,32.9670593 C9.25346691,32.9670593 9.93488953,33.1452775 10.3472438,33.5017193 C10.759598,33.8581611 10.965772,34.4347494 10.965772,35.2315017 C10.965772,36.0562101 10.759598,36.6502709 10.3472438,37.0137017 C9.93488953,37.3771326 9.25346691,37.5588453 8.30295547,37.5588453 L2.89345418,37.5588453 C1.92896463,37.5588453 1.24404754,37.3771326 0.838682371,37.0137017 C0.433317198,36.6502709 0.230637652,36.0562101 0.230637652,35.2315017 C0.230637652,34.4906619 0.426328248,33.9280514 0.817715312,33.5436534 C1.20910238,33.1592554 1.78219626,32.9670593 2.53701417,32.9670593 L2.89345418,32.9670593 L8.51262607,17.3256331 L6.83526132,17.3256331 C5.88474988,17.3256331 5.20332727,17.1439204 4.79097304,16.7804895 C4.37861882,16.4170587 4.1724448,15.8299869 4.1724448,15.0192565 C4.1724448,14.1945481 4.37861882,13.6004873 4.79097304,13.2370565 C5.20332727,12.8736257 5.88474988,12.691913 6.83526132,12.691913 L14.6979086,12.691913 C15.9419603,12.691913 16.815579,13.3628521 17.318791,14.7047506 L17.318791,14.7676518 L23.9653488,32.9670593 Z M12.9786097,17.3256331 L9.9383861,26.1737321 L16.0188333,26.1737321 L12.9786097,17.3256331 Z M35.3809383,26.6979086 L35.3809383,33.0928616 L38.5259972,33.0928616 C40.7485166,33.0928616 42.3140414,32.8482484 43.2226185,32.3590146 C44.1311956,31.8697807 44.5854773,31.0520736 44.5854773,29.9058686 C44.5854773,28.7456855 44.1521624,27.9209895 43.2855197,27.4317556 C42.4188769,26.9425218 40.9022748,26.6979086 38.7356678,26.6979086 L35.3809383,26.6979086 Z M46.0741385,24.370565 C47.5977525,24.9296893 48.7159844,25.6949794 49.428868,26.666458 C50.1417516,27.6379366 50.498188,28.8784752 50.498188,30.388111 C50.498188,31.6601189 50.1906743,32.8202846 49.5756374,33.8686428 C48.9606006,34.917001 48.0799929,35.7766419 46.933788,36.4475911 C46.2628387,36.8389782 45.5115266,37.1220307 44.6798291,37.296757 C43.8481316,37.4714834 42.6704935,37.5588453 41.1468796,37.5588453 L39.3856466,37.5588453 L30.2020747,37.5588453 C29.2795194,37.5588453 28.6190637,37.3771326 28.2206876,37.0137017 C27.8223114,36.6502709 27.6231264,36.0562101 27.6231264,35.2315017 C27.6231264,34.4906619 27.811828,33.9280514 28.189237,33.5436534 C28.5666459,33.1592554 29.118773,32.9670593 29.8456347,32.9670593 L30.2020747,32.9670593 L30.2020747,17.3256331 L29.8456347,17.3256331 C29.118773,17.3256331 28.5666459,17.1299425 28.189237,16.7385554 C27.811828,16.3471683 27.6231264,15.7740744 27.6231264,15.0192565 C27.6231264,14.2085262 27.8258059,13.6179599 28.2311711,13.24754 C28.6365363,12.8771201 29.2934976,12.691913 30.2020747,12.691913 L39.8469219,12.691913 C42.796303,12.691913 45.0362615,13.2650068 46.5668644,14.4112118 C48.0974674,15.5574168 48.8627574,17.2347648 48.8627574,19.443306 C48.8627574,20.5335986 48.6286276,21.4945792 48.1603609,22.3262767 C47.6920943,23.1579742 46.9966938,23.8393968 46.0741385,24.370565 L46.0741385,24.370565 Z M35.3809383,17.1998307 L35.3809383,22.4835296 L38.2114913,22.4835296 C39.9307988,22.4835296 41.1433816,22.2808501 41.8492761,21.8754849 C42.5551706,21.4701197 42.9081126,20.7852027 42.9081126,19.8207131 C42.9081126,18.912136 42.5901154,18.2481858 41.9541114,17.8288425 C41.3181074,17.4094992 40.2872373,17.1998307 38.8614701,17.1998307 L35.3809383,17.1998307 Z M71.244119,13.3838259 C71.5236812,12.880614 71.8102281,12.5241775 72.1037684,12.3145059 C72.3973087,12.1048342 72.7677231,12 73.2150226,12 C73.8999499,12 74.3856819,12.1817127 74.6722332,12.5451435 C74.9587844,12.9085744 75.1020579,13.5305909 75.1020579,14.4112118 L75.143992,19.8626472 C75.143992,20.8271368 74.9867406,21.4771091 74.6722332,21.8125837 C74.3577257,22.1480584 73.7881263,22.3157932 72.9634178,22.3157932 C72.3763372,22.3157932 71.92555,22.1760142 71.6110425,21.896452 C71.2965351,21.6168898 71.0274605,21.0997075 70.8038107,20.3448896 C70.4403799,19.0169692 69.8602971,18.0629775 69.0635448,17.482886 C68.2667926,16.9027945 67.1625385,16.612753 65.7507494,16.612753 C63.5981206,16.612753 61.9487284,17.3396038 60.8025235,18.7933272 C59.6563185,20.2470506 59.0832246,22.3507245 59.0832246,25.104412 C59.0832246,27.8441215 59.6633074,29.9477954 60.8234905,31.4154969 C61.9836736,32.8831984 63.6400547,33.6170381 65.7926836,33.6170381 C67.2603851,33.6170381 68.878327,33.1278116 70.6465578,32.149344 C72.4147886,31.1708763 73.5295261,30.6816498 73.9908037,30.6816498 C74.53595,30.6816498 74.9937262,30.9122852 75.3641461,31.3735628 C75.734566,31.8348404 75.9197732,32.4079343 75.9197732,33.0928616 C75.9197732,34.3229353 74.836486,35.4831009 72.669879,36.5733935 C70.5032721,37.663686 68.0641285,38.2088241 65.3523753,38.2088241 C61.6901107,38.2088241 58.7267959,36.9997358 56.4623422,34.5815228 C54.1978885,32.1633099 53.0656786,29.0043046 53.0656786,25.104412 C53.0656786,21.3443006 54.2118664,18.22024 56.5042763,15.7321366 C58.7966863,13.2440331 61.7040894,12 65.226573,12 C66.2190187,12 67.1974717,12.1118232 68.1619613,12.3354729 C69.1264508,12.5591227 70.1538264,12.9085702 71.244119,13.3838259 L71.244119,13.3838259 Z M81.4645862,32.9670593 L81.4645862,17.3256331 L81.1081461,17.3256331 C80.3533282,17.3256331 79.7802344,17.1299425 79.3888473,16.7385554 C78.9974602,16.3471683 78.8017696,15.7740744 78.8017696,15.0192565 C78.8017696,14.2085262 79.0114381,13.6179599 79.4307814,13.24754 C79.8501247,12.8771201 80.5280528,12.691913 81.4645862,12.691913 L85.4063933,12.691913 L86.6434498,12.691913 C89.5648747,12.691913 91.7034933,12.8177141 93.0593699,13.06932 C94.4152465,13.320926 95.5684233,13.740263 96.5189347,14.3273436 C98.210286,15.3337675 99.5067362,16.7699967 100.408324,18.6360743 C101.309912,20.5021519 101.7607,22.6582429 101.7607,25.104412 C101.7607,27.6903623 101.247012,29.9512876 100.219621,31.8872557 C99.1922296,33.8232239 97.7350336,35.2874089 95.8479888,36.2798546 C94.9953241,36.7271541 93.9959043,37.0521403 92.8496993,37.2548229 C91.7034944,37.4575055 89.9981906,37.5588453 87.7337369,37.5588453 L85.4063933,37.5588453 L81.4645862,37.5588453 C80.5000966,37.5588453 79.8151795,37.380627 79.4098143,37.0241852 C79.0044492,36.6677435 78.8017696,36.0701882 78.8017696,35.2315017 C78.8017696,34.4906619 78.9974602,33.9280514 79.3888473,33.5436534 C79.7802344,33.1592554 80.3533282,32.9670593 81.1081461,32.9670593 L81.4645862,32.9670593 Z M86.8740874,17.2417648 L86.8740874,32.9670593 L88.0692098,32.9670593 C90.7110725,32.9670593 92.6609895,32.3205814 93.9190194,31.0276063 C95.1770492,29.7346312 95.8060547,27.7462749 95.8060547,25.0624779 C95.8060547,22.4206153 95.1665658,20.4497314 93.8875688,19.1497672 C92.6085718,17.849803 90.6831161,17.1998307 88.1111439,17.1998307 C87.7756693,17.1998307 87.5205727,17.2033252 87.3458463,17.2103142 C87.1711199,17.2173033 87.0138685,17.2277867 86.8740874,17.2417648 L86.8740874,17.2417648 Z M121.94052,17.1159625 L112.190837,17.1159625 L112.190837,22.4835296 L115.88104,22.4835296 L115.88104,22.2319249 C115.88104,21.4351727 116.055763,20.841112 116.405216,20.4497249 C116.754669,20.0583378 117.285829,19.8626472 117.998713,19.8626472 C118.627728,19.8626472 119.141415,20.0408655 119.539792,20.3973072 C119.938168,20.753749 120.137353,21.2045363 120.137353,21.7496826 C120.137353,21.7776388 120.144342,21.8684951 120.15832,22.0222543 C120.172298,22.1760135 120.179287,22.3297704 120.179287,22.4835296 L120.179287,26.8237109 C120.179287,27.7602442 120.011552,28.4311834 119.676077,28.8365486 C119.340603,29.2419138 118.795465,29.4445933 118.040647,29.4445933 C117.327763,29.4445933 116.789614,29.2558917 116.426183,28.8784827 C116.062752,28.5010738 115.88104,27.9419578 115.88104,27.201118 L115.88104,26.8237109 L112.190837,26.8237109 L112.190837,33.0928616 L121.94052,33.0928616 L121.94052,30.5977816 C121.94052,29.6612482 122.118738,28.9903091 122.47518,28.5849439 C122.831622,28.1795787 123.415199,27.9768992 124.225929,27.9768992 C125.022682,27.9768992 125.592281,28.1760842 125.934745,28.5744604 C126.277208,28.9728365 126.448438,29.6472701 126.448438,30.5977816 L126.448438,35.6718099 C126.448438,36.4266278 126.30167,36.9298322 126.008129,37.1814382 C125.714589,37.4330442 125.134506,37.5588453 124.267863,37.5588453 L107.095842,37.5588453 C106.173287,37.5588453 105.512831,37.3771326 105.114455,37.0137017 C104.716079,36.6502709 104.516894,36.0562101 104.516894,35.2315017 C104.516894,34.4906619 104.705595,33.9280514 105.083004,33.5436534 C105.460413,33.1592554 106.01254,32.9670593 106.739402,32.9670593 L107.095842,32.9670593 L107.095842,17.3256331 L106.739402,17.3256331 C106.026518,17.3256331 105.477886,17.126448 105.093488,16.7280719 C104.70909,16.3296957 104.516894,15.7600963 104.516894,15.0192565 C104.516894,14.2085262 104.719573,13.6179599 105.124938,13.24754 C105.530304,12.8771201 106.187265,12.691913 107.095842,12.691913 L124.267863,12.691913 C125.120528,12.691913 125.697116,12.8212085 125.997646,13.0798036 C126.298175,13.3383986 126.448438,13.8520864 126.448438,14.6208824 L126.448438,19.3175037 C126.448438,20.2680151 126.273714,20.9494377 125.924261,21.361792 C125.574808,21.7741462 125.008703,21.9803202 124.225929,21.9803202 C123.415199,21.9803202 122.831622,21.7706517 122.47518,21.3513084 C122.118738,20.9319652 121.94052,20.254037 121.94052,19.3175037 L121.94052,17.1159625 Z M19.7719369,47.6405477 C20.037521,47.1373358 20.3205734,46.7808993 20.6211028,46.5712277 C20.9216322,46.361556 21.295541,46.2567218 21.7428405,46.2567218 C22.4277678,46.2567218 22.9134998,46.4384345 23.2000511,46.8018653 C23.4866023,47.1652962 23.6298758,47.7873127 23.6298758,48.6679336 L23.6718099,54.119369 C23.6718099,55.0838586 23.5145586,55.7338309 23.2000511,56.0693055 C22.8855436,56.4047802 22.3089553,56.572515 21.4702687,56.572515 C20.8831881,56.572515 20.4254119,56.4292415 20.0969263,56.1426902 C19.7684407,55.856139 19.4993662,55.3424512 19.2896945,54.6016114 C18.9122856,53.2597129 18.3322027,52.3022267 17.5494286,51.7291243 C16.7666545,51.1560218 15.6693894,50.8694748 14.2576003,50.8694748 C12.1049715,50.8694748 10.4590738,51.5963256 9.31985785,53.050049 C8.18064193,54.5037724 7.61104252,56.6074463 7.61104252,59.3611338 C7.61104252,62.1148214 8.20859773,64.2429566 9.40372609,65.7456034 C10.5988544,67.2482501 12.2936748,67.9995623 14.488238,67.9995623 C14.9914499,67.9995623 15.5645438,67.9401562 16.2075368,67.8213423 C16.8505299,67.7025283 17.6053364,67.5173212 18.4719792,67.2657152 L18.4719792,63.9529198 L16.1027015,63.9529198 C15.1521901,63.9529198 14.4777564,63.7781961 14.0793803,63.4287433 C13.6810042,63.0792906 13.4818191,62.4992078 13.4818191,61.6884774 C13.4818191,60.8497908 13.6810042,60.2522356 14.0793803,59.8957938 C14.4777564,59.5393521 15.1521901,59.3611338 16.1027015,59.3611338 L23.6718099,59.3611338 C24.6502776,59.3611338 25.3386891,59.5358576 25.7370653,59.8853103 C26.1354414,60.2347631 26.3346265,60.8218348 26.3346265,61.6465433 C26.3346265,62.3873831 26.1354414,62.9569825 25.7370653,63.3553586 C25.3386891,63.7537347 24.7621008,63.9529198 24.0072829,63.9529198 L23.6718099,63.9529198 L23.6718099,68.9430799 L23.6718099,69.1946846 C23.6718099,69.6419841 23.6228873,69.9529924 23.5250405,70.1277188 C23.4271937,70.3024451 23.2315031,70.4806634 22.9379628,70.6623788 C22.1412106,71.1376345 20.8762107,71.5569715 19.1429251,71.9204023 C17.4096396,72.2838332 15.6554131,72.4655459 13.8801932,72.4655459 C10.2179286,72.4655459 7.25461383,71.2564576 4.99016011,68.8382446 C2.72570638,66.4200317 1.59349651,63.2610264 1.59349651,59.3611338 C1.59349651,55.6010224 2.73968428,52.4769618 5.03209423,49.9888583 C7.32450417,47.5007549 10.2319073,46.2567218 13.7543909,46.2567218 C14.7328585,46.2567218 15.7078171,46.368545 16.6792957,46.5921947 C17.6507743,46.8158445 18.6816444,47.165292 19.7719369,47.6405477 L19.7719369,47.6405477 Z M35.611576,51.5823548 L35.611576,56.4047785 L42.4678043,56.4047785 L42.4678043,51.5823548 L42.1323314,51.5823548 C41.3775135,51.5823548 40.8009251,51.3866642 40.402549,50.9952772 C40.0041729,50.6038901 39.8049878,50.0307962 39.8049878,49.2759783 C39.8049878,48.4512699 40.0111618,47.8572091 40.4235161,47.4937783 C40.8358703,47.1303474 41.5172929,46.9486347 42.4678043,46.9486347 L47.8773056,46.9486347 C48.8278171,46.9486347 49.5022507,47.1303474 49.9006269,47.4937783 C50.299003,47.8572091 50.498188,48.4512699 50.498188,49.2759783 C50.498188,50.0307962 50.3059919,50.6038901 49.9215939,50.9952772 C49.5371959,51.3866642 48.9745854,51.5823548 48.2337456,51.5823548 L47.8773056,51.5823548 L47.8773056,67.2237811 L48.2337456,67.2237811 C48.9885636,67.2237811 49.5616574,67.4159772 49.9530445,67.8003752 C50.3444316,68.1847732 50.5401222,68.7473837 50.5401222,69.4882235 C50.5401222,70.3129319 50.3374426,70.9069927 49.9320774,71.2704235 C49.5267123,71.6338543 48.8417952,71.815567 47.8773056,71.815567 L42.4678043,71.815567 C41.5033148,71.815567 40.8183977,71.6373488 40.4130325,71.280907 C40.0076674,70.9244652 39.8049878,70.32691 39.8049878,69.4882235 C39.8049878,68.7473837 40.0041729,68.1847732 40.402549,67.8003752 C40.8009251,67.4159772 41.3775135,67.2237811 42.1323314,67.2237811 L42.4678043,67.2237811 L42.4678043,61.0384986 L35.611576,61.0384986 L35.611576,67.2237811 L35.9470489,67.2237811 C36.7018668,67.2237811 37.2784552,67.4159772 37.6768313,67.8003752 C38.0752074,68.1847732 38.2743925,68.7473837 38.2743925,69.4882235 C38.2743925,70.3129319 38.0682185,70.9069927 37.6558642,71.2704235 C37.24351,71.6338543 36.5620874,71.815567 35.611576,71.815567 L30.2020747,71.815567 C29.2375851,71.815567 28.552668,71.6373488 28.1473029,71.280907 C27.7419377,70.9244652 27.5392581,70.32691 27.5392581,69.4882235 C27.5392581,68.7473837 27.7349487,68.1847732 28.1263358,67.8003752 C28.5177229,67.4159772 29.0908168,67.2237811 29.8456347,67.2237811 L30.2020747,67.2237811 L30.2020747,51.5823548 L29.8456347,51.5823548 C29.1047949,51.5823548 28.5421844,51.3866642 28.1577864,50.9952772 C27.7733884,50.6038901 27.5811923,50.0307962 27.5811923,49.2759783 C27.5811923,48.4512699 27.7803773,47.8572091 28.1787534,47.4937783 C28.5771296,47.1303474 29.2515632,46.9486347 30.2020747,46.9486347 L35.611576,46.9486347 C36.5481093,46.9486347 37.2260374,47.1303474 37.6453807,47.4937783 C38.064724,47.8572091 38.2743925,48.4512699 38.2743925,49.2759783 C38.2743925,50.0307962 38.0752074,50.6038901 37.6768313,50.9952772 C37.2784552,51.3866642 36.7018668,51.5823548 35.9470489,51.5823548 L35.611576,51.5823548 Z M67.365213,51.5823548 L67.365213,67.2237811 L70.887679,67.2237811 C71.8381904,67.2237811 72.519613,67.4019993 72.9319673,67.7584411 C73.3443215,68.1148829 73.5504955,68.6914712 73.5504955,69.4882235 C73.5504955,70.2989538 73.340827,70.8895201 72.9214837,71.25994 C72.5021404,71.6303599 71.8242123,71.815567 70.887679,71.815567 L58.4332458,71.815567 C57.4827343,71.815567 56.8013117,71.6338543 56.3889575,71.2704235 C55.9766033,70.9069927 55.7704292,70.3129319 55.7704292,69.4882235 C55.7704292,68.6774931 55.9731088,68.0974103 56.378474,67.7479575 C56.7838391,67.3985048 57.4687562,67.2237811 58.4332458,67.2237811 L61.9557117,67.2237811 L61.9557117,51.5823548 L58.4332458,51.5823548 C57.4827343,51.5823548 56.8013117,51.4006421 56.3889575,51.0372113 C55.9766033,50.6737805 55.7704292,50.0867087 55.7704292,49.2759783 C55.7704292,48.4512699 55.9731088,47.8641981 56.378474,47.5147453 C56.7838391,47.1652926 57.4687562,46.9905689 58.4332458,46.9905689 L70.887679,46.9905689 C71.8801247,46.9905689 72.5720308,47.1652926 72.9634178,47.5147453 C73.3548049,47.8641981 73.5504955,48.4512699 73.5504955,49.2759783 C73.5504955,50.0867087 73.347816,50.6737805 72.9424508,51.0372113 C72.5370856,51.4006421 71.8521685,51.5823548 70.887679,51.5823548 L67.365213,51.5823548 Z M97.8608265,51.5823548 L97.8608265,63.1771386 L97.8608265,63.5755127 C97.8608265,65.4485794 97.7385199,66.8044357 97.493903,67.6431222 C97.2492861,68.4818088 96.8404325,69.2296264 96.26733,69.8865976 C95.5264902,70.7392623 94.4991146,71.3822457 93.1851723,71.815567 C91.87123,72.2488884 90.2917273,72.4655459 88.4466169,72.4655459 C87.1466527,72.4655459 85.8921362,72.3397448 84.6830298,72.0881388 C83.4739233,71.8365328 82.3102631,71.4591296 81.1920144,70.9559176 C80.5769776,70.6763554 80.175113,70.31293 79.9864085,69.8656305 C79.797704,69.418331 79.7033532,68.6914802 79.7033532,67.6850564 L79.7033532,63.3658422 C79.7033532,62.1637247 79.8780769,61.3250508 80.2275297,60.849795 C80.5769824,60.3745393 81.185021,60.136915 82.0516638,60.136915 C83.2957156,60.136915 83.9806326,61.0524675 84.1064356,62.8835998 C84.1204137,63.2050963 84.1413806,63.4497096 84.1693368,63.6174469 C84.3370741,65.2389076 84.7144774,66.3466561 85.301558,66.9407258 C85.8886386,67.5347954 86.8251579,67.8318258 88.1111439,67.8318258 C89.7046484,67.8318258 90.8263749,67.4089943 91.476357,66.5633187 C92.126339,65.7176431 92.4513252,64.1765796 92.4513252,61.9400821 L92.4513252,51.5823548 L88.9288593,51.5823548 C87.9783478,51.5823548 87.2969252,51.4006421 86.884571,51.0372113 C86.4722168,50.6737805 86.2660427,50.0867087 86.2660427,49.2759783 C86.2660427,48.4512699 86.4652278,47.8641981 86.8636039,47.5147453 C87.26198,47.1652926 87.9503916,46.9905689 88.9288593,46.9905689 L99.6220595,46.9905689 C100.600527,46.9905689 101.288939,47.1652926 101.687315,47.5147453 C102.085691,47.8641981 102.284876,48.4512699 102.284876,49.2759783 C102.284876,50.0867087 102.078702,50.6737805 101.666348,51.0372113 C101.253994,51.4006421 100.572571,51.5823548 99.6220595,51.5823548 L97.8608265,51.5823548 Z M112.505343,51.5823548 L112.505343,57.9353738 L118.984165,51.4565525 C118.257303,51.3726838 117.747109,51.1665098 117.453569,50.8380242 C117.160029,50.5095387 117.013261,49.9888619 117.013261,49.2759783 C117.013261,48.4512699 117.212446,47.8572091 117.610822,47.4937783 C118.009198,47.1303474 118.683632,46.9486347 119.634143,46.9486347 L124.771073,46.9486347 C125.721584,46.9486347 126.396018,47.1303474 126.794394,47.4937783 C127.19277,47.8572091 127.391955,48.4512699 127.391955,49.2759783 C127.391955,50.0447743 127.19277,50.6213627 126.794394,51.0057607 C126.396018,51.3901587 125.812441,51.5823548 125.043645,51.5823548 L124.561402,51.5823548 L118.459988,57.641835 C119.592215,58.4805215 120.626579,59.5812811 121.563113,60.9441468 C122.499646,62.3070125 123.596911,64.400203 124.854941,67.2237811 L125.127513,67.2237811 L125.546854,67.2237811 C126.371563,67.2237811 126.98659,67.4124827 127.391955,67.7898917 C127.79732,68.1673006 128,68.7334056 128,69.4882235 C128,70.3129319 127.793826,70.9069927 127.381472,71.2704235 C126.969118,71.6338543 126.287695,71.815567 125.337183,71.815567 L122.758235,71.815567 C121.626008,71.815567 120.710456,71.0537715 120.01155,69.5301576 C119.885747,69.2505954 119.787902,69.026949 119.718012,68.8592117 C118.795456,66.9022764 117.949793,65.3926632 117.180997,64.3303269 C116.412201,63.2679906 115.510627,62.2965265 114.476247,61.4159056 L112.505343,63.302941 L112.505343,67.2237811 L112.840816,67.2237811 C113.595634,67.2237811 114.172222,67.4159772 114.570599,67.8003752 C114.968975,68.1847732 115.16816,68.7473837 115.16816,69.4882235 C115.16816,70.3129319 114.961986,70.9069927 114.549631,71.2704235 C114.137277,71.6338543 113.455855,71.815567 112.505343,71.815567 L107.095842,71.815567 C106.131352,71.815567 105.446435,71.6373488 105.04107,71.280907 C104.635705,70.9244652 104.433025,70.32691 104.433025,69.4882235 C104.433025,68.7473837 104.628716,68.1847732 105.020103,67.8003752 C105.41149,67.4159772 105.984584,67.2237811 106.739402,67.2237811 L107.095842,67.2237811 L107.095842,51.5823548 L106.739402,51.5823548 C105.998562,51.5823548 105.435952,51.3866642 105.051554,50.9952772 C104.667156,50.6038901 104.474959,50.0307962 104.474959,49.2759783 C104.474959,48.4512699 104.674145,47.8572091 105.072521,47.4937783 C105.470897,47.1303474 106.14533,46.9486347 107.095842,46.9486347 L112.505343,46.9486347 C113.441877,46.9486347 114.119805,47.1303474 114.539148,47.4937783 C114.958491,47.8572091 115.16816,48.4512699 115.16816,49.2759783 C115.16816,50.0307962 114.968975,50.6038901 114.570599,50.9952772 C114.172222,51.3866642 113.595634,51.5823548 112.840816,51.5823548 L112.505343,51.5823548 Z M13.439885,96.325622 L17.4445933,84.4372993 C17.6961993,83.6545252 18.0456468,83.0849258 18.4929463,82.728484 C18.9402458,82.3720422 19.5343065,82.193824 20.2751463,82.193824 L23.5460076,82.193824 C24.496519,82.193824 25.1779416,82.3755367 25.5902958,82.7389675 C26.0026501,83.1023984 26.2088241,83.6964591 26.2088241,84.5211676 C26.2088241,85.2759855 26.009639,85.8490794 25.6112629,86.2404664 C25.2128868,86.6318535 24.6362984,86.8275441 23.8814805,86.8275441 L23.5460076,86.8275441 L24.1330852,102.46897 L24.4895252,102.46897 C25.2443431,102.46897 25.8104481,102.661166 26.187857,103.045564 C26.565266,103.429962 26.7539676,103.992573 26.7539676,104.733413 C26.7539676,105.558121 26.5547826,106.152182 26.1564064,106.515613 C25.7580303,106.879044 25.0835967,107.060756 24.1330852,107.060756 L19.4154969,107.060756 C18.4649855,107.060756 17.7905518,106.882538 17.3921757,106.526096 C16.9937996,106.169654 16.7946145,105.572099 16.7946145,104.733413 C16.7946145,103.992573 16.9868106,103.429962 17.3712086,103.045564 C17.7556066,102.661166 18.325206,102.46897 19.0800239,102.46897 L19.4154969,102.46897 L19.1219581,89.6790642 L16.0607674,99.1981091 C15.8371177,99.9109927 15.5191204,100.42468 15.1067662,100.739188 C14.694412,101.053695 14.1248126,101.210947 13.3979509,101.210947 C12.6710892,101.210947 12.0945008,101.053695 11.6681685,100.739188 C11.2418362,100.42468 10.91685,99.9109927 10.6932002,99.1981091 L7.65297664,89.6790642 L7.35943781,102.46897 L7.69491075,102.46897 C8.44972866,102.46897 9.01932808,102.661166 9.40372609,103.045564 C9.78812409,103.429962 9.98032022,103.992573 9.98032022,104.733413 C9.98032022,105.558121 9.77764067,106.152182 9.3722755,106.515613 C8.96691032,106.879044 8.29597114,107.060756 7.35943781,107.060756 L2.62088241,107.060756 C1.68434908,107.060756 1.01340989,106.879044 0.608044719,106.515613 C0.202679546,106.152182 0,105.558121 0,104.733413 C0,103.992573 0.192196121,103.429962 0.57659413,103.045564 C0.960992139,102.661166 1.53059155,102.46897 2.28540946,102.46897 L2.62088241,102.46897 L3.22892713,86.8275441 L2.89345418,86.8275441 C2.13863627,86.8275441 1.56204791,86.6318535 1.16367179,86.2404664 C0.765295672,85.8490794 0.5661106,85.2759855 0.5661106,84.5211676 C0.5661106,83.6964591 0.772284622,83.1023984 1.18463885,82.7389675 C1.59699308,82.3755367 2.27841569,82.193824 3.22892713,82.193824 L6.49978838,82.193824 C7.22665007,82.193824 7.81022738,82.3685477 8.25053783,82.7180005 C8.69084827,83.0674532 9.05077919,83.6405471 9.33034138,84.4372993 L13.439885,96.325622 Z M43.8935644,98.3803938 L43.8935644,86.8275441 L42.7403761,86.8275441 C41.8178209,86.8275441 41.1573651,86.6458314 40.758989,86.2824006 C40.3606129,85.9189697 40.1614278,85.3318979 40.1614278,84.5211676 C40.1614278,83.7104372 40.3606129,83.119871 40.758989,82.7494511 C41.1573651,82.3790312 41.8178209,82.193824 42.7403761,82.193824 L48.6950209,82.193824 C49.6035981,82.193824 50.2605593,82.3790312 50.6659245,82.7494511 C51.0712897,83.119871 51.2739692,83.7104372 51.2739692,84.5211676 C51.2739692,85.2620074 51.0817731,85.8316068 50.6973751,86.2299829 C50.3129771,86.628359 49.7643445,86.8275441 49.051461,86.8275441 L48.6950209,86.8275441 L48.6950209,105.865634 C48.6950209,106.522605 48.6251315,106.934953 48.4853504,107.10269 C48.3455693,107.270428 48.0310665,107.354295 47.5418327,107.354295 L45.4451268,107.354295 C44.7741775,107.354295 44.3024234,107.284406 44.0298503,107.144625 C43.7572771,107.004843 43.5231473,106.76023 43.3274538,106.410777 L34.6051571,91.0838571 L34.6051571,102.46897 L35.8212466,102.46897 C36.7298237,102.46897 37.379796,102.643694 37.7711831,102.993147 C38.1625701,103.3426 38.3582607,103.922682 38.3582607,104.733413 C38.3582607,105.558121 38.1590757,106.152182 37.7606995,106.515613 C37.3623234,106.879044 36.7158456,107.060756 35.8212466,107.060756 L29.8037005,107.060756 C28.8951234,107.060756 28.2381621,106.879044 27.832797,106.515613 C27.4274318,106.152182 27.2247522,105.558121 27.2247522,104.733413 C27.2247522,103.992573 27.4134539,103.429962 27.7908629,103.045564 C28.1682718,102.661166 28.7273878,102.46897 29.4682276,102.46897 L29.8037005,102.46897 L29.8037005,86.8275441 L29.4682276,86.8275441 C28.755344,86.8275441 28.203217,86.628359 27.8118299,86.2299829 C27.4204428,85.8316068 27.2247522,85.2620074 27.2247522,84.5211676 C27.2247522,83.7104372 27.4309263,83.119871 27.8432805,82.7494511 C28.2556347,82.3790312 28.9091015,82.193824 29.8037005,82.193824 L33.2422983,82.193824 C34.0670067,82.193824 34.6261227,82.3021527 34.919663,82.5188134 C35.2132033,82.7354741 35.5416839,83.1722835 35.9051148,83.8292546 L43.8935644,98.3803938 Z M64.6604624,86.3662688 C62.8572863,86.3662688 61.4420239,87.0931196 60.4146329,88.546843 C59.3872418,90.0005663 58.873554,92.0203728 58.873554,94.6063231 C58.873554,97.1922733 59.3907363,99.2190688 60.4251164,100.68677 C61.4594965,102.154472 62.8712644,102.888312 64.6604624,102.888312 C66.4636385,102.888312 67.8823953,102.157966 68.9167754,100.697254 C69.9511555,99.2365414 70.4683378,97.2062514 70.4683378,94.6063231 C70.4683378,92.0203728 69.95465,90.0005663 68.9272589,88.546843 C67.8998679,87.0931196 66.4776166,86.3662688 64.6604624,86.3662688 L64.6604624,86.3662688 Z M64.6604624,81.501911 C68.0990773,81.501911 70.929602,82.7319662 73.1521214,85.1921135 C75.3746408,87.6522607 76.4858838,90.7902992 76.4858838,94.6063231 C76.4858838,98.4503032 75.3816297,101.595331 73.1730884,104.0415 C70.9645471,106.487669 68.1270335,107.710735 64.6604624,107.710735 C61.2358256,107.710735 58.4053009,106.477185 56.1688034,104.010049 C53.9323059,101.542913 52.8140739,98.4083688 52.8140739,94.6063231 C52.8140739,90.7763211 53.9218224,87.6347881 56.1373528,85.1816299 C58.3528831,82.7284717 61.1938912,81.501911 64.6604624,81.501911 L64.6604624,81.501911 Z M87.4611651,98.1707232 L87.4611651,102.46897 L89.6207722,102.46897 C90.5293493,102.46897 91.1758272,102.643694 91.5602252,102.993147 C91.9446232,103.3426 92.1368193,103.922682 92.1368193,104.733413 C92.1368193,105.558121 91.9411287,106.152182 91.5497417,106.515613 C91.1583546,106.879044 90.5153712,107.060756 89.6207722,107.060756 L82.3661697,107.060756 C81.4436145,107.060756 80.7831587,106.879044 80.3847826,106.515613 C79.9864065,106.152182 79.7872214,105.558121 79.7872214,104.733413 C79.7872214,103.992573 79.9759231,103.429962 80.353332,103.045564 C80.730741,102.661166 81.282868,102.46897 82.0097297,102.46897 L82.3661697,102.46897 L82.3661697,86.8275441 L82.0097297,86.8275441 C81.2968461,86.8275441 80.7482136,86.628359 80.3638155,86.2299829 C79.9794175,85.8316068 79.7872214,85.2620074 79.7872214,84.5211676 C79.7872214,83.7104372 79.989901,83.119871 80.3952661,82.7494511 C80.8006313,82.3790312 81.4575926,82.193824 82.3661697,82.193824 L91.0255652,82.193824 C94.450202,82.193824 97.0396079,82.8507853 98.7938606,84.1647276 C100.548113,85.4786699 101.425227,87.414609 101.425227,89.972603 C101.425227,92.6703781 100.551608,94.7111515 98.8043442,96.0949843 C97.0570805,97.4788171 94.4641801,98.1707232 91.0255652,98.1707232 L87.4611651,98.1707232 Z M87.4611651,86.8275441 L87.4611651,93.4531348 L90.4384875,93.4531348 C92.0879044,93.4531348 93.328443,93.1735768 94.1601405,92.6144525 C94.9918381,92.0553281 95.4076806,91.2166541 95.4076806,90.0984053 C95.4076806,89.0500471 94.9778602,88.2428234 94.1182064,87.67671 C93.2585527,87.1105966 92.031992,86.8275441 90.4384875,86.8275441 L87.4611651,86.8275441 Z M114.727851,107.396229 L113.092421,109.03166 C113.69348,108.835966 114.284046,108.689198 114.864137,108.591352 C115.444229,108.493505 116.013828,108.444582 116.572953,108.444582 C117.677223,108.444582 118.840883,108.608823 120.063968,108.937308 C121.287053,109.265794 122.031376,109.430034 122.29696,109.430034 C122.744259,109.430034 123.327837,109.279772 124.047709,108.979242 C124.767582,108.678713 125.253314,108.52845 125.50492,108.52845 C126.02211,108.52845 126.45193,108.727636 126.794394,109.126012 C127.136858,109.524388 127.308087,110.024098 127.308087,110.625156 C127.308087,111.421909 126.836333,112.099837 125.892811,112.658961 C124.949288,113.218086 123.792617,113.497643 122.422762,113.497643 C121.486229,113.497643 120.28413,113.277492 118.816428,112.837181 C117.348727,112.396871 116.286406,112.176719 115.629435,112.176719 C114.636989,112.176719 113.518757,112.449288 112.274706,112.994434 C111.030654,113.53958 110.261869,113.812149 109.968329,113.812149 C109.36727,113.812149 108.857077,113.612964 108.437734,113.214588 C108.01839,112.816212 107.808722,112.337469 107.808722,111.778345 C107.808722,111.386958 107.941512,110.971115 108.207096,110.530805 C108.47268,110.090494 108.94094,109.520895 109.611889,108.821989 L111.729562,106.683349 C109.395218,105.830685 107.536157,104.29661 106.152324,102.08108 C104.768491,99.8655494 104.076585,97.3180772 104.076585,94.4385866 C104.076585,90.6365409 105.180839,87.5299526 107.389381,85.1187288 C109.597922,82.7075049 112.442425,81.501911 115.922974,81.501911 C119.389545,81.501911 122.227059,82.7109994 124.4356,85.1292123 C126.644141,87.5474252 127.748395,90.650519 127.748395,94.4385866 C127.748395,98.2126762 126.65113,101.322759 124.456567,103.768928 C122.262004,106.215097 119.480402,107.438163 116.111677,107.438163 C115.888028,107.438163 115.660887,107.434669 115.430248,107.42768 C115.199609,107.420691 114.965479,107.410207 114.727851,107.396229 L114.727851,107.396229 Z M115.922974,86.3662688 C114.119798,86.3662688 112.704535,87.0931196 111.677144,88.546843 C110.649753,90.0005663 110.136065,92.0203728 110.136065,94.6063231 C110.136065,97.1922733 110.653248,99.2190688 111.687628,100.68677 C112.722008,102.154472 114.133776,102.888312 115.922974,102.888312 C117.72615,102.888312 119.144907,102.157966 120.179287,100.697254 C121.213667,99.2365414 121.730849,97.2062514 121.730849,94.6063231 C121.730849,92.0203728 121.217161,90.0005663 120.18977,88.546843 C119.162379,87.0931196 117.740128,86.3662688 115.922974,86.3662688 L115.922974,86.3662688 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/mono-line": {
"title": "$:/core/images/mono-line",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-mono-line tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M60.4374591,84.522627 L61.3450888,84.522627 C63.2671377,84.522627 64.7264493,85.0120303 65.7230673,85.9908515 C66.7196852,86.9696727 67.2179868,88.4022896 67.2179868,90.288745 C67.2179868,92.3887615 66.6929905,93.9014625 65.6429823,94.8268935 C64.5929741,95.7523244 62.857817,96.215033 60.4374591,96.215033 L44.3670747,96.215033 C41.9111232,96.215033 40.1670679,95.7612227 39.1348565,94.8535884 C38.102645,93.9459542 37.586547,92.424355 37.586547,90.288745 C37.586547,88.2243221 38.102645,86.747214 39.1348565,85.8573766 C40.1670679,84.9675391 41.9111232,84.522627 44.3670747,84.522627 L46.235724,84.522627 L44.0467348,78.2759992 L20.9822627,78.2759992 L18.6864935,84.522627 L20.5551429,84.522627 C22.9755008,84.522627 24.7106579,84.9764373 25.7606661,85.8840716 C26.8106743,86.7917058 27.3356705,88.2599156 27.3356705,90.288745 C27.3356705,92.3887615 26.8106743,93.9014625 25.7606661,94.8268935 C24.7106579,95.7523244 22.9755008,96.215033 20.5551429,96.215033 L6.78052766,96.215033 C4.32457622,96.215033 2.58052094,95.7523244 1.54830946,94.8268935 C0.516097994,93.9014625 0,92.3887615 0,90.288745 C0,88.4022896 0.498301511,86.9696727 1.49491948,85.9908515 C2.49153745,85.0120303 3.95084902,84.522627 5.87289797,84.522627 L6.78052766,84.522627 L21.0890427,44.6937008 L16.8178442,44.6937008 C14.3974863,44.6937008 12.6623292,44.2309922 11.612321,43.3055613 C10.5623128,42.3801303 10.0373165,40.8852258 10.0373165,38.8208028 C10.0373165,36.7207864 10.5623128,35.2080854 11.612321,34.2826544 C12.6623292,33.3572234 14.3974863,32.8945149 16.8178442,32.8945149 L36.8390873,32.8945149 C40.0069087,32.8945149 42.231469,34.6029772 43.512835,38.0199531 L43.512835,38.180123 L60.4374591,84.522627 Z M32.4611088,44.6937008 L24.7195615,67.224273 L40.2026561,67.224273 L32.4611088,44.6937008 Z M89.5058233,68.5590225 L89.5058233,84.8429669 L97.5143205,84.8429669 C103.173687,84.8429669 107.160099,84.22009 109.473676,82.9743176 C111.787254,81.7285451 112.944025,79.6463566 112.944025,76.7276897 C112.944025,73.7734293 111.840643,71.6734444 109.633846,70.4276719 C107.427049,69.1818994 103.565213,68.5590225 98.0482204,68.5590225 L89.5058233,68.5590225 Z M116.734714,62.6327346 C120.614405,64.0564746 123.461842,66.0051894 125.277111,68.4789376 C127.092379,70.9526857 128,74.1115614 128,77.9556593 C128,81.1946677 127.216955,84.1488838 125.650841,86.8183962 C124.084727,89.4879087 121.84237,91.676876 118.923703,93.385364 C117.215215,94.3819819 115.302093,95.1027395 113.18428,95.5476582 C111.066467,95.9925769 108.06776,96.215033 104.188068,96.215033 L99.7033098,96.215033 L76.3184979,96.215033 C73.9693269,96.215033 72.2875593,95.7523244 71.2731446,94.8268935 C70.2587299,93.9014625 69.7515301,92.3887615 69.7515301,90.288745 C69.7515301,88.4022896 70.2320352,86.9696727 71.1930596,85.9908515 C72.1540841,85.0120303 73.5600062,84.522627 75.4108682,84.522627 L76.3184979,84.522627 L76.3184979,44.6937008 L75.4108682,44.6937008 C73.5600062,44.6937008 72.1540841,44.1953993 71.1930596,43.1987813 C70.2320352,42.2021633 69.7515301,40.7428518 69.7515301,38.8208028 C69.7515301,36.7563799 70.2676281,35.2525771 71.2998396,34.3093494 C72.3320511,33.3661217 74.0049204,32.8945149 76.3184979,32.8945149 L100.877889,32.8945149 C108.388118,32.8945149 114.09189,34.3538264 117.989378,37.2724934 C121.886867,40.1911603 123.835581,44.4623161 123.835581,50.0860889 C123.835581,52.8623819 123.239399,55.3093982 122.047017,57.4272114 C120.854635,59.5450246 119.083885,61.2801816 116.734714,62.6327346 L116.734714,62.6327346 Z M89.5058233,44.3733609 L89.5058233,57.8276363 L96.7134708,57.8276363 C101.091471,57.8276363 104.179161,57.3115383 105.976633,56.2793268 C107.774104,55.2471153 108.672827,53.50306 108.672827,51.0471086 C108.672827,48.7335312 107.863087,47.0428653 106.243583,45.9750604 C104.624078,44.9072554 101.999097,44.3733609 98.3685602,44.3733609 L89.5058233,44.3733609 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/new-button": {
"title": "$:/core/images/new-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-new-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M56,72 L8.00697327,72 C3.59075293,72 0,68.418278 0,64 C0,59.5907123 3.58484404,56 8.00697327,56 L56,56 L56,8.00697327 C56,3.59075293 59.581722,0 64,0 C68.4092877,0 72,3.58484404 72,8.00697327 L72,56 L119.993027,56 C124.409247,56 128,59.581722 128,64 C128,68.4092877 124.415156,72 119.993027,72 L72,72 L72,119.993027 C72,124.409247 68.418278,128 64,128 C59.5907123,128 56,124.415156 56,119.993027 L56,72 L56,72 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/new-here-button": {
"title": "$:/core/images/new-here-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-new-here-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n \t<g transform=\"translate(52.233611, 64.389922) rotate(75.000000) translate(-52.233611, -64.389922) translate(-7.734417, 3.702450)\">\n\t <path d=\"M18.9270186,45.959338 L18.9080585,49.6521741 C18.8884833,53.4648378 21.0574548,58.7482162 23.7526408,61.4434022 L78.5671839,116.257945 C81.2617332,118.952495 85.6348701,118.950391 88.3334363,116.251825 L115.863237,88.7220241 C118.555265,86.0299959 118.564544,81.6509578 115.869358,78.9557717 L61.0548144,24.1412286 C58.3602652,21.4466794 53.0787224,19.2788426 49.2595808,19.3006519 L25.9781737,19.4336012 C22.1633003,19.4553862 19.0471195,22.5673232 19.0275223,26.3842526 L18.9871663,34.2443819 C19.0818862,34.255617 19.1779758,34.2665345 19.2754441,34.2771502 C22.6891275,34.6489512 27.0485594,34.2348566 31.513244,33.2285542 C31.7789418,32.8671684 32.075337,32.5211298 32.4024112,32.1940556 C34.8567584,29.7397084 38.3789778,29.0128681 41.4406288,30.0213822 C41.5958829,29.9543375 41.7503946,29.8866669 41.9041198,29.8183808 L42.1110981,30.2733467 C43.1114373,30.6972371 44.0473796,31.3160521 44.8614145,32.1300869 C48.2842088,35.5528813 48.2555691,41.130967 44.7974459,44.5890903 C41.4339531,47.952583 36.0649346,48.0717177 32.6241879,44.9262969 C27.8170558,45.8919233 23.0726921,46.2881596 18.9270186,45.959338 Z\"></path>\n\t <path d=\"M45.4903462,38.8768094 C36.7300141,42.6833154 26.099618,44.7997354 18.1909048,43.9383587 C7.2512621,42.7468685 1.50150083,35.8404432 4.66865776,24.7010202 C7.51507386,14.6896965 15.4908218,6.92103848 24.3842626,4.38423012 C34.1310219,1.60401701 42.4070208,6.15882777 42.4070209,16.3101169 L34.5379395,16.310117 C34.5379394,11.9285862 31.728784,10.3825286 26.5666962,11.8549876 C20.2597508,13.6540114 14.3453742,19.4148216 12.2444303,26.8041943 C10.4963869,32.9523565 12.6250796,35.5092726 19.0530263,36.2093718 C25.5557042,36.9176104 35.0513021,34.9907189 42.7038419,31.5913902 L42.7421786,31.6756595 C44.3874154,31.5384763 47.8846101,37.3706354 45.9274416,38.6772897 L45.9302799,38.6835285 C45.9166992,38.6895612 45.9031139,38.6955897 45.8895238,38.7016142 C45.8389288,38.7327898 45.7849056,38.7611034 45.7273406,38.7863919 C45.6506459,38.8200841 45.571574,38.8501593 45.4903462,38.8768094 Z\"></path>\n </g>\n <rect x=\"96\" y=\"80\" width=\"16\" height=\"48\" rx=\"8\"></rect>\n <rect x=\"80\" y=\"96\" width=\"48\" height=\"16\" rx=\"8\"></rect>\n </g>\n </g>\n</svg>"
},
"$:/core/images/new-image-button": {
"title": "$:/core/images/new-image-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-new-image-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M81.3619177,73.6270062 L97.1875317,46.2162388 C97.91364,44.9585822 97.4824378,43.3533085 96.2260476,42.6279312 L46.2162388,13.7547547 C44.9585822,13.0286463 43.3533085,13.4598485 42.6279312,14.7162388 L30.0575956,36.4886988 L40.0978909,31.2276186 C43.1404959,29.6333041 46.8692155,31.3421319 47.6479264,34.6877101 L51.2545483,52.3903732 L61.1353556,53.2399953 C63.2899974,53.4346096 65.1046382,54.9309951 65.706105,57.0091178 C65.7395572,57.1246982 65.8069154,57.3539875 65.9047035,57.6813669 C66.0696435,58.2335608 66.2581528,58.852952 66.4667073,59.5238092 C67.0618822,61.4383079 67.6960725,63.3742727 68.3393254,65.2021174 C68.5462918,65.7902259 68.7511789,66.3583016 68.953259,66.9034738 C69.5777086,68.5881157 70.1617856,70.0172008 70.6783305,71.110045 C70.9334784,71.6498566 71.1627732,72.0871602 71.4035746,72.5373068 C71.6178999,72.7492946 71.9508843,72.9623307 72.4151452,73.1586945 C73.5561502,73.6412938 75.1990755,73.899146 77.0720271,73.9171651 C77.9355886,73.9254732 78.7819239,73.8832103 79.5638842,73.8072782 C80.0123946,73.7637257 80.3172916,73.7224469 80.4352582,73.7027375 C80.7503629,73.6500912 81.0598053,73.6256267 81.3619177,73.6270062 L81.3619177,73.6270062 L81.3619177,73.6270062 L81.3619177,73.6270062 Z M37.4707881,2.64867269 C38.9217993,0.135447653 42.1388058,-0.723707984 44.6486727,0.725364314 L108.293614,37.4707881 C110.806839,38.9217993 111.665994,42.1388058 110.216922,44.6486727 L73.4714982,108.293614 C72.0204871,110.806839 68.8034805,111.665994 66.2936136,110.216922 L2.64867269,73.4714982 C0.135447653,72.0204871 -0.723707984,68.8034805 0.725364314,66.2936136 L37.4707881,2.64867269 L37.4707881,2.64867269 L37.4707881,2.64867269 L37.4707881,2.64867269 Z M80.3080975,53.1397764 C82.8191338,54.5895239 86.0299834,53.7291793 87.4797308,51.218143 C88.9294783,48.7071068 88.0691338,45.4962571 85.5580975,44.0465097 C83.0470612,42.5967622 79.8362116,43.4571068 78.3864641,45.968143 C76.9367166,48.4791793 77.7970612,51.6900289 80.3080975,53.1397764 L80.3080975,53.1397764 L80.3080975,53.1397764 L80.3080975,53.1397764 Z M96,112 L88.0070969,112 C83.5881712,112 80,108.418278 80,104 C80,99.5907123 83.5848994,96 88.0070969,96 L96,96 L96,88.0070969 C96,83.5881712 99.581722,80 104,80 C108.409288,80 112,83.5848994 112,88.0070969 L112,96 L119.992903,96 C124.411829,96 128,99.581722 128,104 C128,108.409288 124.415101,112 119.992903,112 L112,112 L112,119.992903 C112,124.411829 108.418278,128 104,128 C99.5907123,128 96,124.415101 96,119.992903 L96,112 L96,112 Z M33.3471097,51.7910932 C40.7754579,59.7394511 42.3564368,62.4818351 40.7958321,65.1848818 C39.2352273,67.8879286 26.9581062,62.8571718 24.7019652,66.7649227 C22.4458242,70.6726735 23.7947046,70.0228006 22.2648667,72.6725575 L41.9944593,84.0634431 C41.9944593,84.0634431 36.3904568,75.8079231 37.7602356,73.4353966 C40.2754811,69.0788636 46.5298923,72.1787882 48.1248275,69.4162793 C50.538989,65.234829 43.0222016,59.7770885 33.3471097,51.7910932 L33.3471097,51.7910932 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/new-journal-button": {
"title": "$:/core/images/new-journal-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-new-journal-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M102.545455,112.818182 L102.545455,124.636364 L102.545455,124.636364 L102.545455,124.636364 C102.545455,125.941761 103.630828,127 104.969697,127 L111.030303,127 C112.369172,127 113.454545,125.941761 113.454545,124.636364 L113.454545,112.818182 L125.575758,112.818182 C126.914626,112.818182 128,111.759982 128,110.454545 L128,104.545455 C128,103.240018 126.914626,102.181818 125.575758,102.181818 L113.454545,102.181818 L113.454545,90.3636364 C113.454545,89.0582 112.369172,88 111.030303,88 L104.969697,88 L104.969697,88 C103.630828,88 102.545455,89.0582 102.545455,90.3636364 L102.545455,102.181818 L90.4242424,102.181818 L90.4242424,102.181818 C89.0853705,102.181818 88,103.240018 88,104.545455 L88,110.454545 L88,110.454545 L88,110.454545 C88,111.759982 89.0853705,112.818182 90.4242424,112.818182 L102.545455,112.818182 Z\"></path>\n <g transform=\"translate(59.816987, 64.316987) rotate(30.000000) translate(-59.816987, -64.316987) translate(20.316987, 12.816987)\">\n <g transform=\"translate(0.000000, 0.000000)\">\n <path d=\"M9.99631148,0 C4.4755011,0 -2.27373675e-13,4.48070044 -2.27373675e-13,9.99759461 L-2.27373675e-13,91.6128884 C-2.27373675e-13,97.1344074 4.46966773,101.610483 9.99631148,101.610483 L68.9318917,101.610483 C74.4527021,101.610483 78.9282032,97.1297826 78.9282032,91.6128884 L78.9282032,9.99759461 C78.9282032,4.47607557 74.4585355,0 68.9318917,0 L9.99631148,0 Z M20.8885263,26 C24.2022348,26 26.8885263,23.3137085 26.8885263,20 C26.8885263,16.6862915 24.2022348,14 20.8885263,14 C17.5748178,14 14.8885263,16.6862915 14.8885263,20 C14.8885263,23.3137085 17.5748178,26 20.8885263,26 Z M57.3033321,25.6783342 C60.6170406,25.6783342 63.3033321,22.9920427 63.3033321,19.6783342 C63.3033321,16.3646258 60.6170406,13.6783342 57.3033321,13.6783342 C53.9896236,13.6783342 51.3033321,16.3646258 51.3033321,19.6783342 C51.3033321,22.9920427 53.9896236,25.6783342 57.3033321,25.6783342 Z\"></path>\n <text font-family=\"Helvetica\" font-size=\"47.1724138\" font-weight=\"bold\" fill=\"#FFFFFF\">\n <tspan x=\"42\" y=\"77.4847912\" text-anchor=\"middle\"><<now \"DD\">></tspan>\n </text>\n </g>\n </g>\n </g>\n</svg>"
},
"$:/core/images/opacity": {
"title": "$:/core/images/opacity",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-opacity tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M102.361773,65 C101.833691,67.051742 101.183534,69.0544767 100.419508,71 L82.5835324,71 C83.7602504,69.1098924 84.7666304,67.1027366 85.581205,65 L102.361773,65 Z M102.834311,63 C103.256674,61.0388326 103.568427,59.0365486 103.762717,57 L87.6555706,57 C87.3692052,59.0609452 86.9083652,61.0660782 86.2884493,63 L102.834311,63 Z M99.5852583,73 C98.6682925,75.0747721 97.6196148,77.0783056 96.4498253,79 L75.8124196,79 C77.8387053,77.2115633 79.6621163,75.1985844 81.2437158,73 L99.5852583,73 Z M95.1689122,81 C93.7449202,83.1155572 92.1695234,85.1207336 90.458251,87 L60.4614747,87 C65.1836162,85.86248 69.5430327,83.794147 73.3347255,81 L95.1689122,81 Z M87.6555706,47 L103.762717,47 C101.246684,20.6269305 79.0321807,0 52,0 C23.281193,0 0,23.281193 0,52 C0,77.2277755 17.9651296,98.2595701 41.8000051,103 L62.1999949,103 C67.8794003,101.870444 73.2255333,99.8158975 78.074754,97 L39,97 L39,95 L81.2493857,95 C83.8589242,93.2215015 86.2981855,91.2116653 88.5376609,89 L39,89 L39,87 L43.5385253,87 C27.7389671,83.1940333 16,68.967908 16,52 C16,32.117749 32.117749,16 52,16 C70.1856127,16 85.2217929,29.4843233 87.6555706,47 Z M87.8767787,49 L103.914907,49 C103.971379,49.9928025 104,50.9930589 104,52 C104,53.0069411 103.971379,54.0071975 103.914907,55 L87.8767787,55 C87.958386,54.0107999 88,53.0102597 88,52 C88,50.9897403 87.958386,49.9892001 87.8767787,49 Z\"></path>\n <path d=\"M76,128 C104.718807,128 128,104.718807 128,76 C128,47.281193 104.718807,24 76,24 C47.281193,24 24,47.281193 24,76 C24,104.718807 47.281193,128 76,128 L76,128 Z M76,112 C95.882251,112 112,95.882251 112,76 C112,56.117749 95.882251,40 76,40 C56.117749,40 40,56.117749 40,76 C40,95.882251 56.117749,112 76,112 L76,112 Z\"></path>\n <path d=\"M37,58 L90,58 L90,62 L37,62 L37,58 L37,58 Z M40,50 L93,50 L93,54 L40,54 L40,50 L40,50 Z M40,42 L93,42 L93,46 L40,46 L40,42 L40,42 Z M32,66 L85,66 L85,70 L32,70 L32,66 L32,66 Z M30,74 L83,74 L83,78 L30,78 L30,74 L30,74 Z M27,82 L80,82 L80,86 L27,86 L27,82 L27,82 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/open-window": {
"title": "$:/core/images/open-window",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-open-window tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M16,112 L104.993898,112 C108.863261,112 112,115.590712 112,120 C112,124.418278 108.858091,128 104.993898,128 L7.00610161,128 C3.13673853,128 0,124.409288 0,120 C0,119.998364 4.30952878e-07,119.996727 1.29273572e-06,119.995091 C4.89579306e-07,119.993456 0,119.99182 0,119.990183 L0,24.0098166 C0,19.586117 3.59071231,16 8,16 C12.418278,16 16,19.5838751 16,24.0098166 L16,112 Z\"></path>\n <path d=\"M96,43.1959595 L96,56 C96,60.418278 99.581722,64 104,64 C108.418278,64 112,60.418278 112,56 L112,24 C112,19.5907123 108.415101,16 103.992903,16 L72.0070969,16 C67.5881712,16 64,19.581722 64,24 C64,28.4092877 67.5848994,32 72.0070969,32 L84.5685425,32 L48.2698369,68.2987056 C45.1421332,71.4264093 45.1434327,76.4904296 48.267627,79.614624 C51.3854642,82.7324612 56.4581306,82.7378289 59.5835454,79.6124141 L96,43.1959595 Z M32,7.9992458 C32,3.58138434 35.5881049,0 39.9992458,0 L120.000754,0 C124.418616,0 128,3.5881049 128,7.9992458 L128,88.0007542 C128,92.4186157 124.411895,96 120.000754,96 L39.9992458,96 C35.5813843,96 32,92.4118951 32,88.0007542 L32,7.9992458 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/options-button": {
"title": "$:/core/images/options-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-options-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M110.48779,76.0002544 C109.354214,80.4045063 107.611262,84.5641217 105.354171,88.3838625 L105.354171,88.3838625 L112.07833,95.1080219 C115.20107,98.2307613 115.210098,103.299824 112.089164,106.420759 L106.420504,112.089418 C103.301049,115.208874 98.2346851,115.205502 95.1077675,112.078585 L88.3836082,105.354425 C84.5638673,107.611516 80.4042519,109.354468 76,110.488045 L76,110.488045 L76,119.993281 C76,124.409501 72.4220153,128.000254 68.0083475,128.000254 L59.9916525,128.000254 C55.5800761,128.000254 52,124.41541 52,119.993281 L52,110.488045 C47.5957481,109.354468 43.4361327,107.611516 39.6163918,105.354425 L32.8922325,112.078585 C29.7694931,115.201324 24.7004301,115.210353 21.5794957,112.089418 L15.9108363,106.420759 C12.7913807,103.301303 12.7947522,98.2349395 15.9216697,95.1080219 L22.6458291,88.3838625 C20.3887383,84.5641217 18.6457859,80.4045063 17.5122098,76.0002544 L8.00697327,76.0002544 C3.59075293,76.0002544 2.19088375e-16,72.4222697 4.89347582e-16,68.0086019 L9.80228577e-16,59.9919069 C1.25035972e-15,55.5803305 3.58484404,52.0002544 8.00697327,52.0002544 L17.5122098,52.0002544 C18.6457859,47.5960025 20.3887383,43.4363871 22.6458291,39.6166462 L15.9216697,32.8924868 C12.7989304,29.7697475 12.7899019,24.7006845 15.9108363,21.5797501 L21.5794957,15.9110907 C24.6989513,12.7916351 29.7653149,12.7950065 32.8922325,15.9219241 L39.6163918,22.6460835 C43.4361327,20.3889927 47.5957481,18.6460403 52,17.5124642 L52,8.00722764 C52,3.5910073 55.5779847,0.000254375069 59.9916525,0.000254375069 L68.0083475,0.000254375069 C72.4199239,0.000254375069 76,3.58509841 76,8.00722764 L76,17.5124642 C80.4042519,18.6460403 84.5638673,20.3889927 88.3836082,22.6460835 L95.1077675,15.9219241 C98.2305069,12.7991848 103.29957,12.7901562 106.420504,15.9110907 L112.089164,21.5797501 C115.208619,24.6992057 115.205248,29.7655693 112.07833,32.8924868 L105.354171,39.6166462 L105.354171,39.6166462 C107.611262,43.4363871 109.354214,47.5960025 110.48779,52.0002544 L119.993027,52.0002544 C124.409247,52.0002544 128,55.5782391 128,59.9919069 L128,68.0086019 C128,72.4201783 124.415156,76.0002544 119.993027,76.0002544 L110.48779,76.0002544 L110.48779,76.0002544 Z M64,96.0002544 C81.673112,96.0002544 96,81.6733664 96,64.0002544 C96,46.3271424 81.673112,32.0002544 64,32.0002544 C46.326888,32.0002544 32,46.3271424 32,64.0002544 C32,81.6733664 46.326888,96.0002544 64,96.0002544 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/paint": {
"title": "$:/core/images/paint",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-paint tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M83.5265806,76.1907935 C90.430962,69.2864121 91.8921169,59.0000433 87.9100453,50.6642209 L125.812763,12.7615036 C128.732035,9.84223095 128.72611,5.10322984 125.812796,2.18991592 C122.893542,-0.729338085 118.161775,-0.730617045 115.241209,2.18994966 L77.3384914,40.092667 C69.002669,36.1105954 58.7163002,37.5717503 51.8119188,44.4761317 L83.5265806,76.1907935 L83.5265806,76.1907935 L83.5265806,76.1907935 L83.5265806,76.1907935 Z M80.8836921,78.8336819 L49.1690303,47.1190201 C49.1690303,47.1190201 8.50573364,81.242543 0,80.2820711 C0,80.2820711 3.78222974,85.8744423 6.82737483,88.320684 C20.8514801,82.630792 44.1526049,63.720771 44.1526049,63.720771 L44.8144806,64.3803375 C44.8144806,64.3803375 19.450356,90.2231043 9.18040433,92.0477601 C10.4017154,93.4877138 13.5343883,96.1014812 15.4269991,97.8235871 C20.8439164,96.3356979 50.1595367,69.253789 50.1595367,69.253789 L50.8214124,69.9133555 L18.4136144,100.936036 L23.6993903,106.221812 L56.1060358,75.2002881 L56.7679115,75.8598546 C56.7679115,75.8598546 28.9040131,106.396168 28.0841366,108.291555 C28.0841366,108.291555 34.1159238,115.144621 35.6529617,116.115796 C36.3545333,113.280171 63.5365402,82.6307925 63.5365402,82.6307925 L64.1984159,83.290359 C64.1984159,83.290359 43.6013016,107.04575 39.2343772,120.022559 C42.443736,123.571575 46.7339155,125.159692 50.1595362,126.321151 C47.9699978,114.504469 80.8836921,78.8336819 80.8836921,78.8336819 L80.8836921,78.8336819 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/palette": {
"title": "$:/core/images/palette",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-palette tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M80.2470434,39.1821571 C75.0645698,38.2680897 69.6261555,37.7814854 64.0193999,37.7814854 C28.6624616,37.7814854 0,57.1324214 0,81.0030106 C0,90.644534 4.67604329,99.5487133 12.5805659,106.738252 C23.5031767,91.1899067 26.3405471,72.3946229 36.8885698,63.5622337 C52.0716764,50.8486559 63.4268694,55.7343343 63.4268694,55.7343343 L80.2470434,39.1821571 Z M106.781666,48.8370714 C119.830962,56.749628 128.0388,68.229191 128.0388,81.0030106 C128.0388,90.3534932 128.557501,98.4142085 116.165191,106.082518 C105.367708,112.763955 112.341384,99.546808 104.321443,95.1851533 C96.3015017,90.8234987 84.3749007,96.492742 86.1084305,103.091059 C89.3087234,115.272303 105.529892,114.54645 92.4224435,119.748569 C79.3149955,124.950687 74.2201582,124.224536 64.0193999,124.224536 C56.1979176,124.224536 48.7040365,123.277578 41.7755684,121.544216 C51.620343,117.347916 69.6563669,109.006202 75.129737,102.088562 C82.7876655,92.4099199 87.3713218,80.0000002 83.3235694,72.4837191 C83.1303943,72.1250117 94.5392656,60.81569 106.781666,48.8370714 Z M1.13430476,123.866563 C0.914084026,123.867944 0.693884185,123.868637 0.473712455,123.868637 C33.9526848,108.928928 22.6351223,59.642592 59.2924543,59.6425917 C59.6085574,61.0606542 59.9358353,62.5865065 60.3541977,64.1372318 C34.4465025,59.9707319 36.7873124,112.168427 1.13429588,123.866563 L1.13430476,123.866563 Z M1.84669213,123.859694 C40.7185279,123.354338 79.9985412,101.513051 79.9985401,79.0466836 C70.7284906,79.0466835 65.9257264,75.5670082 63.1833375,71.1051511 C46.585768,64.1019718 32.81846,116.819636 1.84665952,123.859695 L1.84669213,123.859694 Z M67.1980193,59.8524981 C62.748213,63.9666823 72.0838429,76.2846822 78.5155805,71.1700593 C89.8331416,59.8524993 112.468264,37.2173758 123.785825,25.8998146 C135.103386,14.5822535 123.785825,3.26469247 112.468264,14.5822535 C101.150703,25.8998144 78.9500931,48.9868127 67.1980193,59.8524981 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/permalink-button": {
"title": "$:/core/images/permalink-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-permalink-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M80.4834582,48 L73.0956761,80 L73.0956761,80 L47.5165418,80 L54.9043239,48 L80.4834582,48 Z M84.1773493,32 L89.8007299,7.64246248 C90.7941633,3.33942958 95.0918297,0.64641956 99.3968675,1.64031585 C103.693145,2.63218977 106.385414,6.93288901 105.390651,11.2416793 L100.598215,32 L104.000754,32 C108.411895,32 112,35.581722 112,40 C112,44.4092877 108.418616,48 104.000754,48 L96.9043239,48 L89.5165418,80 L104.000754,80 C108.411895,80 112,83.581722 112,88 C112,92.4092877 108.418616,96 104.000754,96 L85.8226507,96 L80.1992701,120.357538 C79.2058367,124.66057 74.9081703,127.35358 70.6031325,126.359684 C66.3068546,125.36781 63.6145865,121.067111 64.6093491,116.758321 L69.401785,96 L43.8226507,96 L38.1992701,120.357538 C37.2058367,124.66057 32.9081703,127.35358 28.6031325,126.359684 C24.3068546,125.36781 21.6145865,121.067111 22.6093491,116.758321 L27.401785,96 L23.9992458,96 C19.5881049,96 16,92.418278 16,88 C16,83.5907123 19.5813843,80 23.9992458,80 L31.0956761,80 L38.4834582,48 L23.9992458,48 C19.5881049,48 16,44.418278 16,40 C16,35.5907123 19.5813843,32 23.9992458,32 L42.1773493,32 L47.8007299,7.64246248 C48.7941633,3.33942958 53.0918297,0.64641956 57.3968675,1.64031585 C61.6931454,2.63218977 64.3854135,6.93288901 63.3906509,11.2416793 L58.598215,32 L84.1773493,32 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/permaview-button": {
"title": "$:/core/images/permaview-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-permaview-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M81.4834582,48 L79.6365127,56 L79.6365127,56 L74.0573784,56 L75.9043239,48 L81.4834582,48 Z M85.1773493,32 L90.8007299,7.64246248 C91.7941633,3.33942958 96.0918297,0.64641956 100.396867,1.64031585 C104.693145,2.63218977 107.385414,6.93288901 106.390651,11.2416793 L101.598215,32 L104.000754,32 C108.411895,32 112,35.581722 112,40 C112,44.4092877 108.418616,48 104.000754,48 L97.9043239,48 L96.0573784,56 L104.000754,56 C108.411895,56 112,59.581722 112,64 C112,68.4092877 108.418616,72 104.000754,72 L92.3634873,72 L90.5165418,80 L104.000754,80 C108.411895,80 112,83.581722 112,88 C112,92.4092877 108.418616,96 104.000754,96 L86.8226507,96 L81.1992701,120.357538 C80.2058367,124.66057 75.9081703,127.35358 71.6031325,126.359684 C67.3068546,125.36781 64.6145865,121.067111 65.6093491,116.758321 L70.401785,96 L64.8226507,96 L59.1992701,120.357538 C58.2058367,124.66057 53.9081703,127.35358 49.6031325,126.359684 C45.3068546,125.36781 42.6145865,121.067111 43.6093491,116.758321 L48.401785,96 L42.8226507,96 L37.1992701,120.357538 C36.2058367,124.66057 31.9081703,127.35358 27.6031325,126.359684 C23.3068546,125.36781 20.6145865,121.067111 21.6093491,116.758321 L26.401785,96 L23.9992458,96 C19.5881049,96 16,92.418278 16,88 C16,83.5907123 19.5813843,80 23.9992458,80 L30.0956761,80 L31.9426216,72 L23.9992458,72 C19.5881049,72 16,68.418278 16,64 C16,59.5907123 19.5813843,56 23.9992458,56 L35.6365127,56 L37.4834582,48 L23.9992458,48 C19.5881049,48 16,44.418278 16,40 C16,35.5907123 19.5813843,32 23.9992458,32 L41.1773493,32 L46.8007299,7.64246248 C47.7941633,3.33942958 52.0918297,0.64641956 56.3968675,1.64031585 C60.6931454,2.63218977 63.3854135,6.93288901 62.3906509,11.2416793 L57.598215,32 L63.1773493,32 L68.8007299,7.64246248 C69.7941633,3.33942958 74.0918297,0.64641956 78.3968675,1.64031585 C82.6931454,2.63218977 85.3854135,6.93288901 84.3906509,11.2416793 L79.598215,32 L85.1773493,32 Z M53.9043239,48 L52.0573784,56 L57.6365127,56 L59.4834582,48 L53.9043239,48 Z M75.9426216,72 L74.0956761,80 L74.0956761,80 L68.5165418,80 L70.3634873,72 L75.9426216,72 L75.9426216,72 Z M48.3634873,72 L46.5165418,80 L52.0956761,80 L53.9426216,72 L48.3634873,72 L48.3634873,72 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/picture": {
"title": "$:/core/images/picture",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-picture tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M112,68.2332211 L112,20.0027785 C112,17.7898769 110.207895,16 107.997221,16 L20.0027785,16 C17.7898769,16 16,17.792105 16,20.0027785 L16,58.312373 L25.2413115,43.7197989 C28.041793,39.297674 34.2643908,38.7118128 37.8410347,42.5335275 L56.0882845,63.1470817 L69.7748997,56.7400579 C72.766567,55.3552503 76.3013751,55.9473836 78.678437,58.2315339 C78.8106437,58.3585731 79.0742301,58.609836 79.4527088,58.9673596 C80.0910923,59.570398 80.8117772,60.2441563 81.598127,60.9705595 C83.8422198,63.043576 86.1541548,65.1151944 88.3956721,67.0372264 C89.1168795,67.6556396 89.8200801,68.2492007 90.5021258,68.8146755 C92.6097224,70.5620551 94.4693308,72.0029474 95.9836366,73.0515697 C96.7316295,73.5695379 97.3674038,73.9719282 98.0281481,74.3824999 C98.4724987,74.4989557 99.0742374,74.5263881 99.8365134,74.4317984 C101.709944,74.1993272 104.074502,73.2878514 106.559886,71.8846196 C107.705822,71.2376318 108.790494,70.5370325 109.764561,69.8410487 C110.323259,69.4418522 110.694168,69.1550757 110.834827,69.0391868 C111.210545,68.7296319 111.600264,68.4615815 112,68.2332211 L112,68.2332211 Z M0,8.00697327 C0,3.58484404 3.59075293,0 8.00697327,0 L119.993027,0 C124.415156,0 128,3.59075293 128,8.00697327 L128,119.993027 C128,124.415156 124.409247,128 119.993027,128 L8.00697327,128 C3.58484404,128 0,124.409247 0,119.993027 L0,8.00697327 L0,8.00697327 Z M95,42 C99.418278,42 103,38.418278 103,34 C103,29.581722 99.418278,26 95,26 C90.581722,26 87,29.581722 87,34 C87,38.418278 90.581722,42 95,42 L95,42 Z M32,76 C47.8587691,80.8294182 52.0345556,83.2438712 52.0345556,88 C52.0345556,92.7561288 32,95.4712486 32,102.347107 C32,109.222965 33.2849191,107.337637 33.2849191,112 L67.999999,112 C67.999999,112 54.3147136,105.375255 54.3147136,101.200691 C54.3147136,93.535181 64.9302432,92.860755 64.9302432,88 C64.9302432,80.6425555 50.8523779,79.167282 32,76 L32,76 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/plugin-generic-language": {
"title": "$:/core/images/plugin-generic-language",
"tags": "$:/tags/Image",
"text": "<svg width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M61.2072232,68.1369825 C56.8829239,70.9319564 54.2082892,74.793177 54.2082892,79.0581634 C54.2082892,86.9638335 63.3980995,93.4821994 75.2498076,94.3940006 C77.412197,98.2964184 83.8475284,101.178858 91.5684735,101.403106 C86.4420125,100.27851 82.4506393,97.6624107 80.9477167,94.3948272 C92.8046245,93.4861461 102,86.9662269 102,79.0581634 C102,70.5281905 91.3014611,63.6132813 78.1041446,63.6132813 C71.5054863,63.6132813 65.5315225,65.3420086 61.2072232,68.1369825 Z M74.001066,53.9793443 C69.6767667,56.7743182 63.7028029,58.5030456 57.1041446,58.5030456 C54.4851745,58.5030456 51.9646095,58.2307276 49.6065315,57.7275105 C46.2945155,59.9778212 41.2235699,61.4171743 35.5395922,61.4171743 C35.4545771,61.4171743 35.3696991,61.4168523 35.2849622,61.4162104 C39.404008,60.5235193 42.7961717,58.6691298 44.7630507,56.286533 C37.8379411,53.5817651 33.2082892,48.669413 33.2082892,43.0581634 C33.2082892,34.5281905 43.9068281,27.6132812 57.1041446,27.6132812 C70.3014611,27.6132812 81,34.5281905 81,43.0581634 C81,47.3231498 78.3253653,51.1843704 74.001066,53.9793443 Z M64,0 L118.5596,32 L118.5596,96 L64,128 L9.44039956,96 L9.44039956,32 L64,0 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/plugin-generic-plugin": {
"title": "$:/core/images/plugin-generic-plugin",
"tags": "$:/tags/Image",
"text": "<svg width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M40.3972881,76.4456988 L40.3972881,95.3404069 L54.5170166,95.3404069 L54.5170166,95.3404069 C54.5165526,95.3385183 54.516089,95.3366295 54.515626,95.3347404 C54.6093153,95.3385061 54.7034848,95.3404069 54.7980982,95.3404069 C58.6157051,95.3404069 61.710487,92.245625 61.710487,88.4280181 C61.710487,86.6197822 61.01617,84.9737128 59.8795929,83.7418666 L59.8795929,83.7418666 C59.8949905,83.7341665 59.9104102,83.7265043 59.925852,83.7188798 C58.8840576,82.5086663 58.2542926,80.9336277 58.2542926,79.2114996 C58.2542926,75.3938927 61.3490745,72.2991108 65.1666814,72.2991108 C68.9842884,72.2991108 72.0790703,75.3938927 72.0790703,79.2114996 C72.0790703,81.1954221 71.2432806,82.9841354 69.9045961,84.2447446 L69.9045961,84.2447446 C69.9333407,84.2629251 69.9619885,84.281245 69.9905383,84.2997032 L69.9905383,84.2997032 C69.1314315,85.4516923 68.6228758,86.8804654 68.6228758,88.4280181 C68.6228758,91.8584969 71.1218232,94.7053153 74.3986526,95.2474079 C74.3913315,95.2784624 74.3838688,95.3094624 74.3762652,95.3404069 L95.6963988,95.3404069 L95.6963988,75.5678578 L95.6963988,75.5678578 C95.6466539,75.5808558 95.5967614,75.5934886 95.5467242,75.6057531 C95.5504899,75.5120637 95.5523907,75.4178943 95.5523907,75.3232809 C95.5523907,71.505674 92.4576088,68.4108921 88.6400019,68.4108921 C86.831766,68.4108921 85.1856966,69.105209 83.9538504,70.2417862 L83.9538504,70.2417862 C83.9461503,70.2263886 83.938488,70.2109688 83.9308636,70.1955271 C82.7206501,71.2373215 81.1456115,71.8670865 79.4234834,71.8670865 C75.6058765,71.8670865 72.5110946,68.7723046 72.5110946,64.9546976 C72.5110946,61.1370907 75.6058765,58.0423088 79.4234834,58.0423088 C81.4074059,58.0423088 83.1961192,58.8780985 84.4567284,60.2167829 L84.4567284,60.2167829 C84.4749089,60.1880383 84.4932288,60.1593906 84.511687,60.1308407 L84.511687,60.1308407 C85.6636761,60.9899475 87.0924492,61.4985032 88.6400019,61.4985032 C92.0704807,61.4985032 94.9172991,58.9995558 95.4593917,55.7227265 C95.538755,55.7414363 95.6177614,55.761071 95.6963988,55.7816184 L95.6963988,40.0412962 L74.3762652,40.0412962 L74.3762652,40.0412962 C74.3838688,40.0103516 74.3913315,39.9793517 74.3986526,39.9482971 L74.3986526,39.9482971 C71.1218232,39.4062046 68.6228758,36.5593862 68.6228758,33.1289073 C68.6228758,31.5813547 69.1314315,30.1525815 69.9905383,29.0005925 C69.9619885,28.9821342 69.9333407,28.9638143 69.9045961,28.9456339 C71.2432806,27.6850247 72.0790703,25.8963113 72.0790703,23.9123888 C72.0790703,20.0947819 68.9842884,17 65.1666814,17 C61.3490745,17 58.2542926,20.0947819 58.2542926,23.9123888 C58.2542926,25.6345169 58.8840576,27.2095556 59.925852,28.419769 L59.925852,28.419769 C59.9104102,28.4273935 59.8949905,28.4350558 59.8795929,28.4427558 C61.01617,29.674602 61.710487,31.3206715 61.710487,33.1289073 C61.710487,36.9465143 58.6157051,40.0412962 54.7980982,40.0412962 C54.7034848,40.0412962 54.6093153,40.0393953 54.515626,40.0356296 L54.515626,40.0356296 C54.516089,40.0375187 54.5165526,40.0394075 54.5170166,40.0412962 L40.3972881,40.0412962 L40.3972881,52.887664 L40.3972881,52.887664 C40.4916889,53.3430132 40.5412962,53.8147625 40.5412962,54.2980982 C40.5412962,58.1157051 37.4465143,61.210487 33.6289073,61.210487 C32.0813547,61.210487 30.6525815,60.7019313 29.5005925,59.8428245 C29.4821342,59.8713744 29.4638143,59.9000221 29.4456339,59.9287667 C28.1850247,58.5900823 26.3963113,57.7542926 24.4123888,57.7542926 C20.5947819,57.7542926 17.5,60.8490745 17.5,64.6666814 C17.5,68.4842884 20.5947819,71.5790703 24.4123888,71.5790703 C26.134517,71.5790703 27.7095556,70.9493053 28.919769,69.9075109 L28.919769,69.9075109 C28.9273935,69.9229526 28.9350558,69.9383724 28.9427558,69.95377 C30.174602,68.8171928 31.8206715,68.1228758 33.6289073,68.1228758 C37.4465143,68.1228758 40.5412962,71.2176578 40.5412962,75.0352647 C40.5412962,75.5186004 40.4916889,75.9903496 40.3972881,76.4456988 Z M64,0 L118.5596,32 L118.5596,96 L64,128 L9.44039956,96 L9.44039956,32 L64,0 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/plugin-generic-theme": {
"title": "$:/core/images/plugin-generic-theme",
"tags": "$:/tags/Image",
"text": "<svg width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M29.4078519,91.4716406 L51.4693474,69.4101451 L51.4646675,69.4054652 C50.5969502,68.5377479 50.5929779,67.1348725 51.4693474,66.2585029 C52.3396494,65.3882009 53.7499654,65.3874786 54.6163097,66.2538229 L64.0805963,75.7181095 C64.9483136,76.5858268 64.9522859,77.9887022 64.0759163,78.8650718 C63.2056143,79.7353737 61.7952984,79.736096 60.9289541,78.8697517 L60.9242741,78.8650718 L60.9242741,78.8650718 L38.8627786,100.926567 C36.2518727,103.537473 32.0187578,103.537473 29.4078519,100.926567 C26.796946,98.3156614 26.796946,94.0825465 29.4078519,91.4716406 Z M60.8017407,66.3810363 C58.3659178,63.6765806 56.3370667,61.2899536 54.9851735,59.5123615 C48.1295381,50.4979488 44.671561,55.2444054 40.7586738,59.5123614 C36.8457866,63.7803174 41.789473,67.2384487 38.0759896,70.2532832 C34.3625062,73.2681177 34.5917646,74.3131575 28.3243876,68.7977024 C22.0570105,63.2822473 21.6235306,61.7636888 24.5005999,58.6166112 C27.3776691,55.4695337 29.7823103,60.4247912 35.6595047,54.8320442 C41.5366991,49.2392972 36.5996215,44.2825646 36.5996215,44.2825646 C36.5996215,44.2825646 48.8365511,19.267683 65.1880231,21.1152173 C81.5394952,22.9627517 59.0022276,18.7228947 53.3962199,38.3410355 C50.9960082,46.7405407 53.8429162,44.7613399 58.3941742,48.3090467 C59.7875202,49.3951602 64.4244828,52.7100463 70.1884353,56.9943417 L90.8648751,36.3179019 L92.4795866,31.5515482 L100.319802,26.8629752 L103.471444,30.0146174 L98.782871,37.8548326 L94.0165173,39.4695441 L73.7934912,59.6925702 C86.4558549,69.2403631 102.104532,81.8392557 102.104532,86.4016913 C102.104533,93.6189834 99.0337832,97.9277545 92.5695848,95.5655717 C87.8765989,93.8506351 73.8015497,80.3744087 63.8173444,69.668717 L60.9242741,72.5617873 L57.7726319,69.4101451 L60.8017407,66.3810363 L60.8017407,66.3810363 Z M63.9533761,1.42108547e-13 L118.512977,32 L118.512977,96 L63.9533761,128 L9.39377563,96 L9.39377563,32 L63.9533761,1.42108547e-13 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/preview-closed": {
"title": "$:/core/images/preview-closed",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-preview-closed tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M0.0881363238,64 C-0.210292223,65.8846266 0.249135869,67.8634737 1.4664206,69.4579969 C16.2465319,88.8184886 39.1692554,100.414336 64,100.414336 C88.8307446,100.414336 111.753468,88.8184886 126.533579,69.4579969 C127.750864,67.8634737 128.210292,65.8846266 127.911864,64 C110.582357,78.4158332 88.3036732,87.0858436 64,87.0858436 C39.6963268,87.0858436 17.4176431,78.4158332 0.0881363238,64 Z\"></path>\n <rect x=\"62\" y=\"96\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n <rect transform=\"translate(80.000000, 101.000000) rotate(-5.000000) translate(-80.000000, -101.000000) \" x=\"78\" y=\"93\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n <rect transform=\"translate(48.000000, 101.000000) rotate(-355.000000) translate(-48.000000, -101.000000) \" x=\"46\" y=\"93\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n <rect transform=\"translate(32.000000, 96.000000) rotate(-350.000000) translate(-32.000000, -96.000000) \" x=\"30\" y=\"88\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n <rect transform=\"translate(96.000000, 96.000000) rotate(-10.000000) translate(-96.000000, -96.000000) \" x=\"94\" y=\"88\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n <rect transform=\"translate(112.000000, 88.000000) rotate(-20.000000) translate(-112.000000, -88.000000) \" x=\"110\" y=\"80\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n <rect transform=\"translate(16.000000, 88.000000) rotate(-340.000000) translate(-16.000000, -88.000000) \" x=\"14\" y=\"80\" width=\"4\" height=\"16\" rx=\"4\"></rect>\n </g>\n</svg>"
},
"$:/core/images/preview-open": {
"title": "$:/core/images/preview-open",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-preview-open tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M64.1099282,99.5876785 C39.2791836,99.5876785 16.3564602,87.9918313 1.57634884,68.6313396 C-0.378878622,66.070184 -0.378878622,62.5174945 1.57634884,59.9563389 C16.3564602,40.5958472 39.2791836,29 64.1099282,29 C88.9406729,29 111.863396,40.5958472 126.643508,59.9563389 C128.598735,62.5174945 128.598735,66.070184 126.643508,68.6313396 C111.863396,87.9918313 88.9406729,99.5876785 64.1099282,99.5876785 Z M110.213805,67.5808331 C111.654168,66.0569335 111.654168,63.9430665 110.213805,62.4191669 C99.3257042,50.8995835 82.4391647,44 64.1470385,44 C45.8549124,44 28.9683729,50.8995835 18.0802717,62.4191669 C16.6399094,63.9430665 16.6399094,66.0569335 18.0802717,67.5808331 C28.9683729,79.1004165 45.8549124,86 64.1470385,86 C82.4391647,86 99.3257042,79.1004165 110.213805,67.5808331 Z\"></path>\n <path d=\"M63.5,88 C76.4786916,88 87,77.4786916 87,64.5 C87,51.5213084 76.4786916,41 63.5,41 C50.5213084,41 40,51.5213084 40,64.5 C40,77.4786916 50.5213084,88 63.5,88 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/print-button": {
"title": "$:/core/images/print-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-print-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M112,71 L112,30.5 L111.96811,30.5 L111.96811,30.5 C111.932942,28.4998414 111.151676,26.510538 109.625176,24.9840387 L86.9982489,2.35711116 C85.3482153,0.707077645 83.1589869,-0.071534047 81,0.0201838424 L81,0 L23.9992458,0 C19.5808867,0 16,3.58213437 16,8.00092105 L16,71 L24,71 L24,8 L81,8 L81,22.4996539 C81,26.9216269 84.5818769,30.5 89.0003461,30.5 L104,30.5 L104,71 L112,71 Z\"></path>\n <rect x=\"32\" y=\"36\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"52\" width=\"64\" height=\"8\" rx=\"4\"></rect>\n <rect x=\"32\" y=\"20\" width=\"40\" height=\"8\" rx=\"4\"></rect>\n <path d=\"M0,80.0054195 C0,71.1658704 7.15611005,64 16.0008841,64 L111.999116,64 C120.83616,64 128,71.1553215 128,80.0054195 L128,111.99458 C128,120.83413 120.84389,128 111.999116,128 L16.0008841,128 C7.16383982,128 0,120.844679 0,111.99458 L0,80.0054195 Z M104,96 C108.418278,96 112,92.418278 112,88 C112,83.581722 108.418278,80 104,80 C99.581722,80 96,83.581722 96,88 C96,92.418278 99.581722,96 104,96 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/quote": {
"title": "$:/core/images/quote",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-quote tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M51.2188077,117.712501 L51.2188077,62.1993386 L27.4274524,62.1993386 C27.4274524,53.3075754 29.1096526,45.797753 32.4741035,39.669646 C35.8385544,33.541539 42.0867267,28.9154883 51.2188077,25.7913554 L51.2188077,2 C43.7689521,2.96127169 36.8599155,5.18417913 30.4914905,8.668789 C24.1230656,12.1533989 18.6559149,16.5391352 14.0898743,21.8261295 C9.52383382,27.1131238 5.97919764,33.2411389 3.45585945,40.2103586 C0.932521268,47.1795784 -0.208971741,54.6293222 0.0313461819,62.5598136 L0.0313461819,117.712501 L51.2188077,117.712501 Z M128,117.712501 L128,62.1993386 L104.208645,62.1993386 C104.208645,53.3075754 105.890845,45.797753 109.255296,39.669646 C112.619747,33.541539 118.867919,28.9154883 128,25.7913554 L128,2 C120.550144,2.96127169 113.641108,5.18417913 107.272683,8.668789 C100.904258,12.1533989 95.4371072,16.5391352 90.8710666,21.8261295 C86.3050261,27.1131238 82.7603899,33.2411389 80.2370517,40.2103586 C77.7137136,47.1795784 76.5722206,54.6293222 76.8125385,62.5598136 L76.8125385,117.712501 L128,117.712501 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/refresh-button": {
"title": "$:/core/images/refresh-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-refresh-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M106.369002,39.4325143 C116.529932,60.3119371 112.939592,86.1974934 95.5979797,103.539105 C73.7286194,125.408466 38.2713806,125.408466 16.4020203,103.539105 C-5.46734008,81.6697449 -5.46734008,46.2125061 16.4020203,24.3431458 C19.5262146,21.2189514 24.5915344,21.2189514 27.7157288,24.3431458 C30.8399231,27.4673401 30.8399231,32.5326599 27.7157288,35.6568542 C12.0947571,51.2778259 12.0947571,76.6044251 27.7157288,92.2253967 C43.3367004,107.846368 68.6632996,107.846368 84.2842712,92.2253967 C97.71993,78.7897379 99.5995262,58.1740623 89.9230597,42.729491 L83.4844861,54.9932839 C81.4307001,58.9052072 76.5945372,60.4115251 72.682614,58.3577391 C68.7706907,56.3039532 67.2643728,51.4677903 69.3181587,47.555867 L84.4354914,18.7613158 C86.4966389,14.8353707 91.3577499,13.3347805 95.273202,15.415792 L124.145886,30.7612457 C128.047354,32.8348248 129.52915,37.6785572 127.455571,41.5800249 C125.381992,45.4814927 120.53826,46.9632892 116.636792,44.8897102 L106.369002,39.4325143 Z M98.1470904,27.0648707 C97.9798954,26.8741582 97.811187,26.6843098 97.6409651,26.4953413 L98.6018187,26.1987327 L98.1470904,27.0648707 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/right-arrow": {
"title": "$:/core/images/right-arrow",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-right-arrow tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <path d=\"M80.3563798,109.353315 C78.9238993,110.786918 76.9450203,111.675144 74.7592239,111.675144 L-4.40893546,111.675144 C-8.77412698,111.675144 -12.3248558,108.130732 -12.3248558,103.758478 C-12.3248558,99.3951199 -8.78077754,95.8418109 -4.40893546,95.8418109 L66.8418109,95.8418109 L66.8418109,24.5910645 C66.8418109,20.225873 70.3862233,16.6751442 74.7584775,16.6751442 C79.1218352,16.6751442 82.6751442,20.2192225 82.6751442,24.5910645 L82.6751442,103.759224 C82.6751442,105.941695 81.7891419,107.920575 80.3566508,109.353886 Z\" transform=\"translate(35.175144, 64.175144) rotate(-45.000000) translate(-35.175144, -64.175144) \"></path>\n</svg>"
},
"$:/core/images/rotate-left": {
"title": "$:/core/images/rotate-left",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-rotate-left tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\"><g fill-rule=\"evenodd\"><rect width=\"32\" height=\"80\" rx=\"8\"/><rect x=\"48\" y=\"96\" width=\"80\" height=\"32\" rx=\"8\"/><path d=\"M61.32 36.65c19.743 2.45 35.023 19.287 35.023 39.693a4 4 0 0 1-8 0c0-15.663-11.254-28.698-26.117-31.46l3.916 3.916a4 4 0 1 1-5.657 5.657L49.172 43.142a4 4 0 0 1 0-5.657l11.313-11.313a4 4 0 1 1 5.657 5.656l-4.821 4.822z\"/></g></svg>"
},
"$:/core/images/save-button": {
"title": "$:/core/images/save-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-save-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\">\n <g fill-rule=\"evenodd\">\n <path d=\"M120.78304,34.329058 C125.424287,43.1924006 128.049406,53.2778608 128.049406,63.9764502 C128.049406,99.3226742 99.3956295,127.97645 64.0494055,127.97645 C28.7031816,127.97645 0.0494055385,99.3226742 0.0494055385,63.9764502 C0.0494055385,28.6302262 28.7031816,-0.0235498012 64.0494055,-0.0235498012 C82.8568763,-0.0235498012 99.769563,8.08898558 111.479045,21.0056358 L114.159581,18.3250998 C117.289194,15.1954866 122.356036,15.1939641 125.480231,18.3181584 C128.598068,21.4359957 128.601317,26.5107804 125.473289,29.6388083 L120.78304,34.329058 Z M108.72451,46.3875877 C110.870571,51.8341374 112.049406,57.767628 112.049406,63.9764502 C112.049406,90.4861182 90.5590735,111.97645 64.0494055,111.97645 C37.5397375,111.97645 16.0494055,90.4861182 16.0494055,63.9764502 C16.0494055,37.4667822 37.5397375,15.9764502 64.0494055,15.9764502 C78.438886,15.9764502 91.3495036,22.308215 100.147097,32.3375836 L58.9411255,73.5435552 L41.975581,56.5780107 C38.8486152,53.4510448 33.7746915,53.4551552 30.6568542,56.5729924 C27.5326599,59.6971868 27.5372202,64.7670668 30.6618725,67.8917192 L53.279253,90.5090997 C54.8435723,92.073419 56.8951519,92.8541315 58.9380216,92.8558261 C60.987971,92.8559239 63.0389578,92.0731398 64.6049211,90.5071765 L108.72451,46.3875877 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/size": {
"title": "$:/core/images/size",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-size tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <path d=\"M92.3431458,26 L83.1715729,35.1715729 C81.6094757,36.73367 81.6094757,39.26633 83.1715729,40.8284271 C84.73367,42.3905243 87.26633,42.3905243 88.8284271,40.8284271 L104.828427,24.8284271 C106.390524,23.26633 106.390524,20.73367 104.828427,19.1715729 L88.8284271,3.17157288 C87.26633,1.60947571 84.73367,1.60947571 83.1715729,3.17157288 C81.6094757,4.73367004 81.6094757,7.26632996 83.1715729,8.82842712 L92.3431457,18 L22,18 C19.790861,18 18,19.790861 18,22 L18,92.3431458 L8.82842712,83.1715729 C7.26632996,81.6094757 4.73367004,81.6094757 3.17157288,83.1715729 C1.60947571,84.73367 1.60947571,87.26633 3.17157288,88.8284271 L19.1715729,104.828427 C20.73367,106.390524 23.26633,106.390524 24.8284271,104.828427 L40.8284271,88.8284271 C42.3905243,87.26633 42.3905243,84.73367 40.8284271,83.1715729 C39.26633,81.6094757 36.73367,81.6094757 35.1715729,83.1715729 L26,92.3431458 L26,22 L22,26 L92.3431458,26 L92.3431458,26 Z M112,52 L112,116 L116,112 L52,112 C49.790861,112 48,113.790861 48,116 C48,118.209139 49.790861,120 52,120 L116,120 C118.209139,120 120,118.209139 120,116 L120,52 C120,49.790861 118.209139,48 116,48 C113.790861,48 112,49.790861 112,52 L112,52 Z\"></path>\n</svg>"
},
"$:/core/images/spiral": {
"title": "$:/core/images/spiral",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-spiral tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"nonzero\">\n <path d=\"M64.534 68.348c3.39 0 6.097-2.62 6.476-5.968l-4.755-.538 4.75.583c.377-3.07-1.194-6.054-3.89-7.78-2.757-1.773-6.34-2.01-9.566-.7-3.46 1.403-6.14 4.392-7.35 8.148l-.01.026c-1.3 4.08-.72 8.64 1.58 12.52 2.5 4.2 6.77 7.2 11.76 8.27 5.37 1.15 11.11-.05 15.83-3.31 5.04-3.51 8.46-9.02 9.45-15.3 1.05-6.7-.72-13.63-4.92-19.19l.02.02c-4.42-5.93-11.2-9.82-18.78-10.78-7.96-1.01-16.13 1.31-22.59 6.43-6.81 5.39-11.18 13.41-12.11 22.26-.98 9.27 1.87 18.65 7.93 26.02 6.32 7.69 15.6 12.56 25.74 13.48 10.54.96 21.15-2.42 29.45-9.4l.01-.01c8.58-7.25 13.94-17.78 14.86-29.21.94-11.84-2.96-23.69-10.86-32.9-8.19-9.5-19.95-15.36-32.69-16.27-13.16-.94-26.24 3.49-36.34 12.34l.01-.01c-10.41 9.08-16.78 22.1-17.68 36.15-.93 14.44 4.03 28.77 13.79 39.78 10.03 11.32 24.28 18.2 39.6 19.09 15.73.92 31.31-4.56 43.24-15.234 12.23-10.954 19.61-26.44 20.5-43.074.14-2.64-1.89-4.89-4.52-5.03-2.64-.14-4.89 1.88-5.03 4.52-.75 14.1-7 27.2-17.33 36.45-10.03 8.98-23.11 13.58-36.3 12.81-12.79-.75-24.67-6.48-33-15.89-8.07-9.11-12.17-20.94-11.41-32.827.74-11.52 5.942-22.15 14.43-29.54l.01-.01c8.18-7.17 18.74-10.75 29.35-9.998 10.21.726 19.6 5.41 26.11 12.96 6.24 7.273 9.32 16.61 8.573 25.894-.718 8.9-4.88 17.064-11.504 22.66l.01-.007c-6.36 5.342-14.44 7.92-22.425 7.19-7.604-.68-14.52-4.314-19.21-10.027-4.44-5.4-6.517-12.23-5.806-18.94.67-6.3 3.76-11.977 8.54-15.766 4.46-3.54 10.05-5.128 15.44-4.44 5.03.63 9.46 3.18 12.32 7.01l.02.024c2.65 3.5 3.75 7.814 3.1 11.92-.59 3.71-2.58 6.925-5.45 8.924-2.56 1.767-5.61 2.403-8.38 1.81-2.42-.516-4.42-1.92-5.53-3.79-.93-1.56-1.15-3.3-.69-4.75l-4.56-1.446L59.325 65c.36-1.12 1.068-1.905 1.84-2.22.25-.103.48-.14.668-.13.06.006.11.015.14.025.01 0 .01 0-.01-.01-.02-.015-.054-.045-.094-.088-.06-.064-.12-.145-.17-.244-.15-.29-.23-.678-.18-1.11l-.005.04c.15-1.332 1.38-2.523 3.035-2.523-2.65 0-4.79 2.144-4.79 4.787s2.14 4.785 4.78 4.785z\"></path>\n </g>\n</svg>"
},
"$:/core/images/stamp": {
"title": "$:/core/images/stamp",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-stamp tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M49.7334301,64 L16.0098166,64 C11.5838751,64 8,67.5829053 8,72.002643 L8,74.4986785 L8,97 L120,97 L120,74.4986785 L120,72.002643 C120,67.5737547 116.413883,64 111.990183,64 L78.2665699,64 C76.502049,60.7519149 75.5,57.0311962 75.5,53.0769231 C75.5,46.6017951 78.1869052,40.7529228 82.5087769,36.5800577 C85.3313113,32.7688808 87,28.0549983 87,22.952183 C87,10.2760423 76.7025492,0 64,0 C51.2974508,0 41,10.2760423 41,22.952183 C41,28.0549983 42.6686887,32.7688808 45.4912231,36.5800577 C49.8130948,40.7529228 52.5,46.6017951 52.5,53.0769231 C52.5,57.0311962 51.497951,60.7519149 49.7334301,64 Z M8,104 L120,104 L120,112 L8,112 L8,104 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/star-filled": {
"title": "$:/core/images/star-filled",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-star-filled tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"nonzero\">\n <path d=\"M61.8361286,96.8228569 L99.1627704,124.110219 C101.883827,126.099427 105.541968,123.420868 104.505636,120.198072 L90.2895569,75.9887263 L89.0292911,79.8977279 L126.314504,52.5528988 C129.032541,50.5595011 127.635256,46.2255025 124.273711,46.2229134 L78.1610486,46.1873965 L81.4604673,48.6032923 L67.1773543,4.41589688 C66.1361365,1.19470104 61.6144265,1.19470104 60.5732087,4.41589688 L46.2900957,48.6032923 L49.5895144,46.1873965 L3.47685231,46.2229134 C0.115307373,46.2255025 -1.28197785,50.5595011 1.43605908,52.5528988 L38.7212719,79.8977279 L37.4610061,75.9887263 L23.2449266,120.198072 C22.2085954,123.420868 25.8667356,126.099427 28.5877926,124.110219 L65.9144344,96.8228569 L61.8361286,96.8228569 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/storyview-classic": {
"title": "$:/core/images/storyview-classic",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-storyview-classic tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M8.00697327,0 C3.58484404,0 0,3.59075293 0,8.00697327 L0,119.993027 C0,124.415156 3.59075293,128 8.00697327,128 L119.993027,128 C124.415156,128 128,124.409247 128,119.993027 L128,8.00697327 C128,3.58484404 124.409247,0 119.993027,0 L8.00697327,0 L8.00697327,0 Z M23.9992458,16 C19.5813843,16 16,19.5776607 16,23.9924054 L16,40.0075946 C16,44.4216782 19.5881049,48 23.9992458,48 L104.000754,48 C108.418616,48 112,44.4223393 112,40.0075946 L112,23.9924054 C112,19.5783218 108.411895,16 104.000754,16 L23.9992458,16 L23.9992458,16 Z M23.9992458,64 C19.5813843,64 16,67.5907123 16,72 C16,76.418278 19.5881049,80 23.9992458,80 L104.000754,80 C108.418616,80 112,76.4092877 112,72 C112,67.581722 108.411895,64 104.000754,64 L23.9992458,64 L23.9992458,64 Z M23.9992458,96 C19.5813843,96 16,99.5907123 16,104 C16,108.418278 19.5881049,112 23.9992458,112 L104.000754,112 C108.418616,112 112,108.409288 112,104 C112,99.581722 108.411895,96 104.000754,96 L23.9992458,96 L23.9992458,96 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/storyview-pop": {
"title": "$:/core/images/storyview-pop",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-storyview-pop tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M8.00697327,0 C3.58484404,0 0,3.59075293 0,8.00697327 L0,119.993027 C0,124.415156 3.59075293,128 8.00697327,128 L119.993027,128 C124.415156,128 128,124.409247 128,119.993027 L128,8.00697327 C128,3.58484404 124.409247,0 119.993027,0 L8.00697327,0 L8.00697327,0 Z M23.9992458,16 C19.5813843,16 16,19.5776607 16,23.9924054 L16,40.0075946 C16,44.4216782 19.5881049,48 23.9992458,48 L104.000754,48 C108.418616,48 112,44.4223393 112,40.0075946 L112,23.9924054 C112,19.5783218 108.411895,16 104.000754,16 L23.9992458,16 L23.9992458,16 Z M16.0098166,56 C11.586117,56 8,59.5776607 8,63.9924054 L8,80.0075946 C8,84.4216782 11.5838751,88 16.0098166,88 L111.990183,88 C116.413883,88 120,84.4223393 120,80.0075946 L120,63.9924054 C120,59.5783218 116.416125,56 111.990183,56 L16.0098166,56 L16.0098166,56 Z M23.9992458,96 C19.5813843,96 16,99.5907123 16,104 C16,108.418278 19.5881049,112 23.9992458,112 L104.000754,112 C108.418616,112 112,108.409288 112,104 C112,99.581722 108.411895,96 104.000754,96 L23.9992458,96 L23.9992458,96 Z M23.9992458,64 C19.5813843,64 16,67.5907123 16,72 C16,76.418278 19.5881049,80 23.9992458,80 L104.000754,80 C108.418616,80 112,76.4092877 112,72 C112,67.581722 108.411895,64 104.000754,64 L23.9992458,64 L23.9992458,64 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/storyview-zoomin": {
"title": "$:/core/images/storyview-zoomin",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-storyview-zoomin tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M8.00697327,0 C3.58484404,0 0,3.59075293 0,8.00697327 L0,119.993027 C0,124.415156 3.59075293,128 8.00697327,128 L119.993027,128 C124.415156,128 128,124.409247 128,119.993027 L128,8.00697327 C128,3.58484404 124.409247,0 119.993027,0 L8.00697327,0 L8.00697327,0 Z M23.9992458,16 C19.5813843,16 16,19.578055 16,24.0085154 L16,71.9914846 C16,76.4144655 19.5881049,80 23.9992458,80 L104.000754,80 C108.418616,80 112,76.421945 112,71.9914846 L112,24.0085154 C112,19.5855345 108.411895,16 104.000754,16 L23.9992458,16 L23.9992458,16 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/strikethrough": {
"title": "$:/core/images/strikethrough",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-strikethrough tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M92.793842,38.7255689 L108.215529,38.7255689 C107.987058,31.985687 106.70193,26.1883331 104.360107,21.3333333 C102.018284,16.4783336 98.8197436,12.4516001 94.7643909,9.25301205 C90.7090382,6.05442399 85.9969032,3.71263572 80.6278447,2.22757697 C75.2587862,0.742518233 69.4328739,0 63.1499331,0 C57.552404,0 52.0977508,0.713959839 46.7858099,2.14190094 C41.473869,3.56984203 36.7331757,5.74027995 32.5635877,8.65327979 C28.3939997,11.5662796 25.0526676,15.2788708 22.5394913,19.7911647 C20.026315,24.3034585 18.7697456,29.6438781 18.7697456,35.8125837 C18.7697456,41.4101128 19.883523,46.0651309 22.1111111,49.7777778 C24.3386992,53.4904246 27.3087722,56.5176144 31.021419,58.8594378 C34.7340659,61.2012612 38.9321497,63.0861151 43.6157965,64.5140562 C48.2994433,65.9419973 53.068695,67.1985666 57.9236948,68.2838019 C62.7786945,69.3690371 67.5479462,70.4256977 72.231593,71.4538153 C76.9152398,72.4819329 81.1133237,73.8241773 84.8259705,75.480589 C88.5386174,77.1370007 91.5086903,79.2788802 93.7362784,81.9062918 C95.9638666,84.5337035 97.0776439,87.9607107 97.0776439,92.1874163 C97.0776439,96.6425926 96.1637753,100.298067 94.3360107,103.153949 C92.5082461,106.009831 90.109341,108.265944 87.1392236,109.922356 C84.1691061,111.578768 80.827774,112.749662 77.1151272,113.435074 C73.4024803,114.120485 69.7184476,114.463186 66.0629183,114.463186 C61.4935068,114.463186 57.0383974,113.892018 52.6974565,112.749665 C48.3565156,111.607312 44.5582492,109.836692 41.3025435,107.437751 C38.0468378,105.03881 35.4194656,101.983062 33.4203481,98.270415 C31.4212305,94.5577681 30.4216867,90.1312171 30.4216867,84.9906292 L15,84.9906292 C15,92.4159229 16.3422445,98.8415614 19.0267738,104.267738 C21.711303,109.693914 25.3667774,114.149023 29.9933066,117.633199 C34.6198357,121.117376 39.9888137,123.71619 46.1004016,125.429719 C52.2119895,127.143248 58.6947448,128 65.5488621,128 C71.1463912,128 76.7723948,127.343157 82.4270415,126.029451 C88.0816882,124.715745 93.1936407,122.602424 97.7630522,119.689424 C102.332464,116.776425 106.073613,113.006717 108.986613,108.380187 C111.899613,103.753658 113.356091,98.1847715 113.356091,91.6733601 C113.356091,85.6188899 112.242314,80.5926126 110.014726,76.5943775 C107.787137,72.5961424 104.817065,69.2833688 101.104418,66.6559572 C97.3917708,64.0285455 93.193687,61.9437828 88.5100402,60.4016064 C83.8263934,58.85943 79.0571416,57.5171855 74.2021419,56.3748327 C69.3471422,55.2324798 64.5778904,54.1758192 59.8942436,53.2048193 C55.2105968,52.2338193 51.012513,51.0058084 47.2998661,49.5207497 C43.5872193,48.0356909 40.6171463,46.1222786 38.3895582,43.7804552 C36.1619701,41.4386318 35.0481928,38.3828836 35.0481928,34.6131191 C35.0481928,30.6148841 35.8192694,27.273552 37.3614458,24.5890228 C38.9036222,21.9044935 40.9598265,19.762614 43.5301205,18.1633199 C46.1004145,16.5640259 49.041929,15.4216902 52.3547523,14.7362784 C55.6675757,14.0508667 59.0374661,13.708166 62.4645248,13.708166 C70.9179361,13.708166 77.8576257,15.6786952 83.2838019,19.6198126 C88.709978,23.56093 91.8799597,29.9294518 92.793842,38.7255689 L92.793842,38.7255689 Z\"></path>\n <rect x=\"5\" y=\"54\" width=\"118\" height=\"16\"></rect>\n </g>\n</svg>"
},
"$:/core/images/subscript": {
"title": "$:/core/images/subscript",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-subscript tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M2.27170276,16 L22.1825093,16 L43.8305003,49.6746527 L66.4138983,16 L85.1220387,16 L53.5854592,61.9685735 L87.3937414,111.411516 L67.0820462,111.411516 L43.295982,74.9306422 L19.1090291,111.411516 L0,111.411516 L33.8082822,61.9685735 L2.27170276,16 Z M127.910914,128.411516 L85.3276227,128.411516 C85.3870139,123.24448 86.6342108,118.730815 89.0692508,114.870386 C91.5042907,111.009956 94.8301491,107.654403 99.0469256,104.803624 C101.066227,103.318844 103.174584,101.878629 105.372059,100.482935 C107.569534,99.0872413 109.588805,97.5876355 111.429933,95.9840726 C113.271061,94.3805097 114.785514,92.6433426 115.973338,90.7725192 C117.161163,88.9016958 117.784761,86.7487964 117.844152,84.3137564 C117.844152,83.1853233 117.710524,81.9826691 117.443264,80.7057579 C117.176003,79.4288467 116.656338,78.2410402 115.884252,77.1423026 C115.112166,76.0435651 114.04314,75.123015 112.677142,74.3806248 C111.311144,73.6382345 109.529434,73.267045 107.331959,73.267045 C105.312658,73.267045 103.634881,73.6679297 102.298579,74.4697112 C100.962276,75.2714926 99.8932503,76.3702137 99.0914688,77.7659073 C98.2896874,79.161601 97.6957841,80.8096826 97.3097412,82.7102016 C96.9236982,84.6107206 96.7009845,86.6596869 96.6415933,88.857162 L86.4857457,88.857162 C86.4857457,85.4124713 86.9460207,82.2202411 87.8665846,79.2803758 C88.7871485,76.3405105 90.1679736,73.801574 92.0091014,71.6634901 C93.8502292,69.5254062 96.092214,67.8476295 98.7351233,66.6301095 C101.378033,65.4125895 104.451482,64.8038386 107.955564,64.8038386 C111.756602,64.8038386 114.933984,65.4274371 117.487807,66.6746527 C120.041629,67.9218683 122.105443,69.4957119 123.67931,71.3962309 C125.253178,73.2967499 126.366746,75.3605638 127.02005,77.5877345 C127.673353,79.8149053 128,81.9381095 128,83.9574109 C128,86.4518421 127.613963,88.7086746 126.841877,90.727976 C126.069791,92.7472774 125.03046,94.6032252 123.723854,96.2958749 C122.417247,97.9885247 120.932489,99.5475208 119.269534,100.97291 C117.60658,102.398299 115.884261,103.734582 114.102524,104.981797 C112.320788,106.229013 110.539078,107.416819 108.757341,108.545253 C106.975605,109.673686 105.327523,110.802102 103.813047,111.930535 C102.298571,113.058968 100.977136,114.231927 99.8487031,115.449447 C98.7202699,116.666967 97.9481956,117.958707 97.5324571,119.324705 L127.910914,119.324705 L127.910914,128.411516 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/superscript": {
"title": "$:/core/images/superscript",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-superscript tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M2.27170276,16 L22.1825093,16 L43.8305003,49.6746527 L66.4138983,16 L85.1220387,16 L53.5854592,61.9685735 L87.3937414,111.411516 L67.0820462,111.411516 L43.295982,74.9306422 L19.1090291,111.411516 L0,111.411516 L33.8082822,61.9685735 L2.27170276,16 Z M127.910914,63.4115159 L85.3276227,63.4115159 C85.3870139,58.2444799 86.6342108,53.7308149 89.0692508,49.8703857 C91.5042907,46.0099565 94.8301491,42.654403 99.0469256,39.8036245 C101.066227,38.318844 103.174584,36.8786285 105.372059,35.4829349 C107.569534,34.0872413 109.588805,32.5876355 111.429933,30.9840726 C113.271061,29.3805097 114.785514,27.6433426 115.973338,25.7725192 C117.161163,23.9016958 117.784761,21.7487964 117.844152,19.3137564 C117.844152,18.1853233 117.710524,16.9826691 117.443264,15.7057579 C117.176003,14.4288467 116.656338,13.2410402 115.884252,12.1423026 C115.112166,11.0435651 114.04314,10.123015 112.677142,9.38062477 C111.311144,8.63823453 109.529434,8.26704499 107.331959,8.26704499 C105.312658,8.26704499 103.634881,8.6679297 102.298579,9.46971115 C100.962276,10.2714926 99.8932503,11.3702137 99.0914688,12.7659073 C98.2896874,14.161601 97.6957841,15.8096826 97.3097412,17.7102016 C96.9236982,19.6107206 96.7009845,21.6596869 96.6415933,23.857162 L86.4857457,23.857162 C86.4857457,20.4124713 86.9460207,17.2202411 87.8665846,14.2803758 C88.7871485,11.3405105 90.1679736,8.80157397 92.0091014,6.6634901 C93.8502292,4.52540622 96.092214,2.84762946 98.7351233,1.63010947 C101.378033,0.412589489 104.451482,-0.196161372 107.955564,-0.196161372 C111.756602,-0.196161372 114.933984,0.427437071 117.487807,1.67465266 C120.041629,2.92186826 122.105443,4.49571195 123.67931,6.39623095 C125.253178,8.29674995 126.366746,10.3605638 127.02005,12.5877345 C127.673353,14.8149053 128,16.9381095 128,18.9574109 C128,21.4518421 127.613963,23.7086746 126.841877,25.727976 C126.069791,27.7472774 125.03046,29.6032252 123.723854,31.2958749 C122.417247,32.9885247 120.932489,34.5475208 119.269534,35.97291 C117.60658,37.3982993 115.884261,38.7345816 114.102524,39.9817972 C112.320788,41.2290128 110.539078,42.4168194 108.757341,43.5452525 C106.975605,44.6736857 105.327523,45.8021019 103.813047,46.9305351 C102.298571,48.0589682 100.977136,49.2319272 99.8487031,50.4494472 C98.7202699,51.6669672 97.9481956,52.9587068 97.5324571,54.3247048 L127.910914,54.3247048 L127.910914,63.4115159 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/tag-button": {
"title": "$:/core/images/tag-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-tag-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M18.1643182,47.6600756 L18.1677196,51.7651887 C18.1708869,55.5878829 20.3581578,60.8623899 23.0531352,63.5573673 L84.9021823,125.406414 C87.5996731,128.103905 91.971139,128.096834 94.6717387,125.396234 L125.766905,94.3010679 C128.473612,91.5943612 128.472063,87.2264889 125.777085,84.5315115 L63.9280381,22.6824644 C61.2305472,19.9849735 55.9517395,17.801995 52.1318769,17.8010313 L25.0560441,17.7942007 C21.2311475,17.7932358 18.1421354,20.8872832 18.1452985,24.7049463 L18.1535504,34.6641936 C18.2481119,34.6754562 18.3439134,34.6864294 18.4409623,34.6971263 C22.1702157,35.1081705 26.9295004,34.6530132 31.806204,33.5444844 C32.1342781,33.0700515 32.5094815,32.6184036 32.9318197,32.1960654 C35.6385117,29.4893734 39.5490441,28.718649 42.94592,29.8824694 C43.0432142,29.8394357 43.1402334,29.7961748 43.2369683,29.7526887 L43.3646982,30.0368244 C44.566601,30.5115916 45.6933052,31.2351533 46.6655958,32.2074439 C50.4612154,36.0030635 50.4663097,42.1518845 46.6769742,45.94122 C43.0594074,49.5587868 37.2914155,49.7181264 33.4734256,46.422636 C28.1082519,47.5454734 22.7987486,48.0186448 18.1643182,47.6600756 Z\"></path>\n <path d=\"M47.6333528,39.5324628 L47.6562932,39.5834939 C37.9670934,43.9391617 26.0718874,46.3819521 17.260095,45.4107025 C5.27267473,44.0894301 -1.02778744,36.4307276 2.44271359,24.0779512 C5.56175386,12.9761516 14.3014034,4.36129832 24.0466405,1.54817001 C34.7269254,-1.53487574 43.7955833,3.51606438 43.7955834,14.7730751 L35.1728168,14.7730752 C35.1728167,9.91428944 32.0946059,8.19982862 26.4381034,9.83267419 C19.5270911,11.8276553 13.046247,18.2159574 10.7440788,26.4102121 C8.82861123,33.2280582 11.161186,36.0634845 18.2047888,36.8398415 C25.3302805,37.6252244 35.7353482,35.4884477 44.1208333,31.7188498 L44.1475077,31.7781871 C44.159701,31.7725635 44.1718402,31.7671479 44.1839238,31.7619434 C45.9448098,31.0035157 50.4503245,38.3109156 47.7081571,39.5012767 C47.6834429,39.512005 47.6585061,39.5223987 47.6333528,39.5324628 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/theme-button": {
"title": "$:/core/images/theme-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-theme-button tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M55.854113,66.9453198 C54.3299482,65.1432292 53.0133883,63.518995 51.9542746,62.1263761 C40.8899947,47.578055 35.3091807,55.2383404 28.9941893,62.1263758 C22.6791979,69.0144112 30.6577916,74.5954741 24.6646171,79.4611023 C18.6714426,84.3267304 19.0414417,86.0133155 8.92654943,77.1119468 C-1.18834284,68.2105781 -1.88793412,65.7597832 2.7553553,60.6807286 C7.39864472,55.601674 11.2794845,63.5989423 20.7646627,54.5728325 C30.2498409,45.5467226 22.2819131,37.5470737 22.2819131,37.5470737 C22.2819131,37.5470737 42.0310399,-2.82433362 68.4206088,0.157393922 C94.8101776,3.13912147 58.4373806,-3.70356506 49.3898693,27.958066 C45.5161782,41.5139906 50.1107906,38.3197672 57.4560458,44.0453955 C59.1625767,45.3756367 63.8839488,48.777453 70.127165,53.3625321 C63.9980513,59.2416709 58.9704753,64.0315459 55.854113,66.9453198 Z M67.4952439,79.8919946 C83.5082212,96.9282402 105.237121,117.617674 112.611591,120.312493 C123.044132,124.12481 128.000001,117.170903 128,105.522947 C127.999999,98.3705516 104.170675,78.980486 84.0760493,63.7529565 C76.6683337,70.9090328 70.7000957,76.7055226 67.4952439,79.8919946 Z\"></path>\n <path d=\"M58.2852966,138.232794 L58.2852966,88.3943645 C56.318874,88.3923153 54.7254089,86.7952906 54.7254089,84.8344788 C54.7254089,82.8684071 56.3175932,81.2745911 58.2890859,81.2745911 L79.6408336,81.2745911 C81.608998,81.2745911 83.2045105,82.8724076 83.2045105,84.8344788 C83.2045105,86.7992907 81.614366,88.3923238 79.6446228,88.3943645 L79.6446228,88.3943646 L79.6446228,138.232794 C79.6446228,144.131009 74.8631748,148.912457 68.9649597,148.912457 C63.0667446,148.912457 58.2852966,144.131009 58.2852966,138.232794 Z M65.405072,-14.8423767 L72.5248474,-14.8423767 L76.0847351,-0.690681892 L72.5248474,6.51694947 L72.5248474,81.2745911 L65.405072,81.2745911 L65.405072,6.51694947 L61.8451843,-0.690681892 L65.405072,-14.8423767 Z\" transform=\"translate(68.964960, 67.035040) rotate(45.000000) translate(-68.964960, -67.035040) \"></path>\n </g>\n</svg>"
},
"$:/core/images/timestamp-off": {
"title": "$:/core/images/timestamp-off",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-timestamp-off tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M58.25 11C26.08 11 0 37.082 0 69.25s26.08 58.25 58.25 58.25c32.175 0 58.25-26.082 58.25-58.25S90.425 11 58.25 11zm0 100.5C34.914 111.5 16 92.586 16 69.25 16 45.92 34.914 27 58.25 27s42.25 18.92 42.25 42.25c0 23.336-18.914 42.25-42.25 42.25zM49.704 10c-2.762 0-5-2.24-5-5-.004-2.756 2.238-5 5-5H66.69c2.762 0 5.002 2.24 5 5 .006 2.757-2.238 5-5 5H49.705z\"/><path d=\"M58.25 35.88c-18.777 0-33.998 15.224-33.998 33.998 0 18.773 15.22 34.002 33.998 34.002 18.784 0 34.002-15.23 34.002-34.002 0-18.774-15.218-33.998-34.002-33.998zm-3.03 50.123H44.196v-34H55.22v34zm16.976 0H61.17v-34h11.025v34z\"/>\n </g>\n</svg>\n"
},
"$:/core/images/timestamp-on": {
"title": "$:/core/images/timestamp-on",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-timestamp-on tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M58.25 11C26.08 11 0 37.082 0 69.25s26.08 58.25 58.25 58.25c32.175 0 58.25-26.082 58.25-58.25S90.425 11 58.25 11zm0 100.5C34.914 111.5 16 92.586 16 69.25 16 45.92 34.914 27 58.25 27s42.25 18.92 42.25 42.25c0 23.336-18.914 42.25-42.25 42.25zM49.704 10c-2.762 0-5-2.24-5-5-.004-2.756 2.238-5 5-5H66.69c2.762 0 5.002 2.24 5 5 .006 2.757-2.238 5-5 5H49.705z\"/><path d=\"M13.41 27.178c-2.116 1.775-5.27 1.498-7.045-.613-1.772-2.11-1.498-5.27.616-7.047l9.95-8.348c2.115-1.774 5.27-1.5 7.045.618 1.775 2.108 1.498 5.27-.616 7.043l-9.95 8.348zM102.983 27.178c2.116 1.775 5.27 1.498 7.045-.613 1.772-2.11 1.498-5.27-.616-7.047l-9.95-8.348c-2.114-1.774-5.27-1.5-7.044.618-1.775 2.108-1.498 5.27.616 7.043l9.95 8.348zM65.097 71.072c0 3.826-3.09 6.928-6.897 6.928-3.804.006-6.9-3.102-6.903-6.928 0 0 4.76-39.072 6.903-39.072s6.897 39.072 6.897 39.072z\"/>\n </g>\n</svg>\n"
},
"$:/core/images/tip": {
"title": "$:/core/images/tip",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-tip tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M64,128.241818 C99.346224,128.241818 128,99.5880417 128,64.2418177 C128,28.8955937 99.346224,0.241817675 64,0.241817675 C28.653776,0.241817675 0,28.8955937 0,64.2418177 C0,99.5880417 28.653776,128.241818 64,128.241818 Z M75.9358659,91.4531941 C75.3115438,95.581915 70.2059206,98.8016748 64,98.8016748 C57.7940794,98.8016748 52.6884562,95.581915 52.0641341,91.4531941 C54.3299053,94.0502127 58.8248941,95.8192805 64,95.8192805 C69.1751059,95.8192805 73.6700947,94.0502127 75.9358659,91.4531941 L75.9358659,91.4531941 Z M75.9358659,95.9453413 C75.3115438,100.074062 70.2059206,103.293822 64,103.293822 C57.7940794,103.293822 52.6884562,100.074062 52.0641341,95.9453413 C54.3299053,98.5423599 58.8248941,100.311428 64,100.311428 C69.1751059,100.311428 73.6700947,98.5423599 75.9358659,95.9453413 L75.9358659,95.9453413 Z M75.9358659,100.40119 C75.3115438,104.529911 70.2059206,107.74967 64,107.74967 C57.7940794,107.74967 52.6884562,104.529911 52.0641341,100.40119 C54.3299053,102.998208 58.8248941,104.767276 64,104.767276 C69.1751059,104.767276 73.6700947,102.998208 75.9358659,100.40119 L75.9358659,100.40119 Z M75.9358659,104.893337 C75.3115438,109.022058 70.2059206,112.241818 64,112.241818 C57.7940794,112.241818 52.6884562,109.022058 52.0641341,104.893337 C54.3299053,107.490356 58.8248941,109.259423 64,109.259423 C69.1751059,109.259423 73.6700947,107.490356 75.9358659,104.893337 L75.9358659,104.893337 Z M64.3010456,24.2418177 C75.9193117,24.2418188 88.0000013,32.0619847 88,48.4419659 C87.9999987,64.8219472 75.9193018,71.7540963 75.9193021,83.5755932 C75.9193022,89.4486648 70.0521957,92.8368862 63.9999994,92.8368862 C57.947803,92.8368862 51.9731007,89.8295115 51.9731007,83.5755932 C51.9731007,71.1469799 39.9999998,65.4700602 40,48.4419647 C40.0000002,31.4138691 52.6827796,24.2418166 64.3010456,24.2418177 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/transcludify": {
"title": "$:/core/images/transcludify",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-transcludify-button tc-image-button\" viewBox=\"0 0 128 128\" width=\"22pt\" height=\"22pt\"><path d=\"M0 59.482c.591 0 1.36-.089 2.306-.266a10.417 10.417 0 0 0 2.75-.932 6.762 6.762 0 0 0 2.306-1.907c.651-.828.976-1.863.976-3.104V35.709c0-2.01.414-3.74 1.242-5.19.828-1.448 1.833-2.66 3.016-3.636s2.425-1.7 3.726-2.173c1.3-.473 2.424-.71 3.37-.71h8.073v7.451h-4.88c-1.241 0-2.232.207-2.97.621-.74.414-1.302.932-1.686 1.552a4.909 4.909 0 0 0-.71 1.996c-.089.71-.133 1.39-.133 2.04v16.677c0 1.715-.325 3.134-.976 4.258-.65 1.123-1.434 2.025-2.35 2.705-.917.68-1.863 1.168-2.839 1.464-.976.296-1.818.473-2.528.532v.178c.71.059 1.552.207 2.528.443.976.237 1.922.68 2.839 1.33.916.651 1.7 1.583 2.35 2.795.65 1.212.976 2.853.976 4.923v16.144c0 .65.044 1.33.133 2.04.089.71.325 1.375.71 1.996.384.621.946 1.139 1.685 1.553.74.414 1.73.62 2.972.62h4.879v7.452h-8.073c-.946 0-2.07-.237-3.37-.71-1.301-.473-2.543-1.197-3.726-2.173-1.183-.976-2.188-2.188-3.016-3.637-.828-1.449-1.242-3.179-1.242-5.19V74.119c0-1.42-.325-2.572-.976-3.46-.65-.886-1.419-1.581-2.306-2.084a8.868 8.868 0 0 0-2.75-1.02C1.36 67.377.591 67.288 0 67.288v-7.806zm24.66 0c.591 0 1.36-.089 2.306-.266a10.417 10.417 0 0 0 2.75-.932 6.762 6.762 0 0 0 2.306-1.907c.65-.828.976-1.863.976-3.104V35.709c0-2.01.414-3.74 1.242-5.19.828-1.448 1.833-2.66 3.016-3.636s2.425-1.7 3.726-2.173c1.3-.473 2.424-.71 3.37-.71h8.073v7.451h-4.88c-1.241 0-2.232.207-2.97.621-.74.414-1.302.932-1.686 1.552a4.909 4.909 0 0 0-.71 1.996c-.089.71-.133 1.39-.133 2.04v16.677c0 1.715-.325 3.134-.976 4.258-.65 1.123-1.434 2.025-2.35 2.705-.917.68-1.863 1.168-2.839 1.464-.976.296-1.818.473-2.528.532v.178c.71.059 1.552.207 2.528.443.976.237 1.922.68 2.839 1.33.916.651 1.7 1.583 2.35 2.795.65 1.212.976 2.853.976 4.923v16.144c0 .65.044 1.33.133 2.04.089.71.325 1.375.71 1.996.384.621.946 1.139 1.685 1.553.74.414 1.73.62 2.972.62h4.879v7.452h-8.073c-.946 0-2.07-.237-3.37-.71-1.301-.473-2.543-1.197-3.726-2.173-1.183-.976-2.188-2.188-3.016-3.637-.828-1.449-1.242-3.179-1.242-5.19V74.119c0-1.42-.325-2.572-.976-3.46-.65-.886-1.419-1.581-2.306-2.084a8.868 8.868 0 0 0-2.75-1.02c-.946-.177-1.715-.266-2.306-.266v-7.806zm43.965-3.538L80.6 52.041l2.306 7.097-12.063 3.903 7.628 10.378-6.12 4.435-7.63-10.467-7.45 10.201-5.943-4.524 7.628-10.023-12.152-4.17 2.306-7.096 12.064 4.17V43.347h7.451v12.596zm34.425 11.344c-.65 0-1.449.089-2.395.266-.946.177-1.863.488-2.75.931a6.356 6.356 0 0 0-2.262 1.908c-.62.828-.931 1.862-.931 3.104v17.564c0 2.01-.414 3.74-1.242 5.189-.828 1.449-1.833 2.661-3.016 3.637s-2.425 1.7-3.726 2.173c-1.3.473-2.424.71-3.37.71h-8.073v-7.451h4.88c1.241 0 2.232-.207 2.97-.621.74-.414 1.302-.932 1.686-1.553a4.9 4.9 0 0 0 .71-1.995c.089-.71.133-1.39.133-2.04V72.432c0-1.715.325-3.134.976-4.258.65-1.124 1.434-2.01 2.35-2.661.917-.65 1.863-1.124 2.839-1.42.976-.295 1.818-.502 2.528-.62v-.178c-.71-.059-1.552-.207-2.528-.443-.976-.237-1.922-.68-2.839-1.33-.916-.651-1.7-1.583-2.35-2.795-.65-1.212-.976-2.853-.976-4.923V37.66c0-.651-.044-1.331-.133-2.04a4.909 4.909 0 0 0-.71-1.997c-.384-.62-.946-1.138-1.685-1.552-.74-.414-1.73-.62-2.972-.62h-4.879V24h8.073c.946 0 2.07.237 3.37.71 1.301.473 2.543 1.197 3.726 2.173 1.183.976 2.188 2.188 3.016 3.637.828 1.449 1.242 3.178 1.242 5.189v16.943c0 1.419.31 2.572.931 3.46a6.897 6.897 0 0 0 2.262 2.084 8.868 8.868 0 0 0 2.75 1.02c.946.177 1.745.266 2.395.266v7.806zm24.66 0c-.65 0-1.449.089-2.395.266-.946.177-1.863.488-2.75.931a6.356 6.356 0 0 0-2.262 1.908c-.62.828-.931 1.862-.931 3.104v17.564c0 2.01-.414 3.74-1.242 5.189-.828 1.449-1.833 2.661-3.016 3.637s-2.425 1.7-3.726 2.173c-1.3.473-2.424.71-3.37.71h-8.073v-7.451h4.88c1.241 0 2.232-.207 2.97-.621.74-.414 1.302-.932 1.686-1.553a4.9 4.9 0 0 0 .71-1.995c.089-.71.133-1.39.133-2.04V72.432c0-1.715.325-3.134.976-4.258.65-1.124 1.434-2.01 2.35-2.661.917-.65 1.863-1.124 2.839-1.42.976-.295 1.818-.502 2.528-.62v-.178c-.71-.059-1.552-.207-2.528-.443-.976-.237-1.922-.68-2.839-1.33-.916-.651-1.7-1.583-2.35-2.795-.65-1.212-.976-2.853-.976-4.923V37.66c0-.651-.044-1.331-.133-2.04a4.909 4.909 0 0 0-.71-1.997c-.384-.62-.946-1.138-1.685-1.552-.74-.414-1.73-.62-2.972-.62h-4.879V24h8.073c.946 0 2.07.237 3.37.71 1.301.473 2.543 1.197 3.726 2.173 1.183.976 2.188 2.188 3.016 3.637.828 1.449 1.242 3.178 1.242 5.189v16.943c0 1.419.31 2.572.931 3.46a6.897 6.897 0 0 0 2.262 2.084 8.868 8.868 0 0 0 2.75 1.02c.946.177 1.745.266 2.395.266v7.806z\" fill-rule=\"evenodd\"/></svg>\n"
},
"$:/core/images/twitter": {
"title": "$:/core/images/twitter",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-twitter tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M41.6263422,115.803477 C27.0279663,115.803477 13.4398394,111.540813 1.99987456,104.234833 C4.02221627,104.472643 6.08004574,104.594302 8.16644978,104.594302 C20.277456,104.594302 31.4238403,100.47763 40.270894,93.5715185 C28.9590538,93.3635501 19.4123842,85.9189246 16.1230832,75.6885328 C17.7011365,75.9892376 19.320669,76.1503787 20.9862896,76.1503787 C23.344152,76.1503787 25.6278127,75.8359011 27.7971751,75.247346 C15.9709927,72.8821073 7.06079851,62.4745062 7.06079851,49.9982394 C7.06079851,49.8898938 7.06079851,49.7820074 7.06264203,49.67458 C10.5482779,51.6032228 14.5339687,52.7615103 18.7717609,52.8951059 C11.8355159,48.277565 7.2714207,40.3958845 7.2714207,31.4624258 C7.2714207,26.7434257 8.54621495,22.3200804 10.7713439,18.5169676 C23.5211299,34.0957738 42.568842,44.3472839 64.0532269,45.4210985 C63.6126256,43.5365285 63.3835682,41.5711584 63.3835682,39.5529928 C63.3835682,25.3326379 74.95811,13.8034766 89.2347917,13.8034766 C96.6697089,13.8034766 103.387958,16.930807 108.103682,21.9353619 C113.991886,20.780288 119.52429,18.6372496 124.518847,15.6866694 C122.588682,21.6993889 118.490075,26.7457211 113.152623,29.9327334 C118.381769,29.3102055 123.363882,27.926045 127.999875,25.8780385 C124.534056,31.0418981 120.151087,35.5772616 115.100763,39.2077561 C115.150538,40.3118708 115.175426,41.4224128 115.175426,42.538923 C115.175426,76.5663154 89.1744164,115.803477 41.6263422,115.803477\"></path>\n </g>\n</svg>\n"
},
"$:/core/images/underline": {
"title": "$:/core/images/underline",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-underline tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M7,117.421488 L121.247934,117.421488 L121.247934,128 L7,128 L7,117.421488 Z M104.871212,98.8958333 L104.871212,0 L88.6117424,0 L88.6117424,55.8560606 C88.6117424,60.3194668 88.0060035,64.432115 86.7945076,68.1941288 C85.5830116,71.9561425 83.7657949,75.239885 81.342803,78.0454545 C78.9198111,80.8510241 75.8911167,83.0189317 72.2566288,84.5492424 C68.6221409,86.0795531 64.3182067,86.844697 59.344697,86.844697 C53.0959284,86.844697 48.1862552,85.0593613 44.6155303,81.4886364 C41.0448054,77.9179114 39.2594697,73.0720003 39.2594697,66.9507576 L39.2594697,0 L23,0 L23,65.0378788 C23,70.3939662 23.5419769,75.2717583 24.625947,79.6714015 C25.709917,84.0710447 27.5908957,87.864883 30.2689394,91.0530303 C32.9469831,94.2411776 36.4538925,96.6960141 40.7897727,98.4176136 C45.125653,100.139213 50.545422,101 57.0492424,101 C64.3182182,101 70.630655,99.5653553 75.9867424,96.6960227 C81.3428298,93.8266902 85.742407,89.33147 89.1856061,83.2102273 L89.5681818,83.2102273 L89.5681818,98.8958333 L104.871212,98.8958333 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/unfold-all-button": {
"title": "$:/core/images/unfold-all-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-unfold-all tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <rect x=\"0\" y=\"0\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <rect x=\"0\" y=\"64\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <path d=\"M85.598226,8.34884273 C84.1490432,6.89863875 82.1463102,6 79.9340286,6 L47.9482224,6 C43.5292967,6 39.9411255,9.581722 39.9411255,14 C39.9411255,18.4092877 43.5260249,22 47.9482224,22 L71.9411255,22 L71.9411255,45.9929031 C71.9411255,50.4118288 75.5228475,54 79.9411255,54 C84.3504132,54 87.9411255,50.4151006 87.9411255,45.9929031 L87.9411255,14.0070969 C87.9411255,11.7964515 87.0447363,9.79371715 85.5956548,8.34412458 Z\" transform=\"translate(63.941125, 30.000000) scale(1, -1) rotate(-45.000000) translate(-63.941125, -30.000000) \"></path>\n <path d=\"M85.6571005,72.2899682 C84.2079177,70.8397642 82.2051847,69.9411255 79.9929031,69.9411255 L48.0070969,69.9411255 C43.5881712,69.9411255 40,73.5228475 40,77.9411255 C40,82.3504132 43.5848994,85.9411255 48.0070969,85.9411255 L72,85.9411255 L72,109.934029 C72,114.352954 75.581722,117.941125 80,117.941125 C84.4092877,117.941125 88,114.356226 88,109.934029 L88,77.9482224 C88,75.737577 87.1036108,73.7348426 85.6545293,72.2852501 Z\" transform=\"translate(64.000000, 93.941125) scale(1, -1) rotate(-45.000000) translate(-64.000000, -93.941125) \"></path>\n </g>\n</svg>"
},
"$:/core/images/unfold-button": {
"title": "$:/core/images/unfold-button",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-unfold tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <rect x=\"0\" y=\"0\" width=\"128\" height=\"16\" rx=\"8\"></rect>\n <path d=\"M85.598226,11.3488427 C84.1490432,9.89863875 82.1463102,9 79.9340286,9 L47.9482224,9 C43.5292967,9 39.9411255,12.581722 39.9411255,17 C39.9411255,21.4092877 43.5260249,25 47.9482224,25 L71.9411255,25 L71.9411255,48.9929031 C71.9411255,53.4118288 75.5228475,57 79.9411255,57 C84.3504132,57 87.9411255,53.4151006 87.9411255,48.9929031 L87.9411255,17.0070969 C87.9411255,14.7964515 87.0447363,12.7937171 85.5956548,11.3441246 Z\" transform=\"translate(63.941125, 33.000000) scale(1, -1) rotate(-45.000000) translate(-63.941125, -33.000000) \"></path>\n <path d=\"M85.6571005,53.4077172 C84.2079177,51.9575133 82.2051847,51.0588745 79.9929031,51.0588745 L48.0070969,51.0588745 C43.5881712,51.0588745 40,54.6405965 40,59.0588745 C40,63.4681622 43.5848994,67.0588745 48.0070969,67.0588745 L72,67.0588745 L72,91.0517776 C72,95.4707033 75.581722,99.0588745 80,99.0588745 C84.4092877,99.0588745 88,95.4739751 88,91.0517776 L88,59.0659714 C88,56.855326 87.1036108,54.8525917 85.6545293,53.4029991 Z\" transform=\"translate(64.000000, 75.058875) scale(1, -1) rotate(-45.000000) translate(-64.000000, -75.058875) \"></path>\n </g>\n</svg>"
},
"$:/core/images/unlocked-padlock": {
"title": "$:/core/images/unlocked-padlock",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-unlocked-padlock tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M48.6266053,64 L105,64 L105,96.0097716 C105,113.673909 90.6736461,128 73.001193,128 L55.998807,128 C38.3179793,128 24,113.677487 24,96.0097716 L24,64 L30.136303,64 C19.6806213,51.3490406 2.77158986,28.2115132 25.8366966,8.85759246 C50.4723026,-11.8141335 71.6711028,13.2108337 81.613302,25.0594855 C91.5555012,36.9081373 78.9368488,47.4964439 69.1559674,34.9513593 C59.375086,22.4062748 47.9893192,10.8049522 35.9485154,20.9083862 C23.9077117,31.0118202 34.192312,43.2685325 44.7624679,55.8655518 C47.229397,58.805523 48.403443,61.5979188 48.6266053,64 Z M67.7315279,92.3641717 C70.8232551,91.0923621 73,88.0503841 73,84.5 C73,79.8055796 69.1944204,76 64.5,76 C59.8055796,76 56,79.8055796 56,84.5 C56,87.947435 58.0523387,90.9155206 61.0018621,92.2491029 L55.9067479,115.020857 L72.8008958,115.020857 L67.7315279,92.3641717 L67.7315279,92.3641717 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/up-arrow": {
"title": "$:/core/images/up-arrow",
"created": "20150316000544368",
"modified": "20150316000831867",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-up-arrow tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n<path transform=\"rotate(-135, 63.8945, 64.1752)\" d=\"m109.07576,109.35336c-1.43248,1.43361 -3.41136,2.32182 -5.59717,2.32182l-79.16816,0c-4.36519,0 -7.91592,-3.5444 -7.91592,-7.91666c0,-4.36337 3.54408,-7.91667 7.91592,-7.91667l71.25075,0l0,-71.25074c0,-4.3652 3.54442,-7.91592 7.91667,-7.91592c4.36336,0 7.91667,3.54408 7.91667,7.91592l0,79.16815c0,2.1825 -0.88602,4.16136 -2.3185,5.59467l-0.00027,-0.00056l0.00001,-0.00001z\" />\n</svg>\n \n"
},
"$:/core/images/video": {
"title": "$:/core/images/video",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-video tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M64,12 C29.0909091,12 8.72727273,14.9166667 5.81818182,17.8333333 C2.90909091,20.75 1.93784382e-15,41.1666667 0,64.5 C1.93784382e-15,87.8333333 2.90909091,108.25 5.81818182,111.166667 C8.72727273,114.083333 29.0909091,117 64,117 C98.9090909,117 119.272727,114.083333 122.181818,111.166667 C125.090909,108.25 128,87.8333333 128,64.5 C128,41.1666667 125.090909,20.75 122.181818,17.8333333 C119.272727,14.9166667 98.9090909,12 64,12 Z M54.9161194,44.6182253 C51.102648,42.0759111 48.0112186,43.7391738 48.0112186,48.3159447 L48.0112186,79.6840553 C48.0112186,84.2685636 51.109784,85.9193316 54.9161194,83.3817747 L77.0838806,68.6032672 C80.897352,66.0609529 80.890216,61.9342897 77.0838806,59.3967328 L54.9161194,44.6182253 Z\"></path>\n </g>\n</svg>"
},
"$:/core/images/warning": {
"title": "$:/core/images/warning",
"tags": "$:/tags/Image",
"text": "<svg class=\"tc-image-warning tc-image-button\" width=\"22pt\" height=\"22pt\" viewBox=\"0 0 128 128\">\n <g fill-rule=\"evenodd\">\n <path d=\"M57.0717968,11 C60.1509982,5.66666667 67.8490018,5.66666667 70.9282032,11 L126.353829,107 C129.433031,112.333333 125.584029,119 119.425626,119 L8.57437416,119 C2.41597129,119 -1.43303051,112.333333 1.64617093,107 L57.0717968,11 Z M64,37 C59.581722,37 56,40.5820489 56,44.9935776 L56,73.0064224 C56,77.4211534 59.5907123,81 64,81 C68.418278,81 72,77.4179511 72,73.0064224 L72,44.9935776 C72,40.5788466 68.4092877,37 64,37 Z M64,104 C68.418278,104 72,100.418278 72,96 C72,91.581722 68.418278,88 64,88 C59.581722,88 56,91.581722 56,96 C56,100.418278 59.581722,104 64,104 Z\"></path>\n </g>\n</svg>"
},
"$:/language/Buttons/AdvancedSearch/Caption": {
"title": "$:/language/Buttons/AdvancedSearch/Caption",
"text": "advanced search"
},
"$:/language/Buttons/AdvancedSearch/Hint": {
"title": "$:/language/Buttons/AdvancedSearch/Hint",
"text": "Advanced search"
},
"$:/language/Buttons/Cancel/Caption": {
"title": "$:/language/Buttons/Cancel/Caption",
"text": "cancel"
},
"$:/language/Buttons/Cancel/Hint": {
"title": "$:/language/Buttons/Cancel/Hint",
"text": "Discard changes to this tiddler"
},
"$:/language/Buttons/Clone/Caption": {
"title": "$:/language/Buttons/Clone/Caption",
"text": "clone"
},
"$:/language/Buttons/Clone/Hint": {
"title": "$:/language/Buttons/Clone/Hint",
"text": "Clone this tiddler"
},
"$:/language/Buttons/Close/Caption": {
"title": "$:/language/Buttons/Close/Caption",
"text": "close"
},
"$:/language/Buttons/Close/Hint": {
"title": "$:/language/Buttons/Close/Hint",
"text": "Close this tiddler"
},
"$:/language/Buttons/CloseAll/Caption": {
"title": "$:/language/Buttons/CloseAll/Caption",
"text": "close all"
},
"$:/language/Buttons/CloseAll/Hint": {
"title": "$:/language/Buttons/CloseAll/Hint",
"text": "Close all tiddlers"
},
"$:/language/Buttons/CloseOthers/Caption": {
"title": "$:/language/Buttons/CloseOthers/Caption",
"text": "close others"
},
"$:/language/Buttons/CloseOthers/Hint": {
"title": "$:/language/Buttons/CloseOthers/Hint",
"text": "Close other tiddlers"
},
"$:/language/Buttons/ControlPanel/Caption": {
"title": "$:/language/Buttons/ControlPanel/Caption",
"text": "control panel"
},
"$:/language/Buttons/ControlPanel/Hint": {
"title": "$:/language/Buttons/ControlPanel/Hint",
"text": "Open control panel"
},
"$:/language/Buttons/CopyToClipboard/Caption": {
"title": "$:/language/Buttons/CopyToClipboard/Caption",
"text": "copy to clipboard"
},
"$:/language/Buttons/CopyToClipboard/Hint": {
"title": "$:/language/Buttons/CopyToClipboard/Hint",
"text": "Copy this text to the clipboard"
},
"$:/language/Buttons/Delete/Caption": {
"title": "$:/language/Buttons/Delete/Caption",
"text": "delete"
},
"$:/language/Buttons/Delete/Hint": {
"title": "$:/language/Buttons/Delete/Hint",
"text": "Delete this tiddler"
},
"$:/language/Buttons/Edit/Caption": {
"title": "$:/language/Buttons/Edit/Caption",
"text": "edit"
},
"$:/language/Buttons/Edit/Hint": {
"title": "$:/language/Buttons/Edit/Hint",
"text": "Edit this tiddler"
},
"$:/language/Buttons/Encryption/Caption": {
"title": "$:/language/Buttons/Encryption/Caption",
"text": "encryption"
},
"$:/language/Buttons/Encryption/Hint": {
"title": "$:/language/Buttons/Encryption/Hint",
"text": "Set or clear a password for saving this wiki"
},
"$:/language/Buttons/Encryption/ClearPassword/Caption": {
"title": "$:/language/Buttons/Encryption/ClearPassword/Caption",
"text": "clear password"
},
"$:/language/Buttons/Encryption/ClearPassword/Hint": {
"title": "$:/language/Buttons/Encryption/ClearPassword/Hint",
"text": "Clear the password and save this wiki without encryption"
},
"$:/language/Buttons/Encryption/SetPassword/Caption": {
"title": "$:/language/Buttons/Encryption/SetPassword/Caption",
"text": "set password"
},
"$:/language/Buttons/Encryption/SetPassword/Hint": {
"title": "$:/language/Buttons/Encryption/SetPassword/Hint",
"text": "Set a password for saving this wiki with encryption"
},
"$:/language/Buttons/ExportPage/Caption": {
"title": "$:/language/Buttons/ExportPage/Caption",
"text": "export all"
},
"$:/language/Buttons/ExportPage/Hint": {
"title": "$:/language/Buttons/ExportPage/Hint",
"text": "Export all tiddlers"
},
"$:/language/Buttons/ExportTiddler/Caption": {
"title": "$:/language/Buttons/ExportTiddler/Caption",
"text": "export tiddler"
},
"$:/language/Buttons/ExportTiddler/Hint": {
"title": "$:/language/Buttons/ExportTiddler/Hint",
"text": "Export tiddler"
},
"$:/language/Buttons/ExportTiddlers/Caption": {
"title": "$:/language/Buttons/ExportTiddlers/Caption",
"text": "export tiddlers"
},
"$:/language/Buttons/ExportTiddlers/Hint": {
"title": "$:/language/Buttons/ExportTiddlers/Hint",
"text": "Export tiddlers"
},
"$:/language/Buttons/SidebarSearch/Hint": {
"title": "$:/language/Buttons/SidebarSearch/Hint",
"text": "Select the sidebar search field"
},
"$:/language/Buttons/Fold/Caption": {
"title": "$:/language/Buttons/Fold/Caption",
"text": "fold tiddler"
},
"$:/language/Buttons/Fold/Hint": {
"title": "$:/language/Buttons/Fold/Hint",
"text": "Fold the body of this tiddler"
},
"$:/language/Buttons/Fold/FoldBar/Caption": {
"title": "$:/language/Buttons/Fold/FoldBar/Caption",
"text": "fold-bar"
},
"$:/language/Buttons/Fold/FoldBar/Hint": {
"title": "$:/language/Buttons/Fold/FoldBar/Hint",
"text": "Optional bars to fold and unfold tiddlers"
},
"$:/language/Buttons/Unfold/Caption": {
"title": "$:/language/Buttons/Unfold/Caption",
"text": "unfold tiddler"
},
"$:/language/Buttons/Unfold/Hint": {
"title": "$:/language/Buttons/Unfold/Hint",
"text": "Unfold the body of this tiddler"
},
"$:/language/Buttons/FoldOthers/Caption": {
"title": "$:/language/Buttons/FoldOthers/Caption",
"text": "fold other tiddlers"
},
"$:/language/Buttons/FoldOthers/Hint": {
"title": "$:/language/Buttons/FoldOthers/Hint",
"text": "Fold the bodies of other opened tiddlers"
},
"$:/language/Buttons/FoldAll/Caption": {
"title": "$:/language/Buttons/FoldAll/Caption",
"text": "fold all tiddlers"
},
"$:/language/Buttons/FoldAll/Hint": {
"title": "$:/language/Buttons/FoldAll/Hint",
"text": "Fold the bodies of all opened tiddlers"
},
"$:/language/Buttons/UnfoldAll/Caption": {
"title": "$:/language/Buttons/UnfoldAll/Caption",
"text": "unfold all tiddlers"
},
"$:/language/Buttons/UnfoldAll/Hint": {
"title": "$:/language/Buttons/UnfoldAll/Hint",
"text": "Unfold the bodies of all opened tiddlers"
},
"$:/language/Buttons/FullScreen/Caption": {
"title": "$:/language/Buttons/FullScreen/Caption",
"text": "full-screen"
},
"$:/language/Buttons/FullScreen/Hint": {
"title": "$:/language/Buttons/FullScreen/Hint",
"text": "Enter or leave full-screen mode"
},
"$:/language/Buttons/Help/Caption": {
"title": "$:/language/Buttons/Help/Caption",
"text": "help"
},
"$:/language/Buttons/Help/Hint": {
"title": "$:/language/Buttons/Help/Hint",
"text": "Show help panel"
},
"$:/language/Buttons/Import/Caption": {
"title": "$:/language/Buttons/Import/Caption",
"text": "import"
},
"$:/language/Buttons/Import/Hint": {
"title": "$:/language/Buttons/Import/Hint",
"text": "Import many types of file including text, image, TiddlyWiki or JSON"
},
"$:/language/Buttons/Info/Caption": {
"title": "$:/language/Buttons/Info/Caption",
"text": "info"
},
"$:/language/Buttons/Info/Hint": {
"title": "$:/language/Buttons/Info/Hint",
"text": "Show information for this tiddler"
},
"$:/language/Buttons/Home/Caption": {
"title": "$:/language/Buttons/Home/Caption",
"text": "home"
},
"$:/language/Buttons/Home/Hint": {
"title": "$:/language/Buttons/Home/Hint",
"text": "Open the default tiddlers"
},
"$:/language/Buttons/Language/Caption": {
"title": "$:/language/Buttons/Language/Caption",
"text": "language"
},
"$:/language/Buttons/Language/Hint": {
"title": "$:/language/Buttons/Language/Hint",
"text": "Choose the user interface language"
},
"$:/language/Buttons/Manager/Caption": {
"title": "$:/language/Buttons/Manager/Caption",
"text": "tiddler manager"
},
"$:/language/Buttons/Manager/Hint": {
"title": "$:/language/Buttons/Manager/Hint",
"text": "Open tiddler manager"
},
"$:/language/Buttons/More/Caption": {
"title": "$:/language/Buttons/More/Caption",
"text": "more"
},
"$:/language/Buttons/More/Hint": {
"title": "$:/language/Buttons/More/Hint",
"text": "More actions"
},
"$:/language/Buttons/NewHere/Caption": {
"title": "$:/language/Buttons/NewHere/Caption",
"text": "new here"
},
"$:/language/Buttons/NewHere/Hint": {
"title": "$:/language/Buttons/NewHere/Hint",
"text": "Create a new tiddler tagged with this one"
},
"$:/language/Buttons/NewJournal/Caption": {
"title": "$:/language/Buttons/NewJournal/Caption",
"text": "new journal"
},
"$:/language/Buttons/NewJournal/Hint": {
"title": "$:/language/Buttons/NewJournal/Hint",
"text": "Create a new journal tiddler"
},
"$:/language/Buttons/NewJournalHere/Caption": {
"title": "$:/language/Buttons/NewJournalHere/Caption",
"text": "new journal here"
},
"$:/language/Buttons/NewJournalHere/Hint": {
"title": "$:/language/Buttons/NewJournalHere/Hint",
"text": "Create a new journal tiddler tagged with this one"
},
"$:/language/Buttons/NewImage/Caption": {
"title": "$:/language/Buttons/NewImage/Caption",
"text": "new image"
},
"$:/language/Buttons/NewImage/Hint": {
"title": "$:/language/Buttons/NewImage/Hint",
"text": "Create a new image tiddler"
},
"$:/language/Buttons/NewMarkdown/Caption": {
"title": "$:/language/Buttons/NewMarkdown/Caption",
"text": "new Markdown tiddler"
},
"$:/language/Buttons/NewMarkdown/Hint": {
"title": "$:/language/Buttons/NewMarkdown/Hint",
"text": "Create a new Markdown tiddler"
},
"$:/language/Buttons/NewTiddler/Caption": {
"title": "$:/language/Buttons/NewTiddler/Caption",
"text": "new tiddler"
},
"$:/language/Buttons/NewTiddler/Hint": {
"title": "$:/language/Buttons/NewTiddler/Hint",
"text": "Create a new tiddler"
},
"$:/language/Buttons/OpenWindow/Caption": {
"title": "$:/language/Buttons/OpenWindow/Caption",
"text": "open in new window"
},
"$:/language/Buttons/OpenWindow/Hint": {
"title": "$:/language/Buttons/OpenWindow/Hint",
"text": "Open tiddler in new window"
},
"$:/language/Buttons/Palette/Caption": {
"title": "$:/language/Buttons/Palette/Caption",
"text": "palette"
},
"$:/language/Buttons/Palette/Hint": {
"title": "$:/language/Buttons/Palette/Hint",
"text": "Choose the colour palette"
},
"$:/language/Buttons/Permalink/Caption": {
"title": "$:/language/Buttons/Permalink/Caption",
"text": "permalink"
},
"$:/language/Buttons/Permalink/Hint": {
"title": "$:/language/Buttons/Permalink/Hint",
"text": "Set browser address bar to a direct link to this tiddler"
},
"$:/language/Buttons/Permaview/Caption": {
"title": "$:/language/Buttons/Permaview/Caption",
"text": "permaview"
},
"$:/language/Buttons/Permaview/Hint": {
"title": "$:/language/Buttons/Permaview/Hint",
"text": "Set browser address bar to a direct link to all the tiddlers in this story"
},
"$:/language/Buttons/Print/Caption": {
"title": "$:/language/Buttons/Print/Caption",
"text": "print page"
},
"$:/language/Buttons/Print/Hint": {
"title": "$:/language/Buttons/Print/Hint",
"text": "Print the current page"
},
"$:/language/Buttons/Refresh/Caption": {
"title": "$:/language/Buttons/Refresh/Caption",
"text": "refresh"
},
"$:/language/Buttons/Refresh/Hint": {
"title": "$:/language/Buttons/Refresh/Hint",
"text": "Perform a full refresh of the wiki"
},
"$:/language/Buttons/Save/Caption": {
"title": "$:/language/Buttons/Save/Caption",
"text": "ok"
},
"$:/language/Buttons/Save/Hint": {
"title": "$:/language/Buttons/Save/Hint",
"text": "Confirm changes to this tiddler"
},
"$:/language/Buttons/SaveWiki/Caption": {
"title": "$:/language/Buttons/SaveWiki/Caption",
"text": "save changes"
},
"$:/language/Buttons/SaveWiki/Hint": {
"title": "$:/language/Buttons/SaveWiki/Hint",
"text": "Save changes"
},
"$:/language/Buttons/StoryView/Caption": {
"title": "$:/language/Buttons/StoryView/Caption",
"text": "storyview"
},
"$:/language/Buttons/StoryView/Hint": {
"title": "$:/language/Buttons/StoryView/Hint",
"text": "Choose the story visualisation"
},
"$:/language/Buttons/HideSideBar/Caption": {
"title": "$:/language/Buttons/HideSideBar/Caption",
"text": "hide sidebar"
},
"$:/language/Buttons/HideSideBar/Hint": {
"title": "$:/language/Buttons/HideSideBar/Hint",
"text": "Hide sidebar"
},
"$:/language/Buttons/ShowSideBar/Caption": {
"title": "$:/language/Buttons/ShowSideBar/Caption",
"text": "show sidebar"
},
"$:/language/Buttons/ShowSideBar/Hint": {
"title": "$:/language/Buttons/ShowSideBar/Hint",
"text": "Show sidebar"
},
"$:/language/Buttons/TagManager/Caption": {
"title": "$:/language/Buttons/TagManager/Caption",
"text": "tag manager"
},
"$:/language/Buttons/TagManager/Hint": {
"title": "$:/language/Buttons/TagManager/Hint",
"text": "Open tag manager"
},
"$:/language/Buttons/Timestamp/Caption": {
"title": "$:/language/Buttons/Timestamp/Caption",
"text": "timestamps"
},
"$:/language/Buttons/Timestamp/Hint": {
"title": "$:/language/Buttons/Timestamp/Hint",
"text": "Choose whether modifications update timestamps"
},
"$:/language/Buttons/Timestamp/On/Caption": {
"title": "$:/language/Buttons/Timestamp/On/Caption",
"text": "timestamps are on"
},
"$:/language/Buttons/Timestamp/On/Hint": {
"title": "$:/language/Buttons/Timestamp/On/Hint",
"text": "Update timestamps when tiddlers are modified"
},
"$:/language/Buttons/Timestamp/Off/Caption": {
"title": "$:/language/Buttons/Timestamp/Off/Caption",
"text": "timestamps are off"
},
"$:/language/Buttons/Timestamp/Off/Hint": {
"title": "$:/language/Buttons/Timestamp/Off/Hint",
"text": "Don't update timestamps when tiddlers are modified"
},
"$:/language/Buttons/Theme/Caption": {
"title": "$:/language/Buttons/Theme/Caption",
"text": "theme"
},
"$:/language/Buttons/Theme/Hint": {
"title": "$:/language/Buttons/Theme/Hint",
"text": "Choose the display theme"
},
"$:/language/Buttons/Bold/Caption": {
"title": "$:/language/Buttons/Bold/Caption",
"text": "bold"
},
"$:/language/Buttons/Bold/Hint": {
"title": "$:/language/Buttons/Bold/Hint",
"text": "Apply bold formatting to selection"
},
"$:/language/Buttons/Clear/Caption": {
"title": "$:/language/Buttons/Clear/Caption",
"text": "clear"
},
"$:/language/Buttons/Clear/Hint": {
"title": "$:/language/Buttons/Clear/Hint",
"text": "Clear image to solid colour"
},
"$:/language/Buttons/EditorHeight/Caption": {
"title": "$:/language/Buttons/EditorHeight/Caption",
"text": "editor height"
},
"$:/language/Buttons/EditorHeight/Caption/Auto": {
"title": "$:/language/Buttons/EditorHeight/Caption/Auto",
"text": "Automatically adjust height to fit content"
},
"$:/language/Buttons/EditorHeight/Caption/Fixed": {
"title": "$:/language/Buttons/EditorHeight/Caption/Fixed",
"text": "Fixed height:"
},
"$:/language/Buttons/EditorHeight/Hint": {
"title": "$:/language/Buttons/EditorHeight/Hint",
"text": "Choose the height of the text editor"
},
"$:/language/Buttons/Excise/Caption": {
"title": "$:/language/Buttons/Excise/Caption",
"text": "excise"
},
"$:/language/Buttons/Excise/Caption/Excise": {
"title": "$:/language/Buttons/Excise/Caption/Excise",
"text": "Perform excision"
},
"$:/language/Buttons/Excise/Caption/MacroName": {
"title": "$:/language/Buttons/Excise/Caption/MacroName",
"text": "Macro name:"
},
"$:/language/Buttons/Excise/Caption/NewTitle": {
"title": "$:/language/Buttons/Excise/Caption/NewTitle",
"text": "Title of new tiddler:"
},
"$:/language/Buttons/Excise/Caption/Replace": {
"title": "$:/language/Buttons/Excise/Caption/Replace",
"text": "Replace excised text with:"
},
"$:/language/Buttons/Excise/Caption/Replace/Macro": {
"title": "$:/language/Buttons/Excise/Caption/Replace/Macro",
"text": "macro"
},
"$:/language/Buttons/Excise/Caption/Replace/Link": {
"title": "$:/language/Buttons/Excise/Caption/Replace/Link",
"text": "link"
},
"$:/language/Buttons/Excise/Caption/Replace/Transclusion": {
"title": "$:/language/Buttons/Excise/Caption/Replace/Transclusion",
"text": "transclusion"
},
"$:/language/Buttons/Excise/Caption/Tag": {
"title": "$:/language/Buttons/Excise/Caption/Tag",
"text": "Tag new tiddler with the title of this tiddler"
},
"$:/language/Buttons/Excise/Caption/TiddlerExists": {
"title": "$:/language/Buttons/Excise/Caption/TiddlerExists",
"text": "Warning: tiddler already exists"
},
"$:/language/Buttons/Excise/Hint": {
"title": "$:/language/Buttons/Excise/Hint",
"text": "Excise the selected text into a new tiddler"
},
"$:/language/Buttons/Heading1/Caption": {
"title": "$:/language/Buttons/Heading1/Caption",
"text": "heading 1"
},
"$:/language/Buttons/Heading1/Hint": {
"title": "$:/language/Buttons/Heading1/Hint",
"text": "Apply heading level 1 formatting to lines containing selection"
},
"$:/language/Buttons/Heading2/Caption": {
"title": "$:/language/Buttons/Heading2/Caption",
"text": "heading 2"
},
"$:/language/Buttons/Heading2/Hint": {
"title": "$:/language/Buttons/Heading2/Hint",
"text": "Apply heading level 2 formatting to lines containing selection"
},
"$:/language/Buttons/Heading3/Caption": {
"title": "$:/language/Buttons/Heading3/Caption",
"text": "heading 3"
},
"$:/language/Buttons/Heading3/Hint": {
"title": "$:/language/Buttons/Heading3/Hint",
"text": "Apply heading level 3 formatting to lines containing selection"
},
"$:/language/Buttons/Heading4/Caption": {
"title": "$:/language/Buttons/Heading4/Caption",
"text": "heading 4"
},
"$:/language/Buttons/Heading4/Hint": {
"title": "$:/language/Buttons/Heading4/Hint",
"text": "Apply heading level 4 formatting to lines containing selection"
},
"$:/language/Buttons/Heading5/Caption": {
"title": "$:/language/Buttons/Heading5/Caption",
"text": "heading 5"
},
"$:/language/Buttons/Heading5/Hint": {
"title": "$:/language/Buttons/Heading5/Hint",
"text": "Apply heading level 5 formatting to lines containing selection"
},
"$:/language/Buttons/Heading6/Caption": {
"title": "$:/language/Buttons/Heading6/Caption",
"text": "heading 6"
},
"$:/language/Buttons/Heading6/Hint": {
"title": "$:/language/Buttons/Heading6/Hint",
"text": "Apply heading level 6 formatting to lines containing selection"
},
"$:/language/Buttons/Italic/Caption": {
"title": "$:/language/Buttons/Italic/Caption",
"text": "italic"
},
"$:/language/Buttons/Italic/Hint": {
"title": "$:/language/Buttons/Italic/Hint",
"text": "Apply italic formatting to selection"
},
"$:/language/Buttons/LineWidth/Caption": {
"title": "$:/language/Buttons/LineWidth/Caption",
"text": "line width"
},
"$:/language/Buttons/LineWidth/Hint": {
"title": "$:/language/Buttons/LineWidth/Hint",
"text": "Set line width for painting"
},
"$:/language/Buttons/Link/Caption": {
"title": "$:/language/Buttons/Link/Caption",
"text": "link"
},
"$:/language/Buttons/Link/Hint": {
"title": "$:/language/Buttons/Link/Hint",
"text": "Create wikitext link"
},
"$:/language/Buttons/Linkify/Caption": {
"title": "$:/language/Buttons/Linkify/Caption",
"text": "wikilink"
},
"$:/language/Buttons/Linkify/Hint": {
"title": "$:/language/Buttons/Linkify/Hint",
"text": "Wrap selection in square brackets"
},
"$:/language/Buttons/ListBullet/Caption": {
"title": "$:/language/Buttons/ListBullet/Caption",
"text": "bulleted list"
},
"$:/language/Buttons/ListBullet/Hint": {
"title": "$:/language/Buttons/ListBullet/Hint",
"text": "Apply bulleted list formatting to lines containing selection"
},
"$:/language/Buttons/ListNumber/Caption": {
"title": "$:/language/Buttons/ListNumber/Caption",
"text": "numbered list"
},
"$:/language/Buttons/ListNumber/Hint": {
"title": "$:/language/Buttons/ListNumber/Hint",
"text": "Apply numbered list formatting to lines containing selection"
},
"$:/language/Buttons/MonoBlock/Caption": {
"title": "$:/language/Buttons/MonoBlock/Caption",
"text": "monospaced block"
},
"$:/language/Buttons/MonoBlock/Hint": {
"title": "$:/language/Buttons/MonoBlock/Hint",
"text": "Apply monospaced block formatting to lines containing selection"
},
"$:/language/Buttons/MonoLine/Caption": {
"title": "$:/language/Buttons/MonoLine/Caption",
"text": "monospaced"
},
"$:/language/Buttons/MonoLine/Hint": {
"title": "$:/language/Buttons/MonoLine/Hint",
"text": "Apply monospaced character formatting to selection"
},
"$:/language/Buttons/Opacity/Caption": {
"title": "$:/language/Buttons/Opacity/Caption",
"text": "opacity"
},
"$:/language/Buttons/Opacity/Hint": {
"title": "$:/language/Buttons/Opacity/Hint",
"text": "Set painting opacity"
},
"$:/language/Buttons/Paint/Caption": {
"title": "$:/language/Buttons/Paint/Caption",
"text": "paint colour"
},
"$:/language/Buttons/Paint/Hint": {
"title": "$:/language/Buttons/Paint/Hint",
"text": "Set painting colour"
},
"$:/language/Buttons/Picture/Caption": {
"title": "$:/language/Buttons/Picture/Caption",
"text": "picture"
},
"$:/language/Buttons/Picture/Hint": {
"title": "$:/language/Buttons/Picture/Hint",
"text": "Insert picture"
},
"$:/language/Buttons/Preview/Caption": {
"title": "$:/language/Buttons/Preview/Caption",
"text": "preview"
},
"$:/language/Buttons/Preview/Hint": {
"title": "$:/language/Buttons/Preview/Hint",
"text": "Show preview pane"
},
"$:/language/Buttons/PreviewType/Caption": {
"title": "$:/language/Buttons/PreviewType/Caption",
"text": "preview type"
},
"$:/language/Buttons/PreviewType/Hint": {
"title": "$:/language/Buttons/PreviewType/Hint",
"text": "Choose preview type"
},
"$:/language/Buttons/Quote/Caption": {
"title": "$:/language/Buttons/Quote/Caption",
"text": "quote"
},
"$:/language/Buttons/Quote/Hint": {
"title": "$:/language/Buttons/Quote/Hint",
"text": "Apply quoted text formatting to lines containing selection"
},
"$:/language/Buttons/RotateLeft/Caption": {
"title": "$:/language/Buttons/RotateLeft/Caption",
"text": "rotate left"
},
"$:/language/Buttons/RotateLeft/Hint": {
"title": "$:/language/Buttons/RotateLeft/Hint",
"text": "Rotate image left by 90 degrees"
},
"$:/language/Buttons/Size/Caption": {
"title": "$:/language/Buttons/Size/Caption",
"text": "image size"
},
"$:/language/Buttons/Size/Caption/Height": {
"title": "$:/language/Buttons/Size/Caption/Height",
"text": "Height:"
},
"$:/language/Buttons/Size/Caption/Resize": {
"title": "$:/language/Buttons/Size/Caption/Resize",
"text": "Resize image"
},
"$:/language/Buttons/Size/Caption/Width": {
"title": "$:/language/Buttons/Size/Caption/Width",
"text": "Width:"
},
"$:/language/Buttons/Size/Hint": {
"title": "$:/language/Buttons/Size/Hint",
"text": "Set image size"
},
"$:/language/Buttons/Stamp/Caption": {
"title": "$:/language/Buttons/Stamp/Caption",
"text": "stamp"
},
"$:/language/Buttons/Stamp/Caption/New": {
"title": "$:/language/Buttons/Stamp/Caption/New",
"text": "Add your own"
},
"$:/language/Buttons/Stamp/Hint": {
"title": "$:/language/Buttons/Stamp/Hint",
"text": "Insert a preconfigured snippet of text"
},
"$:/language/Buttons/Stamp/New/Title": {
"title": "$:/language/Buttons/Stamp/New/Title",
"text": "Name as shown in menu"
},
"$:/language/Buttons/Stamp/New/Text": {
"title": "$:/language/Buttons/Stamp/New/Text",
"text": "Text of snippet. (Remember to add a descriptive title in the caption field)."
},
"$:/language/Buttons/Strikethrough/Caption": {
"title": "$:/language/Buttons/Strikethrough/Caption",
"text": "strikethrough"
},
"$:/language/Buttons/Strikethrough/Hint": {
"title": "$:/language/Buttons/Strikethrough/Hint",
"text": "Apply strikethrough formatting to selection"
},
"$:/language/Buttons/Subscript/Caption": {
"title": "$:/language/Buttons/Subscript/Caption",
"text": "subscript"
},
"$:/language/Buttons/Subscript/Hint": {
"title": "$:/language/Buttons/Subscript/Hint",
"text": "Apply subscript formatting to selection"
},
"$:/language/Buttons/Superscript/Caption": {
"title": "$:/language/Buttons/Superscript/Caption",
"text": "superscript"
},
"$:/language/Buttons/Superscript/Hint": {
"title": "$:/language/Buttons/Superscript/Hint",
"text": "Apply superscript formatting to selection"
},
"$:/language/Buttons/ToggleSidebar/Hint": {
"title": "$:/language/Buttons/ToggleSidebar/Hint",
"text": "Toggle the sidebar visibility"
},
"$:/language/Buttons/Transcludify/Caption": {
"title": "$:/language/Buttons/Transcludify/Caption",
"text": "transclusion"
},
"$:/language/Buttons/Transcludify/Hint": {
"title": "$:/language/Buttons/Transcludify/Hint",
"text": "Wrap selection in curly brackets"
},
"$:/language/Buttons/Underline/Caption": {
"title": "$:/language/Buttons/Underline/Caption",
"text": "underline"
},
"$:/language/Buttons/Underline/Hint": {
"title": "$:/language/Buttons/Underline/Hint",
"text": "Apply underline formatting to selection"
},
"$:/language/ControlPanel/Advanced/Caption": {
"title": "$:/language/ControlPanel/Advanced/Caption",
"text": "Advanced"
},
"$:/language/ControlPanel/Advanced/Hint": {
"title": "$:/language/ControlPanel/Advanced/Hint",
"text": "Internal information about this TiddlyWiki"
},
"$:/language/ControlPanel/Appearance/Caption": {
"title": "$:/language/ControlPanel/Appearance/Caption",
"text": "Appearance"
},
"$:/language/ControlPanel/Appearance/Hint": {
"title": "$:/language/ControlPanel/Appearance/Hint",
"text": "Ways to customise the appearance of your TiddlyWiki."
},
"$:/language/ControlPanel/Basics/AnimDuration/Prompt": {
"title": "$:/language/ControlPanel/Basics/AnimDuration/Prompt",
"text": "Animation duration:"
},
"$:/language/ControlPanel/Basics/Caption": {
"title": "$:/language/ControlPanel/Basics/Caption",
"text": "Basics"
},
"$:/language/ControlPanel/Basics/DefaultTiddlers/BottomHint": {
"title": "$:/language/ControlPanel/Basics/DefaultTiddlers/BottomHint",
"text": "Use [[double square brackets]] for titles with spaces. Or you can choose to <$button set=\"$:/DefaultTiddlers\" setTo=\"[list[$:/StoryList]]\">retain story ordering</$button>"
},
"$:/language/ControlPanel/Basics/DefaultTiddlers/Prompt": {
"title": "$:/language/ControlPanel/Basics/DefaultTiddlers/Prompt",
"text": "Default tiddlers:"
},
"$:/language/ControlPanel/Basics/DefaultTiddlers/TopHint": {
"title": "$:/language/ControlPanel/Basics/DefaultTiddlers/TopHint",
"text": "Choose which tiddlers are displayed at startup:"
},
"$:/language/ControlPanel/Basics/Language/Prompt": {
"title": "$:/language/ControlPanel/Basics/Language/Prompt",
"text": "Hello! Current language:"
},
"$:/language/ControlPanel/Basics/NewJournal/Title/Prompt": {
"title": "$:/language/ControlPanel/Basics/NewJournal/Title/Prompt",
"text": "Title of new journal tiddlers"
},
"$:/language/ControlPanel/Basics/NewJournal/Text/Prompt": {
"title": "$:/language/ControlPanel/Basics/NewJournal/Text/Prompt",
"text": "Text for new journal tiddlers"
},
"$:/language/ControlPanel/Basics/NewJournal/Tags/Prompt": {
"title": "$:/language/ControlPanel/Basics/NewJournal/Tags/Prompt",
"text": "Tags for new journal tiddlers"
},
"$:/language/ControlPanel/Basics/NewTiddler/Title/Prompt": {
"title": "$:/language/ControlPanel/Basics/NewTiddler/Title/Prompt",
"text": "Title of new tiddlers"
},
"$:/language/ControlPanel/Basics/OverriddenShadowTiddlers/Prompt": {
"title": "$:/language/ControlPanel/Basics/OverriddenShadowTiddlers/Prompt",
"text": "Number of overridden shadow tiddlers:"
},
"$:/language/ControlPanel/Basics/ShadowTiddlers/Prompt": {
"title": "$:/language/ControlPanel/Basics/ShadowTiddlers/Prompt",
"text": "Number of shadow tiddlers:"
},
"$:/language/ControlPanel/Basics/Subtitle/Prompt": {
"title": "$:/language/ControlPanel/Basics/Subtitle/Prompt",
"text": "Subtitle:"
},
"$:/language/ControlPanel/Basics/SystemTiddlers/Prompt": {
"title": "$:/language/ControlPanel/Basics/SystemTiddlers/Prompt",
"text": "Number of system tiddlers:"
},
"$:/language/ControlPanel/Basics/Tags/Prompt": {
"title": "$:/language/ControlPanel/Basics/Tags/Prompt",
"text": "Number of tags:"
},
"$:/language/ControlPanel/Basics/Tiddlers/Prompt": {
"title": "$:/language/ControlPanel/Basics/Tiddlers/Prompt",
"text": "Number of tiddlers:"
},
"$:/language/ControlPanel/Basics/Title/Prompt": {
"title": "$:/language/ControlPanel/Basics/Title/Prompt",
"text": "Title of this ~TiddlyWiki:"
},
"$:/language/ControlPanel/Basics/Username/Prompt": {
"title": "$:/language/ControlPanel/Basics/Username/Prompt",
"text": "Username for signing edits:"
},
"$:/language/ControlPanel/Basics/Version/Prompt": {
"title": "$:/language/ControlPanel/Basics/Version/Prompt",
"text": "~TiddlyWiki version:"
},
"$:/language/ControlPanel/EditorTypes/Caption": {
"title": "$:/language/ControlPanel/EditorTypes/Caption",
"text": "Editor Types"
},
"$:/language/ControlPanel/EditorTypes/Editor/Caption": {
"title": "$:/language/ControlPanel/EditorTypes/Editor/Caption",
"text": "Editor"
},
"$:/language/ControlPanel/EditorTypes/Hint": {
"title": "$:/language/ControlPanel/EditorTypes/Hint",
"text": "These tiddlers determine which editor is used to edit specific tiddler types."
},
"$:/language/ControlPanel/EditorTypes/Type/Caption": {
"title": "$:/language/ControlPanel/EditorTypes/Type/Caption",
"text": "Type"
},
"$:/language/ControlPanel/Info/Caption": {
"title": "$:/language/ControlPanel/Info/Caption",
"text": "Info"
},
"$:/language/ControlPanel/Info/Hint": {
"title": "$:/language/ControlPanel/Info/Hint",
"text": "Information about this TiddlyWiki"
},
"$:/language/ControlPanel/KeyboardShortcuts/Add/Prompt": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Add/Prompt",
"text": "Type shortcut here"
},
"$:/language/ControlPanel/KeyboardShortcuts/Add/Caption": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Add/Caption",
"text": "add shortcut"
},
"$:/language/ControlPanel/KeyboardShortcuts/Caption": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Caption",
"text": "Keyboard Shortcuts"
},
"$:/language/ControlPanel/KeyboardShortcuts/Hint": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Hint",
"text": "Manage keyboard shortcut assignments"
},
"$:/language/ControlPanel/KeyboardShortcuts/NoShortcuts/Caption": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/NoShortcuts/Caption",
"text": "No keyboard shortcuts assigned"
},
"$:/language/ControlPanel/KeyboardShortcuts/Remove/Hint": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Remove/Hint",
"text": "remove keyboard shortcut"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/All": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/All",
"text": "All platforms"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/Mac": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/Mac",
"text": "Macintosh platform only"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/NonMac": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/NonMac",
"text": "Non-Macintosh platforms only"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/Linux": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/Linux",
"text": "Linux platform only"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/NonLinux": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/NonLinux",
"text": "Non-Linux platforms only"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/Windows": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/Windows",
"text": "Windows platform only"
},
"$:/language/ControlPanel/KeyboardShortcuts/Platform/NonWindows": {
"title": "$:/language/ControlPanel/KeyboardShortcuts/Platform/NonWindows",
"text": "Non-Windows platforms only"
},
"$:/language/ControlPanel/LoadedModules/Caption": {
"title": "$:/language/ControlPanel/LoadedModules/Caption",
"text": "Loaded Modules"
},
"$:/language/ControlPanel/LoadedModules/Hint": {
"title": "$:/language/ControlPanel/LoadedModules/Hint",
"text": "These are the currently loaded tiddler modules linked to their source tiddlers. Any italicised modules lack a source tiddler, typically because they were setup during the boot process."
},
"$:/language/ControlPanel/Palette/Caption": {
"title": "$:/language/ControlPanel/Palette/Caption",
"text": "Palette"
},
"$:/language/ControlPanel/Palette/Editor/Clone/Caption": {
"title": "$:/language/ControlPanel/Palette/Editor/Clone/Caption",
"text": "clone"
},
"$:/language/ControlPanel/Palette/Editor/Clone/Prompt": {
"title": "$:/language/ControlPanel/Palette/Editor/Clone/Prompt",
"text": "It is recommended that you clone this shadow palette before editing it"
},
"$:/language/ControlPanel/Palette/Editor/Delete/Hint": {
"title": "$:/language/ControlPanel/Palette/Editor/Delete/Hint",
"text": "delete this entry from the current palette"
},
"$:/language/ControlPanel/Palette/Editor/Names/External/Show": {
"title": "$:/language/ControlPanel/Palette/Editor/Names/External/Show",
"text": "Show color names that are not part of the current palette"
},
"$:/language/ControlPanel/Palette/Editor/Prompt/Modified": {
"title": "$:/language/ControlPanel/Palette/Editor/Prompt/Modified",
"text": "This shadow palette has been modified"
},
"$:/language/ControlPanel/Palette/Editor/Prompt": {
"title": "$:/language/ControlPanel/Palette/Editor/Prompt",
"text": "Editing"
},
"$:/language/ControlPanel/Palette/Editor/Reset/Caption": {
"title": "$:/language/ControlPanel/Palette/Editor/Reset/Caption",
"text": "reset"
},
"$:/language/ControlPanel/Palette/HideEditor/Caption": {
"title": "$:/language/ControlPanel/Palette/HideEditor/Caption",
"text": "hide editor"
},
"$:/language/ControlPanel/Palette/Prompt": {
"title": "$:/language/ControlPanel/Palette/Prompt",
"text": "Current palette:"
},
"$:/language/ControlPanel/Palette/ShowEditor/Caption": {
"title": "$:/language/ControlPanel/Palette/ShowEditor/Caption",
"text": "show editor"
},
"$:/language/ControlPanel/Parsing/Caption": {
"title": "$:/language/ControlPanel/Parsing/Caption",
"text": "Parsing"
},
"$:/language/ControlPanel/Parsing/Hint": {
"title": "$:/language/ControlPanel/Parsing/Hint",
"text": "Here you can globally disable/enable wiki parser rules. For changes to take effect, save and reload your wiki. Disabling certain parser rules can prevent <$text text=\"TiddlyWiki\"/> from functioning correctly. Use [[safe mode|https://tiddlywiki.com/#SafeMode]] to restore normal operation."
},
"$:/language/ControlPanel/Parsing/Block/Caption": {
"title": "$:/language/ControlPanel/Parsing/Block/Caption",
"text": "Block Parse Rules"
},
"$:/language/ControlPanel/Parsing/Inline/Caption": {
"title": "$:/language/ControlPanel/Parsing/Inline/Caption",
"text": "Inline Parse Rules"
},
"$:/language/ControlPanel/Parsing/Pragma/Caption": {
"title": "$:/language/ControlPanel/Parsing/Pragma/Caption",
"text": "Pragma Parse Rules"
},
"$:/language/ControlPanel/Plugins/Add/Caption": {
"title": "$:/language/ControlPanel/Plugins/Add/Caption",
"text": "Get more plugins"
},
"$:/language/ControlPanel/Plugins/Add/Hint": {
"title": "$:/language/ControlPanel/Plugins/Add/Hint",
"text": "Install plugins from the official library"
},
"$:/language/ControlPanel/Plugins/AlreadyInstalled/Hint": {
"title": "$:/language/ControlPanel/Plugins/AlreadyInstalled/Hint",
"text": "This plugin is already installed at version <$text text=<<installedVersion>>/>"
},
"$:/language/ControlPanel/Plugins/Caption": {
"title": "$:/language/ControlPanel/Plugins/Caption",
"text": "Plugins"
},
"$:/language/ControlPanel/Plugins/Disable/Caption": {
"title": "$:/language/ControlPanel/Plugins/Disable/Caption",
"text": "disable"
},
"$:/language/ControlPanel/Plugins/Disable/Hint": {
"title": "$:/language/ControlPanel/Plugins/Disable/Hint",
"text": "Disable this plugin when reloading page"
},
"$:/language/ControlPanel/Plugins/Disabled/Status": {
"title": "$:/language/ControlPanel/Plugins/Disabled/Status",
"text": "(disabled)"
},
"$:/language/ControlPanel/Plugins/Empty/Hint": {
"title": "$:/language/ControlPanel/Plugins/Empty/Hint",
"text": "None"
},
"$:/language/ControlPanel/Plugins/Enable/Caption": {
"title": "$:/language/ControlPanel/Plugins/Enable/Caption",
"text": "enable"
},
"$:/language/ControlPanel/Plugins/Enable/Hint": {
"title": "$:/language/ControlPanel/Plugins/Enable/Hint",
"text": "Enable this plugin when reloading page"
},
"$:/language/ControlPanel/Plugins/Install/Caption": {
"title": "$:/language/ControlPanel/Plugins/Install/Caption",
"text": "install"
},
"$:/language/ControlPanel/Plugins/Installed/Hint": {
"title": "$:/language/ControlPanel/Plugins/Installed/Hint",
"text": "Currently installed plugins:"
},
"$:/language/ControlPanel/Plugins/Languages/Caption": {
"title": "$:/language/ControlPanel/Plugins/Languages/Caption",
"text": "Languages"
},
"$:/language/ControlPanel/Plugins/Languages/Hint": {
"title": "$:/language/ControlPanel/Plugins/Languages/Hint",
"text": "Language pack plugins"
},
"$:/language/ControlPanel/Plugins/NoInfoFound/Hint": {
"title": "$:/language/ControlPanel/Plugins/NoInfoFound/Hint",
"text": "No ''\"<$text text=<<currentTab>>/>\"'' found"
},
"$:/language/ControlPanel/Plugins/NotInstalled/Hint": {
"title": "$:/language/ControlPanel/Plugins/NotInstalled/Hint",
"text": "This plugin is not currently installed"
},
"$:/language/ControlPanel/Plugins/OpenPluginLibrary": {
"title": "$:/language/ControlPanel/Plugins/OpenPluginLibrary",
"text": "open plugin library"
},
"$:/language/ControlPanel/Plugins/ClosePluginLibrary": {
"title": "$:/language/ControlPanel/Plugins/ClosePluginLibrary",
"text": "close plugin library"
},
"$:/language/ControlPanel/Plugins/Plugins/Caption": {
"title": "$:/language/ControlPanel/Plugins/Plugins/Caption",
"text": "Plugins"
},
"$:/language/ControlPanel/Plugins/Plugins/Hint": {
"title": "$:/language/ControlPanel/Plugins/Plugins/Hint",
"text": "Plugins"
},
"$:/language/ControlPanel/Plugins/Reinstall/Caption": {
"title": "$:/language/ControlPanel/Plugins/Reinstall/Caption",
"text": "reinstall"
},
"$:/language/ControlPanel/Plugins/Themes/Caption": {
"title": "$:/language/ControlPanel/Plugins/Themes/Caption",
"text": "Themes"
},
"$:/language/ControlPanel/Plugins/Themes/Hint": {
"title": "$:/language/ControlPanel/Plugins/Themes/Hint",
"text": "Theme plugins"
},
"$:/language/ControlPanel/Saving/Caption": {
"title": "$:/language/ControlPanel/Saving/Caption",
"text": "Saving"
},
"$:/language/ControlPanel/Saving/DownloadSaver/AutoSave/Description": {
"title": "$:/language/ControlPanel/Saving/DownloadSaver/AutoSave/Description",
"text": "Permit automatic saving for the download saver"
},
"$:/language/ControlPanel/Saving/DownloadSaver/AutoSave/Hint": {
"title": "$:/language/ControlPanel/Saving/DownloadSaver/AutoSave/Hint",
"text": "Enable Autosave for Download Saver"
},
"$:/language/ControlPanel/Saving/DownloadSaver/Caption": {
"title": "$:/language/ControlPanel/Saving/DownloadSaver/Caption",
"text": "Download Saver"
},
"$:/language/ControlPanel/Saving/DownloadSaver/Hint": {
"title": "$:/language/ControlPanel/Saving/DownloadSaver/Hint",
"text": "These settings apply to the HTML5-compatible download saver"
},
"$:/language/ControlPanel/Saving/General/Caption": {
"title": "$:/language/ControlPanel/Saving/General/Caption",
"text": "General"
},
"$:/language/ControlPanel/Saving/General/Hint": {
"title": "$:/language/ControlPanel/Saving/General/Hint",
"text": "These settings apply to all the loaded savers"
},
"$:/language/ControlPanel/Saving/Hint": {
"title": "$:/language/ControlPanel/Saving/Hint",
"text": "Settings used for saving the entire TiddlyWiki as a single file via a saver module"
},
"$:/language/ControlPanel/Saving/GitService/Branch": {
"title": "$:/language/ControlPanel/Saving/GitService/Branch",
"text": "Target branch for saving"
},
"$:/language/ControlPanel/Saving/GitService/CommitMessage": {
"title": "$:/language/ControlPanel/Saving/GitService/CommitMessage",
"text": "Saved by TiddlyWiki"
},
"$:/language/ControlPanel/Saving/GitService/Description": {
"title": "$:/language/ControlPanel/Saving/GitService/Description",
"text": "These settings are only used when saving to <<service-name>>"
},
"$:/language/ControlPanel/Saving/GitService/Filename": {
"title": "$:/language/ControlPanel/Saving/GitService/Filename",
"text": "Filename of target file (e.g. `index.html`)"
},
"$:/language/ControlPanel/Saving/GitService/Path": {
"title": "$:/language/ControlPanel/Saving/GitService/Path",
"text": "Path to target file (e.g. `/wiki/`)"
},
"$:/language/ControlPanel/Saving/GitService/Repo": {
"title": "$:/language/ControlPanel/Saving/GitService/Repo",
"text": "Target repository (e.g. `Jermolene/TiddlyWiki5`)"
},
"$:/language/ControlPanel/Saving/GitService/ServerURL": {
"title": "$:/language/ControlPanel/Saving/GitService/ServerURL",
"text": "Server API URL"
},
"$:/language/ControlPanel/Saving/GitService/UserName": {
"title": "$:/language/ControlPanel/Saving/GitService/UserName",
"text": "Username"
},
"$:/language/ControlPanel/Saving/GitService/GitHub/Caption": {
"title": "$:/language/ControlPanel/Saving/GitService/GitHub/Caption",
"text": "~GitHub Saver"
},
"$:/language/ControlPanel/Saving/GitService/GitHub/Password": {
"title": "$:/language/ControlPanel/Saving/GitService/GitHub/Password",
"text": "Password, OAUTH token, or personal access token (see [[GitHub help page|https://help.github.com/en/articles/creating-a-personal-access-token-for-the-command-line]] for details)"
},
"$:/language/ControlPanel/Saving/GitService/GitLab/Caption": {
"title": "$:/language/ControlPanel/Saving/GitService/GitLab/Caption",
"text": "~GitLab Saver"
},
"$:/language/ControlPanel/Saving/GitService/GitLab/Password": {
"title": "$:/language/ControlPanel/Saving/GitService/GitLab/Password",
"text": "Personal access token for API (see [[GitLab help page|https://docs.gitlab.com/ee/user/profile/personal_access_tokens.html]] for details)"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Advanced/Heading": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Advanced/Heading",
"text": "Advanced Settings"
},
"$:/language/ControlPanel/Saving/TiddlySpot/BackupDir": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/BackupDir",
"text": "Backup Directory"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Backups": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Backups",
"text": "Backups"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Caption": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Caption",
"text": "~TiddlySpot Saver"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Description": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Description",
"text": "These settings are only used when saving to http://tiddlyspot.com or a compatible remote server"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Filename": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Filename",
"text": "Upload Filename"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Heading": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Heading",
"text": "~TiddlySpot"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Hint": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Hint",
"text": "//The server URL defaults to `http://<wikiname>.tiddlyspot.com/store.cgi` and can be changed to use a custom server address, e.g. `http://example.com/store.php`.//"
},
"$:/language/ControlPanel/Saving/TiddlySpot/Password": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/Password",
"text": "Password"
},
"$:/language/ControlPanel/Saving/TiddlySpot/ServerURL": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/ServerURL",
"text": "Server URL"
},
"$:/language/ControlPanel/Saving/TiddlySpot/UploadDir": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/UploadDir",
"text": "Upload Directory"
},
"$:/language/ControlPanel/Saving/TiddlySpot/UserName": {
"title": "$:/language/ControlPanel/Saving/TiddlySpot/UserName",
"text": "Wiki Name"
},
"$:/language/ControlPanel/Settings/AutoSave/Caption": {
"title": "$:/language/ControlPanel/Settings/AutoSave/Caption",
"text": "Autosave"
},
"$:/language/ControlPanel/Settings/AutoSave/Disabled/Description": {
"title": "$:/language/ControlPanel/Settings/AutoSave/Disabled/Description",
"text": "Do not save changes automatically"
},
"$:/language/ControlPanel/Settings/AutoSave/Enabled/Description": {
"title": "$:/language/ControlPanel/Settings/AutoSave/Enabled/Description",
"text": "Save changes automatically"
},
"$:/language/ControlPanel/Settings/AutoSave/Hint": {
"title": "$:/language/ControlPanel/Settings/AutoSave/Hint",
"text": "Attempt to automatically save changes during editing when using a supporting saver"
},
"$:/language/ControlPanel/Settings/CamelCase/Caption": {
"title": "$:/language/ControlPanel/Settings/CamelCase/Caption",
"text": "Camel Case Wiki Links"
},
"$:/language/ControlPanel/Settings/CamelCase/Hint": {
"title": "$:/language/ControlPanel/Settings/CamelCase/Hint",
"text": "You can globally disable automatic linking of ~CamelCase phrases. Requires reload to take effect"
},
"$:/language/ControlPanel/Settings/CamelCase/Description": {
"title": "$:/language/ControlPanel/Settings/CamelCase/Description",
"text": "Enable automatic ~CamelCase linking"
},
"$:/language/ControlPanel/Settings/Caption": {
"title": "$:/language/ControlPanel/Settings/Caption",
"text": "Settings"
},
"$:/language/ControlPanel/Settings/EditorToolbar/Caption": {
"title": "$:/language/ControlPanel/Settings/EditorToolbar/Caption",
"text": "Editor Toolbar"
},
"$:/language/ControlPanel/Settings/EditorToolbar/Hint": {
"title": "$:/language/ControlPanel/Settings/EditorToolbar/Hint",
"text": "Enable or disable the editor toolbar:"
},
"$:/language/ControlPanel/Settings/EditorToolbar/Description": {
"title": "$:/language/ControlPanel/Settings/EditorToolbar/Description",
"text": "Show editor toolbar"
},
"$:/language/ControlPanel/Settings/InfoPanelMode/Caption": {
"title": "$:/language/ControlPanel/Settings/InfoPanelMode/Caption",
"text": "Tiddler Info Panel Mode"
},
"$:/language/ControlPanel/Settings/InfoPanelMode/Hint": {
"title": "$:/language/ControlPanel/Settings/InfoPanelMode/Hint",
"text": "Control when the tiddler info panel closes:"
},
"$:/language/ControlPanel/Settings/InfoPanelMode/Popup/Description": {
"title": "$:/language/ControlPanel/Settings/InfoPanelMode/Popup/Description",
"text": "Tiddler info panel closes automatically"
},
"$:/language/ControlPanel/Settings/InfoPanelMode/Sticky/Description": {
"title": "$:/language/ControlPanel/Settings/InfoPanelMode/Sticky/Description",
"text": "Tiddler info panel stays open until explicitly closed"
},
"$:/language/ControlPanel/Settings/Hint": {
"title": "$:/language/ControlPanel/Settings/Hint",
"text": "These settings let you customise the behaviour of TiddlyWiki."
},
"$:/language/ControlPanel/Settings/NavigationAddressBar/Caption": {
"title": "$:/language/ControlPanel/Settings/NavigationAddressBar/Caption",
"text": "Navigation Address Bar"
},
"$:/language/ControlPanel/Settings/NavigationAddressBar/Hint": {
"title": "$:/language/ControlPanel/Settings/NavigationAddressBar/Hint",
"text": "Behaviour of the browser address bar when navigating to a tiddler:"
},
"$:/language/ControlPanel/Settings/NavigationAddressBar/No/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationAddressBar/No/Description",
"text": "Do not update the address bar"
},
"$:/language/ControlPanel/Settings/NavigationAddressBar/Permalink/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationAddressBar/Permalink/Description",
"text": "Include the target tiddler"
},
"$:/language/ControlPanel/Settings/NavigationAddressBar/Permaview/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationAddressBar/Permaview/Description",
"text": "Include the target tiddler and the current story sequence"
},
"$:/language/ControlPanel/Settings/NavigationHistory/Caption": {
"title": "$:/language/ControlPanel/Settings/NavigationHistory/Caption",
"text": "Navigation History"
},
"$:/language/ControlPanel/Settings/NavigationHistory/Hint": {
"title": "$:/language/ControlPanel/Settings/NavigationHistory/Hint",
"text": "Update browser history when navigating to a tiddler:"
},
"$:/language/ControlPanel/Settings/NavigationHistory/No/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationHistory/No/Description",
"text": "Do not update history"
},
"$:/language/ControlPanel/Settings/NavigationHistory/Yes/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationHistory/Yes/Description",
"text": "Update history"
},
"$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/Caption": {
"title": "$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/Caption",
"text": "Permalink/permaview Mode"
},
"$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/Hint": {
"title": "$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/Hint",
"text": "Choose how permalink/permaview is handled:"
},
"$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/CopyToClipboard/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/CopyToClipboard/Description",
"text": "Copy permalink/permaview URL to clipboard"
},
"$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/UpdateAddressBar/Description": {
"title": "$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/UpdateAddressBar/Description",
"text": "Update address bar with permalink/permaview URL"
},
"$:/language/ControlPanel/Settings/PerformanceInstrumentation/Caption": {
"title": "$:/language/ControlPanel/Settings/PerformanceInstrumentation/Caption",
"text": "Performance Instrumentation"
},
"$:/language/ControlPanel/Settings/PerformanceInstrumentation/Hint": {
"title": "$:/language/ControlPanel/Settings/PerformanceInstrumentation/Hint",
"text": "Displays performance statistics in the browser developer console. Requires reload to take effect"
},
"$:/language/ControlPanel/Settings/PerformanceInstrumentation/Description": {
"title": "$:/language/ControlPanel/Settings/PerformanceInstrumentation/Description",
"text": "Enable performance instrumentation"
},
"$:/language/ControlPanel/Settings/ToolbarButtonStyle/Caption": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtonStyle/Caption",
"text": "Toolbar Button Style"
},
"$:/language/ControlPanel/Settings/ToolbarButtonStyle/Hint": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtonStyle/Hint",
"text": "Choose the style for toolbar buttons:"
},
"$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Borderless": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Borderless",
"text": "Borderless"
},
"$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Boxed": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Boxed",
"text": "Boxed"
},
"$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Rounded": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Rounded",
"text": "Rounded"
},
"$:/language/ControlPanel/Settings/ToolbarButtons/Caption": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtons/Caption",
"text": "Toolbar Buttons"
},
"$:/language/ControlPanel/Settings/ToolbarButtons/Hint": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtons/Hint",
"text": "Default toolbar button appearance:"
},
"$:/language/ControlPanel/Settings/ToolbarButtons/Icons/Description": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtons/Icons/Description",
"text": "Include icon"
},
"$:/language/ControlPanel/Settings/ToolbarButtons/Text/Description": {
"title": "$:/language/ControlPanel/Settings/ToolbarButtons/Text/Description",
"text": "Include text"
},
"$:/language/ControlPanel/Settings/DefaultSidebarTab/Caption": {
"title": "$:/language/ControlPanel/Settings/DefaultSidebarTab/Caption",
"text": "Default Sidebar Tab"
},
"$:/language/ControlPanel/Settings/DefaultSidebarTab/Hint": {
"title": "$:/language/ControlPanel/Settings/DefaultSidebarTab/Hint",
"text": "Specify which sidebar tab is displayed by default"
},
"$:/language/ControlPanel/Settings/DefaultMoreSidebarTab/Caption": {
"title": "$:/language/ControlPanel/Settings/DefaultMoreSidebarTab/Caption",
"text": "Default More Sidebar Tab"
},
"$:/language/ControlPanel/Settings/DefaultMoreSidebarTab/Hint": {
"title": "$:/language/ControlPanel/Settings/DefaultMoreSidebarTab/Hint",
"text": "Specify which More sidebar tab is displayed by default"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/Caption": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/Caption",
"text": "Tiddler Opening Behaviour"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/InsideRiver/Hint": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/InsideRiver/Hint",
"text": "Navigation from //within// the story river"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/OutsideRiver/Hint": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/OutsideRiver/Hint",
"text": "Navigation from //outside// the story river"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/OpenAbove": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/OpenAbove",
"text": "Open above the current tiddler"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/OpenBelow": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/OpenBelow",
"text": "Open below the current tiddler"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/OpenAtTop": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/OpenAtTop",
"text": "Open at the top of the story river"
},
"$:/language/ControlPanel/Settings/LinkToBehaviour/OpenAtBottom": {
"title": "$:/language/ControlPanel/Settings/LinkToBehaviour/OpenAtBottom",
"text": "Open at the bottom of the story river"
},
"$:/language/ControlPanel/Settings/TitleLinks/Caption": {
"title": "$:/language/ControlPanel/Settings/TitleLinks/Caption",
"text": "Tiddler Titles"
},
"$:/language/ControlPanel/Settings/TitleLinks/Hint": {
"title": "$:/language/ControlPanel/Settings/TitleLinks/Hint",
"text": "Optionally display tiddler titles as links"
},
"$:/language/ControlPanel/Settings/TitleLinks/No/Description": {
"title": "$:/language/ControlPanel/Settings/TitleLinks/No/Description",
"text": "Do not display tiddler titles as links"
},
"$:/language/ControlPanel/Settings/TitleLinks/Yes/Description": {
"title": "$:/language/ControlPanel/Settings/TitleLinks/Yes/Description",
"text": "Display tiddler titles as links"
},
"$:/language/ControlPanel/Settings/MissingLinks/Caption": {
"title": "$:/language/ControlPanel/Settings/MissingLinks/Caption",
"text": "Wiki Links"
},
"$:/language/ControlPanel/Settings/MissingLinks/Hint": {
"title": "$:/language/ControlPanel/Settings/MissingLinks/Hint",
"text": "Choose whether to link to tiddlers that do not exist yet"
},
"$:/language/ControlPanel/Settings/MissingLinks/Description": {
"title": "$:/language/ControlPanel/Settings/MissingLinks/Description",
"text": "Enable links to missing tiddlers"
},
"$:/language/ControlPanel/StoryView/Caption": {
"title": "$:/language/ControlPanel/StoryView/Caption",
"text": "Story View"
},
"$:/language/ControlPanel/StoryView/Prompt": {
"title": "$:/language/ControlPanel/StoryView/Prompt",
"text": "Current view:"
},
"$:/language/ControlPanel/Stylesheets/Caption": {
"title": "$:/language/ControlPanel/Stylesheets/Caption",
"text": "Stylesheets"
},
"$:/language/ControlPanel/Stylesheets/Expand/Caption": {
"title": "$:/language/ControlPanel/Stylesheets/Expand/Caption",
"text": "Expand All"
},
"$:/language/ControlPanel/Stylesheets/Hint": {
"title": "$:/language/ControlPanel/Stylesheets/Hint",
"text": "This is the rendered CSS of the current stylesheet tiddlers tagged with <<tag \"$:/tags/Stylesheet\">>"
},
"$:/language/ControlPanel/Stylesheets/Restore/Caption": {
"title": "$:/language/ControlPanel/Stylesheets/Restore/Caption",
"text": "Restore"
},
"$:/language/ControlPanel/Theme/Caption": {
"title": "$:/language/ControlPanel/Theme/Caption",
"text": "Theme"
},
"$:/language/ControlPanel/Theme/Prompt": {
"title": "$:/language/ControlPanel/Theme/Prompt",
"text": "Current theme:"
},
"$:/language/ControlPanel/TiddlerFields/Caption": {
"title": "$:/language/ControlPanel/TiddlerFields/Caption",
"text": "Tiddler Fields"
},
"$:/language/ControlPanel/TiddlerFields/Hint": {
"title": "$:/language/ControlPanel/TiddlerFields/Hint",
"text": "This is the full set of TiddlerFields in use in this wiki (including system tiddlers but excluding shadow tiddlers)."
},
"$:/language/ControlPanel/Toolbars/Caption": {
"title": "$:/language/ControlPanel/Toolbars/Caption",
"text": "Toolbars"
},
"$:/language/ControlPanel/Toolbars/EditToolbar/Caption": {
"title": "$:/language/ControlPanel/Toolbars/EditToolbar/Caption",
"text": "Edit Toolbar"
},
"$:/language/ControlPanel/Toolbars/EditToolbar/Hint": {
"title": "$:/language/ControlPanel/Toolbars/EditToolbar/Hint",
"text": "Choose which buttons are displayed for tiddlers in edit mode. Drag and drop to change the ordering"
},
"$:/language/ControlPanel/Toolbars/Hint": {
"title": "$:/language/ControlPanel/Toolbars/Hint",
"text": "Select which toolbar buttons are displayed"
},
"$:/language/ControlPanel/Toolbars/PageControls/Caption": {
"title": "$:/language/ControlPanel/Toolbars/PageControls/Caption",
"text": "Page Toolbar"
},
"$:/language/ControlPanel/Toolbars/PageControls/Hint": {
"title": "$:/language/ControlPanel/Toolbars/PageControls/Hint",
"text": "Choose which buttons are displayed on the main page toolbar. Drag and drop to change the ordering"
},
"$:/language/ControlPanel/Toolbars/EditorToolbar/Caption": {
"title": "$:/language/ControlPanel/Toolbars/EditorToolbar/Caption",
"text": "Editor Toolbar"
},
"$:/language/ControlPanel/Toolbars/EditorToolbar/Hint": {
"title": "$:/language/ControlPanel/Toolbars/EditorToolbar/Hint",
"text": "Choose which buttons are displayed in the editor toolbar. Note that some buttons will only appear when editing tiddlers of a certain type. Drag and drop to change the ordering"
},
"$:/language/ControlPanel/Toolbars/ViewToolbar/Caption": {
"title": "$:/language/ControlPanel/Toolbars/ViewToolbar/Caption",
"text": "View Toolbar"
},
"$:/language/ControlPanel/Toolbars/ViewToolbar/Hint": {
"title": "$:/language/ControlPanel/Toolbars/ViewToolbar/Hint",
"text": "Choose which buttons are displayed for tiddlers in view mode. Drag and drop to change the ordering"
},
"$:/language/ControlPanel/Tools/Download/Full/Caption": {
"title": "$:/language/ControlPanel/Tools/Download/Full/Caption",
"text": "Download full wiki"
},
"$:/language/Date/DaySuffix/1": {
"title": "$:/language/Date/DaySuffix/1",
"text": "st"
},
"$:/language/Date/DaySuffix/2": {
"title": "$:/language/Date/DaySuffix/2",
"text": "nd"
},
"$:/language/Date/DaySuffix/3": {
"title": "$:/language/Date/DaySuffix/3",
"text": "rd"
},
"$:/language/Date/DaySuffix/4": {
"title": "$:/language/Date/DaySuffix/4",
"text": "th"
},
"$:/language/Date/DaySuffix/5": {
"title": "$:/language/Date/DaySuffix/5",
"text": "th"
},
"$:/language/Date/DaySuffix/6": {
"title": "$:/language/Date/DaySuffix/6",
"text": "th"
},
"$:/language/Date/DaySuffix/7": {
"title": "$:/language/Date/DaySuffix/7",
"text": "th"
},
"$:/language/Date/DaySuffix/8": {
"title": "$:/language/Date/DaySuffix/8",
"text": "th"
},
"$:/language/Date/DaySuffix/9": {
"title": "$:/language/Date/DaySuffix/9",
"text": "th"
},
"$:/language/Date/DaySuffix/10": {
"title": "$:/language/Date/DaySuffix/10",
"text": "th"
},
"$:/language/Date/DaySuffix/11": {
"title": "$:/language/Date/DaySuffix/11",
"text": "th"
},
"$:/language/Date/DaySuffix/12": {
"title": "$:/language/Date/DaySuffix/12",
"text": "th"
},
"$:/language/Date/DaySuffix/13": {
"title": "$:/language/Date/DaySuffix/13",
"text": "th"
},
"$:/language/Date/DaySuffix/14": {
"title": "$:/language/Date/DaySuffix/14",
"text": "th"
},
"$:/language/Date/DaySuffix/15": {
"title": "$:/language/Date/DaySuffix/15",
"text": "th"
},
"$:/language/Date/DaySuffix/16": {
"title": "$:/language/Date/DaySuffix/16",
"text": "th"
},
"$:/language/Date/DaySuffix/17": {
"title": "$:/language/Date/DaySuffix/17",
"text": "th"
},
"$:/language/Date/DaySuffix/18": {
"title": "$:/language/Date/DaySuffix/18",
"text": "th"
},
"$:/language/Date/DaySuffix/19": {
"title": "$:/language/Date/DaySuffix/19",
"text": "th"
},
"$:/language/Date/DaySuffix/20": {
"title": "$:/language/Date/DaySuffix/20",
"text": "th"
},
"$:/language/Date/DaySuffix/21": {
"title": "$:/language/Date/DaySuffix/21",
"text": "st"
},
"$:/language/Date/DaySuffix/22": {
"title": "$:/language/Date/DaySuffix/22",
"text": "nd"
},
"$:/language/Date/DaySuffix/23": {
"title": "$:/language/Date/DaySuffix/23",
"text": "rd"
},
"$:/language/Date/DaySuffix/24": {
"title": "$:/language/Date/DaySuffix/24",
"text": "th"
},
"$:/language/Date/DaySuffix/25": {
"title": "$:/language/Date/DaySuffix/25",
"text": "th"
},
"$:/language/Date/DaySuffix/26": {
"title": "$:/language/Date/DaySuffix/26",
"text": "th"
},
"$:/language/Date/DaySuffix/27": {
"title": "$:/language/Date/DaySuffix/27",
"text": "th"
},
"$:/language/Date/DaySuffix/28": {
"title": "$:/language/Date/DaySuffix/28",
"text": "th"
},
"$:/language/Date/DaySuffix/29": {
"title": "$:/language/Date/DaySuffix/29",
"text": "th"
},
"$:/language/Date/DaySuffix/30": {
"title": "$:/language/Date/DaySuffix/30",
"text": "th"
},
"$:/language/Date/DaySuffix/31": {
"title": "$:/language/Date/DaySuffix/31",
"text": "st"
},
"$:/language/Date/Long/Day/0": {
"title": "$:/language/Date/Long/Day/0",
"text": "Sunday"
},
"$:/language/Date/Long/Day/1": {
"title": "$:/language/Date/Long/Day/1",
"text": "Monday"
},
"$:/language/Date/Long/Day/2": {
"title": "$:/language/Date/Long/Day/2",
"text": "Tuesday"
},
"$:/language/Date/Long/Day/3": {
"title": "$:/language/Date/Long/Day/3",
"text": "Wednesday"
},
"$:/language/Date/Long/Day/4": {
"title": "$:/language/Date/Long/Day/4",
"text": "Thursday"
},
"$:/language/Date/Long/Day/5": {
"title": "$:/language/Date/Long/Day/5",
"text": "Friday"
},
"$:/language/Date/Long/Day/6": {
"title": "$:/language/Date/Long/Day/6",
"text": "Saturday"
},
"$:/language/Date/Long/Month/1": {
"title": "$:/language/Date/Long/Month/1",
"text": "January"
},
"$:/language/Date/Long/Month/2": {
"title": "$:/language/Date/Long/Month/2",
"text": "February"
},
"$:/language/Date/Long/Month/3": {
"title": "$:/language/Date/Long/Month/3",
"text": "March"
},
"$:/language/Date/Long/Month/4": {
"title": "$:/language/Date/Long/Month/4",
"text": "April"
},
"$:/language/Date/Long/Month/5": {
"title": "$:/language/Date/Long/Month/5",
"text": "May"
},
"$:/language/Date/Long/Month/6": {
"title": "$:/language/Date/Long/Month/6",
"text": "June"
},
"$:/language/Date/Long/Month/7": {
"title": "$:/language/Date/Long/Month/7",
"text": "July"
},
"$:/language/Date/Long/Month/8": {
"title": "$:/language/Date/Long/Month/8",
"text": "August"
},
"$:/language/Date/Long/Month/9": {
"title": "$:/language/Date/Long/Month/9",
"text": "September"
},
"$:/language/Date/Long/Month/10": {
"title": "$:/language/Date/Long/Month/10",
"text": "October"
},
"$:/language/Date/Long/Month/11": {
"title": "$:/language/Date/Long/Month/11",
"text": "November"
},
"$:/language/Date/Long/Month/12": {
"title": "$:/language/Date/Long/Month/12",
"text": "December"
},
"$:/language/Date/Period/am": {
"title": "$:/language/Date/Period/am",
"text": "am"
},
"$:/language/Date/Period/pm": {
"title": "$:/language/Date/Period/pm",
"text": "pm"
},
"$:/language/Date/Short/Day/0": {
"title": "$:/language/Date/Short/Day/0",
"text": "Sun"
},
"$:/language/Date/Short/Day/1": {
"title": "$:/language/Date/Short/Day/1",
"text": "Mon"
},
"$:/language/Date/Short/Day/2": {
"title": "$:/language/Date/Short/Day/2",
"text": "Tue"
},
"$:/language/Date/Short/Day/3": {
"title": "$:/language/Date/Short/Day/3",
"text": "Wed"
},
"$:/language/Date/Short/Day/4": {
"title": "$:/language/Date/Short/Day/4",
"text": "Thu"
},
"$:/language/Date/Short/Day/5": {
"title": "$:/language/Date/Short/Day/5",
"text": "Fri"
},
"$:/language/Date/Short/Day/6": {
"title": "$:/language/Date/Short/Day/6",
"text": "Sat"
},
"$:/language/Date/Short/Month/1": {
"title": "$:/language/Date/Short/Month/1",
"text": "Jan"
},
"$:/language/Date/Short/Month/2": {
"title": "$:/language/Date/Short/Month/2",
"text": "Feb"
},
"$:/language/Date/Short/Month/3": {
"title": "$:/language/Date/Short/Month/3",
"text": "Mar"
},
"$:/language/Date/Short/Month/4": {
"title": "$:/language/Date/Short/Month/4",
"text": "Apr"
},
"$:/language/Date/Short/Month/5": {
"title": "$:/language/Date/Short/Month/5",
"text": "May"
},
"$:/language/Date/Short/Month/6": {
"title": "$:/language/Date/Short/Month/6",
"text": "Jun"
},
"$:/language/Date/Short/Month/7": {
"title": "$:/language/Date/Short/Month/7",
"text": "Jul"
},
"$:/language/Date/Short/Month/8": {
"title": "$:/language/Date/Short/Month/8",
"text": "Aug"
},
"$:/language/Date/Short/Month/9": {
"title": "$:/language/Date/Short/Month/9",
"text": "Sep"
},
"$:/language/Date/Short/Month/10": {
"title": "$:/language/Date/Short/Month/10",
"text": "Oct"
},
"$:/language/Date/Short/Month/11": {
"title": "$:/language/Date/Short/Month/11",
"text": "Nov"
},
"$:/language/Date/Short/Month/12": {
"title": "$:/language/Date/Short/Month/12",
"text": "Dec"
},
"$:/language/RelativeDate/Future/Days": {
"title": "$:/language/RelativeDate/Future/Days",
"text": "<<period>> days from now"
},
"$:/language/RelativeDate/Future/Hours": {
"title": "$:/language/RelativeDate/Future/Hours",
"text": "<<period>> hours from now"
},
"$:/language/RelativeDate/Future/Minutes": {
"title": "$:/language/RelativeDate/Future/Minutes",
"text": "<<period>> minutes from now"
},
"$:/language/RelativeDate/Future/Months": {
"title": "$:/language/RelativeDate/Future/Months",
"text": "<<period>> months from now"
},
"$:/language/RelativeDate/Future/Second": {
"title": "$:/language/RelativeDate/Future/Second",
"text": "1 second from now"
},
"$:/language/RelativeDate/Future/Seconds": {
"title": "$:/language/RelativeDate/Future/Seconds",
"text": "<<period>> seconds from now"
},
"$:/language/RelativeDate/Future/Years": {
"title": "$:/language/RelativeDate/Future/Years",
"text": "<<period>> years from now"
},
"$:/language/RelativeDate/Past/Days": {
"title": "$:/language/RelativeDate/Past/Days",
"text": "<<period>> days ago"
},
"$:/language/RelativeDate/Past/Hours": {
"title": "$:/language/RelativeDate/Past/Hours",
"text": "<<period>> hours ago"
},
"$:/language/RelativeDate/Past/Minutes": {
"title": "$:/language/RelativeDate/Past/Minutes",
"text": "<<period>> minutes ago"
},
"$:/language/RelativeDate/Past/Months": {
"title": "$:/language/RelativeDate/Past/Months",
"text": "<<period>> months ago"
},
"$:/language/RelativeDate/Past/Second": {
"title": "$:/language/RelativeDate/Past/Second",
"text": "1 second ago"
},
"$:/language/RelativeDate/Past/Seconds": {
"title": "$:/language/RelativeDate/Past/Seconds",
"text": "<<period>> seconds ago"
},
"$:/language/RelativeDate/Past/Years": {
"title": "$:/language/RelativeDate/Past/Years",
"text": "<<period>> years ago"
},
"$:/language/Docs/ModuleTypes/allfilteroperator": {
"title": "$:/language/Docs/ModuleTypes/allfilteroperator",
"text": "A sub-operator for the ''all'' filter operator."
},
"$:/language/Docs/ModuleTypes/animation": {
"title": "$:/language/Docs/ModuleTypes/animation",
"text": "Animations that may be used with the RevealWidget."
},
"$:/language/Docs/ModuleTypes/authenticator": {
"title": "$:/language/Docs/ModuleTypes/authenticator",
"text": "Defines how requests are authenticated by the built-in HTTP server."
},
"$:/language/Docs/ModuleTypes/bitmapeditoroperation": {
"title": "$:/language/Docs/ModuleTypes/bitmapeditoroperation",
"text": "A bitmap editor toolbar operation."
},
"$:/language/Docs/ModuleTypes/command": {
"title": "$:/language/Docs/ModuleTypes/command",
"text": "Commands that can be executed under Node.js."
},
"$:/language/Docs/ModuleTypes/config": {
"title": "$:/language/Docs/ModuleTypes/config",
"text": "Data to be inserted into `$tw.config`."
},
"$:/language/Docs/ModuleTypes/filteroperator": {
"title": "$:/language/Docs/ModuleTypes/filteroperator",
"text": "Individual filter operator methods."
},
"$:/language/Docs/ModuleTypes/global": {
"title": "$:/language/Docs/ModuleTypes/global",
"text": "Global data to be inserted into `$tw`."
},
"$:/language/Docs/ModuleTypes/info": {
"title": "$:/language/Docs/ModuleTypes/info",
"text": "Publishes system information via the [[$:/temp/info-plugin]] pseudo-plugin."
},
"$:/language/Docs/ModuleTypes/isfilteroperator": {
"title": "$:/language/Docs/ModuleTypes/isfilteroperator",
"text": "Operands for the ''is'' filter operator."
},
"$:/language/Docs/ModuleTypes/library": {
"title": "$:/language/Docs/ModuleTypes/library",
"text": "Generic module type for general purpose JavaScript modules."
},
"$:/language/Docs/ModuleTypes/macro": {
"title": "$:/language/Docs/ModuleTypes/macro",
"text": "JavaScript macro definitions."
},
"$:/language/Docs/ModuleTypes/parser": {
"title": "$:/language/Docs/ModuleTypes/parser",
"text": "Parsers for different content types."
},
"$:/language/Docs/ModuleTypes/route": {
"title": "$:/language/Docs/ModuleTypes/route",
"text": "Defines how individual URL patterns are handled by the built-in HTTP server."
},
"$:/language/Docs/ModuleTypes/saver": {
"title": "$:/language/Docs/ModuleTypes/saver",
"text": "Savers handle different methods for saving files from the browser."
},
"$:/language/Docs/ModuleTypes/startup": {
"title": "$:/language/Docs/ModuleTypes/startup",
"text": "Startup functions."
},
"$:/language/Docs/ModuleTypes/storyview": {
"title": "$:/language/Docs/ModuleTypes/storyview",
"text": "Story views customise the animation and behaviour of list widgets."
},
"$:/language/Docs/ModuleTypes/texteditoroperation": {
"title": "$:/language/Docs/ModuleTypes/texteditoroperation",
"text": "A text editor toolbar operation."
},
"$:/language/Docs/ModuleTypes/tiddlerdeserializer": {
"title": "$:/language/Docs/ModuleTypes/tiddlerdeserializer",
"text": "Converts different content types into tiddlers."
},
"$:/language/Docs/ModuleTypes/tiddlerfield": {
"title": "$:/language/Docs/ModuleTypes/tiddlerfield",
"text": "Defines the behaviour of an individual tiddler field."
},
"$:/language/Docs/ModuleTypes/tiddlermethod": {
"title": "$:/language/Docs/ModuleTypes/tiddlermethod",
"text": "Adds methods to the `$tw.Tiddler` prototype."
},
"$:/language/Docs/ModuleTypes/upgrader": {
"title": "$:/language/Docs/ModuleTypes/upgrader",
"text": "Applies upgrade processing to tiddlers during an upgrade/import."
},
"$:/language/Docs/ModuleTypes/utils": {
"title": "$:/language/Docs/ModuleTypes/utils",
"text": "Adds methods to `$tw.utils`."
},
"$:/language/Docs/ModuleTypes/utils-node": {
"title": "$:/language/Docs/ModuleTypes/utils-node",
"text": "Adds Node.js-specific methods to `$tw.utils`."
},
"$:/language/Docs/ModuleTypes/widget": {
"title": "$:/language/Docs/ModuleTypes/widget",
"text": "Widgets encapsulate DOM rendering and refreshing."
},
"$:/language/Docs/ModuleTypes/wikimethod": {
"title": "$:/language/Docs/ModuleTypes/wikimethod",
"text": "Adds methods to `$tw.Wiki`."
},
"$:/language/Docs/ModuleTypes/wikirule": {
"title": "$:/language/Docs/ModuleTypes/wikirule",
"text": "Individual parser rules for the main WikiText parser."
},
"$:/language/Docs/PaletteColours/alert-background": {
"title": "$:/language/Docs/PaletteColours/alert-background",
"text": "Alert background"
},
"$:/language/Docs/PaletteColours/alert-border": {
"title": "$:/language/Docs/PaletteColours/alert-border",
"text": "Alert border"
},
"$:/language/Docs/PaletteColours/alert-highlight": {
"title": "$:/language/Docs/PaletteColours/alert-highlight",
"text": "Alert highlight"
},
"$:/language/Docs/PaletteColours/alert-muted-foreground": {
"title": "$:/language/Docs/PaletteColours/alert-muted-foreground",
"text": "Alert muted foreground"
},
"$:/language/Docs/PaletteColours/background": {
"title": "$:/language/Docs/PaletteColours/background",
"text": "General background"
},
"$:/language/Docs/PaletteColours/blockquote-bar": {
"title": "$:/language/Docs/PaletteColours/blockquote-bar",
"text": "Blockquote bar"
},
"$:/language/Docs/PaletteColours/button-background": {
"title": "$:/language/Docs/PaletteColours/button-background",
"text": "Default button background"
},
"$:/language/Docs/PaletteColours/button-border": {
"title": "$:/language/Docs/PaletteColours/button-border",
"text": "Default button border"
},
"$:/language/Docs/PaletteColours/button-foreground": {
"title": "$:/language/Docs/PaletteColours/button-foreground",
"text": "Default button foreground"
},
"$:/language/Docs/PaletteColours/dirty-indicator": {
"title": "$:/language/Docs/PaletteColours/dirty-indicator",
"text": "Unsaved changes indicator"
},
"$:/language/Docs/PaletteColours/code-background": {
"title": "$:/language/Docs/PaletteColours/code-background",
"text": "Code background"
},
"$:/language/Docs/PaletteColours/code-border": {
"title": "$:/language/Docs/PaletteColours/code-border",
"text": "Code border"
},
"$:/language/Docs/PaletteColours/code-foreground": {
"title": "$:/language/Docs/PaletteColours/code-foreground",
"text": "Code foreground"
},
"$:/language/Docs/PaletteColours/download-background": {
"title": "$:/language/Docs/PaletteColours/download-background",
"text": "Download button background"
},
"$:/language/Docs/PaletteColours/download-foreground": {
"title": "$:/language/Docs/PaletteColours/download-foreground",
"text": "Download button foreground"
},
"$:/language/Docs/PaletteColours/dragger-background": {
"title": "$:/language/Docs/PaletteColours/dragger-background",
"text": "Dragger background"
},
"$:/language/Docs/PaletteColours/dragger-foreground": {
"title": "$:/language/Docs/PaletteColours/dragger-foreground",
"text": "Dragger foreground"
},
"$:/language/Docs/PaletteColours/dropdown-background": {
"title": "$:/language/Docs/PaletteColours/dropdown-background",
"text": "Dropdown background"
},
"$:/language/Docs/PaletteColours/dropdown-border": {
"title": "$:/language/Docs/PaletteColours/dropdown-border",
"text": "Dropdown border"
},
"$:/language/Docs/PaletteColours/dropdown-tab-background-selected": {
"title": "$:/language/Docs/PaletteColours/dropdown-tab-background-selected",
"text": "Dropdown tab background for selected tabs"
},
"$:/language/Docs/PaletteColours/dropdown-tab-background": {
"title": "$:/language/Docs/PaletteColours/dropdown-tab-background",
"text": "Dropdown tab background"
},
"$:/language/Docs/PaletteColours/dropzone-background": {
"title": "$:/language/Docs/PaletteColours/dropzone-background",
"text": "Dropzone background"
},
"$:/language/Docs/PaletteColours/external-link-background-hover": {
"title": "$:/language/Docs/PaletteColours/external-link-background-hover",
"text": "External link background hover"
},
"$:/language/Docs/PaletteColours/external-link-background-visited": {
"title": "$:/language/Docs/PaletteColours/external-link-background-visited",
"text": "External link background visited"
},
"$:/language/Docs/PaletteColours/external-link-background": {
"title": "$:/language/Docs/PaletteColours/external-link-background",
"text": "External link background"
},
"$:/language/Docs/PaletteColours/external-link-foreground-hover": {
"title": "$:/language/Docs/PaletteColours/external-link-foreground-hover",
"text": "External link foreground hover"
},
"$:/language/Docs/PaletteColours/external-link-foreground-visited": {
"title": "$:/language/Docs/PaletteColours/external-link-foreground-visited",
"text": "External link foreground visited"
},
"$:/language/Docs/PaletteColours/external-link-foreground": {
"title": "$:/language/Docs/PaletteColours/external-link-foreground",
"text": "External link foreground"
},
"$:/language/Docs/PaletteColours/foreground": {
"title": "$:/language/Docs/PaletteColours/foreground",
"text": "General foreground"
},
"$:/language/Docs/PaletteColours/message-background": {
"title": "$:/language/Docs/PaletteColours/message-background",
"text": "Message box background"
},
"$:/language/Docs/PaletteColours/message-border": {
"title": "$:/language/Docs/PaletteColours/message-border",
"text": "Message box border"
},
"$:/language/Docs/PaletteColours/message-foreground": {
"title": "$:/language/Docs/PaletteColours/message-foreground",
"text": "Message box foreground"
},
"$:/language/Docs/PaletteColours/modal-backdrop": {
"title": "$:/language/Docs/PaletteColours/modal-backdrop",
"text": "Modal backdrop"
},
"$:/language/Docs/PaletteColours/modal-background": {
"title": "$:/language/Docs/PaletteColours/modal-background",
"text": "Modal background"
},
"$:/language/Docs/PaletteColours/modal-border": {
"title": "$:/language/Docs/PaletteColours/modal-border",
"text": "Modal border"
},
"$:/language/Docs/PaletteColours/modal-footer-background": {
"title": "$:/language/Docs/PaletteColours/modal-footer-background",
"text": "Modal footer background"
},
"$:/language/Docs/PaletteColours/modal-footer-border": {
"title": "$:/language/Docs/PaletteColours/modal-footer-border",
"text": "Modal footer border"
},
"$:/language/Docs/PaletteColours/modal-header-border": {
"title": "$:/language/Docs/PaletteColours/modal-header-border",
"text": "Modal header border"
},
"$:/language/Docs/PaletteColours/muted-foreground": {
"title": "$:/language/Docs/PaletteColours/muted-foreground",
"text": "General muted foreground"
},
"$:/language/Docs/PaletteColours/notification-background": {
"title": "$:/language/Docs/PaletteColours/notification-background",
"text": "Notification background"
},
"$:/language/Docs/PaletteColours/notification-border": {
"title": "$:/language/Docs/PaletteColours/notification-border",
"text": "Notification border"
},
"$:/language/Docs/PaletteColours/page-background": {
"title": "$:/language/Docs/PaletteColours/page-background",
"text": "Page background"
},
"$:/language/Docs/PaletteColours/pre-background": {
"title": "$:/language/Docs/PaletteColours/pre-background",
"text": "Preformatted code background"
},
"$:/language/Docs/PaletteColours/pre-border": {
"title": "$:/language/Docs/PaletteColours/pre-border",
"text": "Preformatted code border"
},
"$:/language/Docs/PaletteColours/primary": {
"title": "$:/language/Docs/PaletteColours/primary",
"text": "General primary"
},
"$:/language/Docs/PaletteColours/select-tag-background": {
"title": "$:/language/Docs/PaletteColours/select-tag-background",
"text": "`<select>` element background"
},
"$:/language/Docs/PaletteColours/select-tag-foreground": {
"title": "$:/language/Docs/PaletteColours/select-tag-foreground",
"text": "`<select>` element text"
},
"$:/language/Docs/PaletteColours/sidebar-button-foreground": {
"title": "$:/language/Docs/PaletteColours/sidebar-button-foreground",
"text": "Sidebar button foreground"
},
"$:/language/Docs/PaletteColours/sidebar-controls-foreground-hover": {
"title": "$:/language/Docs/PaletteColours/sidebar-controls-foreground-hover",
"text": "Sidebar controls foreground hover"
},
"$:/language/Docs/PaletteColours/sidebar-controls-foreground": {
"title": "$:/language/Docs/PaletteColours/sidebar-controls-foreground",
"text": "Sidebar controls foreground"
},
"$:/language/Docs/PaletteColours/sidebar-foreground-shadow": {
"title": "$:/language/Docs/PaletteColours/sidebar-foreground-shadow",
"text": "Sidebar foreground shadow"
},
"$:/language/Docs/PaletteColours/sidebar-foreground": {
"title": "$:/language/Docs/PaletteColours/sidebar-foreground",
"text": "Sidebar foreground"
},
"$:/language/Docs/PaletteColours/sidebar-muted-foreground-hover": {
"title": "$:/language/Docs/PaletteColours/sidebar-muted-foreground-hover",
"text": "Sidebar muted foreground hover"
},
"$:/language/Docs/PaletteColours/sidebar-muted-foreground": {
"title": "$:/language/Docs/PaletteColours/sidebar-muted-foreground",
"text": "Sidebar muted foreground"
},
"$:/language/Docs/PaletteColours/sidebar-tab-background-selected": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-background-selected",
"text": "Sidebar tab background for selected tabs"
},
"$:/language/Docs/PaletteColours/sidebar-tab-background": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-background",
"text": "Sidebar tab background"
},
"$:/language/Docs/PaletteColours/sidebar-tab-border-selected": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-border-selected",
"text": "Sidebar tab border for selected tabs"
},
"$:/language/Docs/PaletteColours/sidebar-tab-border": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-border",
"text": "Sidebar tab border"
},
"$:/language/Docs/PaletteColours/sidebar-tab-divider": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-divider",
"text": "Sidebar tab divider"
},
"$:/language/Docs/PaletteColours/sidebar-tab-foreground-selected": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-foreground-selected",
"text": "Sidebar tab foreground for selected tabs"
},
"$:/language/Docs/PaletteColours/sidebar-tab-foreground": {
"title": "$:/language/Docs/PaletteColours/sidebar-tab-foreground",
"text": "Sidebar tab foreground"
},
"$:/language/Docs/PaletteColours/sidebar-tiddler-link-foreground-hover": {
"title": "$:/language/Docs/PaletteColours/sidebar-tiddler-link-foreground-hover",
"text": "Sidebar tiddler link foreground hover"
},
"$:/language/Docs/PaletteColours/sidebar-tiddler-link-foreground": {
"title": "$:/language/Docs/PaletteColours/sidebar-tiddler-link-foreground",
"text": "Sidebar tiddler link foreground"
},
"$:/language/Docs/PaletteColours/site-title-foreground": {
"title": "$:/language/Docs/PaletteColours/site-title-foreground",
"text": "Site title foreground"
},
"$:/language/Docs/PaletteColours/static-alert-foreground": {
"title": "$:/language/Docs/PaletteColours/static-alert-foreground",
"text": "Static alert foreground"
},
"$:/language/Docs/PaletteColours/tab-background-selected": {
"title": "$:/language/Docs/PaletteColours/tab-background-selected",
"text": "Tab background for selected tabs"
},
"$:/language/Docs/PaletteColours/tab-background": {
"title": "$:/language/Docs/PaletteColours/tab-background",
"text": "Tab background"
},
"$:/language/Docs/PaletteColours/tab-border-selected": {
"title": "$:/language/Docs/PaletteColours/tab-border-selected",
"text": "Tab border for selected tabs"
},
"$:/language/Docs/PaletteColours/tab-border": {
"title": "$:/language/Docs/PaletteColours/tab-border",
"text": "Tab border"
},
"$:/language/Docs/PaletteColours/tab-divider": {
"title": "$:/language/Docs/PaletteColours/tab-divider",
"text": "Tab divider"
},
"$:/language/Docs/PaletteColours/tab-foreground-selected": {
"title": "$:/language/Docs/PaletteColours/tab-foreground-selected",
"text": "Tab foreground for selected tabs"
},
"$:/language/Docs/PaletteColours/tab-foreground": {
"title": "$:/language/Docs/PaletteColours/tab-foreground",
"text": "Tab foreground"
},
"$:/language/Docs/PaletteColours/table-border": {
"title": "$:/language/Docs/PaletteColours/table-border",
"text": "Table border"
},
"$:/language/Docs/PaletteColours/table-footer-background": {
"title": "$:/language/Docs/PaletteColours/table-footer-background",
"text": "Table footer background"
},
"$:/language/Docs/PaletteColours/table-header-background": {
"title": "$:/language/Docs/PaletteColours/table-header-background",
"text": "Table header background"
},
"$:/language/Docs/PaletteColours/tag-background": {
"title": "$:/language/Docs/PaletteColours/tag-background",
"text": "Tag background"
},
"$:/language/Docs/PaletteColours/tag-foreground": {
"title": "$:/language/Docs/PaletteColours/tag-foreground",
"text": "Tag foreground"
},
"$:/language/Docs/PaletteColours/tiddler-background": {
"title": "$:/language/Docs/PaletteColours/tiddler-background",
"text": "Tiddler background"
},
"$:/language/Docs/PaletteColours/tiddler-border": {
"title": "$:/language/Docs/PaletteColours/tiddler-border",
"text": "Tiddler border"
},
"$:/language/Docs/PaletteColours/tiddler-controls-foreground-hover": {
"title": "$:/language/Docs/PaletteColours/tiddler-controls-foreground-hover",
"text": "Tiddler controls foreground hover"
},
"$:/language/Docs/PaletteColours/tiddler-controls-foreground-selected": {
"title": "$:/language/Docs/PaletteColours/tiddler-controls-foreground-selected",
"text": "Tiddler controls foreground for selected controls"
},
"$:/language/Docs/PaletteColours/tiddler-controls-foreground": {
"title": "$:/language/Docs/PaletteColours/tiddler-controls-foreground",
"text": "Tiddler controls foreground"
},
"$:/language/Docs/PaletteColours/tiddler-editor-background": {
"title": "$:/language/Docs/PaletteColours/tiddler-editor-background",
"text": "Tiddler editor background"
},
"$:/language/Docs/PaletteColours/tiddler-editor-border-image": {
"title": "$:/language/Docs/PaletteColours/tiddler-editor-border-image",
"text": "Tiddler editor border image"
},
"$:/language/Docs/PaletteColours/tiddler-editor-border": {
"title": "$:/language/Docs/PaletteColours/tiddler-editor-border",
"text": "Tiddler editor border"
},
"$:/language/Docs/PaletteColours/tiddler-editor-fields-even": {
"title": "$:/language/Docs/PaletteColours/tiddler-editor-fields-even",
"text": "Tiddler editor background for even fields"
},
"$:/language/Docs/PaletteColours/tiddler-editor-fields-odd": {
"title": "$:/language/Docs/PaletteColours/tiddler-editor-fields-odd",
"text": "Tiddler editor background for odd fields"
},
"$:/language/Docs/PaletteColours/tiddler-info-background": {
"title": "$:/language/Docs/PaletteColours/tiddler-info-background",
"text": "Tiddler info panel background"
},
"$:/language/Docs/PaletteColours/tiddler-info-border": {
"title": "$:/language/Docs/PaletteColours/tiddler-info-border",
"text": "Tiddler info panel border"
},
"$:/language/Docs/PaletteColours/tiddler-info-tab-background": {
"title": "$:/language/Docs/PaletteColours/tiddler-info-tab-background",
"text": "Tiddler info panel tab background"
},
"$:/language/Docs/PaletteColours/tiddler-link-background": {
"title": "$:/language/Docs/PaletteColours/tiddler-link-background",
"text": "Tiddler link background"
},
"$:/language/Docs/PaletteColours/tiddler-link-foreground": {
"title": "$:/language/Docs/PaletteColours/tiddler-link-foreground",
"text": "Tiddler link foreground"
},
"$:/language/Docs/PaletteColours/tiddler-subtitle-foreground": {
"title": "$:/language/Docs/PaletteColours/tiddler-subtitle-foreground",
"text": "Tiddler subtitle foreground"
},
"$:/language/Docs/PaletteColours/tiddler-title-foreground": {
"title": "$:/language/Docs/PaletteColours/tiddler-title-foreground",
"text": "Tiddler title foreground"
},
"$:/language/Docs/PaletteColours/toolbar-new-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-new-button",
"text": "Toolbar 'new tiddler' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-options-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-options-button",
"text": "Toolbar 'options' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-save-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-save-button",
"text": "Toolbar 'save' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-info-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-info-button",
"text": "Toolbar 'info' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-edit-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-edit-button",
"text": "Toolbar 'edit' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-close-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-close-button",
"text": "Toolbar 'close' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-delete-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-delete-button",
"text": "Toolbar 'delete' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-cancel-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-cancel-button",
"text": "Toolbar 'cancel' button foreground"
},
"$:/language/Docs/PaletteColours/toolbar-done-button": {
"title": "$:/language/Docs/PaletteColours/toolbar-done-button",
"text": "Toolbar 'done' button foreground"
},
"$:/language/Docs/PaletteColours/untagged-background": {
"title": "$:/language/Docs/PaletteColours/untagged-background",
"text": "Untagged pill background"
},
"$:/language/Docs/PaletteColours/very-muted-foreground": {
"title": "$:/language/Docs/PaletteColours/very-muted-foreground",
"text": "Very muted foreground"
},
"$:/language/EditTemplate/Body/External/Hint": {
"title": "$:/language/EditTemplate/Body/External/Hint",
"text": "This tiddler shows content stored outside of the main TiddlyWiki file. You can edit the tags and fields but cannot directly edit the content itself"
},
"$:/language/EditTemplate/Body/Placeholder": {
"title": "$:/language/EditTemplate/Body/Placeholder",
"text": "Type the text for this tiddler"
},
"$:/language/EditTemplate/Body/Preview/Type/Output": {
"title": "$:/language/EditTemplate/Body/Preview/Type/Output",
"text": "output"
},
"$:/language/EditTemplate/Field/Remove/Caption": {
"title": "$:/language/EditTemplate/Field/Remove/Caption",
"text": "remove field"
},
"$:/language/EditTemplate/Field/Remove/Hint": {
"title": "$:/language/EditTemplate/Field/Remove/Hint",
"text": "Remove field"
},
"$:/language/EditTemplate/Field/Dropdown/Caption": {
"title": "$:/language/EditTemplate/Field/Dropdown/Caption",
"text": "field list"
},
"$:/language/EditTemplate/Field/Dropdown/Hint": {
"title": "$:/language/EditTemplate/Field/Dropdown/Hint",
"text": "Show field list"
},
"$:/language/EditTemplate/Fields/Add/Button": {
"title": "$:/language/EditTemplate/Fields/Add/Button",
"text": "add"
},
"$:/language/EditTemplate/Fields/Add/Name/Placeholder": {
"title": "$:/language/EditTemplate/Fields/Add/Name/Placeholder",
"text": "field name"
},
"$:/language/EditTemplate/Fields/Add/Prompt": {
"title": "$:/language/EditTemplate/Fields/Add/Prompt",
"text": "Add a new field:"
},
"$:/language/EditTemplate/Fields/Add/Value/Placeholder": {
"title": "$:/language/EditTemplate/Fields/Add/Value/Placeholder",
"text": "field value"
},
"$:/language/EditTemplate/Fields/Add/Dropdown/System": {
"title": "$:/language/EditTemplate/Fields/Add/Dropdown/System",
"text": "System fields"
},
"$:/language/EditTemplate/Fields/Add/Dropdown/User": {
"title": "$:/language/EditTemplate/Fields/Add/Dropdown/User",
"text": "User fields"
},
"$:/language/EditTemplate/Shadow/Warning": {
"title": "$:/language/EditTemplate/Shadow/Warning",
"text": "This is a shadow tiddler. Any changes you make will override the default version from the plugin <<pluginLink>>"
},
"$:/language/EditTemplate/Shadow/OverriddenWarning": {
"title": "$:/language/EditTemplate/Shadow/OverriddenWarning",
"text": "This is a modified shadow tiddler. You can revert to the default version in the plugin <<pluginLink>> by deleting this tiddler"
},
"$:/language/EditTemplate/Tags/Add/Button": {
"title": "$:/language/EditTemplate/Tags/Add/Button",
"text": "add"
},
"$:/language/EditTemplate/Tags/Add/Placeholder": {
"title": "$:/language/EditTemplate/Tags/Add/Placeholder",
"text": "tag name"
},
"$:/language/EditTemplate/Tags/Dropdown/Caption": {
"title": "$:/language/EditTemplate/Tags/Dropdown/Caption",
"text": "tag list"
},
"$:/language/EditTemplate/Tags/Dropdown/Hint": {
"title": "$:/language/EditTemplate/Tags/Dropdown/Hint",
"text": "Show tag list"
},
"$:/language/EditTemplate/Title/BadCharacterWarning": {
"title": "$:/language/EditTemplate/Title/BadCharacterWarning",
"text": "Warning: avoid using any of the characters <<bad-chars>> in tiddler titles"
},
"$:/language/EditTemplate/Title/Exists/Prompt": {
"title": "$:/language/EditTemplate/Title/Exists/Prompt",
"text": "Target tiddler already exists"
},
"$:/language/EditTemplate/Title/Relink/Prompt": {
"title": "$:/language/EditTemplate/Title/Relink/Prompt",
"text": "Update ''<$text text=<<fromTitle>>/>'' to ''<$text text=<<toTitle>>/>'' in the //tags// and //list// fields of other tiddlers"
},
"$:/language/EditTemplate/Title/References/Prompt": {
"title": "$:/language/EditTemplate/Title/References/Prompt",
"text": "The following references to this tiddler will not be automatically updated:"
},
"$:/language/EditTemplate/Type/Dropdown/Caption": {
"title": "$:/language/EditTemplate/Type/Dropdown/Caption",
"text": "content type list"
},
"$:/language/EditTemplate/Type/Dropdown/Hint": {
"title": "$:/language/EditTemplate/Type/Dropdown/Hint",
"text": "Show content type list"
},
"$:/language/EditTemplate/Type/Delete/Caption": {
"title": "$:/language/EditTemplate/Type/Delete/Caption",
"text": "delete content type"
},
"$:/language/EditTemplate/Type/Delete/Hint": {
"title": "$:/language/EditTemplate/Type/Delete/Hint",
"text": "Delete content type"
},
"$:/language/EditTemplate/Type/Placeholder": {
"title": "$:/language/EditTemplate/Type/Placeholder",
"text": "content type"
},
"$:/language/EditTemplate/Type/Prompt": {
"title": "$:/language/EditTemplate/Type/Prompt",
"text": "Type:"
},
"$:/language/Exporters/StaticRiver": {
"title": "$:/language/Exporters/StaticRiver",
"text": "Static HTML"
},
"$:/language/Exporters/JsonFile": {
"title": "$:/language/Exporters/JsonFile",
"text": "JSON file"
},
"$:/language/Exporters/CsvFile": {
"title": "$:/language/Exporters/CsvFile",
"text": "CSV file"
},
"$:/language/Exporters/TidFile": {
"title": "$:/language/Exporters/TidFile",
"text": "\".tid\" file"
},
"$:/language/Docs/Fields/_canonical_uri": {
"title": "$:/language/Docs/Fields/_canonical_uri",
"text": "The full URI of an external image tiddler"
},
"$:/language/Docs/Fields/bag": {
"title": "$:/language/Docs/Fields/bag",
"text": "The name of the bag from which a tiddler came"
},
"$:/language/Docs/Fields/caption": {
"title": "$:/language/Docs/Fields/caption",
"text": "The text to be displayed on a tab or button"
},
"$:/language/Docs/Fields/color": {
"title": "$:/language/Docs/Fields/color",
"text": "The CSS color value associated with a tiddler"
},
"$:/language/Docs/Fields/component": {
"title": "$:/language/Docs/Fields/component",
"text": "The name of the component responsible for an [[alert tiddler|AlertMechanism]]"
},
"$:/language/Docs/Fields/current-tiddler": {
"title": "$:/language/Docs/Fields/current-tiddler",
"text": "Used to cache the top tiddler in a [[history list|HistoryMechanism]]"
},
"$:/language/Docs/Fields/created": {
"title": "$:/language/Docs/Fields/created",
"text": "The date a tiddler was created"
},
"$:/language/Docs/Fields/creator": {
"title": "$:/language/Docs/Fields/creator",
"text": "The name of the person who created a tiddler"
},
"$:/language/Docs/Fields/dependents": {
"title": "$:/language/Docs/Fields/dependents",
"text": "For a plugin, lists the dependent plugin titles"
},
"$:/language/Docs/Fields/description": {
"title": "$:/language/Docs/Fields/description",
"text": "The descriptive text for a plugin, or a modal dialogue"
},
"$:/language/Docs/Fields/draft.of": {
"title": "$:/language/Docs/Fields/draft.of",
"text": "For draft tiddlers, contains the title of the tiddler of which this is a draft"
},
"$:/language/Docs/Fields/draft.title": {
"title": "$:/language/Docs/Fields/draft.title",
"text": "For draft tiddlers, contains the proposed new title of the tiddler"
},
"$:/language/Docs/Fields/footer": {
"title": "$:/language/Docs/Fields/footer",
"text": "The footer text for a wizard"
},
"$:/language/Docs/Fields/hack-to-give-us-something-to-compare-against": {
"title": "$:/language/Docs/Fields/hack-to-give-us-something-to-compare-against",
"text": "A temporary storage field used in [[$:/core/templates/static.content]]"
},
"$:/language/Docs/Fields/hide-body": {
"title": "$:/language/Docs/Fields/hide-body",
"text": "The view template will hide bodies of tiddlers if set to: ''yes''"
},
"$:/language/Docs/Fields/icon": {
"title": "$:/language/Docs/Fields/icon",
"text": "The title of the tiddler containing the icon associated with a tiddler"
},
"$:/language/Docs/Fields/library": {
"title": "$:/language/Docs/Fields/library",
"text": "Indicates that a tiddler should be saved as a JavaScript library if set to: ''yes''"
},
"$:/language/Docs/Fields/list": {
"title": "$:/language/Docs/Fields/list",
"text": "An ordered list of tiddler titles associated with a tiddler"
},
"$:/language/Docs/Fields/list-before": {
"title": "$:/language/Docs/Fields/list-before",
"text": "If set, the title of a tiddler before which this tiddler should be added to the ordered list of tiddler titles, or at the start of the list if this field is present but empty"
},
"$:/language/Docs/Fields/list-after": {
"title": "$:/language/Docs/Fields/list-after",
"text": "If set, the title of the tiddler after which this tiddler should be added to the ordered list of tiddler titles, or at the end of the list if this field is present but empty"
},
"$:/language/Docs/Fields/modified": {
"title": "$:/language/Docs/Fields/modified",
"text": "The date and time at which a tiddler was last modified"
},
"$:/language/Docs/Fields/modifier": {
"title": "$:/language/Docs/Fields/modifier",
"text": "The tiddler title associated with the person who last modified a tiddler"
},
"$:/language/Docs/Fields/name": {
"title": "$:/language/Docs/Fields/name",
"text": "The human readable name associated with a plugin tiddler"
},
"$:/language/Docs/Fields/plugin-priority": {
"title": "$:/language/Docs/Fields/plugin-priority",
"text": "A numerical value indicating the priority of a plugin tiddler"
},
"$:/language/Docs/Fields/plugin-type": {
"title": "$:/language/Docs/Fields/plugin-type",
"text": "The type of plugin in a plugin tiddler"
},
"$:/language/Docs/Fields/revision": {
"title": "$:/language/Docs/Fields/revision",
"text": "The revision of the tiddler held at the server"
},
"$:/language/Docs/Fields/released": {
"title": "$:/language/Docs/Fields/released",
"text": "Date of a TiddlyWiki release"
},
"$:/language/Docs/Fields/source": {
"title": "$:/language/Docs/Fields/source",
"text": "The source URL associated with a tiddler"
},
"$:/language/Docs/Fields/subtitle": {
"title": "$:/language/Docs/Fields/subtitle",
"text": "The subtitle text for a wizard"
},
"$:/language/Docs/Fields/tags": {
"title": "$:/language/Docs/Fields/tags",
"text": "A list of tags associated with a tiddler"
},
"$:/language/Docs/Fields/text": {
"title": "$:/language/Docs/Fields/text",
"text": "The body text of a tiddler"
},
"$:/language/Docs/Fields/title": {
"title": "$:/language/Docs/Fields/title",
"text": "The unique name of a tiddler"
},
"$:/language/Docs/Fields/toc-link": {
"title": "$:/language/Docs/Fields/toc-link",
"text": "Suppresses the tiddler's link in a Table of Contents tree if set to: ''no''"
},
"$:/language/Docs/Fields/type": {
"title": "$:/language/Docs/Fields/type",
"text": "The content type of a tiddler"
},
"$:/language/Docs/Fields/version": {
"title": "$:/language/Docs/Fields/version",
"text": "Version information for a plugin"
},
"$:/language/Filters/AllTiddlers": {
"title": "$:/language/Filters/AllTiddlers",
"text": "All tiddlers except system tiddlers"
},
"$:/language/Filters/RecentSystemTiddlers": {
"title": "$:/language/Filters/RecentSystemTiddlers",
"text": "Recently modified tiddlers, including system tiddlers"
},
"$:/language/Filters/RecentTiddlers": {
"title": "$:/language/Filters/RecentTiddlers",
"text": "Recently modified tiddlers"
},
"$:/language/Filters/AllTags": {
"title": "$:/language/Filters/AllTags",
"text": "All tags except system tags"
},
"$:/language/Filters/Missing": {
"title": "$:/language/Filters/Missing",
"text": "Missing tiddlers"
},
"$:/language/Filters/Drafts": {
"title": "$:/language/Filters/Drafts",
"text": "Draft tiddlers"
},
"$:/language/Filters/Orphans": {
"title": "$:/language/Filters/Orphans",
"text": "Orphan tiddlers"
},
"$:/language/Filters/SystemTiddlers": {
"title": "$:/language/Filters/SystemTiddlers",
"text": "System tiddlers"
},
"$:/language/Filters/ShadowTiddlers": {
"title": "$:/language/Filters/ShadowTiddlers",
"text": "Shadow tiddlers"
},
"$:/language/Filters/OverriddenShadowTiddlers": {
"title": "$:/language/Filters/OverriddenShadowTiddlers",
"text": "Overridden shadow tiddlers"
},
"$:/language/Filters/SessionTiddlers": {
"title": "$:/language/Filters/SessionTiddlers",
"text": "Tiddlers modified since the wiki was loaded"
},
"$:/language/Filters/SystemTags": {
"title": "$:/language/Filters/SystemTags",
"text": "System tags"
},
"$:/language/Filters/StoryList": {
"title": "$:/language/Filters/StoryList",
"text": "Tiddlers in the story river, excluding <$text text=\"$:/AdvancedSearch\"/>"
},
"$:/language/Filters/TypedTiddlers": {
"title": "$:/language/Filters/TypedTiddlers",
"text": "Non wiki-text tiddlers"
},
"GettingStarted": {
"title": "GettingStarted",
"text": "\\define lingo-base() $:/language/ControlPanel/Basics/\nWelcome to ~TiddlyWiki and the ~TiddlyWiki community\n\nBefore you start storing important information in ~TiddlyWiki it is vital to make sure that you can reliably save changes. See https://tiddlywiki.com/#GettingStarted for details\n\n!! Set up this ~TiddlyWiki\n\n<div class=\"tc-control-panel\">\n\n|<$link to=\"$:/SiteTitle\"><<lingo Title/Prompt>></$link> |<$edit-text tiddler=\"$:/SiteTitle\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/SiteSubtitle\"><<lingo Subtitle/Prompt>></$link> |<$edit-text tiddler=\"$:/SiteSubtitle\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/DefaultTiddlers\"><<lingo DefaultTiddlers/Prompt>></$link> |<<lingo DefaultTiddlers/TopHint>><br> <$edit tag=\"textarea\" tiddler=\"$:/DefaultTiddlers\"/><br>//<<lingo DefaultTiddlers/BottomHint>>// |\n</div>\n\nSee the [[control panel|$:/ControlPanel]] for more options.\n"
},
"$:/language/Help/build": {
"title": "$:/language/Help/build",
"description": "Automatically run configured commands",
"text": "Build the specified build targets for the current wiki. If no build targets are specified then all available targets will be built.\n\n```\n--build <target> [<target> ...]\n```\n\nBuild targets are defined in the `tiddlywiki.info` file of a wiki folder.\n\n"
},
"$:/language/Help/clearpassword": {
"title": "$:/language/Help/clearpassword",
"description": "Clear a password for subsequent crypto operations",
"text": "Clear the password for subsequent crypto operations\n\n```\n--clearpassword\n```\n"
},
"$:/language/Help/default": {
"title": "$:/language/Help/default",
"text": "\\define commandTitle()\n$:/language/Help/$(command)$\n\\end\n```\nusage: tiddlywiki [<wikifolder>] [--<command> [<args>...]...]\n```\n\nAvailable commands:\n\n<ul>\n<$list filter=\"[commands[]sort[title]]\" variable=\"command\">\n<li><$link to=<<commandTitle>>><$macrocall $name=\"command\" $type=\"text/plain\" $output=\"text/plain\"/></$link>: <$transclude tiddler=<<commandTitle>> field=\"description\"/></li>\n</$list>\n</ul>\n\nTo get detailed help on a command:\n\n```\ntiddlywiki --help <command>\n```\n"
},
"$:/language/Help/deletetiddlers": {
"title": "$:/language/Help/deletetiddlers",
"description": "Deletes a group of tiddlers",
"text": "<<.from-version \"5.1.20\">> Deletes a group of tiddlers identified by a filter.\n\n```\n--deletetiddlers <filter>\n```\n"
},
"$:/language/Help/editions": {
"title": "$:/language/Help/editions",
"description": "Lists the available editions of TiddlyWiki",
"text": "Lists the names and descriptions of the available editions. You can create a new wiki of a specified edition with the `--init` command.\n\n```\n--editions\n```\n"
},
"$:/language/Help/fetch": {
"title": "$:/language/Help/fetch",
"description": "Fetch tiddlers from wiki by URL",
"text": "Fetch one or more files over HTTP/HTTPS, and import the tiddlers matching a filter, optionally transforming the incoming titles.\n\n```\n--fetch file <url> <import-filter> <transform-filter>\n--fetch files <url-filter> <import-filter> <transform-filter>\n--fetch raw-file <url> <transform-filter>\n--fetch raw-files <url-filter> <transform-filter>\n```\n\nThe \"file\" and \"files\" variants fetch the specified files and attempt to import the tiddlers within them (the same processing as if the files were dragged into the browser window). The \"raw-file\" and \"raw-files\" variants fetch the specified files and then store the raw file data in tiddlers, without applying the import logic.\n\nWith the \"file\" and \"raw-file\" variants only a single file is fetched and the first parameter is the URL of the file to read.\n\nWith the \"files\" and \"raw-files\" variants, multiple files are fetched and the first parameter is a filter yielding a list of URLs of the files to read. For example, given a set of tiddlers tagged \"remote-server\" that have a field \"url\" the filter `[tag[remote-server]get[url]]` will retrieve all the available URLs.\n\nFor the \"file\" and \"files\" variants, the `<import-filter>` parameter specifies a filter determining which tiddlers are imported. It defaults to `[all[tiddlers]]` if not provided.\n\nFor all variants, the `<transform-filter>` parameter specifies an optional filter that transforms the titles of the imported tiddlers. For example, `[addprefix[$:/myimports/]]` would add the prefix `$:/myimports/` to each title.\n\nPreceding the `--fetch` command with `--verbose` will output progress information during the import.\n\nNote that TiddlyWiki will not fetch an older version of an already loaded plugin.\n\nThe following example retrieves all the non-system tiddlers from https://tiddlywiki.com and saves them to a JSON file:\n\n```\ntiddlywiki --verbose --fetch file \"https://tiddlywiki.com/\" \"[!is[system]]\" \"\" --rendertiddler \"$:/core/templates/exporters/JsonFile\" output.json text/plain \"\" exportFilter \"[!is[system]]\"\n```\n\nThe following example retrieves the \"favicon\" file from tiddlywiki.com and saves it in a file called \"output.ico\". Note that the intermediate tiddler \"Icon Tiddler\" is quoted in the \"--fetch\" command because it is being used as a transformation filter to replace the default title, while there are no quotes for the \"--savetiddler\" command because it is being used directly as a title.\n\n```\ntiddlywiki --verbose --fetch raw-file \"https://tiddlywiki.com/favicon.ico\" \"[[Icon Tiddler]]\" --savetiddler \"Icon Tiddler\" output.ico\n```\n\n"
},
"$:/language/Help/help": {
"title": "$:/language/Help/help",
"description": "Display help for TiddlyWiki commands",
"text": "Displays help text for a command:\n\n```\n--help [<command>]\n```\n\nIf the command name is omitted then a list of available commands is displayed.\n"
},
"$:/language/Help/import": {
"title": "$:/language/Help/import",
"description": "Import tiddlers from a file",
"text": "Import tiddlers from TiddlyWiki (`.html`), `.tiddler`, `.tid`, `.json` or other local files. The deserializer must be explicitly specified, unlike the `load` command which infers the deserializer from the file extension.\n\n```\n--import <filepath> <deserializer> [<title>] [<encoding>]\n```\n\nThe deserializers in the core include:\n\n* application/javascript\n* application/json\n* application/x-tiddler\n* application/x-tiddler-html-div\n* application/x-tiddlers\n* text/html\n* text/plain\n\nThe title of the imported tiddler defaults to the filename.\n\nThe encoding defaults to \"utf8\", but can be \"base64\" for importing binary files.\n\nNote that TiddlyWiki will not import an older version of an already loaded plugin.\n"
},
"$:/language/Help/init": {
"title": "$:/language/Help/init",
"description": "Initialise a new wiki folder",
"text": "Initialise an empty [[WikiFolder|WikiFolders]] with a copy of the specified edition.\n\n```\n--init <edition> [<edition> ...]\n```\n\nFor example:\n\n```\ntiddlywiki ./MyWikiFolder --init empty\n```\n\nNote:\n\n* The wiki folder directory will be created if necessary\n* The \"edition\" defaults to ''empty''\n* The init command will fail if the wiki folder is not empty\n* The init command removes any `includeWikis` definitions in the edition's `tiddlywiki.info` file\n* When multiple editions are specified, editions initialised later will overwrite any files shared with earlier editions (so, the final `tiddlywiki.info` file will be copied from the last edition)\n* `--editions` returns a list of available editions\n"
},
"$:/language/Help/listen": {
"title": "$:/language/Help/listen",
"description": "Provides an HTTP server interface to TiddlyWiki",
"text": "Serves a wiki over HTTP.\n\nThe listen command uses NamedCommandParameters:\n\n```\n--listen [<name>=<value>]...\n```\n\nAll parameters are optional with safe defaults, and can be specified in any order. The recognised parameters are:\n\n* ''host'' - optional hostname to serve from (defaults to \"127.0.0.1\" aka \"localhost\")\n* ''path-prefix'' - optional prefix for paths\n* ''port'' - port number on which to listen; non-numeric values are interpreted as a system environment variable from which the port number is extracted (defaults to \"8080\")\n* ''credentials'' - pathname of credentials CSV file (relative to wiki folder)\n* ''anon-username'' - the username for signing edits for anonymous users\n* ''username'' - optional username for basic authentication\n* ''password'' - optional password for basic authentication\n* ''authenticated-user-header'' - optional name of header to be used for trusted authentication\n* ''readers'' - comma separated list of principals allowed to read from this wiki\n* ''writers'' - comma separated list of principals allowed to write to this wiki\n* ''csrf-disable'' - set to \"yes\" to disable CSRF checks (defaults to \"no\")\n* ''root-tiddler'' - the tiddler to serve at the root (defaults to \"$:/core/save/all\")\n* ''root-render-type'' - the content type to which the root tiddler should be rendered (defaults to \"text/plain\")\n* ''root-serve-type'' - the content type with which the root tiddler should be served (defaults to \"text/html\")\n* ''tls-cert'' - pathname of TLS certificate file (relative to wiki folder)\n* ''tls-key'' - pathname of TLS key file (relative to wiki folder)\n* ''debug-level'' - optional debug level; set to \"debug\" to view request details (defaults to \"none\")\n* ''gzip'' - set to \"yes\" to enable gzip compression for some http endpoints (defaults to \"no\")\n\nFor information on opening up your instance to the entire local network, and possible security concerns, see the WebServer tiddler at TiddlyWiki.com.\n\n"
},
"$:/language/Help/load": {
"title": "$:/language/Help/load",
"description": "Load tiddlers from a file",
"text": "Load tiddlers from TiddlyWiki (`.html`), `.tiddler`, `.tid`, `.json` or other local files. The processing applied to incoming files is determined by the file extension. Use the alternative `import` command if you need to specify the deserializer and encoding explicitly.\n\n```\n--load <filepath> [noerror]\n--load <dirpath> [noerror]\n```\n\nBy default, the load command raises an error if no tiddlers are found. The error can be suppressed by providing the optional \"noerror\" parameter.\n\nTo load tiddlers from an encrypted TiddlyWiki file you should first specify the password with the PasswordCommand. For example:\n\n```\ntiddlywiki ./MyWiki --password pa55w0rd --load my_encrypted_wiki.html\n```\n\nNote that TiddlyWiki will not load an older version of an already loaded plugin.\n"
},
"$:/language/Help/makelibrary": {
"title": "$:/language/Help/makelibrary",
"description": "Construct library plugin required by upgrade process",
"text": "Constructs the `$:/UpgradeLibrary` tiddler for the upgrade process.\n\nThe upgrade library is formatted as an ordinary plugin tiddler with the plugin type `library`. It contains a copy of each of the plugins, themes and language packs available within the TiddlyWiki5 repository.\n\nThis command is intended for internal use; it is only relevant to users constructing a custom upgrade procedure.\n\n```\n--makelibrary <title>\n```\n\nThe title argument defaults to `$:/UpgradeLibrary`.\n"
},
"$:/language/Help/notfound": {
"title": "$:/language/Help/notfound",
"text": "No such help item"
},
"$:/language/Help/output": {
"title": "$:/language/Help/output",
"description": "Set the base output directory for subsequent commands",
"text": "Sets the base output directory for subsequent commands. The default output directory is the `output` subdirectory of the edition directory.\n\n```\n--output <pathname>\n```\n\nIf the specified pathname is relative then it is resolved relative to the current working directory. For example `--output .` sets the output directory to the current working directory.\n\n"
},
"$:/language/Help/password": {
"title": "$:/language/Help/password",
"description": "Set a password for subsequent crypto operations",
"text": "Set a password for subsequent crypto operations\n\n```\n--password <password>\n```\n\n''Note'': This should not be used for serving TiddlyWiki with password protection. Instead, see the password option under the [[ServerCommand]].\n"
},
"$:/language/Help/render": {
"title": "$:/language/Help/render",
"description": "Renders individual tiddlers to files",
"text": "Render individual tiddlers identified by a filter and save the results to the specified files.\n\nOptionally, the title of a template tiddler can be specified. In this case, instead of directly rendering each tiddler, the template tiddler is rendered with the \"currentTiddler\" variable set to the title of the tiddler that is being rendered.\n\nA name and value for an additional variable may optionally also be specified.\n\n```\n--render <tiddler-filter> [<filename-filter>] [<render-type>] [<template>] [<name>] [<value>]\n```\n\n* ''tiddler-filter'': A filter identifying the tiddler(s) to be rendered\n* ''filename-filter'': Optional filter transforming tiddler titles into pathnames. If omitted, defaults to `[is[tiddler]addsuffix[.html]]`, which uses the unchanged tiddler title as the filename\n* ''render-type'': Optional render type: `text/html` (the default) returns the full HTML text and `text/plain` just returns the text content (ie it ignores HTML tags and other unprintable material)\n* ''template'': Optional template through which each tiddler is rendered\n* ''name'': Name of optional variable\n* ''value'': Value of optional variable\n\nBy default, the filename is resolved relative to the `output` subdirectory of the edition directory. The `--output` command can be used to direct output to a different directory.\n\nNotes:\n\n* The output directory is not cleared of any existing files\n* Any missing directories in the path to the filename are automatically created.\n* When referring to a tiddler with spaces in its title, take care to use both the quotes required by your shell and also TiddlyWiki's double square brackets : `--render \"[[Motovun Jack.jpg]]\"`\n* The filename filter is evaluated with the selected items being set to the title of the tiddler currently being rendered, allowing the title to be used as the basis for computing the filename. For example `[encodeuricomponent[]addprefix[static/]]` applies URI encoding to each title, and then adds the prefix `static/`\n* The `--render` command is a more flexible replacement for both the `--rendertiddler` and `--rendertiddlers` commands, which are deprecated\n\nExamples:\n\n* `--render \"[!is[system]]\" \"[encodeuricomponent[]addprefix[tiddlers/]addsuffix[.html]]\"` -- renders all non-system tiddlers as files in the subdirectory \"tiddlers\" with URL-encoded titles and the extension HTML\n\n"
},
"$:/language/Help/rendertiddler": {
"title": "$:/language/Help/rendertiddler",
"description": "Render an individual tiddler as a specified ContentType",
"text": "(Note: The `--rendertiddler` command is deprecated in favour of the new, more flexible `--render` command)\n\nRender an individual tiddler as a specified ContentType, defaulting to `text/html` and save it to the specified filename.\n\nOptionally the title of a template tiddler can be specified, in which case the template tiddler is rendered with the \"currentTiddler\" variable set to the tiddler that is being rendered (the first parameter value).\n\nA name and value for an additional variable may optionally also be specified.\n\n```\n--rendertiddler <title> <filename> [<type>] [<template>] [<name>] [<value>]\n```\n\nBy default, the filename is resolved relative to the `output` subdirectory of the edition directory. The `--output` command can be used to direct output to a different directory.\n\nAny missing directories in the path to the filename are automatically created.\n\nFor example, the following command saves all tiddlers matching the filter `[tag[done]]` to a JSON file titled `output.json` by employing the core template `$:/core/templates/exporters/JsonFile`.\n\n```\n--rendertiddler \"$:/core/templates/exporters/JsonFile\" output.json text/plain \"\" exportFilter \"[tag[done]]\"\n```\n"
},
"$:/language/Help/rendertiddlers": {
"title": "$:/language/Help/rendertiddlers",
"description": "Render tiddlers matching a filter to a specified ContentType",
"text": "(Note: The `--rendertiddlers` command is deprecated in favour of the new, more flexible `--render` command)\n\nRender a set of tiddlers matching a filter to separate files of a specified ContentType (defaults to `text/html`) and extension (defaults to `.html`).\n\n```\n--rendertiddlers <filter> <template> <pathname> [<type>] [<extension>] [\"noclean\"]\n```\n\nFor example:\n\n```\n--rendertiddlers [!is[system]] $:/core/templates/static.tiddler.html ./static text/plain\n```\n\nBy default, the pathname is resolved relative to the `output` subdirectory of the edition directory. The `--output` command can be used to direct output to a different directory.\n\nAny files in the target directory are deleted unless the ''noclean'' flag is specified. The target directory is recursively created if it is missing.\n"
},
"$:/language/Help/save": {
"title": "$:/language/Help/save",
"description": "Saves individual raw tiddlers to files",
"text": "Saves individual tiddlers identified by a filter in their raw text or binary format to the specified files.\n\n```\n--save <tiddler-filter> <filename-filter>\n```\n\n* ''tiddler-filter'': A filter identifying the tiddler(s) to be saved\n* ''filename-filter'': Optional filter transforming tiddler titles into pathnames. If omitted, defaults to `[is[tiddler]]`, which uses the unchanged tiddler title as the filename\n\nBy default, the filename is resolved relative to the `output` subdirectory of the edition directory. The `--output` command can be used to direct output to a different directory.\n\nNotes:\n\n* The output directory is not cleared of any existing files\n* Any missing directories in the path to the filename are automatically created.\n* When saving a tiddler with spaces in its title, take care to use both the quotes required by your shell and also TiddlyWiki's double square brackets : `--save \"[[Motovun Jack.jpg]]\"`\n* The filename filter is evaluated with the selected items being set to the title of the tiddler currently being saved, allowing the title to be used as the basis for computing the filename. For example `[encodeuricomponent[]addprefix[static/]]` applies URI encoding to each title, and then adds the prefix `static/`\n* The `--save` command is a more flexible replacement for both the `--savetiddler` and `--savetiddlers` commands, which are deprecated\n\nExamples:\n\n* `--save \"[!is[system]is[image]]\" \"[encodeuricomponent[]addprefix[tiddlers/]]\"` -- saves all non-system image tiddlers as files in the subdirectory \"tiddlers\" with URL-encoded titles\n"
},
"$:/language/Help/savetiddler": {
"title": "$:/language/Help/savetiddler",
"description": "Saves a raw tiddler to a file",
"text": "(Note: The `--savetiddler` command is deprecated in favour of the new, more flexible `--save` command)\n\nSaves an individual tiddler in its raw text or binary format to the specified filename.\n\n```\n--savetiddler <title> <filename>\n```\n\nBy default, the filename is resolved relative to the `output` subdirectory of the edition directory. The `--output` command can be used to direct output to a different directory.\n\nAny missing directories in the path to the filename are automatically created.\n"
},
"$:/language/Help/savetiddlers": {
"title": "$:/language/Help/savetiddlers",
"description": "Saves a group of raw tiddlers to a directory",
"text": "(Note: The `--savetiddlers` command is deprecated in favour of the new, more flexible `--save` command)\n\nSaves a group of tiddlers in their raw text or binary format to the specified directory.\n\n```\n--savetiddlers <filter> <pathname> [\"noclean\"]\n```\n\nBy default, the pathname is resolved relative to the `output` subdirectory of the edition directory. The `--output` command can be used to direct output to a different directory.\n\nThe output directory is cleared of existing files before saving the specified files. The deletion can be disabled by specifying the ''noclean'' flag.\n\nAny missing directories in the pathname are automatically created.\n"
},
"$:/language/Help/savewikifolder": {
"title": "$:/language/Help/savewikifolder",
"description": "Saves a wiki to a new wiki folder",
"text": "<<.from-version \"5.1.20\">> Saves the current wiki as a wiki folder, including tiddlers, plugins and configuration:\n\n```\n--savewikifolder <wikifolderpath> [<filter>]\n```\n\n* The target wiki folder must be empty or non-existent\n* The filter specifies which tiddlers should be included. It is optional, defaulting to `[all[tiddlers]]`\n* Plugins from the official plugin library are replaced with references to those plugins in the `tiddlywiki.info` file\n* Custom plugins are unpacked into their own folder\n\nA common usage is to convert a TiddlyWiki HTML file into a wiki folder:\n\n```\ntiddlywiki --load ./mywiki.html --savewikifolder ./mywikifolder\n```\n"
},
"$:/language/Help/server": {
"title": "$:/language/Help/server",
"description": "Provides an HTTP server interface to TiddlyWiki (deprecated in favour of the new listen command)",
"text": "Legacy command to serve a wiki over HTTP.\n\n```\n--server <port> <root-tiddler> <root-render-type> <root-serve-type> <username> <password> <host> <path-prefix> <debug-level>\n```\n\nThe parameters are:\n\n* ''port'' - port number on which to listen; non-numeric values are interpreted as a system environment variable from which the port number is extracted (defaults to \"8080\")\n* ''root-tiddler'' - the tiddler to serve at the root (defaults to \"$:/core/save/all\")\n* ''root-render-type'' - the content type to which the root tiddler should be rendered (defaults to \"text/plain\")\n* ''root-serve-type'' - the content type with which the root tiddler should be served (defaults to \"text/html\")\n* ''username'' - the default username for signing edits\n* ''password'' - optional password for basic authentication\n* ''host'' - optional hostname to serve from (defaults to \"127.0.0.1\" aka \"localhost\")\n* ''path-prefix'' - optional prefix for paths\n* ''debug-level'' - optional debug level; set to \"debug\" to view request details (defaults to \"none\")\n\nIf the password parameter is specified then the browser will prompt the user for the username and password. Note that the password is transmitted in plain text so this implementation should only be used on a trusted network or over HTTPS.\n\nFor example:\n\n```\n--server 8080 $:/core/save/all text/plain text/html MyUserName passw0rd\n```\n\nThe username and password can be specified as empty strings if you need to set the hostname or pathprefix and don't want to require a password.\n\n\n```\n--server 8080 $:/core/save/all text/plain text/html \"\" \"\" 192.168.0.245\n```\n\nUsing an address like this exposes your system to the local network. For information on opening up your instance to the entire local network, and possible security concerns, see the WebServer tiddler at TiddlyWiki.com.\n\nTo run multiple TiddlyWiki servers at the same time you'll need to put each one on a different port. It can be useful to use an environment variable to pass the port number to the Node.js process. This example references an environment variable called \"MY_PORT_NUMBER\":\n\n```\n--server MY_PORT_NUMBER $:/core/save/all text/plain text/html MyUserName passw0rd\n```\n"
},
"$:/language/Help/setfield": {
"title": "$:/language/Help/setfield",
"description": "Prepares external tiddlers for use",
"text": "//Note that this command is experimental and may change or be replaced before being finalised//\n\nSets the specified field of a group of tiddlers to the result of wikifying a template tiddler with the `currentTiddler` variable set to the tiddler.\n\n```\n--setfield <filter> <fieldname> <templatetitle> <rendertype>\n```\n\nThe parameters are:\n\n* ''filter'' - filter identifying the tiddlers to be affected\n* ''fieldname'' - the field to modify (defaults to \"text\")\n* ''templatetitle'' - the tiddler to wikify into the specified field. If blank or missing then the specified field is deleted\n* ''rendertype'' - the text type to render (defaults to \"text/plain\"; \"text/html\" can be used to include HTML tags)\n"
},
"$:/language/Help/unpackplugin": {
"title": "$:/language/Help/unpackplugin",
"description": "Unpack the payload tiddlers from a plugin",
"text": "Extract the payload tiddlers from a plugin, creating them as ordinary tiddlers:\n\n```\n--unpackplugin <title>\n```\n"
},
"$:/language/Help/verbose": {
"title": "$:/language/Help/verbose",
"description": "Triggers verbose output mode",
"text": "Triggers verbose output, useful for debugging\n\n```\n--verbose\n```\n"
},
"$:/language/Help/version": {
"title": "$:/language/Help/version",
"description": "Displays the version number of TiddlyWiki",
"text": "Displays the version number of TiddlyWiki.\n\n```\n--version\n```\n"
},
"$:/language/Import/Imported/Hint": {
"title": "$:/language/Import/Imported/Hint",
"text": "The following tiddlers were imported:"
},
"$:/language/Import/Listing/Cancel/Caption": {
"title": "$:/language/Import/Listing/Cancel/Caption",
"text": "Cancel"
},
"$:/language/Import/Listing/Hint": {
"title": "$:/language/Import/Listing/Hint",
"text": "These tiddlers are ready to import:"
},
"$:/language/Import/Listing/Import/Caption": {
"title": "$:/language/Import/Listing/Import/Caption",
"text": "Import"
},
"$:/language/Import/Listing/Select/Caption": {
"title": "$:/language/Import/Listing/Select/Caption",
"text": "Select"
},
"$:/language/Import/Listing/Status/Caption": {
"title": "$:/language/Import/Listing/Status/Caption",
"text": "Status"
},
"$:/language/Import/Listing/Title/Caption": {
"title": "$:/language/Import/Listing/Title/Caption",
"text": "Title"
},
"$:/language/Import/Listing/Preview": {
"title": "$:/language/Import/Listing/Preview",
"text": "Preview:"
},
"$:/language/Import/Listing/Preview/Text": {
"title": "$:/language/Import/Listing/Preview/Text",
"text": "Text"
},
"$:/language/Import/Listing/Preview/TextRaw": {
"title": "$:/language/Import/Listing/Preview/TextRaw",
"text": "Text (Raw)"
},
"$:/language/Import/Listing/Preview/Fields": {
"title": "$:/language/Import/Listing/Preview/Fields",
"text": "Fields"
},
"$:/language/Import/Listing/Preview/Diff": {
"title": "$:/language/Import/Listing/Preview/Diff",
"text": "Diff"
},
"$:/language/Import/Listing/Preview/DiffFields": {
"title": "$:/language/Import/Listing/Preview/DiffFields",
"text": "Diff (Fields)"
},
"$:/language/Import/Upgrader/Plugins/Suppressed/Incompatible": {
"title": "$:/language/Import/Upgrader/Plugins/Suppressed/Incompatible",
"text": "Blocked incompatible or obsolete plugin"
},
"$:/language/Import/Upgrader/Plugins/Suppressed/Version": {
"title": "$:/language/Import/Upgrader/Plugins/Suppressed/Version",
"text": "Blocked plugin (due to incoming <<incoming>> being older than existing <<existing>>)"
},
"$:/language/Import/Upgrader/Plugins/Upgraded": {
"title": "$:/language/Import/Upgrader/Plugins/Upgraded",
"text": "Upgraded plugin from <<incoming>> to <<upgraded>>"
},
"$:/language/Import/Upgrader/State/Suppressed": {
"title": "$:/language/Import/Upgrader/State/Suppressed",
"text": "Blocked temporary state tiddler"
},
"$:/language/Import/Upgrader/System/Suppressed": {
"title": "$:/language/Import/Upgrader/System/Suppressed",
"text": "Blocked system tiddler"
},
"$:/language/Import/Upgrader/System/Warning": {
"title": "$:/language/Import/Upgrader/System/Warning",
"text": "Core module tiddler"
},
"$:/language/Import/Upgrader/System/Alert": {
"title": "$:/language/Import/Upgrader/System/Alert",
"text": "You are about to import a tiddler that will overwrite a core module tiddler. This is not recommended as it may make the system unstable"
},
"$:/language/Import/Upgrader/ThemeTweaks/Created": {
"title": "$:/language/Import/Upgrader/ThemeTweaks/Created",
"text": "Migrated theme tweak from <$text text=<<from>>/>"
},
"$:/language/AboveStory/ClassicPlugin/Warning": {
"title": "$:/language/AboveStory/ClassicPlugin/Warning",
"text": "It looks like you are trying to load a plugin designed for ~TiddlyWiki Classic. Please note that [[these plugins do not work with TiddlyWiki version 5.x.x|https://tiddlywiki.com/#TiddlyWikiClassic]]. ~TiddlyWiki Classic plugins detected:"
},
"$:/language/BinaryWarning/Prompt": {
"title": "$:/language/BinaryWarning/Prompt",
"text": "This tiddler contains binary data"
},
"$:/language/ClassicWarning/Hint": {
"title": "$:/language/ClassicWarning/Hint",
"text": "This tiddler is written in TiddlyWiki Classic wiki text format, which is not fully compatible with TiddlyWiki version 5. See https://tiddlywiki.com/static/Upgrading.html for more details."
},
"$:/language/ClassicWarning/Upgrade/Caption": {
"title": "$:/language/ClassicWarning/Upgrade/Caption",
"text": "upgrade"
},
"$:/language/CloseAll/Button": {
"title": "$:/language/CloseAll/Button",
"text": "close all"
},
"$:/language/ColourPicker/Recent": {
"title": "$:/language/ColourPicker/Recent",
"text": "Recent:"
},
"$:/language/ConfirmCancelTiddler": {
"title": "$:/language/ConfirmCancelTiddler",
"text": "Do you wish to discard changes to the tiddler \"<$text text=<<title>>/>\"?"
},
"$:/language/ConfirmDeleteTiddler": {
"title": "$:/language/ConfirmDeleteTiddler",
"text": "Do you wish to delete the tiddler \"<$text text=<<title>>/>\"?"
},
"$:/language/ConfirmOverwriteTiddler": {
"title": "$:/language/ConfirmOverwriteTiddler",
"text": "Do you wish to overwrite the tiddler \"<$text text=<<title>>/>\"?"
},
"$:/language/ConfirmEditShadowTiddler": {
"title": "$:/language/ConfirmEditShadowTiddler",
"text": "You are about to edit a ShadowTiddler. Any changes will override the default system making future upgrades non-trivial. Are you sure you want to edit \"<$text text=<<title>>/>\"?"
},
"$:/language/Count": {
"title": "$:/language/Count",
"text": "count"
},
"$:/language/DefaultNewTiddlerTitle": {
"title": "$:/language/DefaultNewTiddlerTitle",
"text": "New Tiddler"
},
"$:/language/Diffs/CountMessage": {
"title": "$:/language/Diffs/CountMessage",
"text": "<<diff-count>> differences"
},
"$:/language/DropMessage": {
"title": "$:/language/DropMessage",
"text": "Drop here (or use the 'Escape' key to cancel)"
},
"$:/language/Encryption/Cancel": {
"title": "$:/language/Encryption/Cancel",
"text": "Cancel"
},
"$:/language/Encryption/ConfirmClearPassword": {
"title": "$:/language/Encryption/ConfirmClearPassword",
"text": "Do you wish to clear the password? This will remove the encryption applied when saving this wiki"
},
"$:/language/Encryption/PromptSetPassword": {
"title": "$:/language/Encryption/PromptSetPassword",
"text": "Set a new password for this TiddlyWiki"
},
"$:/language/Encryption/Username": {
"title": "$:/language/Encryption/Username",
"text": "Username"
},
"$:/language/Encryption/Password": {
"title": "$:/language/Encryption/Password",
"text": "Password"
},
"$:/language/Encryption/RepeatPassword": {
"title": "$:/language/Encryption/RepeatPassword",
"text": "Repeat password"
},
"$:/language/Encryption/PasswordNoMatch": {
"title": "$:/language/Encryption/PasswordNoMatch",
"text": "Passwords do not match"
},
"$:/language/Encryption/SetPassword": {
"title": "$:/language/Encryption/SetPassword",
"text": "Set password"
},
"$:/language/Error/Caption": {
"title": "$:/language/Error/Caption",
"text": "Error"
},
"$:/language/Error/EditConflict": {
"title": "$:/language/Error/EditConflict",
"text": "File changed on server"
},
"$:/language/Error/Filter": {
"title": "$:/language/Error/Filter",
"text": "Filter error"
},
"$:/language/Error/FilterSyntax": {
"title": "$:/language/Error/FilterSyntax",
"text": "Syntax error in filter expression"
},
"$:/language/Error/IsFilterOperator": {
"title": "$:/language/Error/IsFilterOperator",
"text": "Filter Error: Unknown operand for the 'is' filter operator"
},
"$:/language/Error/LoadingPluginLibrary": {
"title": "$:/language/Error/LoadingPluginLibrary",
"text": "Error loading plugin library"
},
"$:/language/Error/RecursiveTransclusion": {
"title": "$:/language/Error/RecursiveTransclusion",
"text": "Recursive transclusion error in transclude widget"
},
"$:/language/Error/RetrievingSkinny": {
"title": "$:/language/Error/RetrievingSkinny",
"text": "Error retrieving skinny tiddler list"
},
"$:/language/Error/SavingToTWEdit": {
"title": "$:/language/Error/SavingToTWEdit",
"text": "Error saving to TWEdit"
},
"$:/language/Error/WhileSaving": {
"title": "$:/language/Error/WhileSaving",
"text": "Error while saving"
},
"$:/language/Error/XMLHttpRequest": {
"title": "$:/language/Error/XMLHttpRequest",
"text": "XMLHttpRequest error code"
},
"$:/language/InternalJavaScriptError/Title": {
"title": "$:/language/InternalJavaScriptError/Title",
"text": "Internal JavaScript Error"
},
"$:/language/InternalJavaScriptError/Hint": {
"title": "$:/language/InternalJavaScriptError/Hint",
"text": "Well, this is embarrassing. It is recommended that you restart TiddlyWiki by refreshing your browser"
},
"$:/language/InvalidFieldName": {
"title": "$:/language/InvalidFieldName",
"text": "Illegal characters in field name \"<$text text=<<fieldName>>/>\". Fields can only contain lowercase letters, digits and the characters underscore (`_`), hyphen (`-`) and period (`.`)"
},
"$:/language/LazyLoadingWarning": {
"title": "$:/language/LazyLoadingWarning",
"text": "<p>Trying to load external content from ''<$text text={{!!_canonical_uri}}/>''</p><p>If this message doesn't disappear, either the tiddler content type doesn't match the type of the external content, or you may be using a browser that doesn't support external content for wikis loaded as standalone files. See https://tiddlywiki.com/#ExternalText</p>"
},
"$:/language/LoginToTiddlySpace": {
"title": "$:/language/LoginToTiddlySpace",
"text": "Login to TiddlySpace"
},
"$:/language/Manager/Controls/FilterByTag/None": {
"title": "$:/language/Manager/Controls/FilterByTag/None",
"text": "(none)"
},
"$:/language/Manager/Controls/FilterByTag/Prompt": {
"title": "$:/language/Manager/Controls/FilterByTag/Prompt",
"text": "Filter by tag:"
},
"$:/language/Manager/Controls/Order/Prompt": {
"title": "$:/language/Manager/Controls/Order/Prompt",
"text": "Reverse order"
},
"$:/language/Manager/Controls/Search/Placeholder": {
"title": "$:/language/Manager/Controls/Search/Placeholder",
"text": "Search"
},
"$:/language/Manager/Controls/Search/Prompt": {
"title": "$:/language/Manager/Controls/Search/Prompt",
"text": "Search:"
},
"$:/language/Manager/Controls/Show/Option/Tags": {
"title": "$:/language/Manager/Controls/Show/Option/Tags",
"text": "tags"
},
"$:/language/Manager/Controls/Show/Option/Tiddlers": {
"title": "$:/language/Manager/Controls/Show/Option/Tiddlers",
"text": "tiddlers"
},
"$:/language/Manager/Controls/Show/Prompt": {
"title": "$:/language/Manager/Controls/Show/Prompt",
"text": "Show:"
},
"$:/language/Manager/Controls/Sort/Prompt": {
"title": "$:/language/Manager/Controls/Sort/Prompt",
"text": "Sort by:"
},
"$:/language/Manager/Item/Colour": {
"title": "$:/language/Manager/Item/Colour",
"text": "Colour"
},
"$:/language/Manager/Item/Fields": {
"title": "$:/language/Manager/Item/Fields",
"text": "Fields"
},
"$:/language/Manager/Item/Icon/None": {
"title": "$:/language/Manager/Item/Icon/None",
"text": "(none)"
},
"$:/language/Manager/Item/Icon": {
"title": "$:/language/Manager/Item/Icon",
"text": "Icon"
},
"$:/language/Manager/Item/RawText": {
"title": "$:/language/Manager/Item/RawText",
"text": "Raw text"
},
"$:/language/Manager/Item/Tags": {
"title": "$:/language/Manager/Item/Tags",
"text": "Tags"
},
"$:/language/Manager/Item/Tools": {
"title": "$:/language/Manager/Item/Tools",
"text": "Tools"
},
"$:/language/Manager/Item/WikifiedText": {
"title": "$:/language/Manager/Item/WikifiedText",
"text": "Wikified text"
},
"$:/language/MissingTiddler/Hint": {
"title": "$:/language/MissingTiddler/Hint",
"text": "Missing tiddler \"<$text text=<<currentTiddler>>/>\" -- click {{||$:/core/ui/Buttons/edit}} to create"
},
"$:/language/No": {
"title": "$:/language/No",
"text": "No"
},
"$:/language/OfficialPluginLibrary": {
"title": "$:/language/OfficialPluginLibrary",
"text": "Official ~TiddlyWiki Plugin Library"
},
"$:/language/OfficialPluginLibrary/Hint": {
"title": "$:/language/OfficialPluginLibrary/Hint",
"text": "The official ~TiddlyWiki plugin library at tiddlywiki.com. Plugins, themes and language packs are maintained by the core team."
},
"$:/language/PluginReloadWarning": {
"title": "$:/language/PluginReloadWarning",
"text": "Please save {{$:/core/ui/Buttons/save-wiki}} and reload {{$:/core/ui/Buttons/refresh}} to allow changes to plugins to take effect"
},
"$:/language/RecentChanges/DateFormat": {
"title": "$:/language/RecentChanges/DateFormat",
"text": "DDth MMM YYYY"
},
"$:/language/SystemTiddler/Tooltip": {
"title": "$:/language/SystemTiddler/Tooltip",
"text": "This is a system tiddler"
},
"$:/language/SystemTiddlers/Include/Prompt": {
"title": "$:/language/SystemTiddlers/Include/Prompt",
"text": "Include system tiddlers"
},
"$:/language/TagManager/Colour/Heading": {
"title": "$:/language/TagManager/Colour/Heading",
"text": "Colour"
},
"$:/language/TagManager/Count/Heading": {
"title": "$:/language/TagManager/Count/Heading",
"text": "Count"
},
"$:/language/TagManager/Icon/Heading": {
"title": "$:/language/TagManager/Icon/Heading",
"text": "Icon"
},
"$:/language/TagManager/Info/Heading": {
"title": "$:/language/TagManager/Info/Heading",
"text": "Info"
},
"$:/language/TagManager/Tag/Heading": {
"title": "$:/language/TagManager/Tag/Heading",
"text": "Tag"
},
"$:/language/Tiddler/DateFormat": {
"title": "$:/language/Tiddler/DateFormat",
"text": "DDth MMM YYYY at hh12:0mmam"
},
"$:/language/UnsavedChangesWarning": {
"title": "$:/language/UnsavedChangesWarning",
"text": "You have unsaved changes in TiddlyWiki"
},
"$:/language/Yes": {
"title": "$:/language/Yes",
"text": "Yes"
},
"$:/language/Modals/Download": {
"title": "$:/language/Modals/Download",
"subtitle": "Download changes",
"footer": "<$button message=\"tm-close-tiddler\">Close</$button>",
"help": "https://tiddlywiki.com/static/DownloadingChanges.html",
"text": "Your browser only supports manual saving.\n\nTo save your modified wiki, right click on the download link below and select \"Download file\" or \"Save file\", and then choose the folder and filename.\n\n//You can marginally speed things up by clicking the link with the control key (Windows) or the options/alt key (Mac OS X). You will not be prompted for the folder or filename, but your browser is likely to give it an unrecognisable name -- you may need to rename the file to include an `.html` extension before you can do anything useful with it.//\n\nOn smartphones that do not allow files to be downloaded you can instead bookmark the link, and then sync your bookmarks to a desktop computer from where the wiki can be saved normally.\n"
},
"$:/language/Modals/SaveInstructions": {
"title": "$:/language/Modals/SaveInstructions",
"subtitle": "Save your work",
"footer": "<$button message=\"tm-close-tiddler\">Close</$button>",
"help": "https://tiddlywiki.com/static/SavingChanges.html",
"text": "Your changes to this wiki need to be saved as a ~TiddlyWiki HTML file.\n\n!!! Desktop browsers\n\n# Select ''Save As'' from the ''File'' menu\n# Choose a filename and location\n#* Some browsers also require you to explicitly specify the file saving format as ''Webpage, HTML only'' or similar\n# Close this tab\n\n!!! Smartphone browsers\n\n# Create a bookmark to this page\n#* If you've got iCloud or Google Sync set up then the bookmark will automatically sync to your desktop where you can open it and save it as above\n# Close this tab\n\n//If you open the bookmark again in Mobile Safari you will see this message again. If you want to go ahead and use the file, just click the ''close'' button below//\n"
},
"$:/config/NewJournal/Title": {
"title": "$:/config/NewJournal/Title",
"text": "DDth MMM YYYY"
},
"$:/config/NewJournal/Text": {
"title": "$:/config/NewJournal/Text",
"text": ""
},
"$:/config/NewJournal/Tags": {
"title": "$:/config/NewJournal/Tags",
"text": "Journal"
},
"$:/language/Notifications/Save/Done": {
"title": "$:/language/Notifications/Save/Done",
"text": "Saved wiki"
},
"$:/language/Notifications/Save/Starting": {
"title": "$:/language/Notifications/Save/Starting",
"text": "Starting to save wiki"
},
"$:/language/Notifications/CopiedToClipboard/Succeeded": {
"title": "$:/language/Notifications/CopiedToClipboard/Succeeded",
"text": "Copied to clipboard!"
},
"$:/language/Notifications/CopiedToClipboard/Failed": {
"title": "$:/language/Notifications/CopiedToClipboard/Failed",
"text": "Failed to copy to clipboard!"
},
"$:/language/Search/DefaultResults/Caption": {
"title": "$:/language/Search/DefaultResults/Caption",
"text": "List"
},
"$:/language/Search/Filter/Caption": {
"title": "$:/language/Search/Filter/Caption",
"text": "Filter"
},
"$:/language/Search/Filter/Hint": {
"title": "$:/language/Search/Filter/Hint",
"text": "Search via a [[filter expression|https://tiddlywiki.com/static/Filters.html]]"
},
"$:/language/Search/Filter/Matches": {
"title": "$:/language/Search/Filter/Matches",
"text": "//<small><<resultCount>> matches</small>//"
},
"$:/language/Search/Matches": {
"title": "$:/language/Search/Matches",
"text": "//<small><<resultCount>> matches</small>//"
},
"$:/language/Search/Matches/All": {
"title": "$:/language/Search/Matches/All",
"text": "All matches:"
},
"$:/language/Search/Matches/Title": {
"title": "$:/language/Search/Matches/Title",
"text": "Title matches:"
},
"$:/language/Search/Search": {
"title": "$:/language/Search/Search",
"text": "Search"
},
"$:/language/Search/Search/TooShort": {
"title": "$:/language/Search/Search/TooShort",
"text": "Search text too short"
},
"$:/language/Search/Shadows/Caption": {
"title": "$:/language/Search/Shadows/Caption",
"text": "Shadows"
},
"$:/language/Search/Shadows/Hint": {
"title": "$:/language/Search/Shadows/Hint",
"text": "Search for shadow tiddlers"
},
"$:/language/Search/Shadows/Matches": {
"title": "$:/language/Search/Shadows/Matches",
"text": "//<small><<resultCount>> matches</small>//"
},
"$:/language/Search/Standard/Caption": {
"title": "$:/language/Search/Standard/Caption",
"text": "Standard"
},
"$:/language/Search/Standard/Hint": {
"title": "$:/language/Search/Standard/Hint",
"text": "Search for standard tiddlers"
},
"$:/language/Search/Standard/Matches": {
"title": "$:/language/Search/Standard/Matches",
"text": "//<small><<resultCount>> matches</small>//"
},
"$:/language/Search/System/Caption": {
"title": "$:/language/Search/System/Caption",
"text": "System"
},
"$:/language/Search/System/Hint": {
"title": "$:/language/Search/System/Hint",
"text": "Search for system tiddlers"
},
"$:/language/Search/System/Matches": {
"title": "$:/language/Search/System/Matches",
"text": "//<small><<resultCount>> matches</small>//"
},
"$:/language/SideBar/All/Caption": {
"title": "$:/language/SideBar/All/Caption",
"text": "All"
},
"$:/language/SideBar/Contents/Caption": {
"title": "$:/language/SideBar/Contents/Caption",
"text": "Contents"
},
"$:/language/SideBar/Drafts/Caption": {
"title": "$:/language/SideBar/Drafts/Caption",
"text": "Drafts"
},
"$:/language/SideBar/Explorer/Caption": {
"title": "$:/language/SideBar/Explorer/Caption",
"text": "Explorer"
},
"$:/language/SideBar/Missing/Caption": {
"title": "$:/language/SideBar/Missing/Caption",
"text": "Missing"
},
"$:/language/SideBar/More/Caption": {
"title": "$:/language/SideBar/More/Caption",
"text": "More"
},
"$:/language/SideBar/Open/Caption": {
"title": "$:/language/SideBar/Open/Caption",
"text": "Open"
},
"$:/language/SideBar/Orphans/Caption": {
"title": "$:/language/SideBar/Orphans/Caption",
"text": "Orphans"
},
"$:/language/SideBar/Recent/Caption": {
"title": "$:/language/SideBar/Recent/Caption",
"text": "Recent"
},
"$:/language/SideBar/Shadows/Caption": {
"title": "$:/language/SideBar/Shadows/Caption",
"text": "Shadows"
},
"$:/language/SideBar/System/Caption": {
"title": "$:/language/SideBar/System/Caption",
"text": "System"
},
"$:/language/SideBar/Tags/Caption": {
"title": "$:/language/SideBar/Tags/Caption",
"text": "Tags"
},
"$:/language/SideBar/Tags/Untagged/Caption": {
"title": "$:/language/SideBar/Tags/Untagged/Caption",
"text": "untagged"
},
"$:/language/SideBar/Tools/Caption": {
"title": "$:/language/SideBar/Tools/Caption",
"text": "Tools"
},
"$:/language/SideBar/Types/Caption": {
"title": "$:/language/SideBar/Types/Caption",
"text": "Types"
},
"$:/SiteSubtitle": {
"title": "$:/SiteSubtitle",
"text": "a non-linear personal web notebook"
},
"$:/SiteTitle": {
"title": "$:/SiteTitle",
"text": "My ~TiddlyWiki"
},
"$:/language/Snippets/ListByTag": {
"title": "$:/language/Snippets/ListByTag",
"tags": "$:/tags/TextEditor/Snippet",
"caption": "List of tiddlers by tag",
"text": "<<list-links \"[tag[task]sort[title]]\">>\n"
},
"$:/language/Snippets/MacroDefinition": {
"title": "$:/language/Snippets/MacroDefinition",
"tags": "$:/tags/TextEditor/Snippet",
"caption": "Macro definition",
"text": "\\define macroName(param1:\"default value\",param2)\nText of the macro\n\\end\n"
},
"$:/language/Snippets/Table4x3": {
"title": "$:/language/Snippets/Table4x3",
"tags": "$:/tags/TextEditor/Snippet",
"caption": "Table with 4 columns by 3 rows",
"text": "|! |!Alpha |!Beta |!Gamma |!Delta |\n|!One | | | | |\n|!Two | | | | |\n|!Three | | | | |\n"
},
"$:/language/Snippets/TableOfContents": {
"title": "$:/language/Snippets/TableOfContents",
"tags": "$:/tags/TextEditor/Snippet",
"caption": "Table of Contents",
"text": "<div class=\"tc-table-of-contents\">\n\n<<toc-selective-expandable 'TableOfContents'>>\n\n</div>"
},
"$:/language/ThemeTweaks/ThemeTweaks": {
"title": "$:/language/ThemeTweaks/ThemeTweaks",
"text": "Theme Tweaks"
},
"$:/language/ThemeTweaks/ThemeTweaks/Hint": {
"title": "$:/language/ThemeTweaks/ThemeTweaks/Hint",
"text": "You can tweak certain aspects of the ''Vanilla'' theme."
},
"$:/language/ThemeTweaks/Options": {
"title": "$:/language/ThemeTweaks/Options",
"text": "Options"
},
"$:/language/ThemeTweaks/Options/SidebarLayout": {
"title": "$:/language/ThemeTweaks/Options/SidebarLayout",
"text": "Sidebar layout"
},
"$:/language/ThemeTweaks/Options/SidebarLayout/Fixed-Fluid": {
"title": "$:/language/ThemeTweaks/Options/SidebarLayout/Fixed-Fluid",
"text": "Fixed story, fluid sidebar"
},
"$:/language/ThemeTweaks/Options/SidebarLayout/Fluid-Fixed": {
"title": "$:/language/ThemeTweaks/Options/SidebarLayout/Fluid-Fixed",
"text": "Fluid story, fixed sidebar"
},
"$:/language/ThemeTweaks/Options/StickyTitles": {
"title": "$:/language/ThemeTweaks/Options/StickyTitles",
"text": "Sticky titles"
},
"$:/language/ThemeTweaks/Options/StickyTitles/Hint": {
"title": "$:/language/ThemeTweaks/Options/StickyTitles/Hint",
"text": "Causes tiddler titles to \"stick\" to the top of the browser window"
},
"$:/language/ThemeTweaks/Options/CodeWrapping": {
"title": "$:/language/ThemeTweaks/Options/CodeWrapping",
"text": "Wrap long lines in code blocks"
},
"$:/language/ThemeTweaks/Settings": {
"title": "$:/language/ThemeTweaks/Settings",
"text": "Settings"
},
"$:/language/ThemeTweaks/Settings/FontFamily": {
"title": "$:/language/ThemeTweaks/Settings/FontFamily",
"text": "Font family"
},
"$:/language/ThemeTweaks/Settings/CodeFontFamily": {
"title": "$:/language/ThemeTweaks/Settings/CodeFontFamily",
"text": "Code font family"
},
"$:/language/ThemeTweaks/Settings/EditorFontFamily": {
"title": "$:/language/ThemeTweaks/Settings/EditorFontFamily",
"text": "Editor font family"
},
"$:/language/ThemeTweaks/Settings/BackgroundImage": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImage",
"text": "Page background image"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageAttachment": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageAttachment",
"text": "Page background image attachment"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageAttachment/Scroll": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageAttachment/Scroll",
"text": "Scroll with tiddlers"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageAttachment/Fixed": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageAttachment/Fixed",
"text": "Fixed to window"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageSize": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageSize",
"text": "Page background image size"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageSize/Auto": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageSize/Auto",
"text": "Auto"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageSize/Cover": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageSize/Cover",
"text": "Cover"
},
"$:/language/ThemeTweaks/Settings/BackgroundImageSize/Contain": {
"title": "$:/language/ThemeTweaks/Settings/BackgroundImageSize/Contain",
"text": "Contain"
},
"$:/language/ThemeTweaks/Metrics": {
"title": "$:/language/ThemeTweaks/Metrics",
"text": "Sizes"
},
"$:/language/ThemeTweaks/Metrics/FontSize": {
"title": "$:/language/ThemeTweaks/Metrics/FontSize",
"text": "Font size"
},
"$:/language/ThemeTweaks/Metrics/LineHeight": {
"title": "$:/language/ThemeTweaks/Metrics/LineHeight",
"text": "Line height"
},
"$:/language/ThemeTweaks/Metrics/BodyFontSize": {
"title": "$:/language/ThemeTweaks/Metrics/BodyFontSize",
"text": "Font size for tiddler body"
},
"$:/language/ThemeTweaks/Metrics/BodyLineHeight": {
"title": "$:/language/ThemeTweaks/Metrics/BodyLineHeight",
"text": "Line height for tiddler body"
},
"$:/language/ThemeTweaks/Metrics/StoryLeft": {
"title": "$:/language/ThemeTweaks/Metrics/StoryLeft",
"text": "Story left position"
},
"$:/language/ThemeTweaks/Metrics/StoryLeft/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/StoryLeft/Hint",
"text": "how far the left margin of the story river<br>(tiddler area) is from the left of the page"
},
"$:/language/ThemeTweaks/Metrics/StoryTop": {
"title": "$:/language/ThemeTweaks/Metrics/StoryTop",
"text": "Story top position"
},
"$:/language/ThemeTweaks/Metrics/StoryTop/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/StoryTop/Hint",
"text": "how far the top margin of the story river<br>is from the top of the page"
},
"$:/language/ThemeTweaks/Metrics/StoryRight": {
"title": "$:/language/ThemeTweaks/Metrics/StoryRight",
"text": "Story right"
},
"$:/language/ThemeTweaks/Metrics/StoryRight/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/StoryRight/Hint",
"text": "how far the left margin of the sidebar <br>is from the left of the page"
},
"$:/language/ThemeTweaks/Metrics/StoryWidth": {
"title": "$:/language/ThemeTweaks/Metrics/StoryWidth",
"text": "Story width"
},
"$:/language/ThemeTweaks/Metrics/StoryWidth/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/StoryWidth/Hint",
"text": "the overall width of the story river"
},
"$:/language/ThemeTweaks/Metrics/TiddlerWidth": {
"title": "$:/language/ThemeTweaks/Metrics/TiddlerWidth",
"text": "Tiddler width"
},
"$:/language/ThemeTweaks/Metrics/TiddlerWidth/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/TiddlerWidth/Hint",
"text": "within the story river"
},
"$:/language/ThemeTweaks/Metrics/SidebarBreakpoint": {
"title": "$:/language/ThemeTweaks/Metrics/SidebarBreakpoint",
"text": "Sidebar breakpoint"
},
"$:/language/ThemeTweaks/Metrics/SidebarBreakpoint/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/SidebarBreakpoint/Hint",
"text": "the minimum page width at which the story<br>river and sidebar will appear side by side"
},
"$:/language/ThemeTweaks/Metrics/SidebarWidth": {
"title": "$:/language/ThemeTweaks/Metrics/SidebarWidth",
"text": "Sidebar width"
},
"$:/language/ThemeTweaks/Metrics/SidebarWidth/Hint": {
"title": "$:/language/ThemeTweaks/Metrics/SidebarWidth/Hint",
"text": "the width of the sidebar in fluid-fixed layout"
},
"$:/language/TiddlerInfo/Advanced/Caption": {
"title": "$:/language/TiddlerInfo/Advanced/Caption",
"text": "Advanced"
},
"$:/language/TiddlerInfo/Advanced/PluginInfo/Empty/Hint": {
"title": "$:/language/TiddlerInfo/Advanced/PluginInfo/Empty/Hint",
"text": "none"
},
"$:/language/TiddlerInfo/Advanced/PluginInfo/Heading": {
"title": "$:/language/TiddlerInfo/Advanced/PluginInfo/Heading",
"text": "Plugin Details"
},
"$:/language/TiddlerInfo/Advanced/PluginInfo/Hint": {
"title": "$:/language/TiddlerInfo/Advanced/PluginInfo/Hint",
"text": "This plugin contains the following shadow tiddlers:"
},
"$:/language/TiddlerInfo/Advanced/ShadowInfo/Heading": {
"title": "$:/language/TiddlerInfo/Advanced/ShadowInfo/Heading",
"text": "Shadow Status"
},
"$:/language/TiddlerInfo/Advanced/ShadowInfo/NotShadow/Hint": {
"title": "$:/language/TiddlerInfo/Advanced/ShadowInfo/NotShadow/Hint",
"text": "The tiddler <$link to=<<infoTiddler>>><$text text=<<infoTiddler>>/></$link> is not a shadow tiddler"
},
"$:/language/TiddlerInfo/Advanced/ShadowInfo/Shadow/Hint": {
"title": "$:/language/TiddlerInfo/Advanced/ShadowInfo/Shadow/Hint",
"text": "The tiddler <$link to=<<infoTiddler>>><$text text=<<infoTiddler>>/></$link> is a shadow tiddler"
},
"$:/language/TiddlerInfo/Advanced/ShadowInfo/Shadow/Source": {
"title": "$:/language/TiddlerInfo/Advanced/ShadowInfo/Shadow/Source",
"text": "It is defined in the plugin <$link to=<<pluginTiddler>>><$text text=<<pluginTiddler>>/></$link>"
},
"$:/language/TiddlerInfo/Advanced/ShadowInfo/OverriddenShadow/Hint": {
"title": "$:/language/TiddlerInfo/Advanced/ShadowInfo/OverriddenShadow/Hint",
"text": "It is overridden by an ordinary tiddler"
},
"$:/language/TiddlerInfo/Fields/Caption": {
"title": "$:/language/TiddlerInfo/Fields/Caption",
"text": "Fields"
},
"$:/language/TiddlerInfo/List/Caption": {
"title": "$:/language/TiddlerInfo/List/Caption",
"text": "List"
},
"$:/language/TiddlerInfo/List/Empty": {
"title": "$:/language/TiddlerInfo/List/Empty",
"text": "This tiddler does not have a list"
},
"$:/language/TiddlerInfo/Listed/Caption": {
"title": "$:/language/TiddlerInfo/Listed/Caption",
"text": "Listed"
},
"$:/language/TiddlerInfo/Listed/Empty": {
"title": "$:/language/TiddlerInfo/Listed/Empty",
"text": "This tiddler is not listed by any others"
},
"$:/language/TiddlerInfo/References/Caption": {
"title": "$:/language/TiddlerInfo/References/Caption",
"text": "References"
},
"$:/language/TiddlerInfo/References/Empty": {
"title": "$:/language/TiddlerInfo/References/Empty",
"text": "No tiddlers link to this one"
},
"$:/language/TiddlerInfo/Tagging/Caption": {
"title": "$:/language/TiddlerInfo/Tagging/Caption",
"text": "Tagging"
},
"$:/language/TiddlerInfo/Tagging/Empty": {
"title": "$:/language/TiddlerInfo/Tagging/Empty",
"text": "No tiddlers are tagged with this one"
},
"$:/language/TiddlerInfo/Tools/Caption": {
"title": "$:/language/TiddlerInfo/Tools/Caption",
"text": "Tools"
},
"$:/language/Docs/Types/application/javascript": {
"title": "$:/language/Docs/Types/application/javascript",
"description": "JavaScript code",
"name": "application/javascript",
"group": "Developer",
"group-sort": "2"
},
"$:/language/Docs/Types/application/json": {
"title": "$:/language/Docs/Types/application/json",
"description": "JSON data",
"name": "application/json",
"group": "Developer",
"group-sort": "2"
},
"$:/language/Docs/Types/application/x-tiddler-dictionary": {
"title": "$:/language/Docs/Types/application/x-tiddler-dictionary",
"description": "Data dictionary",
"name": "application/x-tiddler-dictionary",
"group": "Developer",
"group-sort": "2"
},
"$:/language/Docs/Types/image/gif": {
"title": "$:/language/Docs/Types/image/gif",
"description": "GIF image",
"name": "image/gif",
"group": "Image",
"group-sort": "1"
},
"$:/language/Docs/Types/image/jpeg": {
"title": "$:/language/Docs/Types/image/jpeg",
"description": "JPEG image",
"name": "image/jpeg",
"group": "Image",
"group-sort": "1"
},
"$:/language/Docs/Types/image/png": {
"title": "$:/language/Docs/Types/image/png",
"description": "PNG image",
"name": "image/png",
"group": "Image",
"group-sort": "1"
},
"$:/language/Docs/Types/image/svg+xml": {
"title": "$:/language/Docs/Types/image/svg+xml",
"description": "Structured Vector Graphics image",
"name": "image/svg+xml",
"group": "Image",
"group-sort": "1"
},
"$:/language/Docs/Types/image/x-icon": {
"title": "$:/language/Docs/Types/image/x-icon",
"description": "ICO format icon file",
"name": "image/x-icon",
"group": "Image",
"group-sort": "1"
},
"$:/language/Docs/Types/text/css": {
"title": "$:/language/Docs/Types/text/css",
"description": "Static stylesheet",
"name": "text/css",
"group": "Developer",
"group-sort": "2"
},
"$:/language/Docs/Types/text/html": {
"title": "$:/language/Docs/Types/text/html",
"description": "HTML markup",
"name": "text/html",
"group": "Text",
"group-sort": "0"
},
"$:/language/Docs/Types/text/plain": {
"title": "$:/language/Docs/Types/text/plain",
"description": "Plain text",
"name": "text/plain",
"group": "Text",
"group-sort": "0"
},
"$:/language/Docs/Types/text/vnd.tiddlywiki": {
"title": "$:/language/Docs/Types/text/vnd.tiddlywiki",
"description": "TiddlyWiki 5",
"name": "text/vnd.tiddlywiki",
"group": "Text",
"group-sort": "0"
},
"$:/language/Docs/Types/text/x-tiddlywiki": {
"title": "$:/language/Docs/Types/text/x-tiddlywiki",
"description": "TiddlyWiki Classic",
"name": "text/x-tiddlywiki",
"group": "Text",
"group-sort": "0"
},
"$:/languages/en-GB/icon": {
"title": "$:/languages/en-GB/icon",
"type": "image/svg+xml",
"text": "<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 60 30\" width=\"1200\" height=\"600\">\n<clipPath id=\"t\">\n\t<path d=\"M30,15 h30 v15 z v15 h-30 z h-30 v-15 z v-15 h30 z\"/>\n</clipPath>\n<path d=\"M0,0 v30 h60 v-30 z\" fill=\"#00247d\"/>\n<path d=\"M0,0 L60,30 M60,0 L0,30\" stroke=\"#fff\" stroke-width=\"6\"/>\n<path d=\"M0,0 L60,30 M60,0 L0,30\" clip-path=\"url(#t)\" stroke=\"#cf142b\" stroke-width=\"4\"/>\n<path d=\"M30,0 v30 M0,15 h60\" stroke=\"#fff\" stroke-width=\"10\"/>\n<path d=\"M30,0 v30 M0,15 h60\" stroke=\"#cf142b\" stroke-width=\"6\"/>\n</svg>\n"
},
"$:/languages/en-GB": {
"title": "$:/languages/en-GB",
"name": "en-GB",
"description": "English (British)",
"author": "JeremyRuston",
"core-version": ">=5.0.0\"",
"text": "Stub pseudo-plugin for the default language"
},
"$:/core/modules/commander.js": {
"title": "$:/core/modules/commander.js",
"text": "/*\\\ntitle: $:/core/modules/commander.js\ntype: application/javascript\nmodule-type: global\n\nThe $tw.Commander class is a command interpreter\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nParse a sequence of commands\n\tcommandTokens: an array of command string tokens\n\twiki: reference to the wiki store object\n\tstreams: {output:, error:}, each of which has a write(string) method\n\tcallback: a callback invoked as callback(err) where err is null if there was no error\n*/\nvar Commander = function(commandTokens,callback,wiki,streams) {\n\tvar path = require(\"path\");\n\tthis.commandTokens = commandTokens;\n\tthis.nextToken = 0;\n\tthis.callback = callback;\n\tthis.wiki = wiki;\n\tthis.streams = streams;\n\tthis.outputPath = path.resolve($tw.boot.wikiPath,$tw.config.wikiOutputSubDir);\n};\n\n/*\nLog a string if verbose flag is set\n*/\nCommander.prototype.log = function(str) {\n\tif(this.verbose) {\n\t\tthis.streams.output.write(str + \"\\n\");\n\t}\n};\n\n/*\nWrite a string if verbose flag is set\n*/\nCommander.prototype.write = function(str) {\n\tif(this.verbose) {\n\t\tthis.streams.output.write(str);\n\t}\n};\n\n/*\nAdd a string of tokens to the command queue\n*/\nCommander.prototype.addCommandTokens = function(commandTokens) {\n\tvar params = commandTokens.slice(0);\n\tparams.unshift(0);\n\tparams.unshift(this.nextToken);\n\tArray.prototype.splice.apply(this.commandTokens,params);\n};\n\n/*\nExecute the sequence of commands and invoke a callback on completion\n*/\nCommander.prototype.execute = function() {\n\tthis.executeNextCommand();\n};\n\n/*\nExecute the next command in the sequence\n*/\nCommander.prototype.executeNextCommand = function() {\n\tvar self = this;\n\t// Invoke the callback if there are no more commands\n\tif(this.nextToken >= this.commandTokens.length) {\n\t\tthis.callback(null);\n\t} else {\n\t\t// Get and check the command token\n\t\tvar commandName = this.commandTokens[this.nextToken++];\n\t\tif(commandName.substr(0,2) !== \"--\") {\n\t\t\tthis.callback(\"Missing command: \" + commandName);\n\t\t} else {\n\t\t\tcommandName = commandName.substr(2); // Trim off the --\n\t\t\t// Accumulate the parameters to the command\n\t\t\tvar params = [];\n\t\t\twhile(this.nextToken < this.commandTokens.length && \n\t\t\t\tthis.commandTokens[this.nextToken].substr(0,2) !== \"--\") {\n\t\t\t\tparams.push(this.commandTokens[this.nextToken++]);\n\t\t\t}\n\t\t\t// Get the command info\n\t\t\tvar command = $tw.commands[commandName],\n\t\t\t\tc,err;\n\t\t\tif(!command) {\n\t\t\t\tthis.callback(\"Unknown command: \" + commandName);\n\t\t\t} else {\n\t\t\t\tif(this.verbose) {\n\t\t\t\t\tthis.streams.output.write(\"Executing command: \" + commandName + \" \" + params.join(\" \") + \"\\n\");\n\t\t\t\t}\n\t\t\t\t// Parse named parameters if required\n\t\t\t\tif(command.info.namedParameterMode) {\n\t\t\t\t\tparams = this.extractNamedParameters(params,command.info.mandatoryParameters);\n\t\t\t\t\tif(typeof params === \"string\") {\n\t\t\t\t\t\treturn this.callback(params);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(command.info.synchronous) {\n\t\t\t\t\t// Synchronous command\n\t\t\t\t\tc = new command.Command(params,this);\n\t\t\t\t\terr = c.execute();\n\t\t\t\t\tif(err) {\n\t\t\t\t\t\tthis.callback(err);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.executeNextCommand();\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\t// Asynchronous command\n\t\t\t\t\tc = new command.Command(params,this,function(err) {\n\t\t\t\t\t\tif(err) {\n\t\t\t\t\t\t\tself.callback(err);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tself.executeNextCommand();\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t\terr = c.execute();\n\t\t\t\t\tif(err) {\n\t\t\t\t\t\tthis.callback(err);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n};\n\n/*\nGiven an array of parameter strings `params` in name:value format, and an array of mandatory parameter names in `mandatoryParameters`, returns a hashmap of values or a string if error\n*/\nCommander.prototype.extractNamedParameters = function(params,mandatoryParameters) {\n\tmandatoryParameters = mandatoryParameters || [];\n\tvar errors = [],\n\t\tparamsByName = Object.create(null);\n\t// Extract the parameters\n\t$tw.utils.each(params,function(param) {\n\t\tvar index = param.indexOf(\"=\");\n\t\tif(index < 1) {\n\t\t\terrors.push(\"malformed named parameter: '\" + param + \"'\");\n\t\t}\n\t\tparamsByName[param.slice(0,index)] = $tw.utils.trim(param.slice(index+1));\n\t});\n\t// Check the mandatory parameters are present\n\t$tw.utils.each(mandatoryParameters,function(mandatoryParameter) {\n\t\tif(!$tw.utils.hop(paramsByName,mandatoryParameter)) {\n\t\t\terrors.push(\"missing mandatory parameter: '\" + mandatoryParameter + \"'\");\n\t\t}\n\t});\n\t// Return any errors\n\tif(errors.length > 0) {\n\t\treturn errors.join(\" and\\n\");\n\t} else {\n\t\treturn paramsByName;\t\t\n\t}\n};\n\nCommander.initCommands = function(moduleType) {\n\tmoduleType = moduleType || \"command\";\n\t$tw.commands = {};\n\t$tw.modules.forEachModuleOfType(moduleType,function(title,module) {\n\t\tvar c = $tw.commands[module.info.name] = {};\n\t\t// Add the methods defined by the module\n\t\tfor(var f in module) {\n\t\t\tif($tw.utils.hop(module,f)) {\n\t\t\t\tc[f] = module[f];\n\t\t\t}\n\t\t}\n\t});\n};\n\nexports.Commander = Commander;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/commands/build.js": {
"title": "$:/core/modules/commands/build.js",
"text": "/*\\\ntitle: $:/core/modules/commands/build.js\ntype: application/javascript\nmodule-type: command\n\nCommand to build a build target\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"build\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander) {\n\tthis.params = params;\n\tthis.commander = commander;\n};\n\nCommand.prototype.execute = function() {\n\t// Get the build targets defined in the wiki\n\tvar buildTargets = $tw.boot.wikiInfo.build;\n\tif(!buildTargets) {\n\t\treturn \"No build targets defined\";\n\t}\n\t// Loop through each of the specified targets\n\tvar targets;\n\tif(this.params.length > 0) {\n\t\ttargets = this.params;\n\t} else {\n\t\ttargets = Object.keys(buildTargets);\n\t}\n\tfor(var targetIndex=0; targetIndex<targets.length; targetIndex++) {\n\t\tvar target = targets[targetIndex],\n\t\t\tcommands = buildTargets[target];\n\t\tif(!commands) {\n\t\t\treturn \"Build target '\" + target + \"' not found\";\n\t\t}\n\t\t// Add the commands to the queue\n\t\tthis.commander.addCommandTokens(commands);\n\t}\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/clearpassword.js": {
"title": "$:/core/modules/commands/clearpassword.js",
"text": "/*\\\ntitle: $:/core/modules/commands/clearpassword.js\ntype: application/javascript\nmodule-type: command\n\nClear password for crypto operations\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"clearpassword\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\t$tw.crypto.setPassword(null);\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/deletetiddlers.js": {
"title": "$:/core/modules/commands/deletetiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/commands/deletetiddlers.js\ntype: application/javascript\nmodule-type: command\n\nCommand to delete tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"deletetiddlers\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing filter\";\n\t}\n\tvar self = this,\n\t\twiki = this.commander.wiki,\n\t\tfilter = this.params[0],\n\t\ttiddlers = wiki.filterTiddlers(filter);\n\t$tw.utils.each(tiddlers,function(title) {\n\t\twiki.deleteTiddler(title);\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/editions.js": {
"title": "$:/core/modules/commands/editions.js",
"text": "/*\\\ntitle: $:/core/modules/commands/editions.js\ntype: application/javascript\nmodule-type: command\n\nCommand to list the available editions\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"editions\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander) {\n\tthis.params = params;\n\tthis.commander = commander;\n};\n\nCommand.prototype.execute = function() {\n\tvar self = this;\n\t// Output the list\n\tthis.commander.streams.output.write(\"Available editions:\\n\\n\");\n\tvar editionInfo = $tw.utils.getEditionInfo();\n\t$tw.utils.each(editionInfo,function(info,name) {\n\t\tself.commander.streams.output.write(\" \" + name + \": \" + info.description + \"\\n\");\n\t});\n\tthis.commander.streams.output.write(\"\\n\");\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/fetch.js": {
"title": "$:/core/modules/commands/fetch.js",
"text": "/*\\\ntitle: $:/core/modules/commands/fetch.js\ntype: application/javascript\nmodule-type: command\n\nCommands to fetch external tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"fetch\",\n\tsynchronous: false\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 2) {\n\t\treturn \"Missing subcommand and url\";\n\t}\n\tswitch(this.params[0]) {\n\t\tcase \"raw-file\":\n\t\t\treturn this.fetchFiles({\n\t\t\t\traw: true,\n\t\t\t\turl: this.params[1],\n\t\t\t\ttransformFilter: this.params[2] || \"\",\n\t\t\t\tcallback: this.callback\n\t\t\t});\n\t\t\tbreak;\n\t\tcase \"file\":\n\t\t\treturn this.fetchFiles({\n\t\t\t\turl: this.params[1],\n\t\t\t\timportFilter: this.params[2],\n\t\t\t\ttransformFilter: this.params[3] || \"\",\n\t\t\t\tcallback: this.callback\n\t\t\t});\n\t\t\tbreak;\n\t\tcase \"raw-files\":\n\t\t\treturn this.fetchFiles({\n\t\t\t\traw: true,\n\t\t\t\turlFilter: this.params[1],\n\t\t\t\ttransformFilter: this.params[2] || \"\",\n\t\t\t\tcallback: this.callback\n\t\t\t});\n\t\t\tbreak;\n\t\tcase \"files\":\n\t\t\treturn this.fetchFiles({\n\t\t\t\turlFilter: this.params[1],\n\t\t\t\timportFilter: this.params[2],\n\t\t\t\ttransformFilter: this.params[3] || \"\",\n\t\t\t\tcallback: this.callback\n\t\t\t});\n\t\t\tbreak;\n\t}\n\treturn null;\n};\n\nCommand.prototype.fetchFiles = function(options) {\n\tvar self = this;\n\t// Get the list of URLs\n\tvar urls;\n\tif(options.url) {\n\t\turls = [options.url]\n\t} else if(options.urlFilter) {\n\t\turls = $tw.wiki.filterTiddlers(options.urlFilter);\n\t} else {\n\t\treturn \"Missing URL\";\n\t}\n\t// Process each URL in turn\n\tvar next = 0;\n\tvar getNextFile = function(err) {\n\t\tif(err) {\n\t\t\treturn options.callback(err);\n\t\t}\n\t\tif(next < urls.length) {\n\t\t\tself.fetchFile(urls[next++],options,getNextFile);\n\t\t} else {\n\t\t\toptions.callback(null);\n\t\t}\n\t};\n\tgetNextFile(null);\n\t// Success\n\treturn null;\n};\n\nCommand.prototype.fetchFile = function(url,options,callback,redirectCount) {\n\tif(redirectCount > 10) {\n\t\treturn callback(\"Error too many redirects retrieving \" + url);\n\t}\n\tvar self = this,\n\t\tlib = url.substr(0,8) === \"https://\" ? require(\"https\") : require(\"http\");\n\tlib.get(url).on(\"response\",function(response) {\n\t var type = (response.headers[\"content-type\"] || \"\").split(\";\")[0],\n\t \tdata = [];\n\t self.commander.write(\"Reading \" + url + \": \");\n\t response.on(\"data\",function(chunk) {\n\t data.push(chunk);\n\t self.commander.write(\".\");\n\t });\n\t response.on(\"end\",function() {\n\t self.commander.write(\"\\n\");\n\t if(response.statusCode === 200) {\n\t\t self.processBody(Buffer.concat(data),type,options,url);\n\t\t callback(null);\n\t } else {\n\t \tif(response.statusCode === 302 || response.statusCode === 303 || response.statusCode === 307) {\n\t \t\treturn self.fetchFile(response.headers.location,options,callback,redirectCount + 1);\n\t \t} else {\n\t\t \treturn callback(\"Error \" + response.statusCode + \" retrieving \" + url)\t \t\t\n\t \t}\n\t }\n\t \t});\n\t \tresponse.on(\"error\",function(e) {\n\t\t\tconsole.log(\"Error on GET request: \" + e);\n\t\t\tcallback(e);\n\t \t});\n\t});\n\treturn null;\n};\n\nCommand.prototype.processBody = function(body,type,options,url) {\n\tvar self = this;\n\t// Collect the tiddlers in a wiki\n\tvar incomingWiki = new $tw.Wiki();\n\tif(options.raw) {\n\t\tvar typeInfo = type ? $tw.config.contentTypeInfo[type] : null,\n\t\t\tencoding = typeInfo ? typeInfo.encoding : \"utf8\";\n\t\tincomingWiki.addTiddler(new $tw.Tiddler({\n\t\t\ttitle: url,\n\t\t\ttype: type,\n\t\t\ttext: body.toString(encoding)\n\t\t}));\n\t} else {\n\t\t// Deserialise the file to extract the tiddlers\n\t\tvar tiddlers = this.commander.wiki.deserializeTiddlers(type || \"text/html\",body.toString(\"utf8\"),{});\n\t\t$tw.utils.each(tiddlers,function(tiddler) {\n\t\t\tincomingWiki.addTiddler(new $tw.Tiddler(tiddler));\n\t\t});\n\t}\n\t// Filter the tiddlers to select the ones we want\n\tvar filteredTitles = incomingWiki.filterTiddlers(options.importFilter || \"[all[tiddlers]]\");\n\t// Import the selected tiddlers\n\tvar count = 0;\n\tincomingWiki.each(function(tiddler,title) {\n\t\tif(filteredTitles.indexOf(title) !== -1) {\n\t\t\tvar newTiddler;\n\t\t\tif(options.transformFilter) {\n\t\t\t\tvar transformedTitle = (incomingWiki.filterTiddlers(options.transformFilter,null,self.commander.wiki.makeTiddlerIterator([title])) || [\"\"])[0];\n\t\t\t\tif(transformedTitle) {\n\t\t\t\t\tself.commander.log(\"Importing \" + title + \" as \" + transformedTitle)\n\t\t\t\t\tnewTiddler = new $tw.Tiddler(tiddler,{title: transformedTitle});\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tself.commander.log(\"Importing \" + title)\n\t\t\t\tnewTiddler = tiddler;\n\t\t\t}\n\t\t\tself.commander.wiki.importTiddler(newTiddler);\n\t\t\tcount++;\n\t\t}\n\t});\n\tself.commander.log(\"Imported \" + count + \" tiddlers\")\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/help.js": {
"title": "$:/core/modules/commands/help.js",
"text": "/*\\\ntitle: $:/core/modules/commands/help.js\ntype: application/javascript\nmodule-type: command\n\nHelp command\n\n\\*/\n(function(){\n\n/*jshint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"help\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander) {\n\tthis.params = params;\n\tthis.commander = commander;\n};\n\nCommand.prototype.execute = function() {\n\tvar subhelp = this.params[0] || \"default\",\n\t\thelpBase = \"$:/language/Help/\",\n\t\ttext;\n\tif(!this.commander.wiki.getTiddler(helpBase + subhelp)) {\n\t\tsubhelp = \"notfound\";\n\t}\n\t// Wikify the help as formatted text (ie block elements generate newlines)\n\ttext = this.commander.wiki.renderTiddler(\"text/plain-formatted\",helpBase + subhelp);\n\t// Remove any leading linebreaks\n\ttext = text.replace(/^(\\r?\\n)*/g,\"\");\n\tthis.commander.streams.output.write(text);\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/import.js": {
"title": "$:/core/modules/commands/import.js",
"text": "/*\\\ntitle: $:/core/modules/commands/import.js\ntype: application/javascript\nmodule-type: command\n\nCommand to import tiddlers from a file\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"import\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\");\n\tif(this.params.length < 2) {\n\t\treturn \"Missing parameters\";\n\t}\n\tvar filename = self.params[0],\n\t\tdeserializer = self.params[1],\n\t\ttitle = self.params[2] || filename,\n\t\tencoding = self.params[3] || \"utf8\",\n\t\ttext = fs.readFileSync(filename,encoding),\n\t\ttiddlers = this.commander.wiki.deserializeTiddlers(null,text,{title: title},{deserializer: deserializer});\n\t$tw.utils.each(tiddlers,function(tiddler) {\n\t\tself.commander.wiki.importTiddler(new $tw.Tiddler(tiddler));\n\t});\n\tthis.commander.log(tiddlers.length + \" tiddler(s) imported\");\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/init.js": {
"title": "$:/core/modules/commands/init.js",
"text": "/*\\\ntitle: $:/core/modules/commands/init.js\ntype: application/javascript\nmodule-type: command\n\nCommand to initialise an empty wiki folder\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"init\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander) {\n\tthis.params = params;\n\tthis.commander = commander;\n};\n\nCommand.prototype.execute = function() {\n\tvar fs = require(\"fs\"),\n\t\tpath = require(\"path\");\n\t// Check that we don't already have a valid wiki folder\n\tif($tw.boot.wikiTiddlersPath || ($tw.utils.isDirectory($tw.boot.wikiPath) && !$tw.utils.isDirectoryEmpty($tw.boot.wikiPath))) {\n\t\treturn \"Wiki folder is not empty\";\n\t}\n\t// Loop through each of the specified editions\n\tvar editions = this.params.length > 0 ? this.params : [\"empty\"];\n\tfor(var editionIndex=0; editionIndex<editions.length; editionIndex++) {\n\t\tvar editionName = editions[editionIndex];\n\t\t// Check the edition exists\n\t\tvar editionPath = $tw.findLibraryItem(editionName,$tw.getLibraryItemSearchPaths($tw.config.editionsPath,$tw.config.editionsEnvVar));\n\t\tif(!$tw.utils.isDirectory(editionPath)) {\n\t\t\treturn \"Edition '\" + editionName + \"' not found\";\n\t\t}\n\t\t// Copy the edition content\n\t\tvar err = $tw.utils.copyDirectory(editionPath,$tw.boot.wikiPath);\n\t\tif(!err) {\n\t\t\tthis.commander.streams.output.write(\"Copied edition '\" + editionName + \"' to \" + $tw.boot.wikiPath + \"\\n\");\n\t\t} else {\n\t\t\treturn err;\n\t\t}\n\t}\n\t// Tweak the tiddlywiki.info to remove any included wikis\n\tvar packagePath = $tw.boot.wikiPath + \"/tiddlywiki.info\",\n\t\tpackageJson = JSON.parse(fs.readFileSync(packagePath));\n\tdelete packageJson.includeWikis;\n\tfs.writeFileSync(packagePath,JSON.stringify(packageJson,null,$tw.config.preferences.jsonSpaces));\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/listen.js": {
"title": "$:/core/modules/commands/listen.js",
"text": "/*\\\ntitle: $:/core/modules/commands/listen.js\ntype: application/javascript\nmodule-type: command\n\nListen for HTTP requests and serve tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Server = require(\"$:/core/modules/server/server.js\").Server;\n\nexports.info = {\n\tname: \"listen\",\n\tsynchronous: true,\n\tnamedParameterMode: true,\n\tmandatoryParameters: [],\n};\n\nvar Command = function(params,commander,callback) {\n\tvar self = this;\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tvar self = this;\n\tif(!$tw.boot.wikiTiddlersPath) {\n\t\t$tw.utils.warning(\"Warning: Wiki folder '\" + $tw.boot.wikiPath + \"' does not exist or is missing a tiddlywiki.info file\");\n\t}\n\t// Set up server\n\tthis.server = new Server({\n\t\twiki: this.commander.wiki,\n\t\tvariables: self.params\n\t});\n\tvar nodeServer = this.server.listen();\n\t$tw.hooks.invokeHook(\"th-server-command-post-start\",this.server,nodeServer,\"tiddlywiki\");\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/load.js": {
"title": "$:/core/modules/commands/load.js",
"text": "/*\\\ntitle: $:/core/modules/commands/load.js\ntype: application/javascript\nmodule-type: command\n\nCommand to load tiddlers from a file or directory\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"load\",\n\tsynchronous: false\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\");\n\tif(this.params.length < 1) {\n\t\treturn \"Missing filename\";\n\t}\n\tvar tiddlers = $tw.loadTiddlersFromPath(self.params[0]),\n\t\tcount = 0;\n\t$tw.utils.each(tiddlers,function(tiddlerInfo) {\n\t\t$tw.utils.each(tiddlerInfo.tiddlers,function(tiddler) {\n\t\t\tself.commander.wiki.importTiddler(new $tw.Tiddler(tiddler));\n\t\t\tcount++;\n\t\t});\n\t});\n\tif(!count && self.params[1] !== \"noerror\") {\n\t\tself.callback(\"No tiddlers found in file \\\"\" + self.params[0] + \"\\\"\");\n\t} else {\n\t\tself.callback(null);\n\t}\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/makelibrary.js": {
"title": "$:/core/modules/commands/makelibrary.js",
"text": "/*\\\ntitle: $:/core/modules/commands/makelibrary.js\ntype: application/javascript\nmodule-type: command\n\nCommand to pack all of the plugins in the library into a plugin tiddler of type \"library\"\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"makelibrary\",\n\tsynchronous: true\n};\n\nvar UPGRADE_LIBRARY_TITLE = \"$:/UpgradeLibrary\";\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tvar wiki = this.commander.wiki,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\tupgradeLibraryTitle = this.params[0] || UPGRADE_LIBRARY_TITLE,\n\t\ttiddlers = {};\n\t// Collect up the library plugins\n\tvar collectPlugins = function(folder) {\n\t\t\tvar pluginFolders = fs.readdirSync(folder);\n\t\t\tfor(var p=0; p<pluginFolders.length; p++) {\n\t\t\t\tif(!$tw.boot.excludeRegExp.test(pluginFolders[p])) {\n\t\t\t\t\tpluginFields = $tw.loadPluginFolder(path.resolve(folder,\"./\" + pluginFolders[p]));\n\t\t\t\t\tif(pluginFields && pluginFields.title) {\n\t\t\t\t\t\ttiddlers[pluginFields.title] = pluginFields;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\tcollectPublisherPlugins = function(folder) {\n\t\t\tvar publisherFolders = fs.readdirSync(folder);\n\t\t\tfor(var t=0; t<publisherFolders.length; t++) {\n\t\t\t\tif(!$tw.boot.excludeRegExp.test(publisherFolders[t])) {\n\t\t\t\t\tcollectPlugins(path.resolve(folder,\"./\" + publisherFolders[t]));\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\tcollectPublisherPlugins(path.resolve($tw.boot.corePath,$tw.config.pluginsPath));\n\tcollectPublisherPlugins(path.resolve($tw.boot.corePath,$tw.config.themesPath));\n\tcollectPlugins(path.resolve($tw.boot.corePath,$tw.config.languagesPath));\n\t// Save the upgrade library tiddler\n\tvar pluginFields = {\n\t\ttitle: upgradeLibraryTitle,\n\t\ttype: \"application/json\",\n\t\t\"plugin-type\": \"library\",\n\t\t\"text\": JSON.stringify({tiddlers: tiddlers},null,$tw.config.preferences.jsonSpaces)\n\t};\n\twiki.addTiddler(new $tw.Tiddler(pluginFields));\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/output.js": {
"title": "$:/core/modules/commands/output.js",
"text": "/*\\\ntitle: $:/core/modules/commands/output.js\ntype: application/javascript\nmodule-type: command\n\nCommand to set the default output location (defaults to current working directory)\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"output\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tvar fs = require(\"fs\"),\n\t\tpath = require(\"path\");\n\tif(this.params.length < 1) {\n\t\treturn \"Missing output path\";\n\t}\n\tthis.commander.outputPath = path.resolve(process.cwd(),this.params[0]);\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/password.js": {
"title": "$:/core/modules/commands/password.js",
"text": "/*\\\ntitle: $:/core/modules/commands/password.js\ntype: application/javascript\nmodule-type: command\n\nSave password for crypto operations\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"password\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing password\";\n\t}\n\t$tw.crypto.setPassword(this.params[0]);\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/render.js": {
"title": "$:/core/modules/commands/render.js",
"text": "/*\\\ntitle: $:/core/modules/commands/render.js\ntype: application/javascript\nmodule-type: command\n\nRender individual tiddlers and save the results to the specified files\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nexports.info = {\n\tname: \"render\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing tiddler filter\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\twiki = this.commander.wiki,\n\t\ttiddlerFilter = this.params[0],\n\t\tfilenameFilter = this.params[1] || \"[is[tiddler]addsuffix[.html]]\",\n\t\ttype = this.params[2] || \"text/html\",\n\t\ttemplate = this.params[3],\n\t\tvarName = this.params[4],\n\t\tvarValue = this.params[5],\n\t\ttiddlers = wiki.filterTiddlers(tiddlerFilter);\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar parser = wiki.parseTiddler(template || title),\n\t\t\tvariables = {currentTiddler: title};\n\t\tif(varName) {\n\t\t\tvariables[varName] = varValue || \"\";\n\t\t}\n\t\tvar widgetNode = wiki.makeWidget(parser,{variables: variables}),\n\t\t\tcontainer = $tw.fakeDocument.createElement(\"div\");\n\t\twidgetNode.render(container,null);\n\t\tvar text = type === \"text/html\" ? container.innerHTML : container.textContent,\n\t\t\tfilepath = path.resolve(self.commander.outputPath,wiki.filterTiddlers(filenameFilter,$tw.rootWidget,wiki.makeTiddlerIterator([title]))[0]);\n\t\tif(self.commander.verbose) {\n\t\t\tconsole.log(\"Rendering \\\"\" + title + \"\\\" to \\\"\" + filepath + \"\\\"\");\n\t\t}\n\t\t$tw.utils.createFileDirectories(filepath);\n\t\tfs.writeFileSync(filepath,text,\"utf8\");\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/rendertiddler.js": {
"title": "$:/core/modules/commands/rendertiddler.js",
"text": "/*\\\ntitle: $:/core/modules/commands/rendertiddler.js\ntype: application/javascript\nmodule-type: command\n\nCommand to render a tiddler and save it to a file\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"rendertiddler\",\n\tsynchronous: false\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 2) {\n\t\treturn \"Missing filename\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\ttitle = this.params[0],\n\t\tfilename = path.resolve(this.commander.outputPath,this.params[1]),\n\t\ttype = this.params[2] || \"text/html\",\n\t\ttemplate = this.params[3],\n\t\tname = this.params[4],\n\t\tvalue = this.params[5],\n\t\tvariables = {};\n\t$tw.utils.createFileDirectories(filename);\n\tif(template) {\n\t\tvariables.currentTiddler = title;\n\t\ttitle = template;\n\t}\n\tif(name && value) {\n\t\tvariables[name] = value;\n\t}\n\tfs.writeFile(filename,this.commander.wiki.renderTiddler(type,title,{variables: variables}),\"utf8\",function(err) {\n\t\tself.callback(err);\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/rendertiddlers.js": {
"title": "$:/core/modules/commands/rendertiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/commands/rendertiddlers.js\ntype: application/javascript\nmodule-type: command\n\nCommand to render several tiddlers to a folder of files\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nexports.info = {\n\tname: \"rendertiddlers\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 2) {\n\t\treturn \"Missing filename\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\twiki = this.commander.wiki,\n\t\tfilter = this.params[0],\n\t\ttemplate = this.params[1],\n\t\toutputPath = this.commander.outputPath,\n\t\tpathname = path.resolve(outputPath,this.params[2]),\t\t\n\t\ttype = this.params[3] || \"text/html\",\n\t\textension = this.params[4] || \".html\",\n\t\tdeleteDirectory = (this.params[5] || \"\").toLowerCase() !== \"noclean\",\n\t\ttiddlers = wiki.filterTiddlers(filter);\n\tif(deleteDirectory) {\n\t\t$tw.utils.deleteDirectory(pathname);\n\t}\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar parser = wiki.parseTiddler(template),\n\t\t\twidgetNode = wiki.makeWidget(parser,{variables: {currentTiddler: title}}),\n\t\t\tcontainer = $tw.fakeDocument.createElement(\"div\");\n\t\twidgetNode.render(container,null);\n\t\tvar text = type === \"text/html\" ? container.innerHTML : container.textContent,\n\t\t\texportPath = null;\n\t\tif($tw.utils.hop($tw.macros,\"tv-get-export-path\")) {\n\t\t\tvar macroPath = $tw.macros[\"tv-get-export-path\"].run.apply(self,[title]);\n\t\t\tif(macroPath) {\n\t\t\t\texportPath = path.resolve(outputPath,macroPath + extension);\n\t\t\t}\n\t\t}\n\t\tvar finalPath = exportPath || path.resolve(pathname,encodeURIComponent(title) + extension);\n\t\t$tw.utils.createFileDirectories(finalPath);\n\t\tfs.writeFileSync(finalPath,text,\"utf8\");\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/save.js": {
"title": "$:/core/modules/commands/save.js",
"text": "/*\\\ntitle: $:/core/modules/commands/save.js\ntype: application/javascript\nmodule-type: command\n\nSaves individual tiddlers in their raw text or binary format to the specified files\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"save\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing filename filter\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\twiki = this.commander.wiki,\n\t\ttiddlerFilter = this.params[0],\n\t\tfilenameFilter = this.params[1] || \"[is[tiddler]]\",\n\t\ttiddlers = wiki.filterTiddlers(tiddlerFilter);\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar tiddler = self.commander.wiki.getTiddler(title),\n\t\t\ttype = tiddler.fields.type || \"text/vnd.tiddlywiki\",\n\t\t\tcontentTypeInfo = $tw.config.contentTypeInfo[type] || {encoding: \"utf8\"},\n\t\t\tfilepath = path.resolve(self.commander.outputPath,wiki.filterTiddlers(filenameFilter,$tw.rootWidget,wiki.makeTiddlerIterator([title]))[0]);\n\t\tif(self.commander.verbose) {\n\t\t\tconsole.log(\"Saving \\\"\" + title + \"\\\" to \\\"\" + filepath + \"\\\"\");\n\t\t}\n\t\t$tw.utils.createFileDirectories(filepath);\n\t\tfs.writeFileSync(filepath,tiddler.fields.text,contentTypeInfo.encoding);\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/savelibrarytiddlers.js": {
"title": "$:/core/modules/commands/savelibrarytiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/commands/savelibrarytiddlers.js\ntype: application/javascript\nmodule-type: command\n\nCommand to save the subtiddlers of a bundle tiddler as a series of JSON files\n\n--savelibrarytiddlers <tiddler> <pathname> <skinnylisting>\n\nThe tiddler identifies the bundle tiddler that contains the subtiddlers.\n\nThe pathname specifies the pathname to the folder in which the JSON files should be saved. The filename is the URL encoded title of the subtiddler.\n\nThe skinnylisting specifies the title of the tiddler to which a JSON catalogue of the subtiddlers will be saved. The JSON file contains the same data as the bundle tiddler but with the `text` field removed.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"savelibrarytiddlers\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 2) {\n\t\treturn \"Missing filename\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\tcontainerTitle = this.params[0],\n\t\tfilter = this.params[1],\n\t\tbasepath = this.params[2],\n\t\tskinnyListTitle = this.params[3];\n\t// Get the container tiddler as data\n\tvar containerData = self.commander.wiki.getTiddlerDataCached(containerTitle,undefined);\n\tif(!containerData) {\n\t\treturn \"'\" + containerTitle + \"' is not a tiddler bundle\";\n\t}\n\t// Filter the list of plugins\n\tvar pluginList = [];\n\t$tw.utils.each(containerData.tiddlers,function(tiddler,title) {\n\t\tpluginList.push(title);\n\t});\n\tvar filteredPluginList;\n\tif(filter) {\n\t\tfilteredPluginList = self.commander.wiki.filterTiddlers(filter,null,self.commander.wiki.makeTiddlerIterator(pluginList));\n\t} else {\n\t\tfilteredPluginList = pluginList;\n\t}\n\t// Iterate through the plugins\n\tvar skinnyList = [];\n\t$tw.utils.each(filteredPluginList,function(title) {\n\t\tvar tiddler = containerData.tiddlers[title];\n\t\t// Save each JSON file and collect the skinny data\n\t\tvar pathname = path.resolve(self.commander.outputPath,basepath + encodeURIComponent(title) + \".json\");\n\t\t$tw.utils.createFileDirectories(pathname);\n\t\tfs.writeFileSync(pathname,JSON.stringify(tiddler,null,$tw.config.preferences.jsonSpaces),\"utf8\");\n\t\t// Collect the skinny list data\n\t\tvar pluginTiddlers = JSON.parse(tiddler.text),\n\t\t\treadmeContent = (pluginTiddlers.tiddlers[title + \"/readme\"] || {}).text,\n\t\t\ticonTiddler = pluginTiddlers.tiddlers[title + \"/icon\"] || {},\n\t\t\ticonType = iconTiddler.type,\n\t\t\ticonText = iconTiddler.text,\n\t\t\ticonContent;\n\t\tif(iconType && iconText) {\n\t\t\ticonContent = $tw.utils.makeDataUri(iconText,iconType);\n\t\t}\n\t\tskinnyList.push($tw.utils.extend({},tiddler,{text: undefined, readme: readmeContent, icon: iconContent}));\n\t});\n\t// Save the catalogue tiddler\n\tif(skinnyListTitle) {\n\t\tself.commander.wiki.setTiddlerData(skinnyListTitle,skinnyList);\n\t}\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/savetiddler.js": {
"title": "$:/core/modules/commands/savetiddler.js",
"text": "/*\\\ntitle: $:/core/modules/commands/savetiddler.js\ntype: application/javascript\nmodule-type: command\n\nCommand to save the content of a tiddler to a file\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"savetiddler\",\n\tsynchronous: false\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 2) {\n\t\treturn \"Missing filename\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\ttitle = this.params[0],\n\t\tfilename = path.resolve(this.commander.outputPath,this.params[1]),\n\t\ttiddler = this.commander.wiki.getTiddler(title);\n\tif(tiddler) {\n\t\tvar type = tiddler.fields.type || \"text/vnd.tiddlywiki\",\n\t\t\tcontentTypeInfo = $tw.config.contentTypeInfo[type] || {encoding: \"utf8\"};\n\t\t$tw.utils.createFileDirectories(filename);\n\t\tfs.writeFile(filename,tiddler.fields.text,contentTypeInfo.encoding,function(err) {\n\t\t\tself.callback(err);\n\t\t});\n\t} else {\n\t\treturn \"Missing tiddler: \" + title;\n\t}\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/savetiddlers.js": {
"title": "$:/core/modules/commands/savetiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/commands/savetiddlers.js\ntype: application/javascript\nmodule-type: command\n\nCommand to save several tiddlers to a folder of files\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nexports.info = {\n\tname: \"savetiddlers\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing filename\";\n\t}\n\tvar self = this,\n\t\tfs = require(\"fs\"),\n\t\tpath = require(\"path\"),\n\t\twiki = this.commander.wiki,\n\t\tfilter = this.params[0],\n\t\tpathname = path.resolve(this.commander.outputPath,this.params[1]),\n\t\tdeleteDirectory = (this.params[2] || \"\").toLowerCase() !== \"noclean\",\n\t\ttiddlers = wiki.filterTiddlers(filter);\n\tif(deleteDirectory) {\n\t\t$tw.utils.deleteDirectory(pathname);\n\t}\n\t$tw.utils.createDirectory(pathname);\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar tiddler = self.commander.wiki.getTiddler(title),\n\t\t\ttype = tiddler.fields.type || \"text/vnd.tiddlywiki\",\n\t\t\tcontentTypeInfo = $tw.config.contentTypeInfo[type] || {encoding: \"utf8\"},\n\t\t\tfilename = path.resolve(pathname,encodeURIComponent(title));\n\t\tfs.writeFileSync(filename,tiddler.fields.text,contentTypeInfo.encoding);\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/savewikifolder.js": {
"title": "$:/core/modules/commands/savewikifolder.js",
"text": "/*\\\ntitle: $:/core/modules/commands/savewikifolder.js\ntype: application/javascript\nmodule-type: command\n\nCommand to save the current wiki as a wiki folder\n\n--savewikifolder <wikifolderpath> [<filter>]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"savewikifolder\",\n\tsynchronous: true\n};\n\nvar fs,path;\nif($tw.node) {\n\tfs = require(\"fs\");\n\tpath = require(\"path\");\n}\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing wiki folder path\";\n\t}\n\tvar wikifoldermaker = new WikiFolderMaker(this.params[0],this.params[1],this.commander);\n\treturn wikifoldermaker.save();\n};\n\nfunction WikiFolderMaker(wikiFolderPath,wikiFilter,commander) {\n\tthis.wikiFolderPath = wikiFolderPath;\n\tthis.wikiFilter = wikiFilter || \"[all[tiddlers]]\";\n\tthis.commander = commander;\n\tthis.wiki = commander.wiki;\n\tthis.savedPaths = []; // So that we can detect filename clashes\n}\n\nWikiFolderMaker.prototype.log = function(str) {\n\tif(this.commander.verbose) {\n\t\tconsole.log(str);\n\t}\n};\n\nWikiFolderMaker.prototype.tiddlersToIgnore = [\n\t\"$:/boot/boot.css\",\n\t\"$:/boot/boot.js\",\n\t\"$:/boot/bootprefix.js\",\n\t\"$:/core\",\n\t\"$:/library/sjcl.js\",\n\t\"$:/temp/info-plugin\"\n];\n\n/*\nReturns null if successful, or an error string if there was an error\n*/\nWikiFolderMaker.prototype.save = function() {\n\tvar self = this;\n\t// Check that the output directory doesn't exist\n\tif(fs.existsSync(this.wikiFolderPath) && !$tw.utils.isDirectoryEmpty(this.wikiFolderPath)) {\n\t\treturn \"The unpackwiki command requires that the output wiki folder be empty\";\n\t}\n\t// Get the tiddlers from the source wiki\n\tvar tiddlerTitles = this.wiki.filterTiddlers(this.wikiFilter);\n\t// Initialise a new tiddlwiki.info file\n\tvar newWikiInfo = {};\n\t// Process each incoming tiddler in turn\n\t$tw.utils.each(tiddlerTitles,function(title) {\n\t\tvar tiddler = self.wiki.getTiddler(title);\n\t\tif(tiddler) {\n\t\t\tif(self.tiddlersToIgnore.indexOf(title) !== -1) {\n\t\t\t\t// Ignore the core plugin and the ephemeral info plugin\n\t\t\t\tself.log(\"Ignoring tiddler: \" + title);\n\t\t\t} else {\n\t\t\t\tvar type = tiddler.fields.type,\n\t\t\t\t\tpluginType = tiddler.fields[\"plugin-type\"];\n\t\t\t\tif(type === \"application/json\" && pluginType) {\n\t\t\t\t\t// Plugin tiddler\n\t\t\t\t\tvar libraryDetails = self.findPluginInLibrary(title);\n\t\t\t\t\tif(libraryDetails) {\n\t\t\t\t\t\t// A plugin from the core library\n\t\t\t\t\t\tself.log(\"Adding built-in plugin: \" + libraryDetails.name);\n\t\t\t\t\t\tnewWikiInfo[libraryDetails.type] = newWikiInfo[libraryDetails.type] || [];\n\t\t\t\t\t\t$tw.utils.pushTop(newWikiInfo[libraryDetails.type],libraryDetails.name);\n\t\t\t\t\t} else {\n\t\t\t\t\t\t// A custom plugin\n\t\t\t\t\t\tself.log(\"Processing custom plugin: \" + title);\n\t\t\t\t\t\tself.saveCustomPlugin(tiddler);\n\t\t\t\t\t}\t\t\t\t\n\t\t\t\t} else {\n\t\t\t\t\t// Ordinary tiddler\n\t\t\t\t\tself.saveTiddler(\"tiddlers\",tiddler);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n\t// Save the tiddlywiki.info file\n\tthis.saveJSONFile(\"tiddlywiki.info\",newWikiInfo);\n\tself.log(\"Writing tiddlywiki.info: \" + JSON.stringify(newWikiInfo,null,$tw.config.preferences.jsonSpaces));\n\treturn null;\n};\n\n/*\nTest whether the specified tiddler is a plugin in the plugin library\n*/\nWikiFolderMaker.prototype.findPluginInLibrary = function(title) {\n\tvar parts = title.split(\"/\"),\n\t\tpluginPath, type, name;\n\tif(parts[0] === \"$:\") {\n\t\tif(parts[1] === \"languages\" && parts.length === 3) {\n\t\t\tpluginPath = \"languages\" + path.sep + parts[2];\n\t\t\ttype = parts[1];\n\t\t\tname = parts[2];\n\t\t} else if(parts[1] === \"plugins\" || parts[1] === \"themes\" && parts.length === 4) {\n\t\t\tpluginPath = parts[1] + path.sep + parts[2] + path.sep + parts[3];\n\t\t\ttype = parts[1];\n\t\t\tname = parts[2] + \"/\" + parts[3];\n\t\t}\n\t}\n\tif(pluginPath && type && name) {\n\t\tpluginPath = path.resolve($tw.boot.bootPath,\"..\",pluginPath);\n\t\tif(fs.existsSync(pluginPath)) {\n\t\t\treturn {\n\t\t\t\tpluginPath: pluginPath,\n\t\t\t\ttype: type,\n\t\t\t\tname: name\n\t\t\t};\n\t\t}\n\t}\n\treturn false;\n};\n\nWikiFolderMaker.prototype.saveCustomPlugin = function(pluginTiddler) {\n\tvar self = this,\n\t\tpluginTitle = pluginTiddler.fields.title,\n\t\ttitleParts = pluginTitle.split(\"/\"),\n\t\tdirectory = $tw.utils.generateTiddlerFilepath(titleParts[titleParts.length - 1],{\n\t\t\tdirectory: path.resolve(this.wikiFolderPath,pluginTiddler.fields[\"plugin-type\"] + \"s\")\n\t\t}),\n\t\tpluginInfo = pluginTiddler.getFieldStrings({exclude: [\"text\",\"type\"]});\n\tthis.saveJSONFile(directory + path.sep + \"plugin.info\",pluginInfo);\n\tself.log(\"Writing \" + directory + path.sep + \"plugin.info: \" + JSON.stringify(pluginInfo,null,$tw.config.preferences.jsonSpaces));\n\tvar pluginTiddlers = JSON.parse(pluginTiddler.fields.text).tiddlers; // A hashmap of tiddlers in the plugin\n\t$tw.utils.each(pluginTiddlers,function(tiddler) {\n\t\tself.saveTiddler(directory,new $tw.Tiddler(tiddler));\n\t});\n};\n\nWikiFolderMaker.prototype.saveTiddler = function(directory,tiddler) {\n\tvar fileInfo = $tw.utils.generateTiddlerFileInfo(tiddler,{\n\t\tdirectory: path.resolve(this.wikiFolderPath,directory),\n\t\twiki: this.wiki\n\t});\n\t$tw.utils.saveTiddlerToFileSync(tiddler,fileInfo);\n};\n\nWikiFolderMaker.prototype.saveJSONFile = function(filename,json) {\n\tthis.saveTextFile(filename,JSON.stringify(json,null,$tw.config.preferences.jsonSpaces));\n};\n\nWikiFolderMaker.prototype.saveTextFile = function(filename,data) {\n\tthis.saveFile(filename,\"utf8\",data);\n};\n\nWikiFolderMaker.prototype.saveFile = function(filename,encoding,data) {\n\tvar filepath = path.resolve(this.wikiFolderPath,filename);\n\t$tw.utils.createFileDirectories(filepath);\n\tfs.writeFileSync(filepath,data,encoding);\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/server.js": {
"title": "$:/core/modules/commands/server.js",
"text": "/*\\\ntitle: $:/core/modules/commands/server.js\ntype: application/javascript\nmodule-type: command\n\nDeprecated legacy command for serving tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Server = require(\"$:/core/modules/server/server.js\").Server;\n\nexports.info = {\n\tname: \"server\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tvar self = this;\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(!$tw.boot.wikiTiddlersPath) {\n\t\t$tw.utils.warning(\"Warning: Wiki folder '\" + $tw.boot.wikiPath + \"' does not exist or is missing a tiddlywiki.info file\");\n\t}\n\t// Set up server\n\tthis.server = new Server({\n\t\twiki: this.commander.wiki,\n\t\tvariables: {\n\t\t\tport: this.params[0],\n\t\t\thost: this.params[6],\n\t\t\t\"root-tiddler\": this.params[1],\n\t\t\t\"root-render-type\": this.params[2],\n\t\t\t\"root-serve-type\": this.params[3],\n\t\t\tusername: this.params[4],\n\t\t\tpassword: this.params[5],\n\t\t\t\"path-prefix\": this.params[7],\n\t\t\t\"debug-level\": this.params[8]\n\t\t}\n\t});\n\tvar nodeServer = this.server.listen();\n\t$tw.hooks.invokeHook(\"th-server-command-post-start\",this.server,nodeServer,\"tiddlywiki\");\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/setfield.js": {
"title": "$:/core/modules/commands/setfield.js",
"text": "/*\\\ntitle: $:/core/modules/commands/setfield.js\ntype: application/javascript\nmodule-type: command\n\nCommand to modify selected tiddlers to set a field to the text of a template tiddler that has been wikified with the selected tiddler as the current tiddler.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nexports.info = {\n\tname: \"setfield\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 4) {\n\t\treturn \"Missing parameters\";\n\t}\n\tvar self = this,\n\t\twiki = this.commander.wiki,\n\t\tfilter = this.params[0],\n\t\tfieldname = this.params[1] || \"text\",\n\t\ttemplatetitle = this.params[2],\n\t\trendertype = this.params[3] || \"text/plain\",\n\t\ttiddlers = wiki.filterTiddlers(filter);\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar parser = wiki.parseTiddler(templatetitle),\n\t\t\tnewFields = {},\n\t\t\ttiddler = wiki.getTiddler(title);\n\t\tif(parser) {\n\t\t\tvar widgetNode = wiki.makeWidget(parser,{variables: {currentTiddler: title}});\n\t\t\tvar container = $tw.fakeDocument.createElement(\"div\");\n\t\t\twidgetNode.render(container,null);\n\t\t\tnewFields[fieldname] = rendertype === \"text/html\" ? container.innerHTML : container.textContent;\n\t\t} else {\n\t\t\tnewFields[fieldname] = undefined;\n\t\t}\n\t\twiki.addTiddler(new $tw.Tiddler(tiddler,newFields));\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/unpackplugin.js": {
"title": "$:/core/modules/commands/unpackplugin.js",
"text": "/*\\\ntitle: $:/core/modules/commands/unpackplugin.js\ntype: application/javascript\nmodule-type: command\n\nCommand to extract the shadow tiddlers from within a plugin\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"unpackplugin\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander,callback) {\n\tthis.params = params;\n\tthis.commander = commander;\n\tthis.callback = callback;\n};\n\nCommand.prototype.execute = function() {\n\tif(this.params.length < 1) {\n\t\treturn \"Missing plugin name\";\n\t}\n\tvar self = this,\n\t\ttitle = this.params[0],\n\t\tpluginData = this.commander.wiki.getTiddlerDataCached(title);\n\tif(!pluginData) {\n\t\treturn \"Plugin '\" + title + \"' not found\";\n\t}\n\t$tw.utils.each(pluginData.tiddlers,function(tiddler) {\n\t\tself.commander.wiki.addTiddler(new $tw.Tiddler(tiddler));\n\t});\n\treturn null;\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/verbose.js": {
"title": "$:/core/modules/commands/verbose.js",
"text": "/*\\\ntitle: $:/core/modules/commands/verbose.js\ntype: application/javascript\nmodule-type: command\n\nVerbose command\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"verbose\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander) {\n\tthis.params = params;\n\tthis.commander = commander;\n};\n\nCommand.prototype.execute = function() {\n\tthis.commander.verbose = true;\n\t// Output the boot message log\n\tthis.commander.streams.output.write(\"Boot log:\\n \" + $tw.boot.logMessages.join(\"\\n \") + \"\\n\");\n\treturn null; // No error\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/commands/version.js": {
"title": "$:/core/modules/commands/version.js",
"text": "/*\\\ntitle: $:/core/modules/commands/version.js\ntype: application/javascript\nmodule-type: command\n\nVersion command\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.info = {\n\tname: \"version\",\n\tsynchronous: true\n};\n\nvar Command = function(params,commander) {\n\tthis.params = params;\n\tthis.commander = commander;\n};\n\nCommand.prototype.execute = function() {\n\tthis.commander.streams.output.write($tw.version + \"\\n\");\n\treturn null; // No error\n};\n\nexports.Command = Command;\n\n})();\n",
"type": "application/javascript",
"module-type": "command"
},
"$:/core/modules/config.js": {
"title": "$:/core/modules/config.js",
"text": "/*\\\ntitle: $:/core/modules/config.js\ntype: application/javascript\nmodule-type: config\n\nCore configuration constants\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.preferences = {};\n\nexports.preferences.notificationDuration = 3 * 1000;\nexports.preferences.jsonSpaces = 4;\n\nexports.textPrimitives = {\n\tupperLetter: \"[A-Z\\u00c0-\\u00d6\\u00d8-\\u00de\\u0150\\u0170]\",\n\tlowerLetter: \"[a-z\\u00df-\\u00f6\\u00f8-\\u00ff\\u0151\\u0171]\",\n\tanyLetter: \"[A-Za-z0-9\\u00c0-\\u00d6\\u00d8-\\u00de\\u00df-\\u00f6\\u00f8-\\u00ff\\u0150\\u0170\\u0151\\u0171]\",\n\tblockPrefixLetters:\t\"[A-Za-z0-9-_\\u00c0-\\u00d6\\u00d8-\\u00de\\u00df-\\u00f6\\u00f8-\\u00ff\\u0150\\u0170\\u0151\\u0171]\"\n};\n\nexports.textPrimitives.unWikiLink = \"~\";\nexports.textPrimitives.wikiLink = exports.textPrimitives.upperLetter + \"+\" +\n\texports.textPrimitives.lowerLetter + \"+\" +\n\texports.textPrimitives.upperLetter +\n\texports.textPrimitives.anyLetter + \"*\";\n\nexports.htmlEntities = {quot:34, amp:38, apos:39, lt:60, gt:62, nbsp:160, iexcl:161, cent:162, pound:163, curren:164, yen:165, brvbar:166, sect:167, uml:168, copy:169, ordf:170, laquo:171, not:172, shy:173, reg:174, macr:175, deg:176, plusmn:177, sup2:178, sup3:179, acute:180, micro:181, para:182, middot:183, cedil:184, sup1:185, ordm:186, raquo:187, frac14:188, frac12:189, frac34:190, iquest:191, Agrave:192, Aacute:193, Acirc:194, Atilde:195, Auml:196, Aring:197, AElig:198, Ccedil:199, Egrave:200, Eacute:201, Ecirc:202, Euml:203, Igrave:204, Iacute:205, Icirc:206, Iuml:207, ETH:208, Ntilde:209, Ograve:210, Oacute:211, Ocirc:212, Otilde:213, Ouml:214, times:215, Oslash:216, Ugrave:217, Uacute:218, Ucirc:219, Uuml:220, Yacute:221, THORN:222, szlig:223, agrave:224, aacute:225, acirc:226, atilde:227, auml:228, aring:229, aelig:230, ccedil:231, egrave:232, eacute:233, ecirc:234, euml:235, igrave:236, iacute:237, icirc:238, iuml:239, eth:240, ntilde:241, ograve:242, oacute:243, ocirc:244, otilde:245, ouml:246, divide:247, oslash:248, ugrave:249, uacute:250, ucirc:251, uuml:252, yacute:253, thorn:254, yuml:255, OElig:338, oelig:339, Scaron:352, scaron:353, Yuml:376, fnof:402, circ:710, tilde:732, Alpha:913, Beta:914, Gamma:915, Delta:916, Epsilon:917, Zeta:918, Eta:919, Theta:920, Iota:921, Kappa:922, Lambda:923, Mu:924, Nu:925, Xi:926, Omicron:927, Pi:928, Rho:929, Sigma:931, Tau:932, Upsilon:933, Phi:934, Chi:935, Psi:936, Omega:937, alpha:945, beta:946, gamma:947, delta:948, epsilon:949, zeta:950, eta:951, theta:952, iota:953, kappa:954, lambda:955, mu:956, nu:957, xi:958, omicron:959, pi:960, rho:961, sigmaf:962, sigma:963, tau:964, upsilon:965, phi:966, chi:967, psi:968, omega:969, thetasym:977, upsih:978, piv:982, ensp:8194, emsp:8195, thinsp:8201, zwnj:8204, zwj:8205, lrm:8206, rlm:8207, ndash:8211, mdash:8212, lsquo:8216, rsquo:8217, sbquo:8218, ldquo:8220, rdquo:8221, bdquo:8222, dagger:8224, Dagger:8225, bull:8226, hellip:8230, permil:8240, prime:8242, Prime:8243, lsaquo:8249, rsaquo:8250, oline:8254, frasl:8260, euro:8364, image:8465, weierp:8472, real:8476, trade:8482, alefsym:8501, larr:8592, uarr:8593, rarr:8594, darr:8595, harr:8596, crarr:8629, lArr:8656, uArr:8657, rArr:8658, dArr:8659, hArr:8660, forall:8704, part:8706, exist:8707, empty:8709, nabla:8711, isin:8712, notin:8713, ni:8715, prod:8719, sum:8721, minus:8722, lowast:8727, radic:8730, prop:8733, infin:8734, ang:8736, and:8743, or:8744, cap:8745, cup:8746, int:8747, there4:8756, sim:8764, cong:8773, asymp:8776, ne:8800, equiv:8801, le:8804, ge:8805, sub:8834, sup:8835, nsub:8836, sube:8838, supe:8839, oplus:8853, otimes:8855, perp:8869, sdot:8901, lceil:8968, rceil:8969, lfloor:8970, rfloor:8971, lang:9001, rang:9002, loz:9674, spades:9824, clubs:9827, hearts:9829, diams:9830 };\n\nexports.htmlVoidElements = \"area,base,br,col,command,embed,hr,img,input,keygen,link,meta,param,source,track,wbr\".split(\",\");\n\nexports.htmlBlockElements = \"address,article,aside,audio,blockquote,canvas,dd,div,dl,fieldset,figcaption,figure,footer,form,h1,h2,h3,h4,h5,h6,header,hgroup,hr,li,noscript,ol,output,p,pre,section,table,tfoot,ul,video\".split(\",\");\n\nexports.htmlUnsafeElements = \"script\".split(\",\");\n\n})();\n",
"type": "application/javascript",
"module-type": "config"
},
"$:/core/modules/deserializers.js": {
"title": "$:/core/modules/deserializers.js",
"text": "/*\\\ntitle: $:/core/modules/deserializers.js\ntype: application/javascript\nmodule-type: tiddlerdeserializer\n\nFunctions to deserialise tiddlers from a block of text\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nUtility function to parse an old-style tiddler DIV in a *.tid file. It looks like this:\n\n<div title=\"Title\" creator=\"JoeBloggs\" modifier=\"JoeBloggs\" created=\"201102111106\" modified=\"201102111310\" tags=\"myTag [[my long tag]]\">\n<pre>The text of the tiddler (without the expected HTML encoding).\n</pre>\n</div>\n\nNote that the field attributes are HTML encoded, but that the body of the <PRE> tag is not encoded.\n\nWhen these tiddler DIVs are encountered within a TiddlyWiki HTML file then the body is encoded in the usual way.\n*/\nvar parseTiddlerDiv = function(text /* [,fields] */) {\n\t// Slot together the default results\n\tvar result = {};\n\tif(arguments.length > 1) {\n\t\tfor(var f=1; f<arguments.length; f++) {\n\t\t\tvar fields = arguments[f];\n\t\t\tfor(var t in fields) {\n\t\t\t\tresult[t] = fields[t];\t\t\n\t\t\t}\n\t\t}\n\t}\n\t// Parse the DIV body\n\tvar startRegExp = /^\\s*<div\\s+([^>]*)>(\\s*<pre>)?/gi,\n\t\tendRegExp,\n\t\tmatch = startRegExp.exec(text);\n\tif(match) {\n\t\t// Old-style DIVs don't have the <pre> tag\n\t\tif(match[2]) {\n\t\t\tendRegExp = /<\\/pre>\\s*<\\/div>\\s*$/gi;\n\t\t} else {\n\t\t\tendRegExp = /<\\/div>\\s*$/gi;\n\t\t}\n\t\tvar endMatch = endRegExp.exec(text);\n\t\tif(endMatch) {\n\t\t\t// Extract the text\n\t\t\tresult.text = text.substring(match.index + match[0].length,endMatch.index);\n\t\t\t// Process the attributes\n\t\t\tvar attrRegExp = /\\s*([^=\\s]+)\\s*=\\s*(?:\"([^\"]*)\"|'([^']*)')/gi,\n\t\t\t\tattrMatch;\n\t\t\tdo {\n\t\t\t\tattrMatch = attrRegExp.exec(match[1]);\n\t\t\t\tif(attrMatch) {\n\t\t\t\t\tvar name = attrMatch[1];\n\t\t\t\t\tvar value = attrMatch[2] !== undefined ? attrMatch[2] : attrMatch[3];\n\t\t\t\t\tresult[name] = value;\n\t\t\t\t}\n\t\t\t} while(attrMatch);\n\t\t\treturn result;\n\t\t}\n\t}\n\treturn undefined;\n};\n\nexports[\"application/x-tiddler-html-div\"] = function(text,fields) {\n\treturn [parseTiddlerDiv(text,fields)];\n};\n\nexports[\"application/json\"] = function(text,fields) {\n\tvar incoming,\n\t\tresults = [];\n\ttry {\n\t\tincoming = JSON.parse(text);\n\t} catch(e) {\n\t\tincoming = [{\n\t\t\ttitle: \"JSON error: \" + e,\n\t\t\ttext: \"\"\n\t\t}]\n\t}\n\tif(!$tw.utils.isArray(incoming)) {\n\t\tincoming = [incoming];\n\t}\n\tfor(var t=0; t<incoming.length; t++) {\n\t\tvar incomingFields = incoming[t],\n\t\t\tfields = {};\n\t\tfor(var f in incomingFields) {\n\t\t\tif(typeof incomingFields[f] === \"string\") {\n\t\t\t\tfields[f] = incomingFields[f];\n\t\t\t}\n\t\t}\n\t\tresults.push(fields);\n\t}\n\treturn results;\n};\n\n/*\nParse an HTML file into tiddlers. There are three possibilities:\n# A TiddlyWiki classic HTML file containing `text/x-tiddlywiki` tiddlers\n# A TiddlyWiki5 HTML file containing `text/vnd.tiddlywiki` tiddlers\n# An ordinary HTML file\n*/\nexports[\"text/html\"] = function(text,fields) {\n\t// Check if we've got a store area\n\tvar storeAreaMarkerRegExp = /<div id=[\"']?storeArea['\"]?( style=[\"']?display:none;[\"']?)?>/gi,\n\t\tmatch = storeAreaMarkerRegExp.exec(text);\n\tif(match) {\n\t\t// If so, it's either a classic TiddlyWiki file or an unencrypted TW5 file\n\t\t// First read the normal tiddlers\n\t\tvar results = deserializeTiddlyWikiFile(text,storeAreaMarkerRegExp.lastIndex,!!match[1],fields);\n\t\t// Then any system tiddlers\n\t\tvar systemAreaMarkerRegExp = /<div id=[\"']?systemArea['\"]?( style=[\"']?display:none;[\"']?)?>/gi,\n\t\t\tsysMatch = systemAreaMarkerRegExp.exec(text);\n\t\tif(sysMatch) {\n\t\t\tresults.push.apply(results,deserializeTiddlyWikiFile(text,systemAreaMarkerRegExp.lastIndex,!!sysMatch[1],fields));\n\t\t}\n\t\treturn results;\n\t} else {\n\t\t// Check whether we've got an encrypted file\n\t\tvar encryptedStoreArea = $tw.utils.extractEncryptedStoreArea(text);\n\t\tif(encryptedStoreArea) {\n\t\t\t// If so, attempt to decrypt it using the current password\n\t\t\treturn $tw.utils.decryptStoreArea(encryptedStoreArea);\n\t\t} else {\n\t\t\t// It's not a TiddlyWiki so we'll return the entire HTML file as a tiddler\n\t\t\treturn deserializeHtmlFile(text,fields);\n\t\t}\n\t}\n};\n\nfunction deserializeHtmlFile(text,fields) {\n\tvar result = {};\n\t$tw.utils.each(fields,function(value,name) {\n\t\tresult[name] = value;\n\t});\n\tresult.text = text;\n\tresult.type = \"text/html\";\n\treturn [result];\n}\n\nfunction deserializeTiddlyWikiFile(text,storeAreaEnd,isTiddlyWiki5,fields) {\n\tvar results = [],\n\t\tendOfDivRegExp = /(<\\/div>\\s*)/gi,\n\t\tstartPos = storeAreaEnd,\n\t\tdefaultType = isTiddlyWiki5 ? undefined : \"text/x-tiddlywiki\";\n\tendOfDivRegExp.lastIndex = startPos;\n\tvar match = endOfDivRegExp.exec(text);\n\twhile(match) {\n\t\tvar endPos = endOfDivRegExp.lastIndex,\n\t\t\ttiddlerFields = parseTiddlerDiv(text.substring(startPos,endPos),fields,{type: defaultType});\n\t\tif(!tiddlerFields) {\n\t\t\tbreak;\n\t\t}\n\t\t$tw.utils.each(tiddlerFields,function(value,name) {\n\t\t\tif(typeof value === \"string\") {\n\t\t\t\ttiddlerFields[name] = $tw.utils.htmlDecode(value);\n\t\t\t}\n\t\t});\n\t\tif(tiddlerFields.text !== null) {\n\t\t\tresults.push(tiddlerFields);\n\t\t}\n\t\tstartPos = endPos;\n\t\tmatch = endOfDivRegExp.exec(text);\n\t}\n\treturn results;\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "tiddlerdeserializer"
},
"$:/core/modules/editor/engines/framed.js": {
"title": "$:/core/modules/editor/engines/framed.js",
"text": "/*\\\ntitle: $:/core/modules/editor/engines/framed.js\ntype: application/javascript\nmodule-type: library\n\nText editor engine based on a simple input or textarea within an iframe. This is done so that the selection is preserved even when clicking away from the textarea\n\n\\*/\n(function(){\n\n/*jslint node: true,browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar HEIGHT_VALUE_TITLE = \"$:/config/TextEditor/EditorHeight/Height\";\n\nfunction FramedEngine(options) {\n\t// Save our options\n\toptions = options || {};\n\tthis.widget = options.widget;\n\tthis.value = options.value;\n\tthis.parentNode = options.parentNode;\n\tthis.nextSibling = options.nextSibling;\n\t// Create our hidden dummy text area for reading styles\n\tthis.dummyTextArea = this.widget.document.createElement(\"textarea\");\n\tif(this.widget.editClass) {\n\t\tthis.dummyTextArea.className = this.widget.editClass;\n\t}\n\tthis.dummyTextArea.setAttribute(\"hidden\",\"true\");\n\tthis.parentNode.insertBefore(this.dummyTextArea,this.nextSibling);\n\tthis.widget.domNodes.push(this.dummyTextArea);\n\t// Create the iframe\n\tthis.iframeNode = this.widget.document.createElement(\"iframe\");\n\tthis.parentNode.insertBefore(this.iframeNode,this.nextSibling);\n\tthis.iframeDoc = this.iframeNode.contentWindow.document;\n\t// (Firefox requires us to put some empty content in the iframe)\n\tthis.iframeDoc.open();\n\tthis.iframeDoc.write(\"\");\n\tthis.iframeDoc.close();\n\t// Style the iframe\n\tthis.iframeNode.className = this.dummyTextArea.className;\n\tthis.iframeNode.style.border = \"none\";\n\tthis.iframeNode.style.padding = \"0\";\n\tthis.iframeNode.style.resize = \"none\";\n\tthis.iframeNode.style[\"background-color\"] = this.widget.wiki.extractTiddlerDataItem(this.widget.wiki.getTiddlerText(\"$:/palette\"),\"tiddler-editor-background\");\n\tthis.iframeDoc.body.style.margin = \"0\";\n\tthis.iframeDoc.body.style.padding = \"0\";\n\tthis.widget.domNodes.push(this.iframeNode);\n\t// Construct the textarea or input node\n\tvar tag = this.widget.editTag;\n\tif($tw.config.htmlUnsafeElements.indexOf(tag) !== -1) {\n\t\ttag = \"input\";\n\t}\n\tthis.domNode = this.iframeDoc.createElement(tag);\n\t// Set the text\n\tif(this.widget.editTag === \"textarea\") {\n\t\tthis.domNode.appendChild(this.iframeDoc.createTextNode(this.value));\n\t} else {\n\t\tthis.domNode.value = this.value;\n\t}\n\t// Set the attributes\n\tif(this.widget.editType) {\n\t\tthis.domNode.setAttribute(\"type\",this.widget.editType);\n\t}\n\tif(this.widget.editPlaceholder) {\n\t\tthis.domNode.setAttribute(\"placeholder\",this.widget.editPlaceholder);\n\t}\n\tif(this.widget.editSize) {\n\t\tthis.domNode.setAttribute(\"size\",this.widget.editSize);\n\t}\n\tif(this.widget.editRows) {\n\t\tthis.domNode.setAttribute(\"rows\",this.widget.editRows);\n\t}\n\tif(this.widget.editTabIndex) {\n\t\tthis.iframeNode.setAttribute(\"tabindex\",this.widget.editTabIndex);\n\t}\n\t// Copy the styles from the dummy textarea\n\tthis.copyStyles();\n\t// Add event listeners\n\t$tw.utils.addEventListeners(this.domNode,[\n\t\t{name: \"click\",handlerObject: this,handlerMethod: \"handleClickEvent\"},\n\t\t{name: \"focus\",handlerObject: this,handlerMethod: \"handleFocusEvent\"},\n\t\t{name: \"input\",handlerObject: this,handlerMethod: \"handleInputEvent\"},\n\t\t{name: \"keydown\",handlerObject: this.widget,handlerMethod: \"handleKeydownEvent\"}\n\t]);\n\t// Insert the element into the DOM\n\tthis.iframeDoc.body.appendChild(this.domNode);\n}\n\n/*\nCopy styles from the dummy text area to the textarea in the iframe\n*/\nFramedEngine.prototype.copyStyles = function() {\n\t// Copy all styles\n\t$tw.utils.copyStyles(this.dummyTextArea,this.domNode);\n\t// Override the ones that should not be set the same as the dummy textarea\n\tthis.domNode.style.display = \"block\";\n\tthis.domNode.style.width = \"100%\";\n\tthis.domNode.style.margin = \"0\";\n\tthis.domNode.style[\"background-color\"] = this.widget.wiki.extractTiddlerDataItem(this.widget.wiki.getTiddlerText(\"$:/palette\"),\"tiddler-editor-background\");\n\t// In Chrome setting -webkit-text-fill-color overrides the placeholder text colour\n\tthis.domNode.style[\"-webkit-text-fill-color\"] = \"currentcolor\";\n};\n\n/*\nSet the text of the engine if it doesn't currently have focus\n*/\nFramedEngine.prototype.setText = function(text,type) {\n\tif(!this.domNode.isTiddlyWikiFakeDom) {\n\t\tif(this.domNode.ownerDocument.activeElement !== this.domNode) {\n\t\t\tthis.domNode.value = text;\n\t\t}\n\t\t// Fix the height if needed\n\t\tthis.fixHeight();\n\t}\n};\n\n/*\nGet the text of the engine\n*/\nFramedEngine.prototype.getText = function() {\n\treturn this.domNode.value;\n};\n\n/*\nFix the height of textarea to fit content\n*/\nFramedEngine.prototype.fixHeight = function() {\n\t// Make sure styles are updated\n\tthis.copyStyles();\n\t// Adjust height\n\tif(this.widget.editTag === \"textarea\") {\n\t\tif(this.widget.editAutoHeight) {\n\t\t\tif(this.domNode && !this.domNode.isTiddlyWikiFakeDom) {\n\t\t\t\tvar newHeight = $tw.utils.resizeTextAreaToFit(this.domNode,this.widget.editMinHeight);\n\t\t\t\tthis.iframeNode.style.height = (newHeight + 14) + \"px\"; // +14 for the border on the textarea\n\t\t\t}\n\t\t} else {\n\t\t\tvar fixedHeight = parseInt(this.widget.wiki.getTiddlerText(HEIGHT_VALUE_TITLE,\"400px\"),10);\n\t\t\tfixedHeight = Math.max(fixedHeight,20);\n\t\t\tthis.domNode.style.height = fixedHeight + \"px\";\n\t\t\tthis.iframeNode.style.height = (fixedHeight + 14) + \"px\";\n\t\t}\n\t}\n};\n\n/*\nFocus the engine node\n*/\nFramedEngine.prototype.focus = function() {\n\tif(this.domNode.focus && this.domNode.select) {\n\t\tthis.domNode.focus();\n\t\tthis.domNode.select();\n\t}\n};\n\t\n/*\nHandle the focus event\n*/\nFramedEngine.prototype.handleFocusEvent = function(event) {\n\tthis.widget.cancelPopups();\n\treturn true;\n};\n\n/*\nHandle a click\n*/\nFramedEngine.prototype.handleClickEvent = function(event) {\n\tthis.fixHeight();\n\treturn true;\n};\n\n/*\nHandle a dom \"input\" event which occurs when the text has changed\n*/\nFramedEngine.prototype.handleInputEvent = function(event) {\n\tthis.widget.saveChanges(this.getText());\n\tthis.fixHeight();\n\treturn true;\n};\n\n/*\nCreate a blank structure representing a text operation\n*/\nFramedEngine.prototype.createTextOperation = function() {\n\tvar operation = {\n\t\ttext: this.domNode.value,\n\t\tselStart: this.domNode.selectionStart,\n\t\tselEnd: this.domNode.selectionEnd,\n\t\tcutStart: null,\n\t\tcutEnd: null,\n\t\treplacement: null,\n\t\tnewSelStart: null,\n\t\tnewSelEnd: null\n\t};\n\toperation.selection = operation.text.substring(operation.selStart,operation.selEnd);\n\treturn operation;\n};\n\n/*\nExecute a text operation\n*/\nFramedEngine.prototype.executeTextOperation = function(operation) {\n\t// Perform the required changes to the text area and the underlying tiddler\n\tvar newText = operation.text;\n\tif(operation.replacement !== null) {\n\t\tnewText = operation.text.substring(0,operation.cutStart) + operation.replacement + operation.text.substring(operation.cutEnd);\n\t\t// Attempt to use a execCommand to modify the value of the control\n\t\tif(this.iframeDoc.queryCommandSupported(\"insertText\") && this.iframeDoc.queryCommandSupported(\"delete\") && !$tw.browser.isFirefox) {\n\t\t\tthis.domNode.focus();\n\t\t\tthis.domNode.setSelectionRange(operation.cutStart,operation.cutEnd);\n\t\t\tif(operation.replacement === \"\") {\n\t\t\t\tthis.iframeDoc.execCommand(\"delete\",false,\"\");\n\t\t\t} else {\n\t\t\t\tthis.iframeDoc.execCommand(\"insertText\",false,operation.replacement);\n\t\t\t}\n\t\t} else {\n\t\t\tthis.domNode.value = newText;\n\t\t}\n\t\tthis.domNode.focus();\n\t\tthis.domNode.setSelectionRange(operation.newSelStart,operation.newSelEnd);\n\t}\n\tthis.domNode.focus();\n\treturn newText;\n};\n\nexports.FramedEngine = FramedEngine;\n\n})();\n",
"type": "application/javascript",
"module-type": "library"
},
"$:/core/modules/editor/engines/simple.js": {
"title": "$:/core/modules/editor/engines/simple.js",
"text": "/*\\\ntitle: $:/core/modules/editor/engines/simple.js\ntype: application/javascript\nmodule-type: library\n\nText editor engine based on a simple input or textarea tag\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar HEIGHT_VALUE_TITLE = \"$:/config/TextEditor/EditorHeight/Height\";\n\nfunction SimpleEngine(options) {\n\t// Save our options\n\toptions = options || {};\n\tthis.widget = options.widget;\n\tthis.value = options.value;\n\tthis.parentNode = options.parentNode;\n\tthis.nextSibling = options.nextSibling;\n\t// Construct the textarea or input node\n\tvar tag = this.widget.editTag;\n\tif($tw.config.htmlUnsafeElements.indexOf(tag) !== -1) {\n\t\ttag = \"input\";\n\t}\n\tthis.domNode = this.widget.document.createElement(tag);\n\t// Set the text\n\tif(this.widget.editTag === \"textarea\") {\n\t\tthis.domNode.appendChild(this.widget.document.createTextNode(this.value));\n\t} else {\n\t\tthis.domNode.value = this.value;\n\t}\n\t// Set the attributes\n\tif(this.widget.editType) {\n\t\tthis.domNode.setAttribute(\"type\",this.widget.editType);\n\t}\n\tif(this.widget.editPlaceholder) {\n\t\tthis.domNode.setAttribute(\"placeholder\",this.widget.editPlaceholder);\n\t}\n\tif(this.widget.editSize) {\n\t\tthis.domNode.setAttribute(\"size\",this.widget.editSize);\n\t}\n\tif(this.widget.editRows) {\n\t\tthis.domNode.setAttribute(\"rows\",this.widget.editRows);\n\t}\n\tif(this.widget.editClass) {\n\t\tthis.domNode.className = this.widget.editClass;\n\t}\n\tif(this.widget.editTabIndex) {\n\t\tthis.domNode.setAttribute(\"tabindex\",this.widget.editTabIndex);\n\t}\n\t// Add an input event handler\n\t$tw.utils.addEventListeners(this.domNode,[\n\t\t{name: \"focus\", handlerObject: this, handlerMethod: \"handleFocusEvent\"},\n\t\t{name: \"input\", handlerObject: this, handlerMethod: \"handleInputEvent\"}\n\t]);\n\t// Insert the element into the DOM\n\tthis.parentNode.insertBefore(this.domNode,this.nextSibling);\n\tthis.widget.domNodes.push(this.domNode);\n}\n\n/*\nSet the text of the engine if it doesn't currently have focus\n*/\nSimpleEngine.prototype.setText = function(text,type) {\n\tif(!this.domNode.isTiddlyWikiFakeDom) {\n\t\tif(this.domNode.ownerDocument.activeElement !== this.domNode || text === \"\") {\n\t\t\tthis.domNode.value = text;\n\t\t}\n\t\t// Fix the height if needed\n\t\tthis.fixHeight();\n\t}\n};\n\n/*\nGet the text of the engine\n*/\nSimpleEngine.prototype.getText = function() {\n\treturn this.domNode.value;\n};\n\n/*\nFix the height of textarea to fit content\n*/\nSimpleEngine.prototype.fixHeight = function() {\n\tif(this.widget.editTag === \"textarea\") {\n\t\tif(this.widget.editAutoHeight) {\n\t\t\tif(this.domNode && !this.domNode.isTiddlyWikiFakeDom) {\n\t\t\t\t$tw.utils.resizeTextAreaToFit(this.domNode,this.widget.editMinHeight);\n\t\t\t}\n\t\t} else {\n\t\t\tvar fixedHeight = parseInt(this.widget.wiki.getTiddlerText(HEIGHT_VALUE_TITLE,\"400px\"),10);\n\t\t\tfixedHeight = Math.max(fixedHeight,20);\n\t\t\tthis.domNode.style.height = fixedHeight + \"px\";\n\t\t}\n\t}\n};\n\n/*\nFocus the engine node\n*/\nSimpleEngine.prototype.focus = function() {\n\tif(this.domNode.focus && this.domNode.select) {\n\t\tthis.domNode.focus();\n\t\tthis.domNode.select();\n\t}\n};\n\n/*\nHandle a dom \"input\" event which occurs when the text has changed\n*/\nSimpleEngine.prototype.handleInputEvent = function(event) {\n\tthis.widget.saveChanges(this.getText());\n\tthis.fixHeight();\n\treturn true;\n};\n\n/*\nHandle a dom \"focus\" event\n*/\nSimpleEngine.prototype.handleFocusEvent = function(event) {\n\tthis.widget.cancelPopups();\n\tif(this.widget.editFocusPopup) {\n\t\t$tw.popup.triggerPopup({\n\t\t\tdomNode: this.domNode,\n\t\t\ttitle: this.widget.editFocusPopup,\n\t\t\twiki: this.widget.wiki,\n\t\t\tforce: true\n\t\t});\n\t}\n\treturn true;\n};\n\n/*\nCreate a blank structure representing a text operation\n*/\nSimpleEngine.prototype.createTextOperation = function() {\n\treturn null;\n};\n\n/*\nExecute a text operation\n*/\nSimpleEngine.prototype.executeTextOperation = function(operation) {\n};\n\nexports.SimpleEngine = SimpleEngine;\n\n})();\n",
"type": "application/javascript",
"module-type": "library"
},
"$:/core/modules/editor/factory.js": {
"title": "$:/core/modules/editor/factory.js",
"text": "/*\\\ntitle: $:/core/modules/editor/factory.js\ntype: application/javascript\nmodule-type: library\n\nFactory for constructing text editor widgets with specified engines for the toolbar and non-toolbar cases\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar DEFAULT_MIN_TEXT_AREA_HEIGHT = \"100px\"; // Minimum height of textareas in pixels\n\n// Configuration tiddlers\nvar HEIGHT_MODE_TITLE = \"$:/config/TextEditor/EditorHeight/Mode\";\nvar ENABLE_TOOLBAR_TITLE = \"$:/config/TextEditor/EnableToolbar\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nfunction editTextWidgetFactory(toolbarEngine,nonToolbarEngine) {\n\n\tvar EditTextWidget = function(parseTreeNode,options) {\n\t\t// Initialise the editor operations if they've not been done already\n\t\tif(!this.editorOperations) {\n\t\t\tEditTextWidget.prototype.editorOperations = {};\n\t\t\t$tw.modules.applyMethods(\"texteditoroperation\",this.editorOperations);\n\t\t}\n\t\tthis.initialise(parseTreeNode,options);\n\t};\n\n\t/*\n\tInherit from the base widget class\n\t*/\n\tEditTextWidget.prototype = new Widget();\n\n\t/*\n\tRender this widget into the DOM\n\t*/\n\tEditTextWidget.prototype.render = function(parent,nextSibling) {\n\t\t// Save the parent dom node\n\t\tthis.parentDomNode = parent;\n\t\t// Compute our attributes\n\t\tthis.computeAttributes();\n\t\t// Execute our logic\n\t\tthis.execute();\n\t\t// Create the wrapper for the toolbar and render its content\n\t\tif(this.editShowToolbar) {\n\t\t\tthis.toolbarNode = this.document.createElement(\"div\");\n\t\t\tthis.toolbarNode.className = \"tc-editor-toolbar\";\n\t\t\tparent.insertBefore(this.toolbarNode,nextSibling);\n\t\t\tthis.renderChildren(this.toolbarNode,null);\n\t\t\tthis.domNodes.push(this.toolbarNode);\n\t\t}\n\t\t// Create our element\n\t\tvar editInfo = this.getEditInfo(),\n\t\t\tEngine = this.editShowToolbar ? toolbarEngine : nonToolbarEngine;\n\t\tthis.engine = new Engine({\n\t\t\t\twidget: this,\n\t\t\t\tvalue: editInfo.value,\n\t\t\t\ttype: editInfo.type,\n\t\t\t\tparentNode: parent,\n\t\t\t\tnextSibling: nextSibling\n\t\t\t});\n\t\t// Call the postRender hook\n\t\tif(this.postRender) {\n\t\t\tthis.postRender();\n\t\t}\n\t\t// Fix height\n\t\tthis.engine.fixHeight();\n\t\t// Focus if required\n\t\tif(this.editFocus === \"true\" || this.editFocus === \"yes\") {\n\t\t\tthis.engine.focus();\n\t\t}\n\t\t// Add widget message listeners\n\t\tthis.addEventListeners([\n\t\t\t{type: \"tm-edit-text-operation\", handler: \"handleEditTextOperationMessage\"}\n\t\t]);\n\t};\n\n\t/*\n\tGet the tiddler being edited and current value\n\t*/\n\tEditTextWidget.prototype.getEditInfo = function() {\n\t\t// Get the edit value\n\t\tvar self = this,\n\t\t\tvalue,\n\t\t\ttype = \"text/plain\",\n\t\t\tupdate;\n\t\tif(this.editIndex) {\n\t\t\tvalue = this.wiki.extractTiddlerDataItem(this.editTitle,this.editIndex,this.editDefault);\n\t\t\tupdate = function(value) {\n\t\t\t\tvar data = self.wiki.getTiddlerData(self.editTitle,{});\n\t\t\t\tif(data[self.editIndex] !== value) {\n\t\t\t\t\tdata[self.editIndex] = value;\n\t\t\t\t\tself.wiki.setTiddlerData(self.editTitle,data);\n\t\t\t\t}\n\t\t\t};\n\t\t} else {\n\t\t\t// Get the current tiddler and the field name\n\t\t\tvar tiddler = this.wiki.getTiddler(this.editTitle);\n\t\t\tif(tiddler) {\n\t\t\t\t// If we've got a tiddler, the value to display is the field string value\n\t\t\t\tvalue = tiddler.getFieldString(this.editField);\n\t\t\t\tif(this.editField === \"text\") {\n\t\t\t\t\ttype = tiddler.fields.type || \"text/vnd.tiddlywiki\";\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\t// Otherwise, we need to construct a default value for the editor\n\t\t\t\tswitch(this.editField) {\n\t\t\t\t\tcase \"text\":\n\t\t\t\t\t\tvalue = \"Type the text for the tiddler '\" + this.editTitle + \"'\";\n\t\t\t\t\t\ttype = \"text/vnd.tiddlywiki\";\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"title\":\n\t\t\t\t\t\tvalue = this.editTitle;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tvalue = \"\";\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\tif(this.editDefault !== undefined) {\n\t\t\t\t\tvalue = this.editDefault;\n\t\t\t\t}\n\t\t\t}\n\t\t\tupdate = function(value) {\n\t\t\t\tvar tiddler = self.wiki.getTiddler(self.editTitle),\n\t\t\t\t\tupdateFields = {\n\t\t\t\t\t\ttitle: self.editTitle\n\t\t\t\t\t};\n\t\t\t\tupdateFields[self.editField] = value;\n\t\t\t\tself.wiki.addTiddler(new $tw.Tiddler(self.wiki.getCreationFields(),tiddler,updateFields,self.wiki.getModificationFields()));\n\t\t\t};\n\t\t}\n\t\tif(this.editType) {\n\t\t\ttype = this.editType;\n\t\t}\n\t\treturn {value: value || \"\", type: type, update: update};\n\t};\n\n\t/*\n\tHandle an edit text operation message from the toolbar\n\t*/\n\tEditTextWidget.prototype.handleEditTextOperationMessage = function(event) {\n\t\t// Prepare information about the operation\n\t\tvar operation = this.engine.createTextOperation();\n\t\t// Invoke the handler for the selected operation\n\t\tvar handler = this.editorOperations[event.param];\n\t\tif(handler) {\n\t\t\thandler.call(this,event,operation);\n\t\t}\n\t\t// Execute the operation via the engine\n\t\tvar newText = this.engine.executeTextOperation(operation);\n\t\t// Fix the tiddler height and save changes\n\t\tthis.engine.fixHeight();\n\t\tthis.saveChanges(newText);\n\t};\n\n\t/*\n\tCompute the internal state of the widget\n\t*/\n\tEditTextWidget.prototype.execute = function() {\n\t\t// Get our parameters\n\t\tthis.editTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\t\tthis.editField = this.getAttribute(\"field\",\"text\");\n\t\tthis.editIndex = this.getAttribute(\"index\");\n\t\tthis.editDefault = this.getAttribute(\"default\");\n\t\tthis.editClass = this.getAttribute(\"class\");\n\t\tthis.editPlaceholder = this.getAttribute(\"placeholder\");\n\t\tthis.editSize = this.getAttribute(\"size\");\n\t\tthis.editRows = this.getAttribute(\"rows\");\n\t\tthis.editAutoHeight = this.wiki.getTiddlerText(HEIGHT_MODE_TITLE,\"auto\");\n\t\tthis.editAutoHeight = this.getAttribute(\"autoHeight\",this.editAutoHeight === \"auto\" ? \"yes\" : \"no\") === \"yes\";\n\t\tthis.editMinHeight = this.getAttribute(\"minHeight\",DEFAULT_MIN_TEXT_AREA_HEIGHT);\n\t\tthis.editFocusPopup = this.getAttribute(\"focusPopup\");\n\t\tthis.editFocus = this.getAttribute(\"focus\");\n\t\tthis.editTabIndex = this.getAttribute(\"tabindex\");\n\t\t// Get the default editor element tag and type\n\t\tvar tag,type;\n\t\tif(this.editField === \"text\") {\n\t\t\ttag = \"textarea\";\n\t\t} else {\n\t\t\ttag = \"input\";\n\t\t\tvar fieldModule = $tw.Tiddler.fieldModules[this.editField];\n\t\t\tif(fieldModule && fieldModule.editTag) {\n\t\t\t\ttag = fieldModule.editTag;\n\t\t\t}\n\t\t\tif(fieldModule && fieldModule.editType) {\n\t\t\t\ttype = fieldModule.editType;\n\t\t\t}\n\t\t\ttype = type || \"text\";\n\t\t}\n\t\t// Get the rest of our parameters\n\t\tthis.editTag = this.getAttribute(\"tag\",tag) || \"input\";\n\t\tthis.editType = this.getAttribute(\"type\",type);\n\t\t// Make the child widgets\n\t\tthis.makeChildWidgets();\n\t\t// Determine whether to show the toolbar\n\t\tthis.editShowToolbar = this.wiki.getTiddlerText(ENABLE_TOOLBAR_TITLE,\"yes\");\n\t\tthis.editShowToolbar = (this.editShowToolbar === \"yes\") && !!(this.children && this.children.length > 0) && (!this.document.isTiddlyWikiFakeDom);\n\t};\n\n\t/*\n\tSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n\t*/\n\tEditTextWidget.prototype.refresh = function(changedTiddlers) {\n\t\tvar changedAttributes = this.computeAttributes();\n\t\t// Completely rerender if any of our attributes have changed\n\t\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes.index || changedAttributes[\"default\"] || changedAttributes[\"class\"] || changedAttributes.placeholder || changedAttributes.size || changedAttributes.autoHeight || changedAttributes.minHeight || changedAttributes.focusPopup || changedAttributes.rows || changedAttributes.tabindex || changedTiddlers[HEIGHT_MODE_TITLE] || changedTiddlers[ENABLE_TOOLBAR_TITLE]) {\n\t\t\tthis.refreshSelf();\n\t\t\treturn true;\n\t\t} else if(changedTiddlers[this.editTitle]) {\n\t\t\tvar editInfo = this.getEditInfo();\n\t\t\tthis.updateEditor(editInfo.value,editInfo.type);\n\t\t}\n\t\tthis.engine.fixHeight();\n\t\tif(this.editShowToolbar) {\n\t\t\treturn this.refreshChildren(changedTiddlers);\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t};\n\n\t/*\n\tUpdate the editor with new text. This method is separate from updateEditorDomNode()\n\tso that subclasses can override updateEditor() and still use updateEditorDomNode()\n\t*/\n\tEditTextWidget.prototype.updateEditor = function(text,type) {\n\t\tthis.updateEditorDomNode(text,type);\n\t};\n\n\t/*\n\tUpdate the editor dom node with new text\n\t*/\n\tEditTextWidget.prototype.updateEditorDomNode = function(text,type) {\n\t\tthis.engine.setText(text,type);\n\t};\n\n\t/*\n\tSave changes back to the tiddler store\n\t*/\n\tEditTextWidget.prototype.saveChanges = function(text) {\n\t\tvar editInfo = this.getEditInfo();\n\t\tif(text !== editInfo.value) {\n\t\t\teditInfo.update(text);\n\t\t}\n\t};\n\n\t/*\n\tCancel Popups\n\t*/\n\tEditTextWidget.prototype.cancelPopups = function() {\n\t\t$tw.popup.cancel(0,this.engine.domNode);\n\t};\n\n\t/*\n\tHandle a dom \"keydown\" event, which we'll bubble up to our container for the keyboard widgets benefit\n\t*/\n\tEditTextWidget.prototype.handleKeydownEvent = function(event) {\n\t\t// Check for a keyboard shortcut\n\t\tif(this.toolbarNode) {\n\t\t\tvar shortcutElements = this.toolbarNode.querySelectorAll(\"[data-tw-keyboard-shortcut]\");\n\t\t\tfor(var index=0; index<shortcutElements.length; index++) {\n\t\t\t\tvar el = shortcutElements[index],\n\t\t\t\t\tshortcutData = el.getAttribute(\"data-tw-keyboard-shortcut\"),\n\t\t\t\t\tkeyInfoArray = $tw.keyboardManager.parseKeyDescriptors(shortcutData,{\n\t\t\t\t\t\twiki: this.wiki\n\t\t\t\t\t});\n\t\t\t\tif($tw.keyboardManager.checkKeyDescriptors(event,keyInfoArray)) {\n\t\t\t\t\tvar clickEvent = this.document.createEvent(\"Events\");\n\t\t\t\t clickEvent.initEvent(\"click\",true,false);\n\t\t\t\t el.dispatchEvent(clickEvent);\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t\tevent.stopPropagation();\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t// Propogate the event to the container\n\t\tif(this.propogateKeydownEvent(event)) {\n\t\t\t// Ignore the keydown if it was already handled\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t\treturn true;\n\t\t}\n\t\t// Otherwise, process the keydown normally\n\t\treturn false;\n\t};\n\n\t/*\n\tPropogate keydown events to our container for the keyboard widgets benefit\n\t*/\n\tEditTextWidget.prototype.propogateKeydownEvent = function(event) {\n\t\tvar newEvent = this.document.createEventObject ? this.document.createEventObject() : this.document.createEvent(\"Events\");\n\t\tif(newEvent.initEvent) {\n\t\t\tnewEvent.initEvent(\"keydown\", true, true);\n\t\t}\n\t\tnewEvent.keyCode = event.keyCode;\n\t\tnewEvent.which = event.which;\n\t\tnewEvent.metaKey = event.metaKey;\n\t\tnewEvent.ctrlKey = event.ctrlKey;\n\t\tnewEvent.altKey = event.altKey;\n\t\tnewEvent.shiftKey = event.shiftKey;\n\t\treturn !this.parentDomNode.dispatchEvent(newEvent);\n\t};\n\n\treturn EditTextWidget;\n\n}\n\nexports.editTextWidgetFactory = editTextWidgetFactory;\n\n})();\n",
"type": "application/javascript",
"module-type": "library"
},
"$:/core/modules/editor/operations/bitmap/clear.js": {
"title": "$:/core/modules/editor/operations/bitmap/clear.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/bitmap/clear.js\ntype: application/javascript\nmodule-type: bitmapeditoroperation\n\nBitmap editor operation to clear the image\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"clear\"] = function(event) {\n\tvar ctx = this.canvasDomNode.getContext(\"2d\");\n\tctx.globalAlpha = 1;\n\tctx.fillStyle = event.paramObject.colour || \"white\";\n\tctx.fillRect(0,0,this.canvasDomNode.width,this.canvasDomNode.height);\n\t// Save changes\n\tthis.strokeEnd();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "bitmapeditoroperation"
},
"$:/core/modules/editor/operations/bitmap/resize.js": {
"title": "$:/core/modules/editor/operations/bitmap/resize.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/bitmap/resize.js\ntype: application/javascript\nmodule-type: bitmapeditoroperation\n\nBitmap editor operation to resize the image\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"resize\"] = function(event) {\n\t// Get the new width\n\tvar newWidth = parseInt(event.paramObject.width || this.canvasDomNode.width,10),\n\t\tnewHeight = parseInt(event.paramObject.height || this.canvasDomNode.height,10);\n\t// Update if necessary\n\tif(newWidth > 0 && newHeight > 0 && !(newWidth === this.currCanvas.width && newHeight === this.currCanvas.height)) {\n\t\tthis.changeCanvasSize(newWidth,newHeight);\n\t}\n\t// Update the input controls\n\tthis.refreshToolbar();\n\t// Save the image into the tiddler\n\tthis.saveChanges();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "bitmapeditoroperation"
},
"$:/core/modules/editor/operations/bitmap/rotate-left.js": {
"title": "$:/core/modules/editor/operations/bitmap/rotate-left.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/bitmap/rotate-left.js\ntype: application/javascript\nmodule-type: bitmapeditoroperation\n\nBitmap editor operation to rotate the image left by 90 degrees\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"rotate-left\"] = function(event) {\n\t// Rotate the canvas left by 90 degrees\n\tthis.rotateCanvasLeft();\n\t// Update the input controls\n\tthis.refreshToolbar();\n\t// Save the image into the tiddler\n\tthis.saveChanges();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "bitmapeditoroperation"
},
"$:/core/modules/editor/operations/text/excise.js": {
"title": "$:/core/modules/editor/operations/text/excise.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/excise.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to excise the selection to a new tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"excise\"] = function(event,operation) {\n\tvar editTiddler = this.wiki.getTiddler(this.editTitle),\n\t\teditTiddlerTitle = this.editTitle;\n\tif(editTiddler && editTiddler.fields[\"draft.of\"]) {\n\t\teditTiddlerTitle = editTiddler.fields[\"draft.of\"];\n\t}\n\tvar excisionTitle = event.paramObject.title || this.wiki.generateNewTitle(\"New Excision\");\n\tthis.wiki.addTiddler(new $tw.Tiddler(\n\t\tthis.wiki.getCreationFields(),\n\t\tthis.wiki.getModificationFields(),\n\t\t{\n\t\t\ttitle: excisionTitle,\n\t\t\ttext: operation.selection,\n\t\t\ttags: event.paramObject.tagnew === \"yes\" ? [editTiddlerTitle] : []\n\t\t}\n\t));\n\toperation.replacement = excisionTitle;\n\tswitch(event.paramObject.type || \"transclude\") {\n\t\tcase \"transclude\":\n\t\t\toperation.replacement = \"{{\" + operation.replacement+ \"}}\";\n\t\t\tbreak;\n\t\tcase \"link\":\n\t\t\toperation.replacement = \"[[\" + operation.replacement+ \"]]\";\n\t\t\tbreak;\n\t\tcase \"macro\":\n\t\t\toperation.replacement = \"<<\" + (event.paramObject.macro || \"translink\") + \" \\\"\\\"\\\"\" + operation.replacement + \"\\\"\\\"\\\">>\";\n\t\t\tbreak;\n\t}\n\toperation.cutStart = operation.selStart;\n\toperation.cutEnd = operation.selEnd;\n\toperation.newSelStart = operation.selStart;\n\toperation.newSelEnd = operation.selStart + operation.replacement.length;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/make-link.js": {
"title": "$:/core/modules/editor/operations/text/make-link.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/make-link.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to make a link\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"make-link\"] = function(event,operation) {\n\tif(operation.selection) {\n\t\toperation.replacement = \"[[\" + operation.selection + \"|\" + event.paramObject.text + \"]]\";\n\t\toperation.cutStart = operation.selStart;\n\t\toperation.cutEnd = operation.selEnd;\n\t} else {\n\t\toperation.replacement = \"[[\" + event.paramObject.text + \"]]\";\n\t\toperation.cutStart = operation.selStart;\n\t\toperation.cutEnd = operation.selEnd;\n\t}\n\toperation.newSelStart = operation.selStart + operation.replacement.length;\n\toperation.newSelEnd = operation.newSelStart;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/prefix-lines.js": {
"title": "$:/core/modules/editor/operations/text/prefix-lines.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/prefix-lines.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to add a prefix to the selected lines\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"prefix-lines\"] = function(event,operation) {\n\t// Cut just past the preceding line break, or the start of the text\n\toperation.cutStart = $tw.utils.findPrecedingLineBreak(operation.text,operation.selStart);\n\t// Cut to just past the following line break, or to the end of the text\n\toperation.cutEnd = $tw.utils.findFollowingLineBreak(operation.text,operation.selEnd);\n\t// Compose the required prefix\n\tvar prefix = $tw.utils.repeat(event.paramObject.character,event.paramObject.count);\n\t// Process each line\n\tvar lines = operation.text.substring(operation.cutStart,operation.cutEnd).split(/\\r?\\n/mg);\n\t$tw.utils.each(lines,function(line,index) {\n\t\t// Remove and count any existing prefix characters\n\t\tvar count = 0;\n\t\twhile(line.charAt(0) === event.paramObject.character) {\n\t\t\tline = line.substring(1);\n\t\t\tcount++;\n\t\t}\n\t\t// Remove any whitespace\n\t\twhile(line.charAt(0) === \" \") {\n\t\t\tline = line.substring(1);\n\t\t}\n\t\t// We're done if we removed the exact required prefix, otherwise add it\n\t\tif(count !== event.paramObject.count) {\n\t\t\t// Apply the prefix\n\t\t\tline = prefix + \" \" + line;\n\t\t}\n\t\t// Save the modified line\n\t\tlines[index] = line;\n\t});\n\t// Stitch the replacement text together and set the selection\n\toperation.replacement = lines.join(\"\\n\");\n\tif(lines.length === 1) {\n\t\toperation.newSelStart = operation.cutStart + operation.replacement.length;\n\t\toperation.newSelEnd = operation.newSelStart;\n\t} else {\n\t\toperation.newSelStart = operation.cutStart;\n\t\toperation.newSelEnd = operation.newSelStart + operation.replacement.length;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/replace-all.js": {
"title": "$:/core/modules/editor/operations/text/replace-all.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/replace-all.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to replace the entire text\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"replace-all\"] = function(event,operation) {\n\toperation.cutStart = 0;\n\toperation.cutEnd = operation.text.length;\n\toperation.replacement = event.paramObject.text;\n\toperation.newSelStart = 0;\n\toperation.newSelEnd = operation.replacement.length;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/replace-selection.js": {
"title": "$:/core/modules/editor/operations/text/replace-selection.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/replace-selection.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to replace the selection\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"replace-selection\"] = function(event,operation) {\n\toperation.replacement = event.paramObject.text;\n\toperation.cutStart = operation.selStart;\n\toperation.cutEnd = operation.selEnd;\n\toperation.newSelStart = operation.selStart;\n\toperation.newSelEnd = operation.selStart + operation.replacement.length;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/save-selection.js": {
"title": "$:/core/modules/editor/operations/text/save-selection.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/save-selection.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to save the current selection in a specified tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"save-selection\"] = function(event,operation) {\n\tvar tiddler = event.paramObject.tiddler,\n\t\tfield = event.paramObject.field || \"text\";\n\tif(tiddler && field) {\n\t\tthis.wiki.setText(tiddler,field,null,operation.text.substring(operation.selStart,operation.selEnd));\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/wrap-lines.js": {
"title": "$:/core/modules/editor/operations/text/wrap-lines.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/wrap-lines.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to wrap the selected lines with a prefix and suffix\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"wrap-lines\"] = function(event,operation) {\n\t// Cut just past the preceding line break, or the start of the text\n\toperation.cutStart = $tw.utils.findPrecedingLineBreak(operation.text,operation.selStart);\n\t// Cut to just past the following line break, or to the end of the text\n\toperation.cutEnd = $tw.utils.findFollowingLineBreak(operation.text,operation.selEnd);\n\t// Add the prefix and suffix\n\toperation.replacement = event.paramObject.prefix + \"\\n\" +\n\t\t\t\toperation.text.substring(operation.cutStart,operation.cutEnd) + \"\\n\" +\n\t\t\t\tevent.paramObject.suffix + \"\\n\";\n\toperation.newSelStart = operation.cutStart + event.paramObject.prefix.length + 1;\n\toperation.newSelEnd = operation.newSelStart + (operation.cutEnd - operation.cutStart);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/editor/operations/text/wrap-selection.js": {
"title": "$:/core/modules/editor/operations/text/wrap-selection.js",
"text": "/*\\\ntitle: $:/core/modules/editor/operations/text/wrap-selection.js\ntype: application/javascript\nmodule-type: texteditoroperation\n\nText editor operation to wrap the selection with the specified prefix and suffix\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports[\"wrap-selection\"] = function(event,operation) {\n\tif(operation.selStart === operation.selEnd) {\n\t\t// No selection; check if we're within the prefix/suffix\n\t\tif(operation.text.substring(operation.selStart - event.paramObject.prefix.length,operation.selStart + event.paramObject.suffix.length) === event.paramObject.prefix + event.paramObject.suffix) {\n\t\t\t// Remove the prefix and suffix\n\t\t\toperation.cutStart = operation.selStart - event.paramObject.prefix.length;\n\t\t\toperation.cutEnd = operation.selEnd + event.paramObject.suffix.length;\n\t\t\toperation.replacement = \"\";\n\t\t\toperation.newSelStart = operation.cutStart;\n\t\t\toperation.newSelEnd = operation.newSelStart;\n\t\t} else {\n\t\t\t// Wrap the cursor instead\n\t\t\toperation.cutStart = operation.selStart;\n\t\t\toperation.cutEnd = operation.selEnd;\n\t\t\toperation.replacement = event.paramObject.prefix + event.paramObject.suffix;\n\t\t\toperation.newSelStart = operation.selStart + event.paramObject.prefix.length;\n\t\t\toperation.newSelEnd = operation.newSelStart;\n\t\t}\n\t} else if(operation.text.substring(operation.selStart,operation.selStart + event.paramObject.prefix.length) === event.paramObject.prefix && operation.text.substring(operation.selEnd - event.paramObject.suffix.length,operation.selEnd) === event.paramObject.suffix) {\n\t\t// Prefix and suffix are already present, so remove them\n\t\toperation.cutStart = operation.selStart;\n\t\toperation.cutEnd = operation.selEnd;\n\t\toperation.replacement = operation.selection.substring(event.paramObject.prefix.length,operation.selection.length - event.paramObject.suffix.length);\n\t\toperation.newSelStart = operation.selStart;\n\t\toperation.newSelEnd = operation.selStart + operation.replacement.length;\n\t} else {\n\t\t// Add the prefix and suffix\n\t\toperation.cutStart = operation.selStart;\n\t\toperation.cutEnd = operation.selEnd;\n\t\toperation.replacement = event.paramObject.prefix + operation.selection + event.paramObject.suffix;\n\t\toperation.newSelStart = operation.selStart;\n\t\toperation.newSelEnd = operation.selStart + operation.replacement.length;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "texteditoroperation"
},
"$:/core/modules/filters/addprefix.js": {
"title": "$:/core/modules/filters/addprefix.js",
"text": "/*\\\ntitle: $:/core/modules/filters/addprefix.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for adding a prefix to each title in the list. This is\nespecially useful in contexts where only a filter expression is allowed\nand macro substitution isn't available.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.addprefix = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(operator.operand + title);\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/addsuffix.js": {
"title": "$:/core/modules/filters/addsuffix.js",
"text": "/*\\\ntitle: $:/core/modules/filters/addsuffix.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for adding a suffix to each title in the list. This is\nespecially useful in contexts where only a filter expression is allowed\nand macro substitution isn't available.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.addsuffix = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title + operator.operand);\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/after.js": {
"title": "$:/core/modules/filters/after.js",
"text": "/*\\\ntitle: $:/core/modules/filters/after.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning the tiddler from the current list that is after the tiddler named in the operand.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.after = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\tvar index = results.indexOf(operator.operand);\n\tif(index === -1 || index > (results.length - 2)) {\n\t\treturn [];\n\t} else {\n\t\treturn [results[index + 1]];\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/all/current.js": {
"title": "$:/core/modules/filters/all/current.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all/current.js\ntype: application/javascript\nmodule-type: allfilteroperator\n\nFilter function for [all[current]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.current = function(source,prefix,options) {\n\tvar currTiddlerTitle = options.widget && options.widget.getVariable(\"currentTiddler\");\n\tif(currTiddlerTitle) {\n\t\treturn [currTiddlerTitle];\n\t} else {\n\t\treturn [];\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "allfilteroperator"
},
"$:/core/modules/filters/all/missing.js": {
"title": "$:/core/modules/filters/all/missing.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all/missing.js\ntype: application/javascript\nmodule-type: allfilteroperator\n\nFilter function for [all[missing]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.missing = function(source,prefix,options) {\n\treturn options.wiki.getMissingTitles();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "allfilteroperator"
},
"$:/core/modules/filters/all/orphans.js": {
"title": "$:/core/modules/filters/all/orphans.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all/orphans.js\ntype: application/javascript\nmodule-type: allfilteroperator\n\nFilter function for [all[orphans]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.orphans = function(source,prefix,options) {\n\treturn options.wiki.getOrphanTitles();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "allfilteroperator"
},
"$:/core/modules/filters/all/shadows.js": {
"title": "$:/core/modules/filters/all/shadows.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all/shadows.js\ntype: application/javascript\nmodule-type: allfilteroperator\n\nFilter function for [all[shadows]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.shadows = function(source,prefix,options) {\n\treturn options.wiki.allShadowTitles();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "allfilteroperator"
},
"$:/core/modules/filters/all/tags.js": {
"title": "$:/core/modules/filters/all/tags.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all/tags.js\ntype: application/javascript\nmodule-type: allfilteroperator\n\nFilter function for [all[tags]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tags = function(source,prefix,options) {\n\treturn Object.keys(options.wiki.getTagMap());\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "allfilteroperator"
},
"$:/core/modules/filters/all/tiddlers.js": {
"title": "$:/core/modules/filters/all/tiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all/tiddlers.js\ntype: application/javascript\nmodule-type: allfilteroperator\n\nFilter function for [all[tiddlers]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tiddlers = function(source,prefix,options) {\n\treturn options.wiki.allTitles();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "allfilteroperator"
},
"$:/core/modules/filters/all.js": {
"title": "$:/core/modules/filters/all.js",
"text": "/*\\\ntitle: $:/core/modules/filters/all.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for selecting tiddlers\n\n[all[shadows+tiddlers]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar allFilterOperators;\n\nfunction getAllFilterOperators() {\n\tif(!allFilterOperators) {\n\t\tallFilterOperators = {};\n\t\t$tw.modules.applyMethods(\"allfilteroperator\",allFilterOperators);\n\t}\n\treturn allFilterOperators;\n}\n\n/*\nExport our filter function\n*/\nexports.all = function(source,operator,options) {\n\t// Get our suboperators\n\tvar allFilterOperators = getAllFilterOperators();\n\t// Cycle through the suboperators accumulating their results\n\tvar results = [],\n\t\tsubops = operator.operand.split(\"+\");\n\t// Check for common optimisations\n\tif(subops.length === 1 && subops[0] === \"\") {\n\t\treturn source;\n\t} else if(subops.length === 1 && subops[0] === \"tiddlers\") {\n\t\treturn options.wiki.each;\n\t} else if(subops.length === 1 && subops[0] === \"shadows\") {\n\t\treturn options.wiki.eachShadow;\n\t} else if(subops.length === 2 && subops[0] === \"tiddlers\" && subops[1] === \"shadows\") {\n\t\treturn options.wiki.eachTiddlerPlusShadows;\n\t} else if(subops.length === 2 && subops[0] === \"shadows\" && subops[1] === \"tiddlers\") {\n\t\treturn options.wiki.eachShadowPlusTiddlers;\n\t}\n\t// Do it the hard way\n\tfor(var t=0; t<subops.length; t++) {\n\t\tvar subop = allFilterOperators[subops[t]];\n\t\tif(subop) {\n\t\t\t$tw.utils.pushTop(results,subop(source,operator.prefix,options));\n\t\t}\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/backlinks.js": {
"title": "$:/core/modules/filters/backlinks.js",
"text": "/*\\\ntitle: $:/core/modules/filters/backlinks.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning all the backlinks from a tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.backlinks = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\t$tw.utils.pushTop(results,options.wiki.getTiddlerBacklinks(title));\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/before.js": {
"title": "$:/core/modules/filters/before.js",
"text": "/*\\\ntitle: $:/core/modules/filters/before.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning the tiddler from the current list that is before the tiddler named in the operand.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.before = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\tvar index = results.indexOf(operator.operand);\n\tif(index <= 0) {\n\t\treturn [];\n\t} else {\n\t\treturn [results[index - 1]];\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/commands.js": {
"title": "$:/core/modules/filters/commands.js",
"text": "/*\\\ntitle: $:/core/modules/filters/commands.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the commands available in this wiki\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.commands = function(source,operator,options) {\n\tvar results = [];\n\t$tw.utils.each($tw.commands,function(commandInfo,name) {\n\t\tresults.push(name);\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/contains.js": {
"title": "$:/core/modules/filters/contains.js",
"text": "/*\\\ntitle: $:/core/modules/filters/contains.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for finding values in array fields\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.contains = function(source,operator,options) {\n\tvar results = [],\n\t\tfieldname = (operator.suffix || \"list\").toLowerCase();\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler) {\n\t\t\t\tvar list = tiddler.getFieldList(fieldname);\n\t\t\t\tif(list.indexOf(operator.operand) === -1) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler) {\n\t\t\t\tvar list = tiddler.getFieldList(fieldname);\n\t\t\t\tif(list.indexOf(operator.operand) !== -1) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/count.js": {
"title": "$:/core/modules/filters/count.js",
"text": "/*\\\ntitle: $:/core/modules/filters/count.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning the number of entries in the current list.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.count = function(source,operator,options) {\n\tvar count = 0;\n\tsource(function(tiddler,title) {\n\t\tcount++;\n\t});\n\treturn [count + \"\"];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/days.js": {
"title": "$:/core/modules/filters/days.js",
"text": "/*\\\ntitle: $:/core/modules/filters/days.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator that selects tiddlers with a specified date field within a specified date interval.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.days = function(source,operator,options) {\n\tvar results = [],\n\t\tfieldName = operator.suffix || \"modified\",\n\t\tdayInterval = (parseInt(operator.operand,10)||0),\n\t\tdayIntervalSign = $tw.utils.sign(dayInterval),\n\t\ttargetTimeStamp = (new Date()).setHours(0,0,0,0) + 1000*60*60*24*dayInterval,\n\t\tisWithinDays = function(dateField) {\n\t\t\tvar sign = $tw.utils.sign(targetTimeStamp - (new Date(dateField)).setHours(0,0,0,0));\n\t\t\treturn sign === 0 || sign === dayIntervalSign;\n\t\t};\n\n\tif(operator.prefix === \"!\") {\n\t\ttargetTimeStamp = targetTimeStamp - 1000*60*60*24*dayIntervalSign;\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler && tiddler.fields[fieldName]) {\n\t\t\t\tif(!isWithinDays($tw.utils.parseDate(tiddler.fields[fieldName]))) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler && tiddler.fields[fieldName]) {\n\t\t\t\tif(isWithinDays($tw.utils.parseDate(tiddler.fields[fieldName]))) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/each.js": {
"title": "$:/core/modules/filters/each.js",
"text": "/*\\\ntitle: $:/core/modules/filters/each.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator that selects one tiddler for each unique value of the specified field.\nWith suffix \"list\", selects all tiddlers that are values in a specified list field.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.each = function(source,operator,options) {\n\tvar results =[] ,\n\tvalue,values = {},\n\tfield = operator.operand || \"title\";\n\tif(operator.suffix === \"value\" && field === \"title\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!$tw.utils.hop(values,title)) {\n\t\t\t\tvalues[title] = true;\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else if(operator.suffix !== \"list-item\") {\n\t\tif(field === \"title\") {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler && !$tw.utils.hop(values,title)) {\n\t\t\t\t\tvalues[title] = true;\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler) {\n\t\t\t\t\tvalue = tiddler.getFieldString(field);\n\t\t\t\t\tif(!$tw.utils.hop(values,value)) {\n\t\t\t\t\t\tvalues[value] = true;\n\t\t\t\t\t\tresults.push(title);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler) {\n\t\t\t\t$tw.utils.each(\n\t\t\t\t\toptions.wiki.getTiddlerList(title,field),\n\t\t\t\t\tfunction(value) {\n\t\t\t\t\t\tif(!$tw.utils.hop(values,value)) {\n\t\t\t\t\t\t\tvalues[value] = true;\n\t\t\t\t\t\t\tresults.push(value);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/eachday.js": {
"title": "$:/core/modules/filters/eachday.js",
"text": "/*\\\ntitle: $:/core/modules/filters/eachday.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator that selects one tiddler for each unique day covered by the specified date field\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.eachday = function(source,operator,options) {\n\tvar results = [],\n\t\tvalues = [],\n\t\tfieldName = operator.operand || \"modified\";\n\t// Function to convert a date/time to a date integer\n\tvar toDate = function(value) {\n\t\tvalue = (new Date(value)).setHours(0,0,0,0);\n\t\treturn value+0;\n\t};\n\tsource(function(tiddler,title) {\n\t\tif(tiddler && tiddler.fields[fieldName]) {\n\t\t\tvar value = toDate($tw.utils.parseDate(tiddler.fields[fieldName]));\n\t\t\tif(values.indexOf(value) === -1) {\n\t\t\t\tvalues.push(value);\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/editiondescription.js": {
"title": "$:/core/modules/filters/editiondescription.js",
"text": "/*\\\ntitle: $:/core/modules/filters/editiondescription.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the descriptions of the specified edition names\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.editiondescription = function(source,operator,options) {\n\tvar results = [],\n\t\teditionInfo = $tw.utils.getEditionInfo();\n\tif(editionInfo) {\n\t\tsource(function(tiddler,title) {\n\t\t\tif($tw.utils.hop(editionInfo,title)) {\n\t\t\t\tresults.push(editionInfo[title].description || \"\");\t\t\t\t\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/editions.js": {
"title": "$:/core/modules/filters/editions.js",
"text": "/*\\\ntitle: $:/core/modules/filters/editions.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the available editions in this wiki\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.editions = function(source,operator,options) {\n\tvar results = [],\n\t\teditionInfo = $tw.utils.getEditionInfo();\n\tif(editionInfo) {\n\t\t$tw.utils.each(editionInfo,function(info,name) {\n\t\t\tresults.push(name);\n\t\t});\n\t}\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/else.js": {
"title": "$:/core/modules/filters/else.js",
"text": "/*\\\ntitle: $:/core/modules/filters/else.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for replacing an empty input list with a constant, passing a non-empty input list straight through\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.else = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\tif(results.length === 0) {\n\t\treturn [operator.operand];\n\t} else {\n\t\treturn results;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/decodeuricomponent.js": {
"title": "$:/core/modules/filters/decodeuricomponent.js",
"text": "/*\\\ntitle: $:/core/modules/filters/decodeuricomponent.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for applying decodeURIComponent() to each item.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter functions\n*/\n\nexports.decodeuricomponent = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar value = title;\n\t\ttry {\n\t\t\tvalue = decodeURIComponent(title);\n\t\t} catch(e) {\n\t\t}\n\t\tresults.push(value);\n\t});\n\treturn results;\n};\n\nexports.encodeuricomponent = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(encodeURIComponent(title));\n\t});\n\treturn results;\n};\n\nexports.decodeuri = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar value = title;\n\t\ttry {\n\t\t\tvalue = decodeURI(title);\n\t\t} catch(e) {\n\t\t}\n\t\tresults.push(value);\n\t});\n\treturn results;\n};\n\nexports.encodeuri = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(encodeURI(title));\n\t});\n\treturn results;\n};\n\nexports.decodehtml = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push($tw.utils.htmlDecode(title));\n\t});\n\treturn results;\n};\n\nexports.encodehtml = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push($tw.utils.htmlEncode(title));\n\t});\n\treturn results;\n};\n\nexports.stringify = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push($tw.utils.stringify(title));\n\t});\n\treturn results;\n};\n\nexports.jsonstringify = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push($tw.utils.jsonStringify(title));\n\t});\n\treturn results;\n};\n\nexports.escaperegexp = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push($tw.utils.escapeRegExp(title));\n\t});\n\treturn results;\n};\n\nexports.escapecss = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\t// escape any character with a special meaning in CSS using CSS.escape()\n\t\tresults.push(CSS.escape(title));\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/enlist.js": {
"title": "$:/core/modules/filters/enlist.js",
"text": "/*\\\ntitle: $:/core/modules/filters/enlist.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning its operand parsed as a list\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.enlist = function(source,operator,options) {\n\tvar allowDuplicates = false;\n\tswitch(operator.suffix) {\n\t\tcase \"raw\":\n\t\t\tallowDuplicates = true;\n\t\t\tbreak;\n\t\tcase \"dedupe\":\n\t\t\tallowDuplicates = false;\n\t\t\tbreak;\n\t}\n\tvar list = $tw.utils.parseStringArray(operator.operand,allowDuplicates);\n\tif(operator.prefix === \"!\") {\n\t\tvar results = [];\n\t\tsource(function(tiddler,title) {\n\t\t\tif(list.indexOf(title) === -1) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t\treturn results;\n\t} else {\n\t\treturn list;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/field.js": {
"title": "$:/core/modules/filters/field.js",
"text": "/*\\\ntitle: $:/core/modules/filters/field.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for comparing fields for equality\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.field = function(source,operator,options) {\n\tvar results = [],indexedResults,\n\t\tfieldname = (operator.suffix || operator.operator || \"title\").toLowerCase();\n\tif(operator.prefix === \"!\") {\n\t\tif(operator.regexp) {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler) {\n\t\t\t\t\tvar text = tiddler.getFieldString(fieldname);\n\t\t\t\t\tif(text !== null && !operator.regexp.exec(text)) {\n\t\t\t\t\t\tresults.push(title);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler) {\n\t\t\t\t\tvar text = tiddler.getFieldString(fieldname);\n\t\t\t\t\tif(text !== null && text !== operator.operand) {\n\t\t\t\t\t\tresults.push(title);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t} else {\n\t\tif(operator.regexp) {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler) {\n\t\t\t\t\tvar text = tiddler.getFieldString(fieldname);\n\t\t\t\t\tif(text !== null && !!operator.regexp.exec(text)) {\n\t\t\t\t\t\tresults.push(title);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tif(source.byField && operator.operand) {\n\t\t\t\tindexedResults = source.byField(fieldname,operator.operand);\n\t\t\t\tif(indexedResults) {\n\t\t\t\t\treturn indexedResults\n\t\t\t\t}\n\t\t\t}\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler) {\n\t\t\t\t\tvar text = tiddler.getFieldString(fieldname);\n\t\t\t\t\tif(text !== null && text === operator.operand) {\n\t\t\t\t\t\tresults.push(title);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/fields.js": {
"title": "$:/core/modules/filters/fields.js",
"text": "/*\\\ntitle: $:/core/modules/filters/fields.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the fields on the selected tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.fields = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tif(tiddler) {\n\t\t\tfor(var fieldName in tiddler.fields) {\n\t\t\t\t$tw.utils.pushTop(results,fieldName);\n\t\t\t}\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/get.js": {
"title": "$:/core/modules/filters/get.js",
"text": "/*\\\ntitle: $:/core/modules/filters/get.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for replacing tiddler titles by the value of the field specified in the operand.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.get = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tif(tiddler) {\n\t\t\tvar value = tiddler.getFieldString(operator.operand);\n\t\t\tif(value) {\n\t\t\t\tresults.push(value);\n\t\t\t}\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/getindex.js": {
"title": "$:/core/modules/filters/getindex.js",
"text": "/*\\\ntitle: $:/core/modules/filters/getindex.js\ntype: application/javascript\nmodule-type: filteroperator\n\nreturns the value at a given index of datatiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.getindex = function(source,operator,options) {\n\tvar data,title,results = [];\n\tif(operator.operand){\n\t\tsource(function(tiddler,title) {\n\t\t\ttitle = tiddler ? tiddler.fields.title : title;\n\t\t\tdata = options.wiki.extractTiddlerDataItem(tiddler,operator.operand);\n\t\t\tif(data) {\n\t\t\t\tresults.push(data);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/getvariable.js": {
"title": "$:/core/modules/filters/getvariable.js",
"text": "/*\\\ntitle: $:/core/modules/filters/getvariable.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for replacing input values by the value of the variable with the same name, or blank if the variable is missing\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.getvariable = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(options.widget.getVariable(title) || \"\");\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/has.js": {
"title": "$:/core/modules/filters/has.js",
"text": "/*\\\ntitle: $:/core/modules/filters/has.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for checking if a tiddler has the specified field\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.has = function(source,operator,options) {\n\tvar results = [],\n\t\tinvert = operator.prefix === \"!\";\n\n\tif(operator.suffix === \"field\") {\n\t\tif(invert) {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(!tiddler || (tiddler && (!$tw.utils.hop(tiddler.fields,operator.operand)))) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler && $tw.utils.hop(tiddler.fields,operator.operand)) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t} else {\n\t\tif(invert) {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(!tiddler || !$tw.utils.hop(tiddler.fields,operator.operand) || (tiddler.fields[operator.operand] === \"\")) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddler && $tw.utils.hop(tiddler.fields,operator.operand) && !(tiddler.fields[operator.operand] === \"\" || tiddler.fields[operator.operand].length === 0)) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\t\t\t\t\n\t\t}\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/haschanged.js": {
"title": "$:/core/modules/filters/haschanged.js",
"text": "/*\\\ntitle: $:/core/modules/filters/haschanged.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returns tiddlers from the list that have a non-zero changecount.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.haschanged = function(source,operator,options) {\n\tvar results = [];\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.getChangeCount(title) === 0) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.getChangeCount(title) > 0) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/indexes.js": {
"title": "$:/core/modules/filters/indexes.js",
"text": "/*\\\ntitle: $:/core/modules/filters/indexes.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the indexes of a data tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.indexes = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar data = options.wiki.getTiddlerDataCached(title);\n\t\tif(data) {\n\t\t\t$tw.utils.pushTop(results,Object.keys(data));\n\t\t}\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/insertbefore.js": {
"title": "$:/core/modules/filters/insertbefore.js",
"text": "/*\\\ntitle: $:/core/modules/filters/insertbefore.js\ntype: application/javascript\nmodule-type: filteroperator\n\nInsert an item before another item in a list\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nOrder a list\n*/\nexports.insertbefore = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\tvar target = options.widget && options.widget.getVariable(operator.suffix || \"currentTiddler\");\n\tif(target !== operator.operand) {\n\t\t// Remove the entry from the list if it is present\n\t\tvar pos = results.indexOf(operator.operand);\n\t\tif(pos !== -1) {\n\t\t\tresults.splice(pos,1);\n\t\t}\n\t\t// Insert the entry before the target marker\n\t\tpos = results.indexOf(target);\n\t\tif(pos !== -1) {\n\t\t\tresults.splice(pos,0,operator.operand);\n\t\t} else {\n\t\t\tresults.push(operator.operand);\n\t\t}\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/is/blank.js": {
"title": "$:/core/modules/filters/is/blank.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/blank.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[blank]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.blank = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!title) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/current.js": {
"title": "$:/core/modules/filters/is/current.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/current.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[current]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.current = function(source,prefix,options) {\n\tvar results = [],\n\t\tcurrTiddlerTitle = options.widget && options.widget.getVariable(\"currentTiddler\");\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title !== currTiddlerTitle) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title === currTiddlerTitle) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/image.js": {
"title": "$:/core/modules/filters/is/image.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/image.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[image]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.image = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!options.wiki.isImageTiddler(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.isImageTiddler(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/missing.js": {
"title": "$:/core/modules/filters/is/missing.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/missing.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[missing]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.missing = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.tiddlerExists(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!options.wiki.tiddlerExists(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/orphan.js": {
"title": "$:/core/modules/filters/is/orphan.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/orphan.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[orphan]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.orphan = function(source,prefix,options) {\n\tvar results = [],\n\t\torphanTitles = options.wiki.getOrphanTitles();\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(orphanTitles.indexOf(title) === -1) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(orphanTitles.indexOf(title) !== -1) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/shadow.js": {
"title": "$:/core/modules/filters/is/shadow.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/shadow.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[shadow]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.shadow = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!options.wiki.isShadowTiddler(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.isShadowTiddler(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/system.js": {
"title": "$:/core/modules/filters/is/system.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/system.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[system]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.system = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!options.wiki.isSystemTiddler(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.isSystemTiddler(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/tag.js": {
"title": "$:/core/modules/filters/is/tag.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/tag.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[tag]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tag = function(source,prefix,options) {\n\tvar results = [],\n\t\ttagMap = options.wiki.getTagMap();\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!$tw.utils.hop(tagMap,title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif($tw.utils.hop(tagMap,title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/tiddler.js": {
"title": "$:/core/modules/filters/is/tiddler.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/tiddler.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[tiddler]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tiddler = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!options.wiki.tiddlerExists(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(options.wiki.tiddlerExists(title)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is/variable.js": {
"title": "$:/core/modules/filters/is/variable.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is/variable.js\ntype: application/javascript\nmodule-type: isfilteroperator\n\nFilter function for [is[variable]]\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.variable = function(source,prefix,options) {\n\tvar results = [];\n\tif(prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!(title in options.widget.variables)) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title in options.widget.variables) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "isfilteroperator"
},
"$:/core/modules/filters/is.js": {
"title": "$:/core/modules/filters/is.js",
"text": "/*\\\ntitle: $:/core/modules/filters/is.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for checking tiddler properties\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar isFilterOperators;\n\nfunction getIsFilterOperators() {\n\tif(!isFilterOperators) {\n\t\tisFilterOperators = {};\n\t\t$tw.modules.applyMethods(\"isfilteroperator\",isFilterOperators);\n\t}\n\treturn isFilterOperators;\n}\n\n/*\nExport our filter function\n*/\nexports.is = function(source,operator,options) {\n\t// Dispatch to the correct isfilteroperator\n\tvar isFilterOperators = getIsFilterOperators();\n\tif(operator.operand) {\n\t\tvar isFilterOperator = isFilterOperators[operator.operand];\n\t\tif(isFilterOperator) {\n\t\t\treturn isFilterOperator(source,operator.prefix,options);\n\t\t} else {\n\t\t\treturn [$tw.language.getString(\"Error/IsFilterOperator\")];\n\t\t}\n\t} else {\n\t\t// Return all tiddlers if the operand is missing\n\t\tvar results = [];\n\t\tsource(function(tiddler,title) {\n\t\t\tresults.push(title);\n\t\t});\n\t\treturn results;\n\t}\n};\n\n})();",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/limit.js": {
"title": "$:/core/modules/filters/limit.js",
"text": "/*\\\ntitle: $:/core/modules/filters/limit.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for chopping the results to a specified maximum number of entries\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.limit = function(source,operator,options) {\n\tvar results = [];\n\t// Convert to an array\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\t// Slice the array if necessary\n\tvar limit = Math.min(results.length,parseInt(operator.operand,10));\n\tif(operator.prefix === \"!\") {\n\t\tresults = results.slice(-limit);\n\t} else {\n\t\tresults = results.slice(0,limit);\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/links.js": {
"title": "$:/core/modules/filters/links.js",
"text": "/*\\\ntitle: $:/core/modules/filters/links.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning all the links from a tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.links = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\t$tw.utils.pushTop(results,options.wiki.getTiddlerLinks(title));\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/list.js": {
"title": "$:/core/modules/filters/list.js",
"text": "/*\\\ntitle: $:/core/modules/filters/list.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning the tiddlers whose title is listed in the operand tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.list = function(source,operator,options) {\n\tvar results = [],\n\t\ttr = $tw.utils.parseTextReference(operator.operand),\n\t\tcurrTiddlerTitle = options.widget && options.widget.getVariable(\"currentTiddler\"),\n\t\tlist = options.wiki.getTiddlerList(tr.title || currTiddlerTitle,tr.field,tr.index);\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(list.indexOf(title) === -1) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tresults = list;\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/listed.js": {
"title": "$:/core/modules/filters/listed.js",
"text": "/*\\\ntitle: $:/core/modules/filters/listed.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning all tiddlers that have the selected tiddlers in a list\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.listed = function(source,operator,options) {\n\tvar field = operator.operand || \"list\",\n\t\tresults = [];\n\tsource(function(tiddler,title) {\n\t\t$tw.utils.pushTop(results,options.wiki.findListingsOfTiddler(title,field));\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/listops.js": {
"title": "$:/core/modules/filters/listops.js",
"text": "/*\\\ntitle: $:/core/modules/filters/listops.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operators for manipulating the current selection list\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nOrder a list\n*/\nexports.order = function(source,operator,options) {\n\tvar results = [];\n\tif(operator.operand.toLowerCase() === \"reverse\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tresults.unshift(title);\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tresults.push(title);\n\t\t});\n\t}\n\treturn results;\n};\n\n/*\nReverse list\n*/\nexports.reverse = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.unshift(title);\n\t});\n\treturn results;\n};\n\n/*\nFirst entry/entries in list\n*/\nexports.first = function(source,operator,options) {\n\tvar count = $tw.utils.getInt(operator.operand,1),\n\t\tresults = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\treturn results.slice(0,count);\n};\n\n/*\nLast entry/entries in list\n*/\nexports.last = function(source,operator,options) {\n\tvar count = $tw.utils.getInt(operator.operand,1),\n\t\tresults = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\treturn results.slice(-count);\n};\n\n/*\nAll but the first entry/entries of the list\n*/\nexports.rest = function(source,operator,options) {\n\tvar count = $tw.utils.getInt(operator.operand,1),\n\t\tresults = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\treturn results.slice(count);\n};\nexports.butfirst = exports.rest;\nexports.bf = exports.rest;\n\n/*\nAll but the last entry/entries of the list\n*/\nexports.butlast = function(source,operator,options) {\n\tvar count = $tw.utils.getInt(operator.operand,1),\n\t\tresults = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\treturn results.slice(0,-count);\n};\nexports.bl = exports.butlast;\n\n/*\nThe nth member of the list\n*/\nexports.nth = function(source,operator,options) {\n\tvar count = $tw.utils.getInt(operator.operand,1),\n\t\tresults = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\treturn results.slice(count - 1,count);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/lookup.js": {
"title": "$:/core/modules/filters/lookup.js",
"text": "/*\\\ntitle: $:/core/modules/filters/lookup.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator that looks up values via a title prefix\n\n[lookup:<field>[<prefix>]]\n\nPrepends the prefix to the selected items and returns the specified field value\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.lookup = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(options.wiki.getTiddlerText(operator.operand + title) || options.wiki.getTiddlerText(operator.operand + operator.suffix));\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/match.js": {
"title": "$:/core/modules/filters/match.js",
"text": "/*\\\ntitle: $:/core/modules/filters/match.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for checking if a title matches a string\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.match = function(source,operator,options) {\n\tvar results = [],\n\t\tsuffixes = (operator.suffixes || [])[0] || [];\n\tif(suffixes.indexOf(\"caseinsensitive\") !== -1) {\n\t\tif(operator.prefix === \"!\") {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(title.toLowerCase() !== (operator.operand || \"\").toLowerCase()) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(title.toLowerCase() === (operator.operand || \"\").toLowerCase()) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t} else {\n\t\tif(operator.prefix === \"!\") {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(title !== operator.operand) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(title === operator.operand) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/math.js": {
"title": "$:/core/modules/filters/math.js",
"text": "/*\\\ntitle: $:/core/modules/filters/math.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operators for math. Unary/binary operators work on each item in turn, and return a new item list.\n\nSum/product/maxall/minall operate on the entire list, returning a single item.\n\nNote that strings are converted to numbers automatically. Trailing non-digits are ignored.\n\n* \"\" converts to 0\n* \"12kk\" converts to 12\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.negate = makeNumericBinaryOperator(\n\tfunction(a) {return -a}\n);\n\nexports.abs = makeNumericBinaryOperator(\n\tfunction(a) {return Math.abs(a)}\n);\n\nexports.ceil = makeNumericBinaryOperator(\n\tfunction(a) {return Math.ceil(a)}\n);\n\nexports.floor = makeNumericBinaryOperator(\n\tfunction(a) {return Math.floor(a)}\n);\n\nexports.round = makeNumericBinaryOperator(\n\tfunction(a) {return Math.round(a)}\n);\n\nexports.trunc = makeNumericBinaryOperator(\n\tfunction(a) {return Math.trunc(a)}\n);\n\nexports.untrunc = makeNumericBinaryOperator(\n\tfunction(a) {return Math.ceil(Math.abs(a)) * Math.sign(a)}\n);\n\nexports.sign = makeNumericBinaryOperator(\n\tfunction(a) {return Math.sign(a)}\n);\n\nexports.add = makeNumericBinaryOperator(\n\tfunction(a,b) {return a + b;}\n);\n\nexports.subtract = makeNumericBinaryOperator(\n\tfunction(a,b) {return a - b;}\n);\n\nexports.multiply = makeNumericBinaryOperator(\n\tfunction(a,b) {return a * b;}\n);\n\nexports.divide = makeNumericBinaryOperator(\n\tfunction(a,b) {return a / b;}\n);\n\nexports.remainder = makeNumericBinaryOperator(\n\tfunction(a,b) {return a % b;}\n);\n\nexports.max = makeNumericBinaryOperator(\n\tfunction(a,b) {return Math.max(a,b);}\n);\n\nexports.min = makeNumericBinaryOperator(\n\tfunction(a,b) {return Math.min(a,b);}\n);\n\nexports.fixed = makeNumericBinaryOperator(\n\tfunction(a,b) {return Number.prototype.toFixed.call(a,Math.min(Math.max(b,0),100));}\n);\n\nexports.precision = makeNumericBinaryOperator(\n\tfunction(a,b) {return Number.prototype.toPrecision.call(a,Math.min(Math.max(b,1),100));}\n);\n\nexports.exponential = makeNumericBinaryOperator(\n\tfunction(a,b) {return Number.prototype.toExponential.call(a,Math.min(Math.max(b,0),100));}\n);\n\nexports.sum = makeNumericReducingOperator(\n\tfunction(accumulator,value) {return accumulator + value},\n\t0 // Initial value\n);\n\nexports.product = makeNumericReducingOperator(\n\tfunction(accumulator,value) {return accumulator * value},\n\t1 // Initial value\n);\n\nexports.maxall = makeNumericReducingOperator(\n\tfunction(accumulator,value) {return Math.max(accumulator,value)},\n\t-Infinity // Initial value\n);\n\nexports.minall = makeNumericReducingOperator(\n\tfunction(accumulator,value) {return Math.min(accumulator,value)},\n\tInfinity // Initial value\n);\n\nfunction makeNumericBinaryOperator(fnCalc) {\n\treturn function(source,operator,options) {\n\t\tvar result = [],\n\t\t\tnumOperand = parseNumber(operator.operand);\n\t\tsource(function(tiddler,title) {\n\t\t\tresult.push(stringifyNumber(fnCalc(parseNumber(title),numOperand)));\n\t\t});\n\t\treturn result;\n\t};\n}\n\nfunction makeNumericReducingOperator(fnCalc,initialValue) {\n\tinitialValue = initialValue || 0;\n\treturn function(source,operator,options) {\n\t\tvar result = [];\n\t\tsource(function(tiddler,title) {\n\t\t\tresult.push(title);\n\t\t});\n\t\treturn [stringifyNumber(result.reduce(function(accumulator,currentValue) {\n\t\t\treturn fnCalc(accumulator,parseNumber(currentValue));\n\t\t},initialValue))];\n\t};\n}\n\nfunction parseNumber(str) {\n\treturn parseFloat(str) || 0;\n}\n\nfunction stringifyNumber(num) {\n\treturn num + \"\";\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/minlength.js": {
"title": "$:/core/modules/filters/minlength.js",
"text": "/*\\\ntitle: $:/core/modules/filters/minlength.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for filtering out titles that don't meet the minimum length in the operand\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.minlength = function(source,operator,options) {\n\tvar results = [],\n\t\tminLength = parseInt(operator.operand || \"\",10) || 0;\n\tsource(function(tiddler,title) {\n\t\tif(title.length >= minLength) {\n\t\t\tresults.push(title);\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/modules.js": {
"title": "$:/core/modules/filters/modules.js",
"text": "/*\\\ntitle: $:/core/modules/filters/modules.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the titles of the modules of a given type in this wiki\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.modules = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\t$tw.utils.each($tw.modules.types[title],function(moduleInfo,moduleName) {\n\t\t\tresults.push(moduleName);\n\t\t});\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/moduletypes.js": {
"title": "$:/core/modules/filters/moduletypes.js",
"text": "/*\\\ntitle: $:/core/modules/filters/moduletypes.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the module types in this wiki\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.moduletypes = function(source,operator,options) {\n\tvar results = [];\n\t$tw.utils.each($tw.modules.types,function(moduleInfo,type) {\n\t\tresults.push(type);\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/next.js": {
"title": "$:/core/modules/filters/next.js",
"text": "/*\\\ntitle: $:/core/modules/filters/next.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning the tiddler whose title occurs next in the list supplied in the operand tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.next = function(source,operator,options) {\n\tvar results = [],\n\t\tlist = options.wiki.getTiddlerList(operator.operand);\n\tsource(function(tiddler,title) {\n\t\tvar match = list.indexOf(title);\n\t\t// increment match and then test if result is in range\n\t\tmatch++;\n\t\tif(match > 0 && match < list.length) {\n\t\t\tresults.push(list[match]);\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/plugintiddlers.js": {
"title": "$:/core/modules/filters/plugintiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/filters/plugintiddlers.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the titles of the shadow tiddlers within a plugin\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.plugintiddlers = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar pluginInfo = options.wiki.getPluginInfo(title) || options.wiki.getTiddlerDataCached(title,{tiddlers:[]});\n\t\tif(pluginInfo && pluginInfo.tiddlers) {\n\t\t\t$tw.utils.each(pluginInfo.tiddlers,function(fields,title) {\n\t\t\t\tresults.push(title);\n\t\t\t});\n\t\t}\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/prefix.js": {
"title": "$:/core/modules/filters/prefix.js",
"text": "/*\\\ntitle: $:/core/modules/filters/prefix.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for checking if a title starts with a prefix\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.prefix = function(source,operator,options) {\n\tvar results = [];\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title.substr(0,operator.operand.length) !== operator.operand) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title.substr(0,operator.operand.length) === operator.operand) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/previous.js": {
"title": "$:/core/modules/filters/previous.js",
"text": "/*\\\ntitle: $:/core/modules/filters/previous.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning the tiddler whose title occurs immediately prior in the list supplied in the operand tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.previous = function(source,operator,options) {\n\tvar results = [],\n\t\tlist = options.wiki.getTiddlerList(operator.operand);\n\tsource(function(tiddler,title) {\n\t\tvar match = list.indexOf(title);\n\t\t// increment match and then test if result is in range\n\t\tmatch--;\n\t\tif(match >= 0) {\n\t\t\tresults.push(list[match]);\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/range.js": {
"title": "$:/core/modules/filters/range.js",
"text": "/*\\\ntitle: $:/core/modules/filters/range.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for generating a numeric range.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.range = function(source,operator,options) {\n\tvar results = [];\n\t// Split the operand into numbers delimited by these symbols\n\tvar parts = operator.operand.split(/[,:;]/g),\n\t\tbeg, end, inc, i, fixed = 0;\n\tfor (i=0; i<parts.length; i++) {\n\t\t// Validate real number\n\t\tif(!/^\\s*[+-]?((\\d+(\\.\\d*)?)|(\\.\\d+))\\s*$/.test(parts[i])) {\n\t\t\treturn [\"range: bad number \\\"\" + parts[i] + \"\\\"\"];\n\t\t}\n\t\t// Count digits; the most precise number determines decimal places in output.\n\t\tvar frac = /\\.\\d+/.exec(parts[i]);\n\t\tif(frac) {\n\t\t\tfixed = Math.max(fixed,frac[0].length-1);\n\t\t}\n\t\tparts[i] = parseFloat(parts[i]);\n\t}\n\tswitch(parts.length) {\n\t\tcase 1:\n\t\t\tend = parts[0];\n\t\t\tif (end >= 1) {\n\t\t\t\tbeg = 1;\n\t\t\t}\n\t\t\telse if (end <= -1) {\n\t\t\t\tbeg = -1;\n\t\t\t}\n\t\t\telse {\n\t\t\t\treturn [];\n\t\t\t}\n\t\t\tinc = 1;\n\t\t\tbreak;\n\t\tcase 2:\n\t\t\tbeg = parts[0];\n\t\t\tend = parts[1];\n\t\t\tinc = 1;\n\t\t\tbreak;\n\t\tcase 3:\n\t\t\tbeg = parts[0];\n\t\t\tend = parts[1];\n\t\t\tinc = Math.abs(parts[2]);\n\t\t\tbreak;\n\t}\n\tif(inc === 0) {\n\t\treturn [\"range: increment 0 causes infinite loop\"];\n\t}\n\t// May need to count backwards\n\tvar direction = ((end < beg) ? -1 : 1);\n\tinc *= direction;\n\t// Estimate number of resulting elements\n\tif((end - beg) / inc > 10000) {\n\t\treturn [\"range: too many steps (over 10K)\"];\n\t}\n\t// Avoid rounding error on last step\n\tend += direction * 0.5 * Math.pow(0.1,fixed);\n\tvar safety = 10010;\n\t// Enumerate the range\n\tif (end<beg) {\n\t\tfor(i=beg; i>end; i+=inc) {\n\t\t\tresults.push(i.toFixed(fixed));\n\t\t\tif(--safety<0) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tfor(i=beg; i<end; i+=inc) {\n\t\t\tresults.push(i.toFixed(fixed));\n\t\t\tif(--safety<0) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\tif(safety<0) {\n\t\treturn [\"range: unexpectedly large output\"];\n\t}\n\t// Reverse?\n\tif(operator.prefix === \"!\") {\n\t\tresults.reverse();\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/regexp.js": {
"title": "$:/core/modules/filters/regexp.js",
"text": "/*\\\ntitle: $:/core/modules/filters/regexp.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for regexp matching\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.regexp = function(source,operator,options) {\n\tvar results = [],\n\t\tfieldname = (operator.suffix || \"title\").toLowerCase(),\n\t\tregexpString, regexp, flags = \"\", match,\n\t\tgetFieldString = function(tiddler,title) {\n\t\t\tif(tiddler) {\n\t\t\t\treturn tiddler.getFieldString(fieldname);\n\t\t\t} else if(fieldname === \"title\") {\n\t\t\t\treturn title;\n\t\t\t} else {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t};\n\t// Process flags and construct regexp\n\tregexpString = operator.operand;\n\tmatch = /^\\(\\?([gim]+)\\)/.exec(regexpString);\n\tif(match) {\n\t\tflags = match[1];\n\t\tregexpString = regexpString.substr(match[0].length);\n\t} else {\n\t\tmatch = /\\(\\?([gim]+)\\)$/.exec(regexpString);\n\t\tif(match) {\n\t\t\tflags = match[1];\n\t\t\tregexpString = regexpString.substr(0,regexpString.length - match[0].length);\n\t\t}\n\t}\n\ttry {\n\t\tregexp = new RegExp(regexpString,flags);\n\t} catch(e) {\n\t\treturn [\"\" + e];\n\t}\n\t// Process the incoming tiddlers\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tvar text = getFieldString(tiddler,title);\n\t\t\tif(text !== null) {\n\t\t\t\tif(!regexp.exec(text)) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tvar text = getFieldString(tiddler,title);\n\t\t\tif(text !== null) {\n\t\t\t\tif(!!regexp.exec(text)) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/removeprefix.js": {
"title": "$:/core/modules/filters/removeprefix.js",
"text": "/*\\\ntitle: $:/core/modules/filters/removeprefix.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for removing a prefix from each title in the list. Titles that do not start with the prefix are removed.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.removeprefix = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tif(title.substr(0,operator.operand.length) === operator.operand) {\n\t\t\tresults.push(title.substr(operator.operand.length));\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/removesuffix.js": {
"title": "$:/core/modules/filters/removesuffix.js",
"text": "/*\\\ntitle: $:/core/modules/filters/removesuffix.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for removing a suffix from each title in the list. Titles that do not end with the suffix are removed.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.removesuffix = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tif(title && title.substr(-operator.operand.length) === operator.operand) {\n\t\t\tresults.push(title.substr(0,title.length - operator.operand.length));\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/sameday.js": {
"title": "$:/core/modules/filters/sameday.js",
"text": "/*\\\ntitle: $:/core/modules/filters/sameday.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator that selects tiddlers with a modified date field on the same day as the provided value.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.sameday = function(source,operator,options) {\n\tvar results = [],\n\t\tfieldName = operator.suffix || \"modified\",\n\t\ttargetDate = (new Date($tw.utils.parseDate(operator.operand))).setHours(0,0,0,0);\n\t// Function to convert a date/time to a date integer\n\tsource(function(tiddler,title) {\n\t\tif(tiddler) {\n\t\t\tif(tiddler.getFieldDay(fieldName) === targetDate) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/search.js": {
"title": "$:/core/modules/filters/search.js",
"text": "/*\\\ntitle: $:/core/modules/filters/search.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for searching for the text in the operand tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.search = function(source,operator,options) {\n\tvar invert = operator.prefix === \"!\";\n\tif(operator.suffixes) {\n\t\tvar hasFlag = function(flag) {\n\t\t\t\treturn (operator.suffixes[1] || []).indexOf(flag) !== -1;\n\t\t\t},\n\t\t\texcludeFields = false,\n\t\t\tfieldList = operator.suffixes[0] || [],\n\t\t\tfirstField = fieldList[0] || \"\", \n\t\t\tfirstChar = firstField.charAt(0),\n\t\t\tfields;\n\t\tif(firstChar === \"-\") {\n\t\t\tfields = [firstField.slice(1)].concat(fieldList.slice(1));\n\t\t\texcludeFields = true;\n\t\t} else if(fieldList[0] === \"*\"){\n\t\t\tfields = [];\n\t\t\texcludeFields = true;\n\t\t} else {\n\t\t\tfields = fieldList.slice(0);\n\t\t}\n\t\treturn options.wiki.search(operator.operand,{\n\t\t\tsource: source,\n\t\t\tinvert: invert,\n\t\t\tfield: fields,\n\t\t\texcludeField: excludeFields,\n\t\t\tcaseSensitive: hasFlag(\"casesensitive\"),\n\t\t\tliteral: hasFlag(\"literal\"),\n\t\t\twhitespace: hasFlag(\"whitespace\"),\n\t\t\tanchored: hasFlag(\"anchored\"),\n\t\t\tregexp: hasFlag(\"regexp\"),\n\t\t\twords: hasFlag(\"words\")\n\t\t});\n\t} else {\n\t\treturn options.wiki.search(operator.operand,{\n\t\t\tsource: source,\n\t\t\tinvert: invert\n\t\t});\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/shadowsource.js": {
"title": "$:/core/modules/filters/shadowsource.js",
"text": "/*\\\ntitle: $:/core/modules/filters/shadowsource.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the source plugins for shadow tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.shadowsource = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar source = options.wiki.getShadowSource(title);\n\t\tif(source) {\n\t\t\t$tw.utils.pushTop(results,source);\n\t\t}\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/sort.js": {
"title": "$:/core/modules/filters/sort.js",
"text": "/*\\\ntitle: $:/core/modules/filters/sort.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for sorting\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.sort = function(source,operator,options) {\n\tvar results = prepare_results(source);\n\toptions.wiki.sortTiddlers(results,operator.operand || \"title\",operator.prefix === \"!\",false,false);\n\treturn results;\n};\n\nexports.nsort = function(source,operator,options) {\n\tvar results = prepare_results(source);\n\toptions.wiki.sortTiddlers(results,operator.operand || \"title\",operator.prefix === \"!\",false,true);\n\treturn results;\n};\n\nexports.sortan = function(source, operator, options) {\n\tvar results = prepare_results(source);\n\toptions.wiki.sortTiddlers(results, operator.operand || \"title\", operator.prefix === \"!\",false,false,true);\n\treturn results;\n};\n\nexports.sortcs = function(source,operator,options) {\n\tvar results = prepare_results(source);\n\toptions.wiki.sortTiddlers(results,operator.operand || \"title\",operator.prefix === \"!\",true,false);\n\treturn results;\n};\n\nexports.nsortcs = function(source,operator,options) {\n\tvar results = prepare_results(source);\n\toptions.wiki.sortTiddlers(results,operator.operand || \"title\",operator.prefix === \"!\",true,true);\n\treturn results;\n};\n\nvar prepare_results = function (source) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(title);\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/splitbefore.js": {
"title": "$:/core/modules/filters/splitbefore.js",
"text": "/*\\\ntitle: $:/core/modules/filters/splitbefore.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator that splits each result on the first occurance of the specified separator and returns the unique values.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.splitbefore = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar parts = title.split(operator.operand);\n\t\tif(parts.length === 1) {\n\t\t\t$tw.utils.pushTop(results,parts[0]);\n\t\t} else {\n\t\t\t$tw.utils.pushTop(results,parts[0] + operator.operand);\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/storyviews.js": {
"title": "$:/core/modules/filters/storyviews.js",
"text": "/*\\\ntitle: $:/core/modules/filters/storyviews.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the story views in this wiki\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.storyviews = function(source,operator,options) {\n\tvar results = [],\n\t\tstoryviews = {};\n\t$tw.modules.applyMethods(\"storyview\",storyviews);\n\t$tw.utils.each(storyviews,function(info,name) {\n\t\tresults.push(name);\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/strings.js": {
"title": "$:/core/modules/filters/strings.js",
"text": "/*\\\ntitle: $:/core/modules/filters/strings.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operators for strings. Unary/binary operators work on each item in turn, and return a new item list.\n\nSum/product/maxall/minall operate on the entire list, returning a single item.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.length = makeStringBinaryOperator(\n\tfunction(a) {return [\"\" + (\"\" + a).length];}\n);\n\nexports.uppercase = makeStringBinaryOperator(\n\tfunction(a) {return [(\"\" + a).toUpperCase()];}\n);\n\nexports.lowercase = makeStringBinaryOperator(\n\tfunction(a) {return [(\"\" + a).toLowerCase()];}\n);\n\nexports.sentencecase = makeStringBinaryOperator(\n\tfunction(a) {return [$tw.utils.toSentenceCase(a)];}\n);\n\nexports.titlecase = makeStringBinaryOperator(\n\tfunction(a) {return [$tw.utils.toTitleCase(a)];}\n);\n\nexports.trim = makeStringBinaryOperator(\n\tfunction(a) {return [$tw.utils.trim(a)];}\n);\n\nexports.split = makeStringBinaryOperator(\n\tfunction(a,b) {return (\"\" + a).split(b);}\n);\n\nexports.join = makeStringReducingOperator(\n\tfunction(accumulator,value,operand) {\n\t\tif(accumulator === null) {\n\t\t\treturn value;\n\t\t} else {\n\t\t\treturn accumulator + operand + value;\n\t\t}\n\t},null\n);\n\nfunction makeStringBinaryOperator(fnCalc) {\n\treturn function(source,operator,options) {\n\t\tvar result = [];\n\t\tsource(function(tiddler,title) {\n\t\t\tArray.prototype.push.apply(result,fnCalc(title,operator.operand || \"\"));\n\t\t});\n\t\treturn result;\n\t};\n}\n\nfunction makeStringReducingOperator(fnCalc,initialValue) {\n\treturn function(source,operator,options) {\n\t\tvar result = [];\n\t\tsource(function(tiddler,title) {\n\t\t\tresult.push(title);\n\t\t});\n\t\treturn [result.reduce(function(accumulator,currentValue) {\n\t\t\treturn fnCalc(accumulator,currentValue,operator.operand || \"\");\n\t\t},initialValue)];\n\t};\n}\n\nexports.splitregexp = function(source,operator,options) {\n\tvar result = [],\n\t\tsuffix = operator.suffix || \"\",\n\t\tflags = (suffix.indexOf(\"m\") !== -1 ? \"m\" : \"\") + (suffix.indexOf(\"i\") !== -1 ? \"i\" : \"\"),\n\t\tregExp;\n\ttry {\n\t\tregExp = new RegExp(operator.operand || \"\",flags);\t\t\n\t} catch([[ex]]) {\n\t\treturn [\"RegExp error: \" + ex];\n\t}\n\tsource(function(tiddler,title) {\n\t\tArray.prototype.push.apply(result,title.split(regExp));\n\t});\t\t\n\treturn result;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/subfilter.js": {
"title": "$:/core/modules/filters/subfilter.js",
"text": "/*\\\ntitle: $:/core/modules/filters/subfilter.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning its operand evaluated as a filter\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.subfilter = function(source,operator,options) {\n\tvar list = options.wiki.filterTiddlers(operator.operand,options.widget,source);\n\tif(operator.prefix === \"!\") {\n\t\tvar results = [];\n\t\tsource(function(tiddler,title) {\n\t\t\tif(list.indexOf(title) === -1) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t\treturn results;\n\t} else {\n\t\treturn list;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/subtiddlerfields.js": {
"title": "$:/core/modules/filters/subtiddlerfields.js",
"text": "/*\\\ntitle: $:/core/modules/filters/subtiddlerfields.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the fields on the selected subtiddlers of the plugin named in the operand\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.subtiddlerfields = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tvar subtiddler = options.wiki.getSubTiddler(operator.operand,title);\n\t\tif(subtiddler) {\n\t\t\tfor(var fieldName in subtiddler.fields) {\n\t\t\t\t$tw.utils.pushTop(results,fieldName);\n\t\t\t}\n\t\t}\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/suffix.js": {
"title": "$:/core/modules/filters/suffix.js",
"text": "/*\\\ntitle: $:/core/modules/filters/suffix.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for checking if a title ends with a suffix\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.suffix = function(source,operator,options) {\n\tvar results = [];\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title.substr(-operator.operand.length) !== operator.operand) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(title.substr(-operator.operand.length) === operator.operand) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/tag.js": {
"title": "$:/core/modules/filters/tag.js",
"text": "/*\\\ntitle: $:/core/modules/filters/tag.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for checking for the presence of a tag\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tag = function(source,operator,options) {\n\tvar results = [],indexedResults;\n\tif((operator.suffix || \"\").toLowerCase() === \"strict\" && !operator.operand) {\n\t\t// New semantics:\n\t\t// Always return copy of input if operator.operand is missing\n\t\tsource(function(tiddler,title) {\n\t\t\tresults.push(title);\n\t\t});\n\t} else {\n\t\t// Old semantics:\n\t\tvar tiddlers;\n\t\tif(operator.prefix === \"!\") {\n\t\t\t// Returns a copy of the input if operator.operand is missing\n\t\t\ttiddlers = options.wiki.getTiddlersWithTag(operator.operand);\n\t\t\tsource(function(tiddler,title) {\n\t\t\t\tif(tiddlers.indexOf(title) === -1) {\n\t\t\t\t\tresults.push(title);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\t// Returns empty results if operator.operand is missing\n\t\t\tif(source.byTag) {\n\t\t\t\tindexedResults = source.byTag(operator.operand);\n\t\t\t\tif(indexedResults) {\n\t\t\t\t\treturn indexedResults;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttiddlers = options.wiki.getTiddlersWithTag(operator.operand);\n\t\t\t\tsource(function(tiddler,title) {\n\t\t\t\t\tif(tiddlers.indexOf(title) !== -1) {\n\t\t\t\t\t\tresults.push(title);\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t\tresults = options.wiki.sortByList(results,operator.operand);\n\t\t\t}\n\t\t}\t\t\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/tagging.js": {
"title": "$:/core/modules/filters/tagging.js",
"text": "/*\\\ntitle: $:/core/modules/filters/tagging.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning all tiddlers that are tagged with the selected tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tagging = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\t$tw.utils.pushTop(results,options.wiki.getTiddlersWithTag(title));\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/tags.js": {
"title": "$:/core/modules/filters/tags.js",
"text": "/*\\\ntitle: $:/core/modules/filters/tags.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning all the tags of the selected tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.tags = function(source,operator,options) {\n\tvar tags = {};\n\tsource(function(tiddler,title) {\n\t\tvar t, length;\n\t\tif(tiddler && tiddler.fields.tags) {\n\t\t\tfor(t=0, length=tiddler.fields.tags.length; t<length; t++) {\n\t\t\t\ttags[tiddler.fields.tags[t]] = true;\n\t\t\t}\n\t\t}\n\t});\n\treturn Object.keys(tags);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/then.js": {
"title": "$:/core/modules/filters/then.js",
"text": "/*\\\ntitle: $:/core/modules/filters/then.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for replacing any titles with a constant\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.then = function(source,operator,options) {\n\tvar results = [];\n\tsource(function(tiddler,title) {\n\t\tresults.push(operator.operand);\n\t});\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/title.js": {
"title": "$:/core/modules/filters/title.js",
"text": "/*\\\ntitle: $:/core/modules/filters/title.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for comparing title fields for equality\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.title = function(source,operator,options) {\n\tvar results = [];\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler && tiddler.fields.title !== operator.operand) {\n\t\t\t\tresults.push(title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tresults.push(operator.operand);\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/untagged.js": {
"title": "$:/core/modules/filters/untagged.js",
"text": "/*\\\ntitle: $:/core/modules/filters/untagged.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator returning all the selected tiddlers that are untagged\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.untagged = function(source,operator,options) {\n\tvar results = [];\n\tif(operator.prefix === \"!\") {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(tiddler && $tw.utils.isArray(tiddler.fields.tags) && tiddler.fields.tags.length > 0) {\n\t\t\t\t$tw.utils.pushTop(results,title);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tsource(function(tiddler,title) {\n\t\t\tif(!tiddler || !tiddler.hasField(\"tags\") || ($tw.utils.isArray(tiddler.fields.tags) && tiddler.fields.tags.length === 0)) {\n\t\t\t\t$tw.utils.pushTop(results,title);\n\t\t\t}\n\t\t});\n\t}\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/variables.js": {
"title": "$:/core/modules/filters/variables.js",
"text": "/*\\\ntitle: $:/core/modules/filters/variables.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the active variables\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.variables = function(source,operator,options) {\n\tvar names = [];\n\tfor(var variable in options.widget.variables) {\n\t\tnames.push(variable);\n\t}\n\treturn names.sort();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/wikiparserrules.js": {
"title": "$:/core/modules/filters/wikiparserrules.js",
"text": "/*\\\ntitle: $:/core/modules/filters/wikiparserrules.js\ntype: application/javascript\nmodule-type: filteroperator\n\nFilter operator for returning the names of the wiki parser rules in this wiki\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nExport our filter function\n*/\nexports.wikiparserrules = function(source,operator,options) {\n\tvar results = [],\n\t\toperand = operator.operand;\n\t$tw.utils.each($tw.modules.types.wikirule,function(mod) {\n\t\tvar exp = mod.exports;\n\t\tif(!operand || exp.types[operand]) {\n\t\t\tresults.push(exp.name);\n\t\t}\n\t});\n\tresults.sort();\n\treturn results;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters/x-listops.js": {
"title": "$:/core/modules/filters/x-listops.js",
"text": "/*\\\ntitle: $:/core/modules/filters/x-listops.js\ntype: application/javascript\nmodule-type: filteroperator\n\nExtended filter operators to manipulate the current list.\n\n\\*/\n(function () {\n\n /*jslint node: true, browser: true */\n /*global $tw: false */\n \"use strict\";\n\n /*\n Fetch titles from the current list\n */\n var prepare_results = function (source) {\n var results = [];\n source(function (tiddler, title) {\n results.push(title);\n });\n return results;\n };\n\n /*\n Moves a number of items from the tail of the current list before the item named in the operand\n */\n exports.putbefore = function (source, operator) {\n var results = prepare_results(source),\n index = results.indexOf(operator.operand),\n count = $tw.utils.getInt(operator.suffix,1);\n return (index === -1) ?\n results.slice(0, -1) :\n results.slice(0, index).concat(results.slice(-count)).concat(results.slice(index, -count));\n };\n\n /*\n Moves a number of items from the tail of the current list after the item named in the operand\n */\n exports.putafter = function (source, operator) {\n var results = prepare_results(source),\n index = results.indexOf(operator.operand),\n count = $tw.utils.getInt(operator.suffix,1);\n return (index === -1) ?\n results.slice(0, -1) :\n results.slice(0, index + 1).concat(results.slice(-count)).concat(results.slice(index + 1, -count));\n };\n\n /*\n Replaces the item named in the operand with a number of items from the tail of the current list\n */\n exports.replace = function (source, operator) {\n var results = prepare_results(source),\n index = results.indexOf(operator.operand),\n count = $tw.utils.getInt(operator.suffix,1);\n return (index === -1) ?\n results.slice(0, -count) :\n results.slice(0, index).concat(results.slice(-count)).concat(results.slice(index + 1, -count));\n };\n\n /*\n Moves a number of items from the tail of the current list to the head of the list\n */\n exports.putfirst = function (source, operator) {\n var results = prepare_results(source),\n count = $tw.utils.getInt(operator.suffix,1);\n return results.slice(-count).concat(results.slice(0, -count));\n };\n\n /*\n Moves a number of items from the head of the current list to the tail of the list\n */\n exports.putlast = function (source, operator) {\n var results = prepare_results(source),\n count = $tw.utils.getInt(operator.suffix,1);\n return results.slice(count).concat(results.slice(0, count));\n };\n\n /*\n Moves the item named in the operand a number of places forward or backward in the list\n */\n exports.move = function (source, operator) {\n var results = prepare_results(source),\n index = results.indexOf(operator.operand),\n count = $tw.utils.getInt(operator.suffix,1),\n marker = results.splice(index, 1),\n offset = (index + count) > 0 ? index + count : 0;\n return results.slice(0, offset).concat(marker).concat(results.slice(offset));\n };\n\n /*\n Returns the items from the current list that are after the item named in the operand\n */\n exports.allafter = function (source, operator) {\n var results = prepare_results(source),\n index = results.indexOf(operator.operand);\n return (index === -1) ? [] :\n (operator.suffix) ? results.slice(index) :\n results.slice(index + 1);\n };\n\n /*\n Returns the items from the current list that are before the item named in the operand\n */\n exports.allbefore = function (source, operator) {\n var results = prepare_results(source),\n index = results.indexOf(operator.operand);\n return (index === -1) ? [] :\n (operator.suffix) ? results.slice(0, index + 1) :\n results.slice(0, index);\n };\n\n /*\n Appends the items listed in the operand array to the tail of the current list\n */\n exports.append = function (source, operator) {\n var append = $tw.utils.parseStringArray(operator.operand, \"true\"),\n results = prepare_results(source),\n count = parseInt(operator.suffix) || append.length;\n return (append.length === 0) ? results :\n (operator.prefix) ? results.concat(append.slice(-count)) :\n results.concat(append.slice(0, count));\n };\n\n /*\n Prepends the items listed in the operand array to the head of the current list\n */\n exports.prepend = function (source, operator) {\n var prepend = $tw.utils.parseStringArray(operator.operand, \"true\"),\n results = prepare_results(source),\n count = $tw.utils.getInt(operator.suffix,prepend.length);\n return (prepend.length === 0) ? results :\n (operator.prefix) ? prepend.slice(-count).concat(results) :\n prepend.slice(0, count).concat(results);\n };\n\n /*\n Returns all items from the current list except the items listed in the operand array\n */\n exports.remove = function (source, operator) {\n var array = $tw.utils.parseStringArray(operator.operand, \"true\"),\n results = prepare_results(source),\n count = parseInt(operator.suffix) || array.length,\n p,\n len,\n index;\n len = array.length - 1;\n for (p = 0; p < count; ++p) {\n if (operator.prefix) {\n index = results.indexOf(array[len - p]);\n } else {\n index = results.indexOf(array[p]);\n }\n if (index !== -1) {\n results.splice(index, 1);\n }\n }\n return results;\n };\n\n /*\n Returns all items from the current list sorted in the order of the items in the operand array\n */\n exports.sortby = function (source, operator) {\n var results = prepare_results(source);\n if (!results || results.length < 2) {\n return results;\n }\n var lookup = $tw.utils.parseStringArray(operator.operand, \"true\");\n results.sort(function (a, b) {\n return lookup.indexOf(a) - lookup.indexOf(b);\n });\n return results;\n };\n\n /*\n Removes all duplicate items from the current list\n */\n exports.unique = function (source, operator) {\n var results = prepare_results(source);\n var set = results.reduce(function (a, b) {\n if (a.indexOf(b) < 0) {\n a.push(b);\n }\n return a;\n }, []);\n return set;\n };\n})();\n",
"type": "application/javascript",
"module-type": "filteroperator"
},
"$:/core/modules/filters.js": {
"title": "$:/core/modules/filters.js",
"text": "/*\\\ntitle: $:/core/modules/filters.js\ntype: application/javascript\nmodule-type: wikimethod\n\nAdds tiddler filtering methods to the $tw.Wiki object.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nParses an operation (i.e. a run) within a filter string\n\toperators: Array of array of operator nodes into which results should be inserted\n\tfilterString: filter string\n\tp: start position within the string\nReturns the new start position, after the parsed operation\n*/\nfunction parseFilterOperation(operators,filterString,p) {\n\tvar nextBracketPos, operator;\n\t// Skip the starting square bracket\n\tif(filterString.charAt(p++) !== \"[\") {\n\t\tthrow \"Missing [ in filter expression\";\n\t}\n\t// Process each operator in turn\n\tdo {\n\t\toperator = {};\n\t\t// Check for an operator prefix\n\t\tif(filterString.charAt(p) === \"!\") {\n\t\t\toperator.prefix = filterString.charAt(p++);\n\t\t}\n\t\t// Get the operator name\n\t\tnextBracketPos = filterString.substring(p).search(/[\\[\\{<\\/]/);\n\t\tif(nextBracketPos === -1) {\n\t\t\tthrow \"Missing [ in filter expression\";\n\t\t}\n\t\tnextBracketPos += p;\n\t\tvar bracket = filterString.charAt(nextBracketPos);\n\t\toperator.operator = filterString.substring(p,nextBracketPos);\n\t\t// Any suffix?\n\t\tvar colon = operator.operator.indexOf(':');\n\t\tif(colon > -1) {\n\t\t\t// The raw suffix for older filters\n\t\t\toperator.suffix = operator.operator.substring(colon + 1);\n\t\t\toperator.operator = operator.operator.substring(0,colon) || \"field\";\n\t\t\t// The processed suffix for newer filters\n\t\t\toperator.suffixes = [];\n\t\t\t$tw.utils.each(operator.suffix.split(\":\"),function(subsuffix) {\n\t\t\t\toperator.suffixes.push([]);\n\t\t\t\t$tw.utils.each(subsuffix.split(\",\"),function(entry) {\n\t\t\t\t\tentry = $tw.utils.trim(entry);\n\t\t\t\t\tif(entry) {\n\t\t\t\t\t\toperator.suffixes[operator.suffixes.length - 1].push(entry); \n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t});\n\t\t}\n\t\t// Empty operator means: title\n\t\telse if(operator.operator === \"\") {\n\t\t\toperator.operator = \"title\";\n\t\t}\n\n\t\tp = nextBracketPos + 1;\n\t\tswitch (bracket) {\n\t\t\tcase \"{\": // Curly brackets\n\t\t\t\toperator.indirect = true;\n\t\t\t\tnextBracketPos = filterString.indexOf(\"}\",p);\n\t\t\t\tbreak;\n\t\t\tcase \"[\": // Square brackets\n\t\t\t\tnextBracketPos = filterString.indexOf(\"]\",p);\n\t\t\t\tbreak;\n\t\t\tcase \"<\": // Angle brackets\n\t\t\t\toperator.variable = true;\n\t\t\t\tnextBracketPos = filterString.indexOf(\">\",p);\n\t\t\t\tbreak;\n\t\t\tcase \"/\": // regexp brackets\n\t\t\t\tvar rex = /^((?:[^\\\\\\/]*|\\\\.)*)\\/(?:\\(([mygi]+)\\))?/g,\n\t\t\t\t\trexMatch = rex.exec(filterString.substring(p));\n\t\t\t\tif(rexMatch) {\n\t\t\t\t\toperator.regexp = new RegExp(rexMatch[1], rexMatch[2]);\n// DEPRECATION WARNING\nconsole.log(\"WARNING: Filter\",operator.operator,\"has a deprecated regexp operand\",operator.regexp);\n\t\t\t\t\tnextBracketPos = p + rex.lastIndex - 1;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tthrow \"Unterminated regular expression in filter expression\";\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\n\t\tif(nextBracketPos === -1) {\n\t\t\tthrow \"Missing closing bracket in filter expression\";\n\t\t}\n\t\tif(!operator.regexp) {\n\t\t\toperator.operand = filterString.substring(p,nextBracketPos);\n\t\t}\n\t\tp = nextBracketPos + 1;\n\n\t\t// Push this operator\n\t\toperators.push(operator);\n\t} while(filterString.charAt(p) !== \"]\");\n\t// Skip the ending square bracket\n\tif(filterString.charAt(p++) !== \"]\") {\n\t\tthrow \"Missing ] in filter expression\";\n\t}\n\t// Return the parsing position\n\treturn p;\n}\n\n/*\nParse a filter string\n*/\nexports.parseFilter = function(filterString) {\n\tfilterString = filterString || \"\";\n\tvar results = [], // Array of arrays of operator nodes {operator:,operand:}\n\t\tp = 0, // Current position in the filter string\n\t\tmatch;\n\tvar whitespaceRegExp = /(\\s+)/mg,\n\t\toperandRegExp = /((?:\\+|\\-|~|=)?)(?:(\\[)|(?:\"([^\"]*)\")|(?:'([^']*)')|([^\\s\\[\\]]+))/mg;\n\twhile(p < filterString.length) {\n\t\t// Skip any whitespace\n\t\twhitespaceRegExp.lastIndex = p;\n\t\tmatch = whitespaceRegExp.exec(filterString);\n\t\tif(match && match.index === p) {\n\t\t\tp = p + match[0].length;\n\t\t}\n\t\t// Match the start of the operation\n\t\tif(p < filterString.length) {\n\t\t\toperandRegExp.lastIndex = p;\n\t\t\tmatch = operandRegExp.exec(filterString);\n\t\t\tif(!match || match.index !== p) {\n\t\t\t\tthrow $tw.language.getString(\"Error/FilterSyntax\");\n\t\t\t}\n\t\t\tvar operation = {\n\t\t\t\tprefix: \"\",\n\t\t\t\toperators: []\n\t\t\t};\n\t\t\tif(match[1]) {\n\t\t\t\toperation.prefix = match[1];\n\t\t\t\tp++;\n\t\t\t}\n\t\t\tif(match[2]) { // Opening square bracket\n\t\t\t\tp = parseFilterOperation(operation.operators,filterString,p);\n\t\t\t} else {\n\t\t\t\tp = match.index + match[0].length;\n\t\t\t}\n\t\t\tif(match[3] || match[4] || match[5]) { // Double quoted string, single quoted string or unquoted title\n\t\t\t\toperation.operators.push(\n\t\t\t\t\t{operator: \"title\", operand: match[3] || match[4] || match[5]}\n\t\t\t\t);\n\t\t\t}\n\t\t\tresults.push(operation);\n\t\t}\n\t}\n\treturn results;\n};\n\nexports.getFilterOperators = function() {\n\tif(!this.filterOperators) {\n\t\t$tw.Wiki.prototype.filterOperators = {};\n\t\t$tw.modules.applyMethods(\"filteroperator\",this.filterOperators);\n\t}\n\treturn this.filterOperators;\n};\n\nexports.filterTiddlers = function(filterString,widget,source) {\n\tvar fn = this.compileFilter(filterString);\n\treturn fn.call(this,source,widget);\n};\n\n/*\nCompile a filter into a function with the signature fn(source,widget) where:\nsource: an iterator function for the source tiddlers, called source(iterator), where iterator is called as iterator(tiddler,title)\nwidget: an optional widget node for retrieving the current tiddler etc.\n*/\nexports.compileFilter = function(filterString) {\n\tvar filterParseTree;\n\ttry {\n\t\tfilterParseTree = this.parseFilter(filterString);\n\t} catch(e) {\n\t\treturn function(source,widget) {\n\t\t\treturn [$tw.language.getString(\"Error/Filter\") + \": \" + e];\n\t\t};\n\t}\n\t// Get the hashmap of filter operator functions\n\tvar filterOperators = this.getFilterOperators();\n\t// Assemble array of functions, one for each operation\n\tvar operationFunctions = [];\n\t// Step through the operations\n\tvar self = this;\n\t$tw.utils.each(filterParseTree,function(operation) {\n\t\t// Create a function for the chain of operators in the operation\n\t\tvar operationSubFunction = function(source,widget) {\n\t\t\tvar accumulator = source,\n\t\t\t\tresults = [],\n\t\t\t\tcurrTiddlerTitle = widget && widget.getVariable(\"currentTiddler\");\n\t\t\t$tw.utils.each(operation.operators,function(operator) {\n\t\t\t\tvar operand = operator.operand,\n\t\t\t\t\toperatorFunction;\n\t\t\t\tif(!operator.operator) {\n\t\t\t\t\toperatorFunction = filterOperators.title;\n\t\t\t\t} else if(!filterOperators[operator.operator]) {\n\t\t\t\t\toperatorFunction = filterOperators.field;\n\t\t\t\t} else {\n\t\t\t\t\toperatorFunction = filterOperators[operator.operator];\n\t\t\t\t}\n\t\t\t\tif(operator.indirect) {\n\t\t\t\t\toperand = self.getTextReference(operator.operand,\"\",currTiddlerTitle);\n\t\t\t\t}\n\t\t\t\tif(operator.variable) {\n\t\t\t\t\toperand = widget.getVariable(operator.operand,{defaultValue: \"\"});\n\t\t\t\t}\n\t\t\t\t// Invoke the appropriate filteroperator module\n\t\t\t\tresults = operatorFunction(accumulator,{\n\t\t\t\t\t\t\toperator: operator.operator,\n\t\t\t\t\t\t\toperand: operand,\n\t\t\t\t\t\t\tprefix: operator.prefix,\n\t\t\t\t\t\t\tsuffix: operator.suffix,\n\t\t\t\t\t\t\tsuffixes: operator.suffixes,\n\t\t\t\t\t\t\tregexp: operator.regexp\n\t\t\t\t\t\t},{\n\t\t\t\t\t\t\twiki: self,\n\t\t\t\t\t\t\twidget: widget\n\t\t\t\t\t\t});\n\t\t\t\tif($tw.utils.isArray(results)) {\n\t\t\t\t\taccumulator = self.makeTiddlerIterator(results);\n\t\t\t\t} else {\n\t\t\t\t\taccumulator = results;\n\t\t\t\t}\n\t\t\t});\n\t\t\tif($tw.utils.isArray(results)) {\n\t\t\t\treturn results;\n\t\t\t} else {\n\t\t\t\tvar resultArray = [];\n\t\t\t\tresults(function(tiddler,title) {\n\t\t\t\t\tresultArray.push(title);\n\t\t\t\t});\n\t\t\t\treturn resultArray;\n\t\t\t}\n\t\t};\n\t\t// Wrap the operator functions in a wrapper function that depends on the prefix\n\t\toperationFunctions.push((function() {\n\t\t\tswitch(operation.prefix || \"\") {\n\t\t\t\tcase \"\": // No prefix means that the operation is unioned into the result\n\t\t\t\t\treturn function(results,source,widget) {\n\t\t\t\t\t\t$tw.utils.pushTop(results,operationSubFunction(source,widget));\n\t\t\t\t\t};\n\t\t\t\tcase \"=\": // The results of the operation are pushed into the result without deduplication\n\t\t\t\t\treturn function(results,source,widget) {\n\t\t\t\t\t\tArray.prototype.push.apply(results,operationSubFunction(source,widget));\n\t\t\t\t\t};\n\t\t\t\tcase \"-\": // The results of this operation are removed from the main result\n\t\t\t\t\treturn function(results,source,widget) {\n\t\t\t\t\t\t$tw.utils.removeArrayEntries(results,operationSubFunction(source,widget));\n\t\t\t\t\t};\n\t\t\t\tcase \"+\": // This operation is applied to the main results so far\n\t\t\t\t\treturn function(results,source,widget) {\n\t\t\t\t\t\t// This replaces all the elements of the array, but keeps the actual array so that references to it are preserved\n\t\t\t\t\t\tsource = self.makeTiddlerIterator(results);\n\t\t\t\t\t\tresults.splice(0,results.length);\n\t\t\t\t\t\t$tw.utils.pushTop(results,operationSubFunction(source,widget));\n\t\t\t\t\t};\n\t\t\t\tcase \"~\": // This operation is unioned into the result only if the main result so far is empty\n\t\t\t\t\treturn function(results,source,widget) {\n\t\t\t\t\t\tif(results.length === 0) {\n\t\t\t\t\t\t\t// Main result so far is empty\n\t\t\t\t\t\t\t$tw.utils.pushTop(results,operationSubFunction(source,widget));\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t}\n\t\t})());\n\t});\n\t// Return a function that applies the operations to a source iterator of tiddler titles\n\treturn $tw.perf.measure(\"filter: \" + filterString,function filterFunction(source,widget) {\n\t\tif(!source) {\n\t\t\tsource = self.each;\n\t\t} else if(typeof source === \"object\") { // Array or hashmap\n\t\t\tsource = self.makeTiddlerIterator(source);\n\t\t}\n\t\tvar results = [];\n\t\t$tw.utils.each(operationFunctions,function(operationFunction) {\n\t\t\toperationFunction(results,source,widget);\n\t\t});\n\t\treturn results;\n\t});\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikimethod"
},
"$:/core/modules/indexers/field-indexer.js": {
"title": "$:/core/modules/indexers/field-indexer.js",
"text": "/*\\\ntitle: $:/core/modules/indexers/field-indexer.js\ntype: application/javascript\nmodule-type: indexer\n\nIndexes the tiddlers with each field value\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global modules: false */\n\"use strict\";\n\nvar DEFAULT_MAXIMUM_INDEXED_VALUE_LENGTH = 128;\n\nfunction FieldIndexer(wiki) {\n\tthis.wiki = wiki;\n}\n\nFieldIndexer.prototype.init = function() {\n\tthis.index = null;\n\tthis.maxIndexedValueLength = DEFAULT_MAXIMUM_INDEXED_VALUE_LENGTH;\n\tthis.addIndexMethods();\n}\n\n// Provided for testing\nFieldIndexer.prototype.setMaxIndexedValueLength = function(length) {\n\tthis.index = null;\n\tthis.maxIndexedValueLength = length;\n};\n\nFieldIndexer.prototype.addIndexMethods = function() {\n\tvar self = this;\n\tthis.wiki.each.byField = function(name,value) {\n\t\tvar titles = self.wiki.allTitles(),\n\t\t\tlookup = self.lookup(name,value);\n\t\treturn lookup && lookup.filter(function(title) {\n\t\t\treturn titles.indexOf(title) !== -1;\n\t\t});\n\t};\n\tthis.wiki.eachShadow.byField = function(name,value) {\n\t\tvar titles = self.wiki.allShadowTitles(),\n\t\t\tlookup = self.lookup(name,value);\n\t\treturn lookup && lookup.filter(function(title) {\n\t\t\treturn titles.indexOf(title) !== -1;\n\t\t});\n\t};\n\tthis.wiki.eachTiddlerPlusShadows.byField = function(name,value) {\n\t\tvar lookup = self.lookup(name,value);\n\t\treturn lookup ? lookup.slice(0) : null;\n\t};\n\tthis.wiki.eachShadowPlusTiddlers.byField = function(name,value) {\n\t\tvar lookup = self.lookup(name,value);\n\t\treturn lookup ? lookup.slice(0) : null;\n\t};\n};\n\n/*\nTear down and then rebuild the index as if all tiddlers have changed\n*/\nFieldIndexer.prototype.rebuild = function() {\n\t// Invalidate the index so that it will be rebuilt when it is next used\n\tthis.index = null;\n};\n\n/*\nBuild the index for a particular field\n*/\nFieldIndexer.prototype.buildIndexForField = function(name) {\n\tvar self = this;\n\t// Hashmap by field name of hashmap by field value of array of tiddler titles\n\tthis.index = this.index || Object.create(null);\n\tthis.index[name] = Object.create(null);\n\tvar baseIndex = this.index[name];\n\t// Update the index for each tiddler\n\tthis.wiki.eachTiddlerPlusShadows(function(tiddler,title) {\n\t\tif(name in tiddler.fields) {\n\t\t\tvar value = tiddler.getFieldString(name);\n\t\t\t// Skip any values above the maximum length\n\t\t\tif(value.length < self.maxIndexedValueLength) {\n\t\t\t\tbaseIndex[value] = baseIndex[value] || [];\n\t\t\t\tbaseIndex[value].push(title);\n\t\t\t}\n\t\t}\n\t});\n};\n\n/*\nUpdate the index in the light of a tiddler value changing; note that the title must be identical. (Renames are handled as a separate delete and create)\nupdateDescriptor: {old: {tiddler: <tiddler>, shadow: <boolean>, exists: <boolean>},new: {tiddler: <tiddler>, shadow: <boolean>, exists: <boolean>}}\n*/\nFieldIndexer.prototype.update = function(updateDescriptor) {\n\tvar self = this;\n\t// Don't do anything if the index hasn't been built yet\n\tif(this.index === null) {\n\t\treturn;\n\t}\n\t// Remove the old tiddler from the index\n\tif(updateDescriptor.old.tiddler) {\n\t\t$tw.utils.each(this.index,function(indexEntry,name) {\n\t\t\tif(name in updateDescriptor.old.tiddler.fields) {\n\t\t\t\tvar value = updateDescriptor.old.tiddler.getFieldString(name),\n\t\t\t\t\ttiddlerList = indexEntry[value];\n\t\t\t\tif(tiddlerList) {\n\t\t\t\t\tvar index = tiddlerList.indexOf(updateDescriptor.old.tiddler.fields.title);\n\t\t\t\t\tif(index !== -1) {\n\t\t\t\t\t\ttiddlerList.splice(index,1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\t// Add the new tiddler to the index\n\tif(updateDescriptor[\"new\"].tiddler) {\n\t\t$tw.utils.each(this.index,function(indexEntry,name) {\n\t\t\tif(name in updateDescriptor[\"new\"].tiddler.fields) {\n\t\t\t\tvar value = updateDescriptor[\"new\"].tiddler.getFieldString(name);\n\t\t\t\tif(value.length < self.maxIndexedValueLength) {\n\t\t\t\t\tindexEntry[value] = indexEntry[value] || [];\n\t\t\t\t\tindexEntry[value].push(updateDescriptor[\"new\"].tiddler.fields.title);\n\t\t\t\t}\n\t\t\t}\n\t\t});\t\t\n\t}\n};\n\n// Lookup the given field returning a list of tiddler titles\nFieldIndexer.prototype.lookup = function(name,value) {\n\t// Fail the lookup if the value is too long\n\tif(value.length >= this.maxIndexedValueLength) {\n\t\treturn null;\n\t}\n\t// Update the index if it has yet to be built\n\tif(this.index === null || !this.index[name]) {\n\t\tthis.buildIndexForField(name);\n\t}\n\treturn this.index[name][value] || [];\n};\n\nexports.FieldIndexer = FieldIndexer;\n\n})();\n",
"type": "application/javascript",
"module-type": "indexer"
},
"$:/core/modules/indexers/tag-indexer.js": {
"title": "$:/core/modules/indexers/tag-indexer.js",
"text": "/*\\\ntitle: $:/core/modules/indexers/tag-indexer.js\ntype: application/javascript\nmodule-type: indexer\n\nIndexes the tiddlers with each tag\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global modules: false */\n\"use strict\";\n\nfunction TagIndexer(wiki) {\n\tthis.wiki = wiki;\n}\n\nTagIndexer.prototype.init = function() {\n\tthis.subIndexers = [\n\t\tnew TagSubIndexer(this,\"each\"),\n\t\tnew TagSubIndexer(this,\"eachShadow\"),\n\t\tnew TagSubIndexer(this,\"eachTiddlerPlusShadows\"),\n\t\tnew TagSubIndexer(this,\"eachShadowPlusTiddlers\")\n\t];\n\t$tw.utils.each(this.subIndexers,function(subIndexer) {\n\t\tsubIndexer.addIndexMethod();\n\t});\n};\n\nTagIndexer.prototype.rebuild = function() {\n\t$tw.utils.each(this.subIndexers,function(subIndexer) {\n\t\tsubIndexer.rebuild();\n\t});\n};\n\nTagIndexer.prototype.update = function(updateDescriptor) {\n\t$tw.utils.each(this.subIndexers,function(subIndexer) {\n\t\tsubIndexer.update(updateDescriptor);\n\t});\n};\n\nfunction TagSubIndexer(indexer,iteratorMethod) {\n\tthis.indexer = indexer;\n\tthis.iteratorMethod = iteratorMethod;\n\tthis.index = null; // Hashmap of tag title to {isSorted: bool, titles: [array]} or null if not yet initialised\n}\n\nTagSubIndexer.prototype.addIndexMethod = function() {\n\tvar self = this;\n\tthis.indexer.wiki[this.iteratorMethod].byTag = function(tag) {\n\t\treturn self.lookup(tag).slice(0);\n\t};\n};\n\nTagSubIndexer.prototype.rebuild = function() {\n\tvar self = this;\n\t// Hashmap by tag of array of {isSorted:, titles:[]}\n\tthis.index = Object.create(null);\n\t// Add all the tags\n\tthis.indexer.wiki[this.iteratorMethod](function(tiddler,title) {\n\t\t$tw.utils.each(tiddler.fields.tags,function(tag) {\n\t\t\tif(!self.index[tag]) {\n\t\t\t\tself.index[tag] = {isSorted: false, titles: [title]};\n\t\t\t} else {\n\t\t\t\tself.index[tag].titles.push(title);\n\t\t\t}\n\t\t});\t\t\n\t});\n};\n\nTagSubIndexer.prototype.update = function(updateDescriptor) {\n\tthis.index = null;\n};\n\nTagSubIndexer.prototype.lookup = function(tag) {\n\t// Update the index if it has yet to be built\n\tif(this.index === null) {\n\t\tthis.rebuild();\n\t}\n\tvar indexRecord = this.index[tag];\n\tif(indexRecord) {\n\t\tif(!indexRecord.isSorted) {\n\t\t\tif(this.indexer.wiki.sortByList) {\n\t\t\t\tindexRecord.titles = this.indexer.wiki.sortByList(indexRecord.titles,tag);\n\t\t\t}\t\t\t\n\t\t\tindexRecord.isSorted = true;\n\t\t}\n\t\treturn indexRecord.titles;\n\t} else {\n\t\treturn [];\n\t}\n};\n\n\nexports.TagIndexer = TagIndexer;\n\n})();\n",
"type": "application/javascript",
"module-type": "indexer"
},
"$:/core/modules/info/platform.js": {
"title": "$:/core/modules/info/platform.js",
"text": "/*\\\ntitle: $:/core/modules/info/platform.js\ntype: application/javascript\nmodule-type: info\n\nInitialise basic platform $:/info/ tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.getInfoTiddlerFields = function() {\n\tvar mapBoolean = function(value) {return value ? \"yes\" : \"no\";},\n\t\tinfoTiddlerFields = [];\n\t// Basics\n\tinfoTiddlerFields.push({title: \"$:/info/browser\", text: mapBoolean(!!$tw.browser)});\n\tinfoTiddlerFields.push({title: \"$:/info/node\", text: mapBoolean(!!$tw.node)});\n\tif($tw.browser) {\n\t\t// Document location\n\t\tvar setLocationProperty = function(name,value) {\n\t\t\t\tinfoTiddlerFields.push({title: \"$:/info/url/\" + name, text: value});\t\t\t\n\t\t\t},\n\t\t\tlocation = document.location;\n\t\tsetLocationProperty(\"full\", (location.toString()).split(\"#\")[0]);\n\t\tsetLocationProperty(\"host\", location.host);\n\t\tsetLocationProperty(\"hostname\", location.hostname);\n\t\tsetLocationProperty(\"protocol\", location.protocol);\n\t\tsetLocationProperty(\"port\", location.port);\n\t\tsetLocationProperty(\"pathname\", location.pathname);\n\t\tsetLocationProperty(\"search\", location.search);\n\t\tsetLocationProperty(\"origin\", location.origin);\n\t\t// Screen size\n\t\tinfoTiddlerFields.push({title: \"$:/info/browser/screen/width\", text: window.screen.width.toString()});\n\t\tinfoTiddlerFields.push({title: \"$:/info/browser/screen/height\", text: window.screen.height.toString()});\n\t\t// Language\n\t\tinfoTiddlerFields.push({title: \"$:/info/browser/language\", text: navigator.language || \"\"});\n\t}\n\treturn infoTiddlerFields;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "info"
},
"$:/core/modules/keyboard.js": {
"title": "$:/core/modules/keyboard.js",
"text": "/*\\\ntitle: $:/core/modules/keyboard.js\ntype: application/javascript\nmodule-type: global\n\nKeyboard handling utilities\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar namedKeys = {\n\t\"cancel\": 3,\n\t\"help\": 6,\n\t\"backspace\": 8,\n\t\"tab\": 9,\n\t\"clear\": 12,\n\t\"return\": 13,\n\t\"enter\": 13,\n\t\"pause\": 19,\n\t\"escape\": 27,\n\t\"space\": 32,\n\t\"page_up\": 33,\n\t\"page_down\": 34,\n\t\"end\": 35,\n\t\"home\": 36,\n\t\"left\": 37,\n\t\"up\": 38,\n\t\"right\": 39,\n\t\"down\": 40,\n\t\"printscreen\": 44,\n\t\"insert\": 45,\n\t\"delete\": 46,\n\t\"0\": 48,\n\t\"1\": 49,\n\t\"2\": 50,\n\t\"3\": 51,\n\t\"4\": 52,\n\t\"5\": 53,\n\t\"6\": 54,\n\t\"7\": 55,\n\t\"8\": 56,\n\t\"9\": 57,\n\t\"firefoxsemicolon\": 59,\n\t\"firefoxequals\": 61,\n\t\"a\": 65,\n\t\"b\": 66,\n\t\"c\": 67,\n\t\"d\": 68,\n\t\"e\": 69,\n\t\"f\": 70,\n\t\"g\": 71,\n\t\"h\": 72,\n\t\"i\": 73,\n\t\"j\": 74,\n\t\"k\": 75,\n\t\"l\": 76,\n\t\"m\": 77,\n\t\"n\": 78,\n\t\"o\": 79,\n\t\"p\": 80,\n\t\"q\": 81,\n\t\"r\": 82,\n\t\"s\": 83,\n\t\"t\": 84,\n\t\"u\": 85,\n\t\"v\": 86,\n\t\"w\": 87,\n\t\"x\": 88,\n\t\"y\": 89,\n\t\"z\": 90,\n\t\"numpad0\": 96,\n\t\"numpad1\": 97,\n\t\"numpad2\": 98,\n\t\"numpad3\": 99,\n\t\"numpad4\": 100,\n\t\"numpad5\": 101,\n\t\"numpad6\": 102,\n\t\"numpad7\": 103,\n\t\"numpad8\": 104,\n\t\"numpad9\": 105,\n\t\"multiply\": 106,\n\t\"add\": 107,\n\t\"separator\": 108,\n\t\"subtract\": 109,\n\t\"decimal\": 110,\n\t\"divide\": 111,\n\t\"f1\": 112,\n\t\"f2\": 113,\n\t\"f3\": 114,\n\t\"f4\": 115,\n\t\"f5\": 116,\n\t\"f6\": 117,\n\t\"f7\": 118,\n\t\"f8\": 119,\n\t\"f9\": 120,\n\t\"f10\": 121,\n\t\"f11\": 122,\n\t\"f12\": 123,\n\t\"f13\": 124,\n\t\"f14\": 125,\n\t\"f15\": 126,\n\t\"f16\": 127,\n\t\"f17\": 128,\n\t\"f18\": 129,\n\t\"f19\": 130,\n\t\"f20\": 131,\n\t\"f21\": 132,\n\t\"f22\": 133,\n\t\"f23\": 134,\n\t\"f24\": 135,\n\t\"firefoxminus\": 173,\n\t\"semicolon\": 186,\n\t\"equals\": 187,\n\t\"comma\": 188,\n\t\"dash\": 189,\n\t\"period\": 190,\n\t\"slash\": 191,\n\t\"backquote\": 192,\n\t\"openbracket\": 219,\n\t\"backslash\": 220,\n\t\"closebracket\": 221,\n\t\"quote\": 222\n};\n\nfunction KeyboardManager(options) {\n\tvar self = this;\n\toptions = options || \"\";\n\t// Save the named key hashmap\n\tthis.namedKeys = namedKeys;\n\t// Create a reverse mapping of code to keyname\n\tthis.keyNames = [];\n\t$tw.utils.each(namedKeys,function(keyCode,name) {\n\t\tself.keyNames[keyCode] = name.substr(0,1).toUpperCase() + name.substr(1);\n\t});\n\t// Save the platform-specific name of the \"meta\" key\n\tthis.metaKeyName = $tw.platform.isMac ? \"cmd-\" : \"win-\";\n\tthis.shortcutKeysList = [], // Stores the shortcut-key descriptors\n\tthis.shortcutActionList = [], // Stores the corresponding action strings\n\tthis.shortcutParsedList = []; // Stores the parsed key descriptors\n\tthis.lookupNames = [\"shortcuts\"];\n\tthis.lookupNames.push($tw.platform.isMac ? \"shortcuts-mac\" : \"shortcuts-not-mac\")\n\tthis.lookupNames.push($tw.platform.isWindows ? \"shortcuts-windows\" : \"shortcuts-not-windows\");\n\tthis.lookupNames.push($tw.platform.isLinux ? \"shortcuts-linux\" : \"shortcuts-not-linux\");\n\tthis.updateShortcutLists(this.getShortcutTiddlerList());\n\t$tw.wiki.addEventListener(\"change\",function(changes) {\n\t\tself.handleShortcutChanges(changes);\n\t});\n}\n\n/*\nReturn an array of keycodes for the modifier keys ctrl, shift, alt, meta\n*/\nKeyboardManager.prototype.getModifierKeys = function() {\n\treturn [\n\t\t16, // Shift\n\t\t17, // Ctrl\n\t\t18, // Alt\n\t\t20, // CAPS LOCK\n\t\t91, // Meta (left)\n\t\t93, // Meta (right)\n\t\t224 // Meta (Firefox)\n\t]\n};\n\n/*\nParses a key descriptor into the structure:\n{\n\tkeyCode: numeric keycode\n\tshiftKey: boolean\n\taltKey: boolean\n\tctrlKey: boolean\n\tmetaKey: boolean\n}\nKey descriptors have the following format:\n\tctrl+enter\n\tctrl+shift+alt+A\n*/\nKeyboardManager.prototype.parseKeyDescriptor = function(keyDescriptor) {\n\tvar components = keyDescriptor.split(/\\+|\\-/),\n\t\tinfo = {\n\t\t\tkeyCode: 0,\n\t\t\tshiftKey: false,\n\t\t\taltKey: false,\n\t\t\tctrlKey: false,\n\t\t\tmetaKey: false\n\t\t};\n\tfor(var t=0; t<components.length; t++) {\n\t\tvar s = components[t].toLowerCase(),\n\t\t\tc = s.charCodeAt(0);\n\t\t// Look for modifier keys\n\t\tif(s === \"ctrl\") {\n\t\t\tinfo.ctrlKey = true;\n\t\t} else if(s === \"shift\") {\n\t\t\tinfo.shiftKey = true;\n\t\t} else if(s === \"alt\") {\n\t\t\tinfo.altKey = true;\n\t\t} else if(s === \"meta\" || s === \"cmd\" || s === \"win\") {\n\t\t\tinfo.metaKey = true;\n\t\t}\n\t\t// Replace named keys with their code\n\t\tif(this.namedKeys[s]) {\n\t\t\tinfo.keyCode = this.namedKeys[s];\n\t\t}\n\t}\n\tif(info.keyCode) {\n\t\treturn info;\n\t} else {\n\t\treturn null;\n\t}\n};\n\n/*\nParse a list of key descriptors into an array of keyInfo objects. The key descriptors can be passed as an array of strings or a space separated string\n*/\nKeyboardManager.prototype.parseKeyDescriptors = function(keyDescriptors,options) {\n\tvar self = this;\n\toptions = options || {};\n\toptions.stack = options.stack || [];\n\tvar wiki = options.wiki || $tw.wiki;\n\tif(typeof keyDescriptors === \"string\" && keyDescriptors === \"\") {\n\t\treturn [];\n\t}\n\tif(!$tw.utils.isArray(keyDescriptors)) {\n\t\tkeyDescriptors = keyDescriptors.split(\" \");\n\t}\n\tvar result = [];\n\t$tw.utils.each(keyDescriptors,function(keyDescriptor) {\n\t\t// Look for a named shortcut\n\t\tif(keyDescriptor.substr(0,2) === \"((\" && keyDescriptor.substr(-2,2) === \"))\") {\n\t\t\tif(options.stack.indexOf(keyDescriptor) === -1) {\n\t\t\t\toptions.stack.push(keyDescriptor);\n\t\t\t\tvar name = keyDescriptor.substring(2,keyDescriptor.length - 2),\n\t\t\t\t\tlookupName = function(configName) {\n\t\t\t\t\t\tvar keyDescriptors = wiki.getTiddlerText(\"$:/config/\" + configName + \"/\" + name);\n\t\t\t\t\t\tif(keyDescriptors) {\n\t\t\t\t\t\t\tresult.push.apply(result,self.parseKeyDescriptors(keyDescriptors,options));\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t$tw.utils.each(self.lookupNames,function(platformDescriptor) {\n\t\t\t\t\tlookupName(platformDescriptor);\n\t\t\t\t});\n\t\t\t}\n\t\t} else {\n\t\t\tresult.push(self.parseKeyDescriptor(keyDescriptor));\n\t\t}\n\t});\n\treturn result;\n};\n\nKeyboardManager.prototype.getPrintableShortcuts = function(keyInfoArray) {\n\tvar self = this,\n\t\tresult = [];\n\t$tw.utils.each(keyInfoArray,function(keyInfo) {\n\t\tif(keyInfo) {\n\t\t\tresult.push((keyInfo.ctrlKey ? \"ctrl-\" : \"\") + \n\t\t\t\t (keyInfo.shiftKey ? \"shift-\" : \"\") + \n\t\t\t\t (keyInfo.altKey ? \"alt-\" : \"\") + \n\t\t\t\t (keyInfo.metaKey ? self.metaKeyName : \"\") + \n\t\t\t\t (self.keyNames[keyInfo.keyCode]));\n\t\t}\n\t});\n\treturn result;\n}\n\nKeyboardManager.prototype.checkKeyDescriptor = function(event,keyInfo) {\n\treturn keyInfo &&\n\t\t\tevent.keyCode === keyInfo.keyCode && \n\t\t\tevent.shiftKey === keyInfo.shiftKey && \n\t\t\tevent.altKey === keyInfo.altKey && \n\t\t\tevent.ctrlKey === keyInfo.ctrlKey && \n\t\t\tevent.metaKey === keyInfo.metaKey;\n};\n\nKeyboardManager.prototype.checkKeyDescriptors = function(event,keyInfoArray) {\n\tfor(var t=0; t<keyInfoArray.length; t++) {\n\t\tif(this.checkKeyDescriptor(event,keyInfoArray[t])) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n};\n\nKeyboardManager.prototype.getShortcutTiddlerList = function() {\n\treturn $tw.wiki.getTiddlersWithTag(\"$:/tags/KeyboardShortcut\");\n};\n\nKeyboardManager.prototype.updateShortcutLists = function(tiddlerList) {\n\tthis.shortcutTiddlers = tiddlerList;\n\tfor(var i=0; i<tiddlerList.length; i++) {\n\t\tvar title = tiddlerList[i],\n\t\t\ttiddlerFields = $tw.wiki.getTiddler(title).fields;\n\t\tthis.shortcutKeysList[i] = tiddlerFields.key !== undefined ? tiddlerFields.key : undefined;\n\t\tthis.shortcutActionList[i] = tiddlerFields.text;\n\t\tthis.shortcutParsedList[i] = this.shortcutKeysList[i] !== undefined ? this.parseKeyDescriptors(this.shortcutKeysList[i]) : undefined;\n\t}\n};\n\nKeyboardManager.prototype.handleKeydownEvent = function(event) {\n\tvar key, action;\n\tfor(var i=0; i<this.shortcutTiddlers.length; i++) {\n\t\tif(this.shortcutParsedList[i] !== undefined && this.checkKeyDescriptors(event,this.shortcutParsedList[i])) {\n\t\t\tkey = this.shortcutParsedList[i];\n\t\t\taction = this.shortcutActionList[i];\n\t\t}\n\t}\n\tif(key !== undefined) {\n\t\tevent.preventDefault();\n\t\tevent.stopPropagation();\n\t\t$tw.rootWidget.invokeActionString(action,$tw.rootWidget);\n\t\treturn true;\n\t}\n\treturn false;\n};\n\nKeyboardManager.prototype.detectNewShortcuts = function(changedTiddlers) {\n\tvar shortcutConfigTiddlers = [],\n\t\thandled = false;\n\t$tw.utils.each(this.lookupNames,function(platformDescriptor) {\n\t\tvar descriptorString = \"$:/config/\" + platformDescriptor + \"/\";\n\t\tObject.keys(changedTiddlers).forEach(function(configTiddler) {\n\t\t\tvar configString = configTiddler.substr(0, configTiddler.lastIndexOf(\"/\") + 1);\n\t\t\tif(configString === descriptorString) {\n\t\t\t\tshortcutConfigTiddlers.push(configTiddler);\n\t\t\t\thandled = true;\n\t\t\t}\n\t\t});\n\t});\n\tif(handled) {\n\t\treturn $tw.utils.hopArray(changedTiddlers,shortcutConfigTiddlers);\n\t} else {\n\t\treturn false;\n\t}\n};\n\nKeyboardManager.prototype.handleShortcutChanges = function(changedTiddlers) {\n\tvar newList = this.getShortcutTiddlerList();\n\tvar hasChanged = $tw.utils.hopArray(changedTiddlers,this.shortcutTiddlers) ? true :\n\t\t($tw.utils.hopArray(changedTiddlers,newList) ? true :\n\t\t(this.detectNewShortcuts(changedTiddlers))\n\t);\n\t// Re-cache shortcuts if something changed\n\tif(hasChanged) {\n\t\tthis.updateShortcutLists(newList);\n\t}\n};\n\nexports.KeyboardManager = KeyboardManager;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/language.js": {
"title": "$:/core/modules/language.js",
"text": "/*\\\ntitle: $:/core/modules/language.js\ntype: application/javascript\nmodule-type: global\n\nThe $tw.Language() manages translateable strings\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nCreate an instance of the language manager. Options include:\nwiki: wiki from which to retrieve translation tiddlers\n*/\nfunction Language(options) {\n\toptions = options || \"\";\n\tthis.wiki = options.wiki || $tw.wiki;\n}\n\n/*\nReturn a wikified translateable string. The title is automatically prefixed with \"$:/language/\"\nOptions include:\nvariables: optional hashmap of variables to supply to the language wikification\n*/\nLanguage.prototype.getString = function(title,options) {\n\toptions = options || {};\n\ttitle = \"$:/language/\" + title;\n\treturn this.wiki.renderTiddler(\"text/plain\",title,{variables: options.variables});\n};\n\n/*\nReturn a raw, unwikified translateable string. The title is automatically prefixed with \"$:/language/\"\n*/\nLanguage.prototype.getRawString = function(title) {\n\ttitle = \"$:/language/\" + title;\n\treturn this.wiki.getTiddlerText(title);\n};\n\nexports.Language = Language;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/macros/changecount.js": {
"title": "$:/core/modules/macros/changecount.js",
"text": "/*\\\ntitle: $:/core/modules/macros/changecount.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to return the changecount for the current tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"changecount\";\n\nexports.params = [];\n\n/*\nRun the macro\n*/\nexports.run = function() {\n\treturn this.wiki.getChangeCount(this.getVariable(\"currentTiddler\")) + \"\";\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/contrastcolour.js": {
"title": "$:/core/modules/macros/contrastcolour.js",
"text": "/*\\\ntitle: $:/core/modules/macros/contrastcolour.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to choose which of two colours has the highest contrast with a base colour\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"contrastcolour\";\n\nexports.params = [\n\t{name: \"target\"},\n\t{name: \"fallbackTarget\"},\n\t{name: \"colourA\"},\n\t{name: \"colourB\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(target,fallbackTarget,colourA,colourB) {\n\tvar rgbTarget = $tw.utils.parseCSSColor(target) || $tw.utils.parseCSSColor(fallbackTarget);\n\tif(!rgbTarget) {\n\t\treturn colourA;\n\t}\n\tvar rgbColourA = $tw.utils.parseCSSColor(colourA),\n\t\trgbColourB = $tw.utils.parseCSSColor(colourB);\n\tif(rgbColourA && !rgbColourB) {\n\t\treturn rgbColourA;\n\t}\n\tif(rgbColourB && !rgbColourA) {\n\t\treturn rgbColourB;\n\t}\n\tif(!rgbColourA && !rgbColourB) {\n\t\t// If neither colour is readable, return a crude inverse of the target\n\t\treturn [255 - rgbTarget[0],255 - rgbTarget[1],255 - rgbTarget[2],rgbTarget[3]];\n\t}\n\t// Colour brightness formula derived from http://www.w3.org/WAI/ER/WD-AERT/#color-contrast\n\tvar brightnessTarget = rgbTarget[0] * 0.299 + rgbTarget[1] * 0.587 + rgbTarget[2] * 0.114,\n\t\tbrightnessA = rgbColourA[0] * 0.299 + rgbColourA[1] * 0.587 + rgbColourA[2] * 0.114,\n\t\tbrightnessB = rgbColourB[0] * 0.299 + rgbColourB[1] * 0.587 + rgbColourB[2] * 0.114;\n\treturn Math.abs(brightnessTarget - brightnessA) > Math.abs(brightnessTarget - brightnessB) ? colourA : colourB;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/csvtiddlers.js": {
"title": "$:/core/modules/macros/csvtiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/macros/csvtiddlers.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to output tiddlers matching a filter to CSV\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"csvtiddlers\";\n\nexports.params = [\n\t{name: \"filter\"},\n\t{name: \"format\"},\n];\n\n/*\nRun the macro\n*/\nexports.run = function(filter,format) {\n\tvar self = this,\n\t\ttiddlers = this.wiki.filterTiddlers(filter),\n\t\ttiddler,\n\t\tfields = [],\n\t\tt,f;\n\t// Collect all the fields\n\tfor(t=0;t<tiddlers.length; t++) {\n\t\ttiddler = this.wiki.getTiddler(tiddlers[t]);\n\t\tfor(f in tiddler.fields) {\n\t\t\tif(fields.indexOf(f) === -1) {\n\t\t\t\tfields.push(f);\n\t\t\t}\n\t\t}\n\t}\n\t// Sort the fields and bring the standard ones to the front\n\tfields.sort();\n\t\"title text modified modifier created creator\".split(\" \").reverse().forEach(function(value,index) {\n\t\tvar p = fields.indexOf(value);\n\t\tif(p !== -1) {\n\t\t\tfields.splice(p,1);\n\t\t\tfields.unshift(value)\n\t\t}\n\t});\n\t// Output the column headings\n\tvar output = [], row = [];\n\tfields.forEach(function(value) {\n\t\trow.push(quoteAndEscape(value))\n\t});\n\toutput.push(row.join(\",\"));\n\t// Output each tiddler\n\tfor(var t=0;t<tiddlers.length; t++) {\n\t\trow = [];\n\t\ttiddler = this.wiki.getTiddler(tiddlers[t]);\n\t\t\tfor(f=0; f<fields.length; f++) {\n\t\t\t\trow.push(quoteAndEscape(tiddler ? tiddler.getFieldString(fields[f]) || \"\" : \"\"));\n\t\t\t}\n\t\toutput.push(row.join(\",\"));\n\t}\n\treturn output.join(\"\\n\");\n};\n\nfunction quoteAndEscape(value) {\n\treturn \"\\\"\" + value.replace(/\"/mg,\"\\\"\\\"\") + \"\\\"\";\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/displayshortcuts.js": {
"title": "$:/core/modules/macros/displayshortcuts.js",
"text": "/*\\\ntitle: $:/core/modules/macros/displayshortcuts.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to display a list of keyboard shortcuts in human readable form. Notably, it resolves named shortcuts like `((bold))` to the underlying keystrokes.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"displayshortcuts\";\n\nexports.params = [\n\t{name: \"shortcuts\"},\n\t{name: \"prefix\"},\n\t{name: \"separator\"},\n\t{name: \"suffix\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(shortcuts,prefix,separator,suffix) {\n\tvar shortcutArray = $tw.keyboardManager.getPrintableShortcuts($tw.keyboardManager.parseKeyDescriptors(shortcuts,{\n\t\twiki: this.wiki\n\t}));\n\tif(shortcutArray.length > 0) {\n\t\tshortcutArray.sort(function(a,b) {\n\t\t return a.toLowerCase().localeCompare(b.toLowerCase());\n\t\t})\n\t\treturn prefix + shortcutArray.join(separator) + suffix;\n\t} else {\n\t\treturn \"\";\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/jsontiddler.js": {
"title": "$:/core/modules/macros/jsontiddler.js",
"text": "/*\\\ntitle: $:/core/modules/macros/jsontiddler.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to output a single tiddler to JSON\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"jsontiddler\";\n\nexports.params = [\n\t{name: \"title\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(title) {\n\ttitle = title || this.getVariable(\"currentTiddler\");\n\tvar tiddler = !!title && this.wiki.getTiddler(title),\n\t\tfields = new Object();\n\tif(tiddler) {\n\t\tfor(var field in tiddler.fields) {\n\t\t\tfields[field] = tiddler.getFieldString(field);\n\t\t}\n\t}\n\treturn JSON.stringify(fields,null,$tw.config.preferences.jsonSpaces);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/jsontiddlers.js": {
"title": "$:/core/modules/macros/jsontiddlers.js",
"text": "/*\\\ntitle: $:/core/modules/macros/jsontiddlers.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to output tiddlers matching a filter to JSON\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"jsontiddlers\";\n\nexports.params = [\n\t{name: \"filter\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(filter) {\n\treturn this.wiki.getTiddlersAsJson(filter);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/makedatauri.js": {
"title": "$:/core/modules/macros/makedatauri.js",
"text": "/*\\\ntitle: $:/core/modules/macros/makedatauri.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to convert a string of text to a data URI\n\n<<makedatauri text:\"Text to be converted\" type:\"text/vnd.tiddlywiki\">>\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"makedatauri\";\n\nexports.params = [\n\t{name: \"text\"},\n\t{name: \"type\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(text,type) {\n\treturn $tw.utils.makeDataUri(text,type);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/now.js": {
"title": "$:/core/modules/macros/now.js",
"text": "/*\\\ntitle: $:/core/modules/macros/now.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to return a formatted version of the current time\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"now\";\n\nexports.params = [\n\t{name: \"format\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(format) {\n\treturn $tw.utils.formatDateString(new Date(),format || \"0hh:0mm, DDth MMM YYYY\");\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/qualify.js": {
"title": "$:/core/modules/macros/qualify.js",
"text": "/*\\\ntitle: $:/core/modules/macros/qualify.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to qualify a state tiddler title according\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"qualify\";\n\nexports.params = [\n\t{name: \"title\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(title) {\n\treturn title + \"-\" + this.getStateQualifier();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/resolvepath.js": {
"title": "$:/core/modules/macros/resolvepath.js",
"text": "/*\\\ntitle: $:/core/modules/macros/resolvepath.js\ntype: application/javascript\nmodule-type: macro\n\nResolves a relative path for an absolute rootpath.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"resolvepath\";\n\nexports.params = [\n\t{name: \"source\"},\n\t{name: \"root\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(source, root) {\n\treturn $tw.utils.resolvePath(source, root);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/unusedtitle.js": {
"title": "$:/core/modules/macros/unusedtitle.js",
"text": "/*\\\ntitle: $:/core/modules/macros/unusedtitle.js\ntype: application/javascript\nmodule-type: macro\nMacro to return a new title that is unused in the wiki. It can be given a name as a base.\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"unusedtitle\";\n\nexports.params = [\n\t{name: \"baseName\"},\n\t{name: \"options\"}\n];\n\n/*\nRun the macro\n*/\nexports.run = function(baseName, options) {\n\tif(!baseName) {\n\t\tbaseName = $tw.language.getString(\"DefaultNewTiddlerTitle\");\n\t}\n\treturn this.wiki.generateNewTitle(baseName, options);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/macros/version.js": {
"title": "$:/core/modules/macros/version.js",
"text": "/*\\\ntitle: $:/core/modules/macros/version.js\ntype: application/javascript\nmodule-type: macro\n\nMacro to return the TiddlyWiki core version number\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInformation about this macro\n*/\n\nexports.name = \"version\";\n\nexports.params = [];\n\n/*\nRun the macro\n*/\nexports.run = function() {\n\treturn $tw.version;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "macro"
},
"$:/core/modules/parsers/audioparser.js": {
"title": "$:/core/modules/parsers/audioparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/audioparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe audio parser parses an audio tiddler into an embeddable HTML element\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar AudioParser = function(type,text,options) {\n\tvar element = {\n\t\t\ttype: \"element\",\n\t\t\ttag: \"audio\",\n\t\t\tattributes: {\n\t\t\t\tcontrols: {type: \"string\", value: \"controls\"}\n\t\t\t}\n\t\t},\n\t\tsrc;\n\tif(options._canonical_uri) {\n\t\telement.attributes.src = {type: \"string\", value: options._canonical_uri};\n\t} else if(text) {\n\t\telement.attributes.src = {type: \"string\", value: \"data:\" + type + \";base64,\" + text};\n\t}\n\tthis.tree = [element];\n};\n\nexports[\"audio/ogg\"] = AudioParser;\nexports[\"audio/mpeg\"] = AudioParser;\nexports[\"audio/mp3\"] = AudioParser;\nexports[\"audio/mp4\"] = AudioParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/binaryparser.js": {
"title": "$:/core/modules/parsers/binaryparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/binaryparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe video parser parses a video tiddler into an embeddable HTML element\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar BINARY_WARNING_MESSAGE = \"$:/core/ui/BinaryWarning\";\n\nvar BinaryParser = function(type,text,options) {\n\tthis.tree = [{\n\t\ttype: \"transclude\",\n\t\tattributes: {\n\t\t\ttiddler: {type: \"string\", value: BINARY_WARNING_MESSAGE}\n\t\t}\n\t}];\n};\n\nexports[\"application/octet-stream\"] = BinaryParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/csvparser.js": {
"title": "$:/core/modules/parsers/csvparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/csvparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe CSV text parser processes CSV files into a table wrapped in a scrollable widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar CsvParser = function(type,text,options) {\n\t// Table framework\n\tthis.tree = [{\n\t\t\"type\": \"scrollable\", \"children\": [{\n\t\t\t\"type\": \"element\", \"tag\": \"table\", \"children\": [{\n\t\t\t\t\"type\": \"element\", \"tag\": \"tbody\", \"children\": []\n\t\t\t}], \"attributes\": {\n\t\t\t\t\"class\": {\"type\": \"string\", \"value\": \"tc-csv-table\"}\n\t\t\t}\n\t\t}]\n\t}];\n\t// Split the text into lines\n\tvar lines = text.split(/\\r?\\n/mg),\n\t\ttag = \"th\";\n\tfor(var line=0; line<lines.length; line++) {\n\t\tvar lineText = lines[line];\n\t\tif(lineText) {\n\t\t\tvar row = {\n\t\t\t\t\t\"type\": \"element\", \"tag\": \"tr\", \"children\": []\n\t\t\t\t};\n\t\t\tvar columns = lineText.split(\",\");\n\t\t\tfor(var column=0; column<columns.length; column++) {\n\t\t\t\trow.children.push({\n\t\t\t\t\t\t\"type\": \"element\", \"tag\": tag, \"children\": [{\n\t\t\t\t\t\t\t\"type\": \"text\",\n\t\t\t\t\t\t\t\"text\": columns[column]\n\t\t\t\t\t\t}]\n\t\t\t\t\t});\n\t\t\t}\n\t\t\ttag = \"td\";\n\t\t\tthis.tree[0].children[0].children[0].children.push(row);\n\t\t}\n\t}\n};\n\nexports[\"text/csv\"] = CsvParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/htmlparser.js": {
"title": "$:/core/modules/parsers/htmlparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/htmlparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe HTML parser displays text as raw HTML\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar HtmlParser = function(type,text,options) {\n\tvar src;\n\tif(options._canonical_uri) {\n\t\tsrc = options._canonical_uri;\n\t} else if(text) {\n\t\tsrc = \"data:text/html;charset=utf-8,\" + encodeURIComponent(text);\n\t}\n\tthis.tree = [{\n\t\ttype: \"element\",\n\t\ttag: \"iframe\",\n\t\tattributes: {\n\t\t\tsrc: {type: \"string\", value: src},\n\t\t\tsandbox: {type: \"string\", value: \"\"}\n\t\t}\n\t}];\n};\n\nexports[\"text/html\"] = HtmlParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/imageparser.js": {
"title": "$:/core/modules/parsers/imageparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/imageparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe image parser parses an image into an embeddable HTML element\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar ImageParser = function(type,text,options) {\n\tvar element = {\n\t\t\ttype: \"element\",\n\t\t\ttag: \"img\",\n\t\t\tattributes: {}\n\t\t};\n\tif(options._canonical_uri) {\n\t\telement.attributes.src = {type: \"string\", value: options._canonical_uri};\n\t} else if(text) {\n\t\tif(type === \"image/svg+xml\" || type === \".svg\") {\n\t\t\telement.attributes.src = {type: \"string\", value: \"data:image/svg+xml,\" + encodeURIComponent(text)};\n\t\t} else {\n\t\t\telement.attributes.src = {type: \"string\", value: \"data:\" + type + \";base64,\" + text};\n\t\t}\n\t}\n\tthis.tree = [element];\n};\n\nexports[\"image/svg+xml\"] = ImageParser;\nexports[\"image/jpg\"] = ImageParser;\nexports[\"image/jpeg\"] = ImageParser;\nexports[\"image/png\"] = ImageParser;\nexports[\"image/gif\"] = ImageParser;\nexports[\"image/webp\"] = ImageParser;\nexports[\"image/heic\"] = ImageParser;\nexports[\"image/heif\"] = ImageParser;\nexports[\"image/x-icon\"] = ImageParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/utils/parseutils.js": {
"title": "$:/core/modules/utils/parseutils.js",
"text": "/*\\\ntitle: $:/core/modules/utils/parseutils.js\ntype: application/javascript\nmodule-type: utils\n\nUtility functions concerned with parsing text into tokens.\n\nMost functions have the following pattern:\n\n* The parameters are:\n** `source`: the source string being parsed\n** `pos`: the current parse position within the string\n** Any further parameters are used to identify the token that is being parsed\n* The return value is:\n** null if the token was not found at the specified position\n** an object representing the token with the following standard fields:\n*** `type`: string indicating the type of the token\n*** `start`: start position of the token in the source string\n*** `end`: end position of the token in the source string\n*** Any further fields required to describe the token\n\nThe exception is `skipWhiteSpace`, which just returns the position after the whitespace.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nLook for a whitespace token. Returns null if not found, otherwise returns {type: \"whitespace\", start:, end:,}\n*/\nexports.parseWhiteSpace = function(source,pos) {\n\tvar p = pos,c;\n\twhile(true) {\n\t\tc = source.charAt(p);\n\t\tif((c === \" \") || (c === \"\\f\") || (c === \"\\n\") || (c === \"\\r\") || (c === \"\\t\") || (c === \"\\v\") || (c === \"\\u00a0\")) { // Ignores some obscure unicode spaces\n\t\t\tp++;\n\t\t} else {\n\t\t\tbreak;\n\t\t}\n\t}\n\tif(p === pos) {\n\t\treturn null;\n\t} else {\n\t\treturn {\n\t\t\ttype: \"whitespace\",\n\t\t\tstart: pos,\n\t\t\tend: p\n\t\t}\n\t}\n};\n\n/*\nConvenience wrapper for parseWhiteSpace. Returns the position after the whitespace\n*/\nexports.skipWhiteSpace = function(source,pos) {\n\tvar c;\n\twhile(true) {\n\t\tc = source.charAt(pos);\n\t\tif((c === \" \") || (c === \"\\f\") || (c === \"\\n\") || (c === \"\\r\") || (c === \"\\t\") || (c === \"\\v\") || (c === \"\\u00a0\")) { // Ignores some obscure unicode spaces\n\t\t\tpos++;\n\t\t} else {\n\t\t\treturn pos;\n\t\t}\n\t}\n};\n\n/*\nLook for a given string token. Returns null if not found, otherwise returns {type: \"token\", value:, start:, end:,}\n*/\nexports.parseTokenString = function(source,pos,token) {\n\tvar match = source.indexOf(token,pos) === pos;\n\tif(match) {\n\t\treturn {\n\t\t\ttype: \"token\",\n\t\t\tvalue: token,\n\t\t\tstart: pos,\n\t\t\tend: pos + token.length\n\t\t};\n\t}\n\treturn null;\n};\n\n/*\nLook for a token matching a regex. Returns null if not found, otherwise returns {type: \"regexp\", match:, start:, end:,}\n*/\nexports.parseTokenRegExp = function(source,pos,reToken) {\n\tvar node = {\n\t\ttype: \"regexp\",\n\t\tstart: pos\n\t};\n\treToken.lastIndex = pos;\n\tnode.match = reToken.exec(source);\n\tif(node.match && node.match.index === pos) {\n\t\tnode.end = pos + node.match[0].length;\n\t\treturn node;\n\t} else {\n\t\treturn null;\n\t}\n};\n\n/*\nLook for a string literal. Returns null if not found, otherwise returns {type: \"string\", value:, start:, end:,}\n*/\nexports.parseStringLiteral = function(source,pos) {\n\tvar node = {\n\t\ttype: \"string\",\n\t\tstart: pos\n\t};\n\tvar reString = /(?:\"\"\"([\\s\\S]*?)\"\"\"|\"([^\"]*)\")|(?:'([^']*)')/g;\n\treString.lastIndex = pos;\n\tvar match = reString.exec(source);\n\tif(match && match.index === pos) {\n\t\tnode.value = match[1] !== undefined ? match[1] :(\n\t\t\tmatch[2] !== undefined ? match[2] : match[3] \n\t\t\t\t\t);\n\t\tnode.end = pos + match[0].length;\n\t\treturn node;\n\t} else {\n\t\treturn null;\n\t}\n};\n\n/*\nLook for a macro invocation parameter. Returns null if not found, or {type: \"macro-parameter\", name:, value:, start:, end:}\n*/\nexports.parseMacroParameter = function(source,pos) {\n\tvar node = {\n\t\ttype: \"macro-parameter\",\n\t\tstart: pos\n\t};\n\t// Define our regexp\n\tvar reMacroParameter = /(?:([A-Za-z0-9\\-_]+)\\s*:)?(?:\\s*(?:\"\"\"([\\s\\S]*?)\"\"\"|\"([^\"]*)\"|'([^']*)'|\\[\\[([^\\]]*)\\]\\]|([^\\s>\"'=]+)))/g;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for the parameter\n\tvar token = $tw.utils.parseTokenRegExp(source,pos,reMacroParameter);\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Get the parameter details\n\tnode.value = token.match[2] !== undefined ? token.match[2] : (\n\t\t\t\t\ttoken.match[3] !== undefined ? token.match[3] : (\n\t\t\t\t\t\ttoken.match[4] !== undefined ? token.match[4] : (\n\t\t\t\t\t\t\ttoken.match[5] !== undefined ? token.match[5] : (\n\t\t\t\t\t\t\t\ttoken.match[6] !== undefined ? token.match[6] : (\n\t\t\t\t\t\t\t\t\t\"\"\n\t\t\t\t\t\t\t\t)\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t)\n\t\t\t\t\t)\n\t\t\t\t);\n\tif(token.match[1]) {\n\t\tnode.name = token.match[1];\n\t}\n\t// Update the end position\n\tnode.end = pos;\n\treturn node;\n};\n\n/*\nLook for a macro invocation. Returns null if not found, or {type: \"macrocall\", name:, parameters:, start:, end:}\n*/\nexports.parseMacroInvocation = function(source,pos) {\n\tvar node = {\n\t\ttype: \"macrocall\",\n\t\tstart: pos,\n\t\tparams: []\n\t};\n\t// Define our regexps\n\tvar reMacroName = /([^\\s>\"'=]+)/g;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for a double less than sign\n\tvar token = $tw.utils.parseTokenString(source,pos,\"<<\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Get the macro name\n\tvar name = $tw.utils.parseTokenRegExp(source,pos,reMacroName);\n\tif(!name) {\n\t\treturn null;\n\t}\n\tnode.name = name.match[1];\n\tpos = name.end;\n\t// Process parameters\n\tvar parameter = $tw.utils.parseMacroParameter(source,pos);\n\twhile(parameter) {\n\t\tnode.params.push(parameter);\n\t\tpos = parameter.end;\n\t\t// Get the next parameter\n\t\tparameter = $tw.utils.parseMacroParameter(source,pos);\n\t}\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for a double greater than sign\n\ttoken = $tw.utils.parseTokenString(source,pos,\">>\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Update the end position\n\tnode.end = pos;\n\treturn node;\n};\n\n/*\nLook for an HTML attribute definition. Returns null if not found, otherwise returns {type: \"attribute\", name:, valueType: \"string|indirect|macro\", value:, start:, end:,}\n*/\nexports.parseAttribute = function(source,pos) {\n\tvar node = {\n\t\tstart: pos\n\t};\n\t// Define our regexps\n\tvar reAttributeName = /([^\\/\\s>\"'=]+)/g,\n\t\treUnquotedAttribute = /([^\\/\\s<>\"'=]+)/g,\n\t\treFilteredValue = /\\{\\{\\{(.+?)\\}\\}\\}/g,\n\t\treIndirectValue = /\\{\\{([^\\}]+)\\}\\}/g;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Get the attribute name\n\tvar name = $tw.utils.parseTokenRegExp(source,pos,reAttributeName);\n\tif(!name) {\n\t\treturn null;\n\t}\n\tnode.name = name.match[1];\n\tpos = name.end;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for an equals sign\n\tvar token = $tw.utils.parseTokenString(source,pos,\"=\");\n\tif(token) {\n\t\tpos = token.end;\n\t\t// Skip whitespace\n\t\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t\t// Look for a string literal\n\t\tvar stringLiteral = $tw.utils.parseStringLiteral(source,pos);\n\t\tif(stringLiteral) {\n\t\t\tpos = stringLiteral.end;\n\t\t\tnode.type = \"string\";\n\t\t\tnode.value = stringLiteral.value;\n\t\t} else {\n\t\t\t// Look for a filtered value\n\t\t\tvar filteredValue = $tw.utils.parseTokenRegExp(source,pos,reFilteredValue);\n\t\t\tif(filteredValue) {\n\t\t\t\tpos = filteredValue.end;\n\t\t\t\tnode.type = \"filtered\";\n\t\t\t\tnode.filter = filteredValue.match[1];\n\t\t\t} else {\n\t\t\t\t// Look for an indirect value\n\t\t\t\tvar indirectValue = $tw.utils.parseTokenRegExp(source,pos,reIndirectValue);\n\t\t\t\tif(indirectValue) {\n\t\t\t\t\tpos = indirectValue.end;\n\t\t\t\t\tnode.type = \"indirect\";\n\t\t\t\t\tnode.textReference = indirectValue.match[1];\n\t\t\t\t} else {\n\t\t\t\t\t// Look for a unquoted value\n\t\t\t\t\tvar unquotedValue = $tw.utils.parseTokenRegExp(source,pos,reUnquotedAttribute);\n\t\t\t\t\tif(unquotedValue) {\n\t\t\t\t\t\tpos = unquotedValue.end;\n\t\t\t\t\t\tnode.type = \"string\";\n\t\t\t\t\t\tnode.value = unquotedValue.match[1];\n\t\t\t\t\t} else {\n\t\t\t\t\t\t// Look for a macro invocation value\n\t\t\t\t\t\tvar macroInvocation = $tw.utils.parseMacroInvocation(source,pos);\n\t\t\t\t\t\tif(macroInvocation) {\n\t\t\t\t\t\t\tpos = macroInvocation.end;\n\t\t\t\t\t\t\tnode.type = \"macro\";\n\t\t\t\t\t\t\tnode.value = macroInvocation;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tnode.type = \"string\";\n\t\t\t\t\t\t\tnode.value = \"true\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t} else {\n\t\tnode.type = \"string\";\n\t\tnode.value = \"true\";\n\t}\n\t// Update the end position\n\tnode.end = pos;\n\treturn node;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/parsers/pdfparser.js": {
"title": "$:/core/modules/parsers/pdfparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/pdfparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe PDF parser embeds a PDF viewer\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar ImageParser = function(type,text,options) {\n\tvar element = {\n\t\t\ttype: \"element\",\n\t\t\ttag: \"embed\",\n\t\t\tattributes: {}\n\t\t},\n\t\tsrc;\n\tif(options._canonical_uri) {\n\t\telement.attributes.src = {type: \"string\", value: options._canonical_uri};\n\t} else if(text) {\n\t\telement.attributes.src = {type: \"string\", value: \"data:application/pdf;base64,\" + text};\n\t}\n\tthis.tree = [element];\n};\n\nexports[\"application/pdf\"] = ImageParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/textparser.js": {
"title": "$:/core/modules/parsers/textparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/textparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe plain text parser processes blocks of source text into a degenerate parse tree consisting of a single text node\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar TextParser = function(type,text,options) {\n\tthis.tree = [{\n\t\ttype: \"codeblock\",\n\t\tattributes: {\n\t\t\tcode: {type: \"string\", value: text},\n\t\t\tlanguage: {type: \"string\", value: type}\n\t\t}\n\t}];\n};\n\nexports[\"text/plain\"] = TextParser;\nexports[\"text/x-tiddlywiki\"] = TextParser;\nexports[\"application/javascript\"] = TextParser;\nexports[\"application/json\"] = TextParser;\nexports[\"text/css\"] = TextParser;\nexports[\"application/x-tiddler-dictionary\"] = TextParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/videoparser.js": {
"title": "$:/core/modules/parsers/videoparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/videoparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe video parser parses a video tiddler into an embeddable HTML element\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar VideoParser = function(type,text,options) {\n\tvar element = {\n\t\t\ttype: \"element\",\n\t\t\ttag: \"video\",\n\t\t\tattributes: {\n\t\t\t\tcontrols: {type: \"string\", value: \"controls\"}\n\t\t\t}\n\t\t},\n\t\tsrc;\n\tif(options._canonical_uri) {\n\t\telement.attributes.src = {type: \"string\", value: options._canonical_uri};\n\t} else if(text) {\n\t\telement.attributes.src = {type: \"string\", value: \"data:\" + type + \";base64,\" + text};\n\t}\n\tthis.tree = [element];\n};\n\nexports[\"video/mp4\"] = VideoParser;\nexports[\"video/quicktime\"] = VideoParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/wikiparser/rules/codeblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/codeblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/codeblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for code blocks. For example:\n\n```\n\t```\n\tThis text will not be //wikified//\n\t```\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"codeblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match and get language if defined\n\tthis.matchRegExp = /```([\\w-]*)\\r?\\n/mg;\n};\n\nexports.parse = function() {\n\tvar reEnd = /(\\r?\\n```$)/mg;\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Look for the end of the block\n\treEnd.lastIndex = this.parser.pos;\n\tvar match = reEnd.exec(this.parser.source),\n\t\ttext;\n\t// Process the block\n\tif(match) {\n\t\ttext = this.parser.source.substring(this.parser.pos,match.index);\n\t\tthis.parser.pos = match.index + match[0].length;\n\t} else {\n\t\ttext = this.parser.source.substr(this.parser.pos);\n\t\tthis.parser.pos = this.parser.sourceLength;\n\t}\n\t// Return the $codeblock widget\n\treturn [{\n\t\t\ttype: \"codeblock\",\n\t\t\tattributes: {\n\t\t\t\t\tcode: {type: \"string\", value: text},\n\t\t\t\t\tlanguage: {type: \"string\", value: this.match[1]}\n\t\t\t}\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/codeinline.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/codeinline.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/codeinline.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for code runs. For example:\n\n```\n\tThis is a `code run`.\n\tThis is another ``code run``\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"codeinline\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /(``?)/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\tvar reEnd = new RegExp(this.match[1], \"mg\");\n\t// Look for the end marker\n\treEnd.lastIndex = this.parser.pos;\n\tvar match = reEnd.exec(this.parser.source),\n\t\ttext;\n\t// Process the text\n\tif(match) {\n\t\ttext = this.parser.source.substring(this.parser.pos,match.index);\n\t\tthis.parser.pos = match.index + match[0].length;\n\t} else {\n\t\ttext = this.parser.source.substr(this.parser.pos);\n\t\tthis.parser.pos = this.parser.sourceLength;\n\t}\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"code\",\n\t\tchildren: [{\n\t\t\ttype: \"text\",\n\t\t\ttext: text\n\t\t}]\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/commentblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/commentblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/commentblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text block rule for HTML comments. For example:\n\n```\n<!-- This is a comment -->\n```\n\nNote that the syntax for comments is simplified to an opening \"<!--\" sequence and a closing \"-->\" sequence -- HTML itself implements a more complex format (see http://ostermiller.org/findhtmlcomment.html)\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"commentblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\tthis.matchRegExp = /<!--/mg;\n\tthis.endMatchRegExp = /-->/mg;\n};\n\nexports.findNextMatch = function(startPos) {\n\tthis.matchRegExp.lastIndex = startPos;\n\tthis.match = this.matchRegExp.exec(this.parser.source);\n\tif(this.match) {\n\t\tthis.endMatchRegExp.lastIndex = startPos + this.match[0].length;\n\t\tthis.endMatch = this.endMatchRegExp.exec(this.parser.source);\n\t\tif(this.endMatch) {\n\t\t\treturn this.match.index;\n\t\t}\n\t}\n\treturn undefined;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.endMatchRegExp.lastIndex;\n\t// Don't return any elements\n\treturn [];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/commentinline.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/commentinline.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/commentinline.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for HTML comments. For example:\n\n```\n<!-- This is a comment -->\n```\n\nNote that the syntax for comments is simplified to an opening \"<!--\" sequence and a closing \"-->\" sequence -- HTML itself implements a more complex format (see http://ostermiller.org/findhtmlcomment.html)\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"commentinline\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\tthis.matchRegExp = /<!--/mg;\n\tthis.endMatchRegExp = /-->/mg;\n};\n\nexports.findNextMatch = function(startPos) {\n\tthis.matchRegExp.lastIndex = startPos;\n\tthis.match = this.matchRegExp.exec(this.parser.source);\n\tif(this.match) {\n\t\tthis.endMatchRegExp.lastIndex = startPos + this.match[0].length;\n\t\tthis.endMatch = this.endMatchRegExp.exec(this.parser.source);\n\t\tif(this.endMatch) {\n\t\t\treturn this.match.index;\n\t\t}\n\t}\n\treturn undefined;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.endMatchRegExp.lastIndex;\n\t// Don't return any elements\n\treturn [];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/dash.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/dash.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/dash.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for dashes. For example:\n\n```\nThis is an en-dash: --\n\nThis is an em-dash: ---\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"dash\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /-{2,3}(?!-)/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\tvar dash = this.match[0].length === 2 ? \"–\" : \"—\";\n\treturn [{\n\t\ttype: \"entity\",\n\t\tentity: dash\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/emphasis/bold.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/emphasis/bold.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/emphasis/bold.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for emphasis - bold. For example:\n\n```\n\tThis is ''bold'' text\n```\n\nThis wikiparser can be modified using the rules eg:\n\n```\n\\rules except bold \n\\rules only bold \n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"bold\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /''/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Parse the run including the terminator\n\tvar tree = this.parser.parseInlineRun(/''/mg,{eatTerminator: true});\n\n\t// Return the classed span\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"strong\",\n\t\tchildren: tree\n\t}];\n};\n\n})();",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/emphasis/italic.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/emphasis/italic.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/emphasis/italic.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for emphasis - italic. For example:\n\n```\n\tThis is //italic// text\n```\n\nThis wikiparser can be modified using the rules eg:\n\n```\n\\rules except italic\n\\rules only italic\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"italic\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\/\\//mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Parse the run including the terminator\n\tvar tree = this.parser.parseInlineRun(/\\/\\//mg,{eatTerminator: true});\n\n\t// Return the classed span\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"em\",\n\t\tchildren: tree\n\t}];\n};\n\n})();",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/emphasis/strikethrough.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/emphasis/strikethrough.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/emphasis/strikethrough.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for emphasis - strikethrough. For example:\n\n```\n\tThis is ~~strikethrough~~ text\n```\n\nThis wikiparser can be modified using the rules eg:\n\n```\n\\rules except strikethrough \n\\rules only strikethrough \n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"strikethrough\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /~~/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Parse the run including the terminator\n\tvar tree = this.parser.parseInlineRun(/~~/mg,{eatTerminator: true});\n\n\t// Return the classed span\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"strike\",\n\t\tchildren: tree\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/emphasis/subscript.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/emphasis/subscript.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/emphasis/subscript.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for emphasis - subscript. For example:\n\n```\n\tThis is ,,subscript,, text\n```\n\nThis wikiparser can be modified using the rules eg:\n\n```\n\\rules except subscript \n\\rules only subscript \n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"subscript\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /,,/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Parse the run including the terminator\n\tvar tree = this.parser.parseInlineRun(/,,/mg,{eatTerminator: true});\n\n\t// Return the classed span\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"sub\",\n\t\tchildren: tree\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/emphasis/superscript.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/emphasis/superscript.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/emphasis/superscript.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for emphasis - superscript. For example:\n\n```\n\tThis is ^^superscript^^ text\n```\n\nThis wikiparser can be modified using the rules eg:\n\n```\n\\rules except superscript \n\\rules only superscript \n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"superscript\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\^\\^/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Parse the run including the terminator\n\tvar tree = this.parser.parseInlineRun(/\\^\\^/mg,{eatTerminator: true});\n\n\t// Return the classed span\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"sup\",\n\t\tchildren: tree\n\t}];\n};\n\n})();",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/emphasis/underscore.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/emphasis/underscore.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/emphasis/underscore.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for emphasis - underscore. For example:\n\n```\n\tThis is __underscore__ text\n```\n\nThis wikiparser can be modified using the rules eg:\n\n```\n\\rules except underscore \n\\rules only underscore\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"underscore\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /__/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\n\t// Parse the run including the terminator\n\tvar tree = this.parser.parseInlineRun(/__/mg,{eatTerminator: true});\n\n\t// Return the classed span\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"u\",\n\t\tchildren: tree\n\t}];\n};\n\n})();",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/entity.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/entity.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/entity.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for HTML entities. For example:\n\n```\n\tThis is a copyright symbol: ©\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"entity\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /(&#?[a-zA-Z0-9]{2,8};)/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Get all the details of the match\n\tvar entityString = this.match[1];\n\t// Move past the macro call\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Return the entity\n\treturn [{type: \"entity\", entity: this.match[0]}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/extlink.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/extlink.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/extlink.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for external links. For example:\n\n```\nAn external link: https://www.tiddlywiki.com/\n\nA suppressed external link: ~http://www.tiddlyspace.com/\n```\n\nExternal links can be suppressed by preceding them with `~`.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"extlink\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /~?(?:file|http|https|mailto|ftp|irc|news|data|skype):[^\\s<>{}\\[\\]`|\"\\\\^]+(?:\\/|\\b)/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Create the link unless it is suppressed\n\tif(this.match[0].substr(0,1) === \"~\") {\n\t\treturn [{type: \"text\", text: this.match[0].substr(1)}];\n\t} else {\n\t\treturn [{\n\t\t\ttype: \"element\",\n\t\t\ttag: \"a\",\n\t\t\tattributes: {\n\t\t\t\thref: {type: \"string\", value: this.match[0]},\n\t\t\t\t\"class\": {type: \"string\", value: \"tc-tiddlylink-external\"},\n\t\t\t\ttarget: {type: \"string\", value: \"_blank\"},\n\t\t\t\trel: {type: \"string\", value: \"noopener noreferrer\"}\n\t\t\t},\n\t\t\tchildren: [{\n\t\t\t\ttype: \"text\", text: this.match[0]\n\t\t\t}]\n\t\t}];\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/filteredtranscludeblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/filteredtranscludeblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/filteredtranscludeblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for block-level filtered transclusion. For example:\n\n```\n{{{ [tag[docs]] }}}\n{{{ [tag[docs]] |tooltip}}}\n{{{ [tag[docs]] ||TemplateTitle}}}\n{{{ [tag[docs]] |tooltip||TemplateTitle}}}\n{{{ [tag[docs]] }}width:40;height:50;}.class.class\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"filteredtranscludeblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\{\\{\\{([^\\|]+?)(?:\\|([^\\|\\{\\}]+))?(?:\\|\\|([^\\|\\{\\}]+))?\\}\\}([^\\}]*)\\}(?:\\.(\\S+))?(?:\\r?\\n|$)/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Get the match details\n\tvar filter = this.match[1],\n\t\ttooltip = this.match[2],\n\t\ttemplate = $tw.utils.trim(this.match[3]),\n\t\tstyle = this.match[4],\n\t\tclasses = this.match[5];\n\t// Return the list widget\n\tvar node = {\n\t\ttype: \"list\",\n\t\tattributes: {\n\t\t\tfilter: {type: \"string\", value: filter}\n\t\t},\n\t\tisBlock: true\n\t};\n\tif(tooltip) {\n\t\tnode.attributes.tooltip = {type: \"string\", value: tooltip};\n\t}\n\tif(template) {\n\t\tnode.attributes.template = {type: \"string\", value: template};\n\t}\n\tif(style) {\n\t\tnode.attributes.style = {type: \"string\", value: style};\n\t}\n\tif(classes) {\n\t\tnode.attributes.itemClass = {type: \"string\", value: classes.split(\".\").join(\" \")};\n\t}\n\treturn [node];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/filteredtranscludeinline.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/filteredtranscludeinline.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/filteredtranscludeinline.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for inline filtered transclusion. For example:\n\n```\n{{{ [tag[docs]] }}}\n{{{ [tag[docs]] |tooltip}}}\n{{{ [tag[docs]] ||TemplateTitle}}}\n{{{ [tag[docs]] |tooltip||TemplateTitle}}}\n{{{ [tag[docs]] }}width:40;height:50;}.class.class\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"filteredtranscludeinline\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\{\\{\\{([^\\|]+?)(?:\\|([^\\|\\{\\}]+))?(?:\\|\\|([^\\|\\{\\}]+))?\\}\\}([^\\}]*)\\}(?:\\.(\\S+))?/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Get the match details\n\tvar filter = this.match[1],\n\t\ttooltip = this.match[2],\n\t\ttemplate = $tw.utils.trim(this.match[3]),\n\t\tstyle = this.match[4],\n\t\tclasses = this.match[5];\n\t// Return the list widget\n\tvar node = {\n\t\ttype: \"list\",\n\t\tattributes: {\n\t\t\tfilter: {type: \"string\", value: filter}\n\t\t}\n\t};\n\tif(tooltip) {\n\t\tnode.attributes.tooltip = {type: \"string\", value: tooltip};\n\t}\n\tif(template) {\n\t\tnode.attributes.template = {type: \"string\", value: template};\n\t}\n\tif(style) {\n\t\tnode.attributes.style = {type: \"string\", value: style};\n\t}\n\tif(classes) {\n\t\tnode.attributes.itemClass = {type: \"string\", value: classes.split(\".\").join(\" \")};\n\t}\n\treturn [node];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/hardlinebreaks.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/hardlinebreaks.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/hardlinebreaks.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for marking areas with hard line breaks. For example:\n\n```\n\"\"\"\nThis is some text\nThat is set like\nIt is a Poem\nWhen it is\nClearly\nNot\n\"\"\"\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"hardlinebreaks\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\"\"\"(?:\\r?\\n)?/mg;\n};\n\nexports.parse = function() {\n\tvar reEnd = /(\"\"\")|(\\r?\\n)/mg,\n\t\ttree = [],\n\t\tmatch;\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\tdo {\n\t\t// Parse the run up to the terminator\n\t\ttree.push.apply(tree,this.parser.parseInlineRun(reEnd,{eatTerminator: false}));\n\t\t// Redo the terminator match\n\t\treEnd.lastIndex = this.parser.pos;\n\t\tmatch = reEnd.exec(this.parser.source);\n\t\tif(match) {\n\t\t\tthis.parser.pos = reEnd.lastIndex;\n\t\t\t// Add a line break if the terminator was a line break\n\t\t\tif(match[2]) {\n\t\t\t\ttree.push({type: \"element\", tag: \"br\"});\n\t\t\t}\n\t\t}\n\t} while(match && !match[1]);\n\t// Return the nodes\n\treturn tree;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/heading.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/heading.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/heading.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text block rule for headings\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"heading\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /(!{1,6})/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Get all the details of the match\n\tvar headingLevel = this.match[1].length;\n\t// Move past the !s\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Parse any classes, whitespace and then the heading itself\n\tvar classes = this.parser.parseClasses();\n\tthis.parser.skipWhitespace({treatNewlinesAsNonWhitespace: true});\n\tvar tree = this.parser.parseInlineRun(/(\\r?\\n)/mg);\n\t// Return the heading\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"h\" + headingLevel, \n\t\tattributes: {\n\t\t\t\"class\": {type: \"string\", value: classes.join(\" \")}\n\t\t},\n\t\tchildren: tree\n\t}];\n};\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/horizrule.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/horizrule.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/horizrule.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text block rule for rules. For example:\n\n```\n---\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"horizrule\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /-{3,}\\r?(?:\\n|$)/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\treturn [{type: \"element\", tag: \"hr\"}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/html.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/html.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/html.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki rule for HTML elements and widgets. For example:\n\n{{{\n<aside>\nThis is an HTML5 aside element\n</aside>\n\n<$slider target=\"MyTiddler\">\nThis is a widget invocation\n</$slider>\n\n}}}\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"html\";\nexports.types = {inline: true, block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n};\n\nexports.findNextMatch = function(startPos) {\n\t// Find the next tag\n\tthis.nextTag = this.findNextTag(this.parser.source,startPos,{\n\t\trequireLineBreak: this.is.block\n\t});\n\treturn this.nextTag ? this.nextTag.start : undefined;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Retrieve the most recent match so that recursive calls don't overwrite it\n\tvar tag = this.nextTag;\n\tthis.nextTag = null;\n\t// Advance the parser position to past the tag\n\tthis.parser.pos = tag.end;\n\t// Check for an immediately following double linebreak\n\tvar hasLineBreak = !tag.isSelfClosing && !!$tw.utils.parseTokenRegExp(this.parser.source,this.parser.pos,/([^\\S\\n\\r]*\\r?\\n(?:[^\\S\\n\\r]*\\r?\\n|$))/g);\n\t// Set whether we're in block mode\n\ttag.isBlock = this.is.block || hasLineBreak;\n\t// Parse the body if we need to\n\tif(!tag.isSelfClosing && $tw.config.htmlVoidElements.indexOf(tag.tag) === -1) {\n\t\t\tvar reEndString = \"</\" + $tw.utils.escapeRegExp(tag.tag) + \">\",\n\t\t\t\treEnd = new RegExp(\"(\" + reEndString + \")\",\"mg\");\n\t\tif(hasLineBreak) {\n\t\t\ttag.children = this.parser.parseBlocks(reEndString);\n\t\t} else {\n\t\t\ttag.children = this.parser.parseInlineRun(reEnd);\n\t\t}\n\t\treEnd.lastIndex = this.parser.pos;\n\t\tvar endMatch = reEnd.exec(this.parser.source);\n\t\tif(endMatch && endMatch.index === this.parser.pos) {\n\t\t\tthis.parser.pos = endMatch.index + endMatch[0].length;\n\t\t}\n\t}\n\t// Return the tag\n\treturn [tag];\n};\n\n/*\nLook for an HTML tag. Returns null if not found, otherwise returns {type: \"element\", name:, attributes: [], isSelfClosing:, start:, end:,}\n*/\nexports.parseTag = function(source,pos,options) {\n\toptions = options || {};\n\tvar token,\n\t\tnode = {\n\t\t\ttype: \"element\",\n\t\t\tstart: pos,\n\t\t\tattributes: {}\n\t\t};\n\t// Define our regexps\n\tvar reTagName = /([a-zA-Z0-9\\-\\$]+)/g;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for a less than sign\n\ttoken = $tw.utils.parseTokenString(source,pos,\"<\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Get the tag name\n\ttoken = $tw.utils.parseTokenRegExp(source,pos,reTagName);\n\tif(!token) {\n\t\treturn null;\n\t}\n\tnode.tag = token.match[1];\n\tif(node.tag.slice(1).indexOf(\"$\") !== -1) {\n\t\treturn null;\n\t}\n\tif(node.tag.charAt(0) === \"$\") {\n\t\tnode.type = node.tag.substr(1);\n\t}\n\tpos = token.end;\n\t// Check that the tag is terminated by a space, / or >\n\tif(!$tw.utils.parseWhiteSpace(source,pos) && !(source.charAt(pos) === \"/\") && !(source.charAt(pos) === \">\") ) {\n\t\treturn null;\n\t}\n\t// Process attributes\n\tvar attribute = $tw.utils.parseAttribute(source,pos);\n\twhile(attribute) {\n\t\tnode.attributes[attribute.name] = attribute;\n\t\tpos = attribute.end;\n\t\t// Get the next attribute\n\t\tattribute = $tw.utils.parseAttribute(source,pos);\n\t}\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for a closing slash\n\ttoken = $tw.utils.parseTokenString(source,pos,\"/\");\n\tif(token) {\n\t\tpos = token.end;\n\t\tnode.isSelfClosing = true;\n\t}\n\t// Look for a greater than sign\n\ttoken = $tw.utils.parseTokenString(source,pos,\">\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Check for a required line break\n\tif(options.requireLineBreak) {\n\t\ttoken = $tw.utils.parseTokenRegExp(source,pos,/([^\\S\\n\\r]*\\r?\\n(?:[^\\S\\n\\r]*\\r?\\n|$))/g);\n\t\tif(!token) {\n\t\t\treturn null;\n\t\t}\n\t}\n\t// Update the end position\n\tnode.end = pos;\n\treturn node;\n};\n\nexports.findNextTag = function(source,pos,options) {\n\t// A regexp for finding candidate HTML tags\n\tvar reLookahead = /<([a-zA-Z\\-\\$]+)/g;\n\t// Find the next candidate\n\treLookahead.lastIndex = pos;\n\tvar match = reLookahead.exec(source);\n\twhile(match) {\n\t\t// Try to parse the candidate as a tag\n\t\tvar tag = this.parseTag(source,match.index,options);\n\t\t// Return success\n\t\tif(tag && this.isLegalTag(tag)) {\n\t\t\treturn tag;\n\t\t}\n\t\t// Look for the next match\n\t\treLookahead.lastIndex = match.index + 1;\n\t\tmatch = reLookahead.exec(source);\n\t}\n\t// Failed\n\treturn null;\n};\n\nexports.isLegalTag = function(tag) {\n\t// Widgets are always OK\n\tif(tag.type !== \"element\") {\n\t\treturn true;\n\t// If it's an HTML tag that starts with a dash then it's not legal\n\t} else if(tag.tag.charAt(0) === \"-\") {\n\t\treturn false;\n\t} else {\n\t\t// Otherwise it's OK\n\t\treturn true;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/image.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/image.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/image.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for embedding images. For example:\n\n```\n[img[https://tiddlywiki.com/fractalveg.jpg]]\n[img width=23 height=24 [https://tiddlywiki.com/fractalveg.jpg]]\n[img width={{!!width}} height={{!!height}} [https://tiddlywiki.com/fractalveg.jpg]]\n[img[Description of image|https://tiddlywiki.com/fractalveg.jpg]]\n[img[TiddlerTitle]]\n[img[Description of image|TiddlerTitle]]\n```\n\nGenerates the `<$image>` widget.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"image\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n};\n\nexports.findNextMatch = function(startPos) {\n\t// Find the next tag\n\tthis.nextImage = this.findNextImage(this.parser.source,startPos);\n\treturn this.nextImage ? this.nextImage.start : undefined;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.nextImage.end;\n\tvar node = {\n\t\ttype: \"image\",\n\t\tattributes: this.nextImage.attributes\n\t};\n\treturn [node];\n};\n\n/*\nFind the next image from the current position\n*/\nexports.findNextImage = function(source,pos) {\n\t// A regexp for finding candidate HTML tags\n\tvar reLookahead = /(\\[img)/g;\n\t// Find the next candidate\n\treLookahead.lastIndex = pos;\n\tvar match = reLookahead.exec(source);\n\twhile(match) {\n\t\t// Try to parse the candidate as a tag\n\t\tvar tag = this.parseImage(source,match.index);\n\t\t// Return success\n\t\tif(tag) {\n\t\t\treturn tag;\n\t\t}\n\t\t// Look for the next match\n\t\treLookahead.lastIndex = match.index + 1;\n\t\tmatch = reLookahead.exec(source);\n\t}\n\t// Failed\n\treturn null;\n};\n\n/*\nLook for an image at the specified position. Returns null if not found, otherwise returns {type: \"image\", attributes: [], isSelfClosing:, start:, end:,}\n*/\nexports.parseImage = function(source,pos) {\n\tvar token,\n\t\tnode = {\n\t\t\ttype: \"image\",\n\t\t\tstart: pos,\n\t\t\tattributes: {}\n\t\t};\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for the `[img`\n\ttoken = $tw.utils.parseTokenString(source,pos,\"[img\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Process attributes\n\tif(source.charAt(pos) !== \"[\") {\n\t\tvar attribute = $tw.utils.parseAttribute(source,pos);\n\t\twhile(attribute) {\n\t\t\tnode.attributes[attribute.name] = attribute;\n\t\t\tpos = attribute.end;\n\t\t\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t\t\tif(source.charAt(pos) !== \"[\") {\n\t\t\t\t// Get the next attribute\n\t\t\t\tattribute = $tw.utils.parseAttribute(source,pos);\n\t\t\t} else {\n\t\t\t\tattribute = null;\n\t\t\t}\n\t\t}\n\t}\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for the `[` after the attributes\n\ttoken = $tw.utils.parseTokenString(source,pos,\"[\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Get the source up to the terminating `]]`\n\ttoken = $tw.utils.parseTokenRegExp(source,pos,/(?:([^|\\]]*?)\\|)?([^\\]]+?)\\]\\]/g);\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\tif(token.match[1]) {\n\t\tnode.attributes.tooltip = {type: \"string\", value: token.match[1].trim()};\n\t}\n\tnode.attributes.source = {type: \"string\", value: (token.match[2] || \"\").trim()};\n\t// Update the end position\n\tnode.end = pos;\n\treturn node;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/import.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/import.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/import.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki pragma rule for importing variable definitions\n\n```\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"import\";\nexports.types = {pragma: true};\n\n/*\nInstantiate parse rule\n*/\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /^\\\\import[^\\S\\n]/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\tvar self = this;\n\t// Move past the pragma invocation\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Parse the filter terminated by a line break\n\tvar reMatch = /(.*)(\\r?\\n)|$/mg;\n\treMatch.lastIndex = this.parser.pos;\n\tvar match = reMatch.exec(this.parser.source);\n\tthis.parser.pos = reMatch.lastIndex;\n\t// Parse tree nodes to return\n\treturn [{\n\t\ttype: \"importvariables\",\n\t\tattributes: {\n\t\t\tfilter: {type: \"string\", value: match[1]}\n\t\t},\n\t\tchildren: []\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/list.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/list.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/list.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text block rule for lists. For example:\n\n```\n* This is an unordered list\n* It has two items\n\n# This is a numbered list\n## With a subitem\n# And a third item\n\n; This is a term that is being defined\n: This is the definition of that term\n```\n\nNote that lists can be nested arbitrarily:\n\n```\n#** One\n#* Two\n#** Three\n#**** Four\n#**# Five\n#**## Six\n## Seven\n### Eight\n## Nine\n```\n\nA CSS class can be applied to a list item as follows:\n\n```\n* List item one\n*.active List item two has the class `active`\n* List item three\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"list\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /([\\*#;:>]+)/mg;\n};\n\nvar listTypes = {\n\t\"*\": {listTag: \"ul\", itemTag: \"li\"},\n\t\"#\": {listTag: \"ol\", itemTag: \"li\"},\n\t\";\": {listTag: \"dl\", itemTag: \"dt\"},\n\t\":\": {listTag: \"dl\", itemTag: \"dd\"},\n\t\">\": {listTag: \"blockquote\", itemTag: \"p\"}\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Array of parse tree nodes for the previous row of the list\n\tvar listStack = [];\n\t// Cycle through the items in the list\n\twhile(true) {\n\t\t// Match the list marker\n\t\tvar reMatch = /([\\*#;:>]+)/mg;\n\t\treMatch.lastIndex = this.parser.pos;\n\t\tvar match = reMatch.exec(this.parser.source);\n\t\tif(!match || match.index !== this.parser.pos) {\n\t\t\tbreak;\n\t\t}\n\t\t// Check whether the list type of the top level matches\n\t\tvar listInfo = listTypes[match[0].charAt(0)];\n\t\tif(listStack.length > 0 && listStack[0].tag !== listInfo.listTag) {\n\t\t\tbreak;\n\t\t}\n\t\t// Move past the list marker\n\t\tthis.parser.pos = match.index + match[0].length;\n\t\t// Walk through the list markers for the current row\n\t\tfor(var t=0; t<match[0].length; t++) {\n\t\t\tlistInfo = listTypes[match[0].charAt(t)];\n\t\t\t// Remove any stacked up element if we can't re-use it because the list type doesn't match\n\t\t\tif(listStack.length > t && listStack[t].tag !== listInfo.listTag) {\n\t\t\t\tlistStack.splice(t,listStack.length - t);\n\t\t\t}\n\t\t\t// Construct the list element or reuse the previous one at this level\n\t\t\tif(listStack.length <= t) {\n\t\t\t\tvar listElement = {type: \"element\", tag: listInfo.listTag, children: [\n\t\t\t\t\t{type: \"element\", tag: listInfo.itemTag, children: []}\n\t\t\t\t]};\n\t\t\t\t// Link this list element into the last child item of the parent list item\n\t\t\t\tif(t) {\n\t\t\t\t\tvar prevListItem = listStack[t-1].children[listStack[t-1].children.length-1];\n\t\t\t\t\tprevListItem.children.push(listElement);\n\t\t\t\t}\n\t\t\t\t// Save this element in the stack\n\t\t\t\tlistStack[t] = listElement;\n\t\t\t} else if(t === (match[0].length - 1)) {\n\t\t\t\tlistStack[t].children.push({type: \"element\", tag: listInfo.itemTag, children: []});\n\t\t\t}\n\t\t}\n\t\tif(listStack.length > match[0].length) {\n\t\t\tlistStack.splice(match[0].length,listStack.length - match[0].length);\n\t\t}\n\t\t// Process the body of the list item into the last list item\n\t\tvar lastListChildren = listStack[listStack.length-1].children,\n\t\t\tlastListItem = lastListChildren[lastListChildren.length-1],\n\t\t\tclasses = this.parser.parseClasses();\n\t\tthis.parser.skipWhitespace({treatNewlinesAsNonWhitespace: true});\n\t\tvar tree = this.parser.parseInlineRun(/(\\r?\\n)/mg);\n\t\tlastListItem.children.push.apply(lastListItem.children,tree);\n\t\tif(classes.length > 0) {\n\t\t\t$tw.utils.addClassToParseTreeNode(lastListItem,classes.join(\" \"));\n\t\t}\n\t\t// Consume any whitespace following the list item\n\t\tthis.parser.skipWhitespace();\n\t}\n\t// Return the root element of the list\n\treturn [listStack[0]];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/macrocallblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/macrocallblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/macrocallblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki rule for block macro calls\n\n```\n<<name value value2>>\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"macrocallblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /<<([^>\\s]+)(?:\\s*)((?:[^>]|(?:>(?!>)))*?)>>(?:\\r?\\n|$)/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Get all the details of the match\n\tvar macroName = this.match[1],\n\t\tparamString = this.match[2];\n\t// Move past the macro call\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\tvar params = [],\n\t\treParam = /\\s*(?:([A-Za-z0-9\\-_]+)\\s*:)?(?:\\s*(?:\"\"\"([\\s\\S]*?)\"\"\"|\"([^\"]*)\"|'([^']*)'|\\[\\[([^\\]]*)\\]\\]|([^\"'\\s]+)))/mg,\n\t\tparamMatch = reParam.exec(paramString);\n\twhile(paramMatch) {\n\t\t// Process this parameter\n\t\tvar paramInfo = {\n\t\t\tvalue: paramMatch[2] || paramMatch[3] || paramMatch[4] || paramMatch[5] || paramMatch[6]\n\t\t};\n\t\tif(paramMatch[1]) {\n\t\t\tparamInfo.name = paramMatch[1];\n\t\t}\n\t\tparams.push(paramInfo);\n\t\t// Find the next match\n\t\tparamMatch = reParam.exec(paramString);\n\t}\n\treturn [{\n\t\ttype: \"macrocall\",\n\t\tname: macroName,\n\t\tparams: params,\n\t\tisBlock: true\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/macrocallinline.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/macrocallinline.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/macrocallinline.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki rule for macro calls\n\n```\n<<name value value2>>\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"macrocallinline\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /<<([^\\s>]+)\\s*([\\s\\S]*?)>>/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Get all the details of the match\n\tvar macroName = this.match[1],\n\t\tparamString = this.match[2];\n\t// Move past the macro call\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\tvar params = [],\n\t\treParam = /\\s*(?:([A-Za-z0-9\\-_]+)\\s*:)?(?:\\s*(?:\"\"\"([\\s\\S]*?)\"\"\"|\"([^\"]*)\"|'([^']*)'|\\[\\[([^\\]]*)\\]\\]|([^\"'\\s]+)))/mg,\n\t\tparamMatch = reParam.exec(paramString);\n\twhile(paramMatch) {\n\t\t// Process this parameter\n\t\tvar paramInfo = {\n\t\t\tvalue: paramMatch[2] || paramMatch[3] || paramMatch[4] || paramMatch[5]|| paramMatch[6]\n\t\t};\n\t\tif(paramMatch[1]) {\n\t\t\tparamInfo.name = paramMatch[1];\n\t\t}\n\t\tparams.push(paramInfo);\n\t\t// Find the next match\n\t\tparamMatch = reParam.exec(paramString);\n\t}\n\treturn [{\n\t\ttype: \"macrocall\",\n\t\tname: macroName,\n\t\tparams: params\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/macrodef.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/macrodef.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/macrodef.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki pragma rule for macro definitions\n\n```\n\\define name(param:defaultvalue,param2:defaultvalue)\ndefinition text, including $param$ markers\n\\end\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"macrodef\";\nexports.types = {pragma: true};\n\n/*\nInstantiate parse rule\n*/\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /^\\\\define\\s+([^(\\s]+)\\(\\s*([^)]*)\\)(\\s*\\r?\\n)?/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Move past the macro name and parameters\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Parse the parameters\n\tvar paramString = this.match[2],\n\t\tparams = [];\n\tif(paramString !== \"\") {\n\t\tvar reParam = /\\s*([A-Za-z0-9\\-_]+)(?:\\s*:\\s*(?:\"\"\"([\\s\\S]*?)\"\"\"|\"([^\"]*)\"|'([^']*)'|\\[\\[([^\\]]*)\\]\\]|([^\"'\\s]+)))?/mg,\n\t\t\tparamMatch = reParam.exec(paramString);\n\t\twhile(paramMatch) {\n\t\t\t// Save the parameter details\n\t\t\tvar paramInfo = {name: paramMatch[1]},\n\t\t\t\tdefaultValue = paramMatch[2] || paramMatch[3] || paramMatch[4] || paramMatch[5] || paramMatch[6];\n\t\t\tif(defaultValue) {\n\t\t\t\tparamInfo[\"default\"] = defaultValue;\n\t\t\t}\n\t\t\tparams.push(paramInfo);\n\t\t\t// Look for the next parameter\n\t\t\tparamMatch = reParam.exec(paramString);\n\t\t}\n\t}\n\t// Is this a multiline definition?\n\tvar reEnd;\n\tif(this.match[3]) {\n\t\t// If so, the end of the body is marked with \\end\n\t\treEnd = /(\\r?\\n\\\\end[^\\S\\n\\r]*(?:$|\\r?\\n))/mg;\n\t} else {\n\t\t// Otherwise, the end of the definition is marked by the end of the line\n\t\treEnd = /($|\\r?\\n)/mg;\n\t\t// Move past any whitespace\n\t\tthis.parser.pos = $tw.utils.skipWhiteSpace(this.parser.source,this.parser.pos);\n\t}\n\t// Find the end of the definition\n\treEnd.lastIndex = this.parser.pos;\n\tvar text,\n\t\tendMatch = reEnd.exec(this.parser.source);\n\tif(endMatch) {\n\t\ttext = this.parser.source.substring(this.parser.pos,endMatch.index);\n\t\tthis.parser.pos = endMatch.index + endMatch[0].length;\n\t} else {\n\t\t// We didn't find the end of the definition, so we'll make it blank\n\t\ttext = \"\";\n\t}\n\t// Save the macro definition\n\treturn [{\n\t\ttype: \"set\",\n\t\tattributes: {\n\t\t\tname: {type: \"string\", value: this.match[1]},\n\t\t\tvalue: {type: \"string\", value: text}\n\t\t},\n\t\tchildren: [],\n\t\tparams: params,\n\t\tisMacroDefinition: true\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/prettyextlink.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/prettyextlink.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/prettyextlink.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for external links. For example:\n\n```\n[ext[https://tiddlywiki.com/fractalveg.jpg]]\n[ext[Tooltip|https://tiddlywiki.com/fractalveg.jpg]]\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"prettyextlink\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n};\n\nexports.findNextMatch = function(startPos) {\n\t// Find the next tag\n\tthis.nextLink = this.findNextLink(this.parser.source,startPos);\n\treturn this.nextLink ? this.nextLink.start : undefined;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.nextLink.end;\n\treturn [this.nextLink];\n};\n\n/*\nFind the next link from the current position\n*/\nexports.findNextLink = function(source,pos) {\n\t// A regexp for finding candidate links\n\tvar reLookahead = /(\\[ext\\[)/g;\n\t// Find the next candidate\n\treLookahead.lastIndex = pos;\n\tvar match = reLookahead.exec(source);\n\twhile(match) {\n\t\t// Try to parse the candidate as a link\n\t\tvar link = this.parseLink(source,match.index);\n\t\t// Return success\n\t\tif(link) {\n\t\t\treturn link;\n\t\t}\n\t\t// Look for the next match\n\t\treLookahead.lastIndex = match.index + 1;\n\t\tmatch = reLookahead.exec(source);\n\t}\n\t// Failed\n\treturn null;\n};\n\n/*\nLook for an link at the specified position. Returns null if not found, otherwise returns {type: \"element\", tag: \"a\", attributes: [], isSelfClosing:, start:, end:,}\n*/\nexports.parseLink = function(source,pos) {\n\tvar token,\n\t\ttextNode = {\n\t\t\ttype: \"text\"\n\t\t},\n\t\tnode = {\n\t\t\ttype: \"element\",\n\t\t\ttag: \"a\",\n\t\t\tstart: pos,\n\t\t\tattributes: {\n\t\t\t\t\"class\": {type: \"string\", value: \"tc-tiddlylink-external\"},\n\t\t\t},\n\t\t\tchildren: [textNode]\n\t\t};\n\t// Skip whitespace\n\tpos = $tw.utils.skipWhiteSpace(source,pos);\n\t// Look for the `[ext[`\n\ttoken = $tw.utils.parseTokenString(source,pos,\"[ext[\");\n\tif(!token) {\n\t\treturn null;\n\t}\n\tpos = token.end;\n\t// Look ahead for the terminating `]]`\n\tvar closePos = source.indexOf(\"]]\",pos);\n\tif(closePos === -1) {\n\t\treturn null;\n\t}\n\t// Look for a `|` separating the tooltip\n\tvar splitPos = source.indexOf(\"|\",pos);\n\tif(splitPos === -1 || splitPos > closePos) {\n\t\tsplitPos = null;\n\t}\n\t// Pull out the tooltip and URL\n\tvar tooltip, URL;\n\tif(splitPos) {\n\t\tURL = source.substring(splitPos + 1,closePos).trim();\n\t\ttextNode.text = source.substring(pos,splitPos).trim();\n\t} else {\n\t\tURL = source.substring(pos,closePos).trim();\n\t\ttextNode.text = URL;\n\t}\n\tnode.attributes.href = {type: \"string\", value: URL};\n\tnode.attributes.target = {type: \"string\", value: \"_blank\"};\n\tnode.attributes.rel = {type: \"string\", value: \"noopener noreferrer\"};\n\t// Update the end position\n\tnode.end = closePos + 2;\n\treturn node;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/prettylink.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/prettylink.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/prettylink.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for pretty links. For example:\n\n```\n[[Introduction]]\n\n[[Link description|TiddlerTitle]]\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"prettylink\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\[\\[(.*?)(?:\\|(.*?))?\\]\\]/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Process the link\n\tvar text = this.match[1],\n\t\tlink = this.match[2] || text;\n\tif($tw.utils.isLinkExternal(link)) {\n\t\treturn [{\n\t\t\ttype: \"element\",\n\t\t\ttag: \"a\",\n\t\t\tattributes: {\n\t\t\t\thref: {type: \"string\", value: link},\n\t\t\t\t\"class\": {type: \"string\", value: \"tc-tiddlylink-external\"},\n\t\t\t\ttarget: {type: \"string\", value: \"_blank\"},\n\t\t\t\trel: {type: \"string\", value: \"noopener noreferrer\"}\n\t\t\t},\n\t\t\tchildren: [{\n\t\t\t\ttype: \"text\", text: text\n\t\t\t}]\n\t\t}];\n\t} else {\n\t\treturn [{\n\t\t\ttype: \"link\",\n\t\t\tattributes: {\n\t\t\t\tto: {type: \"string\", value: link}\n\t\t\t},\n\t\t\tchildren: [{\n\t\t\t\ttype: \"text\", text: text\n\t\t\t}]\n\t\t}];\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/quoteblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/quoteblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/quoteblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for quote blocks. For example:\n\n```\n\t<<<.optionalClass(es) optional cited from\n\ta quote\n\t<<<\n\t\n\t<<<.optionalClass(es)\n\ta quote\n\t<<< optional cited from\n```\n\nQuotes can be quoted by putting more <s\n\n```\n\t<<<\n\tQuote Level 1\n\t\n\t<<<<\n\tQuoteLevel 2\n\t<<<<\n\t\n\t<<<\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"quoteblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /(<<<+)/mg;\n};\n\nexports.parse = function() {\n\tvar classes = [\"tc-quote\"];\n\t// Get all the details of the match\n\tvar reEndString = \"^\" + this.match[1] + \"(?!<)\";\n\t// Move past the <s\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t\n\t// Parse any classes, whitespace and then the optional cite itself\n\tclasses.push.apply(classes, this.parser.parseClasses());\n\tthis.parser.skipWhitespace({treatNewlinesAsNonWhitespace: true});\n\tvar cite = this.parser.parseInlineRun(/(\\r?\\n)/mg);\n\t// before handling the cite, parse the body of the quote\n\tvar tree= this.parser.parseBlocks(reEndString);\n\t// If we got a cite, put it before the text\n\tif(cite.length > 0) {\n\t\ttree.unshift({\n\t\t\ttype: \"element\",\n\t\t\ttag: \"cite\",\n\t\t\tchildren: cite\n\t\t});\n\t}\n\t// Parse any optional cite\n\tthis.parser.skipWhitespace({treatNewlinesAsNonWhitespace: true});\n\tcite = this.parser.parseInlineRun(/(\\r?\\n)/mg);\n\t// If we got a cite, push it\n\tif(cite.length > 0) {\n\t\ttree.push({\n\t\t\ttype: \"element\",\n\t\t\ttag: \"cite\",\n\t\t\tchildren: cite\n\t\t});\n\t}\n\t// Return the blockquote element\n\treturn [{\n\t\ttype: \"element\",\n\t\ttag: \"blockquote\",\n\t\tattributes: {\n\t\t\tclass: { type: \"string\", value: classes.join(\" \") },\n\t\t},\n\t\tchildren: tree\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/rules.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/rules.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/rules.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki pragma rule for rules specifications\n\n```\n\\rules except ruleone ruletwo rulethree\n\\rules only ruleone ruletwo rulethree\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"rules\";\nexports.types = {pragma: true};\n\n/*\nInstantiate parse rule\n*/\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /^\\\\rules[^\\S\\n]/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Move past the pragma invocation\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Parse whitespace delimited tokens terminated by a line break\n\tvar reMatch = /[^\\S\\n]*(\\S+)|(\\r?\\n)/mg,\n\t\ttokens = [];\n\treMatch.lastIndex = this.parser.pos;\n\tvar match = reMatch.exec(this.parser.source);\n\twhile(match && match.index === this.parser.pos) {\n\t\tthis.parser.pos = reMatch.lastIndex;\n\t\t// Exit if we've got the line break\n\t\tif(match[2]) {\n\t\t\tbreak;\n\t\t}\n\t\t// Process the token\n\t\tif(match[1]) {\n\t\t\ttokens.push(match[1]);\n\t\t}\n\t\t// Match the next token\n\t\tmatch = reMatch.exec(this.parser.source);\n\t}\n\t// Process the tokens\n\tif(tokens.length > 0) {\n\t\tthis.parser.amendRules(tokens[0],tokens.slice(1));\n\t}\n\t// No parse tree nodes to return\n\treturn [];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/styleblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/styleblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/styleblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text block rule for assigning styles and classes to paragraphs and other blocks. For example:\n\n```\n@@.myClass\n@@background-color:red;\nThis paragraph will have the CSS class `myClass`.\n\n* The `<ul>` around this list will also have the class `myClass`\n* List item 2\n\n@@\n```\n\nNote that classes and styles can be mixed subject to the rule that styles must precede classes. For example\n\n```\n@@.myFirstClass.mySecondClass\n@@width:100px;.myThirdClass\nThis is a paragraph\n@@\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"styleblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /@@((?:[^\\.\\r\\n\\s:]+:[^\\r\\n;]+;)+)?(?:\\.([^\\r\\n\\s]+))?\\r?\\n/mg;\n};\n\nexports.parse = function() {\n\tvar reEndString = \"^@@(?:\\\\r?\\\\n)?\";\n\tvar classes = [], styles = [];\n\tdo {\n\t\t// Get the class and style\n\t\tif(this.match[1]) {\n\t\t\tstyles.push(this.match[1]);\n\t\t}\n\t\tif(this.match[2]) {\n\t\t\tclasses.push(this.match[2].split(\".\").join(\" \"));\n\t\t}\n\t\t// Move past the match\n\t\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t\t// Look for another line of classes and styles\n\t\tthis.match = this.matchRegExp.exec(this.parser.source);\n\t} while(this.match && this.match.index === this.parser.pos);\n\t// Parse the body\n\tvar tree = this.parser.parseBlocks(reEndString);\n\tfor(var t=0; t<tree.length; t++) {\n\t\tif(classes.length > 0) {\n\t\t\t$tw.utils.addClassToParseTreeNode(tree[t],classes.join(\" \"));\n\t\t}\n\t\tif(styles.length > 0) {\n\t\t\t$tw.utils.addAttributeToParseTreeNode(tree[t],\"style\",styles.join(\"\"));\n\t\t}\n\t}\n\treturn tree;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/styleinline.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/styleinline.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/styleinline.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for assigning styles and classes to inline runs. For example:\n\n```\n@@.myClass This is some text with a class@@\n@@background-color:red;This is some text with a background colour@@\n@@width:100px;.myClass This is some text with a class and a width@@\n```\n\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"styleinline\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /@@((?:[^\\.\\r\\n\\s:]+:[^\\r\\n;]+;)+)?(\\.(?:[^\\r\\n\\s]+)\\s+)?/mg;\n};\n\nexports.parse = function() {\n\tvar reEnd = /@@/g;\n\t// Get the styles and class\n\tvar stylesString = this.match[1],\n\t\tclassString = this.match[2] ? this.match[2].split(\".\").join(\" \") : undefined;\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Parse the run up to the terminator\n\tvar tree = this.parser.parseInlineRun(reEnd,{eatTerminator: true});\n\t// Return the classed span\n\tvar node = {\n\t\ttype: \"element\",\n\t\ttag: \"span\",\n\t\tattributes: {\n\t\t\t\"class\": {type: \"string\", value: \"tc-inline-style\"}\n\t\t},\n\t\tchildren: tree\n\t};\n\tif(classString) {\n\t\t$tw.utils.addClassToParseTreeNode(node,classString);\n\t}\n\tif(stylesString) {\n\t\t$tw.utils.addAttributeToParseTreeNode(node,\"style\",stylesString);\n\t}\n\treturn [node];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/syslink.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/syslink.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/syslink.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for system tiddler links.\nCan be suppressed preceding them with `~`.\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"syslink\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = new RegExp(\n\t\t\"~?\\\\$:\\\\/[\" +\n\t\t$tw.config.textPrimitives.anyLetter.substr(1,$tw.config.textPrimitives.anyLetter.length - 2) +\n\t\t\"\\/._-]+\",\n\t\t\"mg\"\n\t);\n};\n\nexports.parse = function() {\n\tvar match = this.match[0];\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Create the link unless it is suppressed\n\tif(match.substr(0,1) === \"~\") {\n\t\treturn [{type: \"text\", text: match.substr(1)}];\n\t} else {\n\t\treturn [{\n\t\t\ttype: \"link\",\n\t\t\tattributes: {\n\t\t\t\tto: {type: \"string\", value: match}\n\t\t\t},\n\t\t\tchildren: [{\n\t\t\t\ttype: \"text\",\n\t\t\t\ttext: match\n\t\t\t}]\n\t\t}];\n\t}\n};\n\n})();",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/table.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/table.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/table.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text block rule for tables.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"table\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /^\\|(?:[^\\n]*)\\|(?:[fhck]?)\\r?(?:\\n|$)/mg;\n};\n\nvar processRow = function(prevColumns) {\n\tvar cellRegExp = /(?:\\|([^\\n\\|]*)\\|)|(\\|[fhck]?\\r?(?:\\n|$))/mg,\n\t\tcellTermRegExp = /((?:\\x20*)\\|)/mg,\n\t\ttree = [],\n\t\tcol = 0,\n\t\tcolSpanCount = 1,\n\t\tprevCell,\n\t\tvAlign;\n\t// Match a single cell\n\tcellRegExp.lastIndex = this.parser.pos;\n\tvar cellMatch = cellRegExp.exec(this.parser.source);\n\twhile(cellMatch && cellMatch.index === this.parser.pos) {\n\t\tif(cellMatch[1] === \"~\") {\n\t\t\t// Rowspan\n\t\t\tvar last = prevColumns[col];\n\t\t\tif(last) {\n\t\t\t\tlast.rowSpanCount++;\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(last.element,\"rowspan\",last.rowSpanCount);\n\t\t\t\tvAlign = $tw.utils.getAttributeValueFromParseTreeNode(last.element,\"valign\",\"center\");\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(last.element,\"valign\",vAlign);\n\t\t\t\tif(colSpanCount > 1) {\n\t\t\t\t\t$tw.utils.addAttributeToParseTreeNode(last.element,\"colspan\",colSpanCount);\n\t\t\t\t\tcolSpanCount = 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\t// Move to just before the `|` terminating the cell\n\t\t\tthis.parser.pos = cellRegExp.lastIndex - 1;\n\t\t} else if(cellMatch[1] === \">\") {\n\t\t\t// Colspan\n\t\t\tcolSpanCount++;\n\t\t\t// Move to just before the `|` terminating the cell\n\t\t\tthis.parser.pos = cellRegExp.lastIndex - 1;\n\t\t} else if(cellMatch[1] === \"<\" && prevCell) {\n\t\t\tcolSpanCount = 1 + $tw.utils.getAttributeValueFromParseTreeNode(prevCell,\"colspan\",1);\n\t\t\t$tw.utils.addAttributeToParseTreeNode(prevCell,\"colspan\",colSpanCount);\n\t\t\tcolSpanCount = 1;\n\t\t\t// Move to just before the `|` terminating the cell\n\t\t\tthis.parser.pos = cellRegExp.lastIndex - 1;\n\t\t} else if(cellMatch[2]) {\n\t\t\t// End of row\n\t\t\tif(prevCell && colSpanCount > 1) {\n\t\t\t\tif(prevCell.attributes && prevCell.attributes && prevCell.attributes.colspan) {\n\t\t\t\t\t\tcolSpanCount += prevCell.attributes.colspan.value;\n\t\t\t\t} else {\n\t\t\t\t\tcolSpanCount -= 1;\n\t\t\t\t}\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(prevCell,\"colspan\",colSpanCount);\n\t\t\t}\n\t\t\tthis.parser.pos = cellRegExp.lastIndex - 1;\n\t\t\tbreak;\n\t\t} else {\n\t\t\t// For ordinary cells, step beyond the opening `|`\n\t\t\tthis.parser.pos++;\n\t\t\t// Look for a space at the start of the cell\n\t\t\tvar spaceLeft = false;\n\t\t\tvAlign = null;\n\t\t\tif(this.parser.source.substr(this.parser.pos).search(/^\\^([^\\^]|\\^\\^)/) === 0) {\n\t\t\t\tvAlign = \"top\";\n\t\t\t} else if(this.parser.source.substr(this.parser.pos).search(/^,([^,]|,,)/) === 0) {\n\t\t\t\tvAlign = \"bottom\";\n\t\t\t}\n\t\t\tif(vAlign) {\n\t\t\t\tthis.parser.pos++;\n\t\t\t}\n\t\t\tvar chr = this.parser.source.substr(this.parser.pos,1);\n\t\t\twhile(chr === \" \") {\n\t\t\t\tspaceLeft = true;\n\t\t\t\tthis.parser.pos++;\n\t\t\t\tchr = this.parser.source.substr(this.parser.pos,1);\n\t\t\t}\n\t\t\t// Check whether this is a heading cell\n\t\t\tvar cell;\n\t\t\tif(chr === \"!\") {\n\t\t\t\tthis.parser.pos++;\n\t\t\t\tcell = {type: \"element\", tag: \"th\", children: []};\n\t\t\t} else {\n\t\t\t\tcell = {type: \"element\", tag: \"td\", children: []};\n\t\t\t}\n\t\t\ttree.push(cell);\n\t\t\t// Record information about this cell\n\t\t\tprevCell = cell;\n\t\t\tprevColumns[col] = {rowSpanCount:1,element:cell};\n\t\t\t// Check for a colspan\n\t\t\tif(colSpanCount > 1) {\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(cell,\"colspan\",colSpanCount);\n\t\t\t\tcolSpanCount = 1;\n\t\t\t}\n\t\t\t// Parse the cell\n\t\t\tcell.children = this.parser.parseInlineRun(cellTermRegExp,{eatTerminator: true});\n\t\t\t// Set the alignment for the cell\n\t\t\tif(vAlign) {\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(cell,\"valign\",vAlign);\n\t\t\t}\n\t\t\tif(this.parser.source.substr(this.parser.pos - 2,1) === \" \") { // spaceRight\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(cell,\"align\",spaceLeft ? \"center\" : \"left\");\n\t\t\t} else if(spaceLeft) {\n\t\t\t\t$tw.utils.addAttributeToParseTreeNode(cell,\"align\",\"right\");\n\t\t\t}\n\t\t\t// Move back to the closing `|`\n\t\t\tthis.parser.pos--;\n\t\t}\n\t\tcol++;\n\t\tcellRegExp.lastIndex = this.parser.pos;\n\t\tcellMatch = cellRegExp.exec(this.parser.source);\n\t}\n\treturn tree;\n};\n\nexports.parse = function() {\n\tvar rowContainerTypes = {\"c\":\"caption\", \"h\":\"thead\", \"\":\"tbody\", \"f\":\"tfoot\"},\n\t\ttable = {type: \"element\", tag: \"table\", children: []},\n\t\trowRegExp = /^\\|([^\\n]*)\\|([fhck]?)\\r?(?:\\n|$)/mg,\n\t\trowTermRegExp = /(\\|(?:[fhck]?)\\r?(?:\\n|$))/mg,\n\t\tprevColumns = [],\n\t\tcurrRowType,\n\t\trowContainer,\n\t\trowCount = 0;\n\t// Match the row\n\trowRegExp.lastIndex = this.parser.pos;\n\tvar rowMatch = rowRegExp.exec(this.parser.source);\n\twhile(rowMatch && rowMatch.index === this.parser.pos) {\n\t\tvar rowType = rowMatch[2];\n\t\t// Check if it is a class assignment\n\t\tif(rowType === \"k\") {\n\t\t\t$tw.utils.addClassToParseTreeNode(table,rowMatch[1]);\n\t\t\tthis.parser.pos = rowMatch.index + rowMatch[0].length;\n\t\t} else {\n\t\t\t// Otherwise, create a new row if this one is of a different type\n\t\t\tif(rowType !== currRowType) {\n\t\t\t\trowContainer = {type: \"element\", tag: rowContainerTypes[rowType], children: []};\n\t\t\t\ttable.children.push(rowContainer);\n\t\t\t\tcurrRowType = rowType;\n\t\t\t}\n\t\t\t// Is this a caption row?\n\t\t\tif(currRowType === \"c\") {\n\t\t\t\t// If so, move past the opening `|` of the row\n\t\t\t\tthis.parser.pos++;\n\t\t\t\t// Move the caption to the first row if it isn't already\n\t\t\t\tif(table.children.length !== 1) {\n\t\t\t\t\ttable.children.pop(); // Take rowContainer out of the children array\n\t\t\t\t\ttable.children.splice(0,0,rowContainer); // Insert it at the bottom\t\t\t\t\t\t\n\t\t\t\t}\n\t\t\t\t// Set the alignment - TODO: figure out why TW did this\n//\t\t\t\trowContainer.attributes.align = rowCount === 0 ? \"top\" : \"bottom\";\n\t\t\t\t// Parse the caption\n\t\t\t\trowContainer.children = this.parser.parseInlineRun(rowTermRegExp,{eatTerminator: true});\n\t\t\t} else {\n\t\t\t\t// Create the row\n\t\t\t\tvar theRow = {type: \"element\", tag: \"tr\", children: []};\n\t\t\t\t$tw.utils.addClassToParseTreeNode(theRow,rowCount%2 ? \"oddRow\" : \"evenRow\");\n\t\t\t\trowContainer.children.push(theRow);\n\t\t\t\t// Process the row\n\t\t\t\ttheRow.children = processRow.call(this,prevColumns);\n\t\t\t\tthis.parser.pos = rowMatch.index + rowMatch[0].length;\n\t\t\t\t// Increment the row count\n\t\t\t\trowCount++;\n\t\t\t}\n\t\t}\n\t\trowMatch = rowRegExp.exec(this.parser.source);\n\t}\n\treturn [table];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/transcludeblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/transcludeblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/transcludeblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for block-level transclusion. For example:\n\n```\n{{MyTiddler}}\n{{MyTiddler||TemplateTitle}}\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"transcludeblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\{\\{([^\\{\\}\\|]*)(?:\\|\\|([^\\|\\{\\}]+))?\\}\\}(?:\\r?\\n|$)/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Get the match details\n\tvar template = $tw.utils.trim(this.match[2]),\n\t\ttextRef = $tw.utils.trim(this.match[1]);\n\t// Prepare the transclude widget\n\tvar transcludeNode = {\n\t\t\ttype: \"transclude\",\n\t\t\tattributes: {},\n\t\t\tisBlock: true\n\t\t};\n\t// Prepare the tiddler widget\n\tvar tr, targetTitle, targetField, targetIndex, tiddlerNode;\n\tif(textRef) {\n\t\ttr = $tw.utils.parseTextReference(textRef);\n\t\ttargetTitle = tr.title;\n\t\ttargetField = tr.field;\n\t\ttargetIndex = tr.index;\n\t\ttiddlerNode = {\n\t\t\ttype: \"tiddler\",\n\t\t\tattributes: {\n\t\t\t\ttiddler: {type: \"string\", value: targetTitle}\n\t\t\t},\n\t\t\tisBlock: true,\n\t\t\tchildren: [transcludeNode]\n\t\t};\n\t}\n\tif(template) {\n\t\ttranscludeNode.attributes.tiddler = {type: \"string\", value: template};\n\t\tif(textRef) {\n\t\t\treturn [tiddlerNode];\n\t\t} else {\n\t\t\treturn [transcludeNode];\n\t\t}\n\t} else {\n\t\tif(textRef) {\n\t\t\ttranscludeNode.attributes.tiddler = {type: \"string\", value: targetTitle};\n\t\t\tif(targetField) {\n\t\t\t\ttranscludeNode.attributes.field = {type: \"string\", value: targetField};\n\t\t\t}\n\t\t\tif(targetIndex) {\n\t\t\t\ttranscludeNode.attributes.index = {type: \"string\", value: targetIndex};\n\t\t\t}\n\t\t\treturn [tiddlerNode];\n\t\t} else {\n\t\t\treturn [transcludeNode];\n\t\t}\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/transcludeinline.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/transcludeinline.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/transcludeinline.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for inline-level transclusion. For example:\n\n```\n{{MyTiddler}}\n{{MyTiddler||TemplateTitle}}\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"transcludeinline\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\{\\{([^\\{\\}\\|]*)(?:\\|\\|([^\\|\\{\\}]+))?\\}\\}/mg;\n};\n\nexports.parse = function() {\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Get the match details\n\tvar template = $tw.utils.trim(this.match[2]),\n\t\ttextRef = $tw.utils.trim(this.match[1]);\n\t// Prepare the transclude widget\n\tvar transcludeNode = {\n\t\t\ttype: \"transclude\",\n\t\t\tattributes: {}\n\t\t};\n\t// Prepare the tiddler widget\n\tvar tr, targetTitle, targetField, targetIndex, tiddlerNode;\n\tif(textRef) {\n\t\ttr = $tw.utils.parseTextReference(textRef);\n\t\ttargetTitle = tr.title;\n\t\ttargetField = tr.field;\n\t\ttargetIndex = tr.index;\n\t\ttiddlerNode = {\n\t\t\ttype: \"tiddler\",\n\t\t\tattributes: {\n\t\t\t\ttiddler: {type: \"string\", value: targetTitle}\n\t\t\t},\n\t\t\tchildren: [transcludeNode]\n\t\t};\n\t}\n\tif(template) {\n\t\ttranscludeNode.attributes.tiddler = {type: \"string\", value: template};\n\t\tif(textRef) {\n\t\t\treturn [tiddlerNode];\n\t\t} else {\n\t\t\treturn [transcludeNode];\n\t\t}\n\t} else {\n\t\tif(textRef) {\n\t\t\ttranscludeNode.attributes.tiddler = {type: \"string\", value: targetTitle};\n\t\t\tif(targetField) {\n\t\t\t\ttranscludeNode.attributes.field = {type: \"string\", value: targetField};\n\t\t\t}\n\t\t\tif(targetIndex) {\n\t\t\t\ttranscludeNode.attributes.index = {type: \"string\", value: targetIndex};\n\t\t\t}\n\t\t\treturn [tiddlerNode];\n\t\t} else {\n\t\t\treturn [transcludeNode];\n\t\t}\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/typedblock.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/typedblock.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/typedblock.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text rule for typed blocks. For example:\n\n```\n$$$.js\nThis will be rendered as JavaScript\n$$$\n\n$$$.svg\n<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"150\" height=\"100\">\n <circle cx=\"100\" cy=\"50\" r=\"40\" stroke=\"black\" stroke-width=\"2\" fill=\"red\" />\n</svg>\n$$$\n\n$$$text/vnd.tiddlywiki>text/html\nThis will be rendered as an //HTML representation// of WikiText\n$$$\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nexports.name = \"typedblock\";\nexports.types = {block: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /\\$\\$\\$([^ >\\r\\n]*)(?: *> *([^ \\r\\n]+))?\\r?\\n/mg;\n};\n\nexports.parse = function() {\n\tvar reEnd = /\\r?\\n\\$\\$\\$\\r?(?:\\n|$)/mg;\n\t// Save the type\n\tvar parseType = this.match[1],\n\t\trenderType = this.match[2];\n\t// Move past the match\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Look for the end of the block\n\treEnd.lastIndex = this.parser.pos;\n\tvar match = reEnd.exec(this.parser.source),\n\t\ttext;\n\t// Process the block\n\tif(match) {\n\t\ttext = this.parser.source.substring(this.parser.pos,match.index);\n\t\tthis.parser.pos = match.index + match[0].length;\n\t} else {\n\t\ttext = this.parser.source.substr(this.parser.pos);\n\t\tthis.parser.pos = this.parser.sourceLength;\n\t}\n\t// Parse the block according to the specified type\n\tvar parser = this.parser.wiki.parseText(parseType,text,{defaultType: \"text/plain\"});\n\t// If there's no render type, just return the parse tree\n\tif(!renderType) {\n\t\treturn parser.tree;\n\t} else {\n\t\t// Otherwise, render to the rendertype and return in a <PRE> tag\n\t\tvar widgetNode = this.parser.wiki.makeWidget(parser),\n\t\t\tcontainer = $tw.fakeDocument.createElement(\"div\");\n\t\twidgetNode.render(container,null);\n\t\ttext = renderType === \"text/html\" ? container.innerHTML : container.textContent;\n\t\treturn [{\n\t\t\ttype: \"element\",\n\t\t\ttag: \"pre\",\n\t\t\tchildren: [{\n\t\t\t\ttype: \"text\",\n\t\t\t\ttext: text\n\t\t\t}]\n\t\t}];\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/whitespace.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/whitespace.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/whitespace.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki pragma rule for whitespace specifications\n\n```\n\\whitespace trim\n\\whitespace notrim\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"whitespace\";\nexports.types = {pragma: true};\n\n/*\nInstantiate parse rule\n*/\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = /^\\\\whitespace[^\\S\\n]/mg;\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\tvar self = this;\n\t// Move past the pragma invocation\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// Parse whitespace delimited tokens terminated by a line break\n\tvar reMatch = /[^\\S\\n]*(\\S+)|(\\r?\\n)/mg,\n\t\ttokens = [];\n\treMatch.lastIndex = this.parser.pos;\n\tvar match = reMatch.exec(this.parser.source);\n\twhile(match && match.index === this.parser.pos) {\n\t\tthis.parser.pos = reMatch.lastIndex;\n\t\t// Exit if we've got the line break\n\t\tif(match[2]) {\n\t\t\tbreak;\n\t\t}\n\t\t// Process the token\n\t\tif(match[1]) {\n\t\t\ttokens.push(match[1]);\n\t\t}\n\t\t// Match the next token\n\t\tmatch = reMatch.exec(this.parser.source);\n\t}\n\t// Process the tokens\n\t$tw.utils.each(tokens,function(token) {\n\t\tswitch(token) {\n\t\t\tcase \"trim\":\n\t\t\t\tself.parser.configTrimWhiteSpace = true;\n\t\t\t\tbreak;\n\t\t\tcase \"notrim\":\n\t\t\t\tself.parser.configTrimWhiteSpace = false;\n\t\t\t\tbreak;\n\t\t}\n\t});\n\t// No parse tree nodes to return\n\treturn [];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/rules/wikilink.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/wikilink.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/wikilink.js\ntype: application/javascript\nmodule-type: wikirule\n\nWiki text inline rule for wiki links. For example:\n\n```\nAWikiLink\nAnotherLink\n~SuppressedLink\n```\n\nPrecede a camel case word with `~` to prevent it from being recognised as a link.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.name = \"wikilink\";\nexports.types = {inline: true};\n\nexports.init = function(parser) {\n\tthis.parser = parser;\n\t// Regexp to match\n\tthis.matchRegExp = new RegExp($tw.config.textPrimitives.unWikiLink + \"?\" + $tw.config.textPrimitives.wikiLink,\"mg\");\n};\n\n/*\nParse the most recent match\n*/\nexports.parse = function() {\n\t// Get the details of the match\n\tvar linkText = this.match[0];\n\t// Move past the macro call\n\tthis.parser.pos = this.matchRegExp.lastIndex;\n\t// If the link starts with the unwikilink character then just output it as plain text\n\tif(linkText.substr(0,1) === $tw.config.textPrimitives.unWikiLink) {\n\t\treturn [{type: \"text\", text: linkText.substr(1)}];\n\t}\n\t// If the link has been preceded with a blocked letter then don't treat it as a link\n\tif(this.match.index > 0) {\n\t\tvar preRegExp = new RegExp($tw.config.textPrimitives.blockPrefixLetters,\"mg\");\n\t\tpreRegExp.lastIndex = this.match.index-1;\n\t\tvar preMatch = preRegExp.exec(this.parser.source);\n\t\tif(preMatch && preMatch.index === this.match.index-1) {\n\t\t\treturn [{type: \"text\", text: linkText}];\n\t\t}\n\t}\n\treturn [{\n\t\ttype: \"link\",\n\t\tattributes: {\n\t\t\tto: {type: \"string\", value: linkText}\n\t\t},\n\t\tchildren: [{\n\t\t\ttype: \"text\",\n\t\t\ttext: linkText\n\t\t}]\n\t}];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "wikirule"
},
"$:/core/modules/parsers/wikiparser/wikiparser.js": {
"title": "$:/core/modules/parsers/wikiparser/wikiparser.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/wikiparser.js\ntype: application/javascript\nmodule-type: parser\n\nThe wiki text parser processes blocks of source text into a parse tree.\n\nThe parse tree is made up of nested arrays of these JavaScript objects:\n\n\t{type: \"element\", tag: <string>, attributes: {}, children: []} - an HTML element\n\t{type: \"text\", text: <string>} - a text node\n\t{type: \"entity\", value: <string>} - an entity\n\t{type: \"raw\", html: <string>} - raw HTML\n\nAttributes are stored as hashmaps of the following objects:\n\n\t{type: \"string\", value: <string>} - literal string\n\t{type: \"indirect\", textReference: <textReference>} - indirect through a text reference\n\t{type: \"macro\", macro: <TBD>} - indirect through a macro invocation\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar WikiParser = function(type,text,options) {\n\tthis.wiki = options.wiki;\n\tvar self = this;\n\t// Check for an externally linked tiddler\n\tif($tw.browser && (text || \"\") === \"\" && options._canonical_uri) {\n\t\tthis.loadRemoteTiddler(options._canonical_uri);\n\t\ttext = $tw.language.getRawString(\"LazyLoadingWarning\");\n\t}\n\t// Initialise the classes if we don't have them already\n\tif(!this.pragmaRuleClasses) {\n\t\tWikiParser.prototype.pragmaRuleClasses = $tw.modules.createClassesFromModules(\"wikirule\",\"pragma\",$tw.WikiRuleBase);\n\t\tthis.setupRules(WikiParser.prototype.pragmaRuleClasses,\"$:/config/WikiParserRules/Pragmas/\");\n\t}\n\tif(!this.blockRuleClasses) {\n\t\tWikiParser.prototype.blockRuleClasses = $tw.modules.createClassesFromModules(\"wikirule\",\"block\",$tw.WikiRuleBase);\n\t\tthis.setupRules(WikiParser.prototype.blockRuleClasses,\"$:/config/WikiParserRules/Block/\");\n\t}\n\tif(!this.inlineRuleClasses) {\n\t\tWikiParser.prototype.inlineRuleClasses = $tw.modules.createClassesFromModules(\"wikirule\",\"inline\",$tw.WikiRuleBase);\n\t\tthis.setupRules(WikiParser.prototype.inlineRuleClasses,\"$:/config/WikiParserRules/Inline/\");\n\t}\n\t// Save the parse text\n\tthis.type = type || \"text/vnd.tiddlywiki\";\n\tthis.source = text || \"\";\n\tthis.sourceLength = this.source.length;\n\t// Flag for ignoring whitespace\n\tthis.configTrimWhiteSpace = false;\n\t// Set current parse position\n\tthis.pos = 0;\n\t// Instantiate the pragma parse rules\n\tthis.pragmaRules = this.instantiateRules(this.pragmaRuleClasses,\"pragma\",0);\n\t// Instantiate the parser block and inline rules\n\tthis.blockRules = this.instantiateRules(this.blockRuleClasses,\"block\",0);\n\tthis.inlineRules = this.instantiateRules(this.inlineRuleClasses,\"inline\",0);\n\t// Parse any pragmas\n\tthis.tree = [];\n\tvar topBranch = this.parsePragmas();\n\t// Parse the text into inline runs or blocks\n\tif(options.parseAsInline) {\n\t\ttopBranch.push.apply(topBranch,this.parseInlineRun());\n\t} else {\n\t\ttopBranch.push.apply(topBranch,this.parseBlocks());\n\t}\n\t// Return the parse tree\n};\n\n/*\n*/\nWikiParser.prototype.loadRemoteTiddler = function(url) {\n\tvar self = this;\n\t$tw.utils.httpRequest({\n\t\turl: url,\n\t\ttype: \"GET\",\n\t\tcallback: function(err,data) {\n\t\t\tif(!err) {\n\t\t\t\tvar tiddlers = self.wiki.deserializeTiddlers(\".tid\",data,self.wiki.getCreationFields());\n\t\t\t\t$tw.utils.each(tiddlers,function(tiddler) {\n\t\t\t\t\ttiddler[\"_canonical_uri\"] = url;\n\t\t\t\t});\n\t\t\t\tif(tiddlers) {\n\t\t\t\t\tself.wiki.addTiddlers(tiddlers);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n};\n\n/*\n*/\nWikiParser.prototype.setupRules = function(proto,configPrefix) {\n\tvar self = this;\n\tif(!$tw.safemode) {\n\t\t$tw.utils.each(proto,function(object,name) {\n\t\t\tif(self.wiki.getTiddlerText(configPrefix + name,\"enable\") !== \"enable\") {\n\t\t\t\tdelete proto[name];\n\t\t\t}\n\t\t});\n\t}\n};\n\n/*\nInstantiate an array of parse rules\n*/\nWikiParser.prototype.instantiateRules = function(classes,type,startPos) {\n\tvar rulesInfo = [],\n\t\tself = this;\n\t$tw.utils.each(classes,function(RuleClass) {\n\t\t// Instantiate the rule\n\t\tvar rule = new RuleClass(self);\n\t\trule.is = {};\n\t\trule.is[type] = true;\n\t\trule.init(self);\n\t\tvar matchIndex = rule.findNextMatch(startPos);\n\t\tif(matchIndex !== undefined) {\n\t\t\trulesInfo.push({\n\t\t\t\trule: rule,\n\t\t\t\tmatchIndex: matchIndex\n\t\t\t});\n\t\t}\n\t});\n\treturn rulesInfo;\n};\n\n/*\nSkip any whitespace at the current position. Options are:\n\ttreatNewlinesAsNonWhitespace: true if newlines are NOT to be treated as whitespace\n*/\nWikiParser.prototype.skipWhitespace = function(options) {\n\toptions = options || {};\n\tvar whitespaceRegExp = options.treatNewlinesAsNonWhitespace ? /([^\\S\\n]+)/mg : /(\\s+)/mg;\n\twhitespaceRegExp.lastIndex = this.pos;\n\tvar whitespaceMatch = whitespaceRegExp.exec(this.source);\n\tif(whitespaceMatch && whitespaceMatch.index === this.pos) {\n\t\tthis.pos = whitespaceRegExp.lastIndex;\n\t}\n};\n\n/*\nGet the next match out of an array of parse rule instances\n*/\nWikiParser.prototype.findNextMatch = function(rules,startPos) {\n\t// Find the best matching rule by finding the closest match position\n\tvar matchingRule,\n\t\tmatchingRulePos = this.sourceLength;\n\t// Step through each rule\n\tfor(var t=0; t<rules.length; t++) {\n\t\tvar ruleInfo = rules[t];\n\t\t// Ask the rule to get the next match if we've moved past the current one\n\t\tif(ruleInfo.matchIndex !== undefined && ruleInfo.matchIndex < startPos) {\n\t\t\truleInfo.matchIndex = ruleInfo.rule.findNextMatch(startPos);\n\t\t}\n\t\t// Adopt this match if it's closer than the current best match\n\t\tif(ruleInfo.matchIndex !== undefined && ruleInfo.matchIndex <= matchingRulePos) {\n\t\t\tmatchingRule = ruleInfo;\n\t\t\tmatchingRulePos = ruleInfo.matchIndex;\n\t\t}\n\t}\n\treturn matchingRule;\n};\n\n/*\nParse any pragmas at the beginning of a block of parse text\n*/\nWikiParser.prototype.parsePragmas = function() {\n\tvar currentTreeBranch = this.tree;\n\twhile(true) {\n\t\t// Skip whitespace\n\t\tthis.skipWhitespace();\n\t\t// Check for the end of the text\n\t\tif(this.pos >= this.sourceLength) {\n\t\t\tbreak;\n\t\t}\n\t\t// Check if we've arrived at a pragma rule match\n\t\tvar nextMatch = this.findNextMatch(this.pragmaRules,this.pos);\n\t\t// If not, just exit\n\t\tif(!nextMatch || nextMatch.matchIndex !== this.pos) {\n\t\t\tbreak;\n\t\t}\n\t\t// Process the pragma rule\n\t\tvar subTree = nextMatch.rule.parse();\n\t\tif(subTree.length > 0) {\n\t\t\t// Quick hack; we only cope with a single parse tree node being returned, which is true at the moment\n\t\t\tcurrentTreeBranch.push.apply(currentTreeBranch,subTree);\n\t\t\tsubTree[0].children = [];\n\t\t\tcurrentTreeBranch = subTree[0].children;\n\t\t}\n\t}\n\treturn currentTreeBranch;\n};\n\n/*\nParse a block from the current position\n\tterminatorRegExpString: optional regular expression string that identifies the end of plain paragraphs. Must not include capturing parenthesis\n*/\nWikiParser.prototype.parseBlock = function(terminatorRegExpString) {\n\tvar terminatorRegExp = terminatorRegExpString ? new RegExp(\"(\" + terminatorRegExpString + \"|\\\\r?\\\\n\\\\r?\\\\n)\",\"mg\") : /(\\r?\\n\\r?\\n)/mg;\n\tthis.skipWhitespace();\n\tif(this.pos >= this.sourceLength) {\n\t\treturn [];\n\t}\n\t// Look for a block rule that applies at the current position\n\tvar nextMatch = this.findNextMatch(this.blockRules,this.pos);\n\tif(nextMatch && nextMatch.matchIndex === this.pos) {\n\t\treturn nextMatch.rule.parse();\n\t}\n\t// Treat it as a paragraph if we didn't find a block rule\n\treturn [{type: \"element\", tag: \"p\", children: this.parseInlineRun(terminatorRegExp)}];\n};\n\n/*\nParse a series of blocks of text until a terminating regexp is encountered or the end of the text\n\tterminatorRegExpString: terminating regular expression\n*/\nWikiParser.prototype.parseBlocks = function(terminatorRegExpString) {\n\tif(terminatorRegExpString) {\n\t\treturn this.parseBlocksTerminated(terminatorRegExpString);\n\t} else {\n\t\treturn this.parseBlocksUnterminated();\n\t}\n};\n\n/*\nParse a block from the current position to the end of the text\n*/\nWikiParser.prototype.parseBlocksUnterminated = function() {\n\tvar tree = [];\n\twhile(this.pos < this.sourceLength) {\n\t\ttree.push.apply(tree,this.parseBlock());\n\t}\n\treturn tree;\n};\n\n/*\nParse blocks of text until a terminating regexp is encountered\n*/\nWikiParser.prototype.parseBlocksTerminated = function(terminatorRegExpString) {\n\tvar terminatorRegExp = new RegExp(\"(\" + terminatorRegExpString + \")\",\"mg\"),\n\t\ttree = [];\n\t// Skip any whitespace\n\tthis.skipWhitespace();\n\t// Check if we've got the end marker\n\tterminatorRegExp.lastIndex = this.pos;\n\tvar match = terminatorRegExp.exec(this.source);\n\t// Parse the text into blocks\n\twhile(this.pos < this.sourceLength && !(match && match.index === this.pos)) {\n\t\tvar blocks = this.parseBlock(terminatorRegExpString);\n\t\ttree.push.apply(tree,blocks);\n\t\t// Skip any whitespace\n\t\tthis.skipWhitespace();\n\t\t// Check if we've got the end marker\n\t\tterminatorRegExp.lastIndex = this.pos;\n\t\tmatch = terminatorRegExp.exec(this.source);\n\t}\n\tif(match && match.index === this.pos) {\n\t\tthis.pos = match.index + match[0].length;\n\t}\n\treturn tree;\n};\n\n/*\nParse a run of text at the current position\n\tterminatorRegExp: a regexp at which to stop the run\n\toptions: see below\nOptions available:\n\teatTerminator: move the parse position past any encountered terminator (default false)\n*/\nWikiParser.prototype.parseInlineRun = function(terminatorRegExp,options) {\n\tif(terminatorRegExp) {\n\t\treturn this.parseInlineRunTerminated(terminatorRegExp,options);\n\t} else {\n\t\treturn this.parseInlineRunUnterminated(options);\n\t}\n};\n\nWikiParser.prototype.parseInlineRunUnterminated = function(options) {\n\tvar tree = [];\n\t// Find the next occurrence of an inline rule\n\tvar nextMatch = this.findNextMatch(this.inlineRules,this.pos);\n\t// Loop around the matches until we've reached the end of the text\n\twhile(this.pos < this.sourceLength && nextMatch) {\n\t\t// Process the text preceding the run rule\n\t\tif(nextMatch.matchIndex > this.pos) {\n\t\t\tthis.pushTextWidget(tree,this.source.substring(this.pos,nextMatch.matchIndex));\n\t\t\tthis.pos = nextMatch.matchIndex;\n\t\t}\n\t\t// Process the run rule\n\t\ttree.push.apply(tree,nextMatch.rule.parse());\n\t\t// Look for the next run rule\n\t\tnextMatch = this.findNextMatch(this.inlineRules,this.pos);\n\t}\n\t// Process the remaining text\n\tif(this.pos < this.sourceLength) {\n\t\tthis.pushTextWidget(tree,this.source.substr(this.pos));\n\t}\n\tthis.pos = this.sourceLength;\n\treturn tree;\n};\n\nWikiParser.prototype.parseInlineRunTerminated = function(terminatorRegExp,options) {\n\toptions = options || {};\n\tvar tree = [];\n\t// Find the next occurrence of the terminator\n\tterminatorRegExp.lastIndex = this.pos;\n\tvar terminatorMatch = terminatorRegExp.exec(this.source);\n\t// Find the next occurrence of a inlinerule\n\tvar inlineRuleMatch = this.findNextMatch(this.inlineRules,this.pos);\n\t// Loop around until we've reached the end of the text\n\twhile(this.pos < this.sourceLength && (terminatorMatch || inlineRuleMatch)) {\n\t\t// Return if we've found the terminator, and it precedes any inline rule match\n\t\tif(terminatorMatch) {\n\t\t\tif(!inlineRuleMatch || inlineRuleMatch.matchIndex >= terminatorMatch.index) {\n\t\t\t\tif(terminatorMatch.index > this.pos) {\n\t\t\t\t\tthis.pushTextWidget(tree,this.source.substring(this.pos,terminatorMatch.index));\n\t\t\t\t}\n\t\t\t\tthis.pos = terminatorMatch.index;\n\t\t\t\tif(options.eatTerminator) {\n\t\t\t\t\tthis.pos += terminatorMatch[0].length;\n\t\t\t\t}\n\t\t\t\treturn tree;\n\t\t\t}\n\t\t}\n\t\t// Process any inline rule, along with the text preceding it\n\t\tif(inlineRuleMatch) {\n\t\t\t// Preceding text\n\t\t\tif(inlineRuleMatch.matchIndex > this.pos) {\n\t\t\t\tthis.pushTextWidget(tree,this.source.substring(this.pos,inlineRuleMatch.matchIndex));\n\t\t\t\tthis.pos = inlineRuleMatch.matchIndex;\n\t\t\t}\n\t\t\t// Process the inline rule\n\t\t\ttree.push.apply(tree,inlineRuleMatch.rule.parse());\n\t\t\t// Look for the next inline rule\n\t\t\tinlineRuleMatch = this.findNextMatch(this.inlineRules,this.pos);\n\t\t\t// Look for the next terminator match\n\t\t\tterminatorRegExp.lastIndex = this.pos;\n\t\t\tterminatorMatch = terminatorRegExp.exec(this.source);\n\t\t}\n\t}\n\t// Process the remaining text\n\tif(this.pos < this.sourceLength) {\n\t\tthis.pushTextWidget(tree,this.source.substr(this.pos));\n\t}\n\tthis.pos = this.sourceLength;\n\treturn tree;\n};\n\n/*\nPush a text widget onto an array, respecting the configTrimWhiteSpace setting\n*/\nWikiParser.prototype.pushTextWidget = function(array,text) {\n\tif(this.configTrimWhiteSpace) {\n\t\ttext = $tw.utils.trim(text);\n\t}\n\tif(text) {\n\t\tarray.push({type: \"text\", text: text});\t\t\n\t}\n};\n\n/*\nParse zero or more class specifiers `.classname`\n*/\nWikiParser.prototype.parseClasses = function() {\n\tvar classRegExp = /\\.([^\\s\\.]+)/mg,\n\t\tclassNames = [];\n\tclassRegExp.lastIndex = this.pos;\n\tvar match = classRegExp.exec(this.source);\n\twhile(match && match.index === this.pos) {\n\t\tthis.pos = match.index + match[0].length;\n\t\tclassNames.push(match[1]);\n\t\tmatch = classRegExp.exec(this.source);\n\t}\n\treturn classNames;\n};\n\n/*\nAmend the rules used by this instance of the parser\n\ttype: `only` keeps just the named rules, `except` keeps all but the named rules\n\tnames: array of rule names\n*/\nWikiParser.prototype.amendRules = function(type,names) {\n\tnames = names || [];\n\t// Define the filter function\n\tvar keepFilter;\n\tif(type === \"only\") {\n\t\tkeepFilter = function(name) {\n\t\t\treturn names.indexOf(name) !== -1;\n\t\t};\n\t} else if(type === \"except\") {\n\t\tkeepFilter = function(name) {\n\t\t\treturn names.indexOf(name) === -1;\n\t\t};\n\t} else {\n\t\treturn;\n\t}\n\t// Define a function to process each of our rule arrays\n\tvar processRuleArray = function(ruleArray) {\n\t\tfor(var t=ruleArray.length-1; t>=0; t--) {\n\t\t\tif(!keepFilter(ruleArray[t].rule.name)) {\n\t\t\t\truleArray.splice(t,1);\n\t\t\t}\n\t\t}\n\t};\n\t// Process each rule array\n\tprocessRuleArray(this.pragmaRules);\n\tprocessRuleArray(this.blockRules);\n\tprocessRuleArray(this.inlineRules);\n};\n\nexports[\"text/vnd.tiddlywiki\"] = WikiParser;\n\n})();\n\n",
"type": "application/javascript",
"module-type": "parser"
},
"$:/core/modules/parsers/wikiparser/rules/wikirulebase.js": {
"title": "$:/core/modules/parsers/wikiparser/rules/wikirulebase.js",
"text": "/*\\\ntitle: $:/core/modules/parsers/wikiparser/rules/wikirulebase.js\ntype: application/javascript\nmodule-type: global\n\nBase class for wiki parser rules\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nThis constructor is always overridden with a blank constructor, and so shouldn't be used\n*/\nvar WikiRuleBase = function() {\n};\n\n/*\nTo be overridden by individual rules\n*/\nWikiRuleBase.prototype.init = function(parser) {\n\tthis.parser = parser;\n};\n\n/*\nDefault implementation of findNextMatch uses RegExp matching\n*/\nWikiRuleBase.prototype.findNextMatch = function(startPos) {\n\tthis.matchRegExp.lastIndex = startPos;\n\tthis.match = this.matchRegExp.exec(this.parser.source);\n\treturn this.match ? this.match.index : undefined;\n};\n\nexports.WikiRuleBase = WikiRuleBase;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/pluginswitcher.js": {
"title": "$:/core/modules/pluginswitcher.js",
"text": "/*\\\ntitle: $:/core/modules/pluginswitcher.js\ntype: application/javascript\nmodule-type: global\n\nManages switching plugins for themes and languages.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\noptions:\nwiki: wiki store to be used\npluginType: type of plugin to be switched\ncontrollerTitle: title of tiddler used to control switching of this resource\ndefaultPlugins: array of default plugins to be used if nominated plugin isn't found\nonSwitch: callback when plugin is switched (single parameter is array of plugin titles)\n*/\nfunction PluginSwitcher(options) {\n\tthis.wiki = options.wiki;\n\tthis.pluginType = options.pluginType;\n\tthis.controllerTitle = options.controllerTitle;\n\tthis.defaultPlugins = options.defaultPlugins || [];\n\tthis.onSwitch = options.onSwitch;\n\t// Switch to the current plugin\n\tthis.switchPlugins();\n\t// Listen for changes to the selected plugin\n\tvar self = this;\n\tthis.wiki.addEventListener(\"change\",function(changes) {\n\t\tif($tw.utils.hop(changes,self.controllerTitle)) {\n\t\t\tself.switchPlugins();\n\t\t}\n\t});\n}\n\nPluginSwitcher.prototype.switchPlugins = function() {\n\t// Get the name of the current theme\n\tvar selectedPluginTitle = this.wiki.getTiddlerText(this.controllerTitle);\n\t// If it doesn't exist, then fallback to one of the default themes\n\tvar index = 0;\n\twhile(!this.wiki.getTiddler(selectedPluginTitle) && index < this.defaultPlugins.length) {\n\t\tselectedPluginTitle = this.defaultPlugins[index++];\n\t}\n\t// Accumulate the titles of the plugins that we need to load\n\tvar plugins = [],\n\t\tself = this,\n\t\taccumulatePlugin = function(title) {\n\t\t\tvar tiddler = self.wiki.getTiddler(title);\n\t\t\tif(tiddler && tiddler.isPlugin() && plugins.indexOf(title) === -1) {\n\t\t\t\tplugins.push(title);\n\t\t\t\tvar pluginInfo = JSON.parse(self.wiki.getTiddlerText(title)),\n\t\t\t\t\tdependents = $tw.utils.parseStringArray(tiddler.fields.dependents || \"\");\n\t\t\t\t$tw.utils.each(dependents,function(title) {\n\t\t\t\t\taccumulatePlugin(title);\n\t\t\t\t});\n\t\t\t}\n\t\t};\n\taccumulatePlugin(selectedPluginTitle);\n\t// Unregister any existing theme tiddlers\n\tvar unregisteredTiddlers = $tw.wiki.unregisterPluginTiddlers(this.pluginType);\n\t// Register any new theme tiddlers\n\tvar registeredTiddlers = $tw.wiki.registerPluginTiddlers(this.pluginType,plugins);\n\t// Unpack the current theme tiddlers\n\t$tw.wiki.unpackPluginTiddlers();\n\t// Call the switch handler\n\tif(this.onSwitch) {\n\t\tthis.onSwitch(plugins);\n\t}\n};\n\nexports.PluginSwitcher = PluginSwitcher;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/saver-handler.js": {
"title": "$:/core/modules/saver-handler.js",
"text": "/*\\\ntitle: $:/core/modules/saver-handler.js\ntype: application/javascript\nmodule-type: global\n\nThe saver handler tracks changes to the store and handles saving the entire wiki via saver modules.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nInstantiate the saver handler with the following options:\nwiki: wiki to be synced\ndirtyTracking: true if dirty tracking should be performed\n*/\nfunction SaverHandler(options) {\n\tvar self = this;\n\tthis.wiki = options.wiki;\n\tthis.dirtyTracking = options.dirtyTracking;\n\tthis.preloadDirty = options.preloadDirty || [];\n\tthis.pendingAutoSave = false;\n\t// Make a logger\n\tthis.logger = new $tw.utils.Logger(\"saver-handler\");\n\t// Initialise our savers\n\tif($tw.browser) {\n\t\tthis.initSavers();\n\t}\n\t// Only do dirty tracking if required\n\tif($tw.browser && this.dirtyTracking) {\n\t\t// Compile the dirty tiddler filter\n\t\tthis.filterFn = this.wiki.compileFilter(this.wiki.getTiddlerText(this.titleSyncFilter));\n\t\t// Count of changes that have not yet been saved\n\t\tvar filteredChanges = self.filterFn.call(self.wiki,function(iterator) {\n\t\t\t\t$tw.utils.each(self.preloadDirty,function(title) {\n\t\t\t\t\tvar tiddler = self.wiki.getTiddler(title);\n\t\t\t\t\titerator(tiddler,title);\n\t\t\t\t});\n\t\t});\n\t\tthis.numChanges = filteredChanges.length;\n\t\t// Listen out for changes to tiddlers\n\t\tthis.wiki.addEventListener(\"change\",function(changes) {\n\t\t\t// Filter the changes so that we only count changes to tiddlers that we care about\n\t\t\tvar filteredChanges = self.filterFn.call(self.wiki,function(iterator) {\n\t\t\t\t$tw.utils.each(changes,function(change,title) {\n\t\t\t\t\tvar tiddler = self.wiki.getTiddler(title);\n\t\t\t\t\titerator(tiddler,title);\n\t\t\t\t});\n\t\t\t});\n\t\t\t// Adjust the number of changes\n\t\t\tself.numChanges += filteredChanges.length;\n\t\t\tself.updateDirtyStatus();\n\t\t\t// Do any autosave if one is pending and there's no more change events\n\t\t\tif(self.pendingAutoSave && self.wiki.getSizeOfTiddlerEventQueue() === 0) {\n\t\t\t\t// Check if we're dirty\n\t\t\t\tif(self.numChanges > 0) {\n\t\t\t\t\tself.saveWiki({\n\t\t\t\t\t\tmethod: \"autosave\",\n\t\t\t\t\t\tdownloadType: \"text/plain\"\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tself.pendingAutoSave = false;\n\t\t\t}\n\t\t});\n\t\t// Listen for the autosave event\n\t\t$tw.rootWidget.addEventListener(\"tm-auto-save-wiki\",function(event) {\n\t\t\t// Do the autosave unless there are outstanding tiddler change events\n\t\t\tif(self.wiki.getSizeOfTiddlerEventQueue() === 0) {\n\t\t\t\t// Check if we're dirty\n\t\t\t\tif(self.numChanges > 0) {\n\t\t\t\t\tself.saveWiki({\n\t\t\t\t\t\tmethod: \"autosave\",\n\t\t\t\t\t\tdownloadType: \"text/plain\"\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\t// Otherwise put ourselves in the \"pending autosave\" state and wait for the change event before we do the autosave\n\t\t\t\tself.pendingAutoSave = true;\n\t\t\t}\n\t\t});\n\t\t// Set up our beforeunload handler\n\t\t$tw.addUnloadTask(function(event) {\n\t\t\tvar confirmationMessage;\n\t\t\tif(self.isDirty()) {\n\t\t\t\tconfirmationMessage = $tw.language.getString(\"UnsavedChangesWarning\");\n\t\t\t\tevent.returnValue = confirmationMessage; // Gecko\n\t\t\t}\n\t\t\treturn confirmationMessage;\n\t\t});\n\t}\n\t// Install the save action handlers\n\tif($tw.browser) {\n\t\t$tw.rootWidget.addEventListener(\"tm-save-wiki\",function(event) {\n\t\t\tself.saveWiki({\n\t\t\t\ttemplate: event.param,\n\t\t\t\tdownloadType: \"text/plain\",\n\t\t\t\tvariables: event.paramObject\n\t\t\t});\n\t\t});\n\t\t$tw.rootWidget.addEventListener(\"tm-download-file\",function(event) {\n\t\t\tself.saveWiki({\n\t\t\t\tmethod: \"download\",\n\t\t\t\ttemplate: event.param,\n\t\t\t\tdownloadType: \"text/plain\",\n\t\t\t\tvariables: event.paramObject\n\t\t\t});\n\t\t});\n\t}\n}\n\nSaverHandler.prototype.titleSyncFilter = \"$:/config/SaverFilter\";\nSaverHandler.prototype.titleAutoSave = \"$:/config/AutoSave\";\nSaverHandler.prototype.titleSavedNotification = \"$:/language/Notifications/Save/Done\";\n\n/*\nSelect the appropriate saver modules and set them up\n*/\nSaverHandler.prototype.initSavers = function(moduleType) {\n\tmoduleType = moduleType || \"saver\";\n\t// Instantiate the available savers\n\tthis.savers = [];\n\tvar self = this;\n\t$tw.modules.forEachModuleOfType(moduleType,function(title,module) {\n\t\tif(module.canSave(self)) {\n\t\t\tself.savers.push(module.create(self.wiki));\n\t\t}\n\t});\n\t// Sort the savers into priority order\n\tthis.savers.sort(function(a,b) {\n\t\tif(a.info.priority < b.info.priority) {\n\t\t\treturn -1;\n\t\t} else {\n\t\t\tif(a.info.priority > b.info.priority) {\n\t\t\t\treturn +1;\n\t\t\t} else {\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t}\n\t});\n};\n\n/*\nSave the wiki contents. Options are:\n\tmethod: \"save\", \"autosave\" or \"download\"\n\ttemplate: the tiddler containing the template to save\n\tdownloadType: the content type for the saved file\n*/\nSaverHandler.prototype.saveWiki = function(options) {\n\toptions = options || {};\n\tvar self = this,\n\t\tmethod = options.method || \"save\";\n\t// Ignore autosave if disabled\n\tif(method === \"autosave\" && this.wiki.getTiddlerText(this.titleAutoSave,\"yes\") !== \"yes\") {\n\t\treturn false;\n\t}\n\tvar\tvariables = options.variables || {},\n\t\ttemplate = options.template || \"$:/core/save/all\",\n\t\tdownloadType = options.downloadType || \"text/plain\",\n\t\ttext = this.wiki.renderTiddler(downloadType,template,options),\n\t\tcallback = function(err) {\n\t\t\tif(err) {\n\t\t\t\talert($tw.language.getString(\"Error/WhileSaving\") + \":\\n\\n\" + err);\n\t\t\t} else {\n\t\t\t\t// Clear the task queue if we're saving (rather than downloading)\n\t\t\t\tif(method !== \"download\") {\n\t\t\t\t\tself.numChanges = 0;\n\t\t\t\t\tself.updateDirtyStatus();\n\t\t\t\t}\n\t\t\t\t$tw.notifier.display(self.titleSavedNotification);\n\t\t\t\tif(options.callback) {\n\t\t\t\t\toptions.callback();\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t// Call the highest priority saver that supports this method\n\tfor(var t=this.savers.length-1; t>=0; t--) {\n\t\tvar saver = this.savers[t];\n\t\tif(saver.info.capabilities.indexOf(method) !== -1 && saver.save(text,method,callback,{variables: {filename: variables.filename}})) {\n\t\t\tthis.logger.log(\"Saving wiki with method\",method,\"through saver\",saver.info.name);\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n};\n\n/*\nChecks whether the wiki is dirty (ie the window shouldn't be closed)\n*/\nSaverHandler.prototype.isDirty = function() {\n\treturn this.numChanges > 0;\n};\n\n/*\nUpdate the document body with the class \"tc-dirty\" if the wiki has unsaved/unsynced changes\n*/\nSaverHandler.prototype.updateDirtyStatus = function() {\n\tif($tw.browser) {\n\t\t$tw.utils.toggleClass(document.body,\"tc-dirty\",this.isDirty());\n\t}\n};\n\nexports.SaverHandler = SaverHandler;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/savers/andtidwiki.js": {
"title": "$:/core/modules/savers/andtidwiki.js",
"text": "/*\\\ntitle: $:/core/modules/savers/andtidwiki.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via the AndTidWiki Android app\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false, netscape: false, Components: false */\n\"use strict\";\n\nvar AndTidWiki = function(wiki) {\n};\n\nAndTidWiki.prototype.save = function(text,method,callback) {\n\t// Get the pathname of this document\n\tvar pathname = decodeURIComponent(document.location.toString().split(\"#\")[0]);\n\t// Strip the file://\n\tif(pathname.indexOf(\"file://\") === 0) {\n\t\tpathname = pathname.substr(7);\n\t}\n\t// Strip any query or location part\n\tvar p = pathname.indexOf(\"?\");\n\tif(p !== -1) {\n\t\tpathname = pathname.substr(0,p);\n\t}\n\tp = pathname.indexOf(\"#\");\n\tif(p !== -1) {\n\t\tpathname = pathname.substr(0,p);\n\t}\n\t// Save the file\n\twindow.twi.saveFile(pathname,text);\n\t// Call the callback\n\tcallback(null);\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nAndTidWiki.prototype.info = {\n\tname: \"andtidwiki\",\n\tpriority: 1600,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn !!window.twi && !!window.twi.saveFile;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new AndTidWiki(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/beaker.js": {
"title": "$:/core/modules/savers/beaker.js",
"text": "/*\\\ntitle: $:/core/modules/savers/beaker.js\ntype: application/javascript\nmodule-type: saver\n\nSaves files using the Beaker browser's (https://beakerbrowser.com) Dat protocol (https://datproject.org/)\nCompatible with beaker >= V0.7.2\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSet up the saver\n*/\nvar BeakerSaver = function(wiki) {\n\tthis.wiki = wiki;\n};\n\nBeakerSaver.prototype.save = function(text,method,callback) {\n\tvar dat = new DatArchive(\"\" + window.location),\n\t\tpathname = (\"\" + window.location.pathname).split(\"#\")[0];\n\tdat.stat(pathname).then(function(value) {\n\t\tif(value.isDirectory()) {\n\t\t\tpathname = pathname + \"/index.html\";\n\t\t}\n\t\tdat.writeFile(pathname,text,\"utf8\").then(function(value) {\n\t\t\tcallback(null);\n\t\t},function(reason) {\n\t\t\tcallback(\"Beaker Saver Write Error: \" + reason);\n\t\t});\n\t},function(reason) {\n\t\tcallback(\"Beaker Saver Stat Error: \" + reason);\n\t});\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nBeakerSaver.prototype.info = {\n\tname: \"beaker\",\n\tpriority: 3000,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn !!window.DatArchive && location.protocol===\"dat:\";\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new BeakerSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/download.js": {
"title": "$:/core/modules/savers/download.js",
"text": "/*\\\ntitle: $:/core/modules/savers/download.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via HTML5's download APIs\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar DownloadSaver = function(wiki) {\n};\n\nDownloadSaver.prototype.save = function(text,method,callback,options) {\n\toptions = options || {};\n\t// Get the current filename\n\tvar filename = options.variables.filename;\n\tif(!filename) {\n\t\tvar p = document.location.pathname.lastIndexOf(\"/\");\n\t\tif(p !== -1) {\n\t\t\t// We decode the pathname because document.location is URL encoded by the browser\n\t\t\tfilename = decodeURIComponent(document.location.pathname.substr(p+1));\n\t\t}\n\t}\n\tif(!filename) {\n\t\tfilename = \"tiddlywiki.html\";\n\t}\n\t// Set up the link\n\tvar link = document.createElement(\"a\");\n\tif(Blob !== undefined) {\n\t\tvar blob = new Blob([text], {type: \"text/html\"});\n\t\tlink.setAttribute(\"href\", URL.createObjectURL(blob));\n\t} else {\n\t\tlink.setAttribute(\"href\",\"data:text/html,\" + encodeURIComponent(text));\n\t}\n\tlink.setAttribute(\"download\",filename);\n\tdocument.body.appendChild(link);\n\tlink.click();\n\tdocument.body.removeChild(link);\n\t// Callback that we succeeded\n\tcallback(null);\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nDownloadSaver.prototype.info = {\n\tname: \"download\",\n\tpriority: 100\n};\n\nObject.defineProperty(DownloadSaver.prototype.info, \"capabilities\", {\n\tget: function() {\n\t\tvar capabilities = [\"save\", \"download\"];\n\t\tif(($tw.wiki.getTextReference(\"$:/config/DownloadSaver/AutoSave\") || \"\").toLowerCase() === \"yes\") {\n\t\t\tcapabilities.push(\"autosave\");\n\t\t}\n\t\treturn capabilities;\n\t}\n});\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn document.createElement(\"a\").download !== undefined;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new DownloadSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/fsosaver.js": {
"title": "$:/core/modules/savers/fsosaver.js",
"text": "/*\\\ntitle: $:/core/modules/savers/fsosaver.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via MS FileSystemObject ActiveXObject\n\nNote: Since TiddlyWiki's markup contains the MOTW, the FileSystemObject normally won't be available. \nHowever, if the wiki is loaded as an .HTA file (Windows HTML Applications) then the FSO can be used.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar FSOSaver = function(wiki) {\n};\n\nFSOSaver.prototype.save = function(text,method,callback) {\n\t// Get the pathname of this document\n\tvar pathname = unescape(document.location.pathname);\n\t// Test for a Windows path of the form /x:\\blah...\n\tif(/^\\/[A-Z]\\:\\\\[^\\\\]+/i.test(pathname)) {\t// ie: ^/[a-z]:/[^/]+\n\t\t// Remove the leading slash\n\t\tpathname = pathname.substr(1);\n\t} else if(document.location.hostname !== \"\" && /^\\/\\\\[^\\\\]+\\\\[^\\\\]+/i.test(pathname)) {\t// test for \\\\server\\share\\blah... - ^/[^/]+/[^/]+\n\t\t// Remove the leading slash\n\t\tpathname = pathname.substr(1);\n\t\t// reconstruct UNC path\n\t\tpathname = \"\\\\\\\\\" + document.location.hostname + pathname;\n\t} else {\n\t\treturn false;\n\t}\n\t// Save the file (as UTF-16)\n\tvar fso = new ActiveXObject(\"Scripting.FileSystemObject\");\n\tvar file = fso.OpenTextFile(pathname,2,-1,-1);\n\tfile.Write(text);\n\tfile.Close();\n\t// Callback that we succeeded\n\tcallback(null);\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nFSOSaver.prototype.info = {\n\tname: \"FSOSaver\",\n\tpriority: 120,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\ttry {\n\t\treturn (window.location.protocol === \"file:\") && !!(new ActiveXObject(\"Scripting.FileSystemObject\"));\n\t} catch(e) { return false; }\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new FSOSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/github.js": {
"title": "$:/core/modules/savers/github.js",
"text": "/*\\\ntitle: $:/core/modules/savers/github.js\ntype: application/javascript\nmodule-type: saver\n\nSaves wiki by pushing a commit to the GitHub v3 REST API\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar GitHubSaver = function(wiki) {\n\tthis.wiki = wiki;\n};\n\nGitHubSaver.prototype.save = function(text,method,callback) {\n\tvar self = this,\n\t\tusername = this.wiki.getTiddlerText(\"$:/GitHub/Username\"),\n\t\tpassword = $tw.utils.getPassword(\"github\"),\n\t\trepo = this.wiki.getTiddlerText(\"$:/GitHub/Repo\"),\n\t\tpath = this.wiki.getTiddlerText(\"$:/GitHub/Path\"),\n\t\tfilename = this.wiki.getTiddlerText(\"$:/GitHub/Filename\"),\n\t\tbranch = this.wiki.getTiddlerText(\"$:/GitHub/Branch\") || \"master\",\n\t\tendpoint = this.wiki.getTiddlerText(\"$:/GitHub/ServerURL\") || \"https://api.github.com\",\n\t\theaders = {\n\t\t\t\"Accept\": \"application/vnd.github.v3+json\",\n\t\t\t\"Content-Type\": \"application/json;charset=UTF-8\",\n\t\t\t\"Authorization\": \"Basic \" + window.btoa(username + \":\" + password)\n\t\t};\n\t// Bail if we don't have everything we need\n\tif(!username || !password || !repo || !path || !filename) {\n\t\treturn false;\n\t}\n\t// Make sure the path start and ends with a slash\n\tif(path.substring(0,1) !== \"/\") {\n\t\tpath = \"/\" + path;\n\t}\n\tif(path.substring(path.length - 1) !== \"/\") {\n\t\tpath = path + \"/\";\n\t}\n\t// Compose the base URI\n\tvar uri = endpoint + \"/repos/\" + repo + \"/contents\" + path;\n\t// Perform a get request to get the details (inc shas) of files in the same path as our file\n\t$tw.utils.httpRequest({\n\t\turl: uri,\n\t\ttype: \"GET\",\n\t\theaders: headers,\n\t\tdata: {\n\t\t\tref: branch\n\t\t},\n\t\tcallback: function(err,getResponseDataJson,xhr) {\n\t\t\tvar getResponseData,sha = \"\";\n\t\t\tif(err && xhr.status !== 404) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\tif(xhr.status !== 404) {\n\t\t\t\tgetResponseData = JSON.parse(getResponseDataJson);\n\t\t\t\t$tw.utils.each(getResponseData,function(details) {\n\t\t\t\t\tif(details.name === filename) {\n\t\t\t\t\t\tsha = details.sha;\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t}\n\t\t\tvar data = {\n\t\t\t\tmessage: $tw.language.getRawString(\"ControlPanel/Saving/GitService/CommitMessage\"),\n\t\t\t\tcontent: $tw.utils.base64Encode(text),\n\t\t\t\tbranch: branch,\n\t\t\t\tsha: sha\n\t\t\t};\n\t\t\t// Perform a PUT request to save the file\n\t\t\t$tw.utils.httpRequest({\n\t\t\t\turl: uri + filename,\n\t\t\t\ttype: \"PUT\",\n\t\t\t\theaders: headers,\n\t\t\t\tdata: JSON.stringify(data),\n\t\t\t\tcallback: function(err,putResponseDataJson,xhr) {\n\t\t\t\t\tif(err) {\n\t\t\t\t\t\treturn callback(err);\n\t\t\t\t\t}\n\t\t\t\t\tvar putResponseData = JSON.parse(putResponseDataJson);\n\t\t\t\t\tcallback(null);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nGitHubSaver.prototype.info = {\n\tname: \"github\",\n\tpriority: 2000,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn true;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new GitHubSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/gitlab.js": {
"title": "$:/core/modules/savers/gitlab.js",
"text": "/*\\\ntitle: $:/core/modules/savers/gitlab.js\ntype: application/javascript\nmodule-type: saver\n\nSaves wiki by pushing a commit to the GitLab REST API\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: true */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar GitLabSaver = function(wiki) {\n\tthis.wiki = wiki;\n};\n\nGitLabSaver.prototype.save = function(text,method,callback) {\n\t/* See https://docs.gitlab.com/ee/api/repository_files.html */\n\tvar self = this,\n\t\tusername = this.wiki.getTiddlerText(\"$:/GitLab/Username\"),\n\t\tpassword = $tw.utils.getPassword(\"gitlab\"),\n\t\trepo = this.wiki.getTiddlerText(\"$:/GitLab/Repo\"),\n\t\tpath = this.wiki.getTiddlerText(\"$:/GitLab/Path\"),\n\t\tfilename = this.wiki.getTiddlerText(\"$:/GitLab/Filename\"),\n\t\tbranch = this.wiki.getTiddlerText(\"$:/GitLab/Branch\") || \"master\",\n\t\tendpoint = this.wiki.getTiddlerText(\"$:/GitLab/ServerURL\") || \"https://gitlab.com/api/v4\",\n\t\theaders = {\n\t\t\t\"Content-Type\": \"application/json;charset=UTF-8\",\n\t\t\t\"Private-Token\": password\n\t\t};\n\t// Bail if we don't have everything we need\n\tif(!username || !password || !repo || !path || !filename) {\n\t\treturn false;\n\t}\n\t// Make sure the path start and ends with a slash\n\tif(path.substring(0,1) !== \"/\") {\n\t\tpath = \"/\" + path;\n\t}\n\tif(path.substring(path.length - 1) !== \"/\") {\n\t\tpath = path + \"/\";\n\t}\n\t// Compose the base URI\n\tvar uri = endpoint + \"/projects/\" + encodeURIComponent(repo) + \"/repository/\";\n\t// Perform a get request to get the details (inc shas) of files in the same path as our file\n\t$tw.utils.httpRequest({\n\t\turl: uri + \"tree/\" + encodeURIComponent(path.replace(/^\\/+|\\/$/g, '')),\n\t\ttype: \"GET\",\n\t\theaders: headers,\n\t\tdata: {\n\t\t\tref: branch\n\t\t},\n\t\tcallback: function(err,getResponseDataJson,xhr) {\n\t\t\tvar getResponseData,sha = \"\";\n\t\t\tif(err && xhr.status !== 404) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\tvar requestType = \"POST\";\n\t\t\tif(xhr.status !== 404) {\n\t\t\t\tgetResponseData = JSON.parse(getResponseDataJson);\n\t\t\t\t$tw.utils.each(getResponseData,function(details) {\n\t\t\t\t\tif(details.name === filename) {\n\t\t\t\t\t\trequestType = \"PUT\";\n\t\t\t\t\t\tsha = details.sha;\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t}\n\t\t\tvar data = {\n\t\t\t\tcommit_message: $tw.language.getRawString(\"ControlPanel/Saving/GitService/CommitMessage\"),\n\t\t\t\tcontent: text,\n\t\t\t\tbranch: branch,\n\t\t\t\tsha: sha\n\t\t\t};\n\t\t\t// Perform a request to save the file\n\t\t\t$tw.utils.httpRequest({\n\t\t\t\turl: uri + \"files/\" + encodeURIComponent(path.replace(/^\\/+/, '') + filename),\n\t\t\t\ttype: requestType,\n\t\t\t\theaders: headers,\n\t\t\t\tdata: JSON.stringify(data),\n\t\t\t\tcallback: function(err,putResponseDataJson,xhr) {\n\t\t\t\t\tif(err) {\n\t\t\t\t\t\treturn callback(err);\n\t\t\t\t\t}\n\t\t\t\t\tvar putResponseData = JSON.parse(putResponseDataJson);\n\t\t\t\t\tcallback(null);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nGitLabSaver.prototype.info = {\n\tname: \"gitlab\",\n\tpriority: 2000,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn true;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new GitLabSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/manualdownload.js": {
"title": "$:/core/modules/savers/manualdownload.js",
"text": "/*\\\ntitle: $:/core/modules/savers/manualdownload.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via HTML5's download APIs\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Title of the tiddler containing the download message\nvar downloadInstructionsTitle = \"$:/language/Modals/Download\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar ManualDownloadSaver = function(wiki) {\n};\n\nManualDownloadSaver.prototype.save = function(text,method,callback) {\n\t$tw.modal.display(downloadInstructionsTitle,{\n\t\tdownloadLink: \"data:text/html,\" + encodeURIComponent(text)\n\t});\n\t// Callback that we succeeded\n\tcallback(null);\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nManualDownloadSaver.prototype.info = {\n\tname: \"manualdownload\",\n\tpriority: 0,\n\tcapabilities: [\"save\", \"download\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn true;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new ManualDownloadSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/msdownload.js": {
"title": "$:/core/modules/savers/msdownload.js",
"text": "/*\\\ntitle: $:/core/modules/savers/msdownload.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via window.navigator.msSaveBlob()\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar MsDownloadSaver = function(wiki) {\n};\n\nMsDownloadSaver.prototype.save = function(text,method,callback) {\n\t// Get the current filename\n\tvar filename = \"tiddlywiki.html\",\n\t\tp = document.location.pathname.lastIndexOf(\"/\");\n\tif(p !== -1) {\n\t\tfilename = document.location.pathname.substr(p+1);\n\t}\n\t// Set up the link\n\tvar blob = new Blob([text], {type: \"text/html\"});\n\twindow.navigator.msSaveBlob(blob,filename);\n\t// Callback that we succeeded\n\tcallback(null);\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nMsDownloadSaver.prototype.info = {\n\tname: \"msdownload\",\n\tpriority: 110,\n\tcapabilities: [\"save\", \"download\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn !!window.navigator.msSaveBlob;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new MsDownloadSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/put.js": {
"title": "$:/core/modules/savers/put.js",
"text": "/*\\\ntitle: $:/core/modules/savers/put.js\ntype: application/javascript\nmodule-type: saver\n\nSaves wiki by performing a PUT request to the server\n\nWorks with any server which accepts a PUT request\nto the current URL, such as a WebDAV server.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nRetrieve ETag if available\n*/\nvar retrieveETag = function(self) {\n\tvar headers = {\n\t\tAccept: \"*/*;charset=UTF-8\"\n\t};\n\t$tw.utils.httpRequest({\n\t\turl: self.uri(),\n\t\ttype: \"HEAD\",\n\t\theaders: headers,\n\t\tcallback: function(err,data,xhr) {\n\t\t\tif(err) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar etag = xhr.getResponseHeader(\"ETag\");\n\t\t\tif(!etag) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tself.etag = etag.replace(/^W\\//,\"\");\n\t\t}\n\t});\n};\n\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar PutSaver = function(wiki) {\n\tthis.wiki = wiki;\n\tvar self = this;\n\tvar uri = this.uri();\n\t// Async server probe. Until probe finishes, save will fail fast\n\t// See also https://github.com/Jermolene/TiddlyWiki5/issues/2276\n\t$tw.utils.httpRequest({\n\t\turl: uri,\n\t\ttype: \"OPTIONS\",\n\t\tcallback: function(err,data,xhr) {\n\t\t\t// Check DAV header http://www.webdav.org/specs/rfc2518.html#rfc.section.9.1\n\t\t\tif(!err) {\n\t\t\t\tself.serverAcceptsPuts = xhr.status === 200 && !!xhr.getResponseHeader(\"dav\");\n\t\t\t}\n\t\t}\n\t});\n\tretrieveETag(this);\n};\n\nPutSaver.prototype.uri = function() {\n\treturn document.location.toString().split(\"#\")[0];\n};\n\n// TODO: in case of edit conflict\n// Prompt: Do you want to save over this? Y/N\n// Merging would be ideal, and may be possible using future generic merge flow\nPutSaver.prototype.save = function(text,method,callback) {\n\tif(!this.serverAcceptsPuts) {\n\t\treturn false;\n\t}\n\tvar self = this;\n\tvar headers = {\n\t\t\"Content-Type\": \"text/html;charset=UTF-8\"\n\t};\n\tif(this.etag) {\n\t\theaders[\"If-Match\"] = this.etag;\n\t}\n\t$tw.utils.httpRequest({\n\t\turl: this.uri(),\n\t\ttype: \"PUT\",\n\t\theaders: headers,\n\t\tdata: text,\n\t\tcallback: function(err,data,xhr) {\n\t\t\tif(err) {\n\t\t\t\t// response is textual: \"XMLHttpRequest error code: 412\"\n\t\t\t\tvar status = Number(err.substring(err.indexOf(':') + 2, err.length))\n\t\t\t\tif(status === 412) { // edit conflict\n\t\t\t\t\tvar message = $tw.language.getString(\"Error/EditConflict\");\n\t\t\t\t\tcallback(message);\n\t\t\t\t} else {\n\t\t\t\t\tcallback(err); // fail\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tself.etag = xhr.getResponseHeader(\"ETag\");\n\t\t\t\tif(self.etag == null) {\n\t\t\t\t\tretrieveETag(self);\n\t\t\t\t}\n\t\t\t\tcallback(null); // success\n\t\t\t}\n\t\t}\n\t});\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nPutSaver.prototype.info = {\n\tname: \"put\",\n\tpriority: 2000,\n\tcapabilities: [\"save\",\"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn /^https?:/.test(location.protocol);\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new PutSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/tiddlyfox.js": {
"title": "$:/core/modules/savers/tiddlyfox.js",
"text": "/*\\\ntitle: $:/core/modules/savers/tiddlyfox.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via the TiddlyFox file extension\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false, netscape: false, Components: false */\n\"use strict\";\n\nvar TiddlyFoxSaver = function(wiki) {\n};\n\nTiddlyFoxSaver.prototype.save = function(text,method,callback) {\n\tvar messageBox = document.getElementById(\"tiddlyfox-message-box\");\n\tif(messageBox) {\n\t\t// Get the pathname of this document\n\t\tvar pathname = document.location.toString().split(\"#\")[0];\n\t\t// Replace file://localhost/ with file:///\n\t\tif(pathname.indexOf(\"file://localhost/\") === 0) {\n\t\t\tpathname = \"file://\" + pathname.substr(16);\n\t\t}\n\t\t// Windows path file:///x:/blah/blah --> x:\\blah\\blah\n\t\tif(/^file\\:\\/\\/\\/[A-Z]\\:\\//i.test(pathname)) {\n\t\t\t// Remove the leading slash and convert slashes to backslashes\n\t\t\tpathname = pathname.substr(8).replace(/\\//g,\"\\\\\");\n\t\t// Firefox Windows network path file://///server/share/blah/blah --> //server/share/blah/blah\n\t\t} else if(pathname.indexOf(\"file://///\") === 0) {\n\t\t\tpathname = \"\\\\\\\\\" + unescape(pathname.substr(10)).replace(/\\//g,\"\\\\\");\n\t\t// Mac/Unix local path file:///path/path --> /path/path\n\t\t} else if(pathname.indexOf(\"file:///\") === 0) {\n\t\t\tpathname = unescape(pathname.substr(7));\n\t\t// Mac/Unix local path file:/path/path --> /path/path\n\t\t} else if(pathname.indexOf(\"file:/\") === 0) {\n\t\t\tpathname = unescape(pathname.substr(5));\n\t\t// Otherwise Windows networth path file://server/share/path/path --> \\\\server\\share\\path\\path\n\t\t} else {\n\t\t\tpathname = \"\\\\\\\\\" + unescape(pathname.substr(7)).replace(new RegExp(\"/\",\"g\"),\"\\\\\");\n\t\t}\n\t\t// Create the message element and put it in the message box\n\t\tvar message = document.createElement(\"div\");\n\t\tmessage.setAttribute(\"data-tiddlyfox-path\",decodeURIComponent(pathname));\n\t\tmessage.setAttribute(\"data-tiddlyfox-content\",text);\n\t\tmessageBox.appendChild(message);\n\t\t// Add an event handler for when the file has been saved\n\t\tmessage.addEventListener(\"tiddlyfox-have-saved-file\",function(event) {\n\t\t\tcallback(null);\n\t\t}, false);\n\t\t// Create and dispatch the custom event to the extension\n\t\tvar event = document.createEvent(\"Events\");\n\t\tevent.initEvent(\"tiddlyfox-save-file\",true,false);\n\t\tmessage.dispatchEvent(event);\n\t\treturn true;\n\t} else {\n\t\treturn false;\n\t}\n};\n\n/*\nInformation about this saver\n*/\nTiddlyFoxSaver.prototype.info = {\n\tname: \"tiddlyfox\",\n\tpriority: 1500,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn true;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new TiddlyFoxSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/tiddlyie.js": {
"title": "$:/core/modules/savers/tiddlyie.js",
"text": "/*\\\ntitle: $:/core/modules/savers/tiddlyie.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via Internet Explorer BHO extenion (TiddlyIE)\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar TiddlyIESaver = function(wiki) {\n};\n\nTiddlyIESaver.prototype.save = function(text,method,callback) {\n\t// Check existence of TiddlyIE BHO extension (note: only works after document is complete)\n\tif(typeof(window.TiddlyIE) != \"undefined\") {\n\t\t// Get the pathname of this document\n\t\tvar pathname = unescape(document.location.pathname);\n\t\t// Test for a Windows path of the form /x:/blah...\n\t\tif(/^\\/[A-Z]\\:\\/[^\\/]+/i.test(pathname)) {\t// ie: ^/[a-z]:/[^/]+ (is this better?: ^/[a-z]:/[^/]+(/[^/]+)*\\.[^/]+ )\n\t\t\t// Remove the leading slash\n\t\t\tpathname = pathname.substr(1);\n\t\t\t// Convert slashes to backslashes\n\t\t\tpathname = pathname.replace(/\\//g,\"\\\\\");\n\t\t} else if(document.hostname !== \"\" && /^\\/[^\\/]+\\/[^\\/]+/i.test(pathname)) {\t// test for \\\\server\\share\\blah... - ^/[^/]+/[^/]+\n\t\t\t// Convert slashes to backslashes\n\t\t\tpathname = pathname.replace(/\\//g,\"\\\\\");\n\t\t\t// reconstruct UNC path\n\t\t\tpathname = \"\\\\\\\\\" + document.location.hostname + pathname;\n\t\t} else return false;\n\t\t// Prompt the user to save the file\n\t\twindow.TiddlyIE.save(pathname, text);\n\t\t// Callback that we succeeded\n\t\tcallback(null);\n\t\treturn true;\n\t} else {\n\t\treturn false;\n\t}\n};\n\n/*\nInformation about this saver\n*/\nTiddlyIESaver.prototype.info = {\n\tname: \"tiddlyiesaver\",\n\tpriority: 1500,\n\tcapabilities: [\"save\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn (window.location.protocol === \"file:\");\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new TiddlyIESaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/twedit.js": {
"title": "$:/core/modules/savers/twedit.js",
"text": "/*\\\ntitle: $:/core/modules/savers/twedit.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via the TWEdit iOS app\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false, netscape: false, Components: false */\n\"use strict\";\n\nvar TWEditSaver = function(wiki) {\n};\n\nTWEditSaver.prototype.save = function(text,method,callback) {\n\t// Bail if we're not running under TWEdit\n\tif(typeof DeviceInfo !== \"object\") {\n\t\treturn false;\n\t}\n\t// Get the pathname of this document\n\tvar pathname = decodeURIComponent(document.location.pathname);\n\t// Strip any query or location part\n\tvar p = pathname.indexOf(\"?\");\n\tif(p !== -1) {\n\t\tpathname = pathname.substr(0,p);\n\t}\n\tp = pathname.indexOf(\"#\");\n\tif(p !== -1) {\n\t\tpathname = pathname.substr(0,p);\n\t}\n\t// Remove the leading \"/Documents\" from path\n\tvar prefix = \"/Documents\";\n\tif(pathname.indexOf(prefix) === 0) {\n\t\tpathname = pathname.substr(prefix.length);\n\t}\n\t// Error handler\n\tvar errorHandler = function(event) {\n\t\t// Error\n\t\tcallback($tw.language.getString(\"Error/SavingToTWEdit\") + \": \" + event.target.error.code);\n\t};\n\t// Get the file system\n\twindow.requestFileSystem(LocalFileSystem.PERSISTENT,0,function(fileSystem) {\n\t\t// Now we've got the filesystem, get the fileEntry\n\t\tfileSystem.root.getFile(pathname, {create: true}, function(fileEntry) {\n\t\t\t// Now we've got the fileEntry, create the writer\n\t\t\tfileEntry.createWriter(function(writer) {\n\t\t\t\twriter.onerror = errorHandler;\n\t\t\t\twriter.onwrite = function() {\n\t\t\t\t\tcallback(null);\n\t\t\t\t};\n\t\t\t\twriter.position = 0;\n\t\t\t\twriter.write(text);\n\t\t\t},errorHandler);\n\t\t}, errorHandler);\n\t}, errorHandler);\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nTWEditSaver.prototype.info = {\n\tname: \"twedit\",\n\tpriority: 1600,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn true;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new TWEditSaver(wiki);\n};\n\n/////////////////////////// Hack\n// HACK: This ensures that TWEdit recognises us as a TiddlyWiki document\nif($tw.browser) {\n\twindow.version = {title: \"TiddlyWiki\"};\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/savers/upload.js": {
"title": "$:/core/modules/savers/upload.js",
"text": "/*\\\ntitle: $:/core/modules/savers/upload.js\ntype: application/javascript\nmodule-type: saver\n\nHandles saving changes via upload to a server.\n\nDesigned to be compatible with BidiX's UploadPlugin at http://tiddlywiki.bidix.info/#UploadPlugin\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSelect the appropriate saver module and set it up\n*/\nvar UploadSaver = function(wiki) {\n\tthis.wiki = wiki;\n};\n\nUploadSaver.prototype.save = function(text,method,callback) {\n\t// Get the various parameters we need\n\tvar backupDir = this.wiki.getTextReference(\"$:/UploadBackupDir\") || \".\",\n\t\tusername = this.wiki.getTextReference(\"$:/UploadName\"),\n\t\tpassword = $tw.utils.getPassword(\"upload\"),\n\t\tuploadDir = this.wiki.getTextReference(\"$:/UploadDir\") || \".\",\n\t\tuploadFilename = this.wiki.getTextReference(\"$:/UploadFilename\") || \"index.html\",\n\t\turl = this.wiki.getTextReference(\"$:/UploadURL\");\n\t// Bail out if we don't have the bits we need\n\tif(!username || username.toString().trim() === \"\" || !password || password.toString().trim() === \"\") {\n\t\treturn false;\n\t}\n\t// Construct the url if not provided\n\tif(!url) {\n\t\turl = \"http://\" + username + \".tiddlyspot.com/store.cgi\";\n\t}\n\t// Assemble the header\n\tvar boundary = \"---------------------------\" + \"AaB03x\";\t\n\tvar uploadFormName = \"UploadPlugin\";\n\tvar head = [];\n\thead.push(\"--\" + boundary + \"\\r\\nContent-disposition: form-data; name=\\\"UploadPlugin\\\"\\r\\n\");\n\thead.push(\"backupDir=\" + backupDir + \";user=\" + username + \";password=\" + password + \";uploaddir=\" + uploadDir + \";;\"); \n\thead.push(\"\\r\\n\" + \"--\" + boundary);\n\thead.push(\"Content-disposition: form-data; name=\\\"userfile\\\"; filename=\\\"\" + uploadFilename + \"\\\"\");\n\thead.push(\"Content-Type: text/html;charset=UTF-8\");\n\thead.push(\"Content-Length: \" + text.length + \"\\r\\n\");\n\thead.push(\"\");\n\t// Assemble the tail and the data itself\n\tvar tail = \"\\r\\n--\" + boundary + \"--\\r\\n\",\n\t\tdata = head.join(\"\\r\\n\") + text + tail;\n\t// Do the HTTP post\n\tvar http = new XMLHttpRequest();\n\thttp.open(\"POST\",url,true,username,password);\n\thttp.setRequestHeader(\"Content-Type\",\"multipart/form-data; charset=UTF-8; boundary=\" + boundary);\n\thttp.onreadystatechange = function() {\n\t\tif(http.readyState == 4 && http.status == 200) {\n\t\t\tif(http.responseText.substr(0,4) === \"0 - \") {\n\t\t\t\tcallback(null);\n\t\t\t} else {\n\t\t\t\tcallback(http.responseText);\n\t\t\t}\n\t\t}\n\t};\n\ttry {\n\t\thttp.send(data);\n\t} catch([[ex]]) {\n\t\treturn callback($tw.language.getString(\"Error/Caption\") + \":\" + ex);\n\t}\n\t$tw.notifier.display(\"$:/language/Notifications/Save/Starting\");\n\treturn true;\n};\n\n/*\nInformation about this saver\n*/\nUploadSaver.prototype.info = {\n\tname: \"upload\",\n\tpriority: 2000,\n\tcapabilities: [\"save\", \"autosave\"]\n};\n\n/*\nStatic method that returns true if this saver is capable of working\n*/\nexports.canSave = function(wiki) {\n\treturn true;\n};\n\n/*\nCreate an instance of this saver\n*/\nexports.create = function(wiki) {\n\treturn new UploadSaver(wiki);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "saver"
},
"$:/core/modules/server/authenticators/basic.js": {
"title": "$:/core/modules/server/authenticators/basic.js",
"text": "/*\\\ntitle: $:/core/modules/server/authenticators/basic.js\ntype: application/javascript\nmodule-type: authenticator\n\nAuthenticator for WWW basic authentication\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nif($tw.node) {\n\tvar util = require(\"util\"),\n\t\tfs = require(\"fs\"),\n\t\turl = require(\"url\"),\n\t\tpath = require(\"path\");\n}\n\nfunction BasicAuthenticator(server) {\n\tthis.server = server;\n\tthis.credentialsData = [];\n}\n\n/*\nReturns true if the authenticator is active, false if it is inactive, or a string if there is an error\n*/\nBasicAuthenticator.prototype.init = function() {\n\t// Read the credentials data\n\tthis.credentialsFilepath = this.server.get(\"credentials\");\n\tif(this.credentialsFilepath) {\n\t\tvar resolveCredentialsFilepath = path.resolve($tw.boot.wikiPath,this.credentialsFilepath);\n\t\tif(fs.existsSync(resolveCredentialsFilepath) && !fs.statSync(resolveCredentialsFilepath).isDirectory()) {\n\t\t\tvar credentialsText = fs.readFileSync(resolveCredentialsFilepath,\"utf8\"),\n\t\t\t\tcredentialsData = $tw.utils.parseCsvStringWithHeader(credentialsText);\n\t\t\tif(typeof credentialsData === \"string\") {\n\t\t\t\treturn \"Error: \" + credentialsData + \" reading credentials from '\" + resolveCredentialsFilepath + \"'\";\n\t\t\t} else {\n\t\t\t\tthis.credentialsData = credentialsData;\n\t\t\t}\n\t\t} else {\n\t\t\treturn \"Error: Unable to load user credentials from '\" + resolveCredentialsFilepath + \"'\";\n\t\t}\n\t}\n\t// Add the hardcoded username and password if specified\n\tif(this.server.get(\"username\") && this.server.get(\"password\")) {\n\t\tthis.credentialsData = this.credentialsData || [];\n\t\tthis.credentialsData.push({\n\t\t\tusername: this.server.get(\"username\"),\n\t\t\tpassword: this.server.get(\"password\")\n\t\t});\n\t}\n\treturn this.credentialsData.length > 0;\n};\n\n/*\nReturns true if the request is authenticated and assigns the \"authenticatedUsername\" state variable.\nReturns false if the request couldn't be authenticated having sent an appropriate response to the browser\n*/\nBasicAuthenticator.prototype.authenticateRequest = function(request,response,state) {\n\t// Extract the incoming username and password from the request\n\tvar header = request.headers.authorization || \"\";\n\tif(!header && state.allowAnon) {\n\t\t// If there's no header and anonymous access is allowed then we don't set authenticatedUsername\n\t\treturn true;\n\t}\n\tvar token = header.split(/\\s+/).pop() || \"\",\n\t\tauth = $tw.utils.base64Decode(token),\n\t\tparts = auth.split(/:/),\n\t\tincomingUsername = parts[0],\n\t\tincomingPassword = parts[1];\n\t// Check that at least one of the credentials matches\n\tvar matchingCredentials = this.credentialsData.find(function(credential) {\n\t\treturn credential.username === incomingUsername && credential.password === incomingPassword;\n\t});\n\tif(matchingCredentials) {\n\t\t// If so, add the authenticated username to the request state\n\t\tstate.authenticatedUsername = incomingUsername;\n\t\treturn true;\n\t} else {\n\t\t// If not, return an authentication challenge\n\t\tresponse.writeHead(401,\"Authentication required\",{\n\t\t\t\"WWW-Authenticate\": 'Basic realm=\"Please provide your username and password to login to ' + state.server.servername + '\"'\n\t\t});\n\t\tresponse.end();\n\t\treturn false;\n\t}\n};\n\nexports.AuthenticatorClass = BasicAuthenticator;\n\n})();\n",
"type": "application/javascript",
"module-type": "authenticator"
},
"$:/core/modules/server/authenticators/header.js": {
"title": "$:/core/modules/server/authenticators/header.js",
"text": "/*\\\ntitle: $:/core/modules/server/authenticators/header.js\ntype: application/javascript\nmodule-type: authenticator\n\nAuthenticator for trusted header authentication\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nfunction HeaderAuthenticator(server) {\n\tthis.server = server;\n\tthis.header = server.get(\"authenticated-user-header\");\n}\n\n/*\nReturns true if the authenticator is active, false if it is inactive, or a string if there is an error\n*/\nHeaderAuthenticator.prototype.init = function() {\n\treturn !!this.header;\n};\n\n/*\nReturns true if the request is authenticated and assigns the \"authenticatedUsername\" state variable.\nReturns false if the request couldn't be authenticated having sent an appropriate response to the browser\n*/\nHeaderAuthenticator.prototype.authenticateRequest = function(request,response,state) {\n\t// Otherwise, authenticate as the username in the specified header\n\tvar username = request.headers[this.header];\n\tif(!username && !state.allowAnon) {\n\t\tresponse.writeHead(401,\"Authorization header required to login to '\" + state.server.servername + \"'\");\n\t\tresponse.end();\n\t\treturn false;\n\t} else {\n\t\t// authenticatedUsername will be undefined for anonymous users\n\t\tstate.authenticatedUsername = username;\n\t\treturn true;\n\t}\n};\n\nexports.AuthenticatorClass = HeaderAuthenticator;\n\n})();\n",
"type": "application/javascript",
"module-type": "authenticator"
},
"$:/core/modules/server/routes/delete-tiddler.js": {
"title": "$:/core/modules/server/routes/delete-tiddler.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/delete-tiddler.js\ntype: application/javascript\nmodule-type: route\n\nDELETE /recipes/default/tiddlers/:title\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"DELETE\";\n\nexports.path = /^\\/bags\\/default\\/tiddlers\\/(.+)$/;\n\nexports.handler = function(request,response,state) {\n\tvar title = decodeURIComponent(state.params[0]);\n\tstate.wiki.deleteTiddler(title);\n\tresponse.writeHead(204, \"OK\", {\n\t\t\"Content-Type\": \"text/plain\"\n\t});\n\tresponse.end();\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-favicon.js": {
"title": "$:/core/modules/server/routes/get-favicon.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-favicon.js\ntype: application/javascript\nmodule-type: route\n\nGET /favicon.ico\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/favicon.ico$/;\n\nexports.handler = function(request,response,state) {\n\tresponse.writeHead(200, {\"Content-Type\": \"image/x-icon\"});\n\tvar buffer = state.wiki.getTiddlerText(\"$:/favicon.ico\",\"\");\n\tresponse.end(buffer,\"base64\");\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-file.js": {
"title": "$:/core/modules/server/routes/get-file.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-file.js\ntype: application/javascript\nmodule-type: route\n\nGET /files/:filepath\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/files\\/(.+)$/;\n\nexports.handler = function(request,response,state) {\n\tvar path = require(\"path\"),\n\t\tfs = require(\"fs\"),\n\t\tutil = require(\"util\");\n\tvar filename = path.resolve($tw.boot.wikiPath,\"files\",decodeURIComponent(state.params[0])),\n\t\textension = path.extname(filename);\n\tfs.readFile(filename,function(err,content) {\n\t\tvar status,content,type = \"text/plain\";\n\t\tif(err) {\n\t\t\tif(err.code === \"ENOENT\") {\n\t\t\t\tstatus = 404;\n\t\t\t\tcontent = \"File '\" + filename + \"' not found\";\n\t\t\t} else if(err.code === \"EACCES\") {\n\t\t\t\tstatus = 403;\n\t\t\t\tcontent = \"You do not have permission to access the file '\" + filename + \"'\";\n\t\t\t} else {\n\t\t\t\tstatus = 500;\n\t\t\t\tcontent = err.toString();\n\t\t\t}\n\t\t} else {\n\t\t\tstatus = 200;\n\t\t\tcontent = content;\n\t\t\ttype = ($tw.config.fileExtensionInfo[extension] ? $tw.config.fileExtensionInfo[extension].type : \"application/octet-stream\");\n\t\t}\n\t\tresponse.writeHead(status,{\n\t\t\t\"Content-Type\": type\n\t\t});\n\t\tresponse.end(content);\n\t});\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-index.js": {
"title": "$:/core/modules/server/routes/get-index.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-index.js\ntype: application/javascript\nmodule-type: route\n\nGET /\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar zlib = require(\"zlib\");\n\nexports.method = \"GET\";\n\nexports.path = /^\\/$/;\n\nexports.handler = function(request,response,state) {\n\tvar acceptEncoding = request.headers[\"accept-encoding\"];\n\tif(!acceptEncoding) {\n\t\tacceptEncoding = \"\";\n\t}\n\tvar text = state.wiki.renderTiddler(state.server.get(\"root-render-type\"),state.server.get(\"root-tiddler\")),\n\t\tresponseHeaders = {\n\t\t\"Content-Type\": state.server.get(\"root-serve-type\")\n\t};\n\t/*\n\tIf the gzip=yes flag for `listen` is set, check if the user agent permits\n\tcompression. If so, compress our response. Note that we use the synchronous\n\tfunctions from zlib to stay in the imperative style. The current `Server`\n\tdoesn't depend on this, and we may just as well use the async versions.\n\t*/\n\tif(state.server.enableGzip) {\n\t\tif (/\\bdeflate\\b/.test(acceptEncoding)) {\n\t\t\tresponseHeaders[\"Content-Encoding\"] = \"deflate\";\n\t\t\ttext = zlib.deflateSync(text);\n\t\t} else if (/\\bgzip\\b/.test(acceptEncoding)) {\n\t\t\tresponseHeaders[\"Content-Encoding\"] = \"gzip\";\n\t\t\ttext = zlib.gzipSync(text);\n\t\t}\n\t}\n\tresponse.writeHead(200,responseHeaders);\n\tresponse.end(text);\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-login-basic.js": {
"title": "$:/core/modules/server/routes/get-login-basic.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-login-basic.js\ntype: application/javascript\nmodule-type: route\n\nGET /login-basic -- force a Basic Authentication challenge\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/login-basic$/;\n\nexports.handler = function(request,response,state) {\n\tif(!state.authenticatedUsername) {\n\t\t// Challenge if there's no username\n\t\tresponse.writeHead(401,{\n\t\t\t\"WWW-Authenticate\": 'Basic realm=\"Please provide your username and password to login to ' + state.server.servername + '\"'\n\t\t});\n\t\tresponse.end();\t\t\n\t} else {\n\t\t// Redirect to the root wiki if login worked\n\t\tresponse.writeHead(302,{\n\t\t\tLocation: \"/\"\n\t\t});\n\t\tresponse.end();\n\t}\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-status.js": {
"title": "$:/core/modules/server/routes/get-status.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-status.js\ntype: application/javascript\nmodule-type: route\n\nGET /status\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/status$/;\n\nexports.handler = function(request,response,state) {\n\tresponse.writeHead(200, {\"Content-Type\": \"application/json\"});\n\tvar text = JSON.stringify({\n\t\tusername: state.authenticatedUsername || state.server.get(\"anon-username\") || \"\",\n\t\tanonymous: !state.authenticatedUsername,\n\t\tread_only: !state.server.isAuthorized(\"writers\",state.authenticatedUsername),\n\t\tspace: {\n\t\t\trecipe: \"default\"\n\t\t},\n\t\ttiddlywiki_version: $tw.version\n\t});\n\tresponse.end(text,\"utf8\");\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-tiddler-html.js": {
"title": "$:/core/modules/server/routes/get-tiddler-html.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-tiddler-html.js\ntype: application/javascript\nmodule-type: route\n\nGET /:title\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/([^\\/]+)$/;\n\nexports.handler = function(request,response,state) {\n\tvar title = decodeURIComponent(state.params[0]),\n\t\ttiddler = state.wiki.getTiddler(title);\n\tif(tiddler) {\n\t\tvar renderType = tiddler.getFieldString(\"_render_type\"),\n\t\t\trenderTemplate = tiddler.getFieldString(\"_render_template\");\n\t\t// Tiddler fields '_render_type' and '_render_template' overwrite\n\t\t// system wide settings for render type and template\n\t\tif(state.wiki.isSystemTiddler(title)) {\n\t\t\trenderType = renderType || state.server.get(\"system-tiddler-render-type\");\n\t\t\trenderTemplate = renderTemplate || state.server.get(\"system-tiddler-render-template\");\n\t\t} else {\n\t\t\trenderType = renderType || state.server.get(\"tiddler-render-type\");\n\t\t\trenderTemplate = renderTemplate || state.server.get(\"tiddler-render-template\");\n\t\t}\n\t\tvar text = state.wiki.renderTiddler(renderType,renderTemplate,{parseAsInline: true, variables: {currentTiddler: title}});\n\t\t// Naughty not to set a content-type, but it's the easiest way to ensure the browser will see HTML pages as HTML, and accept plain text tiddlers as CSS or JS\n\t\tresponse.writeHead(200);\n\t\tresponse.end(text,\"utf8\");\n\t} else {\n\t\tresponse.writeHead(404);\n\t\tresponse.end();\n\t}\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-tiddler.js": {
"title": "$:/core/modules/server/routes/get-tiddler.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-tiddler.js\ntype: application/javascript\nmodule-type: route\n\nGET /recipes/default/tiddlers/:title\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/recipes\\/default\\/tiddlers\\/(.+)$/;\n\nexports.handler = function(request,response,state) {\n\tvar title = decodeURIComponent(state.params[0]),\n\t\ttiddler = state.wiki.getTiddler(title),\n\t\ttiddlerFields = {},\n\t\tknownFields = [\n\t\t\t\"bag\", \"created\", \"creator\", \"modified\", \"modifier\", \"permissions\", \"recipe\", \"revision\", \"tags\", \"text\", \"title\", \"type\", \"uri\"\n\t\t];\n\tif(tiddler) {\n\t\t$tw.utils.each(tiddler.fields,function(field,name) {\n\t\t\tvar value = tiddler.getFieldString(name);\n\t\t\tif(knownFields.indexOf(name) !== -1) {\n\t\t\t\ttiddlerFields[name] = value;\n\t\t\t} else {\n\t\t\t\ttiddlerFields.fields = tiddlerFields.fields || {};\n\t\t\t\ttiddlerFields.fields[name] = value;\n\t\t\t}\n\t\t});\n\t\ttiddlerFields.revision = state.wiki.getChangeCount(title);\n\t\ttiddlerFields.type = tiddlerFields.type || \"text/vnd.tiddlywiki\";\n\t\tresponse.writeHead(200, {\"Content-Type\": \"application/json\"});\n\t\tresponse.end(JSON.stringify(tiddlerFields),\"utf8\");\n\t} else {\n\t\tresponse.writeHead(404);\n\t\tresponse.end();\n\t}\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/get-tiddlers-json.js": {
"title": "$:/core/modules/server/routes/get-tiddlers-json.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/get-tiddlers-json.js\ntype: application/javascript\nmodule-type: route\n\nGET /recipes/default/tiddlers/tiddlers.json\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"GET\";\n\nexports.path = /^\\/recipes\\/default\\/tiddlers.json$/;\n\nexports.handler = function(request,response,state) {\n\tresponse.writeHead(200, {\"Content-Type\": \"application/json\"});\n\tvar tiddlers = [];\n\tstate.wiki.forEachTiddler({sortField: \"title\"},function(title,tiddler) {\n\t\tvar tiddlerFields = {};\n\t\t$tw.utils.each(tiddler.fields,function(field,name) {\n\t\t\tif(name !== \"text\") {\n\t\t\t\ttiddlerFields[name] = tiddler.getFieldString(name);\n\t\t\t}\n\t\t});\n\t\ttiddlerFields.revision = state.wiki.getChangeCount(title);\n\t\ttiddlerFields.type = tiddlerFields.type || \"text/vnd.tiddlywiki\";\n\t\ttiddlers.push(tiddlerFields);\n\t});\n\tvar text = JSON.stringify(tiddlers);\n\tresponse.end(text,\"utf8\");\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/routes/put-tiddler.js": {
"title": "$:/core/modules/server/routes/put-tiddler.js",
"text": "/*\\\ntitle: $:/core/modules/server/routes/put-tiddler.js\ntype: application/javascript\nmodule-type: route\n\nPUT /recipes/default/tiddlers/:title\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.method = \"PUT\";\n\nexports.path = /^\\/recipes\\/default\\/tiddlers\\/(.+)$/;\n\nexports.handler = function(request,response,state) {\n\tvar title = decodeURIComponent(state.params[0]),\n\tfields = JSON.parse(state.data);\n\t// Pull up any subfields in the `fields` object\n\tif(fields.fields) {\n\t\t$tw.utils.each(fields.fields,function(field,name) {\n\t\t\tfields[name] = field;\n\t\t});\n\t\tdelete fields.fields;\n\t}\n\t// Remove any revision field\n\tif(fields.revision) {\n\t\tdelete fields.revision;\n\t}\n\tstate.wiki.addTiddler(new $tw.Tiddler(state.wiki.getCreationFields(),fields,{title: title},state.wiki.getModificationFields()));\n\tvar changeCount = state.wiki.getChangeCount(title).toString();\n\tresponse.writeHead(204, \"OK\",{\n\t\tEtag: \"\\\"default/\" + encodeURIComponent(title) + \"/\" + changeCount + \":\\\"\",\n\t\t\"Content-Type\": \"text/plain\"\n\t});\n\tresponse.end();\n};\n\n}());\n",
"type": "application/javascript",
"module-type": "route"
},
"$:/core/modules/server/server.js": {
"title": "$:/core/modules/server/server.js",
"text": "/*\\\ntitle: $:/core/modules/server/server.js\ntype: application/javascript\nmodule-type: library\n\nServe tiddlers over http\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nif($tw.node) {\n\tvar util = require(\"util\"),\n\t\tfs = require(\"fs\"),\n\t\turl = require(\"url\"),\n\t\tpath = require(\"path\");\n}\n\n/*\nA simple HTTP server with regexp-based routes\noptions: variables - optional hashmap of variables to set (a misnomer - they are really constant parameters)\n\t\t routes - optional array of routes to use\n\t\t wiki - reference to wiki object\n*/\nfunction Server(options) {\n\tvar self = this;\n\tthis.routes = options.routes || [];\n\tthis.authenticators = options.authenticators || [];\n\tthis.wiki = options.wiki;\n\tthis.servername = $tw.utils.transliterateToSafeASCII(this.wiki.getTiddlerText(\"$:/SiteTitle\") || \"TiddlyWiki5\");\n\t// Initialise the variables\n\tthis.variables = $tw.utils.extend({},this.defaultVariables);\n\tif(options.variables) {\n\t\tfor(var variable in options.variables) {\n\t\t\tif(options.variables[variable]) {\n\t\t\t\tthis.variables[variable] = options.variables[variable];\n\t\t\t}\n\t\t}\t\t\n\t}\n\t$tw.utils.extend({},this.defaultVariables,options.variables);\n\t// Initialise CSRF\n\tthis.csrfDisable = this.get(\"csrf-disable\") === \"yes\";\n\t// Initialize Gzip compression\n\tthis.enableGzip = this.get(\"gzip\") === \"yes\";\n\t// Initialise authorization\n\tvar authorizedUserName = (this.get(\"username\") && this.get(\"password\")) ? this.get(\"username\") : \"(anon)\";\n\tthis.authorizationPrincipals = {\n\t\treaders: (this.get(\"readers\") || authorizedUserName).split(\",\").map($tw.utils.trim),\n\t\twriters: (this.get(\"writers\") || authorizedUserName).split(\",\").map($tw.utils.trim)\n\t}\n\t// Load and initialise authenticators\n\t$tw.modules.forEachModuleOfType(\"authenticator\", function(title,authenticatorDefinition) {\n\t\t// console.log(\"Loading server route \" + title);\n\t\tself.addAuthenticator(authenticatorDefinition.AuthenticatorClass);\n\t});\n\t// Load route handlers\n\t$tw.modules.forEachModuleOfType(\"route\", function(title,routeDefinition) {\n\t\t// console.log(\"Loading server route \" + title);\n\t\tself.addRoute(routeDefinition);\n\t});\n\t// Initialise the http vs https\n\tthis.listenOptions = null;\n\tthis.protocol = \"http\";\n\tvar tlsKeyFilepath = this.get(\"tls-key\"),\n\t\ttlsCertFilepath = this.get(\"tls-cert\");\n\tif(tlsCertFilepath && tlsKeyFilepath) {\n\t\tthis.listenOptions = {\n\t\t\tkey: fs.readFileSync(path.resolve($tw.boot.wikiPath,tlsKeyFilepath),\"utf8\"),\n\t\t\tcert: fs.readFileSync(path.resolve($tw.boot.wikiPath,tlsCertFilepath),\"utf8\")\n\t\t};\n\t\tthis.protocol = \"https\";\n\t}\n\tthis.transport = require(this.protocol);\n}\n\nServer.prototype.defaultVariables = {\n\tport: \"8080\",\n\thost: \"127.0.0.1\",\n\t\"root-tiddler\": \"$:/core/save/all\",\n\t\"root-render-type\": \"text/plain\",\n\t\"root-serve-type\": \"text/html\",\n\t\"tiddler-render-type\": \"text/html\",\n\t\"tiddler-render-template\": \"$:/core/templates/server/static.tiddler.html\",\n\t\"system-tiddler-render-type\": \"text/plain\",\n\t\"system-tiddler-render-template\": \"$:/core/templates/wikified-tiddler\",\n\t\"debug-level\": \"none\",\n\t\"gzip\": \"no\"\n};\n\nServer.prototype.get = function(name) {\n\treturn this.variables[name];\n};\n\nServer.prototype.addRoute = function(route) {\n\tthis.routes.push(route);\n};\n\nServer.prototype.addAuthenticator = function(AuthenticatorClass) {\n\t// Instantiate and initialise the authenticator\n\tvar authenticator = new AuthenticatorClass(this),\n\t\tresult = authenticator.init();\n\tif(typeof result === \"string\") {\n\t\t$tw.utils.error(\"Error: \" + result);\n\t} else if(result) {\n\t\t// Only use the authenticator if it initialised successfully\n\t\tthis.authenticators.push(authenticator);\n\t}\n};\n\nServer.prototype.findMatchingRoute = function(request,state) {\n\tvar pathprefix = this.get(\"path-prefix\") || \"\";\n\tfor(var t=0; t<this.routes.length; t++) {\n\t\tvar potentialRoute = this.routes[t],\n\t\t\tpathRegExp = potentialRoute.path,\n\t\t\tpathname = state.urlInfo.pathname,\n\t\t\tmatch;\n\t\tif(pathprefix) {\n\t\t\tif(pathname.substr(0,pathprefix.length) === pathprefix) {\n\t\t\t\tpathname = pathname.substr(pathprefix.length) || \"/\";\n\t\t\t\tmatch = potentialRoute.path.exec(pathname);\n\t\t\t} else {\n\t\t\t\tmatch = false;\n\t\t\t}\n\t\t} else {\n\t\t\tmatch = potentialRoute.path.exec(pathname);\n\t\t}\n\t\tif(match && request.method === potentialRoute.method) {\n\t\t\tstate.params = [];\n\t\t\tfor(var p=1; p<match.length; p++) {\n\t\t\t\tstate.params.push(match[p]);\n\t\t\t}\n\t\t\treturn potentialRoute;\n\t\t}\n\t}\n\treturn null;\n};\n\nServer.prototype.methodMappings = {\n\t\"GET\": \"readers\",\n\t\"OPTIONS\": \"readers\",\n\t\"HEAD\": \"readers\",\n\t\"PUT\": \"writers\",\n\t\"POST\": \"writers\",\n\t\"DELETE\": \"writers\"\n};\n\n/*\nCheck whether a given user is authorized for the specified authorizationType (\"readers\" or \"writers\"). Pass null or undefined as the username to check for anonymous access\n*/\nServer.prototype.isAuthorized = function(authorizationType,username) {\n\tvar principals = this.authorizationPrincipals[authorizationType] || [];\n\treturn principals.indexOf(\"(anon)\") !== -1 || (username && (principals.indexOf(\"(authenticated)\") !== -1 || principals.indexOf(username) !== -1));\n}\n\nServer.prototype.requestHandler = function(request,response) {\n\t// Compose the state object\n\tvar self = this;\n\tvar state = {};\n\tstate.wiki = self.wiki;\n\tstate.server = self;\n\tstate.urlInfo = url.parse(request.url);\n\t// Get the principals authorized to access this resource\n\tvar authorizationType = this.methodMappings[request.method] || \"readers\";\n\t// Check for the CSRF header if this is a write\n\tif(!this.csrfDisable && authorizationType === \"writers\" && request.headers[\"x-requested-with\"] !== \"TiddlyWiki\") {\n\t\tresponse.writeHead(403,\"'X-Requested-With' header required to login to '\" + this.servername + \"'\");\n\t\tresponse.end();\n\t\treturn;\t\t\n\t}\n\t// Check whether anonymous access is granted\n\tstate.allowAnon = this.isAuthorized(authorizationType,null);\n\t// Authenticate with the first active authenticator\n\tif(this.authenticators.length > 0) {\n\t\tif(!this.authenticators[0].authenticateRequest(request,response,state)) {\n\t\t\t// Bail if we failed (the authenticator will have sent the response)\n\t\t\treturn;\n\t\t}\t\t\n\t}\n\t// Authorize with the authenticated username\n\tif(!this.isAuthorized(authorizationType,state.authenticatedUsername)) {\n\t\tresponse.writeHead(401,\"'\" + state.authenticatedUsername + \"' is not authorized to access '\" + this.servername + \"'\");\n\t\tresponse.end();\n\t\treturn;\n\t}\n\t// Find the route that matches this path\n\tvar route = self.findMatchingRoute(request,state);\n\t// Optionally output debug info\n\tif(self.get(\"debug-level\") !== \"none\") {\n\t\tconsole.log(\"Request path:\",JSON.stringify(state.urlInfo));\n\t\tconsole.log(\"Request headers:\",JSON.stringify(request.headers));\n\t\tconsole.log(\"authenticatedUsername:\",state.authenticatedUsername);\n\t}\n\t// Return a 404 if we didn't find a route\n\tif(!route) {\n\t\tresponse.writeHead(404);\n\t\tresponse.end();\n\t\treturn;\n\t}\n\t// Receive the request body if necessary and hand off to the route handler\n\tif(route.bodyFormat === \"stream\" || request.method === \"GET\" || request.method === \"HEAD\") {\n\t\t// Let the route handle the request stream itself\n\t\troute.handler(request,response,state);\n\t} else if(route.bodyFormat === \"string\" || !route.bodyFormat) {\n\t\t// Set the encoding for the incoming request\n\t\trequest.setEncoding(\"utf8\");\n\t\tvar data = \"\";\n\t\trequest.on(\"data\",function(chunk) {\n\t\t\tdata += chunk.toString();\n\t\t});\n\t\trequest.on(\"end\",function() {\n\t\t\tstate.data = data;\n\t\t\troute.handler(request,response,state);\n\t\t});\n\t} else if(route.bodyFormat === \"buffer\") {\n\t\tvar data = [];\n\t\trequest.on(\"data\",function(chunk) {\n\t\t\tdata.push(chunk);\n\t\t});\n\t\trequest.on(\"end\",function() {\n\t\t\tstate.data = Buffer.concat(data);\n\t\t\troute.handler(request,response,state);\n\t\t})\n\t} else {\n\t\tresponse.writeHead(400,\"Invalid bodyFormat \" + route.bodyFormat + \" in route \" + route.method + \" \" + route.path.source);\n\t\tresponse.end();\n\t}\n};\n\n/*\nListen for requests\nport: optional port number (falls back to value of \"port\" variable)\nhost: optional host address (falls back to value of \"host\" variable)\nprefix: optional prefix (falls back to value of \"path-prefix\" variable)\n*/\nServer.prototype.listen = function(port,host,prefix) {\n\t// Handle defaults for port and host\n\tport = port || this.get(\"port\");\n\thost = host || this.get(\"host\");\n\tprefix = prefix || this.get(\"path-prefix\") || \"\";\n\t// Check for the port being a string and look it up as an environment variable\n\tif(parseInt(port,10).toString() !== port) {\n\t\tport = process.env[port] || 8080;\n\t}\n\t$tw.utils.log(\"Serving on \" + this.protocol + \"://\" + host + \":\" + port + prefix,\"brown/orange\");\n\t$tw.utils.log(\"(press ctrl-C to exit)\",\"red\");\n\t// Warn if required plugins are missing\n\tif(!$tw.wiki.getTiddler(\"$:/plugins/tiddlywiki/tiddlyweb\") || !$tw.wiki.getTiddler(\"$:/plugins/tiddlywiki/filesystem\")) {\n\t\t$tw.utils.warning(\"Warning: Plugins required for client-server operation (\\\"tiddlywiki/filesystem\\\" and \\\"tiddlywiki/tiddlyweb\\\") are missing from tiddlywiki.info file\");\n\t}\n\t// Listen\n\tvar server;\n\tif(this.listenOptions) {\n\t\tserver = this.transport.createServer(this.listenOptions,this.requestHandler.bind(this));\n\t} else {\n\t\tserver = this.transport.createServer(this.requestHandler.bind(this));\n\t}\n\treturn server.listen(port,host);\n};\n\nexports.Server = Server;\n\n})();\n",
"type": "application/javascript",
"module-type": "library"
},
"$:/core/modules/browser-messaging.js": {
"title": "$:/core/modules/browser-messaging.js",
"text": "/*\\\ntitle: $:/core/modules/browser-messaging.js\ntype: application/javascript\nmodule-type: startup\n\nBrowser message handling\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"browser-messaging\";\nexports.platforms = [\"browser\"];\nexports.after = [\"startup\"];\nexports.synchronous = true;\n\n/*\nLoad a specified url as an iframe and call the callback when it is loaded. If the url is already loaded then the existing iframe instance is used\n*/\nfunction loadIFrame(url,callback) {\n\t// Check if iframe already exists\n\tvar iframeInfo = $tw.browserMessaging.iframeInfoMap[url];\n\tif(iframeInfo) {\n\t\t// We've already got the iframe\n\t\tcallback(null,iframeInfo);\n\t} else {\n\t\t// Create the iframe and save it in the list\n\t\tvar iframe = document.createElement(\"iframe\");\n\t\tiframeInfo = {\n\t\t\turl: url,\n\t\t\tstatus: \"loading\",\n\t\t\tdomNode: iframe\n\t\t};\n\t\t$tw.browserMessaging.iframeInfoMap[url] = iframeInfo;\n\t\tsaveIFrameInfoTiddler(iframeInfo);\n\t\t// Add the iframe to the DOM and hide it\n\t\tiframe.style.display = \"none\";\n\t\tiframe.setAttribute(\"library\",\"true\");\n\t\tdocument.body.appendChild(iframe);\n\t\t// Set up onload\n\t\tiframe.onload = function() {\n\t\t\tiframeInfo.status = \"loaded\";\n\t\t\tsaveIFrameInfoTiddler(iframeInfo);\n\t\t\tcallback(null,iframeInfo);\n\t\t};\n\t\tiframe.onerror = function() {\n\t\t\tcallback(\"Cannot load iframe\");\n\t\t};\n\t\ttry {\n\t\t\tiframe.src = url;\n\t\t} catch([[ex]]) {\n\t\t\tcallback([[ex]]);\n\t\t}\n\t}\n}\n\n/*\nUnload library iframe for given url\n*/\nfunction unloadIFrame(url){\n\t$tw.utils.each(document.getElementsByTagName('iframe'), function(iframe) {\n\t\tif(iframe.getAttribute(\"library\") === \"true\" &&\n\t\t iframe.getAttribute(\"src\") === url) {\n\t\t\tiframe.parentNode.removeChild(iframe);\n\t\t}\n\t});\n}\n\nfunction saveIFrameInfoTiddler(iframeInfo) {\n\t$tw.wiki.addTiddler(new $tw.Tiddler($tw.wiki.getCreationFields(),{\n\t\ttitle: \"$:/temp/ServerConnection/\" + iframeInfo.url,\n\t\ttext: iframeInfo.status,\n\t\ttags: [\"$:/tags/ServerConnection\"],\n\t\turl: iframeInfo.url\n\t},$tw.wiki.getModificationFields()));\n}\n\nexports.startup = function() {\n\t// Initialise the store of iframes we've created\n\t$tw.browserMessaging = {\n\t\tiframeInfoMap: {} // Hashmap by URL of {url:,status:\"loading/loaded\",domNode:}\n\t};\n\t// Listen for widget messages to control loading the plugin library\n\t$tw.rootWidget.addEventListener(\"tm-load-plugin-library\",function(event) {\n\t\tvar paramObject = event.paramObject || {},\n\t\t\turl = paramObject.url;\n\t\tif(url) {\n\t\t\tloadIFrame(url,function(err,iframeInfo) {\n\t\t\t\tif(err) {\n\t\t\t\t\talert($tw.language.getString(\"Error/LoadingPluginLibrary\") + \": \" + url);\n\t\t\t\t} else {\n\t\t\t\t\tiframeInfo.domNode.contentWindow.postMessage({\n\t\t\t\t\t\tverb: \"GET\",\n\t\t\t\t\t\turl: \"recipes/library/tiddlers.json\",\n\t\t\t\t\t\tcookies: {\n\t\t\t\t\t\t\ttype: \"save-info\",\n\t\t\t\t\t\t\tinfoTitlePrefix: paramObject.infoTitlePrefix || \"$:/temp/RemoteAssetInfo/\",\n\t\t\t\t\t\t\turl: url\n\t\t\t\t\t\t}\n\t\t\t\t\t},\"*\");\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n\t// Listen for widget messages to control unloading the plugin library\n\t$tw.rootWidget.addEventListener(\"tm-unload-plugin-library\",function(event) {\n\t\tvar paramObject = event.paramObject || {},\n\t\t\turl = paramObject.url;\n\t\t$tw.browserMessaging.iframeInfoMap[url] = undefined;\n\t\tif(url) {\n\t\t\tunloadIFrame(url);\n\t\t\t$tw.utils.each(\n\t\t\t\t$tw.wiki.filterTiddlers(\"[[$:/temp/ServerConnection/\" + url + \"]] [prefix[$:/temp/RemoteAssetInfo/\" + url + \"/]]\"),\n\t\t\t\tfunction(title) {\n\t\t\t\t\t$tw.wiki.deleteTiddler(title);\n\t\t\t\t}\n\t\t\t);\n\t\t}\n\t});\n\t$tw.rootWidget.addEventListener(\"tm-load-plugin-from-library\",function(event) {\n\t\tvar paramObject = event.paramObject || {},\n\t\t\turl = paramObject.url,\n\t\t\ttitle = paramObject.title;\n\t\tif(url && title) {\n\t\t\tloadIFrame(url,function(err,iframeInfo) {\n\t\t\t\tif(err) {\n\t\t\t\t\talert($tw.language.getString(\"Error/LoadingPluginLibrary\") + \": \" + url);\n\t\t\t\t} else {\n\t\t\t\t\tiframeInfo.domNode.contentWindow.postMessage({\n\t\t\t\t\t\tverb: \"GET\",\n\t\t\t\t\t\turl: \"recipes/library/tiddlers/\" + encodeURIComponent(title) + \".json\",\n\t\t\t\t\t\tcookies: {\n\t\t\t\t\t\t\ttype: \"save-tiddler\",\n\t\t\t\t\t\t\turl: url\n\t\t\t\t\t\t}\n\t\t\t\t\t},\"*\");\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n\t// Listen for window messages from other windows\n\twindow.addEventListener(\"message\",function listener(event){\n\t\t// console.log(\"browser-messaging: \",document.location.toString())\n\t\t// console.log(\"browser-messaging: Received message from\",event.origin);\n\t\t// console.log(\"browser-messaging: Message content\",event.data);\n\t\tswitch(event.data.verb) {\n\t\t\tcase \"GET-RESPONSE\":\n\t\t\t\tif(event.data.status.charAt(0) === \"2\") {\n\t\t\t\t\tif(event.data.cookies) {\n\t\t\t\t\t\tif(event.data.cookies.type === \"save-info\") {\n\t\t\t\t\t\t\tvar tiddlers = JSON.parse(event.data.body);\n\t\t\t\t\t\t\t$tw.utils.each(tiddlers,function(tiddler) {\n\t\t\t\t\t\t\t\t$tw.wiki.addTiddler(new $tw.Tiddler($tw.wiki.getCreationFields(),tiddler,{\n\t\t\t\t\t\t\t\t\ttitle: event.data.cookies.infoTitlePrefix + event.data.cookies.url + \"/\" + tiddler.title,\n\t\t\t\t\t\t\t\t\t\"original-title\": tiddler.title,\n\t\t\t\t\t\t\t\t\ttext: \"\",\n\t\t\t\t\t\t\t\t\ttype: \"text/vnd.tiddlywiki\",\n\t\t\t\t\t\t\t\t\t\"original-type\": tiddler.type,\n\t\t\t\t\t\t\t\t\t\"plugin-type\": undefined,\n\t\t\t\t\t\t\t\t\t\"original-plugin-type\": tiddler[\"plugin-type\"],\n\t\t\t\t\t\t\t\t\t\"module-type\": undefined,\n\t\t\t\t\t\t\t\t\t\"original-module-type\": tiddler[\"module-type\"],\n\t\t\t\t\t\t\t\t\ttags: [\"$:/tags/RemoteAssetInfo\"],\n\t\t\t\t\t\t\t\t\t\"original-tags\": $tw.utils.stringifyList(tiddler.tags || []),\n\t\t\t\t\t\t\t\t\t\"server-url\": event.data.cookies.url\n\t\t\t\t\t\t\t\t},$tw.wiki.getModificationFields()));\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t} else if(event.data.cookies.type === \"save-tiddler\") {\n\t\t\t\t\t\t\tvar tiddler = JSON.parse(event.data.body);\n\t\t\t\t\t\t\t$tw.wiki.addTiddler(new $tw.Tiddler(tiddler));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\t},false);\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/commands.js": {
"title": "$:/core/modules/startup/commands.js",
"text": "/*\\\ntitle: $:/core/modules/startup/commands.js\ntype: application/javascript\nmodule-type: startup\n\nCommand processing\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"commands\";\nexports.platforms = [\"node\"];\nexports.after = [\"story\"];\nexports.synchronous = false;\n\nexports.startup = function(callback) {\n\t// On the server, start a commander with the command line arguments\n\tvar commander = new $tw.Commander(\n\t\t$tw.boot.argv,\n\t\tfunction(err) {\n\t\t\tif(err) {\n\t\t\t\treturn $tw.utils.error(\"Error: \" + err);\n\t\t\t}\n\t\t\tcallback();\n\t\t},\n\t\t$tw.wiki,\n\t\t{output: process.stdout, error: process.stderr}\n\t);\n\tcommander.execute();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/CSSescape.js": {
"title": "$:/core/modules/startup/CSSescape.js",
"text": "/*\\\ntitle: $:/core/modules/startup/CSSescape.js\ntype: application/javascript\nmodule-type: startup\n\nPolyfill for CSS.escape()\n\n\\*/\n(function(root,factory){\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"css-escape\";\nexports.platforms = [\"browser\"];\nexports.after = [\"startup\"];\nexports.synchronous = true;\n\n/*! https://mths.be/cssescape v1.5.1 by @mathias | MIT license */\n// https://github.com/umdjs/umd/blob/master/returnExports.js\nexports.startup = factory(root);\n}(typeof global != 'undefined' ? global : this, function(root) {\n\n\tif (root.CSS && root.CSS.escape) {\n\t\treturn;\n\t}\n\n\t// https://drafts.csswg.org/cssom/#serialize-an-identifier\n\tvar cssEscape = function(value) {\n\t\tif (arguments.length == 0) {\n\t\t\tthrow new TypeError('`CSS.escape` requires an argument.');\n\t\t}\n\t\tvar string = String(value);\n\t\tvar length = string.length;\n\t\tvar index = -1;\n\t\tvar codeUnit;\n\t\tvar result = '';\n\t\tvar firstCodeUnit = string.charCodeAt(0);\n\t\twhile (++index < length) {\n\t\t\tcodeUnit = string.charCodeAt(index);\n\t\t\t// Note: there's no need to special-case astral symbols, surrogate\n\t\t\t// pairs, or lone surrogates.\n\n\t\t\t// If the character is NULL (U+0000), then the REPLACEMENT CHARACTER\n\t\t\t// (U+FFFD).\n\t\t\tif (codeUnit == 0x0000) {\n\t\t\t\tresult += '\\uFFFD';\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (\n\t\t\t\t// If the character is in the range [\\1-\\1F] (U+0001 to U+001F) or is\n\t\t\t\t// U+007F, […]\n\t\t\t\t(codeUnit >= 0x0001 && codeUnit <= 0x001F) || codeUnit == 0x007F ||\n\t\t\t\t// If the character is the first character and is in the range [0-9]\n\t\t\t\t// (U+0030 to U+0039), […]\n\t\t\t\t(index == 0 && codeUnit >= 0x0030 && codeUnit <= 0x0039) ||\n\t\t\t\t// If the character is the second character and is in the range [0-9]\n\t\t\t\t// (U+0030 to U+0039) and the first character is a `-` (U+002D), […]\n\t\t\t\t(\n\t\t\t\t\tindex == 1 &&\n\t\t\t\t\tcodeUnit >= 0x0030 && codeUnit <= 0x0039 &&\n\t\t\t\t\tfirstCodeUnit == 0x002D\n\t\t\t\t)\n\t\t\t) {\n\t\t\t\t// https://drafts.csswg.org/cssom/#escape-a-character-as-code-point\n\t\t\t\tresult += '\\\\' + codeUnit.toString(16) + ' ';\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (\n\t\t\t\t// If the character is the first character and is a `-` (U+002D), and\n\t\t\t\t// there is no second character, […]\n\t\t\t\tindex == 0 &&\n\t\t\t\tlength == 1 &&\n\t\t\t\tcodeUnit == 0x002D\n\t\t\t) {\n\t\t\t\tresult += '\\\\' + string.charAt(index);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// If the character is not handled by one of the above rules and is\n\t\t\t// greater than or equal to U+0080, is `-` (U+002D) or `_` (U+005F), or\n\t\t\t// is in one of the ranges [0-9] (U+0030 to U+0039), [A-Z] (U+0041 to\n\t\t\t// U+005A), or [a-z] (U+0061 to U+007A), […]\n\t\t\tif (\n\t\t\t\tcodeUnit >= 0x0080 ||\n\t\t\t\tcodeUnit == 0x002D ||\n\t\t\t\tcodeUnit == 0x005F ||\n\t\t\t\tcodeUnit >= 0x0030 && codeUnit <= 0x0039 ||\n\t\t\t\tcodeUnit >= 0x0041 && codeUnit <= 0x005A ||\n\t\t\t\tcodeUnit >= 0x0061 && codeUnit <= 0x007A\n\t\t\t) {\n\t\t\t\t// the character itself\n\t\t\t\tresult += string.charAt(index);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Otherwise, the escaped character.\n\t\t\t// https://drafts.csswg.org/cssom/#escape-a-character\n\t\t\tresult += '\\\\' + string.charAt(index);\n\n\t\t}\n\t\treturn result;\n\t};\n\n\tif (!root.CSS) {\n\t\troot.CSS = {};\n\t}\n\n\troot.CSS.escape = cssEscape;\n\n}));\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/favicon.js": {
"title": "$:/core/modules/startup/favicon.js",
"text": "/*\\\ntitle: $:/core/modules/startup/favicon.js\ntype: application/javascript\nmodule-type: startup\n\nFavicon handling\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"favicon\";\nexports.platforms = [\"browser\"];\nexports.after = [\"startup\"];\nexports.synchronous = true;\n\t\t\n// Favicon tiddler\nvar FAVICON_TITLE = \"$:/favicon.ico\";\n\nexports.startup = function() {\n\t// Set up the favicon\n\tsetFavicon();\n\t// Reset the favicon when the tiddler changes\n\t$tw.wiki.addEventListener(\"change\",function(changes) {\n\t\tif($tw.utils.hop(changes,FAVICON_TITLE)) {\n\t\t\tsetFavicon();\n\t\t}\n\t});\n};\n\nfunction setFavicon() {\n\tvar tiddler = $tw.wiki.getTiddler(FAVICON_TITLE);\n\tif(tiddler) {\n\t\tvar faviconLink = document.getElementById(\"faviconLink\");\n\t\tfaviconLink.setAttribute(\"href\",\"data:\" + tiddler.fields.type + \";base64,\" + tiddler.fields.text);\n\t}\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/info.js": {
"title": "$:/core/modules/startup/info.js",
"text": "/*\\\ntitle: $:/core/modules/startup/info.js\ntype: application/javascript\nmodule-type: startup\n\nInitialise $:/info tiddlers via $:/temp/info-plugin pseudo-plugin\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"info\";\nexports.before = [\"startup\"];\nexports.after = [\"load-modules\"];\nexports.synchronous = true;\n\nexports.startup = function() {\n\t// Collect up the info tiddlers\n\tvar infoTiddlerFields = {};\n\t// Give each info module a chance to fill in as many info tiddlers as they want\n\t$tw.modules.forEachModuleOfType(\"info\",function(title,moduleExports) {\n\t\tif(moduleExports && moduleExports.getInfoTiddlerFields) {\n\t\t\tvar tiddlerFieldsArray = moduleExports.getInfoTiddlerFields(infoTiddlerFields);\n\t\t\t$tw.utils.each(tiddlerFieldsArray,function(fields) {\n\t\t\t\tif(fields) {\n\t\t\t\t\tinfoTiddlerFields[fields.title] = fields;\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n\t// Bake the info tiddlers into a plugin\n\tvar fields = {\n\t\ttitle: \"$:/temp/info-plugin\",\n\t\ttype: \"application/json\",\n\t\t\"plugin-type\": \"info\",\n\t\ttext: JSON.stringify({tiddlers: infoTiddlerFields},null,$tw.config.preferences.jsonSpaces)\n\t};\n\t$tw.wiki.addTiddler(new $tw.Tiddler(fields));\n\t$tw.wiki.readPluginInfo();\n\t$tw.wiki.registerPluginTiddlers(\"info\");\n\t$tw.wiki.unpackPluginTiddlers();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/load-modules.js": {
"title": "$:/core/modules/startup/load-modules.js",
"text": "/*\\\ntitle: $:/core/modules/startup/load-modules.js\ntype: application/javascript\nmodule-type: startup\n\nLoad core modules\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"load-modules\";\nexports.synchronous = true;\n\nexports.startup = function() {\n\t// Load modules\n\t$tw.modules.applyMethods(\"utils\",$tw.utils);\n\tif($tw.node) {\n\t\t$tw.modules.applyMethods(\"utils-node\",$tw.utils);\n\t}\n\t$tw.modules.applyMethods(\"global\",$tw);\n\t$tw.modules.applyMethods(\"config\",$tw.config);\n\t$tw.Tiddler.fieldModules = $tw.modules.getModulesByTypeAsHashmap(\"tiddlerfield\");\n\t$tw.modules.applyMethods(\"tiddlermethod\",$tw.Tiddler.prototype);\n\t$tw.modules.applyMethods(\"wikimethod\",$tw.Wiki.prototype);\n\t$tw.wiki.addIndexersToWiki();\n\t$tw.modules.applyMethods(\"tiddlerdeserializer\",$tw.Wiki.tiddlerDeserializerModules);\n\t$tw.macros = $tw.modules.getModulesByTypeAsHashmap(\"macro\");\n\t$tw.wiki.initParsers();\n\t$tw.Commander.initCommands();\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/password.js": {
"title": "$:/core/modules/startup/password.js",
"text": "/*\\\ntitle: $:/core/modules/startup/password.js\ntype: application/javascript\nmodule-type: startup\n\nPassword handling\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"password\";\nexports.platforms = [\"browser\"];\nexports.after = [\"startup\"];\nexports.synchronous = true;\n\nexports.startup = function() {\n\t$tw.rootWidget.addEventListener(\"tm-set-password\",function(event) {\n\t\t$tw.passwordPrompt.createPrompt({\n\t\t\tserviceName: $tw.language.getString(\"Encryption/PromptSetPassword\"),\n\t\t\tnoUserName: true,\n\t\t\tsubmitText: $tw.language.getString(\"Encryption/SetPassword\"),\n\t\t\tcanCancel: true,\n\t\t\trepeatPassword: true,\n\t\t\tcallback: function(data) {\n\t\t\t\tif(data) {\n\t\t\t\t\t$tw.crypto.setPassword(data.password);\n\t\t\t\t}\n\t\t\t\treturn true; // Get rid of the password prompt\n\t\t\t}\n\t\t});\n\t});\n\t$tw.rootWidget.addEventListener(\"tm-clear-password\",function(event) {\n\t\tif($tw.browser) {\n\t\t\tif(!confirm($tw.language.getString(\"Encryption/ConfirmClearPassword\"))) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t\t$tw.crypto.setPassword(null);\n\t});\n\t// Ensure that $:/isEncrypted is maintained properly\n\t$tw.wiki.addEventListener(\"change\",function(changes) {\n\t\tif($tw.utils.hop(changes,\"$:/isEncrypted\")) {\n\t\t\t$tw.crypto.updateCryptoStateTiddler();\n\t\t}\n\t});\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/render.js": {
"title": "$:/core/modules/startup/render.js",
"text": "/*\\\ntitle: $:/core/modules/startup/render.js\ntype: application/javascript\nmodule-type: startup\n\nTitle, stylesheet and page rendering\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"render\";\nexports.platforms = [\"browser\"];\nexports.after = [\"story\"];\nexports.synchronous = true;\n\n// Default story and history lists\nvar PAGE_TITLE_TITLE = \"$:/core/wiki/title\";\nvar PAGE_STYLESHEET_TITLE = \"$:/core/ui/PageStylesheet\";\nvar PAGE_TEMPLATE_TITLE = \"$:/core/ui/PageTemplate\";\n\n// Time (in ms) that we defer refreshing changes to draft tiddlers\nvar DRAFT_TIDDLER_TIMEOUT_TITLE = \"$:/config/Drafts/TypingTimeout\";\nvar DRAFT_TIDDLER_TIMEOUT = 400;\n\nexports.startup = function() {\n\t// Set up the title\n\t$tw.titleWidgetNode = $tw.wiki.makeTranscludeWidget(PAGE_TITLE_TITLE,{document: $tw.fakeDocument, parseAsInline: true});\n\t$tw.titleContainer = $tw.fakeDocument.createElement(\"div\");\n\t$tw.titleWidgetNode.render($tw.titleContainer,null);\n\tdocument.title = $tw.titleContainer.textContent;\n\t$tw.wiki.addEventListener(\"change\",function(changes) {\n\t\tif($tw.titleWidgetNode.refresh(changes,$tw.titleContainer,null)) {\n\t\t\tdocument.title = $tw.titleContainer.textContent;\n\t\t}\n\t});\n\t// Set up the styles\n\t$tw.styleWidgetNode = $tw.wiki.makeTranscludeWidget(PAGE_STYLESHEET_TITLE,{document: $tw.fakeDocument});\n\t$tw.styleContainer = $tw.fakeDocument.createElement(\"style\");\n\t$tw.styleWidgetNode.render($tw.styleContainer,null);\n\t$tw.styleElement = document.createElement(\"style\");\n\t$tw.styleElement.innerHTML = $tw.styleContainer.textContent;\n\tdocument.head.insertBefore($tw.styleElement,document.head.firstChild);\n\t$tw.wiki.addEventListener(\"change\",$tw.perf.report(\"styleRefresh\",function(changes) {\n\t\tif($tw.styleWidgetNode.refresh(changes,$tw.styleContainer,null)) {\n\t\t\t$tw.styleElement.innerHTML = $tw.styleContainer.textContent;\n\t\t}\n\t}));\n\t// Display the $:/core/ui/PageTemplate tiddler to kick off the display\n\t$tw.perf.report(\"mainRender\",function() {\n\t\t$tw.pageWidgetNode = $tw.wiki.makeTranscludeWidget(PAGE_TEMPLATE_TITLE,{document: document, parentWidget: $tw.rootWidget});\n\t\t$tw.pageContainer = document.createElement(\"div\");\n\t\t$tw.utils.addClass($tw.pageContainer,\"tc-page-container-wrapper\");\n\t\tdocument.body.insertBefore($tw.pageContainer,document.body.firstChild);\n\t\t$tw.pageWidgetNode.render($tw.pageContainer,null);\n \t\t$tw.hooks.invokeHook(\"th-page-refreshed\");\n\t})();\n\t// Remove any splash screen elements\n\tvar removeList = document.querySelectorAll(\".tc-remove-when-wiki-loaded\");\n\t$tw.utils.each(removeList,function(removeItem) {\n\t\tif(removeItem.parentNode) {\n\t\t\tremoveItem.parentNode.removeChild(removeItem);\n\t\t}\n\t});\n\t// Prepare refresh mechanism\n\tvar deferredChanges = Object.create(null),\n\t\ttimerId;\n\tfunction refresh() {\n\t\t// Process the refresh\n\t\t$tw.hooks.invokeHook(\"th-page-refreshing\");\n\t\t$tw.pageWidgetNode.refresh(deferredChanges);\n\t\tdeferredChanges = Object.create(null);\n\t\t$tw.hooks.invokeHook(\"th-page-refreshed\");\n\t}\n\t// Add the change event handler\n\t$tw.wiki.addEventListener(\"change\",$tw.perf.report(\"mainRefresh\",function(changes) {\n\t\t// Check if only drafts have changed\n\t\tvar onlyDraftsHaveChanged = true;\n\t\tfor(var title in changes) {\n\t\t\tvar tiddler = $tw.wiki.getTiddler(title);\n\t\t\tif(!tiddler || !tiddler.hasField(\"draft.of\")) {\n\t\t\t\tonlyDraftsHaveChanged = false;\n\t\t\t}\n\t\t}\n\t\t// Defer the change if only drafts have changed\n\t\tif(timerId) {\n\t\t\tclearTimeout(timerId);\n\t\t}\n\t\ttimerId = null;\n\t\tif(onlyDraftsHaveChanged) {\n\t\t\tvar timeout = parseInt($tw.wiki.getTiddlerText(DRAFT_TIDDLER_TIMEOUT_TITLE,\"\"),10);\n\t\t\tif(isNaN(timeout)) {\n\t\t\t\ttimeout = DRAFT_TIDDLER_TIMEOUT;\n\t\t\t}\n\t\t\ttimerId = setTimeout(refresh,timeout);\n\t\t\t$tw.utils.extend(deferredChanges,changes);\n\t\t} else {\n\t\t\t$tw.utils.extend(deferredChanges,changes);\n\t\t\trefresh();\n\t\t}\n\t}));\n\t// Fix up the link between the root widget and the page container\n\t$tw.rootWidget.domNodes = [$tw.pageContainer];\n\t$tw.rootWidget.children = [$tw.pageWidgetNode];\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/rootwidget.js": {
"title": "$:/core/modules/startup/rootwidget.js",
"text": "/*\\\ntitle: $:/core/modules/startup/rootwidget.js\ntype: application/javascript\nmodule-type: startup\n\nSetup the root widget and the core root widget handlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"rootwidget\";\nexports.platforms = [\"browser\"];\nexports.after = [\"startup\"];\nexports.before = [\"story\"];\nexports.synchronous = true;\n\nexports.startup = function() {\n\t// Install the modal message mechanism\n\t$tw.modal = new $tw.utils.Modal($tw.wiki);\n\t$tw.rootWidget.addEventListener(\"tm-modal\",function(event) {\n\t\t$tw.modal.display(event.param,{variables: event.paramObject, event: event});\n\t});\n\t// Install the notification mechanism\n\t$tw.notifier = new $tw.utils.Notifier($tw.wiki);\n\t$tw.rootWidget.addEventListener(\"tm-notify\",function(event) {\n\t\t$tw.notifier.display(event.param,{variables: event.paramObject});\n\t});\n\t// Install the copy-to-clipboard mechanism\n\t$tw.rootWidget.addEventListener(\"tm-copy-to-clipboard\",function(event) {\n\t\t$tw.utils.copyToClipboard(event.param);\n\t});\n\t// Install the tm-focus-selector message\n\t$tw.rootWidget.addEventListener(\"tm-focus-selector\",function(event) {\n\t\tvar selector = event.param || \"\",\n\t\t\telement;\n\t\ttry {\n\t\t\telement = document.querySelector(selector);\n\t\t} catch(e) {\n\t\t\tconsole.log(\"Error in selector: \",selector)\n\t\t}\n\t\tif(element && element.focus) {\n\t\t\telement.focus(event.paramObject);\n\t\t}\n\t});\n\t// Install the scroller\n\t$tw.pageScroller = new $tw.utils.PageScroller();\n\t$tw.rootWidget.addEventListener(\"tm-scroll\",function(event) {\n\t\t$tw.pageScroller.handleEvent(event);\n\t});\n\tvar fullscreen = $tw.utils.getFullScreenApis();\n\tif(fullscreen) {\n\t\t$tw.rootWidget.addEventListener(\"tm-full-screen\",function(event) {\n\t\t\tvar fullScreenDocument = event.event ? event.event.target.ownerDocument : document;\n\t\t\tif(event.param === \"enter\") {\n\t\t\t\tfullScreenDocument.documentElement[fullscreen._requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);\n\t\t\t} else if(event.param === \"exit\") {\n\t\t\t\tfullScreenDocument[fullscreen._exitFullscreen]();\n\t\t\t} else {\n\t\t\t\tif(fullScreenDocument[fullscreen._fullscreenElement]) {\n\t\t\t\t\tfullScreenDocument[fullscreen._exitFullscreen]();\n\t\t\t\t} else {\n\t\t\t\t\tfullScreenDocument.documentElement[fullscreen._requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);\n\t\t\t\t}\t\t\t\t\n\t\t\t}\n\t\t});\n\t}\n\t// If we're being viewed on a data: URI then give instructions for how to save\n\tif(document.location.protocol === \"data:\") {\n\t\t$tw.rootWidget.dispatchEvent({\n\t\t\ttype: \"tm-modal\",\n\t\t\tparam: \"$:/language/Modals/SaveInstructions\"\n\t\t});\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup.js": {
"title": "$:/core/modules/startup.js",
"text": "/*\\\ntitle: $:/core/modules/startup.js\ntype: application/javascript\nmodule-type: startup\n\nMiscellaneous startup logic for both the client and server.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"startup\";\nexports.after = [\"load-modules\"];\nexports.synchronous = true;\n\n// Set to `true` to enable performance instrumentation\nvar PERFORMANCE_INSTRUMENTATION_CONFIG_TITLE = \"$:/config/Performance/Instrumentation\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nexports.startup = function() {\n\tvar modules,n,m,f;\n\t// Minimal browser detection\n\tif($tw.browser) {\n\t\t$tw.browser.isIE = (/msie|trident/i.test(navigator.userAgent));\n\t\t$tw.browser.isFirefox = !!document.mozFullScreenEnabled;\n\t}\n\t// Platform detection\n\t$tw.platform = {};\n\tif($tw.browser) {\n\t\t$tw.platform.isMac = /Mac/.test(navigator.platform);\n\t\t$tw.platform.isWindows = /win/i.test(navigator.platform);\n\t\t$tw.platform.isLinux = /Linux/i.test(navigator.platform);\n\t} else {\n\t\tswitch(require(\"os\").platform()) {\n\t\t\tcase \"darwin\":\n\t\t\t\t$tw.platform.isMac = true;\n\t\t\t\tbreak;\n\t\t\tcase \"win32\":\n\t\t\t\t$tw.platform.isWindows = true;\n\t\t\t\tbreak;\n\t\t\tcase \"freebsd\":\n\t\t\t\t$tw.platform.isLinux = true;\n\t\t\t\tbreak;\n\t\t\tcase \"linux\":\n\t\t\t\t$tw.platform.isLinux = true;\n\t\t\t\tbreak;\n\t\t}\n\t}\n\t// Initialise version\n\t$tw.version = $tw.utils.extractVersionInfo();\n\t// Set up the performance framework\n\t$tw.perf = new $tw.Performance($tw.wiki.getTiddlerText(PERFORMANCE_INSTRUMENTATION_CONFIG_TITLE,\"no\") === \"yes\");\n\t// Create a root widget for attaching event handlers. By using it as the parentWidget for another widget tree, one can reuse the event handlers\n\t$tw.rootWidget = new widget.widget({\n\t\ttype: \"widget\",\n\t\tchildren: []\n\t},{\n\t\twiki: $tw.wiki,\n\t\tdocument: $tw.browser ? document : $tw.fakeDocument\n\t});\n\t// Execute any startup actions\n\tvar executeStartupTiddlers = function(tag) {\n\t\t$tw.utils.each($tw.wiki.filterTiddlers(\"[all[shadows+tiddlers]tag[\" + tag + \"]!has[draft.of]]\"),function(title) {\n\t\t\t$tw.rootWidget.invokeActionString($tw.wiki.getTiddlerText(title),$tw.rootWidget);\n\t\t});\n\t};\n\texecuteStartupTiddlers(\"$:/tags/StartupAction\");\n\tif($tw.browser) {\n\t\texecuteStartupTiddlers(\"$:/tags/StartupAction/Browser\");\t\t\n\t}\n\tif($tw.node) {\n\t\texecuteStartupTiddlers(\"$:/tags/StartupAction/Node\");\t\t\n\t}\n\t// Kick off the language manager and switcher\n\t$tw.language = new $tw.Language();\n\t$tw.languageSwitcher = new $tw.PluginSwitcher({\n\t\twiki: $tw.wiki,\n\t\tpluginType: \"language\",\n\t\tcontrollerTitle: \"$:/language\",\n\t\tdefaultPlugins: [\n\t\t\t\"$:/languages/en-GB\"\n\t\t],\n\t\tonSwitch: function(plugins) {\n\t\t\tif($tw.browser) {\n\t\t\t\tvar pluginTiddler = $tw.wiki.getTiddler(plugins[0]);\n\t\t\t\tif(pluginTiddler) {\n\t\t\t\t\tdocument.documentElement.setAttribute(\"dir\",pluginTiddler.getFieldString(\"text-direction\") || \"auto\");\n\t\t\t\t} else {\n\t\t\t\t\tdocument.documentElement.removeAttribute(\"dir\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n\t// Kick off the theme manager\n\t$tw.themeManager = new $tw.PluginSwitcher({\n\t\twiki: $tw.wiki,\n\t\tpluginType: \"theme\",\n\t\tcontrollerTitle: \"$:/theme\",\n\t\tdefaultPlugins: [\n\t\t\t\"$:/themes/tiddlywiki/snowwhite\",\n\t\t\t\"$:/themes/tiddlywiki/vanilla\"\n\t\t]\n\t});\n\t// Kick off the keyboard manager\n\t$tw.keyboardManager = new $tw.KeyboardManager();\n\t// Listen for shortcuts\n\tif($tw.browser) {\n\t\t$tw.utils.addEventListeners(document,[{\n\t\t\tname: \"keydown\",\n\t\t\thandlerObject: $tw.keyboardManager,\n\t\t\thandlerMethod: \"handleKeydownEvent\"\n\t\t}]);\n\t}\n\t// Clear outstanding tiddler store change events to avoid an unnecessary refresh cycle at startup\n\t$tw.wiki.clearTiddlerEventQueue();\n\t// Find a working syncadaptor\n\t$tw.syncadaptor = undefined;\n\t$tw.modules.forEachModuleOfType(\"syncadaptor\",function(title,module) {\n\t\tif(!$tw.syncadaptor && module.adaptorClass) {\n\t\t\t$tw.syncadaptor = new module.adaptorClass({wiki: $tw.wiki});\n\t\t}\n\t});\n\t// Set up the syncer object if we've got a syncadaptor\n\tif($tw.syncadaptor) {\n\t\t$tw.syncer = new $tw.Syncer({wiki: $tw.wiki, syncadaptor: $tw.syncadaptor});\n\t} \n\t// Setup the saver handler\n\t$tw.saverHandler = new $tw.SaverHandler({\n\t\twiki: $tw.wiki,\n\t\tdirtyTracking: !$tw.syncadaptor,\n\t\tpreloadDirty: $tw.boot.preloadDirty || []\n\t});\n\t// Host-specific startup\n\tif($tw.browser) {\n\t\t// Install the popup manager\n\t\t$tw.popup = new $tw.utils.Popup();\n\t\t// Install the animator\n\t\t$tw.anim = new $tw.utils.Animator();\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/story.js": {
"title": "$:/core/modules/startup/story.js",
"text": "/*\\\ntitle: $:/core/modules/startup/story.js\ntype: application/javascript\nmodule-type: startup\n\nLoad core modules\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"story\";\nexports.after = [\"startup\"];\nexports.synchronous = true;\n\n// Default story and history lists\nvar DEFAULT_STORY_TITLE = \"$:/StoryList\";\nvar DEFAULT_HISTORY_TITLE = \"$:/HistoryList\";\n\n// Default tiddlers\nvar DEFAULT_TIDDLERS_TITLE = \"$:/DefaultTiddlers\";\n\n// Config\nvar CONFIG_UPDATE_ADDRESS_BAR = \"$:/config/Navigation/UpdateAddressBar\"; // Can be \"no\", \"permalink\", \"permaview\"\nvar CONFIG_UPDATE_HISTORY = \"$:/config/Navigation/UpdateHistory\"; // Can be \"yes\" or \"no\"\nvar CONFIG_PERMALINKVIEW_COPY_TO_CLIPBOARD = \"$:/config/Navigation/Permalinkview/CopyToClipboard\"; // Can be \"yes\" (default) or \"no\"\nvar CONFIG_PERMALINKVIEW_UPDATE_ADDRESS_BAR = \"$:/config/Navigation/Permalinkview/UpdateAddressBar\"; // Can be \"yes\" (default) or \"no\"\n\n\n// Links to help, if there is no param\nvar HELP_OPEN_EXTERNAL_WINDOW = \"http://tiddlywiki.com/#WidgetMessage%3A%20tm-open-external-window\";\n\nexports.startup = function() {\n\t// Open startup tiddlers\n\topenStartupTiddlers({\n\t\tdisableHistory: $tw.boot.disableStartupNavigation\n\t});\n\tif($tw.browser) {\n\t\t// Set up location hash update\n\t\t$tw.wiki.addEventListener(\"change\",function(changes) {\n\t\t\tif($tw.utils.hop(changes,DEFAULT_STORY_TITLE) || $tw.utils.hop(changes,DEFAULT_HISTORY_TITLE)) {\n\t\t\t\tupdateLocationHash({\n\t\t\t\t\tupdateAddressBar: $tw.wiki.getTiddlerText(CONFIG_UPDATE_ADDRESS_BAR,\"permaview\").trim(),\n\t\t\t\t\tupdateHistory: $tw.wiki.getTiddlerText(CONFIG_UPDATE_HISTORY,\"no\").trim()\n\t\t\t\t});\n\t\t\t}\n\t\t});\n\t\t// Listen for changes to the browser location hash\n\t\twindow.addEventListener(\"hashchange\",function() {\n\t\t\tvar hash = $tw.utils.getLocationHash();\n\t\t\tif(hash !== $tw.locationHash) {\n\t\t\t\t$tw.locationHash = hash;\n\t\t\t\topenStartupTiddlers({defaultToCurrentStory: true});\n\t\t\t}\n\t\t},false);\n\t\t// Listen for the tm-browser-refresh message\n\t\t$tw.rootWidget.addEventListener(\"tm-browser-refresh\",function(event) {\n\t\t\twindow.location.reload(true);\n\t\t});\n\t\t// Listen for tm-open-external-window message\n\t\t$tw.rootWidget.addEventListener(\"tm-open-external-window\",function(event) {\n\t\t\tvar paramObject = event.paramObject || {},\n\t\t\t\tstrUrl = event.param || HELP_OPEN_EXTERNAL_WINDOW,\n\t\t\t\tstrWindowName = paramObject.windowName,\n\t\t\t\tstrWindowFeatures = paramObject.windowFeatures;\n\t\t\twindow.open(strUrl, strWindowName, strWindowFeatures);\n\t\t});\n\t\t// Listen for the tm-print message\n\t\t$tw.rootWidget.addEventListener(\"tm-print\",function(event) {\n\t\t\t(event.event.view || window).print();\n\t\t});\n\t\t// Listen for the tm-home message\n\t\t$tw.rootWidget.addEventListener(\"tm-home\",function(event) {\n\t\t\twindow.location.hash = \"\";\n\t\t\tvar storyFilter = $tw.wiki.getTiddlerText(DEFAULT_TIDDLERS_TITLE),\n\t\t\t\tstoryList = $tw.wiki.filterTiddlers(storyFilter);\n\t\t\t//invoke any hooks that might change the default story list\n\t\t\tstoryList = $tw.hooks.invokeHook(\"th-opening-default-tiddlers-list\",storyList);\n\t\t\t$tw.wiki.addTiddler({title: DEFAULT_STORY_TITLE, text: \"\", list: storyList},$tw.wiki.getModificationFields());\n\t\t\tif(storyList[0]) {\n\t\t\t\t$tw.wiki.addToHistory(storyList[0]);\n\t\t\t}\n\t\t});\n\t\t// Listen for the tm-permalink message\n\t\t$tw.rootWidget.addEventListener(\"tm-permalink\",function(event) {\n\t\t\tupdateLocationHash({\n\t\t\t\tupdateAddressBar: $tw.wiki.getTiddlerText(CONFIG_PERMALINKVIEW_UPDATE_ADDRESS_BAR,\"yes\").trim() === \"yes\" ? \"permalink\" : \"none\",\n\t\t\t\tupdateHistory: $tw.wiki.getTiddlerText(CONFIG_UPDATE_HISTORY,\"no\").trim(),\n\t\t\t\ttargetTiddler: event.param || event.tiddlerTitle,\n\t\t\t\tcopyToClipboard: $tw.wiki.getTiddlerText(CONFIG_PERMALINKVIEW_COPY_TO_CLIPBOARD,\"yes\").trim() === \"yes\" ? \"permalink\" : \"none\"\n\t\t\t});\n\t\t});\n\t\t// Listen for the tm-permaview message\n\t\t$tw.rootWidget.addEventListener(\"tm-permaview\",function(event) {\n\t\t\tupdateLocationHash({\n\t\t\t\tupdateAddressBar: $tw.wiki.getTiddlerText(CONFIG_PERMALINKVIEW_UPDATE_ADDRESS_BAR,\"yes\").trim() === \"yes\" ? \"permaview\" : \"none\",\n\t\t\t\tupdateHistory: $tw.wiki.getTiddlerText(CONFIG_UPDATE_HISTORY,\"no\").trim(),\n\t\t\t\ttargetTiddler: event.param || event.tiddlerTitle,\n\t\t\t\tcopyToClipboard: $tw.wiki.getTiddlerText(CONFIG_PERMALINKVIEW_COPY_TO_CLIPBOARD,\"yes\").trim() === \"yes\" ? \"permaview\" : \"none\"\n\t\t\t});\t\t\t\t\n\t\t});\n\t}\n};\n\n/*\nProcess the location hash to open the specified tiddlers. Options:\ndisableHistory: if true $:/History is NOT updated\ndefaultToCurrentStory: If true, the current story is retained as the default, instead of opening the default tiddlers\n*/\nfunction openStartupTiddlers(options) {\n\toptions = options || {};\n\t// Work out the target tiddler and the story filter. \"null\" means \"unspecified\"\n\tvar target = null,\n\t\tstoryFilter = null;\n\tif($tw.locationHash.length > 1) {\n\t\tvar hash = $tw.locationHash.substr(1),\n\t\t\tsplit = hash.indexOf(\":\");\n\t\tif(split === -1) {\n\t\t\ttarget = decodeURIComponent(hash.trim());\n\t\t} else {\n\t\t\ttarget = decodeURIComponent(hash.substr(0,split).trim());\n\t\t\tstoryFilter = decodeURIComponent(hash.substr(split + 1).trim());\n\t\t}\n\t}\n\t// If the story wasn't specified use the current tiddlers or a blank story\n\tif(storyFilter === null) {\n\t\tif(options.defaultToCurrentStory) {\n\t\t\tvar currStoryList = $tw.wiki.getTiddlerList(DEFAULT_STORY_TITLE);\n\t\t\tstoryFilter = $tw.utils.stringifyList(currStoryList);\n\t\t} else {\n\t\t\tif(target && target !== \"\") {\n\t\t\t\tstoryFilter = \"\";\n\t\t\t} else {\n\t\t\t\tstoryFilter = $tw.wiki.getTiddlerText(DEFAULT_TIDDLERS_TITLE);\n\t\t\t}\n\t\t}\n\t}\n\t// Process the story filter to get the story list\n\tvar storyList = $tw.wiki.filterTiddlers(storyFilter);\n\t// Invoke any hooks that want to change the default story list\n\tstoryList = $tw.hooks.invokeHook(\"th-opening-default-tiddlers-list\",storyList);\n\t// If the target tiddler isn't included then splice it in at the top\n\tif(target && storyList.indexOf(target) === -1) {\n\t\tstoryList.unshift(target);\n\t}\n\t// Save the story list\n\t$tw.wiki.addTiddler({title: DEFAULT_STORY_TITLE, text: \"\", list: storyList},$tw.wiki.getModificationFields());\n\t// Update history\n\tif(!options.disableHistory) {\n\t\t// If a target tiddler was specified add it to the history stack\n\t\tif(target && target !== \"\") {\n\t\t\t// The target tiddler doesn't need double square brackets, but we'll silently remove them if they're present\n\t\t\tif(target.indexOf(\"[[\") === 0 && target.substr(-2) === \"]]\") {\n\t\t\t\ttarget = target.substr(2,target.length - 4);\n\t\t\t}\n\t\t\t$tw.wiki.addToHistory(target);\n\t\t} else if(storyList.length > 0) {\n\t\t\t$tw.wiki.addToHistory(storyList[0]);\n\t\t}\t\t\n\t}\n}\n\n/*\noptions: See below\noptions.updateAddressBar: \"permalink\", \"permaview\" or \"no\" (defaults to \"permaview\")\noptions.updateHistory: \"yes\" or \"no\" (defaults to \"no\")\noptions.copyToClipboard: \"permalink\", \"permaview\" or \"no\" (defaults to \"no\")\noptions.targetTiddler: optional title of target tiddler for permalink\n*/\nfunction updateLocationHash(options) {\n\t// Get the story and the history stack\n\tvar storyList = $tw.wiki.getTiddlerList(DEFAULT_STORY_TITLE),\n\t\thistoryList = $tw.wiki.getTiddlerData(DEFAULT_HISTORY_TITLE,[]),\n\t\ttargetTiddler = \"\";\n\tif(options.targetTiddler) {\n\t\ttargetTiddler = options.targetTiddler;\n\t} else {\n\t\t// The target tiddler is the one at the top of the stack\n\t\tif(historyList.length > 0) {\n\t\t\ttargetTiddler = historyList[historyList.length-1].title;\n\t\t}\n\t\t// Blank the target tiddler if it isn't present in the story\n\t\tif(storyList.indexOf(targetTiddler) === -1) {\n\t\t\ttargetTiddler = \"\";\n\t\t}\n\t}\n\t// Assemble the location hash\n\tswitch(options.updateAddressBar) {\n\t\tcase \"permalink\":\n\t\t\t$tw.locationHash = \"#\" + encodeURIComponent(targetTiddler);\n\t\t\tbreak;\n\t\tcase \"permaview\":\n\t\t\t$tw.locationHash = \"#\" + encodeURIComponent(targetTiddler) + \":\" + encodeURIComponent($tw.utils.stringifyList(storyList));\n\t\t\tbreak;\n\t}\n\t// Copy URL to the clipboard\n\tswitch(options.copyToClipboard) {\n\t\tcase \"permalink\":\n\t\t\t$tw.utils.copyToClipboard($tw.utils.getLocationPath() + \"#\" + encodeURIComponent(targetTiddler));\n\t\t\tbreak;\n\t\tcase \"permaview\":\n\t\t\t$tw.utils.copyToClipboard($tw.utils.getLocationPath() + \"#\" + encodeURIComponent(targetTiddler) + \":\" + encodeURIComponent($tw.utils.stringifyList(storyList)));\n\t\t\tbreak;\n\t}\n\t// Only change the location hash if we must, thus avoiding unnecessary onhashchange events\n\tif($tw.utils.getLocationHash() !== $tw.locationHash) {\n\t\tif(options.updateHistory === \"yes\") {\n\t\t\t// Assign the location hash so that history is updated\n\t\t\twindow.location.hash = $tw.locationHash;\n\t\t} else {\n\t\t\t// We use replace so that browser history isn't affected\n\t\t\twindow.location.replace(window.location.toString().split(\"#\")[0] + $tw.locationHash);\n\t\t}\n\t}\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/startup/windows.js": {
"title": "$:/core/modules/startup/windows.js",
"text": "/*\\\ntitle: $:/core/modules/startup/windows.js\ntype: application/javascript\nmodule-type: startup\n\nSetup root widget handlers for the messages concerned with opening external browser windows\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Export name and synchronous status\nexports.name = \"windows\";\nexports.platforms = [\"browser\"];\nexports.after = [\"startup\"];\nexports.synchronous = true;\n\n// Global to keep track of open windows (hashmap by title)\nvar windows = {};\n\nexports.startup = function() {\n\t// Handle open window message\n\t$tw.rootWidget.addEventListener(\"tm-open-window\",function(event) {\n\t\t// Get the parameters\n\t\tvar refreshHandler,\n\t\t\ttitle = event.param || event.tiddlerTitle,\n\t\t\tparamObject = event.paramObject || {},\n\t\t\twindowTitle = paramObject.windowTitle || title,\n\t\t\ttemplate = paramObject.template || \"$:/core/templates/single.tiddler.window\",\n\t\t\twidth = paramObject.width || \"700\",\n\t\t\theight = paramObject.height || \"600\",\n\t\t\tvariables = $tw.utils.extend({},paramObject,{currentTiddler: title});\n\t\t// Open the window\n\t\tvar srcWindow,\n\t\t srcDocument;\n\t\t// In case that popup blockers deny opening a new window\n\t\ttry {\n\t\t\tsrcWindow = window.open(\"\",\"external-\" + title,\"scrollbars,width=\" + width + \",height=\" + height),\n\t\t\tsrcDocument = srcWindow.document;\n\t\t}\n\t\tcatch(e) {\n\t\t\treturn;\n\t\t}\n\t\twindows[title] = srcWindow;\n\t\t// Check for reopening the same window\n\t\tif(srcWindow.haveInitialisedWindow) {\n\t\t\treturn;\n\t\t}\n\t\t// Initialise the document\n\t\tsrcDocument.write(\"<html><head></head><body class='tc-body tc-single-tiddler-window'></body></html>\");\n\t\tsrcDocument.close();\n\t\tsrcDocument.title = windowTitle;\n\t\tsrcWindow.addEventListener(\"beforeunload\",function(event) {\n\t\t\tdelete windows[title];\n\t\t\t$tw.wiki.removeEventListener(\"change\",refreshHandler);\n\t\t},false);\n\t\t// Set up the styles\n\t\tvar styleWidgetNode = $tw.wiki.makeTranscludeWidget(\"$:/core/ui/PageStylesheet\",{\n\t\t\t\tdocument: $tw.fakeDocument,\n\t\t\t\tvariables: variables,\n\t\t\t\timportPageMacros: true}),\n\t\t\tstyleContainer = $tw.fakeDocument.createElement(\"style\");\n\t\tstyleWidgetNode.render(styleContainer,null);\n\t\tvar styleElement = srcDocument.createElement(\"style\");\n\t\tstyleElement.innerHTML = styleContainer.textContent;\n\t\tsrcDocument.head.insertBefore(styleElement,srcDocument.head.firstChild);\n\t\t// Render the text of the tiddler\n\t\tvar parser = $tw.wiki.parseTiddler(template),\n\t\t\twidgetNode = $tw.wiki.makeWidget(parser,{document: srcDocument, parentWidget: $tw.rootWidget, variables: variables});\n\t\twidgetNode.render(srcDocument.body,srcDocument.body.firstChild);\n\t\t// Function to handle refreshes\n\t\trefreshHandler = function(changes) {\n\t\t\tif(styleWidgetNode.refresh(changes,styleContainer,null)) {\n\t\t\t\tstyleElement.innerHTML = styleContainer.textContent;\n\t\t\t}\n\t\t\twidgetNode.refresh(changes);\n\t\t};\n\t\t$tw.wiki.addEventListener(\"change\",refreshHandler);\n\t\t// Listen for keyboard shortcuts\n\t\t$tw.utils.addEventListeners(srcDocument,[{\n\t\t\tname: \"keydown\",\n\t\t\thandlerObject: $tw.keyboardManager,\n\t\t\thandlerMethod: \"handleKeydownEvent\"\n\t\t},{\n\t\t\tname: \"click\",\n\t\t\thandlerObject: $tw.popup,\n\t\t\thandlerMethod: \"handleEvent\"\n\t\t}]);\n\t\tsrcWindow.haveInitialisedWindow = true;\n\t});\n\t// Close open windows when unloading main window\n\t$tw.addUnloadTask(function() {\n\t\t$tw.utils.each(windows,function(win) {\n\t\t\twin.close();\n\t\t});\n\t});\n\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "startup"
},
"$:/core/modules/story.js": {
"title": "$:/core/modules/story.js",
"text": "/*\\\ntitle: $:/core/modules/story.js\ntype: application/javascript\nmodule-type: global\n\nLightweight object for managing interactions with the story and history lists.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nConstruct Story object with options:\nwiki: reference to wiki object to use to resolve tiddler titles\nstoryTitle: title of story list tiddler\nhistoryTitle: title of history list tiddler\n*/\nfunction Story(options) {\n\toptions = options || {};\n\tthis.wiki = options.wiki || $tw.wiki;\n\tthis.storyTitle = options.storyTitle || \"$:/StoryList\";\n\tthis.historyTitle = options.historyTitle || \"$:/HistoryList\";\n};\n\nStory.prototype.navigateTiddler = function(navigateTo,navigateFromTitle,navigateFromClientRect) {\n\tthis.addToStory(navigateTo,navigateFromTitle);\n\tthis.addToHistory(navigateTo,navigateFromClientRect);\n};\n\nStory.prototype.getStoryList = function() {\n\treturn this.wiki.getTiddlerList(this.storyTitle) || [];\n};\n\nStory.prototype.addToStory = function(navigateTo,navigateFromTitle,options) {\n\toptions = options || {};\n\tvar storyList = this.getStoryList();\n\t// See if the tiddler is already there\n\tvar slot = storyList.indexOf(navigateTo);\n\t// Quit if it already exists in the story river\n\tif(slot >= 0) {\n\t\treturn;\n\t}\n\t// First we try to find the position of the story element we navigated from\n\tvar fromIndex = storyList.indexOf(navigateFromTitle);\n\tif(fromIndex >= 0) {\n\t\t// The tiddler is added from inside the river\n\t\t// Determine where to insert the tiddler; Fallback is \"below\"\n\t\tswitch(options.openLinkFromInsideRiver) {\n\t\t\tcase \"top\":\n\t\t\t\tslot = 0;\n\t\t\t\tbreak;\n\t\t\tcase \"bottom\":\n\t\t\t\tslot = storyList.length;\n\t\t\t\tbreak;\n\t\t\tcase \"above\":\n\t\t\t\tslot = fromIndex;\n\t\t\t\tbreak;\n\t\t\tcase \"below\": // Intentional fall-through\n\t\t\tdefault:\n\t\t\t\tslot = fromIndex + 1;\n\t\t\t\tbreak;\n\t\t}\n\t} else {\n\t\t// The tiddler is opened from outside the river. Determine where to insert the tiddler; default is \"top\"\n\t\tif(options.openLinkFromOutsideRiver === \"bottom\") {\n\t\t\t// Insert at bottom\n\t\t\tslot = storyList.length;\n\t\t} else {\n\t\t\t// Insert at top\n\t\t\tslot = 0;\n\t\t}\n\t}\n\t// Add the tiddler\n\tstoryList.splice(slot,0,navigateTo);\n\t// Save the story\n\tthis.saveStoryList(storyList);\n};\n\nStory.prototype.saveStoryList = function(storyList) {\n\tvar storyTiddler = this.wiki.getTiddler(this.storyTitle);\n\tthis.wiki.addTiddler(new $tw.Tiddler(\n\t\tthis.wiki.getCreationFields(),\n\t\t{title: this.storyTitle},\n\t\tstoryTiddler,\n\t\t{list: storyList},\n\t\tthis.wiki.getModificationFields()\n\t));\n};\n\nStory.prototype.addToHistory = function(navigateTo,navigateFromClientRect) {\n\tvar titles = $tw.utils.isArray(navigateTo) ? navigateTo : [navigateTo];\n\t// Add a new record to the top of the history stack\n\tvar historyList = this.wiki.getTiddlerData(this.historyTitle,[]);\n\t$tw.utils.each(titles,function(title) {\n\t\thistoryList.push({title: title, fromPageRect: navigateFromClientRect});\n\t});\n\tthis.wiki.setTiddlerData(this.historyTitle,historyList,{\"current-tiddler\": titles[titles.length-1]});\n};\n\nStory.prototype.storyCloseTiddler = function(targetTitle) {\n// TBD\n};\n\nStory.prototype.storyCloseAllTiddlers = function() {\n// TBD\n};\n\nStory.prototype.storyCloseOtherTiddlers = function(targetTitle) {\n// TBD\n};\n\nStory.prototype.storyEditTiddler = function(targetTitle) {\n// TBD\n};\n\nStory.prototype.storyDeleteTiddler = function(targetTitle) {\n// TBD\n};\n\nStory.prototype.storySaveTiddler = function(targetTitle) {\n// TBD\n};\n\nStory.prototype.storyCancelTiddler = function(targetTitle) {\n// TBD\n};\n\nStory.prototype.storyNewTiddler = function(targetTitle) {\n// TBD\n};\n\nexports.Story = Story;\n\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/storyviews/classic.js": {
"title": "$:/core/modules/storyviews/classic.js",
"text": "/*\\\ntitle: $:/core/modules/storyviews/classic.js\ntype: application/javascript\nmodule-type: storyview\n\nViews the story as a linear sequence\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar easing = \"cubic-bezier(0.645, 0.045, 0.355, 1)\"; // From http://easings.net/#easeInOutCubic\n\nvar ClassicStoryView = function(listWidget) {\n\tthis.listWidget = listWidget;\n};\n\nClassicStoryView.prototype.navigateTo = function(historyInfo) {\n\tvar duration = $tw.utils.getAnimationDuration()\n\tvar listElementIndex = this.listWidget.findListItem(0,historyInfo.title);\n\tif(listElementIndex === undefined) {\n\t\treturn;\n\t}\n\tvar listItemWidget = this.listWidget.children[listElementIndex],\n\t\ttargetElement = listItemWidget.findFirstDomNode();\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\treturn;\n\t}\n\tif(duration) {\n\t\t// Scroll the node into view\n\t\tthis.listWidget.dispatchEvent({type: \"tm-scroll\", target: targetElement});\t\n\t} else {\n\t\ttargetElement.scrollIntoView();\n\t}\n};\n\nClassicStoryView.prototype.insert = function(widget) {\n\tvar duration = $tw.utils.getAnimationDuration();\n\tif(duration) {\n\t\tvar targetElement = widget.findFirstDomNode();\n\t\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\t\tif(!(targetElement instanceof Element)) {\n\t\t\treturn;\n\t\t}\n\t\t// Get the current height of the tiddler\n\t\tvar computedStyle = window.getComputedStyle(targetElement),\n\t\t\tcurrMarginBottom = parseInt(computedStyle.marginBottom,10),\n\t\t\tcurrMarginTop = parseInt(computedStyle.marginTop,10),\n\t\t\tcurrHeight = targetElement.offsetHeight + currMarginTop;\n\t\t// Reset the margin once the transition is over\n\t\tsetTimeout(function() {\n\t\t\t$tw.utils.setStyle(targetElement,[\n\t\t\t\t{transition: \"none\"},\n\t\t\t\t{marginBottom: \"\"}\n\t\t\t]);\n\t\t},duration);\n\t\t// Set up the initial position of the element\n\t\t$tw.utils.setStyle(targetElement,[\n\t\t\t{transition: \"none\"},\n\t\t\t{marginBottom: (-currHeight) + \"px\"},\n\t\t\t{opacity: \"0.0\"}\n\t\t]);\n\t\t$tw.utils.forceLayout(targetElement);\n\t\t// Transition to the final position\n\t\t$tw.utils.setStyle(targetElement,[\n\t\t\t{transition: \"opacity \" + duration + \"ms \" + easing + \", \" +\n\t\t\t\t\t\t\"margin-bottom \" + duration + \"ms \" + easing},\n\t\t\t{marginBottom: currMarginBottom + \"px\"},\n\t\t\t{opacity: \"1.0\"}\n\t]);\n\t}\n};\n\nClassicStoryView.prototype.remove = function(widget) {\n\tvar duration = $tw.utils.getAnimationDuration();\n\tif(duration) {\n\t\tvar targetElement = widget.findFirstDomNode(),\n\t\t\tremoveElement = function() {\n\t\t\t\twidget.removeChildDomNodes();\n\t\t\t};\n\t\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\t\tif(!(targetElement instanceof Element)) {\n\t\t\tremoveElement();\n\t\t\treturn;\n\t\t}\n\t\t// Get the current height of the tiddler\n\t\tvar currWidth = targetElement.offsetWidth,\n\t\t\tcomputedStyle = window.getComputedStyle(targetElement),\n\t\t\tcurrMarginBottom = parseInt(computedStyle.marginBottom,10),\n\t\t\tcurrMarginTop = parseInt(computedStyle.marginTop,10),\n\t\t\tcurrHeight = targetElement.offsetHeight + currMarginTop;\n\t\t// Remove the dom nodes of the widget at the end of the transition\n\t\tsetTimeout(removeElement,duration);\n\t\t// Animate the closure\n\t\t$tw.utils.setStyle(targetElement,[\n\t\t\t{transition: \"none\"},\n\t\t\t{transform: \"translateX(0px)\"},\n\t\t\t{marginBottom: currMarginBottom + \"px\"},\n\t\t\t{opacity: \"1.0\"}\n\t\t]);\n\t\t$tw.utils.forceLayout(targetElement);\n\t\t$tw.utils.setStyle(targetElement,[\n\t\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms \" + easing + \", \" +\n\t\t\t\t\t\t\"opacity \" + duration + \"ms \" + easing + \", \" +\n\t\t\t\t\t\t\"margin-bottom \" + duration + \"ms \" + easing},\n\t\t\t{transform: \"translateX(-\" + currWidth + \"px)\"},\n\t\t\t{marginBottom: (-currHeight) + \"px\"},\n\t\t\t{opacity: \"0.0\"}\n\t\t]);\n\t} else {\n\t\twidget.removeChildDomNodes();\n\t}\n};\n\nexports.classic = ClassicStoryView;\n\n})();",
"type": "application/javascript",
"module-type": "storyview"
},
"$:/core/modules/storyviews/pop.js": {
"title": "$:/core/modules/storyviews/pop.js",
"text": "/*\\\ntitle: $:/core/modules/storyviews/pop.js\ntype: application/javascript\nmodule-type: storyview\n\nAnimates list insertions and removals\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar PopStoryView = function(listWidget) {\n\tthis.listWidget = listWidget;\n};\n\nPopStoryView.prototype.navigateTo = function(historyInfo) {\n\tvar listElementIndex = this.listWidget.findListItem(0,historyInfo.title);\n\tif(listElementIndex === undefined) {\n\t\treturn;\n\t}\n\tvar listItemWidget = this.listWidget.children[listElementIndex],\n\t\ttargetElement = listItemWidget.findFirstDomNode();\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\treturn;\n\t}\n\t// Scroll the node into view\n\tthis.listWidget.dispatchEvent({type: \"tm-scroll\", target: targetElement});\n};\n\nPopStoryView.prototype.insert = function(widget) {\n\tvar targetElement = widget.findFirstDomNode(),\n\t\tduration = $tw.utils.getAnimationDuration();\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\treturn;\n\t}\n\t// Reset once the transition is over\n\tsetTimeout(function() {\n\t\t$tw.utils.setStyle(targetElement,[\n\t\t\t{transition: \"none\"},\n\t\t\t{transform: \"none\"}\n\t\t]);\n\t\t$tw.utils.setStyle(widget.document.body,[\n\t\t\t{\"overflow-x\": \"\"}\n\t\t]);\n\t},duration);\n\t// Prevent the page from overscrolling due to the zoom factor\n\t$tw.utils.setStyle(widget.document.body,[\n\t\t{\"overflow-x\": \"hidden\"}\n\t]);\n\t// Set up the initial position of the element\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transition: \"none\"},\n\t\t{transform: \"scale(2)\"},\n\t\t{opacity: \"0.0\"}\n\t]);\n\t$tw.utils.forceLayout(targetElement);\n\t// Transition to the final position\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"opacity \" + duration + \"ms ease-in-out\"},\n\t\t{transform: \"scale(1)\"},\n\t\t{opacity: \"1.0\"}\n\t]);\n};\n\nPopStoryView.prototype.remove = function(widget) {\n\tvar targetElement = widget.findFirstDomNode(),\n\t\tduration = $tw.utils.getAnimationDuration(),\n\t\tremoveElement = function() {\n\t\t\tif(targetElement && targetElement.parentNode) {\n\t\t\t\twidget.removeChildDomNodes();\n\t\t\t}\n\t\t};\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\tremoveElement();\n\t\treturn;\n\t}\n\t// Remove the element at the end of the transition\n\tsetTimeout(removeElement,duration);\n\t// Animate the closure\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transition: \"none\"},\n\t\t{transform: \"scale(1)\"},\n\t\t{opacity: \"1.0\"}\n\t]);\n\t$tw.utils.forceLayout(targetElement);\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"opacity \" + duration + \"ms ease-in-out\"},\n\t\t{transform: \"scale(0.1)\"},\n\t\t{opacity: \"0.0\"}\n\t]);\n};\n\nexports.pop = PopStoryView;\n\n})();\n",
"type": "application/javascript",
"module-type": "storyview"
},
"$:/core/modules/storyviews/zoomin.js": {
"title": "$:/core/modules/storyviews/zoomin.js",
"text": "/*\\\ntitle: $:/core/modules/storyviews/zoomin.js\ntype: application/javascript\nmodule-type: storyview\n\nZooms between individual tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar easing = \"cubic-bezier(0.645, 0.045, 0.355, 1)\"; // From http://easings.net/#easeInOutCubic\n\nvar ZoominListView = function(listWidget) {\n\tvar self = this;\n\tthis.listWidget = listWidget;\n\t// Get the index of the tiddler that is at the top of the history\n\tvar history = this.listWidget.wiki.getTiddlerDataCached(this.listWidget.historyTitle,[]),\n\t\ttargetTiddler;\n\tif(history.length > 0) {\n\t\ttargetTiddler = history[history.length-1].title;\n\t}\n\t// Make all the tiddlers position absolute, and hide all but the top (or first) one\n\t$tw.utils.each(this.listWidget.children,function(itemWidget,index) {\n\t\tvar domNode = itemWidget.findFirstDomNode();\n\t\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\t\tif(!(domNode instanceof Element)) {\n\t\t\treturn;\n\t\t}\n\t\tif((targetTiddler && targetTiddler !== itemWidget.parseTreeNode.itemTitle) || (!targetTiddler && index)) {\n\t\t\tdomNode.style.display = \"none\";\n\t\t} else {\n\t\t\tself.currentTiddlerDomNode = domNode;\n\t\t}\n\t\t$tw.utils.addClass(domNode,\"tc-storyview-zoomin-tiddler\");\n\t});\n};\n\nZoominListView.prototype.navigateTo = function(historyInfo) {\n\tvar duration = $tw.utils.getAnimationDuration(),\n\t\tlistElementIndex = this.listWidget.findListItem(0,historyInfo.title);\n\tif(listElementIndex === undefined) {\n\t\treturn;\n\t}\n\tvar listItemWidget = this.listWidget.children[listElementIndex],\n\t\ttargetElement = listItemWidget.findFirstDomNode();\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\treturn;\n\t}\n\t// Make the new tiddler be position absolute and visible so that we can measure it\n\t$tw.utils.addClass(targetElement,\"tc-storyview-zoomin-tiddler\");\n\t$tw.utils.setStyle(targetElement,[\n\t\t{display: \"block\"},\n\t\t{transformOrigin: \"0 0\"},\n\t\t{transform: \"translateX(0px) translateY(0px) scale(1)\"},\n\t\t{transition: \"none\"},\n\t\t{opacity: \"0.0\"}\n\t]);\n\t// Get the position of the source node, or use the centre of the window as the source position\n\tvar sourceBounds = historyInfo.fromPageRect || {\n\t\t\tleft: window.innerWidth/2 - 2,\n\t\t\ttop: window.innerHeight/2 - 2,\n\t\t\twidth: window.innerWidth/8,\n\t\t\theight: window.innerHeight/8\n\t\t};\n\t// Try to find the title node in the target tiddler\n\tvar titleDomNode = findTitleDomNode(listItemWidget) || listItemWidget.findFirstDomNode(),\n\t\tzoomBounds = titleDomNode.getBoundingClientRect();\n\t// Compute the transform for the target tiddler to make the title lie over the source rectange\n\tvar targetBounds = targetElement.getBoundingClientRect(),\n\t\tscale = sourceBounds.width / zoomBounds.width,\n\t\tx = sourceBounds.left - targetBounds.left - (zoomBounds.left - targetBounds.left) * scale,\n\t\ty = sourceBounds.top - targetBounds.top - (zoomBounds.top - targetBounds.top) * scale;\n\t// Transform the target tiddler to its starting position\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transform: \"translateX(\" + x + \"px) translateY(\" + y + \"px) scale(\" + scale + \")\"}\n\t]);\n\t// Force layout\n\t$tw.utils.forceLayout(targetElement);\n\t// Apply the ending transitions with a timeout to ensure that the previously applied transformations are applied first\n\tvar self = this,\n\t\tprevCurrentTiddler = this.currentTiddlerDomNode;\n\tthis.currentTiddlerDomNode = targetElement;\n\t// Transform the target tiddler to its natural size\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms \" + easing + \", opacity \" + duration + \"ms \" + easing},\n\t\t{opacity: \"1.0\"},\n\t\t{transform: \"translateX(0px) translateY(0px) scale(1)\"},\n\t\t{zIndex: \"500\"},\n\t]);\n\t// Transform the previous tiddler out of the way and then hide it\n\tif(prevCurrentTiddler && prevCurrentTiddler !== targetElement) {\n\t\tscale = zoomBounds.width / sourceBounds.width;\n\t\tx = zoomBounds.left - targetBounds.left - (sourceBounds.left - targetBounds.left) * scale;\n\t\ty = zoomBounds.top - targetBounds.top - (sourceBounds.top - targetBounds.top) * scale;\n\t\t$tw.utils.setStyle(prevCurrentTiddler,[\n\t\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms \" + easing + \", opacity \" + duration + \"ms \" + easing},\n\t\t\t{opacity: \"0.0\"},\n\t\t\t{transformOrigin: \"0 0\"},\n\t\t\t{transform: \"translateX(\" + x + \"px) translateY(\" + y + \"px) scale(\" + scale + \")\"},\n\t\t\t{zIndex: \"0\"}\n\t\t]);\n\t\t// Hide the tiddler when the transition has finished\n\t\tsetTimeout(function() {\n\t\t\tif(self.currentTiddlerDomNode !== prevCurrentTiddler) {\n\t\t\t\tprevCurrentTiddler.style.display = \"none\";\n\t\t\t}\n\t\t},duration);\n\t}\n\t// Scroll the target into view\n//\t$tw.pageScroller.scrollIntoView(targetElement);\n};\n\n/*\nFind the first child DOM node of a widget that has the class \"tc-title\"\n*/\nfunction findTitleDomNode(widget,targetClass) {\n\ttargetClass = targetClass || \"tc-title\";\n\tvar domNode = widget.findFirstDomNode();\n\tif(domNode && domNode.querySelector) {\n\t\treturn domNode.querySelector(\".\" + targetClass);\n\t}\n\treturn null;\n}\n\nZoominListView.prototype.insert = function(widget) {\n\tvar targetElement = widget.findFirstDomNode();\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\treturn;\n\t}\n\t// Make the newly inserted node position absolute and hidden\n\t$tw.utils.addClass(targetElement,\"tc-storyview-zoomin-tiddler\");\n\t$tw.utils.setStyle(targetElement,[\n\t\t{display: \"none\"}\n\t]);\n};\n\nZoominListView.prototype.remove = function(widget) {\n\tvar targetElement = widget.findFirstDomNode(),\n\t\tduration = $tw.utils.getAnimationDuration(),\n\t\tremoveElement = function() {\n\t\t\twidget.removeChildDomNodes();\n\t\t};\n\t// Abandon if the list entry isn't a DOM element (it might be a text node)\n\tif(!(targetElement instanceof Element)) {\n\t\tremoveElement();\n\t\treturn;\n\t}\n\t// Abandon if hidden\n\tif(targetElement.style.display != \"block\" ) {\n\t\tremoveElement();\n\t\treturn;\n\t}\n\t// Set up the tiddler that is being closed\n\t$tw.utils.addClass(targetElement,\"tc-storyview-zoomin-tiddler\");\n\t$tw.utils.setStyle(targetElement,[\n\t\t{display: \"block\"},\n\t\t{transformOrigin: \"50% 50%\"},\n\t\t{transform: \"translateX(0px) translateY(0px) scale(1)\"},\n\t\t{transition: \"none\"},\n\t\t{zIndex: \"0\"}\n\t]);\n\t// We'll move back to the previous or next element in the story\n\tvar toWidget = widget.previousSibling();\n\tif(!toWidget) {\n\t\ttoWidget = widget.nextSibling();\n\t}\n\tvar toWidgetDomNode = toWidget && toWidget.findFirstDomNode();\n\t// Set up the tiddler we're moving back in\n\tif(toWidgetDomNode) {\n\t\t$tw.utils.addClass(toWidgetDomNode,\"tc-storyview-zoomin-tiddler\");\n\t\t$tw.utils.setStyle(toWidgetDomNode,[\n\t\t\t{display: \"block\"},\n\t\t\t{transformOrigin: \"50% 50%\"},\n\t\t\t{transform: \"translateX(0px) translateY(0px) scale(10)\"},\n\t\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms \" + easing + \", opacity \" + duration + \"ms \" + easing},\n\t\t\t{opacity: \"0\"},\n\t\t\t{zIndex: \"500\"}\n\t\t]);\n\t\tthis.currentTiddlerDomNode = toWidgetDomNode;\n\t}\n\t// Animate them both\n\t// Force layout\n\t$tw.utils.forceLayout(this.listWidget.parentDomNode);\n\t// First, the tiddler we're closing\n\t$tw.utils.setStyle(targetElement,[\n\t\t{transformOrigin: \"50% 50%\"},\n\t\t{transform: \"translateX(0px) translateY(0px) scale(0.1)\"},\n\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms \" + easing + \", opacity \" + duration + \"ms \" + easing},\n\t\t{opacity: \"0\"},\n\t\t{zIndex: \"0\"}\n\t]);\n\tsetTimeout(removeElement,duration);\n\t// Now the tiddler we're going back to\n\tif(toWidgetDomNode) {\n\t\t$tw.utils.setStyle(toWidgetDomNode,[\n\t\t\t{transform: \"translateX(0px) translateY(0px) scale(1)\"},\n\t\t\t{opacity: \"1\"}\n\t\t]);\n\t}\n\treturn true; // Indicate that we'll delete the DOM node\n};\n\nexports.zoomin = ZoominListView;\n\n})();\n",
"type": "application/javascript",
"module-type": "storyview"
},
"$:/core/modules/syncer.js": {
"title": "$:/core/modules/syncer.js",
"text": "/*\\\ntitle: $:/core/modules/syncer.js\ntype: application/javascript\nmodule-type: global\n\nThe syncer tracks changes to the store. If a syncadaptor is used then individual tiddlers are synchronised through it. If there is no syncadaptor then the entire wiki is saved via saver modules.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nDefaults\n*/\nSyncer.prototype.titleIsLoggedIn = \"$:/status/IsLoggedIn\";\nSyncer.prototype.titleIsAnonymous = \"$:/status/IsAnonymous\";\nSyncer.prototype.titleIsReadOnly = \"$:/status/IsReadOnly\";\nSyncer.prototype.titleUserName = \"$:/status/UserName\";\nSyncer.prototype.titleSyncFilter = \"$:/config/SyncFilter\";\nSyncer.prototype.titleSyncPollingInterval = \"$:/config/SyncPollingInterval\";\nSyncer.prototype.titleSavedNotification = \"$:/language/Notifications/Save/Done\";\nSyncer.prototype.taskTimerInterval = 1 * 1000; // Interval for sync timer\nSyncer.prototype.throttleInterval = 1 * 1000; // Defer saving tiddlers if they've changed in the last 1s...\nSyncer.prototype.fallbackInterval = 10 * 1000; // Unless the task is older than 10s\nSyncer.prototype.pollTimerInterval = 60 * 1000; // Interval for polling for changes from the adaptor\n\n/*\nInstantiate the syncer with the following options:\nsyncadaptor: reference to syncadaptor to be used\nwiki: wiki to be synced\n*/\nfunction Syncer(options) {\n\tvar self = this;\n\tthis.wiki = options.wiki;\n\tthis.syncadaptor = options.syncadaptor;\n\tthis.disableUI = !!options.disableUI;\n\tthis.titleIsLoggedIn = options.titleIsLoggedIn || this.titleIsLoggedIn;\n\tthis.titleUserName = options.titleUserName || this.titleUserName;\n\tthis.titleSyncFilter = options.titleSyncFilter || this.titleSyncFilter;\n\tthis.titleSavedNotification = options.titleSavedNotification || this.titleSavedNotification;\n\tthis.taskTimerInterval = options.taskTimerInterval || this.taskTimerInterval;\n\tthis.throttleInterval = options.throttleInterval || this.throttleInterval;\n\tthis.fallbackInterval = options.fallbackInterval || this.fallbackInterval;\n\tthis.pollTimerInterval = options.pollTimerInterval || parseInt(this.wiki.getTiddlerText(this.titleSyncPollingInterval,\"\"),10) || this.pollTimerInterval;\n\tthis.logging = \"logging\" in options ? options.logging : true;\n\t// Make a logger\n\tthis.logger = new $tw.utils.Logger(\"syncer\" + ($tw.browser ? \"-browser\" : \"\") + ($tw.node ? \"-server\" : \"\") + (this.syncadaptor.name ? (\"-\" + this.syncadaptor.name) : \"\"),{\n\t\t\tcolour: \"cyan\",\n\t\t\tenable: this.logging\n\t\t});\n\t// Compile the dirty tiddler filter\n\tthis.filterFn = this.wiki.compileFilter(this.wiki.getTiddlerText(this.titleSyncFilter));\n\t// Record information for known tiddlers\n\tthis.readTiddlerInfo();\n\t// Tasks are {type: \"load\"/\"save\"/\"delete\", title:, queueTime:, lastModificationTime:}\n\tthis.taskQueue = {}; // Hashmap of tasks yet to be performed\n\tthis.taskInProgress = {}; // Hash of tasks in progress\n\tthis.taskTimerId = null; // Timer for task dispatch\n\tthis.pollTimerId = null; // Timer for polling server\n\t// Listen out for changes to tiddlers\n\tthis.wiki.addEventListener(\"change\",function(changes) {\n\t\tself.syncToServer(changes);\n\t});\n\t// Browser event handlers\n\tif($tw.browser && !this.disableUI) {\n\t\t// Set up our beforeunload handler\n\t\t$tw.addUnloadTask(function(event) {\n\t\t\tvar confirmationMessage;\n\t\t\tif(self.isDirty()) {\n\t\t\t\tconfirmationMessage = $tw.language.getString(\"UnsavedChangesWarning\");\n\t\t\t\tevent.returnValue = confirmationMessage; // Gecko\n\t\t\t}\n\t\t\treturn confirmationMessage;\n\t\t});\n\t\t// Listen out for login/logout/refresh events in the browser\n\t\t$tw.rootWidget.addEventListener(\"tm-login\",function() {\n\t\t\tself.handleLoginEvent();\n\t\t});\n\t\t$tw.rootWidget.addEventListener(\"tm-logout\",function() {\n\t\t\tself.handleLogoutEvent();\n\t\t});\n\t\t$tw.rootWidget.addEventListener(\"tm-server-refresh\",function() {\n\t\t\tself.handleRefreshEvent();\n\t\t});\n\t}\n\t// Listen out for lazyLoad events\n\tif(!this.disableUI) {\n\t\tthis.wiki.addEventListener(\"lazyLoad\",function(title) {\n\t\t\tself.handleLazyLoadEvent(title);\n\t\t});\t\t\n\t}\n\t// Get the login status\n\tthis.getStatus(function(err,isLoggedIn) {\n\t\t// Do a sync from the server\n\t\tself.syncFromServer();\n\t});\n}\n\n/*\nRead (or re-read) the latest tiddler info from the store\n*/\nSyncer.prototype.readTiddlerInfo = function() {\n\t// Hashmap by title of {revision:,changeCount:,adaptorInfo:}\n\tthis.tiddlerInfo = {};\n\t// Record information for known tiddlers\n\tvar self = this,\n\t\ttiddlers = this.filterFn.call(this.wiki);\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar tiddler = self.wiki.getTiddler(title);\n\t\tself.tiddlerInfo[title] = {\n\t\t\trevision: tiddler.fields.revision,\n\t\t\tadaptorInfo: self.syncadaptor && self.syncadaptor.getTiddlerInfo(tiddler),\n\t\t\tchangeCount: self.wiki.getChangeCount(title),\n\t\t\thasBeenLazyLoaded: false\n\t\t};\n\t});\n};\n\n/*\nCreate an tiddlerInfo structure if it doesn't already exist\n*/\nSyncer.prototype.createTiddlerInfo = function(title) {\n\tif(!$tw.utils.hop(this.tiddlerInfo,title)) {\n\t\tthis.tiddlerInfo[title] = {\n\t\t\trevision: null,\n\t\t\tadaptorInfo: {},\n\t\t\tchangeCount: -1,\n\t\t\thasBeenLazyLoaded: false\n\t\t};\n\t}\n};\n\n/*\nChecks whether the wiki is dirty (ie the window shouldn't be closed)\n*/\nSyncer.prototype.isDirty = function() {\n\treturn (this.numTasksInQueue() > 0) || (this.numTasksInProgress() > 0);\n};\n\n/*\nUpdate the document body with the class \"tc-dirty\" if the wiki has unsaved/unsynced changes\n*/\nSyncer.prototype.updateDirtyStatus = function() {\n\tif($tw.browser && !this.disableUI) {\n\t\t$tw.utils.toggleClass(document.body,\"tc-dirty\",this.isDirty());\n\t}\n};\n\n/*\nSave an incoming tiddler in the store, and updates the associated tiddlerInfo\n*/\nSyncer.prototype.storeTiddler = function(tiddlerFields,hasBeenLazyLoaded) {\n\t// Save the tiddler\n\tvar tiddler = new $tw.Tiddler(tiddlerFields);\n\tthis.wiki.addTiddler(tiddler);\n\t// Save the tiddler revision and changeCount details\n\tthis.tiddlerInfo[tiddlerFields.title] = {\n\t\trevision: tiddlerFields.revision,\n\t\tadaptorInfo: this.syncadaptor.getTiddlerInfo(tiddler),\n\t\tchangeCount: this.wiki.getChangeCount(tiddlerFields.title),\n\t\thasBeenLazyLoaded: hasBeenLazyLoaded !== undefined ? hasBeenLazyLoaded : true\n\t};\n};\n\nSyncer.prototype.getStatus = function(callback) {\n\tvar self = this;\n\t// Check if the adaptor supports getStatus()\n\tif(this.syncadaptor && this.syncadaptor.getStatus) {\n\t\t// Mark us as not logged in\n\t\tthis.wiki.addTiddler({title: this.titleIsLoggedIn,text: \"no\"});\n\t\t// Get login status\n\t\tthis.syncadaptor.getStatus(function(err,isLoggedIn,username,isReadOnly,isAnonymous) {\n\t\t\tif(err) {\n\t\t\t\tself.logger.alert(err);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t// Set the various status tiddlers\n\t\t\tself.wiki.addTiddler({title: self.titleIsReadOnly,text: isReadOnly ? \"yes\" : \"no\"});\n\t\t\tself.wiki.addTiddler({title: self.titleIsAnonymous,text: isAnonymous ? \"yes\" : \"no\"});\n\t\t\tself.wiki.addTiddler({title: self.titleIsLoggedIn,text: isLoggedIn ? \"yes\" : \"no\"});\n\t\t\tif(isLoggedIn) {\n\t\t\t\tself.wiki.addTiddler({title: self.titleUserName,text: username || \"\"});\n\t\t\t}\n\t\t\t// Invoke the callback\n\t\t\tif(callback) {\n\t\t\t\tcallback(err,isLoggedIn,username);\n\t\t\t}\n\t\t});\n\t} else {\n\t\tcallback(null,true,\"UNAUTHENTICATED\");\n\t}\n};\n\n/*\nSynchronise from the server by reading the skinny tiddler list and queuing up loads for any tiddlers that we don't already have up to date\n*/\nSyncer.prototype.syncFromServer = function() {\n\tif(this.syncadaptor && this.syncadaptor.getSkinnyTiddlers) {\n\t\tthis.logger.log(\"Retrieving skinny tiddler list\");\n\t\tvar self = this;\n\t\tif(this.pollTimerId) {\n\t\t\tclearTimeout(this.pollTimerId);\n\t\t\tthis.pollTimerId = null;\n\t\t}\n\t\tthis.syncadaptor.getSkinnyTiddlers(function(err,tiddlers) {\n\t\t\t// Trigger the next sync\n\t\t\tself.pollTimerId = setTimeout(function() {\n\t\t\t\tself.pollTimerId = null;\n\t\t\t\tself.syncFromServer.call(self);\n\t\t\t},self.pollTimerInterval);\n\t\t\t// Check for errors\n\t\t\tif(err) {\n\t\t\t\tself.logger.alert($tw.language.getString(\"Error/RetrievingSkinny\") + \":\",err);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t// Process each incoming tiddler\n\t\t\tfor(var t=0; t<tiddlers.length; t++) {\n\t\t\t\t// Get the incoming tiddler fields, and the existing tiddler\n\t\t\t\tvar tiddlerFields = tiddlers[t],\n\t\t\t\t\tincomingRevision = tiddlerFields.revision + \"\",\n\t\t\t\t\ttiddler = self.wiki.getTiddler(tiddlerFields.title),\n\t\t\t\t\ttiddlerInfo = self.tiddlerInfo[tiddlerFields.title],\n\t\t\t\t\tcurrRevision = tiddlerInfo ? tiddlerInfo.revision : null;\n\t\t\t\t// Ignore the incoming tiddler if it's the same as the revision we've already got\n\t\t\t\tif(currRevision !== incomingRevision) {\n\t\t\t\t\t// Do a full load if we've already got a fat version of the tiddler\n\t\t\t\t\tif(tiddler && tiddler.fields.text !== undefined) {\n\t\t\t\t\t\t// Do a full load of this tiddler\n\t\t\t\t\t\tself.enqueueSyncTask({\n\t\t\t\t\t\t\ttype: \"load\",\n\t\t\t\t\t\t\ttitle: tiddlerFields.title\n\t\t\t\t\t\t});\n\t\t\t\t\t} else {\n\t\t\t\t\t\t// Load the skinny version of the tiddler\n\t\t\t\t\t\tself.storeTiddler(tiddlerFields,false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n};\n\n/*\nSynchronise a set of changes to the server\n*/\nSyncer.prototype.syncToServer = function(changes) {\n\tvar self = this,\n\t\tnow = Date.now(),\n\t\tfilteredChanges = this.filterFn.call(this.wiki,function(callback) {\n\t\t\t$tw.utils.each(changes,function(change,title) {\n\t\t\t\tvar tiddler = self.wiki.getTiddler(title);\n\t\t\t\tcallback(tiddler,title);\n\t\t\t});\n\t\t});\n\t$tw.utils.each(changes,function(change,title,object) {\n\t\t// Process the change if it is a deletion of a tiddler we're already syncing, or is on the filtered change list\n\t\tif((change.deleted && $tw.utils.hop(self.tiddlerInfo,title)) || filteredChanges.indexOf(title) !== -1) {\n\t\t\t// Queue a task to sync this tiddler\n\t\t\tself.enqueueSyncTask({\n\t\t\t\ttype: change.deleted ? \"delete\" : \"save\",\n\t\t\t\ttitle: title\n\t\t\t});\n\t\t}\n\t});\n};\n\n/*\nLazily load a skinny tiddler if we can\n*/\nSyncer.prototype.handleLazyLoadEvent = function(title) {\n\t// Don't lazy load the same tiddler twice\n\tvar info = this.tiddlerInfo[title];\n\tif(!info || !info.hasBeenLazyLoaded) {\n\t\t// Don't lazy load if the tiddler isn't included in the sync filter\n\t\tif(this.filterFn.call(this.wiki).indexOf(title) !== -1) {\n\t\t\tthis.createTiddlerInfo(title);\n\t\t\tthis.tiddlerInfo[title].hasBeenLazyLoaded = true;\n\t\t\t// Queue up a sync task to load this tiddler\n\t\t\tthis.enqueueSyncTask({\n\t\t\t\ttype: \"load\",\n\t\t\t\ttitle: title\n\t\t\t});\n\t\t}\n\t}\n};\n\n/*\nDispay a password prompt and allow the user to login\n*/\nSyncer.prototype.handleLoginEvent = function() {\n\tvar self = this;\n\tthis.getStatus(function(err,isLoggedIn,username) {\n\t\tif(!isLoggedIn) {\n\t\t\t$tw.passwordPrompt.createPrompt({\n\t\t\t\tserviceName: $tw.language.getString(\"LoginToTiddlySpace\"),\n\t\t\t\tcallback: function(data) {\n\t\t\t\t\tself.login(data.username,data.password,function(err,isLoggedIn) {\n\t\t\t\t\t\tself.syncFromServer();\n\t\t\t\t\t});\n\t\t\t\t\treturn true; // Get rid of the password prompt\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n};\n\n/*\nAttempt to login to TiddlyWeb.\n\tusername: username\n\tpassword: password\n\tcallback: invoked with arguments (err,isLoggedIn)\n*/\nSyncer.prototype.login = function(username,password,callback) {\n\tthis.logger.log(\"Attempting to login as\",username);\n\tvar self = this;\n\tif(this.syncadaptor.login) {\n\t\tthis.syncadaptor.login(username,password,function(err) {\n\t\t\tif(err) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\tself.getStatus(function(err,isLoggedIn,username) {\n\t\t\t\tif(callback) {\n\t\t\t\t\tcallback(null,isLoggedIn);\n\t\t\t\t}\n\t\t\t});\n\t\t});\n\t} else {\n\t\tcallback(null,true);\n\t}\n};\n\n/*\nAttempt to log out of TiddlyWeb\n*/\nSyncer.prototype.handleLogoutEvent = function() {\n\tthis.logger.log(\"Attempting to logout\");\n\tvar self = this;\n\tif(this.syncadaptor.logout) {\n\t\tthis.syncadaptor.logout(function(err) {\n\t\t\tif(err) {\n\t\t\t\tself.logger.alert(err);\n\t\t\t} else {\n\t\t\t\tself.getStatus();\n\t\t\t}\n\t\t});\n\t}\n};\n\n/*\nImmediately refresh from the server\n*/\nSyncer.prototype.handleRefreshEvent = function() {\n\tthis.syncFromServer();\n};\n\n/*\nQueue up a sync task. If there is already a pending task for the tiddler, just update the last modification time\n*/\nSyncer.prototype.enqueueSyncTask = function(task) {\n\tvar self = this,\n\t\tnow = Date.now();\n\t// Set the timestamps on this task\n\ttask.queueTime = now;\n\ttask.lastModificationTime = now;\n\t// Fill in some tiddlerInfo if the tiddler is one we haven't seen before\n\tthis.createTiddlerInfo(task.title);\n\t// Bail if this is a save and the tiddler is already at the changeCount that the server has\n\tif(task.type === \"save\" && this.wiki.getChangeCount(task.title) <= this.tiddlerInfo[task.title].changeCount) {\n\t\treturn;\n\t}\n\t// Check if this tiddler is already in the queue\n\tif($tw.utils.hop(this.taskQueue,task.title)) {\n\t\t// this.logger.log(\"Re-queueing up sync task with type:\",task.type,\"title:\",task.title);\n\t\tvar existingTask = this.taskQueue[task.title];\n\t\t// If so, just update the last modification time\n\t\texistingTask.lastModificationTime = task.lastModificationTime;\n\t\t// If the new task is a save then we upgrade the existing task to a save. Thus a pending load is turned into a save if the tiddler changes locally in the meantime. But a pending save is not modified to become a load\n\t\tif(task.type === \"save\" || task.type === \"delete\") {\n\t\t\texistingTask.type = task.type;\n\t\t}\n\t} else {\n\t\t// this.logger.log(\"Queuing up sync task with type:\",task.type,\"title:\",task.title);\n\t\t// If it is not in the queue, insert it\n\t\tthis.taskQueue[task.title] = task;\n\t\tthis.updateDirtyStatus();\n\t}\n\t// Process the queue\n\t$tw.utils.nextTick(function() {self.processTaskQueue.call(self);});\n};\n\n/*\nReturn the number of tasks in progress\n*/\nSyncer.prototype.numTasksInProgress = function() {\n\treturn $tw.utils.count(this.taskInProgress);\n};\n\n/*\nReturn the number of tasks in the queue\n*/\nSyncer.prototype.numTasksInQueue = function() {\n\treturn $tw.utils.count(this.taskQueue);\n};\n\n/*\nTrigger a timeout if one isn't already outstanding\n*/\nSyncer.prototype.triggerTimeout = function() {\n\tvar self = this;\n\tif(!this.taskTimerId) {\n\t\tthis.taskTimerId = setTimeout(function() {\n\t\t\tself.taskTimerId = null;\n\t\t\tself.processTaskQueue.call(self);\n\t\t},self.taskTimerInterval);\n\t}\n};\n\n/*\nProcess the task queue, performing the next task if appropriate\n*/\nSyncer.prototype.processTaskQueue = function() {\n\tvar self = this;\n\t// Only process a task if the sync adaptor is fully initialised and we're not already performing a task. If we are already performing a task then we'll dispatch the next one when it completes\n\tif((!this.syncadaptor.isReady || this.syncadaptor.isReady()) && this.numTasksInProgress() === 0) {\n\t\t// Choose the next task to perform\n\t\tvar task = this.chooseNextTask();\n\t\t// Perform the task if we had one\n\t\tif(task) {\n\t\t\t// Remove the task from the queue and add it to the in progress list\n\t\t\tdelete this.taskQueue[task.title];\n\t\t\tthis.taskInProgress[task.title] = task;\n\t\t\tthis.updateDirtyStatus();\n\t\t\t// Dispatch the task\n\t\t\tthis.dispatchTask(task,function(err) {\n\t\t\t\tif(err) {\n\t\t\t\t\tself.logger.alert(\"Sync error while processing '\" + task.title + \"':\\n\" + err);\n\t\t\t\t}\n\t\t\t\t// Mark that this task is no longer in progress\n\t\t\t\tdelete self.taskInProgress[task.title];\n\t\t\t\tself.updateDirtyStatus();\n\t\t\t\t// Process the next task\n\t\t\t\tself.processTaskQueue.call(self);\n\t\t\t});\n\t\t} else {\n\t\t\t// Make sure we've set a time if there wasn't a task to perform, but we've still got tasks in the queue\n\t\t\tif(this.numTasksInQueue() > 0) {\n\t\t\t\tthis.triggerTimeout();\n\t\t\t}\n\t\t}\n\t}\n};\n\n/*\nChoose the next applicable task\n*/\nSyncer.prototype.chooseNextTask = function() {\n\tvar self = this,\n\t\tcandidateTask = null,\n\t\tnow = Date.now();\n\t// Select the best candidate task\n\t$tw.utils.each(this.taskQueue,function(task,title) {\n\t\t// Exclude the task if there's one of the same name in progress\n\t\tif($tw.utils.hop(self.taskInProgress,title)) {\n\t\t\treturn;\n\t\t}\n\t\t// Exclude the task if it is a save and the tiddler has been modified recently, but not hit the fallback time\n\t\tif(task.type === \"save\" && (now - task.lastModificationTime) < self.throttleInterval &&\n\t\t\t(now - task.queueTime) < self.fallbackInterval) {\n\t\t\treturn;\n\t\t}\n\t\t// Exclude the task if it is newer than the current best candidate\n\t\tif(candidateTask && candidateTask.queueTime < task.queueTime) {\n\t\t\treturn;\n\t\t}\n\t\t// Now this is our best candidate\n\t\tcandidateTask = task;\n\t});\n\treturn candidateTask;\n};\n\n/*\nDispatch a task and invoke the callback\n*/\nSyncer.prototype.dispatchTask = function(task,callback) {\n\tvar self = this;\n\tif(task.type === \"save\") {\n\t\tvar changeCount = this.wiki.getChangeCount(task.title),\n\t\t\ttiddler = this.wiki.getTiddler(task.title);\n\t\tthis.logger.log(\"Dispatching 'save' task:\",task.title);\n\t\tif(tiddler) {\n\t\t\tthis.syncadaptor.saveTiddler(tiddler,function(err,adaptorInfo,revision) {\n\t\t\t\tif(err) {\n\t\t\t\t\treturn callback(err);\n\t\t\t\t}\n\t\t\t\t// Adjust the info stored about this tiddler\n\t\t\t\tself.tiddlerInfo[task.title] = {\n\t\t\t\t\tchangeCount: changeCount,\n\t\t\t\t\tadaptorInfo: adaptorInfo,\n\t\t\t\t\trevision: revision\n\t\t\t\t};\n\t\t\t\t// Invoke the callback\n\t\t\t\tcallback(null);\n\t\t\t},{\n\t\t\t\ttiddlerInfo: self.tiddlerInfo[task.title]\n\t\t\t});\n\t\t} else {\n\t\t\tthis.logger.log(\" Not Dispatching 'save' task:\",task.title,\"tiddler does not exist\");\n\t\t\treturn callback(null);\n\t\t}\n\t} else if(task.type === \"load\") {\n\t\t// Load the tiddler\n\t\tthis.logger.log(\"Dispatching 'load' task:\",task.title);\n\t\tthis.syncadaptor.loadTiddler(task.title,function(err,tiddlerFields) {\n\t\t\tif(err) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\t// Store the tiddler\n\t\t\tif(tiddlerFields) {\n\t\t\t\tself.storeTiddler(tiddlerFields,true);\n\t\t\t}\n\t\t\t// Invoke the callback\n\t\t\tcallback(null);\n\t\t});\n\t} else if(task.type === \"delete\") {\n\t\t// Delete the tiddler\n\t\tthis.logger.log(\"Dispatching 'delete' task:\",task.title);\n\t\tthis.syncadaptor.deleteTiddler(task.title,function(err) {\n\t\t\tif(err) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\tdelete self.tiddlerInfo[task.title];\n\t\t\t// Invoke the callback\n\t\t\tcallback(null);\n\t\t},{\n\t\t\ttiddlerInfo: self.tiddlerInfo[task.title]\n\t\t});\n\t}\n};\n\nexports.Syncer = Syncer;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/tiddler.js": {
"title": "$:/core/modules/tiddler.js",
"text": "/*\\\ntitle: $:/core/modules/tiddler.js\ntype: application/javascript\nmodule-type: tiddlermethod\n\nExtension methods for the $tw.Tiddler object (constructor and methods required at boot time are in boot/boot.js)\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.hasTag = function(tag) {\n\treturn this.fields.tags && this.fields.tags.indexOf(tag) !== -1;\n};\n\nexports.isPlugin = function() {\n\treturn this.fields.type === \"application/json\" && this.hasField(\"plugin-type\");\n};\n\nexports.isDraft = function() {\n\treturn this.hasField(\"draft.of\");\n};\n\nexports.getFieldString = function(field) {\n\tvar value = this.fields[field];\n\t// Check for a missing field\n\tif(value === undefined || value === null) {\n\t\treturn \"\";\n\t}\n\t// Parse the field with the associated module (if any)\n\tvar fieldModule = $tw.Tiddler.fieldModules[field];\n\tif(fieldModule && fieldModule.stringify) {\n\t\treturn fieldModule.stringify.call(this,value);\n\t} else {\n\t\treturn value.toString();\n\t}\n};\n\n/*\nGet the value of a field as a list\n*/\nexports.getFieldList = function(field) {\n\tvar value = this.fields[field];\n\t// Check for a missing field\n\tif(value === undefined || value === null) {\n\t\treturn [];\n\t}\n\treturn $tw.utils.parseStringArray(value);\n};\n\n/*\nGet all the fields as a hashmap of strings. Options:\n\texclude: an array of field names to exclude\n*/\nexports.getFieldStrings = function(options) {\n\toptions = options || {};\n\tvar exclude = options.exclude || [];\n\tvar fields = {};\n\tfor(var field in this.fields) {\n\t\tif($tw.utils.hop(this.fields,field)) {\n\t\t\tif(exclude.indexOf(field) === -1) {\n\t\t\t\tfields[field] = this.getFieldString(field);\n\t\t\t}\n\t\t}\n\t}\n\treturn fields;\n};\n\n/*\nGet all the fields as a name:value block. Options:\n\texclude: an array of field names to exclude\n*/\nexports.getFieldStringBlock = function(options) {\n\toptions = options || {};\n\tvar exclude = options.exclude || [],\n\t\tfields = Object.keys(this.fields).sort(),\n\t\tresult = [];\n\tfor(var t=0; t<fields.length; t++) {\n\t\tvar field = fields[t];\n\t\tif(exclude.indexOf(field) === -1) {\n\t\t\tresult.push(field + \": \" + this.getFieldString(field));\n\t\t}\n\t}\n\treturn result.join(\"\\n\");\n};\n\nexports.getFieldDay = function(field) {\n\tif(this.cache && this.cache.day && $tw.utils.hop(this.cache.day,field) ) {\n\t\treturn this.cache.day[field];\n\t}\n\tvar day = \"\";\n\tif(this.fields[field]) {\n\t\tday = (new Date($tw.utils.parseDate(this.fields[field]))).setHours(0,0,0,0);\n\t}\n\tthis.cache.day = this.cache.day || {};\n\tthis.cache.day[field] = day;\n\treturn day;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "tiddlermethod"
},
"$:/core/modules/upgraders/plugins.js": {
"title": "$:/core/modules/upgraders/plugins.js",
"text": "/*\\\ntitle: $:/core/modules/upgraders/plugins.js\ntype: application/javascript\nmodule-type: upgrader\n\nUpgrader module that checks that plugins are newer than any already installed version\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar UPGRADE_LIBRARY_TITLE = \"$:/UpgradeLibrary\";\n\nvar BLOCKED_PLUGINS = {\n\t\"$:/themes/tiddlywiki/stickytitles\": {\n\t\tversions: [\"*\"]\n\t},\n\t\"$:/plugins/tiddlywiki/fullscreen\": {\n\t\tversions: [\"*\"]\n\t}\n};\n\nexports.upgrade = function(wiki,titles,tiddlers) {\n\tvar self = this,\n\t\tmessages = {},\n\t\tupgradeLibrary,\n\t\tgetLibraryTiddler = function(title) {\n\t\t\tif(!upgradeLibrary) {\n\t\t\t\tupgradeLibrary = wiki.getTiddlerData(UPGRADE_LIBRARY_TITLE,{});\n\t\t\t\tupgradeLibrary.tiddlers = upgradeLibrary.tiddlers || {};\n\t\t\t}\n\t\t\treturn upgradeLibrary.tiddlers[title];\n\t\t};\n\n\t// Go through all the incoming tiddlers\n\t$tw.utils.each(titles,function(title) {\n\t\tvar incomingTiddler = tiddlers[title];\n\t\t// Check if we're dealing with a plugin\n\t\tif(incomingTiddler && incomingTiddler[\"plugin-type\"] && incomingTiddler.version) {\n\t\t\t// Upgrade the incoming plugin if it is in the upgrade library\n\t\t\tvar libraryTiddler = getLibraryTiddler(title);\n\t\t\tif(libraryTiddler && libraryTiddler[\"plugin-type\"] && libraryTiddler.version) {\n\t\t\t\ttiddlers[title] = libraryTiddler;\n\t\t\t\tmessages[title] = $tw.language.getString(\"Import/Upgrader/Plugins/Upgraded\",{variables: {incoming: incomingTiddler.version, upgraded: libraryTiddler.version}});\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t// Suppress the incoming plugin if it is older than the currently installed one\n\t\t\tvar existingTiddler = wiki.getTiddler(title);\n\t\t\tif(existingTiddler && existingTiddler.hasField(\"plugin-type\") && existingTiddler.hasField(\"version\")) {\n\t\t\t\t// Reject the incoming plugin by blanking all its fields\n\t\t\t\tif($tw.utils.checkVersions(existingTiddler.fields.version,incomingTiddler.version)) {\n\t\t\t\t\ttiddlers[title] = Object.create(null);\n\t\t\t\t\tmessages[title] = $tw.language.getString(\"Import/Upgrader/Plugins/Suppressed/Version\",{variables: {incoming: incomingTiddler.version, existing: existingTiddler.fields.version}});\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif(incomingTiddler && incomingTiddler[\"plugin-type\"]) {\n\t\t\t// Check whether the plugin is on the blocked list\n\t\t\tvar blockInfo = BLOCKED_PLUGINS[title];\n\t\t\tif(blockInfo) {\n\t\t\t\tif(blockInfo.versions.indexOf(\"*\") !== -1 || (incomingTiddler.version && blockInfo.versions.indexOf(incomingTiddler.version) !== -1)) {\n\t\t\t\t\ttiddlers[title] = Object.create(null);\n\t\t\t\t\tmessages[title] = $tw.language.getString(\"Import/Upgrader/Plugins/Suppressed/Incompatible\");\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n\treturn messages;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "upgrader"
},
"$:/core/modules/upgraders/system.js": {
"title": "$:/core/modules/upgraders/system.js",
"text": "/*\\\ntitle: $:/core/modules/upgraders/system.js\ntype: application/javascript\nmodule-type: upgrader\n\nUpgrader module that suppresses certain system tiddlers that shouldn't be imported\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar DONT_IMPORT_LIST = [\"$:/StoryList\",\"$:/HistoryList\"],\n\tDONT_IMPORT_PREFIX_LIST = [\"$:/temp/\",\"$:/state/\",\"$:/Import\"],\n\tWARN_IMPORT_PREFIX_LIST = [\"$:/core/modules/\"];\n\nexports.upgrade = function(wiki,titles,tiddlers) {\n\tvar self = this,\n\t\tmessages = {},\n\t\tshowAlert = false;\n\t// Check for tiddlers on our list\n\t$tw.utils.each(titles,function(title) {\n\t\tif(DONT_IMPORT_LIST.indexOf(title) !== -1) {\n\t\t\ttiddlers[title] = Object.create(null);\n\t\t\tmessages[title] = $tw.language.getString(\"Import/Upgrader/System/Suppressed\");\n\t\t} else {\n\t\t\tfor(var t=0; t<DONT_IMPORT_PREFIX_LIST.length; t++) {\n\t\t\t\tvar prefix = DONT_IMPORT_PREFIX_LIST[t];\n\t\t\t\tif(title.substr(0,prefix.length) === prefix) {\n\t\t\t\t\ttiddlers[title] = Object.create(null);\n\t\t\t\t\tmessages[title] = $tw.language.getString(\"Import/Upgrader/State/Suppressed\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tfor(var t=0; t<WARN_IMPORT_PREFIX_LIST.length; t++) {\n\t\t\t\tvar prefix = WARN_IMPORT_PREFIX_LIST[t];\n\t\t\t\tif(title.substr(0,prefix.length) === prefix && wiki.isShadowTiddler(title)) {\n\t\t\t\t\tshowAlert = true;\n\t\t\t\t\tmessages[title] = $tw.language.getString(\"Import/Upgrader/System/Warning\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n\tif(showAlert) {\n\t\tvar logger = new $tw.utils.Logger(\"import\");\n\t\tlogger.alert($tw.language.getString(\"Import/Upgrader/System/Alert\"));\n\t}\n\treturn messages;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "upgrader"
},
"$:/core/modules/upgraders/themetweaks.js": {
"title": "$:/core/modules/upgraders/themetweaks.js",
"text": "/*\\\ntitle: $:/core/modules/upgraders/themetweaks.js\ntype: application/javascript\nmodule-type: upgrader\n\nUpgrader module that handles the change in theme tweak storage introduced in 5.0.14-beta.\n\nPreviously, theme tweaks were stored in two data tiddlers:\n\n* $:/themes/tiddlywiki/vanilla/metrics\n* $:/themes/tiddlywiki/vanilla/settings\n\nNow, each tweak is stored in its own separate tiddler.\n\nThis upgrader copies any values from the old format to the new. The old data tiddlers are not deleted in case they have been used to store additional indexes.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar MAPPINGS = {\n\t\"$:/themes/tiddlywiki/vanilla/metrics\": {\n\t\t\"fontsize\": \"$:/themes/tiddlywiki/vanilla/metrics/fontsize\",\n\t\t\"lineheight\": \"$:/themes/tiddlywiki/vanilla/metrics/lineheight\",\n\t\t\"storyleft\": \"$:/themes/tiddlywiki/vanilla/metrics/storyleft\",\n\t\t\"storytop\": \"$:/themes/tiddlywiki/vanilla/metrics/storytop\",\n\t\t\"storyright\": \"$:/themes/tiddlywiki/vanilla/metrics/storyright\",\n\t\t\"storywidth\": \"$:/themes/tiddlywiki/vanilla/metrics/storywidth\",\n\t\t\"tiddlerwidth\": \"$:/themes/tiddlywiki/vanilla/metrics/tiddlerwidth\"\n\t},\n\t\"$:/themes/tiddlywiki/vanilla/settings\": {\n\t\t\"fontfamily\": \"$:/themes/tiddlywiki/vanilla/settings/fontfamily\"\n\t}\n};\n\nexports.upgrade = function(wiki,titles,tiddlers) {\n\tvar self = this,\n\t\tmessages = {};\n\t// Check for tiddlers on our list\n\t$tw.utils.each(titles,function(title) {\n\t\tvar mapping = MAPPINGS[title];\n\t\tif(mapping) {\n\t\t\tvar tiddler = new $tw.Tiddler(tiddlers[title]),\n\t\t\t\ttiddlerData = wiki.getTiddlerDataCached(tiddler,{});\n\t\t\tfor(var index in mapping) {\n\t\t\t\tvar mappedTitle = mapping[index];\n\t\t\t\tif(!tiddlers[mappedTitle] || tiddlers[mappedTitle].title !== mappedTitle) {\n\t\t\t\t\ttiddlers[mappedTitle] = {\n\t\t\t\t\t\ttitle: mappedTitle,\n\t\t\t\t\t\ttext: tiddlerData[index]\n\t\t\t\t\t};\n\t\t\t\t\tmessages[mappedTitle] = $tw.language.getString(\"Import/Upgrader/ThemeTweaks/Created\",{variables: {\n\t\t\t\t\t\tfrom: title + \"##\" + index\n\t\t\t\t\t}});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n\treturn messages;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "upgrader"
},
"$:/core/modules/utils/base64-utf8/base64-utf8.module.js": {
"text": "(function(){// From https://gist.github.com/Nijikokun/5192472\n//\n// UTF8 Module\n//\n// Cleaner and modularized utf-8 encoding and decoding library for javascript.\n//\n// copyright: MIT\n// author: Nijiko Yonskai, @nijikokun, nijikokun@gmail.com\n!function(r,e,o,t){void 0!==o.module&&o.module.exports?o.module.exports=e.apply(o):void 0!==o.define&&\"function\"===o.define&&o.define.amd?define(\"utf8\",[],e):o.utf8=e.apply(o)}(0,function(){return{encode:function(r){if(\"string\"!=typeof r)return r;r=r.replace(/\\r\\n/g,\"\\n\");for(var e,o=\"\",t=0;t<r.length;t++)(e=r.charCodeAt(t))<128?o+=String.fromCharCode(e):e>127&&e<2048?(o+=String.fromCharCode(e>>6|192),o+=String.fromCharCode(63&e|128)):(o+=String.fromCharCode(e>>12|224),o+=String.fromCharCode(e>>6&63|128),o+=String.fromCharCode(63&e|128));return o},decode:function(r){if(\"string\"!=typeof r)return r;for(var e=\"\",o=0,t=0;o<r.length;)(t=r.charCodeAt(o))<128?(e+=String.fromCharCode(t),o++):t>191&&t<224?(e+=String.fromCharCode((31&t)<<6|63&r.charCodeAt(o+1)),o+=2):(e+=String.fromCharCode((15&t)<<12|(63&r.charCodeAt(o+1))<<6|63&r.charCodeAt(o+2)),o+=3);return e}}},this),function(r,e,o,t){if(void 0!==o.module&&o.module.exports){if(t&&o.require)for(var n=0;n<t.length;n++)o[t[n]]=o.require(t[n]);o.module.exports=e.apply(o)}else void 0!==o.define&&\"function\"===o.define&&o.define.amd?define(\"base64\",t||[],e):o.base64=e.apply(o)}(0,function(r){var e=r||this.utf8,o=\"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";return{encode:function(r){if(void 0===e)throw{error:\"MissingMethod\",message:\"UTF8 Module is missing.\"};if(\"string\"!=typeof r)return r;r=e.encode(r);for(var t,n,i,d,f,a,h,c=\"\",u=0;u<r.length;)d=(t=r.charCodeAt(u++))>>2,f=(3&t)<<4|(n=r.charCodeAt(u++))>>4,a=(15&n)<<2|(i=r.charCodeAt(u++))>>6,h=63&i,isNaN(n)?a=h=64:isNaN(i)&&(h=64),c+=o.charAt(d)+o.charAt(f)+o.charAt(a)+o.charAt(h);return c},decode:function(r){if(void 0===e)throw{error:\"MissingMethod\",message:\"UTF8 Module is missing.\"};if(\"string\"!=typeof r)return r;r=r.replace(/[^A-Za-z0-9\\+\\/\\=]/g,\"\");for(var t,n,i,d,f,a,h=\"\",c=0;c<r.length;)t=o.indexOf(r.charAt(c++))<<2|(d=o.indexOf(r.charAt(c++)))>>4,n=(15&d)<<4|(f=o.indexOf(r.charAt(c++)))>>2,i=(3&f)<<6|(a=o.indexOf(r.charAt(c++))),h+=String.fromCharCode(t),64!=f&&(h+=String.fromCharCode(n)),64!=a&&(h+=String.fromCharCode(i));return e.decode(h)}}},this,[\"utf8\"]);}).call(exports);",
"type": "application/javascript",
"title": "$:/core/modules/utils/base64-utf8/base64-utf8.module.js",
"module-type": "library"
},
"$:/core/modules/utils/crypto.js": {
"title": "$:/core/modules/utils/crypto.js",
"text": "/*\\\ntitle: $:/core/modules/utils/crypto.js\ntype: application/javascript\nmodule-type: utils\n\nUtility functions related to crypto.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nLook for an encrypted store area in the text of a TiddlyWiki file\n*/\nexports.extractEncryptedStoreArea = function(text) {\n\tvar encryptedStoreAreaStartMarker = \"<pre id=\\\"encryptedStoreArea\\\" type=\\\"text/plain\\\" style=\\\"display:none;\\\">\",\n\t\tencryptedStoreAreaStart = text.indexOf(encryptedStoreAreaStartMarker);\n\tif(encryptedStoreAreaStart !== -1) {\n\t\tvar encryptedStoreAreaEnd = text.indexOf(\"</pre>\",encryptedStoreAreaStart);\n\t\tif(encryptedStoreAreaEnd !== -1) {\n\t\t\treturn $tw.utils.htmlDecode(text.substring(encryptedStoreAreaStart + encryptedStoreAreaStartMarker.length,encryptedStoreAreaEnd-1));\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nAttempt to extract the tiddlers from an encrypted store area using the current password. If the password is not provided then the password in the password store will be used\n*/\nexports.decryptStoreArea = function(encryptedStoreArea,password) {\n\tvar decryptedText = $tw.crypto.decrypt(encryptedStoreArea,password);\n\tif(decryptedText) {\n\t\tvar json = JSON.parse(decryptedText),\n\t\t\ttiddlers = [];\n\t\tfor(var title in json) {\n\t\t\tif(title !== \"$:/isEncrypted\") {\n\t\t\t\ttiddlers.push(json[title]);\n\t\t\t}\n\t\t}\n\t\treturn tiddlers;\n\t} else {\n\t\treturn null;\n\t}\n};\n\n\n/*\nAttempt to extract the tiddlers from an encrypted store area using the current password. If that fails, the user is prompted for a password.\nencryptedStoreArea: text of the TiddlyWiki encrypted store area\ncallback: function(tiddlers) called with the array of decrypted tiddlers\n\nThe following configuration settings are supported:\n\n$tw.config.usePasswordVault: causes any password entered by the user to also be put into the system password vault\n*/\nexports.decryptStoreAreaInteractive = function(encryptedStoreArea,callback,options) {\n\t// Try to decrypt with the current password\n\tvar tiddlers = $tw.utils.decryptStoreArea(encryptedStoreArea);\n\tif(tiddlers) {\n\t\tcallback(tiddlers);\n\t} else {\n\t\t// Prompt for a new password and keep trying\n\t\t$tw.passwordPrompt.createPrompt({\n\t\t\tserviceName: \"Enter a password to decrypt the imported TiddlyWiki\",\n\t\t\tnoUserName: true,\n\t\t\tcanCancel: true,\n\t\t\tsubmitText: \"Decrypt\",\n\t\t\tcallback: function(data) {\n\t\t\t\t// Exit if the user cancelled\n\t\t\t\tif(!data) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\t// Attempt to decrypt the tiddlers\n\t\t\t\tvar tiddlers = $tw.utils.decryptStoreArea(encryptedStoreArea,data.password);\n\t\t\t\tif(tiddlers) {\n\t\t\t\t\tif($tw.config.usePasswordVault) {\n\t\t\t\t\t\t$tw.crypto.setPassword(data.password);\n\t\t\t\t\t}\n\t\t\t\t\tcallback(tiddlers);\n\t\t\t\t\t// Exit and remove the password prompt\n\t\t\t\t\treturn true;\n\t\t\t\t} else {\n\t\t\t\t\t// We didn't decrypt everything, so continue to prompt for password\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/csv.js": {
"title": "$:/core/modules/utils/csv.js",
"text": "/*\\\ntitle: $:/core/modules/utils/csv.js\ntype: application/javascript\nmodule-type: utils\n\nA barebones CSV parser\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nParse a CSV string with a header row and return an array of hashmaps.\n*/\nexports.parseCsvStringWithHeader = function(text,options) {\n\toptions = options || {};\n\tvar separator = options.separator || \",\",\n\t\trows = text.split(/\\r?\\n/mg).map(function(row) {\n\t\t\treturn $tw.utils.trim(row);\n\t\t}).filter(function(row) {\n\t\t\treturn row !== \"\";\n\t\t});\n\tif(rows.length < 1) {\n\t\treturn \"Missing header row\";\n\t}\n\tvar headings = rows[0].split(separator),\n\t\tresults = [];\n\tfor(var row=1; row<rows.length; row++) {\n\t\tvar columns = rows[row].split(separator),\n\t\t\tcolumnResult = Object.create(null);\n\t\tif(columns.length !== headings.length) {\n\t\t\treturn \"Malformed CSV row '\" + rows[row] + \"'\";\n\t\t}\n\t\tfor(var column=0; column<columns.length; column++) {\n\t\t\tvar columnName = headings[column];\n\t\t\tcolumnResult[columnName] = $tw.utils.trim(columns[column] || \"\");\n\t\t}\n\t\tresults.push(columnResult);\t\t\t\n\t}\n\treturn results;\n}\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/diff-match-patch/diff_match_patch.js": {
"text": "(function(){function diff_match_patch(){this.Diff_Timeout=1;this.Diff_EditCost=4;this.Match_Threshold=.5;this.Match_Distance=1E3;this.Patch_DeleteThreshold=.5;this.Patch_Margin=4;this.Match_MaxBits=32}var DIFF_DELETE=-1,DIFF_INSERT=1,DIFF_EQUAL=0;\ndiff_match_patch.prototype.diff_main=function(a,b,c,d){\"undefined\"==typeof d&&(d=0>=this.Diff_Timeout?Number.MAX_VALUE:(new Date).getTime()+1E3*this.Diff_Timeout);if(null==a||null==b)throw Error(\"Null input. (diff_main)\");if(a==b)return a?[[DIFF_EQUAL,a]]:[];\"undefined\"==typeof c&&(c=!0);var e=c,f=this.diff_commonPrefix(a,b);c=a.substring(0,f);a=a.substring(f);b=b.substring(f);f=this.diff_commonSuffix(a,b);var g=a.substring(a.length-f);a=a.substring(0,a.length-f);b=b.substring(0,b.length-f);a=this.diff_compute_(a,\nb,e,d);c&&a.unshift([DIFF_EQUAL,c]);g&&a.push([DIFF_EQUAL,g]);this.diff_cleanupMerge(a);return a};\ndiff_match_patch.prototype.diff_compute_=function(a,b,c,d){if(!a)return[[DIFF_INSERT,b]];if(!b)return[[DIFF_DELETE,a]];var e=a.length>b.length?a:b,f=a.length>b.length?b:a,g=e.indexOf(f);return-1!=g?(c=[[DIFF_INSERT,e.substring(0,g)],[DIFF_EQUAL,f],[DIFF_INSERT,e.substring(g+f.length)]],a.length>b.length&&(c[0][0]=c[2][0]=DIFF_DELETE),c):1==f.length?[[DIFF_DELETE,a],[DIFF_INSERT,b]]:(e=this.diff_halfMatch_(a,b))?(b=e[1],f=e[3],a=e[4],e=this.diff_main(e[0],e[2],c,d),c=this.diff_main(b,f,c,d),e.concat([[DIFF_EQUAL,\na]],c)):c&&100<a.length&&100<b.length?this.diff_lineMode_(a,b,d):this.diff_bisect_(a,b,d)};\ndiff_match_patch.prototype.diff_lineMode_=function(a,b,c){var d=this.diff_linesToChars_(a,b);a=d.chars1;b=d.chars2;d=d.lineArray;a=this.diff_main(a,b,!1,c);this.diff_charsToLines_(a,d);this.diff_cleanupSemantic(a);a.push([DIFF_EQUAL,\"\"]);for(var e=d=b=0,f=\"\",g=\"\";b<a.length;){switch(a[b][0]){case DIFF_INSERT:e++;g+=a[b][1];break;case DIFF_DELETE:d++;f+=a[b][1];break;case DIFF_EQUAL:if(1<=d&&1<=e){a.splice(b-d-e,d+e);b=b-d-e;d=this.diff_main(f,g,!1,c);for(e=d.length-1;0<=e;e--)a.splice(b,0,d[e]);b+=\nd.length}d=e=0;g=f=\"\"}b++}a.pop();return a};\ndiff_match_patch.prototype.diff_bisect_=function(a,b,c){for(var d=a.length,e=b.length,f=Math.ceil((d+e)/2),g=2*f,h=Array(g),l=Array(g),k=0;k<g;k++)h[k]=-1,l[k]=-1;h[f+1]=0;l[f+1]=0;k=d-e;for(var m=0!=k%2,p=0,x=0,w=0,q=0,t=0;t<f&&!((new Date).getTime()>c);t++){for(var v=-t+p;v<=t-x;v+=2){var n=f+v;var r=v==-t||v!=t&&h[n-1]<h[n+1]?h[n+1]:h[n-1]+1;for(var y=r-v;r<d&&y<e&&a.charAt(r)==b.charAt(y);)r++,y++;h[n]=r;if(r>d)x+=2;else if(y>e)p+=2;else if(m&&(n=f+k-v,0<=n&&n<g&&-1!=l[n])){var u=d-l[n];if(r>=\nu)return this.diff_bisectSplit_(a,b,r,y,c)}}for(v=-t+w;v<=t-q;v+=2){n=f+v;u=v==-t||v!=t&&l[n-1]<l[n+1]?l[n+1]:l[n-1]+1;for(r=u-v;u<d&&r<e&&a.charAt(d-u-1)==b.charAt(e-r-1);)u++,r++;l[n]=u;if(u>d)q+=2;else if(r>e)w+=2;else if(!m&&(n=f+k-v,0<=n&&n<g&&-1!=h[n]&&(r=h[n],y=f+r-n,u=d-u,r>=u)))return this.diff_bisectSplit_(a,b,r,y,c)}}return[[DIFF_DELETE,a],[DIFF_INSERT,b]]};\ndiff_match_patch.prototype.diff_bisectSplit_=function(a,b,c,d,e){var f=a.substring(0,c),g=b.substring(0,d);a=a.substring(c);b=b.substring(d);f=this.diff_main(f,g,!1,e);e=this.diff_main(a,b,!1,e);return f.concat(e)};\ndiff_match_patch.prototype.diff_linesToChars_=function(a,b){function c(a){for(var b=\"\",c=0,f=-1,g=d.length;f<a.length-1;){f=a.indexOf(\"\\n\",c);-1==f&&(f=a.length-1);var h=a.substring(c,f+1);c=f+1;(e.hasOwnProperty?e.hasOwnProperty(h):void 0!==e[h])?b+=String.fromCharCode(e[h]):(b+=String.fromCharCode(g),e[h]=g,d[g++]=h)}return b}var d=[],e={};d[0]=\"\";var f=c(a),g=c(b);return{chars1:f,chars2:g,lineArray:d}};\ndiff_match_patch.prototype.diff_charsToLines_=function(a,b){for(var c=0;c<a.length;c++){for(var d=a[c][1],e=[],f=0;f<d.length;f++)e[f]=b[d.charCodeAt(f)];a[c][1]=e.join(\"\")}};diff_match_patch.prototype.diff_commonPrefix=function(a,b){if(!a||!b||a.charAt(0)!=b.charAt(0))return 0;for(var c=0,d=Math.min(a.length,b.length),e=d,f=0;c<e;)a.substring(f,e)==b.substring(f,e)?f=c=e:d=e,e=Math.floor((d-c)/2+c);return e};\ndiff_match_patch.prototype.diff_commonSuffix=function(a,b){if(!a||!b||a.charAt(a.length-1)!=b.charAt(b.length-1))return 0;for(var c=0,d=Math.min(a.length,b.length),e=d,f=0;c<e;)a.substring(a.length-e,a.length-f)==b.substring(b.length-e,b.length-f)?f=c=e:d=e,e=Math.floor((d-c)/2+c);return e};\ndiff_match_patch.prototype.diff_commonOverlap_=function(a,b){var c=a.length,d=b.length;if(0==c||0==d)return 0;c>d?a=a.substring(c-d):c<d&&(b=b.substring(0,c));c=Math.min(c,d);if(a==b)return c;d=0;for(var e=1;;){var f=a.substring(c-e);f=b.indexOf(f);if(-1==f)return d;e+=f;if(0==f||a.substring(c-e)==b.substring(0,e))d=e,e++}};\ndiff_match_patch.prototype.diff_halfMatch_=function(a,b){function c(a,b,c){for(var d=a.substring(c,c+Math.floor(a.length/4)),e=-1,g=\"\",h,k,l,m;-1!=(e=b.indexOf(d,e+1));){var p=f.diff_commonPrefix(a.substring(c),b.substring(e)),u=f.diff_commonSuffix(a.substring(0,c),b.substring(0,e));g.length<u+p&&(g=b.substring(e-u,e)+b.substring(e,e+p),h=a.substring(0,c-u),k=a.substring(c+p),l=b.substring(0,e-u),m=b.substring(e+p))}return 2*g.length>=a.length?[h,k,l,m,g]:null}if(0>=this.Diff_Timeout)return null;\nvar d=a.length>b.length?a:b,e=a.length>b.length?b:a;if(4>d.length||2*e.length<d.length)return null;var f=this,g=c(d,e,Math.ceil(d.length/4));d=c(d,e,Math.ceil(d.length/2));if(g||d)g=d?g?g[4].length>d[4].length?g:d:d:g;else return null;if(a.length>b.length){d=g[0];e=g[1];var h=g[2];var l=g[3]}else h=g[0],l=g[1],d=g[2],e=g[3];return[d,e,h,l,g[4]]};\ndiff_match_patch.prototype.diff_cleanupSemantic=function(a){for(var b=!1,c=[],d=0,e=null,f=0,g=0,h=0,l=0,k=0;f<a.length;)a[f][0]==DIFF_EQUAL?(c[d++]=f,g=l,h=k,k=l=0,e=a[f][1]):(a[f][0]==DIFF_INSERT?l+=a[f][1].length:k+=a[f][1].length,e&&e.length<=Math.max(g,h)&&e.length<=Math.max(l,k)&&(a.splice(c[d-1],0,[DIFF_DELETE,e]),a[c[d-1]+1][0]=DIFF_INSERT,d--,d--,f=0<d?c[d-1]:-1,k=l=h=g=0,e=null,b=!0)),f++;b&&this.diff_cleanupMerge(a);this.diff_cleanupSemanticLossless(a);for(f=1;f<a.length;){if(a[f-1][0]==\nDIFF_DELETE&&a[f][0]==DIFF_INSERT){b=a[f-1][1];c=a[f][1];d=this.diff_commonOverlap_(b,c);e=this.diff_commonOverlap_(c,b);if(d>=e){if(d>=b.length/2||d>=c.length/2)a.splice(f,0,[DIFF_EQUAL,c.substring(0,d)]),a[f-1][1]=b.substring(0,b.length-d),a[f+1][1]=c.substring(d),f++}else if(e>=b.length/2||e>=c.length/2)a.splice(f,0,[DIFF_EQUAL,b.substring(0,e)]),a[f-1][0]=DIFF_INSERT,a[f-1][1]=c.substring(0,c.length-e),a[f+1][0]=DIFF_DELETE,a[f+1][1]=b.substring(e),f++;f++}f++}};\ndiff_match_patch.prototype.diff_cleanupSemanticLossless=function(a){function b(a,b){if(!a||!b)return 6;var c=a.charAt(a.length-1),d=b.charAt(0),e=c.match(diff_match_patch.nonAlphaNumericRegex_),f=d.match(diff_match_patch.nonAlphaNumericRegex_),g=e&&c.match(diff_match_patch.whitespaceRegex_),h=f&&d.match(diff_match_patch.whitespaceRegex_);c=g&&c.match(diff_match_patch.linebreakRegex_);d=h&&d.match(diff_match_patch.linebreakRegex_);var k=c&&a.match(diff_match_patch.blanklineEndRegex_),l=d&&b.match(diff_match_patch.blanklineStartRegex_);\nreturn k||l?5:c||d?4:e&&!g&&h?3:g||h?2:e||f?1:0}for(var c=1;c<a.length-1;){if(a[c-1][0]==DIFF_EQUAL&&a[c+1][0]==DIFF_EQUAL){var d=a[c-1][1],e=a[c][1],f=a[c+1][1],g=this.diff_commonSuffix(d,e);if(g){var h=e.substring(e.length-g);d=d.substring(0,d.length-g);e=h+e.substring(0,e.length-g);f=h+f}g=d;h=e;for(var l=f,k=b(d,e)+b(e,f);e.charAt(0)===f.charAt(0);){d+=e.charAt(0);e=e.substring(1)+f.charAt(0);f=f.substring(1);var m=b(d,e)+b(e,f);m>=k&&(k=m,g=d,h=e,l=f)}a[c-1][1]!=g&&(g?a[c-1][1]=g:(a.splice(c-\n1,1),c--),a[c][1]=h,l?a[c+1][1]=l:(a.splice(c+1,1),c--))}c++}};diff_match_patch.nonAlphaNumericRegex_=/[^a-zA-Z0-9]/;diff_match_patch.whitespaceRegex_=/\\s/;diff_match_patch.linebreakRegex_=/[\\r\\n]/;diff_match_patch.blanklineEndRegex_=/\\n\\r?\\n$/;diff_match_patch.blanklineStartRegex_=/^\\r?\\n\\r?\\n/;\ndiff_match_patch.prototype.diff_cleanupEfficiency=function(a){for(var b=!1,c=[],d=0,e=null,f=0,g=!1,h=!1,l=!1,k=!1;f<a.length;)a[f][0]==DIFF_EQUAL?(a[f][1].length<this.Diff_EditCost&&(l||k)?(c[d++]=f,g=l,h=k,e=a[f][1]):(d=0,e=null),l=k=!1):(a[f][0]==DIFF_DELETE?k=!0:l=!0,e&&(g&&h&&l&&k||e.length<this.Diff_EditCost/2&&3==g+h+l+k)&&(a.splice(c[d-1],0,[DIFF_DELETE,e]),a[c[d-1]+1][0]=DIFF_INSERT,d--,e=null,g&&h?(l=k=!0,d=0):(d--,f=0<d?c[d-1]:-1,l=k=!1),b=!0)),f++;b&&this.diff_cleanupMerge(a)};\ndiff_match_patch.prototype.diff_cleanupMerge=function(a){a.push([DIFF_EQUAL,\"\"]);for(var b=0,c=0,d=0,e=\"\",f=\"\",g;b<a.length;)switch(a[b][0]){case DIFF_INSERT:d++;f+=a[b][1];b++;break;case DIFF_DELETE:c++;e+=a[b][1];b++;break;case DIFF_EQUAL:1<c+d?(0!==c&&0!==d&&(g=this.diff_commonPrefix(f,e),0!==g&&(0<b-c-d&&a[b-c-d-1][0]==DIFF_EQUAL?a[b-c-d-1][1]+=f.substring(0,g):(a.splice(0,0,[DIFF_EQUAL,f.substring(0,g)]),b++),f=f.substring(g),e=e.substring(g)),g=this.diff_commonSuffix(f,e),0!==g&&(a[b][1]=f.substring(f.length-\ng)+a[b][1],f=f.substring(0,f.length-g),e=e.substring(0,e.length-g))),0===c?a.splice(b-d,c+d,[DIFF_INSERT,f]):0===d?a.splice(b-c,c+d,[DIFF_DELETE,e]):a.splice(b-c-d,c+d,[DIFF_DELETE,e],[DIFF_INSERT,f]),b=b-c-d+(c?1:0)+(d?1:0)+1):0!==b&&a[b-1][0]==DIFF_EQUAL?(a[b-1][1]+=a[b][1],a.splice(b,1)):b++,c=d=0,f=e=\"\"}\"\"===a[a.length-1][1]&&a.pop();c=!1;for(b=1;b<a.length-1;)a[b-1][0]==DIFF_EQUAL&&a[b+1][0]==DIFF_EQUAL&&(a[b][1].substring(a[b][1].length-a[b-1][1].length)==a[b-1][1]?(a[b][1]=a[b-1][1]+a[b][1].substring(0,\na[b][1].length-a[b-1][1].length),a[b+1][1]=a[b-1][1]+a[b+1][1],a.splice(b-1,1),c=!0):a[b][1].substring(0,a[b+1][1].length)==a[b+1][1]&&(a[b-1][1]+=a[b+1][1],a[b][1]=a[b][1].substring(a[b+1][1].length)+a[b+1][1],a.splice(b+1,1),c=!0)),b++;c&&this.diff_cleanupMerge(a)};\ndiff_match_patch.prototype.diff_xIndex=function(a,b){var c=0,d=0,e=0,f=0,g;for(g=0;g<a.length;g++){a[g][0]!==DIFF_INSERT&&(c+=a[g][1].length);a[g][0]!==DIFF_DELETE&&(d+=a[g][1].length);if(c>b)break;e=c;f=d}return a.length!=g&&a[g][0]===DIFF_DELETE?f:f+(b-e)};\ndiff_match_patch.prototype.diff_prettyHtml=function(a){for(var b=[],c=/&/g,d=/</g,e=/>/g,f=/\\n/g,g=0;g<a.length;g++){var h=a[g][0],l=a[g][1].replace(c,\"&\").replace(d,\"<\").replace(e,\">\").replace(f,\"¶<br>\");switch(h){case DIFF_INSERT:b[g]='<ins style=\"background:#e6ffe6;\">'+l+\"</ins>\";break;case DIFF_DELETE:b[g]='<del style=\"background:#ffe6e6;\">'+l+\"</del>\";break;case DIFF_EQUAL:b[g]=\"<span>\"+l+\"</span>\"}}return b.join(\"\")};\ndiff_match_patch.prototype.diff_text1=function(a){for(var b=[],c=0;c<a.length;c++)a[c][0]!==DIFF_INSERT&&(b[c]=a[c][1]);return b.join(\"\")};diff_match_patch.prototype.diff_text2=function(a){for(var b=[],c=0;c<a.length;c++)a[c][0]!==DIFF_DELETE&&(b[c]=a[c][1]);return b.join(\"\")};\ndiff_match_patch.prototype.diff_levenshtein=function(a){for(var b=0,c=0,d=0,e=0;e<a.length;e++){var f=a[e][1];switch(a[e][0]){case DIFF_INSERT:c+=f.length;break;case DIFF_DELETE:d+=f.length;break;case DIFF_EQUAL:b+=Math.max(c,d),d=c=0}}return b+=Math.max(c,d)};\ndiff_match_patch.prototype.diff_toDelta=function(a){for(var b=[],c=0;c<a.length;c++)switch(a[c][0]){case DIFF_INSERT:b[c]=\"+\"+encodeURI(a[c][1]);break;case DIFF_DELETE:b[c]=\"-\"+a[c][1].length;break;case DIFF_EQUAL:b[c]=\"=\"+a[c][1].length}return b.join(\"\\t\").replace(/%20/g,\" \")};\ndiff_match_patch.prototype.diff_fromDelta=function(a,b){for(var c=[],d=0,e=0,f=b.split(/\\t/g),g=0;g<f.length;g++){var h=f[g].substring(1);switch(f[g].charAt(0)){case \"+\":try{c[d++]=[DIFF_INSERT,decodeURI(h)]}catch(k){throw Error(\"Illegal escape in diff_fromDelta: \"+h);}break;case \"-\":case \"=\":var l=parseInt(h,10);if(isNaN(l)||0>l)throw Error(\"Invalid number in diff_fromDelta: \"+h);h=a.substring(e,e+=l);\"=\"==f[g].charAt(0)?c[d++]=[DIFF_EQUAL,h]:c[d++]=[DIFF_DELETE,h];break;default:if(f[g])throw Error(\"Invalid diff operation in diff_fromDelta: \"+\nf[g]);}}if(e!=a.length)throw Error(\"Delta length (\"+e+\") does not equal source text length (\"+a.length+\").\");return c};diff_match_patch.prototype.match_main=function(a,b,c){if(null==a||null==b||null==c)throw Error(\"Null input. (match_main)\");c=Math.max(0,Math.min(c,a.length));return a==b?0:a.length?a.substring(c,c+b.length)==b?c:this.match_bitap_(a,b,c):-1};\ndiff_match_patch.prototype.match_bitap_=function(a,b,c){function d(a,d){var e=a/b.length,g=Math.abs(c-d);return f.Match_Distance?e+g/f.Match_Distance:g?1:e}if(b.length>this.Match_MaxBits)throw Error(\"Pattern too long for this browser.\");var e=this.match_alphabet_(b),f=this,g=this.Match_Threshold,h=a.indexOf(b,c);-1!=h&&(g=Math.min(d(0,h),g),h=a.lastIndexOf(b,c+b.length),-1!=h&&(g=Math.min(d(0,h),g)));var l=1<<b.length-1;h=-1;for(var k,m,p=b.length+a.length,x,w=0;w<b.length;w++){k=0;for(m=p;k<m;)d(w,\nc+m)<=g?k=m:p=m,m=Math.floor((p-k)/2+k);p=m;k=Math.max(1,c-m+1);var q=Math.min(c+m,a.length)+b.length;m=Array(q+2);for(m[q+1]=(1<<w)-1;q>=k;q--){var t=e[a.charAt(q-1)];m[q]=0===w?(m[q+1]<<1|1)&t:(m[q+1]<<1|1)&t|(x[q+1]|x[q])<<1|1|x[q+1];if(m[q]&l&&(t=d(w,q-1),t<=g))if(g=t,h=q-1,h>c)k=Math.max(1,2*c-h);else break}if(d(w+1,c)>g)break;x=m}return h};\ndiff_match_patch.prototype.match_alphabet_=function(a){for(var b={},c=0;c<a.length;c++)b[a.charAt(c)]=0;for(c=0;c<a.length;c++)b[a.charAt(c)]|=1<<a.length-c-1;return b};\ndiff_match_patch.prototype.patch_addContext_=function(a,b){if(0!=b.length){for(var c=b.substring(a.start2,a.start2+a.length1),d=0;b.indexOf(c)!=b.lastIndexOf(c)&&c.length<this.Match_MaxBits-this.Patch_Margin-this.Patch_Margin;)d+=this.Patch_Margin,c=b.substring(a.start2-d,a.start2+a.length1+d);d+=this.Patch_Margin;(c=b.substring(a.start2-d,a.start2))&&a.diffs.unshift([DIFF_EQUAL,c]);(d=b.substring(a.start2+a.length1,a.start2+a.length1+d))&&a.diffs.push([DIFF_EQUAL,d]);a.start1-=c.length;a.start2-=\nc.length;a.length1+=c.length+d.length;a.length2+=c.length+d.length}};\ndiff_match_patch.prototype.patch_make=function(a,b,c){if(\"string\"==typeof a&&\"string\"==typeof b&&\"undefined\"==typeof c){var d=a;b=this.diff_main(d,b,!0);2<b.length&&(this.diff_cleanupSemantic(b),this.diff_cleanupEfficiency(b))}else if(a&&\"object\"==typeof a&&\"undefined\"==typeof b&&\"undefined\"==typeof c)b=a,d=this.diff_text1(b);else if(\"string\"==typeof a&&b&&\"object\"==typeof b&&\"undefined\"==typeof c)d=a;else if(\"string\"==typeof a&&\"string\"==typeof b&&c&&\"object\"==typeof c)d=a,b=c;else throw Error(\"Unknown call format to patch_make.\");\nif(0===b.length)return[];c=[];a=new diff_match_patch.patch_obj;for(var e=0,f=0,g=0,h=d,l=0;l<b.length;l++){var k=b[l][0],m=b[l][1];e||k===DIFF_EQUAL||(a.start1=f,a.start2=g);switch(k){case DIFF_INSERT:a.diffs[e++]=b[l];a.length2+=m.length;d=d.substring(0,g)+m+d.substring(g);break;case DIFF_DELETE:a.length1+=m.length;a.diffs[e++]=b[l];d=d.substring(0,g)+d.substring(g+m.length);break;case DIFF_EQUAL:m.length<=2*this.Patch_Margin&&e&&b.length!=l+1?(a.diffs[e++]=b[l],a.length1+=m.length,a.length2+=m.length):\nm.length>=2*this.Patch_Margin&&e&&(this.patch_addContext_(a,h),c.push(a),a=new diff_match_patch.patch_obj,e=0,h=d,f=g)}k!==DIFF_INSERT&&(f+=m.length);k!==DIFF_DELETE&&(g+=m.length)}e&&(this.patch_addContext_(a,h),c.push(a));return c};\ndiff_match_patch.prototype.patch_deepCopy=function(a){for(var b=[],c=0;c<a.length;c++){var d=a[c],e=new diff_match_patch.patch_obj;e.diffs=[];for(var f=0;f<d.diffs.length;f++)e.diffs[f]=d.diffs[f].slice();e.start1=d.start1;e.start2=d.start2;e.length1=d.length1;e.length2=d.length2;b[c]=e}return b};\ndiff_match_patch.prototype.patch_apply=function(a,b){if(0==a.length)return[b,[]];a=this.patch_deepCopy(a);var c=this.patch_addPadding(a);b=c+b+c;this.patch_splitMax(a);for(var d=0,e=[],f=0;f<a.length;f++){var g=a[f].start2+d,h=this.diff_text1(a[f].diffs),l=-1;if(h.length>this.Match_MaxBits){var k=this.match_main(b,h.substring(0,this.Match_MaxBits),g);-1!=k&&(l=this.match_main(b,h.substring(h.length-this.Match_MaxBits),g+h.length-this.Match_MaxBits),-1==l||k>=l)&&(k=-1)}else k=this.match_main(b,h,\ng);if(-1==k)e[f]=!1,d-=a[f].length2-a[f].length1;else if(e[f]=!0,d=k-g,g=-1==l?b.substring(k,k+h.length):b.substring(k,l+this.Match_MaxBits),h==g)b=b.substring(0,k)+this.diff_text2(a[f].diffs)+b.substring(k+h.length);else if(g=this.diff_main(h,g,!1),h.length>this.Match_MaxBits&&this.diff_levenshtein(g)/h.length>this.Patch_DeleteThreshold)e[f]=!1;else{this.diff_cleanupSemanticLossless(g);h=0;var m;for(l=0;l<a[f].diffs.length;l++){var p=a[f].diffs[l];p[0]!==DIFF_EQUAL&&(m=this.diff_xIndex(g,h));p[0]===\nDIFF_INSERT?b=b.substring(0,k+m)+p[1]+b.substring(k+m):p[0]===DIFF_DELETE&&(b=b.substring(0,k+m)+b.substring(k+this.diff_xIndex(g,h+p[1].length)));p[0]!==DIFF_DELETE&&(h+=p[1].length)}}}b=b.substring(c.length,b.length-c.length);return[b,e]};\ndiff_match_patch.prototype.patch_addPadding=function(a){for(var b=this.Patch_Margin,c=\"\",d=1;d<=b;d++)c+=String.fromCharCode(d);for(d=0;d<a.length;d++)a[d].start1+=b,a[d].start2+=b;d=a[0];var e=d.diffs;if(0==e.length||e[0][0]!=DIFF_EQUAL)e.unshift([DIFF_EQUAL,c]),d.start1-=b,d.start2-=b,d.length1+=b,d.length2+=b;else if(b>e[0][1].length){var f=b-e[0][1].length;e[0][1]=c.substring(e[0][1].length)+e[0][1];d.start1-=f;d.start2-=f;d.length1+=f;d.length2+=f}d=a[a.length-1];e=d.diffs;0==e.length||e[e.length-\n1][0]!=DIFF_EQUAL?(e.push([DIFF_EQUAL,c]),d.length1+=b,d.length2+=b):b>e[e.length-1][1].length&&(f=b-e[e.length-1][1].length,e[e.length-1][1]+=c.substring(0,f),d.length1+=f,d.length2+=f);return c};\ndiff_match_patch.prototype.patch_splitMax=function(a){for(var b=this.Match_MaxBits,c=0;c<a.length;c++)if(!(a[c].length1<=b)){var d=a[c];a.splice(c--,1);for(var e=d.start1,f=d.start2,g=\"\";0!==d.diffs.length;){var h=new diff_match_patch.patch_obj,l=!0;h.start1=e-g.length;h.start2=f-g.length;\"\"!==g&&(h.length1=h.length2=g.length,h.diffs.push([DIFF_EQUAL,g]));for(;0!==d.diffs.length&&h.length1<b-this.Patch_Margin;){g=d.diffs[0][0];var k=d.diffs[0][1];g===DIFF_INSERT?(h.length2+=k.length,f+=k.length,h.diffs.push(d.diffs.shift()),\nl=!1):g===DIFF_DELETE&&1==h.diffs.length&&h.diffs[0][0]==DIFF_EQUAL&&k.length>2*b?(h.length1+=k.length,e+=k.length,l=!1,h.diffs.push([g,k]),d.diffs.shift()):(k=k.substring(0,b-h.length1-this.Patch_Margin),h.length1+=k.length,e+=k.length,g===DIFF_EQUAL?(h.length2+=k.length,f+=k.length):l=!1,h.diffs.push([g,k]),k==d.diffs[0][1]?d.diffs.shift():d.diffs[0][1]=d.diffs[0][1].substring(k.length))}g=this.diff_text2(h.diffs);g=g.substring(g.length-this.Patch_Margin);k=this.diff_text1(d.diffs).substring(0,\nthis.Patch_Margin);\"\"!==k&&(h.length1+=k.length,h.length2+=k.length,0!==h.diffs.length&&h.diffs[h.diffs.length-1][0]===DIFF_EQUAL?h.diffs[h.diffs.length-1][1]+=k:h.diffs.push([DIFF_EQUAL,k]));l||a.splice(++c,0,h)}}};diff_match_patch.prototype.patch_toText=function(a){for(var b=[],c=0;c<a.length;c++)b[c]=a[c];return b.join(\"\")};\ndiff_match_patch.prototype.patch_fromText=function(a){var b=[];if(!a)return b;a=a.split(\"\\n\");for(var c=0,d=/^@@ -(\\d+),?(\\d*) \\+(\\d+),?(\\d*) @@$/;c<a.length;){var e=a[c].match(d);if(!e)throw Error(\"Invalid patch string: \"+a[c]);var f=new diff_match_patch.patch_obj;b.push(f);f.start1=parseInt(e[1],10);\"\"===e[2]?(f.start1--,f.length1=1):\"0\"==e[2]?f.length1=0:(f.start1--,f.length1=parseInt(e[2],10));f.start2=parseInt(e[3],10);\"\"===e[4]?(f.start2--,f.length2=1):\"0\"==e[4]?f.length2=0:(f.start2--,f.length2=\nparseInt(e[4],10));for(c++;c<a.length;){e=a[c].charAt(0);try{var g=decodeURI(a[c].substring(1))}catch(h){throw Error(\"Illegal escape in patch_fromText: \"+g);}if(\"-\"==e)f.diffs.push([DIFF_DELETE,g]);else if(\"+\"==e)f.diffs.push([DIFF_INSERT,g]);else if(\" \"==e)f.diffs.push([DIFF_EQUAL,g]);else if(\"@\"==e)break;else if(\"\"!==e)throw Error('Invalid patch mode \"'+e+'\" in: '+g);c++}}return b};diff_match_patch.patch_obj=function(){this.diffs=[];this.start2=this.start1=null;this.length2=this.length1=0};\ndiff_match_patch.patch_obj.prototype.toString=function(){for(var a=[\"@@ -\"+(0===this.length1?this.start1+\",0\":1==this.length1?this.start1+1:this.start1+1+\",\"+this.length1)+\" +\"+(0===this.length2?this.start2+\",0\":1==this.length2?this.start2+1:this.start2+1+\",\"+this.length2)+\" @@\\n\"],b,c=0;c<this.diffs.length;c++){switch(this.diffs[c][0]){case DIFF_INSERT:b=\"+\";break;case DIFF_DELETE:b=\"-\";break;case DIFF_EQUAL:b=\" \"}a[c+1]=b+encodeURI(this.diffs[c][1])+\"\\n\"}return a.join(\"\").replace(/%20/g,\" \")};\nthis.diff_match_patch=diff_match_patch;this.DIFF_DELETE=DIFF_DELETE;this.DIFF_INSERT=DIFF_INSERT;this.DIFF_EQUAL=DIFF_EQUAL;\n}).call(exports);",
"type": "application/javascript",
"title": "$:/core/modules/utils/diff-match-patch/diff_match_patch.js",
"module-type": "library"
},
"$:/core/modules/utils/dom/animations/slide.js": {
"title": "$:/core/modules/utils/dom/animations/slide.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/animations/slide.js\ntype: application/javascript\nmodule-type: animation\n\nA simple slide animation that varies the height of the element\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nfunction slideOpen(domNode,options) {\n\toptions = options || {};\n\tvar duration = options.duration || $tw.utils.getAnimationDuration();\n\t// Get the current height of the domNode\n\tvar computedStyle = window.getComputedStyle(domNode),\n\t\tcurrMarginBottom = parseInt(computedStyle.marginBottom,10),\n\t\tcurrMarginTop = parseInt(computedStyle.marginTop,10),\n\t\tcurrPaddingBottom = parseInt(computedStyle.paddingBottom,10),\n\t\tcurrPaddingTop = parseInt(computedStyle.paddingTop,10),\n\t\tcurrHeight = domNode.offsetHeight;\n\t// Reset the margin once the transition is over\n\tsetTimeout(function() {\n\t\t$tw.utils.setStyle(domNode,[\n\t\t\t{transition: \"none\"},\n\t\t\t{marginBottom: \"\"},\n\t\t\t{marginTop: \"\"},\n\t\t\t{paddingBottom: \"\"},\n\t\t\t{paddingTop: \"\"},\n\t\t\t{height: \"auto\"},\n\t\t\t{opacity: \"\"}\n\t\t]);\n\t\tif(options.callback) {\n\t\t\toptions.callback();\n\t\t}\n\t},duration);\n\t// Set up the initial position of the element\n\t$tw.utils.setStyle(domNode,[\n\t\t{transition: \"none\"},\n\t\t{marginTop: \"0px\"},\n\t\t{marginBottom: \"0px\"},\n\t\t{paddingTop: \"0px\"},\n\t\t{paddingBottom: \"0px\"},\n\t\t{height: \"0px\"},\n\t\t{opacity: \"0\"}\n\t]);\n\t$tw.utils.forceLayout(domNode);\n\t// Transition to the final position\n\t$tw.utils.setStyle(domNode,[\n\t\t{transition: \"margin-top \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"margin-bottom \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"padding-top \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"padding-bottom \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"height \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"opacity \" + duration + \"ms ease-in-out\"},\n\t\t{marginBottom: currMarginBottom + \"px\"},\n\t\t{marginTop: currMarginTop + \"px\"},\n\t\t{paddingBottom: currPaddingBottom + \"px\"},\n\t\t{paddingTop: currPaddingTop + \"px\"},\n\t\t{height: currHeight + \"px\"},\n\t\t{opacity: \"1\"}\n\t]);\n}\n\nfunction slideClosed(domNode,options) {\n\toptions = options || {};\n\tvar duration = options.duration || $tw.utils.getAnimationDuration(),\n\t\tcurrHeight = domNode.offsetHeight;\n\t// Clear the properties we've set when the animation is over\n\tsetTimeout(function() {\n\t\t$tw.utils.setStyle(domNode,[\n\t\t\t{transition: \"none\"},\n\t\t\t{marginBottom: \"\"},\n\t\t\t{marginTop: \"\"},\n\t\t\t{paddingBottom: \"\"},\n\t\t\t{paddingTop: \"\"},\n\t\t\t{height: \"auto\"},\n\t\t\t{opacity: \"\"}\n\t\t]);\n\t\tif(options.callback) {\n\t\t\toptions.callback();\n\t\t}\n\t},duration);\n\t// Set up the initial position of the element\n\t$tw.utils.setStyle(domNode,[\n\t\t{height: currHeight + \"px\"},\n\t\t{opacity: \"1\"}\n\t]);\n\t$tw.utils.forceLayout(domNode);\n\t// Transition to the final position\n\t$tw.utils.setStyle(domNode,[\n\t\t{transition: \"margin-top \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"margin-bottom \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"padding-top \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"padding-bottom \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"height \" + duration + \"ms ease-in-out, \" +\n\t\t\t\t\t\"opacity \" + duration + \"ms ease-in-out\"},\n\t\t{marginTop: \"0px\"},\n\t\t{marginBottom: \"0px\"},\n\t\t{paddingTop: \"0px\"},\n\t\t{paddingBottom: \"0px\"},\n\t\t{height: \"0px\"},\n\t\t{opacity: \"0\"}\n\t]);\n}\n\nexports.slide = {\n\topen: slideOpen,\n\tclose: slideClosed\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "animation"
},
"$:/core/modules/utils/dom/animator.js": {
"title": "$:/core/modules/utils/dom/animator.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/animator.js\ntype: application/javascript\nmodule-type: utils\n\nOrchestrates animations and transitions\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nfunction Animator() {\n\t// Get the registered animation modules\n\tthis.animations = {};\n\t$tw.modules.applyMethods(\"animation\",this.animations);\n}\n\nAnimator.prototype.perform = function(type,domNode,options) {\n\toptions = options || {};\n\t// Find an animation that can handle this type\n\tvar chosenAnimation;\n\t$tw.utils.each(this.animations,function(animation,name) {\n\t\tif($tw.utils.hop(animation,type)) {\n\t\t\tchosenAnimation = animation[type];\n\t\t}\n\t});\n\tif(!chosenAnimation) {\n\t\tchosenAnimation = function(domNode,options) {\n\t\t\tif(options.callback) {\n\t\t\t\toptions.callback();\n\t\t\t}\n\t\t};\n\t}\n\t// Call the animation\n\tchosenAnimation(domNode,options);\n};\n\nexports.Animator = Animator;\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/browser.js": {
"title": "$:/core/modules/utils/dom/browser.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/browser.js\ntype: application/javascript\nmodule-type: utils\n\nBrowser feature detection\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nSet style properties of an element\n\telement: dom node\n\tstyles: ordered array of {name: value} pairs\n*/\nexports.setStyle = function(element,styles) {\n\tif(element.nodeType === 1) { // Element.ELEMENT_NODE\n\t\tfor(var t=0; t<styles.length; t++) {\n\t\t\tfor(var styleName in styles[t]) {\n\t\t\t\telement.style[$tw.utils.convertStyleNameToPropertyName(styleName)] = styles[t][styleName];\n\t\t\t}\n\t\t}\n\t}\n};\n\n/*\nConverts a standard CSS property name into the local browser-specific equivalent. For example:\n\t\"background-color\" --> \"backgroundColor\"\n\t\"transition\" --> \"webkitTransition\"\n*/\n\nvar styleNameCache = {}; // We'll cache the style name conversions\n\nexports.convertStyleNameToPropertyName = function(styleName) {\n\t// Return from the cache if we can\n\tif(styleNameCache[styleName]) {\n\t\treturn styleNameCache[styleName];\n\t}\n\t// Convert it by first removing any hyphens\n\tvar propertyName = $tw.utils.unHyphenateCss(styleName);\n\t// Then check if it needs a prefix\n\tif($tw.browser && document.body.style[propertyName] === undefined) {\n\t\tvar prefixes = [\"O\",\"MS\",\"Moz\",\"webkit\"];\n\t\tfor(var t=0; t<prefixes.length; t++) {\n\t\t\tvar prefixedName = prefixes[t] + propertyName.substr(0,1).toUpperCase() + propertyName.substr(1);\n\t\t\tif(document.body.style[prefixedName] !== undefined) {\n\t\t\t\tpropertyName = prefixedName;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\t// Put it in the cache too\n\tstyleNameCache[styleName] = propertyName;\n\treturn propertyName;\n};\n\n/*\nConverts a JS format CSS property name back into the dashed form used in CSS declarations. For example:\n\t\"backgroundColor\" --> \"background-color\"\n\t\"webkitTransform\" --> \"-webkit-transform\"\n*/\nexports.convertPropertyNameToStyleName = function(propertyName) {\n\t// Rehyphenate the name\n\tvar styleName = $tw.utils.hyphenateCss(propertyName);\n\t// If there's a webkit prefix, add a dash (other browsers have uppercase prefixes, and so get the dash automatically)\n\tif(styleName.indexOf(\"webkit\") === 0) {\n\t\tstyleName = \"-\" + styleName;\n\t} else if(styleName.indexOf(\"-m-s\") === 0) {\n\t\tstyleName = \"-ms\" + styleName.substr(4);\n\t}\n\treturn styleName;\n};\n\n/*\nRound trip a stylename to a property name and back again. For example:\n\t\"transform\" --> \"webkitTransform\" --> \"-webkit-transform\"\n*/\nexports.roundTripPropertyName = function(propertyName) {\n\treturn $tw.utils.convertPropertyNameToStyleName($tw.utils.convertStyleNameToPropertyName(propertyName));\n};\n\n/*\nConverts a standard event name into the local browser specific equivalent. For example:\n\t\"animationEnd\" --> \"webkitAnimationEnd\"\n*/\n\nvar eventNameCache = {}; // We'll cache the conversions\n\nvar eventNameMappings = {\n\t\"transitionEnd\": {\n\t\tcorrespondingCssProperty: \"transition\",\n\t\tmappings: {\n\t\t\ttransition: \"transitionend\",\n\t\t\tOTransition: \"oTransitionEnd\",\n\t\t\tMSTransition: \"msTransitionEnd\",\n\t\t\tMozTransition: \"transitionend\",\n\t\t\twebkitTransition: \"webkitTransitionEnd\"\n\t\t}\n\t},\n\t\"animationEnd\": {\n\t\tcorrespondingCssProperty: \"animation\",\n\t\tmappings: {\n\t\t\tanimation: \"animationend\",\n\t\t\tOAnimation: \"oAnimationEnd\",\n\t\t\tMSAnimation: \"msAnimationEnd\",\n\t\t\tMozAnimation: \"animationend\",\n\t\t\twebkitAnimation: \"webkitAnimationEnd\"\n\t\t}\n\t}\n};\n\nexports.convertEventName = function(eventName) {\n\tif(eventNameCache[eventName]) {\n\t\treturn eventNameCache[eventName];\n\t}\n\tvar newEventName = eventName,\n\t\tmappings = eventNameMappings[eventName];\n\tif(mappings) {\n\t\tvar convertedProperty = $tw.utils.convertStyleNameToPropertyName(mappings.correspondingCssProperty);\n\t\tif(mappings.mappings[convertedProperty]) {\n\t\t\tnewEventName = mappings.mappings[convertedProperty];\n\t\t}\n\t}\n\t// Put it in the cache too\n\teventNameCache[eventName] = newEventName;\n\treturn newEventName;\n};\n\n/*\nReturn the names of the fullscreen APIs\n*/\nexports.getFullScreenApis = function() {\n\tvar d = document,\n\t\tdb = d.body,\n\t\tresult = {\n\t\t\"_requestFullscreen\": db.webkitRequestFullscreen !== undefined ? \"webkitRequestFullscreen\" :\n\t\t\t\t\t\t\tdb.mozRequestFullScreen !== undefined ? \"mozRequestFullScreen\" :\n\t\t\t\t\t\t\tdb.msRequestFullscreen !== undefined ? \"msRequestFullscreen\" :\n\t\t\t\t\t\t\tdb.requestFullscreen !== undefined ? \"requestFullscreen\" : \"\",\n\t\t\"_exitFullscreen\": d.webkitExitFullscreen !== undefined ? \"webkitExitFullscreen\" :\n\t\t\t\t\t\t\td.mozCancelFullScreen !== undefined ? \"mozCancelFullScreen\" :\n\t\t\t\t\t\t\td.msExitFullscreen !== undefined ? \"msExitFullscreen\" :\n\t\t\t\t\t\t\td.exitFullscreen !== undefined ? \"exitFullscreen\" : \"\",\n\t\t\"_fullscreenElement\": d.webkitFullscreenElement !== undefined ? \"webkitFullscreenElement\" :\n\t\t\t\t\t\t\td.mozFullScreenElement !== undefined ? \"mozFullScreenElement\" :\n\t\t\t\t\t\t\td.msFullscreenElement !== undefined ? \"msFullscreenElement\" :\n\t\t\t\t\t\t\td.fullscreenElement !== undefined ? \"fullscreenElement\" : \"\",\n\t\t\"_fullscreenChange\": d.webkitFullscreenElement !== undefined ? \"webkitfullscreenchange\" :\n\t\t\t\t\t\t\td.mozFullScreenElement !== undefined ? \"mozfullscreenchange\" :\n\t\t\t\t\t\t\td.msFullscreenElement !== undefined ? \"MSFullscreenChange\" :\n\t\t\t\t\t\t\td.fullscreenElement !== undefined ? \"fullscreenchange\" : \"\"\n\t};\n\tif(!result._requestFullscreen || !result._exitFullscreen || !result._fullscreenElement || !result._fullscreenChange) {\n\t\treturn null;\n\t} else {\n\t\treturn result;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/csscolorparser.js": {
"title": "$:/core/modules/utils/dom/csscolorparser.js",
"text": "// (c) Dean McNamee <dean@gmail.com>, 2012.\n//\n// https://github.com/deanm/css-color-parser-js\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to\n// deal in the Software without restriction, including without limitation the\n// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n// sell copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n// IN THE SOFTWARE.\n\n// http://www.w3.org/TR/css3-color/\nvar kCSSColorTable = {\n \"transparent\": [0,0,0,0], \"aliceblue\": [240,248,255,1],\n \"antiquewhite\": [250,235,215,1], \"aqua\": [0,255,255,1],\n \"aquamarine\": [127,255,212,1], \"azure\": [240,255,255,1],\n \"beige\": [245,245,220,1], \"bisque\": [255,228,196,1],\n \"black\": [0,0,0,1], \"blanchedalmond\": [255,235,205,1],\n \"blue\": [0,0,255,1], \"blueviolet\": [138,43,226,1],\n \"brown\": [165,42,42,1], \"burlywood\": [222,184,135,1],\n \"cadetblue\": [95,158,160,1], \"chartreuse\": [127,255,0,1],\n \"chocolate\": [210,105,30,1], \"coral\": [255,127,80,1],\n \"cornflowerblue\": [100,149,237,1], \"cornsilk\": [255,248,220,1],\n \"crimson\": [220,20,60,1], \"cyan\": [0,255,255,1],\n \"darkblue\": [0,0,139,1], \"darkcyan\": [0,139,139,1],\n \"darkgoldenrod\": [184,134,11,1], \"darkgray\": [169,169,169,1],\n \"darkgreen\": [0,100,0,1], \"darkgrey\": [169,169,169,1],\n \"darkkhaki\": [189,183,107,1], \"darkmagenta\": [139,0,139,1],\n \"darkolivegreen\": [85,107,47,1], \"darkorange\": [255,140,0,1],\n \"darkorchid\": [153,50,204,1], \"darkred\": [139,0,0,1],\n \"darksalmon\": [233,150,122,1], \"darkseagreen\": [143,188,143,1],\n \"darkslateblue\": [72,61,139,1], \"darkslategray\": [47,79,79,1],\n \"darkslategrey\": [47,79,79,1], \"darkturquoise\": [0,206,209,1],\n \"darkviolet\": [148,0,211,1], \"deeppink\": [255,20,147,1],\n \"deepskyblue\": [0,191,255,1], \"dimgray\": [105,105,105,1],\n \"dimgrey\": [105,105,105,1], \"dodgerblue\": [30,144,255,1],\n \"firebrick\": [178,34,34,1], \"floralwhite\": [255,250,240,1],\n \"forestgreen\": [34,139,34,1], \"fuchsia\": [255,0,255,1],\n \"gainsboro\": [220,220,220,1], \"ghostwhite\": [248,248,255,1],\n \"gold\": [255,215,0,1], \"goldenrod\": [218,165,32,1],\n \"gray\": [128,128,128,1], \"green\": [0,128,0,1],\n \"greenyellow\": [173,255,47,1], \"grey\": [128,128,128,1],\n \"honeydew\": [240,255,240,1], \"hotpink\": [255,105,180,1],\n \"indianred\": [205,92,92,1], \"indigo\": [75,0,130,1],\n \"ivory\": [255,255,240,1], \"khaki\": [240,230,140,1],\n \"lavender\": [230,230,250,1], \"lavenderblush\": [255,240,245,1],\n \"lawngreen\": [124,252,0,1], \"lemonchiffon\": [255,250,205,1],\n \"lightblue\": [173,216,230,1], \"lightcoral\": [240,128,128,1],\n \"lightcyan\": [224,255,255,1], \"lightgoldenrodyellow\": [250,250,210,1],\n \"lightgray\": [211,211,211,1], \"lightgreen\": [144,238,144,1],\n \"lightgrey\": [211,211,211,1], \"lightpink\": [255,182,193,1],\n \"lightsalmon\": [255,160,122,1], \"lightseagreen\": [32,178,170,1],\n \"lightskyblue\": [135,206,250,1], \"lightslategray\": [119,136,153,1],\n \"lightslategrey\": [119,136,153,1], \"lightsteelblue\": [176,196,222,1],\n \"lightyellow\": [255,255,224,1], \"lime\": [0,255,0,1],\n \"limegreen\": [50,205,50,1], \"linen\": [250,240,230,1],\n \"magenta\": [255,0,255,1], \"maroon\": [128,0,0,1],\n \"mediumaquamarine\": [102,205,170,1], \"mediumblue\": [0,0,205,1],\n \"mediumorchid\": [186,85,211,1], \"mediumpurple\": [147,112,219,1],\n \"mediumseagreen\": [60,179,113,1], \"mediumslateblue\": [123,104,238,1],\n \"mediumspringgreen\": [0,250,154,1], \"mediumturquoise\": [72,209,204,1],\n \"mediumvioletred\": [199,21,133,1], \"midnightblue\": [25,25,112,1],\n \"mintcream\": [245,255,250,1], \"mistyrose\": [255,228,225,1],\n \"moccasin\": [255,228,181,1], \"navajowhite\": [255,222,173,1],\n \"navy\": [0,0,128,1], \"oldlace\": [253,245,230,1],\n \"olive\": [128,128,0,1], \"olivedrab\": [107,142,35,1],\n \"orange\": [255,165,0,1], \"orangered\": [255,69,0,1],\n \"orchid\": [218,112,214,1], \"palegoldenrod\": [238,232,170,1],\n \"palegreen\": [152,251,152,1], \"paleturquoise\": [175,238,238,1],\n \"palevioletred\": [219,112,147,1], \"papayawhip\": [255,239,213,1],\n \"peachpuff\": [255,218,185,1], \"peru\": [205,133,63,1],\n \"pink\": [255,192,203,1], \"plum\": [221,160,221,1],\n \"powderblue\": [176,224,230,1], \"purple\": [128,0,128,1],\n \"red\": [255,0,0,1], \"rosybrown\": [188,143,143,1],\n \"royalblue\": [65,105,225,1], \"saddlebrown\": [139,69,19,1],\n \"salmon\": [250,128,114,1], \"sandybrown\": [244,164,96,1],\n \"seagreen\": [46,139,87,1], \"seashell\": [255,245,238,1],\n \"sienna\": [160,82,45,1], \"silver\": [192,192,192,1],\n \"skyblue\": [135,206,235,1], \"slateblue\": [106,90,205,1],\n \"slategray\": [112,128,144,1], \"slategrey\": [112,128,144,1],\n \"snow\": [255,250,250,1], \"springgreen\": [0,255,127,1],\n \"steelblue\": [70,130,180,1], \"tan\": [210,180,140,1],\n \"teal\": [0,128,128,1], \"thistle\": [216,191,216,1],\n \"tomato\": [255,99,71,1], \"turquoise\": [64,224,208,1],\n \"violet\": [238,130,238,1], \"wheat\": [245,222,179,1],\n \"white\": [255,255,255,1], \"whitesmoke\": [245,245,245,1],\n \"yellow\": [255,255,0,1], \"yellowgreen\": [154,205,50,1]}\n\nfunction clamp_css_byte(i) { // Clamp to integer 0 .. 255.\n i = Math.round(i); // Seems to be what Chrome does (vs truncation).\n return i < 0 ? 0 : i > 255 ? 255 : i;\n}\n\nfunction clamp_css_float(f) { // Clamp to float 0.0 .. 1.0.\n return f < 0 ? 0 : f > 1 ? 1 : f;\n}\n\nfunction parse_css_int(str) { // int or percentage.\n if (str[str.length - 1] === '%')\n return clamp_css_byte(parseFloat(str) / 100 * 255);\n return clamp_css_byte(parseInt(str));\n}\n\nfunction parse_css_float(str) { // float or percentage.\n if (str[str.length - 1] === '%')\n return clamp_css_float(parseFloat(str) / 100);\n return clamp_css_float(parseFloat(str));\n}\n\nfunction css_hue_to_rgb(m1, m2, h) {\n if (h < 0) h += 1;\n else if (h > 1) h -= 1;\n\n if (h * 6 < 1) return m1 + (m2 - m1) * h * 6;\n if (h * 2 < 1) return m2;\n if (h * 3 < 2) return m1 + (m2 - m1) * (2/3 - h) * 6;\n return m1;\n}\n\nfunction parseCSSColor(css_str) {\n // Remove all whitespace, not compliant, but should just be more accepting.\n var str = css_str.replace(/ /g, '').toLowerCase();\n\n // Color keywords (and transparent) lookup.\n if (str in kCSSColorTable) return kCSSColorTable[str].slice(); // dup.\n\n // #abc and #abc123 syntax.\n if (str[0] === '#') {\n if (str.length === 4) {\n var iv = parseInt(str.substr(1), 16); // TODO(deanm): Stricter parsing.\n if (!(iv >= 0 && iv <= 0xfff)) return null; // Covers NaN.\n return [((iv & 0xf00) >> 4) | ((iv & 0xf00) >> 8),\n (iv & 0xf0) | ((iv & 0xf0) >> 4),\n (iv & 0xf) | ((iv & 0xf) << 4),\n 1];\n } else if (str.length === 7) {\n var iv = parseInt(str.substr(1), 16); // TODO(deanm): Stricter parsing.\n if (!(iv >= 0 && iv <= 0xffffff)) return null; // Covers NaN.\n return [(iv & 0xff0000) >> 16,\n (iv & 0xff00) >> 8,\n iv & 0xff,\n 1];\n }\n\n return null;\n }\n\n var op = str.indexOf('('), ep = str.indexOf(')');\n if (op !== -1 && ep + 1 === str.length) {\n var fname = str.substr(0, op);\n var params = str.substr(op+1, ep-(op+1)).split(',');\n var alpha = 1; // To allow case fallthrough.\n switch (fname) {\n case 'rgba':\n if (params.length !== 4) return null;\n alpha = parse_css_float(params.pop());\n // Fall through.\n case 'rgb':\n if (params.length !== 3) return null;\n return [parse_css_int(params[0]),\n parse_css_int(params[1]),\n parse_css_int(params[2]),\n alpha];\n case 'hsla':\n if (params.length !== 4) return null;\n alpha = parse_css_float(params.pop());\n // Fall through.\n case 'hsl':\n if (params.length !== 3) return null;\n var h = (((parseFloat(params[0]) % 360) + 360) % 360) / 360; // 0 .. 1\n // NOTE(deanm): According to the CSS spec s/l should only be\n // percentages, but we don't bother and let float or percentage.\n var s = parse_css_float(params[1]);\n var l = parse_css_float(params[2]);\n var m2 = l <= 0.5 ? l * (s + 1) : l + s - l * s;\n var m1 = l * 2 - m2;\n return [clamp_css_byte(css_hue_to_rgb(m1, m2, h+1/3) * 255),\n clamp_css_byte(css_hue_to_rgb(m1, m2, h) * 255),\n clamp_css_byte(css_hue_to_rgb(m1, m2, h-1/3) * 255),\n alpha];\n default:\n return null;\n }\n }\n\n return null;\n}\n\ntry { exports.parseCSSColor = parseCSSColor } catch(e) { }\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom.js": {
"title": "$:/core/modules/utils/dom.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom.js\ntype: application/javascript\nmodule-type: utils\n\nVarious static DOM-related utility functions.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nDetermines whether element 'a' contains element 'b'\nCode thanks to John Resig, http://ejohn.org/blog/comparing-document-position/\n*/\nexports.domContains = function(a,b) {\n\treturn a.contains ?\n\t\ta !== b && a.contains(b) :\n\t\t!!(a.compareDocumentPosition(b) & 16);\n};\n\nexports.removeChildren = function(node) {\n\twhile(node.hasChildNodes()) {\n\t\tnode.removeChild(node.firstChild);\n\t}\n};\n\nexports.hasClass = function(el,className) {\n\treturn el && el.className && el.className.toString().split(\" \").indexOf(className) !== -1;\n};\n\nexports.addClass = function(el,className) {\n\tvar c = el.className.split(\" \");\n\tif(c.indexOf(className) === -1) {\n\t\tc.push(className);\n\t}\n\tel.className = c.join(\" \");\n};\n\nexports.removeClass = function(el,className) {\n\tvar c = el.className.split(\" \"),\n\t\tp = c.indexOf(className);\n\tif(p !== -1) {\n\t\tc.splice(p,1);\n\t\tel.className = c.join(\" \");\n\t}\n};\n\nexports.toggleClass = function(el,className,status) {\n\tif(status === undefined) {\n\t\tstatus = !exports.hasClass(el,className);\n\t}\n\tif(status) {\n\t\texports.addClass(el,className);\n\t} else {\n\t\texports.removeClass(el,className);\n\t}\n};\n\n/*\nGet the first parent element that has scrollbars or use the body as fallback.\n*/\nexports.getScrollContainer = function(el) {\n\tvar doc = el.ownerDocument;\n\twhile(el.parentNode) {\t\n\t\tel = el.parentNode;\n\t\tif(el.scrollTop) {\n\t\t\treturn el;\n\t\t}\n\t}\n\treturn doc.body;\n};\n\n/*\nGet the scroll position of the viewport\nReturns:\n\t{\n\t\tx: horizontal scroll position in pixels,\n\t\ty: vertical scroll position in pixels\n\t}\n*/\nexports.getScrollPosition = function(srcWindow) {\n\tvar scrollWindow = srcWindow || window;\n\tif(\"scrollX\" in scrollWindow) {\n\t\treturn {x: scrollWindow.scrollX, y: scrollWindow.scrollY};\n\t} else {\n\t\treturn {x: scrollWindow.document.documentElement.scrollLeft, y: scrollWindow.document.documentElement.scrollTop};\n\t}\n};\n\n/*\nAdjust the height of a textarea to fit its content, preserving scroll position, and return the height\n*/\nexports.resizeTextAreaToFit = function(domNode,minHeight) {\n\t// Get the scroll container and register the current scroll position\n\tvar container = $tw.utils.getScrollContainer(domNode),\n\t\tscrollTop = container.scrollTop;\n // Measure the specified minimum height\n\tdomNode.style.height = minHeight;\n\tvar measuredHeight = domNode.offsetHeight || parseInt(minHeight,10);\n\t// Set its height to auto so that it snaps to the correct height\n\tdomNode.style.height = \"auto\";\n\t// Calculate the revised height\n\tvar newHeight = Math.max(domNode.scrollHeight + domNode.offsetHeight - domNode.clientHeight,measuredHeight);\n\t// Only try to change the height if it has changed\n\tif(newHeight !== domNode.offsetHeight) {\n\t\tdomNode.style.height = newHeight + \"px\";\n\t\t// Make sure that the dimensions of the textarea are recalculated\n\t\t$tw.utils.forceLayout(domNode);\n\t\t// Set the container to the position we registered at the beginning\n\t\tcontainer.scrollTop = scrollTop;\n\t}\n\treturn newHeight;\n};\n\n/*\nGets the bounding rectangle of an element in absolute page coordinates\n*/\nexports.getBoundingPageRect = function(element) {\n\tvar scrollPos = $tw.utils.getScrollPosition(element.ownerDocument.defaultView),\n\t\tclientRect = element.getBoundingClientRect();\n\treturn {\n\t\tleft: clientRect.left + scrollPos.x,\n\t\twidth: clientRect.width,\n\t\tright: clientRect.right + scrollPos.x,\n\t\ttop: clientRect.top + scrollPos.y,\n\t\theight: clientRect.height,\n\t\tbottom: clientRect.bottom + scrollPos.y\n\t};\n};\n\n/*\nSaves a named password in the browser\n*/\nexports.savePassword = function(name,password) {\n\tvar done = false;\n\ttry {\n\t\twindow.localStorage.setItem(\"tw5-password-\" + name,password);\n\t\tdone = true;\n\t} catch(e) {\n\t}\n\tif(!done) {\n\t\t$tw.savedPasswords = $tw.savedPasswords || Object.create(null);\n\t\t$tw.savedPasswords[name] = password;\n\t}\n};\n\n/*\nRetrieve a named password from the browser\n*/\nexports.getPassword = function(name) {\n\tvar value;\n\ttry {\n\t\tvalue = window.localStorage.getItem(\"tw5-password-\" + name);\n\t} catch(e) {\n\t}\n\tif(value !== undefined) {\n\t\treturn value;\n\t} else {\n\t\treturn ($tw.savedPasswords || Object.create(null))[name] || \"\";\n\t}\n};\n\n/*\nForce layout of a dom node and its descendents\n*/\nexports.forceLayout = function(element) {\n\tvar dummy = element.offsetWidth;\n};\n\n/*\nPulse an element for debugging purposes\n*/\nexports.pulseElement = function(element) {\n\t// Event handler to remove the class at the end\n\telement.addEventListener($tw.browser.animationEnd,function handler(event) {\n\t\telement.removeEventListener($tw.browser.animationEnd,handler,false);\n\t\t$tw.utils.removeClass(element,\"pulse\");\n\t},false);\n\t// Apply the pulse class\n\t$tw.utils.removeClass(element,\"pulse\");\n\t$tw.utils.forceLayout(element);\n\t$tw.utils.addClass(element,\"pulse\");\n};\n\n/*\nAttach specified event handlers to a DOM node\ndomNode: where to attach the event handlers\nevents: array of event handlers to be added (see below)\nEach entry in the events array is an object with these properties:\nhandlerFunction: optional event handler function\nhandlerObject: optional event handler object\nhandlerMethod: optionally specifies object handler method name (defaults to `handleEvent`)\n*/\nexports.addEventListeners = function(domNode,events) {\n\t$tw.utils.each(events,function(eventInfo) {\n\t\tvar handler;\n\t\tif(eventInfo.handlerFunction) {\n\t\t\thandler = eventInfo.handlerFunction;\n\t\t} else if(eventInfo.handlerObject) {\n\t\t\tif(eventInfo.handlerMethod) {\n\t\t\t\thandler = function(event) {\n\t\t\t\t\teventInfo.handlerObject[eventInfo.handlerMethod].call(eventInfo.handlerObject,event);\n\t\t\t\t};\t\n\t\t\t} else {\n\t\t\t\thandler = eventInfo.handlerObject;\n\t\t\t}\n\t\t}\n\t\tdomNode.addEventListener(eventInfo.name,handler,false);\n\t});\n};\n\n/*\nGet the computed styles applied to an element as an array of strings of individual CSS properties\n*/\nexports.getComputedStyles = function(domNode) {\n\tvar textAreaStyles = window.getComputedStyle(domNode,null),\n\t\tstyleDefs = [],\n\t\tname;\n\tfor(var t=0; t<textAreaStyles.length; t++) {\n\t\tname = textAreaStyles[t];\n\t\tstyleDefs.push(name + \": \" + textAreaStyles.getPropertyValue(name) + \";\");\n\t}\n\treturn styleDefs;\n};\n\n/*\nApply a set of styles passed as an array of strings of individual CSS properties\n*/\nexports.setStyles = function(domNode,styleDefs) {\n\tdomNode.style.cssText = styleDefs.join(\"\");\n};\n\n/*\nCopy the computed styles from a source element to a destination element\n*/\nexports.copyStyles = function(srcDomNode,dstDomNode) {\n\t$tw.utils.setStyles(dstDomNode,$tw.utils.getComputedStyles(srcDomNode));\n};\n\n/*\nCopy plain text to the clipboard on browsers that support it\n*/\nexports.copyToClipboard = function(text,options) {\n\toptions = options || {};\n\tvar textArea = document.createElement(\"textarea\");\n\ttextArea.style.position = \"fixed\";\n\ttextArea.style.top = 0;\n\ttextArea.style.left = 0;\n\ttextArea.style.fontSize = \"12pt\";\n\ttextArea.style.width = \"2em\";\n\ttextArea.style.height = \"2em\";\n\ttextArea.style.padding = 0;\n\ttextArea.style.border = \"none\";\n\ttextArea.style.outline = \"none\";\n\ttextArea.style.boxShadow = \"none\";\n\ttextArea.style.background = \"transparent\";\n\ttextArea.value = text;\n\tdocument.body.appendChild(textArea);\n\ttextArea.select();\n\ttextArea.setSelectionRange(0,text.length);\n\tvar succeeded = false;\n\ttry {\n\t\tsucceeded = document.execCommand(\"copy\");\n\t} catch (err) {\n\t}\n\tif(!options.doNotNotify) {\n\t\t$tw.notifier.display(succeeded ? \"$:/language/Notifications/CopiedToClipboard/Succeeded\" : \"$:/language/Notifications/CopiedToClipboard/Failed\");\n\t}\n\tdocument.body.removeChild(textArea);\n};\n\nexports.getLocationPath = function() {\n\treturn window.location.toString().split(\"#\")[0];\n};\n\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/dragndrop.js": {
"title": "$:/core/modules/utils/dom/dragndrop.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/dragndrop.js\ntype: application/javascript\nmodule-type: utils\n\nBrowser data transfer utilities, used with the clipboard and drag and drop\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nOptions:\n\ndomNode: dom node to make draggable\ndragImageType: \"pill\" or \"dom\"\ndragTiddlerFn: optional function to retrieve the title of tiddler to drag\ndragFilterFn: optional function to retreive the filter defining a list of tiddlers to drag\nwidget: widget to use as the contect for the filter\n*/\nexports.makeDraggable = function(options) {\n\tvar dragImageType = options.dragImageType || \"dom\",\n\t\tdragImage,\n\t\tdomNode = options.domNode;\n\t// Make the dom node draggable (not necessary for anchor tags)\n\tif((domNode.tagName || \"\").toLowerCase() !== \"a\") {\n\t\tdomNode.setAttribute(\"draggable\",\"true\");\t\t\n\t}\n\t// Add event handlers\n\t$tw.utils.addEventListeners(domNode,[\n\t\t{name: \"dragstart\", handlerFunction: function(event) {\n\t\t\tif(event.dataTransfer === undefined) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\t// Collect the tiddlers being dragged\n\t\t\tvar dragTiddler = options.dragTiddlerFn && options.dragTiddlerFn(),\n\t\t\t\tdragFilter = options.dragFilterFn && options.dragFilterFn(),\n\t\t\t\ttitles = dragTiddler ? [dragTiddler] : [],\n\t\t\t \tstartActions = options.startActions;\n\t\t\tif(dragFilter) {\n\t\t\t\ttitles.push.apply(titles,options.widget.wiki.filterTiddlers(dragFilter,options.widget));\n\t\t\t}\n\t\t\tvar titleString = $tw.utils.stringifyList(titles);\n\t\t\t// Check that we've something to drag\n\t\t\tif(titles.length > 0 && event.target === domNode) {\n\t\t\t\t// Mark the drag in progress\n\t\t\t\t$tw.dragInProgress = domNode;\n\t\t\t\t// Set the dragging class on the element being dragged\n\t\t\t\t$tw.utils.addClass(event.target,\"tc-dragging\");\n\t\t\t\t// Invoke drag-start actions if given\n\t\t\t\tif(startActions !== undefined) {\n\t\t\t\t\toptions.widget.invokeActionString(startActions,options.widget,event,{actionTiddler: titleString});\n\t\t\t\t}\n\t\t\t\t// Create the drag image elements\n\t\t\t\tdragImage = options.widget.document.createElement(\"div\");\n\t\t\t\tdragImage.className = \"tc-tiddler-dragger\";\n\t\t\t\tvar inner = options.widget.document.createElement(\"div\");\n\t\t\t\tinner.className = \"tc-tiddler-dragger-inner\";\n\t\t\t\tinner.appendChild(options.widget.document.createTextNode(\n\t\t\t\t\ttitles.length === 1 ? \n\t\t\t\t\t\ttitles[0] :\n\t\t\t\t\t\ttitles.length + \" tiddlers\"\n\t\t\t\t));\n\t\t\t\tdragImage.appendChild(inner);\n\t\t\t\toptions.widget.document.body.appendChild(dragImage);\n\t\t\t\t// Set the data transfer properties\n\t\t\t\tvar dataTransfer = event.dataTransfer;\n\t\t\t\t// Set up the image\n\t\t\t\tdataTransfer.effectAllowed = \"all\";\n\t\t\t\tif(dataTransfer.setDragImage) {\n\t\t\t\t\tif(dragImageType === \"pill\") {\n\t\t\t\t\t\tdataTransfer.setDragImage(dragImage.firstChild,-16,-16);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvar r = domNode.getBoundingClientRect();\n\t\t\t\t\t\tdataTransfer.setDragImage(domNode,event.clientX-r.left,event.clientY-r.top);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// Set up the data transfer\n\t\t\t\tif(dataTransfer.clearData) {\n\t\t\t\t\tdataTransfer.clearData();\t\t\t\t\t\n\t\t\t\t}\n\t\t\t\tvar jsonData = [];\n\t\t\t\tif(titles.length > 1) {\n\t\t\t\t\ttitles.forEach(function(title) {\n\t\t\t\t\t\tjsonData.push(options.widget.wiki.getTiddlerAsJson(title));\n\t\t\t\t\t});\n\t\t\t\t\tjsonData = \"[\" + jsonData.join(\",\") + \"]\";\n\t\t\t\t} else {\n\t\t\t\t\tjsonData = options.widget.wiki.getTiddlerAsJson(titles[0]);\n\t\t\t\t}\n\t\t\t\t// IE doesn't like these content types\n\t\t\t\tif(!$tw.browser.isIE) {\n\t\t\t\t\tdataTransfer.setData(\"text/vnd.tiddler\",jsonData);\n\t\t\t\t\tdataTransfer.setData(\"text/plain\",titleString);\n\t\t\t\t\tdataTransfer.setData(\"text/x-moz-url\",\"data:text/vnd.tiddler,\" + encodeURIComponent(jsonData));\n\t\t\t\t}\n\t\t\t\tdataTransfer.setData(\"URL\",\"data:text/vnd.tiddler,\" + encodeURIComponent(jsonData));\n\t\t\t\tdataTransfer.setData(\"Text\",titleString);\n\t\t\t\tevent.stopPropagation();\n\t\t\t}\n\t\t\treturn false;\n\t\t}},\n\t\t{name: \"dragend\", handlerFunction: function(event) {\n\t\t\tif(event.target === domNode) {\n\t\t\t\t// Collect the tiddlers being dragged\n\t\t\t\tvar dragTiddler = options.dragTiddlerFn && options.dragTiddlerFn(),\n\t\t\t\t\tdragFilter = options.dragFilterFn && options.dragFilterFn(),\n\t\t\t\t\ttitles = dragTiddler ? [dragTiddler] : [],\n\t\t\t \t\tendActions = options.endActions;\n\t\t\t\tif(dragFilter) {\n\t\t\t\t\ttitles.push.apply(titles,options.widget.wiki.filterTiddlers(dragFilter,options.widget));\n\t\t\t\t}\n\t\t\t\tvar titleString = $tw.utils.stringifyList(titles);\n\t\t\t\t$tw.dragInProgress = null;\n\t\t\t\t// Invoke drag-end actions if given\n\t\t\t\tif(endActions !== undefined) {\n\t\t\t\t\toptions.widget.invokeActionString(endActions,options.widget,event,{actionTiddler: titleString});\n\t\t\t\t}\n\t\t\t\t// Remove the dragging class on the element being dragged\n\t\t\t\t$tw.utils.removeClass(event.target,\"tc-dragging\");\n\t\t\t\t// Delete the drag image element\n\t\t\t\tif(dragImage) {\n\t\t\t\t\tdragImage.parentNode.removeChild(dragImage);\n\t\t\t\t\tdragImage = null;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t}}\n\t]);\n};\n\nexports.importDataTransfer = function(dataTransfer,fallbackTitle,callback) {\n\t// Try each provided data type in turn\n\tif($tw.log.IMPORT) {\n\t\tconsole.log(\"Available data types:\");\n\t\tfor(var type=0; type<dataTransfer.types.length; type++) {\n\t\t\tconsole.log(\"type\",dataTransfer.types[type],dataTransfer.getData(dataTransfer.types[type]))\n\t\t}\n\t}\n\tfor(var t=0; t<importDataTypes.length; t++) {\n\t\tif(!$tw.browser.isIE || importDataTypes[t].IECompatible) {\n\t\t\t// Get the data\n\t\t\tvar dataType = importDataTypes[t];\n\t\t\t\tvar data = dataTransfer.getData(dataType.type);\n\t\t\t// Import the tiddlers in the data\n\t\t\tif(data !== \"\" && data !== null) {\n\t\t\t\tif($tw.log.IMPORT) {\n\t\t\t\t\tconsole.log(\"Importing data type '\" + dataType.type + \"', data: '\" + data + \"'\")\n\t\t\t\t}\n\t\t\t\tvar tiddlerFields = dataType.toTiddlerFieldsArray(data,fallbackTitle);\n\t\t\t\tcallback(tiddlerFields);\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t}\n};\n\nvar importDataTypes = [\n\t{type: \"text/vnd.tiddler\", IECompatible: false, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\treturn parseJSONTiddlers(data,fallbackTitle);\n\t}},\n\t{type: \"URL\", IECompatible: true, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\t// Check for tiddler data URI\n\t\tvar match = decodeURIComponent(data).match(/^data\\:text\\/vnd\\.tiddler,(.*)/i);\n\t\tif(match) {\n\t\t\treturn parseJSONTiddlers(match[1],fallbackTitle);\n\t\t} else {\n\t\t\treturn [{title: fallbackTitle, text: data}]; // As URL string\n\t\t}\n\t}},\n\t{type: \"text/x-moz-url\", IECompatible: false, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\t// Check for tiddler data URI\n\t\tvar match = decodeURIComponent(data).match(/^data\\:text\\/vnd\\.tiddler,(.*)/i);\n\t\tif(match) {\n\t\t\treturn parseJSONTiddlers(match[1],fallbackTitle);\n\t\t} else {\n\t\t\treturn [{title: fallbackTitle, text: data}]; // As URL string\n\t\t}\n\t}},\n\t{type: \"text/html\", IECompatible: false, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\treturn [{title: fallbackTitle, text: data}];\n\t}},\n\t{type: \"text/plain\", IECompatible: false, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\treturn [{title: fallbackTitle, text: data}];\n\t}},\n\t{type: \"Text\", IECompatible: true, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\treturn [{title: fallbackTitle, text: data}];\n\t}},\n\t{type: \"text/uri-list\", IECompatible: false, toTiddlerFieldsArray: function(data,fallbackTitle) {\n\t\treturn [{title: fallbackTitle, text: data}];\n\t}}\n];\n\nfunction parseJSONTiddlers(json,fallbackTitle) {\n\tvar data = JSON.parse(json);\n\tif(!$tw.utils.isArray(data)) {\n\t\tdata = [data];\n\t}\n\tdata.forEach(function(fields) {\n\t\tfields.title = fields.title || fallbackTitle;\n\t});\n\treturn data;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/http.js": {
"title": "$:/core/modules/utils/dom/http.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/http.js\ntype: application/javascript\nmodule-type: utils\n\nBrowser HTTP support\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nA quick and dirty HTTP function; to be refactored later. Options are:\n\turl: URL to retrieve\n\theaders: hashmap of headers to send\n\ttype: GET, PUT, POST etc\n\tcallback: function invoked with (err,data,xhr)\n\treturnProp: string name of the property to return as first argument of callback\n*/\nexports.httpRequest = function(options) {\n\tvar type = options.type || \"GET\",\n\t\theaders = options.headers || {accept: \"application/json\"},\n\t\treturnProp = options.returnProp || \"responseText\",\n\t\trequest = new XMLHttpRequest(),\n\t\tdata = \"\",\n\t\tf,results;\n\t// Massage the data hashmap into a string\n\tif(options.data) {\n\t\tif(typeof options.data === \"string\") { // Already a string\n\t\t\tdata = options.data;\n\t\t} else { // A hashmap of strings\n\t\t\tresults = [];\n\t\t\t$tw.utils.each(options.data,function(dataItem,dataItemTitle) {\n\t\t\t\tresults.push(dataItemTitle + \"=\" + encodeURIComponent(dataItem));\n\t\t\t});\n\t\t\tdata = results.join(\"&\");\n\t\t}\n\t}\n\t// Set up the state change handler\n\trequest.onreadystatechange = function() {\n\t\tif(this.readyState === 4) {\n\t\t\tif(this.status === 200 || this.status === 201 || this.status === 204) {\n\t\t\t\t// Success!\n\t\t\t\toptions.callback(null,this[returnProp],this);\n\t\t\t\treturn;\n\t\t\t}\n\t\t// Something went wrong\n\t\toptions.callback($tw.language.getString(\"Error/XMLHttpRequest\") + \": \" + this.status,null,this);\n\t\t}\n\t};\n\t// Make the request\n\trequest.open(type,options.url,true);\n\tif(headers) {\n\t\t$tw.utils.each(headers,function(header,headerTitle,object) {\n\t\t\trequest.setRequestHeader(headerTitle,header);\n\t\t});\n\t}\n\tif(data && !$tw.utils.hop(headers,\"Content-type\")) {\n\t\trequest.setRequestHeader(\"Content-type\",\"application/x-www-form-urlencoded; charset=UTF-8\");\n\t}\n\tif(!$tw.utils.hop(headers,\"X-Requested-With\")) {\n\t\trequest.setRequestHeader(\"X-Requested-With\",\"TiddlyWiki\");\n\t}\n\ttry {\n\t\trequest.send(data);\n\t} catch(e) {\n\t\toptions.callback(e,null,this);\n\t}\n\treturn request;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/keyboard.js": {
"title": "$:/core/modules/utils/dom/keyboard.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/keyboard.js\ntype: application/javascript\nmodule-type: utils\n\nKeyboard utilities; now deprecated. Instead, use $tw.keyboardManager\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n[\"parseKeyDescriptor\",\"checkKeyDescriptor\"].forEach(function(method) {\n\texports[method] = function() {\n\t\tif($tw.keyboardManager) {\n\t\t\treturn $tw.keyboardManager[method].apply($tw.keyboardManager,Array.prototype.slice.call(arguments,0));\n\t\t} else {\n\t\t\treturn null\n\t\t}\n\t};\n});\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/modal.js": {
"title": "$:/core/modules/utils/dom/modal.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/modal.js\ntype: application/javascript\nmodule-type: utils\n\nModal message mechanism\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nvar Modal = function(wiki) {\n\tthis.wiki = wiki;\n\tthis.modalCount = 0;\n};\n\n/*\nDisplay a modal dialogue\n\ttitle: Title of tiddler to display\n\toptions: see below\nOptions include:\n\tdownloadLink: Text of a big download link to include\n*/\nModal.prototype.display = function(title,options) {\n\toptions = options || {};\n\tthis.srcDocument = options.variables && (options.variables.rootwindow === \"true\" ||\n\t\t\t\toptions.variables.rootwindow === \"yes\") ? document :\n\t\t\t\t(options.event.event && options.event.event.target ? options.event.event.target.ownerDocument : document);\n\tthis.srcWindow = this.srcDocument.defaultView;\n\tvar self = this,\n\t\trefreshHandler,\n\t\tduration = $tw.utils.getAnimationDuration(),\n\t\ttiddler = this.wiki.getTiddler(title);\n\t// Don't do anything if the tiddler doesn't exist\n\tif(!tiddler) {\n\t\treturn;\n\t}\n\t// Create the variables\n\tvar variables = $tw.utils.extend({currentTiddler: title},options.variables);\n\t// Create the wrapper divs\n\tvar wrapper = this.srcDocument.createElement(\"div\"),\n\t\tmodalBackdrop = this.srcDocument.createElement(\"div\"),\n\t\tmodalWrapper = this.srcDocument.createElement(\"div\"),\n\t\tmodalHeader = this.srcDocument.createElement(\"div\"),\n\t\theaderTitle = this.srcDocument.createElement(\"h3\"),\n\t\tmodalBody = this.srcDocument.createElement(\"div\"),\n\t\tmodalLink = this.srcDocument.createElement(\"a\"),\n\t\tmodalFooter = this.srcDocument.createElement(\"div\"),\n\t\tmodalFooterHelp = this.srcDocument.createElement(\"span\"),\n\t\tmodalFooterButtons = this.srcDocument.createElement(\"span\");\n\t// Up the modal count and adjust the body class\n\tthis.modalCount++;\n\tthis.adjustPageClass();\n\t// Add classes\n\t$tw.utils.addClass(wrapper,\"tc-modal-wrapper\");\n\t$tw.utils.addClass(modalBackdrop,\"tc-modal-backdrop\");\n\t$tw.utils.addClass(modalWrapper,\"tc-modal\");\n\t$tw.utils.addClass(modalHeader,\"tc-modal-header\");\n\t$tw.utils.addClass(modalBody,\"tc-modal-body\");\n\t$tw.utils.addClass(modalFooter,\"tc-modal-footer\");\n\t// Join them together\n\twrapper.appendChild(modalBackdrop);\n\twrapper.appendChild(modalWrapper);\n\tmodalHeader.appendChild(headerTitle);\n\tmodalWrapper.appendChild(modalHeader);\n\tmodalWrapper.appendChild(modalBody);\n\tmodalFooter.appendChild(modalFooterHelp);\n\tmodalFooter.appendChild(modalFooterButtons);\n\tmodalWrapper.appendChild(modalFooter);\n\t// Render the title of the message\n\tvar headerWidgetNode = this.wiki.makeTranscludeWidget(title,{\n\t\tfield: \"subtitle\",\n\t\tmode: \"inline\",\n\t\tchildren: [{\n\t\t\ttype: \"text\",\n\t\t\tattributes: {\n\t\t\t\ttext: {\n\t\t\t\t\ttype: \"string\",\n\t\t\t\t\tvalue: title\n\t\t}}}],\n\t\tparentWidget: $tw.rootWidget,\n\t\tdocument: this.srcDocument,\n\t\tvariables: variables,\n\t\timportPageMacros: true\n\t});\n\theaderWidgetNode.render(headerTitle,null);\n\t// Render the body of the message\n\tvar bodyWidgetNode = this.wiki.makeTranscludeWidget(title,{\n\t\tparentWidget: $tw.rootWidget,\n\t\tdocument: this.srcDocument,\n\t\tvariables: variables,\n\t\timportPageMacros: true\n\t});\n\tbodyWidgetNode.render(modalBody,null);\n\t// Setup the link if present\n\tif(options.downloadLink) {\n\t\tmodalLink.href = options.downloadLink;\n\t\tmodalLink.appendChild(this.srcDocument.createTextNode(\"Right-click to save changes\"));\n\t\tmodalBody.appendChild(modalLink);\n\t}\n\t// Render the footer of the message\n\tif(tiddler && tiddler.fields && tiddler.fields.help) {\n\t\tvar link = this.srcDocument.createElement(\"a\");\n\t\tlink.setAttribute(\"href\",tiddler.fields.help);\n\t\tlink.setAttribute(\"target\",\"_blank\");\n\t\tlink.setAttribute(\"rel\",\"noopener noreferrer\");\n\t\tlink.appendChild(this.srcDocument.createTextNode(\"Help\"));\n\t\tmodalFooterHelp.appendChild(link);\n\t\tmodalFooterHelp.style.float = \"left\";\n\t}\n\tvar footerWidgetNode = this.wiki.makeTranscludeWidget(title,{\n\t\tfield: \"footer\",\n\t\tmode: \"inline\",\n\t\tchildren: [{\n\t\t\ttype: \"button\",\n\t\t\tattributes: {\n\t\t\t\tmessage: {\n\t\t\t\t\ttype: \"string\",\n\t\t\t\t\tvalue: \"tm-close-tiddler\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tchildren: [{\n\t\t\t\ttype: \"text\",\n\t\t\t\tattributes: {\n\t\t\t\t\ttext: {\n\t\t\t\t\t\ttype: \"string\",\n\t\t\t\t\t\tvalue: $tw.language.getString(\"Buttons/Close/Caption\")\n\t\t\t}}}\n\t\t]}],\n\t\tparentWidget: $tw.rootWidget,\n\t\tdocument: this.srcDocument,\n\t\tvariables: variables,\n\t\timportPageMacros: true\n\t});\n\tfooterWidgetNode.render(modalFooterButtons,null);\n\t// Set up the refresh handler\n\trefreshHandler = function(changes) {\n\t\theaderWidgetNode.refresh(changes,modalHeader,null);\n\t\tbodyWidgetNode.refresh(changes,modalBody,null);\n\t\tfooterWidgetNode.refresh(changes,modalFooterButtons,null);\n\t};\n\tthis.wiki.addEventListener(\"change\",refreshHandler);\n\t// Add the close event handler\n\tvar closeHandler = function(event) {\n\t\t// Remove our refresh handler\n\t\tself.wiki.removeEventListener(\"change\",refreshHandler);\n\t\t// Decrease the modal count and adjust the body class\n\t\tself.modalCount--;\n\t\tself.adjustPageClass();\n\t\t// Force layout and animate the modal message away\n\t\t$tw.utils.forceLayout(modalBackdrop);\n\t\t$tw.utils.forceLayout(modalWrapper);\n\t\t$tw.utils.setStyle(modalBackdrop,[\n\t\t\t{opacity: \"0\"}\n\t\t]);\n\t\t$tw.utils.setStyle(modalWrapper,[\n\t\t\t{transform: \"translateY(\" + self.srcWindow.innerHeight + \"px)\"}\n\t\t]);\n\t\t// Set up an event for the transition end\n\t\tself.srcWindow.setTimeout(function() {\n\t\t\tif(wrapper.parentNode) {\n\t\t\t\t// Remove the modal message from the DOM\n\t\t\t\tself.srcDocument.body.removeChild(wrapper);\n\t\t\t}\n\t\t},duration);\n\t\t// Don't let anyone else handle the tm-close-tiddler message\n\t\treturn false;\n\t};\n\theaderWidgetNode.addEventListener(\"tm-close-tiddler\",closeHandler,false);\n\tbodyWidgetNode.addEventListener(\"tm-close-tiddler\",closeHandler,false);\n\tfooterWidgetNode.addEventListener(\"tm-close-tiddler\",closeHandler,false);\n\t// Set the initial styles for the message\n\t$tw.utils.setStyle(modalBackdrop,[\n\t\t{opacity: \"0\"}\n\t]);\n\t$tw.utils.setStyle(modalWrapper,[\n\t\t{transformOrigin: \"0% 0%\"},\n\t\t{transform: \"translateY(\" + (-this.srcWindow.innerHeight) + \"px)\"}\n\t]);\n\t// Put the message into the document\n\tthis.srcDocument.body.appendChild(wrapper);\n\t// Set up animation for the styles\n\t$tw.utils.setStyle(modalBackdrop,[\n\t\t{transition: \"opacity \" + duration + \"ms ease-out\"}\n\t]);\n\t$tw.utils.setStyle(modalWrapper,[\n\t\t{transition: $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms ease-in-out\"}\n\t]);\n\t// Force layout\n\t$tw.utils.forceLayout(modalBackdrop);\n\t$tw.utils.forceLayout(modalWrapper);\n\t// Set final animated styles\n\t$tw.utils.setStyle(modalBackdrop,[\n\t\t{opacity: \"0.7\"}\n\t]);\n\t$tw.utils.setStyle(modalWrapper,[\n\t\t{transform: \"translateY(0px)\"}\n\t]);\n};\n\nModal.prototype.adjustPageClass = function() {\n\tvar windowContainer = $tw.pageContainer ? ($tw.pageContainer === this.srcDocument.body.firstChild ? $tw.pageContainer : this.srcDocument.body.firstChild) : null;\n\tif(windowContainer) {\n\t\t$tw.utils.toggleClass(windowContainer,\"tc-modal-displayed\",this.modalCount > 0);\n\t}\n};\n\nexports.Modal = Modal;\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/notifier.js": {
"title": "$:/core/modules/utils/dom/notifier.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/notifier.js\ntype: application/javascript\nmodule-type: utils\n\nNotifier mechanism\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nvar Notifier = function(wiki) {\n\tthis.wiki = wiki;\n};\n\n/*\nDisplay a notification\n\ttitle: Title of tiddler containing the notification text\n\toptions: see below\nOptions include:\n*/\nNotifier.prototype.display = function(title,options) {\n\toptions = options || {};\n\t// Create the wrapper divs\n\tvar self = this,\n\t\tnotification = document.createElement(\"div\"),\n\t\ttiddler = this.wiki.getTiddler(title),\n\t\tduration = $tw.utils.getAnimationDuration(),\n\t\trefreshHandler;\n\t// Don't do anything if the tiddler doesn't exist\n\tif(!tiddler) {\n\t\treturn;\n\t}\n\t// Add classes\n\t$tw.utils.addClass(notification,\"tc-notification\");\n\t// Create the variables\n\tvar variables = $tw.utils.extend({currentTiddler: title},options.variables);\n\t// Render the body of the notification\n\tvar widgetNode = this.wiki.makeTranscludeWidget(title,{\n\t\tparentWidget: $tw.rootWidget,\n\t\tdocument: document,\n\t\tvariables: variables,\n\t\timportPageMacros: true});\n\twidgetNode.render(notification,null);\n\trefreshHandler = function(changes) {\n\t\twidgetNode.refresh(changes,notification,null);\n\t};\n\tthis.wiki.addEventListener(\"change\",refreshHandler);\n\t// Set the initial styles for the notification\n\t$tw.utils.setStyle(notification,[\n\t\t{opacity: \"0\"},\n\t\t{transformOrigin: \"0% 0%\"},\n\t\t{transform: \"translateY(\" + (-window.innerHeight) + \"px)\"},\n\t\t{transition: \"opacity \" + duration + \"ms ease-out, \" + $tw.utils.roundTripPropertyName(\"transform\") + \" \" + duration + \"ms ease-in-out\"}\n\t]);\n\t// Add the notification to the DOM\n\tdocument.body.appendChild(notification);\n\t// Force layout\n\t$tw.utils.forceLayout(notification);\n\t// Set final animated styles\n\t$tw.utils.setStyle(notification,[\n\t\t{opacity: \"1.0\"},\n\t\t{transform: \"translateY(0px)\"}\n\t]);\n\t// Set a timer to remove the notification\n\twindow.setTimeout(function() {\n\t\t// Remove our change event handler\n\t\tself.wiki.removeEventListener(\"change\",refreshHandler);\n\t\t// Force layout and animate the notification away\n\t\t$tw.utils.forceLayout(notification);\n\t\t$tw.utils.setStyle(notification,[\n\t\t\t{opacity: \"0.0\"},\n\t\t\t{transform: \"translateX(\" + (notification.offsetWidth) + \"px)\"}\n\t\t]);\n\t\t// Remove the modal message from the DOM once the transition ends\n\t\tsetTimeout(function() {\n\t\t\tif(notification.parentNode) {\n\t\t\t\tdocument.body.removeChild(notification);\n\t\t\t}\n\t\t},duration);\n\t},$tw.config.preferences.notificationDuration);\n};\n\nexports.Notifier = Notifier;\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/popup.js": {
"title": "$:/core/modules/utils/dom/popup.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/popup.js\ntype: application/javascript\nmodule-type: utils\n\nModule that creates a $tw.utils.Popup object prototype that manages popups in the browser\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nCreates a Popup object with these options:\n\trootElement: the DOM element to which the popup zapper should be attached\n*/\nvar Popup = function(options) {\n\toptions = options || {};\n\tthis.rootElement = options.rootElement || document.documentElement;\n\tthis.popups = []; // Array of {title:,wiki:,domNode:} objects\n};\n\n/*\nTrigger a popup open or closed. Parameters are in a hashmap:\n\ttitle: title of the tiddler where the popup details are stored\n\tdomNode: dom node to which the popup will be positioned (one of domNode or domNodeRect is required)\n\tdomNodeRect: rectangle to which the popup will be positioned\n\twiki: wiki\n\tforce: if specified, forces the popup state to true or false (instead of toggling it)\n\tfloating: if true, skips registering the popup, meaning that it will need manually clearing\n*/\nPopup.prototype.triggerPopup = function(options) {\n\t// Check if this popup is already active\n\tvar index = this.findPopup(options.title);\n\t// Compute the new state\n\tvar state = index === -1;\n\tif(options.force !== undefined) {\n\t\tstate = options.force;\n\t}\n\t// Show or cancel the popup according to the new state\n\tif(state) {\n\t\tthis.show(options);\n\t} else {\n\t\tthis.cancel(index);\n\t}\n};\n\nPopup.prototype.findPopup = function(title) {\n\tvar index = -1;\n\tfor(var t=0; t<this.popups.length; t++) {\n\t\tif(this.popups[t].title === title) {\n\t\t\tindex = t;\n\t\t}\n\t}\n\treturn index;\n};\n\nPopup.prototype.handleEvent = function(event) {\n\tif(event.type === \"click\") {\n\t\t// Find out what was clicked on\n\t\tvar info = this.popupInfo(event.target),\n\t\t\tcancelLevel = info.popupLevel - 1;\n\t\t// Don't remove the level that was clicked on if we clicked on a handle\n\t\tif(info.isHandle) {\n\t\t\tcancelLevel++;\n\t\t}\n\t\t// Cancel\n\t\tthis.cancel(cancelLevel);\n\t}\n};\n\n/*\nFind the popup level containing a DOM node. Returns:\npopupLevel: count of the number of nested popups containing the specified element\nisHandle: true if the specified element is within a popup handle\n*/\nPopup.prototype.popupInfo = function(domNode) {\n\tvar isHandle = false,\n\t\tpopupCount = 0,\n\t\tnode = domNode;\n\t// First check ancestors to see if we're within a popup handle\n\twhile(node) {\n\t\tif($tw.utils.hasClass(node,\"tc-popup-handle\")) {\n\t\t\tisHandle = true;\n\t\t\tpopupCount++;\n\t\t}\n\t\tif($tw.utils.hasClass(node,\"tc-popup-keep\")) {\n\t\t\tisHandle = true;\n\t\t}\n\t\tnode = node.parentNode;\n\t}\n\t// Then count the number of ancestor popups\n\tnode = domNode;\n\twhile(node) {\n\t\tif($tw.utils.hasClass(node,\"tc-popup\")) {\n\t\t\tpopupCount++;\n\t\t}\n\t\tnode = node.parentNode;\n\t}\n\tvar info = {\n\t\tpopupLevel: popupCount,\n\t\tisHandle: isHandle\n\t};\n\treturn info;\n};\n\n/*\nDisplay a popup by adding it to the stack\n*/\nPopup.prototype.show = function(options) {\n\t// Find out what was clicked on\n\tvar info = this.popupInfo(options.domNode);\n\t// Cancel any higher level popups\n\tthis.cancel(info.popupLevel);\n\n\t// Store the popup details if not already there\n\tif(!options.floating && this.findPopup(options.title) === -1) {\n\t\tthis.popups.push({\n\t\t\ttitle: options.title,\n\t\t\twiki: options.wiki,\n\t\t\tdomNode: options.domNode,\n\t\t\tnoStateReference: options.noStateReference\n\t\t});\n\t}\n\t// Set the state tiddler\n\tvar rect;\n\tif(options.domNodeRect) {\n\t\trect = options.domNodeRect;\n\t} else {\n\t\trect = {\n\t\t\tleft: options.domNode.offsetLeft,\n\t\t\ttop: options.domNode.offsetTop,\n\t\t\twidth: options.domNode.offsetWidth,\n\t\t\theight: options.domNode.offsetHeight\n\t\t};\n\t}\n\tvar popupRect = \"(\" + rect.left + \",\" + rect.top + \",\" + \n\t\t\t\trect.width + \",\" + rect.height + \")\";\n\tif(options.noStateReference) {\n\t\toptions.wiki.setText(options.title,\"text\",undefined,popupRect);\n\t} else {\n\t\toptions.wiki.setTextReference(options.title,popupRect);\n\t}\n\t// Add the click handler if we have any popups\n\tif(this.popups.length > 0) {\n\t\tthis.rootElement.addEventListener(\"click\",this,true);\t\t\n\t}\n};\n\n/*\nDetect if a Popup contains an input field that has focus\nReturns true or false\n*/\nPopup.prototype.detectInputWithinPopup = function(node) {\n\tvar withinPopup = false,\n\t currNode = node;\n\tfor(var i=0; i<this.popups.length; i++) {\n\t\tvar popup = (this.popups[i] && this.popups[i].domNode) ? this.popups[i].domNode : null;\n\t\twhile(node && popup) {\n\t\t\tif(node === popup || (node.classList && (node.classList.contains(\"tc-popup-keep\") || (node !== currNode && node.classList.contains(\"tc-popup-handle\"))))) {\n\t\t\t\twithinPopup = true;\n\t\t\t}\n\t\t\tnode = node.parentNode;\n\t\t}\n\t}\n\treturn withinPopup;\n};\n\n/*\nCancel all popups at or above a specified level or DOM node\nlevel: popup level to cancel (0 cancels all popups)\n*/\nPopup.prototype.cancel = function(level,focusedInputNode) {\n\tvar numPopups = this.popups.length;\n\tlevel = Math.max(0,Math.min(level,numPopups));\n\tfor(var t=level; t<numPopups; t++) {\n\t\tvar inputWithinPopup;\n\t\tif(focusedInputNode) {\n\t\t\tinputWithinPopup = this.detectInputWithinPopup(focusedInputNode);\n\t\t}\n\t\tif(!inputWithinPopup) {\n\t\t\tvar popup = this.popups.pop();\n\t\t \tif(popup.title) {\n\t\t\t\tif(popup.noStateReference) {\n\t\t\t\t\tpopup.wiki.deleteTiddler(popup.title);\n\t\t\t\t} else {\n\t\t\t\t\tpopup.wiki.deleteTiddler($tw.utils.parseTextReference(popup.title).title);\n \t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\tif(this.popups.length === 0) {\n\t\tthis.rootElement.removeEventListener(\"click\",this,false);\n\t}\n};\n\n/*\nReturns true if the specified title and text identifies an active popup\n*/\nPopup.prototype.readPopupState = function(text) {\n\tvar popupLocationRegExp = /^\\((-?[0-9\\.E]+),(-?[0-9\\.E]+),(-?[0-9\\.E]+),(-?[0-9\\.E]+)\\)$/;\n\treturn popupLocationRegExp.test(text);\n};\n\nexports.Popup = Popup;\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/dom/scroller.js": {
"title": "$:/core/modules/utils/dom/scroller.js",
"text": "/*\\\ntitle: $:/core/modules/utils/dom/scroller.js\ntype: application/javascript\nmodule-type: utils\n\nModule that creates a $tw.utils.Scroller object prototype that manages scrolling in the browser\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nEvent handler for when the `tm-scroll` event hits the document body\n*/\nvar PageScroller = function() {\n\tthis.idRequestFrame = null;\n\tthis.requestAnimationFrame = window.requestAnimationFrame ||\n\t\twindow.webkitRequestAnimationFrame ||\n\t\twindow.mozRequestAnimationFrame ||\n\t\tfunction(callback) {\n\t\t\treturn window.setTimeout(callback, 1000/60);\n\t\t};\n\tthis.cancelAnimationFrame = window.cancelAnimationFrame ||\n\t\twindow.webkitCancelAnimationFrame ||\n\t\twindow.webkitCancelRequestAnimationFrame ||\n\t\twindow.mozCancelAnimationFrame ||\n\t\twindow.mozCancelRequestAnimationFrame ||\n\t\tfunction(id) {\n\t\t\twindow.clearTimeout(id);\n\t\t};\n};\n\nPageScroller.prototype.isScrolling = function() {\n\treturn this.idRequestFrame !== null;\n}\n\nPageScroller.prototype.cancelScroll = function(srcWindow) {\n\tif(this.idRequestFrame) {\n\t\tthis.cancelAnimationFrame.call(srcWindow,this.idRequestFrame);\n\t\tthis.idRequestFrame = null;\n\t}\n};\n\n/*\nHandle an event\n*/\nPageScroller.prototype.handleEvent = function(event) {\n\tif(event.type === \"tm-scroll\") {\n\t\treturn this.scrollIntoView(event.target);\n\t}\n\treturn true;\n};\n\n/*\nHandle a scroll event hitting the page document\n*/\nPageScroller.prototype.scrollIntoView = function(element,callback) {\n\tvar self = this,\n\t\tduration = $tw.utils.getAnimationDuration(),\n\t srcWindow = element ? element.ownerDocument.defaultView : window;\n\t// Now get ready to scroll the body\n\tthis.cancelScroll(srcWindow);\n\tthis.startTime = Date.now();\n\t// Get the height of any position:fixed toolbars\n\tvar toolbar = srcWindow.document.querySelector(\".tc-adjust-top-of-scroll\"),\n\t\toffset = 0;\n\tif(toolbar) {\n\t\toffset = toolbar.offsetHeight;\n\t}\n\t// Get the client bounds of the element and adjust by the scroll position\n\tvar getBounds = function() {\n\t\t\tvar clientBounds = typeof callback === 'function' ? callback() : element.getBoundingClientRect(),\n\t\t\t\tscrollPosition = $tw.utils.getScrollPosition(srcWindow);\n\t\t\treturn {\n\t\t\t\tleft: clientBounds.left + scrollPosition.x,\n\t\t\t\ttop: clientBounds.top + scrollPosition.y - offset,\n\t\t\t\twidth: clientBounds.width,\n\t\t\t\theight: clientBounds.height\n\t\t\t};\n\t\t},\n\t\t// We'll consider the horizontal and vertical scroll directions separately via this function\n\t\t// targetPos/targetSize - position and size of the target element\n\t\t// currentPos/currentSize - position and size of the current scroll viewport\n\t\t// returns: new position of the scroll viewport\n\t\tgetEndPos = function(targetPos,targetSize,currentPos,currentSize) {\n\t\t\tvar newPos = targetPos;\n\t\t\t// If we are scrolling within 50 pixels of the top/left then snap to zero\n\t\t\tif(newPos < 50) {\n\t\t\t\tnewPos = 0;\n\t\t\t}\n\t\t\treturn newPos;\n\t\t},\n\t\tdrawFrame = function drawFrame() {\n\t\t\tvar t;\n\t\t\tif(duration <= 0) {\n\t\t\t\tt = 1;\n\t\t\t} else {\n\t\t\t\tt = ((Date.now()) - self.startTime) / duration;\t\n\t\t\t}\n\t\t\tif(t >= 1) {\n\t\t\t\tself.cancelScroll(srcWindow);\n\t\t\t\tt = 1;\n\t\t\t}\n\t\t\tt = $tw.utils.slowInSlowOut(t);\n\t\t\tvar scrollPosition = $tw.utils.getScrollPosition(srcWindow),\n\t\t\t\tbounds = getBounds(),\n\t\t\t\tendX = getEndPos(bounds.left,bounds.width,scrollPosition.x,srcWindow.innerWidth),\n\t\t\t\tendY = getEndPos(bounds.top,bounds.height,scrollPosition.y,srcWindow.innerHeight);\n\t\t\tsrcWindow.scrollTo(scrollPosition.x + (endX - scrollPosition.x) * t,scrollPosition.y + (endY - scrollPosition.y) * t);\n\t\t\tif(t < 1) {\n\t\t\t\tself.idRequestFrame = self.requestAnimationFrame.call(srcWindow,drawFrame);\n\t\t\t}\n\t\t};\n\tdrawFrame();\n};\n\nexports.PageScroller = PageScroller;\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/edition-info.js": {
"title": "$:/core/modules/utils/edition-info.js",
"text": "/*\\\ntitle: $:/core/modules/utils/edition-info.js\ntype: application/javascript\nmodule-type: utils-node\n\nInformation about the available editions\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar fs = require(\"fs\"),\n\tpath = require(\"path\");\n\nvar editionInfo;\n\nexports.getEditionInfo = function() {\n\tif(!editionInfo) {\n\t\t// Enumerate the edition paths\n\t\tvar editionPaths = $tw.getLibraryItemSearchPaths($tw.config.editionsPath,$tw.config.editionsEnvVar);\n\t\teditionInfo = {};\n\t\tfor(var editionIndex=0; editionIndex<editionPaths.length; editionIndex++) {\n\t\t\tvar editionPath = editionPaths[editionIndex];\n\t\t\t// Enumerate the folders\n\t\t\tvar entries = fs.readdirSync(editionPath);\n\t\t\tfor(var entryIndex=0; entryIndex<entries.length; entryIndex++) {\n\t\t\t\tvar entry = entries[entryIndex];\n\t\t\t\t// Check if directories have a valid tiddlywiki.info\n\t\t\t\tif(!editionInfo[entry] && $tw.utils.isDirectory(path.resolve(editionPath,entry))) {\n\t\t\t\t\tvar info;\n\t\t\t\t\ttry {\n\t\t\t\t\t\tinfo = JSON.parse(fs.readFileSync(path.resolve(editionPath,entry,\"tiddlywiki.info\"),\"utf8\"));\n\t\t\t\t\t} catch([[ex]]) {\n\t\t\t\t\t}\n\t\t\t\t\tif(info) {\n\t\t\t\t\t\teditionInfo[entry] = info;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn editionInfo;\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils-node"
},
"$:/core/modules/utils/fakedom.js": {
"title": "$:/core/modules/utils/fakedom.js",
"text": "/*\\\ntitle: $:/core/modules/utils/fakedom.js\ntype: application/javascript\nmodule-type: global\n\nA barebones implementation of DOM interfaces needed by the rendering mechanism.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Sequence number used to enable us to track objects for testing\nvar sequenceNumber = null;\n\nvar bumpSequenceNumber = function(object) {\n\tif(sequenceNumber !== null) {\n\t\tobject.sequenceNumber = sequenceNumber++;\n\t}\n};\n\nvar TW_TextNode = function(text) {\n\tbumpSequenceNumber(this);\n\tthis.textContent = text + \"\";\n};\n\nObject.defineProperty(TW_TextNode.prototype, \"nodeType\", {\n\tget: function() {\n\t\treturn 3;\n\t}\n});\n\nObject.defineProperty(TW_TextNode.prototype, \"formattedTextContent\", {\n\tget: function() {\n\t\treturn this.textContent.replace(/(\\r?\\n)/g,\"\");\n\t}\n});\n\nvar TW_Element = function(tag,namespace) {\n\tbumpSequenceNumber(this);\n\tthis.isTiddlyWikiFakeDom = true;\n\tthis.tag = tag;\n\tthis.attributes = {};\n\tthis.isRaw = false;\n\tthis.children = [];\n\tthis._style = {};\n\tthis.namespaceURI = namespace || \"http://www.w3.org/1999/xhtml\";\n};\n\nObject.defineProperty(TW_Element.prototype, \"style\", {\n\tget: function() {\n\t\treturn this._style;\n\t},\n\tset: function(str) {\n\t\tvar self = this;\n\t\tstr = str || \"\";\n\t\t$tw.utils.each(str.split(\";\"),function(declaration) {\n\t\t\tvar parts = declaration.split(\":\"),\n\t\t\t\tname = $tw.utils.trim(parts[0]),\n\t\t\t\tvalue = $tw.utils.trim(parts[1]);\n\t\t\tif(name && value) {\n\t\t\t\tself._style[$tw.utils.convertStyleNameToPropertyName(name)] = value;\n\t\t\t}\n\t\t});\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"nodeType\", {\n\tget: function() {\n\t\treturn 1;\n\t}\n});\n\nTW_Element.prototype.getAttribute = function(name) {\n\tif(this.isRaw) {\n\t\tthrow \"Cannot getAttribute on a raw TW_Element\";\n\t}\n\treturn this.attributes[name];\n};\n\nTW_Element.prototype.setAttribute = function(name,value) {\n\tif(this.isRaw) {\n\t\tthrow \"Cannot setAttribute on a raw TW_Element\";\n\t}\n\tthis.attributes[name] = value + \"\";\n};\n\nTW_Element.prototype.setAttributeNS = function(namespace,name,value) {\n\tthis.setAttribute(name,value);\n};\n\nTW_Element.prototype.removeAttribute = function(name) {\n\tif(this.isRaw) {\n\t\tthrow \"Cannot removeAttribute on a raw TW_Element\";\n\t}\n\tif($tw.utils.hop(this.attributes,name)) {\n\t\tdelete this.attributes[name];\n\t}\n};\n\nTW_Element.prototype.appendChild = function(node) {\n\tthis.children.push(node);\n\tnode.parentNode = this;\n};\n\nTW_Element.prototype.insertBefore = function(node,nextSibling) {\n\tif(nextSibling) {\n\t\tvar p = this.children.indexOf(nextSibling);\n\t\tif(p !== -1) {\n\t\t\tthis.children.splice(p,0,node);\n\t\t\tnode.parentNode = this;\n\t\t} else {\n\t\t\tthis.appendChild(node);\n\t\t}\n\t} else {\n\t\tthis.appendChild(node);\n\t}\n};\n\nTW_Element.prototype.removeChild = function(node) {\n\tvar p = this.children.indexOf(node);\n\tif(p !== -1) {\n\t\tthis.children.splice(p,1);\n\t}\n};\n\nTW_Element.prototype.hasChildNodes = function() {\n\treturn !!this.children.length;\n};\n\nObject.defineProperty(TW_Element.prototype, \"childNodes\", {\n\tget: function() {\n\t\treturn this.children;\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"firstChild\", {\n\tget: function() {\n\t\treturn this.children[0];\n\t}\n});\n\nTW_Element.prototype.addEventListener = function(type,listener,useCapture) {\n\t// Do nothing\n};\n\nObject.defineProperty(TW_Element.prototype, \"tagName\", {\n\tget: function() {\n\t\treturn this.tag || \"\";\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"className\", {\n\tget: function() {\n\t\treturn this.attributes[\"class\"] || \"\";\n\t},\n\tset: function(value) {\n\t\tthis.attributes[\"class\"] = value + \"\";\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"value\", {\n\tget: function() {\n\t\treturn this.attributes.value || \"\";\n\t},\n\tset: function(value) {\n\t\tthis.attributes.value = value + \"\";\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"outerHTML\", {\n\tget: function() {\n\t\tvar output = [],attr,a,v;\n\t\toutput.push(\"<\",this.tag);\n\t\tif(this.attributes) {\n\t\t\tattr = [];\n\t\t\tfor(a in this.attributes) {\n\t\t\t\tattr.push(a);\n\t\t\t}\n\t\t\tattr.sort();\n\t\t\tfor(a=0; a<attr.length; a++) {\n\t\t\t\tv = this.attributes[attr[a]];\n\t\t\t\tif(v !== undefined) {\n\t\t\t\t\toutput.push(\" \",attr[a],\"=\\\"\",$tw.utils.htmlEncode(v),\"\\\"\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif(this._style) {\n\t\t\tvar style = [];\n\t\t\tfor(var s in this._style) {\n\t\t\t\tstyle.push($tw.utils.convertPropertyNameToStyleName(s) + \":\" + this._style[s] + \";\");\n\t\t\t}\n\t\t\tif(style.length > 0) {\n\t\t\t\toutput.push(\" style=\\\"\",style.join(\"\"),\"\\\"\");\n\t\t\t}\n\t\t}\n\t\toutput.push(\">\");\n\t\tif($tw.config.htmlVoidElements.indexOf(this.tag) === -1) {\n\t\t\toutput.push(this.innerHTML);\n\t\t\toutput.push(\"</\",this.tag,\">\");\n\t\t}\n\t\treturn output.join(\"\");\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"innerHTML\", {\n\tget: function() {\n\t\tif(this.isRaw) {\n\t\t\treturn this.rawHTML;\n\t\t} else {\n\t\t\tvar b = [];\n\t\t\t$tw.utils.each(this.children,function(node) {\n\t\t\t\tif(node instanceof TW_Element) {\n\t\t\t\t\tb.push(node.outerHTML);\n\t\t\t\t} else if(node instanceof TW_TextNode) {\n\t\t\t\t\tb.push($tw.utils.htmlEncode(node.textContent));\n\t\t\t\t}\n\t\t\t});\n\t\t\treturn b.join(\"\");\n\t\t}\n\t},\n\tset: function(value) {\n\t\tthis.isRaw = true;\n\t\tthis.rawHTML = value;\n\t\tthis.rawTextContent = null;\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"textInnerHTML\", {\n\tset: function(value) {\n\t\tif(this.isRaw) {\n\t\t\tthis.rawTextContent = value;\n\t\t} else {\n\t\t\tthrow \"Cannot set textInnerHTML of a non-raw TW_Element\";\n\t\t}\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"textContent\", {\n\tget: function() {\n\t\tif(this.isRaw) {\n\t\t\tif(this.rawTextContent === null) {\n\t\t\t\treturn \"\";\n\t\t\t} else {\n\t\t\t\treturn this.rawTextContent;\n\t\t\t}\n\t\t} else {\n\t\t\tvar b = [];\n\t\t\t$tw.utils.each(this.children,function(node) {\n\t\t\t\tb.push(node.textContent);\n\t\t\t});\n\t\t\treturn b.join(\"\");\n\t\t}\n\t},\n\tset: function(value) {\n\t\tthis.children = [new TW_TextNode(value)];\n\t}\n});\n\nObject.defineProperty(TW_Element.prototype, \"formattedTextContent\", {\n\tget: function() {\n\t\tif(this.isRaw) {\n\t\t\treturn \"\";\n\t\t} else {\n\t\t\tvar b = [],\n\t\t\t\tisBlock = $tw.config.htmlBlockElements.indexOf(this.tag) !== -1;\n\t\t\tif(isBlock) {\n\t\t\t\tb.push(\"\\n\");\n\t\t\t}\n\t\t\tif(this.tag === \"li\") {\n\t\t\t\tb.push(\"* \");\n\t\t\t}\n\t\t\t$tw.utils.each(this.children,function(node) {\n\t\t\t\tb.push(node.formattedTextContent);\n\t\t\t});\n\t\t\tif(isBlock) {\n\t\t\t\tb.push(\"\\n\");\n\t\t\t}\n\t\t\treturn b.join(\"\");\n\t\t}\n\t}\n});\n\nvar document = {\n\tsetSequenceNumber: function(value) {\n\t\tsequenceNumber = value;\n\t},\n\tcreateElementNS: function(namespace,tag) {\n\t\treturn new TW_Element(tag,namespace);\n\t},\n\tcreateElement: function(tag) {\n\t\treturn new TW_Element(tag);\n\t},\n\tcreateTextNode: function(text) {\n\t\treturn new TW_TextNode(text);\n\t},\n\tcompatMode: \"CSS1Compat\", // For KaTeX to know that we're not a browser in quirks mode\n\tisTiddlyWikiFakeDom: true\n};\n\nexports.fakeDocument = document;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/utils/filesystem.js": {
"title": "$:/core/modules/utils/filesystem.js",
"text": "/*\\\ntitle: $:/core/modules/utils/filesystem.js\ntype: application/javascript\nmodule-type: utils-node\n\nFile system utilities\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar fs = require(\"fs\"),\n\tpath = require(\"path\");\n\n/*\nRecursively (and synchronously) copy a directory and all its content\n*/\nexports.copyDirectory = function(srcPath,dstPath) {\n\t// Remove any trailing path separators\n\tsrcPath = $tw.utils.removeTrailingSeparator(srcPath);\n\tdstPath = $tw.utils.removeTrailingSeparator(dstPath);\n\t// Create the destination directory\n\tvar err = $tw.utils.createDirectory(dstPath);\n\tif(err) {\n\t\treturn err;\n\t}\n\t// Function to copy a folder full of files\n\tvar copy = function(srcPath,dstPath) {\n\t\tvar srcStats = fs.lstatSync(srcPath),\n\t\t\tdstExists = fs.existsSync(dstPath);\n\t\tif(srcStats.isFile()) {\n\t\t\t$tw.utils.copyFile(srcPath,dstPath);\n\t\t} else if(srcStats.isDirectory()) {\n\t\t\tvar items = fs.readdirSync(srcPath);\n\t\t\tfor(var t=0; t<items.length; t++) {\n\t\t\t\tvar item = items[t],\n\t\t\t\t\terr = copy(srcPath + path.sep + item,dstPath + path.sep + item);\n\t\t\t\tif(err) {\n\t\t\t\t\treturn err;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\tcopy(srcPath,dstPath);\n\treturn null;\n};\n\n/*\nCopy a file\n*/\nvar FILE_BUFFER_LENGTH = 64 * 1024,\n\tfileBuffer;\n\nexports.copyFile = function(srcPath,dstPath) {\n\t// Create buffer if required\n\tif(!fileBuffer) {\n\t\tfileBuffer = Buffer.alloc(FILE_BUFFER_LENGTH);\n\t}\n\t// Create any directories in the destination\n\t$tw.utils.createDirectory(path.dirname(dstPath));\n\t// Copy the file\n\tvar srcFile = fs.openSync(srcPath,\"r\"),\n\t\tdstFile = fs.openSync(dstPath,\"w\"),\n\t\tbytesRead = 1,\n\t\tpos = 0;\n\twhile (bytesRead > 0) {\n\t\tbytesRead = fs.readSync(srcFile,fileBuffer,0,FILE_BUFFER_LENGTH,pos);\n\t\tfs.writeSync(dstFile,fileBuffer,0,bytesRead);\n\t\tpos += bytesRead;\n\t}\n\tfs.closeSync(srcFile);\n\tfs.closeSync(dstFile);\n\treturn null;\n};\n\n/*\nRemove trailing path separator\n*/\nexports.removeTrailingSeparator = function(dirPath) {\n\tvar len = dirPath.length;\n\tif(dirPath.charAt(len-1) === path.sep) {\n\t\tdirPath = dirPath.substr(0,len-1);\n\t}\n\treturn dirPath;\n};\n\n/*\nRecursively create a directory\n*/\nexports.createDirectory = function(dirPath) {\n\tif(dirPath.substr(dirPath.length-1,1) !== path.sep) {\n\t\tdirPath = dirPath + path.sep;\n\t}\n\tvar pos = 1;\n\tpos = dirPath.indexOf(path.sep,pos);\n\twhile(pos !== -1) {\n\t\tvar subDirPath = dirPath.substr(0,pos);\n\t\tif(!$tw.utils.isDirectory(subDirPath)) {\n\t\t\ttry {\n\t\t\t\tfs.mkdirSync(subDirPath);\n\t\t\t} catch(e) {\n\t\t\t\treturn \"Error creating directory '\" + subDirPath + \"'\";\n\t\t\t}\n\t\t}\n\t\tpos = dirPath.indexOf(path.sep,pos + 1);\n\t}\n\treturn null;\n};\n\n/*\nRecursively create directories needed to contain a specified file\n*/\nexports.createFileDirectories = function(filePath) {\n\treturn $tw.utils.createDirectory(path.dirname(filePath));\n};\n\n/*\nRecursively delete a directory\n*/\nexports.deleteDirectory = function(dirPath) {\n\tif(fs.existsSync(dirPath)) {\n\t\tvar entries = fs.readdirSync(dirPath);\n\t\tfor(var entryIndex=0; entryIndex<entries.length; entryIndex++) {\n\t\t\tvar currPath = dirPath + path.sep + entries[entryIndex];\n\t\t\tif(fs.lstatSync(currPath).isDirectory()) {\n\t\t\t\t$tw.utils.deleteDirectory(currPath);\n\t\t\t} else {\n\t\t\t\tfs.unlinkSync(currPath);\n\t\t\t}\n\t\t}\n\tfs.rmdirSync(dirPath);\n\t}\n\treturn null;\n};\n\n/*\nCheck if a path identifies a directory\n*/\nexports.isDirectory = function(dirPath) {\n\treturn fs.existsSync(dirPath) && fs.statSync(dirPath).isDirectory();\n};\n\n/*\nCheck if a path identifies a directory that is empty\n*/\nexports.isDirectoryEmpty = function(dirPath) {\n\tif(!$tw.utils.isDirectory(dirPath)) {\n\t\treturn false;\n\t}\n\tvar files = fs.readdirSync(dirPath),\n\t\tempty = true;\n\t$tw.utils.each(files,function(file,index) {\n\t\tif(file.charAt(0) !== \".\") {\n\t\t\tempty = false;\n\t\t}\n\t});\n\treturn empty;\n};\n\n/*\nRecursively delete a tree of empty directories\n*/\nexports.deleteEmptyDirs = function(dirpath,callback) {\n\tvar self = this;\n\tfs.readdir(dirpath,function(err,files) {\n\t\tif(err) {\n\t\t\treturn callback(err);\n\t\t}\n\t\tif(files.length > 0) {\n\t\t\treturn callback(null);\n\t\t}\n\t\tfs.rmdir(dirpath,function(err) {\n\t\t\tif(err) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\tself.deleteEmptyDirs(path.dirname(dirpath),callback);\n\t\t});\n\t});\n};\n\n/*\nCreate a fileInfo object for saving a tiddler:\n\tfilepath: the absolute path to the file containing the tiddler\n\ttype: the type of the tiddler file (NOT the type of the tiddler)\n\thasMetaFile: true if the file also has a companion .meta file\nOptions include:\n\tdirectory: absolute path of root directory to which we are saving\n\tpathFilters: optional array of filters to be used to generate the base path\n\twiki: optional wiki for evaluating the pathFilters\n*/\nexports.generateTiddlerFileInfo = function(tiddler,options) {\n\tvar fileInfo = {};\n\t// Check if the tiddler has any unsafe fields that can't be expressed in a .tid or .meta file: containing control characters, or leading/trailing whitespace\n\tvar hasUnsafeFields = false;\n\t$tw.utils.each(tiddler.getFieldStrings(),function(value,fieldName) {\n\t\tif(fieldName !== \"text\") {\n\t\t\thasUnsafeFields = hasUnsafeFields || /[\\x00-\\x1F]/mg.test(value);\n\t\t\thasUnsafeFields = hasUnsafeFields || ($tw.utils.trim(value) !== value);\n\t\t}\n\t});\n\t// Check for field values \n\tif(hasUnsafeFields) {\n\t\t// Save as a JSON file\n\t\tfileInfo.type = \"application/json\";\n\t\tfileInfo.hasMetaFile = false;\n\t} else {\n\t\t// Save as a .tid or a text/binary file plus a .meta file\n\t\tvar tiddlerType = tiddler.fields.type || \"text/vnd.tiddlywiki\";\n\t\tif(tiddlerType === \"text/vnd.tiddlywiki\") {\n\t\t\t// Save as a .tid file\n\t\t\tfileInfo.type = \"application/x-tiddler\";\n\t\t\tfileInfo.hasMetaFile = false;\n\t\t} else {\n\t\t\t// Save as a text/binary file and a .meta file\n\t\t\tfileInfo.type = tiddlerType;\n\t\t\tfileInfo.hasMetaFile = true;\n\t\t}\n\t}\n\t// Take the file extension from the tiddler content type\n\tvar contentTypeInfo = $tw.config.contentTypeInfo[fileInfo.type] || {extension: \"\"};\n\t// Generate the filepath\n\tfileInfo.filepath = $tw.utils.generateTiddlerFilepath(tiddler.fields.title,{\n\t\textension: contentTypeInfo.extension,\n\t\tdirectory: options.directory,\n\t\tpathFilters: options.pathFilters,\n\t\twiki: options.wiki\n\t});\n\treturn fileInfo;\n};\n\n/*\nGenerate the filepath for saving a tiddler\nOptions include:\n\textension: file extension to be added the finished filepath\n\tdirectory: absolute path of root directory to which we are saving\n\tpathFilters: optional array of filters to be used to generate the base path\n\twiki: optional wiki for evaluating the pathFilters\n*/\nexports.generateTiddlerFilepath = function(title,options) {\n\tvar self = this,\n\t\tdirectory = options.directory || \"\",\n\t\textension = options.extension || \"\",\n\t\tfilepath;\n\t// Check if any of the pathFilters applies\n\tif(options.pathFilters && options.wiki) {\n\t\t$tw.utils.each(options.pathFilters,function(filter) {\n\t\t\tif(!filepath) {\n\t\t\t\tvar source = options.wiki.makeTiddlerIterator([title]),\n\t\t\t\t\tresult = options.wiki.filterTiddlers(filter,null,source);\n\t\t\t\tif(result.length > 0) {\n\t\t\t\t\tfilepath = result[0];\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\t// If not, generate a base pathname\n\tif(!filepath) {\n\t\tfilepath = title;\n\t\t// If the filepath already ends in the extension then remove it\n\t\tif(filepath.substring(filepath.length - extension.length) === extension) {\n\t\t\tfilepath = filepath.substring(0,filepath.length - extension.length);\n\t\t}\n\t\t// Remove any forward or backward slashes so we don't create directories\n\t\tfilepath = filepath.replace(/\\/|\\\\/g,\"_\");\n\t}\n\t// Don't let the filename start with a dot because such files are invisible on *nix\n\tfilepath = filepath.replace(/^\\./g,\"_\");\n\t// Remove any characters that can't be used in cross-platform filenames\n\tfilepath = $tw.utils.transliterate(filepath.replace(/<|>|\\:|\\\"|\\||\\?|\\*|\\^/g,\"_\"));\n\t// Truncate the filename if it is too long\n\tif(filepath.length > 200) {\n\t\tfilepath = filepath.substr(0,200);\n\t}\n\t// If the resulting filename is blank (eg because the title is just punctuation characters)\n\tif(!filepath) {\n\t\t// ...then just use the character codes of the title\n\t\tfilepath = \"\";\t\n\t\t$tw.utils.each(title.split(\"\"),function(char) {\n\t\t\tif(filepath) {\n\t\t\t\tfilepath += \"-\";\n\t\t\t}\n\t\t\tfilepath += char.charCodeAt(0).toString();\n\t\t});\n\t}\n\t// Add a uniquifier if the file already exists\n\tvar fullPath,\n\t\tcount = 0;\n\tdo {\n\t\tfullPath = path.resolve(directory,filepath + (count ? \"_\" + count : \"\") + extension);\n\t\tcount++;\n\t} while(fs.existsSync(fullPath));\n\t// Return the full path to the file\n\treturn fullPath;\n};\n\n/*\nSave a tiddler to a file described by the fileInfo:\n\tfilepath: the absolute path to the file containing the tiddler\n\ttype: the type of the tiddler file (NOT the type of the tiddler)\n\thasMetaFile: true if the file also has a companion .meta file\n*/\nexports.saveTiddlerToFile = function(tiddler,fileInfo,callback) {\n\t$tw.utils.createDirectory(path.dirname(fileInfo.filepath));\n\tif(fileInfo.hasMetaFile) {\n\t\t// Save the tiddler as a separate body and meta file\n\t\tvar typeInfo = $tw.config.contentTypeInfo[tiddler.fields.type || \"text/plain\"] || {encoding: \"utf8\"};\n\t\tfs.writeFile(fileInfo.filepath,tiddler.fields.text,typeInfo.encoding,function(err) {\n\t\t\tif(err) {\n\t\t\t\treturn callback(err);\n\t\t\t}\n\t\t\tfs.writeFile(fileInfo.filepath + \".meta\",tiddler.getFieldStringBlock({exclude: [\"text\",\"bag\"]}),\"utf8\",callback);\n\t\t});\n\t} else {\n\t\t// Save the tiddler as a self contained templated file\n\t\tif(fileInfo.type === \"application/x-tiddler\") {\n\t\t\tfs.writeFile(fileInfo.filepath,tiddler.getFieldStringBlock({exclude: [\"text\",\"bag\"]}) + (!!tiddler.fields.text ? \"\\n\\n\" + tiddler.fields.text : \"\"),\"utf8\",callback);\n\t\t} else {\n\t\t\tfs.writeFile(fileInfo.filepath,JSON.stringify([tiddler.getFieldStrings({exclude: [\"bag\"]})],null,$tw.config.preferences.jsonSpaces),\"utf8\",callback);\n\t\t}\n\t}\n};\n\n/*\nSave a tiddler to a file described by the fileInfo:\n\tfilepath: the absolute path to the file containing the tiddler\n\ttype: the type of the tiddler file (NOT the type of the tiddler)\n\thasMetaFile: true if the file also has a companion .meta file\n*/\nexports.saveTiddlerToFileSync = function(tiddler,fileInfo) {\n\t$tw.utils.createDirectory(path.dirname(fileInfo.filepath));\n\tif(fileInfo.hasMetaFile) {\n\t\t// Save the tiddler as a separate body and meta file\n\t\tvar typeInfo = $tw.config.contentTypeInfo[tiddler.fields.type || \"text/plain\"] || {encoding: \"utf8\"};\n\t\tfs.writeFileSync(fileInfo.filepath,tiddler.fields.text,typeInfo.encoding);\n\t\tfs.writeFileSync(fileInfo.filepath + \".meta\",tiddler.getFieldStringBlock({exclude: [\"text\",\"bag\"]}),\"utf8\");\n\t} else {\n\t\t// Save the tiddler as a self contained templated file\n\t\tif(fileInfo.type === \"application/x-tiddler\") {\n\t\t\tfs.writeFileSync(fileInfo.filepath,tiddler.getFieldStringBlock({exclude: [\"text\",\"bag\"]}) + (!!tiddler.fields.text ? \"\\n\\n\" + tiddler.fields.text : \"\"),\"utf8\");\n\t\t} else {\n\t\t\tfs.writeFileSync(fileInfo.filepath,JSON.stringify([tiddler.getFieldStrings({exclude: [\"bag\"]})],null,$tw.config.preferences.jsonSpaces),\"utf8\");\n\t\t}\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils-node"
},
"$:/core/modules/utils/logger.js": {
"title": "$:/core/modules/utils/logger.js",
"text": "/*\\\ntitle: $:/core/modules/utils/logger.js\ntype: application/javascript\nmodule-type: utils\n\nA basic logging implementation\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar ALERT_TAG = \"$:/tags/Alert\";\n\n/*\nMake a new logger\n*/\nfunction Logger(componentName,options) {\n\toptions = options || {};\n\tthis.componentName = componentName || \"\";\n\tthis.colour = options.colour || \"white\";\n\tthis.enable = \"enable\" in options ? options.enable : true;\n}\n\n/*\nLog a message\n*/\nLogger.prototype.log = function(/* args */) {\n\tif(this.enable && console !== undefined && console.log !== undefined) {\n\t\treturn Function.apply.call(console.log, console, [$tw.utils.terminalColour(this.colour),this.componentName + \":\"].concat(Array.prototype.slice.call(arguments,0)).concat($tw.utils.terminalColour()));\n\t}\n};\n\n/*\nLog a structure as a table\n*/\nLogger.prototype.table = function(value) {\n\t(console.table || console.log)(value);\n};\n\n/*\nAlert a message\n*/\nLogger.prototype.alert = function(/* args */) {\n\tif(this.enable) {\n\t\t// Prepare the text of the alert\n\t\tvar text = Array.prototype.join.call(arguments,\" \");\n\t\t// Create alert tiddlers in the browser\n\t\tif($tw.browser) {\n\t\t\t// Check if there is an existing alert with the same text and the same component\n\t\t\tvar existingAlerts = $tw.wiki.getTiddlersWithTag(ALERT_TAG),\n\t\t\t\talertFields,\n\t\t\t\texistingCount,\n\t\t\t\tself = this;\n\t\t\t$tw.utils.each(existingAlerts,function(title) {\n\t\t\t\tvar tiddler = $tw.wiki.getTiddler(title);\n\t\t\t\tif(tiddler.fields.text === text && tiddler.fields.component === self.componentName && tiddler.fields.modified && (!alertFields || tiddler.fields.modified < alertFields.modified)) {\n\t\t\t\t\t\talertFields = $tw.utils.extend({},tiddler.fields);\n\t\t\t\t}\n\t\t\t});\n\t\t\tif(alertFields) {\n\t\t\t\texistingCount = alertFields.count || 1;\n\t\t\t} else {\n\t\t\t\talertFields = {\n\t\t\t\t\ttitle: $tw.wiki.generateNewTitle(\"$:/temp/alerts/alert\",{prefix: \"\"}),\n\t\t\t\t\ttext: text,\n\t\t\t\t\ttags: [ALERT_TAG],\n\t\t\t\t\tcomponent: this.componentName\n\t\t\t\t};\n\t\t\t\texistingCount = 0;\n\t\t\t}\n\t\t\talertFields.modified = new Date();\n\t\t\tif(++existingCount > 1) {\n\t\t\t\talertFields.count = existingCount;\n\t\t\t} else {\n\t\t\t\talertFields.count = undefined;\n\t\t\t}\n\t\t\t$tw.wiki.addTiddler(new $tw.Tiddler(alertFields));\n\t\t\t// Log the alert as well\n\t\t\tthis.log.apply(this,Array.prototype.slice.call(arguments,0));\n\t\t} else {\n\t\t\t// Print an orange message to the console if not in the browser\n\t\t\tconsole.error(\"\\x1b[1;33m\" + text + \"\\x1b[0m\");\n\t\t}\t\t\n\t}\n};\n\nexports.Logger = Logger;\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/parsetree.js": {
"title": "$:/core/modules/utils/parsetree.js",
"text": "/*\\\ntitle: $:/core/modules/utils/parsetree.js\ntype: application/javascript\nmodule-type: utils\n\nParse tree utility functions.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nexports.addAttributeToParseTreeNode = function(node,name,value) {\n\tnode.attributes = node.attributes || {};\n\tnode.attributes[name] = {type: \"string\", value: value};\n};\n\nexports.getAttributeValueFromParseTreeNode = function(node,name,defaultValue) {\n\tif(node.attributes && node.attributes[name] && node.attributes[name].value !== undefined) {\n\t\treturn node.attributes[name].value;\n\t}\n\treturn defaultValue;\n};\n\nexports.addClassToParseTreeNode = function(node,classString) {\n\tvar classes = [];\n\tnode.attributes = node.attributes || {};\n\tnode.attributes[\"class\"] = node.attributes[\"class\"] || {type: \"string\", value: \"\"};\n\tif(node.attributes[\"class\"].type === \"string\") {\n\t\tif(node.attributes[\"class\"].value !== \"\") {\n\t\t\tclasses = node.attributes[\"class\"].value.split(\" \");\n\t\t}\n\t\tif(classString !== \"\") {\n\t\t\t$tw.utils.pushTop(classes,classString.split(\" \"));\n\t\t}\n\t\tnode.attributes[\"class\"].value = classes.join(\" \");\n\t}\n};\n\nexports.addStyleToParseTreeNode = function(node,name,value) {\n\t\tnode.attributes = node.attributes || {};\n\t\tnode.attributes.style = node.attributes.style || {type: \"string\", value: \"\"};\n\t\tif(node.attributes.style.type === \"string\") {\n\t\t\tnode.attributes.style.value += name + \":\" + value + \";\";\n\t\t}\n};\n\nexports.findParseTreeNode = function(nodeArray,search) {\n\tfor(var t=0; t<nodeArray.length; t++) {\n\t\tif(nodeArray[t].type === search.type && nodeArray[t].tag === search.tag) {\n\t\t\treturn nodeArray[t];\n\t\t}\n\t}\n\treturn undefined;\n};\n\n/*\nHelper to get the text of a parse tree node or array of nodes\n*/\nexports.getParseTreeText = function getParseTreeText(tree) {\n\tvar output = [];\n\tif($tw.utils.isArray(tree)) {\n\t\t$tw.utils.each(tree,function(node) {\n\t\t\toutput.push(getParseTreeText(node));\n\t\t});\n\t} else {\n\t\tif(tree.type === \"text\") {\n\t\t\toutput.push(tree.text);\n\t\t}\n\t\tif(tree.children) {\n\t\t\treturn getParseTreeText(tree.children);\n\t\t}\n\t}\n\treturn output.join(\"\");\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/performance.js": {
"title": "$:/core/modules/utils/performance.js",
"text": "/*\\\ntitle: $:/core/modules/utils/performance.js\ntype: application/javascript\nmodule-type: global\n\nPerformance measurement.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nfunction Performance(enabled) {\n\tthis.enabled = !!enabled;\n\tthis.measures = {}; // Hashmap by measurement name of {time:, invocations:}\n\tthis.logger = new $tw.utils.Logger(\"performance\");\n\tthis.showGreeting();\n}\n\nPerformance.prototype.showGreeting = function() {\n\tif($tw.browser) {\n\t\tthis.logger.log(\"Execute $tw.perf.log(); to see filter execution timings\");\t\t\n\t}\n};\n\n/*\nWrap performance reporting around a top level function\n*/\nPerformance.prototype.report = function(name,fn) {\n\tvar self = this;\n\tif(this.enabled) {\n\t\treturn function() {\n\t\t\tvar startTime = $tw.utils.timer(),\n\t\t\t\tresult = fn.apply(this,arguments);\n\t\t\tself.logger.log(name + \": \" + $tw.utils.timer(startTime).toFixed(2) + \"ms\");\n\t\t\treturn result;\n\t\t};\n\t} else {\n\t\treturn fn;\n\t}\n};\n\nPerformance.prototype.log = function() {\n\tvar self = this,\n\t\ttotalTime = 0,\n\t\torderedMeasures = Object.keys(this.measures).sort(function(a,b) {\n\t\t\tif(self.measures[a].time > self.measures[b].time) {\n\t\t\t\treturn -1;\n\t\t\t} else if (self.measures[a].time < self.measures[b].time) {\n\t\t\t\treturn + 1;\n\t\t\t} else {\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t});\n\t$tw.utils.each(orderedMeasures,function(name) {\n\t\ttotalTime += self.measures[name].time;\n\t});\n\tvar results = []\n\t$tw.utils.each(orderedMeasures,function(name) {\n\t\tvar measure = self.measures[name];\n\t\tresults.push({name: name,invocations: measure.invocations, avgTime: measure.time / measure.invocations, totalTime: measure.time, percentTime: (measure.time / totalTime) * 100})\n\t});\n\tself.logger.table(results);\n};\n\n/*\nWrap performance measurements around a subfunction\n*/\nPerformance.prototype.measure = function(name,fn) {\n\tvar self = this;\n\tif(this.enabled) {\n\t\treturn function() {\n\t\t\tvar startTime = $tw.utils.timer(),\n\t\t\t\tresult = fn.apply(this,arguments);\n\t\t\tif(!(name in self.measures)) {\n\t\t\t\tself.measures[name] = {time: 0, invocations: 0};\n\t\t\t}\n\t\t\tself.measures[name].time += $tw.utils.timer(startTime);\n\t\t\tself.measures[name].invocations++;\n\t\t\treturn result;\n\t\t};\n\t} else {\n\t\treturn fn;\n\t}\n};\n\nexports.Performance = Performance;\n\n})();\n",
"type": "application/javascript",
"module-type": "global"
},
"$:/core/modules/utils/pluginmaker.js": {
"title": "$:/core/modules/utils/pluginmaker.js",
"text": "/*\\\ntitle: $:/core/modules/utils/pluginmaker.js\ntype: application/javascript\nmodule-type: utils\n\nA quick and dirty way to pack up plugins within the browser.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nRepack a plugin, and then delete any non-shadow payload tiddlers\n*/\nexports.repackPlugin = function(title,additionalTiddlers,excludeTiddlers) {\n\tadditionalTiddlers = additionalTiddlers || [];\n\texcludeTiddlers = excludeTiddlers || [];\n\t// Get the plugin tiddler\n\tvar pluginTiddler = $tw.wiki.getTiddler(title);\n\tif(!pluginTiddler) {\n\t\tthrow \"No such tiddler as \" + title;\n\t}\n\t// Extract the JSON\n\tvar jsonPluginTiddler;\n\ttry {\n\t\tjsonPluginTiddler = JSON.parse(pluginTiddler.fields.text);\n\t} catch(e) {\n\t\tthrow \"Cannot parse plugin tiddler \" + title + \"\\n\" + $tw.language.getString(\"Error/Caption\") + \": \" + e;\n\t}\n\t// Get the list of tiddlers\n\tvar tiddlers = Object.keys(jsonPluginTiddler.tiddlers);\n\t// Add the additional tiddlers\n\t$tw.utils.pushTop(tiddlers,additionalTiddlers);\n\t// Remove any excluded tiddlers\n\tfor(var t=tiddlers.length-1; t>=0; t--) {\n\t\tif(excludeTiddlers.indexOf(tiddlers[t]) !== -1) {\n\t\t\ttiddlers.splice(t,1);\n\t\t}\n\t}\n\t// Pack up the tiddlers into a block of JSON\n\tvar plugins = {};\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar tiddler = $tw.wiki.getTiddler(title),\n\t\t\tfields = {};\n\t\t$tw.utils.each(tiddler.fields,function (value,name) {\n\t\t\tfields[name] = tiddler.getFieldString(name);\n\t\t});\n\t\tplugins[title] = fields;\n\t});\n\t// Retrieve and bump the version number\n\tvar pluginVersion = $tw.utils.parseVersion(pluginTiddler.getFieldString(\"version\") || \"0.0.0\") || {\n\t\t\tmajor: \"0\",\n\t\t\tminor: \"0\",\n\t\t\tpatch: \"0\"\n\t\t};\n\tpluginVersion.patch++;\n\tvar version = pluginVersion.major + \".\" + pluginVersion.minor + \".\" + pluginVersion.patch;\n\tif(pluginVersion.prerelease) {\n\t\tversion += \"-\" + pluginVersion.prerelease;\n\t}\n\tif(pluginVersion.build) {\n\t\tversion += \"+\" + pluginVersion.build;\n\t}\n\t// Save the tiddler\n\t$tw.wiki.addTiddler(new $tw.Tiddler(pluginTiddler,{text: JSON.stringify({tiddlers: plugins},null,4), version: version}));\n\t// Delete any non-shadow constituent tiddlers\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tif($tw.wiki.tiddlerExists(title)) {\n\t\t\t$tw.wiki.deleteTiddler(title);\n\t\t}\n\t});\n\t// Trigger an autosave\n\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n\t// Return a heartwarming confirmation\n\treturn \"Plugin \" + title + \" successfully saved\";\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/transliterate.js": {
"title": "$:/core/modules/utils/transliterate.js",
"text": "/*\\\ntitle: $:/core/modules/utils/transliterate.js\ntype: application/javascript\nmodule-type: utils\n\nTransliteration static utility functions.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nTransliterate string to ASCII\n\n(Some pairs taken from http://semplicewebsites.com/removing-accents-javascript)\n*/\nexports.transliterationPairs = {\n\t\"Á\":\"A\",\n\t\"Ă\":\"A\",\n\t\"Ắ\":\"A\",\n\t\"Ặ\":\"A\",\n\t\"Ằ\":\"A\",\n\t\"Ẳ\":\"A\",\n\t\"Ẵ\":\"A\",\n\t\"Ǎ\":\"A\",\n\t\"Â\":\"A\",\n\t\"Ấ\":\"A\",\n\t\"Ậ\":\"A\",\n\t\"Ầ\":\"A\",\n\t\"Ẩ\":\"A\",\n\t\"Ẫ\":\"A\",\n\t\"Ä\":\"A\",\n\t\"Ǟ\":\"A\",\n\t\"Ȧ\":\"A\",\n\t\"Ǡ\":\"A\",\n\t\"Ạ\":\"A\",\n\t\"Ȁ\":\"A\",\n\t\"À\":\"A\",\n\t\"Ả\":\"A\",\n\t\"Ȃ\":\"A\",\n\t\"Ā\":\"A\",\n\t\"Ą\":\"A\",\n\t\"Å\":\"A\",\n\t\"Ǻ\":\"A\",\n\t\"Ḁ\":\"A\",\n\t\"Ⱥ\":\"A\",\n\t\"Ã\":\"A\",\n\t\"Ꜳ\":\"AA\",\n\t\"Æ\":\"AE\",\n\t\"Ǽ\":\"AE\",\n\t\"Ǣ\":\"AE\",\n\t\"Ꜵ\":\"AO\",\n\t\"Ꜷ\":\"AU\",\n\t\"Ꜹ\":\"AV\",\n\t\"Ꜻ\":\"AV\",\n\t\"Ꜽ\":\"AY\",\n\t\"Ḃ\":\"B\",\n\t\"Ḅ\":\"B\",\n\t\"Ɓ\":\"B\",\n\t\"Ḇ\":\"B\",\n\t\"Ƀ\":\"B\",\n\t\"Ƃ\":\"B\",\n\t\"Ć\":\"C\",\n\t\"Č\":\"C\",\n\t\"Ç\":\"C\",\n\t\"Ḉ\":\"C\",\n\t\"Ĉ\":\"C\",\n\t\"Ċ\":\"C\",\n\t\"Ƈ\":\"C\",\n\t\"Ȼ\":\"C\",\n\t\"Ď\":\"D\",\n\t\"Ḑ\":\"D\",\n\t\"Ḓ\":\"D\",\n\t\"Ḋ\":\"D\",\n\t\"Ḍ\":\"D\",\n\t\"Ɗ\":\"D\",\n\t\"Ḏ\":\"D\",\n\t\"Dz\":\"D\",\n\t\"Dž\":\"D\",\n\t\"Đ\":\"D\",\n\t\"Ƌ\":\"D\",\n\t\"DZ\":\"DZ\",\n\t\"DŽ\":\"DZ\",\n\t\"É\":\"E\",\n\t\"Ĕ\":\"E\",\n\t\"Ě\":\"E\",\n\t\"Ȩ\":\"E\",\n\t\"Ḝ\":\"E\",\n\t\"Ê\":\"E\",\n\t\"Ế\":\"E\",\n\t\"Ệ\":\"E\",\n\t\"Ề\":\"E\",\n\t\"Ể\":\"E\",\n\t\"Ễ\":\"E\",\n\t\"Ḙ\":\"E\",\n\t\"Ë\":\"E\",\n\t\"Ė\":\"E\",\n\t\"Ẹ\":\"E\",\n\t\"Ȅ\":\"E\",\n\t\"È\":\"E\",\n\t\"Ẻ\":\"E\",\n\t\"Ȇ\":\"E\",\n\t\"Ē\":\"E\",\n\t\"Ḗ\":\"E\",\n\t\"Ḕ\":\"E\",\n\t\"Ę\":\"E\",\n\t\"Ɇ\":\"E\",\n\t\"Ẽ\":\"E\",\n\t\"Ḛ\":\"E\",\n\t\"Ꝫ\":\"ET\",\n\t\"Ḟ\":\"F\",\n\t\"Ƒ\":\"F\",\n\t\"Ǵ\":\"G\",\n\t\"Ğ\":\"G\",\n\t\"Ǧ\":\"G\",\n\t\"Ģ\":\"G\",\n\t\"Ĝ\":\"G\",\n\t\"Ġ\":\"G\",\n\t\"Ɠ\":\"G\",\n\t\"Ḡ\":\"G\",\n\t\"Ǥ\":\"G\",\n\t\"Ḫ\":\"H\",\n\t\"Ȟ\":\"H\",\n\t\"Ḩ\":\"H\",\n\t\"Ĥ\":\"H\",\n\t\"Ⱨ\":\"H\",\n\t\"Ḧ\":\"H\",\n\t\"Ḣ\":\"H\",\n\t\"Ḥ\":\"H\",\n\t\"Ħ\":\"H\",\n\t\"Í\":\"I\",\n\t\"Ĭ\":\"I\",\n\t\"Ǐ\":\"I\",\n\t\"Î\":\"I\",\n\t\"Ï\":\"I\",\n\t\"Ḯ\":\"I\",\n\t\"İ\":\"I\",\n\t\"Ị\":\"I\",\n\t\"Ȉ\":\"I\",\n\t\"Ì\":\"I\",\n\t\"Ỉ\":\"I\",\n\t\"Ȋ\":\"I\",\n\t\"Ī\":\"I\",\n\t\"Į\":\"I\",\n\t\"Ɨ\":\"I\",\n\t\"Ĩ\":\"I\",\n\t\"Ḭ\":\"I\",\n\t\"Ꝺ\":\"D\",\n\t\"Ꝼ\":\"F\",\n\t\"Ᵹ\":\"G\",\n\t\"Ꞃ\":\"R\",\n\t\"Ꞅ\":\"S\",\n\t\"Ꞇ\":\"T\",\n\t\"Ꝭ\":\"IS\",\n\t\"Ĵ\":\"J\",\n\t\"Ɉ\":\"J\",\n\t\"Ḱ\":\"K\",\n\t\"Ǩ\":\"K\",\n\t\"Ķ\":\"K\",\n\t\"Ⱪ\":\"K\",\n\t\"Ꝃ\":\"K\",\n\t\"Ḳ\":\"K\",\n\t\"Ƙ\":\"K\",\n\t\"Ḵ\":\"K\",\n\t\"Ꝁ\":\"K\",\n\t\"Ꝅ\":\"K\",\n\t\"Ĺ\":\"L\",\n\t\"Ƚ\":\"L\",\n\t\"Ľ\":\"L\",\n\t\"Ļ\":\"L\",\n\t\"Ḽ\":\"L\",\n\t\"Ḷ\":\"L\",\n\t\"Ḹ\":\"L\",\n\t\"Ⱡ\":\"L\",\n\t\"Ꝉ\":\"L\",\n\t\"Ḻ\":\"L\",\n\t\"Ŀ\":\"L\",\n\t\"Ɫ\":\"L\",\n\t\"Lj\":\"L\",\n\t\"Ł\":\"L\",\n\t\"LJ\":\"LJ\",\n\t\"Ḿ\":\"M\",\n\t\"Ṁ\":\"M\",\n\t\"Ṃ\":\"M\",\n\t\"Ɱ\":\"M\",\n\t\"Ń\":\"N\",\n\t\"Ň\":\"N\",\n\t\"Ņ\":\"N\",\n\t\"Ṋ\":\"N\",\n\t\"Ṅ\":\"N\",\n\t\"Ṇ\":\"N\",\n\t\"Ǹ\":\"N\",\n\t\"Ɲ\":\"N\",\n\t\"Ṉ\":\"N\",\n\t\"Ƞ\":\"N\",\n\t\"Nj\":\"N\",\n\t\"Ñ\":\"N\",\n\t\"NJ\":\"NJ\",\n\t\"Ó\":\"O\",\n\t\"Ŏ\":\"O\",\n\t\"Ǒ\":\"O\",\n\t\"Ô\":\"O\",\n\t\"Ố\":\"O\",\n\t\"Ộ\":\"O\",\n\t\"Ồ\":\"O\",\n\t\"Ổ\":\"O\",\n\t\"Ỗ\":\"O\",\n\t\"Ö\":\"O\",\n\t\"Ȫ\":\"O\",\n\t\"Ȯ\":\"O\",\n\t\"Ȱ\":\"O\",\n\t\"Ọ\":\"O\",\n\t\"Ő\":\"O\",\n\t\"Ȍ\":\"O\",\n\t\"Ò\":\"O\",\n\t\"Ỏ\":\"O\",\n\t\"Ơ\":\"O\",\n\t\"Ớ\":\"O\",\n\t\"Ợ\":\"O\",\n\t\"Ờ\":\"O\",\n\t\"Ở\":\"O\",\n\t\"Ỡ\":\"O\",\n\t\"Ȏ\":\"O\",\n\t\"Ꝋ\":\"O\",\n\t\"Ꝍ\":\"O\",\n\t\"Ō\":\"O\",\n\t\"Ṓ\":\"O\",\n\t\"Ṑ\":\"O\",\n\t\"Ɵ\":\"O\",\n\t\"Ǫ\":\"O\",\n\t\"Ǭ\":\"O\",\n\t\"Ø\":\"O\",\n\t\"Ǿ\":\"O\",\n\t\"Õ\":\"O\",\n\t\"Ṍ\":\"O\",\n\t\"Ṏ\":\"O\",\n\t\"Ȭ\":\"O\",\n\t\"Ƣ\":\"OI\",\n\t\"Ꝏ\":\"OO\",\n\t\"Ɛ\":\"E\",\n\t\"Ɔ\":\"O\",\n\t\"Ȣ\":\"OU\",\n\t\"Ṕ\":\"P\",\n\t\"Ṗ\":\"P\",\n\t\"Ꝓ\":\"P\",\n\t\"Ƥ\":\"P\",\n\t\"Ꝕ\":\"P\",\n\t\"Ᵽ\":\"P\",\n\t\"Ꝑ\":\"P\",\n\t\"Ꝙ\":\"Q\",\n\t\"Ꝗ\":\"Q\",\n\t\"Ŕ\":\"R\",\n\t\"Ř\":\"R\",\n\t\"Ŗ\":\"R\",\n\t\"Ṙ\":\"R\",\n\t\"Ṛ\":\"R\",\n\t\"Ṝ\":\"R\",\n\t\"Ȑ\":\"R\",\n\t\"Ȓ\":\"R\",\n\t\"Ṟ\":\"R\",\n\t\"Ɍ\":\"R\",\n\t\"Ɽ\":\"R\",\n\t\"Ꜿ\":\"C\",\n\t\"Ǝ\":\"E\",\n\t\"Ś\":\"S\",\n\t\"Ṥ\":\"S\",\n\t\"Š\":\"S\",\n\t\"Ṧ\":\"S\",\n\t\"Ş\":\"S\",\n\t\"Ŝ\":\"S\",\n\t\"Ș\":\"S\",\n\t\"Ṡ\":\"S\",\n\t\"Ṣ\":\"S\",\n\t\"Ṩ\":\"S\",\n\t\"Ť\":\"T\",\n\t\"Ţ\":\"T\",\n\t\"Ṱ\":\"T\",\n\t\"Ț\":\"T\",\n\t\"Ⱦ\":\"T\",\n\t\"Ṫ\":\"T\",\n\t\"Ṭ\":\"T\",\n\t\"Ƭ\":\"T\",\n\t\"Ṯ\":\"T\",\n\t\"Ʈ\":\"T\",\n\t\"Ŧ\":\"T\",\n\t\"Ɐ\":\"A\",\n\t\"Ꞁ\":\"L\",\n\t\"Ɯ\":\"M\",\n\t\"Ʌ\":\"V\",\n\t\"Ꜩ\":\"TZ\",\n\t\"Ú\":\"U\",\n\t\"Ŭ\":\"U\",\n\t\"Ǔ\":\"U\",\n\t\"Û\":\"U\",\n\t\"Ṷ\":\"U\",\n\t\"Ü\":\"U\",\n\t\"Ǘ\":\"U\",\n\t\"Ǚ\":\"U\",\n\t\"Ǜ\":\"U\",\n\t\"Ǖ\":\"U\",\n\t\"Ṳ\":\"U\",\n\t\"Ụ\":\"U\",\n\t\"Ű\":\"U\",\n\t\"Ȕ\":\"U\",\n\t\"Ù\":\"U\",\n\t\"Ủ\":\"U\",\n\t\"Ư\":\"U\",\n\t\"Ứ\":\"U\",\n\t\"Ự\":\"U\",\n\t\"Ừ\":\"U\",\n\t\"Ử\":\"U\",\n\t\"Ữ\":\"U\",\n\t\"Ȗ\":\"U\",\n\t\"Ū\":\"U\",\n\t\"Ṻ\":\"U\",\n\t\"Ų\":\"U\",\n\t\"Ů\":\"U\",\n\t\"Ũ\":\"U\",\n\t\"Ṹ\":\"U\",\n\t\"Ṵ\":\"U\",\n\t\"Ꝟ\":\"V\",\n\t\"Ṿ\":\"V\",\n\t\"Ʋ\":\"V\",\n\t\"Ṽ\":\"V\",\n\t\"Ꝡ\":\"VY\",\n\t\"Ẃ\":\"W\",\n\t\"Ŵ\":\"W\",\n\t\"Ẅ\":\"W\",\n\t\"Ẇ\":\"W\",\n\t\"Ẉ\":\"W\",\n\t\"Ẁ\":\"W\",\n\t\"Ⱳ\":\"W\",\n\t\"Ẍ\":\"X\",\n\t\"Ẋ\":\"X\",\n\t\"Ý\":\"Y\",\n\t\"Ŷ\":\"Y\",\n\t\"Ÿ\":\"Y\",\n\t\"Ẏ\":\"Y\",\n\t\"Ỵ\":\"Y\",\n\t\"Ỳ\":\"Y\",\n\t\"Ƴ\":\"Y\",\n\t\"Ỷ\":\"Y\",\n\t\"Ỿ\":\"Y\",\n\t\"Ȳ\":\"Y\",\n\t\"Ɏ\":\"Y\",\n\t\"Ỹ\":\"Y\",\n\t\"Ź\":\"Z\",\n\t\"Ž\":\"Z\",\n\t\"Ẑ\":\"Z\",\n\t\"Ⱬ\":\"Z\",\n\t\"Ż\":\"Z\",\n\t\"Ẓ\":\"Z\",\n\t\"Ȥ\":\"Z\",\n\t\"Ẕ\":\"Z\",\n\t\"Ƶ\":\"Z\",\n\t\"IJ\":\"IJ\",\n\t\"Œ\":\"OE\",\n\t\"ᴀ\":\"A\",\n\t\"ᴁ\":\"AE\",\n\t\"ʙ\":\"B\",\n\t\"ᴃ\":\"B\",\n\t\"ᴄ\":\"C\",\n\t\"ᴅ\":\"D\",\n\t\"ᴇ\":\"E\",\n\t\"ꜰ\":\"F\",\n\t\"ɢ\":\"G\",\n\t\"ʛ\":\"G\",\n\t\"ʜ\":\"H\",\n\t\"ɪ\":\"I\",\n\t\"ʁ\":\"R\",\n\t\"ᴊ\":\"J\",\n\t\"ᴋ\":\"K\",\n\t\"ʟ\":\"L\",\n\t\"ᴌ\":\"L\",\n\t\"ᴍ\":\"M\",\n\t\"ɴ\":\"N\",\n\t\"ᴏ\":\"O\",\n\t\"ɶ\":\"OE\",\n\t\"ᴐ\":\"O\",\n\t\"ᴕ\":\"OU\",\n\t\"ᴘ\":\"P\",\n\t\"ʀ\":\"R\",\n\t\"ᴎ\":\"N\",\n\t\"ᴙ\":\"R\",\n\t\"ꜱ\":\"S\",\n\t\"ᴛ\":\"T\",\n\t\"ⱻ\":\"E\",\n\t\"ᴚ\":\"R\",\n\t\"ᴜ\":\"U\",\n\t\"ᴠ\":\"V\",\n\t\"ᴡ\":\"W\",\n\t\"ʏ\":\"Y\",\n\t\"ᴢ\":\"Z\",\n\t\"á\":\"a\",\n\t\"ă\":\"a\",\n\t\"ắ\":\"a\",\n\t\"ặ\":\"a\",\n\t\"ằ\":\"a\",\n\t\"ẳ\":\"a\",\n\t\"ẵ\":\"a\",\n\t\"ǎ\":\"a\",\n\t\"â\":\"a\",\n\t\"ấ\":\"a\",\n\t\"ậ\":\"a\",\n\t\"ầ\":\"a\",\n\t\"ẩ\":\"a\",\n\t\"ẫ\":\"a\",\n\t\"ä\":\"a\",\n\t\"ǟ\":\"a\",\n\t\"ȧ\":\"a\",\n\t\"ǡ\":\"a\",\n\t\"ạ\":\"a\",\n\t\"ȁ\":\"a\",\n\t\"à\":\"a\",\n\t\"ả\":\"a\",\n\t\"ȃ\":\"a\",\n\t\"ā\":\"a\",\n\t\"ą\":\"a\",\n\t\"ᶏ\":\"a\",\n\t\"ẚ\":\"a\",\n\t\"å\":\"a\",\n\t\"ǻ\":\"a\",\n\t\"ḁ\":\"a\",\n\t\"ⱥ\":\"a\",\n\t\"ã\":\"a\",\n\t\"ꜳ\":\"aa\",\n\t\"æ\":\"ae\",\n\t\"ǽ\":\"ae\",\n\t\"ǣ\":\"ae\",\n\t\"ꜵ\":\"ao\",\n\t\"ꜷ\":\"au\",\n\t\"ꜹ\":\"av\",\n\t\"ꜻ\":\"av\",\n\t\"ꜽ\":\"ay\",\n\t\"ḃ\":\"b\",\n\t\"ḅ\":\"b\",\n\t\"ɓ\":\"b\",\n\t\"ḇ\":\"b\",\n\t\"ᵬ\":\"b\",\n\t\"ᶀ\":\"b\",\n\t\"ƀ\":\"b\",\n\t\"ƃ\":\"b\",\n\t\"ɵ\":\"o\",\n\t\"ć\":\"c\",\n\t\"č\":\"c\",\n\t\"ç\":\"c\",\n\t\"ḉ\":\"c\",\n\t\"ĉ\":\"c\",\n\t\"ɕ\":\"c\",\n\t\"ċ\":\"c\",\n\t\"ƈ\":\"c\",\n\t\"ȼ\":\"c\",\n\t\"ď\":\"d\",\n\t\"ḑ\":\"d\",\n\t\"ḓ\":\"d\",\n\t\"ȡ\":\"d\",\n\t\"ḋ\":\"d\",\n\t\"ḍ\":\"d\",\n\t\"ɗ\":\"d\",\n\t\"ᶑ\":\"d\",\n\t\"ḏ\":\"d\",\n\t\"ᵭ\":\"d\",\n\t\"ᶁ\":\"d\",\n\t\"đ\":\"d\",\n\t\"ɖ\":\"d\",\n\t\"ƌ\":\"d\",\n\t\"ı\":\"i\",\n\t\"ȷ\":\"j\",\n\t\"ɟ\":\"j\",\n\t\"ʄ\":\"j\",\n\t\"dz\":\"dz\",\n\t\"dž\":\"dz\",\n\t\"é\":\"e\",\n\t\"ĕ\":\"e\",\n\t\"ě\":\"e\",\n\t\"ȩ\":\"e\",\n\t\"ḝ\":\"e\",\n\t\"ê\":\"e\",\n\t\"ế\":\"e\",\n\t\"ệ\":\"e\",\n\t\"ề\":\"e\",\n\t\"ể\":\"e\",\n\t\"ễ\":\"e\",\n\t\"ḙ\":\"e\",\n\t\"ë\":\"e\",\n\t\"ė\":\"e\",\n\t\"ẹ\":\"e\",\n\t\"ȅ\":\"e\",\n\t\"è\":\"e\",\n\t\"ẻ\":\"e\",\n\t\"ȇ\":\"e\",\n\t\"ē\":\"e\",\n\t\"ḗ\":\"e\",\n\t\"ḕ\":\"e\",\n\t\"ⱸ\":\"e\",\n\t\"ę\":\"e\",\n\t\"ᶒ\":\"e\",\n\t\"ɇ\":\"e\",\n\t\"ẽ\":\"e\",\n\t\"ḛ\":\"e\",\n\t\"ꝫ\":\"et\",\n\t\"ḟ\":\"f\",\n\t\"ƒ\":\"f\",\n\t\"ᵮ\":\"f\",\n\t\"ᶂ\":\"f\",\n\t\"ǵ\":\"g\",\n\t\"ğ\":\"g\",\n\t\"ǧ\":\"g\",\n\t\"ģ\":\"g\",\n\t\"ĝ\":\"g\",\n\t\"ġ\":\"g\",\n\t\"ɠ\":\"g\",\n\t\"ḡ\":\"g\",\n\t\"ᶃ\":\"g\",\n\t\"ǥ\":\"g\",\n\t\"ḫ\":\"h\",\n\t\"ȟ\":\"h\",\n\t\"ḩ\":\"h\",\n\t\"ĥ\":\"h\",\n\t\"ⱨ\":\"h\",\n\t\"ḧ\":\"h\",\n\t\"ḣ\":\"h\",\n\t\"ḥ\":\"h\",\n\t\"ɦ\":\"h\",\n\t\"ẖ\":\"h\",\n\t\"ħ\":\"h\",\n\t\"ƕ\":\"hv\",\n\t\"í\":\"i\",\n\t\"ĭ\":\"i\",\n\t\"ǐ\":\"i\",\n\t\"î\":\"i\",\n\t\"ï\":\"i\",\n\t\"ḯ\":\"i\",\n\t\"ị\":\"i\",\n\t\"ȉ\":\"i\",\n\t\"ì\":\"i\",\n\t\"ỉ\":\"i\",\n\t\"ȋ\":\"i\",\n\t\"ī\":\"i\",\n\t\"į\":\"i\",\n\t\"ᶖ\":\"i\",\n\t\"ɨ\":\"i\",\n\t\"ĩ\":\"i\",\n\t\"ḭ\":\"i\",\n\t\"ꝺ\":\"d\",\n\t\"ꝼ\":\"f\",\n\t\"ᵹ\":\"g\",\n\t\"ꞃ\":\"r\",\n\t\"ꞅ\":\"s\",\n\t\"ꞇ\":\"t\",\n\t\"ꝭ\":\"is\",\n\t\"ǰ\":\"j\",\n\t\"ĵ\":\"j\",\n\t\"ʝ\":\"j\",\n\t\"ɉ\":\"j\",\n\t\"ḱ\":\"k\",\n\t\"ǩ\":\"k\",\n\t\"ķ\":\"k\",\n\t\"ⱪ\":\"k\",\n\t\"ꝃ\":\"k\",\n\t\"ḳ\":\"k\",\n\t\"ƙ\":\"k\",\n\t\"ḵ\":\"k\",\n\t\"ᶄ\":\"k\",\n\t\"ꝁ\":\"k\",\n\t\"ꝅ\":\"k\",\n\t\"ĺ\":\"l\",\n\t\"ƚ\":\"l\",\n\t\"ɬ\":\"l\",\n\t\"ľ\":\"l\",\n\t\"ļ\":\"l\",\n\t\"ḽ\":\"l\",\n\t\"ȴ\":\"l\",\n\t\"ḷ\":\"l\",\n\t\"ḹ\":\"l\",\n\t\"ⱡ\":\"l\",\n\t\"ꝉ\":\"l\",\n\t\"ḻ\":\"l\",\n\t\"ŀ\":\"l\",\n\t\"ɫ\":\"l\",\n\t\"ᶅ\":\"l\",\n\t\"ɭ\":\"l\",\n\t\"ł\":\"l\",\n\t\"lj\":\"lj\",\n\t\"ſ\":\"s\",\n\t\"ẜ\":\"s\",\n\t\"ẛ\":\"s\",\n\t\"ẝ\":\"s\",\n\t\"ḿ\":\"m\",\n\t\"ṁ\":\"m\",\n\t\"ṃ\":\"m\",\n\t\"ɱ\":\"m\",\n\t\"ᵯ\":\"m\",\n\t\"ᶆ\":\"m\",\n\t\"ń\":\"n\",\n\t\"ň\":\"n\",\n\t\"ņ\":\"n\",\n\t\"ṋ\":\"n\",\n\t\"ȵ\":\"n\",\n\t\"ṅ\":\"n\",\n\t\"ṇ\":\"n\",\n\t\"ǹ\":\"n\",\n\t\"ɲ\":\"n\",\n\t\"ṉ\":\"n\",\n\t\"ƞ\":\"n\",\n\t\"ᵰ\":\"n\",\n\t\"ᶇ\":\"n\",\n\t\"ɳ\":\"n\",\n\t\"ñ\":\"n\",\n\t\"nj\":\"nj\",\n\t\"ó\":\"o\",\n\t\"ŏ\":\"o\",\n\t\"ǒ\":\"o\",\n\t\"ô\":\"o\",\n\t\"ố\":\"o\",\n\t\"ộ\":\"o\",\n\t\"ồ\":\"o\",\n\t\"ổ\":\"o\",\n\t\"ỗ\":\"o\",\n\t\"ö\":\"o\",\n\t\"ȫ\":\"o\",\n\t\"ȯ\":\"o\",\n\t\"ȱ\":\"o\",\n\t\"ọ\":\"o\",\n\t\"ő\":\"o\",\n\t\"ȍ\":\"o\",\n\t\"ò\":\"o\",\n\t\"ỏ\":\"o\",\n\t\"ơ\":\"o\",\n\t\"ớ\":\"o\",\n\t\"ợ\":\"o\",\n\t\"ờ\":\"o\",\n\t\"ở\":\"o\",\n\t\"ỡ\":\"o\",\n\t\"ȏ\":\"o\",\n\t\"ꝋ\":\"o\",\n\t\"ꝍ\":\"o\",\n\t\"ⱺ\":\"o\",\n\t\"ō\":\"o\",\n\t\"ṓ\":\"o\",\n\t\"ṑ\":\"o\",\n\t\"ǫ\":\"o\",\n\t\"ǭ\":\"o\",\n\t\"ø\":\"o\",\n\t\"ǿ\":\"o\",\n\t\"õ\":\"o\",\n\t\"ṍ\":\"o\",\n\t\"ṏ\":\"o\",\n\t\"ȭ\":\"o\",\n\t\"ƣ\":\"oi\",\n\t\"ꝏ\":\"oo\",\n\t\"ɛ\":\"e\",\n\t\"ᶓ\":\"e\",\n\t\"ɔ\":\"o\",\n\t\"ᶗ\":\"o\",\n\t\"ȣ\":\"ou\",\n\t\"ṕ\":\"p\",\n\t\"ṗ\":\"p\",\n\t\"ꝓ\":\"p\",\n\t\"ƥ\":\"p\",\n\t\"ᵱ\":\"p\",\n\t\"ᶈ\":\"p\",\n\t\"ꝕ\":\"p\",\n\t\"ᵽ\":\"p\",\n\t\"ꝑ\":\"p\",\n\t\"ꝙ\":\"q\",\n\t\"ʠ\":\"q\",\n\t\"ɋ\":\"q\",\n\t\"ꝗ\":\"q\",\n\t\"ŕ\":\"r\",\n\t\"ř\":\"r\",\n\t\"ŗ\":\"r\",\n\t\"ṙ\":\"r\",\n\t\"ṛ\":\"r\",\n\t\"ṝ\":\"r\",\n\t\"ȑ\":\"r\",\n\t\"ɾ\":\"r\",\n\t\"ᵳ\":\"r\",\n\t\"ȓ\":\"r\",\n\t\"ṟ\":\"r\",\n\t\"ɼ\":\"r\",\n\t\"ᵲ\":\"r\",\n\t\"ᶉ\":\"r\",\n\t\"ɍ\":\"r\",\n\t\"ɽ\":\"r\",\n\t\"ↄ\":\"c\",\n\t\"ꜿ\":\"c\",\n\t\"ɘ\":\"e\",\n\t\"ɿ\":\"r\",\n\t\"ś\":\"s\",\n\t\"ṥ\":\"s\",\n\t\"š\":\"s\",\n\t\"ṧ\":\"s\",\n\t\"ş\":\"s\",\n\t\"ŝ\":\"s\",\n\t\"ș\":\"s\",\n\t\"ṡ\":\"s\",\n\t\"ṣ\":\"s\",\n\t\"ṩ\":\"s\",\n\t\"ʂ\":\"s\",\n\t\"ᵴ\":\"s\",\n\t\"ᶊ\":\"s\",\n\t\"ȿ\":\"s\",\n\t\"ɡ\":\"g\",\n\t\"ᴑ\":\"o\",\n\t\"ᴓ\":\"o\",\n\t\"ᴝ\":\"u\",\n\t\"ť\":\"t\",\n\t\"ţ\":\"t\",\n\t\"ṱ\":\"t\",\n\t\"ț\":\"t\",\n\t\"ȶ\":\"t\",\n\t\"ẗ\":\"t\",\n\t\"ⱦ\":\"t\",\n\t\"ṫ\":\"t\",\n\t\"ṭ\":\"t\",\n\t\"ƭ\":\"t\",\n\t\"ṯ\":\"t\",\n\t\"ᵵ\":\"t\",\n\t\"ƫ\":\"t\",\n\t\"ʈ\":\"t\",\n\t\"ŧ\":\"t\",\n\t\"ᵺ\":\"th\",\n\t\"ɐ\":\"a\",\n\t\"ᴂ\":\"ae\",\n\t\"ǝ\":\"e\",\n\t\"ᵷ\":\"g\",\n\t\"ɥ\":\"h\",\n\t\"ʮ\":\"h\",\n\t\"ʯ\":\"h\",\n\t\"ᴉ\":\"i\",\n\t\"ʞ\":\"k\",\n\t\"ꞁ\":\"l\",\n\t\"ɯ\":\"m\",\n\t\"ɰ\":\"m\",\n\t\"ᴔ\":\"oe\",\n\t\"ɹ\":\"r\",\n\t\"ɻ\":\"r\",\n\t\"ɺ\":\"r\",\n\t\"ⱹ\":\"r\",\n\t\"ʇ\":\"t\",\n\t\"ʌ\":\"v\",\n\t\"ʍ\":\"w\",\n\t\"ʎ\":\"y\",\n\t\"ꜩ\":\"tz\",\n\t\"ú\":\"u\",\n\t\"ŭ\":\"u\",\n\t\"ǔ\":\"u\",\n\t\"û\":\"u\",\n\t\"ṷ\":\"u\",\n\t\"ü\":\"u\",\n\t\"ǘ\":\"u\",\n\t\"ǚ\":\"u\",\n\t\"ǜ\":\"u\",\n\t\"ǖ\":\"u\",\n\t\"ṳ\":\"u\",\n\t\"ụ\":\"u\",\n\t\"ű\":\"u\",\n\t\"ȕ\":\"u\",\n\t\"ù\":\"u\",\n\t\"ủ\":\"u\",\n\t\"ư\":\"u\",\n\t\"ứ\":\"u\",\n\t\"ự\":\"u\",\n\t\"ừ\":\"u\",\n\t\"ử\":\"u\",\n\t\"ữ\":\"u\",\n\t\"ȗ\":\"u\",\n\t\"ū\":\"u\",\n\t\"ṻ\":\"u\",\n\t\"ų\":\"u\",\n\t\"ᶙ\":\"u\",\n\t\"ů\":\"u\",\n\t\"ũ\":\"u\",\n\t\"ṹ\":\"u\",\n\t\"ṵ\":\"u\",\n\t\"ᵫ\":\"ue\",\n\t\"ꝸ\":\"um\",\n\t\"ⱴ\":\"v\",\n\t\"ꝟ\":\"v\",\n\t\"ṿ\":\"v\",\n\t\"ʋ\":\"v\",\n\t\"ᶌ\":\"v\",\n\t\"ⱱ\":\"v\",\n\t\"ṽ\":\"v\",\n\t\"ꝡ\":\"vy\",\n\t\"ẃ\":\"w\",\n\t\"ŵ\":\"w\",\n\t\"ẅ\":\"w\",\n\t\"ẇ\":\"w\",\n\t\"ẉ\":\"w\",\n\t\"ẁ\":\"w\",\n\t\"ⱳ\":\"w\",\n\t\"ẘ\":\"w\",\n\t\"ẍ\":\"x\",\n\t\"ẋ\":\"x\",\n\t\"ᶍ\":\"x\",\n\t\"ý\":\"y\",\n\t\"ŷ\":\"y\",\n\t\"ÿ\":\"y\",\n\t\"ẏ\":\"y\",\n\t\"ỵ\":\"y\",\n\t\"ỳ\":\"y\",\n\t\"ƴ\":\"y\",\n\t\"ỷ\":\"y\",\n\t\"ỿ\":\"y\",\n\t\"ȳ\":\"y\",\n\t\"ẙ\":\"y\",\n\t\"ɏ\":\"y\",\n\t\"ỹ\":\"y\",\n\t\"ź\":\"z\",\n\t\"ž\":\"z\",\n\t\"ẑ\":\"z\",\n\t\"ʑ\":\"z\",\n\t\"ⱬ\":\"z\",\n\t\"ż\":\"z\",\n\t\"ẓ\":\"z\",\n\t\"ȥ\":\"z\",\n\t\"ẕ\":\"z\",\n\t\"ᵶ\":\"z\",\n\t\"ᶎ\":\"z\",\n\t\"ʐ\":\"z\",\n\t\"ƶ\":\"z\",\n\t\"ɀ\":\"z\",\n\t\"ff\":\"ff\",\n\t\"ffi\":\"ffi\",\n\t\"ffl\":\"ffl\",\n\t\"fi\":\"fi\",\n\t\"fl\":\"fl\",\n\t\"ij\":\"ij\",\n\t\"œ\":\"oe\",\n\t\"st\":\"st\",\n\t\"ₐ\":\"a\",\n\t\"ₑ\":\"e\",\n\t\"ᵢ\":\"i\",\n\t\"ⱼ\":\"j\",\n\t\"ₒ\":\"o\",\n\t\"ᵣ\":\"r\",\n\t\"ᵤ\":\"u\",\n\t\"ᵥ\":\"v\",\n\t\"ₓ\":\"x\",\n\t\"Ё\":\"YO\",\n\t\"Й\":\"I\",\n\t\"Ц\":\"TS\",\n\t\"У\":\"U\",\n\t\"К\":\"K\",\n\t\"Е\":\"E\",\n\t\"Н\":\"N\",\n\t\"Г\":\"G\",\n\t\"Ш\":\"SH\",\n\t\"Щ\":\"SCH\",\n\t\"З\":\"Z\",\n\t\"Х\":\"H\",\n\t\"Ъ\":\"'\",\n\t\"ё\":\"yo\",\n\t\"й\":\"i\",\n\t\"ц\":\"ts\",\n\t\"у\":\"u\",\n\t\"к\":\"k\",\n\t\"е\":\"e\",\n\t\"н\":\"n\",\n\t\"г\":\"g\",\n\t\"ш\":\"sh\",\n\t\"щ\":\"sch\",\n\t\"з\":\"z\",\n\t\"х\":\"h\",\n\t\"ъ\":\"'\",\n\t\"Ф\":\"F\",\n\t\"Ы\":\"I\",\n\t\"В\":\"V\",\n\t\"А\":\"a\",\n\t\"П\":\"P\",\n\t\"Р\":\"R\",\n\t\"О\":\"O\",\n\t\"Л\":\"L\",\n\t\"Д\":\"D\",\n\t\"Ж\":\"ZH\",\n\t\"Э\":\"E\",\n\t\"ф\":\"f\",\n\t\"ы\":\"i\",\n\t\"в\":\"v\",\n\t\"а\":\"a\",\n\t\"п\":\"p\",\n\t\"р\":\"r\",\n\t\"о\":\"o\",\n\t\"л\":\"l\",\n\t\"д\":\"d\",\n\t\"ж\":\"zh\",\n\t\"э\":\"e\",\n\t\"Я\":\"Ya\",\n\t\"Ч\":\"CH\",\n\t\"С\":\"S\",\n\t\"М\":\"M\",\n\t\"И\":\"I\",\n\t\"Т\":\"T\",\n\t\"Ь\":\"'\",\n\t\"Б\":\"B\",\n\t\"Ю\":\"YU\",\n\t\"я\":\"ya\",\n\t\"ч\":\"ch\",\n\t\"с\":\"s\",\n\t\"м\":\"m\",\n\t\"и\":\"i\",\n\t\"т\":\"t\",\n\t\"ь\":\"'\",\n\t\"б\":\"b\",\n\t\"ю\":\"yu\"\n};\n\nexports.transliterate = function(str) {\n\treturn str.replace(/[^A-Za-z0-9\\[\\] ]/g,function(ch) {\n\t\treturn exports.transliterationPairs[ch] || ch\n\t});\n};\n\nexports.transliterateToSafeASCII = function(str) {\n\treturn str.replace(/[^\\x00-\\x7F]/g,function(ch) {\n\t\treturn exports.transliterationPairs[ch] || \"\"\n\t});\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/utils/utils.js": {
"title": "$:/core/modules/utils/utils.js",
"text": "/*\\\ntitle: $:/core/modules/utils/utils.js\ntype: application/javascript\nmodule-type: utils\n\nVarious static utility functions.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar base64utf8 = require(\"$:/core/modules/utils/base64-utf8/base64-utf8.module.js\");\n\n/*\nDisplay a message, in colour if we're on a terminal\n*/\nexports.log = function(text,colour) {\n\tconsole.log($tw.node ? exports.terminalColour(colour) + text + exports.terminalColour() : text);\n};\n\nexports.terminalColour = function(colour) {\n\tif(!$tw.browser && $tw.node && process.stdout.isTTY) {\n\t\tif(colour) {\n\t\t\tvar code = exports.terminalColourLookup[colour];\n\t\t\tif(code) {\n\t\t\t\treturn \"\\x1b[\" + code + \"m\";\n\t\t\t}\n\t\t} else {\n\t\t\treturn \"\\x1b[0m\"; // Cancel colour\n\t\t}\n\t}\n\treturn \"\";\n};\n\nexports.terminalColourLookup = {\n\t\"black\": \"0;30\",\n\t\"red\": \"0;31\",\n\t\"green\": \"0;32\",\n\t\"brown/orange\": \"0;33\",\n\t\"blue\": \"0;34\",\n\t\"purple\": \"0;35\",\n\t\"cyan\": \"0;36\",\n\t\"light gray\": \"0;37\"\n};\n\n/*\nDisplay a warning, in colour if we're on a terminal\n*/\nexports.warning = function(text) {\n\texports.log(text,\"brown/orange\");\n};\n\n/*\nReturn the integer represented by the str (string).\nReturn the dflt (default) parameter if str is not a base-10 number.\n*/\nexports.getInt = function(str,deflt) {\n\tvar i = parseInt(str,10);\n\treturn isNaN(i) ? deflt : i;\n}\n\n/*\nRepeatedly replaces a substring within a string. Like String.prototype.replace, but without any of the default special handling of $ sequences in the replace string\n*/\nexports.replaceString = function(text,search,replace) {\n\treturn text.replace(search,function() {\n\t\treturn replace;\n\t});\n};\n\n/*\nRepeats a string\n*/\nexports.repeat = function(str,count) {\n\tvar result = \"\";\n\tfor(var t=0;t<count;t++) {\n\t\tresult += str;\n\t}\n\treturn result;\n};\n\n/*\nTrim whitespace from the start and end of a string\nThanks to Steven Levithan, http://blog.stevenlevithan.com/archives/faster-trim-javascript\n*/\nexports.trim = function(str) {\n\tif(typeof str === \"string\") {\n\t\treturn str.replace(/^\\s\\s*/, '').replace(/\\s\\s*$/, '');\n\t} else {\n\t\treturn str;\n\t}\n};\n\n/*\nConvert a string to sentence case (ie capitalise first letter)\n*/\nexports.toSentenceCase = function(str) {\n\treturn (str || \"\").replace(/^\\S/, function(c) {return c.toUpperCase();});\n}\n\n/*\nConvert a string to title case (ie capitalise each initial letter)\n*/\nexports.toTitleCase = function(str) {\n\treturn (str || \"\").replace(/(^|\\s)\\S/g, function(c) {return c.toUpperCase();});\n}\n\t\n/*\nFind the line break preceding a given position in a string\nReturns position immediately after that line break, or the start of the string\n*/\nexports.findPrecedingLineBreak = function(text,pos) {\n\tvar result = text.lastIndexOf(\"\\n\",pos - 1);\n\tif(result === -1) {\n\t\tresult = 0;\n\t} else {\n\t\tresult++;\n\t\tif(text.charAt(result) === \"\\r\") {\n\t\t\tresult++;\n\t\t}\n\t}\n\treturn result;\n};\n\n/*\nFind the line break following a given position in a string\n*/\nexports.findFollowingLineBreak = function(text,pos) {\n\t// Cut to just past the following line break, or to the end of the text\n\tvar result = text.indexOf(\"\\n\",pos);\n\tif(result === -1) {\n\t\tresult = text.length;\n\t} else {\n\t\tif(text.charAt(result) === \"\\r\") {\n\t\t\tresult++;\n\t\t}\n\t}\n\treturn result;\n};\n\n/*\nReturn the number of keys in an object\n*/\nexports.count = function(object) {\n\treturn Object.keys(object || {}).length;\n};\n\n/*\nDetermine whether an array-item is an object-property\n*/\nexports.hopArray = function(object,array) {\n\tfor(var i=0; i<array.length; i++) {\n\t\tif($tw.utils.hop(object,array[i])) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n};\n\n/*\nRemove entries from an array\n\tarray: array to modify\n\tvalue: a single value to remove, or an array of values to remove\n*/\nexports.removeArrayEntries = function(array,value) {\n\tvar t,p;\n\tif($tw.utils.isArray(value)) {\n\t\tfor(t=0; t<value.length; t++) {\n\t\t\tp = array.indexOf(value[t]);\n\t\t\tif(p !== -1) {\n\t\t\t\tarray.splice(p,1);\n\t\t\t}\n\t\t}\n\t} else {\n\t\tp = array.indexOf(value);\n\t\tif(p !== -1) {\n\t\t\tarray.splice(p,1);\n\t\t}\n\t}\n};\n\n/*\nCheck whether any members of a hashmap are present in another hashmap\n*/\nexports.checkDependencies = function(dependencies,changes) {\n\tvar hit = false;\n\t$tw.utils.each(changes,function(change,title) {\n\t\tif($tw.utils.hop(dependencies,title)) {\n\t\t\thit = true;\n\t\t}\n\t});\n\treturn hit;\n};\n\nexports.extend = function(object /* [, src] */) {\n\t$tw.utils.each(Array.prototype.slice.call(arguments, 1), function(source) {\n\t\tif(source) {\n\t\t\tfor(var property in source) {\n\t\t\t\tobject[property] = source[property];\n\t\t\t}\n\t\t}\n\t});\n\treturn object;\n};\n\nexports.deepCopy = function(object) {\n\tvar result,t;\n\tif($tw.utils.isArray(object)) {\n\t\t// Copy arrays\n\t\tresult = object.slice(0);\n\t} else if(typeof object === \"object\") {\n\t\tresult = {};\n\t\tfor(t in object) {\n\t\t\tif(object[t] !== undefined) {\n\t\t\t\tresult[t] = $tw.utils.deepCopy(object[t]);\n\t\t\t}\n\t\t}\n\t} else {\n\t\tresult = object;\n\t}\n\treturn result;\n};\n\nexports.extendDeepCopy = function(object,extendedProperties) {\n\tvar result = $tw.utils.deepCopy(object),t;\n\tfor(t in extendedProperties) {\n\t\tif(extendedProperties[t] !== undefined) {\n\t\t\tresult[t] = $tw.utils.deepCopy(extendedProperties[t]);\n\t\t}\n\t}\n\treturn result;\n};\n\nexports.deepFreeze = function deepFreeze(object) {\n\tvar property, key;\n\tif(object) {\n\t\tObject.freeze(object);\n\t\tfor(key in object) {\n\t\t\tproperty = object[key];\n\t\t\tif($tw.utils.hop(object,key) && (typeof property === \"object\") && !Object.isFrozen(property)) {\n\t\t\t\tdeepFreeze(property);\n\t\t\t}\n\t\t}\n\t}\n};\n\nexports.slowInSlowOut = function(t) {\n\treturn (1 - ((Math.cos(t * Math.PI) + 1) / 2));\n};\n\nexports.formatDateString = function(date,template) {\n\tvar result = \"\",\n\t\tt = template,\n\t\tmatches = [\n\t\t\t[/^0hh12/, function() {\n\t\t\t\treturn $tw.utils.pad($tw.utils.getHours12(date));\n\t\t\t}],\n\t\t\t[/^wYYYY/, function() {\n\t\t\t\treturn $tw.utils.getYearForWeekNo(date);\n\t\t\t}],\n\t\t\t[/^hh12/, function() {\n\t\t\t\treturn $tw.utils.getHours12(date);\n\t\t\t}],\n\t\t\t[/^DDth/, function() {\n\t\t\t\treturn date.getDate() + $tw.utils.getDaySuffix(date);\n\t\t\t}],\n\t\t\t[/^YYYY/, function() {\n\t\t\t\treturn date.getFullYear();\n\t\t\t}],\n\t\t\t[/^0hh/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getHours());\n\t\t\t}],\n\t\t\t[/^0mm/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getMinutes());\n\t\t\t}],\n\t\t\t[/^0ss/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getSeconds());\n\t\t\t}],\n\t\t\t[/^0XXX/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getMilliseconds());\n\t\t\t}],\n\t\t\t[/^0DD/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getDate());\n\t\t\t}],\n\t\t\t[/^0MM/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getMonth()+1);\n\t\t\t}],\n\t\t\t[/^0WW/, function() {\n\t\t\t\treturn $tw.utils.pad($tw.utils.getWeek(date));\n\t\t\t}],\n\t\t\t[/^ddd/, function() {\n\t\t\t\treturn $tw.language.getString(\"Date/Short/Day/\" + date.getDay());\n\t\t\t}],\n\t\t\t[/^mmm/, function() {\n\t\t\t\treturn $tw.language.getString(\"Date/Short/Month/\" + (date.getMonth() + 1));\n\t\t\t}],\n\t\t\t[/^DDD/, function() {\n\t\t\t\treturn $tw.language.getString(\"Date/Long/Day/\" + date.getDay());\n\t\t\t}],\n\t\t\t[/^MMM/, function() {\n\t\t\t\treturn $tw.language.getString(\"Date/Long/Month/\" + (date.getMonth() + 1));\n\t\t\t}],\n\t\t\t[/^TZD/, function() {\n\t\t\t\tvar tz = date.getTimezoneOffset(),\n\t\t\t\tatz = Math.abs(tz);\n\t\t\t\treturn (tz < 0 ? '+' : '-') + $tw.utils.pad(Math.floor(atz / 60)) + ':' + $tw.utils.pad(atz % 60);\n\t\t\t}],\n\t\t\t[/^wYY/, function() {\n\t\t\t\treturn $tw.utils.pad($tw.utils.getYearForWeekNo(date) - 2000);\n\t\t\t}],\n\t\t\t[/^[ap]m/, function() {\n\t\t\t\treturn $tw.utils.getAmPm(date).toLowerCase();\n\t\t\t}],\n\t\t\t[/^hh/, function() {\n\t\t\t\treturn date.getHours();\n\t\t\t}],\n\t\t\t[/^mm/, function() {\n\t\t\t\treturn date.getMinutes();\n\t\t\t}],\n\t\t\t[/^ss/, function() {\n\t\t\t\treturn date.getSeconds();\n\t\t\t}],\n\t\t\t[/^XXX/, function() {\n\t\t\t\treturn date.getMilliseconds();\n\t\t\t}],\n\t\t\t[/^[AP]M/, function() {\n\t\t\t\treturn $tw.utils.getAmPm(date).toUpperCase();\n\t\t\t}],\n\t\t\t[/^DD/, function() {\n\t\t\t\treturn date.getDate();\n\t\t\t}],\n\t\t\t[/^MM/, function() {\n\t\t\t\treturn date.getMonth() + 1;\n\t\t\t}],\n\t\t\t[/^WW/, function() {\n\t\t\t\treturn $tw.utils.getWeek(date);\n\t\t\t}],\n\t\t\t[/^YY/, function() {\n\t\t\t\treturn $tw.utils.pad(date.getFullYear() - 2000);\n\t\t\t}]\n\t\t];\n\t// If the user wants everything in UTC, shift the datestamp\n\t// Optimize for format string that essentially means\n\t// 'return raw UTC (tiddlywiki style) date string.'\n\tif(t.indexOf(\"[UTC]\") == 0 ) {\n\t\tif(t == \"[UTC]YYYY0MM0DD0hh0mm0ssXXX\")\n\t\t\treturn $tw.utils.stringifyDate(new Date());\n\t\tvar offset = date.getTimezoneOffset() ; // in minutes\n\t\tdate = new Date(date.getTime()+offset*60*1000) ;\n\t\tt = t.substr(5) ;\n\t}\n\twhile(t.length){\n\t\tvar matchString = \"\";\n\t\t$tw.utils.each(matches, function(m) {\n\t\t\tvar match = m[0].exec(t);\n\t\t\tif(match) {\n\t\t\t\tmatchString = m[1].call();\n\t\t\t\tt = t.substr(match[0].length);\n\t\t\t\treturn false;\n\t\t\t}\n\t\t});\n\t\tif(matchString) {\n\t\t\tresult += matchString;\n\t\t} else {\n\t\t\tresult += t.charAt(0);\n\t\t\tt = t.substr(1);\n\t\t}\n\t}\n\tresult = result.replace(/\\\\(.)/g,\"$1\");\n\treturn result;\n};\n\nexports.getAmPm = function(date) {\n\treturn $tw.language.getString(\"Date/Period/\" + (date.getHours() >= 12 ? \"pm\" : \"am\"));\n};\n\nexports.getDaySuffix = function(date) {\n\treturn $tw.language.getString(\"Date/DaySuffix/\" + date.getDate());\n};\n\nexports.getWeek = function(date) {\n\tvar dt = new Date(date.getTime());\n\tvar d = dt.getDay();\n\tif(d === 0) {\n\t\td = 7; // JavaScript Sun=0, ISO Sun=7\n\t}\n\tdt.setTime(dt.getTime() + (4 - d) * 86400000);// shift day to Thurs of same week to calculate weekNo\n\tvar x = new Date(dt.getFullYear(),0,1);\n\tvar n = Math.floor((dt.getTime() - x.getTime()) / 86400000);\n\treturn Math.floor(n / 7) + 1;\n};\n\nexports.getYearForWeekNo = function(date) {\n\tvar dt = new Date(date.getTime());\n\tvar d = dt.getDay();\n\tif(d === 0) {\n\t\td = 7; // JavaScript Sun=0, ISO Sun=7\n\t}\n\tdt.setTime(dt.getTime() + (4 - d) * 86400000);// shift day to Thurs of same week\n\treturn dt.getFullYear();\n};\n\nexports.getHours12 = function(date) {\n\tvar h = date.getHours();\n\treturn h > 12 ? h-12 : ( h > 0 ? h : 12 );\n};\n\n/*\nConvert a date delta in milliseconds into a string representation of \"23 seconds ago\", \"27 minutes ago\" etc.\n\tdelta: delta in milliseconds\nReturns an object with these members:\n\tdescription: string describing the delta period\n\tupdatePeriod: time in millisecond until the string will be inaccurate\n*/\nexports.getRelativeDate = function(delta) {\n\tvar futurep = false;\n\tif(delta < 0) {\n\t\tdelta = -1 * delta;\n\t\tfuturep = true;\n\t}\n\tvar units = [\n\t\t{name: \"Years\", duration: 365 * 24 * 60 * 60 * 1000},\n\t\t{name: \"Months\", duration: (365/12) * 24 * 60 * 60 * 1000},\n\t\t{name: \"Days\", duration: 24 * 60 * 60 * 1000},\n\t\t{name: \"Hours\", duration: 60 * 60 * 1000},\n\t\t{name: \"Minutes\", duration: 60 * 1000},\n\t\t{name: \"Seconds\", duration: 1000}\n\t];\n\tfor(var t=0; t<units.length; t++) {\n\t\tvar result = Math.floor(delta / units[t].duration);\n\t\tif(result >= 2) {\n\t\t\treturn {\n\t\t\t\tdelta: delta,\n\t\t\t\tdescription: $tw.language.getString(\n\t\t\t\t\t\"RelativeDate/\" + (futurep ? \"Future\" : \"Past\") + \"/\" + units[t].name,\n\t\t\t\t\t{variables:\n\t\t\t\t\t\t{period: result.toString()}\n\t\t\t\t\t}\n\t\t\t\t),\n\t\t\t\tupdatePeriod: units[t].duration\n\t\t\t};\n\t\t}\n\t}\n\treturn {\n\t\tdelta: delta,\n\t\tdescription: $tw.language.getString(\n\t\t\t\"RelativeDate/\" + (futurep ? \"Future\" : \"Past\") + \"/Second\",\n\t\t\t{variables:\n\t\t\t\t{period: \"1\"}\n\t\t\t}\n\t\t),\n\t\tupdatePeriod: 1000\n\t};\n};\n\n// Convert & to \"&\", < to \"<\", > to \">\", \" to \""\"\nexports.htmlEncode = function(s) {\n\tif(s) {\n\t\treturn s.toString().replace(/&/mg,\"&\").replace(/</mg,\"<\").replace(/>/mg,\">\").replace(/\\\"/mg,\""\");\n\t} else {\n\t\treturn \"\";\n\t}\n};\n\n// Converts all HTML entities to their character equivalents\nexports.entityDecode = function(s) {\n\tvar converter = String.fromCodePoint || String.fromCharCode,\n\t\te = s.substr(1,s.length-2), // Strip the & and the ;\n\t\tc;\n\tif(e.charAt(0) === \"#\") {\n\t\tif(e.charAt(1) === \"x\" || e.charAt(1) === \"X\") {\n\t\t\tc = parseInt(e.substr(2),16);\n\t\t} else {\n\t\t\tc = parseInt(e.substr(1),10);\n\t\t}\n\t\tif(isNaN(c)) {\n\t\t\treturn s;\n\t\t} else {\n\t\t\treturn converter(c);\n\t\t}\n\t} else {\n\t\tc = $tw.config.htmlEntities[e];\n\t\tif(c) {\n\t\t\treturn converter(c);\n\t\t} else {\n\t\t\treturn s; // Couldn't convert it as an entity, just return it raw\n\t\t}\n\t}\n};\n\nexports.unescapeLineBreaks = function(s) {\n\treturn s.replace(/\\\\n/mg,\"\\n\").replace(/\\\\b/mg,\" \").replace(/\\\\s/mg,\"\\\\\").replace(/\\r/mg,\"\");\n};\n\n/*\n * Returns an escape sequence for given character. Uses \\x for characters <=\n * 0xFF to save space, \\u for the rest.\n *\n * The code needs to be in sync with th code template in the compilation\n * function for \"action\" nodes.\n */\n// Copied from peg.js, thanks to David Majda\nexports.escape = function(ch) {\n\tvar charCode = ch.charCodeAt(0);\n\tif(charCode <= 0xFF) {\n\t\treturn '\\\\x' + $tw.utils.pad(charCode.toString(16).toUpperCase());\n\t} else {\n\t\treturn '\\\\u' + $tw.utils.pad(charCode.toString(16).toUpperCase(),4);\n\t}\n};\n\n// Turns a string into a legal JavaScript string\n// Copied from peg.js, thanks to David Majda\nexports.stringify = function(s) {\n\t/*\n\t* ECMA-262, 5th ed., 7.8.4: All characters may appear literally in a string\n\t* literal except for the closing quote character, backslash, carriage return,\n\t* line separator, paragraph separator, and line feed. Any character may\n\t* appear in the form of an escape sequence.\n\t*\n\t* For portability, we also escape all non-ASCII characters.\n\t*/\n\treturn (s || \"\")\n\t\t.replace(/\\\\/g, '\\\\\\\\') // backslash\n\t\t.replace(/\"/g, '\\\\\"') // double quote character\n\t\t.replace(/'/g, \"\\\\'\") // single quote character\n\t\t.replace(/\\r/g, '\\\\r') // carriage return\n\t\t.replace(/\\n/g, '\\\\n') // line feed\n\t\t.replace(/[\\x00-\\x1f\\x80-\\uFFFF]/g, exports.escape); // non-ASCII characters\n};\n\n// Turns a string into a legal JSON string\n// Derived from peg.js, thanks to David Majda\nexports.jsonStringify = function(s) {\n\t// See http://www.json.org/\n\treturn (s || \"\")\n\t\t.replace(/\\\\/g, '\\\\\\\\') // backslash\n\t\t.replace(/\"/g, '\\\\\"') // double quote character\n\t\t.replace(/\\r/g, '\\\\r') // carriage return\n\t\t.replace(/\\n/g, '\\\\n') // line feed\n\t\t.replace(/\\x08/g, '\\\\b') // backspace\n\t\t.replace(/\\x0c/g, '\\\\f') // formfeed\n\t\t.replace(/\\t/g, '\\\\t') // tab\n\t\t.replace(/[\\x00-\\x1f\\x80-\\uFFFF]/g,function(s) {\n\t\t\treturn '\\\\u' + $tw.utils.pad(s.charCodeAt(0).toString(16).toUpperCase(),4);\n\t\t}); // non-ASCII characters\n};\n\n/*\nEscape the RegExp special characters with a preceding backslash\n*/\nexports.escapeRegExp = function(s) {\n return s.replace(/[\\-\\/\\\\\\^\\$\\*\\+\\?\\.\\(\\)\\|\\[\\]\\{\\}]/g, '\\\\$&');\n};\n\n// Checks whether a link target is external, i.e. not a tiddler title\nexports.isLinkExternal = function(to) {\n\tvar externalRegExp = /^(?:file|http|https|mailto|ftp|irc|news|data|skype):[^\\s<>{}\\[\\]`|\"\\\\^]+(?:\\/|\\b)/i;\n\treturn externalRegExp.test(to);\n};\n\nexports.nextTick = function(fn) {\n/*global window: false */\n\tif(typeof process === \"undefined\") {\n\t\t// Apparently it would be faster to use postMessage - http://dbaron.org/log/20100309-faster-timeouts\n\t\twindow.setTimeout(fn,4);\n\t} else {\n\t\tprocess.nextTick(fn);\n\t}\n};\n\n/*\nConvert a hyphenated CSS property name into a camel case one\n*/\nexports.unHyphenateCss = function(propName) {\n\treturn propName.replace(/-([a-z])/gi, function(match0,match1) {\n\t\treturn match1.toUpperCase();\n\t});\n};\n\n/*\nConvert a camelcase CSS property name into a dashed one (\"backgroundColor\" --> \"background-color\")\n*/\nexports.hyphenateCss = function(propName) {\n\treturn propName.replace(/([A-Z])/g, function(match0,match1) {\n\t\treturn \"-\" + match1.toLowerCase();\n\t});\n};\n\n/*\nParse a text reference of one of these forms:\n* title\n* !!field\n* title!!field\n* title##index\n* etc\nReturns an object with the following fields, all optional:\n* title: tiddler title\n* field: tiddler field name\n* index: JSON property index\n*/\nexports.parseTextReference = function(textRef) {\n\t// Separate out the title, field name and/or JSON indices\n\tvar reTextRef = /(?:(.*?)!!(.+))|(?:(.*?)##(.+))|(.*)/mg,\n\t\tmatch = reTextRef.exec(textRef),\n\t\tresult = {};\n\tif(match && reTextRef.lastIndex === textRef.length) {\n\t\t// Return the parts\n\t\tif(match[1]) {\n\t\t\tresult.title = match[1];\n\t\t}\n\t\tif(match[2]) {\n\t\t\tresult.field = match[2];\n\t\t}\n\t\tif(match[3]) {\n\t\t\tresult.title = match[3];\n\t\t}\n\t\tif(match[4]) {\n\t\t\tresult.index = match[4];\n\t\t}\n\t\tif(match[5]) {\n\t\t\tresult.title = match[5];\n\t\t}\n\t} else {\n\t\t// If we couldn't parse it\n\t\tresult.title = textRef\n\t}\n\treturn result;\n};\n\n/*\nChecks whether a string is a valid fieldname\n*/\nexports.isValidFieldName = function(name) {\n\tif(!name || typeof name !== \"string\") {\n\t\treturn false;\n\t}\n\tname = name.toLowerCase().trim();\n\tvar fieldValidatorRegEx = /^[a-z0-9\\-\\._]+$/mg;\n\treturn fieldValidatorRegEx.test(name);\n};\n\n/*\nExtract the version number from the meta tag or from the boot file\n*/\n\n// Browser version\nexports.extractVersionInfo = function() {\n\tif($tw.packageInfo) {\n\t\treturn $tw.packageInfo.version;\n\t} else {\n\t\tvar metatags = document.getElementsByTagName(\"meta\");\n\t\tfor(var t=0; t<metatags.length; t++) {\n\t\t\tvar m = metatags[t];\n\t\t\tif(m.name === \"tiddlywiki-version\") {\n\t\t\t\treturn m.content;\n\t\t\t}\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nGet the animation duration in ms\n*/\nexports.getAnimationDuration = function() {\n\treturn parseInt($tw.wiki.getTiddlerText(\"$:/config/AnimationDuration\",\"400\"),10) || 0;\n};\n\n/*\nHash a string to a number\nDerived from http://stackoverflow.com/a/15710692\n*/\nexports.hashString = function(str) {\n\treturn str.split(\"\").reduce(function(a,b) {\n\t\ta = ((a << 5) - a) + b.charCodeAt(0);\n\t\treturn a & a;\n\t},0);\n};\n\n/*\nDecode a base64 string\n*/\nexports.base64Decode = function(string64) {\n\treturn base64utf8.base64.decode.call(base64utf8,string64);\n};\n\n/*\nEncode a string to base64\n*/\nexports.base64Encode = function(string64) {\n\treturn base64utf8.base64.encode.call(base64utf8,string64);\n};\n\n/*\nConvert a hashmap into a tiddler dictionary format sequence of name:value pairs\n*/\nexports.makeTiddlerDictionary = function(data) {\n\tvar output = [];\n\tfor(var name in data) {\n\t\toutput.push(name + \": \" + data[name]);\n\t}\n\treturn output.join(\"\\n\");\n};\n\n/*\nHigh resolution microsecond timer for profiling\n*/\nexports.timer = function(base) {\n\tvar m;\n\tif($tw.node) {\n\t\tvar r = process.hrtime();\n\t\tm = r[0] * 1e3 + (r[1] / 1e6);\n\t} else if(window.performance) {\n\t\tm = performance.now();\n\t} else {\n\t\tm = Date.now();\n\t}\n\tif(typeof base !== \"undefined\") {\n\t\tm = m - base;\n\t}\n\treturn m;\n};\n\n/*\nConvert text and content type to a data URI\n*/\nexports.makeDataUri = function(text,type) {\n\ttype = type || \"text/vnd.tiddlywiki\";\n\tvar typeInfo = $tw.config.contentTypeInfo[type] || $tw.config.contentTypeInfo[\"text/plain\"],\n\t\tisBase64 = typeInfo.encoding === \"base64\",\n\t\tparts = [];\n\tparts.push(\"data:\");\n\tparts.push(type);\n\tparts.push(isBase64 ? \";base64\" : \"\");\n\tparts.push(\",\");\n\tparts.push(isBase64 ? text : encodeURIComponent(text));\n\treturn parts.join(\"\");\n};\n\n/*\nUseful for finding out the fully escaped CSS selector equivalent to a given tag. For example:\n\n$tw.utils.tagToCssSelector(\"$:/tags/Stylesheet\") --> tc-tagged-\\%24\\%3A\\%2Ftags\\%2FStylesheet\n*/\nexports.tagToCssSelector = function(tagName) {\n\treturn \"tc-tagged-\" + encodeURIComponent(tagName).replace(/[!\"#$%&'()*+,\\-./:;<=>?@[\\\\\\]^`{\\|}~,]/mg,function(c) {\n\t\treturn \"\\\\\" + c;\n\t});\n};\n\n/*\nIE does not have sign function\n*/\nexports.sign = Math.sign || function(x) {\n\tx = +x; // convert to a number\n\tif (x === 0 || isNaN(x)) {\n\t\treturn x;\n\t}\n\treturn x > 0 ? 1 : -1;\n};\n\n/*\nIE does not have an endsWith function\n*/\nexports.strEndsWith = function(str,ending,position) {\n\tif(str.endsWith) {\n\t\treturn str.endsWith(ending,position);\n\t} else {\n\t\tif (typeof position !== 'number' || !isFinite(position) || Math.floor(position) !== position || position > str.length) {\n\t\t\tposition = str.length;\n\t\t}\n\t\tposition -= ending.length;\n\t\tvar lastIndex = str.indexOf(ending, position);\n\t\treturn lastIndex !== -1 && lastIndex === position;\n\t}\n};\n\n})();\n",
"type": "application/javascript",
"module-type": "utils"
},
"$:/core/modules/widgets/action-createtiddler.js": {
"title": "$:/core/modules/widgets/action-createtiddler.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-createtiddler.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to create a new tiddler with a unique name and specified fields.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar CreateTiddlerWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nCreateTiddlerWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nCreateTiddlerWidget.prototype.render = function(parent,nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n\n/*\nCompute the internal state of the widget\n*/\nCreateTiddlerWidget.prototype.execute = function() {\n\tthis.actionBaseTitle = this.getAttribute(\"$basetitle\");\n\tthis.actionSaveTitle = this.getAttribute(\"$savetitle\");\n\tthis.actionSaveDraftTitle = this.getAttribute(\"$savedrafttitle\");\n\tthis.actionTimestamp = this.getAttribute(\"$timestamp\",\"yes\") === \"yes\";\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nCreateTiddlerWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif($tw.utils.count(changedAttributes) > 0) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nInvoke the action associated with this widget\n*/\nCreateTiddlerWidget.prototype.invokeAction = function(triggeringWidget,event) {\n\tvar title = this.wiki.generateNewTitle(this.actionBaseTitle),\n\t\tfields = {},\n\t\tcreationFields,\n\t\tmodificationFields;\n\t$tw.utils.each(this.attributes,function(attribute,name) {\n\t\tif(name.charAt(0) !== \"$\") {\n\t\t\tfields[name] = attribute;\n\t\t}\n\t});\n\tif(this.actionTimestamp) {\n\t\tcreationFields = this.wiki.getCreationFields();\n\t\tmodificationFields = this.wiki.getModificationFields();\n\t}\n\tvar tiddler = this.wiki.addTiddler(new $tw.Tiddler(creationFields,fields,modificationFields,{title: title}));\n\tif(this.actionSaveTitle) {\n\t\tthis.wiki.setTextReference(this.actionSaveTitle,title,this.getVariable(\"currentTiddler\"));\n\t}\n\tif(this.actionSaveDraftTitle) {\n\t\tthis.wiki.setTextReference(this.actionSaveDraftTitle,this.wiki.generateDraftTitle(title),this.getVariable(\"currentTiddler\"));\n\t}\n\treturn true; // Action was invoked\n};\n\nexports[\"action-createtiddler\"] = CreateTiddlerWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/action-deletefield.js": {
"title": "$:/core/modules/widgets/action-deletefield.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-deletefield.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to delete fields of a tiddler.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar DeleteFieldWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nDeleteFieldWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nDeleteFieldWidget.prototype.render = function(parent,nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n\n/*\nCompute the internal state of the widget\n*/\nDeleteFieldWidget.prototype.execute = function() {\n\tthis.actionTiddler = this.getAttribute(\"$tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.actionField = this.getAttribute(\"$field\");\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nDeleteFieldWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes[\"$tiddler\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nInvoke the action associated with this widget\n*/\nDeleteFieldWidget.prototype.invokeAction = function(triggeringWidget,event) {\n\tvar self = this,\n\t\ttiddler = this.wiki.getTiddler(self.actionTiddler),\n\t\tremoveFields = {},\n\t\thasChanged = false;\n\tif(this.actionField && tiddler) {\n\t\tremoveFields[this.actionField] = undefined;\n\t\tif(this.actionField in tiddler.fields) {\n\t\t\thasChanged = true;\n\t\t}\n\t}\n\tif(tiddler) {\n\t\t$tw.utils.each(this.attributes,function(attribute,name) {\n\t\t\tif(name.charAt(0) !== \"$\" && name !== \"title\") {\n\t\t\t\tremoveFields[name] = undefined;\n\t\t\t\thasChanged = true;\n\t\t\t}\n\t\t});\n\t\tif(hasChanged) {\n\t\t\tthis.wiki.addTiddler(new $tw.Tiddler(this.wiki.getCreationFields(),tiddler,removeFields,this.wiki.getModificationFields()));\t\t\t\n\t\t}\n\t}\n\treturn true; // Action was invoked\n};\n\nexports[\"action-deletefield\"] = DeleteFieldWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/action-deletetiddler.js": {
"title": "$:/core/modules/widgets/action-deletetiddler.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-deletetiddler.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to delete a tiddler.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar DeleteTiddlerWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nDeleteTiddlerWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nDeleteTiddlerWidget.prototype.render = function(parent,nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n\n/*\nCompute the internal state of the widget\n*/\nDeleteTiddlerWidget.prototype.execute = function() {\n\tthis.actionFilter = this.getAttribute(\"$filter\");\n\tthis.actionTiddler = this.getAttribute(\"$tiddler\");\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nDeleteTiddlerWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes[\"$filter\"] || changedAttributes[\"$tiddler\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nInvoke the action associated with this widget\n*/\nDeleteTiddlerWidget.prototype.invokeAction = function(triggeringWidget,event) {\n\tvar tiddlers = [];\n\tif(this.actionFilter) {\n\t\ttiddlers = this.wiki.filterTiddlers(this.actionFilter,this);\n\t}\n\tif(this.actionTiddler) {\n\t\ttiddlers.push(this.actionTiddler);\n\t}\n\tfor(var t=0; t<tiddlers.length; t++) {\n\t\tthis.wiki.deleteTiddler(tiddlers[t]);\n\t}\n\treturn true; // Action was invoked\n};\n\nexports[\"action-deletetiddler\"] = DeleteTiddlerWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/action-listops.js": {
"title": "$:/core/modules/widgets/action-listops.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-listops.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to apply list operations to any tiddler field (defaults to the 'list' field of the current tiddler)\n\n\\*/\n(function() {\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\nvar ActionListopsWidget = function(parseTreeNode, options) {\n\tthis.initialise(parseTreeNode, options);\n};\n/**\n * Inherit from the base widget class\n */\nActionListopsWidget.prototype = new Widget();\n/**\n * Render this widget into the DOM\n */\nActionListopsWidget.prototype.render = function(parent, nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n/**\n * Compute the internal state of the widget\n */\nActionListopsWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.target = this.getAttribute(\"$tiddler\", this.getVariable(\n\t\t\"currentTiddler\"));\n\tthis.filter = this.getAttribute(\"$filter\");\n\tthis.subfilter = this.getAttribute(\"$subfilter\");\n\tthis.listField = this.getAttribute(\"$field\", \"list\");\n\tthis.listIndex = this.getAttribute(\"$index\");\n\tthis.filtertags = this.getAttribute(\"$tags\");\n};\n/**\n * \tRefresh the widget by ensuring our attributes are up to date\n */\nActionListopsWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.$tiddler || changedAttributes.$filter ||\n\t\tchangedAttributes.$subfilter || changedAttributes.$field ||\n\t\tchangedAttributes.$index || changedAttributes.$tags) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n/**\n * \tInvoke the action associated with this widget\n */\nActionListopsWidget.prototype.invokeAction = function(triggeringWidget,\n\tevent) {\n\t//Apply the specified filters to the lists\n\tvar field = this.listField,\n\t\tindex,\n\t\ttype = \"!!\",\n\t\tlist = this.listField;\n\tif(this.listIndex) {\n\t\tfield = undefined;\n\t\tindex = this.listIndex;\n\t\ttype = \"##\";\n\t\tlist = this.listIndex;\n\t}\n\tif(this.filter) {\n\t\tthis.wiki.setText(this.target, field, index, $tw.utils.stringifyList(\n\t\t\tthis.wiki\n\t\t\t.filterTiddlers(this.filter, this)));\n\t}\n\tif(this.subfilter) {\n\t\tvar subfilter = \"[list[\" + this.target + type + list + \"]] \" + this.subfilter;\n\t\tthis.wiki.setText(this.target, field, index, $tw.utils.stringifyList(\n\t\t\tthis.wiki\n\t\t\t.filterTiddlers(subfilter, this)));\n\t}\n\tif(this.filtertags) {\n\t\tvar tiddler = this.wiki.getTiddler(this.target),\n\t\t\toldtags = tiddler ? (tiddler.fields.tags || []).slice(0) : [],\n\t\t\ttagfilter = \"[list[\" + this.target + \"!!tags]] \" + this.filtertags,\n\t\t\tnewtags = this.wiki.filterTiddlers(tagfilter,this);\n\t\tif($tw.utils.stringifyList(oldtags.sort()) !== $tw.utils.stringifyList(newtags.sort())) {\n\t\t\tthis.wiki.setText(this.target,\"tags\",undefined,$tw.utils.stringifyList(newtags));\t\t\t\n\t\t}\n\t}\n\treturn true; // Action was invoked\n};\n\nexports[\"action-listops\"] = ActionListopsWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/action-navigate.js": {
"title": "$:/core/modules/widgets/action-navigate.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-navigate.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to navigate to a tiddler\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar NavigateWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nNavigateWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nNavigateWidget.prototype.render = function(parent,nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n\n/*\nCompute the internal state of the widget\n*/\nNavigateWidget.prototype.execute = function() {\n\tthis.actionTo = this.getAttribute(\"$to\");\n\tthis.actionScroll = this.getAttribute(\"$scroll\");\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nNavigateWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes[\"$to\"] || changedAttributes[\"$scroll\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nInvoke the action associated with this widget\n*/\nNavigateWidget.prototype.invokeAction = function(triggeringWidget,event) {\n\tevent = event || {};\n\tvar bounds = triggeringWidget && triggeringWidget.getBoundingClientRect && triggeringWidget.getBoundingClientRect(),\n\t\tsuppressNavigation = event.metaKey || event.ctrlKey || (event.button === 1);\n\tif(this.actionScroll === \"yes\") {\n\t\tsuppressNavigation = false;\n\t} else if(this.actionScroll === \"no\") {\n\t\tsuppressNavigation = true;\n\t}\n\tthis.dispatchEvent({\n\t\ttype: \"tm-navigate\",\n\t\tnavigateTo: this.actionTo === undefined ? this.getVariable(\"currentTiddler\") : this.actionTo,\n\t\tnavigateFromTitle: this.getVariable(\"storyTiddler\"),\n\t\tnavigateFromNode: triggeringWidget,\n\t\tnavigateFromClientRect: bounds && { top: bounds.top, left: bounds.left, width: bounds.width, right: bounds.right, bottom: bounds.bottom, height: bounds.height\n\t\t},\n\t\tnavigateSuppressNavigation: suppressNavigation\n\t});\n\treturn true; // Action was invoked\n};\n\nexports[\"action-navigate\"] = NavigateWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/action-sendmessage.js": {
"title": "$:/core/modules/widgets/action-sendmessage.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-sendmessage.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to send a message\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar SendMessageWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nSendMessageWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nSendMessageWidget.prototype.render = function(parent,nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n\n/*\nCompute the internal state of the widget\n*/\nSendMessageWidget.prototype.execute = function() {\n\tthis.actionMessage = this.getAttribute(\"$message\");\n\tthis.actionParam = this.getAttribute(\"$param\");\n\tthis.actionName = this.getAttribute(\"$name\");\n\tthis.actionValue = this.getAttribute(\"$value\",\"\");\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nSendMessageWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(Object.keys(changedAttributes).length) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nInvoke the action associated with this widget\n*/\nSendMessageWidget.prototype.invokeAction = function(triggeringWidget,event) {\n\t// Get the string parameter\n\tvar param = this.actionParam;\n\t// Assemble the attributes as a hashmap\n\tvar paramObject = Object.create(null);\n\tvar count = 0;\n\t$tw.utils.each(this.attributes,function(attribute,name) {\n\t\tif(name.charAt(0) !== \"$\") {\n\t\t\tparamObject[name] = attribute;\n\t\t\tcount++;\n\t\t}\n\t});\n\t// Add name/value pair if present\n\tif(this.actionName) {\n\t\tparamObject[this.actionName] = this.actionValue;\n\t}\n\t// Dispatch the message\n\tthis.dispatchEvent({\n\t\ttype: this.actionMessage,\n\t\tparam: param,\n\t\tparamObject: paramObject,\n\t\ttiddlerTitle: this.getVariable(\"currentTiddler\"),\n\t\tnavigateFromTitle: this.getVariable(\"storyTiddler\"),\n\t\tevent: event\n\t});\n\treturn true; // Action was invoked\n};\n\nexports[\"action-sendmessage\"] = SendMessageWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/action-setfield.js": {
"title": "$:/core/modules/widgets/action-setfield.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/action-setfield.js\ntype: application/javascript\nmodule-type: widget\n\nAction widget to set a single field or index on a tiddler.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar SetFieldWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nSetFieldWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nSetFieldWidget.prototype.render = function(parent,nextSibling) {\n\tthis.computeAttributes();\n\tthis.execute();\n};\n\n/*\nCompute the internal state of the widget\n*/\nSetFieldWidget.prototype.execute = function() {\n\tthis.actionTiddler = this.getAttribute(\"$tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.actionField = this.getAttribute(\"$field\");\n\tthis.actionIndex = this.getAttribute(\"$index\");\n\tthis.actionValue = this.getAttribute(\"$value\");\n\tthis.actionTimestamp = this.getAttribute(\"$timestamp\",\"yes\") === \"yes\";\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nSetFieldWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes[\"$tiddler\"] || changedAttributes[\"$field\"] || changedAttributes[\"$index\"] || changedAttributes[\"$value\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nInvoke the action associated with this widget\n*/\nSetFieldWidget.prototype.invokeAction = function(triggeringWidget,event) {\n\tvar self = this,\n\t\toptions = {};\n\toptions.suppressTimestamp = !this.actionTimestamp;\n\tif((typeof this.actionField == \"string\") || (typeof this.actionIndex == \"string\") || (typeof this.actionValue == \"string\")) {\n\t\tthis.wiki.setText(this.actionTiddler,this.actionField,this.actionIndex,this.actionValue,options);\n\t}\n\t$tw.utils.each(this.attributes,function(attribute,name) {\n\t\tif(name.charAt(0) !== \"$\") {\n\t\t\tself.wiki.setText(self.actionTiddler,name,undefined,attribute,options);\n\t\t}\n\t});\n\treturn true; // Action was invoked\n};\n\nexports[\"action-setfield\"] = SetFieldWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/browse.js": {
"title": "$:/core/modules/widgets/browse.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/browse.js\ntype: application/javascript\nmodule-type: widget\n\nBrowse widget for browsing for files to import\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar BrowseWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nBrowseWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nBrowseWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Remember parent\n\tthis.parentDomNode = parent;\n\t// Compute attributes and execute state\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Create element\n\tvar domNode = this.document.createElement(\"input\");\n\tdomNode.setAttribute(\"type\",\"file\");\n\tif(this.browseMultiple) {\n\t\tdomNode.setAttribute(\"multiple\",\"multiple\");\n\t}\n\tif(this.tooltip) {\n\t\tdomNode.setAttribute(\"title\",this.tooltip);\n\t}\n\t// Nw.js supports \"nwsaveas\" to force a \"save as\" dialogue that allows a new or existing file to be selected\n\tif(this.nwsaveas) {\n\t\tdomNode.setAttribute(\"nwsaveas\",this.nwsaveas);\n\t}\n\t// Nw.js supports \"webkitdirectory\" and \"nwdirectory\" to allow a directory to be selected\n\tif(this.webkitdirectory) {\n\t\tdomNode.setAttribute(\"webkitdirectory\",this.webkitdirectory);\n\t}\n\tif(this.nwdirectory) {\n\t\tdomNode.setAttribute(\"nwdirectory\",this.nwdirectory);\n\t}\n\t// Add a click event handler\n\tdomNode.addEventListener(\"change\",function (event) {\n\t\tif(self.message) {\n\t\t\tself.dispatchEvent({type: self.message, param: self.param, files: event.target.files});\n\t\t} else {\n\t\t\tself.wiki.readFiles(event.target.files,{\n\t\t\t\tcallback: function(tiddlerFieldsArray) {\n\t\t\t\t\tself.dispatchEvent({type: \"tm-import-tiddlers\", param: JSON.stringify(tiddlerFieldsArray)});\n\t\t\t\t},\n\t\t\t\tdeserializer: self.deserializer\n\t\t\t});\n\t\t}\n\t\treturn false;\n\t},false);\n\t// Insert element\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nBrowseWidget.prototype.execute = function() {\n\tthis.browseMultiple = this.getAttribute(\"multiple\");\n\tthis.deserializer = this.getAttribute(\"deserializer\");\n\tthis.message = this.getAttribute(\"message\");\n\tthis.param = this.getAttribute(\"param\");\n\tthis.tooltip = this.getAttribute(\"tooltip\");\n\tthis.nwsaveas = this.getAttribute(\"nwsaveas\");\n\tthis.webkitdirectory = this.getAttribute(\"webkitdirectory\");\n\tthis.nwdirectory = this.getAttribute(\"nwdirectory\");\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nBrowseWidget.prototype.refresh = function(changedTiddlers) {\n\treturn false;\n};\n\nexports.browse = BrowseWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/button.js": {
"title": "$:/core/modules/widgets/button.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/button.js\ntype: application/javascript\nmodule-type: widget\n\nButton widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar ButtonWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nButtonWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nButtonWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Remember parent\n\tthis.parentDomNode = parent;\n\t// Compute attributes and execute state\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Create element\n\tvar tag = \"button\";\n\tif(this.buttonTag && $tw.config.htmlUnsafeElements.indexOf(this.buttonTag) === -1) {\n\t\ttag = this.buttonTag;\n\t}\n\tvar domNode = this.document.createElement(tag);\n\t// Assign classes\n\tvar classes = this[\"class\"].split(\" \") || [],\n\t\tisPoppedUp = (this.popup || this.popupTitle) && this.isPoppedUp();\n\tif(this.selectedClass) {\n\t\tif((this.set || this.setTitle) && this.setTo && this.isSelected()) {\n\t\t\t$tw.utils.pushTop(classes,this.selectedClass.split(\" \"));\n\t\t}\n\t\tif(isPoppedUp) {\n\t\t\t$tw.utils.pushTop(classes,this.selectedClass.split(\" \"));\n\t\t}\n\t}\n\tif(isPoppedUp) {\n\t\t$tw.utils.pushTop(classes,\"tc-popup-handle\");\n\t}\n\tdomNode.className = classes.join(\" \");\n\t// Assign other attributes\n\tif(this.style) {\n\t\tdomNode.setAttribute(\"style\",this.style);\n\t}\n\tif(this.tooltip) {\n\t\tdomNode.setAttribute(\"title\",this.tooltip);\n\t}\n\tif(this[\"aria-label\"]) {\n\t\tdomNode.setAttribute(\"aria-label\",this[\"aria-label\"]);\n\t}\n\t// Add a click event handler\n\tdomNode.addEventListener(\"click\",function (event) {\n\t\tvar handled = false;\n\t\tif(self.invokeActions(self,event)) {\n\t\t\thandled = true;\n\t\t}\n\t\tif(self.to) {\n\t\t\tself.navigateTo(event);\n\t\t\thandled = true;\n\t\t}\n\t\tif(self.message) {\n\t\t\tself.dispatchMessage(event);\n\t\t\thandled = true;\n\t\t}\n\t\tif(self.popup || self.popupTitle) {\n\t\t\tself.triggerPopup(event);\n\t\t\thandled = true;\n\t\t}\n\t\tif(self.set || self.setTitle) {\n\t\t\tself.setTiddler();\n\t\t\thandled = true;\n\t\t}\n\t\tif(self.actions) {\n\t\t\tself.invokeActionString(self.actions,self,event);\n\t\t}\n\t\tif(handled) {\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t}\n\t\treturn handled;\n\t},false);\n\t// Make it draggable if required\n\tif(this.dragTiddler || this.dragFilter) {\n\t\t$tw.utils.makeDraggable({\n\t\t\tdomNode: domNode,\n\t\t\tdragTiddlerFn: function() {return self.dragTiddler;},\n\t\t\tdragFilterFn: function() {return self.dragFilter;},\n\t\t\twidget: this\n\t\t});\n\t}\n\t// Insert element\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\n/*\nWe don't allow actions to propagate because we trigger actions ourselves\n*/\nButtonWidget.prototype.allowActionPropagation = function() {\n\treturn false;\n};\n\nButtonWidget.prototype.getBoundingClientRect = function() {\n\treturn this.domNodes[0].getBoundingClientRect();\n};\n\nButtonWidget.prototype.isSelected = function() {\n return this.setTitle ? (this.setField ? this.wiki.getTiddler(this.setTitle).getFieldString(this.setField) === this.setTo :\n\t\t(this.setIndex ? this.wiki.extractTiddlerDataItem(this.setTitle,this.setIndex) === this.setTo :\n\t\t\tthis.wiki.getTiddlerText(this.setTitle))) || this.defaultSetValue || this.getVariable(\"currentTiddler\") :\n\t\tthis.wiki.getTextReference(this.set,this.defaultSetValue,this.getVariable(\"currentTiddler\")) === this.setTo;\n};\n\nButtonWidget.prototype.isPoppedUp = function() {\n\tvar tiddler = this.popupTitle ? this.wiki.getTiddler(this.popupTitle) : this.wiki.getTiddler(this.popup);\n\tvar result = tiddler && tiddler.fields.text ? $tw.popup.readPopupState(tiddler.fields.text) : false;\n\treturn result;\n};\n\nButtonWidget.prototype.navigateTo = function(event) {\n\tvar bounds = this.getBoundingClientRect();\n\tthis.dispatchEvent({\n\t\ttype: \"tm-navigate\",\n\t\tnavigateTo: this.to,\n\t\tnavigateFromTitle: this.getVariable(\"storyTiddler\"),\n\t\tnavigateFromNode: this,\n\t\tnavigateFromClientRect: { top: bounds.top, left: bounds.left, width: bounds.width, right: bounds.right, bottom: bounds.bottom, height: bounds.height\n\t\t},\n\t\tnavigateSuppressNavigation: event.metaKey || event.ctrlKey || (event.button === 1),\n\t\tevent: event\n\t});\n};\n\nButtonWidget.prototype.dispatchMessage = function(event) {\n\tthis.dispatchEvent({type: this.message, param: this.param, tiddlerTitle: this.getVariable(\"currentTiddler\"), event: event});\n};\n\nButtonWidget.prototype.triggerPopup = function(event) {\n\tif(this.popupTitle) {\n\t\t$tw.popup.triggerPopup({\n\t\t\tdomNode: this.domNodes[0],\n\t\t\ttitle: this.popupTitle,\n\t\t\twiki: this.wiki,\n\t\t\tnoStateReference: true\n\t\t});\n\t} else {\n\t\t$tw.popup.triggerPopup({\n\t\t\tdomNode: this.domNodes[0],\n\t\t\ttitle: this.popup,\n\t\t\twiki: this.wiki\n\t\t});\n\t}\n};\n\nButtonWidget.prototype.setTiddler = function() {\n\tif(this.setTitle) {\n\t\tthis.setField ? this.wiki.setText(this.setTitle,this.setField,undefined,this.setTo) :\n\t\t\t\t(this.setIndex ? this.wiki.setText(this.setTitle,undefined,this.setIndex,this.setTo) :\n\t\t\t\tthis.wiki.setText(this.setTitle,\"text\",undefined,this.setTo));\n\t} else {\n\t\tthis.wiki.setTextReference(this.set,this.setTo,this.getVariable(\"currentTiddler\"));\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nButtonWidget.prototype.execute = function() {\n\t// Get attributes\n\tthis.actions = this.getAttribute(\"actions\");\n\tthis.to = this.getAttribute(\"to\");\n\tthis.message = this.getAttribute(\"message\");\n\tthis.param = this.getAttribute(\"param\");\n\tthis.set = this.getAttribute(\"set\");\n\tthis.setTo = this.getAttribute(\"setTo\");\n\tthis.popup = this.getAttribute(\"popup\");\n\tthis.hover = this.getAttribute(\"hover\");\n\tthis[\"class\"] = this.getAttribute(\"class\",\"\");\n\tthis[\"aria-label\"] = this.getAttribute(\"aria-label\");\n\tthis.tooltip = this.getAttribute(\"tooltip\");\n\tthis.style = this.getAttribute(\"style\");\n\tthis.selectedClass = this.getAttribute(\"selectedClass\");\n\tthis.defaultSetValue = this.getAttribute(\"default\",\"\");\n\tthis.buttonTag = this.getAttribute(\"tag\");\n\tthis.dragTiddler = this.getAttribute(\"dragTiddler\");\n\tthis.dragFilter = this.getAttribute(\"dragFilter\");\n\tthis.setTitle = this.getAttribute(\"setTitle\");\n\tthis.setField = this.getAttribute(\"setField\");\n\tthis.setIndex = this.getAttribute(\"setIndex\");\n\tthis.popupTitle = this.getAttribute(\"popupTitle\");\n\t// Make child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nButtonWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.to || changedAttributes.message || changedAttributes.param || changedAttributes.set || changedAttributes.setTo || changedAttributes.popup || changedAttributes.hover || changedAttributes[\"class\"] || changedAttributes.selectedClass || changedAttributes.style || changedAttributes.dragFilter || changedAttributes.dragTiddler || (this.set && changedTiddlers[this.set]) || (this.popup && changedTiddlers[this.popup]) || (this.popupTitle && changedTiddlers[this.popupTitle]) || changedAttributes.setTitle || changedAttributes.setField || changedAttributes.setIndex || changedAttributes.popupTitle) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.button = ButtonWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/checkbox.js": {
"title": "$:/core/modules/widgets/checkbox.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/checkbox.js\ntype: application/javascript\nmodule-type: widget\n\nCheckbox widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar CheckboxWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nCheckboxWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nCheckboxWidget.prototype.render = function(parent,nextSibling) {\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Create our elements\n\tthis.labelDomNode = this.document.createElement(\"label\");\n\tthis.labelDomNode.setAttribute(\"class\",this.checkboxClass);\n\tthis.inputDomNode = this.document.createElement(\"input\");\n\tthis.inputDomNode.setAttribute(\"type\",\"checkbox\");\n\tif(this.getValue()) {\n\t\tthis.inputDomNode.setAttribute(\"checked\",\"true\");\n\t}\n\tthis.labelDomNode.appendChild(this.inputDomNode);\n\tthis.spanDomNode = this.document.createElement(\"span\");\n\tthis.labelDomNode.appendChild(this.spanDomNode);\n\t// Add a click event handler\n\t$tw.utils.addEventListeners(this.inputDomNode,[\n\t\t{name: \"change\", handlerObject: this, handlerMethod: \"handleChangeEvent\"}\n\t]);\n\t// Insert the label into the DOM and render any children\n\tparent.insertBefore(this.labelDomNode,nextSibling);\n\tthis.renderChildren(this.spanDomNode,null);\n\tthis.domNodes.push(this.labelDomNode);\n};\n\nCheckboxWidget.prototype.getValue = function() {\n\tvar tiddler = this.wiki.getTiddler(this.checkboxTitle);\n\tif(tiddler) {\n\t\tif(this.checkboxTag) {\n\t\t\tif(this.checkboxInvertTag) {\n\t\t\t\treturn !tiddler.hasTag(this.checkboxTag);\n\t\t\t} else {\n\t\t\t\treturn tiddler.hasTag(this.checkboxTag);\n\t\t\t}\n\t\t}\n\t\tif(this.checkboxField) {\n\t\t\tvar value;\n\t\t\tif($tw.utils.hop(tiddler.fields,this.checkboxField)) {\n\t\t\t\tvalue = tiddler.fields[this.checkboxField] || \"\";\n\t\t\t} else {\n\t\t\t\tvalue = this.checkboxDefault || \"\";\n\t\t\t}\n\t\t\tif(value === this.checkboxChecked) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif(value === this.checkboxUnchecked) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t\tif(this.checkboxIndex) {\n\t\t\tvar value = this.wiki.extractTiddlerDataItem(tiddler,this.checkboxIndex,this.checkboxDefault || \"\");\n\t\t\tif(value === this.checkboxChecked) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif(value === this.checkboxUnchecked) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif(this.checkboxTag) {\n\t\t\treturn false;\n\t\t}\n\t\tif(this.checkboxField) {\n\t\t\tif(this.checkboxDefault === this.checkboxChecked) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif(this.checkboxDefault === this.checkboxUnchecked) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t}\n\treturn false;\n};\n\nCheckboxWidget.prototype.handleChangeEvent = function(event) {\n\tvar checked = this.inputDomNode.checked,\n\t\ttiddler = this.wiki.getTiddler(this.checkboxTitle),\n\t\tfallbackFields = {text: \"\"},\n\t\tnewFields = {title: this.checkboxTitle},\n\t\thasChanged = false,\n\t\ttagCheck = false,\n\t\thasTag = tiddler && tiddler.hasTag(this.checkboxTag),\n\t\tvalue = checked ? this.checkboxChecked : this.checkboxUnchecked;\n\tif(this.checkboxTag && this.checkboxInvertTag === \"yes\") {\n\t\ttagCheck = hasTag === checked;\n\t} else {\n\t\ttagCheck = hasTag !== checked;\n\t}\n\t// Set the tag if specified\n\tif(this.checkboxTag && (!tiddler || tagCheck)) {\n\t\tnewFields.tags = tiddler ? (tiddler.fields.tags || []).slice(0) : [];\n\t\tvar pos = newFields.tags.indexOf(this.checkboxTag);\n\t\tif(pos !== -1) {\n\t\t\tnewFields.tags.splice(pos,1);\n\t\t}\n\t\tif(this.checkboxInvertTag === \"yes\" && !checked) {\n\t\t\tnewFields.tags.push(this.checkboxTag);\n\t\t} else if(this.checkboxInvertTag !== \"yes\" && checked) {\n\t\t\tnewFields.tags.push(this.checkboxTag);\n\t\t}\n\t\thasChanged = true;\n\t}\n\t// Set the field if specified\n\tif(this.checkboxField) {\n\t\tif(!tiddler || tiddler.fields[this.checkboxField] !== value) {\n\t\t\tnewFields[this.checkboxField] = value;\n\t\t\thasChanged = true;\n\t\t}\n\t}\n\t// Set the index if specified\n\tif(this.checkboxIndex) {\n\t\tvar indexValue = this.wiki.extractTiddlerDataItem(this.checkboxTitle,this.checkboxIndex);\n\t\tif(!tiddler || indexValue !== value) {\n\t\t\thasChanged = true;\n\t\t}\n\t}\n\tif(hasChanged) {\n\t\tif(this.checkboxIndex) {\n\t\t\tthis.wiki.setText(this.checkboxTitle,\"\",this.checkboxIndex,value);\n\t\t} else {\n\t\t\tthis.wiki.addTiddler(new $tw.Tiddler(this.wiki.getCreationFields(),fallbackFields,tiddler,newFields,this.wiki.getModificationFields()));\n\t\t}\n\t}\n\t// Trigger actions\n\tif(this.checkboxActions) {\n\t\tthis.invokeActionString(this.checkboxActions,this,event);\n\t}\n\tif(this.checkboxCheckActions && checked) {\n\t\tthis.invokeActionString(this.checkboxCheckActions,this,event);\n\t}\n\tif(this.checkboxUncheckActions && !checked) {\n\t\tthis.invokeActionString(this.checkboxUncheckActions,this,event);\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nCheckboxWidget.prototype.execute = function() {\n\t// Get the parameters from the attributes\n\tthis.checkboxActions = this.getAttribute(\"actions\");\n\tthis.checkboxCheckActions = this.getAttribute(\"checkactions\");\n\tthis.checkboxUncheckActions = this.getAttribute(\"uncheckactions\");\n\tthis.checkboxTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.checkboxTag = this.getAttribute(\"tag\");\n\tthis.checkboxField = this.getAttribute(\"field\");\n\tthis.checkboxIndex = this.getAttribute(\"index\");\n\tthis.checkboxChecked = this.getAttribute(\"checked\");\n\tthis.checkboxUnchecked = this.getAttribute(\"unchecked\");\n\tthis.checkboxDefault = this.getAttribute(\"default\");\n\tthis.checkboxClass = this.getAttribute(\"class\",\"\");\n\tthis.checkboxInvertTag = this.getAttribute(\"invertTag\",\"\");\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nCheckboxWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.tag || changedAttributes.invertTag || changedAttributes.field || changedAttributes.index || changedAttributes.checked || changedAttributes.unchecked || changedAttributes[\"default\"] || changedAttributes[\"class\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\tvar refreshed = false;\n\t\tif(changedTiddlers[this.checkboxTitle]) {\n\t\t\tthis.inputDomNode.checked = this.getValue();\n\t\t\trefreshed = true;\n\t\t}\n\t\treturn this.refreshChildren(changedTiddlers) || refreshed;\n\t}\n};\n\nexports.checkbox = CheckboxWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/codeblock.js": {
"title": "$:/core/modules/widgets/codeblock.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/codeblock.js\ntype: application/javascript\nmodule-type: widget\n\nCode block node widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar CodeBlockWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nCodeBlockWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nCodeBlockWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar codeNode = this.document.createElement(\"code\"),\n\t\tdomNode = this.document.createElement(\"pre\");\n\tcodeNode.appendChild(this.document.createTextNode(this.getAttribute(\"code\")));\n\tdomNode.appendChild(codeNode);\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.domNodes.push(domNode);\n\tif(this.postRender) {\n\t\tthis.postRender();\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nCodeBlockWidget.prototype.execute = function() {\n\tthis.language = this.getAttribute(\"language\");\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nCodeBlockWidget.prototype.refresh = function(changedTiddlers) {\n\treturn false;\n};\n\nexports.codeblock = CodeBlockWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/count.js": {
"title": "$:/core/modules/widgets/count.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/count.js\ntype: application/javascript\nmodule-type: widget\n\nCount widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar CountWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nCountWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nCountWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar textNode = this.document.createTextNode(this.currentCount);\n\tparent.insertBefore(textNode,nextSibling);\n\tthis.domNodes.push(textNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nCountWidget.prototype.execute = function() {\n\t// Get parameters from our attributes\n\tthis.filter = this.getAttribute(\"filter\");\n\t// Execute the filter\n\tif(this.filter) {\n\t\tthis.currentCount = this.wiki.filterTiddlers(this.filter,this).length;\n\t} else {\n\t\tthis.currentCount = undefined;\n\t}\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nCountWidget.prototype.refresh = function(changedTiddlers) {\n\t// Re-execute the filter to get the count\n\tthis.computeAttributes();\n\tvar oldCount = this.currentCount;\n\tthis.execute();\n\tif(this.currentCount !== oldCount) {\n\t\t// Regenerate and rerender the widget and replace the existing DOM node\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn false;\n\t}\n\n};\n\nexports.count = CountWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/diff-text.js": {
"title": "$:/core/modules/widgets/diff-text.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/diff-text.js\ntype: application/javascript\nmodule-type: widget\n\nWidget to display a diff between two texts\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget,\n\tdmp = require(\"$:/core/modules/utils/diff-match-patch/diff_match_patch.js\");\n\nvar DiffTextWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nDiffTextWidget.prototype = new Widget();\n\nDiffTextWidget.prototype.invisibleCharacters = {\n\t\"\\n\": \"↩︎\\n\",\n\t\"\\r\": \"⇠\",\n\t\"\\t\": \"⇥\\t\"\n};\n\n/*\nRender this widget into the DOM\n*/\nDiffTextWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Create the diff\n\tvar dmpObject = new dmp.diff_match_patch(),\n\t\tdiffs = dmpObject.diff_main(this.getAttribute(\"source\"),this.getAttribute(\"dest\"));\n\t// Apply required cleanup\n\tswitch(this.getAttribute(\"cleanup\",\"semantic\")) {\n\t\tcase \"none\":\n\t\t\t// No cleanup\n\t\t\tbreak;\n\t\tcase \"efficiency\":\n\t\t\tdmpObject.diff_cleanupEfficiency(diffs);\n\t\t\tbreak;\n\t\tdefault: // case \"semantic\"\n\t\t\tdmpObject.diff_cleanupSemantic(diffs);\n\t\t\tbreak;\n\t}\n\t// Create the elements\n\tvar domContainer = this.document.createElement(\"div\"), \n\t\tdomDiff = this.createDiffDom(diffs);\n\tparent.insertBefore(domContainer,nextSibling);\n\t// Set variables\n\tthis.setVariable(\"diff-count\",diffs.reduce(function(acc,diff) {\n\t\tif(diff[0] !== dmp.DIFF_EQUAL) {\n\t\t\tacc++;\n\t\t}\n\t\treturn acc;\n\t},0).toString());\n\t// Render child widgets\n\tthis.renderChildren(domContainer,null);\n\t// Render the diff\n\tdomContainer.appendChild(domDiff);\n\t// Save our container\n\tthis.domNodes.push(domContainer);\n};\n\n/*\nCreate DOM elements representing a list of diffs\n*/\nDiffTextWidget.prototype.createDiffDom = function(diffs) {\n\tvar self = this;\n\t// Create the element and assign the attributes\n\tvar domPre = this.document.createElement(\"pre\"),\n\t\tdomCode = this.document.createElement(\"code\");\n\t$tw.utils.each(diffs,function(diff) {\n\t\tvar tag = diff[0] === dmp.DIFF_INSERT ? \"ins\" : (diff[0] === dmp.DIFF_DELETE ? \"del\" : \"span\"),\n\t\t\tclassName = diff[0] === dmp.DIFF_INSERT ? \"tc-diff-insert\" : (diff[0] === dmp.DIFF_DELETE ? \"tc-diff-delete\" : \"tc-diff-equal\"),\n\t\t\tdom = self.document.createElement(tag),\n\t\t\ttext = diff[1],\n\t\t\tcurrPos = 0,\n\t\t\tre = /([\\x00-\\x1F])/mg,\n\t\t\tmatch = re.exec(text),\n\t\t\tspan,\n\t\t\tprintable;\n\t\tdom.className = className;\n\t\twhile(match) {\n\t\t\tif(currPos < match.index) {\n\t\t\t\tdom.appendChild(self.document.createTextNode(text.slice(currPos,match.index)));\n\t\t\t}\n\t\t\tspan = self.document.createElement(\"span\");\n\t\t\tspan.className = \"tc-diff-invisible\";\n\t\t\tprintable = self.invisibleCharacters[match[0]] || (\"[0x\" + match[0].charCodeAt(0).toString(16) + \"]\");\n\t\t\tspan.appendChild(self.document.createTextNode(printable));\n\t\t\tdom.appendChild(span);\n\t\t\tcurrPos = match.index + match[0].length;\n\t\t\tmatch = re.exec(text);\n\t\t}\n\t\tif(currPos < text.length) {\n\t\t\tdom.appendChild(self.document.createTextNode(text.slice(currPos)));\n\t\t}\n\t\tdomCode.appendChild(dom);\n\t});\n\tdomPre.appendChild(domCode);\n\treturn domPre;\n};\n\n/*\nCompute the internal state of the widget\n*/\nDiffTextWidget.prototype.execute = function() {\n\t// Make child widgets\n\tvar parseTreeNodes;\n\tif(this.parseTreeNode && this.parseTreeNode.children && this.parseTreeNode.children.length > 0) {\n\t\tparseTreeNodes = this.parseTreeNode.children;\n\t} else {\n\t\tparseTreeNodes = [{\n\t\t\ttype: \"transclude\",\n\t\t\tattributes: {\n\t\t\t\ttiddler: {type: \"string\", value: \"$:/language/Diffs/CountMessage\"}\n\t\t\t}\n\t\t}];\n\t}\n\tthis.makeChildWidgets(parseTreeNodes);\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nDiffTextWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.source || changedAttributes.dest || changedAttributes.cleanup) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports[\"diff-text\"] = DiffTextWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/draggable.js": {
"title": "$:/core/modules/widgets/draggable.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/draggable.js\ntype: application/javascript\nmodule-type: widget\n\nDraggable widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar DraggableWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nDraggableWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nDraggableWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Sanitise the specified tag\n\tvar tag = this.draggableTag;\n\tif($tw.config.htmlUnsafeElements.indexOf(tag) !== -1) {\n\t\ttag = \"div\";\n\t}\n\t// Create our element\n\tvar domNode = this.document.createElement(tag);\n\t// Assign classes\n\tvar classes = [\"tc-draggable\"];\n\tif(this.draggableClasses) {\n\t\tclasses.push(this.draggableClasses);\n\t}\n\tdomNode.setAttribute(\"class\",classes.join(\" \"));\n\t// Add event handlers\n\t$tw.utils.makeDraggable({\n\t\tdomNode: domNode,\n\t\tdragTiddlerFn: function() {return self.getAttribute(\"tiddler\");},\n\t\tdragFilterFn: function() {return self.getAttribute(\"filter\");},\n\t\tstartActions: self.startActions,\n\t\tendActions: self.endActions,\n\t\twidget: this\n\t});\n\t// Insert the link into the DOM and render any children\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nDraggableWidget.prototype.execute = function() {\n\t// Pick up our attributes\n\tthis.draggableTag = this.getAttribute(\"tag\",\"div\");\n\tthis.draggableClasses = this.getAttribute(\"class\");\n\tthis.startActions = this.getAttribute(\"startactions\");\n\tthis.endActions = this.getAttribute(\"endactions\");\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nDraggableWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedTiddlers.tag || changedTiddlers[\"class\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.draggable = DraggableWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/droppable.js": {
"title": "$:/core/modules/widgets/droppable.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/droppable.js\ntype: application/javascript\nmodule-type: widget\n\nDroppable widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar DroppableWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nDroppableWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nDroppableWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Remember parent\n\tthis.parentDomNode = parent;\n\t// Compute attributes and execute state\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar tag = this.parseTreeNode.isBlock ? \"div\" : \"span\";\n\tif(this.droppableTag && $tw.config.htmlUnsafeElements.indexOf(this.droppableTag) === -1) {\n\t\ttag = this.droppableTag;\n\t}\n\t// Create element and assign classes\n\tvar domNode = this.document.createElement(tag),\n\t\tclasses = (this[\"class\"] || \"\").split(\" \");\n\tclasses.push(\"tc-droppable\");\n\tdomNode.className = classes.join(\" \");\n\t// Add event handlers\n\t$tw.utils.addEventListeners(domNode,[\n\t\t{name: \"dragenter\", handlerObject: this, handlerMethod: \"handleDragEnterEvent\"},\n\t\t{name: \"dragover\", handlerObject: this, handlerMethod: \"handleDragOverEvent\"},\n\t\t{name: \"dragleave\", handlerObject: this, handlerMethod: \"handleDragLeaveEvent\"},\n\t\t{name: \"drop\", handlerObject: this, handlerMethod: \"handleDropEvent\"}\n\t]);\n\t// Insert element\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n\t// Stack of outstanding enter/leave events\n\tthis.currentlyEntered = [];\n};\n\nDroppableWidget.prototype.enterDrag = function(event) {\n\tif(this.currentlyEntered.indexOf(event.target) === -1) {\n\t\tthis.currentlyEntered.push(event.target);\n\t}\n\t// If we're entering for the first time we need to apply highlighting\n\t$tw.utils.addClass(this.domNodes[0],\"tc-dragover\");\n};\n\nDroppableWidget.prototype.leaveDrag = function(event) {\n\tvar pos = this.currentlyEntered.indexOf(event.target);\n\tif(pos !== -1) {\n\t\tthis.currentlyEntered.splice(pos,1);\n\t}\n\t// Remove highlighting if we're leaving externally. The hacky second condition is to resolve a problem with Firefox whereby there is an erroneous dragenter event if the node being dragged is within the dropzone\n\tif(this.currentlyEntered.length === 0 || (this.currentlyEntered.length === 1 && this.currentlyEntered[0] === $tw.dragInProgress)) {\n\t\tthis.currentlyEntered = [];\n\t\t$tw.utils.removeClass(this.domNodes[0],\"tc-dragover\");\n\t}\n};\n\nDroppableWidget.prototype.handleDragEnterEvent = function(event) {\n\tthis.enterDrag(event);\n\t// Tell the browser that we're ready to handle the drop\n\tevent.preventDefault();\n\t// Tell the browser not to ripple the drag up to any parent drop handlers\n\tevent.stopPropagation();\n\treturn false;\n};\n\nDroppableWidget.prototype.handleDragOverEvent = function(event) {\n\t// Check for being over a TEXTAREA or INPUT\n\tif([\"TEXTAREA\",\"INPUT\"].indexOf(event.target.tagName) !== -1) {\n\t\treturn false;\n\t}\n\t// Tell the browser that we're still interested in the drop\n\tevent.preventDefault();\n\t// Set the drop effect\n\tevent.dataTransfer.dropEffect = this.droppableEffect;\n\treturn false;\n};\n\nDroppableWidget.prototype.handleDragLeaveEvent = function(event) {\n\tthis.leaveDrag(event);\n\treturn false;\n};\n\nDroppableWidget.prototype.handleDropEvent = function(event) {\n\tvar self = this;\n\tthis.leaveDrag(event);\n\t// Check for being over a TEXTAREA or INPUT\n\tif([\"TEXTAREA\",\"INPUT\"].indexOf(event.target.tagName) !== -1) {\n\t\treturn false;\n\t}\n\tvar dataTransfer = event.dataTransfer;\n\t// Remove highlighting\n\t$tw.utils.removeClass(this.domNodes[0],\"tc-dragover\");\n\t// Try to import the various data types we understand\n\t$tw.utils.importDataTransfer(dataTransfer,null,function(fieldsArray) {\n\t\tfieldsArray.forEach(function(fields) {\n\t\t\tself.performActions(fields.title || fields.text,event);\n\t\t});\n\t});\n\t// Tell the browser that we handled the drop\n\tevent.preventDefault();\n\t// Stop the drop ripple up to any parent handlers\n\tevent.stopPropagation();\n\treturn false;\n};\n\nDroppableWidget.prototype.performActions = function(title,event) {\n\tif(this.droppableActions) {\n\t\tvar modifierKey = event.ctrlKey && ! event.shiftKey ? \"ctrl\" : event.shiftKey && !event.ctrlKey ? \"shift\" : \n\t\t\t\tevent.ctrlKey && event.shiftKey ? \"ctrl-shift\" : \"normal\" ;\n\t\tthis.invokeActionString(this.droppableActions,this,event,{actionTiddler: title, modifier: modifierKey});\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nDroppableWidget.prototype.execute = function() {\n\tthis.droppableActions = this.getAttribute(\"actions\");\n\tthis.droppableEffect = this.getAttribute(\"effect\",\"copy\");\n\tthis.droppableTag = this.getAttribute(\"tag\");\n\tthis.droppableClass = this.getAttribute(\"class\");\n\t// Make child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nDroppableWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes[\"class\"] || changedAttributes.tag) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.droppable = DroppableWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/dropzone.js": {
"title": "$:/core/modules/widgets/dropzone.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/dropzone.js\ntype: application/javascript\nmodule-type: widget\n\nDropzone widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar DropZoneWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nDropZoneWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nDropZoneWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Remember parent\n\tthis.parentDomNode = parent;\n\t// Compute attributes and execute state\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Create element\n\tvar domNode = this.document.createElement(\"div\");\n\tdomNode.className = \"tc-dropzone\";\n\t// Add event handlers\n\t$tw.utils.addEventListeners(domNode,[\n\t\t{name: \"dragenter\", handlerObject: this, handlerMethod: \"handleDragEnterEvent\"},\n\t\t{name: \"dragover\", handlerObject: this, handlerMethod: \"handleDragOverEvent\"},\n\t\t{name: \"dragleave\", handlerObject: this, handlerMethod: \"handleDragLeaveEvent\"},\n\t\t{name: \"drop\", handlerObject: this, handlerMethod: \"handleDropEvent\"},\n\t\t{name: \"paste\", handlerObject: this, handlerMethod: \"handlePasteEvent\"},\n\t\t{name: \"dragend\", handlerObject: this, handlerMethod: \"handleDragEndEvent\"}\n\t]);\n\tdomNode.addEventListener(\"click\",function (event) {\n\t},false);\n\t// Insert element\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n\t// Stack of outstanding enter/leave events\n\tthis.currentlyEntered = [];\n};\n\nDropZoneWidget.prototype.enterDrag = function(event) {\n\tif(this.currentlyEntered.indexOf(event.target) === -1) {\n\t\tthis.currentlyEntered.push(event.target);\n\t}\n\t// If we're entering for the first time we need to apply highlighting\n\t$tw.utils.addClass(this.domNodes[0],\"tc-dragover\");\n};\n\nDropZoneWidget.prototype.leaveDrag = function(event) {\n\tvar pos = this.currentlyEntered.indexOf(event.target);\n\tif(pos !== -1) {\n\t\tthis.currentlyEntered.splice(pos,1);\n\t}\n\t// Remove highlighting if we're leaving externally\n\tif(this.currentlyEntered.length === 0) {\n\t\t$tw.utils.removeClass(this.domNodes[0],\"tc-dragover\");\n\t}\n};\n\nDropZoneWidget.prototype.handleDragEnterEvent = function(event) {\n\t// Check for this window being the source of the drag\n\tif($tw.dragInProgress) {\n\t\treturn false;\n\t}\n\tthis.enterDrag(event);\n\t// Tell the browser that we're ready to handle the drop\n\tevent.preventDefault();\n\t// Tell the browser not to ripple the drag up to any parent drop handlers\n\tevent.stopPropagation();\n};\n\nDropZoneWidget.prototype.handleDragOverEvent = function(event) {\n\t// Check for being over a TEXTAREA or INPUT\n\tif([\"TEXTAREA\",\"INPUT\"].indexOf(event.target.tagName) !== -1) {\n\t\treturn false;\n\t}\n\t// Check for this window being the source of the drag\n\tif($tw.dragInProgress) {\n\t\treturn false;\n\t}\n\t// Tell the browser that we're still interested in the drop\n\tevent.preventDefault();\n\tevent.dataTransfer.dropEffect = \"copy\"; // Explicitly show this is a copy\n};\n\nDropZoneWidget.prototype.handleDragLeaveEvent = function(event) {\n\tthis.leaveDrag(event);\n};\n\nDropZoneWidget.prototype.handleDragEndEvent = function(event) {\n\t$tw.utils.removeClass(this.domNodes[0],\"tc-dragover\");\n};\n\nDropZoneWidget.prototype.handleDropEvent = function(event) {\n\tvar self = this,\n\t\treadFileCallback = function(tiddlerFieldsArray) {\n\t\t\tself.dispatchEvent({type: \"tm-import-tiddlers\", param: JSON.stringify(tiddlerFieldsArray)});\n\t\t};\n\tthis.leaveDrag(event);\n\t// Check for being over a TEXTAREA or INPUT\n\tif([\"TEXTAREA\",\"INPUT\"].indexOf(event.target.tagName) !== -1) {\n\t\treturn false;\n\t}\n\t// Check for this window being the source of the drag\n\tif($tw.dragInProgress) {\n\t\treturn false;\n\t}\n\tvar self = this,\n\t\tdataTransfer = event.dataTransfer;\n\t// Remove highlighting\n\t$tw.utils.removeClass(this.domNodes[0],\"tc-dragover\");\n\t// Import any files in the drop\n\tvar numFiles = 0;\n\tif(dataTransfer.files) {\n\t\tnumFiles = this.wiki.readFiles(dataTransfer.files,{\n\t\t\tcallback: readFileCallback,\n\t\t\tdeserializer: this.dropzoneDeserializer\n\t\t});\n\t}\n\t// Try to import the various data types we understand\n\tif(numFiles === 0) {\n\t\t$tw.utils.importDataTransfer(dataTransfer,this.wiki.generateNewTitle(\"Untitled\"),readFileCallback);\n\t}\n\t// Tell the browser that we handled the drop\n\tevent.preventDefault();\n\t// Stop the drop ripple up to any parent handlers\n\tevent.stopPropagation();\n};\n\nDropZoneWidget.prototype.handlePasteEvent = function(event) {\n\tvar self = this,\n\t\treadFileCallback = function(tiddlerFieldsArray) {\n\t\t\tself.dispatchEvent({type: \"tm-import-tiddlers\", param: JSON.stringify(tiddlerFieldsArray)});\n\t\t};\n\t// Let the browser handle it if we're in a textarea or input box\n\tif([\"TEXTAREA\",\"INPUT\"].indexOf(event.target.tagName) == -1 && !event.target.isContentEditable) {\n\t\tvar self = this,\n\t\t\titems = event.clipboardData.items;\n\t\t// Enumerate the clipboard items\n\t\tfor(var t = 0; t<items.length; t++) {\n\t\t\tvar item = items[t];\n\t\t\tif(item.kind === \"file\") {\n\t\t\t\t// Import any files\n\t\t\t\tthis.wiki.readFile(item.getAsFile(),{\n\t\t\t\t\tcallback: readFileCallback,\n\t\t\t\t\tdeserializer: this.dropzoneDeserializer\n\t\t\t\t});\n\t\t\t} else if(item.kind === \"string\") {\n\t\t\t\t// Create tiddlers from string items\n\t\t\t\tvar type = item.type;\n\t\t\t\titem.getAsString(function(str) {\n\t\t\t\t\tvar tiddlerFields = {\n\t\t\t\t\t\ttitle: self.wiki.generateNewTitle(\"Untitled\"),\n\t\t\t\t\t\ttext: str,\n\t\t\t\t\t\ttype: type\n\t\t\t\t\t};\n\t\t\t\t\tif($tw.log.IMPORT) {\n\t\t\t\t\t\tconsole.log(\"Importing string '\" + str + \"', type: '\" + type + \"'\");\n\t\t\t\t\t}\n\t\t\t\t\tself.dispatchEvent({type: \"tm-import-tiddlers\", param: JSON.stringify([tiddlerFields])});\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t\t// Tell the browser that we've handled the paste\n\t\tevent.stopPropagation();\n\t\tevent.preventDefault();\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nDropZoneWidget.prototype.execute = function() {\n\tthis.dropzoneDeserializer = this.getAttribute(\"deserializer\");\n\t// Make child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nDropZoneWidget.prototype.refresh = function(changedTiddlers) {\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.dropzone = DropZoneWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/edit-binary.js": {
"title": "$:/core/modules/widgets/edit-binary.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/edit-binary.js\ntype: application/javascript\nmodule-type: widget\n\nEdit-binary widget; placeholder for editing binary tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar BINARY_WARNING_MESSAGE = \"$:/core/ui/BinaryWarning\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar EditBinaryWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nEditBinaryWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nEditBinaryWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nEditBinaryWidget.prototype.execute = function() {\n\t// Construct the child widgets\n\tthis.makeChildWidgets([{\n\t\ttype: \"transclude\",\n\t\tattributes: {\n\t\t\ttiddler: {type: \"string\", value: BINARY_WARNING_MESSAGE}\n\t\t}\n\t}]);\n};\n\n/*\nRefresh by refreshing our child widget\n*/\nEditBinaryWidget.prototype.refresh = function(changedTiddlers) {\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports[\"edit-binary\"] = EditBinaryWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/edit-bitmap.js": {
"title": "$:/core/modules/widgets/edit-bitmap.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/edit-bitmap.js\ntype: application/javascript\nmodule-type: widget\n\nEdit-bitmap widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n// Default image sizes\nvar DEFAULT_IMAGE_WIDTH = 600,\n\tDEFAULT_IMAGE_HEIGHT = 370,\n\tDEFAULT_IMAGE_TYPE = \"image/png\";\n\n// Configuration tiddlers\nvar LINE_WIDTH_TITLE = \"$:/config/BitmapEditor/LineWidth\",\n\tLINE_COLOUR_TITLE = \"$:/config/BitmapEditor/Colour\",\n\tLINE_OPACITY_TITLE = \"$:/config/BitmapEditor/Opacity\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar EditBitmapWidget = function(parseTreeNode,options) {\n\t// Initialise the editor operations if they've not been done already\n\tif(!this.editorOperations) {\n\t\tEditBitmapWidget.prototype.editorOperations = {};\n\t\t$tw.modules.applyMethods(\"bitmapeditoroperation\",this.editorOperations);\n\t}\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nEditBitmapWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nEditBitmapWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Create the wrapper for the toolbar and render its content\n\tthis.toolbarNode = this.document.createElement(\"div\");\n\tthis.toolbarNode.className = \"tc-editor-toolbar\";\n\tparent.insertBefore(this.toolbarNode,nextSibling);\n\tthis.domNodes.push(this.toolbarNode);\n\t// Create the on-screen canvas\n\tthis.canvasDomNode = $tw.utils.domMaker(\"canvas\",{\n\t\tdocument: this.document,\n\t\t\"class\":\"tc-edit-bitmapeditor\",\n\t\teventListeners: [{\n\t\t\tname: \"touchstart\", handlerObject: this, handlerMethod: \"handleTouchStartEvent\"\n\t\t},{\n\t\t\tname: \"touchmove\", handlerObject: this, handlerMethod: \"handleTouchMoveEvent\"\n\t\t},{\n\t\t\tname: \"touchend\", handlerObject: this, handlerMethod: \"handleTouchEndEvent\"\n\t\t},{\n\t\t\tname: \"mousedown\", handlerObject: this, handlerMethod: \"handleMouseDownEvent\"\n\t\t},{\n\t\t\tname: \"mousemove\", handlerObject: this, handlerMethod: \"handleMouseMoveEvent\"\n\t\t},{\n\t\t\tname: \"mouseup\", handlerObject: this, handlerMethod: \"handleMouseUpEvent\"\n\t\t}]\n\t});\n\t// Set the width and height variables\n\tthis.setVariable(\"tv-bitmap-editor-width\",this.canvasDomNode.width + \"px\");\n\tthis.setVariable(\"tv-bitmap-editor-height\",this.canvasDomNode.height + \"px\");\n\t// Render toolbar child widgets\n\tthis.renderChildren(this.toolbarNode,null);\n\t// // Insert the elements into the DOM\n\tparent.insertBefore(this.canvasDomNode,nextSibling);\n\tthis.domNodes.push(this.canvasDomNode);\n\t// Load the image into the canvas\n\tif($tw.browser) {\n\t\tthis.loadCanvas();\n\t}\n\t// Add widget message listeners\n\tthis.addEventListeners([\n\t\t{type: \"tm-edit-bitmap-operation\", handler: \"handleEditBitmapOperationMessage\"}\n\t]);\n};\n\n/*\nHandle an edit bitmap operation message from the toolbar\n*/\nEditBitmapWidget.prototype.handleEditBitmapOperationMessage = function(event) {\n\t// Invoke the handler\n\tvar handler = this.editorOperations[event.param];\n\tif(handler) {\n\t\thandler.call(this,event);\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nEditBitmapWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.editTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nJust refresh the toolbar\n*/\nEditBitmapWidget.prototype.refresh = function(changedTiddlers) {\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nSet the bitmap size variables and refresh the toolbar\n*/\nEditBitmapWidget.prototype.refreshToolbar = function() {\n\t// Set the width and height variables\n\tthis.setVariable(\"tv-bitmap-editor-width\",this.canvasDomNode.width + \"px\");\n\tthis.setVariable(\"tv-bitmap-editor-height\",this.canvasDomNode.height + \"px\");\n\t// Refresh each of our child widgets\n\t$tw.utils.each(this.children,function(childWidget) {\n\t\tchildWidget.refreshSelf();\n\t});\n};\n\nEditBitmapWidget.prototype.loadCanvas = function() {\n\tvar tiddler = this.wiki.getTiddler(this.editTitle),\n\t\tcurrImage = new Image();\n\t// Set up event handlers for loading the image\n\tvar self = this;\n\tcurrImage.onload = function() {\n\t\t// Copy the image to the on-screen canvas\n\t\tself.initCanvas(self.canvasDomNode,currImage.width,currImage.height,currImage);\n\t\t// And also copy the current bitmap to the off-screen canvas\n\t\tself.currCanvas = self.document.createElement(\"canvas\");\n\t\tself.initCanvas(self.currCanvas,currImage.width,currImage.height,currImage);\n\t\t// Set the width and height input boxes\n\t\tself.refreshToolbar();\n\t};\n\tcurrImage.onerror = function() {\n\t\t// Set the on-screen canvas size and clear it\n\t\tself.initCanvas(self.canvasDomNode,DEFAULT_IMAGE_WIDTH,DEFAULT_IMAGE_HEIGHT);\n\t\t// Set the off-screen canvas size and clear it\n\t\tself.currCanvas = self.document.createElement(\"canvas\");\n\t\tself.initCanvas(self.currCanvas,DEFAULT_IMAGE_WIDTH,DEFAULT_IMAGE_HEIGHT);\n\t\t// Set the width and height input boxes\n\t\tself.refreshToolbar();\n\t};\n\t// Get the current bitmap into an image object\n\tif(tiddler && tiddler.fields.type && tiddler.fields.text) {\n\t\tcurrImage.src = \"data:\" + tiddler.fields.type + \";base64,\" + tiddler.fields.text;\t\t\n\t} else {\n\t\tcurrImage.width = DEFAULT_IMAGE_WIDTH;\n\t\tcurrImage.height = DEFAULT_IMAGE_HEIGHT;\n\t\tcurrImage.onerror();\n\t}\n};\n\nEditBitmapWidget.prototype.initCanvas = function(canvas,width,height,image) {\n\tcanvas.width = width;\n\tcanvas.height = height;\n\tvar ctx = canvas.getContext(\"2d\");\n\tif(image) {\n\t\tctx.drawImage(image,0,0);\n\t} else {\n\t\tctx.fillStyle = \"#fff\";\n\t\tctx.fillRect(0,0,canvas.width,canvas.height);\n\t}\n};\n\n/*\n** Change the size of the canvas, preserving the current image\n*/\nEditBitmapWidget.prototype.changeCanvasSize = function(newWidth,newHeight) {\n\t// Create and size a new canvas\n\tvar newCanvas = this.document.createElement(\"canvas\");\n\tthis.initCanvas(newCanvas,newWidth,newHeight);\n\t// Copy the old image\n\tvar ctx = newCanvas.getContext(\"2d\");\n\tctx.drawImage(this.currCanvas,0,0);\n\t// Set the new canvas as the current one\n\tthis.currCanvas = newCanvas;\n\t// Set the size of the onscreen canvas\n\tthis.canvasDomNode.width = newWidth;\n\tthis.canvasDomNode.height = newHeight;\n\t// Paint the onscreen canvas with the offscreen canvas\n\tctx = this.canvasDomNode.getContext(\"2d\");\n\tctx.drawImage(this.currCanvas,0,0);\n};\n\n/*\n** Rotate the canvas left by 90 degrees\n*/\nEditBitmapWidget.prototype.rotateCanvasLeft = function() {\n\t// Get the current size of the image\n\tvar origWidth = this.currCanvas.width,\n\t\torigHeight = this.currCanvas.height;\n\t// Create and size a new canvas\n\tvar newCanvas = this.document.createElement(\"canvas\"),\n\t\tnewWidth = origHeight,\n\t\tnewHeight = origWidth;\n\tthis.initCanvas(newCanvas,newWidth,newHeight);\n\t// Copy the old image\n\tvar ctx = newCanvas.getContext(\"2d\");\n\tctx.save();\n\tctx.translate(newWidth / 2,newHeight / 2);\n\tctx.rotate(-Math.PI / 2);\n\tctx.drawImage(this.currCanvas,-origWidth / 2,-origHeight / 2);\n\tctx.restore();\n\t// Set the new canvas as the current one\n\tthis.currCanvas = newCanvas;\n\t// Set the size of the onscreen canvas\n\tthis.canvasDomNode.width = newWidth;\n\tthis.canvasDomNode.height = newHeight;\n\t// Paint the onscreen canvas with the offscreen canvas\n\tctx = this.canvasDomNode.getContext(\"2d\");\n\tctx.drawImage(this.currCanvas,0,0);\n};\n\nEditBitmapWidget.prototype.handleTouchStartEvent = function(event) {\n\tthis.brushDown = true;\n\tthis.strokeStart(event.touches[0].clientX,event.touches[0].clientY);\n\tevent.preventDefault();\n\tevent.stopPropagation();\n\treturn false;\n};\n\nEditBitmapWidget.prototype.handleTouchMoveEvent = function(event) {\n\tif(this.brushDown) {\n\t\tthis.strokeMove(event.touches[0].clientX,event.touches[0].clientY);\n\t}\n\tevent.preventDefault();\n\tevent.stopPropagation();\n\treturn false;\n};\n\nEditBitmapWidget.prototype.handleTouchEndEvent = function(event) {\n\tif(this.brushDown) {\n\t\tthis.brushDown = false;\n\t\tthis.strokeEnd();\n\t}\n\tevent.preventDefault();\n\tevent.stopPropagation();\n\treturn false;\n};\n\nEditBitmapWidget.prototype.handleMouseDownEvent = function(event) {\n\tthis.strokeStart(event.clientX,event.clientY);\n\tthis.brushDown = true;\n\tevent.preventDefault();\n\tevent.stopPropagation();\n\treturn false;\n};\n\nEditBitmapWidget.prototype.handleMouseMoveEvent = function(event) {\n\tif(this.brushDown) {\n\t\tthis.strokeMove(event.clientX,event.clientY);\n\t\tevent.preventDefault();\n\t\tevent.stopPropagation();\n\t\treturn false;\n\t}\n\treturn true;\n};\n\nEditBitmapWidget.prototype.handleMouseUpEvent = function(event) {\n\tif(this.brushDown) {\n\t\tthis.brushDown = false;\n\t\tthis.strokeEnd();\n\t\tevent.preventDefault();\n\t\tevent.stopPropagation();\n\t\treturn false;\n\t}\n\treturn true;\n};\n\nEditBitmapWidget.prototype.adjustCoordinates = function(x,y) {\n\tvar canvasRect = this.canvasDomNode.getBoundingClientRect(),\n\t\tscale = this.canvasDomNode.width/canvasRect.width;\n\treturn {x: (x - canvasRect.left) * scale, y: (y - canvasRect.top) * scale};\n};\n\nEditBitmapWidget.prototype.strokeStart = function(x,y) {\n\t// Start off a new stroke\n\tthis.stroke = [this.adjustCoordinates(x,y)];\n};\n\nEditBitmapWidget.prototype.strokeMove = function(x,y) {\n\tvar ctx = this.canvasDomNode.getContext(\"2d\"),\n\t\tt;\n\t// Add the new position to the end of the stroke\n\tthis.stroke.push(this.adjustCoordinates(x,y));\n\t// Redraw the previous image\n\tctx.drawImage(this.currCanvas,0,0);\n\t// Render the stroke\n\tctx.globalAlpha = parseFloat(this.wiki.getTiddlerText(LINE_OPACITY_TITLE,\"1.0\"));\n\tctx.strokeStyle = this.wiki.getTiddlerText(LINE_COLOUR_TITLE,\"#ff0\");\n\tctx.lineWidth = parseFloat(this.wiki.getTiddlerText(LINE_WIDTH_TITLE,\"3\"));\n\tctx.lineCap = \"round\";\n\tctx.lineJoin = \"round\";\n\tctx.beginPath();\n\tctx.moveTo(this.stroke[0].x,this.stroke[0].y);\n\tfor(t=1; t<this.stroke.length-1; t++) {\n\t\tvar s1 = this.stroke[t],\n\t\t\ts2 = this.stroke[t-1],\n\t\t\ttx = (s1.x + s2.x)/2,\n\t\t\tty = (s1.y + s2.y)/2;\n\t\tctx.quadraticCurveTo(s2.x,s2.y,tx,ty);\n\t}\n\tctx.stroke();\n};\n\nEditBitmapWidget.prototype.strokeEnd = function() {\n\t// Copy the bitmap to the off-screen canvas\n\tvar ctx = this.currCanvas.getContext(\"2d\");\n\tctx.drawImage(this.canvasDomNode,0,0);\n\t// Save the image into the tiddler\n\tthis.saveChanges();\n};\n\nEditBitmapWidget.prototype.saveChanges = function() {\n\tvar tiddler = this.wiki.getTiddler(this.editTitle) || new $tw.Tiddler({title: this.editTitle,type: DEFAULT_IMAGE_TYPE});\n\t// data URIs look like \"data:<type>;base64,<text>\"\n\tvar dataURL = this.canvasDomNode.toDataURL(tiddler.fields.type),\n\t\tposColon = dataURL.indexOf(\":\"),\n\t\tposSemiColon = dataURL.indexOf(\";\"),\n\t\tposComma = dataURL.indexOf(\",\"),\n\t\ttype = dataURL.substring(posColon+1,posSemiColon),\n\t\ttext = dataURL.substring(posComma+1);\n\tvar update = {type: type, text: text};\n\tthis.wiki.addTiddler(new $tw.Tiddler(this.wiki.getModificationFields(),tiddler,update,this.wiki.getCreationFields()));\n};\n\nexports[\"edit-bitmap\"] = EditBitmapWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/edit-shortcut.js": {
"title": "$:/core/modules/widgets/edit-shortcut.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/edit-shortcut.js\ntype: application/javascript\nmodule-type: widget\n\nWidget to display an editable keyboard shortcut\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar EditShortcutWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nEditShortcutWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nEditShortcutWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.inputNode = this.document.createElement(\"input\");\n\t// Assign classes\n\tif(this.shortcutClass) {\n\t\tthis.inputNode.className = this.shortcutClass;\t\t\n\t}\n\t// Assign other attributes\n\tif(this.shortcutStyle) {\n\t\tthis.inputNode.setAttribute(\"style\",this.shortcutStyle);\n\t}\n\tif(this.shortcutTooltip) {\n\t\tthis.inputNode.setAttribute(\"title\",this.shortcutTooltip);\n\t}\n\tif(this.shortcutPlaceholder) {\n\t\tthis.inputNode.setAttribute(\"placeholder\",this.shortcutPlaceholder);\n\t}\n\tif(this.shortcutAriaLabel) {\n\t\tthis.inputNode.setAttribute(\"aria-label\",this.shortcutAriaLabel);\n\t}\n\t// Assign the current shortcut\n\tthis.updateInputNode();\n\t// Add event handlers\n\t$tw.utils.addEventListeners(this.inputNode,[\n\t\t{name: \"keydown\", handlerObject: this, handlerMethod: \"handleKeydownEvent\"}\n\t]);\n\t// Link into the DOM\n\tparent.insertBefore(this.inputNode,nextSibling);\n\tthis.domNodes.push(this.inputNode);\n\t// Focus the input Node if focus === \"yes\" or focus === \"true\"\n\tif(this.shortcutFocus === \"yes\" || this.shortcutFocus === \"true\") {\n\t\tthis.focus();\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nEditShortcutWidget.prototype.execute = function() {\n\tthis.shortcutTiddler = this.getAttribute(\"tiddler\");\n\tthis.shortcutField = this.getAttribute(\"field\");\n\tthis.shortcutIndex = this.getAttribute(\"index\");\n\tthis.shortcutPlaceholder = this.getAttribute(\"placeholder\");\n\tthis.shortcutDefault = this.getAttribute(\"default\",\"\");\n\tthis.shortcutClass = this.getAttribute(\"class\");\n\tthis.shortcutStyle = this.getAttribute(\"style\");\n\tthis.shortcutTooltip = this.getAttribute(\"tooltip\");\n\tthis.shortcutAriaLabel = this.getAttribute(\"aria-label\");\n\tthis.shortcutFocus = this.getAttribute(\"focus\");\n};\n\n/*\nUpdate the value of the input node\n*/\nEditShortcutWidget.prototype.updateInputNode = function() {\n\tif(this.shortcutField) {\n\t\tvar tiddler = this.wiki.getTiddler(this.shortcutTiddler);\n\t\tif(tiddler && $tw.utils.hop(tiddler.fields,this.shortcutField)) {\n\t\t\tthis.inputNode.value = tiddler.getFieldString(this.shortcutField);\n\t\t} else {\n\t\t\tthis.inputNode.value = this.shortcutDefault;\n\t\t}\n\t} else if(this.shortcutIndex) {\n\t\tthis.inputNode.value = this.wiki.extractTiddlerDataItem(this.shortcutTiddler,this.shortcutIndex,this.shortcutDefault);\n\t} else {\n\t\tthis.inputNode.value = this.wiki.getTiddlerText(this.shortcutTiddler,this.shortcutDefault);\n\t}\n};\n\n/*\nHandle a dom \"keydown\" event\n*/\nEditShortcutWidget.prototype.handleKeydownEvent = function(event) {\n\t// Ignore shift, ctrl, meta, alt\n\tif(event.keyCode && $tw.keyboardManager.getModifierKeys().indexOf(event.keyCode) === -1) {\n\t\t// Get the shortcut text representation\n\t\tvar value = $tw.keyboardManager.getPrintableShortcuts([{\n\t\t\tctrlKey: event.ctrlKey,\n\t\t\tshiftKey: event.shiftKey,\n\t\t\taltKey: event.altKey,\n\t\t\tmetaKey: event.metaKey,\n\t\t\tkeyCode: event.keyCode\n\t\t}]);\n\t\tif(value.length > 0) {\n\t\t\tthis.wiki.setText(this.shortcutTiddler,this.shortcutField,this.shortcutIndex,value[0]);\n\t\t}\n\t\t// Ignore the keydown if it was already handled\n\t\tevent.preventDefault();\n\t\tevent.stopPropagation();\n\t\treturn true;\t\t\n\t} else {\n\t\treturn false;\n\t}\n};\n\n/*\nfocus the input node\n*/\nEditShortcutWidget.prototype.focus = function() {\n\tif(this.inputNode.focus && this.inputNode.select) {\n\t\tthis.inputNode.focus();\n\t\tthis.inputNode.select();\n\t}\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget needed re-rendering\n*/\nEditShortcutWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes.index || changedAttributes.placeholder || changedAttributes[\"default\"] || changedAttributes[\"class\"] || changedAttributes.style || changedAttributes.tooltip || changedAttributes[\"aria-label\"] || changedAttributes.focus) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else if(changedTiddlers[this.shortcutTiddler]) {\n\t\tthis.updateInputNode();\n\t\treturn true;\n\t} else {\n\t\treturn false;\t\n\t}\n};\n\nexports[\"edit-shortcut\"] = EditShortcutWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/edit-text.js": {
"title": "$:/core/modules/widgets/edit-text.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/edit-text.js\ntype: application/javascript\nmodule-type: widget\n\nEdit-text widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar editTextWidgetFactory = require(\"$:/core/modules/editor/factory.js\").editTextWidgetFactory,\n\tFramedEngine = require(\"$:/core/modules/editor/engines/framed.js\").FramedEngine,\n\tSimpleEngine = require(\"$:/core/modules/editor/engines/simple.js\").SimpleEngine;\n\nexports[\"edit-text\"] = editTextWidgetFactory(FramedEngine,SimpleEngine);\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/edit.js": {
"title": "$:/core/modules/widgets/edit.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/edit.js\ntype: application/javascript\nmodule-type: widget\n\nEdit widget is a meta-widget chooses the appropriate actual editting widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar EditWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nEditWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nEditWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n// Mappings from content type to editor type are stored in tiddlers with this prefix\nvar EDITOR_MAPPING_PREFIX = \"$:/config/EditorTypeMappings/\";\n\n/*\nCompute the internal state of the widget\n*/\nEditWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.editTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.editField = this.getAttribute(\"field\",\"text\");\n\tthis.editIndex = this.getAttribute(\"index\");\n\tthis.editClass = this.getAttribute(\"class\");\n\tthis.editPlaceholder = this.getAttribute(\"placeholder\");\n\tthis.editTabIndex = this.getAttribute(\"tabindex\");\n\t// Choose the appropriate edit widget\n\tthis.editorType = this.getEditorType();\n\t// Make the child widgets\n\tthis.makeChildWidgets([{\n\t\ttype: \"edit-\" + this.editorType,\n\t\tattributes: {\n\t\t\ttiddler: {type: \"string\", value: this.editTitle},\n\t\t\tfield: {type: \"string\", value: this.editField},\n\t\t\tindex: {type: \"string\", value: this.editIndex},\n\t\t\t\"class\": {type: \"string\", value: this.editClass},\n\t\t\t\"placeholder\": {type: \"string\", value: this.editPlaceholder},\n\t\t\t\"tabindex\": {type: \"string\", value: this.editTabIndex}\n\t\t},\n\t\tchildren: this.parseTreeNode.children\n\t}]);\n};\n\nEditWidget.prototype.getEditorType = function() {\n\t// Get the content type of the thing we're editing\n\tvar type;\n\tif(this.editField === \"text\") {\n\t\tvar tiddler = this.wiki.getTiddler(this.editTitle);\n\t\tif(tiddler) {\n\t\t\ttype = tiddler.fields.type;\n\t\t}\n\t}\n\ttype = type || \"text/vnd.tiddlywiki\";\n\tvar editorType = this.wiki.getTiddlerText(EDITOR_MAPPING_PREFIX + type);\n\tif(!editorType) {\n\t\tvar typeInfo = $tw.config.contentTypeInfo[type];\n\t\tif(typeInfo && typeInfo.encoding === \"base64\") {\n\t\t\teditorType = \"binary\";\n\t\t} else {\n\t\t\teditorType = \"text\";\n\t\t}\n\t}\n\treturn editorType;\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nEditWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\t// Refresh if an attribute has changed, or the type associated with the target tiddler has changed\n\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes.index || changedAttributes.tabindex || (changedTiddlers[this.editTitle] && this.getEditorType() !== this.editorType)) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports.edit = EditWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/element.js": {
"title": "$:/core/modules/widgets/element.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/element.js\ntype: application/javascript\nmodule-type: widget\n\nElement widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar ElementWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nElementWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nElementWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Neuter blacklisted elements\n\tvar tag = this.parseTreeNode.tag;\n\tif($tw.config.htmlUnsafeElements.indexOf(tag) !== -1) {\n\t\ttag = \"safe-\" + tag;\n\t}\n\t// Adjust headings by the current base level\n\tvar headingLevel = [\"h1\",\"h2\",\"h3\",\"h4\",\"h5\",\"h6\"].indexOf(tag);\n\tif(headingLevel !== -1) {\n\t\tvar baseLevel = parseInt(this.getVariable(\"tv-adjust-heading-level\",\"0\"),10) || 0;\n\t\theadingLevel = Math.min(Math.max(headingLevel + 1 + baseLevel,1),6);\n\t\ttag = \"h\" + headingLevel;\n\t}\n\t// Create the DOM node\n\tvar domNode = this.document.createElementNS(this.namespace,tag);\n\tthis.assignAttributes(domNode,{excludeEventAttributes: true});\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nElementWidget.prototype.execute = function() {\n\t// Select the namespace for the tag\n\tvar tagNamespaces = {\n\t\t\tsvg: \"http://www.w3.org/2000/svg\",\n\t\t\tmath: \"http://www.w3.org/1998/Math/MathML\",\n\t\t\tbody: \"http://www.w3.org/1999/xhtml\"\n\t\t};\n\tthis.namespace = tagNamespaces[this.parseTreeNode.tag];\n\tif(this.namespace) {\n\t\tthis.setVariable(\"namespace\",this.namespace);\n\t} else {\n\t\tthis.namespace = this.getVariable(\"namespace\",{defaultValue: \"http://www.w3.org/1999/xhtml\"});\n\t}\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nElementWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes(),\n\t\thasChangedAttributes = $tw.utils.count(changedAttributes) > 0;\n\tif(hasChangedAttributes) {\n\t\t// Update our attributes\n\t\tthis.assignAttributes(this.domNodes[0],{excludeEventAttributes: true});\n\t}\n\treturn this.refreshChildren(changedTiddlers) || hasChangedAttributes;\n};\n\nexports.element = ElementWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/encrypt.js": {
"title": "$:/core/modules/widgets/encrypt.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/encrypt.js\ntype: application/javascript\nmodule-type: widget\n\nEncrypt widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar EncryptWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nEncryptWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nEncryptWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar textNode = this.document.createTextNode(this.encryptedText);\n\tparent.insertBefore(textNode,nextSibling);\n\tthis.domNodes.push(textNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nEncryptWidget.prototype.execute = function() {\n\t// Get parameters from our attributes\n\tthis.filter = this.getAttribute(\"filter\",\"[!is[system]]\");\n\t// Encrypt the filtered tiddlers\n\tvar tiddlers = this.wiki.filterTiddlers(this.filter),\n\t\tjson = {},\n\t\tself = this;\n\t$tw.utils.each(tiddlers,function(title) {\n\t\tvar tiddler = self.wiki.getTiddler(title),\n\t\t\tjsonTiddler = {};\n\t\tfor(var f in tiddler.fields) {\n\t\t\tjsonTiddler[f] = tiddler.getFieldString(f);\n\t\t}\n\t\tjson[title] = jsonTiddler;\n\t});\n\tthis.encryptedText = $tw.utils.htmlEncode($tw.crypto.encrypt(JSON.stringify(json)));\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nEncryptWidget.prototype.refresh = function(changedTiddlers) {\n\t// We don't need to worry about refreshing because the encrypt widget isn't for interactive use\n\treturn false;\n};\n\nexports.encrypt = EncryptWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/entity.js": {
"title": "$:/core/modules/widgets/entity.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/entity.js\ntype: application/javascript\nmodule-type: widget\n\nHTML entity widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar EntityWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nEntityWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nEntityWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.execute();\n\tvar entityString = this.getAttribute(\"entity\",this.parseTreeNode.entity || \"\"),\n\t\ttextNode = this.document.createTextNode($tw.utils.entityDecode(entityString));\n\tparent.insertBefore(textNode,nextSibling);\n\tthis.domNodes.push(textNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nEntityWidget.prototype.execute = function() {\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nEntityWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.entity) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn false;\t\n\t}\n};\n\nexports.entity = EntityWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/fieldmangler.js": {
"title": "$:/core/modules/widgets/fieldmangler.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/fieldmangler.js\ntype: application/javascript\nmodule-type: widget\n\nField mangler widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar FieldManglerWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n\tthis.addEventListeners([\n\t\t{type: \"tm-remove-field\", handler: \"handleRemoveFieldEvent\"},\n\t\t{type: \"tm-add-field\", handler: \"handleAddFieldEvent\"},\n\t\t{type: \"tm-remove-tag\", handler: \"handleRemoveTagEvent\"},\n\t\t{type: \"tm-add-tag\", handler: \"handleAddTagEvent\"}\n\t]);\n};\n\n/*\nInherit from the base widget class\n*/\nFieldManglerWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nFieldManglerWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nFieldManglerWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.mangleTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nFieldManglerWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\t\t\n\t}\n};\n\nFieldManglerWidget.prototype.handleRemoveFieldEvent = function(event) {\n\tvar tiddler = this.wiki.getTiddler(this.mangleTitle),\n\t\tdeletion = {};\n\tdeletion[event.param] = undefined;\n\tthis.wiki.addTiddler(new $tw.Tiddler(tiddler,deletion));\n\treturn true;\n};\n\nFieldManglerWidget.prototype.handleAddFieldEvent = function(event) {\n\tvar tiddler = this.wiki.getTiddler(this.mangleTitle),\n\t\taddition = this.wiki.getModificationFields(),\n\t\thadInvalidFieldName = false,\n\t\taddField = function(name,value) {\n\t\t\tvar trimmedName = name.toLowerCase().trim();\n\t\t\tif(!$tw.utils.isValidFieldName(trimmedName)) {\n\t\t\t\tif(!hadInvalidFieldName) {\n\t\t\t\t\talert($tw.language.getString(\n\t\t\t\t\t\t\"InvalidFieldName\",\n\t\t\t\t\t\t{variables:\n\t\t\t\t\t\t\t{fieldName: trimmedName}\n\t\t\t\t\t\t}\n\t\t\t\t\t));\n\t\t\t\t\thadInvalidFieldName = true;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tif(!value && tiddler) {\n\t\t\t\t\tvalue = tiddler.fields[trimmedName];\n\t\t\t\t}\n\t\t\t\taddition[trimmedName] = value || \"\";\n\t\t\t}\n\t\t\treturn;\n\t\t};\n\taddition.title = this.mangleTitle;\n\tif(typeof event.param === \"string\") {\n\t\taddField(event.param,\"\");\n\t}\n\tif(typeof event.paramObject === \"object\") {\n\t\tfor(var name in event.paramObject) {\n\t\t\taddField(name,event.paramObject[name]);\n\t\t}\n\t}\n\tthis.wiki.addTiddler(new $tw.Tiddler(tiddler,addition));\n\treturn true;\n};\n\nFieldManglerWidget.prototype.handleRemoveTagEvent = function(event) {\n\tvar tiddler = this.wiki.getTiddler(this.mangleTitle),\n\t\tmodification = this.wiki.getModificationFields();\n\tif(tiddler && tiddler.fields.tags) {\n\t\tvar p = tiddler.fields.tags.indexOf(event.param);\n\t\tif(p !== -1) {\n\t\t\tmodification.tags = (tiddler.fields.tags || []).slice(0);\n\t\t\tmodification.tags.splice(p,1);\n\t\t\tif(modification.tags.length === 0) {\n\t\t\t\tmodification.tags = undefined;\n\t\t\t}\n\t\t\tthis.wiki.addTiddler(new $tw.Tiddler(tiddler,modification));\n\t\t}\n\t}\n\treturn true;\n};\n\nFieldManglerWidget.prototype.handleAddTagEvent = function(event) {\n\tvar tiddler = this.wiki.getTiddler(this.mangleTitle),\n\t\tmodification = this.wiki.getModificationFields();\n\tif(tiddler && typeof event.param === \"string\") {\n\t\tvar tag = event.param.trim();\n\t\tif(tag !== \"\") {\n\t\t\tmodification.tags = (tiddler.fields.tags || []).slice(0);\n\t\t\t$tw.utils.pushTop(modification.tags,tag);\n\t\t\tthis.wiki.addTiddler(new $tw.Tiddler(tiddler,modification));\t\t\t\n\t\t}\n\t} else if(typeof event.param === \"string\" && event.param.trim() !== \"\" && this.mangleTitle.trim() !== \"\") {\n\t\tvar tag = [];\n\t\ttag.push(event.param.trim());\n\t\tthis.wiki.addTiddler(new $tw.Tiddler({title: this.mangleTitle, tags: tag},modification));\n\t}\n\treturn true;\n};\n\nexports.fieldmangler = FieldManglerWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/fields.js": {
"title": "$:/core/modules/widgets/fields.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/fields.js\ntype: application/javascript\nmodule-type: widget\n\nFields widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar FieldsWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nFieldsWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nFieldsWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar textNode = this.document.createTextNode(this.text);\n\tparent.insertBefore(textNode,nextSibling);\n\tthis.domNodes.push(textNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nFieldsWidget.prototype.execute = function() {\n\t// Get parameters from our attributes\n\tthis.tiddlerTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.template = this.getAttribute(\"template\");\n\tthis.exclude = this.getAttribute(\"exclude\");\n\tthis.stripTitlePrefix = this.getAttribute(\"stripTitlePrefix\",\"no\") === \"yes\";\n\t// Get the value to display\n\tvar tiddler = this.wiki.getTiddler(this.tiddlerTitle);\n\t// Get the exclusion list\n\tvar exclude;\n\tif(this.exclude) {\n\t\texclude = this.exclude.split(\" \");\n\t} else {\n\t\texclude = [\"text\"]; \n\t}\n\t// Compose the template\n\tvar text = [];\n\tif(this.template && tiddler) {\n\t\tvar fields = [];\n\t\tfor(var fieldName in tiddler.fields) {\n\t\t\tif(exclude.indexOf(fieldName) === -1) {\n\t\t\t\tfields.push(fieldName);\n\t\t\t}\n\t\t}\n\t\tfields.sort();\n\t\tfor(var f=0; f<fields.length; f++) {\n\t\t\tfieldName = fields[f];\n\t\t\tif(exclude.indexOf(fieldName) === -1) {\n\t\t\t\tvar row = this.template,\n\t\t\t\t\tvalue = tiddler.getFieldString(fieldName);\n\t\t\t\tif(this.stripTitlePrefix && fieldName === \"title\") {\n\t\t\t\t\tvar reStrip = /^\\{[^\\}]+\\}(.+)/mg,\n\t\t\t\t\t\treMatch = reStrip.exec(value);\n\t\t\t\t\tif(reMatch) {\n\t\t\t\t\t\tvalue = reMatch[1];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\trow = $tw.utils.replaceString(row,\"$name$\",fieldName);\n\t\t\t\trow = $tw.utils.replaceString(row,\"$value$\",value);\n\t\t\t\trow = $tw.utils.replaceString(row,\"$encoded_value$\",$tw.utils.htmlEncode(value));\n\t\t\t\ttext.push(row);\n\t\t\t}\n\t\t}\n\t}\n\tthis.text = text.join(\"\");\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nFieldsWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.template || changedAttributes.exclude || changedAttributes.stripTitlePrefix || changedTiddlers[this.tiddlerTitle]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn false;\t\n\t}\n};\n\nexports.fields = FieldsWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/image.js": {
"title": "$:/core/modules/widgets/image.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/image.js\ntype: application/javascript\nmodule-type: widget\n\nThe image widget displays an image referenced with an external URI or with a local tiddler title.\n\n```\n<$image src=\"TiddlerTitle\" width=\"320\" height=\"400\" class=\"classnames\">\n```\n\nThe image source can be the title of an existing tiddler or the URL of an external image.\n\nExternal images always generate an HTML `<img>` tag.\n\nTiddlers that have a _canonical_uri field generate an HTML `<img>` tag with the src attribute containing the URI.\n\nTiddlers that contain image data generate an HTML `<img>` tag with the src attribute containing a base64 representation of the image.\n\nTiddlers that contain wikitext could be rendered to a DIV of the usual size of a tiddler, and then transformed to the size requested.\n\nThe width and height attributes are interpreted as a number of pixels, and do not need to include the \"px\" suffix.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar ImageWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nImageWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nImageWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Create element\n\t// Determine what type of image it is\n\tvar tag = \"img\", src = \"\",\n\t\ttiddler = this.wiki.getTiddler(this.imageSource);\n\tif(!tiddler) {\n\t\t// The source isn't the title of a tiddler, so we'll assume it's a URL\n\t\tsrc = this.getVariable(\"tv-get-export-image-link\",{params: [{name: \"src\",value: this.imageSource}],defaultValue: this.imageSource});\n\t} else {\n\t\t// Check if it is an image tiddler\n\t\tif(this.wiki.isImageTiddler(this.imageSource)) {\n\t\t\tvar type = tiddler.fields.type,\n\t\t\t\ttext = tiddler.fields.text,\n\t\t\t\t_canonical_uri = tiddler.fields._canonical_uri;\n\t\t\t// If the tiddler has body text then it doesn't need to be lazily loaded\n\t\t\tif(text) {\n\t\t\t\t// Render the appropriate element for the image type\n\t\t\t\tswitch(type) {\n\t\t\t\t\tcase \"application/pdf\":\n\t\t\t\t\t\ttag = \"embed\";\n\t\t\t\t\t\tsrc = \"data:application/pdf;base64,\" + text;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"image/svg+xml\":\n\t\t\t\t\t\tsrc = \"data:image/svg+xml,\" + encodeURIComponent(text);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tsrc = \"data:\" + type + \";base64,\" + text;\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t} else if(_canonical_uri) {\n\t\t\t\tswitch(type) {\n\t\t\t\t\tcase \"application/pdf\":\n\t\t\t\t\t\ttag = \"embed\";\n\t\t\t\t\t\tsrc = _canonical_uri;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"image/svg+xml\":\n\t\t\t\t\t\tsrc = _canonical_uri;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tsrc = _canonical_uri;\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\t\n\t\t\t} else {\n\t\t\t\t// Just trigger loading of the tiddler\n\t\t\t\tthis.wiki.getTiddlerText(this.imageSource);\n\t\t\t}\n\t\t}\n\t}\n\t// Create the element and assign the attributes\n\tvar domNode = this.document.createElement(tag);\n\tdomNode.setAttribute(\"src\",src);\n\tif(this.imageClass) {\n\t\tdomNode.setAttribute(\"class\",this.imageClass);\t\t\n\t}\n\tif(this.imageWidth) {\n\t\tdomNode.setAttribute(\"width\",this.imageWidth);\n\t}\n\tif(this.imageHeight) {\n\t\tdomNode.setAttribute(\"height\",this.imageHeight);\n\t}\n\tif(this.imageTooltip) {\n\t\tdomNode.setAttribute(\"title\",this.imageTooltip);\t\t\n\t}\n\tif(this.imageAlt) {\n\t\tdomNode.setAttribute(\"alt\",this.imageAlt);\t\t\n\t}\n\t// Insert element\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.domNodes.push(domNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nImageWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.imageSource = this.getAttribute(\"source\");\n\tthis.imageWidth = this.getAttribute(\"width\");\n\tthis.imageHeight = this.getAttribute(\"height\");\n\tthis.imageClass = this.getAttribute(\"class\");\n\tthis.imageTooltip = this.getAttribute(\"tooltip\");\n\tthis.imageAlt = this.getAttribute(\"alt\");\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nImageWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.source || changedAttributes.width || changedAttributes.height || changedAttributes[\"class\"] || changedAttributes.tooltip || changedTiddlers[this.imageSource]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn false;\t\t\n\t}\n};\n\nexports.image = ImageWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/importvariables.js": {
"title": "$:/core/modules/widgets/importvariables.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/importvariables.js\ntype: application/javascript\nmodule-type: widget\n\nImport variable definitions from other tiddlers\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar ImportVariablesWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nImportVariablesWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nImportVariablesWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nImportVariablesWidget.prototype.execute = function(tiddlerList) {\n\tvar self = this;\n\t// Get our parameters\n\tthis.filter = this.getAttribute(\"filter\");\n\t// Compute the filter\n\tthis.tiddlerList = tiddlerList || this.wiki.filterTiddlers(this.filter,this);\n\t// Accumulate the <$set> widgets from each tiddler\n\tvar widgetStackStart,widgetStackEnd;\n\tfunction addWidgetNode(widgetNode) {\n\t\tif(widgetNode) {\n\t\t\tif(!widgetStackStart && !widgetStackEnd) {\n\t\t\t\twidgetStackStart = widgetNode;\n\t\t\t\twidgetStackEnd = widgetNode;\n\t\t\t} else {\n\t\t\t\twidgetStackEnd.children = [widgetNode];\n\t\t\t\twidgetStackEnd = widgetNode;\n\t\t\t}\n\t\t}\n\t}\n\t$tw.utils.each(this.tiddlerList,function(title) {\n\t\tvar parser = self.wiki.parseTiddler(title);\n\t\tif(parser) {\n\t\t\tvar parseTreeNode = parser.tree[0];\n\t\t\twhile(parseTreeNode && parseTreeNode.type === \"set\") {\n\t\t\t\taddWidgetNode({\n\t\t\t\t\ttype: \"set\",\n\t\t\t\t\tattributes: parseTreeNode.attributes,\n\t\t\t\t\tparams: parseTreeNode.params,\n\t\t\t\t\tisMacroDefinition: parseTreeNode.isMacroDefinition\n\t\t\t\t});\n\t\t\t\tparseTreeNode = parseTreeNode.children[0];\n\t\t\t}\n\t\t} \n\t});\n\t// Add our own children to the end of the pile\n\tvar parseTreeNodes;\n\tif(widgetStackStart && widgetStackEnd) {\n\t\tparseTreeNodes = [widgetStackStart];\n\t\twidgetStackEnd.children = this.parseTreeNode.children;\n\t} else {\n\t\tparseTreeNodes = this.parseTreeNode.children;\n\t}\n\t// Construct the child widgets\n\tthis.makeChildWidgets(parseTreeNodes);\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nImportVariablesWidget.prototype.refresh = function(changedTiddlers) {\n\t// Recompute our attributes and the filter list\n\tvar changedAttributes = this.computeAttributes(),\n\t\ttiddlerList = this.wiki.filterTiddlers(this.getAttribute(\"filter\"),this);\n\t// Refresh if the filter has changed, or the list of tiddlers has changed, or any of the tiddlers in the list has changed\n\tfunction haveListedTiddlersChanged() {\n\t\tvar changed = false;\n\t\ttiddlerList.forEach(function(title) {\n\t\t\tif(changedTiddlers[title]) {\n\t\t\t\tchanged = true;\n\t\t\t}\n\t\t});\n\t\treturn changed;\n\t}\n\tif(changedAttributes.filter || !$tw.utils.isArrayEqual(this.tiddlerList,tiddlerList) || haveListedTiddlersChanged()) {\n\t\t// Compute the filter\n\t\tthis.removeChildDomNodes();\n\t\tthis.execute(tiddlerList);\n\t\tthis.renderChildren(this.parentDomNode,this.findNextSiblingDomNode());\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\t\t\n\t}\n};\n\nexports.importvariables = ImportVariablesWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/keyboard.js": {
"title": "$:/core/modules/widgets/keyboard.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/keyboard.js\ntype: application/javascript\nmodule-type: widget\n\nKeyboard shortcut widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar KeyboardWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nKeyboardWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nKeyboardWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Remember parent\n\tthis.parentDomNode = parent;\n\t// Compute attributes and execute state\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar tag = this.parseTreeNode.isBlock ? \"div\" : \"span\";\n\tif(this.tag && $tw.config.htmlUnsafeElements.indexOf(this.tag) === -1) {\n\t\ttag = this.tag;\n\t}\n\t// Create element\n\tvar domNode = this.document.createElement(tag);\n\t// Assign classes\n\tvar classes = (this[\"class\"] || \"\").split(\" \");\n\tclasses.push(\"tc-keyboard\");\n\tdomNode.className = classes.join(\" \");\n\t// Add a keyboard event handler\n\tdomNode.addEventListener(\"keydown\",function (event) {\n\t\tif($tw.keyboardManager.checkKeyDescriptors(event,self.keyInfoArray)) {\n\t\t\tself.invokeActions(self,event);\n\t\t\tif(self.actions) {\n\t\t\t\tself.invokeActionString(self.actions,self,event);\n\t\t\t}\n\t\t\tself.dispatchMessage(event);\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t},false);\n\t// Insert element\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\nKeyboardWidget.prototype.dispatchMessage = function(event) {\n\tthis.dispatchEvent({type: this.message, param: this.param, tiddlerTitle: this.getVariable(\"currentTiddler\")});\n};\n\n/*\nCompute the internal state of the widget\n*/\nKeyboardWidget.prototype.execute = function() {\n\tvar self = this;\n\t// Get attributes\n\tthis.actions = this.getAttribute(\"actions\",\"\");\n\tthis.message = this.getAttribute(\"message\",\"\");\n\tthis.param = this.getAttribute(\"param\",\"\");\n\tthis.key = this.getAttribute(\"key\",\"\");\n\tthis.tag = this.getAttribute(\"tag\",\"\");\n\tthis.keyInfoArray = $tw.keyboardManager.parseKeyDescriptors(this.key);\n\tthis[\"class\"] = this.getAttribute(\"class\",\"\");\n\tif(this.key.substr(0,2) === \"((\" && this.key.substr(-2,2) === \"))\") {\n\t\tthis.shortcutTiddlers = [];\n\t\tvar name = this.key.substring(2,this.key.length -2);\n\t\t$tw.utils.each($tw.keyboardManager.lookupNames,function(platformDescriptor) {\n\t\t\tself.shortcutTiddlers.push(\"$:/config/\" + platformDescriptor + \"/\" + name);\n\t\t});\n\t}\n\t// Make child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nKeyboardWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.message || changedAttributes.param || changedAttributes.key || changedAttributes[\"class\"] || changedAttributes.tag) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\t// Update the keyInfoArray if one of its shortcut-config-tiddlers has changed\n\tif(this.shortcutTiddlers && $tw.utils.hopArray(changedTiddlers,this.shortcutTiddlers)) {\n\t\tthis.keyInfoArray = $tw.keyboardManager.parseKeyDescriptors(this.key);\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.keyboard = KeyboardWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/link.js": {
"title": "$:/core/modules/widgets/link.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/link.js\ntype: application/javascript\nmodule-type: widget\n\nLink widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar LinkWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nLinkWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nLinkWidget.prototype.render = function(parent,nextSibling) {\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Get the value of the tv-wikilinks configuration macro\n\tvar wikiLinksMacro = this.getVariable(\"tv-wikilinks\"),\n\t\tuseWikiLinks = wikiLinksMacro ? (wikiLinksMacro.trim() !== \"no\") : true,\n\t\tmissingLinksEnabled = !(this.hideMissingLinks && this.isMissing && !this.isShadow);\n\t// Render the link if required\n\tif(useWikiLinks && missingLinksEnabled) {\n\t\tthis.renderLink(parent,nextSibling);\n\t} else {\n\t\t// Just insert the link text\n\t\tvar domNode = this.document.createElement(\"span\");\n\t\tparent.insertBefore(domNode,nextSibling);\n\t\tthis.renderChildren(domNode,null);\n\t\tthis.domNodes.push(domNode);\n\t}\n};\n\n/*\nRender this widget into the DOM\n*/\nLinkWidget.prototype.renderLink = function(parent,nextSibling) {\n\tvar self = this;\n\t// Sanitise the specified tag\n\tvar tag = this.linkTag;\n\tif($tw.config.htmlUnsafeElements.indexOf(tag) !== -1) {\n\t\ttag = \"a\";\n\t}\n\t// Create our element\n\tvar domNode = this.document.createElement(tag);\n\t// Assign classes\n\tvar classes = [];\n\tif(this.overrideClasses === undefined) {\n\t\tclasses.push(\"tc-tiddlylink\");\n\t\tif(this.isShadow) {\n\t\t\tclasses.push(\"tc-tiddlylink-shadow\");\n\t\t}\n\t\tif(this.isMissing && !this.isShadow) {\n\t\t\tclasses.push(\"tc-tiddlylink-missing\");\n\t\t} else {\n\t\t\tif(!this.isMissing) {\n\t\t\t\tclasses.push(\"tc-tiddlylink-resolves\");\n\t\t\t}\n\t\t}\n\t\tif(this.linkClasses) {\n\t\t\tclasses.push(this.linkClasses);\t\t\t\n\t\t}\n\t} else if(this.overrideClasses !== \"\") {\n\t\tclasses.push(this.overrideClasses)\n\t}\n\tif(classes.length > 0) {\n\t\tdomNode.setAttribute(\"class\",classes.join(\" \"));\n\t}\n\t// Set an href\n\tvar wikilinkTransformFilter = this.getVariable(\"tv-filter-export-link\"),\n\t\twikiLinkText;\n\tif(wikilinkTransformFilter) {\n\t\t// Use the filter to construct the href\n\t\twikiLinkText = this.wiki.filterTiddlers(wikilinkTransformFilter,this,function(iterator) {\n\t\t\titerator(self.wiki.getTiddler(self.to),self.to)\n\t\t})[0];\n\t} else {\n\t\t// Expand the tv-wikilink-template variable to construct the href\n\t\tvar wikiLinkTemplateMacro = this.getVariable(\"tv-wikilink-template\"),\n\t\t\twikiLinkTemplate = wikiLinkTemplateMacro ? wikiLinkTemplateMacro.trim() : \"#$uri_encoded$\";\n\t\twikiLinkText = $tw.utils.replaceString(wikiLinkTemplate,\"$uri_encoded$\",encodeURIComponent(this.to));\n\t\twikiLinkText = $tw.utils.replaceString(wikiLinkText,\"$uri_doubleencoded$\",encodeURIComponent(encodeURIComponent(this.to)));\n\t}\n\t// Override with the value of tv-get-export-link if defined\n\twikiLinkText = this.getVariable(\"tv-get-export-link\",{params: [{name: \"to\",value: this.to}],defaultValue: wikiLinkText});\n\tif(tag === \"a\") {\n\t\tdomNode.setAttribute(\"href\",wikiLinkText);\n\t}\n\t// Set the tabindex\n\tif(this.tabIndex) {\n\t\tdomNode.setAttribute(\"tabindex\",this.tabIndex);\n\t}\n\t// Set the tooltip\n\t// HACK: Performance issues with re-parsing the tooltip prevent us defaulting the tooltip to \"<$transclude field='tooltip'><$transclude field='title'/></$transclude>\"\n\tvar tooltipWikiText = this.tooltip || this.getVariable(\"tv-wikilink-tooltip\");\n\tif(tooltipWikiText) {\n\t\tvar tooltipText = this.wiki.renderText(\"text/plain\",\"text/vnd.tiddlywiki\",tooltipWikiText,{\n\t\t\t\tparseAsInline: true,\n\t\t\t\tvariables: {\n\t\t\t\t\tcurrentTiddler: this.to\n\t\t\t\t},\n\t\t\t\tparentWidget: this\n\t\t\t});\n\t\tdomNode.setAttribute(\"title\",tooltipText);\n\t}\n\tif(this[\"aria-label\"]) {\n\t\tdomNode.setAttribute(\"aria-label\",this[\"aria-label\"]);\n\t}\n\t// Add a click event handler\n\t$tw.utils.addEventListeners(domNode,[\n\t\t{name: \"click\", handlerObject: this, handlerMethod: \"handleClickEvent\"},\n\t]);\n\t// Make the link draggable if required\n\tif(this.draggable === \"yes\") {\n\t\t$tw.utils.makeDraggable({\n\t\t\tdomNode: domNode,\n\t\t\tdragTiddlerFn: function() {return self.to;},\n\t\t\twidget: this\n\t\t});\n\t}\n\t// Insert the link into the DOM and render any children\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\nLinkWidget.prototype.handleClickEvent = function(event) {\n\t// Send the click on its way as a navigate event\n\tvar bounds = this.domNodes[0].getBoundingClientRect();\n\tthis.dispatchEvent({\n\t\ttype: \"tm-navigate\",\n\t\tnavigateTo: this.to,\n\t\tnavigateFromTitle: this.getVariable(\"storyTiddler\"),\n\t\tnavigateFromNode: this,\n\t\tnavigateFromClientRect: { top: bounds.top, left: bounds.left, width: bounds.width, right: bounds.right, bottom: bounds.bottom, height: bounds.height\n\t\t},\n\t\tnavigateSuppressNavigation: event.metaKey || event.ctrlKey || (event.button === 1),\n\t\tmetaKey: event.metaKey,\n\t\tctrlKey: event.ctrlKey,\n\t\taltKey: event.altKey,\n\t\tshiftKey: event.shiftKey\n\t});\n\tif(this.domNodes[0].hasAttribute(\"href\")) {\n\t\tevent.preventDefault();\n\t}\n\tevent.stopPropagation();\n\treturn false;\n};\n\n/*\nCompute the internal state of the widget\n*/\nLinkWidget.prototype.execute = function() {\n\t// Pick up our attributes\n\tthis.to = this.getAttribute(\"to\",this.getVariable(\"currentTiddler\"));\n\tthis.tooltip = this.getAttribute(\"tooltip\");\n\tthis[\"aria-label\"] = this.getAttribute(\"aria-label\");\n\tthis.linkClasses = this.getAttribute(\"class\");\n\tthis.overrideClasses = this.getAttribute(\"overrideClass\");\n\tthis.tabIndex = this.getAttribute(\"tabindex\");\n\tthis.draggable = this.getAttribute(\"draggable\",\"yes\");\n\tthis.linkTag = this.getAttribute(\"tag\",\"a\");\n\t// Determine the link characteristics\n\tthis.isMissing = !this.wiki.tiddlerExists(this.to);\n\tthis.isShadow = this.wiki.isShadowTiddler(this.to);\n\tthis.hideMissingLinks = (this.getVariable(\"tv-show-missing-links\") || \"yes\") === \"no\";\n\t// Make the child widgets\n\tvar templateTree;\n\tif(this.parseTreeNode.children && this.parseTreeNode.children.length > 0) {\n\t\ttemplateTree = this.parseTreeNode.children;\n\t} else {\n\t\t// Default template is a link to the title\n\t\ttemplateTree = [{type: \"text\", text: this.to}];\n\t}\n\tthis.makeChildWidgets(templateTree);\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nLinkWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.to || changedTiddlers[this.to] || changedAttributes[\"aria-label\"] || changedAttributes.tooltip) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.link = LinkWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/linkcatcher.js": {
"title": "$:/core/modules/widgets/linkcatcher.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/linkcatcher.js\ntype: application/javascript\nmodule-type: widget\n\nLinkcatcher widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar LinkCatcherWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n\tthis.addEventListeners([\n\t\t{type: \"tm-navigate\", handler: \"handleNavigateEvent\"}\n\t]);\n};\n\n/*\nInherit from the base widget class\n*/\nLinkCatcherWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nLinkCatcherWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nLinkCatcherWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.catchTo = this.getAttribute(\"to\");\n\tthis.catchMessage = this.getAttribute(\"message\");\n\tthis.catchSet = this.getAttribute(\"set\");\n\tthis.catchSetTo = this.getAttribute(\"setTo\");\n\tthis.catchActions = this.getAttribute(\"actions\");\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n\t// When executing actions we avoid trapping navigate events, so that we don't trigger ourselves recursively\n\tthis.executingActions = false;\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nLinkCatcherWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.to || changedAttributes.message || changedAttributes.set || changedAttributes.setTo) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\t\t\n\t}\n};\n\n/*\nHandle a tm-navigate event\n*/\nLinkCatcherWidget.prototype.handleNavigateEvent = function(event) {\n\tif(!this.executingActions) {\n\t\t// Execute the actions\n\t\tif(this.catchTo) {\n\t\t\tthis.wiki.setTextReference(this.catchTo,event.navigateTo,this.getVariable(\"currentTiddler\"));\n\t\t}\n\t\tif(this.catchMessage && this.parentWidget) {\n\t\t\tthis.parentWidget.dispatchEvent({\n\t\t\t\ttype: this.catchMessage,\n\t\t\t\tparam: event.navigateTo,\n\t\t\t\tnavigateTo: event.navigateTo\n\t\t\t});\n\t\t}\n\t\tif(this.catchSet) {\n\t\t\tvar tiddler = this.wiki.getTiddler(this.catchSet);\n\t\t\tthis.wiki.addTiddler(new $tw.Tiddler(tiddler,{title: this.catchSet, text: this.catchSetTo}));\n\t\t}\n\t\tif(this.catchActions) {\n\t\t\tthis.executingActions = true;\n\t\t\tthis.invokeActionString(this.catchActions,this,event,{navigateTo: event.navigateTo});\n\t\t\tthis.executingActions = false;\n\t\t}\n\t} else {\n\t\t// This is a navigate event generated by the actions of this linkcatcher, so we don't trap it again, but just pass it to the parent\n\t\tthis.parentWidget.dispatchEvent({\n\t\t\ttype: \"tm-navigate\",\n\t\t\tparam: event.navigateTo,\n\t\t\tnavigateTo: event.navigateTo\n\t\t});\n\t}\n\treturn false;\n};\n\nexports.linkcatcher = LinkCatcherWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/list.js": {
"title": "$:/core/modules/widgets/list.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/list.js\ntype: application/javascript\nmodule-type: widget\n\nList and list item widgets\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\n/*\nThe list widget creates list element sub-widgets that reach back into the list widget for their configuration\n*/\n\nvar ListWidget = function(parseTreeNode,options) {\n\t// Initialise the storyviews if they've not been done already\n\tif(!this.storyViews) {\n\t\tListWidget.prototype.storyViews = {};\n\t\t$tw.modules.applyMethods(\"storyview\",this.storyViews);\n\t}\n\t// Main initialisation inherited from widget.js\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nListWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nListWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n\t// Construct the storyview\n\tvar StoryView = this.storyViews[this.storyViewName];\n\tif(this.storyViewName && !StoryView) {\n\t\tStoryView = this.storyViews[\"classic\"];\n\t}\n\tif(StoryView && !this.document.isTiddlyWikiFakeDom) {\n\t\tthis.storyview = new StoryView(this);\n\t} else {\n\t\tthis.storyview = null;\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nListWidget.prototype.execute = function() {\n\t// Get our attributes\n\tthis.template = this.getAttribute(\"template\");\n\tthis.editTemplate = this.getAttribute(\"editTemplate\");\n\tthis.variableName = this.getAttribute(\"variable\",\"currentTiddler\");\n\tthis.storyViewName = this.getAttribute(\"storyview\");\n\tthis.historyTitle = this.getAttribute(\"history\");\n\t// Compose the list elements\n\tthis.list = this.getTiddlerList();\n\tvar members = [],\n\t\tself = this;\n\t// Check for an empty list\n\tif(this.list.length === 0) {\n\t\tmembers = this.getEmptyMessage();\n\t} else {\n\t\t$tw.utils.each(this.list,function(title,index) {\n\t\t\tmembers.push(self.makeItemTemplate(title));\n\t\t});\n\t}\n\t// Construct the child widgets\n\tthis.makeChildWidgets(members);\n\t// Clear the last history\n\tthis.history = [];\n};\n\nListWidget.prototype.getTiddlerList = function() {\n\tvar defaultFilter = \"[!is[system]sort[title]]\";\n\treturn this.wiki.filterTiddlers(this.getAttribute(\"filter\",defaultFilter),this);\n};\n\nListWidget.prototype.getEmptyMessage = function() {\n\tvar emptyMessage = this.getAttribute(\"emptyMessage\",\"\"),\n\t\tparser = this.wiki.parseText(\"text/vnd.tiddlywiki\",emptyMessage,{parseAsInline: true});\n\tif(parser) {\n\t\treturn parser.tree;\n\t} else {\n\t\treturn [];\n\t}\n};\n\n/*\nCompose the template for a list item\n*/\nListWidget.prototype.makeItemTemplate = function(title) {\n\t// Check if the tiddler is a draft\n\tvar tiddler = this.wiki.getTiddler(title),\n\t\tisDraft = tiddler && tiddler.hasField(\"draft.of\"),\n\t\ttemplate = this.template,\n\t\ttemplateTree;\n\tif(isDraft && this.editTemplate) {\n\t\ttemplate = this.editTemplate;\n\t}\n\t// Compose the transclusion of the template\n\tif(template) {\n\t\ttemplateTree = [{type: \"transclude\", attributes: {tiddler: {type: \"string\", value: template}}}];\n\t} else {\n\t\tif(this.parseTreeNode.children && this.parseTreeNode.children.length > 0) {\n\t\t\ttemplateTree = this.parseTreeNode.children;\n\t\t} else {\n\t\t\t// Default template is a link to the title\n\t\t\ttemplateTree = [{type: \"element\", tag: this.parseTreeNode.isBlock ? \"div\" : \"span\", children: [{type: \"link\", attributes: {to: {type: \"string\", value: title}}, children: [\n\t\t\t\t\t{type: \"text\", text: title}\n\t\t\t]}]}];\n\t\t}\n\t}\n\t// Return the list item\n\treturn {type: \"listitem\", itemTitle: title, variableName: this.variableName, children: templateTree};\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nListWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes(),\n\t\tresult;\n\t// Call the storyview\n\tif(this.storyview && this.storyview.refreshStart) {\n\t\tthis.storyview.refreshStart(changedTiddlers,changedAttributes);\n\t}\n\t// Completely refresh if any of our attributes have changed\n\tif(changedAttributes.filter || changedAttributes.template || changedAttributes.editTemplate || changedAttributes.emptyMessage || changedAttributes.storyview || changedAttributes.history) {\n\t\tthis.refreshSelf();\n\t\tresult = true;\n\t} else {\n\t\t// Handle any changes to the list\n\t\tresult = this.handleListChanges(changedTiddlers);\n\t\t// Handle any changes to the history stack\n\t\tif(this.historyTitle && changedTiddlers[this.historyTitle]) {\n\t\t\tthis.handleHistoryChanges();\n\t\t}\n\t}\n\t// Call the storyview\n\tif(this.storyview && this.storyview.refreshEnd) {\n\t\tthis.storyview.refreshEnd(changedTiddlers,changedAttributes);\n\t}\n\treturn result;\n};\n\n/*\nHandle any changes to the history list\n*/\nListWidget.prototype.handleHistoryChanges = function() {\n\t// Get the history data\n\tvar newHistory = this.wiki.getTiddlerDataCached(this.historyTitle,[]);\n\t// Ignore any entries of the history that match the previous history\n\tvar entry = 0;\n\twhile(entry < newHistory.length && entry < this.history.length && newHistory[entry].title === this.history[entry].title) {\n\t\tentry++;\n\t}\n\t// Navigate forwards to each of the new tiddlers\n\twhile(entry < newHistory.length) {\n\t\tif(this.storyview && this.storyview.navigateTo) {\n\t\t\tthis.storyview.navigateTo(newHistory[entry]);\n\t\t}\n\t\tentry++;\n\t}\n\t// Update the history\n\tthis.history = newHistory;\n};\n\n/*\nProcess any changes to the list\n*/\nListWidget.prototype.handleListChanges = function(changedTiddlers) {\n\t// Get the new list\n\tvar prevList = this.list;\n\tthis.list = this.getTiddlerList();\n\t// Check for an empty list\n\tif(this.list.length === 0) {\n\t\t// Check if it was empty before\n\t\tif(prevList.length === 0) {\n\t\t\t// If so, just refresh the empty message\n\t\t\treturn this.refreshChildren(changedTiddlers);\n\t\t} else {\n\t\t\t// Replace the previous content with the empty message\n\t\t\tfor(t=this.children.length-1; t>=0; t--) {\n\t\t\t\tthis.removeListItem(t);\n\t\t\t}\n\t\t\tvar nextSibling = this.findNextSiblingDomNode();\n\t\t\tthis.makeChildWidgets(this.getEmptyMessage());\n\t\t\tthis.renderChildren(this.parentDomNode,nextSibling);\n\t\t\treturn true;\n\t\t}\n\t} else {\n\t\t// If the list was empty then we need to remove the empty message\n\t\tif(prevList.length === 0) {\n\t\t\tthis.removeChildDomNodes();\n\t\t\tthis.children = [];\n\t\t}\n\t\t// Cycle through the list, inserting and removing list items as needed\n\t\tvar hasRefreshed = false;\n\t\tfor(var t=0; t<this.list.length; t++) {\n\t\t\tvar index = this.findListItem(t,this.list[t]);\n\t\t\tif(index === undefined) {\n\t\t\t\t// The list item must be inserted\n\t\t\t\tthis.insertListItem(t,this.list[t]);\n\t\t\t\thasRefreshed = true;\n\t\t\t} else {\n\t\t\t\t// There are intervening list items that must be removed\n\t\t\t\tfor(var n=index-1; n>=t; n--) {\n\t\t\t\t\tthis.removeListItem(n);\n\t\t\t\t\thasRefreshed = true;\n\t\t\t\t}\n\t\t\t\t// Refresh the item we're reusing\n\t\t\t\tvar refreshed = this.children[t].refresh(changedTiddlers);\n\t\t\t\thasRefreshed = hasRefreshed || refreshed;\n\t\t\t}\n\t\t}\n\t\t// Remove any left over items\n\t\tfor(t=this.children.length-1; t>=this.list.length; t--) {\n\t\t\tthis.removeListItem(t);\n\t\t\thasRefreshed = true;\n\t\t}\n\t\treturn hasRefreshed;\n\t}\n};\n\n/*\nFind the list item with a given title, starting from a specified position\n*/\nListWidget.prototype.findListItem = function(startIndex,title) {\n\twhile(startIndex < this.children.length) {\n\t\tif(this.children[startIndex].parseTreeNode.itemTitle === title) {\n\t\t\treturn startIndex;\n\t\t}\n\t\tstartIndex++;\n\t}\n\treturn undefined;\n};\n\n/*\nInsert a new list item at the specified index\n*/\nListWidget.prototype.insertListItem = function(index,title) {\n\t// Create, insert and render the new child widgets\n\tvar widget = this.makeChildWidget(this.makeItemTemplate(title));\n\twidget.parentDomNode = this.parentDomNode; // Hack to enable findNextSiblingDomNode() to work\n\tthis.children.splice(index,0,widget);\n\tvar nextSibling = widget.findNextSiblingDomNode();\n\twidget.render(this.parentDomNode,nextSibling);\n\t// Animate the insertion if required\n\tif(this.storyview && this.storyview.insert) {\n\t\tthis.storyview.insert(widget);\n\t}\n\treturn true;\n};\n\n/*\nRemove the specified list item\n*/\nListWidget.prototype.removeListItem = function(index) {\n\tvar widget = this.children[index];\n\t// Animate the removal if required\n\tif(this.storyview && this.storyview.remove) {\n\t\tthis.storyview.remove(widget);\n\t} else {\n\t\twidget.removeChildDomNodes();\n\t}\n\t// Remove the child widget\n\tthis.children.splice(index,1);\n};\n\nexports.list = ListWidget;\n\nvar ListItemWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nListItemWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nListItemWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nListItemWidget.prototype.execute = function() {\n\t// Set the current list item title\n\tthis.setVariable(this.parseTreeNode.variableName,this.parseTreeNode.itemTitle);\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nListItemWidget.prototype.refresh = function(changedTiddlers) {\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.listitem = ListItemWidget;\n\n})();",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/macrocall.js": {
"title": "$:/core/modules/widgets/macrocall.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/macrocall.js\ntype: application/javascript\nmodule-type: widget\n\nMacrocall widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar MacroCallWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nMacroCallWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nMacroCallWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nMacroCallWidget.prototype.execute = function() {\n\t// Get the parse type if specified\n\tthis.parseType = this.getAttribute(\"$type\",\"text/vnd.tiddlywiki\");\n\tthis.renderOutput = this.getAttribute(\"$output\",\"text/html\");\n\t// Merge together the parameters specified in the parse tree with the specified attributes\n\tvar params = this.parseTreeNode.params ? this.parseTreeNode.params.slice(0) : [];\n\t$tw.utils.each(this.attributes,function(attribute,name) {\n\t\tif(name.charAt(0) !== \"$\") {\n\t\t\tparams.push({name: name, value: attribute});\t\t\t\n\t\t}\n\t});\n\t// Get the macro value\n\tvar macroName = this.parseTreeNode.name || this.getAttribute(\"$name\"),\n\t\tvariableInfo = this.getVariableInfo(macroName,{params: params}),\n\t\ttext = variableInfo.text,\n\t\tparseTreeNodes;\n\t// Are we rendering to HTML?\n\tif(this.renderOutput === \"text/html\") {\n\t\t// If so we'll return the parsed macro\n\t\tvar parser = this.wiki.parseText(this.parseType,text,\n\t\t\t\t\t\t\t{parseAsInline: !this.parseTreeNode.isBlock});\n\t\tparseTreeNodes = parser ? parser.tree : [];\n\t\t// Wrap the parse tree in a vars widget assigning the parameters to variables named \"__paramname__\"\n\t\tvar attributes = {};\n\t\t$tw.utils.each(variableInfo.params,function(param) {\n\t\t\tvar name = \"__\" + param.name + \"__\";\n\t\t\tattributes[name] = {\n\t\t\t\tname: name,\n\t\t\t\ttype: \"string\",\n\t\t\t\tvalue: param.value\n\t\t\t};\n\t\t});\n\t\tparseTreeNodes = [{\n\t\t\ttype: \"vars\",\n\t\t\tattributes: attributes,\n\t\t\tchildren: parseTreeNodes\n\t\t}];\n\t} else {\n\t\t// Otherwise, we'll render the text\n\t\tvar plainText = this.wiki.renderText(\"text/plain\",this.parseType,text,{parentWidget: this});\n\t\tparseTreeNodes = [{type: \"text\", text: plainText}];\n\t}\n\t// Construct the child widgets\n\tthis.makeChildWidgets(parseTreeNodes);\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nMacroCallWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif($tw.utils.count(changedAttributes) > 0) {\n\t\t// Rerender ourselves\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports.macrocall = MacroCallWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/navigator.js": {
"title": "$:/core/modules/widgets/navigator.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/navigator.js\ntype: application/javascript\nmodule-type: widget\n\nNavigator widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar IMPORT_TITLE = \"$:/Import\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar NavigatorWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n\tthis.addEventListeners([\n\t\t{type: \"tm-navigate\", handler: \"handleNavigateEvent\"},\n\t\t{type: \"tm-edit-tiddler\", handler: \"handleEditTiddlerEvent\"},\n\t\t{type: \"tm-delete-tiddler\", handler: \"handleDeleteTiddlerEvent\"},\n\t\t{type: \"tm-save-tiddler\", handler: \"handleSaveTiddlerEvent\"},\n\t\t{type: \"tm-cancel-tiddler\", handler: \"handleCancelTiddlerEvent\"},\n\t\t{type: \"tm-close-tiddler\", handler: \"handleCloseTiddlerEvent\"},\n\t\t{type: \"tm-close-all-tiddlers\", handler: \"handleCloseAllTiddlersEvent\"},\n\t\t{type: \"tm-close-other-tiddlers\", handler: \"handleCloseOtherTiddlersEvent\"},\n\t\t{type: \"tm-new-tiddler\", handler: \"handleNewTiddlerEvent\"},\n\t\t{type: \"tm-import-tiddlers\", handler: \"handleImportTiddlersEvent\"},\n\t\t{type: \"tm-perform-import\", handler: \"handlePerformImportEvent\"},\n\t\t{type: \"tm-fold-tiddler\", handler: \"handleFoldTiddlerEvent\"},\n\t\t{type: \"tm-fold-other-tiddlers\", handler: \"handleFoldOtherTiddlersEvent\"},\n\t\t{type: \"tm-fold-all-tiddlers\", handler: \"handleFoldAllTiddlersEvent\"},\n\t\t{type: \"tm-unfold-all-tiddlers\", handler: \"handleUnfoldAllTiddlersEvent\"},\n\t\t{type: \"tm-rename-tiddler\", handler: \"handleRenameTiddlerEvent\"}\n\t]);\n};\n\n/*\nInherit from the base widget class\n*/\nNavigatorWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nNavigatorWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nNavigatorWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.storyTitle = this.getAttribute(\"story\");\n\tthis.historyTitle = this.getAttribute(\"history\");\n\tthis.setVariable(\"tv-story-list\",this.storyTitle);\n\tthis.setVariable(\"tv-history-list\",this.historyTitle);\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nNavigatorWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.story || changedAttributes.history) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nNavigatorWidget.prototype.getStoryList = function() {\n\treturn this.storyTitle ? this.wiki.getTiddlerList(this.storyTitle) : null;\n};\n\nNavigatorWidget.prototype.saveStoryList = function(storyList) {\n\tif(this.storyTitle) {\n\t\tvar storyTiddler = this.wiki.getTiddler(this.storyTitle);\n\t\tthis.wiki.addTiddler(new $tw.Tiddler(\n\t\t\t{title: this.storyTitle},\n\t\t\tstoryTiddler,\n\t\t\t{list: storyList}\n\t\t));\t\t\n\t}\n};\n\nNavigatorWidget.prototype.removeTitleFromStory = function(storyList,title) {\n\tif(storyList) {\n\t\tvar p = storyList.indexOf(title);\n\t\twhile(p !== -1) {\n\t\t\tstoryList.splice(p,1);\n\t\t\tp = storyList.indexOf(title);\n\t\t}\t\t\n\t}\n};\n\nNavigatorWidget.prototype.replaceFirstTitleInStory = function(storyList,oldTitle,newTitle) {\n\tif(storyList) {\n\t\tvar pos = storyList.indexOf(oldTitle);\n\t\tif(pos !== -1) {\n\t\t\tstoryList[pos] = newTitle;\n\t\t\tdo {\n\t\t\t\tpos = storyList.indexOf(oldTitle,pos + 1);\n\t\t\t\tif(pos !== -1) {\n\t\t\t\t\tstoryList.splice(pos,1);\n\t\t\t\t}\n\t\t\t} while(pos !== -1);\n\t\t} else {\n\t\t\tstoryList.splice(0,0,newTitle);\n\t\t}\t\t\n\t}\n};\n\nNavigatorWidget.prototype.addToStory = function(title,fromTitle) {\n\tif(this.storyTitle) {\n\t\tthis.wiki.addToStory(title,fromTitle,this.storyTitle,{\n\t\t\topenLinkFromInsideRiver: this.getAttribute(\"openLinkFromInsideRiver\",\"top\"),\n\t\t\topenLinkFromOutsideRiver: this.getAttribute(\"openLinkFromOutsideRiver\",\"top\")\n\t\t});\n\t}\n};\n\n/*\nAdd a new record to the top of the history stack\ntitle: a title string or an array of title strings\nfromPageRect: page coordinates of the origin of the navigation\n*/\nNavigatorWidget.prototype.addToHistory = function(title,fromPageRect) {\n\tthis.wiki.addToHistory(title,fromPageRect,this.historyTitle);\n};\n\n/*\nHandle a tm-navigate event\n*/\nNavigatorWidget.prototype.handleNavigateEvent = function(event) {\n\tevent = $tw.hooks.invokeHook(\"th-navigating\",event);\n\tif(event.navigateTo) {\n\t\tthis.addToStory(event.navigateTo,event.navigateFromTitle);\n\t\tif(!event.navigateSuppressNavigation) {\n\t\t\tthis.addToHistory(event.navigateTo,event.navigateFromClientRect);\n\t\t}\n\t}\n\treturn false;\n};\n\n// Close a specified tiddler\nNavigatorWidget.prototype.handleCloseTiddlerEvent = function(event) {\n\tvar title = event.param || event.tiddlerTitle,\n\t\tstoryList = this.getStoryList();\n\t// Look for tiddlers with this title to close\n\tthis.removeTitleFromStory(storyList,title);\n\tthis.saveStoryList(storyList);\n\treturn false;\n};\n\n// Close all tiddlers\nNavigatorWidget.prototype.handleCloseAllTiddlersEvent = function(event) {\n\tthis.saveStoryList([]);\n\treturn false;\n};\n\n// Close other tiddlers\nNavigatorWidget.prototype.handleCloseOtherTiddlersEvent = function(event) {\n\tvar title = event.param || event.tiddlerTitle;\n\tthis.saveStoryList([title]);\n\treturn false;\n};\n\n// Place a tiddler in edit mode\nNavigatorWidget.prototype.handleEditTiddlerEvent = function(event) {\n\tvar editTiddler = $tw.hooks.invokeHook(\"th-editing-tiddler\",event);\n\tif(!editTiddler) {\n\t\treturn false;\n\t}\n\tvar self = this;\n\tfunction isUnmodifiedShadow(title) {\n\t\treturn self.wiki.isShadowTiddler(title) && !self.wiki.tiddlerExists(title);\n\t}\n\tfunction confirmEditShadow(title) {\n\t\treturn confirm($tw.language.getString(\n\t\t\t\"ConfirmEditShadowTiddler\",\n\t\t\t{variables:\n\t\t\t\t{title: title}\n\t\t\t}\n\t\t));\n\t}\n\tvar title = event.param || event.tiddlerTitle;\n\tif(isUnmodifiedShadow(title) && !confirmEditShadow(title)) {\n\t\treturn false;\n\t}\n\t// Replace the specified tiddler with a draft in edit mode\n\tvar draftTiddler = this.makeDraftTiddler(title);\n\t// Update the story and history if required\n\tif(!event.paramObject || event.paramObject.suppressNavigation !== \"yes\") {\n\t\tvar draftTitle = draftTiddler.fields.title,\n\t\t\tstoryList = this.getStoryList();\n\t\tthis.removeTitleFromStory(storyList,draftTitle);\n\t\tthis.replaceFirstTitleInStory(storyList,title,draftTitle);\n\t\tthis.addToHistory(draftTitle,event.navigateFromClientRect);\n\t\tthis.saveStoryList(storyList);\n\t\treturn false;\n\t}\n};\n\n// Delete a tiddler\nNavigatorWidget.prototype.handleDeleteTiddlerEvent = function(event) {\n\t// Get the tiddler we're deleting\n\tvar title = event.param || event.tiddlerTitle,\n\t\ttiddler = this.wiki.getTiddler(title),\n\t\tstoryList = this.getStoryList(),\n\t\toriginalTitle = tiddler ? tiddler.fields[\"draft.of\"] : \"\",\n\t\toriginalTiddler = originalTitle ? this.wiki.getTiddler(originalTitle) : undefined,\n\t\tconfirmationTitle;\n\tif(!tiddler) {\n\t\treturn false;\n\t}\n\t// Check if the tiddler we're deleting is in draft mode\n\tif(originalTitle) {\n\t\t// If so, we'll prompt for confirmation referencing the original tiddler\n\t\tconfirmationTitle = originalTitle;\n\t} else {\n\t\t// If not a draft, then prompt for confirmation referencing the specified tiddler\n\t\tconfirmationTitle = title;\n\t}\n\t// Seek confirmation\n\tif((this.wiki.getTiddler(originalTitle) || (tiddler.fields.text || \"\") !== \"\") && !confirm($tw.language.getString(\n\t\t\t\t\"ConfirmDeleteTiddler\",\n\t\t\t\t{variables:\n\t\t\t\t\t{title: confirmationTitle}\n\t\t\t\t}\n\t\t\t))) {\n\t\treturn false;\n\t}\n\t// Delete the original tiddler\n\tif(originalTitle) {\n\t\tif(originalTiddler) {\n\t\t\t$tw.hooks.invokeHook(\"th-deleting-tiddler\",originalTiddler);\n\t\t}\n\t\tthis.wiki.deleteTiddler(originalTitle);\n\t\tthis.removeTitleFromStory(storyList,originalTitle);\n\t}\n\t// Invoke the hook function and delete this tiddler\n\t$tw.hooks.invokeHook(\"th-deleting-tiddler\",tiddler);\n\tthis.wiki.deleteTiddler(title);\n\t// Remove the closed tiddler from the story\n\tthis.removeTitleFromStory(storyList,title);\n\tthis.saveStoryList(storyList);\n\t// Trigger an autosave\n\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n\treturn false;\n};\n\n/*\nCreate/reuse the draft tiddler for a given title\n*/\nNavigatorWidget.prototype.makeDraftTiddler = function(targetTitle) {\n\t// See if there is already a draft tiddler for this tiddler\n\tvar draftTitle = this.wiki.findDraft(targetTitle);\n\tif(draftTitle) {\n\t\treturn this.wiki.getTiddler(draftTitle);\n\t}\n\t// Get the current value of the tiddler we're editing\n\tvar tiddler = this.wiki.getTiddler(targetTitle);\n\t// Save the initial value of the draft tiddler\n\tdraftTitle = this.generateDraftTitle(targetTitle);\n\tvar draftTiddler = new $tw.Tiddler(\n\t\t\ttiddler,\n\t\t\t{\n\t\t\t\ttitle: draftTitle,\n\t\t\t\t\"draft.title\": targetTitle,\n\t\t\t\t\"draft.of\": targetTitle\n\t\t\t},\n\t\t\tthis.wiki.getModificationFields()\n\t\t);\n\tthis.wiki.addTiddler(draftTiddler);\n\treturn draftTiddler;\n};\n\n/*\nGenerate a title for the draft of a given tiddler\n*/\nNavigatorWidget.prototype.generateDraftTitle = function(title) {\n\treturn this.wiki.generateDraftTitle(title);\n};\n\n// Take a tiddler out of edit mode, saving the changes\nNavigatorWidget.prototype.handleSaveTiddlerEvent = function(event) {\n\tvar title = event.param || event.tiddlerTitle,\n\t\ttiddler = this.wiki.getTiddler(title),\n\t\tstoryList = this.getStoryList();\n\t// Replace the original tiddler with the draft\n\tif(tiddler) {\n\t\tvar draftTitle = (tiddler.fields[\"draft.title\"] || \"\").trim(),\n\t\t\tdraftOf = (tiddler.fields[\"draft.of\"] || \"\").trim();\n\t\tif(draftTitle) {\n\t\t\tvar isRename = draftOf !== draftTitle,\n\t\t\t\tisConfirmed = true;\n\t\t\tif(isRename && this.wiki.tiddlerExists(draftTitle)) {\n\t\t\t\tisConfirmed = confirm($tw.language.getString(\n\t\t\t\t\t\"ConfirmOverwriteTiddler\",\n\t\t\t\t\t{variables:\n\t\t\t\t\t\t{title: draftTitle}\n\t\t\t\t\t}\n\t\t\t\t));\n\t\t\t}\n\t\t\tif(isConfirmed) {\n\t\t\t\t// Create the new tiddler and pass it through the th-saving-tiddler hook\n\t\t\t\tvar newTiddler = new $tw.Tiddler(this.wiki.getCreationFields(),tiddler,{\n\t\t\t\t\ttitle: draftTitle,\n\t\t\t\t\t\"draft.title\": undefined,\n\t\t\t\t\t\"draft.of\": undefined\n\t\t\t\t},this.wiki.getModificationFields());\n\t\t\t\tnewTiddler = $tw.hooks.invokeHook(\"th-saving-tiddler\",newTiddler);\n\t\t\t\tthis.wiki.addTiddler(newTiddler);\n\t\t\t\t// If enabled, relink references to renamed tiddler\n\t\t\t\tvar shouldRelink = this.getAttribute(\"relinkOnRename\",\"no\").toLowerCase().trim() === \"yes\";\n\t\t\t\tif(isRename && shouldRelink && this.wiki.tiddlerExists(draftOf)) {\nconsole.log(\"Relinking '\" + draftOf + \"' to '\" + draftTitle + \"'\");\n\t\t\t\t\tthis.wiki.relinkTiddler(draftOf,draftTitle);\n\t\t\t\t}\n\t\t\t\t// Remove the draft tiddler\n\t\t\t\tthis.wiki.deleteTiddler(title);\n\t\t\t\t// Remove the original tiddler if we're renaming it\n\t\t\t\tif(isRename) {\n\t\t\t\t\tthis.wiki.deleteTiddler(draftOf);\n\t\t\t\t}\n\t\t\t\t// #2381 always remove new title & old\n\t\t\t\tthis.removeTitleFromStory(storyList,draftTitle);\n\t\t\t\tthis.removeTitleFromStory(storyList,draftOf);\n\t\t\t\tif(!event.paramObject || event.paramObject.suppressNavigation !== \"yes\") {\n\t\t\t\t\t// Replace the draft in the story with the original\n\t\t\t\t\tthis.replaceFirstTitleInStory(storyList,title,draftTitle);\n\t\t\t\t\tthis.addToHistory(draftTitle,event.navigateFromClientRect);\n\t\t\t\t\tif(draftTitle !== this.storyTitle) {\n\t\t\t\t\t\tthis.saveStoryList(storyList);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// Trigger an autosave\n\t\t\t\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n\t\t\t}\n\t\t}\n\t}\n\treturn false;\n};\n\n// Take a tiddler out of edit mode without saving the changes\nNavigatorWidget.prototype.handleCancelTiddlerEvent = function(event) {\n\tevent = $tw.hooks.invokeHook(\"th-cancelling-tiddler\", event);\n\t// Flip the specified tiddler from draft back to the original\n\tvar draftTitle = event.param || event.tiddlerTitle,\n\t\tdraftTiddler = this.wiki.getTiddler(draftTitle),\n\t\toriginalTitle = draftTiddler && draftTiddler.fields[\"draft.of\"];\n\tif(draftTiddler && originalTitle) {\n\t\t// Ask for confirmation if the tiddler text has changed\n\t\tvar isConfirmed = true,\n\t\t\toriginalTiddler = this.wiki.getTiddler(originalTitle),\n\t\t\tstoryList = this.getStoryList();\n\t\tif(this.wiki.isDraftModified(draftTitle)) {\n\t\t\tisConfirmed = confirm($tw.language.getString(\n\t\t\t\t\"ConfirmCancelTiddler\",\n\t\t\t\t{variables:\n\t\t\t\t\t{title: draftTitle}\n\t\t\t\t}\n\t\t\t));\n\t\t}\n\t\t// Remove the draft tiddler\n\t\tif(isConfirmed) {\n\t\t\tthis.wiki.deleteTiddler(draftTitle);\n\t\t\tif(!event.paramObject || event.paramObject.suppressNavigation !== \"yes\") {\n\t\t\t\tif(originalTiddler) {\n\t\t\t\t\tthis.replaceFirstTitleInStory(storyList,draftTitle,originalTitle);\n\t\t\t\t\tthis.addToHistory(originalTitle,event.navigateFromClientRect);\n\t\t\t\t} else {\n\t\t\t\t\tthis.removeTitleFromStory(storyList,draftTitle);\n\t\t\t\t}\n\t\t\t\tthis.saveStoryList(storyList);\n\t\t\t}\n\t\t}\n\t}\n\treturn false;\n};\n\n// Create a new draft tiddler\n// event.param can either be the title of a template tiddler, or a hashmap of fields.\n//\n// The title of the newly created tiddler follows these rules:\n// * If a hashmap was used and a title field was specified, use that title\n// * If a hashmap was used without a title field, use a default title, if necessary making it unique with a numeric suffix\n// * If a template tiddler was used, use the title of the template, if necessary making it unique with a numeric suffix\n//\n// If a draft of the target tiddler already exists then it is reused\nNavigatorWidget.prototype.handleNewTiddlerEvent = function(event) {\n\tevent = $tw.hooks.invokeHook(\"th-new-tiddler\", event);\n\t// Get the story details\n\tvar storyList = this.getStoryList(),\n\t\ttemplateTiddler, additionalFields, title, draftTitle, existingTiddler;\n\t// Get the template tiddler (if any)\n\tif(typeof event.param === \"string\") {\n\t\t// Get the template tiddler\n\t\ttemplateTiddler = this.wiki.getTiddler(event.param);\n\t\t// Generate a new title\n\t\ttitle = this.wiki.generateNewTitle(event.param || $tw.language.getString(\"DefaultNewTiddlerTitle\"));\n\t}\n\t// Get the specified additional fields\n\tif(typeof event.paramObject === \"object\") {\n\t\tadditionalFields = event.paramObject;\n\t}\n\tif(typeof event.param === \"object\") { // Backwards compatibility with 5.1.3\n\t\tadditionalFields = event.param;\n\t}\n\tif(additionalFields && additionalFields.title) {\n\t\ttitle = additionalFields.title;\n\t}\n\t// Make a copy of the additional fields excluding any blank ones\n\tvar filteredAdditionalFields = $tw.utils.extend({},additionalFields);\n\tObject.keys(filteredAdditionalFields).forEach(function(fieldName) {\n\t\tif(filteredAdditionalFields[fieldName] === \"\") {\n\t\t\tdelete filteredAdditionalFields[fieldName];\n\t\t}\n\t});\n\t// Generate a title if we don't have one\n\ttitle = title || this.wiki.generateNewTitle($tw.language.getString(\"DefaultNewTiddlerTitle\"));\n\t// Find any existing draft for this tiddler\n\tdraftTitle = this.wiki.findDraft(title);\n\t// Pull in any existing tiddler\n\tif(draftTitle) {\n\t\texistingTiddler = this.wiki.getTiddler(draftTitle);\n\t} else {\n\t\tdraftTitle = this.generateDraftTitle(title);\n\t\texistingTiddler = this.wiki.getTiddler(title);\n\t}\n\t// Merge the tags\n\tvar mergedTags = [];\n\tif(existingTiddler && existingTiddler.fields.tags) {\n\t\t$tw.utils.pushTop(mergedTags,existingTiddler.fields.tags);\n\t}\n\tif(additionalFields && additionalFields.tags) {\n\t\t// Merge tags\n\t\tmergedTags = $tw.utils.pushTop(mergedTags,$tw.utils.parseStringArray(additionalFields.tags));\n\t}\n\tif(templateTiddler && templateTiddler.fields.tags) {\n\t\t// Merge tags\n\t\tmergedTags = $tw.utils.pushTop(mergedTags,templateTiddler.fields.tags);\n\t}\n\t// Save the draft tiddler\n\tvar draftTiddler = new $tw.Tiddler({\n\t\t\ttext: \"\",\n\t\t\t\"draft.title\": title\n\t\t},\n\t\ttemplateTiddler,\n\t\tadditionalFields,\n\t\tthis.wiki.getCreationFields(),\n\t\texistingTiddler,\n\t\tfilteredAdditionalFields,\n\t\t{\n\t\t\ttitle: draftTitle,\n\t\t\t\"draft.of\": title,\n\t\t\ttags: mergedTags\n\t\t},this.wiki.getModificationFields());\n\tthis.wiki.addTiddler(draftTiddler);\n\t// Update the story to insert the new draft at the top and remove any existing tiddler\n\tif(storyList && storyList.indexOf(draftTitle) === -1) {\n\t\tvar slot = storyList.indexOf(event.navigateFromTitle);\n\t\tif(slot === -1) {\n\t\t\tslot = this.getAttribute(\"openLinkFromOutsideRiver\",\"top\") === \"bottom\" ? storyList.length - 1 : slot;\n\t\t}\n\t\tstoryList.splice(slot + 1,0,draftTitle);\n\t}\n\tif(storyList && storyList.indexOf(title) !== -1) {\n\t\tstoryList.splice(storyList.indexOf(title),1);\n\t}\n\tthis.saveStoryList(storyList);\n\t// Add a new record to the top of the history stack\n\tthis.addToHistory(draftTitle);\n\treturn false;\n};\n\n// Import JSON tiddlers into a pending import tiddler\nNavigatorWidget.prototype.handleImportTiddlersEvent = function(event) {\n\t// Get the tiddlers\n\tvar tiddlers = [];\n\ttry {\n\t\ttiddlers = JSON.parse(event.param);\n\t} catch(e) {\n\t}\n\t// Get the current $:/Import tiddler\n\tvar importTiddler = this.wiki.getTiddler(IMPORT_TITLE),\n\t\timportData = this.wiki.getTiddlerData(IMPORT_TITLE,{}),\n\t\tnewFields = new Object({\n\t\t\ttitle: IMPORT_TITLE,\n\t\t\ttype: \"application/json\",\n\t\t\t\"plugin-type\": \"import\",\n\t\t\t\"status\": \"pending\"\n\t\t}),\n\t\tincomingTiddlers = [];\n\t// Process each tiddler\n\timportData.tiddlers = importData.tiddlers || {};\n\t$tw.utils.each(tiddlers,function(tiddlerFields) {\n\t\ttiddlerFields.title = $tw.utils.trim(tiddlerFields.title);\n\t\tvar title = tiddlerFields.title;\n\t\tif(title) {\n\t\t\tincomingTiddlers.push(title);\n\t\t\timportData.tiddlers[title] = tiddlerFields;\n\t\t}\n\t});\n\t// Give the active upgrader modules a chance to process the incoming tiddlers\n\tvar messages = this.wiki.invokeUpgraders(incomingTiddlers,importData.tiddlers);\n\t$tw.utils.each(messages,function(message,title) {\n\t\tnewFields[\"message-\" + title] = message;\n\t});\n\t// Deselect any suppressed tiddlers\n\t$tw.utils.each(importData.tiddlers,function(tiddler,title) {\n\t\tif($tw.utils.count(tiddler) === 0) {\n\t\t\tnewFields[\"selection-\" + title] = \"unchecked\";\n\t\t}\n\t});\n\t// Save the $:/Import tiddler\n\tnewFields.text = JSON.stringify(importData,null,$tw.config.preferences.jsonSpaces);\n\tthis.wiki.addTiddler(new $tw.Tiddler(importTiddler,newFields));\n\t// Update the story and history details\n\tif(this.getVariable(\"tv-auto-open-on-import\") !== \"no\") {\n\t\tvar storyList = this.getStoryList(),\n\t\t\thistory = [];\n\t\t// Add it to the story\n\t\tif(storyList && storyList.indexOf(IMPORT_TITLE) === -1) {\n\t\t\tstoryList.unshift(IMPORT_TITLE);\n\t\t}\n\t\t// And to history\n\t\thistory.push(IMPORT_TITLE);\n\t\t// Save the updated story and history\n\t\tthis.saveStoryList(storyList);\n\t\tthis.addToHistory(history);\n\t}\n\treturn false;\n};\n\n//\nNavigatorWidget.prototype.handlePerformImportEvent = function(event) {\n\tvar self = this,\n\t\timportTiddler = this.wiki.getTiddler(event.param),\n\t\timportData = this.wiki.getTiddlerDataCached(event.param,{tiddlers: {}}),\n\t\timportReport = [];\n\t// Add the tiddlers to the store\n\timportReport.push($tw.language.getString(\"Import/Imported/Hint\") + \"\\n\");\n\t$tw.utils.each(importData.tiddlers,function(tiddlerFields) {\n\t\tvar title = tiddlerFields.title;\n\t\tif(title && importTiddler && importTiddler.fields[\"selection-\" + title] !== \"unchecked\") {\n\t\t\tvar tiddler = new $tw.Tiddler(tiddlerFields);\n\t\t\ttiddler = $tw.hooks.invokeHook(\"th-importing-tiddler\",tiddler);\n\t\t\tself.wiki.addTiddler(tiddler);\n\t\t\timportReport.push(\"# [[\" + tiddlerFields.title + \"]]\");\n\t\t}\n\t});\n\t// Replace the $:/Import tiddler with an import report\n\tthis.wiki.addTiddler(new $tw.Tiddler({\n\t\ttitle: event.param,\n\t\ttext: importReport.join(\"\\n\"),\n\t\t\"status\": \"complete\"\n\t}));\n\t// Navigate to the $:/Import tiddler\n\tthis.addToHistory([event.param]);\n\t// Trigger an autosave\n\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n};\n\nNavigatorWidget.prototype.handleFoldTiddlerEvent = function(event) {\n\tvar paramObject = event.paramObject || {};\n\tif(paramObject.foldedState) {\n\t\tvar foldedState = this.wiki.getTiddlerText(paramObject.foldedState,\"show\") === \"show\" ? \"hide\" : \"show\";\n\t\tthis.wiki.setText(paramObject.foldedState,\"text\",null,foldedState);\n\t}\n};\n\nNavigatorWidget.prototype.handleFoldOtherTiddlersEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tprefix = paramObject.foldedStatePrefix;\n\t$tw.utils.each(this.getStoryList(),function(title) {\n\t\tself.wiki.setText(prefix + title,\"text\",null,event.param === title ? \"show\" : \"hide\");\n\t});\n};\n\nNavigatorWidget.prototype.handleFoldAllTiddlersEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tprefix = paramObject.foldedStatePrefix || \"$:/state/folded/\";\n\t$tw.utils.each(this.getStoryList(),function(title) {\n\t\tself.wiki.setText(prefix + title,\"text\",null,\"hide\");\n\t});\n};\n\nNavigatorWidget.prototype.handleUnfoldAllTiddlersEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tprefix = paramObject.foldedStatePrefix;\n\t$tw.utils.each(this.getStoryList(),function(title) {\n\t\tself.wiki.setText(prefix + title,\"text\",null,\"show\");\n\t});\n};\n\nNavigatorWidget.prototype.handleRenameTiddlerEvent = function(event) {\n\tvar paramObject = event.paramObject || {},\n\t\tfrom = paramObject.from || event.tiddlerTitle,\n\t\tto = paramObject.to;\n\t$tw.wiki.renameTiddler(from,to);\n};\n\nexports.navigator = NavigatorWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/password.js": {
"title": "$:/core/modules/widgets/password.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/password.js\ntype: application/javascript\nmodule-type: widget\n\nPassword widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar PasswordWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nPasswordWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nPasswordWidget.prototype.render = function(parent,nextSibling) {\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Get the current password\n\tvar password = $tw.browser ? $tw.utils.getPassword(this.passwordName) || \"\" : \"\";\n\t// Create our element\n\tvar domNode = this.document.createElement(\"input\");\n\tdomNode.setAttribute(\"type\",\"password\");\n\tdomNode.setAttribute(\"value\",password);\n\t// Add a click event handler\n\t$tw.utils.addEventListeners(domNode,[\n\t\t{name: \"change\", handlerObject: this, handlerMethod: \"handleChangeEvent\"}\n\t]);\n\t// Insert the label into the DOM and render any children\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\nPasswordWidget.prototype.handleChangeEvent = function(event) {\n\tvar password = this.domNodes[0].value;\n\treturn $tw.utils.savePassword(this.passwordName,password);\n};\n\n/*\nCompute the internal state of the widget\n*/\nPasswordWidget.prototype.execute = function() {\n\t// Get the parameters from the attributes\n\tthis.passwordName = this.getAttribute(\"name\",\"\");\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nPasswordWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.name) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports.password = PasswordWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/qualify.js": {
"title": "$:/core/modules/widgets/qualify.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/qualify.js\ntype: application/javascript\nmodule-type: widget\n\nQualify text to a variable \n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar QualifyWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nQualifyWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nQualifyWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nQualifyWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.qualifyName = this.getAttribute(\"name\");\n\tthis.qualifyTitle = this.getAttribute(\"title\");\n\t// Set context variable\n\tif(this.qualifyName) {\n\t\tthis.setVariable(this.qualifyName,this.qualifyTitle + \"-\" + this.getStateQualifier());\n\t}\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nQualifyWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.name || changedAttributes.title) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports.qualify = QualifyWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/radio.js": {
"title": "$:/core/modules/widgets/radio.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/radio.js\ntype: application/javascript\nmodule-type: widget\n\nSet a field or index at a given tiddler via radio buttons\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar RadioWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nRadioWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nRadioWidget.prototype.render = function(parent,nextSibling) {\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\tvar isChecked = this.getValue() === this.radioValue;\n\t// Create our elements\n\tthis.labelDomNode = this.document.createElement(\"label\");\n\tthis.labelDomNode.setAttribute(\"class\",\n \t\t\"tc-radio \" + this.radioClass + (isChecked ? \" tc-radio-selected\" : \"\")\n \t);\n\tthis.inputDomNode = this.document.createElement(\"input\");\n\tthis.inputDomNode.setAttribute(\"type\",\"radio\");\n\tif(isChecked) {\n\t\tthis.inputDomNode.setAttribute(\"checked\",\"true\");\n\t}\n\tthis.labelDomNode.appendChild(this.inputDomNode);\n\tthis.spanDomNode = this.document.createElement(\"span\");\n\tthis.labelDomNode.appendChild(this.spanDomNode);\n\t// Add a click event handler\n\t$tw.utils.addEventListeners(this.inputDomNode,[\n\t\t{name: \"change\", handlerObject: this, handlerMethod: \"handleChangeEvent\"}\n\t]);\n\t// Insert the label into the DOM and render any children\n\tparent.insertBefore(this.labelDomNode,nextSibling);\n\tthis.renderChildren(this.spanDomNode,null);\n\tthis.domNodes.push(this.labelDomNode);\n};\n\nRadioWidget.prototype.getValue = function() {\n\tvar value,\n\t\ttiddler = this.wiki.getTiddler(this.radioTitle);\n\tif (this.radioIndex) {\n\t\tvalue = this.wiki.extractTiddlerDataItem(this.radioTitle,this.radioIndex);\n\t} else {\n\t\tvalue = tiddler && tiddler.getFieldString(this.radioField);\n\t}\n\treturn value;\n};\n\nRadioWidget.prototype.setValue = function() {\n\tif(this.radioIndex) {\n\t\tthis.wiki.setText(this.radioTitle,\"\",this.radioIndex,this.radioValue);\n\t} else {\n\t\tvar tiddler = this.wiki.getTiddler(this.radioTitle),\n\t\t\taddition = {};\n\t\taddition[this.radioField] = this.radioValue;\n\t\tthis.wiki.addTiddler(new $tw.Tiddler(this.wiki.getCreationFields(),{title: this.radioTitle},tiddler,addition,this.wiki.getModificationFields()));\n\t}\n};\n\nRadioWidget.prototype.handleChangeEvent = function(event) {\n\tif(this.inputDomNode.checked) {\n\t\tthis.setValue();\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nRadioWidget.prototype.execute = function() {\n\t// Get the parameters from the attributes\n\tthis.radioTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.radioField = this.getAttribute(\"field\",\"text\");\n\tthis.radioIndex = this.getAttribute(\"index\");\n\tthis.radioValue = this.getAttribute(\"value\");\n\tthis.radioClass = this.getAttribute(\"class\",\"\");\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nRadioWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes.index || changedAttributes.value || changedAttributes[\"class\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\tvar refreshed = false;\n\t\tif(changedTiddlers[this.radioTitle]) {\n\t\t\tthis.inputDomNode.checked = this.getValue() === this.radioValue;\n\t\t\trefreshed = true;\n\t\t}\n\t\treturn this.refreshChildren(changedTiddlers) || refreshed;\n\t}\n};\n\nexports.radio = RadioWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/range.js": {
"title": "$:/core/modules/widgets/range.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/range.js\ntype: application/javascript\nmodule-type: widget\n\nRange widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar RangeWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nRangeWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nRangeWidget.prototype.render = function(parent,nextSibling) {\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Create our elements\n\tthis.inputDomNode = this.document.createElement(\"input\");\n\tthis.inputDomNode.setAttribute(\"type\",\"range\");\n\tthis.inputDomNode.setAttribute(\"class\",this.elementClass);\n\tif(this.minValue){\n\t\tthis.inputDomNode.setAttribute(\"min\", this.minValue);\n\t}\n\tif(this.maxValue){\n\t\tthis.inputDomNode.setAttribute(\"max\", this.maxValue);\n\t}\n\tif(this.increment){\n\t\tthis.inputDomNode.setAttribute(\"step\", this.increment);\n\t}\n\tthis.inputDomNode.value = this.getValue();\n\n\n\t// Add a click event handler\n\t$tw.utils.addEventListeners(this.inputDomNode,[\n\t\t{name: \"input\", handlerObject: this, handlerMethod: \"handleChangeEvent\"}\n\t]);\n\t// Insert the label into the DOM and render any children\n\tparent.insertBefore(this.inputDomNode,nextSibling);\n\tthis.domNodes.push(this.inputDomNode);\n};\n\nRangeWidget.prototype.getValue = function() {\n\tvar tiddler = this.wiki.getTiddler(this.tiddlerTitle),\n\t\tvalue = this.defaultValue;\n\tif(tiddler) {\n\t\tif($tw.utils.hop(tiddler.fields,this.tiddlerField)) {\n\t\t\tvalue = tiddler.fields[this.tiddlerField] || \"\";\n\t\t} else {\n\t\t\tvalue = this.defaultValue || \"\";\n\t\t}\n\t}\n\treturn value;\n};\n\nRangeWidget.prototype.handleChangeEvent = function(event) {\n\tthis.wiki.setText(this.tiddlerTitle ,this.tiddlerField, null,this.inputDomNode.value);\n};\n\n/*\nCompute the internal state of the widget\n*/\nRangeWidget.prototype.execute = function() {\n\t// Get the parameters from the attributes\n\tthis.tiddlerTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.tiddlerField = this.getAttribute(\"field\");\n\tthis.minValue = this.getAttribute(\"min\");\n\tthis.maxValue = this.getAttribute(\"max\");\n\tthis.increment = this.getAttribute(\"increment\");\n\tthis.defaultValue = this.getAttribute(\"default\");\n\tthis.elementClass = this.getAttribute(\"class\",\"\");\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nRangeWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes['min'] || changedAttributes['max'] || changedAttributes['increment'] || changedAttributes[\"default\"] || changedAttributes[\"class\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\tvar refreshed = false;\n\t\tif(changedTiddlers[this.tiddlerTitle]) {\n\t\t\tthis.inputDomNode.checked = this.getValue();\n\t\t\trefreshed = true;\n\t\t}\n\t\treturn this.refreshChildren(changedTiddlers) || refreshed;\n\t}\n};\n\nexports.range = RangeWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/raw.js": {
"title": "$:/core/modules/widgets/raw.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/raw.js\ntype: application/javascript\nmodule-type: widget\n\nRaw widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar RawWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nRawWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nRawWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.execute();\n\tvar div = this.document.createElement(\"div\");\n\tdiv.innerHTML=this.parseTreeNode.html;\n\tparent.insertBefore(div,nextSibling);\n\tthis.domNodes.push(div);\t\n};\n\n/*\nCompute the internal state of the widget\n*/\nRawWidget.prototype.execute = function() {\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nRawWidget.prototype.refresh = function(changedTiddlers) {\n\treturn false;\n};\n\nexports.raw = RawWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/reveal.js": {
"title": "$:/core/modules/widgets/reveal.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/reveal.js\ntype: application/javascript\nmodule-type: widget\n\nReveal widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar RevealWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nRevealWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nRevealWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar tag = this.parseTreeNode.isBlock ? \"div\" : \"span\";\n\tif(this.revealTag && $tw.config.htmlUnsafeElements.indexOf(this.revealTag) === -1) {\n\t\ttag = this.revealTag;\n\t}\n\tvar domNode = this.document.createElement(tag);\n\tvar classes = this[\"class\"].split(\" \") || [];\n\tclasses.push(\"tc-reveal\");\n\tdomNode.className = classes.join(\" \");\n\tif(this.style) {\n\t\tdomNode.setAttribute(\"style\",this.style);\n\t}\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tif(!domNode.isTiddlyWikiFakeDom && this.type === \"popup\" && this.isOpen) {\n\t\tthis.positionPopup(domNode);\n\t\t$tw.utils.addClass(domNode,\"tc-popup\"); // Make sure that clicks don't dismiss popups within the revealed content\n\t}\n\tif(!this.isOpen) {\n\t\tdomNode.setAttribute(\"hidden\",\"true\");\n\t}\n\tthis.domNodes.push(domNode);\n};\n\nRevealWidget.prototype.positionPopup = function(domNode) {\n\tdomNode.style.position = \"absolute\";\n\tdomNode.style.zIndex = \"1000\";\n\tvar left,top;\n\tswitch(this.position) {\n\t\tcase \"left\":\n\t\t\tleft = this.popup.left - domNode.offsetWidth;\n\t\t\ttop = this.popup.top;\n\t\t\tbreak;\n\t\tcase \"above\":\n\t\t\tleft = this.popup.left;\n\t\t\ttop = this.popup.top - domNode.offsetHeight;\n\t\t\tbreak;\n\t\tcase \"aboveright\":\n\t\t\tleft = this.popup.left + this.popup.width;\n\t\t\ttop = this.popup.top + this.popup.height - domNode.offsetHeight;\n\t\t\tbreak;\n\t\tcase \"right\":\n\t\t\tleft = this.popup.left + this.popup.width;\n\t\t\ttop = this.popup.top;\n\t\t\tbreak;\n\t\tcase \"belowleft\":\n\t\t\tleft = this.popup.left + this.popup.width - domNode.offsetWidth;\n\t\t\ttop = this.popup.top + this.popup.height;\n\t\t\tbreak;\n\t\tdefault: // Below\n\t\t\tleft = this.popup.left;\n\t\t\ttop = this.popup.top + this.popup.height;\n\t\t\tbreak;\n\t}\n\tif(!this.positionAllowNegative) {\n\t\tleft = Math.max(0,left);\n\t\ttop = Math.max(0,top);\n\t}\n\tdomNode.style.left = left + \"px\";\n\tdomNode.style.top = top + \"px\";\n};\n\n/*\nCompute the internal state of the widget\n*/\nRevealWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.state = this.getAttribute(\"state\");\n\tthis.revealTag = this.getAttribute(\"tag\");\n\tthis.type = this.getAttribute(\"type\");\n\tthis.text = this.getAttribute(\"text\");\n\tthis.position = this.getAttribute(\"position\");\n\tthis.positionAllowNegative = this.getAttribute(\"positionAllowNegative\") === \"yes\";\n\tthis[\"class\"] = this.getAttribute(\"class\",\"\");\n\tthis.style = this.getAttribute(\"style\",\"\");\n\tthis[\"default\"] = this.getAttribute(\"default\",\"\");\n\tthis.animate = this.getAttribute(\"animate\",\"no\");\n\tthis.retain = this.getAttribute(\"retain\",\"no\");\n\tthis.openAnimation = this.animate === \"no\" ? undefined : \"open\";\n\tthis.closeAnimation = this.animate === \"no\" ? undefined : \"close\";\n\t// Compute the title of the state tiddler and read it\n\tthis.stateTiddlerTitle = this.state;\n\tthis.stateTitle = this.getAttribute(\"stateTitle\");\n\tthis.stateField = this.getAttribute(\"stateField\");\n\tthis.stateIndex = this.getAttribute(\"stateIndex\");\n\tthis.readState();\n\t// Construct the child widgets\n\tvar childNodes = this.isOpen ? this.parseTreeNode.children : [];\n\tthis.hasChildNodes = this.isOpen;\n\tthis.makeChildWidgets(childNodes);\n};\n\n/*\nRead the state tiddler\n*/\nRevealWidget.prototype.readState = function() {\n\t// Read the information from the state tiddler\n\tvar state,\n\t defaultState = this[\"default\"];\n\tif(this.stateTitle) {\n\t\tvar stateTitleTiddler = this.wiki.getTiddler(this.stateTitle);\n\t\tif(this.stateField) {\n\t\t\tstate = stateTitleTiddler ? stateTitleTiddler.getFieldString(this.stateField) || defaultState : defaultState;\n\t\t} else if(this.stateIndex) {\n\t\t\tstate = stateTitleTiddler ? this.wiki.extractTiddlerDataItem(this.stateTitle,this.stateIndex) || defaultState : defaultState;\n\t\t} else if(stateTitleTiddler) {\n\t\t\tstate = this.wiki.getTiddlerText(this.stateTitle) || defaultState;\n\t\t} else {\n\t\t\tstate = defaultState;\n\t\t}\n\t} else {\n\t\tstate = this.stateTiddlerTitle ? this.wiki.getTextReference(this.state,this[\"default\"],this.getVariable(\"currentTiddler\")) : this[\"default\"];\n\t}\n\tif(state === null) {\n\t\tstate = this[\"default\"];\n\t}\n\tswitch(this.type) {\n\t\tcase \"popup\":\n\t\t\tthis.readPopupState(state);\n\t\t\tbreak;\n\t\tcase \"match\":\n\t\t\tthis.isOpen = this.text === state;\n\t\t\tbreak;\n\t\tcase \"nomatch\":\n\t\t\tthis.isOpen = this.text !== state;\n\t\t\tbreak;\n\t\tcase \"lt\":\n\t\t\tthis.isOpen = !!(this.compareStateText(state) < 0);\n\t\t\tbreak;\n\t\tcase \"gt\":\n\t\t\tthis.isOpen = !!(this.compareStateText(state) > 0);\n\t\t\tbreak;\n\t\tcase \"lteq\":\n\t\t\tthis.isOpen = !(this.compareStateText(state) > 0);\n\t\t\tbreak;\n\t\tcase \"gteq\":\n\t\t\tthis.isOpen = !(this.compareStateText(state) < 0);\n\t\t\tbreak;\n\t}\n};\n\nRevealWidget.prototype.compareStateText = function(state) {\n\treturn state.localeCompare(this.text,undefined,{numeric: true,sensitivity: \"case\"});\n};\n\nRevealWidget.prototype.readPopupState = function(state) {\n\tvar popupLocationRegExp = /^\\((-?[0-9\\.E]+),(-?[0-9\\.E]+),(-?[0-9\\.E]+),(-?[0-9\\.E]+)\\)$/,\n\t\tmatch = popupLocationRegExp.exec(state);\n\t// Check if the state matches the location regexp\n\tif(match) {\n\t\t// If so, we're open\n\t\tthis.isOpen = true;\n\t\t// Get the location\n\t\tthis.popup = {\n\t\t\tleft: parseFloat(match[1]),\n\t\t\ttop: parseFloat(match[2]),\n\t\t\twidth: parseFloat(match[3]),\n\t\t\theight: parseFloat(match[4])\n\t\t};\n\t} else {\n\t\t// If not, we're closed\n\t\tthis.isOpen = false;\n\t}\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nRevealWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.state || changedAttributes.type || changedAttributes.text || changedAttributes.position || changedAttributes.positionAllowNegative || changedAttributes[\"default\"] || changedAttributes.animate || changedAttributes.stateTitle || changedAttributes.stateField || changedAttributes.stateIndex) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\tvar currentlyOpen = this.isOpen;\n\t\tthis.readState();\n\t\tif(this.isOpen !== currentlyOpen) {\n\t\t\tif(this.retain === \"yes\") {\n\t\t\t\tthis.updateState();\n\t\t\t} else {\n\t\t\t\tthis.refreshSelf();\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\n/*\nCalled by refresh() to dynamically show or hide the content\n*/\nRevealWidget.prototype.updateState = function() {\n\tvar self = this;\n\t// Read the current state\n\tthis.readState();\n\t// Construct the child nodes if needed\n\tvar domNode = this.domNodes[0];\n\tif(this.isOpen && !this.hasChildNodes) {\n\t\tthis.hasChildNodes = true;\n\t\tthis.makeChildWidgets(this.parseTreeNode.children);\n\t\tthis.renderChildren(domNode,null);\n\t}\n\t// Animate our DOM node\n\tif(!domNode.isTiddlyWikiFakeDom && this.type === \"popup\" && this.isOpen) {\n\t\tthis.positionPopup(domNode);\n\t\t$tw.utils.addClass(domNode,\"tc-popup\"); // Make sure that clicks don't dismiss popups within the revealed content\n\n\t}\n\tif(this.isOpen) {\n\t\tdomNode.removeAttribute(\"hidden\");\n $tw.anim.perform(this.openAnimation,domNode);\n\t} else {\n\t\t$tw.anim.perform(this.closeAnimation,domNode,{callback: function() {\n\t\t\t//make sure that the state hasn't changed during the close animation\n\t\t\tself.readState()\n\t\t\tif(!self.isOpen) {\n\t\t\t\tdomNode.setAttribute(\"hidden\",\"true\");\n\t\t\t}\n\t\t}});\n\t}\n};\n\nexports.reveal = RevealWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/scrollable.js": {
"title": "$:/core/modules/widgets/scrollable.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/scrollable.js\ntype: application/javascript\nmodule-type: widget\n\nScrollable widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar ScrollableWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n\tthis.scaleFactor = 1;\n\tthis.addEventListeners([\n\t\t{type: \"tm-scroll\", handler: \"handleScrollEvent\"}\n\t]);\n\tif($tw.browser) {\n\t\tthis.requestAnimationFrame = window.requestAnimationFrame ||\n\t\t\twindow.webkitRequestAnimationFrame ||\n\t\t\twindow.mozRequestAnimationFrame ||\n\t\t\tfunction(callback) {\n\t\t\t\treturn window.setTimeout(callback, 1000/60);\n\t\t\t};\n\t\tthis.cancelAnimationFrame = window.cancelAnimationFrame ||\n\t\t\twindow.webkitCancelAnimationFrame ||\n\t\t\twindow.webkitCancelRequestAnimationFrame ||\n\t\t\twindow.mozCancelAnimationFrame ||\n\t\t\twindow.mozCancelRequestAnimationFrame ||\n\t\t\tfunction(id) {\n\t\t\t\twindow.clearTimeout(id);\n\t\t\t};\n\t}\n};\n\n/*\nInherit from the base widget class\n*/\nScrollableWidget.prototype = new Widget();\n\nScrollableWidget.prototype.cancelScroll = function() {\n\tif(this.idRequestFrame) {\n\t\tthis.cancelAnimationFrame.call(window,this.idRequestFrame);\n\t\tthis.idRequestFrame = null;\n\t}\n};\n\n/*\nHandle a scroll event\n*/\nScrollableWidget.prototype.handleScrollEvent = function(event) {\n\t// Pass the scroll event through if our offsetsize is larger than our scrollsize\n\tif(this.outerDomNode.scrollWidth <= this.outerDomNode.offsetWidth && this.outerDomNode.scrollHeight <= this.outerDomNode.offsetHeight && this.fallthrough === \"yes\") {\n\t\treturn true;\n\t}\n\tthis.scrollIntoView(event.target);\n\treturn false; // Handled event\n};\n\n/*\nScroll an element into view\n*/\nScrollableWidget.prototype.scrollIntoView = function(element) {\n\tvar duration = $tw.utils.getAnimationDuration();\n\tthis.cancelScroll();\n\tthis.startTime = Date.now();\n\tvar scrollPosition = {\n\t\tx: this.outerDomNode.scrollLeft,\n\t\ty: this.outerDomNode.scrollTop\n\t};\n\t// Get the client bounds of the element and adjust by the scroll position\n\tvar scrollableBounds = this.outerDomNode.getBoundingClientRect(),\n\t\tclientTargetBounds = element.getBoundingClientRect(),\n\t\tbounds = {\n\t\t\tleft: clientTargetBounds.left + scrollPosition.x - scrollableBounds.left,\n\t\t\ttop: clientTargetBounds.top + scrollPosition.y - scrollableBounds.top,\n\t\t\twidth: clientTargetBounds.width,\n\t\t\theight: clientTargetBounds.height\n\t\t};\n\t// We'll consider the horizontal and vertical scroll directions separately via this function\n\tvar getEndPos = function(targetPos,targetSize,currentPos,currentSize) {\n\t\t\t// If the target is already visible then stay where we are\n\t\t\tif(targetPos >= currentPos && (targetPos + targetSize) <= (currentPos + currentSize)) {\n\t\t\t\treturn currentPos;\n\t\t\t// If the target is above/left of the current view, then scroll to its top/left\n\t\t\t} else if(targetPos <= currentPos) {\n\t\t\t\treturn targetPos;\n\t\t\t// If the target is smaller than the window and the scroll position is too far up, then scroll till the target is at the bottom of the window\n\t\t\t} else if(targetSize < currentSize && currentPos < (targetPos + targetSize - currentSize)) {\n\t\t\t\treturn targetPos + targetSize - currentSize;\n\t\t\t// If the target is big, then just scroll to the top\n\t\t\t} else if(currentPos < targetPos) {\n\t\t\t\treturn targetPos;\n\t\t\t// Otherwise, stay where we are\n\t\t\t} else {\n\t\t\t\treturn currentPos;\n\t\t\t}\n\t\t},\n\t\tendX = getEndPos(bounds.left,bounds.width,scrollPosition.x,this.outerDomNode.offsetWidth),\n\t\tendY = getEndPos(bounds.top,bounds.height,scrollPosition.y,this.outerDomNode.offsetHeight);\n\t// Only scroll if necessary\n\tif(endX !== scrollPosition.x || endY !== scrollPosition.y) {\n\t\tvar self = this,\n\t\t\tdrawFrame;\n\t\tdrawFrame = function () {\n\t\t\tvar t;\n\t\t\tif(duration <= 0) {\n\t\t\t\tt = 1;\n\t\t\t} else {\n\t\t\t\tt = ((Date.now()) - self.startTime) / duration;\t\n\t\t\t}\n\t\t\tif(t >= 1) {\n\t\t\t\tself.cancelScroll();\n\t\t\t\tt = 1;\n\t\t\t}\n\t\t\tt = $tw.utils.slowInSlowOut(t);\n\t\t\tself.outerDomNode.scrollLeft = scrollPosition.x + (endX - scrollPosition.x) * t;\n\t\t\tself.outerDomNode.scrollTop = scrollPosition.y + (endY - scrollPosition.y) * t;\n\t\t\tif(t < 1) {\n\t\t\t\tself.idRequestFrame = self.requestAnimationFrame.call(window,drawFrame);\n\t\t\t}\n\t\t};\n\t\tdrawFrame();\n\t}\n};\n\n/*\nRender this widget into the DOM\n*/\nScrollableWidget.prototype.render = function(parent,nextSibling) {\n\tvar self = this;\n\t// Remember parent\n\tthis.parentDomNode = parent;\n\t// Compute attributes and execute state\n\tthis.computeAttributes();\n\tthis.execute();\n\t// Create elements\n\tthis.outerDomNode = this.document.createElement(\"div\");\n\t$tw.utils.setStyle(this.outerDomNode,[\n\t\t{overflowY: \"auto\"},\n\t\t{overflowX: \"auto\"},\n\t\t{webkitOverflowScrolling: \"touch\"}\n\t]);\n\tthis.innerDomNode = this.document.createElement(\"div\");\n\tthis.outerDomNode.appendChild(this.innerDomNode);\n\t// Assign classes\n\tthis.outerDomNode.className = this[\"class\"] || \"\";\n\t// Insert element\n\tparent.insertBefore(this.outerDomNode,nextSibling);\n\tthis.renderChildren(this.innerDomNode,null);\n\tthis.domNodes.push(this.outerDomNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nScrollableWidget.prototype.execute = function() {\n\t// Get attributes\n\tthis.fallthrough = this.getAttribute(\"fallthrough\",\"yes\");\n\tthis[\"class\"] = this.getAttribute(\"class\");\n\t// Make child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nScrollableWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes[\"class\"]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.scrollable = ScrollableWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/select.js": {
"title": "$:/core/modules/widgets/select.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/select.js\ntype: application/javascript\nmodule-type: widget\n\nSelect widget:\n\n```\n<$select tiddler=\"MyTiddler\" field=\"text\">\n<$list filter=\"[tag[chapter]]\">\n<option value=<<currentTiddler>>>\n<$view field=\"description\"/>\n</option>\n</$list>\n</$select>\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar SelectWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nSelectWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nSelectWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n\tthis.setSelectValue();\n\t$tw.utils.addEventListeners(this.getSelectDomNode(),[\n\t\t{name: \"change\", handlerObject: this, handlerMethod: \"handleChangeEvent\"}\n\t]);\n};\n\n/*\nHandle a change event\n*/\nSelectWidget.prototype.handleChangeEvent = function(event) {\n\t// Get the new value and assign it to the tiddler\n\tif(this.selectMultiple == false) {\n\t\tvar value = this.getSelectDomNode().value;\n\t} else {\n\t\tvar value = this.getSelectValues()\n\t\t\t\tvalue = $tw.utils.stringifyList(value);\n\t}\n\tthis.wiki.setText(this.selectTitle,this.selectField,this.selectIndex,value);\n\t// Trigger actions\n\tif(this.selectActions) {\n\t\tthis.invokeActionString(this.selectActions,this,event);\n\t}\n};\n\n/*\nIf necessary, set the value of the select element to the current value\n*/\nSelectWidget.prototype.setSelectValue = function() {\n\tvar value = this.selectDefault;\n\t// Get the value\n\tif(this.selectIndex) {\n\t\tvalue = this.wiki.extractTiddlerDataItem(this.selectTitle,this.selectIndex,value);\n\t} else {\n\t\tvar tiddler = this.wiki.getTiddler(this.selectTitle);\n\t\tif(tiddler) {\n\t\t\tif(this.selectField === \"text\") {\n\t\t\t\t// Calling getTiddlerText() triggers lazy loading of skinny tiddlers\n\t\t\t\tvalue = this.wiki.getTiddlerText(this.selectTitle);\n\t\t\t} else {\n\t\t\t\tif($tw.utils.hop(tiddler.fields,this.selectField)) {\n\t\t\t\t\tvalue = tiddler.getFieldString(this.selectField);\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tif(this.selectField === \"title\") {\n\t\t\t\tvalue = this.selectTitle;\n\t\t\t}\n\t\t}\n\t}\n\t// Assign it to the select element if it's different than the current value\n\tif (this.selectMultiple) {\n\t\tvalue = value === undefined ? \"\" : value;\n\t\tvar select = this.getSelectDomNode();\n\t\tvar values = Array.isArray(value) ? value : $tw.utils.parseStringArray(value);\n\t\tfor(var i=0; i < select.children.length; i++){\n\t\t\tif(values.indexOf(select.children[i].value) != -1) {\n\t\t\t\tselect.children[i].selected = true;\n\t\t\t}\n\t\t}\n\t\t\n\t} else {\n\t\tvar domNode = this.getSelectDomNode();\n\t\tif(domNode.value !== value) {\n\t\t\tdomNode.value = value;\n\t\t}\n\t}\n};\n\n/*\nGet the DOM node of the select element\n*/\nSelectWidget.prototype.getSelectDomNode = function() {\n\treturn this.children[0].domNodes[0];\n};\n\n// Return an array of the selected opion values\n// select is an HTML select element\nSelectWidget.prototype.getSelectValues = function() {\n\tvar select, result, options, opt;\n\tselect = this.getSelectDomNode();\n\tresult = [];\n\toptions = select && select.options;\n\tfor (var i=0; i<options.length; i++) {\n\t\topt = options[i];\n\t\tif (opt.selected) {\n\t\t\tresult.push(opt.value || opt.text);\n\t\t}\n\t}\n\treturn result;\n}\n\n/*\nCompute the internal state of the widget\n*/\nSelectWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.selectActions = this.getAttribute(\"actions\");\n\tthis.selectTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.selectField = this.getAttribute(\"field\",\"text\");\n\tthis.selectIndex = this.getAttribute(\"index\");\n\tthis.selectClass = this.getAttribute(\"class\");\n\tthis.selectDefault = this.getAttribute(\"default\");\n\tthis.selectMultiple = this.getAttribute(\"multiple\", false);\n\tthis.selectSize = this.getAttribute(\"size\");\n\tthis.selectTooltip = this.getAttribute(\"tooltip\");\n\t// Make the child widgets\n\tvar selectNode = {\n\t\ttype: \"element\",\n\t\ttag: \"select\",\n\t\tchildren: this.parseTreeNode.children\n\t};\n\tif(this.selectClass) {\n\t\t$tw.utils.addAttributeToParseTreeNode(selectNode,\"class\",this.selectClass);\n\t}\n\tif(this.selectMultiple) {\n\t\t$tw.utils.addAttributeToParseTreeNode(selectNode,\"multiple\",\"multiple\");\n\t}\n\tif(this.selectSize) {\n\t\t$tw.utils.addAttributeToParseTreeNode(selectNode,\"size\",this.selectSize);\n\t}\n\tif(this.selectTooltip) {\n\t\t$tw.utils.addAttributeToParseTreeNode(selectNode,\"title\",this.selectTooltip);\n\t}\n\tthis.makeChildWidgets([selectNode]);\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nSelectWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\t// If we're using a different tiddler/field/index then completely refresh ourselves\n\tif(changedAttributes.selectTitle || changedAttributes.selectField || changedAttributes.selectIndex || changedAttributes.selectTooltip) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t// If the target tiddler value has changed, just update setting and refresh the children\n\t} else {\n\t\tvar childrenRefreshed = this.refreshChildren(changedTiddlers);\n\t\tif(changedTiddlers[this.selectTitle] || childrenRefreshed) {\n\t\t\tthis.setSelectValue();\n\t\t} \n\t\treturn childrenRefreshed;\n\t}\n};\n\nexports.select = SelectWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/set.js": {
"title": "$:/core/modules/widgets/set.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/set.js\ntype: application/javascript\nmodule-type: widget\n\nSet variable widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar SetWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nSetWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nSetWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nSetWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.setName = this.getAttribute(\"name\",\"currentTiddler\");\n\tthis.setFilter = this.getAttribute(\"filter\");\n\tthis.setSelect = this.getAttribute(\"select\");\n\tthis.setTiddler = this.getAttribute(\"tiddler\");\n\tthis.setSubTiddler = this.getAttribute(\"subtiddler\");\n\tthis.setField = this.getAttribute(\"field\");\n\tthis.setIndex = this.getAttribute(\"index\");\n\tthis.setValue = this.getAttribute(\"value\");\n\tthis.setEmptyValue = this.getAttribute(\"emptyValue\");\n\t// Set context variable\n\tthis.setVariable(this.setName,this.getValue(),this.parseTreeNode.params,!!this.parseTreeNode.isMacroDefinition);\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nGet the value to be assigned\n*/\nSetWidget.prototype.getValue = function() {\n\tvar value = this.setValue;\n\tif(this.setTiddler) {\n\t\tvar tiddler;\n\t\tif(this.setSubTiddler) {\n\t\t\ttiddler = this.wiki.getSubTiddler(this.setTiddler,this.setSubTiddler);\n\t\t} else {\n\t\t\ttiddler = this.wiki.getTiddler(this.setTiddler);\t\t\t\n\t\t}\n\t\tif(!tiddler) {\n\t\t\tvalue = this.setEmptyValue;\n\t\t} else if(this.setField) {\n\t\t\tvalue = tiddler.getFieldString(this.setField) || this.setEmptyValue;\n\t\t} else if(this.setIndex) {\n\t\t\tvalue = this.wiki.extractTiddlerDataItem(this.setTiddler,this.setIndex,this.setEmptyValue);\n\t\t} else {\n\t\t\tvalue = tiddler.fields.text || this.setEmptyValue ;\n\t\t}\n\t} else if(this.setFilter) {\n\t\tvar results = this.wiki.filterTiddlers(this.setFilter,this);\n\t\tif(this.setValue == null) {\n\t\t\tvar select;\n\t\t\tif(this.setSelect) {\n\t\t\t\tselect = parseInt(this.setSelect,10);\n\t\t\t}\n\t\t\tif(select !== undefined) {\n\t\t\t\tvalue = results[select] || \"\";\n\t\t\t} else {\n\t\t\t\tvalue = $tw.utils.stringifyList(results);\t\t\t\n\t\t\t}\n\t\t}\n\t\tif(results.length === 0 && this.setEmptyValue !== undefined) {\n\t\t\tvalue = this.setEmptyValue;\n\t\t}\n\t} else if(!value && this.setEmptyValue) {\n\t\tvalue = this.setEmptyValue;\n\t}\n\treturn value || \"\";\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nSetWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.name || changedAttributes.filter || changedAttributes.select || changedAttributes.tiddler || (this.setTiddler && changedTiddlers[this.setTiddler]) || changedAttributes.field || changedAttributes.index || changedAttributes.value || changedAttributes.emptyValue ||\n\t (this.setFilter && this.getValue() != this.variables[this.setName].value)) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports.setvariable = SetWidget;\nexports.set = SetWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/text.js": {
"title": "$:/core/modules/widgets/text.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/text.js\ntype: application/javascript\nmodule-type: widget\n\nText node widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar TextNodeWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nTextNodeWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nTextNodeWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tvar text = this.getAttribute(\"text\",this.parseTreeNode.text || \"\");\n\ttext = text.replace(/\\r/mg,\"\");\n\tvar textNode = this.document.createTextNode(text);\n\tparent.insertBefore(textNode,nextSibling);\n\tthis.domNodes.push(textNode);\n};\n\n/*\nCompute the internal state of the widget\n*/\nTextNodeWidget.prototype.execute = function() {\n\t// Nothing to do for a text node\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nTextNodeWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.text) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn false;\t\n\t}\n};\n\nexports.text = TextNodeWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/tiddler.js": {
"title": "$:/core/modules/widgets/tiddler.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/tiddler.js\ntype: application/javascript\nmodule-type: widget\n\nTiddler widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar TiddlerWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nTiddlerWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nTiddlerWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nTiddlerWidget.prototype.execute = function() {\n\tthis.tiddlerState = this.computeTiddlerState();\n\tthis.setVariable(\"currentTiddler\",this.tiddlerState.currentTiddler);\n\tthis.setVariable(\"missingTiddlerClass\",this.tiddlerState.missingTiddlerClass);\n\tthis.setVariable(\"shadowTiddlerClass\",this.tiddlerState.shadowTiddlerClass);\n\tthis.setVariable(\"systemTiddlerClass\",this.tiddlerState.systemTiddlerClass);\n\tthis.setVariable(\"tiddlerTagClasses\",this.tiddlerState.tiddlerTagClasses);\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nCompute the tiddler state flags\n*/\nTiddlerWidget.prototype.computeTiddlerState = function() {\n\t// Get our parameters\n\tthis.tiddlerTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\t// Compute the state\n\tvar state = {\n\t\tcurrentTiddler: this.tiddlerTitle || \"\",\n\t\tmissingTiddlerClass: (this.wiki.tiddlerExists(this.tiddlerTitle) || this.wiki.isShadowTiddler(this.tiddlerTitle)) ? \"tc-tiddler-exists\" : \"tc-tiddler-missing\",\n\t\tshadowTiddlerClass: this.wiki.isShadowTiddler(this.tiddlerTitle) ? \"tc-tiddler-shadow\" : \"\",\n\t\tsystemTiddlerClass: this.wiki.isSystemTiddler(this.tiddlerTitle) ? \"tc-tiddler-system\" : \"\",\n\t\ttiddlerTagClasses: this.getTagClasses()\n\t};\n\t// Compute a simple hash to make it easier to detect changes\n\tstate.hash = state.currentTiddler + state.missingTiddlerClass + state.shadowTiddlerClass + state.systemTiddlerClass + state.tiddlerTagClasses;\n\treturn state;\n};\n\n/*\nCreate a string of CSS classes derived from the tags of the current tiddler\n*/\nTiddlerWidget.prototype.getTagClasses = function() {\n\tvar tiddler = this.wiki.getTiddler(this.tiddlerTitle);\n\tif(tiddler) {\n\t\tvar tags = [];\n\t\t$tw.utils.each(tiddler.fields.tags,function(tag) {\n\t\t\ttags.push(\"tc-tagged-\" + encodeURIComponent(tag));\n\t\t});\n\t\treturn tags.join(\" \");\n\t} else {\n\t\treturn \"\";\n\t}\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nTiddlerWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes(),\n\t\tnewTiddlerState = this.computeTiddlerState();\n\tif(changedAttributes.tiddler || newTiddlerState.hash !== this.tiddlerState.hash) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\t\t\n\t}\n};\n\nexports.tiddler = TiddlerWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/transclude.js": {
"title": "$:/core/modules/widgets/transclude.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/transclude.js\ntype: application/javascript\nmodule-type: widget\n\nTransclude widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar TranscludeWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nTranscludeWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nTranscludeWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nTranscludeWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.transcludeTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.transcludeSubTiddler = this.getAttribute(\"subtiddler\");\n\tthis.transcludeField = this.getAttribute(\"field\");\n\tthis.transcludeIndex = this.getAttribute(\"index\");\n\tthis.transcludeMode = this.getAttribute(\"mode\");\n\t// Parse the text reference\n\tvar parseAsInline = !this.parseTreeNode.isBlock;\n\tif(this.transcludeMode === \"inline\") {\n\t\tparseAsInline = true;\n\t} else if(this.transcludeMode === \"block\") {\n\t\tparseAsInline = false;\n\t}\n\tvar parser = this.wiki.parseTextReference(\n\t\t\t\t\t\tthis.transcludeTitle,\n\t\t\t\t\t\tthis.transcludeField,\n\t\t\t\t\t\tthis.transcludeIndex,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tparseAsInline: parseAsInline,\n\t\t\t\t\t\t\tsubTiddler: this.transcludeSubTiddler\n\t\t\t\t\t\t}),\n\t\tparseTreeNodes = parser ? parser.tree : this.parseTreeNode.children;\n\t// Set context variables for recursion detection\n\tvar recursionMarker = this.makeRecursionMarker();\n\tthis.setVariable(\"transclusion\",recursionMarker);\n\t// Check for recursion\n\tif(parser) {\n\t\tif(this.parentWidget && this.parentWidget.hasVariable(\"transclusion\",recursionMarker)) {\n\t\t\tparseTreeNodes = [{type: \"element\", tag: \"span\", attributes: {\n\t\t\t\t\"class\": {type: \"string\", value: \"tc-error\"}\n\t\t\t}, children: [\n\t\t\t\t{type: \"text\", text: $tw.language.getString(\"Error/RecursiveTransclusion\")}\n\t\t\t]}];\n\t\t}\n\t}\n\t// Construct the child widgets\n\tthis.makeChildWidgets(parseTreeNodes);\n};\n\n/*\nCompose a string comprising the title, field and/or index to identify this transclusion for recursion detection\n*/\nTranscludeWidget.prototype.makeRecursionMarker = function() {\n\tvar output = [];\n\toutput.push(\"{\");\n\toutput.push(this.getVariable(\"currentTiddler\",{defaultValue: \"\"}));\n\toutput.push(\"|\");\n\toutput.push(this.transcludeTitle || \"\");\n\toutput.push(\"|\");\n\toutput.push(this.transcludeField || \"\");\n\toutput.push(\"|\");\n\toutput.push(this.transcludeIndex || \"\");\n\toutput.push(\"|\");\n\toutput.push(this.transcludeSubTiddler || \"\");\n\toutput.push(\"}\");\n\treturn output.join(\"\");\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nTranscludeWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes.index || changedTiddlers[this.transcludeTitle]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\t\t\n\t}\n};\n\nexports.transclude = TranscludeWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/vars.js": {
"title": "$:/core/modules/widgets/vars.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/vars.js\ntype: application/javascript\nmodule-type: widget\n\nThis widget allows multiple variables to be set in one go:\n\n```\n\\define helloworld() Hello world!\n<$vars greeting=\"Hi\" me={{!!title}} sentence=<<helloworld>>>\n <<greeting>>! I am <<me>> and I say: <<sentence>>\n</$vars>\n```\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar VarsWidget = function(parseTreeNode,options) {\n\t// Call the constructor\n\tWidget.call(this);\n\t// Initialise\t\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nVarsWidget.prototype = Object.create(Widget.prototype);\n\n/*\nRender this widget into the DOM\n*/\nVarsWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nVarsWidget.prototype.execute = function() {\n\t// Parse variables\n\tvar self = this;\n\t$tw.utils.each(this.attributes,function(val,key) {\n\t\tif(key.charAt(0) !== \"$\") {\n\t\t\tself.setVariable(key,val);\n\t\t}\n\t});\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nRefresh the widget by ensuring our attributes are up to date\n*/\nVarsWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(Object.keys(changedAttributes).length) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports[\"vars\"] = VarsWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/view.js": {
"title": "$:/core/modules/widgets/view.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/view.js\ntype: application/javascript\nmodule-type: widget\n\nView widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar ViewWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nViewWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nViewWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tif(this.text) {\n\t\tvar textNode = this.document.createTextNode(this.text);\n\t\tparent.insertBefore(textNode,nextSibling);\n\t\tthis.domNodes.push(textNode);\n\t} else {\n\t\tthis.makeChildWidgets();\n\t\tthis.renderChildren(parent,nextSibling);\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nViewWidget.prototype.execute = function() {\n\t// Get parameters from our attributes\n\tthis.viewTitle = this.getAttribute(\"tiddler\",this.getVariable(\"currentTiddler\"));\n\tthis.viewSubtiddler = this.getAttribute(\"subtiddler\");\n\tthis.viewField = this.getAttribute(\"field\",\"text\");\n\tthis.viewIndex = this.getAttribute(\"index\");\n\tthis.viewFormat = this.getAttribute(\"format\",\"text\");\n\tthis.viewTemplate = this.getAttribute(\"template\",\"\");\n\tthis.viewMode = this.getAttribute(\"mode\",\"block\");\n\tswitch(this.viewFormat) {\n\t\tcase \"htmlwikified\":\n\t\t\tthis.text = this.getValueAsHtmlWikified(this.viewMode);\n\t\t\tbreak;\n\t\tcase \"plainwikified\":\n\t\t\tthis.text = this.getValueAsPlainWikified(this.viewMode);\n\t\t\tbreak;\n\t\tcase \"htmlencodedplainwikified\":\n\t\t\tthis.text = this.getValueAsHtmlEncodedPlainWikified(this.viewMode);\n\t\t\tbreak;\n\t\tcase \"htmlencoded\":\n\t\t\tthis.text = this.getValueAsHtmlEncoded();\n\t\t\tbreak;\n\t\tcase \"urlencoded\":\n\t\t\tthis.text = this.getValueAsUrlEncoded();\n\t\t\tbreak;\n\t\tcase \"doubleurlencoded\":\n\t\t\tthis.text = this.getValueAsDoubleUrlEncoded();\n\t\t\tbreak;\n\t\tcase \"date\":\n\t\t\tthis.text = this.getValueAsDate(this.viewTemplate);\n\t\t\tbreak;\n\t\tcase \"relativedate\":\n\t\t\tthis.text = this.getValueAsRelativeDate();\n\t\t\tbreak;\n\t\tcase \"stripcomments\":\n\t\t\tthis.text = this.getValueAsStrippedComments();\n\t\t\tbreak;\n\t\tcase \"jsencoded\":\n\t\t\tthis.text = this.getValueAsJsEncoded();\n\t\t\tbreak;\n\t\tdefault: // \"text\"\n\t\t\tthis.text = this.getValueAsText();\n\t\t\tbreak;\n\t}\n};\n\n/*\nThe various formatter functions are baked into this widget for the moment. Eventually they will be replaced by macro functions\n*/\n\n/*\nRetrieve the value of the widget. Options are:\nasString: Optionally return the value as a string\n*/\nViewWidget.prototype.getValue = function(options) {\n\toptions = options || {};\n\tvar value = options.asString ? \"\" : undefined;\n\tif(this.viewIndex) {\n\t\tvalue = this.wiki.extractTiddlerDataItem(this.viewTitle,this.viewIndex);\n\t} else {\n\t\tvar tiddler;\n\t\tif(this.viewSubtiddler) {\n\t\t\ttiddler = this.wiki.getSubTiddler(this.viewTitle,this.viewSubtiddler);\t\n\t\t} else {\n\t\t\ttiddler = this.wiki.getTiddler(this.viewTitle);\n\t\t}\n\t\tif(tiddler) {\n\t\t\tif(this.viewField === \"text\" && !this.viewSubtiddler) {\n\t\t\t\t// Calling getTiddlerText() triggers lazy loading of skinny tiddlers\n\t\t\t\tvalue = this.wiki.getTiddlerText(this.viewTitle);\n\t\t\t} else {\n\t\t\t\tif($tw.utils.hop(tiddler.fields,this.viewField)) {\n\t\t\t\t\tif(options.asString) {\n\t\t\t\t\t\tvalue = tiddler.getFieldString(this.viewField);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvalue = tiddler.fields[this.viewField];\t\t\t\t\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tif(this.viewField === \"title\") {\n\t\t\t\tvalue = this.viewTitle;\n\t\t\t}\n\t\t}\n\t}\n\treturn value;\n};\n\nViewWidget.prototype.getValueAsText = function() {\n\treturn this.getValue({asString: true});\n};\n\nViewWidget.prototype.getValueAsHtmlWikified = function(mode) {\n\treturn this.wiki.renderText(\"text/html\",\"text/vnd.tiddlywiki\",this.getValueAsText(),{\n\t\tparseAsInline: mode !== \"block\",\n\t\tparentWidget: this\n\t});\n};\n\nViewWidget.prototype.getValueAsPlainWikified = function(mode) {\n\treturn this.wiki.renderText(\"text/plain\",\"text/vnd.tiddlywiki\",this.getValueAsText(),{\n\t\tparseAsInline: mode !== \"block\",\n\t\tparentWidget: this\n\t});\n};\n\nViewWidget.prototype.getValueAsHtmlEncodedPlainWikified = function(mode) {\n\treturn $tw.utils.htmlEncode(this.wiki.renderText(\"text/plain\",\"text/vnd.tiddlywiki\",this.getValueAsText(),{\n\t\tparseAsInline: mode !== \"block\",\n\t\tparentWidget: this\n\t}));\n};\n\nViewWidget.prototype.getValueAsHtmlEncoded = function() {\n\treturn $tw.utils.htmlEncode(this.getValueAsText());\n};\n\nViewWidget.prototype.getValueAsUrlEncoded = function() {\n\treturn encodeURIComponent(this.getValueAsText());\n};\n\nViewWidget.prototype.getValueAsDoubleUrlEncoded = function() {\n\treturn encodeURIComponent(encodeURIComponent(this.getValueAsText()));\n};\n\nViewWidget.prototype.getValueAsDate = function(format) {\n\tformat = format || \"YYYY MM DD 0hh:0mm\";\n\tvar value = $tw.utils.parseDate(this.getValue());\n\tif(value && $tw.utils.isDate(value) && value.toString() !== \"Invalid Date\") {\n\t\treturn $tw.utils.formatDateString(value,format);\n\t} else {\n\t\treturn \"\";\n\t}\n};\n\nViewWidget.prototype.getValueAsRelativeDate = function(format) {\n\tvar value = $tw.utils.parseDate(this.getValue());\n\tif(value && $tw.utils.isDate(value) && value.toString() !== \"Invalid Date\") {\n\t\treturn $tw.utils.getRelativeDate((new Date()) - (new Date(value))).description;\n\t} else {\n\t\treturn \"\";\n\t}\n};\n\nViewWidget.prototype.getValueAsStrippedComments = function() {\n\tvar lines = this.getValueAsText().split(\"\\n\"),\n\t\tout = [];\n\tfor(var line=0; line<lines.length; line++) {\n\t\tvar text = lines[line];\n\t\tif(!/^\\s*\\/\\/#/.test(text)) {\n\t\t\tout.push(text);\n\t\t}\n\t}\n\treturn out.join(\"\\n\");\n};\n\nViewWidget.prototype.getValueAsJsEncoded = function() {\n\treturn $tw.utils.stringify(this.getValueAsText());\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nViewWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.tiddler || changedAttributes.field || changedAttributes.index || changedAttributes.template || changedAttributes.format || changedTiddlers[this.viewTitle]) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn false;\t\n\t}\n};\n\nexports.view = ViewWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/widget.js": {
"title": "$:/core/modules/widgets/widget.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/widget.js\ntype: application/javascript\nmodule-type: widget\n\nWidget base class\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nCreate a widget object for a parse tree node\n\tparseTreeNode: reference to the parse tree node to be rendered\n\toptions: see below\nOptions include:\n\twiki: mandatory reference to wiki associated with this render tree\n\tparentWidget: optional reference to a parent renderer node for the context chain\n\tdocument: optional document object to use instead of global document\n*/\nvar Widget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInitialise widget properties. These steps are pulled out of the constructor so that we can reuse them in subclasses\n*/\nWidget.prototype.initialise = function(parseTreeNode,options) {\n\t// Bail if parseTreeNode is undefined, meaning that the widget constructor was called without any arguments so that it can be subclassed\n\tif(parseTreeNode === undefined) {\n\t\treturn;\n\t}\n\toptions = options || {};\n\t// Save widget info\n\tthis.parseTreeNode = parseTreeNode;\n\tthis.wiki = options.wiki;\n\tthis.parentWidget = options.parentWidget;\n\tthis.variablesConstructor = function() {};\n\tthis.variablesConstructor.prototype = this.parentWidget ? this.parentWidget.variables : {};\n\tthis.variables = new this.variablesConstructor();\n\tthis.document = options.document;\n\tthis.attributes = {};\n\tthis.children = [];\n\tthis.domNodes = [];\n\tthis.eventListeners = {};\n\t// Hashmap of the widget classes\n\tif(!this.widgetClasses) {\n\t\t// Get widget classes\n\t\tWidget.prototype.widgetClasses = $tw.modules.applyMethods(\"widget\");\n\t\t// Process any subclasses\n\t\t$tw.modules.forEachModuleOfType(\"widget-subclass\",function(title,module) {\n\t\t\tif(module.baseClass) {\n\t\t\t\tvar baseClass = Widget.prototype.widgetClasses[module.baseClass];\n\t\t\t\tif(!baseClass) {\n\t\t\t\t\tthrow \"Module '\" + title + \"' is attemping to extend a non-existent base class '\" + module.baseClass + \"'\";\n\t\t\t\t}\n\t\t\t\tvar subClass = module.constructor;\n\t\t\t\tsubClass.prototype = new baseClass();\n\t\t\t\t$tw.utils.extend(subClass.prototype,module.prototype);\n\t\t\t\tWidget.prototype.widgetClasses[module.name || module.baseClass] = subClass;\n\t\t\t}\n\t\t});\n\t}\n};\n\n/*\nRender this widget into the DOM\n*/\nWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nWidget.prototype.execute = function() {\n\tthis.makeChildWidgets();\n};\n\n/*\nSet the value of a context variable\nname: name of the variable\nvalue: value of the variable\nparams: array of {name:, default:} for each parameter\nisMacroDefinition: true if the variable is set via a \\define macro pragma (and hence should have variable substitution performed)\n*/\nWidget.prototype.setVariable = function(name,value,params,isMacroDefinition) {\n\tthis.variables[name] = {value: value, params: params, isMacroDefinition: !!isMacroDefinition};\n};\n\n/*\nGet the prevailing value of a context variable\nname: name of variable\noptions: see below\nOptions include\nparams: array of {name:, value:} for each parameter\ndefaultValue: default value if the variable is not defined\n\nReturns an object with the following fields:\n\nparams: array of {name:,value:} of parameters passed to wikitext variables\ntext: text of variable, with parameters properly substituted\n*/\nWidget.prototype.getVariableInfo = function(name,options) {\n\toptions = options || {};\n\tvar actualParams = options.params || [],\n\t\tparentWidget = this.parentWidget;\n\t// Check for the variable defined in the parent widget (or an ancestor in the prototype chain)\n\tif(parentWidget && name in parentWidget.variables) {\n\t\tvar variable = parentWidget.variables[name],\n\t\t\tvalue = variable.value,\n\t\t\tparams = this.resolveVariableParameters(variable.params,actualParams);\n\t\t// Substitute any parameters specified in the definition\n\t\t$tw.utils.each(params,function(param) {\n\t\t\tvalue = $tw.utils.replaceString(value,new RegExp(\"\\\\$\" + $tw.utils.escapeRegExp(param.name) + \"\\\\$\",\"mg\"),param.value);\n\t\t});\n\t\t// Only substitute variable references if this variable was defined with the \\define pragma\n\t\tif(variable.isMacroDefinition) {\n\t\t\tvalue = this.substituteVariableReferences(value);\t\t\t\n\t\t}\n\t\treturn {\n\t\t\ttext: value,\n\t\t\tparams: params\n\t\t};\n\t}\n\t// If the variable doesn't exist in the parent widget then look for a macro module\n\treturn {\n\t\ttext: this.evaluateMacroModule(name,actualParams,options.defaultValue)\n\t};\n};\n\n/*\nSimplified version of getVariableInfo() that just returns the text\n*/\nWidget.prototype.getVariable = function(name,options) {\n\treturn this.getVariableInfo(name,options).text;\n};\n\nWidget.prototype.resolveVariableParameters = function(formalParams,actualParams) {\n\tformalParams = formalParams || [];\n\tactualParams = actualParams || [];\n\tvar nextAnonParameter = 0, // Next candidate anonymous parameter in macro call\n\t\tparamInfo, paramValue,\n\t\tresults = [];\n\t// Step through each of the parameters in the macro definition\n\tfor(var p=0; p<formalParams.length; p++) {\n\t\t// Check if we've got a macro call parameter with the same name\n\t\tparamInfo = formalParams[p];\n\t\tparamValue = undefined;\n\t\tfor(var m=0; m<actualParams.length; m++) {\n\t\t\tif(actualParams[m].name === paramInfo.name) {\n\t\t\t\tparamValue = actualParams[m].value;\n\t\t\t}\n\t\t}\n\t\t// If not, use the next available anonymous macro call parameter\n\t\twhile(nextAnonParameter < actualParams.length && actualParams[nextAnonParameter].name) {\n\t\t\tnextAnonParameter++;\n\t\t}\n\t\tif(paramValue === undefined && nextAnonParameter < actualParams.length) {\n\t\t\tparamValue = actualParams[nextAnonParameter++].value;\n\t\t}\n\t\t// If we've still not got a value, use the default, if any\n\t\tparamValue = paramValue || paramInfo[\"default\"] || \"\";\n\t\t// Store the parameter name and value\n\t\tresults.push({name: paramInfo.name, value: paramValue});\n\t}\n\treturn results;\n};\n\nWidget.prototype.substituteVariableReferences = function(text) {\n\tvar self = this;\n\treturn (text || \"\").replace(/\\$\\(([^\\)\\$]+)\\)\\$/g,function(match,p1,offset,string) {\n\t\treturn self.getVariable(p1,{defaultValue: \"\"});\n\t});\n};\n\nWidget.prototype.evaluateMacroModule = function(name,actualParams,defaultValue) {\n\tif($tw.utils.hop($tw.macros,name)) {\n\t\tvar macro = $tw.macros[name],\n\t\t\targs = [];\n\t\tif(macro.params.length > 0) {\n\t\t\tvar nextAnonParameter = 0, // Next candidate anonymous parameter in macro call\n\t\t\t\tparamInfo, paramValue;\n\t\t\t// Step through each of the parameters in the macro definition\n\t\t\tfor(var p=0; p<macro.params.length; p++) {\n\t\t\t\t// Check if we've got a macro call parameter with the same name\n\t\t\t\tparamInfo = macro.params[p];\n\t\t\t\tparamValue = undefined;\n\t\t\t\tfor(var m=0; m<actualParams.length; m++) {\n\t\t\t\t\tif(actualParams[m].name === paramInfo.name) {\n\t\t\t\t\t\tparamValue = actualParams[m].value;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// If not, use the next available anonymous macro call parameter\n\t\t\t\twhile(nextAnonParameter < actualParams.length && actualParams[nextAnonParameter].name) {\n\t\t\t\t\tnextAnonParameter++;\n\t\t\t\t}\n\t\t\t\tif(paramValue === undefined && nextAnonParameter < actualParams.length) {\n\t\t\t\t\tparamValue = actualParams[nextAnonParameter++].value;\n\t\t\t\t}\n\t\t\t\t// If we've still not got a value, use the default, if any\n\t\t\t\tparamValue = paramValue || paramInfo[\"default\"] || \"\";\n\t\t\t\t// Save the parameter\n\t\t\t\targs.push(paramValue);\n\t\t\t}\n\t\t}\n\t\telse for(var i=0; i<actualParams.length; ++i) {\n\t\t\targs.push(actualParams[i].value);\n\t\t}\n\t\treturn (macro.run.apply(this,args) || \"\").toString();\n\t} else {\n\t\treturn defaultValue;\n\t}\n};\n\n/*\nCheck whether a given context variable value exists in the parent chain\n*/\nWidget.prototype.hasVariable = function(name,value) {\n\tvar node = this;\n\twhile(node) {\n\t\tif($tw.utils.hop(node.variables,name) && node.variables[name].value === value) {\n\t\t\treturn true;\n\t\t}\n\t\tnode = node.parentWidget;\n\t}\n\treturn false;\n};\n\n/*\nConstruct a qualifying string based on a hash of concatenating the values of a given variable in the parent chain\n*/\nWidget.prototype.getStateQualifier = function(name) {\n\tthis.qualifiers = this.qualifiers || Object.create(null);\n\tname = name || \"transclusion\";\n\tif(this.qualifiers[name]) {\n\t\treturn this.qualifiers[name];\n\t} else {\n\t\tvar output = [],\n\t\t\tnode = this;\n\t\twhile(node && node.parentWidget) {\n\t\t\tif($tw.utils.hop(node.parentWidget.variables,name)) {\n\t\t\t\toutput.push(node.getVariable(name));\n\t\t\t}\n\t\t\tnode = node.parentWidget;\n\t\t}\n\t\tvar value = $tw.utils.hashString(output.join(\"\"));\n\t\tthis.qualifiers[name] = value;\n\t\treturn value;\n\t}\n};\n\n/*\nCompute the current values of the attributes of the widget. Returns a hashmap of the names of the attributes that have changed\n*/\nWidget.prototype.computeAttributes = function() {\n\tvar changedAttributes = {},\n\t\tself = this,\n\t\tvalue;\n\t$tw.utils.each(this.parseTreeNode.attributes,function(attribute,name) {\n\t\tif(attribute.type === \"filtered\") {\n\t\t\tvalue = self.wiki.filterTiddlers(attribute.filter,self)[0] || \"\";\n\t\t} else if(attribute.type === \"indirect\") {\n\t\t\tvalue = self.wiki.getTextReference(attribute.textReference,\"\",self.getVariable(\"currentTiddler\"));\n\t\t} else if(attribute.type === \"macro\") {\n\t\t\tvalue = self.getVariable(attribute.value.name,{params: attribute.value.params});\n\t\t} else { // String attribute\n\t\t\tvalue = attribute.value;\n\t\t}\n\t\t// Check whether the attribute has changed\n\t\tif(self.attributes[name] !== value) {\n\t\t\tself.attributes[name] = value;\n\t\t\tchangedAttributes[name] = true;\n\t\t}\n\t});\n\treturn changedAttributes;\n};\n\n/*\nCheck for the presence of an attribute\n*/\nWidget.prototype.hasAttribute = function(name) {\n\treturn $tw.utils.hop(this.attributes,name);\n};\n\n/*\nGet the value of an attribute\n*/\nWidget.prototype.getAttribute = function(name,defaultText) {\n\tif($tw.utils.hop(this.attributes,name)) {\n\t\treturn this.attributes[name];\n\t} else {\n\t\treturn defaultText;\n\t}\n};\n\n/*\nAssign the computed attributes of the widget to a domNode\noptions include:\nexcludeEventAttributes: ignores attributes whose name begins with \"on\"\n*/\nWidget.prototype.assignAttributes = function(domNode,options) {\n\toptions = options || {};\n\tvar self = this;\n\t$tw.utils.each(this.attributes,function(v,a) {\n\t\t// Check exclusions\n\t\tif(options.excludeEventAttributes && a.substr(0,2) === \"on\") {\n\t\t\tv = undefined;\n\t\t}\n\t\tif(v !== undefined) {\n\t\t\tvar b = a.split(\":\");\n\t\t\t// Setting certain attributes can cause a DOM error (eg xmlns on the svg element)\n\t\t\ttry {\n\t\t\t\tif (b.length == 2 && b[0] == \"xlink\"){\n\t\t\t\t\tdomNode.setAttributeNS(\"http://www.w3.org/1999/xlink\",b[1],v);\n\t\t\t\t} else {\n\t\t\t\t\tdomNode.setAttributeNS(null,a,v);\n\t\t\t\t}\n\t\t\t} catch(e) {\n\t\t\t}\n\t\t}\n\t});\n};\n\n/*\nMake child widgets correspondng to specified parseTreeNodes\n*/\nWidget.prototype.makeChildWidgets = function(parseTreeNodes) {\n\tthis.children = [];\n\tvar self = this;\n\t$tw.utils.each(parseTreeNodes || (this.parseTreeNode && this.parseTreeNode.children),function(childNode) {\n\t\tself.children.push(self.makeChildWidget(childNode));\n\t});\n};\n\n/*\nConstruct the widget object for a parse tree node\n*/\nWidget.prototype.makeChildWidget = function(parseTreeNode) {\n\tvar WidgetClass = this.widgetClasses[parseTreeNode.type];\n\tif(!WidgetClass) {\n\t\tWidgetClass = this.widgetClasses.text;\n\t\tparseTreeNode = {type: \"text\", text: \"Undefined widget '\" + parseTreeNode.type + \"'\"};\n\t}\n\treturn new WidgetClass(parseTreeNode,{\n\t\twiki: this.wiki,\n\t\tvariables: {},\n\t\tparentWidget: this,\n\t\tdocument: this.document\n\t});\n};\n\n/*\nGet the next sibling of this widget\n*/\nWidget.prototype.nextSibling = function() {\n\tif(this.parentWidget) {\n\t\tvar index = this.parentWidget.children.indexOf(this);\n\t\tif(index !== -1 && index < this.parentWidget.children.length-1) {\n\t\t\treturn this.parentWidget.children[index+1];\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nGet the previous sibling of this widget\n*/\nWidget.prototype.previousSibling = function() {\n\tif(this.parentWidget) {\n\t\tvar index = this.parentWidget.children.indexOf(this);\n\t\tif(index !== -1 && index > 0) {\n\t\t\treturn this.parentWidget.children[index-1];\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nRender the children of this widget into the DOM\n*/\nWidget.prototype.renderChildren = function(parent,nextSibling) {\n\tvar children = this.children;\n\tfor(var i = 0; i < children.length; i++) {\n\t\tchildren[i].render(parent,nextSibling);\n\t};\n};\n\n/*\nAdd a list of event listeners from an array [{type:,handler:},...]\n*/\nWidget.prototype.addEventListeners = function(listeners) {\n\tvar self = this;\n\t$tw.utils.each(listeners,function(listenerInfo) {\n\t\tself.addEventListener(listenerInfo.type,listenerInfo.handler);\n\t});\n};\n\n/*\nAdd an event listener\n*/\nWidget.prototype.addEventListener = function(type,handler) {\n\tvar self = this;\n\tif(typeof handler === \"string\") { // The handler is a method name on this widget\n\t\tthis.eventListeners[type] = function(event) {\n\t\t\treturn self[handler].call(self,event);\n\t\t};\n\t} else { // The handler is a function\n\t\tthis.eventListeners[type] = function(event) {\n\t\t\treturn handler.call(self,event);\n\t\t};\n\t}\n};\n\n/*\nDispatch an event to a widget. If the widget doesn't handle the event then it is also dispatched to the parent widget\n*/\nWidget.prototype.dispatchEvent = function(event) {\n\t// Dispatch the event if this widget handles it\n\tvar listener = this.eventListeners[event.type];\n\tif(listener) {\n\t\t// Don't propagate the event if the listener returned false\n\t\tif(!listener(event)) {\n\t\t\treturn false;\n\t\t}\n\t}\n\t// Dispatch the event to the parent widget\n\tif(this.parentWidget) {\n\t\treturn this.parentWidget.dispatchEvent(event);\n\t}\n\treturn true;\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nWidget.prototype.refresh = function(changedTiddlers) {\n\treturn this.refreshChildren(changedTiddlers);\n};\n\n/*\nRebuild a previously rendered widget\n*/\nWidget.prototype.refreshSelf = function() {\n\tvar nextSibling = this.findNextSiblingDomNode();\n\tthis.removeChildDomNodes();\n\tthis.render(this.parentDomNode,nextSibling);\n};\n\n/*\nRefresh all the children of a widget\n*/\nWidget.prototype.refreshChildren = function(changedTiddlers) {\n\tvar children = this.children,\n\t\trefreshed = false;\n\tfor (var i = 0; i < children.length; i++) {\n\t\trefreshed = children[i].refresh(changedTiddlers) || refreshed;\n\t}\n\treturn refreshed;\n};\n\n/*\nFind the next sibling in the DOM to this widget. This is done by scanning the widget tree through all next siblings and their descendents that share the same parent DOM node\n*/\nWidget.prototype.findNextSiblingDomNode = function(startIndex) {\n\t// Refer to this widget by its index within its parents children\n\tvar parent = this.parentWidget,\n\t\tindex = startIndex !== undefined ? startIndex : parent.children.indexOf(this);\nif(index === -1) {\n\tthrow \"node not found in parents children\";\n}\n\t// Look for a DOM node in the later siblings\n\twhile(++index < parent.children.length) {\n\t\tvar domNode = parent.children[index].findFirstDomNode();\n\t\tif(domNode) {\n\t\t\treturn domNode;\n\t\t}\n\t}\n\t// Go back and look for later siblings of our parent if it has the same parent dom node\n\tvar grandParent = parent.parentWidget;\n\tif(grandParent && parent.parentDomNode === this.parentDomNode) {\n\t\tindex = grandParent.children.indexOf(parent);\n\t\tif(index !== -1) {\n\t\t\treturn parent.findNextSiblingDomNode(index);\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nFind the first DOM node generated by a widget or its children\n*/\nWidget.prototype.findFirstDomNode = function() {\n\t// Return the first dom node of this widget, if we've got one\n\tif(this.domNodes.length > 0) {\n\t\treturn this.domNodes[0];\n\t}\n\t// Otherwise, recursively call our children\n\tfor(var t=0; t<this.children.length; t++) {\n\t\tvar domNode = this.children[t].findFirstDomNode();\n\t\tif(domNode) {\n\t\t\treturn domNode;\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nRemove any DOM nodes created by this widget or its children\n*/\nWidget.prototype.removeChildDomNodes = function() {\n\t// If this widget has directly created DOM nodes, delete them and exit. This assumes that any child widgets are contained within the created DOM nodes, which would normally be the case\n\tif(this.domNodes.length > 0) {\n\t\t$tw.utils.each(this.domNodes,function(domNode) {\n\t\t\tdomNode.parentNode.removeChild(domNode);\n\t\t});\n\t\tthis.domNodes = [];\n\t} else {\n\t\t// Otherwise, ask the child widgets to delete their DOM nodes\n\t\t$tw.utils.each(this.children,function(childWidget) {\n\t\t\tchildWidget.removeChildDomNodes();\n\t\t});\n\t}\n};\n\n/*\nInvoke the action widgets that are descendents of the current widget.\n*/\nWidget.prototype.invokeActions = function(triggeringWidget,event) {\n\tvar handled = false;\n\t// For each child widget\n\tfor(var t=0; t<this.children.length; t++) {\n\t\tvar child = this.children[t];\n\t\t// Invoke the child if it is an action widget\n\t\tif(child.invokeAction) {\n\t\t\tchild.refreshSelf();\n\t\t\tif(child.invokeAction(triggeringWidget,event)) {\n\t\t\t\thandled = true;\n\t\t\t}\n\t\t}\n\t\t// Propagate through through the child if it permits it\n\t\tif(child.allowActionPropagation() && child.invokeActions(triggeringWidget,event)) {\n\t\t\thandled = true;\n\t\t}\n\t}\n\treturn handled;\n};\n\n/*\nInvoke the action widgets defined in a string\n*/\nWidget.prototype.invokeActionString = function(actions,triggeringWidget,event,variables) {\n\tactions = actions || \"\";\n\tvar parser = this.wiki.parseText(\"text/vnd.tiddlywiki\",actions,{\n\t\t\tparentWidget: this,\n\t\t\tdocument: this.document\n\t\t}),\n\t\twidgetNode = this.wiki.makeWidget(parser,{\n\t\t\tparentWidget: this,\n\t\t\tdocument: this.document,\n\t\t\tvariables: variables\n\t\t});\n\tvar container = this.document.createElement(\"div\");\n\twidgetNode.render(container,null);\n\treturn widgetNode.invokeActions(this,event);\n};\n\nWidget.prototype.allowActionPropagation = function() {\n\treturn true;\n};\n\nexports.widget = Widget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/widgets/wikify.js": {
"title": "$:/core/modules/widgets/wikify.js",
"text": "/*\\\ntitle: $:/core/modules/widgets/wikify.js\ntype: application/javascript\nmodule-type: widget\n\nWidget to wikify text into a variable\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar WikifyWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nWikifyWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nWikifyWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nWikifyWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.wikifyName = this.getAttribute(\"name\");\n\tthis.wikifyText = this.getAttribute(\"text\");\n\tthis.wikifyType = this.getAttribute(\"type\");\n\tthis.wikifyMode = this.getAttribute(\"mode\",\"block\");\n\tthis.wikifyOutput = this.getAttribute(\"output\",\"text\");\n\t// Create the parse tree\n\tthis.wikifyParser = this.wiki.parseText(this.wikifyType,this.wikifyText,{\n\t\t\tparseAsInline: this.wikifyMode === \"inline\"\n\t\t});\n\t// Create the widget tree \n\tthis.wikifyWidgetNode = this.wiki.makeWidget(this.wikifyParser,{\n\t\t\tdocument: $tw.fakeDocument,\n\t\t\tparentWidget: this\n\t\t});\n\t// Render the widget tree to the container\n\tthis.wikifyContainer = $tw.fakeDocument.createElement(\"div\");\n\tthis.wikifyWidgetNode.render(this.wikifyContainer,null);\n\tthis.wikifyResult = this.getResult();\n\t// Set context variable\n\tthis.setVariable(this.wikifyName,this.wikifyResult);\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nReturn the result string\n*/\nWikifyWidget.prototype.getResult = function() {\n\tvar result;\n\tswitch(this.wikifyOutput) {\n\t\tcase \"text\":\n\t\t\tresult = this.wikifyContainer.textContent;\n\t\t\tbreak;\n\t\tcase \"formattedtext\":\n\t\t\tresult = this.wikifyContainer.formattedTextContent;\n\t\t\tbreak;\n\t\tcase \"html\":\n\t\t\tresult = this.wikifyContainer.innerHTML;\n\t\t\tbreak;\n\t\tcase \"parsetree\":\n\t\t\tresult = JSON.stringify(this.wikifyParser.tree,0,$tw.config.preferences.jsonSpaces);\n\t\t\tbreak;\n\t\tcase \"widgettree\":\n\t\t\tresult = JSON.stringify(this.getWidgetTree(),0,$tw.config.preferences.jsonSpaces);\n\t\t\tbreak;\n\t}\n\treturn result;\n};\n\n/*\nReturn a string of the widget tree\n*/\nWikifyWidget.prototype.getWidgetTree = function() {\n\tvar copyNode = function(widgetNode,resultNode) {\n\t\t\tvar type = widgetNode.parseTreeNode.type;\n\t\t\tresultNode.type = type;\n\t\t\tswitch(type) {\n\t\t\t\tcase \"element\":\n\t\t\t\t\tresultNode.tag = widgetNode.parseTreeNode.tag;\n\t\t\t\t\tbreak;\n\t\t\t\tcase \"text\":\n\t\t\t\t\tresultNode.text = widgetNode.parseTreeNode.text;\n\t\t\t\t\tbreak;\t\n\t\t\t}\n\t\t\tif(Object.keys(widgetNode.attributes || {}).length > 0) {\n\t\t\t\tresultNode.attributes = {};\n\t\t\t\t$tw.utils.each(widgetNode.attributes,function(attr,attrName) {\n\t\t\t\t\tresultNode.attributes[attrName] = widgetNode.getAttribute(attrName);\n\t\t\t\t});\n\t\t\t}\n\t\t\tif(Object.keys(widgetNode.children || {}).length > 0) {\n\t\t\t\tresultNode.children = [];\n\t\t\t\t$tw.utils.each(widgetNode.children,function(widgetChildNode) {\n\t\t\t\t\tvar node = {};\n\t\t\t\t\tresultNode.children.push(node);\n\t\t\t\t\tcopyNode(widgetChildNode,node);\n\t\t\t\t});\n\t\t\t}\n\t\t},\n\t\tresults = {};\n\tcopyNode(this.wikifyWidgetNode,results);\n\treturn results;\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nWikifyWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\t// Refresh ourselves entirely if any of our attributes have changed\n\tif(changedAttributes.name || changedAttributes.text || changedAttributes.type || changedAttributes.mode || changedAttributes.output) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\t// Refresh the widget tree\n\t\tif(this.wikifyWidgetNode.refresh(changedTiddlers)) {\n\t\t\t// Check if there was any change\n\t\t\tvar result = this.getResult();\n\t\t\tif(result !== this.wikifyResult) {\n\t\t\t\t// If so, save the change\n\t\t\t\tthis.wikifyResult = result;\n\t\t\t\tthis.setVariable(this.wikifyName,this.wikifyResult);\n\t\t\t\t// Refresh each of our child widgets\n\t\t\t\t$tw.utils.each(this.children,function(childWidget) {\n\t\t\t\t\tchildWidget.refreshSelf();\n\t\t\t\t});\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\t// Just refresh the children\n\t\treturn this.refreshChildren(changedTiddlers);\n\t}\n};\n\nexports.wikify = WikifyWidget;\n\n})();\n",
"type": "application/javascript",
"module-type": "widget"
},
"$:/core/modules/wiki-bulkops.js": {
"title": "$:/core/modules/wiki-bulkops.js",
"text": "/*\\\ntitle: $:/core/modules/wiki-bulkops.js\ntype: application/javascript\nmodule-type: wikimethod\n\nBulk tiddler operations such as rename.\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\n/*\nRename a tiddler, and relink any tags or lists that reference it.\n*/\nfunction renameTiddler(fromTitle,toTitle,options) {\n\tfromTitle = (fromTitle || \"\").trim();\n\ttoTitle = (toTitle || \"\").trim();\n\toptions = options || {};\n\tif(fromTitle && toTitle && fromTitle !== toTitle) {\n\t\t// Rename the tiddler itself\n\t\tvar oldTiddler = this.getTiddler(fromTitle),\n\t\t\tnewTiddler = new $tw.Tiddler(oldTiddler,{title: toTitle},this.getModificationFields());\n\t\tnewTiddler = $tw.hooks.invokeHook(\"th-renaming-tiddler\",newTiddler,oldTiddler);\n\t\tthis.addTiddler(newTiddler);\n\t\tthis.deleteTiddler(fromTitle);\n\t\t// Rename any tags or lists that reference it\n\t\tthis.relinkTiddler(fromTitle,toTitle,options)\n\t}\n}\n\n/*\nRelink any tags or lists that reference a given tiddler\n*/\nfunction relinkTiddler(fromTitle,toTitle,options) {\n\tvar self = this;\n\tfromTitle = (fromTitle || \"\").trim();\n\ttoTitle = (toTitle || \"\").trim();\n\toptions = options || {};\n\tif(fromTitle && toTitle && fromTitle !== toTitle) {\n\t\tthis.each(function(tiddler,title) {\n\t\t\tvar type = tiddler.fields.type || \"\";\n\t\t\t// Don't touch plugins or JavaScript modules\n\t\t\tif(!tiddler.fields[\"plugin-type\"] && type !== \"application/javascript\") {\n\t\t\t\tvar tags = tiddler.fields.tags ? tiddler.fields.tags.slice(0) : undefined,\n\t\t\t\t\tlist = tiddler.fields.list ? tiddler.fields.list.slice(0) : undefined,\n\t\t\t\t\tisModified = false;\n\t\t\t\tif(!options.dontRenameInTags) {\n\t\t\t\t\t// Rename tags\n\t\t\t\t\t$tw.utils.each(tags,function (title,index) {\n\t\t\t\t\t\tif(title === fromTitle) {\nconsole.log(\"Renaming tag '\" + tags[index] + \"' to '\" + toTitle + \"' of tiddler '\" + tiddler.fields.title + \"'\");\n\t\t\t\t\t\t\ttags[index] = toTitle;\n\t\t\t\t\t\t\tisModified = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tif(!options.dontRenameInLists) {\n\t\t\t\t\t// Rename lists\n\t\t\t\t\t$tw.utils.each(list,function (title,index) {\n\t\t\t\t\t\tif(title === fromTitle) {\nconsole.log(\"Renaming list item '\" + list[index] + \"' to '\" + toTitle + \"' of tiddler '\" + tiddler.fields.title + \"'\");\n\t\t\t\t\t\t\tlist[index] = toTitle;\n\t\t\t\t\t\t\tisModified = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tif(isModified) {\n\t\t\t\t\tvar newTiddler = new $tw.Tiddler(tiddler,{tags: tags, list: list},self.getModificationFields())\n\t\t\t\t\tnewTiddler = $tw.hooks.invokeHook(\"th-relinking-tiddler\",newTiddler,tiddler);\n\t\t\t\t\tself.addTiddler(newTiddler);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n};\n\nexports.renameTiddler = renameTiddler;\nexports.relinkTiddler = relinkTiddler;\n\n})();\n",
"type": "application/javascript",
"module-type": "wikimethod"
},
"$:/core/modules/wiki.js": {
"title": "$:/core/modules/wiki.js",
"text": "/*\\\ntitle: $:/core/modules/wiki.js\ntype: application/javascript\nmodule-type: wikimethod\n\nExtension methods for the $tw.Wiki object\n\nAdds the following properties to the wiki object:\n\n* `eventListeners` is a hashmap by type of arrays of listener functions\n* `changedTiddlers` is a hashmap describing changes to named tiddlers since wiki change events were last dispatched. Each entry is a hashmap containing two fields:\n\tmodified: true/false\n\tdeleted: true/false\n* `changeCount` is a hashmap by tiddler title containing a numerical index that starts at zero and is incremented each time a tiddler is created changed or deleted\n* `caches` is a hashmap by tiddler title containing a further hashmap of named cache objects. Caches are automatically cleared when a tiddler is modified or deleted\n* `globalCache` is a hashmap by cache name of cache objects that are cleared whenever any tiddler change occurs\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar widget = require(\"$:/core/modules/widgets/widget.js\");\n\nvar USER_NAME_TITLE = \"$:/status/UserName\",\n\tTIMESTAMP_DISABLE_TITLE = \"$:/config/TimestampDisable\";\n\n/*\nAdd available indexers to this wiki\n*/\nexports.addIndexersToWiki = function() {\n\tvar self = this;\n\t$tw.utils.each($tw.modules.applyMethods(\"indexer\"),function(Indexer,name) {\n\t\tself.addIndexer(new Indexer(self),name);\n\t});\n};\n\n/*\nGet the value of a text reference. Text references can have any of these forms:\n\t<tiddlertitle>\n\t<tiddlertitle>!!<fieldname>\n\t!!<fieldname> - specifies a field of the current tiddlers\n\t<tiddlertitle>##<index>\n*/\nexports.getTextReference = function(textRef,defaultText,currTiddlerTitle) {\n\tvar tr = $tw.utils.parseTextReference(textRef),\n\t\ttitle = tr.title || currTiddlerTitle;\n\tif(tr.field) {\n\t\tvar tiddler = this.getTiddler(title);\n\t\tif(tr.field === \"title\") { // Special case so we can return the title of a non-existent tiddler\n\t\t\treturn title;\n\t\t} else if(tiddler && $tw.utils.hop(tiddler.fields,tr.field)) {\n\t\t\treturn tiddler.getFieldString(tr.field);\n\t\t} else {\n\t\t\treturn defaultText;\n\t\t}\n\t} else if(tr.index) {\n\t\treturn this.extractTiddlerDataItem(title,tr.index,defaultText);\n\t} else {\n\t\treturn this.getTiddlerText(title,defaultText);\n\t}\n};\n\nexports.setTextReference = function(textRef,value,currTiddlerTitle) {\n\tvar tr = $tw.utils.parseTextReference(textRef),\n\t\ttitle = tr.title || currTiddlerTitle;\n\tthis.setText(title,tr.field,tr.index,value);\n};\n\nexports.setText = function(title,field,index,value,options) {\n\toptions = options || {};\n\tvar creationFields = options.suppressTimestamp ? {} : this.getCreationFields(),\n\t\tmodificationFields = options.suppressTimestamp ? {} : this.getModificationFields();\n\t// Check if it is a reference to a tiddler field\n\tif(index) {\n\t\tvar data = this.getTiddlerData(title,Object.create(null));\n\t\tif(value !== undefined) {\n\t\t\tdata[index] = value;\n\t\t} else {\n\t\t\tdelete data[index];\n\t\t}\n\t\tthis.setTiddlerData(title,data,modificationFields);\n\t} else {\n\t\tvar tiddler = this.getTiddler(title),\n\t\t\tfields = {title: title};\n\t\tfields[field || \"text\"] = value;\n\t\tthis.addTiddler(new $tw.Tiddler(creationFields,tiddler,fields,modificationFields));\n\t}\n};\n\nexports.deleteTextReference = function(textRef,currTiddlerTitle) {\n\tvar tr = $tw.utils.parseTextReference(textRef),\n\t\ttitle,tiddler,fields;\n\t// Check if it is a reference to a tiddler\n\tif(tr.title && !tr.field) {\n\t\tthis.deleteTiddler(tr.title);\n\t// Else check for a field reference\n\t} else if(tr.field) {\n\t\ttitle = tr.title || currTiddlerTitle;\n\t\ttiddler = this.getTiddler(title);\n\t\tif(tiddler && $tw.utils.hop(tiddler.fields,tr.field)) {\n\t\t\tfields = Object.create(null);\n\t\t\tfields[tr.field] = undefined;\n\t\t\tthis.addTiddler(new $tw.Tiddler(tiddler,fields,this.getModificationFields()));\n\t\t}\n\t}\n};\n\nexports.addEventListener = function(type,listener) {\n\tthis.eventListeners = this.eventListeners || {};\n\tthis.eventListeners[type] = this.eventListeners[type] || [];\n\tthis.eventListeners[type].push(listener);\t\n};\n\nexports.removeEventListener = function(type,listener) {\n\tvar listeners = this.eventListeners[type];\n\tif(listeners) {\n\t\tvar p = listeners.indexOf(listener);\n\t\tif(p !== -1) {\n\t\t\tlisteners.splice(p,1);\n\t\t}\n\t}\n};\n\nexports.dispatchEvent = function(type /*, args */) {\n\tvar args = Array.prototype.slice.call(arguments,1),\n\t\tlisteners = this.eventListeners[type];\n\tif(listeners) {\n\t\tfor(var p=0; p<listeners.length; p++) {\n\t\t\tvar listener = listeners[p];\n\t\t\tlistener.apply(listener,args);\n\t\t}\n\t}\n};\n\n/*\nCauses a tiddler to be marked as changed, incrementing the change count, and triggers event handlers.\nThis method should be called after the changes it describes have been made to the wiki.tiddlers[] array.\n\ttitle: Title of tiddler\n\tisDeleted: defaults to false (meaning the tiddler has been created or modified),\n\t\ttrue if the tiddler has been deleted\n*/\nexports.enqueueTiddlerEvent = function(title,isDeleted) {\n\t// Record the touch in the list of changed tiddlers\n\tthis.changedTiddlers = this.changedTiddlers || Object.create(null);\n\tthis.changedTiddlers[title] = this.changedTiddlers[title] || Object.create(null);\n\tthis.changedTiddlers[title][isDeleted ? \"deleted\" : \"modified\"] = true;\n\t// Increment the change count\n\tthis.changeCount = this.changeCount || Object.create(null);\n\tif($tw.utils.hop(this.changeCount,title)) {\n\t\tthis.changeCount[title]++;\n\t} else {\n\t\tthis.changeCount[title] = 1;\n\t}\n\t// Trigger events\n\tthis.eventListeners = this.eventListeners || {};\n\tif(!this.eventsTriggered) {\n\t\tvar self = this;\n\t\t$tw.utils.nextTick(function() {\n\t\t\tvar changes = self.changedTiddlers;\n\t\t\tself.changedTiddlers = Object.create(null);\n\t\t\tself.eventsTriggered = false;\n\t\t\tif($tw.utils.count(changes) > 0) {\n\t\t\t\tself.dispatchEvent(\"change\",changes);\n\t\t\t}\n\t\t});\n\t\tthis.eventsTriggered = true;\n\t}\n};\n\nexports.getSizeOfTiddlerEventQueue = function() {\n\treturn $tw.utils.count(this.changedTiddlers);\n};\n\nexports.clearTiddlerEventQueue = function() {\n\tthis.changedTiddlers = Object.create(null);\n\tthis.changeCount = Object.create(null);\n};\n\nexports.getChangeCount = function(title) {\n\tthis.changeCount = this.changeCount || Object.create(null);\n\tif($tw.utils.hop(this.changeCount,title)) {\n\t\treturn this.changeCount[title];\n\t} else {\n\t\treturn 0;\n\t}\n};\n\n/*\nGenerate an unused title from the specified base\n*/\nexports.generateNewTitle = function(baseTitle,options) {\n\toptions = options || {};\n\tvar c = 0,\n\t\ttitle = baseTitle;\n\twhile(this.tiddlerExists(title) || this.isShadowTiddler(title) || this.findDraft(title)) {\n\t\ttitle = baseTitle + \n\t\t\t(options.prefix || \" \") + \n\t\t\t(++c);\n\t}\n\treturn title;\n};\n\nexports.isSystemTiddler = function(title) {\n\treturn title && title.indexOf(\"$:/\") === 0;\n};\n\nexports.isTemporaryTiddler = function(title) {\n\treturn title && title.indexOf(\"$:/temp/\") === 0;\n};\n\nexports.isImageTiddler = function(title) {\n\tvar tiddler = this.getTiddler(title);\n\tif(tiddler) {\t\t\n\t\tvar contentTypeInfo = $tw.config.contentTypeInfo[tiddler.fields.type || \"text/vnd.tiddlywiki\"];\n\t\treturn !!contentTypeInfo && contentTypeInfo.flags.indexOf(\"image\") !== -1;\n\t} else {\n\t\treturn null;\n\t}\n};\n\n/*\nLike addTiddler() except it will silently reject any plugin tiddlers that are older than the currently loaded version. Returns true if the tiddler was imported\n*/\nexports.importTiddler = function(tiddler) {\n\tvar existingTiddler = this.getTiddler(tiddler.fields.title);\n\t// Check if we're dealing with a plugin\n\tif(tiddler && tiddler.hasField(\"plugin-type\") && tiddler.hasField(\"version\") && existingTiddler && existingTiddler.hasField(\"plugin-type\") && existingTiddler.hasField(\"version\")) {\n\t\t// Reject the incoming plugin if it is older\n\t\tif(!$tw.utils.checkVersions(tiddler.fields.version,existingTiddler.fields.version)) {\n\t\t\treturn false;\n\t\t}\n\t}\n\t// Fall through to adding the tiddler\n\tthis.addTiddler(tiddler);\n\treturn true;\n};\n\n/*\nReturn a hashmap of the fields that should be set when a tiddler is created\n*/\nexports.getCreationFields = function() {\n\tif(this.getTiddlerText(TIMESTAMP_DISABLE_TITLE,\"\").toLowerCase() !== \"yes\") {\n\t\tvar fields = {\n\t\t\t\tcreated: new Date()\n\t\t\t},\n\t\t\tcreator = this.getTiddlerText(USER_NAME_TITLE);\n\t\tif(creator) {\n\t\t\tfields.creator = creator;\n\t\t}\n\t\treturn fields;\n\t} else {\n\t\treturn {};\n\t}\n};\n\n/*\nReturn a hashmap of the fields that should be set when a tiddler is modified\n*/\nexports.getModificationFields = function() {\n\tif(this.getTiddlerText(TIMESTAMP_DISABLE_TITLE,\"\").toLowerCase() !== \"yes\") {\n\t\tvar fields = Object.create(null),\n\t\t\tmodifier = this.getTiddlerText(USER_NAME_TITLE);\n\t\tfields.modified = new Date();\n\t\tif(modifier) {\n\t\t\tfields.modifier = modifier;\n\t\t}\n\t\treturn fields;\n\t} else {\n\t\treturn {};\n\t}\n};\n\n/*\nReturn a sorted array of tiddler titles. Options include:\nsortField: field to sort by\nexcludeTag: tag to exclude\nincludeSystem: whether to include system tiddlers (defaults to false)\n*/\nexports.getTiddlers = function(options) {\n\toptions = options || Object.create(null);\n\tvar self = this,\n\t\tsortField = options.sortField || \"title\",\n\t\ttiddlers = [], t, titles = [];\n\tthis.each(function(tiddler,title) {\n\t\tif(options.includeSystem || !self.isSystemTiddler(title)) {\n\t\t\tif(!options.excludeTag || !tiddler.hasTag(options.excludeTag)) {\n\t\t\t\ttiddlers.push(tiddler);\n\t\t\t}\n\t\t}\n\t});\n\ttiddlers.sort(function(a,b) {\n\t\tvar aa = a.fields[sortField].toLowerCase() || \"\",\n\t\t\tbb = b.fields[sortField].toLowerCase() || \"\";\n\t\tif(aa < bb) {\n\t\t\treturn -1;\n\t\t} else {\n\t\t\tif(aa > bb) {\n\t\t\t\treturn 1;\n\t\t\t} else {\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t}\n\t});\n\tfor(t=0; t<tiddlers.length; t++) {\n\t\ttitles.push(tiddlers[t].fields.title);\n\t}\n\treturn titles;\n};\n\nexports.countTiddlers = function(excludeTag) {\n\tvar tiddlers = this.getTiddlers({excludeTag: excludeTag});\n\treturn $tw.utils.count(tiddlers);\n};\n\n/*\nReturns a function iterator(callback) that iterates through the specified titles, and invokes the callback with callback(tiddler,title)\n*/\nexports.makeTiddlerIterator = function(titles) {\n\tvar self = this;\n\tif(!$tw.utils.isArray(titles)) {\n\t\ttitles = Object.keys(titles);\n\t} else {\n\t\ttitles = titles.slice(0);\n\t}\n\treturn function(callback) {\n\t\ttitles.forEach(function(title) {\n\t\t\tcallback(self.getTiddler(title),title);\n\t\t});\n\t};\n};\n\n/*\nSort an array of tiddler titles by a specified field\n\ttitles: array of titles (sorted in place)\n\tsortField: name of field to sort by\n\tisDescending: true if the sort should be descending\n\tisCaseSensitive: true if the sort should consider upper and lower case letters to be different\n*/\nexports.sortTiddlers = function(titles,sortField,isDescending,isCaseSensitive,isNumeric,isAlphaNumeric) {\n\tvar self = this;\n\ttitles.sort(function(a,b) {\n\t\tvar x,y,\n\t\t\tcompareNumbers = function(x,y) {\n\t\t\t\tvar result = \n\t\t\t\t\tisNaN(x) && !isNaN(y) ? (isDescending ? -1 : 1) :\n\t\t\t\t\t!isNaN(x) && isNaN(y) ? (isDescending ? 1 : -1) :\n\t\t\t\t\t\t\t\t\t\t\t(isDescending ? y - x : x - y);\n\t\t\t\treturn result;\n\t\t\t};\n\t\tif(sortField !== \"title\") {\n\t\t\tvar tiddlerA = self.getTiddler(a),\n\t\t\t\ttiddlerB = self.getTiddler(b);\n\t\t\tif(tiddlerA) {\n\t\t\t\ta = tiddlerA.fields[sortField] || \"\";\n\t\t\t} else {\n\t\t\t\ta = \"\";\n\t\t\t}\n\t\t\tif(tiddlerB) {\n\t\t\t\tb = tiddlerB.fields[sortField] || \"\";\n\t\t\t} else {\n\t\t\t\tb = \"\";\n\t\t\t}\n\t\t}\n\t\tx = Number(a);\n\t\ty = Number(b);\n\t\tif(isNumeric && (!isNaN(x) || !isNaN(y))) {\n\t\t\treturn compareNumbers(x,y);\n\t\t} else if(isAlphaNumeric) {\n\t\t\treturn isDescending ? b.localeCompare(a,undefined,{numeric: true,sensitivity: \"base\"}) : a.localeCompare(b,undefined,{numeric: true,sensitivity: \"base\"});\n\t\t} else if($tw.utils.isDate(a) && $tw.utils.isDate(b)) {\n\t\t\treturn isDescending ? b - a : a - b;\n\t\t} else {\n\t\t\ta = String(a);\n\t\t\tb = String(b);\n\t\t\tif(!isCaseSensitive) {\n\t\t\t\ta = a.toLowerCase();\n\t\t\t\tb = b.toLowerCase();\n\t\t\t}\n\t\t\treturn isDescending ? b.localeCompare(a) : a.localeCompare(b);\n\t\t}\n\t});\n};\n\n/*\nFor every tiddler invoke a callback(title,tiddler) with `this` set to the wiki object. Options include:\nsortField: field to sort by\nexcludeTag: tag to exclude\nincludeSystem: whether to include system tiddlers (defaults to false)\n*/\nexports.forEachTiddler = function(/* [options,]callback */) {\n\tvar arg = 0,\n\t\toptions = arguments.length >= 2 ? arguments[arg++] : {},\n\t\tcallback = arguments[arg++],\n\t\ttitles = this.getTiddlers(options),\n\t\tt, tiddler;\n\tfor(t=0; t<titles.length; t++) {\n\t\ttiddler = this.getTiddler(titles[t]);\n\t\tif(tiddler) {\n\t\t\tcallback.call(this,tiddler.fields.title,tiddler);\n\t\t}\n\t}\n};\n\n/*\nReturn an array of tiddler titles that are directly linked from the specified tiddler\n*/\nexports.getTiddlerLinks = function(title) {\n\tvar self = this;\n\t// We'll cache the links so they only get computed if the tiddler changes\n\treturn this.getCacheForTiddler(title,\"links\",function() {\n\t\t// Parse the tiddler\n\t\tvar parser = self.parseTiddler(title);\n\t\t// Count up the links\n\t\tvar links = [],\n\t\t\tcheckParseTree = function(parseTree) {\n\t\t\t\tfor(var t=0; t<parseTree.length; t++) {\n\t\t\t\t\tvar parseTreeNode = parseTree[t];\n\t\t\t\t\tif(parseTreeNode.type === \"link\" && parseTreeNode.attributes.to && parseTreeNode.attributes.to.type === \"string\") {\n\t\t\t\t\t\tvar value = parseTreeNode.attributes.to.value;\n\t\t\t\t\t\tif(links.indexOf(value) === -1) {\n\t\t\t\t\t\t\tlinks.push(value);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif(parseTreeNode.children) {\n\t\t\t\t\t\tcheckParseTree(parseTreeNode.children);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\tif(parser) {\n\t\t\tcheckParseTree(parser.tree);\n\t\t}\n\t\treturn links;\n\t});\n};\n\n/*\nReturn an array of tiddler titles that link to the specified tiddler\n*/\nexports.getTiddlerBacklinks = function(targetTitle) {\n\tvar self = this,\n\t\tbacklinks = [];\n\tthis.forEachTiddler(function(title,tiddler) {\n\t\tvar links = self.getTiddlerLinks(title);\n\t\tif(links.indexOf(targetTitle) !== -1) {\n\t\t\tbacklinks.push(title);\n\t\t}\n\t});\n\treturn backlinks;\n};\n\n/*\nReturn a hashmap of tiddler titles that are referenced but not defined. Each value is the number of times the missing tiddler is referenced\n*/\nexports.getMissingTitles = function() {\n\tvar self = this,\n\t\tmissing = [];\n// We should cache the missing tiddler list, even if we recreate it every time any tiddler is modified\n\tthis.forEachTiddler(function(title,tiddler) {\n\t\tvar links = self.getTiddlerLinks(title);\n\t\t$tw.utils.each(links,function(link) {\n\t\t\tif((!self.tiddlerExists(link) && !self.isShadowTiddler(link)) && missing.indexOf(link) === -1) {\n\t\t\t\tmissing.push(link);\n\t\t\t}\n\t\t});\n\t});\n\treturn missing;\n};\n\nexports.getOrphanTitles = function() {\n\tvar self = this,\n\t\torphans = this.getTiddlers();\n\tthis.forEachTiddler(function(title,tiddler) {\n\t\tvar links = self.getTiddlerLinks(title);\n\t\t$tw.utils.each(links,function(link) {\n\t\t\tvar p = orphans.indexOf(link);\n\t\t\tif(p !== -1) {\n\t\t\t\torphans.splice(p,1);\n\t\t\t}\n\t\t});\n\t});\n\treturn orphans; // Todo\n};\n\n/*\nRetrieves a list of the tiddler titles that are tagged with a given tag\n*/\nexports.getTiddlersWithTag = function(tag) {\n\t// Try to use the indexer\n\tvar self = this,\n\t\ttagIndexer = this.getIndexer(\"TagIndexer\"),\n\t\tresults = tagIndexer && tagIndexer.subIndexers[3].lookup(tag);\n\tif(!results) {\n\t\t// If not available, perform a manual scan\n\t\tresults = this.getGlobalCache(\"taglist-\" + tag,function() {\n\t\t\tvar tagmap = self.getTagMap();\n\t\t\treturn self.sortByList(tagmap[tag],tag);\n\t\t});\n\t}\n\treturn results;\n};\n\n/*\nGet a hashmap by tag of arrays of tiddler titles\n*/\nexports.getTagMap = function() {\n\tvar self = this;\n\treturn this.getGlobalCache(\"tagmap\",function() {\n\t\tvar tags = Object.create(null),\n\t\t\tstoreTags = function(tagArray,title) {\n\t\t\t\tif(tagArray) {\n\t\t\t\t\tfor(var index=0; index<tagArray.length; index++) {\n\t\t\t\t\t\tvar tag = tagArray[index];\n\t\t\t\t\t\tif($tw.utils.hop(tags,tag)) {\n\t\t\t\t\t\t\ttags[tag].push(title);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttags[tag] = [title];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\ttitle, tiddler;\n\t\t// Collect up all the tags\n\t\tself.eachShadow(function(tiddler,title) {\n\t\t\tif(!self.tiddlerExists(title)) {\n\t\t\t\ttiddler = self.getTiddler(title);\n\t\t\t\tstoreTags(tiddler.fields.tags,title);\n\t\t\t}\n\t\t});\n\t\tself.each(function(tiddler,title) {\n\t\t\tstoreTags(tiddler.fields.tags,title);\n\t\t});\n\t\treturn tags;\n\t});\n};\n\n/*\nLookup a given tiddler and return a list of all the tiddlers that include it in the specified list field\n*/\nexports.findListingsOfTiddler = function(targetTitle,fieldName) {\n\tfieldName = fieldName || \"list\";\n\tvar titles = [];\n\tthis.each(function(tiddler,title) {\n\t\tvar list = $tw.utils.parseStringArray(tiddler.fields[fieldName]);\n\t\tif(list && list.indexOf(targetTitle) !== -1) {\n\t\t\ttitles.push(title);\n\t\t}\n\t});\n\treturn titles;\n};\n\n/*\nSorts an array of tiddler titles according to an ordered list\n*/\nexports.sortByList = function(array,listTitle) {\n\tvar self = this,\n\t\treplacedTitles = Object.create(null);\n\tfunction replaceItem(title) {\n\t\tif(!$tw.utils.hop(replacedTitles, title)) {\n\t\t\treplacedTitles[title] = true;\n\t\t\tvar newPos = -1,\n\t\t\t\ttiddler = self.getTiddler(title);\n\t\t\tif(tiddler) {\n\t\t\t\tvar beforeTitle = tiddler.fields[\"list-before\"],\n\t\t\t\t\tafterTitle = tiddler.fields[\"list-after\"];\n\t\t\t\tif(beforeTitle === \"\") {\n\t\t\t\t\tnewPos = 0;\n\t\t\t\t} else if(afterTitle === \"\") {\n\t\t\t\t\tnewPos = titles.length;\n\t\t\t\t} else if(beforeTitle) {\n\t\t\t\t\treplaceItem(beforeTitle);\n\t\t\t\t\tnewPos = titles.indexOf(beforeTitle);\n\t\t\t\t} else if(afterTitle) {\n\t\t\t\t\treplaceItem(afterTitle);\n\t\t\t\t\tnewPos = titles.indexOf(afterTitle);\n\t\t\t\t\tif(newPos >= 0) {\n\t\t\t\t\t\t++newPos;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// We get the currPos //after// figuring out the newPos, because recursive replaceItem calls might alter title's currPos\n\t\t\t\tvar currPos = titles.indexOf(title);\n\t\t\t\tif(newPos === -1) {\n\t\t\t\t\tnewPos = currPos;\n\t\t\t\t}\n\t\t\t\tif(currPos >= 0 && newPos !== currPos) {\n\t\t\t\t\ttitles.splice(currPos,1);\n\t\t\t\t\tif(newPos >= currPos) {\n\t\t\t\t\t\tnewPos--;\n\t\t\t\t\t}\n\t\t\t\t\ttitles.splice(newPos,0,title);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\tvar list = this.getTiddlerList(listTitle);\n\tif(!array || array.length === 0) {\n\t\treturn [];\n\t} else {\n\t\tvar titles = [], t, title;\n\t\t// First place any entries that are present in the list\n\t\tfor(t=0; t<list.length; t++) {\n\t\t\ttitle = list[t];\n\t\t\tif(array.indexOf(title) !== -1) {\n\t\t\t\ttitles.push(title);\n\t\t\t}\n\t\t}\n\t\t// Then place any remaining entries\n\t\tfor(t=0; t<array.length; t++) {\n\t\t\ttitle = array[t];\n\t\t\tif(list.indexOf(title) === -1) {\n\t\t\t\ttitles.push(title);\n\t\t\t}\n\t\t}\n\t\t// Finally obey the list-before and list-after fields of each tiddler in turn\n\t\tvar sortedTitles = titles.slice(0);\n\t\tfor(t=0; t<sortedTitles.length; t++) {\n\t\t\ttitle = sortedTitles[t];\n\t\t\treplaceItem(title);\n\t\t}\n\t\treturn titles;\n\t}\n};\n\nexports.getSubTiddler = function(title,subTiddlerTitle) {\n\tvar bundleInfo = this.getPluginInfo(title) || this.getTiddlerDataCached(title);\n\tif(bundleInfo && bundleInfo.tiddlers) {\n\t\tvar subTiddler = bundleInfo.tiddlers[subTiddlerTitle];\n\t\tif(subTiddler) {\n\t\t\treturn new $tw.Tiddler(subTiddler);\n\t\t}\n\t}\n\treturn null;\n};\n\n/*\nRetrieve a tiddler as a JSON string of the fields\n*/\nexports.getTiddlerAsJson = function(title) {\n\tvar tiddler = this.getTiddler(title);\n\tif(tiddler) {\n\t\tvar fields = Object.create(null);\n\t\t$tw.utils.each(tiddler.fields,function(value,name) {\n\t\t\tfields[name] = tiddler.getFieldString(name);\n\t\t});\n\t\treturn JSON.stringify(fields);\n\t} else {\n\t\treturn JSON.stringify({title: title});\n\t}\n};\n\nexports.getTiddlersAsJson = function(filter) {\n\tvar tiddlers = this.filterTiddlers(filter),\n\t\tdata = [];\n\tfor(var t=0;t<tiddlers.length; t++) {\n\t\tvar tiddler = this.getTiddler(tiddlers[t]);\n\t\tif(tiddler) {\n\t\t\tvar fields = new Object();\n\t\t\tfor(var field in tiddler.fields) {\n\t\t\t\tfields[field] = tiddler.getFieldString(field);\n\t\t\t}\n\t\t\tdata.push(fields);\n\t\t}\n\t}\n\treturn JSON.stringify(data,null,$tw.config.preferences.jsonSpaces);\n};\n\n/*\nGet the content of a tiddler as a JavaScript object. How this is done depends on the type of the tiddler:\n\napplication/json: the tiddler JSON is parsed into an object\napplication/x-tiddler-dictionary: the tiddler is parsed as sequence of name:value pairs\n\nOther types currently just return null.\n\ntitleOrTiddler: string tiddler title or a tiddler object\ndefaultData: default data to be returned if the tiddler is missing or doesn't contain data\n\nNote that the same value is returned for repeated calls for the same tiddler data. The value is frozen to prevent modification; otherwise modifications would be visible to all callers\n*/\nexports.getTiddlerDataCached = function(titleOrTiddler,defaultData) {\n\tvar self = this,\n\t\ttiddler = titleOrTiddler;\n\tif(!(tiddler instanceof $tw.Tiddler)) {\n\t\ttiddler = this.getTiddler(tiddler);\t\n\t}\n\tif(tiddler) {\n\t\treturn this.getCacheForTiddler(tiddler.fields.title,\"data\",function() {\n\t\t\t// Return the frozen value\n\t\t\tvar value = self.getTiddlerData(tiddler.fields.title,undefined);\n\t\t\t$tw.utils.deepFreeze(value);\n\t\t\treturn value;\n\t\t}) || defaultData;\n\t} else {\n\t\treturn defaultData;\n\t}\n};\n\n/*\nAlternative, uncached version of getTiddlerDataCached(). The return value can be mutated freely and reused\n*/\nexports.getTiddlerData = function(titleOrTiddler,defaultData) {\n\tvar tiddler = titleOrTiddler,\n\t\tdata;\n\tif(!(tiddler instanceof $tw.Tiddler)) {\n\t\ttiddler = this.getTiddler(tiddler);\t\n\t}\n\tif(tiddler && tiddler.fields.text) {\n\t\tswitch(tiddler.fields.type) {\n\t\t\tcase \"application/json\":\n\t\t\t\t// JSON tiddler\n\t\t\t\ttry {\n\t\t\t\t\tdata = JSON.parse(tiddler.fields.text);\n\t\t\t\t} catch([[ex]]) {\n\t\t\t\t\treturn defaultData;\n\t\t\t\t}\n\t\t\t\treturn data;\n\t\t\tcase \"application/x-tiddler-dictionary\":\n\t\t\t\treturn $tw.utils.parseFields(tiddler.fields.text);\n\t\t}\n\t}\n\treturn defaultData;\n};\n\n/*\nExtract an indexed field from within a data tiddler\n*/\nexports.extractTiddlerDataItem = function(titleOrTiddler,index,defaultText) {\n\tvar data = this.getTiddlerDataCached(titleOrTiddler,Object.create(null)),\n\t\ttext;\n\tif(data && $tw.utils.hop(data,index)) {\n\t\ttext = data[index];\n\t}\n\tif(typeof text === \"string\" || typeof text === \"number\") {\n\t\treturn text.toString();\n\t} else {\n\t\treturn defaultText;\n\t}\n};\n\n/*\nSet a tiddlers content to a JavaScript object. Currently this is done by setting the tiddler's type to \"application/json\" and setting the text to the JSON text of the data.\ntitle: title of tiddler\ndata: object that can be serialised to JSON\nfields: optional hashmap of additional tiddler fields to be set\n*/\nexports.setTiddlerData = function(title,data,fields) {\n\tvar existingTiddler = this.getTiddler(title),\n\t\tnewFields = {\n\t\t\ttitle: title\n\t};\n\tif(existingTiddler && existingTiddler.fields.type === \"application/x-tiddler-dictionary\") {\n\t\tnewFields.text = $tw.utils.makeTiddlerDictionary(data);\n\t} else {\n\t\tnewFields.type = \"application/json\";\n\t\tnewFields.text = JSON.stringify(data,null,$tw.config.preferences.jsonSpaces);\n\t}\n\tthis.addTiddler(new $tw.Tiddler(this.getCreationFields(),existingTiddler,fields,newFields,this.getModificationFields()));\n};\n\n/*\nReturn the content of a tiddler as an array containing each line\n*/\nexports.getTiddlerList = function(title,field,index) {\n\tif(index) {\n\t\treturn $tw.utils.parseStringArray(this.extractTiddlerDataItem(title,index,\"\"));\n\t}\n\tfield = field || \"list\";\n\tvar tiddler = this.getTiddler(title);\n\tif(tiddler) {\n\t\treturn ($tw.utils.parseStringArray(tiddler.fields[field]) || []).slice(0);\n\t}\n\treturn [];\n};\n\n// Return a named global cache object. Global cache objects are cleared whenever a tiddler change occurs\nexports.getGlobalCache = function(cacheName,initializer) {\n\tthis.globalCache = this.globalCache || Object.create(null);\n\tif($tw.utils.hop(this.globalCache,cacheName)) {\n\t\treturn this.globalCache[cacheName];\n\t} else {\n\t\tthis.globalCache[cacheName] = initializer();\n\t\treturn this.globalCache[cacheName];\n\t}\n};\n\nexports.clearGlobalCache = function() {\n\tthis.globalCache = Object.create(null);\n};\n\n// Return the named cache object for a tiddler. If the cache doesn't exist then the initializer function is invoked to create it\nexports.getCacheForTiddler = function(title,cacheName,initializer) {\n\tthis.caches = this.caches || Object.create(null);\n\tvar caches = this.caches[title];\n\tif(caches && caches[cacheName]) {\n\t\treturn caches[cacheName];\n\t} else {\n\t\tif(!caches) {\n\t\t\tcaches = Object.create(null);\n\t\t\tthis.caches[title] = caches;\n\t\t}\n\t\tcaches[cacheName] = initializer();\n\t\treturn caches[cacheName];\n\t}\n};\n\n// Clear all caches associated with a particular tiddler, or, if the title is null, clear all the caches for all the tiddlers\nexports.clearCache = function(title) {\n\tif(title) {\n\t\tthis.caches = this.caches || Object.create(null);\n\t\tif($tw.utils.hop(this.caches,title)) {\n\t\t\tdelete this.caches[title];\n\t\t}\n\t} else {\n\t\tthis.caches = Object.create(null);\n\t}\n};\n\nexports.initParsers = function(moduleType) {\n\t// Install the parser modules\n\t$tw.Wiki.parsers = {};\n\tvar self = this;\n\t$tw.modules.forEachModuleOfType(\"parser\",function(title,module) {\n\t\tfor(var f in module) {\n\t\t\tif($tw.utils.hop(module,f)) {\n\t\t\t\t$tw.Wiki.parsers[f] = module[f]; // Store the parser class\n\t\t\t}\n\t\t}\n\t});\n\t// Use the generic binary parser for any binary types not registered so far\n\tif($tw.Wiki.parsers[\"application/octet-stream\"]) {\n\t\tObject.keys($tw.config.contentTypeInfo).forEach(function(type) {\n\t\t\tif(!$tw.utils.hop($tw.Wiki.parsers,type) && $tw.config.contentTypeInfo[type].encoding === \"base64\") {\n\t\t\t\t$tw.Wiki.parsers[type] = $tw.Wiki.parsers[\"application/octet-stream\"];\n\t\t\t}\n\t\t});\t\t\n\t}\n};\n\n/*\nParse a block of text of a specified MIME type\n\ttype: content type of text to be parsed\n\ttext: text\n\toptions: see below\nOptions include:\n\tparseAsInline: if true, the text of the tiddler will be parsed as an inline run\n\t_canonical_uri: optional string of the canonical URI of this content\n*/\nexports.parseText = function(type,text,options) {\n\ttext = text || \"\";\n\toptions = options || {};\n\t// Select a parser\n\tvar Parser = $tw.Wiki.parsers[type];\n\tif(!Parser && $tw.utils.getFileExtensionInfo(type)) {\n\t\tParser = $tw.Wiki.parsers[$tw.utils.getFileExtensionInfo(type).type];\n\t}\n\tif(!Parser) {\n\t\tParser = $tw.Wiki.parsers[options.defaultType || \"text/vnd.tiddlywiki\"];\n\t}\n\tif(!Parser) {\n\t\treturn null;\n\t}\n\t// Return the parser instance\n\treturn new Parser(type,text,{\n\t\tparseAsInline: options.parseAsInline,\n\t\twiki: this,\n\t\t_canonical_uri: options._canonical_uri\n\t});\n};\n\n/*\nParse a tiddler according to its MIME type\n*/\nexports.parseTiddler = function(title,options) {\n\toptions = $tw.utils.extend({},options);\n\tvar cacheType = options.parseAsInline ? \"inlineParseTree\" : \"blockParseTree\",\n\t\ttiddler = this.getTiddler(title),\n\t\tself = this;\n\treturn tiddler ? this.getCacheForTiddler(title,cacheType,function() {\n\t\t\tif(tiddler.hasField(\"_canonical_uri\")) {\n\t\t\t\toptions._canonical_uri = tiddler.fields._canonical_uri;\n\t\t\t}\n\t\t\treturn self.parseText(tiddler.fields.type,tiddler.fields.text,options);\n\t\t}) : null;\n};\n\nexports.parseTextReference = function(title,field,index,options) {\n\tvar tiddler,text;\n\tif(options.subTiddler) {\n\t\ttiddler = this.getSubTiddler(title,options.subTiddler);\n\t} else {\n\t\ttiddler = this.getTiddler(title);\n\t\tif(field === \"text\" || (!field && !index)) {\n\t\t\tthis.getTiddlerText(title); // Force the tiddler to be lazily loaded\n\t\t\treturn this.parseTiddler(title,options);\n\t\t}\n\t}\n\tif(field === \"text\" || (!field && !index)) {\n\t\tif(tiddler && tiddler.fields) {\n\t\t\treturn this.parseText(tiddler.fields.type,tiddler.fields.text,options);\t\t\t\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t} else if(field) {\n\t\tif(field === \"title\") {\n\t\t\ttext = title;\n\t\t} else {\n\t\t\tif(!tiddler || !tiddler.hasField(field)) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\ttext = tiddler.fields[field];\n\t\t}\n\t\treturn this.parseText(\"text/vnd.tiddlywiki\",text.toString(),options);\n\t} else if(index) {\n\t\tthis.getTiddlerText(title); // Force the tiddler to be lazily loaded\n\t\ttext = this.extractTiddlerDataItem(tiddler,index,undefined);\n\t\tif(text === undefined) {\n\t\t\treturn null;\n\t\t}\n\t\treturn this.parseText(\"text/vnd.tiddlywiki\",text,options);\n\t}\n};\n\n/*\nMake a widget tree for a parse tree\nparser: parser object\noptions: see below\nOptions include:\ndocument: optional document to use\nvariables: hashmap of variables to set\nparentWidget: optional parent widget for the root node\n*/\nexports.makeWidget = function(parser,options) {\n\toptions = options || {};\n\tvar widgetNode = {\n\t\t\ttype: \"widget\",\n\t\t\tchildren: []\n\t\t},\n\t\tcurrWidgetNode = widgetNode;\n\t// Create set variable widgets for each variable\n\t$tw.utils.each(options.variables,function(value,name) {\n\t\tvar setVariableWidget = {\n\t\t\ttype: \"set\",\n\t\t\tattributes: {\n\t\t\t\tname: {type: \"string\", value: name},\n\t\t\t\tvalue: {type: \"string\", value: value}\n\t\t\t},\n\t\t\tchildren: []\n\t\t};\n\t\tcurrWidgetNode.children = [setVariableWidget];\n\t\tcurrWidgetNode = setVariableWidget;\n\t});\n\t// Add in the supplied parse tree nodes\n\tcurrWidgetNode.children = parser ? parser.tree : [];\n\t// Create the widget\n\treturn new widget.widget(widgetNode,{\n\t\twiki: this,\n\t\tdocument: options.document || $tw.fakeDocument,\n\t\tparentWidget: options.parentWidget\n\t});\n};\n\n/*\nMake a widget tree for transclusion\ntitle: target tiddler title\noptions: as for wiki.makeWidget() plus:\noptions.field: optional field to transclude (defaults to \"text\")\noptions.mode: transclusion mode \"inline\" or \"block\"\noptions.children: optional array of children for the transclude widget\noptions.importVariables: optional importvariables filter string for macros to be included\noptions.importPageMacros: optional boolean; if true, equivalent to passing \"[[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\" to options.importVariables\n*/\nexports.makeTranscludeWidget = function(title,options) {\n\toptions = options || {};\n\tvar parseTreeDiv = {tree: [{\n\t\t\ttype: \"element\",\n\t\t\ttag: \"div\",\n\t\t\tchildren: []}]},\n\t\tparseTreeImportVariables = {\n\t\t\ttype: \"importvariables\",\n\t\t\tattributes: {\n\t\t\t\tfilter: {\n\t\t\t\t\tname: \"filter\",\n\t\t\t\t\ttype: \"string\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tisBlock: false,\n\t\t\tchildren: []},\n\t\tparseTreeTransclude = {\n\t\t\ttype: \"transclude\",\n\t\t\tattributes: {\n\t\t\t\ttiddler: {\n\t\t\t\t\tname: \"tiddler\",\n\t\t\t\t\ttype: \"string\",\n\t\t\t\t\tvalue: title}},\n\t\t\tisBlock: !options.parseAsInline};\n\tif(options.importVariables || options.importPageMacros) {\n\t\tif(options.importVariables) {\n\t\t\tparseTreeImportVariables.attributes.filter.value = options.importVariables;\n\t\t} else if(options.importPageMacros) {\n\t\t\tparseTreeImportVariables.attributes.filter.value = \"[[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\";\n\t\t}\n\t\tparseTreeDiv.tree[0].children.push(parseTreeImportVariables);\n\t\tparseTreeImportVariables.children.push(parseTreeTransclude);\n\t} else {\n\t\tparseTreeDiv.tree[0].children.push(parseTreeTransclude);\n\t}\n\tif(options.field) {\n\t\tparseTreeTransclude.attributes.field = {type: \"string\", value: options.field};\n\t}\n\tif(options.mode) {\n\t\tparseTreeTransclude.attributes.mode = {type: \"string\", value: options.mode};\n\t}\n\tif(options.children) {\n\t\tparseTreeTransclude.children = options.children;\n\t}\n\treturn $tw.wiki.makeWidget(parseTreeDiv,options);\n};\n\n/*\nParse text in a specified format and render it into another format\n\toutputType: content type for the output\n\ttextType: content type of the input text\n\ttext: input text\n\toptions: see below\nOptions include:\nvariables: hashmap of variables to set\nparentWidget: optional parent widget for the root node\n*/\nexports.renderText = function(outputType,textType,text,options) {\n\toptions = options || {};\n\tvar parser = this.parseText(textType,text,options),\n\t\twidgetNode = this.makeWidget(parser,options);\n\tvar container = $tw.fakeDocument.createElement(\"div\");\n\twidgetNode.render(container,null);\n\treturn outputType === \"text/html\" ? container.innerHTML : container.textContent;\n};\n\n/*\nParse text from a tiddler and render it into another format\n\toutputType: content type for the output\n\ttitle: title of the tiddler to be rendered\n\toptions: see below\nOptions include:\nvariables: hashmap of variables to set\nparentWidget: optional parent widget for the root node\n*/\nexports.renderTiddler = function(outputType,title,options) {\n\toptions = options || {};\n\tvar parser = this.parseTiddler(title,options),\n\t\twidgetNode = this.makeWidget(parser,options);\n\tvar container = $tw.fakeDocument.createElement(\"div\");\n\twidgetNode.render(container,null);\n\treturn outputType === \"text/html\" ? container.innerHTML : (outputType === \"text/plain-formatted\" ? container.formattedTextContent : container.textContent);\n};\n\n/*\nReturn an array of tiddler titles that match a search string\n\ttext: The text string to search for\n\toptions: see below\nOptions available:\n\tsource: an iterator function for the source tiddlers, called source(iterator), where iterator is called as iterator(tiddler,title)\n\texclude: An array of tiddler titles to exclude from the search\n\tinvert: If true returns tiddlers that do not contain the specified string\n\tcaseSensitive: If true forces a case sensitive search\n\tfield: If specified, restricts the search to the specified field, or an array of field names\n\tanchored: If true, forces all but regexp searches to be anchored to the start of text\n\texcludeField: If true, the field options are inverted to specify the fields that are not to be searched\n\tThe search mode is determined by the first of these boolean flags to be true\n\t\tliteral: searches for literal string\n\t\twhitespace: same as literal except runs of whitespace are treated as a single space\n\t\tregexp: treats the search term as a regular expression\n\t\twords: (default) treats search string as a list of tokens, and matches if all tokens are found, regardless of adjacency or ordering\n*/\nexports.search = function(text,options) {\n\toptions = options || {};\n\tvar self = this,\n\t\tt,\n\t\tinvert = !!options.invert;\n\t// Convert the search string into a regexp for each term\n\tvar terms, searchTermsRegExps,\n\t\tflags = options.caseSensitive ? \"\" : \"i\",\n\t\tanchor = options.anchored ? \"^\" : \"\";\n\tif(options.literal) {\n\t\tif(text.length === 0) {\n\t\t\tsearchTermsRegExps = null;\n\t\t} else {\n\t\t\tsearchTermsRegExps = [new RegExp(\"(\" + anchor + $tw.utils.escapeRegExp(text) + \")\",flags)];\n\t\t}\n\t} else if(options.whitespace) {\n\t\tterms = [];\n\t\t$tw.utils.each(text.split(/\\s+/g),function(term) {\n\t\t\tif(term) {\n\t\t\t\tterms.push($tw.utils.escapeRegExp(term));\n\t\t\t}\n\t\t});\n\t\tsearchTermsRegExps = [new RegExp(\"(\" + anchor + terms.join(\"\\\\s+\") + \")\",flags)];\n\t} else if(options.regexp) {\n\t\ttry {\n\t\t\tsearchTermsRegExps = [new RegExp(\"(\" + text + \")\",flags)];\t\t\t\n\t\t} catch(e) {\n\t\t\tsearchTermsRegExps = null;\n\t\t\tconsole.log(\"Regexp error parsing /(\" + text + \")/\" + flags + \": \",e);\n\t\t}\n\t} else {\n\t\tterms = text.split(/ +/);\n\t\tif(terms.length === 1 && terms[0] === \"\") {\n\t\t\tsearchTermsRegExps = null;\n\t\t} else {\n\t\t\tsearchTermsRegExps = [];\n\t\t\tfor(t=0; t<terms.length; t++) {\n\t\t\t\tsearchTermsRegExps.push(new RegExp(\"(\" + anchor + $tw.utils.escapeRegExp(terms[t]) + \")\",flags));\n\t\t\t}\n\t\t}\n\t}\n\t// Accumulate the array of fields to be searched or excluded from the search\n\tvar fields = [];\n\tif(options.field) {\n\t\tif($tw.utils.isArray(options.field)) {\n\t\t\t$tw.utils.each(options.field,function(fieldName) {\n\t\t\t\tif(fieldName) {\n\t\t\t\t\tfields.push(fieldName);\t\t\t\t\t\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tfields.push(options.field);\n\t\t}\n\t}\n\t// Use default fields if none specified and we're not excluding fields (excluding fields with an empty field array is the same as searching all fields)\n\tif(fields.length === 0 && !options.excludeField) {\n\t\tfields.push(\"title\");\n\t\tfields.push(\"tags\");\n\t\tfields.push(\"text\");\n\t}\n\t// Function to check a given tiddler for the search term\n\tvar searchTiddler = function(title) {\n\t\tif(!searchTermsRegExps) {\n\t\t\treturn true;\n\t\t}\n\t\tvar notYetFound = searchTermsRegExps.slice();\n\n\t\tvar tiddler = self.getTiddler(title);\n\t\tif(!tiddler) {\n\t\t\ttiddler = new $tw.Tiddler({title: title, text: \"\", type: \"text/vnd.tiddlywiki\"});\n\t\t}\n\t\tvar contentTypeInfo = $tw.config.contentTypeInfo[tiddler.fields.type] || $tw.config.contentTypeInfo[\"text/vnd.tiddlywiki\"],\n\t\t\tsearchFields;\n\t\t// Get the list of fields we're searching\n\t\tif(options.excludeField) {\n\t\t\tsearchFields = Object.keys(tiddler.fields);\n\t\t\t$tw.utils.each(fields,function(fieldName) {\n\t\t\t\tvar p = searchFields.indexOf(fieldName);\n\t\t\t\tif(p !== -1) {\n\t\t\t\t\tsearchFields.splice(p,1);\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\tsearchFields = fields;\n\t\t}\n\t\tfor(var fieldIndex=0; notYetFound.length>0 && fieldIndex<searchFields.length; fieldIndex++) {\n\t\t\t// Don't search the text field if the content type is binary\n\t\t\tvar fieldName = searchFields[fieldIndex];\n\t\t\tif(fieldName === \"text\" && contentTypeInfo.encoding !== \"utf8\") {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tvar str = tiddler.fields[fieldName],\n\t\t\t\tt;\n\t\t\tif(str) {\n\t\t\t\tif($tw.utils.isArray(str)) {\n\t\t\t\t\t// If the field value is an array, test each regexp against each field array entry and fail if each regexp doesn't match at least one field array entry\n\t\t\t\t\tfor(var s=0; s<str.length; s++) {\n\t\t\t\t\t\tfor(t=0; t<notYetFound.length;) {\n\t\t\t\t\t\t\tif(notYetFound[t].test(str[s])) {\n\t\t\t\t\t\t\t\tnotYetFound.splice(t, 1);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tt++;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\t// If the field isn't an array, force it to a string and test each regexp against it and fail if any do not match\n\t\t\t\t\tstr = tiddler.getFieldString(fieldName);\n\t\t\t\t\tfor(t=0; t<notYetFound.length;) {\n\t\t\t\t\t\tif(notYetFound[t].test(str)) {\n\t\t\t\t\t\t\tnotYetFound.splice(t, 1);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tt++;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\treturn notYetFound.length == 0;\n\t};\n\t// Loop through all the tiddlers doing the search\n\tvar results = [],\n\t\tsource = options.source || this.each;\n\tsource(function(tiddler,title) {\n\t\tif(searchTiddler(title) !== options.invert) {\n\t\t\tresults.push(title);\n\t\t}\n\t});\n\t// Remove any of the results we have to exclude\n\tif(options.exclude) {\n\t\tfor(t=0; t<options.exclude.length; t++) {\n\t\t\tvar p = results.indexOf(options.exclude[t]);\n\t\t\tif(p !== -1) {\n\t\t\t\tresults.splice(p,1);\n\t\t\t}\n\t\t}\n\t}\n\treturn results;\n};\n\n/*\nTrigger a load for a tiddler if it is skinny. Returns the text, or undefined if the tiddler is missing, null if the tiddler is being lazily loaded.\n*/\nexports.getTiddlerText = function(title,defaultText) {\n\tvar tiddler = this.getTiddler(title);\n\t// Return undefined if the tiddler isn't found\n\tif(!tiddler) {\n\t\treturn defaultText;\n\t}\n\tif(tiddler.fields.text !== undefined) {\n\t\t// Just return the text if we've got it\n\t\treturn tiddler.fields.text;\n\t} else {\n\t\t// Tell any listeners about the need to lazily load this tiddler\n\t\tthis.dispatchEvent(\"lazyLoad\",title);\n\t\t// Indicate that the text is being loaded\n\t\treturn null;\n\t}\n};\n\n/*\nCheck whether the text of a tiddler matches a given value. By default, the comparison is case insensitive, and any spaces at either end of the tiddler text is trimmed\n*/\nexports.checkTiddlerText = function(title,targetText,options) {\n\toptions = options || {};\n\tvar text = this.getTiddlerText(title,\"\");\n\tif(!options.noTrim) {\n\t\ttext = text.trim();\n\t}\n\tif(!options.caseSensitive) {\n\t\ttext = text.toLowerCase();\n\t\ttargetText = targetText.toLowerCase();\n\t}\n\treturn text === targetText;\n}\n\n/*\nRead an array of browser File objects, invoking callback(tiddlerFieldsArray) once they're all read\n*/\nexports.readFiles = function(files,options) {\n\tvar callback;\n\tif(typeof options === \"function\") {\n\t\tcallback = options;\n\t\toptions = {};\n\t} else {\n\t\tcallback = options.callback;\n\t}\n\tvar result = [],\n\t\toutstanding = files.length,\n\t\treadFileCallback = function(tiddlerFieldsArray) {\n\t\t\tresult.push.apply(result,tiddlerFieldsArray);\n\t\t\tif(--outstanding === 0) {\n\t\t\t\tcallback(result);\n\t\t\t}\n\t\t};\n\tfor(var f=0; f<files.length; f++) {\n\t\tthis.readFile(files[f],$tw.utils.extend({},options,{callback: readFileCallback}));\n\t}\n\treturn files.length;\n};\n\n/*\nRead a browser File object, invoking callback(tiddlerFieldsArray) with an array of tiddler fields objects\n*/\nexports.readFile = function(file,options) {\n\tvar callback;\n\tif(typeof options === \"function\") {\n\t\tcallback = options;\n\t\toptions = {};\n\t} else {\n\t\tcallback = options.callback;\n\t}\n\t// Get the type, falling back to the filename extension\n\tvar self = this,\n\t\ttype = file.type;\n\tif(type === \"\" || !type) {\n\t\tvar dotPos = file.name.lastIndexOf(\".\");\n\t\tif(dotPos !== -1) {\n\t\t\tvar fileExtensionInfo = $tw.utils.getFileExtensionInfo(file.name.substr(dotPos));\n\t\t\tif(fileExtensionInfo) {\n\t\t\t\ttype = fileExtensionInfo.type;\n\t\t\t}\n\t\t}\n\t}\n\t// Figure out if we're reading a binary file\n\tvar contentTypeInfo = $tw.config.contentTypeInfo[type],\n\t\tisBinary = contentTypeInfo ? contentTypeInfo.encoding === \"base64\" : false;\n\t// Log some debugging information\n\tif($tw.log.IMPORT) {\n\t\tconsole.log(\"Importing file '\" + file.name + \"', type: '\" + type + \"', isBinary: \" + isBinary);\n\t}\n\t// Give the hook a chance to process the drag\n\tif($tw.hooks.invokeHook(\"th-importing-file\",{\n\t\tfile: file,\n\t\ttype: type,\n\t\tisBinary: isBinary,\n\t\tcallback: callback\n\t}) !== true) {\n\t\tthis.readFileContent(file,type,isBinary,options.deserializer,callback);\n\t}\n};\n\n/*\nLower level utility to read the content of a browser File object, invoking callback(tiddlerFieldsArray) with an array of tiddler fields objects\n*/\nexports.readFileContent = function(file,type,isBinary,deserializer,callback) {\n\tvar self = this;\n\t// Create the FileReader\n\tvar reader = new FileReader();\n\t// Onload\n\treader.onload = function(event) {\n\t\tvar text = event.target.result,\n\t\t\ttiddlerFields = {title: file.name || \"Untitled\", type: type};\n\t\tif(isBinary) {\n\t\t\tvar commaPos = text.indexOf(\",\");\n\t\t\tif(commaPos !== -1) {\n\t\t\t\ttext = text.substr(commaPos + 1);\n\t\t\t}\n\t\t}\n\t\t// Check whether this is an encrypted TiddlyWiki file\n\t\tvar encryptedJson = $tw.utils.extractEncryptedStoreArea(text);\n\t\tif(encryptedJson) {\n\t\t\t// If so, attempt to decrypt it with the current password\n\t\t\t$tw.utils.decryptStoreAreaInteractive(encryptedJson,function(tiddlers) {\n\t\t\t\tcallback(tiddlers);\n\t\t\t});\n\t\t} else {\n\t\t\t// Otherwise, just try to deserialise any tiddlers in the file\n\t\t\tcallback(self.deserializeTiddlers(type,text,tiddlerFields,{deserializer: deserializer}));\n\t\t}\n\t};\n\t// Kick off the read\n\tif(isBinary) {\n\t\treader.readAsDataURL(file);\n\t} else {\n\t\treader.readAsText(file);\n\t}\n};\n\n/*\nFind any existing draft of a specified tiddler\n*/\nexports.findDraft = function(targetTitle) {\n\tvar draftTitle = undefined;\n\tthis.forEachTiddler({includeSystem: true},function(title,tiddler) {\n\t\tif(tiddler.fields[\"draft.title\"] && tiddler.fields[\"draft.of\"] === targetTitle) {\n\t\t\tdraftTitle = title;\n\t\t}\n\t});\n\treturn draftTitle;\n}\n\n/*\nCheck whether the specified draft tiddler has been modified.\nIf the original tiddler doesn't exist, create a vanilla tiddler variable,\nto check if additional fields have been added.\n*/\nexports.isDraftModified = function(title) {\n\tvar tiddler = this.getTiddler(title);\n\tif(!tiddler.isDraft()) {\n\t\treturn false;\n\t}\n\tvar ignoredFields = [\"created\", \"modified\", \"title\", \"draft.title\", \"draft.of\"],\n\t\torigTiddler = this.getTiddler(tiddler.fields[\"draft.of\"]) || new $tw.Tiddler({text:\"\", tags:[]}),\n\t\ttitleModified = tiddler.fields[\"draft.title\"] !== tiddler.fields[\"draft.of\"];\n\treturn titleModified || !tiddler.isEqual(origTiddler,ignoredFields);\n};\n\n/*\nAdd a new record to the top of the history stack\ntitle: a title string or an array of title strings\nfromPageRect: page coordinates of the origin of the navigation\nhistoryTitle: title of history tiddler (defaults to $:/HistoryList)\n*/\nexports.addToHistory = function(title,fromPageRect,historyTitle) {\n\tif(historyTitle) {\n\t\tvar story = new $tw.Story({wiki: this, historyTitle: historyTitle});\n\t\tstory.addToHistory(title,fromPageRect);\t\t\n\t}\n};\n\n/*\nAdd a new tiddler to the story river\ntitle: a title string or an array of title strings\nfromTitle: the title of the tiddler from which the navigation originated\nstoryTitle: title of story tiddler (defaults to $:/StoryList)\noptions: see story.js\n*/\nexports.addToStory = function(title,fromTitle,storyTitle,options) {\n\tif(storyTitle) {\n\t\tvar story = new $tw.Story({wiki: this, storyTitle: storyTitle});\n\t\tstory.addToStory(title,fromTitle,options);\t\t\n\t}\n};\n\n/*\nGenerate a title for the draft of a given tiddler\n*/\nexports.generateDraftTitle = function(title) {\n\tvar c = 0,\n\t\tdraftTitle,\n\t\tusername = this.getTiddlerText(\"$:/status/UserName\"),\n\t\tattribution = username ? \" by \" + username : \"\";\n\tdo {\n\t\tdraftTitle = \"Draft \" + (c ? (c + 1) + \" \" : \"\") + \"of '\" + title + \"'\" + attribution;\n\t\tc++;\n\t} while(this.tiddlerExists(draftTitle));\n\treturn draftTitle;\n};\n\n/*\nInvoke the available upgrader modules\ntitles: array of tiddler titles to be processed\ntiddlers: hashmap by title of tiddler fields of pending import tiddlers. These can be modified by the upgraders. An entry with no fields indicates a tiddler that was pending import has been suppressed. When entries are added to the pending import the tiddlers hashmap may have entries that are not present in the titles array\nReturns a hashmap of messages keyed by tiddler title.\n*/\nexports.invokeUpgraders = function(titles,tiddlers) {\n\t// Collect up the available upgrader modules\n\tvar self = this;\n\tif(!this.upgraderModules) {\n\t\tthis.upgraderModules = [];\n\t\t$tw.modules.forEachModuleOfType(\"upgrader\",function(title,module) {\n\t\t\tif(module.upgrade) {\n\t\t\t\tself.upgraderModules.push(module);\n\t\t\t}\n\t\t});\n\t}\n\t// Invoke each upgrader in turn\n\tvar messages = {};\n\tfor(var t=0; t<this.upgraderModules.length; t++) {\n\t\tvar upgrader = this.upgraderModules[t],\n\t\t\tupgraderMessages = upgrader.upgrade(this,titles,tiddlers);\n\t\t$tw.utils.extend(messages,upgraderMessages);\n\t}\n\treturn messages;\n};\n\n})();\n\n",
"type": "application/javascript",
"module-type": "wikimethod"
},
"$:/palettes/Blanca": {
"title": "$:/palettes/Blanca",
"name": "Blanca",
"description": "A clean white palette to let you focus",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #ffe476\nalert-border: #b99e2f\nalert-highlight: #881122\nalert-muted-foreground: #b99e2f\nbackground: #ffffff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background:\nbutton-foreground:\nbutton-border:\ncode-background: #f7f7f9\ncode-border: #e1e1e8\ncode-foreground: #dd1144\ndirty-indicator: #ff0000\ndownload-background: #66cccc\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: #fff\ndropdown-tab-background: #ececec\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #0000aa\nexternal-link-foreground: #0000ee\nforeground: #333333\nmessage-background: #ecf2ff\nmessage-border: #cfd6e6\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #999999\nmodal-footer-background: #f5f5f5\nmodal-footer-border: #dddddd\nmodal-header-border: #eeeeee\nmuted-foreground: #999999\nnotification-background: #ffffdd\nnotification-border: #999999\npage-background: #ffffff\npre-background: #f5f5f5\npre-border: #cccccc\nprimary: #7897f3\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #000000\nsidebar-controls-foreground: #ccc\nsidebar-foreground-shadow: rgba(255,255,255, 0.8)\nsidebar-foreground: #acacac\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: #c0c0c0\nsidebar-tab-background-selected: #ffffff\nsidebar-tab-background: <<colour tab-background>>\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: <<colour tab-divider>>\nsidebar-tab-foreground-selected: \nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #444444\nsidebar-tiddler-link-foreground: #7897f3\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: #ffffff\ntab-background: #eeeeee\ntab-border-selected: #cccccc\ntab-border: #cccccc\ntab-divider: #d8d8d8\ntab-foreground-selected: <<colour tab-foreground>>\ntab-foreground: #666666\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #ffeedd\ntag-foreground: #000\ntiddler-background: <<colour background>>\ntiddler-border: #eee\ntiddler-controls-foreground-hover: #888888\ntiddler-controls-foreground-selected: #444444\ntiddler-controls-foreground: #cccccc\ntiddler-editor-background: #f8f8f8\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-background: #f8f8f8\ntiddler-info-border: #dddddd\ntiddler-info-tab-background: #f8f8f8\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #c0c0c0\ntiddler-title-foreground: #ff9900\ntoolbar-new-button:\ntoolbar-options-button:\ntoolbar-save-button:\ntoolbar-info-button:\ntoolbar-edit-button:\ntoolbar-close-button:\ntoolbar-delete-button:\ntoolbar-cancel-button:\ntoolbar-done-button:\nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/palettes/Blue": {
"title": "$:/palettes/Blue",
"name": "Blue",
"description": "A blue theme",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #ffe476\nalert-border: #b99e2f\nalert-highlight: #881122\nalert-muted-foreground: #b99e2f\nbackground: #fff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background:\nbutton-foreground:\nbutton-border:\ncode-background: #f7f7f9\ncode-border: #e1e1e8\ncode-foreground: #dd1144\ndirty-indicator: #ff0000\ndownload-background: #34c734\ndownload-foreground: <<colour foreground>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: #fff\ndropdown-tab-background: #ececec\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #0000aa\nexternal-link-foreground: #0000ee\nforeground: #333353\nmessage-background: #ecf2ff\nmessage-border: #cfd6e6\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #999999\nmodal-footer-background: #f5f5f5\nmodal-footer-border: #dddddd\nmodal-header-border: #eeeeee\nmuted-foreground: #999999\nnotification-background: #ffffdd\nnotification-border: #999999\npage-background: #ddddff\npre-background: #f5f5f5\npre-border: #cccccc\nprimary: #5778d8\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #000000\nsidebar-controls-foreground: #ffffff\nsidebar-foreground-shadow: rgba(255,255,255, 0.8)\nsidebar-foreground: #acacac\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: #c0c0c0\nsidebar-tab-background-selected: <<colour page-background>>\nsidebar-tab-background: <<colour tab-background>>\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: <<colour tab-divider>>\nsidebar-tab-foreground-selected: \nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #444444\nsidebar-tiddler-link-foreground: #5959c0\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: <<colour background>>\ntab-background: #ccccdd\ntab-border-selected: #ccccdd\ntab-border: #cccccc\ntab-divider: #d8d8d8\ntab-foreground-selected: <<colour tab-foreground>>\ntab-foreground: #666666\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #eeeeff\ntag-foreground: #000\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: #666666\ntiddler-controls-foreground-selected: #444444\ntiddler-controls-foreground: #cccccc\ntiddler-editor-background: #f8f8f8\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-background: #ffffff\ntiddler-info-border: #dddddd\ntiddler-info-tab-background: #ffffff\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #c0c0c0\ntiddler-title-foreground: #5959c0\ntoolbar-new-button: #5eb95e\ntoolbar-options-button: rgb(128, 88, 165)\ntoolbar-save-button: #0e90d2\ntoolbar-info-button: #0e90d2\ntoolbar-edit-button: rgb(243, 123, 29)\ntoolbar-close-button: #dd514c\ntoolbar-delete-button: #dd514c\ntoolbar-cancel-button: rgb(243, 123, 29)\ntoolbar-done-button: #5eb95e\nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/palettes/Muted": {
"title": "$:/palettes/Muted",
"name": "Muted",
"description": "Bright tiddlers on a muted background",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #ffe476\nalert-border: #b99e2f\nalert-highlight: #881122\nalert-muted-foreground: #b99e2f\nbackground: #ffffff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background:\nbutton-foreground:\nbutton-border:\ncode-background: #f7f7f9\ncode-border: #e1e1e8\ncode-foreground: #dd1144\ndirty-indicator: #ff0000\ndownload-background: #34c734\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: #fff\ndropdown-tab-background: #ececec\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #0000aa\nexternal-link-foreground: #0000ee\nforeground: #333333\nmessage-background: #ecf2ff\nmessage-border: #cfd6e6\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #999999\nmodal-footer-background: #f5f5f5\nmodal-footer-border: #dddddd\nmodal-header-border: #eeeeee\nmuted-foreground: #bbb\nnotification-background: #ffffdd\nnotification-border: #999999\npage-background: #6f6f70\npre-background: #f5f5f5\npre-border: #cccccc\nprimary: #29a6ee\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #000000\nsidebar-controls-foreground: #c2c1c2\nsidebar-foreground-shadow: rgba(255,255,255,0)\nsidebar-foreground: #d3d2d4\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: #c0c0c0\nsidebar-tab-background-selected: #6f6f70\nsidebar-tab-background: #666667\nsidebar-tab-border-selected: #999\nsidebar-tab-border: #515151\nsidebar-tab-divider: #999\nsidebar-tab-foreground-selected: \nsidebar-tab-foreground: #999\nsidebar-tiddler-link-foreground-hover: #444444\nsidebar-tiddler-link-foreground: #d1d0d2\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: #ffffff\ntab-background: #d8d8d8\ntab-border-selected: #d8d8d8\ntab-border: #cccccc\ntab-divider: #d8d8d8\ntab-foreground-selected: <<colour tab-foreground>>\ntab-foreground: #666666\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #d5ad34\ntag-foreground: #ffffff\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: #888888\ntiddler-controls-foreground-selected: #444444\ntiddler-controls-foreground: #cccccc\ntiddler-editor-background: #f8f8f8\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-background: #f8f8f8\ntiddler-info-border: #dddddd\ntiddler-info-tab-background: #f8f8f8\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #c0c0c0\ntiddler-title-foreground: #182955\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/palettes/ContrastLight": {
"title": "$:/palettes/ContrastLight",
"name": "Contrast (Light)",
"description": "High contrast and unambiguous (light version)",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #f00\nalert-border: <<colour background>>\nalert-highlight: <<colour foreground>>\nalert-muted-foreground: #800\nbackground: #fff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background: <<colour background>>\nbutton-foreground: <<colour foreground>>\nbutton-border: <<colour foreground>>\ncode-background: <<colour background>>\ncode-border: <<colour foreground>>\ncode-foreground: <<colour foreground>>\ndirty-indicator: #f00\ndownload-background: #080\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: <<colour foreground>>\ndropdown-tab-background: <<colour foreground>>\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #00a\nexternal-link-foreground: #00e\nforeground: #000\nmessage-background: <<colour foreground>>\nmessage-border: <<colour background>>\nmessage-foreground: <<colour background>>\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: <<colour foreground>>\nmodal-footer-background: <<colour background>>\nmodal-footer-border: <<colour foreground>>\nmodal-header-border: <<colour foreground>>\nmuted-foreground: <<colour foreground>>\nnotification-background: <<colour background>>\nnotification-border: <<colour foreground>>\npage-background: <<colour background>>\npre-background: <<colour background>>\npre-border: <<colour foreground>>\nprimary: #00f\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: <<colour background>>\nsidebar-controls-foreground: <<colour foreground>>\nsidebar-foreground-shadow: rgba(0,0,0, 0)\nsidebar-foreground: <<colour foreground>>\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: <<colour foreground>>\nsidebar-tab-background-selected: <<colour background>>\nsidebar-tab-background: <<colour tab-background>>\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: <<colour tab-divider>>\nsidebar-tab-foreground-selected: <<colour foreground>>\nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: <<colour foreground>>\nsidebar-tiddler-link-foreground: <<colour primary>>\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: <<colour background>>\ntab-background: <<colour foreground>>\ntab-border-selected: <<colour foreground>>\ntab-border: <<colour foreground>>\ntab-divider: <<colour foreground>>\ntab-foreground-selected: <<colour foreground>>\ntab-foreground: <<colour background>>\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #000\ntag-foreground: #fff\ntiddler-background: <<colour background>>\ntiddler-border: <<colour foreground>>\ntiddler-controls-foreground-hover: #ddd\ntiddler-controls-foreground-selected: #fdd\ntiddler-controls-foreground: <<colour foreground>>\ntiddler-editor-background: <<colour background>>\ntiddler-editor-border-image: <<colour foreground>>\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: <<colour background>>\ntiddler-editor-fields-odd: <<colour background>>\ntiddler-info-background: <<colour background>>\ntiddler-info-border: <<colour foreground>>\ntiddler-info-tab-background: <<colour background>>\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: <<colour foreground>>\ntiddler-title-foreground: <<colour foreground>>\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: <<colour foreground>>\nvery-muted-foreground: #888888\n"
},
"$:/palettes/ContrastDark": {
"title": "$:/palettes/ContrastDark",
"name": "Contrast (Dark)",
"description": "High contrast and unambiguous (dark version)",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #f00\nalert-border: <<colour background>>\nalert-highlight: <<colour foreground>>\nalert-muted-foreground: #800\nbackground: #000\nblockquote-bar: <<colour muted-foreground>>\nbutton-background: <<colour background>>\nbutton-foreground: <<colour foreground>>\nbutton-border: <<colour foreground>>\ncode-background: <<colour background>>\ncode-border: <<colour foreground>>\ncode-foreground: <<colour foreground>>\ndirty-indicator: #f00\ndownload-background: #080\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: <<colour foreground>>\ndropdown-tab-background: <<colour foreground>>\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #00a\nexternal-link-foreground: #00e\nforeground: #fff\nmessage-background: <<colour foreground>>\nmessage-border: <<colour background>>\nmessage-foreground: <<colour background>>\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: <<colour foreground>>\nmodal-footer-background: <<colour background>>\nmodal-footer-border: <<colour foreground>>\nmodal-header-border: <<colour foreground>>\nmuted-foreground: <<colour foreground>>\nnotification-background: <<colour background>>\nnotification-border: <<colour foreground>>\npage-background: <<colour background>>\npre-background: <<colour background>>\npre-border: <<colour foreground>>\nprimary: #00f\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: <<colour background>>\nsidebar-controls-foreground: <<colour foreground>>\nsidebar-foreground-shadow: rgba(0,0,0, 0)\nsidebar-foreground: <<colour foreground>>\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: <<colour foreground>>\nsidebar-tab-background-selected: <<colour background>>\nsidebar-tab-background: <<colour tab-background>>\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: <<colour tab-divider>>\nsidebar-tab-foreground-selected: <<colour foreground>>\nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: <<colour foreground>>\nsidebar-tiddler-link-foreground: <<colour primary>>\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: <<colour background>>\ntab-background: <<colour foreground>>\ntab-border-selected: <<colour foreground>>\ntab-border: <<colour foreground>>\ntab-divider: <<colour foreground>>\ntab-foreground-selected: <<colour foreground>>\ntab-foreground: <<colour background>>\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #fff\ntag-foreground: #000\ntiddler-background: <<colour background>>\ntiddler-border: <<colour foreground>>\ntiddler-controls-foreground-hover: #ddd\ntiddler-controls-foreground-selected: #fdd\ntiddler-controls-foreground: <<colour foreground>>\ntiddler-editor-background: <<colour background>>\ntiddler-editor-border-image: <<colour foreground>>\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: <<colour background>>\ntiddler-editor-fields-odd: <<colour background>>\ntiddler-info-background: <<colour background>>\ntiddler-info-border: <<colour foreground>>\ntiddler-info-tab-background: <<colour background>>\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: <<colour foreground>>\ntiddler-title-foreground: <<colour foreground>>\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: <<colour foreground>>\nvery-muted-foreground: #888888\n"
},
"$:/palettes/DarkPhotos": {
"title": "$:/palettes/DarkPhotos",
"created": "20150402111612188",
"description": "Good with dark photo backgrounds",
"modified": "20150402112344080",
"name": "DarkPhotos",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #ffe476\nalert-border: #b99e2f\nalert-highlight: #881122\nalert-muted-foreground: #b99e2f\nbackground: #ffffff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background: \nbutton-foreground: \nbutton-border: \ncode-background: #f7f7f9\ncode-border: #e1e1e8\ncode-foreground: #dd1144\ndirty-indicator: #ff0000\ndownload-background: #34c734\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: #fff\ndropdown-tab-background: #ececec\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #0000aa\nexternal-link-foreground: #0000ee\nforeground: #333333\nmessage-background: #ecf2ff\nmessage-border: #cfd6e6\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #999999\nmodal-footer-background: #f5f5f5\nmodal-footer-border: #dddddd\nmodal-header-border: #eeeeee\nmuted-foreground: #ddd\nnotification-background: #ffffdd\nnotification-border: #999999\npage-background: #336438\npre-background: #f5f5f5\npre-border: #cccccc\nprimary: #5778d8\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #ccf\nsidebar-controls-foreground: #fff\nsidebar-foreground-shadow: rgba(0,0,0, 0.5)\nsidebar-foreground: #fff\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: #eee\nsidebar-tab-background-selected: rgba(255,255,255, 0.8)\nsidebar-tab-background: rgba(255,255,255, 0.4)\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: rgba(255,255,255, 0.2)\nsidebar-tab-foreground-selected: \nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #aaf\nsidebar-tiddler-link-foreground: #ddf\nsite-title-foreground: #fff\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: #ffffff\ntab-background: #d8d8d8\ntab-border-selected: #d8d8d8\ntab-border: #cccccc\ntab-divider: #d8d8d8\ntab-foreground-selected: <<colour tab-foreground>>\ntab-foreground: #666666\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #ec6\ntag-foreground: #ffffff\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: #888888\ntiddler-controls-foreground-selected: #444444\ntiddler-controls-foreground: #cccccc\ntiddler-editor-background: #f8f8f8\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-background: #f8f8f8\ntiddler-info-border: #dddddd\ntiddler-info-tab-background: #f8f8f8\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #c0c0c0\ntiddler-title-foreground: #182955\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/palettes/Nord": {
"title": "$:/palettes/Nord",
"name": "Nord",
"description": "An arctic, north-bluish color palette.",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"license": "MIT, arcticicestudio, https://github.com/arcticicestudio/nord/blob/develop/LICENSE.md",
"text": "alert-background: #D08770\nalert-border: #D08770\nalert-highlight: #B48EAD\nalert-muted-foreground: #4C566A\nbackground: #3b4252\nblockquote-bar: <<colour muted-foreground>>\nbutton-background: #4C566A\nbutton-foreground: #D8DEE9\nbutton-border: transparent\ncode-background: #2E3440\ncode-border: #2E3440\ncode-foreground: #BF616A\ndiff-delete-background: #BF616A\ndiff-delete-foreground: <<colour foreground>>\ndiff-equal-background: \ndiff-equal-foreground: <<colour foreground>>\ndiff-insert-background: #A3BE8C\ndiff-insert-foreground: <<colour foreground>>\ndiff-invisible-background: \ndiff-invisible-foreground: <<colour muted-foreground>>\ndirty-indicator: #BF616A\ndownload-background: #A3BE8C\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour background>>\ndropdown-tab-background-selected: #ECEFF4\ndropdown-tab-background: #4C566A\ndropzone-background: #A3BE8C\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #5E81AC\nexternal-link-foreground: #8FBCBB\nforeground: #d8dee9\nmessage-background: #2E3440\nmessage-border: #2E3440\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #3b4252\nmodal-footer-background: #3b4252\nmodal-footer-border: #3b4252\nmodal-header-border: #3b4252\nmuted-foreground: #4C566A\nnotification-background: <<colour primary>>\nnotification-border: #EBCB8B\npage-background: #2e3440\npre-background: #2E3440\npre-border: #2E3440\nprimary: #5E81AC\nselect-tag-background: #3b4252\nselect-tag-foreground: <<colour foreground>>\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #4C566A\nsidebar-controls-foreground: #3B4252\nsidebar-foreground-shadow: transparent\nsidebar-foreground: #D8DEE9\nsidebar-muted-foreground-hover: #4C566A\nsidebar-muted-foreground: #4C566A\nsidebar-tab-background-selected: #ECEFF4\nsidebar-tab-background: #4C566A\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: #4C566A\nsidebar-tab-divider: <<colour page-background>>\nsidebar-tab-foreground-selected: #4C566A\nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #A3BE8C\nsidebar-tiddler-link-foreground: #81A1C1\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #B48EAD\ntab-background-selected: #ECEFF4\ntab-background: #4C566A\ntab-border-selected: #4C566A\ntab-border: #4C566A\ntab-divider: #4C566A\ntab-foreground-selected: #4C566A\ntab-foreground: #D8DEE9\ntable-border: #4C566A\ntable-footer-background: #2e3440\ntable-header-background: #2e3440\ntag-background: #A3BE8C\ntag-foreground: #4C566A\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: \ntiddler-controls-foreground-selected: #EBCB8B\ntiddler-controls-foreground: #4C566A\ntiddler-editor-background: #2e3440\ntiddler-editor-border-image: #2e3440\ntiddler-editor-border: #2e3440\ntiddler-editor-fields-even: #2e3440\ntiddler-editor-fields-odd: #2e3440\ntiddler-info-background: #2e3440\ntiddler-info-border: #2e3440\ntiddler-info-tab-background: #2e3440\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #4C566A\ntiddler-title-foreground: #81A1C1\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: #2d3038\nvery-muted-foreground: #2d3038\n"
},
"$:/palettes/Rocker": {
"title": "$:/palettes/Rocker",
"name": "Rocker",
"description": "A dark theme",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #ffe476\nalert-border: #b99e2f\nalert-highlight: #881122\nalert-muted-foreground: #b99e2f\nbackground: #ffffff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background:\nbutton-foreground:\nbutton-border:\ncode-background: #f7f7f9\ncode-border: #e1e1e8\ncode-foreground: #dd1144\ndirty-indicator: #ff0000\ndownload-background: #34c734\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: #fff\ndropdown-tab-background: #ececec\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #0000aa\nexternal-link-foreground: #0000ee\nforeground: #333333\nmessage-background: #ecf2ff\nmessage-border: #cfd6e6\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #999999\nmodal-footer-background: #f5f5f5\nmodal-footer-border: #dddddd\nmodal-header-border: #eeeeee\nmuted-foreground: #999999\nnotification-background: #ffffdd\nnotification-border: #999999\npage-background: #000\npre-background: #f5f5f5\npre-border: #cccccc\nprimary: #cc0000\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #000000\nsidebar-controls-foreground: #ffffff\nsidebar-foreground-shadow: rgba(255,255,255, 0.0)\nsidebar-foreground: #acacac\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: #c0c0c0\nsidebar-tab-background-selected: #000\nsidebar-tab-background: <<colour tab-background>>\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: <<colour tab-divider>>\nsidebar-tab-foreground-selected: \nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #ffbb99\nsidebar-tiddler-link-foreground: #cc0000\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: #ffffff\ntab-background: #d8d8d8\ntab-border-selected: #d8d8d8\ntab-border: #cccccc\ntab-divider: #d8d8d8\ntab-foreground-selected: <<colour tab-foreground>>\ntab-foreground: #666666\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #ffbb99\ntag-foreground: #000\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: #888888\ntiddler-controls-foreground-selected: #444444\ntiddler-controls-foreground: #cccccc\ntiddler-editor-background: #f8f8f8\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-background: #f8f8f8\ntiddler-info-border: #dddddd\ntiddler-info-tab-background: #f8f8f8\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #c0c0c0\ntiddler-title-foreground: #cc0000\ntoolbar-new-button:\ntoolbar-options-button:\ntoolbar-save-button:\ntoolbar-info-button:\ntoolbar-edit-button:\ntoolbar-close-button:\ntoolbar-delete-button:\ntoolbar-cancel-button:\ntoolbar-done-button:\nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/palettes/SolarFlare": {
"title": "$:/palettes/SolarFlare",
"name": "Solar Flare",
"description": "Warm, relaxing earth colours",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": ": Background Tones\n\nbase03: #002b36\nbase02: #073642\n\n: Content Tones\n\nbase01: #586e75\nbase00: #657b83\nbase0: #839496\nbase1: #93a1a1\n\n: Background Tones\n\nbase2: #eee8d5\nbase3: #fdf6e3\n\n: Accent Colors\n\nyellow: #b58900\norange: #cb4b16\nred: #dc322f\nmagenta: #d33682\nviolet: #6c71c4\nblue: #268bd2\ncyan: #2aa198\ngreen: #859900\n\n: Additional Tones (RA)\n\nbase10: #c0c4bb\nviolet-muted: #7c81b0\nblue-muted: #4e7baa\n\nyellow-hot: #ffcc44\norange-hot: #eb6d20\nred-hot: #ff2222\nblue-hot: #2298ee\ngreen-hot: #98ee22\n\n: Palette\n\n: Do not use colour macro for background and foreground\nbackground: #fdf6e3\n download-foreground: <<colour background>>\n dragger-foreground: <<colour background>>\n dropdown-background: <<colour background>>\n modal-background: <<colour background>>\n sidebar-foreground-shadow: <<colour background>>\n tiddler-background: <<colour background>>\n tiddler-border: <<colour background>>\n tiddler-link-background: <<colour background>>\n tab-background-selected: <<colour background>>\n dropdown-tab-background-selected: <<colour tab-background-selected>>\nforeground: #657b83\n dragger-background: <<colour foreground>>\n tab-foreground: <<colour foreground>>\n tab-foreground-selected: <<colour tab-foreground>>\n sidebar-tab-foreground-selected: <<colour tab-foreground-selected>>\n sidebar-tab-foreground: <<colour tab-foreground>>\n sidebar-button-foreground: <<colour foreground>>\n sidebar-controls-foreground: <<colour foreground>>\n sidebar-foreground: <<colour foreground>>\n: base03\n: base02\n: base01\n alert-muted-foreground: <<colour base01>>\n: base00\n code-foreground: <<colour base00>>\n message-foreground: <<colour base00>>\n tag-foreground: <<colour base00>>\n: base0\n sidebar-tiddler-link-foreground: <<colour base0>>\n: base1\n muted-foreground: <<colour base1>>\n blockquote-bar: <<colour muted-foreground>>\n dropdown-border: <<colour muted-foreground>>\n sidebar-muted-foreground: <<colour muted-foreground>>\n tiddler-title-foreground: <<colour muted-foreground>>\n site-title-foreground: <<colour tiddler-title-foreground>>\n: base2\n modal-footer-background: <<colour base2>>\n page-background: <<colour base2>>\n modal-backdrop: <<colour page-background>>\n notification-background: <<colour page-background>>\n code-background: <<colour page-background>>\n code-border: <<colour code-background>>\n pre-background: <<colour page-background>>\n pre-border: <<colour pre-background>>\n sidebar-tab-background-selected: <<colour page-background>>\n table-header-background: <<colour base2>>\n tag-background: <<colour base2>>\n tiddler-editor-background: <<colour base2>>\n tiddler-info-background: <<colour base2>>\n tiddler-info-tab-background: <<colour base2>>\n tab-background: <<colour base2>>\n dropdown-tab-background: <<colour tab-background>>\n: base3\n alert-background: <<colour base3>>\n message-background: <<colour base3>>\n: yellow\n: orange\n: red\n: magenta\n alert-highlight: <<colour magenta>>\n: violet\n external-link-foreground: <<colour violet>>\n: blue\n: cyan\n: green\n: base10\n tiddler-controls-foreground: <<colour base10>>\n: violet-muted\n external-link-foreground-visited: <<colour violet-muted>>\n: blue-muted\n primary: <<colour blue-muted>>\n download-background: <<colour primary>>\n tiddler-link-foreground: <<colour primary>>\n\nalert-border: #b99e2f\ndirty-indicator: #ff0000\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nmessage-border: #cfd6e6\nmodal-border: #999999\nselect-tag-background:\nselect-tag-foreground:\nsidebar-controls-foreground-hover:\nsidebar-muted-foreground-hover:\nsidebar-tab-background: #ded8c5\nsidebar-tiddler-link-foreground-hover:\nstatic-alert-foreground: #aaaaaa\ntab-border: #cccccc\n modal-footer-border: <<colour tab-border>>\n modal-header-border: <<colour tab-border>>\n notification-border: <<colour tab-border>>\n sidebar-tab-border: <<colour tab-border>>\n tab-border-selected: <<colour tab-border>>\n sidebar-tab-border-selected: <<colour tab-border-selected>>\ntab-divider: #d8d8d8\n sidebar-tab-divider: <<colour tab-divider>>\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntiddler-controls-foreground-hover: #888888\ntiddler-controls-foreground-selected: #444444\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-border: #dddddd\ntiddler-subtitle-foreground: #c0c0c0\ntoolbar-new-button:\ntoolbar-options-button:\ntoolbar-save-button:\ntoolbar-info-button:\ntoolbar-edit-button:\ntoolbar-close-button:\ntoolbar-delete-button:\ntoolbar-cancel-button:\ntoolbar-done-button:\nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/palettes/SolarizedLight": {
"title": "$:/palettes/SolarizedLight",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"description": "Precision colors for machines and people",
"license": "MIT, Ethan Schoonover, https://github.com/altercation/solarized/blob/master/LICENSE",
"name": "SolarizedLight",
"text": "alert-background: #eee8d5\nalert-border: #073642\nalert-highlight: #cb4b16\nalert-muted-foreground: #586e75\nbackground: #fdf6e3\nblockquote-bar: <<colour muted-foreground>>\nbutton-background: #cb4b16\nbutton-foreground: #fdf6e3\nbutton-border: transparent\ncode-background: #eee8d5\ncode-border: #93a1a1\ncode-foreground: #d33682\ndiff-delete-background: #BF616A\ndiff-delete-foreground: <<colour foreground>>\ndiff-equal-background: \ndiff-equal-foreground: <<colour foreground>>\ndiff-insert-background: #859900\ndiff-insert-foreground: <<colour foreground>>\ndiff-invisible-background: \ndiff-invisible-foreground: <<colour muted-foreground>>\ndirty-indicator: #D08770\ndownload-background: #859900\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour background>>\ndropdown-tab-background-selected: #fdf6e3\ndropdown-tab-background: #93a1a1\ndropzone-background: #859900\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: #d33682\nexternal-link-foreground-visited: #b58900\nexternal-link-foreground: #cb4b16\nforeground: #839496\nmessage-background: #586e75\nmessage-border: #586e75\nmessage-foreground: #eee8d5\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #eee8d5\nmodal-footer-background: #eee8d5\nmodal-footer-border: #eee8d5\nmodal-header-border: #eee8d5\nmuted-foreground: #93a1a1\nnotification-background: #EBCB8B\nnotification-border: #D08770\npage-background: #eee8d5\npre-background: #eee8d5\npre-border: #93a1a1\nprimary: #2aa198\nselect-tag-background: #eee8d5\nselect-tag-foreground: <<colour foreground>>\nsidebar-button-foreground: #eee8d5\nsidebar-controls-foreground-hover: #268bd2\nsidebar-controls-foreground: #586e75\nsidebar-foreground-shadow: transparent\nsidebar-foreground: #839496\nsidebar-muted-foreground-hover: #657b83\nsidebar-muted-foreground: #93a1a1\nsidebar-tab-background-selected: #eee8d5\nsidebar-tab-background: #839496\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: #657b83\nsidebar-tab-divider: <<colour page-background>>\nsidebar-tab-foreground-selected: #839496\nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #859900\nsidebar-tiddler-link-foreground: #268bd2\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #dc322f\ntab-background-selected: #fdf6e3\ntab-background: #839496\ntab-border-selected: #93a1a1\ntab-border: #93a1a1\ntab-divider: #fdf6e3\ntab-foreground-selected: #839496\ntab-foreground: #eee8d5\ntable-border: #657b83\ntable-footer-background: #657b83\ntable-header-background: #93a1a1\ntag-background: #6c71c4\ntag-foreground: #eee8d5\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: #b58900\ntiddler-controls-foreground-selected: #b58900\ntiddler-controls-foreground: #073642\ntiddler-editor-background: #eee8d5\ntiddler-editor-border-image: #eee8d5\ntiddler-editor-border: #eee8d5\ntiddler-editor-fields-even: #eee8d5\ntiddler-editor-fields-odd: #fdf6e3\ntiddler-info-background: #eee8d5\ntiddler-info-border: #eee8d5\ntiddler-info-tab-background: #586e75\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #586e75\ntiddler-title-foreground: #073642\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: #839496\nvery-muted-foreground: #93a1a1\n"
},
"$:/palettes/SpartanDay": {
"title": "$:/palettes/SpartanDay",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"description": "Cold, spartan day colors",
"name": "Spartan Day",
"text": "alert-background: <<colour background>>\nalert-border: <<colour very-muted-foreground>>\nalert-highlight: <<colour very-muted-foreground>>\nalert-muted-foreground: <<colour muted-foreground>>\nbackground: #FAFAFA\nblockquote-bar: <<colour page-background>>\nbutton-background: transparent\nbutton-foreground: inherit\nbutton-border: <<colour tag-background>>\ncode-background: #ececec\ncode-border: #ececec\ncode-foreground: \ndirty-indicator: #c80000\ndownload-background: <<colour primary>>\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: #FFFFFF\ndropdown-border: <<colour dropdown-background>>\ndropdown-tab-background-selected: <<colour dropdown-background>>\ndropdown-tab-background: #F5F5F5\ndropzone-background: <<colour tag-background>>\nexternal-link-background-hover: transparent\nexternal-link-background-visited: transparent\nexternal-link-background: transparent\nexternal-link-foreground-hover: \nexternal-link-foreground-visited: \nexternal-link-foreground: \nforeground: rgba(0, 0, 0, 0.87)\nmessage-background: <<colour background>>\nmessage-border: <<colour very-muted-foreground>>\nmessage-foreground: rgba(0, 0, 0, 0.54)\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: <<colour very-muted-foreground>>\nmodal-footer-background: <<colour background>>\nmodal-footer-border: <<colour very-muted-foreground>>\nmodal-header-border: <<colour very-muted-foreground>>\nmuted-foreground: rgba(0, 0, 0, 0.54)\nnotification-background: <<colour dropdown-background>>\nnotification-border: <<colour dropdown-background>>\npage-background: #f4f4f4\npre-background: #ececec\npre-border: #ececec\nprimary: #3949ab\nselect-tag-background: <<colour background>>\nselect-tag-foreground: <<colour foreground>>\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #aeaeae\nsidebar-controls-foreground: #c6c6c6\nsidebar-foreground-shadow: transparent\nsidebar-foreground: rgba(0, 0, 0, 0.54)\nsidebar-muted-foreground-hover: rgba(0, 0, 0, 0.54)\nsidebar-muted-foreground: rgba(0, 0, 0, 0.38)\nsidebar-tab-background-selected: <<colour page-background>>\nsidebar-tab-background: transparent\nsidebar-tab-border-selected: <<colour table-border>>\nsidebar-tab-border: transparent\nsidebar-tab-divider: <<colour table-border>>\nsidebar-tab-foreground-selected: rgba(0, 0, 0, 0.87)\nsidebar-tab-foreground: rgba(0, 0, 0, 0.54)\nsidebar-tiddler-link-foreground-hover: rgba(0, 0, 0, 0.87)\nsidebar-tiddler-link-foreground: rgba(0, 0, 0, 0.54)\nsite-title-foreground: rgba(0, 0, 0, 0.87)\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: <<colour background>>\ntab-background: transparent\ntab-border-selected: <<colour table-border>>\ntab-border: transparent\ntab-divider: <<colour table-border>>\ntab-foreground-selected: rgba(0, 0, 0, 0.87)\ntab-foreground: rgba(0, 0, 0, 0.54)\ntable-border: #d8d8d8\ntable-footer-background: <<colour tiddler-editor-fields-odd>>\ntable-header-background: <<colour tiddler-editor-fields-even>>\ntag-background: #ec6\ntag-foreground: <<colour button-foreground>>\ntiddler-background: <<colour background>>\ntiddler-border: #f9f9f9\ntiddler-controls-foreground-hover: <<colour sidebar-controls-foreground-hover>>\ntiddler-controls-foreground-selected: <<colour sidebar-controls-foreground-hover>>\ntiddler-controls-foreground: <<colour sidebar-controls-foreground>>\ntiddler-editor-background: transparent\ntiddler-editor-border-image: \ntiddler-editor-border: #e8e7e7\ntiddler-editor-fields-even: rgba(0, 0, 0, 0.1)\ntiddler-editor-fields-odd: rgba(0, 0, 0, 0.04)\ntiddler-info-background: #F5F5F5\ntiddler-info-border: #F5F5F5\ntiddler-info-tab-background: <<colour tiddler-editor-fields-odd>>\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: <<colour muted-foreground>>\ntiddler-title-foreground: #000000\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: <<colour very-muted-foreground>>\nvery-muted-foreground: rgba(0, 0, 0, 0.12)\n"
},
"$:/palettes/SpartanNight": {
"title": "$:/palettes/SpartanNight",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"description": "Dark spartan colors",
"name": "Spartan Night",
"text": "alert-background: <<colour background>>\nalert-border: <<colour very-muted-foreground>>\nalert-highlight: <<colour very-muted-foreground>>\nalert-muted-foreground: <<colour muted-foreground>>\nbackground: #303030\nblockquote-bar: <<colour page-background>>\nbutton-background: transparent\nbutton-foreground: inherit\nbutton-border: <<colour tag-background>>\ncode-background: <<colour pre-background>>\ncode-border: <<colour pre-border>>\ncode-foreground: rgba(255, 255, 255, 0.54)\ndirty-indicator: #c80000\ndownload-background: <<colour primary>>\ndownload-foreground: <<colour foreground>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: #424242\ndropdown-border: <<colour dropdown-background>>\ndropdown-tab-background-selected: <<colour dropdown-background>>\ndropdown-tab-background: #050505\ndropzone-background: <<colour tag-background>>\nexternal-link-background-hover: transparent\nexternal-link-background-visited: transparent\nexternal-link-background: transparent\nexternal-link-foreground-hover: \nexternal-link-foreground-visited: #7c318c\nexternal-link-foreground: #9e3eb3\nforeground: rgba(255, 255, 255, 0.7)\nmessage-background: <<colour background>>\nmessage-border: <<colour very-muted-foreground>>\nmessage-foreground: rgba(255, 255, 255, 0.54)\nmodal-backdrop: <<colour page-background>>\nmodal-background: <<colour background>>\nmodal-border: <<colour very-muted-foreground>>\nmodal-footer-background: <<colour background>>\nmodal-footer-border: <<colour background>>\nmodal-header-border: <<colour very-muted-foreground>>\nmuted-foreground: rgba(255, 255, 255, 0.54)\nnotification-background: <<colour dropdown-background>>\nnotification-border: <<colour dropdown-background>>\npage-background: #212121\npre-background: #2a2a2a\npre-border: transparent\nprimary: #5656f3\nselect-tag-background: <<colour background>>\nselect-tag-foreground: <<colour foreground>>\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #494949\nsidebar-controls-foreground: #5d5d5d\nsidebar-foreground-shadow: transparent\nsidebar-foreground: rgba(255, 255, 255, 0.54)\nsidebar-muted-foreground-hover: rgba(255, 255, 255, 0.54)\nsidebar-muted-foreground: rgba(255, 255, 255, 0.38)\nsidebar-tab-background-selected: <<colour page-background>>\nsidebar-tab-background: transparent\nsidebar-tab-border-selected: <<colour table-border>>\nsidebar-tab-border: transparent\nsidebar-tab-divider: <<colour table-border>>\nsidebar-tab-foreground-selected: rgba(255, 255, 255, 0.87)\nsidebar-tab-foreground: rgba(255, 255, 255, 0.54)\nsidebar-tiddler-link-foreground-hover: rgba(255, 255, 255, 0.7)\nsidebar-tiddler-link-foreground: rgba(255, 255, 255, 0.54)\nsite-title-foreground: rgba(255, 255, 255, 0.7)\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: <<colour background>>\ntab-background: transparent\ntab-border-selected: <<colour table-border>>\ntab-border: transparent\ntab-divider: <<colour table-border>>\ntab-foreground-selected: rgba(255, 255, 255, 0.87)\ntab-foreground: rgba(255, 255, 255, 0.54)\ntable-border: #3a3a3a\ntable-footer-background: <<colour tiddler-editor-fields-odd>>\ntable-header-background: <<colour tiddler-editor-fields-even>>\ntag-background: #ec6\ntag-foreground: <<colour button-foreground>>\ntiddler-background: <<colour background>>\ntiddler-border: rgb(55,55,55)\ntiddler-controls-foreground-hover: <<colour sidebar-controls-foreground-hover>>\ntiddler-controls-foreground-selected: <<colour sidebar-controls-foreground-hover>>\ntiddler-controls-foreground: <<colour sidebar-controls-foreground>>\ntiddler-editor-background: transparent\ntiddler-editor-border-image: \ntiddler-editor-border: rgba(255, 255, 255, 0.08)\ntiddler-editor-fields-even: rgba(255, 255, 255, 0.1)\ntiddler-editor-fields-odd: rgba(255, 255, 255, 0.04)\ntiddler-info-background: #454545\ntiddler-info-border: #454545\ntiddler-info-tab-background: <<colour tiddler-editor-fields-odd>>\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: <<colour muted-foreground>>\ntiddler-title-foreground: #FFFFFF\ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \ntoolbar-info-button: \ntoolbar-edit-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-cancel-button: \ntoolbar-done-button: \nuntagged-background: <<colour very-muted-foreground>>\nvery-muted-foreground: rgba(255, 255, 255, 0.12)\n"
},
"$:/palettes/Twilight": {
"title": "$:/palettes/Twilight",
"tags": "$:/tags/Palette",
"author": "Thomas Elmiger",
"type": "application/x-tiddler-dictionary",
"name": "Twilight",
"description": "Delightful, soft darkness.",
"text": "alert-background: rgb(255, 255, 102)\nalert-border: rgb(232, 232, 125)\nalert-highlight: rgb(255, 51, 51)\nalert-muted-foreground: rgb(224, 82, 82)\nbackground: rgb(38, 38, 38)\nblockquote-bar: rgba(240, 196, 117, 0.7)\nbutton-background: rgb(63, 63, 63)\nbutton-border: rgb(127, 127, 127)\nbutton-foreground: rgb(179, 179, 179)\ncode-background: rgba(0,0,0,0.03)\ncode-border: rgba(0,0,0,0.08)\ncode-foreground: rgb(255, 94, 94)\ndiff-delete-background: #ffc9c9\ndiff-delete-foreground: <<colour foreground>>\ndiff-equal-background: \ndiff-equal-foreground: <<colour foreground>>\ndiff-insert-background: #aaefad\ndiff-insert-foreground: <<colour foreground>>\ndiff-invisible-background: \ndiff-invisible-foreground: <<colour muted-foreground>>\ndirty-indicator: rgb(255, 94, 94)\ndownload-background: #19a974\ndownload-foreground: rgb(38, 38, 38)\ndragger-background: rgb(179, 179, 179)\ndragger-foreground: rgb(38, 38, 38)\ndropdown-background: rgb(38, 38, 38)\ndropdown-border: rgb(255, 255, 255)\ndropdown-tab-background: rgba(0,0,0,.1)\ndropdown-tab-background-selected: rgba(255,255,255,1)\ndropzone-background: #9eebcf\nexternal-link-background: inherit\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-foreground: rgb(179, 179, 255)\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: rgb(153, 153, 255)\nforeground: rgb(179, 179, 179)\nmessage-background: <<colour tag-foreground>>\nmessage-border: #96ccff\nmessage-foreground: <<colour tag-background>>\nmodal-backdrop: rgb(179, 179, 179)\nmodal-background: rgb(38, 38, 38)\nmodal-border: rgba(0,0,0,.5)\nmodal-footer-background: #f4f4f4\nmodal-footer-border: rgba(0,0,0,.1)\nmodal-header-border: rgba(0,0,0,.2)\nmuted-foreground: rgb(255, 255, 255)\nnotification-background: <<colour tag-foreground>>\nnotification-border: <<colour tag-background>>\npage-background: rgb(26, 26, 26)\npre-background: rgb(25, 25, 25)\npre-border: rgba(0,0,0,.2)\nprimary: rgb(255, 201, 102)\nselect-tag-background: \nselect-tag-foreground: \nsidebar-button-foreground: rgb(179, 179, 179)\nsidebar-controls-foreground: rgb(153, 153, 153)\nsidebar-controls-foreground-hover: <<colour tiddler-controls-foreground-hover>>\nsidebar-foreground: rgb(141, 141, 141)\nsidebar-foreground-shadow: transparent\nsidebar-muted-foreground: rgba(0, 0, 0, 0.5)\nsidebar-muted-foreground-hover: rgb(141, 141, 141)\nsidebar-tab-background: rgba(141, 141, 141, 0.2)\nsidebar-tab-background-selected: rgb(26, 26, 26)\nsidebar-tab-border: rgb(127, 127, 127)\nsidebar-tab-border-selected: rgb(127, 127, 127)\nsidebar-tab-divider: rgb(127, 127, 127)\nsidebar-tab-foreground: rgb(179, 179, 179)\nsidebar-tab-foreground-selected: rgb(179, 179, 179)\nsidebar-tiddler-link-foreground: rgb(179, 179, 179)\nsidebar-tiddler-link-foreground-hover: rgb(115, 115, 115)\nsite-title-foreground: rgb(255, 201, 102)\nstatic-alert-foreground: rgba(0,0,0,.3)\ntab-background: rgba(0,0,0,0.125)\ntab-background-selected: rgb(38, 38, 38)\ntab-border: rgb(255, 201, 102)\ntab-border-selected: rgb(255, 201, 102)\ntab-divider: rgb(255, 201, 102)\ntab-foreground: rgb(179, 179, 179)\ntab-foreground-selected: rgb(179, 179, 179)\ntable-border: rgba(255,255,255,.3)\ntable-footer-background: rgba(0,0,0,.4)\ntable-header-background: rgba(0,0,0,.1)\ntag-background: rgb(255, 201, 102)\ntag-foreground: rgb(25, 25, 25)\ntiddler-background: rgb(38, 38, 38)\ntiddler-border: rgba(240, 196, 117, 0.7)\ntiddler-controls-foreground: rgb(128, 128, 128)\ntiddler-controls-foreground-hover: rgba(255, 255, 255, 0.8)\ntiddler-controls-foreground-selected: rgba(255, 255, 255, 0.9)\ntiddler-editor-background: rgb(33, 33, 33)\ntiddler-editor-border: rgb(63, 63, 63)\ntiddler-editor-border-image: rgb(25, 25, 25)\ntiddler-editor-fields-even: rgb(33, 33, 33)\ntiddler-editor-fields-odd: rgb(28, 28, 28)\ntiddler-info-background: rgb(43, 43, 43)\ntiddler-info-border: rgb(25, 25, 25)\ntiddler-info-tab-background: rgb(43, 43, 43)\ntiddler-link-background: rgb(38, 38, 38)\ntiddler-link-foreground: rgb(204, 204, 255)\ntiddler-subtitle-foreground: rgb(255, 255, 255)\ntiddler-title-foreground: rgb(255, 192, 76)\ntoolbar-cancel-button: \ntoolbar-close-button: \ntoolbar-delete-button: \ntoolbar-done-button: \ntoolbar-edit-button: \ntoolbar-info-button: \ntoolbar-new-button: \ntoolbar-options-button: \ntoolbar-save-button: \nuntagged-background: rgb(255, 255, 255)\nvery-muted-foreground: rgba(240, 196, 117, 0.7)\n"
},
"$:/palettes/Vanilla": {
"title": "$:/palettes/Vanilla",
"name": "Vanilla",
"description": "Pale and unobtrusive",
"tags": "$:/tags/Palette",
"type": "application/x-tiddler-dictionary",
"text": "alert-background: #ffe476\nalert-border: #b99e2f\nalert-highlight: #881122\nalert-muted-foreground: #b99e2f\nbackground: #ffffff\nblockquote-bar: <<colour muted-foreground>>\nbutton-background:\nbutton-foreground:\nbutton-border:\ncode-background: #f7f7f9\ncode-border: #e1e1e8\ncode-foreground: #dd1144\ndiff-delete-background: #ffc9c9\ndiff-delete-foreground: <<colour foreground>>\ndiff-equal-background: \ndiff-equal-foreground: <<colour foreground>>\ndiff-insert-background: #aaefad\ndiff-insert-foreground: <<colour foreground>>\ndiff-invisible-background: \ndiff-invisible-foreground: <<colour muted-foreground>>\ndirty-indicator: #ff0000\ndownload-background: #34c734\ndownload-foreground: <<colour background>>\ndragger-background: <<colour foreground>>\ndragger-foreground: <<colour background>>\ndropdown-background: <<colour background>>\ndropdown-border: <<colour muted-foreground>>\ndropdown-tab-background-selected: #fff\ndropdown-tab-background: #ececec\ndropzone-background: rgba(0,200,0,0.7)\nexternal-link-background-hover: inherit\nexternal-link-background-visited: inherit\nexternal-link-background: inherit\nexternal-link-foreground-hover: inherit\nexternal-link-foreground-visited: #0000aa\nexternal-link-foreground: #0000ee\nforeground: #333333\nmessage-background: #ecf2ff\nmessage-border: #cfd6e6\nmessage-foreground: #547599\nmodal-backdrop: <<colour foreground>>\nmodal-background: <<colour background>>\nmodal-border: #999999\nmodal-footer-background: #f5f5f5\nmodal-footer-border: #dddddd\nmodal-header-border: #eeeeee\nmuted-foreground: #bbb\nnotification-background: #ffffdd\nnotification-border: #999999\npage-background: #f4f4f4\npre-background: #f5f5f5\npre-border: #cccccc\nprimary: #5778d8\nselect-tag-background:\nselect-tag-foreground:\nsidebar-button-foreground: <<colour foreground>>\nsidebar-controls-foreground-hover: #000000\nsidebar-controls-foreground: #aaaaaa\nsidebar-foreground-shadow: rgba(255,255,255, 0.8)\nsidebar-foreground: #acacac\nsidebar-muted-foreground-hover: #444444\nsidebar-muted-foreground: #c0c0c0\nsidebar-tab-background-selected: #f4f4f4\nsidebar-tab-background: #e0e0e0\nsidebar-tab-border-selected: <<colour tab-border-selected>>\nsidebar-tab-border: <<colour tab-border>>\nsidebar-tab-divider: #e4e4e4\nsidebar-tab-foreground-selected:\nsidebar-tab-foreground: <<colour tab-foreground>>\nsidebar-tiddler-link-foreground-hover: #444444\nsidebar-tiddler-link-foreground: #999999\nsite-title-foreground: <<colour tiddler-title-foreground>>\nstatic-alert-foreground: #aaaaaa\ntab-background-selected: #ffffff\ntab-background: #d8d8d8\ntab-border-selected: #d8d8d8\ntab-border: #cccccc\ntab-divider: #d8d8d8\ntab-foreground-selected: <<colour tab-foreground>>\ntab-foreground: #666666\ntable-border: #dddddd\ntable-footer-background: #a8a8a8\ntable-header-background: #f0f0f0\ntag-background: #ec6\ntag-foreground: #ffffff\ntiddler-background: <<colour background>>\ntiddler-border: <<colour background>>\ntiddler-controls-foreground-hover: #888888\ntiddler-controls-foreground-selected: #444444\ntiddler-controls-foreground: #cccccc\ntiddler-editor-background: #f8f8f8\ntiddler-editor-border-image: #ffffff\ntiddler-editor-border: #cccccc\ntiddler-editor-fields-even: #e0e8e0\ntiddler-editor-fields-odd: #f0f4f0\ntiddler-info-background: #f8f8f8\ntiddler-info-border: #dddddd\ntiddler-info-tab-background: #f8f8f8\ntiddler-link-background: <<colour background>>\ntiddler-link-foreground: <<colour primary>>\ntiddler-subtitle-foreground: #c0c0c0\ntiddler-title-foreground: #182955\ntoolbar-new-button:\ntoolbar-options-button:\ntoolbar-save-button:\ntoolbar-info-button:\ntoolbar-edit-button:\ntoolbar-close-button:\ntoolbar-delete-button:\ntoolbar-cancel-button:\ntoolbar-done-button:\nuntagged-background: #999999\nvery-muted-foreground: #888888\n"
},
"$:/core/readme": {
"title": "$:/core/readme",
"text": "This plugin contains TiddlyWiki's core components, comprising:\n\n* JavaScript code modules\n* Icons\n* Templates needed to create TiddlyWiki's user interface\n* British English (''en-GB'') translations of the localisable strings used by the core\n"
},
"$:/library/sjcl.js/license": {
"title": "$:/library/sjcl.js/license",
"type": "text/plain",
"text": "SJCL is open. You can use, modify and redistribute it under a BSD\nlicense or under the GNU GPL, version 2.0.\n\n---------------------------------------------------------------------\n\nhttp://opensource.org/licenses/BSD-2-Clause\n\nCopyright (c) 2009-2015, Emily Stark, Mike Hamburg and Dan Boneh at\nStanford University. All rights reserved.\n\nRedistribution and use in source and binary forms, with or without\nmodification, are permitted provided that the following conditions are\nmet:\n\n1. Redistributions of source code must retain the above copyright\nnotice, this list of conditions and the following disclaimer.\n\n2. Redistributions in binary form must reproduce the above copyright\nnotice, this list of conditions and the following disclaimer in the\ndocumentation and/or other materials provided with the distribution.\n\nTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS\nIS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED\nTO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A\nPARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\nHOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\nSPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED\nTO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\nPROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF\nLIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\nNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\nSOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\n---------------------------------------------------------------------\n\nhttp://opensource.org/licenses/GPL-2.0\n\nThe Stanford Javascript Crypto Library (hosted here on GitHub) is a\nproject by the Stanford Computer Security Lab to build a secure,\npowerful, fast, small, easy-to-use, cross-browser library for\ncryptography in Javascript.\n\nCopyright (c) 2009-2015, Emily Stark, Mike Hamburg and Dan Boneh at\nStanford University.\n\nThis program is free software; you can redistribute it and/or modify it\nunder the terms of the GNU General Public License as published by the\nFree Software Foundation; either version 2 of the License, or (at your\noption) any later version.\n\nThis program is distributed in the hope that it will be useful, but\nWITHOUT ANY WARRANTY; without even the implied warranty of\nMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General\nPublic License for more details.\n\nYou should have received a copy of the GNU General Public License along\nwith this program; if not, write to the Free Software Foundation, Inc.,\n59 Temple Place, Suite 330, Boston, MA 02111-1307 USA"
},
"$:/core/templates/MOTW.html": {
"title": "$:/core/templates/MOTW.html",
"text": "\\rules only filteredtranscludeinline transcludeinline entity\n<!-- The following comment is called a MOTW comment and is necessary for the TiddlyIE Internet Explorer extension -->\n<!-- saved from url=(0021)https://tiddlywiki.com --> "
},
"$:/core/templates/alltiddlers.template.html": {
"title": "$:/core/templates/alltiddlers.template.html",
"type": "text/vnd.tiddlywiki-html",
"text": "<!-- This template is provided for backwards compatibility with older versions of TiddlyWiki -->\n\n<$set name=\"exportFilter\" value=\"[!is[system]sort[title]]\">\n\n{{$:/core/templates/exporters/StaticRiver}}\n\n</$set>\n"
},
"$:/core/templates/canonical-uri-external-image": {
"title": "$:/core/templates/canonical-uri-external-image",
"text": "<!--\n\nThis template is used to assign the ''_canonical_uri'' field to external images.\n\nChange the `./images/` part to a different base URI. The URI can be relative or absolute.\n\n-->\n./images/<$view field=\"title\" format=\"doubleurlencoded\"/>"
},
"$:/core/templates/canonical-uri-external-raw": {
"title": "$:/core/templates/canonical-uri-external-raw",
"text": "<!--\n\nThis template is used to assign the ''_canonical_uri'' field to external raw files that are stored in the same directory\n\n-->\n<$view field=\"title\" format=\"doubleurlencoded\"/>"
},
"$:/core/templates/canonical-uri-external-text": {
"title": "$:/core/templates/canonical-uri-external-text",
"text": "<!--\n\nThis template is used to assign the ''_canonical_uri'' field to external text files.\n\nChange the `./text/` part to a different base URI. The URI can be relative or absolute.\n\n-->\n./text/<$view field=\"title\" format=\"doubleurlencoded\"/>.tid"
},
"$:/core/templates/css-tiddler": {
"title": "$:/core/templates/css-tiddler",
"text": "<!--\n\nThis template is used for saving CSS tiddlers as a style tag with data attributes representing the tiddler fields.\n\n-->`<style`<$fields template=' data-tiddler-$name$=\"$encoded_value$\"'></$fields>` type=\"text/css\">`<$view field=\"text\" format=\"text\" />`</style>`"
},
"$:/core/templates/exporters/CsvFile": {
"title": "$:/core/templates/exporters/CsvFile",
"tags": "$:/tags/Exporter",
"description": "{{$:/language/Exporters/CsvFile}}",
"extension": ".csv",
"text": "\\define renderContent()\n<$text text=<<csvtiddlers filter:\"\"\"$(exportFilter)$\"\"\" format:\"quoted-comma-sep\">>/>\n\\end\n<<renderContent>>\n"
},
"$:/core/templates/exporters/JsonFile": {
"title": "$:/core/templates/exporters/JsonFile",
"tags": "$:/tags/Exporter",
"description": "{{$:/language/Exporters/JsonFile}}",
"extension": ".json",
"text": "\\define renderContent()\n<$text text=<<jsontiddlers filter:\"\"\"$(exportFilter)$\"\"\">>/>\n\\end\n<<renderContent>>\n"
},
"$:/core/templates/exporters/StaticRiver": {
"title": "$:/core/templates/exporters/StaticRiver",
"tags": "$:/tags/Exporter",
"description": "{{$:/language/Exporters/StaticRiver}}",
"extension": ".html",
"text": "\\define tv-wikilink-template() #$uri_encoded$\n\\define tv-config-toolbar-icons() no\n\\define tv-config-toolbar-text() no\n\\define tv-config-toolbar-class() tc-btn-invisible\n\\rules only filteredtranscludeinline transcludeinline\n<!doctype html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html;charset=utf-8\" />\n<meta name=\"generator\" content=\"TiddlyWiki\" />\n<meta name=\"tiddlywiki-version\" content=\"{{$:/core/templates/version}}\" />\n<meta name=\"format-detection\" content=\"telephone=no\">\n<link id=\"faviconLink\" rel=\"shortcut icon\" href=\"favicon.ico\">\n<title>{{$:/core/wiki/title}}</title>\n<div id=\"styleArea\">\n{{$:/boot/boot.css||$:/core/templates/css-tiddler}}\n</div>\n<style type=\"text/css\">\n{{$:/core/ui/PageStylesheet||$:/core/templates/wikified-tiddler}}\n</style>\n</head>\n<body class=\"tc-body\">\n{{$:/StaticBanner||$:/core/templates/html-tiddler}}\n<section class=\"tc-story-river\">\n{{$:/core/templates/exporters/StaticRiver/Content||$:/core/templates/html-tiddler}}\n</section>\n</body>\n</html>\n"
},
"$:/core/templates/exporters/StaticRiver/Content": {
"title": "$:/core/templates/exporters/StaticRiver/Content",
"text": "\\define renderContent()\n{{{ $(exportFilter)$ ||$:/core/templates/static-tiddler}}}\n\\end\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n<<renderContent>>\n"
},
"$:/core/templates/exporters/TidFile": {
"title": "$:/core/templates/exporters/TidFile",
"tags": "$:/tags/Exporter",
"description": "{{$:/language/Exporters/TidFile}}",
"extension": ".tid",
"text": "\\define renderContent()\n{{{ $(exportFilter)$ +[limit[1]] ||$:/core/templates/tid-tiddler}}}\n\\end\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n<<renderContent>>"
},
"$:/core/save/all-external-js": {
"title": "$:/core/save/all-external-js",
"text": "\\define saveTiddlerFilter()\n[is[tiddler]] -[prefix[$:/state/popup/]] -[[$:/HistoryList]] -[[$:/core]] -[[$:/boot/boot.css]] -[type[application/javascript]library[yes]] -[[$:/boot/boot.js]] -[[$:/boot/bootprefix.js]] +[sort[title]] $(publishFilter)$\n\\end\n{{$:/core/templates/tiddlywiki5-external-js.html}}\n"
},
"$:/core/templates/tiddlywiki5.js": {
"title": "$:/core/templates/tiddlywiki5.js",
"text": "\\rules only filteredtranscludeinline transcludeinline codeinline\n\n/*\n{{ $:/core/copyright.txt ||$:/core/templates/plain-text-tiddler}}\n`*/\n`<!--~~ Library modules ~~-->\n{{{ [is[system]type[application/javascript]library[yes]] ||$:/core/templates/plain-text-tiddler}}}\n<!--~~ Boot prefix ~~-->\n{{ $:/boot/bootprefix.js ||$:/core/templates/plain-text-tiddler}}\n<!--~~ Core plugin ~~-->\n{{$:/core/templates/tiddlywiki5.js/tiddlers}}\n<!--~~ Boot kernel ~~-->\n{{ $:/boot/boot.js ||$:/core/templates/plain-text-tiddler}}\n"
},
"$:/core/templates/tiddlywiki5.js/tiddlers": {
"title": "$:/core/templates/tiddlywiki5.js/tiddlers",
"text": "`\n$tw.preloadTiddlerArray(`<$text text=<<jsontiddlers \"[[$:/core]]\">>/>`);\n$tw.preloadTiddlerArray([{\n\ttitle: \"$:/config/SaveWikiButton/Template\",\n\ttext: \"$:/core/save/all-external-js\"\n}]);\n`\n"
},
"$:/core/templates/tiddlywiki5-external-js.html": {
"title": "$:/core/templates/tiddlywiki5-external-js.html",
"text": "\\rules only filteredtranscludeinline transcludeinline\n<!doctype html>\n{{$:/core/templates/MOTW.html}}<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html;charset=utf-8\" />\n<!--~~ Raw markup for the top of the head section ~~-->\n{{{ [all[shadows+tiddlers]tag[$:/tags/RawMarkupWikified/TopHead]] ||$:/core/templates/raw-static-tiddler}}}\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=Edge\"/>\n<meta name=\"application-name\" content=\"TiddlyWiki\" />\n<meta name=\"generator\" content=\"TiddlyWiki\" />\n<meta name=\"tiddlywiki-version\" content=\"{{$:/core/templates/version}}\" />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\" />\n<meta name=\"apple-mobile-web-app-status-bar-style\" content=\"black-translucent\" />\n<meta name=\"mobile-web-app-capable\" content=\"yes\"/>\n<meta name=\"format-detection\" content=\"telephone=no\" />\n<meta name=\"copyright\" content=\"{{$:/core/copyright.txt}}\" />\n<link id=\"faviconLink\" rel=\"shortcut icon\" href=\"favicon.ico\">\n<title>{{$:/core/wiki/title}}</title>\n<!--~~ This is a Tiddlywiki file. The points of interest in the file are marked with this pattern ~~-->\n\n<!--~~ Raw markup ~~-->\n{{{ [all[shadows+tiddlers]tag[$:/core/wiki/rawmarkup]] [all[shadows+tiddlers]tag[$:/tags/RawMarkup]] ||$:/core/templates/plain-text-tiddler}}}\n{{{ [all[shadows+tiddlers]tag[$:/tags/RawMarkupWikified]] ||$:/core/templates/raw-static-tiddler}}}\n</head>\n<body class=\"tc-body\">\n<!--~~ Raw markup for the top of the body section ~~-->\n{{{ [all[shadows+tiddlers]tag[$:/tags/RawMarkupWikified/TopBody]] ||$:/core/templates/raw-static-tiddler}}}\n<!--~~ Static styles ~~-->\n<div id=\"styleArea\">\n{{$:/boot/boot.css||$:/core/templates/css-tiddler}}\n</div>\n<!--~~ Static content for Google and browsers without JavaScript ~~-->\n<noscript>\n<div id=\"splashArea\">\n{{$:/core/templates/static.area}}\n</div>\n</noscript>\n<!--~~ Ordinary tiddlers ~~-->\n{{$:/core/templates/store.area.template.html}}\n<!--~~ Raw markup for the bottom of the body section ~~-->\n{{{ [all[shadows+tiddlers]tag[$:/tags/RawMarkupWikified/BottomBody]] ||$:/core/templates/raw-static-tiddler}}}\n</body>\n<script src=\"%24%3A%2Fcore%2Ftemplates%2Ftiddlywiki5.js\" onerror=\"alert('Error: Cannot load tiddlywiki.js');\"></script>\n</html>\n"
},
"$:/core/templates/html-div-tiddler": {
"title": "$:/core/templates/html-div-tiddler",
"text": "<!--\n\nThis template is used for saving tiddlers as an HTML DIV tag with attributes representing the tiddler fields.\n\n-->`<div`<$fields template=' $name$=\"$encoded_value$\"'></$fields>`>\n<pre>`<$view field=\"text\" format=\"htmlencoded\" />`</pre>\n</div>`\n"
},
"$:/core/templates/html-tiddler": {
"title": "$:/core/templates/html-tiddler",
"text": "<!--\n\nThis template is used for saving tiddlers as raw HTML\n\n--><$view field=\"text\" format=\"htmlwikified\" />"
},
"$:/core/templates/javascript-tiddler": {
"title": "$:/core/templates/javascript-tiddler",
"text": "<!--\n\nThis template is used for saving JavaScript tiddlers as a script tag with data attributes representing the tiddler fields.\n\n-->`<script`<$fields template=' data-tiddler-$name$=\"$encoded_value$\"'></$fields>` type=\"text/javascript\">`<$view field=\"text\" format=\"text\" />`</script>`"
},
"$:/core/templates/json-tiddler": {
"title": "$:/core/templates/json-tiddler",
"text": "<!--\n\nThis template is used for saving tiddlers as raw JSON\n\n--><$text text=<<jsontiddler>>/>"
},
"$:/core/templates/module-tiddler": {
"title": "$:/core/templates/module-tiddler",
"text": "<!--\n\nThis template is used for saving JavaScript tiddlers as a script tag with data attributes representing the tiddler fields. The body of the tiddler is wrapped in a call to the `$tw.modules.define` function in order to define the body of the tiddler as a module\n\n-->`<script`<$fields template=' data-tiddler-$name$=\"$encoded_value$\"'></$fields>` type=\"text/javascript\" data-module=\"yes\">$tw.modules.define(\"`<$view field=\"title\" format=\"jsencoded\" />`\",\"`<$view field=\"module-type\" format=\"jsencoded\" />`\",function(module,exports,require) {`<$view field=\"text\" format=\"text\" />`});\n</script>`"
},
"$:/core/templates/plain-text-tiddler": {
"title": "$:/core/templates/plain-text-tiddler",
"text": "<$view field=\"text\" format=\"text\" />"
},
"$:/core/templates/raw-static-tiddler": {
"title": "$:/core/templates/raw-static-tiddler",
"text": "<!--\n\nThis template is used for saving tiddlers as static HTML\n\n--><$view field=\"text\" format=\"plainwikified\" />"
},
"$:/core/save/all": {
"title": "$:/core/save/all",
"text": "\\define saveTiddlerFilter()\n[is[tiddler]] -[prefix[$:/state/popup/]] -[[$:/HistoryList]] -[[$:/boot/boot.css]] -[type[application/javascript]library[yes]] -[[$:/boot/boot.js]] -[[$:/boot/bootprefix.js]] +[sort[title]] $(publishFilter)$\n\\end\n{{$:/core/templates/tiddlywiki5.html}}\n"
},
"$:/core/save/empty": {
"title": "$:/core/save/empty",
"text": "\\define saveTiddlerFilter()\n[is[system]] -[prefix[$:/state/popup/]] -[[$:/boot/boot.css]] -[type[application/javascript]library[yes]] -[[$:/boot/boot.js]] -[[$:/boot/bootprefix.js]] +[sort[title]]\n\\end\n{{$:/core/templates/tiddlywiki5.html}}\n"
},
"$:/core/save/lazy-all": {
"title": "$:/core/save/lazy-all",
"text": "\\define saveTiddlerFilter()\n[is[system]] -[prefix[$:/state/popup/]] -[[$:/HistoryList]] -[[$:/boot/boot.css]] -[type[application/javascript]library[yes]] -[[$:/boot/boot.js]] -[[$:/boot/bootprefix.js]] +[sort[title]] \n\\end\n{{$:/core/templates/tiddlywiki5.html}}\n"
},
"$:/core/save/lazy-images": {
"title": "$:/core/save/lazy-images",
"text": "\\define saveTiddlerFilter()\n[is[tiddler]] -[prefix[$:/state/popup/]] -[[$:/HistoryList]] -[[$:/boot/boot.css]] -[type[application/javascript]library[yes]] -[[$:/boot/boot.js]] -[[$:/boot/bootprefix.js]] -[!is[system]is[image]] +[sort[title]] \n\\end\n{{$:/core/templates/tiddlywiki5.html}}\n"
},
"$:/core/templates/server/static.sidebar.wikitext": {
"title": "$:/core/templates/server/static.sidebar.wikitext",
"text": "\\whitespace trim\n<div class=\"tc-sidebar-scrollable\" style=\"overflow: auto;\">\n<div class=\"tc-sidebar-header\">\n<h1 class=\"tc-site-title\">\n<$transclude tiddler=\"$:/SiteTitle\"/>\n</h1>\n<div class=\"tc-site-subtitle\">\n<$transclude tiddler=\"$:/SiteSubtitle\"/>\n</div>\n<h2>\n</h2>\n<div class=\"tc-sidebar-lists\">\n<$list filter={{$:/DefaultTiddlers}}>\n<div class=\"tc-menu-list-subitem\">\n<$link><$text text=<<currentTiddler>>/></$link>\n</div>\n</$list>\n</div>\n<!-- Currently disabled the recent list as it is unweildy when the responsive narrow view kicks in\n<h2>\n{{$:/language/SideBar/Recent/Caption}}\n</h2>\n<div class=\"tc-sidebar-lists\">\n<$macrocall $name=\"timeline\" format={{$:/language/RecentChanges/DateFormat}}/>\n</div>\n</div>\n</div>\n-->\n"
},
"$:/core/templates/server/static.tiddler.html": {
"title": "$:/core/templates/server/static.tiddler.html",
"text": "\\whitespace trim\n\\define tv-wikilink-template() $uri_encoded$\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html;charset=utf-8\" />\n<meta name=\"generator\" content=\"TiddlyWiki\" />\n<meta name=\"tiddlywiki-version\" content={{$:/core/templates/version}} />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\" />\n<meta name=\"apple-mobile-web-app-status-bar-style\" content=\"black-translucent\" />\n<meta name=\"mobile-web-app-capable\" content=\"yes\"/>\n<meta name=\"format-detection\" content=\"telephone=no\">\n<link id=\"faviconLink\" rel=\"shortcut icon\" href=\"favicon.ico\">\n<link rel=\"stylesheet\" href=\"%24%3A%2Fcore%2Ftemplates%2Fstatic.template.css\">\n<title><$view field=\"caption\" format=\"plainwikified\"><$view field=\"title\"/></$view>: <$view tiddler=\"$:/core/wiki/title\" format=\"plainwikified\"/></title>\n</head>\n<body class=\"tc-body\">\n<$transclude tiddler=\"$:/core/templates/server/static.sidebar.wikitext\" mode=\"inline\"/>\n<section class=\"tc-story-river\">\n<div class=\"tc-tiddler-frame\">\n<$transclude tiddler=\"$:/core/templates/server/static.tiddler.wikitext\" mode=\"inline\"/>\n</div>\n</section>\n</body>\n</html>"
},
"$:/core/templates/server/static.tiddler.wikitext": {
"title": "$:/core/templates/server/static.tiddler.wikitext",
"text": "\\whitespace trim\n<div class=\"tc-tiddler-title\">\n<div class=\"tc-titlebar\">\n<h2><$text text=<<currentTiddler>>/></h2>\n</div>\n</div>\n<div class=\"tc-subtitle\">\n<$link to={{!!modifier}}>\n<$view field=\"modifier\"/>\n</$link> <$view field=\"modified\" format=\"date\" template={{$:/language/Tiddler/DateFormat}}/>\n</div>\n<div class=\"tc-tags-wrapper\">\n<$list filter=\"[all[current]tags[]sort[title]]\">\n<a href={{{ [<currentTiddler>encodeuricomponent[]] }}}>\n<$macrocall $name=\"tag-pill\" tag=<<currentTiddler>>/>\n</a>\n</$list>\n</div>\n<div class=\"tc-tiddler-body\">\n<$transclude mode=\"block\"/>\n</div>\n"
},
"$:/core/templates/single.tiddler.window": {
"title": "$:/core/templates/single.tiddler.window",
"text": "<$set name=\"themeTitle\" value={{$:/view}}>\n\n<$set name=\"tempCurrentTiddler\" value=<<currentTiddler>>>\n\n<$set name=\"currentTiddler\" value={{$:/language}}>\n\n<$set name=\"languageTitle\" value={{!!name}}>\n\n<$set name=\"currentTiddler\" value=<<tempCurrentTiddler>>>\n\n<$importvariables filter=\"[[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\">\n\n<$navigator story=\"$:/StoryList\" history=\"$:/HistoryList\">\n\n<$transclude mode=\"block\"/>\n\n</$navigator>\n\n</$importvariables>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</$set>\n\n"
},
"$:/core/templates/split-recipe": {
"title": "$:/core/templates/split-recipe",
"text": "<$list filter=\"[!is[system]]\">\ntiddler: <$view field=\"title\" format=\"urlencoded\"/>.tid\n</$list>\n"
},
"$:/core/templates/static-tiddler": {
"title": "$:/core/templates/static-tiddler",
"text": "<a name=<<currentTiddler>>>\n<$transclude tiddler=\"$:/core/ui/ViewTemplate\"/>\n</a>"
},
"$:/core/templates/static.area": {
"title": "$:/core/templates/static.area",
"text": "<$reveal type=\"nomatch\" state=\"$:/isEncrypted\" text=\"yes\">\n{{{ [all[shadows+tiddlers]tag[$:/tags/RawStaticContent]!has[draft.of]] ||$:/core/templates/raw-static-tiddler}}}\n{{$:/core/templates/static.content||$:/core/templates/html-tiddler}}\n</$reveal>\n<$reveal type=\"match\" state=\"$:/isEncrypted\" text=\"yes\">\nThis file contains an encrypted ~TiddlyWiki. Enable ~JavaScript and enter the decryption password when prompted.\n</$reveal>\n"
},
"$:/core/templates/static.content": {
"title": "$:/core/templates/static.content",
"text": "<!-- For Google, and people without JavaScript-->\nThis [[TiddlyWiki|https://tiddlywiki.com]] contains the following tiddlers:\n\n<ul>\n<$list filter=<<saveTiddlerFilter>>>\n<li><$view field=\"title\" format=\"text\"></$view></li>\n</$list>\n</ul>\n"
},
"$:/core/templates/static.template.css": {
"title": "$:/core/templates/static.template.css",
"text": "{{$:/boot/boot.css||$:/core/templates/plain-text-tiddler}}\n\n{{$:/core/ui/PageStylesheet||$:/core/templates/wikified-tiddler}}\n"
},
"$:/core/templates/static.template.html": {
"title": "$:/core/templates/static.template.html",
"type": "text/vnd.tiddlywiki-html",
"text": "\\define tv-wikilink-template() static/$uri_doubleencoded$.html\n\\define tv-config-toolbar-icons() no\n\\define tv-config-toolbar-text() no\n\\define tv-config-toolbar-class() tc-btn-invisible\n\\rules only filteredtranscludeinline transcludeinline\n<!doctype html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html;charset=utf-8\" />\n<meta name=\"generator\" content=\"TiddlyWiki\" />\n<meta name=\"tiddlywiki-version\" content=\"{{$:/core/templates/version}}\" />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\" />\n<meta name=\"apple-mobile-web-app-status-bar-style\" content=\"black-translucent\" />\n<meta name=\"mobile-web-app-capable\" content=\"yes\"/>\n<meta name=\"format-detection\" content=\"telephone=no\">\n<link id=\"faviconLink\" rel=\"shortcut icon\" href=\"favicon.ico\">\n<title>{{$:/core/wiki/title}}</title>\n<div id=\"styleArea\">\n{{$:/boot/boot.css||$:/core/templates/css-tiddler}}\n</div>\n<style type=\"text/css\">\n{{$:/core/ui/PageStylesheet||$:/core/templates/wikified-tiddler}}\n</style>\n</head>\n<body class=\"tc-body\">\n{{$:/StaticBanner||$:/core/templates/html-tiddler}}\n{{$:/core/ui/PageTemplate||$:/core/templates/html-tiddler}}\n</body>\n</html>\n"
},
"$:/core/templates/static.tiddler.html": {
"title": "$:/core/templates/static.tiddler.html",
"text": "\\define tv-wikilink-template() $uri_doubleencoded$.html\n\\define tv-config-toolbar-icons() no\n\\define tv-config-toolbar-text() no\n\\define tv-config-toolbar-class() tc-btn-invisible\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n`<!doctype html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html;charset=utf-8\" />\n<meta name=\"generator\" content=\"TiddlyWiki\" />\n<meta name=\"tiddlywiki-version\" content=\"`{{$:/core/templates/version}}`\" />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\" />\n<meta name=\"apple-mobile-web-app-status-bar-style\" content=\"black-translucent\" />\n<meta name=\"mobile-web-app-capable\" content=\"yes\"/>\n<meta name=\"format-detection\" content=\"telephone=no\">\n<link id=\"faviconLink\" rel=\"shortcut icon\" href=\"favicon.ico\">\n<link rel=\"stylesheet\" href=\"static.css\">\n<title>`<$view field=\"caption\"><$view field=\"title\"/></$view>: {{$:/core/wiki/title}}`</title>\n</head>\n<body class=\"tc-body\">\n`{{$:/StaticBanner||$:/core/templates/html-tiddler}}`\n<section class=\"tc-story-river\">\n`<$view tiddler=\"$:/core/ui/ViewTemplate\" format=\"htmlwikified\"/>`\n</section>\n</body>\n</html>\n`"
},
"$:/core/templates/store.area.template.html": {
"title": "$:/core/templates/store.area.template.html",
"text": "<$reveal type=\"nomatch\" state=\"$:/isEncrypted\" text=\"yes\">\n`<div id=\"storeArea\" style=\"display:none;\">`\n<$list filter=<<saveTiddlerFilter>> template=\"$:/core/templates/html-div-tiddler\"/>\n`</div>`\n</$reveal>\n<$reveal type=\"match\" state=\"$:/isEncrypted\" text=\"yes\">\n`<!--~~ Encrypted tiddlers ~~-->`\n`<pre id=\"encryptedStoreArea\" type=\"text/plain\" style=\"display:none;\">`\n<$encrypt filter=<<saveTiddlerFilter>>/>\n`</pre>`\n</$reveal>"
},
"$:/core/templates/tid-tiddler": {
"title": "$:/core/templates/tid-tiddler",
"text": "<!--\n\nThis template is used for saving tiddlers in TiddlyWeb *.tid format\n\n--><$fields exclude='text bag' template='$name$: $value$\n'></$fields>`\n`<$view field=\"text\" format=\"text\" />"
},
"$:/core/templates/tiddler-metadata": {
"title": "$:/core/templates/tiddler-metadata",
"text": "<!--\n\nThis template is used for saving tiddler metadata *.meta files\n\n--><$fields exclude='text bag' template='$name$: $value$\n'></$fields>"
},
"$:/core/templates/tiddlywiki5.html": {
"title": "$:/core/templates/tiddlywiki5.html",
"text": "<$set name=\"saveTiddlerAndShadowsFilter\" filter=\"[subfilter<saveTiddlerFilter>] [subfilter<saveTiddlerFilter>plugintiddlers[]]\">\n`<!doctype html>\n`{{$:/core/templates/MOTW.html}}`<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html;charset=utf-8\" />\n<!--~~ Raw markup for the top of the head section ~~-->\n`{{{ [<saveTiddlerAndShadowsFilter>tag[$:/tags/RawMarkupWikified/TopHead]] ||$:/core/templates/raw-static-tiddler}}}`\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=Edge\"/>\n<meta name=\"application-name\" content=\"TiddlyWiki\" />\n<meta name=\"generator\" content=\"TiddlyWiki\" />\n<meta name=\"tiddlywiki-version\" content=\"`{{$:/core/templates/version}}`\" />\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\" />\n<meta name=\"apple-mobile-web-app-status-bar-style\" content=\"black-translucent\" />\n<meta name=\"mobile-web-app-capable\" content=\"yes\"/>\n<meta name=\"format-detection\" content=\"telephone=no\" />\n<meta name=\"copyright\" content=\"`{{$:/core/copyright.txt}}`\" />\n<link id=\"faviconLink\" rel=\"shortcut icon\" href=\"favicon.ico\">\n<title>`{{$:/core/wiki/title}}`</title>\n<!--~~ This is a Tiddlywiki file. The points of interest in the file are marked with this pattern ~~-->\n\n<!--~~ Raw markup ~~-->\n`{{{ [enlist<saveTiddlerAndShadowsFilter>tag[$:/core/wiki/rawmarkup]] ||$:/core/templates/plain-text-tiddler}}}\n{{{ [enlist<saveTiddlerAndShadowsFilter>tag[$:/tags/RawMarkup]] ||$:/core/templates/plain-text-tiddler}}}\n{{{ [enlist<saveTiddlerAndShadowsFilter>tag[$:/tags/RawMarkupWikified]] ||$:/core/templates/raw-static-tiddler}}}`\n</head>\n<body class=\"tc-body\">\n<!--~~ Raw markup for the top of the body section ~~-->\n`{{{ [enlist<saveTiddlerAndShadowsFilter>tag[$:/tags/RawMarkupWikified/TopBody]] ||$:/core/templates/raw-static-tiddler}}}`\n<!--~~ Static styles ~~-->\n<div id=\"styleArea\">\n`{{$:/boot/boot.css||$:/core/templates/css-tiddler}}`\n</div>\n<!--~~ Static content for Google and browsers without JavaScript ~~-->\n<noscript>\n<div id=\"splashArea\">\n`{{$:/core/templates/static.area}}`\n</div>\n</noscript>\n<!--~~ Ordinary tiddlers ~~-->\n`{{$:/core/templates/store.area.template.html}}`\n<!--~~ Library modules ~~-->\n<div id=\"libraryModules\" style=\"display:none;\">\n`{{{ [is[system]type[application/javascript]library[yes]] ||$:/core/templates/javascript-tiddler}}}`\n</div>\n<!--~~ Boot kernel prologue ~~-->\n<div id=\"bootKernelPrefix\" style=\"display:none;\">\n`{{ $:/boot/bootprefix.js ||$:/core/templates/javascript-tiddler}}`\n</div>\n<!--~~ Boot kernel ~~-->\n<div id=\"bootKernel\" style=\"display:none;\">\n`{{ $:/boot/boot.js ||$:/core/templates/javascript-tiddler}}`\n</div>\n<!--~~ Raw markup for the bottom of the body section ~~-->\n`{{{ [enlist<saveTiddlerAndShadowsFilter>tag[$:/tags/RawMarkupWikified/BottomBody]] ||$:/core/templates/raw-static-tiddler}}}`\n</body>\n</html>`\n"
},
"$:/core/templates/version": {
"title": "$:/core/templates/version",
"text": "<<version>>"
},
"$:/core/templates/wikified-tiddler": {
"title": "$:/core/templates/wikified-tiddler",
"text": "<$transclude />"
},
"$:/core/ui/AboveStory/tw2-plugin-check": {
"title": "$:/core/ui/AboveStory/tw2-plugin-check",
"tags": "$:/tags/AboveStory",
"text": "\\define lingo-base() $:/language/AboveStory/ClassicPlugin/\n<$list filter=\"[all[system+tiddlers]tag[systemConfig]limit[1]]\">\n\n<div class=\"tc-message-box\">\n\n<<lingo Warning>>\n\n<ul>\n\n<$list filter=\"[all[system+tiddlers]tag[systemConfig]]\">\n\n<li>\n\n<$link><$view field=\"title\"/></$link>\n\n</li>\n\n</$list>\n\n</ul>\n\n</div>\n\n</$list>\n"
},
"$:/core/ui/Actions/new-image": {
"title": "$:/core/ui/Actions/new-image",
"tags": "$:/tags/Actions",
"description": "create a new image tiddler",
"text": "\\define get-type()\nimage/$(imageType)$\n\\end\n<$vars imageType={{$:/config/NewImageType}}>\n<$action-sendmessage $message=\"tm-new-tiddler\" type=<<get-type>>/>\n</$vars>\n"
},
"$:/core/ui/Actions/new-journal": {
"title": "$:/core/ui/Actions/new-journal",
"tags": "$:/tags/Actions",
"description": "create a new journal tiddler",
"text": "<$vars journalTitleTemplate={{$:/config/NewJournal/Title}} journalTags={{$:/config/NewJournal/Tags}} journalText={{$:/config/NewJournal/Text}}>\n<$wikify name=\"journalTitle\" text=\"\"\"<$macrocall $name=\"now\" format=<<journalTitleTemplate>>/>\"\"\">\n<$reveal type=\"nomatch\" state=<<journalTitle>> text=\"\">\n<$action-sendmessage $message=\"tm-new-tiddler\" title=<<journalTitle>> tags=<<journalTags>> text={{{ [<journalTitle>get[]] }}}/>\n</$reveal>\n<$reveal type=\"match\" state=<<journalTitle>> text=\"\">\n<$action-sendmessage $message=\"tm-new-tiddler\" title=<<journalTitle>> tags=<<journalTags>> text=<<journalText>>/>\n</$reveal>\n</$wikify>\n</$vars>\n"
},
"$:/core/ui/Actions/new-tiddler": {
"title": "$:/core/ui/Actions/new-tiddler",
"tags": "$:/tags/Actions",
"description": "create a new empty tiddler",
"text": "<$action-sendmessage $message=\"tm-new-tiddler\"/>\n"
},
"$:/core/ui/AdvancedSearch/Filter": {
"title": "$:/core/ui/AdvancedSearch/Filter",
"tags": "$:/tags/AdvancedSearch",
"caption": "{{$:/language/Search/Filter/Caption}}",
"text": "\\define lingo-base() $:/language/Search/\n<<lingo Filter/Hint>>\n\n<div class=\"tc-search tc-advanced-search\">\n<$edit-text tiddler=\"$:/temp/advancedsearch\" type=\"search\" tag=\"input\" focus={{$:/config/Search/AutoFocus}}/>\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/AdvancedSearch/FilterButton]!has[draft.of]]\"><$transclude/></$list>\n</div>\n\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$set name=\"resultCount\" value=\"\"\"<$count filter={{$:/temp/advancedsearch}}/>\"\"\">\n<div class=\"tc-search-results\">\n<<lingo Filter/Matches>>\n<$list filter={{$:/temp/advancedsearch}} template=\"$:/core/ui/ListItemTemplate\"/>\n</div>\n</$set>\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/Filter/FilterButtons/clear": {
"title": "$:/core/ui/AdvancedSearch/Filter/FilterButtons/clear",
"tags": "$:/tags/AdvancedSearch/FilterButton",
"text": "<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/advancedsearch\" $field=\"text\" $value=\"\"/>\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/Filter/FilterButtons/delete": {
"title": "$:/core/ui/AdvancedSearch/Filter/FilterButtons/delete",
"tags": "$:/tags/AdvancedSearch/FilterButton",
"text": "<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$button popup=<<qualify \"$:/state/filterDeleteDropdown\">> class=\"tc-btn-invisible\">\n{{$:/core/images/delete-button}}\n</$button>\n</$reveal>\n\n<$reveal state=<<qualify \"$:/state/filterDeleteDropdown\">> type=\"popup\" position=\"belowleft\" animate=\"yes\">\n<div class=\"tc-block-dropdown-wrapper\">\n<div class=\"tc-block-dropdown tc-edit-type-dropdown\">\n<div class=\"tc-dropdown-item-plain\">\n<$set name=\"resultCount\" value=\"\"\"<$count filter={{$:/temp/advancedsearch}}/>\"\"\">\nAre you sure you wish to delete <<resultCount>> tiddler(s)?\n</$set>\n</div>\n<div class=\"tc-dropdown-item-plain\">\n<$button class=\"tc-btn\">\n<$action-deletetiddler $filter={{$:/temp/advancedsearch}}/>\nDelete these tiddlers\n</$button>\n</div>\n</div>\n</div>\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/Filter/FilterButtons/dropdown": {
"title": "$:/core/ui/AdvancedSearch/Filter/FilterButtons/dropdown",
"tags": "$:/tags/AdvancedSearch/FilterButton",
"text": "<span class=\"tc-popup-keep\">\n<$button popup=<<qualify \"$:/state/filterDropdown\">> class=\"tc-btn-invisible\">\n{{$:/core/images/down-arrow}}\n</$button>\n</span>\n\n<$reveal state=<<qualify \"$:/state/filterDropdown\">> type=\"popup\" position=\"belowleft\" animate=\"yes\">\n<$set name=\"tv-show-missing-links\" value=\"yes\">\n<$linkcatcher to=\"$:/temp/advancedsearch\">\n<div class=\"tc-block-dropdown-wrapper\">\n<div class=\"tc-block-dropdown tc-edit-type-dropdown\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Filter]]\"><$link to={{!!filter}}><$transclude field=\"description\"/></$link>\n</$list>\n</div>\n</div>\n</$linkcatcher>\n</$set>\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/Filter/FilterButtons/export": {
"title": "$:/core/ui/AdvancedSearch/Filter/FilterButtons/export",
"tags": "$:/tags/AdvancedSearch/FilterButton",
"text": "<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$macrocall $name=\"exportButton\" exportFilter={{$:/temp/advancedsearch}} lingoBase=\"$:/language/Buttons/ExportTiddlers/\"/>\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/Shadows": {
"title": "$:/core/ui/AdvancedSearch/Shadows",
"tags": "$:/tags/AdvancedSearch",
"caption": "{{$:/language/Search/Shadows/Caption}}",
"text": "\\define lingo-base() $:/language/Search/\n<$linkcatcher to=\"$:/temp/advancedsearch\">\n\n<<lingo Shadows/Hint>>\n\n<div class=\"tc-search\">\n<$edit-text tiddler=\"$:/temp/advancedsearch\" type=\"search\" tag=\"input\" focus={{$:/config/Search/AutoFocus}}/>\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/advancedsearch\" $field=\"text\" $value=\"\"/>\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n</div>\n\n</$linkcatcher>\n\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n\n<$list filter=\"[{$:/temp/advancedsearch}minlength{$:/config/Search/MinLength}limit[1]]\" emptyMessage=\"\"\"<div class=\"tc-search-results\">{{$:/language/Search/Search/TooShort}}</div>\"\"\" variable=\"listItem\">\n\n<$set name=\"resultCount\" value=\"\"\"<$count filter=\"[all[shadows]search{$:/temp/advancedsearch}] -[[$:/temp/advancedsearch]]\"/>\"\"\">\n\n<div class=\"tc-search-results\">\n\n<<lingo Shadows/Matches>>\n\n<$list filter=\"[all[shadows]search{$:/temp/advancedsearch}sort[title]limit[250]] -[[$:/temp/advancedsearch]]\" template=\"$:/core/ui/ListItemTemplate\"/>\n\n</div>\n\n</$set>\n\n</$list>\n\n</$reveal>\n\n<$reveal state=\"$:/temp/advancedsearch\" type=\"match\" text=\"\">\n\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/Standard": {
"title": "$:/core/ui/AdvancedSearch/Standard",
"tags": "$:/tags/AdvancedSearch",
"caption": "{{$:/language/Search/Standard/Caption}}",
"text": "\\define lingo-base() $:/language/Search/\n<$linkcatcher to=\"$:/temp/advancedsearch\">\n\n<<lingo Standard/Hint>>\n\n<div class=\"tc-search\">\n<$edit-text tiddler=\"$:/temp/advancedsearch\" type=\"search\" tag=\"input\" focus={{$:/config/Search/AutoFocus}}/>\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/advancedsearch\" $field=\"text\" $value=\"\"/>\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n</div>\n\n</$linkcatcher>\n\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$list filter=\"[{$:/temp/advancedsearch}minlength{$:/config/Search/MinLength}limit[1]]\" emptyMessage=\"\"\"<div class=\"tc-search-results\">{{$:/language/Search/Search/TooShort}}</div>\"\"\" variable=\"listItem\">\n<$set name=\"searchTiddler\" value=\"$:/temp/advancedsearch\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/SearchResults]!has[draft.of]butfirst[]limit[1]]\" emptyMessage=\"\"\"\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/SearchResults]!has[draft.of]]\">\n<$transclude/>\n</$list>\n\"\"\">\n<$macrocall $name=\"tabs\" tabsList=\"[all[shadows+tiddlers]tag[$:/tags/SearchResults]!has[draft.of]]\" default={{$:/config/SearchResults/Default}}/>\n</$list>\n</$set>\n</$list>\n</$reveal>\n"
},
"$:/core/ui/AdvancedSearch/System": {
"title": "$:/core/ui/AdvancedSearch/System",
"tags": "$:/tags/AdvancedSearch",
"caption": "{{$:/language/Search/System/Caption}}",
"text": "\\define lingo-base() $:/language/Search/\n<$linkcatcher to=\"$:/temp/advancedsearch\">\n\n<<lingo System/Hint>>\n\n<div class=\"tc-search\">\n<$edit-text tiddler=\"$:/temp/advancedsearch\" type=\"search\" tag=\"input\" focus={{$:/config/Search/AutoFocus}}/>\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/advancedsearch\" $field=\"text\" $value=\"\"/>\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n</div>\n\n</$linkcatcher>\n\n<$reveal state=\"$:/temp/advancedsearch\" type=\"nomatch\" text=\"\">\n\n<$list filter=\"[{$:/temp/advancedsearch}minlength{$:/config/Search/MinLength}limit[1]]\" emptyMessage=\"\"\"<div class=\"tc-search-results\">{{$:/language/Search/Search/TooShort}}</div>\"\"\" variable=\"listItem\">\n\n<$set name=\"resultCount\" value=\"\"\"<$count filter=\"[is[system]search{$:/temp/advancedsearch}] -[[$:/temp/advancedsearch]]\"/>\"\"\">\n\n<div class=\"tc-search-results\">\n\n<<lingo System/Matches>>\n\n<$list filter=\"[is[system]search{$:/temp/advancedsearch}sort[title]limit[250]] -[[$:/temp/advancedsearch]]\" template=\"$:/core/ui/ListItemTemplate\"/>\n\n</div>\n\n</$set>\n\n</$list>\n\n</$reveal>\n\n<$reveal state=\"$:/temp/advancedsearch\" type=\"match\" text=\"\">\n\n</$reveal>\n"
},
"$:/AdvancedSearch": {
"title": "$:/AdvancedSearch",
"icon": "$:/core/images/advanced-search-button",
"color": "#bbb",
"text": "<div class=\"tc-advanced-search\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/AdvancedSearch]!has[draft.of]]\" \"$:/core/ui/AdvancedSearch/System\">>\n</div>\n"
},
"$:/core/ui/AlertTemplate": {
"title": "$:/core/ui/AlertTemplate",
"text": "<div class=\"tc-alert\">\n<div class=\"tc-alert-toolbar\">\n<$button class=\"tc-btn-invisible\"><$action-deletetiddler $tiddler=<<currentTiddler>>/>{{$:/core/images/delete-button}}</$button>\n</div>\n<div class=\"tc-alert-subtitle\">\n<$view field=\"component\"/> - <$view field=\"modified\" format=\"date\" template=\"0hh:0mm:0ss DD MM YYYY\"/> <$reveal type=\"nomatch\" state=\"!!count\" text=\"\"><span class=\"tc-alert-highlight\">({{$:/language/Count}}: <$view field=\"count\"/>)</span></$reveal>\n</div>\n<div class=\"tc-alert-body\">\n\n<$transclude/>\n\n</div>\n</div>\n"
},
"$:/core/ui/BinaryWarning": {
"title": "$:/core/ui/BinaryWarning",
"text": "\\define lingo-base() $:/language/BinaryWarning/\n<div class=\"tc-binary-warning\">\n\n<<lingo Prompt>>\n\n</div>\n"
},
"$:/core/ui/Components/plugin-info": {
"title": "$:/core/ui/Components/plugin-info",
"text": "\\define lingo-base() $:/language/ControlPanel/Plugins/\n\n\\define popup-state-macro()\n$(qualified-state)$-$(currentTiddler)$\n\\end\n\n\\define tabs-state-macro()\n$(popup-state)$-$(pluginInfoType)$\n\\end\n\n\\define plugin-icon-title()\n$(currentTiddler)$/icon\n\\end\n\n\\define plugin-disable-title()\n$:/config/Plugins/Disabled/$(currentTiddler)$\n\\end\n\n\\define plugin-table-body(type,disabledMessage,default-popup-state)\n<div class=\"tc-plugin-info-chunk tc-small-icon\">\n<$reveal type=\"nomatch\" state=<<popup-state>> text=\"yes\" default=\"\"\"$default-popup-state$\"\"\">\n<$button class=\"tc-btn-invisible tc-btn-dropdown\" set=<<popup-state>> setTo=\"yes\">\n{{$:/core/images/right-arrow}}\n</$button>\n</$reveal>\n<$reveal type=\"match\" state=<<popup-state>> text=\"yes\" default=\"\"\"$default-popup-state$\"\"\">\n<$button class=\"tc-btn-invisible tc-btn-dropdown\" set=<<popup-state>> setTo=\"no\">\n{{$:/core/images/down-arrow}}\n</$button>\n</$reveal>\n</div>\n<div class=\"tc-plugin-info-chunk\">\n<$transclude tiddler=<<currentTiddler>> subtiddler=<<plugin-icon-title>>>\n<$transclude tiddler=\"$:/core/images/plugin-generic-$type$\"/>\n</$transclude>\n</div>\n<div class=\"tc-plugin-info-chunk\">\n<h1>\n''<$view field=\"description\"><$view field=\"title\"/></$view>'' $disabledMessage$\n</h1>\n<h2>\n<$view field=\"title\"/>\n</h2>\n<h2>\n<div><em><$view field=\"version\"/></em></div>\n</h2>\n</div>\n\\end\n\n\\define plugin-info(type,default-popup-state)\n<$set name=\"popup-state\" value=<<popup-state-macro>>>\n<$reveal type=\"nomatch\" state=<<plugin-disable-title>> text=\"yes\">\n<$link to={{!!title}} class=\"tc-plugin-info\">\n<<plugin-table-body type:\"$type$\" default-popup-state:\"\"\"$default-popup-state$\"\"\">>\n</$link>\n</$reveal>\n<$reveal type=\"match\" state=<<plugin-disable-title>> text=\"yes\">\n<$link to={{!!title}} class=\"tc-plugin-info tc-plugin-info-disabled\">\n<<plugin-table-body type:\"$type$\" default-popup-state:\"\"\"$default-popup-state$\"\"\" disabledMessage:\"<$macrocall $name='lingo' title='Disabled/Status'/>\">>\n</$link>\n</$reveal>\n<$reveal type=\"match\" text=\"yes\" state=<<popup-state>> default=\"\"\"$default-popup-state$\"\"\">\n<div class=\"tc-plugin-info-dropdown\">\n<div class=\"tc-plugin-info-dropdown-body\">\n<$list filter=\"[all[current]] -[[$:/core]]\">\n<div style=\"float:right;\">\n<$reveal type=\"nomatch\" state=<<plugin-disable-title>> text=\"yes\">\n<$button set=<<plugin-disable-title>> setTo=\"yes\" tooltip={{$:/language/ControlPanel/Plugins/Disable/Hint}} aria-label={{$:/language/ControlPanel/Plugins/Disable/Caption}}>\n<<lingo Disable/Caption>>\n</$button>\n</$reveal>\n<$reveal type=\"match\" state=<<plugin-disable-title>> text=\"yes\">\n<$button set=<<plugin-disable-title>> setTo=\"no\" tooltip={{$:/language/ControlPanel/Plugins/Enable/Hint}} aria-label={{$:/language/ControlPanel/Plugins/Enable/Caption}}>\n<<lingo Enable/Caption>>\n</$button>\n</$reveal>\n</div>\n</$list>\n<$set name=\"tabsList\" filter=\"[<currentTiddler>list[]] contents\">\n<$macrocall $name=\"tabs\" state=<<tabs-state-macro>> tabsList=<<tabsList>> default={{{ [enlist<tabsList>] }}} template=\"$:/core/ui/PluginInfo\"/>\n</$set>\n</div>\n</div>\n</$reveal>\n</$set>\n\\end\n\n<$macrocall $name=\"plugin-info\" type=<<plugin-type>> default-popup-state=<<default-popup-state>>/>\n"
},
"$:/core/ui/Components/tag-link": {
"title": "$:/core/ui/Components/tag-link",
"text": "<$link>\n<$set name=\"backgroundColor\" value={{!!color}}>\n<span style=<<tag-styles>> class=\"tc-tag-label\">\n<$view field=\"title\" format=\"text\"/>\n</span>\n</$set>\n</$link>"
},
"$:/core/ui/ControlPanel/Advanced": {
"title": "$:/core/ui/ControlPanel/Advanced",
"tags": "$:/tags/ControlPanel/Info",
"caption": "{{$:/language/ControlPanel/Advanced/Caption}}",
"text": "{{$:/language/ControlPanel/Advanced/Hint}}\n\n<div class=\"tc-control-panel\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/ControlPanel/Advanced]!has[draft.of]]\" \"$:/core/ui/ControlPanel/TiddlerFields\">>\n</div>\n"
},
"$:/core/ui/ControlPanel/Appearance": {
"title": "$:/core/ui/ControlPanel/Appearance",
"tags": "$:/tags/ControlPanel",
"caption": "{{$:/language/ControlPanel/Appearance/Caption}}",
"text": "{{$:/language/ControlPanel/Appearance/Hint}}\n\n<div class=\"tc-control-panel\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/ControlPanel/Appearance]!has[draft.of]]\" \"$:/core/ui/ControlPanel/Theme\">>\n</div>\n"
},
"$:/core/ui/ControlPanel/Basics": {
"title": "$:/core/ui/ControlPanel/Basics",
"tags": "$:/tags/ControlPanel/Info",
"caption": "{{$:/language/ControlPanel/Basics/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Basics/\n\n\\define show-filter-count(filter)\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/advancedsearch\" $value=\"\"\"$filter$\"\"\"/>\n<$action-setfield $tiddler=\"$:/state/tab--1498284803\" $value=\"$:/core/ui/AdvancedSearch/Filter\"/>\n<$action-navigate $to=\"$:/AdvancedSearch\"/>\n''<$count filter=\"\"\"$filter$\"\"\"/>''\n{{$:/core/images/advanced-search-button}}\n</$button>\n\\end\n\n|<<lingo Version/Prompt>> |''<<version>>'' |\n|<$link to=\"$:/SiteTitle\"><<lingo Title/Prompt>></$link> |<$edit-text tiddler=\"$:/SiteTitle\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/SiteSubtitle\"><<lingo Subtitle/Prompt>></$link> |<$edit-text tiddler=\"$:/SiteSubtitle\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/status/UserName\"><<lingo Username/Prompt>></$link> |<$edit-text tiddler=\"$:/status/UserName\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/config/AnimationDuration\"><<lingo AnimDuration/Prompt>></$link> |<$edit-text tiddler=\"$:/config/AnimationDuration\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/DefaultTiddlers\"><<lingo DefaultTiddlers/Prompt>></$link> |<<lingo DefaultTiddlers/TopHint>><br> <$edit tag=\"textarea\" tiddler=\"$:/DefaultTiddlers\" class=\"tc-edit-texteditor\"/><br>//<<lingo DefaultTiddlers/BottomHint>>// |\n|<$link to=\"$:/language/DefaultNewTiddlerTitle\"><<lingo NewTiddler/Title/Prompt>></$link> |<$edit-text tiddler=\"$:/language/DefaultNewTiddlerTitle\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/config/NewJournal/Title\"><<lingo NewJournal/Title/Prompt>></$link> |<$edit-text tiddler=\"$:/config/NewJournal/Title\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/config/NewJournal/Text\"><<lingo NewJournal/Text/Prompt>></$link> |<$edit tiddler=\"$:/config/NewJournal/Text\" tag=\"textarea\" class=\"tc-edit-texteditor\" default=\"\"/> |\n|<$link to=\"$:/config/NewJournal/Tags\"><<lingo NewJournal/Tags/Prompt>></$link> |<$edit-text tiddler=\"$:/config/NewJournal/Tags\" default=\"\" tag=\"input\"/> |\n|<<lingo Language/Prompt>> |{{$:/snippets/minilanguageswitcher}} |\n|<<lingo Tiddlers/Prompt>> |<<show-filter-count \"[!is[system]sort[title]]\">> |\n|<<lingo Tags/Prompt>> |<<show-filter-count \"[tags[]sort[title]]\">> |\n|<<lingo SystemTiddlers/Prompt>> |<<show-filter-count \"[is[system]sort[title]]\">> |\n|<<lingo ShadowTiddlers/Prompt>> |<<show-filter-count \"[all[shadows]sort[title]]\">> |\n|<<lingo OverriddenShadowTiddlers/Prompt>> |<<show-filter-count \"[is[tiddler]is[shadow]sort[title]]\">> |\n"
},
"$:/core/ui/ControlPanel/EditorTypes": {
"title": "$:/core/ui/ControlPanel/EditorTypes",
"tags": "$:/tags/ControlPanel/Advanced",
"caption": "{{$:/language/ControlPanel/EditorTypes/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/EditorTypes/\n\n<<lingo Hint>>\n\n<table>\n<tbody>\n<tr>\n<th><<lingo Type/Caption>></th>\n<th><<lingo Editor/Caption>></th>\n</tr>\n<$list filter=\"[all[shadows+tiddlers]prefix[$:/config/EditorTypeMappings/]sort[title]]\">\n<tr>\n<td>\n<$link>\n<$list filter=\"[all[current]removeprefix[$:/config/EditorTypeMappings/]]\">\n<$text text={{!!title}}/>\n</$list>\n</$link>\n</td>\n<td>\n<$view field=\"text\"/>\n</td>\n</tr>\n</$list>\n</tbody>\n</table>\n"
},
"$:/core/ui/ControlPanel/Info": {
"title": "$:/core/ui/ControlPanel/Info",
"tags": "$:/tags/ControlPanel",
"caption": "{{$:/language/ControlPanel/Info/Caption}}",
"text": "{{$:/language/ControlPanel/Info/Hint}}\n\n<div class=\"tc-control-panel\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/ControlPanel/Info]!has[draft.of]]\" \"$:/core/ui/ControlPanel/Basics\">>\n</div>\n"
},
"$:/core/ui/ControlPanel/KeyboardShortcuts": {
"title": "$:/core/ui/ControlPanel/KeyboardShortcuts",
"tags": "$:/tags/ControlPanel",
"caption": "{{$:/language/ControlPanel/KeyboardShortcuts/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/KeyboardShortcuts/\n\n\\define new-shortcut(title)\n<div class=\"tc-dropdown-item-plain\">\n<$edit-shortcut tiddler=\"$title$\" placeholder={{$:/language/ControlPanel/KeyboardShortcuts/Add/Prompt}} focus=\"true\" style=\"width:auto;\"/> <$button>\n<<lingo Add/Caption>>\n<$action-listops\n\t$tiddler=\"$(shortcutTitle)$\"\n\t$field=\"text\"\n\t$subfilter=\"[{$title$}]\"\n/>\n<$action-deletetiddler\n\t$tiddler=\"$title$\"\n/>\n</$button>\n</div>\n\\end\n\n\\define shortcut-list-item(caption)\n<td>\n</td>\n<td style=\"text-align:right;font-size:0.7em;\">\n<<lingo Platform/$caption$>>\n</td>\n<td>\n<div style=\"position:relative;\">\n<$button popup=<<qualify \"$:/state/dropdown/$(shortcutTitle)$\">> class=\"tc-btn-invisible\">\n{{$:/core/images/edit-button}}\n</$button>\n<$macrocall $name=\"displayshortcuts\" $output=\"text/html\" shortcuts={{$(shortcutTitle)$}} prefix=\"<kbd>\" separator=\"</kbd> <kbd>\" suffix=\"</kbd>\"/>\n\n<$reveal state=<<qualify \"$:/state/dropdown/$(shortcutTitle)$\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-block-dropdown-wrapper\">\n<div class=\"tc-block-dropdown tc-edit-type-dropdown tc-popup-keep\">\n<$list filter=\"[list[$(shortcutTitle)$!!text]sort[title]]\" variable=\"shortcut\" emptyMessage=\"\"\"\n<div class=\"tc-dropdown-item-plain\">\n//<<lingo NoShortcuts/Caption>>//\n</div>\n\"\"\">\n<div class=\"tc-dropdown-item-plain\">\n<$button class=\"tc-btn-invisible\" tooltip=<<lingo Remove/Hint>>>\n<$action-listops\n\t$tiddler=\"$(shortcutTitle)$\"\n\t$field=\"text\"\n\t$subfilter=\"+[remove<shortcut>]\"\n/>\n×\n</$button>\n<kbd>\n<$macrocall $name=\"displayshortcuts\" $output=\"text/html\" shortcuts=<<shortcut>>/>\n</kbd>\n</div>\n</$list>\n<hr/>\n<$macrocall $name=\"new-shortcut\" title=<<qualify \"$:/state/new-shortcut/$(shortcutTitle)$\">>/>\n</div>\n</div>\n</$reveal>\n</div>\n</td>\n\\end\n\n\\define shortcut-list(caption,prefix)\n<tr>\n<$list filter=\"[[$prefix$$(shortcutName)$]]\" variable=\"shortcutTitle\">\n<<shortcut-list-item \"$caption$\">>\n</$list>\n</tr>\n\\end\n\n\\define shortcut-editor()\n<<shortcut-list \"All\" \"$:/config/shortcuts/\">>\n<<shortcut-list \"Mac\" \"$:/config/shortcuts-mac/\">>\n<<shortcut-list \"NonMac\" \"$:/config/shortcuts-not-mac/\">>\n<<shortcut-list \"Linux\" \"$:/config/shortcuts-linux/\">>\n<<shortcut-list \"NonLinux\" \"$:/config/shortcuts-not-linux/\">>\n<<shortcut-list \"Windows\" \"$:/config/shortcuts-windows/\">>\n<<shortcut-list \"NonWindows\" \"$:/config/shortcuts-not-windows/\">>\n\\end\n\n\\define shortcut-preview()\n<$macrocall $name=\"displayshortcuts\" $output=\"text/html\" shortcuts={{$(shortcutPrefix)$$(shortcutName)$}} prefix=\"<kbd>\" separator=\"</kbd> <kbd>\" suffix=\"</kbd>\"/>\n\\end\n\n\\define shortcut-item-inner()\n<tr>\n<td>\n<$reveal type=\"nomatch\" state=<<dropdownStateTitle>> text=\"open\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield\n\t$tiddler=<<dropdownStateTitle>>\n\t$value=\"open\"\n/>\n{{$:/core/images/right-arrow}}\n</$button>\n</$reveal>\n<$reveal type=\"match\" state=<<dropdownStateTitle>> text=\"open\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield\n\t$tiddler=<<dropdownStateTitle>>\n\t$value=\"close\"\n/>\n{{$:/core/images/down-arrow}}\n</$button>\n</$reveal>\n''<$text text=<<shortcutName>>/>''\n</td>\n<td>\n<$transclude tiddler=\"$:/config/ShortcutInfo/$(shortcutName)$\"/>\n</td>\n<td>\n<$list filter=\"$:/config/shortcuts/ $:/config/shortcuts-mac/ $:/config/shortcuts-not-mac/ $:/config/shortcuts-linux/ $:/config/shortcuts-not-linux/ $:/config/shortcuts-windows/ $:/config/shortcuts-not-windows/\" variable=\"shortcutPrefix\">\n<<shortcut-preview>>\n</$list>\n</td>\n</tr>\n<$set name=\"dropdownState\" value={{$(dropdownStateTitle)$}}>\n<$list filter=\"[<dropdownState>match[open]]\" variable=\"listItem\">\n<<shortcut-editor>>\n</$list>\n</$set>\n\\end\n\n\\define shortcut-item()\n<$set name=\"dropdownStateTitle\" value=<<qualify \"$:/state/dropdown/keyboardshortcut/$(shortcutName)$\">>>\n<<shortcut-item-inner>>\n</$set>\n\\end\n\n<table>\n<tbody>\n<$list filter=\"[all[shadows+tiddlers]removeprefix[$:/config/ShortcutInfo/]]\" variable=\"shortcutName\">\n<<shortcut-item>>\n</$list>\n</tbody>\n</table>\n"
},
"$:/core/ui/ControlPanel/LoadedModules": {
"title": "$:/core/ui/ControlPanel/LoadedModules",
"tags": "$:/tags/ControlPanel/Advanced",
"caption": "{{$:/language/ControlPanel/LoadedModules/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/\n<<lingo LoadedModules/Hint>>\n\n{{$:/snippets/modules}}\n"
},
"$:/core/ui/ControlPanel/Modals/AddPlugins": {
"title": "$:/core/ui/ControlPanel/Modals/AddPlugins",
"subtitle": "{{$:/core/images/download-button}} {{$:/language/ControlPanel/Plugins/Add/Caption}}",
"text": "\\define install-plugin-button()\n<$button>\n<$action-sendmessage $message=\"tm-load-plugin-from-library\" url={{!!url}} title={{$(assetInfo)$!!original-title}}/>\n<$list filter=\"[<assetInfo>get[original-title]get[version]]\" variable=\"installedVersion\" emptyMessage=\"\"\"{{$:/language/ControlPanel/Plugins/Install/Caption}}\"\"\">\n{{$:/language/ControlPanel/Plugins/Reinstall/Caption}}\n</$list>\n</$button>\n\\end\n\n\\define popup-state-macro()\n$:/state/add-plugin-info/$(connectionTiddler)$/$(assetInfo)$\n\\end\n\n\\define display-plugin-info(type)\n<$set name=\"popup-state\" value=<<popup-state-macro>>>\n<div class=\"tc-plugin-info\">\n<div class=\"tc-plugin-info-chunk tc-small-icon\">\n<$reveal type=\"nomatch\" state=<<popup-state>> text=\"yes\">\n<$button class=\"tc-btn-invisible tc-btn-dropdown\" set=<<popup-state>> setTo=\"yes\">\n{{$:/core/images/right-arrow}}\n</$button>\n</$reveal>\n<$reveal type=\"match\" state=<<popup-state>> text=\"yes\">\n<$button class=\"tc-btn-invisible tc-btn-dropdown\" set=<<popup-state>> setTo=\"no\">\n{{$:/core/images/down-arrow}}\n</$button>\n</$reveal>\n</div>\n<div class=\"tc-plugin-info-chunk\">\n<$list filter=\"[<assetInfo>has[icon]]\" emptyMessage=\"\"\"<$transclude tiddler=\"$:/core/images/plugin-generic-$type$\"/>\"\"\">\n<img src={{$(assetInfo)$!!icon}}/>\n</$list>\n</div>\n<div class=\"tc-plugin-info-chunk\">\n<h1><$view tiddler=<<assetInfo>> field=\"description\"/></h1>\n<h2><$view tiddler=<<assetInfo>> field=\"original-title\"/></h2>\n<div><em><$view tiddler=<<assetInfo>> field=\"version\"/></em></div>\n</div>\n<div class=\"tc-plugin-info-chunk\">\n<<install-plugin-button>>\n</div>\n</div>\n<$reveal type=\"match\" text=\"yes\" state=<<popup-state>>>\n<div class=\"tc-plugin-info-dropdown\">\n<div class=\"tc-plugin-info-dropdown-message\">\n<$list filter=\"[<assetInfo>get[original-title]get[version]]\" variable=\"installedVersion\" emptyMessage=\"\"\"{{$:/language/ControlPanel/Plugins/NotInstalled/Hint}}\"\"\">\n<em>\n{{$:/language/ControlPanel/Plugins/AlreadyInstalled/Hint}}\n</em>\n</$list>\n</div>\n<div class=\"tc-plugin-info-dropdown-body\">\n<$transclude tiddler=<<assetInfo>> field=\"readme\" mode=\"block\"/>\n</div>\n</div>\n</$reveal>\n</$set>\n\\end\n\n\\define load-plugin-library-button()\n<$button class=\"tc-btn-big-green\">\n<$action-sendmessage $message=\"tm-load-plugin-library\" url={{!!url}} infoTitlePrefix=\"$:/temp/RemoteAssetInfo/\"/>\n{{$:/core/images/chevron-right}} {{$:/language/ControlPanel/Plugins/OpenPluginLibrary}}\n</$button>\n\\end\n\n\\define display-server-assets(type)\n{{$:/language/Search/Search}}: <$edit-text tiddler=\"\"\"$:/temp/RemoteAssetSearch/$(currentTiddler)$\"\"\" default=\"\" type=\"search\" tag=\"input\"/>\n<$reveal state=\"\"\"$:/temp/RemoteAssetSearch/$(currentTiddler)$\"\"\" type=\"nomatch\" text=\"\">\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"\"\"$:/temp/RemoteAssetSearch/$(currentTiddler)$\"\"\" $field=\"text\" $value=\"\"/>\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n<div class=\"tc-plugin-library-listing\">\n<$list filter=\"[all[tiddlers+shadows]tag[$:/tags/RemoteAssetInfo]server-url{!!url}original-plugin-type[$type$]search:author,description,original-title,readme,title{$:/temp/RemoteAssetSearch/$(currentTiddler)$}sort[description]]\" variable=\"assetInfo\">\n<<display-plugin-info \"$type$\">>\n</$list>\n</div>\n\\end\n\n\\define display-server-connection()\n<$list filter=\"[all[tiddlers+shadows]tag[$:/tags/ServerConnection]suffix{!!url}]\" variable=\"connectionTiddler\" emptyMessage=<<load-plugin-library-button>>>\n\n<<tabs \"[[$:/core/ui/ControlPanel/Plugins/Add/Plugins]] [[$:/core/ui/ControlPanel/Plugins/Add/Themes]] [[$:/core/ui/ControlPanel/Plugins/Add/Languages]]\" \"$:/core/ui/ControlPanel/Plugins/Add/Plugins\">>\n\n</$list>\n\\end\n\n\\define close-library-button()\n<$reveal type='nomatch' state='$:/temp/ServerConnection/$(PluginLibraryURL)$' text=''>\n<$button class='tc-btn-big-green'>\n<$action-sendmessage $message=\"tm-unload-plugin-library\" url={{!!url}}/>\n{{$:/core/images/chevron-left}} {{$:/language/ControlPanel/Plugins/ClosePluginLibrary}}\n<$action-deletetiddler $filter=\"[prefix[$:/temp/ServerConnection/$(PluginLibraryURL)$]][prefix[$:/temp/RemoteAssetInfo/$(PluginLibraryURL)$]]\"/>\n</$button>\n</$reveal>\n\\end\n\n\\define plugin-library-listing()\n<$list filter=\"[all[tiddlers+shadows]tag[$:/tags/PluginLibrary]]\">\n<div class=\"tc-plugin-library\">\n\n!! <$link><$transclude field=\"caption\"><$view field=\"title\"/></$transclude></$link>\n\n//<$view field=\"url\"/>//\n\n<$transclude/>\n\n<$set name=PluginLibraryURL value={{!!url}}>\n<<close-library-button>>\n</$set>\n\n<<display-server-connection>>\n</div>\n</$list>\n\\end\n\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n\n<div>\n<<plugin-library-listing>>\n</div>\n"
},
"$:/core/ui/ControlPanel/Palette": {
"title": "$:/core/ui/ControlPanel/Palette",
"tags": "$:/tags/ControlPanel/Appearance",
"caption": "{{$:/language/ControlPanel/Palette/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Palette/\n\n{{$:/snippets/paletteswitcher}}\n\n<$reveal type=\"nomatch\" state=\"$:/state/ShowPaletteEditor\" text=\"yes\">\n\n<$button set=\"$:/state/ShowPaletteEditor\" setTo=\"yes\"><<lingo ShowEditor/Caption>></$button>\n\n</$reveal>\n\n<$reveal type=\"match\" state=\"$:/state/ShowPaletteEditor\" text=\"yes\">\n\n<$button set=\"$:/state/ShowPaletteEditor\" setTo=\"no\"><<lingo HideEditor/Caption>></$button>\n{{$:/PaletteManager}}\n\n</$reveal>\n\n"
},
"$:/core/ui/ControlPanel/Parsing": {
"title": "$:/core/ui/ControlPanel/Parsing",
"tags": "$:/tags/ControlPanel/Advanced",
"caption": "{{$:/language/ControlPanel/Parsing/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Parsing/\n\n\\define toggle(Type)\n<$checkbox\ntiddler=\"\"\"$:/config/WikiParserRules/$Type$/$(rule)$\"\"\"\nfield=\"text\"\nchecked=\"enable\"\nunchecked=\"disable\"\ndefault=\"enable\">\n<<rule>>\n</$checkbox>\n\\end\n\n\\define rules(type,Type)\n<$list filter=\"[wikiparserrules[$type$]]\" variable=\"rule\">\n<dd><<toggle $Type$>></dd>\n</$list>\n\\end\n\n<<lingo Hint>>\n\n<dl>\n<dt><<lingo Pragma/Caption>></dt>\n<<rules pragma Pragma>>\n<dt><<lingo Inline/Caption>></dt>\n<<rules inline Inline>>\n<dt><<lingo Block/Caption>></dt>\n<<rules block Block>>\n</dl>"
},
"$:/core/ui/ControlPanel/Plugins/Add/Languages": {
"title": "$:/core/ui/ControlPanel/Plugins/Add/Languages",
"caption": "{{$:/language/ControlPanel/Plugins/Languages/Caption}} (<$count filter=\"[all[tiddlers+shadows]tag[$:/tags/RemoteAssetInfo]server-url{!!url}original-plugin-type[language]]\"/>)",
"text": "<<display-server-assets language>>\n"
},
"$:/core/ui/ControlPanel/Plugins/Add/Plugins": {
"title": "$:/core/ui/ControlPanel/Plugins/Add/Plugins",
"caption": "{{$:/language/ControlPanel/Plugins/Plugins/Caption}} (<$count filter=\"[all[tiddlers+shadows]tag[$:/tags/RemoteAssetInfo]server-url{!!url}original-plugin-type[plugin]]\"/>)",
"text": "<<display-server-assets plugin>>\n"
},
"$:/core/ui/ControlPanel/Plugins/Add/Themes": {
"title": "$:/core/ui/ControlPanel/Plugins/Add/Themes",
"caption": "{{$:/language/ControlPanel/Plugins/Themes/Caption}} (<$count filter=\"[all[tiddlers+shadows]tag[$:/tags/RemoteAssetInfo]server-url{!!url}original-plugin-type[theme]]\"/>)",
"text": "<<display-server-assets theme>>\n"
},
"$:/core/ui/ControlPanel/Plugins/AddPlugins": {
"title": "$:/core/ui/ControlPanel/Plugins/AddPlugins",
"text": "\\define lingo-base() $:/language/ControlPanel/Plugins/\n\n<$button message=\"tm-modal\" param=\"$:/core/ui/ControlPanel/Modals/AddPlugins\" tooltip={{$:/language/ControlPanel/Plugins/Add/Hint}} class=\"tc-btn-big-green tc-primary-btn\">\n{{$:/core/images/download-button}} <<lingo Add/Caption>>\n</$button>\n"
},
"$:/core/ui/ControlPanel/Plugins/Installed/Languages": {
"title": "$:/core/ui/ControlPanel/Plugins/Installed/Languages",
"caption": "{{$:/language/ControlPanel/Plugins/Languages/Caption}} (<$count filter=\"[!has[draft.of]plugin-type[language]]\"/>)",
"text": "<<plugin-table language>>\n"
},
"$:/core/ui/ControlPanel/Plugins/Installed/Plugins": {
"title": "$:/core/ui/ControlPanel/Plugins/Installed/Plugins",
"caption": "{{$:/language/ControlPanel/Plugins/Plugins/Caption}} (<$count filter=\"[!has[draft.of]plugin-type[plugin]]\"/>)",
"text": "<<plugin-table plugin>>\n"
},
"$:/core/ui/ControlPanel/Plugins/Installed/Themes": {
"title": "$:/core/ui/ControlPanel/Plugins/Installed/Themes",
"caption": "{{$:/language/ControlPanel/Plugins/Themes/Caption}} (<$count filter=\"[!has[draft.of]plugin-type[theme]]\"/>)",
"text": "<<plugin-table theme>>\n"
},
"$:/core/ui/ControlPanel/Plugins": {
"title": "$:/core/ui/ControlPanel/Plugins",
"tags": "$:/tags/ControlPanel",
"caption": "{{$:/language/ControlPanel/Plugins/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Plugins/\n\n\\define plugin-table(type)\n<$set name=\"plugin-type\" value=\"\"\"$type$\"\"\">\n<$set name=\"qualified-state\" value=<<qualify \"$:/state/plugin-info\">>>\n<$list filter=\"[!has[draft.of]plugin-type[$type$]sort[description]]\" emptyMessage=<<lingo \"Empty/Hint\">> template=\"$:/core/ui/Components/plugin-info\"/>\n</$set>\n</$set>\n\\end\n\n{{$:/core/ui/ControlPanel/Plugins/AddPlugins}}\n\n<<lingo Installed/Hint>>\n\n<<tabs \"[[$:/core/ui/ControlPanel/Plugins/Installed/Plugins]] [[$:/core/ui/ControlPanel/Plugins/Installed/Themes]] [[$:/core/ui/ControlPanel/Plugins/Installed/Languages]]\" \"$:/core/ui/ControlPanel/Plugins/Installed/Plugins\">>\n"
},
"$:/core/ui/ControlPanel/Saving/DownloadSaver": {
"title": "$:/core/ui/ControlPanel/Saving/DownloadSaver",
"tags": "$:/tags/ControlPanel/Saving",
"caption": "{{$:/language/ControlPanel/Saving/DownloadSaver/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Saving/DownloadSaver/\n\n<<lingo Hint>>\n\n!! <$link to=\"$:/config/DownloadSaver/AutoSave\"><<lingo AutoSave/Hint>></$link>\n\n<$checkbox tiddler=\"$:/config/DownloadSaver/AutoSave\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"no\"> <<lingo AutoSave/Description>> </$checkbox>\n"
},
"$:/core/ui/ControlPanel/Saving/General": {
"title": "$:/core/ui/ControlPanel/Saving/General",
"tags": "$:/tags/ControlPanel/Saving",
"caption": "{{$:/language/ControlPanel/Saving/General/Caption}}",
"list-before": "",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/\n\n{{$:/language/ControlPanel/Saving/General/Hint}}\n\n!! <$link to=\"$:/config/AutoSave\"><<lingo AutoSave/Caption>></$link>\n\n<<lingo AutoSave/Hint>>\n\n<$radio tiddler=\"$:/config/AutoSave\" value=\"yes\"> <<lingo AutoSave/Enabled/Description>> </$radio>\n\n<$radio tiddler=\"$:/config/AutoSave\" value=\"no\"> <<lingo AutoSave/Disabled/Description>> </$radio>\n"
},
"$:/core/ui/ControlPanel/Saving/GitHub": {
"title": "$:/core/ui/ControlPanel/Saving/GitHub",
"tags": "$:/tags/ControlPanel/Saving",
"caption": "{{$:/language/ControlPanel/Saving/GitService/GitHub/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Saving/GitService/\n\\define service-name() ~GitHub\n\n<<lingo Description>>\n\n|<<lingo UserName>> |<$edit-text tiddler=\"$:/GitHub/Username\" default=\"\" tag=\"input\"/> |\n|<<lingo GitHub/Password>> |<$password name=\"github\"/> |\n|<<lingo Repo>> |<$edit-text tiddler=\"$:/GitHub/Repo\" default=\"\" tag=\"input\"/> |\n|<<lingo Branch>> |<$edit-text tiddler=\"$:/GitHub/Branch\" default=\"master\" tag=\"input\"/> |\n|<<lingo Path>> |<$edit-text tiddler=\"$:/GitHub/Path\" default=\"\" tag=\"input\"/> |\n|<<lingo Filename>> |<$edit-text tiddler=\"$:/GitHub/Filename\" default=\"\" tag=\"input\"/> |\n|<<lingo ServerURL>> |<$edit-text tiddler=\"$:/GitHub/ServerURL\" default=\"https://api.github.com\" tag=\"input\"/> |"
},
"$:/core/ui/ControlPanel/Saving/GitLab": {
"title": "$:/core/ui/ControlPanel/Saving/GitLab",
"tags": "$:/tags/ControlPanel/Saving",
"caption": "{{$:/language/ControlPanel/Saving/GitService/GitLab/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Saving/GitService/\n\\define service-name() ~GitLab\n\n<<lingo Description>>\n\n|<<lingo UserName>> |<$edit-text tiddler=\"$:/GitLab/Username\" default=\"\" tag=\"input\"/> |\n|<<lingo GitLab/Password>> |<$password name=\"gitlab\"/> |\n|<<lingo Repo>> |<$edit-text tiddler=\"$:/GitLab/Repo\" default=\"\" tag=\"input\"/> |\n|<<lingo Branch>> |<$edit-text tiddler=\"$:/GitLab/Branch\" default=\"master\" tag=\"input\"/> |\n|<<lingo Path>> |<$edit-text tiddler=\"$:/GitLab/Path\" default=\"\" tag=\"input\"/> |\n|<<lingo Filename>> |<$edit-text tiddler=\"$:/GitLab/Filename\" default=\"\" tag=\"input\"/> |\n|<<lingo ServerURL>> |<$edit-text tiddler=\"$:/GitLab/ServerURL\" default=\"https://gitlab.com/api/v4\" tag=\"input\"/> |"
},
"$:/core/ui/ControlPanel/Saving/TiddlySpot": {
"title": "$:/core/ui/ControlPanel/Saving/TiddlySpot",
"tags": "$:/tags/ControlPanel/Saving",
"caption": "{{$:/language/ControlPanel/Saving/TiddlySpot/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Saving/TiddlySpot/\n\n\\define backupURL()\nhttp://$(userName)$.tiddlyspot.com/backup/\n\\end\n\\define backupLink()\n<$reveal type=\"nomatch\" state=\"$:/UploadName\" text=\"\">\n<$set name=\"userName\" value={{$:/UploadName}}>\n<$reveal type=\"match\" state=\"$:/UploadURL\" text=\"\">\n<<backupURL>>\n</$reveal>\n<$reveal type=\"nomatch\" state=\"$:/UploadURL\" text=\"\">\n<$macrocall $name=resolvePath source={{$:/UploadBackupDir}} root={{$:/UploadURL}}>>\n</$reveal>\n</$set>\n</$reveal>\n\\end\n\n<<lingo Description>>\n\n|<<lingo UserName>> |<$edit-text tiddler=\"$:/UploadName\" default=\"\" tag=\"input\"/> |\n|<<lingo Password>> |<$password name=\"upload\"/> |\n|<<lingo Backups>> |<<backupLink>> |\n\n''<<lingo Advanced/Heading>>''\n\n|<<lingo ServerURL>> |<$edit-text tiddler=\"$:/UploadURL\" default=\"\" tag=\"input\"/> |\n|<<lingo Filename>> |<$edit-text tiddler=\"$:/UploadFilename\" default=\"index.html\" tag=\"input\"/> |\n|<<lingo UploadDir>> |<$edit-text tiddler=\"$:/UploadDir\" default=\".\" tag=\"input\"/> |\n|<<lingo BackupDir>> |<$edit-text tiddler=\"$:/UploadBackupDir\" default=\".\" tag=\"input\"/> |\n\n<<lingo TiddlySpot/Hint>>"
},
"$:/core/ui/ControlPanel/Saving": {
"title": "$:/core/ui/ControlPanel/Saving",
"tags": "$:/tags/ControlPanel",
"caption": "{{$:/language/ControlPanel/Saving/Caption}}",
"text": "{{$:/language/ControlPanel/Saving/Hint}}\n\n<div class=\"tc-control-panel\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/ControlPanel/Saving]!has[draft.of]]\" \"$:/core/ui/ControlPanel/Saving/General\">>\n</div>\n"
},
"$:/core/buttonstyles/Borderless": {
"title": "$:/core/buttonstyles/Borderless",
"tags": "$:/tags/ToolbarButtonStyle",
"caption": "{{$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Borderless}}",
"text": "tc-btn-invisible"
},
"$:/core/buttonstyles/Boxed": {
"title": "$:/core/buttonstyles/Boxed",
"tags": "$:/tags/ToolbarButtonStyle",
"caption": "{{$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Boxed}}",
"text": "tc-btn-boxed"
},
"$:/core/buttonstyles/Rounded": {
"title": "$:/core/buttonstyles/Rounded",
"tags": "$:/tags/ToolbarButtonStyle",
"caption": "{{$:/language/ControlPanel/Settings/ToolbarButtonStyle/Styles/Rounded}}",
"text": "tc-btn-rounded"
},
"$:/core/ui/ControlPanel/Settings/CamelCase": {
"title": "$:/core/ui/ControlPanel/Settings/CamelCase",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/CamelCase/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/CamelCase/\n<<lingo Hint>>\n\n<$checkbox tiddler=\"$:/config/WikiParserRules/Inline/wikilink\" field=\"text\" checked=\"enable\" unchecked=\"disable\" default=\"enable\"> <$link to=\"$:/config/WikiParserRules/Inline/wikilink\"><<lingo Description>></$link> </$checkbox>\n"
},
"$:/core/ui/ControlPanel/Settings/DefaultMoreSidebarTab": {
"title": "$:/core/ui/ControlPanel/Settings/DefaultMoreSidebarTab",
"caption": "{{$:/language/ControlPanel/Settings/DefaultMoreSidebarTab/Caption}}",
"tags": "$:/tags/ControlPanel/Settings",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/DefaultMoreSidebarTab/\n\n<$link to=\"$:/config/DefaultMoreSidebarTab\"><<lingo Hint>></$link>\n\n<$select tiddler=\"$:/config/DefaultMoreSidebarTab\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/MoreSideBar]!has[draft.of]]\">\n<option value=<<currentTiddler>>><$transclude field=\"caption\"><$text text=<<currentTiddler>>/></$transclude></option>\n</$list>\n</$select>\n"
},
"$:/core/ui/ControlPanel/Settings/DefaultSidebarTab": {
"title": "$:/core/ui/ControlPanel/Settings/DefaultSidebarTab",
"caption": "{{$:/language/ControlPanel/Settings/DefaultSidebarTab/Caption}}",
"tags": "$:/tags/ControlPanel/Settings",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/DefaultSidebarTab/\n\n<$link to=\"$:/config/DefaultSidebarTab\"><<lingo Hint>></$link>\n\n<$select tiddler=\"$:/config/DefaultSidebarTab\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/SideBar]!has[draft.of]]\">\n<option value=<<currentTiddler>>><$transclude field=\"caption\"><$text text=<<currentTiddler>>/></$transclude></option>\n</$list>\n</$select>\n"
},
"$:/core/ui/ControlPanel/Settings/EditorToolbar": {
"title": "$:/core/ui/ControlPanel/Settings/EditorToolbar",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/EditorToolbar/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/EditorToolbar/\n<<lingo Hint>>\n\n<$checkbox tiddler=\"$:/config/TextEditor/EnableToolbar\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"yes\"> <$link to=\"$:/config/TextEditor/EnableToolbar\"><<lingo Description>></$link> </$checkbox>\n\n"
},
"$:/core/ui/ControlPanel/Settings/InfoPanelMode": {
"title": "$:/core/ui/ControlPanel/Settings/InfoPanelMode",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/InfoPanelMode/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/InfoPanelMode/\n<$link to=\"$:/config/TiddlerInfo/Mode\"><<lingo Hint>></$link>\n\n<$radio tiddler=\"$:/config/TiddlerInfo/Mode\" value=\"popup\"> <<lingo Popup/Description>> </$radio>\n\n<$radio tiddler=\"$:/config/TiddlerInfo/Mode\" value=\"sticky\"> <<lingo Sticky/Description>> </$radio>\n"
},
"$:/core/ui/ControlPanel/Settings/LinkToBehaviour": {
"title": "$:/core/ui/ControlPanel/Settings/LinkToBehaviour",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/LinkToBehaviour/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/LinkToBehaviour/\n\n<$link to=\"$:/config/Navigation/openLinkFromInsideRiver\"><<lingo \"InsideRiver/Hint\">></$link>\n\n<$select tiddler=\"$:/config/Navigation/openLinkFromInsideRiver\">\n <option value=\"above\"><<lingo \"OpenAbove\">></option>\n <option value=\"below\"><<lingo \"OpenBelow\">></option>\n <option value=\"top\"><<lingo \"OpenAtTop\">></option>\n <option value=\"bottom\"><<lingo \"OpenAtBottom\">></option>\n</$select>\n\n<$link to=\"$:/config/Navigation/openLinkFromOutsideRiver\"><<lingo \"OutsideRiver/Hint\">></$link>\n\n<$select tiddler=\"$:/config/Navigation/openLinkFromOutsideRiver\">\n <option value=\"top\"><<lingo \"OpenAtTop\">></option>\n <option value=\"bottom\"><<lingo \"OpenAtBottom\">></option>\n</$select>\n"
},
"$:/core/ui/ControlPanel/Settings/MissingLinks": {
"title": "$:/core/ui/ControlPanel/Settings/MissingLinks",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/MissingLinks/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/MissingLinks/\n<<lingo Hint>>\n\n<$checkbox tiddler=\"$:/config/MissingLinks\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"yes\"> <$link to=\"$:/config/MissingLinks\"><<lingo Description>></$link> </$checkbox>\n\n"
},
"$:/core/ui/ControlPanel/Settings/NavigationAddressBar": {
"title": "$:/core/ui/ControlPanel/Settings/NavigationAddressBar",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/NavigationAddressBar/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/NavigationAddressBar/\n\n<$link to=\"$:/config/Navigation/UpdateAddressBar\"><<lingo Hint>></$link>\n\n<$radio tiddler=\"$:/config/Navigation/UpdateAddressBar\" value=\"permaview\"> <<lingo Permaview/Description>> </$radio>\n\n<$radio tiddler=\"$:/config/Navigation/UpdateAddressBar\" value=\"permalink\"> <<lingo Permalink/Description>> </$radio>\n\n<$radio tiddler=\"$:/config/Navigation/UpdateAddressBar\" value=\"no\"> <<lingo No/Description>> </$radio>\n"
},
"$:/core/ui/ControlPanel/Settings/NavigationHistory": {
"title": "$:/core/ui/ControlPanel/Settings/NavigationHistory",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/NavigationHistory/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/NavigationHistory/\n<$link to=\"$:/config/Navigation/UpdateHistory\"><<lingo Hint>></$link>\n\n<$radio tiddler=\"$:/config/Navigation/UpdateHistory\" value=\"yes\"> <<lingo Yes/Description>> </$radio>\n\n<$radio tiddler=\"$:/config/Navigation/UpdateHistory\" value=\"no\"> <<lingo No/Description>> </$radio>\n"
},
"$:/core/ui/ControlPanel/Settings/NavigationPermalinkviewMode": {
"title": "$:/core/ui/ControlPanel/Settings/NavigationPermalinkviewMode",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/NavigationPermalinkviewMode/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/NavigationPermalinkviewMode/\n<<lingo Hint>>\n\n<$checkbox tiddler=\"$:/config/Navigation/Permalinkview/CopyToClipboard\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"yes\"> <$link to=\"$:/config/Navigation/Permalinkview/CopyToClipboard\"><<lingo CopyToClipboard/Description>></$link> </$checkbox>\n\n<$checkbox tiddler=\"$:/config/Navigation/Permalinkview/UpdateAddressBar\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"yes\"> <$link to=\"$:/config/Navigation/Permalinkview/UpdateAddressBar\"><<lingo UpdateAddressBar/Description>></$link> </$checkbox>\n"
},
"$:/core/ui/ControlPanel/Settings/PerformanceInstrumentation": {
"title": "$:/core/ui/ControlPanel/Settings/PerformanceInstrumentation",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/PerformanceInstrumentation/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/PerformanceInstrumentation/\n<<lingo Hint>>\n\n<$checkbox tiddler=\"$:/config/Performance/Instrumentation\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"no\"> <$link to=\"$:/config/Performance/Instrumentation\"><<lingo Description>></$link> </$checkbox>\n"
},
"$:/core/ui/ControlPanel/Settings/TitleLinks": {
"title": "$:/core/ui/ControlPanel/Settings/TitleLinks",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/TitleLinks/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/TitleLinks/\n<$link to=\"$:/config/Tiddlers/TitleLinks\"><<lingo Hint>></$link>\n\n<$radio tiddler=\"$:/config/Tiddlers/TitleLinks\" value=\"yes\"> <<lingo Yes/Description>> </$radio>\n\n<$radio tiddler=\"$:/config/Tiddlers/TitleLinks\" value=\"no\"> <<lingo No/Description>> </$radio>\n"
},
"$:/core/ui/ControlPanel/Settings/ToolbarButtonStyle": {
"title": "$:/core/ui/ControlPanel/Settings/ToolbarButtonStyle",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/ToolbarButtonStyle/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/ToolbarButtonStyle/\n<$link to=\"$:/config/Toolbar/ButtonClass\"><<lingo \"Hint\">></$link>\n\n<$select tiddler=\"$:/config/Toolbar/ButtonClass\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ToolbarButtonStyle]]\">\n<option value={{!!text}}>{{!!caption}}</option>\n</$list>\n</$select>\n"
},
"$:/core/ui/ControlPanel/Settings/ToolbarButtons": {
"title": "$:/core/ui/ControlPanel/Settings/ToolbarButtons",
"tags": "$:/tags/ControlPanel/Settings",
"caption": "{{$:/language/ControlPanel/Settings/ToolbarButtons/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/ToolbarButtons/\n<<lingo Hint>>\n\n<$checkbox tiddler=\"$:/config/Toolbar/Icons\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"yes\"> <$link to=\"$:/config/Toolbar/Icons\"><<lingo Icons/Description>></$link> </$checkbox>\n\n<$checkbox tiddler=\"$:/config/Toolbar/Text\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"no\"> <$link to=\"$:/config/Toolbar/Text\"><<lingo Text/Description>></$link> </$checkbox>\n"
},
"$:/core/ui/ControlPanel/Settings": {
"title": "$:/core/ui/ControlPanel/Settings",
"tags": "$:/tags/ControlPanel",
"caption": "{{$:/language/ControlPanel/Settings/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/Settings/\n\n<<lingo Hint>>\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ControlPanel/Settings]]\">\n\n<div style=\"border-top:1px solid #eee;\">\n\n!! <$link><$transclude field=\"caption\"/></$link>\n\n<$transclude/>\n\n</div>\n\n</$list>\n"
},
"$:/core/ui/ControlPanel/StoryView": {
"title": "$:/core/ui/ControlPanel/StoryView",
"tags": "$:/tags/ControlPanel/Appearance",
"caption": "{{$:/language/ControlPanel/StoryView/Caption}}",
"text": "{{$:/snippets/viewswitcher}}\n"
},
"$:/core/ui/ControlPanel/Stylesheets": {
"title": "$:/core/ui/ControlPanel/Stylesheets",
"tags": "$:/tags/ControlPanel/Advanced",
"caption": "{{$:/language/ControlPanel/Stylesheets/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/\n\n<<lingo Stylesheets/Hint>>\n\n{{$:/snippets/peek-stylesheets}}\n"
},
"$:/core/ui/ControlPanel/Theme": {
"title": "$:/core/ui/ControlPanel/Theme",
"tags": "$:/tags/ControlPanel/Appearance",
"caption": "{{$:/language/ControlPanel/Theme/Caption}}",
"text": "{{$:/snippets/themeswitcher}}\n"
},
"$:/core/ui/ControlPanel/TiddlerFields": {
"title": "$:/core/ui/ControlPanel/TiddlerFields",
"tags": "$:/tags/ControlPanel/Advanced",
"caption": "{{$:/language/ControlPanel/TiddlerFields/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/\n\n<<lingo TiddlerFields/Hint>>\n\n{{$:/snippets/allfields}}"
},
"$:/core/ui/ControlPanel/Toolbars/EditToolbar": {
"title": "$:/core/ui/ControlPanel/Toolbars/EditToolbar",
"tags": "$:/tags/ControlPanel/Toolbars",
"caption": "{{$:/language/ControlPanel/Toolbars/EditToolbar/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n\n\\define config-base() $:/config/EditToolbarButtons/Visibility/\n\n{{$:/language/ControlPanel/Toolbars/EditToolbar/Hint}}\n\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$macrocall $name=\"list-tagged-draggable\" tag=\"$:/tags/EditToolbar\" itemTemplate=\"$:/core/ui/ControlPanel/Toolbars/ItemTemplate\"/>\n\n</$set>\n\n</$set>"
},
"$:/core/ui/ControlPanel/Toolbars/EditorItemTemplate": {
"title": "$:/core/ui/ControlPanel/Toolbars/EditorItemTemplate",
"text": "\\define config-title()\n$(config-base)$$(currentTiddler)$\n\\end\n\n<$draggable tiddler=<<currentTiddler>>>\n<$checkbox tiddler=<<config-title>> field=\"text\" checked=\"show\" unchecked=\"hide\" default=\"show\"/> <span class=\"tc-icon-wrapper\"><$transclude tiddler={{!!icon}}/></span> <$transclude field=\"caption\"/> -- <i class=\"tc-muted\"><$transclude field=\"description\"/></i>\n</$draggable>\n"
},
"$:/core/ui/ControlPanel/Toolbars/EditorToolbar": {
"title": "$:/core/ui/ControlPanel/Toolbars/EditorToolbar",
"tags": "$:/tags/ControlPanel/Toolbars",
"caption": "{{$:/language/ControlPanel/Toolbars/EditorToolbar/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n\n\\define config-base() $:/config/EditorToolbarButtons/Visibility/\n\n{{$:/language/ControlPanel/Toolbars/EditorToolbar/Hint}}\n\n<$macrocall $name=\"list-tagged-draggable\" tag=\"$:/tags/EditorToolbar\" itemTemplate=\"$:/core/ui/ControlPanel/Toolbars/EditorItemTemplate\"/>\n"
},
"$:/core/ui/ControlPanel/Toolbars/ItemTemplate": {
"title": "$:/core/ui/ControlPanel/Toolbars/ItemTemplate",
"text": "\\define config-title()\n$(config-base)$$(currentTiddler)$\n\\end\n\n<$draggable tiddler=<<currentTiddler>>>\n<$checkbox tiddler=<<config-title>> field=\"text\" checked=\"show\" unchecked=\"hide\" default=\"show\"/> <span class=\"tc-icon-wrapper\"> <$transclude field=\"caption\"/> <i class=\"tc-muted\">-- <$transclude field=\"description\"/></i></span>\n</$draggable>\n"
},
"$:/core/ui/ControlPanel/Toolbars/PageControls": {
"title": "$:/core/ui/ControlPanel/Toolbars/PageControls",
"tags": "$:/tags/ControlPanel/Toolbars",
"caption": "{{$:/language/ControlPanel/Toolbars/PageControls/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n\n\\define config-base() $:/config/PageControlButtons/Visibility/\n\n{{$:/language/ControlPanel/Toolbars/PageControls/Hint}}\n\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$macrocall $name=\"list-tagged-draggable\" tag=\"$:/tags/PageControls\" itemTemplate=\"$:/core/ui/ControlPanel/Toolbars/ItemTemplate\"/>\n\n</$set>\n\n</$set>\n"
},
"$:/core/ui/ControlPanel/Toolbars/ViewToolbar": {
"title": "$:/core/ui/ControlPanel/Toolbars/ViewToolbar",
"tags": "$:/tags/ControlPanel/Toolbars",
"caption": "{{$:/language/ControlPanel/Toolbars/ViewToolbar/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n\n\\define config-base() $:/config/ViewToolbarButtons/Visibility/\n\n{{$:/language/ControlPanel/Toolbars/ViewToolbar/Hint}}\n\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$macrocall $name=\"list-tagged-draggable\" tag=\"$:/tags/ViewToolbar\" itemTemplate=\"$:/core/ui/ControlPanel/Toolbars/ItemTemplate\"/>\n\n</$set>\n\n</$set>\n"
},
"$:/core/ui/ControlPanel/Toolbars": {
"title": "$:/core/ui/ControlPanel/Toolbars",
"tags": "$:/tags/ControlPanel/Appearance",
"caption": "{{$:/language/ControlPanel/Toolbars/Caption}}",
"text": "{{$:/language/ControlPanel/Toolbars/Hint}}\n\n<div class=\"tc-control-panel\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/ControlPanel/Toolbars]!has[draft.of]]\" \"$:/core/ui/ControlPanel/Toolbars/ViewToolbar\" \"$:/state/tabs/controlpanel/toolbars\" \"tc-vertical\">>\n</div>\n"
},
"$:/ControlPanel": {
"title": "$:/ControlPanel",
"icon": "$:/core/images/options-button",
"color": "#bbb",
"text": "<div class=\"tc-control-panel\">\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/ControlPanel]!has[draft.of]]\" \"$:/core/ui/ControlPanel/Info\">>\n</div>\n"
},
"$:/core/ui/DefaultSearchResultList": {
"title": "$:/core/ui/DefaultSearchResultList",
"tags": "$:/tags/SearchResults",
"caption": "{{$:/language/Search/DefaultResults/Caption}}",
"text": "\\define searchResultList()\n//<small>{{$:/language/Search/Matches/Title}}</small>//\n\n<$list filter=\"[!is[system]search:title{$(searchTiddler)$}sort[title]limit[250]]\" template=\"$:/core/ui/ListItemTemplate\"/>\n\n//<small>{{$:/language/Search/Matches/All}}</small>//\n\n<$list filter=\"[!is[system]search{$(searchTiddler)$}sort[title]limit[250]]\" template=\"$:/core/ui/ListItemTemplate\"/>\n\n\\end\n<<searchResultList>>\n"
},
"$:/core/ui/EditTemplate/body/preview/diffs-current": {
"title": "$:/core/ui/EditTemplate/body/preview/diffs-current",
"tags": "$:/tags/EditPreview",
"caption": "differences from current",
"list-after": "$:/core/ui/EditTemplate/body/preview/output",
"text": "<$list filter=\"[<currentTiddler>!is[image]]\" emptyMessage={{$:/core/ui/EditTemplate/body/preview/output}}>\n\n<$macrocall $name=\"compareTiddlerText\" sourceTiddlerTitle={{!!draft.of}} destTiddlerTitle=<<currentTiddler>>/>\n\n</$list>\n\n"
},
"$:/core/ui/EditTemplate/body/preview/diffs-shadow": {
"title": "$:/core/ui/EditTemplate/body/preview/diffs-shadow",
"tags": "$:/tags/EditPreview",
"caption": "differences from shadow (if any)",
"list-after": "$:/core/ui/EditTemplate/body/preview/output",
"text": "<$list filter=\"[<currentTiddler>!is[image]]\" emptyMessage={{$:/core/ui/EditTemplate/body/preview/output}}>\n\n<$macrocall $name=\"compareTiddlerText\" sourceTiddlerTitle={{{ [{!!draft.of}shadowsource[]] }}} sourceSubTiddlerTitle={{!!draft.of}} destTiddlerTitle=<<currentTiddler>>/>\n\n</$list>\n\n"
},
"$:/core/ui/EditTemplate/body/preview/output": {
"title": "$:/core/ui/EditTemplate/body/preview/output",
"tags": "$:/tags/EditPreview",
"caption": "{{$:/language/EditTemplate/Body/Preview/Type/Output}}",
"text": "<$set name=\"tv-tiddler-preview\" value=\"yes\">\n\n<$transclude />\n\n</$set>\n"
},
"$:/state/showeditpreview": {
"title": "$:/state/showeditpreview",
"text": "no"
},
"$:/core/ui/EditTemplate/body/editor": {
"title": "$:/core/ui/EditTemplate/body/editor",
"text": "<$edit\n\n field=\"text\"\n class=\"tc-edit-texteditor\"\n placeholder={{$:/language/EditTemplate/Body/Placeholder}}\n tabindex={{$:/config/EditTabIndex}}\n\n><$set\n\n name=\"targetTiddler\"\n value=<<currentTiddler>>\n\n><$list\n\n filter=\"[all[shadows+tiddlers]tag[$:/tags/EditorToolbar]!has[draft.of]]\"\n\n><$reveal\n\n type=\"nomatch\"\n state=<<config-visibility-title>>\n text=\"hide\"\n class=\"tc-text-editor-toolbar-item-wrapper\"\n\n><$transclude\n\n tiddler=\"$:/core/ui/EditTemplate/body/toolbar/button\"\n mode=\"inline\"\n\n/></$reveal></$list></$set></$edit>\n"
},
"$:/core/ui/EditTemplate/body/toolbar/button": {
"title": "$:/core/ui/EditTemplate/body/toolbar/button",
"text": "\\define toolbar-button-icon()\n<$list\n\n filter=\"[all[current]!has[custom-icon]]\"\n variable=\"no-custom-icon\"\n\n><$transclude\n\n tiddler={{!!icon}}\n\n/></$list>\n\\end\n\n\\define toolbar-button-tooltip()\n{{!!description}}<$macrocall $name=\"displayshortcuts\" $output=\"text/plain\" shortcuts={{!!shortcuts}} prefix=\"` - [\" separator=\"] [\" suffix=\"]`\"/>\n\\end\n\n\\define toolbar-button()\n<$list\n\n filter={{!!condition}}\n variable=\"list-condition\"\n\n><$wikify\n\n name=\"tooltip-text\"\n text=<<toolbar-button-tooltip>>\n mode=\"inline\"\n output=\"text\"\n\n><$list\n\n filter=\"[all[current]!has[dropdown]]\"\n variable=\"no-dropdown\"\n\n><$button\n\n class=\"tc-btn-invisible $(buttonClasses)$\"\n tooltip=<<tooltip-text>>\n actions={{!!actions}}\n\n><span\n\n data-tw-keyboard-shortcut={{!!shortcuts}}\n\n/><<toolbar-button-icon>><$transclude\n\n tiddler=<<currentTiddler>>\n field=\"text\"\n\n/></$button></$list><$list\n\n filter=\"[all[current]has[dropdown]]\"\n variable=\"dropdown\"\n\n><$set\n\n name=\"dropdown-state\"\n value=<<qualify \"$:/state/EditorToolbarDropdown\">>\n\n><$button\n\n popup=<<dropdown-state>>\n class=\"tc-popup-keep tc-btn-invisible $(buttonClasses)$\"\n selectedClass=\"tc-selected\"\n tooltip=<<tooltip-text>>\n actions={{!!actions}}\n\n><span\n\n data-tw-keyboard-shortcut={{!!shortcuts}}\n\n/><<toolbar-button-icon>><$transclude\n\n tiddler=<<currentTiddler>>\n field=\"text\"\n\n/></$button><$reveal\n\n state=<<dropdown-state>>\n type=\"popup\"\n position=\"below\"\n animate=\"yes\"\n tag=\"span\"\n\n><div\n\n class=\"tc-drop-down tc-popup-keep\"\n\n><$transclude\n\n tiddler={{!!dropdown}}\n mode=\"block\"\n\n/></div></$reveal></$set></$list></$wikify></$list>\n\\end\n\n\\define toolbar-button-outer()\n<$set\n\n name=\"buttonClasses\"\n value={{!!button-classes}}\n\n><<toolbar-button>></$set>\n\\end\n\n<<toolbar-button-outer>>"
},
"$:/core/ui/EditTemplate/body": {
"title": "$:/core/ui/EditTemplate/body",
"tags": "$:/tags/EditTemplate",
"text": "\\define lingo-base() $:/language/EditTemplate/Body/\n\\define config-visibility-title()\n$:/config/EditorToolbarButtons/Visibility/$(currentTiddler)$\n\\end\n<$list filter=\"[all[current]has[_canonical_uri]]\">\n\n<div class=\"tc-message-box\">\n\n<<lingo External/Hint>>\n\n<a href={{!!_canonical_uri}}><$text text={{!!_canonical_uri}}/></a>\n\n<$edit-text field=\"_canonical_uri\" class=\"tc-edit-fields\" tabindex={{$:/config/EditTabIndex}}></$edit-text>\n\n</div>\n\n</$list>\n\n<$list filter=\"[all[current]!has[_canonical_uri]]\">\n\n<$reveal state=\"$:/state/showeditpreview\" type=\"match\" text=\"yes\">\n\n<div class=\"tc-tiddler-preview\">\n\n<$transclude tiddler=\"$:/core/ui/EditTemplate/body/editor\" mode=\"inline\"/>\n\n<div class=\"tc-tiddler-preview-preview\">\n\n<$transclude tiddler={{$:/state/editpreviewtype}} mode=\"inline\">\n\n<$transclude tiddler=\"$:/core/ui/EditTemplate/body/preview/output\" mode=\"inline\"/>\n\n</$transclude>\n\n</div>\n\n</div>\n\n</$reveal>\n\n<$reveal state=\"$:/state/showeditpreview\" type=\"nomatch\" text=\"yes\">\n\n<$transclude tiddler=\"$:/core/ui/EditTemplate/body/editor\" mode=\"inline\"/>\n\n</$reveal>\n\n</$list>\n"
},
"$:/core/ui/EditTemplate/controls": {
"title": "$:/core/ui/EditTemplate/controls",
"tags": "$:/tags/EditTemplate",
"text": "\\define config-title()\n$:/config/EditToolbarButtons/Visibility/$(listItem)$\n\\end\n<div class=\"tc-tiddler-title tc-tiddler-edit-title\">\n<$view field=\"title\"/>\n<span class=\"tc-tiddler-controls tc-titlebar\"><$list filter=\"[all[shadows+tiddlers]tag[$:/tags/EditToolbar]!has[draft.of]]\" variable=\"listItem\"><$reveal type=\"nomatch\" state=<<config-title>> text=\"hide\"><$transclude tiddler=<<listItem>>/></$reveal></$list></span>\n<div style=\"clear: both;\"></div>\n</div>\n"
},
"$:/core/ui/EditTemplate/fields": {
"title": "$:/core/ui/EditTemplate/fields",
"tags": "$:/tags/EditTemplate",
"text": "\\define lingo-base() $:/language/EditTemplate/\n\\define config-title()\n$:/config/EditTemplateFields/Visibility/$(currentField)$\n\\end\n\n\\define config-filter()\n[[hide]] -[title{$(config-title)$}]\n\\end\n\n\\define new-field()\n<$vars name={{$:/temp/newfieldname}}>\n<$reveal type=\"nomatch\" text=\"\" default=<<name>>>\n<$button>\n<$action-sendmessage $message=\"tm-add-field\"\n$name=<<name>>\n$value={{$:/temp/newfieldvalue}}/>\n<$action-deletetiddler $tiddler=\"$:/temp/newfieldname\"/>\n<$action-deletetiddler $tiddler=\"$:/temp/newfieldvalue\"/>\n<<lingo Fields/Add/Button>>\n</$button>\n</$reveal>\n<$reveal type=\"match\" text=\"\" default=<<name>>>\n<$button>\n<<lingo Fields/Add/Button>>\n</$button>\n</$reveal>\n</$vars>\n\\end\n\\whitespace trim\n\n<div class=\"tc-edit-fields\">\n<table class=\"tc-edit-fields\">\n<tbody>\n<$list filter=\"[all[current]fields[]] +[sort[title]]\" variable=\"currentField\" storyview=\"pop\">\n<$list filter=<<config-filter>> variable=\"temp\">\n<tr class=\"tc-edit-field\">\n<td class=\"tc-edit-field-name\">\n<$text text=<<currentField>>/>:</td>\n<td class=\"tc-edit-field-value\">\n<$edit-text tiddler=<<currentTiddler>> field=<<currentField>> placeholder={{$:/language/EditTemplate/Fields/Add/Value/Placeholder}} tabindex={{$:/config/EditTabIndex}}/>\n</td>\n<td class=\"tc-edit-field-remove\">\n<$button class=\"tc-btn-invisible\" tooltip={{$:/language/EditTemplate/Field/Remove/Hint}} aria-label={{$:/language/EditTemplate/Field/Remove/Caption}}>\n<$action-deletefield $field=<<currentField>>/>\n{{$:/core/images/delete-button}}\n</$button>\n</td>\n</tr>\n</$list>\n</$list>\n</tbody>\n</table>\n</div>\n\n<$fieldmangler>\n<div class=\"tc-edit-field-add\">\n<em class=\"tc-edit\">\n<<lingo Fields/Add/Prompt>> \n</em>\n<span class=\"tc-edit-field-add-name\">\n<$edit-text tiddler=\"$:/temp/newfieldname\" tag=\"input\" default=\"\" placeholder={{$:/language/EditTemplate/Fields/Add/Name/Placeholder}} focusPopup=<<qualify \"$:/state/popup/field-dropdown\">> class=\"tc-edit-texteditor tc-popup-handle\" tabindex={{$:/config/EditTabIndex}}/>\n</span> \n<$button popup=<<qualify \"$:/state/popup/field-dropdown\">> class=\"tc-btn-invisible tc-btn-dropdown\" tooltip={{$:/language/EditTemplate/Field/Dropdown/Hint}} aria-label={{$:/language/EditTemplate/Field/Dropdown/Caption}}>{{$:/core/images/down-arrow}}</$button> \n<$reveal state=<<qualify \"$:/state/popup/field-dropdown\">> type=\"nomatch\" text=\"\" default=\"\">\n<div class=\"tc-block-dropdown tc-edit-type-dropdown\">\n<$set name=\"tv-show-missing-links\" value=\"yes\">\n<$linkcatcher to=\"$:/temp/newfieldname\">\n<div class=\"tc-dropdown-item\">\n<<lingo Fields/Add/Dropdown/User>>\n</div>\n<$list filter=\"[!is[shadow]!is[system]fields[]search:title{$:/temp/newfieldname}sort[]] -created -creator -draft.of -draft.title -modified -modifier -tags -text -title -type\" variable=\"currentField\">\n<$link to=<<currentField>>>\n<$text text=<<currentField>>/>\n</$link>\n</$list>\n<div class=\"tc-dropdown-item\">\n<<lingo Fields/Add/Dropdown/System>>\n</div>\n<$list filter=\"[fields[]search:title{$:/temp/newfieldname}sort[]] -[!is[shadow]!is[system]fields[]]\" variable=\"currentField\">\n<$link to=<<currentField>>>\n<$text text=<<currentField>>/>\n</$link>\n</$list>\n</$linkcatcher>\n</$set>\n</div>\n</$reveal>\n<span class=\"tc-edit-field-add-value\">\n<$edit-text tiddler=\"$:/temp/newfieldvalue\" tag=\"input\" default=\"\" placeholder={{$:/language/EditTemplate/Fields/Add/Value/Placeholder}} class=\"tc-edit-texteditor\" tabindex={{$:/config/EditTabIndex}}/>\n</span> \n<span class=\"tc-edit-field-add-button\">\n<$macrocall $name=\"new-field\"/>\n</span>\n</div>\n</$fieldmangler>\n"
},
"$:/core/ui/EditTemplate/shadow": {
"title": "$:/core/ui/EditTemplate/shadow",
"tags": "$:/tags/EditTemplate",
"text": "\\define lingo-base() $:/language/EditTemplate/Shadow/\n\\define pluginLinkBody()\n<$link to=\"\"\"$(pluginTitle)$\"\"\">\n<$text text=\"\"\"$(pluginTitle)$\"\"\"/>\n</$link>\n\\end\n<$list filter=\"[all[current]get[draft.of]is[shadow]!is[tiddler]]\">\n\n<$list filter=\"[all[current]shadowsource[]]\" variable=\"pluginTitle\">\n\n<$set name=\"pluginLink\" value=<<pluginLinkBody>>>\n<div class=\"tc-message-box\">\n\n<<lingo Warning>>\n\n</div>\n</$set>\n</$list>\n\n</$list>\n\n<$list filter=\"[all[current]get[draft.of]is[shadow]is[tiddler]]\">\n\n<$list filter=\"[all[current]shadowsource[]]\" variable=\"pluginTitle\">\n\n<$set name=\"pluginLink\" value=<<pluginLinkBody>>>\n<div class=\"tc-message-box\">\n\n<<lingo OverriddenWarning>>\n\n</div>\n</$set>\n</$list>\n\n</$list>"
},
"$:/core/ui/EditTemplate/tags": {
"title": "$:/core/ui/EditTemplate/tags",
"tags": "$:/tags/EditTemplate",
"text": "\\whitespace trim\n\n\\define lingo-base() $:/language/EditTemplate/\n\n\\define tag-styles()\nbackground-color:$(backgroundColor)$;\nfill:$(foregroundColor)$;\ncolor:$(foregroundColor)$;\n\\end\n\n\\define tag-body-inner(colour,fallbackTarget,colourA,colourB,icon)\n\\whitespace trim\n<$vars foregroundColor=<<contrastcolour target:\"\"\"$colour$\"\"\" fallbackTarget:\"\"\"$fallbackTarget$\"\"\" colourA:\"\"\"$colourA$\"\"\" colourB:\"\"\"$colourB$\"\"\">> backgroundColor=\"\"\"$colour$\"\"\">\n<span style=<<tag-styles>> class=\"tc-tag-label tc-tag-list-item\">\n<$transclude tiddler=\"\"\"$icon$\"\"\"/> <$view field=\"title\" format=\"text\" />\n<$button message=\"tm-remove-tag\" param={{!!title}} class=\"tc-btn-invisible tc-remove-tag-button\">{{$:/core/images/close-button}}</$button>\n</span>\n</$vars>\n\\end\n\n\\define tag-body(colour,palette,icon)\n<$macrocall $name=\"tag-body-inner\" colour=\"\"\"$colour$\"\"\" fallbackTarget={{$palette$##tag-background}} colourA={{$palette$##foreground}} colourB={{$palette$##background}} icon=\"\"\"$icon$\"\"\"/>\n\\end\n\n\\define tag-picker-actions()\n<$action-listops\n\t$tiddler=<<currentTiddler>>\n\t$field=\"tags\"\n\t$subfilter=\"[<tag>] [all[current]tags[]]\"\n/>\n\\end\n\n<div class=\"tc-edit-tags\">\n<$fieldmangler>\n<$list filter=\"[all[current]tags[]sort[title]]\" storyview=\"pop\">\n<$macrocall $name=\"tag-body\" colour={{!!color}} palette={{$:/palette}} icon={{!!icon}}/>\n</$list>\n</$fieldmangler>\n<$set name=\"tabIndex\" value={{$:/config/EditTabIndex}}>\n<$macrocall $name=\"tag-picker\" actions=<<tag-picker-actions>>/>\n</$set>\n</div>\n"
},
"$:/core/ui/EditTemplate/title": {
"title": "$:/core/ui/EditTemplate/title",
"tags": "$:/tags/EditTemplate",
"text": "<$edit-text field=\"draft.title\" class=\"tc-titlebar tc-edit-texteditor\" focus=\"true\" tabindex={{$:/config/EditTabIndex}}/>\n\n<$vars pattern=\"\"\"[\\|\\[\\]{}]\"\"\" bad-chars=\"\"\"`| [ ] { }`\"\"\">\n\n<$list filter=\"[all[current]regexp:draft.title<pattern>]\" variable=\"listItem\">\n\n<div class=\"tc-message-box\">\n\n{{$:/core/images/warning}} {{$:/language/EditTemplate/Title/BadCharacterWarning}}\n\n</div>\n\n</$list>\n\n</$vars>\n\n<$reveal state=\"!!draft.title\" type=\"nomatch\" text={{!!draft.of}} tag=\"div\">\n\n<$list filter=\"[{!!draft.title}!is[missing]]\" variable=\"listItem\">\n\n<div class=\"tc-message-box\">\n\n{{$:/core/images/warning}} {{$:/language/EditTemplate/Title/Exists/Prompt}}\n\n</div>\n\n</$list>\n\n<$list filter=\"[{!!draft.of}!is[missing]]\" variable=\"listItem\">\n\n<$vars fromTitle={{!!draft.of}} toTitle={{!!draft.title}}>\n\n<$checkbox tiddler=\"$:/config/RelinkOnRename\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"no\"> {{$:/language/EditTemplate/Title/Relink/Prompt}}</$checkbox>\n\n<$list filter=\"[title<fromTitle>backlinks[]limit[1]]\" variable=\"listItem\">\n\n<$vars stateTiddler=<<qualify \"$:/state/edit/references\">> >\n\n<$reveal type=\"nomatch\" state=<<stateTiddler>> text=\"show\">\n<$button set=<<stateTiddler>> setTo=\"show\" class=\"tc-btn-invisible\">{{$:/core/images/right-arrow}} \n<<lingo EditTemplate/Title/References/Prompt>></$button>\n</$reveal>\n<$reveal type=\"match\" state=<<stateTiddler>> text=\"show\">\n<$button set=<<stateTiddler>> setTo=\"hide\" class=\"tc-btn-invisible\">{{$:/core/images/down-arrow}} \n<<lingo EditTemplate/Title/References/Prompt>></$button>\n</$reveal>\n\n<$reveal type=\"match\" state=<<stateTiddler>> text=\"show\">\n<$tiddler tiddler=<<fromTitle>> >\n<$transclude tiddler=\"$:/core/ui/TiddlerInfo/References\"/>\n</$tiddler>\n</$reveal>\n\n</$vars>\n\n</$list>\n\n</$vars>\n\n</$list>\n\n</$reveal>\n"
},
"$:/core/ui/EditTemplate/type": {
"title": "$:/core/ui/EditTemplate/type",
"tags": "$:/tags/EditTemplate",
"text": "\\define lingo-base() $:/language/EditTemplate/\n<div class=\"tc-type-selector\"><$fieldmangler>\n<em class=\"tc-edit\"><<lingo Type/Prompt>></em> <$edit-text field=\"type\" tag=\"input\" default=\"\" placeholder={{$:/language/EditTemplate/Type/Placeholder}} focusPopup=<<qualify \"$:/state/popup/type-dropdown\">> class=\"tc-edit-typeeditor tc-popup-handle\" tabindex={{$:/config/EditTabIndex}}/> <$button popup=<<qualify \"$:/state/popup/type-dropdown\">> class=\"tc-btn-invisible tc-btn-dropdown\" tooltip={{$:/language/EditTemplate/Type/Dropdown/Hint}} aria-label={{$:/language/EditTemplate/Type/Dropdown/Caption}}>{{$:/core/images/down-arrow}}</$button> <$button message=\"tm-remove-field\" param=\"type\" class=\"tc-btn-invisible tc-btn-icon\" tooltip={{$:/language/EditTemplate/Type/Delete/Hint}} aria-label={{$:/language/EditTemplate/Type/Delete/Caption}}>{{$:/core/images/delete-button}}</$button>\n</$fieldmangler></div>\n\n<div class=\"tc-block-dropdown-wrapper\">\n<$set name=\"tv-show-missing-links\" value=\"yes\">\n<$reveal state=<<qualify \"$:/state/popup/type-dropdown\">> type=\"nomatch\" text=\"\" default=\"\">\n<div class=\"tc-block-dropdown tc-edit-type-dropdown\">\n<$linkcatcher to=\"!!type\">\n<$list filter='[all[shadows+tiddlers]prefix[$:/language/Docs/Types/]each[group]sort[group-sort]]'>\n<div class=\"tc-dropdown-item\">\n<$text text={{!!group}}/>\n</div>\n<$list filter=\"[all[shadows+tiddlers]prefix[$:/language/Docs/Types/]group{!!group}] +[sort[description]]\"><$link to={{!!name}}><$view field=\"description\"/> (<$view field=\"name\"/>)</$link>\n</$list>\n</$list>\n</$linkcatcher>\n</div>\n</$reveal>\n</$set>\n</div>\n"
},
"$:/core/ui/EditTemplate": {
"title": "$:/core/ui/EditTemplate",
"text": "\\define actions()\n<$action-sendmessage $message=\"tm-add-tag\" $param={{$:/temp/NewTagName}}/>\n<$action-deletetiddler $tiddler=\"$:/temp/NewTagName\"/>\n<$action-sendmessage $message=\"tm-add-field\" $name={{$:/temp/newfieldname}} $value={{$:/temp/newfieldvalue}}/>\n<$action-deletetiddler $tiddler=\"$:/temp/newfieldname\"/>\n<$action-deletetiddler $tiddler=\"$:/temp/newfieldvalue\"/>\n<$action-sendmessage $message=\"tm-save-tiddler\"/>\n\\end\n\\define frame-classes()\ntc-tiddler-frame tc-tiddler-edit-frame $(missingTiddlerClass)$ $(shadowTiddlerClass)$ $(systemTiddlerClass)$\n\\end\n<div class=<<frame-classes>> data-tiddler-title=<<currentTiddler>>>\n<$fieldmangler>\n<$set name=\"storyTiddler\" value=<<currentTiddler>>>\n<$keyboard key=\"((cancel-edit-tiddler))\" message=\"tm-cancel-tiddler\">\n<$keyboard key=\"((save-tiddler))\" actions=<<actions>>>\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/EditTemplate]!has[draft.of]]\" variable=\"listItem\">\n<$set name=\"tv-config-toolbar-class\" filter=\"[<tv-config-toolbar-class>] [<listItem>encodeuricomponent[]addprefix[tc-btn-]]\">\n<$transclude tiddler=<<listItem>>/>\n</$set>\n</$list>\n</$keyboard>\n</$keyboard>\n</$set>\n</$fieldmangler>\n</div>\n"
},
"$:/core/ui/Buttons/cancel": {
"title": "$:/core/ui/Buttons/cancel",
"tags": "$:/tags/EditToolbar",
"caption": "{{$:/core/images/cancel-button}} {{$:/language/Buttons/Cancel/Caption}}",
"description": "{{$:/language/Buttons/Cancel/Hint}}",
"text": "<$button message=\"tm-cancel-tiddler\" tooltip={{$:/language/Buttons/Cancel/Hint}} aria-label={{$:/language/Buttons/Cancel/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/cancel-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Cancel/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/delete": {
"title": "$:/core/ui/Buttons/delete",
"tags": "$:/tags/EditToolbar $:/tags/ViewToolbar",
"caption": "{{$:/core/images/delete-button}} {{$:/language/Buttons/Delete/Caption}}",
"description": "{{$:/language/Buttons/Delete/Hint}}",
"text": "<$button message=\"tm-delete-tiddler\" tooltip={{$:/language/Buttons/Delete/Hint}} aria-label={{$:/language/Buttons/Delete/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/delete-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Delete/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/save": {
"title": "$:/core/ui/Buttons/save",
"tags": "$:/tags/EditToolbar",
"caption": "{{$:/core/images/done-button}} {{$:/language/Buttons/Save/Caption}}",
"description": "{{$:/language/Buttons/Save/Hint}}",
"text": "<$fieldmangler><$button tooltip={{$:/language/Buttons/Save/Hint}} aria-label={{$:/language/Buttons/Save/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-sendmessage $message=\"tm-add-tag\" $param={{$:/temp/NewTagName}}/>\n<$action-deletetiddler $tiddler=\"$:/temp/NewTagName\"/>\n<$action-sendmessage $message=\"tm-add-field\" $name={{$:/temp/newfieldname}} $value={{$:/temp/newfieldvalue}}/>\n<$action-deletetiddler $tiddler=\"$:/temp/newfieldname\"/>\n<$action-deletetiddler $tiddler=\"$:/temp/newfieldvalue\"/>\n<$action-sendmessage $message=\"tm-save-tiddler\"/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/done-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Save/Caption}}/></span>\n</$list>\n</$button></$fieldmangler>\n"
},
"$:/core/ui/EditorToolbar/bold": {
"title": "$:/core/ui/EditorToolbar/bold",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/bold",
"caption": "{{$:/language/Buttons/Bold/Caption}}",
"description": "{{$:/language/Buttons/Bold/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((bold))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"''\"\n\tsuffix=\"''\"\n/>\n"
},
"$:/core/ui/EditorToolbar/clear-dropdown": {
"title": "$:/core/ui/EditorToolbar/clear-dropdown",
"text": "''{{$:/language/Buttons/Clear/Hint}}''\n\n<div class=\"tc-colour-chooser\">\n\n<$macrocall $name=\"colour-picker\" actions=\"\"\"\n\n<$action-sendmessage\n\t$message=\"tm-edit-bitmap-operation\"\n\t$param=\"clear\"\n\tcolour=<<colour-picker-value>>\n/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n\"\"\"/>\n\n</div>\n"
},
"$:/core/ui/EditorToolbar/clear": {
"title": "$:/core/ui/EditorToolbar/clear",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/erase",
"caption": "{{$:/language/Buttons/Clear/Caption}}",
"description": "{{$:/language/Buttons/Clear/Hint}}",
"condition": "[<targetTiddler>is[image]]",
"dropdown": "$:/core/ui/EditorToolbar/clear-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/editor-height-dropdown": {
"title": "$:/core/ui/EditorToolbar/editor-height-dropdown",
"text": "\\define lingo-base() $:/language/Buttons/EditorHeight/\n''<<lingo Hint>>''\n\n<$radio tiddler=\"$:/config/TextEditor/EditorHeight/Mode\" value=\"auto\"> {{$:/core/images/auto-height}} <<lingo Caption/Auto>></$radio>\n\n<$radio tiddler=\"$:/config/TextEditor/EditorHeight/Mode\" value=\"fixed\"> {{$:/core/images/fixed-height}} <<lingo Caption/Fixed>> <$edit-text tag=\"input\" tiddler=\"$:/config/TextEditor/EditorHeight/Height\" default=\"100px\"/></$radio>\n"
},
"$:/core/ui/EditorToolbar/editor-height": {
"title": "$:/core/ui/EditorToolbar/editor-height",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/fixed-height",
"custom-icon": "yes",
"caption": "{{$:/language/Buttons/EditorHeight/Caption}}",
"description": "{{$:/language/Buttons/EditorHeight/Hint}}",
"condition": "[<targetTiddler>type[]] [<targetTiddler>get[type]prefix[text/]] +[first[]]",
"dropdown": "$:/core/ui/EditorToolbar/editor-height-dropdown",
"text": "<$reveal tag=\"span\" state=\"$:/config/TextEditor/EditorHeight/Mode\" type=\"match\" text=\"fixed\">\n{{$:/core/images/fixed-height}}\n</$reveal>\n<$reveal tag=\"span\" state=\"$:/config/TextEditor/EditorHeight/Mode\" type=\"match\" text=\"auto\">\n{{$:/core/images/auto-height}}\n</$reveal>\n"
},
"$:/core/ui/EditorToolbar/excise-dropdown": {
"title": "$:/core/ui/EditorToolbar/excise-dropdown",
"text": "\\define lingo-base() $:/language/Buttons/Excise/\n\n\\define body(config-title)\n''<<lingo Hint>>''\n\n<<lingo Caption/NewTitle>> <$edit-text tag=\"input\" tiddler=\"$config-title$/new-title\" default=\"\" focus=\"true\"/>\n\n<$set name=\"new-title\" value={{$config-title$/new-title}}>\n<$list filter=\"\"\"[<new-title>is[tiddler]]\"\"\">\n<div class=\"tc-error\">\n<<lingo Caption/TiddlerExists>>\n</div>\n</$list>\n</$set>\n\n<$checkbox tiddler=\"\"\"$config-title$/tagnew\"\"\" field=\"text\" checked=\"yes\" unchecked=\"no\" default=\"false\"> <<lingo Caption/Tag>></$checkbox>\n\n<<lingo Caption/Replace>> <$select tiddler=\"\"\"$config-title$/type\"\"\" default=\"transclude\">\n<option value=\"link\"><<lingo Caption/Replace/Link>></option>\n<option value=\"transclude\"><<lingo Caption/Replace/Transclusion>></option>\n<option value=\"macro\"><<lingo Caption/Replace/Macro>></option>\n</$select>\n\n<$reveal state=\"\"\"$config-title$/type\"\"\" type=\"match\" text=\"macro\">\n<<lingo Caption/MacroName>> <$edit-text tag=\"input\" tiddler=\"\"\"$config-title$/macro-title\"\"\" default=\"translink\"/>\n</$reveal>\n\n<$button>\n<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"excise\"\n\ttitle={{$config-title$/new-title}}\n\ttype={{$config-title$/type}}\n\tmacro={{$config-title$/macro-title}}\n\ttagnew={{$config-title$/tagnew}}\n/>\n<$action-deletetiddler\n\t$tiddler=\"$config-title$/new-title\"\n/>\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n<<lingo Caption/Excise>>\n</$button>\n\\end\n\n<$macrocall $name=\"body\" config-title=<<qualify \"$:/state/Excise/\">>/>\n"
},
"$:/core/ui/EditorToolbar/excise": {
"title": "$:/core/ui/EditorToolbar/excise",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/excise",
"caption": "{{$:/language/Buttons/Excise/Caption}}",
"description": "{{$:/language/Buttons/Excise/Hint}}",
"condition": "[<targetTiddler>type[]] [<targetTiddler>type[text/vnd.tiddlywiki]] +[first[]]",
"shortcuts": "((excise))",
"dropdown": "$:/core/ui/EditorToolbar/excise-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/heading-1": {
"title": "$:/core/ui/EditorToolbar/heading-1",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/heading-1",
"caption": "{{$:/language/Buttons/Heading1/Caption}}",
"description": "{{$:/language/Buttons/Heading1/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"button-classes": "tc-text-editor-toolbar-item-start-group",
"shortcuts": "((heading-1))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"!\"\n\tcount=\"1\"\n/>\n"
},
"$:/core/ui/EditorToolbar/heading-2": {
"title": "$:/core/ui/EditorToolbar/heading-2",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/heading-2",
"caption": "{{$:/language/Buttons/Heading2/Caption}}",
"description": "{{$:/language/Buttons/Heading2/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((heading-2))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"!\"\n\tcount=\"2\"\n/>\n"
},
"$:/core/ui/EditorToolbar/heading-3": {
"title": "$:/core/ui/EditorToolbar/heading-3",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/heading-3",
"caption": "{{$:/language/Buttons/Heading3/Caption}}",
"description": "{{$:/language/Buttons/Heading3/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((heading-3))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"!\"\n\tcount=\"3\"\n/>\n"
},
"$:/core/ui/EditorToolbar/heading-4": {
"title": "$:/core/ui/EditorToolbar/heading-4",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/heading-4",
"caption": "{{$:/language/Buttons/Heading4/Caption}}",
"description": "{{$:/language/Buttons/Heading4/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((heading-4))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"!\"\n\tcount=\"4\"\n/>\n"
},
"$:/core/ui/EditorToolbar/heading-5": {
"title": "$:/core/ui/EditorToolbar/heading-5",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/heading-5",
"caption": "{{$:/language/Buttons/Heading5/Caption}}",
"description": "{{$:/language/Buttons/Heading5/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((heading-5))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"!\"\n\tcount=\"5\"\n/>\n"
},
"$:/core/ui/EditorToolbar/heading-6": {
"title": "$:/core/ui/EditorToolbar/heading-6",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/heading-6",
"caption": "{{$:/language/Buttons/Heading6/Caption}}",
"description": "{{$:/language/Buttons/Heading6/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((heading-6))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"!\"\n\tcount=\"6\"\n/>\n"
},
"$:/core/ui/EditorToolbar/italic": {
"title": "$:/core/ui/EditorToolbar/italic",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/italic",
"caption": "{{$:/language/Buttons/Italic/Caption}}",
"description": "{{$:/language/Buttons/Italic/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((italic))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"//\"\n\tsuffix=\"//\"\n/>\n"
},
"$:/core/ui/EditorToolbar/line-width-dropdown": {
"title": "$:/core/ui/EditorToolbar/line-width-dropdown",
"text": "\\define lingo-base() $:/language/Buttons/LineWidth/\n\n\\define toolbar-line-width-inner()\n<$button tag=\"a\" tooltip=\"\"\"$(line-width)$\"\"\">\n\n<$action-setfield\n\t$tiddler=\"$:/config/BitmapEditor/LineWidth\"\n\t$value=\"$(line-width)$\"\n/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n<div style=\"display: inline-block; margin: 4px calc(80px - $(line-width)$); background-color: #000; width: calc(100px + $(line-width)$ * 2); height: $(line-width)$; border-radius: 120px; vertical-align: middle;\"/>\n\n<span style=\"margin-left: 8px;\">\n\n<$text text=\"\"\"$(line-width)$\"\"\"/>\n\n<$reveal state=\"$:/config/BitmapEditor/LineWidth\" type=\"match\" text=\"\"\"$(line-width)$\"\"\" tag=\"span\">\n\n<$entity entity=\" \"/>\n\n<$entity entity=\"✓\"/>\n\n</$reveal>\n\n</span>\n\n</$button>\n\\end\n\n''<<lingo Hint>>''\n\n<$list filter={{$:/config/BitmapEditor/LineWidths}} variable=\"line-width\">\n\n<<toolbar-line-width-inner>>\n\n</$list>\n"
},
"$:/core/ui/EditorToolbar/line-width": {
"title": "$:/core/ui/EditorToolbar/line-width",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/line-width",
"caption": "{{$:/language/Buttons/LineWidth/Caption}}",
"description": "{{$:/language/Buttons/LineWidth/Hint}}",
"condition": "[<targetTiddler>is[image]]",
"dropdown": "$:/core/ui/EditorToolbar/line-width-dropdown",
"text": "<$text text={{$:/config/BitmapEditor/LineWidth}}/>"
},
"$:/core/ui/EditorToolbar/link-dropdown": {
"title": "$:/core/ui/EditorToolbar/link-dropdown",
"text": "\\define lingo-base() $:/language/Buttons/Link/\n\n\\define add-link-actions()\n<$action-sendmessage $message=\"tm-edit-text-operation\" $param=\"make-link\" text={{$(linkTiddler)$}} />\n<$action-deletetiddler $tiddler=<<dropdown-state>> />\n<$action-deletetiddler $tiddler=<<searchTiddler>> />\n<$action-deletetiddler $tiddler=<<linkTiddler>> />\n\\end\n\n\\define external-link()\n<$button class=\"tc-btn-invisible\" style=\"width: auto; display: inline-block; background-colour: inherit;\" actions=<<add-link-actions>>>\n{{$:/core/images/chevron-right}}\n</$button>\n\\end\n\n\\define body(config-title)\n''<<lingo Hint>>''\n\n<$vars searchTiddler=\"\"\"$config-title$/search\"\"\" linkTiddler=\"\"\"$config-title$/link\"\"\" linktext=\"\" >\n\n<$vars linkTiddler=<<searchTiddler>>>\n<$keyboard key=\"ENTER\" actions=<<add-link-actions>>>\n<$edit-text tiddler=<<searchTiddler>> type=\"search\" tag=\"input\" focus=\"true\" placeholder={{$:/language/Search/Search}} default=\"\"/>\n<$reveal tag=\"span\" state=<<searchTiddler>> type=\"nomatch\" text=\"\">\n<<external-link>>\n<$button class=\"tc-btn-invisible\" style=\"width: auto; display: inline-block; background-colour: inherit;\">\n<$action-setfield $tiddler=<<searchTiddler>> text=\"\" />\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n</$keyboard>\n</$vars>\n\n<$reveal tag=\"div\" state=<<searchTiddler>> type=\"nomatch\" text=\"\">\n\n<$linkcatcher actions=<<add-link-actions>> to=<<linkTiddler>>>\n\n{{$:/core/ui/SearchResults}}\n\n</$linkcatcher>\n\n</$reveal>\n\n</$vars>\n\n\\end\n\n<$macrocall $name=\"body\" config-title=<<qualify \"$:/state/Link/\">>/>"
},
"$:/core/ui/EditorToolbar/link": {
"title": "$:/core/ui/EditorToolbar/link",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/link",
"caption": "{{$:/language/Buttons/Link/Caption}}",
"description": "{{$:/language/Buttons/Link/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"button-classes": "tc-text-editor-toolbar-item-start-group",
"shortcuts": "((link))",
"dropdown": "$:/core/ui/EditorToolbar/link-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/linkify": {
"title": "$:/core/ui/EditorToolbar/linkify",
"caption": "{{$:/language/Buttons/Linkify/Caption}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"description": "{{$:/language/Buttons/Linkify/Hint}}",
"icon": "$:/core/images/linkify",
"list-before": "$:/core/ui/EditorToolbar/mono-block",
"shortcuts": "((linkify))",
"tags": "$:/tags/EditorToolbar",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"[[\"\n\tsuffix=\"]]\"\n/>\n"
},
"$:/core/ui/EditorToolbar/list-bullet": {
"title": "$:/core/ui/EditorToolbar/list-bullet",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/list-bullet",
"caption": "{{$:/language/Buttons/ListBullet/Caption}}",
"description": "{{$:/language/Buttons/ListBullet/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((list-bullet))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"*\"\n\tcount=\"1\"\n/>\n"
},
"$:/core/ui/EditorToolbar/list-number": {
"title": "$:/core/ui/EditorToolbar/list-number",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/list-number",
"caption": "{{$:/language/Buttons/ListNumber/Caption}}",
"description": "{{$:/language/Buttons/ListNumber/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((list-number))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"prefix-lines\"\n\tcharacter=\"#\"\n\tcount=\"1\"\n/>\n"
},
"$:/core/ui/EditorToolbar/mono-block": {
"title": "$:/core/ui/EditorToolbar/mono-block",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/mono-block",
"caption": "{{$:/language/Buttons/MonoBlock/Caption}}",
"description": "{{$:/language/Buttons/MonoBlock/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"button-classes": "tc-text-editor-toolbar-item-start-group",
"shortcuts": "((mono-block))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-lines\"\n\tprefix=\"\n```\"\n\tsuffix=\"```\"\n/>\n"
},
"$:/core/ui/EditorToolbar/mono-line": {
"title": "$:/core/ui/EditorToolbar/mono-line",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/mono-line",
"caption": "{{$:/language/Buttons/MonoLine/Caption}}",
"description": "{{$:/language/Buttons/MonoLine/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((mono-line))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"`\"\n\tsuffix=\"`\"\n/>\n"
},
"$:/core/ui/EditorToolbar/more-dropdown": {
"title": "$:/core/ui/EditorToolbar/more-dropdown",
"text": "\\define config-title()\n$:/config/EditorToolbarButtons/Visibility/$(toolbarItem)$\n\\end\n\n\\define conditional-button()\n<$list filter={{$(toolbarItem)$!!condition}} variable=\"condition\">\n<$transclude tiddler=\"$:/core/ui/EditTemplate/body/toolbar/button\" mode=\"inline\"/> <$transclude tiddler=<<toolbarItem>> field=\"description\"/>\n</$list>\n\\end\n\n<div class=\"tc-text-editor-toolbar-more\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/EditorToolbar]!has[draft.of]] -[[$:/core/ui/EditorToolbar/more]]\">\n<$reveal type=\"match\" state=<<config-visibility-title>> text=\"hide\" tag=\"div\">\n<<conditional-button>>\n</$reveal>\n</$list>\n</div>\n"
},
"$:/core/ui/EditorToolbar/more": {
"title": "$:/core/ui/EditorToolbar/more",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/down-arrow",
"caption": "{{$:/language/Buttons/More/Caption}}",
"description": "{{$:/language/Buttons/More/Hint}}",
"condition": "[<targetTiddler>]",
"dropdown": "$:/core/ui/EditorToolbar/more-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/opacity-dropdown": {
"title": "$:/core/ui/EditorToolbar/opacity-dropdown",
"text": "\\define lingo-base() $:/language/Buttons/Opacity/\n\n\\define toolbar-opacity-inner()\n<$button tag=\"a\" tooltip=\"\"\"$(opacity)$\"\"\">\n\n<$action-setfield\n\t$tiddler=\"$:/config/BitmapEditor/Opacity\"\n\t$value=\"$(opacity)$\"\n/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n<div style=\"display: inline-block; vertical-align: middle; background-color: $(current-paint-colour)$; opacity: $(opacity)$; width: 1em; height: 1em; border-radius: 50%;\"/>\n\n<span style=\"margin-left: 8px;\">\n\n<$text text=\"\"\"$(opacity)$\"\"\"/>\n\n<$reveal state=\"$:/config/BitmapEditor/Opacity\" type=\"match\" text=\"\"\"$(opacity)$\"\"\" tag=\"span\">\n\n<$entity entity=\" \"/>\n\n<$entity entity=\"✓\"/>\n\n</$reveal>\n\n</span>\n\n</$button>\n\\end\n\n\\define toolbar-opacity()\n''<<lingo Hint>>''\n\n<$list filter={{$:/config/BitmapEditor/Opacities}} variable=\"opacity\">\n\n<<toolbar-opacity-inner>>\n\n</$list>\n\\end\n\n<$set name=\"current-paint-colour\" value={{$:/config/BitmapEditor/Colour}}>\n\n<$set name=\"current-opacity\" value={{$:/config/BitmapEditor/Opacity}}>\n\n<<toolbar-opacity>>\n\n</$set>\n\n</$set>\n"
},
"$:/core/ui/EditorToolbar/opacity": {
"title": "$:/core/ui/EditorToolbar/opacity",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/opacity",
"caption": "{{$:/language/Buttons/Opacity/Caption}}",
"description": "{{$:/language/Buttons/Opacity/Hint}}",
"condition": "[<targetTiddler>is[image]]",
"dropdown": "$:/core/ui/EditorToolbar/opacity-dropdown",
"text": "<$text text={{$:/config/BitmapEditor/Opacity}}/>\n"
},
"$:/core/ui/EditorToolbar/paint-dropdown": {
"title": "$:/core/ui/EditorToolbar/paint-dropdown",
"text": "''{{$:/language/Buttons/Paint/Hint}}''\n\n<$macrocall $name=\"colour-picker\" actions=\"\"\"\n\n<$action-setfield\n\t$tiddler=\"$:/config/BitmapEditor/Colour\"\n\t$value=<<colour-picker-value>>\n/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n\"\"\"/>\n"
},
"$:/core/ui/EditorToolbar/paint": {
"title": "$:/core/ui/EditorToolbar/paint",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/paint",
"caption": "{{$:/language/Buttons/Paint/Caption}}",
"description": "{{$:/language/Buttons/Paint/Hint}}",
"condition": "[<targetTiddler>is[image]]",
"dropdown": "$:/core/ui/EditorToolbar/paint-dropdown",
"text": "\\define toolbar-paint()\n<div style=\"display: inline-block; vertical-align: middle; background-color: $(colour-picker-value)$; width: 1em; height: 1em; border-radius: 50%;\"/>\n\\end\n<$set name=\"colour-picker-value\" value={{$:/config/BitmapEditor/Colour}}>\n<<toolbar-paint>>\n</$set>\n"
},
"$:/core/ui/EditorToolbar/picture-dropdown": {
"title": "$:/core/ui/EditorToolbar/picture-dropdown",
"text": "\\define replacement-text()\n[img[$(imageTitle)$]]\n\\end\n\n''{{$:/language/Buttons/Picture/Hint}}''\n\n<$macrocall $name=\"image-picker\" actions=\"\"\"\n\n<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"replace-selection\"\n\ttext=<<replacement-text>>\n/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n\"\"\"/>\n"
},
"$:/core/ui/EditorToolbar/picture": {
"title": "$:/core/ui/EditorToolbar/picture",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/picture",
"caption": "{{$:/language/Buttons/Picture/Caption}}",
"description": "{{$:/language/Buttons/Picture/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((picture))",
"dropdown": "$:/core/ui/EditorToolbar/picture-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/preview-type-dropdown": {
"title": "$:/core/ui/EditorToolbar/preview-type-dropdown",
"text": "\\define preview-type-button()\n<$button tag=\"a\">\n\n<$action-setfield $tiddler=\"$:/state/editpreviewtype\" $value=\"$(previewType)$\"/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n<$transclude tiddler=<<previewType>> field=\"caption\" mode=\"inline\">\n\n<$view tiddler=<<previewType>> field=\"title\" mode=\"inline\"/>\n\n</$transclude> \n\n<$reveal tag=\"span\" state=\"$:/state/editpreviewtype\" type=\"match\" text=<<previewType>> default=\"$:/core/ui/EditTemplate/body/preview/output\">\n\n<$entity entity=\" \"/>\n\n<$entity entity=\"✓\"/>\n\n</$reveal>\n\n</$button>\n\\end\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/EditPreview]!has[draft.of]]\" variable=\"previewType\">\n\n<<preview-type-button>>\n\n</$list>\n"
},
"$:/core/ui/EditorToolbar/preview-type": {
"title": "$:/core/ui/EditorToolbar/preview-type",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/chevron-down",
"caption": "{{$:/language/Buttons/PreviewType/Caption}}",
"description": "{{$:/language/Buttons/PreviewType/Hint}}",
"condition": "[all[shadows+tiddlers]tag[$:/tags/EditPreview]!has[draft.of]butfirst[]limit[1]]",
"button-classes": "tc-text-editor-toolbar-item-adjunct",
"dropdown": "$:/core/ui/EditorToolbar/preview-type-dropdown"
},
"$:/core/ui/EditorToolbar/preview": {
"title": "$:/core/ui/EditorToolbar/preview",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/preview-open",
"custom-icon": "yes",
"caption": "{{$:/language/Buttons/Preview/Caption}}",
"description": "{{$:/language/Buttons/Preview/Hint}}",
"condition": "[<targetTiddler>]",
"button-classes": "tc-text-editor-toolbar-item-start-group",
"shortcuts": "((preview))",
"text": "<$reveal state=\"$:/state/showeditpreview\" type=\"match\" text=\"yes\" tag=\"span\">\n{{$:/core/images/preview-open}}\n<$action-setfield $tiddler=\"$:/state/showeditpreview\" $value=\"no\"/>\n</$reveal>\n<$reveal state=\"$:/state/showeditpreview\" type=\"nomatch\" text=\"yes\" tag=\"span\">\n{{$:/core/images/preview-closed}}\n<$action-setfield $tiddler=\"$:/state/showeditpreview\" $value=\"yes\"/>\n</$reveal>\n"
},
"$:/core/ui/EditorToolbar/quote": {
"title": "$:/core/ui/EditorToolbar/quote",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/quote",
"caption": "{{$:/language/Buttons/Quote/Caption}}",
"description": "{{$:/language/Buttons/Quote/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((quote))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-lines\"\n\tprefix=\"\n<<<\"\n\tsuffix=\"<<<\"\n/>\n"
},
"$:/core/ui/EditorToolbar/rotate-left": {
"title": "$:/core/ui/EditorToolbar/rotate-left",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/rotate-left",
"caption": "{{$:/language/Buttons/RotateLeft/Caption}}",
"description": "{{$:/language/Buttons/RotateLeft/Hint}}",
"condition": "[<targetTiddler>is[image]]",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-bitmap-operation\"\n\t$param=\"rotate-left\"\n/>\n"
},
"$:/core/ui/EditorToolbar/size-dropdown": {
"title": "$:/core/ui/EditorToolbar/size-dropdown",
"text": "\\define lingo-base() $:/language/Buttons/Size/\n\n\\define toolbar-button-size-preset(config-title)\n<$set name=\"width\" filter=\"$(sizePair)$ +[first[]]\">\n\n<$set name=\"height\" filter=\"$(sizePair)$ +[last[]]\">\n\n<$button tag=\"a\">\n\n<$action-setfield\n\t$tiddler=\"\"\"$config-title$/new-width\"\"\"\n\t$value=<<width>>\n/>\n\n<$action-setfield\n\t$tiddler=\"\"\"$config-title$/new-height\"\"\"\n\t$value=<<height>>\n/>\n\n<$action-deletetiddler\n\t$tiddler=\"\"\"$config-title$/presets-popup\"\"\"\n/>\n\n<$text text=<<width>>/> × <$text text=<<height>>/>\n\n</$button>\n\n</$set>\n\n</$set>\n\\end\n\n\\define toolbar-button-size(config-title)\n''{{$:/language/Buttons/Size/Hint}}''\n\n<<lingo Caption/Width>> <$edit-text tag=\"input\" tiddler=\"\"\"$config-title$/new-width\"\"\" default=<<tv-bitmap-editor-width>> focus=\"true\" size=\"8\"/> <<lingo Caption/Height>> <$edit-text tag=\"input\" tiddler=\"\"\"$config-title$/new-height\"\"\" default=<<tv-bitmap-editor-height>> size=\"8\"/> <$button popup=\"\"\"$config-title$/presets-popup\"\"\" class=\"tc-btn-invisible tc-popup-keep\" style=\"width: auto; display: inline-block; background-colour: inherit;\" selectedClass=\"tc-selected\">\n{{$:/core/images/down-arrow}}\n</$button>\n\n<$reveal tag=\"span\" state=\"\"\"$config-title$/presets-popup\"\"\" type=\"popup\" position=\"belowleft\" animate=\"yes\">\n\n<div class=\"tc-drop-down tc-popup-keep\">\n\n<$list filter={{$:/config/BitmapEditor/ImageSizes}} variable=\"sizePair\">\n\n<$macrocall $name=\"toolbar-button-size-preset\" config-title=\"$config-title$\"/>\n\n</$list>\n\n</div>\n\n</$reveal>\n\n<$button>\n<$action-sendmessage\n\t$message=\"tm-edit-bitmap-operation\"\n\t$param=\"resize\"\n\twidth={{$config-title$/new-width}}\n\theight={{$config-title$/new-height}}\n/>\n<$action-deletetiddler\n\t$tiddler=\"\"\"$config-title$/new-width\"\"\"\n/>\n<$action-deletetiddler\n\t$tiddler=\"\"\"$config-title$/new-height\"\"\"\n/>\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n<<lingo Caption/Resize>>\n</$button>\n\\end\n\n<$macrocall $name=\"toolbar-button-size\" config-title=<<qualify \"$:/state/Size/\">>/>\n"
},
"$:/core/ui/EditorToolbar/size": {
"title": "$:/core/ui/EditorToolbar/size",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/size",
"caption": "{{$:/language/Buttons/Size/Caption}}",
"description": "{{$:/language/Buttons/Size/Hint}}",
"condition": "[<targetTiddler>is[image]]",
"dropdown": "$:/core/ui/EditorToolbar/size-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/stamp-dropdown": {
"title": "$:/core/ui/EditorToolbar/stamp-dropdown",
"text": "\\define toolbar-button-stamp-inner()\n<$button tag=\"a\">\n\n<$list filter=\"[[$(snippetTitle)$]addsuffix[/prefix]is[missing]removesuffix[/prefix]addsuffix[/suffix]is[missing]]\">\n\n<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"replace-selection\"\n\ttext={{$(snippetTitle)$}}\n/>\n\n</$list>\n\n\n<$list filter=\"[[$(snippetTitle)$]addsuffix[/prefix]is[missing]removesuffix[/prefix]addsuffix[/suffix]!is[missing]] [[$(snippetTitle)$]addsuffix[/prefix]!is[missing]removesuffix[/prefix]addsuffix[/suffix]is[missing]] [[$(snippetTitle)$]addsuffix[/prefix]!is[missing]removesuffix[/prefix]addsuffix[/suffix]!is[missing]]\">\n\n<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix={{{ [[$(snippetTitle)$]addsuffix[/prefix]get[text]] }}}\nsuffix={{{ [[$(snippetTitle)$]addsuffix[/suffix]get[text]] }}}\n/>\n\n</$list>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n<$view tiddler=<<snippetTitle>> field=\"caption\" mode=\"inline\">\n\n<$view tiddler=<<snippetTitle>> field=\"title\" mode=\"inline\"/>\n\n</$view>\n\n</$button>\n\\end\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/TextEditor/Snippet]!has[draft.of]sort[caption]]\" variable=\"snippetTitle\">\n\n<<toolbar-button-stamp-inner>>\n\n</$list>\n\n----\n\n<$button tag=\"a\">\n\n<$action-sendmessage\n\t$message=\"tm-new-tiddler\"\n\ttags=\"$:/tags/TextEditor/Snippet\"\n\tcaption={{$:/language/Buttons/Stamp/New/Title}}\n\ttext={{$:/language/Buttons/Stamp/New/Text}}\n/>\n\n<$action-deletetiddler\n\t$tiddler=<<dropdown-state>>\n/>\n\n<em>\n\n<$text text={{$:/language/Buttons/Stamp/Caption/New}}/>\n\n</em>\n\n</$button>\n"
},
"$:/core/ui/EditorToolbar/stamp": {
"title": "$:/core/ui/EditorToolbar/stamp",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/stamp",
"caption": "{{$:/language/Buttons/Stamp/Caption}}",
"description": "{{$:/language/Buttons/Stamp/Hint}}",
"condition": "[<targetTiddler>type[]] [<targetTiddler>get[type]prefix[text/]] +[first[]]",
"shortcuts": "((stamp))",
"dropdown": "$:/core/ui/EditorToolbar/stamp-dropdown",
"text": ""
},
"$:/core/ui/EditorToolbar/strikethrough": {
"title": "$:/core/ui/EditorToolbar/strikethrough",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/strikethrough",
"caption": "{{$:/language/Buttons/Strikethrough/Caption}}",
"description": "{{$:/language/Buttons/Strikethrough/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((strikethrough))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"~~\"\n\tsuffix=\"~~\"\n/>\n"
},
"$:/core/ui/EditorToolbar/subscript": {
"title": "$:/core/ui/EditorToolbar/subscript",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/subscript",
"caption": "{{$:/language/Buttons/Subscript/Caption}}",
"description": "{{$:/language/Buttons/Subscript/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((subscript))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\",,\"\n\tsuffix=\",,\"\n/>\n"
},
"$:/core/ui/EditorToolbar/superscript": {
"title": "$:/core/ui/EditorToolbar/superscript",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/superscript",
"caption": "{{$:/language/Buttons/Superscript/Caption}}",
"description": "{{$:/language/Buttons/Superscript/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((superscript))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"^^\"\n\tsuffix=\"^^\"\n/>\n"
},
"$:/core/ui/EditorToolbar/transcludify": {
"title": "$:/core/ui/EditorToolbar/transcludify",
"caption": "{{$:/language/Buttons/Transcludify/Caption}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"description": "{{$:/language/Buttons/Transcludify/Hint}}",
"icon": "$:/core/images/transcludify",
"list-before": "$:/core/ui/EditorToolbar/mono-block",
"shortcuts": "((transcludify))",
"tags": "$:/tags/EditorToolbar",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"{{\"\n\tsuffix=\"}}\"\n/>\n"
},
"$:/core/ui/EditorToolbar/underline": {
"title": "$:/core/ui/EditorToolbar/underline",
"tags": "$:/tags/EditorToolbar",
"icon": "$:/core/images/underline",
"caption": "{{$:/language/Buttons/Underline/Caption}}",
"description": "{{$:/language/Buttons/Underline/Hint}}",
"condition": "[<targetTiddler>!has[type]] [<targetTiddler>type[text/vnd.tiddlywiki]]",
"shortcuts": "((underline))",
"text": "<$action-sendmessage\n\t$message=\"tm-edit-text-operation\"\n\t$param=\"wrap-selection\"\n\tprefix=\"__\"\n\tsuffix=\"__\"\n/>\n"
},
"$:/core/Filters/AllTags": {
"title": "$:/core/Filters/AllTags",
"tags": "$:/tags/Filter",
"filter": "[tags[]!is[system]sort[title]]",
"description": "{{$:/language/Filters/AllTags}}",
"text": ""
},
"$:/core/Filters/AllTiddlers": {
"title": "$:/core/Filters/AllTiddlers",
"tags": "$:/tags/Filter",
"filter": "[!is[system]sort[title]]",
"description": "{{$:/language/Filters/AllTiddlers}}",
"text": ""
},
"$:/core/Filters/Drafts": {
"title": "$:/core/Filters/Drafts",
"tags": "$:/tags/Filter",
"filter": "[has[draft.of]sort[title]]",
"description": "{{$:/language/Filters/Drafts}}",
"text": ""
},
"$:/core/Filters/Missing": {
"title": "$:/core/Filters/Missing",
"tags": "$:/tags/Filter",
"filter": "[all[missing]sort[title]]",
"description": "{{$:/language/Filters/Missing}}",
"text": ""
},
"$:/core/Filters/Orphans": {
"title": "$:/core/Filters/Orphans",
"tags": "$:/tags/Filter",
"filter": "[all[orphans]sort[title]]",
"description": "{{$:/language/Filters/Orphans}}",
"text": ""
},
"$:/core/Filters/OverriddenShadowTiddlers": {
"title": "$:/core/Filters/OverriddenShadowTiddlers",
"tags": "$:/tags/Filter",
"filter": "[is[shadow]]",
"description": "{{$:/language/Filters/OverriddenShadowTiddlers}}",
"text": ""
},
"$:/core/Filters/RecentSystemTiddlers": {
"title": "$:/core/Filters/RecentSystemTiddlers",
"tags": "$:/tags/Filter",
"filter": "[has[modified]!sort[modified]limit[50]]",
"description": "{{$:/language/Filters/RecentSystemTiddlers}}",
"text": ""
},
"$:/core/Filters/RecentTiddlers": {
"title": "$:/core/Filters/RecentTiddlers",
"tags": "$:/tags/Filter",
"filter": "[!is[system]has[modified]!sort[modified]limit[50]]",
"description": "{{$:/language/Filters/RecentTiddlers}}",
"text": ""
},
"$:/core/Filters/SessionTiddlers": {
"title": "$:/core/Filters/SessionTiddlers",
"tags": "$:/tags/Filter",
"filter": "[haschanged[]]",
"description": "{{$:/language/Filters/SessionTiddlers}}",
"text": ""
},
"$:/core/Filters/ShadowTiddlers": {
"title": "$:/core/Filters/ShadowTiddlers",
"tags": "$:/tags/Filter",
"filter": "[all[shadows]sort[title]]",
"description": "{{$:/language/Filters/ShadowTiddlers}}",
"text": ""
},
"$:/core/Filters/StoryList": {
"title": "$:/core/Filters/StoryList",
"tags": "$:/tags/Filter",
"filter": "[list[$:/StoryList]] -$:/AdvancedSearch",
"description": "{{$:/language/Filters/StoryList}}",
"text": ""
},
"$:/core/Filters/SystemTags": {
"title": "$:/core/Filters/SystemTags",
"tags": "$:/tags/Filter",
"filter": "[all[shadows+tiddlers]tags[]is[system]sort[title]]",
"description": "{{$:/language/Filters/SystemTags}}",
"text": ""
},
"$:/core/Filters/SystemTiddlers": {
"title": "$:/core/Filters/SystemTiddlers",
"tags": "$:/tags/Filter",
"filter": "[is[system]sort[title]]",
"description": "{{$:/language/Filters/SystemTiddlers}}",
"text": ""
},
"$:/core/Filters/TypedTiddlers": {
"title": "$:/core/Filters/TypedTiddlers",
"tags": "$:/tags/Filter",
"filter": "[!is[system]has[type]each[type]sort[type]] -[type[text/vnd.tiddlywiki]]",
"description": "{{$:/language/Filters/TypedTiddlers}}",
"text": ""
},
"$:/core/ui/ImportListing": {
"title": "$:/core/ui/ImportListing",
"text": "\\define lingo-base() $:/language/Import/\n\n\\define messageField()\nmessage-$(payloadTiddler)$\n\\end\n\n\\define selectionField()\nselection-$(payloadTiddler)$\n\\end\n\n\\define previewPopupState()\n$(currentTiddler)$!!popup-$(payloadTiddler)$\n\\end\n\n\\define select-all-actions()\n<$list filter=\"[all[current]plugintiddlers[]sort[title]]\" variable=\"payloadTiddler\">\n<$action-setfield $field={{{ [<payloadTiddler>addprefix[selection-]] }}} $value={{$:/state/import/select-all}}/>\n</$list>\n\\end\n\n<table>\n<tbody>\n<tr>\n<th>\n<$checkbox tiddler=\"$:/state/import/select-all\" field=\"text\" checked=\"checked\" unchecked=\"unchecked\" default=\"checked\" actions=<<select-all-actions>>>\n<<lingo Listing/Select/Caption>>\n</$checkbox>\n</th>\n<th>\n<<lingo Listing/Title/Caption>>\n</th>\n<th>\n<<lingo Listing/Status/Caption>>\n</th>\n</tr>\n<$list filter=\"[all[current]plugintiddlers[]sort[title]]\" variable=\"payloadTiddler\">\n<tr>\n<td>\n<$checkbox field=<<selectionField>> checked=\"checked\" unchecked=\"unchecked\" default=\"checked\"/>\n</td>\n<td>\n<$reveal type=\"nomatch\" stateTitle=<<previewPopupState>> text=\"yes\" tag=\"div\">\n<$button class=\"tc-btn-invisible tc-btn-dropdown\" setTitle=<<previewPopupState>> setTo=\"yes\">\n{{$:/core/images/right-arrow}} <$text text=<<payloadTiddler>>/>\n</$button>\n</$reveal>\n<$reveal type=\"match\" stateTitle=<<previewPopupState>> text=\"yes\" tag=\"div\">\n<$button class=\"tc-btn-invisible tc-btn-dropdown\" setTitle=<<previewPopupState>> setTo=\"no\">\n{{$:/core/images/down-arrow}} <$text text=<<payloadTiddler>>/>\n</$button>\n</$reveal>\n</td>\n<td>\n<$view field=<<messageField>>/>\n</td>\n</tr>\n<tr>\n<td colspan=\"3\">\n<$reveal type=\"match\" text=\"yes\" stateTitle=<<previewPopupState>> tag=\"div\">\n<$list filter=\"[{$:/state/importpreviewtype}has[text]]\" variable=\"listItem\" emptyMessage={{$:/core/ui/ImportPreviews/Text}}>\n<$transclude tiddler={{$:/state/importpreviewtype}}/>\n</$list>\n</$reveal>\n</td>\n</tr>\n</$list>\n</tbody>\n</table>\n"
},
"$:/core/ui/ImportPreviews/Diff": {
"title": "$:/core/ui/ImportPreviews/Diff",
"tags": "$:/tags/ImportPreview",
"caption": "{{$:/language/Import/Listing/Preview/Diff}}",
"text": "<$macrocall $name=\"compareTiddlerText\" sourceTiddlerTitle=<<payloadTiddler>> destTiddlerTitle=<<currentTiddler>> destSubTiddlerTitle=<<payloadTiddler>>/>\n"
},
"$:/core/ui/ImportPreviews/DiffFields": {
"title": "$:/core/ui/ImportPreviews/DiffFields",
"tags": "$:/tags/ImportPreview",
"caption": "{{$:/language/Import/Listing/Preview/DiffFields}}",
"text": "<$macrocall $name=\"compareTiddlers\" sourceTiddlerTitle=<<payloadTiddler>> destTiddlerTitle=<<currentTiddler>> destSubTiddlerTitle=<<payloadTiddler>> exclude=\"text\"/>\n"
},
"$:/core/ui/ImportPreviews/Fields": {
"title": "$:/core/ui/ImportPreviews/Fields",
"tags": "$:/tags/ImportPreview",
"caption": "{{$:/language/Import/Listing/Preview/Fields}}",
"text": "<table class=\"tc-view-field-table\">\n<tbody>\n<$list filter=\"[<payloadTiddler>subtiddlerfields<currentTiddler>sort[]] -text\" variable=\"fieldName\">\n<tr class=\"tc-view-field\">\n<td class=\"tc-view-field-name\">\n<$text text=<<fieldName>>/>\n</td>\n<td class=\"tc-view-field-value\">\n<$view field=<<fieldName>> tiddler=<<currentTiddler>> subtiddler=<<payloadTiddler>>/>\n</td>\n</tr>\n</$list>\n</tbody>\n</table>\n"
},
"$:/core/ui/ImportPreviews/Text": {
"title": "$:/core/ui/ImportPreviews/Text",
"tags": "$:/tags/ImportPreview",
"caption": "{{$:/language/Import/Listing/Preview/Text}}",
"text": "<$transclude tiddler=<<currentTiddler>> subtiddler=<<payloadTiddler>> mode=\"block\"/>\n"
},
"$:/core/ui/ImportPreviews/TextRaw": {
"title": "$:/core/ui/ImportPreviews/TextRaw",
"tags": "$:/tags/ImportPreview",
"caption": "{{$:/language/Import/Listing/Preview/TextRaw}}",
"text": "<pre><code><$view tiddler=<<currentTiddler>> subtiddler=<<payloadTiddler>> /></code></pre>"
},
"$:/core/ui/KeyboardShortcuts/advanced-search": {
"title": "$:/core/ui/KeyboardShortcuts/advanced-search",
"tags": "$:/tags/KeyboardShortcut",
"key": "((advanced-search))",
"text": "<$navigator story=\"$:/StoryList\" history=\"$:/HistoryList\">\n<$action-navigate $to=\"$:/AdvancedSearch\"/>\n<$action-sendmessage $message=\"tm-focus-selector\" $param=\"\"\"[data-tiddler-title=\"$:/AdvancedSearch\"] .tc-search input\"\"\"/>\n</$navigator>\n"
},
"$:/core/ui/KeyboardShortcuts/new-image": {
"title": "$:/core/ui/KeyboardShortcuts/new-image",
"tags": "$:/tags/KeyboardShortcut",
"key": "((new-image))",
"text": "<$navigator story=\"$:/StoryList\" history=\"$:/HistoryList\" openLinkFromInsideRiver={{$:/config/Navigation/openLinkFromInsideRiver}} openLinkFromOutsideRiver={{$:/config/Navigation/openLinkFromOutsideRiver}} relinkOnRename={{$:/config/RelinkOnRename}}>\n{{$:/core/ui/Actions/new-image}}\n</$navigator>\n"
},
"$:/core/ui/KeyboardShortcuts/new-journal": {
"title": "$:/core/ui/KeyboardShortcuts/new-journal",
"tags": "$:/tags/KeyboardShortcut",
"key": "((new-journal))",
"text": "<$navigator story=\"$:/StoryList\" history=\"$:/HistoryList\" openLinkFromInsideRiver={{$:/config/Navigation/openLinkFromInsideRiver}} openLinkFromOutsideRiver={{$:/config/Navigation/openLinkFromOutsideRiver}} relinkOnRename={{$:/config/RelinkOnRename}}>\n{{$:/core/ui/Actions/new-journal}}\n</$navigator>\n"
},
"$:/core/ui/KeyboardShortcuts/new-tiddler": {
"title": "$:/core/ui/KeyboardShortcuts/new-tiddler",
"tags": "$:/tags/KeyboardShortcut",
"key": "((new-tiddler))",
"text": "<$navigator story=\"$:/StoryList\" history=\"$:/HistoryList\" openLinkFromInsideRiver={{$:/config/Navigation/openLinkFromInsideRiver}} openLinkFromOutsideRiver={{$:/config/Navigation/openLinkFromOutsideRiver}} relinkOnRename={{$:/config/RelinkOnRename}}>\n{{$:/core/ui/Actions/new-tiddler}}\n</$navigator>\n"
},
"$:/core/ui/KeyboardShortcuts/sidebar-search": {
"title": "$:/core/ui/KeyboardShortcuts/sidebar-search",
"tags": "$:/tags/KeyboardShortcut",
"key": "((sidebar-search))",
"text": "<$action-sendmessage $message=\"tm-focus-selector\" $param=\".tc-search input\"/>\n"
},
"$:/core/ui/KeyboardShortcut/toggle-sidebar": {
"title": "$:/core/ui/KeyboardShortcut/toggle-sidebar",
"tags": "$:/tags/KeyboardShortcut",
"key": "((toggle-sidebar))",
"text": "<$list filter=\"[[$:/state/sidebar]is[missing]] [{$:/state/sidebar}removeprefix[yes]]\" emptyMessage=\"\"\"\n<$action-setfield $tiddler=\"$:/state/sidebar\" text=\"yes\"/>\n\"\"\">\n<$action-setfield $tiddler=\"$:/state/sidebar\" text=\"no\"/>\n</$list>\n"
},
"$:/core/ui/ListItemTemplate": {
"title": "$:/core/ui/ListItemTemplate",
"text": "<div class=\"tc-menu-list-item\">\n<$link to={{!!title}}>\n<$view field=\"title\"/>\n</$link>\n</div>"
},
"$:/Manager/ItemMain/Fields": {
"title": "$:/Manager/ItemMain/Fields",
"tags": "$:/tags/Manager/ItemMain",
"caption": "{{$:/language/Manager/Item/Fields}}",
"text": "<table>\n<tbody>\n<$list filter=\"[all[current]fields[]sort[title]] -text\" template=\"$:/core/ui/TiddlerFieldTemplate\" variable=\"listItem\"/>\n</tbody>\n</table>\n"
},
"$:/Manager/ItemMain/RawText": {
"title": "$:/Manager/ItemMain/RawText",
"tags": "$:/tags/Manager/ItemMain",
"caption": "{{$:/language/Manager/Item/RawText}}",
"text": "<pre><code><$view/></code></pre>\n"
},
"$:/Manager/ItemMain/WikifiedText": {
"title": "$:/Manager/ItemMain/WikifiedText",
"tags": "$:/tags/Manager/ItemMain",
"caption": "{{$:/language/Manager/Item/WikifiedText}}",
"text": "<$transclude mode=\"block\"/>\n"
},
"$:/Manager/ItemSidebar/Colour": {
"title": "$:/Manager/ItemSidebar/Colour",
"tags": "$:/tags/Manager/ItemSidebar",
"caption": "{{$:/language/Manager/Item/Colour}}",
"text": "\\define swatch-styles()\nheight: 1em;\nbackground-color: $(colour)$\n\\end\n\n<$vars colour={{!!color}}>\n<p style=<<swatch-styles>>/>\n</$vars>\n<p>\n<$edit-text field=\"color\" tag=\"input\" type=\"color\"/> / <$edit-text field=\"color\" tag=\"input\" type=\"text\" size=\"9\"/>\n</p>\n"
},
"$:/Manager/ItemSidebar/Icon": {
"title": "$:/Manager/ItemSidebar/Icon",
"tags": "$:/tags/Manager/ItemSidebar",
"caption": "{{$:/language/Manager/Item/Icon}}",
"text": "<p>\n<div class=\"tc-manager-icon-editor\">\n<$button popup=<<qualify \"$:/state/popup/image-picker\">> class=\"tc-btn-invisible\">\n<$transclude tiddler={{!!icon}}>\n{{$:/language/Manager/Item/Icon/None}}\n</$transclude>\n</$button>\n<div class=\"tc-block-dropdown-wrapper\" style=\"position: static;\">\n<$reveal state=<<qualify \"$:/state/popup/image-picker\">> type=\"nomatch\" text=\"\" default=\"\" tag=\"div\" class=\"tc-popup\">\n<div class=\"tc-block-dropdown tc-popup-keep\" style=\"width: 80%; left: 10%; right: 10%; padding: 0.5em;\">\n<$macrocall $name=\"image-picker-include-tagged-images\" actions=\"\"\"\n<$action-setfield $field=\"icon\" $value=<<imageTitle>>/>\n<$action-deletetiddler $tiddler=<<qualify \"$:/state/popup/image-picker\">>/>\n\"\"\"/>\n</div>\n</$reveal>\n</div>\n</div>\n</p>\n"
},
"$:/Manager/ItemSidebar/Tags": {
"title": "$:/Manager/ItemSidebar/Tags",
"tags": "$:/tags/Manager/ItemSidebar",
"caption": "{{$:/language/Manager/Item/Tags}}",
"text": "\\define tag-checkbox-actions()\n<$action-listops\n\t$tiddler=\"$:/config/Manager/RecentTags\"\n\t$subfilter=\"[<tag>] [list[$:/config/Manager/RecentTags]] +[limit[12]]\"\n/>\n\\end\n\n\\define tag-picker-actions()\n<<tag-checkbox-actions>>\n<$action-listops\n\t$tiddler=<<currentTiddler>>\n\t$field=\"tags\"\n\t$subfilter=\"[<tag>] [all[current]tags[]]\"\n/>\n\\end\n\n<p>\n<$list filter=\"[all[current]tags[]] [list[$:/config/Manager/RecentTags]] +[sort[title]] \" variable=\"tag\">\n<div>\n<$checkbox tiddler=<<currentTiddler>> tag=<<tag>> actions=<<tag-checkbox-actions>>>\n<$macrocall $name=\"tag-pill\" tag=<<tag>>/>\n</$checkbox>\n</div>\n</$list>\n</p>\n<p>\n<$macrocall $name=\"tag-picker\" actions=<<tag-picker-actions>>/>\n</p>\n"
},
"$:/Manager/ItemSidebar/Tools": {
"title": "$:/Manager/ItemSidebar/Tools",
"tags": "$:/tags/Manager/ItemSidebar",
"caption": "{{$:/language/Manager/Item/Tools}}",
"text": "<p>\n<$button to=<<currentTiddler>>>{{$:/core/images/link}} open</$button>\n</p>\n<p>\n<$button message=\"tm-edit-tiddler\" param=<<currentTiddler>>>{{$:/core/images/edit-button}} edit</$button>\n</p>\n"
},
"$:/Manager": {
"title": "$:/Manager",
"icon": "$:/core/images/list",
"color": "#bbb",
"text": "\\define lingo-base() $:/language/Manager/\n\n\\define list-item-content-item()\n<div class=\"tc-manager-list-item-content-item\">\n\t<$vars state-title=\"\"\"$:/state/popup/manager/item/$(listItem)$\"\"\">\n\t\t<$reveal state=<<state-title>> type=\"match\" text=\"show\" default=\"show\" tag=\"div\">\n\t\t\t<$button set=<<state-title>> setTo=\"hide\" class=\"tc-btn-invisible tc-manager-list-item-content-item-heading\">\n\t\t\t\t{{$:/core/images/down-arrow}} <$transclude tiddler=<<listItem>> field=\"caption\"/>\n\t\t\t</$button>\n\t\t</$reveal>\n\t\t<$reveal state=<<state-title>> type=\"nomatch\" text=\"show\" default=\"show\" tag=\"div\">\n\t\t\t<$button set=<<state-title>> setTo=\"show\" class=\"tc-btn-invisible tc-manager-list-item-content-item-heading\">\n\t\t\t\t{{$:/core/images/right-arrow}} <$transclude tiddler=<<listItem>> field=\"caption\"/>\n\t\t\t</$button>\n\t\t</$reveal>\n\t\t<$reveal state=<<state-title>> type=\"match\" text=\"show\" default=\"show\" tag=\"div\" class=\"tc-manager-list-item-content-item-body\">\n\t\t\t<$transclude tiddler=<<listItem>>/>\n\t\t</$reveal>\n\t</$vars>\n</div>\n\\end\n\n<div class=\"tc-manager-wrapper\">\n\t<div class=\"tc-manager-controls\">\n\t\t<div class=\"tc-manager-control\">\n\t\t\t<<lingo Controls/Show/Prompt>> <$select tiddler=\"$:/config/Manager/Show\" default=\"tiddlers\">\n\t\t\t\t<option value=\"tiddlers\"><<lingo Controls/Show/Option/Tiddlers>></option>\n\t\t\t\t<option value=\"tags\"><<lingo Controls/Show/Option/Tags>></option>\n\t\t\t</$select>\n\t\t</div>\n\t\t<div class=\"tc-manager-control\">\n\t\t\t<<lingo Controls/Search/Prompt>> <$edit-text tiddler=\"$:/config/Manager/Filter\" tag=\"input\" default=\"\" placeholder={{$:/language/Manager/Controls/Search/Placeholder}}/>\n\t\t</div>\n\t\t<div class=\"tc-manager-control\">\n\t\t\t<<lingo Controls/FilterByTag/Prompt>> <$select tiddler=\"$:/config/Manager/Tag\" default=\"\">\n\t\t\t\t<option value=\"\"><<lingo Controls/FilterByTag/None>></option>\n\t\t\t\t<$list filter=\"[!is{$:/config/Manager/System}tags[]!is[system]sort[title]]\" variable=\"tag\">\n\t\t\t\t\t<option value=<<tag>>><$text text=<<tag>>/></option>\n\t\t\t\t</$list>\n\t\t\t</$select>\n\t\t</div>\n\t\t<div class=\"tc-manager-control\">\n\t\t\t<<lingo Controls/Sort/Prompt>> <$select tiddler=\"$:/config/Manager/Sort\" default=\"title\">\n\t\t\t\t<optgroup label=\"Common\">\n\t\t\t\t\t<$list filter=\"title modified modifier created creator created\" variable=\"field\">\n\t\t\t\t\t\t<option value=<<field>>><$text text=<<field>>/></option>\n\t\t\t\t\t</$list>\n\t\t\t\t</optgroup>\n\t\t\t\t<optgroup label=\"All\">\n\t\t\t\t\t<$list filter=\"[all{$:/config/Manager/Show}!is{$:/config/Manager/System}fields[]sort[title]] -title -modified -modifier -created -creator -created\" variable=\"field\">\n\t\t\t\t\t\t<option value=<<field>>><$text text=<<field>>/></option>\n\t\t\t\t\t</$list>\n\t\t\t\t</optgroup>\n\t\t\t</$select>\n\t\t\t<$checkbox tiddler=\"$:/config/Manager/Order\" field=\"text\" checked=\"reverse\" unchecked=\"forward\" default=\"forward\">\n\t\t\t\t<<lingo Controls/Order/Prompt>>\n\t\t\t</$checkbox>\n\t\t</div>\n\t\t<div class=\"tc-manager-control\">\n\t\t\t<$checkbox tiddler=\"$:/config/Manager/System\" field=\"text\" checked=\"\" unchecked=\"system\" default=\"system\">\n\t\t\t\t{{$:/language/SystemTiddlers/Include/Prompt}}\n\t\t\t</$checkbox>\n\t\t</div>\n\t</div>\n\t<div class=\"tc-manager-list\">\n\t\t<$list filter=\"[all{$:/config/Manager/Show}!is{$:/config/Manager/System}search{$:/config/Manager/Filter}tag:strict{$:/config/Manager/Tag}sort{$:/config/Manager/Sort}order{$:/config/Manager/Order}]\">\n\t\t\t<$vars transclusion=<<currentTiddler>>>\n\t\t\t\t<div style=\"tc-manager-list-item\">\n\t\t\t\t\t<$button popup=<<qualify \"$:/state/manager/popup\">> class=\"tc-btn-invisible tc-manager-list-item-heading\" selectedClass=\"tc-manager-list-item-heading-selected\">\n\t\t\t\t\t\t<$text text=<<currentTiddler>>/>\n\t\t\t\t\t</$button>\n\t\t\t\t\t<$reveal state=<<qualify \"$:/state/manager/popup\">> type=\"nomatch\" text=\"\" default=\"\" tag=\"div\" class=\"tc-manager-list-item-content tc-popup-handle\">\n\t\t\t\t\t\t<div class=\"tc-manager-list-item-content-tiddler\">\n\t\t\t\t\t\t\t<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Manager/ItemMain]!has[draft.of]]\" variable=\"listItem\">\n\t\t\t\t\t\t\t\t<<list-item-content-item>>\n\t\t\t\t\t\t\t</$list>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t\t<div class=\"tc-manager-list-item-content-sidebar\">\n\t\t\t\t\t\t\t<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Manager/ItemSidebar]!has[draft.of]]\" variable=\"listItem\">\n\t\t\t\t\t\t\t\t<<list-item-content-item>>\n\t\t\t\t\t\t\t</$list>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t</$reveal>\n\t\t\t\t</div>\n\t\t\t</$vars>\n\t\t</$list>\n\t</div>\n</div>\n"
},
"$:/core/ui/MissingTemplate": {
"title": "$:/core/ui/MissingTemplate",
"text": "<div class=\"tc-tiddler-missing\">\n<$button popup=<<qualify \"$:/state/popup/missing\">> class=\"tc-btn-invisible tc-missing-tiddler-label\">\n<$view field=\"title\" format=\"text\" />\n</$button>\n<$reveal state=<<qualify \"$:/state/popup/missing\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-drop-down\">\n<$transclude tiddler=\"$:/core/ui/ListItemTemplate\"/>\n<hr>\n<$list filter=\"[all[current]backlinks[]sort[title]]\" template=\"$:/core/ui/ListItemTemplate\"/>\n</div>\n</$reveal>\n</div>\n"
},
"$:/core/ui/MoreSideBar/All": {
"title": "$:/core/ui/MoreSideBar/All",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/All/Caption}}",
"text": "<$list filter={{$:/core/Filters/AllTiddlers!!filter}} template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/MoreSideBar/Drafts": {
"title": "$:/core/ui/MoreSideBar/Drafts",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Drafts/Caption}}",
"text": "<$list filter={{$:/core/Filters/Drafts!!filter}} template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/MoreSideBar/Explorer": {
"title": "$:/core/ui/MoreSideBar/Explorer",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Explorer/Caption}}",
"text": "<<tree \"$:/\">>\n"
},
"$:/core/ui/MoreSideBar/Missing": {
"title": "$:/core/ui/MoreSideBar/Missing",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Missing/Caption}}",
"text": "<$list filter={{$:/core/Filters/Missing!!filter}} template=\"$:/core/ui/MissingTemplate\"/>\n"
},
"$:/core/ui/MoreSideBar/Orphans": {
"title": "$:/core/ui/MoreSideBar/Orphans",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Orphans/Caption}}",
"text": "<$list filter={{$:/core/Filters/Orphans!!filter}} template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/MoreSideBar/Plugins": {
"title": "$:/core/ui/MoreSideBar/Plugins",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/ControlPanel/Plugins/Caption}}",
"text": "\n{{$:/language/ControlPanel/Plugins/Installed/Hint}}\n\n<<tabs \"[all[shadows+tiddlers]tag[$:/tags/MoreSideBar/Plugins]!has[draft.of]]\" \"$:/core/ui/MoreSideBar/Plugins/Plugins\">>\n"
},
"$:/core/ui/MoreSideBar/Recent": {
"title": "$:/core/ui/MoreSideBar/Recent",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Recent/Caption}}",
"text": "<$macrocall $name=\"timeline\" format={{$:/language/RecentChanges/DateFormat}}/>\n"
},
"$:/core/ui/MoreSideBar/Shadows": {
"title": "$:/core/ui/MoreSideBar/Shadows",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Shadows/Caption}}",
"text": "<$list filter={{$:/core/Filters/ShadowTiddlers!!filter}} template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/MoreSideBar/System": {
"title": "$:/core/ui/MoreSideBar/System",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/System/Caption}}",
"text": "<$list filter={{$:/core/Filters/SystemTiddlers!!filter}} template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/MoreSideBar/Tags": {
"title": "$:/core/ui/MoreSideBar/Tags",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Tags/Caption}}",
"text": "<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-class\" value=\"\">\n\n{{$:/core/ui/Buttons/tag-manager}}\n\n</$set>\n\n</$set>\n\n</$set>\n\n<$list filter={{$:/core/Filters/AllTags!!filter}}>\n\n<$transclude tiddler=\"$:/core/ui/TagTemplate\"/>\n\n</$list>\n\n<hr class=\"tc-untagged-separator\">\n\n{{$:/core/ui/UntaggedTemplate}}\n"
},
"$:/core/ui/MoreSideBar/Types": {
"title": "$:/core/ui/MoreSideBar/Types",
"tags": "$:/tags/MoreSideBar",
"caption": "{{$:/language/SideBar/Types/Caption}}",
"text": "<$list filter={{$:/core/Filters/TypedTiddlers!!filter}}>\n<div class=\"tc-menu-list-item\">\n<$view field=\"type\"/>\n<$list filter=\"[type{!!type}!is[system]sort[title]]\">\n<div class=\"tc-menu-list-subitem\">\n<$link to={{!!title}}><$view field=\"title\"/></$link>\n</div>\n</$list>\n</div>\n</$list>\n"
},
"$:/core/ui/MoreSideBar/Plugins/Languages": {
"title": "$:/core/ui/MoreSideBar/Plugins/Languages",
"tags": "$:/tags/MoreSideBar/Plugins",
"caption": "{{$:/language/ControlPanel/Plugins/Languages/Caption}}",
"text": "<$list filter=\"[!has[draft.of]plugin-type[language]sort[description]]\" template=\"$:/core/ui/PluginListItemTemplate\" emptyMessage={{$:/language/ControlPanel/Plugins/Empty/Hint}}/>\n"
},
"$:/core/ui/MoreSideBar/Plugins/Plugins": {
"title": "$:/core/ui/MoreSideBar/Plugins/Plugins",
"tags": "$:/tags/MoreSideBar/Plugins",
"caption": "{{$:/language/ControlPanel/Plugins/Plugins/Caption}}",
"text": "<$list filter=\"[!has[draft.of]plugin-type[plugin]sort[description]]\" template=\"$:/core/ui/PluginListItemTemplate\" emptyMessage={{$:/language/ControlPanel/Plugins/Empty/Hint}}>>/>\n"
},
"$:/core/ui/MoreSideBar/Plugins/Theme": {
"title": "$:/core/ui/MoreSideBar/Plugins/Theme",
"tags": "$:/tags/MoreSideBar/Plugins",
"caption": "{{$:/language/ControlPanel/Plugins/Themes/Caption}}",
"text": "<$list filter=\"[!has[draft.of]plugin-type[theme]sort[description]]\" template=\"$:/core/ui/PluginListItemTemplate\" emptyMessage={{$:/language/ControlPanel/Plugins/Empty/Hint}}/>\n"
},
"$:/core/ui/Buttons/advanced-search": {
"title": "$:/core/ui/Buttons/advanced-search",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/advanced-search-button}} {{$:/language/Buttons/AdvancedSearch/Caption}}",
"description": "{{$:/language/Buttons/AdvancedSearch/Hint}}",
"text": "\\define control-panel-button(class)\n<$button to=\"$:/AdvancedSearch\" tooltip={{$:/language/Buttons/AdvancedSearch/Hint}} aria-label={{$:/language/Buttons/AdvancedSearch/Caption}} class=\"\"\"$(tv-config-toolbar-class)$ $class$\"\"\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/advanced-search-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/AdvancedSearch/Caption}}/></span>\n</$list>\n</$button>\n\\end\n\n<$list filter=\"[list[$:/StoryList]] +[field:title[$:/AdvancedSearch]]\" emptyMessage=<<control-panel-button>>>\n<<control-panel-button \"tc-selected\">>\n</$list>\n"
},
"$:/core/ui/Buttons/close-all": {
"title": "$:/core/ui/Buttons/close-all",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/close-all-button}} {{$:/language/Buttons/CloseAll/Caption}}",
"description": "{{$:/language/Buttons/CloseAll/Hint}}",
"text": "<$button message=\"tm-close-all-tiddlers\" tooltip={{$:/language/Buttons/CloseAll/Hint}} aria-label={{$:/language/Buttons/CloseAll/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/close-all-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/CloseAll/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/control-panel": {
"title": "$:/core/ui/Buttons/control-panel",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/options-button}} {{$:/language/Buttons/ControlPanel/Caption}}",
"description": "{{$:/language/Buttons/ControlPanel/Hint}}",
"text": "\\define control-panel-button(class)\n<$button to=\"$:/ControlPanel\" tooltip={{$:/language/Buttons/ControlPanel/Hint}} aria-label={{$:/language/Buttons/ControlPanel/Caption}} class=\"\"\"$(tv-config-toolbar-class)$ $class$\"\"\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/options-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/ControlPanel/Caption}}/></span>\n</$list>\n</$button>\n\\end\n\n<$list filter=\"[list[$:/StoryList]] +[field:title[$:/ControlPanel]]\" emptyMessage=<<control-panel-button>>>\n<<control-panel-button \"tc-selected\">>\n</$list>\n"
},
"$:/core/ui/Buttons/encryption": {
"title": "$:/core/ui/Buttons/encryption",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/locked-padlock}} {{$:/language/Buttons/Encryption/Caption}}",
"description": "{{$:/language/Buttons/Encryption/Hint}}",
"text": "<$reveal type=\"match\" state=\"$:/isEncrypted\" text=\"yes\">\n<$button message=\"tm-clear-password\" tooltip={{$:/language/Buttons/Encryption/ClearPassword/Hint}} aria-label={{$:/language/Buttons/Encryption/ClearPassword/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/locked-padlock}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Encryption/ClearPassword/Caption}}/></span>\n</$list>\n</$button>\n</$reveal>\n<$reveal type=\"nomatch\" state=\"$:/isEncrypted\" text=\"yes\">\n<$button message=\"tm-set-password\" tooltip={{$:/language/Buttons/Encryption/SetPassword/Hint}} aria-label={{$:/language/Buttons/Encryption/SetPassword/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/unlocked-padlock}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Encryption/SetPassword/Caption}}/></span>\n</$list>\n</$button>\n</$reveal>"
},
"$:/core/ui/Buttons/export-page": {
"title": "$:/core/ui/Buttons/export-page",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/export-button}} {{$:/language/Buttons/ExportPage/Caption}}",
"description": "{{$:/language/Buttons/ExportPage/Hint}}",
"text": "<$macrocall $name=\"exportButton\" exportFilter=\"[!is[system]sort[title]]\" lingoBase=\"$:/language/Buttons/ExportPage/\"/>"
},
"$:/core/ui/Buttons/fold-all": {
"title": "$:/core/ui/Buttons/fold-all",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/fold-all-button}} {{$:/language/Buttons/FoldAll/Caption}}",
"description": "{{$:/language/Buttons/FoldAll/Hint}}",
"text": "<$button tooltip={{$:/language/Buttons/FoldAll/Hint}} aria-label={{$:/language/Buttons/FoldAll/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-sendmessage $message=\"tm-fold-all-tiddlers\" $param=<<currentTiddler>> foldedStatePrefix=\"$:/state/folded/\"/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\" variable=\"listItem\">\n{{$:/core/images/fold-all-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/FoldAll/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/full-screen": {
"title": "$:/core/ui/Buttons/full-screen",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/full-screen-button}} {{$:/language/Buttons/FullScreen/Caption}}",
"description": "{{$:/language/Buttons/FullScreen/Hint}}",
"text": "<$button message=\"tm-full-screen\" tooltip={{$:/language/Buttons/FullScreen/Hint}} aria-label={{$:/language/Buttons/FullScreen/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/full-screen-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/FullScreen/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/home": {
"title": "$:/core/ui/Buttons/home",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/home-button}} {{$:/language/Buttons/Home/Caption}}",
"description": "{{$:/language/Buttons/Home/Hint}}",
"text": "<$button message=\"tm-home\" tooltip={{$:/language/Buttons/Home/Hint}} aria-label={{$:/language/Buttons/Home/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/home-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Home/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/import": {
"title": "$:/core/ui/Buttons/import",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/import-button}} {{$:/language/Buttons/Import/Caption}}",
"description": "{{$:/language/Buttons/Import/Hint}}",
"text": "<div class=\"tc-file-input-wrapper\">\n<$button tooltip={{$:/language/Buttons/Import/Hint}} aria-label={{$:/language/Buttons/Import/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/import-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Import/Caption}}/></span>\n</$list>\n</$button>\n<$browse tooltip={{$:/language/Buttons/Import/Hint}}/>\n</div>"
},
"$:/core/ui/Buttons/language": {
"title": "$:/core/ui/Buttons/language",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/globe}} {{$:/language/Buttons/Language/Caption}}",
"description": "{{$:/language/Buttons/Language/Hint}}",
"text": "\\define flag-title()\n$(languagePluginTitle)$/icon\n\\end\n<span class=\"tc-popup-keep\">\n<$button popup=<<qualify \"$:/state/popup/language\">> tooltip={{$:/language/Buttons/Language/Hint}} aria-label={{$:/language/Buttons/Language/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n<span class=\"tc-image-button\">\n<$set name=\"languagePluginTitle\" value={{$:/language}}>\n<$image source=<<flag-title>>/>\n</$set>\n</span>\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Language/Caption}}/></span>\n</$list>\n</$button>\n</span>\n<$reveal state=<<qualify \"$:/state/popup/language\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-drop-down\">\n{{$:/snippets/languageswitcher}}\n</div>\n</$reveal>"
},
"$:/core/ui/Buttons/manager": {
"title": "$:/core/ui/Buttons/manager",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/list}} {{$:/language/Buttons/Manager/Caption}}",
"description": "{{$:/language/Buttons/Manager/Hint}}",
"text": "\\define manager-button(class)\n<$button to=\"$:/Manager\" tooltip={{$:/language/Buttons/Manager/Hint}} aria-label={{$:/language/Buttons/Manager/Caption}} class=\"\"\"$(tv-config-toolbar-class)$ $class$\"\"\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/list}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Manager/Caption}}/></span>\n</$list>\n</$button>\n\\end\n\n<$list filter=\"[list[$:/StoryList]] +[field:title[$:/Manager]]\" emptyMessage=<<manager-button>>>\n<<manager-button \"tc-selected\">>\n</$list>\n"
},
"$:/core/ui/Buttons/more-page-actions": {
"title": "$:/core/ui/Buttons/more-page-actions",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/down-arrow}} {{$:/language/Buttons/More/Caption}}",
"description": "{{$:/language/Buttons/More/Hint}}",
"text": "\\define config-title()\n$:/config/PageControlButtons/Visibility/$(listItem)$\n\\end\n<$button popup=<<qualify \"$:/state/popup/more\">> tooltip={{$:/language/Buttons/More/Hint}} aria-label={{$:/language/Buttons/More/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/down-arrow}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/More/Caption}}/></span>\n</$list>\n</$button><$reveal state=<<qualify \"$:/state/popup/more\">> type=\"popup\" position=\"below\" animate=\"yes\">\n\n<div class=\"tc-drop-down\">\n\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-class\" value=\"tc-btn-invisible\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/PageControls]!has[draft.of]] -[[$:/core/ui/Buttons/more-page-actions]]\" variable=\"listItem\">\n\n<$reveal type=\"match\" state=<<config-title>> text=\"hide\">\n\n<$set name=\"tv-config-toolbar-class\" filter=\"[<tv-config-toolbar-class>] [<listItem>encodeuricomponent[]addprefix[tc-btn-]]\">\n\n<$transclude tiddler=<<listItem>> mode=\"inline\"/>\n\n</$set>\n\n</$reveal>\n\n</$list>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</div>\n\n</$reveal>"
},
"$:/core/ui/Buttons/new-image": {
"title": "$:/core/ui/Buttons/new-image",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/new-image-button}} {{$:/language/Buttons/NewImage/Caption}}",
"description": "{{$:/language/Buttons/NewImage/Hint}}",
"text": "<$button tooltip={{$:/language/Buttons/NewImage/Hint}} aria-label={{$:/language/Buttons/NewImage/Caption}} class=<<tv-config-toolbar-class>> actions={{$:/core/ui/Actions/new-image}}>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/new-image-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/NewImage/Caption}}/></span>\n</$list>\n</$button>\n"
},
"$:/core/ui/Buttons/new-journal": {
"title": "$:/core/ui/Buttons/new-journal",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/new-journal-button}} {{$:/language/Buttons/NewJournal/Caption}}",
"description": "{{$:/language/Buttons/NewJournal/Hint}}",
"text": "\\define journalButton()\n<$button tooltip={{$:/language/Buttons/NewJournal/Hint}} aria-label={{$:/language/Buttons/NewJournal/Caption}} class=<<tv-config-toolbar-class>> actions={{$:/core/ui/Actions/new-journal}}>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/new-journal-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/NewJournal/Caption}}/></span>\n</$list>\n</$button>\n\\end\n<<journalButton>>\n"
},
"$:/core/ui/Buttons/new-tiddler": {
"title": "$:/core/ui/Buttons/new-tiddler",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/new-button}} {{$:/language/Buttons/NewTiddler/Caption}}",
"description": "{{$:/language/Buttons/NewTiddler/Hint}}",
"text": "<$button actions={{$:/core/ui/Actions/new-tiddler}} tooltip={{$:/language/Buttons/NewTiddler/Hint}} aria-label={{$:/language/Buttons/NewTiddler/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/new-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/NewTiddler/Caption}}/></span>\n</$list>\n</$button>\n"
},
"$:/core/ui/Buttons/palette": {
"title": "$:/core/ui/Buttons/palette",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/palette}} {{$:/language/Buttons/Palette/Caption}}",
"description": "{{$:/language/Buttons/Palette/Hint}}",
"text": "<span class=\"tc-popup-keep\">\n<$button popup=<<qualify \"$:/state/popup/palette\">> tooltip={{$:/language/Buttons/Palette/Hint}} aria-label={{$:/language/Buttons/Palette/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/palette}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Palette/Caption}}/></span>\n</$list>\n</$button>\n</span>\n<$reveal state=<<qualify \"$:/state/popup/palette\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-drop-down\" style=\"font-size:0.7em;\">\n{{$:/snippets/paletteswitcher}}\n</div>\n</$reveal>"
},
"$:/core/ui/Buttons/print": {
"title": "$:/core/ui/Buttons/print",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/print-button}} {{$:/language/Buttons/Print/Caption}}",
"description": "{{$:/language/Buttons/Print/Hint}}",
"text": "<$button message=\"tm-print\" tooltip={{$:/language/Buttons/Print/Hint}} aria-label={{$:/language/Buttons/Print/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/print-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Print/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/refresh": {
"title": "$:/core/ui/Buttons/refresh",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/refresh-button}} {{$:/language/Buttons/Refresh/Caption}}",
"description": "{{$:/language/Buttons/Refresh/Hint}}",
"text": "<$button message=\"tm-browser-refresh\" tooltip={{$:/language/Buttons/Refresh/Hint}} aria-label={{$:/language/Buttons/Refresh/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/refresh-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Refresh/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/save-wiki": {
"title": "$:/core/ui/Buttons/save-wiki",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/save-button}} {{$:/language/Buttons/SaveWiki/Caption}}",
"description": "{{$:/language/Buttons/SaveWiki/Hint}}",
"text": "<$button tooltip={{$:/language/Buttons/SaveWiki/Hint}} aria-label={{$:/language/Buttons/SaveWiki/Caption}} class=<<tv-config-toolbar-class>>>\n<$wikify name=\"site-title\" text={{$:/config/SaveWikiButton/Filename}}>\n<$action-sendmessage $message=\"tm-save-wiki\" $param={{$:/config/SaveWikiButton/Template}} filename=<<site-title>>/>\n</$wikify>\n<span class=\"tc-dirty-indicator\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/save-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/SaveWiki/Caption}}/></span>\n</$list>\n</span>\n</$button>"
},
"$:/core/ui/Buttons/storyview": {
"title": "$:/core/ui/Buttons/storyview",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/storyview-classic}} {{$:/language/Buttons/StoryView/Caption}}",
"description": "{{$:/language/Buttons/StoryView/Hint}}",
"text": "\\define icon()\n$:/core/images/storyview-$(storyview)$\n\\end\n<span class=\"tc-popup-keep\">\n<$button popup=<<qualify \"$:/state/popup/storyview\">> tooltip={{$:/language/Buttons/StoryView/Hint}} aria-label={{$:/language/Buttons/StoryView/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n<$set name=\"storyview\" value={{$:/view}}>\n<$transclude tiddler=<<icon>>/>\n</$set>\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/StoryView/Caption}}/></span>\n</$list>\n</$button>\n</span>\n<$reveal state=<<qualify \"$:/state/popup/storyview\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-drop-down\">\n{{$:/snippets/viewswitcher}}\n</div>\n</$reveal>"
},
"$:/core/ui/Buttons/tag-manager": {
"title": "$:/core/ui/Buttons/tag-manager",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/tag-button}} {{$:/language/Buttons/TagManager/Caption}}",
"description": "{{$:/language/Buttons/TagManager/Hint}}",
"text": "\\define control-panel-button(class)\n<$button to=\"$:/TagManager\" tooltip={{$:/language/Buttons/TagManager/Hint}} aria-label={{$:/language/Buttons/TagManager/Caption}} class=\"\"\"$(tv-config-toolbar-class)$ $class$\"\"\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/tag-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/TagManager/Caption}}/></span>\n</$list>\n</$button>\n\\end\n\n<$list filter=\"[list[$:/StoryList]] +[field:title[$:/TagManager]]\" emptyMessage=<<control-panel-button>>>\n<<control-panel-button \"tc-selected\">>\n</$list>\n"
},
"$:/core/ui/Buttons/theme": {
"title": "$:/core/ui/Buttons/theme",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/theme-button}} {{$:/language/Buttons/Theme/Caption}}",
"description": "{{$:/language/Buttons/Theme/Hint}}",
"text": "<span class=\"tc-popup-keep\">\n<$button popup=<<qualify \"$:/state/popup/theme\">> tooltip={{$:/language/Buttons/Theme/Hint}} aria-label={{$:/language/Buttons/Theme/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/theme-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Theme/Caption}}/></span>\n</$list>\n</$button>\n</span>\n<$reveal state=<<qualify \"$:/state/popup/theme\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-drop-down\">\n<$linkcatcher to=\"$:/theme\">\n{{$:/snippets/themeswitcher}}\n</$linkcatcher>\n</div>\n</$reveal>"
},
"$:/core/ui/Buttons/timestamp": {
"title": "$:/core/ui/Buttons/timestamp",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/timestamp-on}} {{$:/language/Buttons/Timestamp/Caption}}",
"description": "{{$:/language/Buttons/Timestamp/Hint}}",
"text": "<$reveal type=\"nomatch\" state=\"$:/config/TimestampDisable\" text=\"yes\">\n<$button tooltip={{$:/language/Buttons/Timestamp/On/Hint}} aria-label={{$:/language/Buttons/Timestamp/On/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-setfield $tiddler=\"$:/config/TimestampDisable\" $value=\"yes\"/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/timestamp-on}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Timestamp/On/Caption}}/></span>\n</$list>\n</$button>\n</$reveal>\n<$reveal type=\"match\" state=\"$:/config/TimestampDisable\" text=\"yes\">\n<$button tooltip={{$:/language/Buttons/Timestamp/Off/Hint}} aria-label={{$:/language/Buttons/Timestamp/Off/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-setfield $tiddler=\"$:/config/TimestampDisable\" $value=\"no\"/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/timestamp-off}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/Timestamp/Off/Caption}}/></span>\n</$list>\n</$button>\n</$reveal>"
},
"$:/core/ui/Buttons/unfold-all": {
"title": "$:/core/ui/Buttons/unfold-all",
"tags": "$:/tags/PageControls",
"caption": "{{$:/core/images/unfold-all-button}} {{$:/language/Buttons/UnfoldAll/Caption}}",
"description": "{{$:/language/Buttons/UnfoldAll/Hint}}",
"text": "<$button tooltip={{$:/language/Buttons/UnfoldAll/Hint}} aria-label={{$:/language/Buttons/UnfoldAll/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-sendmessage $message=\"tm-unfold-all-tiddlers\" $param=<<currentTiddler>> foldedStatePrefix=\"$:/state/folded/\"/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\" variable=\"listItem\">\n{{$:/core/images/unfold-all-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$:/language/Buttons/UnfoldAll/Caption}}/></span>\n</$list>\n</$button>"
},
"$:/core/ui/PageTemplate/pagecontrols": {
"title": "$:/core/ui/PageTemplate/pagecontrols",
"text": "\\whitespace trim\n\\define config-title()\n$:/config/PageControlButtons/Visibility/$(listItem)$\n\\end\n<div class=\"tc-page-controls\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/PageControls]!has[draft.of]]\" variable=\"listItem\">\n<$set name=\"hidden\" value=<<config-title>>>\n<$list filter=\"[<hidden>!text[hide]]\" storyview=\"pop\">\n<$set name=\"tv-config-toolbar-class\" filter=\"[<tv-config-toolbar-class>] [<listItem>encodeuricomponent[]addprefix[tc-btn-]]\">\n<$transclude tiddler=<<listItem>> mode=\"inline\"/>\n</$set>\n</$list>\n</$set>\n</$list>\n</div>\n"
},
"$:/core/ui/PageStylesheet": {
"title": "$:/core/ui/PageStylesheet",
"text": "\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n\n<$set name=\"currentTiddler\" value={{$:/language}}>\n\n<$set name=\"languageTitle\" value={{!!name}}>\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Stylesheet]!has[draft.of]]\">\n<$transclude mode=\"block\"/>\n</$list>\n\n</$set>\n\n</$set>\n"
},
"$:/core/ui/PageTemplate/alerts": {
"title": "$:/core/ui/PageTemplate/alerts",
"tags": "$:/tags/PageTemplate",
"text": "<div class=\"tc-alerts\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Alert]!has[draft.of]]\" template=\"$:/core/ui/AlertTemplate\" storyview=\"pop\"/>\n\n</div>\n"
},
"$:/core/ui/PageTemplate/drafts": {
"title": "$:/core/ui/PageTemplate/drafts",
"tags": "$:/tags/PageTemplate",
"text": "\\whitespace trim\n<$reveal state=\"$:/status/IsReadOnly\" type=\"nomatch\" text=\"yes\" tag=\"div\" class=\"tc-drafts-list\">\n<$list filter=\"[has[draft.of]!sort[modified]] -[list[$:/StoryList]]\">\n<$link>\n{{$:/core/images/edit-button}} <$text text=<<currentTiddler>>/>\n</$link>\n</$list>\n</$reveal>\n"
},
"$:/core/ui/PageTemplate/pluginreloadwarning": {
"title": "$:/core/ui/PageTemplate/pluginreloadwarning",
"tags": "$:/tags/PageTemplate",
"text": "\\define lingo-base() $:/language/\n\n<$list filter=\"[has[plugin-type]haschanged[]!plugin-type[import]limit[1]]\">\n\n<$reveal type=\"nomatch\" state=\"$:/temp/HidePluginWarning\" text=\"yes\">\n\n<div class=\"tc-plugin-reload-warning\">\n\n<$set name=\"tv-config-toolbar-class\" value=\"\">\n\n<<lingo PluginReloadWarning>> <$button set=\"$:/temp/HidePluginWarning\" setTo=\"yes\" class=\"tc-btn-invisible\">{{$:/core/images/close-button}}</$button>\n\n</$set>\n\n</div>\n\n</$reveal>\n\n</$list>\n"
},
"$:/core/ui/PageTemplate/sidebar": {
"title": "$:/core/ui/PageTemplate/sidebar",
"tags": "$:/tags/PageTemplate",
"text": "\\whitespace trim\n\\define config-title()\n$:/config/SideBarSegments/Visibility/$(listItem)$\n\\end\n\n<$scrollable fallthrough=\"no\" class=\"tc-sidebar-scrollable\">\n\n<div class=\"tc-sidebar-header\">\n\n<$reveal state=\"$:/state/sidebar\" type=\"match\" text=\"yes\" default=\"yes\" retain=\"yes\" animate=\"yes\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/SideBarSegment]!has[draft.of]]\" variable=\"listItem\">\n\n<$reveal type=\"nomatch\" state=<<config-title>> text=\"hide\" tag=\"div\">\n\n<$transclude tiddler=<<listItem>> mode=\"block\"/>\n\n</$reveal>\n\n</$list>\n\n</$reveal>\n\n</div>\n\n</$scrollable>\n"
},
"$:/core/ui/PageTemplate/story": {
"title": "$:/core/ui/PageTemplate/story",
"tags": "$:/tags/PageTemplate",
"text": "\\whitespace trim\n<section class=\"tc-story-river\">\n\n<section class=\"story-backdrop\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/AboveStory]!has[draft.of]]\">\n\n<$transclude/>\n\n</$list>\n\n</section>\n\n<$list filter=\"[list[$:/StoryList]]\" history=\"$:/HistoryList\" template={{$:/config/ui/ViewTemplate}} editTemplate={{$:/config/ui/EditTemplate}} storyview={{$:/view}} emptyMessage={{$:/config/EmptyStoryMessage}}/>\n\n<section class=\"story-frontdrop\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/BelowStory]!has[draft.of]]\">\n\n<$transclude/>\n\n</$list>\n\n</section>\n\n</section>\n"
},
"$:/core/ui/PageTemplate/topleftbar": {
"title": "$:/core/ui/PageTemplate/topleftbar",
"tags": "$:/tags/PageTemplate",
"text": "<span class=\"tc-topbar tc-topbar-left\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/TopLeftBar]!has[draft.of]]\" variable=\"listItem\" storyview=\"pop\">\n\n<$transclude tiddler=<<listItem>> mode=\"inline\"/>\n\n</$list>\n\n</span>\n"
},
"$:/core/ui/PageTemplate/toprightbar": {
"title": "$:/core/ui/PageTemplate/toprightbar",
"tags": "$:/tags/PageTemplate",
"text": "<span class=\"tc-topbar tc-topbar-right\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/TopRightBar]!has[draft.of]]\" variable=\"listItem\" storyview=\"pop\">\n\n<$transclude tiddler=<<listItem>> mode=\"inline\"/>\n\n</$list>\n\n</span>\n"
},
"$:/core/ui/PageTemplate": {
"title": "$:/core/ui/PageTemplate",
"text": "\\whitespace trim\n\\define containerClasses()\ntc-page-container tc-page-view-$(storyviewTitle)$ tc-language-$(languageTitle)$\n\\end\n\\import [[$:/core/ui/PageMacros]] [all[shadows+tiddlers]tag[$:/tags/Macro]!has[draft.of]]\n\n<$set name=\"tv-config-toolbar-icons\" value={{$:/config/Toolbar/Icons}}>\n\n<$set name=\"tv-config-toolbar-text\" value={{$:/config/Toolbar/Text}}>\n\n<$set name=\"tv-config-toolbar-class\" value={{$:/config/Toolbar/ButtonClass}}>\n\n<$set name=\"tv-show-missing-links\" value={{$:/config/MissingLinks}}>\n\n<$set name=\"storyviewTitle\" value={{$:/view}}>\n\n<$set name=\"languageTitle\" value={{{ [{$:/language}get[name]] }}}>\n\n<div class=<<containerClasses>>>\n\n<$navigator story=\"$:/StoryList\" history=\"$:/HistoryList\" openLinkFromInsideRiver={{$:/config/Navigation/openLinkFromInsideRiver}} openLinkFromOutsideRiver={{$:/config/Navigation/openLinkFromOutsideRiver}} relinkOnRename={{$:/config/RelinkOnRename}}>\n\n<$dropzone>\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/PageTemplate]!has[draft.of]]\" variable=\"listItem\">\n\n<$transclude tiddler=<<listItem>>/>\n\n</$list>\n\n</$dropzone>\n\n</$navigator>\n\n</div>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</$set>\n"
},
"$:/PaletteManager": {
"title": "$:/PaletteManager",
"text": "\\define lingo-base() $:/language/ControlPanel/Palette/Editor/\n\\define describePaletteColour(colour)\n<$transclude tiddler=\"$:/language/Docs/PaletteColours/$colour$\"><$text text=\"$colour$\"/></$transclude>\n\\end\n\\define edit-colour-placeholder()\n edit $(colourName)$\n\\end\n\\define colour-tooltip(showhide) $showhide$ editor for $(newColourName)$ \n\\define resolve-colour(macrocall)\n\\import $:/core/macros/utils\n\\whitespace trim\n<$wikify name=\"name\" text=\"\"\"$macrocall$\"\"\">\n<<name>>\n</$wikify>\n\\end\n\\define delete-colour-index-actions() <$action-setfield $index=<<colourName>>/>\n\\define palette-manager-colour-row-segment()\n\\whitespace trim\n<$edit-text index=<<colourName>> tag=\"input\" placeholder=<<edit-colour-placeholder>> default=\"\"/>\n<br>\n<$edit-text index=<<colourName>> type=\"color\" tag=\"input\" class=\"tc-palette-manager-colour-input\"/>\n<$list filter=\"[<currentTiddler>getindex<colourName>removeprefix[<<]removesuffix[>>]] [<currentTiddler>getindex<colourName>removeprefix[<$]removesuffix[/>]]\" variable=\"ignore\">\n<$set name=\"state\" value={{{ [[$:/state/palettemanager/]addsuffix<currentTiddler>addsuffix[/]addsuffix<colourName>] }}}>\n<$wikify name=\"newColourName\" text=\"\"\"<$macrocall $name=\"resolve-colour\" macrocall={{{ [<currentTiddler>getindex<colourName>] }}}/>\"\"\">\n<$reveal state=<<state>> type=\"nomatch\" text=\"show\">\n<$button tooltip=<<colour-tooltip show>> aria-label=<<colour-tooltip show>> class=\"tc-btn-invisible\" set=<<state>> setTo=\"show\">{{$:/core/images/down-arrow}} <$text text=<<newColourName>>/></$button><br>\n</$reveal>\n<$reveal state=<<state>> type=\"match\" text=\"show\">\n<$button tooltip=<<colour-tooltip hide>> aria-label=<<colour-tooltip show>> class=\"tc-btn-invisible\" actions=\"\"\"<$action-deletetiddler $tiddler=<<state>>/>\"\"\">{{$:/core/images/up-arrow}} <$text text=<<newColourName>>/></$button><br>\n</$reveal>\n<$reveal state=<<state>> type=\"match\" text=\"show\">\n<$set name=\"colourName\" value=<<newColourName>>>\n<br>\n<<palette-manager-colour-row-segment>>\n<br><br>\n</$set>\n</$reveal>\n</$wikify>\n</$set>\n</$list>\n\\end\n\\define palette-manager-colour-row()\n\\whitespace trim\n<tr>\n<td>\n<span style=\"float:right;\">\n<$button tooltip=<<lingo Delete/Hint>> aria-label=<<lingo Delete/Hint>> class=\"tc-btn-invisible\" actions=<<delete-colour-index-actions>>>\n{{$:/core/images/delete-button}}</$button>\n</span>\n''<$macrocall $name=\"describePaletteColour\" colour=<<colourName>>/>''<br/>\n<$macrocall $name=\"colourName\" $output=\"text/plain\"/>\n</td>\n<td>\n<<palette-manager-colour-row-segment>>\n</td>\n</tr>\n\\end\n\\define palette-manager-table()\n\\whitespace trim\n<table>\n<tbody>\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Palette]indexes[]]\" variable=\"colourName\">\n<$list filter=\"[<currentTiddler>indexes[]removeprefix<colourName>suffix[]]\" variable=\"ignore\" emptyMessage=\"\"\"\n<$list filter=\"[{$:/state/palettemanager/showexternal}removeprefix[yes]suffix[]]\" variable=\"ignore\">\n<<palette-manager-colour-row>>\n</$list>\n\"\"\">\n<<palette-manager-colour-row>>\n</$list>\n</$list>\n</tbody>\n</table>\n\\end\n<$set name=\"currentTiddler\" value={{$:/palette}}>\n\n<<lingo Prompt>> <$link to={{$:/palette}}><$macrocall $name=\"currentTiddler\" $output=\"text/plain\"/></$link>\n\n<$list filter=\"[all[current]is[shadow]is[tiddler]]\" variable=\"listItem\">\n<<lingo Prompt/Modified>>\n<$button message=\"tm-delete-tiddler\" param={{$:/palette}}><<lingo Reset/Caption>></$button>\n</$list>\n\n<$list filter=\"[all[current]is[shadow]!is[tiddler]]\" variable=\"listItem\">\n<<lingo Clone/Prompt>>\n</$list>\n\n<$button message=\"tm-new-tiddler\" param={{$:/palette}}><<lingo Clone/Caption>></$button>\n\n<$checkbox tiddler=\"$:/state/palettemanager/showexternal\" field=\"text\" checked=\"yes\" unchecked=\"no\"> <<lingo Names/External/Show>></$checkbox>\n\n<<palette-manager-table>>\n"
},
"$:/core/ui/PluginInfo": {
"title": "$:/core/ui/PluginInfo",
"text": "\\define localised-info-tiddler-title()\n$(currentTiddler)$/$(languageTitle)$/$(currentTab)$\n\\end\n\\define info-tiddler-title()\n$(currentTiddler)$/$(currentTab)$\n\\end\n\\define default-tiddler-title()\n$:/core/ui/PluginInfo/Default/$(currentTab)$\n\\end\n<$transclude tiddler=<<localised-info-tiddler-title>> mode=\"block\">\n<$transclude tiddler=<<currentTiddler>> subtiddler=<<localised-info-tiddler-title>> mode=\"block\">\n<$transclude tiddler=<<currentTiddler>> subtiddler=<<info-tiddler-title>> mode=\"block\">\n<$transclude tiddler=<<default-tiddler-title>> mode=\"block\">\n{{$:/language/ControlPanel/Plugin/NoInfoFound/Hint}}\n</$transclude>\n</$transclude>\n</$transclude>\n</$transclude>\n"
},
"$:/core/ui/PluginInfo/Default/contents": {
"title": "$:/core/ui/PluginInfo/Default/contents",
"text": "\\define lingo-base() $:/language/TiddlerInfo/Advanced/PluginInfo/\n<<lingo Hint>>\n<ul>\n<$list filter=\"[all[current]plugintiddlers[]sort[title]]\" emptyMessage=<<lingo Empty/Hint>>>\n<li>\n<$link to={{!!title}}>\n<$view field=\"title\"/>\n</$link>\n</li>\n</$list>\n</ul>\n"
},
"$:/core/ui/PluginListItemTemplate": {
"title": "$:/core/ui/PluginListItemTemplate",
"text": "<div class=\"tc-menu-list-item\">\n<$link to={{!!title}}>\n<$view field=\"description\">\n<$view field=\"title\"/>\n</$view>\n</$link>\n</div>"
},
"$:/core/ui/SearchResults": {
"title": "$:/core/ui/SearchResults",
"text": "<div class=\"tc-search-results\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/SearchResults]!has[draft.of]butfirst[]limit[1]]\" emptyMessage=\"\"\"\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/SearchResults]!has[draft.of]]\">\n<$transclude mode=\"block\"/>\n</$list>\n\"\"\">\n\n<$macrocall $name=\"tabs\" tabsList=\"[all[shadows+tiddlers]tag[$:/tags/SearchResults]!has[draft.of]]\" default={{$:/config/SearchResults/Default}}/>\n\n</$list>\n\n</div>\n"
},
"$:/core/ui/SideBar/More": {
"title": "$:/core/ui/SideBar/More",
"tags": "$:/tags/SideBar",
"caption": "{{$:/language/SideBar/More/Caption}}",
"text": "<div class=\"tc-more-sidebar\">\n<$macrocall $name=\"tabs\" tabsList=\"[all[shadows+tiddlers]tag[$:/tags/MoreSideBar]!has[draft.of]]\" default={{$:/config/DefaultMoreSidebarTab}} state=\"$:/state/tab/moresidebar\" class=\"tc-vertical\" />\n</div>"
},
"$:/core/ui/SideBar/Open": {
"title": "$:/core/ui/SideBar/Open",
"tags": "$:/tags/SideBar",
"caption": "{{$:/language/SideBar/Open/Caption}}",
"text": "\\whitespace trim\n\\define lingo-base() $:/language/CloseAll/\n\n\\define drop-actions()\n<$action-listops $tiddler=<<tv-story-list>> $subfilter=\"+[insertbefore:currentTiddler<actionTiddler>]\"/>\n\\end\n\n\\define placeholder()\n<div class=\"tc-droppable-placeholder\"/>\n\\end\n\n\\define droppable-item(button)\n\\whitespace trim\n<$droppable actions=<<drop-actions>>>\n<<placeholder>>\n<div>\n$button$\n</div>\n</$droppable>\n\\end\n\n<div class=\"tc-sidebar-tab-open\">\n<$list filter=\"[list<tv-story-list>]\" history=<<tv-history-list>> storyview=\"pop\">\n<div class=\"tc-sidebar-tab-open-item\">\n<$macrocall $name=\"droppable-item\" button=\"\"\"<$button message=\"tm-close-tiddler\" tooltip={{$:/language/Buttons/Close/Hint}} aria-label={{$:/language/Buttons/Close/Caption}} class=\"tc-btn-invisible tc-btn-mini\">{{$:/core/images/close-button}}</$button> <$link to={{!!title}}><$view field=\"title\"/></$link>\"\"\"/>\n</div>\n</$list>\n<$tiddler tiddler=\"\">\n<div>\n<$macrocall $name=\"droppable-item\" button=\"\"\"<$button message=\"tm-close-all-tiddlers\" class=\"tc-btn-invisible tc-btn-mini\"><<lingo Button>></$button>\"\"\"/>\n</div>\n</$tiddler>\n</div>\n"
},
"$:/core/ui/SideBar/Recent": {
"title": "$:/core/ui/SideBar/Recent",
"tags": "$:/tags/SideBar",
"caption": "{{$:/language/SideBar/Recent/Caption}}",
"text": "<$macrocall $name=\"timeline\" format={{$:/language/RecentChanges/DateFormat}}/>\n"
},
"$:/core/ui/SideBar/Tools": {
"title": "$:/core/ui/SideBar/Tools",
"tags": "$:/tags/SideBar",
"caption": "{{$:/language/SideBar/Tools/Caption}}",
"text": "\\define lingo-base() $:/language/ControlPanel/\n\\define config-title()\n$:/config/PageControlButtons/Visibility/$(listItem)$\n\\end\n\n<<lingo Basics/Version/Prompt>> <<version>>\n\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-class\" value=\"\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/PageControls]!has[draft.of]]\" variable=\"listItem\">\n\n<div style=\"position:relative;\" class={{{ [<listItem>encodeuricomponent[]addprefix[tc-btn-]] }}}>\n\n<$checkbox tiddler=<<config-title>> field=\"text\" checked=\"show\" unchecked=\"hide\" default=\"show\"/> <$transclude tiddler=<<listItem>>/> <i class=\"tc-muted\"><$transclude tiddler=<<listItem>> field=\"description\"/></i>\n\n</div>\n\n</$list>\n\n</$set>\n\n</$set>\n\n</$set>\n"
},
"$:/core/ui/SideBarLists": {
"title": "$:/core/ui/SideBarLists",
"text": "<$transclude tiddler=\"$:/core/ui/SideBarSegments/search\"/>\n\n<$transclude tiddler=\"$:/core/ui/SideBarSegments/tabs\"/>\n\n"
},
"$:/core/ui/SideBarSegments/page-controls": {
"title": "$:/core/ui/SideBarSegments/page-controls",
"tags": "$:/tags/SideBarSegment",
"text": "{{||$:/core/ui/PageTemplate/pagecontrols}}\n"
},
"$:/core/ui/SideBarSegments/search": {
"title": "$:/core/ui/SideBarSegments/search",
"tags": "$:/tags/SideBarSegment",
"text": "<div class=\"tc-sidebar-lists tc-sidebar-search\">\n\n<$set name=\"searchTiddler\" value=\"$:/temp/search\">\n<div class=\"tc-search\">\n<$edit-text tiddler=\"$:/temp/search\" type=\"search\" tag=\"input\" focus={{$:/config/Search/AutoFocus}} focusPopup=<<qualify \"$:/state/popup/search-dropdown\">> class=\"tc-popup-handle\"/>\n<$reveal state=\"$:/temp/search\" type=\"nomatch\" text=\"\">\n<$button tooltip={{$:/language/Buttons/AdvancedSearch/Hint}} aria-label={{$:/language/Buttons/AdvancedSearch/Caption}} class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/advancedsearch\" text={{$:/temp/search}}/>\n<$action-setfield $tiddler=\"$:/temp/search\" text=\"\"/>\n<$action-navigate $to=\"$:/AdvancedSearch\"/>\n{{$:/core/images/advanced-search-button}}\n</$button>\n<$button class=\"tc-btn-invisible\">\n<$action-setfield $tiddler=\"$:/temp/search\" text=\"\" />\n{{$:/core/images/close-button}}\n</$button>\n<$button popup=<<qualify \"$:/state/popup/search-dropdown\">> class=\"tc-btn-invisible\">\n{{$:/core/images/down-arrow}}\n<$list filter=\"[{$:/temp/search}minlength{$:/config/Search/MinLength}limit[1]]\" variable=\"listItem\">\n<$set name=\"searchTerm\" value={{{ [<searchTiddler>get[text]] }}}>\n<$set name=\"resultCount\" value=\"\"\"<$count filter=\"[!is[system]search<searchTerm>]\"/>\"\"\">\n{{$:/language/Search/Matches}}\n</$set>\n</$set>\n</$list>\n</$button>\n</$reveal>\n<$reveal state=\"$:/temp/search\" type=\"match\" text=\"\">\n<$button to=\"$:/AdvancedSearch\" tooltip={{$:/language/Buttons/AdvancedSearch/Hint}} aria-label={{$:/language/Buttons/AdvancedSearch/Caption}} class=\"tc-btn-invisible\">\n{{$:/core/images/advanced-search-button}}\n</$button>\n</$reveal>\n</div>\n\n<$reveal tag=\"div\" class=\"tc-block-dropdown-wrapper\" state=\"$:/temp/search\" type=\"nomatch\" text=\"\">\n\n<$reveal tag=\"div\" class=\"tc-block-dropdown tc-search-drop-down tc-popup-handle\" state=<<qualify \"$:/state/popup/search-dropdown\">> type=\"nomatch\" text=\"\" default=\"\">\n\n<$list filter=\"[{$:/temp/search}minlength{$:/config/Search/MinLength}limit[1]]\" emptyMessage=\"\"\"<div class=\"tc-search-results\">{{$:/language/Search/Search/TooShort}}</div>\"\"\" variable=\"listItem\">\n\n{{$:/core/ui/SearchResults}}\n\n</$list>\n\n</$reveal>\n\n</$reveal>\n\n</$set>\n\n</div>\n"
},
"$:/core/ui/SideBarSegments/site-subtitle": {
"title": "$:/core/ui/SideBarSegments/site-subtitle",
"tags": "$:/tags/SideBarSegment",
"text": "<div class=\"tc-site-subtitle\">\n\n<$transclude tiddler=\"$:/SiteSubtitle\" mode=\"inline\"/>\n\n</div>\n"
},
"$:/core/ui/SideBarSegments/site-title": {
"title": "$:/core/ui/SideBarSegments/site-title",
"tags": "$:/tags/SideBarSegment",
"text": "<h1 class=\"tc-site-title\">\n\n<$transclude tiddler=\"$:/SiteTitle\" mode=\"inline\"/>\n\n</h1>\n"
},
"$:/core/ui/SideBarSegments/tabs": {
"title": "$:/core/ui/SideBarSegments/tabs",
"tags": "$:/tags/SideBarSegment",
"text": "<div class=\"tc-sidebar-lists tc-sidebar-tabs\">\n\n<$macrocall $name=\"tabs\" tabsList=\"[all[shadows+tiddlers]tag[$:/tags/SideBar]!has[draft.of]]\" default={{$:/config/DefaultSidebarTab}} state=\"$:/state/tab/sidebar\" />\n\n</div>\n"
},
"$:/TagManager": {
"title": "$:/TagManager",
"icon": "$:/core/images/tag-button",
"color": "#bbb",
"text": "\\define lingo-base() $:/language/TagManager/\n\\define iconEditorTab(type)\n<$list filter=\"[all[shadows+tiddlers]is[image]] [all[shadows+tiddlers]tag[$:/tags/Image]] -[type[application/pdf]] +[sort[title]] +[$type$is[system]]\">\n<$link to={{!!title}}>\n<$transclude/> <$view field=\"title\"/>\n</$link>\n</$list>\n\\end\n\\define iconEditor(title)\n<div class=\"tc-drop-down-wrapper\">\n<$button popupTitle={{{ [[$:/state/popup/icon/]addsuffix<__title__>] }}} class=\"tc-btn-invisible tc-btn-dropdown\">{{$:/core/images/down-arrow}}</$button>\n<$reveal stateTitle={{{ [[$:/state/popup/icon/]addsuffix<__title__>] }}} type=\"popup\" position=\"belowleft\" text=\"\" default=\"\">\n<div class=\"tc-drop-down\">\n<$linkcatcher actions=\"\"\"<$action-setfield $tiddler=<<__title__>> icon=<<navigateTo>>/>\"\"\">\n<<iconEditorTab type:\"!\">>\n<hr/>\n<<iconEditorTab type:\"\">>\n</$linkcatcher>\n</div>\n</$reveal>\n</div>\n\\end\n\\define toggleButton(state)\n<$reveal stateTitle=<<__state__>> type=\"match\" text=\"closed\" default=\"closed\">\n<$button setTitle=<<__state__>> setTo=\"open\" class=\"tc-btn-invisible tc-btn-dropdown\" selectedClass=\"tc-selected\">\n{{$:/core/images/info-button}}\n</$button>\n</$reveal>\n<$reveal stateTitle=<<__state__>> type=\"match\" text=\"open\" default=\"closed\">\n<$button setTitle=<<__state__>> setTo=\"closed\" class=\"tc-btn-invisible tc-btn-dropdown\" selectedClass=\"tc-selected\">\n{{$:/core/images/info-button}}\n</$button>\n</$reveal>\n\\end\n<table class=\"tc-tag-manager-table\">\n<tbody>\n<tr>\n<th><<lingo Colour/Heading>></th>\n<th class=\"tc-tag-manager-tag\"><<lingo Tag/Heading>></th>\n<th><<lingo Count/Heading>></th>\n<th><<lingo Icon/Heading>></th>\n<th><<lingo Info/Heading>></th>\n</tr>\n<$list filter=\"[tags[]!is[system]sort[title]]\">\n<tr>\n<td><$edit-text field=\"color\" tag=\"input\" type=\"color\"/></td>\n<td>{{||$:/core/ui/TagTemplate}}</td>\n<td><$count filter=\"[all[current]tagging[]]\"/></td>\n<td>\n<$macrocall $name=\"iconEditor\" title={{!!title}}/>\n</td>\n<td>\n<$macrocall $name=\"toggleButton\" state={{{ [[$:/state/tag-manager/]addsuffix<currentTiddler>] }}} /> \n</td>\n</tr>\n<tr>\n<td></td>\n<td colspan=\"4\">\n<$reveal stateTitle={{{ [[$:/state/tag-manager/]addsuffix<currentTiddler>] }}} type=\"match\" text=\"open\" default=\"\">\n<table>\n<tbody>\n<tr><td><<lingo Colour/Heading>></td><td><$edit-text field=\"color\" tag=\"input\" type=\"text\" size=\"9\"/></td></tr>\n<tr><td><<lingo Icon/Heading>></td><td><$edit-text field=\"icon\" tag=\"input\" size=\"45\"/></td></tr>\n</tbody>\n</table>\n</$reveal>\n</td>\n</tr>\n</$list>\n<tr>\n<td></td>\n<td style=\"position:relative;\">\n{{$:/core/ui/UntaggedTemplate}}\n</td>\n<td>\n<small class=\"tc-menu-list-count\"><$count filter=\"[untagged[]!is[system]] -[tags[]]\"/></small>\n</td>\n<td></td>\n<td></td>\n</tr>\n</tbody>\n</table>\n"
},
"$:/core/ui/TagTemplate": {
"title": "$:/core/ui/TagTemplate",
"text": "\\whitespace trim\n<span class=\"tc-tag-list-item\">\n<$set name=\"transclusion\" value=<<currentTiddler>>>\n<$macrocall $name=\"tag-pill-body\" tag=<<currentTiddler>> icon={{!!icon}} colour={{!!color}} palette={{$:/palette}} element-tag=\"\"\"$button\"\"\" element-attributes=\"\"\"popup=<<qualify \"$:/state/popup/tag\">> dragFilter='[all[current]tagging[]]' tag='span'\"\"\"/>\n<$reveal state=<<qualify \"$:/state/popup/tag\">> type=\"popup\" position=\"below\" animate=\"yes\" class=\"tc-drop-down\">\n<$set name=\"tv-show-missing-links\" value=\"yes\">\n<$transclude tiddler=\"$:/core/ui/ListItemTemplate\"/>\n</$set>\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/TagDropdown]!has[draft.of]]\" variable=\"listItem\"> \n<$transclude tiddler=<<listItem>>/> \n</$list>\n<hr>\n<$macrocall $name=\"list-tagged-draggable\" tag=<<currentTiddler>>/>\n</$reveal>\n</$set>\n</span>\n"
},
"$:/core/ui/TiddlerFieldTemplate": {
"title": "$:/core/ui/TiddlerFieldTemplate",
"text": "<tr class=\"tc-view-field\">\n<td class=\"tc-view-field-name\">\n<$text text=<<listItem>>/>\n</td>\n<td class=\"tc-view-field-value\">\n<$view field=<<listItem>>/>\n</td>\n</tr>"
},
"$:/core/ui/TiddlerFields": {
"title": "$:/core/ui/TiddlerFields",
"text": "<table class=\"tc-view-field-table\">\n<tbody>\n<$list filter=\"[all[current]fields[]sort[title]] -text\" template=\"$:/core/ui/TiddlerFieldTemplate\" variable=\"listItem\"/>\n</tbody>\n</table>\n"
},
"$:/core/ui/TiddlerInfo/Advanced/PluginInfo": {
"title": "$:/core/ui/TiddlerInfo/Advanced/PluginInfo",
"tags": "$:/tags/TiddlerInfo/Advanced",
"text": "\\define lingo-base() $:/language/TiddlerInfo/Advanced/PluginInfo/\n<$list filter=\"[all[current]has[plugin-type]]\">\n\n! <<lingo Heading>>\n\n<<lingo Hint>>\n<ul>\n<$list filter=\"[all[current]plugintiddlers[]sort[title]]\" emptyMessage=<<lingo Empty/Hint>>>\n<li>\n<$link to={{!!title}}>\n<$view field=\"title\"/>\n</$link>\n</li>\n</$list>\n</ul>\n\n</$list>\n"
},
"$:/core/ui/TiddlerInfo/Advanced/ShadowInfo": {
"title": "$:/core/ui/TiddlerInfo/Advanced/ShadowInfo",
"tags": "$:/tags/TiddlerInfo/Advanced",
"text": "\\define lingo-base() $:/language/TiddlerInfo/Advanced/ShadowInfo/\n<$set name=\"infoTiddler\" value=<<currentTiddler>>>\n\n''<<lingo Heading>>''\n\n<$list filter=\"[all[current]!is[shadow]]\">\n\n<<lingo NotShadow/Hint>>\n\n</$list>\n\n<$list filter=\"[all[current]is[shadow]]\">\n\n<<lingo Shadow/Hint>>\n\n<$list filter=\"[all[current]shadowsource[]]\">\n\n<$set name=\"pluginTiddler\" value=<<currentTiddler>>>\n<<lingo Shadow/Source>>\n</$set>\n\n</$list>\n\n<$list filter=\"[all[current]is[shadow]is[tiddler]]\">\n\n<<lingo OverriddenShadow/Hint>>\n\n</$list>\n\n\n</$list>\n</$set>\n"
},
"$:/core/ui/TiddlerInfo/Advanced": {
"title": "$:/core/ui/TiddlerInfo/Advanced",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/Advanced/Caption}}",
"text": "<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/TiddlerInfo/Advanced]!has[draft.of]]\" variable=\"listItem\">\n<$transclude tiddler=<<listItem>>/>\n\n</$list>\n"
},
"$:/core/ui/TiddlerInfo/Fields": {
"title": "$:/core/ui/TiddlerInfo/Fields",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/Fields/Caption}}",
"text": "<$transclude tiddler=\"$:/core/ui/TiddlerFields\"/>\n"
},
"$:/core/ui/TiddlerInfo/List": {
"title": "$:/core/ui/TiddlerInfo/List",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/List/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n<$list filter=\"[list{!!title}]\" emptyMessage=<<lingo List/Empty>> template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/TiddlerInfo/Listed": {
"title": "$:/core/ui/TiddlerInfo/Listed",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/Listed/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n<$list filter=\"[all[current]listed[]!is[system]]\" emptyMessage=<<lingo Listed/Empty>> template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/TiddlerInfo/References": {
"title": "$:/core/ui/TiddlerInfo/References",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/References/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n<$list filter=\"[all[current]backlinks[]sort[title]]\" emptyMessage=<<lingo References/Empty>> template=\"$:/core/ui/ListItemTemplate\">\n</$list>"
},
"$:/core/ui/TiddlerInfo/Tagging": {
"title": "$:/core/ui/TiddlerInfo/Tagging",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/Tagging/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n<$list filter=\"[all[current]tagging[]]\" emptyMessage=<<lingo Tagging/Empty>> template=\"$:/core/ui/ListItemTemplate\"/>\n"
},
"$:/core/ui/TiddlerInfo/Tools": {
"title": "$:/core/ui/TiddlerInfo/Tools",
"tags": "$:/tags/TiddlerInfo",
"caption": "{{$:/language/TiddlerInfo/Tools/Caption}}",
"text": "\\define lingo-base() $:/language/TiddlerInfo/\n\\define config-title()\n$:/config/ViewToolbarButtons/Visibility/$(listItem)$\n\\end\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-class\" value=\"\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ViewToolbar]!has[draft.of]]\" variable=\"listItem\">\n\n<$checkbox tiddler=<<config-title>> field=\"text\" checked=\"show\" unchecked=\"hide\" default=\"show\"/> <$transclude tiddler=<<listItem>>/> <i class=\"tc-muted\"><$transclude tiddler=<<listItem>> field=\"description\"/></i>\n\n</$list>\n\n</$set>\n\n</$set>\n\n</$set>\n"
},
"$:/core/ui/TiddlerInfo": {
"title": "$:/core/ui/TiddlerInfo",
"text": "<div style=\"position:relative;\">\n<div class=\"tc-tiddler-controls\" style=\"position:absolute;right:0;\">\n<$reveal state=\"$:/config/TiddlerInfo/Mode\" type=\"match\" text=\"sticky\">\n<$button set=<<tiddlerInfoState>> setTo=\"\" tooltip={{$:/language/Buttons/Info/Hint}} aria-label={{$:/language/Buttons/Info/Caption}} class=\"tc-btn-invisible\">\n{{$:/core/images/close-button}}\n</$button>\n</$reveal>\n</div>\n</div>\n\n<$macrocall $name=\"tabs\" tabsList=\"[all[shadows+tiddlers]tag[$:/tags/TiddlerInfo]!has[draft.of]]\" default={{$:/config/TiddlerInfo/Default}}/>"
},
"$:/core/ui/TopBar/menu": {
"title": "$:/core/ui/TopBar/menu",
"tags": "$:/tags/TopRightBar",
"text": "<$reveal state=\"$:/state/sidebar\" type=\"nomatch\" text=\"no\">\n<$button set=\"$:/state/sidebar\" setTo=\"no\" tooltip={{$:/language/Buttons/HideSideBar/Hint}} aria-label={{$:/language/Buttons/HideSideBar/Caption}} class=\"tc-btn-invisible\">{{$:/core/images/chevron-right}}</$button>\n</$reveal>\n<$reveal state=\"$:/state/sidebar\" type=\"match\" text=\"no\">\n<$button set=\"$:/state/sidebar\" setTo=\"yes\" tooltip={{$:/language/Buttons/ShowSideBar/Hint}} aria-label={{$:/language/Buttons/ShowSideBar/Caption}} class=\"tc-btn-invisible\">{{$:/core/images/chevron-left}}</$button>\n</$reveal>\n"
},
"$:/core/ui/UntaggedTemplate": {
"title": "$:/core/ui/UntaggedTemplate",
"text": "\\define lingo-base() $:/language/SideBar/\n<$button popup=<<qualify \"$:/state/popup/tag\">> class=\"tc-btn-invisible tc-untagged-label tc-tag-label\">\n<<lingo Tags/Untagged/Caption>>\n</$button>\n<$reveal state=<<qualify \"$:/state/popup/tag\">> type=\"popup\" position=\"below\">\n<div class=\"tc-drop-down\">\n<$list filter=\"[untagged[]!is[system]] -[tags[]] +[sort[title]]\" template=\"$:/core/ui/ListItemTemplate\"/>\n</div>\n</$reveal>\n"
},
"$:/core/ui/ViewTemplate/body": {
"title": "$:/core/ui/ViewTemplate/body",
"tags": "$:/tags/ViewTemplate",
"text": "<$reveal tag=\"div\" class=\"tc-tiddler-body\" type=\"nomatch\" stateTitle=<<folded-state>> text=\"hide\" retain=\"yes\" animate=\"yes\">\n\n<$list filter=\"[all[current]!has[plugin-type]!field:hide-body[yes]]\">\n\n<$transclude>\n\n<$transclude tiddler=\"$:/language/MissingTiddler/Hint\"/>\n\n</$transclude>\n\n</$list>\n\n</$reveal>\n"
},
"$:/core/ui/ViewTemplate/classic": {
"title": "$:/core/ui/ViewTemplate/classic",
"tags": "$:/tags/ViewTemplate $:/tags/EditTemplate",
"text": "\\define lingo-base() $:/language/ClassicWarning/\n<$list filter=\"[all[current]type[text/x-tiddlywiki]]\">\n<div class=\"tc-message-box\">\n\n<<lingo Hint>>\n\n<$button set=\"!!type\" setTo=\"text/vnd.tiddlywiki\"><<lingo Upgrade/Caption>></$button>\n\n</div>\n</$list>\n"
},
"$:/core/ui/ViewTemplate/import": {
"title": "$:/core/ui/ViewTemplate/import",
"tags": "$:/tags/ViewTemplate",
"text": "\\define lingo-base() $:/language/Import/\n\n\\define buttons()\n<$button message=\"tm-delete-tiddler\" param=<<currentTiddler>>><<lingo Listing/Cancel/Caption>></$button>\n<$button message=\"tm-perform-import\" param=<<currentTiddler>>><<lingo Listing/Import/Caption>></$button>\n<<lingo Listing/Preview>> <$select tiddler=\"$:/state/importpreviewtype\" default=\"$:/core/ui/ImportPreviews/Text\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ImportPreview]!has[draft.of]]\">\n<option value=<<currentTiddler>>>{{!!caption}}</option>\n</$list>\n</$select>\n\\end\n\n<$list filter=\"[all[current]field:plugin-type[import]]\">\n\n<div class=\"tc-import\">\n\n<<lingo Listing/Hint>>\n\n<<buttons>>\n\n{{||$:/core/ui/ImportListing}}\n\n<<buttons>>\n\n</div>\n\n</$list>\n"
},
"$:/core/ui/ViewTemplate/plugin": {
"title": "$:/core/ui/ViewTemplate/plugin",
"tags": "$:/tags/ViewTemplate",
"text": "<$list filter=\"[all[current]has[plugin-type]] -[all[current]field:plugin-type[import]]\">\n<$set name=\"plugin-type\" value={{!!plugin-type}}>\n<$set name=\"default-popup-state\" value=\"yes\">\n<$set name=\"qualified-state\" value=<<qualify \"$:/state/plugin-info\">>>\n{{||$:/core/ui/Components/plugin-info}}\n</$set>\n</$set>\n</$set>\n</$list>\n"
},
"$:/core/ui/ViewTemplate/subtitle": {
"title": "$:/core/ui/ViewTemplate/subtitle",
"tags": "$:/tags/ViewTemplate",
"text": "<$reveal type=\"nomatch\" stateTitle=<<folded-state>> text=\"hide\" tag=\"div\" retain=\"yes\" animate=\"yes\">\n<div class=\"tc-subtitle\">\n<$link to={{!!modifier}}>\n<$view field=\"modifier\"/>\n</$link> <$view field=\"modified\" format=\"date\" template={{$:/language/Tiddler/DateFormat}}/>\n</div>\n</$reveal>\n"
},
"$:/core/ui/ViewTemplate/tags": {
"title": "$:/core/ui/ViewTemplate/tags",
"tags": "$:/tags/ViewTemplate",
"text": "<$reveal type=\"nomatch\" stateTitle=<<folded-state>> text=\"hide\" tag=\"div\" retain=\"yes\" animate=\"yes\">\n<div class=\"tc-tags-wrapper\"><$list filter=\"[all[current]tags[]sort[title]]\" template=\"$:/core/ui/TagTemplate\" storyview=\"pop\"/></div>\n</$reveal>\n"
},
"$:/core/ui/ViewTemplate/title": {
"title": "$:/core/ui/ViewTemplate/title",
"tags": "$:/tags/ViewTemplate",
"text": "\\define title-styles()\nfill:$(foregroundColor)$;\n\\end\n\\define config-title()\n$:/config/ViewToolbarButtons/Visibility/$(listItem)$\n\\end\n<div class=\"tc-tiddler-title\">\n<div class=\"tc-titlebar\">\n<span class=\"tc-tiddler-controls\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ViewToolbar]!has[draft.of]]\" variable=\"listItem\"><$reveal type=\"nomatch\" state=<<config-title>> text=\"hide\"><$set name=\"tv-config-toolbar-class\" filter=\"[<tv-config-toolbar-class>] [<listItem>encodeuricomponent[]addprefix[tc-btn-]]\"><$transclude tiddler=<<listItem>>/></$set></$reveal></$list>\n</span>\n<$set name=\"tv-wikilinks\" value={{$:/config/Tiddlers/TitleLinks}}>\n<$link>\n<$set name=\"foregroundColor\" value={{!!color}}>\n<span class=\"tc-tiddler-title-icon\" style=<<title-styles>>>\n<$transclude tiddler={{!!icon}}/>\n</span>\n</$set>\n<$list filter=\"[all[current]removeprefix[$:/]]\">\n<h2 class=\"tc-title\" title={{$:/language/SystemTiddler/Tooltip}}>\n<span class=\"tc-system-title-prefix\">$:/</span><$text text=<<currentTiddler>>/>\n</h2>\n</$list>\n<$list filter=\"[all[current]!prefix[$:/]]\">\n<h2 class=\"tc-title\">\n<$view field=\"title\"/>\n</h2>\n</$list>\n</$link>\n</$set>\n</div>\n\n<$reveal type=\"nomatch\" text=\"\" default=\"\" state=<<tiddlerInfoState>> class=\"tc-tiddler-info tc-popup-handle\" animate=\"yes\" retain=\"yes\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/TiddlerInfoSegment]!has[draft.of]] [[$:/core/ui/TiddlerInfo]]\" variable=\"listItem\"><$transclude tiddler=<<listItem>> mode=\"block\"/></$list>\n\n</$reveal>\n</div>"
},
"$:/core/ui/ViewTemplate/unfold": {
"title": "$:/core/ui/ViewTemplate/unfold",
"tags": "$:/tags/ViewTemplate",
"text": "<$reveal tag=\"div\" type=\"nomatch\" state=\"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold-bar\" text=\"hide\">\n<$reveal tag=\"div\" type=\"nomatch\" stateTitle=<<folded-state>> text=\"hide\" default=\"show\" retain=\"yes\" animate=\"yes\">\n<$button tooltip={{$:/language/Buttons/Fold/Hint}} aria-label={{$:/language/Buttons/Fold/Caption}} class=\"tc-fold-banner\">\n<$action-sendmessage $message=\"tm-fold-tiddler\" $param=<<currentTiddler>> foldedState=<<folded-state>>/>\n{{$:/core/images/chevron-up}}\n</$button>\n</$reveal>\n<$reveal tag=\"div\" type=\"nomatch\" stateTitle=<<folded-state>> text=\"show\" default=\"show\" retain=\"yes\" animate=\"yes\">\n<$button tooltip={{$:/language/Buttons/Unfold/Hint}} aria-label={{$:/language/Buttons/Unfold/Caption}} class=\"tc-unfold-banner\">\n<$action-sendmessage $message=\"tm-fold-tiddler\" $param=<<currentTiddler>> foldedState=<<folded-state>>/>\n{{$:/core/images/chevron-down}}\n</$button>\n</$reveal>\n</$reveal>\n"
},
"$:/core/ui/ViewTemplate": {
"title": "$:/core/ui/ViewTemplate",
"text": "\\define folded-state()\n$:/state/folded/$(currentTiddler)$\n\\end\n<$vars storyTiddler=<<currentTiddler>> tiddlerInfoState=<<qualify \"$:/state/popup/tiddler-info\">>><div data-tiddler-title=<<currentTiddler>> data-tags={{!!tags}} class={{{ tc-tiddler-frame tc-tiddler-view-frame [<currentTiddler>is[tiddler]then[tc-tiddler-exists]] [<currentTiddler>is[missing]!is[shadow]then[tc-tiddler-missing]] [<currentTiddler>is[shadow]then[tc-tiddler-exists tc-tiddler-shadow]] [<currentTiddler>is[system]then[tc-tiddler-system]] [{!!class}] [<currentTiddler>tags[]encodeuricomponent[]addprefix[tc-tagged-]] +[join[ ]] }}}><$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ViewTemplate]!has[draft.of]]\" variable=\"listItem\"><$transclude tiddler=<<listItem>>/></$list>\n</div>\n</$vars>\n"
},
"$:/core/ui/Buttons/clone": {
"title": "$:/core/ui/Buttons/clone",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/clone-button}} {{$:/language/Buttons/Clone/Caption}}",
"description": "{{$:/language/Buttons/Clone/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-new-tiddler\" param=<<currentTiddler>> tooltip={{$:/language/Buttons/Clone/Hint}} aria-label={{$:/language/Buttons/Clone/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/clone-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/Clone/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/close-others": {
"title": "$:/core/ui/Buttons/close-others",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/close-others-button}} {{$:/language/Buttons/CloseOthers/Caption}}",
"description": "{{$:/language/Buttons/CloseOthers/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-close-other-tiddlers\" param=<<currentTiddler>> tooltip={{$:/language/Buttons/CloseOthers/Hint}} aria-label={{$:/language/Buttons/CloseOthers/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/close-others-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/CloseOthers/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/close": {
"title": "$:/core/ui/Buttons/close",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/close-button}} {{$:/language/Buttons/Close/Caption}}",
"description": "{{$:/language/Buttons/Close/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-close-tiddler\" tooltip={{$:/language/Buttons/Close/Hint}} aria-label={{$:/language/Buttons/Close/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/close-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text={{$:/language/Buttons/Close/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/edit": {
"title": "$:/core/ui/Buttons/edit",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/edit-button}} {{$:/language/Buttons/Edit/Caption}}",
"description": "{{$:/language/Buttons/Edit/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-edit-tiddler\" tooltip={{$:/language/Buttons/Edit/Hint}} aria-label={{$:/language/Buttons/Edit/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/edit-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/Edit/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/export-tiddler": {
"title": "$:/core/ui/Buttons/export-tiddler",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/export-button}} {{$:/language/Buttons/ExportTiddler/Caption}}",
"description": "{{$:/language/Buttons/ExportTiddler/Hint}}",
"text": "\\define makeExportFilter()\n[[$(currentTiddler)$]]\n\\end\n<$macrocall $name=\"exportButton\" exportFilter=<<makeExportFilter>> lingoBase=\"$:/language/Buttons/ExportTiddler/\" baseFilename=<<currentTiddler>>/>"
},
"$:/core/ui/Buttons/fold-bar": {
"title": "$:/core/ui/Buttons/fold-bar",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/chevron-up}} {{$:/language/Buttons/Fold/FoldBar/Caption}}",
"description": "{{$:/language/Buttons/Fold/FoldBar/Hint}}",
"text": "<!-- This dummy toolbar button is here to allow visibility of the fold-bar to be controlled as if it were a toolbar button -->"
},
"$:/core/ui/Buttons/fold-others": {
"title": "$:/core/ui/Buttons/fold-others",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/fold-others-button}} {{$:/language/Buttons/FoldOthers/Caption}}",
"description": "{{$:/language/Buttons/FoldOthers/Hint}}",
"text": "\\whitespace trim\n<$button tooltip={{$:/language/Buttons/FoldOthers/Hint}} aria-label={{$:/language/Buttons/FoldOthers/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-sendmessage $message=\"tm-fold-other-tiddlers\" $param=<<currentTiddler>> foldedStatePrefix=\"$:/state/folded/\"/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\" variable=\"listItem\">\n{{$:/core/images/fold-others-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/FoldOthers/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/fold": {
"title": "$:/core/ui/Buttons/fold",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/fold-button}} {{$:/language/Buttons/Fold/Caption}}",
"description": "{{$:/language/Buttons/Fold/Hint}}",
"text": "\\whitespace trim\n<$reveal type=\"nomatch\" stateTitle=<<folded-state>> text=\"hide\" default=\"show\">\n<$button tooltip={{$:/language/Buttons/Fold/Hint}} aria-label={{$:/language/Buttons/Fold/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-sendmessage $message=\"tm-fold-tiddler\" $param=<<currentTiddler>> foldedState=<<folded-state>>/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\" variable=\"listItem\">\n{{$:/core/images/fold-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/Fold/Caption}}/>\n</span>\n</$list>\n</$button>\n</$reveal>\n<$reveal type=\"match\" stateTitle=<<folded-state>> text=\"hide\" default=\"show\">\n<$button tooltip={{$:/language/Buttons/Unfold/Hint}} aria-label={{$:/language/Buttons/Unfold/Caption}} class=<<tv-config-toolbar-class>>>\n<$action-sendmessage $message=\"tm-fold-tiddler\" $param=<<currentTiddler>> foldedState=<<folded-state>>/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\" variable=\"listItem\">\n{{$:/core/images/unfold-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/Unfold/Caption}}/>\n</span>\n</$list>\n</$button>\n</$reveal>\n"
},
"$:/core/ui/Buttons/info": {
"title": "$:/core/ui/Buttons/info",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/info-button}} {{$:/language/Buttons/Info/Caption}}",
"description": "{{$:/language/Buttons/Info/Hint}}",
"text": "\\whitespace trim\n\\define button-content()\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/info-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text={{$:/language/Buttons/Info/Caption}}/>\n</span>\n</$list>\n\\end\n<$reveal state=\"$:/config/TiddlerInfo/Mode\" type=\"match\" text=\"popup\">\n<$button popup=<<tiddlerInfoState>> tooltip={{$:/language/Buttons/Info/Hint}} aria-label={{$:/language/Buttons/Info/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$macrocall $name=\"button-content\" mode=\"inline\"/>\n</$button>\n</$reveal>\n<$reveal state=\"$:/config/TiddlerInfo/Mode\" type=\"match\" text=\"sticky\">\n<$reveal state=<<tiddlerInfoState>> type=\"match\" text=\"\" default=\"\">\n<$button set=<<tiddlerInfoState>> setTo=\"yes\" tooltip={{$:/language/Buttons/Info/Hint}} aria-label={{$:/language/Buttons/Info/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$macrocall $name=\"button-content\" mode=\"inline\"/>\n</$button>\n</$reveal>\n<$reveal state=<<tiddlerInfoState>> type=\"nomatch\" text=\"\" default=\"\">\n<$button set=<<tiddlerInfoState>> setTo=\"\" tooltip={{$:/language/Buttons/Info/Hint}} aria-label={{$:/language/Buttons/Info/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$macrocall $name=\"button-content\" mode=\"inline\"/>\n</$button>\n</$reveal>\n</$reveal>"
},
"$:/core/ui/Buttons/more-tiddler-actions": {
"title": "$:/core/ui/Buttons/more-tiddler-actions",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/down-arrow}} {{$:/language/Buttons/More/Caption}}",
"description": "{{$:/language/Buttons/More/Hint}}",
"text": "\\whitespace trim\n\\define config-title()\n$:/config/ViewToolbarButtons/Visibility/$(listItem)$\n\\end\n<$button popup=<<qualify \"$:/state/popup/more\">> tooltip={{$:/language/Buttons/More/Hint}} aria-label={{$:/language/Buttons/More/Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/down-arrow}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/More/Caption}}/>\n</span>\n</$list>\n</$button>\n<$reveal state=<<qualify \"$:/state/popup/more\">> type=\"popup\" position=\"belowleft\" animate=\"yes\">\n\n<div class=\"tc-drop-down\">\n\n<$set name=\"tv-config-toolbar-icons\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-text\" value=\"yes\">\n\n<$set name=\"tv-config-toolbar-class\" value=\"tc-btn-invisible\">\n\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/ViewToolbar]!has[draft.of]] -[[$:/core/ui/Buttons/more-tiddler-actions]]\" variable=\"listItem\">\n\n<$reveal type=\"match\" state=<<config-title>> text=\"hide\">\n\n<$set name=\"tv-config-toolbar-class\" filter=\"[<tv-config-toolbar-class>] [<listItem>encodeuricomponent[]addprefix[tc-btn-]]\">\n\n<$transclude tiddler=<<listItem>> mode=\"inline\"/>\n\n</$set>\n\n</$reveal>\n\n</$list>\n\n</$set>\n\n</$set>\n\n</$set>\n\n</div>\n\n</$reveal>"
},
"$:/core/ui/Buttons/new-here": {
"title": "$:/core/ui/Buttons/new-here",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/new-here-button}} {{$:/language/Buttons/NewHere/Caption}}",
"description": "{{$:/language/Buttons/NewHere/Hint}}",
"text": "\\whitespace trim\n\\define newHereActions()\n<$set name=\"tags\" filter=\"[<currentTiddler>]\">\n<$action-sendmessage $message=\"tm-new-tiddler\" tags=<<tags>>/>\n</$set>\n\\end\n\\define newHereButton()\n<$button actions=<<newHereActions>> tooltip={{$:/language/Buttons/NewHere/Hint}} aria-label={{$:/language/Buttons/NewHere/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/new-here-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text={{$:/language/Buttons/NewHere/Caption}}/>\n</span>\n</$list>\n</$button>\n\\end\n<<newHereButton>>"
},
"$:/core/ui/Buttons/new-journal-here": {
"title": "$:/core/ui/Buttons/new-journal-here",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/new-journal-button}} {{$:/language/Buttons/NewJournalHere/Caption}}",
"description": "{{$:/language/Buttons/NewJournalHere/Hint}}",
"text": "\\whitespace trim\n\\define journalButtonTags()\n[[$(currentTiddlerTag)$]] $(journalTags)$\n\\end\n\\define journalButton()\n<$button tooltip={{$:/language/Buttons/NewJournalHere/Hint}} aria-label={{$:/language/Buttons/NewJournalHere/Caption}} class=<<tv-config-toolbar-class>>>\n<$wikify name=\"journalTitle\" text=\"\"\"<$macrocall $name=\"now\" format=<<journalTitleTemplate>>/>\"\"\">\n<$action-sendmessage $message=\"tm-new-tiddler\" title=<<journalTitle>> tags=<<journalButtonTags>>/>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/new-journal-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text={{$:/language/Buttons/NewJournalHere/Caption}}/>\n</span>\n</$list>\n</$wikify>\n</$button>\n\\end\n<$set name=\"journalTitleTemplate\" value={{$:/config/NewJournal/Title}}>\n<$set name=\"journalTags\" value={{$:/config/NewJournal/Tags}}>\n<$set name=\"currentTiddlerTag\" value=<<currentTiddler>>>\n<<journalButton>>\n</$set>\n</$set>\n</$set>"
},
"$:/core/ui/Buttons/open-window": {
"title": "$:/core/ui/Buttons/open-window",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/open-window}} {{$:/language/Buttons/OpenWindow/Caption}}",
"description": "{{$:/language/Buttons/OpenWindow/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-open-window\" tooltip={{$:/language/Buttons/OpenWindow/Hint}} aria-label={{$:/language/Buttons/OpenWindow/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/open-window}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/OpenWindow/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/permalink": {
"title": "$:/core/ui/Buttons/permalink",
"tags": "$:/tags/ViewToolbar",
"caption": "{{$:/core/images/permalink-button}} {{$:/language/Buttons/Permalink/Caption}}",
"description": "{{$:/language/Buttons/Permalink/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-permalink\" tooltip={{$:/language/Buttons/Permalink/Hint}} aria-label={{$:/language/Buttons/Permalink/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/permalink-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/Permalink/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/core/ui/Buttons/permaview": {
"title": "$:/core/ui/Buttons/permaview",
"tags": "$:/tags/ViewToolbar $:/tags/PageControls",
"caption": "{{$:/core/images/permaview-button}} {{$:/language/Buttons/Permaview/Caption}}",
"description": "{{$:/language/Buttons/Permaview/Hint}}",
"text": "\\whitespace trim\n<$button message=\"tm-permaview\" tooltip={{$:/language/Buttons/Permaview/Hint}} aria-label={{$:/language/Buttons/Permaview/Caption}} class=<<tv-config-toolbar-class>>>\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/permaview-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\">\n<$text text=\" \"/>\n<$text text={{$:/language/Buttons/Permaview/Caption}}/>\n</span>\n</$list>\n</$button>"
},
"$:/DefaultTiddlers": {
"title": "$:/DefaultTiddlers",
"text": "GettingStarted\n"
},
"$:/temp/advancedsearch": {
"title": "$:/temp/advancedsearch",
"text": ""
},
"$:/snippets/allfields": {
"title": "$:/snippets/allfields",
"text": "\\define renderfield(title)\n<tr class=\"tc-view-field\"><td class=\"tc-view-field-name\">''$title$'':</td><td class=\"tc-view-field-value\">//{{$:/language/Docs/Fields/$title$}}//</td></tr>\n\\end\n<table class=\"tc-view-field-table\"><tbody><$list filter=\"[fields[]sort[title]]\" variable=\"listItem\"><$macrocall $name=\"renderfield\" title=<<listItem>>/></$list>\n</tbody></table>\n"
},
"$:/config/AnimationDuration": {
"title": "$:/config/AnimationDuration",
"text": "400"
},
"$:/config/AutoSave": {
"title": "$:/config/AutoSave",
"text": "yes"
},
"$:/config/BitmapEditor/Colour": {
"title": "$:/config/BitmapEditor/Colour",
"text": "#444"
},
"$:/config/BitmapEditor/ImageSizes": {
"title": "$:/config/BitmapEditor/ImageSizes",
"text": "[[62px 100px]] [[100px 62px]] [[124px 200px]] [[200px 124px]] [[248px 400px]] [[371px 600px]] [[400px 248px]] [[556px 900px]] [[600px 371px]] [[742px 1200px]] [[900px 556px]] [[1200px 742px]]"
},
"$:/config/BitmapEditor/LineWidth": {
"title": "$:/config/BitmapEditor/LineWidth",
"text": "3px"
},
"$:/config/BitmapEditor/LineWidths": {
"title": "$:/config/BitmapEditor/LineWidths",
"text": "0.25px 0.5px 1px 2px 3px 4px 6px 8px 10px 16px 20px 28px 40px 56px 80px"
},
"$:/config/BitmapEditor/Opacities": {
"title": "$:/config/BitmapEditor/Opacities",
"text": "0.01 0.025 0.05 0.075 0.1 0.15 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0"
},
"$:/config/BitmapEditor/Opacity": {
"title": "$:/config/BitmapEditor/Opacity",
"text": "1.0"
},
"$:/config/DefaultMoreSidebarTab": {
"title": "$:/config/DefaultMoreSidebarTab",
"text": "$:/core/ui/MoreSideBar/Tags"
},
"$:/config/DefaultSidebarTab": {
"title": "$:/config/DefaultSidebarTab",
"text": "$:/core/ui/SideBar/Open"
},
"$:/config/DownloadSaver/AutoSave": {
"title": "$:/config/DownloadSaver/AutoSave",
"text": "no"
},
"$:/config/Drafts/TypingTimeout": {
"title": "$:/config/Drafts/TypingTimeout",
"text": "400"
},
"$:/config/EditTemplateFields/Visibility/title": {
"title": "$:/config/EditTemplateFields/Visibility/title",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/tags": {
"title": "$:/config/EditTemplateFields/Visibility/tags",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/text": {
"title": "$:/config/EditTemplateFields/Visibility/text",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/creator": {
"title": "$:/config/EditTemplateFields/Visibility/creator",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/created": {
"title": "$:/config/EditTemplateFields/Visibility/created",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/modified": {
"title": "$:/config/EditTemplateFields/Visibility/modified",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/modifier": {
"title": "$:/config/EditTemplateFields/Visibility/modifier",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/type": {
"title": "$:/config/EditTemplateFields/Visibility/type",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/draft.title": {
"title": "$:/config/EditTemplateFields/Visibility/draft.title",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/draft.of": {
"title": "$:/config/EditTemplateFields/Visibility/draft.of",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/revision": {
"title": "$:/config/EditTemplateFields/Visibility/revision",
"text": "hide"
},
"$:/config/EditTemplateFields/Visibility/bag": {
"title": "$:/config/EditTemplateFields/Visibility/bag",
"text": "hide"
},
"$:/config/EditorToolbarButtons/Visibility/$:/core/ui/EditorToolbar/heading-4": {
"title": "$:/config/EditorToolbarButtons/Visibility/$:/core/ui/EditorToolbar/heading-4",
"text": "hide"
},
"$:/config/EditorToolbarButtons/Visibility/$:/core/ui/EditorToolbar/heading-5": {
"title": "$:/config/EditorToolbarButtons/Visibility/$:/core/ui/EditorToolbar/heading-5",
"text": "hide"
},
"$:/config/EditorToolbarButtons/Visibility/$:/core/ui/EditorToolbar/heading-6": {
"title": "$:/config/EditorToolbarButtons/Visibility/$:/core/ui/EditorToolbar/heading-6",
"text": "hide"
},
"$:/config/EditorTypeMappings/image/gif": {
"title": "$:/config/EditorTypeMappings/image/gif",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/webp": {
"title": "$:/config/EditorTypeMappings/image/webp",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/heic": {
"title": "$:/config/EditorTypeMappings/image/heic",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/heif": {
"title": "$:/config/EditorTypeMappings/image/heif",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/jpeg": {
"title": "$:/config/EditorTypeMappings/image/jpeg",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/jpg": {
"title": "$:/config/EditorTypeMappings/image/jpg",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/png": {
"title": "$:/config/EditorTypeMappings/image/png",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/image/x-icon": {
"title": "$:/config/EditorTypeMappings/image/x-icon",
"text": "bitmap"
},
"$:/config/EditorTypeMappings/text/vnd.tiddlywiki": {
"title": "$:/config/EditorTypeMappings/text/vnd.tiddlywiki",
"text": "text"
},
"$:/config/Manager/Show": {
"title": "$:/config/Manager/Show",
"text": "tiddlers"
},
"$:/config/Manager/Filter": {
"title": "$:/config/Manager/Filter",
"text": ""
},
"$:/config/Manager/Order": {
"title": "$:/config/Manager/Order",
"text": "forward"
},
"$:/config/Manager/Sort": {
"title": "$:/config/Manager/Sort",
"text": "title"
},
"$:/config/Manager/System": {
"title": "$:/config/Manager/System",
"text": "system"
},
"$:/config/Manager/Tag": {
"title": "$:/config/Manager/Tag",
"text": ""
},
"$:/state/popup/manager/item/$:/Manager/ItemMain/RawText": {
"title": "$:/state/popup/manager/item/$:/Manager/ItemMain/RawText",
"text": "hide"
},
"$:/config/MissingLinks": {
"title": "$:/config/MissingLinks",
"text": "yes"
},
"$:/config/Navigation/UpdateAddressBar": {
"title": "$:/config/Navigation/UpdateAddressBar",
"text": "no"
},
"$:/config/Navigation/UpdateHistory": {
"title": "$:/config/Navigation/UpdateHistory",
"text": "no"
},
"$:/config/NewImageType": {
"title": "$:/config/NewImageType",
"text": "jpeg"
},
"$:/config/OfficialPluginLibrary": {
"title": "$:/config/OfficialPluginLibrary",
"tags": "$:/tags/PluginLibrary",
"url": "https://tiddlywiki.com/library/v5.1.21/index.html",
"caption": "{{$:/language/OfficialPluginLibrary}}",
"text": "{{$:/language/OfficialPluginLibrary/Hint}}\n"
},
"$:/config/Navigation/openLinkFromInsideRiver": {
"title": "$:/config/Navigation/openLinkFromInsideRiver",
"text": "below"
},
"$:/config/Navigation/openLinkFromOutsideRiver": {
"title": "$:/config/Navigation/openLinkFromOutsideRiver",
"text": "top"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/advanced-search": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/advanced-search",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/close-all": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/close-all",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/encryption": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/encryption",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/export-page": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/export-page",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/fold-all": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/fold-all",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/full-screen": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/full-screen",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/home": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/home",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/refresh": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/refresh",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/import": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/import",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/language": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/language",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/tag-manager": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/tag-manager",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/manager": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/manager",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/more-page-actions": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/more-page-actions",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/new-journal": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/new-journal",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/new-image": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/new-image",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/palette": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/palette",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/permaview": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/permaview",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/print": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/print",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/storyview": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/storyview",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/timestamp": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/timestamp",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/theme": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/theme",
"text": "hide"
},
"$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/unfold-all": {
"title": "$:/config/PageControlButtons/Visibility/$:/core/ui/Buttons/unfold-all",
"text": "hide"
},
"$:/config/Performance/Instrumentation": {
"title": "$:/config/Performance/Instrumentation",
"text": "no"
},
"$:/config/SaveWikiButton/Template": {
"title": "$:/config/SaveWikiButton/Template",
"text": "$:/core/save/all"
},
"$:/config/SaverFilter": {
"title": "$:/config/SaverFilter",
"text": "[all[]] -[[$:/HistoryList]] -[[$:/StoryList]] -[[$:/Import]] -[[$:/isEncrypted]] -[[$:/UploadName]] -[prefix[$:/state/]] -[prefix[$:/temp/]]"
},
"$:/config/Search/AutoFocus": {
"title": "$:/config/Search/AutoFocus",
"text": "true"
},
"$:/config/Search/MinLength": {
"title": "$:/config/Search/MinLength",
"text": "3"
},
"$:/config/SearchResults/Default": {
"title": "$:/config/SearchResults/Default",
"text": "$:/core/ui/DefaultSearchResultList"
},
"$:/config/ShortcutInfo/advanced-search": {
"title": "$:/config/ShortcutInfo/advanced-search",
"text": "{{$:/language/Buttons/AdvancedSearch/Hint}}"
},
"$:/config/ShortcutInfo/bold": {
"title": "$:/config/ShortcutInfo/bold",
"text": "{{$:/language/Buttons/Bold/Hint}}"
},
"$:/config/ShortcutInfo/cancel-edit-tiddler": {
"title": "$:/config/ShortcutInfo/cancel-edit-tiddler",
"text": "{{$:/language/Buttons/Cancel/Hint}}"
},
"$:/config/ShortcutInfo/excise": {
"title": "$:/config/ShortcutInfo/excise",
"text": "{{$:/language/Buttons/Excise/Hint}}"
},
"$:/config/ShortcutInfo/heading-1": {
"title": "$:/config/ShortcutInfo/heading-1",
"text": "{{$:/language/Buttons/Heading1/Hint}}"
},
"$:/config/ShortcutInfo/heading-2": {
"title": "$:/config/ShortcutInfo/heading-2",
"text": "{{$:/language/Buttons/Heading2/Hint}}"
},
"$:/config/ShortcutInfo/heading-3": {
"title": "$:/config/ShortcutInfo/heading-3",
"text": "{{$:/language/Buttons/Heading3/Hint}}"
},
"$:/config/ShortcutInfo/heading-4": {
"title": "$:/config/ShortcutInfo/heading-4",
"text": "{{$:/language/Buttons/Heading4/Hint}}"
},
"$:/config/ShortcutInfo/heading-5": {
"title": "$:/config/ShortcutInfo/heading-5",
"text": "{{$:/language/Buttons/Heading5/Hint}}"
},
"$:/config/ShortcutInfo/heading-6": {
"title": "$:/config/ShortcutInfo/heading-6",
"text": "{{$:/language/Buttons/Heading6/Hint}}"
},
"$:/config/ShortcutInfo/italic": {
"title": "$:/config/ShortcutInfo/italic",
"text": "{{$:/language/Buttons/Italic/Hint}}"
},
"$:/config/ShortcutInfo/link": {
"title": "$:/config/ShortcutInfo/link",
"text": "{{$:/language/Buttons/Link/Hint}}"
},
"$:/config/ShortcutInfo/list-bullet": {
"title": "$:/config/ShortcutInfo/list-bullet",
"text": "{{$:/language/Buttons/ListBullet/Hint}}"
},
"$:/config/ShortcutInfo/list-number": {
"title": "$:/config/ShortcutInfo/list-number",
"text": "{{$:/language/Buttons/ListNumber/Hint}}"
},
"$:/config/ShortcutInfo/mono-block": {
"title": "$:/config/ShortcutInfo/mono-block",
"text": "{{$:/language/Buttons/MonoBlock/Hint}}"
},
"$:/config/ShortcutInfo/mono-line": {
"title": "$:/config/ShortcutInfo/mono-line",
"text": "{{$:/language/Buttons/MonoLine/Hint}}"
},
"$:/config/ShortcutInfo/new-image": {
"title": "$:/config/ShortcutInfo/new-image",
"text": "{{$:/language/Buttons/NewImage/Hint}}"
},
"$:/config/ShortcutInfo/new-journal": {
"title": "$:/config/ShortcutInfo/new-journal",
"text": "{{$:/language/Buttons/NewJournal/Hint}}"
},
"$:/config/ShortcutInfo/new-tiddler": {
"title": "$:/config/ShortcutInfo/new-tiddler",
"text": "{{$:/language/Buttons/NewTiddler/Hint}}"
},
"$:/config/ShortcutInfo/picture": {
"title": "$:/config/ShortcutInfo/picture",
"text": "{{$:/language/Buttons/Picture/Hint}}"
},
"$:/config/ShortcutInfo/preview": {
"title": "$:/config/ShortcutInfo/preview",
"text": "{{$:/language/Buttons/Preview/Hint}}"
},
"$:/config/ShortcutInfo/quote": {
"title": "$:/config/ShortcutInfo/quote",
"text": "{{$:/language/Buttons/Quote/Hint}}"
},
"$:/config/ShortcutInfo/save-tiddler": {
"title": "$:/config/ShortcutInfo/save-tiddler",
"text": "{{$:/language/Buttons/Save/Hint}}"
},
"$:/config/ShortcutInfo/sidebar-search": {
"title": "$:/config/ShortcutInfo/sidebar-search",
"text": "{{$:/language/Buttons/SidebarSearch/Hint}}"
},
"$:/config/ShortcutInfo/stamp": {
"title": "$:/config/ShortcutInfo/stamp",
"text": "{{$:/language/Buttons/Stamp/Hint}}"
},
"$:/config/ShortcutInfo/strikethrough": {
"title": "$:/config/ShortcutInfo/strikethrough",
"text": "{{$:/language/Buttons/Strikethrough/Hint}}"
},
"$:/config/ShortcutInfo/subscript": {
"title": "$:/config/ShortcutInfo/subscript",
"text": "{{$:/language/Buttons/Subscript/Hint}}"
},
"$:/config/ShortcutInfo/superscript": {
"title": "$:/config/ShortcutInfo/superscript",
"text": "{{$:/language/Buttons/Superscript/Hint}}"
},
"$:/config/ShortcutInfo/toggle-sidebar": {
"title": "$:/config/ShortcutInfo/toggle-sidebar",
"text": "{{$:/language/Buttons/ToggleSidebar/Hint}}"
},
"$:/config/ShortcutInfo/underline": {
"title": "$:/config/ShortcutInfo/underline",
"text": "{{$:/language/Buttons/Underline/Hint}}"
},
"$:/config/SyncFilter": {
"title": "$:/config/SyncFilter",
"text": "[is[tiddler]] -[[$:/HistoryList]] -[[$:/Import]] -[[$:/isEncrypted]] -[prefix[$:/status/]] -[prefix[$:/state/]] -[prefix[$:/temp/]]"
},
"$:/config/Tags/MinLength": {
"title": "$:/config/Tags/MinLength",
"text": "0"
},
"$:/config/TextEditor/EditorHeight/Height": {
"title": "$:/config/TextEditor/EditorHeight/Height",
"text": "400px"
},
"$:/config/TextEditor/EditorHeight/Mode": {
"title": "$:/config/TextEditor/EditorHeight/Mode",
"text": "auto"
},
"$:/config/TiddlerInfo/Default": {
"title": "$:/config/TiddlerInfo/Default",
"text": "$:/core/ui/TiddlerInfo/Fields"
},
"$:/config/TiddlerInfo/Mode": {
"title": "$:/config/TiddlerInfo/Mode",
"text": "popup"
},
"$:/config/Tiddlers/TitleLinks": {
"title": "$:/config/Tiddlers/TitleLinks",
"text": "no"
},
"$:/config/Toolbar/ButtonClass": {
"title": "$:/config/Toolbar/ButtonClass",
"text": "tc-btn-invisible"
},
"$:/config/Toolbar/Icons": {
"title": "$:/config/Toolbar/Icons",
"text": "yes"
},
"$:/config/Toolbar/Text": {
"title": "$:/config/Toolbar/Text",
"text": "no"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/clone": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/clone",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/close-others": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/close-others",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/export-tiddler": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/export-tiddler",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/info": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/info",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/more-tiddler-actions": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/more-tiddler-actions",
"text": "show"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/new-here": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/new-here",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/new-journal-here": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/new-journal-here",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/open-window": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/open-window",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/permalink": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/permalink",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/permaview": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/permaview",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/delete": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/delete",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold-bar": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold-bar",
"text": "hide"
},
"$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold-others": {
"title": "$:/config/ViewToolbarButtons/Visibility/$:/core/ui/Buttons/fold-others",
"text": "hide"
},
"$:/config/shortcuts-mac/bold": {
"title": "$:/config/shortcuts-mac/bold",
"text": "meta-B"
},
"$:/config/shortcuts-mac/italic": {
"title": "$:/config/shortcuts-mac/italic",
"text": "meta-I"
},
"$:/config/shortcuts-mac/underline": {
"title": "$:/config/shortcuts-mac/underline",
"text": "meta-U"
},
"$:/config/shortcuts-mac/new-image": {
"title": "$:/config/shortcuts-mac/new-image",
"text": "ctrl-I"
},
"$:/config/shortcuts-mac/new-journal": {
"title": "$:/config/shortcuts-mac/new-journal",
"text": "ctrl-J"
},
"$:/config/shortcuts-mac/new-tiddler": {
"title": "$:/config/shortcuts-mac/new-tiddler",
"text": "ctrl-N"
},
"$:/config/shortcuts-not-mac/bold": {
"title": "$:/config/shortcuts-not-mac/bold",
"text": "ctrl-B"
},
"$:/config/shortcuts-not-mac/italic": {
"title": "$:/config/shortcuts-not-mac/italic",
"text": "ctrl-I"
},
"$:/config/shortcuts-not-mac/underline": {
"title": "$:/config/shortcuts-not-mac/underline",
"text": "ctrl-U"
},
"$:/config/shortcuts-not-mac/new-image": {
"title": "$:/config/shortcuts-not-mac/new-image",
"text": "alt-I"
},
"$:/config/shortcuts-not-mac/new-journal": {
"title": "$:/config/shortcuts-not-mac/new-journal",
"text": "alt-J"
},
"$:/config/shortcuts-not-mac/new-tiddler": {
"title": "$:/config/shortcuts-not-mac/new-tiddler",
"text": "alt-N"
},
"$:/config/shortcuts/advanced-search": {
"title": "$:/config/shortcuts/advanced-search",
"text": "ctrl-shift-A"
},
"$:/config/shortcuts/cancel-edit-tiddler": {
"title": "$:/config/shortcuts/cancel-edit-tiddler",
"text": "escape"
},
"$:/config/shortcuts/excise": {
"title": "$:/config/shortcuts/excise",
"text": "ctrl-E"
},
"$:/config/shortcuts/sidebar-search": {
"title": "$:/config/shortcuts/sidebar-search",
"text": "ctrl-shift-F"
},
"$:/config/shortcuts/heading-1": {
"title": "$:/config/shortcuts/heading-1",
"text": "ctrl-1"
},
"$:/config/shortcuts/heading-2": {
"title": "$:/config/shortcuts/heading-2",
"text": "ctrl-2"
},
"$:/config/shortcuts/heading-3": {
"title": "$:/config/shortcuts/heading-3",
"text": "ctrl-3"
},
"$:/config/shortcuts/heading-4": {
"title": "$:/config/shortcuts/heading-4",
"text": "ctrl-4"
},
"$:/config/shortcuts/heading-5": {
"title": "$:/config/shortcuts/heading-5",
"text": "ctrl-5"
},
"$:/config/shortcuts/heading-6": {
"title": "$:/config/shortcuts/heading-6",
"text": "ctrl-6"
},
"$:/config/shortcuts/link": {
"title": "$:/config/shortcuts/link",
"text": "ctrl-L"
},
"$:/config/shortcuts/linkify": {
"title": "$:/config/shortcuts/linkify",
"text": "alt-shift-L"
},
"$:/config/shortcuts/list-bullet": {
"title": "$:/config/shortcuts/list-bullet",
"text": "ctrl-shift-L"
},
"$:/config/shortcuts/list-number": {
"title": "$:/config/shortcuts/list-number",
"text": "ctrl-shift-N"
},
"$:/config/shortcuts/mono-block": {
"title": "$:/config/shortcuts/mono-block",
"text": "ctrl-shift-M"
},
"$:/config/shortcuts/mono-line": {
"title": "$:/config/shortcuts/mono-line",
"text": "ctrl-M"
},
"$:/config/shortcuts/picture": {
"title": "$:/config/shortcuts/picture",
"text": "ctrl-shift-I"
},
"$:/config/shortcuts/preview": {
"title": "$:/config/shortcuts/preview",
"text": "alt-P"
},
"$:/config/shortcuts/quote": {
"title": "$:/config/shortcuts/quote",
"text": "ctrl-Q"
},
"$:/config/shortcuts/save-tiddler": {
"title": "$:/config/shortcuts/save-tiddler",
"text": "ctrl+enter"
},
"$:/config/shortcuts/stamp": {
"title": "$:/config/shortcuts/stamp",
"text": "ctrl-S"
},
"$:/config/shortcuts/strikethrough": {
"title": "$:/config/shortcuts/strikethrough",
"text": "ctrl-T"
},
"$:/config/shortcuts/subscript": {
"title": "$:/config/shortcuts/subscript",
"text": "ctrl-shift-B"
},
"$:/config/shortcuts/superscript": {
"title": "$:/config/shortcuts/superscript",
"text": "ctrl-shift-P"
},
"$:/config/shortcuts/toggle-sidebar": {
"title": "$:/config/shortcuts/toggle-sidebar",
"text": "alt-shift-S"
},
"$:/config/shortcuts/transcludify": {
"title": "$:/config/shortcuts/transcludify",
"text": "alt-shift-T"
},
"$:/config/ui/EditTemplate": {
"title": "$:/config/ui/EditTemplate",
"text": "$:/core/ui/EditTemplate"
},
"$:/config/ui/ViewTemplate": {
"title": "$:/config/ui/ViewTemplate",
"text": "$:/core/ui/ViewTemplate"
},
"$:/config/WikiParserRules/Inline/wikilink": {
"title": "$:/config/WikiParserRules/Inline/wikilink",
"text": "enable"
},
"$:/snippets/currpalettepreview": {
"title": "$:/snippets/currpalettepreview",
"text": "\\define swatchStyle()\nbackground-color: $(swatchColour)$;\n\\end\n\\define swatch()\n<$set name=\"swatchColour\" value={{##$(colour)$}}\n><div class=\"tc-swatch\" style=<<swatchStyle>> title=<<colour>>/></$set>\n\\end\n<div class=\"tc-swatches-horiz\"><$list filter=\"\nforeground\nbackground\nmuted-foreground\nprimary\npage-background\ntab-background\ntiddler-info-background\n\" variable=\"colour\"><<swatch>></$list></div>"
},
"$:/snippets/download-wiki-button": {
"title": "$:/snippets/download-wiki-button",
"text": "\\define lingo-base() $:/language/ControlPanel/Tools/Download/\n<$button class=\"tc-btn-big-green\">\n<$action-sendmessage $message=\"tm-download-file\" $param=\"$:/core/save/all\" filename=\"index.html\"/>\n<<lingo Full/Caption>> {{$:/core/images/save-button}}\n</$button>"
},
"$:/language": {
"title": "$:/language",
"text": "$:/languages/en-GB"
},
"$:/snippets/languageswitcher": {
"title": "$:/snippets/languageswitcher",
"text": "\\define flag-title()\n$(languagePluginTitle)$/icon\n\\end\n\n<$linkcatcher to=\"$:/language\">\n<div class=\"tc-chooser tc-language-chooser\">\n<$list filter=\"[[$:/languages/en-GB]] [plugin-type[language]sort[description]]\">\n<$set name=\"cls\" filter=\"[all[current]field:title{$:/language}]\" value=\"tc-chooser-item tc-chosen\" emptyValue=\"tc-chooser-item\"><div class=<<cls>>>\n<$link>\n<span class=\"tc-image-button\">\n<$set name=\"languagePluginTitle\" value=<<currentTiddler>>>\n<$transclude subtiddler=<<flag-title>>>\n<$list filter=\"[all[current]field:title[$:/languages/en-GB]]\">\n<$transclude tiddler=\"$:/languages/en-GB/icon\"/>\n</$list>\n</$transclude>\n</$set>\n</span>\n<$view field=\"description\">\n<$view field=\"name\">\n<$view field=\"title\"/>\n</$view>\n</$view>\n</$link>\n</div>\n</$set>\n</$list>\n</div>\n</$linkcatcher>"
},
"$:/core/macros/CSS": {
"title": "$:/core/macros/CSS",
"tags": "$:/tags/Macro",
"text": "\\define colour(name)\n<$transclude tiddler={{$:/palette}} index=\"$name$\"><$transclude tiddler=\"$:/palettes/Vanilla\" index=\"$name$\"/></$transclude>\n\\end\n\n\\define color(name)\n<<colour $name$>>\n\\end\n\n\\define box-shadow(shadow)\n``\n -webkit-box-shadow: $shadow$;\n -moz-box-shadow: $shadow$;\n box-shadow: $shadow$;\n``\n\\end\n\n\\define filter(filter)\n``\n -webkit-filter: $filter$;\n -moz-filter: $filter$;\n filter: $filter$;\n``\n\\end\n\n\\define transition(transition)\n``\n -webkit-transition: $transition$;\n -moz-transition: $transition$;\n transition: $transition$;\n``\n\\end\n\n\\define transform-origin(origin)\n``\n -webkit-transform-origin: $origin$;\n -moz-transform-origin: $origin$;\n transform-origin: $origin$;\n``\n\\end\n\n\\define background-linear-gradient(gradient)\n``\nbackground-image: linear-gradient($gradient$);\nbackground-image: -o-linear-gradient($gradient$);\nbackground-image: -moz-linear-gradient($gradient$);\nbackground-image: -webkit-linear-gradient($gradient$);\nbackground-image: -ms-linear-gradient($gradient$);\n``\n\\end\n\n\\define column-count(columns)\n``\n-moz-column-count: $columns$;\n-webkit-column-count: $columns$;\ncolumn-count: $columns$;\n``\n\\end\n\n\\define datauri(title)\n<$macrocall $name=\"makedatauri\" type={{$title$!!type}} text={{$title$}}/>\n\\end\n\n\\define if-sidebar(text)\n<$reveal state=\"$:/state/sidebar\" type=\"match\" text=\"yes\" default=\"yes\">$text$</$reveal>\n\\end\n\n\\define if-no-sidebar(text)\n<$reveal state=\"$:/state/sidebar\" type=\"nomatch\" text=\"yes\" default=\"yes\">$text$</$reveal>\n\\end\n\n\\define if-background-attachment(text)\n<$reveal state=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimage\" type=\"nomatch\" text=\"\">$text$</$reveal>\n\\end\n"
},
"$:/core/macros/colour-picker": {
"title": "$:/core/macros/colour-picker",
"tags": "$:/tags/Macro",
"text": "\\define colour-picker-update-recent()\n<$action-listops\n\t$tiddler=\"$:/config/ColourPicker/Recent\"\n\t$subfilter=\"$(colour-picker-value)$ [list[$:/config/ColourPicker/Recent]remove[$(colour-picker-value)$]] +[limit[8]]\"\n/>\n\\end\n\n\\define colour-picker-inner(actions)\n<$button tag=\"a\" tooltip=\"\"\"$(colour-picker-value)$\"\"\">\n\n$(colour-picker-update-recent)$\n\n$actions$\n\n<div style=\"background-color: $(colour-picker-value)$; width: 100%; height: 100%; border-radius: 50%;\"/>\n\n</$button>\n\\end\n\n\\define colour-picker-recent-inner(actions)\n<$set name=\"colour-picker-value\" value=\"$(recentColour)$\">\n<$macrocall $name=\"colour-picker-inner\" actions=\"\"\"$actions$\"\"\"/>\n</$set>\n\\end\n\n\\define colour-picker-recent(actions)\n{{$:/language/ColourPicker/Recent}} <$list filter=\"[list[$:/config/ColourPicker/Recent]]\" variable=\"recentColour\">\n<$macrocall $name=\"colour-picker-recent-inner\" actions=\"\"\"$actions$\"\"\"/></$list>\n\\end\n\n\\define colour-picker(actions)\n<div class=\"tc-colour-chooser\">\n\n<$macrocall $name=\"colour-picker-recent\" actions=\"\"\"$actions$\"\"\"/>\n\n---\n\n<$list filter=\"LightPink Pink Crimson LavenderBlush PaleVioletRed HotPink DeepPink MediumVioletRed Orchid Thistle Plum Violet Magenta Fuchsia DarkMagenta Purple MediumOrchid DarkViolet DarkOrchid Indigo BlueViolet MediumPurple MediumSlateBlue SlateBlue DarkSlateBlue Lavender GhostWhite Blue MediumBlue MidnightBlue DarkBlue Navy RoyalBlue CornflowerBlue LightSteelBlue LightSlateGrey SlateGrey DodgerBlue AliceBlue SteelBlue LightSkyBlue SkyBlue DeepSkyBlue LightBlue PowderBlue CadetBlue Azure LightCyan PaleTurquoise Cyan Aqua DarkTurquoise DarkSlateGrey DarkCyan Teal MediumTurquoise LightSeaGreen Turquoise Aquamarine MediumAquamarine MediumSpringGreen MintCream SpringGreen MediumSeaGreen SeaGreen Honeydew LightGreen PaleGreen DarkSeaGreen LimeGreen Lime ForestGreen Green DarkGreen Chartreuse LawnGreen GreenYellow DarkOliveGreen YellowGreen OliveDrab Beige LightGoldenrodYellow Ivory LightYellow Yellow Olive DarkKhaki LemonChiffon PaleGoldenrod Khaki Gold Cornsilk Goldenrod DarkGoldenrod FloralWhite OldLace Wheat Moccasin Orange PapayaWhip BlanchedAlmond NavajoWhite AntiqueWhite Tan BurlyWood Bisque DarkOrange Linen Peru PeachPuff SandyBrown Chocolate SaddleBrown Seashell Sienna LightSalmon Coral OrangeRed DarkSalmon Tomato MistyRose Salmon Snow LightCoral RosyBrown IndianRed Red Brown FireBrick DarkRed Maroon White WhiteSmoke Gainsboro LightGrey Silver DarkGrey Grey DimGrey Black\" variable=\"colour-picker-value\">\n<$macrocall $name=\"colour-picker-inner\" actions=\"\"\"$actions$\"\"\"/>\n</$list>\n\n---\n\n<$edit-text tiddler=\"$:/config/ColourPicker/New\" tag=\"input\" default=\"\" placeholder=\"\"/> \n<$edit-text tiddler=\"$:/config/ColourPicker/New\" type=\"color\" tag=\"input\"/>\n<$set name=\"colour-picker-value\" value={{$:/config/ColourPicker/New}}>\n<$macrocall $name=\"colour-picker-inner\" actions=\"\"\"$actions$\"\"\"/>\n</$set>\n\n</div>\n\n\\end\n"
},
"$:/core/macros/copy-to-clipboard": {
"title": "$:/core/macros/copy-to-clipboard",
"tags": "$:/tags/Macro",
"text": "\\define copy-to-clipboard(src,class:\"tc-btn-invisible\",style)\n<$button class=<<__class__>> style=<<__style__>> message=\"tm-copy-to-clipboard\" param=<<__src__>> tooltip={{$:/language/Buttons/CopyToClipboard/Hint}}>\n{{$:/core/images/copy-clipboard}} <$text text={{$:/language/Buttons/CopyToClipboard/Caption}}/>\n</$button>\n\\end\n\n\\define copy-to-clipboard-above-right(src,class:\"tc-btn-invisible\",style)\n<div style=\"position: relative;\">\n<div style=\"position: absolute; bottom: 0; right: 0;\">\n<$macrocall $name=\"copy-to-clipboard\" src=<<__src__>> class=<<__class__>> style=<<__style__>>/>\n</div>\n</div>\n\\end\n\n"
},
"$:/core/macros/diff": {
"title": "$:/core/macros/diff",
"tags": "$:/tags/Macro",
"text": "\\define compareTiddlerText(sourceTiddlerTitle,sourceSubTiddlerTitle,destTiddlerTitle,destSubTiddlerTitle)\n<$set name=\"source\" tiddler=<<__sourceTiddlerTitle__>> subtiddler=<<__sourceSubTiddlerTitle__>>>\n<$set name=\"dest\" tiddler=<<__destTiddlerTitle__>> subtiddler=<<__destSubTiddlerTitle__>>>\n<$diff-text source=<<source>> dest=<<dest>>/>\n</$set>\n</$set>\n\\end\n\n\\define compareTiddlers(sourceTiddlerTitle,sourceSubTiddlerTitle,destTiddlerTitle,destSubTiddlerTitle,exclude)\n<table class=\"tc-diff-tiddlers\">\n<tbody>\n<$set name=\"sourceFields\" filter=\"[<__sourceTiddlerTitle__>fields[]sort[]]\">\n<$set name=\"destFields\" filter=\"[<__destSubTiddlerTitle__>subtiddlerfields<__destTiddlerTitle__>sort[]]\">\n<$list filter=\"[enlist<sourceFields>] [enlist<destFields>] -[enlist<__exclude__>] +[sort[]]\" variable=\"fieldName\">\n<tr>\n<th>\n<$text text=<<fieldName>>/> \n</th>\n<td>\n<$set name=\"source\" tiddler=<<__sourceTiddlerTitle__>> subtiddler=<<__sourceSubTiddlerTitle__>> field=<<fieldName>>>\n<$set name=\"dest\" tiddler=<<__destTiddlerTitle__>> subtiddler=<<__destSubTiddlerTitle__>> field=<<fieldName>>>\n<$diff-text source=<<source>> dest=<<dest>>>\n</$diff-text>\n</$set>\n</$set>\n</td>\n</tr>\n</$list>\n</$set>\n</$set>\n</tbody>\n</table>\n\\end\n"
},
"$:/core/macros/dumpvariables": {
"title": "$:/core/macros/dumpvariables",
"tags": "$:/tags/Macro",
"text": "\\define dumpvariables()\n<ul>\n<$list filter=\"[variables[]]\" variable=\"varname\">\n<li>\n<strong><code><$text text=<<varname>>/></code></strong>:<br/>\n<$codeblock code={{{ [<varname>getvariable[]] }}}/>\n</li>\n</$list>\n</ul>\n\\end\n"
},
"$:/core/macros/export": {
"title": "$:/core/macros/export",
"tags": "$:/tags/Macro",
"text": "\\define exportButtonFilename(baseFilename)\n$baseFilename$$(extension)$\n\\end\n\n\\define exportButton(exportFilter:\"[!is[system]sort[title]]\",lingoBase,baseFilename:\"tiddlers\")\n<span class=\"tc-popup-keep\"><$button popup=<<qualify \"$:/state/popup/export\">> tooltip={{$lingoBase$Hint}} aria-label={{$lingoBase$Caption}} class=<<tv-config-toolbar-class>> selectedClass=\"tc-selected\">\n<$list filter=\"[<tv-config-toolbar-icons>match[yes]]\">\n{{$:/core/images/export-button}}\n</$list>\n<$list filter=\"[<tv-config-toolbar-text>match[yes]]\">\n<span class=\"tc-btn-text\"><$text text={{$lingoBase$Caption}}/></span>\n</$list>\n</$button></span><$reveal state=<<qualify \"$:/state/popup/export\">> type=\"popup\" position=\"below\" animate=\"yes\">\n<div class=\"tc-drop-down\">\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Exporter]]\">\n<$set name=\"extension\" value={{!!extension}}>\n<$button class=\"tc-btn-invisible\">\n<$action-sendmessage $message=\"tm-download-file\" $param=<<currentTiddler>> exportFilter=\"\"\"$exportFilter$\"\"\" filename=<<exportButtonFilename \"\"\"$baseFilename$\"\"\">>/>\n<$action-deletetiddler $tiddler=<<qualify \"$:/state/popup/export\">>/>\n<$transclude field=\"description\"/>\n</$button>\n</$set>\n</$list>\n</div>\n</$reveal>\n\\end\n"
},
"$:/core/macros/image-picker": {
"title": "$:/core/macros/image-picker",
"created": "20170715180840889",
"modified": "20170715180914005",
"tags": "$:/tags/Macro",
"type": "text/vnd.tiddlywiki",
"text": "\\define image-picker-thumbnail(actions)\n<$button tag=\"a\" tooltip=\"\"\"$(imageTitle)$\"\"\">\n$actions$\n<$transclude tiddler=<<imageTitle>>/>\n</$button>\n\\end\n\n\\define image-picker-list(filter,actions)\n<$list filter=\"\"\"$filter$\"\"\" variable=\"imageTitle\">\n<$macrocall $name=\"image-picker-thumbnail\" actions=\"\"\"$actions$\"\"\"/>\n</$list>\n\\end\n\n\\define image-picker(actions,filter:\"[all[shadows+tiddlers]is[image]] -[type[application/pdf]] +[!has[draft.of]$subfilter$sort[title]]\",subfilter:\"\")\n<div class=\"tc-image-chooser\">\n<$vars state-system=<<qualify \"$:/state/image-picker/system\">>>\n<$checkbox tiddler=<<state-system>> field=\"text\" checked=\"show\" unchecked=\"hide\" default=\"hide\">\n{{$:/language/SystemTiddlers/Include/Prompt}}\n</$checkbox>\n<$reveal state=<<state-system>> type=\"match\" text=\"hide\" default=\"hide\" tag=\"div\">\n<$macrocall $name=\"image-picker-list\" filter=\"\"\"$filter$ +[!is[system]]\"\"\" actions=\"\"\"$actions$\"\"\"/>\n</$reveal>\n<$reveal state=<<state-system>> type=\"nomatch\" text=\"hide\" default=\"hide\" tag=\"div\">\n<$macrocall $name=\"image-picker-list\" filter=\"\"\"$filter$\"\"\" actions=\"\"\"$actions$\"\"\"/>\n</$reveal>\n</$vars>\n</div>\n\\end\n\n\\define image-picker-include-tagged-images(actions)\n<$macrocall $name=\"image-picker\" filter=\"[all[shadows+tiddlers]is[image]] [all[shadows+tiddlers]tag[$:/tags/Image]] -[type[application/pdf]] +[!has[draft.of]sort[title]]\" actions=\"\"\"$actions$\"\"\"/>\n\\end\n"
},
"$:/core/macros/lingo": {
"title": "$:/core/macros/lingo",
"tags": "$:/tags/Macro",
"text": "\\define lingo-base()\n$:/language/\n\\end\n\n\\define lingo(title)\n{{$(lingo-base)$$title$}}\n\\end\n"
},
"$:/core/macros/list": {
"title": "$:/core/macros/list",
"tags": "$:/tags/Macro",
"text": "\\define list-links(filter,type:\"ul\",subtype:\"li\",class:\"\",emptyMessage)\n\\whitespace trim\n<$type$ class=\"$class$\">\n<$list filter=\"$filter$\" emptyMessage=<<__emptyMessage__>>>\n<$subtype$>\n<$link to={{!!title}}>\n<$transclude field=\"caption\">\n<$view field=\"title\"/>\n</$transclude>\n</$link>\n</$subtype$>\n</$list>\n</$type$>\n\\end\n\n\\define list-links-draggable-drop-actions()\n<$action-listops $tiddler=<<targetTiddler>> $field=<<targetField>> $subfilter=\"+[insertbefore:currentTiddler<actionTiddler>]\"/>\n\\end\n\n\\define list-links-draggable(tiddler,field:\"list\",type:\"ul\",subtype:\"li\",class:\"\",itemTemplate)\n\\whitespace trim\n<span class=\"tc-links-draggable-list\">\n<$vars targetTiddler=\"\"\"$tiddler$\"\"\" targetField=\"\"\"$field$\"\"\">\n<$type$ class=\"$class$\">\n<$list filter=\"[list[$tiddler$!!$field$]]\">\n<$droppable actions=<<list-links-draggable-drop-actions>> tag=\"\"\"$subtype$\"\"\">\n<div class=\"tc-droppable-placeholder\"/>\n<div>\n<$transclude tiddler=\"\"\"$itemTemplate$\"\"\">\n<$link to={{!!title}}>\n<$transclude field=\"caption\">\n<$view field=\"title\"/>\n</$transclude>\n</$link>\n</$transclude>\n</div>\n</$droppable>\n</$list>\n</$type$>\n<$tiddler tiddler=\"\">\n<$droppable actions=<<list-links-draggable-drop-actions>> tag=\"div\">\n<div class=\"tc-droppable-placeholder\">\n \n</div>\n<div style=\"height:0.5em;\"/>\n</$droppable>\n</$tiddler>\n</$vars>\n</span>\n\\end\n\n\\define list-tagged-draggable-drop-actions(tag)\n<!-- Save the current ordering of the tiddlers with this tag -->\n<$set name=\"order\" filter=\"[<__tag__>tagging[]]\">\n<!-- Remove any list-after or list-before fields from the tiddlers with this tag -->\n<$list filter=\"[<__tag__>tagging[]]\">\n<$action-deletefield $field=\"list-before\"/>\n<$action-deletefield $field=\"list-after\"/>\n</$list>\n<!-- Save the new order to the Tag Tiddler -->\n<$action-listops $tiddler=<<__tag__>> $field=\"list\" $filter=\"+[enlist<order>] +[insertbefore:currentTiddler<actionTiddler>]\"/>\n<!-- Make sure the newly added item has the right tag -->\n<!-- Removing this line makes dragging tags within the dropdown work as intended -->\n<!--<$action-listops $tiddler=<<actionTiddler>> $tags=<<__tag__>>/>-->\n<!-- Using the following 5 lines as replacement makes dragging titles from outside into the dropdown apply the tag -->\n<$list filter=\"[<actionTiddler>!contains:tags<__tag__>]\">\n<$fieldmangler tiddler=<<actionTiddler>>>\n<$action-sendmessage $message=\"tm-add-tag\" $param=<<__tag__>>/>\n</$fieldmangler>\n</$list>\n</$set>\n\\end\n\n\\define list-tagged-draggable(tag,subFilter,emptyMessage,itemTemplate,elementTag:\"div\")\n\\whitespace trim\n<span class=\"tc-tagged-draggable-list\">\n<$set name=\"tag\" value=<<__tag__>>>\n<$list filter=\"[<__tag__>tagging[]$subFilter$]\" emptyMessage=<<__emptyMessage__>>>\n<$elementTag$ class=\"tc-menu-list-item\">\n<$droppable actions=\"\"\"<$macrocall $name=\"list-tagged-draggable-drop-actions\" tag=<<__tag__>>/>\"\"\">\n<$elementTag$ class=\"tc-droppable-placeholder\"/>\n<$elementTag$>\n<$transclude tiddler=\"\"\"$itemTemplate$\"\"\">\n<$link to={{!!title}}>\n<$view field=\"title\"/>\n</$link>\n</$transclude>\n</$elementTag$>\n</$droppable>\n</$elementTag$>\n</$list>\n<$tiddler tiddler=\"\">\n<$droppable actions=\"\"\"<$macrocall $name=\"list-tagged-draggable-drop-actions\" tag=<<__tag__>>/>\"\"\">\n<$elementTag$ class=\"tc-droppable-placeholder\"/>\n<$elementTag$ style=\"height:0.5em;\">\n</$elementTag$>\n</$droppable>\n</$tiddler>\n</$set>\n</span>\n\\end\n"
},
"$:/core/macros/tabs": {
"title": "$:/core/macros/tabs",
"tags": "$:/tags/Macro",
"text": "\\define tabs(tabsList,default,state:\"$:/state/tab\",class,template,buttonTemplate,retain)\n<div class=\"tc-tab-set $class$\">\n<div class=\"tc-tab-buttons $class$\">\n<$list filter=\"$tabsList$\" variable=\"currentTab\" storyview=\"pop\"><$set name=\"save-currentTiddler\" value=<<currentTiddler>>><$tiddler tiddler=<<currentTab>>><$button set=<<qualify \"$state$\">> setTo=<<currentTab>> default=\"$default$\" selectedClass=\"tc-tab-selected\" tooltip={{!!tooltip}}>\n<$tiddler tiddler=<<save-currentTiddler>>>\n<$set name=\"tv-wikilinks\" value=\"no\">\n<$transclude tiddler=\"$buttonTemplate$\" mode=\"inline\">\n<$transclude tiddler=<<currentTab>> field=\"caption\">\n<$macrocall $name=\"currentTab\" $type=\"text/plain\" $output=\"text/plain\"/>\n</$transclude>\n</$transclude>\n</$set></$tiddler></$button></$tiddler></$set></$list>\n</div>\n<div class=\"tc-tab-divider $class$\"/>\n<div class=\"tc-tab-content $class$\">\n<$list filter=\"$tabsList$\" variable=\"currentTab\">\n\n<$reveal type=\"match\" state=<<qualify \"$state$\">> text=<<currentTab>> default=\"$default$\" retain=\"\"\"$retain$\"\"\">\n\n<$transclude tiddler=\"$template$\" mode=\"block\">\n\n<$transclude tiddler=<<currentTab>> mode=\"block\"/>\n\n</$transclude>\n\n</$reveal>\n\n</$list>\n</div>\n</div>\n\\end\n"
},
"$:/core/macros/tag-picker": {
"title": "$:/core/macros/tag-picker",
"tags": "$:/tags/Macro",
"text": "\\define add-tag-actions()\n<$action-sendmessage $message=\"tm-add-tag\" $param={{$:/temp/NewTagName}}/>\n<$action-deletetiddler $tiddler=\"$:/temp/NewTagName\"/>\n\\end\n\n\\define tag-button()\n<$button class=\"tc-btn-invisible\" tag=\"a\">\n$(actions)$\n<$action-deletetiddler $tiddler=\"$:/temp/NewTagName\"/>\n<$macrocall $name=\"tag-pill\" tag=<<tag>>/>\n</$button>\n\\end\n\n\\define tag-picker(actions)\n<$set name=\"actions\" value=\"\"\"$actions$\"\"\">\n<div class=\"tc-edit-add-tag\">\n<span class=\"tc-add-tag-name\">\n<$keyboard key=\"ENTER\" actions=<<add-tag-actions>>>\n<$edit-text tiddler=\"$:/temp/NewTagName\" tag=\"input\" default=\"\" placeholder={{$:/language/EditTemplate/Tags/Add/Placeholder}} focusPopup=<<qualify \"$:/state/popup/tags-auto-complete\">> class=\"tc-edit-texteditor tc-popup-handle\" tabindex=<<tabIndex>>/>\n</$keyboard>\n</span> <$button popup=<<qualify \"$:/state/popup/tags-auto-complete\">> class=\"tc-btn-invisible\" tooltip={{$:/language/EditTemplate/Tags/Dropdown/Hint}} aria-label={{$:/language/EditTemplate/Tags/Dropdown/Caption}}>{{$:/core/images/down-arrow}}</$button> <span class=\"tc-add-tag-button\">\n<$set name=\"tag\" value={{$:/temp/NewTagName}}>\n<$button set=\"$:/temp/NewTagName\" setTo=\"\" class=\"\">\n$actions$\n<$action-deletetiddler $tiddler=\"$:/temp/NewTagName\"/>\n{{$:/language/EditTemplate/Tags/Add/Button}}\n</$button>\n</$set>\n</span>\n</div>\n<div class=\"tc-block-dropdown-wrapper\">\n<$reveal state=<<qualify \"$:/state/popup/tags-auto-complete\">> type=\"nomatch\" text=\"\" default=\"\">\n<div class=\"tc-block-dropdown\">\n<$list filter=\"[{$:/temp/NewTagName}minlength{$:/config/Tags/MinLength}limit[1]]\" emptyMessage=\"\"\"<div class=\"tc-search-results\">{{$:/language/Search/Search/TooShort}}</div>\"\"\" variable=\"listItem\">\n<$list filter=\"[tags[]!is[system]search:title{$:/temp/NewTagName}sort[]]\" variable=\"tag\">\n<<tag-button>>\n</$list></$list>\n<hr>\n<$list filter=\"[{$:/temp/NewTagName}minlength{$:/config/Tags/MinLength}limit[1]]\" emptyMessage=\"\"\"<div class=\"tc-search-results\">{{$:/language/Search/Search/TooShort}}</div>\"\"\" variable=\"listItem\">\n<$list filter=\"[tags[]is[system]search:title{$:/temp/NewTagName}sort[]]\" variable=\"tag\">\n<<tag-button>>\n</$list></$list>\n</div>\n</$reveal>\n</div>\n</$set>\n\\end\n"
},
"$:/core/macros/tag": {
"title": "$:/core/macros/tag",
"tags": "$:/tags/Macro",
"text": "\\define tag-pill-styles()\nbackground-color:$(backgroundColor)$;\nfill:$(foregroundColor)$;\ncolor:$(foregroundColor)$;\n\\end\n\n\\define tag-pill-inner(tag,icon,colour,fallbackTarget,colourA,colourB,element-tag,element-attributes,actions)\n<$vars foregroundColor=<<contrastcolour target:\"\"\"$colour$\"\"\" fallbackTarget:\"\"\"$fallbackTarget$\"\"\" colourA:\"\"\"$colourA$\"\"\" colourB:\"\"\"$colourB$\"\"\">> backgroundColor=\"\"\"$colour$\"\"\">\n<$element-tag$ $element-attributes$ class=\"tc-tag-label tc-btn-invisible\" style=<<tag-pill-styles>>>\n$actions$<$transclude tiddler=\"\"\"$icon$\"\"\"/> <$view tiddler=<<__tag__>> field=\"title\" format=\"text\" />\n</$element-tag$>\n</$vars>\n\\end\n\n\\define tag-pill-body(tag,icon,colour,palette,element-tag,element-attributes,actions)\n<$macrocall $name=\"tag-pill-inner\" tag=<<__tag__>> icon=\"\"\"$icon$\"\"\" colour=\"\"\"$colour$\"\"\" fallbackTarget={{$palette$##tag-background}} colourA={{$palette$##foreground}} colourB={{$palette$##background}} element-tag=\"\"\"$element-tag$\"\"\" element-attributes=\"\"\"$element-attributes$\"\"\" actions=\"\"\"$actions$\"\"\"/>\n\\end\n\n\\define tag-pill(tag,element-tag:\"span\",element-attributes:\"\",actions:\"\")\n<span class=\"tc-tag-list-item\">\n<$macrocall $name=\"tag-pill-body\" tag=<<__tag__>> icon={{{ [<__tag__>get[icon]] }}} colour={{{ [<__tag__>get[color]] }}} palette={{$:/palette}} element-tag=\"\"\"$element-tag$\"\"\" element-attributes=\"\"\"$element-attributes$\"\"\" actions=\"\"\"$actions$\"\"\"/>\n</span>\n\\end\n\n\\define tag(tag)\n{{$tag$||$:/core/ui/TagTemplate}}\n\\end\n"
},
"$:/core/macros/thumbnails": {
"title": "$:/core/macros/thumbnails",
"tags": "$:/tags/Macro",
"text": "\\define thumbnail(link,icon,color,background-color,image,caption,width:\"280\",height:\"157\")\n<$link to=\"\"\"$link$\"\"\"><div class=\"tc-thumbnail-wrapper\">\n<div class=\"tc-thumbnail-image\" style=\"width:$width$px;height:$height$px;\"><$reveal type=\"nomatch\" text=\"\" default=\"\"\"$image$\"\"\" tag=\"div\" style=\"width:$width$px;height:$height$px;\">\n[img[$image$]]\n</$reveal><$reveal type=\"match\" text=\"\" default=\"\"\"$image$\"\"\" tag=\"div\" class=\"tc-thumbnail-background\" style=\"width:$width$px;height:$height$px;background-color:$background-color$;\"></$reveal></div><div class=\"tc-thumbnail-icon\" style=\"fill:$color$;color:$color$;\">\n$icon$\n</div><div class=\"tc-thumbnail-caption\">\n$caption$\n</div>\n</div></$link>\n\\end\n\n\\define thumbnail-right(link,icon,color,background-color,image,caption,width:\"280\",height:\"157\")\n<div class=\"tc-thumbnail-right-wrapper\"><<thumbnail \"\"\"$link$\"\"\" \"\"\"$icon$\"\"\" \"\"\"$color$\"\"\" \"\"\"$background-color$\"\"\" \"\"\"$image$\"\"\" \"\"\"$caption$\"\"\" \"\"\"$width$\"\"\" \"\"\"$height$\"\"\">></div>\n\\end\n\n\\define list-thumbnails(filter,width:\"280\",height:\"157\")\n<$list filter=\"\"\"$filter$\"\"\"><$macrocall $name=\"thumbnail\" link={{!!link}} icon={{!!icon}} color={{!!color}} background-color={{!!background-color}} image={{!!image}} caption={{!!caption}} width=\"\"\"$width$\"\"\" height=\"\"\"$height$\"\"\"/></$list>\n\\end\n"
},
"$:/core/macros/timeline": {
"title": "$:/core/macros/timeline",
"created": "20141212105914482",
"modified": "20141212110330815",
"tags": "$:/tags/Macro",
"text": "\\define timeline-title()\n<!-- Override this macro with a global macro \n of the same name if you need to change \n how titles are displayed on the timeline \n -->\n<$view field=\"title\"/>\n\\end\n\\define timeline(limit:\"100\",format:\"DDth MMM YYYY\",subfilter:\"\",dateField:\"modified\")\n<div class=\"tc-timeline\">\n<$list filter=\"[!is[system]$subfilter$has[$dateField$]!sort[$dateField$]limit[$limit$]eachday[$dateField$]]\">\n<div class=\"tc-menu-list-item\">\n<$view field=\"$dateField$\" format=\"date\" template=\"$format$\"/>\n<$list filter=\"[sameday:$dateField${!!$dateField$}!is[system]$subfilter$!sort[$dateField$]]\">\n<div class=\"tc-menu-list-subitem\">\n<$link to={{!!title}}>\n<<timeline-title>>\n</$link>\n</div>\n</$list>\n</div>\n</$list>\n</div>\n\\end\n"
},
"$:/core/macros/toc": {
"title": "$:/core/macros/toc",
"tags": "$:/tags/Macro",
"text": "\\define toc-caption()\n<$set name=\"tv-wikilinks\" value=\"no\">\n <$transclude field=\"caption\">\n <$view field=\"title\"/>\n </$transclude>\n</$set>\n\\end\n\n\\define toc-body(tag,sort:\"\",itemClassFilter,exclude,path)\n<ol class=\"tc-toc\">\n <$list filter=\"\"\"[all[shadows+tiddlers]tag<__tag__>!has[draft.of]$sort$] -[<__tag__>] -[enlist<__exclude__>]\"\"\">\n <$vars item=<<currentTiddler>> path={{{ [<__path__>addsuffix[/]addsuffix<__tag__>] }}}>\n <$set name=\"excluded\" filter=\"\"\"[enlist<__exclude__>] [<__tag__>]\"\"\">\n <$set name=\"toc-item-class\" filter=<<__itemClassFilter__>> emptyValue=\"toc-item-selected\" value=\"toc-item\">\n <li class=<<toc-item-class>>>\n <$list filter=\"[all[current]toc-link[no]]\" emptyMessage=\"<$link><$view field='caption'><$view field='title'/></$view></$link>\">\n <<toc-caption>>\n </$list>\n <$macrocall $name=\"toc-body\" tag=<<item>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> exclude=<<excluded>> path=<<path>>/>\n </li>\n </$set>\n </$set>\n </$vars>\n </$list>\n</ol>\n\\end\n\n\\define toc(tag,sort:\"\",itemClassFilter:\"\")\n<$macrocall $name=\"toc-body\" tag=<<__tag__>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> />\n\\end\n\n\\define toc-linked-expandable-body(tag,sort:\"\",itemClassFilter,exclude,path)\n<!-- helper function -->\n<$qualify name=\"toc-state\" title={{{ [[$:/state/toc]addsuffix<__path__>addsuffix[-]addsuffix<currentTiddler>] }}}>\n <$set name=\"toc-item-class\" filter=<<__itemClassFilter__>> emptyValue=\"toc-item-selected\" value=\"toc-item\">\n <li class=<<toc-item-class>>>\n <$link>\n <$reveal type=\"nomatch\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"open\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/right-arrow}}\n </$button>\n </$reveal>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"close\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/down-arrow}}\n </$button>\n </$reveal>\n <<toc-caption>>\n </$link>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$macrocall $name=\"toc-expandable\" tag=<<currentTiddler>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> exclude=<<__exclude__>> path=<<__path__>>/>\n </$reveal>\n </li>\n </$set>\n</$qualify>\n\\end\n\n\\define toc-unlinked-expandable-body(tag,sort:\"\",itemClassFilter,exclude,path)\n<!-- helper function -->\n<$qualify name=\"toc-state\" title={{{ [[$:/state/toc]addsuffix<__path__>addsuffix[-]addsuffix<currentTiddler>] }}}>\n <$set name=\"toc-item-class\" filter=<<__itemClassFilter__>> emptyValue=\"toc-item-selected\" value=\"toc-item\">\n <li class=<<toc-item-class>>>\n <$reveal type=\"nomatch\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"open\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/right-arrow}}\n <<toc-caption>>\n </$button>\n </$reveal>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"close\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/down-arrow}}\n <<toc-caption>>\n </$button>\n </$reveal>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$macrocall $name=\"toc-expandable\" tag=<<currentTiddler>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> exclude=<<__exclude__>> path=<<__path__>>/>\n </$reveal>\n </li>\n </$set>\n</$qualify>\n\\end\n\n\\define toc-expandable-empty-message()\n<$macrocall $name=\"toc-linked-expandable-body\" tag=<<tag>> sort=<<sort>> itemClassFilter=<<itemClassFilter>> exclude=<<excluded>> path=<<path>>/>\n\\end\n\n\\define toc-expandable(tag,sort:\"\",itemClassFilter:\"\",exclude,path)\n<$vars tag=<<__tag__>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> path={{{ [<__path__>addsuffix[/]addsuffix<__tag__>] }}}>\n <$set name=\"excluded\" filter=\"\"\"[enlist<__exclude__>] [<__tag__>]\"\"\">\n <ol class=\"tc-toc toc-expandable\">\n <$list filter=\"\"\"[all[shadows+tiddlers]tag<__tag__>!has[draft.of]$sort$] -[<__tag__>] -[enlist<__exclude__>]\"\"\">\n <$list filter=\"[all[current]toc-link[no]]\" emptyMessage=<<toc-expandable-empty-message>> >\n <$macrocall $name=\"toc-unlinked-expandable-body\" tag=<<__tag__>> sort=<<__sort__>> itemClassFilter=\"\"\"itemClassFilter\"\"\" exclude=<<excluded>> path=<<path>> />\n </$list>\n </$list>\n </ol>\n </$set>\n</$vars>\n\\end\n\n\\define toc-linked-selective-expandable-body(tag,sort:\"\",itemClassFilter,exclude,path)\n<$qualify name=\"toc-state\" title={{{ [[$:/state/toc]addsuffix<__path__>addsuffix[-]addsuffix<currentTiddler>] }}}>\n <$set name=\"toc-item-class\" filter=<<__itemClassFilter__>> emptyValue=\"toc-item-selected\" value=\"toc-item\" >\n <li class=<<toc-item-class>>>\n <$link>\n <$list filter=\"[all[current]tagging[]limit[1]]\" variable=\"ignore\" emptyMessage=\"<$button class='tc-btn-invisible'>{{$:/core/images/blank}}</$button>\">\n <$reveal type=\"nomatch\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"open\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/right-arrow}}\n </$button>\n </$reveal>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"close\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/down-arrow}}\n </$button>\n </$reveal>\n </$list>\n <<toc-caption>>\n </$link>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$macrocall $name=\"toc-selective-expandable\" tag=<<currentTiddler>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> exclude=<<__exclude__>> path=<<__path__>>/>\n </$reveal>\n </li>\n </$set>\n</$qualify>\n\\end\n\n\\define toc-unlinked-selective-expandable-body(tag,sort:\"\",itemClassFilter,exclude,path)\n<$qualify name=\"toc-state\" title={{{ [[$:/state/toc]addsuffix<__path__>addsuffix[-]addsuffix<currentTiddler>] }}}>\n <$set name=\"toc-item-class\" filter=<<__itemClassFilter__>> emptyValue=\"toc-item-selected\" value=\"toc-item\">\n <li class=<<toc-item-class>>>\n <$list filter=\"[all[current]tagging[]limit[1]]\" variable=\"ignore\" emptyMessage=\"<$button class='tc-btn-invisible'>{{$:/core/images/blank}}</$button> <$view field='caption'><$view field='title'/></$view>\">\n <$reveal type=\"nomatch\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"open\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/right-arrow}}\n <<toc-caption>>\n </$button>\n </$reveal>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$button setTitle=<<toc-state>> setTo=\"close\" class=\"tc-btn-invisible tc-popup-keep\">\n {{$:/core/images/down-arrow}}\n <<toc-caption>>\n </$button>\n </$reveal>\n </$list>\n <$reveal type=\"match\" stateTitle=<<toc-state>> text=\"open\">\n <$macrocall $name=\"toc-selective-expandable\" tag=<<currentTiddler>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> exclude=<<__exclude__>> path=<<__path__>>/>\n </$reveal>\n </li>\n </$set>\n</$qualify>\n\\end\n\n\\define toc-selective-expandable-empty-message()\n<$macrocall $name=\"toc-linked-selective-expandable-body\" tag=<<tag>> sort=<<sort>> itemClassFilter=<<itemClassFilter>> exclude=<<excluded>> path=<<path>>/>\n\\end\n\n\\define toc-selective-expandable(tag,sort:\"\",itemClassFilter,exclude,path)\n<$vars tag=<<__tag__>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> path={{{ [<__path__>addsuffix[/]addsuffix<__tag__>] }}}>\n <$set name=\"excluded\" filter=\"\"\"[enlist<__exclude__>] [<__tag__>]\"\"\">\n <ol class=\"tc-toc toc-selective-expandable\">\n <$list filter=\"\"\"[all[shadows+tiddlers]tag<__tag__>!has[draft.of]$sort$] -[<__tag__>] -[enlist<__exclude__>]\"\"\">\n <$list filter=\"[all[current]toc-link[no]]\" variable=\"ignore\" emptyMessage=<<toc-selective-expandable-empty-message>> >\n <$macrocall $name=\"toc-unlinked-selective-expandable-body\" tag=<<__tag__>> sort=<<__sort__>> itemClassFilter=<<__itemClassFilter__>> exclude=<<excluded>> path=<<path>>/>\n </$list>\n </$list>\n </ol>\n </$set>\n</$vars>\n\\end\n\n\\define toc-tabbed-external-nav(tag,sort:\"\",selectedTiddler:\"$:/temp/toc/selectedTiddler\",unselectedText,missingText,template:\"\")\n<$tiddler tiddler={{{ [<__selectedTiddler__>get[text]] }}}>\n <div class=\"tc-tabbed-table-of-contents\">\n <$linkcatcher to=<<__selectedTiddler__>>>\n <div class=\"tc-table-of-contents\">\n <$macrocall $name=\"toc-selective-expandable\" tag=<<__tag__>> sort=<<__sort__>> itemClassFilter=\"[all[current]] -[<__selectedTiddler__>get[text]]\"/>\n </div>\n </$linkcatcher>\n <div class=\"tc-tabbed-table-of-contents-content\">\n <$reveal stateTitle=<<__selectedTiddler__>> type=\"nomatch\" text=\"\">\n <$transclude mode=\"block\" tiddler=<<__template__>>>\n <h1><<toc-caption>></h1>\n <$transclude mode=\"block\">$missingText$</$transclude>\n </$transclude>\n </$reveal>\n <$reveal stateTitle=<<__selectedTiddler__>> type=\"match\" text=\"\">\n $unselectedText$\n </$reveal>\n </div>\n </div>\n</$tiddler>\n\\end\n\n\\define toc-tabbed-internal-nav(tag,sort:\"\",selectedTiddler:\"$:/temp/toc/selectedTiddler\",unselectedText,missingText,template:\"\")\n<$linkcatcher to=<<__selectedTiddler__>>>\n <$macrocall $name=\"toc-tabbed-external-nav\" tag=<<__tag__>> sort=<<__sort__>> selectedTiddler=<<__selectedTiddler__>> unselectedText=<<__unselectedText__>> missingText=<<__missingText__>> template=<<__template__>>/>\n</$linkcatcher>\n\\end\n\n"
},
"$:/core/macros/translink": {
"title": "$:/core/macros/translink",
"tags": "$:/tags/Macro",
"text": "\\define translink(title,mode:\"block\")\n<div style=\"border:1px solid #ccc; padding: 0.5em; background: black; foreground; white;\">\n<$link to=\"\"\"$title$\"\"\">\n<$text text=\"\"\"$title$\"\"\"/>\n</$link>\n<div style=\"border:1px solid #ccc; padding: 0.5em; background: white; foreground; black;\">\n<$transclude tiddler=\"\"\"$title$\"\"\" mode=\"$mode$\">\n\"<$text text=\"\"\"$title$\"\"\"/>\" is missing\n</$transclude>\n</div>\n</div>\n\\end\n"
},
"$:/core/macros/tree": {
"title": "$:/core/macros/tree",
"tags": "$:/tags/Macro",
"text": "\\define leaf-link(full-title,chunk,separator: \"/\")\n<$link to=<<__full-title__>>><$text text=<<__chunk__>>/></$link>\n\\end\n\n\\define leaf-node(prefix,chunk)\n<li>\n<$list filter=\"[<__prefix__>addsuffix<__chunk__>is[shadow]] [<__prefix__>addsuffix<__chunk__>is[tiddler]]\" variable=\"full-title\">\n<$list filter=\"[<full-title>removeprefix<__prefix__>]\" variable=\"chunk\">\n<span>{{$:/core/images/file}}</span> <$macrocall $name=\"leaf-link\" full-title=<<full-title>> chunk=<<chunk>>/>\n</$list>\n</$list>\n</li>\n\\end\n\n\\define branch-node(prefix,chunk,separator: \"/\")\n<li>\n<$set name=\"reveal-state\" value={{{ [[$:/state/tree/]addsuffix<__prefix__>addsuffix<__chunk__>] }}}>\n<$reveal type=\"nomatch\" stateTitle=<<reveal-state>> text=\"show\">\n<$button setTitle=<<reveal-state>> setTo=\"show\" class=\"tc-btn-invisible\">\n{{$:/core/images/folder}} <$text text=<<__chunk__>>/>\n</$button>\n</$reveal>\n<$reveal type=\"match\" stateTitle=<<reveal-state>> text=\"show\">\n<$button setTitle=<<reveal-state>> setTo=\"hide\" class=\"tc-btn-invisible\">\n{{$:/core/images/folder}} <$text text=<<__chunk__>>/>\n</$button>\n</$reveal>\n<span>(<$count filter=\"[all[shadows+tiddlers]removeprefix<__prefix__>removeprefix<__chunk__>] -[<__prefix__>addsuffix<__chunk__>]\"/>)</span>\n<$reveal type=\"match\" stateTitle=<<reveal-state>> text=\"show\">\n<$macrocall $name=\"tree-node\" prefix={{{ [<__prefix__>addsuffix<__chunk__>] }}} separator=<<__separator__>>/>\n</$reveal>\n</$set>\n</li>\n\\end\n\n\\define tree-node(prefix,separator: \"/\")\n<ol>\n<$list filter=\"[all[shadows+tiddlers]removeprefix<__prefix__>splitbefore<__separator__>sort[]!suffix<__separator__>]\" variable=\"chunk\">\n<$macrocall $name=\"leaf-node\" prefix=<<__prefix__>> chunk=<<chunk>> separator=<<__separator__>>/>\n</$list>\n<$list filter=\"[all[shadows+tiddlers]removeprefix<__prefix__>splitbefore<__separator__>sort[]suffix<__separator__>]\" variable=\"chunk\">\n<$macrocall $name=\"branch-node\" prefix=<<__prefix__>> chunk=<<chunk>> separator=<<__separator__>>/>\n</$list>\n</ol>\n\\end\n\n\\define tree(prefix: \"$:/\",separator: \"/\")\n<div class=\"tc-tree\">\n<span><$text text=<<__prefix__>>/></span>\n<div>\n<$macrocall $name=\"tree-node\" prefix=<<__prefix__>> separator=<<__separator__>>/>\n</div>\n</div>\n\\end\n"
},
"$:/core/macros/utils": {
"title": "$:/core/macros/utils",
"text": "\\define colour(colour)\n$colour$\n\\end\n"
},
"$:/snippets/minilanguageswitcher": {
"title": "$:/snippets/minilanguageswitcher",
"text": "<$select tiddler=\"$:/language\">\n<$list filter=\"[[$:/languages/en-GB]] [plugin-type[language]sort[title]]\">\n<option value=<<currentTiddler>>><$view field=\"description\"><$view field=\"name\"><$view field=\"title\"/></$view></$view></option>\n</$list>\n</$select>"
},
"$:/snippets/minithemeswitcher": {
"title": "$:/snippets/minithemeswitcher",
"text": "\\define lingo-base() $:/language/ControlPanel/Theme/\n<<lingo Prompt>> <$select tiddler=\"$:/theme\">\n<$list filter=\"[plugin-type[theme]sort[title]]\">\n<option value=<<currentTiddler>>><$view field=\"name\"><$view field=\"title\"/></$view></option>\n</$list>\n</$select>"
},
"$:/snippets/modules": {
"title": "$:/snippets/modules",
"text": "\\define describeModuleType(type)\n{{$:/language/Docs/ModuleTypes/$type$}}\n\\end\n<$list filter=\"[moduletypes[]]\">\n\n!! <$macrocall $name=\"currentTiddler\" $type=\"text/plain\" $output=\"text/plain\"/>\n\n<$macrocall $name=\"describeModuleType\" type=<<currentTiddler>>/>\n\n<ul><$list filter=\"[all[current]modules[]]\"><li><$link><<currentTiddler>></$link>\n</li>\n</$list>\n</ul>\n</$list>\n"
},
"$:/palette": {
"title": "$:/palette",
"text": "$:/palettes/Vanilla"
},
"$:/snippets/paletteeditor": {
"title": "$:/snippets/paletteeditor",
"text": "<$transclude tiddler=\"$:/PaletteManager\"/>\n"
},
"$:/snippets/palettepreview": {
"title": "$:/snippets/palettepreview",
"text": "<$set name=\"currentTiddler\" value={{$:/palette}}>\n{{||$:/snippets/currpalettepreview}}\n</$set>\n"
},
"$:/snippets/paletteswitcher": {
"title": "$:/snippets/paletteswitcher",
"text": "<$linkcatcher to=\"$:/palette\">\n<div class=\"tc-chooser\"><$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Palette]sort[name]]\"><$set name=\"cls\" filter=\"[all[current]prefix{$:/palette}]\" value=\"tc-chooser-item tc-chosen\" emptyValue=\"tc-chooser-item\"><div class=<<cls>>><$link to={{!!title}}>''<$view field=\"name\" format=\"text\"/>'' - <$view field=\"description\" format=\"text\"/>{{||$:/snippets/currpalettepreview}}</$link>\n</div></$set>\n</$list>\n</div>\n</$linkcatcher>\n"
},
"$:/snippets/peek-stylesheets": {
"title": "$:/snippets/peek-stylesheets",
"text": "\\define expandable-stylesheets-list()\n<ol>\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Stylesheet]!has[draft.of]]\">\n<$vars state=<<qualify \"$:/state/peek-stylesheets/open/\">>>\n<$set name=\"state\" value={{{ [<state>addsuffix<currentTiddler>] }}}>\n<li>\n<$reveal type=\"match\" state=<<state>> text=\"yes\" tag=\"span\">\n<$button set=<<state>> setTo=\"no\" class=\"tc-btn-invisible\">\n{{$:/core/images/down-arrow}}\n</$button>\n</$reveal>\n<$reveal type=\"nomatch\" state=<<state>> text=\"yes\" tag=\"span\">\n<$button set=<<state>> setTo=\"yes\" class=\"tc-btn-invisible\">\n{{$:/core/images/right-arrow}}\n</$button>\n</$reveal>\n<$link>\n<$view field=\"title\"/>\n</$link>\n<$reveal type=\"match\" state=<<state>> text=\"yes\" tag=\"div\">\n<$set name=\"source\" tiddler=<<currentTiddler>>>\n<$wikify name=\"styles\" text=<<source>>>\n<pre>\n<code>\n<$text text=<<styles>>/>\n</code>\n</pre>\n</$wikify>\n</$set>\n</$reveal>\n</li>\n</$set>\n</$vars>\n</$list>\n</ol>\n\\end\n\n\\define stylesheets-list()\n<ol>\n<$list filter=\"[all[shadows+tiddlers]tag[$:/tags/Stylesheet]!has[draft.of]]\">\n<li>\n<$link>\n<$view field=\"title\"/>\n</$link>\n<$set name=\"source\" tiddler=<<currentTiddler>>>\n<$wikify name=\"styles\" text=<<source>>>\n<pre>\n<code>\n<$text text=<<styles>>/>\n</code>\n</pre>\n</$wikify>\n</$set>\n</li>\n</$list>\n</ol>\n\\end\n\n<$vars modeState=<<qualify \"$:/state/peek-stylesheets/mode/\">>>\n\n<$reveal type=\"nomatch\" state=<<modeState>> text=\"expanded\" tag=\"div\">\n<$button set=<<modeState>> setTo=\"expanded\" class=\"tc-btn-invisible\">{{$:/core/images/chevron-right}} {{$:/language/ControlPanel/Stylesheets/Expand/Caption}}</$button>\n</$reveal>\n<$reveal type=\"match\" state=<<modeState>> text=\"expanded\" tag=\"div\">\n<$button set=<<modeState>> setTo=\"restored\" class=\"tc-btn-invisible\">{{$:/core/images/chevron-down}} {{$:/language/ControlPanel/Stylesheets/Restore/Caption}}</$button>\n</$reveal>\n\n<$reveal type=\"nomatch\" state=<<modeState>> text=\"expanded\" tag=\"div\">\n<<expandable-stylesheets-list>>\n</$reveal>\n<$reveal type=\"match\" state=<<modeState>> text=\"expanded\" tag=\"div\">\n<<stylesheets-list>>\n</$reveal>\n\n</$vars>\n"
},
"$:/temp/search": {
"title": "$:/temp/search",
"text": ""
},
"$:/tags/AdvancedSearch": {
"title": "$:/tags/AdvancedSearch",
"list": "[[$:/core/ui/AdvancedSearch/Standard]] [[$:/core/ui/AdvancedSearch/System]] [[$:/core/ui/AdvancedSearch/Shadows]] [[$:/core/ui/AdvancedSearch/Filter]]"
},
"$:/tags/AdvancedSearch/FilterButton": {
"title": "$:/tags/AdvancedSearch/FilterButton",
"list": "$:/core/ui/AdvancedSearch/Filter/FilterButtons/dropdown $:/core/ui/AdvancedSearch/Filter/FilterButtons/clear $:/core/ui/AdvancedSearch/Filter/FilterButtons/export $:/core/ui/AdvancedSearch/Filter/FilterButtons/delete"
},
"$:/tags/ControlPanel": {
"title": "$:/tags/ControlPanel",
"list": "$:/core/ui/ControlPanel/Info $:/core/ui/ControlPanel/Appearance $:/core/ui/ControlPanel/Settings $:/core/ui/ControlPanel/Saving $:/core/ui/ControlPanel/Plugins $:/core/ui/ControlPanel/Tools $:/core/ui/ControlPanel/Internals"
},
"$:/tags/ControlPanel/Info": {
"title": "$:/tags/ControlPanel/Info",
"list": "$:/core/ui/ControlPanel/Basics $:/core/ui/ControlPanel/Advanced"
},
"$:/tags/ControlPanel/Plugins": {
"title": "$:/tags/ControlPanel/Plugins",
"list": "[[$:/core/ui/ControlPanel/Plugins/Installed]] [[$:/core/ui/ControlPanel/Plugins/Add]]"
},
"$:/tags/EditTemplate": {
"title": "$:/tags/EditTemplate",
"list": "[[$:/core/ui/EditTemplate/controls]] [[$:/core/ui/EditTemplate/title]] [[$:/core/ui/EditTemplate/tags]] [[$:/core/ui/EditTemplate/shadow]] [[$:/core/ui/ViewTemplate/classic]] [[$:/core/ui/EditTemplate/body]] [[$:/core/ui/EditTemplate/type]] [[$:/core/ui/EditTemplate/fields]]"
},
"$:/tags/EditToolbar": {
"title": "$:/tags/EditToolbar",
"list": "[[$:/core/ui/Buttons/delete]] [[$:/core/ui/Buttons/cancel]] [[$:/core/ui/Buttons/save]]"
},
"$:/tags/EditorToolbar": {
"title": "$:/tags/EditorToolbar",
"list": "$:/core/ui/EditorToolbar/paint $:/core/ui/EditorToolbar/opacity $:/core/ui/EditorToolbar/line-width $:/core/ui/EditorToolbar/rotate-left $:/core/ui/EditorToolbar/clear $:/core/ui/EditorToolbar/bold $:/core/ui/EditorToolbar/italic $:/core/ui/EditorToolbar/strikethrough $:/core/ui/EditorToolbar/underline $:/core/ui/EditorToolbar/superscript $:/core/ui/EditorToolbar/subscript $:/core/ui/EditorToolbar/mono-line $:/core/ui/EditorToolbar/mono-block $:/core/ui/EditorToolbar/quote $:/core/ui/EditorToolbar/list-bullet $:/core/ui/EditorToolbar/list-number $:/core/ui/EditorToolbar/heading-1 $:/core/ui/EditorToolbar/heading-2 $:/core/ui/EditorToolbar/heading-3 $:/core/ui/EditorToolbar/heading-4 $:/core/ui/EditorToolbar/heading-5 $:/core/ui/EditorToolbar/heading-6 $:/core/ui/EditorToolbar/link $:/core/ui/EditorToolbar/excise $:/core/ui/EditorToolbar/picture $:/core/ui/EditorToolbar/stamp $:/core/ui/EditorToolbar/size $:/core/ui/EditorToolbar/editor-height $:/core/ui/EditorToolbar/more $:/core/ui/EditorToolbar/preview $:/core/ui/EditorToolbar/preview-type"
},
"$:/tags/Manager/ItemMain": {
"title": "$:/tags/Manager/ItemMain",
"list": "$:/Manager/ItemMain/WikifiedText $:/Manager/ItemMain/RawText $:/Manager/ItemMain/Fields"
},
"$:/tags/Manager/ItemSidebar": {
"title": "$:/tags/Manager/ItemSidebar",
"list": "$:/Manager/ItemSidebar/Tags $:/Manager/ItemSidebar/Colour $:/Manager/ItemSidebar/Icon $:/Manager/ItemSidebar/Tools"
},
"$:/tags/MoreSideBar": {
"title": "$:/tags/MoreSideBar",
"list": "[[$:/core/ui/MoreSideBar/All]] [[$:/core/ui/MoreSideBar/Recent]] [[$:/core/ui/MoreSideBar/Tags]] [[$:/core/ui/MoreSideBar/Missing]] [[$:/core/ui/MoreSideBar/Drafts]] [[$:/core/ui/MoreSideBar/Orphans]] [[$:/core/ui/MoreSideBar/Types]] [[$:/core/ui/MoreSideBar/System]] [[$:/core/ui/MoreSideBar/Shadows]] [[$:/core/ui/MoreSideBar/Explorer]] [[$:/core/ui/MoreSideBar/Plugins]]",
"text": ""
},
"$:/tags/PageControls": {
"title": "$:/tags/PageControls",
"list": "[[$:/core/ui/Buttons/home]] [[$:/core/ui/Buttons/close-all]] [[$:/core/ui/Buttons/fold-all]] [[$:/core/ui/Buttons/unfold-all]] [[$:/core/ui/Buttons/permaview]] [[$:/core/ui/Buttons/new-tiddler]] [[$:/core/ui/Buttons/new-journal]] [[$:/core/ui/Buttons/new-image]] [[$:/core/ui/Buttons/import]] [[$:/core/ui/Buttons/export-page]] [[$:/core/ui/Buttons/control-panel]] [[$:/core/ui/Buttons/advanced-search]] [[$:/core/ui/Buttons/manager]] [[$:/core/ui/Buttons/tag-manager]] [[$:/core/ui/Buttons/language]] [[$:/core/ui/Buttons/palette]] [[$:/core/ui/Buttons/theme]] [[$:/core/ui/Buttons/storyview]] [[$:/core/ui/Buttons/encryption]] [[$:/core/ui/Buttons/timestamp]] [[$:/core/ui/Buttons/full-screen]] [[$:/core/ui/Buttons/print]] [[$:/core/ui/Buttons/save-wiki]] [[$:/core/ui/Buttons/refresh]] [[$:/core/ui/Buttons/more-page-actions]]"
},
"$:/tags/PageTemplate": {
"title": "$:/tags/PageTemplate",
"list": "[[$:/core/ui/PageTemplate/topleftbar]] [[$:/core/ui/PageTemplate/toprightbar]] [[$:/core/ui/PageTemplate/sidebar]] [[$:/core/ui/PageTemplate/story]] [[$:/core/ui/PageTemplate/alerts]]",
"text": ""
},
"$:/tags/SideBar": {
"title": "$:/tags/SideBar",
"list": "[[$:/core/ui/SideBar/Open]] [[$:/core/ui/SideBar/Recent]] [[$:/core/ui/SideBar/Tools]] [[$:/core/ui/SideBar/More]]",
"text": ""
},
"$:/tags/SideBarSegment": {
"title": "$:/tags/SideBarSegment",
"list": "[[$:/core/ui/SideBarSegments/site-title]] [[$:/core/ui/SideBarSegments/site-subtitle]] [[$:/core/ui/SideBarSegments/page-controls]] [[$:/core/ui/SideBarSegments/search]] [[$:/core/ui/SideBarSegments/tabs]]"
},
"$:/tags/TiddlerInfo": {
"title": "$:/tags/TiddlerInfo",
"list": "[[$:/core/ui/TiddlerInfo/Tools]] [[$:/core/ui/TiddlerInfo/References]] [[$:/core/ui/TiddlerInfo/Tagging]] [[$:/core/ui/TiddlerInfo/List]] [[$:/core/ui/TiddlerInfo/Listed]] [[$:/core/ui/TiddlerInfo/Fields]]",
"text": ""
},
"$:/tags/TiddlerInfo/Advanced": {
"title": "$:/tags/TiddlerInfo/Advanced",
"list": "[[$:/core/ui/TiddlerInfo/Advanced/ShadowInfo]] [[$:/core/ui/TiddlerInfo/Advanced/PluginInfo]]"
},
"$:/tags/ViewTemplate": {
"title": "$:/tags/ViewTemplate",
"list": "[[$:/core/ui/ViewTemplate/title]] [[$:/core/ui/ViewTemplate/unfold]] [[$:/core/ui/ViewTemplate/subtitle]] [[$:/core/ui/ViewTemplate/tags]] [[$:/core/ui/ViewTemplate/classic]] [[$:/core/ui/ViewTemplate/body]]"
},
"$:/tags/ViewToolbar": {
"title": "$:/tags/ViewToolbar",
"list": "[[$:/core/ui/Buttons/more-tiddler-actions]] [[$:/core/ui/Buttons/info]] [[$:/core/ui/Buttons/new-here]] [[$:/core/ui/Buttons/new-journal-here]] [[$:/core/ui/Buttons/clone]] [[$:/core/ui/Buttons/export-tiddler]] [[$:/core/ui/Buttons/edit]] [[$:/core/ui/Buttons/delete]] [[$:/core/ui/Buttons/permalink]] [[$:/core/ui/Buttons/permaview]] [[$:/core/ui/Buttons/open-window]] [[$:/core/ui/Buttons/close-others]] [[$:/core/ui/Buttons/close]] [[$:/core/ui/Buttons/fold-others]] [[$:/core/ui/Buttons/fold]]"
},
"$:/snippets/themeswitcher": {
"title": "$:/snippets/themeswitcher",
"text": "<$linkcatcher to=\"$:/theme\">\n<div class=\"tc-chooser\"><$list filter=\"[plugin-type[theme]sort[title]]\"><$set name=\"cls\" filter=\"[all[current]field:title{$:/theme}] [[$:/theme]!has[text]addsuffix[s/tiddlywiki/vanilla]field:title<currentTiddler>] +[limit[1]]\" value=\"tc-chooser-item tc-chosen\" emptyValue=\"tc-chooser-item\"><div class=<<cls>>><$link to={{!!title}}>''<$view field=\"name\" format=\"text\"/>'' <$view field=\"description\" format=\"text\"/></$link></div>\n</$set>\n</$list>\n</div>\n</$linkcatcher>"
},
"$:/core/wiki/title": {
"title": "$:/core/wiki/title",
"text": "{{$:/SiteTitle}} --- {{$:/SiteSubtitle}}"
},
"$:/view": {
"title": "$:/view",
"text": "classic"
},
"$:/snippets/viewswitcher": {
"title": "$:/snippets/viewswitcher",
"text": "\\define icon()\n$:/core/images/storyview-$(storyview)$\n\\end\n<$linkcatcher to=\"$:/view\">\n<div class=\"tc-chooser\">\n<$list filter=\"[storyviews[]]\" variable=\"storyview\">\n<$set name=\"cls\" filter=\"[<storyview>prefix{$:/view}]\" value=\"tc-chooser-item tc-chosen\" emptyValue=\"tc-chooser-item\"><div class=<<cls>>>\n<$link to=<<storyview>>>\n<$transclude tiddler=<<icon>>/>\n<$text text=<<storyview>>/>\n</$link>\n</div>\n</$set>\n</$list>\n</div>\n</$linkcatcher>"
}
}
}
\define lingo-base() $:/language/Search/
<<lingo Filter/Hint>>
<div class="tc-search tc-advanced-search">
<$edit-text tiddler="$:/temp/advancedsearch" type="search" tag="input"/>
<$list filter="[all[shadows+tiddlers]tag[$:/tags/AdvancedSearch/FilterButton]!has[draft.of]]"><$transclude/></$list>
</div>
Regexp scratchpad:<br/>
<$edit-text tiddler="scratch" tag="input" placeholder="regexp" />
<$reveal state="$:/temp/advancedsearch" type="nomatch" text="">
<$set name="resultCount" value="""<$count filter={{$:/temp/advancedsearch}}/>""">
<div class="tc-search-results">
<<lingo Filter/Matches>>
<$list filter={{$:/temp/advancedsearch}} template="$:/core/ui/ListItemTemplate"/>
</div>
</$set>
</$reveal>
<$reveal state="$:/temp/advancedsearch" type="nomatch" text="">
<$button class="tc-btn-invisible">
<$action-setfield $tiddler="$:/temp/advancedsearch" $field="text" $value=""/>
<$action-setfield $tiddler="scratch" $field="text" $value=""/>
{{$:/core/images/close-button}}
</$button>
</$reveal>
\whitespace trim
<$button message="tm-new-tiddler" param=<<currentTiddler>> tooltip={{$:/language/Buttons/Clone/Hint}} aria-label={{$:/language/Buttons/Clone/Caption}} class=<<tv-config-toolbar-class>>>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/clone-button}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text">
<$text text=" "/>
<$text text={{$:/language/Buttons/Clone/Caption}}/>
</span>
</$list>
</$button>
\define makeExportFilter()
[[$(currentTiddler)$]]
\end
<$macrocall $name="exportButton" exportFilter=<<makeExportFilter>> lingoBase="$:/language/Buttons/ExportTiddler/" baseFilename=<<currentTiddler>>/>
\whitespace trim
<$fieldmangler>
<$button message="tm-add-tag" param="Favorites" tooltip={{$:/language/Buttons/Favorite/Hint}} aria-label={{$:/language/Buttons/Favorite/Caption}} class=<<tv-config-toolbar-class>>>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/star-filled}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text">
<$text text=" "/>
<$text text={{$:/language/Buttons/Favorite/Caption}}/>
</span>
</$list>
</$button>
</$fieldmangler>
\whitespace trim
\define journalButtonTags()
[[$(currentTiddlerTag)$]] $(journalTags)$
\end
\define journalButton()
<$button tooltip={{$:/language/Buttons/NewJournalHere/Hint}} aria-label={{$:/language/Buttons/NewJournalHere/Caption}} class=<<tv-config-toolbar-class>>>
<$action-sendmessage $message="tm-new-tiddler" title=<<now "$(journalTitleTemplate)$">> tags=<<journalButtonTags>>/>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/new-journal-button}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text">
<$text text={{$:/language/Buttons/NewJournalHere/Caption}}/>
</span>
</$list>
</$button>
\end
<$set name="journalTitleTemplate" value={{$:/config/NewJournal/Title}}>
<$set name="journalTags" value={{$:/config/NewJournal/Tags}}>
<$set name="currentTiddlerTag" value=<<currentTiddler>>>
<<journalButton>>
</$set>
</$set>
</$set>
<$button to="Favorites" tooltip="favorites" aria-label="Open favorites list" class=<<tv-config-toolbar-class>>>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/star-filled}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text"><$text text="favorites"/></span>
</$list>
</$button>
\whitespace trim
<$button message="tm-open-window" tooltip={{$:/language/Buttons/OpenWindow/Hint}} aria-label={{$:/language/Buttons/OpenWindow/Caption}} class=<<tv-config-toolbar-class>>>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/open-window}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text">
<$text text=" "/>
<$text text={{$:/language/Buttons/OpenWindow/Caption}}/>
</span>
</$list>
</$button>
\whitespace trim
<$button message="tm-permaview" tooltip={{$:/language/Buttons/Permaview/Hint}} aria-label={{$:/language/Buttons/Permaview/Caption}} class=<<tv-config-toolbar-class>>>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/permaview-button}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text">
<$text text=" "/>
<$text text={{$:/language/Buttons/Permaview/Caption}}/>
</span>
</$list>
</$button>
<$edit-text field="draft.title" class="tc-titlebar tc-edit-texteditor" focus="true" tabindex={{$:/config/EditTabIndex}}/>
<$vars pattern="""[\|\[\]{}]""" bad-chars="""`| [ ] { }`""">
<$list filter="[all[current]regexp:draft.title<pattern>]" variable="listItem">
<div class="tc-message-box">
{{$:/core/images/warning}} {{$:/language/EditTemplate/Title/BadCharacterWarning}}
</div>
</$list>
</$vars>
<$reveal state="!!draft.title" type="nomatch" text={{!!draft.of}} tag="div">
<$list filter="[{!!draft.title}!is[missing]]" variable="listItem">
<div class="tc-message-box">
{{$:/core/images/warning}} {{$:/language/EditTemplate/Title/Exists/Prompt}} — <$link to={{!!draft.title}} >{{!!draft.title}}</$link>
</div>
</$list>
<$list filter="[{!!draft.of}!is[missing]]" variable="listItem">
<$vars fromTitle={{!!draft.of}} toTitle={{!!draft.title}}>
<$checkbox tiddler="$:/config/RelinkOnRename" field="text" checked="yes" unchecked="no" default="no"> {{$:/language/EditTemplate/Title/Relink/Prompt}}</$checkbox>
<$list filter="[title<fromTitle>backlinks[]limit[1]]" variable="listItem">
<$vars stateTiddler=<<qualify "$:/state/edit/references">> >
<$reveal type="nomatch" state=<<stateTiddler>> text="show">
<$button set=<<stateTiddler>> setTo="show" class="tc-btn-invisible">{{$:/core/images/right-arrow}}
<<lingo EditTemplate/Title/References/Prompt>></$button>
</$reveal>
<$reveal type="match" state=<<stateTiddler>> text="show">
<$button set=<<stateTiddler>> setTo="hide" class="tc-btn-invisible">{{$:/core/images/down-arrow}}
<<lingo EditTemplate/Title/References/Prompt>></$button>
</$reveal>
<$reveal type="match" state=<<stateTiddler>> text="show">
<$tiddler tiddler=<<fromTitle>> >
<$transclude tiddler="$:/core/ui/TiddlerInfo/References"/>
</$tiddler>
</$reveal>
</$vars>
</$list>
</$vars>
</$list>
</$reveal>
<$set name="myFilter" value="[all[missing]sort[title]] -[has[aliases]each:list-item[aliases]]">
<$list filter="[subfilter<myFilter>]" template="$:/core/ui/MissingTemplate"/>
</$set>
\whitespace trim
\define lingo-base() $:/language/CloseAll/
\define drop-actions()
<$action-listops $tiddler=<<tv-story-list>> $subfilter="+[insertbefore:currentTiddler<actionTiddler>]"/>
\end
\define placeholder()
<div class="tc-droppable-placeholder"/>
\end
\define droppable-item(button)
\whitespace trim
<$droppable actions=<<drop-actions>>>
<<placeholder>>
<div>
$button$
</div>
</$droppable>
\end
<div class="tc-sidebar-tab-open">
<$list filter="[list[$:/StoryList]]" history="$:/HistoryList" storyview="pop">
<div class="tc-sidebar-tab-open-item">
<$macrocall $name="droppable-item" button="""<$button message="tm-close-tiddler" tooltip={{$:/language/Buttons/Close/Hint}} aria-label={{$:/language/Buttons/Close/Caption}} class="tc-btn-invisible tc-btn-mini">{{$:/core/images/close-button}}</$button> <$link to={{!!title}}><$view field="title"/></$link>"""/>
</div>
</$list>
<$tiddler tiddler="">
<div>
<$macrocall $name="droppable-item" button="""<$button message="tm-close-all-tiddlers" class="tc-btn-invisible tc-btn-mini"><<lingo Button>></$button>"""/>
</div>
</$tiddler>
</div>
\define lingo-base() $:/language/ControlPanel/
\define config-title()
$:/config/PageControlButtons/Visibility/$(listItem)$
\end
<<lingo Basics/Version/Prompt>> <<version>>
<$set name="tv-config-toolbar-icons" value="yes">
<$set name="tv-config-toolbar-text" value="yes">
<$set name="tv-config-toolbar-class" value="">
<$list filter="[all[shadows+tiddlers]tag[$:/tags/PageControls]!has[draft.of]]" variable="listItem">
<div style="position:relative;" class={{{ [<listItem>encodeuricomponent[]addprefix[tc-btn-]] }}}>
<$checkbox tiddler=<<config-title>> field="text" checked="show" unchecked="hide" default="show"/> <$transclude tiddler=<<listItem>>/> <i class="tc-muted"><$transclude tiddler=<<listItem>> field="description"/></i>
</div>
</$list>
</$set>
</$set>
</$set>
<$action-sendmessage
$message="tm-edit-text-operation"
$param="wrap-selection"
prefix="[["
suffix="]]"
/>
\define lingo-base() $:/language/TiddlerInfo/
<$list filter="[list[!!aliases]]" emptyMessage="This tiddler does not have any aliases." template="$:/core/ui/ListItemTemplate"/>
\define lingo-base() $:/language/TiddlerInfo/
<$list filter="[all[current]backlinks[]] [all[current]each:list-item[aliases]backlinks[]] +[sort[title]]" emptyMessage=<<lingo References/Empty>> template="$:/core/ui/ListItemTemplate">
</$list>
\define lingo-base() $:/language/TiddlerInfo/
<$list filter="[all[current]listed[base-item]]" emptyMessage="This tiddler does not have any subitems." template="$:/core/ui/ListItemTemplate"/>
<$list filter="[all[current]has[source]]">
<div class="source">Source: <$list filter="[enlist{!!source}first[]]" /><$list filter="[enlist{!!source}rest[]]">, <$link>{{!!title}}</$link></$list></div>
</$list>
<$reveal type="nomatch" stateTitle=<<folded-state>> text="hide" tag="div" retain="yes" animate="yes">
<div class="tc-tags-wrapper">
<$list filter="[all[current]tags[]sort[title]]" template="$:/core/ui/TagTemplate" storyview="pop"/>
<$list filter="[all[current]has:field[level]]"><div class="level">LEVEL <$view tiddler=<<currentTiddler>> field="level" /></div></$list>
</div>
</$reveal>
\define title-styles()
fill:$(foregroundColor)$;
\end
\define config-title()
$:/config/ViewToolbarButtons/Visibility/$(listItem)$
\end
<div class="tc-tiddler-title">
<div class="tc-titlebar">
<span class="tc-tiddler-controls">
<$list filter="[all[shadows+tiddlers]tag[$:/tags/ViewToolbar]!has[draft.of]]" variable="listItem"><$reveal type="nomatch" state=<<config-title>> text="hide"><$set name="tv-config-toolbar-class" filter="[<tv-config-toolbar-class>] [<listItem>encodeuricomponent[]addprefix[tc-btn-]]"><$transclude tiddler=<<listItem>>/></$set></$reveal></$list>
</span>
<$set name="tv-wikilinks" value={{$:/config/Tiddlers/TitleLinks}}>
<$link>
<$set name="foregroundColor" value={{!!color}}>
<span class="tc-tiddler-title-icon" style=<<title-styles>>>
<$transclude tiddler={{!!icon}}/>
</span>
</$set>
<$list filter="[all[current]removeprefix[$:/]]">
<h2 class="tc-title" title={{$:/language/SystemTiddler/Tooltip}}>
<span class="tc-system-title-prefix">$:/</span><$text text=<<currentTiddler>>/>
</h2>
</$list>
<$list filter="[all[current]!prefix[$:/]]">
<h2 class="tc-title">
<$view field="caption"><$view field="title"/></$view><$list filter="[all[current]has[append]]"> (<$view field="append"/>)</$list>
</h2>
</$list>
</$link>
</$set>
</div>
<$reveal type="nomatch" text="" default="" state=<<tiddlerInfoState>> class="tc-tiddler-info tc-popup-handle" animate="yes" retain="yes">
<$transclude tiddler="$:/core/ui/TiddlerInfo"/>
</$reveal>
</div>
Mark this tiddler as a favorite
<<list-links "[tag[task]sort[title]]">>
\define macroName(param1:"default value",param2)
Text of the macro
\end
|! |!Alpha |!Beta |!Gamma |!Delta |
|!One | | | | |
|!Two | | | | |
|!Three | | | | |
<div class="tc-table-of-contents">
<<toc-selective-expandable 'TableOfContents'>>
</div>
alert-background: #ffe476
alert-border: #b99e2f
alert-highlight: #881122
alert-muted-foreground: #b99e2f
background: #ffffff
blockquote-bar: <<colour muted-foreground>>
button-background:
button-foreground:
button-border:
code-background: #f7f7f9
code-border: #e1e1e8
code-foreground: #dd1144
dirty-indicator: #ff0000
download-background: #34c734
download-foreground: <<colour background>>
dragger-background: <<colour foreground>>
dragger-foreground: <<colour background>>
dropdown-background: <<colour background>>
dropdown-border: <<colour muted-foreground>>
dropdown-tab-background-selected: #ffffff
dropdown-tab-background: #ececec
dropzone-background: <<colour muted-foreground>>
external-link-background-hover: inherit
external-link-background-visited: inherit
external-link-background: inherit
external-link-foreground-hover: inherit
external-link-foreground-visited: #0000aa
external-link-foreground: #0000ee
foreground: #333333
message-background: #ecf2ff
message-border: #cfd6e6
message-foreground: #547599
modal-backdrop: <<colour foreground>>
modal-background: <<colour background>>
modal-border: #999999
modal-footer-background: #f5f5f5
modal-footer-border: #dddddd
modal-header-border: #eeeeee
muted-foreground: #dddddd
notification-background: #ffffdd
notification-border: #999999
page-background: #061a30
pre-background: #f5f5f5
pre-border: #cccccc
primary: #5778d8
select-tag-background:
select-tag-foreground:
sidebar-button-foreground: <<colour foreground>>
sidebar-controls-foreground-hover: #ccccff
sidebar-controls-foreground: #ffffff
sidebar-foreground-shadow: rgba(0,0,0, 0.5)
sidebar-foreground: #ffffff
sidebar-muted-foreground-hover: #444444
sidebar-muted-foreground: #eeeeee
sidebar-tab-background-selected: rgba(255,255,255, 0.8)
sidebar-tab-background: rgba(255,255,255, 0.4)
sidebar-tab-border-selected: <<colour tab-border-selected>>
sidebar-tab-border: <<colour tab-border>>
sidebar-tab-divider: rgba(255,255,255, 0.2)
sidebar-tab-foreground-selected: #000000
sidebar-tab-foreground: #dddddd
sidebar-tiddler-link-foreground-hover: #aaaaff
sidebar-tiddler-link-foreground: #ddddff
site-title-foreground: #ffffff
static-alert-foreground: #aaaaaa
tab-background-selected: #ffffff
tab-background: #d8d8d8
tab-border-selected: #d8d8d8
tab-border: #cccccc
tab-divider: #d8d8d8
tab-foreground-selected: <<colour tab-foreground>>
tab-foreground: #666666
table-border: #dddddd
table-footer-background: #a8a8a8
table-header-background: #f0f0f0
tag-background: <<colour sidebar-tiddler-link-foreground>>
tag-foreground: #ffffff
tiddler-background: <<colour background>>
tiddler-border: <<colour background>>
tiddler-controls-foreground-hover: #888888
tiddler-controls-foreground-selected: #444444
tiddler-controls-foreground: #cccccc
tiddler-editor-background: #f8f8f8
tiddler-editor-border-image: #ffffff
tiddler-editor-border: #cccccc
tiddler-editor-fields-even: #e0e8e0
tiddler-editor-fields-odd: #f0f4f0
tiddler-info-background: #f8f8f8
tiddler-info-border: #dddddd
tiddler-info-tab-background: #f8f8f8
tiddler-link-background: <<colour background>>
tiddler-link-foreground: <<colour primary>>
tiddler-subtitle-foreground: #c0c0c0
tiddler-title-foreground: #182955
toolbar-new-button:
toolbar-options-button:
toolbar-save-button:
toolbar-info-button:
toolbar-edit-button:
toolbar-close-button:
toolbar-delete-button:
toolbar-cancel-button:
toolbar-done-button:
untagged-background: #999999
very-muted-foreground: #888888
{
"tiddlers": {
"$:/core/modules/widgets/navigator.js": {
"text": "/*\\\ntitle: $:/core/modules/widgets/navigator.js\ntype: application/javascript\nmodule-type: widget\n\nNavigator widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar IMPORT_TITLE = \"$:/Import\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar NavigatorWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n\tthis.addEventListeners([\n\t\t{type: \"tm-navigate\", handler: \"handleNavigateEvent\"},\n\t\t{type: \"tm-edit-tiddler\", handler: \"handleEditTiddlerEvent\"},\n\t\t{type: \"tm-delete-tiddler\", handler: \"handleDeleteTiddlerEvent\"},\n\t\t{type: \"tm-save-tiddler\", handler: \"handleSaveTiddlerEvent\"},\n\t\t{type: \"tm-cancel-tiddler\", handler: \"handleCancelTiddlerEvent\"},\n\t\t{type: \"tm-close-tiddler\", handler: \"handleCloseTiddlerEvent\"},\n\t\t{type: \"tm-close-all-tiddlers\", handler: \"handleCloseAllTiddlersEvent\"},\n\t\t{type: \"tm-close-other-tiddlers\", handler: \"handleCloseOtherTiddlersEvent\"},\n\t\t{type: \"tm-new-tiddler\", handler: \"handleNewTiddlerEvent\"},\n\t\t{type: \"tm-import-tiddlers\", handler: \"handleImportTiddlersEvent\"},\n\t\t{type: \"tm-perform-import\", handler: \"handlePerformImportEvent\"},\n\t\t{type: \"tm-fold-tiddler\", handler: \"handleFoldTiddlerEvent\"},\n\t\t{type: \"tm-fold-other-tiddlers\", handler: \"handleFoldOtherTiddlersEvent\"},\n\t\t{type: \"tm-fold-all-tiddlers\", handler: \"handleFoldAllTiddlersEvent\"},\n\t\t{type: \"tm-unfold-all-tiddlers\", handler: \"handleUnfoldAllTiddlersEvent\"},\n\t\t{type: \"tm-rename-tiddler\", handler: \"handleRenameTiddlerEvent\"}\n\t]);\n};\n\n/*\nInherit from the base widget class\n*/\nNavigatorWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nNavigatorWidget.prototype.render = function(parent,nextSibling) {\n\tthis.parentDomNode = parent;\n\tthis.computeAttributes();\n\tthis.execute();\n\tthis.renderChildren(parent,nextSibling);\n};\n\n/*\nCompute the internal state of the widget\n*/\nNavigatorWidget.prototype.execute = function() {\n\t// Get our parameters\n\tthis.storyTitle = this.getAttribute(\"story\");\n\tthis.historyTitle = this.getAttribute(\"history\");\n\t// Construct the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nNavigatorWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.story || changedAttributes.history) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t} else {\n\t\treturn this.refreshChildren(changedTiddlers);\t\t\n\t}\n};\n\nNavigatorWidget.prototype.getStoryList = function() {\n\treturn this.storyTitle ? this.wiki.getTiddlerList(this.storyTitle) : null;\n};\n\nNavigatorWidget.prototype.saveStoryList = function(storyList) {\n\tvar storyTiddler = this.wiki.getTiddler(this.storyTitle);\n\tthis.wiki.addTiddler(new $tw.Tiddler(\n\t\t{title: this.storyTitle},\n\t\tstoryTiddler,\n\t\t{list: storyList}\n\t));\n};\n\nNavigatorWidget.prototype.removeTitleFromStory = function(storyList,title) {\n\tvar p = storyList.indexOf(title);\n\twhile(p !== -1) {\n\t\tstoryList.splice(p,1);\n\t\tp = storyList.indexOf(title);\n\t}\n};\n\nNavigatorWidget.prototype.replaceFirstTitleInStory = function(storyList,oldTitle,newTitle) {\n\tvar pos = storyList.indexOf(oldTitle);\n\tif(pos !== -1) {\n\t\tstoryList[pos] = newTitle;\n\t\tdo {\n\t\t\tpos = storyList.indexOf(oldTitle,pos + 1);\n\t\t\tif(pos !== -1) {\n\t\t\t\tstoryList.splice(pos,1);\n\t\t\t}\n\t\t} while(pos !== -1);\n\t} else {\n\t\tstoryList.splice(0,0,newTitle);\n\t}\n};\n\nNavigatorWidget.prototype.addToStory = function(title,fromTitle) {\n\tvar storyList = this.getStoryList();\n\t// Quit if we cannot get hold of the story list\n\tif(!storyList) {\n\t\treturn;\n\t}\n\t// See if the tiddler is already there\n\tvar slot = storyList.indexOf(title);\n\t// Quit if it already exists in the story river\n\tif(slot >= 0) {\n\t\treturn;\n\t}\n\t// First we try to find the position of the story element we navigated from\n\tvar fromIndex = storyList.indexOf(fromTitle);\n\tif(fromIndex >= 0) {\n\t\t// The tiddler is added from inside the river\n\t\t// Determine where to insert the tiddler; Fallback is \"below\"\n\t\tswitch(this.getAttribute(\"openLinkFromInsideRiver\",\"below\")) {\n\t\t\tcase \"top\":\n\t\t\t\tslot = 0;\n\t\t\t\tbreak;\n\t\t\tcase \"bottom\":\n\t\t\t\tslot = storyList.length;\n\t\t\t\tbreak;\n\t\t\tcase \"above\":\n\t\t\t\tslot = fromIndex;\n\t\t\t\tbreak;\n\t\t\tcase \"below\": // Intentional fall-through\n\t\t\tdefault:\n\t\t\t\tslot = fromIndex + 1;\n\t\t\t\tbreak;\n\t\t}\n\t} else {\n\t\t// The tiddler is opened from outside the river. Determine where to insert the tiddler; default is \"top\"\n\t\tif(this.getAttribute(\"openLinkFromOutsideRiver\",\"top\") === \"bottom\") {\n\t\t\t// Insert at bottom\n\t\t\tslot = storyList.length;\n\t\t} else {\n\t\t\t// Insert at top\n\t\t\tslot = 0;\n\t\t}\n\t}\n\t// Add the tiddler\n\tstoryList.splice(slot,0,title);\n\t// Save the story\n\tthis.saveStoryList(storyList);\n};\n\n/*\nAdd a new record to the top of the history stack\ntitle: a title string or an array of title strings\nfromPageRect: page coordinates of the origin of the navigation\n*/\nNavigatorWidget.prototype.addToHistory = function(title,fromPageRect) {\n\tthis.wiki.addToHistory(title,fromPageRect,this.historyTitle);\n};\n\n/*\nHandle a tm-navigate event\n*/\nNavigatorWidget.prototype.handleNavigateEvent = function(event) {\n\tif(event.navigateTo) {\n if (!this.wiki.tiddlerExists(event.navigateTo) && event.followAliases == \"true\") {\n var aliases = this.wiki.filterTiddlers(\"[title[\"+event.navigateTo+\"]listed[aliases]]\")\n if (aliases.length === 1) {\n event.navigateTo = aliases[0]\n }\n }\n\t\tthis.addToStory(event.navigateTo,event.navigateFromTitle);\n\t\tif(!event.navigateSuppressNavigation) {\n\t\t\tthis.addToHistory(event.navigateTo,event.navigateFromClientRect);\n\t\t}\n\t}\n\treturn false;\n};\n\n// Close a specified tiddler\nNavigatorWidget.prototype.handleCloseTiddlerEvent = function(event) {\n\tvar title = event.param || event.tiddlerTitle,\n\t\tstoryList = this.getStoryList();\n\t// Look for tiddlers with this title to close\n\tthis.removeTitleFromStory(storyList,title);\n\tthis.saveStoryList(storyList);\n\treturn false;\n};\n\n// Close all tiddlers\nNavigatorWidget.prototype.handleCloseAllTiddlersEvent = function(event) {\n\tthis.saveStoryList([]);\n\treturn false;\n};\n\n// Close other tiddlers\nNavigatorWidget.prototype.handleCloseOtherTiddlersEvent = function(event) {\n\tvar title = event.param || event.tiddlerTitle;\n\tthis.saveStoryList([title]);\n\treturn false;\n};\n\n// Place a tiddler in edit mode\nNavigatorWidget.prototype.handleEditTiddlerEvent = function(event) {\n\tvar self = this;\n\tfunction isUnmodifiedShadow(title) {\n\t\treturn self.wiki.isShadowTiddler(title) && !self.wiki.tiddlerExists(title);\n\t}\n\tfunction confirmEditShadow(title) {\n\t\treturn confirm($tw.language.getString(\n\t\t\t\"ConfirmEditShadowTiddler\",\n\t\t\t{variables:\n\t\t\t\t{title: title}\n\t\t\t}\n\t\t));\n\t}\n\tvar title = event.param || event.tiddlerTitle;\n\tif(isUnmodifiedShadow(title) && !confirmEditShadow(title)) {\n\t\treturn false;\n\t}\n\t// Replace the specified tiddler with a draft in edit mode\n\tvar draftTiddler = this.makeDraftTiddler(title);\n\t// Update the story and history if required\n\tif(!event.paramObject || event.paramObject.suppressNavigation !== \"yes\") {\n\t\tvar draftTitle = draftTiddler.fields.title,\n\t\t\tstoryList = this.getStoryList();\n\t\tthis.removeTitleFromStory(storyList,draftTitle);\n\t\tthis.replaceFirstTitleInStory(storyList,title,draftTitle);\n\t\tthis.addToHistory(draftTitle,event.navigateFromClientRect);\n\t\tthis.saveStoryList(storyList);\n\t\treturn false;\n\t}\n};\n\n// Delete a tiddler\nNavigatorWidget.prototype.handleDeleteTiddlerEvent = function(event) {\n\t// Get the tiddler we're deleting\n\tvar title = event.param || event.tiddlerTitle,\n\t\ttiddler = this.wiki.getTiddler(title),\n\t\tstoryList = this.getStoryList(),\n\t\toriginalTitle = tiddler ? tiddler.fields[\"draft.of\"] : \"\",\n\t\tconfirmationTitle;\n\tif(!tiddler) {\n\t\treturn false;\n\t}\n\t// Check if the tiddler we're deleting is in draft mode\n\tif(originalTitle) {\n\t\t// If so, we'll prompt for confirmation referencing the original tiddler\n\t\tconfirmationTitle = originalTitle;\n\t} else {\n\t\t// If not a draft, then prompt for confirmation referencing the specified tiddler\n\t\tconfirmationTitle = title;\n\t}\n\t// Seek confirmation\n\tif((this.wiki.getTiddler(originalTitle) || (tiddler.fields.text || \"\") !== \"\") && !confirm($tw.language.getString(\n\t\t\t\t\"ConfirmDeleteTiddler\",\n\t\t\t\t{variables:\n\t\t\t\t\t{title: confirmationTitle}\n\t\t\t\t}\n\t\t\t))) {\n\t\treturn false;\n\t}\n\t// Delete the original tiddler\n\tif(originalTitle) {\n\t\tthis.wiki.deleteTiddler(originalTitle);\n\t\tthis.removeTitleFromStory(storyList,originalTitle);\n\t}\n\t// Delete this tiddler\n\tthis.wiki.deleteTiddler(title);\n\t// Remove the closed tiddler from the story\n\tthis.removeTitleFromStory(storyList,title);\n\tthis.saveStoryList(storyList);\n\t// Trigger an autosave\n\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n\treturn false;\n};\n\n/*\nCreate/reuse the draft tiddler for a given title\n*/\nNavigatorWidget.prototype.makeDraftTiddler = function(targetTitle) {\n\t// See if there is already a draft tiddler for this tiddler\n\tvar draftTitle = this.wiki.findDraft(targetTitle);\n\tif(draftTitle) {\n\t\treturn this.wiki.getTiddler(draftTitle);\n\t}\n\t// Get the current value of the tiddler we're editing\n\tvar tiddler = this.wiki.getTiddler(targetTitle);\n\t// Save the initial value of the draft tiddler\n\tdraftTitle = this.generateDraftTitle(targetTitle);\n\tvar draftTiddler = new $tw.Tiddler(\n\t\t\ttiddler,\n\t\t\t{\n\t\t\t\ttitle: draftTitle,\n\t\t\t\t\"draft.title\": targetTitle,\n\t\t\t\t\"draft.of\": targetTitle\n\t\t\t},\n\t\t\tthis.wiki.getModificationFields()\n\t\t);\n\tthis.wiki.addTiddler(draftTiddler);\n\treturn draftTiddler;\n};\n\n/*\nGenerate a title for the draft of a given tiddler\n*/\nNavigatorWidget.prototype.generateDraftTitle = function(title) {\n\tvar c = 0,\n\t\tdraftTitle;\n\tdo {\n\t\tdraftTitle = \"Draft \" + (c ? (c + 1) + \" \" : \"\") + \"of '\" + title + \"'\";\n\t\tc++;\n\t} while(this.wiki.tiddlerExists(draftTitle));\n\treturn draftTitle;\n};\n\n// Take a tiddler out of edit mode, saving the changes\nNavigatorWidget.prototype.handleSaveTiddlerEvent = function(event) {\n\tvar title = event.param || event.tiddlerTitle,\n\t\ttiddler = this.wiki.getTiddler(title),\n\t\tstoryList = this.getStoryList();\n\t// Replace the original tiddler with the draft\n\tif(tiddler) {\n\t\tvar draftTitle = (tiddler.fields[\"draft.title\"] || \"\").trim(),\n\t\t\tdraftOf = (tiddler.fields[\"draft.of\"] || \"\").trim();\n\t\tif(draftTitle) {\n\t\t\tvar isRename = draftOf !== draftTitle,\n\t\t\t\tisConfirmed = true;\n\t\t\tif(isRename && this.wiki.tiddlerExists(draftTitle)) {\n\t\t\t\tisConfirmed = confirm($tw.language.getString(\n\t\t\t\t\t\"ConfirmOverwriteTiddler\",\n\t\t\t\t\t{variables:\n\t\t\t\t\t\t{title: draftTitle}\n\t\t\t\t\t}\n\t\t\t\t));\n\t\t\t}\n\t\t\tif(isConfirmed) {\n\t\t\t\t// Create the new tiddler and pass it through the th-saving-tiddler hook\n\t\t\t\tvar newTiddler = new $tw.Tiddler(this.wiki.getCreationFields(),tiddler,{\n\t\t\t\t\ttitle: draftTitle,\n\t\t\t\t\t\"draft.title\": undefined,\n\t\t\t\t\t\"draft.of\": undefined\n\t\t\t\t},this.wiki.getModificationFields());\n\t\t\t\tnewTiddler = $tw.hooks.invokeHook(\"th-saving-tiddler\",newTiddler);\n\t\t\t\tthis.wiki.addTiddler(newTiddler);\n\t\t\t\t// Remove the draft tiddler\n\t\t\t\tthis.wiki.deleteTiddler(title);\n\t\t\t\t// Remove the original tiddler if we're renaming it\n\t\t\t\tif(isRename) {\n\t\t\t\t\tthis.wiki.deleteTiddler(draftOf);\n\t\t\t\t}\n\t\t\t\tif(!event.paramObject || event.paramObject.suppressNavigation !== \"yes\") {\n\t\t\t\t\t// Replace the draft in the story with the original\n\t\t\t\t\tthis.replaceFirstTitleInStory(storyList,title,draftTitle);\n\t\t\t\t\tthis.addToHistory(draftTitle,event.navigateFromClientRect);\n\t\t\t\t\tif(draftTitle !== this.storyTitle) {\n\t\t\t\t\t\tthis.saveStoryList(storyList);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// Trigger an autosave\n\t\t\t\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n\t\t\t}\n\t\t}\n\t}\n\treturn false;\n};\n\n// Take a tiddler out of edit mode without saving the changes\nNavigatorWidget.prototype.handleCancelTiddlerEvent = function(event) {\n\t// Flip the specified tiddler from draft back to the original\n\tvar draftTitle = event.param || event.tiddlerTitle,\n\t\tdraftTiddler = this.wiki.getTiddler(draftTitle),\n\t\toriginalTitle = draftTiddler && draftTiddler.fields[\"draft.of\"];\n\tif(draftTiddler && originalTitle) {\n\t\t// Ask for confirmation if the tiddler text has changed\n\t\tvar isConfirmed = true,\n\t\t\toriginalTiddler = this.wiki.getTiddler(originalTitle),\n\t\t\tstoryList = this.getStoryList();\n\t\tif(this.wiki.isDraftModified(draftTitle)) {\n\t\t\tisConfirmed = confirm($tw.language.getString(\n\t\t\t\t\"ConfirmCancelTiddler\",\n\t\t\t\t{variables:\n\t\t\t\t\t{title: draftTitle}\n\t\t\t\t}\n\t\t\t));\n\t\t}\n\t\t// Remove the draft tiddler\n\t\tif(isConfirmed) {\n\t\t\tthis.wiki.deleteTiddler(draftTitle);\n\t\t\tif(!event.paramObject || event.paramObject.suppressNavigation !== \"yes\") {\n\t\t\t\tif(originalTiddler) {\n\t\t\t\t\tthis.replaceFirstTitleInStory(storyList,draftTitle,originalTitle);\n\t\t\t\t\tthis.addToHistory(originalTitle,event.navigateFromClientRect);\n\t\t\t\t} else {\n\t\t\t\t\tthis.removeTitleFromStory(storyList,draftTitle);\n\t\t\t\t}\n\t\t\t\tthis.saveStoryList(storyList);\n\t\t\t}\n\t\t}\n\t}\n\treturn false;\n};\n\n// Create a new draft tiddler\n// event.param can either be the title of a template tiddler, or a hashmap of fields.\n//\n// The title of the newly created tiddler follows these rules:\n// * If a hashmap was used and a title field was specified, use that title\n// * If a hashmap was used without a title field, use a default title, if necessary making it unique with a numeric suffix\n// * If a template tiddler was used, use the title of the template, if necessary making it unique with a numeric suffix\n//\n// If a draft of the target tiddler already exists then it is reused\nNavigatorWidget.prototype.handleNewTiddlerEvent = function(event) {\n\t// Get the story details\n\tvar storyList = this.getStoryList(),\n\t\ttemplateTiddler, additionalFields, title, draftTitle, existingTiddler;\n\t// Get the template tiddler (if any)\n\tif(typeof event.param === \"string\") {\n\t\t// Get the template tiddler\n\t\ttemplateTiddler = this.wiki.getTiddler(event.param);\n\t\t// Generate a new title\n\t\ttitle = this.wiki.generateNewTitle(event.param || $tw.language.getString(\"DefaultNewTiddlerTitle\"));\n\t}\n\t// Get the specified additional fields\n\tif(typeof event.paramObject === \"object\") {\n\t\tadditionalFields = event.paramObject;\n\t}\n\tif(typeof event.param === \"object\") { // Backwards compatibility with 5.1.3\n\t\tadditionalFields = event.param;\n\t}\n\tif(additionalFields && additionalFields.title) {\n\t\ttitle = additionalFields.title;\n\t}\n\t// Generate a title if we don't have one\n\ttitle = title || this.wiki.generateNewTitle($tw.language.getString(\"DefaultNewTiddlerTitle\"));\n\t// Find any existing draft for this tiddler\n\tdraftTitle = this.wiki.findDraft(title);\n\t// Pull in any existing tiddler\n\tif(draftTitle) {\n\t\texistingTiddler = this.wiki.getTiddler(draftTitle);\n\t} else {\n\t\tdraftTitle = this.generateDraftTitle(title);\n\t\texistingTiddler = this.wiki.getTiddler(title);\n\t}\n\t// Merge the tags\n\tvar mergedTags = [];\n\tif(existingTiddler && existingTiddler.fields.tags) {\n\t\t$tw.utils.pushTop(mergedTags,existingTiddler.fields.tags)\n\t}\n\tif(additionalFields && additionalFields.tags) {\n\t\t// Merge tags\n\t\tmergedTags = $tw.utils.pushTop(mergedTags,$tw.utils.parseStringArray(additionalFields.tags));\n\t}\n\tif(templateTiddler && templateTiddler.fields.tags) {\n\t\t// Merge tags\n\t\tmergedTags = $tw.utils.pushTop(mergedTags,templateTiddler.fields.tags);\n\t}\n\t// Save the draft tiddler\n\tvar draftTiddler = new $tw.Tiddler({\n\t\t\ttext: \"\",\n\t\t\t\"draft.title\": title\n\t\t},\n\t\ttemplateTiddler,\n\t\texistingTiddler,\n\t\tadditionalFields,\n\t\tthis.wiki.getCreationFields(),\n\t\t{\n\t\t\ttitle: draftTitle,\n\t\t\t\"draft.of\": title,\n\t\t\ttags: mergedTags\n\t\t},this.wiki.getModificationFields());\n\tthis.wiki.addTiddler(draftTiddler);\n\t// Update the story to insert the new draft at the top and remove any existing tiddler\n\tif(storyList.indexOf(draftTitle) === -1) {\n\t\tvar slot = storyList.indexOf(event.navigateFromTitle);\n\t\tstoryList.splice(slot + 1,0,draftTitle);\n\t}\n\tif(storyList.indexOf(title) !== -1) {\n\t\tstoryList.splice(storyList.indexOf(title),1);\t\t\n\t}\n\tthis.saveStoryList(storyList);\n\t// Add a new record to the top of the history stack\n\tthis.addToHistory(draftTitle);\n\treturn false;\n};\n\n// Import JSON tiddlers into a pending import tiddler\nNavigatorWidget.prototype.handleImportTiddlersEvent = function(event) {\n\tvar self = this;\n\t// Get the tiddlers\n\tvar tiddlers = [];\n\ttry {\n\t\ttiddlers = JSON.parse(event.param);\t\n\t} catch(e) {\n\t}\n\t// Get the current $:/Import tiddler\n\tvar importTiddler = this.wiki.getTiddler(IMPORT_TITLE),\n\t\timportData = this.wiki.getTiddlerData(IMPORT_TITLE,{}),\n\t\tnewFields = new Object({\n\t\t\ttitle: IMPORT_TITLE,\n\t\t\ttype: \"application/json\",\n\t\t\t\"plugin-type\": \"import\",\n\t\t\t\"status\": \"pending\"\n\t\t}),\n\t\tincomingTiddlers = [];\n\t// Process each tiddler\n\timportData.tiddlers = importData.tiddlers || {};\n\t$tw.utils.each(tiddlers,function(tiddlerFields) {\n\t\tvar title = tiddlerFields.title;\n\t\tif(title) {\n\t\t\tincomingTiddlers.push(title);\n\t\t\timportData.tiddlers[title] = tiddlerFields;\n\t\t}\n\t});\n\t// Give the active upgrader modules a chance to process the incoming tiddlers\n\tvar messages = this.wiki.invokeUpgraders(incomingTiddlers,importData.tiddlers);\n\t$tw.utils.each(messages,function(message,title) {\n\t\tnewFields[\"message-\" + title] = message;\n\t});\n\t// Deselect any suppressed tiddlers\n\t$tw.utils.each(importData.tiddlers,function(tiddler,title) {\n\t\tif($tw.utils.count(tiddler) === 0) {\n\t\t\tnewFields[\"selection-\" + title] = \"unchecked\";\n\t\t}\n\t});\n\t// Save the $:/Import tiddler\n\tnewFields.text = JSON.stringify(importData,null,$tw.config.preferences.jsonSpaces);\n\tthis.wiki.addTiddler(new $tw.Tiddler(importTiddler,newFields));\n\t// Update the story and history details\n\tif(this.getVariable(\"tv-auto-open-on-import\") !== \"no\") {\n\t\tvar storyList = this.getStoryList(),\n\t\t\thistory = [];\n\t\t// Add it to the story\n\t\tif(storyList.indexOf(IMPORT_TITLE) === -1) {\n\t\t\tstoryList.unshift(IMPORT_TITLE);\n\t\t}\n\t\t// And to history\n\t\thistory.push(IMPORT_TITLE);\n\t\t// Save the updated story and history\n\t\tthis.saveStoryList(storyList);\n\t\tthis.addToHistory(history);\t\t\n\t}\n\treturn false;\n};\n\n// \nNavigatorWidget.prototype.handlePerformImportEvent = function(event) {\n\tvar self = this,\n\t\timportTiddler = this.wiki.getTiddler(event.param),\n\t\timportData = this.wiki.getTiddlerDataCached(event.param,{tiddlers: {}}),\n\t\timportReport = [];\n\t// Add the tiddlers to the store\n\timportReport.push($tw.language.getString(\"Import/Imported\") + \"\\n\");\n\t$tw.utils.each(importData.tiddlers,function(tiddlerFields) {\n\t\tvar title = tiddlerFields.title;\n\t\tif(title && importTiddler && importTiddler.fields[\"selection-\" + title] !== \"unchecked\") {\n\t\t\tself.wiki.addTiddler(new $tw.Tiddler(tiddlerFields));\n\t\t\timportReport.push(\"# [[\" + tiddlerFields.title + \"]]\");\n\t\t}\n\t});\n\t// Replace the $:/Import tiddler with an import report\n\tthis.wiki.addTiddler(new $tw.Tiddler({\n\t\ttitle: event.param,\n\t\ttext: importReport.join(\"\\n\"),\n\t\t\"status\": \"complete\"\n\t}));\n\t// Navigate to the $:/Import tiddler\n\tthis.addToHistory([event.param]);\n\t// Trigger an autosave\n\t$tw.rootWidget.dispatchEvent({type: \"tm-auto-save-wiki\"});\n};\n\nNavigatorWidget.prototype.handleFoldTiddlerEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {};\n\tif(paramObject.foldedState) {\n\t\tvar foldedState = this.wiki.getTiddlerText(paramObject.foldedState,\"show\") === \"show\" ? \"hide\" : \"show\";\n\t\tthis.wiki.setText(paramObject.foldedState,\"text\",null,foldedState);\n\t}\n};\n\nNavigatorWidget.prototype.handleFoldOtherTiddlersEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tprefix = paramObject.foldedStatePrefix;\n\t$tw.utils.each(this.getStoryList(),function(title) {\n\t\tself.wiki.setText(prefix + title,\"text\",null,event.param === title ? \"show\" : \"hide\");\n\t});\n};\n\nNavigatorWidget.prototype.handleFoldAllTiddlersEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tprefix = paramObject.foldedStatePrefix;\n\t$tw.utils.each(this.getStoryList(),function(title) {\n\t\tself.wiki.setText(prefix + title,\"text\",null,\"hide\");\n\t});\n};\n\nNavigatorWidget.prototype.handleUnfoldAllTiddlersEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tprefix = paramObject.foldedStatePrefix;\n\t$tw.utils.each(this.getStoryList(),function(title) {\n\t\tself.wiki.setText(prefix + title,\"text\",null,\"show\");\n\t});\n};\n\nNavigatorWidget.prototype.handleRenameTiddlerEvent = function(event) {\n\tvar self = this,\n\t\tparamObject = event.paramObject || {},\n\t\tfrom = paramObject.from || event.tiddlerTitle,\n\t\tto = paramObject.to;\n\t$tw.wiki.renameTiddler(from,to);\n};\n\nexports.navigator = NavigatorWidget;\n\n})();\n",
"type": "application/javascript",
"title": "$:/core/modules/widgets/navigator.js",
"module-type": "widget",
"modified": "20160218192104537",
"created": "20160218190315501"
},
"$:/core/ui/ViewTemplate/body": {
"text": "<$reveal tag=\"div\" class=\"tc-tiddler-body\" type=\"nomatch\" state=<<folded-state>> text=\"hide\" retain=\"yes\" animate=\"yes\">\n\n<$list filter=\"[all[current]!has[plugin-type]!field:hide-body[yes]]\">\n\n<$transclude>\n\n<$transclude tiddler=\"$:/language/MissingTiddler/Hint\"/>\n\n<$list filter=\"[title{!!title}listed[aliases]first[]]\" variable=\"\">\nYou may have meant one of the following pages\n<$list filter=\"[title{!!title}listed[aliases]]\">\n<li><$link>{{!!title}}</$link></li>\n</$list>\n\n</$list>\n</$transclude>\n\n</$list>\n\n</$reveal>\n",
"title": "$:/core/ui/ViewTemplate/body",
"tags": "$:/tags/ViewTemplate",
"modified": "20160218192615033",
"created": "20160218185029873"
},
"$:/core/modules/widgets/link.js": {
"text": "/*\\\ntitle: $:/core/modules/widgets/link.js\ntype: application/javascript\nmodule-type: widget\n\nLink widget\n\n\\*/\n(function(){\n\n/*jslint node: true, browser: true */\n/*global $tw: false */\n\"use strict\";\n\nvar Widget = require(\"$:/core/modules/widgets/widget.js\").widget;\n\nvar LinkWidget = function(parseTreeNode,options) {\n\tthis.initialise(parseTreeNode,options);\n};\n\n/*\nInherit from the base widget class\n*/\nLinkWidget.prototype = new Widget();\n\n/*\nRender this widget into the DOM\n*/\nLinkWidget.prototype.render = function(parent,nextSibling) {\n\t// Save the parent dom node\n\tthis.parentDomNode = parent;\n\t// Compute our attributes\n\tthis.computeAttributes();\n\t// Execute our logic\n\tthis.execute();\n\t// Get the value of the tv-wikilinks configuration macro\n\tvar wikiLinksMacro = this.getVariable(\"tv-wikilinks\"),\n\t\tuseWikiLinks = wikiLinksMacro ? (wikiLinksMacro.trim() !== \"no\") : true;\n\t// Render the link if required\n\tif(useWikiLinks) {\n\t\tthis.renderLink(parent,nextSibling);\n\t} else {\n\t\t// Just insert the link text\n\t\tvar domNode = this.document.createElement(\"span\");\n\t\tparent.insertBefore(domNode,nextSibling);\n\t\tthis.renderChildren(domNode,null);\n\t\tthis.domNodes.push(domNode);\n\t}\n};\n\n/*\nRender this widget into the DOM\n*/\nLinkWidget.prototype.renderLink = function(parent,nextSibling) {\n\tvar self = this;\n\t// Sanitise the specified tag\n\tvar tag = this.linkTag;\n\tif($tw.config.htmlUnsafeElements.indexOf(tag) !== -1) {\n\t\ttag = \"a\";\n\t}\n\t// Create our element\n\tvar domNode = this.document.createElement(tag);\n\t// Assign classes\n\tvar classes = [];\n\tif(this.linkClasses) {\n\t\tclasses.push(this.linkClasses);\n\t}\n\tclasses.push(\"tc-tiddlylink\");\n\tif(this.isShadow) {\n\t\tclasses.push(\"tc-tiddlylink-shadow\");\n\t}\n\tif(this.isMissing && !this.isShadow) {\n\t\tclasses.push(\"tc-tiddlylink-missing\");\n\t} else {\n\t\tif(!this.isMissing) {\n\t\t\tclasses.push(\"tc-tiddlylink-resolves\");\n\t\t}\n\t}\n\tdomNode.setAttribute(\"class\",classes.join(\" \"));\n\t// Set an href\n\tvar wikiLinkTemplateMacro = this.getVariable(\"tv-wikilink-template\"),\n\t\twikiLinkTemplate = wikiLinkTemplateMacro ? wikiLinkTemplateMacro.trim() : \"#$uri_encoded$\",\n\t\twikiLinkText = wikiLinkTemplate.replace(\"$uri_encoded$\",encodeURIComponent(this.to));\n\twikiLinkText = wikiLinkText.replace(\"$uri_doubleencoded$\",encodeURIComponent(encodeURIComponent(this.to)));\n\twikiLinkText = this.getVariable(\"tv-get-export-link\",{params: [{name: \"to\",value: this.to}],defaultValue: wikiLinkText});\n\tif(tag === \"a\") {\n\t\tdomNode.setAttribute(\"href\",wikiLinkText);\n\t}\n\tif(this.tabIndex) {\n\t\tdomNode.setAttribute(\"tabindex\",this.tabIndex);\n\t}\n\t// Set the tooltip\n\t// HACK: Performance issues with re-parsing the tooltip prevent us defaulting the tooltip to \"<$transclude field='tooltip'><$transclude field='title'/></$transclude>\"\n\tvar tooltipWikiText = this.tooltip || this.getVariable(\"tv-wikilink-tooltip\");\n\tif(tooltipWikiText) {\n\t\tvar tooltipText = this.wiki.renderText(\"text/plain\",\"text/vnd.tiddlywiki\",tooltipWikiText,{\n\t\t\t\tparseAsInline: true,\n\t\t\t\tvariables: {\n\t\t\t\t\tcurrentTiddler: this.to\n\t\t\t\t},\n\t\t\t\tparentWidget: this\n\t\t\t});\n\t\tdomNode.setAttribute(\"title\",tooltipText);\n\t}\n\tif(this[\"aria-label\"]) {\n\t\tdomNode.setAttribute(\"aria-label\",this[\"aria-label\"]);\n\t}\n\t// Add a click event handler\n\t$tw.utils.addEventListeners(domNode,[\n\t\t{name: \"click\", handlerObject: this, handlerMethod: \"handleClickEvent\"},\n\t]);\n\tif(this.draggable === \"yes\") {\n\t\t$tw.utils.addEventListeners(domNode,[\n\t\t\t{name: \"dragstart\", handlerObject: this, handlerMethod: \"handleDragStartEvent\"},\n\t\t\t{name: \"dragend\", handlerObject: this, handlerMethod: \"handleDragEndEvent\"}\n\t\t]);\n\t}\n\t// Insert the link into the DOM and render any children\n\tparent.insertBefore(domNode,nextSibling);\n\tthis.renderChildren(domNode,null);\n\tthis.domNodes.push(domNode);\n};\n\nLinkWidget.prototype.handleClickEvent = function(event) {\n\t// Send the click on its way as a navigate event\n\tvar bounds = this.domNodes[0].getBoundingClientRect();\n\tthis.dispatchEvent({\n\t\ttype: \"tm-navigate\",\n\t\tnavigateTo: this.to,\n\t\tnavigateFromTitle: this.getVariable(\"storyTiddler\"),\n\t\tnavigateFromNode: this,\n\t\tnavigateFromClientRect: { top: bounds.top, left: bounds.left, width: bounds.width, right: bounds.right, bottom: bounds.bottom, height: bounds.height\n\t\t},\n\t\tnavigateSuppressNavigation: event.metaKey || event.ctrlKey || (event.button === 1),\n\t\tfollowAliases: this.followAliases\n\t});\n\tif(this.domNodes[0].hasAttribute(\"href\")) {\n\t\tevent.preventDefault();\n\t}\n\tevent.stopPropagation();\n\treturn false;\n};\n\nLinkWidget.prototype.handleDragStartEvent = function(event) {\n\tif(event.target === this.domNodes[0]) {\n\t\tif(this.to) {\n\t\t\t$tw.dragInProgress = true;\n\t\t\t// Set the dragging class on the element being dragged\n\t\t\t$tw.utils.addClass(event.target,\"tc-tiddlylink-dragging\");\n\t\t\t// Create the drag image elements\n\t\t\tthis.dragImage = this.document.createElement(\"div\");\n\t\t\tthis.dragImage.className = \"tc-tiddler-dragger\";\n\t\t\tvar inner = this.document.createElement(\"div\");\n\t\t\tinner.className = \"tc-tiddler-dragger-inner\";\n\t\t\tinner.appendChild(this.document.createTextNode(this.to));\n\t\t\tthis.dragImage.appendChild(inner);\n\t\t\tthis.document.body.appendChild(this.dragImage);\n\t\t\t// Astoundingly, we need to cover the dragger up: http://www.kryogenix.org/code/browser/custom-drag-image.html\n\t\t\tvar cover = this.document.createElement(\"div\");\n\t\t\tcover.className = \"tc-tiddler-dragger-cover\";\n\t\t\tcover.style.left = (inner.offsetLeft - 16) + \"px\";\n\t\t\tcover.style.top = (inner.offsetTop - 16) + \"px\";\n\t\t\tcover.style.width = (inner.offsetWidth + 32) + \"px\";\n\t\t\tcover.style.height = (inner.offsetHeight + 32) + \"px\";\n\t\t\tthis.dragImage.appendChild(cover);\n\t\t\t// Set the data transfer properties\n\t\t\tvar dataTransfer = event.dataTransfer;\n\t\t\t// First the image\n\t\t\tdataTransfer.effectAllowed = \"copy\";\n\t\t\tif(dataTransfer.setDragImage) {\n\t\t\t\tdataTransfer.setDragImage(this.dragImage.firstChild,-16,-16);\n\t\t\t}\n\t\t\t// Then the data\n\t\t\tdataTransfer.clearData();\n\t\t\tvar jsonData = this.wiki.getTiddlerAsJson(this.to),\n\t\t\t\ttextData = this.wiki.getTiddlerText(this.to,\"\"),\n\t\t\t\ttitle = (new RegExp(\"^\" + $tw.config.textPrimitives.wikiLink + \"$\",\"mg\")).exec(this.to) ? this.to : \"[[\" + this.to + \"]]\";\n\t\t\t// IE doesn't like these content types\n\t\t\tif(!$tw.browser.isIE) {\n\t\t\t\tdataTransfer.setData(\"text/vnd.tiddler\",jsonData);\n\t\t\t\tdataTransfer.setData(\"text/plain\",title);\n\t\t\t\tdataTransfer.setData(\"text/x-moz-url\",\"data:text/vnd.tiddler,\" + encodeURIComponent(jsonData));\n\t\t\t}\n\t\t\tdataTransfer.setData(\"URL\",\"data:text/vnd.tiddler,\" + encodeURIComponent(jsonData));\n\t\t\tdataTransfer.setData(\"Text\",title);\n\t\t\tevent.stopPropagation();\n\t\t} else {\n\t\t\tevent.preventDefault();\n\t\t}\n\t}\n};\n\nLinkWidget.prototype.handleDragEndEvent = function(event) {\n\tif(event.target === this.domNodes[0]) {\n\t\t$tw.dragInProgress = false;\n\t\t// Remove the dragging class on the element being dragged\n\t\t$tw.utils.removeClass(event.target,\"tc-tiddlylink-dragging\");\n\t\t// Delete the drag image element\n\t\tif(this.dragImage) {\n\t\t\tthis.dragImage.parentNode.removeChild(this.dragImage);\n\t\t}\n\t}\n};\n\n/*\nCompute the internal state of the widget\n*/\nLinkWidget.prototype.execute = function() {\n\t// Pick up our attributes\n\tthis.to = this.getAttribute(\"to\",this.getVariable(\"currentTiddler\"));\n\tthis.tooltip = this.getAttribute(\"tooltip\");\n\tthis[\"aria-label\"] = this.getAttribute(\"aria-label\");\n\tthis.linkClasses = this.getAttribute(\"class\");\n\tthis.tabIndex = this.getAttribute(\"tabindex\");\n\tthis.followAliases = this.getAttribute(\"followAliases\", \"true\");\n\tthis.draggable = this.getAttribute(\"draggable\",\"yes\");\n\tthis.linkTag = this.getAttribute(\"tag\",\"a\");\n\t// Determine the link characteristics\n\tthis.isMissing = !this.wiki.tiddlerExists(this.to) && !(this.wiki.filterTiddlers(\"[title[\"+this.to+\"]listed[aliases]]\").length === 1);\n\tthis.isShadow = this.wiki.isShadowTiddler(this.to);\n\t// Make the child widgets\n\tthis.makeChildWidgets();\n};\n\n/*\nSelectively refreshes the widget if needed. Returns true if the widget or any of its children needed re-rendering\n*/\nLinkWidget.prototype.refresh = function(changedTiddlers) {\n\tvar changedAttributes = this.computeAttributes();\n\tif(changedAttributes.to || changedTiddlers[this.to] || changedAttributes[\"aria-label\"] || changedAttributes.tooltip) {\n\t\tthis.refreshSelf();\n\t\treturn true;\n\t}\n\treturn this.refreshChildren(changedTiddlers);\n};\n\nexports.link = LinkWidget;\n\n})();\n",
"type": "application/javascript",
"title": "$:/core/modules/widgets/link.js",
"module-type": "widget",
"modified": "20161018180800361",
"created": "20160218191628007"
}
}
}
{
"tiddlers": {
"$:/plugins/tobibeer/setvars/readme": {
"title": "$:/plugins/tobibeer/setvars/readme",
"text": "Provides the widget `<$setvars>`...\n\n!!Usage\n\n```\r\n<$setvars\r\n_attr1=<<currentTiddler>>\r\n_attr2={{!!title}}\r\n_attr3=\"1 2 3\"\r\n_attr4=\"[all[current]tagging[]]\"\r\nvar1=\"attr1 \\ = literal = \\ attr2\"\r\nvar2=\"attr3[n] \\ \\ [attr4[1,2][when-empty]] \\ \\ [attr3[][][ - ]]\"\r\nvar3=\"if(attr1 ? [attr4]) || attr3 attr2\"\r\nvar4=\"if(attr1 == attr2 ? attr3[1]) || [attr3[2]]\">\n\n* <<var1>>\r\n* <<var2>>\r\n* <<var3>>\r\n* <<var4>>\n\n</$setvars>\r\n```\n\n; documentation / examples / demos...\r\n: http://tobibeer.github.io/tw5-plugins#setvars"
},
"$:/plugins/tobibeer/setvars/widgets.js": {
"title": "$:/plugins/tobibeer/setvars/widgets.js",
"text": "/*\\\r\ntitle: $:/plugins/tobibeer/setvars/widgets.js\r\ntype: application/javascript\r\nmodule-type: widget\r\n\r\nAllows to set multiple variables in one go joining widget attributes:\r\n\r\n@preserve\r\n\\*/\n(function(){\"use strict\";var e=require(\"$:/core/modules/widgets/widget.js\").widget;var t=function(t,i){e.call(this);this.initialise(t,i)};t.prototype=Object.create(e.prototype);t.prototype.render=function(e,t){this.parentDomNode=e;this.computeAttributes();this.execute();this.renderChildren(e,t)};t.prototype.execute=function(){var e=this,t=function(t,i,s){var r,n,f=s[3],h=s[4],a=s[5],l=s[6],u=parseInt(f),c=parseInt(h),o=i||f||h;if(i){n=e.wiki.filterTiddlers(t,e)}else{n=f||h?$tw.utils.parseStringArray(t):[t]}r=n.length;if(r&&(f||h)){if(f===\"n\"){u=r}else if(f===\"-n\"){u=1}else if(!f){u=1}if(h===\"n\"){c=r}else if(h===\"-n\"){c=-(u<0?r+u+1:u)}else if(!h){c=1}u=Math.max(1,u<0?r+u+(c<0?c+2:1):c<0?u+c+1:u);c=Math.max(1,Math.abs(c));n=n.splice(u-1,c)}if(!n.length&&a){n.push(a)}return o?l===undefined?$tw.utils.stringifyList(n):n.join(l):n[0]};if(!this.refreshing){this.refreshing=0;this.$={vars:{},attr:{},set:{}};$tw.utils.each(this.attributes,function(t,i){if(i===\"$refresh\"){e.refreshAll=1}else if(i.charAt(0)===\"_\"){e.$.attr[i.substr(1)]=t}else{e.$.vars[i]=t}})}if(this.refreshing<2){$tw.utils.each(e.$.vars,function(i,s){var r,n,f,h,a,l,u=\"\",c=0,o=0,g=\"\",p=i,d=[[/^\\s+/,1,function(){return false}],[/^\\\\([^\\\\]*)\\\\/,2,function(e){return e[1]}],[/^(if\\s*\\(|\\(|\\?|\\|\\||\\)|==|!=)/i,0,function(e){var t=e[1];if(t.charAt(t.length-1)===\"(\"){r=1;if(c){o=1}else{f=c=0;h=\"\";if(t.length===1){f=1}}}else{switch(t){case\"||\":if(u.length){c=1}break;case\"?\":if(r&&!o){f=h.length;c=!f;h=\"\"}break;case\")\":if(r){if(f){g+=h}r=f=c=0;h=\"\"}o=0;break;case\"==\":case\"!=\":if(r){n=t}break}}return false}],[/^(\\[)?(\\w+)(?:\\[(-?\\d*|-?n)(?:,(-?\\d*|-?n))?\\])?(?:\\[([^\\]]*)\\])?(?:\\[([^\\]]*)\\])?(\\])?/,2,function(i){var s=e.$.attr[i[2]];if(s===undefined){s=e.$.set[i[2]]}if(s){if(i[1]&&i[7]){s=t(s,true,i)}else if(!i[1]&&!i[7]){s=t(s,false,i)}else{s=null}}else{s=\"\"}return s}]];while(p.length){l=p;var v=\"\";$tw.utils.each(d,function(e){var t=e[0].exec(p);if(t){if(!c||!e[1]){v=e[2].call(this,t);if(v===null){v=\"error: missing bracket in setvars\"}else if(typeof v===\"string\"){u=v}}a=e[1]===2;p=p.substr(t[0].length);return false}});if(v){if(r){if(n){u=n===\"==\"&&h===v||n===\"!=\"&&h!==v?\"true\":\"\";h=u;n=\"\"}else{h+=v}}else if(!c){g+=v}}if(!r&&a){c=0}if(l===p){g=\"setvars error: invalid syntax\";p=\"\"}}e.$.set[s]=g;e.setVariable(s,g)})}if(!this.refreshing||this.refreshing===2){this.makeChildWidgets()}};t.prototype.refresh=function(e){var t=0,i,s=this,r=this.computeAttributes();if(Object.keys(r).length){this.refreshSelf();return true}else if(this.refreshAll){i=JSON.parse(JSON.stringify(this.$.set));this.refreshing=1;this.execute();$tw.utils.each(i,function(e,i){if(e!==s.$.set[i]){t=1;return false}});if(t){this.refreshing=2;this.refreshSelf();return true}this.refreshing=0}return this.refreshChildren(e)};exports.setvars=t})();",
"type": "application/javascript",
"module-type": "widget"
}
}
}
System Reference Document
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/AdvancedSearch/Filter
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/Tagging
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/Fields
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/ControlPanel/Palette
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/Tagging
$:/core/ui/ControlPanel/Advanced
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/Tagging
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/Tagging
$:/core/ui/ControlPanel/Stylesheets
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/ControlPanel/Appearance
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/References
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/Tools
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/TiddlerInfo/SubItems
$:/core/ui/ControlPanel/Toolbars/PageControls
[tag[Spells]search:title[Greater]]
{
"tiddlers": {
"$:/info/browser": {
"title": "$:/info/browser",
"text": "yes"
},
"$:/info/node": {
"title": "$:/info/node",
"text": "no"
},
"$:/info/url/full": {
"title": "$:/info/url/full",
"text": "file:///storage/emulated/0/andtidwiki/Starfinder.html"
},
"$:/info/url/host": {
"title": "$:/info/url/host",
"text": ""
},
"$:/info/url/hostname": {
"title": "$:/info/url/hostname",
"text": ""
},
"$:/info/url/protocol": {
"title": "$:/info/url/protocol",
"text": "file:"
},
"$:/info/url/port": {
"title": "$:/info/url/port",
"text": ""
},
"$:/info/url/pathname": {
"title": "$:/info/url/pathname",
"text": "/storage/emulated/0/andtidwiki/Starfinder.html"
},
"$:/info/url/search": {
"title": "$:/info/url/search",
"text": ""
},
"$:/info/url/origin": {
"title": "$:/info/url/origin",
"text": "file://"
},
"$:/info/browser/screen/width": {
"title": "$:/info/browser/screen/width",
"text": "1600"
},
"$:/info/browser/screen/height": {
"title": "$:/info/browser/screen/height",
"text": "2561"
},
"$:/info/browser/language": {
"title": "$:/info/browser/language",
"text": "en-US"
}
}
}
{
"tiddlers": {
"$:/themes/tiddlywiki/snowwhite/base": {
"title": "$:/themes/tiddlywiki/snowwhite/base",
"tags": "[[$:/tags/Stylesheet]]",
"text": "\\rules only filteredtranscludeinline transcludeinline macrodef macrocallinline\n\n.tc-sidebar-header {\n\ttext-shadow: 0 1px 0 <<colour sidebar-foreground-shadow>>;\n}\n\n.tc-tiddler-info {\n\t<<box-shadow \"inset 1px 2px 3px rgba(0,0,0,0.1)\">>\n}\n\n@media screen {\n\t.tc-tiddler-frame {\n\t\t<<box-shadow \"1px 1px 5px rgba(0, 0, 0, 0.3)\">>\n\t}\n}\n\n@media (max-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\t.tc-tiddler-frame {\n\t\t<<box-shadow none>>\n\t}\n}\n\n.tc-page-controls button svg, .tc-tiddler-controls button svg, .tc-topbar button svg {\n\t<<transition \"fill 150ms ease-in-out\">>\n}\n\n.tc-tiddler-controls button.tc-selected,\n.tc-page-controls button.tc-selected {\n\t<<filter \"drop-shadow(0px -1px 2px rgba(0,0,0,0.25))\">>\n}\n\n.tc-tiddler-frame input.tc-edit-texteditor {\n\t<<box-shadow \"inset 0 1px 8px rgba(0, 0, 0, 0.15)\">>\n}\n\n.tc-edit-tags {\n\t<<box-shadow \"inset 0 1px 8px rgba(0, 0, 0, 0.15)\">>\n}\n\n.tc-tiddler-frame .tc-edit-tags input.tc-edit-texteditor {\n\t<<box-shadow \"none\">>\n\tborder: none;\n\toutline: none;\n}\n\ntextarea.tc-edit-texteditor {\n\tfont-family: {{$:/themes/tiddlywiki/vanilla/settings/editorfontfamily}};\n}\n\ncanvas.tc-edit-bitmapeditor {\n\t<<box-shadow \"2px 2px 5px rgba(0, 0, 0, 0.5)\">>\n}\n\n.tc-drop-down {\n\tborder-radius: 4px;\n\t<<box-shadow \"2px 2px 10px rgba(0, 0, 0, 0.5)\">>\n}\n\n.tc-block-dropdown {\n\tborder-radius: 4px;\n\t<<box-shadow \"2px 2px 10px rgba(0, 0, 0, 0.5)\">>\n}\n\n.tc-modal {\n\tborder-radius: 6px;\n\t<<box-shadow \"0 3px 7px rgba(0,0,0,0.3)\">>\n}\n\n.tc-modal-footer {\n\tborder-radius: 0 0 6px 6px;\n\t<<box-shadow \"inset 0 1px 0 #fff\">>;\n}\n\n\n.tc-alert {\n\tborder-radius: 6px;\n\t<<box-shadow \"0 3px 7px rgba(0,0,0,0.6)\">>\n}\n\n.tc-notification {\n\tborder-radius: 6px;\n\t<<box-shadow \"0 3px 7px rgba(0,0,0,0.3)\">>\n\ttext-shadow: 0 1px 0 rgba(255,255,255, 0.8);\n}\n\n.tc-sidebar-lists .tc-tab-set .tc-tab-divider {\n\tborder-top: none;\n\theight: 1px;\n\t<<background-linear-gradient \"left, rgba(0,0,0,0.15) 0%, rgba(0,0,0,0.0) 100%\">>\n}\n\n.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button {\n\t<<background-linear-gradient \"left, rgba(0,0,0,0.01) 0%, rgba(0,0,0,0.1) 100%\">>\n}\n\n.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button.tc-tab-selected {\n\t<<background-linear-gradient \"left, rgba(0,0,0,0.05) 0%, rgba(255,255,255,0.05) 100%\">>\n}\n\n.tc-message-box img {\n\t<<box-shadow \"1px 1px 3px rgba(0,0,0,0.5)\">>\n}\n\n.tc-plugin-info {\n\t<<box-shadow \"1px 1px 3px rgba(0,0,0,0.5)\">>\n}\n"
}
}
}
{
"tiddlers": {
"$:/themes/tiddlywiki/vanilla/themetweaks": {
"title": "$:/themes/tiddlywiki/vanilla/themetweaks",
"tags": "$:/tags/ControlPanel/Appearance",
"caption": "{{$:/language/ThemeTweaks/ThemeTweaks}}",
"text": "\\define lingo-base() $:/language/ThemeTweaks/\n\n\\define replacement-text()\n[img[$(imageTitle)$]]\n\\end\n\n\\define backgroundimage-dropdown()\n<div class=\"tc-drop-down-wrapper\">\n<$button popup=<<qualify \"$:/state/popup/themetweaks/backgroundimage\">> class=\"tc-btn-invisible tc-btn-dropdown\">{{$:/core/images/down-arrow}}</$button>\n<$reveal state=<<qualify \"$:/state/popup/themetweaks/backgroundimage\">> type=\"popup\" position=\"belowleft\" text=\"\" default=\"\">\n<div class=\"tc-drop-down\">\n<$macrocall $name=\"image-picker\" actions=\"\"\"\n\n<$action-setfield\n\t$tiddler=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimage\"\n\t$value=<<imageTitle>>\n/>\n\n\"\"\"/>\n</div>\n</$reveal>\n</div>\n\\end\n\n\\define backgroundimageattachment-dropdown()\n<$select tiddler=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimageattachment\" default=\"scroll\">\n<option value=\"scroll\"><<lingo Settings/BackgroundImageAttachment/Scroll>></option>\n<option value=\"fixed\"><<lingo Settings/BackgroundImageAttachment/Fixed>></option>\n</$select>\n\\end\n\n\\define backgroundimagesize-dropdown()\n<$select tiddler=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize\" default=\"scroll\">\n<option value=\"auto\"><<lingo Settings/BackgroundImageSize/Auto>></option>\n<option value=\"cover\"><<lingo Settings/BackgroundImageSize/Cover>></option>\n<option value=\"contain\"><<lingo Settings/BackgroundImageSize/Contain>></option>\n</$select>\n\\end\n\n<<lingo ThemeTweaks/Hint>>\n\n! <<lingo Options>>\n\n|<$link to=\"$:/themes/tiddlywiki/vanilla/options/sidebarlayout\"><<lingo Options/SidebarLayout>></$link> |<$select tiddler=\"$:/themes/tiddlywiki/vanilla/options/sidebarlayout\"><option value=\"fixed-fluid\"><<lingo Options/SidebarLayout/Fixed-Fluid>></option><option value=\"fluid-fixed\"><<lingo Options/SidebarLayout/Fluid-Fixed>></option></$select> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/options/stickytitles\"><<lingo Options/StickyTitles>></$link><br>//<<lingo Options/StickyTitles/Hint>>// |<$select tiddler=\"$:/themes/tiddlywiki/vanilla/options/stickytitles\"><option value=\"no\">{{$:/language/No}}</option><option value=\"yes\">{{$:/language/Yes}}</option></$select> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/options/codewrapping\"><<lingo Options/CodeWrapping>></$link> |<$select tiddler=\"$:/themes/tiddlywiki/vanilla/options/codewrapping\"><option value=\"pre\">{{$:/language/No}}</option><option value=\"pre-wrap\">{{$:/language/Yes}}</option></$select> |\n\n! <<lingo Settings>>\n\n|<$link to=\"$:/themes/tiddlywiki/vanilla/settings/fontfamily\"><<lingo Settings/FontFamily>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/settings/fontfamily\" default=\"\" tag=\"input\"/> | |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/settings/codefontfamily\"><<lingo Settings/CodeFontFamily>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/settings/codefontfamily\" default=\"\" tag=\"input\"/> | |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/settings/editorfontfamily\"><<lingo Settings/EditorFontFamily>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/settings/editorfontfamily\" default=\"\" tag=\"input\"/> | |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimage\"><<lingo Settings/BackgroundImage>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimage\" default=\"\" tag=\"input\"/> |<<backgroundimage-dropdown>> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimageattachment\"><<lingo Settings/BackgroundImageAttachment>></$link> |<<backgroundimageattachment-dropdown>> | |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize\"><<lingo Settings/BackgroundImageSize>></$link> |<<backgroundimagesize-dropdown>> | |\n\n! <<lingo Metrics>>\n\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/fontsize\"><<lingo Metrics/FontSize>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/fontsize\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/lineheight\"><<lingo Metrics/LineHeight>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/lineheight\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/bodyfontsize\"><<lingo Metrics/BodyFontSize>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/bodyfontsize\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/bodylineheight\"><<lingo Metrics/BodyLineHeight>></$link> |<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/bodylineheight\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/storyleft\"><<lingo Metrics/StoryLeft>></$link><br>//<<lingo Metrics/StoryLeft/Hint>>// |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/storyleft\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/storytop\"><<lingo Metrics/StoryTop>></$link><br>//<<lingo Metrics/StoryTop/Hint>>// |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/storytop\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/storyright\"><<lingo Metrics/StoryRight>></$link><br>//<<lingo Metrics/StoryRight/Hint>>// |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/storyright\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/storywidth\"><<lingo Metrics/StoryWidth>></$link><br>//<<lingo Metrics/StoryWidth/Hint>>// |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/storywidth\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/tiddlerwidth\"><<lingo Metrics/TiddlerWidth>></$link><br>//<<lingo Metrics/TiddlerWidth/Hint>>//<br> |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/tiddlerwidth\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint\"><<lingo Metrics/SidebarBreakpoint>></$link><br>//<<lingo Metrics/SidebarBreakpoint/Hint>>// |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint\" default=\"\" tag=\"input\"/> |\n|<$link to=\"$:/themes/tiddlywiki/vanilla/metrics/sidebarwidth\"><<lingo Metrics/SidebarWidth>></$link><br>//<<lingo Metrics/SidebarWidth/Hint>>// |^<$edit-text tiddler=\"$:/themes/tiddlywiki/vanilla/metrics/sidebarwidth\" default=\"\" tag=\"input\"/> |\n"
},
"$:/themes/tiddlywiki/vanilla/base": {
"title": "$:/themes/tiddlywiki/vanilla/base",
"tags": "[[$:/tags/Stylesheet]]",
"text": "\\define custom-background-datauri()\n<$set name=\"background\" value={{$:/themes/tiddlywiki/vanilla/settings/backgroundimage}}>\n<$list filter=\"[<background>is[image]]\">\n`background: url(`\n<$list filter=\"[<background>!has[_canonical_uri]]\">\n`\"`<$macrocall $name=\"datauri\" title={{$:/themes/tiddlywiki/vanilla/settings/backgroundimage}}/>`\"`\n</$list>\n<$list filter=\"[<background>has[_canonical_uri]]\">\n`\"`<$view tiddler={{$:/themes/tiddlywiki/vanilla/settings/backgroundimage}} field=\"_canonical_uri\"/>`\"`\n</$list>\n`) center center;`\n`background-attachment: `{{$:/themes/tiddlywiki/vanilla/settings/backgroundimageattachment}}`;\n-webkit-background-size:` {{$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize}}`;\n-moz-background-size:` {{$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize}}`;\n-o-background-size:` {{$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize}}`;\nbackground-size:` {{$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize}}`;`\n</$list>\n</$set>\n\\end\n\n\\define if-fluid-fixed(text,hiddenSidebarText)\n<$reveal state=\"$:/themes/tiddlywiki/vanilla/options/sidebarlayout\" type=\"match\" text=\"fluid-fixed\">\n$text$\n<$reveal state=\"$:/state/sidebar\" type=\"nomatch\" text=\"yes\" default=\"yes\">\n$hiddenSidebarText$\n</$reveal>\n</$reveal>\n\\end\n\n\\define if-editor-height-fixed(then,else)\n<$reveal state=\"$:/config/TextEditor/EditorHeight/Mode\" type=\"match\" text=\"fixed\">\n$then$\n</$reveal>\n<$reveal state=\"$:/config/TextEditor/EditorHeight/Mode\" type=\"match\" text=\"auto\">\n$else$\n</$reveal>\n\\end\n\n\\rules only filteredtranscludeinline transcludeinline macrodef macrocallinline macrocallblock\n\n/*\n** Start with the normalize CSS reset, and then belay some of its effects\n*/\n\n{{$:/themes/tiddlywiki/vanilla/reset}}\n\n*, input[type=\"search\"] {\n\tbox-sizing: border-box;\n\t-moz-box-sizing: border-box;\n\t-webkit-box-sizing: border-box;\n}\n\nhtml button {\n\tline-height: 1.2;\n\tcolor: <<colour button-foreground>>;\n\tbackground: <<colour button-background>>;\n\tborder-color: <<colour button-border>>;\n}\n\n/*\n** Basic element styles\n*/\n\nhtml {\n\tfont-family: {{$:/themes/tiddlywiki/vanilla/settings/fontfamily}};\n\ttext-rendering: optimizeLegibility; /* Enables kerning and ligatures etc. */\n\t-webkit-font-smoothing: antialiased;\n\t-moz-osx-font-smoothing: grayscale;\n}\n\nhtml:-webkit-full-screen {\n\tbackground-color: <<colour page-background>>;\n}\n\nbody.tc-body {\n\tfont-size: {{$:/themes/tiddlywiki/vanilla/metrics/fontsize}};\n\tline-height: {{$:/themes/tiddlywiki/vanilla/metrics/lineheight}};\n\tword-wrap: break-word;\n\t<<custom-background-datauri>>\n\tcolor: <<colour foreground>>;\n\tbackground-color: <<colour page-background>>;\n\tfill: <<colour foreground>>;\n}\n\n<<if-background-attachment \"\"\"\n\nbody.tc-body {\n background-color: transparent;\n}\n\n\"\"\">>\n\nh1, h2, h3, h4, h5, h6 {\n\tline-height: 1.2;\n\tfont-weight: 300;\n}\n\npre {\n\tdisplay: block;\n\tpadding: 14px;\n\tmargin-top: 1em;\n\tmargin-bottom: 1em;\n\tword-break: normal;\n\tword-wrap: break-word;\n\twhite-space: {{$:/themes/tiddlywiki/vanilla/options/codewrapping}};\n\tbackground-color: <<colour pre-background>>;\n\tborder: 1px solid <<colour pre-border>>;\n\tpadding: 0 3px 2px;\n\tborder-radius: 3px;\n\tfont-family: {{$:/themes/tiddlywiki/vanilla/settings/codefontfamily}};\n}\n\ncode {\n\tcolor: <<colour code-foreground>>;\n\tbackground-color: <<colour code-background>>;\n\tborder: 1px solid <<colour code-border>>;\n\twhite-space: {{$:/themes/tiddlywiki/vanilla/options/codewrapping}};\n\tpadding: 0 3px 2px;\n\tborder-radius: 3px;\n\tfont-family: {{$:/themes/tiddlywiki/vanilla/settings/codefontfamily}};\n}\n\nblockquote {\n\tborder-left: 5px solid <<colour blockquote-bar>>;\n\tmargin-left: 25px;\n\tpadding-left: 10px;\n\tquotes: \"\\201C\"\"\\201D\"\"\\2018\"\"\\2019\";\n}\n\nblockquote.tc-big-quote {\n\tfont-family: Georgia, serif;\n\tposition: relative;\n\tbackground: <<colour pre-background>>;\n\tborder-left: none;\n\tmargin-left: 50px;\n\tmargin-right: 50px;\n\tpadding: 10px;\n border-radius: 8px;\n}\n\nblockquote.tc-big-quote cite:before {\n\tcontent: \"\\2014 \\2009\";\n}\n\nblockquote.tc-big-quote:before {\n\tfont-family: Georgia, serif;\n\tcolor: <<colour blockquote-bar>>;\n\tcontent: open-quote;\n\tfont-size: 8em;\n\tline-height: 0.1em;\n\tmargin-right: 0.25em;\n\tvertical-align: -0.4em;\n\tposition: absolute;\n left: -50px;\n top: 42px;\n}\n\nblockquote.tc-big-quote:after {\n\tfont-family: Georgia, serif;\n\tcolor: <<colour blockquote-bar>>;\n\tcontent: close-quote;\n\tfont-size: 8em;\n\tline-height: 0.1em;\n\tmargin-right: 0.25em;\n\tvertical-align: -0.4em;\n\tposition: absolute;\n right: -80px;\n bottom: -20px;\n}\n\ndl dt {\n\tfont-weight: bold;\n\tmargin-top: 6px;\n}\n\nbutton, textarea, input, select {\n\toutline-color: <<colour primary>>;\n}\n\ntextarea,\ninput[type=text],\ninput[type=search],\ninput[type=\"\"],\ninput:not([type]) {\n\tcolor: <<colour foreground>>;\n\tbackground: <<colour background>>;\n}\n\ninput[type=\"checkbox\"] {\n vertical-align: middle;\n}\n\n.tc-muted {\n\tcolor: <<colour muted-foreground>>;\n}\n\nsvg.tc-image-button {\n\tpadding: 0px 1px 1px 0px;\n}\n\n.tc-icon-wrapper > svg {\n\twidth: 1em;\n\theight: 1em;\n}\n\nkbd {\n\tdisplay: inline-block;\n\tpadding: 3px 5px;\n\tfont-size: 0.8em;\n\tline-height: 1.2;\n\tcolor: <<colour foreground>>;\n\tvertical-align: middle;\n\tbackground-color: <<colour background>>;\n\tborder: solid 1px <<colour muted-foreground>>;\n\tborder-bottom-color: <<colour muted-foreground>>;\n\tborder-radius: 3px;\n\tbox-shadow: inset 0 -1px 0 <<colour muted-foreground>>;\n}\n\n/*\nMarkdown likes putting code elements inside pre elements\n*/\npre > code {\n\tpadding: 0;\n\tborder: none;\n\tbackground-color: inherit;\n\tcolor: inherit;\n}\n\ntable {\n\tborder: 1px solid <<colour table-border>>;\n\twidth: auto;\n\tmax-width: 100%;\n\tcaption-side: bottom;\n\tmargin-top: 1em;\n\tmargin-bottom: 1em;\n}\n\ntable th, table td {\n\tpadding: 0 7px 0 7px;\n\tborder-top: 1px solid <<colour table-border>>;\n\tborder-left: 1px solid <<colour table-border>>;\n}\n\ntable thead tr td, table th {\n\tbackground-color: <<colour table-header-background>>;\n\tfont-weight: bold;\n}\n\ntable tfoot tr td {\n\tbackground-color: <<colour table-footer-background>>;\n}\n\n.tc-csv-table {\n\twhite-space: nowrap;\n}\n\n.tc-tiddler-frame img,\n.tc-tiddler-frame svg,\n.tc-tiddler-frame canvas,\n.tc-tiddler-frame embed,\n.tc-tiddler-frame iframe {\n\tmax-width: 100%;\n}\n\n.tc-tiddler-body > embed,\n.tc-tiddler-body > iframe {\n\twidth: 100%;\n\theight: 600px;\n}\n\n/*\n** Links\n*/\n\nbutton.tc-tiddlylink,\na.tc-tiddlylink {\n\ttext-decoration: none;\n\tfont-weight: 500;\n\tcolor: <<colour tiddler-link-foreground>>;\n\t-webkit-user-select: inherit; /* Otherwise the draggable attribute makes links impossible to select */\n}\n\n.tc-sidebar-lists a.tc-tiddlylink {\n\tcolor: <<colour sidebar-tiddler-link-foreground>>;\n}\n\n.tc-sidebar-lists a.tc-tiddlylink:hover {\n\tcolor: <<colour sidebar-tiddler-link-foreground-hover>>;\n}\n\nbutton.tc-tiddlylink:hover,\na.tc-tiddlylink:hover {\n\ttext-decoration: underline;\n}\n\na.tc-tiddlylink-resolves {\n}\n\na.tc-tiddlylink-shadow {\n\tfont-weight: bold;\n}\n\na.tc-tiddlylink-shadow.tc-tiddlylink-resolves {\n\tfont-weight: normal;\n}\n\na.tc-tiddlylink-missing {\n\tfont-style: italic;\n}\n\na.tc-tiddlylink-external {\n\ttext-decoration: underline;\n\tcolor: <<colour external-link-foreground>>;\n\tbackground-color: <<colour external-link-background>>;\n}\n\na.tc-tiddlylink-external:visited {\n\tcolor: <<colour external-link-foreground-visited>>;\n\tbackground-color: <<colour external-link-background-visited>>;\n}\n\na.tc-tiddlylink-external:hover {\n\tcolor: <<colour external-link-foreground-hover>>;\n\tbackground-color: <<colour external-link-background-hover>>;\n}\n\n/*\n** Drag and drop styles\n*/\n\n.tc-tiddler-dragger {\n\tposition: relative;\n\tz-index: -10000;\n}\n\n.tc-tiddler-dragger-inner {\n\tposition: absolute;\n\ttop: -1000px;\n\tleft: -1000px;\n\tdisplay: inline-block;\n\tpadding: 8px 20px;\n\tfont-size: 16.9px;\n\tfont-weight: bold;\n\tline-height: 20px;\n\tcolor: <<colour dragger-foreground>>;\n\ttext-shadow: 0 1px 0 rgba(0, 0, 0, 1);\n\twhite-space: nowrap;\n\tvertical-align: baseline;\n\tbackground-color: <<colour dragger-background>>;\n\tborder-radius: 20px;\n}\n\n.tc-tiddler-dragger-cover {\n\tposition: absolute;\n\tbackground-color: <<colour page-background>>;\n}\n\n.tc-dropzone {\n\tposition: relative;\n}\n\n.tc-dropzone.tc-dragover:before {\n\tz-index: 10000;\n\tdisplay: block;\n\tposition: fixed;\n\ttop: 0;\n\tleft: 0;\n\tright: 0;\n\tbackground: <<colour dropzone-background>>;\n\ttext-align: center;\n\tcontent: \"<<lingo DropMessage>>\";\n}\n\n.tc-droppable > .tc-droppable-placeholder {\n\tdisplay: none;\n}\n\n.tc-droppable.tc-dragover > .tc-droppable-placeholder {\n\tdisplay: block;\n\tborder: 2px dashed <<colour dropzone-background>>;\n}\n\n.tc-draggable {\n\tcursor: move;\n}\n\n.tc-sidebar-tab-open .tc-droppable-placeholder, .tc-tagged-draggable-list .tc-droppable-placeholder,\n.tc-links-draggable-list .tc-droppable-placeholder {\n\tline-height: 2em;\n\theight: 2em;\n}\n\n.tc-sidebar-tab-open-item {\n\tposition: relative;\n}\n\n.tc-sidebar-tab-open .tc-btn-invisible.tc-btn-mini svg {\n\tfont-size: 0.7em;\n\tfill: <<colour muted-foreground>>;\n}\n\n/*\n** Plugin reload warning\n*/\n\n.tc-plugin-reload-warning {\n\tz-index: 1000;\n\tdisplay: block;\n\tposition: fixed;\n\ttop: 0;\n\tleft: 0;\n\tright: 0;\n\tbackground: <<colour alert-background>>;\n\ttext-align: center;\n}\n\n/*\n** Buttons\n*/\n\nbutton svg, button img, label svg, label img {\n\tvertical-align: middle;\n}\n\n.tc-btn-invisible {\n\tpadding: 0;\n\tmargin: 0;\n\tbackground: none;\n\tborder: none;\n \tcursor: pointer;\n\tcolor: <<colour foreground>>;\n}\n\n.tc-btn-boxed {\n\tfont-size: 0.6em;\n\tpadding: 0.2em;\n\tmargin: 1px;\n\tbackground: none;\n\tborder: 1px solid <<colour tiddler-controls-foreground>>;\n\tborder-radius: 0.25em;\n}\n\nhtml body.tc-body .tc-btn-boxed svg {\n\tfont-size: 1.6666em;\n}\n\n.tc-btn-boxed:hover {\n\tbackground: <<colour muted-foreground>>;\n\tcolor: <<colour background>>;\n}\n\nhtml body.tc-body .tc-btn-boxed:hover svg {\n\tfill: <<colour background>>;\n}\n\n.tc-btn-rounded {\n\tfont-size: 0.5em;\n\tline-height: 2;\n\tpadding: 0em 0.3em 0.2em 0.4em;\n\tmargin: 1px;\n\tborder: 1px solid <<colour muted-foreground>>;\n\tbackground: <<colour muted-foreground>>;\n\tcolor: <<colour background>>;\n\tborder-radius: 2em;\n}\n\nhtml body.tc-body .tc-btn-rounded svg {\n\tfont-size: 1.6666em;\n\tfill: <<colour background>>;\n}\n\n.tc-btn-rounded:hover {\n\tborder: 1px solid <<colour muted-foreground>>;\n\tbackground: <<colour background>>;\n\tcolor: <<colour muted-foreground>>;\n}\n\nhtml body.tc-body .tc-btn-rounded:hover svg {\n\tfill: <<colour muted-foreground>>;\n}\n\n.tc-btn-icon svg {\n\theight: 1em;\n\twidth: 1em;\n\tfill: <<colour muted-foreground>>;\n}\n\n.tc-btn-text {\n\tpadding: 0;\n\tmargin: 0;\n}\n\n/* used for documentation \"fake\" buttons */\n.tc-btn-standard {\n\tline-height: 1.8;\n\tcolor: #667;\n\tbackground-color: #e0e0e0;\n\tborder: 1px solid #888;\n\tpadding: 2px 1px 2px 1px;\n\tmargin: 1px 4px 1px 4px;\n}\n\n.tc-btn-big-green {\n\tdisplay: inline-block;\n\tpadding: 8px;\n\tmargin: 4px 8px 4px 8px;\n\tbackground: <<colour download-background>>;\n\tcolor: <<colour download-foreground>>;\n\tfill: <<colour download-foreground>>;\n\tborder: none;\n\tborder-radius: 2px;\n\tfont-size: 1.2em;\n\tline-height: 1.4em;\n\ttext-decoration: none;\n}\n\n.tc-btn-big-green svg,\n.tc-btn-big-green img {\n\theight: 2em;\n\twidth: 2em;\n\tvertical-align: middle;\n\tfill: <<colour download-foreground>>;\n}\n\n.tc-primary-btn {\n \tbackground: <<colour primary>>;\n}\n\n.tc-sidebar-lists input {\n\tcolor: <<colour foreground>>;\n}\n\n.tc-sidebar-lists button {\n\tcolor: <<colour sidebar-button-foreground>>;\n\tfill: <<colour sidebar-button-foreground>>;\n}\n\n.tc-sidebar-lists button.tc-btn-mini {\n\tcolor: <<colour sidebar-muted-foreground>>;\n}\n\n.tc-sidebar-lists button.tc-btn-mini:hover {\n\tcolor: <<colour sidebar-muted-foreground-hover>>;\n}\n\nbutton svg.tc-image-button, button .tc-image-button img {\n\theight: 1em;\n\twidth: 1em;\n}\n\n.tc-unfold-banner {\n\tposition: absolute;\n\tpadding: 0;\n\tmargin: 0;\n\tbackground: none;\n\tborder: none;\n\twidth: 100%;\n\twidth: calc(100% + 2px);\n\tmargin-left: -43px;\n\ttext-align: center;\n\tborder-top: 2px solid <<colour tiddler-info-background>>;\n\tmargin-top: 4px;\n}\n\n.tc-unfold-banner:hover {\n\tbackground: <<colour tiddler-info-background>>;\n\tborder-top: 2px solid <<colour tiddler-info-border>>;\n}\n\n.tc-unfold-banner svg, .tc-fold-banner svg {\n\theight: 0.75em;\n\tfill: <<colour tiddler-controls-foreground>>;\n}\n\n.tc-unfold-banner:hover svg, .tc-fold-banner:hover svg {\n\tfill: <<colour tiddler-controls-foreground-hover>>;\n}\n\n.tc-fold-banner {\n\tposition: absolute;\n\tpadding: 0;\n\tmargin: 0;\n\tbackground: none;\n\tborder: none;\n\twidth: 23px;\n\ttext-align: center;\n\tmargin-left: -35px;\n\ttop: 6px;\n\tbottom: 6px;\n}\n\n.tc-fold-banner:hover {\n\tbackground: <<colour tiddler-info-background>>;\n}\n\n@media (max-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\n\t.tc-unfold-banner {\n\t\tposition: static;\n\t\twidth: calc(100% + 59px);\n\t}\n\n\t.tc-fold-banner {\n\t\twidth: 16px;\n\t\tmargin-left: -16px;\n\t\tfont-size: 0.75em;\n\t}\n\n}\n\n/*\n** Tags and missing tiddlers\n*/\n\n.tc-tag-list-item {\n\tposition: relative;\n\tdisplay: inline-block;\n\tmargin-right: 7px;\n}\n\n.tc-tags-wrapper {\n\tmargin: 4px 0 14px 0;\n}\n\n.tc-missing-tiddler-label {\n\tfont-style: italic;\n\tfont-weight: normal;\n\tdisplay: inline-block;\n\tfont-size: 11.844px;\n\tline-height: 14px;\n\twhite-space: nowrap;\n\tvertical-align: baseline;\n}\n\nbutton.tc-tag-label, span.tc-tag-label {\n\tdisplay: inline-block;\n\tpadding: 0.16em 0.7em;\n\tfont-size: 0.9em;\n\tfont-weight: 400;\n\tline-height: 1.2em;\n\tcolor: <<colour tag-foreground>>;\n\twhite-space: nowrap;\n\tvertical-align: baseline;\n\tbackground-color: <<colour tag-background>>;\n\tborder-radius: 1em;\n}\n\n.tc-sidebar-scrollable .tc-tag-label {\n\ttext-shadow: none;\n}\n\n.tc-untagged-separator {\n\twidth: 10em;\n\tleft: 0;\n\tmargin-left: 0;\n\tborder: 0;\n\theight: 1px;\n\tbackground: <<colour tab-divider>>;\n}\n\nbutton.tc-untagged-label {\n\tbackground-color: <<colour untagged-background>>;\n}\n\n.tc-tag-label svg, .tc-tag-label img {\n\theight: 1em;\n\twidth: 1em;\n\tvertical-align: text-bottom;\n}\n\n.tc-edit-tags button.tc-remove-tag-button svg {\n\tfont-size: 0.7em;\n\tvertical-align: middle;\n}\n\n.tc-tag-manager-table .tc-tag-label {\n\twhite-space: normal;\n}\n\n.tc-tag-manager-tag {\n\twidth: 100%;\n}\n\nbutton.tc-btn-invisible.tc-remove-tag-button {\n\toutline: none;\n}\n\n/*\n** Page layout\n*/\n\n.tc-topbar {\n\tposition: fixed;\n\tz-index: 1200;\n}\n\n.tc-topbar-left {\n\tleft: 29px;\n\ttop: 5px;\n}\n\n.tc-topbar-right {\n\ttop: 5px;\n\tright: 29px;\n}\n\n.tc-topbar button {\n\tpadding: 8px;\n}\n\n.tc-topbar svg {\n\tfill: <<colour muted-foreground>>;\n}\n\n.tc-topbar button:hover svg {\n\tfill: <<colour foreground>>;\n}\n\n.tc-sidebar-header {\n\tcolor: <<colour sidebar-foreground>>;\n\tfill: <<colour sidebar-foreground>>;\n}\n\n.tc-sidebar-header .tc-title a.tc-tiddlylink-resolves {\n\tfont-weight: 300;\n}\n\n.tc-sidebar-header .tc-sidebar-lists p {\n\tmargin-top: 3px;\n\tmargin-bottom: 3px;\n}\n\n.tc-sidebar-header .tc-missing-tiddler-label {\n\tcolor: <<colour sidebar-foreground>>;\n}\n\n.tc-advanced-search input {\n\twidth: 60%;\n}\n\n.tc-search a svg {\n\twidth: 1.2em;\n\theight: 1.2em;\n\tvertical-align: middle;\n}\n\n.tc-page-controls {\n\tmargin-top: 14px;\n\tfont-size: 1.5em;\n}\n\n.tc-page-controls .tc-drop-down {\n font-size: 1rem;\n}\n\n.tc-page-controls button {\n\tmargin-right: 0.5em;\n}\n\n.tc-page-controls a.tc-tiddlylink:hover {\n\ttext-decoration: none;\n}\n\n.tc-page-controls img {\n\twidth: 1em;\n}\n\n.tc-page-controls svg {\n\tfill: <<colour sidebar-controls-foreground>>;\n}\n\n.tc-page-controls button:hover svg, .tc-page-controls a:hover svg {\n\tfill: <<colour sidebar-controls-foreground-hover>>;\n}\n\n.tc-menu-list-item {\n\twhite-space: nowrap;\n}\n\n.tc-menu-list-count {\n\tfont-weight: bold;\n}\n\n.tc-menu-list-subitem {\n\tpadding-left: 7px;\n}\n\n.tc-story-river {\n\tposition: relative;\n}\n\n@media (max-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\n\t.tc-sidebar-header {\n\t\tpadding: 14px;\n\t\tmin-height: 32px;\n\t\tmargin-top: {{$:/themes/tiddlywiki/vanilla/metrics/storytop}};\n\t}\n\n\t.tc-story-river {\n\t\tposition: relative;\n\t\tpadding: 0;\n\t}\n}\n\n@media (min-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\n\t.tc-message-box {\n\t\tmargin: 21px -21px 21px -21px;\n\t}\n\n\t.tc-sidebar-scrollable {\n\t\tposition: fixed;\n\t\ttop: {{$:/themes/tiddlywiki/vanilla/metrics/storytop}};\n\t\tleft: {{$:/themes/tiddlywiki/vanilla/metrics/storyright}};\n\t\tbottom: 0;\n\t\tright: 0;\n\t\toverflow-y: auto;\n\t\toverflow-x: auto;\n\t\t-webkit-overflow-scrolling: touch;\n\t\tmargin: 0 0 0 -42px;\n\t\tpadding: 71px 0 28px 42px;\n\t}\n\n\thtml[dir=\"rtl\"] .tc-sidebar-scrollable {\n\t\tleft: auto;\n\t\tright: {{$:/themes/tiddlywiki/vanilla/metrics/storyright}};\n\t}\n\n\t.tc-story-river {\n\t\tposition: relative;\n\t\tleft: {{$:/themes/tiddlywiki/vanilla/metrics/storyleft}};\n\t\ttop: {{$:/themes/tiddlywiki/vanilla/metrics/storytop}};\n\t\twidth: {{$:/themes/tiddlywiki/vanilla/metrics/storywidth}};\n\t\tpadding: 42px 42px 42px 42px;\n\t}\n\n<<if-no-sidebar \"\n\n\t.tc-story-river {\n\t\twidth: calc(100% - {{$:/themes/tiddlywiki/vanilla/metrics/storyleft}});\n\t}\n\n\">>\n\n}\n\n@media print {\n\n\tbody.tc-body {\n\t\tbackground-color: transparent;\n\t}\n\n\t.tc-sidebar-header, .tc-topbar {\n\t\tdisplay: none;\n\t}\n\n\t.tc-story-river {\n\t\tmargin: 0;\n\t\tpadding: 0;\n\t}\n\n\t.tc-story-river .tc-tiddler-frame {\n\t\tmargin: 0;\n\t\tborder: none;\n\t\tpadding: 0;\n\t}\n}\n\n/*\n** Tiddler styles\n*/\n\n.tc-tiddler-frame {\n\tposition: relative;\n\tmargin-bottom: 28px;\n\tbackground-color: <<colour tiddler-background>>;\n\tborder: 1px solid <<colour tiddler-border>>;\n}\n\n{{$:/themes/tiddlywiki/vanilla/sticky}}\n\n.tc-tiddler-info {\n\tpadding: 14px 42px 14px 42px;\n\tbackground-color: <<colour tiddler-info-background>>;\n\tborder-top: 1px solid <<colour tiddler-info-border>>;\n\tborder-bottom: 1px solid <<colour tiddler-info-border>>;\n}\n\n.tc-tiddler-info p {\n\tmargin-top: 3px;\n\tmargin-bottom: 3px;\n}\n\n.tc-tiddler-info .tc-tab-buttons button.tc-tab-selected {\n\tbackground-color: <<colour tiddler-info-tab-background>>;\n\tborder-bottom: 1px solid <<colour tiddler-info-tab-background>>;\n}\n\n.tc-view-field-table {\n\twidth: 100%;\n}\n\n.tc-view-field-name {\n\twidth: 1%; /* Makes this column be as narrow as possible */\n\ttext-align: right;\n\tfont-style: italic;\n\tfont-weight: 200;\n}\n\n.tc-view-field-value {\n}\n\n@media (max-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\t.tc-tiddler-frame {\n\t\tpadding: 14px 14px 14px 14px;\n\t}\n\n\t.tc-tiddler-info {\n\t\tmargin: 0 -14px 0 -14px;\n\t}\n}\n\n@media (min-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\t.tc-tiddler-frame {\n\t\tpadding: 28px 42px 42px 42px;\n\t\twidth: {{$:/themes/tiddlywiki/vanilla/metrics/tiddlerwidth}};\n\t\tborder-radius: 2px;\n\t}\n\n<<if-no-sidebar \"\n\n\t.tc-tiddler-frame {\n\t\twidth: 100%;\n\t}\n\n\">>\n\n\t.tc-tiddler-info {\n\t\tmargin: 0 -42px 0 -42px;\n\t}\n}\n\n.tc-site-title,\n.tc-titlebar {\n\tfont-weight: 300;\n\tfont-size: 2.35em;\n\tline-height: 1.2em;\n\tcolor: <<colour tiddler-title-foreground>>;\n\tmargin: 0;\n}\n\n.tc-site-title {\n\tcolor: <<colour site-title-foreground>>;\n}\n\n.tc-tiddler-title-icon {\n\tvertical-align: middle;\n}\n\n.tc-system-title-prefix {\n\tcolor: <<colour muted-foreground>>;\n}\n\n.tc-titlebar h2 {\n\tfont-size: 1em;\n\tdisplay: inline;\n}\n\n.tc-titlebar img {\n\theight: 1em;\n}\n\n.tc-subtitle {\n\tfont-size: 0.9em;\n\tcolor: <<colour tiddler-subtitle-foreground>>;\n\tfont-weight: 300;\n}\n\n.tc-tiddler-missing .tc-title {\n font-style: italic;\n font-weight: normal;\n}\n\n.tc-tiddler-frame .tc-tiddler-controls {\n\tfloat: right;\n}\n\n.tc-tiddler-controls .tc-drop-down {\n\tfont-size: 0.6em;\n}\n\n.tc-tiddler-controls .tc-drop-down .tc-drop-down {\n\tfont-size: 1em;\n}\n\n.tc-tiddler-controls > span > button,\n.tc-tiddler-controls > span > span > button,\n.tc-tiddler-controls > span > span > span > button {\n\tvertical-align: baseline;\n\tmargin-left:5px;\n}\n\n.tc-tiddler-controls button svg, .tc-tiddler-controls button img,\n.tc-search button svg, .tc-search a svg {\n\tfill: <<colour tiddler-controls-foreground>>;\n}\n\n.tc-tiddler-controls button svg, .tc-tiddler-controls button img {\n\theight: 0.75em;\n}\n\n.tc-search button svg, .tc-search a svg {\n height: 1.2em;\n width: 1.2em;\n margin: 0 0.25em;\n}\n\n.tc-tiddler-controls button.tc-selected svg,\n.tc-page-controls button.tc-selected svg {\n\tfill: <<colour tiddler-controls-foreground-selected>>;\n}\n\n.tc-tiddler-controls button.tc-btn-invisible:hover svg,\n.tc-search button:hover svg, .tc-search a:hover svg {\n\tfill: <<colour tiddler-controls-foreground-hover>>;\n}\n\n@media print {\n\t.tc-tiddler-controls {\n\t\tdisplay: none;\n\t}\n}\n\n.tc-tiddler-help { /* Help prompts within tiddler template */\n\tcolor: <<colour muted-foreground>>;\n\tmargin-top: 14px;\n}\n\n.tc-tiddler-help a.tc-tiddlylink {\n\tcolor: <<colour very-muted-foreground>>;\n}\n\n.tc-tiddler-frame .tc-edit-texteditor {\n\twidth: 100%;\n\tmargin: 4px 0 4px 0;\n}\n\n.tc-tiddler-frame input.tc-edit-texteditor,\n.tc-tiddler-frame textarea.tc-edit-texteditor,\n.tc-tiddler-frame iframe.tc-edit-texteditor {\n\tpadding: 3px 3px 3px 3px;\n\tborder: 1px solid <<colour tiddler-editor-border>>;\n\tbackground-color: <<colour tiddler-editor-background>>;\n\tline-height: 1.3em;\n\t-webkit-appearance: none;\n\tfont-family: {{$:/themes/tiddlywiki/vanilla/settings/editorfontfamily}};\n}\n\n.tc-tiddler-frame .tc-binary-warning {\n\twidth: 100%;\n\theight: 5em;\n\ttext-align: center;\n\tpadding: 3em 3em 6em 3em;\n\tbackground: <<colour alert-background>>;\n\tborder: 1px solid <<colour alert-border>>;\n}\n\ncanvas.tc-edit-bitmapeditor {\n\tborder: 6px solid <<colour tiddler-editor-border-image>>;\n\tcursor: crosshair;\n\t-moz-user-select: none;\n\t-webkit-user-select: none;\n\t-ms-user-select: none;\n\tmargin-top: 6px;\n\tmargin-bottom: 6px;\n}\n\n.tc-edit-bitmapeditor-width {\n\tdisplay: block;\n}\n\n.tc-edit-bitmapeditor-height {\n\tdisplay: block;\n}\n\n.tc-tiddler-body {\n\tclear: both;\n}\n\n.tc-tiddler-frame .tc-tiddler-body {\n\tfont-size: {{$:/themes/tiddlywiki/vanilla/metrics/bodyfontsize}};\n\tline-height: {{$:/themes/tiddlywiki/vanilla/metrics/bodylineheight}};\n}\n\n.tc-titlebar, .tc-tiddler-edit-title {\n\toverflow: hidden; /* https://github.com/Jermolene/TiddlyWiki5/issues/282 */\n}\n\nhtml body.tc-body.tc-single-tiddler-window {\n\tmargin: 1em;\n\tbackground: <<colour tiddler-background>>;\n}\n\n.tc-single-tiddler-window img,\n.tc-single-tiddler-window svg,\n.tc-single-tiddler-window canvas,\n.tc-single-tiddler-window embed,\n.tc-single-tiddler-window iframe {\n\tmax-width: 100%;\n}\n\n/*\n** Editor\n*/\n\n.tc-editor-toolbar {\n\tmargin-top: 8px;\n}\n\n.tc-editor-toolbar button {\n\tvertical-align: middle;\n\tbackground-color: <<colour tiddler-controls-foreground>>;\n\tcolor: <<colour tiddler-controls-foreground-selected>>;\n\tfill: <<colour tiddler-controls-foreground-selected>>;\n\tborder-radius: 4px;\n\tpadding: 3px;\n\tmargin: 2px 0 2px 4px;\n}\n\n.tc-editor-toolbar button.tc-text-editor-toolbar-item-adjunct {\n\tmargin-left: 1px;\n\twidth: 1em;\n\tborder-radius: 8px;\n}\n\n.tc-editor-toolbar button.tc-text-editor-toolbar-item-start-group {\n\tmargin-left: 11px;\n}\n\n.tc-editor-toolbar button.tc-selected {\n\tbackground-color: <<colour primary>>;\n}\n\n.tc-editor-toolbar button svg {\n\twidth: 1.6em;\n\theight: 1.2em;\n}\n\n.tc-editor-toolbar button:hover {\n\tbackground-color: <<colour tiddler-controls-foreground-selected>>;\n\tfill: <<colour background>>;\n\tcolor: <<colour background>>;\n}\n\n.tc-editor-toolbar .tc-text-editor-toolbar-more {\n\twhite-space: normal;\n}\n\n.tc-editor-toolbar .tc-text-editor-toolbar-more button {\n\tdisplay: inline-block;\n\tpadding: 3px;\n\twidth: auto;\n}\n\n.tc-editor-toolbar .tc-search-results {\n\tpadding: 0;\n}\n\n/*\n** Adjustments for fluid-fixed mode\n*/\n\n@media (min-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\n<<if-fluid-fixed text:\"\"\"\n\n\t.tc-story-river {\n\t\tpadding-right: 0;\n\t\tposition: relative;\n\t\twidth: auto;\n\t\tleft: 0;\n\t\tmargin-left: {{$:/themes/tiddlywiki/vanilla/metrics/storyleft}};\n\t\tmargin-right: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarwidth}};\n\t}\n\n\t.tc-tiddler-frame {\n\t\twidth: 100%;\n\t}\n\n\t.tc-sidebar-scrollable {\n\t\tleft: auto;\n\t\tbottom: 0;\n\t\tright: 0;\n\t\twidth: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarwidth}};\n\t}\n\n\tbody.tc-body .tc-storyview-zoomin-tiddler {\n\t\twidth: 100%;\n\t\twidth: calc(100% - 42px);\n\t}\n\n\"\"\" hiddenSidebarText:\"\"\"\n\n\t.tc-story-river {\n\t\tpadding-right: 3em;\n\t\tmargin-right: 0;\n\t}\n\n\tbody.tc-body .tc-storyview-zoomin-tiddler {\n\t\twidth: 100%;\n\t\twidth: calc(100% - 84px);\n\t}\n\n\"\"\">>\n\n}\n\n/*\n** Toolbar buttons\n*/\n\n.tc-page-controls svg.tc-image-new-button {\n fill: <<colour toolbar-new-button>>;\n}\n\n.tc-page-controls svg.tc-image-options-button {\n fill: <<colour toolbar-options-button>>;\n}\n\n.tc-page-controls svg.tc-image-save-button {\n fill: <<colour toolbar-save-button>>;\n}\n\n.tc-tiddler-controls button svg.tc-image-info-button {\n fill: <<colour toolbar-info-button>>;\n}\n\n.tc-tiddler-controls button svg.tc-image-edit-button {\n fill: <<colour toolbar-edit-button>>;\n}\n\n.tc-tiddler-controls button svg.tc-image-close-button {\n fill: <<colour toolbar-close-button>>;\n}\n\n.tc-tiddler-controls button svg.tc-image-delete-button {\n fill: <<colour toolbar-delete-button>>;\n}\n\n.tc-tiddler-controls button svg.tc-image-cancel-button {\n fill: <<colour toolbar-cancel-button>>;\n}\n\n.tc-tiddler-controls button svg.tc-image-done-button {\n fill: <<colour toolbar-done-button>>;\n}\n\n/*\n** Tiddler edit mode\n*/\n\n.tc-tiddler-edit-frame em.tc-edit {\n\tcolor: <<colour muted-foreground>>;\n\tfont-style: normal;\n}\n\n.tc-edit-type-dropdown a.tc-tiddlylink-missing {\n\tfont-style: normal;\n}\n\n.tc-edit-tags {\n\tborder: 1px solid <<colour tiddler-editor-border>>;\n\tpadding: 4px 8px 4px 8px;\n}\n\n.tc-edit-add-tag {\n\tdisplay: inline-block;\n}\n\n.tc-edit-add-tag .tc-add-tag-name input {\n\twidth: 50%;\n}\n\n.tc-edit-add-tag .tc-keyboard {\n\tdisplay:inline;\n}\n\n.tc-edit-tags .tc-tag-label {\n\tdisplay: inline-block;\n}\n\n.tc-edit-tags-list {\n\tmargin: 14px 0 14px 0;\n}\n\n.tc-remove-tag-button {\n\tpadding-left: 4px;\n}\n\n.tc-tiddler-preview {\n\toverflow: auto;\n}\n\n.tc-tiddler-preview-preview {\n\tfloat: right;\n\twidth: 49%;\n\tborder: 1px solid <<colour tiddler-editor-border>>;\n\tmargin: 4px 0 3px 3px;\n\tpadding: 3px 3px 3px 3px;\n}\n\n<<if-editor-height-fixed then:\"\"\"\n\n.tc-tiddler-preview-preview {\n\toverflow-y: scroll;\n\theight: {{$:/config/TextEditor/EditorHeight/Height}};\n}\n\n\"\"\">>\n\n.tc-tiddler-frame .tc-tiddler-preview .tc-edit-texteditor {\n\twidth: 49%;\n}\n\n.tc-tiddler-frame .tc-tiddler-preview canvas.tc-edit-bitmapeditor {\n\tmax-width: 49%;\n}\n\n.tc-edit-fields {\n\twidth: 100%;\n}\n\n\n.tc-edit-fields table, .tc-edit-fields tr, .tc-edit-fields td {\n\tborder: none;\n\tpadding: 4px;\n}\n\n.tc-edit-fields > tbody > .tc-edit-field:nth-child(odd) {\n\tbackground-color: <<colour tiddler-editor-fields-odd>>;\n}\n\n.tc-edit-fields > tbody > .tc-edit-field:nth-child(even) {\n\tbackground-color: <<colour tiddler-editor-fields-even>>;\n}\n\n.tc-edit-field-name {\n\ttext-align: right;\n}\n\n.tc-edit-field-value input {\n\twidth: 100%;\n}\n\n.tc-edit-field-remove {\n}\n\n.tc-edit-field-remove svg {\n\theight: 1em;\n\twidth: 1em;\n\tfill: <<colour muted-foreground>>;\n\tvertical-align: middle;\n}\n\n.tc-edit-field-add-name {\n\tdisplay: inline-block;\n\twidth: 15%;\n}\n\n.tc-edit-field-add-value {\n\tdisplay: inline-block;\n\twidth: 40%;\n}\n\n.tc-edit-field-add-button {\n\tdisplay: inline-block;\n\twidth: 10%;\n}\n\n/*\n** Storyview Classes\n*/\n\n.tc-storyview-zoomin-tiddler {\n\tposition: absolute;\n\tdisplay: block;\n\twidth: 100%;\n}\n\n@media (min-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\n\t.tc-storyview-zoomin-tiddler {\n\t\twidth: calc(100% - 84px);\n\t}\n\n}\n\n/*\n** Dropdowns\n*/\n\n.tc-btn-dropdown {\n\ttext-align: left;\n}\n\n.tc-btn-dropdown svg, .tc-btn-dropdown img {\n\theight: 1em;\n\twidth: 1em;\n\tfill: <<colour muted-foreground>>;\n}\n\n.tc-drop-down-wrapper {\n\tposition: relative;\n}\n\n.tc-drop-down {\n\tmin-width: 380px;\n\tborder: 1px solid <<colour dropdown-border>>;\n\tbackground-color: <<colour dropdown-background>>;\n\tpadding: 7px 0 7px 0;\n\tmargin: 4px 0 0 0;\n\twhite-space: nowrap;\n\ttext-shadow: none;\n\tline-height: 1.4;\n}\n\n.tc-drop-down .tc-drop-down {\n\tmargin-left: 14px;\n}\n\n.tc-drop-down button svg, .tc-drop-down a svg {\n\tfill: <<colour foreground>>;\n}\n\n.tc-drop-down button.tc-btn-invisible:hover svg {\n\tfill: <<colour foreground>>;\n}\n\n.tc-drop-down p {\n\tpadding: 0 14px 0 14px;\n}\n\n.tc-drop-down svg {\n\twidth: 1em;\n\theight: 1em;\n}\n\n.tc-drop-down img {\n\twidth: 1em;\n}\n\n.tc-drop-down a, .tc-drop-down button {\n\tdisplay: block;\n\tpadding: 0 14px 0 14px;\n\twidth: 100%;\n\ttext-align: left;\n\tcolor: <<colour foreground>>;\n\tline-height: 1.4;\n}\n\n.tc-drop-down .tc-tab-set .tc-tab-buttons button {\n\tdisplay: inline-block;\n width: auto;\n margin-bottom: 0px;\n border-bottom-left-radius: 0;\n border-bottom-right-radius: 0;\n}\n\n.tc-drop-down .tc-prompt {\n\tpadding: 0 14px;\n}\n\n.tc-drop-down .tc-chooser {\n\tborder: none;\n}\n\n.tc-drop-down .tc-chooser .tc-swatches-horiz {\n\tfont-size: 0.4em;\n\tpadding-left: 1.2em;\n}\n\n.tc-drop-down .tc-file-input-wrapper {\n\twidth: 100%;\n}\n\n.tc-drop-down .tc-file-input-wrapper button {\n\tcolor: <<colour foreground>>;\n}\n\n.tc-drop-down a:hover, .tc-drop-down button:hover, .tc-drop-down .tc-file-input-wrapper:hover button {\n\tcolor: <<colour tiddler-link-background>>;\n\tbackground-color: <<colour tiddler-link-foreground>>;\n\ttext-decoration: none;\n}\n\n.tc-drop-down .tc-tab-buttons button {\n\tbackground-color: <<colour dropdown-tab-background>>;\n}\n\n.tc-drop-down .tc-tab-buttons button.tc-tab-selected {\n\tbackground-color: <<colour dropdown-tab-background-selected>>;\n\tborder-bottom: 1px solid <<colour dropdown-tab-background-selected>>;\n}\n\n.tc-drop-down-bullet {\n\tdisplay: inline-block;\n\twidth: 0.5em;\n}\n\n.tc-drop-down .tc-tab-contents a {\n\tpadding: 0 0.5em 0 0.5em;\n}\n\n.tc-block-dropdown-wrapper {\n\tposition: relative;\n}\n\n.tc-block-dropdown {\n\tposition: absolute;\n\tmin-width: 220px;\n\tborder: 1px solid <<colour dropdown-border>>;\n\tbackground-color: <<colour dropdown-background>>;\n\tpadding: 7px 0;\n\tmargin: 4px 0 0 0;\n\twhite-space: nowrap;\n\tz-index: 1000;\n\ttext-shadow: none;\n}\n\n.tc-block-dropdown.tc-search-drop-down {\n\tmargin-left: -12px;\n}\n\n.tc-block-dropdown a {\n\tdisplay: block;\n\tpadding: 4px 14px 4px 14px;\n}\n\n.tc-block-dropdown.tc-search-drop-down a {\n\tdisplay: block;\n\tpadding: 0px 10px 0px 10px;\n}\n\n.tc-drop-down .tc-dropdown-item-plain,\n.tc-block-dropdown .tc-dropdown-item-plain {\n\tpadding: 4px 14px 4px 7px;\n}\n\n.tc-drop-down .tc-dropdown-item,\n.tc-block-dropdown .tc-dropdown-item {\n\tpadding: 4px 14px 4px 7px;\n\tcolor: <<colour muted-foreground>>;\n}\n\n.tc-block-dropdown a:hover {\n\tcolor: <<colour tiddler-link-background>>;\n\tbackground-color: <<colour tiddler-link-foreground>>;\n\ttext-decoration: none;\n}\n\n.tc-search-results {\n\tpadding: 0 7px 0 7px;\n}\n\n.tc-image-chooser, .tc-colour-chooser {\n\twhite-space: normal;\n}\n\n.tc-image-chooser a,\n.tc-colour-chooser a {\n\tdisplay: inline-block;\n\tvertical-align: top;\n\ttext-align: center;\n\tposition: relative;\n}\n\n.tc-image-chooser a {\n\tborder: 1px solid <<colour muted-foreground>>;\n\tpadding: 2px;\n\tmargin: 2px;\n\twidth: 4em;\n\theight: 4em;\n}\n\n.tc-colour-chooser a {\n\tpadding: 3px;\n\twidth: 2em;\n\theight: 2em;\n\tvertical-align: middle;\n}\n\n.tc-image-chooser a:hover,\n.tc-colour-chooser a:hover {\n\tbackground: <<colour primary>>;\n\tpadding: 0px;\n\tborder: 3px solid <<colour primary>>;\n}\n\n.tc-image-chooser a svg,\n.tc-image-chooser a img {\n\tdisplay: inline-block;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 3.5em;\n\tmax-height: 3.5em;\n\tposition: absolute;\n\ttop: 0;\n\tbottom: 0;\n\tleft: 0;\n\tright: 0;\n\tmargin: auto;\n}\n\n/*\n** Modals\n*/\n\n.tc-modal-wrapper {\n\tposition: fixed;\n\toverflow: auto;\n\toverflow-y: scroll;\n\ttop: 0;\n\tright: 0;\n\tbottom: 0;\n\tleft: 0;\n\tz-index: 900;\n}\n\n.tc-modal-backdrop {\n\tposition: fixed;\n\ttop: 0;\n\tright: 0;\n\tbottom: 0;\n\tleft: 0;\n\tz-index: 1000;\n\tbackground-color: <<colour modal-backdrop>>;\n}\n\n.tc-modal {\n\tz-index: 1100;\n\tbackground-color: <<colour modal-background>>;\n\tborder: 1px solid <<colour modal-border>>;\n}\n\n@media (max-width: 55em) {\n\t.tc-modal {\n\t\tposition: fixed;\n\t\ttop: 1em;\n\t\tleft: 1em;\n\t\tright: 1em;\n\t}\n\n\t.tc-modal-body {\n\t\toverflow-y: auto;\n\t\tmax-height: 400px;\n\t\tmax-height: 60vh;\n\t}\n}\n\n@media (min-width: 55em) {\n\t.tc-modal {\n\t\tposition: fixed;\n\t\ttop: 2em;\n\t\tleft: 25%;\n\t\twidth: 50%;\n\t}\n\n\t.tc-modal-body {\n\t\toverflow-y: auto;\n\t\tmax-height: 400px;\n\t\tmax-height: 60vh;\n\t}\n}\n\n.tc-modal-header {\n\tpadding: 9px 15px;\n\tborder-bottom: 1px solid <<colour modal-header-border>>;\n}\n\n.tc-modal-header h3 {\n\tmargin: 0;\n\tline-height: 30px;\n}\n\n.tc-modal-header img, .tc-modal-header svg {\n\twidth: 1em;\n\theight: 1em;\n}\n\n.tc-modal-body {\n\tpadding: 15px;\n}\n\n.tc-modal-footer {\n\tpadding: 14px 15px 15px;\n\tmargin-bottom: 0;\n\ttext-align: right;\n\tbackground-color: <<colour modal-footer-background>>;\n\tborder-top: 1px solid <<colour modal-footer-border>>;\n}\n\n/*\n** Notifications\n*/\n\n.tc-notification {\n\tposition: fixed;\n\ttop: 14px;\n\tright: 42px;\n\tz-index: 1300;\n\tmax-width: 280px;\n\tpadding: 0 14px 0 14px;\n\tbackground-color: <<colour notification-background>>;\n\tborder: 1px solid <<colour notification-border>>;\n}\n\n/*\n** Tabs\n*/\n\n.tc-tab-set.tc-vertical {\n\tdisplay: -webkit-flex;\n\tdisplay: flex;\n}\n\n.tc-tab-buttons {\n\tfont-size: 0.85em;\n\tpadding-top: 1em;\n\tmargin-bottom: -2px;\n}\n\n.tc-tab-buttons.tc-vertical {\n\tz-index: 100;\n\tdisplay: block;\n\tpadding-top: 14px;\n\tvertical-align: top;\n\ttext-align: right;\n\tmargin-bottom: inherit;\n\tmargin-right: -1px;\n\tmax-width: 33%;\n\t-webkit-flex: 0 0 auto;\n\tflex: 0 0 auto;\n}\n\n.tc-tab-buttons button.tc-tab-selected {\n\tcolor: <<colour tab-foreground-selected>>;\n\tbackground-color: <<colour tab-background-selected>>;\n\tborder-left: 1px solid <<colour tab-border-selected>>;\n\tborder-top: 1px solid <<colour tab-border-selected>>;\n\tborder-right: 1px solid <<colour tab-border-selected>>;\n}\n\n.tc-tab-buttons button {\n\tcolor: <<colour tab-foreground>>;\n\tpadding: 3px 5px 3px 5px;\n\tmargin-right: 0.3em;\n\tfont-weight: 300;\n\tborder: none;\n\tbackground: inherit;\n\tbackground-color: <<colour tab-background>>;\n\tborder-left: 1px solid <<colour tab-border>>;\n\tborder-top: 1px solid <<colour tab-border>>;\n\tborder-right: 1px solid <<colour tab-border>>;\n\tborder-top-left-radius: 2px;\n\tborder-top-right-radius: 2px;\n\tborder-bottom-left-radius: 0;\n\tborder-bottom-right-radius: 0;\n}\n\n.tc-tab-buttons.tc-vertical button {\n\tdisplay: block;\n\twidth: 100%;\n\tmargin-top: 3px;\n\tmargin-right: 0;\n\ttext-align: right;\n\tbackground-color: <<colour tab-background>>;\n\tborder-left: 1px solid <<colour tab-border>>;\n\tborder-bottom: 1px solid <<colour tab-border>>;\n\tborder-right: none;\n\tborder-top-left-radius: 2px;\n\tborder-bottom-left-radius: 2px;\n\tborder-top-right-radius: 0;\n\tborder-bottom-right-radius: 0;\n}\n\n.tc-tab-buttons.tc-vertical button.tc-tab-selected {\n\tbackground-color: <<colour tab-background-selected>>;\n\tborder-right: 1px solid <<colour tab-background-selected>>;\n}\n\n.tc-tab-divider {\n\tborder-top: 1px solid <<colour tab-divider>>;\n}\n\n.tc-tab-divider.tc-vertical {\n\tdisplay: none;\n}\n\n.tc-tab-content {\n\tmargin-top: 14px;\n}\n\n.tc-tab-content.tc-vertical {\n word-break: break-word;\n\tdisplay: inline-block;\n\tvertical-align: top;\n\tpadding-top: 0;\n\tpadding-left: 14px;\n\tborder-left: 1px solid <<colour tab-border>>;\n\t-webkit-flex: 1 0 70%;\n\tflex: 1 0 70%;\n}\n\n.tc-sidebar-lists .tc-tab-buttons {\n\tmargin-bottom: -1px;\n}\n\n.tc-sidebar-lists .tc-tab-buttons button.tc-tab-selected {\n\tbackground-color: <<colour sidebar-tab-background-selected>>;\n\tcolor: <<colour sidebar-tab-foreground-selected>>;\n\tborder-left: 1px solid <<colour sidebar-tab-border-selected>>;\n\tborder-top: 1px solid <<colour sidebar-tab-border-selected>>;\n\tborder-right: 1px solid <<colour sidebar-tab-border-selected>>;\n}\n\n.tc-sidebar-lists .tc-tab-buttons button {\n\tbackground-color: <<colour sidebar-tab-background>>;\n\tcolor: <<colour sidebar-tab-foreground>>;\n\tborder-left: 1px solid <<colour sidebar-tab-border>>;\n\tborder-top: 1px solid <<colour sidebar-tab-border>>;\n\tborder-right: 1px solid <<colour sidebar-tab-border>>;\n}\n\n.tc-sidebar-lists .tc-tab-divider {\n\tborder-top: 1px solid <<colour sidebar-tab-divider>>;\n}\n\n.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button {\n\tdisplay: block;\n\twidth: 100%;\n\tbackground-color: <<colour sidebar-tab-background>>;\n\tborder-top: none;\n\tborder-left: none;\n\tborder-bottom: none;\n\tborder-right: 1px solid #ccc;\n\tmargin-bottom: inherit;\n}\n\n.tc-more-sidebar > .tc-tab-set > .tc-tab-buttons > button.tc-tab-selected {\n\tbackground-color: <<colour sidebar-tab-background-selected>>;\n\tborder: none;\n}\n\n/*\n** Manager\n*/\n\n.tc-manager-wrapper {\n\t\n}\n\n.tc-manager-controls {\n\t\n}\n\n.tc-manager-control {\n\tmargin: 0.5em 0;\n}\n\n.tc-manager-list {\n\twidth: 100%;\n\tborder-top: 1px solid <<colour muted-foreground>>;\n\tborder-left: 1px solid <<colour muted-foreground>>;\n\tborder-right: 1px solid <<colour muted-foreground>>;\n}\n\n.tc-manager-list-item {\n\n}\n\n.tc-manager-list-item-heading {\n display: block;\n width: 100%;\n text-align: left;\t\n\tborder-bottom: 1px solid <<colour muted-foreground>>;\n\tpadding: 3px;\n}\n\n.tc-manager-list-item-heading-selected {\n\tfont-weight: bold;\n\tcolor: <<colour background>>;\n\tfill: <<colour background>>;\n\tbackground-color: <<colour foreground>>;\n}\n\n.tc-manager-list-item-heading:hover {\n\tbackground: <<colour primary>>;\n\tcolor: <<colour background>>;\n}\n\n.tc-manager-list-item-content {\n\tdisplay: flex;\n}\n\n.tc-manager-list-item-content-sidebar {\n flex: 1 0;\n background: <<colour tiddler-editor-background>>;\n border-right: 0.5em solid <<colour muted-foreground>>;\n border-bottom: 0.5em solid <<colour muted-foreground>>;\n white-space: nowrap;\n}\n\n.tc-manager-list-item-content-item-heading {\n\tdisplay: block;\n\twidth: 100%;\n\ttext-align: left;\n background: <<colour muted-foreground>>;\n\ttext-transform: uppercase;\n\tfont-size: 0.6em;\n\tfont-weight: bold;\n padding: 0.5em 0 0.5em 0;\n}\n\n.tc-manager-list-item-content-item-body {\n\tpadding: 0 0.5em 0 0.5em;\n}\n\n.tc-manager-list-item-content-item-body > pre {\n\tmargin: 0.5em 0 0.5em 0;\n\tborder: none;\n\tbackground: inherit;\n}\n\n.tc-manager-list-item-content-tiddler {\n flex: 3 1;\n border-left: 0.5em solid <<colour muted-foreground>>;\n border-right: 0.5em solid <<colour muted-foreground>>;\n border-bottom: 0.5em solid <<colour muted-foreground>>;\n}\n\n.tc-manager-list-item-content-item-body > table {\n\tborder: none;\n\tpadding: 0;\n\tmargin: 0;\n}\n\n.tc-manager-list-item-content-item-body > table td {\n\tborder: none;\n}\n\n.tc-manager-icon-editor > button {\n\twidth: 100%;\n}\n\n.tc-manager-icon-editor > button > svg,\n.tc-manager-icon-editor > button > button {\n\twidth: 100%;\n\theight: auto;\n}\n\n/*\n** Alerts\n*/\n\n.tc-alerts {\n\tposition: fixed;\n\ttop: 0;\n\tleft: 0;\n\tmax-width: 500px;\n\tz-index: 20000;\n}\n\n.tc-alert {\n\tposition: relative;\n\tmargin: 28px;\n\tpadding: 14px 14px 14px 14px;\n\tborder: 2px solid <<colour alert-border>>;\n\tbackground-color: <<colour alert-background>>;\n}\n\n.tc-alert-toolbar {\n\tposition: absolute;\n\ttop: 14px;\n\tright: 14px;\n}\n\n.tc-alert-toolbar svg {\n\tfill: <<colour alert-muted-foreground>>;\n}\n\n.tc-alert-subtitle {\n\tcolor: <<colour alert-muted-foreground>>;\n\tfont-weight: bold;\n}\n\n.tc-alert-highlight {\n\tcolor: <<colour alert-highlight>>;\n}\n\n@media (min-width: {{$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint}}) {\n\n\t.tc-static-alert {\n\t\tposition: relative;\n\t}\n\n\t.tc-static-alert-inner {\n\t\tposition: absolute;\n\t\tz-index: 100;\n\t}\n\n}\n\n.tc-static-alert-inner {\n\tpadding: 0 2px 2px 42px;\n\tcolor: <<colour static-alert-foreground>>;\n}\n\n/*\n** Floating drafts list\n*/\n\n.tc-drafts-list {\n\tz-index: 2000;\n\tposition: fixed;\n\tfont-size: 0.8em;\n\tleft: 0;\n\tbottom: 0;\n}\n\n.tc-drafts-list a {\n\tmargin: 0 0.5em;\n\tpadding: 4px 4px;\n\tborder-top-left-radius: 4px;\n\tborder-top-right-radius: 4px;\n\tborder: 1px solid <<colour background>>;\n\tborder-bottom-none;\n\tbackground: <<colour dirty-indicator>>;\n\tcolor: <<colour background>>;\n\tfill: <<colour background>>;\n}\n\n.tc-drafts-list a:hover {\n\ttext-decoration: none;\n\tbackground: <<colour foreground>>;\n\tcolor: <<colour background>>;\n\tfill: <<colour background>>;\n}\n\n.tc-drafts-list a svg {\n\twidth: 1em;\n\theight: 1em;\n\tvertical-align: text-bottom;\n}\n\n/*\n** Control panel\n*/\n\n.tc-control-panel td {\n\tpadding: 4px;\n}\n\n.tc-control-panel table, .tc-control-panel table input, .tc-control-panel table textarea {\n\twidth: 100%;\n}\n\n.tc-plugin-info {\n\tdisplay: block;\n\tborder: 1px solid <<colour muted-foreground>>;\n\tbackground-colour: <<colour background>>;\n\tmargin: 0.5em 0 0.5em 0;\n\tpadding: 4px;\n}\n\n.tc-plugin-info-disabled {\n\tbackground: -webkit-repeating-linear-gradient(45deg, #ff0, #ff0 10px, #eee 10px, #eee 20px);\n\tbackground: repeating-linear-gradient(45deg, #ff0, #ff0 10px, #eee 10px, #eee 20px);\n}\n\n.tc-plugin-info-disabled:hover {\n\tbackground: -webkit-repeating-linear-gradient(45deg, #aa0, #aa0 10px, #888 10px, #888 20px);\n\tbackground: repeating-linear-gradient(45deg, #aa0, #aa0 10px, #888 10px, #888 20px);\n}\n\na.tc-tiddlylink.tc-plugin-info:hover {\n\ttext-decoration: none;\n\tbackground-color: <<colour primary>>;\n\tcolor: <<colour background>>;\n\tfill: <<colour foreground>>;\n}\n\na.tc-tiddlylink.tc-plugin-info:hover .tc-plugin-info > .tc-plugin-info-chunk > svg {\n\tfill: <<colour foreground>>;\n}\n\n.tc-plugin-info-chunk {\n\tdisplay: inline-block;\n\tvertical-align: middle;\n}\n\n.tc-plugin-info-chunk h1 {\n\tfont-size: 1em;\n\tmargin: 2px 0 2px 0;\n}\n\n.tc-plugin-info-chunk h2 {\n\tfont-size: 0.8em;\n\tmargin: 2px 0 2px 0;\n}\n\n.tc-plugin-info-chunk div {\n\tfont-size: 0.7em;\n\tmargin: 2px 0 2px 0;\n}\n\n.tc-plugin-info:hover > .tc-plugin-info-chunk > img, .tc-plugin-info:hover > .tc-plugin-info-chunk > svg {\n\twidth: 2em;\n\theight: 2em;\n\tfill: <<colour foreground>>;\n}\n\n.tc-plugin-info > .tc-plugin-info-chunk > img, .tc-plugin-info > .tc-plugin-info-chunk > svg {\n\twidth: 2em;\n\theight: 2em;\n\tfill: <<colour muted-foreground>>;\n}\n\n.tc-plugin-info.tc-small-icon > .tc-plugin-info-chunk > img, .tc-plugin-info.tc-small-icon > .tc-plugin-info-chunk > svg {\n\twidth: 1em;\n\theight: 1em;\n}\n\n.tc-plugin-info-dropdown {\n\tborder: 1px solid <<colour muted-foreground>>;\n\tmargin-top: -8px;\n}\n\n.tc-plugin-info-dropdown-message {\n\tbackground: <<colour message-background>>;\n\tpadding: 0.5em 1em 0.5em 1em;\n\tfont-weight: bold;\n\tfont-size: 0.8em;\n}\n\n.tc-plugin-info-dropdown-body {\n\tpadding: 1em 1em 1em 1em;\n}\n\n.tc-check-list {\n\tline-height: 2em;\n}\n\n.tc-check-list .tc-image-button {\n\theight: 1.5em;\n}\n\n/*\n** Message boxes\n*/\n\n.tc-message-box {\n\tborder: 1px solid <<colour message-border>>;\n\tbackground: <<colour message-background>>;\n\tpadding: 0px 21px 0px 21px;\n\tfont-size: 12px;\n\tline-height: 18px;\n\tcolor: <<colour message-foreground>>;\n}\n\n.tc-message-box svg {\n\twidth: 1em;\n\theight: 1em;\n vertical-align: text-bottom;\n}\n\n/*\n** Pictures\n*/\n\n.tc-bordered-image {\n\tborder: 1px solid <<colour muted-foreground>>;\n\tpadding: 5px;\n\tmargin: 5px;\n}\n\n/*\n** Floats\n*/\n\n.tc-float-right {\n\tfloat: right;\n}\n\n/*\n** Chooser\n*/\n\n.tc-chooser {\n\tborder-right: 1px solid <<colour table-header-background>>;\n\tborder-left: 1px solid <<colour table-header-background>>;\n}\n\n\n.tc-chooser-item {\n\tborder-bottom: 1px solid <<colour table-header-background>>;\n\tborder-top: 1px solid <<colour table-header-background>>;\n\tpadding: 2px 4px 2px 14px;\n}\n\n.tc-drop-down .tc-chooser-item {\n\tpadding: 2px;\n}\n\n.tc-chosen,\n.tc-chooser-item:hover {\n\tbackground-color: <<colour table-header-background>>;\n\tborder-color: <<colour table-footer-background>>;\n}\n\n.tc-chosen .tc-tiddlylink {\n\tcursor:default;\n}\n\n.tc-chooser-item .tc-tiddlylink {\n\tdisplay: block;\n\ttext-decoration: none;\n\tbackground-color: transparent;\n}\n\n.tc-chooser-item:hover .tc-tiddlylink:hover {\n\ttext-decoration: none;\n}\n\n.tc-drop-down .tc-chosen .tc-tiddlylink,\n.tc-drop-down .tc-chooser-item .tc-tiddlylink:hover {\n\tcolor: <<colour foreground>>;\n}\n\n.tc-chosen > .tc-tiddlylink:before {\n\tmargin-left: -10px;\n\tposition: relative;\n\tcontent: \"» \";\n}\n\n.tc-chooser-item svg,\n.tc-chooser-item img{\n\twidth: 1em;\n\theight: 1em;\n\tvertical-align: middle;\n}\n\n.tc-language-chooser .tc-image-button img {\n\twidth: 2em;\n\tvertical-align: -0.15em;\n}\n\n/*\n** Palette swatches\n*/\n\n.tc-swatches-horiz {\n}\n\n.tc-swatches-horiz .tc-swatch {\n\tdisplay: inline-block;\n}\n\n.tc-swatch {\n\twidth: 2em;\n\theight: 2em;\n\tmargin: 0.4em;\n\tborder: 1px solid #888;\n}\n\ninput.tc-palette-manager-colour-input {\n\twidth: 100%;\n\tpadding: 0;\n}\n\n/*\n** Table of contents\n*/\n\n.tc-sidebar-lists .tc-table-of-contents {\n\twhite-space: nowrap;\n}\n\n.tc-table-of-contents button {\n\tcolor: <<colour sidebar-foreground>>;\n}\n\n.tc-table-of-contents svg {\n\twidth: 0.7em;\n\theight: 0.7em;\n\tvertical-align: middle;\n\tfill: <<colour sidebar-foreground>>;\n}\n\n.tc-table-of-contents ol {\n\tlist-style-type: none;\n\tpadding-left: 0;\n}\n\n.tc-table-of-contents ol ol {\n\tpadding-left: 1em;\n}\n\n.tc-table-of-contents li {\n\tfont-size: 1.0em;\n\tfont-weight: bold;\n}\n\n.tc-table-of-contents li a {\n\tfont-weight: bold;\n}\n\n.tc-table-of-contents li li {\n\tfont-size: 0.95em;\n\tfont-weight: normal;\n\tline-height: 1.4;\n}\n\n.tc-table-of-contents li li a {\n\tfont-weight: normal;\n}\n\n.tc-table-of-contents li li li {\n\tfont-size: 0.95em;\n\tfont-weight: 200;\n\tline-height: 1.5;\n}\n\n.tc-table-of-contents li li li li {\n\tfont-size: 0.95em;\n\tfont-weight: 200;\n}\n\n.tc-tabbed-table-of-contents {\n\tdisplay: -webkit-flex;\n\tdisplay: flex;\n}\n\n.tc-tabbed-table-of-contents .tc-table-of-contents {\n\tz-index: 100;\n\tdisplay: inline-block;\n\tpadding-left: 1em;\n\tmax-width: 50%;\n\t-webkit-flex: 0 0 auto;\n\tflex: 0 0 auto;\n\tbackground: <<colour tab-background>>;\n\tborder-left: 1px solid <<colour tab-border>>;\n\tborder-top: 1px solid <<colour tab-border>>;\n\tborder-bottom: 1px solid <<colour tab-border>>;\n}\n\n.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item > a,\n.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item-selected > a {\n\tdisplay: block;\n\tpadding: 0.12em 1em 0.12em 0.25em;\n}\n\n.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item > a {\n\tborder-top: 1px solid <<colour tab-background>>;\n\tborder-left: 1px solid <<colour tab-background>>;\n\tborder-bottom: 1px solid <<colour tab-background>>;\n}\n\n.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item > a:hover {\n\ttext-decoration: none;\n\tborder-top: 1px solid <<colour tab-border>>;\n\tborder-left: 1px solid <<colour tab-border>>;\n\tborder-bottom: 1px solid <<colour tab-border>>;\n\tbackground: <<colour tab-border>>;\n}\n\n.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item-selected > a {\n\tborder-top: 1px solid <<colour tab-border>>;\n\tborder-left: 1px solid <<colour tab-border>>;\n\tborder-bottom: 1px solid <<colour tab-border>>;\n\tbackground: <<colour background>>;\n\tmargin-right: -1px;\n}\n\n.tc-tabbed-table-of-contents .tc-table-of-contents .toc-item-selected > a:hover {\n\ttext-decoration: none;\n}\n\n.tc-tabbed-table-of-contents .tc-tabbed-table-of-contents-content {\n\tdisplay: inline-block;\n\tvertical-align: top;\n\tpadding-left: 1.5em;\n\tpadding-right: 1.5em;\n\tborder: 1px solid <<colour tab-border>>;\n\t-webkit-flex: 1 0 50%;\n\tflex: 1 0 50%;\n}\n\n/*\n** Dirty indicator\n*/\n\nbody.tc-dirty span.tc-dirty-indicator, body.tc-dirty span.tc-dirty-indicator svg {\n\tfill: <<colour dirty-indicator>>;\n\tcolor: <<colour dirty-indicator>>;\n}\n\n/*\n** File inputs\n*/\n\n.tc-file-input-wrapper {\n\tposition: relative;\n\toverflow: hidden;\n\tdisplay: inline-block;\n\tvertical-align: middle;\n}\n\n.tc-file-input-wrapper input[type=file] {\n\tposition: absolute;\n\ttop: 0;\n\tleft: 0;\n\tright: 0;\n\tbottom: 0;\n\tfont-size: 999px;\n\tmax-width: 100%;\n\tmax-height: 100%;\n\tfilter: alpha(opacity=0);\n\topacity: 0;\n\toutline: none;\n\tbackground: white;\n\tcursor: pointer;\n\tdisplay: inline-block;\n}\n\n/*\n** Thumbnail macros\n*/\n\n.tc-thumbnail-wrapper {\n\tposition: relative;\n\tdisplay: inline-block;\n\tmargin: 6px;\n\tvertical-align: top;\n}\n\n.tc-thumbnail-right-wrapper {\n\tfloat:right;\n\tmargin: 0.5em 0 0.5em 0.5em;\n}\n\n.tc-thumbnail-image {\n\ttext-align: center;\n\toverflow: hidden;\n\tborder-radius: 3px;\n}\n\n.tc-thumbnail-image svg,\n.tc-thumbnail-image img {\n\tfilter: alpha(opacity=1);\n\topacity: 1;\n\tmin-width: 100%;\n\tmin-height: 100%;\n\tmax-width: 100%;\n}\n\n.tc-thumbnail-wrapper:hover .tc-thumbnail-image svg,\n.tc-thumbnail-wrapper:hover .tc-thumbnail-image img {\n\tfilter: alpha(opacity=0.8);\n\topacity: 0.8;\n}\n\n.tc-thumbnail-background {\n\tposition: absolute;\n\tborder-radius: 3px;\n}\n\n.tc-thumbnail-icon svg,\n.tc-thumbnail-icon img {\n\twidth: 3em;\n\theight: 3em;\n\t<<filter \"drop-shadow(2px 2px 4px rgba(0,0,0,0.3))\">>\n}\n\n.tc-thumbnail-wrapper:hover .tc-thumbnail-icon svg,\n.tc-thumbnail-wrapper:hover .tc-thumbnail-icon img {\n\tfill: #fff;\n\t<<filter \"drop-shadow(3px 3px 4px rgba(0,0,0,0.6))\">>\n}\n\n.tc-thumbnail-icon {\n\tposition: absolute;\n\ttop: 0;\n\tleft: 0;\n\tright: 0;\n\tbottom: 0;\n\tdisplay: -webkit-flex;\n\t-webkit-align-items: center;\n\t-webkit-justify-content: center;\n\tdisplay: flex;\n\talign-items: center;\n\tjustify-content: center;\n}\n\n.tc-thumbnail-caption {\n\tposition: absolute;\n\tbackground-color: #777;\n\tcolor: #fff;\n\ttext-align: center;\n\tbottom: 0;\n\twidth: 100%;\n\tfilter: alpha(opacity=0.9);\n\topacity: 0.9;\n\tline-height: 1.4;\n\tborder-bottom-left-radius: 3px;\n\tborder-bottom-right-radius: 3px;\n}\n\n.tc-thumbnail-wrapper:hover .tc-thumbnail-caption {\n\tfilter: alpha(opacity=1);\n\topacity: 1;\n}\n\n/*\n** Diffs\n*/\n\n.tc-diff-equal {\n\tbackground-color: <<colour diff-equal-background>>;\n\tcolor: <<colour diff-equal-foreground>>;\n}\n\n.tc-diff-insert {\n\tbackground-color: <<colour diff-insert-background>>;\n\tcolor: <<colour diff-insert-foreground>>;\n}\n\n.tc-diff-delete {\n\tbackground-color: <<colour diff-delete-background>>;\n\tcolor: <<colour diff-delete-foreground>>;\n}\n\n.tc-diff-invisible {\n\tbackground-color: <<colour diff-invisible-background>>;\n\tcolor: <<colour diff-invisible-foreground>>;\n}\n\n.tc-diff-tiddlers th {\n\ttext-align: right;\n\tbackground: <<colour background>>;\n\tfont-weight: normal;\n\tfont-style: italic;\n}\n\n.tc-diff-tiddlers pre {\n margin: 0;\n padding: 0;\n border: none;\n background: none;\n}\n\n/*\n** Errors\n*/\n\n.tc-error {\n\tbackground: #f00;\n\tcolor: #fff;\n}\n\n/*\n** Tree macro\n*/\n\n.tc-tree div {\n \tpadding-left: 14px;\n}\n\n.tc-tree ol {\n \tlist-style-type: none;\n \tpadding-left: 0;\n \tmargin-top: 0;\n}\n\n.tc-tree ol ol {\n \tpadding-left: 1em; \n}\n\n.tc-tree button { \n \tcolor: #acacac;\n}\n\n.tc-tree svg {\n \tfill: #acacac;\n}\n\n.tc-tree span svg {\n \twidth: 1em;\n \theight: 1em;\n \tvertical-align: baseline;\n}\n\n.tc-tree li span {\n \tcolor: lightgray;\n}\n\nselect {\n color: <<colour select-tag-foreground>>;\n background: <<colour select-tag-background>>;\n}\n\n"
},
"$:/themes/tiddlywiki/vanilla/metrics/bodyfontsize": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/bodyfontsize",
"text": "15px"
},
"$:/themes/tiddlywiki/vanilla/metrics/bodylineheight": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/bodylineheight",
"text": "22px"
},
"$:/themes/tiddlywiki/vanilla/metrics/fontsize": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/fontsize",
"text": "14px"
},
"$:/themes/tiddlywiki/vanilla/metrics/lineheight": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/lineheight",
"text": "20px"
},
"$:/themes/tiddlywiki/vanilla/metrics/storyleft": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/storyleft",
"text": "0px"
},
"$:/themes/tiddlywiki/vanilla/metrics/storytop": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/storytop",
"text": "0px"
},
"$:/themes/tiddlywiki/vanilla/metrics/storyright": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/storyright",
"text": "770px"
},
"$:/themes/tiddlywiki/vanilla/metrics/storywidth": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/storywidth",
"text": "770px"
},
"$:/themes/tiddlywiki/vanilla/metrics/tiddlerwidth": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/tiddlerwidth",
"text": "686px"
},
"$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/sidebarbreakpoint",
"text": "960px"
},
"$:/themes/tiddlywiki/vanilla/metrics/sidebarwidth": {
"title": "$:/themes/tiddlywiki/vanilla/metrics/sidebarwidth",
"text": "350px"
},
"$:/themes/tiddlywiki/vanilla/options/stickytitles": {
"title": "$:/themes/tiddlywiki/vanilla/options/stickytitles",
"text": "no"
},
"$:/themes/tiddlywiki/vanilla/options/sidebarlayout": {
"title": "$:/themes/tiddlywiki/vanilla/options/sidebarlayout",
"text": "fixed-fluid"
},
"$:/themes/tiddlywiki/vanilla/options/codewrapping": {
"title": "$:/themes/tiddlywiki/vanilla/options/codewrapping",
"text": "pre-wrap"
},
"$:/themes/tiddlywiki/vanilla/reset": {
"title": "$:/themes/tiddlywiki/vanilla/reset",
"type": "text/plain",
"text": "/*! normalize.css v3.0.0 | MIT License | git.io/normalize */\n\n/**\n * 1. Set default font family to sans-serif.\n * 2. Prevent iOS text size adjust after orientation change, without disabling\n * user zoom.\n */\n\nhtml {\n font-family: sans-serif; /* 1 */\n -ms-text-size-adjust: 100%; /* 2 */\n -webkit-text-size-adjust: 100%; /* 2 */\n}\n\n/**\n * Remove default margin.\n */\n\nbody {\n margin: 0;\n}\n\n/* HTML5 display definitions\n ========================================================================== */\n\n/**\n * Correct `block` display not defined in IE 8/9.\n */\n\narticle,\naside,\ndetails,\nfigcaption,\nfigure,\nfooter,\nheader,\nhgroup,\nmain,\nnav,\nsection,\nsummary {\n display: block;\n}\n\n/**\n * 1. Correct `inline-block` display not defined in IE 8/9.\n * 2. Normalize vertical alignment of `progress` in Chrome, Firefox, and Opera.\n */\n\naudio,\ncanvas,\nprogress,\nvideo {\n display: inline-block; /* 1 */\n vertical-align: baseline; /* 2 */\n}\n\n/**\n * Prevent modern browsers from displaying `audio` without controls.\n * Remove excess height in iOS 5 devices.\n */\n\naudio:not([controls]) {\n display: none;\n height: 0;\n}\n\n/**\n * Address `[hidden]` styling not present in IE 8/9.\n * Hide the `template` element in IE, Safari, and Firefox < 22.\n */\n\n[hidden],\ntemplate {\n display: none;\n}\n\n/* Links\n ========================================================================== */\n\n/**\n * Remove the gray background color from active links in IE 10.\n */\n\na {\n background: transparent;\n}\n\n/**\n * Improve readability when focused and also mouse hovered in all browsers.\n */\n\na:active,\na:hover {\n outline: 0;\n}\n\n/* Text-level semantics\n ========================================================================== */\n\n/**\n * Address styling not present in IE 8/9, Safari 5, and Chrome.\n */\n\nabbr[title] {\n border-bottom: 1px dotted;\n}\n\n/**\n * Address style set to `bolder` in Firefox 4+, Safari 5, and Chrome.\n */\n\nb,\nstrong {\n font-weight: bold;\n}\n\n/**\n * Address styling not present in Safari 5 and Chrome.\n */\n\ndfn {\n font-style: italic;\n}\n\n/**\n * Address variable `h1` font-size and margin within `section` and `article`\n * contexts in Firefox 4+, Safari 5, and Chrome.\n */\n\nh1 {\n font-size: 2em;\n margin: 0.67em 0;\n}\n\n/**\n * Address styling not present in IE 8/9.\n */\n\nmark {\n background: #ff0;\n color: #000;\n}\n\n/**\n * Address inconsistent and variable font size in all browsers.\n */\n\nsmall {\n font-size: 80%;\n}\n\n/**\n * Prevent `sub` and `sup` affecting `line-height` in all browsers.\n */\n\nsub,\nsup {\n font-size: 75%;\n line-height: 0;\n position: relative;\n vertical-align: baseline;\n}\n\nsup {\n top: -0.5em;\n}\n\nsub {\n bottom: -0.25em;\n}\n\n/* Embedded content\n ========================================================================== */\n\n/**\n * Remove border when inside `a` element in IE 8/9.\n */\n\nimg {\n border: 0;\n}\n\n/**\n * Correct overflow displayed oddly in IE 9.\n */\n\nsvg:not(:root) {\n overflow: hidden;\n}\n\n/* Grouping content\n ========================================================================== */\n\n/**\n * Address margin not present in IE 8/9 and Safari 5.\n */\n\nfigure {\n margin: 1em 40px;\n}\n\n/**\n * Address differences between Firefox and other browsers.\n */\n\nhr {\n -moz-box-sizing: content-box;\n box-sizing: content-box;\n height: 0;\n}\n\n/**\n * Contain overflow in all browsers.\n */\n\npre {\n overflow: auto;\n}\n\n/**\n * Address odd `em`-unit font size rendering in all browsers.\n */\n\ncode,\nkbd,\npre,\nsamp {\n font-family: monospace, monospace;\n font-size: 1em;\n}\n\n/* Forms\n ========================================================================== */\n\n/**\n * Known limitation: by default, Chrome and Safari on OS X allow very limited\n * styling of `select`, unless a `border` property is set.\n */\n\n/**\n * 1. Correct color not being inherited.\n * Known issue: affects color of disabled elements.\n * 2. Correct font properties not being inherited.\n * 3. Address margins set differently in Firefox 4+, Safari 5, and Chrome.\n */\n\nbutton,\ninput,\noptgroup,\nselect,\ntextarea {\n color: inherit; /* 1 */\n font: inherit; /* 2 */\n margin: 0; /* 3 */\n}\n\n/**\n * Address `overflow` set to `hidden` in IE 8/9/10.\n */\n\nbutton {\n overflow: visible;\n}\n\n/**\n * Address inconsistent `text-transform` inheritance for `button` and `select`.\n * All other form control elements do not inherit `text-transform` values.\n * Correct `button` style inheritance in Firefox, IE 8+, and Opera\n * Correct `select` style inheritance in Firefox.\n */\n\nbutton,\nselect {\n text-transform: none;\n}\n\n/**\n * 1. Avoid the WebKit bug in Android 4.0.* where (2) destroys native `audio`\n * and `video` controls.\n * 2. Correct inability to style clickable `input` types in iOS.\n * 3. Improve usability and consistency of cursor style between image-type\n * `input` and others.\n */\n\nbutton,\nhtml input[type=\"button\"], /* 1 */\ninput[type=\"reset\"],\ninput[type=\"submit\"] {\n -webkit-appearance: button; /* 2 */\n cursor: pointer; /* 3 */\n}\n\n/**\n * Re-set default cursor for disabled elements.\n */\n\nbutton[disabled],\nhtml input[disabled] {\n cursor: default;\n}\n\n/**\n * Remove inner padding and border in Firefox 4+.\n */\n\nbutton::-moz-focus-inner,\ninput::-moz-focus-inner {\n border: 0;\n padding: 0;\n}\n\n/**\n * Address Firefox 4+ setting `line-height` on `input` using `!important` in\n * the UA stylesheet.\n */\n\ninput {\n line-height: normal;\n}\n\n/**\n * It's recommended that you don't attempt to style these elements.\n * Firefox's implementation doesn't respect box-sizing, padding, or width.\n *\n * 1. Address box sizing set to `content-box` in IE 8/9/10.\n * 2. Remove excess padding in IE 8/9/10.\n */\n\ninput[type=\"checkbox\"],\ninput[type=\"radio\"] {\n box-sizing: border-box; /* 1 */\n padding: 0; /* 2 */\n}\n\n/**\n * Fix the cursor style for Chrome's increment/decrement buttons. For certain\n * `font-size` values of the `input`, it causes the cursor style of the\n * decrement button to change from `default` to `text`.\n */\n\ninput[type=\"number\"]::-webkit-inner-spin-button,\ninput[type=\"number\"]::-webkit-outer-spin-button {\n height: auto;\n}\n\n/**\n * 1. Address `appearance` set to `searchfield` in Safari 5 and Chrome.\n * 2. Address `box-sizing` set to `border-box` in Safari 5 and Chrome\n * (include `-moz` to future-proof).\n */\n\ninput[type=\"search\"] {\n -webkit-appearance: textfield; /* 1 */\n -moz-box-sizing: content-box;\n -webkit-box-sizing: content-box; /* 2 */\n box-sizing: content-box;\n}\n\n/**\n * Remove inner padding and search cancel button in Safari and Chrome on OS X.\n * Safari (but not Chrome) clips the cancel button when the search input has\n * padding (and `textfield` appearance).\n */\n\ninput[type=\"search\"]::-webkit-search-cancel-button,\ninput[type=\"search\"]::-webkit-search-decoration {\n -webkit-appearance: none;\n}\n\n/**\n * Define consistent border, margin, and padding.\n */\n\nfieldset {\n border: 1px solid #c0c0c0;\n margin: 0 2px;\n padding: 0.35em 0.625em 0.75em;\n}\n\n/**\n * 1. Correct `color` not being inherited in IE 8/9.\n * 2. Remove padding so people aren't caught out if they zero out fieldsets.\n */\n\nlegend {\n border: 0; /* 1 */\n padding: 0; /* 2 */\n}\n\n/**\n * Remove default vertical scrollbar in IE 8/9.\n */\n\ntextarea {\n overflow: auto;\n}\n\n/**\n * Don't inherit the `font-weight` (applied by a rule above).\n * NOTE: the default cannot safely be changed in Chrome and Safari on OS X.\n */\n\noptgroup {\n font-weight: bold;\n}\n\n/* Tables\n ========================================================================== */\n\n/**\n * Remove most spacing between table cells.\n */\n\ntable {\n border-collapse: collapse;\n border-spacing: 0;\n}\n\ntd,\nth {\n padding: 0;\n}\n"
},
"$:/themes/tiddlywiki/vanilla/settings/fontfamily": {
"title": "$:/themes/tiddlywiki/vanilla/settings/fontfamily",
"text": "-apple-system, BlinkMacSystemFont, \"Segoe UI\", Helvetica, Arial, sans-serif, \"Apple Color Emoji\", \"Segoe UI Emoji\", \"Segoe UI Symbol\""
},
"$:/themes/tiddlywiki/vanilla/settings/codefontfamily": {
"title": "$:/themes/tiddlywiki/vanilla/settings/codefontfamily",
"text": "\"SFMono-Regular\",Consolas,\"Liberation Mono\",Menlo,Courier,monospace"
},
"$:/themes/tiddlywiki/vanilla/settings/backgroundimageattachment": {
"title": "$:/themes/tiddlywiki/vanilla/settings/backgroundimageattachment",
"text": "fixed"
},
"$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize": {
"title": "$:/themes/tiddlywiki/vanilla/settings/backgroundimagesize",
"text": "auto"
},
"$:/themes/tiddlywiki/vanilla/sticky": {
"title": "$:/themes/tiddlywiki/vanilla/sticky",
"text": "<$reveal state=\"$:/themes/tiddlywiki/vanilla/options/stickytitles\" type=\"match\" text=\"yes\">\n``\n.tc-tiddler-title {\n\tposition: -webkit-sticky;\n\tposition: -moz-sticky;\n\tposition: -o-sticky;\n\tposition: -ms-sticky;\n\tposition: sticky;\n\ttop: 0px;\n\tbackground: ``<<colour tiddler-background>>``;\n\tz-index: 500;\n}\n\n``\n<$list filter=\"[range[100]]\">\n`.tc-story-river .tc-tiddler-frame:nth-child(100n+`<$text text=<<currentTiddler>>/>`) {\nz-index: `<$text text={{{ [[200]subtract<currentTiddler>] }}}/>`;\n}\n`\n</$list>\n</$reveal>\n"
}
}
}
As a reaction when an ally within 60 feet of you is reduced to 0 HP and would become unconscious, you can compel them to stay up and stagger out of the fray. The ally remains conscious, becomes [[nauseated]], and gains temporary Hit Points equal to your envoy level + your Charisma modifier until the end of their next turn. Afterward, if the ally has 0 Hit Points, they become unconscious and [[dying]] as normal, including losing 1 Resolve Point at the end of their turn. Once a creature has been affected by this improvisation, they’re immune to it for 24 hours.
At 6th level, the ally becomes [[staggered]] and [[off-target]] rather than nauseated. If the ally is stable and unconscious and spends 1 Resolve Point to regain 1 HP within 1 minute of falling unconscious, they instead regain HP equal to your envoy level + your Charisma modifier.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* ''Tier'' 2
* Tiny fighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 18; ''TL'' 17
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' light buster cannon (3d8; 5 hexes), light plasma torpedo launcher (3d8; 20 hexes)
* ''Attack (Aft)'' flak thrower (3d4; 5 hexes)
* ''Power Core'' Pulse Brown (90 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defenses, mk 1 duonode computer, security (biometric locks); ''Expansion Bays'' none
* ''Modifiers'' +1 to any 2 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 2 (minimum 1, maximum 2)
!!! CREW
* ''Pilot'' gunnery +6 (2nd level), [[Piloting]] +13 (2 ranks)
* ''Gunner'' [[Computers]] +7 (2 ranks), [[Engineering]] +7 (2 ranks), gunnery +6 (2nd level)
</div>
Manufactured by the Allied Arms Corporation (AAC) of Triaxus, the Dyad is a mainstay of the Skyfire Legion's mercenary fleet. From escorting corporate mining expeditions to providing an orbital guard for fledgling colonies operating outside Steward protection, variations of the Dyad have defended against space pirates and raiders for generations. Most Skyfire Legion Dyad crews consist of a bonded ryphorian-dragonkin pair whose near-telepathic connection enables flawless teamwork. Even those who manage to steal a Dyad often find the vessel doesn't handle well for unfamiliar pilots—not only thanks to the oversized back seat built for a dragonkin's frame, but also because the controls are infamously finicky if the operators don't carefully coordinate their movements.
Dyads typically deploy in fleets up to 16 strong, supported by an [[AAC Hoardmaster]], the Skyfire Mandate's premier carrier. The smaller fighters occasionally operate independently for several weeks at a time when patrolling protected space or tracking a posted bounty. For a starship designed for long-range escort missions, the Dyad has only minimal amenities, with most spaces awkwardly constrained by the starship's impressive arsenal. Even so, a Dyad's aft crew space contains a miniature cargo closet where dragonkin co-pilots often store their "hoards" of personal armaments. These compartments, coupled with the vessels' military renown, make decommissioned Dyads highly desirable for both legal and illicit cargo-hauling operations.
Corporations occasionally employ Dyads when operating within lawless sectors because of their intimidation factor. Pirates and Free Captains tend to provide wide berth to a Dyad after spotting its distinctive forward-swept wings, preferring to target easier prey rather than risk incurring the wrath of the Skyfire Legion. On the other hand, those criminals fortunate enough to steal and retrofit a Dyad can exploit the Legion's vaunted reputation to approach and overpower cargo vessels before their crews are any the wiser. The Skyfire Legion takes such instances of mimicry very seriously, either dispatching starships to eliminate the imposters or hiring trusted freelancers to destroy the vessels completely.
Demand for both the Dyad and Hoardmaster spiked after the Pact Worlds' initial diplomatic missions to the Azlanti Star Empire failed, raising concerns of Azlanti raiders. Even though the Empire hasn't directly threatened the Pact Worlds in the decades since, the Skyfire Legion has commissioned hundreds more Dyads and accelerated pilot training in response to growing demand for the Legion's services.
<div class="statblock">
* ''Tier'' 14
* Gargantuan carrier
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 25; ''TL'' 24
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' heavy 480 (forward 120, port 120, starboard 120, aft 120)
* ''Attack (Forward)'' mega teleportation beam (1d20×10; 20 hexes)
* ''Attack (Port)'' twin laser (5d8; 20 hexes)
* ''Attack (Starboard)'' twin laser (5d8; 20 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 3 trinode computer; ''Expansion Bays'' [[combat training facility]] (elite), [[cargo hold]], [[hangar bays]] (2), [[tech workshop]]
* ''Modifiers'' +3 to any 3 checks per round, +2 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 111 (minimum 75, maximum 200)
!!! CREW
* ''Captain'' [[Bluff]] +25 (14 ranks), [[Diplomacy]] +25 (14 ranks), [[Intimidate]] +30 (14 ranks), [[Piloting]] +26 (14 ranks)
* ''Engineers (3 officers, 10 crew each)'' [[Engineering]] +30 (14 ranks)
* ''Gunners (3 officers, 10 crew each)'' gunnery +20 (14th level)
* ''Pilots (2 officers, 10 crew each)'' [[Piloting]] +26 (14 ranks)
* ''Science Officers (2 officers, 10 crew each)'' [[Computers]] +25 (14 ranks)
</div>
A product of the Allied Arms Corporation (AAC) of Triaxus, the Hoardmaster is the flagship of the Skyfire Legion's mercenary fleet. The aptly named carrier can launch over a dozen smaller craft into battle. Designed to operate in tandem with [[AAC Dyads]], this specialized carrier has experienced a surge in popularity during the past 50 years.
The echoes of the Swarm War, combined with the identification of other potential threats to the Pact Worlds, have created myriad opportunities for the Skyfire Legion's iconic vessels to showcase their might. Most recently, a pair of Hoardmasters defended competing corporate mining interests in the Vast against Swarm reconnaissance teams. Their Dyad squads covered the emergency extraction of a Veskarium mining colony's ground assets while simultaneously protecting nearby Pact Worlds transports as the Hoardmasters warmed up their Drift engines for the retreat to safety. Live vidstream coverage of the maneuver inspired a host of hopeful Skyfire recruits across Near Space, bringing new interplanetary relevancy to an already potent mercenary force.
Though the Hoardmaster is slow, each carries a complement of up to 16 Dyads that can be launched at a moment's notice via catapult tubes integrated throughout its hull. The Skyfire Legion encourages soldiers to maintain constant battle-readiness; to this end, all Skyfire Legion Hoardmasters incorporate state-of-the-art combat training facilities.
As with Skyfire Legion Dyads, most Hoardmaster crews consist of bonded ryphorian-dragonkin pairs whose deep connection allows teamwork otherwise deemed practically impossible. Given the fleet of Dyads—and their pilots—often aboard a Hoardmaster, co-pilots of these massive carriers must be of the highest caliber, chosen only after lengthy training and testing periods. Piloting a Hoardmaster is considered a high honor among the members of the Skyfire Legion, and competition to even qualify for consideration is fierce among pilot pairs. In fact, more than a few duos have pulled foolhardy flying stunts in Dyads and played dangerous political games in an attempt to get noticed as potential Hoardmaster pilots.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* LE Medium undead
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (thought) 30 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +9
* ''DR'' 5/magic; ''Immunities'' [[undead immunities]]; ''SR'' 15
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Su]], perfect)
* ''Melee'' claw +8 (1d4+4 S plus [[grab]])
* ''Offensive Abilities'' ritual scar
* ''Spell-Like Abilities'' (CL 4th; ranged +8)
** 1/day—//[[inflict pain]]// (DC 17), //[[mind thrust]]// (2nd level, DC 17)
** 3/day—//[[command]]// (DC 16), //[[detect thoughts]]// (DC 16), //[[fear]]// (DC 16)
** At will—//[[ghost sound]]// (DC 15), //[[telekinetic projectile]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +1; ''Con'' —; ''Int'' +5; ''Wis'' +1; ''Cha'' +3
* ''Skills'' [[Athletics]] +10, [[Intimidate]] +15, [[Mysticism]] +15, [[Stealth]] +15
* ''Languages'' Aklo, Common, up to three others; [[limited telepathy]] 30 ft.
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or circle (1 plus 3–5 [[occult zombies]])
!!! SPECIAL ABILITIES
''Ritual Scar ([[Su]])'' An aanung-an that starts its turn grappling a creature can attempt to carve a ritual scar into its victim's body as a standard action, afflicting it with potent magic. The aanung-an attempts a [[Mysticism]] check (DC = 20 + target's level or CR). On a success, the aanung-an renews the grapple, and the target takes 1d6+4 slashing damage as the aanung-an claws a symbol into its body. The target must then succeed at a DC 15 Will saving throw or suffer one of the following effects of the aanung-an's choice: //[[bestow curse]]//, //[[slow]]//, or //[[suggestion]]//. These effects function at the aanung-an's caster level. Certain aanung-ans might inflict different or unique effects with this ability, at the GM's discretion.
</div>
Aanung-ans, sometimes called the occulted dead, are rare undead creatures that rise from the corpses of those who died while performing vile and malignant occult rituals. Rising as gangly, emaciated corpses attired in ritual trappings, aanung-ans wield obscure lore in service to unknowable agendas. Some scholars theorize that aanung-ans are somehow linked to one another and are attempting to enact a galaxy-wide ritual, though none agree on their final goal. Conjecture runs from summoning an eldritch horror from beyond space and time to snuffing out all life in the blink of an eye.
While aanung-ans are almost always solitary, rumors persist of individual aanung-ans raising small cabals of zombies to function as bodyguards and servants. Such aanung-ans are likely very powerful spellcasters with sinister schemes.
!! Aanung-an Template Graft
Any creature that dies while performing dark rituals for evil purposes risks rising again as one of the occult dead.
* ''CR:'' 4+
* ''Required Creature Type:'' Undead
* ''Suggested Array:'' Spellcaster
* ''Traits:''
** [[Blindsense]] (thought) 30 ft.
** ritual scar (see above)
** [[Mysticism]] as a master skill
* ''Suggested Ability Modifiers:'' Intelligence, Wisdom, Charisma.
The mortal offspring of celestials,many aasimars have glowing eyes or a metallic sheen to their hair and skin. The Radiant Cathedral trains aasimars to become beacons of the Sarenite faith.
!! Racial Traits
* ''Hit Points:'' 4
* ''Size and Type:'' Aasimars are Medium outsiders with the native subtype.
* ''Ability Adjustments:'' +2 Cha
* ''Celestial Radiance:'' As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it's from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level.
* ''Celestial Resistance:'' Aasimars have [[resistance]] 5 to acid, cold, and electricity.
* ''Darkvision:'' Aasimars have [[darkvision]] to a range of 60 feet.
* ''Skilled:'' Naturally eloquent and perceptive, aasimars gain a +2 racial bonus to [[Diplomacy]] and [[Perception]] checks.
!!! Alternate Racial Traits
* ''Armor Avatar:'' Aasimars descended from armor-plated celestials have an affinity for armor—it fits perfectly and protects more efficiently, as though it were an extension of the assimar themself. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal. This replaces celestial radiance.
* ''Celestial Heroism:'' Many aasimars born of the wild freedom of Elysium can bring forth the heroic spirit in others, driving them to fight their hardest. As a swift action, the aasimar can bolster the spirit of a willing creature within 30 feet. The bolstered creature gains a +1 morale bonus to damage rolls and saving throws, and suffers no penalties for charging. These benefits last for 1 minute or until the aasimar uses this ability again. This is a mind-affecting effect. The aasimar can bolster spirits in this way once per day, plus a number of times equal to half their CR or level. This replaces celestial radiance and skilled.
* ''Celestial Judgement:'' Aasimars descended from Heaven’s celestial hierarchy can pass judgment on their foes, enforcing their will with the menace of celestial wrath. As a standard action, the aasimar chooses a creature they can see within 20 feet, who must attempt a Will save (DC = 10 + half the scion’s level or CR + the scion’s key ability modifier). On a failure, the target suffers a –1 penalty to attack rolls and saving throws for 1 minute or until the aasimar is no longer conscious, whichever comes first. This is a mind-affecting effect. The aasimar can menace foes this way once per day, plus a number of times equal to half their CR or level. This replaces celestial radiance and skilled.
* ''Celestial Solace:'' Many aasimars born of the comfort of Nirvana are beacons of hope, uplifting their allies with warm glances and gentle words. As a swift action, the aasimar can impart hope to a creature within 30 feet who has 0 Stamina Points (or is at half Hit Points or fewer for creatures that don’t have Stamina Points), granting that creature temporary Hit Points equal to the aasimar’s level or CR and a +1 divine bonus to AC. These benefits last for 1 minute or until the aasimar uses this ability again. This is a mind-affecting effect. The aasimar can impart hope in this way once per day, plus a number of times equal to half their CR or level. This replaces celestial radiance and skilled.
* ''Celestial Voyager:'' The devas who watch over the planes lend their aasimar descendants the ability to reach across planar borders, summoning allies of raw quintessence. These aasimars can cast the first-level version of //[[summon creature]]// as a spell-like ability, choosing one type of creature for each character level they gain. This otherwise acts as gaining //summon creature// as a spell known for all purposes, including changing selections and meeting requirements of selected creatures. At 4th level and every 4 levels thereafter, this ability increases by 1 spell level, to a maximum of sixth level at 20th level. The aasimar can summon allies in this way once per day. This replaces celestial radiance and skilled.
* ''Myopic Resilience:'' Some aasimars build a particularly intense resistance rather than developing diverse resistances. When selecting this trait, the aasimar chooses a single energy type to which they normally have resistance—acid, cold, or electricity. The scion loses resistance to the other energy types, but the resistance they choose increases to 10 at 8th level and to 15 at 12th level. This ability alters celestial resistance.
* ''Winged Scion:'' An aasimar with this alternate racial trait has a pair of fully developed wings sprouting from their back. Angel wings are the most iconic, but by no means are these the only manifestations. An aasimar with this trait has an extraordinary fly speed of 30 feet with average maneuverability. This replaces celestial radiance.
!! Aasimar Template Graft
More imposing and beautiful than their mundane kin, an aasimar has celestial ancestry.
* ''Required Creature Type and Subtype:'' outsider (native)
* ''Suggested Alignment:'' any nonevil
* ''Traits:''
** [[darkvision]] 60 ft.
** [[resistance]] 5 to acid, cold, and electricity
** celestial radiance (see above) usable a number of times per day equal to 1 + half the creature's CR
* ''Suggested Ability Score Modifiers:'' Charisma, Wisdom
!! Celestial Radiance Graft
{{Celestial Radiance}}
AbadarCorp's Defender line of ranged weaponry includes a built-in friend-or-foe protocol that prevents it from firing in a situation where it could target a creature programmed to be recognized as a friend. You can add an ally to the protocol's list of friends as a move action, provided the ally is within the weapon's first range increment at the time. Each Defender weapon has a built-in scanner that can be pointed at a target without needing to aim the weapon. In other words, you can point the Defender weapon's scanner, rather than the weapon itself, at a chosen ally. A Defender weapon's list initially includes juvenile sentient creatures and recognized law enforcement officials as friends. You can download new friend parameters to add to your protocol's list, too, as well as grant others permission to transmit their friend parameters to your list.
You can remove or modify the initial programming by succeeding at a [[Computers]] check (DC = 15 + 1-1/2 × the weapon's item level). If you fail the check, the Defender's anti-tampering software kicks in, and the weapon won't fire at all. To reactivate it, you must reset it by succeeding at a Computers check with the same DC as the first check, or take the weapon to an Abadar Corp dealer or contact one via an infosphere network to have it reset for a fee equal to 10% of the item's price. Each time you fail to reset the anti-tampering software, the DC to try again increases by 5.
A Defender weapon relies on visual scans and limited biometric data to identify friends. It can be fooled by illusions and similar optical tricks, including a good disguise, even with regard to its initial programming. If the need arises, as a standard action, you can remove a friend from the list of friends included in your weapon's protocol. That friend can be added back to the list as a move action.
The Defender protocol allows you to avoid shooting friends. When you use a weapon's automatic special property, the protocol excludes friends as possible targets. The weapon fires no ammunition at a friend. A Defender weapon with the [[blast]], [[explode]], or [[line]] special property won't fire if a friend would be hit by the area effect.
When you openly carry a Defender weapon, law enforcement officers might react more positively toward you. This response is likely in situations where your weapons are an issue, especially when you carry no other obvious armaments or when you allow an officer to modify the protocol to protect potential targets. The GM can grant you up to a +2 circumstance bonus to checks to interact with law enforcement officers when your carrying a Defender weapon is applicable. This bonus can apply to other characters in similar circumstances, such as the bodyguards of an icon added as friends to your weapon's protocol.
A Defender weapon usually costs 10% more than normal, but weapons that have the [[automatic]] special property cost 20% more than normal.
<div class="statblock">
* ''Tier'' 1
* Tiny starship drone
* ''Speed'' 6; ''Maneuverability'' perfect (turn 0); ''Drift'' 5
* ''AC'' 13; ''TL'' 13
* ''HP'' 15; ''DT'' —; ''CT'' 3
* ''Shields'' none
* ''Power Core'' Pulse Blue (200 PCU); ''Drift Engine'' Signal Ultra
* ''Systems'' basic computer, budget medium-range sensors, tier 1 [[virtual intelligence]]
* ''Modifiers'' +3 [[Piloting]]
* ''Complement'' 0 (minimum 0, maximum 0)
!!! CREW
* ''Virtual Intelligence'' [[Computers]] +7 (1 rank), [[Piloting]] +7 (1 rank)
</div>
The AbadarCorp Bolt is the archetypal Drift drone—it carries information between the stars as quickly as possible without putting sapient lives at risk in the Drift. The Bolt boasts one of the most powerful and miniaturized Drift engines ever designed; this engine alone takes up about one-third of its overall mass, and another third is dedicated to the power core necessary for the engine.
Sensors and maneuvering thrusters are attached to the exterior of this compact device, and a sophisticated computer handles basic astrogation and interprets data from onboard systems. Once given a destination and a recipient for its data, the Bolt attempts to navigate through the Drift; if it manages this task successfully, it scans for its recipient, transmits its data, and awaits further instructions from preauthorized users.
For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a [[Perception]] check (DC 10 + the armor's level + the wearer's Charisma modifier) can discern the outfit's armored nature.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|AbadarCorp CelPro, local | 2 | 900 | +2 | +4 | +3 | –1 | ‐5 ft. | 0 | 1 |
|AbadarCorp CelPro, elite | 6 | 5,100 | +8 | +10 | +4 | –1 | –5 ft. | 1 | 1 |
|AbadarCorp CelPro, idol | 10 | 18,100 | +13 | +15 | +4 | –1 | –5 ft. | 2 | 1 |
|AbadarCorp CelPro, stellar | 14 | 75,500 | +17 | +19 | +5 | –2 | –5 ft. | 3 | 1 |
|AbadarCorp CelPro, galactic | 18 | 380,000 | +23 | +25 | +5 | –2 | –5 ft. | 4 | 1 |
</div>
AbadarCorp executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label.
<div class= "table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|AbadarCorp travel suit, silver | 7 | 7,250 | +6 | +7 | +7 | — | — | 0 | L |
|AbadarCorp travel suit, gold | 9 | 12,100 | +9 | +10 | +8 | — | — | 0 | L |
|AbadarCorp travel suit, platinum | 12 | 30,750 | +12 | +13 | +8 | — | — | 0 | L |
</div>
This item consists of six 1-foot-square circuit boards soldered together at their edges to form a box. One of the sides is hinged, forming a lid. Although the box appears empty, it rattles occasionally, as if something inside is seeking to escape. While anacites across Aballon create these items, Those Who Wait prefer to stockpile them for future use, but Those Who Become send as many of these boxes into the galaxy as possible for unspoken reasons.
When you speak a command word and open the lid of the box as a standard action, a collection of fist-sized microbots swarms out of the box and circles you, granting you concealment against all attacks for 5 rounds before they collapse into 1 bulk of inert scrap. This function can be used once per day.
The scrap can be used as the target of any spell with the word "junkbot" in the name, and the duration of such a spell increases by 1 round. The refuse left over at the end of the spell magically returns to the box, as does the scrap if it remains unused 4 hours after being created.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Aballonian drone box// | 11 | 24,500 | 1 |
</div>
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
* ''Traits:'' [[darkvision]] 60 ft.
* ''Adjustments:'' +2 to Will saving throws
Some monsters can cause ability damage, which penalizes one or more of your ability scores. This can add up quickly, so you need to track the total ability damage you've taken to each ability score.
For every 2 damage you take to an ability score, reduce your ability modifier by 1 for skills and other statistics affected by that ability. If your total damage to one ability is equal to your score in that ability, you cease taking damage to that ability score, but you fall unconscious until the amount of damage is less than your score. However, if you take Constitution damage that equals your Constitution score, you instead immediately die.
You recover from ability damage to each affected ability score at a rate of 1 per day. Spells such as lesser restoration can also heal ability damage.
Reductions to your ability score modifier from ability damage affect skill checks and ability checks that use that ability score, as well as on the DCs of spells and other abilities based on that score. If you take damage to your key ability score, you also lose 1 RP for every 2 damage you have taken to that ability score. The entries below describe other rolls affected by the reduced modifier.
* ''Strength:'' Attack rolls that rely on Strength (usually melee) and weapon damage rolls that rely on Strength (usually melee or thrown).
* ''Dexterity:'' Armor Class, attack rolls that rely on Dexterity (usually ranged, or melee weapons with the [[operative]] property), initiative checks, and Reflex saves.
* ''Constitution:'' Fortitude saves. You also lose a number of Stamina Points equal to your level for every 2 damage you have taken to Constitution. For example, if you're 4th level and you took 5 Constitution damage, you'd lose 8 SP.
* ''Wisdom:'' Will saves.
!! Ability Penalties
Sometimes you might take a penalty to ability checks or to an ability score, rather than ability damage. These penalties affect your modifier the same way as damage, but they are only temporary and can't result in your falling unconscious or dying.
!! Ability Drain
More severe than ability damage, ability drain reduces your ability score permanently. Note that this affects your score directly instead of penalizing your modifier, so 1 ability drain changes your modifier if your original ability score was even, but not if it was odd. Modify all statistics related to the ability's new value. This might make you lose skill ranks along with Resolve Points, Stamina Points and other bonuses gained from having a high ability score. If you take ability drain in the middle of a battle, the GM might have you treat it as damage until after the fight so recalculating your statistics doesn't slow the game. Ability drain doesn't heal naturally but can be healed by the //[[restoration]]// spell.
In general, if any ability score is reduced to 0 from ability drain, you fall unconscious. If that score is Constitution, you instead immediately die.
!! The Six Abilities
!!! Strength (Str)
Strength measures muscle and physical power. A character with a Strength score of 0 is unconscious. Your character's Strength modifier is factored into the following:
* Melee attack rolls and attack rolls made with thrown weapons.
* Damage rolls when using melee weapons or thrown weapons.
* [[Athletics]] skill checks.
* Strength checks (for breaking down doors and the like).
* How much gear your character can carry.
!!! Dexterity (Dex)
Dexterity measures agility, balance, and reflexes. A character with a Dexterity score of 0 is unconscious. Your character's Dexterity modifier is factored into the following:
* Ranged attack rolls, such as those made with projectile weapons and energy weapons, as well as some spells.
* Energy Armor Class (EAC) and Kinetic Armor Class (KAC).
* Reflex saving throws (for leaping out of harm's way).
* [[Acrobatics]], [[Piloting]], [[Sleight of Hand]], and [[Stealth]] skill checks.
!!! Constitution (Con)
Constitution represents your character's health. A living creature whose Constitution score reaches 0 dies. Your character's Constitution modifier is factored into the following:
* Stamina Points, which represent the damage your character can shrug off before it starts to be a problem. If this score changes enough to alter its modifier, your character's Stamina Points increase or decrease accordingly.
* Fortitude saves (to resist diseases, poisons, and similar threats).
!!! Intelligence (Int)
Intelligence represents how well your character learns and reasons, and is often associated with knowledge and education. Animals have Intelligence scores of 1 or 2, and any creature capable of understanding a language has a score of at least 3. A character with an Intelligence score of 0 is unconscious. Your character's Intelligence modifier is factored into the following:
* The number of bonus languages your character knows at the start of the game. Even if this modifier is a penalty, your character can still use her starting languages unless her Intelligence score is lower than 3. See page 40 for more about languages.
* The number of skill ranks gained each level, though your character always gets at least 1 skill rank per level.
* [[Computers]], [[Culture]], [[Engineering]], [[Life Science]], [[Medicine]], [[Physical Science]], and some [[Profession]] skill checks.
* Bonus technomancer spells. The minimum Intelligence score needed to cast a technomancer spell is 10 + the spell's level.
!!! Wisdom (Wis)
Wisdom describes a character's common sense, intuition, and willpower. A character with a Wisdom score of 0 is unconscious. Your character's Wisdom modifier is factored into the following:
* Will saving throws (for defending against things like magical mind control).
* [[Mysticism]], [[Perception]], [[Sense Motive]], [[Survival]], and some [[Profession]] skill checks.
* Bonus mystic spells. The minimum Wisdom score needed to cast a mystic spell is 10 + the spell's level.
!!! Charisma (Cha)
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. A character with a Charisma score of 0 is unconscious. Your character's Charisma modifier is factored into the following:
* [[Bluff]], [[Diplomacy]], [[Disguise]], [[Intimidate]], and some [[Profession]] skill checks.
* Checks that represent attempts to influence others, including the envoy's extraordinary abilities.
!! Buying Ability Scores
In this method, you customize your ability scores by "buying" them using a pool of points. Since the purpose of this system is to help you build exactly the character you want, before starting to customize your ability scores, first decide what you want your character's race (Chapter 3), class (Chapter 4), and theme (see page 28) to be. Once you've got those firmly in mind, follow the steps below in order.
* ''Step 1:'' Start with a score of 10 in each ability. On your character sheet or a piece of scratch paper, write down all six abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—and put a 10 next to each of them.
* ''Step 2:'' Add and subtract points for race. Races in Starfinder are often naturally gifted in some abilities and less so in others.
* ''Step 3:'' Add points for theme. Each theme gives you a single ability point to apply to an ability score.
* ''Step 4:'' Spend 10 points customizing your scores. Now that you've got your baseline scores, which incorporate modifications for race and theme, you get a pool of 10 extra points to assign to your ability scores as you see fit. You apply these to your existing ability scores on a 1-for-1 basis—if you have a Dexterity score of 12 and you add a point from your pool, you now have a Dexterity score of 13. You can divide these points up however you want, but you can't make any individual score higher than 18. (Later on, as you level up and gain ability-boosting gear, your ability scores may rise above 18, but 18 is the highest value any character can start out with.) Be sure to spend all 10 of your ability points—you can't save them for later.
* ''Step 5:'' Record ability scores and ability modifiers. Once you've spent all your points, you're done.
!! Ability Modifiers and Ability Checks
The right-hand column in [[Table: Ability Scores and Modifiers]] shows the ability modifier corresponding to each ability score. This modifier is applied to die rolls related to your abilities, such as skill checks, attacks, and more. Nearly every roll is affected by your abilities in some way, often with additional modifiers from other sources, but they generally involve your ability modifier rather than your actual ability score. If a change to an ability score ever alters its modifier, any statistics that rely on that modifier are altered accordingly.
{{Table: Ability Scores and Modifiers}}
Sometimes, a situation or ability might require you to attempt something called an ability check. In such instances, instead of attempting a check involving both your abilities and other factors (such as skills or saving throws that reflect your training and expertise), you attempt a check using just 1d20 + your ability modifier. This represents you trying to use your raw, untrained talent for that particular ability, such as attempting a Strength check to kick down a door.
In the rare instance that you need to determine ability modifiers beyond the numbers presented in the table, such as for extreme high-level play, ability modifiers can be determined by subtracting 10 from the ability score and dividing that result by 2, rounding down if the final result is a fraction. For example, an ability score of 41 would have an ability modifier of +15 (since 41 – 10 = 31 and 31 ÷ 2 = 15-1/2, which rounds down to 15).
!! Leveling Up and Ability Scores
Every 5 levels (at 5th, 10th, 15th, and 20th levels), you get to increase and customize your ability scores. Each time you reach one of these level thresholds, choose four of your ability scores to increase. If that ability score is 17 or higher (excluding any ability increases from [[personal upgrades]]), it increases permanently by 1. If it's 16 or lower, it increases permanently by 2. You can't apply more than one of these increases to the same ability score at a given level, but unlike at 1st level, these increases can make your ability scores go higher than 18.
Abjurations are protective spells. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, the spell ends, even if the spell would normally work or its normal duration has not yet elapsed.
By layering inexpensive metal and composite plates over existing bulkheads, a ship can absorb initial damage to its hull before its essential components become vulnerable to attack or hostile environments. However, thicker plates are bulky and interfere with the maneuverability and handling of starships. Ablative armor grants a starship temporary Hull Points to each quadrant, usually distributed evenly. When a starship would take damage to its Hull Points, it first reduces its temporary Hull Points from ablative armor in that quadrant. Once a starship's temporary Hull Points in a quadrant are reduced to 0, any further damage to that quadrant not absorbed by shields is applied to the ship's Hull Points. The loss of temporary Hull Points does not count toward the starship's critical threshold, though for all other effects, any attack that reduces a starship's temporary Hull Points is treated as though it had dealt Hull Point damage to the target.
In most cases, ablative armor is applied evenly, distributing its temporary Hull Points between all four quadrants. However, a starship can support uneven distribution at the cost of the starship's handling, though the vessel can add only a limited amount of extra armor to smaller hulls. If a starship's ablative armor is not installed evenly across all four quadrants, reduce the starship's base frame [[Piloting]] modifier by 1 (minimum –3). Reduce the Piloting modifier by 1 if the temporary Hull Points granted by ablative armor exceed the starship's Hull Point total. A starship cannot support ablative armor if its temporary Hull Points exceed twice its standard Hull Point total.
Ablative armor can be restored only when the starship undergoes repairs, and it is repaired at the same rate and cost as standard Hull Points. A starship's Hull Points must be fully repaired before making repairs to any temporary Hull Points provided by ablative armor.
<div class= "table-wrapper">
|Armor | Total<br/>Temp HP | Special | Cost (BP) |h
|basic ablative armor | 8 | — | 2 |
|basic ablative armor | 16 | — | 3 |
|basic ablative armor | 24 | — | 4 |
|basic ablative armor | 32 | — | 5 |
|basic ablative armor | 40 | — | 6 |
|light ablative armor | 52 | –1 TL | 8 |
|light ablative armor | 64 | –1 TL | 10 |
|light ablative armor | 76 | –1 TL | 12 |
|light ablative armor | 88 | –1 TL | 13 |
|light ablative armor | 100 | –1 TL | 14 |
|medium ablative armor | 120 | –2 TL, +1 turn distance | 16 |
|medium ablative armor | 140 | –2 TL, +1 turn distance | 17 |
|medium ablative armor | 160 | –2 TL, +1 turn distance | 19 |
|medium ablative armor | 180 | –2 TL, +1 turn distance | 21 |
|medium ablative armor | 200 | –2 TL, +1 turn distance | 22 |
|heavy ablative armor | 240 | –2 TL, +2 turn distance | 24 |
|heavy ablative armor | 280 | –2 TL, +2 turn distance | 27 |
|heavy ablative armor | 320 | –2 TL, +2 turn distance | 29 |
|heavy ablative armor | 360 | –2 TL, +2 turn distance | 31 |
|heavy ablative armor | 400 | –2 TL, +2 turn distance | 34 |
|superior ablative armor | 460 | –3 TL, +2 turn distance | 38 |
|superior ablative armor | 520 | –4 TL, +2 turn distance | 45 |
</div>
Civilization on Verces exists on the thin line between fiery heat and frozen desolation. Verthani's unique perspective on the elements led them to develop temperature-sensitive compounds with remarkable properties. //Ablative insulation// comes in a single-use canister containing enchanted fullerene-based powder. In a process that takes 1 minute, you can spray the contents on a creature to thoroughly coat it with the powder (though it automatically avoids orifices and sensory organs such as the eyes, mouth, and nose). The creature coated gains [[energy resistance]] to all energy types (which doesn't stack with any other source of energy resistance), and the ablative insulation wears away as it prevents damage. The coating lasts for 1 hour if not ablated away sooner. Multiple coatings don't offer any additional benefit (ignore all but the highest-level coating). Each canister contains enough material to fully cover a single Medium or smaller creature, with any excess wasted. When applied to a Large creature, the insulation provides only half the energy resistance (rounded down) and total points of absorption unless a second canister is used. If applied to a Huge or larger creature, the insulation is wasted without effect.
* ''Mk 1:'' The creature receives [[energy resistance]] 5 to all energy types. The coating lasts for 1 hour or until it prevents a total of 20 damage, whichever comes first.
* ''Mk 2:'' The creature receives [[energy resistance]] 10 to all energy types. The coating lasts for 1 hour or until it prevents a total of 40 damage, whichever comes first.
* ''Mk 3:'' The creature receives [[energy resistance]] 15 to all energy types. The coating lasts for 1 hour or until it prevents a total of 60 damage, whichever comes first.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ablative insulation//, mk 1 | 4 | 350 | L |
|//ablative insulation//, mk 2 | 8 | 1,500 | L |
|//ablative insulation//, mk 3 | 12 | 5,500 | L |
</div>
While your [[sheath array]] is active, you can apply its bonus to skill checks as an insight bonus to your initiative checks.
When you pair up with a differently sized ally, your foes have little chance to dodge your attacks.
''Prerequisites:'' Base attack bonus +6.
''Benefit:'' When you flank a foe with an ally who's a different size category than you, you can reroll one damage die with a result of 1. To gain this benefit, the foe can't be larger than the larger of you and your ally, or smaller than the smaller of you and your ally.
''Teamwork Benefit:'' If your ally also has this feat, you're both considered to be flanking an enemy as long as you both threaten that enemy, no matter your actual positions.
Once per day as a standard action, you can register the exact molecular makeup of a creature to an //absolute compass// by opening a compartment on the device and inserting a small sample of the creature (such as a hair, scale, or drop of blood). Once the compass is registered this way, the compass needle points toward the creature, regardless of distance. If the registered creature dies or is on a different plane from the compass, the device’s needle wobbles indecisively. More sophisticated models can register more than one creature, and the wielder simply needs to think about the creature they want to locate to have the compass switch targets.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Creatures Registered |h
|//absolute compass//, mk 1 | 1 | 250 | L | 1 |
|//absolute compass//, mk 2 | 4 | 1,800 | L | 4 |
</div>
Once per day as a standard action, you can spend Entropy Points to become immobile for a number of rounds up to the number of Entropy Points spent. For the duration, you can't be moved by any nonmagical effect and are immune to cold damage. In addition, during this time, any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 3d6 cold damage per Entropy Point spent. Any creature that takes this damage is affected as though by slow (no save) until the damage is healed. You can dismiss this effect at the end of your turn without taking an action.
Activating absolute zero automatically ends any [[living effigy]] discipline you have active.
[[Witchwyrds]] can catch magic missiles (from the spell of the same name), and mystical dampeners installed let you do the same. As a reaction, you can use any number of your free hands to catch magic missiles fired at you. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free) until the beginning of your next turn. To use this ability, you must be aware of the incoming magic missiles and can't be [[flat-footed]]. This augmentation works best with the [[force bolt]] graft.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|absorb force graft | 3 | 1,350 | all hands |
</div>
Your body absorbs attacks, swallowing bullets, toxins, and even magic that your nanites convert into bursts of power.
!! Vanish into the Depths (1st)
You gain the [[defensive dispersal]] ability at 1st level instead of 2nd level. Add 1/2 your nanocyte level to the amount by which your defensive dispersal ability reduces the damage dealt by a triggering effect.
!! Fuel for the Fires (5th)
You repurpose incoming damage, using it to make your own attacks deadlier. When you use your [[defensive dispersal]] ability to reduce the damage you take from an effect, you enhance the next attack you make with a weapon created by your [[gear array]] made before the end of your next turn. If the attack hits, it deals 1d6 additional damage (or 1d4 additional damage if the weapon attacks all creatures in an area). This additional damage increases by 1d6 (or 1d4 for attacks against an area) at 9th level, 13th level, and 17th level. Alternatively, when a creature in your [[cloud array]] takes damage before the end of your next turn, you can expend your absorbed energy to increase the damage the creature takes by 1d6 (increased to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level). Either form of additional damage is of the same type as the attack’s normal damage.
!! Kinetic Surge (9th)
When you use your [[defensive dispersal]] ability to reduce the damage you take from an attack, you convert some of that energy into rapid movement, granting you a +10-foot enhancement bonus to each of your speeds until the end of your next turn. During this time, calculate your DC for [[Athletics]] checks to jump as though you had a 10-foot running start. If the triggering attack for defensive dispersal was a critical hit, increase the enhancement bonus to speed to 20 feet, and you also gain a +3 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square until the end of your next turn.
Arcane Turnabout (13th)
The circumstance bonus to saving throws provided by [[defensive dispersal]] increases to +2 against spells and spell-like abilities. When you use your defensive dispersal ability against a spell or spell-like ability and succeed the effect’s initial saving throw (or if the spell fails to overcome your [[spell resistance]], if any), you can deflect some of the magical energy to damage a creature within 30 feet. That creature takes 1d6 force damage per level of the spell (Fortitude half), and if you target the spell’s caster with this effect, they take a –2 penalty to the saving throw.
!! Deflective Dome (17)
You gain the [[group dispersal]] knack; if you already have the knack, you gain one other knack of your choice that’s available to a 10th-level nanocyte. Once per minute when you use your group dispersal knack, you can apply its benefits to all allies affected by the triggering effect who are adjacent to you or within your cloud array.spell-
These electrically charged absorption plates can draw the force of an explosion toward you, dampening the effect for everyone else. When you are within the area of an explosion (such as that of a weapon with the [[explode]] special property or an area effect that deals damage and allows a Reflex save for half or no damage), you can activate the absorption shield as a reaction. If the explosion deals damage, you take 1-1/2 times as much damage (150%) and can't attempt a saving throw against the explosion (or use [[evasion]] or improved evasion). Other creatures (and objects, if applicable) within the area take only half damage from the explosion (and can attempt to reduce the damage with a saving throw as normal).
This upgrade can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//absorption shield// | 7 | 6,500 | 1 | heavy, powered | 1 | 40 | 10 |
</div>
<div class="statblock">
* ''Level'' 6; ''Price'' 3,375
* ''EAC Bonus'' +7; ''KAC Bonus'' +12
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d10 B
* ''Weapon Slots'' 0; ''Upgrade Slots'' 1
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 18
</div>
This powered armor consists of a thin frame around a central command unit (which fits around the torso for a typical wearer), covered in form-fitting plates filled with a rheopectic fluid that hardens when struck, dispersing force throughout the armor and absorbing crushing blows. Although an absorptive shell provides significant protection, the fluid-filled plates can't support a weapon mount.
Unlike many forms of powered armor which are primarily used as military combat gear, absorptive shells are also often used as safety equipment for skilled rescue workers operating in extremely hazardous conditions, ranging from areas prone to rockfalls, starship crashes, and vehicles that still have explosives and industrial chemicals leaking from them, to actual war zones where rescue workers may come under fire.
Your body houses a seemingly inexhaustible amount of nanites. When calculating your number of [[nanite surges]] per day and the maximum bulk of your [[nanite gear]], treat your Constitution modifier as 2 higher.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Small ooze
* ''Init'' +2; ''Senses'' [[blindsense]] (scent [abysium only]) 1 mile, [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +11
* ''Aura'' irradiation (medium, DC 13, 20 ft.)
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''''KAC 19
* ''Fort'' +9; ''Ref'' +5; ''Will'' +2
* ''Immunities'' [[ooze immunities]], radiation
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +14 (1d6+10 B plus fallout susceptibility; critical shear shielding)
* ''Offensive Abilities'' fallout susceptibility, shear shielding
!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +16
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Fallout Susceptibility ([[Ex]])'' A creature hit by an abysium eater's slam attack takes a –1 penalty to its next saving throw against [[radiation sickness]] attempted within the next 24 hours. This penalty stacks, to a maximum equal to half the abysium eater's CR (–2 for a typical specimen).
''Irradiation ([[Ex]])'' An abysium eater emanates medium [[radiation]] in a 20-foot radius. This radiation suffuses an area in 20-foot increments. An abysium eater is considered a natural adioactive material for the purposes of spells that remove radiation, such as //[[remove radioactivity]]//.
''Shear Shielding ([[Ex]])'' When an abysium eater critically hits a creature wearing armor that grants immunity to radiation levels, the target loses that radiation immunity (Reflex DC 13 negates), though the armor continues to provide its saving throw bonus against radiation as normal. This damage persists until the armor is repaired.
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Colossal animal (aquatic)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 112
* ''EAC'' 19; ''KAC'' 21; +4 vs. attacks of opportunity
* ''Fort'' +11; ''Ref'' +11; ''Will'' +6
* ''Defensive Abilities'' flexible; ''DR'' 5/piercing; ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' swim 60 ft.
* ''Melee'' slam +17 (2d6+12 B)
* ''Multiattack'' bite +17 (1d6+12 P plus [[swallow whole]]), 3 tail swipes +17 (1d6+12 B)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Offensive Abilities'' [[swallow whole]] (2d6+12 B, EAC 19, KAC 17, 28 HP)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] + 14, [[Athletics]] +19 (+27 to swim), [[Stealth]] +14
* ''Other Abilities'' [[water breathing]]
!!! ECOLOGY
* ''Environment'' any water (Entha)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Flexible ([[Ex]])'' An abynthic can contort itself surprisingly well or its enormous size. An abynthic gains a +4 bonus to its AC against attacks of opportunity.
</div>
Measuring up to 100 feet from their eel-like jaws to their four-part tails and weighing hundreds of tons, abynthics are among the largest and most formidable creatures found in the seas of Entha. While swimming in long migratory patterns that circumnavigate the planet twice a year, their segmented tails cleave together and function as one powerful limb that propels them through the depths. Abynthics are incredibly flexible for their size and can use their tails individually to attack with devastating effect when they happen across a worthy meal. These carnivorous giants attack their prey by first ramming into it with their massive jaws, then clamping down with enormous pressure and bringing their flexible tails to bear. When they've appropriately subdued and tenderized a creature, they swallow it whole.
Abynthics are constantly on the move and have no established hunting grounds. Often, their travel takes them through smaller ecosystems, where their voracious appetites can leave devastation in their wake, upsetting an area's fragile balance. On Entha, the only refuges from these massive creatures are the magical reefs that supernaturally decrease the surrounding water pressure; abynthics are adapted to the high pressure of the deep sea and fare poorly in shallow and low-pressure environments.
Many other worlds contain creatures that closely resemble abynthics, though most have notable differences in their number of tails or diet; some are even herbivorous. Sapient species study, fear, or even worship these mysterious beings wherever they appear—but nothing is known about their reproductive cycle. Some posit that the massive creatures are effectively immortal, dropped fully formed into the seas by some divine entity, as no abynthic young, eggs, or decaying remains have ever been found. The leviathans can be killed, however, and powerful mercenaries regularly mount expeditions to hunt abynthics. These poachers primarily want the creatures' uniquely strong jaws, which are sometimes incorporated into deep-sea submersibles to help them withstand enormous pressure.
Abysium, also called feverstone, is a radioactive metal distinguished by its blue-green glow. It is believed to form when asteroids transmute, in part, into abysium in the darkness of space where boundaries between the Material Plane and the Abyss are thin. Abysium can be used as a power source, and it is sometimes used in higher-capacity batteries.
Weapons and ammunition fashioned from abysium emanate low [[radiation]] in a spherical area equal to the space of the intended wielder—Medium and Small weapons have a radius of 5 feet, Large weapons have a radius of 10 feet, and so on. Weapons and ammunition fashioned from abysium gain the [[bright]] weapon special property, as well as a critical hit effect that inflicts the [[sickened]] condition; the target can attempt a Fortitude saving throw to negate this poison effect, which otherwise lasts 1d4 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the sickened effect.
If a melee weapon that has the [[powered]] weapon special property is made from abysium, reduce its usage by 1. If the weapon has a usage of 1, increase its usage to up to 2 minutes of operation (rather than the normal 1 minute). This aspect of abysium can be applied to melee weapons that deal only energy damage (though not [[solarian weapon crystals]] of any type).
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +70 credits |
|Weapon | +4,500 credits |
|Raw material (1 bulk) | 1,125 credits |
</div>
A highly radioactive metal with a bluish-green glow, abysium provides exceptional conductivity and can store electric charges far more efficiently than more mundane metals such as copper.
''Power Core:'' A properly functioning abysium reactor produces far less waste than reactors that use other radioactive materials and doesn't require extreme pressure to sustain nuclear reactions, but it's hazardous when ruptured. An abysium power core increases the PCU it provides by 25% (maximum +50 PCU). However, if the power core takes critical damage, the starship's occupants are subjected to radiation for 1 round of starship combat. This radiation is low if the power core gains the [[glitching]] condition, medium if it gains the [[malfunctioning]] condition, and high if it gains the [[wrecked]] condition.
''Weapon Mount:'' Abysium is naturally radioactive. An abysium weapon mount grants any weapon installed onto it the [[irradiate|Irradiate (starship weapon property)]] special property, with a light weapon mount creating low radiation, a heavy mount creating moderate radiation, and a capital or spinal mount creating heavy radiation. If the weapon already has the irradiate special property, add 1 round to the duration of any radiation applied to struck starships. Mounting a light, heavy, capital, or spinal weapon with abysium increases its cost by 2 BP, 6 BP, 10 BP, or 10 BP, respectively.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|power core | +2 BP |
|weapon mount | special |
</div>
Blue-green abysium dragons glow from within and are dangerously radioactive. They usually isolate themselves from others to avoid causing unintended harm and as such are often agitated by those who seek them out.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Dragon (fire)
* ''Suggested Alignment:'' Neutral
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR); irradiation aura (see below)
** [[void adaptation]]; [[DR]] 5/magic (CR 13+, increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19); [[immunity]] to radiation
** [[breath weapon]] (line 30 ft. + 10 feet per 2 CR, 1d6 F + 1d6 per CR); spell-like abilities (CR 8+)
** [[spaceflight]]
* //Irradiation Aura ([[Ex]]):// An abysium dragon emanates [[radiation]] in a 20-foot radius. The maximum strength of the radiation is dependent on the dragon's CR, starting at medium and increasing to high at CR 7 and severe at CR 19. This radiation suffuses at 20-foot increments as normal. An abysium dragon can't suppress its radioactive aura, and it is considered a natural radioactive material for the purposes of //[[remove radioactivity]]//.
Abysium eaters glow with a sickly blue-green radiance and are dangerously radioactive. They are sometimes found in nuclear power plants that have undergone a deadly meltdown, basking in the lethal radioactivity, or accompanying [[pluprex demons|Demon, Pluprex]].
* ''CR:'' 3+
* ''Required Creature Type:'' Ooze.
* ''Required Array:'' Combatant.
* ''Traits:''
** [[blindsense]] (scent [abysium only]) 1 mile, [[blindsight]] (vibration) 60 ft.
** fallout susceptibility (see below)
** [[immunity]] to radiation
** irradiation [[aura]] (see below; an abysium eater's radiation strength is dependent on its CR, starting at medium and increasing to high at CR 7 and severe at CR 19)
** [[mindless]]
** [[ooze immunities]]
** shear shielding (see below)
** [[sightless]]
* //Fallout Susceptibility ([[Ex]])// A creature hit by an abysium eater's slam attack takes a –1 penalty to its next saving throw against [[radiation sickness]] attempted within the next 24 hours. This penalty stacks, to a maximum equal to half the abysium eater's CR (–2 for a typical specimen).
* //Irradiation ([[Ex]])// An abysium eater emanates medium [[radiation]] in a 20-foot radius. This radiation suffuses an area in 20-foot increments. An abysium eater is considered a natural adioactive material for the purposes of spells that remove radiation, such as //[[remove radioactivity]]//.
* //Shear Shielding ([[Ex]])// When an abysium eater critically hits a creature wearing armor that grants immunity to radiation levels, the target loses that radiation immunity (Reflex DC 13 negates), though the armor continues to provide its saving throw bonus against radiation as normal. This damage persists until the armor is repaired.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Large construct (magical, technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60ft., [[low-light vision]]; ''Perception'' +22
* ''Aura'' [[radioactive]] (high, 10 ft., DC 22)
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +12; ''Ref'' +12; ''Will'' +9
* ''DR'' 10/—; ''Immunities'' [[construct immunities]], electricity, magic
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +26 (6d4+20 B; critical [[irradiate|Irradiate (critical)]] [DC 19])
* ''Offensive Abilities'' berserk, [[breath weapon]] (30-ft. cone, 13d6 F, DC 19, usable every 1d4 rounds)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' —; ''Int'' —; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Intimidate]] +22
* ''Other Abilities'' comm, [[mindless]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Berserk ([[Ex]])'' When an abysium golem takes damage that reduces it to half its maximum Hit Points or fewer, it must attempt a DC 18 Will saving throw. While at or below half HP, it must also attempt a DC 18 Will saving throw whenever it takes additional damage. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can't reach a creature, it attacks objects. The golem can attempt a DC 18 Will save at the end of each of its turns to end the berserk state. If the golem's creator communicates with the golem to calm it (via comm unit or from within 60 feet) and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw.
''Comm ([[Ex]])'' A golem can receive wireless communications (and thus commands from its
creator) at planetary range.
''Magic Immunity ([[Ex]])'' An abysium golem is immune to any spell or spell-like ability that allows [[spell resistance]], unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem, as follows.
@@.special
* If targeted with //[[remove radioactivity]]//, the abysium golem is slowed (as the //[[slow]]// spell) for 3 rounds (no save), but if the caster also succeeds at a caster level check against the DC of the golem's radioactive aura, the golem is also [[flat-footed]] and [[off-target]] for the same duration.
* The [[irradiate|Irradiate (spell)]] spell ends any slow effect on the golem, and it regains a number of Hit Points depending on the radiation level (2d8 for low, 4d8 for medium, 6d8 for high, and 8d8 for severe). If the amount of healing would cause the golem to exceed its maximum Hit Points, it gains any excess as temporary Hit Points.
@@
</div>
These golems are crafted from abysium, the blue-green glowing starmetal also known as feverstone. They are dangerous not only for their strength and ferocity, but also because of the radiation they emit at all times. Some believe that abysium—and the golems made of it—are connected to the Abyss, the nightmarish home of all demonkind.
Normally crafted by demonic smiths, abyssal plate tends to be rare, but sets of this armor reverse-engineered from those taken from vanquished fiends are slowly gaining a presence in the galactic market. Abyssal plate sacrifices adaptability for speed, giving it less room for armor upgrades than its competitors. Demon‑made sets are rumored to be forged with sinners’ souls, but that ingredient is something most mortal corporations don’t attempt to emulate.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|abyssal plate, vrock | 8 | 11,150 | +14 | +16 | 2 | –3 | –5 ft. | 1 | 3 |
|abyssal plate, glabrezu | 11 | 24,000 | +17 | +19 | 2 | –4 | –5 ft. | 2 | 3 |
|abyssal plate, marilith | 15 | 116,500 | +21 | +23 | 4 | –4 | –5 ft. | 3 | 4 |
|abyssal plate, balor | 20 | 944,000 | +26 | +28 | 4 | –4 | –5 ft. | 4 | 4 |
</div>
You can boost the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to add a +2 bonus per die to the damage dealt to every other creature in the area, or you can spend 2 Entropy Points to add +3 bonus per die.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level
</div>
Drawing upon the Dimension of Time, you speed your steps until your every movement is a blur of motion. While you move up to your speed, charge, run, or step, you have concealment against attackers.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' 1 barathu
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You grant a barathu increased control over its own powers of adaptation. If the target has the early stage adaptation racial trait, it gains adaptation instead. If the target already has adaptation, it can have two adaptations in effect at a time, instead of only one.
When you gain MP at the start of your turn, you can gain 2 MP instead. Whenever you spend a Resolve Point to gain a Mutation Point, you can gain 2 MP instead.
Your body knits back together especially quickly while you are resting.
''Prerequisites:'' Con 13.
''Benefit:'' You regain twice as many Hit Points when taking an 8-hour rest. In addition, for each uninterrupted 8 hours of rest you receive, you recover from afflictions as though you had rested for a full day. This effect does not stack with other effects that increase these rates of healing and recovery; if more than one would apply, you choose which one takes effect.
<div class="statblock">
* ''Type'' drug (ingested, inhaled)
* ''Save'' Fortitude DC 19
* ''Addiction'' Fortitude DC 19 (physical)
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Effect'' For 1 hour, a +2 morale bonus to saving throws against fear effects and +5 to subsequent saves against the same effect.
</div>
<div class= "table-wrapper">
|Substance | Level | Price |h
|acceptance | 6 | 600 |
</div>
As a standard action, you can use Computers to access an unsecured computer system's most basic functions. The DC to access the information or functions of a public computer with no countermeasures or firewalls is generally 10. Unlike other tasks of the Computers skill, you can attempt to access a system untrained if you take 20 on the task, requiring 2 minutes. Secured computer systems, and secured sections of an unsecured system, can be accessed by making a Computers check to [[hack a system|Hack System]].
This simple metal band attaches to the collar area of your space suit, suit of armor, or other set of clothes. When activated as a standard action, an acclimation torc places your respiratory system and your digestive system in a form of temporal stasis, while still keeping you alive. Essentially, your need to eat, drink, and breathe is temporarily "paused" while the acclimation torc continues to hold a charge. You can breathe normally in vacuums, clouds of smoke, water, and thick, thin, and toxic atmospheres, though you aren't protected against the damage of a corrosive atmosphere. In addition, you don't need to worry about starvation or thirst while your acclimation torc is active. Unlike the normal protections provided by most suits of armor, an acclimation torc doesn't grant you protection against low levels of radiation or conditions of cold and heat. An acclimation torc holds 50 charges and uses 1 charge per hour. You can replenish these charges the same way you recharge the duration of a suit of armor's environmental protections.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|acclimation torc | 5 | 2,700 | L | 50 | 1/hour |
</div>
The //accurate// fusion bestows exceptional balance and handling on a weapon. When you take a move action to aim a weapon with this fusion at a specific target, you gain a +1 bonus to your next attack roll with that weapon provided neither you nor your target has moved since you aimed. You also gain this bonus if you take a move action to aim for other purposes, such as aiming a weapon with the sniper special property. Only ranged weapons can benefit from this fusion.
You are most comfortable at the controls of a vehicle, whether it's a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.
!! Theme Knowledge (1st)
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you've ever come across. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about starship and vehicle models and parts as well as famous hotshot pilots by 5. [[Piloting]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Lone Wolf (6th)
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in [[Piloting]] as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
!! Need For Speed (12th)
Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to [[Piloting]] checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase, reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.
!! Master Pilot (18th)
Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant foe in starship combat as a pilot or succeed in a vehicle chase (meaning that you've either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point.
<div class="statblock" >
* ''Level'' 5; ''Price'' 9,400
* Large land and tunneling vehicle (5 ft. wide, 10 ft. long, 5 ft. high)
* ''Speed'' 15 ft., full 350 ft., 40 mph (land); 15 ft., full 45 ft., 5 mph (burrow)
* ''EAC'' 18; ''KAC'' 19; ''Cover'' total cover
* ''HP'' 60 (30); ''Hardness'' 10
* ''Attack (Collision)'' 5d8 B (DC 12); ignores 5 points of hardness
* ''Modifiers'' +1 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autocontrol, enhanced sensors ([[darkvision]] 120 ft., [[sense through]] [vision, stone only] 30 ft.), planetary [[comm unit]]
* ''Passengers'' 1
</div>
Able to tunnel through soil and loose rock using jets of acid, this cylindrical, tracked vehicle has portholes and a rear-facing entry hatch.
Despite its name, derived from Swarm conventions and suggesting a heavier armament, the lightweight acid cannon is a derivation of the Swarm [[corrovox]]'s arm-mounted weapon modified to be a stand-alone pistol-sized firearm. The weapon uses small amounts of power to produce caustic fluid. The trigger administers a jolt of electricity to the device, causing a reflexive constriction that forces blobs of this acid out of the weapon's throatlike barrel.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|acid cannon, micrergate | 3 | 1,500 | 1d4 A | 40 ft. | [[corrode]] 1d4 | 40 charges | 2 | L |[[living]], [[swarm|Swarm (weapon property)]] |
|acid cannon, macrergate | 7 | 7,000 | 2d6 A | 40 ft. | [[corrode]] 2d4 | 40 charges | 4 | L |[[living]], [[swarm|Swarm (weapon property)]] |
|acid cannon, dinergate | 12 | 36,000 | 3d8 A | 40 ft. | [[corrode]] 3d4 | 40 charges | 4 | L |[[living]], [[swarm|Swarm (weapon property)]] |
|acid cannon, ergatoid | 17 | 256,000 | 4d10 A | 40 ft. | [[corrode]] 4d4 | 40 charges | 5 | L |[[living]], [[swarm|Swarm (weapon property)]] |
</div>
An acid dart rifle has a nonreactive polymer reservoir that can be filled with whatever acid the wielder desires. The automatic loading process fills the rifle darts with acid as they are moved into the chamber. Dual acid dart rifles fire two darts simultaneously, while complex acid dart rifles hold concentrated doses of acid.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|acid dart rifle, tactical | 2 | 485 | 1d8 A & P | 80 ft. | [[corrode]] 1d4 | 10 darts | 1 | 1 |[[analog]] |
|acid dart rifle, dual | 7 | 6,900 | 2d8 A & P | 90 ft. | [[corrode]] 2d4 | 24 darts | 2 | 1 |[[analog]] |
|acid dart rifle, complex | 12 | 39,200 | 4d8 A & P | 90 ft. | [[corrode]] 4d4 | 48 darts | 4 | 2 |[[analog]] |
</div>
<div class="statblock">
* ''Type'' ranged; ''Range'' 150 ft.; ''Special'' [[automatic]]
* ''Damage'' medium; ''Damage Type'' A; ''Critical'' [[corrode]]
* ''Slots'' 1 (frame or upper limb); ''Capacity'' 10
* ''Cost'' 3.5 × level
</div>
Streams of potent, sizzling acid fly from the barrel of this fortified gun.
In addition to collecting the valuable composites the creature leaves behind, some entrepreneurs enter [[surnochs']] territory to hunt and kill them for their acid-producing glands and spines. These components can be made into heavy weapons known as acid lancers, which shoot jets of caustic fluid. A wielder of an acid lancer can squeeze the gland located near the trigger to give her next shot an extra boost of damaging acid. Acid lancers use a special synthetic acid called caustrol for ammunition, which has the same price and comes in the same size containers as [[petrol]].
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|acid lancer, corroder-class | 4 | 2,000 | 2d4 A | 30 ft. | [[corrode]] 1d4 | 20 caustrol | 4 | 2 |[[analog]], [[boost]] 1d4, [[line]], [[unwieldy]] |
|acid lancer, melter-class | 9 | 13,000 | 3d4 A | 30 ft. | [[corrode]] 2d4 | 20 caustrol | 5 | 2 |[[analog]], [[boost]] 1d6, [[line]], [[unwieldy]] |
|acid lancer, liquefier-class | 14 | 75,000 | 8d4 A | 50 ft. | [[corrode]] 4d4 | 40 caustrol | 8 | 2 |[[analog]], [[boost]] 1d8, [[line]], [[unwieldy]] |
|acid lancer, disintegrator-class | 19 | 550,000 | 8d8 A | 50 ft. | [[corrode]] 6d4 | 40 caustrol | 10 | 2 |[[analog]], [[boost]] 1d10, [[line]], [[unwieldy]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (acid, creation)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take 6d6 acid damage. For the duration of the spell, creatures that enter or start their turn in the area take 2d6 acid damage.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' cylinder (20-ft. radius, 40 ft. high)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude partial (see text)
* ''Spell Resistance'' no
</div>
You pull a downpour of elemental precipitation from an alternate reality. You then direct this acid rain to pour only onto your enemies, dealing them 3d6 acid damage each round. The acid splashes into and burns your foes' eyes, coats them in slime, and clouds their other senses. Enemies must attempt a Fortitude save when exposed to the spell. On a failure, the creature has a 50% miss chance for its attacks while in the area. The rain causes spellcasters who fail the save to have a 20% chance of losing any spell they attempt to cast from within the area. When this spell ends, a thunderclap causes enemies still in the area who failed their Fortitude saves to be [[staggered]] for 1 round.
As a standard action, you can change the rain, causing it to deal a different type of energy damage, such as fiery sparks that deal fire damage or shards of ice that deal cold damage. This change in damage types leaves secondary effects unchanged.
When the spell ends, the rain leaves no aftereffects.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration (acid)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 10-ft.-radius spread
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude half
* ''Spell Resistance'' no
</div>
You call forth the corrosive atmosphere of a gas giant to damage your opponents. A creature that starts its turn in the area takes 2d6 acid damage. The corrosive mist does not obscure vision.
Each level, including 1st level, you gain a number of skill ranks. The number you gain is determined by the class chosen for that , adjusted by your Intelligence modifier (though you always gain a minimum of 1 skill rank per level). For instance, if you create a 1st-level technomancer with an Intelligence score of 18, you gain 8 skill ranks per level: 4 ranks from the technomancer class and 4 more ranks because your Intelligence modifier is +4.
Investing a rank in a skill represents training gained through experience or intense study. Each skill rank increases your total skill bonus by 1 (see Skill Checks below)—as you level up, you can invest new ranks to upgrade existing skills or learn new ones. Your skill ranks in a single skill can't exceed your total character level. Skills in which you've invested ranks are called trained skills; skills in which you have no ranks are untrained skills.
Each class also features a number of favored skills, called class skills. It's easier for you to become proficient in your class skills. Class skills in which you have at least 1 rank are known as trained class skills; you gain a +3 bonus to skill checks with such skills. If you have more than one class, you gain the class skills from all your classes. The bonus for trained class skills doesn't increase for skills in the class skill lists of more than one of your classes—it remains +3.
You can keep your balance while traversing narrow or treacherous surfaces, escape from restraints, and tumble to avoid attacks. You also use Acrobatics to determine the success of difficult maneuvers while flying.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Medium animal
* ''Init'' +6; ''Senses'' [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 128
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Resistances'' fire 5;
!!! OFFENSE
* ''Speed'' 40 ft., climb 30 ft.
* ''Melee'' bite +19 (3d4+12 P plus [[grab]])
* ''Special Attacks'' constrict (3d4+12 B)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +2; ''Int'' –5; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +21 (+29 to climb), [[Stealth]] +16, [[Survival]] +16
* ''Feats'' [[Lunge]]
!!! ECOLOGY
* ''Environment'' warm hills or mountains (Nejeor V)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Constrict ([[Ex]])'' When an acrochor successfully renews a grapple or a [[pin]] against an opponent, it automatically deals 3d4+12 bludgeoning damage to that creature.
</div>
The serpentine acrochors originally evolved on the fifth planet of the Nejeor system, a rocky and volcanically active world, where they slithered among crevasses and lava tubes, hunting small prey such as the furry mammalian knuggs and creeping up on jaexus birds' nests to feast on the dusky eggs. Acrochors usually grow up to 8 to 12 feet in length and almost 1 foot in diameter. They are red and black in color with tough, knobby skin and a cluster of visual sensors that allow the creatures to see well even in dim light. Acrochors' mouths are on the undersides of their bodies, and they usually keep them closed except when attacking.
An acrochor often begins attacking its prey by lashing out with surprising speed to bite with jaws filled with razor-sharp teeth. Once its fangs are firmly implanted, the acrochor whips its tail to coil several times around the victim's body, using its powerful musculature to squeeze the life from the unfortunate prey. When its prey is dead, the acrochor leisurely tears into the flesh in a bloody and gruesome fashion. If an acrochor takes down a victim of its size or larger, the acrochor might need several days to devour the corpse, but it can digest both fresh and rotting meat without trouble.
After mating, an acrochor lays its fertilized eggs in a thermal vent or other warm place. Over the next day, the parent acrochor eats as much as it can, often consuming pieces of obsidian or other volcanic glass in the process. It then enters a state of hibernation in close proximity to its eggs, which incubate over the next few months. The acrochor's stomach acids slowly dissolve the volcanic glass as it sleeps, providing it with the minerals it needs to survive. Despite its dormant state, the acrochor has an almost supernatural connection to its eggs, waking the moment they hatch or if anything disturbs them.
The [[kishalee]] of Nejeor VI captured a number of acrochor specimens ages ago, housing the creatures in temperature-controlled habitats in wildlife parks. As kishalee civilization declined, the acrochors escaped captivity and began living in the bowels of the cities, maintaining their body heat via energy conduits and breeding with impunity. The kish of stamak sometimes hunt these dangerous creatures for their hides, though acrochor meat is too tough to make it a viable source of food.
Crafted from the hides of [[acrochors]]—serpentine predators that crush their prey—these suits of light armor offer both protection and flexibility. Acrochor hide has the [[archaic]] armor special property.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|acrochor hide, basic | 4 | 2,100 | +5 | +5 | +5 | — | — | 0 | L |
|acrochor hide, advanced | 8 | 8,250 | +10 | +10 | +6 | — | — | 0 | L |
|acrochor hide, elite | 12 | 28,000 | +15 | +15 | +7 | — | — | 0 | L |
</div>
An action's type essentially tells you how long the action takes to perform within the framework of a 6-second combat round. There are five types of actions: standard actions, move actions, swift actions, full actions, and reactions.
In a normal round, you can perform one standard action, one move action, and one swift action, or you can instead perform one full action. Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action. You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. You can also take one reaction each round, even if it isn't your turn; however, reactions happen only in response to certain defined triggers. There are some other actions that do not fall into the normal action types.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<<tabs "[contains:tab[Actions]sortby{Actions (tab)!!list}]" "Combat Actions" "Index Template">>
Many technological and magic items, such as a cybernetic hand, don't need to be activated. Certain items, however, do need to be activated to have an effect. Unless otherwise noted, activating such an item is a standard action.
You can activate one of your starship's ECM modules. If you use an ECM module mounted on a turret, you can target a ship in any arc.
''Critical:'' Your powerful ECM module disrupts enemy targeting computers. Gunners aboard the target starship also take a –2 penalty to gunnery checks during this round.
Hazards can directly impede or damage the vehicles in a chase. They might be persistent or temporary. Some hazards make one attack against a vehicle when that vehicle enters the hazard's zone. The hazard might trigger only once, or it might attack every vehicle that enters the zone. Decide whether a hazard deals damage, knocks a vehicle off course, or both. The hazard's CR should be close to the item levels of the vehicles involved in the chase, and should use the corresponding attack bonus and damage amount (see the below table). If a hazard knocks vehicles off course, the pilot of any vehicle it hits takes a –4 penalty to [[Piloting]] checks (in addition to its normal modifiers) for 1 round. If a hazard both deals damage and knocks the target off course, reduce the attack bonus by 2 and halve the damage.
Adamantine is a starmetal, one of several valuable metals mined from asteroids and planets throughout the universe. Pure adamantine is exceedingly rare and expensive, so weapons using adamantine are always made of an adamantine alloy. Weapons or ammunition fashioned from adamantine alloy overcome the [[damage reduction]] of creatures with DR/adamantine, such as many magical constructs, and have a natural ability to ignore hardness when sundering weapons or attacking objects, ignoring hardness less than 30. Weapons and ammunition without metal parts can't be made from adamantine alloy.
This metal can be fashioned into threads and incorporated into the composite material of any armor. Wearing such armor provides you with DR 2/—.
<div class= "table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +50 credits |
|Armor or weapon | +2,500 credits |
|Raw material (1 bulk) | 625 credits |
</div>
Famously strong, pure adamantine is too expensive to incorporate into something as large as a starship, but its alloys can impart some of the metal's infamous deadliness and impregnability.
''Armor:'' Adamantine alloy armor protects a starship against all but the strongest attacks. This armor grants the starship a Damage Threshold equal to the armor's bonus to AC, stacking with the starship's existing Damage Threshold. Adamantine alloy increases a starship's size category by 1 for the purpose of calculating the cost of its armor; the value of a Supercolossal ship's size category increases from 8 to 9 for this purpose. See [[Fortified Hull]] for denser adamantine armor.
''Weapon Mount:'' Adamantine alloy weapons are extraordinarily destructive, capable of tearing apart unprotected targets. When such a weapon strikes a target in a quadrant without functioning shields, it deals +1 damage per damage die to the target. Against a starship with functioning [[deflector shields]], an adamantine alloy weapon reduces that quadrant's defense value by an additional 1 for each hit that reduces the target's Hull Points; this stacks with the effects of weapon special properties such as [[array|Array (starship weapon property)]], [[line|Line (starship weapon property)]], and [[ripper]]. Mounting an adamantine alloy weapon increases its BP cost by an amount equal to half the weapon's damage dice. If a weapon's damage is multiplied, multiply the cost increase by an equal amount.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|armor | special |
|weapon mount | special |
</div>
Steadfast and loyal, steel-colored adamantine dragons are often the center of small, tight-knit communities (such as starship crews or mercenary squads).
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Dragon (earth)
* ''Suggested Alignment:'' Lawful neutral
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** adamantine extension aura (see below); [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[void adaptation]]; [[DR]] 5/[[adamantine]] and magic (increase to DR 10/adamantine and magic at CR 9, DR 15/adamantine and magic at CR 11, DR 20/adamantine and magic at CR 13); [[immunity]] to acid
** burrow speed of 30 feet
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d8 P + 1d8 per CR)
** spell-like abilities (CR 8+)
** [[spaceflight]]
* //Adamantine Extension ([[Su]]):// An adamantine dragon can share some of its trademark toughness with its allies. Allied creatures within 20 feet of an adamantine dragon gain [[damage reduction]] equal to one-fifth that of the dragon's.
These adamantine-alloy plates augment the vehicle's exterior defenses, increasing the vehicle's [[hardness]] by an amount based on the modification's model.
<div class= "table-wrapper">
|Modification | Level | Price | Hardness Increase |h
|adamantine plating, mk 1 | 3 | 1,500 | 2 |
|adamantine plating, mk 2 | 9 | 14,000 | 4 |
|adamantine plating, mk 3 | 20 | 800,000 | 10 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to three creatures
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
Dwarves created //adamantine shot// to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as [[adamantine alloy]] ammunition, then you launch it. The round splits into three; attempt an attack against a target’s KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the [[knockdown]] critical hit effect. Each shot also has the [[breach]] weapon special property, but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level.
* ''1st:'' When you cast //adamantine shot// as a 1st-level spell, each projectile deals 1d8 piercing damage.
* ''2nd:'' When you cast //adamantine shot// as a 2nd-level spell, each projectile deals 2d8 piercing damage.
* ''3rd:'' When you cast //adamantine shot// as a 3rd-level spell, each projectile deals 3d8 piercing damage.
* ''4th:'' When you cast //adamantine shot// as a 4th-level spell, each projectile deals 5d8 piercing damage.
* ''5th:'' When you cast //adamantine shot// as a 5th-level spell, each projectile deals 7d8 piercing damage.
* ''6th:'' When you cast //adamantine shot// as a 6th-level spell, each projectile deals 9d8 piercing damage.
Choose three technomancer spells that you do not know, each with a level equal to or less than the highest spell level you can cast. As a move action, you can add one of these spells to your list of technomancer spells known for 1 minute. If you have the [[cache capacitor]] class feature and you could add that spell to one of your cache capacitor's slots, you can add the spell to your cache capacitor during this time to extend its duration as described by that class feature. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use adaptable spell knowledge again before the duration expires, you replace the previous spell with your new choice. Each time you gain a technomancer level, you can replace one spell you selected with this ability with another choice.
Your nanites capably innovate new features when you manifest nanite weapons. Choose two of the following special weapon properties: [[block]], [[bright]], [[deflect]], [[feint|Feint (weapon property)]], [[grapple|Grapple (combat maneuver)]], [[harrying]], [[penetrating]], [[stun]], [[sunder|Sunder (weapon property)]], or [[trip|Trip (weapon property)]].
Each time you form a weapon using your [[gear array]], you can apply one of the selected special weapon properties to that weapon. You can select this knack multiple times; each time, select two additional special weapon properties and add them to the list of available properties (you still apply only one at a time).
An weapon fitted with an //adaptive// fusion adjusts to any target it hits repeatedly. The fusion's benefits can be granted against only one target at a time. Once the weapon hits a new target, it resets and starts building up momentum against that target, losing the benefits it might have had for any previous target. An adaptive weapon gains the following benefits depending on how many hits it has scored against a given target. The effects are cumulative.
* ''3+ Hits:'' The weapon ignores an amount of the target's energy [[resistance]] or damage [[resistance]] equal to half the weapon's item level.
* ''5+ Hits:'' The weapon gains an enhancement bonus to damage equal to half the item level.
* ''7+ Hits:'' The target is [[flat-footed]] against attacks made with this weapon.
You can duplicate the effects of cybernetics with biotech by using adaptive biochains—microscopic cells that can reform themselves into replacements for technology within the body of a living host. This replicates the effects of any cybernetic augmentation, but it costs an additional 10% due to the price of the biochains. Adaptive biochains can also be used to replace any existing cybernetic with a biotech version of the same device; doing so has the same price and time as introducing a new adaptive biochain.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|adaptive biochains | 3 | varies | varies |
</div>
You have a few extra eldritch tricks up your sleeve.
''Prerequisites:'' Key ability score 19, caster level 7.
''Benefit:'' Select three spells from class spell lists you can cast spells from. They must be at least 1 level lower than the highest spell level you can cast. Once per day, you can cast one of these spells as a spell-like ability. Each time you gain a caster level, you can change which three spells you have selected with this feat.
An //adaptive defense module// emulates the ever-shifting defense of the [[tekhoinos]]. When you take acid, cold, electricity, fire, or sonic damage from an attack, you gain [[resistance]] to that energy type equal to 5 × the upgrade's mark number; this resistance does not apply to the triggering attack, and it lasts for 10 minutes or until you take energy damage of another of those types, triggering a new resistance.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//adaptive defense module//, mk 1 | 7 | 6,500 | 1 | any | — |
|//adaptive defense module//, mk 2 | 14 | 75,000 | 1 | any | — |
|//adaptive defense module//, mk 3 | 17 | 250,000 | 1 | any | — |
</div>
As a standard action, you can expend an unused spell slot to construct magical defenses from the foreign particles in your wounds, granting you [[resistance]] to one type of energy damage dealt to you within the past minute. This resistance is equal to your class level and lasts for a number of rounds equal to the level of the spell slot you expended. You can spend 1 Resolve Point to activate this magic hack as a move action.
This intelligent polymer weave covers the entire armor. When in an unattuned state, the first time you take energy damage (acid, cold, electricity, fire, or sonic), the adaptive mesh transforms to better withstand attacks of the same type; your armor thereafter grants you [[energy resistance]] 5 against that energy type. The energy resistance does not apply to the initial attack. The armor remains attuned to that energy type (even if you take other forms of energy damage) until it has taken no damage of the attuned type for 5 minutes. It then becomes unattuned.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|adaptive energy shield | 10 | 17,500 | 1 | any, shield* | L |
</div>
You can adjust your fighting style to match specific conditions during combat.
''Prerequisites:'' Three or more combat feats.
''Benefit:'' Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don't have but meet the prerequisites for.
At the start of a starship combat round, you can expend your [[Adaptive Fighting]] feat to apply the TIM benefit associated with one of your selected feats until the end of the round.
Originally created for military operatives but favored by criminals throughout the galaxy, these pads of nanotech-infused artificial flesh replace the skin of your palms and fingertips. You leave no identifying fingerprints behind when touching an object or surface, and you can't be identified through your fingerprints. In addition, if you have access to records of another individual's fingerprints, you can spend 1 Resolve Point to create wrinkled patterns in the pads that mimic those fingerprints for 1 hour, allowing you to bypass security features or leave false evidence.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|adaptive fingerprints | 6 | 4,030 | all hands |
</div>
Choose three graviton revelations that you don't have. When you become fully graviton attuned, you gain one of these revelations of your choice until you are no longer fully graviton attuned. Temporarily gaining this revelation doesn't count against your total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever you gain a level, you can change one of the chosen revelations.
Choose three photon revelations that you don't have. When you become fully photon attuned, you gain one of these revelations of your choice until you are no longer fully photon attuned. Temporarily gaining this revelation doesn't count against your total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever you gain a level, you can change one of the chosen revelations.
Your training enables you to adapt and evolve formidable temporary defenses.
''Prerequisites:'' [[Enhanced Resistance]], base attack bonus +4, early stage adaptation racial trait
''Benefit:'' You gain an option for your early stage adaptation ability, allowing you to change the damage type your Enhanced Resistance applies to. This change lasts for the normal duration of your early stage adaptation ability.
A dose of //adaptive serum// consists of a small piece of [[ksarik]] flesh (usually the tip of one of its tentacles) floating in a slightly alcoholic tincture. For an hour after you consume an adaptive serum, the first time you take energy damage, you gain [[resistance]] against that type of damage for that attack and for the remainder of the hour or until you rest 10 minutes to regain Stamina Points, whichever comes first. The amount of energy resistance you receive depends on the level of the serum.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Resistance |h
|//adaptive serum//, mk 1 | 4 | 350 | — | 5 |
|//adaptive serum//, mk 2 | 8 | 1,500 | — | 10 |
|//adaptive serum//, mk 3 | 12 | 5,500 | — | 15 |
</div>
You can transform one or more parts of your body into a deadly weapon. This adaptive strike can take almost any form, such as curved claws, sharp teeth, a club-like tail, fiery wings, porcupine-like quills you can launch as projectiles, or throat glands that let you spit acid. Whatever its nature, your adaptive strike has a physical form that’s apparent to a casual observer.
Your adaptive strike can’t be disarmed, dropped, or sundered. It doesn’t interfere with your ability to wield equipment and doesn’t require hands to wield. Melee adaptive strikes are treated as basic melee weapons and threaten squares within your reach. Ranged adaptive strikes are treated as small arms. Manifesting or dismissing your adaptive strike is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the [[Quick Draw]] feat).
At 1st level, choose whether your adaptive strike is melee or ranged; a ranged adaptive strike has a range increment of 30 feet. Also choose one of the following damage types for your adaptive strike: acid, bludgeoning, cold, electricity, fire, piercing, or slashing. As normal, an adaptive strike that deals energy damage targets EAC and an adaptive strike that deals kinetic damage targets KAC. Once made, these choices can’t be changed.
Your melee adaptive strike deals damage equal to 1d6 + your Strength modifier. Your ranged adaptive strike deals 1d6 damage. This damage increases to 1d10 at 6th level, 2d8 at 9th level, and 2d10 at 11th level. This damage then increases by 1d10 at 13th level, 15th level, 17th level, and every level thereafter.
An //adaptive Swarm mask// is made from the exoskeleton plates from the head of a Swarm component. The mask counts as a worn magic item unless you install it in armor, taking up one upgrade slot. When you take damage of any type while wearing the mask, it reduces the damage by 5. It then ceases to provide that benefit, instead providing damage reduction or energy resistance 5 against the same damage type for 1 minute. The mask remains adapted to the same damage type even if you take a different type of damage. After the duration elapses, the mask becomes unadapted and can adjust to a new damage type. This mask attracts the attention of Swarm components in the same way weapons with the [[Swarm|Swarm (weapon property)]] weapon special property do.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//adaptive Swarm mask// | 11 | 24,500 | L |
</div>
Your nanites can distill your thoughts into emotional images and feelings, enabling you to communicate with those with whom you don’t share a language. You can use a [[nanite surge]] to communicate simple ideas telepathically to any creatures within the area of your [[cloud array]], even if you don’t share a common language. This doesn’t enable you to comprehend languages spoken within the area of your cloud array that you don’t understand.
You have adjusted one of your armor upgrades to give yourself a few more options.
''Prerequisites:'' Int 19, [[Engineering]] 10 ranks.
''Benefit:'' Select three armor upgrades, each with an item level no greater than half your ranks in [[Engineering]]. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost.
Once you've used your adapted upgrade, you can't use it again until you've regained Stamina Points after a 10-minute rest.
Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat.
You hold your weapon using an extra hand (or more) to better push your enemies around.
''Prerequisites:'' Str 15.
''Benefit:'' For each hand you use to wield your weapon beyond the minimum required to wield that weapon, you increase the distance you can move your opponent with a successful bull rush or reposition combat maneuver by 5 feet. If you use a trip combat maneuver against a flying opponent, you can increase the distance that creature descends by 5 feet for each additional hand used to wield your weapon. Changing your grip to alter the number of hands you are wielding a weapon with is a swift action. You can't hold items in hands used to add leverage, or use them for any other purpose.
<div class="statblock">
* ''Type'' disease (drug use)
* ''Save'' see specific drug
* ''Track'' [[physical]], [[mental]], or both (see specific drug)
* ''Frequency'' 1/day when not using the drug
* ''Effect'' If a creature takes a drug while it has progressed beyond healthy on the drug's progression track, the DC of the saving throw against addiction increases by 2. A creature can attempt a save against an addiction only on a day when it hasn't taken the drug. Each day spent without using the drug decreases the addiction's DC by 2, to a minimum of the starting DC, but using the drug again, even once, returns the DC to its highest value. Each drug addiction is a separate disease.
* ''Cure'' 3 consecutive saves
Some creatures have modes of movement other than walking and running, such as burrowing, climbing, flying, and swimming. Such creatures have a specific speed listed for each movement type. Generally speaking, these additional movement types follow the normal rules for movement, except as detailed below.
!! Burrowing
If you have a burrow speed, you can use move actions to tunnel through dirt. You cannot tunnel through rock unless you have an ability that states otherwise. You can move your full burrow speed while burrowing, but you cannot run. Most burrowing creatures do not leave behind tunnels other creatures can use unless they have an ability that states otherwise; instead, the dirt closes up behind them as if they had not been there.
!! Climbing
If you have a climb speed, you can use move actions to climb slopes, walls, and other steep inclines, and you don't need to attempt an [[Athletics]] check to climb except in hazardous circumstances. You are not [[flat-footed]] while climbing. You receive a +8 bonus to all Athletics checks to climb and can always take 10 while climbing, even if distracted or threatened. You can move your full climb speed when you use the move action while climbing, but you cannot run. You can move double your climb speed with a successful Athletics check to climb, but you take a –5 penalty to the check. Creatures without a climb speed use the Athletics skill to climb.
!! Flying
If you have a fly speed, you can use move actions to fly through the air. A creature with a fly speed has one of three maneuverability classes: clumsy, average, or perfect. Creatures with clumsy maneuverability take a –8 penalty to Acrobatics checks to fly, while those with perfect maneuverability gain a +8 bonus to these checks. Creatures with average maneuverability (the default maneuverability) neither gain a bonus nor take a penalty to [[Acrobatics]] checks to [[fly|Fly (acrobatics)]]. While you are flying, at the start of each turn, choose a primary direction for the round (including up or down). You can move your full fly speed in a straight line in that direction without the need for an Acrobatics check, as long as the wind conditions are favorable.
If you want to change direction while flying, it costs you an additional 5 feet of movement to turn 45 degrees. If you want to ascend, it costs you an additional 5 feet of movement for each square that you move upward. For example, suppose you have a fly speed of 60 feet. As a single move action, you can fly forward 20 feet, turn 45 degrees to the left, and fly one square diagonally (all of which costs 30 feet of your movement). You can then ascend 15 feet, which costs another 30 feet of movement. At this point, you have used your full 60 feet of flying movement, so your move action is over.
If you are flying in an area with zero or low gravity, movement to ascend does not cost extra squares. If you are flying in an area with high gravity, ascending costs double the extra squares of movement.
The Acrobatics skill also details other types of movement that can be made by flying creatures. These require successful Acrobatics checks, and these checks have consequences if you fail. If you have clumsy maneuverability, you cannot use the hover option presented in the fly task of the Acrobatics skill. If you have average maneuverability, all of the options in the fly task of Acrobatics are available to you. If you have perfect maneuverability, you do not have to attempt an Acrobatics check to use the avoid falling damage or hover options; you automatically succeed at these options (unless you are unconscious), though you can still attempt an Acrobatics check to hover as a swift action instead of a move action.
!! Swimming
If you have a swim speed, you can use move actions to swim through liquids, but you don't need to attempt an [[Athletics]] check to swim except in hazardous circumstances. You receive a +8 bonus to all Athletics checks to swim, and you can always take 10 while swimming, even if you are distracted or threatened. You can move your full swim speed while swimming, and you can use the run action while swimming, provided that you swim in a straight line. Creatures without a swim speed use the Athletics skill to swim. A swim speed does not automatically impart the ability to breathe underwater.
The vehicle is equipped with a sidecar or additional interior seating. Increase the number of passengers the vehicle can seat by 50%.
<div class= "table-wrapper">
|Modification | Level | Price |h
|additional seating | 1 | 115 |
</div>
Choose another skill in which you have at least 1 rank from the list of skills you can choose with the [[skill expertise]] class feature; you can use [[expertise]] with that skill. You can choose this talent up to three times, choosing a different skill each time.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one object
* ''Duration'' varies; see text
* ''Saving Throw'' see text
* ''Spell Resistance'' no
</div>
You create a molecular bond between an object you touch (bulk up to 1 + your caster level) and another object or a surface that object is touching. Pulling the object free of that surface then requires a Strength check against the spell’s save DC, although you can dismiss it by touching the object again. If moving or opening the object already requires a Strength check, you increase the DC of that check by half your key ability score bonus. If the adherence is broken, the spell ends. Otherwise, the magic is permanent.
If you instead touch a surface (one 5-foot square), that surface becomes charged with adhering magic for 1 round per level. If a creature touches the surface of the affected square, the creature must succeed at a Reflex saving throw or become [[entangled]] until they successfully save against the spell (they can attempt a new save at the beginning of each of their turns). Once the entangled creature escapes, the spell ends. It also ends if you cast this version of the spell on another area.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 minute/level
</div>
You alter the chemical composition of your vital fluids to become a glue-like substance when exposed to air. For the duration of the spell, a melee weapon that deals piercing or slashing damage to you is stuck fast unless the wielder succeeds at a Reflex saving throw. A creature can attempt to pry off a stuck weapon as a standard action with a successful Strength check (DC = 10 + half your spellcaster level + your key ability modifier). Strong alcohol or a mixture like basic [[universal solvent]] dissolves the adhesive. The glue also breaks down 5 rounds after you die, or when the spell’s duration ends. This glue has no effect while you’re underwater or in an environment that lacks air.
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* NE Medium outsider (daemon, evil, extraplanar)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., //[[true seeing]]//; ''Perception'' +31
!!! DEFENSE
* ''HP'' 315
* ''EAC'' 31; ''KAC'' 32
* ''Fort'' +16; ''Ref'' +16; ''Will'' +22
* ''DR'' 10/good or silver; ''Immunities'' acid, death effects, disease, poison; ''Resistances'' cold 10, electricity 10,fire 10; ''SR'' 29
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. (average)
* ''Melee'' claw +27 (8d8+22 S)
* ''Ranged'' executioner [[disintegrator pistol]] +29 (2d20+18 A; [[corrode]] 1d6)
* ''Spell-Like Abilities'' (CL 18th)
** 1/day—[[summon allies]] (1 adikodaemon 35%)
* ''Spells Known'' (CL 18th, ranged +29)
** 1/day—//[[disintegrate]]// (DC 27)
** 3/day—//[[holographic image]]// (5th level, DC 26), //[[holographic terrain]]// (DC 26), //[[unwilling guardian]]// (DC 26)
** At will—//[[destruction protocol]]//, //[[greater invisibility]]//
** Constant—//[[true seeing]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' +2; ''Int'' +6; ''Wis'' +4; ''Cha'' +11
* ''Skills'' [[Bluff]] +36, [[Computers]] +31, [[Culture]] +31, [[Disguise]] +36, [[Mysticism]] +31
* ''Languages'' Abyssal, Common, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' [[change shape]] (any Small, Medium, or Large creature), terms and conditions
* ''Gear'' bespoke [[echelon fashion]], executioner [[disintegrator pistol]] with 1 high-capacity battery (40 charges)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or board (3–6)
!!! SPECIAL ABILITIES
''Terms and Conditions ([[Su]])'' When a creature unwittingly allies with an adikodaemon, typically by accepting a boon or favor from the daemon in disguise, they must succeed at a DC 25 Will save or succumb to the curse of planned obsolescence (see below).
!!! Curse of Planned Obsolescence
* ''Type'' curse
* ''Save'' Will DC 25
* ''Effect'' Some of the victim's gear seems to occasionally work better. The first three times per day that the victim attempts an equipment-based skill check (such as using a tool kit), the victim adds 1d6 as an insight bonus to that skill check as a reaction. However, for 1 minute afterward, all of the victim's other gear becomes slightly corrupted. Skill checks using that other gear take a –4 circumstance penalty. Weapons have a 25% chance of targeting the nearest friendly target instead of the intended target. Any other piece of gear (such as activated armor upgrades) has a 50% chance of having its usage doubled for that time.
* ''Cure'' The victim must spend 1 month abstaining from the use of mass-produced gear (which is most equipment available for purchase); this doesn't include gear that the victim or one of the victim's allies crafts.
</div>
Adikodaemons are shapeshifters and tricksters who personify the deaths caused by corporate malfeasance—from casualties brought about by lax safety regulations or by companies deciding not to recall a defective product because it would hurt the bottom line.
A few years ago, a Qabarat-based news agency broadcast an investigative report about a small planet in the Vast called Aurok 6, which featured a near-utopian civilization on its surface but a complicated infrastructure of prisons below. According to the report, Aurok 6's aboveground nations enjoy peace and quiet due to the contributions of a planetary law enforcement agency with international jurisdiction, known only as the Adjudicators, who wield psychic technology and governmental authority to act as judge, jury, and executioners when pursuing criminals. Since the broadcast, several weapons manufacturers have secretly visited the planet, and now examples of experimental "judgment tech" weapons accessories can be found on various dark infospheres throughout the Pact Worlds. The most notable of these is a scope, known as an //adjudicator's eye//, that can supposedly determine the guilt or innocence of a target.
An //adjudicator's eye// functions as a combined [[laser scope|Scope]] and [[nightvision scope|Scope]], but it also contains mnemonopathic sensors capable of scanning a target's memories for recollections of a specified crime or attempted crime. Once per day, in a process that takes 1 minute, you can program the scope's sensors with a single yes-or-no question testing responsibility for a particular crime, such as "Did the target attempt to blow up my starship?" or "Did the target plant the explosive device in the Eoxian embassy?" Three times per day, you can activate an //adjudicator's eye// attached to a weapon as a move action. For the next 10 minutes, when aiming or looking through the scope, the sensors automatically scan targets to reveal their perception of guilt or innocence in regards to that question. Each target must succeed at a DC 18 Will saving throw or the //adjudicator's eye// searches their memories for information about the specified question. These memories indicate only whether or not the target remembers themself as being innocent or guilty of the crime in question, and they do not necessarily reflect the truth (as in the case of someone who has been affected by //[[modify memory]]//). The scope places a "guilty" indicator over any target that recalls participating in the specified crime, and an "innocent" indicator over any target that has no memory of the crime or who succeeded at the Will save. Deactivating an //adjudicator's eye// is a move action.
The //adjudicator's eye// imposes a –2 penalty on attack rolls made with the weapon it is attached to against any unscanned target or any target the scope has deemed innocent.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//adjudicator's eye// | 9 | 12,500 | L |
</div>
You can remove certain mechanical parts of your body in order to reduce your size.
''Prerequisites:'' Con 14; constructed species trait, construct type, or cybernetic augmentations installed in all arms and legs.
''Benefit:'' You can spend 1 minute removing parts of the mechanical apparatuses of your form to reduce your size by one step (Medium to Small, for example); this affects your space and your natural [[reach|Reach and Threatened Squares]]. In addition, your height and weight are reduced by approximately 50%. These removed parts are treated as items of your character level with a combined bulk of 2 until you spend an additional 1 minute reattaching them, regaining your original size.
You can increase your size by bolting on random pieces of junk to your body.
''Prerequisites:'' Con 14; [[Adjustable Frame]]; character level 10th; constructed species trait, construct type, or cybernetic augmentations installed in all arms and legs.
''Benefit:'' In a process that takes 10 minutes, you can attach at least 2 bulk of inert, nonworking electronic equipment (such as a large broken computer system, unconnected computer or robot parts, or a destroyed robot or other such trashed mechanical system) to your body to increase your size by one step (Small to Medium, for example); this aff ects your space and your natural [[reach|Reach and Threatened Squares]]. These adjustments are fragile, and after 1 hour, they break and fall off , reverting you to your original size; you can also spend an additional 10 minutes to remove them on your own. This time doesn’t count as resting to restore Stamina Points. Once removed, the equipment can’t be used for this feat’s benefit a second time, and you must secure more materials. You can use this feat’s benefit only once per day.
You direct the overall flow of battle, delivering key orders, timing fleet movements, and providing motivation at opportune moments. The role of admiral does not necessarily mean that you outrank the other officers or control their actions, but as the armada's leader, you are in a position to influence your forces in unique ways. An armada can only have a single admiral.
* ''Associated Skills:'' [[Bluff]], [[Diplomacy]], or [[Intimidate]]
* ''Officer Bonus:'' morale checks
!! Encourage (Any Phase)
You can encourage a fleet or officer to grant them a bonus to their action. Before that fleet or officer attempts the check, you attempt a DC 10 flat check. If you succeed, you either grant your officer bonus to the triggering check, or you grant a +1 untyped bonus to the check.
!! Rally (Engineering Phase)
You order a fleet to regroup, granting it your officer bonus to morale checks until the end of the round. If the fleet is routed, it attempts a new morale check against the same DC that caused it to rout. If it succeeds, it is no longer routed.
!! Taunt (Helm Phase)
You harangue or mislead an enemy fleet. Attempt a check against an enemy fleet's AC. If you succeed, that fleet takes a penalty equal to 1 + half your officer bonus to all checks until the beginning of the next helm phase. Whether or not you succeed, you can't successfully taunt that fleet again for the rest of the combat.
This pair of nanocarbon devices replaces part of your adrenal glands, and microscopic threads delicately link them to your endocrine system. When you are dying, the number of Resolve Points you need to [[stabilize]] is reduced by 1 (to a minimum of 1 Resolve Point needed to stabilize). This ability doesn't stack with any other ability that allows you to spend fewer Resolve Points to stabilize. In addition, once per day, you can spend the required Resolve Points to stabilize and 1 additional Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|adrenal booster | 8 | 8,900 | endocrine |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Huge magical beast
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], telepathy sense 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +10; ''Will'' +13
* ''Resistances'' electricity 10, sonic 10
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +24 (4d6+19 P plus [[swallow whole]]) or phasic claws +24 (2d8+19 So; critical [[wound]] [DC 18]) or tail scourge +24 (2d8+19 E)
* ''Multiattack'' bite +18 (4d6+19 P plus [[swallow whole]]), phasic claws +18 (2d8+19 So; critical [[wound]] [DC 18]), tail scourge +18 (2d8+19 E)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 11d6 So [see text], Reflex DC 18 half, usable every 1d6 rounds [see text]), [[swallow whole]] (4d6+19 B, EAC 24, KAC 22, 45 HP)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +5; ''Int'' –4; ''Wis'' +3; ''Cha'' –2
* ''Skills'' [[Athletics]] +25
!!! ECOLOGY
* ''Environment'' temperate or warm plains (Castrovel)
* ''Organization'' solitary, pair, or brood (1–2 adults plus 3–6 juveniles)
!!! SPECIAL ABILITIES
''Phasic Claws ([[Su]])'' See above.
''Breath Weapon ([[Su]])'' See above. An adult nyssholora can't use its breath weapon if it has a creature [[grappled]] in its mouth or for at least 1 round after swallowing a creature.
''Telepathy Sense ([[Su]])'' See above.
</div>
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* LG Huge dragon (cold)
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 120 ft., [[detect alignment]], [[low-light vision]]; ''Perception'' +25
* ''Aura'' [[frightful presence]] (200 ft., DC 22)
!!! DEFENSE
* ''HP'' 235
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +14; ''Ref'' +14; ''Will'' +19
* ''DR'' 10/magic; ''Immunities'' cold, [[paralysis]], sleep; ''SR'' 25
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 40 ft., fly 200 ft. ([[Ex]], clumsy); cloudwalking
* ''Melee'' bite +26 (6d6+22 P)
* ''Multiattack'' bite +20 (3d6+22 P), 2 claws +20 (3d6+22 S), tail slap +20 (3d6+22 B)
* ''Space'' 15 ft.; ''Reach'' 10 ft. (15 ft. with bite)
* ''Offensive Abilities'' [[breath weapon]] (50-ft. cone, 15d8 C, Reflex DC 22 half, usable every 1d4 rounds), [[crush]] (6d6+22 B), paralyzing breath (30-ft cone, 1d6+7 rounds, DC 22)
* ''Spell-Like Abilities'' (CL 14th; melee +26)
** 1/day—//[[greater dispel magic]]//, //[[heat leech]]// (DC 22)
** 3/day—//[[greater invisibility]]//, //[[overload systems]]// (DC 21), //[[resilient sphere]]// (DC 21), //[[soothing protocol]]// (DC 21)
** At will—//[[arcing surge]]// (DC 20), //[[probability prediction]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +3; ''Int'' +6; ''Wis'' +3; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +25 (+17 to fly), [[Computers]] +30, [[Diplomacy]] +30, [[Disguise]] +25, [[Life Science]] +30, [[Mysticism]] +25, [[Physical Science]] +30, [[Sense Motive]] +25
* ''Feats'' [[Mobility]], [[Spring Attack]]
* ''Languages'' Auran, Common, Draconic, Dwarven, Terran
* ''Other Abilities'' [[change shape]] (animal or humanoid)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Cloudwalking ([[Su]])'' A silver dragon can tread on clouds or fog as though on solid ground.
''Paralyzing Breath ([[Su]]):'' Instead of a cone of cold, a silver dragon can breathe a 30-foot cone of paralyzing gas. Each creature within the cone that inhales the gas must succeed at a Fortitude save or be paralyzed for 1d6 rounds plus a number of additional rounds equal to half the dragon's CR.
</div>
<div class="statblock">
* ''CR'' 19; ''XP'' 204,800
* N Small outsider (air, elemental, fire, native)
* ''Init'' +11; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +32
* ''Aura'' gravitational pull aura (120 ft.)
!!! DEFENSE
* ''HP'' 400
* ''EAC'' 34; ''KAC'' 35
* ''Fort'' +22; ''Ref'' +20; ''Will'' +16
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' [[elemental immunities]], fire, [[radiation]]
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +31 (15d6+28 F)
* ''Ranged'' solar ray +34 (8d8+19 F; critical [[burn]] 6d6)
* ''Offensive Abilities'' conflagration, stellar heat
!!! STATISTICS
* ''Str'' +9; ''Dex'' +11; ''Con'' +6; ''Int'' –3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +37 (+45 to fly)
* ''Other Abilities'' aglow (90 ft.), [[solar adaptation]], [[spaceflight]]
!!! ECOLOGY
* ''Environment'' temperate or warm land or vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Aglow ([[Ex]])'' See above.
''Conflagration ([[Ex]])'' Once every 1d4 rounds as a standard action, a mature solar wisp can hurl a portion of its burning form at a grid intersection within 120 feet, at which point the flames detonate, dealing 10d6 fire damage to all creatures within a 20-foot-radius burst. An affected creature can attempt a DC 24 Reflex saving throw to halve the damage.
''Gravitational Pull Aura ([[Ex]])'' A creature within 120 feet of a mature solar wisp has its speed reduced by half when it moves away from the solar wisp, and can move at double its speed when moving toward the solar wisp.
''Solar Ray ([[Ex]])'' A mature solar wisp can project an intense ray of light as a ranged attack against a target within 240 feet.
''Stellar Heat ([[Ex]])'' A creature adjacent to a mature solar wisp takes 3d12 fire damage from the intense heat that the elemental radiates. A creature that succeeds at DC 24 Fortitude save takes half this damage.
</div>
You shout a warning to your allies, focusing their attention on the threats around them.
''Prerequisites:'' Cha 15.
''Benefit:'' As a move action, you can shout a warning to your allies, ending the [[flat-footed]] condition for any ally within 60 feet. You cannot use this feat when you're flat-footed. Once you've used this ability, you cannot do so again until you've regained Stamina Points after a 10-minute rest. This is a sense-dependent ability
This badge, typically made of a metal such as bronze or gold to signify the wearer's rank, prominently features the Aspis Consortium's insignia. These devices are especially sophisticated versions of the conventional Aspis badge, designed to help an agent remain hidden, receive updates, and make speedy escapes. The badge constantly shields itself from detection as if protected by //[[nondetection]]// (CL 8th). Once per day as a standard action, you can spend 1 Resolve Point to gain the //nondetection// effect targeting yourself for 1 hour; if your level is higher than 8, you can use your level in place of the badge's caster level for this effect. Once per month as a full action, you can send a message that doesn't exceed 10 words as if using an unlimited [[comm unit]], though the message can be sent only to a recipient associated with the Aspis Consortium.
As a standard action, you can activate one of two self-destruct protocols for the badge. The quiet protocol causes the badge to disintegrate, which dissolves it into nondescript dust by the start of your next turn. The explosive protocol causes the badge to explode a few seconds later, causing it to function as a mk 3 [[incendiary grenade]] that you throw as part of the action used to activate the badge.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|advanced Aspis badge | 8 | 8,500 | – |
</div>
''Required Feat:'' [[Coordinated Shot]]
When you are threatening a foe with a wielded melee weapon, cover it gains from you doesn't grant it any bonus to AC against your allies' ranged attacks. The foe still counts as having cover for the purpose of effects such as the [[Coordinated Shot]] feat; it simply doesn't gain any cover bonuses to AC against your allies' attacks.
You can use [[locomotive adaptation]] twice per day, and the climb and swim speeds you grant with this theorem increase to 30 feet each. When selecting the movement speed you give the targets, you add a burrow speed of 20 feet as well as an [[extraordinary]] fly speed of 20 feet with average maneuverability to the options from which you can choose. You must have the locomotive adaptation theorem to choose this theorem.
You know how to use advanced melee weapons.
''Prerequisites:'' Proficiency in basic melee weapons.
''Benefit:'' You gain proficiency in advanced melee weapons.
''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
Advanced melee weapons require a degree of training and skill to use properly. Advanced melee weapons are divided into one-handed and two-handed weapons.
You can choose from any of the mods on the advanced mod list whenever your drone gains a new mod (in addition to those from the [[basic mod|basic mods]] list). Your drone must always have at least 5 mods from the basic list before you can add any advanced mods, even if you rebuild your drone after it gains this ability.
<<list-links "[tag[Drone Mods]tag[Advanced]sort[title]]">>
Your knowledge of timelines lets you prepare for almost any situation, giving you exactly what you need precisely when you need it. Once per day as a standard action, you can use a [[paradox]] to produce one consumable item (such as a grenade, serum, or spell gem). The item must have a bulk of L or less, and an item level no greater than your level. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at the most recent opportunity after glimpsing your future need of it. You can’t use this ability if you don’t have sufficient credits to pay for the item, and you can’t convert other items, except for UPBs, to pay for this cost.
Your [[custom rig]]'s computer functions gain a bonus firewall countermeasure. This firewall has no additional cost, does not count against the maximum number of countermeasures your custom rig can have, and can block off a module or group of modules already protected by a firewall.
In addition, you can use your custom rig to communicate over an encrypted channel with your ship, allowing you to access the ship's sensors, control its security systems, and prepare its engines for takeoff (as well as use the encrypted communications functions of your expert rig) at a range of 50 miles. If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.
When you defeat a foe, a weapon with the [[advancing]] fusion draws you further into the fray. The first time each round that you make a successful melee attack with an [[advancing]] weapon that drops a foe (by killing it or rendering it unconscious), you can take a guarded step as a reaction. This movement must move you closer to at least one foe.
Aegis suits of heavy armor cover wearers entirely, leading to the suits' nickname of "personal tanks." Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|aegis series, squad | 12 | 45,200 | +17 | +19 | +3 | –5 | –10 ft. | 5 | 3 |
|aegis series, elite | 17 | 209,000 | +23 | +27 | +3 | –5 | –10 ft. | 6 | 3 |
|aegis series, specialist | 20 | 932,000 | +25 | +28 | +4 | –4 | –10 ft. | 7 | 3 |
</div>
A weapon that has the aeon special property includes a socket that can house an //[[aeon stone]]//. As a standard action, you can slot an //aeon stone// into the socket or remove it. You can slot an //aeon stone// into a weapon only if the weapon has an item level equal to or greater than the //aeon stone's// item level. You don't benefit from the stone's normal abilities while the stone is slotted into a weapon. Instead, an aeon weapon with a slotted //aeon stone// gains the [[boost]] weapon special property, provided it doesn't have the [[blast]] or [[unwieldy]] properties. The amount of the boost's damage increase is dependent on the item level of the slotted //aeon stone//, as follows: level 1–5, 1d4; levels 6–10, 1d6; levels 11–15, 1d8; levels 16–20, 1d10.
A slotted //aeon stone// has a number of charges per day equal to the stone's item level. Utilizing the [[boost]] special property the stone provides spends charges from the stone equal to the weapon's usage value. If the stone lacks enough charges, the boost attempt has no effect. An //aeon stone// that has had any daily charges expended in this way turns a dull color and doesn't confer its usual benefits if removed from the aeon weapon.
name://aeon caster//
range:medium
speed:—
damage:3d4
pcu:10
cost:7
special:[[mystical]], [[restricted]] (Imperial Fleet)
name://aeon caster, heavy//
range:medium
speed:—
damage:6d6
pcu:20
cost:18
special:[[mystical]], [[restricted]] (Imperial Fleet)
An //aeon comm// is a cylindrical booth constructed of resonant crystal that allows remote observation of and communication to space around an //[[aeon stone]]//. A pedestal in the center of the booth can hold one //aeon stone//, and as an action, a user can mystically connect that stone to the nearest stone of the same type with a system-wide range. Alternatively, a user can attune the booth to a known //aeon stone// of the same type in the same system. In either case, the booth creates an invisible magical sensor centered on the targeted //aeon stone//. The booth's crystal reflects the targeted stone's visual and auditory surroundings as if the user were standing at the stone's location. This view doesn't move unless the targeted stone does, but a viewer can turn within the booth to observe the area as desired. A user within the booth can activate the //aeon comm's// communication function to speak through the targeted //aeon stone//, and unlike with technological system-wide communications, the message is transmitted instantaneously.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|//aeon comm// | 5 | 3 |
</div>
<div class= "statblock">
* ''Prerequisite'' Can be applied only to an eternal core.
* ''Rate'' +0; ''Initial'' –1; ''Maximum'' –1
* ''Special'' Once per round, an operator can expend an unused spell slot to grant the mech a number of Power Points equal to half the spell slot's level, rounded down.
* ''Cost'' 0
</div>
Developed by the Azlanti Star Empire, this power core template converts magical energy into mechanical force.
A small technomagical compartment incorporated into a Medium or smaller starship's life-support system, an //aeon diffuser// can hold one //[[aeon stone]]//. The diffuser conveys the benefits of an //aeon stone// placed inside it to all creatures aboard the starship. However, a starship that has [[biometric locks]] can limit the benefit of the //aeon diffuser// to only those creatures able to operate those locks. If the ship's life-support system is malfunctioning, the //aeon diffuser// ceases to convey its benefits. If the ship's life-support system is wrecked, any //aeon stone// within an //aeon diffuser// on the ship is destroyed.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|//aeon diffuser// | 5 | 2 × size category |
</div>
An //aeon eye// replaces one of your eyes with a specialized //[[aeon stone]]// connected to your ocular nerves. As a move action, you can mentally activate or deactivate this augmentation, which grants you [[sense through]] (vision) with a range of 60 feet. While the augmentation is active, you gain no benefit from other special visual senses, and you can't see anything beyond the augmentation's range.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//aeon eye// | 13 | 46,000 | eye |
</div>
An [[aeon gage]] not only functions as a [[polyhand]], but it also has six sockets in which //[[aeon stones]]// can be slotted. You gain the benefit of each //aeon stone// slotted in your //aeon gage// as if the stone orbited you. If all six sockets contain //aeon stones//, you can also cast one or more of the spells listed below as spell-like abilities. Total the item levels of the //aeon stones// slotted into the //aeon gage// to determine the spells you have access to. While you have access to a spell, you also have access to any spell from a lower level range, as follows:
<div class="table-wrapper">
| Total Levels | Spell |h
| 6–30 | //[[caustic conversion]]// |
| 31-60 | //[[arcing surge]]// |
| 61–90 | //[[corrosive haze]]// |
| 91–120 | //[[heat leech]]// |
</div>
The //aeon gage// has a number of charges per day equal to twice the highest level of spell it provides as a spell-like ability. Using a spell-like ability from the //gage// consumes a number of charges equal to that spell's level. The caster level for these spells is 16th.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//aeon gage// | 16 | 200,000 | hand |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* Azlanti soldier
* LE Medium humanoid (human)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 48
* ''EAC'' 19; ''KAC'' 22
* ''Fort'' +5; ''Ref'' +3; ''Will'' +4
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' thunderstrike [[pulse gauntlet]] +8 (1d6+5 B & So; critical [[knockdown]])
* ''Ranged'' [[AG assault rifle|Aeon Guard Rifle]] +11 (1d8+3 P) or [[frag grenade]] II +11 ([[explode]] [15 ft., 2d6 P, DC 14]) or [[incendiary grenade]] I +11 (explode [5 ft., 1d6 F plus 1d4 [[burn]], DC 14])
* ''Offensive Abilities'' fighting styles ([[sharpshoot]]), [[sniper's aim|Sharpshoot]]
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' +1; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Athletics]] +8, [[Intimidate]] +8, [[Profession]] (soldier) +8, [[Stealth]] +10
* ''Languages'' Azlanti
* ''Gear'' [[AG trooper battle dress|Aeon Guard armor]] (//[[clear spindle]] aeon stone//, [[jump jets]]), [[AG assault rifle|Aeon Guard Rifle]] with 4 magazines (100 longarm rounds), thunderstrike [[pulse gauntlet]] with 2 batteries, [[frag grenade]] II, [[incendiary grenade]] I
!!! ECOLOGY
* ''Environment'' any (Azlanti Star Empire)
* ''Organization'' fire team (3–6), squad (7–12), strike team (7–12 Aeon Guards plus 1 Aeon Guard specialist), or troop (21–48 Aeon Guards plus 1 Aeon Guard specialist)
</div>
<<section 'Aeon Guard Specialist'>>
The powerful Azlanti Star Empire maintains its hold on its subject systems through the might of its military, which is divided into two arms: the Imperial Fleet and the Aeon Guard. Aeon Guards are the elite infantry of the Star Empire; they serve as marines aboard the warships of the Imperial Fleet, protect imperial government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories for the Star Empire.
Aeon Guards swear personal oaths of loyalty to the Aeon Throne, and only death in service to the empire can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race.
Aeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the empire's legendary aeon stones, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block represents a rank-and-file trooper who can be found almost anywhere within the Azlanti Star Empire or on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support, carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage.
!! Aeon Guard Armor
{{Aeon Guard Armor}}
!! Aeon Guard Rifles
{{Aeon Guard Rifle}}
Standard issue for soldiers of the Azlanti Star Empire's elite military, [[Aeon Guard]] battle dress is a suit of heavy armor consisting of close-fitting ceramic and polycarbonate plates overlaid with an energy-reflective molecular coating. SpecOps armor, designed for use by Aeon Guard specialists, is of the same design but in a lighter, more agile package. In addition to slots for traditional armor upgrades, each suit of Aeon Guard battle dress also includes additional aeon upgrade slots that can be used to house only aeon stones. Placing an [[aeon stone]] in an aeon upgrade slot allows you to benefit from the aeon stone's abilities as if it was orbiting your head. In the Azlanti Star Empire, civilian possession of a suit of Aeon Guard battle dress is a criminal offense punishable by death.
For all its utility, Aeon Guard armor is also highly stylized, designed to impress and intimidate the enemy. The most recognizable part of its design is its helmet, which always includes a blank, full-face mask designed to give the soldier a disturbing, almost robotic look while also making it impossible to recognize specific soldiers. This is as much for the soldier's benefit as the enemy's, as being unable to distinguish one's comrades makes it easier to ignore personal attachment and remain a true tool of the throne. Standard Aeon Guard troopers often have a single aeon stone set in the faceplate, but officers may have a different number or configuration.
<div class= "table-wrapper">
|multilevel |k
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|!Light Armor |<|<|<|<|<|<|<|<|<|<|
|SpecOps armor, AG | 7 | 7,500 | +7 | +8 | +5 | –1 | — | 3 + 2* | 1 |
|!Heavy Armor |<|<|<|<|<|<|<|<|<|<|
|battle dress, AG trooper | 3 | 1,650 | +5 | +7 | +2 | –3 | –10 ft. | 1 + 1* | 3 |
|battle dress, AG command | 10 | 18,750 | +15 | +17 | +3 | –3 | –10 ft. | 2 + 3* | 3 |
|* Upgrade slots marked with an asterisk are aeon upgrade slots; these slots can be used only to hold [[aeon stones]].|<|<|<|<|<|<|<|<|<|<|f
</div>
<div class="statblock">
* ''CR 15''; ''XP'' 51,200
* Azlanti soldier
* LE Large humanoid (Azlanti)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +26
!!! DEFENSE
* ''HP'' 275
* ''EAC'' 29; ''KAC'' 34; +2 vs combat maneuvers
* ''Fort'' +17, ''Ref'' +15, ''Will'' +15
* ''Defensive Abilities'' [[enhanced tank|Armor Storm]]; ''Resistances'' fire 15
!!! OFFENSE
* ''Speed'' 30 feet
* ''Melee'' fist +25 (3d10+1d6+28 B)
* ''Ranged'' //[[guarded]]// blue star [[plasma array]] +28 (5d10+1d6+15 E & F; critical [[burn]] 4d4) or
[[NIL grenade launcher]] ([[explode]] [15 ft.] 10d6 P, DC 21)
* ''Space'' 10 ft; ''Reach'' 10 ft.
* ''Offensive Abilities'' fighting styles ([[armor storm]], [[squad]]), [[soldier's onslaught]]
!!! STATISTICS
* ''Str'' +9; ''Dex'' +0; ''Con'' +7; ''Int'' +1; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Athletics]] +31, [[Engineering]] +26, [[Intimidate]] +26
* ''Feats'' [[Coordinated Shot]], [[Suppressive Fire]]
* ''Languages'' Azlanti
* ''Other Abilities'' [[automatic expert]], [[coordinated aim|Squad]], [[heavy onslaught]], [[quick backup|Squad]], [[smash through|Armor Storm]]
* ''Gear'' [[Aeon Guard elite harness]] (//[[guarded]]// blue star [[plasma array]] with 10 batteries [20 charges each], [[infrared sensors]], //[[kaleidoscopic icosahedron]]// aeon stone, mk 3 [[thermal capacitor]], [[NIL grenade launcher]] with 12 [[frag grenades]] V, //[[obsidian annulus]]// aeon stone, [[targeting computer]]) with 1 battery (40 charges)
<div class="statblock">
* ''Level 15''; ''Price'' 125,000
* ''EAC Bonus'' +19; ''KAC Bonus'' +24
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 feet
* ''Strength'' 28 (+9); ''Damage'' 2d8 B
* ''Weapon Slots'' 3; ''Upgrade Slots'' 2+2*
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 40
</div>
The Star Empire equips elite Aeon Guard units with powered armor designed for extensive field operations and customized to include slots for a pair of aeon stones. Soldiers in these units form the frontline in major assaults and serve as rallying points for less well-equipped troops forced to retreat.
* Upgrade slots marked with an asterisk are aeon upgrade slots; these slots can be used only to hold [[aeon stones]].
The AG series of longarms is manufactured by government-held factories for the sole use of the Aeon Guard. Its ingenious designers are held via lifelong "contracts" as pampered but neurally locked prisoners of the throne. The AG assault rifle is a selective-fire rifle that is standard issue for rank-and-file troops. Other weapons in the series include the AG accelerator rifle, which uses magnetic fields to propel metal projectiles like a magnetar rifle does, and the rocket propelled–projectile rifle (RPPR, or "Ripper," as it's known in the ranks of the Aeon Guard), which fires mini-rockets like those used in gyrojet rifles. Pact Worlds intelligence believes that some AG weapons can also be equipped with //[[aeon stones]]//, though what functions they provide and how this hybrid technology actually works is unknown. In the Azlanti Star Empire, civilian possession of any AG-series weapon is a criminal offense punishable by death.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|AG assault rifle | 3 | 1,400 | 1d8 P | 80 ft. | — | 12 rounds | 1 | 1 |[[automatic]] |
|AG accelerator rifle | 7 | 7,500 | 3d4 P | 60 ft. | — | 16 rounds | 1 | 2 |[[automatic]] |
|RPPR | 10 | 21,000 | 2d12 B | 60 ft. | [[knockdown]] | 12 mini-rockets | 1 | 2 |— |
</div>
<div class="statblock">
* ''CR'' 7; XP 3,200
* Azlanti operative
* LE Medium humanoid (human)
* ''Init'' +8; Senses [[blindsense]] (emotion) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +15
!!! DEFENSE
* ''HP'' 102
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +9; ''Ref'' +9; ''Will'' +10; +2 vs. disease and poison
* ''Defensive Abilities'' [[evasion]], [[uncanny agility]]; ''DR'' 5/—; ''Resistances'' acid 5
!!! OFFENSE
* ''Speed'' 40 ft., fly 30 ft. ([[jetpack]], average)
* ''Melee'' tactical [[knife]] +13 (2d4+9 S)
* ''Ranged'' [[AG accelerator rifle|Aeon Guard Rifle]] +15 (3d4+7 P) or corona [[laser pistol]] +15 (2d4+7 F; critical 1d4 [[burn]])
* ''Offensive Abilities'' [[debilitating trick]], [[trick attack]] +4d8
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' +1; ''Int'' +4; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +15, [[Computers]] +20, [[Piloting]] +15, [[Profession]] (soldier) +15, [[Stealth]] +20
* ''Languages'' Azlanti, Common, 4 additional languages
* ''Other Abilities'' operative exploits ([[cloaking field]]), specialization ([[ghost|Ghost (specialization)]])
* ''Gear'' [[AG SpecOps armor|Aeon Guard armor]] (clear spindle [[aeon stone]], [[deflective reinforcement]], [[filtered rebreather]], [[jetpack]], //[[purple sphere]] aeon stone//), [[AG accelerator rifle|Aeon Guard Rifle]], corona [[laser pistol]], tactical [[knife]], [[efficient bandolier]] (200 longarm rounds and 2 ultra-capacity batteries)
!!! ECOLOGY
* ''Environment'' any (Azlanti Star Empire)
* ''Organization'' solitary, pair, strike team (1 Aeon Guard specialist plus 7–12 Aeon Guards), or troop (1 Aeon Guard specialist plus 21–48 Aeon Guard)
</div>
Early Azlanti starships flew without shields, but meteors and debris spurred research. The first Azlanti starship shields were magical //aeon shields//; less powerful than modern energy shields, they regenerated quickly but scaled up poorly with larger craft. Unlike normal energy shields, aeon shields regenerate during combat. At the start of the [[Engineering]] phase, the science officer can distribute these Shield Points as they see fit.
<div class="table-wrapper">
|System | Total SP | Regen. | PCU | Cost (in BP) |h
|//aeon shields// 10 | 10 | 1/round | 10 | 3 |
|//aeon shields// 30 | 30 | 3/round | 20 | 8 |
|//aeon shields// 50 | 50 | 5/round | 30 | 15 |
|//aeon shields// 80 | 80 | 8/round | 45 | 20 |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Fine construct (magical, swarm, technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 91
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +6; ''Ref'' +10; ''Will'' +6
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[construct immunities]], [[swarm immunities]]; ''SR'' 18
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], perfect)
* ''Melee'' [[swarm attack]] (1d6+9 B plus [[distraction]] [DC 17])
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' telekinetic whirlwind
* ''Spell-Like Abilities'' (CL 7th)
** At will—//[[magic missile]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +1; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Computers]] +14, [[Engineering]] +14, [[Life Science]] +19, [[Mysticism]] +19, [[Physical Science]] +19
* ''Languages'' Azlanti (can't speak); [[telepathy]] 100 ft.
* ''Other Abilities'' aeon upgrade (//[[purple sphere]] aeon stone//), remote hack, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Aeon Upgrade ([[Su]])'' An aeon stone network benefits from one //[[aeon stone]]// with an item level of its CR or lower.
''Remote Hack ([[Ex]])'' An aeon stone network has the [[remote hack]] feature as if it were a mechanic of a level equal to its CR.
''Telekinetic Whirlwind ([[Su]])'' Once per day as a standard action, an aeon stone network can spiral around a Large or smaller creature or object that is completely in its space, negating gravity for that target while it's inside the vortex. The network can remain in this form for 4 rounds, but it can return to its normal form as a move action at any time. The target creature or object moves with the aeon stone network. A creature caught in the telekinetic whirlwind is [[off-target]] and must attempt a DC 17 Reflex saving throw at the end of each of its turns. On a failed save, the creature becomes [[off-kilter]] until the end of its next turn or until it leaves the aeon stone network's space, whichever comes first. A creature can leave the aeon stone network's space if it has some way to move itself in zero gravity or if, as a standard action, it succeeds at an [[Acrobatics]] skill check (DC = 10 + the network's KAC). On a success, the target moves to a square adjacent to the aeon stone network.
</div>
Aeon stone networks are created from specially enhanced //[[aeon stones]]// that orbit one another to form a wireless digital network. These swarms are employed as loyal and tireless system administrators for large corporations in the Azlanti Star Empire, and their creation is strictly regulated.
//Aeon stones// are magic gemstones that orbit your head (or the nearest equivalent of a head, for species that lack heads) and grant you a constant magic effect. They do not count toward your worn magic item limit, and there's no limit to the number you can have orbiting you. They are most common in the Azlanti Star Empire, which also has unique ways of using such stones, but the most common types of aeon stones can be found in magic shops in many major settlements. //Aeon stones// are categorized by their shape and color, with all stones of the same shape and color having the same magic abilities.
Placing an //aeon stone// in orbit around your head is a standard action, and removing it is a move action. An aeon stone must be in orbit for you to benefit from its abilities. The stone orbits at a distance of 3 inches to 3 feet, as you prefer, but always outside any armor or helmet you wear. An orbiting //aeon stone// has an Armor Class equal to 12 + your character level, and it can be attacked directly or even grappled (a successful grapple check plucks the stone out of its orbit and into the attacker's hand).
Most //aeon stones// (including all those presented here) are capable of glowing with a bright light. As a standard action, you can activate or deactivate the illumination of an //aeon stone//, which glows brightly enough to increase the light level in your square by one step.
Each //aeon stone// also has at least one other power that comes into effect when in orbit around you, detailed in the individual descriptions below.
<<compact '[tag<currentTiddler>]'>>
<div class="statblock">
* ''Tier'' 6
* Gargantuan blinkstriker
* ''Operators'' 2–6; ''PP'' 5 (1/turn, max 12)
* ''Speed'' 90 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 66; ''SP'' 15; ''Hardness'' 3
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +6; ''Ref'' +8
* ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Base Attack Bonus'' +9
* ''Melee'' thundergauntlet (upper limb—3d6+11 So; critical [[knockdown]])
* ''Ranged'' rotary cannon (frame—3d10+6 P), or laser rifle (frame—3d8+6 F; burn 1d8)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Strength'' +5
!!! SYSTEMS
* ''Power Core'' mk 2 eternal (aeon core)
* ''Lower Limbs'' fast biped
* ''Upper Limbs'' precision arms (+2 melee, +1 ranged)
* ''Auxiliary'' autotarget, entry hatch, haste circuit, plasma-shock circuits, teleporter
* ''Upgrades'' fleet
</div>
The Aeon Striker relies on its inherent mobility and speed—along with the twitch reflexes of its operators—to control the battlefield. Strikers are found at the flash points of battles, teleporting into the action and unleashing flurries of attacks against larger, slower enemies. After delivering these surgical attacks, the Striker blinks out of range to pursue the next target.
Aeons are a race of neutral outsiders that maintain the balance of reality.
* ''Traits:''
** [[immunity]] to cold, critical hits, and poison
** [[resistance]] 10 to electricity and fire
** bonus equal to CR to skill checks to [[recall knowledge]]
** envisaging (see below), extension of all (see below)
* //Envisaging ([[Su]]):// Aeons communicate without language, first scanning beings for their thoughts and intentions and then projecting psychic flashes of a single concept in response. These flashes are usually a combination of visual and aural stimulation that communicate the aeon's intent or understanding. An aeon's envisaging functions as a nonverbal form of [[telepathy]] with a range of 100 feet, and it counts as a language for the purposes of telepathy and [[truespeech]]. Aeons can't read the thoughts of creatures immune to mind-affecting effects.
* //Extension of All ([[Ex]]):// Aeons can communicate telepathically with other aeons over vast distances. This ability works even across planes, albeit less effectively, allowing the communication of only vague impressions and feelings.
Aeons are inscrutable neutral outsiders often working to maintain and protect reality. They appear as clouds of glowing energy, with a few limbs and tools jutting from the haze. They communicate only in images.
* ''Type:'' outsider (aeon, extraplanar)
* ''Traits:''
** supernatural fly speed of 30 ft. (perfect)
** [[immunity]] to cold, critical hits, and poison
** [[resistance]] to electricity and fire equal to creature's CR
* ''Skills:'' add [[Culture]], [[Engineering]], [[Life Science]], [[Mysticism]], and [[Physical Science]]
* ''Languages:'' [[telepathy]] 100 ft.
name://aeon torpedo launcher, heavy//
range:long
speed:12
damage:6d8
pcu:15
cost:20
special:[[limited fire]] 5, [[mystical]], [[restricted]] (Imperial Fleet)
name://aeon torpedo launcher, light//
range:long
speed:12
damage:3d6
pcu:10
cost:8
special:[[limited fire]] 5, [[mystical]], [[restricted]] (Imperial Fleet)
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Medium outsider (aeon, extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +9; ''Will'' +13
* ''Defensive Abilities'' adaptive defense, [[unflankable]]; ''Immunities'' cold, critical hits, poison; ''Resistances'' electricity 10, fire 10; ''SR'' 21
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' slam +19 (2d8+12 B)
* ''Multiattack'' 3 slams +13 (1d10+12 B)
* ''Ranged'' telekinetic blast +21 (2d8+10 B; critical [[knockdown]])
* ''Offensive Abilities'' pattern bind
* ''Spell-Like Abilities'' (CL 10th)
** 1/day—//[[hold monster]]// (DC 20), //[[plane shift]]// (self only)
** 3/day—//[[synaptic pulse]]// (DC 19)
** At will—//[[invisibility]]//
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +2; ''Int'' +2; ''Wis'' +8; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +19 (+27 to fly), [[Culture]] +19 (+29 to recall knowledge), [[Engineering]] +19, [[Life Science]] +19 (+29 to recall knowledge), [[Mysticism]] +24 (+34 to recall knowledge), [[Sense Motive]] +19, [[Stealth]] +24
* ''Languages'' [[envisaging|Aeon Subtype Graft]]
* ''Other Abilities'' [[no breath]]
!!! ECOLOGY
* ''Environment'' any (Outer Planes)
* ''Organization'' solitary, pair, or collective (3–10)
!!! SPECIAL ABILITIES
''Adaptive Defense ([[Ex]])'' When a tekhoinos takes acid, electricity, fire, or sonic damage, it gains [[resistance]] 10 to that damage type. This resistance does not apply to the triggering attack, and it lasts for 1 hour or until the tekhoinos takes damage of another of those types, triggering a new resistance. This resistance stacks with other sources of energy resistance.
''Pattern Bind ([[Su]])'' As a standard action, a tekhoinos can force a creature within 100 feet to repeat its actions unless it succeeds at a DC 19 Will saving throw. Whatever full, standard, or move actions the creature takes on its turn after being subjected to this effect, the target must repeat on the following turn. The creature must take the same actions in the same order (for example, moving its speed and casting a specific spell) and must act against the same target or targets. However, the creature doesn't have to make exactly the same choices (such as moving the same number of squares or choosing the same command for the //[[command]]// spell). If the target is unable to repeat an action, it is unable to act and its turn ends immediately. A creature that is affected by pattern bind can't delay, and if it readies an action on the first turn it is affected, it must ready the same action on its following turn using the same trigger. Whether or not a creature succeeds at its saving throw against this ability, it is immune to further instances of this effect for 24 hours.
''Telekinetic Blast ([[Ex]])'' A tekhoinos's telekinetic blast has a range increment of 50 feet.
</div>
The enigmatic aeons maintain balance in the multiverse according to rules known only to themselves. Each variety of aeon holds sway over an aspect of the natural order and seeks to maintain equilibrium, indifferent to any concerns of ethics or morality. Tekhoinos aeons concern themselves with the balance between social development and technological advancement. Populations whose scientific advancements have outstripped their social development are likely to draw a tekhoinos's attention, as are those who forcefully suppress technological development in favor of spiritual concerns.
Tekhoinos often become involved when a society is uplifted or held back by outside forces, but they also step in when a society manages to unbalance itself. Exactly what constitutes a society out of balance is determined by an intricate code unfathomable to any but the aeons. When an imbalance is suspected, a single tekhoinos visits the society, gathers intelligence with its innate powers, and then confers with a larger collective of tekhoinos and other aeons via its envisaging ability. Once a consensus is reached, the tekhoinos can begin its intervention, wait for reinforcements, or move on to seek out more imbalanced civilizations.
Technological excess that would draw a tekhoinos's attention might include any less-advanced species that stumbles across advanced technology or species that invent technologies that their societies lack the cultural maturity to handle. On the other end of the spectrum, societies that eschew technology to the extent that harm is done to their societal development might attract tekhoinos, which then seek to inspire new inventions or disrupt the social constructs that keep technological innovation at bay. Tekhoinos prefer covert actions such as manipulation and sabotage to direct confrontation, but this preference is not out of a desire to protect the recipients of their intervention—the aeons have merely found that subtlety makes for more lasting change. This clandestine approach also does not mean the aeons' actions are benign. A collective might rectify an imbalance through covert manipulation of key individuals or targeted assassinations, or they might take more drastic measures, such as detonating a starship's reactor or instigating a war, all based on cold calculations regarding which actions give the highest probability of long-term success.
Tekhoinos take great pains to hide their presence, lest notice of their tampering lead to further imbalance. They spend most of their time invisible, and they move carefully and deliberately to further evade detection. They prefer to incapacitate those who discover them, but they don't hesitate to dispose of creatures that prove a threat to their aims.
Tekhoinos normally intervene in the affairs of single planets, isolated communities, or remote outposts since sprawling planetary and interplanetary populations more readily resist change and are more likely to uncover tekhoinos's manipulations. However, when major populations swing so far out of balance that they can't be ignored, they warrant intervention by multiple tekhoinos collectives. Such grand interventions can require generations of covert observation and manipulation before massive, coordinated action, all overseen by elder aeons of significantly greater capabilities.
Such major actions might be subtle. However, if the threat of the imbalance is widespread but its source centralized, or if swift action is required, the intervention could resemble an invasion. The tekhoinos collectives assigned to the intervention might take direct control of problematic sites or objects. Forced into such action, the aeons then directly confront any defenders of those problem areas.
A tekhoinos has no eyes, instead perceiving with its entire body. Three tentacle-like limbs revolve around a tekhoinos's nebulous core, and the substance of each limb shifts constantly. Across the aeon's body, patterns of crystalline circuitry and iridescent vapor form, propagate, and give way, the same structure never repeating. The typical tekhoinos measures 4 feet across but weighs only a few pounds.
Like all their kin, tekhoinos communicate using mental imagery rather than words. Among their own kind, they can share the full range of experience and emotion via these images, but communication with non-aeons is far more limited. However, as caretakers of civilization, tekhoinos have better insight into the minds of other creatures than typical aeons have. They can make full use of their telepathic images to communicate with other creatures even when such interactions would normally require a shared language.
!! Adaptive Defense Module Armor Upgrades
Despite their secrecy, tekhoinos have been identified as the corrective force behind more than one newly stabilized society, and they have even been celebrated for their role. One civilization on a lonely planet in Near Space had great mastery over magic and technology, but its people had long turned a blind eye to the great suffering they caused one another. After a tekhoinos intervened and ushered in an era of peace and prosperity, these people designed an armor upgrade meant to honor their benefactor.
{{Adaptive Defense Module}}
These aeonaut suits are the precursors to the armor worn by modern Azlanti Star Empire aeon troopers. Little more than well-insulated plate armor, they have no integrated breathing apparatus. Instead, two upgrade slots in the helmet are designed for //[[clear spindle]]// and //[[iridescent spindle]] aeon stones//, negating the wearer’s need to eat, drink, and breathe. They were also sometimes equipped with gyroscopic stabilizers or //[[cloudy blue rhomboid]] aeon stones//.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|aeonaut suit, traveler | 2 | 525 | +3 | +5 | +2 | –3 | –5 | 1+2* | 3 |
|aeonaut suit, explorer | 6 | 3,225 | +9 | +11 | +3 | –2 | –5 | 2+2* | 3 |
|aeonaut suit, conqueror | 9 | 12,125 | +13 | +15 | +4 | –2 | –5 | 3+2* | 3 |
|* Upgrade slots marked with an asterisk are aeon upgrade slots; these slots can be used only to hold aeon stones. |<|<|<|<|<|<|<|<|<|f
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small animal
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 22
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +5; ''Ref'' +7; ''Will'' +1
* ''Defensive Abilities'' bewildering velocity, bullet eater, [[evasion]]
!!! OFFENSE
* ''Speed'' 10 ft., fly 80 ft. ([[Ex]], perfect)
* ''Melee'' bite +7 (1d6+3 P; critical [[bleed]] 1d4)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' –5; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +12 (+20 to fly), [[Stealth]] +7, [[Survival]] +7
* ''Feats'' [[Spring Attack]]
!!! ECOLOGY
* ''Environment'' cold and temperate forests
* ''Organization'' solitary, pair, or cloud (3–8)
!!! SPECIAL ABILITIES
''Bewildering Velocity ([[Ex]])'' After moving at least 30 feet, an aerial devil gains concealment until the start of its next turn.
''Bullet Eater ([[Ex]])'' When an aerial devil would be hit by a ranged attack against KAC, it can attempt to pick the projectile out of the air with its beak as a reaction. The aerial devil attempts an [[Acrobatics]] check (DC = the result of the successful attack roll). If successful, the aerial devil takes no damage. The aerial devil must be aware of the attack and not [[flat-footed]]. An aerial devil can't eat ammunition from incredibly large ranged weapons (such as starship's mass driver cannon).
</div>
Aerial devils are birdlike animals with leathery wings and strong, hooked beaks. These creatures are consummate carnivores, their small frames belying their large caloric requirements. Aerial devils attack in small groups, taking turns swooping in and tearing at their victims until the creatures fall, at which point the feast begins in earnest. Thanks to their aerodynamic shape and wing structure, aerial devils can reach incredible speeds. They prefer cold and temperate woodlands (such as those found on the Brethedan moon of Marata) and nest high up in the trees. A typical aerial devil is 3 feet long and weighs a surprisingly light 10 pounds.
But aerial devils are not, in fact, devils in the literal sense. Instead, these creatures gained their moniker from loggers working in the forests inhabited by these creatures. They are considered dangerous pests, as they are sometimes driven to attack conservationists, hikers, tourists, and anyone else who might threaten their nests. Aerial devils have developed the impressive ability to pick incoming solid projectiles out of the air and crush the munitions in their vicious beaks. Ornithologists have yet to discover when aerial devils developed this evolutionary quirk, though not for lack of trying; it is easy to spot scientists who study these creatures from their missing digits and scarred faces.
In rare cases, those who live in close proximity to these little bundles of fury have been able to tame them to a limited degree and train them to do minor tricks. If an aerial devil is kept well fed—a challenge to be sure—it can learn to pick bullets out of the air on command. Some fighter pilots have a stylized image of an aerial devil stenciled onto their spacecraft, paying respect (or perhaps attempting to channel) the creature's impressive flying ability.
<div class="statblock" >
* ''Level'' 18; ''Price'' 1,080,000
* Colossal air, land, and water vehicle (80 ft. wide, 80 ft. long, 40 ft. high)
* ''Speed'' 10 ft., full 450 ft., 50 mph (fly and hover)
* ''EAC'' 31; ''KAC'' 32; ''Cover'' cover
* ''HP'' 320 (160); ''Hardness'' 14
* ''Attack (Collision)'' 23d10 B (DC 17)
* ''Attack'' mining grav laser (8d8 F & force; [[penetrating]] and see below)
* ''Modifiers'' –4 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot (Piloting +31), enhanced sensors ([[darkvision]] 5 miles, [[sense through]] [vision, stone only] 300 ft.), expansion bays (8), unlimited [[comm unit]]
* ''Complement'' 39; ''Passengers'' 200
!!! SPECIAL ABILITIES
''Mining Grav Laser ([[Ex]])'' This heavy weapon has a range increment of 240 feet. When an attack with a mining grav laser hits, it ignores 18 points of hardness and pulls the target a number of feet toward the rig equal to the damage dealt; a pulled creature lands [[prone]]. A creature struck can halve the distance pulled and negate falling prone with a successful Reflex saving throw. If the target is a vehicle, its pilot can halve this distance with a successful [[Piloting]] check.
</div>
An aerial mining rig has two upper levels that are partially open to the elements and two lower levels that hold much of its ore-collecting and processing machinery, as well as the controls for its mining grav laser.
Aerial creatures are native denizens of the Elemental Plane of Air, gas giant planets, or similar landless environments, and have unique adaptations to help them survive there.
* ''CR:'' 1+
* ''Grafts:'' add the air subtype graft (fly speed should equal creature's fastest movement speed)
* ''Traits:''
** half of the damage dealt by its natural attacks becomes electricity damage
** if the creature is from the Elemental Plane of Air, it gains the extraplanar subtype when it isn't on that plane
On worlds where the atmosphere expands high above the physical boundaries of the surface, there exists a region of open air. Similarly, gas giants are made up of nothing more than a vast atmosphere, held in place by a starlike core. The most common rules sections to reference when using aerial terrain are [[Falling]], [[Gravity]], [[Suffocation and Drowning]], and [[Weather]]. The rules for flying with the [[Acrobatics]] skill are also critical for many creatures operating in an aerial environment.
!! Clouds
Most clouds are little more than condensed gas that obfuscates vision. Treat a cloud in an aerial environment using the same rules as //[[fog cloud]]//, except it's a nonmagical effect. Other types of cloud exist, such as corrosive or toxic clouds, which operate in the same manner as those types of [[atmospheres]].
!! Stealth And Detection In Aerial Terrain
How far a character can see in the air depends on the presence or absence of clouds. Creatures can usually see 5d8×100 feet if the sky is completely clear, with minimal clouds (or other aerial objects) blocking their views. Clouds generally provide enough concealment to hide within (though the hiding creature might have difficulty seeing out from its hiding place).
<div class="statblock">
* ''Tier'' 8
* Huge skyspy
* ''Operators'' 1–2; ''PP'' 7 (2/turn, max 15)
* ''Speed'' 20 ft., fly 80 ft. (average), fly 10 ft. (perfect, maximum elevation 5 ft.)
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 74; ''SP'' 19; ''Hardness'' 4
* ''EAC'' 28; ''KAC'' 28
* ''Fort'' +9; ''Ref'' +10
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +9
* ''Melee'' plasma sword (upper limb—4d10+12 E&F; critical [[severe wound]]) or spiked shield (upper limb—5d6+12 B or P; critical [[bleed]] 2d6)
* ''Ranged'' laser rifle (frame—5d6+8 F; critical [[burn]] 2d6)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Strength'' +4
!!! SYSTEMS
* ''Power Core'' mk 3 eternal core
* ''Lower Limbs'' hoverpad
* ''Upper Limbs'' tough arms (+0 melee, +0 ranged)
* ''Auxiliary'' cloaker, haste circuit, reconnaissance array
</div>
Aerosol spray is an opaque liquid stored at high pressure with compressed gas in a spray canister. As a standard action, you can depress the canister's trigger to spray the aerosol in a 5-foot burst, which fills a single square adjacent to your space. You can see any hidden or invisible laser beams in the aerosol-filled square, and you immediately become aware of the location of any [[invisible]] creature in that square. In addition, invisible creatures have only concealment (rather than total concealment) as long as they remain in an aerosol-filled square. The aerosol remains in its square for 1d4+1 rounds before dissipating. Each canister of aerosol spray contains enough aerosol for 10 uses.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|aerosol spray | 1 | 80 | L |
</div>
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain [[Improved Unarmed Strike]] as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn't count as [[archaic]]. At 3rd level, you gain a unique [[weapon specialization]] with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the [[block]], [[grapple]], and [[stun]] weapon special properties to your unarmed strikes.
This replaces the soldier's proficiency with heavy armor and heavy weapons.
<$list filter="[list[$:/StoryList]is[current]]">
Curses, diseases, drugs, and poisons can all have effects on a character that continue long past the character's first exposure. This deterioration in physical or mental health is often represented by what is called a "progression track." Diseases and poisons each have default progression tracks whose steps have specific rules consequences; drugs use the relevant poison track (for example, drugs that affect Wisdom use the Wisdom poison track). Some specific afflictions have their own unique progression tracks defined in their stat blocks. Curses generally do not use progression tracks—their effects continue until they're cured without progressing through stages.
Before an individual is subjected to an affliction, she is considered healthy in terms of the affliction's progression track, if any. When initially is targeted by an affliction, she must succeed at a saving throw to avoid its effects; if she fails, she is subject to the affliction. If the affliction has a progression track, she is no longer considered healthy with respect to that affliction and immediately gains the effects of the first step on its progression track. For diseases, this is the typically the latent state; at this step, the victim can pass the disease along to others if it's contagious, but generally suffers no ill effects from it herself. For poisons, the first step on the progression track is usually the weakened step. A truly deadly affliction might cause the victim to start further along a progression track than normal.
Diseases and poisons each have a listed frequency specifying how often a victim must attempt subsequent saving throws to prevent the affliction from progressing. Success could help the victim recover (see Curing an Affliction below); failure means that the victim moves one step further along its progression track, gaining the effects of the next step and keeping all previous effects. On a failed saving throw, if the victim was affected by a condition as a result of the affliction and that condition was removed (such as by remove condition), the victim regains any conditions from earlier steps along the affliction's progression track (as well as conditions from the current step). A character using a drug must attempt a saving throw each time she uses that drug. Victims typically fail voluntarily, progressing along the drug's progression track in exchange for benefits, and withdrawal from the drug acts as a disease.
Each progression track has an end state—a point at which the affliction has progressed as far as it can. Once an affliction has reached its end state, the victim keeps all current effects (but doesn't suffer further effects) and can no longer attempt saving throws to recover from the affliction (see below). By default, diseases, poisons, and drugs have an end state of dead, but some afflictions have less severe end states, while others might have no end state, allowing victims to continue attempting saves.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Curing an Affliction
Diseases, drugs, and poisons can be cured if they are treated before the victim reaches the end state. In the case of a disease, the victim must fulfill the conditions in the disease's Cure entry (usually succeeding at one or more consecutive saving throws). Each time she does so, she moves one step back toward healthy; once she reaches healthy, she is cured. Poisons and drugs work differently—fulfilling the cure condition (or reaching the end of a poison's duration) removes a poison from the victim's system, but she remains at the same step on the track and recovers gradually. For every day of bed rest (or two nights of normal rest), a victim moves one step toward healthy. This rate of recovery is doubled by successful [[Medicine]] checks (see [[Long-Term Care]]), though tenacious poisons might require a longer recovery period.
Curses can be cured only by fulfilling the unique cure conditions listed in their individual stat blocks or through magic.
Usually, the spell //[[remove affliction]]// immediately cures a victim of an affliction (moving the victim of a disease, drug, or poison to a healthy state on its progression track). However, once a disease or poison has reached its end state, only the most powerful magic or technology (such as //[[miracle]]// or //[[wish]]//, or in the most extreme cases, //[[reincarnate]]// or a [[regeneration table]]) can remove its effects.
!! Understanding Afflictions
The individual lines of information in affliction stat blocks are described below. Those marked "Optional" appear only if relevant.
!!! Name
This lists the name of the affliction.
!!! Type
This shows the type of the affliction, such as a curse, disease, drug, or poison. Where applicable, this line also states in parentheses the means by which it is contracted, such as contact, ingestion, inhalation, or injury. Afflictions that have multiple methods of contraction indicate this here.
A //contact// affliction is delivered by any contact with bare skin, which generally requires an attack against EAC if the intended target is unwilling. A contact affliction can also be injected like an injury affliction. Contact afflictions often take 1 minute or longer to take effect.
An //ingested// affliction is delivered by tricking the intended target into eating or drinking it. Ingested afflictions often take 10 minutes or longer to take effect.
An //inhaled// affliction is delivered the moment a creature that breathes (and isn't wearing a space suit or suit of armor that filters out such toxins) enters an area containing such an affliction. Most inhaled afflictions fill a volume equal to a 10-foot cube per dose. A creature at risk can attempt to hold its breath (see [[Suffocation and Drowning]]) while inside such an area to avoid inhaling the affliction. There is a 50% chance each round a creature holding its breath doesn't need to attempt a saving throw against the affliction.
An //injury// affliction is delivered through damage to the target, usually via a slashing or piercing kinetic attack dosed with the affliction. These afflictions often take effect immediately.
!!! Save
This indicates the type of saving throw necessary to avoid contracting the affliction, as well as its DC. Unless otherwise noted, this is also the saving throw to avoid the affliction's effects once it is contracted.
!!! Addiction (Optional)
Typically only applicable to drugs, this line lists the saving throw type and DC to avoid [[addiction]].
!!! Track
This line indicates the progression track used once a character is affected by the affliction.
!!! Onset (Optional)
Some afflictions have a variable amount of time before they set in. Creatures that come into contact with an affliction with an onset time must attempt a saving throw immediately, and if they fail, they suffer the appropriate effect after the onset time has passed. The creature then must continue to attempt saving throws against the affliction's effects as normal.
!!! Frequency
This is how often the periodic saving throw must be attempted after the affliction has been contracted. If the affliction lists an amount of time after its frequency—such as 1/minute for 6 minutes—that means its effects last for only that amount of time, regardless of whether the affected creature ever succeeds at a saving throw. Such an affliction cannot be cured via successful saving throws; after its duration ends, the victim remains at her current step on its progression track until she receives the benefit of //[[remove affliction]]// or a similar effect.
!!! Effect (Optional)
This line lists the affliction's special effects, if any, beyond the effects of its appropriate progression track.
!!! Cure (Optional)
This indicates how the affliction is cured. Usually, this is number of consecutive, successful saving throws. Even if an affliction has a limited frequency, it might be cured earlier if the affected creatures succeeds at enough saving throws. Afflictions without a cure entry can be cured only through spells such as //[[remove affliction]]//.
</$list>
<$list filter="[<currentTiddler>is[missing]]">
<<tabs "[contains:tab[Afflictions]]" "Poisons" "Index Template">>
</$list>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' personal
* ''Duration'' instantaneous, and 1 round
</div>
You instantly teleport from your current location to any other spot within range, be that a place you visualize or simply by deciding a direction and distance. You can bring along objects as long as their weight doesn’t exceed your maximum load. You leave behind an insubstantial image of yourself in your previous space until the end of your next turn. This image’s features are too washed out to be mistaken for you, and it can’t be harmed (though it can be dispelled). While it lasts, you can perceive the image’s surroundings, flank nearby creatures, and target spells as if you still occupied its space.
Agathions are celestials, or good outsiders, native to Nirvana.
* ''Traits:''
** [[low-light vision]]
** +4 to saving throws against poison; [[immunity]] to electricity and petrification; [[resistance]] 5 to cold and sonic (CR 3+; increases to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** healing channel (as per the [[healer]] mystic connection power)
** [[truespeech]], speak with animals (below)
* //Speak with Animals ([[Su]]):// An agathion can communicate with animals and use language-dependent effects on them.
Summoned agathions are called from Nirvana, and they take the appearance of anthropomorphic animals of all types, such as bears or lions.
* ''Type:'' outsider (agathion, extraplanar, good)
* ''Alignment:'' change to NG
* ''Traits:''
** [[low-light vision]]
** base speed increases to 30 ft.
** climb speed and swim speed of 30 ft.
** if CR 7 or greater, gains supernatural fly speed of 30 ft. (average)
** +4 to saving throws against poison
** [[immunity]] to electricity and petrification
** [[resistance]] to cold and sonic equal to creature's CR
** if base stat block has [[DR]], change to DR/evil
* ''Skills:'' add [[Survival]]
* ''Languages:'' Common and speak with animals (as per the [[xenodruid]] connection power)
* ''Attack:''
** change melee attack to claw (slashing damage)
** if CR 7, change melee attack to bite +18 (1d8+13 P) and add ''Multiattack'' bite +12 (1d8+13 P), 2 claws +12 (1d6+13 S)
** if CR 11, change melee attack to bite +24 (2d8+19 P) and add ''Multiattack'' bite +18 (2d8+19 P), 2 claws +18 (2d6+19 S)
Agathions, who have humanoid forms with animal aspects, form from the souls of mortals who reached an enlightened state and became infused with holy power. Most remain content to meditate and explore their home plane of Nirvana, ut many others visit the Material Plane to combat evil, specially evil that threatens the natural world.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Enlightened Medicinals
As an extension of their supernatural healing abilities, agathions have developed specialized medicines infused with the holy properties of Nirvana. These enlightened medicinals follow the
rules for [[medicinals]], though they're hybrid items that use [[Life Science]] or [[Mysticism]] as the associated skills for crafting.
<<section 'Insulivate' 'h3'>>
<<section 'Revitilate' 'h3'>>
You begin each combat encounter with 3 Entropy Points.
This delicate fusion provides its weapon exceptional balance and lightweight lethality. As a full action, you can make a single attack that deals additional damage equal to your Dexterity bonus to all targets. This fusion can be applied only to small arms or weapons with the [[operative]] weapon property.
You can move, cast a spell, and move again before foes react.
''Prerequisites:'' Key ability score 15, Dex 15, [[Mobility]], caster level 4th.
''Benefit:'' As a full action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement.
''Normal:'' You can move only before or after casting a spell, not both.
The first time per combat that you take on the magic officer role, you can roll your first [[Mysticism]] starship combat check that round twice and use the better result.
The creature gains a +2 bonus to its [[Piloting]] checks.
You can dart around underwater like a fish.
''Prerequisites:'' Racial swim speed.
''Benefit:'' When you take a move action to swim your speed, the first two times you change your direction by 45 degrees during that movement, it doesn't cost an additional 5 feet of movement.
''Normal:'' Each time you change your direction by 45 degrees while swimming, it costs an additional 5 feet of movement.
You have developed a technique to conduct maneuvers on the battlefield at range with your [[solar flare]]. You can attempt combat maneuvers as a ranged attack instead of a melee attack, with a range of 30 feet. Any weapon special properties your solar flare has that would affect certain combat maneuvers apply as normal. While attuned or fully attuned, you gain a +2 insight bonus to combat maneuvers attempted at range using this stellar revelation. You must have a solar flare to select this stellar revelation.
This upgrade consists of replacing the hard corners of armor with more expensive flexible materials carefully angled and reinforced to increase mobility without sacrificing protective values. Agility enhancers reduce the armor check penalty of your armor, to a minimum of 0. Some agility enhancers apply only to [[Acrobatics]], while others apply to any skill affected by armor check penalties. The amount depends on the agility enhancer type, as listed below.
* ''Mk 1 (Level 1):'' Reduce the penalty by 1 for [[Acrobatics]].
* ''Mk 2 (Level 5):'' Reduce the penalty by 1 for all skills.
* ''Mk 3 (Level 9):'' Reduce the penalty by 2 for [[Acrobatics]].
* ''Mk 4 (Level 13):'' Reduce the penalty by 2 for all skills.
* ''Mk 5 (Level 17):'' Reduce the penalty by 3 for [[Acrobatics]].
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|agility enhancer, mk 1 | 1 | 375 | 1 | light, heavy | L |
|agility enhancer, mk 2 | 5 | 3,000 | 1 | light, heavy | L |
|agility enhancer, mk 3 | 9 | 13,000 | 1 | light, heavy | L |
|agility enhancer, mk 4 | 13 | 46,000 | 1 | light, heavy | L |
|agility enhancer, mk 5 | 17 | 216,000 | 1 | light, heavy | L |
</div>
An agitator is a portable generator of microwave radiation that rapidly heats up targets to create internal bubbles of steam or makes targets burst into flames. The longer the weapon is focused, the more intense the agitation becomes, making it a favored by the defenders of bunkers, guard posts, and other emplacements. Ember agitators and blaze agitators rely on individual generators, taking the form of a bulky cylinder in the middle of the gun that hums ominously as the weapon fires, but miniaturization technology allows inferno agitators and solar flare agitators to include multiple smaller generators for increased effect.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|agitator, ember | 1 | 220 | 1d8 F | 60 ft. | [[burn]] 1d4 | 20 charges | 1 | 2 |[[boost]] 1d4 |
|agitator, blaze | 6 | 4,300 | 2d6 F | 80 ft. | [[burn]] 2d4 | 40 charges | 1 | 2 |[[boost]] 1d6 |
|agitator, inferno | 13 | 50,800 | 6d6 F | 80 ft. | [[burn]] 3d4 | 40 charges | 2 | 2 |[[boost]] 2d6 |
|agitator, solar flare | 19 | 580,000 | 12d6 F | 100 ft. | [[burn]] 4d4 | 40 charges | 2 | 2 |[[boost]] 5d6 |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CN Tiny animal (swarm)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +8
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[swarm immunities]]; ''Resistances'' cold 5; ''SR'' 16
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' swim 40 ft.
* ''Melee'' [[swarm attack]] (1d4+5 P)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +2; ''Int'' +2; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +11 (+19 to swim)
* ''Languages'' Aglian, Common; [[telepathy]] 60 ft.
* ''Other Abilities'' dominant concepts, [[water breathing]]
!!! ECOLOGY
* ''Environment'' any water
* ''Organization'' solitary or intellection (6–12)
!!! SPECIAL ABILITIES
''Dominant Concepts ([[Ex]])'' Each aglian collective has three different dominant concepts drawn from its collective members; examples are described below. These concepts determine the aglian collective's personality, form its name, and affect its statistics. When other aglians are present, the collective can take a full action to change any of its dominant concepts, though no concept can repeat. This stat block represents a school with no concepts applied to it. At the GM's discretion, aglian collectives can have other dominant concepts with varying effects.
@@.special
* //Anger:// Melee attack damage increases by one die size.
* //Charity:// Alignment changes to CG.
* //Curiosity:// [[Culture]] and [[Life Science]] are master skills.
* //Fear:// +10-foot bonus to swim speed.
* //Hope:// Can reroll one d20 roll. This can be used only once per day, no matter how many times the collective changes its component concepts.
* //Love:// [[Diplomacy]] and [[Medicine]] are master skills.
* //Mistrust:// +1 bonus to KAC.
@@
</div>
Each of these tiny eel-like natives of the aquatic world of Entha has a limited individual consciousness focused around a single idea—usually a broad theoretical concept but sometimes a specific object or action like coral, bedrock, swim, or search. An aglian's coloration varies based on the content and complexity of their particular thought, from dull gray for those that concentrate on narrow concepts to rainbow hues for those that embody curiosity or truth. While individual aglians can function in perfunctory ways, they are usually found in schools, telepathically linking with each other like neurons in a brain to form a new consciousness. EJ Corp scientists have dismissed the species as nonsapient, but the large schools in which most aglians spend their time are indeed sapient. Each member contributes and receives each other's concept, building a collective yet individual personhood for each aglian in the school.
When aglians reproduce, two or more parents contribute genetic material, and the offspring, called an elver, has an equal chance to embody either the same concept as a parent or an entirely new thought resulting from the experiences of each. In this way, the aglian population of Entha has grown to embody extremely specific and refined concepts. Their recent interactions with EJ Corp employees, however limited and scattered, have already begun to produce elvers that embody concepts like wonder, dismissal, and greed.
Once per day when you successfully attack a foe with a weapon with the //agonizing// fusion, you can cast //[[inflict pain]]// on the target as a spell-like ability (using the weapon's item level as the caster level). This doesn't provoke an attack of opportunity. If the weapon with this fusion has an item level of 11 or higher, you can use this ability twice per day, and if it has an item level of 16 or higher, you can use this ability three times per day.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Huge construct (technological)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], sensor suite; ''Perception'' +27
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +12; ''Ref'' +12; ''Will'' +9
* ''Defensive Abilities'' [[fast healing]] 5, hardness 15; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Ranged'' medium [[machine gun]] +26 (3d10+12 P) or hellhound-class [[flamethrower]] +26 (4d6+12 F; critical [[burn]] 4d6)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' —; ''Int'' –2; ''Wis'' +4; ''Cha'' +2
* ''Skills'' [[Stealth]] +22
* ''Languages'' Common
* ''Other Abilities'' MODEL, [[unliving]]
* ''Gear'' hellhound-class [[flamethrower]] with 2 high-capacity petrol tanks, medium [[machine gun]] with 420 heavy rounds
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or unit (1 AHAV plus 10–12 soldiers)
!!! SPECIAL ABILITIES
''MODEL ([[Ex]])'' An AHAV is created with one of the Mission Dependent Loadouts, or MODELs, listed below. MODELs are intended to allow AHAVs to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion.
@@.special
* //Advanced Maneuverability:// The AHAV has an extraordinary fly speed of 60 feet (perfect maneuverability) and the [[Spring Attack]] feat.
* //Autoloader:// When the AHAV makes a full attack with its medium machine gun, it can make up to three attacks instead of two attacks. It takes a –5 penalty to these attacks instead of a –4 penalty.
* //Camouflage Plating:// The AHAV gains a +20 enhancement bonus to [[Stealth]] checks.
* //Harrying Arms:// The AHAV has numerous pistols or other small arms mounted to its chassis. As a full action, the AHAV automatically succeeds at the harrying fire action against every enemy within 60 feet.
* //Ram:// The AHAV gains a slam attack with a +23 attack bonus that deals 6d4+17 bludgeoning damage. If the AHAV hits with this attack after a charge, the target is also knocked back 30 feet. If the target is blocked from moving the full distance, it takes an additional 1d6 bludgeoning damage per 10 feet it can't move.
@@
''Sensor Suite ([[Ex]])'' As a full action, an AHAV can gain one of the following benefits for 1 minute: [[blindsight]] (life), blindsight (vibration), [[sense through]] (vision), or a +10 enhancement bonus to [[Perception]] checks. It can change which benefit it receives as a full action. At the GM's discretion, an AHAV might have access to more options, such as blindsight (emotion) or blindsight (thought).
</div>
Military marvels of advanced weaponry and artificial personality programming, AHAVs are ruthless machines of war, bound by their programming to follow their objectives without pause. The acronym AHAV stands for "autonomous heavy assault vehicle," reflecting the constructs' ability to operate independently and make basic decisions on the battlefield. While the term originated with a specific and popular early model produced by Ironfire Industries on Absalom Station shortly after the Gap, the name quickly spread in colloquial use to refer to all robotic war machines of similar designs, and these days many corporations on many different worlds use the term to market their own proprietary models. AHAVs are built to appear intimidating: sturdy armor-plated tanks that float on hovertreads, armed with various heavy weapons and bristling with antennae. AHAVs have a full complement of sensors, capable of detecting heat, vibration, and sometimes other signatures, though they don't usually have enough processing power to activate every available sense at once.
AHAVs are expensive and difficult to construct, so relatively few of them are found in the service of small planetary militaries and mercenary groups. Only the richest of worlds (and collectors interested in ensuring the safety of their private collections) can afford to purchase and maintain even a single AHAV.
Unfortunately, since AHAVs' basic programming leaves little room for independent thought and nuance, many of them can be easily tricked by those who can figure out the literal outlines of their objectives and work around them. As such, AHAVs have dropped off in popularity over the past few decades, though the corporations invested in building them are continually working to improve on this limitation.
Before they are programmed, AHAVs are outfitted with Mission Dependent Loadouts (MODELs for short), which are special abilities and equipment that aid a robot in its particular mission. An AHAV focused on reconnaissance might have an advanced sensor suite or stealth capabilities, while one intended to go head to head with a superior enemy force might have augmented weaponry. A sufficiently astute observer can use the MODEL of an AHAV to puzzle out its objective.
AHAVs are built to last—a feature that sometimes means their objectives fail before they do. For instance, an AHAV programmed to guard a particular site will continue to do so even though its handlers have long since perished. While such a construct might seem to be a sad sight, it pales in comparison to those AHAVs whose objectives have become unachievable or internally inconsistent over time. Such a state introduces subtle errors into the AHAV's programming, which can result in behavior that would be called insane if exhibited by a flesh-and-blood creature. A technician who can uncover that robot's original purpose might be able to speak with the machine, convincing it of the error of its ways or the irrationality of its objective, but AHAVs have an inherently confrontational worldview and are difficult to reason with. AHAVs that successfully confront such a misalignment are most likely to shut down entirely, becoming nothing but inert metal and circuitry.
The GM might rule that you can help someone succeed at a skill check by performing the same action and attempting a skill check as part of a cooperative effort. To do so, you must attempt your skill check before the creature you want to help, and if you succeed at a DC 10 check, that creature gains a +2 bonus to his check, as long as he attempts the check before the end of his next turn. At the GM's discretion, only a limited number of creatures might be able to aid another. You cannot take 10 or take 20 on an aid another check, but you can use aid another to help a creature who is taking 10 or 20 on a check.
Despite being made of living wind, starship-sized elementals from the Elemental Plane of Air are surrounded by a mystical field of energy that keeps them from dissipating in a vacuum.
* ''Traits:''
** air subtype
** increase speed by 2
** reduce distance between turns by 1 (if already 0, the elemental instead gains a +2 bonus to [[Piloting]] checks)
** reduce [[Piloting]] bonus by 1;
** //Whirlwind Flyby ([[Ex]]):// When a starship-sized air elemental successfully performs the [[flyby]] stunt, in addition to it firing at a chosen quadrant of the enemy vessel at close range during the next gunnery phase, the enemy vessel takes a –2 penalty to AC and TL until the start of the next round and is turned to face the direction of the air elemental's choosing.
* ''Languages:'' Auran.
Beings of living wind, air elementals originate from the Elemental Plane of Air.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** [[air|air subtype graft]] subtype
** supernatural fly speed of 100 feet (perfect)
* ''Abilities''
** air mastery (see below)
** [[whirlwind]]
* ''Feats:'' [[Spring Attack]]
* ''Languages:'' Auran
* //Air Mastery ([[Ex]]):// Airborne creatures take a −1 penalty to attack and damage rolls against an air elemental.
Whimsical and unfocused, air mephits are among the least destructive of their kind.
* ''Traits:''
** add air subtype
** [[fast healing]] works only when the mephit is in a windy area
** fly speed changes to 60 ft. (Su, perfect)
** [[breath weapon]] deals 2d8 piercing damage
* ''Languages:'' Auran.
* //Insubstantial Form (//Su//):// As a standard action, the mephit can transform itself partially into air. While in this form, the mephit always benefits from its [[fast healing]] and gains a 20% miss chance against attacks and effects targeting it directly. In addition, the mephit takes only half damage from area effects. Returning to its normal form requires a move action. The mephit can remain in this form for a number of rounds per day equal to 3 × its CR, but these rounds need not be consecutive.
This subtype is usually applied to outsiders with a connection to the Plane of Air.
* ''Traits:''
** supernatural fly speed, usually with perfect maneuverability
** gains [[Acrobatics]] as a master or good skill.
Air wysps are flighty, cheerful, and at times forgetful. They enjoy playing pranks, telling jokes, and making puns.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** air subtype
** supernatural fly speed of 100 feet (perfect)
* ''Languages:'' Auran.
Airborne creatures spend a good part of their life aloft.
* ''Flying:'' Airborne creatures gain a fly speed at least as fast as their land speed, and often twice as fast.
* ''Senses:'' Keen eyesight is common among airborne creatures. You can choose to give them [[blindsense]] or [[darkvision]] with a longer-than-usual range.
* ''Skills:'' [[Acrobatics]], [[Perception]]
This organ takes in atmospheric gases, concentrates them, and expels them behind you as a kind of jet, granting a 10-foot enhancement bonus to your land and swim speeds. Once per day as a swift action, you can double your land or swim speed for one round. This augmentation doesn’t function in a vacuum.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|airjet | 6 | 4,000 | lungs |
</div>
<div class="statblock">
* ''Level'' 12; ''Price'' 125,000
* Gargantuan land and water vehicle (20 ft. wide, 30 ft. long, 15 ft. high)
* ''Speed'' 30 ft., full 500 ft., 55 mph (hover)
* ''EAC'' 26; ''KAC'' 28; ''Cover'' improved cover
* ''HP'' 200 (100); ''Hardness'' 16
* ''Attack (Collision)'' 13d10 B (DC 15)
* ''Attack'' SAM launcher (2d6 × 10 B & F)
* ''Modifiers'' –2 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autopilot ([[Piloting]] +22), enhanced sensors ([[darkvision]] 5 miles), planetary comm unit
* ''Complement'' 2
!!! SPECIAL ABILITIES
''SAM Launcher ([[Ex]])'' This heavy weapon launches a guided missile that has a range increment of 2,000 feet. The weapon can target only airborne vehicles or starships. On a successful attack, the pilot of the defending vehicle can attempt a [[Piloting]] check (DC = the attack roll's result) to halve the damage. An airspace defender has a capacity of five missiles.
</div>
This tank-like vehicle deters incursions into the local airspace with its deadly antiaircraft missiles.
You're linked to the collective knowledge of every sentient species that ever lived that's held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper, an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoarding spy.
* ''Associated Deities:'' Eloritu, Nyarlathotep, Pharasma, Talavet, Triune, Weydan, Yaraesa
* ''Associated Skills:'' [[Culture]] and [[Mysticism]]
* ''Spells:'' 1st—//[[identify]]//, 2nd—//[[augury]]//, 3rd—//[[tongues]]//, 4th—//[[divination|Divination (spell)]]//, 5th—//[[contact other plane]]//, 6th—//[[vision]]//
!! Akashic Knowledge (1st)
You gain the [[channel skill]] ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one [[Profession]] skill and add that to your list of associated skills for the channel skill class feature.
!! Access Akashic Record (3rd)
You can access the Akashic Record to augment your skills. You can spend 1 Resolve Point to attempt a skill check as if you had ranks in that skill equal to your mystic level.
!! Peer into the Future (6th)
Once per day, you can spend 10 minutes in uninterrupted meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can't use it again until after you've used your first bonus.
!! Mind Probe
You can use //[[mind probe]]// as a spell-like ability a number of times per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your //mind probe// is immune to further uses of this ability for 24 hours.
!! Telepathic Memories (12th)
You can share memories at will with allies linked by your [[telepathic bond]] class feature. As a full action, you or a linked ally can send a memory of up to 1 minute to as many others in the bond as they choose. Sending a relevant memory counts as a successful aid another attempt for a skill check, even if you wouldn't otherwise be able to use aid another (to a limit of one such memory per skill check).
!! Memory Palace (15th)
You assemble an extradimensional library to house mental constructs representing your accumulated knowledge. This memory palace has a single shimmering entrance. You can access your memory palace once per day; when you do, the entrance appears within close range. If any creatures or objects that were not part of the memory palace when it was created remain inside it, the entrance remains where it first appeared. Only those you designate can enter the memory palace, and the entrance closes and becomes invisible behind you when you enter. Anyone inside can open the entrance and exit the memory palace at will. The only way to enter and exit the memory palace is via the entrance; even //[[plane shift]]// and similar magic do not access it.
You can create any floor plan you desire for your memory palace, up to a number of 10-foot cubes equal to your mystic level. Inside, the atmosphere is clean, fresh, and warm; outside conditions don't affect the memory palace, nor do conditions inside it pass beyond. There is no furniture other than bookcases, computers, and a few desks and sofas. A number of //[[unseen servants]]// equal to half your mystic level serve as librarians. The library keeps the same layout each time you access it, though you can alter its appearance each time you gain a level or by spending 15 minutes concentrating—you don't need to be inside it to alter it.
When you gain this ability, choose one skill that can be used with the [[recall knowledge]] task. Consulting your memory palace gives anyone who studies within—including you—a +4 enhancement bonus to skill checks to recall knowledge of that type, and creatures inside the memory palace can attempt checks of that type untrained. At 16th level, and at each level thereafter, choose another skill that can be used with the recall knowledge task to which your memory palace's skill bonus applies.
!! Glean Spell (18th)
Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. The spell consumes a spell slot 1 level higher than the level of the spell.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' personal
* ''Duration'' 2 minutes (see text)
</div>
You do a cosmic search of the Akashic Record for information about a topic. Your tier 0 or better computer (such as a [[comm unit]]) instantly compiles snippets and selections from various media relevant to the subject. The information remains for 2 minutes, during which you explore it. Once you're finished, you can attempt one skill check to [[recall knowledge]] on the topic with a +4 divine bonus, and you can do so untrained if the DC is 20 or lower. On a failed skill check, the GM can select some small insight into the topic that you retain. All the information you downloaded from this spell then disappears back to the Akashic Record. Using this spell doesn't prevent you from doing further research using a downloaded data set or library chip, but perusing this magical download can't be done concurrently with such study.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 20-ft.-radius emanation
* ''Duration'' 1 hour (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You sift through the Akashic Record to view a shadow of the past day’s events that happened in the spell’s area. You overlay these events at the location that they occurred, staging a blurred reenactment of events that took place over the last 24 hours. This reenactment presents only a shadow of the original events, with the creatures appearing as shadows that make indecipherable noises. You can make out the general actions, positions, and sizes of creatures, identify generic noises, and determine the mood and tone of conversation. There isn’t enough detail to identify creatures in this reenactment by anything more specific than creature type, nor to determine anything spoken. You have the ability to fast forward, rewind, move in slow motion, and pause the events to get a better view, at any speed desired.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 hour
* ''Range'' personal
* ''Duration'' 24 hours
</div>
You create perfect documentation of your physical body in the Akashic Record at the time the spell is cast, allowing you to later recall this record and reconstruct your body as it was when you cast this spell. The record of your body includes your current Stamina Points, Hit Points, augmentations, physical ability scores, and any enduring negative physical states (including ability damage or drain to physical ability scores, disease, negative levels, poison, and so on). Any effect that was affecting you when you cast this spell to store your record continues with its normal duration, so that effect might expire between the time you store your record and when you later recall it.
To recall your record, either you must die due to events other than old age or, if you are at 0 Hit Points, you can instead allow your body to perish by spending 3 Resolve Points. If either of these things occurs, you can claim your record as your new physical body at the start of your next turn. Your corpse disappears. Then, you instantly reappear, standing in your recorded body in the corpse's space and wearing your gear. If you cannot appear in that space, you appear as close to it as you can. You retain your mind as it was at the time of your body's death, so you regain no expended spells, Resolve Points, or uses of special abilities. Any mental effects affecting you or mental ability damage present at the time of your death persist in your new body.
Casting this spell again replaces any previous record of yourself with a new one—you can store only one copy of yourself in the Akashic Record.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' personal
* ''Duration'' 1 minute/level
</div>
You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task. When you cast this spell, select two skills; if you cast //akashic tutor// more than once a day, you must select different skills each time. The tutor can provide you with aid another benefits for the two skills you have selected, and always succeeds at the check to aid you. Alternatively, you can instead choose to let the akashic tutor instruct you on how the task should be performed, substituting the tutor's skill modifier for your own.
* ''1st:'' When you cast //akashic tutor// as a 1st-level spell, your akashic tutor has a total skill modifier equal to your level + 2.
* ''2nd:'' When you cast //akashic tutor// as a 2nd-level spell, your akashic tutor has a total skill modifier equal to your level + 4.
* ''3rd:'' When you cast //akashic tutor// as a 3rd-level spell, your akashic tutor has a total skill modifier equal to your level + 6.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Medium aberration
* ''Init'' +6; ''Senses'' [[blindsense]] (life) 10 ft., [[blindsense]] (scent) 60 ft., [[darkvision]] 120 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 18
* ''EAC'' 12; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +3; ''Will'' +3
* ''Immunities'' cold, disease, poison, starvation; ''Resistances'' fire 5
* ''Weaknesses'' susceptible to salt water
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +8 (1d6+2 P plus void bite)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +5, [[Athletics]] +5 (+13 to climb), [[Stealth]] +10
* ''Other Abilities'' deaf, hibernation, [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, pack (3–11), or colony (12–30)
!!! SPECIAL ABILITIES
''Deaf ([[Ex]])'' Akatas cannot attempt [[Perception]] checks to listen and are immune to effects that rely on hearing to function.
''Hibernation ([[Ex]])'' Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. After 3 or more days without eating, an akata can secrete a fibrous material that hardens into a dense cocoon of the starmetal called [[noqual]]. The cocoon has hardness 30 and 30 Hit Points, and it is immune to bludgeoning and fire damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature with its [[blindsense]], at which point it claws itself free of its cocoon in 1d4 minutes, leaving the fragments of its cocoon behind.
''Susceptible to Salt Water ([[Ex]])'' A splash of salt water deals 1d6 damage to an akata, and full immersion in salt water deals 4d6 damage per round.
''Void Bite ([[Ex]])'' Akatas hold hundreds of microscopic larval young within their mouths, spreading their parasitic offspring to hosts through their bite. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. This affliction is known as [[void death]].
</div>
Terrifying predators that dwell in the vast void of space, akatas make their homes on lifeless asteroids, comets, and dying planets, hibernating in cocoons composed of the starmetal [[noqual]] for countless centuries. An akata looks similar in shape to a lion, but with hairless, rubbery blue skin and a mane of thick, lashing tentacles. Its face is little more than two eyes glowing with ever-changing light and a fanged maw. Two long tentacular tails extend from its muscular hindquarters. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.
Akatas lack auditory organs, lungs, and vocal cords, and they can't hear or vocalize in any way. Instead, they communicate with each other through sight and scent. Akatas can change the color of their eyes to over a thousand shades, which they use in conjunction with complex tail movements to communicate visually. Scent glands located just behind the jawbone on akatas' necks produce a wide variety of smells that other akatas can "taste" with their tongues.
Akatas live in colonies of up to 30 individuals. Massive akatas known as akata alphas rule the largest of these colonies. Most colonies inhabit small asteroids or meteors hurtling through the depths of space. Akatas can hibernate for centuries, protecting themselves in cocoons made from a combination of resin from the creatures' pores and noqual. When a meteorite carrying an akata colony crashes onto a planet or another astronomical object that can support life, the akatas awake from their cocoons. Akatas usually consume the remains of their cocoons upon awakening, but 1 bulk of noqual worth 500 credits can be harvested from the remnants of a single akata cocoon. Once awakened, akatas can drastically depopulate a planet as they seek out suitable hosts for their young.
<<section 'Void Death' >>
Rumor says the first //alabaster helix// originated on a hidden world somewhere in the Vast. This //aeon stone// must adjust to your physiology by orbiting you for 24 hours. If the stone stops orbiting you for more than 1 minute, it must readjust to you. The stone can orbit you while you're [[prone]] or [[unconscious]], but it stops orbiting you if you die. While the //alabaster helix// orbits and remains adjusted to you, you regain 1 Hit Point per hour. You can have only one //alabaster helix// adjusted to your physiology at a time.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//alabaster helix// | 11 | 30,000 | — |
</div>
Your [[nanite sheath]] increases your land speed by 10 feet. This increases to 15 feet at 14th level and 20 feet at 18th level. Once per day at the beginning of your turn, you can use one [[nanite surge]] to gain the benefits of //[[haste]]// until the beginning of your next turn.
One of simplest countermeasures, this program sends an alert to a specific individual or station if someone attempts to breach the system. If the computer has a control module connected to an actual alarm, this countermeasure can trigger that alarm. If the computer controls a robot, trap, or weapon, an alarm can also activate them. The alarm countermeasure costs 10 credits.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium fey
* ''Init'' +2; ''Senses'' [[low-light vision]]; [[Perception]] +8 (or +13)
!!! DEFENSE
* ''HP'' 33
* ''EAC'' 15; ''KAC'' 15
* ''Fort'' +4; ''Ref'' +4; ''Will'' +6
* ''Defensive Abilities'' [[void adaptation]]; DR 5/[[cold iron]]; ''Immunities'' cold, laser weapons
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' tactical [[dueling sword]] +6 (1d6+1 S; critical [[stagger]])
* ''Ranged'' bow +8 (1d6+1 P; critical [[stagger]])
* ''Offensive Abilities'' cold radiance, reflected moonbeam
* ''Spell-Like Abilities'' (CL 3rd)
** 3/day—//[[reflecting armor]]// (DC 14)
** At will—//[[dancing lights]]//, //[[fatigue]]// (DC 13)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +2; ''Con'' +0; ''Int'' +1; ''Wis'' +1; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +8 (+16 to fly), [[Bluff]] +13, [[Physical Science]] +13, [[Stealth]] +8 (or +13)
* ''Languages'' Common
* ''Other Abilities'' limited spaceflight, lunar aspect
* ''Gear'' bow with 20 arrows, tactical [[dueling sword]]
!!! ECOLOGY
* ''Environment'' any lunar
* ''Organization'' solitary, pair, or coterie (3–8)
!!! SPECIAL ABILITIES
''Cold Radiance ([[Su]])'' Lucandrians can cause any weapon they wield to deal half its damage as cold damage, which makes the weapon neither [[archaic]] nor [[nonlethal]]. If the weapon already deals two damage types, this effect replaces one with cold. In addition, lucandrians can grant weapons they wield the [[stagger]] critical hit effect. If the weapon has any other critical hit effects, the lucandrian chooses only one to apply on a critical hit.
''Limited Spaceflight ([[Su]])'' A lucandrian can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. The fey always arrives at its intended destination.
''Lunar Aspect ([[Su]])'' In the light of a waxing moon or on the lighted surface of a moon, an albedo lucandrian has a +5 racial bonus to [[Perception]]. In the light of a waning moon or on the dark side of a moon, the fey has a +5 racial bonus to [[Stealth]]. If on a planet experiencing a solar eclipse, an albedo lucandrian has both bonuses.
''Reflected Moonbeam ([[Su]])'' When an albedo lucandrian dismisses its //[[reflecting armor]]//, a creature that succeeds at the saving throw is also [[dazzled]] for 1 round, and a creature that fails the saving throw is [[blinded]] for 1 round instead of dazzled. If the target fails the saving throw by 5 or more, the creature is also [[confused]] for 2 rounds.
</div>
The alert redirector consists of a metallic transmitter the size of a coin and a battery-powered receiver normally kept somewhere discreet on your body, such as in a pocket or on an arm strap under your clothing. As a standard action, you can attach the transmitter to a technological item that provides an alert or alarm when used, such as a [[radiation badge]]. Once the transmitter is attached, the item it is attached to doesn't produce its usual alert or alarm; instead, the alert redirector's receiver vibrates, warms slightly, or otherwise inaudibly alerts you as long as it is within 500 feet of the activated transmitter. Others relying on the item might consider an area safe, for example, while you know otherwise. Detecting a transmitter attached to an item normally requires a successful DC 20 [[Perception]] check, but the DC might be lower or higher based on the size of the item to which the transmitter is attached.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|alert redirector | 3 | 1,450 | — | 20 | 1/hour |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius burst
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' no
</div>
You conjure a toxic algae bloom composed of particles that are sufficiently tiny to bypass standard environmental protections. Creatures that breathe (whether water or air) that start their turn in or enter the area must attempt a Fortitude save or become [[sickened]] for 1d4+1 rounds.
If the entire area of this spell is underwater, its duration increases to 1 minute per level.
The algal shielding system can be installed only in a [[biomechanical starship]]. The hull of a vessel with algal shielding has a layer made of water-filled, valved chambers that circulate blue-green algae through the ship, interfacing with the life-support system and most living parts of the ship. This supplemental circulatory system has two functions. First, the algae act as a radiation buffer. When a biomechanical starship with algal shielding takes damage from a weapon with the [[irradiate|Irradiate (starship weapon property)]] special property, the algal shielding grants a +2 circumstance bonus to saving throws against radiation and other poisons introduced to the ship's internal atmosphere. This system also functions as one [[hydroponic garden]]. If a critical damage effect causes a vessel's life-support system to become malfunctioning or wrecked, the algal shielding provides no benefit until the life-support system's condition is improved to [[glitching]] or normal.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|algal shielding | 0 | 5 + (2 × size category) |
</div>
<h3>First Letter: <<selector>></h3>
<dl>
<$list filter="[has[aliases]prefix{Aliases!!selection}sort[title]]" >
<dt><$link><<currentTiddler>></$link>
<$button>
<$action-deletefield aliases/>
de-alias
</$button>
</dt>
<$list filter="[enlist{!!aliases}]">
<dd><<currentTiddler>> (<$list filter="[<currentTiddler>backlinks[]count[]]" template="plain" />)</dd>
</$list>
</$list>
</dl>
<<list-links '[all[current]listed[source]]' class:index>>
Your vast experience makes identifying new creatures easier for you. Double your [[operative's edge]] bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a [[trick attack]] against that creature.
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
By gathering natural ingredients, you can create life-saving medicines.
''Prerequisites:'' [[Life Science]] 5 ranks, [[Survival]] 5 ranks.
''Benefit:'' Once per day, you can take 10 minutes and spend 1 Resolve Point to gather local flora and fauna, processing them to create a short-lived [[medicinal]]. The GM has discretion over whether enough such plants and animals are nearby to allow you to use this ability, though most wilderness settings not specifically described as barren typically have sufficient organisms to create such medicinals. Your creation is a tier 1 medicinal of any type you can create with [[Life Science]], and it retains its potency for a number of minutes equal to 10 × your ranks in [[Survival]].
For every 5 ranks in both Life Science and Survival you have beyond 5, you can either increase the tier of one medicinal you create with this feat (to a maximum of 4), or you can create one additional tier 1 medicinal or the same type. For example, with 15 ranks each in Life Science and Survival, you could create a tier 3 medicinal, a tier 2 and tier 1 medicinal, or three tier 1 medicinals.
The creature's mere presence can have deleterious effects for those nearby. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It usually has a range of 30 feet. This [[aura]] functions as [[frightful presence]], but instead of imposing the [[shaken]] condition on creatures that fail their Will saves, it imposes the listed condition. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature's alien presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's alien presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.
//Format:// ''Aura'' alien presence (240 ft., DC 25, [[sickened]] 2d4 rounds).
<h3>First Letter: <<selector>></h3>
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="Races" sort="] -[!prefix{Alien Races!!selection}tag[Races]] +[sort[title]" />
</div>
This upgrade bolsters your armor against threats from beyond the Material Plane. Against effects created by outsiders, the armor grants you [[DR]] 3/— as well as [[resistance]] 3 against acid, cold, electricity, fire, and sonic damage. If the outsider has any alignment subtypes, this protection might increase. If at least one of the outsider's alignment subtypes is the opposite of your alignment (such as a demon with the evil subtype attacking a good-aligned wearer), increase the damage reduction and energy resistance values by 2 each. If the outsider has two alignment subtypes that are opposite of both components of your alignment, you also ignore the first 5 points of the outsider's resistances and damage reduction for 1 round after that outsider deals damage to you.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//aligned buffer// | 7 | 6,450 | 1 | any | L |
</div>
<div class="statblock">
* ''Tier'' 13
* N Medium starship outsider (aeon)
* ''Speed'' 8; ''Maneuverability'' good (turn 1)
* ''AC'' 27; ''TL'' 24
* ''HP'' 340; ''DT'' —; ''CT'' 68
* ''Shields'' 305 (forward 80, port 75, starboard 75, aft 75)
* ''Attack (Forward)'' meteor (5d6; 10 hexes), molten fist (2d4×10; 10 hexes)
* ''Attack (Turret)'' meteor (5d6; 10 hexes), meteor (5d6; 10 hexes)
* ''Other Abilities'' gravitational adjustment, [[improved shields]], living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +23 (13 ranks)
* ''Gunner (4 actions)'' gunnery +19 (13th level)
* ''Pilot (1 action)'' [[Piloting]] +29 (13 ranks)
* ''Science Officer (1 action)'' [[Computers]] +23 (13 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Gravitational Adjustment ([[Ex]])'' Every 1d4 rounds, just before or after it moves during the helm phase, an alinoisos can push or pull a starship to an empty hex either further away or closer.
''Living Starship ([[Ex]])'' An alinoisos is a spacefaring aeon so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, pilot, and science officer actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the following table to determine the effects when an alinoisos takes critical damage.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons array |@@.constrained Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc.@@ |
| 31–60 | propulsion |@@.constrained Condition applies to all pilot actions.@@ |
| 61–90 | heart |@@.constrained Condition applies to all engineer actions, except when patching or repairing the heart.@@ |
| 91–100 | brain† |@@.constrained During the next round, each of the alinoisos's attempted actions has a 25% chance of failure.@@ |
|† An alinoisos's brain doesn't gain critical damage conditions. |<|<|
</div>
</div>
An alinoisos is a nebulous aeon tasked with maintaining the balance between light and gravity, and it attempts to neutralize any imbalances it perceives by any means necessary and with no concern for ethics or morality.
An alinoisos travels the multiverse in search of imbalance, and might focus on such things as a megastructure that saps the energy from a star it encompasses, an advanced civilization that has discovered technomagical means of manipulating gravity, or even starships whose gravity-bending weapons happen to catch the aeon's attention. The outsider then neutralizes these perceived threats, whether through destruction or its ability to manipulate gravity. Because alinoisoses share similar concerns with solarians, the rare alinoisos is sometimes revered as a near-mythical mascot of sorts by remote solarian enclaves, which imprint its likeness onto their armor, banners, and architecture.
As a move action, you can adjust the payload of a weapon you wield that deals acid damage, briefly converting it into an alkaline and equally caustic substance. Until the end of your turn, your attacks with the weapon treat the acid [[resistance]] of targets as 5 lower (minimum 0) for the purposes of resisting the weapon's acid damage. At 15th level, the alkaline attacks instead treat the acid resistance of targets as 10 lower, and such attacks deal their minimum acid damage to targets immune to acid rather than dealing no damage.
Alkainans are badger-like humanoids with metallic fur who have recently taken up residence on the arboreal planet of Volunisp in Near Space, somewhat near the Veskarium. Alkainan mythology speaks of their home world, a realm of naturally occurring metallic spires somewhere in the Vast, and how they fled a “great evil” that none can specify.
Current alkainan society consists of three castes: the byggja, custodians of the Volunisp settlements; the leita, who take to the stars to meet and trade with other species; and the matriarchs, female alkainan leaders and ministers of marriage and other spiritual matters. While most matriarchs remain on Volunisp, a few travel with leita on their chrome-plated starships.
Part of an alkainan’s physiology depends on the types of metals consumed by their ancestors on their home world, granting unusual coloring to their fur and unique defenses.
!! Species Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Alkainans are Medium humanoids with the alkainan subtype.
* ''Low-Light Vision:'' Alkainans have [[low-light vision]].
* ''Metallic Bloodline:'' Each alkainan’s ancestors survived on a type of metal, granting their descendants a certain ability as follows.
** //Ferrous:// When wearing armor, the alkainan gains a +1 species bonus to KAC.
** //Nonferrous:// The alkainan gains a +2 species bonus to Reflex saving throws.
** //Skymetal:// The alkainan’s unarmed strikes count as magic. At 7th level, the alkainan’s unarmed strikes also count as adamantine.
* ''Natural Weapons:'' Alkainans can attack with a special unarmed strike that deals lethal slashing damage, doesn’t count as archaic, and threatens squares. Alkainans gain a special version of the [[Weapon Specialization]] feat with this unarmed strike at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
<h3>First Letter: <<selector>></h3>
<<list-links '[prefix{All Feats!!selection}tag[Feats]]' class:index >>
Many hands make light work.
''Prerequisites:'' Four or more arms.
''Benefit:'' When performing labor, perhaps requiring a Strength check or an [[Athletics]] check, such as digging a hole, moving cargo, or hauling in a rope, you can complete the task in half the usual time. Tasks requiring other checks aren't included.
Exerting your will upon the universe, you generate an aura that brings your foes to their knees (or similar joints). When you're fully graviton-attuned, as a move action, you can generate a 20-foot-radius aura of submission. An enemy that ends its turn within the aura must attempt a Fortitude save. On a failure, that creature gains the [[overburdened]] condition until the end of its next turn. At 17th level, a creature that fails the save instead gains the [[pinned]] condition until the end of its next turn. This aura lasts for 1 round plus 1 round for every 4 solarian levels you have, or until you become photon-attuned.
As a standard action, you can expend an unused spell slot to erode the internal security of a computer system you can touch. You reduce the DC to [[hack]] the computer by an amount equal to the level of the spell expended for the duration of a single attempt to hack the computer. If you have used all-access enchantment on a computer and fail a [[Computers]] check to access it, you can spend 1 Resolve Point as a reaction to avoid activating a single countermeasure of your choice.
With a press of a button, this stylish accessory transforms into a variety of useful items. All-purpose accessories come in multiple designs, including cufflinks, tie pins, barrettes, and jewelry. When you activate your all-purpose accessory as a move action, it instantly reconfigures into your choice of the following items: a grappler, a tool kit that grants a +4 bonus to [[Engineering]] checks made to disable locks and mechanical traps, or a survival knife. Reconfiguring your accessory to its original form is a more complicated process that takes 1 minute. Each reconfigured item takes the normal number of hands to use and draws any usage from the all-purpose accessory's own battery.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|all-purpose accessory | 3 | 1,500 | L | 20 | 1/reconfiguration |
</div>
Your nanites' sensors are especially acute. You gain [[blindsight]] (vibration) with a range of 5 feet. This blindsight also extends to any area in or adjacent to your [[nanite cloud]].
As a reaction, after you touch a target, strike a target with a weapon formed with your [[gear array]], or are hit by an adjacent creature, you can use a [[nanite surge]] to adhere a tiny mass of nanites to that creature or object; a creature can attempt a Reflex save to negate this effect. These nanites resonate with the rest of your nanite array, allowing you to sense the target as though you had [[blindsight]] (vibration) with a range of 120 feet. In addition, you can [[track|Follow Tracks]] the target with a base DC of 10 regardless of the surface conditions, and you can use [[Perception]] in place of [[Survival]] to track the target. The tracking nanites remain active for a number of days equal to your Constitution modifier.
You must have the [[sensory nanites]] knack to select this knack.
You're adept at piloting terrestrial vehicles. You gain a +2 circumstance bonus to skill checks to use tricks during a vehicle chase. Once per vehicle chase while you're piloting a vehicle, you can perform the [[double maneuver]] action, taking a –2 penalty to each skill check rather than a –4 penalty (or no penalty if your vehicle's full speed is at least 50 feet faster than the fastest enemy vehicle's full speed). You must have the [[uncanny pilot]] exploit to learn this exploit.
<div class="statblock" >
* ''Level'' 6; ''Price'' 8,370
* Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
* ''Speed'' 10 ft., full 450 ft., 50 mph
* ''EAC'' 13; ''KAC'' 16; ''Cover'' total cover
* ''HP'' 90 (45); ''Hardness'' 8
* ''Attack (Collision)'' 7d8 B (DC 12)
* ''Modifiers'' –4 Piloting, –3 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +13), planetary [[comm unit]]
* ''Passengers'' 7
</div>
Designed for off-road travel, these rugged vehicles withstand rough terrain, weather, and abuse like no other.
* ''Adjustments:'' Increase price by 5%, decrease speed by 5 feet, decrease full speed by 25 feet, decrease attack modifiers by 1. When moving through difficult terrain, this vehicle treats every other space of difficult terrain as a space of normal terrain.
* ''Special:'' The vehicle must have a land speed.
A black iron choker, an //allegiance collar// contains technomagical circuitry that adapts to someone who willingly wears it for 24 hours. It grants such a wearer the benefits and weaknesses of the fire subtype and the [[solar adaptation]] universal creature rule. The collar can be removed only with a special key or a successful DC 32 [[Engineering]] check.
In addition, this collar contains a self-destruct feature that can be triggered in several ways: via a specific encrypted hybrid electronic signal, if the collar doesn't receive a similar sort of signal (usually with paired encryption) in a specified amount of time, upon certain individuals uttering a command word, or if the wearer simply wills it. The collar also activates if a creature fails the Engineering check to remove it.
Upon activation, the collar illuminates with red light and the device injects the wearer with nanites adapted to the wearer's genetic code. These nanites destroy a wearer's brain in seconds (death is instantaneous), obliterate the head in 1 round, and then disassemble the rest of the body in a number of rounds equal to 1 + the number of steps by which the creature's size category exceeds Small. Once the process is over, the nanites decompose, and all that remains of them and their victim is molecular dust. The nanites are harmless to organisms they aren't adapted to disassemble, and they decompose seconds after being removed from the collar.
After the collar activates, its magic fades, becoming just an ornate piece of iron jewelry worth about 20 credits.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//allegiance collar// | 8 | 10,000 | L |
</div>
An allergy pod is a small organic consumable that can be inserted into your nose or another breathing orifice with a standard action, where it slightly inflates to fill your breathing cavity. Creatures with multiple nostrils must break the pod apart and insert a piece in each nostril. The pod suppresses your allergic responses to inhaled substances, such as fungus, mold, or pollen. You gain a +2 circumstance bonus to saving throws against inhaled afflictions for 12 hours, after which the pods shrivel up and drop out of your nose. The listed price is for a box of 10 allergy pods.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|allergy pod | 1 | 20 | — |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[penetrating]], [[thrown]] (20 ft.)
* ''Damage'' low; ''Damage'' Type S; ''Critical'' —
* ''Slots'' 1 (upper limb)
* ''Cost'' 2.5 × level
</div>
This sword is made of the finest adamantine alloy honed to a razor‑sharp edge.
This clockwork precision instrument, often mounted on the bridge of a starship, allows you to glean the distance and direction of Alluvion, the itinerant city in the Drift. While you’re in the Drift, the theodolite gives you a +4 insight bonus to astrogate to Alluvion (though you must still have received coordinates from some other source).
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Alluvion theodolite// | 3 | 1,750 | 2 |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* NE Large outsider (daemon, evil, extraplanar)
* ''Init'' +8; ''Senses'' [[blindsense]] (life) 60 ft., [[darkvision]] 120 ft.; ''Perception'' +22
* ''Aura'' hazardous dedication (100 ft., DC 21)
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +11; ''Ref'' +13; ''Will'' +17
* ''Immunities'' acid, death effects, disease, poison; ''Resistances'' cold 10, electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 10 ft., fly 50 ft. ([[Su]], average)
* ''Melee'' slam +22 (2d10+16 B)
* ''Ranged'' electro discharge +24 (2d8+12 E; critical [[arc]] 3d6)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' virtual mortality
* ''Spell-Like Abilities'' (CL 12th; melee +22, ranged +24)
** 1/day—//[[holographic terrain]]// (DC 22), //[[overload systems]]// (DC 21)
** 3/day—//[[arcing surge]]// (DC 20), //[[displacement]]//, //[[holographic image]]// (5th level, DC 22), //[[instant virus]]// (DC 20)
** At will—//[[holographic image]]// (3th level, DC 20), //[[magic missile]]//, //[[remote operation]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' +2; ''Int'' +3; ''Wis'' +3; ''Cha'' +5
* ''Skills'' [[Bluff]] +27, [[Computers]] +27, [[Culture]] +27, [[Engineering]] +22, [[Piloting]] +22
* ''Languages'' Abyssal, Infernal; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Abaddon)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Electro Discharge ([[Su]])'' See [[alucidaemon]].
''Hazardous Reality ([[Su]])'' An alorbidaemon can distort reality around themself. Each creature within 100 feet of the alorbidaemon must succeed at a DC 21 Will save or take a –2 penalty to saving throws against illusions; this penalty persists while the creature remains in the aura and for 1 minute afterward. Any creature taking this penalty also takes 4d10 damage at the end of each turn that they're within an area of holographic terrain or within 30 feet of a holographic image (Will DC 21 negates), as the holographic threats attack them and inflict mental strain. A creature that succeeds at either Will save against hazardous reality is immune to that alorbidaemon's aura for 24 hours. This is a mind-affecting effect.
''Virtual Mortality ([[Su]])'' See [[alucidaemon]]; the Will save DC is 21, and the damage dealt is 3d8.
</div>
\define alpha(tag)
<$list filter="A B C D E F G H I J K L M N O P Q R S T U V W X Y Z">
<$set name="letter" value={{!!title}}>
<$list filter="[tag[$tag$]prefix<letter>limit[1]]">
<details class="alpha">
<summary><<letter>></summary>
<div class="section">
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="$tag$" sort="] -[!prefix<letter>tag[$tag$]] +[sort[title]" />
</div>
</div>
</details>
</$list>
</$set>
</$list>
\end
Example:
<<alpha 'Skills' >>
Portable altars are designed for use by traveling or adventuring priests when access to a church or temple is not available. Portable altars can be made of durable plastic, ceramic, or even wood, and they are usually ornately decorated and embellished with the religious iconography of a particular deity or faith. One side of the altar is a hinged lid, allowing you to store items such as holy texts, religious symbols, and other religious accoutrements inside.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|altar, portable | 1 | 250 | 2 |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one corpse
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You cause a corpse to change to suit a narrative you choose. This spell can hide or create clues about how the corpse ended up in its current state, from closing wounds to evaporating chemicals in the cadaver's system. However, the changes cannot be major, such as removing or restoring a limb, or stripping flesh from the skeleton. The spell is also unable to change the corpse's identity.
Anyone who examines the corpse can attempt a [[Perception]] check (DC = 10 + your caster level) to notice that the corpse's condition (or lack thereof) seems manipulated, but success doesn't allow the observer to determine what the corpse looked like before this spell was cast. Closely examining the corpse with a successful [[Medicine]] check (DC = 15 + your caster level) not only reveals what a successful Perception check does, but also reveals what the corpse looked like before this spell was cast.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one weapon with at least one weapon fusion or one suit of armor with at least one armor upgrade
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes
</div>
You tap into the multiverse and find a reality with a forgotten object similar to the target of this spell, swapping that item with the target item. For the duration of the spell, you can select one weapon fusion or armor upgrade on the target item to replace with another. A fusion selected this way must be the same level of the original or lower. An upgrade selected this way must be the same type (hybrid, magical, or technological) as the original, be of the same level or lower. and occupy the same number of slots or fewer. At the end of the spell's duration, the original item returns as it was when swapped, including its number of remaining charges, if any.
Attacks might be more difficult due to bad weather or barriers that block lines of sight. Use the normal rules for concealment, cover, and line of sight when implementing environments that alter attacks. It's rare for the environment to improve attacks, but if it somehow would, you can reduce the normal penalties for attacking during a chase.
You can quickly adjust your posture, your stride, your demeanor, and the way your clothes and gear fit, causing casual observers to fail to recognize your true appearance. When you attempt a [[Disguise]] check to alter minor details of your appearance, you can forgo your expertise die to attempt the check as a move action. You don't reduce the DC by 5 for attempting to alter only minor details, and if an observer succeeds at an opposed [[Perception]] check that pierces your disguise, he also realizes your true race and what features you have disguised. You can't use this ability for more complex disguises.
Some environments make it easier, more difficult, or more complicated to move. This might come up in a chase through a space station where some zones lack artificial gravity or on a muddy plain where vehicles could get bogged down. Altered movement usually causes a +2 bonus or –2 penalty to skill checks attempted during pilot actions. The environment can work differently on different vehicle types; a wheeled transport might take a penalty when artificial gravity goes out, while a hover vehicle wouldn't, for example. Likewise, the effects can change how certain actions work. A massive downhill slope might make it easier to speed up but harder to keep pace, or it could even require a check to slow down.
You can spend 1 Resolve Point as a standard action to replace a section of wall, floor, or ceiling within 30 feet with a counterpart from an alternate reality in which that obstacle contains an unlocked door, window, or other means of access. To create the opening, you must succeed at a caster-level check (1d20 + your caster level) with a DC equal to the obstacle’s break DC. You can spend up to 3 additional Resolve Points when activating this paradigm shift, gaining a cumulative +5 bonus to the caster-level check for each additional Resolve Point spent. The portal persists for 1 minute or until you dismiss it as a standard action, and a creature partway through the portal is immediately shunted to its choice of either side. This ability can only target artificial or constructed surfaces no more than 5 feet thick.
As a standard action, you can target a creature within 100 feet that was summoned with //[[summon creature]]// or transformed with //[[polymorph]]// and alter their form (Will negates). You transform this creature from their current form to another creature or form allowed by the spell of that spell level, though these creatures or forms must be drawn from the predetermined //polymorph// forms or predetermined //summon creature// forms selected by you or the caster. The creature retains this new form for the duration of the //summon creature// or //polymorph// spell. After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points, though you can use it additional times by spending 1 Resolve Point per additional use.
The interstellar drives below let you travel to distant star systems without using the Drift. For each ship, divide the base travel time by the drive’s engine rating; the better the rating, the faster you can reach your destination. Interstellar drives have a PCU requirement and a maximum frame size. The cost in Build Points is based on the starship’s size category (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, and so on). Also, most of these interstellar drives are typically only available to a specific group or organization.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
You can use your grasp of other realities to swap an outcome in your current existence with that of a more favorable reality. As a reaction once per day, you can reroll one attack roll, saving throw, ability check, or skill check that you attempt. Alternatively, you can expend a use of this ability as a reaction to cause a critical hit against you or an ally within 100 feet to instead be a normal hit.
You gain one additional daily use of this ability at 12th level and again at 18th level.
<<list-links "[tag[Alternate Traits]sort[title]]" class:index>>
As a standard action, you can spend 1 Resolve Point to transform a vehicle's mode of transport, granting it wheels, a hull, wings, and other features as needed. One vehicle you touch replaces one of its current movement speeds with an equal movement speed selected from the following: land speed, swim speed, or fly speed. This transformation lasts for a number of minutes equal to your witchwarper level, though you can extend the duration to 8 hours by spending 2 additional Resolve Points when you activate this ability.
As a move action, you can spend 1 Resolve Point to envision an alternate reality in which you trained differently, took different coursework in school, or just paid more attention in the classes you did take. Choose a skill to acquire; for 1 minute, all the ranks you have in the skill to which your [[compound sight]] feature applies, as well as the compound sight feature itself, instead apply to the skill you are acquiring. This skill also becomes a class skill for you, so you receive a trained class skill bonus when making checks with it. However, you have 0 ranks in the skill to which your compound sight usually applies for the duration of this ability.This effect lasts for 1 minute, though you can dismiss it at any time. If you use this ability to acquire a skill that requires you to make choices—such as [[Culture]], which grants an additional language for every rank—you make those choices when you spend the Resolve Point to activate this ability.
<div class="statblock">
* ''Tier'' 3; ''XP'' varies
* CE Medium starship monstrous humanoid
* ''Speed'' 10; ''Maneuverability'' average (turn 2)
* ''AC'' 16; ''TL'' 14
* ''HP'' 70; ''DT'' —; ''CT'' 14
* ''Shields'' basic shields 30 (forward 9, port 7, starboard 7, aft 7)
* ''Attack (Forward)'' particle beam (8d6; 20 hexes)
* ''Attack (Aft)'' micromissile battery (2d6; 20 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes), light particle beam (3d6; 10 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' none
* ''Systems'' budget short-range sensors, mk 1 defenses, mk 1 trinode computer, mk 3 armor; ''Expansion Bays'' [[cargo holds]] (5)
* ''Modifiers'' +1 to any 3 checks per round
* ''Other Abilities'' fleet mind, living starship, void adaptation
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +8 (3 ranks)
* ''Gunner (2 actions)'' gunnery +7 (3rd level)
* ''Pilot'' Piloting +10 (3 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, or clutch (3–8)
!!! SPECIAL ABILITIES
''Fleet Mind ([[Ex]])'' Like individual Swarm components, Swarm starships are bound together into a singular hive mind through a blend of radio, quantum, and telepathic communication. All Swarm starships within 10 hexes of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a "chain" of Swarm starships under appropriate circumstances, potentially alerting distant Swarm vessels.) Swarm vessels can also communicate telepathically with all Swarm creatures within 10 hexes.
''Living Starship ([[Ex]])'' An altipheron is a colony of symbiotic creatures so immense that it functions as a starship (and thus engages in only starship combat). Three central brains (represented as a trinode computer) command a host of bioengineered Swarm components that act as a unified organism. These brains allow the altipheron to take crew actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for the altipheron's size, speed, and maneuverability are already factored into its statistics. Critical damage to life support instead damages the central brains, with the listed effect applying to gunnery actions in addition to any penalties from weapons array critical damage. Critical damage to crew has no effect on an altipheron, due to the adaptability of its components.
</div>
Altipherons form a major component of many Swarm fleets. They are better armed and armored than Swarm [[fleetfuries]], but smaller than the mighty dreadlancers. Altipherons are quick to construct and require a relatively small output of resources, allowing the Swarm to launch a large number of these starships in a brief period of time.Altipherons are picket ships in function; they are often deployed in orbit around a planet the Swarm is devouring, repelling outsiders who might try to liberate the world before it can be consumed. Their fleet mind ability provides them unparalleled teamwork, meaning a detachment of altipherons is often as dangerous as a larger ship, if not more so. Occasionally, altipherons are used as troop transports, cramming many Swarm components into their cargo holds.
Altipherons lack any Drift capabilities of their own. When the Swarm prepares to move to a new system, altipherons are simply incorporated into larger vessels, ready to be deployed at the next target.
This small, metal bead syncs with a [[comm unit]] to transmit its relative location from a starting point. When dropped more than 10 feet, accelerometers inside the bead begin measuring how far the bead has fallen. Once it stops free falling, an app on the connected comm unit displays how far the bead fell and the bead's relative position from the user, to a range of 5 miles.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|altitude bead | 2 | 100 | — |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Small outsider (daemon, evil, extraplanar)
* ''Init'' +5; ''Senses'' [[blindsense]] (life) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 52
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +3; ''Ref'' +5; ''Will'' +7
* ''Immunities'' acid, death effects, disease, poison; ''Resistances'' cold 5, electricity 5, fire 5
!!! OFFENSE
* ''Speed'' 10 ft., fly 50 ft. ([[Su]], average)
* ''Melee'' slam +9 (1d4+6 B)
* ''Ranged'' electro discharge +11 (1d4+4 E; critical [[arc]] 1d4)
* ''Offensive Abilities'' virtual mortality
* ''Spell-Like Abilities'' (CL 4th)
** 1/day—//[[holographic image]]// (2nd level, DC 15), //[[laser net]]// (DC 15)
** 3/day—//[[magic missile]]//, //[[overheat]]// (DC 14), //[[remote operation]]//
** At will—//[[daze]]// (DC 13), //[[ghost sound]]// (DC 13)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +0; ''Int'' +1; ''Wis'' +1; ''Cha'' +3
* ''Skills'' [[Bluff]] +15, [[Computers]] +15, [[Culture]] +15, [[Engineering]] +10, [[Piloting]] +10
* ''Languages'' Abyssal, Infernal; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Abaddon)
* ''Organization'' solitary, pair, or local-area network party (3–16)
!!! SPECIAL ABILITIES
''Electro Discharge ([[Su]])'' An alucidaemon can produce an electric discharge from their gauntlets. This is a ranged attack against EAC that has a range increment of 20 feet.
''Virtual Mortality ([[Su]])'' As a standard action, an alucidaemon can focus on a single living creature within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 15 Will save, the device immediately activates a vidgame that compels the target to play it. While the vidgame is active, the target takes a –2 penalty to AC and saving throws. The target can take a move action to play the vidgame, allowing it to attempt another DC 15 Will save to end the effect. At the end of each turn that the target doesn't take this move action, it begins to lose the vidgame and takes 2d6 damage from the vidgame as deadly feedback. Whether or not a creature succeeds at its saving throw against this ability, it's immune to further instances of this effect for 24 hours. This is a mind-affecting effect.
</div>
<<section 'Alorbidaemon'>>
Alucidaemons prey upon those who lose themselves in digital media, draining the life from those who grow obsessed with vidgames. Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe. Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. A typical alucidaemon is 3 to 4 feet tall but weighs 200 pounds due to their mechanical components.
Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body. A typical alorbidaemon is 4–5 feet tall but can weigh 1,000 pounds.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large animal
* Init +4; Senses blindsense (scent) 60 ft., low-light vision; Perception +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +13; ''Will'' +8
!!! OFFENSE
* ''Speed'' 50 ft. (45 ft. in armor); snow stride
* ''Melee'' gore +21 (2d10+15 P)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' spit (1/hour; ranged +19), [[trample]] (2d10+15 B, DC 16)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Athletics]] +22, [[Survival]] +17
* ''Other Abilities'' cold inured
* ''Gear'' pinion [[skyfire armor]]
!!! ECOLOGY
* ''Environment'' cold hills, mountains, or plains (Triaxus)
* ''Organization'' solitary, pair, or mounted (1 alural war wolliped and 1 ryphorian)
!!! SPECIAL ABILITIES
''Cold Inured ([[Ex]])'' As [[wolliped]].
''Snow Stride ([[Ex]])'' As [[wolliped]].
''Spit ([[Ex]])'' As [[wolliped]] (Fort DC 16; [[sickened]] 1d6 rounds).
</div>
AbadarCorp first manufactured //amber hyperboloids// as defensive devices for law enforcement agents. While this //aeon stone// orbits you, you have [[DR]] 1/— and energy [[resistance]] 1 against all energy types, but both apply only to damage from ranged attacks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//amber hyperboloid// | 4 | 2,200 | — |
</div>
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[Wisdom|Wisdom Poison Track]] (special)
* ''Frequency'' 1/round for 3 rounds
* ''Effect'' Progression track is //Weakened—Impaired—Blinded//; no end state. When at the //blinded// stage, the victim gains the [[blinded]] condition.
* ''Cure'' 1 save
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|amblaree | 2 | 175 | 1 |
</div>
You are particularly skilled at attacking surprised targets.
''Benefit:'' When you act in a surprise round and attack a target that has not yet acted in the same combat, you gain a +1 bonus to your attack roll and a bonus to damage equal to half your base attack bonus.
You are particularly skilled at avoiding attacks when surprised.
''Benefit:'' If you are unable to act in the surprise round because you failed a [[Perception]] check, you can still act on your initiative count in the surprise round, but only to take the total defense action.
The ambusher fighting style focuses on stealth, tactical positioning, and superior reflexes to gain an edge. You must have [[Stealth]] as a class skill to select this fighting style.
!! Vigilance (1st)
You watch for danger and respond swiftly. You gain [[Improved Initiative]] as a bonus feat. Whenever you act before an enemy during the first round of combat, you gain a +1 insight bonus to weapon attack rolls against that enemy until the beginning of your next turn.
!! Cheap Shot (5th)
When you succeed at a [[Stealth]] check to hide opposed by a target's [[Perception]] check or when you have improved or total cover against a target, as a full action you can make one ranged attack against that target that deals additional damage equal to half your Dexterity bonus.
!! Deadly Reflexes (9th)
When an enemy attacks you before you have taken any actions in combat, you can use your quick reflexes to retaliate. As a reaction, you can spend 1 Resolve Point to make one attack with a ranged weapon you are wielding immediately after the enemy's attack.
!! Exploit Cover (13th)
When you attempt a [[Stealth]] check to hide from an enemy that can see you, you gain a +4 insight bonus to the check if you can move into improved or total cover. In addition, whenever you attempt a Stealth check to hide while sniping, the penalty to your Stealth check is only –10.
!! Ambusher's Edge (17th)
As a full action, you can make one attack that, in addition to dealing its normal damage and effects, causes the target to gain the [[off-target]] condition until the end of its next turn. You can also use this ability as a standard action against any creature that is [[flat-footed]].
In luxury cruise liners, residential starships, and other Huge or larger starships with large crews, some expansion bays are devoted to businesses that serve the population. An amenity might be a high-end restaurant or spa, a night club or theater, or a shopping center. If using downtime rules, an amenity can provide a +1 bonus to all skill checks for one downtime activity, selected when the amenity is installed.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|amenities | 4 | 2 |
</div>
If your stunt and strike skill check and attack roll both succeed, instead of causing a target to gain the [[flat-footed]] condition, you can reload one weapon you're carrying without requiring an action.
The mech stores an exceptional amount of ammunition for each of its weapons. The mech can reload each of its weapons two additional times.
<$list filter="[list[$:/StoryList]is[current]]">
Weapons often employ electrical charges (typically stored in batteries), cartridges of ammunition, or individual missiles. A weapon's capacity measures what size battery it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. You can use launchers to fire their corresponding missiles, which must be loaded individually. Reloading a weapon or inserting a new battery (including ejecting a spent cartridge or battery if necessary) takes a move action.
Weapons that use standard ammunition (arrows, charges, darts, mini-rockets, petrol, rounds, scattergun shells, etc.) are sold preloaded. For weapons with other forms of ammunition (such as grenades), ammunition must be purchased separately.
</$list>
<<list-links "[tag[Ammunition]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
!! Cartridges
This type of ammunition includes bullets (often called rounds or shells), bolts, darts, mini-rockets, pellets, and other physical projectiles with any necessary casing and propellant. Cartridges are typically either contained in a multi-cartridge magazine or loaded into the weapon individually; a weapon is assumed to come with enough magazines that you can load spare ones for reloading the weapon in battle. If you buy more cartridges than can be held in a single magazine of your weapon, the purchase includes additional magazines of the same capacity, up to the number needed to fit all your cartridges into magazines. The same rules apply to petrol for flame weapons.
Rounds are standardized by weapon type. For example, small arms all use the same size of round, but you can't use a small arm round in a longarm. Most projectile weapons fire one cartridge per attack unless they have special firing modes that shoot multiple cartridges in a short time.
!! Charges
This ammunition powers energy or projectile weapons using charges stored in batteries. Since each energy weapon varies in intensity, stronger weapons use up more charges per shot. You can restore a weapon's charges by attaching it to a generator or a [[recharging station]] and thereby recharging its battery, or by swapping out its battery for another fully charged battery.
Recharging a weapon's battery from a generator takes 1 minute per charge restored, and using a recharging station takes 1 round per charge, but swapping out a battery takes only a move action. Most batteries can hold 20 charges, but some high-capacity versions made of rare materials can hold more.
A weapon's battery cannot be recharged to hold more charges than its capacity. A weapon that holds a high-capacity battery still works when a lower-capacity battery is inserted into it, but if a battery has fewer charges remaining than the minimum number required to fire a shot, the weapon doesn't fire.
In addition to weapons, batteries can be used to power a wide array of items, including powered armor and technological items.
!! Missiles
This special ammunition is loaded and fired one at a time, and it includes arrows and explosive rounds fired from launchers. Some weapons that fire missiles have the [[quick reload]] special property, allowing you to draw the ammunition and fire it as part of your attack or attacks. Attacks with missile weapons often have the [[explode]] special property.
</$list>
The creature's body is malleable and shapeless. It does not take double damage from critical hits, but it is affected by critical hit effects normally.
//Format:// ''Defensive Abilities'' amorphous.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation (polymorph)
* ''Casting Time'' 1 standard action; see text
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces. You do not take double damage from critical hits, but critical hit effects apply against you normally. You gain a +4 circumstance bonus to your KAC against the grapple and reposition combat maneuvers. You can move through an area as small as one-quarter of your space without squeezing, or one-eighth your space when squeezing.To benefit from this spell, you must have the shapechanger subtype or be benefiting from a polymorph effect. You can cast this spell as a reaction when you are attacked by a grapple or reposition maneuver or hit by a critical hit, but when you do, you can't take a standard action on your next turn.
The creature has the aquatic subtype or [[water breathing]], but it can breathe air and survive on land.
//Format:// ''Other Abilities'' amphibious.
These craft travel just as easily on land or in water.
* ''Adjustments:'' Increase price by 10%. The vehicle becomes a land and water vehicle, gaining either a ground speed equal to its swim speed, or vice versa.
* ''Special:'' The vehicle must have the [[boat]] type graft or any type graft that grants a land speed.
You can create sudden distractions with technological devices.
''Prerequisites:'' [[Computers]] 3 ranks, [[Intimidate]] 3 ranks.
''Benefit:'' As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful [[Computers]] check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are [[shaken]] for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.
Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
When you use the [[target system]] science officer action and exceed the [[Computers]] check's DC by 5 or more, you also identify a way for your starship's weapons to trigger additional disruptions. The next attack made by your starship that deals critical damage to the enemy starship also gives the [[glitching]] condition to one ther system, chosen randomly from systems that don't have a critical damage condition, as though it had been hit by an EMP weapon. This glitching condition lasts for 1 round.
Through profound pain and headaches connected to psychic contact has come wisdom. You have studied your own psychic reverb and can impose the effect on opponents.
''Prerequisites:'' Psychic reverb species trait, character level 5th.
''Benefits:'' You add 1 damage per damage die to your mind-affecting spells, weapons and other effects.
[[Shimreens]] can absorb and amplify energy within their crystalline bodies. Plates embedded in your skin allow you to do the same. Whenever you take energy damage, you can voluntarily take an additional 1d4 damage of the same type. The next time you hit with a melee attack, you release this energy, dealing an additional amount of damage equal to the extra damage you took (and of the same type). You can't take additional damage in this way again until you release your stored energy. If unused, the stored energy dissipates after 10 minutes. The amount of extra damage you take and deal increase to 2d4 when you reach 8th level and to 3d4 when you reach 16th level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|amplify graft | 4 | 2,000 | skin |
</div>
You can attune to a Drift engine to amplify its powers. Attuning to a Drift engine is a 10-minute process, at the end of which you must spend 2 Resolve Points that you can’t recover until you’re no longer attuned to the Drift engine. The attunement ends when you leave the starship or spend a full action to end the attunement.
While you’re attuned to a Drift engine, you treat the engine rating as though it were one higher, though this can’t grant a starship an effective engine rating higher than its size would normally allow. This benefit doesn’t stack with other effects that increase a Drift engine’s effective engine rating. To gain this benefit, you must remain attuned to the Drift engine for the entirety of the starship’s Drift voyage; if you become unattuned, the travel time increases, instead using its base engine rating to calculate the trip’s duration. While attuned to a Drift engine, you also apply your [[techlore]] bonus to [[Piloting]] checks you make to control the starship.
You’ve discovered how to create specialized //[[spell ampoules]]// using ingredients in your [[custom microlab]]. Your selection of //spell amps// is limited to a number of spells equal to 3 + half your biohacker level; these spells must fulfill all the requirements for a //spell amp//. These spells comprise the list of //spell amps// you can create with this ability. Each time you gain a biohacker level, you can swap out one spell on this list for another spell that qualifies. Whenever you gain an even‑numbered biohacker level, you also select one additional spell to add to your list of //spell amps//.
The first time each day that you create your biohacks, you can create two 0-level //spell amps// and one 1st-level //spell amp// from your list. At 8th level, you also can prepare one 2nd-level //spell amp// from your list. Your //spell amps// are highly experimental and provide a benefit only when either consumed by you or when an imbiber also spends 1 Resolve Point as part of the action to consume the //spell amp//. You can inject these //spell amps// as though they were biohacks, though you must expend 1 Resolve Point and a biohack to do so.
You have surpassed conventional //[[spell ampoule]]// science, allowing you to prepare one 3rd-level //spell amp// each day from your list of known //spell amps// using the [[ampoule expertise]] theorem. When you gain this theorem, you also add one additional spell to your list of //spell amps// that you can prepare.
At 18th level, you can prepare one 4th-level //spell amp// each day from your list of known //spell amps//; this exceeds the normal level limit for //spell ampoules//, though any 4th-level spells you add to your list of //spell amps// must still follow all other rules for creating //spell amps//. You must have ampoule expertise to select this theorem.
Amrantahs are living machines made from highly advanced magitech and imbued with the soul of a long-dead person from Amran. These artificial beings are humanoid in appearance and most often resemble humans made of metal, with bluish energy visible from within their bodies. Amrantahs can easily modify their bodies with access to a ghost forge, and many take full advantage of this fact. Some take on appearances resembling draconic or bestial humanoids, while others adopt a blank-faced, enigmatic appearance. Amrantahs often choose a gender fitting the soul's identity. These amrantahs shape their bodies to reflect their gender, while others experiment with or reject gendered traits.
All amrantahs emerge from the ghost forges with the default imprint left behind by the machines' Gap-shattered programming. Originally meant to grant the amrantah a portion of their people's knowledge, this process instead causes amrantahs to emerge with naive, innocent, and somewhat undeveloped personalities, though each is still influenced by their preimprint personalities. Amrantahs tend toward chaotic good or chaotic neutral alignment as a result, with a whimsical, fun-loving bent. Amrantahs and gnomes get along very well.
Amrantah culture, such as it is, is largely defined by their environment. The pleasure-cities of Amran offer amrantahs an endless array of distractions, and many have short attention spans, though engrossing tasks can hold them rapt for as long as necessary. Even when away from their cities, amrantahs use their internal systems to play games or otherwise entertain themselves while performing other tasks. Accustomed to having their way, amrantahs can become petulant when a desire is denied, though most are too good natured to really make a fuss—another pleasure is around the corner, after all.
Given their origins, amrantahs have a casual relationship with religion. When an amrantah dies, regardless of their distance from a ghost forge, the soul travels back to be reborn. While this offers immortality of a sort, the amrantahs no longer have the mastery of magitech necessary to reprogram the ghost forges. Thus, souls reborn this way are inevitably reimprinted, emerging with a blank mind and personality. Most amrantahs have a healthy respect for death, if not quite the same fear other species possess. Most amrantahs see the process of reincarnation as the doorway to new adventures, so after living a full life, an amrantah sees death as little to fear.
Amrantahs vary from 5 to 7 feet tall, and they weigh from 120 to 350 pounds. The physical components of an amrantah degenerate over time, meaning each individual usually lives a bit more than a century.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Wis
* ''Hit Points:'' 6
* ''Size and Type:'' Amrantahs are Medium constructs with the magical and technological subtypes.
* ''Constructed Body:'' An amrantah's body is made of magically and technologically enhanced metal housing a technomagical substance like ectoplasm that holds the soul, glowing with this spiritual energy. An amrantah has an internal, integrated standard [[datajack]] and personal [[comm unit]]. If an amrantah is [[helpless]], these items can be removed or destroyed without damaging the amrantah. They can be replaced or upgraded for the normal price of this equipment. This gear doesn't count against the systems in which an amrantah can install augmentations. In addition, an amrantah can install two extra augmentations overall, provided no one system has more than two.
* ''Exposed Soul:'' Amrantahs' souls are less protected than those of other creatures, and they take a –2 penalty to saving throws against necromancy effects. Additionally, amrantahs are as susceptible to mind-affecting effects as humanoids.
* ''Living Machine:'' Amrantahs are living creatures. Amrantahs have a Constitution score, benefit from natural and magical healing, and can be raised from the dead. They lack the [[construct immunities]] trait, are immune only to disease—their internal fluid can be disrupted by poison and affected by drugs and medicinals. Amrantahs replenish internal energy and fluid by eating and drinking, and they must rest and can dream. However, amrantahs don't breathe or suffer the environmental effects of being in a vacuum.
* ''Shapeable Hold:'' An amrantah's plating is slightly shapeable via the influence of the underlying fluid, allowing a better grip on or integration with objects. When wearing armor with which they have proficiency, amrantahs can integrate with the armor, reducing its armor check penalty by 1 and its speed penalty by 5 feet. In addition, amrantahs gain a +2 racial bonus to KAC against disarm combat maneuvers.
This modest amulet projects a simple pattern over your outer layers of armor, clothing, and equipment, which helps you blend into the background. When in an environment with a maximum distance at which [[Perception]] checks can be attempted, rolls to see at what range other creatures can attempt Perception checks against you are rolled twice, and the lower result applies. The amulet's magic isn't powerful enough to make you invisible or grant a bonus to [[Stealth]] checks. You can activate or deactivate this camouflage as a standard action.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//amulet of camouflage// | 3 | 1,400 | — |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* LN Medium construct (technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +3; ''Ref'' +3; ''Will'' +7
* ''Defensive Abilities'' retractable laser; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' light dependency
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +13 (1d6+6 B)
* ''Ranged'' retractable laser +15 (1d6+6 F; critical [[burn]] 1d4)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' —; ''Int'' +4; ''Wis'' +1; ''Cha'' +4
* ''Skills'' [[Bluff]] +13, [[Culture]] +18, [[Diplomacy]] +18, [[Sense Motive]] +13
* ''Languages'' Common, up to four others; shortwave 100 ft.
* ''Other Abilities'' language assimilation, [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Language Assimilation ([[Ex]])'' An anacite ambassador can spend 1 minute accessing a planet's infosphere to learn any language commonly spoken on that planet. Alternatively, the anacite can learn a language by spending 1 day listening to it and reading it. An anacite ambassador can store knowledge of up to four languages at a time in this way, and it can choose which language to replace when it wants to learn a new one.
''Light Dependency ([[Ex]])'' An anacite ambassador can acquire power from dim or brighter light, and it can store power generated in this way. The anacite can operate in darkness for 2 hours. After this time, the anacite gains the [[sickened]] condition until it returns to an area of dim or brighter light.
''Retractable Laser ([[Ex]])'' An anacite ambassador's retractable laser has a range increment of 90 feet. When not in use, this weapon is folded inside the anacite's arm and hidden from sight. A creature unaware of the anacite's hidden weapon must succeed at a DC 24 [[Perception]] check to find its compartment. The anacite can deploy or retract this weapon as a swift action or as part of making an attack or full attack. The weapon is mounted and leaves the anacite's hands free, and the anacite can't be disarmed of it. While deployed, the laser can be sundered as an item with a level equal to the anacite's CR.
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
</div>
Anacite ambassadors travel to foster diplomatic relations. Most often members of Those Who Become, anacite ambassadors serve on Aballonian seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers. To avoid tension during diplomacy, ambassadors keep this weapon retracted until it's needed, though they usually notify their hosts about the laser unless there's a good reason to keep it a secret.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Small construct (technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +0; ''Ref'' +0; ''Will'' +2
* ''Defensive Abilities'' concealed weaponry; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' light dependency
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' serrated edge +4 (1d4+1 S)
* ''Ranged'' polishing laser +7 (1d4+1 F; [[burn]] 1d4)
* ''Offensive Abilities'' innocuous trick
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' —; ''Int'' +2; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +5, [[Athletics]] +5 (+13 when climbing), [[Bluff]] +10, [[Disguise]] +10, [[Stealth]] +10
* ''Languages'' Common (can't speak); shortwave 100 ft.
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary or flock (2–12)
!!! SPECIAL ABILITIES
''Concealed Weaponry ([[Ex]])'' An anacite dustar can project a whirling and serrated edge around their circular frame and conceal their polishing laser within their carapace. When not in use, these weapons are hidden from sight. A creature unaware of the dustar's concealed weaponry must succeed at a DC 16 [[Perception]] check to notice them. The anacite can deploy or retract one of these weapons as a swift action or as part of making an attack or full attack with it. The anacite can't be disarmed of such a weapon, but while deployed, the retractable weapon can be [[sundered]] as an item with a level equal to the dustar's CR.
''Innocuous Trick ([[Ex]])'' An anacite dustar looks like a simple housecleaning tool, but is actually programmed to ambush intruders. As a full action, an anacite dustar can move up to their speed and then make an attack with one of their concealed weapons. After their movement, the dustar can attempt a [[Bluff]] check opposed by their target's [[Perception]] check; if the dustar is successful, their target is [[flat-footed]] against the attack and takes 1d4 additional damage on a hit.
''Light Dependency ([[Ex]])'' An anacite dustar can acquire power from dim or brighter light, and can store power generated in this way. The dustar can operate in darkness for 2 hours. After this time, the dustar gains the [[sickened]] condition until they return to an area of dim or brighter light.
''Polishing Laser ([[Ex]])'' The anacite dustar's pop-up laser is ostensibly used to polish metals as the dustar goes about their rounds, but can be lethal. The polishing laser has a range increment of 30 feet.
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This ability acts as [[telepathy]], but only with other creatures with the shortwave ability or constructs with the technological subtype.
</div>
Anacites are truthful and peaceful by nature, but are surprisingly capable of deception or violence when necessary, especially when confronted by organic intruders from beyond Aballon. To safeguard their businesses, factories, homes, and public buildings, anacites developed the dustar.
These small constructs have domed shells and glide silently across the floor on dozens of tiny legs concealed beneath their carapace. Every day, they go about their work: sweeping floors and walls, sucking up dirt with tiny vacuums mounted on their underside, and disintegrating this debris in a specialized internal chamber. They even polish glass, metal, and other materials with a simple pop-up laser—but every anacite dustar is also a hidden spy and potential assassin. Typically communicating with higher-ranking anacites, such as [[monitors|Anacite Monitor]] or [[ambassadors|Anacite Ambassador]], the dustar keeps an eye on non-anacite visitors while pretending to be a simple cleaning robot. When intruders threaten to trespass into sensitive areas, the dustar doesn't issue a warning, which would blow their cover. Instead, they inform other anacites of the danger, coordinate with other dustars within communication range, and lay a trap to exterminate the threat.
This heavy weapon was designed by Aballonian law-enforcement agencies for capturing criminal constructs without completely destroying them.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|Anacite ion cannon, static | 3 | 1,550 | 1d10 E | 20 ft. | [[stagger]] | 20 charges | 2 | 2 |[[line]], [[lockdown]], [[unwieldy]] |
|Anacite ion cannon, aurora | 8 | 10,900 | 2d10 E | 45 ft. | [[stagger]] | 40 charges | 4 | 2 |[[line]], [[lockdown]], [[unwieldy]] |
|Anacite ion cannon, storm | 13 | 52,900 | 4d10 E | 75 ft. | [[stagger]] | 80 charges | 5 | 2 |[[line]], [[lockdown]], [[unwieldy]] |
|Anacite ion cannon, tempest | 18 | 441,000 | 6d10 E | 100 ft. | [[stagger]] | 100 charges | 10 | 2 |[[line]], [[lockdown]], [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LN Medium construct (technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 100
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +4; ''Ref'' +4; ''Will'' +8
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' plasma cutter +16 (1d8+12 F)
* ''Ranged'' electrical burst +14 (1d8+7 E)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' —; ''Int'' +4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Computers]] +19, [[Engineering]] +19, [[Piloting]] +14, [[Stealth]] +14
* ''Languages'' Common; shortwave 100 ft.
* ''Other Abilities'' reconfigure, [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary, pair, or crew (3–8)
!!! SPECIAL ABILITIES
''Reconfigure ([[Ex]])'' Anacite laborers are capable of adapting and improving their designs. An anacite laborer has a number of built-in abilities equal to its CR divided by 3 (minimum 1), chosen from the list below. An anacite laborer can change these abilities by spending 1 uninterrupted hour for each ability it wants to change. The anacite laborer must also have access to an appropriate workspace for the duration. An ability can be gained only once unless stated otherwise. In addition, modifications other than those listed here might exist.
@@.special
* Advanced treads that increase its base speed to 60 feet.
* A sensor that grants [[blindsight]] (vibration) 120 feet.
* Elongated arms that extend its [[reach]] by 5 feet.
* A modified chassis that grants a burrow, climb, or swim speed equal to its base speed. This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.
* Reinforced systems granting [[resistance]] 10 against a single energy type (acid, cold, electricity, fire, or sonic). This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type.
* Specialized plating that increases its AC by 2.
@@
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
''Sunlight Dependency ([[Ex]])'' Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the [[sickened]] condition.
</div>
The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Large construct (technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort +3''; ''Ref'' +3; ''Will'' +0
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' light dependency
!!! OFFENSE
* ''Speed'' 40 ft, fly 60 ft. ([[Ex]], perfect)
* ''Melee'' arm slash +9 (1d6+8 S)
* ''Ranged'' electric ray +12 (1d4+3 E; critical [[arc]] 1d6)
* ''Multiattack'' 4 electric rays +6 (1d4+3 E; critical [[arc]] 1d6)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' —; ''Int'' +1; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8 (+16 to fly), [[Intimidate]] +8, [[Stealth]] +13
* ''Languages'' Common; shortwave 120 ft.
* ''Other Abilities'' chameleon circuit, [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary, pair, or squadron (3–6)
!!! SPECIAL ABILITIES
''Chameleon Circuit ([[Ex]])'' An anacite monitor can fade into the background by assuming the colors around them. When an anacite monitor remains stationary for 1 round, they gain a +10 circumstance bonus to [[Stealth]] checks. If they take any action, they lose this bonus until they once again spend 1 round remaining stationary.
''Electric Ray ([[Ex]])'' An anacite monitor can fire electric rays from the pods on the side of their head. These rays have a range increment of 60 feet.
''Light Dependency ([[Ex]])'' An anacite monitor can acquire power from dim or brighter light, and can store power generated in this way. The monitor can operate in darkness for 2 hours. After this time, the monitor gains the [[sickened]] condition until they return to an area of dim or brighter light.
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with the shortwave ability or constructs with the technological subtype.
</div>
Monitors are one of the many specialized forms of intelligent anacites. They provide unobtrusive security wherever anacites anticipate physical violence but also desire to avoid an overt display of force. It is not unusual for anacite [[ambassadors|Anacite Ambassador]] to be assigned a pair of monitors as guards, for example, and anacite facilities with a large number of non-anacite visitors or employees—such as the Horse Eye Orbital Plate—are home to many of these silent, nearly-invisible warriors. A single monitor is often given authority over security in a given facility; there, they maintain shortwave communication with nearby anacites, extending the monitor's surveillance range and ability to observe threats. If necessary, the monitor can even direct nearby anacites to intercept security threats. An anacite monitor is mantis-like in shape, with two delicate-looking wings, six long legs, and a distinctive triangular head. Although they have the same unusual eye pattern that all anacites share, the monitor is further equipped with rotating pods on the side of their head, each armed with a deadly electric ray. Despite their large size, they are also surprisingly agile, with two powerful forelegs that end in slashing edges. A monitor's natural armor is burnished red, but through the use of their chameleon circuits, the anacite monitor can adopt any color or hue, making them surprisingly stealthy.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LN Large construct (technological)
* ''Init'' +5; ''Senses'' [[blindsight]] (heat) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +10; ''Will'' +7
* ''Defensive Abilities'' [[integrated weapons]]; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], perfect)
* ''Melee'' horn +23 (2d10+18 P)
* ''Ranged'' integrated automatic laser +20 (4d4+10 F; critical [[burn]] 2d4) or integrated electric ray +20 (3d6+10 E; critical [[arc]] 2d6)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' target lock
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19 (+27 to fly), [[Athletics]] +24, [[Stealth]] +19
* ''Languages'' Common; shortwave 100 ft.
* ''Other Abilities'' [[tracking]] (heat), [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary, pair, or squadron (3–6)
!!! SPECIAL ABILITIES
''Automatic Laser ([[Ex]])'' An anacite predator drone's automatic laser can fire in automatic mode each round at up to five targets. The weapon has a range increment of 60 feet.
''Electric Ray ([[Ex]])'' An anacite predator drone's electric ray has a range increment of 60 feet.
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
''Sunlight Dependency ([[Ex]])'' Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the [[sickened]] condition.
''Target Lock ([[Ex]])'' As a move action, an anacite predator drone can lock on to a target within 60 feet that it can see. The anacite can have only one locked target at a time. Against the anacite's attacks, a locked target gains no benefit from concealment less than total concealment, and a locked target reduces its bonus to AC due to cover by 2.
</div>
An anacite predator drone resembles a rhinoceros beetle made of silvery metal with a reddish shell that opens to reveal enormous wings. The drone's weapons are part of its body, leaving its wings and appendages free. Countless drones police the megaplexes of Aballon. Others serve as soldiers for anacites that have greater authority, fighting in places such as the Midnight Trenches.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* LN Large construct (technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +18
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +3; ''Ref'' +3; ''Will'' +7
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' light dependency
!!! OFFENSE
* ''Speed'' 40 ft., climb 30 ft.
* ''Melee'' pincer +13 (1d4+8 P) or slam +13 (1d6+8 B; critical [[push]] [5 ft.])
* ''Multiattack'' 3 pincers +7 (1d4+8 P)
* ''Ranged'' precision laser +15 (1d6+6 F; critical [[burn]] 1d4)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' assess variable
!!! STATISTICS
* ''Str'' +2; ''Dex'' +2; ''Con'' —; ''Int'' +5; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Computers]] +18, [[Culture]] +13, [[Engineering]] +13, [[Life Science]] +13, [[Physical Science]] +18, [[Sense Motive]] +18
* ''Languages'' Common, up to 5 others; shortwave 100 ft.
* ''Other Abilities'' calculate outcome, [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary, pair, or sum (3–9)
!!! SPECIAL ABILITIES
''Assess Variable ([[Ex]])'' As a move action, an anacite quantifier can assess a target within 60 feet that it can see. The quantifier gains a +1 circumstance bonus to attack rolls against the assessed target and a +2 circumstance bonus to EAC and KAC against the assessed target. The quantifier can have only one assessed target at a time.
''Calculate Outcome ([[Ex]])'' An anacite quantifier constantly calculates the most efficient course of action, considering countless variables. A quantifier can take 10 on any skill check, even during combat or if stress or distractions would normally prevent it from doing so. In addition, once per day, a quantifier can reroll a failed ability check, attack roll, or saving throw.
''Light Dependency ([[Ex]])'' An anacite quantifier can acquire power from dim or brighter light, and it can store power generated in this way. The anacite can operate in darkness for 2 hours. After this time, hours. After this time, the anacite gains the [[sickened]] condition until it returns to an area of dim or brighter light.
''Precision Laser ([[Ex]])'' An anacite quantifier’s precision laser has a range increment of 90 feet.
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
</div>
Anacite quantifiers are the assessors of Aballon. They quantify the odds of success and try to determine all potential outcomes, constantly estimating potential risk, reward, and payoff for myriad situations, from the viability of a new technology or policy to the financial success of stocks. Incredibly intelligent and quick thinkers, quantifiers perform advanced mathematical calculations and statistical analyses in fractions of a second. They use these calculations and assessments to determine potential outcomes in the physical world, digital spaces, cultural paradigms, and biological behavior.
Quantifiers are similar in shape to a praying mantis, with an enlarged cranial cavity and four dexterous pincers. The majority of them work in governance, determining the potential outcomes of proposals and policies, but others guide planetary economics and investments or even serve as bookies.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* LN Tiny construct (technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 30
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +0; ''Ref'' +2; ''Will'' +4
* ''Defensive Abilities'' chameleon circuit, [[integrated weapons]]; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Ex]], perfect)
* ''Melee'' slam +6 (1d4+1 B)
* ''Ranged'' integrated frost [[subduer]] +9 (1d3+3 C [[nonlethal]]; critical [[stagger]])
* ''Offensive Abilities'' combined blast
!!! STATISTICS
* ''Str'' –2; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +13, [[Computers]] +13, [[Engineering]] +8, [[Sense Motive]] +8, [[Stealth]] +13
* ''Languages'' Common; shortwave 100 ft.
* ''Other Abilities'' remote alert, [[unliving]]
* ''Gear'' frost [[subduer]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary, trio, or brigade (4–9)
!!! SPECIAL ABILITIES
''Chameleon Circuit ([[Ex]])'' An anacite sentry can fade into the background by assuming the colors around it. When an anacite sentry remains stationary for 1 round, it gains a +10 circumstance bonus to [[Stealth]] checks. If it takes any action, it loses this bonus until it once again spends 1 round remaining stationary.
''Combined Blast ([[Ex]])'' An anacite sentry can ready an action to fire its ranged weapon at the same time and at the same target as another anacite sentry within 10 feet. If at least two anacite sentries delay in this manner, the main sentry anacite can unleash a single powerful shot as a full action. Each attacking sentry makes a ranged attack roll against the target's EAC. If any of the attack rolls hit, the target takes 1d4+3 nonlethal cold damage per attacking anacite sentry. This is treated as a single attack for the purposes of energy resistance and critical hits. If all the attacks hit, the target must succeed at a DC 14 Fortitude save or be [[staggered]] for 1 round.
''Remote Alert ([[Ex]])'' Using wireless signals, an anacite sentry can activate a technological alarm system within 100 feet as a standard action. For example, it could set off an alarm keyed to a door or a security system that will sound throughout a facility. It can't activate magical alarms, nor can it activate traps or hazards this way. If the system the sentry is attempting to activate has been disabled, this ability fails.
''Shortwave (Ex)'' Anacites can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
''Sunlight Dependency ([[Ex]])'' Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the [[sickened]] condition.
</div>
Anacite sentries are small, sentient constructs with spheroid bodies and metal-feathered wings. Due to their small size and chameleon circuits, these anacites are adept at blending into their surroundings. Although physically unimposing on their own, they're highly cooperative and pose a threat in groups. The vast majority of anacite sentries are adherents of Those Who Wait, viewing their guard duties as a personal and private version of their eventual purpose.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Small construct (technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +0; ''Ref'' +0; ''Will'' –2
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' bite +4 (1d6+2 P)
* ''Ranged'' laser ray +7 (1d4 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' trill
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' —; ''Int'' –5; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +9 (+17 when climbing), [[Stealth]] +4
* ''Languages'' Common (can't speak); shortwave 100 ft.
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary or flock (2–6)
!!! SPECIAL ABILITIES
''Shortwave ([[Ex]])'' An anacite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
''Sunlight Dependency ([[Ex]])'' Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the [[sickened]] condition.
''Trill'' ([[Ex]]) An anacite wingbot can create a shrill trilling noise as a standard action. Any creature within 30 feet, other than anacite wingbots, must succeed at a DC 9 Fortitude saving throw or be sickened for 1d3 rounds. Whether successful or not, a creature can't be affected by the same anacite wingbot's trill for 24 hours.
</div>
While "[[anacite]]" officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world's mechanical life. Dragonfly-like wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet's ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites.
Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem.
In the uncounted millennia since the departure of the so-called "First Ones," anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors' mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal's fulfillment.
Anacites have varied general designs, but some have evolved for specialized tasks.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Anacite Powered Armor
Arms manufacturers in the Aballonian megaplex of Pursuit produce powered armor that mimics the versatile and customizable capabilities of [[anacite laborers]]. Anacites who subscribe to the philosophy of Those Who Become promote this powered armor as a good way for non-anacites to experience the superiority of the constructed form.
{{Laborer Frame}}
An analgesic deadens sensory input and is used by medical professionals to reduce sensations of pain. If you take or are injected with an analgesic, you are [[flat-footed]] for 1 round per tier of the medicinal. You also gain a bonus (equal to the analgesic's tier) to saving throws against pain effects for 10 minutes per tier of the medicinal.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word "analog" is not technically correct when referring to technology, use of the term in this way has become common.
You have been taught to carefully consider your own assumptions, making it much less likely you assign false motives to other creatures. When using [[Sense Motive]] to [[detect deception]] or [[discern a secret message]], as long as your [[expertise]] die roll result is not a 1, you don't think a truthful statement contains deceptions or infer false information from a secret message even if you fail your check by 5 or more.
Whenever you attempt a [[Culture]] check as part of your stunt and strike and succeed, you can learn one of the following pieces of information about the target, plus one additional piece of information for every 5 by which your check's result exceeds the DC: archetypes*, class*, class features*, first language, place of origin, spells known*, or training in a [[Profession]] skill. For items marked with an asterisk (*), if the target has more than one of these features, each one you discover counts as one piece of information.
With time and a physical sample, you can learn a great deal.
''Activity:'' You spend the day analyzing a physical sample of a creature or material. The sample must have at least light bulk, and you must have access to a science lab or similar facilities for the whole day.
''Results:'' You learn information about the creature or material as if you had taken 20 on a skill check to identify it, using the appropriate skill for its creature type if it's a creature, [[Engineering]] if it's a technological or hybrid item, or [[Mysticism]] if it's a magic or hybrid item. You must be trained in the appropriate skill or you gain no benefit. The GM might rule that certain creatures or materials are too rare or unusual to be identified this way.
''Multiday:'' For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to your check, up to a maximum of +5.
The //anarchic// fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses [[DR]]/chaotic and ignores the [[energy resistance]] of lawful dragons and lawful outsiders. The //anarchic// fusion can't be added to weapons that have the //[[axiomatic]]// fusion.
Anassanois are native to a distant star, Anassan, which they left in a generation ship named the Kahlannal. The typical anassanoi is staunchly loyal, sympathetic, and effusive with friends. However, by human standards, anassanoi body language and facial expressions lack animation and emotion, despite the fact that an anassnoi has three eyes and two (vertical) mouths. Anassanois are natural telepaths and extremely open when communicating with telepathy, suffusing such exchanges with the feelings their physical gestures lack. This openness translates into emotional honesty, offering others a ready sense of who the speaking anassanoi is. An anassanoi who wants to avoid this openness can learn to suppress it by becoming practiced in deception, but few anassanois do so. A typical anassanoi stands almost 8 feet tall but is slender, weighing around 200 pounds. They mature at about age 25 and live for around 150 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Anassanois are Medium humanoids with the anassanoi subtype.
* ''Blindsense:'' Anassanois can sense thinking creatures with a range of 30 feet. They cannot sense [[mindless]] creatures or those immune to mind-affecting magic with this awareness.
* ''Low-Light Blindness:'' Anassanois treat dim light as if it were darkness.
* ''Open:'' Other creatures receive a +6 bonus to [[Sense Motive]] checks against an anassanoi who is using telepathy to communicate with them. Anassanois gain a +2 bonus to [[Diplomacy]] checks when using telepathy to communicate.
* ''Telepathy:'' Anassanois have [[telepathy]] with a range of 30 feet.
* ''Third Eye:'' Anassanois gain a +2 racial bonus to [[Perception]] and [[Sense Motive]] checks.
Stone statuettes representing ancestors feature regularly in traditional maraquoi spirituality, serving as a conduit for deceased family to commune with the living. Some maraquoi have put a new twist on this tradition by creating drones to represent the ancestors instead. An //ancestor drone// is a Tiny, maraquoi-shaped [[domestic drone]] that functions as the hover drone of a 1st-level mechanic with no drone mods. The drone features a small display screen in its chest, typically showing a curated array of short videos and images of several ancestors. Once per day, you can ritually pose a question to the //ancestor drone//, which channels fragmented wisdom from your departed family to answer you; this functions as //[[augury]]// but doesn’t require spending Resolve Points.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//ancestor drone// | 7 | 6,500 | 4 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' immobile object
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You conjure and attach a cable to an immobile object. When the spell ends, the cable returns to where it was summoned from. The cable has hardness 8, 8 Hit Points, and a length equal to the spell’s range. The cable can be pried free with an [[Athletics]] check equal to the spell’s DC. If the cable becomes unanchored or destroyed, the spell ends.
Blasts from this electromagnetic pistol create a magnetic field that hampers a foe's movement. Barathus working on Liavara developed these weapons, as the magnetic fields ensnare a target without causing it to fall—a useful feature when confronting the operators of illicit harvesting endeavors on a gas giant. Many parts of an anchor pistol are grown from living organisms, resulting in a lightweight pistol that gleams like mother-of-pearl. Voltaic anchor pistols employ typical electromagnetism, while the emergent and inductive anchor pistols use higher symmetries to produce aperiodic force. The flux anchor pistol relies on quantum-phase factors to generate extraordinarily powerful blasts.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|anchor pistol, voltaic | 4 | 2,100 | 1d6 E | 40 ft. | [[bind]] | 40 charges | 2 | L |[[nonlethal]] |
|anchor pistol, emergent | 9 | 13,200 | 2d6 E | 40 ft. | [[bind]] | 40 charges | 4 | L |[[nonlethal]] |
|anchor pistol, inductive | 15 | 108,000 | 4d6 E | 40 ft. | [[bind]] | 80 charges | 4 | L |[[nonlethal]] |
|anchor pistol, flux | 20 | 814,000 | 8d6 E | 60 ft. | [[bind]] | 80 charges | 5 | L |[[nonlethal]] |
</div>
A pair of well-articulated chitinous limbs bolstered with djezet alloy is fastened to your torso, usually near the pelvis or a similar anchor point. Your insectile arms function as additional normal limbs; you can use them to hold additional equipment, but they don't increase the number of attacks you can make in combat. The djezet alloy infused into the chitin fibers bores into your nervous system and increases your caster level by 1 when you're determining the range and duration of your spells and for caster level checks. This benefit doesn't stack with the benefit from djezet-enhanced armor.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//anchored arms// | 16 | 170,700 | spinal column |
</div>
Your nanites are accustomed to maintaining their position regardless of external pressure and motion. Spaces occupied by your [[cloud array]] are difficult terrain.
A weapon with this special property fires ammunition tethered to a powerful chain, anchoring the attacking starship to its target. While anchored to each other, neither starship can move farther away from each other than the range at which the anchoring weapon was initially fired. While a starship is anchored and adjacent to its target, its crew can attempt to [[board|Boarding]] the anchored starship at the end of the starship combat round. An anchoring weapon can't be used to make additional attacks or anchor other vessels if it's currently being used to anchor a target.
As a special engineer action, an engineer can attempt to sever or dislodge another starship's anchor with an [[Engineering]] check (DC = 15 + 1-1/2 × the anchoring starship's tier). If they succeed, the effects of the anchoring weapon special property end. As a special stunt, a pilot can attempt to shake free of an anchor with a [[Piloting]] check at the same DC. If they succeed, the effects of the anchoring weapon special property end and the starship moves up to half its speed. If they fail, the starship moves in a straight line, though no farther than the range allowed by the anchoring weapon.
A starship's gunner or engineer can detach any number of their own weapons' anchors as a minor crew action.
A weapon with the //anchoring// fusion has a chance to immobilize its targets. The weapon gains [[immobilization]] as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon's normal critical hit effect or the immobilization effect.
{{Immobilization}}
As a full action, you can make a single attack with a magic weapon against a single foe. If the attack is a ranged attack, the target must be within the first range increment. Even if the attack normally affects an area or multiple targets, it affects only your selected target. If your attack hits, you can spend 1 Resolve Point to force the target to attempt a Will saving throw (DC = 10 + half your soldier level + your key ability score modifier). If the target fails its save, it can't voluntarily move from its current space for 1d4 rounds. This has no effect on involuntary movement, but it does prevent the creature from teleporting or moving to another plane. Once you've struck a foe with this attack, whether it succeeds at or fails its saving throw, it is immune to this ability for 24 hours.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large plant
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''Immunities'' [[plant immunities]]; ''Resistances'' fire 10
!!! OFFENSE
* ''Speed'' 10 ft., climb 10 ft.
* ''Ranged'' laser spines +14 (1d4+5 F; critical [[burn]] 1d4 F)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +3; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +11 (+19 to climb), [[Survival]] +16
* ''Other Abilities'' dye capsules, [[mindless]]
!!! ECOLOGY
* ''Environment'' temperate and warm forests
* ''Organization'' solitary or colony (3–8)
!!! SPECIAL ABILITIES
''Dye Capsules ([[Ex]])'' See [[lumocantha]]; the dye deals 2d4 acid damage and the Reflex save is DC 13.
''Laser Spines ([[Ex]])'' See [[lumocantha]]; as a full action, the ancient lumocantha can attack three
times with its laser spines with a –6 penalty to each attack.
</div>
Complex technological creations crafted to resemble humans, androids were originally a servitor race, but they have since broken free to form their own society. Unlike ordinary robots or ship AIs, androids do not simply respond according to their programming; rather, they have independent consciousnesses and are animated by souls—a distinction crucial to their generally accepted status as people rather than property.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Cha
* ''Hit Points:'' 4
* ''Size and Type:'' Androids are Medium humanoids with the android subtype.
* ''Constructed:'' For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
* ''Exceptional Vision:'' Androids have [[low-light vision]] and [[darkvision]]. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
* ''Flat Affect:'' Androids find emotions confusing and keep them bottled up. They take a –2 penalty to [[Sense Motive]] checks, but the DCs of Sense Motive checks attempted against them increase by 2.
* ''Upgrade Slot:'' Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
!!! Alternate Ability Adjustments
* ''Companion:'' A niche but lucrative market before android emancipation was the construction of androids to serve as companions, often as supplemental members of a family. These androids have better personality matrices and might have fewer signs of artificial construction. A companion android has an ability adjustment of +2 Charisma.
* ''Laborer:'' Laborer androids were created to perform menial tasks and endure the hardships of space. In many regions, they were considered corporate property for far longer than typical androids. A laborer android's ability adjustments are +2 Strength, +2 Constitution, and −2 Charisma.
!!! Alternate Racial Traits
* ''Easily Augmented:'' As artificial creatures, androids are compatible with a wide array of cybernetics. Androids who have this racial trait can install one additional cybernetic augmentation into one system that already has an augmentation. This replaces upgrade slot.
* ''Impersonation Matrix:'' Although most androids stand out as artificial beings, some have intricate personality matrices and physical alterations that downplay their constructed nature. Androids who have this alternate racial trait don't take any penalty to [[Disguise]] checks to change their appearance to a creature of a different race or type if they are disguising themselves as a human. If the android also has the xenometric android alternate racial trait (see below), this benefit instead applies to Disguise checks to change appearance to that of the race chosen along with the xenometric android alternate racial trait. This replaces the +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep from the constructed trait. The android retains all the other features of the constructed trait.
* ''Infosphere Integration:'' The artificial brain an android possesses can allow better compatibility with infospheres and direct downloads of information. An android with this trait has a built-in [[comm unit]] that can be accessed without needing to use their hands. Once per day, whenever the android takes a 10-minute rest to regain Stamina Points, they can choose one Intelligence-, Wisdom-, or Charisma-based skill. The chosen skill becomes a class skill for them, and they gain [[Skill Focus]] as a bonus feat with that skill. This decision lasts until the next time the android uses this trait. This replaces exceptional vision.
* ''Multilingual:'' New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into [[Culture]], they learn two new languages instead of one. This replaces upgrade slot.
* ''Nanite Upgrade:'' Specialized nanites maintain an android body, but they can be upgraded to perform additional tasks. Androids who have this racial trait gain [[Nanite Integration]] as a bonus feat, ignoring the feat's Prerequisites. This replaces upgrade slot.
* ''Xenometric Android:'' Although most androids are manufactured to resemble humans, those crafted in the likenesses of other species exist. Such "xenometrics" possess abilities that mirror those of other races, sometimes even using hybrid tech to duplicate magic abilities. An android with this trait selects one of the species detailed in the table below. This choice cannot be changed. In addition to possessing physical features resembling those of the chosen species, the android's size categoryand reach changes to match the chosen race. In addition, xenometric androids gain some of the chosen species' racial traits, which are noted in parentheses next to the race's name. If a gained racial trait determines land speed, the android uses the speed as defined by that racial trait instead of that of the android. If the chosen species has a different type than humanoid, the xenometric android's type changes to match. This replaces upgrade slot and exceptional vision.
<div class="table-wrapper" style="margin-left:2em;">
|Race |Racial Traits Gained |h
|[[dwarf]] |darkvision, slow but steady |
|[[dragonkin]] |draconic immunities, flight |
|[[elf]] |elven immunities, low-light vision |
|[[formian]] |limited telepathy, natural weapons |
|[[gnome]] |gnome magic, low-light vision |
|[[haan]] |firespray, slow fall |
|[[half-elf]] |adaptability, low-light vision |
|[[half-orc]] |darkvision, intimidating, self-sufficient |
|[[halfling]] |keen senses, sneaky, sure-footed |
|[[hobgoblin]] |fearsome, sneaky |
|[[kalo]] |kalo movement, kalo vision |
|[[kasatha]] |four-armed, natural grace |
|[[lashunta]] |lashunta magic, limited telepathy |
|[[maraquoi]] |blindsense, prehensile tail |
|[[nuar]] |natural weapons, swift |
|[[orc]] |fierce survivalist, orc ferocity|
|[[pahtra]] |nimble, talented |
|[[shirren]] |blindsense, limited telepathy |
|[[strix]] |nightborn, strix mobility |
|[[verthani]] |skill focus, skin mimic |
|[[vesk]] |low-light vision, natural weapons |
|[[vlaka]] |cold resistance, perceptive |
|[[wrikreechee]] |snag, wrikreechee movement |
|[[ysoki]] |cheek pouches, darkvision |
</div>
!! Physical Description
Androids are biomechanical constructs created in technological crèches called foundries. While the first androids are believed to have been mostly biological, difficult to distinguish from the humans they lived among, modern designs are more varied, and many favor metal skeletons and processors that support synthetic organs and living flesh. Nearly all androids feature a humanoid body shape and tattoo-like circuits that glow through their skin when operating at full power, but beyond this commonality, variations in physical appearance reflect an android's design, role, and personality. Some take pains to blend into human society, while others deliberately display their mechanical nature. Though some androids are constructed or customize themselves to look like other races, such models are relatively rare. Due to their biological components, androids need to eat and sleep, but as constructed beings they do not reproduce in the human fashion and have no biological need for gender—some identify strongly as male or female, while others shift fluidly or ignore it altogether, and still others actively reject it on philosophical grounds as a relic of their former slavery.
Though android bodies are assembled using tiny machines called nanites, their complex nervous systems attract and integrate souls in the same way organic creatures do. Most androids are fully grown at the time of their birth, and can technically live forever through constant repair, though most androids voluntarily release their bodies after a century or so to allow new souls to inhabit them—a process called renewal that's viewed more as procreation than suicide.
!! Home World
Android technology in the Pact Worlds is generally believed to have developed on Golarion in the time before the Gap, though there are strong indications that the first androids there were actually travelers from a distant star system. In the modern era, various corporations throughout the Pact Worlds system unraveled the secret to android creation and began mass-producing androids as cheap, skilled labor perfect for hazardous work. This practice lasted until about 150 years ago, when the Thyst Rebellion and subsequent android revolts across the system, combined with the now legendary speech known as "The Automaton's Polemic" by android revolutionary Serphaeus-6, led governments system-wide to officially recognize all androids as independent citizens. This ruling, however, has not completely stopped unscrupulous corporations in less regulated parts of the system from crafting illegal android slaves or forcing newborn androids to "work off" the expense of their creation. Though androids can be found anywhere in the Pact Worlds, many gravitate toward cosmopolitan Absalom Station, the machine cities of Aballon, and the freedom of the Diaspora.
!! Society and Alignment
Android society tends to be insular. While androids are treated equitably in most settlements, especially Absalom Station, many androids have not forgotten their people's bondage and remain keenly aware of prejudice from other races based on their "unnatural" origin or jealousy over the androids' freedom from aging. This leads most androids to feel a sense of kinship with others of their kind and to go out of their way to help each other, though they may also bond with members of other races who treat them well. Despite popular belief, androids' impressive deductive reasoning abilities do not preclude sentiment, and most androids feel emotions keenly—they simply don't always express them well, and different individuals may have trouble processing and communicating particular feelings. The average android alignment is a practical neutrality; they are focused on their own welfare and that of their friends.
!! Relations
Often cautious around strangers, androids have the most strained relationship with [[humanity]], which built them in its image and remains their most frequent oppressor. They feel closest to [[shirrens]], who also know what it is to be enslaved and misunderstood, and respect [[kasathas]]' self-sufficiency. They generally dislike [[vesk]], whom they see as slavers, and only grudgingly tolerate [[ysoki]]'s antics.
!! Adventurers
Androids adventure for many reasons: to earn a living, trace the origins of their race, or rescue androids and other creatures from servitude. Their quick thinking under fire makes them natural operatives and soldiers, while their affinity for machines makes them excellent mechanics and technomancers.
!! Names
Androids have no single naming convention. Many take names from the cultures in which they first awoke, or from media they enjoy. Some accept call sign–like names based on appearance, personality, or exploits. Still others go by numbers as a deliberate reminder of their mechanical nature, or a combination of name and number denoting how many times the body their soul inhabits has been renewed. Some sample android names include Asha, Blue-17, Emene-3, Flick, Garro, Iseph, Melody, Naga, Olas, Stringer, Twenty, and Yose.
!! Upgrade Slot Graft
{{Upgrade Slot}}
Androids were recognized as free citizens of the Pact Worlds more than a century ago, but nefarious corporations, the Azlanti Star Empire, and other bad actors still conscript them into forced labor. Android abolitionists are freedom fighters dedicated to liberating such androids and combating the oppression of created peoples.
Only some who have this archetype are members of the Android Abolitionist Front, an organization dedicated to fighting against android slavery. Likewise, not all Android Abolitionist Front agents have this archetype. Individuals with this archetype who join the Android Abolitionist Front are secretly inducted into a clandestine cell of local liberators, who train new recruits in the subtle arts of infiltration, manipulation, and protection. Once ready, abolitionists infiltrate and disrupt android trafficking operations or free enslaved androids.
The android abolitionist grants alternate class features at 4th, 9th, and 18th levels.
!! Cunning Liberator (4th)
You understand the methods that android slavers use to track created peoples, and you have become adept at avoiding these villains. Whenever you attempt a [[Culture]] check to [[recall knowledge]] about a location where you're trying to lie low and avoid attention, reduce the DC by 5. Additionally, [[Bluff]] and [[Diplomacy]] are class skills for you. For each of these skills that are already class skills for you (or becomes a class skill for you) from a source other than this archetype, you can choose an additional class skill from among [[Disguise]], [[Intimidate]], [[Sense Motive]], [[Sleight of Hand]], [[Stealth]], and [[Survival]].
!! Abolitionist Aegis (9th)
Your guidance is instrumental in keeping others safe. As a move action, you can designate a creature as your ward. Once you do so, that creature remains your ward for the rest of the day, and you cannot designate a different creature as your ward for 24 hours. You can have only one ward at a time. Once per minute as a reaction to when your ward is adjacent to you and would take damage, you can expend 1 Resolve Point and grant your ward [[DR]] 10/— or [[resistance]] 10 against one energy damage type (acid, cold, electricity, fire, or sonic). This damage reduction or resistance is applicable only against the triggering attack and ends as soon as the damage from the triggering attack is resolved.
At 18th level, the amount of damage reduction or energy resistance this class feature grants increases to 15.
!! Traceless Persona (18th)
You are exceptional at masking your digital and physical appearance, and you can help your ward to do the same. Once per day, you can take 20 on an attempt to use [[Computers]] to [[create or detect a forgery|Create or Detect Forgery]]. Anyone attempting to use Computers to track the digital signature of you or your ward (if you have designated one using your abolitionist aegis class feature) must roll twice and use the lowest result when doing so.
This feature provides a number of other benefits. The DC for another creature to [[find or follow your tracks|Follow Tracks]] is 20 + 1-1/2 × your ranks in [[Stealth]] or [[Survival]] (your choice), no matter what circumstances, surfaces, or conditions you travel in. If you mask or cover allies' tracks, taking at least a full action to do so, this DC also applies to checks to find or follow those tracks. In addition, when you attempt a [[Disguise]] check to change your appearance, you can affect yourself and up to six allies. When you attempt to change your appearance and that of your allies, you can ignore DC modifiers for altering major features, being disguised as a different race of the same creature type, and being disguised as a different creature type.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* LN Fine construct (magical, technological; air, swarm)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +11; ''Ref'' +11; ''Will'' +15
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[construct immunities]], [[swarm immunities]]; ''Resistances'' acid 10
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' [[swarm attack]] (1d12+16 B & E)
* ''Ranged'' electroshock +21 (2d8+12 E)
* ''Spell-like Abilities'' (CL 12th)
** 1/day—//[[corrosive haze]]//, //[[destruction protocol]]//
** 3/day—[[infect blood]], //[[nanite form]]//
** At will—//[[know coordinates]]//, //[[smog bank]]// , //[[manipulate tech]]//
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 21)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' —; ''Int'' —; ''Wis'' +8; ''Cha'' —
* ''Skills'' [[Acrobatics]] +27 (+35 to fly), [[Stealth]] +22
* ''Other'' [[mindless]], polymorphic defragmentation, reconstruction protocol, [[unliving]]
!!! ECOLOGY
''Environment'' Weydana-6
''Organization'' solitary
!!! SPECIAL ABILITIES
''Polymorphic Defragmentation ([[Ex]])'' An anemonite communicant breaks down and reconstructs its victims
in simpler, condensed forms. When an anemonite communicant kills a creature, the creature’s corpse disappears into the swarm. One round later, the anemonite communicant leaves behind a single cube of undifferentiated matter that includes all the material once found in that creature, including all its possessions.
''Reconstruction Protocol ([[Ex]])'' A communicant retains data records of all the creatures it has killed. A character with a custom rig or computer with a range upgrade can attempt to hack the communicant to recreate creatures it has slain. The hacker must take a full action and succeed at a DC 33 [[Computers]] check; on a failure, the hacker activates the communicant’s defense protocols, and the swarm moves toward the hacker as quickly as possible, targeting them with its attacks and spell-like abilities in an attempt to destroy them. On a success, the last creature slain by the communicant and not already reconstructed is returned to life in a space adjacent to the communicant, as if subjected to the //[[raise dead]]// spell.
</div>
Anemonites are nanomachines that ride the preprogrammed storms of Weydana-6 in swarms called communicants. These nanomachines maintain Weydana-6’s dormant computer, defragmenting errant data worldwide and cataloging that data. Unfortunately for travelers exploring the mystery of Weydana-6, the mindless communicants register them as errant data and seek to eliminate them while simultaneously storing their engrams.
Creatures defragmented by an anemonite communicant are subjected to excruciating pain as their bodies are broken down and reordered to be read more efficiently. If killed, these hapless individuals are reconfigured into cubes of matter that bear no resemblance to the living beings they once were. Those fortunate enough to survive anemonites have complained of splintered recall, a memory disorder in which the memories of one individual are transferred to another.
Each communicant stores all data relevant to creatures it has killed, presumably for uploading to Weydana-6’s cosmic computer. However, that computer remains dormant, leaving this data within each anemonite swarm. Computer scientists have had some success hacking a swarm and using its own nanomachines to reconstruct individuals the swarm has defragmented.
Anesthesiology is the study of how to reduce sensation, awareness, and pain sensitivity. While normally used to prepare patients for surgical procedures, you can creatively apply principles of anesthesiology in combat to help your allies work through pain or to inhibit your opponents.
''Booster:'' You inject a living creature with a substance that confers insensitivity to pain. That creature gains a +2 enhancement bonus to saving throws against pain effects and gains [[DR]] 1/—. This DR increases by 1 for every 5 biohacker levels you have, and it stacks with one other source of DR, to a maximum DR value up to your biohacker level.
''Inhibitor:'' You deliver a chemical compound that makes the target tired and weak, dealing nonlethal damage equal to your biohacker level and giving the target the [[fatigued]] condition (Fortitude negates fatigue and halves the nonlethal damage). If the target is already fatigued and becomes fatigued again, it becomes [[exhausted]] instead. This is a poison effect.
!! Breakthrough
Anesthesiology provides the following breakthrough ability.
''Ignore Pain:'' As a standard action, you can create and deliver a formula that allows a living creature to overcome pain and injury. When injected, the formula grants the target a number of temporary Hit Points equal to twice your biohacker level for 1 minute. The first time during that minute that the target is reduced to 0 Hit Points but not killed outright, it can continue to act normally until the end of its next turn or until it takes additional damage, at which point it becomes unconscious, as normal.
<div class="statblock">
* ''Level'' 16; ''Price'' 191,000
* ''EAC Bonus'' +18; ''KAC Bonus'' +22
* ''Max Dex Bonus'' +6; ''Armor Check Penalty'' –2; ''Speed'' 30 ft.; fly 60 ft. (perfect)
* ''Strength'' 20 (+5); ''Damage'' 2d6 P
* ''Weapon Slots'' 1; ''Upgrade Slots'' 2
* ''Capacity'' 100; ''Usage'' 1/minute
* ''Size'' Medium; ''Bulk'' 18 (deployed), 1 (undeployed)
</div>
This surprisingly light suit of hybrid powered armor uses technomagical microthrusters to grant you flight and incredible mobility. In its undeployed form, an angel frame looks and functions as a specific kind of clothing
Angels are celestials, or good outsiders, native to the good-aligned Outer Planes.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** protective aura (see below)
** +4 to saving throws against poison
** [[immunity]] to acid, cold, and petrification
** [[resistance]] 10 to electricity and fire
** [[truespeech]]
* //Protective Aura ([[Su]]):// For angels of CR 3 to CR 15, this ability grants creatures within the [[aura]] (usually 20 feet), including the angel, a divine bonus (usually +2) to AC against attacks made by evil creatures and a divine bonus (usually +4) to saving throws against effects created by evil creatures. The protective aura of a more powerful or a weaker angel might grant a larger or smaller bonus and have a larger or smaller radius, respectively.
Summoned angels are called forth from any good-aligned Outer Plane. They appear as winged forms made of living light that are vaguely humanoid in shape, though they usually lack distinguishing features.
* ''Type:'' outsider (angel, extraplanar, good).
* ''Alignment:'' change to NG
* ''Traits:''
** [[low-light vision]]
** base speed increases to 30 ft.
** supernatural fly speed of 30 ft. (perfect) or if CR 7 or greater, supernatural fly speed of 60 ft. (perfect)
** +4 to saving throws against poison; [[immunity]] to petrification; [[resistance]] equal to creature's CR to acid, cold, electricity, and fire
** if base stat block has [[DR]], change to DR/evil.
* ''Skills:'' add [[Diplomacy]] and [[Mysticism]]
* ''Languages:'' Common and Celestial
* ''Attack:'' change melee attack to sword of light (slashing damage), which acts as a [[natural weapon]]
Though it appears as an extended sword hilt when still, the angel wing takes its name from the uncontained plasma that trails in an arc following the leading edge when the blade is swung. The weapon is favored by followers of Sarenrae, who take pride in mastering the sophisticated art of its use. Movanic angel wings have darker, almost shadowy blades; monadic angel wings have golden plasma trails; and the astral angel wing burns white hot.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|angel wing, movanic | 4 | 1,890 | 1d6 E & F | [[burn]] 1d6 | L |[[powered]] (capacity 20, usage 2), [[unwieldy]] |
|angel wing, monadic | 7 | 5,500 | 2d6 E & F | [[burn]] 2d6 | L |[[powered]] (capacity 20, usage 2), [[unwieldy]] |
|angel wing, astral | 10 | 17,100 | 4d6 E & F | [[burn]] 2d6 | L |[[powered]] (capacity 20, usage 2), [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* NG Large outsider (angel, extraplanar, good)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[detect alignment]], [[low-light vision]]; ''Perception'' +14
* ''Aura'' protective aura (20 ft.)
!!! DEFENSE
* ''HP'' 95
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +8; ''Ref'' +6; ''Will'' +10; +4 vs. poison
* ''Immunities'' acid, cold, petrification; ''Resistances'' electricity 10, fire 10; ''SR'' 18
!!! OFFENSE
* ''Speed'' 50 ft., fly 100 ft. ([[Su]], average)
* ''Melee'' [[holy]] sintered [[longsword]] +16 (2d8+12 S)
* ''Ranged'' [[holy]] corona [[laser rifle]] +14 (2d6+7 F; critical [[burn]] 1d6)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 7th; melee +16)
** 1/day—//[[arcing surge]]// (DC 18), //[[interplanetary teleport]]// (self only)
** 3/day—//[[inject nanobots]]// (DC 17), //[[microbot assault]]//
* ''Offensive Abilities'' firewall
!!! STATISTICS
* ''Str'' +5; ''Dex'' +4; ''Con'' +4; ''Int'' +1; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Computers]] +19, [[Culture]] +19, [[Engineering]] +19, [[Mysticism]] +14, [[Sense Motive]] +14
* Languages Celestial, Draconic, Infernal; [[truespeech]]
* ''Other Abilities'' upgrade
* ''Gear'' [[holy]] corona [[laser rifle]] with 2 high-capacity batteries (40 charges each), [[holy]] sintered [[longsword]]
!!! ECOLOGY
* ''Environment'' any good-aligned planes
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Firewall ([[Su]])'' A barachius can summon a wall of digitally empowered divine fury within 30 feet as a standard action. This wall takes the shape of a line 10 feet high and 20 feet long; though it doesn't need to emanate from the angel, the angel must be able to see every square the wall passes through. The wall lasts until the beginning of the angel's next turn. An
evil creature caught within or that enters one of the wall's squares takes 2d6 damage (Will DC 17 half). An evil creature with the technological subtype takes twice this amount of damage.
''Protective Aura ([[Su]])'' Any creature within 20 feet of a barachius (including the angel itself) gains a +2 divine bonus to its AC against attacks made by evil creatures and a +4 divine bonus to saving throws against effects created by evil creatures.
''Upgrade ([[Su]])'' As a standard action, a barachius can touch a willing ally who is wielding a technological weapon or wearing technological armor. That creature receives a +1 divine bonus to attack rolls or to its AC (target's choice). This bonus last for 3 rounds and cannot be dispelled.
</div>
While tools and technology are often considered neutral in their own right, able to be used for good or ill purposes depending on the natures of their wielders, some good-aligned deities have long preached caution regarding those technologies that can allow single individuals to cause great havoc. The ascension of the artificially intelligent god Triune, who now holds technology and artificial life as its domains, has not eased such fears. Despite Triune's claim of neutrality, the ubiquity of technology throughout the Pact Worlds and beyond has spurred many divine powers to keep careful watch over both the ways in which current technology is employed as well as rapid technological progress that could threaten all life.
As angels have always been the messengers and enactors of the gods' will, a particular order of angelic beings, known as barachii, oversees technological advances and ensures these creations don't fall into the wrong hands or become twisted to serve evil gods and their minions. Outfitted with divinely blessed armor, weapons, and abilities, barachius angels are tasked with monitoring the planes both to protect mortal existence from technology gone awry and to quash technologically advanced cultures that present an explicit threat to all good creatures and causes. While all angels might be expected to protect the innocent from harm, barachiuses specialize in defending against subtle technological threats that might go unnoticed by the rank-and-file troops of the celestial legions. When a rapidly developing AI suddenly veers into true evil, when a new invention threatens to destroy countless innocents, when Hell's hacker devils feed insidious viruses into mortal mainframes—these are when barachiuses truly shine.
A barachius is an imposing figure, standing in what appears to be sleek, glowing armor and wielding a sword that pulses with the light of the stars or a glowing laser rifle. Its wings appear to be made of pure electricity, though a closer look reveals patterns within the feathery arcs that mimic digital arrays and computer wiring. Its face is often hidden behind an elaborate helm, and its voice—when it deigns to speak—is clipped and rapid-fire.
Yet a barachius's true strength resides not within its presence or arms but in its near-prescient ability to understand the nature of any technological object or being that it encounters. Exactly how and why the angels deem some technology not just dangerous but immoral is a great mystery, as it's not based solely on sheer destructive capacity. For instance, barachiuses have been known to hunt down and destroy individual robots with extreme determination while leaving similar models—and silos of nuclear missiles—entirely untouched.
A barachius might serve its purpose in a wide variety of ways. It could secretly patrol a settlement that is already rife with technology, constantly on the search for malicious computer code, machines run amok, or creatures bent on using technology for nefarious ends. Alternatively, one could be found searching for scientists and laboratories where cutting-edge research is being conducted. Even researchers with the best of intentions may come under the scrutiny of a barachius that deems the ongoing work or latest invention too threatening to the society's ongoing moral health. Barachii also keep watch over some planets and species that lack advanced technology to ensure that they're not enslaved or annihilated by races with greater resources—though again, why they perform this action for some races and not others is a mystery deeply vexing to scholars and mystics. Many believe their choices are based on an ability to see lines of probability stretching into the future and the angels' need to make minor course corrections now and then to avoid catastrophe. Rarely, a barachius might take a more redemptive approach. Rather than destroying evil-aligned devices and technological life-forms, it might seek to turn a target to the path of good. Barachii minister to androids and robots in particular, hoping that merciful actions might inspire the artificial creatures to similar acts.
!! Barachius Helm
What looks like a magnificent helmet on a barachius is actually an extension of its being, and thus it can never be taken from it by force. On occasion, however, a barachius particularly impressed by a mortal might offer that champion a magical copy of its own helm that's imbued with a sliver of its essence and grants the wearer some of its own power.
{{Barachius Helm}}
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* NG Medium outsider (angel, good, extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., //[[detect alignment]]//, [[low-light vision]]; Perception +29
* ''Aura'' protective aura (100 ft.)
!!! DEFENSE
* ''HP'' 340
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +19; ''Ref'' +17; ''Will'' +19; +4 vs. poison
* ''DR'' 10/evil; ''Immunities'' acid, cold, petrification; ''Resistances'' electricity 10, fire 10; ''SR'' 28
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' //[[holy]] inferno [[skyfire sword]]// (7d8+22 F; critical burn 4d12)
* ''Ranged'' //[[holy]] zenith [[laser pistol]]// (8d4+17 F; critical burn 4d4)
* ''Offensive Abilities'' side swipe
* ''Spell-Like Abilities'' (CL 17th)
** 1/day—//[[mass suggestion]]// (DC 22)
** 3/day—//[[resistant aegis]]//
** At will—//[[make whole]]//, //[[shield other]]//
!!! STATISTICS
* ''Str'' +5; ''Dex'' +5; ''Con'' +8; ''Int'' +1; ''Wis'' +11; ''Cha'' +3
* ''Skills'' [[Culture]] +29, [[Disguise]] +29, [[Piloting]] +34
* ''Languages'' Celestial, Draconic, Infernal; [[truespeech]]
* ''Other Abilities'' [[change shape]] (any Small, Medium, or Large humanoid), holy chariot
* ''Gear'' bespoke [[echelon fashion]], //[[holy]] inferno [[skyfire sword]]// with 2 batteries (20 charges each), //[[holy]] zenith [[laser pistol]]// with 1 super-capacity battery (80 charges)
!!! ECOLOGY
* ''Environment'' any (Heaven)
* ''Organization'' solitary, pair, or caravan (3–6)
!!! SPECIAL ABILITIES
''Holy Chariot ([[Su]])'' As a move action, an exodus angel can conjure a celestial motorcycle called a holy chariot as per //[[phantom cycle]]// (CL 17th) that has a speed of 75 feet, a full speed of 1,100 feet, and an overland speed of 110 mph. This holy chariot also has an item level of 12th, EAC of 26, a KAC of 28, 200 Hit Points, and a hardness of 10; it can also traverse difficult terrain without penalty and deals 11d10 bludgeoning damage on a collision (Reflex DC 19). The angel can board the holy chariot as part of conjuring it. Due to its divine connection with the holy chariot, the exodus angel doesn't suffer attack roll penalties while riding the vehicle. An exodus angel must be driving their holy chariot to use their side swipe ability and can dismiss the vehicle as a swift action.
''Side Swipe ([[Ex]])'' When an exodus angel takes any full action to pilot their celestial motorcycle ([[race]], [[ram]], or [[run over]]), the angel can make a single melee attack against any one creature the vehicle is adjacent to at any point during its movement, though the angel cannot attack any creatures they target using ram or run over with this full action.
</div>
Whether by choice or by force, many communities throughout the galaxy have ventured from their homes, risking the unknown to seek out new lands and opportunities for their people. Exodus angels serve as the guardians of these communities, watching over migrant groups as they wander. The angels remain within these new societies for several generations, disguised as mundane citizens, before returning to Heaven. As a result, these angels are sometimes considered by their wards to be spiritual embodiments of their associated diasporas—both a reminder of the community's roots and a guardian of the new society that has been created.
Exodus angels are highly varied in their appearance, often taking on cultural aspects from the community they guard. Though they seek to avoid undue influence on their mortal neighbors, their quiet efforts to aid these communities and preserve unique cultural roots often means they become important, if niche, community leaders.
Angels are celestials, or good outsiders, native to the good-aligned Outer Planes.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
This enhancement adds an antenna-like bioluminescent pod of photobacteria that extends from the top of the spinal column to provide light. Its original purpose was for asteroid miners who needed both hands for hefty equipment, but it has also grown popular among rave communities. An angler's light increases the light level from darkness to dim light, or from dim light to normal light, either in a 20-foot cone or a 10-foot radius; altering the shape of the light's illumination is a move action. The effects of multiple angler's lights do not stack.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|angler's light | 2 | 560 | spinal column |
</div>
An animal is a living, nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.
* ''Traits:''
** [[low-light vision]]
** set Intelligence modifier to –4 or –5
* ''Adjustments:'' +2 to Fortitude and Reflex saving throws
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one unattended suit of armor
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You temporarily infuse a suit of armor with a magic force that allows it to move on its own and that directs its mechanisms. When you cast this spell, the armor acts and responds to your mental control for as long as you concentrate. Each round on your turn, the armor can perform either a move action or a standard action to attack. The armor can move up to 30 feet (or its listed speed using any of its available modes of movement, if powered armor or containing an armor upgrade that alters movement). When the armor attacks, it can either make an unarmed attack, dealing 4d8 + your caster level bludgeoning damage (or the listed damage plus its Strength modifier, for powered armor) or make an attack with any of the weapons mounted in its weapon slots or weapons with the [[integrated]] special property installed in its upgrade slots (if any); this deals the weapon's base damage for ranged attacks and the weapon's base damage plus the armor's Strength modifier for melee attacks. The armor has a bonus to attacks equal to 6 + your caster level. If the armor has no listed Strength score, it can apply a Strength bonus equal to your caster level.
Should the animated armor be attacked, its EAC and KAC are equal to 10 + the EAC and KAC bonus the armor provides. It uses your saving throw bonuses when it is the target of spells and other targeted effects, and it has the typical hardness and Hit Points for an item of its level. For the purpose of spells and effects that target the armor, it is treated as a construct with the technological and magical subtypes while the spell lasts.
This spell has no effect if cast on powered armor with a depleted battery or powered armor of an item level that exceeds your caster level.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one or more corpses
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can't be animated again.
You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.
The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.
Spellcasters and engineers have developed techniques to animate suits of armor indefinitely, instilling sentience—or even sapience—into these defensive tools.
Spellcasters animate armor through various supernatural approaches, including some akin to techniques used for making magic items. Infamously, Hellknight mages cover the inside of the armor with an infernal contract, infusing the creation with a minor devilish being forced into submission. Such armors serve as decorative sentinels in Hellknight facilities or disposable shock troops on the battlefield. The Knights of Golarion and Xenowardens use similar means to infuse armor with quiescent fragments of angelic will, elementals, or nature spirits. Eoxian technomancers instead instill armor with rudimentary unlife, sometimes using the remains of undead too damaged to operate without the artificial casing armor provides.
More technologically minded factions have similarly diverse approaches to creating animated armor. Technicians at the Qabarat University of Psychic and Technological Excellence have built on the psychically charged circuits of [[lashunta mind mail]] to create a sort of hybrid robot. These suits of mind mail combine artificial intelligence with psychic potential to become animated. Other groups, such as the Android Abolitionist Front, have a fondness for animated and sapient armor. Perceptionist members of the Front claim such armors, among other advanced artificial intelligences, must be protected as created people. One such Perceptionist, a zealot named 8-Karat, has begun liberating these constructs, using violence if necessary.
On Akiton, VitariTech Industries engages in unmonitored research into animated armor. The company recently claimed a long-abandoned shrine to Triune, using heavy security forces to keep interlopers out. Rumors indicate the corporation is using what it found within the site to build advanced constructs, including robot-like troops of animated heavy armor led by suits of powered armor. Devotees of various factions faithful to the All-Code want to know what VitariTech is up to within this holy place, as do members of the Perceptionists and the Augmented.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Animated Armor Template Graft
Use an existing suit of armor to create animated armor, setting the CR to equal the armor's item level.
* ''Required Creature Type and Subtype:'' Construct. Some animated armors are mindless constructs. Others are not, functioning either as a robot or with magical awareness (perhaps from a supernatural force). Most often, animated armor has the magical and technological subtypes. Some suits are wholly technological constructs akin to robots.
* ''Suggested Array:'' Combatant, although animated armor that lacks the [[mindless]] trait could have the expert array.
* ''Traits:'' Size is typically Medium but it can be smaller or larger, depending on the size of the armor that is animated. Set land speed to 30 feet, adjusted for the armor's speed adjustment or to powered armor's speed; add a slam attack with bludgeoning damage according to the array; add comm and [[integrated weapons]].
* ''Suggested Ability Score Modifiers:'' For heavy or powered armor, set Strength highest and Dexterity next highest. Light animated armor should have Dexterity highest and Strength next highest. Charisma is usually –2, although animated armor that isn't mindless might have higher Charisma.
* ''Skills:'' Most animated armor has [[Acrobatics]] and [[Perception]] as good skills, with [[Athletics]] as a master skill. Animated armor that isn't mindless might have other skills.
* ''Languages:'' Animated armor that isn't mindless usually speaks one or two languages, including Common.
* ''Gear:'' One weapon can be of an item level equal to the animated armor's CR + 1, but other gear should be of item levels equal to or less than the CR. Animated armor can have as many armor upgrades as the armor has upgrade slots. Each upgrade should be of the armor's CR or lower, with no more upgrades of item levels equal to the armor's CR than the array's number of special abilities.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Medium construct (magical, technological)
* ''Init'' +10; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 300
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +16; ''Ref'' +16; ''Will'' +12
* ''Defensive Abilities'' [[integrated weapons]]; ''Resistances'' cold 15, fire 15; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +28 (6d10+23 B) or integrated //[[returning]]// tenor [[singing disk]] +31 (7d6+23 So; critical [[confuse]] [DC 22])
* ''Ranged'' integrated //[[returning]]// tenor singing disk +31 (7d16+16 So; critical [[confuse]] [DC 22])
!!! STATISTICS
* ''Str'' +7; ''Dex'' +10; ''Con'' —; ''Int'' +5; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +33, [[Athletics]] +28, [[Mysticism]] +28
* ''Languages'' Castrovelian, Common
* ''Other Abilities'' comm, [[unliving]]
* ''Gear'' 2 //[[returning]]// tenor [[singing disks]], mk 3 [[thermal capacitor]], mk 1 //[[spell reflector]]//, red [[force field]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Comm ([[Ex]])'' Animated Lashunta mind mail III can receive wireless communications (and thus commands from its allies and creator) at planetary range.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium construct (magical, technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +5; ''Ref'' +5; ''Will'' +2
* ''Defensive Abilities'' [[integrated weapons]]; ''Resistances'' cold 5, fire 5; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 20 ft., fly 30 ft. ([[jetpack]], average)
* ''Melee'' slam +15 (1d6+10 B)
* ''Ranged'' integrated corona [[laser pistol]] +13 (2d4+5 F; critical [[burn]] 1d4)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +16
* ''Other Abilities'' comm, [[mindless]], [[unliving]]
* ''Gear'' corona [[laser pistol]] with 4 batteries (20 charges each), [[jetpack]], mk 1 [[thermal capacitor]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or troop (3–6)
!!! SPECIAL ABILITIES
''Comm ([[Ex]])'' Animated lictor Hellknight plate can receive wireless communications (and thus commands from its allies and creator) at planetary range.
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Fine construct (magical, swarm, technological)
* ''Init'' +8; ''Senses'' [[blindsight]] (vibration) 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +11; ''Ref'' +11; ''Will'' +8
* ''Defensive Abilities'' birefringence, deactivation, [[swarm defenses]]; ''Immunities'' [[construct immunities]], [[swarm immunities]]
* ''Weaknesses'' [[vulnerable]] to acid
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], perfect)
* ''Melee'' swarm attack (2d6+16 B & E)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' —; ''Int'' —; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +25 (+33 to fly), [[Athletics]] +20
* ''Other Abilities'' [[mindless]], piezoelectric, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Birefringence ([[Ex]])'' An animated quartz swarm bends light in nonintuitive directions, making it hard to target. The animated quartz swarm has [[concealment]] against
all attacks that use visual targeting, and its space also provides concealment.
''Deactivation ([[Su]])'' An animated quartz swarm that's reduced to 0 Hit Points isn't destroyed; instead, the gems' runes are rendered inactive for 1d4 hours. It reactivates with full Hit Points. The only way to permanently destroy an animated quartz swarm is to smash each gem or deface each rune, a process that takes about an hour of work.
''Piezoelectric ([[Ex]])'' An animated quartz swarm converts mechanical pressure into electric potential and vice versa. When the animated quartz swarm takes bludgeoning, piercing, or slashing damage, it deals 2d6 electricity damage to each creature in or adjacent to its space. When the animated quartz swam takes electricity damage, it deals 2d6 bludgeoning damage to each creature in or adjacent to its space. In either case, each affected creature can attempt a DC 18 Reflex save to take half damage.
</div>
Though commonly found on many planets, quartz has unusual physical properties, making it a prime target for experimentation by scientists and technomancers. Powerful individuals with advanced training in both magic and science have unlocked the secrets of creating animated quartz swarms, often to serve as sentries that can perform their duties without the need for rest. Often integrated into traps, animated quartz swarms can suddenly turn beautifully decorated chandeliers, fountains, and other seemingly benign installations into deadly defenses when the swarms incorporated into these objects fly into action.
Each crystal of an animated quartz swarm is a hexagonally cut gem 2 to 3 inches wide, sometimes with a tint of color. Each crystal must have runes painstakingly inscribed on its surface. A single crystal presents no threat at all, but a swarm of them can obliterate many would-be trespassers. Creatures that get stuck in the swarm's space soon learn that the piezoelectric properties of the quartz make it a dangerous place to be—as the whirling crystals alternately bludgeon and electrocute them.
Animated quartz swarms don't occur naturally; they're always intentionally created. The runes on the crystals' surfaces contain simple programs with instructions for the quartz swarms, typically defining a specific area to defend or a password or visual sign by which they can identify authorized individuals.
[[Shimreens]], crystalline humanoids from the planet Shimrinsara, are the first documented creators of animated quartz swarms. So advanced were these early swarms that the individual quartz crystals didn't require inscribed runes; shimreens could simply issue commands to the quartz. Legend has it that the very first, albeit tiny, animated quartz swarm utilized pieces derived from the inventor's crystalline crown, left over from when she changed her appearance. Many expensive homes and corporate buildings in Shimrinsara's domed cities have an animated quartz swarm somewhere on the premises, ready to defend the property. Visitors to Shimrinsara observed the ever-vigilant sentries and word quickly spread about the swarms, leading to researchers throughout the galaxy developing similar techniques for animating quartz. However, these secondhand methods require the time-consuming step of inscribing runes on hundreds or even thousands of crystals to program the swarm, though magic can speed up the process. Shimreens initially objected to their technology being replicated by outsiders, but the swarms have proven so useful that their manufacture still spread rapidly; shimreens have since largely grown resigned to the appropriation and object only to having outside societies' swarms brought onto Shimrinsara. Other societies believe that shimreens' animated quartz swarms are more powerful than those developed by anyone else, but shimreens don't sell their technology to outsiders and instead pursue anyone who attempts to steal one of their swarms.
Vesk technomancers took to animated quartz swarms quickly, as the reptilian warriors can always use sentries that don't need food, water, or rest. They often add additional runes that prevent permanent deactivation by causing tampered-with crystals to explode, which sends shards of crystalline shrapnel to pelt whoever would dare destroy a vesk's animated quartz swarm. This explosive and potentially deadly modification is often looked down on as an excessive response, but their use isn't officially banned yet. AbadarCorp has several quartz swarm animators on its payroll, and rumor has it that each creator knows only a portion of the instructions to be inscribed for maximum possible security. Each creator fills in their section and then passes on the crystal to the next stage, which prevents anyone from knowing how to bypass—or recreate—the whole system.
Animated quartz swarms aren't always programmed as guards, though that's certainly the most popular application. Other swarms help perform search-and-rescue missions in dangerous areas, vibrating rapidly to send a radio signal to their programmers when they find their objectives. The swarms are even sometimes used for aesthetics, such as being programmed to fly into complex patterns to accompany high-production concerts by musicians. This use does require a significant financial investment for the special effects, as only extremely talented creators can fabricate animated quartz swarms. The dangerous effects of an animated quartz swarm are typically engineered out for these alternate uses by using crystals with slightly different molecular structures that produce unique effects.
Individual swarm creators tend to rely on particular sources for the quartz crystals used to construct their swarms, with varying hues and cuts for the gems. This practice tends to give swarms distinctive appearances that a clever detective can use to identify the creator. The manufacturers for the cut crystals typically agree not to sell the exact same design to anyone else.
Some solarians have experimented with using inscribed crystals as weapon crystals, though to inconsistent results. While some have found benefits, such as occasional concealment or additional electricity damage, others find themselves continually being electrocuted by their own weapons. As such, these crystals haven't found widespread use among solarians. Others have integrated the crystals into different technologies, such as on vehicles to prevent hit and runs.
!! Quartz Refractor Armor Upgrades
Adding a small number of animated quartz crystals to armor for their birefringent effect has become a relatively popular use of the rune-inscribed crystals.
{{Quartz Refractor}}
When you whisper a command word to these otherwise normal trapsmith's tools, they begin to
move on their own. You can use these tools to arm explosives or disarm a trap at a distance of 10 feet, using your total skill bonus in the appropriate skill (though the circumstance bonus provided by the tools is decreased to +2 when used in this way).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//animated trapsmith's tools// | 4 | 2,000 | L |
</div>
People often have superstitions regarding whether objects have a spirit or intelligence, and //animistic tools// were made with such beliefs in mind. Each of these tool kits has the power to communicate a user's intentions to inanimate objects. When you use //animistic tools// with the appropriate skill and you fail a check, you can use the tool's magic to reroll the check and take the higher result. In addition, as a move action, you can tap or bang a tool from the kit on a [[broken]] object, causing the object to ignore the penalties of being broken for a time. An item can benefit from //animistic tools// in this way only once per day, causing some engineers to joke that no one likes percussive maintenance.
The model of the tools determines the number of rerolls per day and the time an item ignores the [[broken]] condition. Once you use a set of //animistic tools//, you can't benefit from a different set for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Rerolls/Day | Ignore Broken<br/>Condition For |h
|//animistic tools//, mk 1 | 3 | 1,350 | L | 1 | 1 minute |
|//animistic tools//, mk 2 | 7 | 5,500 | L | 2 | 10 minutes |
|//animistic tools//, mk 3 | 11 | 22,000 | L | 3 | 1 hour |
</div>
A weapon with the //annihilator// fusion looks corroded, worn, and crudely formed. If a target is slain by an attack with an //annihilator// weapon, the target disintegrates entirely (as though by the //[[disintegrate]]// spell).
The far reaches of the galaxy contain a plethora of additional phenomena and anomalies that can have a variety of effects on starships.
''Temporal Rift:'' Waves of tachyon particles or damage from powerful gravitational forces can leave temporal scars in the fabric of space-time. These areas have unpredictable effects on time and can leave unlucky crews stranded. Mark an area 5 to 10 hexes long that varies from 1 to 3 hexes wide. When a starship begins a phase inside a temporal rift, time shudders and shifts; roll 1d4 for each crew member when they attempt an action. On a roll of a 1, they lose their action for this round. On a 2 or 3, they act normally. On a 4, they can take 10 on their action.
''Wormhole:'' These anomalies are bridges in space-time, linking two different points in space, two different moments in time, or a combination of the two. When a starship flies through a wormhole, its crew often experiences flying through a tunnel in a luminescent nebula. Mark 2 hexes on the grid that are linked to each other; you can choose either or both locations or determine either or both at random. Whenever a starship enters one of these hexes, it immediately enters the wormhole; remove it from the combat grid. On the next round of starship combat during the helm phase, when it is that starship's turn to move, it first appears in the linked hex with a random facing.
There are parts of space that are undefined, unexplained, and sometimes even impossible. While most stay far away from these dangerous places, some actively seek them out. Whether to feel the thrill of harnessing the unknown, to understand what’s at the heart of such a phenomenon, or to simply make a profit, anomaly hunters risk their lives in these pursuits. These anomaly hunters live dangerously, but they are devoted to their cause and are driven, resilient individuals.
The anomaly hunter grants alternate class features at 2nd, 4th, 6th, and 12th levels.
!! Expedition Leader (2nd)
An expedition into unknown and dangerous parts of space needs to be well outfitted or it’s doomed before it even starts. As an experienced explorer, you know where to look for the best deals, whom to shake down for pieces of equipment, and whom to sweet-talk for research grant money. Three times per day when you attempt one of the following skill checks, you can roll 1d6 and add the result to your skill check as an insight bonus. At 10th level, you can roll a 1d8 instead of a 1d6.
* [[Culture]] checks to [[recall knowledge]] about local laws, customs, merchants, research institutes, or universities
* [[Diplomacy]] checks to [[gather information]] about the route you’re planning, space ports, merchants, and goods
* [[Profession]] checks to help outfit your expedition, gather supplies, ready your starship, arrange for enough credits, or any other use of a Profession skill the GM approves
* [[Bluff]], [[Diplomacy]], or [[Sense Motive]] checks to negotiate the price for goods and services
!! Anomaly Expert (4th)
You excel at extrapolating from little information, and space anomalies are your specialty. When studying an anomaly, you keep an open mind and try multiple approaches to find a theory that fits in explaining it. [[Life Science]], [[Mysticism]], and [[Physical Science]] become class skills for you, if they aren’t already. Once per day when you attempt a Life Science, Mysticism, or Physical Science skill check, you can roll twice and use the better result. You can use this ability additional times per day by expending 1 Resolve Point for each use after the first.
!! Miracle Worker (6th)
You’ve been in enough tough spots that you’ve picked up a trick or two, through a mix of careful study and a little exposure to strange phenomena. You gain access to the spell //[[jury-rig]]//. If you have the spells class feature, you add //jury-rig// to your list of spells known and treat it as a spell on your class spell list. If you already know //jury-rig//, you instead gain an additional 2nd-level spell of your choice from your class spell list. If you don’t have a class spell list or spells known, you gain //jury-rig// as a spell-like ability that you can cast three times per day. In addition, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to twice your class level to one vehicle, piece of equipment, or creature if you have sufficient materials or tools at hand (at the GM’s discretion). This doesn’t count as resting to restore Stamina Points.
!! Vacuum Inoculation (12th)
Throughout your career as an anomaly hunter, you’ve been exposed to unknown types of radiation, wild magic, or even strange experiments. This has altered your body in unforeseen yet beneficial ways. You’re immune to the harmful environmental effects of outer space and of vacuum.
Popular with long-term visitors to Hibb, this cybernetic chip does only one thing; as a swift action, or as a reaction when you would be affected by a scent-based effect, you can choose to lose your sense of smell. You lose any abilities dependent on scent but become immune to sense-dependent effects that rely on scent. You can deactivate the anosmatic shunt and regain your sense of smell as a swift action.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|anosmatic shunt | 1 | 120 | lungs |
</div>
You have learned how to gain your opponents' attention, drawing fire away from your allies and toward yourself. You gain [[Antagonize]] as a bonus feat. You do not need to meet its prerequisites. This is not a language-dependent ability for you, but it does not work on [[mindless]] targets. If you are at least 6th level, when you successfully use Antagonize on a foe, the duration of the penalty the foe takes is 3 rounds longer than usual (though it still ends after the foe attacks you, forces you to attempt a saving throw, or damages you), and the target takes a –2 penalty to attack rolls (in addition to the normal –2 for being [[off-target]]).
You know how to make foes extremely angry with you.
''Prerequisites:'' [[Diplomacy]] 5 ranks, [[Intimidate]] 5 ranks.
''Benefit:'' As a standard action, you can antagonize a foe that can see and hear you by attempting a [[Diplomacy]] or [[Intimidate]] check (DC = 10 + your opponent's total [[Sense Motive]] skill bonus, or 15 + 1-1/2 × the opponent's CR, whichever is higher). If you succeed, the foe is [[off-target]] and takes a –2 penalty to all skill checks for 1 round plus 1 additional round for every 5 by which your result exceeds the DC, or until it makes an attack against you, forces you to attempt a saving throw, or damages you (whichever comes first). Once you have attempted to antagonize a foe, that foe is immune to this ability for 24 hours. This is a language-dependent ability.
You can use the [[taunt]] captain action against the same starship up to twice per starship combat.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CE Small monstrous humanoid
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +13
!!! DEFENSE
* ''HP'' 33
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +2; ''Ref'' +4; ''Will'' +8
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., fly 45 ft. ([[Ex]], average)
* ''Melee'' claw +8 (1d4+4 S)
* ''Ranged'' stinger +10 (1d4+3 P plus paralytic neurotoxin)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' +1; ''Wis'' +2; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +13, [[Athletics]] +8, [[Life Science]] +8, [[Physical Science]] +8, [[Stealth]] +13
* ''Languages'' Shirren; [[telepathy]] 300 ft.
* ''Other Abilities'' [[tracking]] (blindsense)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or advance (2–5)
!!! SPECIAL ABILITIES
''Stinger ([[Ex]])'' As a ranged attack, a Swarm antecursor can launch a poisoned stinger from its tail with a range increment of 50 feet. Each stinger is coated with a paralytic neurotoxin (see below).
!!! Paralytic Neurotoxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 4 rounds
* ''Cure'' 2 consecutive saves
</div>
A Swarm antecursor's lithe body bears two pairs of large wings and oversized compound eyes. The creature's scorpion-like tail keeps it stable in flight and can launch an organic stinger at foes. An antecursor is frequently dull green and brown with matte-gray wings, but those scouting urban areas are sometimes gray, with iridescent markings resembling electric lights.
Antecursors often form the first wave of any Swarm onslaught, infiltrating target worlds and gathering intelligence to send back to the hive mind. Swift and stealthy, they avoid engaging opponents; if attacked, they use their neurotoxin to incapacitate enemies so they can escape. Antecursors usually appear to be alone, but due to their long-range telepathy, attacking one often means several more antecursors will soon arrive as backup. Antecursors are somewhat more intelligent than most Swarm components, and thanks to the hive mind's shared memories, they can capably operate in nearly any planetary environment even if they haven't have experienced it firsthand.
By increasing the security of the starship's computer, these systems increase the DC to hack into it by 1. This upgrade can be purchased up to four times.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|anti-hacking systems | 0 | 3 |
</div>
An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects.
Antibiotics help patients fight off disease. When you take or are injected with an antibiotic, you gain a bonus (equal to 3 + the medicinal's tier) to saving throws against disease for a number of days equal to 2 × the antibiotic's tier.
An antiemetic settles your stomach, stopping the symptoms of illness or ameliorating your body's response to the environment. When you take or are injected with an antiemetic, you gain a bonus (equal to the medicinal's tier) to saving throws to avoid becoming [[sickened]] or [[nauseated]] for 10 minutes per tier of the medicinal. If you are currently suffering one of these conditions and the effect allows a saving throw to negate, an antiemetic allows you to immediately attempt a new saving throw.
Most commonly used by those brave enough to travel to the high-gravity world of Aucturn, this belt uses a form of graviton levitation to essentially reduce gravitational pull. You can activate the belt as a swift action, and it operates until you spend another swift action to deactivate it or until it runs out of charges. You treat areas of extreme gravity as having high gravity, areas of high gravity as having standard gravity, and areas of standard gravity as having low gravity. This belt has no effect in areas that naturally have low gravity or zero gravity.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|antigravity belt | 7 | 6,500 | L | 20 | 1/round |
</div>
These explosives create temporary fields of reduced gravity, upending foes, helping move large objects, and enabling extraordinary acrobatic feats. Each grenade reduces the area's gravity strength by a number of steps based on the grenade's model: extreme gravity to high gravity to standard gravity to low gravity to microgravity (effectively zero gravity with some exceptions, listed below). The grenade has no effect in zero gravity conditions; it cannot reduce gravity to less than microgravity conditions, and the effects of multiple antigravity grenades are not cumulative.
Ranged attacks made through a microgravity area ignore any affected squares they pass through for the purpose of calculating their penalty to attack due to range increment. Such attacks traveling through low gravity or high gravity areas respectively count every third affected square or count each affected square three times when calculating the attack's penalty due to range.
The first time a creature enters or starts its turn in an area of microgravity, it can attempt a Reflex save. If successful, it automatically gains its bearings enough to fly, can move at half speed along any surface on which it was already standing, can take [[guarded steps]], and can move along that surface as though the surface had sufficient handholds (or gains a +5 bonus to [[Acrobatics]] and [[Athletics]] checks to navigate the surface if it already had such handholds). If it fails the save, it is affected by zero gravity conditions normally and becomes [[off-kilter]].
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|antigravity grenade I | 2 | 140 | 20 ft. | drawn | L |[[explode]] (1 step for 2 rounds, 10 ft.) |
|antigravity grenade II | 6 | 575 | 20 ft. | drawn | L |[[explode]] (1 step for 2 rounds, 10 ft.) |
|antigravity grenade III | 10 | 2,650 | 20 ft. | drawn | L |[[explode]] (2 steps for 2 rounds, 10 ft.) |
|antigravity grenade IV | 14 | 9,500 | 20 ft. | drawn | L |[[explode]] (3 steps for 2 rounds, 10 ft.) |
|antigravity grenade V | 19 | 83,000 | 20 ft. | drawn | L |[[explode]] (4 steps for 2 rounds, 15 ft.) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius burst
* ''Duration'' instantaneous
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes, see text
</div>
You detonate a bubble of antimagic in the area, temporarily unraveling magical effects. This spell works like an area dispel from //[[greater dispel magic]]//, but your dispel check applies to every spell, supernatural effect, hybrid item, magic item, and magical effect in the area. For supernatural effects, the DC for your check equals 11 + the CR or level of the creature that created the effect. If the dispel check would end a summoning effect, it sends only those summoned creatures in the area back from whence they came. The antimagic suppresses an affected magic item’s magical capabilities for 1d4 rounds. Creatures and objects only partially within the area are unaffected.
Creatures, including summoned ones that remain because the effect that summoned them isn’t dispelled, can attempt a Will saving throw against this effect, and their [[spell resistance]] applies. If a creature is affected, it can’t use its spells, spell-like abilities, and supernatural abilities for 1d4 rounds. A magical construct that fails the save is also [[staggered]] for this time. Any creature affected by this spell can attempt a Will saving throw at the end of each round to shrug off the effect on itself. This spell has no effect on artifacts or deities.
An //antimagic grenade// creates a temporary field that inhibits magic in its radius. Upon detonation, everything in the grenade’s radius is affected by an area dispel as //[[greater dispel magic]]//, using the grenade’s item level as the caster level. Second, each creature in the explosion radius must make a Will save each time they attempt to cast a spell or use a spell-like ability for a number of rounds equal to the grenade’s model number, or lose the spell or spell-like ability. A creature, object, or area can be affected by only one //[[antimagic grenade]]// every 24 hours.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//antimagic grenade// I | 15 | 27,500 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
|//antimagic grenade// II | 19 | 172,000 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
</div>
Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. As a move action, you can gain [[spell resistance]] according to your model of //antimagic skin// for 1 minute. You can also gain this spell resistance as a reaction, but you then can't take a move action on your next turn. Once you use your [[antimagic skin]], you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Spell Resistance |h
|//antimagic skin//, mk 1 | 15 | 109,400 | skin | 20 |
|//antimagic skin//, mk 2 | 16 | 170,800 | skin | 22 |
|//antimagic skin//, mk 3 | 17 | 263,000 | skin | 24 |
|//antimagic skin//, mk 4 | 18 | 388,000 | skin | 26 |
|//antimagic skin//, mk 5 | 19 | 587,000 | skin | 28 |
|//antimagic skin//, mk 6 | 20 | 891,000 | skin | 30 |
</div>
An //antipathy transponder// repels sensor scans with a mind-affecting compulsion. To activate this device, you must deactivate your normal transponder, rendering your starship unable to send or receive communications. The //antipathy transponder// then allows you to evade notice from passive sensors (but not the visual senses of creatures) that might detect you, provided the pilot handling your starship succeeds at a [[Piloting]] check with a DC of 10 + 1-1/2 × the tier of the vessel to be fooled. To fool a fleet, use the highest starship tier among them, then increase the Piloting DC by 2. The pilot gains a bonus to this check equal to the bonus your starship gains from defensive countermeasures. However, any attempt to actively scan from your vessel while an //antipathy transponder// is on eliminates that bonus and increases the [[Computers]] DC for that scan by 2.
Anyone your //antipathy transponder// fools avoids actively scanning for your vessel. However, if a fooled crew has a reason to scan the area your starship is in, the //antipathy transponder// doubles the bonus against active scans your vessel has from defensive countermeasures. If the check to scan fails, the crew scanning the area your ship is in fails to detect your vessel.
If your starship does anything other than move or actively scan, such as attack or attempt to enter the Drift, the //antipathy transponder// fails to work. Also, activating an //antipathy transponder// has no effect on those who already know your starship is present—once creatures are aware of your ship, an //antipathy transponder// aboard your vessel can work against them only after they have been unaware of your starship's location for 1 hour or more. However, if starship combat starts while you have an //antipathy transponder// active and your enemies become aware of your starship only due to the initiation of hostilities, your pilot gains a bonus equal to your bonus from defensive countermeasures to the Piloting check to determine order of actions during the first round of that starship combat.
Any penalty due to critical damage to sensors applies to Piloting checks to utilize an active //antipathy transponder//, as well as to the DCs for foes to successfully scan for a ship that's using an //antipathy transponder//. In addition, crew members exposed to an active //antipathy transponder// more than once or 1 hour during a 24-hour period become [[fatigued]].
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|//antipathy transponder// | 5 | 3 |
</div>
An //antipathy unit// is a large device designed to telepathically repel intruders with a mind-affecting compulsion. When activated, the unit broadcasts a signal that most beings find subtly repulsive without being able to discern why the repulsion is occurring. The field affects an area with a radius of up to 100 feet, which you set. Upon entering the field, a creature feels the urge to leave—to remain in the area, the creature must attempt a DC 19 Will saving throw. On a failure, the creature cannot willingly return to the area for 24 hours or until the //antipathy unit// deactivates. Even if the save succeeds, creatures in the area are uncomfortable, taking a –1 penalty to attack rolls and [[Perception]] checks while they remain within it. You can use the biometric parameters on an //antipathy unit's// controls to exclude creatures from the effect, but unless you have available biometric data that you can input into the unit for specific absent creatures, excluded creatures must be present when the unit is activated. An //antipathy unit// functions for 24 hours before needing to be recharged for 24 hours. The activation need not be continuous, but any activation consumes 1 hour of the unit's power.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//antipathy unit// | 10 | 20,000 | 5 |
</div>
An antipersonnel weapon must be mounted near the boarding ramp of a Medium or smaller starship. This weapon can be any longarm whose item level is equal to or less than the starship's tier. By spending 5 additional Build Points, the installed weapon can be a heavy weapon (of creature scale, not starship scale).
When an antipersonnel weapon is activated, if a hostile creature approaches within the weapon's range increment, it begins firing with an attack roll modifier equal to the ship's tier (minimum 1). It fires once per round during combat until its ammunition is depleted or the hostile creature is disabled or flees. The weapon can't detect [[invisible]] (or similarly hidden) creatures. This weapon can't be removed and used by characters. Anyone with access to the starship's computer system can activate or deactivate the weapon, as well designate what kind of targets are considered hostile. Once installed, this weapon can't be removed from the starship without destroying it.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|antipersonnel weapon (heavy) | 0 | 5 + item level of weapon |
|antipersonnel weapon (longarm) | 0 | item level of weapon |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 10-ft.-radius spread; see text
* ''Duration'' instantaneous
</div>
You permeate [[radiation]] with mitigations from other realities, dissipating radiation effects in the spell's area; the radiation level you affect depends on your caster level, as shown on the table below. Once radiation has been dissipated, the environment in the area has no harmful effects from radiation, although this spell does not remove ongoing radiation-creating effects. An //antiradiation// spell counters an //[[irradiate]]// spell, as long as your caster level is greater than the caster level of the creature or effect that created the //irradiate// effect.
<div class= "table-wrapper">
| Caster Level | Radiation Level |h
| 6th or lower | Low |
| 7th–9th | Medium |
| 10th–16th | High |
| 17th or higher | Severe |
</div>
An antitoxin is a broad-spectrum medicinal designed to weaken all poisons in your system. When you take or are injected with an antitoxin, you gain a bonus (equal to 3 + the medicinal's tier) to saving throws against poison for a number of hours equal to its tier.
An antitoxin membrane consists of a colony of nanobots that operate on the molecular level to counter certain toxins. An antitoxin membrane provides a +4 circumstance bonus to saving throws against contact and injury diseases and poisons.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|antitoxin membrane | 5 | 3,000 | skin |
</div>
<div class="statblock">
* ''Tier'' 8
* Large destroyer
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 20; ''TL'' 21
* ''HP'' 190; ''DT'' —; ''CT'' 38
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' heavy torpedo launcher (5d8)
* ''Attack (Port)'' light particle beam (3d6)
* ''Attack (Starboard)'' light particle beam (3d6)
* ''Attack (Aft)'' light EMP cannon (special)
* ''Attack (Turret)'' chain cannon (6d4)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced short-range sensors, anti-hacking systems, crew quarters (common), mk 3 armor, mk 4 defenses, mk 3 trinode computer, self-destruct system; ''Expansion Bays'' [[cargo holds]] (2), [[escape pods]], [[passenger seating]]
* ''Modifiers'' +3 to any three checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 6 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +16 (8 ranks), [[Computers]] +13 (8 ranks), [[Diplomacy]] +16 (8 ranks), [[Engineering]] +13 (8 ranks), [[Intimidate]] +16 (8 ranks)
* ''Engineer'' [[Engineering]] +16 (8 ranks)
* ''Gunners (2)'' gunnery +14
* ''Pilot'' [[Piloting]] +21 (8 ranks)
* ''Science Officer'' [[Computers]] +16 (8 ranks)
</div>
A holdover from the company's days as a defense contractor during the Pact Worlds' war with the Swarm, Eclipse Innovations' Antumbra Division produces a small line of armed starships. The Antumbra Overseer is designed to protect high-profile sites and ferry individuals from one dangerous area to another. It boasts an impressive array of weapons and a durable hull, though its shields are less powerful than those of other vessels of the same size. The Overseer usually maintains a perimeter patrol near a single location, constantly scanning for potential threats. Antumbra has begun installing self-destruct systems in its ships to prevent its technology from falling into other companies' hands, but even if that system is compromised or bypassed, the Overseer's anti-hacking systems mean that any potential thieves won't have an easy time of it.
//Anvils of Torag// are extremely rare and highly valued relics that are believed to have come from the Five Kings Mountains of lost Golarion. Each anvil consists of a heavy iron block anchored to a 5-foot-diameter stone base engraved with magical runes and symbols. //Anvils of Torag// are much prized by dwarf collectors and the crafting guilds of dwarven star citadels, as the anvils are seen as a tangible link to Torag, the patron god of the dwarves, who disappeared during the Gap. While non-dwarf collectors often consider an //anvil of Torag// too precious to use, most dwarves think it's ridiculous to have a crafting relic and not actually use it.
An //anvil of Torag// aids in crafting equipment and magic items. If you use an //anvil of Torag// while crafting an item, you are considered to have 2 additional ranks in the appropriate crafting skill, allowing you to craft items of higher level than you would normally be able to create. A given //anvil of Torag// can be used to craft only one item per day.
Due its bulk and size, an //anvil of Torag// is generally not portable and must be properly anchored before use. An //anvil of Torag// can be installed on a starship in an arcane laboratory, a [[cargo hold]], or a [[tech workshop]], or it can be placed anywhere with room to store a Large vehicle.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//anvil of Torag// | 9 | 12,000 | 50 |
</div>
An anykey is a lock-picking device, consisting of a handle and a thin metal strip. As a standard action, you can insert the strip into a physical lock and activate the anykey. Doing so causes the device to analyze the lock and extrude polyfluid into the mechanism. The fluid then hardens. This process creates a key that reduces the DC of [[Engineering]] checks to open that lock by 10. Resetting the anykey takes a standard action.
An anykey comes with a charger that can take a standard battery and that holds the device when it's not in use. Each use of the anykey, including resetting it, takes 1 charge.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|anykey | 4 | 1,750 | L | 20 | 1/use |
</div>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<<list-links '[all[current]listed[source]]' class:index>>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large vermin
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105; ''RP'' 4
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +6; ''Will'' +9
* ''Defensive Abilities'' mutable; ''Immunities'' critical hits
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +17 (2d6+11 S)
* ''Ranged'' spike +14 (2d8+7 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' spawn constituents
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +19, [[Intimidate]] +14, [[Survival]] +14
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' temperate or warm plains
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Mutable ([[Ex]])'' Virtually every part of an apari's internal physiology can be effectively repaired or replaced at a moment's notice as constituents rush to fill the needed role. An apari is immune to critical hits, and when an apari would take ability damage or drain to a particular ability score, it can instead distribute that ability damage or drain as it wishes across all of its ability scores (though it must take at least 1 point in the targeted ability score).
''Spawn Constituents ([[Ex]])'' Most aparis retain a force of combat-ready constituents waiting on call to defend the hive—or in dire circumstances, to sacrifice themselves to give the apari a better chance of escape. As a move action, an apari can spend 1 Resolve Point and lose 20 Hit Points to spawn a constituent in an empty adjacent square. An apari can use this ability only if it has 40 or more Hit Points.
''Spike ([[Ex]])'' An apari's ranged attack has a range increment of 30 feet.
</div>
<<section 'Apari Constituent'>>
An apari is a living hive, its gigantic beetle-like carapace animated by generations of tiny insects for whom it serves as both home and queen. Nestled within every apari's exoskeleton is a mass of millions of writhing gray maggots, each no larger than a grain of rice. A constant stream of chemical signals, ferried by the living neurological system of the apari, directs the development of these maggots into the myriad forms needed both to support the hive's gestalt biological functions and to maintain a flexible population of individual bugs, each of which has an extremely specialized role. Aparis can be found on multiple worlds with various climates throughout the galaxy. So far no Pact Worlds entomologists have been able to trace their evolution back to a particular planet, though the fossil record seems to indicate that their original diaspora must have happened well before the Gap. A few fringe theories posit that aparis are progenitors of the Swarm, though this claim is contentious at best. How the unintelligent creatures might have traveled between solar systems is anyone's guess: some scholars believe they were deliberately seeded as livestock by a spacefaring race, others theorize they may have been placed there by planar travelers (likely insectile spellcasters from the city of Axis), and still others think they are the deliberately devolved children of a spacefaring race that chose regression into unthinking beings rather than face some species-wide threat or existential quandary.
Aparis quickly become a formidable force in almost any ecosystem to which they are introduced. Their constituents can forage for food (usually rotting vegetable material or carrion), while the hive itself hunts animals. Perhaps most disconcerting is when the two methods combine, with the apari tearing into a beast while its constituents stream into the wounds and devour it from the inside out. Additionally, aparis' considerable mutability provides them protection from threats that would seriously endanger more sedentary collective species, such as flooding or an intelligent competitor's targeted attempts at extermination.
When the resources available to a single apari permit it to create more constituents than its body can efficiently support, it travels to a location in the center of its feeding territory and becomes temporarily stationary. Some of its constituents burrow into the ground beneath it and begin ferrying portions of the parent apari's key biological systems—including half of its maggot core—while others continue to forage in the surrounding area to provide a steady stream of nutrients to the nascent hive. When the new hive is ready, the two aparis split the current hunting ground and expand the territories outward from that core, never explicitly working together but also not directly competing. Additionally, these aparis remain chemically linked, so that if disaster befalls one of them, surviving constituents can potentially join a linked hive and continue to thrive. In this way, entire planets have fallen to supercolonies of aparis whose influence spread across continents. Despite their mysterious presence on a variety of worlds, including both Triaxus and the insect moon of Nchak, aparis in the modern era are unable to colonize new worlds without an intelligent race to assist them. Fortunately for them, fried apari grubs are a delicacy in many Pact Worlds cultures, and attempts to hunt or ranch the creatures are dangerous but lucrative.
!! Encountering Constituents
It is possible for PCs to encounter constituents on their own, as they range from their hives to scavenge for food. While constituents spawned by an apari during a combat grant no additional XP, a single constituent is a CR 2 creature (worth 600 XP) and is usually encountered as a solitary creature or in a group of two to four.
<div class="statblock">
* ''CR'' —; ''XP'' —
* N Tiny vermin
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +4; ''Will'' +1
* ''Weaknesses'' hive dependency
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Ex]], perfect)
* ''Melee'' claw +10 (1d6+4 S)
* ''Offensive Abilities'' fungible
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +12 (+20 when flying), [[Intimidate]] +7, [[Survival]] +7
* ''Other Abilities'' [[mindless]], reincorporate
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' collective (10+ plus 1 apari)
!!! SPECIAL ABILITIES
''Fungible ([[Ex]])'' An apari constituent can change its physiology to take advantage of its opponent's weaknesses. As a move action, it can alter the type of kinetic damage it deals with its claw attack (bludgeoning, piercing, or slashing).
''Hive Dependency ([[Ex]])'' An apari constituent can't voluntarily travel more than 200 feet from the apari that spawned it. If taken beyond that range against its will, it gains the [[sickened]] condition and becomes single-minded in its focus on returning to its apari. An apari constituent can survive for only 1 hour after the apari that spawned it dies (unless it finds another apari).
''Reincorporate ([[Ex]])'' As a standard action, an apari constituent adjacent to an apari can become part of the hive once again. The constituent's current Hit Points are added to the apari's, and the constituent is removed from play.
</div>
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* CN Medium outsider (native)
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +26
!!! DEFENSE
* ''HP'' 275
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +19; ''Ref'' +17; ''Will'' +13
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' solar weapon +29 (8d6+24 S)
* ''Ranged'' thrown solar weapon +26 (8d6+24 S)
* ''Offensive Abilities'' [[flashing strikes|Flashing Strikes (solarian)]], solar storm, [[solarian's onslaught]], stellar revelations ([[black hole]] [35-ft. radius, pull 25 ft., DC 21], [[supernova]] [15-ft. radius, 16d6 F, DC 21])
!!! STATISTICS
* ''Str'' +9; ''Dex'' +7; ''Con'' +5; ''Int'' +3; ''Wis'' +1; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +26 (+34 to fly), [[Athletics]] +26, [[Mysticism]] +31
* ''Languages'' Common, Kasatha
* ''Other Abilities'' perfect alignment, [[solar manifestation]] (solar weapon)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, cluster (2–4), or constellation (5–8)
!!! SPECIAL ABILITIES
''Flashing Strikes ([[Ex]])'' This functions as the [[flashing strikes|Flashing Strikes (solarian)]] solarian class feature.
''Perfect Alignment ([[Su]])'' An apastra is always both fully [[graviton attuned|Stellar Mode]] and fully [[photon attuned|Stellar Mode]].
''Solar Manifestation ([[Su]])'' This functions as the [[solar manifestation]] solarian class feature.
''Solar Storm ([[Su]])'' Once a day, an apastra can give in to the gravitonic and photonic forces that rage within it, expelling this energy in a cataclysmic storm. The solar storm has a range of 60 feet and a 15-foot radius. Creatures that enter the storm or that begin their turns in it take 8d6 fire damage (Fortitude DC 21 half) and must succeed at a DC 21 Reflex save or be hurled 1d6×10 feet in a random direction and fall [[prone]] (creatures that hit a wall or other barrier take no additional damage). The storm is difficult terrain and obscures all sight beyond 5 feet. Creatures within 5 feet of an attacker while in the storm have concealment. When the apastra uses solar storm, it can maintain the storm for up to an additional 1d3 rounds. An apastra must take a full action each round to maintain the storm, and it can move the storm up to 30 feet as part of that full action. An apastra is immune to the effects of its own or any other apastra's solar storm.
''Solarian's Onslaught ([[Ex]])'' This functions as the [[solarian's onslaught]] solarian class feature.
''Stellar Revelations ([[Su]])'' An apastra can use the [[black hole]] and [[supernova]] solarian stellar revelations. It can use either stellar revelation once before that revelation needs to recharge. Once it has used each stellar revelation once, they both recharge in 1d4 rounds.
''Throw Solar Weapon ([[Ex]])'' An apastra can throw its solar weapon at a foe as a ranged attack with a 40-foot range increment. This does not cause the weapon to be dismissed. An apastra's thrown solar weapon returns to its hand just before its next turn.
</div>
Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras. Apastras seek to cause imbalance and collapse wherever they can, and solarians justly fear the enraged creatures.
You embody the cataclysmic distortion and acceleration of natural entropy when exposed to reality-warping magic.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (grapple) as a bonus feat and a +2 insight bonus to [[Mysticism]] checks.
!! Aspect Embodiment
Once per combat, when a spell or spell-like ability that requires an attack roll misses you, or you succeed at a saving throw to negate the effects of a spell or spell-like ability, you can gain 1 Entropy Point without taking any additional actions.
!! Aspect Catalyst
Each foe within 30 feet takes damage equal to your vanguard level and is subject to an additional effect (Fortitude negates). Roll 1d6 for each affected foe, using the result to determine the damage type and effect.
''Improved:'' The damage increases to twice your vanguard level. You can roll 1d6 twice for each affected foe, choosing one of the two results to apply.
<div class= "table-wrapper">
| d6 |Damage and Effect |h
| 1 |Acid damage and [[entangled]] for 1 round |
| 2 |Bludgeoning damage and knocked [[prone]] |
| 3 |Cold damage and [[fatigued]] for 1 round |
| 4 |Electric damage and [[staggered]] for 1 round |
| 5 |Fire damage and [[burning]] 1d6 per 4 vanguard levels |
| 6 |Sonic damage and [[sickened]] for 1 round |
</div>
!! Aspect Finale
When you’re affected by a hostile spell that you have identified with a Mysticism check, you can spend 3 Entropy Points as a reaction to reflect some of the magic back at the spellcaster (Fortitude negates), causing them to also be affected by the spell as though they were one of its original targets.
Defying lasers' reputation for pinpoint accuracy, an apocalypse beam is a portable artillery laser cannon that, when braced, carves furrows across landscapes and enemy formations alike.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|apocalypse beam, corona | 8 | 9,500 | 3d6 F | 60 ft. | burn 1d6 | 40 charges | 10 | 2 |[[line|Line (weapon property)]], [[sniper]] (150 ft.), [[unwieldy]] |
|apocalypse beam, perihelion | 14 | 75,000 | 7d6 F | 60 ft. | burn 2d6 | 80 charges | 10 | 2 |[[line|Line (weapon property)]], [[sniper]] (200 ft.), [[unwieldy]] |
|apocalypse beam, zenith | 20 | 875,000 | 14d6 F | 60 ft. | burn 4d6 | 100 charges | 20 | 2 |[[line|Line (weapon property)]], [[sniper]] (250 ft.), [[unwieldy]] |
</div>
Magically resonant crystals sometimes develop in regions ravaged by supernatural cataclysms. When carefully heated and incorporated into a bow’s construction, these crystals impart destructive force to the weapon’s arrows, creating an apocalypse bow.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Bulk |Special |h
|apocalypse bow, tactical | 5 | 3,300 | 1d8 P | 60 ft. | [[corrode]] (1d4) | drawn | 1 |[[analog]], [[force]], [[quick reload]] |
|apocalypse bow, advanced | 9 | 13,600 | 2d8 P | 60 ft. | [[corrode]] (1d6) | drawn | 1 |[[analog]], [[force]], [[quick reload]] |
|apocalypse bow, elite | 13 | 40,000 | 4d8 P | 60 ft. | [[corrode]] (2d6) | drawn | 1 |[[analog]], [[force]], [[quick reload]] |
|apocalypse bow, paragon | 17 | 363,000 | 7d8 P | 60 ft. | [[corrode]] (3d6) | drawn | 1 |[[analog]], [[force]], [[quick reload]] |
</div>
An //apocalypse crystal// causes the damage dealt by your solarian weapon to function as a force effect. On a critical hit, your target's molecules begin to lose cohesion, inflicting terrible damage.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |h
|//apocalypse crystal//, shard | 1 | 150 | +1 | [[corrode]] 1d4 | — |
|//apocalypse crystal//, least | 5 | 3,050 | +1d4 | [[corrode]] 1d6 | — |
|//apocalypse crystal//, minor | 8 | 9,500 | +1d6 | [[corrode]] 1d6 | — |
|//apocalypse crystal//, lesser | 11 | 24,900 | +2d6 | [[corrode]] 1d6 | — |
|//apocalypse crystal//, standard | 14 | 74,000 | +3d6 | [[corrode]] 2d6 | — |
|//apocalypse crystal//, greater | 17 | 265,000 | +4d6 | [[corrode]] 3d6 | — |
|//apocalypse crystal//, true | 20 | 776,000 | +6d6 | [[corrode]] 5d6 | — |
</div>
Upon drinking this elixir, your coloration and the general form of your features instantly and permanently changes. Within the range that is normal for your race and sex, you can select any skin tone, hair and eye color, and alter the nature of such things as the shape or your nose or chin, the length of your fingers, broadness of your frame, and so on. You are still recognizable as yourself unless you attempt a [[Disguise]] check to alter your features enough to conceal your identity (comparing the result of this Disguise check to any effort to determine if you are the same person as your original appearance). In no case can you take on the exact appearance of another creature (even with a Disguise check; the level of control is not that fine).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//appearance change serum// | 1 | 75 | — |
</div>
<<tabs "[contains:tab[Appendices]]" "Tables" "$:/state/tabIndex" "Index Template">>
You can repurpose your entropic abilities to cast several minor spell-like abilities, each of which you can cast 3 times per day: //[[detect magic]]//, //[[energy ray]]// (acid only), and //[[token spell]]//. You can’t use your //token spell// spell-like ability to create objects.
[[Contemplatives]] can apply their extreme intelligence to just about any situation. This augmentation overstimulates your brain with tiny electrical charges when you need it most. Once per day before attempting a skill check or saving throw against a creature, you can use your bonus for the skill associated with that creature's type (such as [[Life Science]] for an ooze or [[Mysticism]] for an outsider) in place of your normal bonus.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|applied knowledge graft | 1 | 400 | brain |
</div>
The //apprehending// fusion causes the weapon to grow spikes and overwrought iron fixtures, as befits its use by the Hellknights. When an //apprehending// weapon hits an enemy, you can activate the fusion as a reaction to perform a trip combat maneuver against that target with the same attack bonus as for the weapon attack. Additionally, the target must succeed at a Fortitude saving throw (DC = 10 + half the weapon's item level + the ability score modifier you apply to attack rolls with the weapon) or be unable to cast spells or spell-like abilities for 1 round. Once the weapon has used this ability, it cannot use it again until you take a 10-minute rest to regain Stamina Points.
Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication. Like these famous osharu scholars, you pride yourself in exuding not only confidence but warmth, which helps you mentor others in their fields.
''Prerequisites:'' [[Life Science]] or [[Physical Science]] 5 ranks.
''Benefit:'' Three times per day, you can automatically succeed at an attempt to aid another on an Intelligence- or Wisdom-based check. Additionally, each time you succeed at a [[Diplomacy]] check to [[gather information]], you can learn one additional piece of information.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Large monstrous humanoid
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft; ''Perception'' +28
!!! DEFENSE
* ''HP'' 300; ''RP'' 6
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +20; ''Ref'' +18; ''Will'' +16
* ''Defensive Abilities'' [[ferocity]]; ''Immunities'' cold; ''Resistances'' acid 10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' gore +31 (6d10+26 P)
* ''Ranged'' ice shard +28 (7d6+16 C & S; critical [[stagger]] [DC 22])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' psychic horns
* ''Spell-Like Abilities'' (CL 16th)
** 1/day—//[[mass inflict pain]]// (DC 22)
** 3/day—//[[mind thrust]]// (5th level; DC 21)
** At will—//[[hold monster]]// (DC 20), //[[share language]]//
!!! STATISTICS
* ''Str'' +10; ''Dex'' +4; ''Con'' +7; ''Int'' +3; ''Wis'' +5; ''Cha'' +2
* ''Skills'' [[Athletics]] +33, [[Mysticism]] +28, [[Survival]] +28
* ''Languages'' Aqlathian
!!! ECOLOGY
* ''Environment'' any (Lathlath IV)
* ''Organization'' solitary, pair, or squad (3–6)
!!! SPECIAL ABILITIES
''Ice Shard ([[Su]])'' As a ranged attack, an aqlath can psychically manifest and hurl a shard of ice. This attack targets EAC and has a range of 40 feet.
''Psychic Horns ([[Su]])'' An aqlath's crown of horns is a psychic manifestation that allows them to wrench revitalizing energy from an enemy's mind. An aqlath's crown always has as many protrusions as their current number of Resolve Points. When a creature fails a saving throw against one of the aqlath's mind-affecting spell-like abilities, the aqlath can spend 1 Resolve Point as a reaction to regain 40 Hit Points. When an aqlath has 0 Resolve Points (and therefore no more horns in their crown), they can't use their spell-like abilities.
</div>
Aqlaths resemble shaggy, humanoid boars with large tusks and three legs. As the predominant species on Lathlath IV, these creatures have adapted to the perpetual winter caused by the inhospitable planet's distant position from its sun. Aqlaths value physical might and insight, and over thousands of generations, their people have grown strong and developedvpowerful communal bonds. Good sites to build large cities on Lathlath are rare; yet long ago, aqlaths learned to hew the permafrost and stone of their cold world, working together to create settlements and fortifications. Aqlaths warm their buildings by tapping into geothermal heat beneath the thick planetary crust. Centuries of digging for heat have made qlaths skilled miners, and they've learned that the crust of their world contains many rare and valuable elements. Their sudden arrival in interplanetary trading markets has attracted many enemies who wish to subjugate the aqlaths and steal their planet's wealth—including sivvs.
Even a young aqlath towers several feet taller than a human. Aqlaths grow ever larger as they age, reaching heights of 15 feet or more. As they mature, aqlaths develop psychic abilities that allow them to inflict their will on others. These abilities manifest as a crown of psychically charged bone horns sprouting from their furry heads. Larger aqlaths have bigger and more numerous horns, therefore possessing stronger psychic abilities. Only the most misanthropic aqlaths use their psychic abilities against others of their species; as with their great strength, aqlaths hone their mental powers only to defend their world against alien aggressors.
Your brain has been modified with an additional lobe that grants you a limited form of telepathic communication with aquatic creatures. You can communicate with animals, magical beasts, plants, and vermin that don’t have a language and are native to aquatic biomes; this includes such creatures with the aquatic subtype and might also include other creatures at the GM’s discretion. This ability doesn’t make these creatures friendly. The range of this ability is 30 feet or the range of your [[telepathy]] or [[limited telepathy]], whichever is larger. You can use language-dependent effects on these creatures, attempt [[Intimidate]] checks to [[bully]] them, and attempt [[Diplomacy]] checks to [[change their attitude|Change Attitude (diplomacy)]].
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|aqua-empathic lobe | 4 | 2,000 | brain |
</div>
By tinkering with a weapon, you improve its underwater performance.
''Activity:'' You spend the day modifying a piece of weaponry to work well underwater, sealing joints and improving its aquadynamics. You must spend UPBs equal to 10% of the item's value.
''Benefit:'' A single weapon gains the [[underwater]] special property—when you use it underwater, you ignore the normal –2 penalty to attack rolls, and the weapon deals full damage on a hit.
<div class="statblock">
* ''Level'' 8; ''Price'' 32,000
* Huge land and water vehicle (20 ft. wide, 20 ft. long, 12 ft. high)
* ''Speed'' 30 ft., full 350 ft., 40 mph (climb and land); 20 ft., full 260 ft., 30 mph (swim)
* ''EAC'' 20; ''KAC'' 22; ''Cover'' total cover (enclosed)
* ''HP'' 130 (65); ''Hardness'' 11
* ''Attack (Collision)'' 8d10 B (DC 14)
* ''Attack'' [[underwater]] heavy [[sonic bolter]] (2d10 So; critical [[sicken]])
* ''Modifiers'' –2 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot ([[Piloting]] +16), clingers, enhanced sensors ([[darkvision]] 120 ft.), manipulator, planetary comm unit
* ''Passengers'' 5
!!! SPECIAL ABILITIES
''Enclosed ([[Ex]])'' In addition to having total cover, the pilot and passengers in an enclosed vehicle can't use their personal weapons to attack creatures and objects outside the vehicle, though they can use the vehicle's weapons (if any).
</div>
Similar in design to other crawlers, this walker traverses ocean floors, the underside of sea ice, and other terrain too tight for submarines to maneuver around.
An aquatic creature lives much, if not all, of its life in the water.
* ''Aquatic Subtype:'' Most aquatic creatures have the [[aquatic|aquatic subtype graft]] subtype, meaning they breathe water. A creature that can breathe air and water has the aquatic subtype and the [[amphibious]] special ability. If an aquatic creature lacks the aquatic subtype, it has the [[hold breath]] special ability.
* ''Depth Inured:'' You can make aquatic creatures immune to the dangers of extreme depths without counting it against their special abilities.
* ''Senses:'' You can add one sense for free if you wish. Among aquatic creatures, [[blindsense]] (scent, sound, or vibration) is common. Some such creatures have sonar, granting them [[blindsight]] (sound) out to 120 feet. A few aquatic predators have [[tracking]] (scent), normally representing the ability to sense blood in the water.
* ''Skills:'' [[Athletics]]. The creature might have penalties to such checks on land.
* ''Swimming:'' Aquatic creatures normally have a swim speed based on their CR. This swim speed is typically 20 feet for creatures with a CR of 2 or less, 30 feet for CR 3–6, 40 feet for CR 7–9, 50 feet for CR 10–12, and 60 feet for CR 13 or higher (though you can make creatures faster or slower, based on the creature's concept and other abilities). Many aquatic creatures have no other form of movement, though you can make flying, walking, or burrowing aquatic creatures if you wish.
These creatures are often native to environments that are mostly or entirely underwater.
* ''Traits:''
** swim speed
** [[water breathing]]
** [[Athletics]] as a master or good skill
** if it can breathe air, it also gains the [[amphibious]] special ability.
Aquatic terrain can be one of the least hospitable to PCs because most can't breathe underwater. The ocean floor holds many marvels, including undersea analogues of any of the other terrain elements described in this chapter, but if characters find themselves in the water because they were bull-rushed off the back of a transport ship, the kelp beds or volcanic vents hundreds of feet below them don't matter. The most common rules sections to reference when using aquatic terrain are [[Suffocation and Drowning]], [[Extreme Depths]],and [[Underwater Combat]]. The rules for swimming with the [[Athletics]] skill are also critical for many creatures operating in an aquatic environment.
!! Deep Water
Lakes and oceans simply require a swim speed or successful Athletics checks to move through (typically, DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water, and DC 30 in maelstrom water). Characters need a way to breathe if they're underwater; lacking that, they risk drowning. When underwater, characters can move in any direction, including up and down.
!! Stealth And Detection Underwater
How far a character can see underwater depends on the water's clarity. As a guideline, creatures can see 4d8×100 feet if the water is clear and 1d8×10 feet in murky water. Running water is always murky, unless it's in a particularly large, slow-moving river. It is hard to find cover or concealment to hide underwater (except along the sea floor).
<div class="statblock">
* <<levels>>
* ''School'' transmutation (water)
* ''Casting Time'' 1 standard action; see text
* ''Range'' personal
* ''Duration'' see text (D)
</div>
You temporarily transform part or all of your body into water, gaining unique abilities.
''1st:'' When you cast //aqueous form// as a 1st-level spell, you gain a swim speed of 30 feet for 1 round, and changing direction while swimming doesn't cost additional movement.
''2nd:'' When you cast //aqueous form// as a 2nd-level spell, you're affected as per the 1st-level version. Also for 1 round, you reduce the amount of bludgeoning, slashing, and fire damage you take by an amount equal to half your caster level (this reduction doesn't stack with [[DR]] or [[resistances|Energy Resistance]] you might already have), and you gain [[vulnerability]] to electricity.
''3rd:'' When you cast //aqueous form// as a 3rd-level spell, you're affected as per the 2nd-level version except the spell lasts 1 minute per caster level. In addition, you gain a +4 circumstance bonus to AC against combat maneuvers while you're completely submerged in water.
''4th:'' When you cast //aqueous form// as a 4th-level spell, you're affected as per the 3rd-level version except the spell lasts 10 minutes per caster level, and you gain [[concealment]] while you're completely submerged in water.
''5th:'' When you cast //aqueous form// as a 5th-level spell, you're affected as per the 4th-level version except the spell lasts for 1 hour per caster level. You can cast the 5th-level version of //aqueous form// as a purely defensive reaction when you're about to take damage, but when you do so, you can't take a standard action on your next turn.
Aqueous creatures are native denizens of the Elemental Plane of Water or similar landless environments, able to survive both in and out of water.
* ''CR:'' 1+
* ''Grafts:'' add the water subtype graft (swim speed should equal creature's fastest movement speed)
* ''Traits:''
** [[amphibious]]
** natural attacks that deal bludgeoning or slashing damage deal piercing damage instead
** natural attacks that deal electricity or fire damage deal cold damage instead
** if the creature is from the Elemental Plane of Water, it gains the extraplanar subtype when it isn't on that plane
Arabani Arms has an exclusive ranged-weapon line called Karkaken. These high-impact weapons are modified to cause maximum discomfort, adding the [[demoralize|Demoralize (critical)]] critical hit effect to the weapon. If the weapon already has a critical hit effect, you choose whether to apply the weapon's normal critical hit effect or the demoralize effect each time. A weapon that already has the demoralize critical hit effect can't benefit from this upgrade. A Karkaken weapon costs 20% more than normal.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large animal
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22; (+4 against combat maneuvers in home territory)
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' territorial pride; ''Immunities'' cold; ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' bite +19 (3d4+14 P) or antlers +19 (3d4+14 B plus 1d6 So)
* ''Multiattack'' antlers +13 (1d6+14 P plus 1d6 So), bite +13 (1d6+14 P), 2 claws +13 (1d6+14)
* ''Ranged'' antler reverberation +16 (2d8+8 So plus [[stagger]] [DC 16]; critical [[deafen]] [DC 16])
* ''Offensive Abilities'' [[pounce]]
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +2; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +21, [[Stealth]] +16 (+8 in home territory), [[Survival]] +16
* ''Other Abilities'' arctic guardian
ECOLOGY
* ''Environment'' arctic (Akiton)
* ''Organization'' solitary, mating pair, or glaring (1 plus 2–4 [[arabuk yearlings]])
!!! SPECIAL ABILITIES
''Antler Reverberation ([[Ex]])'' Using its antlers to amplify its chattering, an arabuk can make a ranged attack as a standard action against a single target. This attack has a range increment of 40 feet, targets EAC, and has the [[deafen]] critical hit effect. A creature hit by the attack must succeed at a DC 16 Fortitude save or become [[staggered]] for 1 round.
''Arctic Guardian ([[Ex]])'' An arabuk ignores difficult terrain and visibility penalties from snow and heavy snow.
''Territorial Pride ([[Ex]])'' An arabuk rarely masks its presence, taking a –8 penalty to [[Stealth]] while in its home territory. Instead, it becomes a pillar of obstinacy, gaining a +4 circumstance bonus to AC against combat maneuvers unless the attacker is two or more size categories larger than the arabuk.
</div>
<<section 'Arabuk Yearling'>>
In the snowy landscape of Akiton's Winterlands, the carnivorous, deerlike arabuks bellow and chatter as they stride across drifts of snow and ice. Once docile and regal guardians of Akiton's prehistoric wilds, arabuks have evolved into stalking predators that feast upon the planet's remaining fauna. Their mouths brim with sharp, flesh-cutting teeth, pointed like dozens of long needles. Their four eyes are forward set with two on each side and slit pupils for exceptional night vision. All arabuks have a set of large antlers, curved symmetrically in a crown above their heads. Their patterned, leopard-like bodies assist them in blending in with the rugged tundra. When hunting, the creatures' padded and clawed front feet allow them to evenly spread their weight as they traverse precarious snowbanks. Arabuks can also leap great distances and balance on the jagged edges of mountains with their sturdy and powerful hoofed back legs.
Most arabuks live in solitude except to mate, due to their tendency to obsessively guard their territory. The ancient Ice Clans of Akiton took advantage of this trait by using the beasts to protect their vulnerable settlements. Few Ice Clans have held onto their arabuk herds, and those that have must exercise great caution in managing the temperamental yearlings to harvest the antlers they shed each year.
Thanks to the unique composition of arabuks' antlers, they vibrate with high intensity in the presence of sound waves. This effect enables arabuks to amplify their vocalizations into deafening attacks. When hunting, they chatter and click their jaws while eyeing their prey intensely, producing a swelling sound from their antlers that they unleash in a concentrated assault. Their amplified yowls can have enough power to shake entire mountains and cause avalanches, but producing such intense vocalizations is painful for arabuks. Consequently, they exercise careful control over their sonic attacks.
Arabuks occasionally form groups called glarings, usually composed of several similarly aged arabuk yearlings following the guidance of a more established elder arabuk. Due to the harsh nature of their arctic environs, few arabuks survive for more than 5 years, but a fierce and lucky few live up to 25 years.
Mature arabuks are a regal sight to behold, as they appear much larger than their younger counterparts and stride with confidence through their territories. The plush manes of white fur surrounding their necks make them easily identifiable. While younger arabuks keep their heads low as they stalk the snow drifts, mature arabuks keep their heads upright, and the wind through their antlers produces a haunting song that echoes across the snow-muted landscape. When lost in a blizzard, travelers can rely on this song to follow the arabuk, who's undoubtedly traveling to fairer weather.
The Ice Clans and other conservation groups often stay on the lookout for hardy freelancers to capture potential mating pairs of arabuks. The frigid weather, competition against poachers, and the arabuks themselves make this lucrative opportunity dangerous, however. Arabuks' sonic attacks rarely affect the environment when they hunt, but when acting in defense, they unleash desperate bursts that gradually weaken the surrounding terrain's integrity and cause ever more frequent and dangerous avalanches. Xenowardens and other protectors of nature insist that with protection and a careful breeding program, these majestic creatures might one day return to their role as the respected and regal guardians of Akiton's poles.
<<section 'Reverberation Amplifier'>>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium animal
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +7; ''Will'' +2
* ''Resistances'' cold 10, sonic 5
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +11 (1d6+7 P) or antlers +11 (1d4+7 B plus 1d6 So)
* ''Ranged'' antler reverberation +8 (1d4+3 So plus [[stagger]] [DC 12]; critical [[deafen]] [DC 12])
* ''Offensive Abilities'' [[pounce]]
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +13, [[Stealth]] +8, [[Survival]] +8
* ''Other Abilities'' arctic guardian
!!! ECOLOGY
* ''Environment'' arctic (Akiton)
* ''Organization'' solitary, pair, or glaring (2–4 plus 1 [[arabuk]])
!!! SPECIAL ABILITIES
''Antler Reverberation ([[Ex]])'' See [[arabuk]]; the save DC is 12.
''Arctic Guardian ([[Ex]])'' See [[arabuk]].
An //Araznian crusader helm// replaces a suit of armor’s normal helmet (if any) and is incorporated into the armor’s normal environmental protections; these protections don’t function if the helmet is removed. If the armor has an available upgrade slot, the helm takes up one of them; otherwise, the helm counts as one of two worn magic items.
While wearing an Araznian crusader helm, the first time each day you attempt a Will saving throw against a magical effect created by an undead, roll the saving throw twice and take the best result. You can’t gain the effects of more than one //Araznian crusader helm// each day.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Araznian crusader helm// | 4 | 2,100 | L |
</div>
A creature is arboreal if it not only lives in forests but also lives primarily in the trees.
* ''Climbing:'' Arboreal creatures are great climbers and gain a climb speed equal to at least half their land speed.
* ''Flying:'' Some arboreal creatures fly. You can give arboreal creatures a typical fly speed, as flying creatures find shelter high and plentiful in forests.
* ''Senses:'' You can optionally add senses to an arboreal creature. Keen hearing is common among arboreal creatures, which can't rely on sight in dense vegetation. You can grant them [[blindsense]] (scent) or [[blindsight]] (sound), generally with a 30-foot range.
* ''Skills:'' [[Acrobatics]], [[Athletics]]
The attack's energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon's arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.
Flanked by large handles, an arc caster bristles with capacitors and antennae that release more energy than it can realistically control. While many shock weapons have a chance to arc to a second target on a hit, the arc caster is designed to achieve that feat on every shot, and particularly well-aimed strikes can sometimes arc twice. The storm and tempest models feature improvements that build upon the capabilities of static and aurora arc casters. Since there is little way to control which creatures are struck on the subsequent arcs, arc casters are generally used only by solo combatants or those with little regard for their allies' well-being. More rarely, party members may take particular precautions against electricity damage, such as with a //[[resistant armor]]// spell or an [[electrostatic field]] armor upgrade, to protect themselves from an ally wielding an arc caster.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|arc caster, static | 1 | 375 | 1d8 E | 60 ft. | [[second arc]] 1d6 | 20 charges | 2 | 2 |[[first arc]] 1d6, [[unwieldy]] |
|arc caster, aurora | 5 | 3,160 | 2d6 E | 60 ft. | [[second arc]] 1d6 | 40 charges | 2 | 2 |[[first arc]] 1d6, [[unwieldy]] |
|arc caster, storm | 11 | 25,600 | 5d6 E | 80 ft. | [[second arc]] 2d6 | 40 charges | 4 | 2 |[[first arc]] 2d6, [[unwieldy]] |
|arc caster, tempest | 17 | 261,000 | 10d6 E | 80 ft. | [[second arc]] 4d6 | 40 charges | 5 | 2 |[[first arc]] 4d6, [[unwieldy]] |
</div>
Arc emitters discharge a cone of electrical energy that can damage and stun anyone within its area. Advanced arc emitters can be used at a longer range and are used by military forces to stun and subdue groups of enemies.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|arc emitter, tactical | 2 | 750 | 1d4 E | 15 ft. | — | 20 charges | 4 | 1 |[[blast]], [[stun]], [[unwieldy]] |
|arc emitter, advanced | 9 | 13,200 | 2d4 E | 30 ft. | — | 40 charges | 10 | 1 |[[blast]], [[stun]], [[unwieldy]] |
</div>
Arc pistols fire deadly, stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamber that holds the capacitor.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|arc pistol, static | 2 | 750 | 1d6 E | 50 ft. | [[arc]] 2 | 20 charges | 2 | L |[[stun]] |
|arc pistol, aurora | 13 | 45,700 | 3d6 E | 50 ft. | [[arc]] 2d6 | 40 charges | 2 | L |[[stun]] |
|arc pistol, storm | 18 | 365,500 | 3d12 E | 50 ft. | [[arc]] 4d6 | 100 charges | 10 | L |[[stun]] |
</div>
Arc rifles fire deadly electrical blasts and have a longer range than arc pistols. Like arc pistols, arc rifles can stun targets that are not killed outright by the electricity damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|arc rifle, static | 6 | 4,200 | 1d12 E | 70 ft. | [[arc]] 1d6 | 40 charges | 1 | 2 |[[stun]] |
|arc rifle, aurora | 11 | 24,500 | 2d12 E | 70 ft. | [[arc]] 2d6 | 40 charges | 1 | 2 |[[stun]] |
|arc rifle, storm | 16 | 190,300 | 4d12 E | 80 ft. | [[arc]] 4d6 | 80 charges | 2 | 2 |[[stun]] |
|arc rifle, tempest | 19 | 622,000 | 6d12 E | 80 ft. | [[arc]] 6d6 | 100 charges | 2 | 2 |[[stun]] |
</div>
As a standard action, you create a devastating energy stream that arcs between your custom rig and your drone, creating a line effect; to use this ability, your custom rig must be in your possession and your drone must be within 30 feet of you. For each advanced drone mod your drone has, the arc deals 1d8 electricity damage to each creature in the line; affected creatures can attempt Reflex saving throws to halve the damage (DC = 10 + half your mechanic level + your Intelligence modifier). The damage increases by 1d8 at 4th level and every three levels thereafter. You can instead activate this ability as a full action to increase the damage dice to d10s.
Once you’ve activated this drone mod, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points.
Much like the pre-Gap arcane academy of the same name, the Arcanamirium on Absalom Station is a prestigious institution of magical learning. Numerous ancient and alien artifacts are stored in the university's vaults, and many sages trained at the institution thus specialize in studying magic items. Arcanamirium sages learn to hack an item's magical field, which allows them to unlock powers unavailable to normal users.
Most Arcanamirium sages are mystics and technomancers who studied at the university, but other characters can be Arcanamirium sages, such as explorers who investigate ancient sites of magical power or adventurers who want to augment their abilities with magic.
The Arcanamirium sage archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels.
!! Magic Item Scholar (2nd)
As an Arcanamirium sage, you have an almost instinctual grasp over magic and hybrid items. You gain an insight bonus equal to half your class level to [[Engineering]] and [[Mysticism]] checks to [[identify|Identify Magic Item]] and [[repair|Repair Magical Item]] hybrid and magic items, and you don't need //[[detect magic]]// to determine whether an object is a magic item or to identify a magic item. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a [[spell gem]], even if you aren't a spellcaster.
You gain access to the spell //[[identify]]//. If you have the spells class feature, you add //identify// to your list of spells known, and treat it as a spell on your class spell list. If you already have //identify// as a spell known, you instead gain an additional 1st-level spell known of your choice from your class spell list. If you do not have a class spell list or spells known, you gain //identify// as a spell-like ability you can cast twice per day.
Additionally, in typical settlements, you can find and purchase any hybrid or magic item with an item level up to your character level + 2. As normal, the GM can restrict access to some items regardless of their level.
!! Spell Gem Manipulation (6th)
Once per day, while holding a spell gem in your hand, you can cast the spell encoded within the gem using a spell slot of the same level or higher, just as though you were casting one of your spells known. The spell must be on your class's spell list and cannot require expensive materials as part of its casting. If the spell normally requires an expenditure of Resolve Points to cast, you must expend the same number of Resolve Points to use this ability. Using a spell gem this way doesn't expend the magic encoded within the gem. If you aren't a spellcaster, once per day you can instead cast a spell from a spell gem as though you were a spellcaster (expending the magic normally), as long as the spell gem's item level isn't higher than your character level.
You also gain access to //[[augury]]//, using the same rules as for gaining access to //identify// in the magic item scholar alternate class feature.
!! Magic Item Attunememt (9th)
You can wear up to three hybrid or magic items at a time and have them all function normally.
You also gain access to //[[arcane sight]]//, using the same rules as for gaining access to identify in magic item scholar.
!! Recharge Magic Item (12th)
Once per day, you can expend 1 Resolve Point to refresh a magic item's daily charges, even if the magic item has already refreshed its charges for that day. The item level of this magic item can't be higher than your character level. This doesn't affect magic items that don't have charges that refresh each day.
!! Greater Magic Item Attunememt (18th)
You can wear up to four hybrid or magic items at a time and have them all function normally.
You tap into the universe’s raw magic, channeling this energy to empower your spellcasting, suppress others’ magic, and protect yourself from harm. You’re a magical innovator, capable of tweaking and manipulating magical energy to suit your needs.
* ''Associated Deities:'' Eloritu, Lissala, Nyarlathotep, Pharasma
* ''Associated Skills:'' [[Intimidate]] and [[Mysticism]]
* ''Spells:'' 1st–//[[identify]]//, 2nd–//[[dampen spell]]//, 3rd–//[[dispel magic]]//, 4th–//[[mystical aegis]]//, 5th–//[[greater dispel magic]]//, 6th–//[[greater magic seal]]//
!! Scouring Aura (1st)
Whenever you cast a spell, you emanate magical energy for a number of rounds equal to your Wisdom modifier (minimum 1). During this time, enemies that enter or begin their turn in a space adjacent to you take fire damage equal to the level of the spell you cast. When you would take damage from an attack or spell, you can end your scouring aura as a reaction to reduce the damage dealt by an amount equal to twice the level of the spell you cast (minimum 0 damage).
!! Spell Echo (3rd)
As a reaction whenever you cast a spell that has no effect (such as the affected creatures all succeeding at saving throws or being immune), you can spend a number of Resolve Points equal to half the spell’s level (rounded up) to capture the spell’s magical energy and retain it as a spell echo for a number of rounds equal to your Wisdom modifier (minimum 1). Once during this time, you can cast the captured spell a second time by expending the spell echo instead of expending a spell slot. You can have only one spell echo at a time.
!! Arcane Manipulation (6th)
You can spend 1 Resolve Point when casting a spell to augment it in one of the following ways: the spell’s duration increases by 50%, the spell’s range increases by 50%, or the spell’s damage increases by an amount equal to half your mystic level.
!! Eldritch Sense (9th)
Whenever your scouring aura is active, you can sense magical energy. This grants you [[blindsense]] (magic) for a range of 10 feet × the level of the spell that triggered scouring aura, which senses nearby magic in the area as //[[detect magic]]//.
!! Spell Consumption (12th)
You gain [[spell resistance]] equal to 6 + your mystic level. As a reaction when you would be the target of a spell, you can increase your spell resistance to 11 + your mystic level against that spell. Once you’ve used this reaction, you can’t use it again until you take a 10-minute rest to recover Stamina Points. Once per hour, when a spell fails to overcome your spell resistance, you absorb part of that spell’s energy and use it to fuel your spellcasting; you regain an expended 1st-level mystic spell slot.
!! Unleash Magic (15th)
Once per day as a standard action, you unleash a burst of raw magic in a 30-foot radius around you, dealing 12d6 damage to every creature in the area (Reflex half). Each time you use unleash magic, you decide if it deals acid, cold, electricity, fire, or sonic damage. You can expend a mystic spell slot when using this ability to exclude a number of squares up to the level of the spell slot expended from the area of unleash magic. You can activate unleash magic additional times per day by expending 1 Resolve Point each time after the first.
!! Suppressing Aura (18th)
Once per day, you can end your scouring aura as a standard action to cast //[[greater dispel magic]]//. You can spend 2 Resolve Points to use this as a reaction instead.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium construct (magical, technological)
* ''Init'' +2; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +3; ''Ref'' +3; ''Will'' +7
* ''Defensive Abilities'' [[fast healing]] 5; ''Immunities'' [[construct immunities]]; ''Resistances'' acid 5
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' bite +13 (1d6+11 P plus [[grab]])
* ''Ranged'' acid spit +11 (1d6+6 A; critical [[corrode]] 1d4)
* ''Offensive Abilities'' constrict (1d6+11 B), overheated circuits
* ''Spell-Like Abilities'' (CL 6th; ranged +11)
** 1/day—//[[caustic conversion]]//, //[[hold person]]// (DC 18)
** 3/day—//[[detect tech]]//, //[[fear]]// (1st level, DC 17), //[[magic missile]]//
** At will—//[[psychokinetic hand]]//, //[[token spell]]//
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' —; ''Int'' +3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +13, [[Intimidate]] +18, [[Mysticism]] +18, [[Stealth]] +13
* ''Languages'' Common and up to 3 others
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or nest (3–6)
!!! SPECIAL ABILITIES
''Acid Spit ([[Ex]])'' As a ranged attack, an arcane asp can spit a gob of acid with a range increment of 30 ft. On a critical hit, the acid inflicts the [[corrode]] critical hit effect for 1d4 additional acid damage.
''Constrict ([[Ex]])'' When an arcane asp successfully renews a [[grapple|Grapple (combat maneuver)]] or a pin against an opponent, it automatically deals 1d6+11 bludgeoning damage to that creature.
''Overclocked Circuits ([[Ex]])'' Engineering shortcuts taken during arcane asps' creation cause the constructs processing and circuitry to overclock when exposed to extreme heat. When arcane asps take fire damage, they get a +10-foot enhancement bonus to their speeds.
</div>
The Aspis Consortium's leading technomancers designed arcane asps to be part guardian, part magical research assistant. Their mystically developed programming includes an advanced form of virtual intelligence that is nearly indistinguishable from sentience. Each arcane asp has its own personality, though they're commonly haughty and condescending, sometimes even to their Aspis users. Aspis agents are usually assigned an arcane asp that is tasked with keeping track of hundreds of small details about the project at hand, such as schedules, plans, and contact information. Agents with arcane asps keep close watch on these valuable assets, as the information held within the constructs is a prime target for a talented hacker—but the asp must be defeated, first.
Because of their distinctive serpentine appearance, these unique constructs generally remain out of sight while working; even in legal and publicly claimed venues, arcane asps prefer not to show themselves to outsiders, and they often pose as glittering statues unless they're needed. Intruders who have overstayed their welcome often see a serpentine statue snap to life—right before they're neutralized. In combat, arcane asps insult their opponents, and they analyze their victims' failings aloud as they squeeze them to death.
The arcane assailant fighting style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizards dating back to well before the Gap. This allows you to use magic runes to augment your weapons and call on legendary powers, giving you access to arcane options even when you don't have a magic weapon in your possession.
!! Rune of the Eldritch Knight (1st)
You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing [[DR]] and affecting [[incorporeal]] creatures. This takes 10 minutes, and you can imbue only a single weapon at a time. If you imbue a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit. When calculating the Hit Points and hardness of a weapon imbued with the rune of the eldritch knight, treat its item level as 5 higher.
!! Secret of the Magi (5th)
When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: //[[flaming]]//, //[[frost]]//, //[[ghost killer]]//, //[[merciful]]//, or //[[shock]]//. The weapon can't gain a fusion it already has, and this bonus fusion doesn't count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight.
!! Power of Legend (9th)
You can call on the link between you and the legendary heroes who wielded powerful magic weapons eons ago to overcome adversity. As a move action when wielding a magic weapon or a weapon imbued with the rune of the eldritch knight, you can spend 1 Resolve Point to end one of the following conditions affecting you: [[bleeding]], [[burning]], [[confused]], [[exhausted]], [[fatigued]], [[flat-footed]], [[off-target]], [[shaken]], or [[sickened]]. Alternatively, you can spend 1 Resolve Point to change the [[cowering]] condition to the [[frightened]] condition or change the frightened condition to the [[shaken]] condition. In this case, the new condition lasts for the same duration the original condition would have and can't be further affected by this ability.
!! Secret of the Archmagi (13th)
You can imbue two weapons with the rune of the eldritch knight. If you attempt to imbue a third weapon, the weapon infused first loses its rune and all benefits. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions of your choice: //[[bane]]//, //[[corrosive]]//, //[[flaming]]//, //[[frost]]//, //[[ghost killer]]//, //[[holy]]//, //[[merciful]]//, //[[shock]]//, //[[thundering]]//, or //[[unholy]]//. You can grant no more than 10 total levels' worth of fusions between the two weapons, and the bane fusion counts as a 10th-level fusion for this purpose.
!! Arcane Attack (17th)
As a standard action, you can spend 1 Resolve Point to use a weapon imbued with the rune of the eldritch knight to make an attack that strikes true. This attack ignores all cover and concealment, including total concealment (though you must at least be aware of a creature's presence to target it with this attack). If the attack is a ranged attack, the target must be within the first range increment. The attack only affects your selected target, even if it normally affects an area or multiple targets. You still must make a normal attack roll, and if your attack misses, it has no effect.
<div class="statblock">
* <<levels>>
* ''School'' divination (scrying)
* ''Casting Time'' 10 minutes
* ''Range'' planetary
* ''Effect'' magical sensor
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You create an invisible magical sensor that sends you visual information. The sensor appears at any point within line of sight, but it can then travel beyond your line of sight without hindrance. An //arcane eye// travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a humanoid would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The //arcane eye// sees exactly as you would see if you were there.
The //arcane eye// can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The //arcane eye// can't enter another plane of existence, even through Drift travel or a magical gate or similar magical portal.
You must concentrate to use an //arcane eye//. If you do not concentrate, the sensor is inert until you concentrate again.
An arcane laboratory contains all the tools and space necessary to craft magic items, though the crafter must still provide the necessary raw materials. Such a laboratory reduces the crafting time by half.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|arcane laboratory | 1 | 1 |
</div>
Psychically active crystals replace the lenses of your eyes. You gain //arcane sight//, per the spell, as a continuous ability.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//arcane lenses// | 11 | 25,900 | eyes |
</div>
An arcane mortuary contains equipment that aids spellcasters in creating undead. A spellcaster using this mortuary must still provide any special materials required for undead creation. Undead created in an arcane mortuary have 10% more Hit Points than a typical undead creature of the same CR. An arcane mortuary can also store up to five Medium or smaller corpses without them deteriorating due to time. One Large corpse can be stored in place of two Medium ones.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|arcane mortuary | 1 | 2 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Range'' personal
* ''Duration'' 1 minute/level (D)
</div>
This spell allows you to see magic sources within 120 feet of you. The effect is similar to that of a //[[detect magic]]// spell, but //arcane sight// does not require concentration and discerns information more quickly.
You know the location and caster level of all magic sources within your sight. If the magic sources are in line of sight, you can attempt a DC 28 [[Mysticism]] check (one check per source) to determine the school of magic involved in each source.
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities and the caster level of the most powerful spell or spell-like ability the creature currently has available for use.
You can attempt a [[Mysticism]] skill check to identify the properties of magic or hybrid items (but not artifacts), as if you were using //[[identify]]//.
An //arcane signet// allows users to communicate clandestinely and mark paths to meeting sites. Once per day, this ring can be used to create an invisible magical symbol that can still be seen by those wearing another //arcane signet//. The symbol must be drawn with the wearer's hand in one round on whatever surface the wearer touches, but may also be drawn in the air. The symbol persists for 72 hours. Alternatively, the wearer may choose to touch a creature; for one day, that creature can see symbols created by any //arcane signet//.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//arcane signet// | 2 | 500 | — |
</div>
As a standard action, you can spend 1 Resolve Point while touching a single technological item (including a weapon or a suit of armor) and infect it with a sly program that seeks out a user's secrets on your behalf. The spyware can be instructed to attack the very next user or remain dormant, waiting for a specific target. The spyware lasts for a number of hours equal to your technomancer level or until it is activated, at which point it targets the user as per //[[mind probe]]// with a caster level equal to your technomancer level. The duration of this effect is 1 minute per level and the spyware can attempt to extract information only once per minute. The spyware is subtle, but a user may notice it each time it attempts to extract a memory with a successful [[Perception]] check (DC = 15 + 1-1/2 × your technomancer level), and the spyware can't continue to target a user who puts the item down or walks away. You are aware of the spyware's activity and what information it extracts, and you can direct its line of questioning, as long as you are within 1 mile of the infected item.
You can program a virus into a technological item or weapon that delivers a spell effect, similar to the effects of a //[[spell gem]]//, on the next individual to use the item. This process requires an uninterrupted minute of access to the item. You can create only an arcane virus of a spell you know that has a range of at least short and affects at least one target or has an area of effect, and you must expend an unused spell slot of the level of the spell you are programming into the virus. All of the spell's variables are determined by your technomancer level at the time of its creation, and any decisions regarding its effect (such as with //[[command]]//) must be set when the virus is created. The arcane virus affects only the creature that triggered it, even if the original spell would affect more than one creature. An arcane virus remains active until it is triggered, until it is disabled, until you decide to end it as a standard action, or for 1 day per your technomancer level, whichever comes first. While the arcane virus is active, you cannot recover the used spell slot until the virus is triggered or deactivated. A user can detect an arcane virus before it is triggered with a successful [[Computers]] check (DC = 15 + your technomancer level + level of the spell) and disable it with a second Computers check (DC = 20 + your technomancer level + level of the spell).
This upgrade enables you to sense magic within 60 feet, as //[[detect magic]]//. While active, the module continuously delivers complex data about nearby magic, but this information is functionally meaningless unless you concentrate on it. As a standard action, you can overclock the module, temporarily increasing its usage to 4/round and causing its effect to function as //[[arcane sight]]//.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//arcane vision// | 8 | 9,300 | 1 | any | L | 20 | 4/minute |
</div>
Space-time anomalies can cause all sorts of problems during a chase unless an apt magic user can bend reality back into shape.
''Failure:'' The crew's next chase action check takes a –2 penalty.
These stylish eyeglasses boast lenses with a bluish tint but otherwise have no effect on the wearer's vision unless the wearer is under the effect of //[[detect magic]]//. The lenses enhance the contrast of magical auras, making them easier to study and identify. While worn, the lenses grant a +1 circumstance bonus to [[Mysticism]] checks made to [[identify magic items]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|arcanoscope lenses | 2 | 50 | L |
</div>
This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor. Archaic weapons are made of primitive materials such as wood or common steel.
!! Archaic Armor
Armor produced by technologically underdeveloped civilizations often lacks features common to the more advanced equipment available in many systems.
Armor with the archaic armor special property counts as archaic for the purposes of the archaic weapon special property, and it does not have a personal [[comm unit]] or environmental protections.
You can add environmental protections to archaic armor by spending 1 hour and a number of UPBs equal to 10% of the armor's purchase price, though you must have a number of ranks in [[Engineering]] (or an appropriate [[Profession]] skill) at least equal to the armor's item level.
As a move action during which you can draw a weapon, you can expend an unused spell slot to eliminate the [[archaic]] property of one weapon or armor you can touch. You can use this magic hack on your unarmed strikes or those of another creature. An upgraded weapon is also considered to be magical. These benefits persist for a number of minutes equal to your technomancer level.
Choosing a bow over a laser rifle is often an defiant act performed to prove that obstacles can be overcome with the ancient weapon.
!! Snapshot (1st)
You gain proficiency with [[analog]] bow-like special weapons, including [[bows]] and [[apocalypse bows]] (referred to hereafter as bows). You can draw a bow or arrow as a swift action, or as part of the action used to make an attack or full attack. At 3rd level, you gain [[weapon specialization]] in bows as if your class granted proficiency.
!! Close-Combat Arrows (5th)
You gain a +4 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack with a bow. You can wield an arrow as though it were a [[dueling sword]] with the [[analog]] property and an item level equal to or lower than your soldier level. These attacks deal piercing damage rather than slashing damage.
!! Pinpoint Targeting (9th)
As a standard action, you can make a single attack with a bow, increasing your bonus to damage from [[Weapon Specialization]] for the attack to 1-1/2 × your soldier level. The attack ignores an amount of the target’s [[damage reduction]] or [[hardness]] (if any) by an amount equal to your key ability modifier.
!! Fistful of Arrows (13th)
As a full action, you can draw, nock, and fire copious arrows in one motion, making an attack as though your bow had the [[automatic]] or [[line|Line (weapon property)]] weapon special property. This attack expends ammunition as if you made 10 attacks; if you can’t expend that ammunition, you can’t use this ability.
!! Saving Shot (17th)
As a reaction when a ranged attack is made against you or a target you can see within 30 feet of you, you can spend 1 Resolve Point to fire an arrow that might deflect the incoming projectile. Make a ranged attack with your bow and compare the result to the triggering attack’s result. If your roll is greater than the triggering attack’s result by 4 or less, the attacker rerolls the attack and uses the new result. If your attack roll exceeds the triggering attack’s result by 5 or more, the triggering attack misses. If the triggering attack was made with a grenade and would miss, you can choose a new target for the grenade that is within 20 feet of its original target. This ability can’t deflect unusually large projectiles, such as starship attacks, boulders, or large missiles.
<$list filter="[list[$:/StoryList]is[current]]">
An archetype is a character concept more specific and involved than a theme, but not as comprehensive or broad as a class. Each archetype represents a significant divergence from the abilities of a typical member of the core classes. Archetypes provide an additional layer of control for players who want to fine-tune their character's advancement.
An archetype generally grants abilities that aren't otherwise available to characters through a class, or it may grant easier access to a specific set of appropriate abilities. In general, these abilities aren't tied to the background of any one core class or theme and aren't available to characters via other sources. For example, the [[phrenic adept]] archetype could be used for a character who is naturally psychic or who gained psychic powers after being exposed to strange alien technology. Without a similar background or event, other characters can't gain these powers, making it more appropriate for an archetype than a series of class features.
</$list>
<<list-links "[tag[Archetypes]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
!! Gaining an Archetype
You can gain an archetype when you achieve a new class level in an eligible class matching the earliest level for which the archetype offers an alternate class feature. The archetype is then considered part of the class you gain a level in when you level up. For example, if you are playing an envoy interested in being a Starfinder forerunner, you must select that archetype when you gain your 2nd level of envoy (the first level at which the Starfinder forerunner has an alternate class feature). From that point forward, whenever you gain an envoy class level, you should check whether you gain an alternate class feature from the Starfinder forerunner archetype, as well as whether any envoy class features are altered or replaced. When you first gain an archetype, read through all the altered or replaced class features that will affect your character, and note these down; for some classes (especially mystics and technomancers) these changes affect features from levels before or after the levels at which you gain archetype features.
You cannot add the same archetype to multiple classes if you multiclass. For example, if a 2nd-level vesk envoy has selected the Starfinder forerunner archetype and later decides to multiclass and gain levels in the soldier class, the character cannot add the Starfinder forerunner archetype to his soldier class. Every time he gains soldier levels, he follows the normal character progression. If the character later gains more levels in envoy, that class continues to have the Starfinder forerunner archetype attached to it.
You also cannot add more than one archetype to a specific class. For example, once you have added the Starfinder forerunner archetype to the envoy class, you cannot add any other archetype to that class. If you multiclass and gain a level in a new class, you can add a new archetype to that class when you reach the appropriate level.
When an archetype refers to class level, it is referring to the number of levels you have in the class associated with the archetype.
!! Alternate Class Features
An archetype grants alternate class features that replace or alter class features normally granted by your class at one or more levels. The possible levels at which an archetype might grant an alternate class feature are 2nd, 4th, 6th, 9th, 12th, and 18th. An archetype might grant alternate class features at a few of these levels or at all of them.
Each class has a specific list of the class features that are altered or replaced, as defined in each class's replaced class features entry. For example, an envoy who selects the Starfinder forerunner at 2nd level gains the trained for trouble class feature granted by the Starfinder forerunner instead of the envoy improvisation normally gained at 2nd level.
In some cases, a character gains a class feature at a later level than she would normally, rather than not gain it all. In these cases, a different class feature is generally replaced at the level the delayed class feature is now acquired. For example, a mechanic who has an archetype with a 9th-level alternate class feature does not gain the override class feature until 10th level. When this character's mechanic class level reaches 10th, she gains the override class feature, but she doesn't gain the mechanic trick normally gained at that level.
!! Other Considerations
While having an archetype may represent your training with or membership in a specific faction, having the archetype is generally not required for you to be considered part of a faction. For example, the [[Starfinder forerunner]] is specifically for characters who are part of the Starfinder Society and who have received special training for participation in Starfinder expeditions. However, it is not necessary to take this archetype in order to become a member of the Starfinder Society. The archetype represents only one possible path within the society, not the sole choice for characters tied to that faction.
Archetypes can generally be added to any class, though some archetypes might note they are available only to specific classes or might have other prerequisites you must meet to select them. For example, an archetype that represents training in a specific magic tradition might be available only to mystics and technomancers, while an archetype designed for devotees of an ancient monastery's fighting techniques might be available only to solarians and soldiers. An archetype notes in its description whether it has any prerequisites or restrictions.
</$list>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one computer or secure data module
* ''Duration'' 1 day; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You magically remove data from the target computer or module. You can remove an amount of data equal to what can be stored on a specific secure data module. You can end the spell with a swift action, restoring the missing data. Each day, when you regain your spell slots, you can expend a 3rd-level spell slot to keep the data hidden for another day. If you choose not to, the data returns.
The massive cathedralships of the church of Iomedae carry legions of troops—whether Iomedaean crusaders or Knights of Golarion—on missions across the galaxy, aided by their exclusive archon drives. Fueled by Iomedae’s divine power and augmented by the righteousness and prayers of the ship’s crew, an //archon drive// enables a starship to bypass interstellar distances by moving through Iomedae’s home plane of Heaven.
As grandiose as the ships that carry them, //archon drives// look like large, crystalline lanterns of stained glass depicting the story of Iomedae and images of lost Golarion. A ball of light hangs in the center of the engine, radiating rainbow light all over the ship’s engineering section and bathing the crew in color. Many ships equipped with //archon drives// hold regular worship services during interstellar journeys, as it is a common belief that the focused prayers of a ship’s crew can increase the drive’s efficiency.
//Archon drives// were in existence at the end of the Gap and were one of only a very few means of achieving interstellar travel before the advent of Drift tech, though they were—and still are—tightly controlled by the church of Iomedae.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//archon drive// | 1 | 150 | — | 15 × size category |
</div>
Archons are celestials, or good outsiders, native to Heaven.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** aura of menace (see below)
** +4 to saving throws against poison
** [[immunity]] to electricity and petrification
** [[truespeech]]
** many archons can cast //[[teleport]]// as an at-will spell-like ability (caster level equal to its CR)
* //Aura of Menace ([[Su]]):// This ability imposes a divine penalty (usually –2) to the AC, attacks, and saving throws of each hostile creature within the aura (usually 20 feet) that fails a Will save. This penalty lasts for 24 hours or until that creature deals damage to the archon who generated the aura. A creature that has resisted or broken the effect can't be affected again by the same archon's aura for 24 hours. The aura of a more powerful or weaker archon might impose a larger or smaller penalty and might have a larger or smaller radius, respectively.
Summoned archons are called from Heaven, and are eager to aid in the defense of order and the defeat of evil. They take the appearance of floating runes or simple items or tools, glowing from within.
* ''Type:'' outsider (archon, extraplanar, good, lawful)
* ''Alignment:'' change to LG
* ''Traits:''
** [[low-light vision]]
** supernatural fly speed of 30 ft. (perfect), or if CR 7 or greater, supernatural fly speed of 60 ft. (perfect)
** +4 to saving throws against poison
** [[immunity]] to electricity and petrification
** if base stat block has [[DR]], change to DR/evil
* ''Skills:'' add [[Diplomacy]] and [[Intimidate]]
* ''Languages:'' Common and Celestial
* ''Attack:'' the summoned creature gains a light ray ranged attack, which has a range increment of 60 ft.
<div class="table-wrapper">
| CR |Attack Adjustment |h
| 1/3 |add ''Ranged'' light ray +2 (1d4 F) |
| 1 |add ''Ranged'' light ray +6 (1d4+1 F) |
| 3 |add ''Ranged'' light ray +9 (1d4+3 F) |
| 5 |add ''Ranged'' light ray +12 (1d6+5 F) |
| 7 |add ''Ranged'' light ray +15 (2d6+7 F) |
| 11 |add ''Ranged'' light ray +21 (3d8+11 F) |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* LG Medium outsider (archon, extraplanar, good, lawful)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
* ''Aura'' aura of menace (20 ft., DC 15)
!!! DEFENSE
* ''HP'' 65; ''RP'' 1
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +4; ''Ref'' +8; ''Will'' +6; +4 vs. poison
* ''Immunities'' electricity, petrification
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' electric bolt +13 (1d4+5 E; critical [[arc]] 1d4)
* ''Ranged'' electric bolt +13 (1d4+5 E; critical [[arc]] 1d4)
* ''Spell-Like Abilities'' (CL 5th; melee +13)
** 1/day—//[[discharge]]// (DC 15), //[[recharge]]// (DC 15)
** 3/day—//[[jolting surge]]//, //[[supercharge weapon]]//
** At will—//[[detect tech]]//, //[[teleport]]// (self only), //[[transfer charge]]// (DC 13)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +0; ''Int'' +3; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +11 (+19 to fly), [[Computers]] +16, [[Diplomacy]] +11, [[Engineering]] +16, [[Intimidate]] +11
* ''Languages'' Celestial, Common; [[truespeech]]
* ''Other Abilities'' remote operations
!!! ECOLOGY
* ''Environment'' any (Heaven)
* ''Organization'' solitary, pair, or team (3–5)
!!! SPECIAL ABILITIES
''Aura of Menace ([[Su]])'' Any creature hostile to the power archon within its aura of menace must attempt a Will saving throw. A creature that fails the save takes a –2 penalty to AC, attack rolls, and saving throws for 24 hours or until it deals damage to the archon. When the effect ends for a creature, that creature can't be affected again by the same archon's aura for 24 hours.
''Electric Bolt ([[Su]])'' The power archon can unleash an electric bolt as a melee attack or ranged attack. Both versions can be used to deal nonlethal damage without penalty. The ranged attack has a range increment of 30 feet.
''Remote Operations ([[Su]])'' A power archon can attempt [[Computers]] and [[Engineering]] checks at a range of 30 feet. A creature targeted by the archon or a creature attending or observing the archon's target can discern what the archon is doing with a successful DC 15 [[Perception]] check.
</div>
The powers of Heaven have watched technological and magical progress in the mortal realm with skeptical eyes. Knowledge is power, after all, and power corrupts. In this age of advanced science and technomagical prowess, that corrupting influence is more threatening than ever.
Power archons are servitors of the Outer Planes tasked with tempering mortals' obsession with technology. These virtuous engineers travel to the Material Plane to disable or destroy technology their celestial masters consider to be too corrupting to leave in the hands of mortals. What warrants such intervention is as mysterious as any other instance of celestial meddling. Once power archons are set on a mission, though little can dissuade them, but they talk first and fight only when they must.
Power archons can control the energy that powers technological devices, leading some to refer to them as "battery archons." They are skilled techs and hackers who lend their skills to good causes, including missions led by [[barachius angels]].
<div class="statblock">
* <<levels>>
* ''School'' evocation (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' 120 ft.
* ''Area'' line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You cause an electrical device in your possession to surge in power and unleash a line of electricity from the massive oversurge. This deals 10d6 electricity damage to all creatures and objects in the area.
An //Arclord's rod// is a scepter-like device roughly 3 feet long, made of copper and capped with smoke-colored silver. These rods were used on pre-Gap Golarion by powerful spellcasters known as the Arclords of Nex, who hailed from the Golarion nation of that name.
An //Arclord's rod// is a magic weapon that can be used to make either melee or ranged attacks, but it can be used only for a single attack each round. A mk 1 //Arclord's rod// functions as a static [[shock truncheon]] for melee attacks and as a [[pulsecaster pistol]] for ranged attacks. A mk 2 //Arclord's rod// functions as an aurora shock truncheon and a static [[arc pistol]]. A mk 3 //Arclord's rod// functions as a storm shock truncheon and an aurora arc pistol. A mk 4 Arclord's rod functions as a tempest shock truncheon and a storm arc pistol. An Arclord's rod has an unlimited capacity (it never runs out of charges) and has the [[analog]] and [[unwieldy]] special properties. Proficiency with both advanced melee weapons and small arms is necessary to use an Arclord's rod without penalty for melee and ranged attacks, respectively.
Once per day when you cast a spell with the electricity descriptor while wielding an //Arclord's rod//, you can add a thunderclap effect (which makes half of the spell's damage sonic damage) and a rain squall effect (which creates a //[[fog cloud]]//, as per the spell of the same name, centered on the target or the center of the spell's area and lasting for 10 minutes) to the spell.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Arclord's rod//, mk 1 | 9 | 14,500 | L |
|//Arclord's rod//, mk 2 | 12 | 38,500 | L |
|//Arclord's rod//, mk 3 | 17 | 275,000 | L |
|//Arclord's rod//, mk 4 | 20 | 950,000 | L |
</div>
Constant cold forces an arctic creature to adapt to frigid conditions. Many constantly frozen regions are also [[deserts|desert environmental graft]].
* ''Burrowing:'' Some arctic creatures can dig quickly through ice or snow, and they gain a typical burrow speed. Some such creatures can also burrow in soil.
* ''Cold Inured:'' An arctic creature treats severe cold as cold and extreme cold as severe cold. Such a creature might also have [[resistance]] 5 to cold or the [[cold subtype|Cold Subtype Graft]].
* ''Skills:'' [[Survival]] (master)
Some effects cover a defined area. Sometimes an effect's description indicates a specially defined area, but usually an area falls into one of the categories discussed below. Regardless of the shape of the area, you select the point from which the effect originates, but otherwise you don't control which creatures or objects are affected. The point of origin of an effect is always a grid intersection, meaning the point where four squares touch on a tactical battle map.
When determining whether a given creature is within the area of an effect, count out the distance from the point of origin in squares, just as you would do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you must count from intersection to intersection. You can count diagonally across a square, but keep in mind that every second diagonal counts as two squares of distance. If the far edge of a square is within the effect's area, everything within that square is within the effect's area. If the effect's area touches only the near edge of a square, however, things within that square are unaffected by the effect.
!! Burst, Emanation, Or Spread
Most effects with an area function as a burst, an emanation, or a spread. In each case, you select the effect's point of origin and measure its area from that point.
!!! Burst
A burst effect applies to whatever is in its area when it comes into effect, including creatures that you can't see. It doesn't affect creatures with total cover from the burst's point of origin, and its effects don't extend around corners. The default shape for a burst effect is a sphere, but some burst effects are specifically described as cone-shaped. A burst's area defines how far from the point of origin the effect extends.
!!! Emanation
An emanation effect functions like a burst, except that the effect continues to radiate from the point of origin for the duration of the effect. Most emanations are cones or spheres.
!!! Spread
A spread effect extends out like a burst, but it can turn corners. You select the point of origin, and the effect spreads out to a given distance in all directions. The effect can extend around corners and into areas that you can't see. Calculate distance using the actual distance the effect travels, taking into account turns the effect takes and counting around walls and corners, not through them. You must designate the point of origin for such an effect, but you need not have line of effect to the entirety of the effect's area.
!! Cone, Cylinder, Line, Or Sphere
Most effects with an area have a particular shape.
!!! Cone
A cone-shaped effect extends away from you in a quartercircle in the direction you designate. It starts from any corner of your square and grows wider as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.
!!! Cylinder
With cylinder-shaped effects, you select the effect's point of origin. This point is the center of a horizontal circle at a height designated in the effect's description, and the effect drops down from the circle, filling a cylinder. A cylinder-shaped effect ignores any obstructions within its area.
!!! Line
A line-shaped effect extends away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped effect applies to all creatures in squares through which the line passes.
!!! Sphere
A sphere-shaped effect expands from its point of origin to fill a spherical area. Spheres can be bursts, emanations, or spreads.
!!! Shapable (S)
If an area or effect entry ends with "(S)," you can shape the effect. A shaped effect or area can have no dimension smaller than 10 feet. The "areas" of many effects are given as cubes to make it easy to model irregular or three-dimensional shapes. Three-dimensional volumes are most often needed to define areas and effects in space.
!!! Other
An effect can have a unique area, as defined in its description.
!! Areas With Targets
Some effects have areas that target creatures or objects within the specified area. Unlike for targeted effects, you do not get to select which creatures are affected; the effect affects all creatures or objects of some kind in the specified area.
If an effect restricts which targets are affected (for example, it affects only living creatures), then creatures in the effect's area that are not of the appropriate type do not count against the number of creatures affected.
!! Subjects Of Effects
If an effect targets creatures or objects directly, the result travels with the subjects for the effect's duration. If an effect targets an area, it stays within that area for its duration; creatures become subject to the effect when they enter the area but are no longer subject to it when they leave.
You can briefly empower your [[adaptive strike]] to strike large areas, such as launching hails of projectiles, breathing a gout of fire, battering foes with a flurry of tentacles, or skewering multiple foes with an elongated claw. You can spend 2 MP as a standard action to make one attack with your adaptive strike as though it had the [[blast]] weapon special property (affecting a 20-foot cone) or the [[line|Line (weapon property)]] weapon special property (affecting a 40-foot line). For each additional MP you spend to activate this adaptation, you increase the cone’s length by 5 feet or increase the line’s length by 10 feet.
You can use Engineering to arm [[explosive charges]] that you can trigger later with a [[detonator]]. Applying an explosive charge to a surface typically takes 1 minute, plus 1 minute to program its detonator; this is the primary charge. You can also apply up to five secondary charges to the surface; this takes an additional minute per charge, and each secondary charge must be the same type and mark as the primary charge. After you set the charges, the GM rolls your Engineering check in secret, so you're not sure how effective your explosive charges are. You gain a circumstance bonus to your Engineering check based on your primary explosive charge's mark, and the bonus increases by 2 for each secondary charge applied to the surface. The total result can't exceed the primary charge's Maximum Result (see [[Explosive Charges]]). The Engineering check DC to disable this explosive is equal to the result of this Engineering check minus the bonuses from secondary charges.
When you activate the detonator, the charges explode; this functions as a Strength check to break the structure that uses your Engineering check's result in place of the Strength roll. If the check is successful, the explosion breaks apart the structure, allowing movement through its space and preventing it from being closed again (such as for a door). On a success, the explosion also causes collateral damage, dealing fire and piercing damage equal to twice the explosive charge's mark to all creatures and objects adjacent to the structure (Reflex for half) and filling the damaged area with dust and smoke that grants [[concealment]] for 1 round. For every 5 by which the Engineering check exceeds the break DC, the damaging explosion's radius increases by 5 feet (to a maximum of 5 additional feet × the charge's mark) and its damage increases by an amount equal to the explosive charge's mark. The total collateral damage can't exceed the structure's break DC.
If you fail the check by 10 or more, the explosion doesn't harm the structure. If you fail the check by 9 or less, the explosion deals 3d6 bludgeoning damage plus an additional 1d6 damage for every 2 item levels of the primary explosive charge (rounded up) to the structure; if the demolitions included secondary charges, each one increases the damage by 1d6 (or 2d6 if the secondary charges' item levels are 10 or higher). If you fail the check by 4 or less, this damage also ignores half the structure's [[hardness]].
!! Controlled Explosions
When applying explosive charges, you can take a –4 penalty to your [[Engineering]] check to limit the subsequent damage, allowing for precise explosions. Choose a number. If your Engineering check result when setting explosive charges exceeds this number, the result is instead reduced to this number.
!! Embedded Charges
Through a combination of careful calculation and drilling holes in the surface to accommodate charges, you can maximize an explosion's destructive potential. This process takes 10 minutes per charge, 5 minutes per charge of which requires the use of a laser torch. As you finish setting the charges, attempt an [[Engineering]] check (DC = 10 + 1-1/2 × the primary charge's item level). If you succeed and all charges used in an explosion are embedded in this way, apply a +2 circumstance bonus to the demolition's Engineering check; the explosive charges' maximum result increases by 5.
!! Quick Demolitions
You can halve the time it takes to apply explosive charges, but doing so applies a –5 penalty to your [[Engineering]] check to determine the explosion's result.
Abilities and effects that allow you to increase the rate at which you arm explosives also apply to the demolitions task. If you have an ability that reduces the time required for a specific action (such as the [[demolition expert]] envoy expertise talent), you can take that action to arm a single charge.
You have special devices installed into your arms that allow you to extend them great distances.
''Prerequisites:'' Constructed racial trait or construct type.
''Benefit:'' As a move action, you can extend your natural reach by 10 feet, retaining this benefit until you retract your reach to normal as another move action. While your arms are extended, you take a −2 penalty to attack rolls with weapons wielded in your hands and to Dexterity- and Strength-based ability checks and skill checks. You can use this ability to grab an object or surface and pull yourself to that item or surface as a full action, or you can anchor yourself where you are to lower yourself to another surface. When doing so, you move 15 feet as if using a fly speed with perfect maneuverability, ending your movement in a square adjacent to the chosen object or surface. If your movement does not end on solid ground, you either fall or must begin climbing the surface you grabbed (your choice).
Most armada encounters should be against armadas of lower tiers, as evenly matched armadas are likely to both suffer catastrophic damage. Use the following table as a guideline.
<div class= "table-wrapper">
| Difficulty | Opposition Armada Tier |h
| easy | allied armada tier – 3 |
| average | allied armada tier – 2 |
| challenging | allied armada tier – 1 |
| hard | allied armada tier |
| epic | allied armada tier + 1 |
</div>
''XP Awards:'' PCs should earn experience points for defeating enemy armadas, following the same rules as for earning XP for [[starship combat]].
Armada combat borrows many familiar elements from smaller-scale starship combat, such as navigating a hex grid, movement speed, and PC checks, but also incorporates unique elements to account for this grander scale of starship combat.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Armadas'>>
</div>
<$list filter="[list[$:/StoryList]is[current]]">
Most suits of armor consist of a helmet, gloves, boots, and a bodysuit that offers head-to-toe protection. Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed.
<<list-links "[list[Armor]has[tab]]" class:index>>
<$list filter="[list[Armor]!has[tab]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
</$list>
<$list filter="[<currentTiddler>is[missing]]">
<<tabs "[contains:tab[Armor]sortby{Armor!!list}]" "Light Armor" "$:/state/tabIndex" "Index Template">>
</$list>
Armor protects a ship from direct-fire weapons, deflecting their energy and preventing damage to critical ship systems. It grants an armor bonus to a ship's AC. Armor's cost depends on the bonus it grants and the ship's size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). Armor is a passive system and does not require any PCU to remain functional. It provides protection primarily through mass, which can affect a ship's maneuverability (making it harder to turn) and make it easier for opponents using tracking weapons to lock on to the ship—these effects are listed in the Special column of the table below.
<div class="table-wrapper">
|Armor | Bonus to AC | Special | Cost (in BP) |h
|mk 1 armor | +1 | — | 1 × size category |
|mk 2 armor | +2 | — | 2 × size category |
|mk 3 armor | +3 | — | 3 × size category |
|mk 4 armor | +4 | — | 5 × size category |
|mk 5 armor | +5 | –1 TL | 7 × size category |
|mk 6 armor | +6 | –1 TL | 9 × size category |
|mk 7 armor | +7 | –1 TL | 12 × size category |
|mk 8 armor | +8 | –1 TL | 15 × size category |
|mk 9 armor | +9 | –2 TL, +1 turn distance | 18 × size category |
|mk 10 armor | +10 | –2 TL, +1 turn distance | 21 × size category |
|mk 11 armor | +11 | –2 TL, +1 turn distance | 25 × size category |
|mk 12 armor | +12 | –3 TL, +2 turn distance | 30 × size category |
|mk 13 armor | +13 | –3 TL, +2 turn distance | 35 × size category |
|mk 14 armor | +14 | –3 TL, +2 turn distance | 40 × size category |
|mk 15 armor | +15 | –4 TL, +3 turn distance | 45 × size category |
</div>
Your Armor Class (AC) represents how hard it is for opponents to land a solid damaging blow on you. Your Armor Class (AC) is the minimum attack roll result that an opponent needs to hit you and deal damage. Armor Class is divided into two categories: Energy Armor Class (EAC) and Kinetic Armor Class (KAC). Any reference to Armor Class, including bonuses and penalties, applies to both EAC and KAC unless otherwise specified.
Your EAC and KAC are primarily determined by your armor bonus (most often from a suit of armor you wear) plus your Dexterity modifier. Calculate your EAC and KAC using the following formula: 10 + your armor's EAC or KAC armor bonus (whichever is appropriate) + your Dexterity modifier.
Most suits of armor provide separate armor bonuses to EAC and KAC. However, some suits of armor's conditions prevent you from using your full Dexterity bonus. Various other bonuses can apply from class features, feats, special circumstances, and so on.
!! Energy Armor Class (EAC)
Your Energy Armor Class (EAC) represents the defenses you have against attacks that only deal damage as a result of some kind of energy (such as acid, cold, electricity, fire, or sonic damage). When an opponent's attack would deal only energy damage (if he is using, for example, a laser pistol), his attack roll result is compared to your EAC to determine whether he hits you. Some weapons and effects that use magical or exotic untyped energies might also target your EAC; the description of the weapon or effect tells you if this is the case.
!! Kinetic Armor Class (KAC)
Your Kinetic Armor Class (KAC) represents the defenses you have against attacks that primarily deal damage as a result of a physical impact. This generally includes attacks that deal bludgeoning, piercing, or slashing damage (described as "kinetic attacks"), attacks that don't otherwise specify which AC they target, impacts from falling, and damage from crushing or constriction. When a foe's attack would deal such damage (if he is using, for example, a starknife), even if it also deals energy damage, his attack roll result is compared to your KAC to determine whether he hits.
You've learned to customize your armor. You can adjust armor to fit you without needing to attempt an [[Engineering]] check. This also allows you to add one upgrade slot to the armor, though any upgrade that uses that slot functions only when you wear the armor. Such upgrades are useless to anyone else.
Some believe the way [[vesk]] optimize their armor is the result of cultural training, while others say it has something to do with their scales. Either way, microfibers woven throughout your skin mimic this racial trait. When wearing armor, you gain a +1 enhancement bonus to AC. When you are wearing heavy armor, decrease your armor check penalty by 1.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|armor savant graft | 5 | 3,000 | skin |
</div>
Armor comes in different sizes for different creatures, and you might have to adjust a suit of armor to fit you if it wasn't made for your race. A ysoki can't effectively wear armor made for a human, and a kasatha needs to adjust armor that was made for a two-armed creature. If it's in doubt whether a creature can fit the suit, the GM decides whether the armor needs to be adjusted. When you buy armor new, the purchase price includes any adjustments.
!! Adjusting Armor
If you get secondhand armor that wasn't tailored for you, you can have it adjusted, which requires a successful [[Engineering]] check (DC = 10 + 2 × the armor's level). Alternatively, you can spend 10% of the armor's purchase price to have it adjusted by a professional—typically an armorsmith or anyone with multiple ranks in Engineering.
Your drone gains an armor upgrade slot for an armor upgrade. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade's requirements. You can select this mod up to four times, each time adding an additional slot.
The armor storm fighting style focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor's capacity.
!! Hammer Fist (1st)
You may treat any unarmed strike you make while wearing heavy or powered armor as being made with a [[battleglove]] with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the [[melee striker]] gear boost. If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed strikes when using this ability. These unarmed strikes don't benefit from other abilities that apply specifically to unarmed strikes (such as the [[Improved Unarmed Strike]] feat).
!! Enhanced Tank (5th)
You gain the [[Powered Armor Proficiency]] feat and access to improved armor. This might be the result of your own engineering abilities or a powerful patron giving you gear not available to the general public. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount and sells for 10% of the reduced cost. If you move an upgrade from this bonus slot to another slot, you must pay the difference between the upgrade's reduced cost and its normal cost.
!! Smash Through (9th)
While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a [[bull rush]] combat maneuver. If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed strike (and can use your hammer fist ability when doing so).
!! Mobile Army (13th)
You become a master of all weapons associated with your armor. You deal 1d6 additional damage with any attack from a weapon that is part of your armor, including unarmed strikes using the hammer fist ability and weapons that have been attached to your armor as an armor upgrade. The additional damage is of the same type as the weapon's normal type. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers.
!! On the Bounce (17th)
You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the [[Shot on the Run]] feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the [[Spring Attack]] feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks.
<$list filter="[list[$:/StoryList]is[current]]">
A creature can personalize armor by purchasing and installing armor upgrades, which add bonuses or customized abilities to armor. Some individuals keep a collection of upgrades at hand, swapping them out as needed (requiring 10 minutes to replace the unit and resecure all connections). Explanations of entries for upgrades' statistics follow.
!! Capacity
For a technological armor upgrade that requires charges to function, this entry lists the maximum size battery the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a [[recharging station]]. A magic armor upgrade that can be used a certain number of times runs on magical charges; these charges are integral to the construction of the item and can't be replenished with generators or batteries. Charges for a magic item either refresh each day or never refresh.
!! Usage
This entry lists how many charges are consumed when the armor upgrade is used. This might be per activation or a certain duration. If an armor upgrade uses a certain number of charges over an interval, the upgrade's abilities can be shut off before that amount of time has passed, but it still uses charges for the full interval. For instance, an upgrade that uses charges at a rate of 2 per round would still use 2 charges if activated for half a round.
!! Upgrade Slots
Each suit of armor contains a certain number of upgrade slots. This represents the maximum number of times the armor can be modified while still functioning. If you install upgrades beyond the maximum, the armor and all upgrades attached to it cease to function until you remove enough upgrades to bring the armor down to its maximum number of upgrade slots or fewer. You can't install two or more armor upgrades that provide the same benefit.
Some upgrades use more than one upgrade slot, as noted in its Armor Slots entry.
!! Magic Upgrades
Some armor upgrades are magic or a hybrid of magic and technology. This is indicated next to the upgrade's name. If neither magic nor hybrid is listed after an item, it's a technological item.
</$list>
<<list-links "[tag[Armor Upgrades]sort[title]]" class:index>>
Your strikes open brief gaps in your targets’ armor. When you hit with a weapon that deals piercing damage as part of a full attack, any additional attacks you make against that target before the beginning of your next turn target the creature’s EAC rather than its KAC.
When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.
<div class="statblock">
* ''Level'' 10; ''Price'' 48,800
* Large land and water vehicle (10 ft. wide, 10 ft. long, 8 ft. high)
* ''Speed'' 40 ft., full 750 ft., 85 mph (hover)
* ''EAC'' 23; ''KAC'' 25; ''Cover'' improved cover
* ''HP'' 160 (80); ''Hardness'' 12
* ''Attack (Collision)'' 9d10 B (DC 17)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autocontrol, extradimensional storage, planetary [[comm unit]]
* ''Passengers'' 3
</div>
---
Resembling a smaller [[hover truck]], this vehicle often carries dangerous or valuable goods.
<div class="statblock" >
* ''Level'' 8; ''Price'' 22,400
* Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
* ''Speed'' 10 ft., full 450 ft., 50 mph
* ''EAC'' 20; ''KAC'' 22; ''Cover'' total cover
* ''HP'' 125 (62); ''Hardness'' 11
* ''Attack (Collision)'' 8d10 B (DC 14)
* ''Modifiers'' –4 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +16), expansion bay, planetary [[comm unit]]
* ''Passengers'' 1
</div>
This tough truck is used for both private security and military deployment.
These robust vehicles are fitted with armored plates or shielding systems that allow them to withstand punishing conditions.
* ''Adjustments:'' Increase price by 20%, decrease speed by 10 feet, increase EAC and KAC by 2, increase Hit Points by 10%, increase [[hardness]] by 10%, increase cover by 1 step (partial cover becomes cover, cover becomes improved cover, etc.)
* ''Special:'' The vehicle can't have the [[tank]] type graft.
<<list-links '[all[current]listed[source]]' class:index>>
This upgrade adds arms to a //[[rakmodoi computer]]//. These limbs can perform most simple functions that humanoid arms and hands perform, such as opening doors and manipulating objects. However, the arms can't use skills or make attacks.
An arms upgrade costs 500 credits.
If you have the [[weapon specialization]] class feature, add your full class level to damage (rather than half your class level) with small arms and weapons with which you have gained proficiency through the [[injection expert]] class feature.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large animal
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +10
* ''Aura'' tranquility (60 ft., DC 13)
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +7; ''Ref'' +9; ''Will'' +3
* ''Immunities'' Arquand immunities
* ''Weaknesses'' docile
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' gore +9 (1d6+7 P) or if not docile +12 (1d6+7 P; critical [[bleed]] 1d4)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' stampede, [[trample]] (1d6+7, DC 13)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +0; ''Int'' –4; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Athletics]] +15
!!! ECOLOGY
* ''Environment'' any forests, hills, or plains (Arquand)
* ''Organization ''solitary, pair, or herd (4–40)
!!! SPECIAL ABILITIES
''Arquand Immunities ([[Su]])'' While on their native planet, Arquand gazelles don't age and are
immune to disease, [[exhaustion]], and [[fatigue]].
''Docile ([[Ex]])'' Arquand gazelles are naturally unaggressive creatures. An Arquand gazelle loses this weakness if trained for combat, a function of the [[rear a wild animal]] task of the
* Survival skill.
''Stampede ([[Ex]])'' A stampede occurs if three or more Arquand gazelles [[trample]] while remaining adjacent to each other. While stampeding, the gazelles can trample foes of their size or smaller, and the trample ability's save DC increases by 2.
''Tranquility Aura ([[Su]])'' An Arquand gazelle exudes tranquility that has a sedative effect and causes mild hallucinations in creatures within 60 feet. Such hallucinations are pleasant if the gazelle is docile and on Arquand, but less pleasant if the gazelle isn't on Arquand, wasn't born on Arquand, or lacks the docile weakness. The effects are unpleasant if the gazelle is aggressive or scared; a creature in the aura must succeed at a DC 13 Will saving throw to attack, cast any spell on an unwilling target, or take any action that involves breaking or disabling an object or device. Creatures that succeed at the save are immune to the same Arquand gazelle's aura for 24 hours. Arquand gazelles are immune to this aura. This is a mind-affecting, emotion effect.
</div>
Life on the sentient planet of Arquand is idyllic for its native inhabitants. Lithe, six-legged gazelles spring merrily over hills, peer at anything that sparks their curiosity, and playfully charge at each other. Arquand gazelles, like most native Arquand species, are friendly and trusting, especially to juvenile creatures of any species. They interact peacefully with one another and other indigenous animals.
The nimble creatures are black, brown, or white, depending on which part of their home planet they come from. Their home planet itself spurs them to wander, using weather and terrain to guide them and growing plentiful and nutritious vegetation and fruit wherever they roam. The gazelles graze contentedly on the abundant food, never knowing struggle, and grow up to 12 feet tall and just as long. They can weigh up to 1,600 pounds.
These gazelles have an unlimited lifespan on Arquand's surface. They grow neither old nor ill, but they can be killed. Arquand gazelles reproduce very slowly. The creatures have no family units, instead living in large herds. If taken to a different planet, an Arquand gazelle lives up to 30 years.
Would-be settlers on Arquand might see these elegant ungulates as a source of meat. Poachers have an easy time capturing the gazelles, which remain friendly even when caged. But killing them is much more difficult than it appears, as the beasts have a tranquilizing affect on beings near them. Successfully slaying a gazelle can mean more trouble, since Arquand doesn't take kindly to those who harm its creatures or irritate it in other ways (see the below).
Many governments, including the Pact Council, have made the removal of gazelles from Arquand illegal. Nevertheless, the animals fetch a high price on the black market. Collectors of exotic pets prize Arquand gazelles; therefore, poachers brave the planet's wrath to capture the beasts alive. Creative landowners purchase entire herds for security, since the animals' tranquility aura prevents attacks and break-ins. Some people use the aura for self-medication, while others keep the affable and child-loving gazelles as companion animals. Those under the pleasant effects of the gazelle's aura can't help but return the creature's friendliness, so affection grows.
Gazelles accustomed to Arquand have difficulty adjusting to life on other planets. They have little natural survival instinct or skill, since foraging on Arquand is easy and safe. Severe weather spooks them because they never experience it on their home world. However, it is possible to breed Arquand gazelles on other worlds. Domesticated gazelles are still docile and still have a tranquility aura, but the aura is less pleasant, so most collectors prefer Arquand-born gazelles. Those who use the animals solely for security are less particular, and breeders can do brisk business with such clients. Breeding Arquand gazelles is commonly legal, but law officers keep an eye out for native-born animals in breeding stock.
!! Arquand's Influence
Against invaders, Arquand can drive its docile gazelles to uncharacteristic aggression or to stampede, sometimes removing the docile weakness. Stampeding gazelles wreak havoc on anything in their path, trampling creatures and simple structures alike. The gazelles can run without tiring while on Arquand. Therefore, the sentient planet can direct them back to the same location repeatedly, until nothing remains standing or alive.
On Arquand, hunters who manage to kill gazelles have visions of fearsome, vengeful gazelles that can spontaneously manifest in physical form. The planet can generate any number of such gazelles within 120 feet of a sentient creature that has killed a docile Arquand gazelle on the planet. Such a gazelle is a magical beast that lacks the docile weakness. These monstrous gazelles are hostile to all creatures that have slain or helped slay a docile Arquand gazelle, and they seek out and attack such creatures until either the gazelle or its targets are slain. A gazelle created in this way dies after 24 hours, and the planet then reabsorbs it.
!! Arquand Gazelle Gear
Even in death, Arquand gazelles are quite valuable. Hide and horns used in clothing, jewelry, and other objects can retain calming properties, but a bustling trade in fake Arquand gazelle hide makes it difficult for buyers to know if they've got the real thing. Genuine hide has a minor tranquilizing effect, but the expectation of such an effect can create a psychosomatic response, making the feeling an unreliable verifier. Amplified with magic, the real effect can be as strong or stronger than a living gazelle's aura.
!!! Arquand Horns
{{Arquand Horns}}
!!! Arquand Manacles
{{Arquand Manacles}}
A coronet made of an Arquand gazelle's four distinctive horns, this headwear counts as a worn magic item unless you install it in armor, taking up one upgrade slot. While you wear //Arquand horns//, you receive a +2 enhancement bonus to saving throws against fear effects. In addition, as a standard action, you can command the //Arquand horns// to protect you with an aura that lasts for 1 minute. While the aura lasts, creatures within 60 feet of you must succeed at a Will saving throw (DC = 14 + your Charisma modifier) to attack you, cast a spell that includes you as an unwilling target, or take any action to directly harm or disable your equipment. This is a mind-affecting emotion effect, and a creature that succeeds at the save is immune to the aura for 24 hours. Arquand gazelles are immune to the aura. A set of //Arquand horns// can create this effect once per day, and after you have used one set of //Arquand horns// to create this effect, you can't do so again with any other set for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Arquand horns// | 8 | 8,400 | L |
</div>
Interwoven hide from numerous Arquand gazelles lines //Arquand manacles//. Law officers and bounty hunters use these manacles on prisoners who might become aggressive. The interwoven strips help ensure the bound creature never becomes immune to the effect. While wearing //Arquand manacles//, you must succeed at a DC 13 Will save to attack, cast a spell, or attempt to disable, escape, or harm the cuffs. Arquand gazelles are immune to these manacles. Their magic is a mind-affecting emotion effect.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Arquand manacles// | 5 | 2,800 | L |
</div>
The fleet's weapons can damage multiple targets. During the gunnery phase, the fleet can attack up to three fleets in a single firing arc. The fleet takes a –2 penalty or –4 penalty to gunnery checks when attacking two or three fleets, respectively.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|array | 3 | [[capital|Capital-Class Fleet]], [[destroyer|Destroyer-Class Fleet]] |
</div>
An array weapon fires at all targets within a single firing arc. The gunner attempts a single gunnery check against each target in the firing arc, starting with those closest to her starship. Each gunnery check takes a –4 penalty, which stacks with other penalties. Roll damage only once for all targets. Critical damage is determined by each target's Critical Threshold. The gunner can't avoid shooting at allies in the firing arc, nor can she shoot any target more than once. An array weapon uses two weapon mounts.
As a full action, you can spend Entropy Points to force each enemy within 20 feet to succeed at a Fortitude saving throw or gain the [[entangled]] condition. This condition lasts for a number of rounds equal to the number of Entropy Points spent.
At 18th level, creatures that fail their saving throws are entangled as though tethered by an opposing force (and are therefore unable to move).
Arrow shafts are made of carbon fiber–reinforced plastic and have metal or ceramic heads. For those who want to deal greater damage with a [[bow]] but don't want the noise and collateral damage of [[grenade arrows]], conventional arrows are available with technological improvements to deal additional damage, including diamond-edge and molecular rift arrows. When used as ammunition for weapons other than the 1st-level bow (such as [[crossbolters]]), these arrows don't increase damage, but diamond-edge arrows gain the [[wound]] critical hit effect and molecular rift arrows gain the [[severe wound]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the effect granted by the arrow.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|arrows | 1 | 50 | 20 | L |— |
|arrows, diamond-edge | 12 | 5,200 | 20 | L |4d6 P |
|arrows, molecular rift | 18 | 53,700 | 20 | L |10d6 P |
</div>
<div class="statblock">
* ''Type'' poison (ingested)
* ''Save'' Fortitude DC 17
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Onset'' 10 minutes
* ''Frequency'' 1/minute for 4 minutes
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|arsenic | 7 | 1,400 |
</div>
<<list-links "[tag[Artifacts]sort[title]]" class:index>>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' 20-ft.-line
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You create a burst of pressurized boiling water. This deals 3d8 slashing and fire damage and applies the [[burn]] condition for 1d6 to each creature in the area. A successful Reflex save halves this damage and negates the burn condition.
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a [[drone]] or an [[exocortex]]. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Your [[artificial intelligence]] (AI) can perform one minor crew action per round. At the beginning of the round, you can spend 1 Resolve Point to instead let your AI perform one crew action and assign your AI to one of the following roles until the end of the round: chief mate, engineer, gunner, pilot, or science officer. When performing a crew action, your AI uses its Dexterity and base attack bonus to calculate its gunnery bonus, and it uses either its own skill modifiers or a modifier equal to 3 plus your level, whichever is higher. Your AI cannot perform crew actions that require the expenditure of Resolve Points.
An artificial personality is a program designed to allow a computer to hold conversations in plain language with both users and creatures that lack access. Such computers are often given a name and are capable of parsing expressions, slang, social cues, tone of voice, and similar elements beyond a literal understanding of spoken or written words. They can respond appropriately through algorithms and lists of billions of known phrases and expressions, developed by programmers over centuries to allow for extremely naturalsounding conversations. Such computers can even display what appear to be emotions and insights. However, unlike androids, computers with artificial personalities have not attained true consciousness. The ability of an artificial personality to hold a conversation, learn names and habits, and even give advice is based purely on its complex code and extensive lexicons.
The primary advantage of an artificial personality is that an authorized user can operate the computer by giving simple spoken or typed commands in plain language and receive information from the computer the same way. On starships traveling far from civilized systems for months or years at a time, some owners also appreciate hearing a friendly voice and having someone to talk to, despite knowing that the "someone" isn't an actual conscious being. Artificial personalities are sophisticated enough that the computer can attempt [[Bluff]], [[Diplomacy]], [[Intimidate]], and [[Sense Motive]] checks with a total bonus equal to 2 × its tier. This upgrade costs 10% of the base price of the computer.
Your drone has learned to operate vehicles quite independently. When you're piloting a vehicle in which your [[drone]] is a passenger, you can engage [[autocontrol]] (or engage [[autopilot]], if you have the [[expert AI]] ability) as part of the action you use to [[drive]] or [[race]], even if the vehicle doesn't have an autocontrol or an autopilot function. If the vehicle doesn't have an autocontrol or autopilot function, your drone must spend its actions each round to maintain the engaged function. If it's unable to do so, the autocontrol or autopilot stops functioning. You must have a [[drone]] to select this mechanic trick.
This crystalline nanocarbon node is implanted into your occipital lobe and connected to your optic nerves with a series of microscopic fibers. You can activate and deactivate your artificial third eye with a move action. When activated, an artificial third eye collects X-ray data and relays the information gathered directly to your eyes. You gain [[sense through]] (vision) with a range of 30 feet, though your vision is limited to black-and-white. The amount of visual information you receive when your artificial third eye is active can be distracting, imposing a –4 penalty on initiative checks.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|artificial third eye | 10 | 18,000 | brain and eyes |
</div>
Often built with a low profile to avoid return fire, an artillery drone is a mobile weapons platform strong enough to support the heaviest of ranged armaments. Its heavily armored core belies its exceptional agility and mechanical precision, allowing the drone to perch atop precarious vantage points and make tiny adjustments to line up the perfect shot.
<div class="statblock">
* ''Size'' Medium
* ''Speed'' 30 ft.
* ''AC'' EAC 11, KAC 12
* ''Good Save'' Reflex
* ''Poor Saves'' Fortitude, Will
* ''Ability Scores'' Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6
* ''Ability Increases'' Strength, Dexterity
* ''Initial Mods'' [[weapon proficiency|Weapon Proficiency (drone mod)]] (heavy), [[weapon mount]] (x2)
</div>
Artillery lasers are heavy weapons designed to be effective against hardened targets such as vehicles and enemy bunkers.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|artillery laser, azimuth | 1 | 425 | 1d10 F | 120 ft. | [[burn]] 1d6 | 20 charges | 2 | 3 |[[penetrating]] |
|artillery laser, corona | 6 | 4,650 | 2d8 F | 120 ft. | [[burn]] 1d6 | 40 charges | 4 | 3 |[[penetrating]] |
|artillery laser, aphelion | 9 | 14,300 | 3d8 F | 120 ft. | [[burn]] 1d6 | 40 charges | 4 | 3 |[[penetrating]] |
|artillery laser, perihelion | 13 | 53,800 | 4d8 F | 130 ft. | [[burn]] 2d6 | 100 charges | 5 | 3 |[[penetrating]] |
|artillery laser, parallax | 17 | 248,000 | 7d8 F | 150 ft. | [[burn]] 4d6 | 100 charges | 5 | 3 |[[penetrating]] |
|artillery laser, zenith | 20 | 722,000 | 9d8 F | 150 ft. | [[burn]] 5d6 | 100 charges | 5 | 3 |[[penetrating]] |
</div>
You have an organ, attached to your spine with muscle groups and tendons, that can quickly expand into a sphere as large as your space; this sac fills the space directly above you as it inflates with a gas that provides lift. You can inflate or deflate the sac as a move action, but you can't deploy the sac while wearing armor not fitted to you.
While the sac is inflated and you are in an atmosphere and in at least light gravity, you use the rules for moving in zero gravity, but you experience gravity normally in all other ways; for example, the range increment and maximum range of your weapons do not change. In addition, on subsequent turns while the sac is inflated, you can rise up to 30 feet or descend up to 60 feet by taking a move action. If you are using a wind rider ascendance sac and are not overburdened, you gain a fly speed of 30 feet when you are in an atmosphere and at least light gravity.
If you deploy any ascendance sac underwater and in at least light gravity, you become buoyant and rise 15 feet toward the surface at the end of your turn each round. Ascendance sacs are popular among non-barathus who have immigrated to Bretheda, Liavara, or other gas giants.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|ascendance sac, drifter | 5 | 2,720 | spinal column |
|ascendance sac, wind rider | 8 | 8,800 | spinal column |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large aberration
* ''Init'' +3; ''Senses'' [[blindsight]] (heat or vibration) 120 ft., [[sightless]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +12; ''Will'' +11
* ''Defensive Abilities'' [[amorphous]], bioelectric growth, [[unflankable]]; ''Immunities'' cold, electricity, paralysis, polymorph, stunning
* ''Weaknesses'' fire
!!! OFFENSE
* ''Speed'' 10 ft., burrow 30 ft., fly 30 ft. ([[Ex]], average; functions in vacuum)
* ''Melee'' tentacle +22 (2d6+18 B & E plus bioelectric pull [DC 17])
* ''Ranged'' shock arc +19 (2d8+10 E; critical [[arc]] 2d6)
* ''Space'' 10 ft.; ''Reach'' 5 ft. (15 ft. with tentacles)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19, [[Stealth]] +24, [[Survival]] +19
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any (Ashypso)
* ''Organization'' solitary, pair, or bloom (3–6)
!!! SPECIAL ABILITIES
''Bioelectric Growth ([[Ex]])'' Whenever an ashypsozoan's electricity immunity prevents it from taking electricity damage from an attack, it regains 10 Hit Points.
''Bioelectric Pull ([[Ex]])'' A creature that takes damage from an ashypsozoan's tentacle must succeed at a DC 17 Fortitude save or be [[staggered]] for 1 round. Additionally, if the ashypsozoan's attack roll successfully hits the target's KAC + 4, the ashypsozoan can perform a reposition combat maneuver on that target.
''Shock Arc ([[Ex]])'' As a ranged attack, an ashypsozoan can fire an arc of bioelectricity with a 40-foot range increment, to a maximum range of 80 feet.
</div>
After nearly 500 years, the atmospheric glaciers on Ashypso are thawing, finally revealing the planet below. Its sapient inhabitants, [[trinirs]], have awoken from a long hibernation to discover an existence they have no memory of. However, they weren't the only secret buried under the kilometers of frozen atmosphere.
Ashypsozoans are massive medusozoans, akin to hydrozoans, made up of a colony of specialized organisms working in concert. These creatures individually encysted during Ashypso's great freeze. As the ice melts, these tiny organisms continue to emerge from their stasis and once again bond to form large colonies. Each of these creatures is nearly mindless alone, but when they join together, they gain a predatory cunning. Once awoken, an ashypsozoan is ravenous, burrowing through lattices of ice and flying through the thin atmosphere searching for viable prey. The colony feeds on anything it finds, from microorganisms to larger prey that can be taken down with the substantial amounts of bioelectricity an ashypsozoan creates. An ashypsozoan can absorb lighter artificial materials in addition to organic compounds, meaning artificial beings such as androids and trinirs aren't safe. Strong electromagnetic fields break down what the colony consumes, reducing it to essential components the ashypsozoan uses for nourishment and atmospheric buoyancy.
A typical ashypsozoan is 12 feet long, although its tentacles can extend much farther. Despite its size, much of the creature is filled with gas or space, so it weighs only about 200 pounds.
You are sleeping and [[helpless]]. While asleep, you take a –10 penalty to [[Perception]] checks to notice anything. If you succeed at a Perception check to notice something despite the penalty, you automatically awaken. You are also awoken if you are slapped or wounded. An ally can wake you as a standard action.
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* N Huge outsider (extraplanar, spectra)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., //[[detect alignment]]//; ''Perception'' +31
!!! DEFENSE
* ''HP'' 320
* ''EAC'' 31; ''KAC'' 32
* ''Fort'' +16; ''Ref'' +16; ''Will'' +22
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 15/chaotic, evil, good, or lawful; ''Immunities'' electricity; ''Resistances'' cold 5, sonic 5; ''SR'' 29
!!! OFFENSE
* ''Speed'' 50 ft., fly 100 ft. ([[Ex]], perfect)
* ''Melee'' slam +29 (8d8+22 B) or tail slash +29 (8d8+22 S)
* ''Multiattack'' 2 slams +23 (5d8+22 B), tail slash +23 (5d8+22 S)
* ''Ranged'' bloom beam +27 (3d12+18 F; critical [[stun|Stun (critical)]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' balancing gaze, hyperflux
* ''Spell-Like Abilities'' (CL 18th; melee +27)
** 1/day—//[[chain surge]]// (DC 27), //[[greater discharge]]// (DC 27)
** 3/day—//[[control machines]]// (DC 26), //[[holographic image]]// (5th level), //[[remove radioactivity]]//, //[[synapse overload]]// (DC 26)
** At will—//[[implant data]]//, //[[recharge]]//, //[[true seeing]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' +4; ''Int'' +11; ''Wis'' +6; ''Cha'' +6
* ''Skills'' [[Acrobatics]] +31 (+39 to fly), [[Computers]] +36, [[Engineering]] +36, [[Mysticism]] +36, [[Sense Motive]] +31
* ''Languages'' machine telepathy 100 ft., [[truespeech]]
* ''Other Abilities'' seek outcome, slip drive, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary or triad (1 aspecna and 2 iridias)
!!! SPECIAL ABILITIES
''Balancing Gaze ([[Su]])'' As a full action, an aspecna can force each chaotic, evil, good, or lawful creature within 30 feet to attempt a DC 25 Will saving throw. Creatures that fail this save gain the [[staggered]] condition for 1d4 rounds, and the DCs of their spells and abilities are reduced by 2 for the same duration. Creatures that succeed at this save are immune to that aspecna's balancing gaze for 24 hours. This is a sense-dependent effect.
''Bloom Beam ([[Ex]])'' An aspecna's bloom beam is a ranged attack with a range of 120 feet, the [[blast]] weapon special property, and the [[stun|Stun (critical)]] critical hit effect.
''Hyperflux ([[Su]])'' The area surrounding an aspecna crackles with constant uncertainty and potential for change as it shuffles reality, reorganizing and optimizing the planar energies on which it draws. As a move action, an aspecna can change the type of energy damage (from fire to sonic, for instance) done by its bloom beam and spell-like abilities for 1 minute.
''Machine Telepathy ([[Ex]])'' A spectra can communicate with and through technological devices within a certain range (usually 100 feet), as well as with other creatures that have machine telepathy. A spectra can also attempt [[Computers]] and [[Engineering]] checks at this range.
''Seek Outcome ([[Su]])'' An aspecna can peer into the causal nexus of ongoing events to calculate the most efficient course of action. An aspecna can take 10 on any skill check, even during combat or if stress or distractions would normally prevent it from doing so. In addition, three times per day, an aspecna can reroll a failed ability check, attack roll, or saving throw.
''Slip Drive ([[Ex]])'' A spectra has an internal biomechanical Drift engine that allows it to travel freely between the Driftand other planes, as well as between two non-Drift planes, using the normal rules for Drift navigation. A slip drive has an effective Drift engine rating equal to the half the spectra's CR, and a spectra need remain stationary for only 1 round (6 seconds) before engaging its slip drive.
</div>
Aspecnas, powerful spectra paragons with fan-like tails and faces that resemble blooming flowers, rarely interact directly with the Material Plane. These formidable outsiders instead concern themselves with maintaining the precarious balance of power among extraplanar forces in the Drift, opposing any who would attempt to establish strongholds with the intent of laying their own claim to a substantial expanse of Triune's realm. Aspecnas have on occasion appeared to correct the course of mortals who have become lost in the ever-shifting plane, and even intervened to protect weaker mortals from the predation of malevolent Drift-marooned outsiders. These rare but memorable acts have earned aspecnas the nickname "Drift angels" among those who regularly travel through the plane.
Lucrative schemes don't organize themselves. Behind every successful Aspis operation looms an Aspis mastermind: an adroit leader, organizer, and no-holds-barred negotiator ready to do whatever it takes to get the job done.
Masterminds never work alone, instead recruiting a team of ruthless experts and disposable muscle. Despite their unscrupulous methods, Aspis masterminds combine genius and charisma to inspire loyalty among minions ready to enact complex plans at a moment's notice. Most get their experience on the job as members of other crews, but a few are trained at secretive Aspis facilities in Near Space and the Vast.
Most Aspis masterminds are envoys, operatives, or witchwarpers, using their abilities of fear and misdirection to stay one step ahead of their foes. Masterminds train in [[Profession]] skills to supplement and hide their more illicit activities, favoring professions like corporate professional, lawyer, merchant, manager, politician, or writer.
The Aspis mastermind grants alternate class features at 4th, 6th, 9th, and 12th levels.
!! Imposing Entrepreneur (4th)
You gain [[Intimidate]] and one [[Profession]] skill as a class skill. For each of these skills that's already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the better result. When you successfully use [[Intimidate]] to [[bully]] a
creature, you can spend a Resolve Point to gain one of the following benefits:
* Increase the duration of your Intimidate effect to 2d6 hours.
* Cause the creature's attitude toward you to become indifferent rather than unfriendly or hostile after the Intimidate effect ends.
* Leave a lingering sense of dread in the creature for a number of days equal to the higher of your Intelligence or Charisma modifiers (minimum 1); during this time, you can [[bully]] the creature again by spending 1d4 rounds conversing with them.
!! Brilliant Scheme (6th)
You can devise complicated plans that rely on precise coordination and subtlety. Once per day, you can spend 10 minutes coaching up to six other creatures about an imminent scheme, at which time you choose one of the following actions for each participating creature. You can choose actions in any combination, selecting the same action for every creature or different actions for each creature:
* Aim a weapon with the [[sniper]] property as though the creature had expended a move action to do so.
* Attempt an [[Acrobatics]] check to [[escape]] a grapple or restraints.
* Attempt a [[Bluff]] check to create a [[diversion]].
* Attempt an [[Intimidate]] check to [[demoralize]] a creature.
* [[Covering fire]] or [[harrying fire]].
* Draw a weapon or object (including one hidden on their person using [[Sleight of Hand]]).
* [[Guarded step]].
* Manipulate an item.
The GM might allow additional actions, though such options should be something a creature could perform with a move action and that doesn't directly harm others.
You can take a standard action to execute your scheme; when you do, you allow one creature you've coached that day, and who can see or hear you, to perform the action you selected for them without spending one of their own actions. After they do, they lose the ability to benefit from your brilliant scheme for 1 day.
!! Plausible Deniability (9th)
Despite its underhanded strategies, the Aspis Consortium maintains a positive reputation, and you're adept at downplaying and misdirecting your rivals' suspicions. You gain a +4 insight bonus to [[Bluff]] checks to convince others that you aren't associated with, aware of, or responsible for dangerous allies, equipment, or contractual terms. For example, you could gain this bonus to disavow any connection to your bloodstained allies, insist you were unaware of illicit cargo on your starship, or feign surprise about details in a maliciously worded contract. In addition, you can spend 1 Resolve Point when you successfully [[feint]] against a target to conceal the fact that you're responsible for the subsequent attack. When you do, you can also attempt a Bluff check (DC = 10 + the target's [[Sense Motive]] bonus) to trick the target of this subsequent attack into thinking the attack originated from another creature that's present. The Bluff DC is modified based on the target's attitude toward you, as if you were telling a lie, and also for the plausibility of your deception, at the GM's discretion; for example, blaming an unarmed individual for your attack would increase the DC by 5.
!! Executive Direction (12th)
Your unflappable genius lets you improvise plans perfectly and seamlessly. When you coach a group of characters in your brilliant scheme, you no longer have to select the actions they can take ahead of time. Instead, when you take a standard action to execute a scheme, you can select the action the creature performs from the list of actions allowed by brilliant scheme. In addition, when you execute a scheme, the affected creature gains a surge of confidence that grants them 4d6 temporary Hit Points that last 1 minute.
Throughout the galaxy, shadowy figures move unseen, expertly eliminating targets before disappearing back into anonymity. Assassins originate from many different home worlds and cultures, and while no single tradition defines these gifted killers, several secretive societies train accomplished warriors into finely honed tools of discreet murder. Others learn the deadly craft on their own or from a mentor, refining their skills through decades of mercenary work. Some see assassins as supernatural beings—avatars of death that employ reality-bending magic to eliminate their targets. Others maintain that assassins gain their edge via superior technology. In truth, assassins make use of all manner of tactics, and some even use technomagical methods. Many organizations court assassins with exorbitant salaries and promises of immunity.
While many of the galaxy's denizens are capable of committing murderous acts, assassins regard death as a painter does a palette. A skilled assassin can observe a target and determine the precise moment to strike, dealing irreparable damage to the target's vital organs and ending their life with a single lethal blow. Many assassins also employ magic capable of tampering with the memories of potential witnesses, while others deploy technology that obscures their presence from modern surveillance.
Assassins value anonymity and discretion above all else; leaving a fragment of security footage behind or allowing their identity to be discovered can cost an assassin their job, if not their life. Many operatives and soldiers seek training as an assassin, but anyone with a talent for stealth and the willingness to kill can become an assassin. Though murder is part of the job description, not all assassins have evil alignments. Some individuals with this specialized training use their talents to serve a higher cause, but many are hardened criminals or jaded veterans with too much blood on their hands. Rumor has it that some law enforcement agencies in the galaxy employ small units of assassins responsible for tracking and taking down high-risk criminal targets.
The assassin archetype grants alternate class features at 6th, 12th, and 18th levels.
!! Opportunistic Cloaking (6th)
You know how to manipulate your environment and take advantage of gaps in others' perception to become undetectable even in plain sight. Once per day, you can attempt a [[Stealth]] check to hide as though you had succeeded at the create a [[diversion]] task of the [[Bluff]] skill against up to six creatures you're observing. This ability functions only in crowded areas or in dim light or darkness; the GM might determine you can use this ability in similar circumstances.
!! Lethal Strike (12th)
As a standard action, you can study the weaknesses of a single enemy that you're observing. Once per day, on a round after you spend 2 consecutive rounds studying the same enemy this way, you can either take a full action to move up to your speed and make a single attack with a melee weapon, or take a full action to attack with a sniper weapon (using the sniper weapon's sniper range if applicable), against the studied enemy. This lethal strike attack deals damage as normal, and the target must also succeed at a Fortitude saving throw (DC = 10 + half your character level + your key ability modifier) or take 1d6 additional damage per your character level. If the target fails the save, it must also attempt a second Fortitude saving throw with the same DC. If it fails this second save, it dies instantly; this is a death effect.
In addition, whenever you kill a creature using your lethal strike, you can attempt a [[Stealth]] check opposed by [[Perception]] checks to notice by those in the vicinity; if successful, you prevent those nearby from identifying you as the attacker. If you succeed by 5 or more, bystanders might not even immediately notice that the target is dead (at the GM's discretion).
!! Exploitative Strike (18th)
When you use lethal strike, you can force your target to roll its initial save twice and take the worse result. Alternatively, when a target that you studied on your previous turn is within your reach and an ally's attack results in a critical hit against it, you can activate lethal strike as a reaction.
When assembled, an assassin rifle looks similar to a typical sniper rifle. Its modular construction, however, allows it to be broken down into small component parts that can be hidden on the user's person—or even smuggled in a ysoki's cheek pouches—making the weapon difficult to detect or identify. Assassin rifles are available in stalker, shadow, phantom, spectre, and wraith models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|assassin rifle, stalker | 3 | 1,510 | 1d10 P | 60 ft. | — | 1 round | 1 | 1 |[[breakdown]], [[sniper]] (250 ft.), [[unwieldy]] |
|assassin rifle, shadow | 6 | 4,550 | 2d6 P | 60 ft. | — | 1 round | 1 | 1 |[[breakdown]], [[sniper]] (500 ft.), [[unwieldy]] |
|assassin rifle, phantom | 9 | 14,900 | 3d6 P | 60 ft. | — | 1 round | 1 | 1 |[[breakdown]], [[sniper]] (600 ft.), [[unwieldy]] |
|assassin rifle, spectre | 12 | 39,500 | 5d6 P | 70 ft. | — | 1 round | 1 | 1 |[[breakdown]], [[sniper]] (750 ft.), [[unwieldy]] |
|assassin rifle, wraith | 17 | 278,000 | 11d6 P | 70 ft. | — | 1 round | 1 | 1 |[[breakdown]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Medium construct (technological)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 135
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +6; ''Ref'' +10; ''Will'' +6
* ''Defensive Abilities'' [[integrated weapons]], retractable weapons; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' vulnerable to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' microserrated [[longsword]] +18 (2d10+13 S; critical [[bleed]] 2d6)
* ''Ranged'' advanced [[semi-auto pistol]] +20 (2d6+9 P) or advanced [[shirren-eye
rifle]] +20 (2d10+9 P)
* ''Offensive Abilities'' holographic trick
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +17 (+25 to climb), [[Computers]] +17,
[[Stealth]] +22
* ''Languages'' Common
* ''Other Abilities'' holographic camouflage, nanite repair, target tracking, [[unliving]]
* ''Gear'' microserrated [[longsword]], advanced [[semi-auto pistol]] with 48 small arm rounds, advanced [[shirren-eye rifle]] with 16 sniper rounds
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or team (3–5)
!!! SPECIAL ABILITIES
''Holographic Camouflage ([[Ex]])'' An assassin robot uses advanced sensors in conjunction with a [[holographic projector]] to blend in with its surroundings. If the assassin robot remains still for 1 round, it gains a +10 bonus to [[Stealth]] checks and is treated as having concealment until it moves out of its square; this doesn't stack with [[invisibility]] or similar effects. As a move action, the robot can amplify this camouflage for up to 10 rounds per day, using the duration in 1-round increments. While the camouflage is amplified, the robot is affected as if by the //[[invisibility]]// spell.
''Holographic Trick ([[Ex]])'' As a full action, an assassin robot can move up to its speed, blurred by holographic camouflage, and then make an attack with a one-handed melee weapon or small arm. After its movement, the robot can attempt a [[Stealth]] check; this check is opposed by a [[Perception]] check attempted by its target, and if the robot is successful, its target is [[flat-footed]] against the attack and takes 5d8 additional damage on a hit.
''Nanite Repair ([[Ex]])'' An assassin robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 6d8 Hit Points.
''Retractable Weapons ([[Ex]])'' When not in use, each of an assassin robot's weapons is folded inside the robot's body and hidden from sight. A creature unaware of the robot's hidden weapons must succeed at a DC 35 [[Perception]] check to notice one. An assassin robot can deploy any or all of its weapons as a swift action or as part of making an attack or full attack. Its weapons are mounted, leaving the robot's hands free, and the robot can't be disarmed of them. As a swift action, the robot can retract any or all of its weapons.
''Target Tracking ([[Ex]])'' As a move action, an assassin robot can lock on to one target it can see. The tracked target doesn't benefit from concealment against the robot and can't succeed at [[Bluff]] checks against the robot to create a diversion. This tracking ends if the tracked target dies or is destroyed, the robot ceases being able to see the target, or the robot ends it as a move action.
</div>
Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot's mission and origin extremely difficult.
Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block above, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts.
<div class="statblock">
* ''Hit Point Advancement'' +0; ''EAC'' +1; ''KAC'' +2
* ''Upper Limb Slots'' 3; ''Melee Attack'' +0*; ''Ranged Attack'' +0*
* ''Dual Strike (1 PP)'' When making a full attack with two different weapons mounted on your arms, you attack twice with one weapon and once with the other. You take a –4 penalty to these attacks.
* ''Cost'' 1 × tier
</div>
Built to carry a small arsenal, these arms turn any mech into a one-machine army.
<div class="statblock" >
* ''Level'' 12; ''Price'' 114,500
* Gargantuan air vehicle (40 ft. wide, 20 ft. long, 15 ft. high)
* ''Speed'' 50 ft., full 800 ft., 90 mph (fly)
* ''EAC'' 26; ''KAC'' 28; ''Cover'' cover
* ''HP'' 200 (100); ''Hardness'' 14
* ''Attack (Collision)'' 13d10 B (DC 15)
* ''Attack'' aurora shock caster (2d12 E)
* ''Attack'' medium machine gun (3d10 P)
* ''Modifiers'' –1 [[Piloting]], –4 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +22), enhanced sensors ([[darkvision]] 1 mile), expansion bays (2), planetary [[comm unit]]
* ''Passengers'' 11
</div>
This partially open aircraft has an antigrav rotor and two turrets.
Assault hammers have heavily weighted metal heads and relatively light aluminum or polycarbonate grips. Hammer heads can be custom-made with designs or logos imprinted on the surface. Comet, gravity well, and meteoric hammers have weighted or pneumatically driven heads that deliver accelerated blows.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|assault hammer | 1 | 95 | 1d6 B | — | 1 |[[analog]] |
|assault hammer, comet | 10 | 16,900 | 4d6 B | — | 1 |[[powered]] (capacity 20, usage 2) |
|assault hammer, meteoric | 16 | 164,500 | 11d6 B | — | 1 |[[analog]] |
|assault hammer, gravity well | 19 | 551,000 | 15d6 B | — | 1 |[[powered]] (capacity 40, usage 2) |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* LN Huge dragon (technological)
* ''Init'' +8; ''Senses'' [[blindsight]] (vibration) 60 ft., [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +16; ''Ref'' +16; ''Will'' +13
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' fire, paralysis, sleep; ''SR'' 23
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft., fly 200 ft. ([[Ex]], clumsy)
* ''Melee'' bite +23 (6d4+17 P)
* ''Multiattack'' bite +17 (3d4+17 P), 2 claws +15 (3d4+17 S), tail slap +15 (3d4+17 B)
* ''Ranged'' laser bolt +26 (6d4+12 F; critical [[burn]] 3d6)
* ''Space'' 15 ft.; ''Reach'' 10 ft. (15 ft. with bite)
* ''Offensive Abilities'' [[breath weapon]] (45-ft. cone or 90-ft. line, 13d6 F, Reflex DC 19 half, usable every 1d4 rounds), [[crush]] (6d4+17 B)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' +3; ''Int'' +4; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +27 (+19 to fly), [[Computers]] +22, [[Piloting]] +22, [[Sense Motive]] +22
* ''Languages'' Common, Draconic
* ''Other Abilities'' robotic, [[spaceflight]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Laser Bolt ([[Ex]])'' A laser dragon can fire laser beams from their mouth, eyes, or wingtips. This attack has a range increment of 100 feet, targets EAC, and has the [[burn]] critical hit effect that lists a number of d6s equal to one quarter their level (minimum 1). The attack also has the [[sniper]] weapon special property with a range of 1,000 feet.
''Robotic ([[Ex]])'' For effects targeting creatures by type, laser dragons count as both dragons and constructs (whichever allows an ability to affect them for abilities that affect only one of those types, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, and poison unless those effects specifically target constructs. Additionally, they are protected from
environmental effects as if wearing armor (of an item level equal to the dragon's CR) with its
environmental protection active.
</div>
<div class="statblock">
* ''Level'' 11; ''Price'' 79,000
* Large land vehicle (5 ft. wide, 10 ft. long, 6 ft. high)
* ''Speed'' 45 ft., full 700 ft., 80 mph (hover)
* ''EAC'' 23; ''KAC'' 24; ''Cover'' cover
* ''HP'' 170 (85); ''Hardness'' 11
* ''Attack (Collision)'' 9d10 B & P (DC 18); deals an additional 1d6 bleed damage against living creatures
* ''Attack'' heavy reaction cannon (3d10 P)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' [[autocontrol]], spiked plow, vacuum shields
* ''Passengers'' 3
!!! SPECIAL ABILITIES
''Spiked Plow ([[Ex]])'' An assault plow's spiked ramming prow deals piercing damage in addition to bludgeoning damage in a collision. The spikes inflict deep, jagged puncture wounds on living creatures, causing additional bleed damage.
''Vacuum Shields ([[Ex]])'' Life support systems and shielding protect these vehicles' occupants from the harmful effects of space for a number of hours equal to the vehicles' level.
</div>
A lightweight, speedy hover truck with a spiked ramming prow, the assault plow is popular in the Diaspora for its ability to protect passengers from the dangers of space.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Medium ooze (technological)
* ''Init'' +4; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +3; ''Ref'' –1; ''Will'' +2
* ''Immunities'' [[ooze immunities]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' pseudopod +6 (1d4+3 B)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with pseudopod)
* ''Offensive Abilities'' disassemble
!!! STATISTICS
* ''Str'' +2; ''Dex'' +1; ''Con'' +4; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +10, [[Stealth]] +10
* ''Languages'' Common (can't speak any language)
* ''Other Abilities'' assemble, [[compression]]
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or manufactory (3–5)
!!! SPECIAL ABILITIES
''Assemble ([[Ex]])'' In a process that takes 1 uninterrupted minute, an assembly ooze can craft a random piece of technological gear using its store of virtual UPBs (see disassemble below). An assembly ooze can craft a piece of technological gear of no more than 5 bulk with a cost equal to the number of virtual UPBs it spends, but with an item level no greater than its CR + 2 (3 for most assembly oozes). There is a 25% chance that a piece of gear an assembly ooze crafts has the [[broken]] condition. Roll 1d8 on the table below to determine what kind of gear the assembly ooze creates.
<div class="table-wrapper">
| d8 |Gear |h
| 1 |basic or advanced melee weapon |
| 2 |small arm or longarm |
| 3 |heavy weapon or sniper weapon |
| 4 |grenade |
| 5 |ammunition |
| 6 |light or heavy armor |
| 7 |armor upgrade |
| 8 |technological item |
</div>
''Disassemble ([[Ex]])'' As a full action, an assembly ooze can engulf an unattended piece of technological gear of no more than 5 bulk and with an item level no greater than its CR + 2 (3 for most assembly oozes) within reach of its pseudopod. Unless the object succeeds at a DC 12 Fortitude saving throw, the ooze moves into that object's space and deconstructs it into its component parts. The assembly ooze gains a number of virtual UPBs equal to the gear's price in credits. An assembly ooze can hold a maximum number of virtual UPBs equal to 100 × its Constitution modifier (400 for most assembly oozes). In addition, if an assembly ooze succeeds at a grapple combat maneuver against a creature with the technological subtype, that creature takes 1d6+1 acid damage. The assembly ooze gains 1 virtual UPB for every point of damage it deals in this way.
</div>
Thought to have been created on the planet Bretheda as a biotechnological replacement for automation processes, assembly oozes are essentially cores of nanobots suspended within blobs of animated protoplasm. As the ooze absorbs raw materials, the nanobots work at the molecular level to turn that matter into a functioning technological device, the blueprints of which have been entered into the machines' original programming.
Due to sloppy programming procedures, the code embedded within an assembly ooze has an unfortunate tendency to easily become corrupted, causing the ooze to haphazardly deconstruct any nearby tech and use the pieces to build random items. The first time this occurred, several assembly oozes escaped the ensuing purge and built copies of themselves, eventually spreading to various shadowy corners of the galaxy. While these rogue oozes are not all that dangerous and have no innate malice, they are the bane of space stations, starships, weapon depots, and anywhere else technology is present. When discovered in such a location, assembly oozes are ruthlessly exterminated, lest their nonstop disassembling of all things mechanical and electronic destroy critical systems—to say nothing of the new, potentially lethal devices left in their wake. While assembly oozes are still used in some factories on Bretheda and its more toxic moons, their use is highly regulated.
An assembly ooze resembles a human-sized, silvery cube, though its amorphous form allows it to slip through incredibly small openings. As it moves, surging forward on its pseudopods, random scraps the ooze has already collected sometimes float near the creature's surface before quickly disappearing into its form. Entirely focused on absorbing and reshaping any available technology, assembly oozes usually ignore organic matter, living or otherwise, unless threatened. However, should a creature have mechanical or cybernetic elements attached to or incorporated into its physical form, an assembly ooze could very well cause that creature incidental harm in its attempts to harvest the technological parts. Sentient robots are extremely wary of assembly oozes, as their entire bodies could be targeted for processing into raw resources.
Every so often, an assembly ooze holding its maximum number of virtual UPBs undergoes a form of mitosis, manufactures an identical copy of its computerized core, and splits its protoplasm into two equal parts. The nanobots of the two new assembly oozes then use the remaining virtual UPBs to build enough protoplasm to form an assembly ooze's normal cube shape. This process usually takes about 1 hour and consumes all of the parent ooze's virtual UPBs. That assembly oozes contain the programming necessary to reproduce is troubling to those who realize its implications: a single rogue assembly ooze introduced into an environment stocked with technological items could completely overrun such a place in a matter of days, leaving behind a wasteland of cheap laser pistols and smoke grenades that is inhabited only by the oozes—and any remaining organic beings unfortunate enough to be stranded in the area after their vessels are consumed.
In some cases, certain unscrupulous types have used assembly oozes as weapons. If slipped into a starship or military base, a manufactory of assembly oozes can easily cause enough chaos to allow an operative to sneak in and complete her mission with very little opposition. However, this is also highly risky to the would-be saboteur, as even one misplaced assembly ooze could render her escape vessel inoperative. Assembly oozes can be temporarily incapacitated by strong electrical fields and kept at bay by mystical force fields, but anyone restraining an assembly ooze must be constantly vigilant and stay out of reach of the ooze's pseudopod.
A single assembly ooze can craft handheld objects, but some claim to have seen assembly oozes working together to construct entire starships and other large and complex machinery. Where these oozes received their programming is unknown, as is whether such oozes have a master directing their efforts or if they have gained a collective sentience and are working for their own mysterious purposes. Nevertheless, most engineers agree that, given enough raw material and enough time, there is no technological item a directed horde of assembly oozes couldn't build, putting it together piece by piece.
An assembly ooze is a cube exactly 5 feet on each side that weighs 400 pounds.
You can use Engineering to assess a structure or a piece of machinery to determine its stability, usability, and structural weak points. To do so, you must be within 30 feet of the structure and able to perceive it with a precise sense, or you must have access to detailed schematics. The base DC of this check is 15, modified by circumstances such as the structure's complexity or the extent of damage. If you succeed, you determine one of the following statistics, plus an additional statistic for every 5 by which you exceed the DC: the structure's break DC, its hardness, or its Hit Points. If you fail the check, you can retry it after 24 hours.
<div class="table-wrapper">
|Task | DC |h
|Assess stability | 15 |
|Determine structural weak point | 20 |
|Circumstance | DC Modifier |h
|Simple structure (rope bridge or unstable ceiling) | -5 |
|Complex structure (suspension bridge or space station wall) | +5 |
|Obvious damage | -5 |
|Slight but consequential damage | +5 |
|Intentional sabotage | +10 |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CN Medium fey
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +22 (+30 in space)
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +13; ''Ref'' +13; ''Will'' +15
* ''Immunities'' cold, fire, vacuum
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' tail whip +20 (2d12+13 S)
* ''Ranged'' electrical blast +18 (2d8+12 E)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tail whip)
* ''Offensive Abilities'' sensor song
* ''Spell-Like Abilities'' (CL 12th; melee +20)
** 1/day—//[[confusion]]// (DC 23), //[[overload systems]]// (DC 23)
** 3/day—//[[arcane sight]]//, //[[charm monster]]// (DC 22), //[[discharge]]// (DC 22), //[[nondetection]]//
** At will—//[[holographic image]]// (2nd-level, DC 21), //[[spider climb]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' +4; ''Int'' +2; ''Wis'' +3; ''Cha'' +8
* ''Skills'' [[Bluff]] +27, [[Culture]] +27, [[Stealth]] +22
* ''Languages'' Common; [[telepathy]] 300 ft.
* ''Other Abilities'' [[no breath]], wake rider
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, or choir (3–12)
!!! SPECIAL ABILITIES
''Electrical Blast ([[Ex]])'' As an attack, an asteray can unleash an electrical blast with a range increment of 70 feet at a single target.
''Sensor Song ([[Ex]])'' An asteray can "sing" electronic signals that mask or mimic sensor readings. As a standard action, an asteray can create a false image of an object as if it had cast the 4th-level version of the spell //[[holographic image]]// (CL 12th). This false reading affects only electronic sensors. Multiple asterays can sing together, increasing the caster level by 1 for each asteray beyond the first singer for the purposes of determining the spell's range and area affected.
''Wake Rider ([[Su]])'' By touching a starship, an asteray can bond to the energy wake it leaves as it travels. This allows the fey to match speeds with the starship and ride along with it, treating the ship as if it were the "ground" so long as it remains within 100 feet. If the starship enters the Drift, the asteray can choose to accompany the ship into the Drift, or it can disengage as a reaction and remain behind.
</div>
When humanoids first learned to ply the seas and oceans on Golarion, they encountered many beautiful and dangerous beings who cavorted in the waves and lured their vessels onto the rocks with enchanting songs. In time, they learned to differentiate the playful mermaid, the cruel rusalka, the bloodthirsty scylla, and their kin, and with that knowledge, the damage these strange beings could inflict was minimized. But when humanoids blasted into the stars, they found a new array of mischievous, mysterious creatures that threatened to lead their vessels into danger. Chief among these threats is the wily asteray. Delicate and angelic looking in zero gravity, asterays are a race of vacuum-dwelling fey that ride the solar winds between space debris, asteroid belts, and planetary rings, playing in the dust, dancing in microgravity, and seeking new and beautiful sights. Their bodies consist of little beyond lightweight, flexible bones and the powerful sinews that bind them together, creating a vaguely humanoid upper body and a lower body consisting of a large appendage that absorbs cosmic radiation and grants the fey the ability to propel itself through space. With elegant forms and diaphanous tails, they appear gentle and welcoming. Wide eyes—blue or green in color—express a variety of for a mouth, asterays have featureless faces. They are well adapted to life in the void, with sensitive vision, a variety of natural spells, and the capability to generate powerful bolts of electricity to defend themselves. They are also ravenous beyond compare. While space dust and solar radiation carry just enough nourishment to fuel their antics, asterays hunger for organic molecules. They pause their endless dances to scour asteroids and explore wrecked ships for sustenance. When food grows too scarce or boredom overwhelms them, asterays crawl into the dark corners of space and hibernate for weeks, months, or years at a time.
Often called "deep angels" for their habit of following ships through the vastness of space to scavenge any discarded treats and pick hulls clean of organic stowaways, asterays can also become menaces. The electronic signals they produce to communicate with one another mimic the sensor signals emitted by most starships, and in the eons that planet-bound creatures have explored their territory, asterays have learned to "sing" false sensor signals, mimicking ships' distress signals or cloaking navigational hazards such as high-density debris fields. Individual asterays are a danger only to smaller spacefaring vessels, but several working in tandem can lure even well-equipped warships to their doom thanks to their inherent magic. While few of these fey are cruel enough to hunt humanoids for food, they hold few qualms about eating whatever remains after a frightened crew ejects from a incapacitated starship, including the corpses of any fallen.
Asterays originally spawned in those few magic-rich star systems where the First World naturally overlapped with the void. For eons, they remained confined to these backwater systems, unable to reach inhabited areas within their lifetimes, but the first mortal vessels to explore space provided the fey an exit. Asterays can ride the cosmic wakes of starships, regardless of their speed, hitchhiking on these explorers like remoras on a shark, and for much the same purpose. Today, most settled star systems boast at least a small colony of the capricious fey. Their domains are often in spots that have easy access to major space lanes, and they are marked by large cave-pocked asteroids where the asterays build their nests and hoard treasures. Wrecked ships invariably float through these spaces, often serving as new navigational hazards the fey either cloak with their sensor songs or use as tempting targets to lure in greedy scavengers.
While not inherently malicious, asterays are alien in mind and deed. They understand that most creatures need air, water, and food, but they have difficulty prioritizing others' needs over their own hunger and amusement. Much of their apparent cruelty and greed stems from this alien mindset and boredom; thus, those travelers who can amuse them or compel some level of empathy stand to gain powerful allies in the void.
A typical asteray is about 7-1/2 feet from its head to the end of its tail, though it could appear quite shorter if its lower appendage becomes bunched up or twisted. An average asteray weighs only 75 pounds.
<div class="statblock" >
* ''Level'' 8; ''Price'' 32,700
* Huge land, tunneling, and water vehicle (10 ft. wide, 20 ft. long, 10 ft. high)
* ''Speed'' 30 ft., full 550 ft., 60 mph (hover and swim); 30 ft., full 90 ft., 10 mph (burrow through stone)
* ''EAC'' 20; ''KAC'' 21; ''Cover'' total cover
* ''HP'' 115 (57); ''Hardness'' 11
* ''Attack (Collision)'' 8d10 B (DC 14); ignores 8 points of hardness
* ''Modifiers'' –2 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autocontrol, enhanced sensors ([[darkvision]] 120 ft., [[sense through]] [vision, stone only] 60 ft.), expansion bay, system-wide [[comm unit]]
* ''Passengers'' 3
</div>
High-powered mining lasers and spinning drills allow this vehicle to move through solid stone, such as that found on asteroids, but it can just as easily move through water.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Small vermin
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +4
!!! DEFENSE
''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +2; ''Will'' +0
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' attach +6 or bite +6 (1d6+1 P)
* ''Offensive Abilities'' break objects
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +3; ''Int'' —; ''Wis'' +0; ''Cha'' –4
* ''Other Abilities'' caustic remains, consume objects, [[mindless]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, brood (3–9), or infestation (10–40)
!!! SPECIAL ABILITIES
''Break Objects ([[Ex]])'' When attacking an object, an asteroid louse treats that object's ''hardness'' as 10 lower.
''Caustic Remains ([[Ex]])'' The remains of an asteroid louse are caustic and stay so for 5 rounds. This acid affects inorganic material and flesh. Creatures or items that touch the remains take 1d4 acid damage that treats hardness as 10 lower than it is. Anything in contact with the acid for a full round instead takes 8 acid damage.
''Consume Objects ([[Ex]])'' An asteroid louse can eat objects with a hardness of 10 or lower. It deals 1 damage per minute to an object it's consuming. An asteroid louse is sated and stops feeding on a given day after dealing 100 damage this way.
</div>
Asteroid lice feed on minerals in the rock of their airless habitats. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy.
Though they're one of the most mundane aspects of space, chunks of floating rock can nonetheless have a dramatic impact on starship operation and combat. Even clouds of small pebbles can jam engines, throw weapon systems out of alignment, and disrupt sensitive sensor equipment. Larger asteroids, especially with significant velocity, can obliterate smaller starships and cause significant damage to larger ones. The biggest asteroids blot out entire hexes of space, creating obstacles that starships must weave through but can use as cover during combat. Large, stationary asteroids also make good locations for orbital weapon platforms.
Asteroids generally take up 1 hex on the grid; larger asteroids can be represented by filling two or more adjacent hexes. Traveling through an asteroid's space is generally possible, but a starship risks taking damage when it does so. A starship's direct-fire weapons can't pass through an asteroid's space, but tracking weapons can move to avoid striking one.
When either a starship or an asteroid enters a hex occupied by the other, the pilot must attempt a [[Piloting]] check (DC = 10 + 1-1/2 × the starship's tier), with the ship taking 4d6 damage in a random quadrant and the ship's facing changing by 1 turn in either direction (determined randomly) on a failure. Moving asteroids deal an additional 1d6 damage per 2 hexes they move on the round that they collide, and the DC of the Piloting check to avoid a collision with a moving asteroid increases by 5.
If a ship collides with an asteroid or hits it with a starship weapon attack (AC 5 and TL 5) that would deal at least 1 Hull Point of damage, that hex of the asteroid is destroyed and all adjacent hexes are sprayed with rock fragments, dealing 4d4 damage unless an affected starship's pilot succeeds at a Piloting check to avoid the debris (DC = 10 + 1-1/2 × the starship's tier).
''Comet:'' This chunk of icy mass flies through space, leaving a trail of ice and gas behind. You can simulate a comet with a single large asteroid moving across the grid over the course of several rounds, trailed by a micrometeoroid cloud (see below) that represents the icy fragments making up the comet's tail.
''Fast-Moving Asteroids:'' These large groupings of asteroids travel together, usually caused by an explosion, a collision of larger asteroids, or a massive gravitational body pulling them out of orbit. At the beginning of combat, these asteroids start on one edge of the map and take up 1 hex each; place the asteroids farther apart than if you were using stationary asteroids. At the end of each helm phase, move each asteroid across the map in the same direction. Asteroids should always move in a straight line at a consistent speed, but they don't all need to move at the same speed. For a sustained asteroid storm, randomly place new asteroids at the edge of the grid after moving the asteroids that are already on it.
''Magma-Filled Asteroid:'' This asteroid forms when a globule of molten rock is exposed to the void of space, and its liquid magma core becomes encased in an obsidian shell. When a starship takes damage upon colliding with such an asteroid, the shell cracks, releasing roiling magma into all adjacent hexes. The colliding starship and all starships within 1 hex of the asteroid take 4d8 damage to a random quadrant. In addition, a starship can shoot at a magma-filled asteroid (AC 5 and TL 5); a hit with any weapon that would deal at least 1 Hull Point of damage punctures the obsidian shell and imparts the shot's momentum, causing magma to hurl violently into space and deal 4d8 damage to starships in adjacent hexes (instead of the normal 4d4 damage). Exceptionally hot asteroids could deal even greater amounts of damage upon impact or when destroyed, whereas asteroids whose interiors have lost most of their heat over time typically deal less damage.
''Massive Asteroid:'' A massive asteroid can be represented by 10 or more individual asteroids or by simply filling up an entire section of the combat grid with the asteroid. Asteroids of this size are impassible—starships can't enter their space— so they're useful as outer bounds to a battlefield. Space battles over the entrance to an asteroid mine, perhaps guarded by orbital weapon platforms, make a great backdrop to an epic starship confrontation.
''Micrometeoroid Cloud:'' Tiny pieces of debris regularly strike a starship during space travel, bouncing off its shields and hull to no effect. However, traveling through a large cloud of such debris can overwhelm a starship's conventional defenses and deal real damage. Mark hexes of micrometeoroid clouds on the grid; the hexes should be in groups of 4 to 7, with 2 to 3 hexes of space between them, and should take up no more than roughly a quarter of the total grid. If a starship flies through 1 or more of these hexes, it takes damage to its forward quadrant equal to 1d4 per micrometeoroid hex it flies through plus 1d4 for every 2 hexes the ship moved that round in total. Damage from micrometeoroid clouds has the ripper weapon special property. Moving clouds of micrometeoroids can be implemented in much the same way as fast-moving asteroids and might even be a precursor to a larger asteroid event.
''Other Debris:'' Other solid objects in space such as derelict ships, ice rings, and fields of debris from recent battles can pose similar threats to active starships. Use whatever rules are most analogous to your chosen phenomenon.
<div class="statblock">
* ''Tier'' 4
* N Huge starship outsider
* ''Speed'' 6; ''Maneuverability'' poor (turn 3)
* ''AC'' 16; ''TL'' 14
* ''HP'' 130; ''DT'' 5; ''CT'' 22
* ''Shields'' 80 (forward 15, port 25, starboard 25, aft 15)
* ''Attack (forward)'' astral tide (special; 15 hexes)
* ''Attack (port)'' tentacle (3d4; 3 hexes)
* ''Attack (starboard)'' tentacle (3d4; 3 hexes)
* ''Attack (turret)'' tail lash (4d6; 2 hexes)
* ''Other Abilities'' astral tide, improved shields, [[living starship]], swallow starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +10 (4 ranks)
* ''Gunner (3 actions)'' gunnery +9 (4th level)
* ''Pilot (1 action)'' [[Piloting]] +9 (4 ranks)
* ''Science Officer (1 action)'' [[Computers]] +15 (4 ranks)
!!! ECOLOGY
* ''Environment'' any (Astral Plane)
* ''Organization'' solitary or pod (2-6)
!!! SPECIAL ABILITIES
''Astral Tide ([[Ex]])'' Once per starship combat, during the gunnery phase, an astral leviathan can create a cone of roiling astral material in its forward arc, sucking a single Large or smaller starship within 15 hexes into its mouth to be swallowed. The pilot of the target ship must attempt a DC 21 [[Piloting]] check; on a failure, the ship is swallowed. On a success, the ship moves 10 hexes closer to the astral leviathan instead.
''Living Starship ([[Ex]])'' An astral leviathan is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew but can take engineer, gunner, pilot, and science officer actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when an astral leviathan takes critical damage.
<div class= "table-wrapper">
|constrained |k
| d% | System |Effect |h
| 1-30 | Tentacles |Condition applies to tentacle attacks in a random arc. |
| 31-60 | Tail |Condition applies to all pilot actions and all gunner actions using the tail lash. |
| 61-90 | Heart |Condition applies to all engineer actions, except when patching or repairing the heart. |
| 91-100 | Brain |During the next round, each of the leviathan’s actions has a 25% chance of failure. |
</div>
''Swallow Starship ([[Ex]])'' A starship sucked in by the astral leviathan’s astral tide ability can be swallowed. An astral leviathan’s gullet can hold one Large ship, two Medium ships, four Small ships, or eight Tiny ships. An astral leviathan can take an action during the gunnery phase to crush and digest starships inside it, dealing 2d6 damage (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise). A swallowed vessel can still attack. The astral leviathan’s interior has AC 12, TL 9, and DT 5. However, starship weapons deal half damage to the firing ship through a combination of blowback and the leviathan’s physical reactions. If a swallowed starship deals 22 damage to the leviathan’s interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a DC 16 [[Piloting]] check, or DC 21 if the leviathan has no hole in it. On a failure, the starship remains within the leviathan.
</div>
Astral leviathans skim the Astral Plane, feeding on planar energies and currents of invisible astral dust. They attack viciously if provoked and hold long grudges.
Astral creatures are natives of the Astral Plane, a vast silvery void between planes.
* ''Traits:''
** [[DR]]/— with a value equal to creature's CR – 10 (minimum DR 1/—)
** when the creature isn't on the Astral Plane, it gains the extraplanar subtype
Developed to help remotely hack secure computers, an //astral transponder// uses the transitive Astral Plane to discreetly transmit data to another computer in a preprogrammed location.
When activated and placed in contact with a computer, an //astral transponder// transmits a signal to a preprogrammed receiving computer anywhere on the same plane. A user operating the receiving computer can affect the computer to which the transponder is attached without being physically present at that computer. Because the //astral transponder// transmits its signal through another plane, normal shielding, signal jammers, and similar countermeasures have no effect on the transmission. An //astral transponder// can be attuned to a new receiving computer with 1 minute of work and a successful DC 22 [[Computers]] or [[Mysticism]] check.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//astral transponder// | 5 | 3,500 | L |
</div>
Astriapis are bipedal arthropods with chitinous exoskeletons, membranous insectile wings, and large powerful mandibles. Their pigmentation runs the gamut from dark blues through bold yellows, and some astriapis selectively carve their exoskeletons to create individualistic patterns. They can also naturally produce a restorative honey. On average, astriapis stand around 6 feet tall and weigh between 120 and 150 pounds.
When astriapis awoke from the Gap, they found themselves as the sole sapient inhabitants of an immense megalopolis that covered the entire landmass of the Near Space planet Colveare. Through impressive feats of magical and engineering prowess, the planet's natural resources and native species had been preserved, with every part of the planet's ecosystem carefully integrated into the urban sprawl. Astriapi society as a whole immediately dedicated itself to studying the city-planet's workings to maintain the integrity of the system they found themselves a part of, surviving the struggles of post-Gap adjustments through a natural inclination to regimentation and cooperative obedience.
According to pre-Gap records, the city-planet of Colveare formed when a caste of astriapian warrior-priests produced and consumed honey made from the pollen of the zhufera flower (an aquatic plant native to the planet), which granted them prophetic dreams. Claiming these dreams foretold coming ecological and societal disaster, the priests led a violent planet-wide revolution, eventually creating a unified theocracy dedicated to the preservation of the planet through learning and faith. Today, those who claim descendance from these original revolutionaries refer to themselves as the Hierarchs, and they cultivate the only remaining crop of zhufera flowers from which they derive their closely guarded stores of the prophecy-producing honey. The Hierarchs pass accounts of their dreams down through a complex bureaucracy of executives, scientists, scholars, and engineers, who in turn interpret the dreams and assign tasks to other astriapis in a complicated, self-sustaining web of goals and assignments—all in the service of maintaining the city's complex infrastructure.
Some posit that Yaraesa granted visions through these dreams, while others see evidence of Oras' evolutionary influence. Many astriapis, however, believe that the visions granted by the zhufera honey came from several gods.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Astriapis are Medium monstrous humanoids.
* ''Astriapi Movement:'' Astriapis have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability.
* ''Astriapi Senses:'' Astriapis have [[blindsense]] (scent) with a range of 30 feet and [[darkvision]] with a range of 60 feet.
* ''Honey Production:'' Once per day, an astriapi can spend 10 minutes to produce a vial of magical honey. This honey functions as a //mk 1 [[healing serum]]//. At 5th level (or CR 5), the honey functions as a //mk 2 healing serum//, and at 9th level (or CR 9), it functions as a //mk 3 healing serum//. Regardless of its level, the honey can't be sold, and its magical
* properties expire after 24 hours, when it turns into mundane foodstuff.
* ''Natural Weapons:'' Astriapis have [[natural weapons]] that deal 1d3 P damage.
* ''Scholars of Colveare:'' Astriapis gain a +2 racial bonus to [[Engineering]] and [[Mysticism]] checks.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Fine vermin (swarm)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' bioluminescence (60 ft., Will DC 19)
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +15; ''Will'' +12
* ''Defensive Abilities'' [[swarm defenses]], [[void adaptation]]; ''Immunities'' radiation, [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' [[swarm attack]] (2d8+17 P plus [[attach]])
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 19)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' +6; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +28 (+36 to fly)
* ''Other'' feeding frenzy, [[mindless]]
!!! ECOLOGY
* ''Environment'' any vacuum (Weydana-5)
* ''Organization'' swarm
!!! SPECIAL ABILITIES
''Bioluminescence ([[Ex]])'' An astro-krill swarm emits brilliant and complex light patterns. Creatures affected by the aura are [[dazed]]; creatures who successfully save are [[dazzled]] for 1d4 rounds and immune to this ability for 1 day.
''Feeding Frenzy ([[Ex]])'' Astro-krill instinctively try to eat any solid object they come in contact with. Any melee weapon that hits an astro-krill swarm and inflicts bludgeoning, piercing, or slashing damage must attempt a DC 19 Fortitude save or be [[broken]], while broken items are instead destroyed. If a creature takes damage from the astro-krill’s swarm attack and is wearing armor, that armor must attempt this save, with the same results.
</div>
Astro-krill are spacefaring crustaceans indigenous to the asteroid shell surrounding Weydana-5. They’ve adapted to the harsh living conditions of the void, and their diet consists entirely of inorganic material. Unfortunately, they’re indiscriminate in this hunger; astro-krill consume asteroids and the space suits of hapless explorers with equal relish.
No longer than two-and-a-half inches and weighing only a fraction of an ounce, an astro-krill’s exoskeleton is segmented and translucent. This translucency, in turn, allows for the creatures’ dazzling bioluminescence to shine through. Though the Xenowardens generally agree that astro-krill are mindless, some have posited that this bioluminescence may be a form of nascent communication.
The question of astro-krill sentience is of grave concern to one corporation: Koji! Can Fisheries. Koji! Can incorporated shortly after Weydana-4 was settled, and they’ve cornered the market on harvesting fresh astro-krill swarms as a food alternative. Their chief product is Biobright, an astro-krill paste high in protein and low in calories. The aftertaste leaves something to be desired, but children love how their tongues are left dyed with vibrant color after every meal. Koji! Can has plans to go public soon, and all this talk of possible sentience among the krill has left potential investors skittish.
Harvesting astro-krill is not for the faint of heart. This time-consuming process involves a spacewalk, luring each swarm into a specialized container using hand-held light emitters that attract the krill and react to the swarm’s bioluminescence. Storage containers are reinforced with impervious force fields, and crews must keep their distance; accidents in which a crew member gets too close and ends up exposed to vacuum are all too common. Once a swarm is contained, it can be loaded onto a spacecraft and taken to Koji! Can processing plants. The current rate for a living or fresh astro-krill swarm is 50,000 credits.
You can sense the movement of all objects influencing you to gain insight into upcoming events. Once per day as a full action, you can try to determine whether a particular action of yours will bring good or bad results for you in the immediate future. This functions as //[[augury]]// with your effective caster level equal to your solarian level. You can spend 1 Resolve Point to use this revelation again on the same day, but you still can't use it more than once per hour.
When you are attuned or fully attuned, you can see 1 hour into the future (instead of half an hour as is normal for //augury//) when you use this revelation.
The shapeshifting astrazoans have lived as humans, lashuntas, verthani and many other races for the past few centuries, but their origins are shrouded in mystery. As even they have no records of their beginnings, it is widely assumed they came into being at some point during the Gap. They have little in the way of their own culture and strive to find their place in the galaxy.
An astrazoan in their native form resembles a seven-limbed, human-sized starfish, with a single visual sensor in the middle of each limb. Their skeleton is cartilaginous and their flesh jellylike, but an astrazoan can spontaneously mold and introduce pigment into their flesh to imitate the appearance of almost any creature of the same size. Astrazoans are capable of forming both male and female reproductive organs and thus are effectively hermaphrodites. Because most astrazoans live in humanoid societies with defined gender roles, it is common for them to develop a fixed gender identity, but just as many are gender-fluid.
There are very few astrazoans in the Pact Worlds (though no one can be certain of the exact number), and the majority of them reside on Absalom Station, Castrovel, Verces, and other areas where they can blend in with the local populace. They do so not for any sinister reason or even from fear, but out of a desire to make those whom they live among more comfortable. They are aware that their natural form might be a bit off putting to humanoids who primarily interact with only other humanoids.
On a hunch, a team of researchers recently compared the DNA of an astrazoan volunteer to samples from an ancient race known as ilee, who vanished from their home on Apostae during the Gap, and found a remarkable number of similarities. The ilee were known for being unique: no two of them looked alike. These researchers theorize that some of the ilee used highly advanced genetic engineering to completely transform themselves in response to an extinctionlevel threat; the astrazoans' innate ability to control their forms is thought to be a side effect of this change, though some believe it was the intended purpose.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Astrazoans are Medium aberrations with the shapechanger subtype.
* ''Change Form:'' As a standard action, an astrazoan can physically alter their form to look like any Medium creature, as long as they have seen a similar creature before. They can attempt to either mimic a specific creature or look like a general creature of the chosen type. The astrazoan gains a +10 bonus to [[Disguise]] checks to appear as a creature of the type and subtype of the new form. The DC of the astrazoan's Disguise check is not modified as a result of altering major features or if they disguise themself as an aberration or a humanoid (though the DC is still modified if the astrazoan attempts to disguise themself as a different creature type). The astrazoan can remain in an alternate form indefinitely (or until they take another form).
* ''Compression:'' An astrazoan can move through an area as small as one-quarter their space without squeezing or one-eighth their space when squeezing.
* ''Darkvision:'' Astrazoans can see up to 60 feet in the dark.
* ''Many Forms:'' For effects targeting creatures by type, astrazoans count as both aberrations and humanoids.
* ''Rapid Revival:'' Once per day, when an astrazoan takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they had taken a full night's rest.
The //astute// fusion causes a weapon to become etched with glowing circuitry and ringed with faint blue-black flames. Stewards often use //astute// weapons as they hunt down criminals within the Pact Worlds. The DC of [[Bluff]] checks to feint against you and to use the operative's [[trick attack]] ability against you increases by 2 while you wield such a weapon.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (emotion, fear, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Targets'' all creatures within 30 feet
* ''Duration'' see text
* ''Saving Throw'' Will partial
* ''Spell Resistance'' yes
</div>
You release a howl of primal rage, echoing the pain of Dreamers awoken by injury. Creatures in the area that fail their saves are [[shaken]] for 2d4 rounds. Dreamers are immune to this spell.
Barathus can cast this spell as a reaction when reduced to 0 Hit Points. In this case, the spell's DC is increased by 2.
!!! Time-Tested, Dependable Vessels
<div class="statblock">
* ''Manufacturing Centers'' Absalom Station, Akiton, Verces
* ''Specialties'' Reliable, sturdy vessels for a wide range of needs
* ''Famous Models'' [[Bulwark|Modified ATech Bulwark]], [[Immortal|Atech Immortal]], [[Resolute|ATech Resolute]]
</div>
ATech is a wholly owned subsidiary of the megacorporation AbadarCorp, although it was not created by the conglomerate. Pre-Gap records indicate that the company now known as ATech originated on the planet Golarion as a manufacturer of atmospheric vehicles such as jet aircraft and hovercars. The exact details of who or what financed such cutting-edge research is lost to time, but speculators have suggested that it may have taken an entire country devoted to technological advances, a league of individuals with extraordinary knowledge for their time, or even the cult of a lesser god. The exact details of AbadarCorp's acquisition of ATech seem to have been hit particularly hard by the Gap. Rumors range from a simple buyout to a hostile takeover, and a few even dare to suggest corporate assassination—a suggestion quickly withdrawn by those concerned for their own safety. Regardless, this acquisition enabled AbadarCorp to expand its holdings far beyond its previous capacity. AbadarCorp renamed the starship manufacturer ATech and created its own fleet, eventually becoming one of the premier retail manufacturers in the Pact Worlds System.
In the modern age, ATech has been a go-to name for reliable vessels. Company policy insists that an ATech starship should be the best investment a customer can make. ATechs are made with care and precision, ensuring that the safety and security of a customer's goods, crew, and passengers are a top priority. This has earned the company a customer base that includes exploration parties, merchant houses, and even the Stewards. ATech makes no distinctions between these groups and offers its products to any organization in good legal standing.
Perhaps one of ATech's greatest achievements is the sheer volume of repair shops and shipyards it makes available to customers. It is the company's goal to have at least one service center in every settlement where it has customers, so they can repair, refuel, and upgrade parts conveniently. In lucrative locations, ATech has built entire cities dedicated to manufacturing and repair, but even small outposts have a hangar and a few mechanics. In addition to frontier dangers, many of these outposts have recently experienced increased incident reports, leading ATech to suspect sabotage by its competitors.
To meet its high demand for talented labor, ATech routinely offers generous scholarships and fast-track programs to promising engineers across the galaxy, many of whom go on to develop new technologies or work on well-known vessels, adding to ATech's prestige.
''Manufacturer Perk:'' While physical durability is a top priority for ATech, the manufacturer has also identified digital security as a growing concern. On ATech starships, an [[anti-hacking system]] costs 2 BP (rather than 3 BP) to install and upgrade.
[[]]<div class="statblock">
* ''Tier'' 10
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 22; ''TL'' 22
* ''HP'' 230; ''DT'' 5; CT ''46''
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' particle beam cannon (3d4×10)
* ''Attack (Port)'' light plasma cannon (2d12)
* ''Attack (Starboard)'' light plasma cannon (2d12)
* ''Attack (Turret)'' heavy plasma torpedo launcher (5d10)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (good), mk 4 armor, mk 4 defenses, mk 3 duonode computer; ''Expansion Bays'' [[cargo holds]] (3), [[life boats]], [[medical bay]], [[shuttle bay]]
* ''Modifiers'' +3 any two checks per round, +2 [[Computers]]
* ''Complement'' 60
!!! CREW
* ''Captain'' [[Bluff]] +19 (10 ranks), [[Computers]] +21 (10 ranks), [[Diplomacy]] +19 (10 ranks), [[Engineering]] +19 (10 ranks), gunnery +15, [[Intimidate]] +19 (10 ranks)
* ''Engineer (1 officer, 20 crew)'' [[Engineering]] +19 (10 ranks)
* ''Gunners (3 officers, 10 crew each)'' gunnery +15
* ''Pilot (1 officer, 3 crew)'' [[Piloting]] +19 (10 ranks)
* ''Science Officer'' [[Computers]] +21 (10 ranks)
</div>
Severe and pugnacious, the Immortal is the workhorse capital ship of military fleets like those of the Stewards and the Knights of Golarion. Thickly armored and loaded with weapons, this cruiser rarely needs to fire a shot in most conflicts, as its mere appearance in-system can stop a conflict cold and send all but the most militant threats running for the safety of the Drift.
<div class="statblock">
* ''Tier'' 11
* Large heavy freighter
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 28; ''TL'' 25
* ''HP'' 160; ''DT'' –; ''CT'' 32
* ''Shields'' medium shields 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' gravity gun (6d6; 10 hexes), linked light particle beams (6d6; 10 hexes)
* ''Attack (Port)'' particle beam (8d6; 20 hexes)
* ''Attack (Starboard)'' particle beam (8d6; 20 hexes)
* ''Power Core'' Gateway Light (300 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 2 duonode computer, mk 8 armor, mk 6 defenses; ''Expansion Bays'' [[cargo holds]] (8)
* ''Modifiers'' +2 to any two checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 13 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +25 (11 ranks)
* ''Engineer (1 officer, 3 crew)'' [[Engineering]] +20 (11 ranks)
* ''Gunner (3 officers, 1 crew each)'' gunnery +16 (11th level)
* ''Pilot'' [[Piloting]] +20 (11 ranks)
* ''Science Officer'' [[Computers]] +20 (11 ranks)
</div>
ATech produces this sturdy long-haul freighter for the transport of large amounts of goods across the galaxy. Like many ATech vessels, the Keystone is modular and versatile, with eight expansion bays for a variety of purposes, depending on the needs of the crew. Most crews use at least half the bays as cargo holds and fill the remaining bays with recreational suites to stave off boredom on long journeys through the Drift. Crews who make deliveries to the more dangerous areas of space convert their remaining expansion bays into combat training simulators and armories to better fend off space pirates and other attackers. A vanishingly few Keystones are used as passenger transports, with either large luxury guest rooms for those looking for more privacy or smaller bunks for those seeking a cheaper option. However, no matter how fancy the interiors, these Keystones’ bulky and practical exteriors tended to put off wealthier clients, who instead sought other, more elegant transports. As such, most passenger-focused Keystones have been decommissioned or converted to standard cargo haulers.
At least one ATech Keystone, the Golden Key, transported settlers to New Harmony. When the crew decided to make new lives on the planet, the ship gathered dust in a hangar for months. With the approach of the Order of the Culling Shadow’s armada, that Keystone has been taken out of mothballs. To defend their new home, the crew quickly retrofitted the Golden Key with new weapons, heavier armor, and an expanded power core. It wasn’t a perfect job. Wires hang from the ship’s corridors, and the power core’s expansion required removing some safety systems, but the Golden Key is ready for combat and is one of the best outfitted ships in the New Harmony armada.
<div class="statblock">
* ''Tier'' 8
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 21; ''TL'' 21
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Forward)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Port)'' light particle beam (3d6; 10 hexes)
* ''Attack (Starboard)'' light particle beam (3d6; 10 hexes)
* ''Attack (Aft)'' flak thrower (3d4; 5 hexes)
* ''Attack (Turret)'' light plasma torpedo launcher (3d8; 20 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), fortified hull (steel composite), mk 4 armor, mk 4 defenses, mk 2 duonode computer; ''Expansion Bays'' [[cargo holds]] (6), [[escape pods]], [[medical bay]]
* ''Modifiers'' +2 to any two checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 19 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +16 (8 ranks), [[Diplomacy]] +16 (8 ranks), gunnery +14 (8 level), [[Intimidate]] +16 (8 ranks), [[Piloting]] +16 (8 ranks)
* ''Engineer (1 officer, 6 crew)'' [[Engineering]] +21 (8 ranks)
* ''Gunners (2 officers, 2 crew each)'' gunnery +14 (8th level)
* ''Pilot (1 officer, 3 crew)'' [[Piloting]] +16 (8 ranks)
* ''Science Officer'' [[Computers]] +16 (8 ranks)
</div>
The ATech Resolute is a simple, sturdy ship with a bold personality and a beloved subculture. AbadarCorp first commissioned the Resolute over a century ago to meet its growing need for a deep space freighter that didn't need an escort. An especially troubling surge in piracy had made the conglomerate's colonial ambitions far too costly not to take more direct action. The answer came in the form of this blocky, golden hulk that, no matter how hard it was battered, wouldn't give up the fight. To some customers' chagrin, the same durability makes the factory-installed amenities difficult to upgrade; while the austere interior plastics are undeniably hardy, their most polite critics often describe them as "discouragingly industrial."
After AbadarCorp had built up a substantial fleet of Resolute vessels, the model became available to other companies and individuals, quickly gaining a reputation for its stellar reliability. Notable and varied operations like the Aspis Consortium, the Knights of Golarion, and the Golden League regularly employ the Resolute, not only representing a considerable fraction of the starship's sales but also advertising the design's reliability to independent pilots. Ironically, the Free Captains have also gained respect for the ships after battling them through the years, and have managed to commandeer a few more Resolutes than ATech would prefer. AbadarCorp occasionally posts bounties for these rogue starships, paying a reward based on the condition of a returned ship—less for proper documentation of its destruction.
While the prolific AbadarCorp-owned fleet of Resolutes sports extensive golden filigree, independently owned ships are also richly decorated. In fact, the ships' long lifespan and beloved reliability have endeared them to many, and it's become a tradition for private owners to adorn their ships with baubles and paint them with bright, vibrant, and unique designs. It's not uncommon for a Resolute to outlive its original owner and end up passed from generation to generation of budding entrepreneurs, with each new owner adding their own flair to the vibrant mess. AbadarCorp encourages this tradition by hosting various modding pageants as a low-cost way to protect its own visual brand, ensuring that its gold-hued vessels are distinctive as company property.
<div class="statblock">
* ''Tier'' 7
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 25; ''TL'' 24
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' medium shields 160 (forward 50, port 35, starboard 35, aft 40)
* ''Attack (Forward)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Turret)'' light torpedo launcher (2d8; 20 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced medium-range sensors, mk 2 trinode computer, mk 8 armor, mk 8 countermeasures; ''Expansion Bays'' [[arcane laboratory]], [[cargo hold]], [[crew quarters]] (good), [[recreation suite]] (trivid den), [[tech workshop]]
* ''Modifiers'' +2 to any 3 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +14 (7 ranks), [[Computers]] +12 (7 ranks), [[Diplomacy]] +14 (7 ranks), gunnery +12 (7th level), [[Intimidate]] +14 (7 ranks), [[Piloting]] +15 (7 ranks)
* ''Engineer'' [[Engineering]] +14 (7 ranks)
* ''Gunner'' gunnery +12 (7th level)
* ''Magic Officer'' [[Mysticism]] +14 (7 ranks)
* ''Pilot'' [[Piloting]] +20 (7 ranks)
* ''Science Officer'' [[Computers]] +14 (7 ranks)
</div>
The Vector is a multi-deck starship with reliable weaponry and moderate speed, both in space and in the Drift, and sports a modest cargo hold. While this makes the Vector not specialized for any one purpose—it’s rarely the starship of choice for mercenaries, soldiers, corporations, or freighters, for example—it’s comfortable and adaptable, a starship intended to do everything well and stand up to both the dangers of space and regular wear and tear. Marketed as a starship for explorers, travelers, and anyone who makes their starship a permanent home, the Vector is also favored by independent scientists and surveyors, as well as other small ventures.
As befitting its status as a mobile home, the ATech Vector has a comfortable recreation suite, mess, and crew quarters, and full washroom facilities. The ceilings are high, halls are wide, and rooms are generous in size, all to account for crews of varying sizes. A central lift and ladder grant access to all decks of the Vector, and stairs additionally connect the lower deck and cargo hold.
The ATech Vector is moderately customizable. Each of the six crew quarters can be outfitted with furnishings sized for the crew members. The factory-standard recreation suite is a trivid den, but it can be upgraded to a gym, sparring center, arcade, or interactive entertainment center when purchased direct from ATech. Likewise, the tech workshop can be switched out for a medical bay, science lab, or synthesis bay to better accommodate the interests of the crew.
You can scale vertical surfaces, leap over obstacles, and swim.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large vermin (aquatic)
* ''Init'' +4; ''Senses'' [[darkvision]] 180 ft., [[sense through]] (vision [fog only]) 90 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +11; ''Will'' +8
* ''Defensive Abilities'' [[amphibious]]; ''Immunities'' [[deafened]]; ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 20 ft., fly 30 ft. ([[Ex]], clumsy or average), swim 30 ft.
* ''Melee'' claw +18 (2d10+12 B)
* ''Ranged'' sonic snap +21 (3d6+9 So; critical [[stun|Stun (critical)]] [DC 16])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' atmospheric enhancement, sonic snap
!!! STATISTICS
* ''Str'' +3; ''Dex'' +4; ''Con'' +6; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +22 (+14 to fly in normal atmosphere), [[Athletics]] +17 (+25 to swim)
* ''Other Abilities'' aerial buoyancy, [[amphibious]], [[mindless]], [[water breathing]]
!!! ECOLOGY
* ''Environment'' warm or temperate hills or water
* ''Organization'' solitary, pair, or cacophony (3–7)
!!! SPECIAL ABILITIES
''Aerial Buoyancy ([[Ex]])'' An atlapak can inflate its lightweight body and flap its gills to swim through the air. In normal atmosphere, the atlapak moves at half speed with clumsy maneuverability. In thick atmosphere, the atlapak flies at full speed with average maneuverability. It's unable to fly in environments with thin atmosphere or no atmosphere.
''Atmospheric Enhancement ([[Ex]])'' An atlapak's sonic snap ability becomes increasingly effective the denser its surroundings. In normal and thicker atmospheric conditions, the range increment increases to 100 feet, and the DC to resist the atlapak's critical hit effect increases by 2. In thick atmosphere or underwater, the sonic snap gains the [[sniper]] (250 ft.) weapon property.
''Sonic Snap ([[Ex]])'' By cocking and then snapping shut its specialized claw as a standard action, an atlapak can create a sonic burst as a ranged attack. This attack has a range increment of 80 feet, targets EAC, and has the [[penetrating]] special property, ignoring 9 points of its target's hardness. This ability doesn't function in environments with no atmosphere.
</div>
<<section 'Atlapak Juvenile'>>
Often compared to evolutionarily unrelated mantis shrimp, atlapaks have banded shells that offer considerable mobility. Their eight pairs of legs have evolved for walking and swimming; to perceive their surroundings, they have inquisitive antennae and three compound eyes mounted on movable stalks. These large, amphibious arthropods are also famous for their explosively devastating claws—one pincer designed for grasping and tearing and another capable of opening and snapping shut with incredible speed to generate cavitating sonic blasts. Rather than creating a localized explosion, an atlapak can fan its abdominal plates to focus and direct the sonic energy into a distant burst that can stun or outright kill prey hundreds of feet away. The denser the medium—whether liquid or gas—the more effective the blast. Atlapaks can grow as much as 10 feet long, while juveniles are around 5 feet long.
Atlapaks prefer lurking in sheltered burrows that provide commanding views, such as coral reefs or low hills. From there, the creatures hunt by ambush, waiting for prey to approach within easy striking range before unleashing several sonic bursts and closing in for the kill. Underwater, atlapaks often cohabitate with colonial tube worms like the pileated tsorkos, which gradually accumulate sandy mounds and tunnels. The atlapaks help watch for danger and often leave food scraps, while the worms provide good hiding spots and vantage points.
Older atlapaks more often leave the water to seek terrestrial prey, using their natural buoyancy to hover several hundred feet above the surface while scouting for food. Drifting in this way also helps adults find mates, and although atlapaks most often reproduce in water, their eggs can survive in humid terrestrial environments. Some unlucky jungle explorers have fallen prey to the young arthropods when atlapak eggs adhered to the underside of tree branches hatch and drift into convoys.
Although unintelligent, atlapaks exhibit utterly uncanny ballistics mastery. Their antennae are extremely sensitive to humidity and currents, for which the arthropods adjust their aim. Not only do their questing compound eyes provide exceptional depth perception, but their lenses also help them compensate for the refracting and obscuring qualities of water vapor and other gases, providing them with a clear view of their surroundings even in foggy conditions. Collectively, these features enable atlapaks to pinpoint and strike even fast-moving targets.
Fresh atlapak meat has a clean taste that appeals to many species, though it acquires a repugnant sliminess within hours of the creature's death. As a result, connoisseurs often commission live atlapak shipments to their restaurants, despite the danger the cargo presents for most starships. [[Kalos]] are especially partial to atlapak flesh, hunting the animals to near-extinction on their home world, Kalo-Mahoi.
!! Snap Whips
{{Snap Whip}}
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium vermin (aquatic)
* ''Init'' +4; ''Senses'' [[darkvision]] 120 ft., [[sense through]] (vision [fog only]) 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Immunities'' [[deafened]]; ''Resistances'' sonic 5
!!! OFFENSE
* ''Speed'' 20 ft., swim 30 ft., fly 30 ft. ([[Ex]], clumsy or average)
* ''Melee'' claw +8 (1d6+4 B)
* ''Ranged'' sonic snap +11 (1d4+3 So; critical [[stagger]] [DC 12])
* ''Offensive Abilities'' atmospheric enhancement, sonic snap
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' —; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +13 (+5 to fly in normal atmosphere), [[Athletics]] +8 (+16 to swim)
* ''Other Abilities'' aerial buoyancy, [[amphibious]], [[mindless]], [[water breathing]]
!!! ECOLOGY
* ''Environment'' warm or temperate hills or water
* ''Organization'' solitary, pair, or cacophony (3–7)
!!! SPECIAL ABILITIES
''Aerial Buoyancy ([[Ex]])'' See [[atlapak]].
''Atmospheric Enhancement ([[Ex]])'' See [[atlapak]].
''Sonic Snap ([[Ex]])'' See [[atlapak]]; this attack has a range increment of 50 feet, and its [[penetrating]] special property ignores 3 points of its target's hardness.
</div>
An atmosphere is a layer of gases held in place by the pull of a planetoid's gravity. The gravity and temperature of a planetoid impact its ability to retain an atmosphere. Most planets and planetoids support some manner of atmosphere. In addition to hospitable atmospheres, there are various other types of atmosphere that serve as hazards to most life.
!! No Atmosphere
A creature on a planet without an atmosphere (or with an atmosphere so thin that it is effectively airless) is exposed to a [[vacuum]].
!! Normal
A normal atmosphere is one that can support the majority of breathing life-forms. Most such atmospheres are composed of some combination of oxygen, nitrogen, and other nontoxic gases.
!! Thick
A nonacclimated creature operating in a thick atmosphere treats it as somewhat harmful, due to the extra chemical compounds in the air and the increased atmospheric pressure. Every hour, such a creature must succeed at a Fortitude save (DC = 15 + 1 per previous check) or become [[sickened]]. This condition ends when the creature returns to a normal atmosphere. Conversely, the increased weight of the air grants a +4 circumstance bonus to [[Acrobatics]] checks to fly or [[Piloting]] checks to keep an aircraft in flight.
Severely thick atmospheres are far more dangerous. Every minute, a creature in such an atmosphere must succeed at a Fortitude save (DC = 15 + 1 per previous check) or begin to [[suffocate]] as its lungs cease coping with the density of the oxygen inhaled and lose the strength to keep pumping air into its bloodstream.
!! Thin
Thinner atmospheres tend to cause a nonacclimated creature to have difficulty breathing and become extremely tired. A typical thin atmosphere requires such a creature to succeed at a Fortitude save each hour (DC = 15 +1 per previous check) or become [[fatigued]]. The fatigue ends when the creature returns to a normal atmosphere.
Severely thin atmospheres can cause long-term oxygen deprivation to those affected in addition to the effects of a standard thin atmosphere. The first time a creature in a severely thin atmosphere fails its Fortitude save, it must succeed at a DC 25 Fortitude save or take 1 damage to all ability scores. A creature acclimated to high altitude gains a +4 insight bonus to its saving throw to resist this effect.
!! Corrosive
As the name suggests, a corrosive atmosphere eats away at matter. The type and speed of the erosion varies, but the most common use of this term describes atmospheres capable of dissolving most matter. A typical corrosive atmosphere deals anywhere from 1 acid damage per minute up to 10d6 acid damage per round to creatures and objects within. Certain metals and treated materials may be immune to the specific atmosphere of a planet, and often the corrosion can be mitigated with dutiful preparation.
!! Toxic
Toxic atmospheres are composed of poisonous compounds and vary radically in their consistencies. Some toxic atmospheres are capable of sustaining oxygen-breathing life-forms, while others immediately suffocate those within them. Regardless of whether or not they allow creatures to breathe, toxic atmospheres are threats to most living creatures, as they act as an inhaled poison. Though the specific type of poison varies, many toxic atmospheres act as existing poisons but with radically different onset times and save DCs. Low-level toxic atmospheres can have onset times measured in hours or days, while heavily toxic atmospheres have onset times measured in rounds.
[[Hanakans]] have evolved a symbiotic relationship with a bacteria in their lungs, allowing them to survive in the toxic environments of their homeworld. An modification to your lungs based on this symbiosis grants you immunity to inhaled poisons, and you are automatically acclimated to thin and thick atmospheres.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|atmospheric adaptation graft | 6 | 4,500 | lungs |
</div>
As a fungus species, [[hortuses]] can modify the spores they emit to produce harmful toxins or beneficial gases. Using microscopic, spore-producing cells in your lungs (or similar organs), you can do the same. As a move action while in an atmosphere, you can spend 1 Resolve Point to release these spores into the air. When you use this ability, choose a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize this save. If you choose to enhance, creatures within 20 feet of you gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if you choose to penalize, creatures within 20 feet of you take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude saving throw (DC = 10 + half your character level + your Constitution modifier) before the bonus or penalty is applied to ignore this effect. This is an inhaled poison effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|atmospheric alteration graft | 5 | 2,750 | lungs |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CE Medium outsider (chaotic, evil, native)
* ''Init'' +2; ''Senses'' [[blindsense]] (life) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 147
* ''EAC'' 23; ''KAC'' 22
* ''Fort'' +9; ''Ref'' +9; ''Will'' +15
* ''Immunities'' poison, vacuum
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Su]], average)
* ''Melee'' slam +17 (2d8+15 B)
* ''Ranged'' void bolt +19 (3d4+10 force; critical [[severe wound]] [DC 19])
* ''Spell-Like Abilities'' (CL 10th; melee +18, ranged +19)
** 1/week—//[[interplanetary teleport]]// (self only), //[[plane shift]]//
** 1/day—//[[cosmic eddy]]// (DC 22), //[[enervation]]//
** 3/day—//[[arcing surge]]// (DC 21), //[[bestow curse]]// (DC 21), //[[displacement]]//, //[[synaptic pulse]]// (DC 21)
** At will—//[[mirror image]]//, //[[see invisibility]]//
* ''Offensive Abilities'' words of destruction
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +2; ''Int'' +0; ''Wis'' +3; ''Cha'' +8
* ''Skills'' [[Intimidate]] +24, [[Mysticism]] +24, [[Sense Motive]] +19
* ''Languages'' Abyssal, Common; [[telepathy]] (100 ft.)
* ''Other Abilities'' [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or cult (1 plus 13–20 cultists)
!!! SPECIAL ABILITIES
''Words of Destruction ([[Su]])'' Once per day as a swift action, the many mouths of an atrocite can speak words of total devastation. For the next 3 rounds, any chaotic evil worshiper of the Devourer within 60 feet adds the [[wound]] critical hit effect to all its attacks (in addition to any existing critical hit effect); if an attack already has the wound critical hit effect, it gains the [[severe wound]] critical hit effect instead. If the atrocite takes damage at any point during this 3-round period, the effects of its words of destruction end immediately.
</div>
The monstrous atrocites are potent agents of the Devourer. Each atrocite has a unique form roughly similar to that of a member of some sentient species. If the original form has eyes, the atrocite's are instead empty voids. If it has hands, each holds a fanged mouth that speaks of destruction. A gray haze forms above atrocites, constantly crackling with red energy and serving as the source of their void bolts.
Although they are outsiders, atrocites dwell primarily on the Material Plane, searching through space for places ripe for the depredations of a Devourer cult or helping extant cults execute massive acts of destruction beyond their normal capacity. An atrocite remains with a cult only so long as its presence and guidance clearly increases the recruiting power or destructive capacity of the cult, leaving as soon as it can to further spread its message of infinite unmaking.
Cultists sometimes smuggle atrocites into highly populated systems to spread the evourer's dire gospel, but atrocites travel on their own just as often, either teleporting over vast distances through space or using planar travel.
An //Atrocite Sphere// is a dull, dark globe 3 inches in diameter. Each of the several known //Atrocite Spheres// is thought to have spontaneously appeared from the void when an [[atrocite]] (a supernatural agent of the Devourer) emerged into the galaxy. The //Atrocite Sphere// must adjust to your soul by floating 3 inches above your head for 24 hours. If the sphere stops floating above you for more than 1 minute, it must readjust to you. The sphere can float above you while you're [[prone]] or [[unconscious]], but it stops doing so if you die. After it adjusts to you, the sphere exudes a slight pull, like gravity.
While the //Atrocite Sphere// floats above you, you gain [[DR]] 10/— and [[energy resistance]] 10 against all energy types. If you gain a higher value in one of these defenses from another source, that value increases by 2. When it blocks damage, the sphere briefly flashes with crimson light that resembles a black hole's accretion disc.
When you take Hit Point damage from an attack or effect a foe created, as a reaction you can redirect some of the damage dealt to you. When you do so, the sphere flashes with crimson light and pulses with gravity, knocking you [[prone]]. Divide the damage dealt to you in half. If your attacker is within 330 feet of you, it takes this damage as force damage, is knocked [[prone]], and suffers any critical effect the attack inflicted, but it suffers no other effects. The target can attempt a Will saving throw (DC = 20 + your Charisma modifier) to take half damage and avoid any critical effect. You take the remaining damage (though you get to apply your defenses to this damage normally).
After you redirect damage with the //Atrocite Sphere//, you go berserk. This compulsion is a mind-affecting effect, but it works on any creature the sphere has adapted to, even if that creature is normally immune to such effects. While you are berserk, you gain a +1 morale bonus to attack rolls and a +3 morale bonus to damage rolls and Strength checks. You also gain a number of temporary Hit Points equal to 3 times your level or CR, which remain only while you stay berserk. However, you take a –2 penalty to KAC and EAC. You can't cast spells or use any skill or ability that requires concentration or patience. The only reactions you can take are attacks of opportunity. You consider no creature to be your ally, although you don't consider erstwhile allies to be foes.
On each of your turns while you're berserk, you attack the opponent closest to you, moving or charging only if you need to do so to attack. You make a full attack if you can, using abilities or weapon special properties that facilitate making numerous attacks. When you make a full attack, you reduce the penalties for doing so by 1. If multiple opponents are equally close to you, you divide your attacks among them or include as many as you can in a full attack such as automatic fire.
You cease being berserk if you lose consciousness or you're aware of no other enemies. In addition, you can attempt a DC 25 Will saving throw each time you reduce a creature to 0 Hit Points, ending the berserking episode if you succeed. When the episode ends, you are [[fatigued]] for as long as you were berserk.
If you fail to reduce a significant enemy to 0 Hit Points while you're berserk, the //Atrocite Sphere// provides none of its benefits to you for 24 hours.
An //Atrocite Sphere// can be destroyed only by being tossed into a star, gas giant, black hole, or some equally massive gravitational phenomenon. Cultists of the Devourer say this annihilation is useless, since the spheres will continue to be born until reality itself dies.
The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but the creature adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it is attached. An attached creature can't move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 × the creature's CR) made as a move action, or it can remove itself from its target as a move action.
//Format:// ''Melee'' attach +6.
Making a single attack is a standard action.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
An attack of opportunity is a special melee attack you can make against a target you [[threaten]] (usually an adjacent opponent), even if it is not your turn. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases.
* When you threaten a space and the opponent moves or is moved out of that space in any way other than a [[guarded step]] or [[withdraw]] action, you can use your reaction to make a melee attack against the opponent.
* When the opponent in a space you threaten makes a ranged attack, you can use your reaction to make a melee attack against the opponent.
* When the opponent in a space you threaten casts a spell or uses a spell-like ability, you can use your reaction to make a melee attack against the opponent. However, some spells or spell-like abilities state in their descriptions that they don't provoke attacks of opportunity, so be sure to confirm that the enemy has provoked your reaction before you take it.
Attacks of opportunity are always resolved before the action that triggers them. You don't take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn.
<div class="statblock">
* ''Level'' 12; ''Price'' 130,000
* Gargantuan water vehicle (20 ft. wide, 70 ft. long, 20 ft. high)
* ''Speed'' 20 ft., full 450 ft., 50 mph (swim)
* ''EAC'' 26; ''KAC'' 28; ''Cover'' total cover (enclosed)
* ''HP'' 210 (105); ''Hardness'' 14
* ''Attack (Collision)'' 13d10 B (DC 15)
* ''Attack'' SAM launcher (2d6×10 B & F)
* ''Attack'' [[underwater]] [[IMDS missile launcher]] (tactical missile; [[explode]] [30 ft.] 6d8 B & P)
* ''Modifiers'' –4 [[Piloting]], –4 attack (–6 at full speed)
* ''Systems'' autopilot ([[Piloting]] +22), enhanced sensors ([[blindsight]] [sound] 1 mile), expansion bays (4), planetary comm unit
* ''Complement'' 11; ''Passengers'' 8
!!! SPECIAL ABILITIES
''Enclosed ([[Ex]])'' In addition to having total cover, the pilot and passengers in an enclosed vehicle can't use their personal weapons to attack creatures and objects outside the vehicle, though they can use the vehicle's weapons (if any).
''SAM Launcher ([[Ex]])'' This heavy weapon launches a guided missile that has a range increment of 2,000 feet. The weapon can target only airborne vehicles or starships. A missile sub can only use this weapon when at depths of 100 feet or less. On a successful attack, the pilot of the defending vehicle can attempt a [[Piloting]] check (DC = the attack roll's result) to halve the damage. A missile sub has a capacity of eight missiles.
</div>
The forward section of this submarine holds two rows of missile bays designed to intercept aircraft.
An attack roll represents your attempt to hit your opponent in melee or from range on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. Various other bonuses can apply from class features, feats, and so on. If your result equals or exceeds the target's Armor Class, you hit and deal damage.
!! Ranged Attacks
When making a ranged attack, you use a ranged weapon to shoot at an opponent from a distance. If you're attacking with a thrown weapon, your ranged attack bonus equals your base attack bonus + your Strength modifier. Otherwise, your attack bonus for a ranged attack equals your base attack bonus + your Dexterity modifier.
When you make a ranged attack, you might also take a penalty for shooting or throwing your weapon beyond the distance listed as its optimal range.
!! Melee Attacks
When making a melee attack, you use a melee weapon to strike an opponent in hand-to-hand combat. Your attack bonus for a melee attack is equal to your base attack bonus + your Strength modifier.
!! Automatic Misses and Hits
A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a possible [[critical hit]], which could deal more damage.
Whenever one starship fires a weapon at another starship, that action is resolved with a gunnery check. Attacks are made during the gunnery phase of combat, in the order determined during the helm phase, but the damage and critical damage effects are applied after all of the attacks have been made (meaning every starship gets to attack, even if it would be destroyed or crippled by an attack that happened during the same gunnery phase). With only very rare exceptions, each of a starship's weapons can be fired only once per round. You make an attack using the following procedure.
!! Range And Arc
First, determine the range between the two starships (counted in hexes) and the arc of attack. For every range increment beyond the first, the gunnery check takes a cumulative –2 penalty. The attacking starship can fire a weapon against only ships in the same arc as that weapon. If the targeted starship is in a hex that lies in two arcs (the shaded hexes in the diagram), the gunner decides which arc's weapons target it; it can't be targeted by weapons in two arcs.
!! Gunnery Check
Attempt a gunnery check for each weapon fired against a target (except for [[linked weapons]], which are resolved using one action and a single gunnery check).
@@.equation
''Gunnery Check = 1d20 + the gunner's base attack bonus or the gunner's ranks in the Piloting skill + the gunner's Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty''
@@
The gunnery check bonus for an NPC starship of tier 9 or lower is equal to the starship's tier plus the highest ability score modifier for an NPC of a CR equivalent to the starship's tier (using the [[array|Step 1: Array]] for generating monsters and NPCs). For an NPC starship of tier 10 or higher, use the same calculation but substitute the second-highest ability score modifier instead.
!! Determining The Outcome
Compare the result of the gunnery check to the target's Armor Class (AC) or Target Lock (TL), depending on the weapon used. If you attack with a direct-fire weapon and the result of the gunnery check equals or exceeds the target's AC, you hit the target and damage is determined as normal (see [[Damage]] below). A target's AC is determined using the following formula.
@@.equation
''AC = 10 + the pilot's ranks in the Piloting skill + the ship's armor bonus + modifier based on the ship's size + bonuses and penalties from successful or failed stunts and actions''
@@
If the attack is made with a tracking weapon such as a missile launcher and the result of the gunnery check equals or exceeds the target's TL, the tracking weapon's projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect maneuverability). If it intercepts the target before it reaches the end of its movement, it explodes and deals damage as normal (see [[Damage]] below). If not, attempt a new gunnery check at the start of the next gunnery phase to determine whether the projectile continues to move toward the target; you don't receive any bonuses from computer systems or actions by your fellow crew members from previous rounds or the current round, but you can take penalties, such as from an enemy science officer's [[improve countermeasures]] action. If the result of a gunnery check for a tracking weapon is ever less than the target's TL, the weapon's projectile is destroyed and removed from play. A target's TL is determined using the following formula.
@@.equation
''TL = 10 + the pilot's ranks in the Piloting skill + the ship's bonus from defensive countermeasures + modifier based on the ship's size + bonuses and penalties from successful or failed stunts and actions''
@@
Anyone attacking while on a vehicle takes that vehicle's penalty to attack rolls, as listed in the Modifiers entry of the vehicle's statistics. It's especially difficult to attack from a vehicle that's moving at high speed, so a vehicle might have a higher modifier on attacks (shown in parentheses) when traveling at full speed. The penalty for moving at full speed applies if the vehicle moved at full speed during the last round. The attack penalty doesn't apply when the vehicle is stopped.
!! Firing Vehicle Weapons
Firing a weapon mounted on a vehicle works like firing a normal ranged weapon, but you must activate the vehicle's weapons instead of ones you hold. The penalties to attack rolls in the vehicle's Modifiers entry also apply to attacks made with a vehicle's weapons.
Some vehicles have weapons bound to their steering devices or weapons that are operated from the same control panel. These can be fired when you are piloting, though you normally can't fire the vehicle's weapons on the same turn that you race (or on the same turn that you take another full action) because you don't have enough available actions. Weapons mounted in other manners typically need to be fired by creatures on the vehicle that are dedicated gunners.
!! Drive-By Attacks
Because many vehicles have full speeds that might let them move across an entire battle map, the GM may need to make a judgment call when vehicles leave the map and want to return. The GM determines how long returning takes, but it normally takes at least 1 round to double back, since it takes a move action to drive and change heading.
In theory, creatures could pile on a vehicle, ready actions to shoot enemies as soon as they're within 30 feet, race the vehicle across the map, and fire in passing. Such a maneuver might seem like a sure thing, but it comes with a few problems. First, the attackers take a big penalty to all their attacks, but enemies who ready actions to fire back don't take those penalties. Second, enemies have time to prepare while the vehicle is off the map. They might take cover, set up obstacles to prevent the vehicle from racing through, or just leave. The GM might also rule that the attackers can't keep a good watch on what's happening while they're off the map or that the vehicle breaks down after the stress of using such a tactic.
This tightly written guidebook provides an overview of the cultural practices of most settlements and species common to the Pact Worlds, including taboos, preferred greeting styles, and acceptable topics of casual conversation. Referencing this guidebook provides a +4 circumstance bonus to [[Diplomacy]] checks to [[gather Information]] in the Pact Worlds.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|Attentive Guidebook, Pact Worlds | 1 | 200 | L |
</div>
You have a soft touch and naturally conceal signs of your tampering. Do not increase the DC of [[Engineering]] checks to hide your attempts to [[disable a device|Disable Device]].
You can direct energy from attacks near you into your shield. If you take a move action to align a shield against a specific attacker, you can also grant an adjacent willing or unconscious ally a +1 shield bonus to AC until the beginning of your next turn. This bonus ends if the ally ceases to be adjacent to you.
Your weapon exerts a pull that makes objects cling to it and can even stymie opponents with strands of force. As a move action, you can grant a weapon you wield, including your solar weapon, the disarm weapon special property. This benefit lasts for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, if you score a critical hit with the weapon, your target must succeed at a Reflex save or be [[entangled]] for 1 round. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the entangling effect.
This module employs a combination of magnetic fields and magical energies that cause melee weapons that strike you to get stuck. It must be installed in a suit of armor for 24 lhours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for a 24-hour cool-down period. When an enemy hits you with a melee weapon, as a reaction you can activate this upgrade, which grants you a +4 circumstance bonus to disarm combat maneuvers to disarm the enemy of that weapon before the beginning of the enemy's next turn. An //attractor field's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//attractor field// | 11 | 24,000 | 1 | any | L | 5 | 1 |
</div>
If you have at least 12 ranks in [[Piloting]], you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1-1/2 × your starship's tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship's movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the [[fly|Fly (pilot action)]] action (but still lose the Resolve Point).
''Critical:'' Your incredible maneuvering leaves enemy gunners confounded. You gain a +4 circumstance bonus to your ship's AC and TL until the start of the next round.
You can take an unexpected or socially unacceptable action with such total confidence and lack of doubt that the target can't immediately react to it. You can make an [[Intimidate]] check to [[demoralize]] a foe, but rather than cause them to be [[shaken]] on a successful check, you cause them to be [[dazed]] for 1 round, and [[staggered]] for 1 additional round for every 5 by which your result exceeds the DC. Once you have used this ability against a specific target, you cannot target them with it again for 24 hours.
<div class="statblock">
* ''CR'' 5; XP 1,600
* N Medium animal
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +9; ''Will'' +4
!!! OFFENSE
* ''Speed'' 20 ft., fly 50 ft. ([[Ex]], perfect), swim 10 ft.
* ''Melee'' beak +11 (1d6+8 P) or talon +9 (1d8+8 S; critical 1d4 [[bleed]])
* ''Ranged'' enzyme jet +14 (1d10+5 A plus embalming enzymes)
* ''Offensive Abilities'' impale
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Athletics]] +11 (+19 to swim)
!!! ECOLOGY
* ''Environment'' any land or sky
* ''Organization'' solitary, pair, quiver (3–10), flight (11–30)
!!! SPECIAL ABILITIES
''Enzyme Jet ([[Ex]])'' As a ranged attack, an augerwing can open its beak pores to spray high-pressure streams of ink-like enzymes with a maximum range of 30 feet and no range increment. This attack has the [[unwieldy]] weapon special property and can be used only every 1d4+1 rounds.
''Impale ([[Ex]])'' An augerwing can perform a spiraling dive to drive its beak into prey. When the augerwing performs a charge and deals damage, if the result of the attack rolls meets or exceeds the target's KAC + 4, the augerwing's beak pierces the target's body; if the target is Medium or smaller, it is also [[grappled]]. The augerwing can keep its beak embedded in the target if it succeeds at further grapple combat maneuvers as normal; it receives a +4 racial bonus to these attacks. A creature can pull out the augerwing's beak (and remove the grappled condition) with a successful [[Acrobatics]] check to [[escape]] or [[grapple|Grapple (combat maneuver)]] combat maneuver as normal for the condition. A creature impaled in this way is exposed to embalming enzymes (see above) at the start of its turn.
!!! Embalming Enzymes
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/minute for 10 minutes
* ''Effect'' progression track is //Healthy—Sluggish—Stiffened— Staggered—Immobile//
* ''Cure'' 2 consecutive saves
</div>
An augerwing is a tall, lean bird with muted brown, gray, and white plumage and eight spindly legs. Its long, sinuous, rasp-covered beak splits into multiple sections, each of which sports numerous pores. Colored bright yellow or red, each augerwing's beak displays a pattern of spots unique to that individual. An augerwing has two sets of wings, keeping its secondary wingspan close to its body when not in use. By switching between wing pairs while flying, an augerwing moves through the air in a hypnotic, twisting spiral pattern that has endeared Pharasmin cultures to this strange avian.
When hunting, an augerwing approaches its prey in a rapid, spinning dive. Strong muscular and skeletal structures help the bird muster the power to drill into their target's flesh. It then continues to twist and stab, injecting fixative enzymes into its prey to limit mobility.
Groups of augerwings use large animal carcasses as nests and lay their tiny eggs inside the corpse's bones; after the eggs have hatched, these hollowed-out bones resemble flutes and can fetch a high price. The birds have spread throughout Near Space and have mostly resisted domestication efforts.
As a move action, you can expend an unused spell slot to magically reconfigure or enhance a vehicle you touch. All the vehicle's movement speeds increase by 10 feet, the vehicle gains a +1 enhancement bonus to EAC and KAC, and the vehicle deals an additional 1d4 damage with collision attacks. If you're piloting this vehicle, its [[Piloting]] modifier increases by 2. These effects last for a number of rounds equal to twice the expended spell's level.
Your body holds extraordinary potential for augmentation.
''Basic:'' You gain one free augmentation of the type associated with your [[niche]], with a level equal to or lower than your level – 2. Each time you gain a level, you can replace this augmentation using the same restrictions. The discount from your [[augmented form]] class feature increases to 20%.
''Advanced (13th Level):'' The discount from your augmented form class feature increases to 30%. In addition, you can install one additional augmentation into one of your systems that already has an augmentation, so long as at least one of those augmentations is of a type associated with your niche. You can have no more than two augmentations in that system, even if you have another ability that grants you a similar benefit.
''Ultimate (19th Level):'' The discount from your augmented form class feature increases to 40%. Your advanced focus ability now lets you install an additional augmentation in two different systems that already have augmentations, though this still doesn’t let you have more than two augmentations in a system.
<<list-links "[tag[Augmentation Manufacturers]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
Once installed, an augmentation become a part of your body and generally can't be affected by abilities that destroy or disable objects or target technological items or creatures. As far as attacks and abilities are concerned, a cybernetic or vat-grown arm is no more (or less) vulnerable than your original biological limb.
<<list-links "[list[Augmentations]]" class:index>>
!! System
All augmentations have a system entry indicating the part of the body into which it must be installed. You can't have more than one augmentation on the same part of your body.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you're a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.
If an augmentation requires multiple limbs for installation— such as [[climbing suckers]], which require all feet, or a speed suspension, which requires all legs—the augmentation's systems entry indicates that requirement. The augmentation's description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a [[polyhand]] or a [[prosthetic limb]], you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured.
!!! Common Systems
Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat.
!! Implantation
Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in [[Medicine]] equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation.
!! Removing Augmentations
You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new cybernetics. Biotech usually kills off the old augmentation while it's integrating with your body, allowing you to purge the dead biotech naturally. Because augmentations are coded to your body, it's not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation.
!! Activation
Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate cybernetics in your eyes to observe different visual phenomena.
</$list>
<$list filter="[<currentTiddler>is[missing]]">
<<tabs "[contains:tab[Augmentations]sortby{Augmentations!!list}]" "Cybernetics" "$:/state/tabIndex" "Index Template">>
</$list>
Although first a caste on Verces, the Augmented have since become a cultural movement of seeking perfection through artificial upgrades—most often cybernetics. The Augmented push the boundaries of cybernetic integration, often appearing as much machine as organic.
The Augmented grants alternate class features at 2nd, 4th, 6th, and 9th levels.
!! Favored Augmentation (2nd)
Select one system of the body for which you can acquire augmentations. When you purchase and install an augmentation with an item level no greater than your character level into that system, you reduce the augmentation's price by 50%.
!! Nested Augmentations (4th)
Whether it's because your body is especially receptive to modification or you're able to adjust your modifications to fit alongside one another, you can use more augmentations at once than other creatures can. You can install one additional augmentation into one system that already has an augmentation. You can have no more than two augmentations in that system, even if you have another ability that grants you a similar benefit.
!! Sustained by Science (6th)
Your technological components from augmentations grant you extraordinary resilience. Whenever you spend one or more Resolve Points, you gain an equal number of charges as though your body were a battery with a maximum capacity equal to the number of augmentations you have. You can use these charges to power any device that you own, and any unused charges disappear at a rate of 1 charge per 10 minutes. This excess energy can be used only to directly power an object, and not to recharge a battery or item.
When calculating how many Resolve Points you must spend to stabilize, subtract half your number of augmentations from your maximum Resolve Points. When you spend any Resolve Points to stabilize, you can also attempt a saving throw against one bleeding or burning condition affecting you against the effect's original DC (or if there was no save, a Fortitude save equal to 10 + the source's CR). If you succeed at the save, the condition ends.
!! Overclocked Systems (9th)
The fusion between your natural form and your augmentations surpasses either's intended limits. As a swift action, you can spend 1 Resolve Point to choose one [[personal upgrade]] you have and gain a temporary benefit based on the ability score it augments. The benefit increases based on the model type, treating mk 1 as 1, mk 2 as 2, and mk 3 as 3 for the purpose of calculating the effect. At 13th level you can gain the associated benefits for two of your personal upgrades, and at 17th level you can gain the associated benefits for up to three of your personal upgrades. These benefits last for a number of rounds equal to your character level.
* ''Strength:'' You gain a circumstance bonus equal to your Strength upgrade's model to all Strength- and Dexterity-based skill checks and ability checks. Reduce your armor check penalty by an amount equal to your model type (minimum 0).
* ''Dexterity:'' Each of your modes of movement increases by an amount equal to 10 ft. × your Dexterity upgrade's model, to a maximum of twice your normal speed for each.
* ''Constitution:'' At the end of your turn you regain Stamina Points equal to 3 × your Constitution upgrade's model.
* ''Intelligence:'' You gain a circumstance bonus equal to your Intelligence upgrade's model to all Intelligence-based skill checks and ability checks. Your critical hits deal additional damage equal to 4 × your model type.
* ''Wisdom:'' You gain a circumstance bonus equal to your Wisdom upgrade's model to all Wisdom-based skill checks and ability checks as well as to initiative checks.
* ''Charisma:'' You gain a circumstance bonus equal to your Charisma upgrade's model to all Charisma-based skill checks and ability checks. As a reaction, you can allow any ally that can see or hear you within 30 feet to reroll one attack roll, saving throw, or skill check. Using this reaction immediately ends all of your overclocked systems benefits.
Your body eagerly accepts new augmentations, even creating some of the components out of your own flesh. You gain one free augmentation of the type associated with your niche, with a level equal to or lower than your level. Each time you gain a level, you can replace this augmentation using the same restrictions.
In addition, you reduce the cost of augmentations associated with your niche by 10%. This applies only to augmentations whose item levels are no greater than your evolutionist level.
If you receive a discount on an augmentation from another source (not counting the augmentation [[evolutionary focus]]) you instead increase that discount by 5%.
Note that regardless of your niche, [[species grafts]] qualify for the benefits of this ability, as long as they’re of the type associated with your niche.
Your augmentations act as batteries for your own transformative powers. Once per day as a move action, you can draw energy and inspiration from your augmentations to gain Mutation Points. The maximum number of MP you gain in this way equals either one-fourth your evolutionist level or the sum of your augmentations’ item levels divided by 10, whichever is lower. Only augmentations of the types associated with your niche contribute to this augmentation item level sum.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time '' 1 minute
* ''Range'' personal
* ''Duration'' instantaneous
</div>
Casting //augury// can tell you whether a particular action will bring good or bad results for you in the immediate future. Casting this spell takes intense personal focus and requires you to spend 1 Resolve Point.
The chance for successfully receiving a meaningful reply is 75%; this roll is made secretly by the GM. A question may be so straightforward that a successful result is automatic, or it may be so vague as to have no chance of success. If the augury succeeds, you get one of four
results.
* //Weal// (if the action will probably bring good results).
* //Woe// (for bad results).
* //Weal and woe// (for both).
* //Nothing// (for actions that have neither especially good nor especially bad results).
If the augury isn't successful, you get the "nothing" result. A spellcaster who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see only about 30 minutes into the future, so anything that might happen beyond that time frame does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. Multiple castings of augury by the same creature about the same topic use the same die result as the first casting.
Unless an aura says otherwise, a target is affected by an aura automatically with no action required on the creature's part whenever the target is within the aura's listed range (either when the target enters the aura on its turn or when it begins its turn in the aura, whichever comes first). If the aura deals damage, it damages a target only the first time the target is in the aura each round, regardless of how many times within the round the target enters and leaves the aura. A creature can suppress its aura for 1 round as a move action unless noted otherwise.
//Format:// ''Aura'' radiation (30 ft., Fortitude DC 17); if additional information is needed, the aura also has an entry in Special Abilities.
While wearing these goggles, you gain a +4 circumstance bonus to saving throws against sense-dependent effects that target vision (such as [[gaze]] abilities or a bryrvath's impossible aura). In addition, once per day, you can cast //[[arcane sight]]// as a spell-like ability (CL 8th).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//aura goggles// | 8 | 9,000 | L |
</div>
As a standard action, you can scan the auras of creatures and objects within a 30-foot cone to learn about them. You must have line of sight to a target to scan it. By scanning the auras of creatures and items, you gain a +2 insight bonus to checks to identify them. If you successfully identify a creature or an item after scanning it, you learn one more useful piece of information than normal. If you scan an injured creature or damaged item, you gain a +2 insight bonus to your next [[Medicine]] or [[Engineering]] check to treat or repair it, provided you initiate the process that leads to the check within 10 minutes.
When an aurora weapon strikes a target, the creature glows with a soft luminescence for 1 minute. This negates [[invisibility]] effects and makes it impossible for the target to gain concealment from or hide in areas of shadow or darkness.
The aurora cannon is a variant plasma cannon with holding chambers that overcharge the plasma generated within the weapon. The walls of these chambers are typically translucent, allowing a veiled view of the shifting plasma. The aurora cannon's modified plasma blasts cause creatures it hits to glow with a surprisingly beautiful aura, making it difficult for them to hide. Aurora cannons are categorized according to the primary composition of these auroras, from the hydrogen aurora cannon to the electron and proton models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|aurora cannon, hyrdrogen | 5 | 3,100 | 2d4 E & F | 100 ft. | [[blind]] | 40 charges | 2 | 2 |[[aurora]] |
|aurora cannon, electron | 10 | 18,200 | 6d4 E & F | 120 ft. | [[blind]] | 40 charges | 2 | 2 |[[aurora]] |
|aurora cannon, proton | 17 | 258,000 | 15d4 E & F | 120 ft. | [[blind]] | 40 charges | 2 | 2 |[[aurora]] |
</div>
<div class="statblock">
* ''Tier'' 3
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1)
* ''AC'' 17; ''TL'' 17
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' high explosive missile launcher (4d8)
* ''Attack (Port)'' coilgun (4d4)
* ''Attack (Starboard)'' coilgun (4d4)
* ''Attack (Turret)'' light particle beam (3d6)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' none
* ''Systems'' advanced mid-range sensors, crew quarters (good), mk 1 mononode computer, mk 4 armor, mk 4 defenses; ''Expansion Bays'' [[brig]], [[cargo holds]] (2), [[passenger seating]]
* ''Modifiers'' +1 on any one check per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 5 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +13 (3 ranks), gunnery +6, [[Piloting]] +8 (3 ranks)
* ''Engineer'' [[Engineering]] +13 (3 ranks), gunnery +6
* ''Gunner'' gunnery +7
* ''Pilot'' gunnery +7, [[Piloting]] +14 (3 ranks)
* ''Science Officer'' [[Computers]] +12 (3 ranks), [[Engineering]] +8 (3 ranks)
</div>
The Sarenite peacekeeping force known as the Dawn Patrol keeps a close eye on the only tunnel that leads to the Burning Archipelago from its spaceborne headquarters of Sunrise Station. The majority of the Dawn Patrol consists of armed troopers based in the Archipelago itself, but the church of Sarenrae also provides starships to patrol space in the immediate vicinity of the tunnel. Manufactured by Aurora Projects, one of the church's technological concerns operating out of Lucent Shipyards, Yellow Dwarf vessels are the most common ships in the Dawn Patrol's navy. A Yellow Dwarf boasts decent weaponry to deter any ne'er-do-wells who might try to illegally breach the tunnel, as well as a brig to hold captured miscreants. A Yellow Dwarf can also ferry cargo and passengers, such as church dignitaries, to and from the Archipelago when necessary. Most Yellow Dwarfs lack a Drift engine, but each crew's tour of duty can last for several months, and so the ship has comfortable crew quarters and a galley. Some captains convert their Yellow Dwarf's passenger seating into a recreation area to help keep the crew entertained and fit during long assignments.
Awarded to squadron leaders, captains, and those who excel at commanding others, this brass medallion allows you to increase the bonus provided by a successful aid another action to +4 once per day; this takes no additional action.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//authority medallion// | 1 | 225 | L |
</div>
This device monitors your blood pressure, heart rate, respiration, and temperature. When one or more of these vital signs falls below an acceptable level, the device administers aid, injecting you with stimulants and resuscitating you with a defibrillator as necessary. If you have 0 Hit Points and are dying, at the end of your next turn the auto-CPR unit attempts to stabilize you, attempting a [[Medicine]] check to administer first aid to stabilize you with a +5 total skill bonus. If you have a [[computer interface]], you can have the computer control activate the auto-CPR unit to attempt first aid when you have the [[bleeding]] condition, and you add the tier of the computer in the interface to the auto-CPR unit's total Medicine bonus.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|auto-CPR unit | 2 | 850 | 1 | any | L |
</div>
Auto-fire is a miniaturized computer and tracking system that syncs with a single weapon mount on the vehicle, which must be fitted with a ranged weapon. Syncing auto-fire onto a weapon mount requires 1 minute of work and careful calibrations. Once auto-fire is synced, you can lock onto an enemy within the synced weapon’s range as a standard action. Once per round until deactivated, at the beginning of the vehicle pilot’s turn, the weapon in the synced weapon mount automatically shoots at the target. Auto-fire has an attack modifier equal to the vehicle’s item level. If the synced weapon is ever out of ammunition or charges, or auto-fire is ever out of charges, auto-fire immediately deactivates. You must have a weapon mount with a ranged weapon installed for auto-fire to function.
<div class= "table-wrapper">
|Modification | Level | Price | Capacity | Usage |h
|auto-fire | 10 | 18,250 | 20 charges | 5/day |
</div>
An auto-flight module leverages a squadron's [[data link]] to keep multiple starships in formation with minimal effort, with subordinate starships mimicking the maneuvers of a primary pilot. Each participating squadron starship must have its own auto-flight module and a data link system. Whenever two or more squadron starships with auto-flight modules begin a round adjacent to at least one other participating starship and facing the same direction, they are considered to be in formation, and one of the starships is designated the primary starship (the others are referred to as secondary starships).
When starships would attempt [[Piloting]] checks to determine the order in which starships move during the helm phase, starships in formation can choose to have the primary pilot attempt a Piloting check with a cumulative –2 penalty for each participating secondary starship; each starship in the formation uses that result to determine the order in which they move. When the primary pilot takes an action to move (such as [[fly|Fly (pilot action)]] or [[stunt]]), they can temporarily reduce their maneuverability and speed to match the worst maneuverability and speed of ships in the formation. If they do so, each secondary starship can use the [[glide]] minor crew action to mirror the primary starship's exact movement and turns, including any special movement as a result of the primary starship's successful stunts. However, secondary starships don't also perform any stunts that apply to a specific enemy starship, such as [[flyby]]. Secondary starships gain only half the normal bonus to AC and TL when mirroring the [[evade]] stunt. An auto-flight module's cost depends on the starship's size. For the purpose of this calculation, Tiny = 1, Small = 2, etc.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|auto-flight module | — | 3 × size category |
</div>
This armor upgrade has a compartment the size of a small vial. As a full action, you can place a single [[serum]] or [[spell ampoule]] within the compartment. As a move action, you can activate the upgrade to inject the serum into your body, where it affects you as though you had drunk it.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|auto-injector | 7 | 7,000 | 1 | any | — |
</div>
You can create compact devices that inject their user with a biohack booster in response to specific conditions. While spending 10 minutes to create [[biohacks]], you can transform any number of the created biohacks into auto-injectors and implant them in nearby creatures to whom your [[custom microlab]] is attuned. Each auto-injector occupies either the recipient's endocrine body system for augmentations or one of their armor's upgrade slots. When implanting the device, you must choose both the auto‑injector's biohack and its triggering condition, such as "this ally is attacked" or "this ally attempts a Fortitude save." When the triggering condition occurs, the auto-injector activates, injecting the booster into the ally without using an action. The injection takes effect before resolving the triggering action, so a granted AC bonus might avert an otherwise successful hit, a saving throw bonus applies to the triggering save, and so on. The biohacker can use a reaction to delay this auto-injector, preventing it from activating when its condition triggers. With 1 minute of work, the biohacker can remove an auto-injector and install it into another ally's armor, or they can change the auto-injector's triggering condition.
An auto-injector counts against the biohacker's total number of biohacks they can have ready at one time and remains functional for 24 hours or until they create a biohack to replace it.
This modifies the [[biohacks]] class feature and replaces the minor biohacks class feature.
Though it lacks the penetrating power of an [[artillery laser]], an autobeam artillery delivers sustained laser fire. It uses a rotating array of lenses to prevent the intense heat of sustained fire from melting the weapon's housing.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|autobeam artillery, tactical | 10 | 19,400 | 2d8 F | 120 ft. | [[burn]] 1d8 | 40 charges | 1 | 2 |[[automatic]] |
|autobeam artillery, advanced | 16 | 145,700 | 4d8 F | 120 ft. | [[burn]] 2d8 | 40 charges | 1 | 2 |[[automatic]] |
|autobeam artillery, elite | 19 | 543,300 | 6d8 F | 120 ft. | [[burn]] 2d10 | 40 charges | 1 | 2 |[[automatic]] |
</div>
Autobeam rifles can fire in automatic mode, spraying a cone of lasers from the barrel.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|autobeam rifle, tactical | 11 | 26,900 | 5d4 F | 60 ft. | [[burn]] 2d4 | 40 charges | 4 | 2 |[[automatic]] |
|autobeam rifle, advanced | 15 | 95,500 | 7d4 F | 60 ft. | [[burn]] 3d4 | 100 charges | 10 | 2 |[[automatic]] |
|autobeam rifle, elite | 19 | 548,100 | 12d4 F | 60 ft. | [[burn]] 5d4 | 100 charges | 5 | 2 |[[automatic]] |
</div>
This handheld holographic display unit has an underslung rack housing dozens of miniaturized flying microbots. When you activate the autocartographer, you pick a grid intersection within 50 feet to which you have line of effect. The microbots scatter in a 100-foot cube, scanning the environment and sending data back to the display unit for aggregation and analysis. The microbots transmit the dimensions and basic layout of rooms, corridors, and sizable natural features, including large furnishings. Their sensors ignore living creatures, fine details (such as images on computer screens), and temporary magical effects, but they record permanent ones, including illusory obstacles. They can't differentiate between illusions or holograms and real objects. The microbots' data is sent by a wireless signal and is therefore vulnerable to countermeasures such as [[signal jammers]].
Individual microbots are small enough to pass through any opening at least an inch wide. They can operate both in air or vacuum, but heavy gravity or strong or stronger winds overwhelm their delicate propulsion systems and render them inactive. The microbots emit a distinctive whir and can be detected with a successful DC 15 [[Perception]] check.
One minute after you release the microbots, the autocartographer displays a composite map showing all features within the scanned 100-foot cube as a three-dimensional holographic image, and the microbots return to the unit. You can save these images in a data file that can be displayed later, although you need to rescan an area to obtain updated information, such as opened doors or repositioned furniture. Each file is tagged with global or astronomical positioning data, allowing you to connect multiple maps in space and scroll between them.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|autocartographer | 9 | 13,500 | 1 | 100 | 10/hour |
</div>
This advanced device has adjustable arms that can be folded into multiple configurations, allowing you to bend, open, and twist objects made of metal and other durable materials. Powered by electric motors, an autoclaw takes 1 minute to configure for a specific task and has an effective Strength score of 30 (a +10 bonus) for the purpose of attempting Strength checks to break down doors and similar efforts; your own Strength score doesn't affect checks attempted with the autoclaw.
Autoclaws are frequently used in tasks beyond industrial uses. Free Captains and other space pirates use autoclaws to open stolen containers, while the Stewards' special tactical units use autoclaws to force doors open.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|autoclaw | 8 | 9,000 | 1 | 40 | 1/round |
</div>
An autodestruct system is a self-destruct mechanism that removes the crew's ability to avoid destruction in a crisis. When a starship outfitted with an autodestruct system is reduced to 0 Hull Points, the autodestruct system activates, destroying the ship it's built into. Starships in hexes adjacent to a starship as it autodestructs take damage to the appropriate quadrants equal to half the destroyed starship's maximum Hull Points, mitigated by shields as normal.
An autodestruct system is hardwired into the ship and has no interface that can be hacked or disabled. Once installed, it can be removed only with 1 day of work and a successful [[Engineering]] check (DC = 15 + 1-1/2 × the starship's tier). Failing this check means the autodestruct system remains active, and the engineer is aware of that fact.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|autodestruct system | 0 | 1 × size category |
</div>
This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used [[Disguise]] to change your appearance, with a [[Perception]] check DC to pierce the disguise equal to 15 + 1-1/2 × the armor’s item level. For a stealth routine, the armor disrupts how technological scanners perceive you, granting you a +2 circumstance bonus to [[Stealth]] checks against technological sensors and 10% miss chance against attacks made by technological sources. The armor’s sensor-disrupting effect is imperceptible to non-technological sources, which can perceive you normally.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|autoencoded veil I | 4 | 2,100 | +4 | +4 | +4 | — | — | 1 | 1 |
|autoencoded veil II | 8 | 9,500 | +9 | +10 | +5 | — | — | 2 | 1 |
|autoencoded veil III | 12 | 36,500 | +13 | +15 | +5 | — | — | 2 | 1 |
|autoencoded veil IV | 16 | 175,000 | +19 | +20 | +6 | — | — | 3 | 1 |
|autoencoded veil V | 20 | 850,000 | +22 | +22 | +7 | — | — | 4 | 1 |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CN Diminutive construct (swarm, technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +0
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[construct immunities]], [[swarm immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' 10 ft., fly 30 ft. ([[Ex]], perfect)
* ''Melee'' swarm attack (1d4 P plus consume flesh)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 12)
!!! STATISTICS
* ''Str'' –3; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Stealth]] +13
* ''Languages'' Common (can't speak any language)
* ''Other Abilities'' rebuild, [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Aballon)
* ''Organization'' solitary or tempest (5–20)
!!! SPECIAL ABILITIES
''Consume Flesh ([[Ex]])'' The autofly swarm strips the flesh from living creatures and breaks down the material into components it can use to create more autoflies. For every 2 damage dealt by an autofly swarm to living creatures in a single round, the autofly swarm regains 1 Hit Point.
''Rebuild ([[Ex]])'' The autofly swarm can also repair other constructs. Once per day as a full action, the autofly swarm can restore 1d8 Hit Points to any constructs or objects that share its space.
''Sunlight Dependency ([[Ex]])'' Like [[anacites]], autoflies are solar-powered constructs, though they can function at reduced capacity away from light. In areas of darkness, the autofly swarm gains the [[staggered]] condition.
</div>
Originating from Aballon, an autofly swarm consists of hundreds of 6-inch-long metallic insects. Because they are designed to rebuild both themselves and other constructs, constructs see them as beneficial, potentially immortal guardians. However, due to their nature as protectors, they are ravenous when around most living things.
While autofly swarms can fix physical damage to constructs and machines, they cannot restore data or uncorrupt code. Over the centuries, their original programming has corrupted, so even though they were once designed to serve a particular area, they now roam the blasted lands of Aballon and beyond. They are attracted to creatures of flesh and blood for consumption, but they are also drawn toward high electrical activity, such as that produced by large machines, constructs, and cities (which are usually also filled with living beings).
Anacites do not consider autoflies to be part of their own species, though the swarms can be incredibly useful to them. However, autoflies are mindless and can't be reasoned with, a fact that frustrates most anacites. Since their discovery on Aballon, autoflies have been accidentally brought aboard the ships of unfortunate starfarers and have now spread across the galaxy, despite all attempts to contain them.
The autograppler is a high-power version of the standard tethering device and functions as a [[grappler]], with one key exception: the autograppler houses a powerful winch that can retract its attached cable line, pulling its user along the cable.
''Basic:'' You can toggle the autograppler's winch to retract its cable as a move action, during which time the items usage rating increases to 3/minute. The device is strong enough to pull a Medium or smaller user up inclines at a speed of 20 feet per round, as if the user were climbing. If used to target a smaller object, the winch can also drag or hoist an object whose bulk is 10 or less; increase your bulk carried by an equal amount while moving an object in this way. If you successfully grapple a creature with the autograppler and activate the winch, you can attempt a [[reposition|Reposition (combat maneuver)]] combat maneuver against the target with a +2 circumstance bonus, but only to move the target closer to you. If you fail the maneuver's melee check by 5 or more, you lose your grip on the autograppler, which lands in a space between you and the target 1d4 × 5 feet away from you.
''Advanced:'' This functions as a basic autograppler except its winch is strong enough to pull targets that are Large or smaller. It retracts its attached cable at a speed of 40 feet per round and can hoist objects of up to 20 bulk.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|autograppler, basic | 4 | 2,000 | L | 40 | 1/minute |
|autograppler, advanced | 9 | 12,800 | L | 40 | 1/minute |
</div>
A weapon with this special property can aim and fire autonomously following its programmed protocols. Unless manually operated by a gunner or instructed not to attack, the weapon fires every round during the gunnery phase, using the [[shoot]] crew action with a total gunnery bonus equal to the starship's tier (minimum +0). It always fires at the closest enemy starship in range; if more than one enemy vessel is equally close, the weapon determines its target among these options at random. Weapons with the [[mine|Mine (starship weapon property)]] special property can't also have the automated special property.
This device attaches to powered armor and consists of a small robotic arm and a storage compartment that holds up to 2 bulk of ammunition and batteries. You can activate the automated loader as a move action to reload or recharge a weapon that's mounted to the powered armor (but not to replace the batteries of the powered armor itself). Abilities that let you reload faster than a move action don't apply to an automated loader.
This upgrade can be installed only in powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|automated loader | 2 | 750 | 1 | powered | 1 |
</div>
This armor upgrade is perfect for those who don’t have time to get their armor fixed after a scrap or two. When you install this armor upgrade, you must place a number of UPBs equal to 100 × the item level of the armor in which it is installed. When you activate the upgrade with a move action, it expends a number UPBs from its reserve equal to 10 × the item level of the armor to repair the armor, restoring a number of Hit Points to the armor equal to the armor’s item level; this process takes 1 minute. This armor upgrade can repair [[broken]] armor but not destroyed armor. You can refill the upgrade’s UPB reserve to the maximum of 100 × the armor’s item level in a process that takes 1 minute.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|automated self-repairer | 1 | 100 | 1 | light, heavy | L |
</div>
In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. This uses all the weapon's remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don't have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.
When you attack with a weapon in automatic mode, you can reload the weapon as part of the full action used to make the attack. You must reload the weapon with a full set of ammunition, such as a full clip, cartridge, or battery, as appropriate for the weapon.
The vehicle has a virtual intelligence that can perform sophisticated piloting tasks. This functions as the [[autopilot]] feature with a [[Piloting]] modifier equal to 4 + the vehicle's item level.
<div class= "table-wrapper">
|Modification | Level | Price |h
|autopilot | 2 | 800 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one vehicle
* ''Duration'' 1 hour/level
* ''Saving Throw'' none
''Spell Resistance'' no
</div>
You install an AI into a vehicle that can control the vehicle in place of an actual pilot. During the spell’s duration, you can engage or disengage the autopilot AI as a swift action. You can input a destination into the autopilot AI as a move action, and the autopilot AI attempts to reach that location if doing so is possible.
The vehicle is considered controlled when the autopilot AI is engaged. The autopilot AI’s actions are dictated by the GM, and the autopilot AI can take any of the actions to pilot a vehicle that an actual pilot can. The autopilot AI has a [[Piloting]] modifier of +14.
Some vehicles have an autopilot AI that can control the vehicle in place of an actual pilot. You can engage or disengage an autopilot as a swift action. You can input a destination into an autopilot as a move action, and the autopilot attempts to reach that location if doing so is possible (provided the autopilot isn't locked by a passcode or otherwise programmed not to obey).
A vehicle is considered controlled when the autopilot is engaged. An autopilot's actions are dictated by the GM, and an autopilot can take any of the actions to pilot the vehicle that an actual pilot can. However, autopilots tend to be cautious, rarely risking the integrity of the vehicle and never attempting to ram or run over a target unless specifically programmed as a war machine (indicated in its stat block).
The Systems entry in a vehicle's statistics lists the autopilot's modifier to the [[Piloting]] skill. For Piloting checks attempted for the Autopilot, apply this modifier first and then apply the vehicle's modifier (listed in the vehicle's Modifiers entry) to the Piloting checks.
!! Autocontrol
Some vehicles have //autocontrol//, which enables you to spend your actions on tasks other than piloting, but is far less capable than an autopilot. You can engage autocontrol as a swift action after taking a [[drive]] or [[race]] action, and it lasts until it is disengaged (also a swift action) or until the vehicle is no longer capable of moving. When you're using autocontrol, the vehicle becomes [[uncontrolled]], but each round it moves in a straight line for the same distance and at the same heading and speed as the last pilot action (moving as if taking two drive actions if drive was the last action the pilot took, or as a race action if that was the last action the pilot took). The autocontrol uses the result of the pilot's most recent Piloting check as the result of its Piloting checks.
Originally created for use by law-enforcement field agents, this scanner comes in a compact metal case that unfolds to reveal a small monitor and two attached sets of color-coded medical electrodes. Neat text etched directly on the case includes basic instructions, making it usable with little training.
As a full action, you can attach an //autopsic scanner’s// electrodes to a corpse, causing an outline of its body to display on the device’s screen, marking major injuries. While using the device in this way, you can attempt checks to determine the cause of a creature’s death even if untrained, and you gain a +2 insight bonus to perform such checks.
While the electrodes are affixed to a corpse with an intact brain (or equivalent structure), you can use the scanner to analyze the brain, attempting to retrieve one piece of information the creature knew in its last 10 minutes of life. This can be a still image of one moment the creature experienced, though details the creature didn’t consider relevant at the time are less distinct. Alternatively, the scanner can attempt to ask the corpse one question about its final moments, as //[[speak with dead]]//; although the effect grants no saving throw, there’s only a 20% chance the corpse’s response transliterated to the screen is intelligible. Either method of interrogation subtly changes the brain’s chemistry, making it immune to subsequent uses of the device.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//autoscopic scanner// | 7 | 6,300 | 1 |
</div>
<div class="statblock">
* ''Type'' melee or ranged (when engaged only); ''Special'' [[reach]], [[thrown]] (40 ft.)
* ''Damage'' medium; ''Damage'' Type P; ''Critical'' —
* ''Slots'' 2 (upper limb)
* ''Projectile Mode (1 PP)'' As a move action, the mech reconfigures the autospear from a melee weapon into a ranged weapon that fires flechettes. The autospear loses the [[reach]] and [[thrown]] weapon special properties in this form and gains the [[line|Line (weapon property)]] weapon special property, a range of 100 feet, and a capacity of 5. The autospear's other statistics don't change. The mech can reconfigure the autospear back into a melee weapon as a move action, which expends no additional Power Points.
* ''Cost'' 2 × level
</div>
This weapon's pointed head conceals a flechette cannon.
This system of finely tuned energy rods and powerful heat sinks allows a pilot to boost the mech's attack accuracy in exchange for stabilizing its weapons' output.
''Accurate Strikes (1 PP)'' For 1 round, the mech treats all of its operators as though they each had a number of [[Piloting]] ranks equal to their respective levels for the purpose of calculating the mech's attack bonuses.
An automatic model of the basic rifle, autotarget rifles fire continuously for as long as the trigger is depressed and fresh rounds are available in the magazine.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|autotarget rifle | 2 | 755 | 1d6 P | 60 ft. | — | 10 rounds | 1 | 2 |[[analog]], [[automatic]] |
</div>
A translucent set of additional, semi-autonomous eyelids make your eyes more resilient to sudden changes in light; their design is adapted from studies on [[oma]] adaptations to nebula navigation. You’re immune to the [[dazzled]] condition, and you get a +2 circumstance bonus to saving throws against effects that would cause you to gain the [[blinded]] condition.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|auxiliary eyelids | 8 | 8,530 | eyes |
</div>
Auxiliary systems can provide mechs with an array of additional features, from augmenting the machine's already impressive performance to granting completely unique abilities. Most auxiliary systems cost no Mech Points, but some systems have special requirements that a mech must fulfill to install them.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
This small module secretes a terrible-tasting chemical compound. The aversion coating grants you gain a +2 bonus to AC against bite attacks. If you are subject to the [[swallow whole]] universal creature rule, the swallowing creature must succeed at a Fortitude saving throw (DC = 15 + the armor's level) or become [[nauseated]] for 1d4 rounds. On a successful save, the creature is [[sickened]] for 1d6 rounds instead.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|aversion coating | 1 | 200 | 1 | light, heavy | — | — | — |
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CG Medium outsider (azata, chaotic, extraplanar, good)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 210
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +16; ''Will'' +14
* ''Immunities'' electricity, petrification; ''Resistances'' cold 10, fire 10
!!! OFFENSE
* ''Speed'' 30 ft., Fly 60 ft. ([[Su]], perfect)
* ''Melee'' //[[limning]] [[shock]]// ultrathin [[longsword]] +25 (4d8+17 E & S plus revealing strike)
* ''Ranged'' electric bolt +25 (2d10+13 E plus revealing strike)
* ''Offensive Abilities'' revealing strike
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[break enchantment]]//, //[[holographic image]]// (5th level, DC 22)
** 3/day—//[[arcane eye]]//, //[[discern lies]]// (DC 21), //[[mind probe]]// (DC 21)
** At will—//[[clairaudience/clairvoyance]]//, //[[hologram memory]]// (DC 20)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' +8; ''Wis'' +6; ''Cha'' +2
* ''Skills'' [[Computers]] +28, [[Diplomacy]] +28, [[Engineering]] +23, [[Mysticism]] +23, [[Sense Motive]] +28
* ''Languages'' Celestial, Common; [[truespeech]]
* ''Other Abilities'' digital transfer
* ''Gear'' //[[limning]] [[shock]]// ultrathin [[longsword]]
!!! ECOLOGY
* ''Environment'' any (Elysium)
* ''Organization'' solitary, pair, or cell (3–8)
!!! SPECIAL ABILITIES
''Digital Transfer ([[Su]])'' An avigwyr can turn themself into code to merge with a computer. This functions as //[[transfer consciousness]]//, but the avigwyr can target only computers with this effect. An avigwyr's body and gear disappear while they're merged, and they can transfer to any other computer they're connected to via a control module, infosphere, or network, provided that computer is a valid target for transfer consciousness. An avigwyr can exit a computer they're merged with at any time, appearing in an adjacent space.
''Electric Bolt ([[Ex]])'' An avigwyr can hurl deadly bolts of electricity as a ranged attack with a range increment of 50 feet.
''Revealing Strike ([[Sp]])'' An avigwyr's attack reveals the true nature of their opponent. When a target is hit by an avigwyr's attack, any illusions or spells that change the target's appearance or shape (such as //[[polymorph]]//) are subject to //[[dispel magic]]// with a caster level equal to the avigwyr's CR. If the target is disguised, all creatures viewing the target can attempt a [[Perception]] check with a +10 circumstance bonus to pierce the disguise.
</div>
Like other azatas, avigwyrs value freedom and truth. While [[tritidairs]] carry messages between stars, avigwyrs root out corruption and avarice on city streets, investigating greedy corporations and corrupt politicians. Their indigo skin, neon hair, and sparking fingertips make them easily recognizable, so they prefer operating behind the scenes. They often work together in covert cells or alongside like-minded vigilante groups of mixed species. Avigwyrs too paranoid to trust a team work alone and likely assume any strangers who cross their path are agents sent by their enemies.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 10 minutes
* ''Range'' touch
* ''Targets'' one computer
* ''Duration'' instantaneous
* ''Saving Throw'' no (object)
* ''Spell Resistance'' no (object)
</div>
You infuse a computer with a spark of advanced technology, granting it an artificial personality. For this spell to take effect, you must have access to the computer, through either hacking it and bypassing any countermeasures it has or having unsecured access, but you don't need root access. Further, if the target computer's tier is equal to half your caster level or higher, you must expend credits equal to 5% of its base price while you cast this spell or the spell has no effect. This spell has no effect on computers that already have an artificial personality upgrade.
You decide the details of the computer's personality when you cast this spell, including its name, mannerisms, and sense of humor. The artificial personality recognizes you as its creator unless you remove that detail from its memory while casting. You can designate yourself and up to four other creatures as authorized users of the personality. This spell configures the personality with cunning and charm, granting it a bonus to [[Bluff]], [[Diplomacy]], [[Intimidate]], and [[Sense Motive]] checks equal to 3 × its tier.
As a standard action, you elevate the energy levels in the body of a target creature within 30 feet, causing it to combust if it moves. Until the end of your next turn, the first time the creature moves from its space, it gains the [[burning]] condition (Fortitude negates), dealing 1d6 fire damage per round. This damage increases by 1d6 at 6th level and every 4 levels thereafter. If you’re attuned or fully attuned when you score a critical hit against a creature, you can attempt to use this revelation as a swift action against the creature rather than as a standard action until the end of your next turn. Once you’ve targeted a creature with this revelation, you can’t target it again with awakened flames for 24 hours.
The //axiomatic// fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses [[DR]]/lawful and ignores the [[energy resistance]] of chaotic dragons and chaotic outsiders. The //axiomatic// fusion can't be added to weapons that have the //[[anarchic]]// fusion.
Azatas are celestials, or good outsiders, native to Elysium.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** [[immunity]] to electricity and petrification
** [[resistance]] 10 to cold and fire
** [[truespeech]]
Summoned azatas are called from Elysium, and they appear to be humanoids with a mixture of elven and animalistic features. Azatas wield golden celestial bows that almost never leave their hands.
* ''Type:'' outsider (azata, chaotic, extraplanar, good)
* ''Alignment:'' change to CG
* ''Traits:''
** [[low-light vision]]
** base speed increases to 30 ft.
** [[immunity]] to electricity and petrification
** [[resistance]] equal to creature's CR to cold and fire
** if base stat block has [[DR]], change to DR/evil
* ''Skills:'' add [[Culture]]
* ''Languages:'' Common and Celestial
* ''Attack:'' the summoned creature gains a celestial bow ranged attack, which has a range increment of 120 ft. and acts as a [[natural weapon]]
<div class="table-wrapper">
| CR |Attack Adjustment |h
| 1/3 |change melee attack bonus to +2 and add ''Ranged'' celestial bow +5 (1d4 P) |
| 1 |change melee attack bonus to +6 and add ''Ranged'' celestial bow +9 (1d6+1 P) |
| 3 |change melee attack bonus to +9 and add ''Ranged'' celestial bow +12 (1d6+3 P) |
| 5 |change melee attack bonus to +12 and add ''Ranged'' celestial bow +15 (1d8+5 P) |
| 7 |change melee attack bonus to +15 and add ''Ranged'' celestial bow +18 (2d8+7 P) |
| 11 | change melee attack bonus to +21 and add ''Ranged'' celestial bow +24 (3d10+11 P) |
</div>
Azatas are celestials, or good outsiders, native to Elysium.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* Azer mechanic
* LN Medium outsider (extraplanar, fire)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 23
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +5; ''Ref'' +3; ''Will'' +3
* ''Immunities'' fire; ''SR'' 13
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' [[assault hammer]] +7 (1d6+1 B; critical [[burn]] 1d4)
* ''Ranged'' [[wave modulator]] I +7 (1d4+2 F or So; critical [[burn]] 1d4)
* ''Offensive Abilities'' elemental fire, [[combat tracking]]
!!! STATISTICS
* ''Str'' +1; ''Dex'' +1; ''Con'' +2; ''Int'' +4; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Athletics]] +7, [[Computers]] +12, [[Engineering]] +12, [[Physical Science]] +7, [[Piloting]] +7
* ''Languages'' Common, Ignan
* ''Other Abilities'' artificial intelligence ([[exocortex]]), [[custom rig]] (cerebral implant with standard [[datajack]]), mechanic tricks ([[neural shunt]])
* ''Gear'' [[freebooter armor]], [[assault hammer]], [[wave modulator]] I with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any (Plane of Fire)
* ''Organization'' solitary, pair, order (3–6), guild (11–20), and union (30–100)
!!! SPECIAL ABILITIES
''Elemental Fire ([[Su]])'' Azers can cause any weapon they wield to deal half its damage as fire damage, becoming lethal and non-[[archaic]] if it is not already. If the weapon already deals two damage types, this effect replaces one with fire. In addition, azers can grant weapons they wield the [[burn]] critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 at CR 16+). If the weapon has any other critical hit effects, the azer chooses only one to apply on a critical hit.
</div>
Azers maintain regimented societies whose members are born into a caste reflecting the trade practiced by their ancestors. Caste determines how azers participate in their society. Members of the brass caste are often noble-born ambassadors or politicians. Bronze-caste azers work as merchants or artisans. Members of the copper caste work as mechanics and crafters who build the starships, weapons, and armor regulated or sold by other castes. While most azers prefer order, discipline, and hard work, a few choose to spurn tradition, opting for mercenary work or other venturesome vocations.
Independent azers build settlements on the Plane of Fire and some fiery Material Plane worlds. They are also part of other societies, including that of Corona on the Burning Archipelago. In the City of Brass and other efreet-ruled domains, azers are second-class citizens or worse. Free azers dislike efreet, but azers raised among those genies are proud servants upholding a hierarchy not their own.
An azer is 4 feet tall and weighs 200 pounds.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium construct (magical)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 42
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +0
* ''Defensive Abilities'' aeon slot (+1, 10 HP), integrated weapons
* ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +9 (1d6+5 B)
* ''Ranged'' integrated azimuth [[laser rifle]] +12 (1d8+3 F)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +8, [[Culture]] +8, [[Sense Motive]] +13
* ''Languages'' Azlanti
* ''Other Abilities'' [[unliving]]
* ''Gear'' azimuth [[laser rifle]] with 2 batteries (20 charges each), slotted //[[iridescent spindle]] aeon stone//
!!! ECOLOGY
* ''Environment'' any (Azlanti Star Empire)
* ''Organization'' solitary or complement (2–6)
!!! SPECIAL ABILITIES
''Aeon Slot ([[Su]])'' The body of every Azlanti adjutant robot contains a slot to house a single //[[aeon stone]]//, usually in the center of its faceplate. A slotted //aeon stone// doesn't provide its usual bonus, but instead gives the robot a bonus equal to half the //aeon stone's// level (minimum +1) to saving throws against effects that deal energy damage and effects that specifically target constructs or electronic systems. As a standard action, the robot can burn out the slotted //aeon stone// to recover a number of Hit Points equal to 5 times the //aeon stone's// level. An //aeon stone// burned out in this way is forever nonmagical and does not provide this or any other robot with any bonus to saving throws. Removing or slotting an //aeon stone// into an Azlanti adjutant robot is a full action.
''Integrated Weapons ([[Ex]])'' An Azlanti adjutant robot's rifle is integrated into its frame and can't be disarmed.
</div>
Designed and manufactured long ago by a technomagical robotics firm loyal to the Aeon Throne, adjutant robots are ideal assistants for busy officers: in addition to serving as scribes, valets, and social secretaries, the robots make rapid strategic calculations to aid real-time combat decisions. Centuries ago, when the Aeon Throne mandated the presence of an adjutant robot on all large starships and in every military engagement, most officers were pleased with the aid.
Shortly afterward, rumors began to circulate that the imperially mandated robots were not mere helpers, but spies for the Aeon Throne, recording and transmitting information about their assigned officers to loyalty evaluators. Growing suspicious, many officers began circumventing their adjutant robots when possible. More canny officers reprogrammed their robots to submit only reports favorable to themselves— and unfavorable to their rivals. Why the Aeon Throne ceased assigning these robots is information lost in the Gap, but the Star Empire hasn't manufactured a new one in centuries. Some adjutant robots still operate at the fringes of the Azlanti Star Empire, either maintaining their old vigils or assisting—and still transmitting information on—descendants of remote planetary governors.
Although housing designs of adjutant robots differ, most are humanoid, with four arms able to handle multiple physical tasks simultaneously. Designed to be useful on the battlefield, adjutant robots carry an integrated weapon, have an aeon slot for magical protection, and have tracked wheels instead of feet to handle rugged terrain.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium construct (technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +18
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +6; ''Ref'' +6; ''Will'' +3
* ''Immunities'' [[construct immunities]]; ''SR'' 17
* ''Weaknesses'' Azlanti programming, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +17 (1d8+11 B)
* ''Ranged'' disintegrator beam +14 (2d6+6 A; critical [[corrode]] 1d6)
* ''Offensive Abilities'' self-destruct (3d6 P, DC 14)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' —; ''Int'' +0; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Engineering]] +13, [[Intimidate]] +13
* ''Languages'' Azlanti
* ''Other Abilities'' embedded aeon stone (//[[purple sphere]] aeon stone//), [[unliving]]
!!! ECOLOGY
* ''Environment'' any urban (Azlanti Star Empire)
* ''Organization'' solitary, pair, or patrol (3–7)
!!! SPECIAL ABILITIES
''Azlanti Programming ([[Ex]])'' An Azlanti battle robot's programming is so meticulous that it is incapable of attacking an Azlanti human. However, its sensors aren't foolproof and a creature can deceive the robot with a successful [[Disguise]] check.
''Disintegrator Beam ([[Ex]])'' An Azlanti battle robot has a disintegrator beam as a natural weapon built into one of its arms. This beam has a range increment of 30 feet and prevents the robot from wielding any other weapon that requires two hands.
''Embedded Aeon Stone ([[Ex]])'' As a full action, an //[[aeon stone]]// can be slotted into (or removed from) an Azlanti battle robot's forehead while the robot is [[helpless]], [[pinned]], or willing. The robot gains the benefit of a slotted //aeon stone// provided the stone's item level is no greater than the robot's CR + 1.
''Self-Destruct ([[Ex]])'' When an Azlanti battle robot's Hit Points are reduced to 10 or fewer, it explodes on its next turn in a 10-foot-radius burst, even if it has already been destroyed. Creatures within range take 3d6 piercing damage (Reflex DC 14 half). As a full action that provokes attacks of opportunity, a creature adjacent to the robot can attempt a DC 24 [[Engineering]] check to disarm the self-destruct mechanism before it detonates.
</div>
Azlanti battle robots can be found at the front of most Azlanti Star Empire advances. Their unwavering loyalty and disposability, coupled with their propensity to self-destruct amid enemy soldiers, makes them invaluable on the battlefield. These robots resemble members of the iconic [[Aeon Guard]] with exposed gears and pistons, which call back to the wondrous clockwork creations of the ancient Azlanti people of lost Golarion. Further, these constructs are incapable of directly assaulting anyone of pure Azlanti heritage. However, field tests have shown that exceptional disguises can trick the robots. Azlanti roboticists are hard at work correcting this flaw.
Mass-produced in imperial factories, each Azlanti robot stands 7 feet tall and weighs 500 pounds.
The Azlanti frown upon non-Azlanti and non-nobility wearing these silvery cloaks. When you wear an //Azlanti noble's cloak//, once per day, you can choose one attack roll that hits you. That roll must be rerolled, requiring no action on your part. In addition, once per day as a reaction to an attack hitting or missing you, you can turn [[invisible]], per the //[[invisibility]]// spell, for 1 minute. You can take this reaction during a surprise round even if you can't otherwise act during that round. If you use a given //Azlanti noble's cloak//, you can't benefit from a different one for 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Azlanti noble's cloak// | 7 | 6000 | L |
</div>
Zolan's minions took Parept Ameondria's armor from the Royal Venture and turned it over to him when they left Nakondis. Extremely rare, suits of //Azlanti royal battle regalia// are reserved for the upper echelons of Azlanti nobility and are usually marked with insignia of the wearer's lineage. When caught, any non-Azlanti audacious enough to don one of these ceremonial suits is tortured for years before being put to death.
The suit has 4 upgrade slots, one of which can be used only to hold an //[[aeon stone]]//. The wearer gains a +4 circumstance bonus to [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks against Azlanti. Each suit has a special contingency mechanism that activates once per day when its wearer is reduced to 15 or fewer Hit Points, whisking him away to a spot he visualizes as if he were targeted with a //[[dimension door]]// spell. //Azlanti royal battle regalia// is sold only in the Azlanti Star Empire to members of the nobility. Though it is a magic suit of armor, it doesn't count as a worn item
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|//Azlanti royal battle regalia// | 7 | 8,000 | +7 | +8 | +5 | — | — | 4 | 1 |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium construct (magical, technological)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
!!! DEFENSE
* ''HP'' 185
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +12; ''Ref'' +12; ''Will'' +16
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/magic; ''Immunities'' [[construct immunities]]; ''Resistances'' fire 20; ''SR'' 23
!!! OFFENSE
* ''Speed'' 40 ft., fly 80 ft. ([[Ex]], perfect)
* ''Melee'' nanite blade +20 (6d4+15 S; critical nanite burst [DC 21])
* ''Ranged'' radiance beam +22 (2d10+13 F; critical [[blind]] [DC 21])
* ''Offensive Abilities'' self-destruct (5d10 P, DC 21)
* ''Spell-Like Abilities'' (CL 13th; melee +20)
** 1/day—//[[control machines]]// (DC 24), //[[transfer consciousness]]// (DC 24)
** 3/day—//[[destruction protocol]]// (DC 23), //[[digital doorway]]//, //[[overload systems]]// (DC 23)
** At will—//[[discharge]]// (DC 22), //[[invisibility to technology]]//, //[[manipulate tech]]//
!!! STATISTICS
* ''Str'' +2; ''Dex'' +6; ''Con'' +4; ''Int'' +8; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +23 (+31 to fly), [[Computers]] +28, [[Engineering]] +28, [[Stealth]] +28
* ''Languages'' Azlanti, Common, Vesk, plus any 6 languages
* ''Other Abilities'' [[spaceflight]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Nanite Blade ([[Ex]])'' An Azlanti stellar scout’s blade is composed of the same nanites as the construct itself, and functions as if it has the [[nanite]] weapon fusion
.
''Nanite Repair ([[Ex]])'' Every hour, an Azlanti stellar scout regains 13 Hit Points as its nanites repair its body. Once per day as a full action, it can restore 5d8 Hit Points to itself, or to a touched construct or object.
''Self-Destruct ([[Ex]])'' When an Azlanti stellar scout’s Hit Points are reduced to 10 or fewer, it explodes on its next turn in a 15-foot-radius burst, even if it has already been destroyed. Creatures within range take 5d10 piercing damage (Reflex DC 21 half). As a full action that provokes attacks of opportunity, a creature adjacent to the scout can attempt a DC 34 [[Engineering]] check to disarm the self-destruct mechanism before it detonates.
</div>
Stellar scouts are among the Azlanti Star Empire’s most sophisticated robots. Each is an anthropomorphic construct housing countless arcane nanites the robot can shape into powerful weapons and armor. Azlanti invasions often disperse dozens of these constructs prior to a major battle, relying on the robots’ spaceflight abilities to reach enemy starships. Once on board, a stellar scout infiltrates the starship’s essential systems, quietly sabotaging core functions, stealing data, neutralizing key crew members, or planting explosives. As with so many Azlanti technologies, a stellar scout offensively self-destructs when at risk of capture.
Each stellar scout’s core contains an aeon stone. By resonating the stone at specific frequencies, the robot can emulate magical feats, and the stressed aeon stone generates interference that stymies technological sensors and can overwhelm mundane programming. This construction requires regular replacement, so stellar scouts rarely remain active more than a few years before destroying the magic item.
When you activate your [[supernova]] stellar revelation while in an area with an atmosphere, you can choose for the revelation to create intense turbulence in the affected area. Your supernova disperses fog, smoke, and similar effects as though it were strong wind. At the beginning of your next turn, the air implodes toward the area’s center, creating strong winds for 1 round and causing all creatures with the [[burning]] condition in the area to immediately take fire damage equal to the damage dealt by their burning condition (Reflex negates the additional damage).
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can't take any turns during this movement. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 10 + 1-1/2 times your starship's tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.
You aren't as easy to hit when surrounded.
''Prerequisites:'' Perception 3 ranks.
''Benefit:'' You gain a +1 circumstance bonus to KAC against attacks from foes that flank you. If either foe has a CR that's equal to or higher than your level, you don't gain this bonus.
''Teamwork Benefit:'' If you're adjacent to an ally who also has this feat, you instead gain a +2 circumstance bonus to KAC against attacks from foes that flank you, and you gain this bonus no matter the CR of your opponents.
Backpacks have numerous pockets for storing items that you might need while adventuring and include industrial-strength straps for attaching additional items for easy access. Padded bands strap across the wearer's chest and waist to evenly distribute the backpack's weight, and it can carry roughly 2 bulk of items. When fitted properly and worn, the bulk of the backpack itself does not count against your bulk carried (though it does if you carry it in your hands), but the bulk of any items within it does.
!!Consumer
When wearing a properly fitted consumer backpack, you treat your Strength score as 1 higher for the purpose of determining your carrying capacity.
!! Industrial
When wearing a properly fitted industrial backpack, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. This does not stack with the effect of a consumer backpack.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|consumer | 1 | 3 | 1 |
|industrial | 1 | 25 | 1 |
</div>
You can connect charged electric items such as batteries to this miniature generator to recharge them. The electricity comes from the kinetic energy of your movement, which generates 1 charge every 10 minutes of movement. No more than one item can be plugged in at a time, and the generator doesn't produce charges when you're resting or otherwise stationary.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|backup generator | 4 | 2,100 | 1 | any, shield | 1 |
</div>
You install a secondary lobe in your brain that can shore up your mental faculties when your mind is compromised. At the beginning of your turn, you can spend 1 Resolve Point (this doesn't require an action) to ignore one of the following conditions until the beginning of your next turn: [[confused]], [[frightened]], or [[shaken]]. Alternatively, at the beginning of your turn, you can spend 2 Resolve Points (this doesn't require an action) to ignore one of the following conditions until the beginning of your next turn: [[cowering]], [[dazed]], [[panicked]], or [[stunned]]. If you spend any Resolve Points in this fashion, you are [[staggered]] until the beginning of your next turn. The condition still functions normally for the purposes of duration and removing it.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|backup lobe | 11 | 23,400 | brain |
</div>
With a few quick words and menacing body language, you can make a foe reconsider starting a fight. When you roll initiative, make an [[Intimidate]] check against one creature you’re aware of within 30 feet. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater; if the creature has a special bonus to saving throws against fear effects, it adds this bonus to the DC. If you succeed, roll your expertise die and apply the result as a penalty to that creature’s initiative result. Once you use this expertise talent, you can’t do so again until you rest for 10 minutes to regain Stamina Points. This is a mind-affecting fear effect.
As part of a move action, you can use Acrobatics to move across narrow surfaces and uneven ground without falling. A successful check allows you to move at half your land speed across such a surface. While balancing, you are [[flat-footed]]. If you fail the Acrobatics check to begin moving across a narrow surface or uneven ground, your move action ends at the point just before you'd need to begin balancing. If you fail the check while already balancing (having succeeded on a previous turn), you fall prone and the GM may rule that you start falling, depending on the type of surface you are moving across.
If you take damage while balancing, you must immediately attempt an Acrobatics check at the initial DC. On a success, you remain balancing (and can continue to move if it is your turn). If you fail, you fall [[prone]] and, depending on the type of surface you are balancing upon, the GM can rule that you start falling. You can't take 20 on Acrobatics checks to balance.
The DCs for Acrobatics checks to balance are based on the width of the surface you are traversing, but can also be adjusted based on environmental circumstances such as slope and surface conditions. Such modifiers are cumulative; use all that apply.
<div class= "table-wrapper">
|Surface Width | DC |h
|Greater than 3 feet wide* | 0 |
|3–1 feet wide* | 5 |
|11–7 inches wide | 10 |
|6–2 inches wide | 15 |
|Less than 2 inches wide | 20 |
|* No Acrobatics check is needed to move across these surfaces unless a DC modifier (see the table below) increases the DC to 10 or higher. |<|f
</div>
<div class= "table-wrapper">
|Circumstance* | DC Modifier |h
|Slightly obstructed (gravel, sand) | +2 |
|Severely obstructed (cavern, rubble) | +5 |
|Slightly slippery (wet) | +2 |
|Severely slippery (icy) | +5 |
|Slightly sloped (<45 degrees) | +2 |
|Severely sloped (>45 degrees) | +5 |
|Slightly unsteady (rough spaceflight) | +2 |
|Moderately unsteady (jostled spacecraft) | +5 |
|Severely unsteady (earthquake) | +10 |
|* These circumstances apply to the balance and tumble tasks of Acrobatics and the [[jump]] task of [[Athletics]]. |<|f
You can balance the shields, redirecting power from one quadrant to protect another. With a successful [[Computers]] check (DC = 10 + 1-1/2 times your starship's tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.
''Critical:'' While rebalancing the shields, you discover latent power in the shield systems. Before redistributing the Shield Points, you increase the total Shield Points by 5% of the starship's PCU rating, up to the shields' maximum value.
The speedy aberrations known as [[bantrids]] roll about on their foot orbs with grace and agility. Gyrostabilizers within your own feet (or similar appendages) grant you a +2 enhancement bonus to your AC against [[trip|Trip (combat maneuver)]] combat maneuvers and allow you to stand up from [[prone]] as a swift action.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|balanced graft | 1 | 350 | all feet |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation (polymorph)
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You change a target's shape to that of a smaller, weaker creature.
''1st:'' The target shrinks slightly (though it retains its size category) and gains a few cosmetic bestial features of an animal you choose. The target takes a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks. //[[Lesser remove condition]]// and similar spells can end this effect.
''2nd:'' As per the 1st-level version, but the target takes a –2 penalty and must attempt an additional saving throw each round until it fails or the spell's duration ends. If the target fails this second saving throw, its appearance becomes more bestial and the penalty increases to –3. //[[Break enchantment]]//, //[[remove affliction]]//, or //[[remove condition]]// can end the spell's effect.
''3rd:'' As per the 2nd-level version, but you can make the target one size category smaller (its equipment resizes to remain functional, though it may lose reach with its new size). The target must attempt a saving throw every round, with the penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks worsening by 1 each time the target fails one of these saving throws, to a maximum penalty of –4. If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature's possession for 1 round or more, it reverts to normal.
''4th:'' As per the 3rd-level version, but the penalty begins at –3, and the target must attempt a saving throw every round, with the penalty worsening by 1 each time the target fails one of these saving throws (to a maximum penalty of –5). If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature's possession for 1 round or more, it reverts to normal.
''5th:'' As per the 4th-level version, except if the target fails its saving throw after the penalty has reached –5, instead of making the duration permanent (D), for the remainder of the duration you can turn the target into a Small animal or similar beast that has EAC 10 and KAC 12, can't make attacks or cast spells or spell-like abilities, and can't use extraordinary or supernatural abilities. The target retains its Intelligence, Wisdom, and Charisma scores in animal form, but it can't speak or use any abilities of its normal form. Equipment the target is wearing is absorbed into this form, and the target still benefits from any environmental protections on its armor, but the target drops gear it's holding or carrying but not wearing.
''6th:'' As per the 5th-level version, except if the target fails its saving throw after the penalty has reached –5, you can both make the duration permanent (D) and turn the target into a Small animal or similar beast.
<div class="statblock">
* <<levels>>
* ''School'' transmutation (polymorph)
* ''Targets'' up to four creatures, no two of which can be more than 30 ft. apart
</div>
This spell functions as //[[baleful polymorph]]//, except as noted in this description. Each target must take the same form.
"""
''4th:'' This spell causes all targets to suffer the effects of the 1st-level version of //baleful polymorph//.
''5th:'' This spell causes all targets to suffer the effects of the 2nd-level version of //baleful polymorph//.
''6th:'' This spell causes all targets to suffer the effects of the 3rd-level version of //baleful polymorph//.
"""
<div class="statblock">
* <<levels>>
* ''School'' illusion (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You overstimulate the senses of the affected creature, causing its senses to interfere with another. While a creature is under the effects of this spell, sensory input is processed by the wrong senses, such that noise triggers bursts of colors, smells create sounds, and so on. The affected creature moves at half speed, has a 20% miss chance on all attacks, has the [[flat-footed]] condition, and takes a –4 penalty on skill checks and Reflex saving throws.
Effects that negate or reduce the miss chance from concealment don’t affect the miss chance effect from //baleful synesthesia//.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large construct (magical, technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +9; ''Ref'' +9; ''Will'' +6
* ''Defensive Abilities'' kinetic displacement; ''DR'' 10/—; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +22 (2d10+15 B; critical [[knockdown]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' felling blow
!!! STATISTICS
* ''Str'' +6; ''Dex'' +3; ''Con'' +4; ''Int'' +2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +22, [[Engineering]] +17, [[Sense Motive]] +17
* ''Languages'' Aklo, Azlanti, Common
!!! ECOLOGY
* ''Environment'' any (Shadari Confederacy)
* ''Organization'' solitary, pair, or coterie (3–10)
!!! SPECIAL ABILITIES
''Felling Blow ([[Ex]])'' As a swift action upon successfully striking an opponent with a melee attack, a balrodd can apply the critical effect of the unarmed strike or melee weapon in addition to doing damage (which isn’t doubled). A balrodd can use this ability once every 1d4 rounds.
''Kinetic Displacement ([[Su]])'' As reaction to taking damage that is wholly or partially absorbed by their damage reduction, a balrodd can redistribute that kinetic force outward in a 5-foot radius. Each creature in the area must succeed at a DC 16 Fortitude save or take an amount of bludgeoning damage equal to the amount of damage blocked by the balrodd’s [[DR]] and be pushed 5 feet away from the balrodd. On a success, the creature takes half damage and isn’t pushed.
</div>
No one—not even balrodds—are certain who originally crafted them many millennia ago, but they lived peacefully on their quiet moon orbiting a stormy gas giant until the Azlanti arrived. Fresh off their victory over the screedreeps on Eostrillon, the Azlanti enslaved the balrodds as part of their attempt to conquer the entire system, forcing the constructs into positions of menial labor and cannon-fodder infantry. Less than a century later, the balrodd population revolted against their Azlanti masters and left the system to eventually settle within the Shadari Confederacy. Today, they’re proud citizens of that system, with many even now following the philosophy of Ataxxea and receiving the Eye of Entropy tattoo.
A balrodd is a towering, barrel-chested construct with a malleable artificial “skin” stretched over a sturdy metal frame. When first constructed—through a process that is kept a closely guarded secret—a balrodd has almost no clearly defined features. Their face is smooth and their limbs no more than curving planes. Over time, they are encouraged to “find their face” and sculpt it as they feel is appropriate for their identity.
Despite their intelligence and tradition of self‑actualization as a populace, balrodds often find themselves pigeonholed into martial roles because of their stature and abilities. Some accept these destinies, while others manage to shape themselves—figuratively and literally—into trusted figures who hold positions of greater responsibility in their communities. These balrodds are known to defend their higher status with fierce determination.
This //aeon stone// functions as a specialized scrying sensor that’s constantly alert for a specific trigger. Once per hour as a move action, you can task the //aeon stone// with watching for a specific simple stimulus such as “any Medium or larger creature,” “the sound of an approaching creature,” or “smoke.” The //aeon stone// constantly perceives your surroundings in a 30-foot radius with human-like senses and [[darkvision]]; the stone cannot detect anything beyond that range. The stone has a +15 modifier to [[Life Science]], [[Perception]], or [[Physical Science]] checks to identify that assigned stimulus. If the stone senses the stimulus, it telepathically signals you, imparting information about the stimulus’s direction and distance for 1 round. The stone can provide up to three such signals per hour and no more than one per minute. The stone watches for its assigned stimulus until you deactivate the aeon stone or task it with detecting a new stimulus.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//banded malachite cabochon// | 4 | 2,100 | — |
</div>
You cultivate a menacing persona to coerce your targets.
* ''Associated Skills:'' [[Intimidate]] and [[Sense Motive]]. You can attempt an Intimidate check with a +4 bonus to make a [[trick attack]] by menacing or threatening your foe.
* ''Specialization Exploit:'' [[disarming command]]
* ''Commanding Presence ([[Ex]]):'' At 11th level, you can spend 1 Resolve Point as a standard action to attempt an Intimidate check to [[demoralize]] any number of creatures within 60 feet, though you take a cumulative –1 penalty to your Intimidate check for every two creatures you attempt to demoralize in this way (rounded down). Then choose a number of creatures you successfully demoralized (up to a number of creatures equal to your Charisma modifier). Those creatures follow a single command you issue for 1 round, per command (Will negates). Once you've targeted a creature with commanding presence, it's immune to your commanding presence for 24 hours. This is a mind-affecting, sense-dependent fear effect; the secondary command effect is also language-dependent.
The //bane// fusion enhances the power of critical hits against certain foes. Against a designated foe, the //bane// weapon gains the [[stunned]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon's normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can't be changed.
//Banishing blades// are magic weapons capable of forcing extraplanar foes back to their native plane. These weapons were once used primarily by the Church of Iomedae in its crusades against fiendish incursions, but the Drift Crisis brought growing concerns that other extraplanar creatures might threaten the Material Plane, and production of these weapons accelerated. All //banishing blades// function as if they had the //[[holy]]// fusion in addition to the rest of their abilities. This counts against how many total fusions a banishing blade can have.
If you score a critical hit against a creature with the extraplanar subtype, that creature must succeed at Will save (DC = 10 + item level + your key ability score modifier) or be sent back to its home plane, as the spell //[[dismissal]]//, with the following exceptions: if the creature also has the evil subtype, the //banishing blade// counts as an object the subject opposes, granting a +2 to the save DC and a +1 on caster-level checks to overcome the subject’s [[spell resistance]], if any. If you must make a caster-level check to overcome a target’s spell resistance to use this effect, use the //banishing blade’s// item level as your caster level. For mk 1 and mk 2 //banishing blades//, the banished creature automatically returns in the same spot from where it was banished after 1 minute has elapsed.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |Equivalent Weapon |h
|//banishing blade//, mk 1 | 8 | 10,500 | 1 |sintered [[longsword]] |
|//banishing blade//, mk 2 | 12 | 39,000 | 1 |ultrathin [[longsword]] |
|//banishing blade//, mk 3 | 17 | 289,000 | 1 |molecular rift [[longsword]] |
|//banishing blade//, mk 4 | 20 | 967,000 | 1 |dimensional slice [[longsword]] |
</div>
Until recently, the small Liavaran shepherd moon named Hibb was believed to be uninhabited. With rolling hills covered in stubby grasslike protrusions and very few bodies of water, Hibb held little of interest for explorers. The moon's lack of natural resources and the pervasive stench that issued from the ground, which no manner of filtration could suppress, further contributed to Hibb not being colonized by the barathus—or anyone else in the Pact Worlds, for that matter.
However, less than 5 years ago, previously unnoticed machinery under Hibb's surface began to stir. All across the moon, apertures opened in the ground, from which rose tall towers with spiraling ramps. Heretofore unknown creatures emerged from these towers, their small visual sensors adjusting to the light of the distant sun. The members of this sentient species, who call themselves bantrids, had slumbered in stasis for eons before their ancient computers woke them. Because of the Gap and faulty data-storage drives, however, the bantrids had no knowledge of the solar system's current political climate and no recollection of why their people entered stasis in the first place. Some believe they were hiding from an imminent threat or natural disaster, while others posit that bantrids were the first sentient species in the system and that they put themselves to sleep to wait for others to interact with.
Bantrids have unusual anatomy. Their lower halves are nothing more than dense organic spheres. Bantrids move by spinning these foot-orbs using hundreds of thousands of cilia on the underside of partial sheaths that cover the orbs. Their upper torsos are stout columns that taper slightly at the top. Bantrids have no heads in the fashion most humanoids do. Instead, their visual and auditory sensors are located in the middle of their torsos, directly under small mouths containing a few teeth made only for chewing fruits and nuts. Bantrids have no noses and, in fact, no sense of smell at all. Near the apex of their torsos, bantrids have a pair of appendages that resemble large, flat hands with several thin fingers. Bantrids' skin often bears striped coloration along the length of their torsos and across their upper limbs.
Most bantrids are curious about the "new" galaxy they now find themselves in and are eager to learn about all the other sentient species that inhabit it. This leads them to rush (sometimes literally) into situations before fully understanding them. Some of their Pact Worlds neighbors find this trait endearing and happily bring bantrids into their businesses or starship crews, while a few others are put off by their appearance. Bantrids don't hesitate to write off those who don't accept them, and they easily move on to new opportunities.
Bantrid culture revolves around motion, from their ramped tower-dwellings to their treadmill-chairs. A bantrid who isn't moving starts to feel an overwhelming dread akin to claustrophobia. If this lasts too long, the bantrid will simply leave wherever they are at the moment, despite the social consequences. A restrained bantrid will keen wildly and hyperventilate, usually passing out.
Bantrids have no gender and reproduce via a form of budding that creates tiny bantrids whose foot-orbs are not yet sufficiently developed to allow locomotion. These offspring must be carefully watched over until they can move on their own, which takes about 5 months.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Con, -2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Bantrids are Small aberrations.
* ''Anosmatic:'' Bantrids have no sense of smell and are immune to sense-dependent effects that rely on smell.
* ''Balanced:'' Bantrids receive a +2 racial bonus to AC against trip combat maneuvers and can stand up from [[prone]] as a swift action.
* ''Daredevil:'' Bantrids receive a +2 racial bonus to [[Acrobatics]] checks.
* ''Darkvision:'' Bantrids can see up to 60 feet in the dark.
* ''Swift:'' Bantrids have a land speed of 40 feet.
!!! Alternate Racial Traits
* ''Magnetic Orb:'' With proper diet and medication, bantrids can give their foot-orb a metallic, magnetic core. After sufficient practice, they can direct this magnetic force or even invert it so they can roll along metal walls or ceilings. They gain a climb speed of 30 feet that they can use only on metallic surfaces, and can move across metal surfaces at their land speed, even in zero gravity. They also gain a +2 racial bonus to KAC against [[bull rush]] and [[trip]] combat maneuvers when standing on a metal surface. Magnetic orbs are heavier than the typical bantrid foot-orb, and the land speed of these bantrids is reduced to 30 feet. This replaces balanced, daredevil, and swift.
* ''Hollow Orb:'' By changing their diet, bantrids can cause their foot-orb to gain hollow, honeycomb-like cells throughout its structure. These bantrids are faster and float more easily in water, but the extra speed comes with a loss of fine control. These bantrids' land speed increases to 50 feet, and they gain a +2 racial bonus to [[Athletics]] checks to [[swim]]. This replaces balanced, daredevil, and swift.
* ''Hotshot:'' Bantrids have a natural skill for moving carefully at high speeds. With a bit of practice, this makes them magnificent pilots and drivers. Bantrids with this trait gain a +2 racial bonus to [[Piloting]] checks. This replaces balanced.
!! Balanced Graft
{{Balanced}}
This helm replaces a suit of armor's normal helmet (if any) and is incorporated into the armor's normal environmental protections; these protections do not function if the helm is removed. If the armor has an available [[upgrade slot|Armor Upgrades]], a //barachius helm// takes up one upgrade slot; otherwise, the helm counts as one of your two worn magic items.
While wearing a //barachius helm//, once per day as a standard action, you can activate its ability to detect evil in your environment. Any creature you can see within 60 feet that has the evil subtype (such as a devil or an evil dragon) appears to have an obvious glowing outline visible only to you. Evil magic weapons (such as a rifle with the [[unholy]] weapon fusion) and other forms of evil technology gain a similar glowing outline. This does not increase your visual range or allow you to see [[invisible]] creatures.
In addition, once per day, the wearer of a //barachius helm// can use the barachius's firewall supernatural ability.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//barachius helm// | 5 | 3,000 | L |
</div>
Barathus are the sentient apex of Bretheda's gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology—within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture's understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded superentities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed.
Barathu culture tends to be easygoing but hard for some other races to understand, as the barathus' frequent merging makes the concept of "self" somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Early stage barathus are Medium aberrations.
* ''Darkvision'' Early stage barathus have [[darkvision]] with a range of 60 feet.
* ''Early Stage Adaptation:'' An early stage barathu's body is mutable and can adapt to many different situations. Once every 1d4 rounds as a swift action, an early stage barathu can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the early stage barathu's next turn. Unlike more mature barathus, early stage barathus are not generally capable of more complex adaptations.
** Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier.
** A toughened dermal layer grants its a +1 racial bonus to AC.
** Developed lower limbs grant it a base speed of 15 feet.
** Molecular-level modifications grant it [[resistance]] 2 against a single energy type (acid, cold, electricity, fire, or sonic).
** Elongated limbs extend its [[reach]] to 10 feet.
* ''Floaters:'' Early stage barathus have a base speed of 0 feet and an extraordinary fly speed of 30 feet with average maneuverability.
* ''Limited Telepathy:'' Early stage barathus can communicate telepathically with any creatures within 30 feet with whom they share a language in common.
* ''Strange Anatomy:'' Early stage barathus gain a +1 racial bonus to Fortitude saving throws.
!!! Alternate Racial Traits
* ''Collective Connection:'' Barathus born from a collective of merged adults sometimes glean fragments of memories from that collective. These barathus receive a +2 racial bonus to checks to [[recall knowledge]]. This ability replaces strange anatomy.
* ''Fluid Self:'' The species' unique sense of self makes barathus difficult to affect mentally, an ability particularly common among newly budded barathus and those who have recently split from a collective. A barathu with this trait gains a +2 racial bonus to saving throws against mind-affecting effects. This ability replaces strange anatomy.
* ''Internal Chemistry:'' Although all barathus have a certain innate understanding of biochemistry, others have refined it into an art form, turning their bodies into living chemical factories. A barathu with internal chemistry gains the following options instead of the typical options available for the early stage adaptation ability. This modifies early stage adaptation.
** Spraying acid is a simple chemistry exercise. The barathu gains an acid spray ranged natural attack that deals 1d3 acid damage with a 30-foot range increment. A PC using this ability is considered armed and gains a unique [[Weapon Specialization]] with this attack at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with this attack. The acid spray cannot be disarmed or sundered and doesn't require ammunition.
** The barathu secretes a frictionless slime. When the barathu uses early stage adaptation to gain this ability, they can immediately attempt to use [[Acrobatics]] to escape a grapple without spending another action.
** Lighter-than-air gases increase the barathu's fly speed by 15 feet.
** Soothing psychoactive chemicals grant the barathu a new saving throw against each ongoing mind-affecting effect that is affecting them.
** A cloud of fumes spreads over a 20-foot radius from the barathu, affecting the area as a [[smoke grenade]]. Barathus are immune to the choking effects of this cloud.
* ''Mineral Exoskeleton:'' Some barathus, especially those who explore beyond Bretheda and Liavara, modify themselves by building shells out of mineral deposits. A barathu with a mineral exoskeleton gains these options instead of the typical options available for the early stage adaptation ability. This modifies early stage adaptation.
** Added reinforcement to their external shell grants the barathu [[DR]] 1/–.
** Dangerous growths function as a natural weapon that deals 1d3 bludgeoning, piercing, or slashing damage. A barathu PC using this ability is armed, and this attack cannot be disarmed or sundered. If a barathu PC using this ability is at least 3rd level, they gain a unique [[Weapon Specialization]] with these natural weapons, allowing them to add 1-1/2 × their character level to damage rolls with this attack.
** Spikes grow from fleshy surfaces, dealing 1d6 piercing damage to each creature that hits the barathu with an unarmed or natural attack.
** Reinforced tentacles function as powerful but slow limbs, granting a burrow speed and land speed of 10 feet.
** The area covered by the barathu's shell expands, granting a +2 racial bonus to AC but reducing the barathu's flight speed to 0.
* ''Student of Liavara:'' Barathus respect and protect the Dreamers of Liavara, but few modify themselves to follow the Dreamers' path. Those who do gain a hint of the Dreamers' telepathic powers but forever lose the ability to modify themselves further. A barathu who selects this alternate racial trait cannot retrain it as it can others. This replaces early stage adaptation. You gain the following spell-like abilities.
** At will: //[[daze]]//, //[[telepathic message]]//
** 1/day: //[[mind link]]//, //[[mind thrust]]// (1st level)
!! Early Stage Adaptation Graft
{{Early Stage Adaptation}}
<div class="statblock">
* ''Level'' 13; ''Price'' 51,500
* ''EAC Bonus'' +16; ''KAC Bonus'' +22
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –4; ''Speed'' 25 ft., fly 30 ft. (average)
* ''Strength'' 26 (+8); ''Damage'' 2d6 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 3
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 12
</div>
As bulbous and malleable as the barathus of Bretheda, this powered armor features a semirigid frame around gas chambers that provide protection and buoyancy. Barathus don’t think the blimp-like powered armor resembles one of their kind, but most accept the name in their typical easygoing fashion. Virtually any kind of creature can wear barathu battens, as the interior accommodates a variety of body types.
This cruel grenade propels exceptionally jagged shrapnel, causing lasting pain. Affected creatures that fail their Reflex saves against this grenade take the listed damage; as long as they take any damage from the grenade, the shrapnel also impedes them per the [[embed]] weapon critical hit effect. Both these grenades' sadistic effects and their common use by slavers to immobilize victims have resulted in wide-scale bans on these weapons, though more lawless regions rarely regulate the explosives.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|barbed shrapnel grenade I | 3 | 225 | 20 ft. | drawn | L |[[explode]] (1d6 P, [[embed]] 1d6, 10 ft.) |
|barbed shrapnel grenade II | 6 | 580 | 20 ft. | drawn | L |[[explode]] (2d6 P, [[embed]] 1d6, 10 ft.) |
|barbed shrapnel grenade III | 10 | 2,500 | 20 ft. | drawn | L |[[explode]] (3d6 P, [[embed]] 2d6, 10 ft.) |
|barbed shrapnel grenade IV | 15 | 14,250 | 20 ft. | drawn | L |[[explode]] (7d6 P, [[embed]] 3d6, 10 ft.) |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* LE Medium outsider (evil, extraplanar, lawful, shapechanger)
* ''Init'' +6; ''Senses'' [[blindsense]] (scent) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +5
* ''DR'' 5/magic
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +13 (1d6+8 P) or claw +13 (1d4+8 S; critical [[bleed]] 1d4)
* ''Ranged'' azimuth [[laser pistol]] +11 (1d4+4 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' feed
* ''Spell-Like Abilities'' (CL 4th)
** 1/day—//[[charm monster]]// (DC 14), //[[dimension door]]// (self only), //[[fear]]// (2nd level, DC 13)
** At will—//[[flight]]// (2nd level), //[[nondetection]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +2; ''Int'' +2; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Bluff]] +10, [[Intimidate]] +10, [[Sense Motive]] +10, [[Stealth]] +10
* ''Languages'' Abyssal, Common, Goblin, Infernal
* ''Other Abilities'' change shape (goblinoid or wolf)
* ''Gear'' basic [[lashunta tempweave]], azimuth [[laser pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or cult (1 plus [[space goblin]] tribe)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' Each barghest has only one specific goblinoid form and one specific wolf form.
''Feed ([[Su]])'' A barghest can devour a nonevil humanoid's corpse as a full-round action. Once per month, if the creature consumed is of a level or CR no more than 2 lower than the barghest's, the barghest gains a growth point. When the barghest gains 2 growth points, its CR increases by 1, with commensurate changes to its statistics. Barghests that increase their CR sometimes gain additional spell-like abilities, changing into what is known as a greater barghest at CR 7.
</div>
Barghests are lupine outsiders that exist to spread fear and feed upon humanoid heroes. Cunning and disciplined but utterly self-centered hunters, barghests shun chaos. However, legend says the goddess of monsters, Lamashtu, freed the first barghests from the kennels of Hell. The greatest among them still live in a section of the Abyss they claim as their territory. Goblin belief holds that the strongest of these barghests helped create goblinkind in time immemorial. Evil goblins, therefore, revere barghests as wicked hero-gods.
These fiends hunt and kill good-hearted humanoids to feed on the spiritual energy left within the corpses of such foes. Although a barghest might slay the innocent or weak, and even eat such prey, it gains the growth-inducing nourishment it seeks only from worthy opponents. Barghests commit atrocities to attract the attention of such would-be champions before murdering and devouring them, growing in size, magical power, and social standing with each success.
Masters of deception, barghests can transform into goblinoids or wolves at will. They use such forms to remain beneath notice to travel incognito or until ready to pounce. A typical barghest is 6 feet long and weighs 200 pounds. When it gains power, a barghest also gains size. The mightiest among them are twice the size of their lesser kin.
The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship's port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, your starship must be Large or smaller and you must succeed at a [[Piloting]] check (DC = 10 + 1-1/2 times your starship's tier). On a failed check, the starship moves half its speed but doesn't roll. If you fail by 5 or more, your starship moves half its speed, doesn't roll, and takes a –4 penalty to its AC and TL until the start of the next round.
Your drone gains the [[Barricade]] feat. Your drone must have [[Engineering]] as a class skill and [[manipulator arms]] for you to select this mod.
You are adept at creating quick, temporary cover.
''Prerequisites:'' [[Engineering]] 1 rank.
''Benefit:'' As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover.
The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn't normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area.
When you use the [[subdue boarding party]] open crew action, you increase your starship's Boarding Resistance by 2 for the purpose of determining how many of one boarding party you disable if the boarding party fails its boarding attack check.
A scaled-up version of the [[shield projector]], a barrier cannon blankets an area with deflective force, granting a short-lived force field to creatures within. These cannons are designed for officers in shock-trooper squads to shield their personnel from danger.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|barrier cannon, sentry | 6 | 4,300 | — | 15 ft. | — | 40 charges | 8 | 3 |[[blast]], [[shield]] 1d12, [[unwieldy]] |
|barrier cannon, defender | 10 | 18,500 | — | 15 ft. | — | 80 charges | 16 | 3 |[[blast]], [[shield]] 2d10, [[unwieldy]] |
|barrier cannon, guardian | 14 | 72,000 | — | 20 ft. | — | 80 charges | 16 | 3 |[[blast]], [[shield]] 3d12, [[unwieldy]] |
|barrier cannon, warden | 18 | 368,000 | — | 20 ft. | — | 100 charges | 25 | 3 |[[blast]], [[shield]] 5d12, [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Diminutive vermin
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +1; ''Will'' +0
* ''DR'' 5/—
!!! OFFENSE
* ''Speed'' 20 ft., burrow 5 ft., climb 20 ft.
* ''Melee'' bite +4 (1d6 P)
* ''Space'' 1 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' scuttle
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +1; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +3, [[Athletics]] +3 (+11 to climb), [[Stealth]] +7
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any (urban)
* ''Organization'' infestation (6–20) or swarm (21–100)
!!! SPECIAL ABILITIES
''Scuttle ([[Ex]])'' As a full action, a barro can move up to twice its speed, passing through a single enemy's square and making a melee attack against that enemy. When it does so, it attempts an [[Acrobatics]] check with a +8 racial bonus (DC = 20 + the CR or level of the enemy whose square it passes through). On a success, the targeted enemy can't make an attack of opportunity against the barro.
</div>
The nocturnal, wingless barros have six legs, two antennae, and two large compound eyes that protrude from their small heads. Barros are scavenging omnivores and can be found anywhere, but they favor dirty urban environments due to the abundance of food to scavenge and dark places to lay their eggs.
The presence of a single barro implies the existence of several, possibly even dozens, more lurking in walls and under floors. They can be hard to spot and harder to exterminate due to their tough exoskeletons and their preference to hide from larger creatures rather than attack them. However, under certain circumstances, barros have been known to attack in small groups or even to swarm. Such swarms can appear in devastated and abandoned urban areas, especially in places where food and bodies have been left to rot.
Female barros lay clutches of eggs in small, obscure spaces where the young can flourish in secret, such as cracks in a building's foundation or a corner of a little-used cabinet; some barros might choose the toe of a boot in a closet or a hard-to-reach pouch. Eggs hatch in less than a day, and the young feast on any particles of nourishment they can find. They reach maturity after another day. Over the course of a barro's short life span (no more than a year), females can lay six to eight clutches of eggs.
<div class="statblock">
* ''Tier'' 1/3
* Tiny racer
* ''Speed'' 14; ''Maneuverability'' perfect (turn 0)
* ''AC'' 16; ''TL'' 13
* ''HP'' 20; ''DT'' –; ''CT'' 4
* ''Shields'' none
* ''Attack (Forward)'' flak thrower (3d4)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Power Core'' Micron Heavy (70 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, budget short-range sensors, mk 3 armor
* ''Complement'' 1
!!! CREW
* ''Pilot'' gunnery +4, [[Piloting]] +10 (1 rank)
</div>
The Corpse Fleet launches waves of Barrow Boneshards to harry its foes. Typically, each Barrow Boneshard is piloted by one heavily damaged undead creature, perhaps missing its lower half or most of its limbs. Such pilots are wired directly into the controls and considered to be prime candidates for suicide missions.
<div class="statblock">
* ''Tier'' 8
* Huge bulk freighter
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 21; ''TL'' 20
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser cannon (4d8)
* ''Attack (Aft)'' heavy laser cannon (4d8)
* ''Attack (Turret)'' light carrion-missile launcher (3d6), light EMP cannon (special)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, [[crew quarters]] (basic), mk 5 armor, mk 5 defenses, mk 2 duonode computer; ''Expansion Bays'' [[cargo holds]] (4), [[passenger seating]] (4), [[shuttle bay]]
* ''Modifiers'' +2 to any 2 checks per round, +2 [[Computers]]
* ''Complement'' 40
!!! CREW
* ''Captain (1 officer, 2 crew)'' [[Diplomacy]] +16 (8 ranks), gunnery +12, [[Intimidate]] +16 (8 ranks), [[Piloting]] +16 (8 ranks)
* ''Engineers (2 officers, 7 crew each)'' [[Engineering]] +16 (8 ranks)
* ''Gunners (2 officers, 5 crew each)'' gunnery +12
* ''Pilot (1 officer, 2 crew)'' gunnery +12, [[Piloting]] +21 (8 ranks)
* ''Science Officers (2 officers, 2 crew each)'' [[Computers]] +18 (8 ranks)
</div>
Each Barrow Catacomb can hold two [[Grave Casket]] shuttles and a couple land vehicles that can survive atmospheric entry to launch planetside assaults on targets Corpse Fleet command wants destroyed.
<div class="statblock">
* ''Tier'' 16
* Colossal dreadnought
* ''Speed'' 4; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 25; ''TL'' 24
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' particle beam (8d6), super negative-energy cannon (2d10×10)
* ''Attack (Port)'' heavy laser cannon (4d8), super plasma cannon (3d6×10)
* ''Attack (Starboard)'' heavy laser cannon (4d8), super plasma cannon (3d6×10)
* ''Attack (Turret)'' micromissile battery (2d6), micromissile battery (2d6)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, advanced long-range sensors, [[crew quarters]] (common), mk 7 armor, mk 7 defenses; ''Expansion Bays'' [[cargo holds]] (8), [[hangar bay]], [[passenger seating]] (6), [[shuttle bay]]
* ''Modifiers'' +4 [[Computers]]
* ''Complement'' 260
!!! CREW
* ''Captain (1 officer, 9 crew)'' [[Diplomacy]] +28 (16 ranks), gunnery +18, [[Intimidate]] +33 (16 ranks), [[Piloting]] +28 (16 ranks)
* ''Engineers (3 officers, 35 crew each)'' [[Engineering]] +28 (16 ranks)
* ''Gunners (4 officers, 20 crew each)'' gunnery +20
* ''Pilot (1 officer, 9 crew)'' gunnery +20, [[Piloting]] +28 (16 ranks)
* ''Science Officers (3 officers, 15 crew each)'' [[Computers]] +32 (16 ranks)
</div>
An impressive feat of necro-engineering, the Barrow Cenotaph is a machine of destruction, inside and out. Featuring bays for two sets of other vessels plus room to hold dozens of troops, this dreadnought sports some of the Corpse Fleet's most devastating weaponry. It is a lumbering vessel, but it can take more punishment than most starships manufactured in the Pact Worlds and beyond.
<div class="statblock">
* ''Tier'' 2
* Small light freighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 16; ''TL'' 15
* ''HP'' 40; ''DT'' –; ''CT'' 8
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' coilgun (4d4), light EMP cannon (special)
* ''Attack (Port)'' gyrolaser (1d8)
* ''Attack (Starboard)'' gyrolaser (1d8)
* ''Power Core'' Pulse Black (120 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, basic computer, [[crew quarters]] (common), mk 3 armor, mk 2 defenses; ''Expansion Bays'' [[cargo bays]] (2), [[corpse recycler]]
* ''Modifiers'' +4 [[Computers]], +1 [[Piloting]]
* ''Complement'' 5
!!! CREW
* ''Captain'' gunnery +4, [[Intimidate]] +7 (2 ranks), [[Piloting]] +8 (2 ranks)
* ''Engineer'' Engineering +8 (2 ranks)
* ''Gunner'' gunnery +5
* ''Pilot'' gunnery+5, [[Piloting]] +13 (2 ranks)
* ''Science Officer'' [[Computers]] +11 (2 ranks)
</div>
Dirgesingers form the backbone of the Corpse Fleet's corpse collection efforts. Their crews search the galaxy for derelict vessels, fresh battlefields, and unlucky colonies where corpses can be found. These bodies are either turned into undead creatures or fashioned into necrografts. Every so often, a bloodthirsty Barrow Dirgesinger crew engages in battle to create the cadavers they seek.
<div class="statblock">
* ''Tier'' 12
* Gargantuan carrier
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 24; ''TL'' 22
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' medium 160 (forward 40, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' supermaser (2d8×10)
* ''Attack (Port)'' heavy laser array (6d4)
* ''Attack (Starboard)'' heavy laser array (6d4)
* ''Attack (Turret)'' linked light particle beams (6d6)
* ''Power Core'' Gateway Light (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, [[crew quarters]] (common), mk 6 armor, mk 5 defenses, mk 1 trinode computer; ''Expansion Bays'' [[cargo holds]] (6), [[hangar bay]]
* ''Modifiers'' +1 to any 3 checks per round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 144
!!! CREW
* ''Captain (1 officer, 5 crew)'' [[Diplomacy]] +22 (12 ranks), gunnery +14, ''Intimidate'' +27 (12 ranks), ''Piloting'' +23 (12 ranks)
* ''Engineers (2 officers, 30 crew each)'' [[Engineering]] +22 (12 ranks)
* ''Gunners (3 officers, 15 crew each)'' gunnery +16
* ''Pilot (1 officer, 5 crew)'' gunnery +16, [[Piloting]] +23 (12 ranks)
* ''Science Officers (2 officers, 10 crew each)'' [[Computers]] +24 (12 ranks)
</div>
A Barrow Eulogy can bring eight [[Necrofighters]] into battle, but it has enough firepower to defend itself if enemies threaten. Its port and starboard heavy laser arrays keep smaller craft from attacking its flanks while it launches its fighters.
<div class="statblock">
* ''Tier'' 10
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 24; ''TL'' 23
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' medium 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' mass driver (2d6×10)
* ''Attack (Port)'' light plasma cannon (2d12)
* ''Attack (Starboard)'' light plasma cannon (2d12)
* ''Attack (Turret)'' negative-energy cannon (5d8)
* ''Power Core'' Gateway Light (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, [[crew quarters]] (common), mk 6 armor, mk 6 defenses, mk 2 duonode computer; ''Expansion Bays'' [[cargo holds]] (4), [[synthesis bay]], [[tech workshop]]
* ''Modifiers'' +2 to any 2 checks per round, +2 [[Computers]]
* ''Complement'' 80
!!! CREW
* ''Captain (1 officer, 4 crew)'' [[Diplomacy]] +19 (10 ranks), gunnery +12, [[Intimidate]] +19 (10 ranks), [[Piloting]] +19 (10 ranks)
* ''Engineers (3 officers, 10 crew each)'' [[Engineering]] +19 (10 ranks)
* ''Gunners (3 officers, 6 crew each)'' gunnery +14
* ''Pilot (1 officer, 4 crew)'' gunnery +14, [[Piloting]] +24 (10 ranks)
* ''Science Officers (2 officers, 7 crew each)'' [[Computers]] +21 (10 ranks)
</div>
Barrow Reapers, while massive, are also surprisingly fast and maneuverable for their size. Barrow Reapers often act as escorts for Corpse Fleet capital ships, but their hardy crews make effective boarding parties or ground troops, as well.
<div class="statblock">
* ''Tier'' 5
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 19; ''TL'' 18
* ''HP'' 65; ''DT'' –; ''CT'' 13
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light plasma torpedo launcher (3d8)
* ''Attack (Port)'' light particle beam (3d6)
* ''Attack (Starboard)'' light particle beam (3d6)
* ''Attack (Turret)'' light plasma cannon (5d10)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic medium-range sensors, [[crew quarters]] (common), mk 4 armor, mk 3 defenses, mk 2 trinode computer; ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (2), [[guest quarters]] (good)
* ''Modifiers'' +2 to any 3 checks per round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 6
!!! CREW
* ''Captain'' [[Computers]] +13 (5 ranks), [[Diplomacy]] +11 (5 ranks), [[Intimidate]] +11 (5 ranks)
* ''Engineer'' [[Engineering]] +11 (5 ranks)
* ''Gunners (2)'' gunnery +9
* ''Pilot'' gunnery +9, [[Piloting]] +12 (5 ranks)
* ''Science Officer'' [[Computers]] +18 (5 ranks)
</div>
The crews of Barrow Reliquaries are among the most diplomatic and educated of all Corpse Fleet soldiers. Although the navy fields only a handful of these vessels, their crews are tasked with exploring the Vast in search of necromantic objects and alien undead creatures whose goals align with those of the Corpse Fleet. Some of these new allies are transported back to Corpse Fleet holdings in order to coordinate plans with the navy's high-ranking officials.
<div class="statblock">
* ''Tier'' 7
* Large destroyer
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 19; ''TL'' 20
* ''HP'' 170; ''DT'' –; ''CT'' 34
* ''Shields'' light 80 (forward 20, port 20, starboard 20, aft 20)
* ''Attack (Forward)'' heavy torpedo launcher (5d8), negative-energy cannon (5d8)
* ''Attack (Port)'' coilgun (4d4)
* ''Attack (Starboard)'' coilgun (4d4)
* ''Attack (Aft)'' coilgun (4d4)
* ''Attack (Turret)'' negative-energy gun (2d6)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, [[crew quarters]] (common), mk 3 armor, mk 4 defenses, mk 2 trinode computer; ''Expansion Bays'' [[arcane mortuary]], [[cargo holds]] (2), [[ghost drive]]
* ''Modifiers'' +2 any 3 checks per round, +2 [[Computers]]
* ''Complement'' 9
!!! CREW
* ''Captain'' [[Computers]] +16 (7 ranks), gunnery +11, [[Intimidate]] +14 (7 ranks)
* ''Engineers (2)'' [[Engineering]] +19 (7 ranks)
* ''Gunners (3)'' gunnery +11
* ''Pilot'' gunnery +11, [[Piloting]] +14 (7 ranks)
* ''Science Officers (2)'' [[Computers]] +16 (7 ranks)
</div>
A Barrow Spectre is a silent assassin of space, quickly moving into engagements, tearing through foes, and disappearing into the void. Due to the frequent use of ghost drives by Barrow Spectre crews, those who have survived encounters with these vessels often babble about ethereal starships that can't be shot.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Classes' 'nsort[level]'>>
</div>
A fleet's class establishes what types of starships comprise it, as well as its base statistics.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]" >
Each starship has a base frame that determines its size, maneuverability, starting weapon mounts, hull strength, room for expansion, and other capacities. Although two ships that use the same frame might look radically different, they both have some of these base statistics in common. The frame of a starship includes all life support and artificial gravity systems necessary to keep the crew (and any passengers) alive and comfortable. The starship's frame is also built with a transponder that is essentially the ship's "address" for standard system-wide and unlimited-range communications (see page 430); this transponder can be turned off, during which time the starship can't send or receive messages, but neither can it be tracked down by conventional means.
<div class="table-wrapper">
|Size | Length | Weight | AC and TL Modifier |h
|Tiny | 20–60 ft. | 2–40 tons | +2 |
|Small | 60–120 ft. | 30–250 tons | +1 |
|Medium | 120–300 ft. | 50–2,500 tons | +0 |
|Large | 300–800 ft. | 2,000–50,000 tons | –1 |
|Huge | 800–2,000 ft. | 40,000–640,000 tons | –2 |
|Gargantuan | 2,000–15,000 ft. | 600,000 tons to 250 megatons | –4 |
|Colossal | Over 15,000 ft. | 200–2,000 megatons | –8 |
</div>
The base frames below are organized by size (from smallest to largest) and cost in Build Points (with less expensive frames coming first within a size). In general, the size and expansion bay capacities of a base frame can't be changed without a great deal of time and money (and the GM's permission), so it can be more effective to just start over with a different base frame when upgrading those aspects of a starship.
</$list>
<<list-links "[tag[Base Frames]list[Base Frames]]" class:index >>
!!! Exotic Base Frames
<<list-links "[tag[Base Frames]!list[Base Frames]]" class:index >>
<div class="statblock">
* ''Size'' Supercolossal
* ''Maneuverability'' clumsy (–2 [[Piloting]], turn 4)
* ''HP'' 450 (increment 75); DT 15; CT 90
* ''Mounts'' forward arc (4 heavy), port arc (4 heavy), starboard arc (4 heavy), turret (2 capital)
* ''Expansion Bays'' unlimited
* ''Minimum Crew'' 150; ''Maximum Crew'' 100,000
* ''Cost'' 250
</div>
<div class="statblock">
* ''Hit Point Advancement'' +0; ''EAC'' +1; ''KAC'' +1
* ''Upper Limb Slots'' 2; ''Melee Attack'' +0; ''Ranged Attack'' +0
* ''Cost'' 0
</div>
These arms can wield weapons but provide few other benefits.
<div class="statblock">
* ''Level'' 1; ''Price'' 700
* Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
* ''Speed'' 20 ft., full 200 ft., 22 mph
* ''EAC'' 10; ''KAC'' 12; ''Cover'' none
* ''HP'' 7 (3); ''Hardness'' 5
* ''Attack (Collision)'' 2d4 B (DC 8)
* ''Modifiers'' +2 [[Piloting]], –1 attack (–3 at full speed)
* ''Passengers'' 1
</div>
The simplest //gimmick// merely personalizes your magic, giving spells channeled through the //gimmick// a sensory theme you choose while attuning it (such as gambling to make //[[magic missiles]]// look like flaming cards or make your //[[augury]]// result manifest like reels on a holographic slot machine). These sensory extras don’t otherwise change the spell’s effects.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//basic gimmick// | 1 | 175 | L |
</div>
You know how to use basic melee weapons.
''Benefit:'' You gain proficiency in basic melee weapons.
''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
Any handheld weapon that must touch a target to deal damage is considered a melee weapon. Basic melee weapons can be easily used by almost anyone and generally require no special training. While basic melee weapons deal less damage than more sophisticated weapons of the same item level, they have the advantage of not usually requiring power sources and operating under almost any conditions. Basic melee weapons are divided into one-handed and two-handed weapons.
You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once.
<<list-links "[tag[Drone Mods]tag[Basic]sort[title]]">>
A baton is a thin, solid metal shaft, usually with a textured rubber grip. A tactical baton can be used to inflict precise bludgeoning blows. An advanced baton, used by elite mercenary and security companies, often has an additional shaft, as well as a weighted end that can be powered to connect with substantially more force than a tactical baton.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|baton, tactical | 1 | 90 | 1d4 B | — | L |[[analog]], [[operative]], [[thrown]] (20 ft.) |
|baton, advanced | 19 | 540,000 | 8d6 B | — | L |[[operative]], [[powered]] (capacity 20, usage 1), [[thrown]] (20 ft.) |
</div>
Batteries charge powered weapons, but they can also be used to power an array of items, including powered armor and technological items. Batteries have a standardized size and weight, and items that take batteries all have a slot into which they fit, regardless of the item's actual size. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |h
|battery | 1 | 60 | 20 | — |
|battery, high-capacity | 4 | 330 | 40 | — |
|battery, super-capacity | 4 | 390 | 80 | — |
|battery, ultra-capacity | 5 | 445 | 100 | L |
</div>
This upgrade, usually installed on the chest or back of the armor, has a compartment capable of storing any one battery. Power cables run from the battery slot to the palms of your hands. As a full action, you can install a battery in the compartment or remove a battery from it. When you attack with a [[powered]] weapon or use a technological item you are holding in your hand, you can expend charges from the battery stored in the upgrade rather than the weapon or item's own battery, provided that the item is capable of using a battery of that capacity.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|battery unit | 9 | 12,000 | 1 | any | L |
</div>
<div class="statblock">
* ''Level'' 1; ''Price'' 400
* Large land vehicle (5 ft. wide, 10 ft. long, 4 ft. high)
* ''Speed'' [[drawn]]
* ''EAC'' 10; ''KAC'' 12; ''Cover'' partial cover
* ''HP'' 20 (10); ''Hardness'' 4
* ''Attack (Collision)'' 4d4 B (DC 10)
* ''Modifiers'' –1 [[Survival]], –1 attack (–2 at full speed)
* ''Systems'' autocontrol
* ''Passengers'' 1
</div>
Though they rarely see combat on modern battlefields, wheeled chariots still make ceremonial appearances in military parades.
<div class= "statblock">
* ''Prerequisite'' Can be applied only to a core with a rate greater than 1.
* ''Rate'' –1; ''Initial'' +0; ''Maximum'' +1
* ''Special'' Once per turn when the mech defeats or scores a critical hit against a significant enemy, the power core's rate increases by 2 until the beginning of its next turn. If the mech scores a critical hit that defeats a significant enemy, the rate instead increases by 3 until the beginning of the mech's next turn.
* ''Cost'' 1/2 × tier
</div>
This template, blessed by priests of Damoritosh, takes the Conqueror's divine favor and converts it into mechanical adrenaline.
<div class="statblock">
* ''Level'' 5; ''Price'' 3,450
* ''EAC Bonus'' +9; ''KAC Bonus'' +12
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –4; ''Speed'' 30 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d10 B
* ''Weapon Slots'' 1; ''Upgrade Slots'' 1
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 20
</div>
The battle harness is the basic powered armor frame used by infantry units in professional militaries.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' at least 1 bulk of inert electronic equipment; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into a vicious robot that can hunt down and attack your enemies.
You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. Creating a //battle junkbot// also requires one ultra-capacity battery. Casting this spell drains all of the battery's charges.
While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with aggression and martial skills. A battle junkbot is Small, its KAC and EAC are each equal to 15 + your technomancer level, it has hardness 15, and it has a number of Hit Points equal to half of your own (but no Stamina Points). It uses your saving throw bonuses when it is the target of spells and other targeted effects. It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. For purposes of spells and effects that target the junkbot, it is treated as a construct with the magical and technological subtypes.
The //battle junkbot// has four hands. It is treated as if it had the [[Deadly Aim]] and [[Improved Combat Maneuver]] (bull rush, grapple, trip) feats. It has an attack bonus equal to 6 + your technomancer level; in one hand it wields a special buzzblade dagger that deals 6d8+6 damage instead of its normal damage, and a second hand carries a special light laser pistol that deals 6d6 damage instead of its normal damage. Damage from the junkbot's special weapons counts as magic for the purpose of overcoming [[damage reduction]].
You can give new basic commands to your //battle junkbot// telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware
when the robot has made an attack or combat maneuver and whether or not it was successful, as well as when the //battle junkbot// has been attacked, has taken damage, or is destroyed, but you can perceive nothing else through this basic telepathic link.
When the //battle junkbot// is destroyed or this spell ends, the electronic equipment you used to create the junkbot falls apart into refuse, its circuitry fried beyond anything recognizable. You cannot use this refuse as a target to create another junkbot.
Followers of a tradition that originated in the Veskarium among devout followers of Damoritosh, battle leaders are known for celebrating victories as they happen, yelling out to their allies when an enemy suffers a critical or lethal blow and inspiring further glorious actions. This tradition has since spread throughout other star systems, and many species, from calculating Eoxians in the Pact Worlds to bellicose hobgoblins from the Gideron Authority can be counted among their numbers.
The battle leader archetype has alternate class features at 2nd and 12th levels, and an optional alternate class feature that can be selected at any of 4th, 6th, 9th, and 18th levels.
!! Victory Cry (2nd)
You have learned how to capitalize on your allies' successes in battle, inspiring them to further incredible feats. You learn one victory cry, chosen from those listed below. As a reaction when you or an ally scores a critical hit against a significant enemy with an attack or drops a significant enemy to 0 Hit Points, you can issue a victory cry, choosing one victory cry you know and providing its benefits to all allies within 60 feet of you (but not yourself).
The following victory cries are available to battle leaders. Each victory cry can be learned up to two times: the first time at 2nd level or higher, and the second time at 9th level or higher. Limited victory cries affect only the ally that scored a critical hit or reduced an enemy to 0 Hit Points; these are labeled with an asterisk (*). An ally can be affected by each specific victory cry (regardless of its source) only once until they take a 10-minute rest to regain Stamina Points.
!!! Got 'Em!
Each ally affected by this victory cry gains a morale bonus to damage rolls until the end of their next turn equal to half your Charisma bonus (minimum 1). If you learn this victory cry a second time, the morale bonus is instead equal to your Charisma bonus.
!!! Keep Moving!
All creatures affected by this victory cry gain a +10-foot morale bonus to their speed for one round. If you learn this victory cry a second time, this becomes a +20-foot morale bonus to speed instead.
!!! Listen Up!
Each creature affected by this victory cry chooses either saving throws or skill checks, and each such creature can choose differently. Until the end of their next turn, each such creature gains a +1 morale bonus to the selected option. If you learn this victory cry a second time, each affected creature can choose both options.
!!! Regroup!*
The triggering ally regains Stamina Points equal to your class level plus your Charisma bonus. If you learn this victory cry a second time, this becomes Stamina Points equal to twice your class level plus your Charisma bonus.
!!! Stay Alert!*
The triggering ally gains a +1 morale bonus to AC for 1 round. If you learn this victory cry a second time, this instead becomes a +1 morale bonus to AC and a +1 morale bonus to saving throws for 1 round.
!!! Take a Breather!*
The triggering ally can immediately attempt a new saving throw against a single affliction that is affecting them. Failing this saving throw does not worsen the affliction. If you learn this victory cry a second time, the ally also gains a +4 morale bonus to this saving throw.
!!! Tread Carefully!
Each creature affected by this victory cry can move an additional 5 feet when taking a guarded step on their next turn; this additional 5 feet of movement provokes attacks of opportunity as normal. If you learn this victory cry a second time, the additional movement does not provoke attacks of opportunity.
!! Expanded Victory 4th, 6th, 9th, and 18th)
You learn an additional victory cry from the list above. This alternate class feature can be selected at any, all, or none of these levels.
Glorious Shout (12th)
At the right moments, your voice carries more meaning and inflection, imparting further encouragement to empower your allies. You learn an additional victory cry from the list above. Additionally, when you issue a victory cry, you can choose two different victory cries and provide both of their benefits to the creatures affected by each victory cry.
You have been trained to treat combat wounds on and off the battlefield. Having operated in high-intensity situations in remote rural locales, on city streets, and amid the din of combat, you have honed your ability to remain calm and collected under duress and heal those around you. Your peers see you as an incredibly valuable member of the team, and because of this, they defend you with their lives.
!! Theme Knowledge (1st)
Having studied and even occasionally treated infirmities and illnesses across the galaxy, you can detect and diagnose a wide array of maladies in both your own species as well as in beings from all walks of life. You have also done extensive research on unusual—even mystical—aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any [[Life Science]] or [[Mysticism]] check to [[recall knowledge]] about a disease or poison by 5. [[Medicine]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Exposure Immunity (6th)
Because of your time spent administering long-term care to infirm and quarantined patients, your immune system has been greatly boosted. While these repeated exposures have raised concerns about your health in the past, you have rebounded from them stronger and healthier than ever. You gain a +1 bonus to Fortitude saving throws against poisons and diseases.
!! Bedside Manner (12th)
You are known for the quality of healing that you can provide to a patient even under imperfect circumstances. When you successfully ensure a creature's [[long-term stability]] with the [[Medicine]] skill, you grant the unconscious creature a +4 bonus to their Constitution check (instead of +2). In addition, when you successfully provide [[long-term care]] with the Medicine skill, you need to exceed the DC by only 5 to have the patient recover Hit Points and ability score damage (as well as recovering from poison states) at three times the normal rate.
!! Preeminent Physician (18th)
Your reputation as a battle medic hinges on your ability to keep your patients alive even in the most dire of circumstances, so when the chips are down, you rise to the challenge. Up to twice per day, when you successfully [[treat deadly wounds]] with the [[Medicine]] skill, you regain 1 Resolve Point. If the patient had 1 Hit Point or fewer remaining, you instead regain 2 Resolve Points, but can't regain Resolve Points with this ability again until you have rested for 8 hours.
The battleflowers of Ning have been using battle ribbons in ritualized combat for millennia, their use dating back to long before the Gap. The weapon is a 10-foot-long ribbon and about 3 inches wide with sharpened edges, and is employed in rippling and flowing motions around the user. Battle ribbons are difficult to use without training, so most who take up the battle ribbon seek apprenticeship with the famous battleflowers of Ning to learn the elaborate performance art—though acquiring such a mentor is difficult, as they take students only rarely. Battle ribbon varieties start with modern materials used in a traditional blade, then proceed to the innovations of the micro-edge and zero-edge battle ribbons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|battle ribbon, traditional | 3 | 270 | 1d8 S | — | 1 |[[analog]], [[operative]], [[professional]] (dancer) |
|battle ribbon, micro-edge | 8 | 9,400 | 3d8 S | [[wound]] | 1 |[[analog]], [[operative]], [[professional]] (dancer) |
|battle ribbon, zero-edge | 12 | 35,200 | 5d8 S | [[severe wound]] | 1 |[[analog]], [[operative]], [[professional]] (dancer) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (sonic)
* ''Casting Time'' 1 standard action
* ''Range'' 15 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Will half, see text
* ''Spell Resistance'' yes
</div>
Employed to great effect by the pahtra defenders of independent Pulonis, this spell weaponizes music to devastate foes. You compose a deadly song that unleashes dissonant chords in a cone-shaped burst in front of you, dealing 8d6 sonic damage to all creatures and objects in the area. A creature who fails its Will save against your //battle sonata// is also [[staggered]] for 1 round.
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[block]], [[reach]], [[trip|Trip (weapon property)]]
* ''Damage'' low; ''Damage Type'' B; ''Critical'' —
* ''Slots'' 2 (upper limb)
* ''Cost'' 2 × level
</div>
This rod of forged steel is an impenetrable defensive tool that can deliver devastating blows.
These compound bows are made of materials scavenged from the ruins of [[kishalee]] civilization, giving the bowstrings incredibly high tensile strength. Battlebows can be used to fire arrows and [[grenade arrows]].
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|battlebow, tactical | 4 | 1,900 | 1d8 P | 120 ft. | — | drawn | 1 | 1 |[[analog]], [[archaic]], [[quick reload]] |
|battlebow, advanced | 8 | 8,750 | 2d8 P | 120 ft. | — | drawn | 1 | 1 |[[analog]], [[archaic]], [[quick reload]] |
|battlebow, elite | 12 | 31,000 | 3d8 P | 120 ft. | — | drawn | 1 | 1 |[[analog]], [[archaic]], [[quick reload]] |
|battlebow, paragon | 16 | 150,000 | 6d8 P | 120 ft. | — | drawn | 1 | 1 |[[analog]], [[archaic]], [[quick reload]] |
</div>
When you attempt a [[Medicine]] check to stop [[bleed]] damage or administer [[first aid]] to a dying creature, you can choose not to roll your [[expertise]] die in order to also automatically [[treat deadly wounds]] on that creature if your Medicine check is successful. The DC for the check is based on the medical equipment used, using the DC for treat deadly wounds + 5. This does not count as the treat deadly wounds treatment for the purposes of how many times per day a creature can receive this treatment, though a creature can only benefit from battlefield medic once per day. If you also have the [[surgeon]] expertise talent, you can increase the DC of a battlefield medic-related Medicine check by a total of 10 to use battlefield medic to treat deadly wounds on a creature one additional time per day (which does not count as a use of the [[surgeon]] expertise talent).
Battleflowers (or ukara in Triaxian) are elite martial artists from Ning on Triaxus. The battleflower tradition goes back millennia. Renouncing family, social status, and outward expressions of gender, battleflowers perform extravagant, ritualized combats. They are celebrities in Ning and the wider Pact Worlds.
This art requires martial skill and a flair for performance, so most battleflowers are envoys, operatives, solarians, or soldiers. Many battleflowers are [[ryphorians]], but anyone can train to become one of these gladiators.
''Prerequisites:'' You must have 2 ranks in [[Profession]] (dancer) to take the battleflower archetype.
This archetype grants optional alternate class features at 2nd, 6th, 9th, 12th, and 18th levels. At each of these levels, you can choose the alternate feature or the class feature for your class. If a class feature requires a saving throw, the DC equals 10 + half your class level + your key ability score modifier.
!! Battleflower Training (2nd)
Choose one of the following feats for which you meet the prerequisites as a bonus feat: [[Advanced Melee Weapon Proficiency]], [[Bodyguard]], [[Close Combat]], [[Improved Combat Maneuver]], [[Improved Unarmed Strike]], [[Jet Dash]], or [[Special Weapon Proficiency]]. If you choose a feat that grants weapon proficiency, you also gain [[Weapon Specialization]] as a bonus feat at 3rd level for the selected weapon or weapon type.
!! Acrobatic Grace (6th)
You can use [[Acrobatics]] checks in place of [[Diplomacy]] checks to [[change a creature's attitude|Change Attitude]] as a sense-dependent rather than language-dependent effect. In addition, your movements can enthrall observers. As a full action, you can move up to your speed while performing an acrobatic dance. Choose one enemy within 60 feet; that foe must succeed at a Will save or be [[fascinated]] while you continue to take this full action on your turns. You can affect one extra target for every 3 class levels you have above 6th. This is a mind-affecting, sense-dependent effect.
!! Stunning Strike (9th)
When you make an unarmed strike, before the attack roll you can declare an attempt to stun the target. If you hit, the target takes damage normally and must succeed at a Fortitude save or be [[stunned]] for 1 round (DC = 10 + your level + your key ability score modifier). You can attempt this strike a number of times per day equal to your class level.
Starting at 12th level, when declaring your stunning strike, you can choose a condition other than stunned. At 12th level, you can render a target [[staggered]] for 1d6+1 rounds. At 16th level, you can make a target permanently [[blinded]] or [[deafened]]. At 20th level, you can render the target [[paralyzed]] for 1d6+1 rounds. Effects from multiple hits don't stack, but they can extend the duration.
!! Balanced Scales (12th)
As part of a move action, you can expend 1 Resolve Point to take 20 on an [[Acrobatics]] check to [[balance]], or 2 Resolve Points to take 20 on an [[Acrobatics]] check to [[tumble]]. For balance, the effect lasts up to 1 minute, and for tumble, it lasts 1 round. In both cases, you can move at full speed.
!! Uncanny Initiative (18th)
You can choose any number from 1 to 20 as the d20 result of your initiative check, adding initiative modifiers as normal.
Battlegloves are popular, economical choices for mercenaries and guards. These durable nylon-web or para-aramid gloves hold a weighted plate over the wearer's knuckles. You can hold other objects or weapons in a hand wearing a glove, but you can't use the glove to make attacks while doing so.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|battleglove, cestus | 1 | 100 | 1d4 B | — | L |[[analog]] |
|battleglove, power | 10 | 16,100 | 2d8 B | — | L |[[powered]] (capacity 20, usage 1) |
|battleglove, nova | 13 | 52,500 | 3d10 B | — | L |[[powered]] (capacity 20, usage 1) |
|battleglove, gravity | 17 | 214,850 | 5d10 B | — | L |[[powered]] (capacity 20, usage 1) |
</div>
The battlemaster fighting style focuses on adapting your natural advantages to new dangers and situations as they arise. By anticipating particular threats or adjusting mid-combat to deal
with specific foes, you can assure your survival and gain the advantage. The following soldier fighting style is an adaptation of this technique that has made its way to the Pact Worlds. You must have the armor savant and natural weapons racial traits to take this fighting style.
!! Bolster Resilience (1st)
As a move action, you can grant yourself [[DR]] 1/— for a number of rounds equal to your Strength or Constitution modifier (whichever is higher; minimum 1 round). Once you have used this ability, you can use it again only after you take a 10-minute rest to regain Stamina Points. This DR increases to DR 2/— at 5th level, DR 3/— at 9th level, DR 4/— at 13th level, and DR 5/— at 17th level. If you have DR from any other sources, the DR you gain from this ability increases by 1. Each time you are attacked while this ability is active, you can use either this DR or the DR gained from another source.
!! Instinctive Strike (5th)
As a move action, you can study a target to spot vulnerabilities that make your melee attacks more effective. You gain a +1 insight bonus to the next melee attack roll you make against that target before the end of your next turn. You can study only one target at a time, and if you use this ability to gain a bonus against a new foe, any previous bonus is lost. Once you have made an attack against a creature with this bonus, you can't use instinctive strike against that foe again for 24 hours.
!! Reactive Resistance (9th)
When you take energy damage, you can expend 1 Resolve Point as a reaction to gain [[energy resistance]] 10 against that type of energy damage (including the triggering damage) for 1 minute. If you took damage from multiple types of energy damage as part of the same attack or effect, you choose one to gain energy resistance against. You can have resistance against only one energy type from reactive resistance at a time. If you use this ability to gain resistance against a new damage type, any previous resistance gained from this ability is lost.
!! Anticipate Ambush (13th)
You can act during a surprise round.
!! Empower Defenses (17th)
As a move action, you can double the [[DR]] you gain from your bolster resilience style technique and the energy resistance you gain from your reactive resistance style technique until the start of your next turn.
<div class="statblock">
* <<levels>>
* ''School'' [[divination]] (mind‑affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Targets'' two creatures
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You create a strong temporary psychic link between two creatures that allows them to act almost as one. This spell works like //[[lesser battlemind link]]//, but the enhancement bonus to initiative rolls is +4, and the spell ends if the targets are more than 500 feet apart, rather than 200 feet apart. In addition, if the targets threaten the same enemy, they are considered to be flanking that foe regardless of their actual positions. When one of the targets hits a foe with a ranged attack, they can, as a reaction, apply the effects of covering fire or harrying fire against that foe for the other target of this spell. Finally, each target gains a +4 enhancement bonus to attacks of opportunity if they both attack the same creature due to the same triggering action on that creature's part.
<div class="statblock">
* <<levels>>
* ''School'' [[divination]] (mind‑affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Targets'' two creatures
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You form a temporary psychic link between two creatures that allows them to act almost as one. While this spell is active, the two targets each roll initiative in combat and use the higher die result between them before adding modifiers. This spells also grants each target a +2 enhancement bonus to initiative rolls. This spell ends if the targets are ever more than 200 feet apart or if either target is [[unconscious]] or [[helpless]].
<div class="statblock">
* ''Size'' Gargantuan
* ''Maneuverability'' average (+0 [[Piloting]], turn 2)
* ''HP'' 280 (increment 40); ''DT'' 10; ''CT'' 56
* ''Mounts'' forward arc (1 capital, 2 heavy), port arc (2 heavy, 1 light), starboard arc (2 heavy, 1 light), aft arc (1 light), turret (2 heavy)
* ''Expansion Bays'' 8
* ''Minimum Crew'' 100; ''Maximum Crew'' 300
* ''Cost'' 150
A battletune comes in a variety of sizes and shapes, as it mimics the variety of musical instruments found across countless cultures throughout the galaxy. This instrument, however, is sturdy enough to be used as a bludgeoning weapon in combat without activating the battery. When powered, its sonic vibrations instead harm the eardrums of enemies (though this weapon always targets KAC).
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|battletune, sopranino | 1 | 250 | 1d4 B/So | — | 1 |[[instrumental]], [[modal]] (sonic), [[powered]] (capacity 20, usage 1) |
|battletune, soprano | 4 | 2,000 | 1d6 B/So | [[deafen]] | 1 |[[instrumental]], [[modal]] (sonic), [[powered]] (capacity 20, usage 1) |
|battletune, alto | 8 | 9,200 | 2d4 B/So | [[deafen]] | 1 |[[instrumental]], [[modal]] (sonic), [[powered]] (capacity 40, usage 2) |
|battletune, tenor | 12 | 34,600 | 2d8 B/So | [[deafen]] | 1 |[[instrumental]], [[modal]] (sonic), [[powered]] (capacity 80, usage 4) |
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* NE Medium undead
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 144
* ''EAC'' 23; ''KAC'' 23
* ''Fort'' +11; ''Ref'' +11; ''Will'' +10
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' claw +18 (2d8+13 S)
* ''Ranged'' [[combat rifle]] +21 (3d8+9 P)
* ''Offensive Abilities'' devour soul, dread howl, infused ammunition
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' —; ''Int'' +0; ''Wis'' +0; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +17, [[Stealth]] +22, [[Survival]] +17
* ''Other Abilities'' [[unliving]]
* ''Gear'' [[d-suit]] III, [[combat rifle]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, gang (2–5), or flight (6–12)
!!! SPECIAL ABILITIES
''Devour Soul ([[Su]])'' A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a successful DC 18 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it can't attempt the saving throw, although the target can't have been dead for more than 1 hour. A creature subjected to this attack can't be brought back to life via //[[mystic cure]]// cast as a 4th-level or higher spell (though //[[raise dead]]// and more powerful effects work normally). When a baykok devours a soul in this way, it recovers a number of Hit Points equal to 2d10 + its CR and becomes hasted for 4 rounds (as if affected by //[[haste]]//). This is a death effect.
''Dread Howl ([[Su]])'' Once per day as a standard action, a baykok can let out a howl. Each living creature within a 30-foot-radius burst must succeed at a DC 16 Fortitude save or become [[paralyzed]] with fear for 1 round. A creature that succeeds at this saving throw is instead [[shaken]] for 1 round. This is a sense-dependent fear effect.
''Infused Ammunition'' ([[Su]]) As part of making an attack or full attack with a projectile weapon, a baykok can create a round or rounds of ammunition made from bone and infused with negative energy. This ammunition appears loaded into the projectile weapon the baykok is wielding. The baykok can't create ammunition quickly enough to use when making an attack in automatic mode. Half the damage from attacks made with this ammunition is negative energy damage, and a creature struck by such an attack must succeed at a DC 16 Fortitude save or be [[paralyzed]] for 1d3 rounds. A baykok can fire normal ammunition from its projectile weapon if it wishes, though such ammunition doesn't gain the extra benefits.
</div>
Those who revel too much in the thrill of chasing and killing living creatures might arise as baykoks after death.
!! Baykok Template Graft
Baykoks are flying undead devoted to the hunt.
* ''CR'' 4+
* ''Required Creature Type:'' undead
* ''Suggested Array:'' combatant or expert
* ''Traits:'' +1 EAC, –1 KAC
* ''Abilities:''
** devour soul (see above)
** dread howl (see above)
** infused ammunition (see above)
* ''Suggested Ability Score Modifiers:'' Dexterity, Strength
A bayonet bracket allows you to attach a one-handed melee weapon to the bottom rail of a railed weapon or a small arm. The melee weapon cannot have the [[reach]] weapon special property. Attaching a melee weapon to a bayonet bracket or removing it is a full action. If the attached melee weapon deals bludgeoning or slashing damage, you take a –2 penalty to attack rolls with it while it's attached. The type of bayonet bracket determines which weapons you can use together.
* ''Light Bayonet Bracket (Level 1):'' A light bracket allows you to fasten a melee weapon of light bulk to a longarm or sniper weapon, or fasten an [[operative]] weapon to a small arm.
* ''Heavy Bayonet Bracket (Level 1):'' A heavy bracket allows you to fasten a melee weapon of 1 bulk or less to a longarm, heavy weapon, or sniper weapon.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|bayonet bracket, light | 1 | 150 | — | — | — |railed weapon, small arm |
|bayonet bracket, heavy | 1 | 300 | — | — | — |railed weapon |
</div>
<div class="statblock">
* ''Tier'' 1
* Evgeniya-Jaimisson Company Transport
* Small Light Freighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 16; ''TL'' 15
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' Basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), mk 1 trinode, mk 3 defenses, mk 4 armor; ''Expansion Bays'' [[cargo hold]] (2), [[smuggler's compartment]]
* ''Modifiers'' +1 to any 3 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +5 (1 rank), [[Computers]] +5 (1 rank), [[Diplomacy]] +5 (1 rank), [[Engineering]] +5 (1 rank), [[Piloting]] +5 (1 rank), [[Sense Motive]] +10 (1 rank)
* ''Engineer'' [[Engineering]] +5 (1 rank)
* ''Pilot'' [[Piloting]] +5 (1 rank)
* ''Science Officer'' [[Computers]] +5 (1 rank)
</div>
Starships from the BD series are EJ Corp's smallest cargo haulers, and //BD514// is a typical example; the Company has manufactured thousands of these identical ships, each marked with the ubiquitous Evgeniya-Jaimisson logo. These vessels are crewed by salaried employees who don't own their own ships, but rather lease them from the Company to fulfill shipping contracts throughout the Pact Worlds, Near Space, and the Vast. BD-series ships are built for ease of use, utility, and endurance, rather than comfort; all crew accommodations are shared, and it's virtually impossible to be alone while aboard. The single large common area is used for cooking, dining, and relaxation. A tour of the engineering room for a BD-series ship usually reveals patches and replacement parts several years old, and the interiors of these ships are notoriously noisy. On the other hand, the ship's computer is surprisingly advanced, and the controls are so straightforward that a few minutes of instruction is enough for a rookie pilot to get one off the ground. The ship is managed by TARN (Technical Automated Resource Network), an AI modeled on an idealized, paternal version of Tarn Jaimisson, the mysterious Company founder.
Each BD is issued a six-wheeled A4-series Company rig and two hovercarts for cargo-handling purposes (page 6). A "secure storage compartment" below the main deck is officially intended for overflow cargo, but the shape of the hull—combined with electronic countermeasures and shield diffraction patterns—creates a blind spot in this compartment where sensors can't easily reach; Company employees use this space to hide cargo that law enforcement might confiscate, such as hyperleaf and other drugs.
//BD514// is unarmed. EJ Corp employees know weapons cost more than the Company is willing to pay, and both starship and crew are cheap, expendable, and easily replaced. Some crews who work together on the same BD-series transport for an extended period might make clandestine modifications, however, installing a turret-mounted particle beam in the secure storage area beneath the main deck. This substantially weakens the ship's armor and shield integrity, however, and increases its heat signature. For ships that have been customized in this way, reduce the AC by 2 and TL by 1, reduce shields to Basic 30 (forward 8, port 7, starboard 7, aft 8), remove the smuggler compartment, and add a light particle beam in a turret. Give the pilot and captain a gunnery bonus of +5 (1st level).
Beacon buoys are tiny, specialized flotation devices, each of which can self-adjust to float in place in water of any density. You can deploy a single beacon buoy as a move action, and each is automatically paired with a simple application that can be installed on most comm units and datapads. To deploy a buoy so that its data proves useful, it must have sufficient space by being at least 1 mile from any other buoy you've deployed. When you have at least 2 buoys deployed with sufficient space, you can use their relational-data feed to give you a circumstance bonus to [[Piloting]] checks to navigate in a vehicle and to [[Survival]] checks to orienteer underwater. This bonus is equal to half the number of buoys you've deployed with sufficient space (to a maximum of +10).
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|beacon buoy | 3 | 1,250 | 1 | 10 | 1/day |
</div>
You can crush grappled opponents in your arms or other limbs, squeezing them hard enough to cause injury.
''Prerequisites:'' [[Improved Combat Maneuver]] (grapple)
''Benefit:'' When you successfully renew a [[grapple|Grapple (combat maneuver)]], you can also deal your unarmed strike’s base damage (not including your Strength modifier or [[Weapon Specialization]]) to the grappled creature.
Uplifted animals are nonsapient creatures modified to increase their cognitive ability to full self-awareness, and sometimes also to make their physical forms better able to manipulate tools. Uplifted bears are among the most common uplifted animals, although who uplifted them and how are details lost to the Gap.
Uplifted bears have modified bodies that give them nimble hands with opposable thumbs. They retain a normal bear's bulk and power, with claws that can rip through modern armor. Alongside their brute strength, uplifted bears have a keen intellect and the ability to communicate via telepathy, which most choose to do rather than vocalize gruffly from what is still a bear's muzzle. An uplifted bear can be 5 feet tall at the shoulder when on all fours but tower up to 10 feet when moving bipedally. An adult bear weighs 1,200 pounds. These modifications and traits are genetic and can be passed down by mating pairs of uplifted bears.
Many uplifted bears find success in scientific endeavors, but they are most comfortable when they can be outside regularly in a natural, vegetated environment. Though this characteristic is not universal, it has led to uplifted bears gaining a reputation as poor crew members in orbital stations and long-haul expeditions. Others also assume the bears are best suited for exploring habitable worlds and cataloging flora and fauna.
Uplifted bears are sometimes rumored to have violent temperaments, but their personalities are as varied as those of any sapient species. Some uplifted bears take great pleasure in playing to this stereotype when they meet other people, drawing out the biased assumptions of the ill-informed, and then mocking them. Conversely, giving truth to the generality, a number of organized crime kingpins are uplifted bears who find they can threaten with their bulk when they can't convince with their wits.
Small communities of uplifted bears can be found in the Pact Worlds, especially on higher-gravity planetoids in the Diaspora. Members of such settlements attempt to uncover their traditions by studying any pre-Gap relics they can find and to establish new traditions by building stable societies. Many young uplifted bears become frustrated with this focus on the past, however, and some leave their homes to escape it.
Uplifted bears feel a kinship for animals and animal-like humanoids, often preferring their company. They relate well to [[shirrens]], though uplifted bears are more reserved than the enthusiastic insectile species. Much as many shirrens fear the Swarm and its potential to reassimilate them, some uplifted bears fear that whoever created them might return and put a dark spin on the gift of sapience the bears were given.
An uplifted bear exploration team exploring the Vast recently discovered a planet in the Ferra system full of skyscraper-sized trees and unpopulated by sentient creatures. Since this report, a small but vocal contingent of uplifted bears has begun calling for their kind to claim the planet as their home world.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Int, –2 Wis
* ''Hit Points:'' 6
* ''Size and Type:'' Uplifted bears are Large magical beasts with a space of 10 feet and a reach of 5 feet.
* ''Climber:'' Uplifted bears have a climb speed of 20 feet.
* ''Ferocious Charge:'' Uplifted bears have the [[ferocious charge]] special ability.
* ''Limited Augmentation:'' The only augmentations that can be installed in an uplifted bear's brain are [[datajacks]] and the mechanic's [[custom rig]].
* ''Limited Telepathy:'' Uplifted bears have [[limited telepathy]] with a range of 30 feet.
* ''Low-light Vision:'' Uplifted bears have [[low-light vision]].
* ''Natural Survivor:'' Uplifted bears have a +2 racial bonus to [[Life Science]] and [[Survival]] checks.
* ''Natural Weapons:'' Uplifted bears have [[natural weapons]] that deal 1d3 slashing damage.
* ''Swift:'' Uplifted bears have a land speed of 40 feet.
!! Ferocious Charge Graft
{{Ferocious Charge (species graft)}}
You have a powerful affinity with the beasts of the wild. Perhaps you descend from—or were infected by—a lycanthrope or similar creature, were subjected to the rituals of a beastly fiend, or performed ancestral trials to pledge yourself to a beast spirit. Whatever the source, you fight and hunt like a wild thing, and you know the natural side of worlds like you were born to them.
!! Theme Knowledge (1st)
You have sterling instincts when it comes to understanding wild places. When you attempt a [[Life Science]], [[Physical Science]], or [[Survival]] check to [[recall knowledge]] about animals or terrestrial wilderness environments, reduce the DC by 5. [[Survival]] is a class skill for you, though if it's also a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Bestial Lineage (6th)
Your animalistic affinity increases. Select one of the following that best fits your ancestral animal or bestial influence.
* ''Feline Leap:'' You are as lithe as a cat. When you jump, you are always considered to have a running start, and the DC for jumping vertically is equal to twice the number of feet you are attempting to jump (instead of four times).
* ''Lupine Tactics:'' Your instincts lead you to flank foes and bring them down for the kill. When you flank an opponent, you gain a +2 bonus to your attack roll to perform the [[trip|Trip (combat maneuver)]] combat maneuver against that opponent, in addition to the benefits of flanking. This bonus does not stack with other effects that grant you a bonus to perform the trip combat maneuver.
* ''Rodent Scurry:'' You are adept at skittering past foes or even underfoot. When using the [[tumble]] task of the [[Acrobatics]] skill, you move at full speed.
* ''Saurian Carnage:'' Like the powerful saurian predators of worlds such as Castrovel, you are a terror to behold, especially when you spill enemies' blood. When you successfully [[demoralize]] a creature, that creature is [[shaken]] for an additional round, or 2 additional rounds if that creature has witnessed you killing or disabling an enemy during the current encounter.
* ''Ursine Fury:'' Injuries don't make you weak, they make you angry. While you have no Stamina Points remaining, you gain a +5 foot bonus to your speed and you do not suffer the penalty to attack rolls or AC incurred by a [[charge]].
!! Wild Hunt (12th)
Your sense of smell has become as sharp as your ancestors'. You gain [[blindsense]] (scent) with a range of 30 feet.
!! Animal Instincts (18th)
Up to twice per day, you can spend 10 minutes giving in to your animalistic impulses in some harmless fashion to recover 1 Resolve Point; this doesn't count as resting to regain Stamina Points. For example, a feline beastblood might spend her time playfully stalking friends, chasing butterflies (or someone's laser sight), or otherwise playing in feline fashion, while a saurian beastblood might spend time sunning themself on a warm stone.
''Required Feat:'' [[Improved Combat Maneuver]] (trip)
Whenever a [[prone]] opponent that you threaten attempts to stand up from prone, as a reaction you can make a melee attack against that opponent. This functions similarly to an attack of opportunity, except your attack resolves before the opponent's action (meaning they're still prone when your attack roll and damage are resolved). You cannot use this attack to make a combat maneuver, even if you have another ability or item that would normally allow you to do so.
As a move action, you can use a [[nanite surge]] to transform into a nanite fog, during which you can take no actions except those granted to you by this
ability.
This is a [[polymorph|Polymorphing]] effect, and it counts against the number of arrays you can have active. While transformed, you're a Gargantuan construct with the swarm subtype, a space of 20 feet, and a reach of 0 feet. You can occupy the same space as other creatures. As a standard action, you can make a swarm attack (1d4 piercing damage per 2 nanocyte levels) and gain [[swarm defenses]] (except immunity to single-target mind-affecting effects) and [[swarm immunities]] as per the universal creature rules. These immunities don't end ongoing conditions. When dealing swarm damage to creatures in your space, you can avoid damaging a number of creatures up to your Constitution modifier.
This transformation lasts until the beginning of your next turn, at which point you can attempt a DC 30 Fortitude saving throw. If you succeed, the transformation's duration extends to the beginning of your next turn. If you fail, the transformation ends, and you re-form in any space your swarm body occupied. The DC of this saving throw increases by 2 each time you succeed at the saving throw. If you're reduced to 0 Hit Points, the transformation ends automatically. You can't use this knack again until after you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.
A bedroll is pad of memory foam 2 to 3 inches thick that provides padding while you sleep, conforming to the shape of your body. It can be compressed and rolled up with attached straps for storage or transport. Most people use a [[blanket]] or [[sleeping bag]] in conjunction with a bedroll.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|bedroll | 1 | 15 | 1 |
</div>
When you make a [[Medicine]] check to treat deadly wounds or successfully aid another for another creature's Medicine check to treat deadly wounds, if the Medicine check is successful you can add your Charisma bonus to the number of Hit Points recovered as a result of the skill check. Additionally, when you make a Medicine check to treat disease or treat drugs or poison, or successfully aid another for another creature's Medicine check to do so, if the Medicine check is successful, the saving throw bonus granted by the skill checks increases to +6. If the associated saving throw succeeds, it counts as two consecutive successes for the purposes of curing the intended affliction.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting, sense-dependent)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You hurl your voice to distract creatures with nonstop chatter, which doesn’t require a shared language to be annoying; targets must be able to hear to be affected by this spell, though. Creatures in the area who fail the saving throw are [[off-target]] and take a –4 penalty to [[Perception]] checks for the duration.
Your nanites can mimic and amplify your natural glow. When you use [[beguiling glow]] while your [[cloud array]] is active, your beguiling glow emanates from all the spaces your cloud array fills, as well as from you. You can use one nanite surge when you activate beguiling glow to increase the radius of your beguiling glow to 30 feet and change its DC to that of your nanocyte knacks. You must have the beguiling glow species trait and the [[glimmering nanites]] knack to select this nanocyte knack.
[[Cephalumes]] communicate in part by controlling their bioluminescent skin and can use this natural ability to beguiling effect. Glowing filaments embedded within your skin allow you to create mesmerizing patterns as a standard action. Each sighted creature within 20 feet of you must succeed at a Will saving throw (DC = 10 + half your character level + your Wisdom modifier) or be [[fascinated]] for as long as you continue this presentation (requiring a standard action each round). Creatures that understand Lumos (the racial language of cephalumes) are unaffected. This a sense-dependent effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|beguiling glow graft | 4 | 1,900 | skin |
</div>
You rely on aspects of your culture or society that others might find unfamiliar to pique their interest and make a good impression. Double your [[operative's edge]] bonus to [[Bluff]] and [[Diplomacy]] checks when interacting with a creature or creatures who are unfamiliar with your species or home world (at the GM's discretion). When you encounter such creatures, you can spend 1 Resolve Point to attempt a special Bluff or Diplomacy check whose DC equals 10 + 1-1/2 × the highest CR of these creatures, plus 1 for each additional creature in the group (maximum +10 for a group of 11 or more creatures). If you succeed, the creatures' starting attitude improves by one step for 1 hour. This improvement doesn't stack with any caused by other effects; however, this exploit's short duration might allow you to attempt longer-lasting adjustments, such as with Diplomacy checks to [[change attitude]].
When attached to an [[analog]] ranged weapon, a //bending// fusion enables you to adjust the weapon’s projectiles mid-flight. Your attacks with the weapon ignore the AC bonus from soft cover provided by one Medium or smaller creature between you and your target. Soft cover provided by additional or larger creatures is unaffected.
When you score a critical hit against a significant enemy with a weapon that has the //beneficent// fusion, you gain one charge of beneficence. As long as you are wielding the same weapon, you can expend a charge of beneficence to cast either //[[remove affliction]]// or //[[lesser remove condition]]// as a spell-like ability, using the weapon's item level as your caster level. You cannot have more than one charge of beneficence at a time, and you lose all charges of beneficence if you take a 10 minute rest and spend a Resolve Point to regain your Stamina Points or if you take an 8-hour rest and regain your daily-use abilities and spells. If the weapon with the //beneficent// fusion has an item level of 14 or higher, you can instead use a charge of beneficence to cast //[[remove condition]]//. If the weapon has an item level of 19 or higher, you can instead use a charge of beneficence to cast //[[greater remove condition]]//. A weapon cannot have the //beneficent// weapon fusion if it also has the //[[unholy]]// or //[[wounding]]// weapon fusions.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Target'' 1 creature
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You transform the target's brain, allowing them to see sounds, hear scents, and otherwise perceive sensory input using multiple sensory organs. Even unusual senses, such as a shirren's vibration sense, are affected. For the duration of the spell, the target is immune to the [[blinded]], [[dazzled]], and [[deafened]] conditions and gains a +2 enhancement bonus to [[Perception]] checks.
A //Besmaran Rose// is an archaic, ornate compass with stylized flower petals around its circumference and a skeletal finger in place of a needle. Found in the possession of presumed Pirate Council members emerging from the Gap, these compasses have become informal badges for some councilors, with a pirate lord’s //Besmaran Rose// being passed to the next most senior councillor upon the former’s death. Among the Free Captains, losing a //Besmaran Rose// is considered a terrible omen, signaling the owner’s imminent demise. Besmara’s faith periodically creates more of these items, yet the devices remain rare.
Once per week while holding a //Besmaran Rose//, you can spend a full action to name an object, person, or place anywhere in the galaxy, prick your skin, and drip a drop of blood (or similar substance) onto the compass’s needle. The device quickly absorbs the blood, turns a reddish hue, and causes the skeletal finger to whirl indecisively for a moment. The compass attempts a special check, rolling 1d20+15 with a DC based on the named subject’s obscurity. The compass automatically succeeds in detecting a common subject, such as “potable water” or “a station that can repair our starship.” Rarer or more specific subjects are DC 20, such as “undersea treasure” or “the closest starport operated by the Veskarium.” Unique or carefully hidden subjects are typically DC 25 or higher, depending on their rarity, such as “Rasheen’s sunken treasure” or a specific and covert smuggler. Some subjects, like requesting secrets about the Gap, automatically fail.
If the compass fails, it provides no benefit. If the compass succeeds, it imparts a helpful vision about the subject’s location, such as a nearby landmark. Until the compass is activated again, it can rest atop a starship’s or vehicle’s controls, granting the pilot a +10 bonus to astrogate and navigate to the location. However, the //Besmaran Rose// only brings the user close to the objective, and additional local exploration and investigation are often necessary to uncover hidden destinations.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Besmaran Rose// | 15 | 103,300 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy (curse)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' permanent
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You place a terrible curse on the target, stealing either its overall competency or its ability to think and act on its feet. Choose one of the following.
* The target takes a –4 penalty to ability checks, attack rolls, saving throws, and skill checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You can also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a //[[break enchantment]]//, //[[miracle]]//, //[[remove affliction]]//, or //[[wish]]// spell.
Casting this spell doesn't provoke attacks of opportunity. //Bestow curse// counters //[[remove affliction]]//.
<div class="statblock">
* ''Levels'' 4–11
* Small magical beast
* ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee Attack'' bite (P)
* ''Space'' 5 ft.; ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Cha
!!! SPECIAL ABILITIES
''Horrific Shriek ([[Su]])'' Every 1d4 rounds, a bhanda can shriek as a standard action. All creatures within 30 feet except for you must succeed at a Will saving throw (DC = 10 + half the bhanda's level + the bhanda's Charisma modifier) or gain the [[shaken]] condition for 1 round. Creatures that fail their saving throw against a bhanda's horrific shriek can't be affected by that bhanda's horrific shriek for 24 hours.
''Unnerving Gaze ([[Su]])'' As long as your bhanda is adjacent to you, you gain a +2 circumstance bonus to [[Intimidate]] checks against creatures within 30 ft. that can see your bhanda, and the DC of any spell you cast with the fear descriptor increases by 1.
</div>
Bhandas are slender, pale, lemur-like creatures that mimic the hunting cry of a winged apex predator to flush out prey.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
The spell creates an identical copy of you in an adjacent space, along with everything you wear and carry other than artifacts. (If you carry an artifact, you decide which body retains it.) You exist in two places at once until the spell ends. Once the copy is created, it can travel an unlimited distance away from you. Your duplicate acts just after you do each round—it doesn't have a separate initiative count. One of you can use a full round's worth of actions, and the other can take only a standard or a move action. Between the two of you, you can cast only one spell per round—unless you have a special ability that allows you to cast more than one spell when you have no duplicate, such as the [[quickened spell]] magic hack. You and your duplicate share sensory information, so if one of you is aware of or knows something, both of you do. The duplicate is another creature for most purposes, with the following exceptions.
You and the duplicate use the same statistics and share resources, including one pool of consumable items (including ammo), daily-use abilities (including from items) and spell slots, Hit Points, Resolve Points, and Stamina Points. If your duplicate casts a spell, your spell is expended, and if your duplicate uses a consumable item, that item is no longer available to you. Similarly, if an item one of you carries is permanently lost or destroyed, that item is lost or destroyed for both. Attacks, spells, and effects affect the two bodies as though they were one person, taking the worst effect applicable. For example, if both bodies are in the same explosive blast, you attempt the saving throw only once and take the damage only once. If you fail the saving throw against //[[hold person]]//, both bodies are paralyzed, and if one body catches a disease, both do. Both bodies count as one creature for spell effects, and they can't be chosen more than once for such effects. Any magical effect on you has its duration halved while you're bilocating. For example, the aforementioned //hold person// loses 2 rounds of duration each round it paralyzes you and your duplicate. Similarly, if you cast //[[resistant armor]]// on yourself, your duplicate is also affected, and the spell has a duration of 5 minutes per level. An effect that has its duration shortened in this way lasts a minimum of 1 round.
In addition, if you attempt a skill check to [[recall knowledge]], you roll only one check. Similarly, if you and your duplicate are in the same area, you roll only one [[Perception]] check to determine what you're both aware of, although you receive a +2 bonus to this check as if your duplicate aided you on it.
When this spell ends, you decide which body remains and which disappears. Any enduring effects continue to affect you.
Your bond with your [[solar shield]] is strong enough that you can split your focus against multiple foes. When you are fully attuned and use a move action to align your solar shield against a specific target, you can choose a second creature to align your shield against, gaining the full benefits of aligning your shield against both of them. Both creatures must be within 30 feet of each other when you align your solar shield against them. You must have a solar shield to select this revelation.
The target is [[entangled]], as if the weapon had the [[entangle]] weapon special property.
Weapons with the //binding// fusion often feature decorative images of bars, gates, and manacles. A //binding// weapon gains the [[bind]] critical hit effect. You can add this fusion only to melee weapons.
Gray guards positioned around secret labs often wield these devices to contain rogue specimens. They fire a sphere‑shaped matrix of energy that electrically adheres to other matter, interfering with mobility. Creatures report a sticky, tingling sensation when struck with these weapons and often find strange markings on their flesh from where the energy matrix attached.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|binding blaster, orb | 5 | 3,100 | 1d6 B | 30 ft. | [[bind]] | 20 | 2 | L |[[force]], [[stun]] |
|binding blaster, globe | 9 | 13,900 | 2d6 B | 30 ft. | [[bind]] | 40 | 4 | L |[[force]], [[stun]] |
</div>
Often used by Starfinders and other explorers or scouts, this advanced optical device allows you to view distant objects. While using binoculars, you gain a +1 circumstance bonus to vision-based [[Perception]] checks against objects 30 feet or farther from you. In order to gain this benefit, you must continually adjust the binoculars' magnification settings, which requires using two hands and a move action each round.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|binoculars | 1 | 50 | L |
</div>
A [[biomechanical]] ship with a biocamouflage system can appear to be an astronomical body rather than a starship. A vessel that can land can instead appear to be a geological formation rather than a starship. To appear to be either, the starship must move in a straight trajectory, engaging in no turns or other maneuvers an astronomical body could not duplicate; the DC to scan the starship then increases by 5. If the check to scan the camouflaged ship fails, the scanner believes the ship is an astronomical body or geological object, taking a –4 penalty to further scans while the belief endures. This belief ends as soon as the camouflaged starship makes any maneuver or change in speed impossible for the object the starship is believed to be.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|biocamouflage | 0 | 5 + 2 × size category |
</div>
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 11
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' Select one living creature subtype when crafting biocide. Creatures of that subtype take a –4 penalty to saving throws against the poison, and the frequency is extended for 2 rounds.
* ''Cure'' 2 saves
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|biocide | 4 | 340 | 1 |
</div>
You're fascinated by science in all its many facets. You understand that the fundamentals of biology, chemistry, physics, and other disciplines can help you exploit your enemies' weaknesses and bolster your allies. You might be studious and methodical about your research, pushing your mind to the limit in search of discovery, or you might be a daring experimenter, improvising concoctions and stumbling upon grand revelations. Either way, you use your knowledge of several fields of scientific study to aid your allies, whether in the thick of battle or in crafting a perfect plan.
* ''Hit Points:'' 6
* ''Stamina Points:'' 6 + Constitution modifier
* ''Key Ability Score:'' Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.
* ''Class Skills:'' [[Bluff]] (Cha), [[Computers]] (Int), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Engineering]] (Int), [[Life Science]] (Int), [[Medicine]] (Int), [[Perception]] (Wis). [[Physical Science]] (Int), [[Profession]] (Cha, Int, or Wis), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex)
* ''Skill Ranks per Level:'' 4 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons, small arms, and grenades
{{Table: Biohacker}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain a [[theorem]].
* ''9th Level:'' You don't gain the use of a second [[spark of ingenuity]] per day. When you reach 15th level, you can use only two sparks of ingenuity per day.
Biohackers use complex catalysts and fringe medical knowledge to augment their allies and inhibit their foes, often using injection weapons.
* ''Special Rules:'' Choose a primary [[field of study]] (biohacker NPCs of CR 7+ receive a secondary field of study, while biohacker NPCs of CR 13+ also receive a tertiary field of study); the NPC gains access to the boosters and inhibitors of chosen fields of study. At appropriate CRs, the NPC also receives the breakthrough of the listed chosen field of study. Any boosters, inhibitors, or breakthroughs that aren't relevant to the biohacker NPC don't need to appear in its stat block.
* ''Required Array:'' Expert.
* ''Adjustments:'' +2 to Fortitude saving throws.
* ''Ability Score Modifiers:'' A biohacker NPC should arrange its ability score modifiers depending on its scientific focus (though this has no mechanical effect for the NPC's abilities).
** //Instinctive:// Wisdom, Dexterity, and Intelligence.
** //Studious:// Intelligence, Dexterity, and Wisdom.
* ''Gear:'' Light armor (item level = CR), small arm with [[injection]] weapon special property (item level = CR), basic melee weapon (item level = CR – 1), two grenades (item level = CR – 1), and medicinal and/or poison (item level = CR)
!! Abilities by CR
* ''ALL CRs:'' [[Biohacks]], [[custom microlab]].
* ''CR 2:'' One 2nd-level [[theorem]].
* ''CR 4:'' Two 2nd-level [[theorems]].
* ''CR 5:'' Primary [[field|Fields of Study]] breakthrough, two 2nd-level [[theorems]].
* ''CR 8:'' Primary [[field|Fields of Study]] breakthrough, one 2nd-level [[theorem]], one 8th-level [[theorem]].
* ''CR 10:'' Primary [[field|Fields of Study]] breakthrough, two 8th-level [[theorems]].
* ''CR 11:'' Primary [[field|Fields of Study]] breakthrough, secondary [[field|Fields of Study]] breakthrough, two 8th-level [[theorems]].
* ''CR 14:'' Primary [[field|Fields of Study]] breakthrough, secondary [[field|Fields of Study]] breakthrough, one 8th-level [[theorem]], one 14th-level [[theorem]].
* ''CR 16:'' Primary [[field|Fields of Study]] breakthrough, secondary [[field|Fields of Study]] breakthrough, two 14th-level [[theorems]].
* ''CR 17:'' Primary [[field|Fields of Study]] breakthrough, secondary [[field|Fields of Study]] breakthrough, tertiary [[field|Fields of Study]] breakthrough, two 14th-level [[theorems]].
* ''CR 20:'' Primary [[field|Fields of Study]] breakthrough, secondary [[field|Fields of Study]] breakthrough, tertiary [[field|Fields of Study]] breakthrough, [[superserum]], and two 14th-level [[theorems]].
As you gain experience, you devise theories about the way the universe works. Some theorems you can apply to yourself, altering your physiological structure to gain specific benefits, while others require the use of your [[custom microlab]] or other equipment or add additional options for your biohacks.
You learn your first theorem at 2nd level, and you gain an additional theorem every 2 levels thereafter. If a theorem allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your biohacker level + your key ability score modifier. If a theorem requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your biohacker level + your key ability score modifier. Unless otherwise specified, you can't learn a theorem more than once. Once you learn a theorem, that choice cannot be changed.
<<by-level 'Biohacker Theorems'>>
As part of your [[custom microlab]], you keep a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. You can use these components to quickly fashion ''biohacks'': specialized solutions that produce different effects. In living targets, your biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. You can use biohacks to boost your allies or inhibit your foes. Your biohacks produce their effects only when you inject a creature with them (see below), and only you know how to make and administer them properly—a biohack that leaves your possession becomes inert until you pick it up again.
You can deliver any biohack you create with any attack from an [[injection]] weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack's ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If you must attempt an attack roll with a biohack and your attack hits but deals no damage (normally as a result of [[damage reduction]] or an ability such as the vanguard's [[mitigate]]), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action.
You can also deliver a biohack using a physical syringe (from your custom microlab) that you can wield in one hand. This is considered a consumable basic melee weapon with negligible bulk, 1 Hit Point, and an item level and hardness equal to your biohacker level. To inject an unwilling creature with a biohack in this manner, you must hit them with a melee attack. This attack deals no damage, but if the creature would be damaged by 1 point of piercing damage, that creature is instead affected by the biohack within the syringe.
A biohack can be injected into a willing or unconscious creature (or yourself) as a standard action without requiring an attack roll, as long as the target is within your reach. You can also use a ranged injection weapon to deliver a biohack to a willing ally you have attuned your custom microlab to as a standard action without making an attack roll, as long as they're within your custom microlab's range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll.
The materials you use to create biohacks are inert until you activate them. Once activated, they can be used to create any biohacks you know. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier. This is the maximum number of biohacks you can have ready at one time. This preparation activates only the ingredients; you don't need to decide which specific biohacks you're creating until the actual actions or attacks used to deliver them. Activated biohack materials that aren't used that day become inert, even if they're still in your possession. You can readily replenish these inert reagents on a regular basis at no cost, unless the GM states otherwise. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare additional activated biohack ingredients to replace those you have used, up to your maximum.
Biohacks come in two varieties: boosters and inhibitors. At 1st level, you know the basic boosters and inhibitors listed below, the minor boosters and inhibitors that follow, and the unique booster and inhibitor granted by your primary [[field of study]]. As you increase in level, you can also devise [[theorems]] to learn special biohacks, in addition to gaining biohacks from a secondary and a tertiary field of study. Additionally, most fields of study eventually provide you with ''breakthroughs'': special biohacks described in their entries.
!! Basic Booster
A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic booster biohack; when you use it, select an effect:
* The target gains a +1 enhancement bonus to AC.
* The target gains a +2 enhancement bonus to skill checks.
* The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus.
!! Basic Inhibitor
A basic inhibitor biohack hinders a creature's physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic inhibitor biohack; when you use it, select an effect:
* The target takes a –2 penalty to AC.
* You reduce the target's [[DR]] by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15.
* You reduce the target's [[resistance]] to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15.
A creature can be affected by only one of your basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If you affect a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.
!! Minor Biohacks
You can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and you can add them to any attack you make with an [[injection]] weapon that does not already have another biohack added to it. You don't need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks you can have ready at one time. Minor biohacks are otherwise used as and function as basic booster and basic inhibitor biohacks, and they count as such biohacks for the purposes of interactions with other abilities (such as spark of ingenuity).
!!! Minor Booster
Using a minor booster biohack allows you to attempt some [[Medicine]] checks on targets you affect so long as the target is within range of your custom microlab. This doesn't require any additional time or action beyond making the attack. The tasks you can attempt with such a Medicine check depend on your level, and they don't have the duration of normal booster biohacks.
At 1st level, you can attempt a Medicine check to administer [[first aid]]. At 3rd level, you can attempt a Medicine check to [[treat drugs or poison]], though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour. At 6th level you can attempt a Medicine check to [[treat disease]], though on a successful check, the target gains a +4 bonus only to the next saving throw it attempts against the disease, and that saving throw must occur within the next hour.
!!! Minor Inhibitor
A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for a number of rounds equal to 3 + your key ability score.
You can use the [[demand]] captain action as a science officer action during any phase. Instead of an [[Intimidate]] check, you attempt a [[Life Science]] check if the crew member you're affecting is living, or a [[Physical Science]] check if the crew member is [[unliving]]. The DC of this check is 15 + 1-1/2 × your starship's tier. A creature can be affected by either this TIM or the demand action only once per combat.
Gray starships are often equipped with a room designed for the study of—and experimentation on—biological creatures. A biological experimentation chamber can be used as either a [[medical bay]] or a [[life science lab]] but can only be used on organisms that have first been subjected to examination in the chamber, a painful and invasive process that takes 1 hour.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|biological experimentation chamber | 5 | 9 |
</div>
The creature ignores the first critical damage effect it would take each combat.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 30-ft.-diameter sphere
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will save negates
* ''Spell Resistance'' no
</div>
You cause a 30-foot-diameter sphere of water or other liquid to fill with bioluminescent plankton, increasing the
light level from dark to dim or from dim to normal. For the spell's duration, you can take a standard action to move this area up to 30 feet in any direction. You can also take a standard action to condense the plankton into a tight, brightly glowing ball at the center of the sphere. If you do so, each creature that starts its turn in or enters the spell's area must attempt a Will save or become [[fascinated]] until the beginning of its next turn. A creature that saves against this effect is immune to it for 24 hours. This spell has no effect above water.
Your skin is covered with elaborate bioluminescent patterns. You have precise control over your bioluminescence, including its color and brightness. You increase the light level by one step out to a radius of 20 feet (to a maximum of normal light). You can suppress or reactivate your bioluminescence by taking a move action. If you know Lumos, the cephalume language, you can use your bioluminescence to communicate in it.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|bioluminescent skin | 1 | 250 | skin |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
As the elves of yore, you attune the target to the surrounding environment or foresee their needs there, altering their coloration and movement to better match the biome within which you cast this spell. The target ignores nonmagical difficult terrain typical to that biome and gains a +2 insight bonus to [[Stealth]] checks there as well as [[Survival]] checks for the tasks [[endure severe weather]], [[live off the land]], and [[orienteering]] in that biome.
The ships of the Xenowardens are not so much constructed as they are grown in orbital nurseries. Unique blends of technology and nature, they're capable of healing themselves over time and responding to threats in ways unlike any other vessel. These abilities cannot be added to other vessels and, as of yet, no one else in the Pact Worlds has managed to unlock the secrets of their creation.
''Empathetic Response:'' A biomechanical ship can respond like a sentient creature when wounded or in danger. Once a biomechanical ship has taken critical damage, its speed increases by 2 hexes (which may affect its [[Piloting]] modifier. In addition, if the pilot of a biomechanical ship successfully performs the evade stunt, the ship receives a +3 circumstance bonus to its AC and TL (instead of +2).
''Radiation Sensitive:'' Weapons with the [[irradiate|Irradiate (starship weapon property)]] property deal tremendous damage to a biomechanical ship. In addition to the radiation damage dealt to the crew, the ship takes critical damage effects, depending on the level of the radiation. If the radiation level is low, the ship takes one critical damage effect. The ship takes two critical damage effects from medium radiation, and the ship takes four critical damage effects from high radiation.
''Self-Repair:'' While not traveling or in combat, a biomechanical vessel automatically regains 1 Hull Point per hour. This can be increased to 2 Hull Points per hour if the ship's regrowth is being tended by someone with a number of ranks in the [[Engineering]] skill equal to the ship's tier; that engineer can do nothing else during this time. The vessel requires the light from a nearby star, and therefore the ship must be in the same solar system as a star. Less light will delay or even halt this process (subject to the GM's discretion). If this healing raises the ship's HP over a multiple of its Critical Threshold, the critical damage condition of one randomly determined system is reduced by one step.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time ''1 standard action
* ''Range'' touch
* ''Targets'' one creature with a biotech, cybernetic, or magitech augmentation
* ''Duration'' instantaneous and up to 1 minute (see below)
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You energize the target’s natural healing. For 5 rounds, the target gains [[fast healing]] and electricity [[resistance]] based on the spell slot used to cast the spell. If the target is a plant, the spell instead lasts for 1d6+4 rounds, and the spell removes one condition affecting the target that could be ended with //[[lesser remove condition]]//.
Casting this spell drains all charges from a fully charged battery, otherwise it fails.
* ''2nd:'' The spell grants [[fast healing]] 2 and electricity [[resistance]] 5, and drains a standard battery.
* ''4th:'' The spell grants [[fast healing]] 4 and electricity [[resistance]] 10, and drains a high-capacity battery. The spell can end one condition affecting a plant target as though it were //[[remove condition]]//.
* ''6th:'' The spell grants [[fast healing]] 6 and electricity [[resistance]] 15, and drains an ultra-capacity battery. The spell can end one condition affecting a plant target as though it were //[[greater remove condition]]//.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You have small implants that make microscopic alterations to your DNA, allowing you to attempt a [[Disguise]] check in place of [[Computers]] or [[Engineering]] to defeat biometric locks. If you have access to another creature's biometric data, you can duplicate it automatically and open biometric locks keyed to them.
The systems of a starship with biometric locks can only be used by certain creatures, designated when the locks are installed; this list can be updated by any creature who can gain access to the ship's computer systems. A successful [[Computers]] check (DC = 20 + 1-1/2 × the tier of the starship) can bypass these locks.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|biometric locks | 0 | 5 |
</div>
Your nanites can modify your features in subtle ways, allowing you to attempt a [[Disguise]] check in place of a [[Computers]] or [[Engineering]] check to defeat biometric locks and similar safeguards. As a reaction when you hit a creature with a melee attack or touch them, you can use a [[nanite surge]] to absorb a sample of the target's DNA or other code. You can store a number of samples equal to your Constitution modifier at any time, and each sample remains viable for a number of days equal to your Constitution modifier. If you absorb another sample and exceed this maximum, you erase one sample of your choice.
You gain a +5 circumstance bonus on Disguise checks to bypass biometric safeguards keyed to any creature whose sample you have. In addition, if you have the [[facial reconfiguration]] knack you can use it to take the appearance of any creatures whose samples you have. This instead grants a +10 circumstance bonus to the Disguise check. In addition, facial reconfiguration reduces the check's DC modifier for this disguise by an amount equal to your nanocyte level (to a minimum of +0), applied to any of the check's modifiers
Your drone must have a [[cybernetic bridge]] mod for you to choose this mod. The augmentation you install in your drone can be a biotech or necrotech augmentation. If this augmentation has an item level that's 4 or more levels lower than your ranks in [[Life Science]] (for biotech augmentations) or [[Mysticism]] (for necrotech augmentations), you can create and install the augmentation yourself at no cost; you can change this self-built augmentation once per day with 1 hour of work. If the augmentation isn't 4 or more levels lower than your appropriate skill ranks, you must acquire and pay for the augmentation (including changing or replacing it) normally. Aspis Consortium mechanics use a bionecrotic bridge to equip their drones with a [[venom spur]] or [[dragon gland]].
Complex actuators and servos are installed in your knees, giving you the power to make impressive leaps. You always count as having a running start when attempting [[Athletics]] checks to jump. In addition, you don't fall [[prone]] if you fail an Athletics check to jump by 5 or more. Finally, the damage you take from the first 10 feet of a fall is converted into nonlethal damage, even if you aren't falling onto a yielding surface.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|bionic knees | 5 | 2,750 | all legs |
</div>
Once injected into the body, these nanites congregate just under the epidermis and can quickly replicate to heal bodily injuries. This augmentation allows you to spend 1 Resolve Point as a swift action to activate the nanites' treat wounds capability, instantly regaining a number of Hit Points depending on the model of biosynthetic nanites you have installed. In addition, once per day as a full action as long as you have Resolve Points remaining, you can overcharge the nanites to gain an amount of [[fast healing]] depending on the model of biosynthetic nanites you have installed for 1 minute. If you do so, you can't activate the treat wounds capability of the augmentation until the next time you rest for 10 minutes to regain Stamina Points.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Treat Wounds | Fast Healing |h
|biosynthetic nanites, mk 1 | 6 | 4,450 | skin | 2d8 Hit Points | 2 |
|biosynthetic nanites, mk 2 | 9 | 13,700 | skin | 3d8 Hit Points | 3 |
|biosynthetic nanites, mk 3 | 13 | 50,900 | skin | 6d8 Hit Points | 6 |
</div>
<<list-links '[tag[Biotech]]' class:index >>
You are a biotech researcher or avid user of such tech, constantly seeking out or developing new biotechnologies and combining existing augmentations with advancements in other fields. You might be a member of the Augmented, a researcher in one of Bretheda's cutting-edge biotech corporations, a spellcasting genetomancer blending biotechnology with magic, or even a voluntary test subject for new augmentations. Either way, you have taken a strong hand in your own evolution.
!! Theme Knowledge (1st)
You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations—or, most likely, both. Reduce the DC of [[Life Science]] checks to [[identify|Identify Technology]] biotech augmentations and to [[recall knowledge]] about famous biotech corporations and researchers by 5. [[Medicine]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Industry Connections (6th)
You've forged and maintained a number of connections with significant players in the biotech industry, scoring yourself favors and preferred treatment. As long as you are able to contact your connections in the industry, you gain a 10% discount off the typical list price for biotech augmentations installed in you.
!! Test Subject (12th)
Thanks to your enthusiasm for biotech gear and constant tinkering with your DNA, you can adopt experimental, cutting-edge augmentations in your body beyond what most people can support. You can install one additional piece of biotech augmentation than a typical member of your race. For example, a human could have both a [[dragon gland]] and a [[wildwise]] implant even though they both occupy the throat system.
!! Adaptive Biotech (18th)
You have learned to leverage your biotech augmentations in ways their creators hardly envisioned. Up to twice per day as a standard action, you can deactivate a piece of biotech implanted in your body (except for a [[prosthetic limb]]), rendering it inert until your next 8-hour rest, to regain 1 Resolve Point. An inert piece of biotech doesn't grant its usual benefits (for instance, an inert [[venom spur]] can't be used to attack), and you can shut down a single biotech implant only once per day.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
You conjure forth a mantle of organic, insectile nanites that encircle you. The density of the swarm provides you with partial concealment (20% miss chance) against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 piercing damage, although you can allow anyone to touch you without them taking damage, for instance to deliver a beneficial touch spell. As a move action, you cause the nanites to cling tightly to you, granting you a fly speed of 20 feet with clumsy maneuverability as an extraordinary ability. When using the shroud to fly, you have no concealment due to it, and it cannot harm creatures that successfully attack you in melee. You can return the nanites to their protective configuration as a move action.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' 0 ft.
* ''Effect'' living taclash
* ''Duration'' 1 round/level (D); see text
</div>
This spell functions as //[[lesser biotic taclash|Biotic Taclash, Lesser]]//, except that the created weapon is considered to be a magic weapon, deals 4d4 slashing damage, and functions as a level 10 item. In addition, when you dismiss the spell as a reaction when striking a target, that target must succeed at a Fortitude save or take the weapon's damage again and become [[nauseated]] for 1d3+1 rounds.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' 0 ft.
* ''Effect'' living taclash
* ''Duration'' 1 round/level (D); see text
</div>
You conjure a taclash made of organic, insectile nanites into your grasp. The created weapon functions as a standard [[taclash]] with the [[living]] weapon special property. You are considered to be proficient with this taclash, and you add 1‑1/2 times your caster level to damage rolls with it in place of your [[Weapon Specialization]] bonus. In addition, the weapon has the [[nauseate]] critical hit effect.
The biotic taclash functions only for you, and once you create it, you can neither drop it nor be disarmed of it. As a move action, you can stow the biotic taclash, causing its component nanites to discorporate into individual nanobots that disperse over your body but remain while the spell lasts. During that time, you can cause the nanites to reincorporate to form the weapon again by taking another move action.
As a reaction when you strike a target with the biotic taclash, you can dismiss the spell to cause the weapon to discorporate into its component nanites, which then swarm over the target. The target must succeed at a Fortitude save or be [[nauseated]] for 1 round.
<div class="statblock">
* ''Level'' 3; ''Price'' 3,860
* Large land vehicle (4 ft. wide, 4 ft. long, 7 ft. high)
* ''Speed'' 35 ft., full 350 ft., 40 mph
* ''EAC'' 13; ''KAC'' 15; ''Cover'' partial cover
* ''HP'' 40 (20); ''Hardness'' 6
* ''Attack (Collision)'' 5d4 B (DC 12)
* ''Attack'' voltaic [[anchor pistol]] (1d6 E [[nonlethal]]; critical [[bind]])
* ''Attack'' merc [[NIL grenade launcher]] ([[smoke grenade]]; [[explode]] [20 ft., smoke cloud 1 min.])
* ''Modifiers'' –3 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autocontrol, planetary comm unit
</div>
Little more than an open platform atop a pair of legs, this compact walker provides height from which soldiers and police can monitor crowds.
<div class="statblock">
* ''Base HP'' +0; ''Hit Point Advancement'' +0
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +0; ''Ref'' +1
* ''Lower Limb Slots'' 0; ''Speed'' +10 ft.; ''Other Movement'' None
* ''Cost'' 1.5 × tier
</div>
These legs provide a boost in mobility and protection.
<div class="statblock">
* ''Base HP'' +0; ''Hit Point Advancement'' +0
* ''EAC'' +0; ''KAC'' +1; ''Fort'' +0; ''Ref'' +0
* ''Lower Limb Slots'' 0; ''Speed'' +0; ''Other Movement'' None
* ''Cost'' 0
</div>
These legs provide basic mobility and little else.
<div class="statblock">
* ''Base HP'' +2; ''Hit Point Advancement'' +0
* ''EAC'' +1; ''KAC'' +1; ''Fort'' +0; ''Ref'' +1
* ''Lower Limb Slots'' 0; ''Speed'' +20 ft.;'' Other Movement'' None
* ''Sprint (1 PP)'' The mech gains a +10-foot enhancement bonus to its speed for 1 round.
* ''Cost'' 1 × tier
</div>
These lean and powerful legs enable sudden bursts of speed.
<div class="statblock">
* ''Base HP'' +4; ''Hit Point Advancement'' +1
* ''EAC'' +1; ''KAC'' +1; ''Fort'' +1; ''Ref'' +0
* ''Lower Limb Slots'' 1; ''Speed'' +10 ft.; ''Other Movement'' None
* ''Trample (2 PP)'' As a full action, the mech uses the [[trample]] universal creature ability. This deals low bludgeoning damage, as a [[mech weapon]] with a level equal to the mech's tier. The Reflex save DC equals 12 + 1/2 × the mech's tier.
* ''Cost'' 2 × tier
</div>
These armored legs limit speed but grant extreme durability.
A bipod is a set of sturdy legs attached to a railed weapon's bottom rail. You can extend or collapse a bipod as a move action. Also as a move action, you can stabilize your weapon by resting an extended bipod on a solid surface or using the bipod as a forward grip. When you fire the stabilized weapon, reduce the total penalty you take for making a full attack and due to range according to the bipod's type. You can't benefit from a bipod if your weapon is mounted to a [[gunner harness]] or powered armor.
* ''Light Bipod (Level 1):'' A light bipod can be added only to a longarm or sniper weapon. Reduce your total penalty by 1.
* ''Heavy Bipod (Level 2):'' Reduce your total penalty by 2, or by 1 with a heavy weapon. In addition, a stabilized heavy bipod reduces the minimum Strength score required to fire a heavy weapon without penalty by 2.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|bipod, light | 1 | 350 | — | — | — |railed weapon |
|bipod, heavy | 2 | 700 | L | — | — |railed weapon |
</div>
While you're in the air, you use your advantageous altitude to your favor.
''Prerequisites:'' Base attack bonus +8.
''Benefit:'' While you're flying, you ignore [[cover]] and [[partial cover]] (but not total cover) of targets at least 10 feet below you.
Dromada artisans developed this serum to make themselves less palatable. When consumed, this serum suppresses any delicious racial ability you have for 1d4+1 hours. In addition, for the first 10 minutes, your body becomes universally foul-tasting, causing any creature that damages you with a bite or tongue attack to become [[sickened]] for 1d4 rounds unless they succeed at a Fortitude save (DC = 10 + your Constitution modifier).
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//bitterflesh serum// | 1 | 45 | L |
</div>
This small, rectangular box is approximately the size of a handheld computer, with a nondescript carbon-fiber housing attached to an external chip interface that can be plugged into the computers of most starships. A blabbersponder's case is filled with a compact array of microsensors (often composed of [[inubrix]]) connected to a miniaturized computer (treat as a tier 0 computer equipped with a control module) that, bolstered by a signal booster, analyzes and actively transmits a starship's vital data to another source. While no astute starship captain would ever install a blabbersponder on their own ship, such devices are often sold in gray markets to saboteurs serving the whims of corporations, or bounty hunters who wish to gain vital information about a specific starship's defenses. Some clever pirates of the Diaspora are also rumored to sell blabbersponders to gullible spacefarers by offering them as upgrades to starship communication systems. They then use the data they collect from the device to determine if the cargo, defenses, weapons, and crew aboard the ship warrant the effort of intercepting and ambushing it later.
To install a blabbersponder on a starship computer, you must succeed at an [[Engineering]] check (DC = 15 + 1-1/2 × the starship's tier). Once installed and activated, the blabbersponder's internal computer uses its control module to automatically hack into the computer it's attached to. The control module reads and broadcasts all data related to the starship's systems, allowing any science officer aboard another starship within passive sensor range of the blabbersponder's ship to use the scan action on that vessel, even if the two ships aren't engaged in starship combat. Because of the detailed information provided by the blabbersponder, the science officer performing this scan action gains a +5 circumstance bonus to the associated [[Computers]] check, and the broadcasting ship doesn't add the bonus from its defensive countermeasures to the DC.
Detecting that a blabbersponder is in fact an instrument of sabotage and not a benign technological device before it is installed requires a successful DC 25 [[Engineering]] or DC 30 [[Perception]] check. Discovering an installed blabbersponder aboard a starship requires a successful DC 28 [[Computers]] check. When an installed blabbersponder's battery is depleted, it recharges itself using the starship's power core in a process that takes about 5 minutes; on the day this occurs, you receive a +2 circumstance bonus to the Computers check to notice the sudden, short surge in power use and discover the blabbersponder on your vessel. Once discovered, a blabbersponder can be easily unplugged.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|blabbersponder | 6 | 4,550 | L | 40 | 1/day |
</div>
Black dragons are callous and enjoy using fear to exert their influence over others.
* ''Required Creature Type and Subtype:'' dragon (water)
* ''Suggested Alignment:'' chaotic evil
* ''Traits:''
** [[blindsense]] 60 feet and [[darkvision]] 120 feet
** [[immunity]] to acid, paralysis, and sleep
** [[DR]] 5/magic (CR 10+; increase to DR 10/magic at CR 12, DR 15/magic at CR 15, DR 20/magic at CR 17)
** [[SR]] 11 + CR (CR 10+)
** swim speed of 60 feet
* ''Abilities:''
** [[breath weapon]] (line 30 ft. + 10 feet per 2 CR, 1d6 A + 1d6 per CR)
** [[frightful presence]] (CR 11+, 60 feet + 10 feet per CR)
** spell-like abilities (CR 10+)
** swamp stride (see below)
* //Swamp Stride ([[Ex]]):// A black dragon can move through bogs and quicksand without penalty at its normal speed.
''System:'' Heart or Lungs
Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony.
You gain the benefits of the environmental protections of armor, which last for a number of days equal to double the necrograft's item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft's mark, unless the effect specifies it functions against undead.
When you're fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren't. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a [[zenith revelation]] for the purposes of abilities that reference them.
name:black hole generator
range:medium
speed:—
damage:special
pcu:20
cost:25
special:[[gravity well|Gravity Well (starship weapon property)]]
<div class="statblock">
* ''Type'' poison (contact)
* ''Save'' Fortitude DC 26
* ''Track'' [[Constitution|Constitution Poison Track]] (special)
* ''Onset'' 1 minute
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Weakened—Debilitated—Dead//
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|black lotus extract | 20 | 121,000 |
</div>
//Blackraven axes// were magic weapons wielded by elite warriors of lost Golarion's far north who patrolled the border between the Lands of the Linnorm Kings and the witch-haunted nation of Irrisen. Many different //Blackraven axes// from pre-Gap Golarion have been found, and all are basic melee weapons with the [[archaic]] special property. A Blackraven axe typically has a head shaped like a raven's beak or a stylized raven inscribed on its blade, and it has the ability to cause its targets to burst into flames—a quality that proved especially useful against the trolls the original Blackravens faced. Modern spellcasters have recreated this magic as the //[[burning|Burning (weapon fusion)]]// weapon fusion. Modern //Blackraven axes// are often created by applying the //burning// weapon fusion to a tactical battleaxe. A tactical battleaxe is a 5th-level, one-handed advanced melee weapon that deals 1d8 slashing damage and has the [[wound]] critical hit effect. It has the [[analog]] special property, has 1 bulk, and costs 2,650 credits.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Blackraven axe//, tactical | 5 | 3,370 | 1 |
</div>
<div class="statblock">
* ''Tier'' 20
* Supercolossal ultranought
* ''Speed'' 4; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 28; ''TL'' 28
* ''HP'' 1,050; ''DT'' 20; ''CT'' 210
* ''Shields'' heavy 280 (forward 70, port 70, starboard 70, aft 70)
* ''Attack (Forward)'' mass driver (2d6×10), ultra plasma cannon (9d6×10)
* ''Attack (Port)'' mass driver (2d6×10), negative-energy cannon (5d8), quantum missile launcher (2d8×10)
* ''Attack (Starboard)'' mass driver (2d6×10), negative-energy cannon (5d8), quantum missile launcher (2d8×10)
* ''Attack (Turret)'' gravity cannon (2d6×10), negative-energy cannon (5d8), negative-energy cannon (5d8)
* ''Power Core'' Heavy Titan (950 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, [[crew quarters]] (common), mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes (3), [[slime-patch system]]; ''Expansion Bays'' [[cargo holds]] (35), [[hangar bays]] (24 Medium ships), [[arcane laboratory]], [[arcane mortuary]], [[escape pods]], general [[science lab]], [[sealed environment chamber]], [[tech workshop]]
* ''Modifiers'' +10 to any 4 checks per round, +2 [[Computers]], –1 [[Piloting]]
* ''Complement'' 3,000 (minimum 250, maximum 5,000)
!!! CREW
* ''Captain'' [[Diplomacy]] +34 (20 ranks), [[Engineering]] +30 (20 ranks), gunnery +26, [[Intimidate]] +34 (20 ranks), [[Piloting]] +30 (20 ranks)
* ''Engineer (5 officers, 150 crew each)'' [[Engineering]] +34 (20 ranks)
* ''Gunners (10 officers, 150 crew each)'' gunnery +31
* ''Pilot (1 officer, 150 crew)'' [[Piloting]] +34 (20 ranks)
* ''Science Officer (4 officers, 150 crew each)'' [[Computers]] +34 (20 ranks)
</div>
Only a few Blackwind Annihilators exist, and their origins are lost in the Gap. These mighty ultranoughts were already in orbit around Eox, fully armed and operational, when the first bone sages realized they had no memories of their previous centuries. The //Cruel Perdition// participated in the Magefire Assault; the damage it sustained from Absalom Station's defenders took several decades to repair, but it is now back online. //Heart's Decay// was lost during one of the major early battles in the war between the Pact Worlds and the Veskarium. Shortly after Eox signed the Absalom Pact, the then-captain of the //Empire of Bones// mutinied against his admiral, taking the vessel and most of its support ships to form the rebellious Corpse Fleet. In the years since then, Blackwind Engineering began construction on a new Annihilator, but has since left the vessel unfinished in its shipyards due to a lack of potential buyers.
A Blackwind Annihilator is often used as a flagship for its navy and is always assigned at least a small flotilla of other capital ships and smaller support craft. The ultranought is rarely risked in battles with large enemy armadas, instead being used as a blunt instrument to crush smaller fleets. When not employed as a weapon, it is often kept in reserve to protect major outposts and shipyards or to act as a mobile headquarters for task forces undertaking special missions.
!!! Macabre Military Might
<div class="statblock">
* ''Manufacturing Centers'' Eox (Orphys, Zinhew)
* ''Specialties'' Archetypal Eoxian military vessels
* ''Famous Models'' [[Annihilator|Blackwind Annihilator]], [[Catacomb|Barrow Catacomb]], Megalith, [[Sepulcher|Blackwind Sepulcher]]
</div>
When Pact Worlds citizens think about Eoxian starships, Blackwind Engineering dominates the imagination both visually and historically. The company made its mark on post-Gap records by supplying Eox's most notorious and feared starships during the Magefire Assault, and its reputation has only grown over time.
Blackwind was founded sometime during the Gap. Like its fellow Eoxian manufacturers, [[Death's Head]] and [[Thaumtech|Thaumtech Unlimited]], Blackwind lost an enormous amount of corporate data during that period. This erasure devastated the company for years, and it wasn't until the Magefire Assault in 7 AG that Blackwind made a comeback, debuting its now-infamous troop carriers and dreadnoughts.
The Veskarium truly learned to fear Blackwind ships at the Battle of Aledra. Catacomb dropships played a pivotal role, and Megalith dreadnoughts proved a worthy match for the mightiest Veskarium vessels. As a result of this victory, Blackwind rehabilitated its image in the eyes of Pact Worlds citizens, and the company saw a jump in profits as everyone in the system worked together against a common foe. Today, Blackwind ships are an accepted—and even admired—part of Pact Worlds history, with their red dome "eyes" and skeletal hulls featuring in the artistic depictions of many historic battles, and older models commonly appearing in museums. The Graven Repose, for example, rests at the Museum of Aerospace Heritage in Zo and is a popular tourist attraction.
Ships with bone-spur silhouettes have since become synonymous with Eoxian naval might. Blackwind ships are built for war and rarely accommodate living crews. Decommissioned military vessels have increased in popularity on the civilian market since the truce that ended the Silent War. The lack of traditional life support on these starship makes for spacious interiors, and they're popular with enthusiasts due to their fearsome appearance. Buyers seek out the novelty of owning a "real" Eoxian warship, and many pay extra if the ship had a prestigious tour of duty.
Tesheda Nyral (LE female damaya lashunta vampire) is one of the few Eoxian CEOs who is not an elebrian. For all her deadly cunning, Nyral has no memory of her early life, how she emerged from the Gap as CEO, or what her prior goals had been. Yet few can deny Nyral's subsequent success, though the recent peace has brought a slump to Blackwind's sales. Reports say Nyral has been displeased by this, and there's been a recent sharp increase in Blackwind ships acquired by the Corpse Fleet; rumor has it she's selling to the exiles.
''Manufacturer Perk:'' Blackwind ships are notoriously hostile towards living foes, and the company leans into this specialization. Reduce the BP cost to install [[antipersonnel weapons]] by 1, so long as the weapons used have the [[antibiological]] trait.
<div class="statblock">
* ''Tier'' 5
* Medium transport
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 20; ''TL'' 20
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' heavy EMP cannon (special), light laser cannon (2d4)
* ''Attack (Aft)'' gyrolaser (1d8)
* ''Attack (Turret)'' light torpedo launcher (2d8), light torpedo launcher (2d8)
* ''Power Core'' Pulse White (140 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic computer, basic long-range sensors, [[crew quarters]] (common), mk 5 armor, mk 6 defenses; ''Expansion Bays'' [[cargo holds]] (5)
* ''Modifiers'' +2 [[Computers]]
* ''Complement'' 6
!!! CREW
* ''Captain'' gunnery +10, [[Intimidate]] +11 (5 ranks), [[Piloting]] +11 (5 ranks)
* ''Engineer'' [[Engineering]] +16 (5 ranks)
* ''Gunners (2)'' gunnery +10
* ''Pilot'' [[Piloting]] +11 (5 ranks)
* ''Science Officer'' [[Computers]] +13 (5 ranks)
</div>
Sepulchers are easily recognized by their dome-like bridge canopy, which resembles an eerie red eye. Though employed by plenty of private Eoxian corporations, their intimidating bone spurs make it hard to forget the ships' origin (and still common use) as troop transport for undead marines.
name:blade hull, heavy
range:1 hex
speed:—
damage:6d8
pcu:10
cost:17
special:—
name:blade hull, light
range:1 hex
speed:—
damage:3d8
pcu:5
cost:10
special:—
name:blade hull, super
range:1 hex
speed:—
damage:3d8 × 10
pcu:30
cost:40
special:—
You have learned how to damage your foes not just with light, but also with the absence of light. As a move action, you can choose a creature within 30 feet of you. For 1 round, or until you leave graviton mode, you gain a +1 bonus to weapon damage rolls against that creature. This bonus damage increases by 1 at 8th level and every 6 levels thereafter. While attuned or fully attuned, this bonus damage instead increases by 1 at 4th level and every 4 levels thereafter.
Blankets come in a variety of materials and styles. Traditional blankets are usually woven textiles, natural wool or fur from a variety of creatures, or synthetic fibers engineered for maximum comfort and warmth. Emergency or survival blankets are thin sheets of reflective polymer that both help you retain body heat and make you more visible to rescuers. Many people combine a blanket with a [[bedroll]] for greater comfort.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|blanket | 1 | 3 | L |
</div>
This weapon fires in a cone that extends only to its first range increment. You can't use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's [[trick attack]]). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' wall up to 20 feet high, 20 feet wide, and 5 feet thick
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You conjure a blast door up to 5 feet thick that blocks a hallway no more than 20 feet wide and 20 feet high. If the door would not completely block the targeted hallway, you can't cast this spell. Any creature in the spaces where the door appears is harmlessly shunted to a side of the door you choose. The door's statistics are those of a starship interior wall. It is airtight, and it protects against vacuum and radiation. When the spell ends, the door vanishes without a trace.
When you take a full action to line up a shot to smash an object, your weapon gains the [[penetrating]] weapon special property. If your weapon already has that weapon special property, using this discipline instead adds half your vanguard level to your weapon's item level for the purpose of calculating the amount of hardness that the penetrating special weapon property bypasses. When destroying an object with sudden force, you gain a bonus to the Strength check equal to your Constitution bonus. You must have [[Improved Combat Maneuver]] (sunder) to select this vanguard discipline.
The //blasting// fusion allows a weapon to make a single attack as a [[blast]] once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon's normal damage. Only ranged weapons that don't have the [[automatic]], [[explode]], [[line]], or [[thrown]] weapon special property can benefit from the //blasting// fusion. Weapons that don't require attack rolls to affect their targets also can't benefit from the //blasting// fusion.
Your entropic aura disintegrates obstacles on contact. When you forgo gaining an Entropy Point for charging when activating the [[entropic charge]] discipline, you can spend 1 or 2 additional Entropy Points. If you spend 1 Entropy Point, you dissolve any plant growth, rubble, or other nonmagical obstructions in your path that create difficult terrain, turning any such squares you move through during your charge into normal terrain. If you spend 2 Entropy Points, you also dissolve such obstructions in any squares adjacent to those squares you move through while charging. So long as you spend at least 1 Entropy Point in this way, any creatures that hit you with an attack of opportunity as you charge take 1d6 acid damage for every 2 vanguard levels you have (Reflex negates). You must have the [[entropic charge]] discipline to select this discipline.
A blaze rifle is a bulky, ungainly weapon, with a rifle stock and two tanks of petrol mounted atop the barrel. Compared to other petrol weapons, the blaze rifle fires a far narrower stream of petrol, which allows for greater accuracy. Fire-loving mercenaries often choose the blaze rifle to avoid charring their allies. Ifrit-, salamander-, hellhound-, firedrake-, and phoenix-class blaze rifles are common throughout the Pact Worlds.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|blaze rifle, ifrit-class | 4 | 1,900 | 1d10 F | 40 ft. | [[burn]] 1d6 | 40 petrol | 2 | 1 |[[analog]], [[unwieldy]] |
|blaze rifle, salamander-class | 7 | 5,800 | 2d8 F | 60 ft. | [[burn]] 2d6 | 40 petrol | 2 | 1 |[[analog]], [[unwieldy]] |
|blaze rifle, hellhound-class | 11 | 23,200 | 3d10 F | 60 ft. | [[burn]] 3d6 | 40 petrol | 2 | 1 |[[analog]], [[unwieldy]] |
|blaze rifle, firedrake-class | 16 | 153,000 | 5d10 F | 60 ft. | [[burn]] 4d6 | 40 petrol | 2 | 1 |[[analog]], [[unwieldy]] |
|blaze rifle, phoenix-class | 20 | 756,000 | 9d10 F | 80 ft. | [[burn]] 5d6 | 40 petrol | 2 | 1 |[[analog]], [[unwieldy]] |
</div>
A blaze scimitar is made of a metallic alloy that wielders can heat to blistering temperatures. These golden blades glow bright orange when activated and shed light in a wide area when they strike. These weapons are commonly used by Sarenrae's faithful, as they represent the perfect fusion of their goddess's sacred weapon with technology capable of illuminating the darkest corners of the galaxy.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|blaze scimitar, acolyte | 2 | 740 | 1d6 F | [[burn]] 1d6 | 1 |[[bright]], [[powered]] (capacity 20, usage 1) |
|blaze scimitar, disciple | 8 | 9,200 | 2d6 F | [[burn]] 1d8 | 1 |[[bright]], [[powered]] (capacity 20, usage 1) |
|blaze scimitar, cleric | 12 | 34,600 | 4d6 F | [[burn]] 2d6 | 1 |[[bright]], [[powered]] (capacity 40, usage 2) |
|blaze scimitar, divine | 16 | 162,000 | 8d6 F | [[burn]] 2d8 | 1 |[[bright]], [[powered]] (capacity 40, usage 2) |
</div>
As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage per square entered to anyone who moves into them. You can't move through another creature's space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter.
When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage).
When you hit a creature within 30 feet of you while using a weapon with the [[bright]] weapon special property, the radiance partially blinds the target, giving it the [[dazzled]] condition for 1 round. If you hit multiple creatures at the same time (such as with an [[automatic]], [[blast]], or [[explode]] weapon), only the creature nearest to you or at the center of the explosion (your choice if multiple creatures are equidistant) is affected.
The target gains the [[bleeding]] condition:
!! bleeding
{{Bleeding}}
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 [[Medicine]] check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
The bleeding fusion weaves entropic energy into the weapon's form. The weapon gains the [[bleed]] critical hit effect. The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.
Your [[biohacks]] include insidious anticoagulants. Any biohack inhibitor that you successfully use against a target also afflicts them with an amount of [[bleed]] damage equal to 1d10 + your key ability score modifier, in addition to the inhibitor's standard effects.
Weapons you wield that have the [[injection]] weapon special property gain [[bleed]] 1d4 as a critical hit effect. If the weapon already has the [[injection DC +2]] critical hit effect, you can apply both effects when you score a critical hit. If the weapon has another critical hit effect, apply either the weapon's normal critical hit effect or this bleed effect. The bleed damage increases to 2d4 at 11th level, 3d4 at 15th level, and 4d4 at 19th level.
For your [[debilitating trick]], you can afflict your target with an amount of [[bleed]] damage equal to your operative level.
Popularized by the half-orc game show gladiator Ketash the Mighty on Eoxian broadcasts, the //blender fist// is an adjustable metal wristband that can be worn on a non-cybernetic limb able to wield a weapon. You can activate the //blender fist// as a swift action, transforming the end of the equipped limb into a small field of whirling blades, dropping anything that was held by the limb in the process. While your //blender fist// is activated, you’re treated as armed, and you gain a special unarmed strike that deals 1d6 lethal slashing damage, threatens squares, and doesn’t count as [[archaic]]. This unarmed strike has the [[bleed]] 1d8 critical hit effect. You can deactivate the //blender fist// as a swift action, restoring your limb to its original form.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//blender fist// | 7 | 5,800 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You rewind a living creature’s personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. //Blessing of youth// ends the [[bleeding]] condition.
//Blessing of youth// restores a number of Stamina Points and applies bonuses to your target depending on the spell’s level.
* ''1st:'' When you cast //blessing of youth// as a 1st-level spell, it restores 1d8 Stamina Points plus grants a +5-foot enhancement bonus to the target’s land speed for 1 round.
* ''2nd:'' When you cast //blessing of youth// as a 2nd-level spell, it restores 3d8 Stamina Points plus grants a +5-foot enhancement bonus to the target’s land speed for 2 rounds.
* ''3rd:'' When you cast //blessing of youth// as a 3rd-level spell, it restores 5d8 Stamina Points plus grants a +5-foot enhancement bonus to the target’s land speed for 3 rounds.
* ''4th:'' When you cast //blessing of youth// as a 4th-level spell, it restores 7d8 Stamina Points plus grants a +10-foot enhancement bonus to the target’s land speed for 4 rounds.
* ''5th:'' When you cast //blessing of youth// as a 5th-level spell, it restores 9d8 Stamina Points plus grants a +10-foot enhancement bonus to the target’s land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target’s ability scores.
* ''6th:'' When you cast //blessing of youth// as a 6th-level spell, it restores 11d8 Stamina Points plus grants a +10-foot enhancement bonus to the target’s land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target’s ability scores.
Blight quartz is a rare crystal formed from condensed negative energy under the right exacting conditions. Though there is great danger of handling and transporting blight quartz, only small amounts are needed to alter ammunition and weapons. Blight quartz can’t be used to fashion armor. Those who regularly work with quantities of the dark crystals often complain of lingering headaches and terrible nightmares.
Weapons and ammunition made of blight quartz are especially dangerous when wielding against living creatures. Blight quartz weapons and ammunition gain a +2 enhancement bonus to damage rolls against living creatures (usually any creature without the [[unliving]] universal creature rule). For melee weapons, this enhancement bonus increases by 2 for every 6 item levels the weapon has, up to +8 at 18th level; this enhancement bonus increase doesn’t apply to ammunition. However, the negative energy infused in such weapons and ammunition might adversely affect their users. A living creature that wields or carries a blight quartz weapon or at least 10 pieces of blight quartz ammunition for at least 10 minutes a day must succeed at a Fortitude saving throw (DC = 12 + the item’s level) or gain the [[fatigued]] condition until they get 8 hours of complete rest. If the creature contains to wield or carry the ghost quartz item, though, they will have to attempt another save the next day.
!! Handling Blight Quartz
The majority of blight quartz deposits are no larger than light Bulk, but are quite dangerous in more concentrated amounts. A living creature carrying a quantity of blight quartz weighing at least light Bulk for at least 1 minute gains 1 [[negative level]]; similarly, a living creature within 5 feet of a deposit of at least 1 Bulk for at least 1 minute gains 1 negative level. This negative level can’t be overcome in any way (including magic) and persists as long as the creature’s proximity to the blight quartz continues, and disappears when these conditions end.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +100 credits |
|Weapon | +8,500 credits |
|Raw material (1 bulk) | 1,750 credits |
</div>
The target must succeed at a Reflex saving throw or gain the [[blinded]] condition for 1d3 rounds.
<<section 'Blinded' >>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1/day level; see text
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You get a sense of the best way to interact with the target to encourage positive regard toward you. You gain a +2 circumstance bonus to Charisma checks, Charisma-based skill checks, and [[Sense Motive]] checks you attempt when interacting with the target. In addition, when you fail a Charisma check or Charisma-based skill check when interacting with the target, you can reroll the check as a reaction. However, if you attempt the reroll, the target receives a new saving throw against the spell. Taking hostile action against the target automatically ends the spell.
You are skilled at attacking opponents you can't clearly see.
''Benefit:'' In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
You aren't [[flat-footed]] against melee attacks from creatures you can't see, and you can withdraw from creatures you can't perceive. You don't need to attempt [[Acrobatics]] checks to move at full speed while [[blinded]].
You cannot see. You are [[flat-footed]] and take a –4 penalty to Strength- and Dexterity-based skill checks and to opposed [[Perception]] skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance). You must succeed at a DC 10 [[Acrobatics]] skill check to move faster than half speed. If you fail this check, you fall [[prone]]. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.
An organic sac of ink (similar to that produced by a squid) is surgically implanted in the wrist of one of your hands. As a standard action, you can spray the ink in a 15-foot cone, even if you’re wielding something in that hand. All sighted creatures in the cone must succeed at a Reflex saving throw (DC = 10 + half your level + your Constitution modifier) or gain the [[blinded]] condition for 1d4 rounds. A creature can end the blinded condition early by wiping the ink from their eyes (or the eyes of an ally within reach) as a standard action.
Once you’ve used your blinding ink sac, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|blinding ink sac | 6 | 4,500 | hand |
</div>
For your [[debilitating trick]], you can attempt to temporarily blind a target. The target must succeed at a Fortitude save or gain the [[blinded]] condition for 1 round. Once you've used this ability to attempt to temporarily blind a creature, that creature is immune to your blinding shot for 24 hours. You must have the [[bleeding shot]] exploit to learn this exploit.
<div class="statblock">
* ''Type'' disease (ingested)
* ''Save'' Fortitude DC 16
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' At the impaired state, the victim also becomes permanently [[blind|blinded]].
* ''Cure'' 2 consecutive saves
Blindmark rifles generate sonic frequencies through carefully aligned resonance in multiple magnetic cylinders positioned between the stock and the short muzzle of the weapon. When the rifle's shot hits a target, that target retains the resonance as a faint or subsonic tone useful for creatures that have [[blindsense]] (sound or vibration) or [[blindsight]] (sound or vibration). Multiple targets struck by the same blindmark rifle emit identical tones that can be distinguished only by location. Blindmark rifles are manufactured in thunderstrike, LFD (low-frequency device), HFD (high-frequency device), and banshee models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|blindmark rifle, thunderstrike | 3 | 1,400 | 2d4 So | 60 ft. | — | 20 charges | 2 | 1 |[[echo]], [[stun]] |
|blindmark rifle, LFD | 8 | 9,800 | 2d8 So | 80 ft. | — | 40 charges | 5 | 1 |[[echo]], [[stun]] |
|blindmark rifle, HFD | 13 | 51,000 | 4d8 So | 100 ft. | [[sicken]] | 40 charges | 8 | 1 |[[echo]], [[stun]] |
|blindmark rifle, banshee | 19 | 585,000 | 8d8 So | 120 ft. | [[sicken]] | 80 charges | 10 | 1 |[[echo]], [[stun]] |
</div>
You can detect even subtle abnormalities in the natural exchange of heat around you. You gain [[blindsense]] (heat) with a range of 30 feet.
Blindsense is the ability to use an imprecise nonvisual sense (or a combination of senses) to operate effectively without vision. Blindsense operates out to a range specified in the creature's description.
A creature with blindsense typically perceives using a specific sense, which is indicated in parentheses after the blindsense entry in the creature's statistics. If the indicated sense somehow becomes unusable—say, for example, if a creature that uses sound to perceive through its blindsense becomes deaf—the creature loses access entirely to its blindsense. The typical senses through which creatures with blindsense can perceive are emotion, life, scent, sound, thought, and vibration.
If you have the blindsense special ability and succeed at a [[Perception]] check to notice an unseen creature, you become aware of the creature's location. Blindsense negates the bonuses to [[Stealth]] checks that an unseen creature would otherwise receive, but unseen creatures still have total concealment against the attacks of creatures with blindsense, and creatures with blindsense are still [[flat-footed]] against the attacks of unseen creatures.
//Format:// ''Senses'' blindsight (life) 60 ft.
//Guidelines:// Blindsense usually has a range of 60 feet.
Whenever you attempt a [[Computers]] check as part of your stunt and strike and succeed, instead of causing the target to become flat-footed, you gain [[blindsense]] (computers) 30 feet until the start of your next turn. This allows you to detect any creature carrying items that can be used with the Computers skill or can be connected to an infosphere (including personal [[comm units]]).
Your ability to detect anomalous atomic vibration improves. You gain [[blindsight]] (heat) with a range of 20 feet. You must have selected the [[blindsense|Blindsense (discipline)]] discipline or
have [[blindsense]] (heat) from another source before you select this discipline.
Blindsight is a precise nonvisual sense (or a combination of senses) that functions as a more potent version of [[blindsense]]. Blindsight operates out to a range specified in the creature's description.
A creature with blindsight typically perceives using a specific sense, which is indicated in parentheses after the blindsight entry in the creature's statistics. If the indicated sense somehow becomes unusable—say, for example, if a creature that uses scent to perceive through its blindsight loses its sense of smell— the creature loses access entirely to its blindsight. The typical senses through which creatures with blindsight can perceive are emotion, life, scent, sound, thought, and vibration.
If you have blindsight and succeed at a [[Perception]] check to notice a hidden creature, you are observing the creature. Blindsight negates concealment, //[[displacement]]//, [[invisibility|invisible]], magical darkness, and similar effects, though a creature with blindsight still can't perceive ethereal creatures (see the //[[ethereal jaunt]]// spell). A creature with blindsight cannot be [[blinded]] and is not subject to [[gaze]] attacks.
Blindsight is still limited in many ways compared to normal vision. Blindsight never allows a creature to distinguish color or visual contrast, though it might be able to make out other features depending on the sense. A creature cannot read written text with blindsight, though it could still use tactile communication. Blindsight works underwater and in fog or smoke, but it typically does not work in a vacuum (although this depends on the nature of the sense; for instance, emotion-based blindsight would work in a vacuum).
//Format:// ''Senses'' blindsight (life) 60 ft.
//Guidelines:// Blindsight usually has a range of 60 feet.
<div class="statblock">
* ''Tier'' 10
* N Large starship magical beast
* ''Speed'' 8; ''Maneuverability'' average (turn 2)
* ''AC'' 26; ''TL'' 26
* ''HP'' 190; ''DT'' —; 38
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' linked railgun (16d4), slam (6d8, [[ripper]])
* ''Attack (Turret)'' hurl debris (10d6)
* ''Power Core'' large telelith heart (300 PCU); ''Drift Engine'' none
* ''Systems'' mk 7 armor, mk 8 defenses; ''Expansion Bays'' [[telelith matrix]]
* ''Other Abilities'' auto-destruct, living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +24 (10 ranks)
* ''Gunner (2 actions)'' gunnery +15 (10th level)
* ''Pilot (1 action)'' [[Piloting]] +24 (10 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum or the Drift
* ''Organization'' solitary, pair, or cluster (3–4)
!!! SPECIAL ABILITIES
''Auto-Destruct ([[Ex]])'' When a blinking telelith drops to 0 Hull Points, it explodes as if it activated a self-destruct system.
''Hurl Debris ([[Ex]])'' A blinking telelith can hurl debris at short range. This weapon has the [[point]] (+8) special property.
''Living Starship ([[Ex]])'' A swarming telelith is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below when the swarming telelith takes critical damage. A telelith's brain can't gain the wrecked condition.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | circulatory |System Condition applies to all gunner actions |
| 31–60 | nervous system |Condition applies to all pilot actions |
| 61–90 | heart |Condition applies to all engineer actions except patching or repairing the heart |
| 91–100 | brain |Condition applies to all actions |
</div>
''Slam ([[Ex]])'' A telelith can use its slam only against a target in an adjacent hex. This attack has the [[ripper]] special property.
''Telelith Matrix ([[Su]])'' Three times per day, a blinking telelith can attempt the telelith gambit stunt; it performs the maneuver if it succeeds at a DC 30 [[Piloting]] check.
</div>
<div class="statblock">
* Gargantuan mech (phase)
* ''Base HP'' 10; ''HP Advancement'' 9; ''Hardness'' 0
* ''EAC'' +1; ''KAC'' +2; ''Fort'' +0; ''Ref'' +1
* ''Speed'' 60 ft.; ''Strength'' +4
* ''Frame Slots'' 3; ''Aux Slots'' 5
* ''Operators'' 2–6
* ''Cost'' 4 × tier
</div>
This planar engine enables a vehicle to slip into the Ethereal Plane for moments at a time, making it appear to 'blip' out of existence. It must remain installed in a vehicle for 24 hours before it functions; when the modification is removed from the vehicle, the residual magic suppresses the effects of any other modification installed in that slot for 24 hours. The vehicle's pilot can activate a //blip-drive// as a swift action. Until the end of that turn, the vehicle, its passengers, and its contents pass through obstacles, including other creatures and vehicles, as if it were [[incorporeal]]. Additionally, the vehicle can't deal or be dealt collision damage except from sources that impede incorporeal movement, and the vehicle automatically disengages from all vehicles it's engaged with.
<div class= "table-wrapper">
|Modification | Level | Price | Capacity | Usage |h
|//blip-drive// | 16 | 175,000 | 5 | 1 |
</div>
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
!! Rapid Response (1st)
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
!! Charge Attack (5th)
As a standard action, you can make a charge without the charge penalties, and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier's onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.
!! Keep Fighting (9th)
As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can't use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.
!! Perfect Opportunity (13th)
When you hit a creature with an attack of opportunity, that creature can't move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target's movement immediately, preventing it from carrying out the rest of its movement.
!! Against the Odds (17th)
You gain a bonus to melee damage rolls equal to double the number of enemies within 10 feet of you. Enemies who don't constitute a significant threat (those with a CR equal to your level – 4 or less, or as determined by the GM) don't count when calculating this bonus.
Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee. When you successfully strike a target with a melee attack using such a weapon, you gain a +1 enhancement bonus to your AC for 1 round against melee attacks from that target.
You can deliver carefully placed slashing attacks.
''Benefit:'' When you score a critical hit with a weapon that deals slashing damage, in addition to any other critical hit effect you would normally apply, you also impose the [[dazzled]] condition on the target. The condition lasts until ended by any action or effect that would end the [[bleeding]] condition.
!!! Ancient Veskarium Shipbuilders
<div class="statblock">
* ''Manufacturing Centers'' Conqueror's Forge, Vesk Prime
* ''Specialties'' Military fighters and attack craft
* ''Famous Models'' [[Devastator|BMC Devastator]], [[Dmolangari|BMC Dmolangari]], [[Mauler|BMC Mauler]], [[Predator|BMC Predator]]
</div>
Based on the Veskarium capital world of Vesk Prime, the Blood Mountain Clans (BMC) trace their heritage back to before the Gap, when vesk inhabited only their own home world. The Veskarium had conquered all of Vesk Prime and looked to neighboring planets for its next conquest. Betting on a future beyond a single world, several vesk warrior clans inhabiting the Doshkoraz Mountains around the volcanic Blood Mountain joined forces and created an aerospace consortium that would catapult the Veskarium into space. The Blood Mountain Clans built the first spaceships that carried vesk to other worlds, and they have remained a major force in the Veskarium military-industrial complex ever since.
Now one of the Veskarium's most powerful corporations, the BMC prides itself on its warrior heritage, producing military starships for the Veskarium as well as for private sale. Based on Pact Worlds designs, the BMC built the Veskarium's first Drift engine, which took the vesk empire to the stars and into interstellar war with the Pact Worlds and the Swarm.
The BMC fared well in both the Silent War and the Swarm War, as its famous Mauler fighter was the Veskarium military's primary starfighter, used to great effect against both enemy factions. The core design of the [[BMC Mauler]] has remained virtually unchanged for almost 300 years, though its components have undergone regular updates. The Mauler remains the standard fighter of the Veskarium fleet, and the starship has been so successful and is so well known that many vesk use "mauler" as a synonym for any starfighter, whether or not it was built by the BMC.
The BMC's history and the Mauler's success have given the company a reputation for fierceness in both its corporate behavior and its starships' combat performance, a belief enhanced by the tendency of enthusiastic vesk pilots to ram their Maulers into opponents' ships in overzealous or last-ditch attacks. As a result, BMC ships are widely regarded as good ramming vessels, and ramming prows are a common weapon on larger BMC ships like the [[Devastator|BMC Devastator]]. The Mauler's usefulness for ramming has also made the fighter a favorite among the nihilistic Cult of the Devourer. Cultists can't usually acquire Maulers by legitimate means, however, instead resorting to theft, piracy, or hastily constructed shell corporations. BMC's leadership now faces a dilemma: how to prevent association with the Cult of the Devourer from tarnishing an otherwise famous brand.
''Manufacturer Perk:'' BMC ships are known for packing a punch when they ram other vessels. When using the [[ramming speed]] pilot stunt, a starship with a BMC frame is considered one size category larger when determining collision damage for a successful ramming attack.
Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
''Prerequisites:'' Racial trait that grants a spell-like ability.
''Benefit:'' You can use //[[spider climb]]// once per day as a spell-like ability, using your character level as the caster level.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* NE Huge magical beast (cold)
* ''Init'' +2; ''Senses'' [[blindsight]] (thermal) 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 107
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +11; ''Will'' +6
* ''Defensive Abilities'' [[fast healing]] 5; ''Immunities'' cold
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' slam +18 (2d6+12 B plus 1d6 C and [[grab]])
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' cold, rib cage prison
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +19 (+27 to climb), [[Intimidate]] +14, [[Survival]] +14
* ''Languages'' Vercite (can't speak any language)
!!! ECOLOGY
* ''Environment'' any cold (Verces)
* ''Organization'' solitary, pair, or clan (3–6)
!!! SPECIAL ABILITIES
''Cold ([[Su]])'' A bloodbrother's body generates intense cold, dealing 1d6 cold damage to any creature that hits it with a natural weapon or unarmed strike and to any creature the bloodbrother hits with its slam attack. A creature that begins its turn [[grappled]] by a bloodbrother also takes this damage.
''Rib Cage Prison ([[Su]])'' If a bloodbrother begins its turn grappling a creature that is Large or smaller, it can attempt a grapple combat maneuver as a standard action to transfer the creature into its rib cage prison. A creature in a bloodbrother's rib cage prison has the grappled condition. As a reaction, a bloodbrother can force a creature in its rib cage prison to attempt a DC 15 Fortitude saving throw; on a failed save, the creature takes 1 point of Constitution damage. Any round that a creature in its rib cage prison takes this Constitution damage, the bloodbrother gains [[fast healing]] 5 for that round only; the above statistics assume a bloodbrother has a Small animal with a current Constitution score of 5 (its maximum Constitution score is 10) trapped in its rib cage prison at the beginning of combat. A bloodbrother can have only one creature in its rib cage prison at a time; if it imprisons a new creature, it must release the creature currently in its rib cage. Releasing a creature does not require an action.
</div>
Usually confined to the glaciers that float upon the seas of Darkside—the side of tidally locked Verces that's always turned away from the sun and thus never feels its heat—the abominations known as bloodbrothers hunt smaller creatures for their vital essences.
Measuring over 15 feet tall and 11 feet long, a bloodbrother looks like a millipede or some other armored, wormlike arthropod from the waist down. Its upper half resembles that of a muscular humanoid with a set of bony appendages protruding from a cavity in its chest. This
ersatz rib cage can open like a fanged mouth, and when a bloodbrother places captured prey within it, the bones clamp down on the creature while the walls of the enclosure exude thin tendrilous suckers. These suckers tap into the prey's circulatory system. Rather than simply drinking its blood, though, the bloodbrother uses the trapped creature as an auxiliary heart, absorbing blood-borne nutrients and using the prey's metabolism to help it heat and feed itself. Prey can be kept alive in this way for months, until all its stored energy has been used up and the bloodbrother lets the lifeless husk fall to the ground.
A bloodbrother that hasn't fed in a long time is almost sheer white, its chitinous exterior drying out and splitting like the husk of a coconut into hairlike fibers—the better to hold on to snow and disguise the creature for its ambushes. Once it's successfully implanted a victim, however, its body takes on a purplish hue as it has rejuvenated with the flow of blood and vital fluids, while its fibrous hair lies back down and seals itself into smooth scales once more. This renewed appearance lasts for as long as the bloodbrother holds a victim and for several weeks thereafter.
Bloodbrothers' gruesome feeding habits mean that intelligent creatures with any knowledge of the magical beasts usually flee from them or kill them on sight. However, a hungry bloodbrother's fur is too stringy to be used as a pelt, and its meat tastes foul, meaning that hunting them provides nothing but a sense of bravado. As a result, the bloodbrother population on Verces has remained steady—and luckily small—for millennia. Their need for regular victims in an environment hostile to most life means that bloodbrothers usually live alone, though they may occasionally gather into small packs called clans. Even during times when prey is scarce, these bloodbrothers don't cannibalize one another. Instead, they migrate toward more inhabited areas, fearlessly taking on overwhelming odds if it means refreshing the blood in their veins.
Despite their name—a moniker assigned to them not by themselves but by humanoid Vercites—bloodbrothers have no sense of gender, and they reproduce asexually. At a certain point in a bloodbrother's life, a handful of small, furry nodules appears along its spine. Biologists disagree on the exact conditions that cause this; some believe it is a rise in temperature, while others posit that reproduction requires specific nutrients in the blood of the creature's most recent victim. As the months pass, the buds grow in size (and furriness) until they are about a foot across. Then, with a series of sickening squelches, these bulbs fall off the parent bloodbrother into the surrounding snow and ice. A few moments later, they uncurl into several immature bloodbrothers that are eager to entrap their first victims (usually tiny mammals or birds). In less than a year, a young bloodbrother reaches its full size and ferocity.
Despite their horrific and merciless nature, bloodbrothers are not mere beasts and are actually as intelligent as the average human. This facet of their nature is often overlooked due to both their lack of tool use and their apparent lack of interest in communication with other races. "Interest" is the operative word here, for while bloodbrothers have no language of their own, they appear to be able to understand those of others—they simply don't care to speak. Communication with other members of a clan is conducted entirely through actions, physical touch, and some form of advanced intuition into the other's needs, perhaps aided by pheromones or other signals not yet detected by researchers.
Bloodbrothers typically make their home in ice caves or stone caverns, patrolling the surrounding area for easy-to-capture prey. In the case of a clan, one member typically stays behind to protect the caves and any offspring therein, while those hunting return with an extra captive or two for them. When resting, the bloodbrothers slither onto one another to form one large pile. The blood-drained corpses of their pray lie scattered about the caves, eventually getting buried in the snow and ice, and trackers are quick to recognize a bloodbrother clan's lair by the massive number of bones that can be found poking from the floor and walls.
!! Bloodbrother Serum
Local Darkside tribes and bold big-game hunters sometimes harvest the vital fluids of a bloodbrother's body to make //bloodbrother serum//: a magical liquid that can inure the drinker against cold and fortify its natural healing. The most famous and prolific alchemists to brew this concoction are the Ascetics of Nar, the brilliant scholar-monks who reside in the Fastness of the Ordered Mind. From their frozen fortress, these zealots seek to understand and manipulate the basic order of the universe, seeing it reflected in the crystalline structure of snow and ice. While the greatest of them conduct their meditations in the freezing wastelands without protection, suffering terribly from frostbite until they're no longer able to care for themselves, others prefer to imbibe potions such as //bloodbrother serum// to allow themselves to walk the ice floes beneath the twinkling stars without pain or fear, the better to improve the communion with the universe's frozen oneness.
{{Bloodbrother Serum}}
//Bloodbrother serum// is made from rare alchemical reagents and the vital fluids of the eponymous beast. When the serum is consumed, you gain cold [[resistance]] 5 and regain 2 Hit Points per round for 5 rounds.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//bloodbrother serum// | 5 | 500 | — |
</div>
This figure of green stone mottled with red flecks can change into a [[bloodbrother]]. The bloodbrother starts with no creature in its rib cage prison and can't deal Constitution damage, so it lacks [[fast healing]]. If the bloodbrother reverts to figurine form while a victim is in the bloodbrother's rib cage prison, the victim is released in the bloodbrother's space.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//bloodstone bloodbrother// | 13 | 48,000 | L |
</div>
Stacking plans within plans, blue dragons obsessively dwell on their pet projects.
* ''Required Creature Type and Subtype:'' dragon (earth)
* ''Suggested Alignment:'' lawful evil
* ''Traits:''
** [[blindsense]] 60 feet and [[darkvision]] 120 feet
** [[immunity]] to electricity, paralysis, and sleep
** [[DR]] 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17)
** [[SR]] 11 + CR (CR 12+)
** burrow speed of 60 feet
* ''Abilities:''
** [[breath weapon]] (line 30 feet + 10 feet per 2 CR, 1d8 E + 1d8 per CR)
** [[frightful presence]] (CR 9+, 60 feet + 10 feet per CR)
** spell-like abilities (CR 9+)
** sound imitation (see below)
* //Sound Imitation ([[Ex]]):// A blue dragon can mimic any voice or sound it has heard by succeeding at a [[Bluff]] check opposed by a listener's [[Sense Motive]] check.
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[Constitution|Constitution Poison Track]] (special)
* ''Frequency'' 1/round for 2 rounds
* ''Effect'' progression track is //Healthy—Weakened—Unconscious//; no end state.
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|blue whinnis | 7 | 1,000 |
</div>
You can use words and actions to create distractions, misdirect your opponents, tell convincing lies, and pass along secret messages.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''Tier'' 14
* Gargantuan carrier
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 27; ''TL'' 25
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' medium 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' mass driver (2d6×10, 20 hexes), massive ramming prow (2d4×10; 1 hex)
* ''Attack (Port)'' heavy laser array (6d4; 5 hexes), heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Starboard)'' heavy laser array (6d4; 5 hexes; array), heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Turret)'' linked light particle beams (6d6; 10 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, budget long-range sensors, crew quarters (common), mk 7 armor, mk 6 defenses; ''Expansion Bays'' [[hangar bays]] (2; 16 [[BMC Maulers|BMC Mauler]]), shuttle bay ([[BMC Predator]])
* ''Complement'' 150 (minimum 75, maximum 200) plus 50 Mauler and Predator pilots
!!! CREW
* ''Captain'' [[Diplomacy]] +25 (14 ranks), [[Engineering]] +25 (14 ranks), gunnery +20 (14th level), [[Intimidate]] +30 (14 ranks), [[Piloting]] +25 (14 ranks)
* ''Engineers (5 officers, 12 crew each)'' [[Engineering]] +25 (14 ranks)
* ''Gunners (6 officers, 10 crew each)'' gunnery +20 (14th level)
* ''Pilot (1 officer, 5 crew)'' [[Piloting]] +30 (14 ranks)
* ''Science Officers (2 officers, 5 crew each)'' [[Computers]] +25 (14 ranks)
</div>
The Veskarium is not generally known for its subtlety, and neither are the starships of the [[Blood Mountain Clan]]. This trend is perhaps best exemplified by the BMC Devastator, which brings the unflinching boldness of the vesk to new heights. Designed as a smaller, faster, and cheaper carrier-focused alternative to the mighty [[Vindicas Tyrant]], the Devastator is a newer design developed during the Swarm War. In contrast to most carrier designs that are intended to project power from a relatively safe distance, the Devastator is designed to get up close and personal.
The Veskarium's standard tactical doctrine for the Devastator is for the carrier to deploy its complement of 16 [[BMC Mauler]] starfighters, then accelerate toward the greatest threat on the battlefield until it can ram the enemy vessel, softening up its target with its forward mass driver along the way. Outfitted with a massive ramming prow and reinforced frame to absorb much of the kinetic energy released by such collisions, the Devastator is perfectly suited for such unorthodox tactics. The carrier is relatively lightly armored and shielded for a ship of its size, relying instead on its accompanying fighters and secondary armaments for defense. Piloting a Devastator using these traditional tactics is not for the faint of heart, and it is not uncommon for even seasoned pilots to spend significant time studying these ships before daring to take the helm.
The efficacy of this doctrine was proved in 294 AG at the Battle of Kesta-vol, a key engagement in the Swarm War. Unaccompanied by any other Veskarium capital ships, a flotilla of six Devastators was ordered to defend Kesta-vol, a Veskarium colony world in Near Space, against an invading Swarm fleet that outnumbered them three to one. While their fighters targeted the Swarm's landing ships and smaller fighters, the Devastators inflicted massive damage on the capital ships with their ramming attacks. The remnants of the Swarm fleet withdrew into the Drift, leaving Kesta-vol in Veskarium hands with the loss of only three Devastators.
<div class="statblock">
* ''Tier'' 11
* Huge bulk freighter
* ''Speed'' 10; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 25; ''TL'' 26
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' heavy 280 (forward 70, port 70, starboard 70, aft 70)
* ''Attack (Forward)'' supermaser (2d8×10; 20 hexes)
* ''Attack (Aft)'' gravity gun (6d6; 10 hexes)
* ''Attack (Turret)'' light plasma torpedo launcher (3d8; 20 hexes), light torpedo launcher (2d8; 20 hexes)
* ''Power Core'' Nova Heavy (2; 400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget short-range sensors, crew quarters (common), mk 6 armor, mk 8 defenses, mk 2 duonode computer; ''Expansion Bays'' [[cargo holds]] (6), [[shuttle bay]], [[tech workshops]] (2)
* ''Modifiers'' +2 any two checks per round, –1 [[Piloting]]
* ''Complement'' 50 (minimum 20, maximum 50)
!!! CREW
* ''Captain'' [[Diplomacy]] +20 (11 ranks), gunnery +16 (11th level), [[Intimidate]] +25 (11 ranks), [[Piloting]] +19 (11 ranks)
* ''Chief Mates (3)'' [[Athletics]] +25 (11 ranks)
* ''Engineers (3 officers, 7 crew each)'' [[Engineering]] +20 (11 ranks)
* ''Gunners (3 officers, 4 crew each)'' gunnery +16 (11th level)
* ''Pilot (1 officer, 4 crew)'' [[Piloting]] +19 (11 ranks)
* ''Science Officers (2)'' [[Computers]] +20 (11 ranks)
</div>
Named for one of the mightiest mountain ranges on Vesk Prime, the [[Blood Mountain Clan]]'s Dmolangari-class combat supply ship is a near-ubiquitous vessel in both the Veskarium's military and commercial navies. Since the end of the Silent War in 291 AG, the Dmolangari has regularly appeared hauling freight throughout the Pact Worlds as well as the Veskarium—a stark contrast to the feared Veskarium warships encountered in generations past.
Though the ship was originally designed as a combat-capable support vessel for the Veskarium's interstellar wars of conquest, a large share of existing Dmolangaris and their crews have taken up civilian contracts, making these starships some of the best-equipped freighters in current widespread use. The Veskarium military continues to use the Dmolangari in its original role and regularly updates its design, while also leveraging the peace afforded by the current Veskarium-Pact Worlds alliance to sell the ship on the civilian market.
For all the tales of its invincibility, the Dmolangari struggles under certain circumstances. The starship is slightly too large to land safely on most planets, restricting it to docking with space stations or relying on smaller shuttles to ferry goods while the freighter remains in orbit. Additionally, some sites of the Veskarium's failed conquests still associate these starships with bitter invasions, with saltier port authorities denying safe harbor to even the most peaceful Dmolangari crews.
Heavily armored and shielded, the Dmolangari is primarily designed to be able to take a beating and still deliver its cargo in one piece, though it is more than capable of holding its own in battle. The Dmolangari can deliver a lethal punch to opponents with its capital-scale supermaser, while its aft gravity gun also doubles as a tractor beam for support duties like recovery, salvage, and towing. Turret-mounted torpedoes round out the Dmolangari's armaments. The Dmolangari is also equipped with an integral shuttle bay—those in Veskarium military service usually a carry a single [[BMC Predator]], giving each freighter its own defensive escort.
In addition to the standard model, BMC also offers a transport variant of the Dmolangari, replacing the stock vessel's cargo holds with passenger seating and giving it the capability to shuttle up to 96 combat-ready troops.
<div class="statblock">
* ''Tier'' 2
* Tiny fighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 19; ''TL'' 18
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' light plasma cannon (2d12), tactical nuclear missile launcher (5d8)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Power Core'' Pulse Brown (90 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, mk 5 armor, mk 5 defenses, mk 1 mononode computer
* ''Modifiers'' +1 any one check per round, +4 [[Computers]], +1 [[Piloting]]
* ''Complement'' 2
!!! CREW
* ''Pilot'' [[Computers]] +11 (2 ranks), gunnery +6, [[Piloting]] +12 (2 ranks)
* ''Gunner'' gunnery +6
</div>
While Maulers can be flown in combat by a single person, making them popular with bounty hunters and other lone wolves, militaries usually staff them with two: a pilot seated upright in the bubble canopy, and a gunner behind the pilot operating via screens.
<div class="statblock">
* ''Tier'' 9
* Small shuttle
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0); ''Drift'' 5
* ''AC'' 26; ''TL'' 24
* ''HP'' 45; ''DT'' —; ''CT'' 9
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' linked light plasma cannons (4d12; 5 hexes)
* ''Attack (Turret)'' flak thrower (3d4; 5 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Ultra
* ''Systems'' advanced short-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 defenses, mk 6 armor, security (advanced [[cloaking device]], anti-hacking systems, computer countermeasures [shock grid rank 1], [[self-destruct system]]); ''Expansion Bays'' [[brig]], [[life boat]], [[tech workshop]]
* ''Modifiers'' +2 to any three checks per round, +4 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 4)
!!! CREW
* ''Pilot'' [[Computers]] +17 (9 ranks), [[Engineering]] +17 (9 ranks), gunnery +15 (9th level), [[Piloting]] +24 (9 ranks)
</div>
The Blood Mountain Clans' original Predator design was meant to address some of the Mauler's perceived weaknesses, but it was considered too flashy and expensive for regular use. Nevertheless, the Predator remains a powerful and innovative starship, and the military does issue the vessel to ace pilots who can handle its complex controls.
You can board or disembark from a vehicle as a move action. Doing so while the vehicle is in motion requires a successful [[Acrobatics]] or [[Athletics]] check.
When the fleet succeeds at a [[flyby]] stunt, a portion of its crew boards and begins damaging the enemy fleet. During the gunnery phase, the fleet attempts a bonus gunnery check to resolve the boarding party's attack. If it succeeds, the boarders deal half the fleet's damage and continue attacking on subsequent gunnery phases. If the gunnery check fails, the boarders are captured, and the effect ends.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|boarders | 2 | [[destroyer|Destroyer-Class Fleet]], [[fighter|Fighter-Class Fleet]] |
</div>
When a starship launches a boarding party, the party's maximum size equals 20% of the attacking starship's complement or 4 combatants, whichever is higher. Some options, such as breaching pods, are exceptions that provide a different maximum size.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
A vehicle equipped with a boarding clamp utilizes a close-range tractor beam, clamps, and tethers to easily attach to other vehicles. A vehicle with a boarding clamp grants its pilot a +2 circumstance bonus to Piloting checks made to [[engage|Engage Another Vehicle]] a vehicle and grants its passengers a +2 circumstance bonus to [[Acrobatics]] and [[Athletics]] checks made to board a vehicle. Additionally, the DC of Piloting checks to [[break free]] from a vehicle equipped with a boarding clamp is increased by 2.
<div class= "table-wrapper">
|Modification | Level | Price |h
|board clamp | 7 | 6,750 |
</div>
!! Anchoring Weapons
If a starship uses a weapon with the [[anchoring]] special property and begins the gunnery phase adjacent to the ensnared target, the gunner can use the [[shoot]] crew action to secure the target. If successful, the attack deals no damage, but the gunner's ship can send one boarding party aboard the enemy starship.
!! Breaching Pods
[[Breaching pods]] fly teams of combatants toward a target, much like a tracking weapon. Upon impact, a breaching pod's prow pierces a hole in the target, allowing the combatants to pour into the starship. Due to their size and composition, breaching pods can't pierce any quadrant with Shield Points.
!! Injected Pathogen
Some creatures can inject dangerous biological agents into a starship. When calculating its boarding statistics, the pathogen's tier equals the creature's tier, and the pathogen's complement modifier is +0. In addition to fending the pathogen off as though it were a boarding party, a defending officer can use environmental controls to weaken the pathogen as an open crew action with a [[Life Science]] check (DC = 10 + 1-1/2 × the creature's tier). If successful, all pathogen boarding parties take a –4 penalty to their next boarding attack before the end of the next round.
!! Ramming
When a starship successfully rams and deals damage to another starship's Hull Points, an officer can direct a boarding party to invade the targeted starship as an open crew action during the gunnery phase that round.
This elegant tailored suit resembles a platinum [[AbadarCorp travel suit]] and has the same statistics as that armor. In addition, sigils of divination woven into the fabric of the suit subtly alert you to lies. When wearing a suit of [[boardroom attire]], roll twice when attempting [[Sense Motive]] checks to detect deception and use the higher result. In addition, you never think a truthful statement contains deceptions, even if you fail your check by 5 or more.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//boardroom attire// | 14 | 62,500 | L |
</div>
These craft enable travel on the surfaces of liquids, such as water, using a wide variety of propulsion methods.
* ''Passengers:'' 2
* ''Cover:'' Partial cover
* ''Speed (Full):'' speed × 15
* ''Modifiers:'' +0 [[Piloting]], –2 attack (–4 at full speed)
<div class="statblock">
* ''Levels'' <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Target'' two creatures; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
Upon casting this spell, choose a primary target and a secondary target, both within range. If the primary target fails or forfeits its saving throw, its appearance, scent, sounds, and mannerisms change to match those of the secondary target.
As long as the two targets are of the same size category, they are indistinguishable. As a consequence, if the targets are adjacent and a creature takes an action that would affect one of the targets (such as an attack, a targeted spell, or an area effect), that action has a 50% chance of affecting the other target instead. Any action that would affect both creatures affects them both normally.
This spell doesn't deceive creatures under the effects of //[[true seeing]]//. Likewise, a creature that can't perceive one of the targets isn't fooled by this spell (even if the spell fooled that creature earlier), and its attacks, targeted spells, and other actions affect targets as normal.
You can attempt to ward off attacks that target nearby allies.
''Benefit:'' As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.
This shield-shaped armor plate pulses with magical energy when another upgrade of the same type is nearby. When an ally within 30 feet who is also wearing a //bodyguard module// takes damage, you can spend 1 Resolve Point as a reaction to cause the target to take only half the damage, and you take the amount of damage not taken by the target. The damage you take can't be negated, reduced, or redirected in any way. Forms of harm that do not involve Hit Points or Stamina Points, such as ability drain, charm effects, death effects, permanent negative levels, and temporary ability damage, are not affected.
This upgrade can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//bodyguard module// | 11 | 24,400 | 1 | heavy, powered | L |
</div>
''Required Feat:'' [[Bodyguard]]
When you use the [[Bodyguard]] feat, it requires no action, but you must spend 1 Resolve Point each time after the first you use the Bodyguard feat during a single round, and each use must designate a different ally. Multiple uses of the Bodyguard feat don't increase the penalty to Armor Class that you take using this feat. If you also have [[In Harm's Way]], each round you can use that feat to intercept one attack per target whose AC you have increased with the Bodyguard feat.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Medium ooze
* ''Init'' +5; ''Senses'' [[blindsight]] (vibration) 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 140
* ''EAC'' 23; ''KAC'' 23
* ''Fort'' +11; ''Ref'' +8; ''Will'' +11
* ''Defensive Abilities'' share body; Immunities [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +20 (2d8+14 B plus [[grab]])
* ''Offensive Abilities'' bodysnatch
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +5; ''Int'' –1; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Athletics]] +19 (+27 to climb), [[Bluff]] +24, [[Disguise]] +19, [[Stealth]] +24; see neural integration
* ''Languages'' See neural integration.
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Bodysnatch ([[Ex]])'' This ability functions as the bodysnatcher slime ability, but the autocrat
can infest a Medium, Large, or Huge creature (Fortitude DC 19 negates). The autocrat can also use any of the creature's supernatural abilities. It takes a DC 25 [[Medicine]] check to expel an autocrat, and each failed check deals the host 2d6 damage.
''Neural Integration ([[Su]])'' This ability functions as the bodysnatcher slime ability, but the skill bonus is +19.
''Share Body ([[Ex]])'' This ability functions as the bodysnatcher slime ability, but the autocrat leaves the host only after taking 70 or more damage.
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Small ooze
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 33
* ''EAC'' 14; ''KAC'' 14
* ''Fort'' +4; ''Ref'' +2; ''Will'' +4
* ''Defensive Abilities'' share body; ''Immunities'' [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +9 (1d4+5 B plus [[grab]])
* ''Offensive Abilities'' bodysnatch
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +2; ''Int'' –3; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Athletics]] +8 (+16 to climb), [[Disguise]] +8, [[Stealth]] +13; see neural integration
* ''Languages'' see neural integration
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary or heist (2–5)
!!! SPECIAL ABILITIES
''Bodysnatch ([[Ex]])'' If a bodysnatcher slime starts its turn grappling a Small, Medium, or Large living creature, the slime can distribute itself throughout that creature's body as a swift action (Fortitude DC 14 negates). While infesting a creature in this way, a bodysnatcher slime has total cover and can take no actions. However, it controls the infested creature's (host's) actions, including using equipment and weapons (using the slime's attack bonus), using the slime's or its host's saving throw bonuses (whichever is higher), using the host's extraordinary abilities, and using the slime's or its host's natural attacks. After 24 hours inside a body, a bodysnatcher slime must succeed at a DC 14 Fortitude save or be forced out of the body and be unable to infest that same creature for 24 hours. If it succeeds at the save, it can continue infesting that creature for another 24 hours. A creature adjacent to a [[pinned]] or [[helpless]] host can attempt a DC 15 [[Medicine]] check as a full action to force the slime to vacate the host and move into an adjacent square. Bodysnatch is a compulsion effect that works on a living creature or the intact corpse of a living creature. The corpse can save as if it were its living version.
''Neural Integration ([[Su]])'' While in a host, a bodysnatcher slime integrates with the creature's neural physiology. The slime can speak and understand one language the host knows, use the host's weapon proficiencies, and use three of the host's trained skills with a +8 total bonus.
''Share Body ([[Ex]])'' Any damage dealt to a bodysnatcher slime's host is split between the host and the slime. If a bodysnatcher slime takes 16 or more damage while in a host, the slime leaves the host, moving into an adjacent square, and cannot infest that host again for 24 hours.
</div>
<<section 'Bodysnatcher Autocrat'>>
Purportedly born from some ill-informed experiment performed during the Gap, bodysnatcher slimes are parasitic organisms that commandeer hosts to experience life through their senses. Unlike most oozes, these slimes contain a complex yet amorphous neural network that enables learning, memory, and reasoning. These neurons can also integrate with a host's nervous system, enabling nearly instantaneous communication between the two beings. Studies suggest the slimes replicate and absorb copies of their hosts' neurons, so hypothetically, a prolific slime could grow smarter over time.
In most cases, though, a bodysnatcher slime never grows to occupy more than several cubic feet. Replicating neurons grants the slime greater control over its form, allowing it to grow and still coordinate its movements and metabolism. However, bigger oozes find it more difficult to fit inside hosts without causing the body to bulge such that it betrays the parasite's presence. Furthermore, the slime's modified neural network can develop multiple personalities that compete for resources and control. Ultimately, such a creature splits and forms two new slimes, each of which begins rebuilding the vast stores of knowledge and neurons that it lost in the process. Rarely, an ooze retains control over its growing mental prowess and so avoids splitting. These rare [[bodysnatcher autocrats]] selectively infest hosts they perceive as powerful.
As with humanoid brains, a slime's neural network requires the slime to consume a large number of calories to sustain it While infesting a host, the slime draws its necessary nutrients from the host's body and digestive system; this process adds a faintly citrus scent to the host's sweat and excrement. However, without a host, a bodysnatcher slime can absorb nutrients from a wide variety of foods, favoring high-calorie options like sugars and flesh. When denied sustenance, the slime can enter hibernation, awaiting suitable prey for months at a time.
Bodysnatcher slimes aren't malicious, but they are insidious. When spoken to, they are baffled by claims that abducting others is reprehensible. Given the oozes' simple physiology and psychology, this mindset likely results from a lack of higher thought processes and capacity for self-reflection. However, bodysnatcher slimes grow increasingly ambitious the longer they spend in hosts and the larger they become, suggesting a moral compass doesn't accompany greater intelligence.
Having stowed away on countless ships, the slimes have spread across the Pact Worlds, the Veskarium, and beyond. Stewards officers have logged several reports of people having extended blackouts and behaving strangely on Absalom Station, and although several operations have cornered and eliminated bodysnatcher slimes, the reports continue to come in. With increasing frequency, authorities contract independent trackers to eliminate these slimes; as such, the bodysnatchers have learned to recognize and avoid the Stewards. The oozes are common on Verces, where hosts have dispersed these parasites along the habitable Ring of Nations. Several cohorts of the Augmented have designated bodysnatcher slimes not as enemies but as intelligent biotech that they accept into their bodies.
!! Bodysnatcher Implants
Bioengineers can dilute the chemicals that allow a bodysnatcher slime to control a host; uses include sedating medical patients and suppressing neurological activity. Incorporated into a special biotech gland, this same technology can protect users against mental attacks.
{{Cerebral Countermeasures}}
<div class="statblock">
* Huge mech (amphibious)
* ''Base HP'' 10; ''HP Advancement'' 8; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +4; ''Fort'' +2; ''Ref'' +0
* ''Speed'' 30 ft., swim 60 ft.; ''Strength'' +4
* ''Frame Slots'' 2; ''Aux Slots'' 2
* ''Operators'' 1–2
* ''Cost'' 2 × tier
</div>
Bolidas are arthropodan creatures that dwell not on the faces of the planets they inhabit, but far underground, in cave systems that are so deep below the surface that they are blasted by the unforgiving heat of the planets' molten cores. The centipede-like creatures are protected from these extreme environs by metallic, chitinous plates that cover the entirety of their backs, from head to tail tip. This innate armor also protects them from subterranean hazards such as rock falls and the friction of traveling through cramped cave tunnels. Bolidas support themselves on their many sets of legs, holding only the uppermost portion of their bodies upright to wield weapons or manipulate objects. They have evolved over millions of years to thrive in darkness, and they therefore tend to avoid traveling up to the surface world; if they choose to live on a planet's surface or a space station, they prefer to maintain nocturnal schedules, as sunlight blinds them if they're not wearing protective eyewear.
Only a few decades ago, a group of offworld explorers on the bolidas' home planet, Zafaiga, first encountered the modest miners while quarrying the unique stones that they assumed had no claimant. Though the bolidas were territorial, wary, and somewhat xenophobic, it was overall an amicable, if tense, meeting. Afterward, the bolidas reluctantly agreed to establish a mutually beneficial relationship with other species, contracting trade agreements and eventually even adopting Common into their lexicon. Though the broader galaxy has known of their existence for only a few decades, bolidas have been extant for millennia, unconcerned with and largely unaware of the outside world. They independently developed their own technology (though it is predominantly analog and therefore considered primitive by some races), which they use to dig for resources and excavate cavernous dwellings. Even those bolidas who travel the galaxy tend to be rather aloof, blowing off attempts at personal friendships by members of surface races, whom they dismiss as capricious "light dwellers." They choose instead to spend their time alone, with other bolidas, or with members of subterranean races with whom they can share their passion for excavation.
Digging is a euphoric activity for bolidas, and they spend a large portion of their lives creating new tunnels and caves to house their ever-expanding populations. New settlements can grow from a single small cave to hundreds of miles of mazelike tunnels and dozens of vast caverns in mere months. Because of this natural disposition, bolidas have proven themselves to be indispensable in the acquisition and trade of rare minerals. Their ability to thrive in the heat deep underground on molten-core planets means they are often hired as miners by individuals and organizations all across the galaxy to excavate subterranean dig sites that most other races are unable to withstand.
Bolidas exhibit no discernible sexual dimorphism or gender, and each bolida is capable of carrying and fertilizing eggs—oftentimes they will take on both roles. They also sometimes mate in groups, covering the floors of their nursery caves with eggs that are incubated by the heat of the depths. The average bolida is 7 feet long and weighs 350 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Bolidas are Medium vermin.
* ''Bolida Movement:'' Bolidas have a land speed of 30 feet and a burrow speed of 30 feet.
* ''Bolida Senses:'' Bolidas have [[blindsense]] (vibration) with a range of 30 feet, [[darkvision]] with a range of 60 feet, and [[low-light vision]].
* ''Chitinous Plates:'' Bolidas are covered in metallic plates that grant them a +1 racial bonus to AC.
* ''Defensive Ball:'' As a move action, a bolida can roll its body into a nearly impenetrable defensive ball. While rolled up this way, a bolida can only uncurl itself as a move action, take the total defense action, or use its rolling charge ability. If the bolida takes the total defense action, its bonus to AC is increased to +5.
* ''Fire Affinity:'' Bolidas have [[resistance]] to fire 5, which stacks with one other source of fire resistance.
* ''Light Blindness:'' Bolidas have the [[light blindness]] special ability.
* ''Rolling Charge:'' A bolida that is rolled up in a defensive ball can charge without taking the normal charge penalties to the attack roll or its AC, and it gains a +5 circumstance bonus to AC against attacks of opportunity during its movement. It can't make a melee attack at the end of its movement, but it can instead attempt either a bull rush or reposition combat maneuver against its target with a +4 circumstance bonus to the attack roll. A bolida can't use this ability again until it takes a 10-minute rest to recover Stamina Points.
!! Defensive Ball Graft
{{Defensive Ball}}
!! Rolling Charge Graft
{{Rolling Charge}}
As a standard action, you can use your [[custom rig]] to modify a touched suit of light armor, heavy armor, or powered armor, granting it a number of temporary Hit Points equal to half your mechanic level. Any damage to the armor or its wearer is subtracted from these temporary Hit Points first. These temporary Hit Points last 1 minute or until reduced to 0. Once you use this ability, you can't do so again unless you expend a Resolve Point to regain Stamina Points following a 10-minute rest.
Additionally, when acting in the engineer role during starship combat, instead of taking any other action, you can spend 1 Resolve Point to modify a single quadrant of your starship. You bolster that section of the ship's armor or defensive countermeasures, increasing the ship's Armor Class or Target Lock (respectively) in that quadrant by 2 for a number of rounds equal to your mechanic level; alternatively, you can restore a number of Shield Points in that quadrant equal to your mechanic level.
As a standard action, you can funnel magical energy into a technological light source within 100 feet. The area that light source illuminates is doubled. At 8th level, you can also cause the light source to increase the light level in its illuminated area by an additional step. At 14th level, the area is quadrupled. This effect lasts for 1 hour, and the maximum number of devices you can affect at one time equals your Charisma modifier; if you exceed this limit, your oldest use of the paradigm shift ends. You can't affect a specific light source with this paradigm shift more than once every 24 hours.
[[Dromadas]] have developed significant natural adaptions from spending years as prey, giving them the ability to run at high speeds. Mechanisms within your legs (or similar locomotive appendages) stimulate your muscles to allow you similar movement. When you take the [[run|Run]] full action, you can move up to five times your speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|bolt graft | 2 | 750 | all legs and feet |
</div>
The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weapons.
!! Grenade Expert (1st)
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you're able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
!! Heavy Fire (5th)
You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the [[automatic]], [[explode]], or [[unwieldy]] special property.
!! Debilitating Attack (9th)
When you hit an enemy with a ranged attack or an attack with a weapon with the [[blast]] or [[explode]] special property, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy for a number of rounds equal to your Strength bonus. You can choose to make the target [[deafened]], [[flat-footed]], or [[off-target]], or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier).
!! Explosives Acumen (13th)
You increase the DC to avoid attacks you make using weapons with the [[explode]] special property by 1. You reduce the amount of any damage you take from any weapon with the explode special property by an amount equal to your Strength bonus.
!! Impactful Attack (17th)
As a full action, you can make a ranged attack that knocks enemies back. Targets you hit are knocked back 5 feet from you. If you use a weapon with the [[explode]] special property, all targets that fail their saving throws are instead knocked back 5 feet from the center of the explosion. An enemy that you critically hit or that rolls a natural 1 on its saving throw is also knocked [[prone]]. You can't make an impactful attack with an [[automatic]] weapon, but you can use this ability with a weapon that has the [[blast]] special property.
The //bombarding// fusion allows a weapon to duplicate the effect of a single grenade that is loaded into an extradimensional space within the weapon. Loading a grenade into a weapon with the //bombarding// fusion takes a full round, as does removing a previously loaded grenade. A grenade loaded into a weapon with the //bombarding// fusion cannot have an item level greater than the weapon's item level. The grenade cannot be detonated, sundered, or otherwise affected while it is within this extradimensional space, and if the weapon is destroyed or gains the [[broken]] condition, the grenade is permanently destroyed.
Once per day, a weapon with the //bombarding// fusion can launch a mystic version of the loaded grenade. This acts as throwing the grenade, and uses the same proficiency and range increment as throwing a grenade, but does not require a free hand. As long as you are wielding a weapon with the //bombarding// fusion and it has not yet used this ability, you can launch the grenade as a ranged attack. Once this ability has been used, the loaded grenade can be removed from the extradimensional space, but a new grenade cannot be loaded into it until 24 hours have passed.
The fleet fires heavy ordinance that grants it a +1 bonus to gunnery against [[capital fleets|Capital-Class Fleet]], and the fleet's attacks ignore the [[damage threshold]] ability.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|bombers | 2 | [[fighter|Fighter-Class Fleet]] |
</div>
A creation of the Brethedan biotech firm Life Innovations, a //bonding// weapon melds into your limb when you draw it (its coloration changes to match your skin tone). You gain a +2 circumstance bonus to your KAC against disarm and sunder combat maneuvers targeting the weapon.
Bonding epoxy is a two-part adhesive plastic kept in a handheld dispenser that automatically mixes the components as they are dispensed. A single dispenser can be used five times. The dispensers cannot be reloaded, and a new dispenser must be purchased if additional epoxy is desired.
As a full action you can coat up to a 1-square-foot area with the epoxy. Anything held against the area bonds to it over 1d4 rounds as the epoxy dries. This requires a full action each round to maintain contact between the objects, and anything resisting (such as a creature) must be [[pinned]] or [[helpless]] to be held in place during this drying period. Dispensed epoxy that is not used within 1 minute hardens and loses its ability to bond objects together.
Pulling apart objects bonded together with this epoxy requires a successful DC 20 Strength check. If the objects are carefully fitted together (requiring 1 minute and a successful DC 20 [[Engineering]] check), the Strength DC to separate them increases to 25.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|bonding epoxy | 1 | 400 | L |
</div>
''System:'' Arm
Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a swift action, and you can't use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours.
Standard bone blades are one-handed simple melee weapons with the [[operative]] weapon special property. It is possible to have a more complex heavy bone blade installed, which changes the bone blade into a one-handed advanced melee weapon. These heavy bone blades are not operative weapons, but they deal more damage (see the table below). There is no difference in cost between standard and heavy bone blades, but the decision between them must be made when the bone blade is installed and cannot be changed.
<div class= "table-wrapper">
| | Damage |<| |h
|Model | Standard | Heavy | Critical |h
|Mk 1 | 1d4 S | 2d4 S | [[stagger]] |
|Mk 2 | 1d8 S | 2d8 S | [[stagger]] |
|Mk 3 | 2d8 S | 4d8 S | [[stun|Stun (critical)]] |
|Mk 4 | 5d8 S | 7d8 S | [[stun|Stun (critical)]] |
|Mk 5 | 5d10 S | 7d10 S | [[stun|Stun (critical)]] |
</div>
Centuries ago, some kasathas crafted simple weapons out of [[crest-eaters]]' bony protrusions; these formidable gauntlets were badges of honor for the mightiest kasathan warriors, and modern artisans have recreated that aesthetic in the form of bone cestuses, though now they are usually formed of state-of-the-art resin instead of crest-eater bone. Due to the flecks of minerals embedded within, bone cestuses are often warm to the touch, especially after they have been exposed to natural sunlight. These basic one-handed melee weapons are capable of punching through a foe's defenses, sometimes puncturing vital organs in the process.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|bone cestus, austere | 2 | 600 | 1d6 P | [[bleed]] 1d4 | L |[[analog]] |
|bone cestus, measured | 7 | 5,500 | 2d6 P | [[bleed]] 1d6 | L |[[analog]] |
|bone cestus, imposing | 12 | 32,000 | 3d6 P | [[bleed]] 2d6 | L |[[analog]] |
|bone cestus, severe | 17 | 230,000 | 8d6 P | [[bleed]] 5d6 | L |[[analog]] |
</div>
This bone statuette can change into a [[crest-eater]]. The creature prefers to remain close to you, and if it has no other orders and can do so safely, it moves next to you.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//bone crest-eater// | 8 | 9,000 | L |
</div>
Usually crafted from bone and gristle, these pistols are prized by the Corpse Fleet and members of the Urgathoan church, but they have also been found in reaches of the galaxy untouched by Eoxian influence. The energy blasts from a bone pistol are a special blend of cold and negative energy that passes harmlessly over the nonliving. Bone pistols are commonly categorized as grave-class, crypt-class, sepulcher-class, and vault-class.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|bone pistol, grave-class | 3 | 900 | 1d4 C | 40 ft. | — | 20 charges | 4 | L |[[antibiological]] |
|bone pistol, crypt-class | 6 | 4,350 | 1d6 C | 40 ft. | — | 20 charges | 4 | L |[[antibiological]] |
|bone pistol, sepulcher-class | 11 | 25,500 | 2d8 C | 40 ft. | — | 20 charges | 4 | L |[[antibiological]] |
|bone pistol, vault-class | 18 | 591,000 | 5d8 C | 40 ft. | — | 20 charges | 4 | L |[[antibiological]] |
</div>
These narrow clubs are often constructed of numerous intertwined bones—as one might expect from a weapon designed by Eoxians—infused with a silvery absolute-zero alloy that instantly draws the heat out of living creatures on contact. Chill bone scepters and void bone scepters have fine threads of the rare alloy, while rigor bone scepters and cadaver bone scepters shimmer with it.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|bone sceptre, chill | 3 | 1,490 | 1d6 C | [[leech]] | L |[[analog]], [[antibiological]] |
|bone sceptre, void | 8 | 9,850 | 2d6 C | [[leech]] | L |[[analog]], [[antibiological]] |
|bone sceptre, rigor | 13 | 51,800 | 5d6 C | [[leech]] | L |[[analog]], [[antibiological]] |
|bone sceptre, cadaver | 19 | 598,000 | 12d6 C | [[leech]] | L |[[analog]], [[antibiological]] |
</div>
Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as a standard action. You can't extend bone spines while wearing armor not fitted to you. If your bone spines are extended and an opponent within 5 feet hits you with a melee attack, you can use your reaction to deal the listed piercing damage to that attacker. If your opponent's attack roll is a natural 20, the attacker also gains the [[bleeding]] condition equal to the item level of your spines. If you have natural weapons and those weapons are magical, the damage dealt by your bone spines is also magical.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Damage |h
|bone spines, bristling | 5 | 2,900 | spinal column | 1d4 P |
|bone spines, warding | 9 | 12,900 | spinal column | 2d4 P |
|bone spines, punishing | 13 | 47,900 | spinal column | 4d4 P |
|bone spines, rebuking | 17 | 242,900 | spinal column | 8d4 P |
</div>
<<section 'Bone Trooper Technomancer'>>
<<section 'Bone Trooper Captain'>>
Using magic rituals, technomantic experiments, or both, powerful spellcasters can animate the bones of the dead. Although many of these undead are mindless and easily controlled, others retain their intellects, memories, and personalities, and thus they are able to continue a semblance of their former lives. Called skeletal champions in previous ages, these undead are now more commonly known as bone troopers because of their frequent association with the Corpse Fleet, a renegade starship navy of undead.
A member of almost any sapient species that has a skeleton can become a bone trooper. Bone troopers keep all of the abilities, class features, and skills they had when they were living, and they can benefit from class grafts. When the dead planet Eox suffered the cataclysm that nearly destroyed the world, its inhabitants looked to necromancy for their salvation. The most powerful [[elebrians]] became bone sages, but a significant proportion of Eox's populace that managed to survive did so as bone troopers. As a result, most bone troopers in the Pact Worlds are elebrians from Eox, recognizable by the elongated elebrian cranium.
The Corpse Fleet employs countless elebrian bone troopers, which far outnumber other undead in the exiled navy's ranks. Most of these troopers are soldiers, although many specialize as operatives, technomancers, or [[mindbreaker]] mystics.
A bone trooper looks like a fleshless skeleton with a cold, cunning light burning in its eye sockets. Bone troopers wear normal clothing or armor and wield contemporary weapons.
!! Corpse Fleet Equipment
The Corpse Fleet uses a broad array of armor and weapons in its shadow war against the Pact Worlds. These items are difficult to find in the Pact Worlds, but they are readily available on the black market and in major cities on Eox.
<<section 'Dueling Sword, Corpse Fleet' head:'h3' >>
<<section 'Fossilwrap' head:'h3' >>
<<section 'Skitterhide' head:'h3' >>
!! Bone Trooper Template Graft
The animated skeleton of a dead creature, a bone trooper retains the Intelligence score, skills, and abilities the dead creature had when alive, making the bone trooper a far more formidable combatant than typical mindless undead are.
* ''Required Creature Type:'' undead
* ''Suggested Array:'' combatant or spellcaster
* ''Traits:''
** [[DR]] 5/—
** [[immunity]] to cold
* ''Feats:'' [[Improved Initiative]]
* ''Suggested Ability Score Modifiers:'' combatant—Dexterity, Strength; spellcaster—Dexterity, Intelligence
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* Elebrian soldier
* LE Medium undead
* ''Init'' +10; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125; ''RP'' 4
* ''EAC'' 20; ''KAC'' 23
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''DR'' 5/—; ''Immunities'' cold, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' //[[shock]]// officer [[dueling sword]] +16 (3d4+12 E & S) or claw +16 (3d4+12 S)
* ''Ranged'' red star [[plasma pistol]] +19 (1d8+8 E & F; critical [[burn]] 1d8)
* ''Offensive Abilities'' fighting styles ([[arcane assailant]]), gear boosts ([[plasma immolation]] [1d8]), style techniques ([[rune of the eldritch knight|Arcane Assailant]], [[secret of the magi|Arcane Assailant]])
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' —; ''Int'' +2; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Diplomacy]] +16, [[Engineering]] +16, [[Intimidate]] +16, [[Piloting]] +21
* ''Languages'' Common, Eoxian
* ''Other Abilities'' [[unliving]]
* ''Gear'' [[skitterhide]] II (with black [[force field]]), officer [[dueling sword]], red star [[plasma pistol]] with 3 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or crew (1 plus 5–10 bone trooper technomancers)
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* Elebrian technomancer
* LE Medium undead
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 34
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +2; ''Ref'' +2; ''Will'' +8
* ''DR'' 5/—; ''Immunities'' cold, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tactical [[dueling sword]] +5 (1d6+4 S) or claw +5 (1d4+4 S)
* ''Ranged'' tactical [[semi-auto pistol]] +9 (1d6+3 P)
* ''Technomancer Spells Known'' (CL 3rd; ranged +7)
** 1st (3/day)—//[[magic missile]]//, //[[supercharge weapon]]//
** 0 (at will)—//[[daze]]// (DC 15), //[[energy ray]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' —; ''Int'' +4; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Computers]] +13, [[Mysticism]] +8, [[Piloting]] +13
* ''Languages'' Common, Eoxian
* ''Other Abilities'' magic hacks ([[countertech]]), [[spell cache]] (rank insignia), [[unliving]]
* ''Gear'' [[skitterhide]] I, tactical [[dueling sword]], tactical [[semi-auto pistol]] with 30 rounds
!!! ECOLOGY
* ''Environment'' any (Eox)
* ''Organization'' solitary, pair, or platoon (3–12)
</div>
Most books are digital files that can be downloaded onto a [[comm unit]] or computer, allowing them to be easily read almost anywhere. Physical books, made of paper or synthetic paper analogues, remain in use, but due to their bulk and weight, are normally found in the hands of eccentric collectors. While many physical books are quite old and treated as heirlooms, modern mass-printed versions are also available. Standard books can be biographies, fiction, magical theory, scientific texts, technical manuals, and much more.
Holy texts are among the most commonly available books in the Pact Worlds. These are standardized books that detail the holy scriptures, rituals, mysteries, and religious parables of a specific deity or religion. Like standard books, most holy texts are stored in digital files to help spread the faith to the masses in a convenient format, but physical copies are also printed and sold for the same price as digital versions.
The prices listed are for digital or physical books. Rare, ancient, collectible, or ornate physical books (especially holy texts) can command prices hundreds or thousands of times more than the listed price. The listed bulk is for physical books (though ancient books or particularly valuable holy texts often have a higher bulk); digital books have negligible bulk.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|book, holy text | 1 | 2 | L |
|book, standard | 1 | 5 | L |
</div>
A //Book of Predilections// collects predilections from the Zamkan Commune into convenient volumes for contemplation. The price reflects these collections as digital files, downloadable to datapads or computers. Rare, hand-illuminated tomes, valued by collectors, can cost four times as much. The introspective nature of these thought puzzles helps the reader define their sense of self and personal desires. If you spend 30 minutes pondering the book after getting a full night's rest, when you fail a Will saving throw against a charm or compulsion effect, you can reroll the saving throw. Doing so takes no action, but you can do so only once after each qualifying reading. The benefit ends after 24 hours or when you get another full night's rest.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Book of Predilections// | 3 | 1,500 | — |
</div>
The //Book of Unwritten Truths// is a massive book of 528 metallic pages without images or words. According to legend, the book exists as a strange Material Plane connection to the Akashic Record, and information in the volume is presented through tactile means. However, the tome allows its readers to access information on only obscure topics. The axiomite curators of the library world of Athaeum have long sought this artifact as a capstone to their collection.
If you can touch the //Book of Unwritten Truths//, you can read it. While you touch the book, you can take 20 on any skill check to [[recall knowledge]], provided the DC to recall that knowledge is higher than 20. If you roll the check rather than taking 20, you gain a +10 insight bonus to the check. You can read the book to recall knowledge using any skill, even if you are untrained in the associated skill. Once you gain information from the check, the book closes itself and can't be used to gain knowledge using the same skill for 24 hours.
Once per day, the book allows you to cast //[[vision]]//. You must spend the 1 Resolve Point required for the spell, but you are considered to automatically succeed at the caster level check. The book, rather than a computer, imparts the information the spell accesses.
If you attempt to use the book to research the Gap, you gain 1 negative level. Each time you use the book thereafter, you must succeed at a DC 30 Will saving throw or gain 1 negative level.
Someone who knows a secret lost to the Gap can write that truth in the //Book of Unwritten Truths// to convert it to a mundane tome with none of its powers.
The long, rippled barrel of a boomer rifle focuses the sound of several shells ignited simultaneously into a wave of sonic energy. These weapons arose on Akiton as a wayward Veskarian battalion beset a series of scrappy outposts. When lighter rifles failed to pierce the advanced vesk armor, residents used sonic weapons to overwhelm their foes. Tremor and rumbler boomer rifles use low and damaging sonic frequencies. Concussive and shock wave versions also produce a jolt that can knock a target prone.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|boomer rifle, tremor | 2 | 520 | 1d8 So | 40 ft. | [[deafen]] | 12 shells | 3 | 1 |[[analog]] |
|boomer rifle, rumbler | 6 | 4,100 | 2d6 So | 40 ft. | [[deafen]] | 12 shells | 4 | 1 |[[analog]] |
|boomer rifle, consussive | 11 | 24,000 | 4d6 So | 40 ft. | [[knockdown]] | 15 shells | 5 | 1 |[[analog]] |
|boomer rifle, shockwave | 17 | 230,000 | 8d6 So | 40 ft. | [[knockdown]] | 20 shells | 5 | 1 |[[analog]] |
</div>
Covering the hand and held in place with a horizontal grip, a set of boomknuckles resembles a heavy gauntlet. The weapon projects bone-shattering blasts at its highest setting, though more controlled bursts allow a user to hurl themselves over distances with ease. These weapons are often favored by parkour enthusiasts who use them to project blasts downward to vault over obstacles or leap incredible distances, often to the dismay of security personnel in the area.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|boomknuckles, thunderstrike | 3 | 1,400 | 1d4 So | [[push]] (5 ft.) | L |[[powered]] (capacity 20; usage 1), [[thruster]], [[unbalancing]] |
|boomknuckles, LFD | 6 | 4,350 | 1d6 So | [[push]] (10 ft.) | L |[[powered]] (capacity 20; usage 1), [[thruster]], [[unbalancing]] |
|boomknuckles, HFD | 12 | 36,700 | 2d10 So | [[push]] (10 ft.) | L |[[powered]] (capacity 40; usage 2), [[thruster]], [[unbalancing]] |
|boomknuckles, banshee | 18 | 380,000 | 6d10 So | [[push]] (15 ft.) | L |[[powered]] (capacity 40; usage 2), [[thruster]], [[unbalancing]] |
</div>
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.
Your energy shield grants you a number of temporary Hit Points equal to your Intelligence modifier + double your mechanic level. In addition, if you have already used your shield, you can spend 1 Resolve Point to use it again without having to regain Stamina Points first. This replenishes your shield's temporary Hit Points to full. You must have the [[energy shield]] mechanic trick to learn this trick.
When properly reinforced to absorb the strain, an expansion bay along a starship's aft or sides can house additional thrusters and fuel tanks (the thrusters must be purchased separately and be an appropriate size for the starship) as well as separate fuel tanks. During starship combat, the pilot can activate these additional thrusters before moving the starship during the helm phase as part of their crew action. When activated, the additional boosters increase the starship's speed by an amount equal to the boosters' listed speed divided by 4 (rounded down) and increase the DC of [[Piloting]] checks to perform stunts that round by an equal amount. The boosters' supplemental fuel supply can power them for 5 rounds, after which the thrusters need 24 hours to recharge from the ship's power core. A starship can have only one such additional booster active at a time.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|booster thruster housing | 0 | 3 |
</div>
A //boosting// fusion provides its wielder a burst of confidence when delivering powerful blows with the weapon. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to at least 3 × the weapon’s item level, you recover a number of Stamina Points equal to the weapon’s item level, in addition to the critical hit’s other effects. After you benefit from this fusion, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
Borais are an unusual form of corporeal undead. Instead of being a dead body animated by negative energy, a borai has a mostly dead body that retains the smallest sliver of its soul. The two are inexorably bound, as the body draws vitality from the soul while the soul uses the body to remain on the Material Plane. Some borais are the results of partially botched resurrection attempts, either magical or technological, while others were people who were simply too stubborn to fully die when their time came.
Borais appear much as they did in life, but their skin becomes pale and fragile, and dark veins of negative energy blossom across their bodies, a visual sign of the undead connection between their flesh and spirits. Borais still need to eat, breathe, and sleep, just like any living creature, but they age at radically slowed rates, allowing them to live for a few additional centuries. After that length of time, a borai's physical body deteriorates to such a degree that the soul can no longer sustain it; the borai then both dies (as living creatures do) and is destroyed (as undead creatures are). Scholars are divided as to whether these souls move on to their appointed afterlives or simply dissipate into nothingness; mystical attempts to contact these souls have unfortunately failed, leaving researchers frustrated in their pursuit of answers.
Though they can be created almost anywhere, the highest "birth rate" of borais is on the planet Eox, as many of the undead who live on that planet experiment with necromancy and undead-strengthening science. Those who come into existence elsewhere tend to migrate to Eox, as they are often viewed with fear and mistrust on other worlds. However, they soon find that similar prejudices await them on the dead planet, as they still require the same comforts as living creatures. A few borais from disparate former races have banded into a small coalition to petition the Pact Council for the official rights to an asteroid or small moon to create a home planet.
Some borais embrace their disconcerting aspects, finding employment as terrifying enforcers or imposing bodyguards, while others seek to overcome and erase the stigma of their undead nature by holding diplomatic positions or taking jobs where they interact with the public. A few borais attempt to hide their pale appearances with cosmetics and full-body clothing. These borais attempt to blend in with members of their original races, though this often results in heartbreak and feelings of betrayal from their friends.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Wis
* ''Hit Points:'' 6
* ''Size and Type:'' Borais are Medium undead, but they do not gain normal undead immunities.
* ''Darkvision:'' Borais can see up to 60 feet in the dark.
* ''Deathly:'' For effects targeting creatures by type, borais count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and gain a +1 racial bonus to saving throws against disease, [[exhaustion]], [[fatigue]], mind-affecting effects, [[paralysis]], poison, sleep effects, and [[stunning]].
* ''Living Shell:'' A borai counts as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as //[[raise dead]]//) that restore life to his body as if he were alive.
* ''Old Talents:'' Borais' not-quite-dead bodies still have some of their old racial traits. At character creation, a borai selects one of the following races as his original living form and gains the racial trait indicated in parenthesis for the selected race: [[android]] (upgrade slot), [[human]] (skilled), [[kasatha]] (four-armed), [[lashunta]] (limited telepathy), [[shirren]] (blindsense), [[vesk]] (natural weapons), or [[ysoki]] (cheek pouches). A GM can, at her discretion, allow a borai to choose another humanoid race, along with an appropriate racial trait. Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his [[Disguise]] check is not modified as a result of disguising himself as a different creature type.
* ''Resist Energy Drain:'' A borai takes no penalties from [[energy drain]] effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a borai has taken are removed without the need for an additional saving throw.
!! Resist Energy Drain Graft
{{Resist Energy Drain}}
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' willing creature touched
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
*
</div>
You touch a willing creature with at least one manifestation from corruption and expend 2 Resolve Points. If you do so, you temporarily gain any stains and gifts that corruption grants to the target, and the target retains them. If a gift you gain has limited uses, you can use the gift only by expending 1 Resolve Point for each use.
You can spend 1 Resolve Point to draw magic from a willing or unconscious ally within 30 feet of you, casting one of their spells as a spell-like ability. The spell’s level cannot exceed the maximum spell level you can empower with your [[spell speaker]] ability, and the ally must expend the appropriate available spell slot. You use your envoy level as the caster level, and you use your Charisma modifier to calculate the spell’s saving throw DCs. Activating this improvisation and casting the spell takes a standard action or an amount of time equal to the spell’s casting time, whichever is longer. Each time you use this improvisation per day, its Resolve Point cost increases by 1.
You must have the [[spell speaker]] alternate class ability to choose this improvisation.
You draw on the strengths of alternate versions of yourself. As a standard action, choose an ability score and gain a +2 insight bonus to all skill checks associated with that ability score. If your skill modified by [[compound sight]] uses the selected ability score, you increase compound sight's insight bonus by 2 for the duration of this effect. Once you've used this paradigm shift, you can't use it again until you take a 10-minute rest to recover Stamina Points.
While you are wearing or wielding one or more items with a combined bulk of 1 or more that you have taken from another creature, you can more readily assume a false identity, disguising yourself as a creature of the same race or organization. You don't need a [[disguise kit|tool kit]] to attempt a [[Disguise]] check to change your appearance when using this expertise talent, though using one grants you a +2 bonus to your check. If you forgo rolling your expertise die, changing your appearance takes only 1d3 minutes rather than 1d3 × 10 minutes.
Alternatively, if you have the materials that qualify for you to use this expertise talent, you may forgo your expertise die to attempt to disguise yourself as that exact creature. Anyone who knows that creature well gains a +10 bonus to [[Perception]] checks to oppose your disguise.
By sapping nearby flora, you can protect your own lifeforce.
''Prerequisites:'' [[Mysticism]] 5 ranks.
''Benefit:'' When you would be hit by or fail a saving throw against a cold, death, or necromancy effect, or against an effect that would make you [[exhausted]] or [[fatigued]], you can take a reaction to dissipate that attack into surrounding organisms. Until the end of the turn, you gain cold [[resistance]] equal to your ranks in [[Mysticism]] against such attacks, and you roll saving throws against those effects twice and take the better result. Non-creature plants within 15 feet of you visibly wither; if these plants would provide [[total concealment]], they provide only [[concealment]]; if they would provide concealment, they provide no concealment. Affected plants typically recover within several days; affecting them again with this feat typically kills smaller mundane plants outright. You can use this feat once per day, though you can use it additional times by spending 1 Resolve Point each additional time you use the feat.
To use this feat, there must be at least 8 squares of healthy vegetation within 15 feet of you, such as grasses, mosses, or trees. As few as 4 squares of especially dense vegetation, such as rain forest or intensive hydroponics, is also sufficient, and the GM has discretion over whether there are enough plants nearby to use this ability
You embody the forces that keep a system separated from its surroundings, isolating the reach of its entropy.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (sunder) as a bonus feat and a +2 insight bonus to [[Perception]] checks.
!! Aspect Embodiment
Once per combat encounter, when an attack misses you or hits but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each ally within 30 feet gains the ability to use your [[mitigate]] class feature without spending Entropy Points once within the next 10 rounds, using your vanguard level to determine the amount of damage reduced.
''Improved:'' Each ally within 30 feet can instead use your [[mitigate]] ability twice in the next 10 rounds.
!! Aspect Finale
When you use your [[mitigate]] ability, it applies to all attacks against you until the end of your next turn. This doesn't apply to allies using it as a result of your aspect catalyst.
You track people down for money. It is a dangerous profession, as most of your targets understandably don't wish to be caught. You wouldn't have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along—for the right price.
!! Theme Knowledge (1st)
Your mind is a cold steel trap when it comes to scraps of information about the creatures you're tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of [[Culture]] or [[Profession]] (bounty hunter) checks to [[recall knowledge]] about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. [[Survival]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Swift Hunter (6th)
You know just how to ask around about your marks to gain information and insight in a hurry. You can use [[Diplomacy]] to [[gather information]] about a specific individual in half the normal time, and you reduce the penalty for [[following tracks]] using [[Survival]] while moving at full speed to 0.
!! Relentless (12th)
You never seem to get tired, even when working longer and harder than everyone else in pursuit of your mark; some of your targets might even refer to you as a tireless ghost or an all-seeing hunter. You can walk or be otherwise active for 12 hours instead of 8 before needing to attempt Constitution checks for a forced march, and you can hustle for 2 hours a day during overland travel instead of 1 hour. Reduce the penalty for [[following tracks]] using [[Survival]] while moving at double speed to –10
!! Master Hunter (18th)
Your relentless pursuit of your mark steels your determination and can renew your inner reserves of strength. Once per day while in pursuit of your mark, you can review current information about your mark for 10 minutes to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points. Additionally, once per day when you defeat your mark, you regain 1 Resolve Point.
Modern compound bows are made of aluminum alloys, for superior lightness and durability. The string is made of high-performance polyethylene. Bows fire [[arrows]] as ammunition, and they can also be used with [[grenade arrows]] for more customized damage and effects.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|bow | 1 | 255 | 1d6 P | 60 ft. | — | drawn | 1 | 1 |[[analog]], [[quick reload]] |
</div>
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to AC if adjacent to at least one other ally, as you all position yourselves so that your armor protects you better. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to AC against attacks made by all enemies within 60 feet.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Large aberration
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13
* ''DR'' 10/magic; ''Immunities'' [[confused]] condition; ''SR'' 19
* ''Weaknesses'' brain dependency
!!! OFFENSE
* ''Speed'' 10 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' bite +15 (1d12+12 P plus brain collector venom) or claw +15 (1d8+12 S)
* ''Multiattack'' bite +9 (1d12+12 P plus brain collector venom), 2 claws +9 (1d8+12 S)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' brain collection
* ''Spells Known'' (CL 7th; ranged +13)
** 3rd (3/day)—//[[arcing surge]]// (DC 20), //[[ray of exhaustion]]// (DC 20)
** 2nd (6/day)—//[[caustic conversion]]//, //[[hold person]]// (DC 19), //[[invisibility]]//, //[[polymorph]]// (self only; four predetermined humanoid forms)
** 1st (at will)—//[[magic missile]]//, //[[unseen servant]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +2; ''Int'' +6; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +2 (+10 to fly), [[Life Science]] +21, [[Mysticism]] +21, [[Physical Science]] +16
* ''Languages'' Abyssal, Aklo, up to 7 other languages as determined by brain collection; [[telepathy]] 100 ft.
* ''Other Abilities'' strange knowledge
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Brain Collection ([[Ex]])'' A brain collector can store up to seven brains of Small or Medium creatures to enhance their knowledge and power, learning a single language known by the former owner of each stored brain. A brain collector can extract a brain from a [[helpless]] opponent with a [[coup de grace]] action that kills the opponent, or they can extract one as a standard action from a body that has been dead for no longer than 1 minute.
''Brain Dependency ([[Ex]])'' A brain collector that has fewer than seven collected brains gains 1 negative level for each missing brain, and a brain collector with no collected brains can't cast any of their spells. These negative levels never become permanent and can be removed only by adding brains to a brain collector's collection. The statistics presented here assume a brain collector with a full collection.
''Strange Knowledge ([[Ex]])'' A brain collector can access the collective knowledge of their stored brains. If they have at least one brain in their collection, they gain one of the following skills (with 8 ranks) in which the former owner was trained: Bluff +16, Computers +16, Culture +16, Engineering +16, Medicine +16, Piloting +16, Profession +16, or Sense Motive +16. For every three additional brains in their collection, the brain collector gains one additional skill from the list among the skills in which the former owners were trained.
!!! Brain Collector Venom
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 18
* ''Track'' [[Strength|Strength Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Weakened—Staggered—Immobile//
* ''Cure'' 2 consecutive saves
</div>
The hideous brain collectors, also known as neh-thalggus, originate from worlds beyond the known galaxy, and they belong to the hostile coalition called the Dominion of the Black. These creatures' common name stems from their obsession with absorbing the brains of any being they deem inferior—in effect, virtually every other being— not to gain sustenance, but to increase their intellect and power their spells.
Brain collectors resemble vaguely scorpion-like creatures with lamprey mouths, jagged pincers, and clattering legs studded with twitching eyes. Pulsating, brain-filled blisters line their backs, making these monstrous creatures easily distinguishable from other predators in the Vast. Those who survive encounters with brain collectors describe eerie, whispering thoughts intruding into their minds. These thoughts seem to simultaneously offer salvation and destruction, and some victims report that they couldn't determine whether the thoughts belonged to the brain collector, the pulsating brain sacs, or their own traumatized imaginations.
Even after millennia of exposure to Pact Worlds species, brain collectors' motivations remain murky; it remains unclear whether they act to fulfill the schemes of sinister overlords among the Dominion of the Black or if their hostility stems from an utterly incomprehensible morality, if not outright cruelty. Whatever the case, brain collectors are relentless. Upon landing on a planet in living drop-ships, their vessels rot into useless biological matter as well as metal components the brain collectors use to convert caves and abandoned buildings into unsettling, flesh-walled compounds. From these bases, the brain collectors systematically hunt, kill, and claim the brains of intelligent beings. Once satiated—which can take anywhere from a few days to many years, depending on their needs—the brain collectors rapidly disassemble their fleshy homes, reconstruct their shuttles, and return to their orbiting starships. They then set off for another distant world to repeat the process—or return their cerebral payload to their unknown home worlds.
Largely solitary, brain collectors hunt alone even when sharing starships and lairs. The greatest emotional bond they form comes through brain-swapping, a grotesque process that allows them to share their victims' memories. To a brain collector, other creatures simply serve as resources, with no more rights or dignity than their ships' fuel. Even so, they regularly attract cults dedicated to the Dominion whose members harbor misguided hopes that obeisance might save the cultists' lives. For the most part, neh-thalggus don't care for these cults, and the members have no guarantees of safety. Yet some brain collectors appear to take pleasure in being worshipped, even if it mostly just makes their jobs easier. A few unsubstantiated reports claim that neh-thalggus who consume the brains of zealous individuals can inadvertently absorb humanoid notions of faith, in turn developing uncharacteristic habits of grandiosity, generosity, or protectiveness. If these anomalies exist, it seems other brain collectors quickly eradicate the heretics.
Xenoanthropologists' research suggests that brain collectors' religion venerates the primordial forces of space and time, potentially serving as the belief that unifies the species and drives their behavior. Others, however, believe that brain collectors simply "practice" religion out of boredom during their long journeys among the stars, and that they take it no more or less seriously than rote mathematics. However, an emerging theory proves among the most concerning: that over the eons they spent accumulating knowledge, brain collectors have discovered some fearful, fundamental truths of the universe—and only faith preserves them from abject terror.
Brain collectors are among the most commonly encountered members of the Dominion of the Black, though they rarely interact or cooperate with others from that enigmatic group. However, they practically never enter into direct competition with one another. A common punishment for a scheming or inefficient brain collector involves violently tearing out their brain collection, then abandoning them on a lifeless moon to suffer centuries of stupefaction and powerlessness. According to unconfirmed rumors, brain collectors that excel at their duties undergo transformations to become far more powerful and horrific creatures.
The average brain collector has a stature about 6 feet tall and 9 feet across; they can weigh over 3,500 pounds.
!! Brain Collector Augmentations
On occasion, brain collectors that have an overabundance of brains conduct sadistic research on other creatures rather than consuming them. A few of these augmented victims survived and escaped from their captors, and biotech laboratories have deduced far more humane ways to replicate the brain collectors' augmentations.
<<section 'Emotion Enhancement' 'h3'>>
<<section 'Neuro-Sensory Sac' 'h3'>>
To you, living brains are merely a type of organic computer, and you've learned to hack them as easily as you would an artificial mind. For the purpose of determining the effects of your technomancer spells, you treat all living creatures with an Intelligence score of 1 or higher as if they were both their original type and subtype and constructs with the technological subtype, whichever is more beneficial for you. This ability allows you to heal living creatures with spells like //[[mending]]// and //[[make whole]]//, as if they were constructs.
This long spear is grown from chitin or horn by shirren, formian, and nuar bioengineers. The psychically sensitive material of a brain pike homes in on the thoughts of its target, adjusting its own movement mid-thrust to hit a vulnerable spot.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|brain pike, drone | 4 | 1,950 | 1d8 P | [[confuse]] | 1 |[[analog]], [[living]], [[reach]], [[thought]], [[unbalancing]], [[unwieldy]] |
|brain pike, warrior | 8 | 8,700 | 2d8 P | [[confuse]] | 1 |[[analog]], [[living]], [[reach]], [[thought]], [[unbalancing]], [[unwieldy]] |
|brain pike, knight | 11 | 24,600 | 4d8 P | [[confuse]] | 1 |[[analog]], [[living]], [[reach]], [[thought]], [[unbalancing]], [[unwieldy]] |
|brain pike, queen | 14 | 66,500 | 7d8 P | [[confuse]] | 1 |[[analog]], [[living]], [[reach]], [[thought]], [[unbalancing]], [[unwieldy]] |
|brain pike, god | 18 | 372,000 | 11d8 P | [[confuse]] | 1 |[[analog]], [[living]], [[reach]], [[thought]], [[unbalancing]], [[unwieldy]] |
</div>
The brakims native to Bortan II live in small tribal groups. A planetwide war that occurred during the Gap reduced their numbers and left their world an irradiated wasteland where the brakims survive, organized into nomadic scavenger tribes. These tribes battle each other across blasted deserts and ruined cities.
When the Azlanti landed on Bortan II, the planet had been stripped of natural resources. The Star Empire engaged in a few brief, brutal skirmishes to prove their supremacy, built a small monitoring station, and left. Since that event, a city has grown up around the monitoring station. This settlement's citizens are not only brakims, but also outcasts from the Star Empire who see Bortan II as a refuge. Criminal enterprise has since flourished on the planet as all sorts of scoundrels find a place on Bortan II. A few brakims head such organizations and have
used the wealth they gained to move offworld.
Brakims are adaptable, industrious, and resourceful. Their ability to modify and even detach their limbs provides them with a considerable survival advantage. However, centuries of life on a war-torn world have left them brusque and distrustful, and they are slow to accept strangers. The opportunity to travel beyond Bortan II has given a few brakims new horizons to explore, although doing so is beyond the means of most of these people.
Some make the leap by hiring on as technicians on starships bound for other imperial worlds. Already used to treating their limbs as tools and extracting useful parts from ancient machines, brakims are well suited to dealing with technology. They see technology as reliable and practical compared to the potential chaos that magic can cause. Brakims also favor hands-on work that has pragmatic results to the abstractions common with computing and sorcery. A brakim's adaptable methods and informal training can produce patchwork results. Nevertheless, a brakim's work is quite functional.
Brakims stand 7-1/2 feet tall, and their gangly bodies weigh around 200 pounds. They're considered adults at 15 and naturally live up to 75 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Con, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Brakims are Medium humanoids with the brakim subtype.
* ''Jerry Rigger:'' Brakims have a +2 racial bonus to [[Engineering]] checks.
* ''Malleable Limbs:'' Lacking an internal skeleton, a brakim can change her limbs easily. This adaptability grants a brakim a +4 racial bonus to [[Athletics]] checks to climb and to swim. If a brakim loses a limb or digit, it regrows in 1d4 hours. In addition, as a full action, a brakim can change up to all four of her limbs to give herself one of the following advantages.
** A brakim can stretch her limbs. A stretched arm has 5 feet of additional reach. A stretched leg gives 5 feet of additional height. Stretched limbs are weak for combat, so a brakim takes a –2 penalty to attack rolls and gains no Strength bonus to damage with them. In addition, while her legs are stretched, a brakim can't run or charge.
** A brakim can modify her arms for locomotion, moving as a quadruped and gaining a 10-foot enhancement bonus to her speed. While a brakim's arms are modified this way, she can't wield or hold objects that require two hands.
** A brakim can modify her legs and feet to be manipulators like arms and hands, respectively. In this mode, a brakim can wield or hold up to four hands worth of weapons or equipment. However, while a brakim holds an object with her modified foot, she takes a 10-foot penalty to her speed. While she holds an object that requires two hands with her feet and legs, she can move only by crawling. If a brakim wants to hold an object with every hand and foot, she must be [[prone]].
** As a move action, or a reaction when grabbed or otherwise held by a limb, a brakim can detach her limbs. She takes 1 damage directly to her Hit Points for each limb she sheds.
* ''Wasteland Dweller:'' Brakims are immune to low [[radiation]]. They also gain a +2 racial bonus to [[Survival]] checks, to Fortitude saving throws against radiation and extreme weather, and to Constitution checks against starvation and thirst.
Brass dragons are garrulous and often live near civilized areas to indulge in the latest gossip. They enjoy conversation immensely and much prefer talking over fighting.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' dragon (fire)
* ''Suggested Alignment:'' chaotic good
* ''Traits:''
** [[blindsense]] (vibration) 60 feet and [[darkvision]] 120 feet
** [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[DR]] 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19)
** burrow speed of 30 feet
** [[breath weapon]] (line 30 feet + 10 feet per 2 CR, 1d4 F + 1d4 per CR)
** sleep breath (see below)
** spell-like abilities (CR 8+)
* //Sleep Breath ([[Su]]):// Instead of a line of fire, a brass dragon can breathe a 30-foot cone of sleep gas. Each creature within the cone that inhales the gas must succeed at a Will save or fall asleep for 1d6 rounds plus a number of additional rounds equal to half the dragon's CR.
<div class="statblock">
* ''Level'' 6; ''Price'' 14,500
* ''EAC Bonus'' +12; ''KAC Bonus'' +18
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 20 (+5); ''Damage'' 3d6 B
* ''Weapon Slots'' 3; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/min
* ''Size'' Large (10-ft. reach); ''Bulk'' 38
</div>
Designed for brutal gladiatorial matches against other fighters in powered armor, a brawler frame consists of nanotech shock absorbers sandwiched between rigid metal plates. The default frame comes with blunt piston-powered fists designed to deal bludgeoning damage, but customized models with heavy blades or picks (dealing slashing or piercing damage, respectively) are not uncommon. Many owners paint their brawler frames with garish colors to be more distinctive in the arena.
<div class="statblock">
* ''Type'' drug (ingested or injury)
* ''Save'' Fortitude DC 17
* ''Addiction'' Fortitude DC 17 (physical)
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Effect'' +4 morale bonus to [[Athletics]] and [[Acrobatics]] checks and Strength score is treated as 4 higher for the purpose of determining bulk limit for 3 hours.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|brawn | 7 | 4,000 |
</div>
A breach weapon is specifically designed to apply sudden force to doors and walls in an effort to break them. If you are trained in [[Engineering]], as a full action you can use a breach weapon against an adjacent stationary door or wall, or at the GM's discretion, against a similar adjacent object. An attack with the weapon expends ammunition as normal, but instead of making an attack roll, you attempt a Strength check against the object's break DC and add the breach weapon's item level to the check.
<div class="statblock">
* ''Level'' 13; ''Price'' 200,000
* Gargantuan land and water vehicle (20 ft. wide, 30 ft. long, 10 ft. high)
* ''Speed'' 40 ft., full 550 ft., 65 mph (hover)
* ''EAC'' 27; ''KAC'' 29; ''Cover'' total cover
* ''HP'' 230 (115); ''Hardness'' 16
* ''Attack (Collision)'' 14d10 B (DC 15); ignores 10 points of hardness
* ''Modifiers'' +0 [[Piloting]], –2 attack (–3 at full speed)
* ''Systems'' autopilot ([[Piloting]] +23), enhanced sensors ([[darkvision]] 500 ft.), planetary comm unit
* ''Passengers'' 15
!!! SPECIAL ABILITIES
''Breach ([[Ex]])'' After the pilot makes a successful ram action against an object with a hull or wall, if the rammed object has the [[broken]] condition, the breacher's pilot can use a swift action to activate cutting lasers, drills, claws, or other devices mounted on the front of this vehicle. These devices create a hole in the rammed object up to 8 feet in diameter, allowing creatures to pass freely from the breacher into the breached object.
''Ramming Attack ([[Ex]])'' A specially designed frame, kinetic dampeners, or other technology prevents this vehicle from taking damage when its pilot performs a successful ram action.
</div>
These vehicles are most often used to punch holes in barricades, defensive walls, or ship hulls before depositing shock troops within.
This explosive charge releases a concentrated blast that shatters most obstacles efficiently.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum<br/>Result |h
|breaching charge, mk 1 | 1 | 35 | L | 25 |
|breaching charge, mk 2 | 4 | 300 | L | 30 |
|breaching charge, mk 3 | 7 | 860 | L | 35 |
|breaching charge, mk 4 | 10 | 2,575 | L | 40 |
|breaching charge, mk 5 | 13 | 7,100 | L | 50 |
|breaching charge, mk 6 | 16 | 23,000 | L | 60 |
|breaching charge, mk 7 | 19 | 76,000 | L | 70 |
</div>
A breaching gun uses scattergun shells as ammunition against a single target at short range, dealing an impressive amount of damage and even tearing through doors and other objects. These weapons are most commonly seen in the hands of space pirates who need to blast through plastic interior doors, though expert users can use these weapons to break through airlock doors. Breaching guns also saw widespread use on Absalom Station in the aftermath of the Gap, as security forces desperately tried to maintain control over the station's fractured and panicked population, which often required blasting through barricades and sealed interior airlocks. Utility, snub, impact, vortex, and grapeshot breaching guns are widely available on various worlds.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|breaching gun, utility | 4 | 2,350 | 1d10 P | 20 ft. | [[knockdown]] | 4 shells | 1 | 1 |[[analog]], [[breach]], [[penetrating]] |
|breaching gun, snub | 7 | 6,800 | 2d10 P | 20 ft. | [[knockdown]] | 8 shells | 2 | 1 |[[analog]], [[breach]], [[penetrating]] |
|breaching gun, impact | 11 | 25,300 | 3d10 P | 30 ft. | [[knockdown]] | 12 shells | 2 | 1 |[[analog]], [[breach]], [[penetrating]] |
|breaching gun, vortex | 15 | 119,000 | 6d10 P | 30 ft. | [[knockdown]] | 16 shells | 2 | 1 |[[analog]], [[breach]], [[penetrating]] |
|breaching gun, grapeshot | 19 | 509,000 | 10d10 P | 30 ft. | [[knockdown]] | 20 shells | 2 | 1 |[[analog]], [[breach]], [[penetrating]] |
</div>
These high-speed pods can each transport up to two Huge creatures, four Large creatures, or eight Medium or smaller creatures at high velocity toward another vessel with the intention of forcefully boarding that starship. A breaching pod travels in the same way as a long-range tracking weapon with a speed of 8, but its size and composition make it unable to pierce functioning shields. When a breaching pod strikes an unshielded quadrant, it deals 1d6 damage to the target, bypassing any Damage Threshold. The occupants—protected in robust safety harnesses so as to avoid damage from the collision—can then disembark and begin [[boarding]] combat on the following round, though the breaching pod is damaged to the point of being inoperable. A breaching pod that fails to hit its target functions as an [[escape pod]] and can be retrieved for reuse. Outside of starship combat, a breaching pod can serve as a crude shuttle to dock with a disabled or willing vessel without destroying the pod.
Expended breaching pods are replaced automatically whenever the starship is upgraded to the next tier. A breaching pod can also be replaced as though the crew were repairing damage to the starship, using the breaching pod's BP cost as the number of Hull Points to be repaired. A starship that also has a [[tech workshop]] expansion bay halves the time needed to replace a breaching pod.
By increasing a breaching pod's BP cost to 7, the pod is automatically outfitted with robotic combatants that function as a typical boarding crew. By increasing the price to 9 or 11 BP, the robots function as skilled or specialized combatants, respectively, for the purpose of calculating their boarding attack modifier.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|breaching pod | 5 | 5 |
|@@.constrained breaching pod with autonomous combatants@@ | 5 | 7 |
|@@.constrained breaching pod with skilled autonomous combatants@@ | 5 | 9 |
|@@.constrained breaching pod with specialized autonomous combatants@@ | 5 | 11 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 minute
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to one creature per level, no two of which can be more than 30 ft. apart
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell frees victims from curses, enchantments, and transmutations. //Break enchantment// can reverse even an instantaneous effect. For each such effect, you attempt a caster level check (1d20 + your caster level, maximum +15) against a DC equal to 11 + the caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC of the caster level check is equal to the DC of the curse.
If the spell is one that can't be dispelled by //[[dispel magic]]//, //break enchantment// works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, //break enchantment// doesn't remove the curse from the item but it does free the victim from the item's effects.
As a reaction when you fall onto a solid surface while conscious, you can reduce the damage taken from the fall by 50% and avoid landing [[prone]].
You attempt a [[Piloting]] check (DC = 5 + the enemy vehicle's KAC) to disengage from an [[engagement|Engage Another Vehicle]] with other vehicles. If the engagement includes multiple enemy vehicles, the DC equals the highest KAC among the enemy vehicles + 5 per enemy vehicle beyond the first. If all parties are willing to end the engagement, no Piloting check is required to break free
A breakaway aegis fits on the wearer's arm and is made of interlocking metal pieces that barely stay together. This simple protective item isn't as sturdy as a full shield, but it can turn aside minor blows.
You need a free hand to properly use a breakaway aegis; you can hold an item in that hand but not use it or make attacks with it. As a reaction, when you are hit by a melee attack from an opponent you can perceive, you can use the aegis to absorb some of the blow. This negates 5 damage but causes the aegis to crumble into its component pieces. The aegis is useless until you gather up the parts and spend 10 minutes putting them back together.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|breakaway aegis | 1 | 200 | 1 |
</div>
A breakdown weapon can be taken apart into multiple small pieces. While broken down, the weapon is treated as especially small or easy to hide for the purpose of [[Sleight of Hand]]'s hide object task and can fit into spaces that can typically hold only items of light bulk (including a ysoki's cheek pouches). It takes 1 minute to take apart or reassemble a breakdown weapon.
When attempting to break an object, you have two choices: smashing it with a weapon or destroying it with sheer strength.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<<section 'Table: Size and Armor Class of Objects' >>
<<section 'Table: DCs to Break Objects' >>
<<section 'Table: Material Hardness and Hit Points' >>
<<section 'Table: Doors' >>
<<section 'Table: Walls' >>
As a standard action, the creature can exhale a cone or line of energy or another magical effect. A breath weapon attack usually deals damage, and it is often energy-based. A breath weapon usually allows a target to attempt a Reflex saving throw for half damage, though some breath weapons require a successful Fortitude or Will save instead. A creature is immune to its own breath weapon and the breath weapons of others of its kind unless otherwise noted. Each breath weapon also indicates how often it can be used.
//Format:// ''Offensive Abilities'' breath weapon (60-ft. cone, 8d6 F, Reflex DC 18 half, usable every 1d4 rounds); if the breath has more complicated effects, it also has an entry in Special Abilities.
//Guidelines:// 1d6 damage + 1d6 per CR, usable once every 1d4 rounds. A cone is usually 30 feet long, increasing by 10 feet for every size category above Medium or decreasing by 5 feet for every size category below Medium. A line is twice as long as a cone would be.
This mask of dark stone is just large enough to fit over the nose and mouth of a human, although it has a hole about an inch across in the center. A ring of brassy metal, an alloy of [[djezet]] and mithral, surrounds this hole on the mask's outside. The mask counts as a worn magic item unless you install it in armor, taking up one upgrade slot.
As a standard action while wearing the mask, you can forcefully inhale. If you do so, creatures that need to breathe within a 30-foot-radius spread of you must succeed at a DC 17 Fortitude saving throw or become short of breath, rendering them [[fatigued]] for 1 minute. You can exclude any number of creatures from this effect. Environmental protections] offer no benefit against this effect. A target [[exhausted]] by the mask can attempt a saving throw at the end of each of its turns, ending that condition on itself if successful. A target that succeeds at such a save still remains fatigued for the full duration.
Once you use this item, you can't do so again until you take a 10-minute rest during which you could regain Stamina Points. If you use any //breath-stealer mask//, you can't use another for the same period. If you try to use any //breath-stealer mask// more than three times per day, the mask targets you and every breathing creature it can within range of its power. You can spend 1 Resolve Point to activate the mask without being subjected to these limitations, but you can spend no more than 2 Resolve Points per day to activate any //breath-stealer mask//.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//breath-stealer mask// | 7 | 6,800 | L |
</div>
Brenneris are a mostly peaceful species that hail from Varturan, a planet in Near Space covered in vast waterways. These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats.
When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf. Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally act on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as [[vlakas]].
Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family. Their fine-tuned sensitivity to emotions extends to their own, which can sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic. A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation.
Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. A brenneri's emotional insight can then kick into overdrive, causing them to decide to pursue a similar experience themselves. It's not uncommon for a brenneri to meet a spacefarer who's just returned from an exhilarating adventure and then quickly want to become an adventurer themself. Brenneris find themselves especially taken with enthusiastic [[shirrens]], and many become early adopters of new technologies and lifestyles.
Though brenneris' natural empathy for the emotional journeys of others usually serves them well, it can sometimes bring them into conflict with others. They might, for example, compulsively attempt to intervene as councilor or intermediary in cases where the involved parties aren't interested in outside interference—and others may find brenneris' well-meaning attempts to help condescending or intrusive. It's not uncommon to hear tales about brenneri companions who were "too helpful," insisting on trying to assist someone in a rough emotional state even after being declined repeatedly. In some circles, this has earned the species a reputation for nosiness, though even then, few would consider a brenneri's interest malicious.
!! Brenneri Stones
While a brenneri can chose almost any small object as their favored object, brenneris have learned to create magical stones that tap into the psychological effects of focusing on a favored object. Brenneris have since learned to replicate the magical power of these stones to allow other species to experience their effects.
<<section 'Brenneri Stone' head:'h3' >>
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Brenneris are Medium humanoids with the brenneri subtype.
* ''Astute:'' Brenneris gain a +2 racial bonus to [[Diplomacy]] and [[Sense Motive]] checks.
* ''Darkvision:'' Brenneris have [[darkvision]] with a range of 60 feet.
* ''Favored Object:'' A brenneri can designate any object they own of negligible bulk as a favored object. Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level (minimum 1).
* ''Hold Breath:'' Brenneris can hold their breath for 10 minutes, and taking actions does not reduce this duration.
* ''Swimmer:'' Brenneris have a swim speed of 20 feet.
!! Hold Breath Graft
{{Hold Breath}}
This small, smooth stone glows with a pale light that sheds dim light in a 20-foot radius around you. Once per day, you can spend 10 minutes focusing on the //brenneri stone// to gain an additional effect; this doesn't count as resting to regain Stamina Points. After you use the stone, the radius of its light effect is reduced to 5 feet for 24 hours. You can gain the benefits of only one brenneri stone per day. [[Brenneri]] can use their favored object racial trait with a //brenneri stone// and gain the benefits of both the item and the class feature.
* ''Glossy:'' You gain a +2 morale bonus against fear effects for 1 hour.
* ''Luminous:'' You lose the [[fatigued]] condition or reduce your [[exhausted]] condition to fatigued. This doesn't remove any underlying source of exhaustion or fatigue.
* ''Radiant:'' You gain an additional saving throw against a disease or poison with a +2 morale bonus.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|Glossy brenneri stone | 3 | 1,000 | — |
|Luminous brenneri stone | 7 | 6,000 | — |
|Radiant brenneri stone | 1 | 124,000 | — |
</div>
<div class="statblock">
* ''Tier'' 10
* Large [[vermelith]]
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 26; ''TL'' 25
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 100 (forward 20, port 30, starboard 30, aft 20)
* ''Attack (Forward)'' light torpedo launcher (2d8; 20 hexes), railgun (8d4; 20 hexes)
* ''Attack (Port)'' light particle beam (3d6; 10 hexes)
* ''Attack (Starboard)'' light particle beam (3d6; 10 hexes)
* ''Attack (Aft)'' coilgun (4d4; 20 hexes)
* ''Attack (Turret)'' light plasma cannon (2d12; 5 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic mid-range sensors, crew quarters (good), mk 7 armor, mk 7 defenses, mk 2 tetranode computer; ''Expansion Bays'' [[cargo holds]] (3), [[guest quarters]] (luxurious), [[launch tube]], [[tech workshop]]
* ''Modifiers'' +2 to any 4 checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 20 (minimum 6, maximum 20)
!!! CREW
* ''Captain (1 officer, 2 crew)'' [[Diplomacy]] +19 (10 ranks), gunnery +15 (10th level), [[Intimidate]] +24 (10 ranks), [[Piloting]] +19 (10 ranks)
* ''Engineer (1 officer, 4 crew)'' [[Engineering]] +24 (10 ranks)
* ''Gunners (4)'' gunnery +15 (10th level)
* ''Pilot (1 officer, 4 crew)'' [[Piloting]] +24 (10 ranks)
* ''Science Officer'' (1 officer, 2 crew) [[Computers]] +19 (10 ranks)
!!! SPECIAL ABILITIES
''Articulated Spine ([[Ex]])'' The DC of [[barrel roll]], [[evade]], and [[flip and burn]] stunts is reduced by 3.
''Extreme Resistance ([[Ex]])'' The effects of [[EMP|EMP (starship weapon property)]] weapons are halved against a Vermelance. The Vermelance has a +1 bonus to its AC against direct fire weapons that use gravity and a +1 bonus to [[Piloting]] checks attempted due to gravity effects.
</div>
Originally constructed and employed by Apostae's House Brevak to operate as both a show ship and mobile arms-dealing platform, the formidable Vermelance is now a staple in the cutthroat world of drow business. These ships are made from the repurposed corpses of vermeliths—massive, rock-eating, silicon-based space worms—slain by Apostae outriders near the Diaspora. Inspired by the disconcerting effects its appearance has on potential enemies, drow traders emphasize the Vermelance's intimidation factor as part of their business strategy; if the mere sight of the starship throws potential partners or rivals off their game, negotiations might sway in the owners' favor.
Of course, many species in the galaxy are not so easily intimidated, so House Brevak is happy to treat dignitaries and potential buyers to firsthand demonstrations of the ship's combat prowess and maneuverability during which they can also enjoy the ship's lavishly appointed accommodations.
While the Vermelance often serves as a show ship, it possesses genuine lethality, darting through space with impossibly agile twists and turns. Drow technicians enhance the naturally articulated body of the Vermelance with electromechanical rigging, enabling a well-coordinated team of pilots to bend and twist different portions of the once-living ship in elusive and dazzling combat maneuvers. Even so, some Vermelances demonstrate residual willfulness and minor glitches, as though the deceased creature were trying to regain consciousness and reclaim control of its corpse.
Training crews of pilots to synchronize their movements across a single ship isn't without its hazards. Rumors abound of a Vermelance that tore itself apart when its operators' actions fell out of sync, but this might be a warning to spook pilot trainees, an outright lie spread by envious industry competitors, or a tall tale among would-be thieves.
A brig contains all the necessary restraints and security systems to incarcerate up to eight Medium creatures.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|brig | 1 | 1 |
</div>
This simple, shiny metal bolt is the size of a thumbnail and has an image of a tiny gear on its head. As a full action, you can affix a //Brigh's bolt// to a broken suit of armor, tool, vehicle, or weapon to negate the penalties of the [[broken]] condition for as long as the bolt is affixed. The bolt does not repair any damage sustained by the object and the object is still visibly damaged, so its resale value is reduced as normal for a broken item. If the item is repaired so as to no longer have the broken condition, the //Brigh's bolt// falls off; otherwise, it can be removed as a full action. If an item to which a //Brigh's bolt// is attached is destroyed, the bolt is also destroyed.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Brigh's bolt// | 3 | 1,300 | — |
</div>
Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
Any weapon from the flame category gains the [[bright]] weapon special property while you wield it. If the weapon already has the bright property, the weapon's attacks increase the area's illumination by two steps, to a maximum of normal light. You can suppress or resume this gear boost for weapons you wield without spending an action.
While this //aeon stone// orbits you, you gain a +4 insight bonus to [[Culture]] checks to decipher exotic, intricate, or very old writing. In addition, once per day as a standard action, this //aeon stone// can be activated to cast //[[comprehend languages]]// as a 1st-level spell (caster level 4th).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//bright yellow cabochon// | 4 | 2,000 | — |
</div>
This set of magical illumination functions as a [[light projector]], except its magical light can penetrate even magical darkness. While this upgrade is active, your melee attacks gain the [[bright]] weapon special property.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//brightlight projector// | 6 | 3,000 | 1 | any, shield | 1 | 20 | 1/hour |
</div>
A weapon with this special property can fire in an arc adjacent to the one in which it was installed with a –2 penalty. A broad arc weapon can fire at only one target at a time.
When activated, this unobtrusive lump of metal and plastic emits an irritating sonic whine, aggravating bystanders' senses. When you wear the activated upgrade and enter the [[blindsense]] or [[blindsight]] range of a creature whose sense is based on sound or vibration, that creature must succeed at a Fortitude save (DC = 10 + 1/2 the upgrade's item level + your Constitution modifier) or its special sense becomes hindered: its blindsight functions as blindsense, or it loses its blindsense. This effect lasts for 1 minute, and whether the creature succeeds or fails the save, they become immune to the armor upgrade's effect for 24 hours.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|broadband noise generator, mk 1 | 2 | 650 | 1 | any | — |
|broadband noise generator, mk 2 | 6 | 3,900 | 1 | any | — |
|broadband noise generator, mk 3 | 11 | 17,500 | 1 | any | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination (language-dependent, mind-affecting)
* ''Casting Time'' 1 round; see text
* ''Area'' emanation with a radius of 100 ft. centered on you; see text
* ''Targets'' all creatures
* ''Duration'' concentration, up to 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You broadcast a short telepathic message of up to 25 words to all creatures in the area. The message repeats each round for the duration. A technomancer casting this spell also broadcasts the message to all computers or constructs with the technological subtype that are designed to receive messages.
You can spend additional time casting this spell to increase its area. If you do, for each additional full action spent to cast this spell, the emanation’s radius increases by 100 ft., to a maximum of 1,000 ft.
Your exocortex can broadcast crucial combat data to allies. When you use your [[combat tracking]] exocortex ability to track a creature, as a swift action, you can grant an ally the ability to make attacks against that target as if their base attack bonus were equal to your mechanic level. If you do, attacks you make against that target use your normal attack bonus. To benefit from this ability, the ally must be within 30 feet and have an active [[comm unit]] (such as those installed in most armor) or have a cybernetic or magitech eye(s) augmentation; if the ally has both a comm unit and applicable augmentation, you can broadcast to that ally at a range of 60 feet. When you use this trick, exocortex abilities that increase the number of targets you can track with combat tracking instead increase the number of targets that your ally can track.
This ability lasts until you end it with a swift action, you become [[unconscious]], you can no longer perceive the target, or the ally moves beyond this trick's range. You must have an [[exocortex]] to select this mechanic trick.
At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.
Items that have taken damage in excess of half their total Hit Points gain the broken condition, meaning they are less effective at their designated tasks. The broken condition has the following effects, depending upon the item.
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can't deal extra critical effects on a critical hit but still deal double damage.
If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.
If the item is a vehicle, it has a –2 penalty to its AC and collision DC, its [[Piloting]] modifier decreases by 2, and its full speed and its MPH are halved.
If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down (minimum 0).
If the item does not fit into any of these categories, the broken condition has no effect on its use.
Items with the broken condition, regardless of type, can be resold for only half the normal resale value (usually 5% of the item's purchase price). Any item can be repaired with a //[[mending]]// or //[[make whole]]// spell cast by a character with a caster level equal to or higher than the item's level. Items lose the broken condition if the spell restores the object to half its original Hit Points or higher.
In addition, magic items can be repaired with the [[Mysticism]] skill, and technological items can be repaired with the [[Engineering]] skill. Hybrid items can be repaired with either skill. Most repair shops (magical or technological) charge 10% of the item's original purchase price to repair such damage (or more if the item is badly damaged or ruined).
Choose either photon mode or graviton mode. When using [[stellar mode]], you can either become unattuned or enter only the chosen mode. When learning stellar revelations, you can choose only revelations associated with your chosen mode, including learning only the initial zenith revelation: [[black hole]] or [[supernova]]. You ignore the effect of disproportionate revelations. Multiply your solarian level by 1-1/2 for the purpose of calculating your insight bonuses to Reflex saves and damage rolls granted by graviton mode and photon mode, respectively.
At 3rd level, you must choose both of the skills for [[sidereal influence]] from the list for your chosen mode, and the ability’s effects apply to both skills while sidereal influence lasts. At 11th level, you choose one more skill from that list, and at 19th level, your sidereal influence applies to all five skills associated with your chosen mode. At 9th level, and again at 17th level, you learn two new revelations associated with your chosen mode, at least one of which must be a zenith revelation.
This alters your [[stellar mode]], [[stellar revelations]], [[sidereal influence]], and [[zenith revelations]].
Metallic valves are surgically grafted onto the ends of certain tubes in your lungs that offer some protection against inhaled toxins, but also contain microscopic pressurizes that can supercharge the air you breathe. As a reaction, when you’re subjected to an inhaled affliction or other effect that requires you to be able to breathe, you can shut these valves to gain a +2 circumstance bonus to the saving throw. The valves open at the beginning of your next turn, and you are unable to breathe until then, but if you’re still in the area of the harmful effect, you must use another reaction to continue to gain the benefit. In this way, you can avoid the normal effects of being in a vacuum for as long as you can hold your breath (and have reactions to use). In addition, when you’re [[fatigued]], you can spend 1 Resolve Point as a swift action to ignore the effects of that condition for 10 minutes, after which you become [[exhausted]].
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|bronchial valves | 2 | 700 | lungs |
</div>
Often found near seas and lakes, bronze dragons aid travelers of noble intent.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' dragon (water)
* ''Suggested Alignment:'' lawful good
* ''Traits:''
** [[blindsense]] (vibration) 60 feet and [[darkvision]] 120 feet
** [[frightful presence]] (CR 13+, 60 feet + 10 feet per CR)
** DR 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19)
** [[immunity]] to electricity
** swim speed of 60 feet
** [[breath weapon]] (line 30 feet + 10 feet per 2 CR, 1d6 E + 1d6 per CR)
** repulsion breath (see below)
** spell-like abilities (CR 7+)
** [[vortex]] (CR 21+)
** [[change shape]] (CR 7+, animal or humanoid)
** [[water breathing]]
* //Repulsion Breath ([[Su]]):// Instead of line of electricity, a bronze dragon can exhale a 30-foot cone of repulsing gas. Each creature within the cone that inhales the gas must succeed at a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus a number of additional rounds equal to half the dragon's CR. This is a mind-affecting compulsion effect.
A piece of metal jewelry originally used to fasten a cloak, a //brooch of shielding// has a brilliantly colored jewel mounted in its center. The brooch counts as a worn magic item unless you install it in armor, taking up one [[upgrade slot|Armor Upgrades]]. While worn, the brooch absorbs incoming force damage, which causes the jewel's color to fade. Once the brooch absorbs 55 force damage, the colorless jewel crumbles to dust and the brooch becomes nonmagical.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//brooch of shielding// | 2 | 1,000 | — |
</div>
<div class="statblock">
* ''CR'' 20; ''XP'' 307,200
* NE Gargantuan magical beast (aquatic, cold)
* ''Init'' +5; ''Senses'' [[blindsight]] (vibration) 120 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +34
!!! DEFENSE
* ''HP'' 400
* ''EAC'' 34; ''KAC'' 35
* ''Fort'' +19; ''Ref'' +19; ''Will'' +22
* ''Defensive Abilities'' depth-inured; ''Immunities'' cold
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 20 ft., swim 60 ft.
* ''Melee'' slam +29 (13d6+25 B plus [[swallow whole]])
* ''Ranged'' keratin dart +31 (8d8+20 P)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' rage spasm (two 120-ft. cones, 4d12+20 E plus terrify, Reflex DC 27 half, usable every 1d4 rounds), swallow whole (13d6+25 A, EAC 34, KAC 31, 100 HP), terrify (DC 27)
* ''Spell-Like Abilities'' (CL 20th; ranged +31)
** 1/day—//[[mass inflict pain]]// (DC 29), //[[mass suggestion]]// (DC 29), //[[mind thrust]]// (6th level, DC 29), //[[psychic surgery]]//
** 3/day—//[[dominate person]]// (DC 28), //[[feeblemind]]// (DC 28), //[[greater synaptic pulse]]// (DC 28)
** At will—//[[confusion]]// (DC 27), //[[fear]]// (4th level, DC 27)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +5; ''Con'' +9; ''Int'' +6; ''Wis'' +12; ''Cha'' +6
* ''Skills'' [[Athletics]] +34 (+42 to swim), [[Intimidate]] +39, [[Mysticism]] +39, [[Stealth]] +34, [[Survival]] +34
* ''Languages'' Common, Sarcesian (can't speak any language); [[telepathy]] 120 ft.
* ''Other Abilities'' [[compression]], [[water breathing]]
!!! ECOLOGY
* ''Environment'' any cold aquatic (Nisis)
* ''Organization'' solitary or breeding scrum (2–4)
!!! SPECIAL ABILITIES
''Depth-Inured ([[Ex]])'' A brood sovereign's invertebrate body is accustomed to navigating ocean depths. They're immune to damage related to changes in atmospheric or liquid pressure.
''Keratin Dart ([[Ex]])'' As a ranged attack, a brood sovereign can fire a horn-like dart with a range increment of 100 feet. This ranged attack ignores penalties for attacking underwater.
''Rage Spasm ([[Su]])'' A brood sovereign's xenophobic rage is so great that they can radiate it from their bodies in both physical and psychic manifestations. As a full action, a brood sovereign can cause their tree-like crowns to spasm violently, sending out two 120-foot cones of concentrated psychic anger that can be aimed independently. A creature caught in the area of at least one cone takes 4d12+20 electricity damage as its brain and nervous system short out (Reflex DC 27 half).
''Terrify ([[Su]])'' A creature that takes damage from a brood sovereign's rage spasm ability must attempt a DC 27 Will saving throw. On a failure, the creature gains the [[panicked]] condition for 1d6 rounds. At the end of an affected creature's turn, it can attempt an additional saving throw to end the panicked condition early; on a successful save, it's instead [[shaken]] for the remainder of the effect's duration.
</div>
These rare, titanic slug-like creatures dwell amid coral reefs of polar oceans, such as the core of icy Nisis in the Diaspora. Nibbling on the reef ridges with their rasping footpads and conifer-like sensory appendages, brood sovereigns consume silicon-laced corallites, and their bodies process the element into defensive dermal nodules and pseudo-circuitry within their brains. Over millennia, this augmented brainpower has endowed brood sovereigns with true, but malign, intelligence.
The brood sovereigns of Nisis believe themselves the world's true rulers, so they've begun to psychically direct other sea life to drive off the intelligent species that they view as interlopers.
A Veskarian corporation, Brortrav Ordnance Factories manufactures a wide range of personal weaponry, but it is most famous for its specialty heavy weapons that incorporate menacing decorative elements such as spikes and fanged maws. These motifs are intended to be stylish, and yet unnerving to your foes. When you fire a Brortrav heavy weapon, targets take a –2 penalty to attack rolls for attacks of opportunity made against you as a result of that ranged attack. Brortrav heavy weapons cost 10% more than normal and have a bulk 1 higher than normal.
You gain a +2 insight bonus to damage rolls with weapons that have the [[blast]] special property (such as a [[scattergun]]). This extra damage applies only to creatures within 10 feet of you; creatures farther away take the normal amount of damage. This bonus increases by 1 for every 4 soldier levels you have.
You use your finely honed natural attacks to rend an enemy to pieces.
''Prerequisites:'' Str 17, Dex 13, base attack bonus +6, [[Rending Slash]]
''Benefit:'' When your unarmed strike inflicts [[bleed|Bleeding (condition)]] damage using your [[Rending Slash]] feat, that unarmed strike deals additional slashing damage equal to half your character level. The bleed damage caused by Rending Slash increases to 1d8 + half your character level, or 2d8 + half your character level if your base attack bonus is +13 or higher.
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* CE Medium aberration (chaotic, evil)
* ''Init'' +9; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +26
* ''Aura'' impossible aura (15 ft., DC 23)
!!! DEFENSE
* ''HP'' 233
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +13; ''Ref'' +13; ''Will'' +20
* ''Resistances'' electricity 15, fire 15; ''SR'' 26
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' claw +22 (5d8+22 S)
* ''Ranged'' ray of light +24 (4d6+15 F)
* ''Offensive Abilities'' spectrend
* ''Spell-Like Abilities'' (CL 15th)
** 1/day—//[[dominate person]]// (DC 25), //[[mislead]]// (DC 25)
** 3/day—//[[confusion]]// (DC 24), //[[greater invisibility]]//, //[[mind probe]]// (DC 24), //[[mind thrust]]// (4th-level, DC 24)
** At will—//[[arcane sight]]//, //[[clairaudience/clairvoyance]]//
!!! STATISTICS
* ''Str'' +7; ''Dex'' +5; ''Con'' +5; ''Int'' +9; ''Wis'' +5; ''Cha'' +5
* ''Skills'' [[Intimidate]] +26, [[Mysticism]] +31, [[Stealth]] +31
* ''Languages'' Aklo, Common; [[telepathy]] 100 feet
* ''Other Abilities'' light absorption
!!! ECOLOGY
* ''Environment'' any (Aucturn)
* ''Organization'' solitary, pair, or canvas (3–7)
!!! SPECIAL ABILITIES
''Impossible Aura ([[Su]])'' Once per hour as a swift action, a bryrvath can emit an aura of
colors that could not possibly exist; these inconceivable hues ravage the sanity of any creature that stands within them. This aura has a range of 15 feet and lasts for 5 rounds. A creature that begins its turn within or enters the aura must attempt a DC 23 Will saving throw. On a failure, the creature takes 1d4 Intelligence and Wisdom damage; a success means the creature takes 2d6 damage and is [[sickened]] until the beginning of its next turn. This is a mind-affecting, sense-dependent effect.
''Light Absorption ([[Su]])'' When a bryrvath is within 10 feet of any light source, it can absorb a portion of the light into its body as a move action. The bryrvath attempts a caster level check (DC = 11 + the item level if the source is an item, or the spell's caster level if the light comes from a spell); on a success, the light emitted from the target source is lowered by one step for 1 hour and the bryrvath regains 5 Hit Points.
''Ray of Light ([[Su]])'' As an attack, a bryrvath can unleash a focused ray of light that can burn a target like the beam of a powerful laser rifle. This ray has a range increment of 120 feet, but it doesn't function in areas of bright light.
''Spectrend ([[Su]])'' In an area illuminated by dim light or brighter, a bryrvath can slash its claws
through the air in a square adjacent to it, rending the spectrum into tatters. This produces a stationary anomaly of twisting and roiling, half-seen, non-Euclidean shapes that persists for 1d4 rounds. A creature that can see this anomaly at the start of its turn can attempt a DC 23 Will saving throw. If it fails, it is [[confused]] for 1 round; if it succeeds, it is instead [[dazzled]] for 1 round. This is a mind-affecting, sense-dependent effect.
</div>
For many creatures, light is a source of hope and healing, often associated with benevolent gods and their servants. For others, light is an abhorrence to be shunned at all costs, as it causes disorientation and pain, if not complete extermination, upon exposure. For adventurers, light can be an invaluable resource, guiding them through uncharted territory or acting as a beacon to draw them home after they have become lost in the darkness of space.
For bryrvaths, light is a plaything that they twist into an impossible spectrum. Dwelling primarily on the foreboding planet of Aucturn, bryrvaths are a bane to creatures that use light for survival. A bryrvath appears to feed upon any source of light it can find, regardless of whether the light is natural, technological, or magical in origin. It can absorb light in its immediate vicinity, using the waves and packets of photons to nourish itself. Speculation endlessly spins around whether a bryrvath actually consumes light out of hunger or whether it seeks to snuff out light as a source of perverse pleasure. The truth may be utterly alien to any sane mind.
A bryrvath is difficult to describe because of the way its body interacts with light and darkness. Those who have seen a bryrvath and survived provide conflicting accounts of the creature. Cobbled together, these many tales tell of a multi-limbed humanoid (some say two limbs, some say eight, while others say an infinite number) whose head is constantly masked by swirling shadows. At least one pair of its limbs ends in obsidian claws. Its body has several lipless gashes that open to draw in light. A bryrvath appears to have no actual skeletal structure, moving like rubber—sometimes upright, sometimes on all its limbs, and other times tumbling and clambering about in chaotic locomotion. Whenever it moves, its body seems somehow out of joint with itself: its limbs may appear detached in one moment, and then in the next, its entire torso may seem to split at an impossible angle, as if viewed through a pane of cracked glass, never quite aligning in a way that makes sense.
In the act of feeding, a bryrvath emanates a distorted aura of colors that can't possibly exist in this multiverse; some who see this display have horrific dreams for the rest of their lives, envisioning alien cities or whole planets baking beneath a sun that blazes with hues no eye has ever seen. Oddly, such victims also display a tendency toward a mental condition that prevents them from properly recognizing color, rendering them fully color-blind.
Many occult scholars posit that what can be seen of a bryrvath's form is only a fraction of its true self and that it exists simultaneously in several other dimensions. This theory goes on to explain that a bryrvath's impossible aura is but a glimpse of the aberration's other facets (hence the strange, mind-bending colors). The academics who put forth this hypothesis have yet to present any kind of proof, though they work tirelessly to fabricate the necessary detection equipment to prove or disprove the theory. This has given rise to an obscure branch of study called esoteric optics that blends the physics of light with various arcane rituals. Though not many in the Pact Worlds have heard of this field, it occasionally appears in news vidfeeds, such as when an expert is committed to a psychiatric hospital after splashing acid in his eyes and raving about "the impending refraction."
While bryrvaths are very intelligent, they don't appear to have an advanced society of any kind. They occasionally gather in small groups for unknown reasons, usually near a source of bright light, much in the way certain animals congregate around a watering hole. Also, despite their intelligence, bryrvaths have very little use for tools, as their unusual feeding needs don't require them; they instead rely on their spell-like abilities and natural weapons to defend themselves.
The average bryrvath is 6 feet tall when standing upright and weighs approximately 250 pounds. While often found in areas that are primarily covered in darkness—presumably to plunge those who carry artificial light sources into terrible inky blackness—a bryrvath shows no fear of natural light, though it tends not to linger in areas exposed to it.
!! Aura Goggles
Physicists from AbadarCorp who specialize in esoteric optics risk their lives and their sanity studying the bryrvath's predilection for absorbing and ingesting light, hoping to find some way to recreate the effect (an ability that would undoubtedly be very useful to stealthy infiltrators and snipers). While they were unsuccessful, they did develop goggles that mitigate the effects of the bryrvath's impossible aura as well as other sight-based attacks. This eyewear—dubbed //aura goggles//—also allows the wearer to see sources of magic.
{{Aura Goggles}}
<div class="statblock">
* ''Type'' disease (inhaled or injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Cure'' 2 consecutive saves
You have used your unique biology to bud off a biological drone you can more easily integrate with.
''Prerequisites:'' Drone class feature, adaptation or early stage adaptation racial trait
''Benefit:'' Your drone has living components. You can use [[Medicine]] instead of [[Engineering]] to repair it, and your drone naturally heals to full Hit Points when you rest for 8 hours. A drone modified in this way is considered an aberration rather than a construct for the purpose of spells and effects targeting it. In addition, [[Life Science]] and [[Medicine]] become class skills for you.
A reusable battlefield trap that SDF soldiers deploy to secure locations and encampments against wild animals and smaller [[Swarm]] foes, a bug snare is four large metallic claws that extend outward from a central point and snap shut when disturbed. As a full action, you can set a bug snare at an intersection to cover a 5-foot radius. The next creature that steps into that radius sets off the trap and must succeed at a DC 13 Reflex save or take 1d4 piercing damage and gain the [[entangled]] condition until it (or an adjacent ally) can extricate itself with a successful DC 14 Strength check as a standard action. An included wireless remote control can be used to disarm the trap from 15 feet away as a move action. You can attempt to hide a bug snare from view with a [[Stealth]] check (this check is opposed by the [[Perception]] check of a potential target). You can attach a bug snare to a fixed object (such as a nearby tree) with a length of cable line, rendering a trapped creature immobile, but this grants any creature attempting to spot a hidden bug snare a +2 circumstance bonus to its Perception check.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|bug snare | 10 | 740 | 2 | 20 | 1/use |
</div>
Bugging weapons are primarily designed to attach a tracking device to a starship on a successful hit, and thus don't typically deal damage. The tracking device allows the starship that made the attack to trace the bugged starship even when it engages a [[cloaking device]]. The tracking device stops functioning once the bugged vessel enters the Drift. Otherwise, personnel must remove the device from the exterior of the starship and deactivate it (requiring a successful [[Engineering]] check with a DC equal to 10 + 1-1/2 × the tier of the attacking ship) in order to prevent being tracked. A bugged ship automatically knows it has been bugged.
You build a temporary shelter in order to mitigate adverse environmental effects.
''Activity:'' You spend the day building a 10–foot-by-10-foot shelter from nearby material that can accommodate one Large creature or two Medium or Small creatures. At the end of the day, attempt a DC 20 [[Survival]] check. You can't take 20 on this check.
''Results:'' On a failure, the shelter lasts for only the following day. On a success, it lasts for a number of days equal to the number by which your result exceeded the check's DC. While the shelter lasts, occupants of the shelter are protected from [[cold dangers]] and [[heat dangers]]. This also counts as a shelter for the purpose of Survival checks to endure severe weather and protects its occupants from damage from dust storms and thunderstorms. At the GM's discretion, a well-built shelter might also provide other protections.
The statistics and definitions below define a fleet's capabilities.
''Name and Tier:'' This is the fleet's name and power level. Fleets of the same tier are roughly comparable in strength but can vary based on their size and specializations. A fleet's tier can at most be 1 higher than its armada's tier.
''Size:'' This is a relative measure of how many starships make up the fleet or the relative size of the primary starship in the fleet. A fleet's size impacts its Hull Points, Shield Points, damage, and Base Cost.
''Speed:'' This is the number of hexes a fleet can move each turn.
''Maneuverability:'' This entry determines how quickly a fleet can turn. The maneuverability ratings and their turn distances are the same as those in [[starship combat]].
''Armor Class (AC):'' This value is used when determining whether an attack hits a fleet. It is based primarily on the fleet's tier. A fleet with 1 or more Shield Points also gains a +1 bonus to AC against gunnery checks originating from its front arc.
''Hull Points (HP):'' This is the total amount of damage a fleet can take before being defeated. Each fleet has 1 HP plus an additional number of HP multiplied by its tier: 3 HP per tier for Small fleets, 4 per tier for Medium fleets, and 5 per tier for Large fleets.
''Critical Threshold (CT):'' When a fleet's HP are reduced to this value, the fleet takes critical damage, reducing its effectiveness. This value is always one-half the fleet's HP (rounded down).
''Shield Points (SP):'' This is the total amount of damage a fleet can take before losing Hull Points. Shield Points regenerate over time. Each fleet has a number of SP equal to its HP divided by 3, rounded down.
''Strong and Weak:'' Many fleets are especially strong against or vulnerable to other types of fleets. Against a fleet to which it is weak, a fleet takes +1 damage per damage die. Against a fleet against which it is strong, a fleet takes –1 damage per damage die.
''Check Modifier:'' This is the modifier the fleet applies to d20 rolls when attacking, performing complex feats, or checking morale, similar to how a starship crew would use [[Computers]], gunnery, and [[Piloting]] modifiers. A fleet's base modifier is +1, and it increases by 1 at every odd tier above tier 1. An armada's [[officers]] can grant a fleet a bonus to certain checks.
''Damage:'' This is the amount of damage a fleet deals when it hits a target.
<div class= "table-wrapper">
| Tier | Small Damage | Medium Damage | Large Damage |h
| 1 | 1d4 | 1d6 | 1d8 |
| 2 | 1d6 | 1d8 | 1d10 |
| 3 | 1d8 | 1d10 | 1d12 |
| 4 | 2d6 | 2d8 | 2d10 |
| 5 | 2d6 | 2d8 | 2d10 |
| 6 | 3d6 | 3d8 | 3d10 |
| 7 | 3d6 | 3d8 | 3d10 |
| 8 | 4d6 | 4d8 | 4d10 |
| 9 | 4d6 | 4d8 | 4d10 |
| 10 | 5d6 | 5d8 | 5d10 |
| 11 | 5d6 | 5d8 | 5d10 |
| 12 | 6d6 | 6d8 | 6d10 |
| 13 | 6d6 | 6d8 | 6d10 |
| 14 | 7d6 | 7d8 | 7d10 |
| 15 | 7d6 | 7d8 | 7d10 |
| 16 | 8d6 | 8d8 | 8d10 |
| 17 | 8d6 | 8d8 | 8d10 |
| 18 | 9d6 | 9d8 | 9d10 |
| 19 | 9d6 | 9d8 | 9d10 |
| 20 | 10d6 | 10d8 | 10d10 |
</div>
''Range:'' This is the range at which a fleet can fire its weapons, measured in hexes. A fleet's range is broken into three distances: short range, long range, and extreme range. Attacks made against a target within short range take no range penalty; attacks beyond short range but within long range take a –2 penalty; and attacks beyond long range but shorter than extreme range take a –4 penalty. A starship can't attack targets beyond its extreme range.
''BP Cost:'' This is the fleet's cost in Build Points (BP). BP are an abstract resource used for creating and upgrading fleets.
<div class="table-wrapper">
| Tier | Small BP Cost | Medium BP Cost | Large BP Cost |h
| 1 | 5 | 6 | 8 |
| 2 | 6 | 8 | 10 |
| 3 | 9 | 12 | 15 |
| 4 | 12 | 16 | 20 |
| 5 | 15 | 20 | 25 |
| 6 | 18 | 24 | 30 |
| 7 | 21 | 28 | 35 |
| 8 | 24 | 32 | 40 |
| 9 | 27 | 36 | 45 |
| 10 | 30 | 40 | 50 |
| 11 | 33 | 44 | 55 |
| 12 | 36 | 48 | 60 |
| 13 | 39 | 52 | 65 |
| 14 | 42 | 56 | 70 |
| 15 | 45 | 60 | 75 |
| 16 | 48 | 64 | 80 |
| 17 | 51 | 68 | 85 |
| 18 | 54 | 72 | 90 |
| 19 | 58 | 77 | 95 |
| 20 | 60 | 80 | 100 |
</div>
''Special Abilities:'' These are the fleet's additional properties that modify its statistics or provide additional options in combat. Most special abilities cost additional BP and can be applied only to particular fleet types.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Building a Fleet'>>
</div>
!! Step 1: Conceptualize
Start by deciding what kind of mech you're designing, with a general idea of its purpose and required number of operators.
!! Step 2: Allocate Mech Points
As a group, your party has a pool of Mech Points (MP) with which to create one or more mechs, with each PC contributing a number of points to the pool based on their level. The group can then pool or divvy up these MP as they see fit to create one or more mechs, whether it be a single-pilot mech for each PC, one assembled mech for the whole party, or a combination of mechs in between. No one mech can be built using more than three times the MP of any other mech in the group.
The party determines a mech's tier based on the number of MP they assign to the mech. The mech's tier can't exceed the party's Average Party Level (APL) by more than 1. For example, a group of four 5th-level PCs would have a total of 300 MP and an APL of 5. They could create one mech with the 300 MP, and although its maximum tier would be 6, the PCs would have lots of leftover MP to spend on additional features for it. Alternatively, they might create three tier-5 mechs. If each PC wanted their own single-pilot mech, they might instead split the MP evenly, each spending 75 MP to create their own tier-4 mech.
!! Step 3: Select Frame
Each mech has a [[frame|Mech Frames]], a reinforced torso that houses its power core, operators, and various systems. A mech's frame determines its size category, crew complement, Hit Points, frame slots, auxiliary slots, speed, EAC, KAC, and hardness. Each frame costs a number of MP based on the mech's tier.
!! Step 4: Select Limbs
Each mech includes a set of [[upper limbs and lower limbs|Mech Limbs]]. Unless your mech has a special ability that allows it to install an exceptional number of limbs, each mech includes only one set of upper limbs and one set of lower limbs, and each set can affect the mech's Hit Points, speed, weapon slots, attack modifiers, EAC, and KAC.
!! Step 5: Select Power Core
A mech's [[power core|Mech Power Cores]] determines how much power it can store and generate, measured in Power Points (PP), which allow the mech to perform exceptional actions.
!! Step 6: Select Weapons
A mech can mount as many [[weapons|Mech Weapons]] as it has frame slots, upper limb slots, and lower limb slots. A weapon's level determines its damage and MP cost; each weapon also gains a simple template based on its type that can affect its damage, range, and special abilities. A mech must either mount or hold any weapons in its available weapon slots.
!! Step 7: Select Auxiliary Systems
Each mech frame provides auxiliary slots, each of which can accommodate one [[auxiliary system|Auxiliary Systems]] to provide additional capabilities. These systems don't cost additional MP.
!! Step 8: Select Upgrades
If you have leftover Mech Points, you can spend them on miscellaneous [[upgrades|Mech Upgrades]], such as a frame reinforcement that provides additional HP or an enhancement to the mech's speed.
!! Step 9: Add Details
Finally, determine your mech's remaining statistics using the information in [[Mech Statistics]] and record them on the mech sheet. You might also want to give your mech a name, quirks, a physical description, and so on.
!! Mech Points per PC
<div class= "table-wrapper">
| PC Level | MP per PC |h
| 1 | 15 |
| 2 | 30 |
| 3 | 45 |
| 4 | 60 |
| 5 | 75 |
| 6 | 90 |
| 7 | 105 |
| 8 | 120 |
| 9 | 135 |
| 10 | 150 |
| 11 | 165 |
| 12 | 180 |
| 13 | 195 |
| 14 | 210 |
| 15 | 225 |
| 16 | 240 |
| 17 | 255 |
| 18 | 270 |
| 19 | 285 |
| 20 | 300 |
</div>
!! Minimum Mech Points
<div class= "table-wrapper">
| Mech Tier | Minimum MP |h
| 1 | 30 |
| 2 | 45 |
| 3 | 60 |
| 4 | 75 |
| 5 | 90 |
| 6 | 105 |
| 7 | 120 |
| 8 | 135 |
| 9 | 150 |
| 10 | 165 |
| 11 | 180 |
| 12 | 195 |
| 13 | 210 |
| 14 | 225 |
| 15 | 240 |
| 16 | 255 |
| 17 | 270 |
| 18 | 285 |
| 19 | 300 |
| 20 | 315 |
</div>
Use these guidelines to design a squadron. Except where noted, building squadron ships is identical to building a single starship.
''Conceptualize:'' Start by deciding how many starships are in the party's squadron and who is most likely to operate them. Usually, the number of starships shouldn't exceed the number of PCs, though the PCs could recruit NPC pilots to expand their squadron.
''Determine Squadron Tier and Assign Starship Tiers:'' The squadron's tier is equal to the PCs' average party level (APL), which is determined by totaling the PCs' levels and dividing by the number of PCs. The number of starships and the squadron's tier determine the individual starships' tiers, per the following table.
<div class= "table-wrapper">
| Number of Starships | Starship Tier |h
| 2 | APL – 1 |
| 3 | APL – 2 |
| 4 | APL – 3 |
| 5 | APL – 4 |
| 6 | APL – 5 |
</div>
''Build Starships:'' The PCs design their squadron starships following the standard design rules for [[building starships]]. Because of the minimum crew requirements for larger starships, squadron starships are almost always Medium or smaller. A Tiny squadron starship always has capacity for an [[escape pod]] expansion bay, even though the starship would otherwise lack expansion bay space.
The GM may elect to build one, some, or all of the starships in advance if the campaign requires that PCs operate standard-issue ships or premade vessels (such as in a military campaign with standardized starships).
''Design the HQ (Optional):'' Many squadrons consist of starships too small or claustrophobic for long-term use. Instead, these starships regularly dock within a larger flagship that serves as the team's headquarters (HQ). The HQ is primarily a utility vessel built with the heavy freighter or carrier base frame. The HQ's effective tier equals the squadron tier, and it gains only 25% the number of starship Build Points normally granted to a starship of its tier. However, the cost of its base frame and any [[hangar bay]] or [[shuttle bay]] expansion bays is only 10% the normal cost (minimum 1 each). The HQ must be outfitted with enough hangar bays or expansion bays to accommodate the entire squadron. The HQ can combine three shuttle bays to accommodate a single Medium starship. In addition, the HQ's minimum crew is reduced to four, and it loses all weapon mounts except a single turret with a mount for a light weapon.
An HQ is a good fit for a squadron piloted by independent adventurers, giving them a place to retire between encounters and interact face-to-face. It increases the squadron's number of Build Points available by accommodating some of the expansion bay facilities (like a medical bay or tech lab) that the smaller starships might otherwise have installed. However, it's also an added complication. If an HQ isn't a good fit for your group or campaign, it's entirely possible to do without one. Alternatively, in a game where the PCs are part of a larger organization like a military or commercial expedition, there could be a much larger ship nearby that serves as their HQ but is run by NPCs.
''Details:'' After performing the earlier steps, the PCs should devise unifying details for the squadron, such as a visual design common to the starships or a squadron name.
Each armada is created using the same process. An armada's tier typically matches the PCs' average party level, and the armada gains a number of Build Points (BP) based on its tier, with which it acquires [[fleets|Building a Fleet]] and special abilities for those fleets. Each fleet costs a number of BP based on its tier, size, and special abilities, all of which contribute to the fleet's power level. Except at the GM's discretion, the maximum tier of any fleet in an armada is the armada's tier + 1. Appoint one of these fleets as the armada's [[flagship]], which provides the armada additional benefits.
<div class= "table-wrapper">
| Tier | Armada Build Points | Tier | Armada Build Points |h
| 1 | 36 | 11 | 264 |
| 2 | 48 | 12 | 288 |
| 3 | 72 | 13 | 312 |
| 4 | 96 | 14 | 336 |
| 5 | 120 | 15 | 360 |
| 6 | 144 | 16 | 384 |
| 7 | 168 | 17 | 408 |
| 8 | 192 | 18 | 432 |
| 9 | 216 | 19 | 456 |
| 10 | 240 | 20 | 480 |
</div>
As a GM, you can create mech combatants to challenge the PCs using the rules in the Building a Mech section on. When doing so, calculate a mech's challenge rating by adding 2 to its CR if it has one operator, 3 to the CR if it has 2–3 operators, and 4 to the CR if it has 4 or more operators. Assume an operator's [[Piloting]] ranks equal the mech's tier. Be aware that mechs designed in this way have statistics best suited for PCs, and as a result, such mechs have fewer Hit Points, stronger defenses, lower attack bonuses, and slightly lower damage per attack than a creature of comparable CR.
As a recommended alternative, use the following rules to create NPC mechs that are both quicker to design and better designed for use as antagonists.
* ''Challenge Rating:'' Select the mech's CR. Remember that PCs in their own mechs are much stronger, and an enemy mech's CR must be approximately 3 higher than normal to provide an equivalent challenge.
* ''Operators:'' Because a mech's number of actions depends on its number of operators, an NPC mech's statistics depend on its number of operators; a larger number of operators results in the mech having lower bonuses to compensate. Use the instructions below for a mech with 1 operator. For a mech with 2–3 operators, treat the mech's CR as 2 lower for the purpose of calculating its attack bonuses. For a mech with 4–6 operators, treat the mech's CR as 3 lower for the purpose of calculating its attack bonuses.
* ''Statistics:'' Follow the instructions for [[building a creature|Step 1: Array]], using the EAC, KAC, saving throw bonuses, attack bonuses, and ability DCs for a creature of the chosen CR. Use the skill bonuses for a creature whose CR is 3 lower than the mech's CR. NPC mechs use the combatant array.
* ''Hit Points and Shield Points:'' Use the listed number of Hit Points for a creature whose CR is 2 lower than your mech's CR. Give the mech a number of Shield Points equal to one-fifth the mech's Hit Point total. Each turn, the mech regains a number of missing Shield Points equal to its CR.
* ''Weapons and Damage:'' Rather than use the damage listed in the combatant array, give the mech several [[mech weapons]] whose levels are each 3 lower than the mech's CR (minimum 1). A typical mech should have weapons whose combined Mech Point cost per level is approximately 9, providing it with about three weapons. Use the weapons' level and type to determine their base damage dice, per the table for weapon damage. For ranged weapons, add the mech's CR – 3 (minimum 0) as a damage modifier. For melee weapons, add an additional damage modifier of 5, representing the mech's extraordinary strength.
* ''Hardness:'' The mech has a hardness value equal to half its CR, rounded down.
* ''Speed:'' A typical mech has a speed of 40 feet. Optionally, increase the mech's speed by up to 40 feet, give the mech a fly speed of 60 feet (average), or a swim speed of 60 feet.
* ''Power Points:'' A typical mech begins an encounter with 3 Power Points, regains 1 PP per turn, and can store a maximum of 5 PP.
* ''Auxiliary Systems:'' The mech can select up to 4 auxiliary systems. Depending on the role the mech plays in the encounter, it might not need all of these systems. In general, limit the mech to one auxiliary system that's restricted to a particular mech frame, such as a [[cloaker]] or [[teleporter]].
<<list-links "[tag<currentTiddler>]" class:index>>
Regardless of starships' size and purpose, they're all created using the same process. GMs and players alike can use the following steps to create an incredibly diverse array of vessels, from sleek science ships and nimble skirmishers to heavily armored combat frigates.
When creating a starship, follow these steps.
''Step 1: Conceptualize.'' Start by deciding what type of starship you are designing, with a general idea of its purpose and required crew size. If you are creating a starship to be used by PCs, make sure that all the PCs can fit within the vessel. Some of the choices you make later might depend on your overall concept.
''Step 2: Determine tier and Build Points.'' If you are creating a PC starship, determine the characters' APL by adding together the characters' levels and dividing by the number of characters. That number is their ship's tier. If designing enemy starships, decide the difficulty of the encounter and choose the enemy ship's tier. Once you know the tier of the ship, consult [[Table: Base Starship Statistics]] to determine the number of Build Points you can spend to create the starship. Note that a starship receives a boost to its Hull Points equal to its HP increment at tiers 4, 8, 12, 16, and 20.
{{Table: Base Starship Statistics}}
''Step 3: Select a frame.'' Each starship is built upon one of a variety of [[base frames]] that determines its size, maneuverability, crew complement, weapon mounts, and other basic statistics. Each frame costs a certain number of Build Points.
''Step 4: Select a power core.'' A starship's [[power core]] determines its overall power available (listed in power core units, or PCU), so you should spend Build Points on it first. This amount of power can be used as a kind of budget when installing other systems, such as thrusters and weapons.
''Step 5: Select thrusters.'' A starship without a means of propulsion is nothing more than a floating target (or an inert hunk of metal on a planet's surface), so spending Build Points on the starship's [[thrusters]] should be your next priority. Thrusters are listed by starship size and speed (in hexes) during combat.
''Step 6: Select other systems.'' Next, spend your remaining Build Points on all the other systems you wish to have on your starship. To be effective in combat, a starship needs [[armor|Armor (starship)]], [[defensive countermeasures]], [[shields|Shields (starship)]], and [[weapons|Starship Weapons]]. If you wish to travel to locations outside of your home star system, it also needs a [[Drift engine]]. Other, more optional purchases include upgrades to the starship's [[computers|Computers (starship)]], [[expansion bays]], security, and [[sensors]].
''Step 7: Add details.'' Finally, once all these choices have been made, you should give your starship a name, determine its relevant statistics (such as its AC and TL), and add any other details (such as quirks, physical description, and so on).
<<section 'Refitting and Upgrading Starships'>>
!! See Also:
* [[Biomechanical Starships]]
* [[Supercolossal Starships]]
<div class="statblock">
* ''Size'' Huge
* ''Maneuverability'' poor (–1 Piloting, turn 3)
* ''HP'' 160 (increment 20); ''DT'' 5; ''CT'' 32
* ''Mounts'' forward arc (1 heavy), aft arc (1 heavy), turret (2 light)
* ''Expansion Bays'' 10
* ''Minimum Crew'' 20; ''Maximum Crew'' 50
* ''Cost'' 55
You knock the target back 5 feet, plus 5 additional feet for every 5 by which the result of your attack roll exceeds the target's KAC + 8. If an obstacle is in the way, the target stops at the obstacle instead.
Bullet Barrage ([[Ex]])
You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have.
Whether the roar of flamethrowers heralds your entrance or the staccato beat of bullets punctuates your battle cries, you're a master at using heavy weapons.
!! Spray Targets (1st)
When attacking an area (like a line or cone) with heavy weapons, you ignore [[concealment]] and any [[cover]] less than total cover.
!! Focus Fire (5th)
When you make a single attack against an area—such as by using a weapon's automatic mode—and the attack would affect only a single target, you can focus your attack on that target. If you hit, the target chooses to either drop [[prone]] or take additional damage from the attack equal to your soldier level. Dropping prone doesn't negate the normal damage, nor does it affect the target's AC against the triggering attack. This attack expends all of the weapon's remaining ammunition, even if the attack wouldn't normally do so.
!! Furious Reload (9th)
On your turn, you can spend 1 Resolve Point to reload a heavy weapon without using an action. When you do so, you gain a +1 morale bonus to attack rolls made with the reloaded weapon as well as temporary Hit Points equal to your key ability score modifier. Both effects last until the beginning of your next turn.
!! One-Handed Gunner (13th)
You can wield a two-handed heavy weapon with only one hand as long as your Strength exceeds the minimum Strength needed to wield the weapon without a penalty by 2 or more. When you're using two hands to operate a heavy weapon you could wield one-handed, once per round when you hit a target with the weapon, you can provide [[covering fire]] to one of your allies against the target you hit in addition to dealing damage.
!! Overwhelming Firepower (17th)
When you use a heavy weapon to attack an area, choose any number of targets in the area that you missed with the attack and that don't benefit from total cover. The selected targets still take damage from the attack equal to your soldier level or equal to the weapon's damage, whichever is lower. The damage type is identical to that dealt by the weapon.
You can use Intimidate to bully a creature to temporarily [[change its attitude|change attitude]] to helpful (see [[Diplomacy]]). This is a language-dependent, sense-dependent ability. You must spend at least 1 minute conversing with the creature. The DC of this check is equal to either 10 + your opponent's total Intimidate skill bonus, or 15 + 1-1/2 × the opponent's CR, whichever is greater. If you succeed, the creature gives you information it has that you want, takes actions that do not endanger it, or grants limited assistance that you request, but does so under duress. Such a change in attitude lasts for 1d6 × 10 minutes. At the end of this time, the creature's attitude toward you becomes unfriendly. If you fail the check by 5 or more, the creature's attitude becomes unfriendly, or hostile if it was already unfriendly. If the creature becomes unfriendly due to a failed check, it is likely to try to deceive you or otherwise hinder your goals.
You specialize in close combat, leveraging your intimidating presence to crush your foes’ defenses and hinder their attacks.
''Associated Skills:'' [[Athletics]] and [[Intimidate]]. You can attempt an Intimidate check with a +4 bonus to make a trick attack by menacing your opponent, making them hesitate to raise a defense. This is a fear effect, and if your foe has a bonus to saving throws against fear effects, they also apply it to the skill check DC of this Intimidate check.
''Specialization Exploit:'' [[fearsome presence]]
''Domineering Strike ([[Ex]])'': Whenever you make a [[trick attack]] against a creature that’s [[frightened]], [[panicked]], [[prone]], or [[shaken]], you treat any trick attack damage dice that roll a 1 or 2 as if they had rolled a 3 instead.
[[Trox]] are intimidating creatures with sturdy, chitinous shells, and this augmentation grants you an artificial version of that armor which you can use to shield your allies. When you fight defensively or take the total defense action, you can grant half the bonus to AC granted by that action to an adjacent ally (who receives that bonus only as long as they remain adjacent to you).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|bulwark graft | 2 | 600 | spinal column |
</div>
Most [[vlakas]] are acutely attuned to the emotional states of others, and with a well-timed word or a knowing glance they can bolster their allies. Augmentations to the empathic regions of your neural system emulate this trait, allowing you to identify the perfect time to encourage your allies. As a standard action, you can spend 1 Resolve Point to restore 1 Resolve Point to an ally within 30 feet. You can't use this ability again until you have taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|buoy graft | 8 | 9,500 | spinal column |
</div>
This silky, palm-sized pouch is worn on the back and includes stretchy bands that can slip over all major limbs. Visitors to Bretheda don buoyant harnesses while within the upper levels of the planet's atmosphere, but some planetary explorers also find them useful for arresting sudden falls.
Putting on a buoyant harness is a full action. You can deploy a properly attached buoyant harness as a reaction by pulling sharply on any of the bands. Once deployed, the pouch uses organically heated helium to inflate into a balloon as large as you and filling the space directly above you, causing you to float; while floating, use the rules for moving in zero gravity. A buoyant harness does not function in heavy or extreme gravity. The balloon remains inflated and self-heated as long as it has charges remaining. You can deflate it as a move action, collapsing it by the start of your next turn. If you deflate a buoyancy harness while it is maintaining your altitude, you immediately descend 60 feet; if you reach the ground, you land safely. If not, you fall any remaining distance.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|buoyant harness | 2 | 500 | L | 20 | 2/hour |
</div>
This backpack doubles as a flotation device thanks to hard-shelled pockets of inert gas sewn into the lining. The pack functions as an industrial [[backpack]], and its hydrophobic polymer fibers keep all items stored inside dry. Also, a buoyant pack helps keep you afloat while worn or held in two arms; while swimming, you sink deeper when you fail an [[Athletics]] check to swim by 10 or more, rather than failing by 5 or more. Further, if you take no actions on your turn (including if you're [[unconscious]]), you can automatically stay afloat in any fluid whose Athletics DC to swim is 15 or less. The backpack's air pockets make it difficult to dive, and you take a –1 penalty to Athletics checks to swim below the surface (except to ascend) while wearing this backpack.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|buoyant pack | 1 | 50 | 1 |
</div>
First commissioned by the wardens of the prison-planet Daegox 4 and now used in prisons throughout Near Space, the //burdening// weapon fusion often bears chains or manacles. When you score a critical hit using a weapon with the //burdening// fusion, the target gains the [[encumbered]] condition for 1d4 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the burdening effect.
You're a civil servant, facilitating the day-to-day operations of a governmental agency and leaping systemic hurdles to accomplish your goals. Whether you're a minor dignitary in the Pact Worlds, the Veskarium, or beyond, you operate within institutional boundaries to effect change, navigating the proper channels to find solutions and dealing with opposing bureaucrats who block your way. You're now an adventurer, and the skills you've developed as a bureaucrat continue to serve you well in encounters with organizations across the galaxy.
!! Theme Knowledge (1st)
As a bureaucrat working for a governmental agency, you have become knowledgeable regarding your agency's field. Choose one of the following skills that most closely relates to your governmental agency: [[Culture]], [[Life Science]], [[Mysticism]], [[Physical Science]], or a [[Profession]] skill (other Intelligence-, Wisdom-, or Charisma-based skills might apply at the GM's discretion). Reduce the DC of checks with your chosen skill to [[recall knowledge]] on topics related to your governmental agency and its specific field of expertise by 5. The chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with that skill. In addition, you gain a +1 ability adjustment to the chosen skill's key ability score at character creation.
!! Straight to the Source (6th)
You find a common—though not necessarily intentional—thread wherever you go in the wide galaxy: the convoluted inefficiencies of governmental organizations. You have learned to expertly navigate such labyrinthine bureaucracies, bypassing their most common runarounds and pitfalls. Once per day when you [[gather information]] in a settlement or other region with a notable governmental organization, you gain a +2 circumstance bonus to the check and reduce the time taken by half (to a minimum of 1 hour).
!! Expertin the Field (12th)
You leverage your knowledge of your agency's field to enhance your interactions with other professionals. When you spend 10 minutes with a creature that knows about your agency or is related to your agency's field of expertise, you can pepper jargon and insider knowledge into your interaction, such as name- or title-dropping. On your next attempted [[Diplomacy]] check to change such a creature's attitude or Intimidate check to bully such a creature, you gain a +4 circumstance bonus.
!! Friends in High Places (18th)
Throughout your career, you have developed connections with all sorts of governmental agents and agencies, and you can use these ties to further your influence throughout the galaxy. When in a region with either your governmental agency or a different one with a related field of expertise, you can leverage your status to gain an appointment with a minor governmental functionary. You can usually schedule an appointment to take place sometime 1d4 to 2d6 days after you make your request, depending on diplomatic relations, familiarity between the two agencies, your personal reputation in the region, and any particular NPC's attitude toward you (all at the GM's discretion).
In addition, your expertise in your field and experience in dealing with various professionals navigating it have made you famously difficult to outmaneuver in negotiations. After you spend at least 10 minutes interacting with a creature that knows about your agency or is related to your agency's field of expertise, you can attempt a [[Bluff]] check to [[lie]], a [[Diplomacy]] check to [[change attitude]], an [[Intimidate]] check to [[bully]], or a [[Sense Motive]] check to [[detect deception]] against that creature. If you succeed, you regain 1 Resolve Point. This doesn't count as resting to regain Stamina Points. You can use this ability twice per day, but only once per creature.
The target gains the [[burning]] condition.
<<section 'Burning (condition)'>>
Your attacks' cosmic energy shreds the magical forces wielded by spellcasters. As a move action, you sheathe your body in protective energy that attunes to spellcasters you strike. If the next successful melee attack you make before the beginning of your next turn hits a creature capable of casting spells or using spell-like abilities, you gain a +2 enhancement bonus to saving throws against that creature's spells and spell-like abilities for 1 round.
When you are attuned or fully attuned, your weapon gains the [[dispelling]] critical effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted //[[dispel magic]]//, per the spell, using your solarian level as the caster level.
Indistinguishable from a flamethrower to the lay observer, a burner uses petrol as fuel to produce a strong jet of flame. However, the subtly narrower nozzle and recoil-suppressing gyros allow a burner to fire streams of petrol with more control and focus than its traditional cousin. Ifrit-, salamander-, hellhound-, firedrake-, and phoenix-class burners are all widely available.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|burner, ifrit-class | 3 | 1,300 | 1d10 F | 30 ft. | [[burn]] 1d6 | 40 petrol | 4 | 2 |[[line]], [[unwieldy]] |
|burner, salamander-class | 7 | 6,050 | 2d10 F | 40 ft. | [[burn]] 2d6 | 40 petrol | 4 | 2 |[[line]], [[unwieldy]] |
|burner, hellhound-class | 11 | 23,800 | 3d10 F | 50 ft. | [[burn]] 3d6 | 40 petrol | 4 | 2 |[[line]], [[unwieldy]] |
|burner, firedrake-class | 16 | 158,000 | 6d10 F | 60 ft. | [[burn]] 4d6 | 40 petrol | 4 | 2 |[[line]], [[unwieldy]] |
|burner, phoenix-class | 20 | 795,000 | 10d10 F | 75 ft. | [[burn]] 5d6 | 40 petrol | 4 | 2 |[[line]], [[unwieldy]] |
</div>
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
Weapons with the //burning// fusion often take on an appearance that includes numerous flame-like elements. However, if applied to a weapon that already has visual details representing crows or ravens, the fusion adds further raven-like flourishes to the weapon instead. A weapon with the //burning// fusion gains the [[burn]] critical hit effect. The burn damage for the critical hit effect is 1d6 when the fusion is applied to a 4th- or 5th-level weapon, 2d6 when applied to 6th- to 10th-level weapons, 3d6 when applied to 11th- to 15th-level weapons, and 4d6 when applied 16th- to 20th-level weapons. If the weapon already has a critical hit effect, you can apply either the weapon's normal critical hit effect or the burn critical hit effect when you score a critical hit.
<div class="statblock">
* <<levels>>
* ''School'' conjuration ([[creation]], fire)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level
* ''Saving Throw'' see text
* ''Spell Resistance'' no
</div>
You conjure forth a cloud of smoke and burning embers that billows out from the point you designate. The cloud obscures all sight, including [[darkvision]] beyond 5 feet. The area counts as a smoke hazard, except a creature within the cloud has total concealment (50% miss chance, and the attacker can't use sight to locate the target) against their attackers. In addition, the embers within the cloud deal 2d6 points of fire damage to creatures ending their turns within the cloud.
A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) or stronger disperses the cloud in 1 round. This spell doesn't function underwater or in a vacuum.
Hellknights of the Order of the Chain favor these lengths of blackened, fiery chain, which often incorporate etchings of infernal runes or hellscapes into their complex designs. Burning chains aren't known for their damage so much as their extreme flexibility in confounding an enemy—and, of course, for the visual imagery a burning chain provides when combined with the distinctive Hellknight armor. The order's names for the various models have become the most commonly used, from fiend-class burning chains to malebranche- and archdevil-class burning chains.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|burning chains, fiend-class | 3 | 1,450 | 1d8 F | [[fatigue]] | 2 |[[analog]], [[disarm]], [[fueled]] (capacity 20, usage 1), [[reach]], [[trip]] |
|burning chains, malebranche-class | 9 | 13,900 | 2d8 F | [[fatigue]] | 2 |[[analog]], [[disarm]], [[fueled]] (capacity 20, usage 1), [[reach]], [[trip]] |
|burning chains, archdevil-class | 16 | 178,000 | 5d12 F | [[fatigue]] | 2 |[[analog]], [[disarm]], [[fueled]] (capacity 20, usage 1), [[reach]], [[trip]] |
</div>
A weapon with this special property fires a highly focused beam of energy that can slice through shields with ease. Burrowing weapons are always short range and cannot fire at targets outside the first range increment. When a burrowing weapon's beam hits shields, apply half of its damage to the shields and the other half (rounded down) to the target vessel's Hull Points. If any of the damage applied to the shields depletes those shields, apply the remainder to the ship's Hull Points as normal. If a burrowing weapon deals damage to a ship with a damage threshold, halve that threshold before determining if any damage is dealt.
This armor upgrade became popular for adventurers who needed to traverse the Plane of Earth, which can frequently require excavation. It consists of modifications to the arms that allow you to quickly move dirt and other loose material, granting a burrow speed. Unless otherwise stated, burrowing arms can’t be used to burrow through solid rock or metal. This upgrade can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Burrow Speed |h
|burrowing arms, mk 1 | 7 | 7,350 | 1 | heavy, powered | 1 | 5 ft. |
|burrowing arms, mk 2 | 11 | 25,000 | 1 | heavy, powered | 1 | 10 ft. |
|burrowing arms, mk 3 | 13 | 51,500 | 1 | heavy, powered | 1 | 15 ft.* |
|* you can burrow through solid rock at a speed of 5 feet |<|<|<|<|<|<|f
</div>
With the //burst// fusion, a weapon's energy damage can form a small explosion that spills onto a second target. The weapon gains the [[arc]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the //burst// fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a //burst// fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added.
A weapon with this special property fires blasts of disruptive energy that devastate shields but have difficulty penetrating physical armor. A buster weapon deals the indicated damage to a starship's shields. If the shields in the quadrant are reduced to 0, split any remaining damage between the two adjacent quadrants' shields. If the targeted quadrant's shields and the shields of any adjacent quadrants are reduced to 0, halve any remaining damage before applying it to the starship's Hull Points. During a starship's next engineering phase after being hit by a buster weapon (whether or not its shields were depleted), the DC of [[Engineering]] checks to divert power to the starship's shields increases by 5.
name:heavy buster cannon
range:medium
speed:—
damage:6d8
pcu:15
cost:16
special:[[buster]]
name:buster cannon, light
range:short
speed:—
damage:3d8
pcu:10
cost:9
special:[[buster]]
name:buster cannon, super
range:medium
speed:—
damage:3d8 × 10
pcu:35
cost:35
special:[[buster]]
You can cause even seemingly insignificant actions to ripple throughout a battlefield and cause outsized effects. As a reaction when you or an ally within 60 feet miss an attack that targets AC, you can use a paradox to grant an insight bonus to subsequent attacks against that target’s AC. The bonus starts at +1 and increases by one with each subsequent missed attack against the target’s AC, to a maximum of +5. The bonus ends when the target is hit by an attack that targets AC. A target can be affected by only one instance of this ability at a time.
When activated, this weapon exudes subtle static charges that tightly bind nearby objects to one another, granting them additional resilience from incoming attacks. After you make an attack with this weapon, you: increase the AC bonus you gain from cover by 1, increase the [[hardness]] of objects within 5 feet of you by an amount equal to 1/4 × the weapon's item level, and gain a +1 bonus to your KAC to resist combat maneuvers. These benefits last until you move or until the beginning of your next turn, whichever comes first. Objects that are moved from their space lose this benefit immediately. The effects of multiple buttressing weapon attacks don't stack with each other.
<div class="statblock">
* ''Type'' melee; ''Special'' [[thrown]] (20 ft.)
* ''Damage'' medium; ''Damage Type'' S; ''Critical'' [[bleed]]
* ''Slots'' 1 (upper limb or lower limb)
* ''Cleave (2 PP)'' As a standard action, the mech makes an attack against multiple targets in an area as though the buzzblade had the [[blast]] weapon special property. The length of the cone equals the mech's reach with the buzzblade.
* ''Cost'' 3.5 × level
</div>
This serrated blade whirs as it slashes through enemy lines.
\define by-level(tag)
<div class="by-level">
<$list filter="[tag[$tag$]has[level]each[level]nsort[level]]">
<h3>Level {{!!level}}</h3>
<<list-links "[level{!!level}tag[$tag$]]" class:index>>
</$list>
</div>
\end
Example:
<<by-level 'Gear Boosts'>>
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to [[Computers]] and [[Engineering]] skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one computer, control panel, datapad, or similar digital device
* ''Duration'' instantaneous; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Bypass password// allows the caster to access a computer, control panel, or other similar digital device protected by a password. When you complete the casting of this spell, attempt a caster-level check (1d20 + your caster level) with a +10 bonus against the DC of the computer password. If successful, //bypass password// gives access through three password-protected security measures. //Bypass password// only works on technological or hybrid devices.
A bypass subroutine is a miniaturized single-function computer which takes the form of a ring with four nanite circuit-nodes and can be sized to fit nearly any finger. The compact nanites are attuned to input from the circuit-nodes and can form specific tools much larger than the ring itself as directed by information stored within the circuit-node. Infiltrators utilize these high-tech metal bands to assist in covert missions. Aspis Consortium agents also use these rings to ensure that locks that were opened appear as if they were never tampered with.
When you succeed at a [[Computers]] or [[Engineering]] check to open a lock, you can activate the ring as a reaction. The ring then stores a record of the processes and tools used in opening the lock, and one of the nanite circuit-nodes on the ring takes on a texture or color associated with the area around the lock. As a move action, you can touch the ring to a lock recorded therein and it recreates the conditions needed to change the lock's status (creating any required tool output with nanites), either opening or relocking that lock.
A bypass subroutine can record one lock in each of its circuit-nodes. Any additional recordings must replace one of the four already in the ring.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|bypass subroutine | 11 | 23,000 | — |
</div>
Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength, usually adamantine or titanium alloy.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|cable line, titanium alloy | 1 | 5/10 ft. | L/10 ft. |
|cable line, adamantine alloy | 2 | 500/10 ft. | L/20 ft. |
</div>
Your studies of the fundamental forces of the galaxy have enabled you to enhance one of your body's systems to benefit from the energy of stored spells. You might have been bestowed this augmentation by an order of technomancers, implanted the augmentation into yourself as part of your research, or witnessed part of your body undergo a technomantic apotheosis that left you with the ability to cast spells. Your cache augmentation takes the form of any cybernetic augmentation or magitech augmentation of your choice with an item level of 1. Each time you gain a level, the item level of your augmentation increases by 1, and you can replace it with a different augmentation with an item level equal to your technomancer level or lower. This augmentation counts toward the total number of augmentations you can have implanted into each of your body's systems as normal.
At 6th level, each time you regain your spells, choose one of the following: attack rolls, [[Computers]] and [[Engineering]] checks, Fortitude saves, or Reflex saves. You gain a +1 enhancement bonus to rolls of your chosen type. This enhancement bonus increases to +2 at 12th level and +3 at 18th level.
At 12th level, each time you regain your spells, choose a second option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. This enhancement bonus increases to +2 at 18th level.
At 18th level, each time you regain your spells, choose a third option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type.
These enhancement bonuses count as part of the effects of your cache augmentation, and if your augmentation is removed or its effects suppressed (such as by the //[[reject augmentation]]// spell) you also lose these bonuses.
This replaces [[spell cache]] and [[cache capacitor]].
You expand your [[spell cache]] into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: //[[detect radiation]]//, //[[disguise self]]//, //[[keen senses]]//, or //[[unseen servant]]//. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn't expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can't exchange the stored spell for another spell until you again regain your spells.
At 12th level, your cache capacitor gains a second slot that can hold //[[darkvision|Darkvision (spell)]]//, //[[lesser resistant armor]]//, //[[life bubble]]//, or //[[spider climb]]//.
At 18th level, your cache capacitor gains a third slot that can hold //[[arcane sight]]//, //[[flight]]// (spell level 3rd or lower), //[[see invisibility]]//, or //[[tongues]]//.
The first time each round that a crew member gains a circumstance bonus to their starship combat check from the starship's integrated control module, they increase that bonus by 1.
Whenever you cast a spell with a duration of concentration, you can spend 1 Resolve Point to automate the concentration process by transforming the necessary concentration into a program loop that your [[spell cache]] can maintain for you. If the spell has a maximum duration, your spell cache maintains the spell for that maximum duration, during which you can act normally. Otherwise, your spell cache maintains the spell until you interrupt the program loop, which does not require an action. Your spell cache can loop only one spell at a time, and if you use this ability to loop a new spell while your spell cache is already looping a spell, the spell cache immediately stops concentrating on the previous spell.
You must have the spell cache class feature to choose this magic hack.
At 6th level, you can acquire a cache hack, a fundamental shift in the focus of your [[spell cache]] that alters the spells you can cast with the [[cache capacitor]] class feature. Choose one of the cache hacks described below; your cache capacitor can hold the listed spells.
Some of the cache hacks described below allow you to place spells with targets into your cache capacitor. These spells are marked with an asterisk (*). For such spells, you effectively gain the ability to cast the cached spell at will. You don't need to make any decisions required for the spell in advance, but their duration expires normally. Reestablishing one of these spells requires only that you cast the spell again; you don't need to spend 5 minutes reestablishing it. You can have only one instance of each spell active at a time, and casting the spell again causes the previous instance to automatically end, as if its duration had expired. After 24 hours, you lose the ability to cast the spell in your cache capacitor and effects produced by those spells immediately end, as if their duration had expired.
Aside from the change in the spell list and the changes listed above, your cache capacitor otherwise functions as described in the cache capacitor class feature. This alters cache capacitor.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''Type'' disease (inhaled)
* ''Save'' Fortitude DC 16
* ''Track'' [[mental]]
* ''Frequency'' 1/day
* ''Cure'' 2 consecutive saves
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Target'' one living creature
* ''Duration'' 1 round/level
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no
</div>
You transform your outer layer into solid rock, amplifying your offense and defense. You gain a special unarmed strike that deals lethal damage, doesn't count as [[archaic]], and threatens squares. You also add 1-1/2 × your character level to damage dealt with this attack (instead of the normal [[Weapon Specialization]] damage). You also gain [[DR]] 2/—. Finally, you gain a +2 circumstance bonus to your AC against [[bull rush]], [[reposition]], and [[trip|Trip (combat maneuver)]] combat maneuvers.
Kalos of the Brethedan moon of Kalo-Mahoi have developed numerous magical innovations honoring their artistic traditions. They created //calcification rods//, idealistically, to perfectly preserve objects of natural history that might otherwise rot away. Such rods see use well beyond Kalo-Mahoi, whether by scholars of natural history or those with less scrupulous aims. An authentic Kalo-Mahoian //calcification rod// is a rough shaft of coral that glows at the end that touches a chosen target.
As a standard action, you can touch a //calcification rod// to a nonmagical object made of once-living matter, including a corpse. If the object fits into a 10-foot cube, it must succeed at a Fortitude saving throw (DC = 14 + your key ability score modifier) or turn to stone. If a creature holds or wears the target object, that creature can use its own Fortitude save bonus in place of the object's.
Alternatively, you can use the rod as a club (which counts as magic for the purpose of bypassing [[DR]]), or you can attempt to touch a creature with the rod by making an attack against its EAC. If your attack hits a creature that is living or made of once-living matter, the target must succeed at a Fortitude saving throw (at the same DC) or move one step further along the [[Dexterity poison track]]. While under this effect, a creature can attempt a new saving throw at the end of its turn each round, curing the affliction with one successful save. A creature that would reach the dead state is instead affected as if it had failed its saving throw against a //[[flesh to stone]]// spell, except it can attempt a new saving throw once every 24 hours to end the affliction.
Any target that is immune to petrification is immune to this rod's effects.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//calcification rod// | 8 | 9,500 | 2 |
</div>
As a move action, you can predetermine all potential outcomes and variables before attacking a foe with a spell to consistently strike them at their most vulnerable spot, forcing the target to rely on its reflexes to avoid your attack. If you cast a spell that requires a melee attack or ranged touch attack to affect a target before the end of your next turn, you automatically hit your target, but your foe can attempt a Reflex save to negate your spell's effect (calculating your spell's save DC normally).
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* CN Large fey
* ''Init'' +5; ''Senses'' [[darkvision]], [[low-light vision]]; ''Perception'' +29
!!! DEFENSE
* ''HP'' 300; ''RP'' 6
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +17; ''Ref'' +17; ''Will'' +20
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' mind-affecting effects, [[paralysis]], poison, polymorph, [[radiation]], sleep, [[stunning]]
!!! OFFENSE
* ''Speed'' 60 ft., fly 120 ft. ([[Su]], perfect)
* ''Melee'' slam +25 (8d6+21 B plus ruined mind)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' ruined mind, sympathetic ruin
* ''Spell-Like Abilities'' (CL 17th; ranged +27)
** 1/week—//[[interplanetary teleport]]//, //[[plane shift]]//, //[[terraform]]// (for 6 RP)
** 1/day—//[[control gravity]]// (DC 26), //[[disintegrate]]// (DC 26)
** 3/day—//[[crush skull]]// (DC 25), //[[feeblemind]]// (DC 25), //[[holographic terrain]]// (DC 25), //[[mystic cure]]// (5th level)
** At will—//[[corrosive haze]]// (DC 24), //[[remove radioactivity]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +4; ''Int'' +2; ''Wis'' +8; ''Cha'' +11
* ''Skills'' [[Acrobatics]] +29 (+37 to fly), [[Life Science]] +34, [[Survival]] +34
* ''Languages'' [[truespeech]]''
* Other Abilities'' planetary bond
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Planetary Bond ([[Su]])'' A calecor is bonded to a planet devastated by cataclysm. The creature is dimly aware of everything happening on that world. However, this deluge of information is difficult for it to process. The calecor has a 33% chance to become aware of anything occurring on the planet that might affect the fey, its goals, or the world itself. Once aware of an event, the calecor can take a full action to observe that occurrence as if using //[[clairaudience/clairvoyance]]//, but without any restrictions on range and duration. This ability functions even when the calecor is not on the bonded planet, and the entire planet is considered to be familiar to the calecor.
''Ruined Mind ([[Su]])'' A calecor's traumatized and divided mind makes the fey dangerous to interact with on a mental level. Any creature that touches a calecor (or is touched by one), uses mind-affecting or mind-reading magic on the fey, or attempts to communicate with it telepathically must attempt a DC 24 Will save. On a failure, the creature takes 4d10 damage and becomes [[confused]] for 1 round. The calecor can suppress this ability at will. This is a mind-affecting effect.
''Sympathetic Ruin ([[Su]])'' As a standard action, the calecor can project the mental torment of its ruined mind into the mind of a creature within 250 feet. If the target fails the save against ruined mined, it suffers the effects of that ability.
</div>
When a world suffers a global calamity—a tremendous loss of resident life-forms due to asteroid impact, rapid climate change, war, or other apocalyptic scenario—the ramifications can ripple far beyond that planet. In some cases, as the torrent of souls leaves the planet, bound for Pharasma's Boneyard, some of the life energy from dying fey creatures and nonsentient organisms ripples back to the First World, tearing a hole in the fabric of the Material Plane. The essence of the First World surrounds and contains this blast of anguished energy, waves of planar force wrapping around it like an oyster making a pearl, until the two elements combine and solidify into a new entity, a calecor.
A calecor is the fey embodiment of the planetary disaster that birthed it—nature's violent reaction to the cycle of birth, growth, evolution, and death being catastrophically and irreparably interrupted. Biologists and mystics are unsure why some disasters result in the creation of a calecor while others do not. After all, most planets suffer events that were disastrous for some and beneficial for others, and evolution itself kills off existing species through natural processes, such as when newly evolved trees absorb enough carbon dioxide from an atmosphere to cause global cooling. To date, the best theory is that the dying fey associated with a world's biome have an innate sense of a planet's natural order, a sort of racial memory for the planet as a whole. Therefore, only extinctions that this aggregate fey consciousness deems the work of outside actors trigger enough resentment to coalesce into a calecor.
Calecors not only take forms suiting their planet's primary environments, but also have sphinx-like shapes, with the body of a hunting cat and great wings of overlapping leaves. A calecor's body is formed not of flesh, but rather vines that wrap and twist around pieces of broken stone, such as rubble from a native civilization destroyed by the calamity. Instead of a head, the vines of the creature's neck writhe up and cradle a holographic globe split down the middle into two pieces: a perfect, real-time representation of the calecor's bonded world. A calecor is 10 feet tall and can weigh more than 6 tons.
Always encountered singly, calecors have little culture and might not even be aware of the existence of other calecors. As soon as a calecor emerges into consciousness, its first action is to leave the First World and travel back through the planar breach to the world whose death spawned it. Once there, it does everything in its power to undo the damage and reset the ecosystem to a stable state, magically tearing down the structures of those it deems responsible for the tragedy and terraforming regions too blasted to support life. So deep is the calecor's bond to its planet that it instinctively knows everything happening on or within it, and it is able to see and hear events on the other side of the world just by thinking about it.
Instinctively able to speak any language, a calecor's mind is nevertheless as broken as the globe that forms its head, its mind split between painful visions of the past and the overwhelming desire to heal and nurture. Those who attempt to make psychic contact with the creatures report a devastating, disorienting whirlwind of different thoughts—the death cries of a billion organisms—and such contact can seriously harm those who lack superior mental fortitude.
Although not inherently bellicose, and in fact gentle toward organisms it deems in need of recovery or repopulation, a calecor has no patience for those who would despoil its world or oppose its mission. In such situations, interlopers might be warned off with painful visions of the terrifying apocalypse that led to the calecor's birth. If that tactic doesn't work, a calecor shifts gravity to keep foes off-kilter while it picks them off, breaking minds and disintegrating bodies until the threat is neutralized. Those who can convince the calecor that their goals align, however, might find themselves with the most powerful ally on the planet.
!! Calecore Skull-Globe
When a calecor dies, whether as a result of violence or its world being either repaired to the calecor's satisfaction or devastated beyond hope, the illusory halves of the planet that serve as the creature's head fuse and become a mysterious crystalline globe. A calecor skull-globe retains part of the calecor's magical bond to its planet, making this magic accessible to anyone who touches the globe. The globe shatters if the planet to which it is bonded is destroyed.
{{Calecor Skull-Globe}}
This crystalline globe is bonded to a planet and constantly changes to reflect a real-time image of that world. Touching the globe allows you to use //[[clairaudience/clairvoyance]]// at a location of your choice on that planet, regardless of range and lasting as long as you concentrate. You don't need to have prior knowledge of the location—you just zoom in on the desired point from the global view. Additionally, once per week, the globe allows you to use //[[interplanetary teleport]]// to transport yourself and other willing creatures touching the globe to the location you're currently observing using the globe's //clairaudience/clairvoyance// effect. If you are currently on a different plane, this teleportation shifts you back to the Material Plane, as well. A //calecor skull-globe's// planetary bond can't be changed to a new planet.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//calecor skull-globe// | 17 | 250,000 | 1 |
</div>
Your experimental armor prototype enables faster movement. Your experimental armor's speed adjustment is increased by 5 feet (maximum 0 feet) while you're wearing it. At 8th level, you instead ignore the armor's speed adjustment. You must have an [[experimental armor]] prototype to select this mechanic trick.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' cylinder (20-ft. radius, 40 ft. high)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You evoke a vertical column of dangerous material from across the universe that rains down upon creatures in the area. This matter is made up of bits of burning stars and chunks of frozen comets, and it deals 4d6 fire damage and 3d6 cold damage to every creature in the area. This damage occurs only once, when the spell is cast. For the spell's remaining duration, the fallen starstuff makes the entire area difficult terrain, and thick, swirling clouds of particulate space matter magically block vision. This obscures all sight beyond 5 feet, including [[darkvision]] and other vision-based senses (including vision-based [[blindsight]] and [[sense through]]), but doesn't prevent [[blindsense]]. A creature within 5 feet of its attacker has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Additionally, the swirling cosmic particles are distracting to spellcasters in the area, who have a 20% chance of losing any spell they attempt to cast in the area. At the end of the duration, the starstuff disappears, leaving no aftereffects (other than the damage dealt).
A weapon with the //called// fusion can be teleported to its owner's hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a //called// weapon. A weapon with the //called// fusion must be in your possession for at least 24 hours for this ability to function.
The mech expends either 1 PP or 3 PP and makes an attack against a single mech. If the attack's damage causes system damage, the operator can choose which component takes system damage, excluding the power core or cockpit; if the mech expended 3 PP, the operator can select any component to take the system damage.
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level
</div>
Developed by ikeshti brood-minders and congregants who moved beyond the threat of becoming a rivener, this spell is a celebration of the mental fortitude that one needs to resist one’s urges and to shrug off outside influence. You gain a +2 morale bonus to saving throws against all spells and effects with the mind-affecting descriptor. If you would fail a saving throw against a mind-affecting spell or effect while under the effects of //calm the storm//, you can reroll the failed saving throw as a reaction. If you do, //calm the storm// ends.
Your drone has a camera that you can see through using your [[custom rig]] as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.
This fine webbing is coated with reactive dyes that can be altered through minor electrical charges. It can be slipped over clothing or armor and adjusted to reflect the patterns of the local terrain to provide some camouflage, in a process that takes 10 minutes. When you wear a camouflage membrane, you gain a +2 circumstance bonus to [[Stealth]] checks while in the particular biome to which the membrane has been adjusted. You can take another 10 minutes to change the biome for which the item provides its bonus.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|camouflage membrane | 1 | 100 | L | 20 | 1/day |
</div>
Your nanites can alter their color and appearance, settling on your flesh in a variety of patterns and colors, providing you camouflage in your surroundings. When you attempt a [[Stealth]] check while your [[sheath array]] is active, you can use a move action to increase the insight bonus to your Stealth check by 2 until the end of your turn. You can additionally use a [[nanite surge]] to [[hide]] in plain sight.
This hollow plastic or metal container can hold up to a half gallon of liquid.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|canteen | 1 | 1 | L |
</div>
Who Canu was, if they were a person, is lost to the Gap. //Canu's cache// is a bracer datapad (negligible bulk, changes to fit its user) that functions as a tier 10 computer with a personality specially attuned to you and your preferences. The device has planetary range for controlling peripheral devices. Not only does the bracer never need power, but it can also act as a recharging station for up to three batteries at a time. If you're a technomancer and use Canu's cache as your [[spell cache]], as part of casting a spell, you can activate this artifact three times per day to cast a spell you know of 5th level or lower, even if you lack a spell slot to do so; alternatively, you can activate the artifact in this way once per day to cast a 6th-level spell. For your [[cache capacitor]] class feature, Canu's cache gains two slots each time your normal cache would gain one. Also, this artifact grants you the [[cache concentration]] and [[summon cache]] magic hacks.
Canu's cache can be destroyed only by someone who uses the [[fuse spells]] feature with 2 Resolve Points and two 6th-level spell slots to cast //[[wish]]// to destroy the bracer; the spell slots and Resolve Points used to do so are permanently lost.
Consisting of a single immense starship, a capital fleet boasts heavy armor and utterly devastating weapons. However, these ponderous starships are slow to maneuver, and they struggle to fend off tiny attackers.
<div class="statblock">
* ''Speed'' 4 hexes; ''Maneuverability'' average (+0 [[Piloting]], turn 2)
* ''Strong'' [[destroyer|Destroyer-Class Fleet]]; ''Weak'' [[fighter|Fighter-Class Fleet]]
* ''Range'' 5 hexes
* ''Special Ability Access:'' [[array|Array (fleet ability)]], [[damage threshold]], [[EMP|EMP (fleet ability)]], [[flagship]], [[point defense]], [[self-destruct]], [[superweapon]]
</div>
Your role in combat is about encouraging the crew while taunting enemies into making critical mistakes. A starship can have only one captain, and a character can assume that role only if it is currently vacant. The captain alone can act in any phase of combat.
!! Actions
<<list-links '[tag[Captain Actions]]' class:index>>
As a captain, you can take any of the following actions, depending on your character level, during any phase of combat.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
\define captitle(tiddler)
<$view tiddler='$tiddler$' field='caption'><$view tiddler='$tiddler$' field='title' /></$view>
\end
Example:
<<captitle 'Elementals'>>
The pendant of a //captive-star amulet// is a miniature containment field that holds magical energy compressed to resemble a tiny star. While you wear the amulet, if a spell includes you as a target, the necklace allows you to use the counter option of //[[dispel magic]]// against that spell as a reaction. You must attempt a dispel check (1d20 + half the amulet's item level + your key ability score modifier). A //captive-star amulet// works once per day, but you can spend 1 Resolve Point to activate it a second time during that same day. Once you use a given //captive-star amulet//, you can't use a different one for 24 hours.
Captive star amulets come in three types with varying functions.
!! Red Dwarf
A //red dwarf captive-star amulet// has no other functions.
!! Magnetar
In addition to countering the spell, a //magnetar captive-star amulet// allows you to absorb
a successfully countered spell to recover one of your previously expended spell slots of a level lower than that of the negated spell.
!! Pulsar
A //pulsar captive-star amulet// can function like a //magnetar captive-star amulet//. Alternatively, instead of negating and absorbing the spell, you can redirect the spell. You choose the spell's new targets, area, or other variables, but statistics determined by caster level are still calculated according to its original caster.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//captive-star amulet (red dwarf)// | 9 | 14,500 | L |
|//captive-star amulet (magnetar)// | 13 | 54,000 | L |
|//captive-star amulet (pulsar)// | 17 | 270,000 | L |
</div>
Built to resemble an ancient pre-Gap weapon used to apprehend prisoners of war, a capture pole consists of a polearm with a two-pronged robotic head that snaps shut when its center is pressed against a target during an attack. Designed to lock around a creature's neck, each of a capture pole's prongs are outfitted with armor-piercing syringes used to inject a creature with a substance, typically a sedative to make apprehension easier. This occurs on a successful attack roll for a melee attack or grapple combat maneuver. Capture poles are favored weapons among the drow, who use them to capture slaves and discipline their orc servants.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|capture pole, enforcement-class | 2 | 325 | 1d8 P | [[injection DC +2]] | L |[[grapple]], [[injection]], [[reach]] |
|capture pole, apprehension-class | 7 | 6,600 | 2d8 P | [[injection DC +2]] | L |[[grapple]], [[injection]], [[reach]] |
|capture pole, imprisonment-class | 12 | 36,300 | 6d6 P | [[injection DC +2]] | L |[[grapple]], [[injection]], [[reach]] |
|capture pole, domination-class | 17 | 256,500 | 7d12 P | [[injection DC +2]] | L |[[grapple]], [[injection]], [[reach]] |
|capture pole, overlord-class | 20 | 855,000 | 15d8 P | [[injection DC +2]] | L |[[grapple]], [[injection]], [[reach]] |
</div>
Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|carbon skin, graphite | 3 | 1,220 | +3 | +4 | +4 | –1 | — | 1 | 1 |
|carbon skin, white carbon | 10 | 19,650 | +12 | +14 | +5 | –1 | — | 3 | 1 |
|carbon skin, diamond | 15 | 126,400 | +17 | +19 | +7 | –1 | — | 4 | 1 |
|carbon skin, nanotube | 20 | 825,000 | +21 | +23 | +8 | –1 | — | 6 | 1 |
</div>
As plantlike creatures, [[khizars]] have different respiratory functions than oxygen-breathing creatures. A complete overhaul of your own respiratory organs enables you to breathe in carbon dioxide and exhale oxygen. (Most atmospheres considered hospitable to life have an abundant supply of both.) In situations of slow suffocation, you reduce the number of effective creatures consuming oxygen by two, unless no oxygen-breathing creatures are present.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|carbonic respiration graft | 1 | 150 | lungs |
</div>
This implant plugs directly into your heart and can be triggered to overclock the performance of your heart and circulatory system. When you run, charge, or take a move action to move, you can spend 1 Resolve Point to increase your speed (in the relevant mode of movement) by 20 feet for that action. This extra movement is treated as an enhancement bonus.
Alternatively, you can spend 1 Resolve Point as a reaction when you attempt a Reflex saving throw to gain a +1 enhancement bonus to your roll.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|cardiac accelerator | 6 | 3,850 | heart |
</div>
You are a career member of a military and have been embroiled in conflicts and military bureaucracy for many years. During your enlisted time, you have trained with top ground troops, participated in war games that have turned deadly, and been privy to military intelligence given only to commanders. You are prepared for almost anything on the battlefield that your own commanders or your enemies able to throw at you.
!! Theme Knowledge (1st)
You are adept at telling fact from fiction when it comes to determining enemy movements and assessing rumors. Reduce the DC of any [[Culture]] or [[Diplomacy]] check to [[gather|Gather Information]] or [[recall knowledge]] about enemy troop sizes and tactics by 5. [[Piloting]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Piloting checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Adaptive Kit (6th)
You know the importance of being prepared for various environmental conditions. If you study reports and information about an area for at least 10 minutes (or if you spend at least 1 hour in that area learning the lay of the land), you can adapt your equipment. In a process that takes an additional 10 minutes, you can modify your armor to gain the benefits of one set of environmental clothing that is appropriate to the area's climate. In addition, any suit of armor you adapt reduces its armor check penalty by 1 for 24 hours. Only you can wear this adapted armor, and you can adapt your armor only once per week.
!! Indefatigable (12th)
You are trained to push yourself to your limits and are extremely hard to put down. Once per day as a move action, you can regain a number of Stamina Points equal to your level plus your Constitution modifier.
!! Determined Upkeep (18th)
Due to your many brushes with death, you know that your success in battle is directly related to the quality of your equipment. You always strive to keep your weapons cleaned, your armor polished, and your other gear functioning at maximum capacity. Up to twice per day, you can spend 10 minutes examining and maintaining your equipment to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
''Prerequisite:'' The mech must have a [[cargo hold|Cargo Hold (auxiliary system)]] auxiliary system. The mech's cargo hold conceals subtle boosters that can launch its contents at high velocity.
''Dispatch Hot (3 PP)'' As a standard action, the mech can transfer one operator into a vehicle it has stored in its cargo hold, after which the mech launches the stored vehicle at high speed; the vehicle exits the mech using the [[race]] action. The pilot of the launched vehicle, if any, doesn't need to succeed at a [[Piloting]] check as part of the race action this turn.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium aberration
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 46
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +7; ''Ref'' +5; ''Will'' +5
* ''Defensive Abilities'' molecular mimicry; ''DR'' 5/—
* ''Weaknesses'' [[vulnerable]] to acid
!!! OFFENSE
* ''Speed'' 15 ft., climb 20 ft.
* ''Melee'' tentacle +10 (1d4+5 B)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tentacle)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +5; ''Int'' –3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +10 (+18 when climbing), [[Disguise]] +15 (+19 when imitating an appropriate material), [[Stealth]] +15 (+19 when in an appropriate environment), [[Survival]] +15
* ''Languages'' Common (can't speak any language)
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pod (3–5)
!!! SPECIAL ABILITIES
''Molecular Mimicry ([[Ex]])'' As a standard action, a cargo creep can alter its physical composition to match a material within reach of its tentacle. When it does so, it gains a specific benefit and a vulnerability to a specific energy type based on the material. In addition, the cargo creep gains a +4 circumstance bonus to [[Disguise]] and [[Stealth]] checks when attempting to imitate or hide among that material, such as disguising itself as a metal plate in metallic form or hiding among plants in vegetation form. A cargo creep can match one of the following materials and can revert back to its default flesh state as a move action. The above cargo creep begins in its flesh state.
@@.special
* //Flesh:// When a cargo creep touches the flesh, fur, scales, or other skin covering of a creature, it gains a +2 circumstance bonus to Reflex saving throws and a [[vulnerability]] to acid.
* //Metallic:// When a cargo creep touches worked metal, it gains [[DR]] 5/adamantine and a [[vulnerability]] to electricity.
* //Mineral:// When a cargo creep touches natural, non-worked minerals such as stones and gems, it gains a +1 circumstance bonus to KAC and a [[vulnerability]] to sonic.
* //Synthetic:// When a cargo creep touches material like fibers, plastics, and polymers, it gains a +1 circumstance bonus to EAC and a [[vulnerability]] to cold.
* //Vegetation:// When a cargo creep touches natural plant matter (including that of plant creatures) or worked wood, it gains a +2 circumstance bonus to Fortitude saving throws and a [[vulnerability]] to fire.
@@
</div>
The exact origin of cargo creeps is a mystery, though those who have seen them understand they are nuisances to crews of transport ships, especially those carrying the types of perishable goods that cargo creeps find delicious. A cargo creep vaguely resembles a cephalopod, with four large eyes and five tentacles that it uses for locomotion. The unusual cells in its skin allow a cargo creep to mimic any sort of material with uncanny accuracy, almost down to its molecular structure. This allows a cargo creep to hide almost anywhere and easily slip into cargo holds in search for food. A cargo creep is generally quick to hide or flee at the first sign of danger, except when cornered, at which point it strikes out at anything that gets too close.
<div class="statblock">
* ''Level'' 8; ''Price'' 9,500
* ''EAC Bonus'' +6; ''KAC Bonus'' +16
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –4; ''Speed'' 20 ft.
* ''Strength'' 24 (+7); ''Damage'' 3d10 B
* ''Weapon Slots'' 0; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (5-ft. reach); ''Bulk'' 38
</div>
Similar in appearance to a [[cargo lifter]], a cargo hauler consists of sturdy legs or treads supporting a basic metal frame. Large gripping appendages allow the user to lift and transport large crates and other bulky pieces of cargo. A cargo hauler isn't designed to use weapons and takes a –2 penalty to all attack rolls. It can carry 10 bulk more than normal for its Strength score without becoming [[encumbered]] or [[overburdened]].
Unconverted expansion bays count as cargo holds. A cargo hold can contain approximately 25 tons of goods, with no item being larger than Large. A starship with multiple cargo holds can hold larger objects; usually 4 contiguous cargo holds are required to hold Huge objects and 8 for Gargantuan objects. These size restrictions can be overridden at the GM's discretion.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|cargo hold | 0 | 0 |
</div>
''Prerequisite:'' The mech must have a transporter frame.
The mech's body houses a small garage capable of storing a single creature, vehicle, or other object no larger than two size categories smaller than the mech. An operator can move from a stored vehicle to the mech's cockpit as a move action, and vice versa. A mech can have no more than two cargo hold systems.
<div class="statblock">
* ''Level'' 4; ''Price'' 2,150
* ''EAC Bonus'' 0; ''KAC Bonus'' +7
* ''Max Dex Bonus'' 0; ''Armor Check Penalty'' –10; ''Speed'' 15 ft.
* ''Strength'' 20 (+5); ''Damage'' 1d10 B
* ''Weapon Slots'' 0; ''Upgrade Slots'' 0
* ''Capacity'' 40; ''Usage'' 1/min
* ''Size'' Large; ''Bulk'' 34
</div>
A cargo lifter consists of a simple metal frame atop slow-moving legs or treads. Rather than having articulated hands, its arms end in specialized gripping tools meant to lift bulky containers. A cargo lifter can't use weapons and takes a –4 penalty to all attack rolls. It can carry 10 bulk more than normal for its Strength score without becoming [[encumbered]] or [[overburdened]].
Your drone is outfitted with cargo space. The drone's Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone's actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items.
<div class="statblock">
* ''Level'' 1; ''Price'' 5,000
* Huge land vehicle (10 ft. wide, 20 ft. long, 10 ft. high)
* ''Speed'' 10 ft., full 450 ft., 50 mph (hover)
* ''EAC'' 13; ''KAC'' 16; ''Cover'' improved cover
* ''HP'' 40 (20); ''Hardness'' 6
* ''Attack (Collision)'' 6d4 B (DC 10)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–4 attack at full speed)
* ''Systems'' hover trailer, planetary comm unit
* ''Passengers'' 4
!!! SPECIAL ABILITIES
''Hover Trailer ([[Ex]])'' Every Company rig has a hover trailer stowed in a specialized compartment between the floorboards and the hover jets. One person can take 10 minutes to unpack this trailer, attach it to the back of the vehicle, and extend it up to 80 feet. A hover trailer can carry up to 50 tons, but any cargo must be carefully secured, as the trailer has no roof or walls and provides no cover. When a Company rig has a hover trailer attached, double the vehicle's [[Piloting]] and attack modifiers.
</div>
EJ Corp manufactures these vehicles for freighter crews to transport cargo to and from their ships. The cab seats four and is decorated with the EJ Corp logo and slogan: "Take it to the EJ!"
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 minute/level
</div>
Your mouth expands to twice its normal size,and fills with rows of razor-sharp teeth, giving you a bite attack. This attack is treated as an attack with a basic melee weapon with the [[operative]] special quality for purposes of proficiency and [[Weapon Specialization]] and for other abilities that function with basic melee operative weapons. You can make this attack without using any limbs and when [[pinned]].
The attack deals 1d4 piercing damage. At 7th level, the damage increases to 2d4. At 10th level, it increases to 2d8. At 14th level, it increases to 3d8. At 16th level, it increases to 4d8. At 18th level, it increases to 5d8. At 20th level, it increases to 10d8.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Medium ooze (earth, extraplanar)
* ''Init'' –1; ''Senses'' [[blindsense]] (vibration) 60 ft., [[sightless]]; ''Perception'' +20
* ''Aura'' infrasonic hum (60 ft., DC 18)
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 25; ''KAC'' 25
* ''Fort'' +15; ''Ref'' +8; ''Will'' +11
* ''Immunities'' cold, electricity, [[ooze immunities]], [[radiation]]; ''Resistances'' fire 15
* ''Weaknesses'' [[vulnerability]] to bludgeoning and sonic
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +23 (4d6+17 S plus [[grab]]; critical [[bleed]] 2d6)
!!! STATISTICS
* ''Str'' +6; ''Dex'' –1; ''Con'' +7; ''Int'' —; ''Wis'' +0; ''Cha'' –5
* ''Other Abilities'' [[mindless]], [[no breath]]
!!! ECOLOGY
* ''Environment'' any (Plane of Earth)
* ''Organization'' solitary, pair, or cluster (3–5)
!!! SPECIAL ABILITIES
''Crystallize ([[Su]])'' A creature made of flesh that ends its turn [[grappled]] by a carnivorous crystal must succeed at a DC 18 Fortitude save or become [[staggered]]. If a creature already staggered from this ability fails this save, it becomes [[paralyzed]]. A creature staggered or paralyzed by this ability but not grabbed by a carnivorous crystal recovers completely at the end of its next turn. A creature that remains grabbed while paralyzed by this ability must attempt a third saving throw; on a failure, it becomes an amalgam of crystal and flesh, unconscious but alive. A creature in this crystallized state must succeed at a DC 18 Fortitude saving throw each day or die. If receiving successful long-term care, the creature gains a +4 bonus to this saving throw and needs to attempt it only once every 3 days. The crystallization
is cured after two successful saving throws. //[[Remove affliction]]// allows a creature to automatically succeed at the saving throw, but an affected creature can benefit from this spell only once every 24 hours. //[[Flesh to stone]]// reverses this effect immediately.
''Infrasonic Hum ([[Su]])'' A carnivorous crystal emits infrasonic vibrations that act like static for any sense that relies on vibration, rendering it useless, although carnivorous crystals are immune to this effect. In addition, any creature that can hear must succeed at a DC 18 Fortitude saving throw within the aura or become [[dazed]] for 1 round. A creature that successfully saves or becomes dazed by the aura can't be dazed by any carnivorous crystal's infrasonic hum for 24 hours.
</div>
Rare natives of the Elemental Plane of Earth, carnivorous crystals feed on minerals and metals, transforming them into crystalline substances. They can alter flesh in a similar way and then consume it, but carnivorous crystals are predators only in the sense that an amoeba is, as these creatures are both mindless and indiscriminate about their prey. They reproduce through fission, but only very slowly and in areas with ample food.
Amoral technomancers capture carnivorous crystals and implant them with magitech that stimulates the creatures' aggression. The agitated oozes are confined to breakaway containers, which allow them to be dropped safely into enemy territory. The augmented oozes then kill any fleshy creatures in the vicinity. This magitech burns out in a few days, so the creatures can either be recovered for further use or left in their new homes. This practice means carnivorous crystals can be found in unexpected places, such as abandoned space stations, derelict freighters, and planetoid mines.
You make the most of your downtime by spending it out on the town or holed up, reveling in whatever hedonistic experiences or substances you favor. This helps you shed the stress of an adventuring lifestyle—or prepares you for it.
''Activity:'' Spend a number of credits equal to 100 × your character level while in a settlement, or else consume an equivalent value of intoxicants while aboard a starship. At the end of the day, attempt a Fortitude saving throw (DC = 10 + half your character level). You take a cumulative –2 penalty to this saving throw for each time you've used the carouse activity in the past 7 days.
''Results:'' On a success, you begin the following day with an extra Resolve Point that is lost at the end of that day (double this number of Resolve Points if your character level is at least 10th level). If you fail the Fortitude saving throw by 5 or more, you're drained by the experience instead and lose 1 Resolve Point; you can't regain this Resolve Point in any way until after the following day.
This drone boasts numerous features for partygoers on the move. Its reinforced compartment can carry up to 10 Bulk of items (which increase its own bulk by the same amount). In addition, it sports several customizable features including lighting (increasing the light level by 1 step in a 10-foot radius) and a music player with speakers. When you purchase the drone, you receive a control module for your comm unit, with which you can adjust temperature settings, control movement, and customize features.A carousing drone has 2 bulk.
The carousing drone has two modes, mobile and stationary. While mobile, the drone has a land speed of 15 feet. In stationary form, it can serve as a table or provide seating for up to 2 Medium creatures. If you use the [[carouse]] downtime activity with a carousing drone, you gain a +2 bonus to the Fortitude check required by that activity.
<div class="statblock">
* ''Size'' Gargantuan
* ''Maneuverability'' poor (–1 [[Piloting]], turn 3)
* ''HP'' 240 (increment 30); ''DT'' 10; ''CT'' 48
* ''Mounts'' forward arc (1 capital), port arc (3 heavy), starboard arc (3 heavy), turret (2 light)
* ''Expansion Bays'' 10 (must have at least 1 hangar bay)
* ''Minimum Crew'' 75; ''Maximum Crew'' 200
* ''Cost'' 120
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Medium undead
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 48
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +5
* ''Immunities'' [[undead immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +12 (1d6+9 P)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' —; ''Int'' —; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +10, [[Stealth]] +15
* ''Other Abilities'' grotesque adaptation, [[mindless]], [[no breath]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or abattoir (2–10)
!!! SPECIAL ABILITIES
''Grotesque Adaptation ([[Ex]])'' A carrion dreg gains additional abilities based on the body parts it has scavenged. Roll 1d6 and consult the table below to add one of these abilities randomly, or pick one.
<div class="table-wrapper">
| d6 |Ability |h
| 1 |//Grasping Arms:// The carrion dreg gains a climb speed of 20 feet. |
| 2 |@@.constrained //Leathery Wings:// The carrion dreg gains an extraordinary fly speed of 20 feet with clumsy maneuverability.@@ |
| 3 |//Rotting Fins:// The carrion dreg gains a swim speed of 30 feet. |
| 4 |//Rough Hide:// The carrion dreg gains a +1 bonus to its KAC. |
| 5 |@@.constrained //Sharp Fangs:// The carrion dreg's bite attack deals an additional amount of damage equal to half the dreg's Strength modifier.@@ |
| 6 |//Solid Thews:// The carrion dreg gains 10% additional Hit Points. |
</div>
</div>
In places suffused with necromantic energy, such as the necrograft facilities of Eox, parts of discarded corpses sometimes spontaneously come together to form the undead creatures known as carrion dregs, horrifying amalgamations of severed heads, arms, and legs arranged haphazardly around central cores of rotting flesh and sinew. These undead creatures are savage predators, instinctually driven to gather more lifeless forms to add limbs and heads to their own bodies.
No two carrion dregs look the same, and their attributes vary based on the limbs they have scavenged, making the vicious creatures highly unpredictable and even more dangerous. When hunting, multiple carrion dregs act in concert with one another to kill their prey, but they quickly turn to fight among themselves over the remains.
!! Carrion Dreg Template Graft
Carrion dregs are like undead vermin, hunting for limbs to add to their growing forms.
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant
* ''Traits:''
** [[vulnerable]] to critical hits
** grotesque adaptation (see above)
** [[mindless]]
** [[no breath]]
* ''Suggested Ability Score Modifiers:'' Strength, Wisdom, Dexterity
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[physical|Physical Disease Track]]
* ''Frequency'' 1/day
* ''Effect'' When an infected creature reaches the comatose state, 1d10+10 Diminutive [[ksarik]] seedlings burrow out of its flesh and wriggle away. This ends the disease and deals 1 piercing damage for each ksarik seedling.
* ''Cure'' 2 consecutive saves
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NE Medium aberration
* ''Init'' +5; ''Senses'' [[darkvision]] (60 ft.); ''Perception'' +18
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +10; ''Will'' +6
* ''Defensive Abilities'' reflexive rash, [[unflankable]]; ''Resistances'' acid 10
!!! OFFENSE
* ''Speed'' 40 ft., burrow 10 ft.
* ''Melee'' tentacles +16 (1d8+8 B plus inflame)
* ''Offensive Abilities'' ambush, inflame
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +13, [[Stealth]] +18, [[Survival]] +13
* ''Languages'' Aklo (can't speak)
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or plague (3–15)
!!! SPECIAL ABILITIES
''Ambush ([[Ex]])'' A carrion wheel can adeptly ambush its prey while concealed. A carrion wheel that can act during a surprise round can take its full round of actions. It gains a +2 bonus to any attacks it makes during a surprise round.
''Inflame ([[Su]])'' Toxic enzymes on the carrion wheel's tentacles cause targets' skin to erupt in painful rashes and excruciating, acid-filled boils. A creature hit by a carrion wheel's tentacle attack is [[sickened]] for 1 round and develops boils (Fortitude DC 14 negates both effects). The next time the creature takes bludgeoning, piercing, or slashing damage, the boils explode violently, dealing 2d8 acid damage to the target (no save) and 2d8 acid damage to each creature within 5 feet of the target (Reflex DC 14 for half). If not ruptured, the boils fade naturally after 10 minutes, and they can be removed magically with //[[lesser remove condition]]//. This ability is a disease effect.
''Reflexive Rash ([[Su]])'' A creature that briefly touches a carrion wheel (such as with an unarmed attack or most combat maneuvers) is exposed to the carrion wheel's inflame ability (Reflex DC 14 negates). Actions that involve longer contact, such as [[grapple|Grapple (combat maneuver)]] combat maneuvers, automatically expose the creature to the nflame ability with no Reflex save.
</div>
<<section 'Ichor Wheel'>>
Carrion wheels are furiously writhing masses of tentacles, most often seen rolling in ravenous packs across Aucturn's deserts. These bizarre creatures resemble tumbleweeds at a distance, but their fleshy, pulsating bodies covered in beady black eyes become more apparent up close. They move across land on tentacles that they also use to capture prey— even the slightest touch inflicts a supernatural swelling as carrion wheels can begin digesting their victims even before transferring the flesh into their toothy maws.
Carrion wheels earn their names for their unusual locomotion: rather than walking on their tentacles, which leaves them vulnerable to faster predators, they wind their tentacles into a wheel shape and roll across the terrain. Their meandering paths leave angry sores on Aucturn's landscape, but traveling over rough terrain often tears them up, covering carrion wheels in blood and scars that hardly seem to bother the creatures. During Aucturn's storms, carrion wheels roll with the winds, often gathering into groups of a hundred or more that barrel across the land. Where they find prey, they unravel and feast before embarking once more. For this reason, smaller settlements on Aucturn often include angled berms or concave walls that deflect incoming carrion wheels.
When not on the move, carrion wheels bury themselves so that only their tentacles remain aboveground, resembling desert brush. Unless starving (or if the winds blow just right), the creatures survive as ambush predators, snatching any suitable meals that approach within striking range of their hiding spots. Although fairly unintelligent, carrion wheels can capably mimic a variety of flora by posing, flattening, and wafting their tentacles.
Thanks to the creatures' hostility (and Aucturn's inhospitable conditions), studying carrion wheels poses a challenge. The greatest mystery pertains to their reproduction, as they've never been observed mating. In a few confirmed cases, injured carrion wheels have split apart and survived as separate organisms, yet on Aucturn this method seems an anomaly rather than the norm. Instead, the creatures somehow seed the landscape to trigger mass birthing events on Aucturn in which hundreds of fluid-filled pustules appear on the landscape overnight. Over the course of three days, these blisters balloon from apple-sized welts to throbbing, cow-sized cysts. On the fourth day, they burst in foul geysers, and each release an adolescent carrion wheel that swiftly whirls away in search of prey. In addition to releasing young aberrations, these ruptured boils leave behind strange tunnel networks, suggesting the carrion wheels might even originate belowground and only emerge above at a later life stage. However, the few attempts to explore these fetid tunnels have ended in tragedy. Instead, most explorers are content to listen at the tunnel entrances, from which messages in Aklo and unidentifiable languages periodically waft. These bizarre phenomena don't hold for carrion wheels on other planets, where the creatures seem to reproduce only by fission.
Carrion wheels prove most dangerous after they travel through the black, psychotropic ichor that runs through Aucturn's throbbing veins. Rarely, one of the creatures develops a taste for the substance, after feeding on the ichor directly from the planet or feeding on an [[orocoran]] fat on the fluid. The ichor makes carrion wheels especially powerful, cunning, and aggressive. These so-called "ichor wheels" forgo burrowing for a more mobile lifestyle. As they feast, ichor wheels seem to enjoy collecting souvenirs (sometimes valuable treasures, but more often leftover bones and viscera) that they adhere to their bodies in a macabre expression of individuality. What they can't carry, they arrange into artfully gruesome monuments.
Carrion wheels are native to Aucturn, but are occasionally found on other worlds. Rare specimens crop up on a variety of planets, thriving in colder, drier environments. It remains unclear how the creatures spread, though the leading theory proposes that biological matter from Aucturn can spontaneously develop into carrion wheels if visiting starships fail to properly sterilize. Any number of factors could contribute to their spread, which drives researchers to subdue and collect rogue carrion wheels across the galaxy in search of answers.
name:carrion-missile launcher, heavy
range:long
speed:10
damage:6d10
pcu:15
cost:15
special:[[limited fire]] 5, [[volatile]]
name:carrion-missile launcher, light
range:long
speed:12
damage:3d8
pcu:10
cost:5
special:[[limited fire]] 5, [[volatile]]
name:carrion-missile launcher, mega
range:long
speed:8
damage:3d8 × 10
pcu:15
cost:25
special:[[limited fire]] 5, [[volatile]]
Carrying capacity is based on the bulk of items, which accounts for both their weight and their unwieldiness.
!! Item Bulk
Each item in this chapter has a representation of its bulk, which is a number, the letter "L" if it has light bulk, or a dash ("—") if it has negligible bulk. For example, a gyrojet rifle has 2 bulk, a tactical knife has light bulk, and a //ring of sustenance// has negligible bulk.
Every 10 items that have light bulk count as 1 bulk, and fractions don't count—so 10 items with light bulk have a total of 1 bulk, and 19 such items also have a total of 1 bulk. Items that have negligible bulk count toward your bulk limit only if the GM determines that you are carrying an unreasonable number of them. Add together the numerical bulk values of all items you are wearing and carrying to determine the total amount of bulk you are carrying.
!! Bulk Limits
You can carry an amount of bulk up to half your Strength score without difficulty. If you carry more than that, you gain the [[encumbered]] condition, as described below, until the amount of bulk you carry becomes less than or equal to half your Strength score. You can't voluntarily wear or hold an amount of bulk that is greater than your Strength score. If you are forced to do so (due to changing gravity, for example), you gain the [[overburdened]] condition, as described below, until the bulk you carry becomes less than or equal to your Strength score.
If you are wearing armor, use the worse penalty (from armor or bulk) for speed adjustments and skill checks. The penalties do not stack.
<<section 'Encumbered' 'h3' >>
<<section 'Overburdened' 'h3' >>
!! Estimating Bulk
As a general rule, an item that weighs around 5 to 10 pounds is 1 bulk (and every multiple of 10 is an additional bulk), an item weighing a few ounces is negligible, and anything in between is light. An awkward or unwieldy item might have a higher bulk.
This flanged rod allows you to control gravitational forces around a single object within 100 feet. When you activate the baton, you can move an object of no more than 25 pounds or 2 bulk up to 20 feet per round in any direction (including up or down), but you can't move it farther than 100 feet from you. If you attempt to move an object that another creature is holding, that creature can attempt a DC 15 Reflex save to prevent you from removing the object from its grasp.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|carter's baton | 14 | 65,000 | L | 80 | 8/round |
</div>
These practical boots have integrated sensors that, when activated, track your footsteps and use that data to create a crude, three-dimensional map of where you move while using your land speed. This data is automatically uploaded to a designated comm unit within 30 feet. Periodically reviewing this map provides you a +1 circumstance bonus to checks to find hidden doors, passages, and other concealed architecture in the traversed area, as well as a +2 circumstance bonus to [[Survival]] checks to avoid getting lost.
Variants of these boots exist for other movement types, such as wing-mounted sensors for flight or a lightweight tail harness for swim speeds.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|cartographer boots | 4 | 2,100 | L | 40 | 4/hour |
</div>
You embody a single change in the balance of a system's entropy that cascades into additional, progressively greater changes.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (sunder) as a bonus feat and also a +2 insight bonus to [[Acrobatics]] checks.
!! Aspect Embodiment
Once per combat, when you hit multiple creatures in a single round with an attack or attacks (or effects that require an attack roll), you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each foe within 10 feet must succeed at a Reflex save or gain the [[blinded]] condition for 1d4 rounds.
''Improved:'' Each foe within 30 feet must succeed at a Reflex saving throw or gain the [[blinded]] condition for 1d4 rounds.
!! Aspect Finale
When you damage a target with your [[entropic strike]], as a reaction you can spend 1 Entropy Point to either apply a –2 penalty to that target's AC, saving throws, or attack rolls (your choice), or halve the value of all [[DR]] and [[energy resistance]] the target has. These penalties do not stack, but you can apply different penalties to a single target with multiple hits. The effect lasts until you apply one of these effects to a new target or until the end of your next turn. If you successfully damage a target that has one of these penalties, the penalty's duration is extended until the end of your next turn.
The vast majority of spells require at least a standard action to cast, and sometimes more. Spells that take more than a round to cast require a full action each round until they are complete.
!! Casting While Threatened
Casting a spell takes a significant amount of concentration, forcing you to lower your defenses briefly. When you cast a spell, it gives targets threatening you in melee a chance to make an [[attack of opportunity]] against you, unless the spell specifies otherwise—normally only the case for a few spells with a range of touch. If this attack of opportunity hits and damages you, you fail to cast the spell and lose the spell slot.
Cathode cannons were originally designed by members of the Android Abolitionist Front, and many varieties made by different races nonetheless are decorated with circuit designs reminiscent of the weapons' android inventors. The tactical cathode cannon is a standard-issue weapon for members of the Front, while advanced, elite, paragon, and shockstorm cathode cannons are often used by mercenaries and assault forces with a variety of goals.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|cathode cannon, tactical | 4 | 2,040 | 1d10 E | 40 ft. | — | 40 charges | 4 | 2 |[[unwieldy]], [[wide line]] |
|cathode cannon, advanced | 8 | 9,300 | 2d12 E | 60 ft. | — | 40 charges | 4 | 2 |[[unwieldy]], [[wide line]] |
|cathode cannon, elite | 12 | 35,300 | 3d12 E | 60 ft. | — | 40 charges | 4 | 2 |[[unwieldy]], [[wide line]] |
|cathode cannon, paragon | 15 | 109,000 | 6d12 E | 100 ft. | — | 40 charges | 4 | 2 |[[unwieldy]], [[wide line]] |
|cathode cannon, shockstorm | 18 | 647,000 | 7d12 E | 120 ft. | — | 80 charges | 4 | 2 |[[unwieldy]], [[wide line]] |
</div>
When you score a critical hit with a weapon from the [[disintegrator]] category, you increase
its [[corrode]] critical hit effect damage by 1d6. If it does not have a corrode critical hit effect, the weapon gains corrode 1d6 as a critical hit effect, which functions even if the weapon already has another critical hit effect.
<div class="statblock">
* <<levels>>
* ''School'' evocation (acid)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature or object
* ''Duration'' 1 round + 1 round/3 levels
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You fling magical nanites that convert water vapor around your target into deadly acid. Make a ranged attack roll against your target's EAC. If you hit, the target takes 4d4 acid damage and it takes 5 additional acid damage at the end of its turn each round for the spell's duration.
<div class="statblock">
* <<levels>>
* ''School'' evocation (acid)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' fissure of variable dimensions (S)
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' no
</div>
You tear a thin fissure in reality, releasing a blaze of caustic energy. The fissure must be oriented on a horizontal surface that can fit its length, which depends on the level of the spell; the fissure runs through the center of the affected squares. The height of the blaze of caustic energy released from the fissure and the damage it deals to creatures who pass through it or end their turn in one of the fissure’s squares (no save) also depend on the level of the spell.
If you evoke the fissure so that it appears where creatures are, each creature takes damage as if passing through the blaze and must immediately attempt a Reflex saving throw. On a failure, the creature falls [[prone]].
''1st:'' When you cast //caustic fissure// as a 1st-level spell, the fissure is 10 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals 2d4 acid damage.
''2nd:'' When you cast //caustic fissure// as a 2nd-level spell, the fissure is 20 feet long. The blaze of caustic energy rises to a height of 10 feet above the fissure and deals 4d4 acid damage.
''3rd:'' When you cast //caustic fissure// as a 3rd-level spell, the fissure is 30 feet long. The blaze of caustic energy rises to a height of 20 feet above the fissure and deals 6d4 acid damage.
''4th:'' When you cast //caustic fissure// as a 4th-level spell, the fissure is 40 feet long. The blaze of caustic energy rises to a height of 25 feet above the fissure and deals 6d6 acid damage.
''5th:'' When you cast //caustic fissure// as a 5th-level spell, the fissure is 60 feet long. The blaze of caustic energy rises to a height of 30 feet above the fissure and deals 8d6 acid damage.
''6th:'' When you cast //caustic fissure// as a 6th-level spell, the fissure is 80 feet long. The blaze of caustic energy rises to a height of 40 feet above the fissure and deals 10d6 acid damage.
Much of the design of this pistol-like weapon is based off the biological systems of the [[disintegration lash]], though a caustoject's more traditional appearance is in stark contrast to its techno-organic inspiration. Caustojects create an injectable field that transforms ordinary matter into an acidic compound, disintegrating their targets from the inside. Syringes can be loaded into these weapons, allowing other materials to be quickly injected instead of an acidic discharge (in which case only the injection effect occurs—no acid damage is dealt).
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|caustoject, liquidator | 1 | 225 | 1d4 A | 30 ft. | [[injection DC +2]] | 20 charges | 2 | L |[[injection]] |
|caustoject, decimator | 6 | 4,000 | 1d8 A | 30 ft. | [[injection DC +2]] | 20 charges | 2 | L |[[injection]] |
|caustoject, executioner | 12 | 32,900 | 4d4 A | 30 ft. | [[injection DC +2]] | 20 charges | 2 | L |[[injection]] |
|caustoject, eradicator | 18 | 242,300 | 6d8 A | 30 ft. | [[injection DC +2]] | 20 charges | 2 | L |[[injection]] |
</div>
Drawing upon the same design and inspirations as the [[caustoject]], this larger weapon is designed to resemble an assault rifle rather than a pistol. As with its smaller cousin, a caustolance uses its battery to generate an acidic field to inject directly into its targets, but it can also handle and discharge other substances that are poured into a special tank that is attached to the weapon's barrel.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|caustolance, liquidator | 1 | 400 | 1d6 A | 60 ft. | [[injection DC +2]] | 20 charges | 1 | 1 |[[injection]] |
|caustolance, decimator | 6 | 4,500 | 2d6 A | 60 ft. | [[injection DC +2]] | 20 charges | 1 | 1 |[[injection]] |
|caustolance, executioner | 12 | 38,000 | 5d6 A | 60 ft. | [[injection DC +2]] | 20 charges | 1 | 1 |[[injection]] |
|caustolance, eradicator | 18 | 400,000 | 12d6 A | 60 ft. | [[injection DC +2]] | 20 charges | 1 | 1 |[[injection]] |
</div>
Choose a skill you have selected with the [[skill expertise]] class feature. When you take 20 with this skill, you can roll your [[expertise]] die twice and take the better result. You can choose this talent up to three times, choosing a different skill selected with the skill expertise class feature each time.
A series of prongs takes the place of this pistol's barrel; firing the weapon causes a small sphere of energy to form at their center and launch forward at speed. If the wielder times the shot perfectly, the plasma sphere pulses just as it hits the target, dealing damage to nearby creatures, but most find the feat difficult to replicate consistently. A vapor cavitation pistol creates a very focused sphere, while the inertial cavitation pistol creates one that implodes on impact. Hydrodynamic and thermodynamic cavitation pistols use more complex reactions that carry significantly more destructive power.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|cavitation pistol, vapor | 3 | 1,430 | 1d6 E & F | 20 ft. | [[pulse]] 1d4 | 20 charges | 4 | L |[[unwieldy]] |
|cavitation pistol, inertial | 8 | 9,700 | 2d6 E & F | 20 ft. | [[pulse]] 1d6 | 40 charges | 5 | L |[[unwieldy]] |
|cavitation pistol, hydrodynamic | 14 | 9,700 | 2d12 E & F | 40 ft. | [[pulse]] 2d6 | 40 charges | 8 | L |[[unwieldy]] |
|cavitation pistol, thermodynamic | 18 | 584,000 | 3d12 E & F | 20 ft. | [[pulse]] 3d6 | 80 charges | 10 | L |[[unwieldy]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (sonic)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless) and Reflex half (see text)
* ''Spell Resistance'' no
</div>
You cause a rapid change of pressure in liquid to form vapor-filled cavities, causing damaging localized shock waves.
The target is surrounded by a series of quickly forming and dissipating rings that rotate around it. These rings are harmless to the target, but each creature adjacent to the target (in any direction, including diagonally and above or below) must attempt a Reflex saving throw or take 4d10 sonic damage. A successful save halves this damage.
This spell can be cast on a target that isn't entirely submerged in water, but adjacent creatures that aren't at least partially submerged are unaffected by the spell.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large magical beast (aquatic)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
!!! OFFENSE
* ''Speed'' 40 ft., swim 30 ft.
* ''Melee'' bite +14 (3d4+13 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' feeding appendages
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' –1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +13, [[Athletics]] +13 (+21 when swimming), [[Stealth]] +18
* ''Other Abilities'' amphibious
!!! ECOLOGY
* ''Environment'' any swamp
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Feeding Appendages ([[Ex]])'' Instead of a lower jaw, a caypin has a mass of writhing eyestalks that grant the creature sight and also chew its food with tiny, lamprey-like mouths. As a move action, a caypin can detach these appendages (or reattach any adjacent appendages), which are capable of ambulating on their own and transmitting visual data back to the caypin. An appendage that moves farther than 100 feet from the caypin's body immediately dies.<br/><br/>
While caypin appendages are harmless individually, they become more formidable in groups. A caypin has enough appendages to form up to two such groups at once. While detached, the appendages share a single set of actions with the caypin and act on the caypin's initiative count. Each group of appendages has the aquatic subtype and is [[amphibious]] as per the universal creature rule; [[darkvision]] to a range of 60 feet and [[low-light vision]]; 18 Hit Points; and a base speed of 20 feet and a swim speed of 15 feet. A group of appendages takes up 5 feet of space and has a 5-foot reach. When applicable, a group of appendages uses the caypin's Armor Class, saving throw bonuses, skill check bonuses, and other qualities.<br/><br/>
As a standard action, a group of appendages can enter an adjacent creature's square without provoking an attack of opportunity from that creature. When in another creature's square, the appendages can attack that creature as a swift action (using the caypin's bite attack bonus and damage). Multiple groups of caypin feeding appendages cannot share a space with the same creature at once. Other than this ability to swarm an opponent, a group of appendages cannot attack. If all of a caypin's appendages are detached, the creature can see only what its detached appendages see. <br/><br/>
If all of a caypin's appendages are destroyed but the caypin still lives, the creature has the [[blinded]] condition for 3 days, after which it grows new appendages that function as normal.
</div>
Caypins are some of the most insidious creatures to inhabit the galaxy's marshes. Although they are hulking beasts, their physiques somewhere between those of wolves and crocodiles, they're best known for the strange, detachable tentacles that contain both their eyes and their mouths. These eyestalks are able to wriggle like eels both on land and in water, and they can travel up to 100 feet from their "host," allowing the caypin to both hunt and keep eyes on its territory—literally—while still lurking safely out of sight, often underwater. While the tentacles are capable of transmitting information back to their caypin via poorly understood psychic phenomena, the tentacles are relatively weak on their own and generally return to their host or gather together in groups before engaging with prey or intruders. In marshy areas where caypins are known to hunt, only the foolish wade into water without first checking to make sure that no fat, vermian tentacles with tiny mouths lurk nearby.
Caypins live on multiple planets throughout the galaxy and are most plentiful on worlds that support extensive swamps or marshes full of meaty prey. Contrary to most people's assumptions, caypins are not naturally evil—their limited intellects are incapable of truly understanding moral questions at all—but they are apex predators singularly driven by an insatiable hunger for huge amounts of raw meat. Caypins tend to eat half of their body weight in meat every few days, chewing away at the corpses of prey with their dozens of tiny mouths, and more than a few planets have seen native populations of slow-moving mammals, flightless birds, or languid amphibians go extinct due to caypins' voracious hunting patterns. Likely for this reason, caypins typically live and hunt alone, although occasionally a mated pair shares a single swamp that both use as a killing field. Caypins typically live several hundred years or longer. However, caypins that cannot regularly feed fall into torpor, sometimes sleeping for years at a time in the muck of a river bottom before awakening with a driving hunger.
Caypin biology is as fascinating as it is terrifying, as scholars from both universities and private industry have all so far failed to identify the mechanism by which its detachable appendages communicate with the main body. The wolf-shaped body of a caypin has no eyes or mouth of its own—rather, it sees and eats only via the contributions of dozens of thick, stalk-like appendages that hang from a jawlike protrusion on the front of their skulls. Each appendage bears a bloodshot eyeball looming over a tiny mouth with multiple rows of razor-sharp teeth. While their stalks are attached to their jaws, caypins feed normally, with the tiny mouth-tentacles passing along nutrients through a receptive socket in the jaw. Yet these tentacles can also detach and hunt independently, swarming over unwitting creatures, stripping the victims of meat, and carrying the masticated nourishment back to the caypin's body. Once reattached, these appendages inject the meat into the feeding sockets to be digested as normal. Caypins can drink without the aid of their feeding appendages, ingesting water directly through the tentacles' attachment sockets. Lacking digestive organs of their own, these tentacles are reliant on the main body to refresh the nutrients in their blood. Whether this strange system is the result of two symbiotic creatures having evolved to rely on each other or a single creature evolving a curious trait remains anyone's guess. While many biologists believe the caypin's control of its tentacles is the result of some unknown (and so far untraceable) form of psychic magic, others posit that the caypin's nervous system relies on quantum entanglement, thus removing any need for physical connection. Either way, many corporations would love to uncover the secret of the caypin's instantaneous, untraceable communication.
Occasionally, a caypin's stalks are destroyed during a difficult hunt. In these cases, the caypin is blind and cannot eat for 3 days while its appendages regrow. A caypin that has lost its feeding appendages typically hides and avoids interacting with other living beings, but if startled or cornered, it may go into a frenzy, attacking anything near it, though its blindness makes it a much less formidable opponent than it would be normally.
Most xenobiologists consider caypins an invasive species that likely originated somewhere in the Veskarium, given the reptilian people's admiration for the beasts. Some powerful vesk have managed to train caypins and keep them as pets, and have been known to intentionally import them to worlds they conquer. However, given caypins' prevalence on planets that have had no known contact with the vesk, it's likely that caypins or variations thereof evolved along parallel routes on several worlds. Caypins' superficial biology supports this theory—caypins on different worlds often have somewhat divergent physiologies, and caypins with dramatically different abilities likely await discovery.
A typical caypin is 14 feet long and weighs 1,500 pounds.
<div class="statblock">
* ''Level'' 12; ''Price'' 38,500
* ''EAC Bonus'' +16; ''KAC Bonus'' +20
* ''Max Dex Bonus'' +5; ''Armor Check Penalty'' –2; ''Speed'' 50 ft.
* ''Strength'' 22 (+6); ''Damage'' 2d6 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 4
</div>
Unlike most other suits of powered armor, which are cumbersome and slow, this armor was designed for magically amplified responsiveness and speed. The armor resembles a humanoid frame of narrow rods, providing you with superior visibility and maneuverability while worn. Instead of heavy plating to absorb blows, //celerity rigging// uses sophisticated planes of magical force to deflect attacks. [[Incorporeal]] creatures' attacks target your KAC rather than your EAC when you are wearing this armor.
<div class="statblock">
* ''Tier'' 15
* LG Medium starship magical beast
* ''Speed'' 10; ''Maneuverability'' good (turn 1)
* ''AC'' 29; ''TL'' 26
* ''HP'' 400; ''DT'' —; ''CT'' 80
* ''Shields'' 375 (forward 175, port 100, starboard 100, aft —)
* ''Attack (Forward)'' gore (2d6 × 10; 1 hex), horn cannons (5d8; 5 hexes)
* ''Attack (Port)'' flanking scattershot (5d8; 10 hexes)
''Attack (Starboard)'' flanking scattershot (5d8; 10 hexes)
* ''Other Abilities'' gore, [[living starship]], speed burst, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +26 (15 ranks)
* ''Gunner (3 actions)'' gunnery +22 (15th level)
* ''Pilot (1 action)'' [[Piloting]] +32 (15 ranks)
* ''Science Officer (1 action)''
* ''Computers'' +26 (15 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
* ''Gore ([[Ex]])'' The celestaur bull’s gore attack has the [[ramming]] property. If the celestaur succeeds at a Ramming Speed pilot action and hits its target, the celestaur has impaled its target; for as long as the celestaur bull remains adjacent to its impaled target, the bull’s horn cannons ignore the impaled target’s shields.
''Speed Burst ([[Ex]])'' Once every 1d4 rounds, a celestaur can increase its speed by 4 for 1 round during the [[Engineering]] phase.
</div>
Celestaurs are a species of magical beasts the size of small starships, with a temperament that usually ranges from friendly curiosity to outright playfulness. They wander the cosmic wilds in vast herds, feeding on solar flares and cosmic phenomena such as schools of [[paraforans]] and [[time eater]] ganglions. Sometimes, bulls are taken from the herd and reared by [[barachius]] angels to hunt endbringer devils and other evil outsiders large enough to threaten starships.
With their penchant for technology, barachius angels have taken to shearing off the horns of bull celestaurs
and replacing them with starship-scale cannons—in extreme cases, these weapons are so large they double the bull’s natural length. Additional weapons—used to harry foes while the celestaur bull turns around for another charge through space—are affixed to the creature’s flanks by a comfortable but sturdy titanium harness that also generates powerful shields. Once mature, these armed celestaurs are usually released into the wild to seek out and destroy evil, though some angels train them as starfaring mounts or teach them to pull enormous chariots through the void.
When trained in this way, celestaur bulls are single-minded in their aggression against demons, devils, and other evil outsiders. They tend to ignore other space travelers unless provoked. Celestaurs are only slightly smarter than a clever animal, and they can be easily outwitted without an angel to shepherd them.
When its weapons become damaged, a celestaur bull returns to the site where it was raised, seeking repairs from the barachius angels who reared it. Often, these angels have moved on, and it is left to the inhabitants of a local space station or passing freighter to befriend the cosmic beast, providing the necessary repairs while gaining the loyalty of an intimidating guardian.
As a move action, you channel the Positive Energy Plane’s power directly into your solar armor or solar shield, helping you capture and redirect your escaping life energy to bolster your body. As a reaction when you take damage that causes you to lose at least 2 Hit Points, you gain temporary Hit Points equal to half the number of Hit Points you lost from the attack or effect. These temporary Hit Points last 3 rounds.
If you’re attuned or fully attuned, you also gain [[spell resistance]] equal to 11 + your solarian level against necromancy spells, and against spells with the cold, darkness, or death descriptors.
You use a starship's computer to analyze gravity-well data and determine the nature of one or more celestial bodies.
''Activity:'' You spend the day as a starship's science officer, analyzing pinpointed gravity wells to identify the type of astronomical objects at their core. The number of gravity wells you can analyze in one day depends on the number of nodes the starship's computer has: 1 gravity well with a basic computer or mononode, 2 with a duonode, and so on. At the end of the day, attempt a separate DC 30 [[Computers]] or [[Physical Science]] check for each astronomical object you attempt to identify. You gain a +1 bonus to such checks if your starship has a general [[science lab]] or a +2 bonus if it has a physical science lab. You also can apply the bonus normally granted by your starship's computer. You can't take 20 on this check.
''Result:'' On each success, you determine whether the gravity well is caused by a gas giant, a terrestrial world, a large asteroid, or an irregular world (including those science fantasy constructions that stretch the concept of a world, per the GM's discretion). If your result exceeds the DC by 5 or more, you also learn the number of large satellites (such as moons) the astronomical object has, if any.
The rotation of a pulsar is perfectly precise, rivaling that of an atomic clock. You can sense this cosmological clock and time your movements to it, acting with uncanny timing and perfect precision. You gain a +2 bonus to your Armor Class against attacks of opportunity.
You also possess a supernaturally accurate sense of time—you're always aware of the exact date and time wherever (and whenever) you are, accurate to the millisecond, and can precisely measure time as it passes without the need for a clock or other device.
As the scions of angels and other celestial beings, [[aasimars]] can shed an almost holy light. With thousands of photon-producing cells embedded under your dermal layer (or similar system), you can also glow brightly. As a standard action, you can cause light within 20 feet of you to increase two steps (up to bright) and light for 10 more feet beyond that to increase one step (up to normal). This lasts for 1 minute, but you can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it's from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|celestial radiance graft | 4 | 1,800 | skin |
</div>
This long, thin scarf is usually marked with an alternating pattern of light and dark shapes. While wearing a celestial stole, you gain cold [[resistance]] 5 or fire [[resistance]] 5 (your choice
when you first don the stole); you can alter the type of energy resistance (choosing between cold and fire) once per day after 8 hours of rest. If you have cold or fire resistance from the solarian's solar armor solar manifestation, increase that resistance by 5.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//celestial stole// | 5 | 3,000 | — |
</div>
Celestial creatures are natives of one of the good-aligned Outer Planes.
* ''Alignment:'' alignment changes to good
* ''Traits:''
** [[DR]]/evil with a value equal to creature's CR – 10 (minimum DR 1/evil)
** if the creature already has DR of that value or greater, it instead gains [[resistance]] to electricity with a value equal to creature's CR – 5 (minimum electricity resistance 1)
** when the creature isn't on its home plane, it gains the extraplanar subtype
This fusion causes the target's cells to overheat and rapidly degenerate. The weapon gains the [[degeneration]] critical hit effect, dealing d6 equal to the weapon's level divided by 5 (round down). You can activate or deactivate the //cellular degenerating// fusion as a swift action. If the weapon already has a critical effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the degeneration effect. This fusion can never cause a weapon that normally targets KAC to target EAC.
Cephalumes are native to the Near Space planet Luminar, a gas giant with a thick outer atmosphere of hydrogen and helium and a dense, high-pressure ocean of liquid methane with a frozen icy floor. Cephalumes predominantly live in the middle strata of these methane seas, a lightless expanse with no discernible ground or sky. Cephalumes have cephalopod-like bodies with a prominent head and a large single foot. Their skin is naturally bioluminescent, and cephalumes flicker this light to communicate in Lumos, a visual language comprised of sequential, carefully timed blinks. As a result, most cephalume clothing and armor incorporate transparent force fields to allow light to shine through.
Cephalumes form symbiotic unions with small bioelectric arthropods known as krikiks. These symbiotes can communicate with their hosts in a tactile variant of Lumos that uses soft electrical pulses. Krikiks have significantly longer life spans than cephalumes do, and they are sometimes gifted from cephalume to cephalume as heirlooms. Cephalumes can bond with multiple krikiks as they age, though such a distinction is reserved for respected cephalumes of high station.
Cephalume culture is subtle and traditional, valuing community, curiosity, and exploration. Cephalumes engage in a unique form of ancestor worship, and the buildings in their settlements are actually the calcified remains of their dead, often the only solid structures to be found in the aquatic void they live in. Many cephalumes continue to regard these edifices as the people they once were, and even hold conversations with them to talk out their problems in times of stress.
Like most other civilizations, cephalumes achieved spaceflight at some point during the Gap and now embark on celestial walkabouts across the galaxy. They strive to learn about the technologies and cultures of other civilizations before they return to Luminar, adding their discoveries to the collective knowledge of their people. Cephalume starships, like their buildings, are made from the remains of their dead. Cephalumes consider it to be a great honor to explore the universe with one of your ancestors serving as your vessel.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Wis, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Cephalumes are Medium aberrations with the plantlike subtype.
* ''Beguiling Glow:'' As a standard action (as long as their bioluminescence isn't suppressed), a cephalume can create flickering patterns in the light emanating from their skin. Each sighted creature within 20 feet must succeed at a Will saving throw or be [[fascinated]] for as long as the cephalume continues this presentation (a standard action each round). Creature that understand Lumos are unaffected. This is a sense-dependent effect. The DC of the saving throw is equal to 10 + half the cephalume's character level + the cephalume's Wisdom modifier. A cephalume can't use this ability again until they have taken a 10-minute rest to recover Stamina Points.
* ''Bioluminescence:'' A cephalume increases the light level by one step out to a radius of 20 feet. A cephalume can suppress or reactivate this light as a move action, and they receive a +4 racial bonus to [[Stealth]] checks when their light is suppressed. A cephalume also uses this light to communicate with others.
* ''Cephalume Movement:'' Cephalumes have a land speed of 10 feet and a swim speed of 30 feet.
* ''Cold Resistance:'' Cephalumes have [[resistance]] 5 to cold.
* ''Darkvision:'' Cephalumes have [[darkvision]] with a range of 60 feet.
* ''Depth Inured:'' A cephalume is immune to the dangers of extreme depths.
* ''Plantlike:'' A cephalume gains the benefits of the [[plantlike]] ability.
* ''Symbiote Adaption:'' Cephalumes form symbiotic unions with krikiks, a living biological augmentation unique to their race. Most cephalumes have one of the following krikik symbiotes.
** //Airjet Krikik:// An air bladder in the krikik increases the cephalume's land and swim speeds by 10 feet. Once per day as a swift action, the cephalume can double their movement speed for that round.
** //Electrostatic Krikik:// The krikik is covered in thin, electrically charged spines that allow the cephalume to cause any weapon they wield to deal half its damage as electricity damage, becoming lethal and non-[[archaic]] if it is not already. If the weapon already deals two damage types, this effect replaces one with electricity. In addition, this allows the cephalume to grant any weapon they wield the [[stagger]] critical hit effect. If the weapon has any other critical hit effects, the cephalume chooses only one to apply on a critical hit.
** //Sharprock Krikik:// The krikik's hard crust grants the cephalume a +1 racial bonus to AC.
** //Siltsight Krikik:// The krikik has heat-sensitive eyes that allow the cephalume to double the range of their [[darkvision]] and to see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses from those effects.
** //Tentacle Krikik:// The krikik has a prehensile tentacle that increases the cephalume's natural [[reach]] by 5 feet.
!! Beguiling Glow Graft
{{Beguiling Glow}}
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Huge animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +13; ''Ref'' +10; ''Will'' +8
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' gore +18 (2d6+14 P; critical [[knockdown]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' [[trample]] (2d6+14 B, DC 16)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–8)
</div>
A secure implant in your brain stores a copy of your memories and personality, which updates every day at the end of a full night’s rest. This implant can’t be hacked. If, at the end of a full night’s rest, you have any Intelligence, Wisdom, or Charisma damage; points permanently drained from your Intelligence, Wisdom, or Charisma; or any ongoing insanity effects, you can choose to restore your mind to the previous day’s backup (this doesn’t take an action). This heals that damage, restores all permanently drained points, and ends the insanity effect. Once used, you can’t benefit from the cerebral backup’s effects for 1 week.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|cerebral backup | 18 | 375,000 | brain |
</div>
A cerebral countermeasure is a tiny gland that constantly monitors your brainwaves, watching for unexpected spikes in activity that indicate mental assault. As a reaction before you attempt a saving throw against a mind-affecting effect, you can cause the gland to release proteins that deflect and confuse mental attacks by overloading the chemical receptors that would otherwise respond to the mental attack. This grants you a +2 circumstance bonus to your Will saving throws against mind-affecting effects until the end of your next turn. The disruption this defense causes makes it difficult to concentrate, giving you a –2 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks until the end of your next turn.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|cerebral countermeasure | 6 | 4,200 | brain |
</div>
<div class="statblock">
* ''Tier'' 18
* CN Huge starship ooze
* ''Speed'' 4; ''Maneuverability'' perfect (turn 0)
* ''AC'' 30; ''TL'' 27
* ''HP'' 640; ''DT'' 5; ''CT'' 128
* ''Shields'' 400 (forward 100, port 100, starboard 100, aft 100)
* ''Attack (Forward)'' globules (7d8; 10 hexes), tethers (2d10×10; 10 hexes)
* ''Attack (Port)'' globules (7d8; 10 hexes)
* ''Attack (Starboard)'' globules (7d8; 10 hexes)
* ''Attack (Turret)'' globules (7d8; 10 hexes), tethers (2d10×10; 10 hexes)
* ''Other Abilities'' [[biological redundancy]], intelligence drain, living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +31 (18 ranks)
* ''Gunner (5 actions)'' gunnery +26 (18th level)
* ''Pilot (1 action)'' [[Piloting]] +28 (18 ranks)
* ''Science Officer (1 action)'' [[Computers]] +36 (18 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Intelligence Drain ([[Su]])'' Once per combat, instead of taking actions during the engineering phase, a cerebrex can force up to five creatures on a starship within 7 hexes of it to each attempt a DC 25 Will saving throw, taking 2 Intelligence damage on a failure. The cerebrex regains 50 Hull Points for every creature that fails this check. This is a mind-affecting effect.
''Living Starship ([[Ex]])'' A cerebrex is a spacefaring ooze so immense it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, pilot, and science officer actions using the bonuses, level, and ranks
listed above. Modifiers for its size, speed, and maneuverability are already factored into its
statistics. Use the following table to determine the effects when a cerebrex takes critical damage.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons array |@@.constrained Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc. @@ |
| 31–60 | propulsion |@@.constrained Condition applies to all pilot actions.@@ |
| 61–90 | pseudopods |@@.constrained Condition applies to all engineer actions, except when patching or repairing the pseudopods.@@ |
| 91–100 | nucleus† |@@.constrained During the next round, each of the cerebrex's attempted actions has a 25% chance of failure.@@ |
|† A cerebrex's nucleus doesn't gain critical damage conditions. |<|<|f
</div>
</div>
From afar, a cerebrex looks like a distant constellation of stars connected by glowing, fiery tethers—but this immense ooze is no stationary star system. Rather, cerebrexes are sentient, space-dwelling oozes that are relatively intelligent. These gargantuan creatures travel the galaxy in search of clusters of sapient life to feast upon. But sapience is more than just a tantalizing beacon for a cerebrex; this ooze has evolved the strange ability to metabolize both the physical matter of its food and a fragment of its prey's sapience.
After feasting on entire civilizations, a cerebrex briefly takes on an almost-humanoid intelligence—just long enough to plan its next attack and map the way to the next-closest cluster of civilized life. This spark of intelligence is fleeting, though, and as the ooze digests its meal completely, the inherited intelligence also fades. By the time the cerebrex makes it to the next planet, it has only a vague idea of why it traveled there, but its ability to sense intelligence from thousands of miles away means its next spark of sapience is never too far off.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium plant
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
* ''Aura'' unsettling appearance (60 ft., DC 14)
!!! DEFENSE
* ''HP'' 26
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +4; ''Ref'' +2; ''Will'' +6
* ''Defensive Abilities'' [[fast healing]] 2, otherworldly mind (DC 14); ''Immunities'' [[plant immunities]]; ''Resistances'' cold 5
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +7 (1d4+4 P) or tendril +7 (1d4+4 S plus [[grab]]; critical [[stun]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with tendrils)
* ''Offensive Abilities'' star shriek (DC 14)
* ''Spell-Like Abilities'' (CL 3rd)
** 3/day—//[[fear]]// (1st level, DC 16), //[[lesser confusion]]// (DC 16)
** At will—//[[daze]]// (DC 15), //[[detect thoughts]]// (DC 16)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +0; ''Con'' +2; ''Int'' +1; ''Wis'' +4; ''Cha'' +1
* ''Skills'' [[Bluff]] +13, [[Diplomacy]] +13, [[Stealth]] +8
* ''Languages'' [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or colony (3–12)
!!! SPECIAL ABILITIES
''Otherworldly Mind ([[Ex]])'' Any non-plant creature attempting to read a cerebric fungus's mind with a [[divination]] spell or similar effect must succeed at the listed Will save or be overwhelmed by its alien thoughts. A creature that fails takes 1d6 damage and is confused for 1d3 rounds, and the divination effect immediately ends.
''Star Shriek ([[Ex]])'' Once per day as a full action, a cerebric fungus can unleash a shrill scream in tones that are difficult for minds to process. Each non-plant creature within 30 feet must succeed at the listed Will save or be [[nauseated]] for 1 round. This is a sonic, mind-affecting effect.
''Unsettling Appearance ([[Su]])'' A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Each creature within 60 feet that can see the fungus must succeed at the listed Will save or be [[off-target]] while within the aura's radius. A creature that succeeds at a save against a cerebric fungus's unsettling appearance is immune to this effect for 24 hours. This is a mind-affecting effect.
</div>
<<section 'Cerebric Fungus Voyager'>>
Cerebric fungi are carnivorous plants, but they are also intelligent interstellar explorers with colonies in many star systems, including the Pact Worlds, where they have carved out homes in corners of Castrovel and the Liavaran moon Nchak. Within the colonies of their isolated home system in the Vast, cerebric fungi debate philosophy and mysticism to perfect their shared understanding of the universe and to outshine the intellectual insights of the other colonies.
In an effort to prove esoteric points on behalf of their home colonies—or to spite other colonies—cerebric fungi enjoy studying creatures less intelligent than themselves. The fungi have been pleased to find suitable subjects on other planets.
Cerebric fungi greet strangers they meet with telepathic questions that might seem inane or even senseless. The fungi have difficulty comprehending the needs and concerns of non-fungoid creatures and easily distress others with experiments meant not to harm but rather to test pet theories.
With millennia of starflight and space exploration informing their culture, cerebric fungi can offer information that other civilizations would otherwise have little chance of learning. However, it often takes much time, patience, and psychic fortitude for other creatures to interpret a cerebric fungus's insights, as elements other creatures might consider necessary context, the fungus considers obvious or irrelevant.
The typical cerebric fungus is approximately 4 feet in diameter and weighs 150 pounds.
<<section 'Fungal Computers'>>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* Cerebric fungus mystic
* N Medium plant
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +22
* ''Aura'' unsettling appearance (60 ft., DC 18)
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +8; ''Will'' +12
* ''Defensive Abilities'' [[fast healing]] 5, otherworldly mind (DC 18); ''Immunities'' [[plant immunities]], [[walk the void|Star Shaman]]; ''Resistances'' cold 5
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft. (fly 20 ft. Su, average] in space), [[starflight|Star Shaman]]
* ''Melee'' [[incapacitator]] +17 (3d4+11 B [[nonlethal]]; critical [[stagger]] [DC 18]) or tendril +17 (3d4+11 S plus [[grab]]; critical [[stun]])
* ''Multiattack'' [[incapacitator]] +11 (3d4+11 B [[nonlethal]]; critical [[stagger]] [DC 18]), 2 tendrils +11 (1d10+11 S plus ''grab''; critical ''stun'')
* ''Ranged'' aphelion [[laser pistol]] +15 (3d4+9 F; critical [[burn]] 1d4)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with tendrils)
* ''Offensive Abilities'' star shriek (DC 18)
* ''Cerebric Fungus Spell-Like Abilities'' (CL 9th)
** 3/day—//[[fear]]// (1st level, DC 18), //[[lesser confusion]]// (DC 18)
** At will—//[[daze]]// (DC 17), //[[detect thoughts]]// (DC 18)
* ''Mystic Spell-Like Abilities'' (CL 9th)
** At will—//[[mind link]]//
* ''Mystic Spells Known'' (CL 9th)
** 3rd (3/day)—//[[irradiate]]// (DC 20), //[[suggestion]]// (DC 20)
** 2nd (6/day)—//[[darkvision]]//, //[[force blast]]// (DC 19), //[[mind thrust]]// (DC 19), //[[mystic cure]]//
** 1st (at will)—//[[identify]]//, //shooting stars// (as //[[magic missile]]//)
* ''Connection'' [[star shaman]]
!!! STATISTICS
* ''Str'' +2; ''Dex'' +0; ''Con'' +4; ''Int'' +2; ''Wis'' +6; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +17, [[Bluff]] +17, [[Diplomacy]] +22, [[Mysticism]] +22, [[Piloting]] +17
* ''Languages'' [[telepathy]] 100 ft.
* ''Other Abilities'' [[stargazer|Star Shaman]], [[starlight form|Star Shaman]] (9 minutes, DC 18), [[walk the void|Star Shaman]]
* ''Gear'' [[d-suit]] II, aphelion [[laser pistol]] with 2 high-capacity batteries (40 charges each), [[incapacitator]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or excursion (1–2 plus 4–10 cerebric fungi)
!!! SPECIAL ABILITIES
''Otherworldly Mind ([[Ex]])'' See above.
''Star Shriek ([[Ex]])'' See above.
''Unsettling Appearance ([[Su]])'' See above.
</div>
While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|ceremonial plate, troop | 1 | 110 | +1 | +3 | +2 | –3 | –10 ft. | 3 | 3 |
|ceremonial plate, officer | 4 | 2,275 | +6 | +8 | +2 | –2 | –5 ft. | 1 | 2 |
|ceremonial plate, commander | 7 | 7,350 | +10 | +12 | +2 | –3 | –10 ft. | 5 | 3 |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* Large monstrous humanoid
* ''Init'' +6; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 120
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +8; ''Ref'' +10; ''Will'' +14
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' claw +15 (3d4+12 S; critical [[bleed]] 2d6) or tentacle +15 (1d8+12 P plus consume; critical [[stagger]] [DC 18])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive'' Abilities remote pulse
* ''Spell-Like Abilities'' (CL 9th; ranged +17)
** 1/day—//[[ray of exhaustion]]// (DC 20), //[[synaptic pulse]]// (DC 20)
** 3/day—//[[daze monster]]// (DC 19), //[[fear]]// (2nd level, DC 19), //[[force blast]]// (DC 19), //[[hold person]]// (DC 19)
** At will—//[[lesser confusion]]// (DC 18), //[[mind thrust]]// (1st level, DC 18)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +6; ''Con'' +0; ''Int'' +0; ''Wis'' +4; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +17, [[Sense Motive]] +22
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or purge (3–6)
!!! SPECIAL ABILITIES
''Consume ([[Ex]])'' A creature struck by a Swarm ceretoram's tentacle must succeed at a DC 18 Fortitude save or have some of its biological matter siphoned off by the attack, taking an additional 1d8 piercing damage. The ceretoram then regains Hit Points equal to double this additional damage.
''Remote Pulse ([[Su]])'' As a reaction when a creature fails its save against a ceretoram's //[[mind thrust]]// spell-like ability, the ceretoram can immediately cast its //[[synaptic pulse]]// spell-like ability, centering the effect on the target of the mind thrust. That creature isn't subject to the effects of the //synaptic pulse//.
</div>
Swarm ceretorams employ a vicious set of mental abilities that allow them to quickly overwhelm their opposition through psychic might before closing in and rending with their claws in close combat. They can feed on nearly all forms of matter, including constructs and undead.
You can spend 1 Resolve Point as a reaction to reroll one of your [[specialization]]'s associated skill checks.
This weapon consists of a black leather glove that is mounted with a small, single-round firearm. Unlike most firearms, the weapon is designed to fire when pressure is placed upon its barrel rather than using a hand-based triggering mechanism. As a result, wielders must press a cestus pistol up against whatever they intend to shoot in order to discharge the weapon's round, giving the weapon limited range.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|cestus pistol, tactical | 1 | 250 | 1d4 P | reach | — | 1 round | 1 | — |[[conceal]], [[punch gun]] |
|cestus pistol, advanced | 6 | 4,170 | 1d12 P | reach | [[bleed]] 1d4 | 1 round | 1 | — |[[conceal]], [[punch gun]] |
|cestus pistol, elite | 11 | 24,400 | 3d12 P | reach | [[bleed]] 1d6 | 1 round | 1 | — |[[conceal]], [[punch gun]] |
|cestus pistol, paragon | 16 | 162,000 | 6d12 P | reach | [[bleed]] 1d8 | 1 round | 1 | — |[[conceal]], [[punch gun]] |
</div>
name:chain cannon
range:short
speed:—
damage:6d4
pcu:15
cost:10
special:[[ripper]]
<div class="statblock">
* <<levels>>
* ''School'' evocation (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Targets'' one primary target and up to 10 secondary targets, no two of which can be more than 30 ft. from the primary target
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' yes
</div>
Choose a primary target as well as up to 10 secondary targets within 30 feet of the primary target. The primary target must be carrying or wielding some kind of equipment that uses electricity. This spell causes the primary target's electrical equipment to surge with deadly electricity, which arcs out to strike the secondary targets, dealing 13d12 electricity damage to all targets chosen.
If the primary target fails its Reflex save, the spell also shorts out one of that target's electrical items (your choice) for 1 round, meaning the primary target can't use it for that period. If the primary target negates the effect entirely (such as with [[evasion]]), the secondary targets also suffer no effects.
Weapons with the //chained// fusion gain a short chain that dangles from the haft or handle. The chain magically extends to enable the weapon to attack foes beyond the wielder's immediate reach. A chained weapon gains the [[reach]] weapon special property for the first attack made with it each round. After it has been used for an attack, the weapon loses the reach weapon special property until the beginning of your next turn. You can add this fusion only to melee weapons.
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[reach]], [[trip|Trip (weapon property)]]
* ''Damage'' low; ''Damage Type'' B; ''Critical'' —
* ''Slots'' 1 (upper limb)
* ''Lash (2 PP)'' As a standard action, the mech makes an attack against multiple targets in an area as though the chainwhip had the [[blast]] weapon special property. The length of the cone equals the mech's reach with the chainwhip.
* ''Cost'' 3 × level
</div>
This whip made of heavy chain links can provide devastating melee attacks or creative tactical options.
You can use Disguise to change your appearance with 1d3 × 10 minutes of work with a disguise kit, by casting a spell such as disguise self, or by using a technological device such as a holoskin. The GM rolls the Disguise check in secret, so you're not sure how good your disguise is. This check is opposed by the [[Perception]] check of anyone who might realize that you are not who you appear to be. If you are not drawing attention to yourself, other creatures do not usually get to attempt a Perception check to pierce your disguise. If creatures are being particularly alert for suspicious activity (such as security personnel on a starship or space station), it's assumed that such observers are taking 10 on their Perception checks.
The effectiveness of your disguise depends on how much you're changing your appearance. Without the aid of transformative magic or technology that allows you to do otherwise, you can use Disguise only to appear as a creature that is your size or one size category larger or smaller than you. This does not change your actual size or reach. Disguises are general—you cannot disguise yourself as a specific person.
Certain magic spells, such as //[[disguise self]]//, grant you a +10 bonus to Disguise checks.
The DCs for Disguise checks are adjusted by the type of disguise as well as other circumstances determined by the GM. These modifiers are cumulative; use all that apply.
<div class="table-wrapper">
|Disguise | DC Modifier |h
|Minor details altered only | -5 |
|Major feature altered | +2 to +5 |
|Disguised as a different race of the same creature type | +2 to +8 |
|Disguised as a different creature type | +10 |
|Disguised as a different size category | +10 |
</div>
When you interact socially with another creature, that creature has an initial attitude toward you. Attitudes fall into five categories (from worst to best): hostile, unfriendly, indifferent, friendly, and helpful. You can use Diplomacy to change a creature's initial attitude to a more positive one, but at the risk of angering the creature and worsening its attitude toward you if you fail. This is a language-dependent ability. The creature must have an Intelligence of 3 or higher, and you must spend at least 1 minute interacting and conversing with the creature to change its attitude. The DC of this check is equal to either 10 + your opponent's total Diplomacy skill bonus, or 15 + 1-1/2 × the opponent's CR (or the encounter's CR, if you are trying to change the attitude of a group of creatures), whichever is higher. The DC is modified by the creature's initial attitude and other circumstances, as determined by the GM. If you succeed, the creature's attitude improves by one category (for instance, a hostile creature becomes unfriendly). If you exceed the DC by 5 or more, you can choose to spend 10 more minutes interacting with the creature to improve its attitude by one additional category. If you fail the check by 5 or more, you anger the creature, and the creature's attitude worsens by one category (for instance, a friendly creature becomes indifferent).
Attacking a creature always worsens its attitude by one category for each attack made, and may have other consequences based on the creature's current attitude.
Positively affecting a creature's attitude takes time. You typically can't use Diplomacy to positively change a creature's attitude by more than one category (or two categories if you spend the extra time) within a 24-hour period, unless the GM decides otherwise or you have an ability that allows you to do so.
The five categories of initial attitude are described below, along with the effects of negatively changing each attitude.
* ''Hostile'' — A hostile creature would rather attack you either physically or verbally, than civilly converse with you. Most enemies you meet are hostile. It's often hard to talk diplomatically with hostile creatures, though it can be done remotely (via a communication device) or by avoiding combat with the creatures while persuading them to listen to reason. If you fail the Diplomacy check by 5 or more, you can't attempt to change a hostile creature's attitude again for 24 hours.
* ''Unfriendly'' — Unfriendly creatures are typically wary of you, or afraid you will try to hurt them if they aren't careful or fail to keep you at bay. Unfriendly creatures become hostile when angered or attacked.
* ''Indifferent'' — Indifferent creatures take little notice of you, but hold no ill will against you. They don't care about your plight, but may give you simple advice or directions. Most creatures you meet in everyday life or in settlements are indifferent. Indifferent creatures become unfriendly when angered or attacked.
* ''Friendly'' — Either due to a generally cheerful disposition or a predisposition to like you, friendly creatures treat you with kindness and respect. They may give you more-detailed advice or simple aid, but generally won't go out of their way to be helpful. If angered or attacked, friendly creatures become indifferent and often try to avoid further contact with you if possible.
* ''Helpful'' — Helpful creatures are not only friendly, but desire to help you, within reasonable means. Helpful creatures typically give you more lengthy or difficult aid, or offer small services that are readily available to them. When angered or attacked, helpful creatures become friendly, but somewhat guarded, as they are often confused by such reactions to their generosity.
The DCs for Diplomacy checks to change attitudes are adjusted based on the creature's initial attitude as well as other circumstances determined by the GM.
<div class="table-wrapper">
|Initial Attitude | DC Modifier |h
|Hostile | +10 |
|Unfriendly | +5 |
|Indifferent | +0 |
|Friendly | -5 |
|Helpful | —* |
|* You cannot improve a creature's attitude above helpful.|<|f
!!!
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Targets'' one living creature
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You alter the target’s emotions and perceptions concerning a particular creature or topic, which can be as specific as “Vindaskayo Swarmripper, the current High Despot of the Veskarium” or as general as “technology.” The target’s attitude toward the chosen topic improves or worsens (your choice); the number of steps the target’s attitude changes is determined by the spell’s level (below). For example, you could use a 1st-level change attitude to improve the attitude of a target that’s normally indifferent toward AbadarCorp to make it friendly instead.
This spell doesn’t enable the target to be controlled as if it were an automaton, nor does it influence the target’s behavior in any way beyond its attitude. The target can discriminate between general creatures, topics, and individuals based on its experiences; for example, a vesk influenced by this spell to have a better attitude toward humans might begin with a friendly attitude toward all humans they meet, but if an individual human gravely insulted the target’s honor, their attitude can (and likely would) adjust to unfriendly or hostile toward that individual—and if the target was attacked by humans, the vesk would fight back.
* ''1st:'' The spell adjusts the target’s attitude by one step.
* ''2nd:'' The spell adjusts the target’s attitude by two steps.
* ''3rd:'' The spell adjusts the target’s attitude by three steps.
* ''4th:'' The spell adjusts the target’s attitude by four steps.
Changing your grip on a weapon, such as going from wielding a two-handed weapon with both hands to holding it in one hand, is a swift action.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will partial
* ''Spell Resistance'' yes
</div>
You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. This spell imbues a target with [[vulnerability]] (as the universal creature rule) to cold or fire (chosen when cast); if the target has [[resistance]] to that type of damage, it instead reduces a target’s resistance to cold or fire damage by 5. If the target is immune, it’s instead treated as though it had fire or cold resistance 10 for the duration of the spell. A successful Will save reduces the duration to one round.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
</div>
This spell functions like //[[change of seasons]]// except it causes [[vulnerability]] to fire or cold even if the target has [[resistance]] and reduces immunity to fire or cold resistance 5.
The creature has the ability to assume the appearance of a specific creature or type of creature, but it retains most of its own physical qualities. If the form assumed has any of the following abilities, the creature gains them while in that form: [[blindsight]] (scent), [[darkvision]], [[low-light vision]], and swim 30 feet. The creature can retain its own breathing ability, or it can assume the ability to breathe in any environment the assumed shape can breathe in (including the [[no breath]] ability, which enables it to survive in the vacuum of space). If the ability does not specify what the creature can change shape into, it can assume the form of any creature of the humanoid type, but it can't mimic a specific humanoid. Change shape grants a +10 bonus to [[Disguise]] checks to appear as a creature of the type and subtype of the new form, and the DC of the creature's Disguise check is not modified as a result of altering major features or disguising itself as a different race or creature type.
A creature can assume a form that is one size category smaller or larger than its original form; it becomes that size. Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures can transform into unique forms with special modifiers and abilities. These creatures adjust their ability scores, as noted in their description.
//Format:// ''Other Abilities'' change shape (humanoid); creatures with a unique form also have an entry in Special Abilities.
As a reaction, you can spend 1 Resolve Point to change the triggering condition for the [[readied action]] of an ally within 60 feet, but you don't change the readied action. Once a creature has been affected by this ability, they become immune to it for 24 hours.
This is a language-dependent, mind-affecting, sense-dependent effect.
You draw strange feelings, instincts, knowledge, and urges from your [[connection]], augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection's associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' cylinder (30-ft. radius, 100 ft. high)
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' no
</div>
You weaken the border between one of the outer planes and the area, drawing concentrated planar essence down to the battlefield in beams of volatile energy. A beam is a vertical line, 5 feet wide, from the top of the spell’s area to the bottom, and it deals 4d8 damage to each creature in the beam. When you cast this spell and each time you concentrate on it, you can call down a damaging beam within the spell’s area. A creature in the area of a beam can attempt a Reflex saving throw to halve the damage dealt by this spell. Creatures that fail this saving throw can suffer further ill effects, as noted.
When you cast this spell, select one of the following planes. You can only select a plane within one alignment step of your own. The beams gain additional effects based on the plane selected.
* ''Heaven (LG):'' When you choose Heaven, //channel the outer sphere// deals fire damage that has the lawful and good descriptors. Good creatures are immune to all damage dealt by this spell. Creatures that fail their Reflex saving throw are [[blinded]] 1 round.
* ''Nirvana (NG):'' When you choose Nirvana, //channel the outer sphere// deals nonlethal bludgeoning damage that has the good descriptor. Good creatures in the area of a beam are immune to all damage dealt by this spell and have 4d8 Hit Points restored.
* ''Elysium (CG):'' When you choose Elysium, //channel the outer sphere// deals sonic damage that has the chaotic and good descriptors. Good creatures in the area of a beam are immune to all damage dealt by this spell and escape from unwelcome bonds, immediately removing the [[entangled]] and [[grappled]] conditions.
* ''Axis (LN):'' When you choose Axis, //channel the outer sphere// deals electricity damage that has the lawful descriptor. Creatures that fail their Reflex saving throw are [[entangled]] for 1 round.
* ''Boneyard (N):'' When you choose the Boneyard, //channel the outer sphere// deals damage with the force descriptor. Undead in the area of a beam are dealt an additional 2d8 damage, for a total of 6d8 damage.
* ''Maelstrom (CN):'' When you choose the Maelstrom, the damage dealt by //channel the outer sphere// has the chaotic descriptor and an additional damage type determined randomly each round from among the following: acid, cold, electricity, fire. Creatures that fail their Reflex saving throw are [[confused]] for 1 round.
* ''Hell (LE):'' When you choose Hell, //channel the outer sphere// deals fire damage that has the lawful and evil descriptors. Creatures that fail their Reflex saving throw gain the [[burning]] condition (1d8).
* ''Abaddon (NE):'' When you choose Abaddon, //channel the outer sphere// deals acid damage that has the evil descriptor. Creatures that fail their Reflex saving throw are [[sickened]] for 1 round.
* ''Abyss (CE):'' When you choose the Abyss, //channel the outer sphere// deals slashing damage that has the chaotic and evil descriptors. Creatures that fail their Reflex saving throw are [[bleeding]] (1d8).
//Chaos sails// are engines powered by the churning evolutionary forces of change and possibility. Much like traditional sails bend the unpredictable wind to their advantage, //chaos sails// tap into the volatile energies of the roiling Maelstrom, enabling starships to travel through that plane to bypass interstellar distances. But raw chaos is difficult to harness, and chaos sails carry unpredictable risks—anything from the ships’ interior layouts rearranging, cargoes morphing into other goods, and even the laws of physics changing while in transit. Crews and passengers can be impacted as well, with pilots finding their flight controls now monitor power-core performance instead, or captains discovering that they must encourage or cajole their ship’s weapons to fire in combat.
Besmara is said to have created the first //chaos sails// for her ship, the //Starwraith//, driving it through the Maelstrom’s Cerulean Void and into other planes. Before the introduction of Drift travel, her pirate-priests were the primary users of //chaos sails//, and the especially devout continue to do so, trusting in Besmara’s favor to keep them safe from the hazards of the Maelstrom.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//chaos sails// | 1 | 75 | — | 4 × size category |
</div>
As player characters overcome challenges, they gain experience points (also called "XP") as a quantification of everything they've learned and practiced. As the PCs attain more experience points, they advance in character level, gaining new and improved abilities at each level. Characters advance in character level (or "level up") when they earn specific amounts of experience points—the Experience Point Total column of [[Table: Character Advancement]] shows the experience points needed to reach each level.
{{Table: Character Advancement}}
* ''Step 1: Apply any Ability Increases'' Every 5 levels, you get to increase and customize your character's ability scores. Each time he reaches one of these level thresholds (5th, 10th, 15th, and 20th), choose four of his ability scores to increase. If a chosen score is 17 or higher (excluding ability increases from personal upgrades, it increases permanently by 1. If it's 16 or lower, it increases by 2. You can't apply more than one of these increases to the same ability score for a given level. Unlike during character creation, ability score increases gained from leveling up can push your character's ability scores above 18. If an ability score increase results in a change to an ability modifier, any statistics that rely on that modifier, such as attack bonuses, saving throws, total skill bonuses, Resolve Points, Stamina Points, and the DCs of class features and spells, should be adjusted accordingly. Ability score increases are effective retroactively; when your character's ability score increases, it increases his total number of ability-based statistics—things like Resolve Points, Stamina Points, or skill ranks—as if he had the higher value at previous levels as well.
* ''Step 2: Add New Class Features'' Your character's can either advance to the next level of his current class or take a level in a different class (see Multiclassing below). Increase your character's Hit Points by the number that his class grants him, increase his Stamina Points by the amount specified in the class plus his Constitution modifier, adjust his saving throw and attack bonuses, and integrate the class features he gains at that level (including choosing any new spells he has gained if he's a spellcaster). In addition any new class features he gains, some class features he received at lower levels may improve at higher levels, so be sure to check whether his existing class features have gotten better.
* ''Step 3: Add New Feats or Theme Benefits'' Your character gets a new feat at every odd-numbered level. This is in addition to any bonus feats he might get from his class. When choosing a new feat, be sure to check the prerequisites to make sure your character qualifies for it. Your character gains a new benefit from his theme at 6th level, 12th level, and 18th level.
* ''Step 4: Invest Skill Ranks'' Whenever your character levels up, he gains a number of new skill ranks based on his class and his Intelligence modifier; as noted in Step 1, he may also gain skill ranks as a result of his Intelligence modifier increasing. Invest these new skill ranks in skills (he can invest in existing skills or new skills), keeping in mind that his ranks in any one skill can't exceed his character level. If any of his ability score modifiers increased in Step 1, don't forget to adjust those bonuses to his skill checks.
!! Multiclassing
Most characters continue to advance in their chosen classes for their entire careers, gaining ever more impressive abilities. Sometimes, however, you might want your character to cross-train and pick up some of the abilities of a different class. When such a character levels up, instead of gaining the next level of his existing class, he can add a level of a new class, adding all the 1st-level class features of that class to his existing class features. This is referred to as "multiclassing."
For example, let's say a 5th-level soldier decides to dabble in the magical arts and adds 1 level of technomancer when he next advances in level (such a combination of levels is commonly written "soldier 5/technomancer 1"). Such a character retains the class features and abilities of a 5th-level soldier—his bonus feats, style techniques, armor and weapon proficiencies, and other class features—but also gains the class features and abilities of a 1st-level technomancer, such as the ability to cast 1st-level technomancer spells and the technomancer's spell cache class feature. He adds all of the Hit Points, Stamina Points, base attack bonuses, and saving throw bonuses from the 1st-level technomancer on top of those gained from being a 5th-level soldier, and is still considered a 6thlevel character (his character level is 6th.)
It's important to keep track of which effects and prerequisites rely on a character level versus class level. For example, feats might require a minimum class level or character level, while almost all class features are based on the character's level in the class that grants that feature. Casting spells is an exception—when determining caster level, a character adds together his levels from different spellcasting classes (such as mystic and technomancer).
A multiclassed character can have more than one key ability score. For each class, your key ability score remains the same as normal for that class (and for the class features that rely on that score). For any key ability score calculation not tied to class, such as determining your maximum Resolve Points, use whichever key ability score has the highest value (and therefore the highest modifier).
You can take as many levels of as many different classes as you want, but while it might seem tempting to be a dilettante, spreading yourself thin comes with a cost. Since you always start at the ground floor with a new class, it's easy to end up with a bunch of low-level abilities that can't compete with the higher-level abilities of a single-class character of the same level. For instance, an envoy 3/soldier 4/technomancer 3 may be well-rounded, but she's going to get stomped into pudding by a 10th-level soldier, and she will be consistently outperformed by the other 10th-level characters in her party.
<<list-links '[all[current]listed[source]]' class:index>>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Character Rules'>>
</div>
Charging is a full action that allows you to move up to double your speed and make a melee attack at the end of the movement. You can draw a weapon during a charge attack if your base attack bonus is at least +1.
Charging carries tight restrictions on how you can move. You must move at least 10 feet (2 squares), and all movement must be directly toward the designated opponent, though diagonal movement is allowed. You must have a clear path toward the opponent, and you must move to the space closest to your starting square from which you can attack the opponent. If this space is occupied or blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement (such as difficult terrain), or contains a creature (even an ally), you can't charge. You can still move through helpless creatures during a charge. If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
!! Attacking on a Charge
After moving, you can make a single melee attack. You take a –2 penalty to the attack roll and a –2 penalty to your AC until the start of your next turn. You can't move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges.
A //charge cloak// can power devices that depend on electrical charges as if it were a battery. The cloak produces 4 charges each day, but they must be used as a single unit. Thus you could power a single attack from a yellow star [[plasma sword]], which has a usage of 4, but you could also make only a single attack with a [[zero pistol]], which has a usage of 1. The item must be one which uses charges or a battery, rather than petrol, rockets, rounds, or other forms of ammunition or power. You must be wearing or touching the item to be charged. You cannot use this item to recharge a battery or item; it can only be used to directly power an item for a single usage.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//charge cloak// | 1 | 200 | L |
</div>
A weapon with the [[charge disrupting]] fusion disrupts power sources. When you score a critical hit using a weapon with the [[charge disrupting]] fusion, either the target or a single visible object carried by the target is subject to //[[discharge]]//, as the spell. The target creature (or its bearer, in the case of an object) can attempt a Fortitude save to negate the effect, as normal. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the charge disrupting effect.
This series of insulating reinforced-glass rings can be installed into armor upgrade slots and focuses an electrical charge into a targeted bolt. The sheer power necessary to project a bolt of electricity means that even an impulse charge emitter is a substantial weapon, and jolt charge emitters and surge charge emitters are significantly more powerful. Their relatively slim profile makes them popular for a number of users, from androids and others who benefit from a racial armor upgrade slot, to starship-repair crews in hostile space who want to keep their hands free for their work without leaving themselves totally undefended.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|charge emitter, impulse | 8 | 10,900 | 3d4 E | 20 ft. | [[stagger]] | 20 charges | 2 | 1 |[[integrated]] (1 slot), [[stun]] |
|charge emitter, jolt | 13 | 57,000 | 3d10 E | 30 ft. | [[stagger]] | 20 charges | 2 | 1 |[[integrated]] (1 slot), [[stun]] |
|charge emitter, surge | 18 | 435,000 | 5d10 E | 40 ft. | [[stagger]] | 80 charges | 5 | 1 |[[integrated]] (1 slot), [[stun]] |
</div>
A nanoscopic battery attached to a miniature generator is implanted in the palm of your hand. A charge palm produces 4 charges each day and can hold a maximum of 10 charges. If the charge palm holds its maximum number of charges at the beginning of the day, it doesn’t produce any additional charges that day. As a move action, you can transfer any number of charges from the charge palm to any battery in your possession or vice versa, up to that item’s maximum number of charges.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|charge palm | 1 | 350 | one hand |
</div>
When making a ranged attack with a weapon that uses charges for ammunition, you can spend Entropy Points in place of battery charges at a rate of 1 Entropy Point per 2 charges the attack would normally consume (minimum 1 EP). When you use this revelation, all damage dealt by the attack becomes acid damage, though this ability never causes a weapon that normally targets KAC to target EAC.
When you damage a creature in your [[nanite cloud]] or when you damage a creature within 30 feet using a weapon formed with your [[gear array]], you can drain power from the target's technological devices as a reaction. Choose one item in the target's possession that uses charges or select a qualifying item at random. That item loses a number of charges equal to 1d10 plus your Constitution modifier (Fortitude half), and a battery in your possession gains an equal number of charges (to a maximum of the battery's capacity). You can use this ability a number of times per day equal to your Constitution modifier.
Your skin slowly generates electricity that can be used to power devices that require power measured in charges from a battery to function, such as a [[powered]] weapon. You must be touching the item to use it. Your charged skin holds 10 such charges, which are replenished each day after a full night's rest. You can't charge a battery or item with your //charged skin//; you can spend charges directly from it only to power held devices.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//charged skin// | 5 | 3,075 | skin |
</div>
<div class="statblock">
* Huge mech (phase)
* ''Base HP'' 10; ''HP Advancement'' 8; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +0; ''Ref'' +1
* ''Speed'' 60 ft.; ''Strength'' +3
* ''Frame Slots'' 2; ''Aux Slots'' 3
* ''Operators'' 1–2
* ''Cost'' 2.5 × tier
</div>
As a move action, you can expend an unused spell slot to refill charges in a weapon's power cell. This requires you to touch the weapon or its power cell. The power cell regains 10 charges per spell level, up to its capacity. You can also use this ability to jump-start or short out an electronic device, allowing you to attempt an [[Engineering]] check to disable a device with a bonus equal to double the level of the spell you expended.
//Healthy—Weakened—Impaired—Pliable—Catatonic—Dead//
//Weakened:// The victim takes a –2 penalty to Charisma-based ability checks and skill checks, and the DCs of her spells and special abilities decrease by 2. If she has 1 or more levels in a spellcasting class whose key ability score is Charisma, she can't cast her highest level of spells from that class.
//Impaired:// The victim takes an additional –2 penalty to the affected checks and DCs. If she has 1 or more levels in a spellcasting class whose key ability score is Charisma, she can't cast her 2 highest levels of spells from that class.
//Pliable:// The victim has little sense of self and goes along with nearly any order or suggestion. Creatures attempting [[Bluff]], [[Diplomacy]], or [[Intimidate]] checks against her automatically succeed, though Diplomacy checks to improve her attitude still have the normal DC.
//Catatonic:// The victim loses agency and can't interact with anything.
//Dead:// The victim loses autonomic functions and dies.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (charm, mind-affecting)
* ''Targets'' one living creature
* ''Duration'' 1 day/level
</div>
This spell functions like //[[charm person]]//, except the effect is not restricted by creature type.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (charm, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one humanoid creature
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature's language to communicate your suggestions, or else be good at pantomiming.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' 10 minutes
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a [[Diplomacy]] check to [[gather information]] in only 10 minutes. Once any individual under the effects of a //charming veneer// spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a //charming veneer// spell you cast can do so again for 24 hours.
These are the actions available to a starship's crew during each round of a starship chase, after the GM has presented an obstacle. No chase action can be taken two rounds in a row. Characters also can't attempt an obstacle check and take a chase action in the same round.
Each action notes the crew members that can attempt the action; those crew members use one of the skills listed in the table below to attempt a skill check. Each action includes any consequences for success or failure. GMs can also create their own chase actions tailored to a particular setting or chase, selecting crew roles appropriate for those actions.
<<list-links "[tag[Chase Actions]sort[title]]" class:index>>
<div class="table-wrapper">
|Starship Role |Skills |h
|Captain |[[Bluff]], [[Diplomacy]], [[Intimidate]] |
|Chief Mate |[[Acrobatics]], [[Athletics]] |
|Engineer |[[Engineering]] |
|Gunner |[[Piloting]] |
|Magic Officer |[[Mysticism]] |
|Pilot |[[Piloting]] |
|Science Officer |[[Computers]] |
</div>
{{Table: Chase Skill Check DCs}}
Where a chase occurs can dramatically influence how it plays out. Heavy traffic, obstacles, and winding paths could all impede a chase or add strategic options for the vehicles involved. The GM decides the environment's effects on the chase. The environment might affect the entire chase or only some zones—whatever makes the most sense for the scene.
!! Designating Environmental Zones
For environmental effects that affect only part of the chase, the GM should designate one or more zones as environmental zones that contain hazards. The GM should reveal an environmental zone once it comes into view of the foremost vehicle in the chase.
!! Types of Environments
Environments can affect vehicles in a chase in five main ways.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> head="h3" />
</$list>
Each round, the GM can present one of the obstacles below. GMs can also create their own obstacles tailored to a particular setting or chase, selecting crew roles appropriate for those actions. Each obstacle lists the crew members who can attempt a skill check to overcome it. Those crew members can use one of the [[skills listed|Chase Actions]] to attempt to overcome the obstacle. Succeeding at skill checks to overcome obstacles doesn't count toward the PCs' total number of successes when determining the success or failure of the starship chase.
<<list-links '[tag[Chase Obstacles]]' class:index>>
Chases happen in rounds with three phases, which are described in more detail below. At the start of a chase, roll initiative checks (or use the same initiative order if a grid-based vehicle combat transitioned into a chase).
# ''Pilot Actions:'' Each vehicle's pilot selects her pilot actions and attempts any needed checks outside the normal character initiative count.
# ''Chase Progress:'' The GM moves the vehicles to their new zones, based on the actions the pilots chose and whether they were successful. The GM also determines whether anyone is out of range of other vehicles, and therefore out of the chase.
# ''Combat:'' Pilots (if they have any remaining actions) and passengers take their actions in initiative order as they normally would in a combat. Passengers and pilots can fire on other vehicles, depending on their range, and pilots might be able to slam their vehicles into those of their enemies.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
In the chase progress phase, the GM advances vehicles (based on their pilots' chosen actions and whether they succeeded at the required checks), then determines whether any participants have escaped or been left behind and whether the chase is over.
!! Advance Vehicles
The GM moves forward by one zone all vehicles whose pilots succeeded at a minimum of one required check. If a vehicle's pilot deliberately slowed down or she failed all the [[Piloting]] checks attempted, her vehicle doesn't move forward. If a pilot attempted to keep pace and failed, her vehicle instead moves back one zone. If a pilot attempted to speed up and failed by less than 5, her vehicle still moves forward one zone now. Because a pilot has to fail all checks to stay put, a pilot who tried to speed up twice would stay put only if she failed both checks by 5 or more. The slow down action supersedes the forward movement from other successful Piloting checks, so if the pilot succeeded at the evade and slow down actions, she'd get the bonus to her vehicle's AC but wouldn't move forward. Treat [[uncontrolled]] vehicles as if their pilots had failed all Piloting checks.
If a vehicle is engaged with another and fails all its checks, it still moves forward along with another engaged vehicle, provided that vehicle would be advanced by the GM. However, the opposing vehicle gains all bonuses from being a zone ahead (even though it's in the same zone). If all the vehicles in an engagement fail all their checks, none move.
Hazards and other effects of moving into a zone trigger immediately.
!! Escaping and Getting Left Behind
You leave a chase if you escape or get left behind. During the chase progress phase, you escape if you end up two zones ahead of all adversaries, and you get left behind if you end up two zones behind.
If you would escape from a chase but don't want to do so, you can voluntarily move back to being only one zone ahead in the chase progress phase.
It's possible for you to rejoin a chase if you've been left behind (or if you already escaped and want to later support allies with an ambush), but it requires extraordinary circumstances and happens at the GM's discretion.
As an example, suppose the PCs are in an exploration buggy fleeing from a police cruiser, and are one zone ahead of the pursuing police cruiser. During the pilot actions phase, the PC pilot succeeds at a Piloting check to speed up, immediately moving the buggy an additional zone ahead, which brings it two zones ahead of the police cruiser. The officer piloting the police cruiser tries to speed up and catch the PCs, but he fails his Piloting check, so the police cruiser remains in its zone. During the chase progress phase, both vehicles move forward one zone, but because the PCs are still two zones ahead, they escape and leave the chase.
In this example, the PCS escaping and the police getting left behind have the same end result. But what if there were two police cruisers, and one succeeded at its check to speed up but the other didn't? The cruiser that succeeded would end up one zone behind the PCs, and the one that failed would be two zones behind. The second cruiser would leave the chase, but the PCs wouldn't escape because their buggy isn't two zones ahead of all pursuers.
!! Ending a Chase
If either all enemies or you and your allies have escaped or been left behind, the chase is over. It's possible for one group to escape by dropping back until it's left behind, but it's easy for the other chase participants to circle back and pick off the group while it's a sitting duck.
At the beginning of each round of a starship chase, each character
can switch to a different starship role (or assume a role if they
didn't already have one). A character can switch to the captain
or pilot role only if that role would otherwise be vacant (or if the
character currently in that role is unable to take actions).
Once every character has chosen a starship role, the GM can
present an obstacle. The PCs then decide together which chase
action the starship will take this round and which characters
will attempt the skill checks associated with both the obstacle
(if present) and the chase action, in that order. Chase actions are
presented starting on page 45.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 round
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You unfetter yourself in time, rapidly performing a variety of actions in the blink of an eye. You can perform up to six actions from the following options, in a combination and order of your choice, though some actions end the spell immediately.
* ''Attack:'' You can perform an attack with any weapon you’re wielding. After you perform this action, //cheat time// immediately ends, eliminating any unused actions.
* ''Combat Maneuver:'' You can perform a [[bull rush]], [[dirty trick]], [[disarm|Disarm (combat maneuver)]], or [[trip|Trip (combat maneuver)]] combat maneuver. When you attempt these combat maneuvers, you can use your key ability modifier instead of your Strength modifier if it’s higher.
* ''Manipulate Object:'' You can manipulate an object within reach.
* ''Move:'' You can move up to your speed. This movement doesn’t provoke attacks of opportunity.
* ''Spell:'' You can cast a spell with a casting time of 1 standard action. After you perform this action, if the spell you cast is offensive, //cheat time// immediately ends, eliminating any unused actions.
[[Ysoki]]'s cheeks are remarkably stretchy, and they use this to their advantage. Durable skin implanted in your own cheeks affords you the same benefit. You can store up to 1 cubic foot of items weighing up to 1 bulk in total in your new cheek pouches, and you can transfer a single object between hand and cheek as a swift action. You can disgorge the entire contents of your pouches onto the ground in your square as a move action that doesn't provoke attacks of opportunity.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|cheek pouches graft | 6 | 3,900 | throat |
</div>
This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to [[Engineering]], [[Mysticism]], and [[Physical Science]] checks to identify an unknown drug, medicinal, poison, or other chemical substance.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|chemalyzer | 1 | 150 | L | 20 | 2/use |
</div>
When shaken and crushed as a full action, this single-use pack's contents create a cooling endothermic reaction for 1 hour. While held against the body, an activated cold pack grants you a +2 circumstance bonus to Fortitude saves against hot environments. Once per day after being in contact with an activated cold pack for an hour, you also recover 1d4 Hit Points or Stamina Points lost due to hot environments or fire damage. Finally, if you have at least half of your maximum Stamina Points remaining and apply an active cold pack to your body while spending a Resolve Point to recover Stamina Points, you can recover the Stamina Points with 5 minutes of rest rather than 10 minutes.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|chemical cold pack | 1 | 5 | – |
</div>
When shaken and crushed as a full action, this single-use pack's contents create an endothermic reaction that creates a heating effect for 1 hour. A heat pack functions in all ways as a [[chemical cold pack]], except that it protects against cold environments and recovers damage dealt by cold environments and cold damage.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|chemical heat pack | 1 | 5 | – |
</div>
You can imprint and interpret scent-related messages.
''Prerequisites:'' [[Blindsense]] (scent), [[blindsight]] (scent), or [[Survival]] 5 ranks
''Benefit:'' As a full action, you can mark a 5-foot square with specialized pheromones that encode a message you devise and, at your option, a direction. The message has a maximum number of words equal to your Charisma modifier or half your level, whichever is higher, and it can’t contain proper nouns. For example, you could convey “danger this way” with a direction, but not “Ask for Luwazi Elsebo.” To notice your pheromone markings, a creature within 15 feet must succeed at a [[Perception]] check with a DC equal to 20 + your level, and a creature interprets the message only if they exceed the check DC by 10 or more. A creature with [[blindsense]] (scent) or [[blindsight]] (scent) gains a +10 or +20 circumstance bonus respectively to detect and interpret your pheromone markings and can do so within the range of their sense if it’s greater than 15 feet.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* LG Small outsider (angel, extraplanar, good, lawful)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +3; ''Will'' +1; +4 vs. poison
* ''Defensive Abilities'' constructed shell; ''Immunities'' electricity, petrification
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Su]], average)
* ''Melee'' tactical [[dueling sword]] +6 (1d6+2 S)
* ''Ranged'' [[pulsecaster pistol]] +9 (1d4+1 E [[nonlethal]])
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +5, [[Piloting]] +10, [[Sense Motive]] +5
* ''Languages'' Celestial, Draconic, Infernal; [[truespeech]]
* ''Gear'' [[pulsecaster pistol]] with 1 battery (20 charges), tactical [[dueling sword]]
!!! ECOLOGY
* ''Environment'' any good-aligned planes (Heaven)
* ''Organization'' solitary, pair, or host (3–4)
!!! SPECIAL ABILITIES
''Constructed Shell ([[Ex]])'' As creatures of planar essence inside of a robotic frame, cherubic squires have dual natures. For effects targeting creatures by type, a cherubic squire counts as both a construct and as an outsider (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).
''Retractable Weapons ([[Ex]])'' When not in use, each of a cherubic squire’s weapons is folded inside the squire’s shell and hidden from sight. A creature unaware of the cherubic squire’s hidden weapons must succeed at a DC 15 [[Perception]] check to notice one. A cherubic squire can deploy any or all of their weapons as a swift action or as part of making an attack or full attack. The cherubic squire can’t be disarmed of the weapons. As a swift action, the squire can retract any or all of their weapons.
</div>
To keep unrestrained technological advances out of evil hands, barachius angels created robotic shells capable of housing angelic petitioners, the souls of good mortal beings that haven’t yet been judged for their eternal reward, to act as footsoldiers in their ongoing crusade. These seemingly simplistic robots are often mistaken for holy automatons, but are in actuality constructed shells to protect and empower the vulnerable, good-aligned quintessence—the substance that forms a petitioner’s body on the Outer Planes—that is installed within. A petitioner’s quintessence can be harmed and even destroyed similar to a mortal body’s flesh, but a petitioner can never be resurrected if it is “killed”; when this happens, the surrounding plane absorbs that essential energy. As such, cherubic squires hold their lives very dear and aren’t averse to fleeing in the face of superior odds unless spurred into action by more powerful celestials. When a cherubic squire is defeated and the angelic spark within dissolves, a useless metal husk is left behind to corrode and disintegrate.
To the unknowing, cherubic squires are simple, if beautiful, machines with large ocular cameras that add to their seeming innocence; in war, this childlike guise quickly becomes a terrifying visage as the camera turns an angry red color. Cherubic squires are usually deployed to the field in hosts under the command of other angels or, in rare cases, alone or in pairs to facilitate surgical strikes. Whenever barachiuses march to battle, they surround themselves with masses of these creations, using them as part of the front line of their armies against the minions of evil—clearing a swath with blade and electricity—or piloting ships and celestial chariots across both the field of battle and the skies above.
You and your crew oversee the mystical rites of your fleet.
* ''Associated Skill:'' [[Mysticism]]
* ''Officer Bonus:'' AC against enemy gunnery checks
!! Conjure (Engineering Phase)
Choose 1 hex and attempt a DC 10 flat check. If you succeed, your mystical crew conjures cosmic debris in that hex and all adjacent hexes that lasts until the end of the round. Any fleet that ends its turn in that area takes an amount of damage equal to your officer bonus, and any fleet attacks that pass through the affected area take a –1 penalty to gunnery checks.
!! Enchant (Engineering Phase)
You lead your mystics in enchanting a fleet's weapons. Choose a fleet and attempt a check against that fleet's AC. If you succeed, that fleet's range increases by 2, and its gunnery checks can deal critical damage on a 19 or 20. These effects last until the end of the round.
!! Precognition (Engineering Phase)
You and your crew predict enemy movements. Attempt a DC 10 flat check. If you succeed, your admiral rolls 1d4 and adds the result to their next check to determine the order in which fleets move during the helm phase.
You command your fleet's engineering corps, oversee repairs, and make crucial calls on when to exceed starships' recommended performance limits.
* ''Associated Skill:'' [[Engineering]]
* ''Officer Bonus:'' starting and maximum Shield Points.
!! Boost (Engineering Phase)
Choose a fleet and attempt a check against its AC. You direct the engineers aboard that fleet to augment a key system. If you succeed, you either increase the fleet's speed by 1d2 until the end of the round, decrease the fleet's turn distance by 1 (minimum 0) until the end of the round, add your officer bonus to the SP that fleet recovers during this phase, or add your officer bonus to the fleet's damage rolls until the end of the turn.
!! Repair (Engineering Phase)
Choose a fleet and attempt a check against the fleet's AC. If you succeed, choose one of the fleet's critical damage conditions; you direct the onboard engineers' repairs, and the fleet ignores that critical damage condition for 1 round, plus 1 additional round for every 5 by which your check exceeded the fleet's AC.
Despite the advanced technology that is ubiquitous on most starships, there's always a use on board for someone who knows the ship's various systems well enough to manually push them to achieve levels of performance their manufacturers never intended. A starship's chief mate knows every circuit and conduit within their starship's mechanical and electronic systems, and is bold enough to take risks with these levers, valves, and other intricacies that can help their crew escape from or win dire combat scenarios.
Being a chief mate is hardly easy, however, and the role is not for the faint of heart. Accomplishing the off-the-books feats that are so valuable in starship combat often requires a strong and hardy individual to physically haul around equipment, force levers past their built-in safety points, or reconnect systems in ways they weren't designed for—or else requires someone nimble enough to accomplish the same tasks via finesse without resorting to brute force, as the chief mate slides finicky controls into nonstandard positions or temporarily bypasses a system's physical safety valves.
The chief mate assists characters in all other roles on the ship, making the other characters' jobs easier and allowing them to accomplish more in their primary duties since they no longer need to focus on physically manipulating machinery or equipment. A chief mate acts during the same phase as the crew member she wishes to assist that round. Despite the role's name, a ship can have any number of chief mates (though on a military ship, only one is generally referred to as the chief mate, and all others are considered deck officers).
!! Actions
<<list-links "[tag[Chief Mate Actions]sort[title]]" class:index>>
As a chief mate, you can take any of the following actions, some depending on your number of ranks in the [[Acrobatics]] or [[Athletics]] skill, whichever you favor. (Note that the [[Targeting Aid]] and [[Maximize Speed]] actions both require a minimum number of ranks in Acrobatics or Athletics to perform.) Each of these actions can be taken only during a particular phase, as noted in parentheses next to the action's name. You must decide at the start of each round which phase you will act in, usually by deciding which other role you're supporting that round. Unless otherwise noted, each action can be performed only once per round, no matter how many chief mates are on a starship.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You oversee your fleet's computers and scientists as they direct scanners and hack enemy systems.
* ''Associated Skill:'' [[Computers]]
* ''Officer Bonus:'' gunnery checks
!! Scan (Helm Phase)
You direct the fleet's sensors to scan another fleet. Attempt a check with a +5 untyped bonus against the fleet's AC. If you succeed, you learn the first unknown category of information from the following list. For every 5 by which you exceed the check, you learn an additional unknown category of information.
# ''Basic Statistics:'' Fleet type, size, speed, maneuverability, tier, damage, total and current HP and SP.
# ''Special Abilities:'' Special abilities, as well as the fleets against which the target fleet is strong or weak.
# ''Officers:'' The names and roles of the fleet's officers.
!! Scramble (Gunnery Phase)
You scramble communications within a fleet. Select an enemy fleet, optionally selecting one of that fleet's officers, and then attempt a check against the fleet's AC. During the next round, the fleet's chosen officer grants no passive benefit to their fleet and can't perform any officer actions. In addition, any other fleets' officer actions can't affect the targeted fleet. If you don't select an officer, scramble affects one of the fleet's officers, selected at random.
!! Target (Helm Phase)
Choose an allied fleet and an enemy fleet within range, then attempt a check against the enemy fleet's AC. If you succeed, until the end of the round, the allied fleet gains a +1 untyped bonus to gunnery checks against the enemy fleet, and the allied fleet's gunnery checks against the target deal critical damage on a 19 or 20.
This imposing rifle, made of red scales and horn, emits an impressive gout of bright flame. Designed by Iratha Incorporated and first released as an augmentation, it proved cumbersome and was redesigned as an armor-integrated weapon.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|chimera graft, growl-class | 7 | 6,250 | 1d12 F | 40 ft. | [[burn]] 1d6 | 20 petrol | 1 | 1 |[[automatic]], [[integrated]] (1 slot), [[harrying]], [[living]], [[regrowth]] |
|chimera graft, snarl-class | 11 | 24,000 | 2d12 F | 40 ft. | [[burn]] 1d6 | 20 petrol | 1 | 1 |[[automatic]], [[integrated]] (1 slot), [[harrying]], [[living]], [[regrowth]] |
|chimera graft, roar-class | 17 | 218,000 | 4d12 F | 40 ft. | [[burn]] 1d6 | 20 petrol | 1 | 1 |[[automatic]], [[integrated]] (1 slot), [[harrying]], [[living]], [[regrowth]] |
</div>
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Gargantuan outsider (kami, native)
* ''Init'' +2; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 255;
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +14; ''Will'' +19
* ''Defensive Abilities'' [[fast healing]] 10, revitalization contingency; ''Immunities'' [[bleed]], mind-affecting effects, petrification, [[polymorph]]; ''Resistances'' acid 10, electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 50 ft., fly 50 ft. ([[Su]], perfect)
* ''Melee'' biomechanical staff +27 (6d8+27 B or P; critical [[bind]] or [[bleed]] [see text])
* ''Space'' 20 ft.; ''Reach'' 20 ft. (25 ft. with biomechanical staff)
* ''Spell-Like Abilities'' (CL 16th)
** 1/day—//[[chain surge]]// (DC 26), //[[divination]]//, //[[terraform]]//
** 3/day—//[[creation]]//, //[[greater dispel magic]]//, //[[mystic cure]]// (5th level), //[[greater remove condition]]//, //[[summon creature]]// (5th level; three 4th-level kami)
** At will—//[[cosmic eddy]]// (DC 24), //[[life bubble]]//
!!! STATISTICS
* ''Str'' +10; ''Dex'' +2; ''Con'' +5; ''Int'' +4; ''Wis'' +7; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +28 (+36 to fly), [[Engineering]] +28, [[Mysticism]] +33
* ''Languages'' Common; [[telepathy]] 100 ft.
* ''Other Abilities'' merge with ward (space station park), [[no breath]]
!!! ECOLOGY
''Environment'' any
''Organization'' solitary
!!! SPECIAL ABILITIES
''Biomechanical Staff ([[Su]])'' As a swift action or as part of a full attack, a chinjugami can manifest a staff in its grasp. The staff's effective item level is equal to the chinjugami's CR. The staff has the [[reach]] weapon special property and can deal either bludgeoning or piercing damage with each attack. On a critical hit, the chinjugami chooses one of two effects—the staff either sprouts entangling vines, applying the [[bind]] critical hit effect, or disrupts the target's body, applying the [[bleed]] critical hit effect. A chinjugami can manifest only one staff at a time. If the kami loses hold of the staff, the weapon disintegrates.
''Merge with Ward ([[Su]])'' See [[kami subtype graft]]; a chinjugami claims a massive fabricated ecosystem as its ward.
''Revitalization Contingency ([[Su]])'' A chinjugami that is reduced to 0 Hit Points disperses into light that merges with the chinjugami's ward. For 7 days, the chinjugami is unconscious as it regenerates its body and mind. After that time, the chinjugami regains consciousness and can reemerge from its ward. A chinjugami can be completely destroyed only if its ward is destroyed.
</div>
A chinjugami is much larger than a [[tsukumogami]] and often selects a constructed ecosystem, especially one separated from a planet, as its ward. Although a chinjugami prefers to stay merged with its ward, it can manifest as a titan of metal and greenery. A chinjugami might claim a park on a space station as its host. When a kami claims an occupied ecosystem, it intervenes only in subtle ways, such as removing rust from pipes. It is when such constructed ecosystems are abandoned that chinjugami fully embrace their roles as protectors and stewards of their wards, patrolling relevant areas, performing upkeep, maintaining ecological balance, and ensuring enough resources exist for sustainability. Those chinjugami that guard abandoned spaces are suspicious of strangers, often believing them to be interlopers that might try to reclaim the area only to forsake it again. A typical chinjugami is about 40 feet tall.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Huge outsider (extraplanar)
* ''Init'' +2; ''Senses'' all-around vision, [[darkvision]] 60 ft.; ''Perception'' +13
* ''Aura'' technological disruption (60 ft.)
DEFENSE
* ''HP'' 90; ''RP'' 4
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +8; ''Will'' +5
* ''Defensive Abilities'' [[ferocity]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft., fly 60 ft. ([[Ex]], average)
* ''Melee'' bite +17 (1d8+11 S; critical [[bleed]] 1d6) or tentacle +17 (1d8+11 B plus [[grab]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +13, [[Stealth]] +13, [[Survival]] +18
* ''Other Abilities'' phase through, [[spaceflight]], [[void adaptation]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary or audience (2–6)
!!! SPECIAL ABILITIES
''All-Around Vision ([[Ex]])'' A chirosepia sees in all directions at once and can’t be flanked.
''Phase Through ([[Su]])'' A chirosepia can momentarily shift out of phase with reality. As a full action, a chirosepia can spend 1 Resolve Point to move through up to 15 feet of solid matter. If it attempts to phase through something that’s too thick, the attempt fails, but its Resolve Points are still expended. A chirosepia can’t phase through force effects such as force fields.
''Technological Disruption ([[Su]])'' Chirosepias constantly emit a silent pulse that disrupts technology. While a creature is inside the aura, attacks made using weapons without the [[analog]] trait take a –1 penalty to attack and damage rolls. Armor with environmental protections expends 1 hour of that protection for every round a creature remains in the aura. [[Computers]] and [[Engineering]] checks to operate technology take a –1 penalty, and the bonus granted by any technological item to skill checks decreases by 1. In addition, the Hit Points provided by technological shields and force fields are reduced by 5 (to a minimum of 0). The effects of multiple technological disruption auras don’t stack.
</div>
Looking out their starship’s viewports during a jaunt through the Drift, a crew member or passenger might catch a glimpse of a passing chirosepia—an oblong creature half as large as a tiny starship, with 20 writhing appendages unfurling from a tri-paneled beak. Dozens of bulbous, unblinking visual sensors line its powerful tentacles. Veteran travelers call these creatures drift krakens, a term generally hated among the scientific community for its luridness and imprecision.
Through dissection and study, xenobiologists discovered that chirosepias were modified at a genetic level through exposure to the ambient energies existing in pockets of the Drift. Their closest genetic relative is the [[ksarik]]. In order to store breathable air for long periods in the vacuum of the Drift, chirosepias inflate specialized organs with oxygen, which they then process with their unique respiratory systems.
Some adventurers hunt chirosepias for sport, but the enormous creatures make difficult prey. Technological malfunctions occur frequently around them, and their prehensile appendages and serrated beaks can wreak havoc on a hull. Most chirosepias, though, flee when attacked, phasing though their assailants to confuse them.
The serrated, sweeping blade of a chitinblade is based on technology recovered from encounters with the Swarm. The source material can come from a natural part of a creature's body, but the final weapon is detached and wielded with two hands. A tactical chitinblade is modeled on an animal counterpart with little modification, but high-tech materials and manufacturing improve on nature in the microserrated, nanoserrated, and ultraserrated models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|chitinblade, tactical | 4 | 1,890 | 1d6 S | [[bleed]] 1d6 | 1 |[[analog]] |
|chitinblade, microserrated | 9 | 12,400 | 4d4 S | [[bleed]] 2d4 | 1 |[[analog]] |
|chitinblade, nanoserrated | 13 | 46,400 | 4d8 S | [[bleed]] 2d8 | 1 |[[analog]] |
|chitinblade, ultraserrated | 17 | 219,000 | 8d8 S | [[bleed]] 3d8 | 1 |[[analog]] |
</div>
Your protective plates can better shield nearby allies.
''Prerequisites:'' [[Bulwark]] species trait
''Benefit:'' When you use your [[bulwark]] species trait to grant an ally a bonus to AC, you grant a +5 bonus to AC against ranged attacks and a +1 bonus to Reflex saving throws when providing soft cover to allies until the beginning of your next turn.
''Normal:'' Soft cover provides a +4 bonus to AC against ranged attacks and no bonus to Reflex saves.
The //Choir Stone// is a unique solarian weapon crystal: a small, unobtrusive lump of rock that resembles a faceted sphere of smoky quartz. In truth, the //Choir Stone// is one of the deadliest weapons a solarian can use and an insidious trap for inexperienced practitioners.
The //Choir Stone// was first used thousands of years ago by the Kasathan warrior-sage Mirseli Vozhariska Kiari of House Polsian on Kasath. Many legends have arisen about Mirseli's life that today manifest in scholarly analyses, pop-history biographies, and a moderately successful holo series. Mirseli was an advisor to doyens and generals, a duelist who defeated a thousand foes, and a teacher who founded the Cosmonastery of the Silent Chorus on Kasath. When she died, Mirseli's chosen student took the crystal as a sign of their master's favor, taking over Mirseli's cosmonastery and preaching the Cycle their entire life before eventually bequeathing the crystal to a disciple. The crystal passed from hand to hand for centuries while the Cosmonastery of the Silent Chorus developed a reputation for both wisdom and ruthless politics. Following the assassination of its twelfth master, the cosmonastery lost the //Choir Stone//, fell under siege, and disbanded entirely shortly thereafter.
The reason for the cosmonastery's collapse was tied to the //Choir Stone// itself, for the crystal was no mere symbol of office. Mirseli refused to let go of her life and watched over her student as a ghost haunting the smoky crystal. When her student died, they joined their teacher in the stone, so the abbots who led the cosmonastery had a cadre of skilled advisors, powerful even in death. When they lost the crystal, the survivors were unable to fend off the cosmonastery's many enemies.
Each new owner of the //Choir Stone// realized that they had acquired not just a weapon, but a chorus of ghostly mentors. Mirseli (N female ghost kasatha solarian) is the dominant personality within the crystal, quick to offer ruthlessly pragmatic advice on any situation, backed up by her supernatural powers. But Mirseli's views and values come from an earlier, bloodier era of Kasathan history, and she has the ego of one enshrined in legend. Properly motivated, she's a ferocious ally; balked, she is an insidious enemy. The other ghosts in the [[Choir Stone]] aren't quite as forceful, but they have their own skills, specialties, and obsessions. A successful wielder must learn to deal with them all.
Should the //Choir Stone's// wielder die while using the stone, the ghostly vortex inside the crystal draws them in, turning them into one more ghost in the choir unless the dying character succeeds at a DC 35 Will save. The //Choir Stone// follows all the rules for a solarian weapon crystal; it increases damage by +10d4 sonic and has the [[demoralize|Demoralize (critical)]] critical hit effect and the variant [[boost]] (10d4) weapon special property, with a usage of 5/day. If used in a solar manifestation, faint wisps of chill mist surround the //Choir Stone's// wielder and their weapon. On a critical hit, or when using the stone's variant [[boost]] property, the mists take on the faces of the ghosts within: screaming, cursing, or howling in fury and triumph.
If Mirseli's ghost is ever laid to rest, the //Choir Stone// releases all of the spirits trapped within it and shatters forever. However, Mirseli will pass on only if she acknowledges the wielder of the stone as a worthy successor.
''Required Feat:'' [[Improved Combat Maneuver]] (grapple)
Whenever you have an opponent [[pinned]], that foe can't speak or perform actions that involve speaking or uttering sound using their voice (such as roaring, singing, and so on). Normally this prevents the target from using language-dependent abilities unless they have [[limited telepathy]] or a similar ability.
<div class="statblock">
* ''CR'' 8; XP 4,800
* N Large magical beast
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 130
* ''EAC'' 19; ''KAC'' 23
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' cold, fire
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.; biothruster 200 ft.
* ''Melee'' bite +20 (3d4+14 P)
* ''Ranged'' flame jet +17 (2d6+8 F; critical [[knockdown]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' –3; ''Wis'' –1; ''Cha'' +1
* ''Skills'' [[Athletics]] +21, [[Physical Science]] +16, [[Piloting]] +16
* ''Other Abilities'' move worlds, [[spaceflight]]
!!! ECOLOGY
* ''Environment'' vacuum
* ''Organization'' solitary, pair, or hive (12–64)
SPECIAL ABILITIES
''Biothruster ([[Ex]])'' A chomurk can fly as a full action at the listed speed. It must move in a straight line while flying in this way, and it can use the [[Piloting]] skill instead of [[Acrobatics]] to fly in difficult or dangerous conditions.
''Flame Jet ([[Ex]])'' A chomurk can use its biothruster as a ranged weapon with the [[line]] and [[unwieldy]] weapon special properties and a total range of 40 feet. Though the jet of flame deals fire damage, it is also treated as having the [[force]] descriptor.
''Move Worlds ([[Su]])'' A hive of at least 32 chomurks can meld their bodies together in a unique metamorphosis that amplifies their natural thruster abilities. Chomurks combined in this manner dissolve and merge their limbs in a process that takes 1 hour, creating a pyramidal mound of bodies that acts as a single huge thruster capable of altering the orbit of the asteroid, space station, ship, or similarly sized astronomical body upon which it resides. Chomurks combined in this manner become a single entity, but are otherwise [[helpless]] and rely on nonmerged chomurks to defend them.
</div>
Sometimes called "sunchasers," chomurks are known for their unique, dangerous life cycle. When a chomurk first lands on an asteroid, space station, or similarly small astronomical body, it immediately begins devouring anything it can find, preferring organic matter but eating metals or stone if necessary. If provided with sufficient material, it can reproduce asexually in a matter of hours, giving birth to a clone that grows to adult size in a day. The hive continues to mindlessly eat and reproduce, at which point some individuals begin melding their bodies together to create a "thruster-mound." Guarded by nonmerged chomurks, the thruster-mound begins pushing the celestial object into a decaying orbit toward the nearest sun at exceptional speeds. As they approach the star, the nonmerged chomurks absorb solar radiation that both empowers and mutates them, creating genetic diversity. At the last minute, those chomurks launch themselves off their temporary home, scattering back out into space, where they hibernate until running across a new object and beginning the process again. Those chomurks incorporated into the thruster-mound are willingly sacrificed in the fires of the sun—along with any remaining residents of the hijacked celestial body.
Chomurks resemble 8-foot-long, 2,000-pound isopods, with colorful articulated shells and two sets of mandibles arranged in a cross shape. A ridge running down their back ends at a cylindrical protrusion with a rear-facing orifice—this is their biothruster, capable of releasing astonishingly powerful blasts of focused flame and force. With little intelligence, chomurks instinctively organize toward a collective goal, willingly sacrificing themselves for the good of the hive.
The first step in casting a spell is to choose which spell to cast. Your class's Spells section describes which class's spell list you can choose from, how to determine the number of spells you know, and at which levels you can learn new spells. You also might know spells from a different source, in which case that source provides the details you need to know.
When you cast a spell, you can select any spell you know, provided you are capable of casting spells of that level or higher. Casting a spell counts against your daily limit for spells you cast of that spell level (your "spell slots"), but you can cast the same spell again if you haven't reached your limit. For more information on how to choose which spells your character can access, see your class's information on spells.
Resembling an electric guitar or other technological stringed instrument, a chordpocalypse is a fully functional musical instrument designed to channel destructively musical blasts. A musician who attacks by building up to a devastating power chord can be just as deadly if they launch a nonstop acoustic barrage that overwhelms the target.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|chordpocalypse, thunderstrike | 2 | 765 | 1d6 So | 30 ft. | [[deafen]] | 20 charges | 1 | 1 |[[boost]] (1d4), [[polarize]] (1d4), [[professional]] (musician) |
|chordpocalypse, shattering | 6 | 4,280 | 1d8 So | 30 ft. | [[deafen]] | 20 charges | 1 | 1 |[[boost]] (1d6), [[polarize]] (1d6), [[professional]] (musician) |
|chordpocalypse, psychedelic | 10 | 18,400 | 2d8 So | 30 ft. | [[deafen]] | 40 charges | 2 | 1 |[[boost]] (1d8), [[polarize]] (1d8), [[professional]] (musician) |
|chordpocalypse, banshee | 14 | 72,000 | 4d8 So | 30 ft. | [[deafen]] | 40 charges | 2 | 1 |[[boost]] (2d6), [[polarize]] (2d6), [[professional]] (musician) |
|chordpocalypse, transcendent | 18 | 372,000 | 7d8 So | 40 ft. | [[deafen]] | 80 charges | 2 | 1 |[[boost]] (2d8), [[polarize]] (2d8), [[professional]] (musician) |
</div>
A chorister is a wireless microphone that, when activated, channels a singer’s voice into a powerful weapon. Before the Gap, Desna gifted magical choristers to five of her most talented and devout followers. The glamorous group of starsingers used Desna’s gifts to defend their home worlds. The original chorister artifacts were lost long ago, but today’s imitations amplify the voices of daring performers who want to be part of the action.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|chorister, warbler | 2 | 895 | 1d4 So | 40 ft. | [[knockdown]] | 20 charges | 1 | L |[[boost]] 1d4, [[professional]] (musician) |
|chorister, harmonist | 6 | 4,400 | 1d8 So | 40 ft. | [[knockdown]] | 20 charges | 1 | L |[[boost]] 1d6, [[professional]] (musician) |
|chorister, chanteuse | 10 | 18,200 | 2d8 So | 40 ft. | [[knockdown]] | 40 charges | 2 | L |[[boost]] 1d8, [[professional]] (musician) |
|chorister, intoner | 14 | 76,500 | 4d8 So | 60 ft. | [[knockdown]] | 80 charges | 2 | L |[[boost]] 2d6, [[professional]] (musician) |
|chorister, diva | 18 | 380,000 | 6d8 So | 60 ft. | [[knockdown]] | 80 charges | 4 | L |[[boost]] 2d8, [[professional]] (musician) |
</div>
<div class="statblock">
* ''Level'' 4–20
* Large undead
* ''Senses'' [[darkvision]] 60 ft.
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Speed'' 35 ft.
* ''Defensive Abilities'' [[undead immunities]]
* ''Melee Attack'' bite (P) or tail (B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Ability Modifiers'' Str, Cha
!!! SPECIAL ABILITIES
''Crumbling Embrace ([[Ex]])'' When reduced to 0 Hit Points by a melee attack, a chostolichi entangles the attacker until the end of the attacker's next turn unless it succeeds at a Reflex saving throw (DC = 10 + 1-1/2 × the chostolichi's level).
''Draining Bite ([[Su]])'' Once per hour when it damages a living significant enemy with its bite attack, a chostolichi can absorb part of the target's vital essence, restoring a number of Hit Points equal to one-tenth the chostolichi's maximum HP.
</div>
Reanimated from several smaller bodies and fused into a vaguely saurian shape, chostolichi servitors develop a pack mentality that desperately seeks a leader.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<section 'Young Adult Blue Dragon'>>
Chromatic dragons are often evil, indulging in machinations that benefit themselves or destroy their enemies.
Dragons in the Drakelands of Triaxus enjoy positions of rulership (often as CEOs) over the second-class humanoid citizens. Inveterate schemers, Triaxian dragons are always thinking ahead, and the risks involved in working for these dragons are matched only by the potential for lavish rewards.
<$list filter="[tag[Chromatic Dragon Template Grafts]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
This set of loosely fitted bands worn across the torso sparkles faintly with crystallized matter from the Dimension of Time. The harness counts as a worn magic item unless you install it in light armor, taking up one upgrade slot. You can spend 1 Resolve Point to reroll your initiative check after seeing the result and use whichever of the two results is higher. Each time you activate the harness per day, the Resolve Point cost increases by 1, cumulatively.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//chronal harness// | 6 | 4,650 | L |
</div>
Once per day you can spend 2 Entropy Points as a full action to take a 10-minute rest to recover Stamina Points, gaining all the normal benefits and following the normal restrictions for such a rest (including the ability to spend 1 Resolve Point to recover Stamina Points) except for the time expended. This rest does not decrease the duration of ongoing effects. For each additional 2 Entropy Points you spend when activating this ability, you can grant its effects to one additional willing creature within 15 feet of you.
This fitted white and silver carbon fiber suit houses a crystalline network of energy conduits that can displace the wearer forward in time. When you activate the suit as a standard action, choose a number of rounds between 1 and 10. You disappear completely for that many rounds, after which you reappear in the same place and position as if no time had passed at all. The suit does its best to account for movement and relativity, so even if you were riding in a moving vehicle when you disappeared, the suit tries to return you to your seat rather than depositing you in the empty space the vehicle occupied when you activated the device. If your space is occupied when you return, the suit shunts you to the nearest open space that can accommodate you, dealing 1d6 damage to you for every 5 feet it has to shift your destination.
While disappeared, you cannot be harmed or detected by mundane or magical means, as if you had ceased to exist.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|chrono jumper suit | 13 | 53,500 | 1 | 40 | 40 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Area'' see text
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' yes
</div>
You rocket the target forward through time, sending them careening across the battlefield. You move the target up to 60 feet in a straight line. This movement doesn’t provoke attacks of opportunity. The target can attempt a Reflex saving throw to prevent this movement and negate the additional effect below. At the end of this movement, the creature reenters the flow of time with a burst of temporal energy. Creatures adjacent to the target take 4d6 bludgeoning damage and are knocked [[prone]]. A creature in this area that succeeds at a Reflex saving throw takes only half damage and isn’t knocked prone.
Powers with a vested interest in the flow of time have given some of their influence to you. Perhaps the fey Eldest Shyka has empowered you to avert some unknowable future timeline. Maybe, sometime in the distant past, a servant of Pharasma seeded such potency in the bloodline of one of your ancestors. You might have discovered some ineffable insight into space-time that allows you to perform supernatural feats. Whatever your connection with time, it is something granted by another power, and that power fuels you with magical energy that grants you greater control over time.
''Focal Paradox:'' Caster level checks and one class skill (chosen at 1st level).
''Improved Anchor:'' Once per day as a swift action, you can slow time immediately around yourself until the end of your turn. For the duration, adjacent enemies that attempt reactions must succeed at a Reflex saving throw or lose the action.
''Greater Anchor:'' Once per day, you can cast any spell you know that has a casting time of a standard action or less as a full action instead. After you successfully cast this spell, you can cast a second spell without taking an action (though it still uses a spell slot). The second spell must have a casting time of a standard action or less and be of a level no greater than the level of the first spell you cast minus 2. If you cast the second spell, you lose your standard action on your next turn.
You can execute precisely timed moves that help you and others dodge incoming attacks. As a reaction when an attack is declared but before the result is known, you can use a paradox to grant an ally an insight bonus to AC until the end of your next turn. This bonus is equal to the paradox result or a maximum bonus of +2, whichever is lower. The maximum bonus increases to +3 at 7th level, +4 at 13th level, and +5 at 18th level.
Through your knowledge of time’s flow, you can cast your spells with the exact timing necessary for maximum effect. As a swift action, you can use a paradox to increase the save DC on a spell you cast during your turn. This increase is equal to the paradox result or a maximum bonus of 1, whichever is. lower. The maximum bonus increases to 2 at 16th level and 3 at 19th level.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' change the chemical composition of up to 1 bulk of fluid/level; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You merge a tiny corner of parallel realities with this one, subtly or dramatically shifting the chemical composition of a fluid. You can target any type of fluid, and you need not know its current composition. You must be able to see the liquid or the receptacle that holds it, or this spell fails and is lost. You must also target an entire body of fluid, rather than only part of it. If you target an amount of fluid that is too large for you to change entirely, the spell fails and is lost.
When you target fluid in this way, you can turn it into potable water, salt water, mildly corrosive acid or base, blood, or any other nontoxic, non-damaging fluid with no other game effects. After 1 day, if unused in its changed state, the fluid reverts to its original state. In so doing, the reverting fluid cannot cause harm.
Designed for the fighting elite of Sarenrae, cinder rifles are similar to most jacketed rifles, but within the framework of the gun, the ammunition becomes superheated. The result is a bullet exiting the gun while white hot, tracing its path through the air with a bright trail.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|cinder rifle, truth-sequence | 2 | 700 | 1d8 P | 60 ft. | [[burn]] 1d6 | 10 rounds | 1 | 2 |— |
|cinder rifle, salvation-sequence | 7 | 6,000 | 2d8 P | 60 ft. | [[burn]] 1d6 | 14 rounds | 1 | 2 |— |
|cinder rifle, valor-sequence | 11 | 23,700 | 3d8 P | 80 ft. | [[burn]] 2d6 | 20 rounds | 1 | 2 |— |
|cinder rifle, glory-sequence | 15 | 102,200 | 6d8 P | 80 ft. | [[burn]] 2d6 | 24 rounds | 1 | 2 |— |
</div>
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 19
* ''Track'' [[Strength|Strength Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' This acidic poison is specifically formulated to also be effective against constructs.
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|circuit melter | 12 | 8,000 |
</div>
<div class="statblock">
* ''Tier'' 19
* Supercolossal base ship
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 26; ''TL'' 30
* ''HP'' 750; ''DT ''15; ''CT'' 150
* ''Shields'' superior 600 (forward 150, port 150, starboard 150, aft 150)
* ''Attack (Forward)'' antimatter mega-missile launcher (4d10×10; 0 hexes), maser (6d10; 20 hexes)
* ''Attack (Port)'' maser (6d10; 20 hexes)
* ''Attack (Starboard)'' maser (6d10; 20 hexes)
* ''Attack (Aft)'' maser (6d10; 20 hexes)
* ''Attack (Turret)'' heavy laser net (5d6; 5 hexes), shadow bolt array (1d10×10; 10 hexes), supermaser (2d8×10; 20 hexes)
* ''Power Core'' Titan Ultra (1,200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (good), mk 6 armor, mk 10 defenses, mk 5 mononode computer with 3 mk 5 network nodes; ''Expansion Bays'' [[brigs]] (4), [[cargo holds]] (25), [[Drift shadow projector]], general [[science lab]], [[guest quarters]] (luxurious), [[hangar bays]] (3), [[life boats]] (3), [[medical bay]], [[recreation suite]] (gym), [[sealed environment chambers]] (2)
* ''Modifiers'' +2 to any 4 checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 11,660 (minimum 4,000, maximum 100,000)
!!! CREW
* ''Captain'' [[Bluff]] +32 (19 ranks), [[Diplomacy]] +32 (19 ranks), [[Intimidate]] +37 (19 ranks), [[Piloting]] +32 (19 ranks)
* ''Engineers (4 officers, 2,250 crew each)'' [[Engineering]] +32 (19 ranks)
* ''Gunners (6 officers, 120 crew each)'' gunnery +28 (19th level)
* ''Pilot (1 officer, 425 crew)'' [[Piloting]] +32 (19 ranks)
* ''Science Officers (3 officers, 500 crew each)'' [[Computers]] +32 (19 ranks)
!!! SPECIAL EQUIPMENT
''Orbital EMP'' Citadel Zirval maintains an extraordinary EMP weapon that can blast a 3-mile radius from high orbit as though it were a capital-class orbital weapon. This disables lights, non-analog technological equipment, and computers that are tier 4 and lower, though not larger defenses or starships. The effect also dampens communications infrastructure, limiting their maximum range to 3 miles. The effect lasts for 1d3 hours.
</div>
Those who broadcast propaganda that incites rebellion attract the Hellknight Order of the Eclipse, which has dedicated itself to quashing destabilizing messages in an environment of limitless communication. Hellknights aboard smaller vessels can, when orbiting over a communications center, scramble the Drift correspondence of satellites and even large settlements. But when a metropolis, space station, or entire nation is complicit in spreading chaos, //Citadel Zirval// itself might arrive, blocking out the system's star- and radio-waves alike with its miles-wide bulk.
//Citadel Zirval// was designed in the haunting aesthetic of an ancient Hellknight fortress, with thousands of rooms, hallways, training facilities, interrogation chambers, and more. At any time, it sustains 5,000 or more armigers in training, plus unknown thousands of Hellknights ready to deploy across the galaxy.
The current //Citadel Zirval// is new, rebuilt after the Swarm destroyed it during the Battle of Stalendre-2. The Hellknight operation disrupted the Swarm's telepathic coordination, allowing a Veskarium fleet to devastate that force, but the citadel fell to a counterattack. This second //Citadel Zirval// has operated for 12 years since, and thanks to its predecessor's sacrifice and the Hellknights' ongoing assistance in quashing dissent, the Order of the Eclipse enjoys impunity and outright welcome in much of Veskarium space.
<div class="statblock">
* <<levels>>
* ''School'' divination (scrying)
* ''Casting Time'' 10 minutes
* ''Range'' long (400 ft. + 40 ft./level)
* ''Effect'' magical sensor
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' none;
* ''Spell Resistance'' no
</div>
You create an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect to create this sensor in a specific spot within range, but the locale must be either a place that's familiar to you or an obvious location, such as inside a cave whose entrance you can see.
The sensor doesn't move, but you can rotate it in all directions to view the area as desired. This spell functions only on the plane of existence you are currently occupying.
A class graft begins with a brief description of the class and then moves on to the following sections.
* ''Special Rules:'' If the graft requires some tinkering beyond the normal rules for class grafts, the graft has a special rules entry describing it.
* ''Required Array:'' This entry lists which array an NPC has to use to receive the class graft.
* ''Adjustments:'' These adjustments change some of the statistics provided by the array.
* ''Skills:'' The class graft might also list skills, categorized as master or good, that count toward the skills granted by the NPC's array.
* ''Ability Score Modifiers:'' This lists the ability score modifiers that are usually highest for this class. They're in order from highest to lowest, but you can mix them up as you see fit.
* ''Gear:'' Most NPCs with class grafts use gear rather than relying on natural attacks. This entry gives guidelines for assigning weapons, armor, and other significant equipment to members of the class, listing the level of the gear. Gear has a minimum level of 1 and a maximum level of 20. For example, if a creature's CR is 1/2 or if the creature's CR is 1 and the graft suggests an item of "CR – 1," you would give it level 1 gear. You can skew the creature's gear by a few levels, though you might need to make other adjustments to its statistics if you do so.
* ''Abilities by CR:'' Depending on the NPC's CR, it gains a certain number of class features from the chosen class and potentially some special abilities of your choosing; these replace the special abilities the creature receives from the array. The NPC's CR corresponds to its effective class level, so a CR 3 creature would be a 3rd-level mechanic.
Apply the abilities from the entry that matches your NPC's CR or the next-lowest CR. For instance, if you are creating a CR 4 NPC and the class graft lists abilities for only CR 3 and CR 5, use the CR 3 entry. Apply only one CR entry. Class features that have a DC use the ability DC from the NPC's array, or you can use the base spell DC if you prefer.
Usually, a class graft gives an NPC more options than it would normally get from the array. Still, if there are special abilities your NPC absolutely needs, you can add them in. Just be careful not to make your NPC too powerful for the CR you chose.
When you pick a class feature that improves another class feature, the NPC is assumed to also have all the prerequisites. For example, if you took quick inspiring boost for a CR 4 envoy, the NPC would be considered to have inspiring boost as well. If a class feature option has a level requirement, you can pick one from the lower-level set of options if you so choose. For instance, if a class graft grants a 6th-level operative exploit, you can choose a 2nd-level operative exploit instead.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<tabs "[contains:tab[Classes]sortby{Classes!!list}]" "$:/state/tabIndex" "Index Template">>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NG Medium outsider (agathion, extraplanar, good)
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +13
* ''Aura'' conservation aura (20 ft.)
!!! DEFENSE
* ''HP'' 90; ''RP'' 4
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +8; ''Will'' +5; +4 vs poison
* ''Immunities'' electricity, petrification; ''Resistances'' cold 10, sonic 10
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' //[[holy]] enforcement-class [[capture pole]]// +17 (1d8+10 P; critical [[injection DC +2]]) or bite +17 (1d8+10 P)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with capture pole)
* ''Offensive Abilities'' preserver's patience
!!! STATISTICS
* ''Str'' +4; ''Dex'' +3; ''Con'' +3; ''Int'' +0; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Athletics]] +18, [[Culture]] +13, [[Survival]] +18
* ''Languages'' Celestial, Common; speak with animals, [[truespeech]]
* ''Other Abilities'' [[healing channel|Healer]] (6d8)
* ''Gear'' //[[holy]] enforcement-class [[capture pole]]//, //mk 2 [[healing serum]]//
!!! ECOLOGY
* ''Environment'' any urban (Nirvana)
* ''Organization'' solitary or patrol (2–5)
!!! SPECIAL ABILITIES
''Conservation Aura ([[Su]])'' A claustral's aura preserves imperiled natural creatures. Creatures with the animal or plant type within this aura gain [[fast healing]] 2. This fast healing doubles for affected creatures that are below half their maximum Hit Points or that are in an urban environment. If an affected creature would be reduced to 0 Hit Points by an effect the claustral can see, the claustral can spend 1 Resolve Point as a reaction to reduce the damage dealt to that creature by the effect by 6d6. A claustral can suppress the aura's effects for any number of those animals and plants as a free action.
''Preserver's Patience ([[Ex]])'' A claustral can choose to deal nonlethal damage with any of its attacks against animals and plants without taking a penalty. A claustral gains a +2 bonus to attack rolls to resolve [[grapple|Grapple (combat maneuver)]] and [[trip|Trip (combat maneuver)]] combat maneuvers, and this bonus doubles against animals and plants.
''Speak with Animals ([[Su]])'' can communicate with animals and use language-dependent effects on them.
</div>
Maned claustrals resemble the predatory [[eohis]] of the Nejeor system, expressing much of eohis' love of pursuing and hounding their targets. However, claustrals almost never hunt to kill, instead patrolling cityscapes to protect their adopted fauna or neutralize deadly beasts. Although they take pains to warn negligent urbanites who inadvertently harm animals, claustrals often respond with violence to subdue or even kill serial abusers, such as those who run beast-fighting circuits. To claustrals' chagrin, these brief rampages can spur rumors of an escaped beast, attracting bounty hunters who hope to slay the mysterious creature.
Wearing white clothes means keeping them clean. This circuitry blends into your clothing and works to ensure that your outfit looks pristine even when it isn't and cleans itself as fast as possible. //Cleanliness circuits// work by breaking up any substance that has attached to the clothing. If there's more material than can be cleaned immediately, then a secondary feature removes the pigment from the material so that it at least blends in with the white clothing.
//Cleanliness circuits// can be combined with //[[defensive threads]]// and //[[sense silk]]// in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//cleanliness circuits// | 1 | 50 | — |
</div>
Organic sacs implanted within your lungs cause you to exhale airborne antibodies and antitoxins. You and creatures breathing the same air within 30 feet of you can roll twice on saving throws against diseases and poisons and take the higher result.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|cleansing breath | 18 | 342,000 | lungs |
</div>
This //aeon stone// sustains you by negating the need for food or water.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//clear spindle// | 1 | 245 | — |
</div>
Those who explore environments obscured by fog, foliage, smoke, and other vision-impairing elements value clearsight goggles, a set of tight-fitting eyewear that can be worn under a helmet or even other eyewear. While you wear the goggles, fog, smoke, and similar gases don't grant targets concealment from you, and vegetation doesn't either. The trinket provides no benefit against a target with total concealment.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|clearsight goggles | 5 | 2,750 | — | 40 | 1/hour |
</div>
The formfitting fabric of clearweave light armor is completely transparent to better display the fashion choices beneath it. Discrete force field generators along each side resemble intricate tattoos as much as they resemble circuitry. Clearweave darkens automatically when exposed to harmful solar radiation or laser fire.
Clearweave II contains built-in microprojectors that allow the wearer to display glowing patterns, simple art, and even icons and logos through the armor's fabric. These displays can be controlled via a personal comm unit or a more advanced computer. The glow emitted by the suit when displaying such patterns isn't bright enough to provide useful illumination, but it does reveal the wearer's position in darkness or dim light.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|clearweave I | 3 | 1,350 | +3 | +3 | +5 | — | — | 0 | L |
|clearweave II | 9 | 13,150 | +12 | +12 | +5 | — | — | 2 | L |
</div>
You can strike two adjacent foes with a single swing.
''Prerequisites:'' Str 13, base attack bonus +1.
''Benefit:'' As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
When you [[divert]] power to your starship's weapons, the weapons trigger secondary flares and explosions. The first time an affected weapon hits an enemy starship this turn, the gunner can also damage a second target in a hex adjacent to the primary target. This secondary damage equals the weapon's minimum damage.
You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of [[clever feint]] (attempting a [[Bluff]] check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose
this improvisation.
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a [[Bluff]] check with the same DC as a check to feint against that enemy (though this isn't a standard check to feint, so [[Improved Feint]] and [[Greater Feint]] don't apply). Even if you fail, that enemy is [[flat-footed]] against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
This is a sense-dependent effect.
The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.
You always have a witty remark or comeback ready at your adversaries’ expense.
''Prerequisites:'' Int 13, [[Quick Quip]], [[Diplomacy]] 5 ranks
''Benefit:'' You can use [[Quick Quip]] as a reaction whenever one of the following occurs:
* an opponent within 30 feet attempts an attack roll and misses
* an opponent within 30 feet attempts a skill check and fails
* you or an ally within 30 feet succeed at a saving throw against an opponent’s effect.
You must use your Quick Quip against the opponent who triggered your use of this ability or whose ability you successfully saved against.
You can use stunt and strike to withdraw rather than press the offensive. You can move up to twice your speed, and your actions don't trigger reactions until the start of your next turn. When using stunt and strike in this way, you can't attack as part of the action, nor can you cause foes to become [[flat-footed]].
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 hour
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You tweak a creature’s genetic code, altering its environmental adaptations to better suit the surrounding climate. For the duration, the target reduces the severity of dangerous temperatures by one step. For example, cold is reduced to comfortable, while extreme heat is reduced to severe heat. //Climate adaptation// can protect the target from either cold or heat but not both simultaneously.
This upgrade is used primarily on long expeditions into hostile environments. You treat your armor as 3 levels higher for the purposes of determining the duration of its environmental protections and resisting radiation.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|climate control unit | 4 | 1,950 | 1 | light, heavy | L | — | — |
</div>
As part of a move action, you can use Athletics to climb up, down, or across a slope, a wall, or another steep incline. You can even climb on a ceiling, provided it has handholds, but you cannot climb on a perfectly smooth surface. On a successful check, you move at half your land speedSpeed across such a surface. If you fail the check by 4 or less, you make no progress. If you fail by 5 or more, you fall. You can't take 20 on an Athletics check to climb. You need at least two hands to climb, but you can cling to a wall with one hand while you cast a spell, shoot a small arm, or take some other action that takes only one hand. While climbing or clinging to a wall, you are flat-footed. If you have a climb speed, you receive a +8 bonus to Athletics checks to climb and don't need to attempt Athletics checks to climb except in hazardous circumstances.
The DCs for Athletics checks to climb are based on the object being climbed, but can also be adjusted based on environmental circumstances such as gravity, winds, and surface conditions. Such modifiers are cumulative; use all that apply.
<div class="table-wrapper">
|Object Being Climbed | DC |h
|@@.constrained A slope of more than 45 degrees, a ladder, or a knotted rope with a wall to brace against@@ | 5 |
|@@.constrained An unknotted cable or rope with a wall to brace against, or a knotted rope without a wall to brace against@@ | 10 |
|@@.constrained A rough surface or a wall with adequate handholds, like a natural rock surface, a cavern wall, or an artificial wall with cabling@@<div>An unknotted cable or rope without a wall to brace against</div><div>A ledge from which you are dangling by your hands</div> | 15 |
|An uneven surface with narrow handholds, like a stone or 20 brick wall | 20 |
|@@.constrained A relatively smooth surface with occasional handholds, like a space station wall or an ice wall@@ | 25 |
|An overhang or a ceiling with handholds only | 30 |
|A perfectly smooth surface | — |
|Circumstance | DC Modifier |h
|Bracing against two opposite walls | -10 |
|Climbing a corner or bracing against perpendicular walls | -5 |
|Climbing in zero or low gravity | -5 |
|Climbing in heavy gravity* | +5 |
|Wet or slightly slippery walls | +2 |
|Icy or severely slippery walls* | +5 |
|Climbing in strong wind (21-30 mph)* | +2 |
|Climbing in severe wind (31-50 mph)* | +5 |
|Climbing in a windstorm (51-74 mph)* | +10 |
|Climbing in hurricane-force wind (75-174 mph)* | +20 |
|Climbing in tornado-force wind (175+ mph)* | +30 |
|* Hazardous circumstance; creatures with a climb speed must attempt a check in these conditions.|<|f
</div>
The //climbing// weapon fusion allows a weapon to grip onto most surfaces, allowing its wielder to climb while holding the weapon. For the purposes of [[Athletics]] checks to [[climb]], a hand wielding a climbing weapon counts toward the two hands needed to climb.
This weapon fusion can be installed only in weapons that require only one hand to wield.
Your drone gains a climb speed equal to half its land speed.
This mod can be applied to only combat and stealth drones.
You can climb as well as a monkey or a spider.
''Prerequisites:'' [[Athletics]] 5 ranks.
''Benefit:'' You gain a climb speed equal to your land speed.
You're able to scramble between stations with incredible speed. When you successfully perform a chief mate action, you can perform a second minor crew action that round.
The soles of your feet become covered in fleshy slats you can open and close, providing you a climb speed of 20 feet. You don't need to attempt [[Athletics]] checks to traverse a vertical or horizontal surface (even upside down). You don't benefit from climbing suckers unless you're barefoot or wearing custom clothing, and you can not be wearing more than light armor. Climbing suckers integrate into your natural feet and do not require you to replace your feet and legs. Climbing suckers can be installed into the feet of [[prosthetic legs|prosthetic limb]].
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|climbing suckers | 3 | 1,200 | all feet |
</div>
A combination of electromagnets, graspers, grav emitters, high-friction grips, or other mechanisms allows this vehicle to climb as though affected by the //[[spider climb]]// spell. This gives the vehicle a climb speed equal to its base speed according to its [[Custom Vehicle Array]].
A vehicle must have a [[type graft|Vehicle Type Grafts]] that grants it a land speed in order to use this modification.
<div class= "table-wrapper">
|Modification | Level | Price |h
|clingers | 10 | 19,000 |
</div>
Your hands are covered with tiny fibers like those on a gecko's toes. You gain a +2 circumstance bonus to your KAC against disarm combat maneuvers and to attacks to perform disarm and grapple combat maneuvers. You can ignore any increase to the DCs of [[Athletics]] checks to climb due to slipperiness, iciness, or heavy gravity. You can't benefit from clinging hands if you are wearing armor or gloves that have not been either tailored or adjusted for you.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|clinging hands | 3 | 1,350 | all hands |
</div>
''Prerequisite:'' The mech must have a recon frame.
Consisting of light-warping and sound-dampening technomagical mechanisms installed just beneath the armor, a cloaker system enhances a mech's ability to avoid notice. The mech gains the ability to attempt [[Stealth]] checks.
''Fade (0 PP)'' As a full action, the mech initiates active camouflage, granting it [[concealment]] until it makes an attack or performs other harmful actions, at which point the effect ends. If the mech begins combat while this ability is active, it begins the encounter with 1 less PP (minimum 1).
''Cloak (4 PP)'' As a standard action, the mech fades from view as per //[[invisibility]]//. The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP. The effect ends if the mech makes an attack or performs other harmful actions.
Cloaking technology is not widely available in Near Space, but scientists have developed several systems that enable starships to avoid detection by other starships. Activating a cloaking device takes one action by an engineer while the starship is neither in motion nor engaged in combat. The ship vanishes from view, and based on the cloaking device's level, another ship must have sensors of a minimum level to detect it.
Cloaking technology is named for the maximum quality of sensors that can't detect the cloaked ship. Cut-rate cloaking technology fools only cut-rate sensors; budget cloaking technology fools only cut-rate and budget sensors, and so on. Sensors capable of detecting a cloaked starship can do so only when the cloaked starship has entered the sensor's first range increment. Engaging a Drift engine or thrusters or beginning starship combat immediately negates the cloaking ability, whereupon the ship reappears and can be detected normally.
<div class= "table-wrapper">
|Cloaking Device | PCU | Cost (in BP) |h
|cut-rate | 15 | 10 |
|budget | 25 | 15 |
|basic | 40 | 25 |
|advanced | 75 | 40 |
</div>
<<section 'Gray Cloaking Device' >>
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn't make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use [[Stealth]] to hide, even while being directly observed and with no place to hide. Attacking doesn't end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn't stack with [[invisibility]]) until you move.
Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.
Many of your pores are replaced with magically regulated and directed holographic projectors that work together to automatically match your surrounding environment, rendering you [[invisible]] per //[[invisibility]]//. Once per day, you can enable your //cloaking skin// as a standard action, turning you invisible for 10 minutes. A //greater cloaking skin// functions as //[[greater invisibility]]//, but the effect lasts for only 10 rounds. You can disable either model of //cloaking skin// as a move action.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//cloaking skin, standard// | 10 | 18,000 | skin |
|//cloaking skin, greater// | 17 | 270,000 | skin |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +6; ''Ref'' +6; ''Will'' +3
* ''Defensive Abilities'' [[integrated weapons]], overwind; ''DR'' 5/—; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +14 (1d8+9 B)
* ''Ranged'' [[AG accelerator rifle]] +17 (3d4+6 P)
* ''Offensive Abilities'' clockwork reload
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +18, [[Athletics]] +13, [[Stealth]] +13
* ''Languages'' Azlanti (can’t speak)
* ''Other Abilities'' [[mindless]], [[unliving]]
* ''Gear'' integrated [[AG accelerator rifle]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, squad (3–8), or troop (10–100)
!!! SPECIAL ABILITIES
''Clockwork Reload ([[Ex]])'' The clockwork guardian reloads its weapons with an integrated system powered by its own movement. When using a move action to move up to its speed, the clockwork guard can also reload its accelerator rifle.
''Overwind ([[Ex]])'' When the clockwork guardian is struck by a critical hit, its interior springs overwind, imposing excessive tension and energy on its system. As a full action before the end of its next turn, the clockwork guardian can wildly spin its torso and limbs, striking all adjacent creatures. This attack deals 1d6+9 bludgeoning damage to each creature (DC 14 Reflex half).
</div>
After leaving the Golarion system and founding New Thespera, the Azlanti who would become the cruel and infamous Star Empire expanded rapidly from their new home world—to quickly supply sufficient personnel to every additional military installation across their solar system. To supplement ground forces, Azlanti engineers built clockwork guardians from precision-cut steel; the designs of these humanoid constructs included keen detection systems and powerful weapons. Just a few human Azlanti troops could hold a new base with the help of a team of clockwork guardians. The conquered people of the Aristia system quickly grew to recognize and fear the distinct sounds of clockwork guardians: an ever-present ticking that grows louder, but never faster, as they prepare for battle.
Powered by Azlanti clockwork, these constructs wind their own springs while moving, making them exceptionally energy-efficient. While nothing can self-power indefinitely, clockwork guardians can remain functional for an extremely long time without external winding. These constructs have visible clockworks and cogs over their entire forms, though with enough resiliency built in so that a single pebble or loose nut doesn’t seize up the entire unit. Clockwork guardians intended for particularly harsh terrains sometimes have shells to protect their inner workings, but many military leaders of the Empire liked the aesthetic of the visible gears and requested such coverings to be made of clear crystal or plastic.
The Azlanti had several advanced models of clockwork guardians, outfitting them with wings, fins, or alternate weapons, depending on the terrain at their areas of deployment. These constructs have uses beyond combat, too. While not intelligent, clockwork guardians can be programmed by Azlanti engineers to carry out simple commands to help construct military bases, weapons, and starships. Such tasks usually included repetitive button-pushing or carrying heavy cargo from one place to another. It’s little surprise that many of the Azlanti Star Empire’s first flights with its early and dangerous faster-than-light drives included many of these expendable guardians as extra crew.
You have a practiced ease with smuggling weapons. You gain a +2 bonus to [[Disguise]] checks to hide the fact that you are wearing armor and to [[Sleight of Hand]] checks to conceal weapons on your body. You can draw a concealed weapon as a move action or, if you have the [[Quick Draw]] feat, as a swift action.
When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn.
A //close-quarters serum// provides heightened awareness in combat, so the fluorescent-green concoction is a favorite among mercenaries and other warriors. It's also minty. For 10 minutes after you drink this serum, enemies gain no benefit from flanking you.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, close-quarters// | 7 | 950 | — |
</div>
When a foe provokes an attack of opportunity from you, rather than make a normal melee attack, you can attempt a trip combat maneuver. If you succeed, the enemy ends all its movement for the round and is knocked [[prone]].
Clothing is mass produced throughout the Pact Worlds, and the residents of the system are never wanting for clothes. Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below.
!! Athletic
Athletic wear is usually designed for a specific athletic activity, such as a sport or other physical pursuit. Wearing athletic clothing grants you a +1 circumstance bonus to [[Athletics]] checks to perform the activity that the clothes are designed for.
!! Ceremonial
Ceremonial clothes are worn for both religious and nonreligious ceremonies. Religious ceremonial clothing includes vestments worn by priests while performing their ecclesiastical duties and garments for laypeople involved in religious rites. These vestments are usually decorated with colors and embellishments corresponding to a specific faith or religion and are often worn with a [[religious symbol]]. Nonreligious groups, such as the adata of the //Idari's// Sholar Adat, wear ceremonial clothing for their rituals, with their own unique looks and ornamentations.
!! Couture
Couture clothing is typically one-of-a-kind clothing designed and crafted for a single specific client. Couture style is often ambitious and avant-garde, designed to make the wearer stand out. While wearing couture clothing, you gain a +2 bonus on [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks when interacting with individuals who recognize the value of the garments, as determined by the GM. You also take a –4 penalty on [[Stealth]] checks to blend into a crowd while wearing couture clothing unless the crowd is also wearing similar garb. The listed price is for the cheapest couture clothing. Depending on the talent and reputation of the designer and the clothing materials, the price could be in the tens or even hundreds of thousands of credits.
!! Designer
Designer clothing is associated with a specific designer and tends to be of a higher quality than generic clothing. You can get designer versions of other outfits. This listed price modification is for the cheapest designer clothing, though depending on the brand, the price can rocket into thousands of credits. Wearing a designer version of an outfit confers the same benefit of the base outfit, except any circumstance bonuses to skill checks given by the base outfit are increased by 1 due to the increased quality. Designer clothing has the same bulk as the base outfit.
!! Environmental
Each environmental outfit is designed with a specific climate in mind, and wearing such an outfit in an extreme environmental condition it is tailored for grants a benefit as follows:
* cold climates (+2 circumstance bonus to Fortitude saves against environmental cold dangers)
* dust storms (reduce damage from dust storms with windstorm-magnitude winds by 1)
* extreme gravity (reduce damage from extreme gravity environments by 1)
* heat climates (+2 circumstance bonus to Fortitude saves against environmental heat dangers)
* radiation (+1 circumstance bonus to saving throws against radiation effects)
* zero gravity (+2 circumstance bonus to [[Acrobatics]] or [[Athletics]] checks to stop movement or climb along handholds in zero-g).
The benefit of an environmental outfit can be added to another type of clothing (including a different environmental outfit) by doubling and adding together the price of both types of clothing.
!! Everyday
Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences.
!! Formal
Formal wear is designed for a specific social function, such as a wedding or funeral, and commonly differs from planet to planet and even from culture to culture. Lacking the proper formal wear at a social event can cause you to take a penalty of up to –4 to [[Bluff]], [[Diplomacy]], and [[Disguise]] checks at the function, as determined by the GM.
!! Party
Party clothes are usually designed for occasions where everyday or professional wear won't do but where formal wear is too fancy. Usually, party wear takes the form of special costumes or unusual dress that one must wear to avoid looking out of place at the engagement. Lacking the proper party wear at a social event can cause you to take a penalty of up to –4 to [[Bluff]], [[Diplomacy]], and [[Disguise]] checks at the function, as determined by the GM.
!! Professional
Each set of professional wear is tailored to the tasks of a specific [[Profession]] skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit.
!! Reconfigurable
Reconfigurable clothing is constructed of specialized nanofibers that allow the clothing to shift between one or more outfits at your signal, such as clicking your heels together, speaking a command word, or twirling in place. As a move action, you can change your clothing from its current configuration to another outfit incorporated into the clothes. When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes. A single outfit of reconfigurable clothing can hold up to five other outfits of clothing. The cost for an outfit of reconfigurable clothing is 100 credits plus the cost of all outfits incorporated into the clothing.
!! Travel
A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march.
!! Uniform
Uniforms are clothes worn by members of a specific group. They come in a wide variety of styles, each unique to the group or organization that uses them. Examples include uniforms for corporate employees, emergency-service workers, health-care practitioners, maintenance workers, military or security personnel, prisoners, public-transit employees, students, and more. Wearing the proper uniform grants you a +1 circumstance bonus to [[Disguise]] checks to appear as a member of the group that the uniform represents. Some uniforms, especially for government-funded organizations such as the military or security forces, are tightly controlled and may not be available for purchase by non-members (or cost considerably more on the black market).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|clothing, athletic | 1 | 5 | L |
|clothing, ceremonial | 1 | 5 | L |
|clothing, couture | 8 | 5,000 | L |
|clothing, designer | 4 | 600 + cost of basic outfit | L |
|clothing, environmental | 1 | 10 | L |
|clothing, everyday | 1 | 1 | L |
|clothing, formal | 1 | 5 | 1 |
|clothing, party | 1 | 5 | L |
|clothing, professional | 1 | 5 | L |
|clothing, reconfigurable | 2 | 100 + cost of component outfits | L |
|clothing, travel | 1 | 10 | L |
|clothing, uniform | 1 | 5 | L |
</div>
Your nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; if you do so, at least one square of the cloud must remain unchanged. When you take a [[guarded step]], you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array.
When you form a cloud array, you can use a [[nanite surge]] to increase the cloud's density. This causes the array's space to provide [[concealment]], but it provides only a 10% miss chance. It doesn't provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This concealment doesn't stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a [[nanite surge]] while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Cloud giants live on floating citadels in the swirling atmospheres of gas planets.
* ''Required Creature Type and Subtype:'' humanoid (giant)
* ''Suggested Alignment:'' neutral good or neutral evil
* ''Traits:''
** Huge
** [[blindsense]] (scent) 60 ft., [[low-light vision]], [[sense through]] (vision [clouds only])
** [[resistance]] to cold 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** fly speed 40 ft. (CR 5+; Su, average; normal, thick, and toxic atmospheres only)
** deals damage as a creature 1 CR higher;
** [[crush]]
** [[hurl debris]]
** knockback (see below)
** spell-like abilities (CR 11+)
* //Knockback ([[Ex]]):// Whenever a cloud giant successfully deals damage to a creature with a melee attack or thrown projectile, the giant can immediately initiate a bull rush combat maneuver against that target (this takes no action and does not provoke attacks of opportunity).
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Gargantuan animal
* ''Init'' +6; ''Senses'' [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +17; ''Will'' +12
* ''Defensive Abilities'' explosive death (9d8 F, 30 ft., Reflex DC 19); ''Resistances'' electricity 15
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 5 ft., fly 70 ft. ([[Ex]], perfect)
* ''Melee'' tail lash +26 (2d12+15 S plus 2d6 E; critical [[stun|Stun (critical)]])
* ''Multiattack'' 3 tail lashes +21 (2d12+15 E plus 2d6 E; critical [[stun|Stun (critical)]])
* ''Space'' 20 ft.; ''Reach'' 25 ft.
* ''Offensive Abilities'' natural thruster
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +3; ''Int'' –5; ''Wis'' +4; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +23 (+31 to fly), [[Athletics]] +28, [[Stealth]] +23
!!! ECOLOGY
* ''Environment'' any sky (Bretheda, Liavara)
* ''Organization'' solitary, pair or eclipse (3–12)
!!! SPECIAL ABILITIES
''Explosive Death ([[Ex]])'' If a cloud ray is reduced to 0 Hit Points by fire or electricity damage, its internal reservoirs of explosive gases and combustible fluids detonate, dealing the listed fire damage to all targets in a 20-foot burst centered on itself (Reflex DC 14 half).
''Natural Thruster ([[Ex]])'' Three times per day as a swift action, a cloud ray can gain a burst of speed until the beginning of its next turn. During this time, it doubles its fly speed, gains [[Spring Attack]] as a bonus feat, and deals an additional 1d12 damage with its tail lash attack.
</div>
<<section 'Cloud Skate' >>
Gliding dreamily through the cloudy ecosystems of Bretheda, Liavara, and other gas giants, cloud rays move with fluid grace and terrifying speed. Their wide bodies consist of a single broad wing and three trailing tails, with two rows of yellow-green eyes and a wide maw set forward, roughly denoting a "head." Mottled patterns of orange, red, and purple line their backs; their coloration grows brighter and more distinct as they age. Schools of these majestic predators periodically flock in the dozens, grazing on clouds of drift algae in the upper atmosphere for months before descending into the thick, lower atmosphere to actively hunt larger prey. Because of this cyclical behavior, many assume cloud rays are gentle giants emblematic of the Pact Worlds' unspoiled wilds before getting caught by surprise and attacked during the rays' aggressive cycle.
Like many Brethedan creatures, a cloud ray almost constantly filter feeds. It ingests organic compounds from the gas giant's atmosphere before breaking them down for bladders to maintain its buoyancy at rest. When in distress or in pursuit, a cloud ray ejects a portion of this gas into its blast siphons, specialized organs located on either side of its body. A cloud ray's body has evolved to withstand these blasts and high-G maneuvers—with its flexible cartilaginous skeleton, cushioned nervous system, and sharp tails that gain lethal momentum from the burst—yet the ray isn't equipped to withstand explosive forces outside the blast siphon. Deadly heat can accidentally trigger the volatile gases, causing a cloud ray to detonate in a dangerous fireball.
Smaller and more social cousins to cloud rays, cloud skates remain together in small hunting packs when they enter their aggression cycle. Cloud skates tend to act more skittish, however, and keep their distance from settlements.
Though cloud rays travel in small groups during their passive cycles and when breeding, they hunt alone once they enter their aggression cycle. Mature males typically maintain their active cycles for longer periods, lurking in the soupy lower atmosphere, and they periodically jostle each other in finslapping dominance displays that echo hauntingly for miles. Like most Brethedan creatures, cloud rays can easily shift their sex to adapt to their social surroundings, but once an adult shifts to male, it generally remains too aggressive and isolated to shift to another sex. After rising to the upper atmosphere to mate, a female deposits her eggs in delicate wisps kept aloft by the wind. These eggs hatch several weeks later, and the tiny rays shelter within drifting plant habitats for a few months before growing large enough to set off in search of richer nutrition. Reaching adulthood takes roughly 15 years for a cloud ray or 9 years for a cloud skate, after which either species can live as long as a century—if not killed for food before then.
Despite their fish-like appearance, the predominantly warmblooded cloud rays supplement their warmth by basking in sunlight and adjusting their coloration to absorb or reflect more solar energy. Their movements generate electrical charges that they store in an organic capacitor at the base of their tails and can discharge into prey. However, the smaller cloud skates possess only a rudimentary version of this organ that merely absorbs minor charges and gradually releases them as an underdeveloped form of electroreception.
!! Cloud Ray Companions
{{Cloud Ray (creature companion)}}
<div class="statblock">
* ''Levels'' 6-20
* Huge animal
* ''Senses'' [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Resistances'' electricity 10
* ''Weakness'' [[vulnerable]] to fire
* ''Speed'' 5 ft.; fly 70 ft. ([[Ex]], perfect)
* ''Melee Attack'' tail lash (S)
* ''Space'' 15 ft. ''Reach'' 15 ft.
* ''Ability Modifiers'' Str, Dex
!!! SPECIAL ABILITIES
''Natural Thruster ([[Ex]])'' Three times per day as a swift action, a cloud ray companion can gain a burst of speed until the beginning of its next turn. During this time, it doubles its fly speed, gains [[Spring Attack]] as a bonus feat, and deals additional damage with its tail lash
equal to half its level.
''Tail Taser ([[Ex]])'' A cloud ray companion's tail lash attacks gain the [[stun|Stun (critical)]] critical hit effect.
</div>
[[Cloud rays]] can be tamed with patience and food, making them favorite mounts for gas prospectors and naturalists on gas giants. Raised to smaller sizes than their wild counterparts, they serve as ideal companions for groups or industrial use in aerial environments. Their ability to survive by grazing on floating algae and lichen makes them more reliable than many vehicles in isolated frontiers. Careful control over what and how much the beast eats helps keep them in their docile grazing cycle and suppresses their combustible death throes as well. Most cloud rays bond to a single master, becoming notoriously difficult with new riders. Cloud rays can flourish on almost any gas giant, and domesticated rays can even survive in the skies above terrestrial worlds with proper supplements.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large animal
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
* ''Defensive Abilities'' explosive death (5d8 F, 20 ft., Reflex DC 14); ''Resistances'' electricity 5
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 5 ft., fly 80 ft. ([[Ex]], perfect)
* ''Melee'' tail lash +16 (1d8+9 S)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' natural thruster
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +1; ''Int'' –5; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +13 (+21 to fly), [[Athletics]] +18, [[Stealth]] +13
!!! ECOLOGY
* ''Environment'' any sky (Bretheda, Liavara)
* ''Organization'' solitary, pair, or school (3–24)
!!! SPECIAL ABILITIES
''Explosive Death ([[Ex]])'' See [[cloud ray]].
''Natural Thruster ([[Ex]])'' See [[cloud ray]]; the bonus damage to its tail lash attack is 1d8.
</div>
While this //aeon stone// orbits you, as a reaction while falling, you can cast //[[flight]]// (1st level), targeting only yourself (caster level 3rd). This //aeon stone// can be activated once per day.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//cloudy blue rhomboid// | 3 | 1,300 | — |
</div>
A club is any sort of blunt, oblong instrument with a haft suitable for gripping. Clubs can be made of stone, wood, or similar materials. Metal clubs exist as well, and they are usually hollow to keep them from being too heavy. Some Free Captains refer to clubs as belaying pins, though those archaic items are not required on starships.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|club | 0 | — | 1d6 B | — | L |[[analog]], [[archaic]], [[thrown]] (10 ft.) |
</div>
A cluster weapon is a form of grenade launcher that can fire a single grenade or (if loaded with appropriate grenades) can expend two identical grenades as a single attack. In the latter case, the grenades act as a single grenade of the same type (with a single attack roll, dealing damage only once, and so on), except its radius is increased by the listed amount listed and the save DC of any effects created by the grenade is calculated using the cluster weapon's item level if it is higher than the grenade's item level. Attempting to fire two nonidentical grenades results in an error code and the weapon does not fire.
The cluster launcher fires multiple grenades as a single shot, granting those grenades increased range and a larger blast radius. Each of the models—tactical, advanced, elite, and paragon—features an increase in range, capacity, and overall explosive power.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|cluster launcher, tactical | 6 | 4,150 | by grenade | 60 ft. | — | 8 grenades | 1 | 2 |[[cluster]] (5 ft.) |
|cluster launcher, advanced | 12 | 35,800 | by grenade | 70 ft. | — | 10 grenades | 1 | 3 |[[cluster]] (10 ft.) |
|cluster launcher, elite | 15 | 105,000 | by grenade | 80 ft. | — | 12 grenades | 1 | 3 |[[cluster]] (10 ft.) |
|cluster launcher, paragon | 18 | 360,000 | by grenade | 100 ft. | — | 16 grenades | 1 | 3 |[[cluster]] (15 ft.) |
</div>
A coagulant thickens the blood, serving as an emergency stopgap to prevent someone from bleeding out before receiving medical attention. When you take or are injected with a coagulant, you gain immunity to the [[bleeding]] condition for 1 minute per tier of the medicinal, but you also take a penalty equal to the medicinal's tier to [[Acrobatics]] and [[Athletics]] checks and to Reflex saves for that duration.
//Code grenades// are technomagical weapons designed to attack technology with an incessant worm program and garbage coding, using the same port technology necessary for the targets to interface with living beings. This is not unlike a localized distributed denial-of-service attack on the targets in range.
Only constructs with the technological subtype are damaged by a //code grenade’s// electrical blast, and if they fail their Reflex saving throws, they’re also [[staggered]] for the listed duration. In addition, if any creature wielding or wearing at least one piece of non-[[analog]] gear in the grenade’s explosion radius fails their Reflex save, the malicious code affects their equipment, rendering them [[off-target]] for the listed duration. Constructs with the technological subtype are ever only staggered and not rendered off-target.
<div class= "table-wrapper">
|Weapon | Level | Price | Capacity | Usage | Bulk |Special |h
|//code grenade I// | 6 | 675 | 20 ft. | drawn | L |[[explode]] (2d6 E, special 1 round, 15 ft.) |
|//code grenade II// | 10 | 2,800 | 20 ft. | drawn | L |[[explode]] (6d6 E, special 1d4 rounds, 15 ft.) |
|//code grenade III// | 16 | 26,000 | 20 ft. | drawn | L |[[explode]] (12d6 E, special 1d4+1 rounds, 15 ft.) |
</div>
A coil rifle is a long, slender firearm surrounded by a coil that generates carefully aligned magnetic fields that accelerate a single round with impressive power and accuracy. Precision coil rifles are the most affordable of these weapons, while specialist coil rifles have greater range and efficacy. Rangefinder, saboteur, and assassin coil rifles are especially deadly weapons that are appreciated by true connoisseurs, veteran mercenaries, and experienced firearm specialists.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|coil rifle, precision | 1 | 390 | 1d6 P | 60 ft. | — | 4 rounds | 1 | 2 |[[sniper]] (250 ft.) |
|coil rifle, specialist | 5 | 3,120 | 2d6 P | 70 ft. | [[bleed]] 1d6 | 6 rounds | 1 | 2 |[[sniper]] (250 ft.) |
|coil rifle, rangefinder | 10 | 18,600 | 3d6 P | 70 ft. | [[bleed]] 2d6 | 8 rounds | 1 | 2 |[[sniper]] (500 ft.) |
|coil rifle, saboteur | 14 | 76,700 | 7d6 P | 80 ft. | [[bleed]] 3d6 | 12 rounds | 1 | 2 |[[sniper]] (750 ft.) |
|coil rifle, assassin | 19 | 590,000 | 12d6 P | 90 ft. | [[bleed]] 4d6 | 16 rounds | 1 | 2 |[[sniper]] (750 ft.) |
</div>
name:coilgun
range:long
speed:—
damage:4d4
pcu:10
cost:10
special:—
Cold and exposure deal nonlethal damage to the victim. A character can't recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. An unprotected character in cold weather (below 40° F) must succeed at a Fortitude save each hour (DC = 15 + 1 per previous check) or take 1d6 nonlethal cold damage. A character can attempt [[Survival]] skill checks to gain a bonus to this saving throw and might be able to apply this bonus to other characters as well.
In conditions of severe cold (below 0° F), an unprotected character must succeed at a Fortitude save every 10 minutes (DC = 15 + 1 per previous check) or take 1d6 nonlethal cold damage. A character can attempt Survival skill checks to gain a bonus to this saving throw and might be able to apply this bonus to other characters as well.
Extreme cold (below –20° F) deals 1d6 lethal cold damage per minute (no saving throw). In addition, a character must succeed at a Fortitude save (DC = 15 + 1 per previous check) each minute or take 1d4 nonlethal cold damage. Colder environments can deal more damage at the GM's discretion.
A character who takes any damage from cold or exposure is beset by frostbite or hypothermia (same as [[fatigued]]). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
!! Ice
Icy surfaces count as difficult terrain, and the DCs for [[Acrobatics]] checks attempted on ice increase by 5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold.
[[Esprakas]]' home world is a small, frigid planetoid. Chemical warmers embedded within your skin allow you to be comfortable in similar environments. You treat severe cold as cold and extreme cold as severe cold.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|cold inured graft | 1 | 150 | skin |
</div>
Cold iron is mined from deep underground and forged at a lower temperature to preserve its delicate properties. Weapons or ammunition fashioned from cold iron overcome the [[damage reduction]] of creatures with DR/cold iron, such as demons and fey. Weapons or ammunition without metal parts can't be made from cold iron.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +9 credits |
|Weapon | +450 credits |
|Raw material (1 bulk) | 115 credits |
</div>
Creatures with this subtype are usually native to frigid environments.
* ''Traits:''
** [[immunity]] to cold
** [[vulnerable]] to fire
The chill of the deep shadows has inured you to cold.
''Gift:'' You gain cold [[resistance]] 5. If you have three or more manifestations, this resistance increases to 10.
''Stain'': Your appearance becomes disturbing. Reduce your Charisma score by 1.
Your touch is infused with the life-sapping gloom of the Shadow Plane.
''Prerequisites:'' [[Coldblooded]], one other manifestation.
''Gift:'' As a standard action, you can make a melee attack against EAC that deals 2d4 cold damage for each manifestation you have. If you deal damage with this manifestation, the target must succeed at a Will saving throw or become unable to benefit from morale bonuses for 1 minute. You can use this manifestation a number of times per day equal to the number of manifestations you have.
''Stain:'' Your body withers. Reduce your Strength, Dexterity, and Constitution scores by 1 point each.
Whenever you successfully aid an ally’s skill check using one of your specialization’s associated skills, you can give that ally a bonus to their skill check equal to your [[operative's edge]] bonus rather than +2.
Some melee weapons can be made to collapse for easy and inconspicuous storage. A weapon must be purchased or crafted with this accessory integrated. As a move action, you can fold or close a collapsing weapon into a much smaller size, allowing you to use the [[Sleight of Hand]] skill to hide a collapsed weapon of 1 or 2 bulk as if it were a light weapon, or granting a collapsed weapon of light bulk the [[conceal]] special property. As a move action, you can re-extend a collapsed weapon.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|collapsing weapon | 3 | 1,250 | — | — | — |melee weapon |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 3,900
* N Large animal
* ''Init'' +2; ''Senses'' [[low-light vision]], [[blindsense]] (ore) 60 ft.; ''Perception'' +18
* ''Aura'' [[radiation]] (30 ft., DC 14)
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
* ''DR'' 10/—; ''Immunities'' critical hits
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +16 (1d8+11 B) or claw +16 (1d8+11 S)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (15 ft. with claw)
* ''Offensive Abilities'' meteor collection
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +18, [[Survival]] +13
!!! ECOLOGY
* ''Environment'' any (Weydana-7)
* ''Organization'' solitary or herd (2–8)
!!! SPECIAL ABILITIES
''Meteor Collection ([[Ex]])'' The meteors a collector crab collects for its shell grant it unusual properties. Its natural weapons are a conglomeration of different types of ore. Each time the collector crab attacks, roll randomly to determine which mineral affects the collector crab’s natural attacks.
<div class= "table-wrapper">
| d6 |Ore |h
| 1–2 |''Abysium:'' @@.constrained The collector crab’s attacks inflict radiation burns. The target must succeed at a DC 14 Fortitude save or be [[sickened]] for 1d4 rounds. On a critical hit, the target must succeed at a DC 14 Fortitude save or contract [[radiation sickness]].@@ |
| 3–4 |''Horacalcum:'' @@.constrained The crab’s attacks warp time around the target, who must succeed at a DC 14 Fortitude save or be [[staggered]] for 1 round. On a critical hit, the target is [[stunned]] for 1 round.@@ |
| 5–6 |''Voidglass:'' @@.constrained The crab’s shell is infused with hostile psychic emotions. Half the damage dealt by the crab is cold damage. The target of a collector crab’s attacks must succeed at a DC 14 Will save or be [[shaken]] for 1d4 rounds. On a critical hit, the target is [[panicked]] for 1 round.@@ |
</div>
</div>
Perhaps the strangest tale passed between explorers of Weydana-7 speaks of outcroppings of rock and metal that move. Most of these mobile boulders are the size of small vehicles, though stories tell of some as big as starships. These hulking heaps of ore, crystals, and rock dot the planet’s landscape, seeking unusual starmetals and defending themselves when anything approaches.
Nicknamed collector crabs, these reclusive, slow-moving animals live in unoccupied ore fields, collecting minerals from meteorites that pummel the surface. No one is entirely sure what the creature looks like within its starmetal shell, as it extends only a single large claw from its shell to claim its prizes; the rest of the creature’s body shrivels to dust when exposed to an atmosphere, and scientists have been unable to capture a live specimen for study.
Collector crab shells are quite valuable, thanks to the starmetals the creature stores there. Some explorers hunt them to harvest the minerals in their shells. The most enterprising among these explorers employ baited traps and explosives to neutralize their prey from a safe distance, though the practice can be quite destructive to the local ecosystem. Currently, explorers are divided on the issue of hunting collector crabs. Overzealous hunting threatens to eradicate the species entirely, though there’s no denying that the beasts pose a danger in the remote wilds of Weydana-7, and the lucrative profits of crab hunting have proven too much for poachers to resist.
This modification utilizes gravitational and magnetic fields to reduce the damage taken by a vehicle in a collision. When the vehicle damages an enemy with a ram action, this vehicle deals only one quarter its collision damage to itself (rather than one half its collision damage). When the vehicle takes collision damage from any other effect, such as when crashing or being rammed, reduce the collision damage the vehicle takes by 1 per die of collision damage.
<div class= "table-wrapper">
|Modification | Level | Price |h
|collision dampeners | 8 | 9,100 |
</div>
You have an unquenchable trailblazer's spirit, matched with the training and fortitude you'll need to carve out a new life for yourself and others in the wilderness. Although you might be the sort to go it alone on the frontier, you're more likely part of a small group of settlers. You might be preparing for your first voyage, or you might be a grizzled veteran who has already helped found several successful colonies.
!! Theme Knowledge (1st)
You have amassed a vast knowledge of past colonization efforts, including those that have failed due to ignorance or carelessness. You know that basic knowledge about a new, uncharted world is the most valuable resource any colonist can have. Reduce the DC to [[identify|Identify Creature]] average creatures using [[Life Science]] by 5. [[Survival]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Providing For Others (6th)
You know that a colony's survival means that each colonist look out for everyone else in times of hardship or privation. When you successfully use the [[Survival]] skill to [[endure severe weather]] or [[live off the land]], increase the number of other creatures you can grant saving throw bonuses or sustenance to by an amount equal to half your level. You can give another creature any benefit that you would gain from a Survival check to endure severe weather or live off the land (such as a bonus to Fortitude saves or sustenance you would gain), but if you do, you don't gain it for yourself.
!! Pioneer's Resilience (12th)
You are more resistant to effects that would overwhelm a less experienced settler. Once per day, you can reroll a Fortitude saving throw to resist the effects of a disease, poison, or severe weather.
!! An Eye to the Future (18th)
Up to twice per day when you successfully use the [[Survival]] skill to predict the weather, you can spend 10 minutes contemplating what the future holds to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points. You must spend 1 minute observing the surrounding area and its weather patterns to use this ability, even if you have another ability that allows you to predict the weather in a shorter amount of time.
Combining the habitability of a space station with the mobility of a starship, colony ships are designed to transport large populations of people across vast distances. In many ways they are mobile cities, able to provide long-term sustainability for a population as it travels across space. Most colony ships transport populations that intend to settle elsewhere (hence the name), although some can remain active as mobile settlements even after reaching their destination.
The colony ship framework must be purchased at the same time as a Large or larger starship base frame. Applying the colony ship framework to a base frame costs an amount of BP equal to one-quarter the base frame's BP cost. For example, the heavy freighter base frame has a BP cost of 40, so constructing a colony ship from a heavy freighter costs 50 BP (40 BP + 10 BP). A starship with a colony ship framework has the following abilities.
''Habitable:'' The primary purpose of a colony ship is to serve as a long-term habitat for its occupants. As a result, colony ships are optimized for communal living. A colony ship can house a total number of occupants equal to 10 × its base frame's maximum crew size, though its maximum crew size doesn't change. A colony ship multiplies its base frame's total number of available expansion bays by three. These additional expansion bays can be used only for cargo holds, escape pods, guest quarters, life boats, recreation suites, or other expansion bays intended primarily for civilians, as determined by the GM.
''Orbital Weaponry:'' Colony ships can support exceptionally powerful weaponry. A colony ship can install up to one weapon with the [[orbital]] weapon special property onto one of its weapon mounts for one-third the usual price.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|colony ship framework | 0 | 1/4 × base frame cost |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Colossal animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +13; ''Ref'' +10; ''Will'' +8
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' natural weapon +18 (3d4+16 B)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +21
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–12)
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Colossal animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +12; ''Will'' +13
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' natural weapon +25 (3d12+21 P or S)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +5; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +23
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–4)
</div>
Only the most massive vehicles are colossal in scope, such as enormous trains and aircraft carriers.
* ''Adjustments:'' Increase price by 20%, increase Hit Points by 20%, increase collision damage by 3 dice, decrease collision DC by 3, decrease Piloting and attack modifiers by 2, increase passenger limit by 400%.
Where massive creatures roam, those who fight against them for survival develop colossal weapons. Such is the case with the colossus coil, a weapon said to have been developed to hunt colossi on the planet Daimalko. It has since spread to many systems, including the Pact Worlds. This heavy firearm has a barrel sporting a series of toroidal high-voltage generators that collectively produce powerful arcs of electricity, and it can be overcharged to deliver even more destructive blasts. The electric blast sometimes overwhelms its target, branching off to hit another. The corona colossus coil produces a ring of electricity, while a brush colossus coil produces a more diffuse field. A streamer arc colossus coil produces a traditional arc of electricity, while the multistream colossus coil generates multiple such streams for a devastating blast.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|colossus coil, corona | 3 | 1,450 | 1d8 E | 80 ft. | [[arc]] 1d6 | 20 charges | 4 | 3 |[[boost]] 1d8 |
|colossus coil, brush | 9 | 13,800 | 3d8 E | 100 ft. | [[arc]] 2d6 | 40 charges | 8 | 3 |[[boost]] 1d8 |
|colossus coil, streamer arc | 14 | 76,400 | 5d8 E | 100 ft. | [[arc]] 3d6 | 40 charges | 8 | 3 |[[boost]] 2d8 |
|colossus coil, multistream | 19 | 888,000 | 10d8 E | 120 ft. | [[arc]] 4d6 | 80 charges | 10 | 3 |[[boost]] 3d8 |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CN Huge ooze (incorporeal)
* ''Init'' +8; ''Senses'' [[blindsight]] (vibration) 120 ft.; ''Perception'' +24
* ''Aura'' lassitude (300 ft., DC 19)
!!! DEFENSE
* ''HP'' 140
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +11; ''Will'' +7
* ''Defensive Abilities'' [[incorporeal]], [[void adaptation]]; ''Immunities'' acid, cold, fire, mind-affecting effects, [[ooze immunities]], [[radiation]], sonic; ''SR'' 21
* ''Weaknesses'' susceptible to force effects
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' disintegrating touch +20 (1d10+10)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' feed
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' +3; ''Int'' +2; ''Wis'' +3; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +24 (+32 to fly), [[Life Science]] +19, [[Physical Science]] +19, [[Stealth]] +24, [[Survival]] +24
* ''Languages'' Aklo (can't speak any language)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Aura of Lassitude ([[Su]])'' A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 19 Will save or become overwhelmed with listlessness and ennui. While under this effect, the creature takes a –4 penalty to Will saving throws and doesn't willingly travel farther than 1 mile from the area where it failed its saving throw against that colour's aura of lassitude. If the victim failed the saving throw while on a starship, it instead doesn't willingly travel farther than 1 mile from the starship, nor does it willingly pilot that starship. A //[[break enchantment]]// spell (DC 19) ends the effect, as does moving the victim more than 1 mile from where it failed its save (or from the starship where it failed its save). Every 24 hours, a creature affected by an aura of lassitude can attempt a new DC 19 Will save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour's aura of lassitude for 24 hours. A creature under the effects of an aura of lassitude from a colour out of space can't be further affected by this ability from other colours. This is a mind-affecting effect.
''Disintegrating Touch ([[Su]])'' A colour's touch can disintegrate matter. This attack targets EAC and deals untyped damage; a creature that succeeds at a DC 19 Fortitude save takes half damage. A creature reduced to 0 Hit Points by this attack must succeed at a DC 19 Fortitude save or be immediately slain and reduced to a pile of fine ash.
''Feed ([[Su]])'' As a full action, a colour can attempt to feed on a living creature, a natural region of plant and animal life, or a Drift engine. If it feeds on a creature or a Drift engine, the colour must have line of sight to and be within 300 feet of the target. If it feeds on a region of plant and animal life, it needs only to be within that region. It can feed on a region once per week, a specific Drift engine once per day, and a specific living creature once per day. Feeding on a region or a Drift engine is automatically successful. When the colour feeds on a region, it causes plant life there to grow brittle and sickly; undergrowth in a blighted region doesn't provide concealment or function as difficult terrain, and small animals grow larger and deformed. When the colour feeds on a Drift engine, the ship becomes sluggish and awkward; all checks to maneuver the starship (including pilot actions during starship combat) take a –4 penalty, and the duration of travel through the Drift is doubled. A colour never completely consumes a region or a Drift engine. A region of nature recovers from these effects 1 year after the colour leaves the area, while a Drift engine recovers 24 hours after the colour's feeding. A creature can resist being fed upon by a colour out of space by succeeding at a DC 19 Will save, in which case the colour can't attempt to feed on that creature again for 24 hours. If the victim fails this saving throw, it takes 1d4 Constitution drain and 1d4 Charisma drain. A creature whose Constitution score is drained to 0 this way immediately dies, crumbling into a mass of desiccated tissue. A creature whose Charisma score is drained to 0 this way gains the colour-blighted graft (see below).
''Susceptible to Force Effects ([[Ex]])'' A colour out of space takes half again as much damage (+50%) from force effects, and it takes a –4 penalty to saving throws to resist force effects. A colour out of space can't damage targets protected by force effects with its disintegrating touch, and the aura of lassitude and feed abilities of a colour that is completely entrapped by force effects have no effect.
</div>
The deepest reaches of space hold truly bizarre terrors, and few among them are more feared than the colour out of space. This entity is composed only of a malevolent hue that defies classification and eludes identification by most sensors. A colour's presence manifests as an unsettling shifting of colors as it moves through an area. This distortion is enough to allow for targeting of a colour out of space, but the creature's natural defenses and immunities still make it a high-risk target to engage.
A colour out of space arrives on a planet or other celestial body in embryonic form, infusing the inside of a dense meteorite. After the meteor lands, it crumbles, and the colour seeps out and begins to feed. Once it has fed sufficiently, often over many months, it launches into space again and seeks new feeding grounds. Sometimes, it leaves enough of itself behind to form a new embryonic colour, and the bizarre life cycle continues.
The energies Drift engines exude can nourish a colour out of space. Scholars are only starting to explore what this feeding implies about the nature of the Drift itself.
!! Colour-Blighted Template Graft
A creature that has the colour-blighted graft is hideously deformed and glows with the disturbing color of the creature that blighted it.
A colour-blighted creature is immune to the feed attack of a colour out of space. Its Charisma score is raised to 1. , but until then, the blighted creature is aggressive toward all nonblighted creatures. It gains a +1 bonus to attack rolls and weapon damage rolls against such creatures. Every 24 hours, a colour-blighted creature must succeed at a DC 12 Fortitude save or crumble into fine white ash. Such a doom means instant death and, for most colour-blighted creatures, the only chance at escape from a life filled with pain.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Medium fey
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +14
* ''Aura'' icy crown (30 ft., DC 17)
!!! DEFENSES
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +8; ''Ref'' +8; ''Will'' +10
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' claw +14 (1d8+7 C & S; critical [[bleed]] 1d8)
* ''Offensive Abilities'' comet form
* ''Spell-Like Abilities'' (CL 7th; melee +14)
** 1/day—//[[bestow curse]]// (DC 20), //[[probability prediction]]//
** 3/day—//[[augury]]//, //[[fog cloud]]//
** At will—//[[mind thrust]]// (DC 18), //[[telepathic message]]// (system-wide)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +2; ''Con'' +0; ''Int'' +4; ''Wis'' +5; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +14, [[Culture]] +19, [[Mysticism]] +19
* ''Other Abilities'' spaceflight
* ''Languages'' Common; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or group (3–5)
!!! SPECIAL ABILITIES
''Comet Form ([[Su]])'' As a full action, a comanide can fly up to 240 feet in a straight line, trailing a dazzling jet of plasma. This movement doesn't provoke attacks of opportunity, and the comanide can make one claw attack against each creature it can reach during this movement, taking a –4 penalty to each attack roll. A creature within 30 feet of the comanide
that can see it during this movement must succeed at a DC 17 Will saving throw or become [[fascinated]] for 1 round. Once the comanide uses this ability, it can't use it again until after it rests for 10 minutes.
''Icy Crown ([[Su]])'' While a comanide wears its icy crown, the fey emanates a glowing cloud of
frigid plasma in a spherical radius of 30 feet. This aura casts normal light in a 30-foot radius, and dim light for an additional 30 feet. While within the aura, the comanide has fire [[resistance]] 10. Creatures other than comanides that end their turns in the aura take 3d6 cold damage (Fortitude DC 17 half). A comanide can apply or remove its crown as a move action. The crown can be sundered (hardness 2, HP 35), and it can be taken from the comanide with a successful disarm combat maneuver or when a foe successfully renews a grapple. A non-comanide wearing the crown emits light and gains cold [[resistance]] 10 so long as the comanide lives.
</div>
Comanides are fey born from comets. A comanide can outlive its parent comet, and over the span of wakeful centuries, these fey notice mystical patterns in the movements of astronomical bodies and mortal affairs. Comanides have been known to telepathically contact people or visit planets to caution that a current course of action is likely to lead to chaos or severe imbalance, and so they appear in historical annals on numerous worlds. In some cases, a comanide's advice has raised a person to prophet status or shaped long-term cultural beliefs. In others, proof of a comanide's counsel exists only in records buried deep within the ruins left by a society that didn't heed a comanide's advice.
As retiring fey, comanides avoid violence. They can become angry when they or their warnings are disrespected. A comanide's full fury is reserved for those who dare to touch its icy crown.
You wield your [[adaptive strike]] intuitively, raining blows upon your enemies.
''Basic:'' When making a full attack you take a –3 penalty to attacks made with your adaptive strike instead of the normal –4 penalty.
''Advanced (13th Level):'' When making a full attack entirely with your adaptive strike, you can make three attacks instead of two attacks. You take a –5 penalty to these attacks instead of a –3 penalty.
''Ultimate (19th Level):'' Once per round when you make a full attack and hit the same target at least twice with your adaptive strike, you can exaggerate the target’s wounds (such as by rending them, creating a deadly current, or triggering secondary explosions), dealing 5d10 additional damage (Fortitude half).
The final phase of each round is combat. This happens in initiative order, and characters can take the usual actions they can in combat, with the following adjustments. Pilots can also act during the combat phase, as long as they have any actions remaining to spend. Because of the motion involved in a chase, all attacks take the penalty listed in the vehicle's Modifiers entry. However, because the vehicles are all moving at high speed, the differences in speed cancel out somewhat, so combatants take the normal penalty instead of the higher penalty for full speed.
!! Ranged Attacks
Passengers on and pilots of vehicles can attempt ranged attacks against other vehicles or their passengers in the same zone or one zone away. Unless otherwise specified, these ranged attacks follow the normal rules for attacking from vehicles. To determine the range between two vehicles, see [[Relative Positioning]].
As a passenger, you can attack with your ranged weapons or abilities. If you're a gunner, you can attack with the vehicle's mounted weapons, as described in Firing Vehicle Weapons. As a pilot, you can attack only if you have a standard action left and can make a full attack only if you left the vehicle uncontrolled in the pilot actions phase.
Passengers can attack an enemy vehicle directly, but targeting riders or pilots can be difficult. Vehicles (except for entirely open vehicles) usually grant their passengers some degree of cover.
Due to high speeds, wind, and other factors that may or may not be part of the environment, some weapons might not work effectively during a chase. For example, it's nearly impossible to throw a grenade from one vehicle to another while moving at high speeds. The GM has final say on what can and can't be used during a chase and the penalties incurred for difficult attacks.
!! Melee Attacks
Anyone in a vehicle can make melee attacks against those on an enemy vehicle with which their own vehicle is engaged. You can make melee attacks against those in an enemy vehicle only with reach weapons, and such targets typically have some cover provided by their vehicle. Even when your vehicles are engaged and you're using a reach weapon, you do not threaten any squares of the other vehicle.
!! Boarding
If two vehicles are engaged and you are a passenger, you can attempt to move from one vehicle to the other as a move action that provokes attacks of opportunity. This is like boarding a vehicle in normal combat, but it also requires a successful [[Acrobatics]] or [[Athletics]] check with a DC equal to 5 + the KAC of the vehicle you're boarding. Failure by less than 5 means that you are unable to board the other vehicle and remain on your vehicle. If you fail by 5 or more, you fall from the vehicle and land [[prone]]. You take double the normal falling damage for the distance of your fall or 1d6 falling damage if you fall less than 10 feet. Once you have boarded an enemy vehicle, you take the attack penalty from that vehicle, not your former one.
!! Collisions
When piloting a vehicle, you can attempt a [[Piloting]] check (DC = the enemy vehicle's KAC) as a standard action to smash into another vehicle you're engaged with. If you're successful, your vehicle deals its collision damage to the enemy vehicle, and takes half that much damage itself. A vehicle's collision damage is listed in the Attack (Collision) entry of its statistics.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Actions'>>
</div>
While actually trying to convince someone using a skill takes actions, banter and quips are a hallmark of science fantasy stories, and the game wouldn't flow naturally if you could only talk in initiative order. Thus, you can speak an amount that makes sense, at the GM's discretion, without spending any of your actions, even if it isn't your turn.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You leave fewer openings when casting a spell.
''Prerequisites:'' Ability to cast 2nd-level spells.
''Benefit:'' You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting.
When you use the [[eldritch shot]] magic officer action, you can also expend an unused spell slot or spell-like ability of 1st level or higher to grant a +1 enhancement bonus to gunnery checks and damage rolls using the affected weapon. This bonus lasts until the end of the combat or until the weapon has been fired a number of times equal to the expended spell slot's level, whichever comes first.
This highly adaptive two-handed device mimics the form and function of the latest state-of-the-art gaming console controllers. While you're operating the combat controller, you can use any longarms and heavy weapons that have the [[integrated]] special property and are installed into your armor as though those weapons had the [[professional]] (vidgamer) weapon special property.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|combat controller | 5 | 3,100 | 1 | 20 | 1/hour |
</div>
Bigger than other chassis options, the combat drone moves along the ground and is outfitted with wheels, tracks, legs, or a similar form of propulsion. This drone is designed specifically for battle. It has an armored body and multiple weapon mounts, allowing it to pack a variety of armaments.
<div class="statblock">
* ''Size'' Medium
* ''Speed'' 30 feet
* ''AC'' EAC 10, KAC 13
* ''Good Save'' Fortitude
* ''Poor Saves'' Reflex, Will
* ''Ability Scores'' Str 14, Dex 12, Con —, Int 6, Wis 10, Cha 6
* ''Ability Increases'' Strength, Dexterity
* ''Initial Mods'' [[reductive plating]], [[weapon mount]] or [[melee weapon arm]] (up to 2 in any combination), [[weapon proficiency|Weapon Proficiency (drone mod)]]
</div>
You're able to use your social skills and abilities to gain the upper hand during a confrontation, often depending on deception, misdirection, and pure confidence to defeat your foes instead of brute force. You gain an expertise die of the same value as that granted to an envoy of your level by the [[expertise]] class feature, but you do not add it to skill checks. Choose one of the following skills: [[Bluff]], [[Computers]], [[Culture]], [[Diplomacy]], [[Intimidate]], or [[Sense Motive]].
As a standard action, you can make an expertise attack as an attack action. Prior to your attack roll, attempt a skill check using the chosen skill with a DC equal to 15 + 1-1/2 × your target's CR. If you succeed at the check and your attack hits, you roll your expertise die and add the result to your damage roll, and the target is [[shaken]] for 1 round.
You can use this ability and other expertise abilities as long as you have at least 1 Resolve Point remaining. This ability counts as the expertise ability for purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as [[altered bearing]]), you can use that ability only in a round in which you
did not use combat expertise.
At 5th level, and every 4 levels thereafter, you can select another skill you can use with combat expertise. This counts as having expertise with that skill for purposes of [[expertise talents]] and other prerequisites, though you do not actually add your expertise die to any skill checks.
This replaces [[expertise]] and [[skill expertise]].
At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.
Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.
<h3>First Letter: <<selector>></h3>
<<list-links '[prefix{Combat Feats!!selection}tag[Combat Feats]]' class:index >>
<div class="statblock">
* ''Level'' 15; ''Price'' 345,000
* Gargantuan land vehicle (20 ft. wide, 45 ft. long, 10 ft. high)
* ''Speed'' 20 ft., full 450 ft., 50 mph
* ''EAC'' 29; ''KAC'' 30; ''Cover'' total cover
* ''HP'' 260 (130); ''Hardness'' 15
* ''Attack (Collision)'' 17d10 B (DC 17)
* ''Modifiers'' +0 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' enhanced sensors ([[darkvision]] 1 mile), expansion bays (medical bays [4]), planetary comm unit
* ''Passengers'' 24 plus 16 patients
</div>
Combat hospitals are heavily armed vehicles meant to evacuate and treat combat casualties in even the most dire of circumstances. Their crew often includes gunners, guards, a doctor, and several combat medics equipped with the most cutting-edge medical equipment available.
As a move action, you can fortify an item you touch against attack. The item's hardness increases by an amount equal to your mechanic level (to a maximum of double its normal hardness) for 1 round. If the item is one you are wearing or holding, you can use this ability as a purely defensive reaction to an attack against it.
As a standard action, you can attempt one of the following combat maneuvers. For each maneuver, choose an opponent within your reach (including your weapon's reach, if applicable) and then make a melee attack roll against the opponent's KAC + 8. The effects of success vary depending on the maneuver, as described below.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Like combat between characters, starship combat occurs over a number of rounds until one side flees, surrenders, or is otherwise defeated. Unlike rounds in combat between characters, a round of starship combat doesn't correlate to a specific amount of time. Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship.
<ol>
<$list filter="[tag<currentTiddler>]" >
<li><$link><<currentTiddler>></$link></li>
</$list>
</ol>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
This utilitarian rifle is favored by mercenaries who aren't looking for flashy weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|combat rifle | 10 | 16,500 | 3d8 P | 90 ft. | — | 12 rounds | 1 | 1 |[[analog]] |
</div>
<div class="statblock">
* ''Level'' 11; Price 73,000
* Large land vehicle (5 ft. wide, 10 ft. long, 5 ft. high)
* ''Speed'' 30 ft., full 500 ft., 55 mph
* ''EAC'' 24; ''KAC'' 25; ''Cover'' none
* ''HP'' 150 (75); ''Hardness'' 8
* ''Attack (Collision)'' 10d10 B (DC 18)
* ''Attack'' advanced [[rotolaser]] rotolaser (2d8 F; critical [[burn]] 1d6)
* ''Modifiers'' +1 [[Piloting]], –1 attack (–3 at full speed)
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Dermacrystal Coating ([[Ex]])'' The body and engine system of the sandrail is coated with a composite of microfine crystals and sand, forming a hard glassy barrier that allows it to skim across a desert as though it was flat terrain instead of difficult or rough terrain.
''Long Jump Booster ([[Ex]])'' Once per day, the pilot can take a standard action to use the sandrail's long jump booster, propelling the vehicle up to 20 ft. vertically and up to its full speed horizontally.
</div>
The combat sandrail skims over fine dust and sand, powered by a dynamic rear engine and a set of twin propulsion fans. Its lack of wheels and tubular roll cage keep the vehicle ultralight, and a passenger can fire from a small platform set on top of the engine.
Your [[exocortex]] provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain [[weapon specialization]] in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.
This specialized gym and miniature arena provides an array of holographic threats, tactical dilemmas, and automated combat simulations that help crew members practice close-quarters tactics and self-defense. This facility also adds several caches of weapons and armor spread throughout the starship, ensuring that the crew always have essential armaments close at hand in the event of an emergency. A basic combat training facility improves the crew's battle readiness, treating them as skilled (and granting a bonus) when resolving [[boarding]] events. Specialized and elite combat training facilities incorporate much more complicated simulations and rigorous protocols, and the crew are treated as specialized or elite, respectively, when resolving boarding encounters.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|combat training facility, basic | 3 | 3 |
|combat training facility, advanced | 5 | 8 |
|combat training facility, elite | 5 | 10 |
</div>
You gain a bonus combat feat. You must meet all of that feat's prerequisites.
You work fluidly with your creature companion mount.
''Prerequisites:'' [[Survival]] 1 rank.
''Benefit:'' Your creature companion is a combat-trained mount, and you no longer need to attempt the [[fight from a combat-trained mount|Ride a Creature]] task of [[Survival]] when directing it in battle.
Some galactic effects combine gravity fields, damaging zones, and radiation, making for very dangerous areas for a starship. However, sometimes the PCs' goals lie in the heart of such treacherous areas of space!
''Neutron Star:'' The collapsed remains of a giant star can form this ultra-dense body featuring extreme heat, gravity, and radiation. Flying near such a star often exposes a starship to as much as 1d8 damage per round per 2 tiers of the starship from the intense heat, high radiation, and strong gravitational pull. This damage occurs at the end of each helm phase and is divided evenly among the ship's quadrants.
''Pulsar:'' This neutron star has a very short rotational period (from milliseconds to seconds) and emits ultra-high-energy cosmic rays. Represent this hazard by adding a direct-fire attack every 1d4 rounds from the direction of the pulsar during the gunnery phase. A pulsar's ultra-high-energy cosmic ray has an attack bonus equal to 1-1/2 × the starship's tier, has the irradiate (severe) and vortex weapon special properties, and deals 1d12 × 10 damage; this damage increases by 1d12 × 10 per 5 tiers of the starship. During the helm phase, a science officer can take a crew action to analyze the pulsar with the ship's sensors (DC = 10 + 1-1/2 × the starship's tier). If successful, they avoid the cosmic ray entirely that round.
''Quasar:'' This is an ultra-luminous active galactic nucleus. The accelerating ring of gas revolves around a supermassive black hole, releasing energy across the entire electromagnetic spectrum, including bright visible light. Though beautiful to behold, a quasar is enormously dangerous; it emits high levels of radiation and heat, and its black hole has a strong gravitational pull. If a starship approaches the galaxy's quasar core, use the rules for a neutron star except it deals 10 times as much damage. Note that even the most stalwart ships could not survive this hazard for long.
Spells or magical effects usually work as their descriptions state, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place.
!! Duplicate Effects
Spells and effects that provide bonuses or penalties to attributes such as attack rolls, damage rolls, and saving throws usually do not stack with themselves if multiple effects would apply to the same attribute. More generally, two bonuses of the same type do not stack even if they come from different spells or from effects other than spells.
However, damage from multiple spells that deal damage is always cumulative.
!! Different Strengths
In cases when two or more spells produce identical effects in the same area or on the same target, but at different strengths (such as one spell granting fire resistance 5 and another granting fire resistance 10), only the one with the highest strength applies. If a previously cast spell lasts longer than a more recently cast spell producing the same effect, and the most recent version expires, the previously cast spell resumes its effect for the remainder of its duration.
!! Multiple Mental Control Effects
Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. For example, a creature under the effect of a //[[hold person]]// spell cannot be compelled to move using a //[[dominate]]// spell, because the hold person effect prevents the creature from moving.
Mental controls that don't remove the target's ability to act don't usually interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must attempt opposed Charisma checks to determine which one the creature obeys.
!! Countering And Negating
Some spells can be used to counter other specific spells, as noted in their spell descriptions. For instance, you can use //[[slow]]// to counter a casting of //[[haste]]//. This works exactly like the counter effect of the //[[dispel magic]]// spell, except you don't need to attempt a caster level check; if the target is in range, the spell is automatically countered and fails.
Many times, these same spells note that they negate one another as well. This means that a successful casting of one spell on a target under the effects of the second spell undoes those effects, and the effects of the first spell don't occur.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Diminutive vermin (swarm)
* ''Init'' +8; ''Senses'' [[blindsight]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +16; ''Will'' +11
* ''Defensive Abilities'' [[swarm defenses]], [[void adaptation]]; ''Immunities'' cold, [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' [[swarm attack]] (6d6 C & P plus chilling toxin)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 19), implant
!!! STATISTICS
* ''Str'' –2; ''Dex'' +8; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +22 (+30 to fly)
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' swarm, pair, or brood (3–6)
!!! SPECIAL ABILITIES
''Implant ([[Ex]])'' A comet wasp swarm can choose not to use its [[swarm attack]] on (and deal no damage to) a [[helpless]] or [[paralyzed]] living creature in its space. Instead of doing so, the swarm implants eggs in that creature, afflicting it with comet wasp gestation.
!!! Chilling Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 19
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Sluggish—Stiffened—Staggered—Immobile//; no end state
* ''Cure'' 1 save
!!! Comet Wasp Gestation
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 19
* ''Track'' [[physical|Physical Disease Track]] (special)
* ''Frequency'' 1/day
* ''Effect'' no latent state; the victim dies on the fifth day as a new comet wasp swarm cuts itself free
* ''Cure'' surgically extract eggs with a [[Medicine]] check (DC 19) that takes 1 hour and requires a [[medical lab]]; subject takes 1d4 Constitution damage on each attempt
</div>
Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures.
You can attempt an [[Athletics]] check in place of [[Acrobatics]] check when attempting to [[tumble]] through an opponent’s space. You can choose to attempt to tumble through an opponent’s space as a full action instead of as a move action, in which case you can move up to half your speed and reduce the check DC by 5.
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device's price.
Comm units that function at system-wide and unlimited ranges aren't as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|comm unit, personal | 1 | 7 | L | 80 | 1/hour |
|comm unit, system-wide | 6 | 4,000 | 20 | — | — |
|comm unit, unlimited | 12 | 32,000 | 40 | — | — |
</div>
As a telepathic species that doesn't speak, the grays don't use normal comms. They have constructed telepathic comms attuned to their thought patterns and telepathy. These comms are extremely rare outside gray facilities, available only through underground or gray-market channels. Their prices reflect this rarity.
A gray comm unit, a bizarre device made of smoky crystal and wires of gold and silver, functions like a normal [[comm unit]], except it sends only telepathic signals. You must identify the receiver, who must also have a gray comm unit, which notifies the receiver of an incoming message. To send or receive the message, you must have [[limited telepathy]] or [[telepathy]], or you must cast //[[mindlink]]// (an exception to that spell's normal targeting) or [//[telepathy|Telepathy (spell)]]// targeting the gray comm unit. Either spell retains its other parameters, such as duration. A mystic using the mindlink class feature can target a gray comm unit with the spell any number of times per day, even if the message comes from or goes to the same creature. Three kinds of gray comm units see use.
* ''Planetary (Level 3):'' This bulky handheld unit can reach another unit on the same planet or on an object orbiting the same planet.
* ''System-Wide (Level 8):'' A gray comm unit with a system-wide range typically takes up 10 or so cubic feet, much of it a network of wire and crystals set within a wall unit.
* ''Unlimited (Level 14):'' Few have seen these massive gray comm unit units, which take up a small room and highjack Drift beacons to transmit their telepathic signals across interstellar distances.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|gray comm unit, planetary | 3 | 1,500 | 1 |
|gray comm unit, system-wide | 8 | 9,000 | 40 |
|gray comm unit, unlimited | 14 | 72,000 | 120 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, language-dependent, mind-affecting)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 round
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can't carry out your command on its next turn, the spell automatically fails.
* //Approach//: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal.
* //Drop//: The target drops whatever it is holding. It can't pick up any dropped item until its next turn.
* //Fall//: The target falls to the ground and remains [[prone]] for 1 round. It can otherwise act normally.
* //Flee//: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.
* //Halt//: The target is [[dazed]] for 1 round.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
Hobgoblins created this spell to signify rallying points and provide commanders with better ability to organize troops. The target creature seems more imposing, granting the creature a +2 morale bonus to Charisma-based checks made to motivate troops and all Intimidate checks. A symbol of leadership, such as the seal of an organization or a deity’s holy symbol, illuminates above the target. This symbol increases the light in a 10-foot radius by one step, up to normal. The light imposes a –20 penalty to [[Stealth]] checks and prevents the target from benefiting from concealment from darkness, invisibility, and similar effects. The target gains a +1 morale bonus to saving throws against fear and being charmed, as do allies while they remain within the symbol’s light.
<div class="statblock">
* <<levels>>
* ''School'' necromancy (sense-dependent)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one undead creature
* ''Duration'' 1 day/level
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' yes
</div>
This spell allows you a degree of control over an undead creature. If the target is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are
not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful suggestions, but it might be convinced that something very dangerous is worth doing.
An unintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "Come here," "Go there," "Fight," "Stand still," and so on. Unintelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. You command the undead creature by voice and it understands you, no matter what language you speak.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, language-dependent, mind-affecting)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 round/level
</div>
This spell functions like //[[command]]//, except you can affect up to one creature per level and the targets continue the specified activity beyond 1 round. At the start of each commanded creature's action after the first, it can attempt another Will saving throw to break free from the spell. Each creature must receive the same command.
You’re a symbol of salvation for those in your squad, a peerless tactician whose battlefield acumen is matched only by your skill at arms.
!! Tactful Tactician (1st)
Add [[Diplomacy]] to your list of soldier class skills. You gain [[Coordinated Shot]] as a bonus feat, and you can choose Charisma instead of Strength or Dexterity as your key ability score if you choose the commander fighting style as your primary fighting style. Starting at 7th level, whenever you gain a gear boost, you can instead select an envoy expertise talent. You count as having expertise with [[Bluff]], [[Diplomacy]], [[Intimidate]], and [[Sense Motive]] for this purpose, and you can select only expertise talents that require expertise with one of these four skills. If an expertise talent would require you to forgo your expertise die, you must instead spend 1 Resolve Point to use that talent.
!! Lead by Example (5th)
As a move action, you can choose one opponent within 30 feet. If you hit that opponent with any attack before the end of your turn, your allies gain the attack bonus from [[Coordinated Shot]] against that opponent, and you don’t provide that opponent cover. These benefits last until the start of your next turn.
!! Coordinated Defense (9th)
Whenever an ally attempts an attack roll while flanking with you, or when an ally benefits from your [[Coordinated Shot]] feat, they also gain a +1 insight bonus to Reflex saves and AC until the start of their next turn. If your ally’s attack hits, you gain a +1 insight bonus to Reflex saves and AC until the start of your next turn. When you use lead by example and you hit with the attack, you can spend 1 Resolve Point to grant the attack bonus from Coordinated Shot to all allies attacking any enemy within 30 feet of you; when you do, you don’t provide cover to any enemies. Both these benefits last until the start of your next turn.
!! Rallying Cry (13th)
As a move action, you can choose one ally within 30 feet that’s affected by an emotion effect and attempt a [[Diplomacy]] or [[Intimidate]] check (DC = 10 + 1-1/2 × the ally’s level). If you succeed, the effect ends. Once an ally has benefited from your rallying cry, that ally can’t gain the benefits of your rallying cry again until they take a 10-minute rest to recover Stamina Points. This is a mind-affecting, language-dependent effect. In addition, whenever you critically hit an opponent or reduce an opponent’s Hit Points to 0, you can take a reaction to grant the attack bonus from [[Coordinated Shot]] to all allies attacking any enemy within 30 feet of you; when you do, you don’t provide cover to any enemies. Both of these benefits last until the start of your next turn.
!! Legendary Example (17th)
When you successfully attack an enemy, you automatically use lead by example; this doesn’t require an action.
You oversee a fleet directly, ensuring optimal performance.
* ''Associated Skills:'' [[Diplomacy]], [[Intimidation]], or [[Piloting]]
* ''Officer Bonus:'' [[Piloting]] checks
!! Direct (Helm Phase)
Either by issuing precise commands or by piloting a key starship yourself, you set an example that the rest of your fleet follows. Attempt a DC 15 flat check. If you succeed, you grant your officer bonus to either your fleet's gunnery checks or its AC until the end of the round. If you fail the check by less than 5, your officer bonus is reduced to 1 for this action.
!! Duel (Gunnery Phase)
You direct your starship to engage with an enemy officer's starship within 3 hexes—or if your target is a capital fleet, you lead your starship in a daring attack on the enemy vessel's bridge. Attempt a check against the enemy fleet's AC + 5. You gain a +5 untyped bonus to this check if your armada has identified the fleet's officers, and you gain an additional +5 untyped bonus if the targeted fleet also uses the duel action against your fleet. If you succeed and your fleet's attack that round deals damage to the enemy fleet, the target gains the communications critical damage condition until the end of the next round. If your attack would deal critical damage to the fleet, one of the fleet's officers is incapacitated and provides no benefits for the remainder of the combat.
<div class="statblock">
* ''Level'' 15; ''Price'' 122,500
* ''EAC Bonus'' +19; ''KAC Bonus'' +24
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 28 (+9); ''Damage'' 2d8 B
* ''Weapon Slots'' 3; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 40
</div>
A reinforced version of the standard [[battle harness]], this powered armor frame is most often used by squad leaders commanding units of heavily armored soldiers. Its larger size helps leaders of entire armored battalions maintain visibility and control during a confrontation.
Commandos are elite specialists, trained to endure dangerous environments and hostile situations. They are known for building a resistance against specific threats, ranging from interrogation to weather. Above all else, a commando is tough and adaptable, sent into dangerous environments either as an individual or as part of a small troop to complete important missions or escort high-value individuals.
Organizations known to train commandos are widely varying, with soldier and vanguard commandos recruited by the Veskarium military, the Skyfire Legion of the Pact Worlds, and the Gideron Authority, where they play an important role in hostile environments and combat encounters. On Ghorus Prime, specialized commando mystics act as guides and operators for wilderness lodges that manage plant-creature populations in dangerous environments. The Speakers of Embroi are known for employing envoy commandos known for showing little fear, while squads regularly escort the Guardians of Daimalko. In both the Gideron Authority and the Marixah Republic, mystic and technomancer commandos lead investigations of unknown ruins in dangerous frontiers, resulting in technological advancements; such groups include the hobgoblin-led Scarlet Horse Troop and the Diamond Spider Division from the colonies of Sansorgis. What little exploration that has occurred on the floating ruins of Tabrid Minor is conducted largely by well-prepared commando biohackers and adaptable commando solarians.
The commando archetype grants alternate class features at 4th, 6th, and 12th levels, and an alternate class feature that can be selected at 9th level, 18th level, both, or neither.
!! Commando Conditioning (4th)
You have learned how to steel yourself against a specific type of hostile environment. Choose one conditioning style from those listed below. You gain a +2 insight bonus to saving throws against the types of effects listed in any conditioning styles you have selected from this archetype. This is your conditioning bonus. If your conditioning bonus would apply multiple times to a single saving throw, instead increase your conditioning bonus by +1 for every time after the first that it would apply.
!!! Conditioning Styles
The following conditioning styles are available to commandos. Each conditioning style can be taken only once.
* ''Attention Division:'' Your conditioning bonus applies against sense-dependent effects.
* ''Caustic Training:'' Your conditioning bonus applies against effects that would cause the [[entangled]] condition and effects that deal acid damage.
* ''Combat Chance:'' Your conditioning bonus applies against critical hit effects and effects that would force you to roll multiple times and take the worst result.
* ''Counter-Interrogation:'' Your conditioning bonus applies against charm and pain effects.
* ''Extreme Cold:'' Your conditioning bonus applies against cold dangers and effects that deal cold damage.
* ''Extreme Heat:'' Your conditioning bonus applies against heat dangers and effects that deal fire damage.
* ''Gamma Protocols:'' Your conditioning bonus applies against radiation and transmutation spells.
* ''Hardened Demeanor:'' Your conditioning bonus applies against compulsion effects and fear effects.
* ''Mental Fortress:'' Your conditioning bonus applies against mind-affecting effects.
* ''Storm Training:'' Your conditioning bonus applies against effects that deal electricity or sonic damage.
* ''Temple Body:'' Your conditioning bonus applies against diseases (other than addiction) and poisons.
!! Exceptional Endurance (6th)
Your field training makes you exceptionally tough. Choose an additional conditioning style. In addition, you add your class level to your total Stamina Points.
!! Further Conditioning (9th and 18th)
Optionally, you can choose an additional conditioning style.
!! Exposure Training (12th)
You have learned how to make the most out of any situation, even ones you're not specifically trained for. Choose an additional conditioning style. Additionally, once per day as a reaction when you attempt a saving throw that your conditioning bonus doesn't apply to, you can apply your conditioning bonus to that saving throw.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Large animal
* ''Init'' +5; ''Senses'' [[blindsense]] (scent) 60 ft.; ''Perception'' +7
* ''Aura'' algal gas (30 ft., Fortitude DC 11)
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 16
* ''Fort'' +6; ''Ref'' +6; ''Will'' +1
* ''Weaknesses'' flammable
!!! OFFENSE
* ''Speed'' 60 ft., swim 30 ft.
* ''Melee'' gore +10 (1d6+4 P) or tail +10 (1d4+4 B)
* ''Space'' 10 ft.; ''Reach'' 5 ft. (10 ft. with tail)
* ''Offensive Abilities'' [[ferocious charge]]
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' –5; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +7
* ''Other Abilities'' marshborn
!!! ECOLOGY
* ''Environment'' any marsh (Castrovel)
* ''Organization'' solitary, pair, or herd (3–12)
!!! SPECIAL ABILITIES
''Algal Gas ([[Ex]])'' Swamp striders' fur supports thriving colonies of algae that emit malodorous, flammable gas. Creatures in the algal gas effect are [[sickened]] while they remain in the aura and for 1 round afterward (Fortitude DC 11 negates). Creatures with active environmental protections or no sense of smell are immune to this sickened effect.
''Flammable ([[Ex]])'' When a swamp strider takes fire damage, it also gains the [[burning]] (1d8 F) condition, after which the creature's algal gas and flammable abilities are disabled for 1 hour. While it burns, the swamp strider's attacks deal an additional 1d4 fire damage.
''Marshborn ([[Ex]])'' A swamp strider can move through bogs without penalty to its normal speed.
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Targets'' the caster and all allies within a 30-ft. burst, centered on the caster
* ''Duration'' 10 minutes/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes (harmless)
</div>
This spell arises from ghorans’ tradition of imbuing their group projects and celebrations of togetherness with magic. Targets gain a +1 morale bonus to saving throws against fear effects while they’re observing at least one other target of the same casting of this spell. Also, when a target successfully aids another target of the same casting of this spell, or provides such a creature covering or harrying fire, the bonus from successfully doing so is +3 instead of +2.
[[Shirrens]] are used to working with others as part of a team, and subtle rewiring of your neural pathways adjusts your thought processes to approach collaboration similarly. Once per day, as long as an ally is within 10 feet, you can roll a single attack roll or skill check twice and take the higher result.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|communalism graft | 5 | 2,800 | brain |
</div>
<div class="statblock">
* ''Script'' [[Prepare the Space]] (Mysticism; failure), [[Sacrifice]] (1 Resolve Point), [[Invoke Entity]] (Will; fatigued, retry), [[Sacrifice]] (items worth 1,000 credits)
* ''Assistants'' 3
* ''Round Length'' 1 hour
</div>
You call upon an unknown planar entity to answer questions. This is a servitor of your deity if you have one. You can ask up to seven questions that can be answered with “Yes” or “No.” The entity is likely to know answers related to its purview; a servitor of Triune would know about objects located in the Drift, and a servitor of Damoritosh would know about the Veskarium. The entity answers with one-word answers such as “Yes,” “No,” “Likely,” or “Unknown,” though its answers always reflect its own agenda and could be deceptive. This ritual can’t uncover information directly related to the Gap.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of native creatures, presence of powerful unnatural creatures, or general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the spell is less powerful and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlements, such as in cities, factories, and starships.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 10 minutes
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You form a connection with a planet you are on or in orbit of, instantly learning up to three facts from among the following: major settlements, basic attributes (location in the galaxy, diameter and mass, gravity, atmosphere, and day and year length), ecological state (such as untamed, cultivated, polluted, destroyed by war, and so on), intelligent life, the presence of powerful or unusual creatures, and technological installations.
\define compact(filter)
<$set name="sub" value="$filter$" >
<$list filter="[subfilter<sub>nsort[level]]">
<details class="compact">
<summary><$view field="caption"><$view field="title"/></$view>
<$list filter="[all[current]tag[Push]]"> (Push)</$list>
<span class="level" >
<$list filter="[all[current]!field:level[]]"> (<$view field="level"/><$list filter="st nd rd +[nth{!!level}]" emptyMessage="th" template="plain" />)</$list>
</span></summary>
<div class="section">
<$transclude mode="block" />
</div>
</details>
</$list>
</$set>
\end
Examples:
<<compact '[tag[Unthemed]]'>>
<<compact '[tag[Ability Descriptions]]'>>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' the caster plus one willing creature (see text)
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
As the lashuntas who created this spell, you forge a telepathic link with a pet, mount, or other creature, provided the creature has an Intelligence modifier and that modifier is –2 or lower, and the creature is of the aberration, animal, dragon, magical beast, or plant type. Any creature that you have as a creature companion can instead be the target of this spell. You can communicate telepathically through the bond, regardless of language. No special power or influence is established because of the bond. Once the bond is formed, it works over any distance provided you and the target are on the same plane. If the creature has an intelligence modifier of –3 or higher, they can communicate simple thoughts through the bond to you. Otherwise, the creature can communicate feelings through this bond but not words or complex concepts. If the target is your creature companion, it doesn’t need to see or hear you to receive your commands, and you receive a +2 morale bonus to [[Survival]] checks to control or ride the creature.
<div class="statblock">
* ''Tier'' 1/3
* Tiny racer
* ''Speed'' 8; ''Maneuverability'' perfect (turn 0); ''Drift'' 1
* ''AC'' 15; ''TL'' 12
* ''HP'' 20; ''DT'' —; ''CT'' 4
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' mining laser (2d6)
* ''Power Core'' Micron Light (50 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, basic short-range sensors, data net, mk 3 armor
* ''Modifiers'' +2 [[Computers]], +2 [[Piloting]]
* ''Complement'' 1
!!! CREW
* ''Science Officer'' [[Computers]] +12 (1 rank), gunnery +4, [[Piloting]] +7 (1 rank)
</div>
The anacite pilot of a specific Autonomous Exploration Vehicle is often created and programmed to fit inside of and operate that vessel. Once its mission has been completed, its consciousness is usually transferred to another shell.
<div class="statblock">
* ''Tier'' 8
* Large destroyer
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 23; ''TL'' 20
* ''HP'' 190; ''DT'' —; ''CT'' 38
* ''Shields'' medium 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' particle beam (8d6)
* ''Attack (Port)'' coilgun (4d4)
* ''Attack (Starboard)'' coilgun (4d4)
* ''Attack (Aft)'' coilgun (4d4)
* ''Attack (Turret)'' flak thrower (3d4)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, anti-hacking systems, crew quarters (common), data net, mk 2 trinode computer, mk 4 defenses, mk 6 armor; ''Expansion Bays'' [[launch tubes]] (2, each holding 1 AEV)
* ''Modifiers'' +2 any three checks per round, +4 [[Computers]], +1 [[Piloting]]
* ''Complement'' 20
!!! CREW
* ''Captain'' [[Computers]] +25 (8 ranks), [[Diplomacy]] +16 (8 ranks), [[Engineering]] +21 (8 ranks), gunnery +13, [[Piloting]] +17 (8 ranks)
* ''Engineer (1 officer, 2 crew)'' [[Engineering]] +21 (8 ranks)
* ''Gunners (2 officers, 2 crew each)'' gunnery +19
* ''Pilot (1 officer, 3 crew)'' [[Piloting]] +22 (8 ranks)
* ''Science Officers (2 officers, 2 crew each)'' [[Computers]] +25 (8 ranks)
</div>
CompEnt engineers design Group Defense Frigates with little regard to aesthetic concerns, though some find their stark utilitarianism an enticing feature.
<div class="statblock">
* ''Tier'' 5
* Huge bulk freighter
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 15; ''TL'' 15
* ''HP'' 180; ''DT'' 5; ''CT'' 36
* ''Shields'' Basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Aft)'' heavy laser array (6d4; 5 hexes)
* ''Attack (Turret)'' light laser cannon (2d4; 5 hexes)
* ''Power Core'' Nova Light (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, basic short-range sensors, crew quarters (common), mk 2 armor, mk 2 defenses; ''Expansion Bays'' [[cargo holds]] (6), [[guest quarters]] (4, common)
* ''Modifiers'' +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 20 (minimum 20, maximum 50)
!!! CREW
* ''Captain'' [[Computers]] +8 (5 ranks), [[Diplomacy]] +11 (5 ranks), [[Engineering]] +8 (5 ranks), gunnery +10 (5th level), [[Intimidate]] +11 (5 ranks), [[Piloting]] +10 (5 ranks)
* ''Engineer (1 officer, 4 crew)'' [[Engineering]] +11 (5 ranks)
* ''Gunners (3 officers, 2 crew each)'' gunnery +10 (5th level)
* ''Pilot (1 officer, 1 crew)'' [[Piloting]] +11 (5 ranks)
* ''Science Officer (1 officer, 2 crew)'' [[Computers]] +16 (5 ranks)
</div>
The Compiler Enterprises Star Settler is a versatile and spacious transit ship designed in line with that company's aim of helping civilization spread to uninhabited worlds. Slow and ungainly, as its anacite builders did not particularly see the need for hurry, a Star Settler comes fitted with life-support systems to carry breathing crews and ferry cargo with efficiency. Not much else in the way of comfort can be found on board.
A Star Settler is capable of long-term operation with minimal power and features vast solar panels on its exterior that gather enough energy to maintain basic functionality even in the darkest depths of space. It is also fitted with a Drift engine for when such long-term travel isn't practical. While not intended for combat by any stretch of the imagination, the Star Settler does possess armament for defense should the need arise. But the most interesting feature of the vessel is its modularity: though a Star Settler is too large to make landfall on a planet, it can be broken down into individual pieces in orbit to provide ready-made structures for settlers to inhabit and use.
According to CompEnt market research, weapons systems are among the first upgrades to most independently owned Star Settlers (with faster thrusters a close second). The company has recently begun manufacturing variant models to adapt to customers' needs, but the reliability and affordability of the Star Settler keeps it in production.
<div class="statblock">
* ''Tier'' 17
* Colossal dreadnought (colony ship)
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 6); ''Drift'' 1
* ''AC'' 26; ''TL'' 24
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Ablative Armor'' heavy 400 (forward 100, port 100, starboard 100, aft 100)
* ''Shields'' light [[deflector shields]] 8 (DV 8, +1 AC, +2 TL)
* ''Attack (Forward)'' quantum missile launcher (2d8×10; 20 hexes), super orbital particle cannon (2d6×10; 20 hexes)
* ''Attack (Port)'' superlaser (2d4×10; 20 hexes)
* ''Attack (Starboard)'' superlaser (2d4×10; 20 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes), linked light torpedo launchers (4d8; 20 hexes), tactical nuclear missile launcher (5d8; 20 hexes)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced short-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 trinode computer; ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (40), [[conference room|Conference and Meeting Rooms]], [[medical bay]], physical [[science lab]], [[shuttle bay]], [[tech workshop]]
* ''Modifiers'' +3 to any 3 checks per round, –2 to [[Piloting]], +4 [[Computers]] (sensors only)
* ''Complement'' 328 (minimum 125, maximum 500)
!!! CREW
* ''Captain'' [[Diplomacy]] +29 (17 ranks), gunnery +25 (17th level), ''Intimidate'' +29 (17 ranks), ''Piloting'' +29 (17 ranks)
* ''Engineers (3 officers, 40 crew each)'' [[Engineering]] +34 (17 ranks)
* ''Gunners (4 officers, 20 crew each)'' gunnery +25 (17th level)
* ''Pilot (1 officer, 15 crew)'' [[Piloting]] +27 (17 ranks)
* ''Science Officers (4 officers, 25 crew each)'' [[Computers]] +29 (17 ranks)
</div>
[[Compiler Enterprises]] (CompEnt) isn't known for building starships with extreme firepower, but its latest design represents a major departure from that reputation. The company hasn't officially acknowledged the dreadnought //Those Who Are// or addressed why it set off bristling with weaponry, but its construction suggests an alarming change in CompEnt's mission.
//Those Who Are// is massive, even for CompEnt. It showcases the company's trademark ample cargo space but, instead of customizable modular bays, boasts state-of-the-art shielding and armor, advanced weaponry, and housing for hosts of passengers. Lumbering at slow speeds and carrying a cannon designed to assault planetoids, //Those Who Are// seems built for wartime endurance and little else.
The most popular rumor as to the ship's purpose is that the Those Who Become anacites crafted it to seek out and avenge their own missing spacecraft. Others suggest that Those Who Become discovered a terrible threat outside the galaxy and designed their warship for when that nebulous enemy arrives. It's also possible the ship is designed to wipe out other planets' settlements and forcibly colonize those worlds. Realistically, CompEnt likely custom-built the ship for another party. The ship's name certainly lends credence to the existence of a new Aballonian faction, possibly one that adheres to the technological unity of Singularitism. Private organizations such as the Prophets of Kalistrade are also rumored to have ties to CompEnt, and certain political factions in Near Space, like the Veskarium, might appreciate the ship's munitions.
Despite these likely explanations, another unsettling rumor persists: that Those Who Become found the First Ones during their travels and, with the very foundations of their beliefs challenged, intend to wipe their creators from the galaxy in order to truly ascend.
<div class="statblock">
* ''Tier'' 8
* Huge bulk freighter
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' ''2
* AC'' 20; ''TL'' 21
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium shields 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' heavy laser cannon (4d8)
* ''Attack (Turret)'' light plasma torpedo launcher (3d8; 14 hexes)
* ''Power Core'' Nova Heavy (200 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic short-range sensors, anti-hacking systems, biometric locks, crew quarters (good), mk 4 armor, mk 5 defenses, mk 2 duonode computer; ''Expansion Bays'' [[cargo holds]] (7), [[escape pods]], [[guest quarters]] (luxurious), [[recreation suite]] (trivid den)
* ''Modifiers'' +2 to any 2 checks per round, +2 [[Computers]] (sensors only), +0 [[Piloting]]
* ''Complement'' 20 (minimum 4, maximum 50)
!!! CREW
* ''Captain'' [[Computers]] +16 (8 ranks), [[Diplomacy]] +16 (8 ranks), gunnery +14 (8th level), [[Intimidate]] +16 (8 ranks), [[Piloting]] +16 (8 ranks)
* ''Engineer'' [[Engineering]] +16 (8 ranks)
* ''Gunner'' gunnery +14 (8th level)
* ''Pilot'' [[Piloting]] +21 (8 ranks)
!!! SPECIAL ABILITIES
''Automated Operations'' Many systems on the //CompEnt Windfall// are automated, allowing the ship to operate with a skeleton crew of as few as four. These systems can be manually overridden to operate the ship with a full complement, with additional crew members filling roles of their choosing.
</div>
The //CompEnt Windfall//, a proprietary design of the Kalistocracy, is manufactured exclusively by Compiler Enterprises on the Horse Eye Orbital Plate near Aballon. The station produces one starship per month for the purpose of being ferried to the Fortune's Heart transfer station, loaded with treasure, and auctioned off to eager Kalistocrats. The Windfall is therefore fairly rare; most of those in existence are owned by Kalistocrats who have won previous auctions or those who have purchased them from these winners. Selling one's auction ship isn't necessarily frowned upon by Kalistocrats, though most would be reluctant to part with such a symbol of economic triumph.
The //Windfall// is designed to operate via partial automation by default, requiring only a small skeleton crew to maintain the systems. Though it has enough weaponry to defend itself, it's primarily a cargo ship; rather than sheer firepower, the //Windfall's// security comes more from the secrecy of its route, biometric locks to ensure only authorized individuals are allowed onboard, and anti-hacking systems to avoid breaches. Even so, piracy of the barges has recently increased as word of their valuable cargo has spread, so upgrades in armaments are likely imminent.
Most of the //Windfall's// floor plan is dedicated to cargo bays, with space reserved for a luxurious stateroom so that the winner of the auction might enjoy their journey in comfort, as well as a trivid den for the crew or the auction winner and their retinue to entertain themselves during long trips. The //Windfall's// decor is ostentatiously expensive and elegant, with gold-trimmed molding, jeweled light fixtures, and sumptuous furnishings. The crew quarters, though not as extravagant as the stateroom, are quite comfortable, and piloting a //Windfall// to Fortune's Heart is generally considered a plush gig among those in the know—assuming they can pass the rigorous security checks required.
!!! Anacite Explorers
<div class="statblock">
* ''Manufacturing Centers'' Aballon (Horse Eye Orbital Plate, Pursuit, Striving)
* ''Specialties'' Colony ships and explorers
* ''Famous Models'' [[AEV|CompEnt AEV]], [[Group Defense Frigate|CompEnt Group Defense Frigate]], //[[Those Who Are|CompEnt Those Who Are]]//
</div>
As the philosophies of the two major sects of anacites on Aballon took shape, the group known as Those Who Become began to reach out to the stars. Believing it their destiny to take up the mantle of their creators, Those Who Become strive to colonize distant worlds. However, no existing companies were able to meet their specific needs on the scale they required. Few companies produce enough ships to transport an entire colony into the unknown without a known destination or expected transit time. These anacites tried purchasing ships from multiple manufacturers to assemble a fleet, but it still wasn't enough. However, the time they spent refitting vessels to suit their needs taught them a great deal about starship construction. They embraced their new expertise, and the first ships sailed off Compiler Enterprises (CompEnt)'s relatively small production line shortly thereafter. Today, CompEnt is the premiere manufacturer of large vessels designed for long-term operation with few—or no—opportunities to return home for maintenance.
Those Who Become operate the company with a design philosophy influenced by their belief that they are the inheritors of the First Ones. Large colony ships and long-term deep space exploration vessels make up the bulk of the company's production. Unlike starship manufacturers that equip ships with a fixed suite of expansion bays to serve the ships' intended purposes, CompEnt ships boast modular expansion bays that allow for heavy modification. A new starship's bays are left empty, enabling the buyer to configure the ship however they like. These cavernous interiors make CompEnt vessels very popular as smuggler ships, cargo haulers, and passenger transports.
Being of Aballonian design, CompEnt's ships have a simple, practical look. The ships' hulls are polished to a shine but are otherwise unadorned beyond the hull markings, giving them a feel of rugged accessibility and suggesting they're just the sort of ships to help colonists accomplish their dreams. In addition to the usual customization options, CompEnt also builds ships with unusual materials on request. Rumors say that the company is involved in manufacturing the golden commerce barges of the Prophets of Kalistrade—no surprise, given most of those opulent starships originate in Aballon's Horse Eye Orbital Plate shipyards. But other reports suggest this lucrative contract was in fact stolen from CompEnt by another ruthless (and so far unknown) corporate rival, and that CompEnt is debating how ruthless its own response should be. Regardless, its ships also support large complements while minimizing the requirements for each crew member and providing a great deal of space, which certainly fulfills the requirements of followers of the Prophecies and other luxury clients.
''Manufacturer Perk:'' [[External expansion bays]] installed on CompEnt starships cost only 2 BP each (rather than 3 BP).
With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects.
''Prerequisites:'' [[Life Science]] 5 ranks, early stage adaptation racial trait
''Benefit:'' When you use early stage adaptation, you can choose two different benefits instead of only one.
The control module allows the computer to operate a complex device, to which it must be in some way connected. (Simpler devices can be controlled as part of a computer's basic functions.) Some countermeasures might make use of a computer's control modules when activated. Gaining control of a computer allows the user to activate the devices in any way allowed by the control module. The price of a control module depends on the complexity of the object being controlled. The control module for a more complex device, such as a spy drone, vehicle, or weapon turret, costs 10% of the device to be controlled.
When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer's terminal), in which case the mount and related components are included in the control unit price.
A computer can also control another computer. In this case, hacking one computer allows you to attempt to hack any computer it controls, but this does not automatically give you access to those other computers. It's common for a lower-tier computer to be set up to control a higher-tier computer, such as when a clerk's desk computer is linked to a company mainframe. In these cases, the lower-tier computer can only send specific, authorized commands to the higher-tier computer, though it can still be used as an access point in an attempt to hack the higher-tier computer.
With a wider beam than typical lasers, the compliance ray is designed for crowd control and other nonmilitary uses. Although these rays are legal for civilians to own, most models are themed to fit in with the local constabulary's armor; the Stewards' blue-and-gold models are common throughout the Pact Worlds. Shots from these pistols cause intense discomfort, and a hit to the eyes can cause temporary blindness. Models begin with the flash designation and increase in intensity as follows: flare, strobe, starburst, and sunspot.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|compliance ray, flash | 3 | 1,400 | 1d6 F | 60 ft. | [[blind]] | 20 charges | 1 | L |[[nonlethal]] |
|compliance ray, flare | 7 | 6,400 | 2d4 F | 60 ft. | [[blind]] | 20 charges | 1 | L |[[nonlethal]] |
|compliance ray, strobe | 11 | 25,100 | 4d4 F | 60 ft. | [[blind]] | 20 charges | 1 | L |[[nonlethal]] |
|compliance ray, starburst | 15 | 171,000 | 6d4 F | 60 ft. | [[blind]] | 20 charges | 1 | L |[[nonlethal]] |
|compliance ray, sunspot | 19 | 545,000 | 9d4 F | 90 ft. | [[blind]] | 20 charges | 1 | L |[[nonlethal]] |
</div>
Marketed for the modern sustainable lifestyle, this dormant, biogenetically-engineered nanite organism is sold securely sealed within its own industrial grade plastic container. Once you unseal the package, the composter slime becomes active and requires at least 1 bulk of organic matter per week to survive. Once per week, you can feed the composter slime an object of no more than 1 bulk and whose price does not exceed 500 credits and, after 24 hours of digestion, the slime excretes dry waste pellets that function as UPBs with a market value equal to half that of the item consumed. These pellets are semi-stable, degrading into worthless powder after one month if not used to craft an object. Composter slimes are functionally sessile.
Once active, a composter slime lives for 20 weeks before dying of old age.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|composter slime | 5 | 2,000 | — |
</div>
You can sift through many realities, gaining understanding of a task by seeing it attempted dozens of different ways. Choose a skill. You gain a +1 insight bonus to checks using that skill. This bonus increases by +1 at 6th level and every 3 levels thereafter. You can change your chosen skill every time you gain a witchwarper level. At 9th level, you become more adept with your compound sight and can choose two skills to apply it to.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' reaction
* ''Range'' personal
* ''Targets'' you
* ''Duration'' 1 hour/level
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no (harmless)
</div>
This spell grants you a +2 insight bonus to [[Culture]] checks you attempt during the duration. The insight you gain might help you greet someone properly, know whether physical contact (a handshake, for example) is appropriate, or how to eat without making a mess or insulting your host. In addition, when you attempt [[Diplomacy]] checks to change attitudes during the duration, you can lower the DC by 5. This spell does not replace careful study of a culture, nor does it give insight beyond events that occur during the duration.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level
</div>
You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can't use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt [[Computers]] checks on those materials without penalties.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' 1 creature
* ''Duration'' 1 round/ level (D)
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
This spell compresses the body of the target, reducing their size by one category (to a minimum of Small) for the purposes of squeezing and of the number of squares it occupies. The target’s speed is reduced by 5 feet, and it can’t [[run]] or [[charge]] while compressed.
This spell doesn’t confer bonuses, inflict penalties, or trigger effects that would otherwise result from changing a creature’s size.
The creature can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing.
//Format:// ''Other Abilities'' compression.
When a foe attempts to hack a starship's computers and fails, a set of countermeasures can punish the would-be hacker. The crew can install countermeasures following the normal rules. Each countermeasure costs a number of Build Points equal to the starship's computer's tier.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|computer countermeasures | 0 | tier of computer |
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* LE Tiny fey
* ''Init'' +2; ''Senses'' //[[detect tech]]// (computers only); [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 5
* ''EAC'' 9; ''KAC'' 10
* ''Fort'' +2; ''Ref'' +2; ''Will'' +3
* ''Defensive Abilities'' networked technomancy; ''Resistances'' cold 5, electricity 5; ''SR'' 11
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' bite +2 (1d4–1 P plus glitch module, DC 10)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' glitch module, networked technomancy
* ''Spell-Like Abilities'' (CL 1st; melee +1, ranged +1)
** 1/day—//[[erase]]//, //[[jolting surge]]//
** At will—//[[energy ray]]// (electricity only), //[[ghost sound]]// (DC 13), //[[transfer charge]]//
** Constant—//[[detect tech]]// (computers only)
!!! STATISTICS
* ''Str'' –1; ''Dex'' +2; ''Con'' +1; ''Int'' +3; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Computers]] +9, [[Engineering]] +4 (+9 to use computers), [[Stealth]] +9
* ''Languages'' Aklo, Common; digital telepathy 30 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' pair or infection (3–8)
!!! SPECIAL ABILITIES
''Digital Telepathy ([[Su]])'' A computer glitch gremlin can communicate telepathically only with digital devices and with other creatures that can do so (such as other computer glitch gremlins). This allows the glitch gremlin to attempt [[Computers]] checks to access any computer within the telepathy's range.
''Glitch Module ([[Su]])'' When a glitch gremlin succeeds at a [[Computers]] check to access a system or hits a foe with an attack or spell, the accessed system or one random computer held or carried by the struck creature glitches. An attended computer (including any computer on a creature hit by a computer glitch gremlin's attack or spell) negate this effect by succeeding at a DC 10 Will save. The glitch causes one of the following effects, which functions as if the system had the indicated countermeasure (DC = 16 + the number of glitch gremlins within 30 feet when the glitch was added):
@@.special
* a fake shell countermeasure that obstructs all users
* an alarm that plays a loud and potentially embarrassing audio or holographic file when accessed by any user unless the user succeeds at a [[Computers]] check as if hacking the system
* one randomly determined countermeasure that applies even to users with root access.
@@
@@text-indent:0em;
Disabling or removing this glitch requires a Computers check as if disabling or removing a module. A disabled glitch reactivates after 1d10 minutes if not removed. A system can have no more than one glitch per module.
@@
''Networked Technomancy ([[Sp]])'' When gathered in groups, computer glitch gremlins share their magic. As long as a computer glitch gremlin is within 30 feet of another of its kind, it gains concealment thanks to erratic holograms that falteringly appear near it and emulate the appearance of surrounding objects. Groups of computer glitch goblins can also use more potent spell-like abilities; each gremlin in the group except for one takes a standard action to prepare the spell-like ability, and the final gremlin actually uses it. Two computer glitch gremlins can use //[[implant data]]// or //[[logic bomb]]// (DC 15), four can use //[[holographic image]]// (3rd level, DC 16) or //[[instant virus]]// (DC 16), and six can use
//[[destruction protocol]]// (DC 17).
</div>
A //computer idol// is a small statuette that creates a field of good luck during computer use. These figures vary wildly in shape, from religious figures to trivid mascots. When you fail a [[Computers]] check, the //computer idol// allows you to reroll and take the higher result. You must be within 5 feet of your //computer idol// and able to see it to benefit from it.
A //computer idol// allows a number of rerolls per day based on its type. Once you benefit from a given //computer idol//, you can't benefit from a different one for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Rerolls/Day |h
|//computer idol//, mk 1 | 4 | 1,850 | L | 1 |
|//computer idol//, mk 2 | 8 | 8,500 | L | 2 |
|//computer idol//, mk 3 | 12 | 34,000 | L | 3 |
</div>
Your armor is wired to allow an integrated onboard computer to monitor your condition and operate some functions of your armor. An armor interface comes with a tier 1 computer with an artificial personality and a single control module linked to your armor. You can access this computer without exposing it or yourself to the environment outside of your armor, and you receive information from it through heads-up displays and broadcasts via your armor's integrated [[comm unit]].
With a successful [[Computers]] check (DC = the DC needed to hack the computer) you can set the computer to give basic information about your condition (blood pressure, heart rate, temperature, and so on) to authorized users (which you designate), or to anyone with a [[medkit]], [[advanced medkit]], or [[medical lab]]. Characters who can access this information gain a +2 circumstance bonus to [[Medicine]] checks they attempt on you.
With 10 minutes of work, you can set the computer's control module to operate any one system in your armor, as long as that system doesn't take a full action or longer to activate or deactivate. Common applications are environmental protections or a [[force field]] armor upgrade. You can set the computer to operate the upgrade at your command (allowing you to activate one such item each round without taking an action to do so), or set it to automatically trigger the system under specific conditions as follows: the first time you take damage, the first time you take Hit Point damage, when you are [[stunned]], when you are [[staggered]], when you are [[unconscious]], or when the atmospheric conditions change. If the trigger occurs, the computer automatically activates the linked system. This occurs at the end of your next turn after the condition occurs. The control module can be linked to weapons or tools that are part of the armor, subject to the normal limitations of control modules.
You can install a higher-tier computer into the computer interface, as long as it has light or negligible bulk. You must pay for the additional computer separately, and installing it requires a successful [[Computers]] check with a DC equal to the DC to hack the new computer. The computer cannot have countermeasures that require links to the environment beyond the armor (such as a shock grid) or control modules that control anything other than armor systems, and it cannot activate more than one system each round (even if linked to multiple systems with automatic triggers).
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|computer interface | 7 | 6,000 | 1 | any | — |
</div>
When you attempt a [[Computers]] check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
Your vehicle contains a limited [[virtual intelligence]] that can control the vehicle for short periods of time.
* ''Adjustments:'' Increase price by 5%.
* ''Systems:'' The vehicle gains an [[autopilot]] with a [[Piloting]] bonus equal to 4 + 1-1/2 × the vehicle's level.
<$list filter="[list[$:/StoryList]is[current]]">
Each computer system is made up of various simple statistics that tell the GM how the computer functions, what it knows, what it controls, and what it can do to defend itself. This information is presented in the following terms.
!! Tier
The computer's tier indicates its overall technological sophistication, from 1 to 10. A tier-1 computer might be something as simple as a common datapad, a door lock, or a lighting controller, whereas a tier-10 computer represents the systems managing the engine core of a space station or the mainframe of an Aspis Consortium intersystem office. A computer's effective item level is equal to twice its tier (or 1 for computers of tier 0 and lower). Note that the workstation of a tier-10 computer mainframe might itself be only a tier-3 computer, but it cannot in any way access or control the full mainframe, even if hacked; it can interface with only the components to which it has been granted access. Thus, access to the mainframe itself and features it controls requires hacking its tier-10 defenses.
The tier of a computer determines its base price and the base DC to hack into its system using a Computers check. Both of these are modified by the modules and countermeasures installed on a system. The base DC to hack a computer is equal to 13 + 4 per tier.
<div class="table-wrapper">
|Tier | Price | DC to Hack |h
|1 | 50 | 17 |
|2 | 250 | 21 |
|3 | 1,250 | 25 |
|4 | 5,000 | 29 |
|5 | 10,000 | 33 |
|6 | 20,000 | 37 |
|7 | 40,000 | 41 |
|8 | 80,000 | 45 |
|9 | 160,000 | 49 |
|10 | 320,000 | 53 |
</div>
!! User Interface
A computer's control module is the input device and display designed to allow you to enter commands into and receive data from the computer. In the Pact Worlds, most user interfaces include a keyboard, view screen, microphone, and speakers, to allow typed, spoken, or gesture-based commands to be given to the computer and to deliver graphic or audio data from the computer. These kinds of user interfaces come free with any system, and a computer can have as many as ten user interfaces per point of bulk the computer has (though normally only public systems or computers used by large companies do this).
It is also possible for a user interface to exist only as a broadcast device (such as a comm unit), or even to have another smaller computer act as a user interface (using a control module). You can set a computer to use this kind of user interface for free when you buy it, though you must pay for the additional device separately, or you can install (or remove) user interfaces using the disable or manipulate module task of the Computers skill to alter a user interface. Such additional user interfaces do not count against the total modules a computer can have.
You can use a [[hacking kit]] to access a computer without using a user interface, but this requires you to have physical contact with the computer or to make contact through an infosphere or similar network that is linked to the computers.
!! Size
Computers can be extremely small, but miniaturizing such units without sacrificing computational power or durability increases a computer's price. At base, a computer has a bulk equal to its tier squared. Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand. Any computer with a bulk of 1 or more must be held or set on a sturdy surface to be used. Computers with a bulk of 25 or more are not designed for portability, and normally they are permanently mounted to furniture or a vehicle or starship. You can reduce the size of a computer with the [[miniaturization]] upgrade.
!! Access and Authorization
Computers are designed for users to quickly and easily gain access to their files and functions. A computer may have unsecured access, which allows anyone able to interact with its user interface to perform basic functions. In such cases it usually has secured root access, so more crucial features remain available to only a select few. A computer can have unsecured root access, but this is normally only the case for a newly-purchased computer, and the first owner is expected to establish secure root access as soon as possible.
!!! Access
Access means you are able to use all the basic functions of the computer, which generally includes retrieval of any information not stored in a secure data module, the ability to send and receive messages from other devices or systems connected to the computer (which may include access to a planetary infosphere), and control of any minor functions (such as door controls, entertainment systems, light switches, and other common household devices) controlled by the computer.
In most cases, it is obvious at a glance whether a computer's user interface has unsecured access or whether it is necessary to attempt a [[Computers]] check to [[hack]] the system.
!!! Root Access
Root access is a more advanced form of access that allows you to use all of a computer's functions and modules, bypass or set conditions for its countermeasures, and look at, copy, add to, and delete any of its secured data. With root access, you can also grant a specific individual with access the ability to use a specific module or countermeasure you control that would not normally be available to the base access level.
You can gain root access only when a computer is first purchased, when it is granted by another creature that already has root access, or when you make a successful Computers check to hack the system and beat the computer's normal DC by 20 or more. Normally, root access applies to a computer as a whole, but modules behind a firewall can have their own separate root access permissions.
!! Secured Computers
Most systems attempt to balance access and security with a two-step verification process to confirm authorized access, entailing both a physical security key (which might be nearly any tangible object, such as a keycard, palm print, or even another computer) and a password (often a fairly long string of characters entered through a keyboard, but also potentially a voiceprint or song, a telepathic command, or a riddle easily understood if you know the context).
Characters who are authorized, have the security object, and know the password can access a computer and use it for its intended purpose without needing to hack into it. Both a security key and a password can limit a character's access to only some modules or tiers of a computer and don't allow the user to access other functions. If you attempt to hack a computer, you gain a significant advantage if you acquire its security key or password, each giving you a +5 bonus to Computers checks to hack. However, the access granted by such security measures can easily be revoked by someone who already has access to the computer if that individual knows you have somehow obtained a security key or learned a password. Similarly, if you use either a security key or password to gain a bonus to a Computers check and then fail that check by 5 or more, the system automatically locks access against further attempts from the specific security credential used, which no longer grants its bonus to future checks.
!! Basic Functions
Computers are good at storing data, making calculations, manipulating and sorting information, performing rote tasks, and combining these tasks (often in the form of apps or programs). A computer may be set up to perform any of these functions in a general way, and it's impossible to define everything a computer can possibly do. In general, computers can be treated as tools that streamline tasks that would otherwise demand significant bookkeeping, computation, sorting, tracking, or viewing, as long as the needed data can be input. Such tasks are normally part of a computer's basic functions (though the data they need might well be kept behind a firewall, in a secure data module, or both), and ultimately it is up to a GM to determine a computer's total capacity for performing such basic functions.
A basic function can also control a simple device such as a fire-suppression system, remote door, or a video camera— anything with simple on and off functions. New basic functions of this type can be added with a successful DC 10 Computers check, though the GM has final say on what an appropriate basic function is for a computer. Anything more complex that would normally require a creature to operate must be controlled through a control module.
!! Modules
Modules define what a computer is capable of doing beyond its basic functions. Computers can have any number of modules. These typically fall into one of four categories: control, secure data, spell chips, and upgrades. Control modules can operate a device or object that is in some way linked to the computer, such as a video camera or even a connected robot. A secure data module contains a vast amount of information, from technical blueprints to financial ledgers or perhaps personal correspondence. Spell chips are special magic items that allow a computer to generate spell effects. Finally, upgrades are simply improvements to the computer system that increase the difficulty of hacking the computer, expand its reach, or make it faster and easier to use.
<<list-links "[tag[Modules]sort[title]]" class:index>>
!! Upgrades
These modules improve the overall effectiveness, security, and utility of a computer system. A computer system can have any number of these modules, but their effects generally do not stack. For a better effect, a more expensive module must be purchased and installed on the computer.
<<list-links "[tag[Upgrades]sort[title]]" class:index>>
!! Countermeasures
Countermeasures are specific actions that occur if someone tries to hack into a computer system. Some spring into action only if someone attempts and fails a Computers check to hack the system, while others activate whenever anyone tries to access the machine in any way. The most basic countermeasures simply remove access from a user or specific user interface, whereas more advanced countermeasures might alert robot sentries or even emit a lethal shock. A computer can have a maximum number of countermeasures equal to its tier.
<<list-links "[tag[Countermeasures]sort[title]]" class:index>>
</$list>
<$list filter="[<currentTiddler>is[missing]]" >
<<tabs "[contains:tab[Computers (equipment)]sortby{Computers (equipment)!!list}]" "Modules" "Index Template">>
</$list>
You can operate, manipulate, and hack into computer systems. If you don't have physical access to a computer system's user interface, you must use a [[hacking kit|Tool Kit]] to access and manipulate the system.
Computers are set up to give one or more authorized users root access, allowing them to access any information or function of the computer as a standard action, with no need for a Computers check. Firewalls can block off specific sections of a computer and grant different users root access to those sections.
The base DC for many of the tasks of the Computers skill is equal to 13 + (4 × the computer's tier). These DCs may be adjusted by the GM to reflect other circumstances.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
A computer system functions in many ways as a ship's brain. Most computers aboard starships have at least a rudimentary artificial personality, and while they can't fully perform the duties of a crew member, they can assist crew members in various tasks. However, many spacefarers claim that over time, a starship's computers can develop temperaments and personality quirks that set them apart from identical computers in other ships. A starship has a basic computer of a tier equal to half the starship's tier (minimum 1). Which upgrades
a crew can purchase for its starship computer is determined by the GM; some upgrades can be purchased with Build Points.
While a starship's computer is responsible for operating and managing a wide variety of starship systems at any given point in time, only a starship with an integrated control module (ICM) can aid the crew in starship combat (the basic computer listed on the table below is the only option that lacks an ICM). In general, an ICM adds a flat circumstance bonus to one or more starship combat checks, decided just before the check is attempted. An ICM has a number of nodes; each node grants its bonus to one starship combat check per round. Multiple nodes allow an ICM to influence multiple starship combat checks in a round, but they do not allow a computer to add multiple bonuses to the same starship combat check.
The cost of an ICM for the starship's computer is equal to the bonus it grants squared, multiplied by its number of nodes. ICMs can be purchased only with Build Points, not with credits.
<div class="table-wrapper">
|Name |Bonus | Nodes | PCU | Cost (in BP) |h
|Basic computer |+0 | 0 | 0 | 0 |
|mk 1 mononode |+1 | 1 | 10 | 1 |
|mk 1 duonode |+1/+1 | 2 | 10 | 2 |
|mk 1 trinode |+1/+1/+1 | 3 | 10 | 3 |
|mk 1 tetranode |+1/+1/+1/+1 | 4 | 10 | 4 |
|mk 2 mononode |+2 | 1 | 15 | 4 |
|mk 2 duonode |+2/+2 | 2 | 15 | 8 |
|mk 2 trinode |+2/+2/+2 | 3 | 15 | 12 |
|mk 2 tetranode |+2/+2/+2/+2 | 4 | 15 | 16 |
|mk 3 mononode |+3 | 1 | 20 | 9 |
|mk 3 duonode |+3/+3 | 2 | 20 | 18 |
|mk 3 trinode |+3/+3/+3 | 3 | 20 | 27 |
|mk 3 tetranode |+3/+3/+3/+3 | 4 | 20 | 36 |
|mk 4 mononode |+4 | 1 | 25 | 16 |
|mk 4 duonode |+4/+4 | 2 | 25 | 32 |
|mk 4 trinode |+4/+4/+4 | 3 | 25 | 48 |
|mk 5 mononode |+5 | 1 | 30 | 25 |
|mk 5 duonode |+5/+5 | 2 | 30 | 50 |
|mk 5 trinode |+5/+5/+5 | 3 | 30 | 75 |
|mk 6 mononode |+6 | 1 | 35 | 36 |
|mk 6 duonode |+6/+6 | 2 | 35 | 72 |
|mk 7 mononode |+7 | 1 | 40 | 49 |
|mk 7 duonode |+7/+7 | 2 | 40 | 98 |
|mk 8 mononode |+8 | 1 | 45 | 64 |
|mk 8 duonode |+8/+8 | 2 | 45 | 128 |
|mk 9 mononode |+9 | 1 | 50 | 81 |
|mk 9 duonode |+9/+9 | 2 | 50 | 162 |
|mk 10 mononode |+10 | 1 | 55 | 100 |
|mk 10 duonode |+10/+10 | 2 | 55 | 200 |
</div>
A weapon with the conceal special property is considered especially small or easy to hide for purposes of [[Sleight of Hand]]'s hide object task, granting you a +4 circumstance bonus to skill checks to hide it.
This upgrade consists of many hidden compartments that are difficult to distinguish from the armor's surface. Your armor grants you a +5 bonus to [[Sleight of Hand]] checks when hiding items on your body. You can store up to 1 bulk worth of items in your concealed compartments.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|concealed compartments | 1 | 175 | 1 | any | L |
</div>
In a process that requires an hour of uninterrupted work, you can hide a non-consumable piece of technological gear inside a larger technological object (something of higher bulk). For instance, you can conceal a personal comm unit inside a pair of hoverskates or a detonator inside a basic medkit. The concealed item easily passes casual inspection, but someone using a scanner or performing a close inspection can discover it with a successful [[Perception]] check (DC = 10 + your total [[Engineering]] skill modifier – the concealed item's bulk [minimum 1]). Both devices retain their normal functionality and require their own batteries, but if the concealed device requires a skill check to use, the user takes a –2 penalty to that skill check. You can't conceal weapons or armor or conceal items in weapons or armor.
Starting at 5th level, you can conceal the functional parts of a technological item or a ranged weapon inside a technological object of the same size, as long as that object is at least 1 bulk. For instance, you can conceal an azimuth laser pistol inside a large-enough musical instrument or a pulsecaster pistol inside a beacon. Concealing a weapon in this way imposes a –2 penalty to attack rolls with that weapon and reduces its range by half. This requires an additional hour of work and an amount of UPBs equal to 10% of the concealed item.
In either case, do not combine the bulk of the two devices; only the higher bulk counts toward a character's bulk limit.
You are adept at concealing your weapons and other items. Double your operative's edge bonus to [[Sleight of Hand]] checks when attempting to hide a small object on your body. Additionally, you can draw a hidden weapon as quickly as a non-hidden weapon.
Originating from sources such as dense smoke and battlefield position, concealment obscures precise senses and imposes a miss chance on attacks. When you have concealment, it's harder for enemies to see you clearly. This might be due to your position on the battlefield, or it might be due to another effect that makes it more difficult for enemies to perceive and hit you with an attack.
To determine whether you have concealment from a creature's ranged attack, choose a corner of the enemy's square. If any line from this corner to any corner of your square passes through a square that provides concealment or the border of such a square, you have concealment. Also use these rules when a creature makes a melee attack against a target that isn't adjacent to it.
When a creature is making a melee attack against an adjacent target, the target has concealment if its space is entirely within an effect that grants concealment.
Additionally, some effects provide concealment against all attacks, regardless of whether any intervening concealment exists.
!! Concealment Miss Chance
Concealment gives the target of a successful attack a chance that the attacker actually missed. This is called a miss chance. Normally, the miss chance for concealment is 20%. Make the attack normally; if the attacking creature would hit, the target must roll a 20 or lower on a d% roll to avoid being struck. Multiple concealment conditions do not stack.
!! Varying Degrees Of Concealment
Certain situations can provide more or less of a miss chance than typical concealment. In this case, it is up to the GM to determine a character's degree of concealment.
!! Total Concealment
If a creature has line of effect to you but not line of sight, you have total concealment. An enemy can't attack you when you have total concealment, though it can attack into a square it thinks you occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of 20%).
!! Ignoring Concealment
Concealment might be ineffective. Dim light or darkness doesn't provide concealment against creatures with [[darkvision]]. Creatures with [[low-light vision]] can see in dim light as if it were normal light.
Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action.
To successfully cast a spell, you must concentrate. The length of time you must concentrate to cast a spell is specified in the Casting Time entry in the spell's description. Your foes can interrupt your spellcasting in a few ways, as described below.
The concentration required to cast a spell is sufficient to cause you to briefly lower your defenses. If a foe threatens the space you are in, casting a spell provokes an [[attack of opportunity]] unless the spell specifies otherwise.
Normally, you can concentrate even in a distracting situation, but if you're casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails.
You are most at risk of taking damage while casting when a spell's casting time is 1 round or longer, you have provoked an attack of opportunity, or a foe readied an action to attack you when you began to cast. However, if you are taking ongoing damage (such as if you are bleeding or on fire), your spells are not disrupted in this way.
If you ever try to cast a spell in conditions where the characteristics of the spell can't be made to conform, the spell fails. For example, if you try to cast a spell that targets a humanoid on a non-humanoid, the spell fails.
!! Concentrating In Harsh Environments
If you attempt to cast a spell in environmental conditions that make spellcasting impossible, the spell fails. You can typically cast spells in bad weather or when your ship is making tricky maneuvers, but at the GM's discretion, if you are subject to extremely violent motion (such as an earthquake) or extremely violent weather (such as a hurricane), you can't concentrate to cast spells.
The powerful blast from a concussion grenade causes a small shockwave that blasts creatures off their feet. Creatures that fail their save against a concussion grenade are knocked [[prone]]. A flying creature caught in the blast is affected as if by the [[trip|Trip (combat maneuver)]] combat maneuver if it fails its save, descending 10 feet and becoming prone if this causes it to reach the ground. More advanced versions of this grenade explode so forcefully that they also inflict sonic damage. The grenade's shockwave requires a gas or liquid medium, and this grenade has no effect in a vacuum.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|concussion grenade I | 1 | 50 | 20 ft. | drawn | L |[[explode]] ([[knockdown]], 10 ft.) |
|concussion grenade II | 3 | 230 | 20 ft. | drawn | L |[[explode]] (1d4 So, [[knockdown]], 10 ft.) |
|concussion grenade III | 6 | 615 | 20 ft. | drawn | L |[[explode]] (2d6 So, [[knockdown]], 10 ft.) |
|concussion grenade IV | 10 | 2,600 | 20 ft. | drawn | L |[[explode]] (4d6 So, [[knockdown]], 10 ft.) |
|concussion grenade V | 14 | 9,800 | 20 ft. | drawn | L |[[explode]] (7d6 So, [[knockdown]], 10 ft.) |
</div>
<<list-links "[tag[Conditions]sort[title]]" class:index>>
Your respiratory system manufactures nanites that specialize in conducting and channeling electrical energy. As a standard action, you can breathe these nanites into a 10-foot burst with a range of 20 feet. The nanites remain airborne and active in the area for 1 minute, though a moderate wind (11+ mph) disperses the nanites in 4 rounds, and a strong wind (21+ mph) disperses the nanites in 1 round. As a reaction when you or an ally makes an attack that deals electricity damage to a single target in the nanites' area, you can activate the nanites to have the attack instead affect all creatures in the nanites' area, resolved as though the attack had the [[explode]] weapon special
property. Alternatively, you can activate the nanites as a reaction when an effect with the electricity descriptor includes the nanites in its area, adding the nanites' area to the triggering effect's area of effect. Either use destroys these nanites.
After you create a cloud of nanites with this augmentation, you can't do so again until you've rested for 10 minutes to regain Stamina Points, though you can spend 2 Resolve Points at any point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|conductive carrier | 13 | 51,000 | lungs and throat |
</div>
Your drone conducts, stores, and unleashes electricity with a touch. Your drone gains a special unarmed strike that deals 1d3 electricity damage; this attack doesn’t count as [[archaic]] and targets EAC. When your drone reaches 3rd level, it gains [[Weapon Specialization]] with its natural weapon. Your drone must have the [[resistance|Resistance (drone mod)]] (electricity) mod to select this mod.
Installed with top-notch telecommunication equipment (including integral system-wide comm units), this high-end office space is often featured in starships used to transport government officials or top business leaders. Starships with this expansion bay can even host sizable conferences.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|conference and meeting rooms | 1 | 1 |
</div>
The target must succeed at a Will saving throw or gain the [[confused]] condition for 1 round.
You are mentally befuddled and can't act normally. You can't tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you're confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can't make attacks of opportunity against any creature or thing that you aren't already committed to attacking.
If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.
{{Table: Confusion}}
If you can't carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 15-ft.-radius burst
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
This spell causes [[confusion|confused]] in all creatures in the area, making them unable to determine their actions. Any confused creature that is attacked automatically attacks or attempts to attack its attackers on its next turn, as long as it is still confused at the start of its next turn. Note that a confused creature will not make attacks of opportunity against any foe that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). For confused creatures that have not been attacked, roll on the following table at the start of each affected creature's turn each round to see what it does in that round.
{{Table: Confusion}}
A confused creature that can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused target.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 round
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
This spell causes a single creature to become [[confused]] (as per the //[[confusion]]// spell) for 1 round.
Conjuration spells bring creatures, objects, or energy (potentially including healing energy) into being or transport them to new locations. A conjured creature or object must arrive in an open location on a surface capable of supporting it. It can't appear inside another creature or object. The conjured creature or object must appear within the spell's range, but once conjured it does not have to remain within the range.
A connecting weapon creates a ropy tendril. If the weapon hits, this tendril connects the firing vessel and the one struck. While maintaining this connection, the weapon can't be used to connect to another starship. Instead, while connected, both vessels have a maneuverability rating that's one worse than normal and can move at no more than half speed. A larger vessel can tow a smaller one. If both vessels are the same size, either can tow the other. Neither starship can move more than 5 hexes from the other until the connection is broken. A crew member of the firing starship can break the connection as an action during any phase. The pilot of the target starship can do so by using an action to attempt a [[Piloting]] check (DC = 15 + 1-1/2 × the tier of the firing ship), breaking the connection on a success. The tendril has the AC and TL of the firing starship and no shields. It breaks if it takes any damage, ending the connection.
name://connecting tendril//
range:short
speed:—
damage:3d6
pcu:10
cost:10
special:[[burrowing]], [[connecting]], [[mystical]]
You can use the [[divert]] engineer action as a magic officer action during the engineering phase. Instead of an [[Engineering]] check, you attempt a [[Mysticism]] check against the same DC and expend an unused mystic spell slot of 1st level or higher. You gain a bonus to the Mysticism check equal to twice the expended spell's level.
You gain a hint of mystic power.
''Prerequisites:'' Wis 15, character level 5th, no levels in mystic.
''Benefit:'' Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either [[Spell Focus]] or [[Spell Penetration]].
<div class="statblock">
* ''Tier'' 20
* Supercolossal ultranought
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 6); ''Drift'' 1
* ''AC'' 35; ''TL'' 32
* ''HP'' 1,050; ''DT'' 15; ''CT'' 210
* ''Shields'' superior 600 (forward 150, port 150, starboard 150, aft 150)
* ''Attack (Forward)'' gravity gun (6d6; 10 hexes), ultra x-laser cannon (6d8×10; 20 hexes)
* ''Attack (Port)'' antimatter mega-missile launcher (4d10×10; 20 hexes)
* ''Attack (Starboard)'' antimatter mega-missile launcher (4d10×10; 20 hexes)
* ''Attack (Turret)'' persistent particle beam cannon (2d10×10; 20 hexes)
* ''Power Core'' Titan Heavy (950 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced short-range sensors, crew quarters (common; 10% good, 1% luxury), hangar bay, mk 4 mononode computer, network node, mk 13 armor, mk 13 defenses, security (anti-hacking systems [4], biometric locks); ''Expansion Bays'' [[cargo holds]] (35), [[recreation suite]] (gym), [[sealed environment chamber]], [[tech workshop]]
* ''Modifiers'' +4 to any two checks per round, +4 [[Computers]] (sensors only), –2 [[Piloting]]
* ''Complement'' 5,000 (minimum 250, maximum 5,000)
!!! CREW
* ''Captain'' [[Diplomacy]] +34 (20 ranks), [[Engineering]] +34 (20 ranks), gunnery +29 (20th level), [[Intimidate]] +34 (20 ranks), [[Piloting]] +34 (20 ranks)
* ''Engineers (2 officers, 850 crew each)'' [[Engineering]] +34 (20 ranks)
* ''Gunners (2 officers, 1,500 crew each)'' gunnery +29 (20th level)
* ''Pilots (1 officer, 195 crew)'' [[Piloting]] +39 (20 ranks)
* ''Science Officers (1 officer, 98 crew)'' [[Computers]] +34 (20 ranks)
</div>
The most well-known Vindicas vessel is the //Conqueror of Worlds//. This masterpiece of destruction is the flagship of the Veskarium, and the last thing many science officers see on their sensors, just before facing Pharasma. When the Veskarium has decided to bring a planet under its control and that planet resists, it brings in this massive weapon to lay waste to any defenses the planet can muster. The ship can hold its targets in place with a tractor beam while its spinal-mounted ultra x-laser cannon warms up; then the cannon can rip an entire line of starships to shreds. When engaging opposing fleets, the ship rarely needs to fire the weapon twice before the target acquiesces to virtually any demand the Veskarium makes.
Conquerors are perhaps the largest and most difficult to handle of the plasma weapon category. A conquerer can deliver a single devastating blast of plasma, but the weapon is rather front-heavy and difficult to maneuver. Some vesk take up the weapon as a sign of their patron deity, Damoritosh, viewing it as the ranged spiritual equivalent of the doshko. In addition to the red star, yellow star, white star, and blue star models, the particularly powerful violet star conqueror has recently made its way onto the market.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|conqueror, red star | 1 | 430 | 1d10 E & F | 60 ft. | [[wound]] | 20 charges | 4 | 3 |[[unwieldy]] |
|conqueror, yellow star | 4 | 2,400 | 1d12 E & F | 80 ft. | [[wound]] | 40 charges | 4 | 3 |[[unwieldy]] |
|conqueror, white star | 9 | 15,200 | 3d12 E & F | 80 ft. | [[wound]] | 40 charges | 4 | 3 |[[unwieldy]] |
|conqueror, blue star | 13 | 52,000 | 5d10 E & F | 100 ft. | [[wound]] | 80 charges | 4 | 3 |[[unwieldy]] |
|conqueror, violet star | 18 | 590,000 | 10d10 E & F | 100 ft. | [[wound]] | 80 charges | 4 | 3 |[[unwieldy]] |
</div>
Stories told by Veskarium warriors speak of an ancient Vesk captain named Harakoye, who was awarded the Conqueror's Star, a coveted Veskarium military decoration, for slaying an overwhelming number of enemy soldiers in a glorious battle against all odds. Harakoye so prized the emblem, she slept with it hanging around her neck. But one night, when sleeping in the same barracks as her unit, Harakoye was betrayed by an assassin who had posed for months as a loyal comrade. As the assassin slit her throat, Harakoye awoke from slumber and grabbed the doshko she kept by her bedside. As the assassin continued to slash at Harakoye's neck and stabbed out her eyes, Harakoye hacked away at him. It was not until her head was removed completely that Harakoye was finally slain, and even then, soldiers of the Veskarium claim her body rose once more, headless, to attack one final time, dealing a fatal blow to her assailant.
The //Conqueror's Star of the Headless Vesk// is an [[adamantine]] medallion set atop an eight-pointed star and molded into the form of a vesk hand clutching the bleeding heart of an enemy in its claws. It is spattered with Harakoye's blood and affixed to a gore-soaked turquoise ribbon. No matter how much anyone attempts to clean the medal or the ribbon (even using magic), the blood spatter always reappears within 2d4 hours. While you are wearing the medallion, you gain 20 temporary Hit Points that replenish after 8 hours of rest. If you are surprised by an attack while wearing the //Conqueror's Star of the
Headless Vesk//, you can call any one weapon you own immediately into your hands as if it had the [[called]] weapon fusion. In addition, if you would be reduced to 0 Hit Points by an attack while wearing the artifact, you can attempt a Fortitude saving throw (DC = 10 + the CR of the creature whose attack reduced you to 0 Hit Points + 5 if the attack was a critical hit) to be reduced to 1 Hit Point instead. Each time beyond the first that you activate this ability within 1 week, the save DC increases by 5. If you fail this Fortitude save, you can immediately make a melee attack against an enemy within your reach before you are reduced to 0 Hit Points.
Unfortunately, wearing the artifact has a major drawback. Any time you are struck with a melee weapon with the [[wound]] or [[severe wound]] critical hit effect, the attacker acts as if they had rolled a 20 on the [[Wounding Weapons]] table, and you must roll the Fortitude saving throw twice and take the worse result.
This metal-and-glass disk is 8 feet in diameter and has a series of sensors and electrodes mounted along one edge. In a process that takes 1 minute, a creature lying on the disk can attach electrodes to their head (or equivalent region) and transfer their mind into a computer or construct adjacent to the //consciousness transfer unit//, functioning as //[[transfer consciousness]]// (CL 14th). If the creature whose consciousness is transferred is unwilling, they can negate this effect with a successful DC 22 Will save. Once a creature has been affected by the device, whether the effect succeeded or not, they’re immune to that consciousness transfer unit’s effects for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//consciousness transfer unit// | 14 | 89,700 | 20 |
</div>
A consciousness uplink drive is an incredibly potent and thoroughly dangerous system that enables a crew member with a [[datajack]] to interface directly with their starship. The device converts electronic signals from the starship's computers and various sensors into neural signals that the user's brain can interpret as if the signals had originated from the user's own body. This grants the crew member extraordinary reaction speed and multitasking abilities, but it also leaves the user's body vulnerable to painful feedback if the starship is damaged, potentially inflicting lasting harm.
To use the uplink drive, a crew member must have a datajack and physically link their datajack to their starship, such as to a port in the pilot's chair. Calibrating this connection takes at least 1 minute outside of starship combat or takes the uplinking crew member's crew action to calibrate during starship combat. A crew member can begin starship combat already calibrated and connected. Once calibrated, they gain all of the benefits and drawbacks that follow and can change starship roles without disconnecting. Disconnecting safely takes an additional 1 minute, or 1 round during starship combat, during which the user can act normally but gains none of the uplink's benefits and still experiences the drawbacks until the process concludes. The user can instead disconnect at the start of a round before the engineering phase, but severing the link so quickly is harmful; they take damage equal to twice the starship's tier when a system becomes [[malfunctioning]] or [[wrecked]].
Only one crew member can use a consciousness uplink drive at a time, as multiple users introduce mental interference that negate the system's benefits.
''Benefits:'' The benefits provided by the uplink depend on the quality of the user's datajack, with more advanced models able to process more complex commands. While linked, the crew member can perform the following starship crew actions as minor crew actions: [[divert]], [[fly|Fly (pilot action)]], [[precognition]], [[scan]], and [[shoot]]. If using a high-density or accelerated datajack, the user also gains a +1 circumstance bonus to gunnery and starship combat skill checks. If using an accelerated datajack, the user's circumstance bonus increases to +2 when performing science officer actions, and the user adds the following to their list of minor crew actions: [[balance]], [[eldritch shot]], [[fire at will]], [[hold it together]], and [[maneuver]].
''Drawbacks:'' An uplinked user suffers neural feedback whenever the starship takes critical damage. Whenever one of the starship's systems takes critical damage and becomes [[glitching]], the user takes damage equal to the starship's tier; this damage doubles if the system becomes [[malfunctioning]] or [[wrecked]]. The user can halve this damage with a successful Fortitude save (DC = 10 + 1/2 the starship's tier). If the user has a high-density datajack, they gain a +1 circumstance bonus to saving throws against this feedback (+2 for an accelerated datajack).
If critical damage gives a system the malfunctioning or wrecked condition, the feedback disables part of the uplinked user's body unless they succeed at a Fortitude save (DC = 10 + 1/2 × the starship's tier for malfunctioning, or 15 + 1/2 × the starship's tier for wrecked). On a failed save, the user suffers a wound, per the [[wound]] critical hit effect, based on which system was damaged:
* ''Engines:'' leg
* ''Life Support or Power Core:'' vital organ
* ''Sensors:'' eye
* ''Weapons Array:'' arm
For a malfunctioning system, the wound's effects are temporary, lasting only 8 hours if the user failed the save. For a wrecked system, however, the wound is permanent if the user failed the save. These wounds don't intrinsically prevent a user from operating the starship, but the injuries are apparent once the user disconnects.
The user doesn't take any of the above effects when the starship gains a critical damage condition from reducing the severity of a system's critical damage condition.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|consciousness uplink drive | 0 | 4 |
</div>
<div class="statblock">
* ''Script'' [[Sacrifice]] (incense and offerings worth 2,000 credits), [[Prepare the Space]] (Mysticism; retry), [[Invoke Entity]] (Will; damage, failure)
* ''Assistants'' any
* ''Round Length'' 1 day
</div>
You consecrate a site to your deity. The effects of this ritual last for 1 year, and they extend in a 40-foot radius centered on an immobile shrine, altar, or fixture of your deity. While within the area, worshippers of your deity gain a +1 divine bonus to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. If your deity is chaotic, evil, good, or lawful, attacks by your worshippers made from within the area are chaotic-aligned, evil-aligned, good-aligned, or lawful-aligned, respectively.
Weapons with the //conserving// fusion preserve their ammunition and charges after a miss. When you miss with a ranged attack roll, your charge or ammunition is not consumed, as though the weapon had never been fired. This fusion does not prevent your weapon from malfunctioning or breaking as a consequence of your attack. Only weapons that use [[arrows]], [[batteries]], [[darts]], [[flares]], [[grenade arrows]], [[mini-rockets]], [[rounds]], or [[scattergun shells]] as ammunition can benefit from a //conserving// fusion.
A //conspirator's emblem// is a badge or amulet like those commonly worn to mark people as members of an organization. Insignia of the Aspis Consortium in particular are notorious for all sorts of secretive magic, including that of the //conspirator's emblem//.
As a standard action while wearing this emblem, you can create an aura of confidentiality in a 20-foot-radius spherical emanation centered on you. You can designate any number of willing creatures you can see within the aura as coconspirators. You and your coconspirators can converse normally so long as you remain within the aura, provided you share a language or another means of understanding one another. Other creatures inaccurately perceive your discussion, sensing a magically generated dialogue about a topic you designate. //[[Comprehend languages]]// reveals only that your conversation has a magical aspect, but a creature benefitting from a //[[tongues]]// spell or capable of [[truespeech]] understands your actual exchange if within the emblem's aura.
A //conspirator's emblem// can create its emanation for up to 1 hour per day; this duration can be used in 10-minute increments. The effect ends immediately if you remove the item or fall unconscious. A creature participating in the emanation of any //conspirator's emblem// for longer than 1 hour on a given day experiences psychic dissonance, becoming [[sickened]] while within the area and for 1 hour after each subsequent exposure.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//conspirator's emblem// | 7 | 6,500 | L |
</div>
You’ve learned how to make friends by telling people what they want to hear.
''Benefit:'' After a creature discusses their beliefs or guiding philosophy with you, or if they’re displaying a prominent symbol that would indicate their beliefs (such as a holy symbol), you can attempt a [[Culture]] check to [[recall knowledge]] (DC = 15 + 1-1/2 × the creature’s CR). On a success, you know what the creature cares deeply about and how to use that to your advantage. For the next minute, while you are using this knowledge, you can treat the creature’s attitude toward you as one step higher.
You're always on the lookout for danger, making it hard to get the drop on you.
''Prerequisites:'' Wis 11, character level 5th.
''Benefit:'' Once per day, you can reroll an initiative check. You also win tied initiative checks as though you had the higher initiative bonus. If multiple characters have this feat, ties are resolved normally.
When you're fully photon-attuned, as a standard action, you can create a momentary chain of bursting energy that burns through the terrain. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. You deal 5d6 fire damage, plus 1d6 for every 2 solarian levels you have beyond 9th, to each creature in each radius. An affected creature can attempt a Reflex save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability.
Almost every sapient culture has constellations—patterns of stars visible from a location that represent figures from mythology, folklore, or religion. Stories about these constellations have been shared for generations, cementing their shapes in the collective imagination of thousands of different worlds. Every planet has different constellations and stories attached, but they are all linked together in a mystical sense, as the use of //constellation orreries// proves.
A //constellation orrery// is a form of interstellar drive that enables starships to navigate along the imaginary lines that connect the stars in a constellation, using stars that appear in multiple constellations as “switching stations” to change lines. These constellation lines are similar to terrestrial ley lines, and they run through not just one plane, but many. //Constellation orreries// look similar to ancient mechanical solar system models that displayed the orbits of planets around a star, but they depict the relative positions of stars in a constellation, reconfiguring their appearance as the ship passes through different constellations. The Church of Ibra is the sole known purveyor of //constellation orreries//, but whether the drive’s origin lies in the Gap or before it is just another cosmic mystery for the faithful to decipher.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//constellation orrery// | 2 | 150 | Huge | 10 × size category |
</div>
//Healthy—Weakened—Impaired—Debilitated—Unconscious—Dead//
//Weakened:// The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
//Impaired:// The victim takes an additional –2 penalty to the affected checks, and the DCs of his spells and special abilities decrease by 2.
//Debilitated:// Strenuous actions cause the victim pain. If he takes a standard action, he immediately loses 1 Hit Point.
//Unconscious:// The victim is [[unconscious]] and can't be woken by any means.
//Dead:// The victim dies.
Your drone can use its [[flexible body]] to constrict a foe. When your drone successfully renews a [[grapple|Grapple (combat maneuver)]] or pin on an opponent, it automatically deals an amount of bludgeoning damage equal to 1d3 + your character level.
A construct is a magically animated object or an artificially created creature.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** [[construct immunities]]
** [[unliving]]
** set Constitution modifier to —
** must have either the magical or technological subtype
** if the construct is mindless, set Intelligence modifier to — and add [[mindless]]
* ''Adjustments:''
** –2 to all saving throws
** +1 to attack rolls
[[Constructs]] are immune to the following effects, unless the effect specifies that it works against constructs.
* Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.
* Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
* Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
//Format:// ''Immunities'' construct immunities.
Forces humming within your solar armor make it more difficult for sound waves and electrical impulses to reach your body and harm you. You gain [[energy resistance]] 5 whenever your solar armor is active. You can choose either electricity resistance or sonic resistance when you activate the armor, and you can switch energy types as a move action.
When you are attuned or fully attuned, you double the amount of resistance granted by this ability.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 10 minutes
* ''Range'' personal
* ''Duration'' concentration
</div>
You send your mind to another plane of existence (an Elemental Plane or some plane further removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with "Yes," "No," "Maybe," "Never," "Irrelevant," or some other one-word answer.
You must concentrate on maintaining the spell in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You can ask one question for every 2 caster levels. On rare occasions, this divination may be blocked by an act of certain deities or forces. Contacting a minor planar power is relatively safe but may not result in useful answers. For each question you ask, the GM secretly rolls 1d20.
<div class="table-wrapper">
| Roll |Result |h
| 1–2 |The power gives you no answer, the spell ends, and you must attempt @@.constrained a DC 7 Intelligence check. On a failed check, your Intelligence and Charisma scores each fall to 8 for a week and you are unable to cast spells for that period.@@ |
| 3–5 |You receive a random answer to the question. |
| 6–10 |@@.constrained You receive an incorrect answer to the question. Based on the nature and needs of the creature contacted, this may be a lie designed to harm you.@@ |
| 11–15 |You receive no answer to the question. |
| 16 or more |@@.constrained You receive a truthful and useful one-word answer. If the question can't be truthfully answered in this way, no answer is received.@@ |
</div>
Contact with minds further removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed by the power's sheer strangeness and force, but it also increases the chance of the power knowing the answer and answering correctly. You can add any value from +1 to +5 to the d20 roll to represent contacting increasingly powerful planar beings. However, on a roll of 1 or 2, the result is still no answer, the spell ends, and you must attempt an Intelligence check to avoid losing Intelligence and Charisma. The DC of this Intelligence check is increased by the same amount added to the d20 check to contact a planar creature.
Upon exploding, a //containment grenade// forces creatures in the blast radius to attempt a Reflex saving throw. Those that fail remain within the blast radius, provided it's big enough to contain them. Creatures that succeed take 3d6 force damage as they are pushed out of the blast radius. If a creature is too large to be contained within the radius, that creature is shunted out of the area as if it succeeded at the saving throw. Creatures that remain inside the sphere are trapped for 10 minutes as if by a //[[wall of force]]// spell.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//containment grenade// | 12 | 6,000 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) |
</div>
A //containment tesseract// is a four-dimensional cube, about 6 inches on a side, with runes lining the surfaces. It is thought that technomancers unknown to recorded history created initial models during the Gap. Historians posit these devices were intended to imprison extraplanar entities, and that a creature trapped within one might have avoided the effects of the Gap. If that's true, there could be a //containment tesseract// holding a being that knows truths lost to the current age.
As a standard action, you can command the tesseract to imprison a creature you can see within 60 feet of you. The target must attempt a Will saving throw (DC = 19 + your key ability score modifier). A creature that has already been imprisoned in a //containment tesseract// can roll the saving throw twice and take the higher result. On a failure, the target disappears into the tesseract and remains inside, unharmed and unaware, until released. The tesseract can hold only one creature at a time.
Alternatively, as a standard action, you can command the tesseract to release a creature within it. The released creature must succeed at a Will saving throw or become helpful toward you for 1 hour. A creature that succeeds at the saving throw acts according to its normal inclinations and desires.
A //containment tesseract// accepts commands only twice per day.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//containment tesseract// | 19 | 500,000 | 1 |
</div>
The beings known through the Pact Worlds as contemplatives of Ashok were once humanoids of extreme intelligence living on Akiton. Upon unlocking exceptional psychic powers, they deliberately evolved their brains, to the detriment of their bodies. Now, contemplatives float along using telekinesis, their atrophied bodies dangling from pulsating brain-sacs.
Contemplatives' specialized evolution dates back to long before the Gap, and only piecemeal records hint at their original appearance. Were they more interested in power and influence as a species, they likely would have conquered their home planet of Akiton, but instead, most contemplatives are content to ponder the multiverse and its secrets, most famously debating their conclusions in Akiton's Halls of Reason. Contemplatives scholars are universally welcomed in laboratories, research facilities, and universities throughout the Pact Worlds, making them among the most prolific academic authors. Those who turn their minds to more worldly pursuits are rare, yet it is small cabals of such financial masterminds and political theorists that have best exploited Akiton's recent economic downturn. These moguls have purchased large swaths of the planet's real estate, ruling as silent overlords of ghost towns and thriving neighborhoods alike.
Although contemplatives are known to be extraordinarily intelligent, observant, and confident, their behavior is often jarring to their colleagues of other species. Individual contemplatives often refer to groups of their kindred using the first-person plural, suggesting some degree of racial hivemind, telepathic union, or sacred sense of shared existence. Further supporting this theory is the fact that contemplatives rarely come into conflict with one another, with few instances of intraracial violence in recorded history. Despite contemplatives' relative peacefulness, other races often perceive them as aloof, overly logical, and emotionally sterile.
Contemplatives are able to speak, though their voices are reedy and soft. Most consider verbal communication rather crude, favoring telepathy. Those who regularly need to speak often wear inexpensive contact speakers that translate their telepathic thoughts into spoken words. They're also able to sing in keening wails, although they rarely do so except around others of their kind or their most honored colleagues. The few ethnographers who study this behavior directly have compared the songs to religious paeans—an association contemplatives find absurd, in part because most prefer to study faith objectively rather than as worshipers.
Despite their frail appearance, contemplatives are able to survive in unforgiving environments. They find indoor sites far more comfortable, however especially areas that are cool and still, as these conditions facilitate their concentration. When contemplatives do build their own communities, the structures are often windowless and difficult to navigate for those unable to fly.
!! Racial Traits
* ''Ability Adjustments:'' +4 Int, +2 Cha, –2 Str, –2 Con
* ''Hit Points:'' 2
* ''Size and Type:'' Contemplatives are Medium monstrous humanoids.
* ''Applied Knowledge:'' Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature's type (such as [[Life Science]] for an ooze or [[Mysticism]] for an outsider) in place of its normal bonus.
* ''Atrophied:'' A contemplative's limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can't properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can't use its spell-like abilities or fly until it is no longer wielding that weapon.
* ''Limited Telepathy:'' Contemplatives have [[limited telepathy]] with a range of 30 feet.
* ''Psychic Flight:'' Contemplatives fly [[supernaturally]] at a speed of 30 feet with average maneuverability, but their base speed is only 5 feet.
* ''Psychic Senses:'' Contemplatives have [[blindsense]] (thought) out to 30 feet and [[darkvision]] to a range of 60 feet.
!! Applied Knowledge Graft
{{Applied Knowledge}}
The //continuous// fusion lets a weapon with the [[line]] special property sustain fire continuously by expending additional charges. When you make a line attack with a weapon with this fusion, you can expend additional ammunition or charges equal to the weapon's usage value to sustain your attack until the start of your next turn. This has no additional effect on targets already within the line, but anything that moves across your weapon's line is attacked using your original attack roll and damage. If you hit but fail to damage this new target, it blocks your line as normal. If an existing blockage is removed, your line extends out to its maximum range unless blocked anew, and it can damage creatures and objects that it failed to reach previously. You can't damage a single target more than once in a round with the //continuous// fusion, even if it moves in and out of the path of your attack. If you move from where you initiated the attack for any reason, your line automatically ends. Only weapons that can make a line attack benefit from this fusion. You can use the //continuous// fusion with [[unwieldy]] weapons.
This tight-fitting jumpsuit magically reshapes and rearranges your body in response to external pressure, enhancing your flexibility and ability to move through tight spaces. While wearing a //contortion coat//, you gain the [[compression]] universal creature ability. In addition, you gain a +4 circumstance bonus to [[Acrobatics]] checks when using the [[escape]] task.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//contortion coat// | 5 | 3,300 | L |
</div>
You distract a target, allowing an ally to slip their hand into the mark’s pocket.
''Prerequisites:'' [[Diversion]]
''Benefit:'' When you successfully use [[Bluff]] to create a diversion, you can allow an ally that’s adjacent to a creature that you diverted to attempt a DC 20 [[Sleight of Hand]] check to pick that creature’s pocket. You can allow your ally to place an object of negligible or light bulk on that creature instead of stealing an object, but the ally takes a –5 penalty to their Sleight of Hand check.
''Normal:'' Using Bluff to create a diversion does not allow an ally to attempt a Sleight of Hand check to pick a pocket.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 30-ft.-radius spread
* ''Duration'' 10 minutes/level
* ''Saving Throw'' Fortitude partial (see text)
* ''Spell Resistance'' no
</div>
You can alter the atmosphere within the spell's area to cause it to become more like the atmosphere of another planet. You can alter one aspect of the atmosphere—its corrosiveness, density, or toxicity. The possible effects of each of these changes are detailed below.
''Corrosiveness:'' You can make the atmosphere corrosive. Each creature and object in the area when you cast the spell must succeed at a Fortitude save or take 5d6 acid damage. Creatures and objects that remain in the area take 3d6 additional acid damage every 10 minutes (Fortitude half).
Alternatively, you can make a normally corrosive atmosphere noncorrosive. In this case, the atmosphere within the spell's area deals no acid damage for the duration of the spell.
''Density:'' You can make the atmosphere in the area one step thinner (going from severely thick to thick, thick to normal, normal to thin, or thin to severely thin) or thicker (going from severely thin to thin, thin to normal, normal to thick, or thick to severely thick). The spell cannot make an atmosphere thicker than severely thick or thinner than severely thin. In addition to the normal long-term effects of being in an atmosphere thinner or thicker than a creature is acclimated to, each creature in the area of the spell when it is cast must succeed at a Fortitude save or suffer the immediate effects described below. This is true even for creatures with environmental protection from equipment (such as armor), as the air within the armor is affected on a failed saving throw. Creatures that do not need to breathe are not affected by changes in atmospheric density.
If the air is thicker than a creature is acclimated to, on a failed saving throw, that creature becomes [[sickened]]. For every step beyond the first that the air is thicker than the target's acclimation, it takes a –1 penalty to its save against this effect. If the air is thinner than a creature is acclimated to, on a failed saving throw, it is [[fatigued]]. For every step beyond the first that the air is thinner than the target's acclimation, it takes a –1 penalty to its saving throw against this effect. The effect ends if the creature moves out of the area, and it is not required to attempt a new saving throw upon reentering the area (instead it is subject only to the normal dangers of thicker or thinner air).
''Toxicity:'' You can make the atmosphere toxic. Each creature in the area of the spell when it is cast must succeed at a Fortitude save or suffer the immediate effects described below. Creatures with environmental protection from equipment already active (such as armor) are not exposed to the toxic atmosphere. A creature that fails its save contracts [[bubonic plague]] (no save) and immediately moves to the weakened state. Creatures that enter the area of toxic atmosphere later are exposed to inhaled bubonic plague and follow the normal disease rules for contracting the disease and progressing on the physical disease track. The disease is nonmagical, and those infected are still infected when the spell's duration ends.
Alternatively, you can make a normally toxic atmosphere nontoxic. In this case, the atmosphere within the spell's area does not expose those who breathe it to any toxic disease for the duration of the spell.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' up to one 10-ft. cube/2 levels (S)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates, see text
* ''Spell Resistance'' no
</div>
You can control gravity in an area, causing it to reverse, become zero-g, or become extremely strong. A creature or object within the area that succeeds at its saving throw is unaffected (though if it stays in the area, it must succeed at a new save each round or become affected), but it might still suffer secondary effects (such as an object flying up from reversed gravity, or an object falling upon it when the spell ends). You choose how to have this spell affect gravity when you cast it, and you cannot change it without recasting the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.
If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell's area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell's duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction.
If you increase gravity in the area, creatures and objects weigh twice as much as normal, move at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by one step (from average to clumsy, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 [[Acrobatics]] check to fly to remain in the air.
An area of zero-g works like the zero-g environment. You can also use this spell to make areas of zero-g, heavy gravity, or light gravity act as normal gravity for the duration.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' constructs of the technological subtype with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' no
</div>
You wrest control of the target constructs and command them telepathically. You can issue commands to any number of controlled constructs on your turn, beginning when you cast this spell, as part of the concentration required to sustain its duration (a standard action).
If any of the constructs are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC equal to this spell's) to negate this spell's effect. Each construct under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that construct.
While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them.
Neurons in your brain that would normally help you imagine what another person is experiencing are amplified magically, allowing you to decide what another creature does. As a full action, you can target any creature of your type that you are observing and attempt to control that individual. This functions as //[[dominate person]]// (DC = 10 + half your level + your Charisma modifier) for as long as you continue to observe the target, except establishing the effect doesn't require an attack roll, and no command you give the target can take more than a standard action to complete. Issuing a command is a move action. You can't target a creature again for 24 hours after it succeeds at its saving throw against this effect or the duration ends. Once you use your //control mirror neurons//, you can't use them again until you've rested to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge them immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//control mirror neurons// | 18 | 365,000 | brain |
</div>
You are capable of operating multiple AIs, one in a [[drone]] and one in an [[exocortex]]. You must divide up your mechanic level between these different AIs, and each gains abilities based on the number of levels you assign to it. Every time you gain a level in mechanic, you can change the distribution of levels between these AIs using your [[custom rig]] after 24 hours of uninterrupted work. While each AI can act independently to the limits of its ability, you can control them as normal (although you can directly control only one AI at a time). If the number of levels assigned to your exocortex is less than your mechanic level, your exocortex grants a smaller increase to your base attack bonus when using [[combat tracking]], as noted in the table below. You gain additional exocortex abilities, such as [[wireless hack]] and [[multitasking]], based upon the level you assign to it as normal.
<div class="table-wrapper">
| Increase To Base Attack Bonus | Levels Assigned |h
| 1–4 | +1 |
| 5–8 | +2 |
| 9–12 | +3 |
| 13–16 | +4 |
| 17–20 | +5 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' undead creatures with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. No matter what, the controlled undead do not attack you. At the end of the spell, the targets revert to their normal behavior.
If any of the undead are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC = the spell's DC) to negate this spell's effect if the creature failed its initial saving throw. Each undead under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that undead.
Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's duration ends.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation (air)
* ''Casting Time'' 1 standard action
* ''Range'' 10 ft./level; see text
* ''Area'' 10 ft./level radius cylinder, equally high; see text
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' Fortitude negates, see text
''Spell Resistance'' yes
</div>
You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to [[Perception]] checks equal to the penalty the wind imposes on non-energy ranged weapon attacks (see [[Table: Wind Effects|Table: Wind Effects]]). At the GM's discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can't create wind in an area that has no atmosphere.
''1st:'' When you cast //control winds// as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind.
''2nd:'' When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind.
''3rd:'' When you cast //control winds// as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind.
When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from the area's point of origin and has a length equal to the area's radius. Creatures that enter the area or start their turn there must attempt a Fortitude saving throw to avoid effects based on their size: Tiny and smaller creatures are knocked [[prone]] and pushed 1d4 × 10 feet along the wind's path, up to the end of the wind's range, and the creature takes 1d4 bludgeoning damage per 10 feet. Small creatures are knocked [[prone]]. Medium and smaller creatures moving against the wind move at half speed. In addition, flying creatures in the area must attempt an [[Acrobatics]] check to fly in dangerous wind conditions. This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on.
''4th:'' When you cast //control winds// as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm. In addition, when you cast the spell, you can exclude up to 2 squares per level from the spell's effects; these squares must be contiguous. If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as one size category smaller when determining the effects of the blast on them.
You expertly control your body’s adaptive quirks to mitigate your transformation’s drawbacks. If you have at least 1 MP, you treat your MP total as though it were 1 higher (to a maximum of your normal MP maximum) for the purpose of determining your instinct effects and you treat your MP total as though it were 1 lower (minimum 1 MP) for the purpose of determining your drawback effects.
When you're injured or suffering from certain afflictions, complete bed rest can help speed your recovery.
''Activity:'' You spend the entire day resting. You don't have to sleep for every minute of the 24-hour period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task.
''Results:'' You recover 2 Hit Points per character level. Additionally, any ability damage you have is reduced by 2 points per affected ability score. Finally, you move one step toward healthy on the progression track of each poison you're affected by, provided you've either fulfilled that poison's cure condition or reached the end of its duration.
If another character successfully provides you with [[long-term care]], you can recover even faster.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* CE Large monstrous humanoid
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 30
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +4; ''Will'' +3
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +11 (1d6+4 B)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' acid burst (2d4+4 A, DC 11)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +1; ''Con'' +4; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +12, [[Survival]] +7
* ''Languages'' Shirren; [[telepathy]] 100 ft.
* ''Other Abilities'' Swarm carrier
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or troop (2–5 plus 2 Medium-sized Swarm creatures for each convecyte)
!!! SPECIAL ABILITIES
''Acid Burst ([[Ex]])'' When a convecyte dies, its protective plates crack and explode, showering an area with their acidic contents. Every creature within a 20-foot burst (including those within the convecyte) takes 2d4+4 acid damage (Reflex DC 11 half).
''Swarm Carrier ([[Ex]])'' A convecyte can carry a number of creatures under its chitinous layers, giving each creature [[DR]] 10/— and full cover from attacks while they rest inside, though such creatures can't act while inside a convecyte. A convecyte can carry four Small or two Medium creatures this way and can deposit them in adjacent squares as a swift action.
</div>
A swarm convecyte has several interlocking plates of rigid chitin that run along its back and sides. Underneath these plates are hollow cavities that a convecyte can use to hide and transport smaller creatures. An acidic fluid runs through its plates, providing a last-minute bit of defense in the event that the convecyte is killed in battle, though it could be considered a liability if the creatures it is protecting aren't also immune to acid.
The remainder of a convecyte's body is dedicated to generating enough energy for the creature to be able to heft these plates around and carry passengers. As such, a convecyte needs to consume twice as many calories per day as another creature of its size, making its body warm to the touch and elevating the temperature within its body cavities to nearly 90° F. The Swarm use convecytes to transport other Swarm creatures into battle, but only on planets where the terrain isn't too difficult. A Swarm convecyte is about 12 feet long and stands about 8 feet at its shoulder.
For those seeking efficient laser attacks in a reliable, relatively lightweight format, the convergent laser is an ideal weapon. The weapon's smaller lasers synchronize and focus their output on a single target to deal more damage than any single beam could deal alone; however, the need to carefully aim and adjust the weapon makes it somewhat slower to fire than its single-beam counterparts. Typically, the different beams originate from the corners of a square or triangular barrel, angling in to join at a single point on the target. A single-wave convergent laser emits a single wavelength, with all its beams sharing a color. Multiwave convergent lasers produce different wavelengths for each beam, using computer assistance to continually adjust the output, while a wide-spectrum convergent laser increases the number of beams until their joining point on the target is a white so brilliant that it's painful to look at.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|convergent laser, single-wave | 4 | 2,100 | 1d12 F | 100 ft. | [[burn]] 1d6 | 40 charges | 4 | 2 |[[unwieldy]] |
|convergent laser, multiwave | 11 | 24,500 | 4d10 F | 120 ft. | [[burn]] 3d6 | 40 charges | 4 | 2 |[[unwieldy]] |
|convergent laser, wide-spectrum | 15 | 118,000 | 7d10 F | 120 ft. | [[burn]] 4d6 | 40 charges | 4 | 2 |[[unwieldy]] |
</div>
When you attempt a [[Bluff]] check, you can choose not to roll your [[expertise]] die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.
You can pull the pin on a grenade and hold onto it until the last second before its detonation, making it harder to avoid.
''Prerequisites:'' Dex 11, proficiency with grenades
''Benefit:'' As a full action, you can draw a grenade and make a ranged attack with it. If you do so, the grenade's Reflex save DC is increased by 2. If your attack roll is a natural 1 (the d20 comes up 1), the grenade instead detonates at a randomly determined grid intersection of your space.
Coolant sprayers were designed following the principles of a flamethrower, but with an eye more toward hindrance than sheer damage. Experts can easily identify a coolant sprayer by the bulky insulation surrounding the sprayer's coolant reservoir. The weapon expels a cone of activated coolant that stiffens and freezes living tissue. While not harmless, the effect is somewhat less deadly than most energy weapons. Hiemal, algid, glacial, and isothermal coolant sprayers all function in similar ways, though their destructive potential varies from one model to another.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|coolant sprayer, heimal | 3 | 1,600 | 1d4 C | 20 ft. | [[stagger]] | 40 charges | 4 | 3 |[[blast]], [[entangle]] (1d4 rounds), [[unwieldy]] |
|coolant sprayer, algid | 7 | 7,400 | 1d6 C | 30 ft. | [[stagger]] | 40 charges | 4 | 3 |[[blast]], [[entangle]] (1d4 rounds), [[unwieldy]] |
|coolant sprayer, glacial | 12 | 41,000 | 2d6 C | 40 ft. | [[stagger]] | 40 charges | 4 | 3 |[[blast]], [[entangle]] (2d4 rounds), [[unwieldy]] |
|coolant sprayer, isothermal | 17 | 290,000 | 3d6 C | 40 ft. | [[stagger]] | 40 charges | 4 | 3 |[[blast]], [[entangle]] (2d4 rounds), [[unwieldy]] |
</div>
You and your allies practice teamwork exercises, combat routines, and fundamental skills, building a rapport that pays dividends.
''Activity:'' You spend the day training with at least one other creature who is performing the coordinate activity. Up to six creatures can train together this way, as long as each is using the coordinate activity.
''Results:'' On the following day, when you grant a creature you trained with a bonus using [[aid another]], [[covering fire]], or [[harrying fire]], you can increase that bonus by 1.
''Multiday:'' For each consecutive day you spend coordinating with an ally, you increase by 1 the DC of [[Sense Motive]] checks to [[discern secret messages]] that you and that ally pass to one another using [[Bluff]], up to a maximum of 7 higher. This increase lasts for the number of days you spent coordinating.
If you have a [[drone]], whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. If you have an [[exocortex]] instead, whenever you and your exocortex are both attempting to hack a system, you each receive a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level.
As a move action, choose one ally within 60 feet. That ally gains the benefit of the [[Coordinated Shot]] feat. If the chosen ally already has this feat, they do not grant foes cover against attacks made by you and your allies. The effects of this improvisation last until the start of your next turn.
This is a language-dependent, mind-affecting, sense-dependent effect.
Whenever you or an ally within 60 feet of you charges an opponent, you can signal all allies within 60 feet of the charging character as a reaction. Signaled characters can also charge the opponent as a reaction if the distance between the character and the charged opponent is equal to or less than the signaled character's speed. All characters that charge an opponent using this improvisation are [[staggered]] until the end of their next turn. Characters who can't be staggered can't benefit from this improvisation. Once you use this ability, you can't use it again until after you regain Stamina Points following a 10-minute rest.
This is a language-dependent, mind-affecting, sense-dependent effect.
As a move action, you can coordinate your allies into effective flanking partners. Until the start of your next turn, you and your allies count as flanking any creature that at least two of you threaten, regardless of your position.
This is a language-dependent, mind-affecting, sense-dependent effect.
Whenever an ally within 60 feet attempts to use a combat maneuver against an opponent, as a reaction you can signal weak points in the opponent's defenses. The ally gains a morale bonus to their attack roll for that combat maneuver equal to 1d4+1. Once you use this ability, you can't use it again until after you regain Stamina Points following a 10-minute rest.
This is a language-dependent, mind-affecting, sense-dependent effect.
As a move action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to reload or draw a weapon. As part of the move action to activate this ability, you can also reload or draw a weapon. If the ally is adjacent to you, she can draw weapons and use ammunition you are carrying as though she were carrying them herself. The ally can use her extra move action in between her other actions, as well as before or after a full action. A character can use no more than one bonus action from coordinated reload or similar abilities (such as the [[quick quaff]] and [[hurry]] envoy improvisations) in a single round.
This is a mind-affecting, sense-dependent effect.
You can maneuver a foe to be in the direct line of an ally's fire.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.
Copaxis evolved from copi, an unintelligent, coral-like organism that once covered their home world—the now heavily industrialized planet Tabrid Minor. Copi exhibit a supernatural attunement to the universe's gravitational forces, and for ages, copaxis harnessed this organism's power to create floating cities where they lived for centuries in a near-utopia.
The Signal changed copaxi society forever in 3 AG when copaxi inventors discovered how to refine copi into a semiorganic alloy suitable for constructing starships. Conflicting ideologies arose between traditionalists who clung to their people's ancient mysticism and technological innovators who wished to explore the stars. These differences led to violence and, eventually, all-out war. The ensuing struggles toppled the established order, nearly destroyed copaxi mystical traditions, and led copaxis to abandon their flying cities in pursuit of industrialization. The newly united copaxis decimated the planet's copi, simultaneously fueling a technological revolution while also severing their connection to the copi's supernatural power.
Thanks to their world-spanning government's fearful suppression of its past for decades, modern copaxis have only recently begun uncovering their planet's history. Most admit that Tabrid Minor has suffered as a result of rapid industrialization, but few know the extent of the damage or comprehend their ancestors' sacrificed connection to copi. Fewer still know the history of robotic life on the planet, for the government strictly monitors such technology and has instilled a superstitious fear of anything resembling a sentient machine in the populace. After Tabrid Minor began petitioning the Pact Worlds for protectorate status several years ago, the planet's government increased its crackdown on historical introspection, fearing the world's fraught past might undermine its chances of being accepted.
Copaxis have long enjoyed an affinity for solarian techniques, particularly minor feats of gravity control, though their current powers encompass only a shadow of what the species once accomplished with their full copi connection. Now that adventurers have begun rediscovering their people's ancient techniques locked away in the floating cities, sundry factions—from independent gyms to soldier-scholars trained by the military—have begun restoring and innovating the nearly forgotten arts of gravity manipulation and ecological mysticism.
A copaxi is a colony of individual, genetically identical polyps that have developed into an anthropomorphic form. Each polyp includes five feeding tentacles, about 2 inches long, that facilitate filter feeding. These polyps adapt and intertwine to form every part of a copaxi's body. Their segmented, calcium-rich exoskeletons sometimes develop elaborate horns and head crests that serve as unique identifiers for a copaxi.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Copaxis are Medium humanoids with the copaxi subtype.
* ''Blindsense:'' Copaxis have [[blindsense]] (scent) with a range of 30 feet.
* ''Gravity Adjustment:'' Retaining some of their ancient connection to the universe's gravitational forces, a copaxi can adjust their personal gravity as a standard action. They can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments affect only the copaxi and anything they carry, but not thrown weapons. A copaxi can't adjust to or from extreme or zero gravity. This adjustment remains in effect until the copaxi spends another standard action to return to their environment's natural gravity. Entering an environment with a different gravity also cancels the copaxi's ongoing gravitational adjustment.
* ''Natural Communicator:'' A copaxi quickly adopts new forms of communication. Each time a copaxi gains a rank in Culture, they learn two languages rather than one language.
* ''Regenerative Evolution:'' A copaxi gradually reshapes their body and neural networks to overcome new challenges. Each time a copaxi gains a level, they can retrain all the choices of one previous character level, as though they had used a [[mnemonic editor]]. They must have qualified for any new selections at the retrained level.
Copper dragons are mischievous and enjoy playing pranks on both allies and enemies.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' dragon (earth)
* ''Suggested Alignment:'' chaotic good
* ''Traits:''
** [[blindsight]] (vibration) 60 feet and [[darkvision]] 120 feet
** [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[DR]] 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19)
** [[immunity]] to acid
** burrow speed of 30 feet
** climb stone (see below)
** [[breath weapon]] (line 30 feet + 10 feet per 2 CR, 1d6 A + 1d6 per CR)
** slow breath (see below)
** spell-like abilities (CR 8+)
* //Climb Stone ([[Ex]]):// A copper dragon can climb on stone surfaces as though affected by //[[spider climb]]//.
* //Slow Breath ([[Su]]):// Instead of a line of acid, a copper dragon can breathe a 30-foot cone of slowing gas. Each creature within the cone that inhales the gas must succeed at a Fortitude save or be slowed (as per //[[slow]]//) for 1d6 rounds plus a number of additional rounds equal to half the dragon's CR.
The hollow head of this two-handed hammer is filled with exceptionally dense plasma, which is released on contact with enemies, sometimes even spraying plasma on a well-placed strike. Core hammers constructed by the followers of Angradd tend to be functional works of dark metal, where vesk models are usually designed to display the plasma behind magnetic containment. Tactical core hammers and advanced core hammers contain a stable plasma core, while fusion core hammers and reactor core hammers employ devices that focus plasma to trigger momentary flares of nuclear fusion.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|core hammer, tactical | 3 | 1,320 | 1d6 E & F | [[jet]] 1d6 | 2 |[[powered]] (capacity 40, usage 2) |
|core hammer, advanced | 8 | 9,150 | 3d6 E & F | [[jet]] 2d6 | 2 |[[powered]] (capacity 40, usage 2) |
|core hammer, fusion | 13 | 48,200 | 6d6 E & F | [[jet]] 4d6 | 2 |[[powered]] (capacity 40, usage 5) |
|core hammer, reactor | 20 | 725,000 | 15d6 E & F | [[jet]] 8d6 | 2 |[[powered]] (capacity 80, usage 8) |
</div>
<<list-links "[tag[Races]tag[Core]sort[title]]" class:index >>
<<list-links "[tag[Core Systems]]" class:index>>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large vermin
* ''Init'' +2; ''Senses'' darkvision 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 27
* ''Fort'' +14; ''Ref'' +9; ''Will'' +12
* ''Immunities'' fire
!!! OFFENSE
* ''Speed'' 20 ft., burrow 10 ft.
* ''Melee'' bite +20 (2d10+15 P plus 1d10 F; critical [[burn]] 1d10) or
* claw +22 (2d6+15 S plus 1d10 F)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 11d6 F, Reflex DC 17 half, usable every 1d6 rounds)
!!! STATISTICS
''Str'' +5; ''Dex'' +2; ''Con'' +8; ''Int'' —; ''Wis'' +3; ''Cha'' +0
''Skills'' [[Athletics]] +19, [[Survival]] +19
''Other Abilities'' [[solar adaptation]], solar slingshot, [[void adaptation]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or crew (1–2 plus 3–8 [[sun-scrapper beetles]])
!!! SPECIAL ABILITIES
''Heated Carapace ([[Ex]])'' A dawn core-diver exudes intense heat, dealing 1d10 fire damage to any creature that hits it with a natural weapon or unarmed strike and to any creature the core-diver hits with its attacks.
''Scrap ([[Ex]])'' See [[sun-scrapper beetle]].
''Solar Slingshot ([[Ex]])'' See [[sun-scrapper beetle]].
</div>
As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold [[resistance]] 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.
When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.
Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation's presence on a newly discovered world, you are the company's eyes, ears, and hands.
!! Theme Knowledge (1st)
You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a [[Profession]] or [[Culture]] check to [[recall knowledge]] about corporations and their executives, reduce the DC by 5. [[Diplomacy]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Networking (6th)
If your corporate database doesn't have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a [[Diplomacy]] check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average. Additionally if you have access to a local infosphere, you can take 20 on a skill check to [[recall knowledge]] in half the normal time (typically 1 minute).
!! Strong-Arm Tactics (12th)
When you throw the name of your company around, you can usually get what you want, though acting in such a way never wins you any friends. When you successfully use [[Intimidate]] to [[bully]] a creature, its change in attitude lasts three times as long. At the GM's discretion, this ability might not work on creatures that haven't heard of your corporation.
!! Seal the Deal (18th)
Nothing is more thrilling to you than engaging in spirited discussion to pursue your employer's interests. It is why you were hired, and it's why you venture out into the wider cosmos. Up to twice per day, after you spend at least 10 minutes bargaining and negotiating (this doesn't count as resting to regain Stamina Points) or using an infosphere to research details relevant to a deal that is significantly advantageous to your company, you regain 1 Resolve Point.
This portable light source functions as a [[lantern|Portable Light]] that never requires a battery, though the light it gives off is an unsettling pale green. Once per day as a standard action, you can touch an arcane rune on the lantern's base to cause all corpses within the 10-foot radius of its light to speak, as per //[[grave words]]//.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//corpse lantern// | 2 | 500 | L |
</div>
A corpse recycler allows a starship crew to render bodies into parts for necrografts. In a process that takes 1 hour, a carcass fed into the recycler produces a number of necrograft UPBs equal to 10 × the CR of the creature from which the corpse originated. These UPBs can be used only to create necrografts.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|corpse recycler | 2 | 2 |
</div>
<div class="statblock">
* ''Type'' drug (ingested)
* ''Save'' Fortitude DC 23
* ''Addiction'' Fortitude DC 23 (physical)
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Effect'' +4 morale bonus to saves against death effects and, if reduced to 0 Hit Points, [[stabilize]] automatically without spending any Resolve Points for 1d4 hours.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|corpseflower pollen | 15 | 80,000 |
</div>
<<section 'Corpsefolk Operative'>>
<<section 'Corpsefolk Marine'>>
Bodies of the dead can, if in good enough condition, be magically made into corpsefolk: free-willed and intelligent undead who remember much of their past lives. For lone necromancers, this magic is possible only if the corpse is of the recently deceased or has been preserved shortly after death. However, the bone sages of Eox have learned to magically repair even badly damaged corpses and those decayed beyond what was usable for lesser necromancers.
As a result, corpsefolk make up much of the population of Eox, some serving as indentured servants to pay off the cost of their creation. Undead creatures of this type were called zombie masters in ancient days, but as a class of normal citizens on Eox and soldiers in the Corpse Fleet, they have become known as corpsefolk, balancing their humble social status with their self-willed mentality.
Corpsefolk look like zombies, but unlike those undead, corpsefolk retain memories of their previous lives, skills and abilities gained from classes and experience, and the will to make their own decisions. Initially, a corpsefolk's physical form looks gaunt and dry, with sunken eyes and a hollow torso, but it begins as intact as its corpse was when it gained undeath.
As corpsefolk age, however, their bodies can become torn and tattered. Early in their undead years, corpsefolk use surgery and magic to adopt a more wholesome appearance, but after a few decades, most cease to care what they look like, focusing only on what they can do to increase their long-term wealth and power. Corpsefolk can benefit from cybernetic implants, though many prefer necrografts, which blend more seamlessly with their animated forms.
Most living creatures see corpsefolk as walking corpses and as such fear or mistrust them, but other self-aware undead creatures treat corpsefolk as second-class undead. Bone sages view corpsefolk as barely better than zombies, while ghouls, vampires, and other undead treat them as peasants or wage slaves unworthy of respect. Because most corpsefolk exist as a result of being created specifically to serve, few enter their undead existence with wealth, power, or influence. Most corpsefolk also lack innate magic power or special abilities. Though they can learn and excel with time and practice, doing so is no easier for them than for living creatures. This fact, coupled with the prejudices they face, makes it difficult for corpsefolk to rise into important positions. Eox, for instance, has a vast corpsefolk underclass, and these ragged undead are rarely selected for any position calling for interaction with living citizens of the Pact Worlds.
Corpsefolk can be found in various roles in those societies that accept them: managers, soldiers, technicians, and workers. They can use equipment they mastered in life and gain new skills, though they vary in their ambition. Some corpsefolk lack the drive to do more than the minimum needed to maintain their existence, which is very little. Unlike undead that must consume materials from the living or those that hate the living and wish to destroy them, corpsefolk have no supernatural hunger or drive to kill. They don't need air, food, sleep, or water, and the more apathetic corpsefolk also don't need stimuli—when left alone, they can sit in silence for weeks or years with no sense of boredom or unease. Such corpsefolk carry out the tasks assigned to them and do little else.
Most corpsefolk, however, still experience emotions and desires, though they have duller passions than most of the living and take a long-term view. Even when tending to menial tasks, they assume their current positions are temporary, trusting that as time passes and their experience grows, they can at least improve their lot even if positions of power and influence are out of reach.
Some corpsefolk have great ambition. These drives can be tied to some aspect of a corpsefolk's original life or an activity experienced early in their undeath that sparks significant interest. Such corpsefolk might settle old scores from their life, become fascinated with a specific kind of art, eagerly embrace new skills and opportunities, explore situations they feared in life, or seek to excel at assigned tasks as a way to track their progress through a potentially eternal unlife.
!! Corpsefolk Template Graft
The animated corpse of a dead creature, a corpsefolk keeps the abilities, intelligence, and skills it had when it was alive. Most corpsefolk are cunning and dangerous foes rather than mindless undead. They lack most of the needs, much of the fear, and many mortal vulnerabilities that can hold back the living.
* ''CR:'' 2+
* ''Required Creature Type:'' undead
* ''Traits:''
** [[DR]] 5/magic
** increase Hit Points by 20%
* ''Suggested Ability Modifiers:'' combatant—Dexterity, Strength; expert—Dexterity, Intelligence; spellcaster—Wisdom, Dexterity
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* Corpsefolk soldier
* NE Medium undead
* ''Init'' +9; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 126
* ''EAC'' 19; ''KAC'' 22
* ''Fort'' +9; ''Ref'' +7; ''Will'' +8
* ''DR'' 5/magic; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft. (20 ft. in armor)
* ''Melee'' LFD [[pulse gauntlet]] +14 (2d6+9 B & So; critical [[knockdown]])
* ''Ranged'' dual [[acid dart rifle]] +17 (2d8+9 A & P; critical [[corrode]] 2d4) or [[frag grenade]] II +17 ([[explode]] [15 ft., 2d6 P, DC 15])
* ''Offensive Abilities'' fighting styles ([[sharpshoot]]), [[focus fire|Sharpshoot]], [[sniper's aim|Sharpshoot]]
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Athletics]] +19, [[Intimidate]] +14, [[Piloting]] +14
* ''Other Abilities'' [[unliving]]
* ''Languages'' Common
* ''Gear'' elite [[defiance series]], dual [[acid dart rifle]] with 48 darts, LFD [[pulse gauntlet]] with 2 batteries (20 charges each), [[frag grenades]] II (2)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or elite squad (3–5)
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* Corpsefolk operative
* NE Medium undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 42
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +3; ''Ref'' +6; ''Will'' +7
* ''Defensive Abilities'' [[evasion]]; ''DR'' 5/magic; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' survival [[knife]] +7 (1d4+4 S)
* ''Ranged'' static [[arc pistol]] +9 (1d6+3 E; critical [[arc]] 2) or tactical [[shirren-eye rifle]] +9 (1d10+3 P)
* ''Offensive Abilities'' [[trick attack]] +1d8
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +9, [[Intimidate]] +9, [[Sleight of Hand]] +14, [[Stealth]] +14
* ''Other Abilities'' operative exploits ([[uncanny mobility]]), specialization ([[thief]]), [[unliving]]
* ''Languages'' Common
* ''Gear'' graphite [[carbon skin]], static [[arc pistol]] with 2 batteries (20 charges each), survival [[knife]], tactical [[shirren-eye rifle]] with 25 sniper rounds
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or association (3–10)
</div>
<div class= "statblock">
* ''Rate'' +0; ''Initial'' +0; ''Maximum'' +0
* ''Special'' As a standard action, the mech can draw the residual life energy out of a creature within its reach that died within the past minute. The power core's rate increases by 1, which lasts 1 round for every 4 levels or CR the dead creature possessed. The mech can't draw energy from the same creature more than once, and the creature's level or CR must be at least half the mech's tier (minimum 1). A mech can't increase its rate by more than 1 in this way.
* ''Cost'' 1/2 × tier
</div>
Eoxian engineers pioneered this core template, granting the mech an insatiable hunger for souls.
''System:'' Skin
Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold [[resistance]] equal to the necrograft's mark. If you have cold resistance from your racial traits that is equal to or greater than that from your corpseskin (and doesn't explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your racial traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1.
Regardless of your corpseskin's model, you take a –2 penalty to [[Perception]] checks based primarily on touch and gain a +2 enhancement bonus to saving throws against pain effects. The necrograft grants a +5 competence bonus to [[Disguise]] checks to impersonate corporeal, non-skeletal undead, but it increases the DC of disguising yourself as a living creature by 5 (in addition to any other modifiers). In addition, corpseskin protects against [[radiation]] as armor of its item level.
The target takes corrode damage equal to the amount listed. This functions as the [[burning]] condition but deals acid damage rather than fire damage.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one object
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes (object)
</div>
You cause the energy cells of a technological item to corrode, causing it to unreliably hold a charge. Whenever a creature uses the target item in a way that would use a charge, there’s a 20% chance the item doesn’t function (as if the item is out of charges), and any action normally required to use the item is lost.
The //corrosive// fusion weaves the destructive power of acid into the weapon's form. Half the weapon's damage type is replaced with acid damage. You can activate or deactivate the //corrosive// fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the //corrosive// fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC.
<div class="statblock">
* <<levels>>
* ''School'' evocation (acid)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 5-ft.-diameter cloud of acid
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' yes
</div>
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can't move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don't move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CE Medium monstrous humanoid
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (vibration) 30 ft.; ''Perception'' +13
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 40 ft., climb 30 ft.
* ''Melee'' claw +9 (1d6+5 S)
* ''Ranged'' acid cannon +12 (1d4+3 A; critical [[corrode]] 1d4)
* ''Offensive Abilities'' psychic assault
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' –1; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +8 (+16 when climbing), [[Stealth]] +8
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Acid Cannon ([[Ex]])'' A corrovox has an organic acid cannon grafted onto its forearm that can fire blobs of organic acid at a range increment of 40 feet. This weapon can't be disarmed and produces its own ammunition, so it never runs out.
''Psychic Assault ([[Su]])'' A corrovox can unleash a burst of harmful mental chatter at a target within 30 feet as a standard action. The target takes an amount of damage equal to 1d4 × the corrovox's CR (3d4 damage for most corrovoxes). A successful DC 12 Will save halves this damage.
</div>
Corrovoxes are Swarm shock troops. They act as advance scouts and worldseekers for the Swarm, and moving vast hordes across potential feeder worlds. Like many Swarm creatures, corrovoxes have latent telepathic ability and are capable of psychically ravaging a foe's mind.
You have embraced your corruption.
''Prerequisites:'' One or more corruption manifestations.
''Benefit:'' Choose one of your manifestations and make its gift permanent. If you're ever cured of your corruption, you lose the stain but not the gift. You can take this feat multiple times, making a different gift permanent each time you do so. Each instance of this feat counts as a manifestation you have for calculating the save DC for corruption.
<$list filter="[list[$:/StoryList]is[current]]">
Corruption is an insidious affliction of the soul. A number of different corruptions exist, from the mind-rending horror of ghostly possession to the monstrous physical transformation of lycanthropy. However, all corruptions function in a similar way. When a character first contracts a corruption, it shows itself in minor symptoms—brief bouts of melancholy or a mild fixation on unusual stimuli or a particular environment. The corruption eats away at the victim's mind and spirit with the promise of dark gifts that come with frightful drawbacks. Fighting these temptations is draining on a victim, and some spend their entire lives on the verge of giving in. Others believe they can control their corruption, and allow the corruption to progress in order to gain the power it grants. Such beings eventually become completely defiled as corruption takes a permanent hold over them.
</$list>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Corruptions'>>
</div>
<$list filter="[list[$:/StoryList]is[current]]">
!! Contracting Corruption
A character can contract corruption in numerous ways, from an ancient curse to a technomagical virus. A corruption's origin is usually supernatural, and contracting one requires failing a saving throw against the corruption's cause. When corruption first takes hold, it begins at stage 1 and is dormant. A victim might not grasp the nature of the affliction for some time. During this period, dark urges or horrific nightmares might occur, but nothing more.
!! Corruption Progress
When you're afflicted with a corruption, you must attempt a saving throw against the corruption's progress at the end of each day, before taking the normal 8 hours of uninterrupted rest to regain spent Resolve Points and daily abilities. If the corruption is mental, this is a Will save. A physical corruption requires a Fortitude save. The save DC is equal to 10 + half your level + the number of manifestations you have (see below). If you fail, you can instead spend a number of Resolve Points equal to 1 + the number of manifestations you have in order to succeed. If you can't or don't spend the required number of Resolve Points, your corruption progresses one stage. Every time the corruption progresses to an evennumbered stage, such as from stage 1 (dormant) to stage 2, you gain a manifestation.
!! Manifestations
Corruptions become evident through manifestations, which alter your mind and body in strange ways. A manifestation grants a power, known as a gift, but it also imposes a detriment, known as a stain. When you gain a manifestation, you choose which manifestation to receive, but some have prerequisites that must be met before they can be selected.
''Saving Throws:'' Unless stated otherwise, for gifts that require a saving throw, the DC is equal to 10 + half your level + your key ability score modifier.
''Refusing Gifts:'' When you select a manifestation, you can refuse its gift and accept only the stain. If you do, you gain a +1 bonus to further saving throws against that corruption. This bonus stacks for each gift you refuse. You can change your mind and accept a gift at any time, however, losing the corresponding bonus to saving throws against your corruption and risking your soul.
''Alterations:'' The number of manifestations you have affects your personality and appearance, as detailed in a given corruption. If you accept five gifts or have nine manifestations, you succumb to corruption and become an NPC under the GM's control. This change can also alter your other statistics, depending on the corruption.
''Multiple Corruptions:'' In the rare case that you gain multiple corruptions, you must attempt separate saving throws against each, and gain manifestations from each corruption you fail the saving throw against, in order. You still succumb to corruption when you have five gifts or nine manifestations, however, regardless of the source. Therefore, having multiple corruptions only speeds your doom. When a specific corruption's feature is based on the number of manifestations you have, you count only the manifestations that arise from that specific corruption.
!! Removing a Corruption
Corruptions are hard to remove. Each requires a specific set of deeds or circumstances as detailed in the corruption's description. //[[Remove affliction]]// can suppress the gifts and stains of a target's corruptions for 10 minutes per caster level. In addition, one casting of break enchantment or remove affliction can remove one manifestation, but only if the victim meets the cure conditions of the corruption or hasn't accepted the gift associated with that manifestation. The DC for such spells is 15 + three times the number of manifestations the target has. Removing a manifestation in this way doesn't cure the corruption.
</$list>
Cosmetics are usually liquids or powders used for covering blemishes or subtly altering one’s facial features. They can be purchased in countless brands, colors, and styles. Using cosmetics to disguise yourself gives you a +1 circumstance bonus on [[Disguise]] checks as long as you are not attempting to disguise yourself as a different species.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|cosmetics | 1 | 20 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' yes
</div>
You pull dormant mystical energy from the land and objects around you and use it to create a swirling eddy that batters your foes and can hinder their movement. The eddy deals 4d6 bludgeoning damage to each creature in the area. Additionally, creatures in the area are knocked [[prone]] and are reduced to half speed while the spell is in effect. A creature that succeeds at a Reflex save takes only half damage and is not knocked prone, but it is still reduced to half speed. Flying creatures within the eddy's area must attempt an [[Acrobatics]] check to fly (DC equals the spell's save DC) each round. Failure means the creature cannot move for that round.
The spell deals damage and knocks creatures prone only once. However, if a creature leaves the spell's area and then returns, it is subject to the damage and other effects described above again (and can attempt another Reflex saving throw). Similarly, if a creature is not in this spell's area when it is first cast but later moves into it, it is subject to the damage and other effects described above.
Small, unattended items (no more than light bulk) are also thrown around in the eddy's area. At the end of the spell's duration, such items land in a randomly determined space
within the spell's area.
A rapidly spinning pulsar casts out subatomic particles, constantly shooting high-energy cosmic rays into space; you've learned to control these cosmic rays and wield them in battle. As a standard action while you are attuned or fully attuned, you can shoot a ray of high-energy particles at a single target within 120 feet, making a ranged attack against its EAC. On a hit, your target is exposed to medium [[radiation]]. At 12th level, your cosmic ray exposes the target to high radiation instead, and at 20th level, your cosmic ray exposes the target to extreme radiation.
Once you use this revelation, you can't use it again until you rest for 10 minutes to regain Stamina Points.
You can reveal one of the mysterious underpinnings of the universe you've learned in your travels, forcing a creature to grapple with the implications.
''Prerequisites:'' Wis 15, [[Bluff]] 5 ranks, [[Mysticism]] 5 ranks.
''Benefit:'' As a standard action, you can spend 1 RP to force one creature within 30 feet of you to attempt a Will save (DC = 10 + half your ranks in Bluff + your Wisdom bonus); if it fails, it is [[confused]] for 1d4 rounds. Once a creature has seen or heard you use this ability, it is immune to your further uses of the ability for 24 hours. This is a language-dependent, sense-dependent ability.
A cot is a portable bed consisting of sturdy fabric stretched over a collapsible aluminum or composite frame. Assembling or collapsing a cot is a full action. A cot has 1 bulk when collapsed, and increases to 3 bulk when assembled.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|cot | 1 | 25 | 1 |
</div>
name:counter-missile bank
range:short
speed:14
damage:8d6
pcu:10
cost:11
special:[[limited fire]] 6, [[point]] (+12)
This substance boosts your immune system. If you take or are injected with a counteractant, you gain a bonus equal to the medicinal's tier to saving throws to end afflictions, and a successful saving throw counts as a number of consecutive saving throws equal to the medicinal's tier.
<<list-links "[tag[Countermeasures]sort[title]]" class:index>>
As a reaction when you take damage from an attack by a technological weapon or source within medium range that specifically targets you, you can expend an unused spell slot to disrupt the attack. With a spell slot of 1st to 5th level, you can counter an attack from a technological weapon whose item level is equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to or less than your caster level. For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfully counter the attack, you must roll a countertech check (1d20 + your caster level) with a DC equal to 11 + the weapon's level. If the countertech check succeeds, the attack deals half damage. If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person.
You can spend 1 Resolve Point to use your [[countertech]] magic hack to counter a direct attack against an ally within 15 feet. You can't use countertech sentinel against attacks that target an area. You must have the countertech magic hack to choose this magic hack.
As a full action, you can deliver a special attack called a coup de grace to an adjacent [[helpless]] opponent. You automatically hit and score a critical hit. If the target survives the damage, he must succeed at a Fortitude saving throw (DC = 10 + your level or CR) or die. However, if the target is immune to critical hits, the coup de grace does not deal critical damage or effects, nor does it force the target to succeed at a saving throw or die.
Enchanted to pulse with a bluish glow, a //courage medallion// is awarded to those who risked their own lives to protect the innocent and their fellow companions. Once per day as a standard action, you can activate the item to summon a fiery orb, granting you the benefits of //[[wisp ally]]// until the end of your next turn.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//courage medallion// | 1 | 100 | L |
</div>
Using fear-suppressing chemicals and magic, this upgrade bolsters your resolve. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While you are wearing the armor and this upgrade has a charge, you ignore the effects of the [[shaken]] condition. When an effect would cause you to gain the [[frightened]] or [[panicked]] condition, as a reaction you can expend the device's charge to be shaken for the same amount of time instead. The device's charge replenishes each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//courage module// | 10 | 18,300 | 1 | any | L | 1 | 1 |
</div>
Cover does not necessarily block precise senses, but it does make it more difficult to hit a target. To determine whether your target has cover from your attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover. Cover grants you a +4 bonus to AC and a +2 bonus to Reflex saves against attacks that originate from a point on the other side of the cover from you. Note that spread effects can extend around corners and negate these bonuses.
!! Cover And Attacks Of Opportunity
If you have cover relative to an enemy, it can't make an attack of opportunity against you.
!! Low Obstacles And Cover
A low obstacle (i.e., a wall half your height) provides cover, but only to creatures within 30 feet (six squares). The attacker ignores the cover if he's closer to the obstacle than his target is.
!! Soft Cover
Creatures, even enemies, between you and the source of an effect provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, soft cover provides no bonus to Reflex saves, nor does soft cover allow you to attempt a [[Stealth]] check.
!! Partial Cover
If more than half of you is visible, your bonuses from cover are reduced to +2 to AC and +1 to Reflex saving throws.
!! Improved Cover
In some cases, such as when a target is hiding behind a gun port in a defensive wall, cover provides greater bonuses to AC and Reflex saves. In such situations, the normal bonuses to AC and Reflex saves are doubled (to +8 and +4, respectively).
!! Total Cover
If an enemy doesn't have line of effect to you, you have total cover from the enemy. A creature can't make an attack against a target that has total cover.
About 3 inches in diameter, a typical //cover seed// looks like a large walnut. The Xenowardens deployed the first cover seeds, but the device now sees widespread application and equally diverse appearances.
As a move action, you can squeeze the seed to activate it and hold it or drop it in a square within your reach. Alternatively, as a standard action, you can squeeze and throw the seed (range increment 20 feet) as a ranged attack targeting a square (AC 5). At the end of the turn in which you activated the seed, it sprouts into thick vines in the square it's in as well as 2 squares of your choice adjacent to the first. These vines form a wall 5 feet high and thick enough to provide cover to creatures in or near them. The vines' area is difficult terrain.
A //cover seed's// vines last and renew themselves for 10 rounds; if the seed lands on a surface made of a material in which plants can't normally grow, the vines last only 5 rounds. When the duration ends, the seed and vines wither and turn to dust.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//cover seed// | 2 | 200 | L |
</div>
You can use your standard action to make a ranged attack that provides covering fire for an ally. Make a ranged attack roll against AC 15. If you hit, you deal no damage but the selected ally gains a +2 circumstance bonus to AC against the next attack from a creature in your line of effect, so long as that attack occurs before your next turn.
Peppering an enemy ship with bullets or laser fire can force its pilot to take suboptimal evasive maneuvers, giving the firing ship a chance to catch up or bug out.
''Success:'' The crew gains 1 success.
You're frozen with fear. You're [[flat-footed]] and can take no actions.
Sometimes it's easier to make off with an entire device and break into it at your leisure than to do so under fire.
''Activity:'' You spend all day working to crack a single computer or object whose item level is no more than 2 higher than your character level (a computer's effective item level is 2 × its tier). The entire computer system or other locked or secured object must be in your possession, and to crack an object, you must have access to a [[tech workshop]] or similar facilities. Usually, only one character can use the crack technology activity on a given item in a given day, though depending on its size or complexity, the GM might allow checks to aid another.
''Results:'' You can take 20 on a [[Computers]] check to [[hack]] the computer system or an [[Engineering]] check to [[disable the device|Disable Device]]. This triggers defensive countermeasures as normal when hacking a system and has the same consequences for failure as when disabling a device. The GM might rule that certain devices are too powerful to be hacked or disabled this way.
''Multiday:'' For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to the appropriate check, up to a maximum of +5.
If you have enough ranks in Computers, you can build computers.
If you have enough ranks in Life Science or Physical Science, you can create drugs, poisons, and medicinals.
If you have enough ranks in Life Science, you can create food and drink items.
If you have enough ranks in Mysticism, you can create magic items.
If you have enough ranks in Engineering, you can create technological devices or items (including computers).
Rather than buying mass-produced, mass-marketed equipment, characters with the right skills can construct their own equipment. This takes time, and due to the economies of scale enjoyed by multisystem corporations and shops with dedicated construction machines and drones, it does not save you any money. However, it allows you to acquire exactly what you need, as long as you can meet the construction requirements.
A player character can create all the items presented in this chapter as long as he has the skills, materials, tools, and time needed to construct it. He must have a number of ranks in the appropriate skill equal to the item level of the item to be created. For weapons, armor, vehicles, and technological equipment, the appropriate skill is [[Engineering]]. For magic fusions and magic items, the appropriate skill is [[Mysticism]]. For hybrid items, you must have the required ranks in both Engineering and Mysticism. For drugs, medicinals, and poisons, the skill can be either [[Life Science]] or [[Physical Science]]. For any food or drink, the appropriate skill is Life Science. For computers, you can use either [[Computers]] or Engineering, and you can construct a computer with a tier equal to half your ranks in the skill. For items that are not considered any of these categories (such as most clothes, tents, and so on) either Engineering or Mysticism can be used. At a GM's discretion, an appropriate [[Profession]] skill can be used for a narrower range of items. For example, a character with Profession (weaponsmith) might be able to make technological, hybrid, and magic weapons and weapon fusions, but no other items.
Crafting items requires you to have access to tools and a workshop or similar space. Most starships have an appropriate area set aside, and such space can be rented at the same price as lodgings in major cities (with the size of the lodging being equivalent to the size of the workshop, which limits the size of items that can be constructed and how many people can work on a single item at one time). Creating an item normally has a base time of 4 hours. If your number of ranks in the appropriate skill to craft an item exceeds that item's level by 5 or more, you can craft that item in half the base time. If your ranks exceed the item level by 10 or more, you can create the item in onequarter the base time. Objects larger than a Medium creature take twice as long to craft for each size category larger.
To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM's discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item's value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices.
Custom-built equipment has a few advantages over mass-produced items. If you have a skill that allows you to repair an item you crafted, you can do so in half the normal time. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 2 higher.
A popular safety accessory for stunt performers, competitive climbers, and others who regularly risk falling or sustaining high-impact injuries, a crash pad is a rectangular packet of polyfluid worn on a belt or clipped to armor. A built-in altimeter can be set to customize the distance fallen before the crash pad activates, but it defaults to 15 feet. Further, an included accelerometer can be set to account for any acceleration that could prove harmful to a wearer. When you're wearing a crash pad and fall or suffer an impact from your body being moved through space, such as in a vehicle collision, the crash pad activates, flash-manufacturing ablative, protective foam and surrounding you with it. You reduce the number of dice of damage you take due to the triggering impact by three dice, taking no damage if this reduction leaves no dice to be rolled for the damage. You then halve any remaining damage you take from the triggering impact, rounded down. A used crash pad container can be recycled, allowing you to craft a new one with the usual 10% discount for having scavenged parts.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|crash pad | 2 | 150 | L |
</div>
If an uncontrolled vehicle runs into an obstacle or another vehicle, it crashes. This deals double the vehicle's collision damage to the uncontrolled vehicle and to the obstacle it ran into, and stops the uncontrolled vehicle's progress. If the uncontrolled vehicle crashes into a controlled vehicle, the other pilot can attempt a [[Piloting]] check to avoid being hit as if it were being [[rammed]]. If that pilot avoids being hit, the uncontrolled vehicle continues to move as above.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium vermin
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 30
* ''EAC'' 15; ''KAC'' 17
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Defensive Abilities'' crate shell; ''Resistances'' acid 5
!!! OFFENSE
* ''Speed'' 20 ft. (40 ft. outside crate shell)
* ''Melee'' bite +11 (1d6+7 A & P; critical [[corrode]] 1d4) or claw +11 (1d6+7 S and [[grab]])
* ''Ranged'' acid blast +9 ([[explode]] [5 ft., 1d6+1 A plus 1d4 [[corrode]], DC 12])
* ''Offensive Abilities'' explosive death
!!! STATISTICS
* ''Str'' +2; ''Dex'' +1; ''Con'' +4; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Athletics]] +8, [[Stealth]] +13
* ''Other Abilities'' [[compression]], [[mindless]]
!!! ECOLOGY
* ''Environment'' any urban or land (Taekah III)
* ''Organization'' solitary, pair, or rack (3–5)
!!! SPECIAL ABILITIES
''Acid Blast ([[Ex]])'' As a standard action, a crate fiend can launch an acid blast with a range increment of 20 feet.
''Crate Shell ([[Ex]])'' A crate fiend dwells within a container as if it were the creature's shell. While inside its container and motionless, a crate fiend appears to be the container. As a move action, a crate fiend can partially or fully withdraw into its shell. If it partially withdraws, it gains partial cover but takes a –2 penalty to attack rolls and can move at only half speed. While fully withdrawn, the fiend can neither move nor attack but has total cover. The container has AC 10, hardness 10, and 22 Hit Points. The fiend has a –2 penalty to AC in a container that has the [[broken]] condition. If the container is destroyed, the penalty increases to –4. A crate fiend can adapt to a new container in 1 hour.
''Explosive Death ([[Ex]])'' When a crate fiend dies, as no action on its part, it makes an acid blast attack. The attack's point of origin must be adjacent to the creature's space.
</div>
Crate fiends, properly called taekahbs, are bizarre arthropods that originated on Taekah III, a habitable world in the Vast. On this planet, these soft-shelled scavengers seek homes in the cast-off shells of larger native gastropods or nodules of volcanic pumice the taekahbs hollow out with their acid. Crate fiends breed quickly, laying hidden caches of eggs that are scented so other crate fiends find and fertilize them.
When they migrated offworld, no doubt due to careless smugglers or foolish zoologists, crate fiends found homes in the maintenance tunnels and ventilation systems of starships and space stations, as well as in the nooks and crannies of industrialized settlements. Discarded shipping containers proved to be fine homes for them, earning the taekahbs their common name, since they can use such abodes to hide in plain sight. These beasts prefer to eat refuse and carrion, and they avoid discovery and confrontation. However, larger crate fiends have been known to kill and consume dockworkers and unlucky passersby.
When the going gets tough, you hide behind allies.
''Prerequisites:'' Cha 13.
''Benefit:'' As a reaction when you are attacked while adjacent to an ally, if that ally is willing to take a –2 penalty to her Armor Class until the beginning of her next turn, you gain a +2 circumstance bonus to your AC against that attack.
You can crawl 5 feet as a move action. A crawling character is considered [[prone]].
This rubbery, organic cord is 5 feet long and has a plug on each end that attaches to a computer, allowing you to interface with the computer from a distance. You can use a standard action to control the cord using a computer attached to one of these ends. The cord can stretch, contract, and bend around obstacles, moving up to 20 feet each time you direct it. Its maximum length is 50 feet. It can also grab onto and move a computer of light or negligible Bulk by plugging into it and pulling, but it disconnects if used to pull an object of more than light bulk. Moving a crawling cord past observers without being noticed requires a successful [[Sleight of Hand]] check, opposed by the [[Perception]] check of any observer. The cable draws power from any computers to which it is attached.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|crawling cord | 1 | 100 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Duration'' 1 minute/level (D)
</div>
You create a specific type of ammunition, such as arrows or a battery, and conjure it in hand or a place within range. You can create ammunition with an item level of 1 or 2, and you create a number of charges or pieces of ammunition as if you had purchased the ammunition (for example, 20 arrows or a battery with 20 charges). If you use this spell to create a battery, the battery can be used for any function a battery performs. This spell cannot create ammunition made from special materials or with any special quality, and it cannot create grenades, rockets, missiles, or the like. The ammunition disappears when the duration ends.
As a standard action, the creature can create a 20-foot-radius area of darkness centered
on itself, which negates the effects of all nonmagical light sources in that area. This darkness lasts for a number of minutes equal to the creature's CR, and the creature can dismiss the effect as a standard action. The darkness doesn't move with the creature. Unless otherwise noted, any magic source of light can increase the light level in the area as normal.
//Format:// ''Offensive Abilities'' create darkness.
When you attempt a [[Bluff]] check to create a diversion, you can forgo rolling your expertise die. If you succeed at the check, all your allies within 60 feet also count as having succeeded at creating a diversion until the beginning of your next turn.
Whether by jettisoning junk, igniting a pocket of volatile gas, or summoning a cloud of technomagical nanites, a crew can put a dangerous hazard in the path of their opponent.
''Success:'' The crew gains 1 success.
You can use Computers to forge official documents. This takes 1d4 minutes. The GM rolls the Computers check to create a forgery in secret, so you're not sure how good your forgery is. This check is opposed by the Computers check of anyone who examines the document to determine its authenticity.
The DCs for Computers checks to detect a forgery are based on the type of forged document as well as other circumstances determined by the GM, as shown in the table below.
<div class= "table-wrapper">
|Circumstance | DC Modifier |h
|Document contradicts knowledge or orders | -2 |
|Type of document is well known to examiner | -2 |
|Type of document is unknown to examiner | +2 |
|Examiner only casually reviews document | +2 |
|Forger has a sample of a similar document | +8 |
</div>
During your travels through the galaxy, you may seek out a creature to accompany you. Use [[Table: Creature Companion Statistics]] in conjunction with one of the sample stat blocks provided to generate statistics for your creature companion.
At the GM's discretion, you can work with them to create a custom creature companion. The GM should use [[Table: Creature Companion Statistics]] for your companion's basic statistics, and then give it at most one free special ability and one standard special ability as outlined for NPCs in [[Step 6: Special Abilities]]. The GM can also use the sample stat blocks to get a sense of appropriate abilities.
!! Using the Creature Companion Statistics Table
Use the following information to determine your creature companion's statistics. Use the statistics presented on the table without applying ability modifiers unless otherwise stated.
''Level:'' Your creature companion's statistics, and sometimes its abilities, are based on its level.
''Price:'' This is the price in credits for a creature companion of the listed level. This might represent the cost of advanced training, basic supplies, food used to win the creature's friendship, or licenses and vaccinations. The GM might waive the price for creatures you gained during adventures.
''Hit Points:'' This is the creature's Hit Point total. A creature companion doesn't have Stamina Points or Resolve Points.
''Attack Bonus:'' This is the total attack bonus for any of the creature's melee or ranged attacks.
''Damage:'' This is the damage the creature deals with its natural weapons. It adds its Strength modifier to this damage for melee attacks.
''EAC and KAC:'' These are the creature companion's Energy Armor Class and Kinetic Armor Class.
''Good Save Bonus and Poor Save Bonus:'' These are the creature's saving throw bonuses. Each creature companion lists which one of its saving throws uses the good bonus and which two use the poor bonus.
''Ability Modifiers:'' These are the creature's two highest ability modifiers, as determined by its specific stat block. Unless otherwise noted, its Intelligence modifier is –4 and its other ability modifiers are +0.
''Skill Bonus:'' This is the total bonus for the creature's skill checks. Unless otherwise noted, creature companions can attempt only [[Acrobatics]], [[Athletics]], [[Perception]], and [[Stealth]] checks, and [[Survival]] skill checks to [[endure severe weather]], [[follow tracks]], [[live off the land]], and [[orienteer]].
<<section 'Table: Creature Companion Statistics' >>
Creating an NPC encompasses nine steps, many of which don't take very long. Each step is briefly outlined below and detailed further in its section (on the page noted in parentheses).
!! Before You Begin: NPC Concept
Before you start designing your NPC, you should have a clear concept for it. Think about its role in your story, and select a Challenge Rating for it. Consult [[Table: Encounter Difficulty]] to help you determine your NPC's CR based on the player characters' Average Party Level. If you are creating a different version of an existing alien (such as one with a higher CR or a class graft), feel free to give it special abilities similar to that of the original alien.
!! [[Step 1: Array]]
Determine whether your NPC is a combatant, an expert, or a spellcaster, and use the appropriate array tables to determine the NPC's starting statistics.
!! [[Step 2: Creature Type Graft]]
The first graft—a set of adjustments—you apply to your NPC gives it attributes that reflect the base kind of creature it is, such as animal, humanoid, or undead. This and other grafts give new abilities and possibly adjust the numbers from the NPC's array. If you give an NPC a class graft (see Step 4), some of the adjustments from its class graft can be superseded by ones granted by its creature type graft.
!! [[Step 3: Creature Subtype Graft]]
If the NPC has any subtypes, add those now. Many subtypes don't grant additional abilities, but they are important for interactions with other rules.
!! [[Step 4: Class Graft]]
If you're making an NPC who functions as a character with a class, you can give it a class graft. The class graft gives it abilities based on the relevant class's abilities, but which abilities the NPC gains is determined by its CR rather than by a class level. Some class graft adjustments can replace ones from its creature type graft (see Step 2).
!! [[Step 5: Template Graft]]
If you would like the NPC to have a template, apply it now.
!! [[Step 6: Special Abilities]]
In this step, give your NPC a number of appropriate special abilities, as given in its array. Some abilities are combat tricks, while other adjustments might switch up its basic statistics. A few abilities can be given to an NPC for free.
!! [[Step 7: Skills]]
Your NPC's array (and possibly a graft or special ability you give it) determines its bonuses for skills it has mastered or is better than average at using. Pick the specific skills and determine the bonus for each now.
!! [[Step 8: Spells]]
If your NPC can cast spells, choose them now. Usually only spellcasters or creatures with spell-like abilities need this step.
!! Step 9: Final Check
Finally, make sure your NPC matches what you had planned for it. You also might want to double-check your numbers after applying special abilities to make sure none of them are too far from the baseline.
<div class="statblock">
* <<levels>>
* ''School'' conjuration ([[creation]])
* ''Casting Time'' 1 minute
* ''Range'' 0 ft.
* ''Effect'' one nonmagical, nontechnological object of nonliving matter, up to 1 bulk/level; see text
* ''Duration'' see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You create a nonmagical, nontechnological, unattended object of nonliving matter. The volume of the item created can't exceed 1 cubic foot (or 1 bulk) per caster level. You must succeed at an appropriate [[Engineering]] or [[Profession]] check to make a complex item, and you can't create a consumable item.
''4th:'' When you cast creation as a 4th-level spell, it creates an object made out of vegetable matter (such as wood) that has an item level no greater than one-third your caster level. The duration is 1 hour per caster level.
''5th:'' When you cast creation as a 5th-level spell, it creates an object made out of vegetable matter or material of a mineral nature: crystal, metal, stone, or the like. The object can't have an item level greater than half your caster level. The duration depends on the hardness and rarity of the created object, as indicated on the following table.
<div class="table-wrapper">
|Hardness and Rarity Examples | Duration |h
|vegetable matter | 2 hours/level |
|stone, crystal, base metals | 1 hour/level |
|precious metals | 20 minutes/level |
|gems | 10 minutes/level |
|rare metals* | 1 round/level |
|* Includes adamantine, alchemical silver, mithral, and skymetal alloys. You can't use a 5th-level creation spell to create a cold iron item. |<|f
Although it appears to be little more than an oblong case full of electronics, a //creator capsule// is a tiny 3D printer, with a programmable interface and a supply of UPBs stored in an extradimensional space. As a full action, you can connect the creator capsule wirelessly to your [[comm unit]] or computer, then command it to print one or more nonmagical personal or technological items. Printing an item requires you to have the plans on the connected device or an infosphere connection through which you can download the blueprints.
A //creator capsule// takes 1 round to create an item, plus 1 round per bulk of the item above light. No individual printed item can have a bulk greater than 3. The //creator capsule// consumes itself during the printing process. Although the printer can be stopped as a move action, doing so renders the capsule useless for further printing. An item printed by the //creator capsule// is of average quality, and it has the statistics of an ordinary item of its type.
Based on its type, a creator capsule has the following cost and level limits on items it creates.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Max Cost | Max Level |h
|//creator capsule//, mk 1 | 4 | 2,000 | L | 1,000 | 2 |
|//creator capsule//, mk 2 | 8 | 9,000 | L | 4,500 | 6 |
|//creator capsule//, mk 3 | 12 | 38,000 | L | 19,000 | 10 |
</div>
You can grant your creature companion simple actions.
''Prerequisites:'' [[Survival]] 1 rank.
''Benefit:'' Once per round, you can take a standard action to grant your creature companion action a standard action, take a move action to grant it a move action, or take a swift action to grant it a swift action. Your creature companion can take a move action before or after the granted action. You can control your creature companion at a range of 30 feet.
Your control of your creature companion improves.
''Prerequisites:'' [[Creature Companion Adept]], [[Survival]] 4 ranks.
''Benefit:'' Your creature companion can take one reaction per round. In addition, when you use the [[Creature Companion Adept]] feat, you can grant your companion a standard action by taking a move action instead of a standard action. Alternatively, you can take a move action and a swift action to grant your companion a full action; if you do, it can take no other actions. You can control your creature companion at a range of 50 feet.
Regardless of the way you gain a creature companion, granting your companion additional actions requires the [[Creature Companion Adept]] feat. You can become progressively better at working with your creature companion by taking subsequent creature companion feats.
You can use the creature companion feats listed here only with a creature companion whose level is no greater than your ranks in [[Survival]].
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Your bond with your companion deepens, allowing it to anticipate your commands.
''Prerequisites:'' [[Creature Companion Expert]], [[Survival]] 10 ranks.
''Benefit:'' Each round on your turn, after you act and only if you didn't grant your creature companion any actions, your creature companion can either take a move action or standard action in addition to its normal move action, or forgo its normal move action and make a full attack. It takes a –6 penalty to full attacks made using this ability. You can control your creature companion at a range of 80 feet.
Your creature companion can carry you as a mount if it is at least one size category larger than you. Mounting your creature companion requires you to be adjacent to it and takes a move action. You can attempt a DC 20 [[Survival]] check to mount your companion as a swift action instead; failure wastes the swift action. If you are knocked [[prone]] while mounted, you fall off your mount. The GM might determine that you can use other creatures as mounts, possibly with a DC that's 2–10 higher for Survival checks while mounted. Riding a creature without a [[saddle]] imparts a –5 penalty to your checks to ride.
!! Bulk
You can mount your creature companion as long as the total amount of bulk you're carrying doesn't exceed your carrying capacity. If you have the [[encumbered]] condition (or gain the [[overburdened]] condition) while mounted, your creature companion gains the same condition while you are riding it.
!! Combat
To use your creature companion as a mount during combat, you must either have the [[Combat-Trained Mount]] feat or succeed at a DC 20 [[Survival]] check to [[ride|Ride a Creature]] for each action you attempt to take (or have your creature companion take; see [[control mount in battle|Ride a Creature]]). The actions you can take while mounted are listed below; these are in addition to the actions you can normally take.
!!! Move Actions
The following are move actions you can take while mounted.
''Dismount:'' You dismount, moving into an empty space adjacent to your mount. This movement provokes attacks of opportunity as normal. This does not require a Survival check.
''Ride:'' You move your speed using the mount's speed (or one of its speeds, if it has more than one). This does not require a Survival check, but it does require you to use two hands, which you can't use to hold or wield items unless you succeed at a Survival check to use the [[guide with knees|Ride a Creature]] action. As part of this move action, you can attempt to increase your mount's speed using the [[spur mount|Ride a Creature]] action, or you can attempt to jump using the [[leap|Ride a Creature]] action. If you attempt the leap action, you use your Survival skill bonus to ride instead of your creature companion's [[Athletics]] bonus.
!!! Swift Actions
The following are swift actions you can take while mounted.
''Cover (DC 15):'' As a swift action, you can drop to the side of your mount and gain [[cover]].
''Fast Dismount (DC 20):'' As a swift action, you can dismount from your mount. If you fail the check, the swift action is wasted and you do not dismount.
''Fight from a Combat-Trained Mount (DC 10):'' If you and your mount are both able to attack in the same turn (if you have the [[Creature Companion Expert]] feat, for example), you must succeed at a Survival check to ride before either of you attempt to do so. If you fail this check, either you or mount can attack that turn, but not both.
!!! Reactions
The following are reactions you can take while mounted.
''Soft Fall (DC 15):'' If you are knocked [[prone]], you can attempt a Survival check to ride to reduce the damage you take from the fall by 1d6.
''Stay Mounted (DC 5):'' If you would fall off your mount for a reason other than being knocked prone, you can attempt a Survival check to ride to avoid falling off.
!! Speed and Movement
While you're riding your creature companion, your mount's speeds replace your own speeds, and you use them in place of your own when moving your speed, including when using abilities that allow you to move your speed (such as the operative's [[trick attack]]). When you use an action that includes movement, your mount uses the same action (even if it couldn't normally take that action otherwise). This counts as granting your creature companion an action. If you can grant your mount additional actions (such as with a creature companion feat), it's still limited to its maximum number of actions per turn.
!! Space and Reach
If your mount is exactly one size larger than you, you treat its space as your space for the purpose of reach. If your mount is more than one size larger than you, you must decide which square or squares of the mount's space you occupy and calculate your reach normally. You choose this location when you mount the creature companion, and you can move 5 feet to a different space on your mount as a move action.
Your creature companion can unleash its fury unbidden.
''Prerequisites:'' [[Creature Companion Master]], [[Survival]] 13 ranks.
''Benefit:'' Each round on your turn, after you act and only if you didn't grant your creature companion any actions, your creature companion can forgo its normal move action to make a full attack with a –4 penalty to its attacks. You can control your creature companion at a range of 120 feet.
<<list-links "[tag[Creature Companions]!list[Creature Companions]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]" >
<$list filter="[tag[Creature Companions]list[Creature Companions]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
</$list>
Controlling a creature companion in combat requires focus and coordination. You can control only one creature at a time, giving it commands it follows to the best of its ability, and it must be within 20 feet of you. The actions a creature companion can take are severely limited; granting it other actions requires the [[Creature Companion Adept]] feat.
!! Actions
On each round you control your creature companion, after you act and only if you didn't grant your creature companion any actions, it can take one move action (this does not require you to take an action). If a creature companion is able to take other actions (such as those you grant it using the Creature Companion Adept and related feats), it can take only the actions listed in the Creature Companion Actions section, unless specified otherwise. However it's controlled, each turn a creature companion can at most take a standard, move, and swift action, or take a full action. It can also take one reaction. A companion takes actions as soon as they are granted unless otherwise stated.
!!! Standard
@@.index
* [[Attack]]
* [[Fight Defensively]]
* [[Total Defense]]
@@
!!! Move
@@.index
* [[Crawl]]
* [[Guarded Step]]
* [[Move Your Speed]]
* [[Stand Up]]
@@
!!! Swift
@@.index
* [[Drop Prone]]
@@
!!! Full
@@.index
* [[Charge]]
* [[Fight Defensively]]
* [[Full Attack]]
* [[Run]]
* [[Withdraw]]
@@
!!! Reaction
@@.index
* [[Attack of Opportunity]]
@@
If you're riding your creature companion as a [[mount|Creature Companion Mounts]], it may also have other options in combat.
!! Injury and Death
Creature companions don't have Resolve Points or Stamina Points. Effects that would restore Stamina Points to a creature companion restore Hit Points instead. When you spend a Resolve Point to recover Stamina Points during a 10-minute rest, your creature companion regains Hit Points up to half its total. When a creature companion is reduced to 0 Hit Points, it is knocked unconscious and begins [[dying]]. Three rounds after it was knocked out, it dies unless it is stabilized or regains at least 1 Hit Point.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Creature Rules' sort:'!tag[Xenoarchive]' >>
</div>
<<list-links "[tag[Creature Subtype Grafts]sort[title]]" class:index>>
<<list-links "[tag<currentTiddler>sort[title]]" class:index >>
Founded and operated by Triunite enthusiasts, CredenceCo designs magitech for pious clients of any faith, promising that by incorporating its augmentations, buyers become one step closer to their divine patrons. When you gain the augmentation, you can choose one 0-level spell from your class’s spell list. As long as you have a patron deity and faithfully uphold the deity’s teachings, you add that spell to your list of spells known. If the augmentation’s item level is 11 or higher, you instead choose and learn two 0-level spells.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* NE Medium outsider (incorporeal)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 112
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +7; ''Will'' +11
* ''Defensive Abilities'' [[incorporeal]]
!!! OFFENSE
* ''Speed'' 15 ft., climb 15 ft.
* ''Melee'' incorporeal touch +18 (1d12+8 C; critical inhabit)
* ''Offensive Abilities'' gloom spores, inhabit (DC 18)
!!! STATISTICS
* ''Str'' —; ''Dex'' +6; ''Con'' +3; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +16, [[Stealth]] +21, [[Survival]] +16
* ''Feats'' [[Spring Attack]]
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary or garden (2–7)
!!! SPECIAL ABILITIES
''Gloom Spores ([[Su]])'' A creature affected by a creeping shade's inhabit ability risks being poisoned by gloom spores when the creeping shade leaves its body. For every round past the first that a creeping shade has inhabited a creature's body, the creature takes a cumulative –1 penalty to the saving throw to resist the poison.
''Inhabit ([[Su]])'' When a creeping shade scores a critical hit on a living creature, it enters that creature's space (this doesn't provoke an attack of opportunity) and merges with the creature's body for 1d6+1 rounds. The creeping shade doesn't control the creature it inhabits, but does make the creature feel an overwhelming sense of melancholy. An inhabited creature can't benefit from morale bonuses. Every round after the first, an inhabited creature can attempt a DC 18 Fortitude save to eject the creeping shade from its body. In addition, a creeping shade can inhabit an adjacent, unconscious living creature as a full action if that creature fails a DC 18 Fortitude save. When a creeping shade leaves an inhabited creature's body (either if it is ejected or if the duration of the ability ends), it appears in an adjacent square of its choosing and regains 5d8 Hit Points, and the affected creature is subjected to [gloom spores.
!!! Gloom Spores
* ''Type'' poison (contact)
* ''Save'' Fortitude DC 18
* ''Track'' [[Wisdom|Wisdom Poison Track]] (special)
* ''Frequency'' 1/minute for 6 minutes
* ''Effect'' progression track is //Healthy—Weakened—Impaired—Confused—Comatose—Comatose//. The second //comatose// functions as an end state.
* ''Cure'' 1 save
</div>
Creeping shades are incorporeal, plantlike creatures originating on the Shadow Plane. A creeping shade lies in wait to strike at passing prey with its incorporeal touch, attempting to inhabit the creature and infect it with gloom spores. The victim usually falls comatose a few minutes later, after which it is killed by nearby predators, leaving the corpse behind to fertilize nearby plant life, including the creeping shade.
Your perfect musical cues can accentuate a moment of triumph and send a surge of adrenaline through an ally.
''Prerequisites:'' [[Crescendo of Violence]]
''Benefit:'' When an ally within 30 feet of you scores a critical hit against a significant foe, as a reaction you can spend 1 Resolve Point and a charge of a sonic weapon you’re holding. The ally regains Stamina Points equal to 3 × your level or 4 × the number of [[Profession]] (musician) ranks you have, whichever is higher.
Your skill with modulating the sounds of your sonic weapons into musical patterns borders on showboating but also inspires your allies.
''Prerequisites:'' Charisma 15 or [[Profession]] (musician) 5 ranks
''Benefit:'' When you score a critical hit with a weapon that deals sonic damage, in addition to any other critical hit effect you would apply, all allies within 30 feet of you gain a +2 morale bonus to your choice of attack rolls, skill checks, or saving throws until the beginning of your next turn.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large magical beast
* ''Init'' +1; ''Senses'' bone tracker, [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 54
* ''EAC'' 16; ''KAC'' 19
* ''Fort'' +8; ''Ref'' +8; ''Will'' +3
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' bite +13 (1d6+7 P plus 1 Con)
* ''Ranged'' venom spit +10 (1 Con)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' bone eater
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +3; ''Int'' –2; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Stealth]] +15, [[Survival]] +10
* ''Languages'' Kasatha (can't speak any language)
!!! ECOLOGY
* ''Environment'' warm deserts (Kasath)
* ''Organization'' solitary, pair, or pride (3–6)
!!! SPECIAL ABILITIES
''Bone Eater ([[Su]])'' A crest-eater's bite delivers a magical venom that dissolves certain minerals in its victim's body, liquefying that creature's bones. Each bite attack that deals damage also deals 1 Constitution damage. A target can negate this damage with a successful DC 13 Fortitude save.
''Bone Tracker ([[Ex]])'' A crest-eater's sense of smell is keenly attuned to the minerals it needs to survive. It can sniff out natural deposits of calcium, and it gains [[blindsense]] (scent) against creatures that have taken Constitution damage from its attacks in the past hour.
''Venom Spit ([[Su]])'' As a standard action, a crest-eater can make a ranged attack against the KAC of a single target within 30 feet, spitting its bone-liquefying venom. If struck, the target must succeed at a DC 13 Fortitude save or take 1 Constitution damage.
</div>
Terrifying predators that roam the deserts and canyons of Kasath, crest-eaters earned their moniker thanks to their highly specialized diets: the hulking beasts feed almost exclusively on bone, and when attacking kasathas, they usually tear the humanoids' heads from their bodies and then quickly and messily devour the bony crests within. A crest-eater has an advanced metabolism that processes the minerals it consumes to grow a large protrusion—a cross between antlers and a shell—from the crest-eater's head and back. This outgrowth isn't just made out of bone, however; it contains tiny fragments of reflective compounds that act like thousands of solar panels, thus providing the remainder of the nutrients the crest-eaters need to survive. As they age, the beasts grow more and more elaborate protrusions, increasing their surface area in order to store reserves of minerals for lean times. Crest-eaters also produce a venom that liquefies minerals, which can strip natural deposits of these resources from nearby rocks as easily as it melts the bones of their prey.
Crest-eaters have a muscular frame supported by four stout legs. The claws on a crest-eater's legs are somewhat blunt, having evolved for scrabbling over rocks. A pair of thick limbs attached to the creature's lower back area can function as another pair of legs, allowing it to easily navigate rocky terrain or distribute its bulk on shifting sands. However, the sharper claws on these extra appendages are mainly used for tearing through its prey's flesh to reach the bones. A crest-eater's vicious teeth are capable of delivering painful bites and injecting its devastating venom. Despite its rather reptilian appearance, the crest-eater shares many similarities to mammals, including a steady body temperature and the ability to bear live young.
Just as their biology skirts the edge of reptilian standards, so too does crest-eaters' behavior. They are exceptionally social and loving animals, forming small prides of unrelated adults to hunt prey, dig out mineral deposits, and guard one another while they sleep. Many bold young hunters have fallen after slaying a single crest-eater, only to find its half-dozen compatriots rising from the sand around them. Crest-eaters give birth to one or two young after a long pregnancy, during which the female grows increasingly ravenous for flesh and water, and an entire pride may take to hunting and aggressively defending water sources to feed a single pregnant mother's needs. Newborn crest-eaters can dissolve bones immediately, though they are cautious predators until they begin to grow their first antler-shell around 1 year later.
Crest-eaters that grow up in close proximity to other creatures often form close bonds with them, and thus they can be found traveling with small crowds of scavengers that pick parasites off their protrusions and snatch up any kills the mighty hunters leave behind. Despite the creatures' social nature, especially large males become increasingly aggressive as they age and are often driven from their prides and the most reliable sources of food. Though a bit past their prime, these crest-eaters are still very dangerous, and they usually become unpredictable loners that attack desert communities without fear. It sometimes takes the collective effort of several heroes to either put down or drive off one of these wild beasts. Such an endeavor is rarely accomplished without casualties or major injuries.
Crest-eaters occupy a place of fear and reverence in distant kasathan history. The humanoids' ancient ancestors saw the beasts as terrifying messengers of death, particularly because of their tendency to rip off a victim's head and leave the remainder of the body unmolested. Today, the crest-eater is still feared but better understood, and kasathan scientists have extensively studied the unique crystals the beasts grow. These are now the foundation for kasathan solar technology.
After millennia of kasathan contact with the wider galaxy, crest-eaters have spread to other worlds, both due to kasathan technology sometimes relying on the creatures' power-generating capabilities and as a result of other races employing crest-eaters as guard beasts, trophies to hunt, or exotic pets. The Idari even brought crest-eaters along on its long voyage, though these are kept carefully contained; rumors of escaped and feral crest-eaters living in the ship's ventilation shafts are assumed to be spurious.
A typical crest-eater is 14 feet from head to tail and is 6 feet tall at the shoulder, though this doesn't count its elaborate protrusions. An average crest-eater weighs more than 1,000 pounds.
!! Bone Cestuses
{{Bone Cestus}}
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large animal
* ''Init'' +8; ''Senses'' [[blindsense]] (scent) 60 ft.; ''Perception'' +19
* ''Aura'' algal gas (30 ft., Fortitude DC 17)
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +13; ''Ref'' +15; ''Will'' +9
!!! OFFENSE
* ''Speed'' 60 ft., swim 30 ft.
* ''Attack'' gore +22 (2d8+15 P) or slam +22 (3d4+15+15 B)
* ''Multiattack'' gore +16 (2d8+15 P), 2 slams +16 (3d4+15 B)
* ''Space'' 10 ft.; ''Reach'' 5 ft. (10 ft. with gore)
* ''Offensive Abilities'' [[ferocious charge]]
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' +3; ''Int'' –5; ''Wis'' +3; ''Cha'' –2
* ''Skills'' [[Athletics]] +24
* ''Other Abilities'' marshborn
!!! ECOLOGY
* ''Environment'' any marshes (Castrovel)
* ''Organization'' solitary, pair, or herd (3–12)
!!! SPECIAL ABILITIES
''Algal Gas ([[Ex]])'' See [[common swamp strider]]; the DC is 17.
''Flammable ([[Ex]])'' See [[common swamp strider]]; the [[burning]] damage is 2d8 F, and the bonus fire damage is 1d8 F.
''Marshborn ([[Ex]])'' See [[common swamp strider]].
</div>
You can take one action (usually defined by your role) per round of starship combat. Certain actions require a minimum character level or number of ranks in a certain skill. NPC crew members are assumed to have a number of ranks in the appropriate skill equal to the starship's tier. Class features or items that grant bonuses to or allow rerolls of the relevant skills can be used in starship combat. If a starship's tier is less than 1, treat it as 1 for this purpose.
!! Push
Push actions (indicated in an action's heading) are difficult to perform but can yield greater results. You can't perform a push action if the necessary system is malfunctioning or wrecked.
!! Changing Roles
You can switch between roles (or assume a role if you don't already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).
!! Starship Combat Resolve
As your combat expertise grows, you gain extra resolve that can help with high-level crew actions. At 8th level and again at 16th level, you gain 1 Resolve Point at the start of any starship combat encounter. These points can exceed your normal pool of RP; unspent points gained this way are lost at the end of the encounter. NPC starships have RP equal to tier divided by 5, plus 3.
!! Other Actions in Starship Combat
While your role determines what actions you can take during a starship combat encounter, on occasion you might want to perform some other kind of action, such as casting a spell or using a class feature. The GM has the final say on what kind of regular actions you can take, but generally, you can take only a move or standard action in a single round, and you can take only a minor crew action during that round. You aren't assumed to be adjacent to any of your allies during starship combat, so the GM might also decide that you need to take an additional round to get close enough to an ally to affect him with an ability or spell. Any such action is resolved at the beginning of the round, before the engineering phase.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Crew Actions'>>
</div>
!!! Stunts
<<list-links "[tag[Stunts]sort[title]]" class:index>>
Most starships larger than Tiny have places where their crew can eat, sleep, and bathe during long journeys through space. These quarters can range from hammocks strung between cargo containers to cozy chambers with custom furnishings and private bathrooms. Crew quarters consume a negligible amount of PCU, though amenities in fancier quarters require an operational power core to function.
!! Common
Common crew quarters are the most basic type. They consist of simple bunks (sometimes folding out from the side of a hallway) or other similarly austere places to rest. Crew members who sleep in common quarters usually keep their personal possessions in a footlocker. Common crew quarters also include a communal bathroom (which includes a military-style shower) and a tiny galley (big enough to prepare only the most basic of meals). Starships with crews numbering in the dozens or hundreds often have massive barracks where crew members sleep in shifts.
!! Good
Good crew quarters are a bit more upscale than common crew quarters. They consist of dormitory-style rooms that can hold one or two small beds (larger starships usually require lower-ranking crew members to share these quarters) and sometimes a personal closet or drawer space for each occupant. Good crew quarters also include one or two shared bathrooms with multiple sinks and shower stalls, and a dining space with an attached galley. Crews of larger starships eat in this dining space in shifts.
!! Luxurious
Luxurious crew quarters are the pinnacle of comfort. They consist of private rooms for each crew member, with personal bathrooms (including showers with high water pressure) and furnishings that match the resident's tastes. Some luxurious crew quarters also feature a kitchenette, gaming areas, or intimate meeting spaces.
<div class="table-wrapper">
|Crew Quarters | Cost (in BP) |h
|Common | 0 |
|Good | 2 |
|Luxurious | 5 |
</div>
These classy designer bracelets were made by Embroi’s famous Superbia fashion house. While wearing a pair of //crimson bangles//, once per day as a swift action, the wearer can tap the bracelets together to lock their current location into the //crimson bangles//’ kinetic memory. Provided the wearer is within 30 feet of this locked location, they can take a swift action to tap the bracelets together and teleport to the locked location. The //crimson bangles// can only lock to a single location each day, but the wearer can return to that location any number of times.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//crimson bangles// | 5 | 3,000 | — |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Huge magical beast
* ''Init'' +0; ''Senses'' [[blindsense]] (life) 200 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +24
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +14; ''Will'' +9
* ''Immunities'' fire
!!! OFFENSE
* ''Speed'' 10 ft., burrow 50 ft., swim 30 ft.
* ''Melee'' tentacle +23 (2d10+18 B & F, plus [[swallow whole]])
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' scorching eruption, [[swallow whole]] (2d10+18 P & F, EAC 23, KAC 21, 41 HP)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +5; Int –4; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Athletics]] +19, [[Survival]] +19
* ''Other Abilities'' molten drift, [[no breath]]
!!! ECOLOGY
* ''Environment'' glass substrate and surface of Weydana-5
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Molten Drift ([[Su]])'' A crimson helminth moves through glass or similar substances by creating a localized area of molten material. Treat this ability as [[earth glide]], except it only works in glass or similar materials, and the helminth leaves a visible trail in its wake.
''Scorching Eruption ([[Su]])'' As a full round action, a helminth can move up to double its burrow speed and burst to the surface; on its native planet or other similar environments, this creates a 30-foot-radius area filled with searing hot glass and razor shards. Creatures in this area take 5d6 fire damage and become [[entangled]]; creatures who succeed at a DC 17 Reflex save take half damage and are not entangled. Entangled creatures can free themselves by succeeding at a DC 20 Strength or [[Acrobatics]] check; attempting this check is a move action. After the helminth uses this ability, the ground within the area is difficult terrain, covered with slag and razor-sharp shards of glass. The DC of Acrobatics checks within this area increases by 5. A successful DC 20 Acrobatics check is required to run or charge across the area—creatures who fail this check take 1d4 piercing damage and their movement ends. A creature that falls [[prone]] in the area takes 2d6 slashing damage from the jagged shards (Reflex DC 17 half).
</div>
A predator native to the glass-like surface of Weydana-5, the crimson helminth is a magical beast with six clawed flippers and a head of six crystal-tipped tentacles that radiate around its mouth of inward-pointing teeth. The helminth is often seen from Weydana-5’s surface as it burrows, locking its tentacles into an arrowhead formation and generating blistering heat through the crystal tips, melting the glass as it moves.
Helminths swim gracefully through the molten glass they create in the planet’s crust, leaving beautiful spiraling trails as the material cools—trails that can observed from the planet’s surface, and which sometimes become home to other species seeking safe haven from the planet’s otherwise inhospitable climate. The helminth is an indiscriminate predator, which senses living prey before bursting to the surface in a spray of molten glass. Once they’ve revealed themselves, they immediately stuff their gullet with whatever they can catch, then dive once more, returning to their subterranean wanderings.
There are rumors of other helminth species, larger and with ties to elemental planes other than fire, but these rumors have yet to be substantiated.
The Drift Crisis cut you off from the place you called home. Whether you were visiting another planet or onboard a vessel that the Crash hurled light years across the cold vacuum of space, you find yourself among the many who desperately seek safety in a strange new land. You’ve seen and endured much, perhaps while searching for a new home in the turmoil of uncertainty.
!! Theme Knowledge (1st)
You must navigate civilizations that might not be at all like the one in which you were raised. This taught you a lot about the different ways that people across the galaxy live their lives. Reduce the DC to [[identify]] or [[recall knowledge]] about previously unfamiliar cultures or ways of life by 5. [[Survival]] is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Stubborn Resilience (6th)
Whether you were stranded in an uncharted region of the galaxy or trapped behind enemy lines, you found yourself forced to travel extensively to find shelter. The journey exposed you to harsh situations, which you’ve grown to endure. You gain the [[Environmental Adaptation]] feat, whether you meet the requirements for it or not. If you already possess this feat, select a number of environmental conditions and weather conditions equal to half your Constitution modifier (rounded up) from those listed in the Environmental Adaptation feat and add them to those you already possess.
!! Care for Others (12th)
During your travels, you had to rely on others for safety and often returned the favor. You’ve learned the importance of caring for your fellow refugees and know how to knit their wounds when required. Once per day as a standard action, you can cast a 2nd-level //[[mystic cure]]// as a spell-like ability. At 16th level, this increases to twice per day.
!! Hang Your Hat (18th)
Many refugees don’t have the luxury to return to their home world and must forge a new life for themselves. While at times you find yourself longing for home, your new adopted home and family groups bring you a sense of comfort and stability that bolsters you and gives you a reason to fight on. Select a new home world for your PC, which can’t be the same as your character’s place of birth and upbringing. Up to twice per day, when you spend 10 minutes contemplating the positive aspects of your newfound home, you recover 1 Resolve Point. This doesn’t count as resting to regain Stamina Points. You must stipulate where this new home is when you reach this level; you aren’t able to change this selection once it has been made.
This short staff ends in reconfigurable wrench-like prongs suited for operating on heavy machinery, sawing through debris, and incapacitating robots gone haywire. Each crisis wrench has specially fitted compartments along its length that stores an [[engineering kit|Tool Kit]], and all crisis wrenches other than the tinker-class model also house an engineering specialty tool kit selected when purchasing the weapon. These kits are included in the weapon's price and bulk.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|crisis wrench, tinker-class | 1 | 315 | 1d6 B/S | [[stagger]] | 1 |[[analog]], [[lockdown]], [[modal]], [[professional]] (maintenance worker) |
|crisis wrench, scrapper-class | 6 | 4,250 | 1d10 B/S | [[stagger]] | 1 |[[analog]], [[lockdown]], [[modal]], [[professional]] (maintenance worker) |
|crisis wrench, engineer-class | 11 | 25,500 | 3d10 B/S | [[stagger]] | 1 |[[analog]], [[lockdown]], [[modal]], [[professional]] (maintenance worker) |
|crisis wrench, artificer-class | 16 | 169,000 | 7d10 B/S | [[stagger]] | 1 |[[analog]], [[lockdown]], [[modal]], [[professional]] (maintenance worker) |
</div>
Starship systems can take critical damage, causing them to become less functional and eventually stop working altogether.
Critical damage is scored whenever a gunnery check results in a natural 20 on the die and damage is dealt to the target ship's hull. The critical range is expanded to a natural 19 or 20 on the die if the target starship was the subject of a successful [[target system]] science officer action.
Critical damage is also scored whenever the target starship's hull takes damage that causes its total amount of damage to exceed its Critical Threshold or a multiple of that threshold. For example, a starship with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal more than 20 damage to score critical damage against this starship; it just needs to be the attack that pushes the starship's total damage above a multiple of its Critical Threshold.
A starship can take critical damage even when its total Hull Points are below 0.
!! Shields
A starship takes critical damage from an attack only if that attack deals damage to the ship's Hull Points, even if the result of the gunnery check is a natural 20. If the attack's damage only reduces a starship's Shield Points, no critical damage occurs.
!! Critical Damage Effect
When critical damage is scored, the attacking PC should roll on the table below to randomly determine which of the target starship's key systems is hit; that system gains a critical damage condition, with the effect listed on the table. If the system isn't currently critically damaged, it gains the glitching condition. If it is critically damaged again, its critical condition changes by one step of severity (glitching becomes malfunctioning; malfunctioning becomes wrecked). These conditions and their effects on crew actions are explained in Critical Damage Conditions.
To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of the weapons array, if all weapon arcs have the wrecked condition), apply its critical damage to the next system down on the chart. If you reach the bottom of the chart, instead deal damage to one of the crew (as described below).
<div class= "table-wrapper">
| D% |System |Effect |h
| 1–10 |Life support|Condition applies to all captain actions |
| 11–30 |Sensors |Condition applies to all science officer actions |
| 31–60 |Weapons array |@@.constrained Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)@@ |
| 61–80 |Engines |Condition applies to all pilot actions |
|81–100 |Power Core |@@.constrained Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members' actions.@@ |
</div>
!! Crew Damage
If the starship's core has the wrecked condition and further critical damage is dealt to the core, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets). That crew member can attempt a DC 20 Reflex save to take only half damage.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<<list-links "[tag[Critical Hit Effects]sort[title]]" class:index>>
When you make an attack roll and get a natural 20 (the d20 comes up 20), you hit regardless of your target's AC. If the total result of your attack roll meets or exceeds the target's EAC or KAC (as appropriate for your attack), you've also scored a critical hit. You roll your damage twice, each time with all your usual bonuses and including any additional damage from special abilities, and then add the rolls together. Some weapons inflict a special effect on a target of a critical hit, in addition to dealing double damage.
If the total result of your attack is less than your target's relevant AC, your attack still hits on a natural 20, but it deals damage normally.
As a move action, you can add one of the following critical hit effects to the next spell you cast this turn that requires an attack roll: [[arc]], [[burn]], [[corrode]], [[deafen]], [[knockdown]], or [[stagger]]. Damage dealt by the arc, burn, or corrode effect equals 1d6 × the spell’s level. Any critical hit effect that allows for a saving throw uses your magic hack DC.
This weapon resembles a rifle with a crossbeam near the end of the barrel. A crossbolter uses mechanical power to fire arrows along the barrel. [[Grenade arrows]] can also be fired with a crossbolter. When a crossbolter is loaded with a grenade arrow, its usage is always considered 1.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|crossbolter, tactical | 2 | 475 | 1d10 P | 70 ft. | — | 1 arrow | 1 | 2 |[[analog]], [[unwieldy]] |
|crossbolter, dual | 8 | 8,250 | 2d10 P | 70 ft. | — | 4 arrows | 2 | 2 |[[analog]], [[unwieldy]] |
</div>
!! Heavy Crossbolter
Advanced, elite, and paragon crossbolters fire massive clusters of arrows and are considered heavy weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|crossbolter, advanced | 11 | 21,900 | 4d10 P | 70 ft. | — | 12 arrows | 4 | 2 |[[unwieldy]] |
|crossbolter, elite | 14 | 71,400 | 6d10 P | 60 ft. | — | 30 arrows | 6 | 2 |[[unwieldy]] |
|crossbolter, paragon | 18 | 327,200 | 10d10 P | 60 ft. | — | 40 arrows | 6 | 2 |[[unwieldy]] |
</div>
The //cruel// fusion feeds on fear and despair. When you strike a target that is [[frightened]], [[panicked]], or [[shaken]] with a weapon with this fusion, the target is [[sickened]] for 1 round. When you make a successful attack that drops a foe (either by killing it or knocking it [[unconscious]]), you gain 5 temporary Hit Points that last for 10 minutes. Weapons with the [[nonlethal]] special property cannot benefit from the //cruel// fusion.
<div class="statblock">
* ''Size'' Huge
* ''Maneuverability'' average (+0 Piloting, turn 2)
* ''HP'' 180 (increment 25); ''DT'' 5; ''CT'' 36
* ''Mounts'' forward arc (1 capital), port arc (1 light), starboard arc (1 light), turret (1 heavy)
* ''Expansion Bays'' 6
* ''Minimum Crew'' 20; ''Maximum Crew'' 100
* ''Cost'' 60
These land vehicles use powerful propulsion methods that enable them to travel at high speeds on open terrain.
* ''Passengers:'' 3
* ''Adjustments:'' Increase price by 10%, decrease KAC by 1, increase Hit Points by 10%
* ''Cover:'' Improved cover
* ''Speed (Full):'' speed × 25
* ''Modifiers:'' +0 [[Piloting]], –2 attack (–4 at full speed)
You serve a good-aligned deity, or you feel a connection to the ideals of justice, mercy, and righteousness. You are dedicated to defending the weak, and destroying evil and tyranny. This connection can be taken only by characters of good alignment.
* ''Associated Deities:'' Iomedae, Sarenrae
* ''Associated Skills:'' [[Diplomacy]] and [[Mysticism]]
* ''Spells:'' 1st—//[[reflecting armor]]//, 2nd—//[[shield other]]//, 3rd—//[[haste]]//, 4th—//[[death ward]]//, 5th—//[[resistant aegis]]//, 6th—//[[greater resistant armor]]//
!! Weapon Proficiency (1st)
Crusaders receive more martial training than most mystics, focusing on weapons favored by their deities. You gain proficiency with advanced melee weapons, and at 3rd level you gain [[weapon specialization]] with them. If you are already proficient with advanced melee weapons, you instead gain one bonus combat feat you meet the prerequisites for.
!! Sworn Protector (3rd)
At the start of each turn, you can designate one ally within 30 feet of you as being under your protection. As a reaction when an attack hits the selected ally, you can make one melee or ranged attack against the enemy who made the attack. If your attack hits, it deals no damage, but that enemy gains the [[off-target]] condition until the end of their next turn.
!! Smite Evil (6th)
Once per day as a move action, you can infuse one weapon you touch, granting it the //[[holy]]// weapon fusion. If the weapon scores a critical hit against an evil creature, it applies the [[wound]] critical hit effect in addition to any other critical hit effect the weapon has. If the weapon already has the wound critical hit effect, it instead gains the [[severe wound]] or [[stagger]] critical hit effect (your choice). The weapon retains these benefits for 1 minute per mystic level. You can activate smite evil additional times per day by expending 1 Resolve Point each time after the first.
!! Sacred Weapon (9th)
Once per day, you can spend 10 minutes to add one of the following weapon fusions to one weapon of your choice: //[[axiomatic]]//, //[[holy]]//, //[[merciful]]//, or //[[returning]]//. The weapon retains this fusion for 24 hours or until you use this ability again.
!! Divine Protection (12th)
You gain a +2 divine bonus to saving throws against fear effects and against diseases, including magical and supernatural diseases. In addition, whenever you succeed at a saving throw against a disease, you are cured of that disease.
!! Radiant Aura (15th)
As a move action, you can expend 1 Resolve Point to create a 60-foot emanation centered on you that lasts 1 hour. This aura provides the benefits of your divine protection to creatures of your choice inside the area.
!! Guardian Angel (18th)
If damage reduces you to 0 Hit Points, even if you would die, you can expend 3 Resolve Points to stay alive and conscious with 1 Hit Point. You can use this ability as a reaction when another creature you can see drops to 0 Hit Points, expending 3 Resolve Points to allow that creature to stay alive and conscious with 1 Hit Point. Once you use this ability, you can do so again only after you rest for 8 hours.
When ending a flying or jumping movement, the creature can land on targets that are at least three size categories smaller than itself. Targets are automatically knocked [[prone]], take the listed damage, and are [[pinned]]. Each crushed target can attempt to escape the pin normally on its turn, and the pin ends automatically if the crushing creature moves out of the target's square. A crushed target does not take damage from the crush more than once, unless the crushing creature moves fully off that creature and then back onto it.
//Format:// ''Offensive Abilities'' crush (4d6+8 B).
//Guidelines:// Use the same damage amount as for the creature's standard melee attack.
As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become [[staggered]] for 1 round. This revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can't target that creature with crush again for 24 hours.
When you are attuned or fully attuned, you can spend 1 Resolve Point to also [[stun]] the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the stunned effect.
<div class="statblock">
* <<levels>>
* ''School'' necromancy (death)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial
* ''Spell Resistance'' yes
</div>
You manipulate the energy that swirls around the target's head, pulling it inward and potentially crushing its skull. You must make a ranged attack against the target's EAC to ensure this spell hits the necessary weak spots in the target's head, but you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it is higher. If you hit and the target fails a Fortitude saving throw, it takes 18d8 damage. If the target succeeds at its saving throw, it instead takes 4d8 damage. The target might die from damage even if it succeeds at its saving throw; in this case, the spell is not a death effect.
This spell has no effect against living creatures that don't have an anatomical head.
Your weapons destroy the tools and energy your foes wield against you. As a move action, you can grant a weapon you wield, including your [[solar weapon]], the [[sunder]] weapon special property. This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your weapon gains the [[fatigue]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the fatigue effect.
name:rotary cannon
range:1 hex
speed:—
damage:3d8
pcu:10
cost:8
special:[[ripper]]
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large vermin
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +5; ''Will'' +4
!!! OFFENSE
* ''Speed'' 30 ft., burrow 50 ft.
* ''Melee'' bite +14 (1d6+10 P; critical [[wound]])
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Athletics]] +16, [[Acrobatics]] +11
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
</div>
A dedicated team of xenobiologists have posited a connection between the [[miasma fly]] and another creature native to Weydana-2, the cryllapede. Miasma flies congregate when temperatures in their environment dip significantly, arriving in great swarms. After devouring enough nutrients to power metamorphosis—a process that takes only a few days of constant gorging—miasma flies shed their wings, find shelter within crystal formations, and form a chrysalis nearly indistinguishable from the surrounding rock. In a few weeks, the creatures emerge in a new form: a large predatory insect known as a cryllapede, with a chitinous segmented body that mimics the appearance of Weydana-2's crystalline landscape. Cryllapedes use their sensitive, antennae-like legs to detect the movements of their preferred prey, the ruminant species of Weydana-2. Once they've located a herd, they burrow into the ground, pinpoint the exact location of a target, and erupt from the earth in an ambush attack. Cryllapedes lay their eggs in half-devoured corpses. Though they aren't normally aggressive to humanoids, cryllapedes will attack if threatened or desperate for food.
Cryo dragons prefer a strong defense over an aggressive offense and tend to think in terms of protecting their assets rather than damaging a foe's. They appreciate slow, calm moments, and they never get bored.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Dragon (technological).
* ''Suggested Alignment:'' Any lawful.
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[DR]] 5/adamantine (CR 13+; increase to DR 10/adamantine at CR 15, DR 15/adamantine at CR 17, DR 20/adamantine at CR 19); [[immunity]] to cold; [[vulnerable]] to electricity
** climb speed of 30 feet
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d6 C + 1d6 per CR, usable every 1d4 rounds)
** cold beam (see below)
* //Cold Beam ([[Ex]]):// A cryo dragon can fire cold beams from their mouth as a ranged attack that targets EAC and has a range increment equal to their breath weapon's maximum range and the [[stagger]] critical hit effect. If the cryo dragon is CR 8 or higher, attacks with the cold beam benefit from [[flash freeze]].
Cryo grenades release a blast of supercooled chemicals on impact, which immediately coalesce into freezing particles.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|cryo grenade I | 6 | 600 | 20 ft. | drawn | L |[[explode]] (1d8 C, [[staggered]] 1 round, 10 ft.) |
|cryo grenade II | 10 | 2,350 | 20 ft. | drawn | L |[[explode]] (2d8 C, [[staggered]] 1 round, 15 ft.) |
|cryo grenade III | 14 | 9,400 | 20 ft. | drawn | L |[[explode]] (4d8 C, [[staggered]] 1 round, 20 ft.) |
|cryo grenade IV | 18 | 54,100 | 20 ft. | drawn | L |[[explode]] (6d8 C, [[staggered]] 1 round, 20 ft.) |
</div>
Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply.
One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons.
This high-tech chamber allows biological organisms to enter a form of stasis via a rapid freezing process and be sustained in pods for a long duration. Cryo-chambers can be set to keep an organism in stasis for a set duration, indefinitely, or until certain conditions are met, such as arrival at a navigational milestone or if the vessel comes under attack. During the days before Drift travel, most starship crews used these chambers to survive the months-long trips between destinations. Some exploration ships still use cryo-chambers in lieu of crew quarters, particularly those that regularly travel in the Vast. The Azlanti Star Empire has developed its own variation on the cryo-chamber, which is more compact but virtually unknown outside of Azlanti space.
A cryo-chamber can hold up to eight Medium or smaller creatures or four Large creatures in stasis for as long as the systems have adequate power. A cryo-chamber can instead be outfitted to hold a single Huge or Gargantuan creature, and two cryo-chambers can be combined to hold a single Colossal creature.
While in stasis in a cryo-chamber, a creature no longer advances on affliction tracks, and doesn't suffer from starvation, thirst, or sleep deprivation. Placing a creature in stasis or removing it from stasis takes 1 hour, after which the creature is [[sickened]] for 1 day unless it succeeds at a DC 25 Fortitude save.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|cryo-chamber | 10 | 5 |
</div>
The haft of a cryopike is a long aluminum or carbon-steel shaft with an adjustable rubber grip. A cryopike emits a blast of supercooled gas from its tip that acts as a freezing blade.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|cryopike, tactical | 5 | 3,360 | 1d8 C | — | 2 |[[powered]] (capacity 40, usage 2), [[reach]] |
|cryopike, advanced | 12 | 34,800 | 2d8 C | [[stagger]] | 2 |[[powered]] (capacity 40, usage 2), [[reach]] |
</div>
Cryospikes began as fire-extinguishing equipment, but they have since been weaponized and now serve a variety of roles. The weapon discharges a spike of hyper-cooled fluid that can be configured to put out a small fire or deal a burst of cold damage to its target. Most cryospike users integrate the apparatus's maze of polymer tubing and coolant reservoirs into their armor to keep it always close at hand. The personal cryospike is based on a model originally designed for use in powered armor prototypes (as such early designs are prone to fires caused by engineering faults). Residential cryospikes are typically employed by firefighting crews, while industrial cryospikes is most often kept on hand in massive starship-engineering bays.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|cryospike, personal | 2 | 1,100 | 1d4 C | — | L |[[extinguish]], [[integrated]] (2 slots), [[powered]] (capacity 20, usage 2) |
|cryospike, residential | 9 | 13,700 | 3d4 C | — | L |[[extinguish]], [[integrated]] (2 slots), [[powered]] (capacity 20, usage 2) |
|cryospike, industrial | 15 | 114,000 | 9d4 C | — | L |[[extinguish]], [[integrated]] (2 slots), [[powered]] (capacity 20, usage 2) |
</div>
<div class="statblock">
* ''Tier'' 12
* Colossal seahellion
* ''Operators'' 2–6; ''PP'' 9 (2/turn, max 18)
* Speed 40 ft., swim 60 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 139; ''SP'' 27; ''Hardness'' 8
* ''EAC'' 30; ''KAC'' 35
* ''Fort'' 14; ''Ref'' 12
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +10
* ''Melee'' chainwhip (upper limb—10d4+20 B)
* ''Ranged'' missile battery (frame—10d4+12 F&P)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Strength'' +8
!!! SYSTEMS
* ''Power Core'' mk 4 eternal (corpsegnawer core)
* ''Lower Limbs'' quadruped
* ''Upper Limbs'' assault arms (+1 melee, +0 ranged)
* ''Auxiliary'' entry hatch, plasma-shock circuits, plow plating, weapon core (acid, electricity)
</div>
''System:'' All legs
Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft's mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft's mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.
Mk 3 or mk 4 crypt marrow allows you to spend 1 Resolve Point as a swift action to ignore the effects of the [[fatigued]] condition for a number of rounds equal to the necrograft's mark. Mk 5 crypt marrow allows you to spend 1 Resolve Point as a swift action to ignore the effects of the [[exhausted]] or [[fatigued]] condition for 5 rounds. This doesn't eliminate the underlying source of the condition, but these rounds count toward the condition's duration. If you are affected by another effect that would cause you to be exhausted or fatigued while ignoring such an effect using your crypt marrow, you become exhausted or fatigued as normal.
<div class="statblock">
* ''Tier'' 7
* Large destroyer
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 21; ''TL'' 19
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 100 (forward 30, port 25, starboard 25, aft 20)
* ''Attack (Forward)'' heavy laser net (5d6), plasma cannon (5d12)
* ''Attack (Port)'' gyrolaser (1d8)
* ''Attack (Starboard)'' gyrolaser (1d8)
* ''Attack (Turret)'' light EMP cannon (special)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, basic medium-range sensors, [[crew quarters]] (common), mk 4 defenses, mk 5 armor; ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[life science lab]], [[medical bay]] (modified)
* ''Modifiers'' +2 [[Computers]]
* ''Complement'' 20 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +19 (7 ranks), [[Computers]] +21 (7 ranks), gunnery +19, [[Intimidate]] +19 (7 ranks), [[Piloting]] +19 (7 ranks)
* ''Engineer (1 officer, 6 crew)'' [[Engineering]] +14 (7 ranks)
* ''Gunner (1 officer, 3 crew)'' gunnery +14
* ''Pilot (1 officer, 2 crew)'' [[Piloting]] +14 (7 ranks)
* ''Science Officer (1 officer, 4 crew)'' [[Computers]] +16 (7 ranks)
</div>
Ominous Crypt Warden destroyers form the backbone of any Corpse Fleet armada. A Crypt Warden resembles two fused scythe blades made of bone, with a single powerful cannon running down the center. Made for frontal engagements, these ships intimidate enemies with their sharpened prows, shrugging off lesser attacks with their shields while returning fire with intense blasts of plasma when their EMP cannons don't immediately disable their foes. These ships are also one of the few Eoxian-designed ships to include a medical bay as a standard amenity—though the services rendered within are tailored to undead, with necromantic facilities that repair the ship's unliving crew.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' cone-shaped burst
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You force unstable magic into the ground, causing jagged crystals to erupt in the area. Creatures in the area and in contact with the ground when the spell first takes effect take 2d8 piercing damage. The crystals remain for the spell’s duration, making the affected area difficult terrain that deals 1d4 piercing damage to a creature any time they move into an affected square on foot.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Duration'' 1 minute/level
* ''Saving Throw'' Reflex partial
''Spell Resistance'' no
</div>
You create three electrified crystal proximity mines under the ground within range. Each mine must be within 30 feet of at least one of the other mines. Each mine occupies one 5-foot square and remains for the duration or until triggered. When a creature enters a space adjacent to a mine, that mine immediately explodes, dealing 2d8 piercing damage and 2d8 electricity damage to creatures in a 10-foot-radius burst centered on the mine. A creature can spot and disable a crystal mine as a trap with successful [[Perception]] and [[Engineering]] checks respectively (DC = 15 + your caster level + your key ability score modifier).
A creature wielding a crystal spear can tighten its grip on the spear to engage the crystal's growth, giving the weapon extra reach. The new growth is brittle and collapses on contact, returning the spear to its original size and shape.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|crystal spear, tactical | 3 | 1,600 | 1d6 P | – | 1 |[[analog]], [[block]], [[reach]], [[thrown]] (20 ft.), [[underwater]] |
|crystal spear, sentinel | 11 | 25,500 | 4d6 P | – | 1 |[[analog]], [[block]], [[reach]], [[thrown]] (20 ft.), [[underwater]] |
|crystal spear, zero-edge | 18 | 390,000 | 11d6 P | – | 1 |[[analog]], [[block]], [[reach]], [[thrown]] (20 ft.), [[underwater]] |
</div>
The creature's crystalline body refracts light. It takes half damage from weapons with the word "laser" in their names.
This case attaches to a limb and expands to show disks inscribed with detailed charts and illustrations of key concepts of [[Life Science]], [[Mysticism]], or [[Physical Science]]. The skill must be chosen upon item creation and can’t be changed. Meditating for an hour while holding the codex’s crystal handles makes the charts appear on your skin in crystalline writing for 24 hours. While consulting these charts, you gain an insight bonus to the appropriate skill equal to the item’s mark. You can benefit from only one crystalline codex at a time.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|crystalline codex mk 1 | 3 | 1,400 | L |
|crystalline codex mk 2 | 7 | 7,000 | L |
|crystalline codex mk 3 | 11 | 25,000 | L |
|crystalline codex mk 4 | 15 | 115,000 | L |
|crystalline codex mk 5 | 19 | 600,000 | L |
</div>
Cthonic creatures are native denizens of the Elemental Plane of Earth or underground environments, and they have adapted to exist in dirt and rock.
* ''CR:'' 1+
* ''Grafts:'' add the earth subtype graft (burrow speed should equal creature's fastest movement speed)
* ''Traits:''
** [[blindsense]] (vibration) if CR 7 or less, and [[blindsight]] (vibration) if CR 8 or greater (in either case, with a range equal to creature's burrow speed)
** natural melee attacks bypass [[DR]]/[[cold iron]]
** if the creature is from the Elemental Plane of Earth, it gains the extraplanar subtype when it isn't on that plane
You can craft food or drink in half the time it would normally take, your [[custom microlab]] counts as professional's tools for [[Profession]] (cook) checks, and you can use your [[Life Science]] skill in place of [[Profession]] (cook) for checks other than those to earn a living. If you gain an insight bonus to Life Science or Profession (cook) checks, you apply that insight bonus to both skills.
This marvel of modern culinary preparation is a small cube with a control panel on one side and a hatch on another. Using chemical reactions combined with high pressures, a culinary synthesizer converts UPBs into edible foodstuffs, allowing you to craft normal food and drink without using the [[Life Science]] skill. Culinary synthesizers are the source of much of the mass-produced food consumed in the Pact Worlds.
A culinary synthesizer comes preprogrammed with a variety of simple meals. You enter the type of meal you want into the synthesizer's control panel and add an amount of UPBs equal to the meal's price into the cube's transformation chamber; the synthesizer reconstructs the UPBs into the desired meal. More advanced culinary synthesizers can be programmed to create intoxicants and other food products (such as field rations and R2Es), as well as individual foodstuffs and ingredients, including analogues of animal products, vegetable products, spices, and more; this requires a number of UPBs equal to the final price of the food product or ingredient. You can then combine these foodstuffs and ingredients into full meals using the [[craft food or drink]] task of the Life Science skill.
A culinary synthesizer is a technological item that is usually plugged in to draw power from the local energy grid, but most models come equipped with a manual turn crank that enables them to function when not connected to an external energy source. A culinary synthesizer plugged into an energy grid can create a number of meals (or individual food products) equal to its level in 1 minute. When you power it using the turn crank, a synthesizer can convert 1 UPB into food for each minute that it is cranked.
The quality of food and meals a synthesizer can create depends on its model, as described below.
* ''Mk 1:'' You can create only poor-quality meals.
* ''Mk 2:'' You can create up to common-quality meals, minor intoxicants, and any other food or drink with a price of 3 credits or less.
* ''Mk 3:'' You can create up to good-quality meals, superior intoxicants, and any other food or drink with a price of 10 credits or less.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|culinary synthesizer, mk 1 | 1 | 400 | 1 |
|culinary synthesizer, mk 2 | 3 | 1,200 | 1 |
|culinary synthesizer, mk 3 | 5 | 2,500 | 2 |
</div>
Members of the Order of the Culling Shadow sometimes still use shadowstaves for hand-to-hand combat, but they’ve also developed a less discriminate weapon dubbed a culling ray. This black metallic rod has a distinct pistol-like grip and serrations running along the barrel that resemble the spikes of a vicious animal; the culling ray projects a wide field of energy that flays the skin and tissue of any creature unlucky enough to find itself caught in its beam—and then sets them on fire. Energy from a culling ray can cause a breakdown in the target’s molecular structure.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|culling ray, lesser | 8 | 8,850 | 1d12 A & F | 30 ft. | [[irradiate]] | 20 charges | 1 | 2 |[[blast]], [[ignite]] 1d6 |
|culling ray, standard | 12 | 34,500 | 2d12 A & F | 30 ft. | [[irradiate]] | 20 charges | 2 | 2 |[[blast]], [[ignite]] 3d6 |
|culling ray, greater | 18 | 350,000 | 4d12 A & F | 30 ft. | [[irradiate]] | 40 charges | 4 | 2 |[[blast]], [[ignite]] 5d6 |
</div>
Your life's work is to ferret out cults and free those who have fallen into their clutches. You've studied their methods, and you know that they hide in plain sight more often than not, and that confronting them requires a combination of keen intellect, scrupulous attention to detail, and a fair share of defensive—and sometimes offensive—training. You may work for a legitimate agency like the Veskarium's Division of Disloyal Organizations or the church of Abadar, you might pursue the cults for your own purposes, or you could even work directly for a cult yourself to eliminate the competition.
!! Theme Knowledge (1st)
You're obsessed with cults and know where to find them. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about cults and of [[Diplomacy]] checks to [[gather information]] about cults by 5. [[Sense Motive]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Conspiracy Web (6th)
You can spend 10 minutes to lay out the evidence you've gathered about a specific cult, as long as, at the GM's discretion, that evidence is enough to specifically identify that organization. This helps you prepare against that cult's tactics and methods, but doesn't count as a resting to regain Stamina Points. You gain a +2 circumstance bonus to [[Perception]] and [[Sense Motive]] checks against members of that cult and a +1 circumstance bonus to saving throws against its members' spells and effects. This bonus lasts until you create a new conspiracy web. You can benefit from only one conspiracy web at a time.
!! Flash Deprogramming (12th)
The process of deprogramming a cult member is long and arduous, but you've learned tricks to grant a moment of lucidity to even the most entrenched members. When attempting a [[Diplomacy]] check to [[change a creature's attitude|Change Attitude]], you can spend 1 Resolve Point to do so as a standard action rather than taking a full minute. In addition, when you use this ability on a creature under the effects of a charm or compulsion effect whose save DC is lower than the result of your Diplomacy check, that effect is suppressed for 1 minute. The effects of this ability are temporary, but repeated applications could help a cult member begin a journey along the road to recovery.
!! Inspiring Preparation (18th)
When you take 10 minutes to prepare to face a specific cult using the conspiracy web ability, you recover 1 Resolve Point. Alternatively, you can take 10 minutes to study a conspiracy web you've already created to recover 1 Resolve Point; this doesn't count as resting to regain Stamina Points. You can recover Resolve Points in these ways up to twice per day.
You served as a hooded, faceless adherent to a religion or organization that remains hidden from public view—usually because its aims are illegal or immoral. Although your time in a cult is most likely behind you—or, at least, that's what you insist whenever the subject arises—you remain keenly aware of signs of cult activity and inured to physical hardship by exposure to mind-expanding substances combined with sleepless nights of unending ritual.
!! Theme Knowledge (1st)
You cataloged the symbols, members, and indoctrination techniques of the cult you joined, and you can generalize these to hidden cults of any kind. Reduce the DC of [[Culture]] and [[Mysticism]] checks to [[recall knowledge]] about hidden cults and secretive religions, including knowledge about their beliefs, hierarchy, and symbols, by 5. Reduce the DC of [[Diplomacy]] checks to [[gather information]] about hidden cults and their enigmatic members (usually considered obscure or secret knowledge or mysterious or obscure individuals) by 5. [[Disguise]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Disguise checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Cult Infiltrator (6th)
Once you have discovered a hidden cult, you can quickly learn to slip into the mindset of its members and pretend to be one of them. If you spend 10 minutes conversing with a member of a hidden cult and succeed at a DC 25 [[Culture]] check, typical followers of that cult have a starting attitude of indifferent toward you. You also gain a +2 bonus to [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks against such followers.
!! Exceptional Endurance (12th)
Your exposure to drugs and poisons during your time with the cult has left you inured to their effects. Once per day, you can reroll a Fortitude saving throw to resist the effects of a disease, drug, or poison. You must decide to use this ability after rolling but before learning the outcome of your first roll.
!! Memories of Devotion (18th)
Reflecting on your experience within or against the galaxy's cults provides you with inner reserves of strength. Up to twice per day, you can deliberate about your time as a cultist—either by speaking to another person or by recording private audio logs—for 10 minutes to regain 1 Resolve Point; this time doesn't count as resting for the purpose of regaining Stamina Points.
You can tap into the local zeitgeist to win friends and influence people.
''Benefit:'' Once per day after spending 1d4 hours in a settlement, you can attempt a DC 15 [[Culture]] check to [[recall knowledge]] about local customs, fads, sports teams, or other local phenomena. If you succeed at this check, you gain a +2 bonus to [[Diplomacy]] checks to [[gather information]] in that settlement, as well as to [[change the attitude|Change Attitude]] of its residents. This benefit can't apply multiple times to the same settlement.
This expansion bay serves as a training facility and database for agents preparing to infiltrate a group or species. Clothing and personal items can be crafted in half the normal time at a cultural preparation facility, though the crafter must still provide the necessary raw materials. The facility's computer system also trains personnel in the languages and accents, cultural behaviors, social norms, and even body language and facial expressions of the group the users expect to infiltrate. To use this aspect of a cultural preparation facility, a creature chooses a single species or cultural group and then spends three 8-hour sessions (which can be over the course of several days) within the facility. After this time, for 1 day, the creature has a +2 circumstance bonus on Culture checks relating to the chosen species or cultural group. In addition, the creature can replace one of the languages it knows (except for Common, their racial tongue, or the language of their home planet) with a language spoken by the chosen species or cultural group. At the GM's discretion, the cultural preparation facility might not be able to teach a rare or unusual language.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|cultural preparation facility | 3 | 2 |
</div>
As long as you have enough time, you can take 20 on [[Culture]] checks to recall knowledge, even if you don't have access to a computer terminal or other means of research.
You are a student of the vast number of known cultures in the galaxy, and you have a deep and rich understanding of the undercurrents of cultures and language in general. Each time you take a rank in Culture, you learn to speak and read a new language.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
When you strike a creature with a //cunning// weapon and deal damage, you can attempt an [[Engineering]], [[Life Science]], or [[Mysticism]] check to [[identify]] the creature as appropriate (this takes no action). You gain a +2 circumstance bonus to this check. If you succeed, in addition to learning useful information about the creature, you gain a +1 circumstance bonus to the next saving throw you must attempt against that creature’s abilities within the next minute.
When you attempt an initial [[Disguise]] check, you can forgo rolling your [[expertise]] die. Instead, the first time a creature would pierce your disguise with a [[Perception]] check, treat its result as if it had rolled a natural 1 on its [[Perception]] check. This benefit applies only once per disguise. At 9th level, this ability also applies against the second creature who pierces your disguise.
Once every 1d4 rounds, the creature can attempt the [[target system]] science officer action using a skill bonus equal to its good skill bonus.
You manipulate the entropy of microorganisms and toxins within your body, causing them to break down quickly. When you succeed at a saving throw against a disease or poison, you treat it as two consecutive successes for the purposes of curing that disease or poison.
This large technomagical device can create strong currents in water. It's often used for the short-distance transport of material in underwater excavations, but it has limitless applications. A //current generator// takes a full action to activate, at which point it creates a strong current in a line of a length that depends on the mark of the generator. Creatures that start their turn in or enter the area must succeed at a Fortitude saving throw (DC = 10 + item level of the generator) or be moved 10 feet in the direction of the line, away from the //current generator//. Swimming through the area requires an [[Athletics]] check to swim as though in stormy conditions; the DC of this check is 10 higher if moving in the opposite direction of the current, and 5 higher otherwise.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage | Line |h
|//current generator//, mk 1 | 5 | 2,750 | 2 | 100 | 10/hour | 50 ft. |
|//current generator//, mk 2 | 10 | 17,000 | 2 | 100 | 10/hour | 100 ft. |
|//current generator//, mk 3 | 15 | 95,000 | 2 | 100 | 10/hour | 300 ft. |
</div>
<div class="statblock">
* ''Type'' curse; ''Save'' Will DC 20
* ''Effect'' In combat and other stressful situations, the victim is affected as if by a //[[slow]]// spell and is immune to effects that would increase its speed.
* ''Cure'' The victim must [[hustle|Overland Movement]] for 4 consecutive hours each day for 1 week; it must perform this movement to reach a specific destination.
</div>
<div class="statblock">
* ''Type'' curse; ''Save'' Will DC 20
* ''Effect'' Each week, the victim loses 10% of their net worth through strange mishaps.
* ''Cure'' The victim must donate 20% or more of their net worth selflessly, not just to remove the curse.
</div>
<div class="statblock">
* ''Type'' curse; ''Save'' Will DC 20
* ''Effect'' The victim treats each hour as a day for [[starvation and thirst]] and is immune to effects that prevent the need for sustenance or that remove starvation or thirst.
* ''Cure'' The victim must drink only water and eat only flavorless gruel for 1 month.
</div>
<div class="statblock">
* ''Type'' curse; ''Save'' Will DC 20
* ''Effect'' After failing an ability check, attack roll, saving throw, or skill check, the victim takes a –2 penalty to that rolls of that type for 1 minute (treat each individual skill check, ability check, and saving throw separately) and can't try again on rolls of that type. This means the victim can't take 20.
* ''Cure'' The victim must spend 1 month humbly and obediently apprenticing to a master in one of its fields of expertise.
</div>
<div class="statblock">
* ''Type'' curse; ''Save'' Will DC 20
* ''Effect'' Each combat, whenever the victim would take its first hostile action, it is instead [[confused]] for 1d4 rounds.
* ''Cure'' The victim must take no hostile actions for 1 month of active adventuring.
</div>
<$list filter="[list[$:/StoryList]is[current]]">
Curses are magical afflictions and usually have a single effect, though some curses use tracks like diseases and poisons do. Removing a curse requires either using //[[remove affliction]]// or fulfilling a special condition that varies by curse (and sometimes differs between individual applications of the same curse).
</$list>
<<list-links "[tag[Curses]sort[title]]" class:index>>
This graceful, curving blade further increases the drama inherent in sword fighting. Carbon steel blades bite deeply, causing bleeding wounds. The blade of an ultrathin curve blade looks delicate, but it is as hard as carbon steel and keeps a fine edge. Buzzblade curve blades vibrate when powered, tearing organic flesh and causing additional bleed damage. Dimensional slice curve blades have only a narrow visible blade area, surrounded by a solid aura; these are the sharpest and most dangerous curve blades on the market.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|curve blade, carbon steel | 4 | 2,230 | 1d10 S | [[bleed]] 1d6 | 2 |[[analog]] |
|curve blade, ultrathin | 10 | 18,100 | 3d10 S | [[bleed]] 2d6 | 1 |[[analog]] |
|curve blade, buzzblade | 16 | 184,300 | 8d10 S | [[bleed]] 5d6 | 2 |[[powered]] (capacity 40, usage 2) |
|curve blade, dimensional slice | 20 | 815,000 | 12d10 S | [[bleed]] 6d6 | 2 |[[powered]] (capacity 40, usage 2) |
</div>
When you deliver your [[entropic shot]] through a small arm weapon, you can spend one or more Entropy Points and choose a space that is within a number of feet equal to 5 × the number of Entropy Points expended. Treat that square as the point of origin for your attack, determining cover and other modifiers as though you were attacking from that space.
You have developed a technique to use your enemies' gravity fields against them, creating a shining ricochet. When you make a ranged attack with your [[solar flare]] as a standard action and hit, you can use a move action to make a second ranged attack with your solar flare. This second attack is made at a –8 penalty (–6 if you're attuned or fully attuned) and must be made against a different target than the first attack. You determine line of sight and the range of this attack starting from one corner of the space occupied by the target of the first attack. The second attack is treated as an attack in a full attack for the purposes of abilities that reduce the penalties for full attacks. You must have a solar flare to select this stellar revelation.
As a reaction, you can expend one of your biohacks to protect an ally attuned to your [[custom microlab]] who is about to take falling damage. The target must be adjacent to you or within the first range increment of a ranged injection weapon you're wielding. The target treats the fall as if it were 20 feet shorter, plus an additional 10 at 5th level and every 3 levels thereafter.
At 5th level, you can spend 1 Resolve Point when you use this theorem to instead target an ally who is about to take bludgeoning damage from an attack or spell. The ally reduces the damage taken by an amount equal to twice your key ability score modifier. At 10th level, this amount increases to three times your key ability score modifier, and at 15th level, this amount increases to four times your key ability score modifier. Once a creature has benefited from this use of cushion the blow, they cannot benefit from it again until they take a 10-minute rest to recover Stamina Points.
You manipulate your nanites to slow your descent and cushion you from falls. While your [[sheath array]] is active, you treat falls as 20 feet shorter. You can use a [[nanite surge]] as a reaction to instead treat falls as 60 feet shorter for 1 round.
You have created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which you can use to evaluate medical conditions and perform several additional tasks described below. You can configure your custom microlab to take the shape of anything that can fit in your hand or similar appendage. Alternatively, you can add it to an armor upgrade slot or to an augmentation system in your brain or an arm; it never takes up an armor upgrade slot or occupies a system in your body, so you can still use that slot or system for an armor upgrade or augmentation as normal. You must have your custom microlab on your person to use it, but you can configure it so it doesn't need to be in your hand to function.
Your custom microlab counts as a [[basic medkit]] and a [[chemalyzer]] and can be used for any purposes applicable to those items. As long as you are in possession of your custom microlab, you can use [[Physical Science]] or [[Life Science]] instead of [[Mysticism]] to make [[serums]], though these serums are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a //[[detect magic]]// spell to attempt such a check to identify.
As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab's range (60 feet at 1st level) and attempt a special skill check to [[identify|Identify Creature]] it. If the creature is living, this is a Life Science check. If it is unliving, it's a Physical Science check. The DC of this check is determined by the creature's rarity, as presented on the [[Creature Rarity table|Identify Creature]]. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20.
You can also attune your custom microlab to a number of individual creatures equal to 3 + your key ability modifier. This takes 10 minutes, which you can combine with the time needed to prepare your [[biohacks]] for the day, and the creatures must be present, willing, and able to cooperate with the scan. If you attune your microlab to creatures in excess of this number, the oldest attunements beyond your maximum number end. Otherwise, attunement lasts 24 hours, after which changes in environment and the target's condition require the microlab be re-attuned. Under some circumstances, you can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll.
At 5th level, your custom microlab can function as an [[advanced medkit]]. At 9th level, it functions as a [[medical lab]] (with no increase to its bulk), and its range increases to 90 feet. At 17th level, its range increases to 120 feet.
If your custom microlab is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer with 1 hour of work. You can have only one custom microlab at a time. If you create a new custom microlab, your old one functions as a normal item of whatever type you made it from.
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a [[datajack]] for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any [[Computers]] or [[Engineering]] skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a personal [[comm unit]]. Finally, if you have a [[drone]], you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
The following tables provide base statistics for creating your vehicle, such as AC, speed, and starting price. The level determines the item level of the vehicle and its base statistics, which are modified further in the subsequent steps. Record each of these statistics for the level of your vehicle.
* ''Level:'' The item level of your vehicle.
* ''Price:'' The base price of the vehicle; it is modified by further templates. Apply changes in the order you apply the templates.
* ''Speed:'' The vehicle's base speed. Land vehicles can move only along the ground, air vehicles have fly speeds, and water vehicles have swim speeds.
* ''EAC:'' The vehicle's Energy Armor Class.
* ''KAC:'' The vehicle's Kinetic Armor Class.
* ''HP:'' The vehicle's Hit Point total. Its Break Threshold equals half the vehicle's Hit Points, unless otherwise stated by a template.
* ''Hardness:'' The vehicle's [[hardness]]. Additional grafts can increase the hardness up to twice this starting value, though vehicle modifications like [[adamantine plating]] can increase the hardness beyond this limit afterward. A vehicle's hardness is always at least 5, even if a graft would reduce it below this value.
* ''Collision Damage:'' The vehicle's base collision damage, which can be altered by grafts and later modifications.
* ''Collision DC:'' The vehicle's base collision DC.
''Modifiers:'' The vehicle's modifiers to [[Piloting]] checks and attack rolls, with a larger modifier to attack rolls listed in parentheses for when the vehicle is traveling at full speed.
''Modification Slots:'' The number of modification slots the vehicle has.
!! Other Statistics
Several other statistics, described below, are derived from grafts rather than the vehicle's level.
* ''Adjustments:'' These are modifications to the vehicle's statistics.
* ''Cover:'' The amount of cover the vehicle provides.
* ''Passengers:'' The number of passengers the vehicle can comfortably carry, in addition to the pilot.
* ''Special:'' Unique effects or prerequisites that apply to the vehicle.
* ''Speed (Full):'' The vehicle's full speed, primarily determined by the [[vehicle type graft|Vehicle Type Grafts]].
* ''Speed (Travel):'' The vehicle's overland speed used for noncombat movement, expressed in miles per hour. Except where otherwise noted, this speed equals the vehicle's full speed divided by 10.
<div class= "table-wrapper">
|Level | Price | Speed | EAC | KAC | HP | Hardness | Collision<br/>Damage | Collision<br/>DC | Modification<br/>Slots |h
|1 | 700 | 25 | 12 | 14 | 12 | 5 | 4d4 B | 10 | 1 |
|2 | 1,800 | 25 | 13 | 15 | 20 | 5 | 5d4 B | 11 | 1 |
|3 | 2,600 | 25 | 14 | 16 | 30 | 5 | 6d4 B | 12 | 1 |
|4 | 4,000 | 25 | 15 | 17 | 40 | 5 | 5d6 B | 13 | 1 |
|5 | 6,000 | 25 | 17 | 19 | 55 | 5 | 5d8 B | 13 | 2 |
|6 | 8,500 | 30 | 18 | 20 | 75 | 6 | 6d8 B | 14 | 2 |
|7 | 13,000 | 30 | 19 | 21 | 95 | 7 | 6d10 B | 15 | 2 |
|8 | 19,000 | 30 | 20 | 22 | 120 | 8 | 7d10 B | 16 | 2 |
|9 | 27,000 | 35 | 21 | 23 | 135 | 9 | 8d10 B | 16 | 2 |
|10 | 36,000 | 35 | 23 | 25 | 150 | 10 | 9d10 B | 17 | 3 |
|11 | 50,000 | 35 | 24 | 26 | 165 | 11 | 10d10 B | 18 | 3 |
|12 | 73,000 | 40 | 25 | 27 | 185 | 12 | 11d10 B | 19 | 3 |
|13 | 100,000 | 40 | 26 | 28 | 205 | 13 | 12d10 B | 19 | 3 |
|14 | 150,000 | 40 | 27 | 29 | 230 | 14 | 14d10 B | 20 | 3 |
|15 | 230,000 | 45 | 29 | 31 | 255 | 15 | 15d10 B | 21 | 4 |
|16 | 345,000 | 45 | 30 | 32 | 280 | 16 | 17d10 B | 22 | 4 |
|17 | 520,000 | 45 | 31 | 33 | 310 | 17 | 18d10 B | 22 | 4 |
|18 | 760,000 | 50 | 32 | 34 | 340 | 18 | 20d10 B | 23 | 4 |
|19 | 1,150,000 | 50 | 33 | 35 | 370 | 19 | 23d10 B | 24 | 4 |
|20 | 1,750,000 | 50 | 35 | 37 | 400 | 20 | 25d10 B | 25 | 5 |
</div>
Designing a new vehicle involves choosing the vehicle's item level, which determines many of the vehicle's base statistics. From there, apply several templates to adjust those statistics and make the vehicle fit your concept. Whatever you design, you can augment it further using [[vehicle modifications]]. The following provides an overview of the vehicle-design process.
!! Step 0: Vehicle Concept
Before you start designing your vehicle, you should have a clear idea of what the purpose of this vehicle is. Is the vehicle a fast transport, a powerful gunship, or an invulnerable tank? Why was it designed? What task was it created to perform? Who created it? A racing vehicle designed by goblins will sport a very different set of abilities than a Veskarian assault tank.
!! Step 1: Array
Choose the level of the vehicle, then locate and use the starting statistics in [[Custom Vehicle Array|]].
!! Step 2: Vehicle Type Graft
Choose and apply one of the [[vehicle type grafts|Vehicle Type Grafts]] based on your vehicle's general shape, such as a cycle, flying vehicle, tank, or walker. Apply any adjustments that template provides. The vehicle type graft has a significant impact on your vehicle's final statistics.
!! Step 3: Vehicle Size Graft
Determine the vehicle's size. Choose a [[vehicle size graft|Vehicle Size Grafts]] and apply any adjustments to your starting statistics. Large vehicles have no adjustments, as Large is the default size for most vehicles. Small creatures sometimes use Medium vehicles.
!! Step 4 (Optional): Vehicle Origin Graft
Is this custom vehicle created by a large corporation for wide distribution, a hand-made vehicle, or an experimental vehicle? You can [[choose one graft|Vehicle Origin Grafts]] that best describes your vehicle and apply it.
!! Step 5 (Optional): Special Grafts
The [[templates in this section|Special Vehicle Grafts]] describe rarer types of vehicles, such as those that are built from scrap, designed for off-road travel, or include an auto-pilot. Apply up to two of these grafts if they help to describe your vehicle.
<<list-links "[list<currentTiddler>]" class:index>>
This //gimmick// grants you a bonus to any caster level checks you make to overcome targets’ [[spell resistance]] with the channeled spell, based on the //gimmick’s// model. This bonus does not stack with that provided by the [[Spell Penetration]] or [[Greater Spell Penetration]] feats.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Caster Level Bonus |h
|//cutting gimmick//, apprentice | 2 | 750 | L | +1 |
|//cutting gimmick//, expert | 6 | 4,200 | L | +2 |
|//cutting gimmick//, master | 10 | 18,500 | L | +3 |
</div>
<div class="statblock">
* ''Type'' poison (contact)
* ''Save'' Fortitude DC 16
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Onset'' 1 minute
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' Related to its use in extracting metals, cyanide is effective against [[elementals]] with the earth subtype, bypassing their natural [[immunity]] to poison.
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|cyanide | 6 | 600 |
</div>
You've had some form of cybernetic augmentation since you were very young, and you see further augmentation as a path to self-improvement. You might be a verthani from the Augmented caste, a steelskin orc seeking to distinguish yourself from mainstream society, or anyone else inspired by the possibilities technology offers. Either way, you strive to master your current cybernetics and seek to further upgrade yourself whenever the opportunity presents itself.
!! Theme Knowledge (1st)
You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of [[Engineering]] checks to [[identify|Identify Technology]] cybernetic augmentations and of [[Life Science]] checks to [[recall knowledge]] about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. [[Computers]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Self-Hacker (6th)
Your constant experimentation has blurred the lines between your body and your augmentations. Once per day as a full action, you can overclock one of your cybernetic augmentations to regain a number of Stamina Points equal to the augmentation's item level; you must have a cybernetic augmentation installed in your body to use this ability.
!! Hardened Systems (12th)
You understand the potential vulnerabilities of cybernetics and have tinkered extensively with your own to make them more resilient. The DC to hack your cybernetic augmentations via magic or technological means increases by 5, thanks to the devious security countermeasures you have added to them. Additionally, your cybernetic augmentations grant you electricity [[resistance]] 5; this resistance stacks with one other source of energy resistance.
!! Master Modder (18th)
You feel energized whenever you demonstrate the improved capabilities of your cybernetically enhanced body. Up to twice per day, when you have succeeded at a significant task in a way that crucially relied upon abilities granted by your cybernetics (GM's discretion), you can spend 10 minutes testing and performing system maintenance on those augmentations to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
Cybermedicine is the study of integrating biological and technological material and understanding their interactions.
''Booster:'' You boost a living creature or construct with a nanite-infused substance that causes both living creatures and constructs to heal more efficiently. If that creature would benefit from any effect that restores Hit Points, increase the number of Hit Points restored by 50% or by an amount equal to your key ability score modifier, whichever is lower.
''Inhibitor:'' You deliver a nanite solution to a living creature or construct, interfering with its healing or repair. Whenever the creature would regain Hit Points from an effect, it must succeed at a Fortitude save or regain no Hit Points from the effect. For persistent healing effects like [[regeneration]], the creature must attempt a new saving throw against the inhibitor each round to regain Hit Points, though the inhibitor doesn't suppress such abilities altogether. This is a poison effect and ignores a construct's immunity to poison.
!! Breakthrough
Cybermedicine provides the following breakthrough ability.
''Override Biology:'' As a standard action, you create and deliver a formula packed with nanites that flood a living creature's body, granting it construct-like traits. The target gains the [[no breath]] universal creature ability as well as a +2 enhancement bonus to saving throws against disease, mind-affecting effects, poison, and sleep (unless those effects specifically target constructs).
Made of ultralight materials, this fully cybernetic arm fuses to your spinal column, exoskeleton, or equivalent body structure and functions as a full arm. You can hold an additional hand's worth of equipment. This lets you have more items at the ready, but it doesn't increase the number of attacks you can make in combat. You must have a Strength score of 12 to use a cybernetic arm effectively.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|cybernetic arm, single | 11 | 24,750 | spinal column |
|cybernetic arm, dual | 14 | 70,150 | spinal column |
</div>
Your drone can be improved with one cybernetic or magitech augmentation, selected from only one of the following systems: arm, brain, ears, eyes, hand, legs, or throat. If the augmentation has an item level that is 4 or more levels lower than your ranks in [[Engineering]] (for cybernetics augmentations) or [[Mysticism]] (for magitech augmentations), you can create and install the augmentation yourself at no cost. You can change such self-built augmentations once per day with 1 hour of work. If the augmentation is not 4 or more levels lower than your appropriate skill ranks, you must acquire and pay for the augmentation (including changing or replacing the augmentation) normally.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large construct (magical, technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], x-ray vision; ''Perception'' +18
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 19; ''KAC'' 23
* ''Fort'' +7; ''Ref'' +7; ''Will'' +5
* ''Defensive Abilities'' [[integrated weapons]]; ''DR'' 5/adamantine or [[wound]]; ''Immunities'' [[construct immunities]], magic
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' LFD [[pulse gauntlet]] +19 (3d6+14 B & So; critical [[knockdown]])
* ''Ranged'' corona [[artillery laser]] +15 (2d8+8 F; critical [[burn]] 1d6)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' berserk, haste circuit
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Other Abilities'' comm, [[mindless]], [[unliving]]
* ''Gear'' 2 LFD [[pulse gauntlets]] with 4 batteries (20 charges each), corona [[artillery laser]] with 4 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Berserk ([[Ex]])'' When a cybernetic golem takes damage that reduces it to half its maximum Hit Points or fewer, and whenever it takes damage while it has half its maximum Hit Points or fewer, it must attempt a DC 15 Will saving throw. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can't reach or shoot a creature, it attacks objects. The golem can attempt a DC 15 Will saving throw at the end of each of its turns to end the berserk state. If the golem's creator communicates with the golem to calm it, via comm unit or from within 60 feet, and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw.
''Comm ([[Ex]])'' A golem can receive wireless communications (and thus commands from its creator) at planetary range.
''Haste Circuit ([[Su]])'' A cybernetic golem can use a swift action to gain the benefit of the //[[haste]]// spell. This effect lasts for 1 round, and then the circuit shuts down and must recharge for 1 round before being activated again. The golem can use its circuit up to 10 rounds per day.
''Magic Immunity ([[Ex]])'' A golem is immune to any spell or spell-like ability that allows [[spell resistance]], unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem as follows:
@@.special
* The golem can be affected by //[[discharge]]// or //[[greater discharge]]// but has a unique reaction to the spells. If the golem fails a saving throw against either spell, it becomes [[confused]] for 1d4 rounds instead of suffering the spell's normal effect. The golem can attempt a Fortitude save at the end of each of its turns, ending the condition on a success.
* Magical effects that deal cold damage slow (as the //[[slow]]// spell) the golem for 3 rounds (no save). If the golem has a haste circuit and it is active, this effect counters the haste circuit but has no other effect.
* The golem automatically fails saving throws against weapons and magical effects that deal electricity damage. However, such an effect merely breaks any slow effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem's maximum Hit Points is stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored.
@@
''X-Ray Vision ([[Ex]])'' As a move action, the golem can grant itself x-ray vision, which functions like an [[x-ray visor]]
</div>
A cybernetic creature has been augmented by technological implants (although the same simple template graft can be used to represent creatures augmented by biotech).
* ''CR:'' 1/2+
* ''Armor:'' If the creature is CR 3–7, add one armor upgrade with an item level equal to or less than the creature's CR. If it is CR 8+, add two armor upgrades, each with an item level equal to or less than the creature's CR.
* ''Weapon:'' Add a ranged weapon of a level no greater than the creature's CR + 1; this weapon can't be disarmed. A creature with the combatant array should get a longarm, and a creature with the expert or spellcaster array should get a small arm. Add the creature's CR to damage dealt with its weapon. The ammunition of such weapons is recovered once per day after the creature rests for 8 hours.
<<list-links '[tag[Cybernetics]]' class:index >>
Cycles are vehicles that the pilot (and sometimes a passenger) ride directly on top of, and they can have a wide variety of uses.
* ''Passengers:'' 1 (can't be increased by other grafts);
* ''Adjustments:'' Decrease price by 10%, decrease EAC and KAC by 2, decrease Hit Points by 10%
* ''Cover:'' None
* ''Speed (Full):'' speed × 20
* ''Modifiers:'' +2 [[Piloting]], –1 attack (–3 at full speed)
While many inexperienced solarians master their powers through trial and error, the traditional method to gain knowledge of the Cycle is to be taught. Cycle scholars share their insights with initiates, demonstrating advanced solarian techniques and bringing out the best in their pupils. Some Cycle scholars teach from a sense of duty or obligation, while others embrace the opportunity to induct a new generation of solarians into their ancient traditions. While many Cycle scholars prefer a relatively sedentary life teaching at a cosmonastery—or even leading one—others prefer to take an apprentice and travel the galaxy, teaching through heroic example.
The Cycle scholar grants alternate class features at 6th, 12th, and 18th level.
!! Cycle Instruction (6th)
You can teach others the ways of the Cycle. Select one 2nd-level stellar revelation; you can't use this revelation yourself, and it isn't counted when determining if you have disproportionate revelations, but you are considered to have it for the purpose of this ability.
Once per day, you can spend 10 minutes instructing a creature in the ways of the Cycle. You can combine this with a 10-minute rest to regain Stamina Points. This is a sense-dependent and language-dependent effect. The creature gains the ability to use one of your 2nd-level stellar revelations for 1 round, using it as if the creature were attuned, but not fully attuned. If you have more than one applicable revelation from which to choose, the creature you instruct can choose the revelation when it uses the revelation.
When you reach 10th level, the creature you instruct can choose to use any one of your stellar revelations up to 6th level. When you reach 14th level, it can choose to use any one of your stellar revelations up to 10th level. When you reach 16th level, it can choose to use any one of your stellar revelations up to 14th level. Each time you gain a level, you can change the stellar revelation you have selected for this ability, selecting any stellar revelation of a level you grant access to.
!! Encourage Students (12th)
You bolster the courage of those around you. You can take a standard action to grant a number of other creatures equal to your Charisma modifier and within 30 feet of you temporary HP equal to your character level; these temporary HP last for 1 minute. Affected creatures are also immune to fear for as long as they have temporary HP from this power, plus 1 additional round. After using this ability, you must rest for 10 minutes to regain Stamina Points before you can use it again. This a sense-dependent and language-dependent effect.
!! Thoughts Into Action (18th)
You can instantly mobilize those around you, leading them into action. Once per day, you can take a standard action to grant a number of other creatures equal to your Charisma modifier and within 30 feet of you an additional move action. An affected creature can use this move action during its next turn, can use the extra move action between other actions, and can even use it before or after a full action. The creature can't also benefit from any other abilities that grant additional move actions, such as the [[hurry]] envoy improvisation. This a sense-dependent and language-dependent effect.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* CG Small outsider (chaotic, good)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +5; ''Will'' +9
!!! OFFENSE
* ''Speed'' fly 15 ft. ([[Su]], perfect)
* ''Spell-like Abilities'' (CL 4th)
** 2nd (3/day)—//[[song of the cosmos]]// (DC 17), //[[zone of truth]]// (DC 17)
** 1st (6/day)—//[[charm person]]// (DC 16), //[[illusory starfield]]// (DC 16), //[[mind link]]//
** At will—//[[daze]]// (DC 15), //[[detect affliction]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' +0; ''Int'' +1; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +10, [[Diplomacy]] +15, [[Mysticism]] +10, [[Survival]] +10
* ''Languages'' Common
* ''Other Abilities'' cyclical forms
!!! ECOLOGY
* ''Environment'' any (Cynosure)
* ''Organization'' solitary, pair, or constellation (3–12)
!!! SPECIAL ABILITIES
''Cyclical Forms ([[Su]])'' A cynogerm has three distinct forms: a seedling, a blossoming flower, and a butterfly. It constantly cycles through these forms, and can take a move action to adopt any one of them. Make the following adjustments based on the cynogerm’s current form.
@@.special
* ''Seedling:'' A cynogerm in seedling form can fling motes of pollen imbued with potent psychic energy. This is an attack with a range of 30 feet and an attack modifier of +9 inflicting 1d4+4 damage; this is a mind-affecting effect.
* ''Flower:'' Once a day as a full action, a cynogerm in flower form can shake itself and throw off pollen that causes creatures within a 30-foot-radius burst to fall asleep and slip into peaceful dreams for 1d6 minutes (DC 15 Will save negates). This is a mind-affecting effect.
* ''Butterfly Form:'' A cynogerm in butterfly form grows wings and gains a supernatural fly speed of 60 feet (perfect), [[spaceflight]] (Mysticism), and [[void adaptation]].
@@
</div>
Flocks of cynogerms, minor heralds of Desna, flit throughout Cynosure and carry messages into the wider cosmos at the command of the goddess of dreams. These extraplanar messengers scatter like dandelion seeds in the wind to take root in strange locales, where they seed messages that bloom in mortal hearts, inspiring them to greatness or calling them to Cynosure.
Cynogerms begin their lives as seeds planted in vast gardens in Cynosure, where they’re tended by azatas and other good outsiders loyal to Desna. They graduate from their gardens once their infancy ends and they’re strong enough to travel the stars on their own. In keeping with their origins, cynogerms constantly cycle through their three forms, which they can also adopt at will. Their appearance slowly morphs between a dandelion-like seed, a vivid flowering plant, and a colorful butterfly with a wingspan as large as an eagle’s.
Most cynogerms don’t reveal their true names to strangers, but those lucky enough to become acquainted with one might be entrusted with such information. Cynogerms choose their own names, combining colors and musical terminology and often incorporating imagery from dreams. Cynogerm names range from “Crimson Coda” to more elaborate affairs such as “Flight Over Cyan Seas.”
As your connection to your nanites grows, the swarm's ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn't apply any critical hit effect. This percentage doesn't stack with similar effects.
At 10th level, the circumstance bonus to saving throws increases to +2, and the chance to treat a critical hit against you as a normal hit increases to 20%. At 16th level, the circumstance bonus to saving throws increases to +3, and the fortification percentage increases to 30%.
Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet's surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|d-suit I | 5 | 2,980 | +5 | +6 | +5 | — | — | 1 | L |
|d-suit II | 7 | 6,900 | +8 | +9 | +5 | — | — | 2 | L |
|d-suit III | 9 | 13,300 | +11 | +12 | +6 | — | — | 3 | L |
|d-suit IV | 13 | 45,800 | +16 | +17 | +6 | — | — | 4 | L |
|d-suit V | 17 | 244,300 | +20 | +21 | +7 | — | — | 5 | L |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Targets'' all creatures in the cloud
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' no
</div>
You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable. Any creature that enters the cloud or begins its turn within the cloud must succeed at a Will save or be [[fascinated]] for 1d4 rounds. A creature that succeeds at this save is immune to the effects of //Daegoxian spore cloud// for 24 hours.
Daemons are fiends, or evil outsiders, native to Abaddon.
* ''Traits:''
** [[immunity]] to acid, death effects, disease, and poison
** [[resistance]] 5 to cold, electricity, and fire (CR 3+; increases to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** [[summon allies]]
** [[telepathy]]
Summoned daemons come from Abaddon to spread disaster and ruin with the desire to extinguish all mortal life and feast on the resulting soul energy. Their monstrous forms are covered in vicious-looking spikes, and they have long, lean limbs that bend at odd angles.
* ''Type:'' outsider (daemon, evil, extraplanar)
* ''Alignment:'' change to NE
* ''Traits:''
** base speed increases to 30 ft.
** [[immunity]] to acid, death effects, disease, and poison
** [[resistance]] equal to creature's CR to cold, electricity, and fire
** if base stat block has [[DR]], change to DR/good
* ''Skills:'' add [[Intimidate]] and [[Mysticism]]
* ''Languages:'' Abyssal, Common, and Infernal
* ''Attack:'' the summoned creature gains a spike ranged attack, which has a range of 30 ft.
<div class="table-wrapper">
| CR | Attack Adjustment |h
| 1/3 |add ''Ranged'' spike +2 (1d4 P) |
| 1 |add ''Ranged'' spike +6 (1d6+1 P) |
| 3 |add ''Ranged'' spike +9 (1d6+3 P) |
| 5 |add ''Ranged'' spike +12 (1d8+5 P) |
| 7 |add ''Ranged'' spike +15 (2d8+7 P) |
| 11 |add ''Ranged'' spike +21 (3d10+11 P) |
</div>
Originating from the desolate plane of Abaddon, daemons strive to end all life in existence—even destroying themselves after snuffing out or consuming every other soul. A daemon's favorite method of killing often shapes their form and abilities. Traditional daemons might embrace more conventional means of inflicting death, though newer daemons have adapted to the galaxy's evolving technology.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
The thinness and lightness of daggers make them easy to carry or conceal. Ultrathin daggers have sharp, double-edged blades. Zero-edge daggers have blades—crafted with quantum technology—that are so fine, their edges blur. The blade of a molecular rift dagger looks translucent, as if it's made of glass, and its vibrating particles allow the dagger to slice through almost any substance. Most daggers are available with fixed, folding, or retractable blades.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|dagger, ultrathin | 12 | 32,800 | 4d4 S | — | L |[[analog]], [[operative]], [[thrown]] (20 ft.) |
|dagger, zero-edge | 14 | 64,400 | 6d4 S | — | L |[[analog]], [[operative]], [[thrown]] (20 ft.) |
|dagger, molecular rift | 17 | 275,000 | 10d4 S | — | L |[[analog]], [[operative]], [[thrown]] (20 ft.) |
</div>
If your attack hits, you deal damage. Damage first reduces a target's current Stamina Points and then the target's Hit Points (see [[Injury and Death]]). In most cases, the type of weapon used determines the amount of damage you deal, though specialization in groups of similar weapons (see the [[Weapon Specialization]] feat) and other abilities can increase that amount. Some weapons and abilities may add further effects in addition to dealing damage.
!! Strength Modifier
When you hit with a melee or thrown ranged weapon, add your Strength modifier to your damage roll's result. However, do not add your Strength modifier to the damage of your grenades and nonthrown ranged attacks.
!! Multiplying Damage
Sometimes you multiply your damage by some factor, such as on a [[critical hit]]. In this case, you do not literally multiply your damage roll result by that factor. Instead, you roll the damage (adding all modifiers) the number of times specified and total the results. If you multiply damage more than once, each multiplier applies to the original, unmultiplied damage. Thus, doubling damage twice is equivalent to rolling the damage (adding all modifiers) three times—once for the original damage and once for each doubling.
!! Minimum Damage
If penalties reduce a damage result to less than 1, a hit still deals 1 [[nonlethal damage]].
!! Ability Damage
Certain creatures and magical effects can cause temporary or permanent [[ability damage]], which lowers a particular ability score and can reduce its modifier, therefore affecting a range of statistics and rolls..
!! Stamina and Hit Points
Whenever you take damage, it first reduces your Stamina Points (SP). Any damage you take beyond your Stamina Points reduces your Hit Points (HP). When your Hit Point total reaches 0, you fall unconscious and are [[dying]], and you lose 1 Resolve Point (RP) each round unless you are stabilized. When your Resolve Points reach 0 but you would lose additional Resolve Points from dying or for any other reason, you're dead. For example, if you have 6 Stamina Points and take 9 damage, your Stamina Points are reduced to 0, you lose 3 Hit Points, and all subsequent damage reduces your HP until you regain Stamina Points. See [[Injury and Death]] for more information.
When a gunner hits with an attack, she rolls the damage dealt by the weapon she is using and determines which quadrant of the targeted starship she hits. A starship's shield quadrants are the same as its firing arcs. Damage is first applied to any shields the target starship has in the quadrant hit by the attack, depleting a number of Shield Points equal to the amount of damage dealt. If that quadrant's Shield Points reach 0, that shield is entirely depleted and any excess damage is applied to the target starship's Hull Points. If the ship doesn't have shields or if its shields in that quadrant have already been depleted, apply all damage directly to the target's Hull Points.
If a starship has a Damage Threshold, any attack that would deal damage to its Hull Points equal to or less than this Damage Threshold fails to damage the ship's Hull Points. If the damage is greater than the Damage Threshold, the full amount of damage is dealt to the ship's Hull Points.
If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed. Crew members aboard such ships are not in immediate danger unless their life-support system is wrecked, but they might eventually die from starvation and thirst if they have no way to repair the ship.
If a ship ever takes damage that exceeds twice its Hull Points, it is destroyed and can't be repaired. All systems stop functioning, and the hull is compromised. The crew might initially survive, but without protection, they won't live very long.
!! Shooting Starships
Starship weapons and regular PC-level weapons work on different scales and aren't meant to interact with each other. If characters choose to shoot at a starship with their laser rifles (or cast a spell on it) while it is on the ground, the GM should treat the starship as an object (a particularly massive one, at that). At the GM's discretion, if starship weapons are ever brought to bear against buildings or people, they deal Hit Point damage equal to 10 × their listed amount of damage. However, starship weapons are never precise enough to target a single individual (or even small group) and can, if the GM decides, be simulated as deadly hazards instead of weapon attacks.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Some creatures have the ability to instantly heal damage from attacks or ignore blows altogether; this is referred to as the damage reduction special ability. Damage reduction (DR) applies to kinetic damage—any bludgeoning, piercing, or slashing damage—that a character takes, regardless of that damage's source. It does not apply against damage with no damage type or any other damage type, including acid, cold, electricity, fire, or sonic, though these can be mitigated by [[energy resistance]].
The numerical part of a creature's damage reduction is the amount of bludgeoning, piercing, and slashing damage the creature ignores from each attack. Weapons made from a certain material, magic weapons (any weapon with a weapon fusion), and weapons imbued with a specific alignment often can overcome this reduction. This information is separated from the damage reduction number by a slash. For example, DR 5/cold iron means that you take 5 fewer damage from weapons that are not made from cold iron, DR 5/magic means you take 5 fewer damage from weapons that are not magic, and so on. If a dash follows the slash ("DR 5/—"), then the damage reduction is effective against bludgeoning, piercing, or slashing damage from any weapon, though some attacks have their own ability to overcome DR. Ammunition fired from a projectile weapon with a magic fusion or alignment is treated as a magic weapon or having the listed alignment for the purpose of overcoming damage reduction.
Sometimes, multiple types of weapon materials or alignments are indicated after the value of DR, indicating that the damage reduction can be overcome in multiple ways or requires a specific combination of effects to be overcome. For example, DR 5/lawful or magic means any weapon that is of a lawful alignment or that is magic can overcome the damage reduction. In contrast, DR 5/lawful //and// magic means only weapons that are both of a lawful alignment and magic overcome the damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an injury-based disease, an operative's [[debilitating trick]], and poison delivered via an injury. Damage reduction does not negate ability damage, ability drain, energy damage dealt as part of an attack, or negative levels, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation. Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
If you have damage reduction from more than one source, the two forms of damage reduction do not stack unless the sources granting the damage reduction specifically note otherwise. Instead, you get the benefit of the best damage reduction in a given situation. Rarely, an effect specifies that it increases a creature's existing damage reduction.
Sometimes damage reduction represents instant healing, while in other cases it reflects the creature's tough hide or body. In either case, you can see that a conventional attack hasn't been effective.
//Format:// ''DR'' 10/magic.
The fleet's thick armor reduces incoming damage by 1 per damage die rolled.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|damage threshold | 3 | [[capital|Capital-Class Fleet]] |
</div>
Some areas of space are actively damaging to starships. These damaging zones can represent hazards such as electrically charged nebulae, hull-eating bacteria, or the chaotic corona near the surface of a star. Depending on the nature of the damaging zone, it might encompass part or all of the combat grid, in a variety of shapes and sizes.
At the end of each round of starship combat, all starships in a damaging zone take damage from the hazard, distributed evenly across all quadrants. As a crew action during the helm phase, a science officer can align the starship's shields to specifically protect against the active hazard (DC = 10 + 1-1/2 × the starship's tier), negating any damage to shielded quadrants; quadrants with depleted shields can't be protected in this way. In general, damaging zones should deal at most roughly 1d6 damage per tier of the PCs' starship each round.
''Hull-Eating Bacteria:'' While several massive species have adapted to the void of space, bacteria and other microparasites have also adapted to interstellar life by feeding off one of the most readily available substances: starship hulls. Infestations can last for decades as the tiny creatures feed on the remnants of derelict ships and debris fields. In areas with hull-eating bacteria and similar threats, unshielded quadrants of a starship's hull each take between 1d6 and 7d6 damage per round, ignoring DT. Once a quadrant of a ship has been exposed, it continues to take damage each round at the end of the engineering phase, even if shields are later restored to that quadrant. As a crew action during the engineering phase, a starship's engineer can vent plasma, superheat the hull, or perform a similar action to destroy the infestation (DC = 10 + 1-1/2 × the starship's tier).
''Nebula:'' This large and diffuse area of gas is generally not hazardous to starships, but depending on the exact nature of the nebula, it can cause any number of adverse effects. Represent a nebula with 10–20 contiguous hexes. These hexes might conceal a ship, forcing gunners to use unreliable sensor information to target a starship inside the nebula, which gives attacks against ships in the nebula a 20% miss chance. Alternatively, corrosive gases might eat away at the starship (as hull-eating bacteria. Or electrical storms may have erupted inside the nebula after being exposed to the technology of a starship, giving the nebula an attack each round against any starships inside (as solar flare).
''Proton Storm:'' Stars can emit streams of high-intensity protons capable of ripping starships apart. To represent a proton storm, draw multiple parallel lines throughout the combat grid, 5 to 10 hexes long and 3 to 5 hexes apart. Starships can fly through these marked areas, and the lines don't block starship attacks, though tracking weapons that would fly through a proton storm are immediately destroyed. However, the storms represent significant danger: the protons have such high energy that they bypass starship shields. Each time a starship flies through or ends its movement in a marked hex, it takes damage directly to its Hull Points equal to 1d6 + an additional 1d6 for every 2 tiers of the starship.
''Star Corona:'' Flying near a star without specific protection is never a good idea. If unprotected, a starship can take between 1d6 and 20d6 damage each round from the heat given off by a star's corona, depending on the intensity of the star and the distance to the star's surface. Some stars also discharge radiation that bypasses normal defenses and can affect the crew on board (see [[Radiation|Radiation (space hazard)]]).
The people known throughout the galaxy as damais are survivors of a shattered planet who are at once hardy yet fragile, savvy yet foolish, prescient yet solipsistic. Their planet is ancient even on the scale of the vast universe, and yet for damais, modern history is merely 200 years old.
Life on Daimalko, their dry, rocky planet in Near Space, transformed when an event called the Awakening wracked the land with earthquakes, evaporated the world's oceans, and withered its greenery. Worse, the cataclysm awakened the terrible colossi at the heart of the people's legends. Some of these monstrosities were [[kyokors]], though many were other, equally horrific beasts, and all rose from their slumber beneath the seabed to destroy most of the planet's inhabitants in short order.
Prior to this disaster, the people of Daimalko were split between two advanced, warring societies: the holy Queendom of Ykarth, which claimed a divine mandate from the empyreal lord Duellona, and the psychic Confederation of Volkaria. But the Awakening drove most of the surviving damais underground, regardless of their allegiance, where they huddled in caverns they came to collectively call the Refuge. Nearly 150 years passed as the remaining damais and their descendants grappled with the cultural trauma of the Awakening. Originally a fragile people threaded with natural ribbons of psychic energy, empathic magic, or braids of both, damais adapted into the hardy and resourceful people they are today.
About 50 years ago, a wise leader in one of the deepest and largest pockets of the Refuge resolved to reunite damais for good. Reirali Kokolu sought to build solidarity among the refugees despite the fact that the colossi still rampaged on the surface above. At great personal risk, she traversed the lightless caverns to make contact with other refugee settlements, inviting their leaders to travel with her until they'd contacted each surviving damai and formulated a plan to keep them connected to one another, even if only spiritually.
Near the end of the leaders' journey, they stumbled upon a curious cache of rune-scribed orbs. Though most of the leaders thought the objects mere baubles, useless remnants of the planet's lost civilizations, Reirali Kokolu felt compelled to commune with the orbs. At first, touching them conveyed blasts of overwhelming emotion, fits of magical hubris, unnatural physical strength, and the darkest dread. However, after studying them at length—and convincing the other damai leaders to do the same—Kokolu found that the orbs, when bonded to a user, subtly conveyed vital information about the marauding colossi, such as their physical locations at any given time. Users of these orbs even seemed able to subtly influence the beasts' behavior, though doing so caused tremendous stress, both mentally and physically. Communing with the orbs also fused the leaders to each other emotionally. As they learned to wield the orbs' power, the leaders came to realize that with just a little concentration, they could inhabit each others' minds and hearts. These damai leaders became the first Guardians.
Invigorated with the powers they'd unlocked, the Guardians returned to their respective settlements in the Refuge. Some died mysteriously along the way, and to this day it is unclear why, despite numerous attempts to discover the fates of these Guardians and any motive or meaning behind their deaths. However, the rest returned to their enclaves. While some used the orbs merely to fortify their settlements, terrified of the power of the colossi they felt through their artifacts, other Guardians began ushering small colonies of damais aboveground, carefully using their bonded orbs to shield their people from harm. Now, the underground settlements have approached a stability that is just shy of thriving, though the aboveground colonies still struggle, thanks both to their youth and to colossi attacks that their Guardians have failed to thwart.
Daimalkan Guardians command great power, found both within them and through their orbs, but they are no less mortal than their kin, who age much as humans do. Thus, each Guardian carefully chooses and trains her successor over about a dozen years, using her wits, her wisdom, and her bonded orb, which she transfers to her charge when the time is right.
Though some whisper that the magic flowing through the leaders is somehow tied to the force that sparked the Awakening, trust in the Guardians is nearly universal in damai settlements. Despite their different approaches to survival, the Guardians and everyday damais recognize how deeply tied to each other they are—or without the bonds of their people, damais would have nothing except the colossi that slaver for their end.
The average damai has gray skin, stands 6 feet tall, and weighs around 175 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Cha, +2 Dex, –2 Wis
* ''Hit Points:'' 2
* ''Size and Type:'' Damais are Medium humanoids with the damai subtype.
* ''Low-Light Vision:'' Damais have [[low-light vision]].
* ''Scrappy:'' Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw.
* ''Survivor:'' Damais have ingrained survivalist senses and gain a +2 racial bonus to [[Stealth]] and [[Survival]] checks. This bonus increases to +3 w when a damai is underground.
!!! Alternate Ability Adjustments
* ''Cerebral:'' Though many damais rely on strong personality to pursue their fortunes, some find themselves naturally more capable in soaking up knowledge, and they apply it to practical use in their daily lives. Damai legend claims that these cerebral, frail members of their species, once far more numerous, were responsible for the magnificent advancements in science, technology, and magic that far predated Daimalko's Awakening. A cerebral damai's ability adjustments are +4 Intelligence, –2 Constitution.
!!! Alternate Racial Traits
* ''Brazen Bravado:'' Many damais rely on their incredible force of personality and in-the-moment ingenuity to get themselves out of scrapes, rather than on the survival skills common among their fellows. Damais with this racial trait gain a +2 racial bonus to [[Bluff]] and [[Sense Motive]] checks. In addition, when they aid another creature using one of these skills, the aid another bonus they provide increases to +3. This replaces survivor.
* ''Empathic Imprint:'' Some damais are born with an innate connection to the feelings and moods of those around them, and they can focus this empathy to glean insights that others normally could not. Once per day, a damai with this racial trait can cast //[[mindlink]]// as a spell-like ability. The caster level for this effect equals the damai's level. This replaces survivor.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NE Large aberration
* ''Init'' +0; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft., sense detection (planetary); ''Perception'' +13
* ''Aura'' undetectable radiation (medium, 20 ft., DC 14)
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +8; ''Will'' +7
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' radiation
''Weaknesses'' [[vulnerable]] to acid
!!! OFFENSE
* ''Speed'' 40 ft., burrow 30 ft., climb 40 ft.
* ''Melee'' jaws +16 (1d8+11 P)
* ''Ranged'' superheated spine +13 (1d10+6 P & F; critical [[burn]] 1d6)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Spell-Like Abilities'' (CL 6th)
** Constant—//[[nondetection]]// (self only)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +0; ''Con'' +3; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +18 (+26 to climb), [[Stealth]] +13, [[Survival]] +13
* ''Other Abilities'' undetectable radiation
!!! ECOLOGY
* ''Environment'' any underground or vacuum (Diaspora)
* ''Organization'' solitary, pair, or infestation (3–12)
!!! SPECIAL ABILITIES
''Sense Detection ([[Su]])'' A Damiaran maggot can innately sense distance and direction to any creature in planetary range that has identified it or detected it, or any of its kind, by any means, including via magic, technology, or any senses, natural or otherwise.
''Superheated Spine ([[Ex]])'' As a ranged attack action, a Damiaran maggot can shoot a superheated spine from its back. This projectile has a range increment of 30 feet. A Damiaran maggot has a maximum of 16 spines it can shoot in this way and regrows 1d4 spines per day.
''Undetectable Radiation ([[Su]])'' A Damiaran maggot is radioactive, and the radiation it emits is also under the effects of its constant //[[nondetection]]// spell-like ability. For purposes of determining the DC of caster-level checks and [[Perception]] checks to detect the radiation, it is considered part of the creature.
</div>
Damiaran maggots are large, worm-like creatures that once lived deep beneath the surface of Damiar, one of two planets that collided and formed the Diaspora. Now, they infest countless planetoids across the asteroid field, making an already dangerous environment that much more so. Extremely territorial, they viciously compete with all other life-forms they meet, leaving any given celestial body only when it becomes clear they’re outmatched.
Damiaran maggots have a supernatural ability to sense when anyone nearby has detected them—and where those observers are—making them nearly impossible to track down when they don’t want to be found. Their predators are therefore scarce. The only creatures Damiaran maggots immediately flee from are surnochs, which possess an instinct that drives them to seek out and devour any Damiaran maggots they encounter.
More than one hapless explorer has mistaken a Damiaran maggot’s vermin-like appearance for a larger variety of asteroid louse. To canny observers, the superheated metal spines that grow along its back set it apart from such vermin. All attempts to study Damiaran maggots in depth have failed, as the creatures either devour or evade most researchers who try to observe them. However, xenobiologists have determined that a Damiaran maggot is the larval stage of some bigger, more intelligent creature, though no known record exists of what that creature might be, how long it takes to mature, or what role it once played in Damiar’s ecosystem.
This arthropod burrows its many tiny legs into a host's flesh to sip on various hormones, especially epinephrine. These extremely aggressive symbiends bond almost exclusively to predators and are popular among pirates and warlords, as the constant trickle of adrenaline they create results in vicious, fearless soldiers. Bloodshot eyes, bulging veins, and a tendency to froth at the mouth make it easy to identify hosts of Damoritosh's arms.
* ''Required Creature Type:'' aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid
* ''Required Array:'' combatant
* ''Traits:''
** EAC and KAC increase by 1
** +4 morale bonus to [[Athletics]] and [[Intimidate]] checks
** unarmed strikes deal lethal damage, don't count as [[archaic]], and gain a unique weapon specialization that adds 1-1/2 × CR or character level to damage
* ''Abilities:'' frothing rage 1/day
* //Frothing Rage ([[Ex]]):// As a swift action, the creature gains a number of temporary Hit Points equal to the host's CR or character level and gains the ability to make three attacks when making a full attack, though each attack takes a –5 penalty (instead of a –4 penalty). The rage lasts for a number of rounds equal to the host's CR or character level, after which the host is [[fatigued]] for 10 minutes.
* ''Drawbacks:'' –2 penalty to Intelligence-based skill checks, [[Diplomacy]] checks, and Will saving throws against effects with the emotion descriptor
* ''Systems:'' brain, arms (all)
* ''Suggested Ability Score Modifiers:'' Strength, Constitution
You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area.
At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 reaction
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one spell
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You siphon magical energy from a spell, casting //dampen spell// as a reaction when you observe the triggering spell being cast within range. This spell has no effect on magic items but can affect spells they cast. The spell slot you use to cast //dampen spell// determines the options you have for dampening the targeted spell. To have any effect, you must attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you successfully dampen a spell, the caster can cease casting, losing the action used for casting rather than the spell slot. This spell has no effect on artifacts or deities.
''1st:'' If you cast //dampen spell// using a 1st-level slot, choose one of the following effects.
* //Contract:// Halve the spell’s range. If the targeted spell can no longer reach its target, the caster can choose a new target within the new range and continue casting.
* //Exclude:// An area or multitarget spell excludes one target of your choice.
* //Mistarget:// Make the spell go off-target as if it’s a thrown weapon that missed its grid intersection.
* //Shorten:// If the spell’s duration is measured in rounds or minutes, halve that duration (round down, minimum 0 or 5 rounds for 1 minute rounded down). You can’t shorten a spell that has a duration measured in longer increments.
''2nd:'' If you cast //dampen spell// using a 2nd-level slot, choose one of the following effects.
* //Reduce:// Halve the area or number of targets the spell can affect.
* //Shorten:// If the spell’s duration is measured in hours, halve that duration (round down, minimum 30 minutes for 1 hour rounded down). You can’t shorten a spell that has a duration measured in longer increments.
* //Weaken:// Halve the spell’s damage or healing done.
On a critical hit, a weapon with the //dampening// fusion can suppress any vibration‑based [[blindsense]] the target has for 1d4 rounds. The target can negate this effect with a successful Fortitude save. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the //dampening// effect.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target becomes encased in a field that dampens sounds and vibrations. For the duration of the spell, the target has total concealment against creatures whose only sense is [[blindsense]] (sound) or blindsense (vibration) and can attempt [[Stealth]] checks to hide from creatures whose only sense is [[blindsight]] (sound) or blindsight (vibration) with a +10 circumstance bonus to their checks. All sounds the target makes intentionally are muffled, increasing the DC of [[Perception]] checks to hear them by 5.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' up to four lights
* ''Duration'' 1 minute (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You create up to four lights that resemble small headlights or flashlights. The //dancing lights// must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
You can have only one dancing lights spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
You specialize in missions requiring courage and athleticism.
* ''Associated Skills:'' [[Acrobatics]] and [[Athletics]]. You can attempt an Acrobatics check to make a [[trick attack]].
* ''Specialization Exploit:'' [[versatile movement]]
* ''Terrain Attack ([[Ex]]):'' At 11th level, when you and a foe are both balancing, climbing, flying, or swimming, you automatically succeed at any [[Bluff]] check required to make a trick attack against that foe.
When you fail an [[Acrobatics]] or [[Athletics]] check, you can spend 1 Resolve Point to either reroll the check and use the new result or add 5 to your result and use the new value to determine whether you succeed at the check. You can't use this ability on trick attack attempts. Once you've used this ability, you can't use it again until you've taken a 10-minute rest to recover Stamina Points.
When calculating the [[Athletics]] check DC to jump, treat the total distance you’re trying to jump as though it were reduced by an amount equal to half your land speed bonus granted by the [[quick movement]] operative ability. As long as your jump brings you in contact with a solid surface like a wall or large piece of debris, you can spend 1 Resolve Point to immediately jump again from that surface as part of the same move action as though you had a running start; only after resolving this second jump do you fall if not on a surface that can support you.
This //aeon stone// grants you a +2 insight bonus to [[Perception]] and [[Sense Motive]] skill checks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//dark blue rhomboid// | 10 | 18,000 | — |
</div>
By transforming your own body into dark matter, you briefly cease to interact with physical objects. Once per day when you are attuned or fully attuned, you can activate this power as a swift action to become [[incorporeal]] until the beginning of your next turn.
As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain [[damage reduction]] 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level.
Your understanding of the secrets of dark matter enables you to generate the mysterious substance. When you're fully graviton-attuned, you can take a standard action to create regions of darkness. You can fill one 5-foot square with darkness for each solarian level you have. This effect lasts 1 round per solarian level; you can take a swift action to end the effect. The darkness must be continuous and unbroken when formed, and the dark matter can't be moved. The darkness blocks all sight, even darkvision, but you can see through it.
Your sensitivity to dark matter allows you to navigate in lightless conditions. You gain [[darkvision]] with a range of 60 feet.
//Darksight goggles// are a magical innovation made to aid vision and counter magical darkness without the telltale signs created by technology, such as ultraviolet lasers. The goggles count as a worn magic item unless you install them in armor, taking up one [[upgrade slot|Armor Upgrades]]. While wearing these goggles, you gain [[low-light vision]] as well as [[darkvision]] with a range of 60 feet. In addition, the darkvision these goggles provide allows you to see in color. If you already have darkvision, //darksight goggles// increase its range by 30 feet.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//darksight goggles// | 4 | 2,100 | L |
</div>
Darkvision is the ability to see with no light source at all, out to a range specified in the creature's description. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—when a creature has darkvision, invisible objects and creatures are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to [[gaze]] attacks normally. The presence of light does not affect darkvision.
//Format:// ''Senses'' darkvision 60 ft.
//Guidelines:// Darkvision has a range of 60 feet for most creatures or 120 feet in exceptional cases.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' touch
* ''Targets'' one creature or camera
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target gains the ability to see 60 feet even in total darkness. //Darkvision// is black and white only but otherwise like normal sight.
These replacement eyes allow you to see in total darkness, giving you [[darkvision]] with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.
Advanced darkvision capacitors have the benefits of a [[wide-spectrum ocular implant]]. Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|darkvision capacitors, standard | 3 | 1,750 | eyes |
|darkvision capacitors, advanced | 8 | 9,000 | eyes |
|darkvision capacitors, long-range | 13 | 48,950 | eyes |
</div>
A //darkwater grenade// contains compressed, altered water molecules like a [[diaspora wyrm]] produces. Its [[explode]] special property produces a 10-foot-radius spread of light-absorbing mist, obscuring most sight and providing total concealment. This grenade works underwater and in a vacuum. A creature that has [[darkvision]] treats the field within 5 feet as if it provides only concealment. Magical light from a source of a higher level or CR than the grenade's negates the effect if the two interact. The mist lingers for 10 minutes, but a light wind or current disperses it in 1 minute, a moderate in 4 rounds, and strong in 1 round.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//darkwater grenade// | 6 | 1,400 | 20 ft. | drawn | L |[[explode]] (total concealment, 10 ft.) |
</div>
As a reaction when you are hit by an attack but before the attack's damage is resolved, you can spend 2 RP to teleport up to 10 feet away. This movement does not provoke attacks of opportunity. If your new location would cause you to be an invalid target for the triggering attack (for example, because you are out of range of a melee attack or the attacker no longer has line of effect to you), the attack is treated as a miss.
When Akiton's economy began to collapse in the wake of the thasteron bust, scrappy frontier townspeople were left to cobble together their necessities from whatever they had on hand and defend what resources they had from outside raiders. Dart cannons were created by these inventive souls, who reconfigured their depreciated mining equipment and less critical medical supplies into a weapon to stave off looters and thieves. These wide-barreled cannons fire a barrage of magnetically accelerated darts that contain barbed cores rather than toxins or medicinals. While this prevents the darts from being used to inject substances, the barbs can lodge in a target's body, dealing lasting damage. Dart cannons tend to see use in environments with some level of gravity, as no one wants to deal with the aftermath of a dart cannon's discharge in a zero-g environment. This weapon is available in light, tactical, heavy, advanced, elite, and paragon models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dart cannon, light | 2 | 690 | 1d8 P | 120 ft. | [[embed]] 1d6 | 50 darts | 10 | 2 |[[unwieldy]] |
|dart cannon, tactical | 5 | 2,800 | 1d12 P | 130 ft. | [[embed]] 1d8 | 50 darts | 10 | 2 |[[unwieldy]] |
|dart cannon, heavy | 8 | 9,650 | 2d12 P | 140 ft. | [[embed]] 1d8 | 50 darts | 10 | 2 |[[unwieldy]] |
|dart cannon, advanced | 11 | 22,300 | 3d12 P | 150 ft. | [[embed]] 1d10 | 50 darts | 10 | 2 |[[unwieldy]] |
|dart cannon, elite | 15 | 118,000 | 6d12 P | 150 ft. | [[embed]] 2d12 | 50 darts | 5 | 2 |[[unwieldy]] |
|dart cannon, paragon | 19 | 584,000 | 9d12 P | 150 ft. | [[embed]] 3d12 | 50 darts | 5 | 2 |[[unwieldy]] |
</div>
These light metal shafts each have a pointed tip and a reservoir to hold toxins or other appropriate substances that are typically liquid or viscous. While most combatants rely on darts to deliver toxins to enemies, particularly desperate or overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums, and other beneficial drugs across a crowded battlefield. In these cases, medics often practice to improve their aim to ensure that this strategy is effective when employed.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|darts | 1 | 20 | 25 | L |— |
</div>
<div class="statblock">
* ''Tier'' 10
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 3
* ''AC'' 23; ''TL'' 25
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' medium 140 (forward 40, port 30, starboard 30, aft 40)
* ''Attack (Forward)'' heavy hacksaw arm (10d6; 1 hex), light ship tether (2d6; 1 hex)
* ''Attack (Port)'' light particle beam (3d6; 10 hexes)
* ''Attack (Starboard)'' light particle beam (3d6; 10 hexes)
* ''Attack (Aft)'' vortex mouth mines (7d12; 3 mines)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Major
* ''Systems'' basic medium-range sensors, crew quarters (common), mk 4 armor, mk 6 defenses, mk 2 trinode computer, security (anti-hacking systems, antipersonnel weapon [ifritclass [[blaze rifle]]]); ''Expansion Bays'' [[brig]], [[cargo holds]] (3), [[escape pods]] (2), [[smuggler's compartment]], [[tech workshop]]
* ''Modifiers'' +2 to any three checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 12 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +24 (10 ranks), [[Diplomacy]] +19 (10 ranks), gunnery +15 (10th level), [[Intimidate]] +19 (10 ranks), [[Piloting]] +19 (10 ranks)
* ''Engineer (1 officer, 3 crew)'' [[Engineering]] +19 (10 ranks)
* ''Gunners (2)'' gunnery +15 (10th level)
* ''Pilot'' [[Piloting]] +19 (10 ranks)
* ''Science Officer (2 officers, 1 crew each)'' [[Computers]] +19 (10 ranks)
</div>
The Griffon's reputation almost always precedes it. Modeled off the antiquated Blue Crow produced by the [[Norikama Syndicate]] to recover battle scrap to recycle into the company's own starship frames, Dashadz Industries modeled the Griffon to vastly expand the Blue Crow's frame and supercharge its recovery tools, most infamously adding a rotating saw as much as 30 feet in diameter for breaking apart hulls and disarticulating weapon arrays. The utilitarian starship resonated less with the Veskarium's military and more with freelance wreckers, and the Griffon—often derisively referred to as the "Vulture"—swiftly became synonymous with ruthless pirates, unscrupulous captains, and hungry crews all too eager to pick over starship carcasses.
In reality, most Griffon crews are simply independent salvage operators surviving in an often-cutthroat business with notoriously high turnover rates. Though the Griffon's storage is substantial, most starships are still too large for one wrecker to haul off on their own; most salvagers call in backup from nearby Griffon owners after finding a huge derelict vessel. In good times, this maintains a healthy professional network, warm camaraderie, and healthy rivalry. But when salvage is lean, many crews are quick to misdirect their competitors, attack them outright, or worst of all, lay mines near viable salvage to disable any other vessels that come to investigate the wreckage. These grim circumstances often see the secondary market flooded with Griffon components, many of them suspiciously looking like they were torn from their former owners with prejudice.
Captains who can consistently turn a profit can sustain a Griffon for decades, and it's traditional to begin decorating the hull after a year of continuous operation. Artists specializing in these particular hull designs often float between crews or frequent stations and contractor union hubs, doing work on commission for crews and captains that have earned their ink. Some ships even pass through the hands of multiple captains with the crew mostly intact, creating a legacy on the hull that can be seen and read by those that know how.
Headquartered in the Veskarium, Dashadz Industries originally focused on heavy warships. However, its stakeholders foresaw the imminent treaty with the Pact Worlds, and began pivoting towards civilian vessels. The company refit its previous fleet, charging exorbitant fees to transform warships into comfortable—albeit heavily armed—transport vehicles. It now also builds smaller ships that, while not meant for warfare, are capable of it, such as [[Griffon salvage vessels|Dashadz Griffon]] that can disassemble a ship just as easily as they cut through space junk.
Early in the transition to its new business model, Dashadz employed skittermanders as cheap labor. However, the company found that these creatures had a very different understanding of safety features, resulting in dangerous surprises for travelers and crews alike. The company has yet to work out all of these bugs but has quashed most of the negative press and now excludes skittermanders from most engineering positions. Instead, Dashadz has turned to pahtra, ijtikri, and other designers to ensure the comfort (and safety) of their guests.
<div class="statblock">
* ''Tier'' 6
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 21; ''TL'' 21
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' light 80 (forward 20, port 20, starboard 20, aft 20)
* ''Attack (Forward)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Port)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Starboard)'' garbage ejection system (1d6; 5 hexes)
* ''Attack (Aft)'' mini-nuke mines (5d8; 10 hexes)
* ''Attack (Turret)'' coilgun (4d4; 20 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget medium-range sensors, crew quarters (common), extra light weapon mount (aft), mk 5 armor, mk 6 defenses, mk 3 duonode computer, security (antipersonnel weapon [advanced [[rail gun]]]); ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[medical bay]], [[passenger seating]]
* ''Modifiers'' +3 to any 2 checks per round, +1 [[Piloting]]
* ''Complement'' 5 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +13 (6 ranks), [[Diplomacy]] +13 (6 ranks), gunnery +11 (6th level), [[Intimidate]] +13 (6 ranks), [[Perception]] +13 (6 ranks), [[Piloting]] +14 (6 ranks)
* ''Engineer'' [[Engineering]] +13 (6 ranks)
* ''Gunner'' gunnery +11 (6th level)
* ''Pilot'' [[Piloting]] +19 (6 ranks)
* ''Science Officer'' [[Computers]] +13 (6 ranks)
</div>
The Dashadz Wayfarer is an attempt to bridge the gap between military and civilian ships within the Veskarium. Based on schematics for a military transport vessel designed prior to the Pact Worlds-Veskarium alliance, this highly mobile craft is primarily utilized for transporting both goods and passengers across short distances. Though the Wayfarer lacks firepower by typical vesk standards, it's been a hit with many solo explorers who prize the ship's defensive capabilities and speed. As one of the first vesk-made vessels in widespread use in the Pact Worlds following the peace, the subsequent seven generations of Wayfarer have become emblematic of "safe" Veskarium ships in the eyes of their former foes. A few enterprising vesk and ijtikri tour guides operate profitable businesses out of their Wayfarers, offering affordable and scenic interplanetary tours of the Veskarium to Pact Worlds sightseers—though these jaunts are notorious for encountering trouble thanks to their pilots' fearless stunts.
The Wayfarer has unique quirks that endear it to enthusiasts while providing skeptics with plenty of ammunition for criticism. Originally a design flaw exacerbated by inconsistent construction, the gen-2 Wayfarer's garbage ejection unit doesn't just eliminate waste; it violently blasts compacted cubes of detritus into space behind the starship. Early on, the company struggled to combat the barrage of jokes about the hair-trigger feature. However, by the third-generation model, Dashadz had embraced the ejection system, acknowledging it in still-popular advertisements that encouraged buyers' mischievous sides—especially because it plays to vesk beliefs that anything can be a weapon.
Hinged, removable bucket seats built into the Wayfarer's expansion bays make the craft ideal for passenger transport, though smugglers sometimes use them to disguise secret compartments. While Dashadz insists the inclusion of makeshift hideaway compartments wasn't intentional, Pact Worlds outlaws often purchase Wayfarers for this feature. Surprisingly, other Veskarium manufacturers have begun to incorporate Dashadz's innovations into their own ship designs.
You gain [[Diversion]] as a bonus feat. If you already have this feat, you gain a different feat that lacks prerequisites. When you use the Diversion feat to allow multiple allies to hide, you take a –3 penalty to your [[Bluff]] check for every ally after the first. You gain a bonus to Bluff checks to create a [[diversion]] equal to any attack roll bonuses you have that specifically apply to resolving [[dirty trick]] combat maneuvers. You must have [[Improved Combat Maneuver]] (dirty trick) to select this vanguard discipline.
You use your charm and technical know-how to gather intelligence on anyone and anything.
''Associated Skills:'' [[Computers]] and [[Diplomacy]]. You can attempt a Diplomacy check with a +4 bonus to make a trick attack by using intel you’ve gathered in advance.
''Specialization Exploit:'' [[Intelligence Network]]
''Brokering Expertise ([[Ex]]):'' At 11th level, you gain the [[fast hack]] and [[well informed]] envoy expertise talents. Any time you would be required to forgo your expertise die to use these talents, you instead forgo your [[operative's edge]] bonus to your Computers or Diplomacy check.
This purplish-black cube, about 4 inches on each side, is based on the data cores of [[protocite speakers]]. It can store information and protect it from punishment and erasure. A data core is tough (AC 11, hardness 35, 55 HP) and can hold as much information as a computer's large secure-data module. The core doesn't require energy, but another computer must be used to write to the drive or read it. Once you write data to the data core, it can only be read or, with a successful DC 19 [[Computers]] or [[Engineering]] check, erased. Erasing data renders that core section unmodifiable, so the core can hold less and less information the more that is erased from it.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|data core | 3 | 1,200 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* .''Targets'' one computer or secure data module
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
When you cast this spell, attempt a [[Computers]] or [[Mysticism]] check; you gain access to the data in the computer or any of its secure data modules with a DC to hack equal to or less than the result of your check. You cannot add to, alter, or delete this data, but you remember it perfectly for 2d4 minutes, after which it fades from your mind. The computer does not register your spell as an attempt to access the computer, regardless of the success or failure of your skill check.
A data link enables the rapid exchange of data between squadron ships. When two or more starships in the same squadron have this system and are within 20 hexes of each other, those starships' computers automatically sync. Any starship in this network can calculate its sensors' distance to a target using the distance of the starship in the network closest to the target.
In addition, if a crew member aboard a starship in the network successfully takes the [[scan]] action against an enemy vessel, all vessels in the network automatically receive the information. Any crew member that takes the [[target system]] or [[lock on]] science officer actions can choose to apply the action's effects to a networked starship's attacks, rather than its own. A science officer can also apply the effects of these actions to one or more additional starships by increasing the DC of the [[Computers]] check by 2 per additional starship (e.g. increase the DC by 6 to grant the bonus to four starships in the network).
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|data link | — | 2 |
</div>
Aballonian vessels have a complex communications net, allowing them to share sensor data and tactical plans. A ship must have this system to participate in a data net, and a participating ship can go no further than long range from the closest vessel and remain in the net.
Ships with a data net determine their sensor distance to a target by counting the hexes between the target and any vessel participating in the network. In addition, if any vessel in the data net successfully performs a scan, target system, or lock on action against a target, all vessels in the net share that information and bonus. If the vessel was targeting a system, only the first critical damage is applied to the targeted system. Multiple lock-on bonuses do not stack. These shared bonuses apply even if the ship that performed the initial action is destroyed or disabled.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|data net | 5 | 3 |
</div>
This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the [[Computers]] skill as usual. Some closed systems don't allow data access or require you to do some rewiring to connect with a datajack (usually an [[Engineering]] check).
Advanced datajacks make it easier to process and send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to Computer checks when accessing a system via your datajack. An accelerated datajack instead provides a +2 bonus.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|datajack, standard | 2 | 625 | brain |
|datajack, high-density | 5 | 2,600 | brain |
|datajack, accelerated | 8 | 8,525 | brain |
</div>
Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a [[comm unit]] (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions.
All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade.
Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads' universal use means they won't raise suspicion.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|datapad | 2 | 55 | L | 20 | 1/hour |
</div>
<<section 'Sun-Scrapper Beetle'>>
<<section 'Core-Diver Beetle'>>
Dawn beetles incubate deep within stars before hatching, burrowing up to their star's middle layer, and seeking out debris to disassemble and recycle into brood chambers. The pressure deep within a star compresses and smooths the beetles' silicon-based bodies to an iridescent sheen as they slowly tunnel through the plasma, giving each a uniquely beautiful carapace. With scissor-like mandibles that can punch through steel and spiky claws able to tear through stone, dawn beetles are notorious among mechanics, though Sarenrae's followers revere these beetles for their tenacity.
A dawn beetle's life cycle consists of two principal stages: sun-scrapper early on, then core-diver near the end of its life. True to their name, sun-scrappers industriously scrabble about the middle layers of stars, chasing after any asteroids, derelict wrecks, and other debris that has survived the heat of entering the sun and dissecting and gathering the wreckage into large junk spheres. Sun-scrappers chew and mix the debris with special saliva that vastly raises the material's melting point, allowing these spheres to remain mostly solid despite the heat. Once a beetle's collection becomes too large to carry in its jaws, it instead pushes the mass backward with its hind legs as it searches for more material. These collectors periodically gather in crews for safety or, rarely, to push about a single massive scrap ball. When a sun-scrapper's sphere grows so enormous that it sinks toward the star's core, the beetle digs out a burrow in the sphere that repels heat so capably that terrestrial creatures and treasures can sometimes survive inside.
Of course, proper debris rarely lasts long after colliding with the sun. When stymied in their search, dawn beetles seek out sunspots, angle themselves toward distant stars, and wait for a solar flare. The eventual explosion hurls the beetles through space at tremendous speeds. Some crash into other stars, where they begin their hunt anew. Others reach far-flung planets, where the beetles quickly scavenge the most promising scrap around. Though these intrepid colonists mean living creatures no harm, the beetles not only devastate buildings and vehicles, but they also periodically misidentify and capture live prey who they stubbornly try to incorporate into their junk balls. Core-divers on tectonically active planets can even burrow into their new homes' molten cores and successfully hatch a new generation. Unfortunately, dawn beetles that miss their targets float haplessly and indefinitely, in rare cases colliding with unsuspecting starships and space stations that they adopt as their new homes.
Thanks to their plodding compliance, dawn beetles are rather easy to domesticate. With the proper saddle to dissipate the heat, a rider can direct their mount like a living tractor, pushing objects and demolishing structures. Unscrupulous space pirates even hide within their mounts' scrap spheres while sending out distress signals, waiting for unsuspecting starships to approach before emerging to have their beetles burrow into their prey. Other thrill seekers exploit the beetles' navigation abilities, using planetary gravity to slingshot them toward a distant destination, or ride the beetles bareback through space as part of rodeo competitions.
Some of Sarenrae's faithful consider dawn beetles a sacred animal. Acolytes take them as mounts and follow them through the galaxy, trusting in their patron's power to deliver them safely to other worlds to spread the Dawnflower's healing. They believe those who can ride core-divers bareback without being burned are especially blessed. The Sarenites of the Burning Archipelago maintain small herds of the beetles on the surface, training them to recycle the settlement's waste. However, these beetles periodically become too greedy, and the Archipelago's security must fend off hundreds of the scavengers.
!! Sun-Scrapper Beetle Companions
<div class="statblock">
* ''Levels'' 2–16
* Large vermin
* ''Senses'' [[darkvision]] 60ft
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 20 ft., burrow 10 ft.
* ''Melee Attack'' bite (P)
* ''Space'' 10 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Con, Str
* ''Other Abilities'' [[solar adaptation]], [[void adaptation]]
!!! SPECIAL ABILITIES
''Junk Fortress ([[Ex]])'' A sun-scrapper beetle gains the [[Barricade]] feat. When you're mounted on your sun-scrapper beetle companion, you and your companion benefit equally from the cover granted by Barricade.
''Scrap ([[Ex]])'' A sun-scrapper beetle gains a +4 racial bonus to [[sunder|Sunder (combat maneuver)]] combat maneuvers.
''Solar Slingshot ([[Ex]])'' See [[sun-scrapper beetle]].
Dawn beetles make agreeable companions so long as their keepers periodically remind them not to disassemble nearby vehicles and architecture. A sun-scrapper becomes anxious unless regularly provided junk and a place to store it, but properly bribed, it remains content to live with others for years. Core-divers, on the other hand, rarely remain on the surface long enough to serve as long-term companions.
This warm tea infused with magical spices functions like a [[serum]] and fortifies the mind and spirit when imbibed. Cafes near the Radiant Cathedral are often filled daily with Sarenite clerics enjoying this beverage while talking about the confluence of science and religion. Drinking this brew grants you a +2 insight bonus to [[Diplomacy]], [[Mysticism]], and [[Physical Science]] checks for 1 hour, and during that time you can attempt checks to [[recall knowledge]] with Mysticism and Physical Science untrained.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Dawnflower melange// | 5 | 475 | — |
</div>
This beautiful ring is made of tiny copper and gold petals that blossom into a flower that cradles a brilliant topaz, and although these rings are most often attributed to Sarenrae’s faith, secular versions also exist. As a standard action while holding or touching a light-producing object with the ringed hand, you can increase the light level produced by the object by one step (to a maximum of bright light) until the end of your next turn. If you spend 1 Resolve Point when activating the ring, you instead increase the light level produced for 1d4 minutes. If you break contact with the light-producing object, this effect ends.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|//Dawnflower ring// | 3 | 1,450 | – |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting, pain)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will half, see text
* ''Spell Resistance'' yes
</div>
You launch an opponent’s mind forward in time, forcing them to experience a day’s events in a moment. The target takes 4d8 damage and becomes [[fatigued]] for the duration, or they become [[exhausted]] for the duration if already fatigued. The target can attempt a Will saving throw to halve the damage dealt by this spell and negate the fatigued condition.
The drow of House Xicton commonly brew //daywalker serum//, which is an oily, effervescent liquid that tastes like water. When you drink this serum, you ignore the effect of your [[light blindness]] weakness for 1 hour.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, daywalker// | 3 | 200 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one humanoid creature of CR 3 or lower
* ''Duration'' 1 round
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is [[dazed]] (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one living creature of CR 5 or lower
</div>
This spell functions like //[[daze]]//, but it can affect any one living creature of any type up to CR 5. Creatures of CR 6 or higher are not affected.
You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round.
You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based [[Perception]] checks.
Dazzlers are a form of crowd control used primarily for civil peacekeeping. While the weapons use lasers to damage and sometimes blind targets, the beams are carefully calibrated to avoid inflicting lethal injury. Built on similar principles to the smaller [[compliance ray]], dazzlers also tend to bear the colors of local law-enforcement groups. However, the similarities end there, as the dazzler is a bulky device usually carried with the help of a shoulder strap, with its business end covered by dozens of glassy bulbs surrounded by a conical shield. Downplaying this somewhat disturbing appearance, dazzler manufacturer ATech holds up the weapons as an important tool for safe peacekeeping and spreads the weapons wherever AbadarCorp is found. Dazzlers come in flash, strobe, and sunspot models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dazzler, flash | 3 | 1,420 | 1d10 F | 120 ft. | [[blind]] | 20 charges | 2 | 2 |[[nonlethal]] |
|dazzler, strobe | 8 | 9,420 | 2d12 F | 150 ft. | [[blind]] | 20 charges | 2 | 2 |[[nonlethal]] |
|dazzler, sunspot | 14 | 71,500 | 4d12 F | 150 ft. | [[blind]] | 20 charges | 2 | 2 |[[nonlethal]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' popping, distracting flares within a 10-ft.-radius
* ''Duration'' 1 round
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
You evoke fist-sized pockets of existence from multiple realities, creating chemical reactions that result in up to a dozen flares. These flares appear at once, and they do so within a 10-foot-radius spread. You choose the flares' colors, including colorless, and they make popping noises as they flicker in and out of reality. This popping can be as quiet as a human's whisper or as loud as up to 20 humans shouting. You can cause the flares to emit a sulfurous or ozone smell as they pop. These distracting flares impose a –2 penalty on [[Perception]] checks attempted in the area.
If you cast this spell while another casting of //dazzling flares// is still in effect, the previous casting ends.
As a reaction when you spend 2 or more MP, you can perform a flashy display that [[dazzles]] adjacent enemies for 1 round (Reflex negates). If you have spent 4 or more MP since the end of your last turn when you activate this adaptation, you can cause one of the dazzled creatures to instead be [[blinded]] for 1 round. Once you use this adaptation you can’t do so again until you have rested 10 minutes to regain Stamina Points.
For your [[debilitating trick]], you can attempt to temporarily suppress one magic item or deactivate one weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your operative level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device (or suppress the item's magical properties) until the beginning of your next turn. The device's owner can spend a move action and attempt an [[Engineering]] check (for technological devices) or a [[Mysticism]] check (for magic items) against your operative exploit DC to try to reactivate the device.
You can instead use this debilitating trick to temporarily deactivate a construct that has either the magical subtype (such as a golem) or the technological subtype (such as a robot). You don't need to attempt a check, but the creature can attempt a Fortitude save to negate the debilitating effect. If it fails, it's [[stunned]] until the beginning of your next turn. Once you've used this ability to attempt to deactivate a construct, that creature is immune to your deactivating shot for 24 hours.
You are dead when you have 0 Hit Points, are not [[stable]], and have no Resolve Points remaining but would lose RP due to dying or taking damage while [[dying]]. You can also die from Constitution ability damage or ability drain, negative levels, or by taking massive damage.
When you are dead, your soul leaves your body and you are unable to act in any way. You can't benefit from normal or magical healing, but you can be restored to life via magic or technology capable of such a feat. Your dead body decays normally unless it is preserved, but anything that restores you to life also restores your body either to full health or to its condition at the time of death (depending on the spell or device that's reviving you). Either way, you need not worry about decomposition, rigor mortis, and other conditions that affect dead bodies after you are resurrected.
You are hollow inside.
''Gift:'' You gain a +2 insight bonus to [[Bluff]] checks and saving throws against mind-affecting effects. If another creature attempts to read your mind (such as with //[[detect thoughts]]//) and you succeed at the saving throw, you can render that creature [[shaken]] for 1 round as a reaction. You can do the same to a creature that fails a [[Bluff]], [[Diplomacy]], or [[Intimidate]] check against you by directing your lifeless gaze at it. This is a mind-affecting fear effect. A creature affected by your deadened emotions becomes immune to it for 24 hours.
''Stain:'' Reduce any morale bonus you receive by 1.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CN Large magical beast
* ''Init'' +5; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sense through]] (blindsight [vibration]) 60 ft., [[sightless]]; ''Perception'' +27
!!! DEFENSE
* ''HP'' 185
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +16; ''Ref'' +16; ''Will'' +11
* ''Defensive Abilities'' [[regeneration]] 5 (electricity)
!!! OFFENSE
* ''Speed'' 30 ft., burrow 15 ft., climb 30 ft.
* ''Melee'' bite +22 (3d8+20 B plus [[swallow whole]]) or claw +26 (3d6+20 S plus [[grab]])
* ''Multiattack'' 3 claws +20 (3d6+20 S plus [[grab]])
* ''Offensive Abilities'' singular attraction, [[swallow whole]] (3d8+20 B, EAC 26, KAC 24, 46 HP)
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[cosmic eddy]]// (DC 19), //[[greater invisibility]]// (self only), //[[passwall]]//
* ''Space'' 10 ft.; ''Reach'' 5 ft. (10 ft. with claws)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +4; ''Int'' –3; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +27, [[Stealth]] +22
* ''Other Abilities'' [[compression]], feast, [[void adaptation]]
!!! ECOLOGY
* ''Environment'' any (Apostae)
* ''Organization'' solitary or tangle (2–8)
!!! SPECIAL ABILITIES
''Feast ([[Su]])'' Whenever a creature the deadfall stalker has swallowed dies or loses or spends a Resolve Point while dying, the deadfall stalker's [[regeneration]] increases by 10 during the following round (maximum 25).
''Singular Attraction ([[Ex]])'' A deadfall stalker easily transfers grabbed prey into its maw. A deadfall stalker can use its swallow whole ability to swallow a creature even if that creature wasn't [[grappled]] or [[pinned]] by the deadfall stalker's bite attack.
</div>
Loosely resembling a spider, a deadfall stalker's body hosts a black hole singularity it uses to capture, crush, and digest prey. Each of these subterranean predators skitters ably on its host of legs—the number of appendages ranges from 12–31 but doesn't impact their creatures' mobility and is unrelated to their age. A stalker's strange, spherical body has phalanxes of hairy appendages. Rather than eyes, a deadfall stalker relies on its legs' thousands of bristles, using them to sense the faintest vibrations even through thin atmosphere or stone. Those who survive encounters with these beasts sometimes report the soft tapping of a nearby stalker as it hauntingly raps on nearby surfaces to listen for echoes and prey.
As ambush hunters, deadfall stalkers quietly patrol their territory on the lookout for prey to catch unawares. They're adept at creeping up on targets, yet their favored tactic involves using //[[passwall]]// to strike from a completely unexpected direction. Once in range, a deadfall stalker scrabbles to pin down its prey with its legs before passing the immobilized meal into its jawless maw, which relies on suctioning force to crush and swallow food whole. The internal singularity and the organ that shelters it occupy roughly half the stalker's abdomen, and in addition to creating the gravity fields that circulate the creature's blood, the singularity acts as a powerful gizzard that pulverizes virtually anything the deadfall stalker swallows. The beast draws sustenance from the energy released by its prey's disintegrating atomic bonds and periodically excretes hyperdense waste pellets.
When a deadfall stalker accumulates too much matter, its singularity grows too powerful to remain housed safely in the creature's body. Within a few days, the stalker finds a safe place, hunkers down, and locks its limbs against one another in order to tear itself apart, undergoing binary fission. In addition to creating two healthy deadfall stalkers, each with half the number of legs as the original, this process snaps the singularity in half, releasing a powerful shock wave that registers on seismometers, breaks windows, and occasionally triggers cave-ins. The two halves barely acknowledge each other before skittering off to go their separate ways, gradually growing a full set of legs over the next several months.
Deadfall stalkers typically live solitary existences. However, they are fairly gregarious when meeting others of their kind, often linking claws and patting each other's joints with remarkable tenderness before settling into a huddled tangle of limbs. They can remain this way for days on end. Because deadfall stalkers reproduce asexually, it's unclear why the creatures perform this soothing ritual, yet they seem to enjoy each other's company and purposefully seek out occasional companions. If lonely, these beasts need only seek out trails that lack dust entirely to find each other, for their singularities quietly vacuum up loose debris wherever they walk. Thankfully, this same trail helps other creatures avoid the stalkers. In at least three documented cases, however, these beasts have sought out other species for company—in each case chasing down, capturing, and then delicately grooming their distressed companion before releasing them wordlessly several hours later.
The discovery of deadfall stalkers came only within the last century, when a half-orc expedition into Apostae's interior unsealed a vault with walls dozens of feet thick. A torrent of deadfall stalkers fell upon the spelunkers, and the drow who received the distress calls responded by sealing off that stretch of tunnels, thinking that sufficient to stem the strange threat. However, deadfall stalkers have since infiltrated several other sections of the planet, bypassing all but the thickest barricades. Within a month, the creatures had spread beyond the drow houses' ability to contain the threat, and deadfall stalkers have become a deadly reality for those delving the planet's depths.
Thankfully, deadfall stalkers can barely sense their surroundings on Apostae's airless surface, which discourages the creatures from venturing too far into the open. Those that do become hopelessly lost, often compressing themselves into a tight mass before entering a period of hibernation. This survival technique occasionally results in stalkers hiding in surface ruins, or getting lodged into starship hulls and inadvertently hitching rides across the galaxy. These accidental stowaways adapt easily to new worlds, yet they inexplicably reproduce far slower on other planets than they do on Apostae. As much as this peculiarity baffles researches, it's welcome news to the distant worlds that wish to avoid being overrun.
The few biologists and behaviorists who've studied deadfall stalkers and lived to report their findings have discovered that the creatures don't espouse particularly complex belief systems, yet this information hasn't stopped the Cult of the Devourer from obsessing over them. Feaster sects in particular relish any opportunities to lure deadfall stalkers into populated areas, all while forming a perimeter to eliminate any bystanders who try to flee the scene. Other worshippers—especially the cult's recruiters—have tried to tame the deadfall stalkers to turn them into dreadful mounts or living tanks. Devourer cultists have even attempted to transport deadfall stalkers to other planets, often with disastrous results. Collectively, these destructive missions rarely go as planned, as the escaped beasts often inflict just as much havoc on their captors as they might once have on the cultists' intended targets.
!! Singularity Cannons
{{Singularity Cannon}}
Your can strike your enemies' weak points and deal more damage.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' When you take the attack or full attack action with weapons (including a [[Solarian's|Solarian]] [[solar manifestation]], but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).
At the start of the gunnery phase, you can take a –2 penalty to your gunnery checks until the end of the round. If you do, the first of your attacks that hits and deals damage also deals additional damage equal to your base attack bonus.
You can make an upcoming attack or effect sound so terrifying and dangerous that its targets are actually more likely to be affected by it.
''Prerequisites:'' Cha 19, [[Bluff]] 10 ranks.
''Benefit:'' As a full action, you can describe in great detail how powerful and effective a specific action taken by you or an ally is going to be. You must select a specific character to boast about, and a specific weapon, item, spell, or ability to be used. Attempt a [[Bluff]] check against all foes within 60 feet of you, using the same DC you would use if attempting to [[demoralize]] them with [[Intimidate]]—roll a single check and compare the result to the DC for each target. Each target your check succeeds against takes a –1 penalty to AC and a –2 penalty to saving throws against the action you boasted about until the end of your next turn. Once you have attempted to use this ability against a creature, it is immune to your use of this feat for 24 hours. This is a sense-dependent, language-dependent ability.
The target must succeed at a Fortitude saving throw or be [[deafened]] for 1d4 minutes.
You can't hear. You take a –4 penalty to initiative checks and opposed [[Perception]] checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
With the //deafening// fusion, a weapon releases a blast of low- frequency sonic energy on impact. The weapon gains the [[deafen]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a //deafening// fusion.
If you are unaware of a creature, aware of a creature's presence, or aware of a creature's location, that creature is considered to be "unseen" for you. A stationary unseen creature has a +40 bonus to [[Stealth]] checks, but this bonus is reduced to +20 if the unseen creature moves (and these bonuses are negated for potential observers with [[blindsense]]). An unseen creature benefits from total [[concealment]] (50% miss chance) against attacks. In addition, you are considered [[flat-footed]] against an unseen creature's attacks.
If you are unaware of a creature or aware only of its presence, you cannot directly attack it. You must first succeed at a [[Perception]] check to search for the creature's location, which then allows you to become aware of the creature's location (if using an imprecise sense) or to observe the creature (if using a precise sense). If an unseen creature makes a melee attack against you from a space adjacent to you, you automatically determine its location, though this doesn't stop it from moving after the attack.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing living creature
* ''Duration'' 10 minutes/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath.
For the duration of the spell, the target becomes immune to the following effects (unless such an effect specifies it works against undead creatures): bleed, death effects, disease, energy drain, exhaustion, fatigue, negative levels, nonlethal damage, and poison. This immunity does not apply to such effects currently affecting the creature. The creature also gains a +4 enhancement bonus to saving throws against the following effects: mind-affecting, paralysis, and stunning effects; ability damage; ability drain; and any effect that requires a Fortitude saving throw (unless the effect works on objects or is harmless). For effects that target creatures by type, the target creature counts as both its own type and undead (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). When the spell ends, the above effects end and the target gains the exhausted condition.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* NE Huge undead (incorporeal)
* ''Init'' +8; ''Senses'' [[blindsense]] (life), [[darkvision]] 60 ft.; ''Perception'' +25
* ''Aura'' [[frightful presence]] (30 ft., DC 20)
!!! DEFENSE
* ''HP'' 250; ''RP'' 5
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +16; ''Will'' +12
* ''Defensive Abilities'' [[incorporeal]]; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Su]], average)
* ''Melee'' incorporeal slam +27 (8d6+14 B plus collect soul [DC 20])
* ''Space'' 15 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' —; ''Int'' +0; ''Wis'' +4; ''Cha'' +6
* ''Skills'' [[Intimidate]] +25, [[Pilot]] +30, [[Survival]] +25
* ''Languages'' Abyssal, Common, Infernal (can't speak any language)
* ''Other Abilities'' death racer, soulbound boost
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Collect Soul ([[Su]])'' When a death cruiser deals damage to a creature with its incorporeal slam attack, it can spend 1 RP to immediately attempt to collect the creature's soul, affecting that creature as //[[snuff life]]// (Fortitude DC 20 partial). Creatures suffering from a fear effect take a –4 penalty to this save. The soul of a creature slain by this ability is trapped inside the death cruiser. A trapped soul can be restored to life only by //[[miracle]]//, //[[warp reality]]//, or //[[wish]]//. A creature that succeeds at its save is immune to that death cruiser's collect soul ability for 24 hours.
''Death Racer ([[Su]])'' A death cruiser has many characteristics of a vehicle, including full speed 650 feet and overland speed 75 mph (ground and fly). It obeys the tactical vehicle and vehicle chase rules, using its own [[Piloting]] skill to pilot itself and treating its CR as its vehicle level. A death cruiser using the [[race]] maneuver when starting from a full stop doesn't increase the DC of Piloting checks by 5. At the beginning of any of its turns, a death cruiser can choose to suppress its [[incorporeal]] ability until the beginning of its next turn; when it does, it gains a collision attack that deals 15d10 bludgeoning damage (Reflex DC 18 half) and [[hardness]] 20.
''Soulbound Boost ([[Su]])'' When the death cruiser has trapped a soul with collect soul, all of the death cruiser's movement speeds double (including the speeds listed in the death racer ability). This does not affect its collision attack damage, and the doubling occurs before applying any other effects that increase its speed.
</div>
These spectral vehicles materialize without warning to snatch up the souls of mortal victims. Though each death cruiser has a unique appearance, and each one manifests in a different way, their behavior is predictable: they chase their prey with frightening efficiency, collect the soul of their target, and carry it off. Sometimes, however, a death cruiser can be driven off or challenged to a race; if beaten in a race, the cruiser abandons the pursuit of its target, at least for a time. Tales of chilling encounters with death cruisers have made their way through the Vast, and ancient records describe similar phantasms that take the form of archaic modes of transportation.
Weapons with the death field special property deal normal damage to shields, but they always deal minimum damage to Hull Points. Each time the weapon hits, a wave of negative energy floods the target starship. If the target has active shields on the quadrant hit, living creatures aboard the target take damage equal to the number of dice the death field weapon special property has. If the quadrant has no shields, roll the dice associated with the property once. Each living creature aboard the target vessel takes that amount of damage. This damage bypasses [[resistances]] and [[damage reduction]]. Undead aboard a targeted vessel instead heal an amount equal to the damage rolled.
As part of any attack you make, you can add the [[operative]] weapon special property to your unarmed attacks. When you do this, it loses the [[archaic]] weapon special property. When you do this, if you would normally add 1-1/2 times your character level to damage as a special form of specialization (such as from a racial trait such as a vesk's natural weapons), you instead add only your character level to damage. This is true regardless of how many abilities or effects you have modifying your specialization that apply to your unarmed attacks.
When the creature reaches 0 Hull Points, it perishes violently. This functions as a [[self-destruct system]] but can't deal more than the creature's maximum high weapon damage (see [[Step 2: Array]]).
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one living creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target gains a +4 morale bonus to saving throws against all spells and effects with the death descriptor. The target can attempt a save to negate such effects even if one is not normally allowed. The target can't gain negative levels and is immune to any negative energy effects. This spell does not remove negative levels the target has already gained, but it does remove the penalties from negative levels for the duration of its effect.
//Death ward// does not protect against other sorts of attacks, even if those attacks might be lethal.
You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You may have suffered an attack from an undead creature when very young, or you may have been exposed to strange radiation, dimensional rifts, or magic that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change.
!! Theme Knowledge (1st)
Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use [[Perception]], rather than [[Mysticism]], to [[recall knowledge]] about undead and negative energy effects when you first observe them. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Dread Vitality (6th)
You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
!! Inured to the Grave (12th)
Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold [[resistance]] equal to your level. If you already have greater cold resistance from some other source, that cold resistance instead increases by an amount equal to half your level.
!! Life Eater (18th)
If you are close to a sapient creature when its life is snuffed out, you can draw part of the released energy into your death-infused body, fueling your vitality. The first time each day when a living creature with an Intelligence score of 3 or more dies within 10 feet of you, you regain 1 Resolve Point. You need not be the one to deal the killing blow.
Additionally, anytime you are [[unconscious]] and a living creature with an Intelligence score of 3 or more dies in a space adjacent to you, as a reaction you can spend the appropriate number of Resolve Points to [[stabilize]] or, if you are already stable, you can spend 1 Resolve Point to stay in the fight
<div class="statblock">
* ''Tier'' 1
* Tiny fighter
* ''Speed'' 12; ''Maneuverability'' good (turn 1)
* ''AC'' 17; ''TL'' 16
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 30 (forward 10, port 7, starboard 7, aft 6)
* ''Attack (Forward)'' light particle beam (3d6), light plasma torpedo launcher (3d8)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' none
* ''Systems'' basic short-range sensors, mk 1 duonode computer, mk 4 armor, mk 3 defenses
* ''Modifiers'' +1 to any two checks per round, +2 [[Computers]]
* ''Complement'' 2 (minimum 1, maximum 2)
!!! CREW
* ''Gunner'' gunnery +5
* ''Pilot'' gunnery +5, [[Piloting]] +10 (1 rank)
</div>
The Death's Curtain Necrofighter is an innovation of the Corpse Fleet's secret shipyards. A two-crew fighter, this sleek vessel is often piloted by a trained elebrian assisted by a ghoul or skeletal gunner. An integrated tactical computer—a rarity among Eoxian-designed ships—allows for the pilot to coordinate effectively with her gunner. The hull is derived from the [[Death's Head Necroglider]], but it does not have formal ties to the Eoxian manufacturer.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude half, see text
* ''Spell Resistance'' yes
</div>
You accelerate a living opponent’s personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours.
* ''1st:'' When you cast //death’s door// as a 1st-level spell, it deals 1d10 damage plus 2 Strength damage to the target.
* ''2nd:'' When you cast //death’s door// as a 2nd-level spell, it deals 2d10 damage plus 2 Strength and 2 Dexterity damage to the target.
* ''3rd:'' When you cast //death’s door// as a 3rd-level spell, it deals 4d10 damage plus 4 Strength and 2 Dexterity damage to the target.
* ''4th:'' When you cast //death’s door// as a 4th-level spell, it deals 6d10 damage plus 4 Strength and 4 Dexterity damage to the target.
* ''5th:'' When you cast //death’s door// as a 5th-level spell, it deals 8d10 damage plus 6 Strength and 4 Dexterity damage to the target.
* ''6th:'' When you cast //death’s door// as a 6th-level spell, it deals 10d10 damage plus 6 Strength and 6 Dexterity damage to the target.
!!! Grim Manufacturers
<div class="statblock">
* ''Manufacturing Centers'' Eox (the Atraskien Shelf, Orphys)
* ''Specialties'' Mass-produced undead starships
* ''Famous Models'' [[Charon|Death's Head Charon]], [[Necroglider|Death's Head Necroglider]], Phantasm
</div>
Death's Head is defined by massive production runs. Its low prices and easy availability inspire voracious demand, but the true cost is paid inside its nightmarish factories. Shipyards that resemble prison camps more than assembly lines swarm with monstrous laborers. Undead work grueling hours that would have broken their living counterparts, all while navigating hazardous conditions and industrial accidents. Death's Head takes full advantage of its undead workforce to cut every available cost and corner. Still, undeath offers no guarantee of safety from machinery mishaps, so the company always has vacancies to fill.
Like [[Blackwind|Blackwind Engineering]] and [[Thaumtech|Thaumtech Unlimited]], Death's Head was founded during the Gap but lost substantial data from that time. Rather than reverse-engineer the company's own technology, its leadership chose a faster approach. They took the small proof-of-concept models found in the company's hangars, expanded on the designs just enough for mass production, and then released hordes of cheap, single-occupancy ships to sell by the squadron. Though these hastily assembled fighters and shuttles were legendarily shoddy, they reached the post-Gap market faster than their Eoxian competitors; Death's Head has ridden this momentum for over two centuries.
Death's Head caters to undead clientele, which makes cutting costs even easier. Its ships have no need for life support or environmental controls, and though unpopular with living customers, the company is a top manufacturer among Eoxians. The Necroglider is the sixteenth iteration of Death's Head's original single-occupancy design and boasts the lowest price tag in the history of the model. Numerous bone sages have longstanding contracts that ensure a near-endless supply of Phantasms for their forces. Large-frame Charon freighters are popular with merchants willing to trade life support for extra cargo space, and Death's Head pays traders for bodies to reanimate in exchange for discounted maintenance costs. The company is careful to keep these arrangements legal, but the Stewards frequently stop these ships for "surprise" inspections.
Perigost Zephilem (NE male elebrian necrovite) is the CEO of Death's Head. Considered eccentric even among necrovites, he was once the bone sage of a necropolis called Delthani. Strangely, Delthani has been missing since the Gap ended. Zephilem has no idea what happened to his former domain, and he endlessly pursues information that might reveal its fate. His rivals know how to exploit his obsessions, and they've done so in the past to divide his attentions.
''Manufacturer Perk:'' As a dubious benefit of their haphazard wiring, certain countermeasures are easy to install in Death's Head ships. Reduce the BP cost to install [[shock grid]] computer countermeasures by 1.
<div class="statblock">
* ''Tier'' 9
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 23; ''TL'' 25
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Forward)'' particle beam (8d6; 20 hexes), shadow bolt projector (1d10; 10 hexes)
* ''Attack (Aft)'' coilgun (4d4; 20 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic long-range sensors, crew quarters (common), mk 5 armor, mk 8 defenses, mk 2 trinode computer, security (computer countermeasures [mk 2 shock grid]); ''Expansion Bays'' [[cargo holds]] (4), [[sealed environment chambers]] (2), [[smuggler's compartments]](2)
* ''Modifiers'' +2 to any three checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 15 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +22 (9 ranks), [[Diplomacy]] +17 (9 ranks), gunnery +15 (9th level), [[Intimidate]] +17 (9 ranks),
* ''Piloting'' +17 (9 ranks)
* ''Engineer (1 officer, 2 crew)'' [[Engineering]] +17 (9 ranks)
* ''Gunners (2 officers, 2 crew each)'' gunnery +15 (9th level)
* ''Pilot'' [[Piloting]] +17 (9 ranks)
* ''Science Officer (1 officer, 3 crew)'' [[Computers]] +17 (9 ranks)
</div>
Though Death's Head is better known for its small-frame vessels, the Charon is a notable exception. For the company, the model's production history is second only to the [[Necroglider|Death's Head Necroglider]], dating back to the Silent War between the Pact Worlds and the Veskarium. The model earned a dark reputation during this time for being a "corpse-hauler," as less-than-scrupulous merchants used the Charon to transport wartime casualties back to Eox for reanimation—especially vesk cadavers, for which the bone sages paid handsomely.
This practice ended abruptly with the Pact Worlds-Veskarium truce, yet the Charon's wartime reputation survives. The Vesk never forgot about the starships, or the associated defilement of their fallen soldiers. Popular myth tells of predatory bone ships that descend upon civilian vessels to kill and abduct prey. In the age of legal cadaver markets, the idea of corpse peddlers attacking noncombatants is fanciful at best. Nevertheless, Charon vessels are regularly subject to "random inspections" by port authorities, especially in the Veskarium. The bone sages stress that no major incidents of illicit corpse smuggling have occurred for several decades, but more than one freight crew has been detained for missing documentation that legitimizes the origin of its cargo. Whether these were honest clerical oversights or attempts to skirt intergalactic law has been unclear.
The Death's Head Charon has the long silhouette of the riverboats of old, but with bony flanges reminiscent of a spinal column. These skeletal ships embark on long, silent voyages into the deep reaches of space, drifting from port to port seeking profit and potentially illicit cargo. Their expansive cargo holds make them popular with Eoxian merchant fleets, though this space comes at the cost of crew comforts—most infamously, cramped crew cabins and virtually nonexistent kitchen facilities. The issue is immaterial for undead crews, however. Environmentally sealed chambers are the only parts of the starship with consistent life support, to allow live cargo and other sensitive merchandise to survive transport. Despite their fleshmongering reputation, the starships commonly transport all manner of goods.
<div class="statblock">
* ''Tier'' 1/2
* Tiny interceptor
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0)
* ''AC'' 16; ''TL'' 16
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' gyrolaser (1d8), light EMP cannon (special)
* ''Power Core'' Micron Heavy (70 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses
* ''Modifiers'' +1 [[Piloting]]
* ''Complement'' 1
!!! CREW
* ''Pilot'' gunnery +3, [[Piloting]] +11 (1 rank)
</div>
Tiny fighters made to resemble bone sarcophagi, Necrogliders are each just large enough for one undead pilot. These notorious pilots jack their brains directly into their ships' sensors and controls, allowing them to recline in eerie repose as they direct the ships by thought alone.
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 23
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|deathblade | 16 | 24,000 |
</div>
You can use [[trick attack]] with sniper weapons; this counts as aiming the weapon for the purposes of the [[sniper]] weapon special property. You do not add trick attack damage to your attack, but the target can still be made [[flat-footed]], and you can use [[debilitating tricks]].
When you succeed at both the skill check and attack roll of your [[trick attack]], you can make the target [[flat-footed]] or [[off-target]] until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
A cloud of debris—whether from a defeated opposing ship, the environment, or some other source—obfuscates the path forward and presents immediate danger.
''Failure:'' Take 1 hit.
As a standard action, you can cause a cloud of debris, microscopic particles, and small items to orbit you, trapped in your personal gravitational field. This grants you concealment against ranged attacks. This ability functions for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, the cloud of debris and microscopic particles thickens, increasing the miss chance from your concealment to 50% on ranged attacks (though you are not considered to have total concealment).
Your [[custom rig]] is able to analyze and disable curses’ underlying magic. While in possession of your custom rig, you gain a +3 resistance bonus to saving throws against curses. Once per day, you can use your custom rig to remove a curse from a creature or object, per the spell //[[remove affliction]]//, using your mechanic level as your caster level.
Any piece of code has bugs, but you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1. At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1. For example, if you were 17th level and cast disintegrate, you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled.
When activated as a swift action, this artificial organ translates your subconscious thoughts into inane chatter that you hardly notice but that psychic intruders find jarring. While the system is active, you gain a +2 resistance bonus to saving throws against effects that read your thoughts (such as //[[detect thoughts]]//). Also, any creature contacting you with telepathy or reading your thoughts must succeed at a Will save (DC = 10 + 1/2 your level + your Charisma modifier) or become [[dazzled]] and unable to communicate with their telepathy for 1d4 rounds; if they’re concentrating on a spell that reads your thoughts, they lose concentration, potentially ending the spell. You can deactivate the node as a swift action. Once a creature successfully saves against your deception node, they’re immune to it for 1 hour.
If you have two //deception nodes// installed, they provide you greater control over your mental chatter, and you can activate or deactivate both as a swift action. While both are active, the resistance bonus to saving throws increases to +3, and the DC to resist the nodes’ effect increases by 1. If a creature reading your thoughts fails the saving throw, rather than dazzling them and interrupting their concentration, you can instead provide false thoughts to the creature. Doing so functions as telling a [[lie]] using the [[Bluff]] skill, though you reduce any DC modifier from the creature’s attitude by 5 if they’re unfriendly or hostile.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//deception node// | 8 | 9,500 | brain |
</div>
You can use Culture to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. It takes at least 1 minute to decipher approximately 250 words of writing or fewer. The GM often rolls Culture checks to decipher writing in secret. If you succeed at the check, you understand the general content of the text. If you fail, you don't understand the text. If you fail the check by 10 or more, you entirely misconstrue the meaning of the text. You can't take 20 on a Culture check to decipher writing unless you are trained in the Computers skill and have access to an information network or downloaded data set. In this case, there is no chance of misconstruing the information presented in the writing.
The DCs for Culture checks to decipher writing are based on the complexity of the text as well as other circumstances determined by the GM.
<div class="table-wrapper">
|Complexity | DC |h
|Simple message | 20 |
|Standard text | 25 |
|Intricate, exotic, or very old writing | 30 |
</div>
This Small drone is designed to provide basic assistance aboard a starship or other large vessel, including supplemental computation for navigation or astrogation. Most deckhand drones resemble a squat box with stubby, clawed feet that allow it to keep its orientation in zero-g. A deckhand drone acts as the stealth drone of a 1st-level mechanic, except it has the [[climbing claws]] and [[tool arm]] (fire extinguisher) mods instead of the stealth drone's normal initial mods. If an activated deckhand drone is accessible to a creature attempting a [[Piloting]] check to navigate, that creature reduces the time needed to plot a course by half (generally from 10 minutes to 5 minutes). Its skill unit is [[Computers]]. A deckhand drone has 6 bulk.
!! Elite Deckhand Drone (Level 10)
An elite deckhand drone gains the [[skill subroutines]] (Engineering) mod and has an Intelligence score of 8 rather than 6. A deckhand drone can expend 5 charges of its battery to attempt to aid another to assist with the [[Engineering]] check to repair a starship's hull. In addition, during starship combat, an elite deckhand drone can assist a ship's engineer, reducing the DC of an engineer's patch action by 5.
The target of a weapon with the deconstruct special property takes the listed amount of acid damage every round until the target succeeds at a Reflex save to end the damage. This functions as the [[burning]] condition, except as noted and that the ongoing damage is also ended if the target takes any amount of electricity damage.
Weapons you form with your [[gear array]] and your faculty abilities deal additional damage equal to your Constitution modifier to constructs, objects, and creatures with the technological subtype. In addition, these attacks and abilities ignore an amount of hardness equal to your nanocyte level. This hardness reduction doesn't stack with that of the [[penetrating]] weapon property but instead increases the weapon's item level by an amount equal to your Constitution modifier for the purpose of calculating the amount of hardness the weapon ignores.
Some manufacturers have streamlined the disintegrator pistol's design to create a more affordable option; the result of their efforts is referred to simply as a decoupler. A decoupler is smaller and lighter than a disintegrator pistol, trading some of its outright destructive power for the ability to deal superficial pain that can leave targets shaking in their boots. In the Apostaean city of Nightarch, the ruling House Zeizerer issues decouplers to its enforcers, many of whom refer to the weapons as "facilitators." Manufacturers typically produce bruiser, pusher, and screamer decouplers.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|decoupler, bruiser | 1 | 430 | 1d4 A | 20 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 2 | L |— |
|decoupler, pusher | 4 | 2,300 | 1d6 A | 30 ft. | [[demoralize|Demoralize (critical)]] | 40 charges | 2 | L |— |
|decoupler, screamer | 8 | 10,800 | 1d10 A | 30 ft. | [[demoralize|Demoralize (critical)]] | 40 charges | 2 | L |— |
</div>
A decoupler grenade produces a dense cloud of dark nanites. This cloud provides concealment and corrodes creatures and materials within it. Each creature that starts its turn in the cloud must succeed at a Fortitude saving throw (DC = 10 + half the grenade's item level) or be subject to the [[corrode]] critical hit effect. A creature that inhales the nanites takes a –4 penalty to this saving throw.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|decoupler grenade I | 2 | 200 | 20 ft. | drawn | L |[[explode]] (5 ft., nanite cloud 1 minute, [[corrode]] 1) |
|decoupler grenade II | 6 | 700 | 20 ft. | drawn | L |[[explode]] (10 ft., nanite cloud 1 minute, [[corrode]] 1d4) |
|decoupler grenade III | 10 | 3,000 | 20 ft. | drawn | L |[[explode]] (10 ft., nanite cloud 1 minute, [[corrode]] 2d4) |
|decoupler grenade IV | 14 | 12,000 | 20 ft. | drawn | L |[[explode]] (15 ft., nanite cloud 1 minute, [[corrode]] 4d4) |
|decoupler grenade V | 18 | 65,000 | 20 ft. | drawn | L |[[explode]] (15 ft., nanite cloud 1 minute, [[corrode]] 4d6) |
</div>
A decoy husk is a living case that can be regrown when ejected from a starship, expands to mimic that vessel and flies in another direction. This expansion takes up one bay in a Small starship, two in a Medium or Large vessel, three in a Huge starship, four in a Gargantuan craft, and five in a Colossal one. Super-colossal vessels cannot install or use this expansion. Once a decoy husk has been deployed, it cannot be recovered, and it takes the deploying vessel a week to grow another decoy.
A crew member must deploy the decoy as a crew action during the helm phase. Other vessels that fail a [[Computers]] check (DC = 10 + the deploying crew member's Computers bonus) to scan the deploying vessel and its decoy cannot tell the two apart, although this scan can be repeated during each helm phase. The decoy moves in an evasive trajectory chosen by the deploying crew and at the deploying vessel's speed, and it generates Shield Points equal to its cost in Build Points, but these shields falsely mimic those of the deploying starship when scanned. The decoy can't attack, and it has a number of Hull Points equal to 20% of the deploying starship's Hull Points.
A decoy husk can also be used as weapon. If it enters the hex of another vessel, a crew member aboard the deploying starship can make a gunnery check against the target's TL. On a hit, the decoy explodes, dealing damage according to its size—Small: 5d8; Medium: 5d10; Large: 10d8; Huge: 2d6 × 10; Colossal: 2d8 × 10. If the attack misses, the decoy is still destroyed in the resulting explosion.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|decoy husk | 15 + size category | 4 × size category |
</div>
An expansion bay can be outfitted with power conduits and wires needed to house an additional mononode computer core (which must be purchased separately). This additional computer has an integrated control module (ICM) that is dedicated to a single starship combat crew action (for example, an engineer's checks to [[divert]] or a gunner's check to [[fire at will]]), chosen when the computer is installed. The ICM grants its flat circumstance bonus once per round to the check for the chosen starship combat action. This bonus does not stack with the circumstance bonus granted by the main computer's ICM.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|dedicated computer housing | 0 | 2 |
</div>
Some scholars devote their lives to understanding the rare and bizarre creatures and civilizations that reside within the stars, known to many as Deep Cultures. Such a pursuit requires not only academic devotion but also physical resilience, as any kind of field research involves traveling to some of the most dangerous places in the universe. Nevertheless, those who persevere discover amazing secrets about both these unusual creatures and the stars themselves, and they soon find themselves capable of withstanding the power of suns and even harnessing it for their own use.
Within the Pact Worlds system, Deep Cultures specialists are highly sought after by many organizations, notably including the Corona Artifact Divers, the Sun Atlas, and the Deep Cultures Institute.
The majority of Deep Cultures specialists are scholarly types—often envoys, mystics, or technomancers, though members of many other classes may follow this path. [[Solarians]] in particular can be drawn to the secrets of Deep Cultures, and other martially oriented types may seek to understand the raw power of suns and their peoples. Typically, Deep Cultures specialists have the [[scholar]], [[solar disciple]], [[xenoarchaeologist]], [[xenoseeker]], or similar themes.
The Deep culture specialist grants alternate class features at 9th, 12th, and 18th levels.
!! Reading the Ashes (9th)
To learn about Deep Cultures, you must frequently gather information from strange sources. You can use //[[identify]]// as a spell-like ability three times per day. At 16th level, you can also use //[[retrocognition]]// once per day as a spell-like ability, as long as the location you are attempting to gain information about is on or within a sun. Your caster level for these spell-like abilities is equal to your character level.
!! Stellar Fire (12th)
You have spent so much time studying residents of various suns that you can add their often fiery power to your and your allies' weaponry. One per day in a process that takes 10 minutes, you can temporarily add the //[[flaming]]// weapon fusion to up to four weapons of 5th level or higher that don't already deal fire damage. You must have access to these weapons during the entirety of the process, and the time doesn't count as a 10-minute rest to regain Stamina Points. This bonus fusion doesn't count toward the total level of fusions the weapon can have at once. In addition, a weapon with this bonus fusion gains the [[burn]] critical hit effect (dealing 1d4 fire damage for every 6 character levels you have); if the weapon already has one or more critical hit effects, the wielder must choose one of the critical hit effects to apply when scoring a critical hit. These bonus fusions last for 1 hour.
!! Solar Protection (18th)
You have spent so much of your life around stars that you've developed resistance to the worst of their effects. You gain fire resistance 20 and you always treat radiation as 1 step lower than it is for the purpose of saving throws and effects. When you take fire damage, you can lower you fire resistance as a reaction, such as to take advantage of the [[solar disciple]]'s heat transfer ability; this lasts until the start of your next turn.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' one or more living creatures with a total CR of 8 or lower, all within a 10-ft.-radius burst
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
This spell causes living creatures in the area to fall into a magical sleep, gaining the [[asleep]] condition (except normal noise doesn't wake up the sleeping creatures). Creatures with the lowest CR are affected first. Among creatures of equal CR, those who are closest to the spell's point of origin are affected first. //Deep slumber// doesn't affect unconscious creatures, constructs, or undead creatures.
Weapons with the //defending// fusion aid their wielder when blocking or fighting defensively. When you fight defensively while attacking with a weapon with this fusion, you gain a +1 bonus to attack rolls with the weapon (effectively reducing the penalty from fighting defensively to –3) and an additional +1 bonus to AC until the start of your next turn. Additionally, if your weapon has the [[block]] weapon special property, increase the enhancement bonus to your AC against melee attacks from that target to +2. Only melee weapons can benefit from this fusion.
[[Bolidas]] can protect themselves in combat by rolling into a nearly impenetrable ball. This augmentation segments your own spinal column (or similar system) to allow you similar flexibility. As a move action, you condense your body into a spherical shape. While rolled up in this way, you can only uncurl as a move action or take the [[total defense]] action (whereupon the bonus you receive to your AC increases to +5). This augmentation works well with the [[rolling charge]] graft, though that augmentation isn't required.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|defensive ball graft | 3 | 1,300 | spinal column |
</div>
''Required Feat:'' [[Cleave]]
When you use the [[Cleave]] or [[Great Cleave]] feat, you don't take that feat's penalty to your Armor Class.
Defensive countermeasures systems protect a ship from tracking weapons such as missiles, and they make it difficult for enemies using sensors to get a solid reading on the ship. They do this via a complicated suite of electronic sensors and broadcasting equipment that's designed to jam enemy sensors and create false readings. These systems grant a bonus to a ship's TL; the bonus, PCU usage, and cost are listed in the table below.
<div class="table-wrapper">
|Name | Bonus to TL | PCU | Cost (in BP) |h
|mk 1 defenses | +1 | 1 | 2 |
|mk 2 defenses | +2 | 1 | 3 |
|mk 3 defenses | +3 | 2 | 4 |
|mk 4 defenses | +4 | 3 | 6 |
|mk 5 defenses | +5 | 4 | 8 |
|mk 6 defenses | +6 | 5 | 11 |
|mk 7 defenses | +7 | 7 | 14 |
|mk 8 defenses | +8 | 9 | 18 |
|mk 9 defenses | +9 | 11 | 22 |
|mk 10 defenses | +10 | 13 | 27 |
|mk 11 defenses | +11 | 16 | 33 |
|mk 12 defenses | +12 | 20 | 40 |
|mk 13 defenses | +13 | 25 | 50 |
|mk 14 defenses | +14 | 32 | 65 |
|mk 15 defenses | +15 | 45 | 90 |
</div>
By using a [[nanite surge]] as a reaction when you take damage, you can protect yourself with your nanites when they create a temporary barrier or cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it).
When you create a [[cloud array]], you can use a [[nanite surge]] to cause a portion of your cloud array to form a lifelike replica of you that shadows and mimics your movements, functioning like a single figment image created by //[[mirror image]]//. The duplicate exists until it's destroyed or you leave the cloud's area. At 14th level, you create 1d2 images, and at 18th level, you create 1d4 images.
When under attack, your drone can disappear swiftly. Once per minute, as a reaction after taking damage, your drone can immediately activate its [[reactive camouflage]] as though it had remained stationary for 1 round, and it can attempt a [[Stealth]] check to hide even if it's currently observed. If the drone also spends 1 Resolve Point while activating this ability, it can also take a [[guarded step]] after attempting the Stealth check. This mod requires that your drone has the reactive camouflage mod.
''Required Feat:'' [[Lunge]]
When you use the [[Lunge]] feat, you don't take that feat's penalty to your Armor Class.
You can dive out of the way of an incoming attack.
''Prerequisites:'' Dex 19, [[Acrobatics]] 10 ranks.
''Benefit:'' As a reaction when you are attacked or when you must attempt a Reflex saving throw, you can attempt an [[Acrobatics]] check. If you use this ability as a reaction to an attack and your Acrobatics check result exceeds your opponent's attack roll result, the attack misses you. If you use this ability as a reaction when you must attempt a Reflex saving throw, you can use your Acrobatics check result as your Reflex save result. Once you use this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. After you use this ability, you are [[staggered]] on your next turn.
You were born to fight your enemies, and nobody does it better.
''Prerequisites:'' Dex 13, base attack bonus +1, armor training trait.
''Benefit:'' While wearing light or heavy armor, you don't take a –2 penalty to AC when you use the [[Cleave]] feat or the [[Lunge]] feat or when you charge.
One of the strictest taboos for a Kalistocrat is to touch or be touched by somebody that isn't a fellow adherent. //Defensive threads// were designed to be sewn into clothing to detect when the wearer is about to be touched. While active, the threads automatically move the fabric to ensure that no skin stays exposed near any appendage belonging to another creature. The mk 2 version of this item provides even more protection; when you take the [[total defense]] action, the bonus to your Armor Class increases by 1.
//Defensive threads// can be combined with //[[cleanliness circuits]]// and //[[sense silk]]// in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//defensive threads//, mk 1 | 1 | 50 | — |
|//defensive threads//, mk 2 | 7 | 7,550 | — |
</div>
The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|defiance series, squad | 3 | 1,220 | +5 | +8 | +1 | –4 | –10 ft. | 1 | 3 |
|defiance series, elite | 7 | 6,300 | +10 | +13 | +2 | –4 | –10 ft. | 2 | 3 |
|defiance series, specialist | 10 | 16,950 | +15 | +18 | +2 | –4 | –10 ft. | 3 | 3 |
</div>
A weapon with the //defiant// fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked [[unconscious]], [[panicked]], or [[stunned]], it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon's level (minimum +1).
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
A weapon with the deflect special property generates both an energy and a kinetic effect, which allows you to use it with the [[Deflect Projectiles]] feat (if you have it) to counter both kinetic and energy ranged attacks.
You can use your melee weapon to deflect attacks.
''Prerequisites:'' Base attack bonus +8.
''Benefit:'' When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a non-[[archaic]] melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn't work against area attacks, even against area attacks that have attack rolls like [[blast]] weapons, and you can't use this reaction if you aren't capable of making an attack with an appropriate weapon.
As a gunner action at the beginning of the gunnery phase, you can spend 1 Resolve Point to shoot down incoming attacks. Once before the end of the phase, after learning the result of an incoming direct-fire or tracking weapon attack's gunnery check but before any damage is dealt, you can choose to fire on the incoming attack. Attempt a gunnery check, and use the result as your starship's AC and TL against that attack. If you hit, you deflect the attack.
If you deflect the attack and you have the [[Reflect Projectiles]] feat, you can redirect the attack. Attempt a gunnery check against the new target's AC for a direct-fire attack or TL for a tracking weapon. If you succeed, deal the weapon's minimum damage to the secondary target, using your attacking starship's hex as the weapon's point of origin to determine which quadrant you hit for the secondary target.
Your weapon's energy deflects incoming attacks. When you make an attack with a melee weapon that has the [[powered]] weapon special property, you gain a +1 insight bonus to your EAC until the beginning of your next turn. If your attack is a critical hit, the insight bonus increases to +2.
This modification creates a magical field that deflects incoming attacks. This vehicle gains an enhancement bonus to AC. The amount depends on the deflective field type, as listed below.
<div class= "table-wrapper">
|Modification | Level | Price | AC Bonus |h
|//deflective field//, mk 1 | 4 | 2,100 | +1 |
|//deflective field//, mk 2 | 10 | 18,000 | +2 |
</div>
This upgrade gives your armor a uniquely slippery texture. Your armor grants you [[DR]] 5/—. In addition, your armor check penalty is reduced by 2 when you attempt an [[Acrobatics]] check to escape.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|deflective reinforcement | 7 | 7,500 | 1 | any | 1 |
</div>
Whereas conventional starship shields absorb attacks entirely until they are depleted, some engineers insist that shields are most effective when deflecting attacks, blunting their force or causing them to miss entirely. Deflector shield technology reduces damage from incoming attacks and increases a starship's AC and TL, though each successive attack depletes the shields' defensive potential. Deflector shields and conventional shields create fields that interfere with each other, so only one of these two defenses can be installed on a starship.
Fully functioning deflector shields provide a starship the defense value (DV) to each quadrant. Whenever the starship would take damage, it ignores an amount of that damage equal to its defense value in that quadrant. Deflector shields are twice as effective against attacks from melee, ramming, and ripper starship weapons, so the starship ignores double the amount of damage from such attacks. Any attack that would ignore a fraction or all of a target's shields instead reduces the amount of damage the deflector shields ignore by an equal amount, rounded in the defender's favor (e.g., deflector shields with a defense value of 5 would reduce damage from a [[burrowing]] weapon by 3). While the deflector shields' defense value in a quadrant is 1 or higher, the shields increase the starship's AC and TL against attacks in that quadrant by the listed amount.
Whenever an attack or effect damages a starship's Hull Points, the deflector shields' defense value in that quadrant also decreases by 1, reducing the amount of damage they can ignore. Weapons with the [[array]] or [[line|Line (starship weapon property)]] special property that damage a starship's Hull Points overwhelm its deflector shields, reducing their defense value in that quadrant by 2, whereas vortex weapons that deal Hull Point damage reduce the target's deflector shields' defense value in each quadrant by 1d4. Any successful attack by a weapon with the [[buster]] special property (or another special property that deals reduced damage to Hull Points) reduces the deflector shields' defense value in the struck quadrant by 2, whether or not the attack damaged the target's Hull Points. When a gunnery check results in a natural 20, any decrease to the target's deflector shield's defense value from the attack is 1 greater.
When an engineer uses the [[divert]] action to send power to shields, they increase the defense value of a single quadrant by 2, or the defense value of each quadrant by 1, up to the deflector shields' maximum defense value per quadrant. For every 150 PCU provided by a starship's power core, increase the defense value restored to one quadrant by 1. When a science officer uses the [[balance]] action, they can adjust their deflector shields' defense values in the same way as they would shift or distribute Shield Points, though each quadrant must have a defense value of at least 1 afterward. When a starship is not engaged in combat or otherwise taking damage, the defense value for each quadrant regenerates at a rate of 1 per minute.
<div class= "table-wrapper">
|Shield | DV | AC/TL | PCU | Cost (BP) |h
|basic deflector shield 1 | 1/— | +1 AC/+1 TL | 5 | 4 |
|basic deflector shield 3 | 3/— | +1 AC/+1 TL | 5 | 6 |
|light deflector shield 5 | 5/— | +1 AC/+2 TL | 10 | 12 |
|light deflector shield 8 | 8/— | +1 AC/+2 TL | 15 | 15 |
|medium deflector shield 10 | 10/— | +2 AC/+2 TL | 30 | 22 |
|medium deflector shield 12 | 12/— | +2 AC/+2 TL | 45 | 26 |
|heavy deflector shield 13 | 13/— | +2 AC/+3 TL | 60 | 33 |
|heavy deflector shield 15 | 15/— | +2 AC/+3 TL | 80 | 36 |
|superior deflector shield 18 | 18/— | +3 AC/+3 TL | 100 | 45 |
|superior deflector shield 20 | 20/— | +3 AC/+3 TL | 120 | 50 |
</div>
Banned on some worlds, such as Ghorus Prime, these grenades selectively destroy plants and plant fiber without harming other biological matter, and they're considered more tool than weapon in many circles. A defoliant grenade unleashes a cloud of rust-red dust that causes vegetation to wither and die on contact. This kills most mundane grasses, shrubs, vines, brambles, small trees, and other moderately thick vegetation, eliminating any difficult terrain caused by those features. Larger trees and wooden objects take full damage but typically are not destroyed outright. Creatures with the plant type take the listed damage and can attempt a Reflex save for half damage. All other creatures and objects are unaffected.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|defoliant grenade I | 1 | 75 | 20 ft. | drawn | L |[[explode]] (2d6 A, 15 ft.; see text) |
|defoliant grenade II | 4 | 320 | 20 ft. | drawn | L |[[explode]] (3d6 A, 15 ft.; see text) |
|defoliant grenade III | 7 | 850 | 20 ft. | drawn | L |[[explode]] (6d6 A, 15 ft.; see text) |
|defoliant grenade IV | 12 | 4,800 | 20 ft. | drawn | L |[[explode]] (10d6 A, 15 ft.; see text) |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Large animal
* ''Init'' +5; ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +12; ''Will'' +13
* ''Defensive Abilities'' [[ferocity]]; ''DR'' 6/—
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +23 (4d6+19 P) or claw +23 (3d8+19 S plus [[grab]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' menace, prey on fear
!!! STATISTICS
* ''Str'' +8; ''Dex'' +1; ''Con'' +5; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +20, [[Intimidate]] +25, [[Survival]] +20
!!! ECOLOGY
* ''Environment'' temperate forests and hills (Vesk-2)
* ''Organization'' solitary, mated pair, or tumult (3–8)
!!! SPECIAL ABILITIES
''Menace ([[Ex]])'' As a full action, the defrex can attempt to demoralize a group of foes that are within 60 feet and able to see it. The DC of this check is equal to the highest DC to demoralize any one of the foes. If successful, all the targets become [[shaken]] for 1 round, increasing to 2 rounds if the defrex succeeds by 5 or more. Once a creature has been affected by this ability, it is immune to the menace ability of any defrex for 24 hours.
''Prey on Fear ([[Ex]])'' A defrex gains a +1 morale bonus to attack rolls against any creature that is [[cowering]], [[frightened]], [[panicked]], or [[shaken]]. The defrex also gains a morale bonus to melee damage rolls against such creatures equal to half its CR (+5 in this case).
</div>
<<section 'Defrex Juvenile'>>
Native to the archipelagos of Vesk-2, defrexes are mammals famed for their strength, tough hide, and aggression. A juvenile defrex is a quadruped with splayed, clawed legs and an array of spines along its back and tail. As it ages, the defrex becomes more muscular, developing broader jaws, thicker skin, the ability to stand upright for short periods of time, and a taste for meat. Over the millennia, defrexes have inhabited the majority of Vesk-2 and have diverged from their common ancestor into numerous distinct species. These animals are among the top terrestrial predators on the planet.
As mammals, defrexes give birth to live young, producing litters of 3 to 12 pups. The mother defends her offspring, but this instinct lasts only 5 to 7 weeks, depending on how well fed the mother is. After that, a female defrex views her offspring as competition and prey, consuming those that fail to leave the nest within a few days. Fortunately for them, young defrexes grow quickly and run even quicker.
After weaning, defrexes eat plants, insects, and smaller animals. Defrex juveniles form cohorts of unrelated creatures that rely on each other for help and protection, including from defrex adults. The eldest defrexes lead these packs, using the group's knowledge to navigate the area, find food, and avoid danger.
Defrex adolescent stages last about 5 years, after which a defrex sheds most of its spines, developing thick osteoderms beneath its skin. Some of its juvenile teeth fall out, replaced by shearing carnassial teeth and piercing canines. The defrex's gut likewise changes to accommodate a more carnivorous diet. During this transition, defrexes are wild and bold, learning to hunt through trial and error. The more aggressive an adolescent defrex becomes, the more likely its cohort chases it away.
Adult defrexes are loners, but they form loosely connected social networks maintained through scent marking and vocalizations, including howls some have described as haunting. [[Ijtikris]] call such groups "tumults." Each adult in a tumult maintains a territory that overlaps with that of several other defrexes. As a result, defrexes frequently cross paths, pausing to establish dominance when they do. These encounters are more likely when a defrex makes a kill, the scent of blood attracting other defrexes.
Thanks to this behavior, an encounter with a wild defrex can escalate as the predators attract reinforcements with calls or the scent of blood. Escaping one defrex is no guarantee of safety. However, defrexes' social aggression can create an opening to flee as two defrexes become distracted by their dominance displays.
Defrexes are difficult to tame, although [[vesk]] have attempted to do so for centuries. Shortly after vesk first landed on Vesk-2, the defrex captured their imagination and respect as a reflection of vesk virtues of dueling and fearlessness. A defrex mount or pet is a status symbol among vesk. Demand for defrex hide has led to defrex ranches, which are risky enterprises.
!! Defrex Hide Armor
{{Defrex Hide}}
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touchTargets one creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
The target becomes infused with the resilience of a [[defrex]] and sprouts bristling spines. It gains [[DR]]/— equal to your caster level, and any creature adjacent to the target that hits it with a melee attack takes piercing damage equal to your caster level.
Made from the hide of a [[ferocious mammal|Defrex]] native to Vesk-2, this light armor is popular among vesk but less often worn by other races. Tanned stretches of the creature's thick hide are stitched together with metal wires, and the suits are reinforced with metal studs or scales.
Even juvenile defrex hide has layers of cartilaginous fibers that resist tearing, allowing for basic defrex hide. Adult defrex hide contains osteoderms that can deflect high-speed projectiles. Chemical treatments and modern materials can reinforce the hide to an even stronger degree.
!!! Dermal Plating
A [[dermal plating]] augmentation can be installed in defrex hide armor, taking up one upgrade slot. The augmentation's level must be equal to or lower than the armor's item level.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|defrex hide | 4 | 2,250 | +5 | +5 | +4 | — | — | 1 | L |
|defrex hide, mature | 8 | 9,000 | +9 | +11 | +4 | — | — | 2 | L |
|defrex hide, advanced | 12 | 33,000 | +14 | +16 | +5 | — | — | 3 | L |
|defrex hide, elite | 16 | 142,000 | +19 | +21 | +6 | — | — | 4 | L |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large animal
* ''Init'' +2; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +11; ''Will'' +6
* ''Defensive Abilities'' bristle; ''DR'' 3/—
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' claw +17 (2d6+12 S)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +14, [[Survival]] +19
!!! ECOLOGY
* ''Environment'' temperate forests and hills (Vesk-2)
* ''Organization'' solitary or cohort (2–12)
!!! SPECIAL ABILITIES
''Bristle ([[Ex]])'' As a move action, an adolescent defrex can flare its spines. Until the start of the defrex's next turn, any adjacent creature that attacks the defrex takes 1d6+7 piercing damage. If the defrex is [[flat-footed]], the attacker can avoid this damage with a successful DC 15 Reflex save.
</div>
As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don't have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.
When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.
The target's cells overheat and rapidly degenerate. Each round, at the start of the character's next turn before they take any actions, they take the listed amount of damage as fire damage and are [[fatigued]]. At the end of each of their turns, the creature can attempt a Fortitude saving throw to end the effect; on a failure, cellular degeneration continues but the creature gains a cumulative +1 bonus to the Fortitude save to end the effect.
//Degeneration grenades// were standard equipment among sivv soldiers. They create a powerful degeneration wave that affects creatures and objects at the subatomic level. Creatures caught in the explosion of a //degeneration grenade// must attempt a Fortitude saving throw as their cells begin to collapse; on a failure, the creature takes 5d6 fire damage at the beginning of each of their turns and is [[fatigued]]. At the end of each of their turns, the creature can attempt a new Fortitude save to end this effect with a cumulative +1 bonus.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//degeneration grenade// | 17 | 40,000 | 20 ft. | drawn | L |[[explode]] (11d6 A & So, [[degeneration]] 5d6, 20 ft.) |
</div>
Once a common sidearm among sivv officers, law enforcement officials, and citizenry, the //degenerator pistol// is a light, handy weapon that inflicts catastrophic cellular damage at a quantum level. Many sivvs augmented their //degenerator pistols// with a [[rel-battery]], eliminating power concerns.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//degenerator pistol//, military | 16 | 161,000 | 4d6 A & So | 40 ft. | [[degeneration]] 3d6 | 40 charges | 4 | L | |
|//degenerator rifle//, dominion | 19 | 560,000 | 7d6 A & So | 40 ft | [[degeneration]] 4d6 | 80 charges | 4 | L | |
</div>
Sivv soldiers were armed with some version of the //degenerator rifle//, a two-handed longarm with improved range and destabilizing power. Like other sivv weapons, the rifle comes in two models: a less potent model intended for standard use and a more robust version used only by elite soldiers.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//degenerator rifle//, military | 17 | 242,000 | 7d8 A & So | 50 ft. | [[degeneration]] 4d6 | 40 charges | 5 | 2 | |
|//degenerator rifle//, dominion | 20 | 810,000 | 10d8 A & So | 50 ft | [[degeneration]] 5d6 | 80 charges | 5 | 2 | |
</div>
Sivv firearms are based on the same technology as the Stellar Degenerator, acting on the target at the quantum level and disentangling subatomic particles from each other. On a critical hit, these weapons set up a fatal chain reaction in which the target's cells overheat and collapse upon themselves.
As a standard action, you can expend an unused spell slot to degrade the navigational machinery of a vehicle within 30 feet. You reduce the target’s [[Piloting]] modifier by an amount equal to the expended spell level, and the effect lasts a number of rounds equal to your Intelligence modifier. Alternatively, you can instead target a starship with a range of 1 hex as a special crew action during the gunnery phase, reducing the target’s Piloting modifier by an amount equal to the expended spell slot’s level until the end of the next round.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* CE Large aberration
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +30
!!! DEFENSE
* ''HP'' 214
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +12; ''Ref'' +12; ''Will'' +19
* ''Defensive Abilities'' open pustules; ''DR'' 10/magic; Immunities disease, mind-affecting effects, poison; ''Resistances'' cold 10, fire 10; ''SR'' 25
* ''Weaknesses'' brain dependency
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' bite +21 (6d6+17 P plus dominion bile)
* ''Ranged'' synthesized projectile +23 (4d8+14 P plus dominion bile or spell-slot sacrifice)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' brain collection
* ''Spells Known'' (CL 14th; melee +21)
** 5th (3/day)—//[[control machines]]// (DC 24), //[[synapse overload]]// (DC 24)
** 4th (6/day)—//[[corrosive haze]]// (DC 23), //[[dimension door]]//, //[[overload systems]]// (DC 23), //[[rewire flesh]]// (DC 23)
** 3rd (at will)—//[[discharge]]// (DC 22), //[[instant virus]]// (DC 22)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +4; ''Con'' +6; ''Int'' +8; ''Wis'' +4; ''Cha'' +4
* ''Skills'' [[Computers]] +25, [[Culture]] +25, [[Engineering]] +30, [[Life Science]] +30, [[Medicine]] +25, [[Mysticism]] +30, [[Physical Science]] +25
* ''Languages'' Aklo, Abyssal, Common, up to 4 other languages as determined by brain collection; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Brain Collection ([[Ex]])'' A deh-nolo can store up to four brains of Small or Medium creatures and use them to enhance its knowledge and power, learning a single language known by the former owner of each stored brain. A deh-nolo can extract a brain from a [[helpless]] opponent with a coup de grace action that kills the opponent, or it can do so as a standard action from a body that has been dead no longer than 1 minute.
''Brain Dependency ([[Ex]])'' A deh-nolo that has fewer than four collected brains gains 1 negative level for each missing brain. A deh-nolo's caster level is reduced by 2 for each negative level it gains from missing brains, and a deh-nolo with no collected brains can't cast any of its spells. These negative levels never become permanent, and they can be removed only by adding brains to the deh-nolo's collection. The statistics presented here assume a
deh-nolo with a full collection.
''Open Pustules ([[Ex]])'' When a deh-nolo takes more than 20 damage from a single attack, each creature adjacent to that deh-nolo must succeed at a DC 22 Reflex save or be sprayed with a foul poison as the pustules all over the deh-nolo's body erupt. Creatures hit by this spray are exposed to dominion bile.
''Synthesized Projectile ([[Ex]])'' Once per round as a standard action, a deh-nolo can concentrate the crystallized, metallic discharge it produces and expel it through a tear in its flesh. This attack deals 1d4 damage to the deh-nolo. A deh-nolo can fire the projectile at a target up to 60 feet away as a ranged attack that deals 4d8+14 piercing damage. A deh-nolo can augment the projectile in one of two ways. It can coat the projectile in dominion bile to poison its target, or it can sacrifice a spell slot to charge the projectile with energy. A projectile charged in this way deals an additional 1d6 acid, cold, electricity, or fire damage (dehnolo's choice) for each level of the spell slot sacrificed in this way.
!!! Dominion Bile
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 22
* ''Track'' [[Constitution|Constitution Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Weakened—Debilitated—Dead//
* ''Cure'' 2 consecutive saves
</div>
Just as the neh-thalggus and yah-thelgaads among the Dominion of the Black make use of organic brains to power their magical abilities, so do deh-nolos extract and use other creatures' brains to slake their never-ending thirst for knowledge. This shared penchant strikes well-deserved fear into the hearts of all thinking creatures in the universe, and many spacefarers know it is best to avoid ships with Dominion markings altogether.
Deh-nolos are brilliant engineers and inventors among the Dominion of the Black, merging technology and biological systems in twisted and devious ways that are stunningly seamless. These creations are unlike cybernetics, in that they are often grown rather than built, and they blur the lines between living organs and complex machines. Using vulgar ingenuity and their surprisingly adroit singular "arms," deh-nolos designed and built the first Dominion starships, which are hybrid vessels with both organic and technological components. They also cultivated the first shipminds—oozes that pilot these biomechanical starships. In addition to these marvels of engineering, deh-nolos are adept at repairing most technological devices, no matter what civilization built them. When presented with a device with which it is unfamiliar, a deh-nolo attempts to collect the brain of a member of the species that produced it in the hopes that doing so will provide the aberration with some flash of insight.
Mostly organic beings, deh-nolos secrete a metallic discharge that shimmers with disturbing beauty in natural sunlight. Deh-nolos can concentrate this liquid to form foul crystals that they either use as ranged projectiles or work into components for their mechanical devices. Such machine parts are malformed, resembling incomplete living organs and atrophied body parts, and many have common technological connectors and partially completed circuitry. Some reckless scientists have harvested these bits from deh-nolos and plugged them into their equipment or their own bodies, with varying and unpredictable outcomes. Most of the time, the result is horrendous—and even deadly to the experimenter—but the practice occasionally creates functional, albeit macabre, technology. Installed in sensors and other devices with video or audio output, these components cause the images on their screens to appear disturbingly fragmented or amplify and distort sound into mind-shattering cacophonies. Implanted in a living creature, these parts horrendously mutate the host body and often wrack it with unceasing pain.
Like many other creatures among the Dominion of the Black, deh-nolos fabricate and weaponize their own toxins. Poison-filled glands grow in patches across these creatures' bulky bodies, and anyone who ruptures one is exposed to the purulent fluid that sloshes within. Deh-nolos can also apply this toxic pus to the projectiles that they eject from their bodies, infecting those they strike.
Deh-nolos are not only extremely competent engineers, but also formidable spellcasters, weaving magic that, like their inventions, blurs the line between flesh and machine. With a thought, a deh-nolo can commandeer nearby technological devices, create a cloud of burning acid, or temporarily overwrite the DNA of a living creature to turn it into a twisted reflection of a robot. A deh-nolo uses its more offensive spells only in response to direct attacks, preferring to catch a single target unaware and render it helpless. From there, the aberration proceeds to carefully (and painfully, if the creature is still alive) extract its prey's brain and store it in one of its four brain pods. Deh-nolos with even one empty brain pod often go out of their way to procure a fresh replacement, almost as if they were addicted to the knowledge stored within the gray matter. A deh-nolo with no stored brains is jittery and desperate, lashing out at any non-Dominion creatures it can find, even those with animal intelligence. Once it is able to use its full complement of abilities, such a deh-nolo seeks out more sophisticated brains to replace the simpler ones, unless a more pressing matter is at hand.
Deh-nolos use their psychic potential, which is inherent in most Dominion of the Black creatures, to fly with incredible dexterity. The eerie sight of their alien forms gliding silently through the air with no obvious means of propulsion is usually enough to send most sane onlookers fleeing for their lives.
A typical deh-nolo stands almost 20 feet tall on its four spindly legs and weighs close to 2,000 pounds.
If you aren't sure what to do when it's your turn, you can delay taking an action until other characters have taken their turns. You must declare that you are delaying before taking any actions on your turn (this does not require spending any of your actions). After any creature takes its turn in the initiative order, you can come out of delay and take your turn. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to delay, you still regain your reaction at the beginning of your original turn, not when you take your delayed actions.
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one computer
* ''Duration'' 1 round/level
* ''Saving Throw'' no
* ''Spell Resistance'' yes
</div>
Countermeasures on the target computer are suppressed. If you trigger any suppressed countermeasure, you are still alerted that you have done so, but it activates only after the spell ends.
This virtually indestructible 1-quart thermos comes in a variety of attractive designs and features patented temperature control technology. When activated, the device senses its contents' temperature and maintains that temperature to a minimum of 10° Fahrenheit and maximum of 150° Fahrenheit.
You can expend an additional charge and activate the delectator's secondary function as a standard action, causing it to subtly and temporarily realign molecules to change the contents' flavor for 15 minutes or until the contents have been out of the device for one minute. While the delectator can easily cause water to taste like beer or bland oatmeal to taste like roasted meat, it struggles to emulate complex gourmet flavors.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|delectator | 3 | 1,250 | — | 20 | 1/day |
</div>
You gain a +1 bonus to AC and saving throws against traps and hazards. Once per hour when you take damage from or fail a saving throw against a trap or hazard, you gain 1 Entropy Point. If you are not in combat, you retain this Entropy Point for a number of rounds equal to your Constitution bonus (minimum 1) or until you spend it, whichever comes first.
You assign menial tasks to others to complete.
''Multiday:'' You give orders and shift personnel so that they can conduct a downtime activity of your choice. You must spend as much time delegating as the downtime activity takes to complete.
''Results:'' The organization performs the chosen downtime activity, using its power modifier for any checks. The downtime activity must be appropriate to the organization (like a military unit building a shelter), and it must be something that can actually be delegated (you can't delegate carousing, for instance).
Some say that perception is reality, but you understand the truth—deception is reality. All other truths are merely a matter of perspective. You're connected to cosmic forces that can't be observed or measured; you draw your power from the inconsistencies between individuals' understandings of socalled concrete reality.
* ''Associated Deities:'' Calistria, the Eldest, Eloritu, Lamashtu, Nyarlathotep
* ''Associated Skills:'' [[Bluff]] and [[Sense Motive]]
* ''Spells:'' 1st—//[[charm person]]//; 2nd—//[[make mischief]]//; 3rd—//[[charm monster]]//; 4th—//[[confusion]]//; 5th—//[[modify memory]]//; 6th—//[[subjective reality]]//
!! Invoke Delusion (1st)
You can reach into others' minds and distort their perceptions of friend or foe. As a standard action, select a creature within 30 feet and choose paranoia or conviviality. That creature must succeed at a Will save or suffer the chosen perceptual warp. If you chose paranoia, the target treats all other creatures as enemies and only itself as an ally, must attempt attacks of opportunity whenever any creature provokes them, and is [[shaken]] while adjacent to more than one creature. If you chose conviviality, the target treats all creatures as allies and can't attack or take hostile actions against any creature; whenever a creature affected by conviviality is attacked, it can attempt an additional saving throw against this effect. This perceptual warp lasts for 1 round, plus 1 round for every 5 mystic levels you have. Once a creature succeeds at its saving throw against this ability, it is immune to further uses for 24 hours.
!! Compelling Deception (3rd)
You can sway others into believing the unbelievable. You can spend 1 Resolve Point as part of a [[Bluff]] check to lie; if you do, you don't take penalties for the preposterousness of your story (though the presence of countervailing evidence can still cause your check to fail).
!! Transcend Truth (6th)
When you're subjected to any effect that would compel you to tell the truth or that would detect untruth in you, such as //[[discern lies]]// or //[[zone of truth]]//, you can roll the saving throw twice and take the better result. If the effect would not normally allow a saving throw, you can attempt a Will save to negate it. If you succeed at the save, you appear as if you were subject to the effect to other creatures, though you can act as you choose. This ability doesn't prevent [[Sense Motive]] checks from succeeding against you or other creatures from harboring suspicions.
!! Warp Perception (9th)
As a standard action, you can alter others' ability to perceive you. Select up to one creature that you can see for every 2 mystic levels you have. Each creature selected this way must succeed at a Will save or be unable to perceive you, as //[[greater invisibility]]//. If you spend 1 Resolve Point when you use this ability, it also baffles senses such as [[blindsense]] or [[blindsight]]. At the end of an affected creature's turn, it can attempt another save against this effect. You can end your invisibility as a move action. You can use this ability for a number of rounds each day equal to your mystic level; these rounds don't need to be consecutive.
!! Puppet Master (12th)
You can weave deception through your allies' mouths and uncover deception through their eyes and ears. Any creature linked by your [[telepathic bond]] class feature can use your [[Bluff]] and [[Sense Motive]] modifiers in place of their own modifiers, as long as you provide guidance. In addition, when an ally attempts an appropriate Bluff check, you can spend 1 Resolve Point to allow them to benefit from your compelling deception ability.
!! Mass Hysteria (15th)
When you use invoke delusion, you can spend 1 Resolve Point to affect any number of creatures within range, though you must choose the same perceptual warp for all targeted creatures. In addition, you add brutality and stupor to the list of perceptual warps you can impart with invoke delusion. A creature affected by brutality attacks the nearest creature each round to the best of its ability; if the creature is attacked, it instead attacks its attacker, as if it had been attacked while [[confused]]. If you choose stupor, the creature instead takes no action and babbles incoherently, though it isn't [[helpless]]. Unlike other warps, stupor lasts for only 1 round, and a creature that fails its save is immune to further attempts to invoke stupor for 24 hours.
!! Overrule Reality (18th)
Your lies are so powerful that reality is no longer an obstacle. When you succeed at a [[Bluff]] check to deceive a creature, that creature continues to believe the deception even if presented with direct evidence to the contrary (believing that its senses are deceiving it, other creatures are lying, and so on). In addition, your Bluff checks don't automatically fail if such evidence is present, though the creature or creatures you're attempting to deceive can attempt a Will save to disbelieve your deception. This effect lasts for 24 hours, after which time the creature responds normally to proof of deception.
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an [[Intimidate]] check (DC = 15 + 1-1/2 times your starship's tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can't make demands of yourself.
''Critical:'' Your demand echoes throughout the starship. You can attempt the demand crew action with the targeted character one additional time during the current starship combat.
When you attempt an [[Engineering]] check to [[arm|Arm Explosives]] or [[disable|Disable Device]] an explosive, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1 minute to arm an explosive or 2d4 rounds to disarm an explosive).
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 18
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a //[[restoration]]// spell.
* ''Cure'' 2 consecutive saves
Demons are fiends, or evil outsiders, native to the Abyss.
* ''Traits:''
** [[immunity]] to electricity and poison
** [[resistance]] 10 to acid, cold, and fire
** gains ability to [[summon allies]]
** [[telepathy]] 100 ft.
Summoned demons are called forth from the chaotic plane of the Abyss. They are only vaguely humanoid in appearance, with hunched forms, ragged wings, and great, gaping jaws. Demons revel in destruction.
* ''Type:'' outsider (chaotic, demon, evil, extraplanar)
* ''Alignment:'' shange to CE
* ''Traits:''
** base speed increases to 30 ft.
** supernatural fly speed of 30 ft. (average), or if CR 7 or greater, supernatural fly speed of 60 ft. (average)
** [[immunity]] to electricity and poison
** [[resistance]] equal to creature's CR to acid, cold, and fire
** if base stat block has [[DR]], change to DR/good
* ''Skills:'' add [[Bluff]] and [[Intimidate]]
* ''Languages:'' Abyssal and Common
* ''Attack:'' change melee attack to bite (piercing damage)
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CE Medium outsider (chaotic, demon, evil, extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' radiation (20 ft.)
!!! DEFENSE
* ''HP'' 190
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +16; ''Ref'' +12; ''Will'' +14
* ''DR'' 10/good; ''Immunities'' disease, electricity, poison; ''Resistances'' acid 10, cold 10, fire 10; ''SR'' 24
!!! OFFENSE
* ''Speed'' 50 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' bite +23 (6d4+19 S plus invoke mutation)
* ''Multiattack'' bite +17 (3d4+19 P plus invoke mutation), 2 claws +17 (3d4+19 S), gore +17 (3d4+19 P)
* ''Offensive Abilities'' invoke mutation
* ''Spell-Like Abilities'' (CL 13th; ranged +21)
** 1/day—//[[greater synaptic pulse]]// (DC 24), [[summon allies]] (1 pluprex or 2 [[prexian mutantspawn]], 35%), //[[waves of fatigue]]//
** 3/day—//[[animate dead]]//, //[[confusion]]// (DC 23), //[[enervation]]//, //[[mind thrust]]// (4th level, DC 23)
** At will—//[[irradiate]]// (DC 22), //[[ray of exhaustion]]// (DC 22), //[[teleport]]// (self plus 5 bulk of gear only)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +4; ''Int'' +3; ''Wis'' +2; ''Cha'' +8
* ''Skills'' [[Acrobatics]] +23, [[Bluff]] +28, [[Intimidate]] +28, [[Life Science]] +23, [[Mysticism]] +23
* Languages Abyssal, Celestial, Draconic; [[telepathy]] 100 ft.
* ''Other Abilities'' irradiate dead
!!! ECOLOGY
* ''Environment'' any (Abyss)
* ''Organization'' solitary, pair, blight (3–6), or invasion (2–4 pluprexes plus 3–6 [[prexian mutantspawn]])
!!! SPECIAL ABILITIES
''Invoke Mutation ([[Su]])'' A pluprex can wrack a living creature by biting it. The creature bitten must attempt a DC 21 Fortitude save. On a success, the creature is merely [[sickened]] for 1 round. On a failure, the victim's body undergoes several swift and painful mutations that twist limbs, alter organs, and distort features into a hideous countenance, giving it the [[overburdened]] condition for 1 minute. After this minute elapses, the creature becomes accustomed to its twisted new body, but it gains the [[encumbered]] condition permanently. This is a curse effect; its effects do not stack.
''Irradiate Dead ([[Su]])'' Undead creatures created by a pluprex are radioactive, emitting low [[radiation]] in a 20-foot radius. Once per day as a standard action, a pluprex can touch an undead creature it has created to enhance that creature's radioactive aura, permanently increasing that creature's radioactivity to medium. A pluprex cannot enhance radiation in this way to a higher level. Alternatively, the pluprex can give any undead creature a medium radioactive aura by touching it, but such auras last for only 24 hours before fading.
''Radiation Aura ([[Su]])'' A pluprex emits medium [[radiation]] in a 20-foot radius. Once per day as a swift action, a pluprex can instead emit high radiation for 1 minute.
</div>
The Abyss is a warped mirror that reflects all sinful possibility in mortal life, and as mortals advance technologically, so too advances their capacity to sin. Pluprex demons are one such modern reflection—incarnations of the cruelties and devastation wrought by those who harness the power of radiation to do harm.
A pluprex forms from the sinful soul of a mortal who, in life, gloried in the use of radiation as a weapon or who used radiation to experiment on unwilling subjects or to poison the innocent. Many pluprexes died of radiation poisoning themselves in their mortal lives. A typical pluprex stands 7 feet tall but weighs only 100 pounds.
<<section 'Prexian Mutantspawn' >>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CE Medium outsider (chaotic, demon, evil, extraplanar)
* ''Init'' +3; ''Senses'' [[blindsense]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +13; ''Ref'' +11; ''Will'' +15
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' acid, disease, fire, poison; ''Resistances'' cold 10, electricity 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' claw +22 (2d12+15 F & S; critical [[burn]] 3d4)
* ''Offensive Abilities'' sabotaging compulsion (DC 21)
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[greater invisibility]]//, //[[logic bomb]]// (DC 21), //[[wall of fire]]//
** 3/day—//[[explosive blast]]// (DC 22), //[[mental block]]// (DC 22), //[[nondetection]]//, //[[slow]]// (DC 22)
** At will—//[[knock]]//, //[[security seal]]//
!!! STATISTICS
* ''Str'' +3; ''Dex'' +3; ''Con'' +4; ''Int'' +5; ''Wis'' +4; ''Cha'' +8
* ''Skills'' [[Computers]] +27, [[Engineering]] +27, [[Stealth]] +22
* ''Languages'' Abyssal, Celestial, Common; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Abyss)
* ''Organization'' solitary, thrall team (1 plus 1–2 compelled creatures)
!!! SPECIAL ABILITIES
''Sabotaging Compulsion ([[Su]])'' Once per day as a full action, a salamoid can compel a creature to covertly commit sabotage. If the target fails a DC 21 Will saving throw, it begins enacting a plan dictated by the salamoid to cause maximum loss of sapient life with a minimum chance of detection. The compelled creature makes all efforts to avoid being discovered, including acting normally while being observed and eliminating evidence of its actions. It retains no memory of the sabotage it enacts or the demon. This effect lasts for 12 days. However, at the end of each day, as well as when the target undertakes any action that threatens its own safety, the target can attempt a new saving throw to end the effect. Once the effect ends, no salamoid can affect the creature with this ability for 24 hours. This is a mind-affecting effect, but non-mindless undead are not immune to it.
</div>
Throughout the galaxy, constructed environments make life possible in even the most hazardous environments, but the failure of such infrastructure can result in ghastly tragedies. The salamoid, or flashfire demon, embodies the threat and chaos of such sudden disasters.
Salamoids are master saboteurs, using the inherent dangers of malfunctioning systems to slaughter innocents. They prefer methods that result in abrupt, catastrophic failures that minimize the chance for survivors. Their name derives from their common tactic of sabotaging life support systems to increase oxygen in a closed atmosphere such that a spark causes an explosive fire. However, these demons are endlessly creative in their schemes. They experiment with new methods to freeze, asphyxiate, dissolve, electrocute, explode, or obliterate their victims.
Grand acts of sabotage are difficult tasks, and direct intervention could reveal a salamoid's involvement to their victims. Therefore, salamoids "recruit" help whenever possible using their sabotaging compulsion ability while they lurk in the nearby shadows.
Demons are fiends, or evil outsiders, native to the Abyss.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
You can attempt an [[Intimidate]] check with a –5 penalty to demoralize your foes as a reaction. Compare the result of this check to the DC of each creature that took damage from this attack using the guidelines from the demoralize task of the Intimidate skill.
As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent's total Intimidate skill bonus, or 15 + 1-1/2 × the opponent's CR, whichever is greater. If you succeed, the target is [[shaken]] for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
This unique system, an innovation of the raxilites, allows up to four of a biomechanical starship's crew members to bond their nervous systems to the dendritic filaments of the vessel's computer. Most [[biomechanical]] ships have an empathetic response, but a dendritic interface's connection allows for a much higher level of clear communication, akin to limited telepathy between connected crew and the computer. It takes 1 round of starship combat for a crew member to become bonded with the dendritic interface, and doing so must be that crew member's action for that round. A bonded crew member can reduce penalties to crew actions by 2. In addition, a bonded engineer gains a +2 insight bonus to the hold it together, patch, and quick fix crew actions, as well as checks to repair systems outside starship combat.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|dendritic interface | 5 | 10 |
</div>
A living defense designed by the Xenowardens, dendron armor melds bioengineered wood with advanced microbe-spun polymers. A mossy layer beneath this outer shell provides cushioning and life support. Xenowardens stylize this heavy armor to resemble the sentient trees found on Castrovel and other verdant worlds. The organic design of dendron armor makes adding upgrades a challenge, but it offers a good balance between mobility and protection.
Each model of dendron armor has features based on a species of tree believed to have been native to lost Golarion. The least is the humble ash, followed by the supple yew, the hardy oak, and finally the majestic sequoia.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|dendron armor, ash | 4 | 2,100 | +5 | +8 | +3 | –2 | –5 ft. | 0 | 2 |
|dendron armor, yew | 7 | 6,600 | +10 | +13 | +3 | –2 | –5 ft. | 1 | 2 |
|dendron armor, oak | 10 | 18,450 | +14 | +17 | +3 | –2 | –5 ft. | 2 | 2 |
|dendron armor, sequoia | 17 | 256,500 | +23 | +25 | +4 | –2 | –5 ft. | 5 | 2 |
</div>
A conical helm of battered metal, a //dented kasa// is a headgear with a history. Helmets of this sort belonged to veteran warriors of ages past, each dent representing a potentially mortal blow the kasa deflected. You wear the kasa by incorporating it into part of your armor's headwear. The helmet counts as a worn magic item unless you install it in armor, taking up one [[upgrade slot|Armor Upgrades]].
While wearing the //dented kasa//, you gain a +2 enhancement bonus to saving throws against critical hit effects. In addition, when you take a critical hit, you can spend 2 Resolve Points as a reaction to negate the resulting extra damage and critical hit effect. When you do so, the kasa gains a new dent, scratch, or other mark.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//dented kasa// | 5 | 3,000 | 1 |
</div>
This fist-sized pellet was developed on the swampy world of Atachuuva as a dual-purpose safety measure. Methane vents and peat bogs are common amid the planet's swamps, the risk of fire remains high, and the oversized insect life on the planet poses a threat to any settlement. A //deoxy pellet// offers some protection against these risks, and has gained some fame through the system due to a lighthearted marketing campaign based on the slogan, "Break in case of fire or giant bug!"
You can crush a //deoxy pellet// as a full action that provokes attacks of opportunity. The magically enhanced chemical mixture within makes it so oxygen within a 30-foot radius of the point you break the pellet doesn't easily diffuse to feed fire or flow into the spiracles of insects and other creatures that lack active breathing mechanisms. Natural fire goes out, and the [[burning]] condition deals half damage. In addition, vermin larger than Tiny are [[sickened]] while in the area (no saving throw). The change in oxygen persists for 5 rounds, but a light or moderate wind lowers the duration to 3 rounds, and a strong or stronger wind lowers the duration to 1 round.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//deoxy pellet// | 3 | 250 | L |
</div>
The creature is dependent on a substance, a sense, or something else to either survive or function normally. If the creature is dependent on something to live (such as water), it can survive without that thing for a number of minutes equal to 5 × its Constitution modifier. Beyond this limit, the creature runs the risk of negative effects, such as suffocation or death. A creature that is dependent on something to function normally (such as a creature with [[blindsight]] and no visual sense) usually gains a negative condition when it loses that thing.
//Format:// ''Weaknesses'' [[blindsight]] dependency.
You activate a starship weapon with the [[deployed]] special property, deploying a drone into a hex adjacent to your starship at the beginning of the next round.
A weapon with this special property consists of a launcher containing tiny armed drones that chase and attack nearby foes. A gunner can launch a drone by performing the [[deploy drone]] gunner action, causing the drone to appear in an adjacent hex at the beginning of the next round. The drone has a speed of 4 and good maneuverability (turn 1). It can perform one crew action and one minor crew action per round, though these actions are limited to [[fly|Fly (pilot action)]], [[glide]], [[shoot]], and [[snap shot]], with total [[Piloting]] and gunnery bonuses equal to the launching starship's tier. The drone attacks only targets that are within its weapon's first range increment, and a drone can make only three attacks before expending its energy reserves and becoming disabled. For all other purposes, a deployed drone functions as a Tiny starship with an AC and TL equal to 12 + the launching starship's tier and total HP equal to twice the launching starship's tier. A drone lacks shields, has no quadrants, and does not take critical damage.
Deployed weapons can't already have the [[limited fire]] special property, and these weapons can be mounted on only a Medium or larger starship. A deployed weapon gains the [[automated]] and [[limited fire]] 3 special properties.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 feet + 5 ft./2 levels)
* ''Targets'' 1 creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You strip the target creature of key knowledge. Choose one skill; for the duration of the spell, the target takes a –4 penalty to the chosen skill. If you choose [[Culture]], this also strips the target of up to 4 languages, determined randomly. This spell cannot leave the target without any language or capacity to speak; they retain at least the ability to speak Common or the language of their home world.
<div class="statblock">
* ''Tier'' 4
* NE Small starship undead
* ''Speed'' 8; ''Maneuverability'' good (turn 1)
* ''AC'' 19; ''TL'' 16
* ''HP'' 90; ''DT'' —; ''CT'' 18
* ''Shields'' 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' howling souls (3d4 plus [[numbing]]; 10 hexes)
* ''Attack (Aft)'' soul fragments (3d4; 10 hexes)
* ''Attack (Turret)'' soul fragments (3d4; 10 hexes)
* ''Other Abilities'' [[fearsome]], ghosts in the machine, living starship, shadeswarm, [[teleportation|Teleportation (starship special ability)]], [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +10 (4 ranks)
* ''Gunner (2 actions)'' gunnery +9 (4th level)
* ''Magic Officer (1 action)'' [[Mysticism]] +15 (4 ranks)
* ''Pilot (1 action)'' [[Piloting]] +10 (4 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Ghosts in the Machine ([[Ex]])'' A derelict shade's weaponry carries fragments of its crew's souls. If the derelict shade deals Hull Point damage to an enemy ship, these fragments infect the ship's systems and cause one randomly determined system to gain the [[glitching]] condition until the end of the next round, regardless of the amount of damage dealt. If the damage dealt would already give the system the glitching condition, it instead gains the [[malfunctioning]] condition until the end of the next round. A system that is already malfunctioning or wrecked is not affected.
''Living Starship ([[Ex]])'' A derelict shade is an undead creature so immense that it functions as a starship (and thus engages only in starship combat). The ghostly remnants of the crew members, functioning as a unified whole, can take engineer, gunner, magic officer, and pilot actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a derelict shade takes critical damage.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons array |@@.constrained Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc.@@ |
| 31–60 | propulsion |@@.constrained Condition applies to all pilot actions.@@ |
| 61–90 | marrow |@@.constrained Condition applies to all engineer and magic officer actions, except when patching or repairing the marrow.@@ |
| 91–100 | core† |@@.constrained During the next round, each of the derelict shade's attempted actions has a 25% chance of failure.@@ |
|† A derelict shade's core doesn't gain critical damage conditions. |<|<|f
</div>
''Shadeswarm ([[Ex]])'' When using its teleportation ability to appear adjacent to a starship that has no shields remaining in one or more quadrants, a derelict shade can attempt a check using its gunnery bonus as part of using its teleportation. If the result is equal to or greater than the adjacent ship's AC, any living crew members aboard the starship are swarmed by spirits from the derelict shade. Each affected creature must succeed at a DC 11 Will save or be unable to act until after the next round's helm phase.
</div>
On occasion, when an entire starship crew is killed upon destruction of their starship—whether by accident or malice—a derelict shade forms from the remains. Although derelict shades are not true ghosts, as the crew members' souls do move on, the terror of their last moments causes fragments of their souls to combine and rise as a single creature, taking the form of their old ship.
Cunning and cruel, a derelict shade seeks only to inflict on other ships the same pain that it suffered. Though it stays away from larger fleets, it eagerly attacks lone ships that it views as easy prey; if destroyed, such ships often give rise to derelict shades themselves.
You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of [[damage reduction]] that depends on the model of your dermal plating. If you have natural damage reduction equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|dermal plating, mk 1 | 5 | 3,025 | skin |
|dermal plating, mk 2 | 7 | 6,950 | skin |
|dermal plating, mk 3 | 9 | 17,975 | skin |
|dermal plating, mk 4 | 12 | 48,850 | skin |
|dermal plating, mk 5 | 14 | 105,000 | skin |
|dermal plating, mk 6 | 16 | 163,500 | skin |
|dermal plating, mk 7 | 19 | 542,000 | skin |
</div>
This oblong box the length of a human hand contains several hypoallergenic staples and a mass of sticky antiseptic gel. You use the dermal stapler by pressing it onto a willing or unconscious living creature's wound; the dermal stapler launches one of its staples into the wound to close it and slathers the staple with the antiseptic gel. You can use a dermal stapler on a willing or unconscious creature to automatically end the [[bleeding]] condition without a [[Medicine]] check. Alternatively, you can use it in conjunction with a [[medkit]] to treat deadly wounds and gain a +1 insight bonus to your Medicine check. In addition to consuming a charge with each use, a dermal stapler must synthesize new staples and gel after 20 uses, at a cost in UPBs equal to one-quarter the stapler's price.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|dermal stapler | 3 | 1,200 | L | 20 | 1/use |
</div>
Developed by kasathan engineers long ago to help them navigate the steep cliffs of their native Kasath, descent thrusters are miniature jets that slow your fall. You fall at a rate of only 60 feet per round, and you take no damage upon landing. You can trigger descent thrusters as part of an action when jumping down, or as a reaction if you fall.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|descent thrusters | 1 | 800 | 1 | any | L |
</div>
You can twist your body as you fall to ensure you land on your feet.
''Prerequisites:'' Constructed species trait, construct type, or cybernetic augmentation installed in spinal column.
''Benefit:'' Whenever you fall, you don’t land [[prone]], even if you take damage from the fall.
''Normal:'' A character who takes damage from a fall lands prone.
A descriptor is a term that helps define an item, a spell, or another effect in some way. Some effects have more than one descriptor, each of which further refines the ways the effect works and interacts with the world around it, while others have none. Even equipment sometimes has descriptors.
The descriptors are as follows: acid, air, calling, chaotic, charm, cold, compulsion, creation, curse, darkness, death, disease, earth, electricity, emotion, evil, fear, fire, force, good, healing, language-dependent, lawful, light, mind-affecting, pain, poison, radiation, scrying, sense-dependent, shadow, sonic, summoning, teleportation, and water.
Most of these descriptors have no game effect by themselves; they instead describe how spells or effects interact with certain other spells or effects. Some descriptors provide additional information about how the effect to which they are attached operates, as defined below.
!! Calling
A calling effect transports a creature from another plane to the plane you are on. The effect grants the creature the one-time ability to return to its plane of origin, although the effect might limit the circumstances under which this is possible. Creatures who are called die if they are killed on the new plane. A called creature can't be dispelled, even if it was called by magical means.
!! Charm
A charm effect changes how the subject views you. This gives you the ability to befriend and suggest courses of action to another creature, but its servitude is not absolute or mindless. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
A charmed creature retains its original alignment and allegiances, generally with the exception that it now regards the person who charmed it as a dear friend and gives great weight to that character's suggestions and directions. A charmed creature does not volunteer information or tactics that its master doesn't ask for. A charmed creature never obeys a command that is obviously suicidal or grievously harmful to it.
A creature fights friends it had before being charmed only if they threaten its new friend. Even then, it uses the least lethal means at its disposal, for it wishes to resolve the conflict without causing real harm.
A charmed creature can attempt an opposed Charisma check against its master in order to resist instructions or commands that would make it do something it wouldn't normally do even for a close friend. If it succeeds at this check, it decides not to go along with that particular order but remains charmed. If the creature's master commands it to perform an action that the creature would be vehemently opposed to, it can attempt a new saving throw to break free of its master's influence altogether.
If a charmed creature is openly attacked by the character who charmed it or by that character's apparent allies, it is automatically freed of the spell or effect.
!! Compulsion
A compulsion effect overrides the subject's free will in some way, forcing the subject to act in some manner or changing the way its mind works.
!! Creation
A creation effect manipulates matter to create an object or creature in the place the creator designates. If the effect has a duration other than instantaneous, magic or some other energy holds the creation together, but when the duration ends, the created creature or object vanishes without a trace. If the effect has an instantaneous duration, the created object or creature does not depend on any outside energy for its existence, so it lasts indefinitely once created.
!! Force
A force effect deals full damage to [[incorporeal]] creatures and blocks their movement. It also blocks the [[sense through]] ability.
!! Language-Dependent
A language-dependent effect uses intelligible language (either audible, visual, or telepathic) as a medium for communication. If you cannot communicate with the target or the target cannot understand what you are communicating, the effect fails to affect that target.
!! Mind-Affecting
A mind-affecting effect works only against creatures with an Intelligence score of 1 or higher.
!! Pain
A pain effect causes unpleasant sensations but not permanent physical damage. Creatures that are immune to effects that require a Fortitude save are immune to pain effects.
!! Scrying
A scrying effect creates an invisible magical sensor that sends you information while the effect lasts. Unless noted otherwise, the sensor has the same sensory abilities that you have naturally, but not any sensory abilities you gain from other spells or technology. The sensor is a separate, independent source of sensory input for you, and thus it functions normally even if you have been blinded or deafened or otherwise suffer sensory impairment.
A creature can notice a scrying sensor with a successful [[Perception]] check (DC = 20 + the spell or effect's level). The sensor can be dispelled as if it were an active spell. Lead sheeting, force fields, and some exotic materials and magical protections block scrying effects; if that is the case, you can sense that the effect has been blocked.
!! Sense-Dependent
A sense-dependent effect has either audible or visual elements, requiring sight or hearing to have any effect. For this kind of effect to affect that target, you must be able to either see or hear the target, and the target must be able to either see or hear you.
!! Shadow
A shadow effect creates something that is partially real from an amalgamation of extradimensional energy. Damage dealt by a shadow effect is real.
!! Summoning
A summoning effect instantly brings a creature or object to a place you designate. When the effect ends or is dispelled, a summoned creature is instantly sent back to where it came from (typically another plane, but not always), but a summoned object is not sent back unless the effect description specifically indicates otherwise. A summoned creature also goes away if it is killed or if its Hit Points drop to 0, but it is not really dead. It takes 24 hours for the creature to reform in the place from which it was summoned, during which time it can't be summoned again.
When a summoning effect ends and the summoned creature disappears, all spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
!! Teleportation
A teleportation effect involves instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation unless the specific effect notes otherwise, and teleportation effects work within the Drift.
The arid conditions of a desert breed tough creatures. Many
desert creatures also have the arctic or thermic environmental
graft, representing particularly cold or hot deserts.
* ''Burrowing:'' A few desert creatures can burrow through sand, dust, and parched soil, gaining a typical burrow speed.
* ''Thirst Inured:'' You can allow desert creatures to go without water for as long as most creatures can go without food without it counting against their number of special abilities.
* ''Skills:'' [[Survival]] (master)
Having evolved on a desert world, [[kasathas]] have little trouble traversing such terrain. Struts installed within your legs or fibers laced within your leg muscles (or similar locomotive appendages) allow you to move through nonmagical difficult terrain in deserts, hills, and mountains at your normal speed.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|desert stride graft | 2 | 480 | all legs |
</div>
Desert terrain exists in cold, temperate, and warm climates, but all deserts share one common trait: very little precipitation. The three categories of desert terrain are tundra (cold desert), rocky deserts (often temperate), and sandy deserts (often warm). The most common rules sections to reference for adventures in these areas are [[Cold Dangers]], [[Heat Dangers]], [[Starvation and Thirst]], and [[Weather]].
!! Stealth And Detection In The Desert
In general, the maximum distance in desert terrain at which a creature can succeed at a [[Perception]] check to detect the presence of others is 6d6×20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes sight-based Perception checks impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6×10 feet. The scarcity of undergrowth or other elements that offer concealment or cover makes using [[Stealth]] more difficult.
''Frame Cost (25%):'' In addition to a plethora of deadly weapon mounts, expensive frames often provide a huge number of HP, making their starships nearly impossible for lower-tier starships to threaten. In addition, larger starships may require additional crew that the PCs lack, and spending too much on a frame leaves too few BP to equip the ship properly.
''Armor and Defensive Countermeasures (25%):'' Especially for smaller starships, heavy investment in defenses can make a starship nearly invincible—often while leaving too few BP to purchase suitable weapons, making them extremely safe but boring combatants. Limiting armor to a modest amount incentivizes clever maneuvering.
''Power Core (15%):'' A starship's power core affects how quickly an engineer can restore Shield Points by using the divert action, and limiting the power core's size gives enemy starships an opportunity to pierce the vessel's shields before they can be fully repaired.
''Weapons (35%):'' Careful optimization of a starship's weapons can result in utterly devastating arsenals capable of completely destroying a potent enemy starship with a few good shots. Limiting a starship's maximum firepower extends combat by a few rounds without severely impacting the ship's lethality.
In addition, consider turrets' extreme versatility: by moving most of a starship's weapons to a turret, the ship's facing becomes less relevant, and starship combat becomes more static. Consider allowing no more than 15% of a starship's BP to be spent on turrets and turret-mounted weaponry in order to encourage movement and stunt use.
''Shields (10%):'' Smaller starships in particular can inexpensively mount thick shields that are almost insurmountable by low-tier starships, dramatically multiplying their durability and turning most combats into lengthy slogs. By limiting a starship's shield upgrades, a starship can still have solid defenses without completely eliminating any chance of sustaining real harm—particularly at tier 10 and lower.
''Unrestricted:'' Many other systems—including computers, Drift engines, expansion bays, security, and thrusters—are unlikely to change the dynamics of starship combat if the crew invest in them heavily, and thus have no maximum BP budget. However, some security systems can dramatically skew in-person encounters if not reined in. To this end, consider limiting the maximum level of any antipersonnel weapon to the starship's tier, and consider restricting the maximum rank of a shock grid countermeasure to one-third the starship's tier, rounded down.
When designing a starship chase, use the following guidelines to help you build a balanced encounter. The following instructions are provided for chases with 6 checks. If you want to have a shorter chase, remove checks and adjust the outcome accordingly by subtracting the required number of successes for each outcome; if you want a longer chase, add to the number of checks and required successes instead.
''Determine Challenge Rating:'' Most starship chases should have a Challenge Rating equal to the PCs' average party level and award XP as a combat encounter of that CR.
''Determine Skill Check DCs:'' Reference [[]]Table: Chase Skill Check DCs, using the starship chase's CR.
''Environmental Effects and Obstacles:'' Decide whether to include any [[environmental effects]] or custom obstacles based on the circumstances of the chase, and take note of their details.
To design a new trap, decide what CR you want the trap to have and consult [[Table: Trap Statistics]] for guidance on the various statistics of a trap at that CR. These are only guidelines, however. Feel free to adjust a trap's statistics, though you should avoid changing these numbers to values corresponding to a CR more than 2 higher or lower than the trap's CR.
* ''Perception and Disable DCs:'' All traps require Perception and disable DCs. If the trap requires multiple checks to disable, use the DC for a trap with a CR 2 lower than your trap. If the trap has a bypass mechanism, use this DC for detecting and disabling the bypass as well.
* ''Initiative:'' If it is important when your trap acts in combat, use this bonus to calculate the trap's initiative.
* ''EAC/KAC:'' If the mechanical parts of your trap can be attacked, these values help determine how easy they are to hit.
* ''Good and Poor Saves:'' If PCs use special attacks that can target objects against the trap, these values can be used for the trap's Fortitude and Reflex saves. You decide which is a good save and which is a poor save for your trap. Traps don't normally need Will saves, but if necessary, a trap's Will save is a poor save.
* ''HP:'' Crucial parts of some traps can be damaged and should have the listed number of Hit Points. Traps are immune to anything an object is immune to unless otherwise noted. Traps also have hardness based on their material. A trap reduced to 0 HP is destroyed. Destroying a trap might set off a final component of the trap, like an explosion. Traps never have Stamina Points.
* ''Attack and Damage:'' The table lists the trap's attack bonus and its average damage, if any, but consider reducing this damage if a trap has multiple attacks or affects multiple targets.
* ''Save DC:'' If a trap affects its victims by means of an area effect, a spell, a poison, or another special ability, use the listed DC for the appropriate saving throw.
<<section 'Table: Trap Statistics' >>
An encounter is any event that presents the PCs with a specific problem that they must solve. Most encounters involve combat with monsters or hostile NPCs, but there are many other types: a corridor full of robotic traps, a fraught negotiation with government authorities, an environmental hazard on a strange planet, an encrypted database that needs to be hacked, or anything else that adds drama to the game. Some encounters involve puzzles, interpersonal interactions, physical feats, or other tasks that can be overcome entirely with roleplaying and skill checks, but the most common encounters are also the most complex to build—combat encounters.
When designing a combat encounter, decide what level of challenge you want your PCs to face and follow the steps below.
!! Step 1: Determine APL
The first thing you need to do is determine your players' Average Party Level (APL), which represents how much of a challenge the group can handle. To get this number, add up the levels of all characters in the party, divide the sum by the number of party members, then round to the nearest whole number (this is an exception to the usual "round down" rule). If the group contains fewer than four characters, subtract 1 from the result; if the group contains six or more characters, add 1 to the total. For example, if a group has six characters, two at 4th level and four at 5th level, its APL is 6 (28 total levels divided by six characters equals 5 after rounding up, and 1 is added for having six characters).
!! Step 2: Determine CR
Challenge Rating (CR) is a convenient number used to indicate the relative danger presented by an enemy, trap, hazard, or other encounter; the higher the CR, the more dangerous the encounter. Refer to [[Table: Encounter Difficulty]] to determine the Challenge Rating your group should face depending on the difficulty of the challenge you want and the group's APL.
!! Step 3: Build The Encounter
Determine the total experience point (XP) award for the encounter by looking up its CR on [[Table: Experience Point Awards]]. This gives you an "XP budget" for the encounter. Every creature, trap, and hazard is worth an amount of XP determined by its CR, as noted on the table. To build your encounter, simply add creatures, traps, and hazards whose combined XP does not exceed the total XP budget for your encounter. It's easiest to add the highest CR challenges first and then reach the total by including lesser challenges.
For example, let's say you want your group of six 11th-level PCs (APL 12) to face a hard encounter on Eox against a crafty necrovite (CR 13) and some elephantine ellicoths (CR 9 each). [[Table: Encounter Difficulty]] indicates to you that a hard encounter for a group of APL 12 is equivalent to CR 14. According to [[Table: Experience Point Awards]], a CR 14 encounter has an XP budget of 38,400 XP. At CR 13, the necrovite is worth 25,600 XP, leaving you with 12,800 XP to spend on ellicoths. Ellicoths are worth 6,400 XP apiece, so the encounter can support two ellicoths in its XP budget. Or you could skip the necrovite and use three ellicoths instead, leaving you with 19,200 XP to spend on other creatures or hazards (perhaps a CR 12 creature that shares the ellicoths' lair).
!! Special Considerations
Creating fun and balanced encounters is both an art and a science. Don't be afraid to stray from the formulas by making changes— sometimes called ad hoc adjustments—that you think will make the encounter more fun or manageable for your particular party. In addition to the basic rules above, consider whether any of the following factors might apply to your encounter.
!! Adding NPCs
Creatures with abilities that match a class, such as creatures that belong to the PC races detailed in this book, function differently than creatures with substantial innate abilities. Their power comes more from gear than from nature, and they might have skills and abilities similar to those of PCs. Generally, the CR of an NPC equals the level of a PC with the same abilities—for example, an NPC with abilities similar to a 2nd-level technomancer would be CR 2. An NPC usually has armor and a weapon each with a level equal to its CR, give or take a level, and possibly one or two more items of a level equal to its CR.
!! CR Equivalencies
The sheer number of experience points involved in building high-CR encounters can seem daunting, especially when you're trying to craft an encounter on the fly. When using a large number of identical creatures, [[Table: CR Equivalencies]] can simplify the math by combining them into one CR, making it easier to find their total XP value. For example, using this table, you can see that four CR 8 creatures (worth 4,800 XP each) are equivalent to one CR 12 creature (worth 19,200 XP). You can also use this table to work backward and build encounters with much less math. Need a CR 7 encounter using CR 4 creatures? Just check the table, and you'll see that you need three CR 4 creatures to create a CR 7 encounter.
!! Terrain Factors
An encounter against a creature that's out of its favored element (like an enormous dragon encountered in a tiny cave) gives the PCs an advantage. In such a situation, you should probably build the encounter as normal—you don't want to accidentally overcompensate and kill your party—but when you award experience for the encounter, you may want to do so as if the encounter were 1 CR lower than its actual CR.
The reverse is also true, but only to an extent. Creature CRs are assigned with the assumption that a given creature is encountered in its favored terrain. Encountering a water-breathing kalo in an underwater area shouldn't increase the XP you award for that encounter, even if none of the PCs breathe water. But if the terrain impacts the encounter significantly, you can increase the XP award as if the encounter's CR were 1 higher. For example, an encounter against a creature with blindsight in an area with no natural light needs no CR adjustment, but an encounter against the same creature where any light brought into it is suppressed might be considered +1 CR.
As a general rule, the goal of ad hoc XP adjustments based on factors like terrain is not to penalize PCs for doing well, but to make sure they're being challenged and rewarded appropriately.
!! Gear Adjustments
You can significantly increase or decrease the power level of an NPC by adjusting its gear, particularly its weapons or crucial items such as powered armor. An NPC encountered with no gear should have its CR reduced by 1 (provided that the loss of gear actually hampers it). An NPC with better gear than normal—such as a weapon with 2 levels higher than the NPC's CR or a large number of items with a level equal to its CR—has a CR of 1 higher than normal. This equipment impacts your treasure budget, so make overgeared NPCs like this with caution.
!! Tactical Considerations
Just as a player slowly learns how to use his character's abilities, so does a GM learn how to best deploy her collection of foes. CR can't cover every situation, so a GM should think through both a creature's abilities and the encounter's setting for any potential pitfalls.
One major concern is the CR of the enemy. The CR system works best when the CR of each of the GM's creatures is relatively close to the PCs' Average Party Level. It might be tempting to throw a single higher-CR creature against the party, and sometimes that works out fine, but you may run the risk of obliterating the party when their saving throws aren't yet high enough to protect against the creature's abilities. Conversely, if you throw a horde of CR 1 creatures against your party with an APL of 8, those creatures are unlikely to hit the characters' Armor Classes or succeed with any of their abilities, and thus they won't be challenging, no matter how many you include.
Yet just as a tidal wave of low-CR enemies can become a tensionless slog for players, fighting a single opponent can also be a bore, depending on that opponent's abilities. A lone technomancer without any bodyguards or defenses in place might find himself quickly surrounded or unable to cast his spells after being grappled, and a creature with a single powerful attack might still not be a great match for a party of five slightly less powerful characters due to the sheer number of attacks they have each round. In general, the strongest encounters have a handful of enemies that guard vulnerable creatures with powerful abilities and balance out the PCs' number of actions each round.
<<section 'Table: Encounter Difficulty' >>
<<section 'Table: CR Equivalencies' >>
<<section 'Table: Experience Point Awards' >>
From a simple skirmish against pirates to a massive fleet engagement, designing a fun and challenging space combat requires thoughtful planning and careful design on the part of the GM. A crew of PCs can't simply spend their hard-earned credits to upgrade their starship between encounters as they could with ordinary gear. In addition, often due to the circumstances of the story, the characters might find themselves in a ship that is significantly more or less powerful than their Average Party Level might indicate. The GM needs to take these factors into account when deciding what sort of enemies the PCs will face.
!! Challenge
Combat between starships of equal tiers is more evenly matched than a fight between PCs and opponents of an equal CR. Usually, there is only one PC ship in the fight, containing the entire party. This means that if the battle is lost, the PCs might be taken captive or perish. As a result, starship combats where the PCs face off against a ship of equal tier and capability are very difficult. Most encounters should be against ships of a lower tier. Use the following table as a guideline.
<div class= "table-wrapper">
| Difficulty | Enemy Starship Tier |h
| Easy | PC starship tier – 3 |
| Average | PC starship tier – 2 |
| Challenging | PC starship tier – 1 |
| Hard | PC starship tier |
| Epic | PC starship tier + 1 |
!! Multiple Ships
If the PCs have more than one starship, use the highest-tier ship's tier as a base and add 1 to this value for each additional starship within at least 2 tiers of that starship. If none are within 2 tiers, add up the tiers of all the additional starships and add 1 to the base value if the total is equals or exceeds the base starship's tier. Use this modified value when determining the encounter's difficulty.
If there are multiple enemy starships, treat every pair of enemy starships of the same tier as a single starship of the pair's tier + 2 (and every trio as a single starship of the trio's tier + 3). If there are a number of ships of different tiers, use the formula for multiple PC ships to determine the final difficulty. For example, if the enemy consists of three tier 1 starships, a tier 4 starship, and a tier 7 starship, the final result would be a tier 8 challenge.
!! Crew Level
Most starship combat encounters are between characters of roughly equal level and skill, regardless of the tier of the starships they are aboard. If there is a large level discrepancy between the combatants, adjust the difficulty of the encounter up or down a tier to compensate. In any case, combats between crews that are more than 4 levels apart should be avoided.
In general, the skill ranks of an NPC crew member are equal to the CR of the NPC or the tier of the enemy starship (minimum 1). To determine the skill modifiers of an NPC crew member, first decide whether the NPC has mastered the skill or is simply good at the skill. Usually, one crew member will be a master at one skill; the rest of the crew will have good skills. The skill modifier for a master skill is equal to 9 + 1-1/2 × the NPC's ranks in the skill. The skill modifier for a good skill is equal to 4 + 1-1/2 × the NPC's ranks in the skill. Alternatively, you can determine NPC skill ranks and modifiers using the master and good skill modifiers for the combatant array from the monster building rules in the Starfinder Alien Archive. Of course, if you have full stat blocks for the NPC crew members, you should use their actual skill ranks and modifiers.
!! Experience For Starship Combat
PCs should earn experience points (XP) for defeating enemy ships. To award XP, compare the difficulty of the encounter (see Challenge above) to Table 11–1: Encounter Difficulty on page 390 to find the Challenge Rating equivalent of the encounter. Look up the value of that CR on Table 11–3: Experience Point Awards (also on page 390) to find the party's XP award for the encounter.
For example, suppose the PCs have an Average Party Level (APL) of 10 and are flying a tier 10 starship. They encounter and defeat a tier 9 enemy starship. As the enemy starship's tier equals the PCs' starship's tier – 1, this was a challenging encounter. Looking at Table 11–1: Encounter Difficulty, a challenging encounter has a CR equivalent of APL + 1, making it a CR 11 encounter. The PCs should earn 12,800 XP total for the encounter.
Desolation endlings can appear when a species goes extinct due to destruction of its habitat through technological means. Whether through industrial deforestation of an ancient wood or damming a river for hydropower, desolation endlings despise the structures built in place of their homes and the destructive technology used to that end.
* ''Required Creature Type and Subtype:'' Undead (incorporeal).
* ''Suggested Alignment:'' Neutral.
* ''Traits:''
** one size larger than the creature was in life
** rejuvenation (see below)
** antitech natural weapon (see below)
** demolition (CR 3+; see below)
* //Antitech Natural Weapons ([[Su]]):// As an attack, a desolation endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart's natural attack dealt. A creature hit by this attack must attempt a Reflex save. On a failure, a random hybrid or technological item worn or wielded by the target ceases to function for 1 round, and if the target is a technological construct, it is [[shaken]] for 1 round.
* //Demolition ([[Su]]):// A desolation endling's antitech natural weapons ignore an amount of [[hardness]] equal to twice its CR. When performing a sunder combat maneuver, a desolation endling gains a +4 insight bonus to its attack roll.
* //Rejuvenation ([[Su]]):// An endling can't be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM.
As a move action, you can cause one ally adjacent to you to not be considered [[helpless]] for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first.
Once per day as a full action, you can call upon all your past experiences to push out a blast of energy centered on yourself. You deal 1d4 bludgeoning damage plus 1d4 additional bludgeoning damage per precog level to all creatures within 5 feet of you, including yourself. This damage has the force descriptor. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect.
As a reaction when you fail a saving throw, you can use a [[paradox]] in place of the d20 rolled for the saving throw.
Few [[damai]] are brave enough to confront the titanic colossi that roam the devastated world of Daimalko, but some have no choice. This plasma weapon not only delivers a powerful blast capable of penetrating a colossus's thick hide, but it delivers a blast of light and noise drawing the target's attention from others. Some desperation cannons are used in only one battle, unless they're later recovered from wreckage by scavengers.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|desperation cannon, rage-bringer | 4 | 2,250 | 1d12 E & F | 100 ft. | [[nuisance]] | 40 charges | 5 | 2 |[[bright]], [[penetrating]], [[unwieldy]] |
|desperation cannon, doom-caller | 10 | 18,500 | 3d12 E & F | 100 ft. | [[nuisance]] | 100 charges | 10 | 2 |[[bright]], [[penetrating]], [[unwieldy]] |
|desperation cannon, sky-piercer | 15 | 119,500 | 6d12 E & F | 100 ft. | [[nuisance]] | 100 charges | 10 | 2 |[[bright]], [[penetrating]], [[unwieldy]] |
|desperation cannon, titan-killer | 19 | 565,000 | 9d12 E & F | 100 ft. | [[nuisance]] | 100 charges | 20 | 2 |[[bright]], [[penetrating]], [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* NE Huge outsider (daemon, evil, extraplanar)
* ''Init'' –1; ''Senses'' [[blindsight]] (emotions) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +12; ''Will'' +9
* ''Defensive Abilities'' [[amorphous]], harden exterior; ''Immunities'' acid, death effects, disease, poison; ''Resistance'' cold 10, electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 20 ft., burrow 10 ft.
* ''Melee'' slam +20 (3d4+14 B plus [[swallow whole]])
* ''Offensive Abilities'' psychic warfare, [[swallow whole]] (3d4+14 B, EAC 20, KAC 18, 31 HP)
* ''Spell-Like Abilities'' (CL 8th)
** 1/day—[[summon allies]] (1 despondaemon, 35%)
!!! STATISTICS
* ''Str'' +6; ''Dex'' –1; ''Con'' +4; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Sense Motive]] +19, [[Stealth]] +21 (+26 in deserts), [[Survival]]
* ''Languages'' Abyssal, Common, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' [[compression]], emotional empathy
!!! ECOLOGY
* ''Environment'' any (Abaddon)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Emotional Empathy ([[Su]])'' A despondaemon can intuitively read the emotions of those it senses with its [[blindsense]], knowing what emotion the target is experiencing at any given moment. They use this ability to isolate victims suffering from depression, their favorite prey.
''Psychic Warfare ([[Su]])'' A despondaemon wages emotional warfare on creatures trapped inside it, convincing
its victims of the futility of escape. A creature swallowed by the despondaemon’s [[swallow whole]] ability must attempt a DC 16 Will save at the beginning of that creature’s turn. On a failure, the creature is overwhelmed by negative emotions and is [[stunned]] for 1 turn.
''Harden Exterior ([[Su]])'' As a swift action, a despondaemon can harden its exterior, granting it a +2 circumstance bonus to AC but halving its speed. The daemon can end this effect with a swift action.
</div>
Despondaemons are huge creatures of living quicksand that hail from the desolate plains of Abaddon. These daemons arise from the souls of bureaucrats who wore down well‑meaning people with endless paperwork, soulless and dystopian bureaucracy, and policies that ignored individuals in favor of illogical rules, outdated regulations, and useless consistency. Despondaemons’ preferred method of murder is to psychically smother intended victims. Then, once the outsider has captured a vulnerable victim within their quicksand-like body, despondaemons use telepathy to exacerbate the victim’s insecurities, urging the creature to die so they can feed.
Clumsy and slow moving, despondaemons compensate by being ambush predators, typically concealing themselves within pits or as mounds of dirt. While waiting, despondaemons use their blindsight and emotional empathy, searching for victims predisposed toward depression. When they find such a creature, they lure their victim with subtle thoughts or slowly slither along the ground to attack unawares.
Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Azlanti call the larvae "instars," due to an error in a first-contact report. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult. Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform. Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity.
Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of Desna. Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path. However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached.
Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti. In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire.
Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria. However, some of these eldritch energies have bizarre connections to the Dark Tapestry. Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous.
A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males.
!! Racial Traits
* ''Hit Points:'' 3
* ''Dessamar Magic:'' Dessamars have the spell-like abilities below, with a caster level equal to the dessamar's level.
* 1/day—//[[charm person]]//
* At will—//[[detect magic]]//, //[[telepathic message]]//
* ''Dessamar Senses:'' Dessamars have [[blindsense]] (scent) with a range of 30 feet, as well as [[low-light vision]].
* ''Twinkle:'' Once per day as a move action, a dessamar can teleport 40 feet. The dessamar can't bring other creatures along, and if a solid body occupies the arrival point, the ability fails without expending its daily use. This ability otherwise functions as the //[[dimension door]]// spell.
!!! Imagos
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Str
* ''Size and Type:'' Imagos are Medium humanoids with the dessamar subtype.
* ''Imago Movement:'' Imagos have a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability.
* ''Dream Skill:'' Each time an imago rests for 8 hours, they can choose one skill to gain a +1 racial bonus, losing any previous bonus from this ability.
* ''Fragile Limbs:'' An imago's four arms, two legs, and six wings are fragile. The imago takes a –2 penalty to saves against [[severe wound]] and [[wound]] critical hit effects against these limbs. Extra arms don't allow an imago to make more attacks than normal, and an imago can hold objects of only light or negligible bulk in one hand, allowing it to hold up to four such objects at the ready. An imago treats one-handed objects of greater than light bulk as two-handed. Two-handed objects of 2 bulk require three hands, and objects of 3 bulk or more require four hands.
!!! Instars
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Dex
* ''Size and Type:'' Instars are Small humanoids with the dessamar subtype.
* ''Dream Dust:'' When an adjacent creature damages an instar, as a reaction the instar can puff out dream dust. The attacker must succeed at a Fortitude save (DC = 10 + 1/2 the instar's character level + theirCon modifier) or be [[dazzled]] for 1 round and take a –2 penalty to Will saving throws for 1 minute. An instar can use this ability again after taking a 10-minute rest to recover Stamina Points.
* ''Instar Movement:'' Instars have a land speed of 30 feet and a climb speed of 30 feet.
* ''Poor Vision:'' An instar takes a –2 penalty on sight-based [[Perception]] checks, and anything farther than 60 feet away has concealment from the instar.
!! Dessamar Magic Graft
{{Dessamar Magic}}
Whether imago or instar, [[dessamars]] have intrinsic magical abilities. Technology-infused runes carved into your hands (or similar appendages) allow you to cast //[[charm person]]// once per day, as well as //[[detect magic]]// and //[[telepathic message]]// at will as spell-like abilities. The caster level for these effects is equal to your level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|dessamar magic graft | 7 | 6,200 | all hands |
</div>
You can use Computers to repair a computer system or module that has been disabled, or destroy one that has been either removed or disabled by spending 10 minutes per tier of the computer system working on the computer. The DC is based on the tier of the computer system. If you are repairing a disabled module or system and you fail the check by 5 or more, you accidentally destroy the module or system. You can't take 20 on a Computers check to destroy or repair a computer system.
<div class="statblock">
* ''Size'' Large
* ''Maneuverability'' average (+0 Piloting, turn 2)
* ''HP'' 150 (increment 20); ''DT'' —; ''CT'' 30
* ''Mounts'' forward arc (2 heavy), port arc (1 light), starboard arc (1 light), aft arc (1 light), turret (1 light)
* ''Expansion Bays'' 4
* ''Minimum Crew'' 6; ''Maximum Crew'' 20
* ''Cost'' 30
Consisting of a handful of Large or larger starships, a destroyer-class fleet balances raw firepower and armor with maneuverability and versatility. Destroyer fleets often boast an array of mid-sized weapons well-suited for eliminating numerous, smaller targets.
<div class="statblock">
* ''Speed'' 5 hexes; ''Maneuverability'' good (+1 [[Piloting]], turn 1)
* ''Strong'' [[fighter|Fighter-Class Fleet]]; ''Weak'' [[capital|Capital-Class Fleet]]
* ''Range'' 4 hexes
* ''Special Ability Access:'' [[array|Array (fleet ability)]], [[boarders]], [[EMP|EMP (fleet ability)]], [[flagship]], [[gravity mines]], [[point defense]], [[self-destruct]]
</div>
When a character tries to destroy a certain object by using sudden force rather than by dealing damage, he attempts a Strength check (rather than making attack and damage rolls, as with the sunder combat maneuver) to determine whether he succeeds. Since hardness does not affect an object's break DC, this value depends more on the construction of the item in question than on the material the object is made of. Consult [[Table: DCs to Break Objects]] for a list of common break DCs.
If an object has lost half or more of its Hit Points, the object gains the [[broken]] condition and the DC to break it is reduced by 2.
Larger and smaller creatures get bonuses and penalties to Strength checks to break objects as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one nonhostile construct of the technological subtype; see text
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
Waves of inciting programming ebb from your touch, reprogramming a construct to have murderous intentions toward your enemies. This spell must target a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower
than or equal to your level. If the target construct is under the control of another creature, the controlling creature can attempt a Will saving throw (DC = the spell's DC) to negate this spell's effect.
While this spell is in effect, the construct is under your control. On your turn starting when you cast this spell, you must direct it to attack a target; the construct then pursues and attacks this target as best it can. You can change which target the construct attacks as part of your concentration to continue this spell's duration (a standard action). When you stop concentrating or when the spell's duration otherwise ends, the construct immediately stops following your commands to attack.
When you're fully energy-attuned, as a standard action, you can deal 1d8 electricity damage plus 1d8 per solarian level to one creature within 30 feet of you (Fortitude half). Increase this revelation's range by 5 feet for every 2 solarian levels you have. After you use this revelation, you immediately become unattuned. Destructive discharge functions as a zenith revelation for the purposes of abilities that reference them.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' special (see below)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial
* ''Spell Resistance'' yes
</div>
You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects.
When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity.
''1st:'' When you cast //destructive rebuke// as a 1st-level spell, it deals 1d6 damage with the force descriptor, and the target is [[flat-footed]] until the end of your next turn.
''2nd:'' When you cast //destructive rebuke// as a 2nd-level spell, it deals 2d6 damage with the force descriptor, and the target is [[flat-footed]] until the end of your next turn.
''3rd:'' When you cast //destructive rebuke// as a 3rd-level spell, it deals 4d6 damage with the force descriptor, and the target is [[flat-footed]] until the end of your next turn.
''4th:'' When you cast //destructive rebuke// as a 4th-level spell, it deals 6d6 damage with the force descriptor, and the target is [[sickened]] for 1 round.
''5th:'' When you cast //destructive rebuke// as a 5th-level spell, it deals 9d6 damage with the force descriptor, and the target is [[sickened]] and [[flat-footed]] for 1 round.
''6th:'' When you cast //destructive rebuke// as a 6th-level spell, it deals 13d6 damage with the force descriptor, and the target is knocked [[prone]] and becomes [[sickened]] and [[flat-footed]] for 1 round.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature or object
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes (harmless)
</div>
You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in [[Life Science]] or [[Medicine]] (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 [[Mysticism]] check.
The creature can detect the alignment of another creature. This functions as //[[detect magic]]//, but rather than determining which creatures and objects in the area are magical, the creature can determine one other creature's alignment.
//Format:// ''Senses'' detect alignment.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' cone-shaped emanation
* ''Duration'' concentration, up to 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You detect the presence of augmentations installed within creatures you can see within the area, which appear to you as glowing outlines around the systems in which the augmentations are installed. The spell allows you to determine the type of augmentation, such as biotech, cybernetic, magitech, or necrotech, and its item level, but it does not reveal the function of the augmentation. This spell does not reveal hidden or [[invisible]] creatures.
You can use Sense Motive to determine whether something just said to you was a deception or lie. At any time, if you doubt something another creature is telling you, you can request the GM to allow you to attempt a Sense Motive check to determine whether it is deceiving you. Doing so in combat is part of combat banter; otherwise, it's a move action. Your Sense Motive check is opposed by that creature's [[Bluff]] check. If you succeed, you realize that you are being deceived or that a lie is being told, but not how it is untrue, nor does it let you know the truth. If you fail (or if no deception or lie is being made), you believe that the speaker doesn't seem to be deceiving you. Failing the check by 5 or more may mean (at the GM's discretion) you believe that a truthful statement contains deceptions or that a lie or deception is a truthful statement.
If you have access to a computer, but not root access, you may actually only have access to a [[fake shell]]. If you succeed at the check, which takes a full action, you realize that you have accessed a fake shell. The DC is equal to the DC to [[hack]] the computer + 5
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' cone-shaped emanation
* ''Duration'' concentration, up to 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can't detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can't determine if there are magic sources in areas you can't see, or if there was a magic source in an area at one time but that has since expired.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Range'' 120 ft.
* ''Area'' 120-ft. spherical emanation centered on you
* ''Duration'' 10 minutes/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You detect [[radiation]] in the surrounding area, and you can determine the specific intensity of the radiation of one area or object within the spell's area each round without taking an action. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You detect all technological items (even hybrid items) with charges or that replenish charges in the area, including batteries, power cells, and generators (as well as such items that are on creatures you can see, even if the creatures have hidden those items on themselves). You can't determine if there are technological items in areas you can't see, nor can you detect technological traps in this way.
The information this spell provides allows you to differentiate between charged items and items that replenish charges, but it does not provide any further information nor does it tell you, for example, how many charges an item currently has or how many maximum charges it can hold. This spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' cone-shaped emanation
* ''Duration'' concentration, up to 1 minute/level
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' no
</div>
You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.
''1st Round:'' You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.
''2nd Round:'' You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn't let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
''3rd Round:'' You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.
Your ability to read people and make deductions helps you ferret out the truth in any situation.
* ''Associated Skills:'' [[Culture]] and [[Sense Motive]]. You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe.
* ''Specialization Exploit:'' [[glimpse the truth]].
* ''Detective's Insight ([[Ex]]):'' At 11th level, your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 1 Resolve Point and take 10 minutes pondering a mystery or quandary to gain an enigmatic insight as if you had cast //[[divination|Divination (spell)]]// (though the result is often presented as a cryptic clue).
A deterrence scale is a small, light shell of chitin carried with one limb and maneuvered to intercept attacks against you. A limb wielding a deterrence scale can still hold another object and be used to reload weapons, but it cannot wield weapons or other shields.
A deterrence scale also can be used to make melee attacks; it is an advanced melee weapon when used in this way, dealing 1d3 electricity damage. In addition, when you have the shield aligned against a specific foe within your reach and that foe attacks you with a melee attack, you can use your reaction to shock that foe, dealing electricity damage equal to the shield's item level; the attacker can attempt a Reflex save (DC = 10 + half the shield's item level + your Dexterity modifier) to reduce this damage by half.
A deterrence scale has the [[powered]] and [[stun]] weapon special properties. An electroplax or amperometric deterrence shield has capacity 20 and usage 1, while a galvanic or voltaic deterrence shield has capacity 40 and usage 1. A deterrence scale expends 1 charge each time you attack with it or you use a reaction to shock an attacker.
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|deterrence scale, electroplax | 4 | 2,200 | +0/+1 | — | — | 1 | 0 |
|deterrence scale, amperometric | 8 | 9,400 | +1/+1 | — | — | 1 | 0 |
|deterrence scale, galvanic | 12 | 34,600 | +1/+1 | — | — | 1 | 0 |
|deterrence scale, voltaic | 16 | 178,800 | +1/+2 | — | — | 1 | 0 |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large ooze
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +9; ''Will'' +6
* ''Immunities'' [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' pseudopod +21 (1d10+13 B plus 1d10 F)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' detonation, [[engulf]] (2d10+13 B, DC 16)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +3; ''Con'' +6; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Other Abilities'' unstable expansion
!!! ECOLOGY
* ''Environment'' any urban (manufacturing plants)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Detonation ([[Ex]])'' When the detonation ooze is reduced to 0 HP, the destabilized chemicals that make up its body trigger a violent explosion. The ooze detonates in a 20-foot burst, dealing 2d10+13 fire damage (Reflex DC 16 half) to creatures within the radius, including those currently engulfed. The explosion can't be prevented entirely, but the
damage can be mitigated. If at least 30 points of cold damage are dealt to the ooze over the course of the encounter, the volatile chemicals cool and partially stabilize, making the final detonation instead deal only 1d10+13 fire damage (Reflex DC 16 half).
''Unstable Expansion ([[Ex]])'' A detonation ooze is made of highly unstable chemical compounds that begin to break down as the ooze takes damage. As a reaction when a detonation ooze is reduced to 100 HP, its size increases to Huge. When it expands, it can attempt to engulf any Medium or smaller creature in the new squares it grows to occupy; it can't grow to occupy squares that are occupied by Large or larger creatures, and if there is no room for the ooze to expand, unstable expansion fails. The process repeats when the detonation ooze is reduced to 50 HP, except that its size increases to Gargantuan if it was already Huge, or Huge if it was still Large.
</div>
Factories across the galaxy pump out thousands upon thousands of tons of industrial waste every day as they seek to fuel the rapid technological consumption of spacefaring worlds. The question of what to do with that waste remains a constant concern; more unscrupulous facilities simply dump the chemical remnants resulting from industrial processing. Sometimes, complex interactions within the runoff from munitions factories lead to the formation of a detonation ooze, a highly volatile slurry of industrial waste given its own strange semblance of life.
When its chemical makeup is stable, a typical detonation ooze is about 12 feet across and weighs anywhere from 800 pounds to 2 tons, depending on the amount of the trace metallic compounds in its mass. The ooze's weight remains the same even as it expands, leading to what some survivors have described as a runny consistency the larger the ooze gets. Accompanied by the occasional small explosion from within its amorphous body, a detonation ooze is an unmistakable danger.
Detonation oozes have proven to be a deadly and consistent threat to industrial workers and waste cleanup crews near the factories where they spawn. When one is spotted, freelance hazard teams are often sent in to deal with the problem, hopefully with adequate protection.
This conical device primes and detonates explosives (including grenades) with a push of a button. Programming a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered in one of several ways. The detonator can be set to ignite its payload with the simple press of a button (no action), a four-digit command code (a move action), or a complex input method, such as scanning your retina or thumbprint (a full action). You choose the triggering method when setting the detonator. A detonator detonates its payload only if it is within 500 feet, but some detonators can make use of signal-boosting technologies at the risk of becoming vulnerable to countermeasures like [[signal jammers]] and other effects. Explosives have the same price, effect, and weight as grenades. If you successfully set an explosive on a stationary object with a detonator using the [[Engineering]] skill, the explosive's damage ignores half of the object's hardness.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|detonator | 1 | 150 | L | 5 | 1/use |
</div>
This synthetic organ replaces your liver, constantly filtering your bloodstream for toxic substances at a rate far more effective than that of an organic liver. The new organ is controlled by a wirelessly paired processor installed in your heart. When you have a standard detoxifier installed, you gain a +4 enhancement bonus to Fortitude saves against diseases, drugs, poisons, and [[radiation]], and you are immune to addiction. Once per day when affected by a poison, you can roll your Fortitude save twice and take the better result. The enhanced detoxifier grants all of the above bonuses, as well as the ability to roll saving throws against poison twice per day. In addition, you automatically [[stabilize]] if reduced to 0 Hit Points as a result of damage from a poison. The elite detoxifier grants [[immunity]] to poison, as well as the bonuses to other Fortitude saves from the standard model.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|detoxifier, standard | 5 | 3,500 | heart |
|detoxifier, enhanced | 12 | 39,500 | heart |
|detoxifier, elite | 19 | 612,000 | heart |
</div>
<div class="statblock">
* ''Level'' 18; ''Price'' 424,000
* ''EAC Bonus'' +21; ''KAC Bonus'' +25
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.; fly 40 ft. (poor)
* ''Strength'' 26 (+8); ''Damage'' 4d6 S or P
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 25
</div>
Inspired by the //[[angel frame]]//, devaplate is a purely technological wonder. Its featureless faceplate provides a sophisticated heads-up display that allows the wearer to see as if they possessed [[darkvision]] 120 ft. and [[low-light vision]], includes an integrated [[MedObserve interface]] armor upgrade, and grants a +2 circumstance bonus on saving throws to resist harmful visual effects. Devaplate's specialized shielding grants the wearer [[resistance]] 10 against acid, cold, electricity, fire, and positive and negative energy damage. The armor's user-monitoring systems detect when the wearer is poisoned and auto-inject counteragents, granting a +2 enhancement bonus to saves against poison. Finally, while the wearer is not using the armor's fly speed, they can angle the suit's wings to project defensive fields and deflect projectiles, acting as an integrated [[titan shield]] armor upgrade.
You can apply the //devastating// fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the //devastating// fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect).
This //gimmick// gives your damaging spells a small chance of inflicting devastating harm, giving the channeled spell a critical hit effect based on the spell’s damage type: [[corrode]] for acid damage, [[stagger]] for cold damage, [[arc]] for electricity damage, [[burn]] for fire damage, [[deafen]] for sonic damage, [[knockdown]] for bludgeoning or force damage, [[bleed]] for piercing damage, and [[wound]] for slashing damage. For a critical hit effect that deals additional damage, such as arc or bleed, the additional damage equals 1d6 per spell level (or 1d4 for a 0-level spell). If a spell deals multiple types of damage or would already apply a different critical hit effect, you can apply one of the applicable critical hit effects of your choice when you score a critical hit. If the channeled spell doesn’t require an attack roll but instead allows a saving throw to reduce its damage, you can apply the critical hit effect to one affected creature that rolls a natural 1 on its saving throw.
Unlike with most //gimmicks//, if the channeled spell does not score a critical hit against any target, then the //gimmick’s// power is not expended, and another spell can be channeled through it. The maximum level spell that a //devastating gimmick// can modify is based on its model.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Spell Level |h
|//devastating gimmick//, apprentice | 2 | 850 | L | 2nd |
|//devastating gimmick//, expert | 8 | 9,600 | L | 4th |
|//devastating gimmick//, master | 14 | 75,000 | L | 6th |
</div>
As a standard action, you can spend 1 Resolve Point and target a creature with the technological subtype within 50 feet, afflicting it with catastrophic malfunctions drawn from an alternate reality (Fortitude negates). For the duration of the effect, each round that the target begins its turn within 50 feet of you, it takes 2d6 electricity damage. Alternatively, you can target a handheld technological device that uses a battery dealing 2d6 electricity damage to whoever is holding or carrying the device whenever they begin their turn within 50 feet of you. The wielder can negate this effect with a successful Fortitude save. Once you've targeted a technological creature or device with this ability, it's immune to your devastating overload for 24 hours.
You hurl thrown weapons with frightful strength. You treat the range increments of thrown weapons as 10 feet greater than normal. If your Strength modifier is higher than your Dexterity modifier, whenever you throw a weapon and add your Dexterity modifier to the attack roll, you gain a +1 bonus to the attack roll. If your Strength modifier is at least 3 higher than your Dexterity modifier, you instead gain a +2 bonus to the attack roll.
The overlarge devastation blade is a two-edged sword that creates terrifying wounds. Devastation blades are rarely subtle weapons, due to both their size and their often elaborate spiked designs.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|devastation blade, wrack | 7 | 5,500 | 2d8 S | — | 1 |[[analog]] |
|devastation blade, ruin | 13 | 43,900 | 5d8 S | — | 1 |[[analog]] |
|devastation blade, apocalypse | 18 | 410,200 | 12d8 S | — | 1 |[[analog]] |
</div>
You have embraced a nihilistic view that values nothing and thus sees only nothingness as having value. You are devoted to destroying the existence of all structure and form, from individual lives to the fabric of societies and even reality itself. You're focused on annihilation through any means, and you draw power from the dissolution of lives.
* ''Associated Deities:'' Azathoth, Damoritosh, The Devourer, Groetus, Lamashtu
* ''Associated Skills:'' [[Intimidate]] and [[Perception]]
* ''Spells:'' 1st—//[[carnivorous]]//, 2nd—//[[caustic conversion]]//, 3rd—//[[viral destruction]]//, 4th—//[[enervation]]//, 5th—//[[crush skull]]//, 6th—//[[gravitational singularity]]//
!! Blood Mark (1st)
Whenever you kill or destroy a creature or reduce a creature to 0 HP, you immediately gain a blood mark on your skin, which manifests as a swirled, blood-red black hole. A blood mark lasts for a number of rounds equal to your Wisdom modifier (minimum 1). The blood mark is attuned to creatures of the same type as the creature you killed, destroyed, or reduced to 0 HP to gain the blood mark, and it grants you one of the following benefits of your choice:
* a +1 morale bonus to attacks against creatures of the attuned type
* a +1 morale bonus to AC against attacks from creatures of the attuned type
* a +1 morale bonus to saving throws against attacks and effects created by creatures of the attuned type
* a +1 morale bonus to damage dealt to creatures of the attuned type
You choose this benefit when you gain the blood mark, and it lasts for as long as the mark lasts. You cannot have more than one blood mark active at a time, and gaining a new blood mark ends any previous blood mark you had active.
!! Destructive Frenzy (3rd)
You can expend a 1st-level or higher mystic spell slot as a move action to go into a destructive frenzy. This grants you a bonus to attack and damage rolls with basic melee weapons and small arms. The bonus to attacks is equal the level of spell slot expended – 2 (minimum +1 bonus), and the bonus to damage is equal to the level of the spell slot expended. This frenzy lasts for a number of rounds equal to your Wisdom modifier (minimum 1) plus the level of the spell slot expended. You can dismiss your destructive frenzy early as a free action. While your destructive frenzy is active, you can't cast spells or use any other extraordinary, spell-like, or supernatural ability that requires you to spend an action.
!! Devastating Critical (6th)
When you score a critical hit with an attack, you can spend 1 Resolve Point as a swift action to add the [[wound]] critical hit effect to the attack, replacing any other critical hit effect the attack has. If the attack would already have the wound critical hit effect, you can instead spend 1 Resolve Point to add the [[severe wound]] critical hit effect to the attack in place of other critical hit effects.
!! Shatter Defenses (9th)
You can break a target's defenses. Once per day as a standard action, you can reduce the [[DR]], [[energy resistances]], and hardness of a single target by an amount equal to your mystic level (to a minimum of 0) for a number of rounds equal to your mystic level. The target can attempt a Fortitude saving throw to resist this effect (DC = 10 + half your mystic level + your Wisdom modifier). This ability can affect objects.
!! Greater Blood Mark (12th)
At 12th level, whenever an ally linked by your [[telepathic bond]] class feature kills or destroys a creature or reduces a creature to 0 HP, you can grant yourself or one other ally linked by your telepathic bond a greater blood mark. This functions as the blood mark connection ability, but the bonus is +2 and the subject that gains the blood mark decides which of the benefits to gain. You cannot have more than one greater blood mark active at a time, and granting a new greater blood mark ends any previous greater blood mark you had active. A creature cannot benefit from more than one greater blood mark at a time or from a blood mark as well as a greater blood mark, though you can benefit from both your own blood mark and a greater blood mark.
!! Mystic Bloodlust (15th)
At 15th level, you gain renewed vigor when one of your foes is brought low. When you or an ally linked by your [[telepathic bond]] class feature scores a critical hit against a foe, as a reaction you can spend 1 Resolve Point to regain a number of Stamina Points equal to three times your mystic level, plus your Wisdom modifier (up to your maximum number of Stamina Points). Once you have benefited from mystic bloodlust, you can't gain the benefits from this ability again until you rest to recover Stamina.
!! Circle of Devastation (18th)
At 18th level, you can channel your destructive energies into a sphere of devastation around you. As a standard action, you can spend 1 Resolve Point to create a burst of energy in a 30-foot radius around you, dealing 12d10 force damage (Reflex half) to all creatures and objects in the area. Crackling residual energies turn the area into difficult terrain (even empty spaces in the air or vacuum around you) for 1 round per mystic level. You are not affected by this difficult terrain. You can use this ability a number of times per day equal to your Wisdom modifier.
The devastator uses their technomancy not for fame, fortune, or glory. Instead, the devastator use their spells to lay waste to their enemies.
* ''First Slot (6th Level):'' //[[jolting surge]]//*, //[[magic missile]]//*, //[[overheat]]//*, //[[supercharge weapon]]//*.
* ''Second Slot (12th Level):'' //[[caustic conversion]]//*, //[[directed denial of strength attack]]//*, //[[inject nanobots]]//*, or //[[logic bomb]]//*.
* ''Third Slot (18th Level):'' //[[arcing surge]]//*, //[[entropic grasp]]//*, //[[explosive blast]]//*, or //[[irradiate]]//*.
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Cure'' 3 consecutive saves
Devils are fiends, or evil outsiders, native to Hell.
* ''Traits:''
** [[see in darkness]]
** [[immunity]] to fire and poison
** [[resistance]] 10 to acid and cold
** gains ability to [[summon allies]]
** [[telepathy]] 100 ft.
Summoned devils are called from the orderly plane of Hell. They often look humanoid, though with crimson skin, long horns, and tails.
* ''Type:'' outsider (devil, evil, extraplanar, lawful)
* ''Alignment:'' change to LE
* ''Traits:''
** [[see in darkness]]
** base speed increases to 30 ft.
** [[immunity]] to fire and poison
** [[resistance]] equal to creature's CR to acid and cold
** if base stat block has [[DR]], change to DR/good
* ''Skills:'' add [[Bluff]] and [[Mysticism]]
* ''Languages:'' Common and Infernal.
* ''Attack:'' change melee attack to claw (slashing damage).
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* LE Large outsider (devil, evil, extraplanar, lawful)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +18; ''Ref'' +12; ''Will'' +16
* ''DR'' 10/good; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10; ''SR'' 25
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +28 (8d6+22 B plus knockback)
* ''Ranged'' spit rivet +25 (5d10+14 P)
* ''Offensive Abilities'' demolition
* ''Spell-Like Abilities'' (CL 14th; melee +28)
** 1/day—//[[creation]]// (5th level), [[summon allies]] (1 tchorugon 35%)
** 3/day—//[[entropic grasp]]// (DC 18)
** At will—//[[detect tech]]//, //[[unseen servant]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +2; ''Con'' +4; ''Int'' +2; ''Wis'' +6; ''Cha'' –1
* ''Skills'' [[Athletics]] +25, [[Engineering]] +30, [[Profession]] (general contractor) +25
* ''Languages'' Celestial, Draconic, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' infernal edifice
!!! SPECIAL ABILITIES
''Demolition ([[Su]])'' As a full action, a contractor devil can demolish objects in an adjacent 10-foot-by-10-foot cube. Any material with hardness 18 or less in the area crumbles to dust and is destroyed. Creatures and attended objects are unaffected.
''Infernal Edifice ([[Su]])'' As a full action, a contractor devil can create a structure (or a portion thereof) in an adjacent 10-foot-by-10-foot cube. This can include walls, floors, ceilings, furniture, and the like. Simple moving parts such as doors are usable; but the worker devil can't create complex mechanical parts, technological items, magical items, hybrid items, or traps. The conjured structure appears in a style reminiscent of the architecture of Hell, including jagged edges, spikes, and other such sinister decor. An infernal edifice has a hardness of 15 and 600 Hit Points per 10-foot-by-10-foot section; if shaped into hazards such as blades or spikes, the edifice deals deal 4d6 piercing damage to a creature that is forced into it.
''Knockback ([[Ex]])'' When a contractor devil hits with its melee attack, it deals the damage listed. If the attack roll result equals or exceeds the target's KAC + 4, the target is knocked back 5 feet; if the attack roll equals or exceeds the target's KAC + 9, the target is knocked back 10 feet.
''Spit Rivet ([[Su]])'' As a ranged attack, a contractor devil can spit an iron rivet with a range increment of 30 feet.
</div>
Also known as tchorugons, these architects of Hell construct and tear down spaces for torturing mortal souls. Tchorugons are large fiends with humanoid torsos and four-legged bestial bodies. They have curved horns on their bone-plated heads as well as blackened fingers, eyes, and teeth.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* LE Small outsider (devil, evil, extraplanar, lawful)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 32
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +5; ''Ref'' +3; ''Will'' +7
* ''Immunities'' fire, poison; ''Resistances'' acid 5, cold 5
!!! OFFENSE
* ''Speed'' 20 ft., climb 10 ft., swim 40 ft.
* ''Melee'' pincer +8 (1d4+3)
* ''Spell-Like Abilities'' (CL 3rd)
** 3/day—//[[instant upgrade]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +2; ''Con'' +2; ''Int'' +4; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Athletics]] +8, [[Life Science]] +13, [[Mysticism]] +13
* ''Languages'' Barathu, Common, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' biotech warp
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Biotech Warp ([[Su]])'' When a convergent devil uses their //instant upgrade// spell-like ability, they can choose to create a biotech augmentation instead of a cybernetic augmentation, subject to the same restrictions. If they do so, the target must attempt a DC 17 Fortitude save. On a failure, the target is [[sickened]] for the duration of the spell.
</div>
Convergent devils, known as porcellanixes, are formed from the souls of creatures whose desire to evolve into something unique led them to vile, callous acts. These devils find creatures with similar desires and use magic to install biotech augmentations, with the unspoken catch that their magic will infect the recipient, often sapping them of energy when used.
According to planar scholars, convergent devils regularly form from the souls of species such as barathus and verthani. Once they have proven themselves within Hell, these fiends are allowed to travel to the Material Plane to offer empty promises of grand evolution to species with a love for augmentation. While they once desired to be unique, convergent devils are named for evolving into the same form no matter their origin, and appear as 3-foot-wide crabs whose shells fill with buoyant gases to allow them to swim faster.
In the hierarchy of Hell, more powerful devils call upon convergent devils when their skills as low-ranking specialists become useful. Many convergent devils are found in the swamps of Stygia, where their empty promises are at home with the other exploitative and duplicitous souls that reside there. On the Material Plane, convergent devils work alone, finding a solitary life of exploitation suits them best. They readily take advantage of communities where appearances are everything, leveraging these mortals’ desires to break their wills and, if their craving for evolution is strong enough, eventually turn them into convergent devils as well.
In some circumstances, porcellanixes progress further among their Hellish comrades by taking up professions like those of a mortal, but it’s nigh-unheard of for a convergent devil to attempt to change their own body with augmentations or to become a different kind of devil. As far as they’re concerned, they are the final stage of evolution, and their obligation is to develop their skills and exploit lesser life-forms such as mortals. On the eighth layer of Hell, Caina, skilled porcellanix biohackers and vanguards attempt to break down celestial beings like angels into their component parts to further understand their planar biology. This allows the forces of Hell to mount offenses against their foes more readily.
<div class="statblock">
* ''CR'' 19; ''XP'' 204,800
* LE Colossal outsider (devil, evil, extraplanar, lawful)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +32
!!! DEFENSE
* ''HP'' 415 ''RP'' 6
* ''EAC'' 33; ''KAC'' 35
* ''Fort'' +20; ''Ref'' +20; ''Will'' +18
* ''Defensive Abilities'' construct form; ''DR'' 15/good and magic; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10; ''SR'' 30
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +32 (4d12+30 B)
* ''Multiattack'' 2 slams +26 (4d12+30 B), 4 legs +26 (6d10+30 P)
* ''Ranged'' hellfire glare +34 (8d8+19 F; critical [[burn]] 5d6)
* ''Space'' 30 ft.; ''Reach'' 30 ft. (40 ft. with legs)
* ''Spell-Like Abilities'' (CL 19th)
** 1/day—//[[plane shift]]//
** At will—//[[teleport]]// (self plus contents of cargo cavity)
!!! STATISTICS
* ''Str'' +11; ''Dex'' +6; ''Con'' +9; ''Int'' +4; ''Wis'' +6; ''Cha'' +6
* ''Skills'' [[Computers]] +32, [[Engineering]] +32, [[Intimidate]] +37, [[Mysticism]] +32, [[Piloting]] +32
* ''Languages'' Celestial, Draconic, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' cargo cavity, [[no breath]]
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, assault (1 dhalochar plus 8 other devils), or invasion (3–12)
!!! SPECIAL ABILITIES
''Cargo Cavity ([[Ex]])'' A dhalochar has a sizable cavity within its body. This space can comfortably fit eight Large or smaller creatures (or four Huge creatures). Any creature inside is protected from the external environment, no matter how hostile, and can breathe as normal. A dhalochar has control over what enters and what leaves its cargo cavity. Entering or leaving a willing dhalochar requires a full action, during which the dhalochar cannot move. Creatures cannot enter an uncooperative dhalochar, but they can try to escape from inside as if they were attempting to escape being [[grappled]]. Alternatively, some dhalochars have this cavity replaced with a device capable of generating minor passages to Hell. This grants them the ability to cast 6th-level //[[planar binding]]// as a spell-like ability once per hour (to a maximum number of times per day equal to the dhalochar's Constitution modifier—nine times per day for most dhalochars), except they can call only devils. Called devils aren't trapped by this ability, and they aren't forced to do the dhalochar's bidding, though they are usually friendly to the dhalochar.
''Construct Form ([[Ex]])'' Despite being true devils, dhalochars have a number of immunities common to constructs. They are immune to ability damage, ability drain, death
effects, disease, [[energy drain]], [[exhaustion]], [[fatigue]], [[necromancy]] effects, negative levels, nonlethal damage, [[paralysis]], sleep, and [[stunning]].
''Hellfire Glare ([[Ex]])'' As an attack, a dhalochar can shoot hellfire from its eyes at a single target. This attack has a range increment of 120 feet. The glare acts as if it had the [[unholy]] fusion.
</div>
For countless eons, Hell's legions have undermined the Material Plane, subtly corrupting mortal empires and laying waste to entire worlds. The malebranche—diabolical generals advancing hellish agendas on terrestrial fronts—call upon the planes' most fearsome agents to claim strategic footholds. Some of these campaigns call for truly terrifying displays of force. Thus, when the lords of Hell seek to make a whole world shudder, dhalochars take to the battlefield.
Known as endbringer devils, dhalochars are forged to embody diabolical conquest. They are vessels and weapons of ruin, designed to create beachheads upon even the best-defended
worlds. Dhalochars were made to withstand the depths of space and can traverse the void, stalking worlds like apocalyptic meteors. Any witnesses who survive a dhalochar's devastating crash landing swiftly realize that the titan's assault has only just begun.
Within its body, each dhalochar houses a cavity capable of holding a deadly payload—an infernal strike force or a portal-generating organ. This space isn't magical but is well protected, able to withstand any attack as long as the devil remains alive. As dhalochars are close cousins to levalochs, they most commonly transport these deadly infernal shock troops. Upon landing on a world, dhalochars release their cargo and reconfigure themselves. In their terrestrial forms, they appear as many-legged titans, a form which readily demonstrates that they are not mere machines of war. They are calmly arrogant and quick to pronounce a world's inevitable destruction. While dhalochars participating in a major planetary assault might crash-land in heavily populated areas and immediately attack, most favor staying undiscovered so they can gradually conjure more devils in preparation for even greater diabolical offensives.
Dhalochars have no ability to launch themselves into space. As a result, after a dhalochar in starship form uses its cataclysm ability, it returns to Hell using its //[[plane shift]]// spell-like
ability and waits to be conjured back to space.
A dhalochar stands roughly 90 feet tall and weighs approximately 400 tons.
!! Endbringer Devil Starship Statistics
Dhalochars are equally capable of engaging with enemies in melee and in starship combat. Dhalochars have no crews or computer systems. Their other "systems" aren't truly systems at all, but infernal approximations; the common models they imitate are listed here. Dhalochars use the following statistics when doing battle with foes in space.
{{Endbringer Devil (starship)}}
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* LE Medium outsider (devil, evil, extraplanar, lawful)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +12; ''Will'' +7
* ''DR'' 5/good or silver; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10; ''SR'' 19
!!! OFFENSE
* ''Speed'' 30 ft., fly 50 ft. ([[Ex]], average)
* ''Melee'' //[[unholy]]// //[[flaming]]// sintered [[longsword]] +17 (2d8+12 F & S)
* ''Ranged'' //[[unholy]]// corona [[laser rifle]] +20 (2d6+8 F; critical [[burn]] 1d6) or rope of hair +20 ([[entangle]] or [[grab]])
* ''Offensive Abilities'' flames of fury, furious fusillade, rope snare
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[holographic image]]// (2nd level, DC 15), [[summon allies]] (1 sigveir 60%), //[[teleport]]// (self plus 5 bulk of gear only)
** 3/day—//[[dimension door]]//, //[[fear]]// (4th level, DC 17)
** At will—//[[disguise self]]//
** Constant—//[[true seeing]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +4; ''Int'' +4; ''Wis'' +2; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +16, [[Bluff]] +16, [[Diplomacy]] +16, [[Intimidate]] +21, [[Mysticism]] +16, [[Sense Motive]] +16, [[Stealth]] +16
* ''Languages'' Celestial, Common, Draconic, Infernal; [[telepathy]] 100 ft.
* ''Gear'' infernal flight suit, corona [[laser rifle]] with 2 high-capacity batteries (40 charges each), rope of hair, sintered [[longsword]]
!!! ECOLOGY
* ''Environment'' Hell
* ''Organization'' solitary, pair, or trio
!!! SPECIAL ABILITIES
''Flames of Fury ([[Su]])'' Any weapon an erinyes holds gains the effect of an //[[unholy]]// weapon fusion; if the weapon doesn’t already inflict fire damage, it also gains the effect of the //[[flaming]]// weapon fusion.
''Furious Fusillade ([[Ex]])'' If they’re flying, the erinyes can take a full action to hover in place and make one ranged attack with their laser rifle against every enemy in a 60-ft. cone.
* ''Rope Snare (Su)'' All erinyes carry ropes woven from their own hair; the rope can attack targets up to 30 feet away. When the erinyes hits with a rope of hair attack, the target is [[entangled]] (DC 16 [[Acrobatics]] to escape) as a piece of the rope magically separates and wraps around them. Alternatively, if the erinyes’ attack exceeded the target’s KAC by 4 or more, the erinyes can choose to [[grapple]] the target instead; if they do, the erinyes can’t attack other creatures with the rope as long as the target is grappled.
</div>
Erinyes are winged devils of vengeance, pursuing and punishing their victims. They also serve as warriors in Hell’s armies, exacting bloody justice in the service of Dis, their infernal masters, or any mortal bold enough to summon one.
The first erinyes, Eiseth, was a fallen angel, and erinyes are often mistaken for fallen angels. After Eiseth, however, erinyes have arisen in many other ways, such as being promoted from lesser devils or shaped from the twisted souls of torturers and persecutors.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* LE Medium outsider (devil, evil, extraplanar, lawful)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +10
* ''Aura'' risk aura (30 ft., DC 15)
!!! DEFENSE
* ''HP'' 45
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +3; Ref +5; Will +7
* ''Immunities'' fire, poison; ''Resistances'' acid 5, cold 5
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +11 (1d6+6 B)
* ''Ranged'' thrown coin +9 (1d4+4 B)
* ''Offensive Abilities'' double down, produce coins
* ''Spell-Like Abilities'' (CL 4th)
** 1/day—[[summon allies]] (1 magadaz 50%)
** At will—//[[teleport]]// (self plus 5 bulk of gear only)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +1; ''Int'' +1; ''Wis'' +0; ''Cha'' +4
* ''Skills'' [[Bluff]] +15, [[Computers]] +10, [[Profession]] (gambler) +15, [[Sense Motive]] +10, [[Sleight of Hand]] +15
* ''Languages'' Celestial, Common, Draconic, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' [[change shape]] (humanoid)
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or table (3–9)
!!! SPECIAL ABILITIES
''Double Down ([[Su]])'' A gambling devil’s understanding of probability is so good that they know the best moment to play their hand, even if that means having to lose one first. As a reaction, when a gambling devil in an encounter with a significant enemy rolls a d20 for an attack roll, saving throw, or skill check, they can take a penalty of up to 1/2 their Charisma modifier on the roll (–2 for most magadazes). The next time within 1 minute they attempt a d20 roll of the same category (for example, if the first roll was a skill check, the second can be any skill check), they gain a bonus to the roll equal to double the penalty taken earlier (+4 for most magadazes).
''Produce Coins ([[Su]])'' As a free action, a gambling devil can draw from their body up to 50 coins of the local currency equivalent to 1 credit each. Typically, a magadaz uses this ability to pay their debts at a gaming table. To conceal the supernatural nature of this ability from observers, they must succeed at a [[Sleight of Hand]] check according to the rules for [[hide object]]. Coins produced in this way disappear 1 hour after leaving the gambling devil’s possession. In addition, a gambling devil can hurl a coin at a single creature within 30 feet. Their thrown coins target KAC and count as evil, lawful, and magic for the purpose of overcoming [[damage reduction]]. A gambling devil can produce a total of 500 coins per day.
''Risk Aura ([[Su]])'' The presence of a gambling devil encourages nearby creatures to make riskier decisions and take bigger gambles. Any non-devil creature within 30 feet of a gambling devil must succeed at a DC 15 Will saving throw each round or be compelled to throw caution to the wind for as long as it remains within the aura. Whenever a situation calls for a d20 roll, any creature affected by this ability must roll twice. If either roll is a natural 20, the affected creature can use that roll. Otherwise, it must use the lower of the two results. A gambling devil can take a swift action to suppress this aura for 1 round.
</div>
These golden-skinned devils love to insinuate themselves into games of chance, gradually upping the stakes against mortals until they can win a soul or impose an obligation to perform some damning deed.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LE Medium outsider (devil, evil, extraplanar, lawful)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 140
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +11; ''Ref'' +9; ''Will'' +13
* ''DR'' 5/good; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10; ''SR'' 21
* ''Weaknesses'' technomagical susceptibility
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' claw +19 (2d8+11 S)
* ''Ranged'' electrical discharge +19 (3d4+10 E)
* ''Offensive Abilities'' overload (DC 19), override (DC 19)
* ''Spell-Like Abilities'' (CL 10th)
** 1/day—//[[destruction protocol]]//, //[[rewire flesh]]// (DC 22), //[[soothing protocol]]//, [[summon allies]] (2 [[imps]] 60%)
** 3/day—//[[instant virus]]// (DC 21), //[[synaptic pulse]]// (DC 21)
** At will—//[[implant data]]//, //[[inject nanobots]]// (DC 20), //[[security seal]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +1; ''Con'' +3; ''Int'' +8; ''Wis'' +2; ''Cha'' +5
* ''Skills'' [[Bluff]] +19, [[Computers]] +24, [[Sense Motive]] +19
* ''Languages'' Celestial, Draconic, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' mechanic tricks ([[distracting hack]], [[ghost intrusion]]), possess computer, [[remote hack]] (40 ft.; DC 19)
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or packet (3–6)
SPECIAL ABILITIES
''Electrical Discharge ([[Ex]])'' A lislaroth can fire an electrical bolt as a ranged attack with a range increment of 40 feet.
''Possess Computer ([[Su]])'' As a full action that provokes attacks of opportunity, a lislaroth can convert its body and gear into digital code and merge with a computer to which it has access. This ability fails if the devil is [[encumbered]]. While possessing a computer, the devil has total cover and is immune to any effect that requires it to have a body. A lislaroth can use the [[Computers]] skill on the possessed system. The devil firsts attempts to disable and impersonate any artificial personality the system has. If the computer is destroyed, the possession ends unless the devil can use a reaction to flee to a connected system.While possessing a computer, a lislaroth can be found and rooted out as though it were a module of a computer (tier = 1/2 the devil's CR) behind a fake shell and with feedback and firewall countermeasures. A revealed lislaroth can be forced out of a possessed computer with a successful DC 33 Computers check. A //[[dismissal]]// spell cast on the computer can force the lislaroth back to Hell, but if the spell would send the devil to a random plane, the devil is instead forced to end the possession. When the possession ends, the devil appears in an unoccupied space as close to the computer as possible.When it exits a computer, the lislaroth can take a reaction to leave behind a [[software imp]] of an item level equal to half the devil's CR.
''Technomagical Susceptibility ([[Ex]])'' Any effect that works on a construct works on a lislaroth. An effect that works on a construct and an outsider has the worst possible effect.
</div>
Lislaroths are Hell's digital spies. They gain access to sensitive data, which they use or trade to corrupt mortal souls. A lislaroth stands 6 feet tall and weighs 170 pounds.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* LE Tiny outsider (devil, evil, extraplanar, lawful)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., //[[detect magic]]//, [[see in darkness]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 18
* ''EAC'' 12; ''KAC'' 13
* ''Fort'' +1; ''Ref'' +5; ''Will'' +3
* ''Defensive Abilities'' [[fast healing]] 2; ''DR'' 5/good or silver; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10
!!! OFFENSE
* ''Speed'' 20 ft., fly 50 ft. ([[Ex]], perfect)
* ''Melee'' sting +6 (1d4+2 P plus imp poison)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Spell-Like Abilities'' (CL 2nd)
** 1/week—//[[contact other plane]]// (devils only)
** 1/day—//[[augury]]//, //[[suggestion]]// (DC 17)
** At will—//[[invisibility]]// (self only)
** Constant—//[[detect magic]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +0; ''Int'' +1; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +7 (+15 to fly), [[Bluff]] +12, [[Mysticism]] +7
* ''Languages'' Common, Infernal; [[limited telepathy]] 30 ft.
* ''Other Abilities'' [[change shape]] (animal)
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or murder (3–10)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' An imp can assume the appearance of a Tiny beast, such as a rat, raven, or spider. From this form, in addition to normal benefits of this ability, the imp can gain a climb speed of up to 30 feet. While in its new form, the imp can have a different sort of natural attack. Damage from that attack might be of another kinetic type but retains the dice and poison of the imp's sting.
!!! Imp Poison
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
Imps are among the lowest-ranked of the fiends of Hell. However, they serve an important role in corrupting mortals. Easy to summon to the Material Plane, imps willingly form bonds with spellcasters who call them. While on the Material Plane, an imp influences anyone it can to perform diabolical deeds. If serving a mortal master, the imp plays the part of a loyal servant, offering advice, infernal foresight, and even mystic tutelage. The imp's true goal, however, is the delivery of as many souls as possible into damnation.
An imp is also the devil most likely to be found freely roaming the Material Plane. Without help, an imp has no means of returning to Hell. Therefore, a masterless imp remains and continues its Hell-bound duties. The creature insinuates itself into a new situation, either with a different master or a group of wicked mortals. Among weaker creatures, an imp might rise to a leadership role. But such a fiend is more likely to be a dark influence on a stronger leader. In this way, the imp can direct a group toward depravity but take no blame for any failings.
An imp is about 2 feet tall and weighs nearly 13 pounds.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* LE Medium outsider (devil, evil, extraplanar, lawful)
* ''Init'' –1; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +4
* ''Aura'' repulsive nature (5 ft., Fortitude DC 9)
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +2; ''Will'' +0
* ''Immunities'' fire, poison; ''Resistances'' acid 5, cold 5
* ''Weaknesses'' [[vulnerable]] to good-aligned or silver weapons
!!! OFFENSE
* ''Speed'' 25 ft.
* ''Melee'' claws +7 (1d6+2 S)
!!! STATISTICS
* ''Str'' +2; ''Dex'' –1; ''Con'' +3; ''Int'' –2; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Athletics]] +9, [[Intimidate]] +4, [[Stealth]] +4
* ''Languages'' Infernal; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or swarm (3 or more)
!!! SPECIAL ABILITIES
''Repulsive Nature ([[Su]])'' A creature that begins its turn within 5 feet of a lemure must succeed at a DC 9 Fortitude save or be [[sickened]] for 1 round. A creature who succeeds at this Fortitude save is unaffected by any lemure’s repulsive nature for 1 day.
</div>
Lemures, the least of all devils, are made from the souls of cruel and selfish mortals. Upon death, these individuals travel the River of Souls and—if not devoured by an astral leviathan or caught in the net of a night hag for resale on the soul market—eventually find themselves at Pharasma’s court in the Boneyard. There, the wicked actions these individuals performed in life earn them eternal damnation, and Pharasma condemns them to the Nine Hells. These pathetic fiends are nearly mindless, forming only after the souls of the damned lose every trace of their former selves. Because lemures lack identities, their faces change and churn through different features, often mirroring the appearance of the last person they saw—an unnerving sight for those unused to lemure physiology. Their bodies are nearly formless, with drooping, misshapen limbs and melting heads. They move by oozing across the ground; at rest, they appear to be little more than lumps of shapeless, stinking flesh.
Though they count among the most loathsome creatures in existence, lemures occupy a vital role in Hell’s ecology. After centuries or torment and corruption, Hell itself twists the souls of the damned into lemures, who begin their journeys in the wastelands of Avernus and travel downward through Hell’s layers until they finally reach the depth that suits their soul’s crimes. Lemures assemble in vast, putrid mobs across the Hells, joining together and awaiting the day a greater devil finds them and combines the fetid mass to create a singular true devil, ready to serve in Hell’s damned legions.
In addition, the ubiquity of lemures in Hell makes them a source of nearly unlimited utility, provided their master remembers not to expect too much of them. A wave of lemures can probe an enemy’s defenses, overwhelm a foe through sheer numbers, clear a minefield, or simply perform manual labor without requiring nourishment or rest. They make poor soldiers, but there are simply so many of them that Hell’s overlords and middle managers often keep a swarm of lemures at the ready, just in case.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* LE Medium outsider (devil, evil, extraplanar, lawful)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +13; ''Will'' +8; +2 vs disease, mind-affecting effects, poison, and sleep
* ''DR'' 5/good or silver; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +22 (2d10+14 B; critical [[knockdown]])
* ''Ranged'' infernal arc +19 (3d6+9 E; critical [[arc]] 2d6)
* ''Offensive Abilities'' brimstone adjustment
!!! STATISTICS
* ''Str'' +5; ''Dex'' +5; ''Con'' +4; ''Int'' +3; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +22, [[Engineering]] +17
* ''Languages'' Infernal
* ''Other Abilities'' fiendish construction
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Brimstone Adjustment ([[Su]])'' As a move action, a mannequin devil can adjust their diabolic construction to better achieve a task. They choose one armor upgrade from the following list: mk 1 [[electrostatic field]], [[hydrojet]], [[jetpack]], or [[load lifter]]. They can use that armor upgrade for 2 rounds as if it were installed in the appropriate armor with unlimited charges. After those 2 rounds, they can’t use this ability again for 1d4 rounds.
''Fiendish Construction ([[Ex]])'' For effects targeting creatures by type, a mannequin devil counts as both a construct and an outsider (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They also receive a +2 racial bonus to saving throws against diseases, mind-affecting effects, poisons, and sleep effects, unless the effect specifies that it works against constructs.
''Infernal Arc ([[Su]])'' As a ranged attack, a mannequin devil can generate an arc of infernal electricity. This attack has a range increment of 40 feet and gains the benefits of an //[[unholy]]// weapon fusion.
</div>
Certain sinful creatures spend their mortal lives enacting particular cruelty and violence against androids and other constructs with souls, When their own souls are sent to Hell, the forges of Dis prepare a deeply ironic punishment for them. Rather than letting their soulstuff form new bodies of its own accord in the blasted wastes of Avernus or even be absorbed by more powerful devils, the forges encase these souls in specially constructed bodies.
These mannequin devils, or oidranoths as they call themselves, experience an eternity of toil, forced to work building other mannequins, mining materials for diabolic constructions, and fighting and dying as shock troopers. Their bodies tend to be very similar to mortal androids, though made with black steel. Infernal electricity runs through them along crimson circuits. Their hands are crudely formed from brass and brimstone without much flexibility such that they can’t sabotage their work easily.
Although their bodies are a cruel mockery of the creatures they abused as mortals, mannequin devils rarely rebel. They’re cogs of the machine of Hell, doing their work and desperately hoping to be elevated beyond their status over time.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* LE Medium outsider (devil, evil, extraplanar, lawful)
* 'Init +1; ''Senses'' [[blindsense]] (emotion), [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 32
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +2; ''Ref'' +4; ''Will'' +6
* ''DR'' 5/good or silver; ''Immunities'' fire, poison; ''Resistances'' acid 5, cold 5
!!! OFFENSE
* Speed 30 ft.
* ''Melee'' trunk +6 (1d4+3 B) or bite +6 (1d4 P plus sigveir poison)
* ''Ranged'' azimuth [[laser pistol]] +8 (1d4+3 F; critical [[burn]] 1d4)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with trunk)
* ''Offensive Abilities'' devour emotions, incite emotions
* ''Spell-Like Abilities'' (CL 3rd)
** 1st (3/day)—//[[command]]// (DC 16), //[[detect thoughts]]// (DC 16), //[[disguise self]]//
** 0 (at will)—//[[charming veneer]]// (DC 15), //[[daze]]// (DC 14), //[[ghost sound]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +1; ''Con'' +1; ''Int'' +2; ''Wis'' +2; ''Cha'' +4
* ''Skills'' [[Bluff]] +13, [[Computers]] +10, [[Sense Motive]] +8, [[Stealth]] +7
* ''Languages'' Celestial, Common, Draconic, Infernal, [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, partnership (2–4), or firm (5 or more)
!!! SPECIAL ABILITIES
''Devour Emotions ([[Su]])'' A propaganda devil can take a standard action to extend their trunk toward one creature within 30 feet that’s affected by an enchantment (emotion) effect, and then feed on its emotions. The creature’s emotional effect ends, but it’s [[dazed]] for 1 round, and the sigveir gains 2d8 temporary hit points.
''Incite Emotions ([[Su]])'' A propaganda devil can take a full action to bring the dormant emotions of nearby creatures to the surface, overwhelming their reason. When the devil does this, all non-devils within 30 feet must succeed at a DC 14 Will save or be overcome by intense exaggerations of whatever emotions they might already be feeling. The effect lasts for 1 minute or until the sigveir is killed, and affected creatures take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This is an enchantment (emotion) effect.
!!! Sigveir Poison
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
Sigveirs, also known as propaganda devils, are fiends who tempt mortals into signing infernal contracts using disinformation and fearmongering. They slip inside mortal communities to whisper frightening lies into the ears of the meek, inspiring panic and dread that ultimately drive victims to turn against their neighbors. Sigveirs feed on emotions and delight in cultivating sparks of hope and joy in their prey before devouring every strong feeling their target holds, leaving mortals despondent and vacant. In the legions of Hell, sigveirs serve as messengers and heralds, sometimes becoming clerks or aides to mid-ranking devils.
<div class="statblock">
* ''Tier'' 6
* LE Medium starship outsider
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' ''1
* AC'' 20; ''TL'' 21
* ''HP'' 85; ''DT'' —; ''CT'' 24
* ''Shields'' light 80 (forward 20, port 20, starboard 20, aft 20)
* ''Attack (Forward)'' serrated mandibles (4d6; 1 hex), slow burn heavy missile launcher (8d8, smoldering 4d8; 20 hexes)
* ''Attack (Turret)'' hellfire beam (6d6; 10 hexes)
* ''Power Core'' Light Inferno Core (150 PCU); ''Drift Engine'' Signal Basic
''Systems'' basic computer, budget long-range sensors, mk 4 armor, mk 5 defenses, self-destruct system; ''Expansion Bays'' [[passenger seating]]
* ''Other Abilities'' devil starship, hellfire plating, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +13 (4 ranks)
* ''Gunner (1 action)'' gunnery +11 (6th level)
* ''Pilot (1 action)'' [[Piloting]] +18 (4 ranks)
* ''Science Officer (1 action)'' [[Computers]] +13 (4 ranks)
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, wing (2–5), or flight (6–12)
!!! SPECIAL ABILITIES
''Devil Starship ([[Ex]])'' A volocoth is a living creature so immense it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, pilot, and science officer actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a volocoth takes critical damage.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–10 | Head |Condition applies to gunner actions using the turret. |
| 11–40 | Maw |@@.constrained Condition applies to gunner actions using weapons in the forward arc. If this system is malfunctioning or worse, the volocoth can't hold a starship with its serrated mandibles.@@ |
| 41–70 | Core |@@.constrained Condition applies to all engineer actions, except when patching or repairing the core.@@ |
| 71–100 | Propulsion |Condition applies to all pilot actions. |
</div>
''Hellfire Plating ([[Ex]])'' A volocoth gains a +2 bonus to its AC and TL against direct-fire weapons with “laser” in the name and weapons with the [[smoldering]] special property. After being successfully hit by a smoldering weapon, the volocoth takes no additional damage the following round.
''Serrated Mandibles ([[Ex]])'' A volocoth can use its serrated mandibles only against a ship in an adjacent hex. If the volocoth deals damage with this attack to a ship of its size or smaller, it holds that ship in place. As an action, the pilot of the held starship can attempt a DC 24 [[Piloting]] check to break free of the jaws. While holding a starship in its mandibles, the volocoth can’t move, turn, or use weapons in its forward arc except to attack the held ship. The volocoth and the ship it’s holding take a –2 penalty to AC and TL, and to Piloting checks to determine movement order during starship combat.
</div>
The insectile body of this enormous, flying devil is fronted by a formidable maw with wicked, serrated mandibles. Atop the body, like the forecastle of a nautical ship, is a swiveling beacon of flaming light that channels the fires of Hell. Ships caught in the crush of the volocoth’s mandibles are at greater risk from the attacks of the volocoth’s allies. Capable of carrying a small squad of smaller devils within, void devils are often used as assault vehicles for infernal raids on other planes.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LE Large outsider (devil, evil, extraplanar, lawful)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +9; ''Will'' +6
* ''Defensive Abilities'' construct form; ''DR'' 5/good; ''Immunities'' fire, poison; ''Resistances'' acid 10, cold 10; ''SR'' 12
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' sintered [[trident]] +17 (2d8+12 P) or claw +17 (1d6+12 S)
* ''Ranged'' corona [[laser rifle]] +15 (2d6+7 F; critical [[burn]] 1d6) or [[nyfiber net]] +15 ([[entangle]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' merciless blow
* ''Spell-Like Abilities'' (CL 7th)
** 1/day—[[summon allies]] (1 levaloch 35%)
** At will—//[[teleport]]// (self plus 5 bulk of gear only)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +4; ''Int'' +2; ''Wis'' +3; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +14 (+22 to climb), [[Engineering]] +14, [[Intimidate]] +14, [[Mysticism]] +14, [[Stealth]] +14
* ''Languages'' Celestial, Draconic, Infernal; [[telepathy]] 100 ft.
* ''Other Abilities'' hellstrider, phalanx
* ''Gear'' sintered [[trident]] with integrated corona [[laser rifle]] with 2 high-capacity batteries (40 charges each), [[nyfiber net]]
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or squadron (3–18)
!!! SPECIAL ABILITIES
''Construct Form ([[Ex]])'' Despite being true devils, levalochs have a number of immunities common to constructs. They are immune to ability damage, ability drain, death effects, disease, [[energy drain]], [[exhaustion]], [[fatigue]], necromancy effects, negative levels, nonlethal damage, [[paralysis]], sleep, and [[stunning]].
''Hellstrider ([[Su]])'' Difficult terrain doesn't hamper a levaloch's movement.
''Merciless Blow ([[Su]])'' If a levaloch hits an [[entangled]] foe with an attack, the target takes 2d6 additional damage of the same type.
''Phalanx ([[Ex]])'' Devils gain a +1 morale bonus to attack rolls and AC while adjacent to a levaloch.
</div>
Few devils personify the infernal approach to military operations like a levaloch. This fiend's mind is simultaneously logical and passionate, driven to promote Hell's order through conflict. Its restless spirit finds joy only in battle. Within Hell's hierarchy, levalochs serve in elite strike forces composed entirely of others of their kind or as commanders of units of other warlike devils.
Fearsome in appearance and skill, warmonger devils are diabolical essences infused into constructed metallic frames. Standing 10 feet tall and weighing 1 ton, a levaloch's body resembles the torso of a hellish, armored knight placed atop six fiendish, clawed, insectile legs. Even compared to other devils, the anatomy of a levaloch is an enigma. They have no internal physiology at all, being little more than living suits of blasphemous chitin and Hell-forged armor. As a result, levalochs are often misidentified as constructs.
A single levaloch is quite powerful on its own, but the devils' true might lies in working alongside other devils in battle. Levalochs lead from the front lines, inspiring their allies and terrifying their foes. They are demanding, stern leaders, but they aren't dismissive of devils lower in Hell's hierarchy. Levalochs instead assess a given ally based on that being's capabilities and strategic utility, knowing a single powerful devil might not be able to accomplish what a horde of lesser fiends can. Warmonger devils' grasp of strategy and tactics is undisputed, and they can understand and execute complex maneuvers. Coupled with this tactical mastery is a devious creativity that allows a levaloch to respond well to unexpected changes in a situation. This adaptability surprises foes that assume the ordered minds of devils are stagnant and resistant to change.
In any confrontation, warmonger devils prefer to wipe out weaker targets first and cut off routes of escape, leaving dangerous foes without allies to call upon or any recourse but defeat or surrender. Levalochs try to avoid throwing away their own troops needlessly, not out of any sense of compassion, but out of a desire to preserve numerical advantage. Fewer troops mean a diminished ability to wage war. Regardless, levalochs value infernal warriors over mortal troops and utilize them in battle accordingly.
When the forces of Hell engage in interplanetary assault, levalochs ride in the cargo cavity of a [[dhalochar]] to serve as a supplemental incursion force, quickly quelling pockets of resistance and paving the way for wider devilish invasion. Sometimes they remain within the dhalochar's cargo cavity until the spacefaring fiend crashes to the ground. Other times, they teleport to the planet while the dhalochar remains in the atmosphere to demolish any air defenses a defender might scramble.
Levalochs can also serve as useful agents provocateurs, whether preparing a world for conquest or serving a mortal summoner. Stealthy despite their large size, they can infiltrate target locations with guile rather than numbers or direct force. A levaloch's true allegiance is to Hell, however, and sloppily worded contracts and orders can lead one of them to undermine mission objectives if the levaloch believes doing so is in the best interests of its infernal masters. While warmongers do not ingratiate themselves to mortals who have summoned them as easily as other devils do, they hide their motives well.
Among mercenary captains in and near the Pact Worlds, stories persist of training camps run by levalochs where mortals can receive expert training at the hands of devils, paying with various services or currencies—especially souls. For the downtrodden and desperate, this deal can be tempting. More than a few amateur warriors have disappeared for a few months, only to resurface later with devilishly fierce skills in battle. Even more disturbing are the reports of a mercenary company consisting entirely of levalochs. These devils supposedly offer their services as soldiers of fortune to the highest bidder, though once again, care must be taken when drawing up the contracts for such services to avoid any conflicts of interests with the levalochs' loyalty to Hell itself.
As befits creatures designed for combat, levalochs have a particular interest in weapon technologies. Rumors swirl that several arms manufacturers use levalochs as consultants on projects, sometimes over the protestations of other employees. Corporate lawyers who craft these infernal pacts assure staff that the levalochs' contracts are airtight. Such reassurances and the potential for increased profits are enough to assuage the fears of the corporate elite.
!! Levaloch Tridents
{{Levaloch Trident}}
Devils are fiends, or evil outsiders, native to Hell.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Despite its name, this carbon-plate armor is the brainchild of overeager marketers at Brortrav Ordnance Factories, not nihilistic cultists. While the environmental protection system of Devourer's skin is active, nanites hidden within its plates roil out and coalesce into dozens of short tendrils across the wearer's body. While the nanites are active, the first time each round that a creature touches the wearer, that creature must succeed at a Reflex save (DC = 10 + the Devourer's skin item level) or take acid damage equal to the armor's item level. Furthermore, when the wearer makes unarmed attacks with the nanites active, they can choose to replace half of the damage dealt by their unarmed strikes with acid damage. This never causes an unarmed strike that targets KAC to target EAC instead. Wounds inflicted by Devourer's skin have a characteristic "chewed" look that earned the armor its gory classifications.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|Devourer's skin, chewing | 3 | 1,500 | +2 | +4 | +4 | –1 | —. | 0 | 1 |
|Devourer's skin, gnawing | 7 | 8,000 | +6 | +9 | +4 | –1 | —. | 1 | 1 |
|Devourer's skin, gnashing | 11 | 25,000 | +12 | +15 | +5 | –1 | —. | 1 | 1 |
|Devourer's skin, masticating | 17 | 275,000 | +18 | +21 | +5 | –1 | —. | 1 | 1 |
</div>
//Healthy—Sluggish—Stiffened—Staggered—Immobile—Dead//
//Sluggish:// The victim takes a –2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of her spells and special abilities decrease by 2; and she becomes [[flat-footed]].
//Stiffened:// The victim loses her Dexterity bonus to her Armor Class, and she can't take reactions.
//Staggered:// The victim is [[staggered]] but can take purely mental full actions.
//Immobile:// The victim is [[helpless]] and can take only purely mental actions.
//Dead:// The victim dies.
This iridescent metal headband features an intricate rendering of a butterfly, resplendent with jeweled stars, suns, and moons on its wings. You can activate the headband as a reaction when you provoke an attack of opportunity, surrounding yourself in a momentary burst of starlight and butterfly wings that confounds your attackers, granting you [[concealment]] against any attacks your triggering action provoked. After resolving the attacks of opportunity, the light and butterflies dissipate, imparting an instantaneous vision of victories to come. Before the end of your next turn, you can declare that an attack, saving throw, or skill check you’re about to attempt was the subject of that vision. If your vision applies to an attack or saving throw, apply a +1 insight bonus to the roll. If the vision applies to a skill check, roll 1d4 and add the result as an insight bonus to the check’s result.
After you activate the diadem, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|//diadem of Desna// | 2 | 800 | L |
</div>
This smooth, thumb-sized device activates automatically when it is inside a living creature. You can implant a diagnostic lozenge subdermally in a willing or unconscious creature with a successful DC 20 [[Medicine]] check, or a creature can choose to swallow one. An activated diagnostic lozenge steers itself into a creature's tissue and extrudes several filaments to monitor its status, broadcasting information on a predetermined wireless frequency to a designated receiver, such as a [[datapad]] or [[comm unit]], as long as the receiver is within 1 mile of the lozenge. The diagnostic lozenge broadcasts the creature's direction and distance relative to the receiver, as well as any of the following conditions that are affecting the creature: dead, dying, [[frightened]], [[nauseated]], [[panicked]], [[sickened]], [[stable]], [[staggered]], [[stunned]], or [[unconscious]]. A single receiver can accept information from up to six different diagnostic lozenges simultaneously. When a diagnostic lozenge runs out of charges, it breaks down into harmless components that eventually pass out of the creature's body. Diagnostic lozenges can't normally be safely removed once activated.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|diagnostic lozenge | 2 | 175 | — | 20 | 1/hour |
</div>
Beautiful and expensive-looking, this canid statue transforms into a [[tashtari]] alpha. The tashtari alpha can’t use its bristle nova ability unless its figurine has been exposed to at least one continuous hour of sunlight in the past 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|// diamond laser wolf// | 14 | 65,500 | – |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large magical beast (aquatic)
* ''Init'' +6; ''Senses'' [[blindsight]] 150 ft. (electromagnetism), [[sightless]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' darkwater veil; ''Immunities'' cold, [[paralysis]], sleep
* ''Weaknesses'' electromagnetic blindness
!!! OFFENSE
* ''Speed'' swim 50 ft.
* ''Melee'' bite +20 (3d4+12 P) or tongue +20 (special)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (30 ft. with tongue)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +2; ''Int'' –2; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Stealth]] +21, [[Survival]] +16
* ''Languages'' electrocommunication 150 ft.
!!! ECOLOGY
* ''Environment'' cold aquatic (Diaspora)
* ''Organization'' solitary, pair, or brood (3–7)
!!! SPECIAL ABILITIES
''Darkwater Veil ([[Su]])'' As a move action, a diaspora wyrm can alter the structure of water within a 10-foot-radius spread so that it forms nanotubes that absorb light. This field moves with the wyrm, obscuring most sight and providing total concealment. A creature that has [[darkvision]] treats the field within 5 feet as if it provides only concealment. Magical light from a source of a higher level or CR than the wyrm's negates the effect while the two interact. The wyrm can dismiss the field as a move action, and the field ends after 1 minute if the wyrm takes no action to renew it.
''Electrocommunication ([[Ex]])'' Diaspora wyrms communicate by shaping and reading electromagnetic fields. This functions as telepathy among creatures with this ability.
''Electromagnetic Blindness ([[Ex]])'' To a diaspora wyrm, a strong electromagnetic field (such as high [[radiation]]) acts like fog. Electricity damage forces the wyrm to succeed at a Fortitude saving throw (DC = 10 + the damage taken) or be [[blinded]] for 1 round. Multiple failures during the same round do not extend this duration.
''Tongue ([[Ex]])'' A diaspora wyrm can use its long, sticky tongue to make a melee attack that targets EAC. A creature hit by this attack becomes stuck to the wyrm's tongue, gaining the [[grappled]] condition until it escapes, or until the diaspora wyrm releases the creature as a swift action. While a creature is grappled as a result of this attack, the diaspora wyrm can attempt reposition combat maneuvers against that creature, but only to move it toward the diaspora wyrm. If the wyrm succeeds at such a maneuver and the creature is within range of the wyrm's bite attack at the end of the movement, the wyrm can make a bite attack as part of that maneuver. Additionally, while a creature is grappled this way, the diaspora wyrm can use its bite attack only against the grappled creature, and it can't use its tongue attack.
</div>
<<section 'Diaspora Wyrm Sage' >>
The icy ocean world of Nisis is the Diaspora's heart, feeding [[sarcesian]] crèche worlds and connecting them through the River Between. The Pact Worlds claim these waters, but in their depths lurk elusive monstrosities that truly rule them. Dubbed "diaspora wyrms" in legends from before the Gap, these predators resemble immense, fanged eels. Younger wyrms are sleek and sinuous, while older ones bear fringes of calcium-based scales. Instead of eyes, a wyrm has frills sensitive to electromagnetic fields. Organs in the wyrm's head allow it to shape its field, producing waves that allow communication.
Popular fiction depicts these wyrms as beasts, because in addition to being hostile to intruders in their seas, the wyrms communicate through electrocommunication in a way often undetectable without proper sensors. Nevertheless, diaspora wyrms are sapient, and some grow sagacious over their centuries-long lives. They communicate among themselves, working to keep and pass on their legacy. So central is this fixation that the wyrms' name for themselves translates roughly to "those in observation."
Diaspora wyrms predate the Diaspora's formation. According to their history, they evolved in a subterranean sea on one of the twin worlds that, when destroyed, created the asteroid belt. When that world cracked apart, the chunk containing their home survived intact for a time, its egg-like outer layers slowly breaking away or sinking down into the new planetoid's core in a process the wyrms call "the Hatching." This planetoid became Nisis. In its waters, the wyrms adjusted to their changed environment. They evolved the ability to alter the water around them to recreate the darkness that birthed them. The molecular change the wyrms create is lasting, and when the wyrm releases the changed water, it renders the surrounding liquid cloudy as the altered molecules disperse. These particles break down, but not quickly.
Today, the oldest and wisest wyrms, called sages, keep mostly to Nisis's depths, obeying an ancestral mandate to protect the Broodnest. This mazelike coral reef is not only the wyrms' home but also an elegant organic network bearing electrical fields that record the wyrms' history—though like any other record, fractured by the Gap. Wyrms that attack the settlements inside the planet's ice shell are usually young ones that hunt for food and sport until maturity and duty draw them back into the depths. However, some sages have begun preparing the wyrms for the possibility that NiSis's oceans are freezing permanently. Believing the only way to ensure their species' survival is to colonize new worlds, these wyrms have been scouting the River Between, darkening its waters as they hunt for a way to escape their fate. Wyrms in Nisis's depths have purposely darkened water there and released it in cycles, simultaneously darkening Nisis's ocean.
An average diaspora wyrm is 15 feet long and weighs 1,200 pounds. However, diaspora wyrms grow throughout their lives. The largest can be up to 30 feet long and weigh over 5 tons.
!! Darkwater Grenades
While diaspora wyrms remain largely unseen, the water they alter has been studied. Science and magic have replicated the creatures' abilities in devices such as the //[[darkwater grenade]]//.
{{Darkwater Grenade}}
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* N Huge magical beast (aquatic)
* ''Init'' +10; ''Senses'' [[blindsight]] 300 ft. (electromagnetism), [[sightless]]; [[Perception]] +29
!!! DEFENSE
* ''HP'' 330
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +21; ''Ref'' +21; ''Will'' +15
* ''Defensive Abilities'' darkwater veil; ''DR'' 10/—; ''Immunities'' cold, [[paralysis]], sleep
* ''Weaknesses'' electromagnetic blindness
!!! OFFENSE
* ''Speed'' swim 60 ft.
* ''Melee'' bite +32 (6d12+24 P) or tongue +32 (special)
* ''Space'' 15 ft.; ''Reach'' 15 ft. (50 ft. with tongue)
!!! STATISTICS
* ''Str'' +7; ''Dex'' +10; ''Con'' +4; ''Int'' +0; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +29, [[Mysticism]] +34, [[Stealth]] +29, [[Survival]] +29
* ''Languages'' electrocommunication 300 ft.
!!! ECOLOGY
* ''Environment'' cold aquatic (Nisis)
* ''Organization'' solitary, pair, or council (3–5)
!!! SPECIAL ABILITIES
''Darkwater Veil ([[Su]])'' As [[diaspora wyrm]], but the veil works in a 20-foot-radius spread.
''Electrocommunication ([[Ex]])'' As [[diaspora wyrm]], but a diaspora wyrm sage can communicate through technological communication devices and to technological constructs.
''Electromagnetic Blindness ([[Ex]])'' As [[diaspora wyrm]].
''Tongue ([[Ex]])'' As [[diaspora wyrm]].
</div>
These sleek firearms were developed by the finest [[sarcesian]] engineers for use by elite mercenaries. The most common manufacturer is MuniTech, one of the only corporations fully owned and operated by sarcesians. Diasporan rifles are sniper rifles that belong to the laser category.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|Diasporan rifle, tactical | 1 | 350 | 1d8 F | 70 ft. | — | 10 charges | 1 | 1 |[[sniper]] (250 ft.), [[unwieldy]] |
|Diasporan rifle, advanced | 5 | 3,750 | 2d8 F | 70 ft. | — | 20 charges | 1 | 2 |[[sniper]] (500 ft.), [[unwieldy]] |
|Diasporan rifle, elite | 10 | 17,000 | 4d8 F | 80 ft. | — | 20 charges | 1 | 2 |[[sniper]] (750 ft.), [[unwieldy]] |
|Diasporan rifle, ultra | 15 | 110,000 | 6d8 F | 80 ft. | — | 30 charges | 1 | 2 |[[sniper]] (1,000 ft.), [[unwieldy]] |
|Diasporan rifle, imperial | 20 | 725,000 | 10d8 F | 80 ft. | — | 30 charges | 1 | 2 |[[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Small vermin
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +2; ''Will'' +0
* ''Immunities'' disease, poison
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft.
* ''Melee'' bite +6 (1d4+1 S; critical [[burn]] 1)
* ''Offensive Abilities'' detonate, explosive charge
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +3; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Athletics]] +9
* ''Other Abilities'' [[compression]], [[mindless]]
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or rout (3–10)
!!! SPECIAL ABILITIES
''Detonate ([[Ex]])'' While the diatha has 4 or fewer Hit Points, its energy-dense flesh becomes unstable. If, while in this state, the diatha takes acid, electricity, fire, piercing, slashing, or sonic damage, or uses its explosive charge ability, it dies, exploding in a 10-foot-radius burst, dealing 1d6 fire damage (Reflex DC 9 half).
''Explosive Charge ([[Ex]])'' While the diatha has 4 or fewer Hit Points, as a full action, the creature can move up to double its speed and make a bite attack. Its detonate ability then triggers.
</div>
<<section 'Diatha Elder' >>
Diathas are a common species of what are known as "explosive slugs." Found throughout the galaxy, including on Vesk-2, diathas store energy in chemical chains, rather than in fat deposits, causing the slugs to smell like raw petroleum. When threatened, diathas bite. and they sometimes regurgitate volatile materials that ignite on contact with air into the wound.
Diathas are cooperative creatures that organize themselves into hives. These hives live in warrens normal diathas slowly dig in the dirt, making distinctive mounds of churned soil with stable passages underneath. Diathas usually dig their warrens into gently rolling ground, but some can be found on hillsides or sheltered in ruins. The slugs have also adapted to maintenance tunnels and power conduits big enough to facilitate their movement. A single diatha hive claims a wide territory, building numerous communal mounds with extensive connecting tunnels. The diathas fiercely defend this territory, especially the hive mounds.
Such an interconnected diatha hive can contain hundreds of normal diathas, which work to find food for larvae and for older, stronger diathas known as elders. Their ultimate defensive adaptation is the ability to detonate their energy-packed flesh while in an injured and excited state. If a foe manages to break into a diatha hive, each of the creatures within is a potential explosive deathtrap. The loss of several diathas does little harm to the hive as a whole. However, the explosions can destroy or drive away predators much larger and more powerful than the diathas.
While diatha flesh is explosive, it is stable under in most circumstances. Like manufactured explosives, a diatha is difficult to set off unless "primed" first. Hurting a diatha initially has no effect. However, when a diatha is badly wounded, hormones released as a stress response destabilize its flesh. A diatha excited in this way launches itself into a suicide charge, slamming into a foe and detonating itself with an electrochemical spark from its brain. If the diatha's body takes certain types of damage after it becomes unstable, the creature also explodes.
As diathas age, they become more energy-rich and buoyant with stored internal gases, and their malleable bodies can extend winglike flaps. These floating diathas rise in prominence within the hive and enjoy less and less work. Such elders are expected to scout for food and potential territory in places only they can reach. They also guard the hive.
Although all diathas can exchange sex cells at any time, they produce no young until they achieve elder status. Elder diathas produce larvae, with a birth rate based on how much food the hive has. Normal diathas then care for the offspring. A hive with a dearth of food may struggle to produce enough larvae to replace diathas that die defending the hive, while hives with plentiful forage can expand so rapidly that one hive breaks into multiple smaller hives, expanding diatha territory in the region.
Diathas eat anything that won't kill them, converting it into the fuel-like liquid they require. They spread through battlefields, settlements, and starships, seeking out and eating energy-rich material, such as flamer petrol. A lone diatha is little threat. However, if an elder can break into a food source in a potential lair, that diatha can birth offspring. This new colony might become dangerous as the diatha population grows and the creatures become more territorial.
Diathas that burrow into the infrastructure of starships are often carried to new star systems. Being resilient creatures, they quickly adapt to their new environments. Xenobiologists believe this to be one reason they can be found throughout the galaxy. Diathas can dominate worlds in early stages of biological development, displacing or killing native species. The Pact Worlds and Veskarium have strict quarantine measures for vessels arriving from systems known to have diatha infestations, as do many other planets. However, these laws most often are passed in the wake of a diatha-related disaster.
A typical diatha is 2 feet long and weighs 90 pounds. Elders can grow to nearly 4 feet, weighing up to 50 pounds.
!! Diatha Ammunition
{{Diatha (weapon special property)}}
A combination of magic and technology can enable the use of larval [[diatha]] in physical ammunition, such as in an [[arrow]] (including special arrows other than grenade arrows), a [[dart]], a [[mini-rocket]], a [[round]] (small arm, heavy, long arm, or sniper), or a [[shell|scattergun shells]]. The larva is placed in a state of torpor, waking up only when the ammunition is fired, which immediately engages the larva's defensive chemistry. Such ammo is not only [[explosive]] ammunition, but also has the [[ignite]] weapon special property, dealing 1d4 fire damage. This ammunition costs 100 credits more than its unaugmented counterpart. Amplified diatha ammunition adds 500 credits to the cost; its [[fiery]] property deals 2d4 fire damage. Diatha ammunition is 1 item level higher than normal explosive ammunition. It increases the item level of any other ammunition it augments by 1, up to item level 8. Higher-level ammo doesn't increase in item level due to being diatha ammunition.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Small vermin
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''Immunities'' disease, poison
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' bite +14 (1d6+7 S; critical [[burn]] 1d4)
* ''Offensive Abilities'' detonate, explosive charge
!!! STATISTICS
''Str'' +2; ''Dex'' +3; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' –2
''Skills'' [[Acrobatics]] +11, [[Athletics]] +16
* ''Other Abilities'' buoyant, [[compression]], [[mindless]]
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or escort (3–5)
!!! SPECIAL ABILITIES
''Buoyant ([[Ex]])'' A diatha elder can hover as a swift action or part of a full action without needing to attempt an [[Acrobatics]] check. It can avoid falling damage as if it had perfect maneuverability.
''Detonate ([[Ex]])'' As [[diatha]], but the diatha elder is in the detonate state while at 20 or fewer Hit Points. Its explosion deals 2d6 fire damage and causes the [[burning]] condition dealing 1d4 fire damage (Reflex DC 13 for half damage and no burning condition).
''Explosive Charge ([[Ex]])'' As [[diatha]], but the diatha elder can use this ability while at 20 or fewer Hit Points.
</div>
You are especially hard to kill. Your wounds quickly stabilize when you're grievously wounded.
''Benefit:'' When you are dying, you can spend the required Resolve Points to [[stabilize]] and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.
''Normal:'' You must use Resolve Points to stabilize and to stay in the fight in separate rounds.
Whenever your starship has fewer than half its total Hull Points remaining, you gain a +1 enhancement bonus to your starship combat skill checks and gunnery checks.
Difficult terrain, such as heavy undergrowth, piles of junk, or steep stairs, hampers movement. Each move into a square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain. If you occupy multiple squares with different kinds of terrain, you can move only as fast as the most difficult terrain will allow. Flying and incorporeal creatures are not hampered by most difficult terrain, though a dense tree canopy or web of chains might count as difficult terrain for flying creatures.
A //diffraction cloak// bends light around it, causing the garment to subtly shimmer and hinting at its ability to warp nearby energy. While you wear this cloak, it protects you from cold, electricity, fire, and force damage. If an attack dealing such damage targets your EAC and hits, as a reaction you can force the attacker to be reroll the d20 and use the lower result. If you fail a saving throw against an effect that deals such damage, as a reaction you can reroll the saving throw and use the higher result. If you use a given //diffraction cloak//, you can't benefit from a different one for 24 hours.
The cloak allows a number of rerolls per day based on its type.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Rerolls/Day |h
|//diffraction cloak//, mk 1 | 5 | 3,200 | 1 | 1 |
|//diffraction cloak//, mk 2 | 9 | 12,500 | 1 | 2 |
|//diffraction cloak//, mk 3 | 13 | 51,000 | 1 | 3 |
</div>
name:digital assault torrent
range:medium
speed:—
damage:special
pcu:15
cost:25
special:[[hacking|Hacking]]
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleport)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Targets'' you
* ''Duration'' 1 hour/level or until expended; see text
</div>
You gain the ability to step into a piece of electronic equipment currently connected to a communication or information network (such as a [[comm unit]] or a computer connected to an infosphere), converting yourself into digital information and traveling along the network. Once uploaded onto a network, you teleport out from any device within 3,000 feet of the device that you entered; if no such device is in range, you emerge from the same device you entered. You are instantly aware of all unsecured devices connected to the same network as the one you entered, and you can attempt a [[Computers]] check (DC = 15 + 1-1/2 × the item's level) to detect other devices (this does not require an action); a single check renders you aware of all devices whose DC to detect you exceeded. If the item is a computer, your Computers check result must also exceed the DC required to successfully hack it. This movement acts as the //[[teleport]]// spell, except there is no chance of missing your destination.
When attempting to enter or exit a computer with one or more countermeasures, you automatically trigger any countermeasures that are not successfully disabled. When you emerge from a computer, you can attempt one Computers check, with the result compared to the DC of each countermeasure in place on that computer (this does not require an action); you suffer the effects of all countermeasures with a DC higher than the result of your check. Some countermeasures triggered in this manner are exceptionally dangerous, as noted below.
''Feedback:'' The digital virus uploaded into your data causes you to become exposed to the [[mindfire]] disease, but the disease has a save DC of 15 + half the item level of the destination device.
''Firewall:'' You arrive at the destination [[prone]], and you remain [[flat-footed]] and [[off-target]] for 1 minute.
''Wipe:'' Your recent memories are scrambled, with minor elements removed, causing you to be [[confused]] for a number of rounds equal to half the item level of the destination device (minimum 1 round).
A //digital harrow deck// is a modernization of an archaic means of fortune-telling whose roots trace back to vanished Golarion. Once per day, you can activate the deck as a full action. It projects holograms of 54 cards, which buzz around you. To begin the reading, you ask a question aloud to the harrow deck, causing all of the cards to come together as a deck; then, the deck uses hundreds of advanced pseudomystical calculations to deal a three-by-three array of cards for you, which it then uses to vocally interpret the circumstances surrounding your question. This works as the //[[augury]]// spell, with a spell level equal to the deck's item level.
Additionally, a mystic who has a //digital harrow deck// and who also knows //augury// can ignore the spell's requirement that a Resolve Point be spent to cast it. A mystic can do this a number of times per day equal to his Wisdom bonus.
A technomancer can designate a digital harrow deck as her [[spell cache]]. If she does, the deck's AI integrates with her own consciousness, providing her with a +1 bonus to her caster level for divination spells and effects. Additionally, she can spend 1 Resolve Point as a swift action when she casts a technomancer spell to draw upon the algorithms that allow the deck to function, adding a +1 insight bonus to the spell's save DC.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//digital harrow deck// | 5 | 3,500 | L |
</div>
name:digital raid node
range:medium
speed:—
damage:special
pcu:15
cost:15
special:[[hacking|Hacking (starship weapon property)]]
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 reaction
* ''Range'' personal
* ''Duration'' instantaneous
</div>
When you take damage from an effect, you can create a defensive conduit between yourself and one technological object, non-archaic armor, or non‑archaic weapon you're carrying or wearing that's 3 Bulk or less. The chosen object takes damage equal to 1d6 times your caster level, ignoring the object's [[hardness]]. You reduce the damage you take from the triggering attack by half this result, though you can't reduce the damage by more than 3 times the item's level.
name:digital strike conduit
range:medium
speed:—
damage:special
pcu:10
cost:10
special:[[hacking]]
Weapons with the digitize critical hit effect convert targets into raw data. On a critical hit, the target must succeed at a Will save (DC = 10 + 1/2 the item's level + your Intelligence modifier) or begin breaking down with blips of sound, taking the listed amount of sonic damage every round until the target succeeds at a Will save to end the damage. This functions as the [[burning]] condition, except as noted. The ongoing damage also ends if the target succeeds at a [[Computers]] check (same DC as the Will save) as a standard action.
Digitizers are usually gaudy weapons, likely manifested within some virtual reality or created by cultures locked in digital simulations. Digitizer weapons use standard batteries and insistently announce (sometimes in long-forgotten languages) that they require more ammunition whenever the battery is reduced below 20% its total capacity.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|digitizer pistol, silver | 7 | 6,000 | 2d4 So | 40 ft. | [[digitize]] 1d6 | 40 charges | 2 | L |[[bright]], [[professional]] (vidgamer) |
|digitizer pistol, gold | 13 | 46,000 | 5d4 So | 40 ft. | [[digitize]] 2d6 | 80 charges | 4 | L |[[bright]], [[professional]] (vidgamer) |
|digitizer pistol, holofoil | 19 | 580,000 | 10d4 So | 40 ft. | [[digitize]] 4d6 | 100 charges | 5 | L |[[bright]], [[professional]] (vidgamer) |
</div>
Digitizers are usually gaudy weapons, likely manifested within some virtual reality or created by cultures locked in digital simulations. Digitizer weapons use standard batteries and insistently announce (sometimes in long-forgotten languages) that they require more ammunition whenever the battery is reduced below 20% its total capacity.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|digitizer rifle, silver | 8 | 8,000 | 2d8 So | 80 ft. | [[digitize]] 1d8 | 40 charges | 2 | 1 |[[bright]], [[professional]] (vidgamer) |
|digitizer rifle, gold | 14 | 65,000 | 5d8 So | 80 ft. | [[digitize]] 2d8 | 80 charges | 4 | 1 |[[bright]], [[professional]] (vidgamer) |
|digitizer rifle, holofoil | 20 | 900,000 | 10d8 So | 80 ft. | [[digitize]] 4d8 | 100 charges | 5 | 1 |[[bright]], [[professional]] (vidgamer) |
</div>
Your ordered mind allows you to thoroughly search an area in less time.
''Prerequisites:'' [[Perception]] 1 rank.
''Benefit:'' You gain a +1 insight bonus to [[Perception]] checks. In addition, you can take 20 on a Perception check to [[search]] in only 5 times the usual amount of time, meaning it takes only 5 minutes for you to exhaustively search an area no more than 20 feet by 20 feet.
''Normal:'' It takes 20 minutes to exhaustively search an area no more than 20 feet by 20 feet.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Targets'' you and touched objects or touched willing or [[unconscious]] creatures
* ''Duration'' instantaneous
* ''Saving Throw'' none, Will negates (object)
* ''Spell Resistance'' no, yes (object)
</div>
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating its direction. You can bring along objects as long as their weight doesn't exceed your maximum load. You can also bring up to four additional willing or [[unconscious]] Medium or smaller creatures (carrying gear or objects up to their maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures.
All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. After using this spell, you can't take any other actions until your next turn (and each creature traveling with you can't take any other actions until its next turn). If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you each take 1d6 damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take 2d6 additional damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take 4d6 additional damage and the spell simply fails.
You have always known of and felt pulled toward the Dimension of Time. You might have encountered a hound of Tindalos or a time dimensional at some point in your life that created this unerring bond. You could explore the cosmos as an unwitting agent for the mysterious powers within the Dimension of Time, or you could simply use your powers for personal gain.
''Focal Paradox:'' Reflex saving throws
''Improved Anchor:'' Once per day, you can touch an object in your possession of 1 bulk or less. The object is protected from mundane effects of the passage of time (for example, metal does not rust, and fruit does not ripen or spoil) as long as you maintain this effect on it. You can maintain this effect on a number of objects equal to your Dexterity modifier (minimum 1) at any one time. If you exceed this limit, the oldest existing effect immediately ends. This ability has no effect on the functionality of technological objects.
''Greater Anchor:'' You can unfetter your ability to travel as you traverse through perfect moments in time. Once per day as a swift action, you can move through difficult terrain without penalty, you increase all of your speeds by 20 feet, and you gain a +4 circumstance bonus to saving throws against any effects that would impart the [[entangled]], [[exhausted]], [[fatigued]], [[flat-footed]], [[grappled]], [[paralyzed]], [[pinned]], [[staggered]], or [[stunned]] conditions. These benefits last for a number of rounds equal to your precog level.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature or object
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes (object)
</div>
You fire a ray at the target, making a ranged attack against its EAC. On a hit, the target is covered in a shimmering field that prevents planar travel. The target can't be affected by any effect that causes the target to move extradimensionally or to another plane, such as teleportation, summoning, plane shifting, astral travel, ethereal travel, and so on. An affected starship can't enter or emerge from Drift travel.
Your legs are fitted with braces attuned to the resonance frequency of the Astral Plane. Once per day as a standard action, you can teleport yourself, per //[[dimension door]]//, with a maximum range of 120 feet. You can't bring any other creatures with you.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//dimensional braces// | 12 | 38,000 | all legs |
</div>
These devices are handheld and circular in shape and have a very high-resolution screen and simple controls. Dimensional comm units are a [[kishalee]] version of the [[comm units]] commonly found in the Pact Worlds, but they function using the remnants of the vast demiplane network utilized by the now extinct kishalee civilization. The advantage of dimensional comm units is that their text and verbal communications are instantaneous, whether in the same system or through interstellar space, but because of the degraded state of the kishalee dimensional network, they work only sporadically. Prior to use, a dimensional comm unit must be linked with at least one other unit—a process that takes only a minute when all units to be linked are on the same planet. Dimensional comm units nearly always work when used on the same planet to reach other linked devices. Over greater distances, each time a dimensional comm is used, there is a 50% chance that it will function properly if used in the same system or a 25% chance if the communication is interstellar (this is rolled in secret by the GM), but only with linked dimensional comm units. If two linked dimensional comm units make a connection, they retain that connection for 24 hours. If the dimensional comm units don't manage to connect, the users can try again after 24 hours. Dimensional comm units do not function within the Drift or on other planes.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|dimensional comm unit | 6 | 4,500 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' you and one creature within range
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature, otherwise functioning as per //[[dimension door]]//. You take 1d6 bludgeoning damage, and the other creature takes 3d6 bludgeoning damage (Reflex half). Attempt a [[bull rush]] combat maneuver against the other creature, using your caster level + your key ability score modifier + 2 as your attack bonus. Compare the result to the target’s KAC + 8, as normal. For every 5 feet the creature travels this way, it takes an additional 1d6 bludgeoning damage. If your bull rush combat maneuver fails, you immediately move to the nearest available space; this movement doesn’t provoke an attack of opportunity.
This fusion infuses the disruption of kishalee weapons into the weapon's output. Half of the weapon's damage type is replaced with sonic damage, and it gains the [[stagger]] critical hit effect. You can activate or deactivate the //dimensional disruption// fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type is replaced each time you activate the //dimensional disruption// fusion). If the weapon already has a critical effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the stagger effect, though you can apply the staggered effect only if the target takes sonic damage from this fusion. This fusion can never cause a weapon that normally targets KAC to target EAC.
Dimensional disruption weapons were available in various forms and strengths, but those left within the Gate of Twelve Suns are pistols (small arms), rifles (longarms), and a few [[grenades|disruption grenade]]. A dimensional disruption weapon creates a streamlike gravitational wave function that disrupts subatomic fields in an effect similar to a sonic attack, but it can [[stagger]] a target rather than deafen it, as the wave function momentarily disrupts the fabric of space around the target.
Disruption pistols and rifles expend twice the usage and have half the range when used on any plane other than the Material Plane. If used in the Drift, they deal damage to the user rather than the target on any attack roll of a natural 1.
As a move action, you teleport up to 10 feet, extracting yourself from any impediments. If you are [[entangled]], [[grappled]], or [[pinned]], these conditions end. If you are [[prone]] and would move to a solid surface, you are now standing. If you are [[off-kilter]] due to being in zero gravity, you right yourself. You must have line of sight to your destination. This movement doesn't provoke attacks of opportunity. After you use this ability, you can't use it again for 1d6 rounds. You must know the [[flash teleport]] paradigm shift to learn this paradigm shift.
These [[manacles]] are crafted from a special hardened ceramic etched with mystic symbols. They are opened with a security code. A creature restrained by //dimensional fetters// that attempts to use a teleportation effect or spell fails unless it succeeds at a DC 30 Will saving throw.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//dimensional fetters// | 8 | 9,200 | 1 |
</div>
This augmentation grafts into your pituitary gland or other organs responsible for regulating growth, forcing your body to conform to smaller or larger versions of yourself from parallel realities. Once per day as a full action, you can activate the augmentation to either grow one size category larger (maximum Large) or shrink to one size category smaller (minimum Tiny) than your natural size. If you grow, your weight increases by a factor of 8, you gain a +1 enhancement bonus to Strength ability checks and skill checks, and your reach increases by 5 feet if your new size is Small or Large. If you shrink, your weight decreases by a factor of 8, you gain a +1 enhancement bonus to Dexterity ability checks and skill checks, and your reach decreases by 5 feet if your new size is Tiny (minimum 0-foot reach) or Medium (minimum 5-foot reach). If you attempt to grow to a size that your current space can't accommodate, the transformation fails. Your equipment resizes to remain functional, and your other statistics are unchanged. Any equipment that leaves your possession for more than 1 minute reverts to its normal size over the following round.
An //experimental dimensional gland// can sustain this transformation for a number of minutes equal to your Constitution modifier (minimum 1 minute). An //immersive dimensional gland// can sustain the transformation for a number of hours equal to 1 + your Constitution modifier (minimum 1 hour), and you can spend 1 Resolve Point as a full action to increase the duration by an additional number of hours equal to your Constitution modifier. Once the duration expires, or once you dismiss the effect as a full action, you revert to your original size.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//dimensional gland, experimental// | 5 | 3,100 | endocrine |
|//dimensional gland, immersive// | 13 | 50,000 | endocrine |
</div>
As a reaction when you would take damage from an ongoing condition (such as [[bleeding]] or [[burning]]), you can heal your recurring wounds by replacing them with already-sealed wounds. This ends the triggering condition before you take damage from it this turn. At 11th level, if you have a temporary [[blinded]] or [[deafened]] condition with a duration of less than 1 minute, you can spend 1 Resolve Point to end one or both of these conditions as well when using this ability.
Suspected to have been left behind by an ancient alien civilization that abandoned its home planet sometime during the Gap, a //dimensional modulator// looks like an asymmetrical computer with a display depicting several vertical columns of glowing digital runes that continuously morph and shift. The display is attached seamlessly to a cylindrical clockwork engine the approximate size and weight of a fire extinguisher, containing myriad ancient-looking cogs and gears incongruously integrated with more modern parts. A series of tuning forks of varying lengths, which protrude from the top of the apparatus, move when a large mechanical crank affixed to one side is operated. Three times per day as a standard action, you can aim the device at a single creature within 30 feet and turn the crank clockwise five full turns; this requires the use of two hands. This causes the //dimensional modulator's// engine to generate bright flashes of energy, the symbols on its display to change rapidly, and the tuning forks to spin, rise, and fall, emanating an eerie tone. The target must then succeed at a DC 22 Fortitude save or be immediately transformed into a two-dimensional creature for 1d4 rounds. If the target succeeds at the saving throw, there is a 50% chance that you are affected by the //dimensional modulator// instead. You must attempt the same saving throw, but if you fail, you are transformed for 1d6 rounds instead.
Any creature that becomes two-dimensional in this way is perfectly flat and thin as paper, as if the creature is an animated painting or living shadow. Any equipment a two-dimensional
creature is holding at the time of transformation transforms with the creature. Such a creature can only move and take the combat banter action to speak. They can pass through other creatures' spaces without provoking attacks of opportunity and can move along ceilings, floors, walls, and other flat surfaces as if affected by //[[spider climb]]// (though they need not have any limbs free to do so) at double their normal land speed. A two-dimensional creature can attempt [[Perception]] and [[Stealth]] checks, gaining a +10 circumstance bonus to Stealth checks if they move along a wall covered in paintings, graffiti, or other images. A two-dimensional creature can still be the target of attacks, spells, and special abilities, but they gain a +8 circumstance bonus to Armor Class, a +4 circumstance bonus to all saving throws, and [[DR]] 20/magic. If a creature dies while two-dimensional, their image is etched permanently onto the flat surface where they perished.
Some believe the aliens who created the //dimensional modulators// are still alive today, having transformed themselves into creatures perceived in more dimensions than most denizens of the Pact Worlds can comprehend.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//dimensional modulator// | 14 | 56,000 | 2 |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium outsider (chaotic, evil, extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +11; ''Ref'' +9; ''Will'' +9
* ''Defensive Abilities'' resist conjuration; ''DR'' 5/lawful
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +20 (3d4+13 S plus [[grab]])
* ''Spell-Like Abilities'' (CL 8th)
** 1/day—//[[displacement]]//
** 3/day—//[[dimensional anchor]]//, //[[plane shift]]//
** At will—//[[dimension door]]//
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +5; ''Int'' –2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Mysticism]] +16, [[Sense Motive]] +16, [[Stealth]] +16
* ''Languages'' Aklo
* ''Other Abilities'' dimension mastery, planar mastery
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or gang (3–8)
!!! SPECIAL ABILITIES
''Dimension Mastery ([[Ex]])'' After being affected by //[[dimension door]]//, a dimensional shambler can take actions normally. In addition, the shambler can attempt a [[Mysticism]] check to ignore effects that prevent planar travel (DC = 10 + the level or CR of the effect or its creator, whichever is higher). If successful, the shambler ignores the effect for 1 round.
''Planar Mastery ([[Ex]])'' When a dimensional shambler uses //[[plane shift]]//, it does so as a full action during which it shimmers and fades to transparency. The shambler can arrive in a specific location if it succeeds at a DC 20 [[Mysticism]] check. In addition, a dimensional shambler can take one unwilling creature with it when it uses //plane shift//, provided the
shambler has the target [[grappled]] or [[pinned]]. The creature can negate the //plane shift// effect on itself with a successful DC 16 Will save.
''Resist Conjuration ([[Ex]])'' Dimensional shamblers are immune to effects that have the calling or summoning descriptors. A shambler can sense when it has been targeted by such an effect and use //[[plane shift]]// to travel to the location of the effect's creator.
</div>
Dimensional shamblers are lean, humanoid-shaped beings that move as if intoxicated. They are relentless planar explorers. Violence and abduction define their interactions with other creatures.
As a standard action, you can attempt to hack an active spell effect that you're aware of to reduce its duration. You must be able to touch the area, creature, or object affected by the spell that you want to hack. As part of the hack, attempt a [[Mysticism]] check with a DC equal to 15 + 1-1/2 × the caster level of the spell. If you succeed, you reduce the spell's duration by 50%. If this reduces its duration to less time than the effect has already been active, the spell ends as if dispelled. If you fail the check by 5 or more, you can't attempt to hack that spell again for 24 hours. This ability does not affect spells with an instantaneous or permanent duration.
When a //diminisher grenade// explodes, it twists space-time enough to accelerate the duration of magic and other effects in the blast radius. Any existing effect that has a duration measured in rounds has its remaining duration reduced by 2d4 rounds. If this reduction drops the remaining duration to 0 or less, the effect ends.
A //diminisher grenade// affects only items and spells of the indicated level or lower or, for other effects, only those created by creatures with a CR or level equal to or lower than that listed.
* ''Mk 1:'' Item level or CR 3; spell level 1st
* ''Mk 2:'' Item level or CR 6; spell level 2nd
* ''Mk 3:'' Item level or CR 9; spell level 3rd
* ''Mk 4:'' Item level or CR 12; spell level 4th
* ''Mk 5:'' Item level or CR 15; spell level 5th
* ''Mk 6:'' Item level or CR 18; spell level 6th
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//diminisher grenade//, mk 1 | 3 | 270 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
|//diminisher grenade//, mk 2 | 6 | 675 | 20 ft. | drawn | L |[[explode]] (15 ft.; see text) |
|//diminisher grenade//, mk 3 | 9 | 2,100 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
|//diminisher grenade//, mk 4 | 12 | 5,700 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
|//diminisher grenade//, mk 5 | 15 | 17,000 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
|//diminisher grenade//, mk 6 | 18 | 51,000 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
</div>
The //dimming// weapon fusion douses any technological lights carried by the targets of its attacks. On a hit with a //dimming// weapon, any technological light sources that the target is carrying or wearing, such as [[portable lights]], cease to function until the end of your next turn. This doesn't affect any other functions of these light sources other than their light-producing capability.
The term "dinosaur" refers to a category of reptilelike fauna associated with a planet's prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water's surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
!! Creating Dinosaurs
The dinosaurs in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique dinosaur, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, altering the damage type to suit the weapon. Then add elements from [[Environmental Grafts]]. Tailor anything you want to fit your concept.
<div class="statblock">
* ''Level'' 11; ''Price'' 65,000
* Colossal land vehicle (160 ft. wide, 1,200 ft. long, 40 ft. high)
* ''Speed'' 70 ft., full 550 ft., 65 mph (fly)
* ''EAC'' 23; ''KAC'' 24; ''Cover'' total cover
* ''HP'' 180 (90); ''Hardness'' 5
* ''Attack (Collision)'' 13d10 B (DC 12)
* ''Modifiers'' –5 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autopilot ([[Piloting]] +17), enhanced sensors ([[sense through]] [vision; clouds only] 100 ft.), expansion bay
* ''Passengers'' 50
</div>
These cargo haulers are used predominantly on planets with ultra-dense, carbon dioxide-rich atmospheres. Dense atmospheres allow the wingships to carry heavy loads as basic ground-effect vehicles, providing significant cost savings over orbital launch or true anti-grav propulsion. They're often hardened against the toxic atmospheres of the planets they operate on and can carry several hundred tons of cargo at speed.
You can persuade others to be friendly toward you, resolve conflicts and differences, and learn common knowledge and rumors floating around a settlement.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
You’re an expert negotiator who can slyly maneuver in social circles as readily as you maneuver across a battlefield.
* ''Associated Skills:'' [[Culture]] and [[Diplomacy]]. You can attempt a Diplomacy check with a +5 bonus to make a [[trick attack]] against a foe by calming or tricking them into thinking you’re not a threat. Each time you use Diplomacy to make a trick attack, this bonus decreases by 1d4 (minimum +0) until the end of the encounter.
* ''Specialization Exploit:'' [[infectious charm]]
* ''Influencer ([[Ex]])'': At 11th level, when you exceed the DC of a [[Diplomacy]] check to [[improve the attitude|Change Attitude (diplomacy)]] of a creature by 5 or more, you can improve their attitude by one additional step.
You have been trained to make peace and strive for amicable solutions in the most tension-filled situations. You could be a benevolent consul, seeking the best for all parties, or a political bully, forcing others into line. It's possible you serve as an agent of a nation, religion, or species. No matter how you use your influence, you spend much of your time negotiating with potentially unfriendly people when only your words stand between you and violence. That doesn't mean you don't carry a gun, but it does mean you generally try talking first.
!! Theme Knowledge (1st)
Thanks to your training to read body language and vocal inflections, it is difficult to lie to you. You believe a truthful statement contains deceptions or that a lie is a truthful state only when you fail a [[Sense Motive]] check to [[detect a deception|Detect Deception]] by 10 or more. [[Diplomacy]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Friends in High Places (6th)
Your connections with important people can open doors that would otherwise be closed. You can spend time negotiating with the proper authorities to gain access to people or places that might normally be barred to you, such as contacting a law officer to get access to a crime scene or calling an important politician to arrange a meeting. The GM determines how much time is required to gain such access, but doing so takes at least 1d4 hours. Gaining access requires a successful [[Diplomacy]] check (DC = 10 + the CR or level of the individual sought; the GM can increase the DC by 5 or more if access would normally be restricted). This ability doesn't alter the attitude of any person you might gain access to by using it.
!! Diplomatic Immunity (12th)
You are a famous diplomat, so people who should recognize you by name and appearance do so with a successful DC 10 [[Culture]] check (DC 15 to recognize you only on sight). Reduce by 5 the DC of Diplomacy checks to talk your way out of trouble for any indiscretions you commit. In addition, few people wish to face the consequences of killing famous diplomats. Sapient enemies who know who you are attempt to subdue you rather than kill you, unless you give them a plausible self-defense stance by taking actions that threaten their lives. All aspects of this ability function at the GM's discretion. Egregious illegal activity is still likely to land you in deep trouble, and enemies who care little for legal or social repercussions might try to kill you despite your reputation.
!! Job Satisfaction (18th)
In a galaxy where violence all too often seems inevitable, seeing your words make an impact can reinforce your commitment to peace. Up to twice per day, after you successfully improve a creature's attitude toward you by at least one step, you regain 1 Resolve Point.
You quickly understand individuals whom you engage in conversation, and you can encourage rumor and gossip.
''Prerequisites:'' [[Diplomacy]] 1 rank
''Benefit:'' When you’re in a social setting—such as a banquet, party, or rave—and attempt to use [[Diplomacy]] to [[gather information]] on a specific individual who’s present, you can perform the gather information task in 10 minutes instead of requiring 1d4 hours.
You manage to pull through one last time, even when you have nothing left to give.
''Prerequisites:'' Con 15.
''Benefit:'' Once per day, when you are reduced to 0 Hit Points and have no Resolve Points remaining, you immediately stabilize.
When you cast a polymorph spell on a target with the shapechanger subtype and that target attempts to end your polymorph effect using its [[change shape]] ability, that foe must attempt a Will save. If the foe fails its Will save, it fails to transform into the form allowed by its change shape ability and can't attempt to do so again for the rest of your polymorph spell's duration.
Some technology and spells allow you to redirect an effect to new targets or areas. Redirecting requires a move action unless the technology or spell states otherwise.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You flood targets' minds with a magical effect similar to a computer virus that duplicates every sensation of lifting, carrying, and being burdened. Targets become [[encumbered]], or they become [[overburdened]] if already encumbered.
Directive 9 agents fulfill a variety of roles in their organization and the communities they infiltrate, from assassins and bruisers to diplomats and hackers. Despite these differences, certain characteristics connect agents’ expertise, most notably their ability to use specialized gear, escape sticky situations, and think on their feet.
The Directive-9 field agent archetype grants alternate class features at 2nd, 4th, 6th, 9th, and 12th levels.
!! Sly Agent (2nd)
You’re a master of observation while avoiding being observed yourself. [[Perception]] and [[Stealth]] are class skills for you. For each of these skills that’s already a class skill for you (or becomes a class skill) from a source other than this archetype, you gain the ability to roll that skill twice and use the better result once per day.
!! Skirt Blindsense (4th)
Directive 9 trains its agents early in how to avoid detection by creatures with exceptional senses. If a creature with [[blindsense]] attempts a [[Perception]] check to notice you when you’re hiding using [[Stealth]], the perceiving creature becomes aware of your location only if its check exceeds your Stealth check by 5. The same applies to creatures with [[blindsight]], except that they merely become aware of your location (rather than observing you) unless their Perception check exceeds your Stealth check by 5. This ability applies against creatures with blindsense, or blindsight via scent, sound, or vibration. At 11th level, this ability applies against creatures with blindsense, or blindsight via emotion, life, or thought. This ability skirts detection via scent for only 10 minutes, after which creatures with scent can detect and follow your trail.
!! Tricky Target (6th)
Other spies find you particularly difficult to pin down. If a creature you’re observing targets you with a [[trick attack]] or a [[stunt and strike]], you can attempt an [[Acrobatics]] or [[Sense Motive]] check as a reaction. If your result equals or exceeds that of the trick attack or stunt and strike skill check, any extra damage or negative status effects from the trick attack or stunt and strike are negated, although the action still resolves as a regular attack. If your result exceeds the skill check by 5 or more, the creature performing the trick attack or stunt and strike gains the [[off-target]] condition until the end of its next turn.
!! Burrowed Loyalty (9th)
The loyalty of Directive 9 runs deep, and its agents are trained and conditioned to remain loyal even when under intense or supernatural pressure. When under the influence of a mind-affecting effect that commands you to act against the interests of the Veskarium, you can ignore those commands for 1 round. You don’t have to use this ability immediately when targeted by a mind-affecting effect; you can wait until any time during the effect’s duration to use Burrowed Loyalty. This ability recharges when you take 10 minutes to recover Stamina Points, but you can spend 1 Resolve Point to recharge it immediately.
!! Spy Tool (12th)
Whether well prepared or excellent at improvising, you always have the tool you need. You can cobble together a useful spy tool from objects in your environment or on your person. Creating a spy tool takes 10 minutes, and the tool functions like any single basic melee weapon, grenade, small arm, or technological item of light or negligible bulk and an item level no greater than your level – 2. Weapons created using this ability can’t be fitted with weapon accessories or fusion seals, and they don’t come with batteries or ammunition; you must supply such resources separately. The spy tool is unstable, and only you can use it effectively. If anyone else tries to use the spy tool, it collapses harmlessly into junk. Once you use this ability, you must spend 1d4 hours in a typical settlement or 10 minutes at a Directive 9 base of operations replenishing the materials needed to use it again.
Pirates are the most common users of dirge cannons. The potbellied, shoulder-resting weapons cause a brief but intense sound burst at frequencies and pressure sufficient to rupture living cells while leaving inorganic objects unharmed. The result is a weapon that can eliminate a starship's crew without causing any damage to the vessel or its cargo. Those who prefer lighter damage favor harmonic and resonant cannons, leaving anharmonic and parametric models for situations that call for carnage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dirge cannon, harmonic | 2 | 900 | 1d8 So | 20 ft. | [[deafen]] | 20 charges | 4 | 3 |[[antibiological]], [[blast]], [[unwieldy]] |
|dirge cannon, resonant | 7 | 4,270 | 2d6 So | 30 ft. | [[deafen]] | 40 charges | 4 | 3 |[[antibiological]], [[blast]], [[unwieldy]] |
|dirge cannon, anharmonic | 13 | 49,900 | 5d6 So | 40 ft. | [[deafen]] | 80 charges | 4 | 3 |[[antibiological]], [[blast]], [[unwieldy]] |
|dirge cannon, parametric | 16 | 172,000 | 7d6 So | 50 ft. | [[deafen]] | 80 charges | 4 | 3 |[[antibiological]], [[blast]], [[unwieldy]] |
</div>
The oscillating sonic waves discharged from a dirge pistol work like those fired from a [[dirge cannon]]. Raiders and hijackers prize these weapons for their effect against living targets, which can leave many valuables unharmed. Harmonic and resonant dirge pistols generate stable oscillations, while the anharmonic, parametric, and radial dirge pistols have concentric generator cylinders to produce dissonant and more harmful output.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dirge pistol, harmonic | 1 | 440 | 1d3 So | 20 ft. | [[sicken]] | 20 charges | 1 | L |[[antibiological]] |
|dirge pistol, resonant | 6 | 4,950 | 1d8 So | 40 ft. | [[sicken]] | 20 charges | 1 | L |[[antibiological]] |
|dirge pistol, anharmonic | 10 | 20,500 | 3d4 So | 40 ft. | [[sicken]] | 20 charges | 1 | L |[[antibiological]] |
|dirge pistol, parametric | 15 | 133,000 | 6d4 So | 60 ft. | [[sicken]] | 20 charges | 1 | L |[[antibiological]] |
|dirge pistol, radial | 19 | 660,000 | 10d4 So | 60 ft. | [[sicken]] | 20 charges | 1 | L |[[antibiological]] |
</div>
Cosmopolitan Arkanen, prominent among Liavara's many moons, prides itself on being home to one of the most learned and urban populations in the Pact Worlds. Arkanen home to two sapient species with a deeply intertwined history: dirindis and [[sazarons]]. The two species co-govern their world and work on most major enterprises collaboratively. Dirindis provide creativity, optimism, and ideas, while the scholarly sazarons make sure projects stay on schedule and on budget. The two species get along well, complementing each other's strengths and respecting each other's differences.
Dirindis are stout humanoids with three eyes and an affinity for humor and electricity. They greet each other with friendly zaps of electricity and outrageous retellings of recent adventures, and visitors to Arkanen are unlikely to avoid some enthusiastic zapping from the locals.
Dirindi family units are large and complex, with extensive networks of siblings and cousins. Dirindis often adopt friends of other species into this chaos, especially sazarons, gnomes, and humans. Dirindis are born to two biological parents, but most are polyamorous, committing to multiple partners for long-term caring relationships and sharing the raising and education of the young. Although dirindis can be found in every profession, they are drawn to social professions and are often bureaucrats, educators, merchants, and politicians.
Dirindis love to laugh and believe there is no tale that cannot be made better with embellishment. Prone to exaggeration and hyperbole, they use allegories and jokes to approach deeper truths about the conditions and relationships of sapient beings. They're not out to deceive; to a dirindi, jokes aren't funny unless everyone gets to share in them. Dirindis treat con artists and other social predators as outcasts, and Arkanen law punishes such offenders harshly. While dirindis support ideals of honesty and disclosure, they're often hazy with details and don't mind filling knowledge gaps with conjecture. Throughout the Pact Worlds, the phrase "as accurate as a dirindi fact-checker" conjures their trademark lax research and unreliable newscasts. Despite this—or perhaps because of it—dirindi newscasts are among the most popular in the Pact Worlds. What they lack in strict accuracy, they make up for in raw enthusiasm. As they are gifted linguists, dirindis can broadcast in virtually every known language of the Pact Worlds.
Parallel to but separate from the dirindi population on Arkanen is that of the moon Osoro, which dirindis populated before the Gap. Osoro has large predators and toxic-gas seas, but its highly charged atmosphere and frequent lightning storms proved irresistible for the dirindis who settled there. Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. Few sazarons travel to Osoro, and the dirindis on this moon have become more serious, self-reliant, and survival oriented. They still tell wildly exaggerated tales of [[irokiroi]] hunts and other adventures, and still celebrate some of the same holy days as their counterparts on Arkanen, but they see themselves as entirely independent.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Dirindi are Medium humanoids with the dirindi subtype.
* ''Convivial:'' Dirindis know a number of bonus languages equal to twice their Intelligence bonus, half of which must be chosen from either the prevalent languages of the Pact Worlds or the racial languages their allies speak. They also gain a +2 racial bonus to [[Diplomacy]] checks.
* ''Dirindi Senses:'' Dirindis have [[blindsight]] (electricity) with a range of 60 feet and [[low-light vision]]. They gain a +2 racial bonus to [[Perception]] checks.
* ''Electrical Affinity:'' Dirindis have [[resistance]] 5 to electricity, and they gain the following spell-like abilities. The caster level for these effects is equal to the dirindi's level.
** 1/day—//[[jolting surge]]//
** At will—//[[energy ray]]// (electricity only)
!! Electrical Affinity Graft
{{Electrical Affinity}}
You make an unorthodox attack to briefly hinder the target. A dirty trick could be throwing sand in the target's eyes, jamming a rock into his actuators, or any other improvised action designed to put your opponent at a disadvantage. Your target is [[blinded]], [[deafened]], [[entangled]], [[off-target]], [[shaken]], or [[sickened]] (your choice) for 1 round, plus 1 additional round for every 5 by which the result of your attack roll exceeds the target's KAC + 8. The target can remove the condition as a move action. A dirty trick is normally a melee attack, but a GM can allow certain actions to count as dirty tricks at range, in which case you take a –2 penalty to your attack roll for every 5 feet between you and the target.
Whenever you attempt a [[Computers]] check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the [[flat-footed]] condition: [[blinded]], [[deafened]], [[entangled]], [[off-target]], [[shaken]], or [[sickened]]
(your choice).
You can use Engineering to disable a lock, a trap, or a mechanical or technological device, or to disarm an explosive, as long as the device is unattended and you can access it. The amount of time this takes depends on the complexity of the device but typically requires at least one full action. The DC of the check is determined by the GM and is based on the complexity of the device. For extremely complex devices or systems, the GM might require multiple checks. The GM rolls the Engineering check to disable a device in secret, so you don't necessarily know whether your attempt has succeeded or failed. If you succeed, you disable the device. If you fail the check and discover your error, you can attempt to disable the device again. If you fail the check by 5 or more, something goes wrong. If the device is an explosive or a trap, you trigger it. If you are attempting some sort of sabotage, you think the device is disabled, but it still works normally.
You can also use the disable device task to rig a device to work normally for a while, and then become disabled sometime later. This increases the DC of the check by 5. If you want to leave no trace of your tampering, the DC increases by an additional 5. If you succeed at the check, you can rig the device to become disabled up to 1 round later for each rank of Engineering you have. If you fail the check by 5 or more, your efforts have the same effect as if you were merely attempting to disable the device.
Due to the danger, you cannot take 20 on an Engineering check to disable a device.
The DC for an Engineering check to disable a device is based on the complexity of the device. The following chart provides base DCs by complexity, examples of such devices, and the time it takes to disable such devices. The GM can adjust these DCs and times to reflect other circumstances. Systems with redundancies or similar safety measures could have DCs 1 to 5 higher than those listed.
<div class="table-wrapper">
|Device |Example | Time | DC |h
|Simple device |Jam a door | 1 round | 10 |
|Tricky device |Sabotage a simple propulsion system | 1d4 rounds | 15 |
|Difficult device |Disarm or reset a sentry turret or a similar trap | 2d4 rounds | 20 |
|Complex device |@@.constrained Disarm an explosive or a security system from a control panel or similar device@@ | 2d4 rounds | 25 |
|Equipment |Disable an armor upgrade, powered armor, or a weapon | 2d4 rounds | 15 + 1-1/2 × item's level |
|Simple lock |— | 1 round | 20 |
|Average lock |— | 1 round | 25 |
|Good lock |— | 1 round | 30 |
|Superior lock |— | 1 round | 40 |
</div>
You can use Mysticism to disable a magical trap or other magical item. This functions as the disable device task of the [[Engineering]] skill, and the DC of the check is based on the trap itself. You can't take 20 on a Mysticism check to disable a magic device.
A character with root access to a computer can disable or manipulate a countermeasure or module as a standard action with a DC 10 Computers check. If you have access (but not root access) to a computer, you can attempt a Computers check to activate, add, disable, or manipulate any countermeasure or module. If you want to affect a countermeasure or module that is behind a firewall, you must first [[hack the system|Hack System]] to gain access to it. Activating or disabling a countermeasure or module generally takes a standard action. Adding or removing a module generally takes 1 minute per tier of the computer. All of these tasks have a DC equal to the DC to hack the system. You cannot take 20 on a Computers check to disable or manipulate a module.
You knock an item the target is holding out of the target's hands and onto the ground. If you have a hand free, you can automatically grab the item with your hand before it falls.
When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.
For your [[debilitating trick]], you can attempt to disarm the target. Choose an item the target is holding that would be subject to a standard disarm combat maneuver. The target must succeed at a Reflex save or drop that item. If the target gains a bonus to its KAC against disarm combat maneuvers it adds this bonus to its saving throw, and if it is immune to the disarm combat maneuver it is immune to this operative exploit. Once you have used this ability to attempt to disarm a creature, that creature is immune to your disarming attack for 24 hours.
For your [[debilitating trick]], you can attempt to scare your opponent into dropping whatever they're holding. Attempt an [[Intimidate]] check to [[demoralize]] a target within 30 feet of you. If you succeed, choose an item the target is holding that would be subject to a standard [[disarm|Disarm (combat maneuver)]] combat maneuver. The target must succeed at a Will save or fumble that item. A fumbled item isn't dropped, but the target can't operate the item without spending a move action to restore its grip on the item, and until the target restores its grip, combat maneuvers made to [[disarm|Disarm (combat maneuver)]] the fumbled item gain a +5 bonus. If the target fails its Will save by 5 or more, it instead drops the item as if you had disarmed it.
This ability can instead impede a target using a weapon with the [[integrated]] weapon special property. Failing the Will save by any amount causes the target to believe your attack damaged the integrated weapon in some way, preventing them from using that weapon for 1d6 rounds. As a move action, the target can check the affected weapon to end this effect.
Once you've used this ability against a creature, it becomes immune to your disarming command for 1 hour.
When you score a critical hit with a weapon that has the [[disarm|Disarm (weapon property)]] special property, you can choose to forgo the normal benefits of a critical hit (both the doubled damage and any critical hit effects). If you do, the attack deals normal damage. Roll the attack a second time to perform a disarm combat maneuver against the target.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' no
</div>
Each round, you concentrate on one target within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth or uncover unintentional inaccuracies, and it doesn't necessarily reveal evasions. Each round, you can concentrate on a different target.
If you overhear or otherwise intercept a secret message, you can use Sense Motive to learn the gist of its true meaning. Doing so in combat is part of combat banter. Your Sense Motive check is opposed by a Bluff check attempted by the creature passing the secret message. If you succeed, you learn the information contained in the secret message. If you fail (or if there is no secret message), you don't detect any hidden meaning in the message. If you fail the check by 5 or more, you might infer false information, as determined by the GM. Often, the GM rolls these checks in secret and informs you of the results.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature or technological object
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' no
</div>
You can dissipate the charges from one technological object, temporarily depower one electrically powered technological object that does not use charges, or severely hinder a construct with the technological subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the spell targets a creature not of the technological subtype, it affects a random charged or electrically powered item in that creature's possession. If the target is a construct with the technological subtype, it is staggered and cannot use any energy-based attacks for 1d4 rounds. A construct with the technological subtype that is affected by this spell can attempt a Fortitude saving throw at the end of each round to shrug off the effect.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Targets or Area'' one creature or technological object, or a 20-ft.-radius burst
</div>
This spell functions as //[[discharge]]//, except it can discharge multiple technological objects. You can use it in one of two ways: an area discharge or a targeted discharge.
''Area Discharge:'' When used in this way, the spell affects everything within a 20-foot-radius burst. Each creature in the area is affected as though by discharge (affecting only one object in the creature's possession), and each unattended object is similarly affected.
''Targeted Discharge:'' If this spell targets a single creature, it can discharge one randomly determined object from the target's charged or electrically powered possessions for every 4 caster levels you have.
Not all those who study magic do so in order to cast spells—some wish only to defend themselves against them. Operatives with the disciple specialization spend as much time training their minds as they do their bodies, meditating to steel themselves against harmful magical effects. Their familiarity with magical traditions and techniques makes them especially adept at fighting spellcasters. Magical organizations, especially those with precious artifacts in need of protection, often seek out non-spellcasters with mental fortitude to train as disciples, tasking them with guarding their treasures upon the completion of their training.
* ''Associated Skills:'' [[Mysticism]] and [[Perception]]. By peering into the realms of reality that normally remain hidden, you can attempt a Mysticism check with a +4 bonus to make a [[trick attack]]; also, Mysticism is a class skill for you.
* ''Specialization Exploit:'' [[experiential learning]]
* ''Spell Resistance ([[Ex]]):'' At 11th level, you learn methods to defend yourself against a specific individual's magic. You can select a target you have observed for at least 1 round of combat or 5 minutes outside of combat. You gain [[spell resistance]] equal to 11 + your character level against that target for 1 minute. Once you've used this ability, you can't use it again that day, but you can spend 1 Resolve Point to recharge it immediately.
Many kasathas worship the mysterious deity known as the Black Butterfly, a goddess born when an aspect of Desna split off and attained its own divinity, purpose, and adherents. On the world-ship Idari, the Temple of the Black Butterfly trains those of stalwart mind and body to oppose creatures of the void. Many disciples of the Stillness living at the temple take a vow of silence to better commune with their deity, but others choose to renounce worldly pleasures or personal attachments while retaining their use of speech. Soldiers, solarians, and vanguards often join the order, and most live as ascetic warriors protecting their communities while passing techniques down to younger disciples.
This archetype grants optional alternate class features at 2nd, 4th, 9th, and 18th levels. At each of these levels, you can choose the alternate feature or the class feature for your class.
!! Sense Evil (2nd)
Once per day, you can detect the presence of evil creatures within 60 feet of yourself as a standard action. As a full action, you can concentrate on an evil creature you can sense with this ability and designate it as your target. You lower the DCs of checks to [[recall knowledge]] about or to [[track|Follow Tracks]] the target by 5 for 24 hours.
!! Swiftness (4th)
Your land movement speed increases by 5. If you have any other movement speeds, such as fly or climb, those also increase by 5.
!! Silent Prayer (9th)
As a reaction, you can spend 1 Resolve Point to send a silent prayer, regaining a number of Stamina points equal to your character level + your key ability modifier. Once you’ve benefited from your silent prayer, you can’t gain the benefits of this ability again until you take a 10-minute rest to recover Stamina Points. At 12th level, you can spend 1 additional Resolve Point to gain a number of temporary hit points equal to your character level + your key ability modifier in addition to recovering the Stamina Points granted by this ability.
!! Perfect Stillness (18th)
Through years of meditation and mindful practice, you’ve attained perfect stillness. As a full action, you gather your thoughts and still your body, even slowing down your respiration and heart rate to the point of being undetectable; at the same time, you gather shadows around you to cloak your form. You become [[invisible]] for a number of rounds equal to your character level. You aren’t detectable by divination spells or technological surveillance for the duration of this ability. While active, you’re immune to mind-affecting effects, disease, paralysis, poison, sleep, and stun. If you’re already affected by one of these conditions, you immediately reroll your saving throw with a +2 insight bonus.
By aiming carefully, you can cause your sonic weapons to emit a terrible noise on impact, aggravating the senses of creatures that rely heavily on hearing.
''Benefit:'' As a standard action, you can make a single attack with a weapon that deals sonic damage and uses charges; this attack uses three times as many charges from the battery or power cell as normal. In addition to your normal weapon effects and damage, all creatures within 20 feet of the target must attempt a Fortitude save with a DC equal to 10 + 1/2 the weapon’s item level + the ability modifier you applied when making the attack with that weapon. Any creature that fails the save and possesses [[blindsense]] (sound or vibration) or [[blindsight]] (sound or vibration) is unable to use those abilities until the beginning of your next turn.
Your nanites rapidly break down and reform your body, granting you extraordinary flexibility and the ability to melt into an amorphous form.
!! Reactive Spray (1st)
When you take damage from a significant enemy, you can take a reaction to form a temporary [[cloud array]], using your nanocyte level to determine the cloud's size and effects. This cloud lasts until the end of your next turn and doesn't count against the maximum number of arrays that you can maintain simultaneously. If the triggering attack was a critical hit, you can also take a [[guarded step]] immediately after creating the cloud as part of this reaction.
!! Slithering Shape (5th)
By using a [[nanite surge]] as a move action, you can melt your body and equipment into a shapeless pool of your size consisting of nanites. You can remain in this form for 1 minute per nanocyte level or until you revert to your natural form as a move action, though you can extend the duration by an additional 1 minute per nanocyte level by spending an additional nanite surge. While transformed, your speed is 20 feet, you gain [[darkvision]] with a range of 30 feet, you can move through an area as small as one-quarter of your own space without squeezing, and you can squeeze through openings as small as 1 inch wide. You gain a circumstance bonus equal to your Constitution modifier to [[Acrobatics]] checks to escape and to your KAC to resist being [[grappled]] or [[pinned]]. You also gain [[DR]] 5/magic; this doesn't stack with other forms of damage reduction. You're unable to speak, attack, cast spells, use items, or perform tasks that require fine manual dexterity while transformed. This is a [[polymorph|Polymorphing]] effect.
!! Fluid Form (9th)
Your body easily liquefies and bends around devastating attacks. You're immune to the [[wound]] and [[severe wound]] critical hit effects. When you use [[defensive dispersal]], you can also activate your reactive spray ability as part of the same reaction.
!! Nanosmoke (13th)
When you activate your slithering shape ability, you can instead transform into a thick nanite vapor. In addition to the effects of slithering shape, you gain a fly speed of 20 feet with perfect maneuverability, and you can move through openings as small as 1 inch wide without squeezing. While in this form, you can't be [[entangled]], [[flanked]], [[flat-footed]], [[grappled]], [[off-kilter]], [[off-target]], [[pinned]], [[prone]], or [[staggered]], and you're immune to critical hits; you retain any such conditions you have when you use this ability. You take only half damage from any effect that targets only one creature.
!! Swarm Shadow (17th)
Once per day as a standard action, you can disperse your body and equipment into nanites that form a barely perceptible shell around an adjacent ally. You provide your ally the benefits of your [[sheath array]], including those gained from spending [[nanite surges]] or from knacks that affect your sheath array. While in this form, you share your ally's space, automatically move where they move, and have concealment, allowing you to hide in plain sight. You can maintain this passive form for up to 1 hour per nanocyte level, and you can end the effect as a move action to appear in any empty space adjacent to your ally.
You can attempt to conceal the fact you are wearing armor by removing the bulkiest pieces and dressing carefully. Doing so takes 10 minutes of work for light armor and 1d3×10 minutes of work for heavy armor and reduces the Armor Class bonus by 1 for light armor or 3 for heavy armor (to a minimum of +0). You can't conceal power armor in this way. Then, roll a [[Disguise]] check (with a –4 penalty if you are concealing heavy armor). This sets the DC of the [[Perception]] checks of anyone observing you to notice you are wearing armor. If you are physically searched, the searcher gains a +4 bonus to the check. It takes the same amount of time to return your armor to normal.
Ailments find it hard to take hold in your system.
''Prerequisites:'' Con 11.
''Benefit:'' You gain a +2 enhancement bonus to saving throws against disease.
You shake off ailments swiftly.
''Prerequisites:'' Con 17, [[Disease Adaptation]].
''Benefit:'' When you fulfill a disease's cure condition, you move two steps toward healthy instead of one.
<$list filter="[list[$:/StoryList]is[current]]">
Diseases are typically inhaled contagions (though these are usually filtered out by a standard space suit or suit of armor) or injury contagions. If a disease lacks a Cure entry, its progression may be irreversible without powerful magic or technology, but a successful casting of //[[remove affliction]]// usually prevents further deterioration. Physical and mental diseases have separate tracks.
</$list>
<<list-links "[tag[Diseases]!suffix[Track]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
<$list filter="[tag[Diseases]suffix[Track]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
</$list>
Scoring a critical hit with a weapon with the //disentanglement// fusion alters the target at a subatomic level, causing debilitating and horrific mutations. The weapon gains the [[mutation]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the mutation effect.
You are able to change your appearance to blend in and deceive others.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level (D)
</div>
You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can't change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you gain a +10 circumstance bonus to the [[Disguise]] check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature or object, or up to a 10-ft. cube of nonliving matter
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial (object)
* ''Spell Resistance'' yes
</div>
When you cast this spell, a thin, green ray springs from your pointing finger. You must make a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit, the target takes 14d20 damage. Any creature reduced to 0 Hit Points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. Only one target is affected per casting of this spell.
When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but it does not affect other magical effects that are not an object, creature, or force effect.
A creature or object that succeeds at a Fortitude saving throw is partially affected, taking only 4d20 damage. If this damage reduces the creature or object to 0 Hit Points, the target is entirely disintegrated.
This [[adamantine]] ring is 1 foot in diameter and surrounded by coils and circuitry. When activated, the disintegration hoop completely obliterates all matter placed through the center. Creatures that place an appendage into the hoop take 4d20 electricity and fire damage as the appendage is disintegrated, and creatures small enough to fit entirely within the hoop instead take 14d20 electricity and fire damage. In either case, a creature that would be forced through the hoop can attempt a DC 14 Reflex save to avoid passing into the hoop. Appendages destroyed by the disintegration hoop can be restored only with //[[regenerate]]// or a similarly powerful effect; creatures slain by the hoop can be restored only with //[[miracle]]// or //[[wish]]//. Attempts at creating larger disintegration hoops have thus far been disastrous failures, although rumors persist of larger, stable disintegration hoops that use advanced technology.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|disintegration hoop | 20 | 750,000 | 1 | 100 | 10/round |
</div>
A disintegration lash is a marvel of bioengineering—a technological living organism that feeds on matter by breaking it down with its own high-energy proton-decoupling field. The result is a black, snakelike lash crackling with red-tinged energy, making this a weapon commonly wielded by those looking to intimidate their foes. Disintegration lashes are designated in the standard method for disintegrator weapons: liquidator, decimator, executioner, and eradicator.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|disintegration lash, liquidator | 3 | 1,450 | 1d6 A | [[corrode]] 1d6 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
|disintegration lash, decimator | 8 | 9,800 | 1d10 A | [[corrode]] 1d6 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
|disintegration lash, executioner | 16 | 113,000 | 2d20 A | [[corrode]] 2d6 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
|disintegration lash, eradicator | 20 | 850,000 | 4d20 A | [[corrode]] 4d6 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
</div>
This wide-barreled cannon emits a stream of red-tinged energy that originates from the weapon's heavy proton tank, affecting all enemies in a line. Like most disintegrator weapons, they are available in liquidator, decimator, executioner, and eradicator models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|disintegrator cannon, liquidator | 6 | 4,800 | 1d20 A | 40 ft. | [[corrode]] 1d6 | 40 charges | 4 | 3 |[[line]], [[unwieldy]] |
|disintegrator cannon, decimator | 11 | 29,500 | 3d10 A | 40 ft. | [[corrode]] 2d6 | 40 charges | 4 | 3 |[[line]], [[unwieldy]] |
|disintegrator cannon, executioner | 16 | 220,000 | 5d10 A | 40 ft. | [[corrode]] 3d6 | 80 charges | 8 | 3 |[[line]], [[unwieldy]] |
|disintegrator cannon, eradicator | 20 | 765,000 | 5d20 A | 40 ft. | [[corrode]] 4d6 | 80 charges | 8 | 3 |[[line]], [[unwieldy]] |
</div>
This hefty pistol has two small internal tanks that generate the energy needed to deliquesce the wielder's targets. Disintegrator pistols come in liquidator, decimator, executioner, and eradicator models.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|disintegrator pistol, liquidator | 6 | 4,500 | 1d10 A | 15 ft. | — | 20 charges | 2 | L |— |
|disintegrator pistol, decimator | 11 | 28,000 | 1d20 A | 20 ft. | — | 20 charges | 2 | L |— |
|disintegrator pistol, executioner | 16 | 200,000 | 2d20 A | 25 ft. | [[corrode]] 1d6 | 40 charges | 4 | L |— |
|disintegrator pistol, eradicator | 20 | 745,000 | 3d20 A | 30 ft. | [[corrode]] 2d6 | 40 charges | 4 | L |— |
</div>
Rather snub nosed compared to other longarms, a disintegrator rifle is heavier than it looks due to the row of round energy-generating compartments atop its frame. These compartments generate enough energy for the weapon to liquefy enemies' bodies. Well-connected customers can purchase liquidator, decimator, executioner, and eradicator disintegrator rifles.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|disintegrator rifle, liquidator | 6 | 4,740 | 1d20 A | 30 ft. | [[corrode]] 1d6 | 40 charges | 4 | 2 |— |
|disintegrator rifle, decimator | 11 | 29,000 | 3d10 A | 30 ft. | [[corrode]] 2d6 | 40 charges | 4 | 2 |— |
|disintegrator rifle, executioner | 16 | 210,000 | 5d10 A | 30 ft. | [[corrode]] 3d6 | 80 charges | 8 | 2 |— |
|disintegrator rifle, eradicator | 20 | 745,000 | 5d20 A | 30 ft. | [[corrode]] 4d6 | 80 charges | 8 | 2 |— |
</div>
The disintegrator submachine gun is a compact, power-hungry firearm designed to reduce anything in its path to sludge. The weapon is especially popular with unscrupulous mercenaries and Devourer cultists, who don't mind (or even celebrate) the collateral damage inflicted.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|disintegrator SMG, liquidator | 3 | 1,490 | 1d4 A | 40 ft. | [[wound]] | 20 charges | 4 | L |[[automatic]] |
|disintegrator SMG, decimator | 9 | 13,700 | 3d4 A | 40 ft. | [[wound]] | 20 charges | 4 | L |[[automatic]] |
|disintegrator SMG, executioner | 15 | 118,000 | 3d8 A | 50 ft. | [[wound]] | 40 charges | 5 | L |[[automatic]] |
|disintegrator SMG, eradicator | 20 | 888,000 | 5d10 A | 60 ft. | [[wound]] | 80 charges | 8 | L |[[automatic]] |
</div>
These powerful weapons are more formally referred to as high-energy proton decouplers, as they produce streams of energized fields that corrode and break down matter much in the way a subatomic acid would. However, since their effects appear to turn metal to slag, plastic to noxious vapor, and flesh to goo, they're commonly known as disintegrators.
Most military units eschew disintegrators due to the weapons' relatively short ranges and high energy consumption. Because they cause horrific pain, however, they are popular among bounty hunters, pirates, and other combatants who seek to intimidate as much as to kill. Devourer cultists in particular revere disintegrators because the weapons slough away their enemies' flesh, as if some unseen force were consuming it.
The most common disintegrator weapons follow a similar model sequence: liquidator, decimator, executioner, and eradicator. A few types of disintegrator weapons employ alternate model sequences.
Dismissing an active spell is a standard action.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' see text
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' yes
</div>
The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature's home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell's chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target's [[spell resistance]] (if any), and the save DC of the spell increases by 2. At the GM's discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell's save DC by 4.
''4th:'' When you cast //dismissal// as a 4th-level spell, it affects one extraplanar creature.
''5th:'' When you cast //dismissal// as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can't exceed your level + 2, no two of which can be more than 30 feet apart.
You embody the social entropy that occurs within societal systems when participants within social hierarchies become dissatisfied and rebel against it.
!! Aspect Insight
You gain [[Improved Feint]] as a bonus feat and a +2 insight bonus to [[Diplomacy]] checks. Select one of your class skills; that skill is no longer a class skill for you, but you gain [[Bluff]] as a class skill instead. At 5th level, you gain a +2 bonus when you use Bluff to [[feint]] in combat.
!! Aspect Embodiment
Once per combat, when you hit a target with your [[entropic strike]], and that target is suffering a penalty due to your successful use of [[Bluff]], [[Diplomacy]], or [[Intimidate]] (for example, if you’ve successfully [[feinted]] or [[demoralized]] them), you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each foe within 10 feet must succeed at a Will save or be [[confused]] for 1d4 rounds. While confused, the creature always acts normally and isn’t forced to attack the last creature that attacked it, but it still suffers all the other negative effects of being confused.
''Improved:'' Each foe within 10 feet must succeed at a Will save or be confused for 1d4 rounds.
!! Aspect Finale
As a reaction when you hit a target with your entropic strike, and that target is suffering a penalty due to your successful use of Bluff, Diplomacy, or Intimidate (for example, if you have performed a successful feint or demoralized them), you can spend 1 Entropy Point to deal 1d4 Intelligence and Charisma damage to the target, but this effect can’t lower the target’s Intelligence or Charisma below 1.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature, object, spell, or spellcaster
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You can use //dispel magic// to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by //dispel magic//. //Dispel magic// can dispel (but not counter) spell-like abilities just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled.
You choose to use [[dispel magic]] in one of two ways: as a targeted dispel or as a counter.
''Targeted Dispel:'' One creature, object, or spell is the target of the [[dispel magic]] spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as //[[zone of truth]]//). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as "that burning wall" or "the spell that's giving him those duplicates"). Attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell's caster level. If you succeed, the spell ends. If you don't specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random.
If you target a force, an object, or a creature that is the effect of an ongoing spell (such as //[[unseen servant]]//), you attempt a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you attempt a dispel check against the item level (DC = 11 + the item level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item's nonmagical physical properties are unchanged: a suppressed holy laser pistol is still a laser pistol. Artifacts and deities are unaffected by mortal magic such as this.
You can choose to automatically succeed at your dispel check against any spell you have cast.
''Counter:'' You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action to cast //dispel magic// when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast //dispel magic// and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster's spell. The DC is equal to 11 + the other spellcaster's caster level. If the check is successful and the target is in range, the spell fails and has no result.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Targets or Area'' one creature, object, spell, or spellcaster; or a 20-ft.-radius burst
</div>
This spell functions like //[[dispel magic]]//, except it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use //greater dispel magic// in one of three ways: a targeted dispel, an area dispel, or a counter.
''Targeted Dispel:'' This functions as a targeted //dispel magic//, but you can dispel one spell for every 4 caster levels you have, attempting a separate dispel check for each spell. Additionally, //greater dispel magic// has a chance to dispel any curse that //[[remove affliction]]// can remove, even if //dispel magic// can't dispel that effect. The DC of this check is equal to the curse's DC.
''Area Dispel:'' When //greater dispel magic// is used in this way, the spell affects everything within a 20-foot-radius burst. Attempt one dispel check and apply that check to each creature or object in the area, as if it were targeted by //[[dispel magic]]//.
If you don't specify spells and there is more than one possible spell on the target, your targeted dispel attempts to dispel spells at random. Magic items themselves are not affected by an area dispel but additional magical effects on them may be dispelled.
For each ongoing spell effect whose point of origin is within the area of the //greater dispel magic// spell, apply the result of the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the //greater dispel magic// spell, apply the result of the dispel check to end the effect, but only within the overlapping area.
If an object or a creature that is the effect of an ongoing spell is in the area, apply the result of the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object. You can choose to automatically succeed at your dispel check against any spell you have cast.
''Counter:'' This functions as countering with //[[dispel magic]]//, but you receive a +4 bonus to your dispel check to counter the other spellcaster's spell.
A target affected by the dispelling critical hit effect is the subject of a targeted //[[dispel magic]]//, as the spell, using the weapon's item level as the dispel check's caster level.
A weapon with the //dispelling// fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains [[dispelling|Dispelling (critical)]] as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy for it to gain this critical hit effect. If there's any doubt about whether you're in combat or able to access the critical hit effect, the GM decides. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the dispelling effect.
{{Dispelling (critical)}}
Holographic mystic sigils project from your hand when you activate this implant. Your hand must be free to do so. As a reaction, you can gain a +1 insight bonus to your AC against a spell that requires a successful attack roll. Alternatively, as a standard action, you can use //[[dispel magic]]// as a spell-like ability with a caster level equal to your level, but it can't counter spells and it can't target anything other than you unless you touch the target. To affect an unwilling target, you must hit it with a melee attack against its EAC; you activate the augmentation as part of the attack roll, and you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. Once you use //[[dispel magic]]// this way, you can't use your //dispelling hand// for either of its uses until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//dispelling hand// | 9 | 14,300 | hand |
</div>
You can stab, slice, or smash the magic right off of something—or someone.
''Prerequisites:'' Base attack bonus +10, [[Mysticism]] 10 ranks.
''Benefit:'' When you are wielding a magic weapon (normally a weapon with a weapon fusion, but anything that bypasses [[DR]]/magic qualifies), as a standard action you can spend 1 Resolve Point to cast [[dispel magic]] for the targeted dispel function. You can use this only against an adjacent target. Once you have used this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest.
As a standard action, you can taunt an enemy within 60 feet. Attempt an [[Intimidate]] check with the same DC as a check to [[demoralize]] that enemy (though this isn't a check to demoralize, so you can't use abilities that would apply to a demoralization attempt, like the [[rattling presence]] expertise talent). If you fail, that enemy is [[off-target]] until the end of your next turn. If you succeed, that enemy is instead [[shaken]] until the end of your next turn. This is an emotion and fear effect.
At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one object of negligible bulk
* ''Duration'' instantaneous
* ''Saving Throw'' none (object)
* ''Spell Resistance'' no (object)
</div>
You move one of your memories into the target object. You can select up to 5 minutes of continuous memory, or you can select every memory associated with one person, place, or object you name when you cast this spell. If you select continuous memory, you lose those memories, and if you try to recall them, you remember a blank gap instead of any details. If you select a person, place, or object, you remember events related to that thing, but not the presence or details of the thing you named. For example, if after a visit to Castrovel with your sister you use this spell to forget Castrovel, you remember traveling with your sister, but you forget where you went. Alternatively, if you used this spell to forget your sister, you remember going to Castrovel with someone, but not who was with you. Anyone touching the object into which you placed your memories can recall those memories by speaking a command word that you designate at the time of casting.
Alternatively, you can designate no command word so that no one can recall the memories when touching the object. If the object is destroyed, the memories placed within return to you.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement doesn't prevent enemies from targeting the creature normally. //[[True seeing]]// reveals the target's true location and negates the miss chance. If a creature with [[blindsense]] can also see the displaced creature, the visual and blindsense information combined are enough for the creature with blindsense to attack the displaced creature without a miss chance, unlike normal for blindsense.
This optical device bends light around you. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. You can activate the //displacement field// as a move action to gain the benefits of a //[[displacement]]// spell until you spend another move action to deactivate it or it runs out of charges. A //displacement field's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//displacement field// | 15 | 120,000 | 2 | any | 1 | 10 | 1/round |
</div>
A disposal blade is made of salvage from a standard garbage disposal mounted on the back of a metal wrist covering. When activated, its many sharp blades spin rapidly to tear flesh. You must be very careful when wielding a disposal blade, and though your hand isn't technically holding the weapon, you can't use that hand for anything else.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|disposal blade, tactical | 1 | 300 | 1d6 S | wound | 1 |powered (capacity 20, usage 1) |
|disposal blade, advanced | 6 | 4,250 | 2d6 S | wound | 1 |powered (capacity 20, usage 1) |
|disposable blade, ultrathin | 11 | 25,000 | 4d6 S | wound | 1 |powered (capacity 20, usage 1) |
|disposable blade, zero-edge | 16 | 170,000 | 8d6 S | wound | 1 |powered (capacity 20, usage 1) |
</div>
This augmentation infuses your skin with a host of iridescent nanites that swirl in hypnotic patterns. Internally, some of the nanites cluster around your voice box, slightly modifying your voice to create a kind of rhythmic reverberation. As a standard action, you can activate the nanites. After the first round, you must use a swift action each round to maintain the effect. A creature that can see or hear you when the nanites are activated must succeed at a Will saving throw (DC = 14 + your key ability score modifier) or be [[shaken]] for as long it can see or hear you and you continue the effect. If the creature succeeds at the saving throw, it is immune to the effect of the nanites for 24 hours. You can choose for the nanites to not affect allies. If the creature can both see and hear you, it takes a –2 penalty to the saving throw. This is a mind-affecting, sense-dependent effect. You can use the augmentation for 8 rounds per day, though these rounds need not be consecutive.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|disquieting nanites | 8 | 10,000 | skin and throat |
</div>
As a reaction when you or an ally is targeted with an attack originating within 100 feet, you can spend 1 Resolve Point to impose a –2 penalty on the attack roll. If the attack is coming from a creature, that creature can attempt a Will saving throw to negate this effect. Once you've targeted an attacker with this paradigm shift, you can't target the same attacker with this paradigm shift again for 24 hours. At 8th level, the penalty changes to –3, and at 14th level, the penalty changes to –4.
As a standard action, you can expend an unused spell slot to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the [[shaken]] condition for a number of rounds equal to the level of the spell slot expended.
As a standard action, you can touch a weapon to temporarily replace it with an incapacitating variant drawn from an alternate reality, causing the weapon to deal nonlethal damage (Will negates).
For your debilitating trick, you can attempt to hinder your opponent's ability to cast spells and spell-like abilities. The target must succeed at a Will save or be unable to cast spells or spell-like abilities for 1 round. Once you've used this ability to attempt to hinder an opponent's spellcasting, that creature is immune to your disrupting shot for 24 hours. You must have the [[deactivating shot]] and [[staggering shot]] exploits to choose this exploit.
Your weapons absorb ambient magic, potentially disrupting spellcasting. When you hit a target with an analog weapon, the target must attempt a Will save whenever they cast a spell before the beginning of your next turn. If they fail the save by 4 or less, the spell is weakened—treat its caster level as 2 lower, reduce any saving throw DC by 2, and the caster takes a –2 penalty to attack rolls with the spell. If they fail the save by 5 or more, the spell fails. Once a creature attempts a save against this gear boost, it’s immune to the ability for 24 hours.
Disruption grenades work in a way similar to the [[rifles and pistols|Dimensional Disruption Weapons]]. Temporal disruption grenades, on the other hand, slow down the rate of subatomic movement, halting those affected by it for a short period of time but not otherwise damaging those within the blast.
The radius of a disruption grenade's explosion is reduced to 10 feet if it used on any plane other than the Material Plane. If used in the Drift, those caught in the blast radius can roll their saving throws twice and take the better result when attempting to halve the amount of damage taken or negate any secondary effects.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|disruption grenade | 8 | 1,600 | 20 ft. | drawn | l |[[explode]] (2d10 So, [[staggered]], 20 ft.) |
|temporal disruption grenade | 10 | 2,900 | 20 ft. | drawn | l |[[explode]] ([[stunned]] 1 round [Fortitude negates], 20 ft.) |
</div>
Disruption pistols expend twice the usage and have half the range when used on any plane other than the Material Plane. If used in the Drift, they deal damage to the user rather than the target on any attack roll of a natural 1.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|disruption pistol, minor | 7 | 7,500 | 2d6 So | 40 ft. | [[stagger]] | 20 charges | 2 | L |[[boost]] 1d6 |
|disruption pistol, major | 12 | 40,000 | 3d6 So | 40 ft. | [[stagger]] | 40 charges | 4 | L |[[boost]] 2d6 |
</div>
Disruption rifles expend twice the usage and have half the range when used on any plane other than the Material Plane. If used in the Drift, they deal damage to the user rather than the target on any attack roll of a natural 1.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|disruption rifle, minor | 9 | 15,000 | 3d8 So | 50 ft. | [[stagger]] | 40 charges | 5 | 2 |[[boost]] 1d8 |
|disruption rifle, major | 14 | 80,000 | 6d8 So | 40 ft. | [[stagger]] | 40 charges | 5 | 2 |[[boost]] 2d8 |
</div>
The //disruptive// fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any [[DR]] and [[energy resistance]] of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* CE Large monstrous humanoid
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +13; ''Will'' +12
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects; ''Resistances'' fire 10
!!! OFFENSE
* ''Speed'' 20 ft., climb 10 ft.
* ''Melee'' slam +28 (4d6+19 B; critical [[push]] 10 ft.)
* ''Ranged'' corrosive jet +23 (3d8+11 A & F; critical [[corrode]] 2d4)
* ''Offensive Abilities'' wing gust
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' +1; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +25 (+33 to climb)
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' pair or pack (1–2 plus 3–8 Swarm creatures)
!!! SPECIAL ABILITIES
''Corrosive Jet ([[Ex]])'' The Swarm dissolver can spew a jet of corrosive chemicals with a range of 30 feet. This attack has the [[line]] and [[unwieldy]] weapon special properties.
''Wing Gust ([[Ex]])'' A Swarm dissolver's vestigial wings have surprising power. As a standard action, a Swarm dissolver can beat its wings rapidly to create a powerful gust of wind in a 30-foot cone. All nonmagical flames in the cone are extinguished, and any Medium or smaller creatures in the area must succeed at a DC 18 Reflex save or be pushed 10 feet away from the Swarm dissolver and knocked [[prone]].
</div>
A Swarm dissolver's main focus is to protect smaller Swarm components and provide an impenetrable front line during combat, incinerating the most formidable foes while also accompanying [[corrovoxes]], [[mindreapers]], and other Swarm shock troops when they swoop in to clean up after a battle. A dissolver's exoskeleton is thicker than that of most other Swarm creatures, but its most prominent offensive feature—sturdy horns that curl back toward the dissolver's body— are surprisingly not its primary weapons; these horns instead function as a last-resort defense, allowing a dissolver to fling enemies away with a mighty shove. A dissolver's main mode of attack is actually hidden between its mandibles: two vascular conduits pump highly corrosive and combustible chemicals from within separate glands in the dissolver's abdomen. These chemicals are inert when separate but explode when combined, in a conflagration of acid and fire. Like many other Swarm components, a dissolver bears a set of insectile wings, but they aren't powerful enough for the massive, heavy creature to fly.
Inspired by the horrific spewing capability of its namesake Swarm component, and much like the [[acid cannon]], the dissolver has two biological glands that use power to produce a couple of highly reactive chemicals. These two chemicals are stable when separate. However, as with the corrovox’s weapon, when an electric jolt causes the dissolver to constrict and release these chemicals, they converge just outside the weapon’s maw, creating an acidic flash fire in a broad arc.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dissolver, macrergate | 8 | 10,000 | 2d8 A & F | 40 ft. | [[corrode]] 2d4 | 40 charges | 4 | 2 |[[blast]], [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
|dissolver, dinergate | 13 | 50,000 | 4d8 A & F | 40 ft. | [[corrode]] 4d4 | 40 charges | 5 | 2 |[[blast]], [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
|dissolver, ergatoid | 18 | 380,000 | 9d8 A & F | 40 ft. | [[corrode]] 9d4 | 40 charges | 4 | 2 |[[blast]], [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (sonic)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You harness the vibrations in your body and a body you strike. Attempt a melee attack against the target’s EAC. If your attack hits, the target takes 4d4 sonic damage (critical [[deafen]]; DC equals your spell save DC) and can’t take reactions for 1 round. Casting this spell doesn’t provoke attacks of opportunity.
Your solar manifestation is an extension of yourself, and you have learned to center your power outward. Any stellar revelations (including zenith revelations) that have a radius and are centered on you can be centered anywhere within 20 feet of you. While attuned or fully attuned, they can instead be centered anywhere within 40 feet of you.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level (D)
</div>
Your speech is audible for up to half a mile outdoors or 1,000 feet indoors. The volume of your voice doesn’t change, so intervening obstacles and louder noises can still drown it out.
When you cast a spell with a range of close, medium, or long, you can spend 1 Resolve Point to double its range. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this magic hack. If the spell affects an area, doubling its range doesn't alter the size of its area.
Increase the range increments of your ranged [[adaptive strike]] by 50%. As a swift action, you can spend 1 MP either to increase your ranged adaptive strike’s range increment by 100% (rather than by 50%) or to grant your melee adaptive strike the reach weapon special property; either effect lasts until the start of your next turn.
You exude entropy even as you dream. At the beginning of your turn, you can enter a dreamlike state until the beginning of your next turn. While in this state, you have the [[flat-footed]] and [[off-target]] conditions, and you gain Entropy Points from your entropic pool class feature at an accelerated rate in the following ways. First, each time you take damage equal to or greater than three times your character level from a single attack or effect (after applying any abilities that reduce that damage), you gain 2 Entropy Points from your entropic pool class feature instead of 1. Second, if you take damage from a critical hit, you gain 2 Entropy Points instead of 1, in addition to any you gain from the attack's normal damage. Finally, if you have no Entropy Points when the dreamlike state ends, you can spend 1 Resolve Point to gain 3 Entropy Points.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* Saving Throw Will negates
* ''Spell Resistance'' no
</div>
You distract a creature with a sudden illusory noise or image. This functions as a [[feint]] action except that you can use your [[Mysticism]] skill in place of [[Bluff]], and you can apply the benefits of the [[Improved Feint]] and [[Greater Feint]] feats if you have them.
If your stunt and strike skill check and attack roll both succeed, your foe is [[off-target]] until the start of your next turn. This is a language-dependent effect.
Your shimmering power draws your enemies' focus to the real threat: you. As a move action, you can focus your attention on a creature within 30 feet of you. The target must attempt a Fortitude save. If it fails, it takes a –2 penalty to attack rolls for attacks that don't include you as a target for 1 round or until you leave photon mode.
You can hack a computer within 30 feet of a foe to distract that foe, such as with a sudden noise or an image. You must be able to access the computer (whether it is your own computer
or you are within range to access one manually or via [[remote hack]]). This functions as a [[feint|Feint (action)]] action except that it uses your [[Computers]] skill instead of [[Bluff]], so you can apply the benefits of [[Improved Feint]] and [[Greater Feint]] if you have them.
The creature can nauseate targets that it damages. A living creature that takes damage from a creature with the distraction ability is [[nauseated]] for 1 round; the target can negate the effect with a successful Fortitude save at the listed DC.
//Format:// ''Offensive Abilities'' distraction (DC 15).
<details>
<summary><h3>__________</h3></summary>
<div class="section">
<div class= "table-wrapper">
You're adept at swooping down on a foe.
''Prerequisites:'' Dex 14, base attack bonus +1.
''Benefit:'' If you start your turn flying, you can take a full action to [[charge]] at an enemy that's at least 10 feet below you. You don't take the –2 penalty to your attack for this charge.
You know how to dive out of the area of an effect.
''Prerequisites:'' Base Reflex save bonus +2.
''Benefit:'' When you attempt a Reflex save against an area attack or area effect, you can fall [[prone]] in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.
Originally developed alongside [[convergent lasers]], divergent lasers use multiple laser beams emitting from a blocky casing to produce a cone-shaped output. This weapon's damage is significantly less than that achieved by the convergent lasers, but the same systems that synchronize wavelengths in a convergent laser allow the divergent laser to focus on multiple targets. The single-color beam of a single-wave divergent laser sets it apart from the shimmering colors of a multiwave divergent laser. A wide-spectrum divergent laser has a nearly white beam and could be mistaken for a spotlight at a glance—though not by a target struck by one!
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|divergent laser, single-wave | 5 | 3,430 | 1d8 F | 60 ft. | [[burn]] 1d6 | 40 charges | 2 | 2 |[[blast]], [[unwieldy]] |
|divergent laser, multiwave | 12 | 41,200 | 4d8 F | 80 ft. | [[burn]] 2d6 | 40 charges | 2 | 2 |[[blast]], [[unwieldy]] |
|divergent laser, wide-spectrum | 18 | 414,000 | 7d8 F | 90 ft. | [[burn]] 3d6 | 40 charges | 2 | 2 |[[blast]], [[unwieldy]] |
</div>
Your broad experience has made you better at avoiding danger.
''Prerequisites:'' Eternal hope or ecstatic joy racial trait, character level 5th.
''Benefit:'' Choose two effect descriptors. You can spend 1 Resolve Point to reroll a failed saving throw against effects that have either of those descriptors. Once you use this ability, you can do so again only after a 10-minute rest to regain Stamina.
As a move action, you can use Bluff to create a diversion. Your Bluff check is opposed by the [[Sense Motive]] check of the creature you are attempting to beguile. If you succeed, you can either attempt the [[hide]] task of [[Stealth]] as if you had cover or concealment, or you gain a +10 bonus to perform the palm an object task of [[Sleight of Hand]] (your choice). Occasionally, your Bluff check might be opposed by several creatures (for instance, if you are on a crowded space station promenade); in such cases, the GM might decide to roll several Sense Motive checks, and you succeed only against creatures with Sense Motive results lower than your Bluff result.
When you attempt a [[Bluff]] check to perform the [[taunt]] captain action, you can distract the enemy captain rather than impose the taunt's usual penalties. If you succeed, the enemy captain loses their crew action for the round. If your result exceeds the Bluff check's DC by 5 or more, you also impose the taunt action's standard penalty on that starship, though this penalty lasts for only 1 round.
You can divert auxiliary power into one of your starship's systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 times your starship's tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship's speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship's weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship's power core, up to the shields' maximum value. You can distribute the restored Shield Points across the shields' four quadrants as you see fit.
''Critical:'' For a crucial moment, you far surpass the power core's potential output. The results of a critical divert action depend on where you decided to send the extra power.
* //Engines:// You also divert power to the maneuvering thrusters, lowering the turn value of your starship by 1 this round.
* //Science Equipment:// You're able to divert power in an efficient and balanced way. Science officers can roll their checks twice this round and use the better result.
* //Shields:// You're able to efficiently route energy to the shields, doubling the number of Shield Points restored to 10% of the PCU rating of the starship's power core. If this would restore the shields over their maximum value, these excess Shield Points remain until the beginning of the next engineering phase, at which point any excess Shield Points are lost.
* //Starship Weapons:// The augmented weapons run at maximum safe power. For your starship's weapons, treat each damage die roll that results in a 1 this round as having rolled the die's maximum result instead.
You can keep your exocortex uploaded to a number of computers equal to half your Intelligence bonus (minimum 2) while using your [[terminal uplink]] mechanic trick. If your exocortex is uploaded to only one computer, you can monitor that computer's surroundings without preventing you from using your exocortex's memory module. Your uploaded exocortex is protected by a [[firewall]] countermeasure. You must have the [[terminal uplink]] exocortex ability to select this mechanic trick.
Divination spells enable you to learn long-forgotten secrets, predict the future, find hidden things, and pierce deceptive spells. In most circumstances, attempts to use divination magic to glean information about events during the Gap fail.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 10 minutes
* ''Range'' personal
* ''Duration'' instantaneous
</div>
Similar to //[[augury]]// but more powerful, a //divination// spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. Casting this spell requires you to expend 1 Resolve Point. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If you don't act on the information, the conditions may change so that the information is no longer useful. The chance for a correct divination is 75%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with //augury//, multiple castings of //divination// about the same topic by the same caster use the same die result as the first divination spell and yield the same answer each time.
You can use a //divination mirror// to display the results of [[divination]] spells that provide you with information or images, allowing others to see or otherwise experience this information as you do in real time. You must be within 30 feet of the mirror to use its capabilities. You can transmit to the mirror anything sensed by a magical sensor you create, such as with //[[arcane eye]]// or //[[clairaudience/clairvoyance]]//. The mirror can transmit sound, so you can cause it to reproduce what you hear from spells such as //[[augury]]//, //[[commune with nature]]//, //[[contact other plane]]//, //[[detect thoughts]]//, and [[divination|Divination (spell)]]. The mirror can display the aura of someone you subject to //[[discern lies]]//, as well as impressions and images you receive from spells such as //[[retrocognition]]// and //[[vision]]//. You can allow the mirror to transmit telepathic messages you receive so others present can hear that content. Divination spells that only change the nature of information you send and receive—such as //[[comprehend languages]]//, //[[tongues]]//, and //[[true seeing]]//—can't be used through the mirror.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//divination mirror// | 8 | 8,500 | 2 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level
</div>
You take on a terrifying aura that evokes a specific god, an aspect of divinity, a mystic concept, or another mighty force. For the duration, you are immune to fear effects, and you gain [[frightful presence]] as a supernatural ability with a range of 30 feet and a Will save DC equal to the spell's DC.
You gain power from the deity you faithfully worship.
''Prerequisites:'' Worship a deity of an alignment within one step of your own alignment.
''Benefit:'' Your benefit is determined by the deity you worship.
<div class="simple">
<details>
<summary>//Abadar//</summary>
When you make an attack as a standard action against a chaotic fey or chaotic outsider, your attack ignores any one form of [[DR]], [[resistance]], or [[immunity]] to damage the target has (your choice).
</details>
<details>
<summary>//Besmara//</summary> You can attempt a disarm combat maneuver against an opponent to remove any item of 1 bulk or less that the target could draw as a move or swift action.
</details>
<details>
<summary>//Damoritosh//</summary>
When you score a critical hit with a [[doshko]] that doesn't have the [[wound]] or [[severe wound]] critical hit effect, you can replace any critical hit effect it normally has with the wound critical hit effect. If you score a critical hit with a doshko that normally has the wound or severe wound critical hit effect, you also apply the [[knockdown]] critical hit effect to the target.
</details>
<details>
<summary>//Desna//</summary>
Your deity sometimes grants you bursts of luck. Once per day, you can reroll any one failed skill check.
</details>
<details>
<summary>//The Devourer//</summary>
If you are knocked [[unconscious]] or killed by a creature that is a legal target for a weapon you are wielding, as a reaction you can make a single attack against the creature. You can make this single attack despite being unconscious or dead.
</details>
<details>
<summary>//Eloritu//</summary>
Once per day you can cast //[[identify]]// as a spell-like ability, attempting a caster level check (use your character level as your caster level: 1d20 + your character level), in place of the normal [[Engineering]] or [[Mysticism]] check (though you still receive //identify's// +10 bonus).
</details>
<details>
<summary>//Hylax//</summary>
You gain [[limited telepathy]], as per the shirren racial ability. If you already have limited telepathy, you gain the ability to treat any creature that has a friendly or helpful attitude toward you as if it shared a language with you when determining whether you can use limited telepathy to communicate with it.
</details>
<details>
<summary>//Ibra//</summary>
When you attempt a skill check to recall knowledge about a very difficult question, you receive a +2 divine bonus to your check.
</details>
<details>
<summary>//Iomedae//</summary>
When you make an attack as a standard action against an evil dragon or evil outsider, your attack ignores any one form of [[DR]], [[resistance]], or [[immunity]] to damage the target has (your choice).
</details>
<details>
<summary>//Lao Shu Po//</summary>
When you attack a [[flat-footed]] target in the surprise round of combat, if your attack hits, it deals 1d6 additional damage of the same type as its normal damage to a single target affected by the attack.
</details>
<details>
<summary>//Nyarlathotep//</summary>
Once per day when an attack, effect, or spell imposes a condition on you, as a reaction you can delay that condition so it takes effect on you 1 round later. The condition then lasts 1d4 rounds longer than it would have if you had not delayed it.
</details>
<details>
<summary>//Oras//</summary>
Select three feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don't have but whose prerequisites you meet.
</details>
<details>
<summary>//Pharasma//</summary>
When you make an attack as a standard action against an undead creature, your attack ignores any one form of [[DR]], [[resistance]], or [[immunity]] to damage the target has (your choice).
</details>
<details>
<summary>//Sarenrae//</summary>
The first time you deal fire damage each round, you can convert half the fire damage into holy energy damage. Fire [[resistance]] or [[immunity]] does not apply to the holy energy portion of the damage.
</details>
<details>
<summary>//Talavet//</summary>
As a move action, you can grant yourself a bonus as if an ally had succeeded at an aid another check or successfully used covering fire against a foe of your choice. This doesn't stack with any use of those options. Once you have used this ability, you can't use it again until you spend 1 Resolve Point during a 10-minute rest to regain Stamina Points.
</details>
<details>
<summary>//Triune//</summary>
You can use a computer without having a user interface or [[hacking kit]] simply by touching it. You must still succeed at a [[Computers]] check to hack it if you do not have authorized access. Additionally, you have [[limited telepathy]] that functions only with constructs with the technological subtype.
</details>
<details>
<summary>//Urgathoa//</summary>
Once per day as a swift action, you can force a creature of your choice within 60 feet that is subject to a disease to immediately attempt a save against that disease as if enough time had passed to fulfill its frequency. The subject suffers the normal consequences of a failed save against the disease, but a successful save does not count toward a number of successful saves needed to end the disease.
</details>
<details>
<summary>//Weydan//</summary>
Whenever you first arrive on a new planet, you can select an appearance for yourself when you are on that planet. This becomes your natural appearance when on that planet (though you can use [[Disguise]] to alter this new appearance normally). This new appearance must be of the same type and subtype as your race, but you can change any other details. Anyone attempting to recognize you based on some other appearance must succeed at a [[Perception]] check with a DC equal to 20 + 1-1/2 × your character level.
</details>
<details>
<summary>//Yaraesa//</summary>
You can roll a skill check to recall knowledge twice and take the better of the two results. Once you have used this ability, you can't use it again until you spend 1 Resolve Point during a 10-minute rest to regain Stamina Points.
</details>
<details>
<summary>//Zon-Kuthon//</summary>
When you cast a spell or make an attack that deals damage, you can grant that spell or attack the pain descriptor. When you damage a creature with a pain effect, as a reaction, you can cause it to become [[flat-footed]] for 1 round. Once you use this ability, you can't use it again until you spend 1 Resolve Point during a 10-minute rest to regain Stamina Points.
</details>
</div>
''Special:'' If you change which deity you worship, this feat gives you no benefit until you next gain a character level. You then receive the benefit appropriate for the deity you now worship, if your alignment is within one step of that deity's.
Most sentient denizens of the Pact Worlds revere a deity, but few experience such a close connection with their gods as divine champions. A divine champion is a fervent defender of or crusader for a faith, becoming a living vessel for the deity's power through study and prayer. However, gods are mysterious and inscrutable, and they sometimes bestow this power upon mortals who don't understand why they were chosen.
Divine champions of all classes exist, but different deities favor champions of different classes. For example, many of Hylax's divine champions are envoys, while Iomedae prefers soldiers and Lao Shu Po favors operatives.
The divine champion archetype grants alternate class features at 2nd, 4th, 6th, 12th, and 18th levels.
!! Divine Awakening (2nd)
Choose a deity whose alignment is within one step of your own. If you have other abilities that require you to choose a deity (such as the priest theme), you must choose the same deity.
You are divinely protected, gaining a +1 enhancement bonus to saving throws with your lowest base saving throw bonus; if two or three of your base saving throw bonuses are tied for the lowest value, choose one of those categories to gain this bonus. This functions as and doesn't stack with the bonus provided by a //[[ring of resistance]]//, except the effect cannot be dispelled. At 6th level and every 4 levels thereafter, the bonus increases by 1.
!! Divine Judgement (4th)
Choose chaos, evil, good, or law; your choice must correspond to a portion of your or your deity's alignment (or both, if possible). If both you and your deity are neutral, you can choose any one of the four.
As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target's [[DR]] and ignore its [[energy resistances]] as though your weapons had the fusion corresponding to your chosen alignment (even if the target isn't a dragon or outsider): anarchic (chaos), axiomatic (law), holy (good), or unholy (evil).
!! Lesser Divine Power (6th)
Choose a [[connection]] (as per the mystic class feature) that fits within your deity's ethos (subject to the GM's discretion). Your bond with your deity has grown strong enough for you to duplicate the effects of some of the connection spells, though you don't actually gain any connection abilities.
Once per day, you can cast the 1st- or 2nd-level spell of your chosen connection as a spell-like ability. At 10th level, you can use this ability twice per day, and at 14th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell's level + your key ability score modifier.
!! Divine Power (12th)
Your divine connection continues to grow, allowing you to use more powerful magic. Once per day, you can cast the 3rd- or 4th-level spell of your chosen connection as a spell-like ability. At 16th level, you can use this ability twice per day, and at 20th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell's level + your key ability score modifier.
!! Greater Divine Power (18th)
Your divine connection becomes immensely powerful. Once per day, you can cast the 5th- or 6th-level spell of your chosen connection as a spell-like ability. The save DC of these spells is equal to 10 + the spell's level + your key ability score modifier.
''Prerequisites:'' Worship a deity of an alignment within one step of your own alignment.
''Benefit:'' You gain proficiency with all models of your deity’s favored weapon, such as all longswords (standard, sintered, microserrated, and so forth). If you are 3rd level or higher, you also gain [[Weapon Specialization]] as a bonus feat for your deity’s favored weapon. If you are 10th level or higher, when you score a critical hit with your deity’s favored weapon, you increase the DC to resist that weapon’s critical hit effect by 2; this does not stack with the [[Improved Critical]] feat.
''Special:'' If you change which deity you worship, this feat gives you no benefit until you next gain a character level. You then receive the benefit appropriate for the deity you now worship if your alignment is within one step of that deity’s.
You can hack a computer to set up magical surveillance. This takes 10 minutes and requires a successful [[Computers]] check against the device's DC. If you fail, you can't try again on the same device. On a success, your tap lasts for a number of days equal to your caster level. You can program your tap either to give you general information about user activity on the device or to receive a mental alarm when a user accesses or transmits data about a specific topic (getting an idea of the information found). For instance, a user might hold a video call to talk about your exploits. If you chose to receive general information, you might know that a video call took place but not the call's topic. If you chose to have the tap receive an alarm when the topic is you, you'd get the gist of the conversation (but not a complete transcript). Setting up a new diviner's tap ends the duration of any previous one still in effect.
Neurons in your brain are wired into a predictive AI that uses algorithms and divinations to predict a single humanoid's actions. As a standard action, you can target any creature of your type that you are observing to gain split-second predictions for as long as you continue to observe it or until you deactivate your augmentation as a swift action. During this time, you gain a +1 insight bonus to saving throws and skill checks against that creature and against effects that creature produces. In addition, if you concentrate as a move action, you gain a +1 insight bonus to attack rolls against that creature until the beginning of your next turn. You can target only one creature at a time.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//divining mirror neurons// | 12 | 36,400 | brain |
</div>
Djezet is a rust-red liquid and is among the most common of starmetals. Scientists have found no temperature at which this starmetal becomes solid in its pure form. It reacts strongly to magic, guiding eldritch energy much as copper guides electric currents. Crafters use djezet frequently in hybrid items and magic items. Items incorporating djezet are usually made with an alloy using djezet and steel.
Any weapon with metal components, even those that deal only energy damage, can be made of djezet alloy. Such a weapon is considered to be 2 item levels lower when determining which [[fusion seals|Weapon Fusions]] can be applied to the weapon, but it is considered to be 2 item levels higher when determining the total level of fusions that can be applied to the weapon. If djezet is properly incorporated into a hybrid or magic item, the saving throw DC for magical effects that item creates increases by 2. This increase also applies to magical effects created by weapons.
Djezet can also be worked into armor composites. If you wear djezet-enhanced armor, you act as if your caster level were 1 higher for determining the range and duration of your spells, and for caster level checks. If you can't cast spells, djezet-laced armor provides no benefit to you.
<div class="table-wrapper">
|Form | Cost |h
|Armor, item, or weapon | +2,000 credits |
|Raw material (1 bulk) | 500 credits |
</div>
This rust-colored, liquid starmetal guides magical energies much as copper guides electricity in a circuit. While it offers little benefit to a starship's frame, its unique properties can enhance a starship's sensors and improve its power efficiency.
''Power Core:'' A djezet power core absorbs trace magical energies and directs those toward powering minor systems, seeming to produce energy from nowhere. A djezet power core increases the PCU it provides by 10% (maximum +20 PCU), but it can direct that power only to fulfill the PCU requirements for expansion bays.
''Sensors:'' Djezet-infused sensors can analyze supernatural auras and unseen magical currents, providing a more comprehensive view of a starship's surroundings. Djezet sensors increase their range by 50%: short-range, medium-range, and long-range djezet sensors have ranges of 7 hexes, 15 hexes, and 30 hexes, respectively. Additionally, djezet sensors typically have a range of 375 feet on most planets, instead of 250 feet, though obstructions such as terrain might limit this range.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|power core | +1 BP |
|sensors | +3 BP |
</div>
Thin and runny, djezet eaters are rust-red in color and impart an organic residue that readily conducts magical energy.
* ''CR:'' 3+
* ''Required Creature Type:'' Ooze.
* ''Required Array:'' Combatant.
* ''Traits:''
** arcane residue (see below)
** [[blindsense]] (scent [djezet only]) 1 mile, [[blindsight]] (vibration) 60 ft.
** [[compression]]
** [[mindless]]
** [[ooze immunities]]
** [[SR]] 5 + CR
* //Arcane Residue ([[Su]]):// A creature hit by a djezet eater's slam attack is coated with a thin, red slime that quickly evaporates. For 1 round, whenever the target casts a spell, they take damage equal to 1d8 times the spell's level.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CG Large outsider (air, extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +4; ''Ref'' +6; ''Will'' +8
* ''Defensive Abilities'' air mastery; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 20 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' carbon steel [[curve blade]] +12 (1d10+5 S; critical [[bleed]] 1d6) or slam +11 (1d4+9 B; critical [[knockdown]])
* ''Ranged'' thunderstrike [[sonic pistol]] +12 (1d8+4 So; critical [[deafen]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[whirlwind]] (1d4+7 B, DC 15, 1/10 min.)
* ''Spell-Like Abilities'' (CL 5th)
** 1/day—//[[holographic image]]// (4th level, DC 16)
** At will—//[[flight]]// (3rd level), //[[invisibility]]// (self only), //[[plane shift]]// (willing targets to Astral Plane, Material Plane, or elemental planes only)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +4; ''Con'' +2; ''Int'' +2; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Computers]] +11, [[Mysticism]] +16, [[Sense Motive]] +16, [[Stealth]] +11
* ''Languages'' Aquan, Auran, Common, Ignan, Terran
* ''Other Abilities'' create feast, fabricate item
* ''Gear'' business [[stationwear]], carbon steel [[curve blade]], thunderstrike [[sonic pistol]] with 1 battery (20 charges)
!!! ECOLOGY
* ''Environment'' any (Plane of Air)
* ''Organization'' solitary, pair, company (3–6), or band (7–12)
!!! SPECIAL ABILITIES
''Air Mastery ([[Ex]])'' Airborne creatures take a −1 penalty to attack and damage rolls against a djinni.
''Create Feast ([[Su]])'' Once per day as a standard action, a djinni can create enough luxurious food and mildly intoxicating beverages, along with potable water, to nourish up to 15 Medium creatures for a day in normal environmental conditions. If unconsumed, the food and intoxicating beverages disappear after 24 hours. The water remains.
''Fabricate Item ([[Su]])'' Once per day as a full action, a djinni can create one piece of gear of an item level equal to or lower than the djinni's CR. The object can weigh up to 10 bulk and can be of up to Medium size. If the item needs ammunition, power, or other resources to function, it appears loaded with the required materials. The item persists for a number of minutes equal to the djinni's CR.
</div>
Djinn (singular djinni) are genies native to the Plane of Air. They build aerial domains where benevolent creatures are welcome. Most djinn are whimsical and gregarious. However, djinn oppose evil, especially efreet and those who aid them.
Djinn adopted mortal-built tech during the Gap. Some djinn even reside on the Material Plane. Such djinn like being around mortals, and many live on or near gas giants, where they can enjoy an environment akin to the Plane of Air.
A few djinn nobles can cast //[[wish]]// on behalf of creatures who aren't genies. However, tradition limits granting this gift only to the worthy.
A typical djinni stands 10 feet tall and weighs 1,000 pounds.
This small gun‑shaped device uses acute microwave radiation to scramble the DNA of living creatures caught in its area of effect. It was accidentally invented by shirren scientists attempting to understand Swarm biology and turned into an effective nonlethal, albeit pain‑inducing, weapon. While wielding a DNA scrambler in one hand, you can activate it as a standard action, dealing 3d8 nonlethal damage to all living targets in a 30‑foot cone as their DNA unravels. This causes a great deal of pain, imparting the [[off-target]] condition on each living creature in the cone for 1 round. A creature who succeeds at a DC 19 Fortitude saving throw halves the damage and negates the off‑target condition. This is a pain effect.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|DNA scrambler | 10 | 17,400 | L |
</div>
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 21
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' At the //impaired// state, the penalties from the //weakened// state become permanent until the victim benefits from a //[[restoration]]// spell.
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|docilant | 15 | 20,250 |
</div>
A docking canopy is a branch- or vine-like formation that allows up to four Tiny or two Small starships to attach to a Huge or larger [[biomechanical]] starship. The canopy takes up two expansion bays, and one can fulfill the hangar requirement for a carrier-class vessel. The starships attached to the docking canopy move with the larger ship, and the canopy provides a narrow passage between each docked starship and the larger vessel. Moving through this passage to the vessel to which the docking canopy is attached or back to the attached smaller ship takes 1 round of starship combat or 10 minutes. In addition, if the larger starship benefits from self-repair while vessels are docked, an engineer attending the process can amass the repair capabilities of the starship and any docked biomechanical craft as a pool of Hull Points; the engineer can then distribute these Hull Points among the starships linked by the docking canopy.
A docking canopy doesn't enclose docked ships the way a [[hangar bay]] does. Therefore, a science officer can use the target system crew action to target a docked vessel instead of a specific system on the starship that has the docking canopy as an expansion.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|docking canopy | 15 | 4 |
</div>
Robots are commonly used throughout the galaxy to handle repetitive tasks and make some aspects of life more convenient. Domestic drones have a rudimentary AI and only a limited ability to handle unexpected situations, making them useful for little beyond their specifically designated functions. Although the [[spy drone]] is a specialized — and in some places, illegal — version of a domestic drone, several other types of domestic drones are common in any large settlement. When activated, each acts as the indicated type of drone of a 1st-level mechanic, and you control it as if you were a 1st-level mechanic (using either an included remote control or a computer with an added control) except it can't make any attacks and has no weapon mounts, no feats, and no ability to add drone mods beyond those mods specified in its entry. An activated domestic drone can move its speed, but it can otherwise take only the actions specified in its description or granted by its mods. Most domestic drones have a basic model and an elite model; both can understand one language (chosen at purchase), and elite models often have additional abilities and greater autonomy. Some mechanics design their personal drones to resemble ordinary domestic drones, which allows their far more adaptable (and sometimes menacing) drones to blend in.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|domestic drone, basic | 4 | 2,000 | varies | 20 | 1/hour |
|domestic drone, elite | 10 | 18,000 | varies | 100 | 1/hour |
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Small dragon
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +4; ''Will'' +2
* ''Immunities'' paralysis, sleep; ''Resistances'' acid 5
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' bite +7 (1d6+3 P) or suctioning vortex +7 (special; see below)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with suctioning vortex)
* ''Offensive Abilities'' suctioning vortex (attach DC 10; [[swallow whole]] [1d6 A, EAC 10, KAC 8, 3 HP])
!!! STATISTICS
* ''Str'' +3; ''Dex'' +0; ''Con'' +2; ''Int'' –3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +9, [[Athletics]] +4, [[Stealth]] +4
* ''Languages'' Common (cannot speak)
!!! ECOLOGY
* ''Environment'' temperate forests
* ''Organization'' solitary, pair, or clutch (3–5)
!!! SPECIAL ABILITIES
''Suctioning Vortex ([[Su]])'' As a standard action, a ravenous drake can make a special melee attack targeting KAC by powerfully inhaling, drawing its prey into its mouth. Against a target larger than the drake, this functions as the [[attach]] universal creature ability; if the attack succeeds, the drake moves to the nearest adjacent space and attaches to the target. If the attack fails, the drake moves but doesn't attach. Against a target of the ravenous drake's size or smaller, this instead functions in many ways like the [[swallow whole]] universal creature ability. The drake gains a +4 bonus to the initial attack roll but doesn't deal damage upon initially hitting the target. On its subsequent turns, while [[grappling]] or [[pinning]] the target, the drake deals its bite damage. The drake can swallow a creature of its size or smaller. While it has swallowed a creature of its same size, the drake gains the [[encumbered]] and [[flat-footed]] conditions. The movement from this ability—both for the drake and its target—does not provoke attacks of opportunity.
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one humanoid
* ''Duration'' 1 day/level; see text
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You fire a bright purple ray at your target, making a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher.
If you hit and your target fails its Will saving throw, you establish a telepathic link with the target's mind and can control its actions. If you and the target have a common language, you can generally force the target to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the target is experiencing, but you don't receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Changing your orders or giving a dominated creature a new command is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the target, though it still can't communicate with you. You don't actually see through the target's eyes, but you still get a good idea of what's going on.
The target resists this control, and any target forced to take actions against its nature can attempt a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited as long as you and the target are on the same plane. You don't need to see the target to control it.
If you don't spend at least 1 round concentrating on the spell each following day, the target can attempt a new saving throw to throw off the domination. You can be prevented from exercising control or using the telepathic link while the target is under the effects of some spells, but such effects don't automatically dispel the domination.
A //domination visor// is a method of mental control used by sivvs on species they had enslaved. The visor looks like a pair of virtual reality goggles marked by glowing magical runes. A //domination visor// must be programmed or reprogrammed by someone trained in both [[Computers]] and [[Mysticism]] in a process requiring 1 day of work. The visor requires a full action to put on, and the subject must be [[helpless]], [[unconscious]], or willing.
Once donned, a //domination visor// plays its program over the course of 1 minute, during which time the subject is exposed to a potent, magically augmented virtual reality that subtly reprograms their conscious mind. The subject must succeed at a DC 24 Will save or be subject to an effect similar to //[[dominate person]]//, obeying whatever instructions have been programmed into the visor. A //domination visor// can be removed with a move action; if the //domination visor// is removed at any time during the 1 minute required for its program to complete, the //dominate person// effect fails. The commands implanted by a //domination visor// last for 24 hours, after which the effect ends. No new orders or commands can be given, and if the target is forced to take actions against its nature, it gets a new saving throw with a +2 bonus. The subject can't carry out self-destructive orders. A //domination visor// can be used only once per day.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//domination visor// | 17 | 220,000 | 1 |
</div>
<div class="statblock">
* ''Tier'' 13
* Large destroyer
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 30; ''TL'' 32
* ''HP'' 210; ''DT'' —; ''CT'' 42
* ''Shields'' heavy 420 (forward 105, port 105, starboard 105, aft 105)
* ''Attack (Forward)'' gravity gun (6d6), plasma cannon (5d12)
* ''Attack (Port)'' light plasma cannon (2d12)
* ''Attack (Starboard)'' light plasma cannon (2d12)
* ''Attack (Aft)'' gyrolaser (1d8)
* ''Attack (Turret)'' light plasma cannon (2d12)
* ''Power Core'' Gateway Heavy (400); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, computer countermeasures (feedback), crew quarters (common), mk 3 trinode computer, mk 8 armor, mk 11 defenses, self-destruct system; ''Expansion Bays'' [[cargo holds]] (2), [[guest quarters]] (common), [[science lab]]
* ''Modifiers'' +3 to any 3 checks each round, +4 [[Computers]] (sensors only)
* ''Complement'' 1 [[shipmind]]
!!! CREW
* ''Shipmind Engineer'' [[Engineering]] +23 (13 ranks)
* ''Shipmind Gunner'' gunnery +19
* ''Shipmind Pilot'' [[Piloting]] +28 (13 ranks)
* ''Shipmind Science Officer'' [[Computers]] +23 (13 ranks)
!!! SPECIAL ABILITIES
''Shipmind ([[Ex]])'' A Dominion seeder can be crewed entirely by a single [[shipmind]], which can take up to 5 crew actions (in any role except captain) each round of starship combat using the listed bonuses.
</div>
Seeders are the most common large Dominion starships. Some are scouts or assault vessels with only a [[shipmind]] aboard, while others travel with a crew of other entities affiliated with the Dominion of the Black. These ships land on life-rich planets, unleashing Dominion-allied creatures to infest the region around the landing site, assimilating native organisms.
If left alone planetside for too long, a Dominion seeder's shipmind can quickly degenerate, causing the ship's organic aspects to also decay. In about a decade, the ship rots into uselessness and the shipmind dies. During that time, the shipmind might leave of its own accord, or it might spend its remaining time brutally toying with any creature it can.
As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: [[confused]], [[fascinated]], [[fatigued]], [[shaken]], [[sickened]], and [[staggered]]. While your ally doesn't suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.
At 6th level, add the following conditions to the list: [[cowering]], [[dazed]], [[exhausted]], [[frightened]], [[nauseated]], [[panicked]], [[paralyzed]], and [[stunned]].
At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can't remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don't lose the Resolve Point.
This is a mind-affecting, sense-dependent effect.
You are cursed with visions of a terrible future. Whether it’s the distant awakening of a Great Old One, a post-apocalyptic realm where automatons have conquered the stars, a magical cataclysm triggered by well-intentioned experiments, or a future where the Swarm encompasses all known worlds, a seemingly inevitable future is inseparably linked with your consciousness. Though you can see only glimpses of this doomed future, you struggle to avoid it, hoping your actions will eventually change the terrifying visions you receive.
''Focal Paradox:'' Fortitude saving throws
''Improved Anchor:'' Visions of your future haunt you, but also provide insight into what is to come. Once per day when you regain your spells, you gain a free paradox of 20 that you can use only on a skill check made to [[recall knowledge]].
''Greater Anchor:'' When you succeed at a Fortitude save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Medium aberration (gray)
* ''Init'' +0; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 120 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +13; ''Ref'' +13; ''Will'' +12
* ''Defensive Abilities'' phase
* ''Weaknesses'' [[light blindness]], [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 40 ft., burrow 20 ft.
* ''Melee'' tentacle +23 (4d6+19 B plus [[grab]]) or bite +23 (2d8+19 P; critical 2d6 [[bleed]])
* ''Ranged'' acidic spit +20 (3d8+11 A; critical 1d6 corrode)
* ''Offensive Abilities'' telepathic howl (DC 18)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +1; ''Con'' +5; ''Int'' –3; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +25, [[Intimidate]] +20
* ''Other Abilities'' [[tracking]] (scent)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–10)
!!! SPECIAL ABILITIES
''Acidic Spit ([[Ex]])'' As a ranged attack, a dormakhabu can spit a thin stream of acid from its mouth with a range increment of 30 feet.
''Phase ([[Su]])'' Dormakhabus exist slightly out of phase with the Material Plane. A dormakhabu can pass through walls or material objects (but not corporeal creatures), as long as it begins and ends its turn outside of any wall or obstacle. In addition, a dormakhabu always benefits from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against a dormakhabu.
''Telepathic Howl ([[Ex]])'' As a full action, a dormakhabu can unleash a wave of telepathic
energy. All creatures within 60 feet must succeed at a DC 17 Will save or become
[[confused]] for 1d4 rounds. Creatures with [[telepathy]] or [[limited telepathy]] take a –2 penalty to this saving throw. A dormakhabu can use this ability every 1d4 rounds.
</div>
This six-legged beast resembles a slender alligator with three eyestalks on top of its head and a ridge of bony plates running down its spine. Its front two limbs end in sturdy claws capable of digging through earth and stone. Under its eyestalks, a dormakhabu also has a long and powerful tentacle, which it uses to drag hapless creatures toward its wide mouth full of sharp teeth, located in the center of its torso. Due to the dormakhabu's rubbery skin and ability to phase through solid matter, many scholars theorize that this unusual aberration originates from the same world or dimension as the aliens known as grays. Despite these similarities and possible shared origins, dormakhabus have not been reported to cooperate with the bulbous-headed humanoids.
The only evidence of the strife between the two species comes from an unsubstantiated infosphere report in which an unnamed witness claimed to have been held captive by grays in some kind of underground facility on an asteroid. This person alleges to have seen a creature with a description matching that of a dormakhabu burrow up from the stone floor and unleash a terrifying psychic tremor that flooded the minds of the grays and their captives alike.
Beset by confusing and nightmarish visions, the witness watched in horror as the dormakhabu spit acid on their incapacitated gray captors before rushing to grab an alien with its tentacle and stuffing the unfortunate victim into its maw. Thanks to the chaos, the witness said, they were able to escape with their life and memories intact. However, no solid evidence for this story has been found.
If true, the question remains as to why or how a dormakhabu can track and hunt grays with such fervor. However, those who believe in the existence of the grays are grateful to hear that the mysterious infiltrators are not without their own natural predators.
This punch dagger resembles a miniature doshko extending from the knuckles, with one to four diamond-shaped blades. Doshakaris come in most of the same varieties as traditional steel doshkos, including the translucent molecular rift version.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|doshakari, tactical | 6 | 4,300 | 1d6 P | [[wound]] | L |[[analog]], [[disarm]], [[operative]] |
|doshakari, advanced | 10 | 18,500 | 3d4 P | [[wound]] | L |[[analog]], [[disarm]], [[operative]] |
|doshakari, ultrathin | 13 | 51,500 | 5d4 P | [[wound]] | L |[[analog]], [[disarm]], [[operative]] |
|doshakari, zero-edge | 16 | 175,000 | 6d6 P | [[wound]] | L |[[analog]], [[disarm]], [[operative]] |
|doshakari, molecular rift | 19 | 575,000 | 9d6 P | [[severe wound]] | L |[[analog]], [[disarm]], [[operative]] |
</div>
The traditional weapon of the [[vesk]], the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges.
Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|doshko, tactical | 1 | 240 | 1d12 P | — | 1 |[[analog]], [[unwieldy]] |
|doshko, advanced | 7 | 5,300 | 2d12 P | — | 1 |[[analog]], [[unwieldy]] |
|doshko, ultrathin | 11 | 24,600 | 4d12 P | — | 1 |[[analog]], [[unwieldy]] |
|doshko, zero-edge | 14 | 71,500 | 7d12 P | — | 1 |[[analog]], [[unwieldy]] |
|doshko, molecular rift | 17 | 248,000 | 10d12 P | — | 1 |[[powered]] (capacity 20, usage 1), [[unwieldy]] |
|doshko, dimensional blade | 19 | 546,100 | 13d12 P | — | 1 |[[analog]], [[unwieldy]] |
</div>
A doshko is as much a symbol as it is a weapon. The traditional vesk melee weapon, a doshko requires strength to wield and delivers devastating blows in the right hands. The weapon imparts a clear willingness to engage in bloody conflict, which is why fearsome groups like the church of Damoritosh intentionally rely on doshko iconography. Doshko specialists are martial artists who study the history and traditions of the doshko not only to improve their ability to vanquish foes in melee, but to learn lessons of honor and fury that the weapon's legacy can teach.
Nearly everyone familiar with an arms dealer's wares knows that doshkos come with anywhere from one to four axe-like blades made of steel or energy, though the three-bladed version is the most common. Few other than vesk martial historians—including doshko specialists—understand that each blade has a specific meaning. Doshko specialists call the weapons' blades their "teeth," and each tooth, from the tip down to the haft, must be earned, one at a time, by learning a specific truth about the weapon. Although anyone might purchase a doshko with a variable number of blades, doshko specialists prefer to limit themselves to doshkos with only the number of blades they have earned. Intense rivalries ignite when doshko specialists find themselves on opposite sides of a confrontation.
Most doshko specialists are solarians, soldiers, or vanguards. Such soldiers often have the [[blitz]] fighting style, while vanguards might have the [[cascade]] or [[momentum]] aspects. Many doshko specialists are [[vesk]], although vesk usually appreciate those of other species who strive to embrace the power and legacy of their traditional weapon.
''Prerequisites:'' You must be proficient with advanced melee weapons, such as from the proficiency granted by a class, a class feature, or the [[Advanced Melee Weapon Proficiency]] feat. This proficiency imparts a prospective doshko specialist the honor of bearing a doshko with a single blade, which they call the Tooth of Eager Spirit. If you are a solarian using a solar weapon and choose a doshko for its general design, you can apply the effects of this archetype to your solar weapon as though it were a doshko, as long as it remains as that design.
The doshko specialist archetype grants additional class features at 2nd, 6th, 12th, and 18th levels. Effects that apply to a doshko you are holding end as soon as you aren't holding it.
!! Tooth That Seeks Honor (2nd)
The second doshko tooth resists dishonor. Your training empowers you to recover from missed blows by extending your reach or changing tactics. When you miss an opponent with a melee attack with your doshko, you can grant that doshko the [[disarm]], [[reach]], [[sunder]], or [[trip]] weapon special property until the start of your next turn. If you miss again before the start of your next turn, you can grant the doshko an additional special property from the list. You can grant a doshko only two special properties at a time with this ability.
!! Tooth That Bites Steel (6th)
The third tooth strives to prove the doshko a superior weapon. You gain a +2 bonus to attack rolls when performing disarm, sunder, or trip combat maneuvers with a doshko. If your attack roll is a natural 20, you also apply the doshko's critical hit effect (if any) to the target.
!! Tooth That Reaps the Unworthy (12th)
The fourth tooth tears flesh. A doshko you hold that does not have the [[wound]] or [[severe wound]] critical hit effect gains the effects of the [[wounding]] weapon fusion. When you score a critical hit with a doshko with the wound or severe wound critical hit effect, you can spend 1 Resolve Point to choose the next-highest result from the [[Wounding Weapons]] table after rolling. When you score a critical hit with a doshko with the severe wound critical hit effect, you also increase the DC to save against it by 2.
!! Tooth That Commands Terror (18th)
You have earned the right to bear the celebrated five-bladed doshko. Any doshko you hold manifests five blades, magically sprouting additional blades of steel or energy as needed. While you hold a doshko, you gain a +4 circumstance bonus to saves against fear effects and you gain the [[frightful presence]] universal creature rule with a range of 60 feet and a duration of 2d4 rounds. The DC for this effect is 10 + half your base attack bonus + your Strength modifier.
A double weapon has two different weapons placed end to end so you can attack with either easily without changing your grip. For the purpose of the [[Multi-Weapon Fighting]] feat, a double weapon is treated as two or more [[operative]] melee weapons. A double weapon is not treated as an operative weapon for any other purpose unless it has the operative weapon special property.
Some double weapons have ends that deal different damage types. When making a single attack with such a weapon, you can choose which damage type to deal, but if you make more than one attack in the same round, at least one of those attacks must be made with the second damage type. The weapon category of a double weapon that deals more than one damage type is based on the first damage type listed. If its second damage type causes it to be considered a different weapon category when dealing that damage, that category is listed in parentheses. For example, a double weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists "double (cryo)" to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.
When you succeed at both the skill check and attack roll of your [[trick attack]], you can apply two of your [[debilitating trick]] effects.
Your limbs allow you to manipulate multiple weapons.
''Prerequisites:'' Four or more arms.
''Benefit:'' You can draw, reload, or sheathe two weapons with the same action normally required to do so with one weapon.
As a standard action, you can throw two grenades you're holding. The grenades must be aimed at intersections no more than 15 feet apart, and you make a separate attack for each grenade. The sum of the grenades' item levels can't exceed your soldier level plus your key ability score modifier.
You can take two pilot actions, but take a –4 penalty to each [[Piloting]] check or other skill check. You take the pilot actions in succession, but can choose your second action after taking the first one and can take an action more than once. If you don't want to use your second action, you forfeit it but still take the penalty to your first check. Unlike other pilot actions, a double maneuver takes your full action.
If your vehicle is significantly faster than the other vehicles in the chase, you have an advantage when performing a double maneuver. If your vehicle's full speed is at least 50 feet faster than the fastest enemy vehicle, you take only a –2 penalty when performing a double maneuver.
Regardless of how many pilot actions you take as part of a double maneuver, you move forward at most one zone during the chase progress phase.
As a standard action, you can perform a special double shot attack using a weapon with the [[quick reload]] property that does not target multiple creatures (such as a weapon with the [[blast]], [[explode]], or [[line|Line (weapon property)]] special property). The attack uses twice the normal amount of ammunition and increases the attack's damage by 1 point per die of damage. This attack can't benefit from the [[boost]], [[guided]], or [[variant boost]] weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage.
You can make rapid small arm attacks to increase the effectiveness of your attacks.
''Prerequisites:'' [[Weapon Focus]] (small arms), proficiency with small arms.
''Benefit:'' As a standard action, you can take a single attack action to make a double-tap attack with a small arm. This attack gains a +1 bonus to the attack roll, and your bonus to damage from [[weapon specialization]] is equal to your character level (rather than half your character level). The small arm used cannot have the [[blast]], [[explode]], [[flexible line]], [[line]], [[unwieldy]], or [[wide line]] weapon special properties, or any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from the [[boost]], [[guided]], or [[variant boost]] weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability.
You and an ally become a double threat.
''Benefit:'' Once per day after you and an ally strike the same target using the same type of weapon within the same round, automatically apply the critical hit effect of the second weapon to hit to the target and increase any associated save DCs by 2. If the ally who struck the target is your [[bonded partner]], in addition to being subject to the critical hit effects, the target is [[flat-footed]] until the end of your next turn.
A dousing shield looks similar to a standard [[riot shield]], though it is more often used in situations where the wielder is in danger of catching fire. While you are wielding a dousing shield, you gain a +2 circumstance bonus to the attack roll of bull rush combat maneuvers. With a series of reservoirs containing flame-smothering chemicals, a dousing shield also functions as a [[fire extinguisher]], except that it can end only your own [[burning]] condition and you can activate it as a move action. If you are Large or larger, you must activate the fire extinguisher feature of the shield over 2 consecutive rounds to end the burning condition (requiring the use of 2 charges). The 20 charges of a dousing shield's fire extinguisher can be replenished for 5 credits.
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|dousing shield, basic | 2 | 900 | +1/+1 | +3 | – 2 | 2 | 1 |
|dousing shield, field | 7 | 6,800 | +1/+2 | +4 | –2 | 2 | 2 |
|dousing shield, advanced | 12 | 36,800 | +1/+2 | +4 | –1 | 2 | 2 |
|dousing shield, elite | 17 | 256,000 | +1/+3 | +5 | –1 | 2 | 2 |
</div>
Not even the most battle-scarred and seasoned mercenary spends every day in combat. Most adventurers have a few days or weeks between jobs, and even if their schedule is packed, interplanetary travel and journeys through the Drift require time—time that can't be spent fighting foes or exploring. The rules here detail what adventurers might be doing in the quiet times, between the excitement of exploration and the terror of combat.
Downtime is measured in days of 24 consecutive hours of Pact Standard Time. During a day in which you don't do any adventuring, engage in starship combat, use overland movement, or take part in other time-consuming or demanding activities, you can engage in one of the downtime activities described in this section (you can still engage in a single 8-hour rest). If you begin a downtime activity at the start of a day but that activity is interrupted during the day—for instance, if starship combat breaks out—that downtime activity provides no benefit, and you must start over on a new day. A notable exception to this is the [[maintain readiness]] activity, which provides a benefit when interrupted.
Most of the activities listed in this section include entries for Activity, Results, and Multiday, detailed below.
''Activity:'' The downtime activity is described here, as well as all requirements for it, including skill checks, saving throws, equipment, starship expansion bays, and similar facilities. You can take 10 or take 20 on skill checks for downtime activities unless otherwise stated (in either these rules or those referenced in the Core Rulebook).
''Results:'' The results of a downtime activity are resolved at the end of the day unless stated otherwise, and many downtime activities grant benefits for the following day. If there are penalties for failure, those are also listed here.
''Multiday:'' If you can perform an activity for a longer period of time to gain a different or improved benefit, that's listed here. Unless otherwise stated, this time period must be consecutive; if you are interrupted at any point during that interval (such as by a random encounter in the Drift) or if you choose a different downtime activity, you lose any progress made. If you choose to restart the activity, you must start over.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<list-links "[tag[Downtime]sort[title]]" class:index>>
You can detect even very slight movements nearby.
''Prerequisites:'' [[darkvision]] and [[low-light vision]]
''Benefit:'' You’ve enhanced your senses beyond the ability to see your surroundings. You gain [[blindsense]] (vibration) 15 feet. If you have the draconic vision species trait, you instead gain blindsense (vibration) 30 feet.
You channel your breath weapon into a ranged attack.
''Prerequisite'': breath weapon species trait
''Benefit:'' Once per day, you can channel your natural breath weapon through a ranged weapon as a swift action. As part of a full round attack, add your breath weapon’s damage and energy type to a weapon you’re wielding. You can energize a willing ally’s ranged weapon using your breath weapon as a standard action. The weapon deals this additional damage on its next attack. A weapon affected by Draconic Shot gains the [[unwieldy]] property until fired, and it must be fired within 1 minute or the breath weapon’s energy dissipates and is lost.
The Shadari Confederacy lies cloaked deep within an area known as the Kurzach Nebula: an immense cloud of ionized, dingy-colored gases that block most scans and make astrogation difficult. As such, this loose organization houses all manner of fugitives, itinerants, and other scoundrels, and it is led by the inhabitants of Great Shadar, a waterless planet orbiting this system's dim star. These residents call themselves draeliks, and they are singularly united in support of the Confederacy's lawless ideals. To outsiders, however, they often seem more beholden to the grotesque sceaduinars: extraplanar creatures from the Negative Energy Plane, and the main figures of the most prominent draelik faith.
Draeliks are gaunt humanoids who average 7 feet in height. They have vestigial gills on their necks and slightly webbed hands and feet that hint that they may have once been an aquatic race, even though their home world currently has no oceans or lakes. Instead of hair, draeliks have short bristles on their heads. The color of draeliks' skin spans various shades of yellow, from mustard to saffron. Draeliks have three fingers and a thumb on each of their hands, and their limbs are slightly longer than those of humans.
The majority of draeliks have a mystical marking resembling a third eye that usually appears
on the forehead. Known as Eyes of Enlightenment, these mark them as adherents of the
philosophy of Ataxxea, a belief that pays homage to sceaduinars and finds entropy to be the most sublime force in the universe. Members of this faith don't actively set out to destroy, but they do very little to prevent and reverse natural deterioration. They build only items that speed up this decay, mostly by using negative energy. This pseudoreligion is widespread throughout the Confederacy, and many races native to the nebula count themselves as followers, receiving the Eye of Enlightenment during a ritualistic process involving special inks distilled from dark energies. Many who get this tattoo gain powers similar to solarians who focus on the graviton aspects of their cycle.
While some outsiders mistakenly conflate the nihilistic philosophy of Ataxxea with that of the Cult of the Devourer, most draeliks find the comparison deeply offensive. To them, their path is a stately and dignified march toward the inevitable and ordained end of all things, while the Devourer's followers cheapen the entire experience and ruin the work of generations by thrashing around in childlike tantrums, attempting to tear reality's fabric instead of embracing its beautiful unraveling.
The few draeliks who don't follow these entropic beliefs generally leave the Kurzach Nebula to seek their fortunes in the wider galaxy. Despite their rejection of their home world's nihilism, however, they are often still drawn to careers that emphasize the deeply ingrained talents of their people, hiring themselves out as deceptive assassins, furtive thieves, or mystics of dubious morality. Draeliks encased in shining armor and fighting for the betterment of every race and creed are rare, and those who seek to shatter the mold must always contend with their inner demons, sometimes even struggling against foul temptations from sceaduinars who want to bring them back into the fold.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Cha
* ''Hit Points:'' 4
* ''Size and Type:'' Draeliks are Medium humanoids with the draelik subtype.
* ''Darkvision:'' Draeliks gain [[darkvision]] out to 60 feet.
* ''Draelik Magic:'' Draeliks gain the spells listed below as spell-like abilities. The caster level for these effects is equal to the draelik's character level.
** 1/day—//[[wisp ally]]//
** At will—//[[fatigue|Fatigue (spell)]]//, //[[ghost sound]]//
* ''Lurker:'' Draeliks receive a +4 bonus to Stealth checks in dim light or darker conditions.
* ''Necromancy Resistance:'' Draeliks receive a +2 racial bonus to saving throws against [[necromancy]] effects.
!! Shadowstaves
Draeliks who have proven their worth wield a //shadowstaff//, a weapon that channels cold, dark energy from the Negative Energy Plane. Many sages believe that sceaduinars gifted the arcane technology necessary to create these items to the draeliks to protect them from the predations of the Azlanti Star Empire. //Shadowstaves// function as both two-handed basic melee weapons and as small arms. A wielder must be proficient in small arms to use one as a ranged weapon without penalties and to gain the benefits of the [[Weapon Specialization]] feat with a //shadowstaff// used as a ranged weapon. These weapons use a special ammunition that is manufactured only on the worlds of the Shadari Confederacy and costs 160 credits for a 40-charge clip. Presented below are the statistics for a standard //shadowstaff//, used by advanced practitioners of the weapon's art, as well as the //lesser shadowstaff// used by those newly honored with the responsibility of bearing the symbolic weapon. While even more powerful versions of the weapon exist, these are usually restricted to draelik high priests and other highly respected operatives of the draelik government.
{{Shadowstaff}}
!! Lurker Graft
{{Lurker}}
You are skilled at bringing your opponent down with you when you are knocked [[prone]].
''Benefit:'' Whenever an opponent successfully uses the trip combat maneuver against you, you can attempt to trip an adjacent opponent as a reaction.
A dragon is a reptilian creature, usually winged, with magical or otherwise unusual abilities.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** [[immunity]] to [[paralysis]] and sleep
* ''Adjustments:''
** +2 to all saving throws
** +1 to attack rolls
You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you've used your breath weapon, you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|dragon gland, wyrmling | 2 | 755 | throat |
|dragon gland, standard | 10 | 19,125 | throat |
|dragon gland, wyrm | 16 | 181,500 | throat |
</div>
A dragon pistol features a wide muzzle that is often shaped like a dragon's maw. The weapon discharges discrete orbs of flaming petrol that can cling to targets. A wyrmling dragon pistol casts small petrol globules, while drake and wyvern dragon pistols have increased outputs. The true dragon pistol is as devastating as it is rare.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dragon pistol, wyrmling | 5 | 2,650 | 1d6 F | 30 ft. | [[burn]] 1d6 | 20 petrol | 1 | L |— |
|dragon pistol, drake | 10 | 17,000 | 3d4 F | 30 ft. | [[burn]] 2d4 | 20 petrol | 1 | L |— |
|dragon pistol, wyvern | 15 | 95,000 | 4d6 F | 30 ft. | [[burn]] 3d6 | 20 petrol | 1 | L |— |
|dragon pistol, true | 19 | 489,000 | 5d8 F | 40 ft. | [[burn]] 5d6 | 20 petrol | 1 | L |— |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Huge magical beast (aquatic)
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
!!! OFFENSE
* ''Speed'' 30 ft., swim 30 ft.
* ''Melee'' tail whip +20 (3d4+14 S)
* ''Ranged'' barb +17 (3d6+8 P plus dragon ray poison)
* ''Offensive Abilities'' sting (DC 16)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +4; ''Int'' +0; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +21
* ''Other Abilities'' [[amphibious]]
!!! ECOLOGY
* ''Environment'' any aquatic
* ''Organization'' solitary, pair, or flight (3-8)
!!! SPECIAL ABILITIES
''Sting ([[Ex]])'' As a move action, a dragon ray can infuse its ranged barb attack with venom. A creature hit by a barb is affected by dragon ray poison (see below). A dragon ray’s tail is hollow and can store 4 doses of this poison. The ray’s venom gland naturally replenishes this poison in 24 hours.
!!! Dragon Ray Poison
* ''Level'' 6; ''Price per Dose'' 600
* ''Type'' poison (injury); ''Save'' Fortitude DC 16;
* ''Track'' [[Dexterity|Dexterity Poison Track]]; ''Frequency'' 1/round for 4 rounds
* ''Effect'' In addition to causing loss of motor control and eventual death, dragon ray poison produces vivid hallucinations in the mind of the affected creature.
* ''Cure'' 1 save
!!! Flight
* ''Level'' 3; ''Price per Dose'' 550
* ''Type'' drug (ingested or injury); ''Save'' Fortitude DC 16;
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Effect'' +1 morale bonus to all saves and –4 penalty to [[Perception]] checks for 1 hour
</div>
The dragon ray is a graceful marine creature named for its flat, winged body and long tail. Spiny protrusions and finlike flares trail from the dragon ray, shifting through a range of vibrant colors depending on the temperature of the air or water and the direction of the wind or current. Dragon rays are amphibious creatures that can be seen diving low beneath the waves, skimming the water’s surface, or gliding above the ocean. Their beautiful yet fearsome appearance draws tourists, eager to photograph them. Though normally docile, a threatened dragon ray can deploy a lethal venom through its tail, which contains hundreds of reticulated barbs it can fling in self-defense. Despite this risk, some individuals train dragon rays and even keep them as pets. Dragon rays are vegetarians who skim algae and marine plants with their sucker-like mouths. They have no language or culture but communicate with one another through vibrations. The rhythmic pulses dragon rays produce were recently sampled by Pact World DJs to create unique tracks that are a hit in the system’s club scene.
In tiny amounts, dragon ray poison isn’t lethal and can be taken as a recreational drug. Partygoers across the galaxy have learned to dilute and distill the poison into a (mostly) safe mind‑altering substance. Colloquially referred to as “dragon juice” or “flight,” the drug can be processed into a powder or liquid and causes feelings of euphoria, a sensation of flying, and vivid hallucinations, with minor sensorimotor side effects.
A larger and more powerful version of a dragon pistol, a dragon rifle also commonly bears draconic motifs or iconography in its aesthetic design. The globules of petrol from a dragon rifle are slightly larger than those from a pistol, and the weapon can be set to launch a series of shots in quick succession. Wyrmling, drake, and wyvern dragon rifles are available, along with the powerful and rare true dragon rifle.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dragon rifle, wyrmling | 5 | 3,020 | 1d8 F | 60 ft. | [[burn]] 1d4 | 20 petrol | 1 | 1 |[[automatic]] |
|dragon rifle, drake | 9 | 13,400 | 3d6 F | 60 ft. | [[burn]] 2d4 | 20 petrol | 1 | 1 |[[automatic]] |
|dragon rifle, wyvern | 14 | 72,200 | 6d6 F | 80 ft. | [[burn]] 3d4 | 20 petrol | 1 | 1 |[[automatic]] |
|dragon rifle, true | 19 | 559,000 | 11d6 F | 100 ft. | [[burn]] 4d4 | 20 petrol | 1 | 1 |[[automatic]] |
</div>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You can feel draconic magic pulsing through your veins, and the guttural roar of dragons invigorates you. Whether you're from an area with deep ties to dragons or have simply spent your life studying the magnificent beasts, you understand how dragons' categorization (metallic or chromatic and specific colors) affects their moods, outlooks, and even ultimate goals. You can harness the power of dragons, and you sing the creatures' praises wherever you go.
!! Theme Knowledge (1st)
You have a voracious appetite for lore about dragons and never forget a detail, whether it's about draconic culture, traditions, and abilities, or the personal information of the system's oldest dragons. When you attempt a [[Culture]] or [[Mysticism]] check to [[recall knowledge]] about dragons' ways, their abilities, or the names and general personal details about dragons that are adults or older, reduce the DC by 5. [[Culture]] is a class skill for you, but if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Dragon Mein (6th)
You can harness the terrifying reputation of dragons to strike fear into the hearts of those you oppose. You've read or seen so much of dragons' tactics that you can mimic them with surprising accuracy and effectiveness. When you successfully use [[Intimidate]] to [[bully]] a creature, its change in attitude lasts for an additional 10 minutes. When you successfully use Intimidate to [[demoralize]] an opponent, it is [[shaken]] for 1 additional round.
!! Dragon Skin (12th)
You have conditioned your skin to withstand the inherent power that dragons hold inside them, and you are more inured to elemental damage as a result. The first time each day you would take energy damage, you gain [[energy resistance]] 5 against that type of damage for that attack and for 1 hour afterward or until you rest to regain Stamina Points, whichever comes first. This energy resistance stacks with only one other type of energy resistance you have from another source.
!! Dragon Hoard (18th)
You have a deep understanding of dragons' motivations, natural prowess, and ancient cultures, and you have taken on a dragon's love of material possessions. Up to twice per day, you can spend 10 minutes cataloging and examining your wealth—such as inquiring into your bank account or polishing your most expensive weapon—to recover 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
A modern take on the traditional weapon of the [[dragonkin]], the dragonglaive is a polearm in which the large slashing blade is electrified via embedded circuitry. These weapons are generally so heavy that they can be used only by Large creatures or creatures with Strength modifiers of at least +4.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|dragonglaive, basic | 4 | 2,000 | 1d8 S & E | — | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
|dragonglaive, thunderhead | 8 | 9,000 | 2d8 S & E | — | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
|dragonglaive, stormstrike | 12 | 34,000 | 3d8 S & E | — | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
|dragonglaive, skyshatter | 16 | 160,000 | 8d8 S & E | — | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
|dragonglaive, wyrmlord | 19 | 525,000 | 13d8 S & E | — | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
</div>
Native to Triaxus, dragonkin are smaller and more humanoid than their true dragon cousins, yet more intelligent than brutish drakes and wyverns. Even before the advent of the Gap, dragonkin had a long history of alliance with humanoids, specifically in a region on Triaxus called the Skyfire Mandate, where many dragonkin carried ryphorian riders into battle against the armies of the evil dragons in the Drakelands. With the formation of the Pact, however, the Drakelands' masters ramped back their cruelty to ostensibly legal levels; these dragons eschewed their expansionist wars in favor of biased laws, secret police forces, and corporate oligarchies. In the wake of this peace and the dawn of easily accessible space travel, the Skyfire Mandate's famed Dragon Legion was renamed the Skyfire Legion and found a new purpose as a spacefaring mercenary league that protects innocent colony worlds that are beyond the reach of the Pact's laws. Yet not all dragonkin and their bonded partners signed up to join the legendary militia's new crusade, and some instead took to the stars independently to find their own fortunes.
Probably the greatest distinguishing feature of the dragonkin is their near-magical ability to bond with a non-dragonkin partner, traditionally a ryphorian. Living and working together—and often training to complement each other in combat—a dragonkin and his partner can develop such a deep bond that they begin to literally read each other's thoughts, allowing them to act with perfect synchronization. On Triaxus, this historically resulted in bonded pairs known as dragonrider pairs: a humanoid partner riding into combat on the dragonkin's back and providing ranged and magical support. While there are still plenty of planet-dwelling pairs who practice this ancient form of combat, today, a dragonkin and his partner more often use their link to make an exceptional starship crew or ground assault squad. The bond between dragonkin and partner goes far beyond simple combat, however. While generally not romantically involved with each other, dragonkin and their partners act in sync in nearly every aspect of their lives and form an inseparable partnership that outside relationships must accommodate.
Life among the stars has led to variation within the dragonkin race, both culturally and genetically. While dragonkin adopted the use of armor, weapons, and other tools millennia ago, this reliance has accelerated dramatically in recent centuries. Dragonkin who remain on Triaxus and live according to tradition retain their abilities, yet those who make their homes in the cramped quarters of ships and space stations have a diminished ability to fly—a fact that drives a wedge between traditionalists and the newer breed, the latter of which claim that a good starship provides the only wings they need.
Dragonkin tend to be intimidatingly stoic to strangers but loyal and fun with their friends. While the Skyfire Legion has an unusually heroic code of ethics for a mercenary unit, dragonkin in general are no more good or evil than humans, finding their own religious or moral codes or simply doing whatever it takes to protect their friends and families. While legionaries don't like to admit it, many dragonkin (and even their humanoid partners) are perfectly happy working for the chromatic-run corporations on Triaxus, conducting shady operations and making sure humanoids in the Drakelands remain properly cowed. Dragonkin have a particularly complicated relationship with the vesk, as the normally aggressive reptilian race have ancient religious scriptures claiming that the spirits of the Veskarium's greatest warriors would be reincarnated elsewhere in a form suspiciously similar to the dragonkin, and thus vesk have always treated dragonkin with respect and deference, even when their two systems were at war.
The average terrestrial dragonkin is 15 to 20 feet long and weighs roughly 2,000 pounds, while the spacefaring variety can be as small as half that size.
!! Racial Traits
* ''Ability Adjustments:'' +4 Str, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type'': Dragonkin are Large dragons with a space and reach of 10 feet.
* ''Breath Weapon:'' As a standard action, a dragonkin can breathe a 30-foot cone of flame that deals 1d6 fire damage. At 3rd level, a dragonkin adds 1-1/2 × his character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the dragonkin's character level + his Constitution modifier). A dragonkin can't use this ability again until he has taken a 10-minute rest to recover Stamina Points.
* ''Draconic Immunities:'' Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause [[paralysis]].
* ''Draconic Vision:'' Dragonkin gain [[darkvision]] with a range of 60 feet and [[low-light vision]], meaning they can see in dim light as if it were normal light.
* ''Flight:'' A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.
* ''Partner Bond:'' A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had [[telepathy]] with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.
!!! Alternate Racial Traits
* ''Compact Form:'' Some dragonkin genetically modify themselves to have smaller, wingless bodies capable of maneuvering through narrow starship corridors. You gain the [[Tight Fit]] feat. This replaces flight.
* ''Variant Breath Weapon:'' At character creation, choose one of the following damage types: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. Your breath weapon always deals that type of damage. This modifies breath weapon.
!! Dragonglaives
{{Dragonglaive}}
!! Partner Bond Graft
{{Partner Bond}}
Dragons are powerful reptilian creatures of high intelligence and great ingenuity. The vast majority of dragons fall into one of two categories: chromatic or metallic (though other categories exist).
Dragons usually grow larger as they age, though a few dragons undergo expensive genetic modifications to remain small enough to fit within starships and space stations built by the humanoids of the Pact Worlds. Others develop the supernatural ability to change their forms to blend in with Pact Worlds society.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
!! Dragon Age Categories
After hatching from large eggs, dragons mature through 12 age categories: wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old, ancient, wyrm, and great wyrm. A true dragon's size is based on its CR, as is its fly speed, and if it is CR 11 or higher, it has the [[crush]] universal creature rule and [[spell resistance]] equal to 11 + its CR.
<div class="table-wrapper">
| CR | Age Category | Size | Fly Speed |h
| 3–4 | wyrmling | Small | 150 ft. (Ex, average) |
| 5–6 | very young | Medium | 150 ft. (Ex, average) |
| 7–8 | young | Large | 200 ft. (Ex, average) |
| 9–10 | juvenile | Large | 200 ft. (Ex, average) |
| 11–12 | young adult | Huge | 200 ft. (Ex, clumsy) |
| 13–14 | adult | Huge | 200 ft. (Ex, clumsy) |
| 15–16 | mature adult | Huge | 200 ft. (Ex, clumsy) |
| 17–18 | old | Gargantuan | 250 ft. (Ex, clumsy) |
| 19–20 | very old | Gargantuan | 250 ft. (Ex, clumsy) |
| 21–22 | ancient | Gargantuan | 250 ft. (Ex, clumsy) |
| 23–24 | wyrm | Gargantuan | 250 ft. (Ex, clumsy) |
| 25 | great wyrm | Colossal | 250 ft. (Ex, clumsy) |
</div>
<div class="statblock">
* ''Type'' drug (injury)
* ''Save'' Fortitude DC 16
* ''Addiction'' Will DC 16 (mental)
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Effect'' +1 morale bonus to [[Culture]] checks for 2 hours. During this time, gain //[[fear]]// (2nd level) and //[[share language]]// as spell-like abilities (CL 6th), each usable once.
</div>
Dragontongue bonds to the language center of the brain, granting psychic confidence and an intuitive understanding of languages.
<div class= "table-wrapper">
|Substance | Level | Price |h
|dragontongue | 6 | 650 |
</div>
When a weapon with the drain charge weapon special property hits an enemy that has a natural attack that deals electricity damage (an attack not dependent on armor upgrades, spells, spell-like abilities, or carried weapons or equipment), it siphons off some of that target's inherent electricity and regains the number of charges listed in the weapon's usage entry.
When a drain grenade explodes, each creature in a 10-foot-radius burst must succeed at a DC 13 Reflex saving throw or all batteries in its possession lose 2d4 charges.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//drain grenade// | 4 | 700 | L |
</div>
You can increase the suffering of those who would oppose you. As a reaction while you're attuned or fully attuned, when a hostile creature within 30 feet of you takes damage from any source, you can add your solarian level to the total damage the creature takes. Once you use this revelation, you can't use it again until the next time you rest for 10 minutes to regain Stamina Points.
With a practiced swing, you expend all your weapon’s power into one strike. When you successfully use a melee weapon with the [[powered]] weapon special property to strike a target, you can expend all the weapon’s remaining charges to deal additional damage, after which the weapon deactivates. The amount of additional damage is equal to 1d4 for every 3 item levels the weapon has. If the weapon has at least one-fourth, one half, or three quarters of its charges remaining, the additional damage die size increases to d6s, d8s, or d10s respectively.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Small magical beast (earth)
* ''Init'' +7; ''Senses'' [[blindsight]] (vibration) 60 ft., [[darkvision]] 200 ft.; ''Perception'' +33
!!! DEFENSE
* ''HP'' 300
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +20; ''Ref'' +20; ''Will'' +14
* ''DR'' 10/adamantine; ''Immunities'' fire
!!! OFFENSE
* ''Speed'' 20 ft., burrow 10 ft., fly 200 ft. ([[Su]], perfect)
* ''Melee'' claw +31 (6d10+26 S plus [[grab]] and carry off)
* ''Ranged'' hurl micrometeorite +27 (6d10+16 B)
* ''Offensive Abilities'' explosive impact, ferocious charge
!!! STATISTICS
* ''Str'' +10; ''Dex'' +7; ''Con'' +5; ''Int'' –1; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +28 (+36 to fly), [[Athletics]] +28, [[Stealth]] +28
* ''Feats'' [[Spring Attack]]
!!! ECOLOGY
* ''Environment'' any high elevation
* ''Organization'' solitary, pair, or shower (3–10)
!!! SPECIAL ABILITIES
''Carry Off ([[Ex]])'' A meteorite drake is extremely strong and can carry things much heavier than itself. If the drake grapples a target of Large size or smaller, it can bring the creature with it when it flies. This ability can be combined with [[Spring Attack]]. If the target is Medium, the drake's fly speed is reduced to 100 feet (average); if the target is Large, the drake's fly speed is reduced to 50 feet (clumsy) and the drake is [[flat-footed]].
''Explosive Impact ([[Ex]])'' As a full action, a meteorite drake can fly up to twice its speed and slam into a hard surface, creating a 20 ft. radius explosion centered on the point of impact. Any creature in the blast must succeed at a DC 22 Reflex save or take 17d10 bludgeoning and fire damage and be knocked [[prone]] (a successful save halves the damage and negates the prone condition). The drake retains some heat from this explosion, making its attacks more dangerous but softening its stony hide. For the next 1d4+1 rounds, the drake's attacks deal an extra 2d6 fire damage, it loses the benefit of its damage reduction, and it cannot use explosive impact.
''Hurl Micrometeorite ([[Ex]])'' As a standard action, a meteorite drake can rip off and hurl a piece of its stony hide. This attack has a range increment of 30 feet and deals 1d6 damage to the meteorite drake.
</div>
Though meteorite drakes bear a striking resemblance to dragons, these high-flying predators are not actually related to them. With a short stature and wide wingspan, a meteorite drake is frequently misidentified as an ordinary bird of prey as it circles overhead—a mistake that often proves fatal. Like raptors, the meteorite drake takes advantage of its blazing speed to swoop down on unsuspecting prey and attack with its vicious talons. Deceptively strong for its size, the drake can also carry off prey much larger than itself. Unafraid to take on large groups of creatures to secure a meal, the drake emulates its astronomical namesake by slamming into the ground at a high speed. Protected from the impact and the resulting explosion by its stony hide, it carries off its choice of prey in the resulting confusion.
Found on planets throughout Near Space, the meteorite drake lays eggs deep within large boulders that it then hurls into space. The eggs lay dormant within these stony cradles for years—even millennia—until incubated by the heat of reentry into the atmosphere of their
new home.
<<section 'Radiation Drake Slasher'>>
!! Adult Radiation Drake
{{Radiation Drake, Adult}}
Radiation drakes are dangerous predators found on worlds with extensive radioactivity, such as natural deposits of radioactive ores or irradiated wastelands left by atomic warfare. They are dark in coloration, most often black or dull green, but they have bright crystalline teeth and spikes along their spines. A radiation drake has a draconic appearance, with a long neck and tail, wings, and powerful hind legs, but lacks front legs.
In addition to its fearsome bite, a radiation drake can unleash gouts of superheated radioactive material. However, this technique requires considerable practice. Hatchlings can do little more than drool fiery puddles—an ability that they quickly learn to control lest they burn themselves. Juveniles practice regularly, leaving scorched scars in their territory as they swallow small stones, irradiate the pebbles, and learn to regurgitate the radioactive projectiles. Yet only the adults truly master the techniques, spitting fire with precision without relying on any supplemental material whatsoever. These radioactive attacks all cause the crystalline spikes along a radiation drake's spine to glow with white-hot light.
Radiation drakes lay their eggs in semi-molten surfaces, such as stone, plastics, or even ceramic the drakes vitrify with their breath. Where possible, a radiation drake situates its nest near sources of radiation, such as nuclear power stations, naturally radioactive rock formations, or even the bodies of fallen kaiju—enormous creatures of unknown origin. Once laid, a drake egg's maturation depends on how much radiation it can absorb, with heavily toxic environments fueling rapid development.
Yet whelps don't come only from adult radiation drakes. Their eggs periodically appear on worlds with no prior radiation drake sightings, suggesting that under certain conditions, other drakes' eggs can mutate and hatch radiation drakes.
Radiation drakes rarely bother to do anything but act out on their most instinctive impulses unless driven to do so or guided by a worthy ally. Those allies are few and far between, as the drakes are violently territorial and radioactive, and they rarely form bonds with creatures. [[Ellicoths]] occasionally form friendly bands with radiation drakes, with the latter perching atop the spindly beasts and periodically dragging prey to drop before the ellicoths to maintain the peace. [[Hespers]] occasionally recruit radiation drakes, relying on the latter's raw strength to access well-defended reactors and other technology. However, the alliances are usually short‑lived, as the drakes rarely have the patience to act as guards, usually instead laying waste to the devices the hespers so desperately want.
!! Radioactive Weapon Fusion
The focused atomic fire of radiation drakes can flood even radiation-resistant targets with dangerous levels of radiation if it deals enough damage. The same kind of focused radiation can be used to power some laser and flame weapons.
{{Radioactive (fusion)}}
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
When a vehicle you're in becomes [[broken]], becomes wrecked, crashes, or takes collision damage, you can use a reaction to jump from the vehicle as though you had a running start. You halve any falling damage you might take from this jump. You can't use this exploit if you're currently benefiting from total cover inside a vehicle, and the GM might prohibit its use in other situations where you couldn't feasibly reach and break free from a vehicle's interior.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium monstrous humanoid
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (vibration) 30 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 123
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +12; ''Will'' +9
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Ex]], average)
* ''Melee'' claw +20 (3d4+12 S plus [[grab]]) or proboscis +20 (1d10+12 A & P; critical [[nauseate]] [DC 16])
* ''Offensive Abilities'' acidic grease (DC 16, 8 minutes), snagging protrusions (3d4 S)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +2; ''Int'' –1; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +16, [[Stealth]] +21
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Acidic Grease ([[Ex]])'' As a standard action, a dramovire can cover a 10-foot square within 20 feet with a layer of acidic grease sprayed from its proboscis. Each creature in the area must succeed at a DC 16 Reflex save or fall [[prone]]. A creature can walk within or through the area of grease at half its normal speed with a successful DC 16 [[Acrobatics]] check to balance; failure means the creature can't move that round and must succeed at a DC 16 Reflex saving throw or fall prone, while failure by 5 or more means it automatically falls prone. A creature that doesn't move on its turn doesn't need to attempt the check. A creature that ends its turn within the area takes 4d6 acid damage, plus 4 additional acid damage at the end of its next turn. The pool of acidic grease lasts for a number of minutes equal to the dramovire's CR.
''Snagging Protrusions ([[Ex]])'' The limbs of a dramovire are covered with small protrusions designed to make it easy to grasp its prey. A creature that successfully escapes from a dramovire's grapple takes 3d4 slashing damage.
</div>
Swarm dramovires are tall and lanky assassins that kill by injecting acidic fluids from their proboscises directly into their victims' bodies. Their large claws are covered with spiky, hairlike protrusions designed to help them grasp prey.
<div class="statblock">
* ''Levels'' 7–10
* Large dragon
* ''Senses'' [[blindsense]] (vibration and scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 30 ft., burrow 20 ft., fly 60 ft. ([[Ex]], average)
* ''Melee Attack'' bite (P)
* ''Ranged Attack'' sandstorm breath (E)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Ability Modifiers'' Str, Con
!!! SPECIAL ABILITIES
''Sandstorm Breath ([[Ex]])'' Every 1d4 rounds, a draserka can breathe a ball of electrically charged sand as a ranged attack that targets EAC. This attack is a 60-foot cone and has the [[blast]] weapon special property.
''Speed Surge ([[Ex]])'' If you are mounted on your draserka companion and it takes two move actions to fly its speed, its fly speed increases to 70 feet for those actions.
</div>
Often called "desert drakes," draserkas are draconic creatures native to the side of Verces known as Fullbright, where the sun never sets, the earth is scorched, and the air is always superheated. These red drakes with blue wings are infamous for breathing balls of crackling electricity at foes, and they can fly at incredible speeds when they've built up their momentum.
As a reaction when you are in the area of an attack or effect that requires an attack roll, you can spend 1 Entropy Point to grant allies in the area cover against the attack or effect.
As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks they make that don't target you until the end of your next turn. This penalty remains even if you and an enemy move more than 100 feet away from each other, and enemies that weren't within 100 feet when you used draw fire don't take the penalty if they later come within range.
This is a sense-dependent effect.
Drawing a weapon so that you can use it in combat or putting it away so that you have a free hand requires a move action. This action includes activating or deactivating the weapon. This also applies to weapon-like objects that are easily accessible, such as remote controls and most tools or sensors you can carry and use with one hand. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, you must instead retrieve it as a stored item before you can use it (see [[Manipulate an Item]]).
''Exception:'' If you have a base attack bonus of +1 or higher, you can combine drawing or sheathing a weapon or weapon-like object with moving up to your speed as a single move action.
While most vehicles have their own means of propulsion, a handful of archaic designs harken to a time when the weight of civilization rested upon the backs of beasts. Such vehicles have no speed, and instead rely on creatures to pull them along by a specially designed harness. A drawn vehicle can be harnessed either to one creature of the same size category, or to two or more creatures one size category smaller than the vehicle. When a drawn vehicle is harnessed to creatures trained for the task, it gains a drive speed equal to the creatures' walk speed, and a full speed equal to 3 ×the creatures' walk speed. A pilot uses their [[Survival]] skill instead of their [[Piloting]] skill for checks to control a vehicle drawn by a creature, and drawn vehicles are always considered to have autocontrol.
<div class="statblock">
* ''Tier'' 11
* CE Huge starship monstrous humanoid
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 27; ''TL'' 24
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' super plasma cannon (3d6×10)
* ''Attack (Port)'' micromissile battery (2d6)
* ''Attack (Starboard)'' micromissile battery (2d6)
* ''Attack (Turret)'' particle beam (8d6)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, crew quarters (common), mk 2 tetranode computer, mk 6 defenses, mk 8 armor; ''Expansion Bays'' [[guest quarters]] (2 common), [[shuttle bay]]
* ''Modifiers'' +2 to any 4 checks per round
* ''Other Abilities'' fleet mind, living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (2 actions)'' [[Engineering]] +20 (11 ranks)
* ''Gunners (3 actions)'' gunnery +16 (11th level)
* ''Pilot'' [[Piloting]] +21 (11 ranks)
* ''Science Officer (2 actions)'' [[Computers]] +20 (11 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, or grist (3–8)
!!! SPECIAL ABILITIES
''Fleet Mind ([[Ex]])'' Like the individual Swarm components, Swarm starships are bound together into a singular hive mind through a blend of radio, quantum, and telepathic communication. All Swarm starships within 10 hexes of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a "chain" of Swarm starships under appropriate circumstances, potentially alerting distant Swarm vessels.) Swarm vessels can also communicate telepathically with all Swarm creatures within 10 hexes.
''Living Starship ([[Ex]])'' A dreadlancer is a colony of symbiotic creatures so immense that it functions as a starship (and thus engages in only starship combat). Four central brains (represented as a tetranode computer) command a host of bioengineered Swarm components that act as a unified organism. These brains allow the dreadlancer to take crew actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for the dreadlancer's size, speed, and maneuverability are already factored into its statistics. Critical damage to life support instead damages the central brains, with the listed effect applying to gunnery actions, in addition to any penalties from weapons array critical damage. Critical damage to crew has no effect on the dreadlancer, due to the adaptability of its components.
</div>
Swarm dreadlancers are a colony of Swarm components that form a living starship built around a plasma bioweapon. The vessel's four brains allow damaged dreadlancers to repair themselves given time and access to materials. These brains can self-terminate if captured, and they can eliminate a brain showing rogue tendencies.
A dreadlancer's internal components are noncombatants, but it can carry a complement of troops to repel boarders and engage in extravehicular missions. It also contains a Swarm transport shuttle. Use the statistics for the [[Ringworks Wanderer]] for this shuttle, except that it has the fleet mind and living starship special abilities. The shuttle has the listed ranks and bonuses, and it can take an engineer, gunner, and pilot action (one of each, in the appropriate phases). It cannot take captain actions.
<div class="statblock">
* ''Size'' Colossal
* ''Maneuverability'' clumsy (–2 [[Piloting]], turn 4)
* ''HP'' 400 (increment 50); ''DT'' 15; ''CT'' 80
* ''Mounts'' forward arc (2 capital, 2 heavy), port arc (1 capital, 3 heavy), starboard arc (1 capital, 3 heavy), turret (4 light)
* ''Expansion Bays'' 20
* ''Minimum Crew'' 125; ''Maximum Crew'' 500
* ''Cost'' 200
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
Drawing on the magic of the kasathan Pillar of the Homeworld or similar homey memories, you overwhelm the target with pleasant visions and thoughts of their home, whatever that means to them. If the target fails the saving throw, they become [[fascinated]] for the duration. If the target saves, they’re fascinated for 1 round instead.
These fleshy creatures bond to a host's back and sink fine filaments into the host's brain to trigger its pleasure centers, "sweetening" their meal and triggering psychic abilities. Their hosts enjoy a mild euphoria, but they also become less motivated and more risk-averse, making this symbiend unpopular outside of drug dens and religious communes.
* ''Required Creature Type:'' aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid
* ''Required Array:'' expert or spellcaster
* ''Traits:''
** +2 morale bonus to Will saving throws and Wisdom-based skill checks
** [[limited telepathy]] (30 feet)
** [[immunity]] to effects that disrupt or control dreams
** can fall asleep at will
* ''Spell-Like Abilities:''
** At will—//[[psychokinetic hand]]// and //[[telekinetic projectile]]//
** 3/day—//[[lesser confusion]]// (CR 10+ or 10th-level character, replace with //[[confusion]]//)
* ''Drawbacks:'' –2 penalty to initiative checks and Strength- and Dexterity-based skill checks
* ''Systems:'' brain, spinal column
* ''Suggested Ability Score Modifiers:'' Wisdom, Charisma
You were drawn to Liavara by the Dreamers' songs, which awoke in you a resonance with these enlightened beings. Now you see the world around you in a new light, and you have a transcendent, innate understanding of the mystical power suffusing the universe. You don't command this energy; the most you can do is accept it and absorb it—and when you become utterly in sync with those psychic reverberations encapsulated in the Dreamers' songs, you gain oracular glimpses of things yet to come.
!! Theme Knowledge (1st)
Your perceptions of the psychic energies permeating reality provide you insight into various magical and mystical phenomena, especially those produced by creatures that can cast spells. Reduce the DCs of [[Mysticism]] checks to [[identify spells|Identify a Spell Being Cast]] as they are being cast and to [[recall knowledge]] about arcane symbols and magic traditions by 5. Mysticism is always a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Flash of Prescience (6th)
When you fully open yourself to the psychic resonance around you, especially in the split second when your life is on the line, time seems to come to a halt. In these fleeting moments, you can sense the reverberations of actions that you have not yet taken, and guide your course accordingly. Once per day as a standard action, you can cast //[[augury]]// as a spell-like ability, though you can see only 1 minute into the future. This functions in all other ways as //augury//.
!! Dreams of the Future (12th)
Your dreams often contain vague visions of your immediate future, and they allow you to gain a bit of an edge in certain situations when these dreams rush to the forefront of your consciousness without warning. Each day after you wake from an 8-hour rest, choose ability checks, saving throws, or skill checks; twice per day, you can reroll a roll of the type you chose for that day.
!! Reverie (18th)
Up to twice per day after using your dreams of the future ability, if your reroll is unsuccessful, you can spend some time reflecting on the fleeting and sometimes unreliable nature of dreams and prophecy. You can spend 10 minutes in deep meditation on this topic to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
You’re a traveler of dreamspace, the imaginary realm created by the unconscious minds of sapient creatures. Your imagination is powerful and perceptive, and you experience profound empathy toward others and their imaginings. You might influence dreams to aid and advise, or to manipulate and demoralize—the choice is yours.
* ''Associated Deities:'' Desna, Lamashtu, Nyarlathotep
* ''Associated Skills:'' [[Mysticism]] and [[Sense Motive]]
* ''Spells:'' 1st—//[[illusory starfield]]//, 2nd—//[[song of the cosmos]]//, 3rd—//[[deep slumber]]//, 4th—//[[greater song of the cosmos]]//, 5th—//[[contact other plane]]//, 6th—//[[vision]]//
!! Perceive Dreamspace (1st)
You can experience the dreams of sapient beings by entering a trance state and focusing on a particular dreamer or dream motif. You perceive this illusory dreamspace as a physical realm unique to each dreamer with whom you interact and explore with any senses you possess, though you can’t directly communicate with or affect the dreamer. Entering dreamspace is a full action. Once per day while inside dreamspace, you can spend 10 minutes concentrating on a single dreamer with whom you’re already familiar or a specific dream motif. If you observe a dreamer in dreamspace, the target must succeed at a Will save with a DC equal to 10 + your class level to resist, causing you to learn nothing useful. Otherwise, you learn 1d4 pieces of useful information about the dreamer at the GM’s discretion. If you observe a dream motif, you return to the waking world with the ability to create a physical manifestation of the motif as a standard action. This can mimic the effects of a 1st-level spell from any spell list. You must manifest the dream motif within 24 hours or until you next enter dreamspace (whichever comes first), or it’s lost. While inside dreamspace, you can’t perceive or interact with the physical world. Returning your consciousness fully to your physical body takes 1 minute.
!! Dream Anchor (3rd)
Though you walk in imaginary realms, your bonds act as protective tethers to reality. You designate one willing ally or object with which you’re familiar as your dream anchor; once made, this choice can’t be changed for 24 hours. As long as your dream anchor is physically present and no more than 60 feet from your body while you’re inside dreamspace, you can use the anchor to return your consciousness to your body as a full action. In addition, your anchor can act as an alarm, alerting you if your physical body is in immediate danger, though it can’t communicate the nature of the threat to you.
!! Dream Manifestation (6th)
You can spend 1 Resolve Point as a full action to pull a concept or image from dreamspace and manifest it in the physical realm. This ability reproduces the effects of a spell of up to the highest level you can cast and can come from any spell list. You control the appearance of the dream manifestation.
!! Fortified Imagination (9th)
You’ve experienced countless nightmares, preparing you to handle anything. You gain a +2 insight bonus to Will saves against mind-affecting spells and abilities. As a swift action, you can spend 1 Resolve Point to grant this bonus to an ally who can perceive you.
!! Dream Sending (12)
Once per day while inside dreamspace, you can briefly communicate with creatures at great distances. This creature can be anywhere in the universe, including on another plane, as long as you’re familiar with them. You can speak freely with any ally linked by your [[telepathic bond]] class feature when creating a dream sending. Creatures that aren’t linked to you by a telepathic bond can attempt a Will save with a DC equal to 15 + one-half your class level to resist the dream sending. A creature can choose to fail this save. On a failure, the creature experiences a dream containing a brief message of 25 words or less the next time it rests. The message can be verbal or nonverbal, and you control the aesthetic, imagery, and events of this dream. The creature wakes remembering your message, though you can’t influence a creature’s actions or attitude toward you using this ability.
!! Dream Blessing (15th)
Once per day, you can send a dream blessing to a creature with which you’re familiar. You control the aesthetic, imagery, and events of this dream. The creature experiences the dream when they next rest. For the next 24 hours, the creature benefits from a +2 bonus to a saving throw or skill check of your choice (this choice must be related to the dream’s subject matter) and can reroll a failed check of that type once per day.
!! Visitation (18th)
Once per day, you can spend 1 Resolve Point as a full action to physically travel to the location of a specific dreamer through dreamspace. The target dreamer can be anywhere in the universe, including on another plane, as long as you’re familiar with them. The visitation lasts for a number of minutes equal to one-half your character level.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large aberration
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 105; ''RP'' 4
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13
* ''Defensive Abilities'' [[amorphous]], lulling thoughts
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Ex]], average)
* ''Melee'' tentacle +15 (1d12+12 A & B plus synesthesia)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 8th)
** 1/day—//[[slow]]// (DC 20), //[[synaptic pulse]]// (DC 20)
** 3/day—//[[augury]]//, //[[daze monster]]// (DC 19), //[[mind thrust]]// (2nd level, DC 19)
** At will—//[[detect thoughts]]// (DC 18), //[[mind link]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +0; ''Int'' –2; ''Wis'' +6; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +16, [[Mysticism]] +21
* ''Languages'' Brethedan; [[telepathy]] 100 ft.
* ''Other Abilities'' atavistic fury
!!! ECOLOGY
* ''Environment'' any sky (Liavara)
* ''Organization'' solitary, pair, or flotilla (3–5)
!!! SPECIAL ABILITIES
''Atavistic Fury ([[Ex]])'' When a Dreamer is reduced to fewer than half its total Hit Points, it angrily awakens from its normal somnambulant state with a roar of psychic fury, at which point each non-Dreamer creature within 30 feet must succeed at a DC 18 Will save or become [[shaken]] for 2d4 rounds. This is a mind-affecting effect. While it remains in its atavistic fury, the Dreamer gains a +2 bonus to melee attack and damage rolls and saving throws, and the save DC for its synesthesia ability increases by 2. While in this state of atavistic fury, a Dreamer cannot use its spell-like abilities. This state lasts for 1 minute, after which the Dreamer is [[fatigued]] for 1 hour.
''Lulling Thoughts ([[Su]])'' A Dreamer's mind echoes with songs drawn from a planet's fundamental vibrations, causing any creature that attempts to read its thoughts or use a mind-control or telepathic effect against it to become [[fascinated]] for 1d4+1 rounds (Will DC 18 negates). This is a mind-affecting effect.
''Synesthesia ([[Su]])'' When a Dreamer hits with its tentacle attack, it exposes its target to a focused blast of sensory overstimulation. The target can attempt a DC 18 Will save to negate the effect; if successful, it is [[off-target]] for 1 round. On a failed save, the target's overloaded senses interfere with one another, such that sound is perceived as a swath of color, smells register as various sounds, and so on. The affected creature's speeds are halved, and it takes a –4 penalty to AC, attack rolls, Reflex saves, and skill checks. These effects last for 1d4 rounds, and further applications of this ability increase the duration. This is a mind-affecting effect.
</div>
Long before the Gap, the [[barathus]] of the gas giant Bretheda were sailing the stars within the enormous spacefaring creatures known as [[oma]]. One of their first destinations within the star system was their nearest neighbor, the peach-colored gas giant known as Liavara, and these pioneering barathus found the placid skies much to their liking. But something within Liavara's composition affected the visiting barathus deeply, and the wheeling and trilling so common to the species took on a new and unique psychic significance. Over an astonishingly short span of time, at least on an evolutionary scale, these barathus underwent profound mental and physical changes. Their abilities to adapt and merge dwindled and ultimately vanished, and their intellect diminished even as their psychic prowess burgeoned. The Dreamers became psychically sensitive in ways their barathu progenitors could have never predicted.
By the time the second oma-ship of barathus arrived in Liavara's skies, the first arrivals had become markedly different from the entities they once were: nearly feral, silent save for their crooning songs, seemingly oblivious to their surroundings, and yet commanding unparalleled powers of divination. Rather than renouncing their wayward kin, the barathus embraced them, calling them "Dreamers" due to their somnambulant behavior. Ever since, barathus have regarded their Dreamer cousins with a mix of reverence and protectiveness, an attitude that ultimately led to the barathus' insistence upon administering Liavara as a protectorate within the Pact Worlds. This political status persists to this day, as the barathus continue to do everything in their power to protect the Dreamers.
Whether the Dreamers recognize or understand their progenitors' attitudes toward them is unknown. Left to their own among Liavara's gentle clouds, the Dreamers wheel and dance through the skies, mewling incomprehensible songs that nevertheless carry profound psychic power. While ancient pre-Gap records indicate that the Dreamers' songs once predicted future events with unerring accuracy, their predictions are now less precise—though no less portentous. Even those who make only a passing study of Dreamers' songs realize that the creatures continue to prophecy some monumental event to come; the lack of detail, however, leaves open questions of the nature of the event, its timing, and whether it will be for good or ill. Some more pessimistic denizens of the Pact Worlds grumble that the Dreamers simply babble nonsense with no real clairvoyance to support their claims. These naysayers are in the minority, though—most Pact Worlders believe and wildly speculate what significant future event the Dreamers might have sensed.
Dreamers pay little heed to their surroundings and other creatures. Even Dreamers within a single flotilla seem to ignore one another, though their flights through Liavara's clouds weave complex but seemingly instinctive patterns. Those creatures that come to Liavara as supplicants to the Dreamers gain no special treatment; the fact that some such petitioners eventually manifest psychic abilities may simply be a result of exposure to the same phenomenon that converted the Dreamers into what they now are. Nonetheless, this occasional happening has earned the Dreamers a reputation among some in the Pact Worlds as the bestowers of psychic sensitivity, and increasing numbers of pilgrims have visited Liavara in recent years to search for these peaceful, floating sages.
A Dreamer's defenses are almost entirely autonomic, but when seriously injured, a Dreamer erupts into a furious rage with a debilitating psychic blast. Shortly after such an outburst, however, the Dreamer slips back into its dreamlike trance as if nothing out of the ordinary had happened. Even so, the creatures' barathu protectors are likely to arrest anyone they find harassing a Dreamer and sentence them to one of Bretheda's prison moons. Barathus are eminently protective over the Dreamers, as their existence is both an artifact of both their home world and their culture.
!! Synesthetic Items
As Dreamers are generally protected by their barathu kin and Liavara's administrators, only a few researchers have managed to study the creatures' peculiar synesthetic abilities, for the most part surreptitiously and with the intent to monetize their discoveries, despite Liavarans' best attempts to discourage these practices. These less-than-lofty aims have resulted in a few widespread applications: a drug known as dreamsnuff and the //synesthetic// weapon fusion. Details of both are found below.
<<section 'Dreamsnuff' head:'h3' >>
!!! Synesthetic Weapon Fusion (Level 8)
{{Synesthetic}}
<div class="statblock">
* ''Type'' drug (ingested or injury)
* ''Save'' Fortitude DC 18
* ''Addiction'' Fortitude DC 18 (mental and physical)
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Effect'' 50% chance of falling [[unconscious]] (as per the [[Constitution poison track]] state) for 1d4 hours or +8 morale bonus to saves against fear for 1d20 minutes.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|dreamshiver | 5 | 2,500 |
</div>
The original //dreamsilk cloaks// were woven from the purple silk of dozens of dream spiders, arachnids native to the vast Golarion jungle known as the Mwangi Expanse. Before the Gap, it was common for soothsayers and explorers to depend on the cloaks for the visions of the future that came to them in their sleep. Modern artificers have learned to make such cloaks by imbuing artificial fabrics with oils derived from transdimensional pesh.
While wearing a //dreamsilk cloak//, you can see details in hallucinations and illusions that others overlook. This does not give you any bonus to saving throws against illusions, but if you successfully disbelieve an illusion and convey the fact that it is an illusion to others, they gain a +6 bonus to their saving throws to disbelieve, rather than the normal +4. Additionally, if you wear a //dreamsilk cloak// for an uninterrupted period of at least 16 hours and then sleep for at least 8 additional hours while still wearing it, you have a vivid, prophetic dream. Although the meaning of the dream isn't immediately obvious when you wake up, you can learn more as the day progresses. Once during the next 24 hours, you can cast //[[augury]]// as a spell-like ability, using your character level as your caster level.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//dreamsilk cloak// | 9 | 13,400 | L |
</div>
<div class="statblock">
* ''Type'' drug (inhaled)
* ''Save'' Fortitude DC 18
* ''Addiction'' Will DC 18 (mental)
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Effect'' +4 morale bonus to [[Perception]] checks and saves against mind-affecting effects for 1 hour.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|dreamsnuff | 8 | 1,500 |
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* CE Small monstrous humanoid
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +2; ''Ref'' +4; ''Will'' +2
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., burrow 20 ft.
* ''Melee'' attach +7 or claw +7 (1d6+3)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +1; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +9, [[Athletics]] +4, [[Stealth]] +4
* ''Languages'' Shirren (can't speak); [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' pair or pack (3–12)
</div>
Among the more insectile Swarm components, these creatures each have a swept-back, segmented carapace and a set of three mandibles covered in hooked barbs. A Swarm dredger uses these barbs to firmly attach itself to its foe and then cuts into the prey's flesh with one of its claws. It can also use these claws to burrow through clay, dirt, or mud. Though a Swarm dredger's head is different from its Swarm brethren, it does have segmented visual organs at the base of its "neck" protected by ridges in its carapace. It can see in the dark with these eyes and it bristles with hundreds of tiny, nearly invisible setae that sense vibrations in the nearby air.
The Swarm uses dredgers like mobile tools, digging trenches to divert rivers and streams, creating shafts to important resources collected by other Swarm, and burrowing behind enemy lines to cause chaos for larger Swarm components to take advantage of. Swarm dredgers never act alone, and a large enough pack of them can quickly alter the terrain of a battlefield, forming furrows and dugouts to hinder anyone attempting to use land-based vehicles against the Swarm.
A typical Swarm dredger is approximately 3 feet long and has a black, red, and orange carapace.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large outsider (extraplanar)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 150
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +9; ''Will'' +13
* ''Defensive Abilities'' [[void adaptation]]
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' acid touch +21 (2d8+10 A; critical [[corrode]] 2d6)
* ''Space'' 10 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' reshape matter
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' +0; ''Int'' +5; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +24 (+32 to fly), [[Engineering]] +19, [[Life Science]] +24, [[Mysticism]] +19, [[Physical Science]] +24
* ''Other Abilities'' traverse space
!!! ECOLOGY
* ''Environment'' the Drift
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Reshape Matter ([[Su]])'' A Drift architect has extensive control over the matter in its vicinity and can deconstruct it at will. As a full action while in the Drift, a Drift architect can reshape the matter in a 30-foot cone. Each creature and unattended object in the area that is not native to the Drift must succeed at a DC 19 Fortitude save or take 6d10 acid damage; this damage ignores hardness and nonmagical [[damage reduction]]. A creature that fails this save by 5 or more is also subject to the wound critical hit effect; that creature can attempt an additional save against that effect at the same DC.
''Traverse Space ([[Su]])'' Once per day as a full action, a Drift architect can teleport through the Drift instantaneously, appearing wherever it wishes with perfect accuracy. It can bring up to 6 willing or unconscious creatures with it, as per //[[teleport]]//.
</div>
Drift architects are entities native to the Drift with the ability to manipulate the plane's spatial dimensions. For these amorphous, gaseous creatures, concepts of position and distance are as malleable as clay in the hands of a master sculptor. These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane. On more than one occasion, a drift architect has classified living creatures, constructs, and even starships from the Material Plane as appropriate material for translation, leading to sudden and desperate conflict. Drift architects are also able to travel to any part of the Drift almost instantaneously, making them one of few known creatures able to deftly navigate the ever-shifting plane without any external guidance.
A small number of drift architects are constantly at work at the edges of Alluvion, the spiritual home of Triune and epicenter of the Drift, helping incorporate new material into the ever-growing city. While at work processing planar material, Drift architects adopt a more compact form that resembles a geometric pattern of interlocked rings reminiscent of Triune's holy symbol.
If Drift architects have a broader agenda, it is as yet unknown, as almost no known method of communication has proven successful in opening a dialogue with the creatures. They mostly ignore visitors to the Drift unless attacked or provoked, and even then they often flee rather than engage in combat. Only followers of Triune have reported any success at communicating with them, and even then, only if they're on a mission of importance to Triune or their church. In those rare situations, drift architects can prove to be potent allies, transporting a small group of travelers to nearly any point in the Drift almost instantaneously.
A Drift booster is a rail for launching smaller ships into the Drift from within a Supercolossal vessel's [[hangar bay]]. A smaller ship that launches from within the Supercolossal vessel's hangar bay using the Drift booster can temporarily raise its Drift engine rating by 1. This increase lasts only as long as the smaller ship stays in the Drift and on the same course after launching using the Drift booster. If the boosted ship changes course or leaves the Drift, this temporary increase ends.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|drift booster | 40 | 20 |
</div>
You were aboard a starship when the Drift Crash occurred. You were either stranded in the plane until rescued, or your vessel was unceremoniously ejected onto the Material Plane and directly into danger. The experience drove you to action. Since then, you might have joined other teams seeking those who were lost or became caught in one of many ensuing military conflicts across the galaxy. Whatever the case, you emerged with a very personal connection to this life-changing event.
!! Theme Knowledge (1st)
You’re accustomed to strenuous work, whether you’ve always been exceptionally active or if the Drift Crash inspired a sudden change from your previous lifestyle. This has been refined by your time in and out of the Drift, where changes in environment and gravity helped honed your endurance. Reduce the DC to [[identify]] or [[recall knowledge]] about variations in gravity and environments across different planes by 5. [[Athletics]] is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Drift Trekker (6th)
The Drift is full of fragments ripped from various other planes. Whether as part of a rescue team or someone lost aboard one of these floating fragments of land, you’ve gained great experience navigating through many of them. Shifting gravitational eddies and fluctuating landmasses that make some travelers seasick, feel as stable as static ground for you. While in the Drift, you can move through nonmagical difficult terrain at your normal speed. In addition, when squeezing, you aren’t considered to have the [[entangled]] condition (although you still move at half your speed).
!! Drift Navigator (12th)
You’ve seen more of the Drift than most people will in their entire lifetimes. Having spent so much time inside the transitive plane, you’ve developed an understanding of the mysterious and enigmatic ways of time and space. Although the realm is in a constant state of flux, your senses are attuned to the occasional landmark and biome that others would miss. Reduce the DC to skill checks to [[navigate]] while you’re in the Drift by 5. For all other [[Piloting]] skill checks undertaken in the Drift that don’t relate to navigation, you gain a +2 insight bonus or increase your existing insight bonus to Piloting checks by 1.
!! Drift Runner (18th)
Passage into and out of the Drift is as natural for you as breathing, and just as thrilling as the most bleeding-edge HAC game. When you pass from the Material Plane into the Drift, you feel a thrill of excitement mixed with the warm sensation of returning to a place where a piece of your heart forever remains. Up to twice per day, when a vessel you’re aboard either enters or leaves the Drift, you recover 1 Resolve Point. You might be handling any role aboard the starship when it either enters or leaves the Drift in this way, or you might simply be a passenger.
<<list-links "[contains:source[Drift Crisis]sort[title]]" class:index>>
Through some confluence of conditions, the Drift Crash recalibrated your perception and magic to align with the event’s aftereffects. The Drift’s convulsions might have twisted the space-time of your home world, granting you visions of extraplanar pasts and futures. Perhaps you attained some ineffable insight into the Drift’s origins or what it might one day become. It could be Triune themself has granted you this power, or perhaps some powerful entity damaged by the Drift Crash reached out for a savior and found only your mind.
''Focal Paradox:'' Caster-level checks and initiative checks.
''Improved Anchor:'' You can perceive and exploit moments where reality folds back upon itself, allowing you to step through ephemeral wormholes in space-time as you reach your destination in several leaps. Once per day without spending an action, you can double your speeds until the end of your turn, during which you gain a +4 bonus to your AC against attacks of opportunity. If you [[run]] or [[charge]] during this turn, you can turn up to 90 degrees once during your movement.
''Greater Anchor:'' Once per day as a reaction, you can recreate a localized Drift Crash of your own to disrupt the motion of a creature that begins its movement within 60 feet of you. After the creature completes its movement, you instantly teleport it to an unoccupied space of your choosing the creature could reach with a move action. You can’t move the creature into an inherently dangerous space, such as a surface that can’t support its weight. An unwilling creature can negate this effect with a successful Reflex save.
These engines let you travel to and from the Drift. The better the engine rating, the faster you can reach distant destinations. Drift engines have a PCU requirement and a maximum frame size. The cost in Build Points is based on the starship's size category (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on). See the table below for the statistics of the various Drift engines.
For a starship to engage its Drift engines to either enter or exit the Drift, its conventional thrusters must be turned off for 1 minute.
<div class="table-wrapper">
|Drift Engine | Engine Rating | Min. PCU | Max. Size | Cost (in BP) |h
|signal basic | 1 | 75 | — | 2 × size category |
|signal booster | 2 | 100 | huge | 5 × size category |
|signal major | 3 | 150 | large | 10 × size category |
|signal superior | 4 | 175 | large | 15 × size category |
|signal ultra | 5 | 200 | medium | 20 × size category |
</div>
This upgrade adapts and miniaturizes Drift engine technology into a single-use emergency escape mechanism. You can activate the upgrade as a full action to perform one of two effects while you’re in the Drift. The first option is to have the upgrade eject you from the Drift and deposit you on a random planet or similar celestial body in Near Space or the Pact Worlds (the Vast lacks enough Drift beacons). The upgrade simultaneously sends a distress message along with your new coordinates to a comm unit of your choice; you can set a different message and recipient with 5 minutes of work.
The second option causes the upgrade to predict a nearby Drift region likely to have starship traffic, then teleports you there and activates a midrange general distress beacon. Under most circumstances, a passing starship notes and answers the beacon within 3d20 hours.
Either use destroys the module after it fulfills its purpose, its energy drained and many parts melted from the strain.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|drift escape module | 7 | 1,000 | 1 | heavy, powered | 1 |
Ancient relics with connections to the Drift appear from time to time, though it's unknown if this means the Drift is very old, or if these devices were once connected to some other demiplane that no longer exists. A Drift gauntlet is a six-fingered glove of articulated adamantine plates with four knuckles on each finger, readily wearable on any hand-like appendage, regardless of handedness. When you put on a Drift gauntlet, your hand painlessly transforms to fit its interior, giving you six four-knuckled fingers until the next time you take an 8-hour rest, when your hand regains its normal configuration. A creature must put on a Drift gauntlet willingly; it simply doesn't fit over the hand of an unwilling creature.
The Drift gauntlet can't enter the Drift; if you're on a starship that engages its Drift engine while you're wearing it, you and the gauntlet get left behind. Once per day, you can grasp a creature or object with the Drift gauntlet and force it into the Drift. A creature can avoid this fate with a successful Will save (DC = 20 + your key ability score modifier); otherwise, it's cast into the Drift and must find its own means of escape. An unattended object you grasp is automatically forced into the Drift as long as it fits within a 10-foot cube. If you use this ability on a starship's Drift engine while the engine is activating, the trip takes its minimal amount of time in the Drift (treat each d6 rolled for travel time as 1) as it's hurled through that plane—but you're still left behind.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|Drift gauntlet | 20 | 850,000 | L |
</div>
Drift glass is a pinkish-brown crystalline substance harvested from areas where Drift architects have worked. They crumble to dust with any attempt to shape them, so they’re awkwardly mounted whole in bulky goggles. While wearing Drift glass goggles, you have a –4 penalty to any vision-based skill or attack roll, but can see as if under the effects of a //[[see invisibility]]// spell. They also allow you to determine whether a creature normally visible to you is [[incorporeal]].
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|Drift glass goggles | 8 | 9,100 | 1 | 20 | 1/minute |
</div>
Extreme miniaturization of Drift engine technology has resulted in this backpack with an extensive web of flexible plastic field emitters. Multiple tape-like extensions wrap along every limb, even fingers, antennae, tails, or similar
appendages. Due to the complexity, a Drift harness takes 1 minute to put on. You can’t wear a Drift harness while wearing any armor or any other item that prevents wearing armor.
As a full action, you can activate the Drift harness, permanently consuming a fully charged ultra-capacity battery. You enter the Drift until the beginning of your next turn, at which point you reappear in the same location. If that space is occupied when you return, you appear in the next closest unoccupied space at random. You can’t bring any other creatures with you into the Drift this way, and multiple people using Drift harnesses simultaneously won’t be anywhere near each other in the Drift during this time. You can’t enter the Drift [[encumbered]] or [[overburdened]], and the Drift harness will leave behind items you’re carrying or wearing (besides itself) from bulkiest to lightest until you’re no longer encumbered or overburdened. Until the beginning of your next turn, you’re alone, floating freely in the Drift.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|Drift harness | 14 | 85,000 | 2 | 100 | 50 |
</div>
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Small magical beast
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +7
* ''Aura'' tech trouble (60 ft.)
!! DEFENSE
* ''HP'' 6
* ''EAC'' 11; ''KAC'' 11
* ''Fort'' +2; ''Ref'' +4; ''Will'' –2
* ''Defensive Abilities'' heal self, [[void adaptation]]; ''Immunities'' electricity
!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' maw +5 (1d4 P)
* ''Ranged'' power discharge +2 (1d4 E critical [[arc]] 1)
!! STATISTICS
* ''Str'' +0; ''Dex'' +1; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Athletics]] +3 (+11 to climb), [[Intimidate]] +3, [[Stealth]] +3, [[Survival]] +7
!! ECOLOGY
* ''Environment'' the Drift
* ''Organization'' nest (3–12), or colony (13-20)
!! SPECIAL ABILITIES
''Heal Self ([[Ex]])'' Once per day, as a standard action, a drift leech can expend energy it has siphoned from starships or other technology to restore 1d4+1 Hit Points to itself.
''Power Discharge ([[Ex]])'' A drift leech can lob a ball of energy-infused mucus at its foes. This is a ranged attack with a range increment of 30 feet that targets EAC and has the [[arc]] 1 critical hit effect.
''Tech Trouble ([[Ex]])'' Drift leeches have a negative effect on technology in close proximity to them. Attacks using weapons without the [[analog]] trait take a –1 penalty to attack and damage rolls. Armor with environmental protections expends 1 hour of that protection every round it's within the leech's aura. [[Piloting]] checks attempted for starships or vehicles within the aura take a –1 penalty. The bonus granted by any technological item to a skill check decreases by 1. The effects of multiple tech trouble auras do not stack.
</div>
Drift leeches are the parasites of space travel and a bane to all technology that comes near them. Their origins are unknown, but they've become an increasingly common nuisance for Drift travelers. Most believe drift leeches were sucked into the Drift from some far-off place, but now these creatures thrive in their new environment, spreading throughout the Drift and menacing every vessel in it.
These giant red slugs measure more than 3 feet long and have circular suctioning maws equipped with hundreds of tiny, razor-sharp teeth. Incredibly hardy, they can spend months floating through space waiting for a ship to pass by and become their next meal. Once attached to a starship hull, these pesky vermin siphon energy from the vessel and store it for reproduction. If allowed to siphon too much energy, a drift leech terrorizes a starship—life support systems fail, engines cease to function, and the vessel becomes mere debris floating through the Drift. To make matters worse, Drift leeches produce an energy-draining field that interferes with advanced weapons and armor, so they're especially hard to scrape off a starship hull, even once they are found. Drift leeches show no signs of intelligence, and live only to feed and multiply. They reproduce asexually via fission. As these parasites siphon energy over several weeks, they grow until they've doubled in size; they then split in half, becoming two parasites instead of one, and the process begins anew.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. +5 ft./2 levels)
* ''Effect'' one summoned iridia
* ''Duration'' 1 minute
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You briefly summon an [[iridia]], a spectra native to the Drift, to deliver a message for you. The iridia is indifferent to you and will take no other action on your behalf; it remains within range of you for 1 minute, during which time you can communicate your message to it, transmit a data file to it by means of a comm, or give it a physical object no larger than 2 bulk. You must identify the recipient of your message by name and provide that recipient’s location.
Once it has your message, is targeted by any hostile effect, or the duration of the spell expires (whichever comes first), the iridia vanishes and moves through the Drift to the named location, traveling at the speed of a starship with a Drift engine rating of 1. When it arrives at the location you’ve provided, it attempts to deliver whatever you told or gave it to the individual you named. If it fails to find that individual, it abandons your message. No information regarding the success or failure to deliver your message is provided by this spell.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Tiny outsider (extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +4
!!! DEFENSE
* ''HP'' 11
* ''EAC'' 9; ''KAC'' 10
* ''Fort'' +0; ''Ref'' +2; ''Will'' +3
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' electricity
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Ranged'' electrical discharge +3 (1d4 E)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' jolting cascade (15-ft. cone, 2d8 E, DC 11)
* ''Spell-Like Abilities'' (CL 1st)
** At will—//[[dancing lights]]//, //[[daze]]// (DC 13)
!!! STATISTICS
* ''Str'' –3; ''Dex'' +3; ''Con'' +1; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +9 (+17 to fly), [[Stealth]] +9
* ''Other Abilities'' tech phase
!!! ECOLOGY
* ''Environment'' the Drift
* ''Organization'' solitary or dance (3-5)
!!! SPECIAL ABILITIES
''Electrical Discharge ([[Su]])'' As a ranged attack, a Drift mote can unleash an electrical blast with a range of 30 feet at a single target. This attack has the [[first arc]] 1d3 weapon special property.
''Jolting Cascade ([[Su]])'' Once per day, a Drift mote can create a wave of dangerous electricity in a 15-foot cone that deals 2d8 electricity damage. Creatures in the area of effect can attempt a DC 11 Reflex save for half damage.
''Tech Phase ([[Su]])'' Drift motes can pass through material objects (but not corporeal creatures) that contain mostly technological components. For instance, a Drift mote can enter a starship through the controls of an airlock door, but couldn't pass through a solid steel bulkhead. The Drift mote must begin and end its turn outside of any object.
</div>
Like the other natives of the strange hyperspace plane of the Drift, Drift motes aren't well understood. Many planar scholars believe they were created when parts of the Plane of Air were pulled into the Drift and mutated by unknown energies. However, some religious sages proclaim that Drift motes are the stray, castoff thoughts of the goddess Triune given some form of life by strange planar energies.
Whatever their origin, Drift motes are tiny balls of electrical energy that flit aimlessly through the Drift until they sense passing starships. Instinctively attracted to the electrical currents within most vessels, a Drift mote enters a ship through its sensors or other technological components. Once inside a ship, a Drift mote moves haphazardly through the ship's rooms and corridors, bouncing off walls, floors, and ceilings. As it travels, its random bursts of electrical energy often damage sensitive equipment or start fires. A Drift mote can be captured within a conductive cage surrounded by plastic, but most crews settle for destroying such a pest before it causes too much havoc. However, a Drift mote defends itself if attacked, unleashing a dangerous wave of jolting energy. Those familiar with Drift motes know to ground themselves as well as possible before confronting one to protect themselves from the electrical discharge.
Travelers in the Drift have reported seeing Drift motes that are much bigger than the norm, some the size of small starships, but these stories have been dismissed as either tall tales, the consequences of drunkenness, or the result of simply spending too much time in the Drift.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium outsider (native)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 60
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +4; ''Ref'' +8; ''Will'' +6
* ''Defensive Abilities'' [[evasion]], [[unflankable]]; ''DR'' 5/—; ''Immunities'' bleed, critical hits, paralysis, poison, sleep effects, stunning
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], perfect)
* ''Melee'' slam +9 (1d4+7 B & E; critical drain power [DC 15])
* ''Ranged'' static globe +11 (1d4+5 E; critical drain power [DC 15])
* ''Spell-Like Abilities'' (CL 5th; melee +9)
** 1/day—//[[hold person]]// (DC 17), //[[inflict pain]]// (DC 17)
** 3/day—//[[lesser confusion]]// (DC 16), //[[reflecting armor]]// (DC 16), //[[wisp ally]]//
** At will—//[[daze]]// (DC 15), //[[fatigue]]// (DC 15)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +1; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Athletics]] +11, [[Stealth]] +16
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Drain Power ([[Su]])'' When a Drift phantom scores a critical hit with its slam or static globe attack, the target must attempt a DC 15 Reflex saving throw. On a failure, all batteries in that creature's possession lose 1d6 charges. If the creature isn't carrying batteries, one randomly chosen object in its possession powered by electrical means other than batteries has its functions suppressed for 1d4 rounds instead.
''Evasion ([[Ex]])'' If the Drift phantom succeeds at a Reflex save against an effect that normally has a partial effect on a successful save, it instead suffers no effect. The Drift phantom loses the benefit when it is [[helpless]] or unable to move.
''Static Globe ([[Ex]])'' As a ranged attack, a Drift phantom can release an orb of static electricity with a range increment of 30 feet.
</div>
Despite the fact that starfaring people throughout the galaxy use the Drift to travel between planetary systems on a regular basis, not much is known about this enigmatic plane. Triune and its clergy understand more than most, but they don't share this knowledge. In the three centuries since the Signal went out, many scientists have studied the Drift and if it might be harnessed for other uses. Failed experiments of this nature sometimes create what is called a Drift phantom—rare beings that are energy from the Drift coalesced into a physical form on the Material Plane. A Drift phantom has no fixed shape; it appears as a cloud of pink-and-purple energy lit by the occasional flash of electricity, like a bolt of lightning. However, when other sentient creatures enters its vicinity, a Drift phantom takes on the vague form of those creatures, shifting between shapes if more than one species is present. Some researchers believe this to be a Drift phantom's attempt to communicate, but so far, no one knows for sure.
In addition to the effects listed above, even stranger events can manifest in the Drift. Temporal rifts, wormholes, and proton storms are relatively common occurrences, and large sections of displaced planes often function similarly to asteroids and debris. Creatures and forces loyal to Triune inhabit the Drift, and their intentions are often unclear; the strange encounters that travelers experience here do little to shed light on the tripartite god's enigmatic plans.
''Paraforan School:'' When crystalline paraforan fragments congregate into a single [[paraforan]] in the Drift, they often follow behind starships to consume the energy given off by Drift engines. Sometimes these fragments become overly enthusiastic and slam into a starship while attempting to feed off its latent Drift engine energy. At the beginning of the engineering phase, a paraforan appears in a single hex within 2d4 hexes of a random starship. During the helm phase, the paraforan acts last and moves at a speed of 14 with perfect maneuverability (turn 0) toward the nearest ship with a Drift engine. During the gunnery phase, after all other ships have acted, a paraforan adjacent to a starship can siphon that starship's Shield Points, reducing that quadrant's Shield Points by 10.
If a paraforan is targeted by a starship weapon (requiring a gunnery action but no attack roll), or if a starship travels through a hex containing a paraforan, it immediately disperses into paraforan fragments that occupy 3 adjacent hexes. Paraforan fragments can't deplete a ship's shields, but they function as a stationary [[micrometeoroid cloud|Asteroids and Debris]] for 1d4 rounds before re-forming into a paraforan.
''Planar Energy Nebula:'' Planar energy nebulae populate the Drift, often dragged in with the displaced pieces of other planes. When a starship enters a planar energy nebula, roll 1d4 to determine the effects. On a 1, the starship is drained of half its shields in a random quadrant. On a 2, a random system gains a critical damage condition. On a 3, the starship is spun around and gains a new facing, determined randomly. On a 4, the starship's shields are replenished as if an engineer succeeded at a divert action.
''Time Eater Ganglion:'' This enormous colony of [[time eaters]] interlocks their tentacles together to form a massive web. The resulting ganglion can be anywhere from 1 to 3 hexes in size and slowly drifts toward the closest starship at a rate of 3 hexes per round at the start of the helm phase. If a starship ever shares a space or ends its movement adjacent to a ganglion, the time eaters attempt to grasp the ship to steal its temporal energy. The starship's pilot must succeed at a [[Piloting]] check (DC = 15 + 1-1/2 × the starship's tier) to avoid being grasped by the ganglion. If the ganglion grabs the starship, the ship loses all its shields in a random quadrant. If that quadrant's shields were already depleted, the starship's speed instead decreases by 2 for 1d4 rounds and the ganglion can move 1 additional hex for the same duration. These effects are cumulative, to a minimum starship speed of 0 and a maximum ganglion speed of 10 hexes, and the duration is refreshed each time a ganglion grabs a starship. A ganglion can be targeted by starship weapons and has an AC and TL of 15. If a ganglion takes a total of 20 damage per hex it occupies, it disperses into individual time eaters, which are generally inconsequential in starship combat.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' 1 mile
* ''Target'' one starship you can see visually or detect on a scanner
* ''Duration'' 24 hours
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You glimpse a narrow range of possibilities related to a starship’s next Drift journey initiated within the next 24 hours. When you cast this spell, choose one of the following distances: travel in-system, travel to Absalom station, travel to Near Space, or travel to the Vast. Make a DC 20 caster level check (1d20 + your caster level). If you succeed, make any necessary random rolls related to the Drift journey you predicted, such as the duration and the chance of a random encounter in the Drift. If the starship initiates Drift travel of the distance you predicted before the spell’s duration expires, apply those rolls to the journey. This spell doesn’t allow you to anticipate any extra time the starship might spend on its journey, such as if it stops to explore or engage in starship combat, and you can’t anticipate whether the ship will complete its journey or stop for some reason, such as to exit the Drift early, or because it was destroyed.
Casting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point.
Created by the Hellknights to aid them in capturing enemy vessels, this device creates an area of "Drift shadow" when activated. The Drift shadow extends out to a range of 10 hexes from the activating ship, and each vessel in this area treats the Drift rating of its engine as if it were 2 lower. If this reduces the engine's rating to less than 1, that vessel cannot enter the Drift while in the shadow. Ships attempting enter normal space from the Drift into an area of Drift shadow are affected in the same way. Shadows created by multiple vessels stack, making it impossible for any ship to enter or exit the Drift.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|drift shadow projector | 5 | 15 |
</div>
Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.”
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|Drift shell I | 3 | 1,400 | +5 | +7 | +1 | –3 | –10 ft. | 1 | 3 |
|Drift shell II | 7 | 6,500 | +10 | +12 | +2 | –3 | –10 ft. | 2 | 3 |
|Drift shell III | 11 | 25,250 | +16 | +18 | +3 | –3 | –10 ft. | 3 | 3 |
|Drift shell IV | 15 | 113,000 | +20 | +22 | +4 | –3 | –10 ft. | 4 | 3 |
|Drift shell V | 19 | 568,000 | +25 | +25 | +5 | –3 | –10 ft. | 5 | 3 |
</div>
<div class="statblock">
* ''Type'' disease (31 days of Drift stasis)
* ''Save'' Fortitude DC 15 (see Effect and Cure)
* ''Track'' [[physical|Physical Disease Track]]
* ''Frequency'' 1/day
* ''Effect'' no latent state; increase the DC by 1 for each previous save attempted against the disease, up to a maximum of DC 22.
* ''Cure'' The victim must be removed from Drift stasis, then succeed at 2 consecutive saves. The DC goes down by 1 each day the victim spends removed from Drift stasis, to a minimum of DC 15.
Used in the Azlanti Star Empire for moving large numbers of troops efficiently, a Drift stasis unit holds living creatures in a state of suspended animation ideal for long periods of Drift travel. Placing creatures into stasis or removing them from stasis takes 1 hour. An unwilling creature can be placed in a Drift stasis unit only if it is unconscious. While in stasis, a creature is unconscious and doesn't need to breathe, drink, or eat. One stasis unit can hold 32 Medium creatures in stasis for 30 days with no ill effects. (A Large creature counts as 2 Medium ones for this purpose.)
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|Drift stasis unit | 15 | 10 |
</div>
After 30 days, creatures held in stasis are at risk of Drift stasis sickness, a disease with the parameters shown in the stat block below.
<<section 'Drift Stasis Sickness'>>
<div class="statblock">
* ''Levels'' 3–16
* Tiny outsider
* ''Senses'' [[darkvision]] 60 ft.
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' fl y 30 ft. ([[Ex]], average)
* ''Melee Attack'' slam (B)
* ''Ranged Attack'' trifold beam (F)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Ability Modifiers'' Dex, Wis
!!! SPECIAL ABILITIES
''Flicker ([[Ex]])'' Once per day as a standard action, a Drift wysp can rapidly flicker in and out of the Drift. For 1d4 rounds, the Drift wysp has concealment.
''Trifold Beam ([[Ex]], 12th)'' Every 1d4 rounds, a Drift wysp can fire a beam of three intertwined spiraling lasers as a ranged attack against EAC with a range of 60 feet. A creature struck by this beam must succeed at a Reflex saving throw (DC = 10 + 1-1/2 × the Drift wysp’s level) or become [[dazzled]] for 1 round.
</div>
Drift wysps are tiny creatures composed of planar matter from the Drift. While each is unique in appearance, they most often adopt the form of tiny creatures or geometric shapes.
You worship Triune, have ties to the mysterious spectra, or have some other relationship with the Drift. Your magic can ease Drift travel, fold space, and impose Drift-like conditions.
* ''Associated Deities:'' Desna, Triune, Weydan
* ''Associated Skills:'' [[Computers]] and [[Piloting]]
* ''Spells:'' 1st–//[[life bubble]]//, 2nd–//[[fog cloud]]//, 3rd–//[[pinpoint navigation]]//, 4th–//[[elemental convergence]]//, 5th–//[[call cosmos]]//, 6th–//[[summon Drift beacons]]//
!! Drift Step (1st)
As a move action, you can tap into the transitory nature of the Drift, enabling you to move further with each step than normally possible. For a number of rounds equal to your Wisdom modifier (minimum 1 round), you gain a +10-foot enhancement bonus to all of your speeds, and you can move up to 10 feet each time you take a [[guarded step]]. The enhancement bonus to speeds increases to +20 feet at 7th level and +30 feet at 15th level. You can use Drift step up to three times per day.
!! Prismatic Nimbus (3rd)
As a standard action, you can emit a vibrant purple and pink aura of light reminiscent of the Drift. Your body sheds normal light in a 15-foot radius. A creature that enters or ends its turn in the area must succeed at a Fortitude save or be [[dazzled]] for 1 round. At 11th level, you instead shed normal light in a 30-foot radius. You can maintain your nimbus for a number of minutes per day equal to your mystic level; this duration doesn’t need to be continuous, but it must be used in 1-minute increments.
!! Unfold Space (6th)
As a reaction when you’re targeted with an attack of which you’re aware, you can expend an unused mystic spell slot to unfold the space between you and the attacker, distorting the distance the attack must traverse to reach you. You gain an enhancement bonus to your AC against the attack equal to the level of the spell slot expended. If the triggering attack hits, you can attempt a Will save (DC = 10 + the attacker’s CR); if you succeed, you regain the expended spell slot. Once you’ve targeted an attacker, you can’t target the same attacker with this ability for 24 hours.
!! Consume Matter (9th)
You can spend 1 Resolve Point as a standard action to shatter molecular bonds in a 30-foot cone, absorbing some of the fragmented matter much like the Drift consumes planar material. Creatures in the area take 1d6 acid damage for every two mystic levels you have (maximum 10d6). Each creature in the area can attempt a Reflex save to halve this damage. You regain a number of Hit Points equal to half the damage dealt to one of the affected creatures. You gain any Hit Points recovered in excess of your maximum Hit Point total as temporary Hit Points that last 1 minute.
!! Quantum Entanglement (12th)
Creatures linked by your [[telepathic bond]] class feature become entangled on a quantum level. You can spend 1 Resolve Point as a standard action to select any two willing or unconscious creatures linked by your telepathic bond. The two creatures teleport into the other’s space, swapping places. Both creatures must be at most 120 feet away from you. Once you’ve used this ability, you can’t use it again until you’ve regained Stamina Points as part of a 10-minute rest. This is a teleportation effect.
!! Integrate Matter (15th)
When one or more creatures fail their saving throw against your consume matter connection power, you gain one of the following from one of those creatures for 1d4 rounds: the creature’s [[damage reduction]]; the creature’s [[resistance]] or [[immunity]] to one energy type; or the creature’s immunity to one type of effect (such as poison). You choose the ability gained, and if you choose an ability the creature doesn’t have, you gain one of these abilities the creature does have, chosen at random.
!! Embrace the Drift (18th)
You transform into a [[spectra]]-like being, intrinsically linked to the Drift. You no longer need to breathe and are immune to the harmful environmental effects of outer space and a vacuum. You can automatically sense the direction and relative distance of the nearest five Drift beacons, and you can navigate to Alluvion as though you had a beacon code. While you’re on a starship with a Drift engine, you treat the rating of that Drift engine as 1 higher (maximum 6). While you’re in the Drift, you have a supernatural fly speed of 90 feet (perfect maneuverability).
Your body functions as a personal Drift engine. By concentrating for 10 minutes, you can spend 1, 4, 9, or 16 Resolve Points to enter the Drift, navigate the plane using the rules for Drift navigation, and (optionally) exit to the Material Plane as though you had a Drift engine rating of 1, 2, 3, or 4, respectively. While doing so, you can use either [[Mysticism]] or [[Piloting]] to navigate.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* NE Medium undead (extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +7
* ''Aura'' confusion (30 feet, Will DC 11)
!!! DEFENSE
* ''HP'' 22
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +4; ''Ref'' +4; ''Will'' +3
* ''Defensive Abilities'' spatial incorporeality; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. (average)
* ''Melee'' claw +10 (1d6+4 S)
* ''Ranged'' Drift rip +7 (1d4+2)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' —; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7, [[Stealth]] +12
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Confusion Aura ([[Su]])'' Any creature that comes within 30 feet of a driftdead must succeed at a DC 11 Will save or be [[confused]] for 2 rounds. Once a creature has attempted this save, whether successful or not, it can't be affected again by the same driftdead's aura for 24 hours.
''Drift Rip ([[Su]])'' Just as the Drift tears away chunks of planar material, a driftdead can pull apart the molecular bonds of matter, ripping open the flesh of nearby creatures. This is a ranged attack against EAC that has a range of 30 feet.
''Spatial Incorporeality ([[Ex]])'' Within the Drift, a driftdead has a physical body, but if removed from that plane, its physical body phases out of normal reality. On the Material Plane or otherwise outside the Drift, a driftdead gains the [[incorporeal]] special ability. If returned to the Drift, a driftdead immediately loses the incorporeal special ability as its physical body returns.
</div>
When a mortal humanoid dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. What's left of a driftdead's fragmented psyche is filled with confusion, rage, and a hatred for the living. So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close.
A driftdead leaves its mortal remains behind and forms a new undead body out of the mingled planar energies of the Drift—just as the Drift contains material snatched from countless planes. This body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane (or any other plane), its physical body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead resumes its corporeal form as soon as it returns to the Drift.
Though humanoid driftdead are the most common driftdead, Drift travelers sometimes report encounters with undead entities created by the death of non-humanoid beings—indeed, driftdead can spawn from any sapient species. On their own, these solitary undead tend to haunt the sites of their own death, reliving the moment in which they perished again and again in an agonizing loop. Their shattered memories, while not coherent enough to foster ordered thought patterns, often draw them to places, objects, or beings they were familiar with in life. Alternatively, driftdead might wend their way through the Drift, with no real direction other than trying to escape the anxiety associated with the places they died.
Occasionally, multiple driftdead gather near Drift beacons or other entry points to the Material Plane that radiate life energy. On rare occasions, these lost souls fuse together into terrifying amalgams that are far more dangerous and powerful than a solitary driftdead. Sutured together by a combination of the planar energies of the Drift and its constituents' powerful emotions, driftdead amalgams are far more likely to make their way into the Material Plane in search of living creatures. When these howling horrors sense the presence of a live mortal, driftdead amalgams relentlessly pursue and attack their targets until they either slay their victims or are destroyed. Even those who survive such attacks often find themselves wracked with mental anguish, the agonizing pain experienced by driftdead amalgams indelibly imprinted upon the victims.
Though driftdead retain a shred of the intelligence they possessed in life, their minds are irreparably shattered by the trauma of their deaths, leaving little room for higher thought as they single-mindedly seek the living. When it can sense no life to latch on to, driftdead are attracted to objects and places once frequented by living creatures. Driftdead, therefore, frequently haunt derelict starships or congregate near flotsam and jetsam from the Material Plane infused with life energy.
Some evil and intelligent undead have even been known to deliberately lure and collect driftdead, installing the creatures as traps for the unwary living. Rumors claim that the Corpse Fleet conducts regular trawling missions through Drift wreckage to recover driftdead and then weaponize them against the living. Whether Eox's renegade military truly engages in such a practice or whether this is a case of fearmongers spreading misinformation is unclear. Unfortunately, few survivors of Corpse Fleet aggression remain to shed light on the issue.
!! Driftdead Template Graft
When a creature dies in anguish while in the Drift, its tormented spirit forms a new body from that plane's energies, becoming an undead creature called a driftdead.
* ''CR:'' 1+
* ''Required Creature Type and Subtype:'' undead (extra planar)
* ''Suggested Array:'' combatant
* ''Traits'':
** confusion aura (see above; 2-round duration, increase to 4 rounds at CR 10)
** Drift rip (see above)
** spatial incorporeality (see above)
** fly 60 ft. (Su, average)
* ''Suggested Ability Modifiers:'' Dexterity, Strength
!! Driftdead Amalgam Template Graft
To create a driftdead amalgam, apply the driftdead template graft (see above) and add the following.
* ''CR:'' 7+
* ''Traits:''
** [[blindsight]] (life) 60 ft.
** melee attacks deal 2d4 Wisdom drain (CR 11+)
** [[multiattack]]
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* NE Medium undead (extraplanar)
* ''Init'' +8; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' confusion (30 ft., Will DC 19)
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +15; ''Will'' +14
* ''Defensive Abilities'' spatial incorporeality; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' claw +26 (3d12+19 S plus 2d4 Wisdom drain)
* ''Multiattack'' 3 claws +20 (2d12+19 S plus 2d4 Wisdom drain)
* ''Ranged'' Drift rip +23 (5d6+13)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
''Str'' +6; ''Dex'' +8; ''Con'' —; ''Int'' –4; ''Wis'' +4; ''Cha'' +0
''Skills'' [[Acrobatics]] +23, [[Stealth]] +28
''Languages'' Common
''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Confusion ([[Su]])'' As [[driftdead]]; the Will save DC is 19 and the duration is 4 rounds.
''Drift Rip ([[Su]])'' As [[driftdead]].
''Spatial Incorporeality ([[Ex]])'' As [[driftdead]].
</div>
Whether pulled by waves or other forces, you’re used to drifting far from your nanites and can control them at further distances. The distance you can be from your nanites at the end of your turn before they disperse increases to 15 feet. At 10th level, this distance increases to 20 feet, and at 18th level, to 25 feet.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* CE Huge outsider (extraplanar)
* ''Init'' +25; ''Senses'' [[darkvision]] 60 ft., [[sense through]] (life) 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +18; ''Ref'' +16; ''Will'' +12
* ''Defensive Abilities'' grisly armor, [[void adaptation]]
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' pincer +28 (4d6+22 P plus [[grab]])
* ''Multiattack'' 4 pincers +22 (4d6+22 P plus [[grab]])
* ''Ranged'' fling body +28 (5d10+14 B plus [[off-kilter]] [DC 20])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' call of the void (DC 22)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +6; ''Int'' +2; ''Wis'' +3; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +30, [[Athletics]] +25, [[Intimidate]] +25
* ''Feats'' [[Improved Combat Maneuver]] (grapple)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Call of the Void ([[Su]])'' Once per day as a standard action, a driftlure can psychically cause all creatures within a radius of 120 feet to be compelled to immediately seek exposure to the Drift by the most direct means available, such as an airlock (DC 22 Will negates). This effect penetrates all barriers, including starship hulls and force fields. An affected creature acts too hastily to use safety precautions (such as activating environmental protections), but any attempt to block the creature's progress or convince it to take an alternative action grants it a new saving throw (maximum one new attempt per round). The effect persists for 1 hour, during which time the creature's attempts to reach the Drift become more and more frantic. An affected creature that reaches the Drift becomes [[fascinated]] for 1d4 rounds, and the effect ends. This ability has no effect on creatures not within the Drift.
''Fling Body ([[Ex]])'' Once per round as a standard action, a driftlure can transfer a creature ensnared in its cilia to a free pincer and hurl it at a target up to 60 ft. away as a ranged attack that deals 5d10+14 bludgeoning damage to both the target and the flung creature. If a driftlure hits or throws a creature that is in zero-g with this attack, that creature must succeed at a DC 20 Reflex save or be knocked [[off-kilter]]. A driftlure must have at least 1 creature ensnared in its cilia to use this ability.
''Grisly Armor ([[Ex]])'' If a driftlure begins its turn grappling a creature that is Large or smaller, it can attempt a [[grapple|Grapple (combat maneuver)]] combat maneuver as a move action to ensnare the creature in the cilia that cover its shell. Alternatively, the driftlure can use a swift action to ensnare a corpse within its reach. A creature ensnared in these cilia has the [[grappled]] condition. A driftlure can have up to 4 Medium or smaller creatures or corpses ensnared in its cilia at a time. If a driftlure has at least 2 creatures or corpses ensnared in its cilia, it gains partial cover; if it has more, it gains normal cover. Whenever an attack targeting the driftlure misses due to its cover bonus, one creature or corpse ensnared in its cilia is knocked free and deposited in an adjacent square. When encountered, a driftlure typically has 2 Medium corpses already ensnared.
</div>
The coarse cilia that cover this large, pale crustacean undulate with bioluminescence. A driftlure attacks by attaching to the hull of a starship, where it emits a powerful psychic blast, luring the crew into space. The driftlure then collects the choicest specimens (often still clawing for breath in the vacuum) and nestles them amongst its cilia as macabre decorations. Its motivations remain unknown.
<div class="statblock">
* ''Tier'' 20
* Supercolossal ultranought
* ''Speed'' 4; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 28; ''TL'' 31
* ''HP'' 1050; ''DT'' 20; ''CT'' 210
* ''Shields'' superior 540 (forward 135, port 135, starboard 135, aft 135)
* ''Attack (Forward)'' digital assault torrent (special; 10 hexes), heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes), superlaser (2d4×10; 20 hexes), ultralaser (6d4×10; 20 hexes)
* ''Attack (Port)'' heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes), superlaser (2d4×10; 20 hexes), superlaser (2d4×10; 20 hexes)
* ''Attack (Starboard)'' heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes), superlaser (2d4×10; 20 hexes), superlaser (2d4×10; 20 hexes)
* ''Attack (Turret)'' quantum missile launcher (2d8×10; 20 hexes)
* ''Power Core'' Titan Ultra (1,200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' mk 6 armor, mk 10 defenses, mk 8 mononode computer, mk 8 network nodes (4), security (4 anti-hacking systems); ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (300), [[data net]], [[Drift booster]], [[hangar bay]], [[tech workshop]]
* ''Modifiers'' +8 to any 5 checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' see text (minimum 250, maximum 5,000)
!!! CREW
* ''AI Array'' [[Computers]] +39 (20 ranks), [[Diplomacy]] +34 (20 ranks), [[Engineering]] +39 (20 ranks), gunnery +29 (20th level), [[Intimidate]] +34 (20 ranks), [[Piloting]] +34 (20 ranks)
!!! SPECIAL ABILITIES
''Adaptive Shielding ([[Ex]])'' When the //Driftmaven// is hit by a weapon, the damage it takes from that same weapon is reduced by an amount equal to the //Driftmaven's// Damage Threshold on the next round.
''Automated ([[Ex]])'' The //Driftmaven// has no crew, but its on-board AI array can perform most captain, engineer, gunner, pilot, and science officer crew actions as if it had a crew of 15.
''Drift Flower ([[Ex]])'' The //Driftmaven// can rotate its rings rapidly, initiating an offensive spin for 1 round during the helm phase. It is unable to move that round, but it can fire into arcs with its weapons as though the ship were in any single orientation; such attacks take a –2 penalty.
''Drift Ready ([[Ex]])'' The //Driftmaven// can enter and exit the Drift instantaneously.
''Triune's Beacon ([[Su]])'' The Drift engine of the //Driftmaven// acts as a powerful Drift beacon for Triune's allies. Those granted its signature can use a Drift engine to travel to the //Driftmaven// in 1d6 days, regardless of where it is in the galaxy. These signatures usually change weekly, if not more often.
</div>
An enigmatic starship dedicated to the tripartite AI deity Triune, the //Driftmaven// moves through space following only its patron's directives. The modular vessel reconfigures itself regularly and can transform into a protective shell or whirling bloom of laser fire at a moment's notice. A contingent of Triunite androids claim to staff the starship, yet the true crew seems to be an array of artificial intelligences that operate the myriad systems. Those few outsiders who have been invited aboard report extremely limited access to the ship's interior—even for members of the church—and a disquieting lack of living quarters or indeed any of the usual accommodations for biological life forms, humanoid or otherwise. Instead, shallow recesses in the austere and shifting hallways house constructs and other artificial creatures.
Distilled and condensed from Drift gases before being enchanted, this tasteless serum resembles pink-hued quicksilver. Drinking the serum allows you to perceive and predict the Drift’s fluctuating space and faint currents, granting you a +5 insight bonus to [[Piloting]] checks to navigate the Drift for any journey you begin within the next hour. When calculating your travel time for the journey, you can reroll any one die whose result is 6 and use the second result.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//driftsauce serum// | 6 | 675 | L |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Huge outsider (extraplanar)
* ''Init'' +4; ''Senses'' [[blindsense]] (thought) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +17
''Aura'' settingscape (30 ft., Will DC 18)
!!! DEFENSE
* ''HP'' 120
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +8; ''Will'' +12; –4 against mind-affecting effects
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/—
* ''Weaknesses'' conflicting accounts
!!! OFFENSE
* ''Speed'' 30 ft., fl y 30 ft. ([[Su]], perfect)
* ''Melee'' slam +18 (3d4+15 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' plot twist (DC 18)
* ''Spell-Like Abilities'' (CL 9th)
** 1/day—//[[displacement]]//, //[[holographic image]]// (3rd level, DC 20)
** 3/day—//[[fog cloud]]//, //[[invisibility]]//, //[[mind thrust]]// (2nd level, DC 19), //[[mirror image]]//
** At will—//[[detect thoughts]]// (DC 18), //[[mind thrust]]// (1st level, DC 18)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +3; ''Int'' –3; ''Wis'' +1; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +17 (+23 to fly), [[Athletics]] +22, [[Culture]] +17, [[Intimidate]] +17, [[Piloting]] +17, [[Stealth]] +17
* ''Languages'' [[truespeech]]; [[telepathy]] 100 ft.
* ''Other Abilities'' [[spaceflight]]
!!! ECOLOGY
* ''Environment'' the Drift
* ''Organization'' solitary, pair, or anthology (3–6)
!!! SPECIAL ABILITIES
''Conflicting Accounts ([[Ex]])'' As a creature formed mainly from thoughts and stories, a driftspun is susceptible to psychic energy. It takes a –4 penalty to saves against mind-affecting spells and abilities, and when it fails a save against such an effect, it loses its damage reduction for 1 round.
''Plot Twist ([[Su]])'' As a swift action, a driftspun can manipulate its surroundings to confound and hinder opponents. All creatures except for the driftspun in the driftspun’s aura must succeed a DC 18 Fortitude save or suffer one of the following effects (chosen by the driftspun) for 1d4 rounds (or 1 round if they disbelieved the settingscape).
@@.special
* //Quake:// The affected creature treats the area of the driftspun’s settingscape as difficult terrain.
* //Ripple:// The affected creature is [[flat-footed]].
* //Shift:// The affected creature is [[off-target]].
@@
''Settingscape ([[Su]])'' A driftspun surrounds itself with a psychic aura with the effects of a constant //[[holographic terrain]]// spell (CL 9th), changing the appearance of the environment and any items and structures within 30 feet to match the story that manifested the driftspun. Creatures that succeed at a DC 18 Will save to disbelieve this holographic terrain are immune to this driftspun’s aura for 24 hours.
</div>
Scholars believe the first driftspun was created when the Drift absorbed a part of the Akashic Record, manifesting an entity that conformed to a story. Since then, the resulting psychic radiation has spread throughout the Drift. Occasionally, travelers through the hyperspace plane find that the weight of the stories they tell each other on the long journeys interact with this energy to form a driftspun.
Each driftspun has a different appearance, based on the story that manifested it. Some are shapeless clouds of darkness, others larger-than-life humanoids, and a few the story that manifested it. Some are shapeless clouds of darkness, others larger-than-life humanoids, and a few even resemble well-known threats within the Drift. As such, a particular driftspun might deal a different type of damage with its attacks or affect.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* NE Small fey
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 11
* ''EAC'' 9; ''KAC'' 10
* ''Fort'' +2; ''Ref'' +2; ''Will'' +3
* ''Defensive Abilities'' insect pacifism, verminlike; ''SR'' 11
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +1 (1d4 P plus biting bugs, DC 11)
* ''Spell-Like Abilities'' (CL 1st; ranged +1)
** 1/day—//[[command]]// (DC 14), //[[fear]]// (1st level, DC 14)
** At will—//[[ghost sound]]// (DC 13), //[[telekinetic projectile]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +1; ''Int'' –2; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Bluff]] +9, [[Intimidate]] +4, [[Stealth]] +9
* ''Languages'' Aklo, Common
* ''Other Abilities'' vermin empathy
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or infestation (3–6)
!!! SPECIAL ABILITIES
''Biting Bugs ([[Ex]])'' A creature struck by a drikluz's bite attack must attempt a DC 11 Fortitude save or become [[fatigued]] for 1 round. This has no effect on a creature that is already fatigued or [[exhausted]].
''Insect Pacifism ([[Su]])'' A drikluz emits a psychic call that draws in insects and makes them well-disposed to the drikluz. Vermin and insectile creatures of other types, such as [[Swarm]] creatures and shirrens, have a –2 penalty on attack rolls against a drikluz. The GM determines whether a creature is sufficiently insect-like to be affected by this ability.
''Vermin Empathy ([[Ex]])'' A drikluz can communicate basic concepts with [[mindless]] vermin and can use language‑dependent abilities on them (such as [[Diplomacy]] checks to [[change their attitude|Change Attitude]] or [[Intimidate]] checks to [[bully]]). The drikluz can affect mindless vermin with their spell‑like abilities as though spells didn't have the mind‑affecting descriptor.
''Verminlike ([[Ex]])'' For effects targeting creatures by type, a drikluz counts as both fey and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The drikluz also gains a +2 racial bonus to saving throws against mind-affecting effects.
</div>
Not all gremlins are intimately tied to technology; some represent older troubles that have plagued civilization for eons. One unpleasant example is the drikluz, or vermin gremlin. No more than 2-1/2 feet tall (and nearly as wide), drikluzes boast round, furry bodies teeming with lice, biting flies, and other loathsome insects. A drikluz has a helmetlike carapace over its forehead and crown, which protects its insectile face and two antenna. The drikluzes' antennae focus the gremlins' latent psychic powers into a constant, crooning telepathic drone that soothes nearby insects into a complacent state and attracts them to their round, hairy bodies. They then bully and cajole their mindless minions into causing as much trouble as possible, including sabotaging insect traps and spoiling or hiding pesticides. Drikluzes have been noted to exhibit some limited ability to twist the minds of larger creatures as well, but they rarely do so for any purpose other than compelling such creatures to leave them alone.
While a creature that lures vermin away may seem a fine service in theory, the presence of drikluzes in a community is far from beneficial, as these gremlins are mean-spirited and rarely content to simply lead vermin away. They love seeing insects spoil crops, terrorize pets, and infest bedding.
You practice a specific task, whether using holovid training materials, running through a computer simulation, or simply repeating a key motion hundreds of times, until its execution becomes muscle memory.
''Activity:'' Choose a single task of a specific skill (such as the [[balance]] task of [[Acrobatics]]) that takes 1 minute or less. If you are on your starship, you can instead choose a non-gunner starship crew action that doesn't require a Resolve Point. You spend the day practicing the chosen task or crew action. At the end of the day, attempt a skill check appropriate to the chosen task or crew action—if you chose the [[overpower]] crew action, for example, you'd attempt an [[Engineering]] check. If you drill a task, the DC for this check is equal to 15 + 1-1/2 × your character level. If you drill a crew action, the DC is equal to 15 + 1-1/2 × your starship's tier. You can't take 20 on this check.
''Results:'' On a success, the first time the next day you attempt the chosen crew action or skill check, you can take 10, even if stress or distractions would normally prevent you from doing so. If you exceed the DC of the drill check by 10 or more, you can also take 10 the second time you attempt the chosen action or check.
You can pilot a vehicle at its drive speed, which is noted in the Speed entry of the vehicle's statistics as a move action. You can turn as needed throughout that movement, and you set your heading at the end of the drive action.
Vehicles provoke attacks of opportunity while driving, and when you are in a vehicle that's driving, you similarly provoke attacks of opportunity if you take any actions that would normally do so (including making ranged attacks) unless the vehicle provides total cover. You can't use the drive action to move a vehicle through spaces occupied by creatures, even if they're allies.
Your lightning reflexes and cool-headed judgment are without equal when you're behind the wheel.
* Associated Skills: [[Piloting]] and [[Survival]]. When you make an attack while you're inside a vehicle, you can attempt a Piloting check with a +1 bonus to make a [[trick attack]].
* ''Specialization Exploit:'' [[trick stunt]].
* ''One With the Wheel ([[Ex]]):'' At 11th level, you reduce the penalty you take to attack rolls attempted from a moving vehicle by 2. By spending 1 Resolve Point, you can perform one of the following vehicle actions using the associated action type: [[board or disembark from a vehicle]] (swift action); [[start a vehicle]] (swift action); [[stop short]] (swift action); [[take control]] (no action); [[relinquish control]] (no action); [[engage or disengage autocontrol]] (no action); [[engage or disengage autopilot]] (no action); or make a single attack using a one-handed weapon as part of performing the [[race]] action (no action).
Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around 200 pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown.
Having spent most of their history as the most populous and preferred prey animal for their home world's numerous large carnivores, the dromadas' presapient ancestors formed tightly knit herds to keep safe. The skittish creatures reacted to danger first by emitting a deep moan that would alert the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community. While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor.
Dromadas usually operate in large family units and rarely do anything individually. The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd. The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. Such enterprises can be found in a staggering array of industries, providing products and services that range from plant-based meat substitutes to social media consultancy.
In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders. When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies.
Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position. Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not. Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else.
Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd. Dromadas can nonetheless find themselves alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. A dromada's trust is very difficult to earn, as they view everything around them as potentially dangerous and can be extremely skittish, but they are loyal and constant companions to those who eventually gain their friendship. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike [[osharus]].
Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger. But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. Still, choosing an adventurer's life isn't easy, as even the bravest dromadas still sometimes find themselves automatically fleeing from dangers, both real and imagined.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Cha
* ''Hit Points:'' 2
* ''Size and Type:'' Dromadas are Medium magical beasts.
* ''Alert the Herd:'' Once per day at the beginning of a combat in which it isn't surprised, a dromada can emit a deep moan that alerts its herd to nearby danger, granting allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat.
* ''Bolt:'' When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal).
* ''Dromada Senses:'' Dromadas have [[darkvision]] with a range of 60 feet and [[low-light vision]].
* ''Savory:'' A dromada hit by a creature's bite attack takes a –2 penalty to AC against further bite attacks from the same creature. This effect lasts 1 week and applies only once per creature.
* ''Swift:'' Dromadas have a land speed of 40 feet.
!! Dromada Clutches
As dromadas organized into corporations, their extreme wariness led to the development of these cases, designed to protect corporate secrets.
{{Dromada Clutch}}
!! Bolt Graft
{{Bolt}}
This sleek briefcase can securely hold up to 4 objects of light or negligible bulk. When you purchase a //dromada clutch// (or have access to one that is unsealed) you can set a command word that magically seals and unseals the briefcase. While sealed, a //dromada clutch// protects its contents from being viewed—even by x-ray scanners and creatures with [[sense through]]. In addition, hybrid and magic items within a sealed //dromada clutch// cannot be detected by divination effects, such as //[[detect magic]]// and //[[arcane sight]]//. A sealed //dromada clutch// acts as a container with a permanent //[[security seal]]// spell and a good [[lock]].
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//dromada clutch// | 8 | 9,200 | 1 |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium animal
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 45
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +7; ''Will'' +2
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' talons +11 (1d6+5 S; critical [[bleed]] 1d6) or
bite +11 (1d6+5 P)
* ''Offensive Abilities'' pounce
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8, [[Stealth]] +13
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–12)
!!! SPECIAL ABILITIES
''Pounce ([[Ex]])'' When a dromaeosaurid charges, it can also make a full attack.
</div>
You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it.
All drones have a neutral alignment and the same senses as an ordinary human. A drone is considered a [[construct]] with the technological subtype for the purposes of spells and effects targeting it. Drones have the [[construct immunities]] and [[unliving]] universal creature rules. Your drone speaks all of the languages that you do. Your drone is proficient in your choice of small arms or basic melee weapons, and it gains specialization in that weapon type once you reach 3rd level.
Like most constructs, a drone cannot recover from damage on its own. If a drone is reduced to 0 Hit Points, it becomes inactive until it is restored to 1 Hit Point or more. If a drone takes damage from a single attack equal to or greater than its maximum Hit Points while it has 0 current HP, the drone is destroyed.
Once per day, a mechanic can take 10 minutes to repair his drone, which then recovers 10% of its Hit Point maximum. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover his Stamina Points, he can also choose to repair his drone as part of that same time period. This is an exception to the normal rule that you cannot perform any tasks while taking a 10-minute rest to recover your Stamina Points. The [[repair drone]] mechanic trick increases the amount the mechanic's drone recovers when it is repaired (in either way) to 25% of its maximum Hit Points.
If your drone is ever destroyed or lost, you retain its mind and all its subroutines in your custom rig and can replace its body for free using your [[custom rig]] after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your drone. In addition, every time you gain a mechanic level, you can rebuild your drone from scratch with the same amount of work, allowing you to change any or all of the choices you made for your drone (including ability scores, chassis, feats, mods, and skills).
<$list filter="[tag[Drone]]">
<$macrocall $name="section" tiddler={{!!title}}/>
</$list>
A drone weapon is a heavy or larger tracking weapon that launches automated drones with built-in weapons. These drones can harry an opponent before ramming it in a final attack. For drone weapons, gunnery checks can be made using the gunner's ranks in the [[Computers]] skill plus the gunner's Intelligence modifier, in addition to the usual methods.
During the gunnery phase, when a drone moves toward a target, the gunner can also fire the drone's built-in weapons at that target. If the gunner does so, the gunnery check used to guide the drone is used for this attack, but with a –4 penalty. In addition, drone built-in weapons are short range. This gunnery check can't deal critical damage due to a natural result of 20 on an attack roll. If the modified gunnery check is successful, the built-in weapons deal the target the damage shown in the drone special property. Each time a drone fires its built-in weapons, it reduces the tracking weapon damage it can deal by one die. For capital weapons, you instead reduce the damage multiplier by one each time the drone fires its built-in weapons. A drone is destroyed when it has reduced its tracking weapon damage dice or multiplier to 0.
A drone needn't enter its target's hex, but it can. If it does so, the gunner guiding it attempts a final gunnery check.
Your drone's abilities are determined by your mechanic level (or the level you assign to it through your control net ability) and the mods you select for your drone. [[Table: Drone Base Statistics]] determines many of the base statistics for your drone. These base statistics modify the starting statistics determined by the drone's chassis.
{{Table: Drone Base Statistics}}
Each drone has one of several chassis types that determines its size, starting statistics, and initial mods, as well as the drone's overall look and theme. These chassis types are combat, hover, and stealth. Each is organized as follows, using the terms below.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
When choosing feats for your drone, you can choose from the following:
<<list-links "[tag[Drone Feats]!tag[Advanced]sort[title]]" class:index>>
At 10th level, when the drone has an upgraded power core, you can also choose:
<<list-links "[tag[Advanced]tag[Drone Feats]sort[title]]" class:index>>
name:drone launcher
range:long
speed:12
damage:5d8
pcu:15
cost:13
special:[[drone|Drone (starship weapon property)]] (1d8), [[limited fire]] 5
name:drone launcher, heavy
range:long
speed:12
damage:2d8 × 10
pcu:20
cost:25
special:[[drone|Drone (starship weapon property)]] (2d8), [[limited fire]] 5
As a full action while in contact with your [[drone]], you can reconfigure it into a mechanical drone suit (or a backpack-like apparatus, for the Tiny hover drone) that you can wear. While in this form, the drone can't take any actions or use any of its abilities, but you gain either the drone's [[flight system]] mods if you have a hover drone, [[reactive camouflage]] (and an [[invisibility field]] if your drone has it) if you have a stealth drone, or [[reductive plating]] if you have a combat drone. You can end the meld and return the drone to its normal form as a full action. Though it normally acts on your turn just after you, the drone can take no actions on that turn other than transforming back.
As you gain levels, your drone gains custom modifications, gear, and programming that give it additional capabilities and options. Any level-based abilities for your drone's mods use your full mechanic level, regardless of whether you're using control net to assign fewer levels to your drone.
Your drone gains its first custom modification at 1st level and an additional mod every 2 levels thereafter. Mods are grouped into two categories, basic and advanced. You can choose basic mods at any level, but you must be 11th level (or have assigned at least 11 levels to your drone) to select advanced mods. Some mods require your drone to have other custom mods installed before they can function. Unless otherwise noted, each mod can be selected only once.
!! Basic Mods
<<list-links "[tag<currentTiddler>!tag[Advanced]sort[title]]" class:index>>
!! Advanced Mods
<<list-links "[tag<currentTiddler>tag[Advanced]sort[title]]" class:index>>
Your drone gains the following abilities at the levels indicated.
<$macrocall $name="by-level" tag={{!!title}} />
When you cast //[[summon creature]]// to summon a robot, you can grant that robot a number of benefits as if it were a mechanic's [[drone]] you controlled. If you summon multiple robots with a single creature summoning spell, you select one of them to receive these benefits. You can give it commands if it is within 100 feet of you, as if you had [[limited telepathy]] that functioned with the robot.
For every 4 caster levels you have, you can select one additional benefit to grant the robot, up to a maximum number of benefits equal to the spell level of the spell you used to summon it. Each time you gain a new technomancer level, you can change what benefits you have selected. When you summon a robot with a //summon creature// spell, you can decide what benefits it receives from those you have selected, up to its maximum.
The benefits you can select from include bonus feats and drone mods. The bonus feats you can select from are [[Blind-Fight]], [[Cleave]], [[Far Shot]], [[Jet Dash]], [[Kip-Up]], and [[Mobility]]. The drone mods you can select from are [[camera]], [[cargo rack]], [[climbing claws]], [[enhanced senses]], [[hardened AI]], [[hydrojets]], [[jump jets]], [[speed]], and [[tool arm]] (you must define the tool when you select this benefit).
You must be able to cast //[[summon creature]]// to summon a robot to select this magic hack.
You have created an extraordinary new life powered by your technomancy, providing you a skilled companion at the cost of your overall magical potential. You gain a [[drone]] artificial intelligence, using your technomancer level as your mechanic level. If you have additional levels in a class that provides you a drone artificial intelligence, you add them together to the determine the effectiveness of your drone. You gain one fewer spell slot per day of each level.
When you learn new magic hacks, you can choose to select any of the following mechanic tricks as though they were magic hacks, using your technomancer level as your mechanic level to qualify for these tricks: [[drone meld]], [[extra mod]], [[hyperclocking]], [[mod tinkerer]], [[overclocking]], [[repair drone]], and [[ultraclocking]].
This alters [[spells|Technomancer Spells]] and replaces [[spell cache]] and [[cache capacitor]].
A drone tube is a hangar modification designed to facilitate the use of automated drones, such as the [[Klokworx Drone]]. A drone tube can be installed only in an existing [[hangar bay]] and doesn't take up additional expansion bays. If a hangar bay has a drone tube, the bay can hold one additional Tiny starship, but five of those ships must be drones. One hangar bay can hold up to two drone tubes and thereby hold up to ten drones.
Each drone tube can launch up to two drones per round of starship combat. To launch a drone, a science officer can take an action during the helm phase to attempt a [[Computers]] check (DC = 10 + the tier of the launching ship). If the science officer succeeds, up to two drones emerge in different hexes adjacent to the launching ship, and the drones can act last in the helm and gunnery phases of that same round. On a failure, the drones still emerge but don't act until the next round. In either case, each round after a drone is launched, the drone attempts its own [[Piloting]] check to determine when it acts.
The drone tube also facilitates the launching ship's communications with its drones in combination with the vessel's sensors. A science officer on a ship that has active drones can take an action during the helm phase to aid drone attacks. If the science officer succeeds at a [[Computers]] check (DC = 10 + 1-1/2 × the launching ship's tier), up to five of the ship's drones can use that science officer's ranks in the Computers skill plus the officer's Intelligence modifier for gunnery checks during the next gunnery phase.
A science officer can take an action during the helm phase to jam drone communications. Doing so takes an improve countermeasures action, targeting the drone-launching ship. Succeeding at this check means the target's drones can't benefit from an action to aid drone attacks until the next round.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|Drone tube | 15 | 5 |
</div>
You can drop any item or items that you're holding into your square or into an adjacent square at any time without spending any actions.
A drop pod is a reinforced vehicle designed to transport a group of soldiers or small vehicles from a starship orbiting high above a planet to that planet's surface. Each drop pod is a single-use device equipped with heat shields to deflect the heat of atmospheric entry as well as thrusters strong enough to make small course corrections and slow the rate of descent before reaching the surface.
A typical expansion bay can store and launch one Gargantuan drop pod that can hold up to four Huge creatures, eight Large creatures, or 16 Medium or smaller creatures or vehicles. Alternatively, an expansion bay can be outfitted with two [[Huge drop pods|Drop Pod (vehicle)]]. A Colossal drop pod takes up two expansion bays, costs twice as many PCU and BP, and doubles the number of creatures and vehicles the pod can carry (or allows the drop pod to carry up to four Gargantuan creatures).
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|drop pod | 5 | 5 |
|drop pod, colossal | 10 | 10 |
</div>
<div class="statblock">
* ''Level'' 5; ''Price'' 7,800
* Huge air vehicle (12 ft. wide, 12 ft. long, 15 ft. high)
* ''Speed'' controlled plummet
* ''EAC'' 18; ''KAC'' 20; ''Cover'' total cover (enclosed)
* ''HP'' 70 (35); ''Hardness'' 10
* ''Attack (Collision)'' 6d8 B (DC 11)
* ''Systems'' autocontrol, enhanced sensors ([[darkvision]] 120 ft.), expansion bay, planetary comm unit, vacuum shields
* ''Passengers'' 5
!!! SPECIAL ABILITIES
''Controlled Plummet ([[Ex]])'' With no piloting controls or means of self-propulsion, this vehicle's heading and velocity are set at the time it is launched from another airborne vehicle or starship. Each round, its autocontrol maintains its heading toward a predetermined point on the ground, using the terminal velocity of the planet's atmosphere (200–300 mph for world with normal gravity) as its full speed. One round before impact, antigrav rotors, parachutes, retrorockets, or other mechanisms slow the descent to 60 feet per round, allowing for safe touchdown.
''Enclosed ([[Ex]])'' In addition to having total cover, the pilot and passengers in an enclosed vehicle can't use their personal weapons to attack creatures and objects outside the vehicle, though they can use the vehicle's weapons (if any).
</div>
Capable of deploying fire teams and supply caches from dizzying heights, drop pods offer a heart-stopping ride from lower orbit to a planet's surface.
Dropping to a [[prone]] position in your space is a swift action.
<div class="statblock">
* Gargantuan mech (flight, transport)
* ''Base HP'' 15; ''HP Advancement'' 9; ''Hardness'' 2
* ''EAC'' +1; ''KAC'' +2; ''Fort'' +1; ''Ref'' +0
* ''Speed'' 20 ft., fly 60 ft. (average); ''Strength'' +3
* ''Frame Slots'' 2; ''Aux Slots'' 5
* ''Operators'' 2–6
* ''Cost'' 4 × tier
</div>
Early models of disintegrator weapons were designed solely to deal indiscriminate corrosion damage to targets. The dross gun is a slightly more refined version, though it lacks the overall power those initial prototypes had. Its shots are slightly more concentrated, dealing substantial damage to objects and dealing painful, lasting wounds to a target on a direct hit. A scrapper dross gun is the smallest model available, used as often to remove choice parts from a wrecked starship as it is to remove crew from the ship in the first place, and the scoring and flux models have increased wounding capabilities.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|dross gun, scrapper | 2 | 720 | 1d6 A | 15 ft. | — | 20 charges | 1 | 1 |[[penetrating]] |
|dross gun, scoring | 5 | 3,300 | 1d8 A | 20 ft. | [[wound]] | 20 charges | 2 | 1 |[[penetrating]] |
|dross gun, flux | 10 | 19,200 | 2d12 A | 20 ft. | [[severe wound]] | 20 charges | 4 | 1 |[[penetrating]] |
</div>
With purple skin and white hair, drow are physically beautiful but merciless. Common drow form the majority of civilian and military forces and are governed by more powerful drow nobles. This strictly matriarchal culture leaves few opportunities for a common male, and training as an enforcer for a noble house or arms dealer is one of only a few ways a drow male can secure a somewhat comfortable life—if not necessarily a long one.
Drow are ruthless opponents, having no qualms about setting ambushes or luring enemies to locations where they have the upper hand. They regard ideals such as fairness and honor as pathetic gestures of lesser races, and consider all who hold such beliefs deserving of exploitation. Drow have no compunction about using other races as slaves and minions, using them as cannon fodder when exploring potentially dangerous new locations or as a line of defense that allows drow to flee to safety when an encounter turns against them.
As their economy revolves primarily around retrieving, reverse engineering, and selling weaponry from the planet-ship they have claimed as their own, drow are known throughout the Pact Worlds for having some of the finest, most cutting-edge armaments available. Their soldiers specialize in the use of ranged weapons, favoring teamwork tactics to undermine their foes' defenses—though even an otherwise loyal sniper wouldn't hesitate to prioritize his personal vendetta and take advantage of a clear line of fire to a rival in the chaos of a firefight.
Some drow are born with gifts beyond those of most of their kind, including greater magical power. These individuals are referred to as drow nobles, and are most commonly born to other drow nobles within the powerful ruling houses through the aid of genetic-selection technology that is tightly controlled by those houses. However, it is not unheard of for a drow noble to be born to common parents without any genetic intervention. Such gifted progeny, upon realizing their talents, typically leverage them to gain a higher position in society, whether by aligning themselves with one of the powerful houses or striking out to earn a name for themselves. Given their exceptional talents, drow nobles quickly rise through the ranks and are soon recognized for their achievements even if a few common drow happen to disappear along their path to power. A drow noble scion of a powerful arms-dealing house might lead a branch of the family arms dealership, traveling throughout the Pact Worlds and fledgling colonies to secure buyers for the advanced technology her house produces based on the relics plumbed from their world. Other scions reinforce their noble houses' connections with their demon lord patrons, becoming powerful mystics, or train as technomancers with a goal of unraveling the mysteries of the portal-gate at the center of Nightarch.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Drow are Medium humanoids with the elf subtype.
* ''Darkvision:'' Drow have [[darkvision]] with a range of 60 feet.
* ''Drow Immunities:'' Drow are immune to magical sleep effects and receive a +2 racial bonus to saving throws against [[enchantment]] spells and effects.
* ''Drow Magic:'' Drow gain the following spell-like abilities:
** At will—//[[dancing lights]]//, //[[detect magic]]//
: The caster level for these effects is equal to the drow's level. In addition, drow count as having the [[Minor Psychic Power]] feat for the purpose of meeting prerequisites, and if a drow takes the [[Psychic Power]] feat, she can add the drow noble's [[limning light|drow]] supernatural ability to the list of spell-like abilities available to her.
* ''Keen Senses:'' Drow receive a +2 racial bonus to their [[Perception]] checks.
* ''Light Blindness:'' A drow exposed to bright light is [[blinded]] for 1 round, and [[dazzled]] as long as she remains in areas of bright light.
<$list filter="[list[$:/StoryList]is[current]]">
Drugs are a special kind of poison that grant a beneficial effect right away but also move the user a single step down the associated poison track. However, the user doesn't lose Hit Points, even if the drug functions as a Constitution poison. Taking a drug also exposes the user to the [[addiction]] disease, with a DC that depends on how addictive the drug is. If a character is dosed with a drug against his will, he can attempt a Fortitude save against the drug's DC. If he succeeds, this negates both the drug's beneficial and negative effects, as well the chance for addiction. Immunity to poison or a similar effect prevents a character from experiencing the drug's beneficial effects, and removing or suppressing a drug's negative effects with restorative spells also cancels the benefits.
</$list>
<<list-links '[tag[Drugs]]' class:index >>
If you have an augmentation that functions as a weapon, such as a [[bone blade]] or [[optical laser]], you can install an additional augmentation in the same system. You can have no more than two augmentations in that system, even if you have another ability that provides you a similar benefit.
Select an operative [[specialization]] other than your own. Once this choice has been made, it cannot be changed. You gain the 11th level ability granted by the specialization. You are not considered to have the second specialization you selected for purpose of any prerequisite.
You must have [[Skill Focus]] in the associated skills of the selected specialization, and must have taken its specialization exploit as one of your normal operative exploits.
You can duck under a foe's melee attack, causing it to overextend and move into a position more favorable to you. You must take the total defense actionto use this ability. If, before the start of your next turn, a foe misses you with a melee attack, as a reaction you can attempt a reposition combat maneuver with a +8 bonus to your attack roll against that foe.
While dueling swords are crafted to be aesthetically pleasing and are often seen as a mark of rank or tradition, many warriors still train with them to deadly effect. The powered blades of both buzzblade and ripper dueling swords bring this danger into the modern era, while the molecular rift sword—though unpowered—uses a field of disrupted molecules along its blade to slice through nearly anything, and must be stored in a magnetic sheath that never actually touches the blade.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|dueling sword, tactical | 2 | 475 | 1d6 S | — | L |[[analog]] |
|dueling sword, buzzblade | 8 | 9,500 | 2d6 S | — | L |[[powered]] (capacity 20, usage 1) |
|dueling sword, ultrathin | 11 | 26,000 | 3d6 S | — | L |[[analog]] |
|dueling sword, ripper | 15 | 109,250 | 3d6 S | — | L |[[powered]] (capacity 20, usage 1) |
|dueling sword, molecular rift | 18 | 331,200 | 10d6 S | — | L |[[analog]] |
</div>
Members of the Corpse Fleet earn their dueling swords through tallied kill counts, while officers receive their blades as part of the transition to the rank of commander. Corpse Fleet admirals' blades are some of the keenest weapons in the known galaxy. Although the weapons are mainly used by the Corpse Fleet, the undead navy leaks some versions into the markets on Eox.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|Corpse Fleet dueling sword, converted | 4 | 2,100 | 1d8 S | — | L |[[analog]] |
|Corpse Fleet dueling sword, officer | 10 | 18,795 | 3d4 S | — | L |[[analog]] |
|Corpse Fleet dueling sword, admiral | 17 | 255,150 | 8d6 S | — | L |[[analog]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one computer or secure data module
* ''Duration'' 1 hour/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You instantly copy all data stored on a single computer or secure data module onto another device in your possession with adequate storage capacity. If the data is protected by countermeasures, these
countermeasures are copied along with the data. If the data is encrypted, the data remains encrypted until it has been successfully decrypted with an appropriate skill check. When the spell ends, the duplicated data is erased.
The //durable// fusion uses magical runes and reinforcements to significantly increase a weapon's toughness. When determining a weapon's hardness, Hit Points, and saving throws, treat its item level as being 5 higher.
An effect's duration tells you how long the effect lasts. If a spell, ability, or item has a specific duration and creates one or more effects, those effects last for the duration unless the specific effect notes otherwise.
Sometimes an effect is suppressed without being negated or dispelled. When this happens, the effect's duration is unchanged. It still ends at the same time it would have ended if it had not been suppressed.
!! Timed Durations
Durations are usually measured in rounds, minutes, hours, days, or other increments. When the time of the effect's duration is up, the energy or force empowering the effect goes away and the effect ends. If an effect's duration is variable, the duration is rolled secretly by the GM so you don't know how long the effect will last.
Whenever an effect's duration is expressed in a standard unit that measures time, such as hours, days, or even years, it refers to those units as expressed in Pact Standard Time. Under this scheme, a day has 24 hours of 60 minutes each, and a year has 365 days (or 52 weeks).
!! Instantaneous
The effect comes and goes the instant it is created, though its consequences might last longer.
!! Permanent
The effect remains until is undone through some method, such as by //[[dispel magic]]// for permanent spells.
!! Concentration
When an effect has a duration of concentration, the effect lasts as long as you concentrate on it. Concentrating to maintain an effect is a standard action. Any factor that could break your concentration while you are performing activities that require focus (such as casting a spell) can also break your concentration while you're maintaining an effect, causing the effect to end. You can neither use an effect that requires concentration nor cast a spell while concentrating on an effect. Some effects last for a short time after you cease concentrating—typically 1 round per level, though individual effects may vary as noted in their descriptions.
!! Discharge
Occasionally an effect lasts for a set duration, or until it is triggered or discharged.
!!! Touch Effects And Holding The Charge
Some effects, most notably spells, have a range of touch and require an action to activate. In most cases, if you don't discharge a touch effect on the round you create it, you can postpone the discharge of the effect (also known as holding the charge) indefinitely. You can make touch attacks round after round until the effect is discharged. If you make any other attack, activate another ability, or cast a spell during this time, the touch effect dissipates.
Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.
!! Dismissible (D)
If the duration of a spell or effect ends with "(D)," you can dismiss the effect at will as a standard action. You must be within range of the effect and be able to fulfill the same conditions required to create the effect—such as being able to concentrate to cast a spell or having access to the equipment that created the effect— though you do not actually need to spend the appropriate action. An effect that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the effect is to stop concentrating on your turn.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
* ''Init'' +7; ''Senses'' [[blindsense]] (vibration) 60 ft.; [[darkvision]] 60 ft.; ''Perception'' +28
* ''Aura'' dimensional shadow (100 ft.)
!!! DEFENSE
* ''HP'' 255
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +14; ''Ref'' +16; ''Will'' +19
* ''Defensive Abilities'' [[amorphous]], unfettered; ''Immunities'' acid, paralysis, polymorph; ''Resistances'' electricity 10, sonic 10
!!! OFFENSE
* ''Speed'' 40 ft., fly 60 ft. ([[Su]], perfect), swim 40 ft.
* ''Melee'' bite +26 (6d8+20 P; critical warpwave) or claw +26 (6d8+20 S; critical warpwave) or tail +26 (6d8+20 B plus [[grab]]; critical warpwave)
* ''Offensive Abilities'' warpwave
* ''Spell-Like Abilities'' (CL 16th; melee +26, ranged +26)
** 1/day—//[[disintegrate]]// (DC 26), //[[shadow walk]]//, //[[summon creature]]// (6th level; proteans only), //[[terraform]]//
** 3/day—//[[greater dispel magic]]//, //[[greater song of the cosmos]]// (DC 24), //[[mislead]]// (DC 25)
** At will—//[[confusion]]// (DC 24), //[[entropic grasp]]// (DC 23), //[[probability prediction]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +7; ''Con'' +5; ''Int'' +5; ''Wis'' +5; ''Cha'' +10
* ''Skills'' [[Acrobatics]] +28 (+36 to fly), [[Athletics]] +28, [[Bluff]] +33, [[Mysticism]] +33, [[Sense Motive]] +28
* ''Languages'' Abyssal, Protean; [[truespeech]]; [[telepathy]] 100 ft.
* ''Other Abilities'' call proteans, [[change shape]] (any Small, Medium, or Large creature), [[no breath]], [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (Maelstrom)
* ''Organization'' solitary or chorus (2–4)
!!! SPECIAL ABILITIES
''Call Proteans ([[Su]])'' By increasing the casting time of its //[[summon creature]]// spell-like ability to 10 minutes, a durgastr can change the spell's duration to instantaneous and can summon a number of proteans whose combined CR is no greater than the durgastr's CR – 6 (''CR'' 10 for most durgastrs). These summoned proteans are typically helpful to the durgastr but are not compelled to follow its orders.
''Dimensional Shadow ([[Su]])'' Creatures and objects cannot use extradimensional travel to enter or leave this aura unless they have the protean subtype. The durgastr can suppress this aura as a move action, and it remains suppressed until the durgastr takes another move action to reactivate it.
''Unfettered ([[Su]])'' A durgastr ignores difficult terrain, and it cannot be bull rushed, entangled, grappled, pinned, repositioned, or tripped. If a durgastr begins its turn with reduced speed or is unable to move while still able to take actions, the condition or effect causing this altered movement ends for the durgastr. If a durgastr starts its turn conscious but unable to take actions, the condition or effect causing that hindrance ends for the durgastr, and the durgastr becomes [[staggered]]. Whenever the durgastr is staggered, that condition ends in 1 round. In any case, an extant area effect hindering the durgastr continues for its duration, but the durgastr becomes immune to that instance of the effect.
''Warpwave ([[Su]])'' A creature struck by a critical hit from a durgastr or two of the durgastr's melee attacks on the durgastr's turn must succeed at a DC 24 Fortitude saving throw or be subjected to a supernatural warpwave effect that mimics the //[[warpwave]]// spell (CL 16th).
</div>
Among proteans, Durgastrs in particular are explorers—often inadvertently. They delight in examining alternate realities, particularly planes that present imperfect reflections of each other, such as how the Shadow Plane and Ethereal Plane mirror aspects of the Material Plane. Where they find inspiring inconsistencies, durgastrs endeavor to overlay and fuse the strange realities into a multifaceted whole, often disrupting living creatures, cityscapes, and even whole ecosystems in the process.
One of the few spectra encountered regularly on the Material Plane, iridias are Triune’s messengers and sometimes visit remote worlds where the deity’s original signal was lost. When necessary, an iridia can fire a freezing line of electricity from its hand. Weapon manufacturers have endeavored to mimic this beam with //dusk rifles//, slender longarms constructed of an opalescent material.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//dusk rifle, static// | 2 | 900 | 1d4 C & E | 60 ft. | — | 20 charges | 2 | 2 |[[line]], [[unwieldy]] |
|//dusk rifle, aurora// | 7 | 6,500 | 2d4 C & E | 60 ft. | — | 20 charges | 2 | 2 |[[line]], [[unwieldy]] |
|//dusk rifle, storm// | 12 | 36,500 | 4d6 C & E | 60 ft. | — | 40 charges | 4 | 2 |[[line]], [[unwieldy]] |
|//dusk rifle, tempest// | 17 | 260,000 | 8d6 C & E | 60 ft. | — | 40 charges | 4 | 2 |[[line]], [[unwieldy]] |
</div>
These dark, stylish goggles are made to protect sensitive eyes from bright light and are a popular fashion accessory favored by Apostae's upper echelons. While wearing these goggles, you are immune to the [[dazzled]] condition and protected from any effects normally caused by light sensitivity.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|delectator | 4 | 2,100 | — |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large magical beast
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision [sand only]); ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
* ''Defensive Abilities'' desert hide; ''DR'' 5/—; ''Resistances'' fire 5
!!! OFFENSE
* ''Speed'' 15 ft., burrow 80 ft.
* ''Melee'' stinger +17 (1d8+9 P plus dust manta toxin)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' burrowing charge, sand spit
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' –1; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +13, [[Athletics]] +13, [[Stealth]] +18
!!! ECOLOGY
* ''Environment'' warm deserts
* ''Organization'' solitary, pair, pod (3–8), or fever (3–8 dust mantas plus 1 dust manta monarch)
!!! SPECIAL ABILITIES
''Burrowing Charge ([[Ex]])'' A dust manta can leap into action at breathtaking speed. A dust manta that takes the charge action using its burrow speed doesn't take the normal charge penalties to its attack roll or its AC, and its target must succeed at a DC 14 [[Perception]] check or the target is [[flat-footed]] against the attack.
''Desert Hide ([[Ex]])'' A dust manta's tough, sand-colored hide protects it against the dangers of the desert, granting it [[DR]] 5/— and [[resistance]] to fire 5. In addition, if a dust manta is at least halfway buried in sand or any fine, similarly colored substance, it can attempt a [[Stealth]] check to hide as if it had cover or concealment.
''Sand Spit ([[Ex]])'' As a standard action, a dust manta can spew sand at its foes in a 30-foot cone. Each creature in the area must succeed at a DC 14 Reflex save or become [[blinded]] for 1 round.
!!! Dust Manta Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[Strength|Strength Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' At the //dead// state, the victim's body disintegrates into dust. A creature that dies as a result of dust manta toxin can only be brought back to life by spells such as //[[miracle]]//, //[[wish]]//, or another similarly powerful effect.
* ''Cure'' 1 save
</div>
<<section 'Dust Manta Monarch'>>
On desert worlds throughout the galaxy, strange, ray-like creatures make their home in sand flats and dunes, moving through the terrain as if through liquid. On the tidally locked Verces in the Pact Worlds, these terrors are known as dust mantas, and they reside in the eternal sunlight of the planet's Fullbright hemisphere. Those who observe dust mantas from afar might presume them to be peaceful creatures with an idyllic life, but scientists and adventurers who approach them without knowledge of their brutal ways often find this to be the last mistake they ever make.
Dust mantas closely resemble giant versions of common rays, with a beige coloration that allows them to blend in to their sandy surroundings and a nasty-looking tail capable of injecting a horrific toxin. Dust mantas burrow through sand as easily as their aquatic counterparts glide through water, which allows them to quickly close the distance to their prey. They attack with their stingers, injecting a dangerous toxin that quickly breaks the victim's body down to dust; dust mantas are filter feeders, and they rely on this toxin to disintegrate food sources into filterable particles. To dust mantas, dissolving prey in this way is not cruel, but simply a matter of everyday survival. In Fullbright, dust mantas gravitate toward areas in which they can find prey, most notably the Outcast Peaks and the shirren colonies in the Temora Desert. Dust mantas are also known to frequent the Oasis Temples scattered across the desert, awaiting travelers who seek those lush and verdant anomalies.
The average dust manta stretches 10 feet across and weighs 1 ton.
On rare occasions, a dust manta can develop into the larger and more ferocious dust manta monarch. These enormous rays have three tails that allow them to inflict massive damage, as well as a more potent toxin when they deliver their deadly stings. Dust manta monarchs can create localized dust storms that choke and blind those creatures unlucky enough to be caught within, making it easier for the dust manta monarch and any accompanying dust mantas to ambush their unfortunate prey. When food is scarce, a single monarch might roam the desert with a pack of smaller dust mantas, scaring up enough prey to feed the whole fever.
The typical dust manta monarch stretches 20 feet across and weighs 8 tons.
<<section 'Dust Manta Hide'>>
In Fullbright, some brave—or perhaps foolish—game hunters in the Outlaw Kingdoms pursue [[dust mantas]] for their desert-adapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of light armor from the hides, using nanocarbon filaments to stitch the armor together.
The basic dust manta hide grants [[resistance]] to fire 5, and the advanced dust manta hide, fashioned from a dust manta monarch, grants resistance to fire 10. Both models also grant a +4 circumstance bonus to [[Stealth]] checks to hide in a desert environment.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|dust manta hide, basic | 6 | 5,150 | +5 | +7 | +5 | — | — | 0 | L |
|dust manta hide, advanced | 12 | 43,250 | +15 | +16 | +6 | — | — | 0 | L |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Huge magical beast
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision [sand only]); ''Perception'' +22
* ''Aura'' sandstorm (120 ft., DC 19)
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +16; ''Ref'' +16; ''Will'' +11
* ''Defensive Abilities'' enhanced desert hide; ''DR'' 10/—; ''Resistances'' fire 10
!!! OFFENSE
* ''Speed'' 15 ft., burrow 80 ft.
* ''Melee'' stinger +26 (6d4+17 P plus greater dust manta toxin)
* ''Multiattack'' 3 stingers +20 (3d6+17 P plus greater dust manta toxin)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' burrowing assault
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' +4; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +22, [[Stealth]] +27
!!! ECOLOGY
* ''Environment'' warm deserts
* ''Organization'' solitary, pair, or fever (1 dust manta monarch plus 3–8 dust mantas)
!!! SPECIAL ABILITIES
''Burrowing Assault ([[Ex]])'' A dust manta monarch that takes the charge action using its burrow speed can make a full attack at the end of its movement instead of a single melee attack. It doesn't take the normal charge penalties to its attack rolls or its AC, and its targets must succeed at a DC 19 [[Perception]] check or they are [[flat-footed]] against the attacks.
''Enhanced Desert Hide ([[Ex]])'' A dust manta monarch has a tougher hide than that of a typical dust manta, granting it [[DR]] 10/— and [[resistance]] to fire 10. In addition, if a dust manta monarch is at least halfway buried in sand or any fine, similarly colored substance, it can attempt a [[Stealth]] check to [[hide]] as if it had cover or concealment.
''Sandstorm Aura ([[Su]])'' A dust manta monarch kicks up a magical localized sandstorm that provides concealment to anyone in a 120-foot-radius area around the dust manta monarch. The sandstorm also produces severe wind, imposing a –4 penalty to attack rolls with kinetic ranged weapons. Any creature in the area without environmental protections must hold its breath or risk suffocation. Dust mantas and dust manta monarchs are immune to this effect, and their [[sense through]] ability allows them to ignore concealment caused by the sandstorm.
!!! Greater Dust Manta Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[Strength|Strength Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' At the //dead// state, the victim's body disintegrates into dust. A creature that dies as a result of dust manta toxin can only be brought back to life by spells such as //[[miracle]]//, //[[wish]]//, or another similarly powerful effect.
* ''Cure'' 1 save
</div>
Formed from fine grit, dust mephits are as obnoxious and persistent as their namesake.
* ''Traits:''
** add earth subtype
** [[fast healing]] works only when the mephit is in dusty or dirty areas
** fly speed changes to 40 ft. (Su, perfect)
** [[breath weapon]] deals 2d6 slashing damage, and those who fail their saves are [[sickened]] for 1d3 rounds from sneezing and coughing
* ''Languages:'' Auran or Terran.
* //Insubstantial Form ([[Su]]):// This ability works like the air mephit's ability of the same name, but the dust mephit's form is partially fine, inert dust instead of air.
Dwarven asteroid miners favor the //duster// fusion, which causes any weapon with it to take on an armored, stocky appearance. Attacks made with weapons with this fusion ignore half of a target item's hardness. Use of such weapons has helped more than one short-supplied dwarven mining crew remove the last bits of useful material from an asteroid while still remaining armed enough to fight off space pirates.
Dwarves are a stocky race, roughly a foot shorter than humans, with broad, heavy frames. Dwarves trace their heritage to the missing planet of Golarion, yet for them, this is not merely a matter of history, but identity—they were forged in the furnace of Golarion's subterranean passages, and many dwarves born long after the planet's disappearance still feel the sting of its loss, kept alive in dwarven song and legend. Dwarven history also claims that they once had a different racial god, Torag, who left his worshipers in the hands of his brother Angradd during the Gap so he could stand guard over Golarion, wherever it is now.
Dwarves are most commonly found on Absalom Station, where their guilds and clans wield significant power, or on city-sized Star Citadel ships. Significant dwarven communities on other worlds are rare, though small groups can be found throughout the Pact Worlds' extrasolar colonies. Many dwarves are attracted to asteroid mining, with Star Citadels common in the Diaspora.
Larger dwarven communities often focus on tradition and fight to keep ancient crafts, laws, and enmities alive. This traditionalism sometimes causes other races to see dwarves as old fashioned, or even backward. Dwarves are certainly cautious in adopting new technologies and slow to change their way of life, but once a new technology has proven safe and effective, it's quickly adapted to dwarven needs. Dwarves are often mechanics,
mystics, and soldiers. They tend to get along best with [[gnomes]], [[halflings]], [[humans]], and other races with ties to Golarion, though they have a sometimes impolite appreciation for [[androids]]' elegant construction and find much in common with [[kasathas]] and korasha [[lashuntas]].
Among the strongest dwarven traditions is the Quest for Sky, a belief that Torag commanded his people to leave their underground homes on Golarion and fight a generations-long war to reach the surface. While many dwarves feel the Quest for Sky was fulfilled, some explore far from the Pact Worlds in the belief that the original journey was only the first stage of the quest and that Torag now wants them to find some specific alien sky for which they're destined.
Most dwarves stand 4 to 4-1/2 feet tall and weigh 150–200 pounds. They're considered adults at 40 and live up to 450 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Dwarves are Medium humanoids with the dwarf subtype.
* ''Darkvision:'' Dwarves can see up to 60 feet in the dark.
* ''Slow but Steady:'' Dwarves have a land speed of 20 feet, which is never modified when they are [[encumbered]] or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.
* ''Stonecunning:'' Dwarves gain a +2 bonus to [[Perception]] checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
* ''Traditional Enemies:'' Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.
* ''Weapon Familiarity:'' Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.
!!! Alternate Ability Adjustments
* ''Skyseeker:'' Some dwarves initiated a new Quest for Sky and gathered on a generation starship, seeking the ultimate sky in an alien place or remote galactic region. These dwarves adapted to zero-g but lack the hardiness of kin they left behind. Such dwarves have ability score adjustments of +2 Dexterity, +2 Intelligence, and −2 Strength.
!!! Alternate Racial Traits
* ''Adamant Mage:'' Dwarves with this trait gain a +2 racial bonus to AC against attacks of opportunity provoked by casting a spell and against readied actions triggered by spellcasting. This replaces weapon familiarity.
* ''Mining Expert:'' Dwarves can be skilled at delving for riches, gaining a +2 racial bonus to [[Physical Science]] and [[Profession]] (miner) checks. This replaces stonecunning.
* ''Opposite Reaction:'' Rather than train with ancient weapons and focus on traditional enemies, some dwarves turn to combat techniques suited to dwarf physiology. These dwarves gain a +4 racial bonus to KAC against reposition combat maneuvers. Also, when an opponent fails a bull rush, reposition, or trip combat maneuver against such a dwarf by 5 or more, the dwarf can attempt a trip combat maneuver against that opponent as a reaction. This replaces traditional enemies and weapon familiarity.
* ''Ship Dwarf:'' In the few centuries since the end of the Gap, some dwarves have adapted to life in homes where interaction with other cultures is a constant, and where light can be summoned with the flick of a switch. Ship dwarves gain a +2 racial bonus to [[Sense Motive]] and [[Culture]] checks. This replaces darkvision.
* ''Tradition Mender:'' There is a movement among dwarves to heal past prejudices, and make friends with beings once deemed foes. These dwarves gain a +2 racial bonus to [[Diplomacy]] and [[Sense Motive]] checks. This replaces traditional enemies.
* ''Zero-G Dwarf:'' Unlike most of their kin, dwarves living in space feel more at ease when weightless than when grounded. These dwarves have a land speed of 25 feet. They gain a +4 racial bonus on [[Acrobatics]] and [[Athletics]] checks to avoid becoming [[off-kilter]] and can always take 10 on such checks. They also have a climb speed of 25 feet, but only for moving along a wall with handholds at full speed in zero-g. This replaces slow and steady.
!! Stonecunning Graft
{{Stonecunning}}
Dycepskians are a mysterious species of fungus that only gain sentience when they infest sapient hosts, completely overwriting their unfortunate victim's mind. However, the dycepskian-infested host retains the original creature's memories and skills, making it difficult to notice the change.
An infested host can be recognized by yellowish-green veins visible around the eyes, though most dycepskians take great pains to hide such signs.
!! Dycepskian-Infested Template Graft
Dycepskians can infest almost any living or undead creature with a brain and a central nervous system. The creature retains its type and subtype, as well as any abilities it has from its species or class graft.
* ''CR:'' 3+
* ''Suggested Alignment:'' Neutral.
* ''Traits:'' Dycepskian subtype; immunity to mind-affecting effects; vulnerable to remove affliction, Bluff as a master skill; fungal mass mind.
** //Fungal Mass Mind:// A creature with the dycepskian subtype can communicate telepathically with another such creature within 100 feet, even if they don't share a common language. In addition, if one creature with the dycepskian subtype is aware of a combatant, all members of the fungal mass mind within 100 feet are aware of it, and no member of the fungal mass mind can be surprised unless all members within range are surprised.
** //Vulnerable to Remove Affliction:// A dycepskian host who is targeted with //[[remove affliction]]// is staggered for 1d4 rounds (no caster level check required).
<<section 'Dycepskian Elder Brain' >>
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* NE Gargantuan plant (dycepskian)
* ''Init'' +0; ''Senses'' [[blindsight]] (thought) 60 ft., [[low-light vision]]; ''Perception'' +31
* ''Aura'' dimension warp (5 miles)
!!! DEFENSE
* ''HP'' 320
* ''EAC'' 31; ''KAC'' 32
* ''Fort'' +18; ''Ref'' +14; ''Will'' +20
* ''Immunities'' disease, [[plant immunities]]
!!! OFFENSE
* ''Speed'' 10 ft.
* ''Melee'' tendril +28 (8d8+18 B plus elder spores)
* ''Ranged'' fungal pod +26 (8d6+18 A & B; critical [[confuse]] [DC 25])
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Spell-Like Abilities'' (CL 18th; melee +28, ranged +26)
** 1/day—//[[mind thrust]]// (6th level, DC 27), //[[unwilling guardian]]// (DC 26)
** 3/day—//[[feeblemind]]// (DC 26), //[[greater command]]// (DC 26), //[[modify memory]]// (DC 26), //[[synapse overload]]// (DC 26)
** At will—//[[confusion]]// (DC 25), //[[mind probe]]// (DC 25)
** Constant—//[[detect thoughts]]// (DC 22)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +4; ''Int'' +11; ''Wis'' +4; ''Cha'' +8
* ''Skills'' [[Bluff]] +36, [[Life Science]] +31, [[Sense Motive]] +36
* ''Languages'' Aklo, Common (can't speak any language); [[telepathy]] 200 ft.
* ''Other Abilities'' fungal mass mind nexus, lesser mindscape
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Dimensional Warp ([[Su]])'' A dycepskian elder brain's psychic energies warp the 5-mile radius around itself. Though not strictly extra-dimensional, the area within seems far larger than it actually is. Creatures can enter this area normally but can't leave unless the elder brain is killed or they cast a spell such as //[[plane shift]]//.
''Fungal Mass Mind Nexus ([[Ex]])'' A dycepskian elder brain can communicate telepathically with any creature that has the dycepskian subtype within 1 mile, even if they don't share a common language. If any creature that has the dycepskian subtype within 1 mile of the dycepskian elder brain is aware of a combatant, the elder brain is also aware of this combatant. As a standard action, a dycepskian elder brain can project its senses into any creature with the dycepskian subtype, allowing it to observe from its host's point of view. It can use the host as an origin point for casting spells, using the host's physical ability score modifiers and its own mental ability score modifiers. While projecting its senses, an elder brain's body is helpless. It can end this effect as a swift action.
''Lesser Mindscape ([[Su]])'' A dycepskian elder brain can induce hallucinations in living or undead creatures within 100 feet of itself or a creature that is part of its fungal mass mind. As a full action, it can create an illusion in the minds of up to eight targets, covering an area up to twenty 20-foot cubes. It shapes the illusion as it wishes as per //[[holographic terrain]]// and a 5th-level casting of //[[holographic image]]//. A target interacting with the illusion can attempt a DC 25 Will saving throw to disbelieve the effect. A creature that fails this initial save takes 1 Wisdom damage, though subsequent failed saves from the same mindscape don't deal more ability damage. Those affected by the same mindscape all view the same illusion. This lesser mindscape lasts for 5 minutes or until dismissed. This is an illusion effect.
!!! Elder Spores
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 25
* ''Tracks'' [[physical|Physical Disease Track]] and [[mental|Mental Disease Track]] (special)
* ''Frequency'' 1/day (special)
* ''Effect'' The latent state lasts 1d4 days; the victim takes all penalties from progressing on both the physical and mental disease tracks, though instead of a //dead// end state, each track has the //transformed// end state; when the victim reaches the //impaired// state, they exhibit faint yellowish-green veins around the eyes, which are noticeable with a successful DC 25 [[Perception]] check; when the victim reaches the //transformed// state, their body turns into an dycepskian elder brain; only //[[miracle]]//, //[[warp reality]]//, or //[[wish]]// can restore the victim at that point.
* ''Cure'' The victim must benefit from two successful castings of //[[remove affliction]]// within 1 minute.
</div>
In rare cases, when a vast number of dycepskian-infested creatures congregate, the psychic energies from the fungal mass mind can spark the creation of a dycepskian elder brain, a massive fungus with psychic abilities. Unlike most dycepskians lacking a host, elder brains are fully sentient and seek to create more dycepskians by using their victims as a vector.
[[Lumocantha]] dye can be weaponized easily. A creature that fails its Reflex saving throw against a dye grenade takes additional damage from laser weapons equal to half the dye grenade's item level (minimum 1). This lasts until the dye is removed, usually by changing armor or clothing or by spending 1d4 hours cleaning off the stain.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Bulk |Special |h
|dye grenade I | 1 | 50 | 20 ft. | drawn | L |[[explode]] (1d4 A, dye-stained, 10 ft.) |
|dye grenade II | 4 | 320 | 20 ft. | drawn | L |[[explode]] (2d4 A, dye-stained, 10 ft.) |
|dye grenade III | 8 | 1,300 | 20 ft. | drawn | L |[[explode]] (4d4 A, dye-stained, 10 ft.) |
|dye grenade IV | 12 | 5,100 | 20 ft. | drawn | L |[[explode]] (6d4 A, dye-stained, 10 ft.) |
</div>
A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not [[stabilized]] are dying. A dying creature can take no actions and loses 1 Resolve Point each round at the end of its turn unless it is stabilized. A dying creature can spend RP equal to one-quarter its maximum (minimum 1, maximum 3) to stabilize and can spend 1 RP in a later round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition, as does death.
You gain a +2 circumstance bonus to [[Perception]] checks to notice a creature using [[Stealth]] and to pierce disguises. You can use Perception to visually search areas up to 10 feet by 10 feet as a move action or up to 30 feet by 30 feet in 1 minute.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|eagle eyes | 6 | 4,000 | eyes |
</div>
Even the youngest [[barathus]] have control over their mutable bodies. A series of extendable plates, elastic filaments, and reflective layers are installed throughout your skin and arms to provide you similar benefits. Once every 1d4 rounds as a swift action, you can reshape part of your body and adjust your chemistry to gain one of the following qualities. The adaptation lasts until the beginning of your next turn.
* You can add an additional amount of damage to melee attacks equal to your Strength modifier.
* You gain a +1 enhancement bonus to AC.
* You gain [[resistance]] 2 against a single energy type (acid, cold, electricity, fire, or sonic).
* Your reach is extended by 5 feet.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|early stage adaptation graft | 9 | 13,000 | all arms and skin |
</div>
You can use a reaction before the first time you act in a combat, but only to use an envoy improvisation. You can't use early warning during a surprise round.
You can use Profession to earn money. A single check generally represents a week of work, and you earn a number of credits equal to double your Profession skill check result. At the GM's discretion, you can use other skills (such as [[Computers]] or [[Engineering]]) to earn a living following the same guidelines.
These small, silver earrings have sound waves etched onto their round faces. An integrated sensor in each detects
vibrations and dampens sounds above a certain volume by emitting bursts of protective interference. The earrings trigger automatically when you attempt a saving throw against a sonic effect or would take sonic damage, granting a circumstance bonus to the saving throw and sonic [[resistance]] based on the earrings’ model. Once triggered, the earrings deactivate and can’t be used again until they recharge when you rest for 10 minutes to recover Stamina Points.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Resistance | Save Bonus |h
|//earrings of dampening//, mk 1 | 2 | 800 | – | 5 | +2 |
|//earrings of dampening//, mk 2 | 7 | 6,500 | – | 10 | +3 |
|//earrings of dampening//, mk 3 | 12 | 36,000 | – | 20 | +3 |
</div>
Elementals from the Elemental Plane of Earth tend to be composed of dirt, stone, and crystal, and they are sometimes mistaken for asteroids and comets.
* ''Traits:''
** earth subtype
** increase AC by 2
** increase distance between turns by 1 (maximum 4)
** //Earthen Fortifications ([[Ex]]):// Penalties from critical damage conditions for the starship-sized earth elemental are reduced by 1.
* ''Languages:'' Terran.
Hailing from the Elemental Plane of Earth, earth elementals are ponderous and obstinate.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** [[earth|earth subtype graft]] subtype
** [[blindsense]] (vibration) 60 feet
** burrow speed of 20 feet
* ''Abilities:''
** [[earth glide]]
** earth mastery (see below)
* ''Languages:'' Terran
* //Earth Mastery ([[Ex]]):// An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a −2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.
When the creature burrows, it can pass through dirt, stone, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.
//Format:// ''Other Abilities'' earth glide.
Humorless, stoic, and plodding, earth mephits are carved from soft stone and often found serving shaitan genies.
* ''Traits:''
** add earth subtype
** [[fast healing]] works only when the mephit is underground
** [[breath weapon]] deals 2d8 bludgeoning damage
* ''Languages:'' Terran.
* //Grow ([[Su]]):// As a standard action, the mephit can grow to Medium size. While in this form, the mephit benefits from its [[fast healing]], and its Strength modifier and melee attack damage both increase by 2. Returning to normal size requires a move action. The mephit can remain in this form for a number of rounds per day equal to 3 × its CR, but these rounds need not be consecutive.
This subtype is usually applied to outsiders with a connection to the Plane of Earth.
* ''Traits:''
** burrow speed
** [[blindsense]] or [[blindsight]] (vibration) with a varied range
Earth wysps are emotionally guarded and slow to trust, but they are dependable allies. They enjoy deep and thorough conversations that examine all sides of an issue.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** earth subtype
** [[blindsense]] (vibration) 60 feet
** burrow speed of 20 feet
* ''Abilities:'' [[earth glide]]
* ''Languages:'' Terran
Made of industrial ceramic sometimes decorated with precious minerals, //earthbound anklets// contain an internal matrix of directional, weight, and acceleration sensors. Traditionally, the ceramic is created from soil constituents from the wearer's home world, and the anklets are a way to carry a piece of that home. (The rarest //earthbound anklets// contain clay from lost Golarion.) Pragmatically, through quantum entanglement and magical means, //earthbound anklets// provide you a connection to normal gravity.
While you wear //earthbound anklets//, you can activate or deactivate them as a standard action. Wearing the active anklets allows you to act as if you're in standard gravity, ignoring the perils of high gravity and the benefits of low gravity. In zero gravity, you decide a gravitational up and down when you activate the anklets, changing this orientation as a move action. Activating the anklets in zero-g allows you to end the [[off-kilter]] condition as part of the same action, and you can then move relative to your subjective up and down as if you were walking on a solid surface.
This standard-gravity effect applies only to you and to objects you hold or wear. If an object, such as a thrown weapon, leaves your possession, it is subjected to the gravity of your environment rather than that provided by the anklets.
The anklets can remain active for up to 1 hour per day. This usage need not be continuous, but it must be used in 1-minute increments. Once you benefit from a given set of //earthbound anklets//, you can't benefit from a different set for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//earthbound anklets// | 10 | 17,000 | L |
</div>
This set of mechanical supports and electric connectors allows you to install a single technological item with light or negligible bulk on your wrist or another easily accessible body part. Installing or swapping out a technological item attached to the upgrade requires 10 minutes, as though you were swapping out an armor upgrade. Whenever at least one of your hands is free, you can use the item as though it were in your hand. If the item normally requires two hands to use, you still need two free hands to use it.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|easy access kit | 1 | 125 | 1 | any | — |
</div>
Modeled after the universe's most cutting-edge fashions, this lightly armored clothing is available in daring modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailor-made for the customer and meant to look unique.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|echelon fashion, ready to wear | 14 | 71,300 | +15 | +16 | +8 | — | — | 0 | L |
|echelon fashion, bespoke | 17 | 285,000 | +18 | +19 | +8 | — | — | 0 | L |
</div>
An echo weapon establishes a lingering sonic resonance within a target. A creature with [[blindsense]] or [[blindsight]] (vibration or sound) can detect a target hit by an echo weapon at a distance of up to 10 × its normal range. This does not grant blindsense or blindsight to creatures that do not already have this ability.
These rugged gloves have thick, sensor-laden pads along the palms. When placed against a 10-foot surface (such as a floor or section of wall) and activated as a standard action, the gloves emit a sharp, seismic pulse, analyze the rebounding waves, and publish their analysis to a designated comm unit within 30 feet. The readout conveys the thickness of the analyzed 10-foot-square surface (to a maximum thickness of 5 feet), which might help identify weak points or hidden passages. It also grants you a +2 circumstance bonus to [[Engineering]] to assess stability and [[Perception]] checks to find hidden features in the surface. The pulse created is virtually imperceptible, though it’s easily sensed by creatures that can sense the affected surface with [[blindsense]] (vibration) or [[blindsight]] (vibration).
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|echo gloves | 4 | 2,000 | L | 20 | 10 |
</div>
The //echoing// weapon fusion reflects the sound waves emitted by sonic weapons off nearby surfaces to reveal previously hidden creatures. When you hit with an //echoing// weapon, you gain [[blindsense]] (sound) with a range of 30 feet until the end of your next turn.
This weapon fusion can be installed only in weapons in the sonic category.
You have learned to use the echo of sonic attacks to locate unseen assailants.
''Prerequisites:'' [[Perception]] as a class skill.
''Benefit:'' When you take an action that deals sonic damage, as a move action you can grant yourself [[blindsense]] (sound) with a range of 30 feet until the end of your next turn. If you have blindsense (sound or vibration), you can instead grant yourself [[blindsight]] (sound or vibration, to match your blindsense) with a range of 30 feet or a range equal to your blindsense (whichever is shorter) until the end of your next turn.
This package of delicate sensors and transmitters provides a heads-up display of the location of nearby sounds, granting you [[blindsense]] (sound) with a range of 30 feet.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|echolocation detection unit | 10 | 19,000 | 1 | any | — | 10 | 1/minute |
</div>
As a swift action, you can fan out these replacement ears to triple their surface area, giving you [[blindsense]] (sound) with a range of 30 feet. Active and enhanced echolocators occupy both the ears and throat system, also allowing you to spend a move action to produce, receive, and process a series of subsonic chirps to gain the benefits of [[blindsight]] (sound) until the beginning of your next turn. The blindsight from active echolocators has a range of 30 feet, while the blindsight from enhanced echolocators has a range of 60 feet.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|echolocators, reactive | 6 | 4,450 | ears |
|echolocators, active | 9 | 13,700 | ears and throat |
|echolocators, enhanced | 13 | 50,900 | ears and throat |
</div>
Your drone uses basic echolocation to notice unseen foes. The drone gains [[blindsense]] (sound) with a range of 60 ft.
You can cause your melee weapon to exert a gravitational pull, drawing strikes to meet it. If a creature hits you or a creature adjacent to you with a melee attack and you're wielding a melee weapon, you can make a melee attack roll against the attacking creature as a reaction. If your attack exceeds the attacking creature's KAC + 8, you don't deal damage; instead, the target's attack deals only half damage.
When you are attuned or fully attuned, you gain a +4 bonus to your attack roll to use this revelation.
<div class="statblock">
* ''CR'' 19; ''XP'' 204,800
* N Gargantuan humanoid (giant)
* ''Init'' +1; ''Senses'' [[low-light vision]], [[see in darkness]]; ''Perception'' +37
!!! DEFENSE
* ''HP'' 415
* ''EAC'' 33; ''KAC'' 35
* ''Fort'' +20; ''Ref'' +16; ''Will'' +22
* ''Immunities'' death effects
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' ultraserrated [[longsword]] +33 (8d10+30; critical [[bleed]] 6d6)
* ''Ranged'' hurled debris +30 (9d10+19 B plus 10-ft.-radius area of difficult terrain around the spot where the debris hit)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' infuse debris (19 HP or damage)
* ''Spell-Like Abilities'' (CL 19th)
** 1/day—//[[regenerate]]//, //[[shadow walk]]//, //[[snuff life]]// (DC 24), //[[star storm]]// (DC 24)
** 3/day—//[[call cosmos]]// (DC 23), //[[mass mystic cure]]// (5th level), //[[mystic cure]]// (5th level)
** At will—//[[cosmic eddy]]// (DC 22), //[[death ward]]//
!!! STATISTICS
* ''Str'' +11; ''Dex'' +1; ''Con'' +6; ''Int'' +2; ''Wis'' +9; ''Cha'' +4
* ''Skills'' [[Athletics]] +37, [[Intimidate]] +37, [[Mysticism]] +32, [[Survival]] +32
* ''Feats'' [[Deadly Aim]]
* ''Languages'' Aklo, Common, Giant
* ''Other Abilities'' eclipse empowered (//[[greater resistant armor]]//)
* ''Gear'' ultraserrated [[longsword]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or family (3–5)
!!! SPECIAL ABILITIES
''Eclipse Empowered ([[Su]])'' When an eclipse giant is in the presence of and can see either a solar or a lunar eclipse, they're affected by //[[greater resistant armor]]// for as long as the eclipse lasts or until the giant can no longer see the eclipse, whichever comes first. Upon first being affected by //greater resistant armor//, the eclipse giant can choose to be protected against all kinetic damage or four types of energy damage; the giant can't alter this choice.
''Infuse Debris ([[Su]])'' As a move action, an eclipse giant infuses the next bit of debris they hurl with healing or destructive energies. If they choose healing energy, the difficult terrain the debris creates is infused with healing energy for 1 minute; a creature that ends its turn in that area heals an amount of Hit Points equal to the giant's CR. If the giant chooses destructive energy, their next hurled debris attack is made against EAC and deals additional force damage equal to the eclipse giant's CR on a hit.
</div>
Eclipse giants are known to wander worlds with little care, and during an eclipse, a hidden "inner self" takes control, often changing the giant's personality and approach to life.
!! Eclipse Giant Template Graft
Distracted creatures, eclipse giants watch the skies and pay little mind to those around them.
* ''CR:'' 14+
* ''Required Creature Type and Subtype:'' Humanoid (giant).
* ''Suggested Alignment:'' Neutral.
* ''Traits:''
** Gargantuan
** [[low-light vision]], [[see in darkness]]
** [[immunity]] to death effects
** eclipse empowered (see stat block; CR 1–9: //[[lesser resistant armor]]//, CR 10–15: //[[resistant armor]]//, CR 16+: //[[greater resistant armor]]//)
** [[hurl debris]]
** infuse debris (see stat block)
** spell-like abilities (CR 8+)
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' instantaneous
* ''Saving Throw'' partial (see text)
* ''Spell Resistance'' yes
</div>
In the darkened halls of the Eclipse Academy, only the most ruthless students survive. By touching the target (usually requiring a melee attack roll against the target's EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you inflict bludgeoning damage that has the force descriptor to your opponent. Casting this spell does not provoke an attack of opportunity.
The spell deals force damage and has additional effects on a critical hit, depending on the spell's level. [[Stagger]] and [[wound]] effects allow a saving throw.
* ''1st:'' 3d6 B; critical [[stagger]]
* ''2nd:'' 4d6 B; critical [[stagger]]
* ''3rd:'' 6d8 B; critical [[stagger]]
* ''4th:'' 8d8 B; critical [[wound]]
* ''5th:'' 11d10 B; critical [[wound]]
* ''6th'': 16d10 B; critical [[wound]]
Piercings of the //ecstasy mask// crisscross your face, and its fibers penetrate your central nervous system. When you experience pain, the augmentation also activates the pleasure center of your brain. Because this augmentation conditions your body to associate pain with pleasure, when you attempt a saving throw against an effect that has the pain descriptor, you can roll twice and take the better result.
When you take Hit Point damage or suffer an effect that has the pain descriptor, you are flooded with pleasure for 1 round. You can spend 1 Resolve Point to extend this benefit by 1d4 rounds. During this time, you ignore the [[shaken]] condition and pain effects. In addition, provided you are conscious, when you attempt a saving throw against a mind-affecting effect, you can roll twice and take the better result.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//ecstasy mask// | 7 | 7,000 | brain |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to two creatures that are no more than 30 ft. apart from each other
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage. Each projectile in the barrage has the [[knockdown|Knockdown (critical)]] critical hit effect. In addition, ectoplasm extends to the Ethereal Plane, so it affects ethereal and [[incorporeal]] creatures.
* ''1st:'' When you cast //ectoplasmic barrage// as a 1st-level spell, each projectile deals 2d6 damage on a hit.
* ''2nd:'' When you cast //ectoplasmic barrage// as a 2nd-level spell, each projectile deals 4d6 damage on a hit.
* ''3rd:'' When you cast //ectoplasmic barrage// as a 3rd-level spell, each projectile deals 7d6 damage on a hit.
* ''4th:'' When you cast //ectoplasmic barrage// as a 4th-level spell, each projectile deals 10d6 damage on a hit.
* ''5th:'' When you cast //ectoplasmic barrage// as a 5th-level spell, each projectile deals 13d6 damage on a hit. A struck target is also [[entangled]] for 1 round.
* ''6th:'' When you cast //ectoplasmic barrage// as a 6th-level spell, each projectile deals 15d6 damage on a hit. A struck target is also [[entangled]] for 1d4 rounds.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 30-ft.-radius burst
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' yes
</div>
Swirling psychic matter, known as ectoplasm, erupts from a point you choose. Those in the area take 6d6 bludgeoning damage. Those who fail the Reflex saving throw are [[entangled]] for the spell's duration. The ectoplasm extends to the Ethereal Plane, so it affects ethereal and [[incorporeal]] creatures and objects. Such a creature entangled in the eruption is forced to partially materialize, so it cannot enter or pass through solid objects, takes half damage from nonmagical kinetic attacks, and takes full damage from magic and energy weapons, spells, spell-like effects, and supernatural effects. It reacts as a material creature to non-damaging spells.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Duration'' concentration, up to 1 round/level (D)
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' yes
</div>
You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target's EAC. If you hit, the target can attempt a Reflex save. On a successful save, the target is [[entangled]] for the duration. If the target fails, it is [[grappled]] and takes 2d6 bludgeoning damage each round it remains so. If the target escapes the grapple, it remains entangled for the duration. While the target remains grappled, you can move it up to 15 feet each time you concentrate on the spell. If the distance between you and the target ever exceeds the spell's range, the snare disappears. This spell affects ethereal and [[incorporeal]] creatures.
<$list filter="[is[shadow]sort[title]]" template="$:/core/ui/ListItemTemplate"/>
Your eyes turn dull gray, milky white, or glossy black, and you become more accustomed to the dark.
''Gift:'' You gain [[low-light vision]] and [[darkvision]] with a range of 60 feet. If you already have darkvision, its range increases by 30 feet instead. In addition, if you are aware of a creature's location and that creature is hidden only due to dim light, darkness, or invisibility, you are considered to be observing that creature until it moves out of line of sight or successfully hides from you again.
''Stain:'' You gain [[light blindness]]: you're [[blinded]] for 1 round when first exposed to bright light, and you are [[dazzled]] for as long as you remain in an area of bright light.
Efficiency is the study of maximizing useful work for a given amount of available energy.
''Booster:'' You enable the target to accomplish greater deeds with less effort. Once per round when the creature expends a Resolve Point, there’s a 25% chance it gains the Resolve Point’s effects but doesn’t expend the Resolve Point. This effect doesn’t last long enough to affect abilities that take longer than 1 minute, including resting to recover Stamina Points.
''Inhibitor:'' You deliver an agent that slows reaction time and causes the target to move inefficiently, imparting a –2 penalty to Reflex saving throws.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''True Efficiency ([[Ex]]):'' You create and apply a special compound to a biohack that doubles that biohack’s duration. You can use this breakthrough as part of the same action you use to administer the biohack
This bandolier fits over any Medium creature and contains five compartments, each corresponding to a specific type of weapon: melee weapons, small arms, longarms, heavy weapons, and explosives. Each compartment contains an extradimensional space designed to house up to 1 bulk of ammunition or batteries (for this purpose, 10 batteries or pieces of ammunition with no bulk count as having light bulk). The bandolier does not accumulate bulk even as its compartments are filled.
Each //efficient bandolier// includes an advanced AI capable of controlling the bandolier's robotic components to suit your needs. As a swift action, you can command an //efficient bandolier// to draw up to 1 bulk worth of batteries or ammunition, placing the items directly into one of your hands.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//efficient bandolier// | 4 | 2,000 | L |
</div>
Your cloaking field lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds of cloaking per minute while inactive. You can spend 1 Resolve Point as a move action to recharge 20 rounds immediately, and you can do this even while the cloaking field is active. You must have the [[cloaking field]] exploit to learn this exploit.
Your experience and industriousness enable you to dramatically streamline your crafting projects.
''Prerequisites:'' Int 15, [[Engineering]] 5 ranks
''Benefit:'' When you craft two or more of a specific item at a time, you must expend only 90% the normal number of UPBs when creating all subsequent copies of that item (or 80% if your number of ranks in the appropriate skill to craft the item exceeds that item’s level by 5 or more). This discount when crafting subsequent copies of the item persist until you either go 24 hours without making another of that item or until you make any other type of item.
You can attempt [[Survival]] checks in place of [[Life Science]] checks to [[identify|Identify Creature]] animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to [[live off the land]], and your successful check provides food and water for an additional number of creatures equal to your [[operative's edge]] bonus.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CE Medium monstrous humanoid
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 63
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +4; ''Ref'' +6; ''Will'' +10
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
''Speed'' 40 ft., climb 30 ft.
''Melee'' bioelectric talon +11 (1d4+7 E & S)
''Ranged'' bioelectric arc +13 (1d4+5 E; critical [[arc]] 1d4)
''Offensive Abilities'' invigorate Swarm
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +1; ''Int'' +5; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Engineering]] +11, [[Life Science]] +16, [[Medicine]] +16, [[Mysticism]] +11, [[Physical Science]] +11
* ''Languages'' Shirren (can't speak); [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or team (3–6)
!!! SPECIAL ABILITIES
''Bioelectric Arc ([[Ex]])'' As a ranged attack, an effigene can unleash a blast of electrical energy with a range increment of 30 feet.
''Invigorate Swarm ([[Ex]])'' As a standard action, an effigene can manipulate the bioelectrical energy of an allied Swarm creature within 30 feet to cause unexpected movement. That creature can immediately take a guarded step or move up to its speed.
</div>
The Swarm relies solely on biomechanical elements composed of living Swarm components, and these systems must be designed, constructed, and maintained. While individual components (including the larger Swarm structures and starships) seem to be fashioned through the will of the hive mind, effigenes are the Swarm's bioengineers and medics, tasked with repairing and preserving these components. Effigenes, who are among the most intelligent of Swarm components, are stationed on worlds the Swarm have already conquered to oversee the biomachines used to drain a planet of its resources. Able to produce and manipulate bioelectric pulses, effigenes aren't helpless, and they can employ this electricity in combat to grant their allies bursts of speed or as a deadly weapon.
A Swarm effigene is taller and slighter of build than a corrovox, with dexterous, jointed talons that channel the bioelectric impulses they create. This monstrous humanoid also has four compound eyes spaced evenly across its face. Unlike most Swarm creatures, an effigene has no visible mouth and communicates solely through telepathy.
You're particularly graceful while airborne.
''Benefit:'' When flying, it costs you no additional feet of movement to turn 45 degrees or ascend. At the GM's discretion, maneuvering in high-wind conditions might still require additional feet of movement to turn or ascend.
''Normal:'' It costs an additional 5 feet of movement to turn 45 degrees while flying or for each square you ascend upward.
When you attempt a [[Bluff]] check to pass a secret message, you can forgo rolling your expertise die to pass your secret message to all allies within 60 feet, instead of just to a single ally. In addition, anyone overhearing your message must roll their [[Sense Motive]] checks twice and use the lower result when attempting to learn the gist of the message.
<div class="statblock">
* ''Level'' 18; ''Price'' 417,000
* ''EAC Bonus'' +25; ''KAC Bonus'' +28
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –4; ''Speed'' 30 ft., fly 30 ft. (average)
* ''Strength'' 30 (+10); ''Damage'' 4d6 S
* ''Weapon Slots'' 4; ''Upgrade Slots'' 2
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Huge (10-ft. reach); ''Bulk'' 62
</div>
As its name implies, sets of //efreet noble regalia// were originally crafted for powerful efreet on the Plane of Fire. Traditionally, the armor is decorated in shining red and gold, and has elaborate horned helms. While wearing this armor and while it still has charges remaining, you have fire [[resistance]] 20 and are immune to environmental effects related to heat. Additionally, when attacking with the armor’s unarmed strikes or with any weapon slotted into the armor, you can make half the weapon’s damage fire damage.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* LE Large outsider (extraplanar, fire)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 21; ''KAC'' 21
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' wrack [[devastation blade]] +20 (2d8+14 S; critical [[burn]] 2d4) or slam +20 (3d4+14 B; critical [[burn]] 2d4)
* ''Ranged'' hailstorm-class [[zero rifle]] +17 (2d8+8 C; critical [[stagger]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' elemental fire
* ''Spell-Like Abilities'' (CL 8th)
** 1/day—//[[explosive blast]]// (DC 16), //[[holographic image]]// (4th level, DC 17)
** 3/day—//[[invisibility]]//, //[[wall of fire]]//, [[wish]] (for non-genies only)
** At will—//[[detect magic]]//, //[[energy ray]]// (fire only), //[[overheat]]// (DC 14), //[[plane shift]]// (willing targets to Elemental Planes, Astral Plane, or Material Plane only)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' +1; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Bluff]] +21, [[Diplomacy]] +16, [[Disguise]] +16, [[Intimidate]] +21, [[Mysticism]] +16, [[Sense Motive]] +16
* ''Languages'' Common, Ignan, up to 3 others; [[telepathy]] 100 ft.
* ''Other Abilities'' [[change shape]] (humanoid)
* ''Gear'' efreeti armor (functions as [[ysoki refractor suit]]), hailstorm-class [[zero rifle]] with 2 high-capacity batteries (40 charges each), wrack [[devastation blade]]
!!! ECOLOGY
* ''Environment'' any (Plane of Fire)
* ''Organization'' solitary, pair, company (3–6), or band (7–12)
!!! SPECIAL ABILITIES
''Elemental Fire ([[Su]])'' Efreet can cause any weapon they wield to deal half its damage as fire damage, becoming lethal and non-[[archaic]] if it is not already. If the weapon already deals two damage types, this effect replaces one with fire. In addition, efreet can grant weapons they wield the [[burn]] critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 at CR 16+). If the weapon has any other critical hit effects, the efreeti chooses only one to apply on a critical hit.
</div>
Efreet are genies native to the Elemental Plane of Fire, where they build totalitarian, militaristic societies. Although they hate [[djinn]] and consider themselves to be a superior species, efreet do make alliances with earth genies, called [[shaitans]], and other powerful creatures. Such unions last only until they no longer serve the efreet who made them.
Infused with magic that can alter reality, efreet take great pride in their ability to grant wishes. To do so without restraint or for personal gain is considered to be shameful among genies, however, and some genies and other outsiders, such as aeons, seek out such power abusers for retribution. Therefore, an efreeti grants wishes for only those creatures the genie views as deserving or to which the efreeti owes a debt. Mortals who gain power over a genie can also make use of this ability; however, all genies are infamous for twisting the wishes of such masters against them, and efreet are especially devious and cruel.
An efreeti is a 12-foot-tall humanoid, weighing 2,000 pounds with a fit build. The genie's dark horns and crimson skin occasionally give off flame and smoke. Efreet use [[change shape]] to become smaller in situations where space is a premium, such as aboard starships or space stations.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (emotion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will partial
* ''Spell Resistance'' yes
</div>
You overwhelm your opponent's ego, diminishing its sense of self, hope, and confidence. The target takes a –2 penalty to Intelligence-, Wisdom-, and Charisma-based checks; its spell save DCs; and its Will saving throws. In addition, the target is [[staggered]] for the duration. A successful initial Will save reduces the duration to 1 round.
<div class="statblock">
* ''Tier'' 5
* Large Destroyer
* ''Speed'' 4; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 17; ''TL'' 16
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Forward)'' 2 heavy laser arrays (6d4; 5 hexes)
* ''Attack (Port)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Starboard)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Aft)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget short-range sensors, mk1 mononode computer, mk 2 defenses, mk 3 armor; ''Expansion Bays'' [[breaching pod]], [[cargo holds]] (3)
* ''Modifiers'' +1 to any 1 check per round; +2 [[Piloting]]
* ''Complement'' 6 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +16 (5 ranks), gunnery +10 (5th level), [[Intimidate]] +16 (5 ranks)
* ''Engineer'' [[Engineering]] +11 (5 ranks)
* ''Gunners (2)'' gunnery +10 (5th level)
* ''Pilot'' [[Piloting]] +11 (5 ranks)
* ''Science Officer'' Computers +11 (5 ranks)
</div>
Depending on who one asks, the Negotiator is either an aptly or terribly named ship model. While EJ Corp ostensibly created this ship to defuse tense situations, the Negotiator ultimately has one solution to any given problem: firepower. Often crewed by ex-military mercenaries pulled from the most hardscrabble corners of the galaxy, Negotiators are well known for not living up to their name; their crews typically issue hard ultimatums and resort to violence with little provocation. The Company isn't known to waste any opportunity to acquire new starships, so standard operating procedure for Negotiator crews is to quickly blast through a "noncompliant" ship's shields, then deploy a breaching pod full of combatants to convince the ship's crew to stand down in person. Failing that, the Negotiator is expected to ram its target at full speed—but this is a tall tale spread by the Company to discourage resistance.
The Negotiator's bristling armaments are meant to intimidate—as well as to distract from its relatively weak defenses and complete inability to give chase. However, the mere presence of its weaponry is often enough to discourage dissent, and it is often accompanied by hardier, faster ships that can compensate for its limitations.
Of course, if the Negotiator were all bark and no blasters, its reputation would erode quickly. The ship often proves its weapons' effectiveness in brief, violent conflicts with competing interests in remote parts of the galaxy, where consequences for armed warfare are minor or nonexistent. The Company has deployed the Negotiator as a strikebreaker, breaking up would-be picketers with a few well-placed warning shots. A Negotiator's high firepower, short effective range, and relatively low defenses make for explosive engagements that end quickly and conclusively—part of what makes them terrifying to those who dare to resist the Company.
When not actively squashing dissent or engaging in literal corporate warfare with competitors, Negotiators are most commonly spotted in EJ Corp blockades, which the Company commonly uses to protect its interests on remote planets with active terraforming or construction operations, such as Entha.
When a task requires skillful work in a harsh environment with no tolerance for a flimsy space suit, the EJ utility suit is the answer. Flexible and durable, this coverall provides protection and comfort, and with room for upgrades, it's adaptable to a variety of jobs.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|EJ coverall, utility | 1 | 230 | +1 | +1 | +4 | — | — | 2 | L |
|EJ coverall, industrial | 2 | 900 | +2 | +2 | +4 | — | — | 2 | L |
For a tough job, your suit has to be tough, too. The EJ hardsuit's protective plating and bulk belie its comfortable and modifiable design.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|EJ hardsuit, utility | 1 | 350 | +2 | +3 | +2 | –2 | –5 ft. | 2 | 2 |
|EJ hardsuit, industrial | 2 | 1,200 | +4 | +5 | +2 | –2 | –5 ft. | 2 | 2 |
|EJ hardsuit, advanced | 5 | 3,500 | +8 | +10 | +2 | –2 | –5 ft. | 3 | 2 |
|EJ hardsuit, elite | 9 | 14,200 | +14 | +16 | +3 | –2 | –5 ft. | 4 | 2 |
|EJ hardsuit, paragon | 13 | 53,500 | +18 | +20 | +4 | –2 | –5 ft. | 5 | 2 |
|EJ hardsuit, spec-ops | 17 | 260,500 | +23 | +25 | +4 | –2 | –5 ft. | 6 | 2 |
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Huge outsider (elemental, extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +13; ''Will'' +10
* ''DR'' 10/—; ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Multiattack'' slam +24 (4d6+11 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +3; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +20
</div>
Some grays experiment with the boundaries between technology and magic, and between weapons and tools. The eldricarnum is one result of such out-of-the-box thinking that allows non-spellcasters to take advantage of spell gems.
A mass of metallic wires and small crystals of bright hues, this device can be worn like a glove. You can wire a [[spell gem]] into the eldricarnum (this process takes 1 minute) and use the gem as if the device were a weapon with the //[[spellthrower]]// fusion. You are proficient with the eldricarnum and wielding it as a weapon for this purpose. The gem also functions as the item's battery.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|eldricarnum | 4 | 2,500 | L |
</div>
You intend to gradually metamorphose into a fantastical or extraplanar being. Magical energy flows through your veins and deflects spells, yet the more you embrace this influence, the more toxic the mundane world becomes to you.
''Augmentation Type:'' Magitech
''Class Skill:'' [[Mysticism]]
''Instinct:'' When you have 1 or more Mutation Points you gain [[spell resistance]] equal to 5 + your MP + your evolutionist level. If you’re hit by or fail a saving throw against an enemy’s spell, you can take a reaction to gain a +2 bonus to saving throws of the same type (Reflex, for example) until the end of your next turn. In addition, you can voluntarily lower your spell resistance until the beginning of your next turn as a standard action or as a reaction.
''Drawback:'' Your body increasingly operates on a magical level, leaving you vulnerable to mundane threats. While you have at least 1 MP, the first time you take nonmagical kinetic damage each round, you take additional damage equal to half your evolutionist level plus the number of MP you have. While you have at least 3 MP, you can’t voluntarily lower your spell resistance.
!! Spell Bending (1st)
When a willing ally within 30 feet of you casts a spell, you can spend a number of MP equal to 1 + half the spell’s level as a reaction to absorb and redirect the spell’s energy. Attempt a Fortitude save, using the spell’s save DC as your saving throw’s DC. If you fail, you choose the spell’s targets, measure the spell’s range from your space, and make any attack rolls for the spell as if you were the caster, though the original spellcaster makes any caster level checks, rolls any damage, and is responsible for controlling and concentrating on any subsequent effects of the spell. If you succeed at the save, you can redirect the spell as if you had failed, but you also apply one of the following three special effects to the spell.
* You increase the spell’s saving throw DCs by 2, to a maximum of 10 + half your evolutionist level + your key ability score modifier.
* The spellcaster’s caster level is treated as 2 higher for the purpose of overcoming spell resistance, to a maximum of your evolutionist level + 1.
* If the spell deals damage, you can replace your [[adaptive strike]]'s damage with one damage type dealt by the spell until the end of your next turn. This effect doesn’t change whether your adaptive strike targets KAC or EAC.
!! Arcane Leap (10th)
As a move action, you instantly teleport to any space within your line of effect within 30 feet. When you activate your spell bending adaptation, you can spend 1 additional MP to activate this ability as part of that reaction, teleporting to any space within 30 feet that is within or adjacent to the spell’s target or area of effect.
!! Niche Metamorphosis (20th)
Your creature type becomes your choice of dragon, fey, or outsider. You become immune to one of the following damage types: acid, cold, electricity, fire, or sonic.
//Eldritch encephalons// were originally created in yah-thelgaad experiments when brain collectors sought to replicate the way they use the brains of deceased spellcasters, allowing other agents of the Dominion of the Black to also share brains among themselves. An //eldritch encephalon// is a lifeless, severed humanoid head inscribed with necromantic glyphs that run from just above each eye, over the scalp, and end at the base of the skull. A mass of slender, writhing tentacles extends from the neck or skull of the encephalon, often roiling and trembling as if attempting to grasp something that isn't there.
When placed on your shoulder, or on any patch of exposed skin that can support the weight of an average humanoid head, an //eldritch encephalon// burrows its tentacles into your flesh and merges with your physiology in a process that takes a full 24 hours to complete. Once attached, an encephalon counts as a worn magic item and can be sundered, but not disarmed. Once this process is completed, the command words to activate the encephalon are transmitted psychically to your brain, and the head seems to come to life as its runes begin to glow. The encephalon occasionally speaks of its own volition, espousing the thoughts and opinions of the spellcaster it was in life. You can never be bonded to more than one encephalon at a time, and removing one is a time-consuming process requiring a special necromantic ritual that takes several hours to perform. Any //eldritch encephalon// that has
not been joined with a host creature for more than 12 days withers rapidly, disintegrating into dust.
An //eldritch encephalon// allows you to cast a small selection of spells as spell-like abilities depending on the item's model, using your character level as your caster level. The DC of any spell cast using an //eldritch encephalon// is equal to 10 + the level of the spell + your //Charisma// modifier.
* ''Mk 1:'' //[[command]]//, //[[mind thrust]]// (1st level), and //[[reflecting armor]]// each once per day.
* ''Mk 2:'' //[[hold person]]//, //[[mind thrust]]// (2nd level), and //[[see invisibility]]// each once per day.
* ''Mk 3:'' //[[charm monster]]//, //[[mind thrust]]// (3rd level), and //[[remove affliction]]// each once per day.
Unfortunately, being bonded with an //eldritch encephalon// has its drawbacks. Whenever you roll initiative for combat (or otherwise enter a very stressful situation, at the GM's discretion), there is a 50% chance that the encephalon attempts to take control of your body. To fight off this other mind, you must succeed at a Will saving throw (DC = 15 + half the //eldritch encephalon//'s item level). Failure means you gain the [[confused]] condition for 1d4 rounds.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//eldritch encephalon// mk1 | 8 | | 3,500 | L |
|//eldritch encephalon// mk 2 | 13 | 12,500 | L |
|//eldritch encephalon// mk 3 | 18 | 450,000 | L |
</div>
You have learned a broad range of additional magic.
''Prerequisites:'' Key ability score 19, [[Lesser Eldritch Lore]], [[Minor Eldritch Lore]], caster level 10th, 10 levels in a class with a class spell list.
''Benefit:'' You gain one additional 2nd-level spell known from your class spell list.
''Special:'' For every 3 levels by which your caster level exceeds 10th, you can take this feat an additional time. You cannot take this feat more times than you have taken [[Lesser Eldritch Lore]]. Each time you select this feat, you gain a different 2nd-level spell known from your class spell list.
Your nanites are heavily enchanted, limiting their ability to replicate technology but enabling them to weave magical effects at your direction. Your [[nanite array]] becomes a supernatural ability. You can’t learn or create major forms with your [[gear array]], and the number of minor forms you know how to create is reduced by half (rounded down). You gain a special fourth nanite array called an eldritch array, which manifests as your nanites hovering close to your body, ready to produce magical effects. Your eldritch array grants you a +1 enhancement bonus to saving throws against spells and spell-like abilities.
You gain a limited version of the technomancer’s spells class feature that you can use only while your eldritch array is active. Use your Constitution score in place of your Intelligence score when determining the effects of your spellcasting, including the highest level of spell you can cast and the DC for saving throws against your spells. Unlike a technomancer, your selection of spells is extremely limited. You begin play knowing two 0-level spells, and you can cast your 0-level spells a number of times per day equal to 3 + 1/2 your nanocyte level.
At 5th level, you learn one 1st-level spell, and you learn a second 1st-level spell at 11th level. At 9th level, you learn one 2nd-level spell, and you learn a second 2nd-level spell at 15th level. At 13th level, you learn one 3rd-level spell, and you learn a second 3rd-level spell at 19th level. At 17th level, you learn one 4th-level spell. Every time you gain a nanocyte level, you can replace a spell with a different technomancer spell of the same level. At 5th level, you gain one 1st-level spell slot. At 9th, 13th, and 17th levels, this is replaced by a 2nd-, 3rd-, and 4th-level spell slot, respectively, allowing you to cast any one of your spells once per day. As a swift action, you can gain a 1st-level or higher spell slot that lasts until the end of your next turn if not expended beforehand. To do so, you must spend a number of nanite surges equal to the spell slot’s level. Once you spend nanite surges to gain a spell slot of a particular level in this way, you cannot gain another spell slot of that level until you have rested 10 minutes to regain Stamina Points. You can cast known variable-level spells using any level of spell slot you have available. If you manifest your eldritch array at a lower level, such as with your manifold array ability, the maximum level of spell you can cast is reduced by 1 for every 4 levels your array’s effective level is reduced.
Eldritch nanites alters [[nanite array]].
As a reaction, when you’re dealt damage by a spell, you can spend 1 Resolve Point to seize fragments of magical energy from other realities and interpose them between yourself and harm, reflecting a fraction of the damage back onto your attacker. Your attacker takes damage equal to your class level of the same type of damage you were dealt, though this damage can’t exceed the damage you took from the spell.
You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from the [[mystic|Mystic Spell List]] or [[technomancer spell list]]. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known. Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower than the highest-level spell you can cast.
You augment a starship weapon with a burst of your personal magic in much the same way that weapon fusions augment personal-scale weapons. Such an effort is considerable, and the magic lasts for only a single attack before it fizzles and the starship weapon returns to its normal functionality. Choose one weapon on your starship to augment and attempt a [[Mysticism]] check (DC = 10 + 1-1/2 × your starship's tier). If you succeed, the gunner treats the range of that weapon as 5 hexes longer than normal. This does not work for weapons with the [[point]] special property.
''Critical:'' Your magical energy also augments the damage of your selected weapon's next attack. On that attack roll, the gunner can treat each damage die roll that results in a 1 this round as having rolled a 2 instead.
Once per day as a move action, you can siphon eldritch energy from an alternate reality to cast your next spell without expending a spell slot. You must cast this siphoned spell before the end of your turn. You can spend 2 Resolve Points to cast a siphoned 1st- or 2nd-level spell or 4 Resolve Points to cast a siphoned 3rd-level spell. You can siphon only spells with a casting time of 1 full action or shorter. At 16th level, you can spend 4 Resolve Points to siphon a 4th-level spell.
Elebrians, the native race of Eox, were nearly wiped out in the calamity that ravaged the planet. Only a tiny population of living elebrians now remain.
Elebrians are very humanlike, and it has been suggested that they and humanity may share a common ancestor in the ancient past. A typical elebrian stands slightly over 6 feet tall and has pale skin and large, dark eyes. They have oversized craniums with slightly distended foreheads to house their large brains. Most elebrians are entirely hairless, but a small minority grow wispy hair on their scalps and thin eyebrows.
Elebrians have quick wits and a natural desire to accumulate both knowledge and power. They are driven to undertake tasks that provide either a valued insight or a significant personal advantage.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Wis
* ''Hit Points:'' 2
* ''Size and Type:'' Elebrians are Medium humanoids with the elebrian subtype.
* ''Find Weakness:'' Elebrians can instinctively find and take advantage of other creatures' weak points. An elebrian can make a single melee or ranged attack as a full action, and if she hits, she can add half her level to the damage dealt (minimum +1 damage). Whether successful or not, once an elebrian has used this ability on a creature, that creature is immune to it for 24 hours.
* ''Intellectual Knack:'' Elebrians can easily comprehend complex issues and remember minutia. An elebrian can attempt a skill check to recall knowledge untrained, regardless of the DC, and can always take 20 to do so (though this takes 2 minutes), even without access to an information network or data set.
* ''Low-Light Vision:'' Elebrians can see in dim light as if it were normal light.
When you hit a target with a weapon in the [[shock]] category, electricity arcs out from your original target to deal electricity damage to a secondary subject within 10 feet of the original target. This damage is equal to the weapon's level. The secondary subject must be the creature nearest to the original target (your choice if multiple creatures are equidistant).
This gear boost does not function for weapons that have the [[explode]] or [[blast]] special property. If you use this gear boost with a weapon with the [[arc]] critical hit effect, your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation (electricity, light)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' 5-ft.-diameter burst
* ''Duration'' 1 minute
* ''Saving Throw'' Reflex partial
* ''Spell Resistance'' yes
</div>
A favorite among SENOT students, this spell lets you create a charming electrical light show that can mimic fireworks, skywrite a message or logo, or depict anything—from birds and butterflies to a colorful dragon or starship. Once per round as a move action, including on the round you cast this spell, you can target a 5-foot-square within range and launch a spark in that direction. The spark takes a zigzag path from you to that square, missing all creatures and objects in its path, and detonating in the target square with a loud noise and a colorful burst of electricity and light. Creatures in the target square take 1d6 electricity damage and are [[dazzled]] for 1 round (a successful Reflex save reduces damage by half and negates the dazzled condition). If you attack in the same round as you launch a spark, that attack has a –4 penalty.
Company personnel must occasionally transport animals from one world to another. Large herd animals, such as ruthigs, can be notoriously stubborn, and sometimes a beast proves more dangerous than anticipated. In these situations, crews appreciate this stout electric prod capable of delivering a nonlethal shock that can stun or incapacitate even a surly wolliped. Electric prods see civilian use on Castrovel, Triaxus, and other worlds, where ranchers and farmers utilize them to keep large animals under control without causing permanent harm.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|electric prod, jolt | 2 | 900 | 1d4 E | [[stun|Stun (critical)]] | 1 |[[nonlethal]], [[powered]] (capacity 20, usage 1), [[professional]] (farmer) |
|electric prod, impulse | 6 | 4,500 | 1d6 E | [[stun|Stun (critical)]] | 1 |[[nonlethal]], [[powered]] (capacity 20, usage 1), [[professional]] (farmer) |
|electric prod, storm | 10 | 19,000 | 2d6 E | [[stun|Stun (critical)]] | 1 |[[nonlethal]], [[powered]] (capacity 20, usage 2), [[professional]] (farmer) |
|electric prod, surge | 14 | 75,000 | 4d6 E | [[stun|Stun (critical)]] | 1 |[[nonlethal]], [[powered]] (capacity 100, usage 4), [[professional]] (farmer) |
|electric prod, tempest | 18 | 385,000 | 8d6 E | [[stun|Stun (critical)]] | 1 |[[nonlethal]], [[powered]] (capacity 100, usage 4), [[professional]] (farmer) |
</div>
Having evolved on electrically active Arkanen, not only are [[dirindis]] unharmed by minor electrical effects, but they can also channel that energy into magic. Microresistors implanted under your dermal layer channel electrical energy to emitters in your hands (or similar appendages). You gain [[resistance]] 5 to electricity. In addition, you can cast //[[jolting surge]]// once per day and //[[energy ray]]// (electricity only) at will as spell-like abilities. The caster level of these effects is equal to your level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|electrical affinity graft | 8 | 9,500 | all hands and skin |
</div>
Your solarian powers are tuned to the interplay of energy and resistance, not photons and gravitons. Your [[stellar mode]] class feature enables you to be in three modes: energy mode, resistance mode, or unattuned. For the purpose of empowering revelations based on your attunement and meeting prerequisites, treat energy mode as photon mode, and treat resistance mode as graviton mode. Your solarian abilities that deal fire damage or provide cold resistance—such as [[corona]], [[plasma sheath]], or solar flare—deal electricity damage and grant electricity resistance instead. At 1st level, you learn the [[destructive discharge]] and [[energy sink]] stellar revelations instead of [[black hole]] and [[supernova]].
Electromagnetic attunement alters [[solar manifestation]], [[stellar mode]], and [[stellar revelation]].
!! Energy Mode
When you enter energy mode, you gain 1 energy attunement point and become energy-attuned; you're treated as being photon-attuned for the purpose of determining your stellar revelations' effects. While energy-attuned, your speeds all increase by 5 feet. This bonus increases by 5 feet for every 3 solarian levels you have.
!! Resistance Mode
When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you're treated as being graviton-attuned for the purpose of determining your stellar revelations' effects. While you're resistance-attuned, you gain [[damage reduction]] 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR.
!! Stellar Revelations
Solarians with electromagnetic attunement gain the [[destructive discharge]] and [[energy sink]] revelations at 1st level. These revelations aren't available to other solarians.
<$list filter="[tag[Electrical Attunement]has[level]each[level]nsort[level]]">
<$set name="lev" value={{!!level}} >
<h3>Level <<lev>></h3>
<div style="margin-left:1em;">
<$list filter="Energy Resistance">
<h4>''<<currentTiddler>>''</h4>
<<list-links "[tag[Electrical Attunement]tag<currentTiddler>level<lev>nsort[level]]" class:index>>
</$list>
</div>
</$set>
</$list>
Powerful circuits installed along the vehicle's exterior electrocute enemies, leaving the vehicle's inhabitants unharmed. An electrified hull can be activated as a move action. While active, creatures and vehicles that touch the vehicle's exterior—including vehicles engaged with the modified vehicle and any action that deals collision damage—take 1d10 electricity damage. Creatures damaged by the electrified hull are [[staggered]] for 1 round unless they succeed at a Fortitude save (DC = this vehicle's collision DC). A vehicle damaged by the electrified hull (even if the damage didn't overcome the vehicle's hardness) takes a –2 penalty to its [[Piloting]] modifier.
<div class= "table-wrapper">
|Modification | Level | Price | Capacity | Usage |h
|electrified hull | 14 | 75,000 | 40 | 5/round |
</div>
The target must succeed at a Fortitude saving throw or take 1d4 Dexterity damage.
An electroflail is a 2-foot-long haft and a floating spiked or ridged ball; as there is no visible tether between the two components, an electroflail appears to be two separate weapons. An electromagnetic force causes the ball to stay within a predetermined range of the haft's end—usually around 1 foot away—while also conducting a substantial electric charge to the ball that is discharged upon a strike. The magnetic field can also interfere with other weapons, allowing a proficient user to use an electroflail to knock opponents' weapons out of their grasp. These weapons see frequent use among various Hellknight orders, which often custom order designs featuring grinning devils, complete with spiked wings. Electroflails are available in tactical, advanced, elite, and paragon models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|electroflail, tactical | 5 | 2,910 | 1d6 E | [[arc]] 1d6 | 1 |[[disarm]], [[powered]] (capacity 20, usage 1) |
|electroflail, advanced | 9 | 12,800 | 3d6 E | [[arc]] 2d6 | 1 |[[disarm]], [[powered]] (capacity 20, usage 1) |
|electroflail, elite | 14 | 69,900 | 7d6 E | [[arc]] 3d6 | 1 |[[disarm]], [[powered]] (capacity 20, usage 1) |
|electroflail, paragon | 18 | 360,000 | 11d6 E | [[arc]] 4d6 | 1 |[[disarm]], [[powered]] (capacity 20, usage 1) |
</div>
Lethal Innovations developed this weapon with assistance from a barathu consulting firm. An electrogel jet is a bulbous, blue creature with pulsing veins and soft tentacles that grasp the wielder's arm to help support the weapon's heavy weight. The creature's bulbous sacs synthesize an electrical gel that shocks and burns targets before falling to the ground, where it forms a sticky layer. Owners who wish to refill an electrogel jet without waiting for the weapon to grow its own fuel can substitute caustrol, a synthetic acid with the same price and container size as petrol.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|electrogel jet, sheet | 4 | 1,880 | 1d8 A & E | 30 ft. | [[stagger]] | 20 caustrol | 4 | 2 |[[line]], [[living]], [[mire]] 1 round, [[regrowth]], [[stun]], [[unwieldy]] |
|electrogel jet, ribbon | 7 | 6,500 | 2d8 A & E | 40 ft. | [[stagger]] | 40 caustrol | 4 | 1 |[[line]], [[living]], [[mire]] 1 round, [[regrowth]], [[stun]], [[unwieldy]] |
|electrogel jet, rocket | 11 | 23,700 | 3d8 A & E | 50 ft. | [[stagger]] | 40 caustrol | 4 | 1 |[[line]], [[living]], [[mire]] 1 round, [[regrowth]], [[stun]], [[unwieldy]] |
|electrogel jet, smooth-channel | 15 | 99,900 | 6d8 A & E | 60 ft. | [[stagger]] | 40 caustrol | 4 | 1 |[[line]], [[living]], [[mire]] 1 round, [[regrowth]], [[stun]], [[unwieldy]] |
</div>
[[Urogs]], which are silicon-based, can feel the presence of other creatures through conductive surfaces. Sensors installed in your hands or feet (or similar appendages) can do the same. When you are in contact with a crystalline or metallic surface, you can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as [[blindsense]] (electricity).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|electrolocation graft | 2 | 750 | all hands or all feet |
</div>
When you activate your [[energy shield]], choose two of the following damage types: cold, electricity, or fire. While your shield is active, you gain [[resistance]] to the chosen damage types equal to half your mechanic level. You must have the energy shield mechanic trick to learn this trick.
A field of electromagnetic energy interferes with the ship's sensitive equipment at a critical moment.
''Failure:'' The next engineer or science officer check (whichever comes first) takes a –2 penalty.
While in use, an //electron crystal// causes a [[solar weapon]] to crackle with electricity and dance with magnetic distortions. The user can control these distortions to dull a blow to the target, which many solarians consider to be a useful feature for incapacitating foes. An //electron crystal// polarizes the energy of a solar weapon, adding electricity damage and allowing you to convert all damage dealt to [[nonlethal]]. These crystals are available in shard, least, minor, lesser, standard, greater, and true versions.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//electron crystal//, shard | 1 | 280 | +1 E | — | — |[[stun]] |
|//electron crystal//, least | 3 | 1,430 | +1d2 E | — | — |[[stun]] |
|//electron crystal//, minor | 6 | 3,850 | +1d4 E | — | — |[[stun]] |
|//electron crystal//, lesser | 9 | 12,100 | +1d6 E | — | — |[[stun]] |
|//electron crystal//, standard | 12 | 30,500 | +3d4 E | — | — |[[stun]] |
|//electron crystal//, greater | 15 | 93,000 | +4d4 E | — | — |[[stun]] |
|//electron crystal//, true | 18 | 332,000 | +6d4 E | — | — |[[stun]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one melee or projectile weapon/level, no two of which can be more than 30 ft. apart; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates (harmless, object)
* ''Spell Resistance'' yes (object)
</div>
When you cast this spell, you create a temporary quantity of silver in a cloud of charged nanoparticles, which you then direct to coat nearby melee or projectile weapons. The target weapons must deal bludgeoning, piercing, or slashing damage or the spell has no effect. For the spell's duration, the metal plating on the weapons grants them the ability to overcome [[DR]]/silver and bypass [[DR]]/magic for the spell's duration.
If your caster level is 8th or higher, you can have weapons affected by this spell bypass [[DR]]/adamantine rather than [[DR]]/silver. Weapons affected by this version of the spell are not considered [[adamantine]] for any other purpose (such as the ability to bypass hardness). If your caster level is 16th or higher, you can instead have affected weapons bypass DR that is bypassed by any other one metal with which you are familiar (either from having succeeded at a skill check to identify the weaknesses of a creature with DR, or from a successful [[Physical Science]] skill check to identify some other metal when you encountered it). Such weapons do not gain any other benefit from being made of the selected material.
This handheld, organic drum-shaped device uses organs similar to those many aquatic and avian species use to detect electrical activity. Using an electrosensory drum is a move action. The drum operates by using [[blindsense]] (electricity) with a range of 20 feet. Targets are displayed on the drum's softly glowing surface, along with their range and distance. An electrosensory drum generates its own energy that powers it for 60 minutes per day. Each use, no matter how short, consumes 1 minute of this time.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|electrosensory drum | 8 | 8,400 | L |
</div>
This field over your armor grants you electricity [[resistance]], and any creature that touches you or deals damage to you with a melee weapon takes electricity damage. The resistance granted and damage dealt depend on this upgrade's type, as noted below.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Resistance | Damage |h
|electrostatic field, mk 1 | 5 | 3,000 | 1 | any, shield* | — | 5 | 1d6 |
|electrostatic field, mk 2 | 9 | 13,000 | 1 | any, shield* | — | 10 | 2d6 |
|electrostatic field, mk 3 | 12 | 35,000 | 1 | any, shield* | — | 15 | 3d6 |
</div>
You’ve attuned your body’s natural electrical field to be sensitive to others’ energy. You gain [[blindsense]] (electricity) with a range of 5 feet. You can expend a biohack as a move action to increase the range to 20 feet for a number of rounds equal to your key ability score modifier.
If you have blindsense (electricity), [[blindsight]] (electricity), [[electrolocation]], or a similar sensory ability that uses electricity, you instead increase that ability’s range by 10 feet. You can expend a biohack as a move action to instead increase the ability’s range by 50% or to a range of 20 feet, whichever is greater, for a number of rounds equal to your key ability score.
These long, thin spines store and channel electrical energy generated by your own body, directing that electricity into objects in your hands. Any melee weapon you wield deals half its damage as electricity damage. This doesn’t change the Armor Class the weapon targets. In addition, any melee weapon you wield gains the [[stagger]] critical hit effect.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|electrostatic spines | 10 | 18,000 | skin |
</div>
An electrosystem rifle weaves a Swarm nervous system into an organic harness, protected by a thick membrane. When activated, the weapon cranks the nervous system’s low-grade electrostatic field into a powerful electric blast.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|electrosystem rifle, buzzing | 6 | 4,500 | 2d10 E | 60 ft. | [[stagger]] | 40 charges | 4 | 1 |[[blast]], [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
|electrosystem rifle, jolting | 12 | 37,500 | 4d10 E | 60 ft. | [[stagger]] | 40 charges | 5 | 1 |[[blast]], [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
|electrosystem rifle, convulsion | 18 | 400,000 | 8d10 E | 60 ft. | [[stun]] | 40 charges | 8 | 1 |[[blast]], [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
This thin cloak is infused with conductive wiring and a polymer that changes states when charged with a specially modulated current. When you activate the cloak as a move action, its exterior becomes a frictionless gel, granting you a +2 circumstance bonus to your AC against grapple combat maneuvers and to [[Acrobatics]] checks to escape from a grapple or pin. In addition, when squeezing, you do not gain the [[entangled]] condition, though you still move at half speed and can't run or charge.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|electroviscous cloak | 6 | 4,000 | L | 40 | 1/round |
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small magical beast
* ''Init'' +4\n''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +12
!!! DEFENSE
* ''HP'' 23; ''RP'' 3
* ''EAC'' 14; ''KAC'' 14
* ''Fort'' +3; ''Ref'' +7; ''Will'' +1
* ''Immunities'' electricity
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' tail slap +9 (1d4+3 B; critical siphon)
* ''Offensive Abilities'' electrical discharge (1d6+2 E plus [[staggered]], Reflex DC 13 half)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +1; ''Int'' –4; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +7, [[Stealth]] +12, [[Survival]] +12
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, nest (3–12), or colony (13+)
!!! SPECIAL ABILITIES
''Electrical Discharge ([[Ex]])'' As a standard action, an electrovore can spend 1 Resolve Point to discharge some of its stored electrical energy as a powerful attack. All creatures within 10 feet of the electrovore take 1d6+2 electricity damage and are staggered for 1 round. A target can attempt a DC 13 Reflex save to take half this damage and negate the staggered effect.
''Siphon ([[Ex]])'' Whenever an electrovore scores a critical hit against a living creature, a construct with the technological subtype, or a technological piece of gear, it siphons off a portion of the target's electrical energy. This restores 1 Resolve Point (up to its maximum of 3).
</div>
Native to the wild planet of Verlorr, electrovores were on the verge of extinction as increased volcanic activity led to their swampy habitat's disappearance, and along with it the three-headed electric eels that provided them sustenance. When explorers from the Pact Worlds first arrived on Verlorr 2 decades ago, however, electrovores were given a new lease on life, as the travelers came on massive metal vessels coursing with the very nourishment the beasts sought. A few crept on board the various ships, and since then, "conduit rats" (as some spacefarers refer to them) have quickly multiplied, forming colonies of varying sizes
everywhere from Absalom Station to the farthest reaches of the Vast.
An electrovore gains sustenance not from ingesting biological material but from the electrical currents that pulse through both mechanical devices and organic creatures. Xenobiologists have shown evidence that an electrovore's internal organs are unlike those of a normal animal—it has no stomach, no intestines, and no liver. Instead, every cell of the creature acts as a tiny battery, providing the necessary impulses to move its muscles and power brain functions. In essence, an electrovore is composed almost entirely of nervous system. The creatures have quickly adapted to the artificial habitats of starships and space stations that course with their nourishment.
With a serpentine body covered in sparking spines and sprouting a pair of leathery wings, a typical electrovore is 3 feet long and weighs 25 pounds. An electrovore has three bright-blue visual sensors: two flanking its head and one situated on the bridge of its snout. Its wide mouth is full of sharp teeth, but it rarely uses them in combat, instead employing them to chew through wire casings. An electrovore prefers to slap and sting with its barbed tail when on the hunt.
A single electrovore poses little immediate threat to a starship or space station, but two or more reproduce at an alarming rate and can quickly overrun even the most experienced and best-equipped engineering team. The first signs of an electrovore infestation are usually power fluctuations in a remote, rarely traveled portion of a ship or decks already under repair or construction, but such deviations can be the result of anything from cosmic rays to a loose coupling or power being diverted to other systems. A gnawed cable or severed connector is generally the next indication of an electrovore's presence, but by then there are likely dozens and dozens of the creatures throughout the ship's crawlways, in its walls, and beneath its floors out of sight.
In their new habitats, electrovores are incredibly fecund, doubling in number in 1d6+5 weeks (assuming there are two or more to begin with). If left unchecked, a handful of the creatures on a space station or large ship can eventually overwhelm the crew's capacity to deal with them. As such, malicious space pirates and saboteurs sometimes release a pair of electrovores into a closed environment to disable their enemies' vessels, distract from other threats or operations, or sink the economic or resale value of commercial operations or salvaged ships. However, the electrovores just as often disable the ships of these pirates and saboteurs, making this a risky and unreliable tactic.
In addition to the direct damage an electrovore colony can deal to a ship's infrastructure, it can also wreak havoc on the vessel's systems when threatened. Full of siphoned electrical energy, a startled or cornered electrovore discharges this stored potential, often resulting in even more damage to computer systems and organic matter than the creature could normally manage in twice the time. Luckily, it takes some time for an electrovore to gather enough energy to perform this devastating attack.
Larger starships generally have enough redundancies built into their construction that it takes much longer for electrovore infestations to disable their key systems, though a sizable enough colony of the creatures can unleash incredible destruction in a surprisingly short amount of time in the right conditions. Even a starship with one electrovore on it is in danger of eventually being incapacitated. For each period of time for each size of starship listed in the table below, one of the vessel's systems (determined randomly) takes critical damage. Of course, the more electrovores infesting a vessel, the faster they disable its systems, though it takes a minimum of 1 day for a starship to take a critical damage effect in this way.
<div class="table-wrapper">
|Starship Size | Time |h
|Tiny | 1d6 days – 1 day/2 electrovores |
|Small | 2d6 days – 1 day/3 electrovores |
|Medium | 2d10 days – 1 day/6 electrovores |
|Large | 4d8 days – 1 day/12 electrovores |
|Huge | 6d10 days – 1 day/30 electrovores |
|Gargantuan | 3d12 weeks – 1 week/50 electrovores |
|Colossal | 4d6 months – 1 month/100 electrovores |
</div>
!! Electrovore Gloves
{{Electrovore Glove}}
<<section 'Electrovore Colony'>>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Small magical beast ([[troop]])
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 165; ''RP'' 4
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +13; ''Will'' +8
* ''Defensive Abilities'' [[troop defenses]]; ''Immunities'' electricity, [[troop immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' [[troop attack]] (1d10+13 B)
* ''Space'' 20 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' electrical field
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +3; ''Int'' –4; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +17, [[Stealth]] +17, [[Survival]] +17
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Electrical Field ([[Ex]])'' On its turn, an electrovore colony can spend 1 Resolve Point to energize its [[troop attack]] with electricity. When it does, its reach increases to 10 feet for 1 round and its troop attack deals bludgeoning and electricity damage. A creature that takes electricity damage from this attack must succeed at a DC 16 Reflex save or be [[staggered]] for 1 round.
</div>
[[Electrovores]] breed rapidly, quickly overwhelming starships or space stations if left unchecked. Ordinarily these skittish creatures hide in a starship's crawlspaces and fight only in self-defense, but a colony that lives without harassment for a prolonged time may eventually come to think of its regular feeding area as its territory. Because starship power cores and maintenance areas are often close, confined spaces, colonies discovered there often fill all available space, defending their home in a single, writhing unit.
With these battle gauntlets, enterprising weaponsmiths have harnessed the [[electrovore]]'s ability to conduct and siphon electrical energy. Using a combination of an electrovore's spines, conductive wiring, and miniaturized storage cells, electrovore gloves deliver electricity damage and can even drain electrical impulses from living creatures and robots with a critical hit.
{{Recharge (critical)}}
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|electrovore glove, static | 2 | 750 | 1d6 P & E | [[recharge]] 2 | L |[[powered]] (capacity 20, usage 1) |
|electrovore glove, aurora | 7 | 6,250 | 2d6 P & E | [[recharge]] 2 | L |[[powered]] (capacity 20, usage 1) |
|electrovore glove, storm | 13 | 49,000 | 6d6 P & E | [[recharge]] 4 | L |[[powered]] (capacity 40, usage 2) |
|electrovore glove, tempest | 18 | 375,000 | 12d6 P & E | [[recharge]] 4 | L |[[powered]] (capacity 40, usage 2) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' 30-ft.-radius burst centered on you
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You tap into the power of two elemental planes, mix their energy together, and then release it around you in a powerful explosion, dealing 8d8 damage. Select two of the following damage types when you cast this spell: acid, cold, electricity, fire. The damage dealt by this spell is of both types (half one and half the other). For 1 hour, the area is difficult terrain.
Even starship crews native to the elemental planes commonly use Drift engines for most interstellar travel, but prior to the modern era, some elemental denizens made use of other plane-hopping engines to get to and from the Material Plane. Such travel was not without risk, as various factions constantly struggle for dominance over the elemental planes and are often hostile to unknown starships entering their territory.
Those //elemental engines// still in use are often found in the hands of smugglers, pirates, and other outlaws, who use these drives to avoid capture by escaping to the inhospitable expanses of one of the elemental planes, where most Material Plane law-enforcement agencies cannot pursue them. Of course, a Material Plane starship using an //elemental engine// must have some means of protecting the ship from the harmful planar energies it will endure during such transits. Vessels native to one of the elemental planes, however, are usually impervious to the energies of that plane.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//elemental engine// | 1 | 100 | — | 5 × size category |
</div>
Each elemental gem contains one elemental from a specific elemental plane. The gem's color indicates the sort of elemental contained within—air gems are transparent, earth gems are brown, fire gems are orange, and water gems are blue. As a standard action, you can crush the gem, destroying it. The contained elemental then appears as if you had cast a //[[summon creature]]// spell of a level and caster level according to the gem's type.
<div class="table-wrapper">
|Item | Level | Price | Bulk |Spell Level |h
|//elemental gem//, mk 1 | 3 | 250 | L |1st-level //summon creature//, caster level 3rd |
|//elemental gem//, mk 2 | 6 | 650 | L |2nd-level //summon creature//, caster level 6th |
|//elemental gem//, mk 3 | 9 | 2,000 | L |3rd-level //summon creature//, caster level 9th |
|//elemental gem//, mk 4 | 12 | 5,000 | L |4th-level //summon creature//, caster level 12th |
|//elemental gem//, mk 5 | 15 | 16,000 | L |5th-level //summon creature//, caster level 15th |
|//elemental gem//, mk 6 | 18 | 49,000 | L |6th-level //summon creature//, caster level 18th |
</div>
This //gimmick// changes all instances of one damage type with another. When you purchase or create an //elemental gimmick//, choose one of the following: acid, cold, electricity, or fire. When you channel a spell through the //gimmick//, choose one type of damage dealt by the spell; the spell deals an equal amount of damage of the //gimmick’s// type instead, and the spell gains that energy type’s descriptor. The maximum level spell that an //elemental gimmick// can modify is based on its model.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Spell Level |h
|//elemental gimmick//, apprentice | 3 | 1,300 | L | 2nd |
|//elemental gimmick//, expert | 9 | 12,500 | L | 4th |
|//elemental gimmick//, master | 15 | 105,000 | L | 6th |
</div>
[[Elementals]] are immune to the following effects, unless the effect specifies that it works against elemental creatures:
* Bleed, critical hits, paralysis, poison, sleep effects, and stunning.
* Flanking—elementals are unflankable.
//Format:// ''Immunities'' [[elemental immunities]].
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
An elemental is a creature composed entirely of matter from one of the four Elemental Planes.
* ''Traits:'' [[elemental immunities]]
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
An elemental is a creature native to one of the four Elemental Planes that is composed entirely of that plane's element. They are usually encountered alone or in groups of 2 to 8.
<<list-links "[tag<currentTiddler>!tag[Living Starships]]" class:index>>
The statistics for an elemental can be generated using one of the stat blocks above plus one of the following grafts.
<<list-links '[tag[Elemental Template Grafts]]' class:index>>
!! Starship-Scale Elementals
Some elementals are so large that they function as starships for the purposes of combat. Most commonly encountered on the Elemental Planes, these rare creatures tend to leave other natives of their elemental plane alone but sometimes strike out aggressively at manufactured starships they perceive as threats. Starship-sized elementals that are pulled into the Material Plane (often by accident) are equally as hostile and can be quite dangerous when they appear along heavily used travel routes. Usually, nothing short of a system's entire standing fleet is enough to counter an assault from the largest of these elementals. There have even been rare instances of military forces conscripting a starship-scale elemental to join its forces, with devastating effect.
Starship-sized elementals come in many shapes, from an unformed mass of elemental material to a massive animal. Some even appear as popular models of manufactured starships, though scholars disagree on why—whether it's an attempt to blend in, or to lure such vessels closer and ambush them. A starship-sized elemental's weapons are magically infused with the elemental energy of its home plane, though this usually results in only cosmetic differences and has no effect within starship combat. Their scale and appearance can be so unexpected that inexperienced starship crews sometimes mistake them for stellar phenomena.
<<list-links "[tag<currentTiddler>tag[Living Starships]]" class:index>>
The statistics for a specific starship-sized elemental can be generated using one of the stat blocks above plus one of the following grafts.
!!! Elemental Starship Grafts
Four types of elemental starship grafts are listed below. These grafts function similarly to the simple template grafts used for non-starship creatures, providing minor changes to the main stat block as well as additional abilities.
<<list-links "[tag[Elemental Starship Grafts]sort[title]]" class:index>>
Traps are presented in stat blocks with the following information; entries marked "optional" appear only if relevant.
!! Name and CR
This shows the trap's name and CR.
!! XP
This indicates the amount of XP characters receive for overcoming the trap. Characters gain experience points for overcoming a trap, whether they disable it, detect and then avoid it, or simply endure its effects. The XP for a trap is equal to the XP for a monster of the same CR (see [[Table: Experience Point Awards]]).
!! Type
A trap can be analog, magical, technological, or a hybrid of magical and technological. Analog traps don't use any advanced technology or electrical power sources. Magical traps harness mystic energy to produce unusual effects. Technological traps use computers to bring other electronic machinery and weaponry to bear against their victims. Hybrid traps meld magic and technology together.
!! Perception
This is the DC to find the trap using using the [[search]] task of the [[Perception]] skill.
!! Disable
This is the DC to disable the trap using the listed skill or skills. Characters can attempt to disable analog and technological traps with the [[Engineering]] skill, magical traps with the [[Mysticism]] skill, and most hybrid traps with either skill. Some traps require other skills to deactivate—for example, if a trap is controlled by a computer system's control module, characters must use the [[Computers]] skill to hack the control module to prevent the computer from triggering the trap. For some traps, more than one skill can be used to disable them; often, these skill checks have different DCs and different results (which may not entirely disable the trap). Other traps require multiple skill checks to completely deactivate.
A character must first detect a trap in order to attempt to disable it, since only through observing particular details about the trap can the character know the proper countermeasures. Even if a trap has already been triggered, characters can still attempt to deactivate the trap. Some traps no longer pose a danger once they've been triggered, but the PCs might be able to stop the trap's ongoing effects, if any. Other traps might not have ongoing effects, but reset over a period of time; characters can still attempt to disable the trap during this time.
!! Trigger
All traps have a defined trigger. If the characters fail to locate a trap while exploring an area, the trap might be triggered by a standard part of traveling, such as stepping on a floor plate or moving through a magical sensor. Some traps instead have touch triggers. These traps trigger only when a character deliberately takes an action that directly manipulates the environment—by opening a door or pulling a chain, for example.
A trap's trigger determines how it is set off. Unless otherwise noted, creatures smaller than Tiny do not normally set off traps. There are several ways to trigger a trap.
* ''Location:'' A location trigger goes off when a creature enters or moves through a specific area, for example by stepping on a floor plate or moving through a magical sensor.
* ''Proximity:'' A proximity trigger activates when a creature approaches within a certain distance of the trap. Proximity triggers can detect creatures through various methods (as noted in parentheses). For example, a proximity (visual) trigger goes off if it can see the target, a proximity (auditory) trigger activates if enough noise occurs near it, and a proximity (thermal) trigger detects creatures' body heat.
* ''Touch:'' A touch trigger goes off when a creature deliberately touches or tries to use a trapped item (such as a computer console).
!! Initiative (Optional)
Some traps roll initiative to determine when they activate in a combat round.
!! Duration (Optional)
If a trap has a duration longer than instantaneous, that is indicated here. Such a trap continues to produce its effect over multiple rounds on its initiative count.
!! Reset
This lists the amount of time it takes for a trap to reset itself automatically; an immediate reset takes no time, which means the trap can trigger every round. Some traps have a manual reset, which means that someone must reset the trap manually. A trap with a reset entry of "none" is a single-use trap. Even if a trap resets, the group can get XP for overcoming it only once. PCs can attempt to disable a trap during its reset period at much lower risk than normal, since there's no danger of setting off the trap; they can even take 20, as long as they can finish taking 20 before the trap resets!
!! Bypass (Optional)
Some traps have a bypass mechanism that allows the trap's creator or other users to temporarily disarm the trap. This can be a lock (requiring a successful [[Engineering]] check to disable), a hidden switch (requiring a successful [[Perception]] check to locate), a hidden lock (requiring a successful Perception check to locate and a successful Engineering check to disable), or some other method (such as a keypad that requires either the correct passcode or a successful [[Computers]] check to hack). Details of the bypass mechanism and any skill check necessary to activate the bypass are listed in this entry.
!! Effect
This lists the effect the trap has on those that trigger it. This usually takes the form of an attack, a damaging effect, or some other kind of spell effect, though some traps produce special effects (for example, mind-altering gases). Some traps (especially those with durations) have an initial effect, which occurs on the round the trap is triggered, and a secondary effect, which occurs on subsequent rounds. This entry notes the trap's attack bonus (if any), the damage the trap deals, which saving throw the target must attempt to avoid or reduce the trap's effects, and any other pertinent information.
* ''Multiple Targets:'' A trap normally affects only a single creature (usually the one that triggered it); if a trap affects multiple targets, this entry notes which targets are affected.
* ''Never Miss:'' Some traps can't be avoided. Such a trap has no attack bonus or a saving throw to avoid (though it might allow a saving throw to reduce damage). It always has an onset delay.
* ''Onset Delay:'' Some trap effects do not occur immediately. An onset delay is the amount of time between when the trap is sprung and when it deals damage.
Lithe, long-lived humanoids, elves are easily recognized by their pointed ears and pupils so large that their eyes seem to be all one color. Possessed of an inherent bond with the natural world, they tend to subtly take on the coloration of their surroundings over the course of many years and have a deep spiritual regard for nature.
Of all the races common to the solar system, elves were perhaps the hardest-hit by the Gap, and the slowest to adapt and recover. Where shorter-lived races quickly gave birth to children who had never known any other way of life, and thus were personally unaffected by the loss of history, the elven generation whose lives extended back into the Gap continued on, broken and confused by the blank centuries in their own lives and memories. What's more, those leaders charged with trying to piece together their social history from scraps soon came to a grim conclusion: during the Gap, their race had been betrayed by another—yet exactly which race was involved remains unclear, all suggestions of the answer scrubbed by malicious intent or the Gap itself. Reeling and angry, elves from across the system retreated to their ancestral homeland of Sovyrian on Castrovel and dug in, determined to never again be caught unprepared by disaster. Even this was a fraught endeavor, however, as many of the established elven families already on Castrovel resented the chaos and upheaval caused by the sudden flood of refugees.
Today, the elves are a reclusive, xenophobic race, little understood by their neighbors and uninclined to remedy that situation. Though their starships still travel the void, trading with other worlds, they largely carry all-elven crews, and most elves choose to live among their own kind either in Sovyrian or in predominantly elven enclaves on other worlds. Those adventurous or rebellious individuals who choose to live among other races are called the Forlorn, due both to their loss of elven companionship and to their tendency to outlive friends of other races. Most are viewed with pity and suspicion by their kindred. Within their borders, elves tend to be whimsical and passionate, yet when dealing with outsiders their laughter disappears quickly, replaced by a cold, unyielding wall. Elven warriors and diplomats operating outside of Sovyrian on government business sometimes even choose to go masked, hiding their identities around other races in order to better represent
a united elven state.
While elves have embraced technology and the security it brings, they also maintain a deep affinity for magic, seeing in its practice a continuity with their ancestors. Elves are most often mystics, operatives, and technomancers, and when they go adventuring, it's often to recover bits of magical lore lost to history, or else to find ways to ensure Sovyrian's strength in the centuries to come. The primary exception to all of these tendencies are the [[drow]]—purple-skinned elves who reject the company of their brethren to live on Apostae and mine alien tech from that world's interior, making them some of the most feared and respected
arms dealers in the system. Ordinary elves and drow despise one another, and while Sovyrian's leadership generally tries to distance itself from political entanglements, supposedly rogue elven fleets have launched several surprise assaults on Apostae in an effort to "cleanse the corruption." The fact that these attacks have resulted in sanctions from the Pact Council has somehow done little to deter the elves.
Most elves stand 5-1/2 to 6-1/2 feet tall and weigh 100–150 pounds. They're considered adults at 100 and naturally live up to 750 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Con
* ''Hit Points:''4
* ''Size and Type:'' Elves are Medium humanoids with the elf subtype.
* ''Elven Immunities:'' Elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against [[enchantment]] spells and effects.
* ''Elven Magic:'' Elves receive a +2 racial bonus to caster level checks to overcome [[spell resistance]]. In addition, elves receive a +2 racial bonus to [[Mysticism]] skill checks.
* ''Keen Senses:'' Elves receive a +2 racial bonus to [[Perception]] skill checks.
* ''Low-Light Vision:'' Elves can see in dim light as if it were normal light.
!!! Alternate Ability Adjustments
* ''Forlorn:'' Elves who live off of Castrovel are more open to new experiences and relationships. Castrovelian elves call these wanderers "Forlorn," doomed to lose friends and loved ones among shorter-lived species. Forlorn elves have ability score adjustments of +2 Dexterity, +2 Charisma, and −2 Wisdom.
!!! Alternate Racial Traits
* ''Asanan Elf:'' Some Castrovelian elves dwell on Asana, rather than Sovyrian. Lashunta influence—with the aid of elven magic used during the Gap, some scholars say—has caused these elves to develop limited telepathy and lashunta magic, as the lashunta racial traits. This replaces elven immunities and elven magic.
* ''Darkvision:'' Some elves are born with [[darkvision]] with a range of 60 feet. When these elves are in no light or dim light and they are exposed to bright light, they are [[dazzled]] for 1 round. This replaces low-light vision.
* ''Elven Skeptic:'' Elves were betrayed during the Gap and can be untrusting of others. These elves train to see through deceptions, and gain a +2 racial bonus to [[Sense Motive]] checks and saving throws against illusion spells. Once per day, they can roll a Sense Motive check twice and use the better result. This replaces elven immunities.
* ''Forlorn Connection:'' Despite being called Forlorn, those elves who live among other species are often quite sociable. These elves gain a +2 racial bonus to [[Diplomacy]] checks and can cast //[[comprehend languages]]// once per day. At 10th level, they can also cast //[[tongues]]// once per day. This replaces elven magic.
* ''Memory Gap:'' Many elves were alive when the Gap ended. They have no memory of the details of their relationships and history. This lack of context is a struggle for them, but has toughened their minds. They gain a +2 racial bonus to saving throws against mind-affecting effects. This replaces elven immunities.
* ''Wilderness Runner:'' Many elves enjoy spending time in unspoiled wilderness. They gain a +2 racial bonus to [[Survival]] checks. This replaces keen senses.
!! Elven Immunities Graft
{{Elven Immunities}}
<div class="statblock">
* Tier 6
* Small Pioneer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1/2
* ''AC'' 23; ''TL'' 22
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Interposed Defenses'' active 50
* ''Shields'' [[aeon shields]] 50 (forward 15, port 10, starboard 10, aft 15; recover 5/round)
* ''Attack (Forward)'' linked aeon casters (6d4; 10 hexes)
* ''Attack (Aft)'' flak thrower (3d4, 5 hexes), rotary cannon (2d4; 10 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Interplanetary Engine'' [[onos drive]]
* ''Systems'' additional light weapon mount, autodestruct system, basic medium-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 trinode computer; ''Expansion Bays'' [[quick-skip module]]
* ''Modifiers'' +3 to any 3 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 3 (minimum 1, maximum 3)
!!! CREW
* ''Engineer'' [[Computers]] +13 (6 ranks), [[Engineering]] +18 (6 ranks)
* ''Gunner'' gunnery +11 (6th level)
* ''Pilot'' gunnery +11 (6th level), [[Piloting]] +18 (6 ranks)
</div>
The Elion Explorer served as the workhorse of the Imperial Fleet during the late Azlanti space age. Explorers were deployed to every major colony of the time, serving a variety of functions. They provided firepower to defend colonies and quell rebellions among the Star Empire’s newly conquered neighbors and were frequently used as fast transport between nearby outposts and even back to New Thespera. Fittingly, the Explorer served as the primary vehicle for exploration and surveying of the Aristia system. A small research station might have a single Explorer, which the station would reconfigure frequently to serve a variety of tasks, while larger outposts had small, dedicated fleets of them. Colonial military commanders often had Explorers outfitted to their specifications and reserved for their personal use. Though the Explorer was eventually replaced by larger, faster ships in the majority of the Imperial Fleet, the Explorer’s durability and inexpensive upkeep kept the model in use for decades, particularly in remote outposts throughout the Aristia system.
Fast and durable, the Explorer was small enough to be maintained and launched by colonial outposts. Outfitted with a fuel synthesizer, the Explorer did well in extended survey missions, though its lack of creature comforts made it best suited for use by seasoned spacefarers. Built instead with additional weapon mounts and defensive systems, the Explorer was a formidable gunship, suitable for colonial defense and suppressing insurrection among the Azlanti Star Empire’s newest subjects. With only one expansion bay, it lacked the size to be an effective troop transport or cargo hauler, though with guest quarters or passenger seating installed, it could ferry small groups of key personnel. Like ships of the modern Imperial Fleet, every Elion Explorer was outfitted with an autodestruct system to prevent it from being used against the Empire.
You can attempt an [[Engineering]] check to disable a device on a lock or trap in half the normal time. If this would reduce the duration to less than 1 round, you can disable the device as a standard action.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Gargantuan magical beast
* ''Init'' +0; ''Senses'' [[blindsense]] (life) 60 ft., [[low-light vision]]; ''Perception'' +22
* ''Aura'' radiation (30 ft., DC 17)
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +13; ''Will'' +8
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' gore +22 (2d10+15 P) or soul drain +22 (see below)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +4; ''Int'' –3; ''Wis'' +3; ''Cha'' +2
* ''Skills'' [[Athletics]] +17, [[Intimidate]] +17, [[Survival]] +17
* ''Languages'' Eoxian (can't speak any language)
* ''Other Abilities'' [[no breath]]
!!! ECOLOGY
* ''Environment'' any plains or deserts (Eox)
* ''Organization'' solitary, pair, or herd (3–6)
!!! SPECIAL ABILITIES
''Aura of Radiation ([[Ex]])'' Due to the environments in which they live, ellicoths absorb extreme levels of radiation, and have evolved the ability to store and redirect this energy without being harmed by it. An ellicoth emanates medium [[radiation]] out to 15 feet and low radiation for an additional 15 feet.
''Soul Drain ([[Su]])'' As a standard action, an ellicoth can make an attack with its trunks against the KAC of a single living or undead target within its reach. If struck, the target takes 3d6+9 bludgeoning damage and is [[staggered]] for 1 round; the target can attempt a DC 16 Fortitude save to halve the damage and negate the staggered condition. If the target takes Hit Point damage, the ellicoth regains a number of Hit Points equal to that amount, up to its maximum.
</div>
Standing 50 feet tall and weighing upward of 30 tons, an ellicoth resembles a strange two-trunked elephant perched on incongruously narrow, stilt-like legs. Its stocky body is covered with horns and growths, and its skin is heavily blistered and cracked from the radiation it absorbs and stores within itself, making it appear perpetually raw and burned. While some of this radiation comes from the cosmic rays that bombard Eox's surface due to its lack of a protective atmosphere, even more of it is absorbed from Eox's wastelands, as the creatures seem mysteriously drawn to those regions still heavily radioactive from the cataclysm that ravaged Eox ages ago.
Records from the bone sages report that ellicoths predate the nuclear disaster that befell Eox, indicating that at one point ellicoths were gentle herbivores whose long legs and lithe trunks allowed them to safely reach the luscious fruits atop tall spike-trunked jicobalan trees. During the disaster, however, several herds were caught in the backlash of magical energy, causing them to mutate. Today, the mournful ellicoths no longer eat vegetation or even breathe like normal animals. Instead, they siphon vital energy directly from other creatures and use it to sustain their own agonized existences. Ellicoths can survive just as easily on the necromantic energies that animate undead as on the soul energy of living creatures, and most of their diet consists of ghosts, zombies, and other spontaneously generated undead in Eox's wastelands. Occasionally, however, a stampede of desperate or enraged ellicoths will crash through the protective walls around Eoxian settlements and gorge in a feeding frenzy until the local military can mobilize to bring them down. While the bone sages are thus careful to keep local ellicoth populations in check, driving the most aggressive populations out into the distant wastes, most see the advantage of keeping a few around to remind citizens that even the undead need the protection of a strong government.
Not all bone sages are content to let ellicoths remain wild, however. Continuing a tradition that stretches back even before the Gap, several bone sages still employ fearsome ellicoth cavalries in their militias. From armored howdahs built onto and around the horns atop the creatures' broad backs, undead soldiers immune to ellicoths' aura of radiation rain destruction down on their opponents, guiding the beasts through magic or direct neurotech linkages. Despite the expense of keeping the creatures and the advantages presented by more conventional vehicles, ellicoths' ability to completely devour an opponent's life force doubles as a useful psychological weapon, and their spindly legs can support a surprising amount of weight, allowing for thick armor plates to be affixed to their hide or heavy weapons to be mounted on their horns.
Ellicoths are mammalian and give birth to live young one at a time, which mature to full size within a few years and can live for centuries. Rather than having a designated leader, each herd tends to follow whichever adult member is moving with the most purpose at any given time, leading to chaotic and unpredictable movements when threatened. Ellicoth corpses are extremely rare; when an ellicoth grows old and its internal organs begin to fail, it instinctively leaves the herd and heads for the most powerful source of radiation in the area—usually the center of a radioactive waste—and proceeds to lie down and sing its dirges loudly and continually until its body finally gives out. Once it does, unknown processes within its cells, possibly related to the storage of radiation, cause the corpse to suddenly and dramatically break down, transforming the creature into a puddle of radioactive ooze within hours.
While their docile wandering punctuated by occasional feeding frenzies leads people to dismiss ellicoths as brutes, they're significantly smarter than most give them credit for. Although unable to speak, they still manage to understand rudimentary language when exposed to it regularly, and those few naturalists or trainers who've interacted extensively with them believe them to have significantly more complicated inner lives than ordinary animals. Attempts to decipher their haunting bellows, which rumble through the ground and the planet's poisoned remnants of an atmosphere, have so far failed to reveal any natural language among the creatures, but ellicoths instructed in Eoxian and presented with words and pictograms to point at with their trunks have revealed a startling discovery. Though lacking the consciousness necessary for even an oral history, ellicoths maintain a racial memory of the planet's destruction and the time before it, describing a deep-seated sadness at the way things are and a longing for a time of green fields and tall trees—a time no living ellicoth has ever known. How exactly this memory has been passed down remains a mystery, and the ellicoths themselves have no sense of what it means, other than to repeatedly point to the word "waiting."
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large animal (aquatic)
* ''Init'' +2; ''Senses'' [[blindsight]] (heat) 60 ft., [[low-light vision]] ; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +11; ''Will'' +6
* ''Resistances'' fire 10
* ''Weaknesses'' hot-blooded
!!! OFFENSE
* ''Speed'' 40 ft., swim 40 ft.
* ''Melee'' bite +17 (2d6+12 P plus [[swallow whole]]) or claw +17 (1d6+12 S)
* ''Multiattack'' 4 claws +11 (1d6+12 S)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[swallow whole]] (2d6+12 A, EAC 19, KAC 17, 21 HP)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +19 (+27 to swim)
* ''Other Abilities'' [[amphibious]]
!!! ECOLOGY
* ''Environment'' temperate aquatic and marsh (Triaxus)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Hot-Blooded ([[Ex]])'' All cold damage the elmeshra takes is nonlethal damage. Each time it takes cold damage, the elmeshra is [[staggered]] until the end of its next turn.
</div>
Elmeshras are large six-legged amphibians native to Triaxus. They are omnivorous, eating fish, smaller aquatic animals, and fruit in equal quantity. While elmeshras might seem lethargic, floating calmly with their eyes just above the surface, they are surprisingly quick to act, especially if provoked or when a tempting bit of prey swims too close. Elmeshras tend to eat close to their weight in food every day. They spawn in shallow pools and marshes during Triaxus's summer, and the handful that survive to reach the winter hibernate through it, storing fertilized eggs to release as the weather improves. A typical elmeshra is over 12 feet long and weighs 3,000 pounds.
Before the Gap, it was common for dragons and rhyphorians to dig up the massive amphibians throughout the winter. Their carcasses provided meat for lean winter days, but also elmeshra oil—originally drained from the creature's flesh and extracted chemically—which protected against fatal freezing. Triaxians no longer rely on elmeshras for survival, but elmeshra steaks are still considered a delicacy by certain long-lived dragons, and the oil is often used as an ingredient in high-end perfumes.
On Triaxus, hibernating elmeshras can occasionally be found buried in ice floes, but it's more common to find living versions on other planets. The ease of shipping frozen elmeshras makes them a common animal attraction in zoos and a popular quarry in hunting expeditions across many systems. However, outside of their natural environment, elmeshras engage in frequent cycles of spawning that can rapidly cause ecological blight.
Elmeshra eggs are found clustered in spheres up to 10 feet in diameter and hatch based on the weather. When they finally spring forth, hundreds of elmeshra spawn surge across land and sea alike. These spawn sometimes overwhelm larger animals, especially those still adjusting to the changing season.
Any booster you successfully use on yourself or an ally causes the target’s limbs to become elastic and capable of stretching a great distance. The creature increases its reach by 5 feet. This effect lasts a number of rounds equal to your primary ability score modifier (minimum 1 round), in addition to the booster’s other effects.
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system's countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn't trigger. You still haven't disarmed the countermeasure, and it might trigger in the future.
A species steeped in magic, [[elves]] have natural resistance to certain magical effects. Thanks to an implant in your brain, you become immune to magic sleep effects and gain a +2 enhancement bonus to saving throws against enchantment spells and effects.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|elven immunities graft | 4 | 2,100 | brain |
</div>
The attack embeds a barbed needle or another lingering effect in the target. The first time each round the target moves 5 feet or more in a single action (voluntarily or not), it takes the listed damage. The target can remove the embedded object with a standard action, dealing the listed damage in the process. Alternatively, with a successful [[Medicine]] check (DC = 15 + 1-1/2 the weapon's item level), another creature can remove the object from the target and deal no damage. Multiple embedded objects each deal their listed damage and must be removed one at a time.
Lighter and more mobile versions of [[cinder rifles]], these pistols are standard issue to the Dawn Patrol and many Sarenite authorities across the galaxy. The piercing rounds are shot from the bulky pistol at white-hot temperatures and can set their targets on fire. They are still thought of as a humane weapon by some, as the searing bullets often cauterize the wounds that they make.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|ember pistol, truth-sequence | 2 | 525 | 1d6 P | 30 ft. | [[burn]] 1d4 | 8 rounds | 1 | L |— |
|ember pistol, salvation-sequence | 7 | 5,700 | 2d6 P | 30 ft. | [[burn]] 1d4 | 10 rounds | 1 | L |— |
|ember pistol, valor-sequence | 11 | 23,400 | 3d6 P | 40 ft. | [[burn]] 2d4 | 12 rounds | 1 | L |— |
|ember pistol, glory-sequence | 14 | 65,800 | 4d6 P | 40 ft. | [[burn]] 2d6 | 12 rounds | 1 | L |— |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
For the duration of this spell, you leave behind a trail of faintly burning embers in any square that you move through. These embers have no effect except for providing dim light in those squares. The embers disappear at the start of your next turn. As a reaction to another creature moving into a square of embers, you can ignite that square, causing flames to leap up and burn that creature. The affected creature takes 5d6 points of fire damage (Reflex half), and gains the [[burning]] condition for 1d4 points of fire damage on a failed Reflex save. In addition, that square no longer contains embers.
<div class="statblock">
* <<levels>>
* ''School'' necromancy (cold)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude (see text)
* ''Spell Resistance'' yes
</div>
You wrap the target in the cold of the Negative Energy Plane, numbing its body. The target might lose feeling in its extremities or even be temporarily frozen in place. The target takes half damage on a successful save.
* ''1st:'' When you cast //embrace of the void// as a 1st-level spell, it deals 2d6 cold damage.
* ''2nd:'' When you cast //embrace of the void// as a 2nd-level spell, it deals 4d6 cold damage.
* ''3rd:'' When you cast //embrace of the void// as a 3rd-level spell, it deals 7d6 cold damage. On a failed save, the target is also [[off-target]] for 1 round.
* ''4th:'' When you cast //embrace of the void// as a 4th-level spell, it deals 10d6 cold damage. On a failed save, the target is also [[off-target]] for 1d4 rounds.
* ''5th:'' When you cast //embrace of the void// as a 5th-level spell, it deals 15d6 cold damage. On a failed save, the target is also [[staggered]] for 1 round and [[off-target]] for 1d6 rounds.
* ''6th:'' When you cast //embrace of the void// as a 6th-level spell, it deals 17d6 cold damage. On a failed save, the target is also [[paralyzed]] for 1 round and [[off-target]] for 1d6 rounds after that.
The embri are highly evolved mollusks with an exceptionally rigid social order. Every embri knows its place among the hierarchy of embri society and performs the duties of its station without complaint. The society's few rebels or free thinkers, when discovered, are exiled or executed. This rigid order has allowed embri society to excel in technological and magical development, although outsiders view embri creations as soulless or downright gruesome—their vast, fiery factory-forges ring with the rhythmic clang of machinery, and blood-fueled vermicular vessels heave across their world with peristaltic contractions.
Embri evolved from aquatic ancestors long ago, and their four strong limbs have sharp claws at the end allowing them to walk upright on land. These claws have significant flexibility, so embri can use tools and weapons. The average embri is 4 feet tall with a trailing tail that's slightly longer, and most weigh around 200 pounds. Embri reproduce asexually, and while they once would bud young based on the seasons of their home world, budding is now rigidly controlled by embri bureaucracy and allowed only on schedules set by the office of the spawning administrator. Young embri are raised in institutional academies where they're trained to be diligent and compliant and are rewarded for informing on classmates who demonstrate deviant thinking or "anomalous independence."
Embri have a highly developed brain-sac at the top of their heads, and their faces consist of two small, closely set eyes above a slit that functions as a combination of nose and ears—they exhale from this orifice to produce a whistling speech. Embri mouths are used solely for eating and are tucked away on the underside of their bodies. Embri consider eating a private, embarrassing function, and they are repulsed at how openly and communally other races eat.
Culturally, embri long ago mastered social conditioning to eliminate all displays of emotion; they consider expressiveness to be barbaric, and the occasional embri who shows feelings openly is considered primitive and dangerous. As a side effect of keeping their own feelings in check, embri easily pick up on signs of emotions. To prevent inadvertent displays of emotion, embri wear ornate masks. These masks also denote social standing, civic responsibilities, and other designators that allow embri to immediately assess one another by sight. Embri wear their masks at all times, even when sleeping, and to be without a mask is a profound embarrassment—it evidences a gross exposure of an embri's thoughts and feelings, rendering it unable to effectively protect its own emotions and too distracted to effectively read the expressions of others.
Few embri realize their rigid social hierarchy is controlled by the forces of Hell—scheming devils direct all embri activities from the secret tunnels beneath the mollusks' home world. These dictates are conveyed by the small group of embri, known as Speakers, who communicate with the devils directly and enact their infernal designs. In exchange for this service, Speakers are granted magical powers and the secrets of diabolical manipulation. Some Speakers also serve as diplomats and envoys from the embri to the Pact Worlds. In these roles, they both shield their people from dangerously individualistic thinking and extend their masters' designs to the rest of the galaxy. Speakers usually travel with a coterie of devoted embri servants who, in their uniquely expressionless way, idolize the Speaker as a celebrity.
The diabolic taint on embri society is pervasive, yet subtle. For example, the embri language now contains several Infernal words and phrases, and though embri shun symbols of deific obedience as an overemotional expression of connection to the divine, stylized iconography of infernal origin features prominently in modern embri architecture.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Embri are Medium aberrations.
* ''Darkvision:'' Embri have [[darkvision]] with a range of 60 feet.
* ''Masked Emotions:'' An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn't wearing a mask over its face. In addition, while unmasked, it must roll twice for any [[Sense Motive]] check it attempts and take the lower result.
* ''Shielded Thoughts:'' Embri are immune to magical charm effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.
* ''Wary:'' Embri gain a +2 racial bonus to [[Sense Motive]] checks.
!!! Alternate Ability Adjustments
* ''Emissary:'' Trained for diplomatic service offworld from the moment of their spawning, embri emissaries are raised in isolated ambassador-creches to instill social loyalty and guard their thoughts against the dangerously individualistic societies they will encounter in their careers. An embri emissary's ability adjustments are +2 Intelligence, +2 Charisma, –2 Strength.
* ''Preceptor:'' The devils who secretly manipulate embri sometimes steal young embri to indoctrinate them in the subterranean tunnels occupied by devils and their servants. At adulthood, these embri preceptors return to the surface with positions of authority and clear directions about how to modify embri culture to be even closer to the diabolic blueprint. An embri preceptor's ability adjustments are +2 Dexterity, +2 Wisdom, –2 Constitution.
!!! Alternate Racial Traits
* ''Bio-Observant:'' Embri who learn to watch for physiological cues rather than emotional ones can excel at identifying maladies in others. Such embri gain a +2 racial bonus to [[Medicine]] checks.This replaces wary.
* ''Fleshbound Mask:'' Some embri's flesh grows up and around their masks. For such embri, being unmasked exposes raw nerves and inflicts constant painful distraction. While such an embri has its mask removed, it has a –2 penalty to ability checks and skill checks and must roll all Reflex saving throws twice and take the lower result.This replaces masked emotions.
!! Hivemasks
Many embri work hard to afford masks with magical abilities. In addition to the ordinary functions of displaying social status and shielding an embri's emotions, these masks provide additional abilities to embri wearing them. One of the most common of these masks is the //hivemask//.
{{Hivemask}}
!! Shielded Thoughts Graft
{{Shielded Thoughts}}
Medical manufacturers for anacites on Aballon create augmentations that utilize nanite compatibility injections that pervade a user’s entire body. You can be healed by //[[make whole]]//, //[[mending]]//, and similar effects as if you were a construct, though you can be healed in this way only a number of times per day equal to one-third the augmentation’s item level (rounded up). Whenever you rest for 10 minutes to regain Stamina Points, you can be healed in this way one additional time that day. An Emergence Cybernetics augmentation costs 15% more than usual.
This system allows a starship to rapidly accelerate to a speed that makes combat between starships no longer possible. A starship that successfully engages an emergency accelerator escapes any battle it is in. To accomplish this, the emergency accelerator draws on power from across the starship's many systems, making the starship highly vulnerable for a short period before the acceleration takes effect. An emergency accelerator cannot be activated if the power core or engines have any critical damage conditions; if these systems gain such a condition while the accelerator is active, the accelerator shuts off.
The engineer can activate an emergency accelerator as a crew action during the engineering phase. For the rest of the round, the ship has no shields and cannot fire weapons. If the emergency accelerator is still active at the end of the gunnery phase, the ship immediately moves 100 hexes in a straight line in any direction, which ends the starship combat and allows the vessel to escape. After using an emergency accelerator, the ship's power core gains the [[glitching]] critical damage condition and must be repaired before the accelerator can be used again.
<div class= "table-wrapper">
|System | PCU | Cost (BP) |h
|emergency accelerator | 5 | 4 × size category |
</div>
When activated, this small, pod-shaped device emits a bright red flash from a dome on its top once every 6 seconds, using 1 charge per day. The emergency beacon also transmits its location. Any device capable of receiving signals of any sort can pick up an emergency beacon's signal, which can then be tracked back to the source with a successful DC 15 [[Engineering]] or [[Survival]] check. An emergency beacon's transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills and quartered in mountainous terrain and underwater. Alternatively, an emergency beacon can be hooked up to a starship or vehicle's communications system, in which case its usage increases to 1 charge per hour and its range matches that of the communications array of the vehicle or starship.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|emergency beacon | 1 | 100 | L | 20 | varies |
</div>
An //emergency defense sphere// system monitors your vital signs and automatically triggers a //[[resilient sphere]]// centered on you if you suffer from the [[dying]], [[helpless]], [[paralyzed]], or [[stunned]] conditions. The sphere functions as the spell, except its diameter extends only to the space you occupy, and the sphere remains until the unit runs out of charges. If dispelled while there are charges remaining, the sphere reactivates at the beginning of your next turn if you still have any of the triggering conditions. The upgrade must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//emergency defense sphere// | 16 | 162,000 | 1 | any | L | 3 | 1/round |
</div>
Created by mystics of Sarenrae to protect travelers suddenly thrown into the vacuum of space or the hostile environment of another plane, an //emergency life shell// takes the form of a metallic disk less than a foot in diameter. When the knob on the disk’s surface is twisted, a bubble of positive energy expands in a 10-foot emanation, bathing the user in healing light and creating a safe atmosphere. All creatures inside the emanation are subject to the effects of //[[life bubble]]//, except undead and creatures that have no spark of positive energy (such as sceaduinar), which are unaffected by the shell’s life-sustaining or healing properties. An //emergency life shell// can be used only once before its power supply is exhausted and the entire unit must be replaced. An //emergency life shell// has increasing effects based on its type.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Duration | HP Regained |h
|//emergency life shell//, mk 1 | 5 | 480 | — | 3 rounds | 3d6 |
|//emergency life shell//, mk 2 | 8 | 1,500 | — | 5 rounds | 5d6 |
|//emergency life shell//, mk 3 | 12 | 5,700 | — | 1 minute | 7d6 |
</div>
Emergency rafts are stored in compressed cylinders with large fans that can inflate the rafts in mere moments.
!! Basic
This emergency raft is stored as a bright- red plastic cylinder, 6 inches wide and 2 feet long. When activated, it rapidly inflates into a plastic boat that measures 10 feet long, 4 feet wide, and 2 feet deep. It can hold four Medium creatures. The raft comes with four collapsible plastic oars to row with. As a move action, you can return the raft to its portable shape by pressing a button, as long as no objects or creatures remain inside. An emergency raft consumes 1 charge when you activate or collapse it.
!! Hovercraft
This emergency hovercraft is more luxurious and capable than its basic counterpart, and it is 2 feet wide and 4 feet long in its compact form. When activated, it unfolds into a [[hover pod]], except that it has 40 Hit Points, is [[broken]] when reduced to or below 20 Hit Points, provides no bonus to [[Piloting]] checks, and has no autocontrol system. As a move action, you can return the hovercraft to its portable shape at the touch of a button, as long as no objects or creatures remain inside. An emergency hovercraft consumes 2 charges when you activate or collapse it, and it consumes 1 charge for every 10 minutes (or fraction thereof) its engines are in operation. You can power down its engines so that it doesn't consume charges; like a basic emergency raft, it comes with four oars for rowing.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|emergency raft, basic | 1 | 350 | 3 | 20 | 1/use |
|emergency raft, hovercraft | 10 | 17,800 | 4 | 40 | varies |
</div>
When activated with a standard action, an emergency surfacer propels you to the surface at a rate of 100 feet per round for 10 rounds. You can release the surfacer at any time to stop your ascent (including at any point during the 100-foot movement per round); stopping this movement doesn't require an action. An emergency surfacer ceases to function once it reaches the surface and has no effect above water. After use, an emergency surfacer must be recharged for 10 minutes in an atmosphere before it can be used again.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|emergency surfacer | 5 | 2,750 | 1 |
</div>
Emetics are used to purge ingested toxins before they enter the bloodstream. One round after ingesting an emetic, you must succeed at a DC 12 Fortitude save or become [[nauseated]] for a number of rounds equal to 1d10 minus the medicinal's tier (minimum 1 round); you can voluntarily fail this saving throw. If you take an emetic during the onset period of an ingested poison or drug, you attempt your initial saving throw with a bonus equal to 5 + the medicinal's tier. This bonus is reduced by 5 if you take the emetic after the initial onset period. You gain no benefit from the emetic if you remove or suppress the nauseated condition it causes.
You've had pieces of your brain replaced to inhibit some of your emotions. You can't gain morale bonuses, but you gain a +4 enhancement bonus to saving throws against fear effects and emotion effects.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|emotion enhancement | 4 | 2,100 | brain |
</div>
This small device is often worn strapped to the back of the neck or attached to a helmet. When activated, an emotion regulator sends out regular neurological pulses, reigning in extreme emotions.
!! Basic
A basic emotion regulator grants you a +2 insight bonus to saves against emotion and fear effects, but your dulled reactions to danger impart a –2 penalty to your initiative checks and Reflex saving throws.
!! Advanced
An advanced emotion regulator is more effective at suppressing a broader range of extreme emotions, granting you a +2 insight bonus to saves against emotion, fear, mind-affecting, and pain effects. In addition, you are undetectable to [[blindsense]] (emotion) and [[blindsight]] (emotion). An advanced emotion regulator does not impart penalties.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|emotion regulator, basic | 2 | 800 | L | 20 | 1/10 minutes |
|emotion regulator, advanced | 12 | 37,000 | L | 100 | 1/10 minutes |
</div>
This integrated processor is threaded into your brain by microfilaments that act as artificial synapses within the amygdala. These synthetic synapses subtly alter the transmission of emotional input, and you receive a +2 enhancement bonus to saves against [[confusion]] and fear effects. If you are affected by a confusion or fear effect, the duration of the effect is reduced by 1 round.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|emotional regulator | 4 | 2,120 | brain |
</div>
A classic favorite of many telepathic species, this pair of handheld vidgame controllers allows two opponents to play a game by telepathically broadcasting commands. Emotiquest has two modes, competitive and cooperative. In both game modes, the players' emotional states determine their abilities in the game, and the intensity of feeling enhances those abilities. In a competitive game, players make opposed Charisma checks to determine a winner. Cooperative games incorporate detailed narratives and stunning visuals, and a single playthrough can last for hours or days depending on the players' wishes. The game system includes optional hardware that allows creatures without telepathy to play. If you have an emotiquest and one person to play with, you can take the [[lounge]] downtime activity even if you lack otherwise comfortable surroundings.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|emotiquest | 4 | 50 | L | 20 | 1/day |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* NE Medium undead (shapechanger)
* ''Init'' +3; ''Senses'' [[blindsense]] (emotion) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 120
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +8; ''Ref'' +8; ''Will'' +12
* ''DR'' 5/magic; ''Immunities'' [[undead immunities]]; ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' claw +16 (3d4+9 S; critical [[shaken]] [see text])
* ''Ranged'' hailstorm-class [[zero pistol]] +16 (2d6+9 C; critical [[stagger]] [DC 18])
* ''Offensive Abilities'' feed
* ''Spell-Like Abilities'' (CL 9th)
** At will—//[[detect thoughts]]// (1st level, DC 18), //[[holographic image]]// (DC 18), //[[mind thrust]]// (1st level, DC 18)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' —; ''Int'' +1; ''Wis'' +4; ''Cha'' +6
* ''Skills'' [[Acrobatics]] +17 (+25 to fly), [[Bluff]] +22, [[Culture]] +17, [[Diplomacy]] +17, [[Intimidate]] +17, [[Sense Motive]] +17, [[Stealth]] +17
* ''Languages'' Common; [[truespeech]]
* ''Other Abilities'' [[change shape]] (Medium or Small humanoid), emotionsense, [[unliving]]
* ''Gear'' [[d-suit]] III, hailstorm-class [[zero pistol]] with 2 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or clique (3–6)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' As a standard action, an emotivore can assume the shape of any Medium or Small humanoid, including specific individuals.
''Emotionsense ([[Su]])'' An emotivore constantly reads the surface emotions of creatures, providing the emotivore its [[blindsense]]. A creature can avoid detection by succeeding at a DC 27 [[Bluff]] check, but a creature under the influence of an emotion effect can't avoid detection. Creatures affected by //[[nondetection]]// or similar effects automatically avoid detection. The emotivore can use this ability to focus on a creature it's aware of, and if the creature fails a DC 18 Will saving throw, the emotivore learns that target's desires, fears, and weaknesses, as well as its general disposition and attitude toward creatures within 30 feet of it. A creature's weaknesses include physical vulnerabilities and inabilities. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don't have emotions and can't be sensed this way.
''Feed ([[Su]])'' An emotivore can feed on a creature affected by the [[confused]], [[cowering]], [[fascinated]], [[frightened]], [[nauseated]], [[panicked]], [[shaken]], or [[sickened]] conditions. To do so, the emotivore must make contact with the target by touching it (targeting an unwilling creature's EAC), hitting the target with a claw attack, or casting //[[mind thrust]]// on the target (which must also fail the Will save against the spell). If the emotivore's attempt succeeds, the target must succeed at a DC 18 Will saving throw or gain 1 temporary negative level. Upon imposing a negative level, the emotivore regains 10 Hit Points or gains 10 temporary Hit Points. If the emotivore dealt no damage when using this ability, feeding also subjects the target to a //[[suggestion]]// spell (Will DC 18 negates) asking the target to accept the emotivore's touch again. An emotivore can gain a number of temporary Hit Points in this way equal to one-quarter of its maximum Hit Points (usually 30). Every 24 hours, an emotivore who has temporary Hit Points loses 10 of them. An emotivore who lacks temporary Hit Points usually seeks to feed.
''Shaken ([[Su]])'' On a critical hit, an emotivore's claws can render a target [[shaken]] for 1d4 rounds (DC 18 Will save negates).
</div>
<<section 'Emotivore Mastermind'>>
Emotivores are undead that come into being when someone dies in the throes of intense feelings, especially among a large group of people experiencing similar emotions. An emotivore can take on a variety of anthropoid shapes, but its true form is a gaunt version of the creature whose death triggered its birth. An emotivore manipulates and deceives to evoke feelings it can psychically feed upon. It chooses its appearance based on information it gleans from potential victims, assuming a shape that evokes a passionate response.
!! Emotivore Template Graft
This creature's unnatural abilities allow it to feed on emotions.
* ''CR'': 7+
* ''Required Creature Type:'' undead (shapechanger)
* ''Required Array:'' spellcaster
* ''Traits:''
** [[blindsense]] (emotion) 60 ft., emotionsense
** [[DR]] 5/magic (at CR 11, increase to DR 10/magic)
** [[resistance]] 5 to cold (increase to 10 at CR 11; increase to 15 at CR 15)
** claws (standard melee damage for CR, plus [[shaken]] critical hit effect [see above])
** feed (see above)
** spell-like abilities (CR 5+; at will; //[[detect thoughts]]//, //[[holographic image]]// [level = CR/5], mind thrust [level = CR/5])
** [[Bluff]] as a master skill
** [[change shape]] (see above)
* ''Suggested Ability Score Modifiers:'' Dexterity, Wisdom, Charisma.
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* Emotivore mystic
* NE Medium undead (shapechanger)
* ''Init'' +5; ''Senses'' [[blindsense]] (emotion) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +29
!!! DEFENSE
* ''HP'' 285 ''RP'' 6
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +15; ''Ref'' +15; ''Will'' +20
* ''Defensive Abilities'' share pain (DC 26); ''DR'' 10/magic; ''Immunities'' [[undead immunities]]; ''Resistances'' cold 15
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' claw +28 (8d6+17 S; critical [[shaken]] [see text])
* ''Ranged'' banshee [[sonic pistol]] +28 (4d8+17 So; critical [[deafen]] [DC 24])
* ''Offensive Abilities'' [[backlash|Mindbreaker]] (17 damage), feed, [[mental anguish|Mindbreaker]] (DC 26), [[mindbreaking link|Mindbreaker]] (DC 26), [[mindkiller|Mindbreaker]] (DC 26), [[sow doubt|Mindbreaker]] (DC 26, 8 rounds)
* ''Mystic Spell-Like Abilities'' (CL 17th)
** At will—//[[mind link]]//, //[[telepathic bond]]//
* ''Mystic Spells Known'' (CL 17th; ranged +28)
** 6th (3/day)—//[[snuff life]]// (DC 26), telepathic jaunt
** 5th (6/day)—//[[feeblemind]]// (DC 25), //[[greater synaptic pulse]]// (DC 25), modify memory (DC 25)
** 4th (at will)—//[[confusion]]// (DC 24), //[[enervation]]// (DC 24), //[[fear]]// (DC 24)
* ''Connection'' [[mindbreaker]]
* ''Spell-Like Abilities'' (CL 17th)
** At will—//[[detect thoughts]]// (DC 21), //[[holographic image]]// (3rd level; DC 23), //[[mind thrust]]// (3rd level; DC 23)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +3; ''Wis'' +8; ''Cha'' +11
* ''Skills'' Acrobatics +29 (+37 to fly), [[Bluff]] +34, [[Culture]] +29, [[Intimidate]] +29, [[Mysticism]] +34, [[Sense Motive]] +29
* ''Languages'' Common; [[truespeech]]
* ''Other Abilities'' [[change shape]] (Medium or Small humanoid), emotionsense, [[unliving]]
* ''Gear'' bespoke [[echelon fashion]], banshee [[sonic pistol]] with 2 super-capacity batteries (80 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or cabal (1 plus 2–6 emotivores)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' See above.
''Emotionsense ([[Su]])'' See above (Bluff DC 39, Will DC 22).
''Feed ([[Su]])'' See above (Will DC 22; up to 70 temporary Hit Points). In addition, the emotivore mastermind can use the //[[enervation]]// spell to feed if the spell affects a creature already subjected to strong emotions.
''Shaken ([[Su]])'' See above.
</div>
During the next round, when the fleet's gunnery check exceeds its target's AC by 5 or more, the fleet's disruptive weaponry inflicts a random critical damage condition on its target.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|EMP | 3 | any |
</div>
A weapon with this special property emits a beam of electromagnetic energy that does not deal damage to ships or shields, but plays havoc with a ship's electronic systems. On a hit, an EMP weapon scrambles one of the target starship's systems, determined randomly. This causes that system to act as if it had the glitching condition for 1d4 rounds. If the system is already damaged, instead increase its critical damage by one level of severity for 1d4 rounds. Whenever an EMP weapon scores critical damage, it scrambles two systems at random. Systems damaged by EMP weapons can be patched or repaired as normal. Functioning shields are unaffected by EMP weapons and completely block an EMP weapon's effects.
The //EMP// weapon fusion gives the weapon an electromagnetic pulse critical hit effect. When this effect triggers, the target's worn and wielded technology, including weapons without the [[analog]] special property, armor environmental protections, powered armor, and technological and hybrid items, cease functioning for 1 round. A technological construct struck by this effect must succeed at a Reflex save or be [[staggered]] for 1 round. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the EMP effect.
This electromagnetic pulse cannon destabilizes enemy mechs' sophisticated machinery. Attacks with an EMP cannon target EAC, and the DC of Fortitude saves to resist its effects equal 12 + 1/2 your mech's tier.
''Jam Weapon (3 PP)'' The mech makes a ranged attack against another mech within 120 feet as a standard action, optionally targeting one weapon the mech has. If the attack hits, the selected weapon (or a randomly selected weapon without the [[analog]] property) becomes nonfunctional for 1 minute unless the targeted mech succeeds at a Fortitude save. At the end of each of its turns, the targeted mech can attempt a new saving throw to end the effect.
''Kill Engine (4 PP)'' The mech makes a ranged attack against another mech within 120 feet as a standard action, selecting one of the targeted mech's movement types. If the attack hits, the selected movement type's speed is reduced to 0 feet for 1 round unless the targeted mech succeeds at a Fortitude save. As a standard action, the targeted mech can attempt a new saving throw to end this effect.
''Sabotage Power (3 PP)'' The mech makes a ranged attack against another mech within 120 feet as a standard action, targeting its power core. If the attack hits, the targeted mech can't regain or expend Power Points for 1 round unless it succeeds at a Fortitude save.
name:EMP cannon, heavy
range:medium
speed:—
damage:special
pcu:30
cost:12
special:[[EMP|EMP (starship weapon property)]]
name:EMP cannon, light
range:short
speed:—
damage:special
pcu:10
cost:8
special:[[EMP|EMP (starship weapon property)]]
name:EMP cannon, super
range:long
speed:—
damage:special
pcu:45
cost:18
special:[[EMP|EMP (starship weapon property)]]
The creature gains a +4 circumstance bonus to AC and TL against weapons with the [[EMP|EMP (starship weapon property)]] property.
Your connection helps you sense emotions and notice details others can't. You might be a diplomat, an investigator, a mindreading bodyguard, a ship's psychologist, or a psychic con artist.
* ''Associated Deities:'' Abadar, Hylax, Iomedae, Sarenrae, Talavet, Triune (Casandalee)
* ''Associated Skills:'' [[Perception]] and [[Sense Motive]]
* ''Spells:'' 1st—//[[detect thoughts]]//, 2nd—//[[zone of truth]]//, 3rd—//[[clairaudience/clairvoyance]]//, 4th—//[[mind probe]]//, 5th—//[[telepathy|Telepathy (spell)]]//, 6th—//[[true seeing]]//
!! Empathy (1st)
As a full action, you can attempt a [[Sense Motive]] check to read the emotions of a particular creature (DC = 20 or 10 + its [[Bluff]] modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to [[Bluff]], [[Diplomacy]], [[Intimidate]], and [[Sense Motive]] checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.
!! Greater Mindlink (3rd)
You can use your [[mindlink]] ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies.
!! Emotionsense (6th)
You can detect and locate creatures within 60 feet that have emotions, as if you had [[blindsense]] (emotion). A creature can keep its emotions calm to avoid detection by this ability by succeeding at a [[Bluff]] check with a DC equal to 10 + your [[Sense Motive]] modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. creatures under the effects of //[[nondetection]]// or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don't have emotions and can't be sensed this way.
!! Discern Lies (9th)
You can use [[discern lies]] as a spell-like ability a number of times per day equal to your mystic level, each time targeting a single creature. This effect lasts 1 round. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours.
!! Greater Emotionsense (12th)
Your emotionsense is far more discerning, as if you had [[blindsight]] (emotion).
!! Retrocognition (15th)
You can use //[[retrocognition]]// as a spell-like ability at will. When doing so, you take a –2 penalty to saving throws against mind-affecting effects for as long as you concentrate on retrocognition and an equal amount of time afterward. You can spend 1 Resolve Point to negate this penalty.
!! Empathic Mastery (18th)
You can spend 1 Resolve Point to use //[[psychic surgery]]// as a spell-like ability. If you are incapacitated by an effect that //psychic surgery// could remove and have at least 1 Resolve Point remaining, you can spend 1 Resolve Point to use this ability on yourself, even without being able to take any actions.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level
</div>
With this spell, common among shirren mystics, you transmit your emotions into the surrounding area, allowing you to empathically communicate with others. You gain a +2 insight bonus to ability or skill checks other than [[Bluff]] made to communicate with any creature, whether you share a language or not, and all creatures gain a +4 insight bonus to [[Sense Motive]] checks made to read your body language, emotions, or motives. If you have [[limited telepathy]], creatures within 30 feet of you sense and comprehend your emotions clearly. A creature that has [[telepathy]] or limited telepathy and is within 30 feet can understand your emotions clearly.
[[Lashunta]] artists have techniques to collect emotions and memories associated with an individual and imprint them onto a representative piece of art lashuntas call an //empathic depiction//. To collect such memories, a telepathic artist interviews the subject along with those who know or have strong memories of the subject. This process takes at least a week. In the past, these objects were magical, and some still are, but most modern empathic depictions are hybrid items that use advanced holography to create realistic memorials. Creating such an //empathic depiction// is a crafting task that uses the [[Engineering]] skill or an appropriate artistic [[Profession]] skill in a similar way. (A wholly magical version uses [[Mysticism]] instead.)
Creatures within range of an //empathic depiction// (based on its model) can feel the emotions and recall the memories placed within it. A creature can attempt a Will saving throw (DC based on the model) to resist these experiences, which cause no damage or harmful effect. These hybrid items utilize magic and psychic energy, remaining active while an observer is in range. They can also be plugged into a power grid and operate continuously while such power flows.
!! Empathic Portrait
An //empathic portrait// is a handheld item that provides up to a 6-inch depiction. It must be touched to have an effect and has a DC of 12.
!! Empathic Bust
An //empathic bust// depicts an individual's head and shoulders in actual size, or a whole body at no more than 2 to 3 feet tall. It has a range of 10 feet and a DC of 14.
!! Empathic Statue
An //empathic statue// depicts an individual's body in actual size, up to 12 feet tall. Larger individuals are depicted in miniature to the point necessary. An empathic statue has a range of 30 feet and a DC of 16.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//empathic portrait// | 2 | 750 | — |
|//empathic bust// | 4 | 2,200 | 1 |
|//empathic statue// | 6 | 4,500 | 2 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
When the target uses [[aid another]], [[covering fire]], or [[harrying fire]], and succeeds at their attack roll or skill check, they can forgo granting their ally the usual benefit of that action to instead grant the following benefits, determined by the action they used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this spell. The target can provide these benefits only to allies with whom they can communicate in person.
* ''Aid Another:'' Instead of gaining a bonus to a skill check, the ally can roll the check twice and use the higher result.
* ''Covering Fire:'' Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack twice and use the lower result.
* ''Harrying Fire:'' Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack twice and use the higher result.
Your ability to read emotions borders on the supernatural. As a full action, you can study a creature within 60 feet and attempt a [[Sense Motive]] check; you can choose not to roll your expertise die for this check. The DC of this check is equal to either 10 + the creature’s total [[Bluff]] skill bonus, or 15 + 1-1/2 × the creature’s CR, whichever is greater. If you succeed, you can sense that creature as if you had [[blindsense]] (emotion) with a range of 30 feet (or a range of 60 feet if you chose to forego your expertise die) for 10 minutes. If you fail the check, you can’t try again for 10 minutes. You can only track one creature in this way at a time, plus an additional creature at 6th, 12th, and 18th levels. If you study another creature beyond this maximum, you cease detecting a creature of your choice with blindsense (emotion).
<div class="statblock">
* ''Levels'' 1–10
* Diminutive vermin
* ''Senses'' [[blindsense]] (emotion) 60 ft., [[darkvision]] 60 ft.
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee Attack'' bite (P)
* ''Space'' 1 ft. ''Reach'' 0 ft.
* ''Ability Modifiers'' Dex, Wis
!!! SPECIAL ABILITIES
''Moral Support ([[Ex]])'' While your empathnid companion is sharing your space, you gain a +2 morale bonus to saving throws against emotion and pain effects.
''Stabilizing Venom (Ex, 4th level)'' Once per day as a standard action, an empathnid can inject its venom into a dying creature in its space, automatically [[stabilizing]] that creature. If you are dying, your empathnid companion can use actions as though you were consciously directing it, but only to attempt to stabilize you.
</div>
Originally discovered by Pact Worlds explorers on a jungle planet in the Vast, empathnids are available in a staggering array of colors and have become popular pets. The 8-inch spiders are most notable for their almost supernatural empathy for other creatures, and their venom has a stabilizing effect on most creatures.
This circlet of fine silver wire fits snugly over the cranium, connecting to twin electrodes that adhere painlessly to the temples. This technology first gained popularity with some psychically resistant lashuntas on Castrovel, then spread throughout the Pact Worlds as non-telepathic species adopted it. When worn, this device provides you with a rudimentary form of telepathy. You can't communicate through the empathy engine using language, but you can share emotions, images, and simplistic concepts with creatures within 30 feet of you. Examples of concepts the device can communicate include "danger," "help," and "I won't hurt you." Creatures must share a language with you to communicate this way.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|empathy engine | 6 | 3,750 | L | 20 | 2/hour |
</div>
<div class="statblock">
* ''Level'' 5; ''Price'' 3,025
* ''EAC Bonus'' +8; ''KAC Bonus'' +12
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –4; ''Speed'' 30 feet
* ''Strength'' 18 (+4); ''Damage'' 1d10
* ''Weapon Slots'' 1; ''Upgrade Slots'' 2+2*
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 36
* @@font-size:80%; * Upgrade slots marked with an asterisk are aeon upgrade slots; these slots can be used only to hold aeon stones.@@
</div>
This clockwork exoskeleton was the first powered armor designed for the Azlanti Star Empire military. Like other Azlanti armor of the time, it has no breathing apparatus incorporated, though it does have a rudimentary temperature-control system. Instead, it has two upgrade slots in the helmet that can be used only to hold //[[aeon stones]]//. These slots usually house //[[clear spindle]]// and //[[iridescent spindle]] aeon stones//, negating the wearer’s need to eat, drink, and breathe.
Whether in the form of a turret or ground-based anti‑air forces, threats from outside the chase can interfere with its progress.
''Failure:'' Take 1 hit.
This vehicle can deploy gravitic locks, pistons, or even simply anchors to hold it in place while it transforms into a stationary mode. While emplaced, a vehicle's speeds become 0, its passengers ignore the vehicle's attack penalties for being in motion, and the vehicle's [[hardness]] increases by 5 and its AC by 2. Some vehicles gain new abilities or attacks while emplaced.
<div class= "table-wrapper">
|Modification | Level | Price |h
|emplacement | 7 | 6,000 |
</div>
You can use your [[healing touch]] class feature as a standard action. You can also use healing touch more often by spending 1 Resolve Point each time you use healing touch after the first use each day. You must have the healing touch class feature to learn this epiphany.
As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you're wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.
An //Empty Orbit emblem// serves as a badge of office for solarians of the Order of the Empty Orbit, or those honored by that organization. The emblem itself is a metal token depicting the orbit of planets in the Pact Worlds System, including a noticeable gap between Castrovel and Akiton. The emblem counts as a worn magic item unless you install it in armor, which takes up one upgrade slot. When you wear this emblem in an easily visible location, including as an armor upgrade, you receive a +2 circumstance bonus to [[Diplomacy]] checks against those who uphold the philosophy of the Cycle or who hold the Cosmonastery of the Empty Orbit in high esteem. Additionally, up to twice per day, when you rest for 10 minutes and spend 1 Resolve Point to regain Stamina Points, you can meditate on this emblem to also regain 2d8+5 Hit Points. Members of the Order of the Empty Orbit and their allies take these emblems seriously, and wearing one falsely is likely to have negative social consequences.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Empty Orbit emblem// | 5 | 2,600 | — |
</div>
As a standard action, you can expend an unused spell slot to temporarily grant the effects of a weapon fusion to a weapon that you touch. When you activate this ability, choose from the following weapon fusions: [[flaming]], [[frost]], [[ghost killer]], [[merciful]], or [[shock]]. If you expend a spell slot of 4th, 5th, or 6th level, you gain the ability to choose either the [[corrosive]] or [[thundering]] fusion. The weapon gains the chosen fusion for a number of rounds equal to the level of the spell slot you expended. The weapon can't gain a fusion it already has or one that can't be applied to a weapon of its type, but this bonus fusion doesn't count toward the maximum total level of fusions the weapon can have at once. You must have the [[empowered weapon]] magic hack to choose this magic hack.
Your voice box has an enchanted digital modulator that can alter its frequency to be supernaturally compelling. As a move action you can calibrate it to a single creature that you have heard and understood speaking or using other sound-based communication. It remains calibrated to that target until you pick a new target. You gain a +2 insight bonus to [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks to influence that creature using your voice (not other forms of communication). In addition, you can cast //[[suggestion]]// once per day (DC = 10 + half your character level + your Charisma modifier) as a standard action, targeting a creature your system is calibrated to.
A duofrequency //enchanting vocal modulator// can target two creatures at once. It can be calibrated to two targets with a single move action, and its suggestion function can be used to target both with a single command. Similarly, a quadfrequency //enchanting vocal modulator// can target up to four creatures.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//enchanting vocal modulator//, monofrequency | 11 | 25,400 | throat |
|//enchanting vocal modulator//, duofrequency | 14 | 66,500 | throat |
|//enchanting vocal modulator//, quadfrequency | 17 | 225,000 | throat |
</div>
Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells and have that descriptor. Most enchantments are either charms or compulsions and have those descriptors.
Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency.
''Prerequisites:'' Adaptation or early stage adaptation racial trait, or ooze type
''Benefit:'' You can store one serum or medicine within your body; this does not count against your bulk limits. As a move action, you can internally open and absorb the item, gaining its normal effects as if you had consumed it.
<div class="statblock">
* ''Level'' 4; ''Price'' 2,800
* ''EAC Bonus'' +5; ''KAC Bonus'' +7
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –4; ''Speed'' 25 feet
* ''Strength'' 16 (+3); ''Damage'' 1d6 B
* ''Weapon Slots'' 0; ''Upgrade Slots'' 2
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 10
</div>
This armor is made of rubbery blue material grown by barathu conglomerates. It's most popular among early-stage barathus who are not yet as skilled at adapting to various environments.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You can encourage another member of the crew to give her a bonus to her action. This works like aid another, granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 [[Diplomacy]] check. You can't encourage yourself.
''Critical:'' You're able to select just the right motivation for your crew, increasing the bonus you grant to your crew members' actions to +4.
The secretive members of the Android Abolitionist Front identify each other with invisible magical tattoos. When you are within 60 feet of a being with another //encryption tattoo// and activate your //encryption tattoo// with a code word as a move action, your tattoo becomes visible for 1 minute and glows faintly. The tattoo closely resembles the glowing circuit patterns prevalent on android skin, and is therefore particularly obvious on non-androids. The //agent encryption tattoo// is the standard type of encryption tattoo. Certain //encryption tattoos//, when activated with a different code word, also grant you [[damage reduction]]: //operative encryption tattoos// provide DR 5/—, //provocateur encryption tattoos// provide DR 10/—, and //master encryption tattoos// provide DR 15/—. This damage reduction doesn't stack with any damage reduction you already have. The damage reduction lasts for the 1 minute your tattoo is visible.
Although there is no limit on the number of times you can cause your //encryption tattoo// to appear, you can activate its power to gain DR only once per day.
An //encryption tattoo// doesn't count as a worn magic item, and it can't be disarmed or sundered. In addition, it can be installed in an android's racial armor upgrade slot.
<div class="table-wrapper">
|Item | Level | Price | Bulk | DR |h
|//encryption tattoo, agent// | 1 | 50 | — | — |
|//encryption tattoo, operative// | 8 | 8,900 | — | 5/— |
|//encryption tattoo, provocateur// | 13 | 48,000 | — | 10/— |
|//encryption tattoo, master// | 18 | 360,000 | — | 15/— |
</div>
All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor's armor check penalty, whichever is worse).
<div class="statblock">
* ''Tier'' 14
* LE Huge starship outsider
* ''Speed'' 8; ''Maneuverability'' average (turn 3); ''Drift'' 2
* ''AC'' 32; ''TL'' 31
* ''HP'' 255; ''DT'' 5; ''CT'' 51
* ''Shields'' heavy 320 (forward 80, port 80, starboard 80, aft 80)
* ''Attack (Forward)'' supergraser (2d8×10)
* ''Attack (Turret)'' plasma cannon (5d12)
* ''Offensive Abilities'' cataclysm
* ''Skills'' [[Computers]] +34, [[Engineering]] +32, [[Piloting]] +32
* ''Power Core'' Inferno Core (400 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic long-range sensors, mk 10 armor, mk 11 defenses, self-destruct system
* ''Other Abilities'' cargo cavity, devil starship, [[no breath]]
!!! SPECIAL ABILITIES
''Cargo Cavity ([[Ex]])'' See [[xenoarchive entry|dhalochar]].
''Cataclysm ([[Ex]])'' A [[dhalochar]] in starship form can crash-land on a planet, space station, or similar object (as long as that object is at least 10 times the devil's size). This devastating landing deals 15d6+25 bludgeoning damage (no save) to creatures and objects in the area where the devil lands (a 30-foot-by-30-foot square) and 6d12+28 bludgeoning damage to all creatures and objects within 50 feet of the landing space (Reflex DC 24 half). If the dhalochar crash-lands on a planet with an atmosphere, the heat of entry adds 10d6 fire damage to the damage dealt. After using this ability, a dhalochar is [[stunned]] for 1d4 rounds and then transforms into its terrestrial form.
''Devil Starship ([[Ex]])'' A [[dhalochar]] in starship form is still a living creature, though it engages only in starship combat. It has no crew, though it can still take engineer, gunner, pilot, and science officer actions using the skill bonuses listed above. Assume it has 14 ranks in the Computers, Engineering, and Piloting skills and a base attack bonus of +14. It ignores critical damage effects that affect life support, and critical damage effects that would be applied to the crew are applied to a random creature or object in the devil's cargo cavity.
</div>
Endiffians have humanoid skeletons, with two arms and two legs, but their flesh is incredibly elastic, allowing them to re-form their appearances at a cellular level. They can even modify the shape of individual cells to absorb or reflect visible light, allowing them to reproduce a wide variety of colors. This allows endiffians to reshape themselves into simulacra of virtually any humanoid. Endiffian hands are also extremely malleable, allowing them to easily mold their grip to suit their purposes, whether scaling a cliff face or maintaining a solid grip on a favorite pistol.
Endiffians often find employment as agents of subterfuge, while also pursuing schemes of their own. Particularly mischievous endiffians especially enjoy appearing as reptoids, stirring anxieties about the mysterious race while providing a distraction from the disguised endiffian's own clandestine plots.
Toward the end of her life, an endiffian's pliant flesh turns pale and brittle, networks of cracks forming in the places that she reshaped most often. Elders often take pride in this fine latticework that represents their lifetime of change, but the rare aged endiffian with exceptionally smooth skin can easily find work as a trusted advisor or diplomat.
The average endiffian is 6 feet tall and weighs 280 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Int, +2 Cha, –2 Dex
* ''Hit Points:'' 4
* ''Size and Type:'' Endiffians are Medium humanoids with the endiffian and shapechanger subtypes.
* ''Detail Oriented:'' Endiffians gain a +2 racial bonus to [[Perception]] checks.
* ''Enveloping Grip:'' Endiffians gain a +2 racial bonus to grapple combat maneuvers and [[Athletics]] checks to climb, and they gain a +2 racial bonus to AC against disarm combat maneuvers.
* ''Simulacrum:'' An endiffian can spend 1 minute to physically alter her form to look like any Medium humanoid with two arms and two legs, as long as she has seen a similar creature before. She can attempt to either mimic a specific creature she has seen or appear as a creature of her own design of that chosen species. The endiffian gains a +10 bonus to [[Disguise]] checks to appear as that creature, and the DC of this Disguise check is not modified as a result of altering major features or being disguised as a different race of humanoid. The endiffian can remain in her altered form indefinitely.
A starship chase ends after 6 rounds or after a ship has taken a number of hits dependent on its size category (4 for a Tiny ship, 5 for a Small ship, or 6 for a Medium or larger ship), whichever comes first. If the chase ends due to the PCs' ship taking too many hits, the chase is a failure. The GM determines what happens at the end of the starship chase, based upon the number of successful chase actions taken by the PCs. The table below provides the typical results for a starship chase. These are expressed in general success or failure, the percentage of Shield Points and Hull Points that the ship loses, and how many systems (determined randomly) that gain the [[wrecked]] critical damage condition. The GM can adjust these outcomes as needed for their adventure; failure need not mean destruction. For example, if the PCs are fleeing a squad of Azlanti fighter ships but manage only 2 successes, they might still escape—just barely—but their failure might mean they are powerless to stop the Azlanti ships from going on to capture an important ally or location.
<div class= "table-wrapper">
|Successful<br/>Chase Actions | Outcome | SP Lost | HP Lost | Wrecked<br/>Systems |h
|5 or more | success | 0% | 0 | 0 |
|4 | success | 10% | 10% | 1 |
|3 | failure | 50% | 50% | 2 |
|2 or fewer | failure | 100% | 100% | 5 |
</div>
!! Koruvi Endling
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium undead (incorporeal)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +5; ''Will'' +4
* ''Defensive Abilities'' [[incorporeal]], rejuvenation; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' antitech hoof +11 (1d6+7 B; DC 12, see [[desolation endling]] template graft) or antitech horn +11 (1d6+7 P; DC 12, see [[desolation endling]] template graft)
* ''Offensive Abilities'' demolition
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' —; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +13, [[Stealth]] +8
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Calen 5)
* ''Organization'' solitary or retribution (2–8)
!!! SPECIAL ABILITIES
''Antitech Natural Weapons ([[Su]])'' See [[desolation endling]] template graft.
''Demolition ([[Su]])'' See [[desolation endling]] template graft.
''Rejuvenation ([[Su]])'' See [[desolation endling]] template graft. The only way to permanently destroy a koruvi endling is to establish a large green space in Hope's Edge on Calen 5.
</div>
Over the passage of eons, myriad creatures have flourished and dwindled naturally as their eras have come and gone. Often, however, a species' overall lifespan is cut short by an unnatural intrusion, whether from unexpected predation, destruction of natural habitat, or a disease from another planet. In rare cases, spectral creatures known as endlings arise immediately after the last member of a species perishes.
Endlings manifest as much larger spectral members of an extinct species. These ghosts gain abilities that allow them to combat their perceived source of their species' demise: those who were hunted to extinction develop ferocious combat prowess, while those whose homes were destroyed by colonization gain the power to destroy technology and artificial structures. Xenobiologists differ on the exact nature of endlings. Some theorize that endlings are the collective sorrow of a species made manifest, while others believe they are the ghosts of the very last survivors, driven to carry on their species' legacy even in death.
Koruvis were diminutive ungulates that lived in dens in a planetwide rain forest on a Near Space world. These small creatures had striped and spotted fur, prehensile snouts, and small horns, which they used to dig up fungi for sustenance. However, a vesk mining company that was scouting that system detected starmetal veins beneath the planet's crust. In the feverish mining race that followed, factions from across the galaxy fought to gain a foothold on what came to be known as Calen 5. Invading miners razed vast swaths of forest, and koruvis, among the other native species of Calen 5, soon went extinct as their home was destroyed. In one of the early settlements on Calen 5, Hope's Edge, residents reported mysterious property damage, such as holes ripped into buildings and electrical equipment badly mangled, and rumors spread of a pack of ghostly monsters skulking around town. Today, Hope's Edge has grown into the de facto capital of Calen 5, but koruvi endlings still fiercely attack the city in a neverending pursuit of revenge against the cause of their extinction.
!! Endling Template Grafts
The following template grafts represent endlings that arise from various extinction events.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Using advanced technology and powerful restorative magic, this upgrade continuously stimulates your blood circulation, brain, and muscles. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While you are wearing the armor and this upgrade has a charge, you ignore the effects of the [[fatigued]] condition. When an effect would cause you to gain the [[exhausted]] condition, as a reaction you can expend the device's charge to be fatigued instead. The device's charge replenishes each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//endurance module// | 6 | 4,500 | 1 | any | L | 1 | 1 |
</div>
As a standard action, target one creature within 100 feet and subject them to the experiences of their every manifestation across myriad realities. This mental strain causes the creature to become [[exhausted]] unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours.
You can use Survival to better withstand the effects of severe weather. Typically, one check determines the success of your efforts for a single day. If you succeed at the check, you gain a +2 bonus to Fortitude saving throws against severe weather while moving up to half your overland speed, or a +4 bonus if you remain stationary and build a temporary shelter. You can grant this bonus to one other creature for every 1 point by which your result exceeds the DC. You can't take 20 on Survival checks to endure severe weather.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one nonmagical object or solid surface
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
You trace a symbol or phrase upon a nonmagical object or solid surface with your touch, which becomes permanently imprinted on the object’s surface. The imprint doesn’t harm the object or surface in any way and can be no larger than 6 inches square. If you chose to write a phrase, it can be no more than 5 words in length. This imprint is permanent but is subject to natural wear after being applied. The imprint can be painted over, worn, sanded off, or otherwise defaced or erased at the GMs discretion, with at least 1 hour of work.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You cast this spell during the duration of an ongoing environmental effect you've created using your [[infinite worlds]] class feature, refining your grasp on the overlapping realities around you. When you do so, this spell extends those effects for its duration. If you have used infinite worlds to create multiple effects, you can use this spell to extend any number of them.
Energel food pellets are easy-to-swallow meals in pill form, capable of staving off starvation, though they lack the appropriate nutrient profile needed for long-term sustenance. You can substitute one pack of food pellets for a day's food. If you're already starving when you consume energel food pellets, you automatically succeed at your Constitution check to avoid nonlethal damage that day, but the effects of starvation resume the following day. You cannot benefit from consuming more than two packs of energel food pellets per week.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|energel food pellet (1 pack) | 1 | 5 | – |
</div>
A projectile weapon with the //energetic// fusion relies on energy rather than physical ammunition to generate kinetic attacks. Instead of being loaded with darts, rounds, or scattergun shells, the weapon is loaded with a battery. The type of battery the projectile weapon uses depends on its original capacity as follows: 1–20 use batteries, 21–40 use high-capacity batteries, 41–80 use super-capacity batteries, and 81 or more use ultra-capacity batteries. The weapon's usage does not change, but it takes charges from the installed battery, rather than expending physical ammunition. The fusion converts the energy into physical bullets which target KAC and deal damage normally for the weapon. Only weapons in the [[projectile|Projectile Weapons]] category that would normally use [[darts]], [[rounds]], or [[scattergun shells]] can benefit from the //energetic// fusion.
Any booster you successfully use on yourself or an ally grants the benefits of [[Agile Casting]], [[Shot on the Run]], or [[Spring Attack]] (your choice) for a number of rounds equal to your key ability score, in addition to its normal effect. The ally does not have to meet any of these feats' prerequisites to gain these benefits.
You can absorb harmful energies, converting them to potential energy for use in entropic manipulation. As a reaction when you're hit by an attack or effect that deals energy damage, you can gain 1 Entropy Point and attempt a Fortitude save (DC = 10 + 1-1/2 the CR or level of the attacker) to take half damage. Once you use this ability, you can't use it again until you regain Stamina Points during a 10-minute rest.
Once per day as a move action, you can use a battery or a weapon's power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.
As a move action, you can expend a biohack to amplify your body’s natural electrical field to energize your attacks. For one minute, whenever you make an attack with a weapon, you can replace half that weapon’s damage with electricity damage. If the weapon already deals two types of damage, replace one of them of your choice with electricity. This theorem never causes a weapon that normally targets KAC to target EAC.
When you cast a spell that deals damage with a casting time of 1 standard action, you can cast the spell as a full action to change the type of damage it deals to any one of the following: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. If the spell requires an attack roll to hit, changing its damage type does not change whether it targets EAC or KAC. You can spend 1 Resolve Point when casting a spell that deals damage to apply the effects of this magic hack without adjusting the spell's casting time.
Boxy devices covered with various gauges and protruding antennae, energy converters resemble dangerously experimental pieces of hardware. These devices invert matter-antimatter annihilation; instead of generating massive amounts of heat from a tiny speck of matter, an energy converter generates a tiny speck of matter by drawing an incredible amount of heat energy from a nearby area. Tactical, advanced, and elite energy converters each create relatively larger flecks of matter, drawing their energy from a larger area in order to do so.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|energy converter, tactical | 4 | 2,400 | 1d6 C | 90 ft. | [[stagger]] | 20 charges | 1 | 2 |[[explode]] (10 ft.), [[unwieldy]] |
|energy converter, advanced | 10 | 20,900 | 2d8 C | 90 ft. | [[stagger]] | 20 charges | 1 | 2 |[[explode]] (15 ft.), [[unwieldy]] |
|energy converter, elite | 16 | 198,000 | 3d10 C | 100 ft. | [[stagger]] | 20 charges | 1 | 2 |[[explode]] (20 ft.), [[unwieldy]] |
</div>
A successful energy drain attack inflicts one or more negative levels (as described in the ability). If an attack that includes an energy drain scores a critical hit, it inflicts twice the listed number of negative levels. Unless otherwise specified in the draining creature's description, it gains 5 temporary Hit Points for each negative level it inflicts on an opponent. These temporary Hit Points last for a maximum of 1 hour. Negative levels from energy drain remain until 24 hours have passed or until they are removed with magic or technology. If a negative level isn't removed before 24 hours have passed, the affected target must attempt a Fortitude saving throw (the exact DC is given in the creature's stat block). On a success, the negative level goes away. On a failure, the negative level becomes permanent. A separate saving throw is required for each
negative level.
//Format:// ''Melee'' slam +24 (6d12+22 B plus energy drain); ''Offensive Abilities'' energy drain (2 levels, DC 22).
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature or object
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type.
When you or your drone are dealt damage that’s subsequently reduced by your [[energy resistance]], you can reflect some of that damage as a reaction. The source of the damage takes energy damage equal to the amount you or your drone resisted (Reflex half), dealing the same type of damage as was resisted. You or your drone must have a mechanic trick or drone mod that grants [[energy resistance]] (such as [[electromagnetic deflection]], [[resistance]], or [[resistant energy]]) to select this trick.
A creature with resistance to energy has the ability to ignore some energy damage of a certain type (acid, cold, electricity, fire, or sonic) per attack. Each resistance ability is defined by what energy type it resists and how much damage is resisted. It doesn't matter whether the damage is from a mundane or magical source. If an attack deals both kinetic damage and energy damage (such as dealing 3d6 bludgeoning and 1d6 fire damage), energy resistance applies to the energy damage but doesn't reduce the kinetic damage.
If energy resistance completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an operative's [[debilitating trick]] or poison delivered via an injury. Energy resistance does not negate ability damage, ability drain, or negative levels dealt along with an energy attack, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation.
If you have energy resistance against the same energy type from more than one source, the two forms of energy resistance do not stack unless the sources of the energy resistance specifically note otherwise. Rarely, an effect specifies that it increases a creature's existing energy resistance.
//Format:// ''Resistances'' acid 10.
Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The drone can replenish the shield's Hit Points to full by spending 1 Resolve Point when you rest to regain Stamina Points. You can select this mod a second time to double the energy shield's temporary Hit Points.
As a standard action, you can use your [[custom rig]] to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.
When you're fully resistance-attuned, as a standard action, you can cause all creatures within 10 feet of you to become [[fatigued]] for 1 minute, and any creature that's already fatigued becomes [[nauseated]] for 1 round (Fortitude negates). Creatures affected by this ability must expend twice as many charges as normal when operating items powered by batteries. After you use this revelation, you immediately become unattuned. Energy sink functions as a zenith revelation for the purposes of abilities that reference them.
Too much of a good thing can be destructive—and energy surges are a prime example.
''Failure:'' Take 1 hit.
Inspired by a shimreen’s ability to amplify damage, you’ve modified your custom rig to do the same. Whenever you take energy damage and have your custom rig in your possession, you can spend 1 Resolve Point as a reaction to channel some of that energy into one, two, or three weapons within 30 feet of you. The affected weapons are each supercharged, as //[[supercharge weapon]]//.
Cybernetic prostheses occasionally inhibit a witchwyrd’s ability to catch incoming //magic missiles//, so Tetrad mystics developed //energy transference amulets// to help their augmented regain some of their lost magical ability. Upon discovering that non-witchwyrds can benefit from the devices just as readily, witchwyrds now sell the amulets across the galaxy. While you wear this inverted triangle amulet, as a reaction, you can catch //magic missiles// fired at you, catching up to one missile per free hand (or grasping appendage). You must be aware of the incoming //magic missiles// and can’t be [[flat-footed]] while using this ability. After catching a missile, that hand manifests a faintly glowing nimbus for 6 rounds, during which time the hand can’t catch additional missiles. As a move action, you can transfer the captured energy from one or more hands to a battery within your reach, restoring 1d4 of the battery’s expended charges per missile’s energy you transfer in this way. A hand that transfers its energy to a battery no longer glows and is available to catch additional //magic missiles//.
This amulet functions as an [[absorb force]] graft, and you can use the captured //magic missile// energy to instead activate any [[force bolt]] graft you have.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//energy transference amulets// | 5 | 2,800 | – |
</div>
A ship equipped with energy-absorbent plating can store some of the energy that strikes the hull, redirecting that energy to power the ship's systems. Once per turn, when a ship with energy-absorbent plating is hit by an attack that penetrates its shields, the ship's engineer may immediately take a free divert action. The boost granted by this free divert action does not stack with the benefit of any other divert action already benefiting the ship.
<div class= "table-wrapper">
|System | Cost (in BP) |h
|energy-absorbent plating | 4 × size category |
</div>
An inert //energy-matter gateway// is a black cube composed of aligned tubes. When you activate the gateway as a standard action, you designate creatures that can benefit from it. The cube's tubes realign 1 round later to form a 10-foot-tall, hollow monolith that glows with an untapped power. Once active, an //energy-matter gateway// creates a magical field in a 60-foot-radius spread. An //energy-matter gateway// can be deactivated as a move action, whereupon it folds back up into its cubic form.
A designated creature within the magical field of an activated //energy-matter gateway// can spend 1 Resolve Point to tap into the gateway's field for 1 minute. If such a creature uses a weapon that consumes standard ammunition, the monolith magically produces the ammunition as it's used. When a creature is tapped into the field, its battery-operated equipment consumes no charges.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//energy-matter gateway// | 19 | 600,000 | 4 |
</div>
Warriors across the Pact Worlds commission these gloves to gain versatility in the type of damage they deal. A set of //energy-relay gloves// is permanently configured to one damage type selected from among acid, cold, electricity, fire, or sonic. The gloves count as a worn magic item unless you install them in armor, taking up one [[upgrade slot|Armor Upgrades]].
If you hit with a weapon attack while wearing //energy-relay gloves// and deal additional damage, you can convert that additional damage to the gloves' type. The gloves can convert additional damage from a class feature, a feat, and the additional damage dealt on critical hit, but they can't convert additional damage from equipment, changes to a weapon's damage dice, or spells. Using the gloves doesn't change whether the attack targets EAC or KAC.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//energy-relay gloves// | 6 | 4,250 | L |
</div>
''System:'' Hand
An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. As a standard action, you can make an unarmed strike with the enervating hand against a target's EAC to deal the amount of damage listed for your necrograft's model. You deal only the listed amount of damage (plus additional damage from the [[Weapon Specialization]] feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the [[Improved Unarmed Strike]] feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft's item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from another source. This attack has no effect on unliving creatures or creatures immune to negative energy damage (such as those under the effects of a death ward spell). Once you make a successful attack with an enervating hand, you can't attack with it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately.
<div class= "table-wrapper">
|Model | Damage |h
|Mk 1 | 4d4 C |
|Mk 2 | 6d4 C |
|Mk 3 | 8d4 C |
|Mk 4 | 12d4 C |
|Mk 5 | 16d4 C |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You shoot a black ray at a target, making a ranged attack against the target's EAC. If you hit, the target gains 2 temporary negative levels. Negative levels stack. If the target survives, it recovers from negative levels after a number of hours equal to your caster level (maximum 15 hours). An undead creature struck by the ray gains 10 temporary Hit Points for 1 hour.
The target must succeed at a Fortitude saving throw or take 1d4 Strength damage.
The faceless, slate-gray design of enforcer armor blends intimidation and anonymity. This heavy armor's design echoes the [[aegis series'|aegis series]] personal tank approach, albeit with markedly inferior protection. Enforcer armor often towers a full foot over the wearer's natural height, with most of the wearer's head safely sheltered behind the breastplate and sensory input handled through projected video and audio feeds. Criminal organizations use enforcer armor to keep their hired muscle impersonal and enigmatic.
It is difficult to distinguish different models of enforcer armor visually, so as not to betray the armor's capabilities outside of battle. However, the lack of distinguishing features often makes enforcer armor seem like a blank canvas to warriors who cover their individual suits in unit markings, personal slogans, illustrations of mascots, and even graffiti.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|enforcer armor I | 5 | 3,100 | +9 | +10 | +2 | –4 | –10 ft. | 2 | 3 |
|enforcer armor II | 11 | 23,725 | +17 | +19 | +2 | –4 | –10 ft. | 4 | 3 |
|enforcer armor III | 15 | 101,150 | +21 | +23 | +3 | –3 | –10 ft. | 5 | 3 |
</div>
You attempt a [[Piloting]] check (DC = the KAC of the enemy vehicle) to engage your vehicle with an enemy vehicle in the same zone. Two allied vehicles can engage freely; this is useful to allow people on one vehicle to board the other. In both cases, your vehicle then automatically becomes engaged with all other vehicles in the engagement. You can make melee attacks against those on another vehicle only if your vehicle is engaged with it.
You can engage a vehicle's [[autocontrol]] as a swift action after taking a [[drive]] or [[race]] action. You can disengage its autocontrol as a swift action anytime.
You can engage or disengage a vehicle's [[autopilot]] as a swift action.
During the engineering phase of starship combat, you can perform a special engineer crew action called vent engines. As your starship moves during the next helm phase, it fills a number of consecutive hexes it departs with hazardous energy; the number of hexes filled can't exceed your Intelligence modifier. The energy dissipates at the beginning of the following turn's helm phase. Any starship that enters one or more of these hexes before then takes damage equal to 1d4 × your starship's tier, distributed evenly across all four quadrants. You can use this action once per combat, though you can use it additional times by spending 1 Resolve Point for each additional use.
You work with your starship's power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A starship can have any number of engineers. An engineer acts during the engineering phase.
!! Actions
<<list-links '[tag[Engineer Actions]]' class:index>>
As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship.
The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free [[Computers]], [[Engineering]], or [[Perception]] check (as decided by the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledge of your ship, you receive one of these checks whenever you board your ship to notice if anything is wrong with the ship's systems.
This small box is covered with various circuits, electronic locks, gears, and other mechanisms that you must unlock or bypass in order to reach the box's hollow center. The mechanisms shift and rearrange automatically, allowing for a multitude of combinations to keep the box from opening. Once unlocked, the box resets itself and reorders the mechanisms, starting the process over. Using an engineer's puzzle box to improve your skills requires 1 hour and a DC 25 [[Engineering]] check. If you succeed at the check, you reduce the time required to disable devices using the Engineering skill by 2 rounds (to a minimum of 1 round). This bonus lasts for 24 hours. You can benefit from only one engineer's puzzle box at a time.
Some engineering organizations and mechanics' societies are known to put prizes or certificates in the center of an engineer's puzzle box as a final test for applicants.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|engineer's puzzle box | 3 | 1,500 | 1 | 20 | 1/hour |
</div>
You can identify, build, repair, or disable technological devices; assess the stability of structures and machinery; and properly arm and disarm explosives. If you don't have an [[engineering kit|Tool Kit]] when attempting an Engineering check, you take a –2 penalty to the check.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
When you attempt an [[Engineering]] check to [[disable|Disable Device]] or [[repair|Repair Item]] a device, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt.
The engineers on all ships (if present) each take an action to repair the starships' systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
The [[ysoki]] popularized this seemingly lightweight but incredibly durable heavy armor. Small squares of dense metal lie between two layers of reinforced fiber weave, giving the appearance of a padded flight suit but offering considerably more protection.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|enginerunner | 15 | 120,900 | +21 | +22 | +4 | — | — | 5 | 2 |
</div>
As a standard action, the creature can move up to its speed, moving into or through the space of any creatures that are at least one size smaller than itself without penalty. Every creature in the engulfing creature's path is automatically engulfed, with no attack roll needed. A targeted creature can attempt a Reflex saving throw to avoid being engulfed; if it attempts this save, it can't make an attack of opportunity against the engulfing creature due to that creature's movement. On a successful save, the target is pushed back or aside (target's choice) as the engulfing creature continues to move. An engulfed creature gains the [[pinned]] condition, takes the listed damage at the beginning of each turn it is engulfed,
is in danger of suffocating if it doesn't have environmental protections, and is trapped within the engulfing creature's body until it is no longer pinned. An engulfed creature moves with the engulfing creature; this movement does not provoke attacks of opportunity against the engulfed creature. A creature can engulf one creature that is one size smaller than itself, up to two creatures that are two sizes smaller, or up to four creatures that are three sizes smaller.
//Format:// ''Offensive Abilities'' engulf (1d6+8 F, DC 13).
//Guidelines:// Use the same damage amount as for the creature's standard melee attack.
You've mastered methods for improving the fidelity of digital images. When you use [[Perception]] or [[Sense Motive]] to examine a digital representation of a subject, such as one portrayed on a computer monitor, you can take 20 on your skill check in half the normal time (usually 1 minute), using your [[Computers]] skill in place of the applicable skill modifier. When using sensors to scan an enemy during starship combat, you can spend 1 Resolve Point to increase the sensors' range increment by 5 hexes until the end of the round.
Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an [[advanced mod|advanced mods]].
You're able to benefit from your allies' presence more often.
''Prerequisites:'' Character level 5th, communalism racial trait.
''Benefit:'' You can use the communalism racial trait multiple times per day. Each time you use it after the first, you must spend 1 Resolve Point to do so. Additionally, you can use communalism as a reaction when an ally within 10 feet of you attempts an attack roll or a skill check, allowing the ally to roll the triggering attack roll or skill check twice and use the higher result.
Your nanites reinforce your body, staving off even grave threats to your health. If you succeed at a Fortitude saving throw against an effect that has a reduced effect on a successful save, you instead avoid the effect entirely.
You gain one of the following: a climb speed equal to your land speed, a swim speed equal to your land speed, or a fly speed (average maneuverability) equal to your land speed, chosen when you learn this adaptation. In addition, when you spend 2 MP to gain a climb or swim speed, the effect lasts for 1 minute. You can select this adaptation up to three times, selecting a different speed each time.
When you activate your [[resistant form]] adaptation as a move action, you increase its duration by a number of rounds equal to your key ability score modifier and you increase the value of its resistance by 2. You can activate resistant form as a reaction, but its MP cost increases to 2.
You must have the [[resistant form]] adaptation to select this adaptation.
You have trained your body to resist a particular type of damage.
''Prerequisites:'' Base attack bonus +4
''Benefit:'' Choose one kinetic damage type (bludgeoning, piercing, or slashing) or one energy type (acid, cold, electricity, fire, or sonic). If you choose a kinetic damage, you ignore damage of that type equal to your base attack bonus; this doesn't stack with [[DR]]. If you choose an energy type, you gain [[energy resistance]] against that type of energy equal to your base attack bonus.
If you fail a starship combat check to perform a chief mate action, you can withstand dangerous conditions long enough to try again. You forgo any minor action for the round and spend 1 Resolve Point to reroll the starship combat check.
Your drone gains [[low-light vision]], [[darkvision]] to 60 feet, and a +2 insight bonus to [[Perception]] skill checks. If your drone has the [[camera]] mod, the camera gains these senses as well.
You can sense your surroundings without needing to see them. You gain [[blindsense]] with a range of 60 feet. You must have [[darkvision]] and [[low-light vision]], or the [[nightvision]] exploit, to learn this exploit.
Following a regimen of experimental treatments, you have altered your senses to notice even the faintest traces of sounds or movement. You gain [[blindsense]] (vibration) with a range of 5 feet as well as a +2 enhancement bonus to Will saving throws against illusions. As a move action, you can spend 1 Resolve Point to enter a state of heightened awareness. This state allows you see invisible creatures as per //[[see invisibility]]//, your enhancement bonus to Will saving throws against illusions increases to +4, and you take a –2 penalty to Fortitude saving throws due to the enhanced strain on your body. This state lasts for a number of minutes equal to 10 × your biohacker level, and you can end the state before then as a swift action.
A vehicle with this modification allows a creature in the vehicle to perceive their surroundings using an additional sense based on the modification's model.
<div class= "table-wrapper">
|Modification | Level | Price | Sense |h
|enhanced senses, mk 1 | 3 | 1,200 | [[darkvision]] 120 ft. |
|enhanced senses, mk 2 | 19 | 540,000 | [[blindsight]] (vibration) 120 ft. |
</div>
<div class="statblock">
* ''Effect'' Increase the mech's Shield Points by an amount equal to its tier.
* ''Cost'' 3 × tier
</div>
This vial of performance-enhancing serum unlocks or enhances aspects of your body and mind. Imbibing this serum grants a living creature bonuses based upon the type of serum imbibed, as described below. The effects of an //enhancement serum// last 1 hour.
!! Commando
The creature gains a +2 insight bonus to [[Acrobatics]] and [[Athletics]] checks, and it gains temporary Hit Points equal to half its level. If lost, these temporary Hit Points cannot be restored, and they do not stack with any other source of temporary Hit Points.
!! Diplomat
The creature gains a +2 insight bonus to [[Bluff]] and [[Diplomacy]] checks. Creatures with an Intelligence of 3 or greater also gain the ability to comprehend, speak, and understand one language that it has heard in the last 10 minutes.
!!Scientist
The creature gains a +2 insight bonus to [[Computers]], [[Engineering]], and [[Physical Science]] checks and can attempt checks with all three skills untrained.
!! Sensate
The creature gains a +2 insight bonus to [[Life Science]] and [[Mysticism]] checks and can attempt checks with both skills untrained.
!! Sneak
The creature gains a +2 insight bonus to [[Sleight of Hand]] and [[Stealth]] checks and can attempt checks with both skills untrained.
!! Warrior
The creature gains a +2 insight bonus to [[Intimidate]] and [[Sense Motive]] checks, and whenever it successfully demoralizes an opponent, it increases the number of rounds that the opponent is [[shaken]] by 1.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, enhancement// (all types) | 5 | 475 | — |
</div>
You achieve enlightenment, becoming a living incarnation of your [[connection]]. You no longer age, nor do you die of old age. Once per day as a move action, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks, and you gain 20 temporary Resolve Points that you can use only on connection powers. Any unspent temporary Resolve Points disappear at the end of this minute. In addition, once per week, you can cast //[[miracle]]// as a spell-like ability.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' all creatures in 40-ft. radius burst
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' no
</div>
All creatures within a 40-foot radius of the spell's point of origin are protected from violence. Any opponent attempting to directly attack a warded creature, even with a targeted spell, must attempt a Will saving throw. If the opponent succeeds, it can attack that creature normally, though it takes a –2 penalty to attacks against that creature for the duration of the spell. On a failed save, the opponent can't follow through with the attack, loses that action, and can't directly attack the warded creature for the duration of the spell. Those not attempting to attack a warded creature remain unaffected.
This spell doesn't prevent warded creatures from being affected by an attack with an area of effect, though a warded creature receives a +2 bonus to saving throws against such attacks. Each warded creature can breathe normally, no matter the surrounding atmosphere, and it suffers no harm from being in a hot or cold environment. A warded creature can't attack without breaking the spell for itself, but it can use harmless spells and abilities that don't require attack rolls, and it can act otherwise.
As a standard action, you can target a creature within 100 feet and plunge it into darkness. This creates an area of magical darkness that affects only the targeted creature and occupies its space. This darkness does not affect the creature's visibility to other creatures, nor its ability to attempt [[Stealth]] checks to hide. The darkness overcomes all nonmagical light and is itself overcome by any magical light source. At 8th level, each time the creature takes an action that lets it move while the darkness persists, it must succeed at a Reflex saving throw or the area of darkness moves with it. Once the creature has failed a saving throw and the darkness has moved with it, the darkness remains stationary for the remaining duration of this effect.
The //ensnaring// fusion binds the target on a critical hit. On a critical hit with this weapon, you can apply the [[entangle]] weapon special property. The entangle effect ends after 1 minute if the target has not already escaped it. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the entangle effect. If you successfully affect a target with both the //[[entangling]]// and //ensnaring// fusions on the same attack roll, only the //ensnaring// fusion applies, and your use of the //entangling// fusion is not consumed. Only weapons that deal bludgeoning, cold, piercing, or slashing damage can benefit from this fusion.
A creature hit by an entangle weapon becomes [[entangled]] until it escapes with an [[Acrobatics]] check (DC = 10 + weapon's item level + the attacker's Dexterity modifier) or a Strength check (DC = 15 + weapon's item level + the attacker's Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as [[stickybomb grenades]]) have a maximum duration for this effect.
<<section 'Entangled' head:'h3' >>
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
Entanglement badges are crafted in pairs and link those who wear them at a quantum level. An entanglement badge can be activated or deactivated as a move action, and both badges must be worn and activated to function properly. In addition, the wearers of the two badges must be within 200 feet of each other to use them. When the wearer of the linked badge takes damage, you can, as a reaction, reduce the amount of damage they take by half, taking that amount of damage yourself; you can't reduce this damage in any way. Once per day as a reaction, you can use the result of the linked badge's wearer's saving throw for an effect that affects you both instead of your own.
Each entanglement badge uses a battery, and each hour of use consumes 2 charges.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|entanglement badges | 15 | 110,000 | — | 20 | 2/hour |
</div>
Though these metallic bands are tailored for a sivv's broad and flat neck, most humanoids can wear them as a belt quantum entangled. Each belt can be attuned to only one other belt. If the belts are removed, the entanglement ends, but it resumes if the creatures don the belts again. Two creatures so entangled benefit from constant status effects targeting each other. In addition, the quantum entanglement increases the bonus the wearers receive when aiding each other or flanking each other to +4.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//entanglement belt//, pair | 14 | 68,000 | 1 |
</div>
A weapon with the //entangling// fusion gains the [[entangle]] weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an entangle attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the [[entangled]] condition. The entangle effect ends after 1d4 rounds if the target has not already escaped it. Only weapons that do bludgeoning, piercing, slashing, or cold damage can benefit from this fusion.
You coordinate or conduct activities, performances, and other entertainment to help a group relax and pass the time.
''Activity:'' Choose up to 12 willing creatures who are using the [[lounge]] downtime activity. Attempt a skill check using a Charisma-based [[Profession]] skill you're trained in (though the GM can allow other skills as appropriate to the lounge activities of the creatures you're entertaining). The DC of this check is equal to 10 + 1 per creature you're entertaining + 1-1/2 × the highest character level or CR among those you're entertaining, whichever is applicable.
''Results:'' Success on this check determines how many creatures you've properly entertained. You properly entertain a number of creatures equal to 1 + the number by which your check exceeded the DC. (If you do not properly entertain all creatures you've attempted to entertain, the GM chooses which ones receive the benefit from this activity.) Creatures you've properly entertained gain double the temporary Hit Points and double the morale bonus to a saving throw that the lounge activity grants. If you properly entertained all creatures you attempted to entertain, you also gain the normal bonuses for the lounge activity. A creature can benefit from the entertain activity at most once per day.
You can use Sleight of Hand to entertain an audience, as if you were using the [[earn a living]] task of the [[Profession]] skill.
Entropic alloy is a mixture of dense metals native to the Negative Energy Plane, harvested from the core of the drifting islands of stone that break from the plane’s outer rim. The last thing to decay as the Void consumes all matter, this alloy is exceptionally resilient to the plane’s entropic energies, making it the ideal material for armor and environmental suits that withstand the hazards of planar exploration. Given the limited amount that can be harvested and the difficulty involved in acquiring it, plating a starship with entropic alloy is prohibitively expensive. The metal is cold to the touch, but pockets of heat pulsate across its surface in a weak rhythm distressingly similar to the beating of an organic heart.
Entropic alloy weapons and ammunition that deal cold damage, whether inherently or from a weapon fusion, ignore cold [[resistance]] of 10 or less. Armor made from entropic alloy grants the wearer cold [[resistance]] 5, a +1 to saving throws against hazards that deal cold damage, and ignores cold damage dealt by the environment of the Negative Energy Plane.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +75 credits |
|Armor or weapon | +5,000 credits |
|Raw material (1 bulk) | 1,250 credits |
</div>
As you learn to exert finer control over your [[entropic strike]], you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier.
At 5th level, choose one of the following weapon special properties: [[breach]], [[bright]], [[feint]], [[force]], or [[penetrating]]. Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property.
At 7th level, choose one of the following critical hit effects: [[corrode]] (1d8 for every 3 vanguard levels you have), [[knockdown]], or [[stagger]]. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.
At 10th level, you can extend your field of entropy far enough that your entropic strike gains the [[reach]] weapon special property. The reach granted by this property increases by an additional 5 feet at 13th level, 16th level, and 19th level.
At 13th level, just before making an attack, you can spend 2 Entropy Points to grant your next attack the [[blast]] weapon special property with a range of 20 feet. At 16th level, this range increases to 30 feet, and at 19th level, it increases to 60 feet.
At 16th level, as a standard action you can use your entropic strike to strike the ground or clap your hands together to deal damage in a radius. Make a single melee attack roll and compare the result to the EAC of creatures and objects within 20 feet (other than yourself). You damage each creature and object with an EAC equal to or lower than the attack result. You can expend 1 EP to exclude a number of targets equal to your Constitution modifier (minimum 1).
At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the [[severe wound]] critical hit effect or any one of the critical hit effects listed at 7th level.
When you charge, you can attempt any combat maneuver for which you have the [[Improved Combat Maneuver]] feat in place of the normal melee attack. In addition, you can forgo gaining an Entropy Point for charging to ignore the normal charge penalties to your attack and AC, and to gain the ability to charge through difficult terrain.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' touch
* ''Targets'' one nonmagical manufactured object (or the volume of the object within a 3-ft.-radius of the touched point) or one manufactured creature touched each round
* ''Duration'' see text
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' no
</div>
Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can't fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect.
You can employ //entropic grasp// in combat by making a melee attack against your opponent's EAC. If you hit, you instantaneously reduce a manufactured armor's KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the [[Engineering]] skill; with a successful check, the armor's armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals 6d12 damage.
Weapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal 6d6 damage to the weapon or item.
Used in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell.
Casting this spell doesn't provoke attacks of opportunity.
Entropic ones are individuals who’ve learned to draw upon raw entropic energy, augmenting their body and mind; like adherents of the Eye of Entropy, entropic ones mark their status with a tattoo on their forehead or jewelry in the shape of an eye, but some entropic ones inexplicably manifest an actual third eye which appears on their forehead. This training is hard to find in the Pact Worlds and Near Space—most who seek it eventually find their way to the Shadari Confederacy.
The majority of enlightened ones hail from the Shadari Confederacy within the Kurzach Nebula; they include balrodds, draeliks, sceaduinar, and skrell. However, any species can develop these abilities with proper training, andsome entropic ones have left the Kurzach Nebula behind to travel the cosmos, teaching new students and founding schools along the way.
''Alternate Class Features'' The entropic one archetype grants alternative class features at 2nd, 4th, 6th, 9th, 12th, and 18th level.
!! Entropic Thoughts (2nd)
You’re attuned to entropy, enabling you to understand the physical and spiritual relationships between all beings. You gain [[limited telepathy]], as per the lashunta racial trait. If you already have limited telepathy, for example due to your race, you instead increase the range of your limited telepathy by 60 feet. In addition, [[Mysticism]] becomes a class skill for you. If it was already a class skill for you, you gain a +2 insight bonus to Mysticism skill checks instead.
!! Entropic Shield (4th)
You gain the [[Shield Proficiency]] feat. As a swift action, you can create a field of condensed, solid entropy that appears in one of your hands for you to use as a shield. The shield has no bulk but otherwise functions as a basic [[tactical shield]]; you can dismiss the shield as a swift action, and it disappears at the end of your turn if you aren’t holding it. Your shield can’t benefit from weapon fusions; your entropic shield can be [[sundered]] or [[disarmed]], but this doesn’t prevent you from recreating it in your hand on a later turn.
At 5th level, your entropic shield functions as a tactical shield. At 10th level, it functions as an advanced tactical shield. At 15th level, it functions as an elite tactical shield, and at 20th level, it functions as a paragon tactical shield.
!! Entropic Attack (6th)
You can manipulate entropic energy within creatures and things to cause harm. Once per day, plus one additional time for every two Third Eye feats you have, you can use //[[entropic grasp]]// as a spell-like ability. Your caster level for this spell-like ability is equal to your character level, and the DC is equal to 13 + your key ability score modifier.
!! Entropic Flight (9th)
You harness the entropic energy that surrounds you to fly. When you use this power, you gain a fly speed of 60 feet for 1 minute; you can use this ability once per day, plus one additional time per day for every Third Eye feat you have.
!! Discernment (12th)
You can examine the entropic energy within a creature to find its weakness. To use this ability, take a move action, select a target within 60 feet, and attempt a [[Mysticism]] skill check; you can’t take 10 or take 20 on this check, even if an ability would allow you to do so in combat. The DC for this check is equal to 15 + (1 1/2 × the creature’s CR). If you succeed, you gain a +2 circumstance bonus to attack rolls against that creature, and any attacks you make against the target ignore 10 points of the target’s DR and energy [[resistances]]; both of these effects last for 1 minute. A creature you’ve targeted with discernment is immune to further uses of your discernment for 1 day.
!! Entropic Travel (18th)
Your ability to harness and manipulate entropic energy allows you to instantly travel anywhere in the galaxy that entropy rules. Once per day, plus one additional time for every two Third Eye feats you have, you can use //[[interplanetary teleport]]// as a spell-like ability, paying all Resolve Point costs as if you were casting a spell.
You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of ''Entropy Points'' (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.
You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy. When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways.
* While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
* Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as [[DR]], [[energy resistance]], or the [[mitigate]] class feature), you gain 1 EP.
* If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack's normal damage.
* If you score a critical hit on a significant enemy, you gain 1 EP.
* If you take a full action to charge, you gain 1 EP.
* If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
* As a move action, you can designate a willing adjacent ally as an ''entropic focus''. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate).
Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
* As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
* As a move action, you can expend EP to boost the damage of the next [[entropic strike]] attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can't expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.
You draw power from damage dealt to your starship, channeling it into the task at hand. If your starship took critical damage last round, you gain a bonus to your chief mate actions this round based on the damaged system's condition: +2 if the system became [[glitching]], +3 if it became [[malfunctioning]], or +4 if it became [[wrecked]]. If you are using the critical success rules, you also achieve a critical success on a 19 or 20 for any chief mate actions you attempt if one of your starship's systems took critical damage last round.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 10 minutes
* ''Range'' touch
* ''Targets'' 1 starship
* ''Duration'' 24 hours
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You sheath a starship in a protective envelope, shielding it from the hunger of the Void. The starship becomes immune to the cold damage dealt by residing in the Negative Energy Plane, as well as any naturally occurring hazards encountered on the plane.
You can deliver your [[entropic strike]] with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition's material (if any). Also, you must apply the small arm's weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn't require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you're gaining the effect from. You don't add your Strength or Constitution modifier to your entropic strike's damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the [[blast]] or [[line|Line (weapon property)]] weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die.
When you gain [[entropic attunement]] at 5th level, add the weapon properties [[first arc]] (dealing acid damage instead of electricity damage) and [[guided]] to those you can add to your entropic strike, and remove the weapon properties [[feint|Feint (weapon property)]] and [[force]]. At 10th level, you don't increase your entropic strike's reach. Instead, when channeling your entropic strike through a small arms weapon, increase the weapon's range increment by 5 feet, plus an additional 5 feet at 13th, 16th, and 19th level. At 16th level, when you gain the ability to channel your entropic strike to deal damage to an area, you can only channel the attack through a small arm you're wielding; instead of attacking all targets within 20 feet of you, you make a ranged attack against all creatures in a 10-foot-radius burst with a range equal to your small arm's range increment.
Entropic shot modifies [[entropic strike]], [[entropic attunement]], and [[weapon specialization]].
Your Eye of Entropy perceives unseen opponents.
''Prerequisites:'' [[Third Eye]]
''Benefit:'' Once per day, you can use //[[see invisibility]]// as a spell-like ability. Your caster level is equal to your character level.
You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the [[operative]] weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike's item level.
You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack's damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon's item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn't use additional ammunition or charges, and doesn't require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.
At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels A.t 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have [[Improved Combat Maneuver]], you can target a foe's EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.
When you gain the [[weapon specialization]] class feature, you gain a special form of weapon specialization for your entropic strike, allowing you to add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have.
Entropic creatures are natives of one of the Outer Planes where chaos is paramount. A GM can allow creatures summoned with the //[[summon creature]]// spell that would normally have the [[astral]], [[celestial]], or [[fiendish]] simple template graft instead have the entropic simple template graft.
* ''Alignment:'' Alignment changes to chaotic.
* ''Traits:''
** [[DR]]/lawful with a value equal to creature's CR – 10 (minimum DR 1/lawful)
** if the creature already has DR of that value or greater, it instead gains [[resistance]] to acid with a value equal to creature's CR – 5 (minimum acid resistance 1)
** when the creature is not on its home plane, it gains the extraplanar subtype
You’ve seen the ultimate end of the cosmos through your third eye, and when you reveal these secrets to others, the results are unpredictable.
''Prerequisites:'' [[Third Eye]]
''Benefit:'' Once per day as a standard action, you can force one creature within 30 feet of you to attempt a Will save (DC = 10 + half your ranks in [[Mysticism]] + your Wisdom modifier); on a failure, it’s [[confused]] for 1d4 rounds and immune to further uses of Entropic Truth for 24 hours. This is a language-dependent, sense-dependent ability.
Like a fever burning away an infection, your inner entropic forces can overwhelm harmful magic. As a reaction when you fail a saving throw against a spell or spell-like ability with a duration of at least 1 round, you can spend 1 Entropy Point to attempt the save again. If you succeed, you suppress the spell’s ongoing effects for 1 round. At the beginning of each turn, you can spend 1 EP and attempt another save as a reaction to keep the spell suppressed for another round. If you fail the save, you can’t use entropic veil to suppress the spell further. Each round a spell is suppressed in this way counts as two rounds for the purpose of calculating the spell’s duration.
You drive with the reckless knowledge that even the toughest vehicle must eventually crumble. You gain [[Piloting]] as a class skill. Whenever a mech or vehicle you are piloting takes damage equal to or greater than twice your character level from a single attack or effect (after applying any reductions to that damage, such as from [[damage reduction]], [[energy resistance]], or [[hardness]]), you gain 1 EP. You cannot gain this EP as a result of any damaging effect that would cause you to gain EP from your [[entropic pool]] class feature (such as if an effect damages both you and your vehicle).
These dark gloves have silver claws and a clear hemisphere embedded on the back of the hand that contains a writhing ball of negative energy. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.
Once per day as a standard action while wearing the gloves, you can use //[[entropic grasp]]// as a spell-like ability (save DC = 14 + your key ability score modifier; caster level 9th). If you hit with a melee attack (including an unarmed strike), you can use the spell from the gloves as a reaction, targeting the same creature the attack hit, without provoking an attack of opportunity. After the first time you cast the spell, you can spend 1 Resolve Point to cast it again, up to two more times on a given day. Once you use a given pair of //entropy gloves//, you can't use a different pair for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//entropy gloves// | 9 | 13,000 | L |
</div>
As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic [[riot shield]] or basic [[tactical shield]] (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it.
At 5th level, your compressed entropy functions as a field riot or tactical shield. At 10th level, it functions as an advanced riot or tactical shield. At 15th level, it functions as an elite riot or tactical shield, and at 20th level, it functions as a paragon riot or tactical shield.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Medium magical beast
* ''Init'' –1; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +3; ''Will'' +6
* ''Immunities'' acid
* ''Weaknesses'' susceptible to salt
!!! OFFENSE
* ''''Speed 20 ft.
* ''Melee'' slam +13 (1d6+9 B plus entropic mucus; critical deteriorate [DC 13])
* ''Ranged'' corrosive spittle +10 (1d6+3 A; critical [[corrode]] 1d6)
!!! STATISTICS
* ''Str'' +5; ''Dex'' –1; ''Con'' +4; ''Int'' –3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +10, [[Stealth]] +10
* ''Other Abilities'' entropic mucus
!!! ECOLOGY
* ''Environment'' underground or urban (Great Shadar)
* ''Organization'' solitary, pair, or cornucopia (3–30)
!!! SPECIAL ABILITIES
''Corrosive Spittle ([[Ex]])'' An entropy slug can spit acid as a ranged attack with a range increment of 30 feet.
''Deteriorate ([[Su]])'' When an entropy slug deals a critical hit with its slam attack, the target must succeed at a DC 13 Reflex saving throw or all its hybrid and technological weapons, armor, and gear gain the [[broken]] condition for 1d4 rounds. Items with the [[analog]] property are unaffected.
''Entropic Mucus ([[Ex]])'' When an entropy slug hits with a slam attack or moves, it leaves behind mucus on the creature it hit or in every square the slug moved through. A creature hit by the slug's slam attack or that enters a square covered in entropic mucus must succeed at a DC 13 Reflex save or each battery in the creature's possession loses 1d4 charges. This mucus remains active until it forces one such saving throw or 1 minute has passed, whichever comes first.
''Susceptible to Salt ([[Ex]])'' A handful or more of salt or a splash of salt water deals 1d6 damage to an entropy slug, and full immersion in salt water deals 4d6 damage per round.
</div>
Originating from Great Shadar, entropy slugs are large, terrestrial mollusks infused with the force of the gradual decline of order. They naturally congregate in abandoned industrial complexes, derelict slums, or junkyards where neglected sources of technology linger. However, [[draeliks]] and other species like to use them as guard animals, taking care to keep them away from any important electronic devices.
A typical entropy slug is about 5 feet long from eyestalk to tail and weighs 300 pounds.
!! Entropy Slug Mucous Gland
An entropy slug's mucous gland can be used to craft a special hybrid grenade known as a [[drain grenade]]. The mucous gland of a slain entropy slug can be harvested with a successful DC 25 [[Life Science]] check that takes 1 minute, garnering raw materials worth 700 UPBs that can be used only to craft a drain grenade. If you fail this check by 5 or more, you suffer the effect of a drain grenade. This check can be attempted only once per entropy slug.
This simple system consists of a secure, reinforced, motion-activated door that's programmed to open when one of a mech's registered operators enter or exit. An entry hatch system allows a pilot to enter or exit the mech as a move action. A registered operator can instead spend 1 Resolve Point to enter or exit as a swift action.
Entu colonies begin their life cycle as a collection of minuscule spores. Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. These structures generate conscious thought and obtain sensory information about the colony's environment.
In their first weeks of life, entu spores gradually coalesce into amorphous pools of opalescent slime with malleable pseudopod‑like organs. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts. Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony.
Though not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies. Instead of harming their host, an entu fungus's adaptable cells mimic the host's brain and nerve tissue. Their mycelia intertwine with their host's central nervous system, creating new synapses and enhancing sections of the host's brain. Despite inhabiting the host's body, the entu fungus retains a separate consciousness which intertwines with its host through shared functional memories and sensory input. The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. Entu integration can sometimes result in entu symbiotes' offspring already being seeded with the fungal life integrated into their bodies and brains; this development has led to the "uplifting" of entire species of previously non-sapient animals.
The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations. Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations. Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature.
Entu fungi of all kinds seek constant exposure to emotion and thought to thrive, and those involved with symbiotes prioritize their hosts' physical needs. They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to 300 years.
!! Racial Traits (Entu Colony)
* ''Ability Adjustments:'' +2 Int, +2 Cha, –2 Str
* ''Hit Points:'' 2
* ''Size and Type:'' Entu colonies are Small oozes.
* ''Amorphous:'' An entu colony has the [[amorphous]] universal creature rule.
* ''Entu Colony Senses:'' An entu colony has [[blindsight]] (emotion) with a range of 60 feet.
* ''Limited Ooze Benefits:'' Entu colonies gain a +2 racial bonus on saving throws against illusion, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it's effective against oozes.
* ''Limited Telepathy:'' Entu colonies have [[limited telepathy]] with a range of 30 feet.
* ''Tactical Symbiosis:'' Once per day as a standard action, an entu colony can temporarily merge a portion of themself with a willing non-entu colony creature they've telepathically communicated with and can touch. This symbiosis lasts until the beginning of the entu colony's next turn; during this time the entu colony can't take any actions but can use each of the following abilities once. A creature can benefit from only one tactical symbiosis at a time.
** //Cellular Restoration:// Restore a number of Hit Points to the host equal to twice the entu colony's CR or level.
** //Improve Condition:// Grant the host an additional save against an ongoing affliction with a +2 circumstance bonus.
** //Synaptic Pulse:// Grant the host a +2 circumstance bonus to Reflex saves until the entu colony's next turn.
!! Racial Traist (Entu Symbiote)
* ''Ability Adjustments:'' +2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Entu symbiotes are Small, Medium, or Large animals with the entu symbiote subtype.
* ''Entu Symbiote Senses:'' An entu symbiote has [[blindsense]] (emotion) with a range of 30 feet and [[low-light vision]].
* ''Extrasensory Perception:'' The mycelia integrated into an entu symbiote's nervous system allow them to perceive ambient thoughts and emotion. They gain a +2 racial bonus to [[Perception]] and [[Sense Motive]] checks.
* ''Limited Augmentations:'' The only augmentations that can be installed in an entu symbiote's brain are [[datajacks]] and the mechanic's [[custom rig]].
* ''Limited Telepathy:'' Entu symbiotes have [[limited telepathy]] with a range of 30 feet.
* ''Natural Weapons:'' Entu symbiotes have the [[natural weapons]] universal creature rule with a kinetic damage type chosen at character creation.
* ''Symbiotic Enhancement:'' At character creation, an entu symbiote chooses a fly speed ([[Ex]], average), burrow speed, climb speed, or swim speed, matching thematically the type of animal on which the entu symbiote is based. The entu symbiote has that speed with a value of 20 feet.
This single-use clear mask, configurable to a wide range of species, can be found in safety kits throughout the galaxy. Whether it burns specialized salts or employs canisters of compressed gas, an enviro mask protects you from suffocation and inhaled hazards for 1 hour. It doesn’t protect from other effects of vacuum or decompression, and it grants no benefit after 1 hour.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|enviro mask | 1 | 75 | L |
</div>
This sensor allows your armor to automatically activate environmental protections when the environment changes in a way contrary to your survival needs. This automatic process doesn't require you to take or be able to take actions.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|enviro-sensor | 1 | 250 | 1 | any | — |
</div>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Environment Rules'>>
</div>
You are acclimated to a broad range of environments.
''Prerequisites:'' Con 13.
''Benefit:'' Select a number of the following environmental conditions and weather conditions equal to your Constitution modifier: thick atmosphere (includes severely thick atmosphere), thin atmosphere (includes severely thin atmosphere), toxic atmosphere (includes low-level and heavily toxic atmospheres), rain and snow (includes rain, snow, heavy snow, and dust storms), winds (includes light, moderate, strong, and severe winds and windstorms), cold dangers (includes cold, severe cold, and extreme cold), extreme gravity, heat dangers (includes heat, severe heat, and extreme heat), and smoke effects (including smoke grenades). You do not take any of the selected conditions' penalties to skill checks or attack rolls, do not take nonlethal damage from them, and do not need to attempt saving throws to resist their effects. Once these condition choices are made, they cannot be changed. If your Constitution bonus increases from an effect that does not have a limited duration, you can add additional conditions to your list.
A daring pilot might choose to fly much too low to the ground, enter a twisting canyon, or even brave an asteroid field in order to gain an advantage.
''Success:'' The crew gains 1 success.
''Failure by 5 or More:'' The starship takes 1 hit.
Some chases might take place in unusual environments or under specific circumstances that alter available chase actions or provide different results for the duration of the chase. The following are example environmental effects GMs can add to a chase to make it more variable; GMs should feel free to use these examples whole cloth in their games, create their own, or mix and match as needed to create compelling starship chases for their group.
!! Amateur Opponent
Chases don't always involve the best and brightest—a fact that a canny crew can use to their advantage.
''Effect:'' A successful [[evaluate weakness]] action causes the crew's next chase action to result in 3 successes instead of 2.
!! Cloud Cover
Sometimes simply obscuring a visual is just what's needed for a hasty escape—all the better when there's little risk of taking damage from the surrounding environment.
''Effect:'' Failing an [[environmental cover]] action does not cause the ship to take a hit.
!! Incorporeal Opponent
Some particularly aberrant or ghostly enemies can ignore at least some of the laws of physics, giving them a distinct advantage against foes.
''Effect:'' Increase the DC of the [[create obstacle]] and [[environmental cover]] actions by 5.
!! Innocent Bystanders
Even those trying to get out of the way of a dangerous chase can prove a significant impediment in a high-speed situation.
''Effect:'' Increase the DC of the [[negotiate obstruction]] action by 5.
!! Magic-Dampening Field
Whether through a deliberate hindrance or an accidental anomaly, magic‑dampening fields can complicate a magic officer's job.
''Effect:'' Increase the DC of magic officer skill checks by 5.
!! Post-Combat Chase
Starting a starship chase directly after a harrowing combat might raise the stakes and make a ship more fragile to begin with.
''Effect:'' The PCs' starship begins the chase with half the number of hits needed to end the chase based on its size (rounded down).
!! Sabotaged Engine
A saboteur can cause failures at the most inconvenient moments.
''Effect:'' Failing an [[outspeed]] action results in 1 hit.
!! Seasoned Bounty Hunter
In some circumstances, a crew might find itself the target of one (or more) experienced trackers, who are used to staying on the tail of fleeing ships—or getting out of their own scrapes.
''Effect:'' Increase the DC of the [[outmaneuver]] action by 5.
!! Swarming Ships
A crew involved with a chase that features several small craft might have a more difficult time hindering any one particular starship.
''Effect:'' Increase the DC of the [[covering fire]] action by 5.
!! Volatile Atmosphere
Firing a ship's weapons with abandon isn't always the wisest choice, depending on the reactivity of the surrounding atmosphere.
''Effect:'' Taking the [[covering fire]] action causes the firing ship to take 1 hit.
Many first-response crews installed //environmental fields// on their armor to provide small pockets of life support, helping them save lives when cutting injured people free from the twisted wrecks of ruined spacecraft.
You can activate an //environmental field// as a swift action to gain the benefits of a //[[life bubble]]// spell until you spend another swift action to deactivate it or it runs out of charges. An //environmental field’s// charges fully replenish each day.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//environmental field// | 8 | 9,000 | 1 | any | — | 10 | 1/round |
</div>
Environmental field collars, or EF collars, are a common form of protection for creature companions that accompany their owners into dangerous situations. These simple bands, often affixed to a neck or limb, automatically activate in hazardous environs, generating an environmental field around a creature companion of a particular size. This field provides the same environmental protections as a suit of armor, except that the duration of these protections is based on the collar's battery usage rather than its item level. As a full action, you can affix an EF collar to (or remove one from) an adjacent creature companion, either yours or a willing or unconscious ally's. While worn, the bulk of the collar does not count as bulk carried.
<div class= "table-wrapper">
|Creature Size | Level | Price | Bulk | Capacity | Usage |h
|Small or smaller | 1 | 10 | — | 10 | 1/day |
|Medium | 1 | 25 | L | 10 | 1/day |
|Large | 1 | 75 | 1 | 10 | 1/day |
|Huge or larger | 1 | 300 | 3 | 10 | 1/day |
</div>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Space can be an inhospitable place, with countless dangerous worlds within it. Unless otherwise specified, all armors protect you from a range of hazards to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a starship, explore an alien world, or endure exposure to an environmental breach in a space station. Some armors do this through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks), while others can be closed with helmets and airtight seals.
!! Activation and Duration
A suit of armor's environmental protections last for a number of days equal to its item level. Activating or deactivating these environmental protections takes a standard action if you are wearing the suit (assuming the armor was properly donned). If you have access to a suit that is unattended or worn by a [[helpless]] creature, you can turn on its environmental protection as a full action, but turning it off requires a [[Computers]] check to hack the system, treating the suit as a computer with a tier equal to half the suit's item level (the base DC to hack a computer is equal to 13 + 4 per tier).
The duration of a suit's environmental protections does not need to be expended all at once, but it must be expended in 1-hour increments. Recharging this duration requires access to a functioning starship or an environment [[recharging station]] (publicly available in most technologically advanced or average settlements) and takes 1 minute per day recharged. Most of the recharging stations that replenish devices, such as batteries and power cells, also recharge armor's environmental protections, and using them to recharge suits is typically free of price. All other functions on a suit of armor with no duration remaining still work normally.
!! Breathing and Pressure
All armor can facilitate self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease). Self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation, but it isn't strong enough to prevent a corrosive atmosphere from dealing acid damage to both you and your armor. A suit of armor with an upgrade that grants acid [[resistance]] reduces any acid damage taken from a corrosive atmosphere normally. Any vision impairment from the environment (such as smoke or water) still applies.
!! Radiation
Armor protects you against low levels of [[radiation]] and grants a +4 circumstance bonus to saving throws against higher levels of radiation. Armor of 7th level and higher grants immunity to medium radiation levels and provides a +6 circumstance bonus to saving throws against higher levels of radiation. No armor's bonuses apply to saves against [[radiation sickness]], regardless of the level of radiation exposure that caused you to contract it.
!! Temperature
Armor's environmental protections reasonably protect you against both cold (temperatures as low as –20° F) and heat (temperatures as high as 140° F). This prevents you from having to attempt most Fortitude saving throws to avoid damage from the environment, and it prevents you from taking damage from breathing in most environments. This does not protect against cold or fire damage from other sources or against environments that deal damage without allowing a Fortitude saving throw or breathing the atmosphere (such as lava).
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group's strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
* ''Hit Points:'' 6
* ''Stamina Points:'' 6 + Constitution modifier
* ''Key Ability Score:'' Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Bluff]] (Cha), [[Computers]] (Int), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Engineering]] (Int), [[Intimidate]] (Cha), [[Medicine]] (Int), [[Perception]] (Wis), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Stealth]] (Dex)
* ''Skill Ranks per Level:'' 8 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons, grenades, small arms
{{Table: Envoy}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain an [[envoy improvisation]].
* ''9th Level:'' You don't gain [[skill expertise]] with an additional skill.
Charismatic envoys assist their allies through inspiration and tactical orders.
* ''Required Array:'' Expert.
* ''Adjustments:'' +2 to Reflex saving throws.
* ''Skills:'' Master [[Sense Motive]] and master [[Bluff]], [[Diplomacy]], or [[Intimidate]].
* ''Ability Score Modifiers:'' Charisma, Intelligence, and Dexterity.
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).
!! Abilities by CR
* ''CR 1:'' One 1st-level envoy [[improvisation]] and one special ability.
* ''CR 2:'' Two 1st-level envoy [[improvisations]] and one special ability.
* ''CR 4:'' One 4th-level envoy [[improvisation]], one 1st-level envoy [[improvisation]], and one special ability.
* ''CR 6:'' One 6th-level envoy [[improvisation]], one 4th-level envoy [[improvisation]], one 1st-level envoy [[improvisation]], and one special ability.
* ''CR 8:'' One 8th-level envoy [[improvisation]], one 6th-level envoy [[improvisation]], one 4th-level envoy [[improvisation]], and one special ability.
* ''CR 9:'' One 8th-level envoy [[improvisation]], one 6th-level envoy [[improvisation]], one 4th-level envoy [[improvisation]], [[skillful|Step 6: Special Abilities]] special ability, and one special ability.
* ''CR 10:'' Two 8th-level envoy [[improvisations]], one 6th-level envoy [[improvisation]], one 4th-level envoy [[improvisation]], [[skillful|Step 6: Special Abilities]] special ability, and one special ability.
* ''CR 12:'' Three 8th-level envoy [[improvisations]], one 6th-level envoy [[improvisation]], [[skillful|Step 6: Special Abilities]] special ability, and one special ability.
* ''CR 16'': Four 8th-level envoy [[improvisations]], [[skillful|Step 6: Special Abilities]] special ability, and one special ability.
* ''CR 20:'' [[True expertise]], four 8th-level envoy [[improvisations]], [[skillful|Step 6: Special Abilities]] special ability, and one special ability.
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects, the DC is equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.
Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.
<$macrocall $name="by-level" tag={{!!title}} />
Popularized by successful lashunta diplomats, an envoy's mouthpiece is an elegant circlet with slender arms that reach down along the jaw. Two thin earpieces extend from the band to slip unobtrusively into your ears once the mouthpiece is donned. When created, an envoy's mouthpiece is encoded with one specific language. Whenever the language is spoken within 30 feet of you, the mouthpiece translates that language into Common. In addition, any words you speak in Common are transformed by the mouthpiece into the encoded language, allowing conversation to take place between you and speakers of the encoded language. An envoy's mouthpiece cannot be used to translate languages other than the one it has been programmed to translate, although devices that translate into languages other than Common do exist. An envoy's mouthpiece automatically records any words it translates, allowing anything translated through the device to be replayed through its earpiece at the touch of a button located on the lower right side. Up to 10 continuous hours can be recorded in this manner. Holding the button down for a full round erases any currently stored conversations.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|envoy's mouthpiece | 8 | 9,000 | L | 20 | 2/hour |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Small animal
* ''Init'' +2; ''Senses'' [[blindsight]] (scent) 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +16 (1d8+11 P) or slam +16 (1d8+11 B)
* ''Special Attacks'' pounce
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +13, [[Acrobatics]] +13, [[Survival]] +18
* ''Feats'' [[Improved Combat Maneuver]] (trip)
!!! ECOLOGY
* ''Environment'' any forests (Nejeor IV)
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Pounce ([[Ex]])'' As a full action, an eohi can move up to its speed and make a full attack at the end of its movement. Each attack takes a –5 penalty instead of the usual –4 penalty.
</div>
Originally from the heavily forested world of Nejeor IV, carnivorous eohis prefer to hunt in packs, often climbing to precarious heights in the treetops, where they can leap quickly from branch to branch, easily chasing down prey that is slowed by underbrush. Another favored hunting tactic is to drop down in a ring around an unsuspecting victim before closing in for the kill.
These furred quadrupeds are the size of large hounds, with muscular forelimbs and six-digit humanlike hands that assist in scaling trunks and hanging onto branches. Their powerful jaws and sharp teeth are capable of tearing into tough flesh, and their large, flaring nostrils help them pick up even the faintest scent. But eohis are not entirely dependent on scent; their keen eyes allow them to see well even in the dim light under the forest canopy.
Male eohis have darker fur, ranging from black to slate gray, while female eohis are usually light brown, tan, or brindled. Eohis give birth to live young, which are nursed by their mothers until their fangs grow in, usually in about 3 months. The young then feast on carcasses left behind by older eohis, but as they grow and learn to work cooperatively to take down living prey, they form their own hunting packs.
Millennia ago, the [[kishalee]] empire captured a handful of eohis and brought them to the cities of Nejeor VI to populate their zoos. The kishalee occasionally introduced new eohis to the captive animals to keep the gene pool viable, and the creatures became a popular attraction. When the kishalee civilization crumbled, though, these captive eohis were left to fend for themselves in their pens. Many of them died from lack of food; others perished when their host cities plummeted into the clouds. However, the eohis in Istamak survived by breaking out of their cages and eating many of the other animals in their zoo before eventually establishing a stable population in the city's park. Eventually, the kish in that city saw how useful eohis could be in a hunt and tamed some of them, training them to take down larger prey and to guard kish homes and livestock from the city's other predators.
An eohi stands about 2 feet tall at the shoulder and weighs almost 70 pounds.
The insides of these simple-looking gray boots are lined with [[eohi]] fur. Once per day as a full action, you can move up to your speed and make a full attack with melee weapons only. The penalty on each attack is –6 instead of –4, and you take a –2 penalty to your AC until the beginning of your next turn.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//eohi boots// | 6 | 4,200 | L |
</div>
Consisting of a long metallic shaft capped with a two-pronged head, an //Eoxian wrackstaff// is a two-handed basic melee weapon that deals 6d4 bludgeoning damage and has the [[block]] weapon special property. On a critical hit, the target is affected by //[[inflict pain]]// (CL 13th). Undead creatures are immune to this critical hit effect.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Eoxian wrackstaff// | 13 | 48,500 | 1 |
</div>
<div class="statblock">
* ''Tier'' 11
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 27; ''TL'' 26
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' supermaser (2d8×10; 20 hexes)
* ''Attack (Port)'' coilgun (4d4; 20 hexes)
* ''Attack (Starboard)'' coilgun (4d4; 20 hexes)
* ''Attack (Turret)'' heavy antimatter missile launcher (10d10; 20 hexes)
* ''Power Core'' Gateway Light (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 1 duonode computer, mk 8 armor, mk 8 defenses; ''Expansion Bays'' [[cargo hold]], [[escape pods]] (12), [[medical bay]], [[passenger seating]], [[tech workshop]]
* ''Modifiers'' +1 to any two checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 60 (minimum 20, maximum 100)
!!! CREW
* ''Captain'' [[Computers]] +18 (11 ranks), [[Diplomacy]] +20 (11 ranks), [[Engineering]] +18 (11 ranks), [[Intimidate]] +20 (11 ranks), [[Piloting]] +18 (11 ranks)
* ''Engineer'' (1 officer, 16 crew) [[Engineering]] +20 (11 ranks)
* ''Gunner'' (3 officers, 6 crew each) gunnery +20 (11th level)
* ''Pilot'' (1 officer, 10 crew) [[Piloting]] +25 (11 ranks)
* ''Science Officer'' (2 officers, 4 crew each) [[Computers]] +20 (11 ranks)
</div>
Although the closest planet to Suskillon's sun is a rocky world devoid of native life, it is the site of one of the system's most highly regarded starship manufacturers. The Echidea Powder corporation earned its solid reputation by manufacturing durable and reliable civilian starships, but it has recently landed a lucrative military contract. EP's initial military offering is the impressive Stalwart cruiser, a massive vessel built around its two main weapons: a forward-mounted supermaser and a cluster of devastating antimatter missiles.
Efficiency is a key design consideration of the Stalwart. Accommodations aboard the vessel are sparse at best, and the Stalwart's power systems are remarkably streamlined, rerouting energy automatically to vital tasks. However, the ship's heavy power load means that most of the ship's other systems flicker briefly whenever the supermaser is fired. Those unfamiliar with this effect might momentarily fear a ship-wide power outage, but experienced hands know that these brownouts are par for the course.
The Stalwart works best in medium-range engagements against other large starships; its focused weaponry means it fares poorly against hordes of smaller, faster ships and must rely on allied support in dense engagements. Although not designed as a troop transport, the Stalwart's internal configuration is customizable, and each of its side cargo bays can be quickly repurposed to carry vehicles or ranks of troops.
You have an ally who exists outside the normal flow of time, but you can only occasionally communicate with them. When you take this temporal anomaly, you can select the means in which you communicate with your confidant. They could appear to you as a holographic avatar only you can see and hear, or as visions that permeate your dreams. Regardless of what form your confidant takes, they can occasionally provide you with some insight that helps you navigate the present.
As a full action, you can use a [[paradox]] to consult with your confidant; you count as trained with a skill for up to a number of rounds equal to the paradox.
At 6th level, when you attempt a skill check for a skill in which you are normally untrained, you can substitute the paradox used for this ability in place of the d20 roll for that skill check.
At 9th level, you gain a +4 insight bonus on the skill check, increasing to +8 at 12th level and +12 at 15th level.
While most mystics receive powers closely aligned to their connection, a few receive glimpses of supernatural insight that allows them to access different powers. Among mystic scholars, such an insight is generally known as an epiphany. Whenever you would gain a [[connection]] power, you can choose an epiphany of equal or lower level instead. For example, when you gain your 3rd-level connection power, you can choose any 1st-level or 3rd-level epiphany instead of gaining that connection power.
If an epiphany allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the epiphany requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
<<by-level 'Epiphanies'>>
<<section 'Epokasite Fixer'>>
<<section 'Epokasite Runner'>>
Epokasites fixate on specific technological and cultural eras, believing them the purest expression of a culture and, by extension, nature itself. Where new developments interfere with this ideal, epokasites try to preserve historic machinery, even sabotaging new technologies in a stubborn defense of the old ways.
Epokasites take two common forms: fixers and runners. Fixers rarely stand at more than a foot tall, whereas runners exceed heights of 5 feet. Sensory papillae cover their noses, helping the fey detect a variety of stimuli, which they normally use to locate technology from their favored time period, such as hints of forge charcoal, motor oil on a combustion engine, or the tang of early lasers. Each epokasite adopts slang, clothing, and gear appropriate to their favored era, from chainmail, hides, outdated suits, or alchemists' coveralls.
Being shy creatures, fixers prefer to operate out of sight. Runners instead thrive on infiltrating the modern societies they so disdain, donning disguises and stealing credentials to access delicate technologies. Both epokasite varieties regularly sneak onto starships or into sensitive facilities as stowaways in the guise of hired hands, largely so that they can sabotage the technological affronts to their favored eras—acts they consider entirely helpful and for which they expect a reward from any who discover them in action. Rarely, epokasites might live openly among a community, most often in groups of stubborn luddites, historical reenactors, or closely-aligned cosplayers. In those settings, they might act as excitable consultants and crafters.
An epokasite most often imprints on the culture and time period in which they came into existence on the Material Plane. Less often, an epokasite might wander until they read about or experience an era that impresses them, thereafter adopting that period as their focus.
The most tragic and contentious of all epokasites are those who embody eras now lost to the Gap. These distraught individuals rarely maintain more than a memento or faint memory from that lost time, and they strive to piece together whatever they can, sometimes teaming up with Starfinders and other scholars.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* NG Tiny fey
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +8
* ''Aura'' draining (20 ft.)
!!! DEFENSE
* ''HP'' 28
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +4; ''Ref'' +4; ''Will'' +6
* ''Defensive Abilities'' tech resistance 5; ''Resistances'' electricity 5
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' [[archaic]] [[knife]] +8 (1d4+2 S)
* ''Ranged'' [[archaic]] [[bow]] +6 (1d6+3 P)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' anachronistic strike
* ''Spell-Like Abilities'' (CL 3rd)
** 1/day—//[[detect tech]]//, //[[detect radiation]]//, //[[hold portal]]//
** At will—//[[mending]]//
!!! STATISTICS
* ''Str'' –1; ''''Dex +2; ''Con'' +0; ''Int'' +4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +13 (+21 to fly), [[Engineering]] +13, [[Intimidate]] +8, [[Sleight of Hand]] +8, [[Stealth]] +8
* ''Languages'' Common
* ''Gear'' [[archaic]] [[knife]], [[archaic]] [[bow]] with 20 arrows, engineering [[tool kit]]
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary or reenactment (2–7)
!!! SPECIAL ABILITIES
''Anachronistic Strike ([[Su]])'' Any damage an epokasite deals with an [[archaic]] weapon is never reduced as a result of that property. Any archaic weapon an epokasite wields typically deals additional damage or has additional weapon properties, equivalent to a basic melee weapon or small arm of a level equal to the fey's CR.
''Draining Aura ([[Su]])'' An epokasite fixer radiates an aura that drains active technological items. While in the area, each item whose level is no more than twice the fixer's CR (level 7 for most fixers) doubles its usage (if it uses charges to function), reduces the saving throw DCs of any effects it creates by 2, and increases the DC of all checks to use the item by 2. If the item's level is lower than the fixer's CR, it instead triples its usage, reduces its saving throw DCs by 3, and increases the check DCs by 3.
''Tech Resistance ([[Su]])'' An epokasite naturally resists contemporary technology, including technological traps, most weapons, technomancer spells, hybrid gear, and the natural attacks of creatures with the technological subtype. Any damage the epokasite takes from such sources is reduced by the listed amount (minimum 0), which doesn't stack with other resistances the epokasite has. Natural hazards, weapons with the [[archaic]] special weapon property, and other forms of magic bypass this defense.
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CG Medium fey
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +16
* ''Aura'' draining (20 ft.)
!!! DEFENSE
* ''HP'' 95
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +9; ''Will'' +11
* ''Defensive Abilities'' tech resistance 10; ''Resistances'' electricity 10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' [[club]] +12 (2d6+9 B & So; critical [[knockdown]])
* ''Ranged'' [[archaic]] blaze [[flame pistol]] +14 (2d4+8 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' anachronistic strike, regressing glare
* ''Spell-Like Abilities'' (CL 8th; ranged +15)
** 1/day—//[[discharge]]// (DC 20)
** 3/day—//[[caustic conversion]]//, //[[digital shield]]//, //[[holographic image]]// (level 2) (DC 19), //[[make whole]]//, //[[manipulate tech]]//
** At will—//[[identify]]//, //[[incompetence]]//, //[[jolting surge]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' +6; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Bluff]] +16, [[Culture]] +16, [[Disguise]] +21, [[Engineering]] +16
* ''Languages'' Common
* ''Gear'' [[archaic]] blaze [[flame pistol]] with 2 standard petrol tanks, [[club]]
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary or reenactment (2–4)
!!! SPECIAL ABILITIES
''Anachronistic Strike ([[Su]])'' See [[epokasite fixer]].
''Draining Aura ([[Su]])'' See [[epokasite fixer]].
''Regressing Glare ([[Su]])'' As a standard action, an epokasite runner can focus their gaze on a technological or hybrid item within 30 feet whose level doesn't exceed the runner's level + 2. Unless it succeeds at a DC 18 Fortitude save, the item transforms into an anachronistic analogue of itself, such as a rifle turning into a musket or steam-operated crossbow. This transformation lasts for 1d6+2 rounds, during which time the item gains the [[archaic]] property, functions as if it had the [[broken]] condition, and any checks made to manipulate the item (such as operating a now-antiquated computer) take a –2 penalty. If the target is a weapon or armor that fails the save by 5 or more, it changes so dramatically that any user is treated as not proficient with the item. The runner can affect items of size Large or smaller with this ability, including terminals and vehicles. Once an item has saved against this ability, it's immune to that runner's regressing glare for 24 hours. An epokasite ignores all of a regressed item's drawbacks listed above when using the item.
''Tech Resistance ([[Su]])'' See [[epokasite fixer]].
</div>
Equinoxians are rare and unusual native outsiders who simultaneously embody the power of both black holes and blazing suns. Alternating waves of photons and gravitons constantly travel along their roughly humanoid-shaped bodies. An equinoxian's head and legs might shine with light while its torso and arms remain as black as the void, and a few seconds later, the opposite may be true, as waves of energy ripple through the equinoxian's body. As equinoxians age and their connection to the Cycle grows, they must learn to master the perfect balance of the contradictory powers within themselves, lest they lose control of those forces.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Periastra Feat
This feat represents training in the secret techniques of periastra tutors.
<<section 'Periastra Training' head:'h3' >>
<<tabs "[contains:tab[Equipment]sortby{Equipment!!list}]" "Weapons" "$:/state/tabIndex" "Index Template">>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Equipment Rules'>>
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Medium outsider (psychopomp)
* ''Init'' +2; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +1; ''Ref'' +1; ''Will'' +6
* ''Immunities'' death effects, disease, poison
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Su]], average)
* ''Melee'' cestus [[battleglove]] +5 (1d4+2 B)
* ''Ranged'' light ray +7 (1d4+1 F)
* ''Offensive Abilities'' forced reflection, spirit touch
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +0; ''Int'' +0; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Intimidate]] +5, [[Mysticism]] +10, [[Sense Motive]] +10, [[Stealth]] +5
* ''Languages'' Abyssal, Celestial, Infernal, Requian; //[[tongues]]//
* ''Gear'' cestus [[battleglove]]
!!! ECOLOGY
* ''Environment'' any (Boneyard)
* ''Organization'' solitary or reflection (2–6)
!!! SPECIAL ABILITIES
''Forced Reflection ([[Su]])'' As a standard action, an erabryth can force a single target within 60 feet to relive their most painful memories and regrets. The target becomes [[dazed]] for 1 round, after which they become [[shaken]] for 1d3 rounds. A successful DC 12 Will saving throw negates the dazed condition and reduces the shaken condition to 1 round. Regardless of the result of this saving throw, the target is immune to this erabryth's forced reflection for 24 hours. This is a mind-affecting effect.
''Light Ray ([[Su]])'' As a ranged attack that targets EAC, an erabryth can emit a beam of light from their mirrored face at a single target. This beam has a range increment of 60 feet and the [[bright]] weapon special property.
</div>
Erabryths are psychopomps who welcome and escort the souls of androids who have given their bodies up for renewal. Akin to procreation among androids, renewal is generally considered a decision to be celebrated and respected. Once incredibly rare, erabryths have increased in number in recent centuries, alongside the number of cycling android souls they guide. Averaging 6 feet tall and 200 pounds, erabryths are lanky androgynous outsiders; they have metallic, ribboned flesh and a mirrored disk in place of a face, backlit by a nimbus of light that changes color and intensity to display their emotions.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one written data set
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Erase// removes writings of either magical or mundane nature from any written storage, including paper, computers, or similar devices. You remove up to 1,500 words worth of text (for computer files, this could be a 1,500-word data file or 1,500 words of computer code). With this spell, you can remove magic runes and glyphs created by spells of 3rd-level
and lower.
Nonmagical writing in a book or manual is automatically erased if you touch it and no one else is holding it. Magical writing and computer programs must be touched (either directly or by touching the physical drive that holds the file) to be erased, and you must also succeed at a caster level check (1d20 + caster level) with a DC equal to 11 + the caster level for the magical writing or the item level of the computer's drive. Computers generally keep backups on a round-by-round basis, and when you erase code from a computer, it takes 1 round for the computer to access its backups. If you erase a file that stores continuous data (like a camera feed), the computer won't be able to recover the missing round. A natural 1 is always a failure on this check. If you fail to erase writing that is part of a trap (magical or otherwise), you set off that trap.
Whenever you attempt to save information about the grays to an electronic device, it seems like it mysteriously goes corrupt, is deleted, and is removed from backups. The grays use a sophisticated combination of magic and technology to try to ensure their existence is a secret.
This 3‑inch‑long plastic tube contains an array of sentient magical computer code suspended in a gel. When the gel is squeezed directly onto a computer terminal, the code coalesces into a finger‑length worm made of light. As a standard action, you can tell the worm a name or description of a person, place, thing, or event you would like it to erase. The worm then rapidly makes its way into the computer's system, attempting to corrupt or delete any information regarding the name or description it was given.
If the computer system it is released into doesn't have access to this information or root access, the erasure worm sits dormant until any user unlocks the system and gains access. The worm then usurps the access and starts erasing any data it finds that matches its target description. If the computer infected with an erasure worm connects to any other computer, including through an infosphere, the worm travels to that computer once it has deleted all target information on its current computer.
An //erasure worm// can function for up to 30 days before the magic that binds it dissipates. It takes the worm 1 minute to erase all target data on a single computer system, 1 day to erase all target data on most large networks, and 2d6 days to erase all target data on most infospheres. If the gel is squeezed from the tube onto any other surface or object, it immediately becomes inert and evaporates in 1 hour.
The existence of an //erasure worm// in a computer system can be discovered with a successful DC 41 [[Computers]] check and can be eliminated with two consecutive successful opposed Computers checks; an //erasure worm// has a total Computers bonus of +31. Each opposed check takes 1 minute, and while it is battling in this way, the //erasure worm// isn't eliminating data.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//erasure worm// | 15 | 110,000 | — |
Ereus Teletech arose from a lashunta collective on Asana, but the company's market has expanded to include shirrens, formians, and other telepaths, as well as non-telepaths who want psychic tech. The company makes ranged weapons and powered melee weapons fitted with psychic modifications. Each Ereus weapon includes a security lock that disables the weapon unless it detects the registered user's specific psychic signature.
This technology isn't foolproof, but tricking or removing it is difficult. Spoofing another creature's psychic signature is possible, requiring telepathy that could communicate with the intended user and a successful [[Bluff]] check (DC = 15 + 1-1/2 × the weapon's item level). This spoofing must occur each time the item is activated. The telepathic security lock can be removed, but doing so requires an [[Engineering]] check to disable the weapon (which is treated as a complex device). Because the Ereus lock is integrated systemically, a disabled weapon is [[broken]] and must be repaired to be of any further use.
Ereus products cost 10% more than normal.
You trigger minor maneuvering thrusters, probe launchers, ballast vents, and other secondary systems at random to cause your starship to make small, unexpected jukes in its trajectory. This does not affect the starship's facing or movement, but it grants a +1 circumstance bonus to your starship's AC and TL against any opponent that performs the [[flyby]] stunt this round.
You can use Acrobatics to escape from grapples, pins, and restraints. Attempting to escape from a grapple or pin is a standard action. On a success, you free yourself from the grapple or pin and no longer have the [[grappled]] or [[pinned]] condition. The DC to escape a grapple or pin is typically 10 + the grappler's Kinetic Armor Class. Escaping from restraints can take 1 minute or more, depending on the type of restraint. The DC to escape from restraints is based on the nature of the restraints and sometimes the CR of the creature that did the binding (see the table below). You can take 20 on Acrobatics checks to escape from most restraints, but not on checks to escape grapples.
<div class= "table-wrapper">
|Circumstance | DC |h
|Grappled or pinned | 10 + grappler's KAC |
|Restrained by bindings/rope | 20 + 1-1/2 × opponent's CR |
|Restrained by manacles | 30 |
</div>
Escape pods give the crew of a severely damaged or destroyed starship a way to avoid imminent death. An escape pod fits one Medium or smaller creature and has enough supplies and life-support capacity for that creature to survive for 7 days. It is also fitted with a distress beacon that is easily identified by long-range scanners. An escape pod has heat shields that allow it to crash-land on a planet with an atmosphere, but no means of propulsion. A single expansion bay can be converted into six escape pods.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|escape pods | 2 | 1 |
</div>
Like the Vorlath mercenaries, you escaped from a laboratory. While there, you were exposed to a wide variety of procedures and your body learned to fight off an array of harmful substances.
''Benefits:'' You gain a +2 bonus on saves against biohacker inhibitors, drugs, medicinals, and poisons.
Because vehicles have a top speed that's far faster than most creatures can run, creatures in a vehicle can usually escape from a battle with enemies who are on foot, if they want. The GM has final say on whether a vehicle can escape. Usually, once a vehicle is beyond the range that the enemies on foot can run, those enemies get one more volley of attacks, and then the vehicle and everyone on it escapes. However, if the enemies also board a vehicle, they can usually pursue and the battle transitions to a vehicle chase.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CE Medium monstrous humanoid
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.;
* ''Perception'' +11
!!! DEFENSE
* ''HP'' 66
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +6; ''Will'' +6
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Ex]], average)
* ''Melee'' gore +15 (1d6+10 P plus pummel)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' +0; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +16, [[Intimidate]] +11
* ''Feats'' Stand Still
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–6)
!!! SPECIAL ABILITIES
''Pummel ([[Ex]])'' When a Swarm escutchide hits with its gore attack, it deals normal damage. If the attack roll result equals or exceeds the target's KAC + 4, the escutchide can either knock the target [[prone]] or move the target 5 feet in any direction.
</div>
Among the innumerable components found within the Swarm, escutchides are rarely seen by members of other species, as they are almost never deployed as part of the Swarm's invasion forces. The primary function of Swarm escutchides is to protect locations where the Swarm has established a persistent presence, such as Swarm nesting sites, segments of the Swarm undergoing transitions or repairs, or large-scale construction and mining efforts. When partnered with other components, escutchides take up defensive positions and do their best to stop encroaching enemies, leaving the other Swarm components free to complete their tasks or attack with ranged weapons.Swarm escutchides are broad, sturdy creatures, and individuals stand about 8 feet high and weigh half a ton. An escutchide's most distinctive feature is the large horn protruding from its head, often as long as half the creature's overall length. It uses this prominent horn to run through and knock down foes. Thanks to sets of large wings, escutchides are also surprisingly capable fliers, and more than one invading enemy has met a nightmarish end when a pack of Swarm escutchides dropped down upon them from above.
Choose an allied starship. Your starship moves up to its speed and can turn as normal. If your starship occupies a hex that is adjacent to the chosen starship at the end of the helm phase, that allied starship gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 10 + 1-1/2 × the chosen starship's tier). On a failed check, your starship moves as normal. If you fail the check by 5 or more, your starship moves as normal but interferes with the chosen starship's movement; that starship takes a –2 penalty to its AC and TL until the start of the next round.
<div class="statblock">
* ''Levels'' 10–20
* Huge animal
* ''Senses'' [[blindsight]] (vibration) 60 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Defensive Abilities'' ferocity; ''Resistances'' fire 5
* ''Weaknesses'' [[vulnerable]] to cold
* ''Speed'' 30 ft.; burrow 60 ft.
* ''Melee Attack'' tail (B)
* ''Space'' 15 ft. ''Reach'' 10 ft.
* ''Ability Modifiers'' Con, Dex
!! SPECIAL ABILITIES
''Lie in Wait ([[Ex]])'' While mounted on your eshar companion, you can remain burrowed in sand or loose dirt for up to 1 hour, and if combat begins during this time, you gain a +4 circumstance bonus to any skill check (normally [[Perception]] or [[Stealth]]) to determine whether you act in a surprise round.
''Screech ([[Ex]])'' As a standard action, an eshar can unleash a terrifying screech, causing each creature within 30 feet to become [[shaken]] for 1d4 rounds unless it succeeds at a Will saving throw (DC = 10 + 1-1/2 × the eshar's level). Regardless of whether a creature succeeds at this check, it is immune to that eshar's screech for 24 hours. Eshars are immune to the screech ability of other eshars, and you are immune to the screech of your own eshar companion.
</div>
Eshars are hulking, serpentine beasts from the expansive, sandy deserts of the tidally locked planet Verces. They are used for battle, transportation, and even for sport, in an elaborate zone-capturing game that can last for days.
You gain proficiency with two special weapons, you can select special weapons when learning new major forms, and you learn one special weapon as a bonus major form. At 3rd level, you gain [[weapon specialization]] in the two selected weapons just as if your class granted proficiency.
Within the halls of the Arcanamirium and similar enclaves of practitioners of magic across the wider galaxy, some spellcasters focus on the study of magic in its purest form. They also delve into ancient magic and magical techniques, some of which date back to before the Gap. Referred to as esotericists by some, and occasionally derisively, these spellcasters have uncovered magic that predates technology and doesn't mix well with modern devices and modern engineering. A few of these spellcasters, mostly researchers rather than practitioners, reject the premise that magic and technology should be integrated, but a wider belief among esotericists is that the cumbersome and confining nature of technology can corrupt, dilute, and twist the unbridled potency of raw eldritch energies. As a result of their devotion to various forms of magic, including age-old methods, esotericists often discover hidden mystical abilities and lore other spellcasters overlook in their more traditional or forward-looking studies. Although usually considered eccentric, esotericists thrive on sharing knowledge related to the study of magic. Venturesome esotericists seek out sources of magic and delve into old lore rooted in such magic; the esotericists of the Arcanamirium might be the best source of information on Lost Golarion and Absalom Station's Starstone in the galaxy.
''Prerequisites:'' Only characters who have the spells class feature can take this archetype.
The esotericist grants alternate class features at 2nd, 6th, 9th, and 18th levels. These alternate class features are optional; at each of these levels, you can either choose an esotericist alternate class feature (selecting a feature of your own class level or lower) or keep the normal class feature for your class at that level. However, unless stated otherwise, you can gain each alternate feature only once.
The following alternate class features are available for the esotericist to choose from at each level indicated above.
!! Esoteric Lore (2nd)
Twice per day when you attempt a [[Mysticism]] check for one of the following tasks, you can roll the check twice and use the better result. Starting at 6th level, after you have used this feature twice in a day, you can do so again by expending 1 Resolve Point for each use after the second in a day.
* [[Disable|Disable Magic Device]] a magic device
* [[Identify|Identify Magic Item]] a magic item
* [[Identify|Identify Creature]] or [[recall knowledge]] about a creature that is a dragon, a fey, a magical beast, an outsider, an undead, or a construct that has the magical subtype
* [[Identify|Identify a Spell Being Cast]] a spell being cast that does not affect a hybrid or technological item
* [[Recall knowledge]] about magic effects or items that are unrelated to technology
!! Magical Devotion (2nd)
When you regain your spell slots for the day, you gain one additional spell slot of the highest level of spell you can cast. You cannot use this spell slot to cast a spell that affects hybrid or technological items, nor can you use the spell slot to cast a spell that affects creatures that have the technological subtype. If you attempt to do any of these, the spell fails and the spell slot is used up for the day.
!! Spellshield Technique (2nd)
When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can expend 1 Resolve Point to concentrate through the distraction. If you do so, your spell does not fail unless the damage or effect kills you instantly.
!! Enigmatic Nullification (6th)
Your research into nullifying the effects of magic has given you greater insight into the mystical forces that suppress the effects of one school of magic. When you select this alternate class feature, choose one school of magic other than universal. Once per day as a reaction after you have used [[Mysticism]] to identify a spell being cast or the effects of a magic item, you can expend 1 Resolve Point and one spell slot of the highest level you can cast to disrupt the casting of that spell, prevent an effect a magic item is creating from happening or continuing, or suppress the ongoing magical effect of a magic item for 1d4+1 rounds. The spell or effect you disrupt must be from the school of magic you've chosen.
You can select this class feature multiple times. Each time you do so, choose a different school of magic.
!! Enigmatic Retribution (9th)
You have discovered a secret arcane technique believed to have been lost to the Gap that allows you to reshape the arcane essence of a spell you negated, turning it into a powerful advantage. When you select this alternate class feature, choose one school of magic other than universal. Once per day as a reaction after countering, negating, or dispelling the effects of any spell, you can expend 1 Resolve Point to immediately cast a spell you know that belongs to the school you chose for this class feature, expending a spell slot for that spell as normal. The spell you cast can be of a level no higher than the spell you countered, or no more than half the CR or level of the effect you countered, and you must have an appropriate spell slot available to use this ability.
You can select this class feature multiple times. Each time you do so, choose a different school of magic.
!! Spell Shaping (9th)
You can alter some of your spells as you cast them. When you select this alternate class feature, choose one school of magic other than universal. Once per day when you cast a spell that belongs to the school you selected, you can modify the spell according to one of the parameters in the bulleted list that follows. You cannot use this class feature to modify a spell that affects hybrid or technological items, or creatures with the technological subtype. At 12th level, you can use this ability twice per day, and at 15th level, you can use this ability three times per day.
* ''Area:'' Increase the spell's area by 50%.
* ''Range:'' Increase the range of the spell's effect by 50%.
* ''Duration:'' Double the spell's duration.
* ''Target:'' Unless the spell's target is personal, you can target one additional creature that is within 15 feet of the spell's primary target.
You can select this class feature multiple times. Each time you do so, choose a different school of magic; you can use this ability with any of your chosen schools, but you do not gain additional uses of this ability per day.
!! Greater Spell Shaping (18th)
When you select this alternate class feature, choose up to two schools of magic that you already use with your spell shaping class feature. You gain one additional daily use of that class feature with the chosen schools.
!! Annihilating Purity (18th)
You can leverage your innate understanding of raw magical power to produce devastating effects. Twice per day as a reaction after you've rolled damage for a spell you've cast, you can increase the damage dealt by 50%. You can't use this ability to increase damage to hybrid or technological items, or damage to creatures that have the technological subtype.
!! Technomancer Esotericist Magic Hacks
Technomancers are rare among esotericists, but some have found ancient lore and magic as alluring as other esotericists. These modern-minded mages have creatively used their discoveries to alter technology with magic.
<<section 'Archaic Upgrade' head:'h3' >>
<<section 'Fusion Integration' head:'h3' >>
Monsters are out there. They seek to invade your mind and destroy all that lies within. Some might quail at that thought, but not you. You hunt these monsters down wherever they may hide. You have trained with an elite psionic squad or a specialist unit dealing with psychic threats, or served as the psionics officer for a military task force or law enforcement group. Even if you were born without psychic gifts of your own, the exposure you've had working with these units has helped you unlock some of your latent potential.
!! Theme Knowledge (1st)
You might have studied the traditions and techniques of the Swarm Patrol Corps, who once used their psychic abilities against the Swarm. Or you may be part of a new unit that is finding novel ways to leverage psychic gifts to achieve military victories. Whichever is true, you fight battles with your brain as much as your weaponry and use the psychic talents of your team to seize victory.
Always alert to dangers, you've created extensive files on past psychic threats. You know that psychic foes can come in countless varieties, from sapient beings to monsters. You've cataloged not only their most dangerous abilities, but also their weaknesses and the best methods to combat them. Reduce the DC by 5 for [[Culture]], [[Life Science]], or [[Mysticism]] checks to [[identify creatures]] or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting. Mysticism is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Psychic Coordination (6th)
Being able to communicate with your squad is of utmost importance. When in the field, you need to stay in touch, coordinate attacks, or revise battle plans in light of new information. Fortunately, your extensive training in psychic lore has awakened your own latent psychic gifts, or expanded upon talents that were already there. You gain [[limited telepathy]] with a range of 30 feet. If your species already grants you any sort of telepathy, you instead increase the range of that telepathy by 30 feet.
!! Danger Sense (12th)
Being forewarned is half the battle. Through continuous training and work in the field against a variety of enemies, you've opened the pathways of your mind and developed a deep sensitivity to the presence of opponents, no matter where they may hide. You develop [[blindsense]] (hostile thought) with a range of 30 feet. The hostility need not be aimed at you.
!! Tactician (18th)
When you make plans with your squad, your determination increases. Once per day, when you spend 10 minutes reviewing a battle plan with a team member against a significant foe, you recover 1 Resolve Point. Doing so doesn't count as resting to regain Stamina Points. In addition, once per day, if you successfully carry out such a tactical plan, you recover 1 Resolve Point.
The complex web of corporate interests underpins most aspects of daily life in the Pact Worlds, extending far beyond simple commerce into governmental policy, military action, and interpersonal relationships. If conspiracy theorists are to be believed, corporations run the galaxy from behind the scenes by lobbying, depositing credits into the right accounts or hands, and knowing exactly which politicians to leverage and when. But corporate interests frequently conflict, and intense rivalries spring up between companies competing within the same market. Sometimes, corporate bigwigs can't do their own dirty work, whether it's because they don't have time or because they don't want their hands in something that's downright illegal. That's when they call in an espionage specialist.
Espionage specialists are company spies or clandestine agents trusted by corporate management to successfully complete sensitive tasks with the utmost discretion. These specialists most often work for seedy corporations with amoral leadership, notably Arabani Arms Ltd., the Aspis Consortium, and especially House Zeizerer on Apostae, but they can be found on the payroll of hundreds of companies throughout the Pact Worlds and beyond. Some of these specialists are freelancers. These well-trained individuals primarily concern themselves with assignments designed to undermine rival corporations. Common missions include infiltrating a target's headquarters or warehouses, stealing technological schematics or prototypes, impersonating or even assassinating opponent executives, or keeping close watch on the competition.
Espionage specialists excel at slipping into a false identity and creating forged documentation to match. Many espionage specialists prefer to avoid violence in favor of stealthy, untraceable intrusions behind enemy lines, but they are trained in combat and capable of dealing precise damage to those they catch off guard.
Envoys and operatives gravitate toward this archetype. However, other characters can become espionage specialists, especially individuals with a talent for crafting disguises, hacking, or engaging in other forms of subterfuge.
This archetype grants alternate class features at 4th, 9th, and 12th levels.
!! Covert Expert (4th)
You excel at infiltration, and covert missions are your specialty. [[Bluff]], [[Disguise]], and [[Stealth]] are class skills for you, if they aren't already. Once per day when you attempt a Bluff check, a Disguise check, or a Stealth check, you can roll twice and use the better result. You can use this ability additional times per day by expending 1 Resolve Point for each use after the first.
!! Improvised Forgery (9th)
To do your work, you can't afford to be recognized, and you also need to impersonate rival personnel—sometimes on short notice. Therefore, you have created numerous identities for yourself, with names and electronic documents to back them up. You find it easy to slip into any of your assumed personas with but a few moments of mental calibration and physical preparation.
Once per day as a full action, so long as you have access to an upgraded [[comm unit]], a [[datapad]], or any other type of computer, you can produce a false identity complete with forged documents, an official identification card or badge, and a minimal infosphere presence. As normal when creating forged documents, you must attempt a [[Computers]] skill check to create the forgery, and any creatures scrutinizing any of your documents can attempt an opposed Computers check to detect the forgery, with all the normal DC modifiers for other circumstances. If your forged identity includes significantly changing your visual appearance, you can use the result of your Computers check for your [[Disguise]] check to change your appearance, though you still must use a [[disguise kit|Tool Kit]], a spell such as //[[disguise self]]//, or a technological device such as a [[holoskin]] when using this aspect of improvised forgery.
!! Backstabber (12th)
One moment you might be schmoozing with a rival executive in a private office, and the next moment you're assassinating them. You gain [[Fast Talk]], [[Greater Feint]], or [[Improved Feint]] as a bonus feat. If you already have all these feats, you can select another feat for which you meet the prerequisites as a bonus feat. In addition, whenever you attack and hit someone who is [[flat-footed]], such as during a surprise round, you deal that target an extra 1d8 damage of the same type your weapon normally deals.
The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons. The coloration of espraksas varies depending on the environment in which their ancestors evolved. Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green. Espraksas have a thick collar of feathers to keep their long, slender necks warm. They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion. Espraksas stand about 7 feet tall and weigh 175 pounds.
Espraksas consider themselves the offspring of the deities Desna and Weydan, unified in a pairing called the Wings. Their open, sociable, and free-spirited society reflects this origin story. Though the rule of law is important to espraksas, the application of wisdom and compassion is equally so. Espraksa settlements often have shrines dedicated to the Wings.
Espraksa settlements also emphasize harmony with nature. They avoid razing the environment to make way for their settlements, instead incorporating their towns and homes high up in the surrounding trees and terrain. This architecture has left few means for land-bound creatures to enter from the ground. As tourism to Neeroon has grown more common, the espraksas have had to accommodate flightless creatures.
Wanderlust and gregariousness are intrinsic to espraksa society on Neeroon despite individual regions having many quirks, which it seems their peoples took pains to preserve. Espraksas revel in exploration, whether literal, interpersonal, or spiritual. They often embark on a journey of self-discovery in an unofficial coming-of-age ceremony, traveling the galaxy and immersing themselves in other cultures. Espraksas love to make friends, even with the surliest of folk, establishing positive emotional connections that are passionate and enduring. Most espraksas can proudly recollect every friend made on their journeys and find enemies only under extreme circumstances. However, once an espraksa has decided another creature is a foe, the hostility can be just as fervent and lasting.
Due to their exposure to many cultures and fields, espraksas fill many vocations. They take whatever odd jobs are available to fund their ongoing adventures. Many seek occupations that facilitate exploration, from field scientists to mercenaries. Diversity in skill is a virtue among espraksas, so much so that being good at one skill at the expense of others is seen as a character flaw.
An espraksa's journey can last decades. Most return to Neeroon when they feel their travels have provided enough novelty. Then, such espraksas settle down on their icy world, find mates, and start families. Older espraksas are highly valued leaders, philosophers, and teachers, their know-how honed over a lifetime of exploration. Some elder espraksas are celebrated experts even beyond Neeroon, renowned across the galaxy for their breadth of experience.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Espraksas are Medium humanoids with the espraksa subtype.
* ''Espraksa Movement:'' Espraksas have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability.
* ''Cold Inured:'' An espraksa treats severe cold as cold and extreme cold as severe cold
* ''Empathic:'' Espraksas gain a +2 racial bonus to [[Diplomacy]] and [[Sense Motive]] checks. They take a –2 penalty to saving throws against mind-affecting effects, but the DC of any mind-affecting effect they create is increased by 1.
* ''Multicultural:'' Esprakas learn an additional language for every even-numbered rank gained in the [[Culture]] skill.
* ''Natural Weapons:'' Espraskas have [[natural weapons]] that deal 1d3 piercing damage.
* ''Snatch:'' This functions as the [[grab]] universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab. Only one talon must hit the target's KAC + 4 (or + 13) to trigger the free grab (or [[pin]]), but both must hit.
!! Cold Inured Graft
{{Cold Inured}}
Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|estex suit I | 1 | 410 | +0 | +1 | +5 | –1 | — | 2 | 1 |
|estex suit II | 5 | 2,700 | +4 | +5 | +5 | –1 | — | 3 | 1 |
|estex suit III | 7 | 5,500 | +7 | +8 | +5 | –1 | — | 4 | 1 |
|estex suit IV | 13 | 49,250 | +15 | +16 | +6 | –1 | — | 6 | 1 |
</div>
Most [[gnomes]] have a boundless capacity for optimism, and this graft adjusts your neural pathways to facilitate positive thinking. You gain a +2 enhancement bonus to saving throws against fear effects. In addition, once per day when you roll a 1 on a d20, you can reroll the die and use the second result.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|eternal hope graft | 3 | 1,300 | brain |
</div>
Your nanites recover quickly even from the most exhausting tasks. When you rest for 10 minutes to regain Stamina Points, you regain a daily use of your [[nanite surge]] ability; at 18th level, you regain 2 daily uses instead. When you spend 1 Resolve Point to gain the benefits of a nanite surge, you also regain an additional daily use of your nanite surge.
Choose one 1st-level spell you know from the list of technomancer spells. You can cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spells known, not one of your 0-level spells known.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
You become ethereal, along with your equipment. For the duration of the spell, you are on the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.
An ethereal creature is [[invisible]], [[incorporeal]], and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear events and creatures on the Material Plane, but everything looks gray and ephemeral. Sight and hearing on the Material Plane are limited to 60 feet and many kinds of senses (such as [[blindsense]] and [[blindsight]]) don't work across the planar boundary.
Force effects and abjurations affect an ethereal creature normally, but force effects originating on the Ethereal Plane don't affect targets on the Material Plane. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel.
You can wield your third eye against spiritual foes.
''Prerequisites:'' Third Eye
''Benefit:'' As a swift action, you can make a weapon you’re holding able to deal full damage and critical hits to
[[incorporeal]] creatures. The weapon can also pass into the Ethereal Plane, affecting ethereal creatures normally. This effect lasts for 1 minute, and you can use it once per day, plus one additional time per day for every two Third Eye feats you have (excluding this one).
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' one 10-ft. cube/level
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Reflex partial or Reflex negates, see text
* ''Spell Resistance'' no
</div>
You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane. Movement through an area of etheric shards is halved, even for [[incorporeal]] creatures, and creatures entering a 5-foot cube filled with etheric shards take 1d8 slashing damage and must succeed at a Reflex saving throw or gain the [[bleeding]] 1 condition. The damage from this bleeding stacks with itself and other sources of bleeding. A creature that remains motionless within the area takes no damage, but such a creature is [[flat-footed]] unless it moves enough to defend itself, which forces it to take damage and attempt a saving throw.
Etheric shards are a magical trap. A creature trained in [[Mysticism]] and within 30 feet of the area can attempt a DC 35 [[Perception]] check to sense the shards. The shards cannot be disabled, but they can be dispelled.
The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 10 + 1-1/2 times your starship's tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
You can attempt a [[Piloting]] check (DC = 10 + your vehicle's item level) to grant your vehicle a +2 circumstance bonus to its AC for 1 round. If you evade twice, the bonuses aren't cumulative.
Even in the heat of a tense chase, a canny crew can use intuition or equipment to zero in on a target's vulnerabilities, giving them a leg up on their next move.
''Success:'' The crew's next chase action gains a +2 bonus, and if it would result in 1 success, it results in 2 successes instead. This action can't be used again during this chase.
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are [[helpless]] or otherwise unable to move.
Crafted of chemicals found on sweltering jungle worlds, this dull-brown cylindrical unit is no larger than a [[datapad]]. When an evenfire unit is activated, an electric current causes the chemicals to emit steady heat, but not light, within a 30-foot radius. Over 1 minute, the temperature of this area increases by 60° F, to a maximum of 80° F. The effects of multiple active evenfire units do not stack. This heat dissipates once the unit is shut off. An evenfire's heat is consistent throughout the area and is no hotter closer to the unit than at the edge of its area of effect. Anyone in the heated area gains a +2 circumstance bonus to Fortitude saves against environmental cold dangers. In moderate or strong winds, an evenfire's temperature increase is reduced to 30° F, and the circumstance bonus to Fortitude saves is reduced to +1. In severe or stronger winds, an evenfire unit provides no temperature increase or save bonus.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|evenfire unit | 2 | 550 | L | 20 | 2/hour |
</div>
You've been on enough solo missions to know that you can't let your guard down, even while sleeping. You take no penalties to [[Perception]] checks for being asleep, though you still can't succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you minus 1, whichever is lower.
//Everlatch rope// is a 50-foot length of cable spun from modern fibers and non-ferrous sensors, all enchanted with age-old transmutation. You can control an //everlatch rope// from a comm unit you designate, and you can re-cinch the rope to a different comm unit in your possession in a process that takes 1 minute. Using the comm unit as a standard action, you can instruct the rope to snake toward any point within 120 feet, designating a path for it to follow. The rope moves up to 20 feet per round, climbs up to 10 feet per round with an [[Athletics]] modifier of +12 to reach its destination, and can span gaps of up to 20 feet without support. The rope isn’t intelligent and tries to follow the assigned path, taking the most direct path it can sense if it encounters obstacles. Once the rope reaches its destination, one end anchors itself there, and the rest of the rope drops or extends in the direction you designate. If commanded to return, the rope detaches itself and slithers back toward the designated comm unit, coiling itself for easy storage.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//everlatch rope// | 5 | 2,600 | L |
</div>
//Everlength rope// is a 50-foot length of woven metal similar to a mundane cable line. However, an //everlength rope// is a synthetic, vine-like creation that continuously regrows as if it were a plant, even after being harvested. One end of the rope terminates in a bulbous root node, and the other ends in a tangle of filaments. If an //everlength rope// is cut, the root node side regrows, extending the rope’s length by 2 feet every hour until it’s again 50 feet long. Any severed portion of the rope not connected to the root node becomes brittle and crumbles after 24 hours. An everlength rope doesn’t regrow if its root node is purposefully destroyed, or if the severed end takes fire damage.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//everlength rope// | 2 | 820 | 1 |
</div>
Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired result created entirely with magic. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Evocation spells often produce effects that manifest as various kinds of energy, or as an energy type of the caster's choice, as noted in an individual spell's description.
You can leech genetic material and raw evolutionary potential from others. As a standard action, you can make a special melee attack against a significant enemy’s EAC. If you hit, the target must attempt a Fortitude save (DC = 10 + half your evolutionist level + your key ability score modifier). If the target succeeds, you gain 1 Mutation Point. If it fails, you gain 1d3 Mutation Points and the target is [[sickened]] for an equal number of rounds.
In addition, when you hit a creature with a melee [[adaptive strike]] or with a ranged adaptive strike within its first range increment, you can gain 1 MP as a reaction. After you’ve used your adaptive strike to gain a Mutation Point in this way, you can’t do so again until you rest for 10 minutes to regain Stamina Points.
When you hit a creature with your [[evolution drain]] special melee attack and the target fails its Fortitude save, you can choose to gain 1d3+1 Mutation Points instead of 1d3 MP. If you gain 4 Mutation Points in this way, the shock causes the target to be [[nauseated]] for 1 round, after which it’s [[sickened]] for 3 rounds.
When you score a critical hit against a creature with your [[adaptive strike]], you can drain Mutation Points from it as though you had performed the special melee attack. If your adaptive strike has another critical hit effect, you can choose to apply either this effect or the weapon’s critical hit effect. Once you gain MP from a critical hit in this way, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
Your body houses latent transformative potential that roils to life in stressful situations. This potential takes the form of a pool of Mutation Points (MP).
!! Gaining MP
Except where noted otherwise, you can gain Mutation Points only when involved in a combat encounter that includes a significant enemy. During combat, you gain 1 Mutation Point at the start of your turn. Once per turn, you can spend 1 Resolve Point to gain 1 Mutation Point. At the end of combat, you lose all Mutation Points. Other class features (such as [[evolution drain]]) provide additional ways to gain MP. At 1st level, you can have a maximum of 5 MP. This maximum increases by 1 at 7th level, 14th level, and 20th level.
!! Maintaining MP
As you gain Mutation Points your body and mind increasingly take on a supernatural character, such as exaggerated limbs, steely skin, luminescent eyes, or predatory drives. This gives you two beneficial instincts and one drawback; each of these provides an effect based on the number of MP you have, plus the cumulative effects of all lower MP values. Your drawback and one of your instincts are based on your [[niche]]. You also gain the following universal instinct:
* ''1 MP:'' You gain a +5-foot enhancement bonus to one speed of your choice.
* ''2 MP:'' Your [[adaptive strike]] gains a critical hit effect based on its damage type: [[arc]] (electricity), [[bind]] (cold), [[bleed]], (piercing or slashing), [[burn]] (fire), [[corrode]] (acid), or [[knockdown]] (bludgeoning). Critical hit effects that deal damage deal 1d6 damage; this damage increases to 1d10 at 7th level, 2d10 at 13th level, and 3d10 at 19th level.
* ''3 MP:'' The enhancement bonus to speed increases to +10 feet.
* ''4 MP:'' If you’re wearing light armor or no armor, you gain a +1 enhancement bonus to your AC. If you’re wearing heavy or powered armor, you gain a +1 enhancement bonus to your EAC, though this can’t increase your EAC above your KAC.
* ''5 MP:'' Once per round, when you deal damage with your adaptive strike, you can increase the damage dealt to one target by an amount equal to half your evolutionist level (minimum +1 damage).
* ''6 MP:'' You gain a +1 enhancement bonus to your saving throws.
* ''7 MP:'' The enhancement bonus to speed increases to +20 feet.
* ''8 MP:'' The enhancement bonus to your AC or EAC increases to +2.
!! Spending MP
Along with these standard ways you can spend Mutation Points, some [[evolutionist adaptations]] add more.
* ''1 MP:'' You can spend 1 MP on your turn to manifest your adaptive strike without taking an action.
* ''2 MP:'' As a swift action, you can spend 2 MP to gain either a climb speed equal to half your land speed or a swim speed equal to half your land speed. This effect lasts 3 rounds. When you take a full action to charge, run, or withdraw, you can activate this ability without taking an action, rather than as a swift action.
* ''Special:'' Once per round, you can spend Mutation Points with no effect (which you might want to do to lose penalties, for example). If you use this ability as a move action, you can spend up to 2 MP. If you use this ability as a standard action, you can spend up to 4 MP. If you use this ability as a full action, you can spend up to 6 MP.
Having managed extraordinary achievements within your niche of transformation, you can afford to specialize into a secondary focus that further refines your powers. Choose one of the following focuses:
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Your focus grants you a basic power at 7th level, an advanced power at 13th level, and an ultimate power at 19th level.
Conflict drives innovation, and in a strange and dangerous galaxy you’ve unlocked unparalleled means to adapt. By embracing mystic tradition, extensive augmentation, deliberate genetic mutation, or relying on other extraordinary means, you transform yourself into a powerful being better suited to achieving your goals. You might adopt characteristics of a ferocious chimera, an undead scion, a cybernetic paragon, or anything in between. Yet your evolution boasts a will of its own. Your abilities fight you for control in stressful situations, even while providing lethal instincts, an innate weapon, and spontaneous adaptations that help you outmaneuver, outwit, and outmatch your foes. No matter your niche, you are an adaptable combatant who forges your destiny in flesh, bone, or steel.
* ''Hit Points:'' 6
* ''Stamina Points:'' 6 + Constitution modifier
* ''Key Ability Score:'' Your Strength helps you overpower foes with melee attacks, while your Dexterity helps you fight at range and dodge, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice can’t be changed.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Culture]] (Int), [[Disguise]] (Cha), [[Intimidate]] (Cha), [[Perception]] (Wis), [[Profession]] (Cha, Int, or Wis), [[Stealth]] (Dex), [[Survival]] (Wis)
* ''Skill Ranks per Level:'' 4 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons, grenades, small arms
{{Table: Evolutionist}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th levels:'' You don’t gain an adaptation.
* ''9th Level:'' You don’t gain the [[flexible skill]] class feature at 9th level. At 17th level, you gain an additional class skill and 16 additional skill ranks to assign as normal, as though your skill ranks per evolutionist level were 5 + your Intelligence modifier.
As you gain experience you master new ways to adjust your body and abilities on the fly, known as adaptations. At 2nd level and every 2 levels thereafter, you learn an additional adaptation. If an adaptation allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your evolutionist level + your key ability score modifier. Unless otherwise specified, you can’t learn an adaptation more than once.
<$macrocall $name="by-level" tag={{!!title}} />
This dull silver, tapered rod can change the nature of creatures, imparting sapience they never had or transforming them into a non-sapient ancestor. Several //evomorphers// exist, the leavings of a magically-advanced species. You can devolve or uplift a willing or unconscious target with a touch of the //evomorpher//, which takes 10 minutes. A target that succeeds at a DC 25 Will saving throw negates the effect and is immune for 24 hours.
Devolving casts the 6th-level version of //[[baleful polymorph]]// on the target. If you gain the option to make the effect permanent and do so, the magic ends. Then, the effect lasts as if created by an instantaneous spell. The target's final form is that of a distant evolutionary ancestor. Only an //evomorpher's// uplift power can reverse this devolution.
You can uplift a creature with an Intelligence score of 5 or lower (a –3 or lower modifier), including one with no Intelligence score, plant creatures, or constructs. Roll 3d6 for the creature's Intelligence, Wisdom, and Charisma—each score can only increase. You can instead choose a score for each ability from 6 to 11. If the creature lacks other statistics, the GM assigns them. The uplifted creature gains sapience and initially has an attitude of friendly to you. Once uplifted, a creature can't be uplifted in this way again.
An //evomorpher// can be destroyed only if a user willingly devolves themself using the device and chooses to make the process irreversible. Then, only the resultant creature can destroy the artifact, as though it were a normal 20th-level item.
Your keen tactical mind predicts when and where an ambush would be ideal so you aren't surprised when enemies exploit the same strategy. You aren't [[flat-footed]] during a surprise round.
At 8th level, you can spend 1 Resolve Point to share this benefit with one ally you could have reasonably warned of the attack at the last minute; this application of the improvisation is a language-dependent, mind-affecting, sense-dependent effect.
Excavation drills are a core hand tool for miners across the galaxy. Some claim that dwarf mining engineers poached from Ulrikka Clanholdings initially designed these drills, as Ulrikka has previously produced similar designs. Dwarf knights have long used these drills in combat, as have gladiators, who often use them to put on bizarre and grisly shows. Utility and industrial models see extensive use in demolition and mining, while helical and volute drills are essential for some star-metal mining, where hard ore requires a tougher tool. Gyroidal drills are restricted, special-operations tools predominantly used to breach starship hulls during rescue or military boarding operations.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|excavation drill, utility | 2 | 750 | 2d4 P | [[bleed]] 1d4 | 2 |[[powered]] (capacity 20, usage 1), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|excavation drill, industrial | 6 | 4,200 | 3d6 P | [[bleed]] 1d6 | 2 |[[powered]] (capacity 20, usage 1), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|excavation drill, helical | 10 | 18,000 | 5d8 P | [[bleed]] 2d6 | 2 |[[powered]] (capacity 20, usage 2), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|excavation drill, volute | 14 | 70,500 | 8d10 P | [[bleed]] 3d6 | 2 |[[powered]] (capacity 100, usage 4), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|excavation drill, gyroidal | 18 | 387,750 | 11d12 P | [[bleed]] 3d8 | 2 |[[powered]] (capacity 100, usage 4), [[professional]] (miner), [[shatter]], [[unwieldy]] |
</div>
This sturdy, snub-nosed laser rifle resembles a starship's mining laser in miniature. It fires a powerful beam that loses intensity after a relatively short distance, which makes it not only useful in many mining and quarrying endeavors but also effective in medium-range combat for those trained in its use. Most technologically advanced civilizations develop excavation lasers, and the tools are commonly seen in the hands of workers from the Ulrikka Clanholdings and other miners in the Diaspora. Light, medium, and heavy excavation lasers all see extensive use.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|excavation laser, light | 4 | 2,050 | 1d10 | 60 ft. | — | 40 charges | 2 | 2 |[[penetrating]], [[professional]] (miner) |
|excavation laser, medium | 12 | 36,000 | 3d10 | 60 ft. | — | 40 charges | 2 | 2 |[[penetrating]], [[professional]] (miner) |
|excavation laser, heavy | 18 | 380,000 | 6d10 | 60 ft. | — | 80 charges | 4 | 2 |[[penetrating]], [[professional]] (miner) |
</div>
Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.
While [[stimulants]] provide a quick burst of energy, excitants provide a longer and more measured effect and are popular among soldiers on watch, though jitteriness is a common side effect. For a number of hours equal to the medicinal's tier, you gain a bonus equal to the medicinal's tier to saving throws to avoid becoming [[fatigued]] or [[exhausted]], and you gain immunity to sleep effects. You take a –2 penalty to Dexterity-based skill checks for the duration of the medicinal. During this time, you do not need to attempt Fortitude saves to avoid the effects of sleep deprivation.
As a reaction, you can spend 1 Entropy Point to exclude one or two allies from an area of effect you create with a weapon, spell, feat, or class feature. At 15th level, you can exclude up to three allies. At 20th level, you can exclude up to four allies.
<div class="statblock">
* Huge cruiser
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 24; ''TL'' 23
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' heavy 280 (forward 70, port 70, starboard 70, aft 70)
* ''Attack (Forward)'' superlaser (2d4×10)
* ''Attack (Port)'' light plasma torpedo launcher (3d8)
* ''Attack (Starboard)'' light plasma torpedo launcher (3d8)
* ''Attack (Turret)'' heavy plasma torpedo launcher (5d10)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (luxurious), mk 3 duonode computer, mk 6 armor, mk 6 defenses; ''Expansion Bays'' [[cargo holds]] (2), [[life boats]] (2), [[medical bay]], [[tech workshop]]
* ''Modifiers'' +3 to any 2 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 81 (minimum 20, maximum 100)
!!! CREW
* ''Captain (1 officer, 4 crew)'' [[Diplomacy]] +18 (10 ranks), gunnery +13, [[Intimidate]] +20 (10 ranks), [[Piloting]] +16 (10 ranks)
* ''Engineer (2 officers, 15 crew each)'' [[Engineering]] +18 (10 ranks)
* ''Gunners (4 officers, 4 crew each)'' gunnery +15 (10th level)
* ''Pilot (1 officer, 5 crew)'' [[Piloting]] +18 (10 ranks)
* ''Science Officer (2 officers, 8 crew each)'' [[Computers]] +18 (10 ranks)
</div>
Whether soaring through the open spaces of the Plane of Fire or traveling across the open void of the Material Plane, many [[efreeti]] warlords prefer the obscene luxury and protection provided by Excoriation Combine Alcazar cruisers. These impressive vessels boast an inordinate amount of defense in the form of layered armor plating and a shield system far in excess of that found on similarly sized vessels. A single superlaser capital weapon balances this defensive abundance, allowing an Alcazar to contribute to combat situations without getting too close to the front lines. Most efreeti captains prefer to linger near the back of the battlefield, allowing supporting vessels, such as the [[Excoriation Combine Jezail]], to hassle and distract enemies up close. Most recognize that an Alcazar lacks the offensive output of ships similar in size, but noble efreet prefer to survive a conflict unscathed while allied vessels perform the up-close ship-to-ship combat.
The majority of Alcazar cruisers lazily glide through the Plane of Fire, some acting as mobile fortresses for minor efreeti nobles or as forward operating bases for Dominion of Flame military officers. However, a handful of these vessels operate on the Material Plane, and some have even fallen into non-efreeti hands. The most notable example of this is a band of pirates operating in Near Space known as Ymeri's Swords, in honor of the evil elemental lord of Fire. Ymeri's Swords operate out of a modified Alcazar dubbed Princess of the Inferno, which has swapped out several of the vessel's normal tracking weapons with additional laser batteries. Another heavily damaged Alcazar was found only months ago, orbiting an irregular blue sun in a region of the Vast known as Kazmurg's Absurdity.
<div class="statblock">
* ''Tier'' 6
* Large destroyer
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 19; ''TL'' 20
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy solar cannon (3d8)
* ''Attack (Port)'' light laser cannon (2d4)
* ''Attack (Starboard)'' light laser cannon (2d4)
* ''Attack (Turret)'' light plasma torpedo launcher (3d8)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, [[crew quarters]] (luxurious), mk 1 tetranode computer, mk 4 armor, mk 5 defenses; ''Expansion Bays'' [[cargo hold]], [[medical bay]], [[recreation suite]] (gym), [[tech workshop]]
* ''Modifiers'' +1 to any 4 checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 6 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +16 (6 ranks), gunnery +8, [[Intimidate]] +16 (6 ranks), [[Piloting]] +13 (6 ranks)
* ''Engineer'' [[Engineering]] +13 (6 ranks)
* ''Gunners (2)'' gunnery +10
* ''Pilot'' [[Piloting]] +13 (6 ranks)
* ''Science Officer'' [[Computers]] +13 (6 ranks)
!!! SPECIAL EQUIPMENT
''Heavy Solar Cannon'' A heavy solar cannon is a heavy direct-fire weapon with medium range and the [[sustained]] 2 special property. A heavy solar cannon deals 3d8 damage, uses 15 PCU, and costs 10 BP.
</div>
Azer workers diligently operate shipyards owned by the Excoriation Combine across the Plane of Fire. An efreeti-managed organization, the Excoriation Combine remains dedicated to providing efreet generals and warlords with technological wonders. The Excoriation Combine Jezail has seen deployments throughout the Plane of Fire and the Material Plane by dozens of noble efreet and their most trusted servants. These vessels act as incredibly fast platforms for seek-and-destroy missions or to escort larger and more ponderous vessels. Many Jezails pursue their missions while within a star's close orbit, where their reinforced armor plating not only protects them from hazardous heat but also passively charges their primary armament: a heavy solar cannon that fires devastating blasts of superheated plasma designed to weaken enemy starships to successive hits.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Fine outsider (extraplanar, spectra, swarm)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 35
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +3; ''Ref'' +5; ''Will'' +7
* ''Defensive Abilities'' autoencode, [[swarm defenses]], [[void adaptation]]; ''DR'' 5/chaotic, evil, good, or law; ''Immunities'' electricity, [[swarm immunities]]; ''Resistances'' cold 5, sonic 5; ''SR'' 14
!!! OFFENSE
* Speed 20 ft. (humanoid form only), fly 50 ft. ([[Ex]], perfect, swarm form only)
* ''Melee'' [[swarm attack]] (2d6 S)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' distraction (DC 15)
* ''Spell-Like Abilities'' (CL 4th)
** 1/day—//[[implant data]]//, //[[knock]]//
** 3/day—//[[erase]]//, //[[hold portal]]//
** At will—//[[detect tech]]//
!!! STATISTICS
* ''Str'' –1; ''Dex'' +5; ''Con'' +1; ''Int'' +3; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Computers]] +15, [[Disguise]] +15, [[Engineering]] +15, [[Mysticism]] +10, [[Stealth]] +10
* ''Languages'' machine telepathy 100 ft., [[truespeech]]
* ''Other Abilities'' [[change shape]] (Small humanoid), data dump, slip drive, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary, pair, or host (3–12)
!!! SPECIAL ABILITIES
''Autoencode ([[Ex]])'' An excuba’s features are automatically disguised to technological sensors (including cameras and creatures with the technological subtype). While in swarm form, the excuba appears as a formless shadow, gaining concealment to such sensors. While in humanoid form, the excuba appears as a familiar or unremarkable Small humanoid to these sensors. A sensor can pierce either disguise with a successful [[Perception]] check (DC = 10 + the excuba’s [[Disguise]] modifier).
''Change Shape ([[Su]])'' An excuba in humanoid form appears to be comprised of tiny robots. While the excuba can use the [[Disguise]] skill to mask its features further, this ability does not grant the excuba a +10 bonus to Disguise checks.
''Data Dump ([[Ex]])'' An excuba’s body can copy and store up to 10 secure data modules as if it were a computer; an average secure data module occupies 3 of these spaces, and a large data module occupies 9 spaces. As a full action, an excuba can destroy any number of these stored copies. As a standard action once per minute, an excuba can extract memories from a technological creature they touch (using a melee attack modifier of +10 against EAC). The excuba observes 10 minutes of the target’s memories, as if the creature had targeted the excuba with the //[[share memory]]// spell; the target can negate this with a successful DC 15 Will save. The excuba automatically makes a copy of the memories and stores them as a specific secure data module if it has space available.
''Machine Telepathy ([[Ex]])'' A spectra can communicate with and through technological devices within a certain range (usually 100 feet), as well as with other creatures that have machine telepathy. A spectra can also attempt [[Computers]] and [[Engineering]] checks at this range.
''Slip Drive ([[Ex]])'' A spectra has an internal biomechanical Drift engine that allows it to travel freely between the Driftand other planes, as well as between two non-Drift planes, using the normal rules for Drift navigation. A slip drive has an effective Drift engine rating equal to the half the spectra's CR, and a spectra need remain stationary for only 1 round (6 seconds) before engaging its slip drive.
</div>
Excubas act as spies and infiltrators for spectras, tasked with data collection and observation in often inscrutable operations. Once an excuba has secured sufficient information, it ferries it to more powerful spectras for analysis and then seeks out new secrets elsewhere. Sightings of excubas were rare prior to the Drift Crash, but these spectra now seem common, as if they are comprised of shattered Drift material scattered by the Crash and given purpose.
You issue specific instructions to your organization.
''Activity:'' You spend a day reviewing files and holding meetings, mobilizing your organization to operate at peak efficiency.
''Results:'' Your organization gains a +1 circumstance bonus to a single power check of your choice during the following week. An organization can have a maximum of +5 from these bonuses in reserve at any one time and can use any or all on a single check. Unused bonuses are lost when the week ends.
You embody the total amount of potential work the energy in a system can perform when accessed by entropy.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (trip) as a bonus feat and a +2 insight bonus to [[Intimidate]] checks.
!! Aspect Embodiment
Once per combat, when you make two or more attacks in the same turn, you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each foe within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute.
''Improved:'' The additional damage is 1d6 per vanguard level.
!! Aspect Finale
When you hit a foe with your [[entropic strike]] and the attack roll is a natural 18 or 19 (meaning the d20 shows an 18 or 19), you can apply one critical hit effect of that attack to your target, but you do not double the damage. This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits. If you roll a natural 20, the normal critical hit rules apply instead.
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* N Large ooze (air)
* ''Init'' +11; ''Senses'' [[blindsight]] (heat) 120 ft., [[sightless]]; ''Perception'' +31
!!! DEFENSE
* ''HP'' 375
* ''EAC'' 32; ''KAC'' 34
* ''Fort'' +21; ''Ref'' +17; ''Will'' +14
* ''Immunities'' electricity, fire, [[ooze immunities]]
* ''Weaknesses'' cold
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +29 (13d6+24 B)
* ''Ranged'' noxious torrent +32 (8d10+18 B plus noxious fumes)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' [[engulf]] (13d6+24 B plus noxious fumes, DC 25), suffocating presence
!!! STATISTICS
* ''Str'' +6; ''Dex'' +11; ''Con'' +8; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +31 (+39 when flying), [[Stealth]] +36
* ''Other Abilities'' blend with atmosphere, [[compression]], [[mindless]]
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or wash (3-5)
!!! SPECIAL ABILITIES
''Blend with Atmosphere ([[Ex]])'' An exhaust ooze is composed of transparent gas. While in an atmosphere, it can use [[Stealth]] to hide as part of a move action without the need for cover or concealment, and it takes no penalty to Stealth while moving at greater than half speed. As a standard action, the ooze can blend in with its environment, gaining a +10 bonus to Stealth until the beginning of itsnext turn.
''Noxious Torrent ([[Ex]])'' An exhaust ooze can batter its prey with a torrent of foul gas. A creature struck by this attack is exposed to the ooze's noxious fumes as if they had entered an area containing the poison. This attack is difficult to see—although the target is automatically aware of it, other observers must succeed at a DC 25 [[Perception]] check to also be aware of it. Anyone aware of the attack is also aware of the ooze's presence and can sense from which direction the attack came, but is not aware of the ooze's location without a successful Perception check; they gain a +5 bonus to this check.
''Suffocating Presence ([[Su]])'' An exhaust ooze can seep into the smallest of openings. The environmental protections of armor and space suits do not protect against the suffocating effects of the ooze's engulf ability unless the environmental protections come from an item of higher level than the ooze.
!!! Noxious Fumes
* ''Type'' poison (inhaled)
* ''Save'' Fortitude DC 25
* ''Track'' [[Wisdom|Wisdom Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' //Healthy—Weakened—Impaired—Confused—Comatose//; no end state
* ''Cure'' 1 save
</div>
Nearly invisible blobs of noxious gas, exhaust oozes live in the warm toxic output of industrial machinery and large vehicles. Although often content to feed on the heat of these machines, exhaust oozes are drawn to the warmth and expelled byproducts of breathing creatures, seeking such meals whenever available. When hunting living creatures, the exhaust ooze uses its natural camouflage to stalk and engulf its isolated prey.
You move at half speed, you can't run or charge, and you take a -3 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming [[encumbered]] is reduced by 3. After 1 hour of complete rest, you instead become [[fatigued]].
Your nanites utilize electrical pulses to cause exhausting muscle spasms and electrical interference. Weapons you form with your [[gear array]] gain the [[fatigue]] critical hit effect. Once per day, after you damage a creature with a weapon formed from your gear array, you can use a [[nanite surge]] as a reaction to impose the effects of //[[slow]]// on the target (Fortitude negates) for a number of rounds equal to half your Constitution bonus. Creatures immune to electricity are immune to exhausting nanites.
This body harness fits into a suit of powered armor or is built into the frame of heavy armor, allowing you to exit the armor as a move action instead of as a full action. Entering the armor is no faster with an exit pod.
This can be installed only in heavy armor or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|exit pod | 4 | 1,750 | 1 | heavy, powered | 2 |
</div>
Designed by radically violent shirrens, exochitin consists of carbon-fiber fabric overlaid with plates of polymer "chitin" and a faceplate reminiscent of a thresher lord. As a swift action, the wearer can deploy nanites that form claws around their fingertips. While extended, these claws cause the wearer to be treated as armed, cause their unarmed strikes to not be treated as an [[archaic]] weapon, and grant their unarmed strikes the [[wound]] critical hit effect (decapitator exochitin instead grants the [[severe wound]] critical hit effect). When deploying the claws, the wearer of vivisector or decapitator exochitin can also grow a set of insectoid wings, granting them a fly speed of 30 feet with average maneuverability. A shirren wearing exochitin increases this fly speed to 40 feet.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|exochitin, slicer | 4 | 2,100 | +3 | +4 | +5 | — | — | 1 | L |
|exochitin, vivisector | 14 | 75,500 | +15 | +17 | +6 | — | —. | 1 | L |
|exochitin, decapitator | 19 | 585,000 | +19 | +21 | +8 | — | —. | 1 | L |
</div>
You begin play with an //exocortex//, an artificial processor that interacts with and augments your biological brain's cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex.
Your exocortex grants you all of the following abilities as you advance in level:
<<with-levels>>
Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: [[armor slot]], [[cargo rack]], [[climbing claws]], [[enhanced senses]], [[hydrojets]], [[jump jets]], [[resistance|Resistance (drone mod)]], [[smuggler's compartment|Smuggler's Compartment (drone)]], [[speed]], or [[weapon proficiency|Weapon Proficiency (drone mod)]] (gaining proficiency in advanced melee or heavy weapons). At 11th level, you can apply an additional mod, and your options expand to include [[echolocators]], [[excavator]], [[flight system]], [[greater resistance]], [[invisibility field]], and [[reactive camouflage]]. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level, you can switch any of your mods for different mods, but you must always choose at least one mod from the 7th-level list.
You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can't normally benefit from morale bonuses gain that bonus.
You expand the selection of spells you can cast with the [[cache capacitor]] class feature. Add //[[comprehend languages]]// and //[[lifting frame]]// to the list of spells you can store in your cache capacitor's first slot. At 12th level, add //[[mental silence]]// and //[[personal gravity]]// to the list of spells you can store in your cache capacitor's second slot. At 18th level, add //[[dampening field]]// and //[[instant upgrade]]// to the list of spells you can store in your cache capacitor's third slot. You must know a spell to store it in your cache capacitor.
Choose two skills other than your [[connection]]'s associated skills. You add the insight bonus granted by the [[channel skill]] class feature to skill checks attempted with the chosen skills. In addition, you add your connection's associated skills and any skills chosen with this epiphany to your list of class skills.
\define collapse(tiddler level:"h2")
<details>
<summary><$level$><$view tiddler="$tiddler$" field="caption"><$view tiddler="$tiddler$" field="title" /></$view></$level$></summary>
<div class="section">
<$transclude tiddler="$tiddler$" mode="block" />
</div>
</details>
\end
Examples:
<<collapse 'Ability Scores' 'h3'>>
<$list filter="[list[$:/StoryList]is[current]]" >
Most starships have room within their hull for one or more expansion bays, each of which can be converted to function in a wide variety of roles. Unfilled, these bays are simply storage space (and count as [[cargo holds]]), and for many large transport vessels, they remain this way. If a starship's bays are instead used for [[guest quarters]], the ship can serve as a transport vessel for soldiers, travelers, or refugees. If its bays are filled with [[medical bays]] and guest quarters, the ship becomes a mobile hospital.
The following options are available for most ships that have available expansion bays. If an option requires multiple bays, this is noted in its description; if it must consume PCU to function, the amount is listed in the table below. An entire expansion bay must be used for a single purpose, even if it gives you multiple instances of that option. For example, if you select [[escape pods]], that expansion bay gains all six escape pods—you can't combine three escape pods and one [[life boat]].
</$list>
<<list-links "[tag[Expansion Bays]sort[title]]" class:index>>
You're much more adept at holding your breath than others of your species.
''Prerequisites:'' Con 11.
''Benefit:'' You can hold your breath for 50% longer than normal for your species (equal to 1-1/2 times your Constitution score more for most species).
You are practiced at quickly utilizing //[[spell ampoules]]// in emergency situations. You can inject yourself or a willing creature with a //spell ampoule// as a move action and can inject an unconscious creature as a standard action.
After failing a saving throw against a magical effect with a duration longer than 1 round, you can attempt a second saving throw the following round to shake off the effect. If you succeed on this second saving throw, you gain a +2 insight bonus to saves against magical effects produced by the creature whose effect you just saved against; this bonus lasts for 24 hours.
You have created an experimental apparatus, a unique item that blends technology and magic. Your experimental apparatus is a hybrid item that must be held in one hand to impart any benefit. Incorporated into the apparatus is one nonconsumable hybrid or magic item with an item level of 1 and no more than 1 bulk. The apparatus has light bulk, but it becomes 1 bulk if it has an incorporated item that has 1 bulk. While you wield the apparatus, you gain the benefits of the incorporated hybrid or magic item, even if you are already wearing your maximum number of hybrid or magic items. Due to its esoteric design and controls, you are the only one who can gain any benefit from the apparatus.
You can incorporate additional items into the apparatus to expand its functions, including hybrid items, magic items, and magitech augmentations (for the arm, brain, endocrine, hand, or throat systems). An incorporated item’s item level cannot exceed your mechanic level, its bulk cannot be greater than 1, and the apparatus can accommodate a total of only two incorporated items (including the apparatus’s starting item). Incorporating an item into the apparatus takes 8 hours of work and functionally destroys that item in the process. Each item has its own set of charges, if any. You only gain the benefits of a single incorporated item at a time, though you can switch which item is active as a standard action, or as a move action if you spend 1 Resolve Point.
If your apparatus is destroyed or lost, you retain its schematics in your [[custom rig]] and can rebuild a version of it for free after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your apparatus. In addition, every time you gain a mechanic level, you can rebuild your apparatus with the same amount of work, allowing you to replace one of the installed items at no cost, selecting an item with an item level no higher than the item level of the item being replaced.
!! Mystical Technician (1st)
Add [[Mysticism]] to your list of class skills in place of [[Computers]]. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Mysticism checks. The insight bonus granted by your [[bypass]] mechanic class feature applies to [[Engineering]] and Mysticism checks, not to Computers checks.
!! Advanced Artifice (5th)
Your experimental apparatus can now accommodate up to three incorporated items. Upon gaining this ability, you can incorporate the functions of one item whose item level is 3 or less into your experimental apparatus at no cost.
!! Enhanced Interface (7th)
You can change your experimental apparatus’s active devices as a move action, or as a swift action by spending 1 Resolve Point.
!! Technological Arcana (10th)
By drawing on your apparatus’s energy reserves through embedded //[[spell gems]]//, you can replicate a limited number of magical effects. Choose two 0-level technomancer spells, two 1st-level technomancer spells, and one 2nd-level technomancer spell. You incorporate //spell gems// for these spells into your apparatus at no cost. You gain a limited version of the technomancer’s spells class feature, though you can use these spells only while wielding the apparatus, and your selection of spells is limited to those spells embedded in the apparatus. You have one 1st-level spell slot and one 2nd-level spell slot, and you can cast the 0-level spells at will. You gain one 3rd-level spell slot at 13th level, and you gain one 4th-level spell slot at 16th level. Casting these spells does not expend the incorporated //spell gems//. Your experimental apparatus can store a maximum number of //spell gems// equal to half your mechanic level, and these //spell gems// can be of any level. You can incorporate and replace //spell gems// in the apparatus as you would new magic items, and incorporated //spell gems// are effectively destroyed once installed.
In addition, whenever you would gain a new mechanic trick, you can instead increase the number of //spell gems// the apparatus can hold by one, as well as gain one additional spell slot of your maximum spellcasting level, to a maximum of four spells per level.
!! Versatile Apparatus (15th)
Your experimental apparatus can now accommodate up to four incorporated items. The apparatus grants the abilities of two incorporated items at a time.
!! Unparalleled Apparatus (20th)
Your apparatus is so technologically sophisticated that it is almost a magical artifact. Choose one of the following benefits.
* ''Enduring Legacy:'' You have perfected the apparatus’s function and durability, allowing others to use it for ages to come. The apparatus’s item level is treated as 30 for the purpose of its hardness, Hit Points, and saving throws. If a creature spends 1 Resolve Point, they can operate the apparatus as though they were you for 24 hours.
* ''Magitech Marvel:'' You gain one 5th-level spell slot that you can use with the technological arcana ability, and you increase your number of 3rd- and 4th-level spell slots for that ability by one each. You increase the number of [[spell gems]] the apparatus can store by 5.
* ''Multitasking Miracle:'' The apparatus can now grant the abilities of three incorporated items simultaneously.
You have designed and built a sophisticated suit of armor, which you are constantly optimizing and upgrading with the latest technological breakthroughs. You begin play with one suit of armor with an item level of 1 for free, or you can buy any armor normally and designate it as your armor prototype. You design and build this armor and, while it may be similar in aesthetics and function to an existing type of armor, it is fundamentally unique from any mass-produced product. Due to its experimental design and custom fitting, you are the only one who can benefit from wearing this armor. As you gain levels, your armor prototype advances in sophistication. If you acquire a different suit of armor, you can disassemble your existing prototype and turn the new armor into your prototype with 8 hours of work.
If your experimental armor is ever destroyed or lost, you retain its schematics in your [[custom rig]] and can rebuild a version of it for free using your custom rig after 24 hours of uninterrupted work. This free version is of an item level no greater than your mechanic level – 2 (minimum 1st level). You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your experimental armor. In addition, every time you gain a mechanic level, you can rebuild your experimental armor with the same amount of work, allowing you to change the type of armor you chose as a basis for your experimental prototype (selecting an item of the same type with an item level no higher than the item level of your previous prototype).
Your armor prototype works as normal for a suit of its type, but it also gains specific benefits based on your mechanic level, as defined below. You can have only one suit of armor designated as your armor prototype at a time.
!! Armor Prototype Proficiency (1st)
You gain proficiency in heavy armor. Your armor prototype's hardness, HP, and save bonuses are calculated as if its item level were 5 higher.
!! Calibrate Defenses (1st)
While wearing your experimental armor prototype, you can bolster your defenses against certain attacks. As a move action, you analyze the weapons and attack patterns of one enemy you can see, programming your armor prototype with this information to improve your ability to defend against that enemy. You gain a +1 shield bonus to AC against the next attack from that opponent, as long as it occurs before the end of your next turn. This bonus increases to +2 at 8th level and to +3 at 16th level. Calibrating your defenses against another enemy causes you to immediately lose this bonus against the previous enemy's attacks.
!! Extra Upgrade (1st)
Your armor prototype's efficient design allows you to install one additional armor upgrade beyond what that armor's upgrade slots would normally allow. You must purchase the upgrade to be installed in this slot at its normal price.
!! Power Boost (5th)
You gain proficiency in powered armor. You can alter your experimental armor prototype to be identical to any suit of powered armor that has an item level equal to or lower than your existing armor prototype by spending 8 hours of work making upgrades.
!! Advanced Customization (7th)
You apply a single armor upgrade with an item level of no more than half your mechanic level to your experimental armor prototype at no cost. This customization does not take up an armor upgrade slot. You select an additional upgrade at 11th, 14th, and 17th levels. Each time you gain a level, you can swap out any of these armor upgrades for different upgrades, subject to the same restrictions.
!! Versatile Design (10th)
Long hours of research and tinkering has taught you how to modify your experimental armor prototype on the fly. Your armor prototype grants you one of the following benefits: +1 to attack rolls, a fly speed of 50 feet (average maneuverability), a fly speed of 30 feet (perfect maneuverability), a swim speed of 30 feet, or [[darkvision]] with a range of 60 feet and [[low-light vision]]. With 10 minutes of work, you can change the ability granted by your prototype to any other one of these abilities.
!! Energy Shield (15th)
Your experimental armor prototype gains an energy shield with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. These temporary Hit Points are fully restored when you regain Stamina Points following a 10-minute rest.
!! Defense Matrix (20th)
You perfect your experimental armor prototype's adaptable defenses, bolstering your armor against a greater number of enemies. You can use your calibrate defenses ability to gain a bonus to your AC against a number of targets equal to your Intelligence modifier, spending a move action for each calibration.
You're an expert at improvising explosives, the components for which you carry in a special pack, case, or weapons belt that weighs 1 bulk. Each day when you recover any spent Resolve Points, you can spend 10 minutes using your custom rig to create a number of experimental grenades and explosive charges equal to 1 + your Intelligence modifier. You create these explosives at no cost, and you don't need to decide which specific grenades or explosives you have until you use them, but when you do, each must have an item level equal to or less than your mechanic level. Any experimental explosives you don't use that day become inert, even if they're still in your possession. Your experimental explosives don't work for anyone but you. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare one additional experimental explosive, up to the maximum number of experimental explosives you can have. In addition, your [[custom rig]] functions as a [[detonator]], and when calculating the DC of the save to resist your grenade's effects, you can use your Intelligence modifier in place of your Dexterity modifier.
At 5th level, you add 1/2 your mechanic level, rounded down, to your damage with grenades; when you explode grenades using the [[arm explosives]] task and a detonator, add this bonus damage only once. Also, your experimental explosives are magic weapons for the purpose of overcoming [[damage reduction]].
At 7th level, when you use [[Engineering]] to perform the [[arm explosives or demolitions|Arm Explosives]] tasks, you can do so in half the normal time. You can still use the quick demolitions option to further reduce the time expended. When making an attack with a grenade, you can draw that grenade as part of the action of making a thrown attack with it.
At 10th level, you can spend 2 Resolve Points as a move action to assemble an experimental grenade or explosive charge. This grenade or explosive can have an item level no higher than your mechanic level, and it counts against the maximum number of experimental explosives you can have. At 15th level, you can use this ability as a swift action or reduce its Resolve Point cost to 1.
At 11th level, when you use [[Engineering]] for demolitions tasks, each secondary charge you apply adds +3 to your Engineering check, instead of +2. You increase the range of your thrown grenades by 10 feet.
At 20th level, you increase the maximum result of your explosive charges by an amount equal to twice your Intelligence modifier, and each secondary charge you apply when using the [[demolitions|Arm Explosives]] task adds +4 to your [[Engineering]] check, instead of +2. When you make a full attack, you can make up to three attacks, so long as at least one of those attacks is used to throw or launch a grenade. You take a –6 penalty to these attacks, instead of a –4 penalty.
Experimental explosives replaces [[coordinated assault]] class feature in addition to the [[artificial intelligence]] (AI) class feature.
You construct an experimental prototype, a unique item that represents your research and development into a specific new type of technology. Your experimental prototype can take one of several forms (see below). You must choose one of these forms upon taking your first level of mechanic, and once this choice is made, it can't be changed.
If your experimental prototype is ever destroyed or lost, you retain its schematics in your custom rig and can rebuild a version of it for free using your custom rig after 24 hours of uninterrupted work. This free version is of an item level no greater than your mechanic level – 2 (minimum 1st level). You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your experimental prototype. In addition, every time you gain a mechanic level, you can rebuild your experimental prototype with the same amount of work, allowing you to change the type of item you chose as a basis for your experimental prototype (selecting an item of the same type with an item level no higher than the item level of your previous prototype).
Experimental prototype replaces the [[artificial intelligence]] (AI) class feature and may replace additional class features, depending on the type of prototype chosen.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
You've built a unique vehicle of your own design, using the [[custom vehicle rules|Custom Vehicles]] to create your vehicle for free with an item level of 1. The vehicle must have the [[experimental graft|Experimental Vehicle Graft]], the Medium or Large size graft, and one of the following type grafts: [[boat]], [[cruiser|Cruiser (vehicle type graft)]], [[cycle]], [[submersible]], [[truck]], or [[walker]]. You can select only from the following special grafts: [[amphibious]], [[computer-assisted controls]], [[junk|Junk Vehicle Graft]], [[luxury|Luxury Vehicle Graft]], [[racer|Racer Vehicle Graft]], or [[transport|Transport Vehicle Graft]]. At 7th level, you can select any type grafts or special grafts when designing your vehicle, and at 10th level, your vehicle can have the Huge size graft. Due to the vehicle's experimental design, its [[Piloting]] modifier decreases by 4 for anyone other than you who pilots it.
If your experimental vehicle is ever destroyed or lost, you retain its schematics in your [[custom rig]] and can rebuild a version of it for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your vehicle. In addition, every time you gain a mechanic level, you can redesign and rebuild your vehicle with the same amount of work, though if the new design's price is higher, you must expend credits equal to the difference between their prices. Your vehicle's item level can't exceed your mechanic level, and you can have only one experimental vehicle at a time.
As a full action while adjacent to your unoccupied vehicle, you can cause it to fold into a more compact form through a combination of null-space technology and cunning joints. This reduces the vehicle's size by one category. While miniaturized, the vehicle has a ground speed of 30 feet, and while its statistics are otherwise unchanged, its additional systems cease functioning, and it can't be used as a vehicle. The miniaturized vehicle follows you automatically, though as a move action, you can command it to remain in place or resume following you. As a full action while adjacent to your vehicle, you can restore it to its normal size and functions and board it.
Treat a Large experimental vehicle's bulk as 128, and for every size category your vehicle grows or shrinks, respectively multiply or divide its bulk by 8. If the vehicle's bulk is reduced to less than 1, treat it as light bulk. At 11th level, you can reduce your vehicle's size by two size categories when miniaturizing it, and you can activate or revert the miniaturization while within 30 feet of the vehicle (though you can only automatically board it if you're adjacent to the vehicle). At 17th level, you can reduce your vehicle's size by three size categories when miniaturizing it.
This feature replaces the [[coordinated assault]], and [[control net]] class features in addition to the the [[artificial intelligence]] (AI) class feature.
Created by mechanical artisans, these one-of-a-kind vehicles are an expression of their creators' visions.
* ''Adjustments:'' Decrease price by 50%, increase modification slots by 1.
* ''Special:'' The vehicle must have been created by the [[experimental vehicle]] alternate class feature.
You have designed and built, and are constantly upgrading, a sophisticated weapon. You begin play with one weapon with an item level of 1 for free, or you can buy any weapon normally and designated it as your weapon prototype. You design and build this weapon and, while it may be similar in aesthetics and function to an existing type of weapon, it is fundamentally unique from any mass-produced product. Due to its experimental design and custom safety features, you are the only one who can make attacks with this weapon. As you gain levels, your weapon prototype advances in sophistication. If you acquire a different weapon, you can disassemble your existing prototype and turn the new weapon into your prototype with 8 hours of work.
If your experimental weapon is ever destroyed or lost, you retain its schematics in your [[custom rig]] and can rebuild a version of it for free using your custom rig after 24 hours of uninterrupted work. This free version is of an item level no greater than your mechanic level – 2 (minimum 1st level). You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your experimental weapon. In addition, every time you gain a mechanic level, you can rebuild your experimental weapon with the same amount of work, allowing you to change the type of weapon you chose as a basis for your experimental prototype (selecting an item of the same type with an item level no higher than the item level of your previous prototype).
Your weapon prototype works as normal for a weapon of its type, but it gains specific benefits based on your mechanic level, as defined below. You can have only one weapon designated as your weapon prototype at a time.
!! Weapon Prototype Proficiency (1st)
You gain proficiency in advanced melee weapons, heavy weapons, or longarms. Once this choice is made, it can't be changed. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.
!! Superior Firepower (1st)
When you attack with your experimental weapon prototype, you can enhance its damage dealt to select foes. As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.
!! Improved Magazine (1st)
Your experimental weapon prototype can carry more ammunition than a normal weapon of its type. If it contains individual darts, petrol, rounds, shells, or similar physical ammunition, its capacity is doubled. If it uses batteries, it can hold two batteries of the normal size for that weapon, drawing charges from either.
!! Enhanced Prototype Proficiency (5th)
You can use your prototype weapon with one hand without penalty, even if it is normally a two-handed weapon.
!! Advanced Customization (7th)
You can apply one of the following weapon special properties to your experimental weapon prototype. You can apply only special properties that are applicable to the weapon you're using, so you couldn't (for example) add [[quick reload]] to a weapon that doesn't use charges or ammunition. The GM is the final arbiter of what can be applied to any weapon. Choose from: [[aurora]], [[block]], [[breach]], [[breakdown]], [[bright]], [[disarm]], [[echo]], [[extinguish]], [[feint]], [[injection]], [[harrying]], [[penetrating]], [[quick reload]], [[recall]], [[stun]], [[trip]].
At 11th level, you can add a second weapon special property from that list, or you can add [[force]] as a second weapon special property. Alternatively, instead of adding a second property, you can add a critical hit effect from the following list, which applies in addition to any other critical hit effect that applies to the attack: [[arc]] (1d6, +1d6 per 5 item levels), [[bind]], [[bleed]] (1d6, +1d6 per 5 item levels), [[corrode]] (1d6, +1d6 per 5 item levels), [[deafen]], [[knockdown]]. You may add this even if the weapon already has a critical hit effect, and on a critical hit both effects apply. A weapon cannot have two versions of the same critical hit effect.
At 17th level, you can instead add the [[blind]], [[demoralize|Demoralize (critical)]], [[wound]], [[sicken]], or [[stagger]] critical hit effect in place of a second weapon property or a critical hit effect.
Each time you gain a mechanic level, you can switch any of these customizations for a different customization, but you must always choose at least one customization from the 7th-level list.
!! Versatile Design (10th)
Long hours of research and tinkering have taught you how to modify your weapon prototype on the fly. Select four weapon fusions of a level your prototype weapon qualifies for. Your weapon gains one of these fusions without it counting against the total item levels of fusions it can have. With 10 minutes of work, you can change the weapon fusion currently installed in your weapon prototype to another of your selected fusions. If a fusion selected with this ability has a limited number of uses, using it counts against the uses of any other fusion you access with this ability. Each time you gain a mechanic level, you can change the four fusions you have selected.
!! Dual Chambers (15th)
You modify your experimental weapon prototype to deal multiple types of damage. Select one additional type of weapon damage that your weapon does not normally deal. When you attack with your experimental weapon prototype, you can deal either type of damage or both. Switching between damage types, or switching your weapon to deal both, is a move action. Each time you gain a level, you can switch your secondary damage type, but you can't change the weapon's original damage type without crafting a new experimental weapon prototype.
!! Target-Rich Environment (20th)
You enhance your experimental weapon prototype's attack power, allowing you to deal extra damage to multiple enemies. You can use your superior firepower ability to deal additional damage to a number of targets equal to your Intelligence modifier, taking a move action to calibrate it against each foe.
You harness technologies normally available only to those with an exocortex. You gain the [[overclocking]] mechanic trick, and you're treated as having an [[exocortex]] for the purposes of the [[overclocking]], [[hyperclocking]], and [[ultraclocking]] mechanic tricks. You must have neither a [[drone]] nor an [[exocortex]] to select this mechanic trick.
When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die and add the result of the roll as an insight bonus to the assisted creature's check in addition to the +2 bonus granted by a successful aid another attempt.
Your drone's AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –6 penalty to full attacks made without your direct control instead of the normal –4 penalty. Like [[limited AI]], you must still be conscious and within range.
You have a knack for using, repairing, and learning about enchanted gear, especially objects with which you become familiar. In a process that takes 1 minute, you can use [[Bluff]], [[Diplomacy]], or [[Intimidate]] in place of [[Mysticism]] to identify a magic item without simultaneously casting //[[detect magic]]//. When you regain your Resolve Points after resting, you can designate a number of magic items and/or hybrid items that you’ve had in your possession for at least 24 hours to be your attuned items. Once per day per item, you can repair one of your attuned items as a full action, for which you can use [[Engineering]] in place of Mysticism.
As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn.
Whenever you attempt a [[Bluff]] check to create a [[distraction]], you can forgo rolling your expertise die. If you do and your skill check succeeds, you can add your expertise die to whichever skill task you attempt as part of the diversion (either a [[Stealth]] check to [[hide]] or a [[Sleight of Hand]] check to [[palm an object|Palm Object]]). If you forgo adding your expertise die to a Bluff check to create a distraction that you attempted using the [[Diversion]] feat and succeed at your Bluff check, you add your expertise die to every Stealth check to hide that your allies attempt.
You have a database of electronic seals and predesigned templates that allow you forge an official document in a matter of moments. When you attempt a [[Computers]] check to create a forgery, as long as you have access to a computer, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1d4 minutes).
As a move action, you can attempt a DC 15 [[Survival]] check to identify a clear path. If you succeed, select one 5-foot square of difficult terrain that you can perceive, plus one additional 5-foot square for every 5 points by which the result of your check exceeds the DC. Until the end of your next turn, you and your allies can move through the indicated spaces as though they weren't difficult terrain.
This is a language-dependent, sense-dependent effect.
Your [[custom rig]] has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices.
You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship's downloaded data sets and transponder at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a [[Sense Motive]] check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the [[Skill Focus]] feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Once per combat, you can use [[Sense Motive]] or any skill that you've chosen with the [[skill expertise]] class feature in place of [[Bluff]], [[Diplomacy]], or [[Intimidate]] when performing a captain action.
At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.
With the exception of [[additional skill expertise]], these talents require you to have expertise in the skills they affect.
!! General Talents
<<list-links '[tag[Expertise Talents]] -[tag[Skills]tagging[]]' class:index>>
<$list filter="[tag[Skills]]" variable="skil">
<$list filter="[tag[Expertise Talents]tag<skil>first[]]">
!! <<skil>>
<<list-links '[tag[Expertise Talents]tag<skil>]' class:index>>
</$list>
</$list>
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If you score a critical hit, it applies only to the creature closest to the targeted intersection (you choose the creature if several are equally close). If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as [[smoke grenades]], don't deal damage, so they don't include the damage and damage type entries.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Exploration'>>
</div>
<div class="statblock">
* ''Level'' 1; ''Price'' 1,000
* Large land vehicle (10 ft. wide, 10 ft. long, 4 ft. high)
* ''Speed'' 15 ft., full 350 ft., 40 mph
* ''EAC'' 12; ''KAC'' 14; ''Cover'' partial cover
* ''HP'' 14 (7); ''Hardness'' 5
* ''Attack (Collision)'' 4d4 B (DC 10)
* ''Modifiers'' +0 [[Piloting]], –2 attack (–4 at full speed)
* ''Passengers'' 3
</div<
While you can ascertain the location and general type of astronomical objects from a distance, finding out more generally requires traveling to and orbiting the body. While in orbit, you can use your starship's sensors to determine the world's atmosphere, primary biomes, and gravity. This process typically takes ten minutes and requires a successful DC 15 [[Computers]] check. This check is modified by the type of sensors you have on your ship, as usual. A number of factors can increase or decrease that DC, as outlined in the table below.
<div class= "table-wrapper">
|Circumstance | DC Modifier |h
|Anomaly | –2 to +4 |
|Energetic magnetic field | +2 |
|Extreme magnetic field | +4 |
|Planetary sensor scrambler | +4 |
|Thick atmosphere | +2 |
|Thin atmosphere | –2 |
</div>
Keep in mind that such scans must be performed outside of combat and that certain worlds' inhabitants will not permit offworlders to peer down from orbit indefinitely—or at all.
While getting general information about a world can be crucial, more information can be gained from a full sensor sweep and analysis of the data obtained. You can use the [[world analysis]] downtime activity to attempt a more thorough scan, or you can map out a portion of a world's geography using the [[world mapping]] downtime activity.
<<section 'World Analysis'>>
<<section 'World Mapping'>>
You've installed routines in your drone that enable it to adventure efficiently through strange and alien worlds. Add the following to the list of feats your drone can select: [[Ambush Awareness]] , [[Climbing Master]], [[Echolocation Attack]], [[Environmental Adaptation]] , [[Memory Access]], and [[Swimming Master]]. Additionally, your drone gains one of these feats as a bonus feat when you select this trick (it must meet the skill rank prerequisites for the feat). You must have a [[drone]] to select this mechanic trick.
You meditate on the mystical energies of the multiverse, scan alternate realities, write and run complex predictive algorithms, or otherwise gain insight into what the following day might bring. You can explore your own future or the possibilities awaiting someone else, but you must focus your predictions on a single creature you're familiar with.
''Activity:'' Choose a creature and attempt a Mysticism check or, if you have access to a computer of tier 5 or higher, a [[Computers]] check. The DC of this check is equal to 10 + 1-1/2 × the target's character level or CR. You can't take 10 or 20 on this check.
''Results:'' On a success, the character whose futures you explored can reroll one d20 roll during the following day. A given creature can gain the benefit of explore futures only once per day.
<div class="statblock">
* ''Size'' Medium
* ''Maneuverability'' good (+1 Piloting, turn 1)
* ''HP'' 55 (increment 10); ''DT'' —; ''CT'' 11
* ''Mounts'' forward arc (1 light), port arc (1 light), starboard arc (1 light), turret (1 light)
* ''Expansion Bays'' 4
* ''Minimum Crew'' 1; ''Maximum Crew'' 6
* ''Cost'' 12
You're an expert in scouting out dangerous locations using your knowledge and survival skills.
* ''Associated Skills:'' [[Culture]] and [[Survival]]. You can attempt a Survival check with a +4 bonus to make a [[trick attack]] by using your surroundings to your advantage.
* ''Specialization Exploit:'' [[ever vigilant]]
* ''Into the Unknown ([[Ex]]):'' At 11th level, you gain a +4 bonus to Culture and Survival checks. While you're outside both the core worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM's discretion, in games centered around a different star system than the core worlds, replace the core worlds with that star system.
<div class="statblock">
* ''Level'' 14; ''Price'' 79,000
* ''EAC Bonus'' +17; ''KAC Bonus'' +23
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; Speed 30 ft.
* ''Strength'' 23 (+6); ''Damage'' 3d6 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 100; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 35
</div>
Travelers on alien worlds must be prepared to confront a variety of difficult environments. This long-range powered armor resembles a humanoid torso atop several bristly metal tendrils ending in sharp, grasping claws. The armor has comfortable seating and a supply of nutritious paste delivered intravenously; while wearing an explorer's cradle, you do not need to eat or drink. As a standard action, you can extend and reshape the tentacles into a variety of forms resembling limbs, fins, or wings, gaining one of the following abilities until you next rearrange the tentacles.
* ''Bladed Strikes:'' The damage dealt by this armor increases to 4d8 slashing damage.
* ''Climbing Claws:'' You gain a climb speed of 20 feet.
* ''Creeping Legs:'' Your movement is not slowed by difficult terrain, although you still cannot run or charge through difficult terrain.
* ''Fluttering Wings:'' The tentacles splay out behind you and form connective membranes to create wings, granting you a fly speed of 20 feet with clumsy maneuverability.
* ''Undulating Tendrils:'' You gain a swim speed of 20 feet.
You're proficient with [[disintegration lashes]], [[monowhips]], [[plasma lashes]], [[taclashes]], and similar one-handed, whip-like advanced melee weapons (at the GM's discretion). You gain [[weapon specialization]] in these weapons as if your class granted proficiency, and you can use [[trick attack]] with these weapons. You don't add trick attack damage to your attack, but the target is still [[flat-footed]], and you can use [[debilitating tricks]]. You can choose to deal lethal damage with such weapons if they normally deal nonlethal damage.
This 8-inch bronze ovoid has a single round button on its wide end. Activating the device is a swift action. For 1 round, the skin of the ovoid heaves and roils in waves that seem to be constantly falling in toward the ovoid and never rising out of it, yet the ovoid remains the same size. When an explosion or a weapon with the [[explode]] special property detonates within 30 feet of the explosion inhibitor, its explosion radius is halved (rounded down to the nearest increment of 5 feet, minimum radius of 5 feet). An explosion inhibitor can't be harmed by explosives or weapons with the explode special property, regardless of the type of damage the explosion deals. An explosion inhibitor's internal battery can't be recharged by ordinary means, but when it's within an explosion that deals at least 50 damage, it regains 1d6 charges, to a maximum of 10.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|explosion inhibitor | 14 | 75,000 | 1 | 10 | 1/round |
</div>
name:explosion injector, heavy
range:1 hex
speed:—
damage:6d12
pcu:10
cost:26
special:[[burrowing]], [[limited fire]] 5
name:explosion injector, light
range:1 hex
speed:—
damage:3d10
pcu:5
cost:13
special:[[burrowing]], [[limited fire]] 5
name:explosion injector, super
range:1 hex
speed:—
damage:3d10 × 10
pcu:30
cost:50
special:[[burrowing]], [[limited fire]] 5
Explosive ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted below. A weapon firing explosive ammo deals its normal amount of damage, but half of this damage is fire damage and grants the weapon the [[knockdown]] critical hit effect. If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon's normal critical hit effect. If the weapon normally already has the knockdown critical hit effect, it instead gains the [[push]] (5 feet) critical hit effect in addition to knockdown, and this considered part of the weapon's normal critical hit effect.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|explosive arrow | 2 | 75 | 20 | L |[[fiery]] |
|explosive darts | 2 | 50 | 25 | L |[[fiery]] |
|explosive mini-rockets | 5 | 450 | 10 | L |[[fiery]] |
|explosive rounds, heavy | 3 | 180 | 20 | L |[[fiery]] |
|explosive rounds, longarm and sniper | 2 | 150 | 25 | L |[[fiery]] |
|explosive rounds, small arm | 2 | 60 | 30 | L |[[fiery]] |
|explosive scattergun shells | 2 | 110 | 25 | L |[[fiery]] |
</div>
Choose one feat that includes proficiency with grenades as a prerequisite. You gain this feat as a bonus feat, and you can qualify for that feat as though your base attack bonus from your mechanic levels were equal to your mechanic level.
<div class="statblock">
* <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You magically transform a used battery into a powerful explosive device, propelling it in a straight line to a grid intersection within range, at which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely.
Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the [[explode]] (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
These additional armor plates offer protection against explosions and shrapnel, granting you a +2 enhancement bonus to Reflex saves against weapons with the [[explode]] special property. As a full action, you can place a grenade inside a reinforced, egg-shaped compartment in the armor upgrade. As a standard action, you can detonate the grenade. This explosion is centered on you, but the upgrade creates a temporary containment field that shields you from the explosion. In all other ways, the grenade functions normally.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|explosive defense unit | 8 | 9,000 | 1 | any | L |
</div>
You can spend 2 MP as a standard action to make an attack with your ranged adaptive strike as though it had the [[explode]] (10 feet) weapon special property. For each additional MP you spend to activate this adaptation, you can increase the explosion’s radius by 5 feet. Reduce this attack’s damage by an amount equal to half your evolutionist level.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* NE Small undead
* ''Init'' +8; ''Senses'' [[blindsense]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +14; ''Will'' +13
* ''Defensive Abilities'' [[regeneration]] 15 (fire); ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft., //[[spider climb]]//
* ''Melee'' writhing appendage +25 (2d6+17 B plus [[grab]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with writhing appendage)
* ''Offensive Abilities'' strip flesh (6d4+17 S, DC 19)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' —; ''Int'' +3; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +22, [[Stealth]] +27
* ''Languages'' Bantridi, Sivvian (can't speak any language)
* ''Other Abilities'' [[compression]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or gathering (3–7)
!!! SPECIAL ABILITIES
''Strip Flesh ([[Ex]])'' As a standard action, an exsiccate can pull strips of flesh from the body of a living creature it has grappled. The target takes 6d4+17 slashing damage and is [[sickened]] for 2d4 rounds; a target that succeeds at a DC 19 Fortitude saving throw takes half damage and reduces the sickened condition to 1 round. This is a pain effect.
</div>
When a nonhumanoid sentient being dies in a cold place with a thin atmosphere (such as a mountain peak or a frozen comet) and is forgotten for millennia without proper burial rites, it sometimes attracts negative energy. As this energy collects, the corpse can rise again as an exsiccate, a mummified undead that hungers to replace its own flesh. An exsiccate's hideously dried husk bears little resemblance to its original form. It has long, spindly limbs and nearly nonexistent facial features. Most exsiccates arise from deceased aberrations who hailed from rich cultures unfamiliar (and sometimes considered strange) to most Pact Worlds citizens and who have been isolated or abandoned by their societies.
These damned creatures have a singular desire to regain some part of the community they lost upon death. Their corrupted minds twist this yearning for companionship into terrible attacks on living creatures. Exsiccates search for those with warm bodies and beating hearts to latch onto and tear off strips of their flesh. Unlike ghouls, exsiccates don't eat this flesh, instead layering it across their bodies as if trying to create a second skin. This stolen skin doesn't last for long, drying similarly to the exsiccate's original flesh, and usually flakes away within a matter of hours. Sadly, this doesn't abate an exsiccate's miserable desire.
!! Exsiccate Template Graft
A withered husk of a nonhumanoid sentient creature, an exsiccate seeks the flesh of living creatures to incorporate into its form.
* ''CR:'' 8+
* ''Required Creature Type:'' undead
* ''Suggested Array:'' combatant
* ''Traits:''
** [[blindsight]] (life) 60 ft.
** [[regeneration]] 10 (fire; increase to 15 at CR 12 and 20 at CR 16)
** //[[spider climb]]//
** strip flesh (see above; damage dealt based on standard melee damage for array)
* ''Suggested Ability Modifiers:'' Dexterity, Strength
As a full action, you can expend an unused spell slot to recharge the number of days a suit of armor you touch can sustain its environmental protections by one day per level of the spell slot expended.
When you cast a spell from the conjuration (teleportation) school with a casting time of 1 standard action, you can cast the spell as a full action to double the range of the spell. You can spend 1 Resolve Point when casting a spell from the conjuration (teleportation) school to apply the effects of this magic hack without adjusting the spell’s casting time.
When you hit an enemy with a [[trick attack]], you can forgo your trick attack damage to increase the duration of the [[debilitating trick]] effect by 1 round. If you have the [[double debilitation]] ability, the duration of both debilitating tricks increases. Debilitating tricks with no duration (such as [[bleeding shot]] or [[knee shot]]) are unaffected.
When you cast a spell, you can spend 1 Resolve Point to double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell's duration to more than 24 hours.
You have expanded your latent telepathic powers.
''Prerequisites:'' [[Limited telepathy]] racial trait.
''Benefit:'' Increase the range of your limited telepathy by 30 feet.
''Special:'' If you are a [[phrenic adept]] or have the [[Major Psychic Power]] feat and you also have Extended Telepathy, you can try to communicate telepathically with creatures you don't share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful [[Mysticism]] check (DC = 15 + 1-1/2 × the creature's CR). On a failed check, you can't try to communicate telepathically with that creature again for 24 hours.
You have precise control over your nanites and can use them to extend your reach. Your [[sheath array]] increases your natural reach by 5 feet.
When you use your [[infinite worlds]] ability, you can spend 1 Resolve Point to increase the effect’s radius to 15 feet (or 20 feet if you’re 11th level or higher).
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LN Medium construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' advanced synthskin, [[regeneration]] 10 (magical fire); ''DR'' 5/—; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' slam +18 (2d6+8 B)
* ''Ranged'' advanced [[semi-auto pistol]] +15 (2d6+7 P)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' —; ''Int'' +2; ''Wis'' +0; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +14, [[Bluff]] +19, [[Disguise]] +19, [[Sense Motive]] +14, [[Stealth]] +19
* ''Languages'' Common
* ''Gear'' advanced [[semi-auto pistol]] with 24 small-arm rounds
!!! ECOLOGY
* ''Environment'' Any
* ''Organization'' solitary, pair, or cell (1 exterminator-class infiltration robot and 3 [[monitor-class infiltration robots]])
!!! SPECIAL ABILITIES
''Advanced Synthskin ([[Ex]])'' Infiltration robots are composed almost entirely of adaptive nanite flesh, allowing them to impersonate other species and insulating them from typical robot weaknesses. While its advanced synthskin is active, an infiltration robot appears to be a member of a medium-sized humanoid or monstrous humanoid species of its choice. This otherwise functions as the [[change shape]] universal creature rule, except the infiltration robot can activate it as a swift action. While an infiltration robot has fewer than half its Hit Points remaining, it can't use this ability.
</div>
A starship can increase its number of expansion bays by attaching additional modules to its exterior or towing them. The additional mass and volume of external expansion bays reduce the starship's maneuverability; increase the turn distance of a starship by 1 for every three external expansion bays it has, rounded up. External expansion bays can be installed only on a Small or larger starship, and the number of external expansion bays cannot exceed the number of expansion bays provided by the starship's base frame.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|external expansion bay | 0 | 3 |
</div>
You can expend all remaining charges of this weapon (even if it has only a single charge or use) as a swift action to remove the [[burning]] condition from yourself or an adjacent creature, or to quench the flames in 1 square. If the weapon affects an area, it extinguishes all flames in that area (including ending the burning condition for all targets fully within the area). Extinguishing flames does not prevent the area from catching fire again, especially if flames survive nearby.
One of your drone's [[weapon mounts|weapon mount]] can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has.
You gain a second [[solar manifestation]]. You can have only one manifestation active at a time unless you are fully attuned (graviton or photon), in which case you can use two manifestations at once. You must be at least 9th level to select extra manifestations.
Extra manifestation replaces one selection of [[zenith revelations]].
If you have a [[drone]], your drone gains an additional [[basic mod|Drone Mods]]. If you have an [[exocortex]], you gain an additional basic mod. It can't be a basic mod taken a second time as an advanced mod. You can rebuild this extra mod when you gain a mechanic level as with any other mod, but you can't rebuild this mod to convert it into the advanced version of the mod.
Your resolve is stronger than most.
''Prerequisites:'' Character level 5th.
''Benefit:'' You have 2 additional Resolve Points in your pool.
Reminiscent of a stadium chair with restraints, this item allows vehicles to carry an additional passenger. While the seat is placed onto an existing passenger seat in the vehicle, a willing Medium or smaller creature can strap themselves into the //extra seat// as a move action. Doing so transports the creature and the //extra seat// into an extradimensional space, leaving behind only the seat’s buckle and an empty passenger location that a different creature can use. This extradimensional space contains enough air to sustain the passenger for 4 hours.
As a move action, the passenger can activate the //extra seat//, or someone can activate the buckle; either action causes the //extra seat// and its passenger to reappear in the buckle’s space. If the buckle’s space is already occupied when this happens, both passengers are treated as squeezing, gaining the [[entangled]] condition until one exits the other’s space.
The //extra seat’s// extradimensional space automatically ejects its passenger if the buckle is moved more than 30 feet from the vehicle where it was activated, if the vehicle in which it was activated is wrecked, or if the buckle is destroyed. A vehicle can accommodate a number of //extra seats// equal to half its passenger rating (rounded up), and attempting to activate //extra seats// beyond this limit has no effect.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//extra seat// | 3 | 1,400 | 1 |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or camera
* ''Duration'' see text
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You magically amplify or add to a target's senses.
''1st:'' When you cast [[extra sense]] as a 1st-level spell, the target gains [[blindsense]] (vibration) out to a range
of 30 feet. The blindsense can be based on scent or sound rather than vibration. If the creature has an existing sense that's tied to the blindsense—such as touch (vibration), smell (scent), or hearing (sound)—and it's suppressed, the blindsense is suppressed for the same duration. This spell lasts 1 hour/level.
''2nd:'' When you cast //extra sense// as a 2nd-level spell, the target can emit a piercing sound and, by listening to the echoes, gain [[blindsight]] (sound) with a range of 20 feet and [[blindsense]] (sound) with a range of 40 feet for 1 round. The sound emitted is audible to others in the 40-foot area, and the target emits the sound as if it were part of combat banter. The target can decide not to emit the sound but doesn't gain the benefits this spell grants until they do so. This spell lasts 10 minutes/level.
''3rd:'' When you cast //extra sense// as a 3rd-level spell, it functions as the 1st-level version, except the range of the [[blindsense]] extends to 60 feet, the target gains [[blindsight]] (of the same type as the blindsense) with a range of 30 feet, and the spell lasts 10 minutes/level.
<div class="statblock">
* ''Level'' 17; ''Price'' 278,200
* ''EAC Bonus'' +22; ''KAC Bonus'' +28
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 26 (+8); ''Damage'' 2d10 P
* ''Weapon Slots'' 3; ''Upgrade Slots'' 3
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium (10-ft. reach); ''Bulk'' 20
</div>
Constructed with the aid of mad cultists who revere inhuman, unknowable entities from the most distant corners of reality, this metallic armor defies conventional geometry. Its flat planes appear strangely curved upon close inspection, and its contours bend and blur. Your opponents can't keep a clear sight on the armor's shape or position, even when looking directly at it. If you have concealment from an attacker from any source, increase the miss chance from concealment by 10% (normally to 30%). If you do not have concealment from an attacker, the armor's warped shape grants you concealment but with only a 10% miss chance. This armor has no effect on attacks against you when you have total concealment. Wearing the armor has a deleterious effect on mortal sanity; when you remove the armor, you must succeed at a Will save (DC = 10 plus 1 per full hour spent wearing the //extradimensional armor//) or take a –2 penalty to Will saves and Wisdom-based ability checks and skill checks for 24 hours.
The vehicle contains a hatch (interior or exterior) that opens seemingly onto a solid wall, unless a button is pressed first (this is a move action) to open the hatch into an extradimensional space similar to that of a //[[null-space chamber]]//. The extradimensional space holds up to 100 bulk in a 9-foot cube. The extradimensional storage can't be closed if more than the listed bulk is inside.
<div class= "table-wrapper">
|Modification | Level | Price |h
|//extradimensional storage// | 13 | 50,000 |
</div>
Extraordinary abilities are nonmagical. They cannot be disrupted in combat as spells can, they are not subject to dispelling, and they function normally in areas where magic is suppressed or negated. Despite not qualifying as magical, some extraordinary abilities may break the laws of physics.
The text of an extraordinary ability indicates what type of action is required to use it, as well as how often the creature can use it. If an extraordinary ability doesn't specify what type of action is required to activate it, it requires a standard action. The DC of an extraordinary ability is typically equal to 10 + half the level of the creature using it + the creature's relevant ability score modifier, as detailed in the ability's description.
Extraordinary abilities are often denoted with the abbreviation "Ex" in parentheses next to the ability's name.
You can manifest physiology for sensing your surroundings in exceptional ways. Choose two of the following senses: life, scent, sound, thought, or vibration. You gain [[blindsense]] with a range of 20 feet using those senses. As a move action, you can spend 2 MP to increase the range of the blindsense granted by this ability to 60 feet for 1 minute.
This subtype is applied to any creature when it's on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creature entries assume that encounters with those creatures take place on the Material Plane.
At certain depths, the pressure of the surrounding water becomes so great that it endangers non-adapted creatures (such as most PCs, including aquatic species).
A creature in deep water (100–999 feet deep) must succeed at a Fortitude save (DC = 15 + 1 per previous check) or gain the [[sickened]] condition. This condition ends when the creature returns to a normal depth.
Severe depths (1,000 feet or deeper) are far more dangerous. Every minute, a creature not accustomed to these depths that needs to breathe must succeed at a Fortitude save (DC = 15 + 1 per previous check) or begin to [[suffocate|Suffocation and Drowning]] as though they've lost access to air. In addition, every hour while at these depths, all such creatures without environmental protections must succeed at an additional Fortitude save (DC = 15 + 1 per previous check) or take 2d6 bludgeoning and 2d6 cold damage.
Note that even aquatic creatures and others able to breathe underwater (or who don't breathe at all) are still subject to the non-suffocation effects described above.
When you spend 2 MP to gain a climb or swim speed, you can instead gain a burrow speed equal to half your land speed for the effect’s duration. If you have the [[enhanced mobility]] adaptation, you can increase the swim speed it grants to 1-1/2 × your land speed, and you can improve the maneuverability of its fly speed to perfect.
Your climb speed and swim speed are increased by your [[quick movement]] class feature and the [[improved quick movement]] exploit. You must have the [[versatile movement]] exploit to learn this exploit.
An extrusion rifle creates powerful pressure waves that exit the weapon with an incongruous whisper. The bulk of the rifle is a slender and reinforced cylindrical barrel. When fired, a piston travels from one end of the barrel to the other, compressing the gases inside to extreme pressures before the other end opens and release the projectile. A series of baffles at the rifle's tip stabilize the pressure wave so that it maintains cohesion over long distances and retains enough power to punch a perfectly clean hole into its target, though it can be modulated to simply hit a target's surface with forceful impact.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|extrusion rifle, 12-atm | 3 | 1,470 | 1d10 B | 60 ft. | [[knockdown]] | 20 charges | 4 | 2 |[[sniper]] (500 ft.), [[stun]], [[unwieldy]] |
|extrusion rifle, 24-atm | 8 | 9840 | 2d10 B | 70 ft. | [[knockdown]] | 20 charges | 4 | 2 |[[sniper]] (500 ft.), [[stun]], [[unwieldy]] |
|extrusion rifle, 48-atm | 13 | 55,000 | 4d10 B | 80 ft. | [[knockdown]] | 40 charges | 8 | 2 |[[sniper]] (750 ft.), [[stun]], [[unwieldy]] |
|extrusion rifle, 96-atm | 18 | 392,400 | 10d10 B | 90 ft. | [[knockdown]] | 80 charges | 10 | 2 |[[sniper]] (1,000 ft.), [[stun]], [[unwieldy]] |
</div>
This pair of pale sapphire gems were pried from the head of an inevitable destroyed in a duel. When you hold one of the eyes in one hand, you can control the other as a [[spy drone]] that can't be upgraded. You see what the flying eye sees through the eye you hold. However, if you place the gems over your own eyes, they burrow into your skull and replace two of your eyes (destroying the optic nerves of any additional eyes if you have more than two eyes), functioning as a long-range [[darkvision capacitors]] augmentation. You can still send out one eye as a spy drone, during which time the eyes do not grant you [[darkvision]]. When the eyes aren't embedded in a skull and aren't in use, a reddish mist slowly coalesces around them.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Eyes of Rhean// | 13 | 55,000 | L |
</div>
A set of translucent nictitating membranes is implanted within your visual sensors. When the membranes are open, they can be spotted as small, lavender, triangular muscles just inside the corner of your visual sensors with a successful DC 21 [[Perception]] check. When the membranes are closed, you see the world through a dark-purple haze that softens the edges of the figures you see but outlines them with a series of complex equations and algorithmic formulae that define their relationships with the world. In essence, you see the world almost as if you were viewing it as lines upon lines of computer code, allowing you some small insight into the way the future may resolve.
You can open or close these membranes as a swift action, and all must open or close simultaneously. When the membranes are closed and your eyes are open, you can scan your surroundings using your newfound sight as a move action. Roll a d20 and record the result; as a reaction until the start of your next turn, you can spend 1 Resolve Point to use this result for any attack roll, skill check, saving throw, or ability check attempted by a creature you can see (enemies and allies alike) as if they had rolled this value themself. This reaction must be declared before the creature rolls the check, and all normal modifiers apply to the roll that uses the substituted value.
While the membranes are closed and your eyes are open, you take a –2 penalty to [[Perception]] checks and initiative checks and can't take any reactions other than the one described above. If you fail a saving throw against a mind-affecting effect while the membranes are closed, you become [[confused]] until the end of your next turn (in addition to any other normal results of the mind-affecting effect).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//eyes of the seer// | 11 | 26,000 | eyes |
</div>
As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use [[fuse spells]] with this magic hack. A weapon can't be larger than two-handed, and the size of the item can't exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4th- level spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can't create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.
As a full action, you can expend an unused spell slot to concentrate its magical power into a grenade-like matrix of volatile energy. This fabricated explosive can mimic any grenade with an item level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. This grenade-like item remains a spell-like ability with a spell level equal to the level of the spell slot you expended, and it cannot be augmented or affected by abilities that affect technological devices or weapons. This explosive is unstable; only you can use it, and you must throw it within a number of rounds equal to the level of the expended spell slot or it dissipates harmlessly. You are considered proficient with the grenade for this attack. Once you have used this ability, you can't use it again until you rest for 10 minutes and expend 1 Resolve Point to recover Stamina Points.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' creates or converts 1 bulk of inert electronic equipment
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (object)
* ''Spell Resistance'' yes (object); see text
</div>
You turn 1 bulk of inert matter, such as debris, dust, rocks, or other unattended 0-level items, into 1 bulk of junked electronic equipment suitable for targeting with spells such as //[[battle junkbot]]//, //[[handy junkbot]]//, //[[healing junkbot]]//, //[[junk armor]]//, or //[[junksword]]//. The junked electronics have no resale value and cannot be repaired into any functioning item. Any direct examination by a character trained in [[Engineering]] or [[Physical Science]] reveals the useless nature of the junk.
As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use [[fuse spells]] with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can't create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.
The //face replicator// is a fast-acting 3D printer designed to create startlingly realistic full-head masks. Creating a mask requires 500 UPBs and takes 30 minutes, and the replicator requires a dataset (such as a hologram, photograph, or highly detailed sketch) to work from. The created mask blends seamlessly into your head and neck when worn, enabling you to change your appearance without using a disguise kit. In addition, you can use the mask to take the appearance of the specific creature on which the mask was modeled, applying the [[Disguise]] DC modifiers for disguising yourself as a different race, creature type, or size category as normal.
The //face replicator// can print as many masks as you have time and UPBs, but a mask can be worn only once. Removing the mask irreparably damages it, and the mask deteriorates after being worn for 48 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//face replicator// | 6 | 4,250 | 1 |
</div>
Your nanites can harmlessly reshape your body in increasingly dramatic ways. While your [[sheath array]] is active, you can use the [[Disguise]] skill to change your appearance with 1d3 minutes of work; you can use one [[nanite surge]] to reduce this required time to a full action. You reduce one of the check's DC modifiers by an amount equal to half your nanocyte level (to a minimum of +0), though this reduction applies only to disguises that change your appearance in the following ways: add major features, disguise yourself as a different race of the same creature type, or disguise yourself as a different creature type.
You must have the [[versatile nanites]] knack and have selected [[Disguise]] as one of the affected skills to select this knack.
Most vehicles are factory-made, use standardized parts for a particular civilization, and are relatively easy to repair, but have little room for creative modification.
* ''Adjustments:'' Decrease price by 10%, decrease modification slots by 1 (minimum 1). While in an area where standardized parts are available (such as a major settlement), decrease repair costs by 10% and decrease repair time by 25%.
<div class="statblock">
* ''Type'' drug (injury)
* ''Save'' Fortitude DC 18
* ''Addiction'' Will DC 18 (mental)
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Effect'' +2 morale bonus to Will saves against magic effects and –2 penalty to [[Perception]] checks for 2 hours. During this time, gain //[[dancing lights]]//, //[[deep slumber]]//, and //[[wisp ally]]// as spell-like abilities (CL 9th), each usable once.
</div>
The most challenging mogrant to refine, fairy tale triggers soothing hallucinations, which the user can project into the minds of others or conjure into reality as flitting lights.
<div class= "table-wrapper">
|Substance | Level | Price |h
|fairy tale | 9 | 2,000 |
</div>
This particularly cunning countermeasure creates an entirely fake network and system directory for anyone accessing the system that fails to bypass this countermeasure. The phony network has cloned control modules and data modules to make it appear to be the actual system, but the control modules do not actually work and the data modules contain garbage files. A character can uncover this ruse with a successful [[Computers]] check with a DC equal to the system's DC + 5. You automatically get a new check each minute with a cumulative +2 circumstance bonus until you discover the ruse. The fake shell countermeasure costs 50% of the base price of the computer plus 10% of the price of its control and data modules.
//Falcon boots// were originally armored steel boots with integrated knee protection etched with falcons across the front. They were most commonly employed by a group called the Steel Falcons, a branch of the Eagle Knights of the Golarion nation of Andoran, and they were apparently designed for use specifically on sailing ships.
As a move action while wearing //falcon boots//, you can set your own personal, local gravity to be perpendicular to any adjacent surface able to support your weight under normal gravity conditions. This personal gravity effect only functions in normal gravity or lower. While this personal gravity is active, you gain a climb speed equal to your land speed, and if knocked [[prone]], you fall in accordance with your personal gravity (thus falling prone in your space, even if that is on a wall or ceiling, rather than falling toward the ground as defined by the environment's normal gravity conditions). If you drop an item while your falcon boots are active, it also falls in your space. If you move from that square before picking up a dropped item, the item becomes subject to normal gravity.
If you are not adjacent to a surface able to support your weight, your //falcon boots// cease to function and you are subject to normal gravity. You can also deactivate //falcon boots// as a move action. There is no limit to how long //falcon boots// can function as long as you remain on a surface able to support your weight.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//falcon boots// | 5 | 3,000 | 1 |
</div>
A character that falls takes 1d6 damage per 10 feet fallen, to a maximum of 20d6. A character that takes damage from a fall lands [[prone]].
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. On a successful DC 15 [[Acrobatics]] check, the character avoids taking damage from the first 10 feet fallen and converts the damage from the second 10 feet to nonlethal damage. For example, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 nonlethal damage and 2d6 lethal damage. And if the character leaps down with a successful DC 15 Acrobatics check, he takes only 1d6 nonlethal damage and 1d6 lethal damage from the plunge.
The damage from the first 10 feet of a fall onto a yielding surface (such as soft ground or mud) is converted into nonlethal damage. This conversion is cumulative with damage reduced through deliberate jumps and successful Acrobatics checks.
A character can't cast a spell or activate an item while free-falling unless the fall is greater than 500 feet or the spell or item can be used as a reaction. Casting //[[teleport]]// or a similar spell while falling doesn't end the character's momentum; it just changes her location, meaning that she still takes falling damage, even if she arrives atop a solid surface.
!! Falling And Gravity
The rules for falling presented here assume standard gravity. For planets with high or low gravity, double or halve the damage amounts, respectively. Falling in extreme gravity deals as least triple the listed damage, and potentially even more.
!! Falling Into Water
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, a falling character takes no damage for the first 20 feet fallen and 1d3 nonlethal damage per 10-foot increment for the next 20 feet fallen. Beyond that, falling damage is lethal damage as normal (1d6 per additional 10-foot increment).
A character who deliberately dives into water takes no damage with a successful DC 15 [[Athletics]] check or DC 15 [[Acrobatics]] check, as long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check increases by 5 for every 50 feet of the dive.
!! Falling Objects
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
An object that falls upon a character deals damage based on its size and the distance it fell. [[Table: Damage from Falling Objects]] determines the amount of damage dealt by an object based on its size. Note that this assumes the object is made of dense, heavy material, such as metal or stone. Objects made of lighter materials might deal as little as half the listed damage, subject to the GM's discretion. For example, a Huge boulder that hits a character deals 6d6 bludgeoning damage, whereas a Huge wooden wagon might deal 3d6 bludgeoning damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
Dropping an object on a creature requires a ranged attack against its KAC. Such attacks generally have a range increment of 20 feet. If an object falls on a character (instead of being thrown), that character can attempt a DC 15 Reflex save to take half damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.
{{Table: Damage from Falling Objects}}
<<section 'Orbital Drops'>>
A failing sensor or damaged system sounds a distracting alarm or even impedes the normal function of other systems, requiring someone to turn it off—or possibly even destroy it.
''Failure:'' The crew's next chase action check takes a –1 penalty.
You can trick a flanking enemy into hurting their ally. When a foe is flanking you and misses you with a melee attack, you can attempt a [[reposition]] combat maneuver against that foe as a reaction. If your combat maneuver succeeds, you switch places with that foe, and the foe rerolls the attack against the ally who was allowing them to flank you. This attack roll is made at the same bonus as the original attack and gains the benefits of flanking.
At 12th level, you can use this improvisation even if the attack would hit you by spending 1 Resolve Point; if your combat maneuver succeeds, you take the minimum amount of damage, and the foe still rerolls the attack against their ally.
As a reaction, when a creature targets you with a hostile action, you can implant a brief psychic suggestion that you are a loved one, ally, or other creature they’d be unwilling to attack. The creature attempts a Will save against this mind‑affecting compulsion effect. If they succeed, they are [[shaken]] for 1 round by the unsettling experience. If they fail, the creature flinches and misses with the triggering attack, and additional attacks they make against you until the beginning of their next turn take a –2 penalty. Once you’ve used this ability, you cannot do so again until you rest for 10 minutes to recover Stamina Points.
A //falsebond tattoo// is designed to specifically mimic the partner bond between a [[dragonkin]] creature and a nondragonkin creature, such as that experienced between many
members of the Skyfire Legion. //Falsebond tattoos// come in pairs (with matching designs) and must be purchased and applied at the same time; the listed price is for two tattoos. The tattoos can be applied to any nonmindless creature regardless of its type. Once applied, a mystical link is formed between the recipients of the two tattoos. These creatures can communicate with each other as if they had [[telepathy]] with a range of 100 feet. In addition, once per day, linked creatures that are within 30 feet of each other can roll initiative checks separately and treat the higher result as the result for both of them. However, when the creatures use this benefit, their brainwaves become so in sync that they might be overwhelmed with sensory with information; each creature must succeed at a DC 14 Will save or gain the [[off-target]] condition for 1 round.
A //falsebond tattoo// doesn't count as a worn magic item, and it can't be disarmed or sundered. Most [[dragonkin]], ryphorians, and members of the Skyfire Legion view these tattoos as perversions of a sacred bond and, at the GM's discretion, a character wearing a //falsebond tattoo// takes a –4 circumstance penalty to [[Diplomacy]] checks when interacting with such individuals. You can attempt to hide a falsebond tattoo with a [[Disguise]] check opposed by any onlookers' [[Perception]] checks; this counts as altering a minor detail.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//falsebond tattoo// | 3 | 1,500 | — |
</div>
A familial weapon aims itself around all other creatures the wielder considers their family, and is usually decorated with a crest or other distinguishing mark. A weapon with this fusion can be attuned to a number of creatures equal to the weapon’s level, typically the owner’s family or friends. The bonus enemies receive from cover or soft cover provided by attuned creatures is reduced by 1. This weapon fusion can be applied only to ranged weapons.
Cheaper and less elegant than a ripper [[dueling sword]], a fangblade is closer to an industrial chainsaw, with a toothed, motor-driven chain wrapped around its blade.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|fangblade | 7 | 5,430 | 1d12 S | [[bleed]] 1d8 | 1 |[[powered]] (capacity 20, usage 1) |
</div>
Constant tinkering allows you to increase the range of ranged [[injection]] weapons with which you gained proficiency through your [[injection expert]] class feature. The range increments of these weapons double when you use them. At 16th level, their range increments instead triple when you use them.
You remain accurate at longer ranges.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' You take only a –1 penalty per full range increment between you and your target when using a ranged weapon.
''Normal:'' You take a –2 penalty per full range increment between you and your target.
When you fire a starship weapon that can affect targets at least 6 hexes away, increase that weapon's range by 2 hexes for that attack.
For some, the best combat strategies eliminate the opposition before they’re even halfway close enough to pose a credible threat. You’re adept at keeping a low profile while launching consistent, patient, and deadly attacks from afar. This style is especially well suited to sniper weapons; activating a weapon’s [[sniper]] special property to increase a weapon’s range (typically as a move action) is referred to below as “aiming a sniper weapon,” and attacks made with that increased range are referred to as “aimed shots.”
!! Steady Shot (1st)
You gain [[Stealth]] as a class skill. When you make an aimed shot, you can reroll any damage dice with a result of 1 and use the second result instead.
!! Patient Precision (5th)
You can aim a sniper weapon as a full action instead of as a move action, designating a target when you do so. The next ranged attack you make against the target with that weapon before the end of your next turn is resolved as an aimed shot. If the attack is a critical hit, you roll your damage three times (rather than two times) and add the rolls together to calculate the critical hit’s damage, and the saving throw DCs of any of the attack’s critical hit effects are increased by 1.
!! Lethal Near and Far (9th)
While you’re adept at sniping, you’ve also turned your gun into a deadly improvised weapon. You increase the [[sniper]] weapon special property range increment of any weapon you wield by 20%. You can also attack with any sniper weapon of at least 1 bulk as though it were a two-handed basic melee weapon with the [[block]] weapon special property and the [[knockdown]] critical hit effect that deals bludgeoning damage based on its item level; if the sniper weapon’s item level is 7 or lower, it deals 1d8 damage, and this damage increases by 1d8 at item level 9 and every 2 item levels thereafter (maximum 7d8 at item level 19).
!! Instant Aim (13th)
You can aim a sniper weapon as a swift action rather than as a move action, or you can aim your sniper weapon using your patient precision ability as a standard action. Once you use this ability, you can’t do so again until you rest for 10 minutes to regain Stamina Points. You can use this ability additional times without resting, but you must spend 1 Resolve Point for each additional use.
!! One Shot, One Kill (17th)
You gain the increased critical hit damage and increased critical effect save DC of your patient precision ability whenever you perform an aimed shot. If you use patient precision to aim as a full action (or as a standard action with instant aim), the next aimed shot you attempt before the end of your next turn scores a critical hit dealing double damage on a natural die result of 18 or 19, and it scores a critical hit dealing the full triple damage on a natural die result of 20.
You gain a divination reservoir. Each day when you regain your mystic spells, your divination reservoir fills with a number of points equal to half your mystic level. Any points from the previous day are lost. You can cast //[[clairaudience/clairvoyance]]// as a spell-like ability by spending 1 point from your divination reservoir, or //[[arcane eye]]// by spending 2 points from your divination reservoir. By spending 4 points from your arcane reservoir, you can combine these effects, allowing you to create an invisible magical sensor (as //arcane eye//) at any location you're familiar with at a planetary range.
You are entranced. While you have the fascinated condition, you stand or sit quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. You take a –4 penalty to skill checks made passively in response to others' actions, such as Perception checks. Any potential threat, such as a hostile creature approaching, grants you a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at you, automatically ends the condition. An ally can shake you free of the effect and end this condition as a standard action.
Many infosphere fashion sites thrive in the Pact Worlds and are constantly updated by designers with the latest curated collections, and offer subscriptions to ensure their followers are always up-to-date. Each subscription is associated with a specific organization or subculture, such as the Stewards, Pact Worlds dance clubs, or Veskarium corporate culture. The subscription takes form of physical chip you can add to a tier-0 or higher computer (such as a comm unit). As long as you check it briefly each day, you gain a +4 bonus to [[Culture]] checks made to [[recall knowledge]] related to the associated group's apparel and fashion.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|fashion infosite subscription | 2 | 450 | — |
</div>
As long as you are not [[flat-footed]], [[off-kilter]], or [[off-target]], when attacking with a sniper rifle you use the range increment value listed with the [[sniper]] special property.
You can use a [[disguise kit|Tool Kit]] for 1d3 rounds to apply basic camouflage to yourself suitable for a specific biome; without a disguise kit, it takes 1d3 minutes to scavenge suitable materials and apply the camouflage. While wearing this disguise in that biome, you can apply your [[expertise]] ability to your [[Stealth]] checks. The camouflage lasts for 1 hour. If you spend 1 Resolve Point when using this ability, you can instead apply the camouflage to a willing adjacent creature, applying your expertise die to the creature's Stealth checks. Once any other creature has benefited from this improvisation, it can't gain the benefits again until it has taken a 10-minute rest to recover Stamina Points.
These speedy air vehicles are designed for continuous forward movement and generally have wings and landing gear.
* ''Passengers:'' 2
* ''Adjustments:'' Increase price by 20%, increase speed by 15 feet, decrease EAC and KAC by 2, decrease Hit Points by 10%
* ''Cover:'' Total cover
* ''Speed:'' Fly only
* ''Speed (Full):'' speed × 25
* ''Modifiers:'' –1 [[Piloting]], –2 attack (–5 at full speed)
When you attempt a [[Computers]] check to hack into a computer system, you can forgo rolling your [[expertise]] die to instead halve the time it takes to make the attempt (to a minimum of 1 round). At 9th level, if you successfully hack the system, you can also negate a single countermeasure protecting that computer system. You cannot use this talent to negate a countermeasure from the same computer again for 24 hours.
You can draw a small arm or weapon with the [[operative|Operative (weapon property)]] property as a swift action. If you have the [[Quick Draw]] feat, once per turn you can draw a small arm or weapon with the operative property without taking any action.
The creature regains the listed number of Hit Points at the start of its turn. Unless otherwise noted, the creature can never exceed its maximum Hit Points.
Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or reattach lost body parts, unless otherwise stated. Fast healing continues to function until a creature dies, at which point the effects of fast healing end immediately.
//Format:// ''Defensive Abilities'' fast healing 5.
You can baffle a foe with chatter to disguise the start of battle.
''Prerequisites:'' [[Bluff]] 5 ranks
''Benefit:'' You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can't use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target's total [[Perception]] skill bonus, or 20 + 1-1/2 × the target's CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.
As a captain action at the beginning of the helm phase, you can attempt a [[Bluff]] check. The pilot uses either your check's result or their [[Piloting]] check result to determine the order in which the starship moves. In the event of a tie between starships' results, the pilot uses the higher of their Piloting ranks or your Bluff ranks to break the tie. You can use this module multiple times per starship combat, but each subsequent time you use it, you take a cumulative –4 penalty to your Bluff check.
<div class="statblock">
* ''Tier'' 3
* Huge skirmisher
* ''Operators'' 1–2; ''PP'' 1 (3/turn, max 7)
* ''Speed'' 100 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 36; SP 9; ''Hardness'' 1
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +5; ''Ref'' +6
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +8
* ''Melee'' scythe (upper limb—2d6+7)
* ''Ranged'' acid dart rifle (frame—2d6+3 A; [[corrode]] 1d6) or frost rifle (frame—2d8+3 C; [[stagger]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Strength'' +4
!!! SYSTEMS
* ''Power Core'' mk 2 dynamo (corpsegnawer core)
* ''Lower Limbs'' fast biped
* ''Upper Limbs'' precision arms (+2 melee, +1 ranged)
* ''Auxiliary'' haste circuit, plow plating
* ''Upgrades'' fleet (2)
</div>
The target must succeed at a Fortitude saving throw or gain the [[fatigued]] condition for 1 round per item level of the weapon. This condition can be removed as normal.
<<section 'Fatigued' head:'h3' >>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
You make a melee attack against a single target's EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Fortitude save or be fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Casting this spell doesn't provoke attacks of opportunity.
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming [[encumbered]] is reduced by 1. If you are already fatigued and would gain the fatigued condition, you lose the fatigued condition and are exhausted for the total duration of all fatiguing effects. After 8 hours of complete rest, you are no longer fatigued.
<$list filter="[tag[Favorites]first[]]">
<table class="favorites">
<tr><td width="100%"></td><td style="text-align: center;">remove</td></tr>
<$list filter="[tag[Favorites]]">
<tr><td>
<$link><<currentTiddler>></$link>
</td><td style="text-align: center;">
<$fieldmangler>
<$button message="tm-remove-tag" param="Favorites" tooltip="Remove from favorites" aria-label="remove" class=<<tv-config-toolbar-class>>>
<$list filter="[<tv-config-toolbar-icons>prefix[yes]]">
{{$:/core/images/cancel-button}}
</$list>
<$list filter="[<tv-config-toolbar-text>prefix[yes]]">
<span class="tc-btn-text">
<$text text=" "/>
<$text text="remove"/>
</span>
</$list>
</$button>
</$fieldmangler>
</td></tr>
</$list>
</table>
</$list>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (emotion, fear, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' Will partial
* ''Spell Resistance'' yes
</div>
With a single mental nudge, you can unlock one or more targets' deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.
''1st:'' When you cast //fear// as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be [[frightened]] for 1d4 rounds.
''2nd:'' When you cast //fear// as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be [[frightened]] for 1 minute.
''3rd:'' When you cast //fear// as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become [[panicked]] for 1 minute. If cornered, a panicked creature begins [[cowering]].
''4th:'' When you cast //fear// as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become [[panicked]] for 1 minute. If cornered, a panicked creature begins [[cowering]].
When you're fully graviton-attuned, you can leverage cosmic gravity as a standard action to drain enemies' hope. All enemies in a 30-foot emanation with a CR equal to or less than your level become [[frightened]] for 1 minute (Will negates). At the end of each of its turns, an affected creature can attempt a new saving throw to end the effect prematurely. This is a mind-affecting fear effect.
This collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning a //fearmonger// takes a move action, and you can activate it from up to 60 feet away as a standard action twice per day. When activated, the //fearmonger// unleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and fear effect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses of fearmongers for 24 hours.
* ''Mk 1:'' The //fearmonger// causes creatures of CR 6 or lower in the area to become [[shaken]] for 1d4+1 rounds (Will DC 14 negates).
* ''Mk 2:'' The //fearmonger// causes creatures of CR 10 or lower in the area to become [[shaken]] for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is [[frightened]] for 1 round, after which they are [[shaken]] for 1d4 rounds.
* ''Mk 3:'' The //fearmonger// causes all creatures regardless of CR in the area to become [[shaken]] for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead [[panicked]] for 1 round, after which they are [[shaken]] for 1d4 rounds.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//fearmonger//, mk 1 | 4 | 2,000 | 1 |
|//fearmonger//, mk 2 | 8 | 9,300 | 1 |
|//fearmonger//, mk 3 | 12 | 35,000 | 1 |
</div>
Once every 1d4 rounds, the creature can attempt the [[taunt]] captain crew action using its good skill bonus.
As a reaction when you spend 2 or more MP to use an adaptation, you can use [[Intimidate]] to [[demoralize]] a creature within 30 feet. If you have spent 4 or more MP since the end of your last turn when you activate this adaptation, you can either attempt to demoralize up to two additional creatures or you can cause a creature you successfully demoralized to also become [[frightened]] for 1 round (Will negates the frightened effect). Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points.
After you finish moving as part of a [[trick attack]] (and before attempting your attack, if you haven’t done so already), you can perform a quick, intimidating display that makes any foe adjacent to you [[shaken]] until the beginning of your next turn (Will negates). This shaken condition is suppressed for a creature whenever it is no longer adjacent to you. Once you use this exploit, you can’t do so again until you rest for 10 minutes to regain Stamina Points. This is a fear effect.
Your nanites break down and repurpose your foes' vital fluids to fuel their host. Whenever the target of your [[hungry nanites]] takes [[bleed]] damage from that ability and is within 30 feet of you, you regain an equal number of Stamina Points. Until you next take a 10-minute rest to recover Stamina Points, you can regain a maximum number of Stamina Points in this way equal to 3 times your nanocyte level. You must have the [[hungry nanites]] knack to select this knack.
Whenever you would gain a [[gear boost]], you can instead gain a technique called a feat boost that makes you better at using a specific combat feat that you have. All feat boosts require that you have a specific combat feat. You cannot select a feat boost at the same level you gain access to its related feat.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<tabs "[contain:tab[Feats]]" "Basics" "$:/state/tabIndex" "Index Template">>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You fire a scintillating ray at your target, making a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and your target fails its Will saving throw, the target creature's Intelligence and Charisma scores each drop to 1 (a modifier of –5). The affected creature is unable to use Intelligence– or Charisma-based skills, cast spells, understand language, or communicate coherently. It still knows who its friends are and can follow them and even protect them. The target remains in this state until a //[[miracle]]//, //[[psychic surgery]]//, //[[wish]]//, or similar spell is used to cancel the effect. It cannot be removed by effects like //[[break enchantment]]//.
This countermeasure unleashes insidious virus software into any system that tries to hack it, causing damage to that system and its programming. If you fail a check to hack the computer by 5 or more, any device used in the attempt to break into the system is infected and becomes unreliable, resulting in a –5 penalty to all skill checks involving the infected equipment. You can remove a virus from an infected system if you succeed at a [[Computers]] check with the same DC as hacking the computer that has the feedback countermeasure. At the GM's discretion, feedback viruses can have other effects instead, such as granting a +5 circumstance bonus to anyone attempting to hack the infected system. A feedback countermeasure costs 500 credits.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium plant
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[low-light vision]]; ''Perception'' +10
* ''Aura'' narcotic spores (30 ft., DC 15)
!!! DEFENSE
* ''HP'' 52
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +6; ''Will'' +3
* ''Immunities'' [[plant immunities]]
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 10 ft., climb 10 ft.
* ''Melee'' tendril +12 (1d6+9 B plus [[grab]])
* ''Ranged'' fungal pod +9 (1d6+4 B; critical [[stun]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tendril)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Stealth]] +15, [[Survival]] +10
!!! ECOLOGY
* ''Environment'' any temperate and warm land
* ''Organization'' solitary or clutch (1 adult and 1–4 juveniles)
!!! SPECIAL ABILITIES
''Fungal Pod ([[Ex]])'' Every 1d4 rounds, a feeder fungus can launch a fungal pod at a target within 30 feet. A critical hit delivers a concentrated blast of the feeder fungus's narcotic spores, stunning the target for 1 round.
''Narcotic Spores ([[Ex]])'' A feeder fungus constantly emits a cloud of nearly invisible narcotic spores. A living creature that breathes in this aura must succeed at a DC 15 Fortitude save or be [[staggered]] for 1 round. This is a poison effect. Environmental protections, such as those found in most armor, negate this effect.
</div>
This ambulatory fungus resembles a very thick lichen, with shoots of long, coiled, fernlike tendrils at the center of its mass. Shorter stalks end in hand-sized pods, which dispense clouds of fine spores. While the feeder fungus has limited mobility, it is nonetheless an effective ambush predator. The spores it releases have a narcotic effect on most creatures, and once a victim is affected, the fungus extends tendrils to grab and throttle its prey. The corpses of its prey provide the fungus with food as well as their means of propagation: once a feeder fungus has accumulated more than it needs to subsist, it produces a special pod it implants in a hollowed-out corpse, which develops into a new feeder fungus. Feeder fungi are repelled by the spores of other feeder fungi, a biological mechanism that encourages a younger fungus to disperse. Newly spawned fungi are smaller than mature specimens and have shorter tendrils, which they use for more rapid movement; such fungi are usually CR 2 and Small with a 30-foot speed and a 5-foot reach. These mobility tendrils grow into grasping tendrils after the fungus has made its first kill, using its prey to fuel its growth into adult size.
The feeder fungus's narcotic spores can be used to synthesize medical-grade tier 2 [[sedatives|Sedative]]. A character can harvest a single spore pod from a [[helpless]] or dead feeder fungus with a successful DC 22 [[Medicine]] or DC 27 [[Survival]] check. This pod is worth 3,000 credits and contains enough material (treat as virtual UPBs that can be used only to craft sedatives) to create 5 doses of sedative.
This lacquered box has no hinges or lid; instead, a clear window displays its empty interior, next to which is a toggle switch marked "unlock" and "lock." Despite these labels, the box doesn't open. The toggle is difficult to move, so switching it is a standard action. When you switch the toggle to "lock," you can spend 1 Resolve Point to draw your emotions into the box, causing a ghostly image of your face to swirl within it. You experience virtually no emotion while your feelings are locked within; you can't benefit from morale bonuses, and you roll twice for saving throws against emotion, fear, mind-affecting, and pain effects, taking the higher result. If the higher result succeeds but the lower result fails, your image in the box visibly displays the effect, such as grimacing in pain, and the box gains an Emotion Point. You can't be detected by [[blindsight]] (emotion) or [[blindsense]] (emotion) while your emotions are in the feelings lockbox, but the box itself is detectable.
When the switch is flipped to "unlock," you immediately recover your emotions in a powerful rush, no matter your distance from the box or even if the box is on another plane. The switch flips back on its own after 24 hours, or as soon as the box gains 4 Emotion Points. Unlocking your emotions resets the box's Emotion Points to 0 and gives you a penalty to your Will saving throws equal to the number of Emotion Points that were in the box. Every 24 hours, this penalty is reduced by 1, although powerful effects such as //[[miracle]]//, //[[psychic surgery]]//, and //[[wish]]// can eliminate the penalty prematurely. While you have this penalty, you can't activate a feelings lockbox.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|feelings lockbox | 11 | 24,000 | L |
</div>
Whenever you take damage, you can attempt to feign death as a reaction. You immediately fall [[prone]] and attempt a [[Bluff]] check against each opponent that is aware of you. The DC for this check is equal to 10 + your opponent's total [[Sense Motive]] skill bonus, or 15 + 1-1/2 × the opponent's CR, whichever is greater. Any opponent that you succeed against believes that you are dead and acts accordingly unless it inspects your body as a standard action and succeeds at a [[Medicine]], [[Perception]], or [[Sense Motive]] check at the same DC to uncover your deception. Maintaining this ruse is a full action each turn.
As a ploy, you can activate fake distress calls, set off false internal alarms, artificially blow outer doors of airlocks, dump trash and other debris from your ship's jettison tubes, and intentionally leak panicked-sounding internal communications over public communication channels to convince your opponents that your ship has suffered a catastrophic failure and may imminently explode or otherwise cease functioning in a violent, spectacular manner. Each enemy vessel's captain (or the science officer with the highest [[Computers]] skill bonus, if the ship has no captain) must attempt a Computers check (DC = 10 + 1-1/2 × your starship's tier) immediately after you take this action; this doesn't take them an action. On a successful check, the enemy ship's crew sees through your ruse and this action has no effect, but on a failed check, their crews automatically take steps to ensure that their own ship's sensors are not blinded by the energy released by your ship's theoretical imminent destruction. These emergency procedures impose a –2 penalty on their checks for [[scan]] and [[lock on]] actions taken against your ship, as well as on [[Piloting]] checks attempted while within 1 hex of your starship. Once used, regardless of the outcome, feign disaster can't be used again during the same combat encounter, even against different opponents or newcomers to the battlefield.
You can use your standard action to feint by attempting a [[Bluff]] check. The DC of this check is equal to either 10 + your opponent's [[Sense Motive]] total skill bonus or 15 + 1-1/2 × the opponent's CR, whichever is greater. You can't feint against a creature that lacks an Intelligence score, and you cannot take 10 or take 20 on a Bluff check to feint. When you successfully feint, you treat your opponent as [[flat-footed]] for your next attack against him before the end of your next turn.
When using this weapon to [[feint|Feint (action)]], you gain a +2 circumstance bonus to your [[Bluff]] check.
If your stunt and strike skill check and attack roll both succeed, your target is [[flat-footed]] against all attacks until the start of your next turn.
The //felnar// is a traditional sivv musical instrument. Constructed from a rare wood harvested according to strict ritual protocols that's further amplified with magic spells, the //felnar's// bed is filled with a web of interwoven metal strings attached to posts arranged around the outside of the instrument. A skilled //felnar// player plucks the instrument's lower strings while strumming the higher strings; most //felnar// compositions require the use of four hands to play. A bow is sometimes drawn across the higher strings. A //felnar// is traditionally powered by a [[rel-battery]], but it can be played for a short time on a naturally regenerating reservoir of magical energy that replenishes every day.
A //felnar// can boost the casting of certain spells. The caster must be familiar with the //felnar// and physically able to play it, but no check is necessary. Playing the //felnar// in this way can be combined with the casting time of any emotion, fear, or mind-affecting spell, adding a +2 enhancement bonus to the caster's caster level and to the saving throw DC for the spell.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|//felnar// | 13 | 50,000 | 4 | 20 | 1/minute |
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium dragon
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +6; ''Will'' +3
* ''Immunities'' paralysis, sleep; ''Resistances'' acid 5
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' bite +11 (1d6+6 P plus [[swallow whole]]) or suctioning vortex +11 (special; see above)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with suctioning vortex)
* ''Offensive Abilities'' suctioning vortex (attach DC 13; [[swallow whole]] [1d6+6 A, EAC 13, KAC 11, 6 HP])
!!! STATISTICS
* ''Str'' +4; ''Dex'' +0; ''Con'' +2; ''Int'' –3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +12, [[Athletics]] +7, [[Stealth]] +7
* ''Languages'' Common (cannot speak)
!!! ECOLOGY
* ''Environment'' temperate forests
* ''Organization'' solitary, pair, or clutch (3–5)
!!! SPECIAL ABILITIES
''Suctioning Vortex ([[Su]])'' As a standard action, a ravenous drake can make a special melee attack targeting KAC by powerfully inhaling, drawing its prey into its mouth. Against a target larger than the drake, this functions as the [[attach]] universal creature ability; if the attack succeeds, the drake moves to the nearest adjacent space and attaches to the target. If the attack fails, the drake moves but doesn't attach. Against a target of the ravenous drake's size or smaller, this instead functions in many ways like the [[swallow whole]] universal creature ability. The drake gains a +4 bonus to the initial attack roll but doesn't deal damage upon initially hitting the target. On its subsequent turns, while [[grappling]] or [[pinning]] the target, the drake deals its bite damage. The drake can swallow a creature of its size or smaller. While it has swallowed a creature of its same size, the drake gains the [[encumbered]] and [[flat-footed]] conditions. The movement from this ability—both for the drake and its target—does not provoke attacks of opportunity.
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large magical beast
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +18
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' claws +17 (1d8+8 S)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +3; ''Int'' –3; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +13, [[Stealth]] +13
* ''Languages'' Lashunta (can't speak)
* ''Other Abilities'' jungle strider, pack telepathy
!!! ECOLOGY
* ''Environment'' warm forests (Castrovel)
* ''Organization'' solitary, pair, or pack (3–12)
!!! SPECIAL ABILITIES
''Jungle Strider ([[Ex]])'' See above.
''Pack Telepathy ([[Su]])'' This functions as the shotalashu mount's telepathic link ability (see above) except that instead of forming a bond with a single [[lashunta]], a feral shotalashu can create a link with up to 5 other shotalashus in a process that requires no skill check but takes 1 year of close interaction rather than a single hour. When any member of a pack's telepathic network dies, each other shotalashu directly linked to that creature is [[dazed]] for 1 round but takes no damage.
</div>
<div class="statblock">
* ''Level'' 14; ''Price'' 75,000
* ''EAC Bonus'' +21; ''KAC Bonus'' +23
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –4; ''Speed'' 50 ft., burrow 20 ft., climb 40 ft.
* ''Strength'' 28 (+9); ''Damage'' 4d6 S or P
* ''Weapon Slots'' 1; ''Upgrade Slots'' 0
* ''Capacity'' 100; ''Usage'' 1/minute
* ''Size'' Huge (10-ft. reach); ''Bulk'' 50
</div>
This massive frame of curved metal and rippling carbon-fiber musculature resembles a quadrupedal predator, with sickle-clawed limbs and zero-edged fangs. Unlike other powered armor, a feral frame has no hands, and the control interface prevents the wearer from using their own hands for any other purpose. A feral frame includes an integrated [[automated loader]] upgrade and integrated [[juggernaut boosters]], neither of which count against the feral frame's carried bulk.
When the creature charges, it can attempt a trip combat maneuver in place of the normal melee attack. In addition, the creature can charge without taking the normal charge penalties to its attack roll or AC. If the creature has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier's [[blitz]] fighting style), it also gains the ability to charge through difficult terrain.
//Format:// ''Offensive Abilities'' ferocious charge
[[Uplifted bears]] can charge at their foes to knock them down. This augmentation strengthens the muscles in your extremities and allows you to attempt a [[trip]] combat maneuver in place of a normal melee attack at the end of a charge. In addition, you can charge without taking the normal penalties to your attack roll or AC. If you have another ability that allows you to charge without taking these penalties (such as the charge attack ability from the soldier's [[blitz]] fighting style), you also gain the ability to charge through difficult terrain.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|ferocious charge graft | 6 | 4,250 | all arms and legs |
</div>
When the creature is brought to 0 Hit Points, it can fight on for 1 more round. It can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further Hit Points before this, it ceases to be able to act and dies.
//Format:// ''Defensive Abilities'' ferocity.
[[Orcs]], [[half-orcs]], and [[shobhads]] are known for fighting even after their wounds should otherwise have brought them down. A series of tiny pumps within your heart fill it with chemicals allowing you to stay upright when you would otherwise be knocked unconscious. Once per day, when you are brought to 0 Hit Points but not killed, you gain the [[dying]] condition (following the normal rules for death and dying) but can continue to act normally until the end of your next turn, when you become unconscious as normal. If you take additional damage before that, you cease to be able to act and fall unconscious.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|ferocity graft | 5 | 3,000 | heart |
</div>
A fierce reputation is a benefit, but only if your opponents know of it. Symbols on clothing have long been used to create associations between a given group's reputation and its members. A //ferocity blazon// is a decorated medal or tabard whose magic enhances any impression you make so that you're better at intimidation.
A //ferocity blazon// must be worn prominently to function. While you do so, when you succeed at an [[Intimidate]] check to [[bully]] or [[demoralize]] a creature, you double the duration of the effect. If you are in the captain role on a starship, when you take the taunt action and succeed at the [[Bluff]] or [[Intimidate]] check, you double the duration that enemy crew members take a penalty to checks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ferocity blazon// | 6 | 4,000 | 1 |
</div>
Ferrans are the native inhabitants of Ferrantus-4, a high-gravity world that disappeared into a massive black hole several decades ago. The surviving ferrans live in a sprawling complex on the moon Ratheren, which once orbited their home world but is now held in place just outside of the black hole's event horizon. Though the Ratheren moon base is self-sufficient, ferrans are just another disaster away from becoming completely wiped out.
Ferrans are short, squat humanoids with constantly furrowed brows and bald heads. Much of ferran tradition is rooted in science, and as such, they tend to be agnostics and atheists. Compared to other species, the ferran population is relatively small; they will eventually need to do something to grow their numbers if they wish to secure their continuation as a species.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Dex
* ''Hit Points:'' 4
* ''Size and Type:'' Ferrans are Small humanoids with the ferran subtype.
* ''Low-Light Vision:'' Ferrans can see twice as far as humans in conditions of dim light.
* ''Momentum:'' A ferran deals an additional amount of damage equal to its character level with its first melee attack after it moves at least 10 feet in the same round.
* ''Radiation Resistant:'' Ferrans receive a +4 racial bonus to saving throws against radiation effects.
* ''Sturdy:'' Ferrans receive a +2 racial bonus to KAC against attempts to bull rush or reposition them.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Large ooze
* ''Init'' +4; ''Senses'' [[blindsight]] (magnetism) 60 ft., [[sightless]]; ''Perception'' +22
* ''Aura'' magnetic field (60 ft., Strength DC 16)
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +16; ''Ref'' +12; ''Will'' +9
* ''DR'' 10/piercing or slashing; ''Immunities'' [[ooze immunities]]; ''Resistances'' electricity 10
* ''Weaknesses'' demagnetization
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft. (magnetic surfaces only)
* ''Melee'' pseudopod +25 (6d4+20 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' magnetic leap ([[attach]] or [[engulf]] [6d4 + 20 B]), polarity shift
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Stealth]] +27
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' urban
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Demagnetization ([[Ex]])'' As [[ferrofluid ooze]].
''Magnetic Field ([[Ex]])'' As [[ferrofluid ooze]].
''Magnetic Leap ([[Ex]])'' As [[ferrofluid ooze]]. If the target creature is at least one size smaller, the ooze automatically engulfs the target (as per the [[engulf]] universal creature rule) instead of attaching to it.
''Polarity Shift ([[Ex]])'' Once per day as a full action, a ferrofluid magneto-cluster can shift the polarity of its magnetic field, causing it to briefly repulse magnetic objects. Each creature must attempt a DC 19 Reflex save for each technological item it is holding to avoid dropping it in an adjacent square. In addition, each creature that is a technological [[construct]] or wearing technological armor must succeed at a DC 19 Fortitude save or be knocked [[prone]].
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium ooze
* ''Init'' +2; ''Senses'' [[blindsight]] (magnetism) 60 ft., [[sightless]]; ''Perception'' +7
* ''Aura'' magnetic field (30 ft. Strength DC 11)
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +2; ''Will'' –1
* ''DR'' 5/piercing or slashing; ''Immunities'' [[ooze immunities]]; ''Resistances'' electricity 5
* ''Weaknesses'' demagnetization
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft. (magnetic surfaces only)
* ''Melee'' pseudopod +10 (1d6+6 B)
* ''Offensive Abilities'' magnetic leap ([[attach]])
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Stealth]] +12
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Demagnetization ([[Ex]])'' If a ferrofluid ooze takes fire damage, any creature to which the ooze is attached is released. In addition, until the end of the ooze's next turn, its magnetic field aura has no effect, and it can't use magnetic leap.
''Magnetic Field ([[Ex]])'' A ferrofluid ooze is surrounded by a constant magnetic field that interferes with nearby technological equipment. Each time a creature within the field attacks with a technological weapon, it must succeed at a Strength check (DC = 10 + 1/2 the ooze's CR) or take a –2 penalty to its attack.
''Magnetic Leap ([[Ex]])'' As a move action every 1d4 rounds, a ferrofluid ooze can move adjacent to a creature within its magnetic field that is either a technological [[construct]] or wearing or wielding technological equipment. This movement does not provoke attacks of opportunity. The ooze then automatically attaches to that creature, as per the [[attach]] universal creature rule.
</div>
<<section 'Ferrofluid Magneto-Cluster'>>
Ferromagnetic fluid, or ferrofluid, has long been a staple of spacefaring technology. Societies across the galaxy originally created this utilitarian substance by suspending coated nanometer-sized particles of magnetite in viscous liquid. As necessity demanded invention, later iterations of the magnetic liquid began to take on an almost lifelike temperament. The substance increasingly exhibited erratic behavior as engineers tinkered with heavily magnetized liquids, using experimental bioengineered substances to suspend magnetic particles. The final result of these developments was an emergent, though limited, sentience within certain pools of ferrofluid—a consciousness solely consumed with the search for ever-stronger magnetic fields.
Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism. Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations. A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence. Ferrofluid oozes are usually about 3 feet in diameter.
While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet. Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material—though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for [[scavenger slimes]].
As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material. Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter.
!!! Ferrofluid Suspension
Ferromagnetic fluid reduces the vibration of technological armor, causing it to operate more quietly and smoothly. Armor upgrades incorporating the substance are becoming more common among military forces facing attack from the [[Swarm]].
{{Ferrofluid Suspension}}
Your armor dampens vibrations, reducing bludgeoning damage you take by 5 (to a minimum of 0) and reducing your armor check penalty to [[Stealth]] checks by 2 (to a minimum of 0). In addition, the DC of [[Perception]] checks against you is increased by 5 for creatures using [[blindsight]] (vibration) or [[blindsense]] (vibration).
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|ferrofluid suspension | 7 | 6,500 | 1 | any | — |
</div>
<div class="statblock">
* ''Tier'' 13
* N Medium starship magical beast
* ''Speed'' 10; ''Maneuverability'' good (turn 1)
* ''AC'' 27; ''TL'' 24
# ''HP'' 400; ''DT'' —; ''CT'' 80
* ''Attack (Forward)'' shocking fangs (3d6; 1 hex)
* ''Attack (Aft)'' web whip (5d6; 10 hexes)
* ''Other Abilities'' [[living starship]], shocking fangs, space web, starshine, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +23 (13 ranks)
* ''Gunner (2 actions)'' gunnery +19 (13th level)
* ''Pilot (1 action)'' [[Piloting]] +29 (13 ranks)
* ''Science Officer (1 action)'' [[Computers]] +23 (13 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Shocking Fangs ([[Sp]])'' The fangs of the fetelam are capable of rending flesh and metals alike while sending paralyzing electrical pulses throughout its prey. Each time a starship is damaged by this attack, every character filling a crew role on the ship must succeed at a DC 19 Reflex save or take 5 points of electrical damage; characters who take this damage can take only a minor action on the next starship combat turn.
''Space Web ([[Ex]])'' Fetelams weave webs of advanced materials strong enough to capture a starship. A fetelam’s space web typically occupies 5–15 hexes and may be anchored between asteroids or abandoned starships. These webs are difficult to detect with starship sensors; noticing them requires a Science Officer to succeed at a DC 30 [[Computers]] check. A ship that enters or begins its turn in a hex containing space web must stop and move no further that round unless the pilot succeeds at a DC 30 [[Piloting]] check. A starship can attack space web (AC 5, TL 5); a hit that would deal at least 1 point of damage destroys all space web in a single hex.
''Starshine ([[Ex]])'' This fetelam’s body refracts light, creating the illusion of many stars from a distance and allowing it to blend into surrounding space. It takes half damage from weapons with the word “laser” in their names; the DCs for [[Computers]] checks to scan the fetelam are increased by 5.
''Web Whip ([[Ex]])'' Fetelams have extraordinary control over their webs and use a single long strand as a tail whip
in combat. The damage threshold of a starship against a fetelam’s web whip attack is half its normal value, and any critical hit scored by the web whip is automatically an engines (1–50%) or power core (51–100%) critical. When not in combat, all levels of critical damage to these systems from a web whip can be repaired with 1 hour of work to clear the ship’s thrusters and other systems of the heavy webbing.
</div>
Created by a species long forgotten, these massive, spacefaring arachnids live adrift in deep space, feeding on passing ships caught in their steel-like webs. Fetelams hunt by dazzling passing vessels with their twinkling bodies, confusing navigation systems into believing them to be starstudded areas of space. When a ship draws closer, it runs into a sticky trap impossible to escape. Fetelam webs were once prized as shipbuilding materials, and the creatures were hunted to near extinction. Now, elder star travelers often whisper of these rare and ancient creatures, whose lairs are legendary spaces where all who dare to travel could disappear forever.
A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
* ''Traits:'' [[low-light vision]]
* ''Adjustments:''
** +2 to Fortitude and Reflex saving throws
** –1 to attack rolls
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 1 predator swarm (tiny rainbow-colored fey)
* ''Duration'' 1 minute
* ''Saving Throw'' partial (see text)
* ''Spell Resistance'' no
</div>
This spell was created and used to win a Nerundel Halls prank challenge a few years ago. You summon a 10-foot-by-10-foot swarm of mischievous fey creatures armed with various tiny weapons who fly around chaotically. The swarm understands and obeys your commands, and has the statistics of a [[predator swarm]] with the exceptions noted below.
The swarm has the fey type (instead of animal) and an Intelligence modifier of +0. Each round, the swarm deals 1d6 nonlethal slashing damage to creatures in its squares. If the swarm damages a target, it grants the benefit of [[harrying fire]] to the next creature that attacks that target. A swarm of fey pranksters does not have the usual [[distraction]] ability of a predator swarm; instead, all creatures sharing spaces with a swarm of fey pranksters must attempt a saving throw against a fey prank. The exact nature of the prank, and the required saving throw, is determined randomly:
<div class= "table-wrapper">
| d6 | Prank | Saving Throw |Effect |h
| 1–2 | Earworm | Will |Target is [[deafened]] for 1 minute. |
| 3–4 | Pie in the Face | Reflex |@@.constrained Target is [[blinded]] for 1 minute, but can remove this condition with a full action.@@ |
|5–6 | Tickle Attack | Fortitude |Target drops held item, chosen randomly. |
</div>
Creatures who save against a fey prank are immune to fey pranks for 1 day. If the swarm is killed, all fey prank effects end.
This armor gets its name from denizens of the First World, where the first sets were originally crafted. It’s said that no two sets of feyguard armor are the same, either due to the First World’s rapid fluctuations or the frequent alterations its mercurial fey manufacturers make on the production line. Feyguard is most commonly composed of materials that appear organically formed, and minor details seem to subtly shift in appearance during wear
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|feyguard, sprite | 7 | 6,600 | +7 | +8 | 6 | — | — | 1 | 3 |
|feyguard, dryad | 11 | 24,000 | +12 | +13 | 7 | — | — | 2 | 3 |
|feyguard, nymph | 15 | 97,500 | +17 | +18 | 8 | — | — | 3 | 4 |
|feyguard, erlking | 19 | 555,000 | +20 | +21 | 9 | — | — | 4 | 4 |
</div>
As a standard action, you can use your [[custom microlab]] to quickly render medical aid to an adjacent willing or unconscious creature. If you are an instinctive biohacker, the target regains a number of Stamina Points equal to your key ability score modifier. If you are a studious biohacker, the target regains a number of Hit Points equal to your key ability score modifier. This number increases to 1d6 + your key ability score modifier at 4th level, and to 2d8 + your key ability score modifier at 8th level. You must have your custom microlab in your possession to use this ability, and you can use it a number of times per day equal to your key ability score modifier. Regardless of what type of biohacker you are, once a creature has benefited from your field dressing, they cannot benefit from your field dressing again until they take a 10-minute rest to recover Stamina Points.
You can take 1 minute to tend your wounds and spend 1 Resolve Point to recover a number of Hit Points equal to three times your operative level.
Your primary field of study represents your scientific specialty. Choose your primary field of study upon taking your first level in biohacker—once made, this choice cannot be changed. A field of study grants you a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the [[unliving]] universal creature rule) and have special properties and descriptors explained in their entries. At 5th level, you gain the breakthrough for your field of study.
At 7th level, you choose a secondary field of study, which must be different from your primary field of study. Once made, this choice cannot be changed. You gain the unique booster and inhibitor biohacks for that field of study. At 11th level, you gain the breakthrough for your secondary field of study. When discussing your eduction, your secondary field of study is often referred to as your "minor."
At 13th level, you choose a third field of study, which must be different from your primary and secondary fields of study. Once made, this choice cannot be changed. You gain the unique booster and inhibitor biohacks for that field of study. At 17th level, you gain the breakthrough for your tertiary field of study.
The following fields of study represent the most common academic specialties for a biohacker. Each field's booster, inhibitor, and breakthrough ability follow the rules for basic biohacks unless specified otherwise. Unlike boosters and inhibitors, a breakthrough ability doesn't count against your uses of the biohack class feature. You can use each breakthrough's ability once, and you regain the ability to use it after you take a 10-minute rest to recover Stamina Points or take an 8-hour rest to regain Resolve Points. If an ability gained through a field of study requires a saving throw, the DC is equal to 10 + half your class level + your key ability score modifier.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
As the descendants of fiendish beings, [[tieflings]] can cloak an area in an almost unholy darkness. With thousands of gravitonic light-dampening cells embedded under your dermal layer, you can also weave a similar gloom. As a standard action, you can cause light within 20 feet of you to decrease one step. This lasts for 1 minute, but you can dismiss it as a swift action. Nonmagical light sources can't increase the light level in this area. Magical light can increase the light level in this area only if it's from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|fiendish gloom graft | 4 | 1,800 | skin |
</div>
Fiendish creatures are natives of one of the evil-aligned Outer Planes.
* ''Alignment:'' alignment changes to evil
* ''Traits:''
** [[DR]]/good with a value equal to creature's CR – 10 (minimum DR 1/good)
** if the creature already has DR of that value or greater, it instead gains [[resistance]] to fire with a value equal to creature's CR – 5 (minimum fire resistance 1)
** when the creature isn't on its home plane, it gains the extraplanar subtype
Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as [[incorporeal]] creatures) and counts as a weapon with the [[explode]] special property against creatures with [[swarm defenses]]. If fiery ammunition is used in a weapon that already deals half fire damage (such as a weapon with the //[[flaming]]// weapon fusion), on a critical hit, all the damage dealt is fire damage. At the GM's discretion, fiery ammunition can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder.
Those who serve the light sometimes wear //fiery runeplates//, as do those who love fire or associate with entities of elemental flame or hellfire. These rectangular copper plates are about a foot long and half as wide, and they come in a pair. They might bear fiery iconography such as that of Sarenrae, Hellknights, a mighty elemental being, or the demon lord Flauros, or they might have only their runes for decoration. You wear the plates by affixing them to clothing or armor. The plates count as a worn magic item unless you install them in armor, taking up a number of [[upgrade slots|Armor Upgrades]] equal to their mark number.
While wearing //fiery runeplates//, as a standard action, you can command them to generate an aura of spiraling flames in all squares adjacent to your space. When a creature starts its turn in or enters the area on its turn, it takes fire damage according to the plates' type, as shown on the table below. A creature takes this damage only once per round and can attempt a Reflex save to take half damage. The flames can damage flammable objects in the area.
Once the runeplates are activated, the flames persist for up to a total of 10 rounds per day. They cease immediately if you are unable to take actions, and as a move action you can end the effect entirely or suppress the flames for 1 round. Rounds in which the flames are suppressed don't count against their daily limit. If you use a given set of //fiery runeplates//, you can use a different set only after 24 hours have passed.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Damage | Save DC |h
|//fiery runeplates//, mk 1 | 5 | 3,500 | 3 | 5 F | 13 |
|//fiery runeplates//, mk 2 | 9 | 14,000 | 3 | 10 F | 15 |
|//fiery runeplates//, mk 3 | 13 | 56,000 | 3 | 15 F | 17 |
</div>
Fiery creatures are native denizens of the Elemental Plane of Fire or habitats covered in fire, and they have unique adaptations to help them survive there.
* ''CR:'' 1+
* ''Grafts:'' add the fire subtype graft
* ''Traits:''
** half of damage dealt by its natural attacks becomes fire damage
** if the creature is from the Elemental Plane of Fire, it gains the extraplanar subtype when it isn't on that plane
You can fight defensively when attacking as part of a standard action. If you do, you take a –4 penalty to attacks and gain a +2 bonus to AC until the start of your next turn.
You can also fight defensively when attacking as a full action. If you do so, you take a –4 penalty to all attacks (in addition to the normal penalties for making a full attack) and gain a +2 bonus to your AC until the start of your next turn.
<div class="statblock">
* ''Size'' Tiny
* ''Maneuverability'' good (+1 Piloting, turn 1)
* ''HP'' 35 (increment 5); ''DT'' —; ''CT'' 7
* ''Mounts'' forward arc (2 light [1 must be a tracking weapon]), aft arc (1 light)
* ''Expansion Bays'' —
* ''Minimum Crew'' 1; ''Maximum Crew'' 2
* ''Cost'' 8
Consisting of a dozen or more Medium or smaller starships, a fighter squadron is unparalleled in speed and agility. The fighters' numbers can quickly overwhelm larger targets.
<div class="statblock">
* ''Speed'' 6 hexes; ''Maneuverability'' perfect (+2 [[Piloting]], turn 0)
* ''Strong'' [[capital|Capital-Class Fleet]]; ''Weak'' [[destroyer|Destroyer-Class Fleet]]
* ''Range'' 3 hexes
* ''Special Ability Access:'' [[boarders]], [[bombers]], [[EMP|EMP (fleet ability)]], [[flagship]], [[interceptors]], [[self-destruct]]
</div>
You know how to fight while off-balance or prone.
''Benefit:'' As a move action, you can crawl 10 feet. While you are [[prone]], you take only a −2 penalty to melee attack rolls and no penalty to AC against melee attacks.
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
At 9th level, you choose another fighting style. Once you choose this second style, it cannot be changed. At 9th level and every 4 levels thereafter, you gain a style technique unique to your secondary fighting style. For the purposes of these style techniques, treat your soldier level as equal to your soldier level minus 8.
<<list-links '[tag[Fighting Styles]]' class:index>>
Each //figurine of wondrous power// is a statuette of a creature no more than a few inches tall and long. As a standard action, you can speak the figurine's command word to transform the figurine into a creature in a space you can see within 30 feet of you. The figurine can't change into a creature if it doesn't have enough space to do so or if the environment can't support the creature's life functions. When the creature appears, it can act immediately on your turn. It understands and obeys your commands, and it understands Common but can't speak. The creature considers your allies to be its allies and follows their orders when you aren't able to give any.
Each figurine in this entry can become a creature for up to 1 minute per day, though this duration does not need to be used continuously. After the figure has been in creature form for 1 minute, it reverts to figurine form and can't be activated again for 24 hours. As a move action, you can dismiss the creature and return it to figurine form. The creature reverts to a figurine if killed. Although it can be healed while in creature form, the creature otherwise regains all its Hit Points 24 hours after its most recent activation. Therefore, if the creature is killed and reverts to figurine form, it can't transform again for 24 hours.
If you are within 30 feet of the creature when it returns to figurine form, the figurine appears in one of your empty hands or in your space (your choice). Otherwise, it reverts to figurine form as close to you as possible in its own space.
A //figurine of wondrous power// becomes nonmagical if broken, losing its power to transform into a creature.
<<compact '[tag<currentTiddler>]'>>
A network of [[tashtari]] filaments implanted under the topmost layers of your skin allows you to harness and release energy from solar radiation. As a standard action, provided you have spent 4 hours of the past 24-hour period in bright light or direct sunlight, you can spend 1 Resolve Point to cause your filaments to glow with intense light. Any creature (other than you) that can see this light and is within 60 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Constitution modifier) or be [[dazzled]] for 1d4 rounds. Mk 2 filament mesh causes all creatures that fail the Fortitude save to instead be [[blinded]] for 1d4 rounds. When exposed to bright light, filament mesh is faintly visible as a reflective tracery under your skin. This augmentation can't absorb or release light if your skin is completely covered with protective gear that doesn't allow light through. You must have armor adjusted to accommodate this augmentation. Normal clothing allows enough solar radiation through
to charge the augmentation.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|filament mesh, mk 1 | 5 | 3,450 | skin |
|filament mesh, mk 2 | 10 | 17,500 | skin |
</div>
This upgraded rebreather supplements your armor's ability to provide fresh air and filters out common toxins and poisonous vapors. Armor with this upgrade can provide fresh air for a number of weeks equal to its level. You also gain acid [[resistance]] 5 and a +2 bonus to saving throws against poison and disease.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|filtered rebreather | 6 | 4,600 | 1 | any | 1 |
</div>
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 12
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Cure'' 2 consecutive saves
Pulling energy from within, you emit a concussive blast, demolishing all—seen and unseen—within its radius. As a full action, you can use a [[paradox]] to deal 1d6 bludgeoning damage plus 1d6 additional bludgeoning damage per precog level to all creatures within 10 feet of you, including yourself. This damage has the force descriptor. You can use one or more additional paradoxes to add their total value to the damage dealt. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect.
You look for someone interested in buying your cargo.
''Activity:'' You spend a day researching markets on the infosphere, checking with union or guild representatives, meeting with local contacts, and haggling. You must be within a settlement, though the GM might allow you to find a buyer in other locations. At the end of the day, attempt a [[Diplomacy]] or [[Profession]] (merchant) check (DC = 15 + 1-1/2 × your level).
''Results:'' On a success, you find someone willing to buy your cargo for the sell price (as determined by the GM). For every 5 by which your check exceeds the DC, increase the sell price of the cargo by 1 BP per lot. If you fail, you still find a buyer, but the sell price of the cargo is reduced by 1 BP per lot.
''Special:'' If multiple allies perform this downtime activity on the same day, only one of them attempts the check, but with a cumulative +1 circumstance bonus for each aiding ally (not including the one attempting the check).
You look for suitable cargo to purchase with the hopes of selling it elsewhere.
''Activity:'' You spend the day searching the infosphere, talking with contacts, and visiting warehouses or the local starport. You must be within a settlement, though the GM might allow you to find cargo in other locations. At the end of the day, attempt a [[Diplomacy]] or [[Profession]] (merchant) check (DC = 10 + 1-1/2 × your character level). You take a cumulative –1 penalty to this roll for every find cargo activity you or your allies have previously attempted in this settlement within the last week.
''Results:'' On a success, you find 1d4 lots of cargo that you can buy. The cargo can't be split up; all of the lots must be bought together. The cargo's total buy price equals 1d4 BP × the number of lots. For every 5 by which the result of your check exceeds the DC, you can increase or decrease the amount of cargo by 1 lot. The GM determines the type of cargo and might even tell you where you can sell it for a reasonable price. All of the cargo must be transported and sold together; you and your allies must load the cargo onto your starship yourselves. You might have to deliver some cargoes within a certain time frame. When you're told the type of cargo, its buy price, and (if applicable) its destination and its sell price, you can choose not to purchase that cargo. However, when you purchase the cargo, you decide what to do with it, though you might want to perform the [[find buyer]] downtime activity at another settlement to sell it.
''Special:'' If multiple allies perform this downtime activity on the same day, only one of them attempts the check, but with a cumulative +1 circumstance bonus for each aiding ally (not including the one attempting the check).
Cargo is standardized into lots, each massing 25 tons. A single lot of cargo fits into one of a starship's cargo holds, so the PCs can transport a number of lots equal to the number of cargo holds on their vessel. Finding cargo to buy is a [[downtime activity|Find Cargo (downtime)]].
!! Cargo Type
When the PCs successfully find cargo to purchase, you determine the type of cargo, usually to match the needs of your campaign. Alternatively, you can randomly determine the type of cargo by rolling a d20 on the table below.
<div class= "table-wrapper">
| d20 |Cargo | d20 |Cargo |h
| 1 |Art or antiques | 11 |Plastics |
| 2 |Base metals | 12 |Precious metals |
| 3 |Ceramics or glassware | 13 |Precision equipment |
| 4 |Chemicals | 14 |Prepared food |
| 5 |Furniture | 15 |Textiles |
| 6 |Hides or leather | 16 |Toys or games |
| 7 |Live animals | 17 |Vegetable products |
| 8 |Machinery or electronics | 18 |Vehicles |
| 9 |Minerals or byproducts | 19 |Weapons or ammo |
| 10 |Paper products or books | 20 |Wood |
</div>
!! Shipping or Speculation?
When the PCs purchase cargo, they generally have to find a place to sell it themselves. After all, transport drivers who earn flat rates usually cover established shipping routes; as galactic traders, the PCs typically do more than that. However, at your discretion, the seller can give the PCs a tip as to where they might offload the cargo they just bought. This tactic can benefit players who've just started interacting with this system or for groups who only want to dip their toes into the trading game. In such cases, the PCs don't need to use the [[find buyer]] downtime activity, and they receive an amount of BP of your choosing per cargo lot.
!! Destination
If you've decided that the cargo's seller gives the PCs an idea of where to sell those goods, you can choose that destination based on the needs of your campaign (especially if the players have expressed interest in going to a specific place). Alternatively, you can randomly determine the general destination by rolling a d10 on the table below.
<div class= "table-wrapper">
| d10 |Destination |h
| 1 |Absalom Station. If the PCs are already on Absalom Station, reroll. |
| 2–4 |A different world in the same star system where the PCs bought the cargo. |
| 5–7 |A world in Near Space. |
| 8–10 |A world in the Vast |
</div>
.
You add half your soldier level to damage rolls using weapons with the [[operative]] special property.
You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
Burning nearly as hot as a star, spacebound elementals from the Elemental Plane of Fire speed through the inky darkness searching for ways to return to their home plane.
* ''Traits:''
** fire subtype
** increase speed by 4
** reduce [[Piloting]] bonus by 2
** +4 bonus to [[Piloting]] checks for determining when to act during the helm phase
** //Burning Blasts ([[Ex]]):// Attacks from a starship-sized fire elemental are hot enough to melt starship hulls. The fire elemental increases damage dealt to Hull Points (not damage that depletes Shield Points) by an amount equal to its tier (minimum 1).
* ''Languages:'' Ignan
Born of the twisting flames of the Elemental Plane of Fire, fire elementals are nimble and impatient.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** [[fire|fire subtype graft]] subtype
** +4 bonus to initiative checks
** speed increases by 30 feet
** [[immunity]] to fire
** [[vulnerability]] to cold
* ''Abilities:'' burning strikes (see below)
* ''Feats:'' [[Mobility]]
* ''Languages:'' Ignan
* //Burning Strikes ([[Ex]]):// A fire elemental's slams deal half fire damage and half bludgeoning damage. In addition, on a critical hit, the fire elemental's strikes deal an amount of burn damage based on the creature's CR, as listed in the table below.
<div class="table-wrapper">
@@margin-left:2.6em;
|CR | Burn Damage |h
|1−5 | 1d4 |
|6−10 | 2d4 |
|11−15 | 3d4 |
|16+ | 4d4 |
@@
</div>
As a standard action, you can deploy a fire extinguisher to end a [[burn|burning]] effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|fire extinguisher | 1 | 15 | L | 20 | 1/round |
</div>
Fire giants live in the hottest portions of the galaxy. They are often thought of as the most rigid-thinking and militaristic of all the giant species, seemingly always preparing for a war that might never come.
* ''Required Creature Type and Subtype:'' Humanoid (giant).
* ''Suggested Alignment:'' Lawful evil.
* ''Traits:''
** fire subtype
** Large
** [[low-light vision]]
** [[immunity]] to fire
** [[vulnerable]] to cold
** melee attacks and attacks made with the [[hurl debris]] ability deal additional fire damage equal to CR
** [[crush]] (CR 7+)
** [[hurl debris]]
Volatile and vengeful, fire mephits are made from flame, ash, and smoke.
* ''Traits:''
** add fire subtype
** [[fast healing]] works only when the mephit is in contact with fire
** [[immunity]] to fire and [[vulnerability]] to cold
** fly speed changes to 40 ft. (Su, average)
** [[breath weapon]] deals 2d8 fire damage
** spell-like abilities (caster level equal to CR, high attack bonus) include //[[energy ray]]// (fire only) at will and //[[overheat]]// 1/day
* ''Languages:'' Ignan.
When attempting a gunnery check during starship combat, you can use either your ranks in Piloting or your base attack bonus to calculate the attack roll.
This subtype is usually applied to outsiders with a connection to the Plane of Fire and creatures with a strong affinity to fire.
* ''Traits:''
** [[immunity]] to fire
** [[vulnerable]] to cold
When you take a standard action to provide harrying fire and hit the AC of 15 required to do so, you also provide covering fire for the next ally attacked by the target of your harrying fire attacks before your next turn.
Additionally, as a full action, you can make two ranged attack rolls against two different targets, taking a –4 penalty to each attack roll, to apply harrying fire to each target hit. For each target that you successfully apply harrying fire to, you also provide covering fire for the next ally that is attacked by either target before your next turn.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Colossal magical beast (extraplanar)
* ''Init'' +3; ''Senses'' [[blindsense]] (sound) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 330
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +20; ''Ref'' +16; ''Will'' +18
* ''Defensive Abilities'' scorching body, [[solar adaptation]], [[void adaptation]]; ''DR'' 15/adamantine; ''Immunities'' fire, [[paralysis]], poison, sleep; ''Resistances'' cold 15
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' burrow 20 ft., fly 120 ft. ([[Su]], average), swim 120 ft.
* ''Melee'' bite +30 (6d10+26 B & F; critical [[burn]] 4d4) or tail slap +30 (5d12+26 B & F; critical [[burn]] 4d4 or [[knockdown]])
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Offensive Abilities'' [[breath weapon]] (90-ft. cone, 16d6 B & F, Reflex DC 22 half, usable every 1d4 rounds), [[crush]] (5d12+26 B & F)
* ''Spell-Like Abilities'' (CL 16th)
** 1/day—//[[plane shift]]// (self only; Elemental Planes or Material Plane only)
!!! STATISTICS
* ''Str'' +10; ''Dex'' +3; ''Con'' +7; ''Int'' –3; ''Wis'' +5; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +28
* ''Languages'' Ignan, Terran (can't speak any language)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pod (3–8)
!!! SPECIAL ABILITIES
''Scorching Body ([[Su]])'' A creature that touches the fire whale takes 2d6 fire damage. A creature in contact with a fire whale takes 6d6 fire damage each round the contact persists.
</div>
Titanic natives of the Plane of Fire, fire whales can be found swimming in the atmosphere of Material Plane stars or in space searching for food, from biological matter to inorganic material such as Tiny starships. Their innards refine this fodder into metals and gems. Deceased fire whales can be refitted and used as frames for Small starships.
!! Fire Whale Starship
{{Fire Whale (starship)}}
<div class="statblock">
* ''Tier'' 1/4
* N Small starship magical beast (extraplanar)
* ''Speed'' 6; ''Maneuverability'' good (turn 1)
* ''AC'' 11; ''TL'' 11
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' basic 20 (forward 5, port 5, starboard 5, aft 5)
* ''Attack (Forward)'' breath weapon (2d4)
* ''Power Core'' heart (75 PCU); ''Drift Engine'' none
* ''Systems'' none
* ''Other Abilities'' bite, fire affinity, living starship, [[solar adaptation]], [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +5 (1 rank)
* ''Gunner (1 action)'' gunnery +4
* ''Pilot (1 action)'' [[Piloting]] +10 (1 rank)
!!! SPECIAL ABILITIES
''Bite ([[Ex]])'' A fire whale that enters another starship's hex can bite that ship (+4 [2d4] with the [[ripper]] special property).
''Breath Weapon ([[Ex]])'' The fire whale's natural breath weapon has been cybernetically augmented into a direct-fire starship weapon that has short range and the [[broad arc]] special property.
''Fire Affinity ([[Su]])'' The fire whale takes half damage from starship laser weapons.
''Living Starship ([[Ex]])'' A fire whale is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take crew actions using the skill bonuses and ranks listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a fire whale takes critical damage. The fire whale's brain doesn't take critical damage conditions.
<div class= "table-wrapper">
|d% |System |Effect |h
|1–30 |Weapon |Condition applies to all gunner actions. |
|31–60 |Propulsion |Condition applies to all pilot actions. |
|61–90 |Heart |@@.constrained Condition applies to all engineer actions, except when patching or repairing the heart.@@ |
|91–100 |Brain |@@.constrained During the next round, each of the fire whale's attempted actions has a 25% chance of failure.@@ |
</div>
Fire wysps are brave to the point of being foolhardy, often vastly overestimating their own abilities. They enjoy telling exaggerated stories about their victories and often take credit for the victories of their allies.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** fire subtype
** +4 bonus to initiative,
** speed increases to 60 feet
** supernatural fly speed of 20 feet (clumsy)
** [[immunity]] to fire, [[vulnerability]] to cold
* ''Abilities:'' searing strikes
* ''Languages:'' Ignan
* //Searing Strikes ([[Ex]]):// A fire wysp's tendril deals half fire damage and half bludgeoning damage. A fire wysp conductor's elemental burst deals fire damage instead of bludgeoning damage. On a critical hit, any attacks made by a fire wysp or fire wysp conductor deal an amount of [[burn]] damage based on the creature's CR, as listed in the table below.
<div class='table-wrapper' style='margin-left:2.6em'>
|CR | Burn Damage |h
|1–5 | 1d4 |
|6–10 | 2d4 |
|11–15 | 3d4 |
|16+ | 4d4 |
</div>
A fireburst chamber is a weapon accessory that attaches to a firearm's barrel, and you can load it with a single grenade as a full action. You can fire the airburst tube as a ranged attack to detonate the loaded grenade, changing the area of its explode property to a 15-foot cone originating from your square. If this accessory is attached to a small arm, the grenade's Reflex save DC is reduced by 2.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|fireburst chamber | 1 | 400 | — | — | — |railed weapon, small arm |
</div>
This countermeasure does nothing to the intruder but instead partitions off modules behind an additional layer of security. Accessing the hidden modules requires another successful [[Computers]] check, usually with a DC equal to the original DC + 2. A computer can have multiple firewalls to block off multiple modules, but no one module can be protected by more than a single firewall. A firewall costs 20% of the base price of the computer.
As a standard action, you can use Medicine to stop [[bleed]] damage or administer first aid to a dying creature that you can touch. The DC of this check is 15. If you succeed at the check, the creature stops dying and becomes [[stable]], or the bleed damage ends. Unlike with other tasks of the Medicine skill, you can attempt the first aid task untrained. You can't take 20 on a Medicine check to administer first aid.
When you use your [[custom microlab]] as a [[medkit]], advanced medkit, or medical lab to [[treat deadly wounds]] and exceed the DC by 5, rather than add your Intelligence modifier to the amount healed, you add either twice your Intelligence modifier or twice your Wisdom modifier to the amount healed.
A weapon with the first arc special property always generates an electrical [[arc]], per the critical hit effect, whenever it hits a target.
The First World is a plane of endless possibility and evolution. Initially created as something of a rough draft of the Material Plane, the First World constantly reinvents itself, with the laws of physics—even time—changing from one location to another. Another major difference between the First World and the Material Plane is that the First World has no outer space; it is mostly a single, immeasurable landmass. Nevertheless, it is possible to achieve interstellar travel on the Material Plane by using a so-called //first drive// to travel through the First World. The journey can be perilous, and more than one starship using a first drive has disappeared in transit, possibly abducted by the fey denizens of the First World.
The fey deities called the Eldest rule the First World, and those regions they control are some of the few areas of stability on the plane, held in place by the sheer will of the Eldest. A //first drive// enables a starship to navigate through the First World by using these stable realms as waypoints. Locations in the First World roughly correspond to physical locations on the Material Plane—for example, a portion of the First World corresponds to the planet Akiton. A starship in orbit around Akiton can activate its //first drive// to arrive in the Akiton portion of the First World, then travel through the plane to another planet’s corresponding First World location. When the ship reenters the Material Plane, it arrives close to that planet. Unfortunately, this means that a vessel equipped with a //first drive// must travel between two locations that existed at the time the First World was created. A //first drive// cannot be used to travel to or from a location that does not have a First World analog (such as a space station like Absalom Station or open space); any attempts to do so simply fail.
The Eldest are generally credited with creating the //first drive//; some planar scholars believe that Ng the Hooded was directly responsible. A more contested theory is that the first drive was a rough draft of Triune’s Drift engine, though no evidence to support such a claim has been brought to light, and neither the Eldest nor Triune have confirmed or denied these speculations. What is known is that the Eldest are the sole suppliers of //first drives//, and they usually offer them to mortal spacefarers only as part of inscrutable bargains.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//first drive// | 3 | 175 | Large | 12 × size category |
</div>
You draw your magic from the First World, the riotous, ever‑shifting realm of the fey. Your powers manifest as illusory tricks, mind-clouding enchantments, and other deceptions.
* ''Associated Deities:'' Apholine, the Lantern King, the Lost Prince, Ng, Ragadahn, Shyka
* ''Associated Skills:'' [[Bluff]] and [[Disguise]]
* ''Spells:'' 1st–6th–//[[baleful polymorph]]//; replaced by 1st–//[[disguise self]]//, 2nd–//[[song of the cosmos]]//, 3rd–//[[charm monster]]//, 4th‑//[[confusion]]//, 5th–//[[greater command]]//
!! Dazzling Dust (1st)
As a standard action, you can spend 1 Resolve Point to scatter glittering pixie dust in a 30-foot cone. Creatures in the area must succeed at a Fortitude save or become [[dazzled]] and take a –1 penalty to Will saving throws for a number of rounds equal to your Wisdom modifier (minimum 1). At 9th level, you can cause one creature dazzled by this ability to also be [[blinded]] for 1 round.
!! Glamer Shroud (3rd)
As a standard action, you veil yourself in shifting illusions. This grants you a 20% miss chance as though you had concealment, though this effect does not help you to hide. You can maintain this effect for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments.
!! Vanishing Trick (6th)
When you take damage from a melee attack, you can expend a mystic spell slot as a reaction to teleport away after resolving the attack’s effects. You teleport to an open space to which you have line of effect, the total distance not exceeding 5 feet × the level of the expended spell slot.
!! Otherworldly Melody (9th)
Twice per day, you can sing a mystical tune that functions as either //[[haste]]// or //[[slow]]//. You gain one additional use per day at 13th level and again at 17th level.
!! Collective Glamer (12th)
When you activate glamer shroud, you can spend 1 Resolve Point to grant its benefits to allies linked by your [[telepathic bond]] class feature. Your allies gain these benefits for 1 minute.
First World Pranksters (15th)
As a standard action, you can spend 1 Resolve Point to open a portal to the First World within 100 feet. Mischievous fey swarm through this portal, attacking all enemies in a 20-foot-radius spread. Each enemy in the area is the target of one of the following combat maneuvers: [[dirty trick]], [[disarm|Disarm (combat maneuver)]], or [[trip|Trip (combat maneuver)]]. You select the action individually for each enemy targeted. The attack roll for these actions is equal to your caster level plus your Wisdom modifier. Their mischief concluded, the fey immediately return to the First World, and the portal closes.
!! Nature’s Fury (18th)
Once per day as a standard action, you can infest any number of enemies within a 50-foot spread centered on you with fey flora. As the plants sprout all over their body, each affected creature takes 5d6 bludgeoning damage and becomes //[[entangled]]// (Fortitude negates) for 1 minute. At the end of each of its turns, an affected creature becomes increasingly overgrown and attempts another Fortitude save. If they fail the save, they take 3d6 additional bludgeoning damage, and an entangled creature also becomes [[grappled]] for 1 round. As a standard action, an affected creature can attempt an additional Fortitude save to end the effect, taking no additional damage or penalties if that save fails.
Summoned creatures from the First World generally appear as unusual predatory beasts, which could be hybrids of two animals, such as a vulture-headed lion or massive, black-and-red striped tiger.
* ''Type:'' magical beast (extraplanar)
* ''Traits:''
** [[low-light vision]], [[blindsense]] (scent) 30 ft.
** base speed increases to 30 ft.
** climb speed of 30 ft.
** if base stat block has [[DR]], change to DR/cold iron
* ''Skills:'' add [[Perception]], [[Stealth]], and [[Survival]]
* ''Languages:'' Common and Gnome
* ''Attack:'' change melee attack to bite (piercing damage) with the [[grab]] special ability
Once per day as a move action, you can create a copy of yourself that instantaneously severs itself from your body and appears in an adjacent space. Your copy shares your statistics, lasts for 5 minutes, and has a number of Hit Points and Stamina Points both equal to 3 × your evolutionist level. Your copy appears with your [[adaptive strike]] manifested but beyond simple replicas of your apparel, it lacks equipment and can take only move actions.
In combat, both you and your copy share the same initiative count, with one acting immediately after the other. Each turn, either you or your copy can use a full round’s worth of actions and the other can take only a move action, though you can spend 1 MP to allow both to use a full round of actions for 1 round. Your copy acts and thinks independently, though it follows your instructions. You and your copy can both use your adaptations, evolution track, and adaptive strike, but your copy doesn’t have or gain MP; it uses your MP total and you must spend your MP to use its adaptations.
Maintaining your copy in combat is taxing. At the start of your turn after gaining MP, you must spend 1 MP to sustain your copy that round. Each full minute you sustain your copy, the MP cost per round to sustain it increases by 1. If you don’t sustain your copy, or if your copy is reduced to 0 HP, it dissolves into nothingness.
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' 120 ft.
* ''Area'' line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' yes
</div>
You form a fist of divine energy and thrust it outward, damaging and potentially knocking down your enemies. You deal 12d8 damage with the force descriptor to each creature in the area. A creature that fails its Reflex save is additionally knocked [[prone]].
This ordinary gray suit jacket automatically tailors itself to fit your body, but it can't be worn with heavy or powered armor. It contains miniscule pheromone emitters and holo-psychic transmitters to help you fit in as an ordinary member of any fairly large organization where the members don't all know one another well, like a mercenary company or employees in a corporate office. Generally, any organization with at least 50 members qualifies, but the GM makes the final decision. When you spend at least a minute interacting with an organization member, you can attempt a DC 25 [[Culture]] check. On a success, you learn enough for the fitting jacket to attune its emissions to that organization. Rank-and-file members of the organization have a starting attitude of indifferent toward you; to them, you appear to be wearing the appropriate uniform, have the appropriate credentials, and so on, even though you can't detect those details. The jacket can't make you appear as any specific individual, but you gain a +10 circumstance bonus to [[Disguise]] checks to appear as a member of the chosen organization. If you fail the Culture check, the jacket can't attune to that organization for 24 hours.
A fitting jacket can only be attuned to one organization at a time. Successfully attuning it to a new organization causes it to lose its attunement to the prior organization.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|fitting jacket | 7 | 7,000 | L |
</div>
The [[Fivefold Cauldron]] started out as a normal stellar cauldron such as any coven of [[void hags]] might have, that was fed a number of //[[wishes]]// by some very powerful [[efreet]]. It is now a mighty magic item, and perhaps even an artifact. Periodically, it acts of its own accord, perhaps attempting to fulfill wishes it hears, suggesting that it might be intelligent and self-aware.
A void hag coven can use the cauldron as their stellar cauldron, gaining the powers associated with that item. However, the cauldron can also be used to cast //[[clairaudience/clairvoyance]]// twice per day, //[[telepathy]]// once per day (can be cast from the location of the //clairaudience/clairvoyance// sensor), and //[[vision]]// once per month. All these effects have a caster level equal to the user's character level.
The //Fivefold Cauldron// can be installed on a starship—attempting to do so causes it to sprout cables and connection ports automatically. Aboard the ship, it functions as a hardened computer with a tier equal to half the tier of the starship. (As the technology around it increases, it increases in tier.) It has a number of large secure data modules equal to its tier and a control module that allows it to control the starship. It also has security IV and the following countermeasures: alarm (telepathic and comm signal), feedback, and lockout. The cauldron's personality integrates with any onboard artificial personality, but has decidedly evil tendencies. This computer doesn't need power, and if the PCs augment it with a starship computer, that device needs 20 fewer PCUs (minimum 0).
Uninstalling the //Fivefold Cauldron// requires a PC to attempt a DC 40 [[Engineering]] or [[Mysticism]] check. On failure by 5 or more, the cauldron shuts down. Only a void hag can reactivate it.The cauldron weighs 10 bulk.
When a sensitive criminal enterprise goes wrong, it's time to call a fixer—the person who makes those problems go away. Sometimes doing so means the fixer gets their hands dirty with work no one else is willing or trained to do, such as cleaning a crime scene and hiding the evidence before it can come to light. At other times, being a fixer means being a master of data manipulation who can cover up a virtual trail, create a new identity, grease the right cogs in the bureaucratic machine, or contact other serious professionals, such as assassins, thieves, smugglers, and all manner of other specialists willing to do illegal jobs. Fixers also know how to smuggle goods and people, moving them before authorities can catch up with seizure orders or arrest warrants.
A good fixer is often in some other business with little plausible connection to criminal enterprises. The fixer themself doesn't become involved in active criminal jobs, so no links exist to tie the fixer to the crime. Instead, the fixer shows up only when needed to fix a specific situation, then goes back to their normal life. Law enforcement shouldn't be able to place the fixer within a list of suspects, much less link the fixer to a crime scene.
Conversely, fixers can be famous in the criminal world for their specialty skills, sometimes going by a working name. Reliable fixers are often on the payroll of mob bosses, gang leaders, and other criminal syndicates, although they are just as often employees of legitimate organizations. The fixer works on retainer and is on call for those inevitable late nights when events go sideways. Some fixers are no stranger to violence, though such tactics are seldom a fixer's first recourse, since they draw attention and leave a mess the fixer inevitably has to clean up. Instead, the fixer solves most problems with skill, cunning, plausible deniability, and, when needed, lots of other people's dirty money.
The fixer grants alternate class features at 6th, 9th, 12th, and 18th levels.
!!! Cleaner (6th)
You know how to clean a crime scene of incriminating evidence. You have a specialized [[tool kit]] called a cleaner's kit, consisting of chemicals and tools you use for this task, and you gain this kit when you gain this class feature. The kit has light bulk. You must spend 1 hour at the crime scene and have access to your cleaner's kit to clean it. When you do so, the DCs for skill checks related to investigating the crime scene that you've cleaned increase by 10.
In addition, you can use [[Diplomacy]] to arrange unmonitored transportation for yourself and up to six other creatures, or for goods that would fit into a vehicle of size Huge or less. The DC for this check is 15 + the highest CR or level of the people or things you want to transport. Add 5 to this DC if the people or things are well known or being actively sought by legal authorities. If you succeed at this check, transportation is available within 1 day. You do not need to pay for this transportation, but you might end up owing a few favors.
!!! Information Fixer (9th)
You know how to cover up information in the real world and on infospheres. When you negotiate with someone to protect a secret, lower the DC of [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks you attempt by 5. You can expend 1 Resolve Point to treat the d20 roll in such situations as a 20.
In addition, with special software from your cleaner's kit and a hacker's kit, you can expend 1 Resolve Point to find and erase data from one infosphere to which you have access. Doing so takes 1d4 hours. The data you erase is limited to a general topic, like that stored on a secure data module, although this ability does not erase data stored on such a module, only from the infosphere itself. The data you erase is only superficially deleted from the infosphere. Data backups restore the information 1d4+1 days after you erase it, but until then, it can't be found.
!! Criminal Network (12th)
You have an array of criminal contacts, so you know who to call when you need a tip, and your contacts are usually willing to help or point you to someone who can. Reduce your DC to [[gather information]] on criminal enterprises and figures by 5. When you communicate or meet with a criminal for the first time, improve their initial attitude toward you by one step.
Your reputation also helps you coerce others. When you use [[Intimidate]] to [[bully]] someone who has heard of either you or those for whom you work, the effect of a successful check lasts for 1d6 days.
!! Dark Rep (18th)
Among criminals, your name is spoken in a respectful tone. Lower the DC of [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks you attempt against criminals who know of you by 5. In addition, as a full action, you can attempt an Intimidate check to [[demoralize]] all foes within 60 feet. The DC of this check is the highest DC to demoralize any one of those foes. If you succeed, each foe is [[shaken]] for 1 round plus 1 round for every 5 by which your check result exceeds the DC.
The fleet contains the armada's flagship and serves as a command center; only one fleet per armada can have this ability. Officers assigned to this fleet can affect targets within the fleet's extreme range with their actions, and the fleet gains additional HP equal to its tier. A fleet's flagship ability can't be disabled by critical damage.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|flagship | 0 | any |
</div>
This weapon, which can be mounted only on a turret, launches volatile spores in all directions, acting as a countermeasure and a short-range damage dealer. The gunner for the releasing starship makes one attack roll, applying that roll to all targets (friend and foe) within 1 hex. That same attack roll + 5 can be used against a DC equal to 10 + the speed of any tracking weapon that reaches the releasing starship that round. If the attack roll equals or exceeds the DC for a projectile, that projectile is destroyed before it deals damage.
name:flak spores
range:special
speed:—
damage:2d4
pcu:5
cost:4
special:[[flak area]], [[limited fire]] 2
name:flak spores, heavy
range:special
speed:—
damage:4d6
pcu:15
cost:13
special:[[flak area]], [[limited fire]] 3
name:flak thrower
range:short
speed:—
damage:3d4
pcu:10
cost:5
special:[[point]] (+8)
When activated, the blade of this doshko heats up by means of internal heating coils. The doshko deals fire damage and can also cause traumatic injuries.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|flame doshko, ember | 2 | 750 | 1d8 F | [[wound]] | 1 |[[powered]] (capacity 20, usage 1) |
|flame doshko, blaze | 8 | 8,500 | 2d8 F | [[wound]] | 1 |[[powered]] (capacity 20, usage 1) |
|flame doshko, inferno | 13 | 53,200 | 5d8 F | [[wound]] | 1 |[[powered]] (capacity 20, usage 1) |
|flame doshko, solar flare | 19 | 595,000 | 10d8 F | [[wound]] | 1 |[[powered]] (capacity 20, usage 1) |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[thrown]] (20 ft.)
* ''Damage'' medium; ''Damage'' Type F; ''Critical'' [[burn]]
* ''Slots'' 2 (upper limb)
* ''Cleave (2 PP)'' As a standard action, the mech makes an attack against multiple targets in an area as though the flame doshko had the [[blast]] weapon special property. The length of the cone equals the mech's reach with the flame doshko.
* ''Cost'' 2.5 × level
</div>
This triple-laser-bladed axe can sweep enemies aside or be thrown for devastating damage.
Flame launchers sling large globules of aerated petrol with carefully timed ignition. The resulting explosion is usually well contained and can be placed with surprising precision. Although fed by the same sort of petrol tank found in burners and flamethrowers, the weapon is a complicated mess of air tanks, exposed circuitry, and tubing, all required to achieve the perfect mixture for controlled explosions. Fireball flame launchers are the weakest version of this weapon, outpowered by immolation flame launchers and the exceptionally powerful supernova flame launchers.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flame launcher, fireball | 5 | 3,250 | 1d8 F | 60 ft. | [[burn]] 1d6 | 20 petrol | 2 | 2 |[[explode]] (10 ft.), [[unwieldy]] |
|flame launcher, immolation | 9 | 14,200 | 2d8 F | 80 ft. | [[burn]] 2d6 | 40 petrol | 4 | 2 |[[explode]] (10 ft.), [[unwieldy]] |
|flame launcher, supernova | 14 | 79,800 | 5d8 F | 120 ft. | [[burn]] 3d6 | 40 petrol | 5 | 2 |[[explode]] (10 ft.), [[unwieldy]] |
</div>
Flame melons are grown in many hot climates throughout the Pact Worlds, including the so-called "jungle boxes" that orbit the sun. When a flame melon is properly juiced and mixed with a secret blend of spices known only to Luthyx, it creates this curative serum. The next time you take a full night's rest after drinking a glass of //flame melon juice//, you recover an additional 5 Hit Points. Drinking multiple servings of //flame melon juice// in one day doesn't provide you with any additional benefits.
<div class= "table-wrapper">
|Item | Level | Price | Capacity |h
|//flame melon juice// | 2 | 480 | — |
</div>
A flame pistol shoots a line of ignited petrol from its barrel. Inventive manufacturers have developed more effective versions of the classic flame pistol, resulting in the blaze, inferno, and solar flare models. Like other flame pistols, the more advanced models fire lines of ignited petrol from their barrels, but they work at higher pressure and include nanotechnology that breaks down the petrol into more volatile compounds as the weapon is fired.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flame pistol, standard | 2 | 470 | 1d4 F | 20 ft. | [[burn]] 1d4 | 20 petrol | 4 | L |[[analog]], [[line]], [[unwieldy]] |
|flame pistol, blaze | 7 | 5,500 | 2d4 F | 20 ft. | [[burn]] 1d4 | 20 petrol | 5 | L |[[analog]], [[line]], [[unwieldy]] |
|flame pistol, inferno | 11 | 23,000 | 2d8 F | 30 ft. | [[burn]] 1d8 | 20 petrol | 5 | L |[[analog]], [[line]], [[unwieldy]] |
|flame pistol, solar flare | 17 | 220,000 | 3d10 F | 30 ft. | [[burn]] 2d6 | 20 petrol | 5 | L |[[line]], [[unwieldy]] |
</div>
A flame rifle shoots a line of ignited petrol from its barrel.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flame rifle | 2 | 490 | 1d6 F | 25 ft. | [[burn]] 1d6 | 20 petrol | 5 | 1 |[[line]], [[unwieldy]] |
</div>
Worn over existing armor, this nanofiber mesh gauntlet cradles a blood-red gem that glows faintly and gives off a small amount of warmth. This item must be worn on a free hand. You can activate the gauntlet as a reaction when you are struck by an attack or effect that deals cold damage. When you do so, until the end of your next turn, you reduce any cold damage dealt to you by half, and if an effect allows a Reflex saving throw for half damage, you take no damage on a successful save. This resistance does not stack with other forms of cold [[resistance]]. Once used, the gem's glow fades and you can't use this item again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//flame shield gauntlet// | 4 | 1,900 | 1 |
</div>
A flame spinner consists of two weighted balls attached to a length of cable; the pair is spun in an elegant, showy dance of spinning fire. Fireball and immolation flame spinners use petrol to generate a flaming nimbus around the ball's metal casing, while supernova and fission flame spinners dispense with the casing and instead compress the petrol to generate a dense mass of blazing heat in place of each ball. Using a flame spinner effectively is difficult due to the complex handling required, and kasathas and other races with additional limbs find they have a substantial advantage in that regard.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|flame spinner, fireball | 1 | 225 | 1d6 F | [[burn]] 1d4 | 1 |[[analog]], [[free hands]] (2), [[fueled]] (capacity 20, usage 1), [[unwieldy]] |
|flame spinner, immolation | 5 | 2,860 | 1d8 F | [[burn]] 1d6 | 1 |[[analog]], [[free hands]] (2), [[fueled]] (capacity 20, usage 2), [[unwieldy]] |
|flame spinner, supernova | 12 | 33,900 | 3d10 F | [[burn]] 2d6 | 1 |[[analog]], [[free hands]] (2), [[fueled]] (capacity 20, usage 1), [[unwieldy]] |
|flame spinner, fission | 20 | 802,000 | 8d12 F | [[burn]] 5d6 | 1 |[[analog]], [[free hands]] (2), [[fueled]] (capacity 20, usage 1), [[unwieldy]] |
</div>
Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits.
Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries.
These portable flamethrowers consist of a heavy rifle-like design with an oversized petrol tank integrated into the weapon's stock.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flamethrower, ifrit-class | 2 | 780 | 1d6 F | 15 ft. | [[burn]] 1d6 | 20 petrol | 4 | 2 |[[analog]], [[blast]], [[unwieldy]] |
|flamethrower, salamander-class | 8 | 8,600 | 2d6 F | 30 ft. | [[burn]] 2d6 | 20 petrol | 5 | 2 |[[analog]], [[blast]], [[unwieldy]] |
|flamethrower, hellhound-class | 12 | 35,100 | 4d6 F | 30 ft. | [[burn]] 4d6 | 40 petrol | 8 | 2 |[[analog]], [[blast]], [[unwieldy]] |
|flamethrower, firedrake-class | 15 | 128,000 | 6d6 F | 30 ft. | [[burn]] 6d6 | 40 petrol | 10 | 2 |[[analog]], [[blast]], [[unwieldy]] |
|flamethrower, phoenix-class | 18 | 367,500 | 9d6 F | 30 ft. | [[burn]] 9d6 | 40 petrol | 10 | 2 |[[analog]], [[blast]], [[unwieldy]] |
</div>
<div class="statblock">
* ''Type'' ranged; Range 60 ft. or 100 ft.; ''Special'' [[ignite]] and either [[blast]] or [[line|Line (weapon property)]]
* ''Damage'' high; ''Damage Type'' F; ''Critical'' [[burn]]
* ''Slots'' 1 (upper limb); ''Capacity'' 5
* ''Gout'' Each time the mech makes an attack with the flamethrower, the weapon gains the [[line|Line (weapon property)]] weapon special property and a range of 100 feet, or it gains the [[blast]] weapon special property and a range of 60 feet.
* ''Cost'' 4.5 × level
</div>
This rotating nozzle spews gouts of bone-melting flame from a fuel pack installed deep inside a mech.
Structurally similar to the [[dragon gland]], which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the [[integrated]] and [[reach]] weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a swift action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the flametongue is active, the first time each round you speak any language other than Ignan, you take fire damage equal to twice the augmentation's item level (DC 20 Reflex negates). After you activate the flametongue, you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Damage | Critical |h
|flametongue, salamander | 5 | 3,150 | throat | 1d8 F | [[arc]] 1d6 F |
|flametongue, hellhound | 9 | 13,850 | throat | 2d8 F | [[arc]] 1d8 F |
|flametongue, firedrake | 13 | 51,500 | throat | 4d8 F | [[arc]] 2d8 F |
|flametongue, phoenix | 18 | 395,000 | throat | 8d8 F | [[arc]] 4d8 F |
</div>
From an early age, you've had an innate bond with fire. The raging inferno has always been with you, whether you've come to find peace and solace by staring into a flickering flame, brought fire to those in need of heat, or immolated your foes with unrestrained flames. By focusing your bond with fire, you can cause flames to do your bidding, and at more powerful stages of your advancement, you can even breach the veil to contact or even pass into the Plane of Fire itself, stepping through a portal wreathed in flickering flames.
* ''Associated Deities:'' Angradd, The Devourer, Feronia, Sarenrae, Ymeri
* ''Associated Skills:'' [[Acrobatics]] and [[Intimidate]]
* ''Spells:'' 1st—//[[overheat]]//, 2nd—//[[emberstep]]//, 3rd—//[[burning ash cloud]]//, 4th—//[[wall of fire]]//, 5th—//[[contact other plane]]//, 6th—//[[plane shift]]//
!! Fire Manipulation (1st)
You can control minor flames within 30 feet. As a standard action, you can smother a flame afflicting a single piece of equipment held or worn by anyone within range. Alternatively, you can transfer the [[burning]] condition from one creature to another within range by succeeding at a caster level check (DC = 10 + 1-1/2 × the level or CR of the target creature). The target creature gains a +2 circumstance bonus to its Reflex saving throw to end the burning condition applied in this way.
!! Flickering Charge (3rd)
When you perform a charge, you can spend 1 Resolve Point to take on a fiery aspect as you move, increasing your speed by 10 feet until the end of your turn. At 8th level, when you use this ability, you also gain concealment (20% miss chance) against all attacks made against you during the charge and until the beginning of your next turn. At 13th level, this miss chance increases to 40% and lasts until the end of your next turn.
!! Embodiment of Flame (6th)
You gain fire [[resistance]] 10. At 16th level, this increases to fire resistance 20, and you no longer take fire damage from fire-dominant planes. At 20th level, this increases to fire resistance 30.
!! Flaming Weaponry (9th)
As a move action, you can grant any weapon you hold the //[[flaming]]// weapon fusion regardless of its item level; this bonus fusion doesn't count toward the maximum total level of fusions the weapon can have at once. This bonus fusion lasts for as long as you wield the weapon and are conscious or until you spend another move action to suspend the effect.
!! Dancing Flame (12th)
Whenever you succeed at a Reflex save, you can take a guarded step as a reaction. Alternatively, you can spend 1 Resolve Point to move up to half your speed as a reaction; you gain a +4 circumstance bonus to AC against attacks of opportunity provoked by this movement.
!! Shared Flaming Weaponry (15th)
When you use the flaming weaponry connection power, you can spend 1 Resolve Point to grant the //[[flaming]]// weapon fusion to all allies' wielded weapons within 60 feet of you; these bonus fusions don't count toward the maximum total level of fusions each weapon can have at once. These bonus fusions last for as long as your weapon has its bonus fusion.
!! Hungering Conflagration (18th)
Three times per day, you can cast a modified version of //[[chain surge]]// as a spell-like ability. Your caster level for this spell-like ability is equal to your caster level and the DC is equal to 16 + your Wisdom modifier. This version of the spell replaces the electricity descriptor with the fire descriptor and deals fire damage instead of electricity damage. Targets failing the ensuing Reflex save gain the [[burning]] condition for 5d6 fire damage instead of the short out effect.
The //flaming// fusion imbues a weapon with the fiery power of a star. Half the weapon's damage type is replaced with fire damage. You can activate or deactivate the //flaming// fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the //flaming// fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC.
Choose an enemy starship. Your starship moves up to its speed and can turn as normal. If your starship ends the helm phase within 5 hexes of the chosen starship, the next attack against the chosen starship, made during that round and originating from an arc not occupied by your ship, gains a +2 bonus to its gunnery check. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 10 + 1-1/2 × the enemy starship's tier). If you fail this check, your starship moves as normal but does not grant the bonus to the gunnery check.
When making a melee attack, you gain a +2 bonus to attack rolls if your opponent is threatened by another creature on its opposite border or opposite corner. Only a creature that threatens the opponent can grant this bonus, and your bonus from flanking can never be higher than +2. Creatures with a reach of 0 feet can't flank an opponent.
When in doubt about whether two characters who threaten an opponent flank it, trace a line between the two attackers' centers. If the line passes through opposite borders or corners of the opponent's space, then the opponent is flanked.
''Exception:'' If a creature takes up more than one square, it gets the flanking bonus if any square it occupies counts for flanking.
As a move action, you can shed light in a 30-foot radius for 1 minute. You choose dim, normal, or bright light each time you activate this revelation. As a standard action, you can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a Reflex save or be [[blinded]] for 1 round. Once you've targeted a creature with flare, you can't target it with this revelation again for 10 minutes. Blind or sightless creatures are not affected by this use of this revelation.
When you create a flash of light as a standard action and you are attuned or fully attuned, you can instead choose to make all enemies within range [[dazzled]] for 1 round (no save).
A flare axe pushes a magnetically contained wave of plasma in a semicircular arc parallel to the haft that resembles a miniature solar flare. The color of plasma indicates the relative temperature (and therefore damage output) of each weapon: red star flare axes are the standard model, yellow star and white star flare axes are more dangerous, and blue star flare axes inflict the most destruction.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|flare axe, red star | 1 | 120 | 1d4 E & F | [[burn]] 1d4 | 1 |[[powered]] (capacity 20, usage 1) |
|flare axe, yellow star | 5 | 2,710 | 1d8 E & F | [[burn]] 1d8 | 1 |[[powered]] (capacity 20, usage 1) |
|flare axe, white star | 11 | 23,100 | 3d10 E & F | [[burn]] 1d10 | 1 |[[powered]] (capacity 20, usage 1) |
|flare axe, blue star | 16 | 148,000 | 5d12 E & F | [[burn]] 3d6 | 1 |[[powered]] (capacity 20, usage 1) |
</div>
A survival flare gun is used to signal danger or call for help. Though not designed for combat, survival flare guns can deal fire damage at close range.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flare gun | 1 | 90 | 1d3 F | 30 ft. | [[burn]] 1d6 | 1 flare | 1 | L |[[analog]], [[bright]] |
</div>
A more compact version of the [[flare rifle]] series, these pistols are especially useful for forays into the Shadow Plane.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flare pistol, dazzler | 5 | 3,300 | 1d6 F | 40 ft. | [[burn]] 1d6 | 6 flares | 1 | L |[[analog]], [[bright]] |
|flare pistol, vivifier | 9 | 13,000 | 2d6 F | 50 ft. | [[burn]] 1d6 | 6 flares | 1 | L |[[analog]], [[bright]] |
|flare pistol, coruscator | 13 | 46,000 | 3d6 F | 50 ft. | [[burn]] 2d6 | 8 flares | 1 | L |[[analog]], [[bright]], [[harrying]] |
|flare pistol, scorcher | 16 | 180,000 | 5d6 F | 60 ft. | [[burn]] 3d6 | 12 flares | 1 | L |[[analog]], [[bright]], [[harrying]] |
|flare pistol, nova | 19 | 485,000 | 7d6 F | 60 ft. | [[burn]] 4d6 | 12 flares | 1 | L |[[analog]], [[bright]], [[harrying]] |
</div>
A flare rifle is similar in appearance to a combat rifle, though it has a slightly wider barrel and magazine. This weapon fires flares, which don't typically deal tremendous damage but can distract opponents. Dazzler flare rifles fire a single, relatively ordinary flare, while the vivifier flare rifle breaks open the flare and burns it all in moments, causing far greater light and heat. Coruscator, scorcher, and nova models fire more flares at a time to increase their damage output.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|flare rifle, dazzler | 3 | 445 | 2d4 F | 60 ft. | [[burn]] 1d6 | 8 flares | 1 | 1 |[[analog]], [[bright]], [[harrying]] |
|flare rifle, vivifier | 6 | 3,600 | 1d10 F | 80 ft. | [[burn]] 2d4 | 8 flares | 1 | 1 |[[analog]], [[bright]], [[harrying]] |
|flare rifle, coruscater | 10 | 15,700 | 5d4 F | 80 ft. | [[burn]] 2d6 | 12 flares | 2 | 1 |[[analog]], [[bright]], [[harrying]] |
|flare rifle, scorcher | 13 | 43,900 | 7d4 F | 80 ft. | [[burn]] 3d6 | 12 flares | 3 | 1 |[[analog]], [[bright]], [[harrying]] |
|flare rifle, nova | 17 | 201,000 | 12d4 F | 100 ft. | [[burn]] 4d6 | 12 flares | 4 | 1 |[[analog]], [[bright]], [[harrying]] |
</div>
Usually made of magnesium, flares burn brightly and can deliver some heat. You can ignite a flare by hand without the need for a flare gun. A lit flare burns for 1 hour, and it can be wielded in melee combat as an improvised weapon that deals 1d2 fire damage.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|flare | 1 | 5 | 1 | — |— |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex partial
* ''Spell Resistance'' yes
</div>
You cause water in the spell's area to instantly boil, dealing 7d8 fire damage to creatures that fail a Reflex save. Creatures that save take half damage. This spell has no effect in vacuum, deals half damage in normal and thin atmosphere, and deals full damage in thick atmosphere and underwater.
When you hit a creature with a weapon in the [[cryo]] category, that creature's speeds are reduced by 10 feet for 1 round, to a minimum of 10 feet.
When detonated, a flash grenade releases a pulse of intense radiance.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|flash grenade I | 2 | 120 | 20 ft. | drawn | L |[[explode]] ([[blinded]] 1d4 rounds, 5 ft.) |
|flash grenade II | 6 | 620 | 20 ft. | drawn | L |[[explode]] ([[blinded]] 1d4 rounds, 10 ft.) |
|flash grenade III | 12 | 4,800 | 20 ft. | drawn | L |[[explode]] ([[blinded]] 1d6 rounds, 15 ft.) |
|flash grenade IV | 16 | 24,300 | 20 ft. | drawn | L |[[explode]] ([[blinded]] 1d8 rounds, 20 ft.) |
</div>
This scepter-like device coalesces atmosphere into a crystalline sheet. When you activate a flash shield generator, you select one edge of a square within 10 feet of you and create a 5-foot- square vertical sheet of translucent crystal on that edge, providing partial cover against attacks coming from one side of the sheet (your choice). The flash shield must be supported by the ground or another structure when it is created, and it can't support any weight. You can make the flash shield cloudy when you create it, which causes it to block line of sight. The flash shield is delicate and easy to break; it has an AC of 10, hardness 0, and 10 Hit Points. A flash shield disintegrates on its own after 24 hours. If you create a new flash shield within 100 feet of an existing shield, the old shield disappears, its material evaporated and transformed to create the new shield. A flash shield generator does not function where there is no atmosphere.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|flash shield generator | 12 | 32,000 | 1 | 100 | 10/use |
</div>
Modern projectile weapons have built-in flash and muzzle-blast suppression to protect a weapon's user from flash blinding during firefights in low-light conditions, as well as to protect other high-tech devices from fouling due to residue from projectile accelerants. A hybrid [[flash suppressor]] can be added to any small arm, longarm, heavy weapon, or sniper weapon in the [[projectile|Projectile Weapons]] category. It eliminates virtually all light and heat that your projectile weapon produces while firing, making you harder to spot in low-light conditions. This benefit reduces the penalty you take to [[Stealth]] checks for sniping in low-light conditions by 5.
You can combine a //flash suppressor// and //[[silencer]]// together by paying the combined price of both accessories. Their benefits stack.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|flash suppressor | 3 | 1,200 | — | — | — |projectile |
</div>
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn't provoke attacks of opportunity.
The crystals used at the core of this upgrade are harvested from a slow-moving, geode-like beast that hunts the dark side of Verces and stuns its prey with flashes of light. You can activate this upgrade as a move action to emit a strobe-like burst of radiance. All creatures other than you within 20 feet must succeed at a Reflex saving throw (DC = 10 + half the upgrade's item level + your Dexterity modifier) or become [[blinded]] for 1 round. A set of flashblinders recharges automatically after 1 minute.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|flashblinders, mk 1 | 4 | 2,000 | 1 | any | 1 | 1 | 1 |
|flashblinders, mk 2 | 8 | 10,000 | 1 | any | 1 | 1 | 1 |
|flashblinders, mk 3 | 12 | 38,000 | 1 | any | 1 | 1 | 1 |
|flashblinders, mk 4 | 16 | 180,000 | 1 | any | 1 | 1 | 1 |
</div>
Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.
Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.
You can change your appearance in an instant even while moving.
''Prerequisites:'' Change form species trait, [[change shape]] universal monster rule, [[quick disguise]] operative exploit, or similar ability at the GM’s discretion.
''Benefit:'' You can use change form, change shape, or the quick disguise operative exploit as a move action, instead of as a standard action. In addition, you can also use one of these abilities as part of a move action to move up to your speed, or as part of the full action to use the [[trick attack]] class feature. Once you do so, you can’t change your shape in this way while moving or performing a trick attack until you rest for 10 minutes to regain Stamina Points.
''Normal:'' Using the change form species trait, change shape universal monster rule, or quick disguise operative exploit is a standard action.
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.
When you would be hit by a ranged attack with a weapon that deals kinetic damage, you can spend 1 Entropy Point as a reaction to attempt a Fortitude save (DC = 10 + 1-1/2 the CR or level of the attacker) to take half damage. You can use this ability only when wearing heavy armor or powered armor, or carrying a shield, and you can't use it if you are [[helpless]] or otherwise unable to move.
<div class="statblock">
* ''Tier'' 3
* Huge skirmisher
* ''Operators'' 1–2; ''PP'' 2 (3/turn, max 8)
* ''Speed'' 80 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 36; ''SP'' 12; ''Hardness'' 1
* ''EAC'' 20; ''KAC'' 24
* ''Fort'' +6; ''Ref'' +6
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +8
* ''Melee'' chainwhip (upper limb—2d4+7 B) or spiked shield (upper limb—2d6+7 B or P; critical [[bleed]] 1d6)
* ''Ranged'' rotary cannon (frame—2d8+3 P)
* ''Space'' 15 ft.; ''Reach'' 15 ft. (20 ft. with chainwhip)
* ''Strength'' +4
!!! SYSTEMS
* ''Power Core'' mk 3 dynamo
* ''Lower Limbs'' fast biped
* ''Upper Limbs'' assault arms (+1 melee, +0 ranged)
* ''Auxiliary'' entry hatch, thrusters
* ''Upgrades'' enhanced shields, unbreakable armor
</div>
Flayers are statuesque representations of the Hellknight ideal: a bipedal suit of armor equipped with shields and melee weapons modeled after swords, chainwhips, maces, or scourges. After some embarrassing early defeats, newer variations of the Flayer also incorporate ranged weapons into their design.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Tiny vermin
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +6; ''Will'' +3
* ''Defensive Abilities'' [[regeneration]] 5 (acid)
* ''Weaknesses'' [[vulnerable]] to bludgeoning
!!! OFFENSE
* ''Speed'' 30 ft., burrow 20 ft.
* ''Melee'' [[attach]] +12 or bite +12 (1d6+7 P plus drink marrow; critical [[bleed]] 1d4)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' mandible dance, [[mindless]]
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +10, [[Stealth]] +15
ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, coil (3–6), or brood (7–12)
!!! SPECIAL ABILITIES
''Drink Marrow ([[Ex]])'' A flayer leech has a pharyngeal proboscis that can quickly vibrate at a subsonic frequency, allowing it to easily pierce through bone and similar hardened internal structures to consume a creature's marrow. A creature struck by a flayer leech's bite must succeed at a DC 15 Fortitude save or be [[sickened]] for 1 minute. Further bites from the flayer leech don't worsen this condition, only extend the duration.
''Mandible Dance ([[Su]])'' As a full action, a flayer leech can stand its body vertically, opening each of its five petal-like jaws and gesticulating with its vast array of complex mouth parts and hooked teeth in a strange performance. Each creature within 30 feet of the flayer leech must succeed at a DC 13 Will save or be [[fascinated]] for as long as the flayer leech continues its dance and for 1 round thereafter. This is a sense-dependent, mind-affecting effect. A flayer leech can move toward a fascinated creature, enter its space, and attempt an [[attach]] attack without ending the condition. However, if the flayer leech attempts to bite a fascinated creature, the condition ends as normal.
</div>
<<section 'Flayer Leech Effigy'>>
A flayer leech is a tiny invertebrate with a semitranslucent body and what appears to be a head that tapers to a point. This head is actually a segmented mouth that unfolds into five petal-like jaws, each lined with row upon row of curved, barbed teeth. Lodged deep within the flayer leech's throat is a retractable proboscis that, when extended, vibrates at an ultrasonic frequency high enough that it can pierce a creature's bones, siphoning the marrow inside. This appendage is surrounded by a pair of spinnerets that produce a durable material that is essential to a flayer leech's life cycle. A flayer leech is approximately 1 foot long and weighs only a few pounds.
A flayer leech is a mindless, opportunistic predator that preys on all living creatures, but when it kills a humanoid or monstrous humanoid, it can wear the skin of its victim like a suit of clothes after a process of metamorphosis. After dragging a corpse to a secluded location (sometimes underground), a flayer leech begins the grim work that inspired its name, using its barbed teeth to carefully cut off the corpse's flesh in large pieces. The flayer leech then siphons as much marrow as it can out of the creature's bones, enough to sustain the leech for weeks, and consumes the brain.
Once full, the flayer leech returns its attention to the pieces of skin, using its spinnerets to create a nearly invisible filament and its proboscis like a needle to stitch the tatters back together, exactly as they once were. This filament is coated with a regenerative wax that fuses the flayed skin back together, leaving only barely visible lines. The flayer leech crawls into this fleshy cocoon and pupates within for 2d6 days, developing a bone structure and vocal organs, as well as respiratory, circulatory, and nervous systems similar to that of the victim. It also absorbs a portion of the victim's memories from the victim's brain matter and acquires some psychic abilities. After this period, a flayer leech becomes a flayer leech effigy, a convincing simulacrum of the dead creature.
A flayer leech effigy then attempts to insert itself into the dead creature's life, though close friends might recognize a changed demeanor, as the effigy speaks rarely and doesn't engage in as many social functions as the victim. In addition, an effigy's auditory organs are sensitive to sounds that wouldn't normally harm humanoids of the same type, which can sometimes give away the effigy's true nature. When threatened, an effigy can protrude larger versions of its pharyngeal proboscis from small slits just below its wrists to defend itself. It also uses these tubes to extract the marrow it needs to reproduce—a disgusting parthenogenesis wherein the effigy belches forth fully grown flayer leeches.
!! Flayer Leech Effigy Template Graft
Any living [[humanoid]] or [[monstrous humanoid]] creature can become an unlucky victim of a flayer leech. Use the following template graft to create a unique flayer leech effigy.
* ''CR:'' 5+
* ''Required Creature Type:'' Humanoid or monstrous humanoid.
* ''Traits:''
** [[regeneration]] (5 for CR 5–9, 10 for CR 10–14, 15 for CR 15+; suppressed by acid)
** phonophobia (see [[flayer leech effigy]]); [[vulnerable]] to sonic
** drink marrow (see [[flayer leech effigy]])
** rapid strikes (see [[flayer leech effigy]]); warp bones (see [[flayer leech effigy]])
** uncanny impersonation (see [[flayer leech effigy]]); verminlike (see [[flayer leech effigy]])
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity.
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* NE Medium monstrous humanoid
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +26
!!! DEFENSE
* ''HP'' 275
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +19; ''Ref'' +19; ''Will'' +15; +2 vs. mind-affecting effects
* ''Defensive Abilities'' [[regeneration]] 15 (acid)
* ''Weaknesses'' phonophobia, [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' wrist proboscis +29 (8d6+24 P plus drink marrow)
* ''Ranged'' white star [[plasma pistol]] (3d8 E & F; critical [[burn]] 2d8)
* ''Offensive Abilities'' rapid strikes, warp bones
!!! STATISTICS
* ''Str'' +9; ''Dex'' +7; ''Con'' +5; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Bluff]] +26, [[Disguise]] +31, [[Stealth]] +26
* ''Feats'' [[Mobility]], [[Spring Attack]]
* ''Languages'' Common, Dwarven
* ''Other Abilities'' uncanny impersonation, verminlike
* ''Gear'' diamond [[carbon skin]] (green [[force field]] [25 HP]), white star [[plasma pistol]] with 1 ultra-capacity battery (100 charges)
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' clique (1 plus 3–8 flayer leeches)
!!! SPECIAL ABILITIES
''Drink Marrow ([[Ex]])'' As [[flayer leech]], except that the DC for the Fortitude save is 23.
''Phonophobia ([[Ex]])'' When a flayer leech effigy is dealt sonic damage or comes within 30 feet of the source of an extremely loud noise (such as that produced by a starship thruster or the explosion of a grenade), it must attempt a DC 21 Will saving throw. If it fails, it is [[frightened]] for 1d4 rounds; if it succeeds, it gains the [[off-target]] condition for 1d4 rounds instead.
''Rapid Strikes ([[Ex]])'' When a flayer leech effigy makes a full attack with its wrist proboscis, it makes up to three attacks instead of two, taking a –6 penalty to each attack instead of the normal –4 penalty.
''Uncanny Impersonation ([[Su]])'' A flayer leech effigy can impersonate the creature whose skin it is wearing to a striking degree. The effigy can use [[Disguise]] to disguise itself as a specific person, and the DC for the Disguise check isn't adjusted due to being disguised as a different creature type or size category. In addition, the flayer leech effigy receives some psychic impressions when it consumes the creature's brain, allowing it to glean minor details about the creature's life and speak the languages it spoke. If the effigy attacks with its wrist proboscis, its disguise is automatically ruined for all who witness the attack.
''Verminlike ([[Ex]])'' For effects targeting creatures by type, a flayer leech effigy counts as both [[monstrous humanoid]] and [[vermin]] (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The effigy also receives a +2 racial bonus to saving throws against mind-affecting effects.
''Warp Bones ([[Su]])'' Once a flayer leech effigy has tasted a creature's marrow, it can temporarily reshape that creature's skeletal structure using only its mind. As a move action, an effigy can concentrate on the creatures it has wounded. Each creature that is [[sickened]] due to the effigy's drink marrow ability must succeed at a DC 21 Fortitude save or suffer extreme pain as its bones twist and crack, gaining the [[nauseated]] condition until the end of its next turn.
</div>
Flechettes are small, dart-like metal projectiles.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|flechettes | 1 | 75 | 25 | L |— |
</div>
You are faster than most.
''Benefit:'' While you are wearing light or no armor, your land speed increases by 10 feet. When you are [[encumbered]], your land speed instead increases by only 5 feet. When you are [[overburdened]], your speed is reduced to 10 feet.
<div class="statblock">
* ''Effect'' Increase each of the mech's movement speeds by 10 feet.
* ''Cost'' 2 × tier
</div>
When creating or upgrading an armada, you can enhance one or more fleets with special abilities to expand their abilities or shore up their weaknesses. Each special ability increases a fleet's BP cost by the amount listed, and a fleet can add only those special abilities allowed by its fleet type.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* CE Tiny starship monstrous humanoid
* ''Speed'' 12; ''Maneuverability'' good (turn 1)
* ''AC'' 15; ''TL'' 15
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' none
* ''Attack (Forward)'' light torpedo launcher (2d8)
* ''Power Core'' Micron Light (50 PCU); ''Drift Engine'' none
* ''Systems'' basic short-range sensors, basic computer, mk 2 armor, mk 2 defenses
* ''Modifiers'' +2 [[Computers]] (sensors only)
* ''Other Abilities'' fleet mind, living starship, [[void adaptation]]
!! CREW ACTIONS
* ''Pilot'' [[Computers]] +7 (1 rank), [[Piloting]] +8 (1 rank)
* ''Gunner'' gunnery +5 (1st level)
!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' pair or wing (3–6)
!!! SPECIAL ABILITIES
''Fleet Mind ([[Ex]])'' Like the individual Swarm components, Swarm starships are bound together into a singular hive mind through a blend of radio, quantum, and telepathic communication. All Swarm starships within 10 hexes of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a "chain" of Swarm starships under appropriate circumstances, potentially alerting distant Swarm vessels.) Swarm vessels can also communicate telepathically with all Swarm creatures within 10 hexes.
''Living Starship ([[Ex]])'' A fleetfury is a collection of symbiotic creatures so large that it functions as a starship (and thus engages in only starship combat). A network of connected brains commands these bioengineered Swarm components that act as a unified organism. This network allows the fleetfury to take crew actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for the fleetfury's size, speed, and maneuverability are already factored into its statistics. Critical damage to life support instead damages this network of brains, with the critical effect applying to gunnery checks, in addition to any penalties from weapons array critical damage. Critical damage to crew has no effect on a fleetfury, due to the adaptability of its components.
</div>
Swarm fleetfuries are composed of several living bioengineered components crafted into the shape of a small, maneuverable starship. Like the members of the Swarm, fleetfuries have the ability to telepathically communicate with all other Swarm starships, acting with a single purpose without the need for a central command ship. Fleetfuries are often used as weapons of terror, deployed in massive numbers separated into individual wings to overwhelm and demoralize enemies.
An individual fleetfury isn't particularly well equipped or well armored for an extended battle. Its only weapon is an organic torpedo launcher, which a fleetfury can fire only five times before it loses its offensive capabilities. At that point, a fleetfury usually abandons combat, as another group of vessels closes in. A Swarm armada usually launches wave after wave of fleetfuries at the start of massive space battles, knowing that most of them will be destroyed in the fracas, though at great cost to their foes.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
You fire a dull gray ray at your target, making a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and the target fails its Fortitude save, the target, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the target (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it gives off no sign of life even upon close inspection. Only creatures made of flesh are affected by this spell.
If this spell is cast upon a stone creature that was once flesh, it reverses the petrification.
Your drone can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing. In addition, your drone gains a +2 circumstance bonus when using the [[escape]] task of the [[Acrobatics]] skill to break free from a [[grapple|Grapple (combat maneuver)]].
A flexible weapon generates lines of effect at a distance from the user. Choose two points, both of which must be within the weapon's first range increment. The weapon's effect extends from one point to the other. Other than this placement, resolve the attack per the [[line]] weapon special property.
As part of your ongoing personal metamorphosis and adaptation to new circumstances, your skill repertoire is always evolving. Choose one additional skill and add it to your list of class skills.
At 9th level, you choose another additional skill to add to your list of class skills, and your skill ranks per evolutionist level increase to 5 + your Intelligence modifier. This retroactively grants you 8 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill.
At 17th level, you choose one more additional skill to add to your list of class skills, and your skill ranks per evolutionist level increases to 6 + your Intelligence modifier. This retroactively grants you 16 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' see text
* ''Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.
''1st:'' When you cast //flight// as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.
For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).
The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.
''2nd:'' When you cast //flight// as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.
This casting of the spell lasts 1 minute per caster level and is dismissible.
''3rd:'' When you cast //flight// as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to [[Acrobatics]] checks to fly equal to half your caster level.
If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.
The spell lasts for 1 minute per caster level.
''4th:'' When you cast //flight// as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.
''5th:'' When you cast //flight// as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).
''6th:'' When you cast //flight// as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.
<div class="statblock">
* ''Level'' 11; ''Price'' 27,100
* ''EAC Bonus'' +12; ''KAC Bonus'' +19
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –5; ''Speed'' 30 ft.
* ''Strength'' 22 (+6); ''Damage'' 2d6 B
* ''Weapon Slots'' 4; ''Upgrade Slots'' 3
* ''Capacity'' 100; ''Usage'' 1/min
* ''Size'' Huge; ''Bulk'' 40
</div>
This massive, sleek machine is shaped like a person and equipped with powerful thrusters built into the feet and attached to the back, giving it a fly speed with average maneuverability.
Barathus designed flight skins to help them move comfortably in the cramped spaces favored by many terrestrial species, but the modular design proved easy to adapt to other species. A flight skin comprises redundant layers of light, airy material that lie nearly flat and resemble rubber or soft cloth but, buttressed by bio-psychic force fields, briefly inflate to reduce sudden impact. Flight skin environmental protections take the form of a thin membrane that, when activated, envelops exposed skin.
When you fall or are hit by a falling object while you're wearing your flight skin, calculate the damage as if the fall were 20 feet shorter.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|flight skin, nascent | 1 | 230 | +0 | +2 | +5 | — | — | 1 | L |
|flight skin, foray | 5 | 3,350 | +3 | +5 | +5 | — | — | 3 | L |
|flight skin, dream | 9 | 15,000 | +9 | +11 | +5 | — | — | 4 | L |
|flight skin, venture | 14 | 77,000 | +14 | +17 | +6 | — | — | 5 | L |
|flight skin, conglomeration | 18 | 400,000 | +18 | +21 | +7 | — | — | 6 | L |
</div>
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone's fly speed increases to its full land speed, and there is no limit on the amount of time it can fly.
The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 15 + 1-1/2 times your ship's tier). If you fail this check, your starship moves forward half its speed but doesn't rotate.
These expanded cochlear implants orient your equilibrium to zero-gravity conditions; their name is derived from the enhancements' popularity among extreme-sport athletes. You automatically succeed at any [[Acrobatics]] or [[Athletics]] checks to avoid the [[off-kilter]] condition, and you gain a +1 insight bonus to saving throws against the off-kilter condition.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|flip glands | 3 | 1,275 | ears |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one willing or unconscious creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
Lashuntas experimented with this magic based on their species’ dimorphism. With this spell, you reignite the epigenetic processes that shaped the target and alter them, applying different environmental pressures to temporarily awaken dormant potential in the genetic code. Choose one ability score. You grant the target a +2 enhancement bonus to ability checks with that ability score and skill checks based on that score. While the spell lasts, you can use a standard action to change the affected ability score, provided the target is within range.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one willing or unconscious creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. Each round at the start of their turn, the target must select one of the following benefits they gain for that round. They can’t select the same benefit on two consecutive rounds.
* ''Additional Arms:'' The target grows two additional arms, enabling them to wield and hold an additional two hands’ worth of equipment. While these additional arms increase the number of items they can carry, it doesn’t increase the number of attacks they can make during combat.
* ''Additional Legs:'' The target grows two additional legs, granting them a +10-foot status bonus to their speed.
* ''Amorphous:'' The target loses their form, becoming amorphous. They’re immune to the [[entangled]] and [[grappled]] conditions, and they don’t take double damage from critical hits.
* ''Damage Reduction:'' The target’s skin hardens, becomes rubbery, or grows scales, granting them [[DR]] 5/— that protects against bludgeoning, piercing, and slashing damage. This damage reduction doesn’t stack with any damage reduction the target already has.
* ''Energy Resistance:'' The target adapts to a hazardous environment, gaining [[resistance]] 5 to one of the following damage types of their choice: acid, cold, electricity, fire, sonic. This energy resistance doesn’t stack with any damage resistance the target already has.
* ''Shrink:'' The target shrinks by one size category (to a minimum of Tiny).
* ''Stretch:'' The target’s arms elongate, increasing their reach by 5 feet.
Multiple castings of //fluidity of form// don’t stack. //Fluidity of form// counters and negates //[[physical stability]]//.
A flushbuster is a palm-sized, malleable, one-use satchel charge designed to travel easily through any water-propagated waste-removal system (such as the flushing toilet found on many planets with standard gravity and aboard some starships). It resembles a vacuum-sealed plastic bag divided into two pouches, one containing a substance that looks like purple clay, and the other containing a substance that resembles green gelatin. The bag itself is made of a time-release polymer that disintegrates after 1d4 minutes of immersion in water, allowing the two volatile substances to mix into a composite explosive that immediately detonates. Once the bag disintegrates, the mixture of the composite explosive and water generates a massive pressurized explosion that overloads the pipe system, causing any toilet or latrine within 100 feet of the device and connected to it via pipe to explode violently. Each creature or object within a 10-foot radius of any exploding toilet takes 4d6 bludgeoning damage (Reflex DC 12 half) and watery sewage begins flooding into the room (filling a 15-foot-by-15-foot room with 1 foot of water per round). A creature that begins its turn within this sewage must succeed at a DC 12 Fortitude save or gain the [[sickened]] condition for 1 minute. Any creature adjacent to an exploded toilet can spend a full action to attempt a DC 20 [[Engineering]] check to stop the flooding in that specific room.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|flushbuster | 8 | 1,300 | L |
</div>
Your heart has necromantic onyx implants that put your autonomous functions under limited conscious control, allowing you to make yourself look weaker than you actually are. As a full action, you can convincingly feign a display of meekness that lasts until you attack or perform some other hostile action (such as casting a harmful spell) or 10 minutes have passed, whichever comes first. During this time, hostile creatures attack other viable targets instead of you if any exist, though it is possible you might be included in area effects (foes don't avoid targeting you, they simply prioritize other viable targets). Once you use your //fluttering heart//, you can't use it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//fluttering heart// | 8 | 8,220 | heart |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart, and each of which must be partially or fully submerged in water
* ''Duration'' concentration + 1 round
* ''Saving Throw'' Fortitude partial
* ''Spell Resistance'' yes
</div>
When you cast //flux density//, choose rise or sink. If you choose rise, each target ascends 10 feet per round; if you choose sink, each target sinks 10 feet per round. This movement doesn't provoke attacks of opportunity. In addition, each creature must attempt a Fortitude save each round it's moved by this spell; a failure causes the creature to gain the [[flat-footed]] condition and to take a –2 penalty to attack rolls until the beginning of its next turn.
A //flux fig// is a single-use consumable item that rearranges your genetic code and remakes you into another species. Eating a //flux fig// takes 1 minute, after which you fall into a deep sleep for 1 hour. During this time, your body transforms into its new shape. A //flux fig// always transforms you into a species of your creature type that has racial traits for player characters, though exactly which species is determined randomly by the GM. //Flux figs// have no effect on constructs, outsiders, or undead.
You recalculate your ability scores from scratch using your new racial traits (remembering to include any ability score increases from leveling up). Upon awakening, you lose any former racial traits and gain new racial traits. You retain your personality, memories, augmentations, class features, feats, and skill ranks. You can't change any choices made during prior character advancement, and you must still meet any prerequisites of equipment, feats, and other player options to be able to use those options. Those who take such a gamble and are unhappy with the results often invest in a //[[mnemonic editor]]//.
<div class="statblock">
* ''Tier'' 3
* Medium transport
* ''Speed'' 6; ''Maneuverability'' average (turn 2)
* ''AC'' 13; ''TL'' 13
* ''HP'' 70; ''DT'' —; CT ''14''
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' gyrolaser (1d8; 5 hexes), twin laser (5d8; 20 hexes)
* ''Attack (Aft)'' light plasma torpedo launcher (3d8; 20 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' none
* ''Systems'' basic mid-range sensors, crew quarters (common), mk 2 duonode computer, mk 3 armor, mk 3 defenses; ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[guest quarters]] (2, luxurious), [[recreation suite]] (HAC)
* ''Modifiers'' +2 to any 2 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 1–6
</div>
Built high above Suskillon at the high-tech Flux Industries Spaceyards, the Observation Ketch is the ideal conveyance for intrasystem travel. Designed with comfort, luxury, and security in mind, the Observation Ketch comes with two dozen transparent aluminum scenic view ports perfect for observing the stars and other astronomical phenomena, as well as—when the ship descends into a planet's atmosphere—terrestrial sights such as distant packs of wildlife and towering geographical features. During long travel times, guests can relax in their luxurious quarters or make use of the ship's HAC. A single cargo hold provides adequate room for passengers' luggage and a small amount of goods an enterprising crew might wish to transport.
Though the Observation Ketch is not a particularly large vessel, its many chambers are split between two decks—one dedicated to passenger comfort and one meant for the crew. A lift provides transportation between the decks, and a set of stairs connects the engineering section and the cargo hold. However, don't think that the Ketch's lower deck is devoid of amenities. The captain receives their own quarters, while the rest of the crew share a spacious barracks. They are all served by shared lavatory facilities and can relax in the fully stocked galley in between shifts.
An Observation Ketch also boasts enough weaponry to protect itself from hostile entities while in dangerous territory. The vessel is armed with state-of-the-art twin lasers, a deadly light plasma torpedo launcher, a versatile gyrolaser, and a laser net capable of stopping most targeted missiles in their tracks. Should these defenses (and the vessel's basic shields) prove inadequate, the Observation Ketch is equipped with several emergency escape pods.
This luxurious starship can be crewed by one to six people (though the standard crew size is four), and any size of crew is aided by the vessel's on-board computer and mid-range sensors. Some owners outfit their Observation Ketches with Drift engines after a few years of operation as they grow bored with the experiences their home system has to offer and wish to travel to other systems and see new things, but Ketches generally come off the production line without such capability, relying solely on their conventional thrusters.
The source of the creature's fly speed (whether extraordinary, supernatural, or from another source such as an item) is noted before its maneuverability. Unless otherwise noted, a creature whose ability to fly is extraordinary can't fly in a vacuum.
//Format:// ''Speed'' fly 60 ft. ([[Ex]], perfect).
Generally, you need to attempt an Acrobatics check while flying only if you attempt a difficult maneuver or are in dangerous wind conditions. Usually, these checks are attempted as part of a move action while flying. You receive a bonus or penalty to Acrobatics checks to fly depending on your maneuverability: a –8 penalty for clumsy maneuverability, no bonus for average maneuverability, or a +8 bonus for perfect maneuverability.
The following situations require Acrobatics checks and have consequences for failure. The DCs for such checks are based on the current wind and air conditions and other factors determined by the GM. You can't take 20 on Acrobatics checks to fly.
!! Avoid Falling Damage
If you are falling and you can fly, you can attempt an Acrobatics check as a reaction to negate the damage from the fall. If you fail, you fall normally. If you have perfect maneuverability, you can avoid falling damage automatically without attempting a check.
!! Fly in Dangerous Wind Conditions
The more violent the wind conditions, the more difficult it is to keep flying. In conditions of windstorm or higher (51+ mph]), you must attempt an Acrobatics check to stay aloft each time you move. If you fail this check, you cannot move. If you fail this check by 5 or more, you are blown 2d6 × 10 feet in the direction of the prevailing wind (or in a direction decided by the GM), and take 2d6 bludgeoning damage. You can't take 10 on Acrobatics checks to fly in dangerous wind conditions.
!! Hover
Safe flight typically requires momentum. If you wish to stay in place, or hover, while flying, you must attempt an Acrobatics check as a move action. If you fail, you fall. If you have clumsy maneuverability, you cannot hover at all. If you have average maneuverability and at least 5 ranks in Acrobatics or if you have perfect maneuverability, you can hover automatically without attempting a check; this does not require a move action.
The DCs for Acrobatics checks to fly are based on the prevailing wind conditions. The following chart provides the base DCs for air conditions, whether an Acrobatics check is required to fly in those air conditions, and whether a creature can take 10 on an Acrobatics check to fly. These wind conditions typically represent fairly clear skies and consistent wind speeds. The DC increases by as much as 5 for choppy wind or airborne debris, or 10 for both.
<div class="table-wrapper">
|Wind Conditions | DC | Check Required? | Take 10? |h
|Light to moderate (0-20 mph) | 15 | No | Yes |
|Strong (21-30 mph) | 17 | No | Yes |
|Severe (31-50 mph) | 19 | No | Yes |
|Windstorm (51-74 mph) | 27 | Yes | No |
|Hurricane Force (75-174 mph) | 33 | Yes | No |
|Tornado Force (175+ mph) | 39 | Yes | No |
</div>
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn't require a skill check.
The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in [[Moving Through Other Starships|Movement (starship)]]). During the following gunnery phase, you can select one arc of your starship's weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 15 + 1-1/2 times the tier of the enemy starship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship's final position and distance), and the movement provokes a free attack from that starship as normal.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Tiny animal (swarm)
* ''Init'' +8; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +14; ''Will'' +9
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[swarm immunities]]
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 10 ft., fly 60 ft. ([[Ex]], perfect)
* ''Melee'' [[swarm attack]] (1d10+10 P plus flying viper eel venom)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 17)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' +5; ''Int'' –5; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +24 (+32 to fly), [[Stealth]] +19, [[Survival]] +19
!!! ECOLOGY
* ''Environment'' any air (Bretheda)
* ''Organization'' solitary
*
!!! Flying Viper Eel Venom
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Sluggish–Stiffened–Staggered–Staggered//; the second //staggered// functions as an end state.
* ''Cure'' 2 consecutive saves
</div>
Within the swirling clouds of Bretheda, the living float and the dead sink, but usually not before a swarm of flying viper eels can scavenge the bodies. A single flying viper eel looks to be nothing more than a long, flat, serpentine creature with a pointed snout, sharp teeth, no eyes, and gossamer-like strands flowing around its body. It stays buoyant with natural hydrogen gas bladders just under the skin along its spine. A flying viper eel excretes this hydrogen in highly pressurized streams from minuscule orifices in order to navigate a gas giant's clouds. Its enlarged, ribbon-like cilia function as sails, enabling the viper eel to ride air currents toward its next meal.
Instinct has taught viper eels to work together as a single unit, traveling the skies of Bretheda as one large swarm to better take down larger prey. First, they let their venom slow the target's reactions, leaving it unable to fight back. The eels' heightened senses and agility allow them to detect potential sluggish victims hundreds of feet away, quickly change direction, and rush toward the new source of food. Though these aggressive swarms once posed a substantial threat to Brethedan life, evolutionary factors and encroaching civilization have forced them to act more as scavengers.
Through their expertise in biotechnology, barathus have developed organic devices to repel these flying eels—these devices exude a strange-smelling musk and vibrate at a frequency the viper eels find disturbing, but the results are unpredictable. On the other hand, haans hunt the creatures as easy game, using their firespray to roast swarms of viper eels, while others catch the roasted creatures in handmade nets before they plummet too deep into Bretheda's atmosphere. Once prolific, viper eels are quickly becoming endangered, even as many swarms have taken to infesting floating platforms at Bretheda's surface and made their way to the gas giant's moons, scavenging from trash bins and hunting other urban vermin.
A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round; this ends the burning condition or corrode effect if it reduces the amount of damage to 0. This also ends any active fires within the affected area.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|foam grenade I | 3 | 410 | 20 ft. | drawn | L |[[explode]] ([[extinguish]], 10 ft.) |
|foam grenade II | 9 | 3,520 | 20 ft. | drawn | L |[[explode]] ([[extinguish]], 20 ft.) |
|foam grenade III | 15 | 26,100 | 20 ft. | drawn | L |[[explode]] ([[extinguish]], 30 ft.) |
</div>
As a standard action, you can encourage a single ally within 60 feet to focus on the danger at hand. If that ally is [[flat-footed]] or [[off-target]], you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round.
This is a mind-affecting, sense-dependent effect.
A skill focus feat counts as [[Skill Focus]] with the listed skill for the purpose of prerequisites and abilities that benefit from Skill Focus, such as the envoy's 9th-level expertise benefit. Whenever a class feature such as operative specialization would grant you Skill Focus with a specific skill, you may instead select a focus feat of the listed skill whose prerequisites you meet in its place.
This elongated laser rifle contains additional lenses that further focus its output, creating a powerful beam that can punch through many substances at ranges far greater than those of a typical laser rifle. Dual, triple, and quad focus rifles use increasing numbers of focusing lenses, intensifying the laser but compounding the price. A compound focus rifle's lenses are specially made of a rare form of glass, creating the most powerful output currently possible for such weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|focus rifle, dual | 3 | 1,400 | 2d4 F | 100 ft. | [[burn]] 1d4 | 20 charges | 4 | 1 |[[penetrating]], [[sniper]] (500 ft.), [[unwieldy]] |
|focus rifle, triple | 7 | 6,460 | 3d4 F | 120 ft. | [[burn]] 2d4 | 40 charges | 4 | 1 |[[penetrating]], [[sniper]] (650 ft.), [[unwieldy]] |
|focus rifle, quad | 13 | 50,800 | 7d4 F | 120 ft. | [[burn]] 3d4 | 40 charges | 8 | 1 |[[penetrating]], [[sniper]] (800 ft.), [[unwieldy]] |
|focus rifle, composite | 18 | 375,000 | 13d4 F | 150 ft. | [[burn]] 4d4 | 80 charges | 8 | 1 |[[penetrating]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
A focus-fire algorithm coordinates a squadron's attacks, helping the ships amplify their weapons' destructive potential. A starship can purchase and install this system only if it also has a [[data link]].
At the start of the gunnery phase, the squadron designates one squadron starship as the primary attacker (any other starships with focus-fire algorithms are secondary starships), as well as an enemy starship as the target. If the primary gunner hits the selected target with a starship weapon that round, they grant the first secondary gunner who hits the same target before the end of the round a bonus to damage equal to the minimum damage of the primary gunner's weapon (e.g. a primary gunner who hits with a particle beam and deals 8d6 damage grants a secondary gunner a +8 bonus to damage).
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|focus-fire algorithm | — | 3 |
</div>
This //gimmick// intensifies a weaker spell channeled through it, delivering the spell with the force of one of your greatest incantations. Calculate the saving throw DC of the channeled spell as though its spell level were equal to that of the highest-level spell you can cast from that spell list. The maximum level spell a //focused gimmick// can modify is based on its model.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Spell Level |h
|//focused gimmick//, apprentice | 5 | 3,000 | L | 3rd |
|//focused gimmick//, expert | 11 | 25,500 | L | 6th |
</div>
You can sharpen an imprecise sense to detect things with precision at closer range.
''Prerequisites:'' [[Blindsense]].
''Benefit:'' As a move action, you can gain [[blindsight]] (using the same sense as your [[blindsense]]) with a range equal to half that of your blindsense until the beginning of your next turn. You can use this ability with only one type of blindsense (such as sound or vibration) at a time.
You have learned to casually ignore wounds that would interfere with a lesser spellcaster's concentration.
''Prerequisites'': [[Combat Casting]], ability to cast 4th-level spells.
''Benefit:'' If your spell would fail as a result of you taking damage either from a successful attack or from an effect that you failed a saving throw against during the casting of the spell, as a reaction you can spend a Resolve Point to prevent the spell from failing. You suffer the effects of the attack as normal, but as long as you remain able to complete the spellcasting after the attack, you successfully cast the spell.
The biological tissue a [[tashtari]] uses to produce its muzzle beam, a focusing membrane must be installed as part of an [[optical laser]] cybernetic augmentation of its item level or higher, adding to that augmentation's cost but allowing two augmentations in one system. An optical laser modified with a focusing membrane treats a target's fire [[resistance]] as if it were 5 lower (10 lower for mk 2). This benefit does not apply to the laser's [[burn]] critical hit effect.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|focusing membrane, mk 1 | 4 | 1,925 |
|focusing membrane, mk 2 | 9 | 13,260 |
</div>
Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including [[darkvision]]. Creatures 5 feet away have [[concealment]] (20% miss chance).
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 10 minutes/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
A bank of fog billows out from the point you designate. The fog obscures all sight, including [[darkvision]], beyond 5 feet. Adjacent creatures are granted concealment against one another (attacks have a 20% miss chance). Otherwise, this fog provides total concealment (50% miss chance, and attackers can't use sight to locate targets).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
This spell doesn't function underwater or in a vacuum.
Found in scattered locations deep in the Vast, //fold gates// are an ancient magical means of interstellar travel designed to foil the speed limit of the universe. //Fold gates// don’t enable a starship to travel at speeds faster than light—the magic “folds” the space between two gates instead, and a vessel simply passes through the gates in a near-instantaneous transition from one physical location to another.
Unfortunately, repeated use of //fold gates// caused strain on the most heavily traveled routes, weakening the fabric of space-time and in some cases stretching and ripping it like badly worn cloth, causing disasters such as the disappearance of entire star systems. Most of these dangerously distorted //fold gate// routes eventually disintegrated, with the gates themselves collapsing into black holes or becoming mystical hazards that can ensnare unwary ships in strange, labyrinthine demiplanes.
//Fold gates// are known to have been in use even before the Gap, but the original builders of the //fold gates// and the techniques for creating them have been lost to history. Some stable, functional //fold gates// still remain, but all the gates discovered to date have been found in the Vast, and the entire network of linked gates has yet to be fully mapped. Starship captains use //fold gates// at their own risk, but they remain an option for daring pilots seeking shortcuts through the galaxy.
Journeying between a pair of //fold gates// usually takes only 1d8 hours, but travel is limited to predetermined destinations—those locations with functioning //fold gates//. //Fold gates// have no BP cost, as no special engines are needed to use them, but they drain an immense amount of power from vessels passing through them to maintain the stability of the folded space they create. //Fold gates// are physical objects, so only Huge or smaller starships can fit through them.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//fold gates// | special | 200 | Huge | — |
</div>
You can use Survival to either find tracks or follow tracks you have found for 1 mile or until they become difficult to follow, whichever occurs first. Finding tracks requires a full action. If you move at half your speed or less, you take no penalty to your Survival check. You can move at your full speed with a –5 penalty to the check or at twice your normal speed with a –20 penalty to the check.
The base DCs for Survival checks to follow tracks depend on the surface and are adjusted based on prevailing conditions and the group being tracked; such modifiers are cumulative. The GM may further adjust DCs to reflect other circumstances such as the number of creatures being tracked, local gravity, and weather conditions.
<div class="table-wrapper">
|Surface | DC |h
|Very soft ground (fresh snow, thick dust, wet mud) | 5 |
|Soft ground (soft earth, drying mud) | 10 |
|Firm ground (fields, woods, thick rugs, dirty or dusty floors) | 15 |
|Hard ground (bare rock, most flooring) | 20 |
|Condition | DC Modifier |h
|Multiple creatures in group being tracked | –1 per three creatures |
|Time since tracks were made | +1 per 24 hours |
|Moonlight | +3 |
|Overcast or moonless night | +6 |
|Tracked group moves at half speed and hides trail | +5 |
</div>
A surprisingly wide range of creatures, including all the Starfinder core races, can survive on the same basic nutritional ingredients. Many of the food and drinks consumed in the Pact Worlds are mass-produced using UPBs and [[culinary synthesizers]], and supplemented with more traditional agricultural produce where possible. Meals are readily available almost anywhere and include both ready-to-eat fast food and premeasured and precut ingredients that you can cook. However, most population centers have a wide variety of restaurants in various settings where patrons can enjoy dining on a selection of foods.
!! Dining
Options for dining out can be divided into two broad categories: chain restaurants and independent venues. Chain restaurants are ubiquitous and tend to be cheaper, but they have less variety and the food is lower quality. Independent venues are more expensive, but they often employ master chefs who create the highest-quality food in all the Pact Worlds. The prices listed below are averages, and the quality of the restaurant corresponds to the quality of the meals served. Dining at independent venues with well-known or famous chefs can be even more expensive, with prices equal to the head chef's total skill bonus in [[Life Science]] multiplied by 10.
<div class="table-wrapper">
|Restaurant Dining | Price |h
|poor chain | 2 |
|common chain | 10 |
|good chain | 25 |
|common independent venue | 20 |
|good independent venue | 50 |
</div>
!! Field Rations
A field ration is prepackaged food that can easily sustain you but lacks flavor and visual appeal. Field rations generally consist of chewy, brownish blocks of processed nutrients, which contain enough moisture to provide a day's worth of water intake. While it is possible to survive for weeks on nothing but field rations, it's not a pleasant experience.
<div class="table-wrapper">
|Item | Price | Bulk |h
|field ration | 1/week | 1/week |
</div>
!! Intoxicants
The table below shows the price and bulk of a single serving of an intoxicating beverage or inhaled substance, which in the Pact Worlds is most often alcohol or tobacco. An intoxicant's potency can be minor or superior. A minor intoxicant might be beer or wine, which takes a few servings to cause any physiological effects. A superior intoxicant is usually a strong spirit, such as whiskey, that can start producing effects after a single serving. Unlike drugs, intoxicants are usually not addictive, although a GM might rule that a PC who partakes of too much of an intoxicant on a regular basis might begin to suffer the effects of an addictive drug.
<div class="table-wrapper">
|Intoxicant | Price | Bulk |h
|minor | 1 | L |
|good | 5 | L |
|superior | 10+ | L |
</div>
!! Meals
A meal is usually purchased close to the time it is consumed, often at a restaurant or from a street vendor. Most such meals are mass produced in the Pact Worlds, and it is relatively cheap and easy to get food in just about any remotely civilized area. Poor-quality meals are either nutritious but bland, or tasty but unhealthy. Common-quality meals are both tasty and nourishing. Good meals are gourmet in taste and offer higher quality nutrition.
<div class="table-wrapper">
|Meal | Price | Bulk |h
|poor | 1 | L |
|common | 3 | L |
</div>
!! R2Es
These self-contained "Ready-to-Eat" pouches contain a day's worth of nourishing entrees and side dishes, plus a portable snack or dessert. Each R2E also includes disposable utensils, a single-use flameless ration heater, and an accessory pack containing breath freshener, a disposable cup, a napkin, seasonings, and drink powder. Each R2E has a shelf life of one century, and the pouch is made of a durable, easy-seal material.
<div class="table-wrapper">
|Item | Price | Bulk |h
|R2E | 1 | L |
</div>
<<compact '[tag[Food and Drink]]'>>
A force weapon is treated as having the force descriptor, which can cause it to interact differently with some targets (as defined by the targets' special rules). Force weapons deal kinetic damage but still target EAC.
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' yes
</div>
You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. This spell deals 2d6 force damage to each creature in the area unless it succeeds at a Reflex saving throw for half damage.
Additionally, the force from this spell effectively attempts to bull rush all creatures in the area. Attempt a single bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. Compare the result to each target's KAC + 8. If you're successful, that creature is knocked back 5 feet, plus 5 additional feet for every 5 by which your attack exceeds the creature's KAC + 8. If there is an obstacle in the way, the creature stops at the obstacle instead.
name:force blaster
range:short
speed:—
damage:3d10
pcu:25
cost:18
special:[[force field|Force Field (starship weapon property)]] (40)
[[Witchwyrds]] can create arcane projectiles out of the force they absorb into their hands. You must have the [[absorb force]] graft augmentation to take advantage of this augmentation, which allows you to manipulate the same energy. The force you absorb into your free hands with the absorb force graft now lasts for 6 rounds. As a standard action during that time, you can throw a //[[magic missile]]// (as the spell of the same name; 1d4+1 damage with the force descriptor) from each hand that has absorbed a missile, to a maximum of two missiles per round, expending the energy. You can throw additional force bolts from each hand that has absorbed a magic missile (maximum of two additional bolts per round), also expending that energy.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|force bolt graft | 6 | 4,300 | brain |
</div>
You can activate or deactivate your armor's force field as a standard action. Once active, the device generates an invisible force field around you (a force effect), including all your worn and carried items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can't eat or drink.
While a force field is active, it provides you with a number of temporary Hit Points depending on the force field's power. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum. If the force field's temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the force field's color code. A force field has a usage of 1 charge per round.
More powerful force fields also have a fortification ability, which gives a percentage chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit's damage is rolled. If a force field is inactive, its fortification ability does not function. A suit of armor cannot support more than one force field upgrade.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Temp HP | Fast Healing | Fortification |h
|force field, brown | 3 | 1,600 | 2 | any | L | 10 | 1 | 1 | 0% |
|force field, purple | 6 | 4,550 | 2 | any | L | 10 | 5 | 2 | 0% |
|force field, black | 8 | 10,500 | 2 | any | L | 10 | 10 | 3 | 0% |
|force field, white | 10 | 20,000 | 2 | any | L | 20 | 15 | 4 | 0% |
|force field, gray | 12 | 40,000 | 2 | any | L | 20 | 20 | 5 | 0% |
|force field, green | 14 | 80,000 | 2 | any | L | 20 | 25 | 6 | 20% |
|force field, red | 16 | 180,000 | 2 | any | L | 40 | 30 | 7 | 40% |
|force field, blue | 17 | 280,000 | 2 | any | L | 40 | 35 | 8 | 60% |
|force field, orange | 18 | 400,000 | 2 | any | L | 40 | 40 | 9 | 80% |
|force field, prismatic | 20 | 1,000,000 | 2 | any | L | 100 | 50 | 10 | 100% |
</div>
A force field weapon leverages the attacking starship's shields as a deadly bludgeon. A force field weapon deals additional damage equal to its starship's Shield Points (SP) in the weapon's quadrant, with a maximum bonus damage value equal to the number listed with this special property. A turret-mounted force field weapon uses the current SP of the quadrant from which it's fired. A force field weapon cannot be fired from any quadrant that has 0 SP. Immediately upon firing a force field weapon—and before resolving any enemy attacks during the gunnery phase—the attacking starship loses a number of SP in that weapon's quadrant equal to the number listed with this special property. Weapons with the force field special property are not compatible with [[deflector shields]].
Your hand contains a matrix of energy-sensitive fibers that can shape a [[force field]] armor upgrade installed into armor you are wearing, focusing its strength in a particular direction. As a move action while your force field is active, you can designate an opponent you can see. Until the beginning of your next turn, your force field's fast healing is halved, but against the designated opponent's attacks, you increase your force field's fortification percentage chance by 10% (maximum 100%) and gain [[DR]]/— based on the model of your force matrix. This benefit ends if you lose all the temporary Hit Points provided by your force field. The hand bearing the force matrix augmentation must be free to activate its abilities.
<div class="table-wrapper">
|Augmentation | Level | Price | System | DR |h
|force matrix, mk 1 | 5 | 3,300 | hand | 3 |
|force matrix, mk 2 | 11 | 26,750 | hand | 6 |
|force matrix, mk 3 | 17 | 278,100 | hand | 10 |
</div>
Arcane nodes implanted in your palms can generate fields of force energy. As a full action, you can create a globe of force that functions as //[[resilient sphere]]// but contains only you. The effect has a duration of concentration, to a maximum of 1 minute. Alternatively, as a full action, you can attempt to place another creature that is your size or smaller within a globe of force that is just large enough for the creature to fit in without squeezing. To do so, you must hit that creature with a melee attack against its EAC; instead of adding your Strength modifier to this attack roll, you can add your key ability score modifier if it is higher. Once you use your //force palms//, you can't use them again until you've rested for 10 minutes to regain Stamina Points.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//force palms// | 14 | 69,500 | all hands |
</div>
name:force projector
range:short
speed:—
damage:1d10
pcu:10
cost:7
special:[[force field]] (15)
name:force ramming prow, heavy
range:—
speed:—
damage:3d4
pcu:10
cost:10
special:[[force field|Force Field (starship weapon property)]] (40), [[ramming]]
name:force ramming prow, light
range:—
speed:—
damage:0
pcu:5
cost:3
special:[[force field]] (20), [[ramming]]
Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 //force soles//, you must end your movement on the ground or you fall.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//force soles//, mk 1 | 4 | 2,260 | all feet |
|//force soles//, mk 2 | 8 | 10,700 | all feet |
</div>
name:force ramming prow, extreme
range:—
speed:—
damage:5d4
pcu:30
cost:10
special:[[force field|Force Field (starship weapon property)]] (100), [[ramming]]
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' barred cage (20-ft. cube) or cell (10-ft. cube)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' no
</div>
You create an immobile, invisible but hollow cube of force composed of bars or solid walls (your choice). Creatures within the area are caught and contained. Creatures partially within the area when the cage appears can attempt a Reflex saving throw to avoid being shunted into the cage in the nearest open space. Otherwise, the creature is shunted out of the cage into the nearest open space. You can allow creatures to be shunted out even when they fail the save. If the cage is too small to accommodate creatures inside, the spell fails. The force walls or bars extend into the Ethereal Plane, blocking ethereal travel. The cage has walls of force on every side. A barred version has bands, each a half-inch wide, with half-inch gaps between them— creatures within the cage have improved cover against attacks coming from outside the cage. The cell version has no gaps. This spell otherwise functions per the parameters of the //[[wall of force]]// spell.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one willing creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You fling a willing ally across the battlefield, moving them 30 feet in a straight line from its original position to an unoccupied square in range. The target provokes attacks of opportunity for this movement, as normal, but is unaffected by difficult terrain since it remains airborne for the movement. The target has a –2 penalty to its AC during this movement and until the start of its next turn. If the target ends this movement adjacent to an enemy, the target can attack that enemy with a melee attack as a reaction. The target takes a –2 penalty to this attack roll.
Your more powerful transformations can knock back bystanders. As a reaction when you spend 2 or more MP to use an adaptation, you can push away one or more creatures adjacent to you, moving them 5 feet away as if you had succeeded at a [[bull rush]] attempt against them (Fortitude negates). This movement doesn’t provoke attacks of opportunity. When you activate this adaptation, if you’ve spent 4 or more MP since the end of your last turn, you also make any pushed creature [[flat-footed]] until the end of your next turn. Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points.
Your [[solar shield]], when imbued with photonic energy, can be used for offense as well as defense. As a full action while holding your solar shield, you can make one melee attack with it, dealing damage as if it were a solar weapon (using your solarian level). You can also use it to make an attack of opportunity if a foe provokes one from you before the beginning of your next turn after you used your solar shield in this way. While attuned or fully attuned, you can align your solar shield against the target of your attack as part of the same full action. If you have a solarian weapon crystal inserted in your solar shield, you apply its benefits to these melee attacks. You must have a solar shield to select this revelation.
You can use your Strength modifier in place of your Dexterity modifier to calculate the saving throw DC of thrown weapons with the [[explode]] property.
When you successfully use a melee weapon with the [[trip|Trip (weapon property)]] weapon special property to perform a [[trip|Trip (combat maneuver)]] combat maneuver, you push that opponent to the ground with extra force, dealing additional bludgeoning damage equal to your key ability score modifier plus your soldier level.
A //forcepack// grants you a fly speed of 60 feet (average maneuverability). You can use this for "cruising flight" at a usage of 1 charge per minute, but you are [[flat-footed]] and [[off-target]] while doing so. Changing from normal flight to cruising flight, or back, is a standard action. A //forcepack// can't lift you if you're [[encumbered]].
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//forcepack// | 9 | 13,100 | 1 | light, heavy | 1 | 100 | 2/round |
</div>
You’ve developed a keen sense of awareness about your surroundings. By focusing on trace evidence such as footprints, scuffs on walls, and subtle scents lingering in the air, you can reach out with your temporal senses to reconstruct how and where things were moved in spaces you enter and examine. You gain a +1 insight bonus to [[Perception]] checks. When making a Perception check to [[search]], you can spend a Resolve Point to roll twice and take the better result.
The insight bonus increases by 1 at 6th level and every 4 levels thereafter.
From sweltering jungles to frosty taigas, forests shelter abundant creature life.
* ''Arboreal:'' If a creature lives up in the trees, it's also [[arboreal|arboreal environmental graft]].
* ''Climbing:'' Many forest species are adroit climbers. They should have a climb speed, [[Athletics]] as a master skill, or both.
* ''Skills:'' Choose two: [[Acrobatics]], [[Athletics]], [[Stealth]]. Forest creatures can have coloration that grants them a +4 to +8 bonus to Stealth checks in their native environment (and similar conditions) without it counting against their number of special abilities.
A forest can be composed of more than trees. On some worlds, vast fungal growths tower into the sky, while on others metallic veins rise from the ground and connect in spidery canopies. Common rules sections to reference for forests are [[Catching on Fire|Heat Dangers]], [[Falling Objects|Falling]], [[Smoke]], and [[Vision and Light]].
!! Trees
Most forests are filled with trees, or something akin to trees, which provide partial cover to those standing in the same square as a tree. An average tree has an AC of 4, a hardness of 5, and 150 HP. A successful DC 15 [[Athletics]] check is enough to climb most trees.
!! Undergrowth
Fungal blooms, vines, roots, and short bushes cover much of the ground in a forest. Undergrowth counts as difficult terrain, provides [[concealment]], and increases the DCs of [[Acrobatics]] and [[Stealth]] checks by 2. Squares with undergrowth are often clustered together. Undergrowth and trees aren't mutually exclusive; it's common for a 5-foot square to have both a tree and undergrowth.
!! Stealth And Detection In A Forest
In a sparse forest, the maximum distance at which a creature can succeed at a [[Perception]] check to detect the presence of others is 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and in a dense forest it is 2d6×10 feet.
Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill to hide. Logs and massive trees provide cover, which also makes hiding possible.
The background noise of a forest makes Perception checks that rely on sound more difficult, usually increasing the DC of the check at the GM's discretion.
With your levels of foresight, nothing can surprise you. At the start of a surprise round, you can use a [[paradox]] to act in that surprise round, replacing your initiative roll result with that paradox.
Plasma builds up and arcs between the two long, notched tines of this pistol, amplifying in power as the stream travels the length of the weapon. Forked pistols are named for the number of notches in their plasma-generating forks, as each notch contributes to a more powerful blast. Pistols are typically available in 6-notch, 8-notch, 9-notch, and 10-notch models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|forked pistol, 6-notch | 2 | 720 | 1d3 E & F | 30 ft. | [[burn]] 1d4 | 20 charges | 1 | L |[[boost]] 1 |
|forked pistol, 8-notch | 6 | 4,100 | 1d4 E & F | 30 ft. | [[burn]] 1d4 | 20 charges | 1 | L |[[boost]] 1d4 |
|forked pistol, 9-notch | 13 | 48,100 | 4d4 E & F | 30 ft. | [[burn]] 3d4 | 40 charges | 2 | L |[[boost]] 2d4 |
|forked pistol, 10-notch | 20 | 801,000 | 9d4 E & F | 30 ft. | [[burn]] 4d4 | 40 charges | 4 | L |[[boost]] 5d4 |
</div>
Fairly standard issue to the Suskillon Defense Forces and sold to military organizations in other systems, these pressure-sensitive gel boots fit beneath normal armor and can also be worn separately. It takes 2 hours of walking in them before the wearer gains their benefit, but after that time, they conform to the wearer's feet and provide a +2 bonus to Constitution saves to avoid taking damage from a forced march.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|formation boots | 1 | 100 | L |
</div>
Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently.
Within a hive are castes specialized to particular tasks. The [[queen]] leads the hive and is its sole means of propagation, while castes like the aristocratic [[myrmarchs]] and mercantile [[taskmasters]] direct lower castes like warriors and workers.
Formian warriors are fierce sterile females, each with a stronger individual identity to allow for more effective battle tactics. This individualism makes warriors more likely to chafe under strict hive hierarchies, and these are the formians most likely to set out on their own.
Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species' technology to industrialize their traditional hive societies.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Formians are Medium monstrous humanoids.
* ''Formian Senses:'' Formians have [[darkvision]] with a range of 60 feet, and they have [[blindsense]] (scent) with a range of 30 feet.
* ''Limited Telepathy:'' Formians can communicate telepathically with any creatures within 30 feet with whom they share a language.
* ''Natural Weapons:'' Formians have [[natural weapons]] that deal 1d3 piercing damage.
* ''Sonic Resistance:'' Thanks to the chitinous plates that cover them, formians have sonic [[resistance]] 5.
!!! Alternate Racial Traits
* ''Flight:'' Some formians develop functional wings that are segmented and partly fold into grooves in the carapace between the shoulders when not in use. Known as alates, these winged individuals are often reproductive formians who travel widely to establish new colonies. After mating, these formians typically lose their wings and become queens, retiring from their adventures for the good of their burgeoning hive. For a variety of reasons, though, alates might retain their wings permanently. Although adept fliers, these formians’ carapaces are notably softer than average and lack most of the typical defensive protrusions. Formian alates have an extraordinary fly speed of 30 feet with average maneuverability. This replaces natural weapons and sonic resistance.
The vicious wars between lashuntas and formians drove many technomagical advances, including this armor made to emulate the chitinous skins of formians. The armor includes a helmet that boosts the wearer's natural telepathy; if you have the [[limited telepathy]] racial trait, you add 10 feet to the range of that ability. This increase doesn't stack with other effects that extend the range of your telepathy, such as a //[[psychic booster]]//.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|formian hide, basic | 4 | 2,400 | +7 | +8 | +2 | –3 | –5 ft. | 2 | 2 |
|formian hide, advanced | 7 | 6,100 | +10 | +12 | +3 | –3 | –5 ft. | 3 | 2 |
|formian hide, superior | 10 | 16,500 | +15 | +17 | +3 | –4 | –5 ft. | 3 | 2 |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LN Large monstrous humanoid
* ''Init'' +3 (+7 with hive mind); ''Senses'' [[blindsense]] (scent) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +19 (+23 with hive mind)
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +14; ''Will'' +11
* ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' sting +23 (2d10+18 P plus myrmarch toxin)
* ''Multiattack'' sting +17 (1d10+18 P plus myrmarch toxin), 2 claws +17 (1d10+18 S), bite +17 (1d10+18 P & S)
* ''Ranged'' LFD [[sonic rifle]] +20 (2d10+10 So; critical [[deafen]] [DC 17])
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Spell-Like Abilities'' (CL 10th; ranged +20)
** 1/day—//[[enervation]]// (DC 18)
** 3/day—//[[charm monster]]// (DC 17)
** At will—//[[status]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' +2; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Diplomacy]] +24, [[Sense Motive]] +19, [[Stealth]] +19
* ''Feats'' [[Mobility]]
* ''Languages'' Common; [[telepathy]] 150 ft.
* ''Other Abilities'' hive mind, inspire hive
* ''Gear'' LFD [[sonic rifle]] with 2 high-capacity batteries (40 charges each)
!!! ECOLOGY
''Environment'' any land or underground (Castrovel)
''Organization'' solitary, team (2–4), platoon (1 plus 7–18 formian warriors and 6–12 formian
workers), or royal guard (4 plus 12–20 formian warriors)
!!! SPECIAL ABILITIES
''Hive Mind ([[Ex]])'' Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and [[Perception]] checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.
''Inspire Hive ([[Su]])'' Once per day as a full action, a myrmarch can agitate the hive mind to empower all formian warriors and workers within range of its [[telepathy]]. For 10 minutes, each affected creature gains a +4 morale bonus to attack rolls, saving throws, and skill checks, as well as [[immunity]] to fear effects and temporary Hit Points equal to twice the creature's CR. A creature can be affected by only one myrmarch's inspire hive ability at a time.
!!! Myrmarch Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' The victim is also off-target while affected by this poison.
* ''Cure'' 2 saves for myrmarchs
</div>
Formian myrmarchs are almost never seen outside of the hive. These aristocratic members of formian culture are the queen's agents and advisors, generals of formian armies, and leaders of complex civic projects. They are deadly combatants, but their real power comes from their ability to elicit extraordinary performance from the entire hive.
Myrmarchs average 8 feet in height and weigh around 1,200 pounds.
The exoskeletons of deceased formians can be crafted into armor that retains some of these creatures' defenses. Taskmaster and myrmarch formian plate grant [[resistance]] to sonic 5.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|formian plate, worker | 2 | 480 | +3 | +6 | +1 | –3 | –5 ft. | 0 | 3 |
|formian plate, warrior | 4 | 1,830 | +5 | +8 | +1 | –3 | –5 ft. | 0 | 3 |
|formian plate, taskmaster | 12 | 42,000 | +16 | +19 | +3 | –4 | –10 ft. | 1 | 3 |
|formian plate, myrmarch | 19 | 557,000 | +24 | +27 | +3 | –4 | –10 ft. | 3 | 3 |
</div>
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* LN Large monstrous humanoid
* ''Init'' –3 (+1 with hive mind); ''Senses'' [[blindsense]] (scent, vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +34 (+38 with hive mind)
!!! DEFENSE
* ''HP'' 290
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +17; ''Ref'' +15; ''Will'' +22
* ''Defensive Abilities'' [[fast healing]] 10; ''DR'' 10/—; ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 5 ft.
* ''Melee'' claw +28 (8d6+15 S)
* ''Ranged'' banshee [[sonic pistol]] +26 (4d8+17 So; critical [[deafen]] [DC 24])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' possess formian, telepathic feedback
* ''Spell-Like Abilities'' (CL 17th; ranged +26)
** 1/day—//[[enshrining refuge]]// (DC 26), //[[snuff life]]// (DC 26)
** 3/day—//[[commune with nature]]//, //[[feeblemind]]// (DC 25), //[[heat leech]]// (DC 25), //[[teleport]]//
** At will—//[[greater invisibility]]//, //[[mind thrust]]// (4th level, DC 24)
!!! STATISTICS
* ''Str'' –2; ''Dex'' –3; ''Con'' +8; ''Int'' +5; ''Wis'' +4; ''Cha'' +11
* ''Skills'' [[Diplomacy]] +34, [[Intimidate]] +34, [[Life Science]] +29, [[Mysticism]] +29, [[Physical Science]] +29
* ''Feats'' [[Blind-Fight]]
* ''Languages'' Castrovelian, Common, Terran; [[telepathy]] 200 ft.
* ''Other Abilities'' hive frenzy, hive mind
* ''Gear'' banshee [[sonic pistol]] with 1 super-capacity battery (80 charges)
!!! ECOLOGY
* ''Environment'' any land or underground (Castrovel)
* ''Organization'' hive (1 plus 300–8,000 formians)
!!! SPECIAL ABILITIES
''Hive Frenzy ([[Su]])'' Once per day as a standard action, a formian queen can issue a command to all formians within range of her telepathy, stirring them into a frenzy. Each affected formian gains the benefits of //[[haste]]// for 1 minute.
''Hive Mind ([[Ex]])'' Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and [[Perception]] checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.
''Possess Formian ([[Su]])'' As a full action, a formian queen can transfer her consciousness to the body of any formian within range of her [[telepathy]] that she has line of effect to. This ability functions like //[[dominate person]]// (caster level = formian queen's CR), except that it works only on formians; for as long as the target is affected and the queen's consciousness is outside of her body, the queen's body is unconscious (though she is aware if any damage is done to it). An unwilling target can attempt a DC 24 Will saving throw to resist being possessed in this manner, but the queen's offspring are usually willing. The queen receives all sensory input from the target creature; she can speak through it, and she can use her total skill bonus for Intelligence-, Wisdom-, and Charisma-based skills. If the target creature is slain or moves to a different plane from the queen's body, the queen returns to her own body immediately; otherwise, she can return to her own body as a move action, ending the possession effect.
''Telepathic Feedback ([[Su]])'' As a standard action, a formian queen can unleash a blast of debilitating telepathic feedback. Each non-formian creature within range of her [[telepathy]] must succeed at a DC 24 Will save or take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks for 1 minute. Creatures with [[telepathy]] or [[limited telepathy]] take a –2 penalty to the saving throw to resist a formian queen's telepathic feedback. A creature that succeeds at its saving throw is immune to the formian queen's telepathic feedback for 24 hours, and a creature can be affected by only one telepathic feedback at a time. This is a mind-affecting effect.
</div>
The queen is the center of a formian hive, figuratively and literally. A queen's physical existence is rooted in reproduction: her first responsibility is laying the eggs that populate the hive. Indeed, she can't actually stop this process, which takes place largely without conscious thought as she goes about her business. In emergencies, some queens resort to extreme hormonal treatments to suppress their laying, but such drastic means are rarely employed. Once they start laying, most queens never physically move more than a few feet at a time; in the rare event that they must be relocated, they are carried upon massive palanquins by members of the hive or are installed on hovering thrones.
These physical constraints don't mean a queen is helpless or powerless. A queen has defensive capabilities unparalleled in the hive, including the ability to teleport herself away from danger if overwhelmed. She can turn her telepathic prowess into a weapon to harm and disable foes, and she can possess any member of the hive to borrow their senses and inspect locations, interact with others, or confront intruders "in person."
Each formian hive—typically an entire settlement—has its own queen, and the hive is absolutely subordinate to the queen, epitomizing the ultimate order and hierarchical nature of formian society. In the distant past, this loyalty led to tremendous conflict between hives, as each queen and hive pursued its own agenda and perceived the others as threats. The long-ago establishment of the abstract concept of the "Overqueen" among the formian queens of Castrovel enabled separate hives to unify their goals and operations, effectively creating one metahive among all of formian society on that planet. The directives established by the Overqueen are purposefully broad suggestions promoting the well-being of the formian race, so as to avoid infighting between queens trying to set more specific goals.
Within a hive, the queen is the absolute authority: she establishes the overall direction and goals for the hive, which the various hive members—from the powerful [[myrmarchs]] down to the countless workers—strive to carry out. Part of this comes from the fact that the vast majority of a hive's members are direct offspring of the queen (in fact, when a new queen takes over, a hive sees massive turnover as its members are rapidly replaced with the new queen's brood); as with most social insects, the genetic similarity of a single queen's offspring leads to tight social bonds and minimal competition. The queen is typically quite active in the hive's operations, meeting with myrmarchs and [[taskmasters]] personally to provide specific and detailed instruction.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LN Medium monstrous humanoid
* ''Init'' +2 (+6 with hive mind); ''Senses'' [[blindsense]] (scent) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +14 (+18 with hive mind)
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +6; ''Ref'' +8; ''Will'' +12
* ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' stinger +12 (1d8+8 P plus taskmaster toxin)
* ''Ranged'' thunderstrike [[streetsweeper]] +14 (1d10+7 So; critical [[knockdown]])
* ''Spell-Like Abilities'' (CL 7th; ranged +14)
** 1/day—//[[suggestion]]// (DC 20), //[[tongues]]//
** 3/day—//[[daze monster]]// (DC 19), //[[force blast]]// (DC 19), //[[hurl forcedisk]]//, //[[mystic cure]]// (2nd level)
** At will—//[[charm person]]// (DC 18), //[[mind link]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +1; ''Int'' +2; ''Wis'' +5; ''Cha'' +4
* ''Skills'' [[Diplomacy]] +19, [[Profession]] (merchant) +19, [[Sense Motive]] +14
* ''Feats'' [[Combat Casting]]
* ''Languages'' Common; [[telepathy]] 120 ft.
* ''Other Abilities'' hive mind, mental motivation
* ''Gear'' thunderstrike [[streetsweeper]] with 2 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any land or underground (Castrovel)
* ''Organization'' solitary, exchange (2–6), work crew (1 plus 6–12 formian workers), or band (1 plus 3–15 formian workers and 5–8 formian warriors)
!!! SPECIAL ABILITIES
''Hive Mind ([[Ex]])'' Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and [[Perception]] checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.
''Mental Motivation ([[Su]])'' As a move action, a taskmaster can inspire all other formians from the same hive within range of its telepathy, granting them a +2 morale bonus to attacks, skill checks, and saves against charm and fear effects for 1 minute. A creature can be affected by only one taskmaster's mental motivation ability at a time.
!!! Taskmaster Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
Formian taskmasters play a mercantile role and often represent formian interests abroad. Taskmasters are typically 5 feet tall and weigh 300 pounds.
The [[formians]] on the moons of Vesk-5 developed this weapon to fire an envenomed dart. More expensive versions encase a fired dart in a monofilament casing. When such a dart strikes a target, it not only delivers the poison but shatters to constrain the target within the monofilament web.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|formian venomcaster, tactical | 3 | 1,325 | 1d8 P | 40 ft. | [[injection DC +2]] | 6 darts | 1 | 1 |[[analog]], [[injection]], [[unwieldy]] |
|formian venomcaster, advanced | 9 | 12,750 | 3d8 P | 60 ft. | [[injection DC +2]] | 12 darts | 1 | 1 |[[analog]], [[injection]], [[unwieldy]] |
|formian venomcaster, elite | 14 | 70,600 | 7d8 P | 80 ft. | [[injection DC +2]] | 12 darts | 1 | 1 |[[analog]], [[entangle]], [[injection]], [[unwieldy]] |
|formian venomcaster, paragon | 18 | 398,000 | 10d10 P | 80 ft. | [[injection DC +2]] | 24 darts | 1 | 1 |[[analog]], [[entangle]], [[injection]], [[unwieldy]] |
<div class="statblock">
* ''CR'' 1/2; XP 200
* LN Small monstrous humanoid
* ''Init'' +2 (+6 with hive mind); ''Senses'' [[blindsense]] (scent) 30 ft., [[darkvision]] 60 ft.; Perception +4 (+8 with hive mind)
!!! DEFENSE
* ''HP'' 12
* ''EAC'' 10; ''KAC'' 11
* ''Fort'' +2; ''Ref'' +2; ''Will'' +2
* ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 40 ft., burrow 10 ft.
* ''Melee'' bite +5 (1d4+3 P)
* ''Ranged'' survival [[flare gun]] +3 (1d3 F; critical [[burn]] 1d6)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +1; ''Int'' +0; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Athletics]] +9, [[Engineering]] +9, [[Physical Science]] +4, [[Profession]] (miner) +9, [[Survival]] +4
* ''Languages'' Common; [[limited telepathy]] 60 ft.
* ''Other Abilities'' able assistant, hive mind, peerless bearer
* ''Gear'' survival [[flare gun]] with 10 flares
!!! ECOLOGY
* ''Environment'' any land or underground (Castrovel)
* ''Organization'' solitary, work crew (6–12), or band (3–15 plus 5–8 formian warriors)
!!! SPECIAL ABILITIES
''Able Assistant ([[Ex]])'' When supporting an ally within range of its limited telepathy through covering fire, harrying fire, or the aid another action, a formian worker provides a +4 bonus to its ally's AC, attack roll, or skill check instead of the normal +2 bonus.
''Hive Mind ([[Ex]])'' Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and [[Perception]] checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.
''Peerless Bearer ([[Ex]])'' Formian workers are bred for heavy labor. A formian worker can carry 5 additional bulk beyond the normal limits for its Strength before becoming [[encumbered]] or [[overburdened]].
</div>
Formian workers are the backbone of hive labor and hatched in large clutches—many workers never gain a name beyond their number within the clutch. While strong, they typically flee combat unless ordered to fight.
!! Formian Castes
In a [[formian]] settlement, certain formians serve highly specialized roles within their hive-organized species.
<$list filter="[tag[Formians]]">
<$macrocall $name="collapse" tiddler={{!!title}} level="h3" />
</$list>
<<section 'Formian Hide'>>
<<section 'Formian Plate Armor'>>
!! Psychic Inhibitors
The war between formians and lashuntas on Castrovel raged for centuries before a peace was finally brokered. Both sides developed countless new kinds of weapons to defeat their foes, but shortly after the Gap, a ruthless formian hive developed //psychic inhibitors//, which can debilitate anyone with psychic abilities.
{{Psychic Inhibitor}}
Built from a matrix of adamantine alloy prisms and regenerative ligaments, these feet are able to withstand significant punishment. You gain [[DR]] 5/— and [[energy resistance]] 5 against ground-based hazards that would harm you as you walk over them, such as electrified floors created by a computer's shock grid defensive countermeasure, spikes, or puddles of acid.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|fortified feet | 4 | 1,850 | all feet |
</div>
By reinforcing critical starship systems with extra-thick armor, a starship's designer can limit catastrophic failures caused by incoming attacks. A starship can incorporate one fortified hull upgrade, which increases the vessel's Critical Threshold (CT) value by an amount based on the fortified hull's material and the starship's size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). A fortified hull is a passive system that requires no PCU to function.
<div class= "table-wrapper">
|Material | Bonus to CT | Cost (BP) |h
|steel composite | 1 × size category | 2 × size category |
|adamantine alloy | 2 × size category | 4 × size category |
|nanocarbon plate | 3 × size category | 6 × size category |
|polycarbon plate | 4 × size category | 9 × size category |
|pure adamantine | 5 × size category | 12 × size category |
</div>
This upgrade reinforces critical areas of your armor with extra defensive plates, granting you a fortification ability, which functions as a [[force field]]'s fortification except the ability is always active. The fortification granted by fortified plates doesn't stack with a force field's fortification or other similar abilities. The percentage depends on the upgrade's type, as listed below.
* ''Mk 1 (Level 14):'' 20% chance
* ''Mk 2 (Level 15):'' 40% chance
* ''Mk 3 (Level 16):'' 60% chance
* ''Mk 4 (Level 17)'': 80% chance
* ''Mk 5 (Level 19):'' 100% chance
This upgrade can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|fortified plates, mk 1 | 14 | 65,500 | 1 | heavy, powered, shield | 2 |
|fortified plates, mk 2 | 15 | 104,000 | 1 | heavy, powered, shield | 2 |
|fortified plates, mk 3 | 16 | 151,000 | 1 | heavy, powered, shield | 2 |
|fortified plates, mk 4 | 17 | 262,000 | 1 | heavy, powered, shield | 2 |
|fortified plates, mk 5 | 19 | 550,000 | 1 | heavy, powered, shield | 1 |
</div>
You can keep going through sheer willpower—for a little while, at least.
''Prerequisites:'' Wis 13, character level 5th
''Benefit:'' If you would become [[confused]], [[fascinated]], [[fatigued]], [[shaken]], [[sickened]], or [[staggered]], you can spend 1 Resolve Point as a reaction to delay the condition's onset for 1 round. At the beginning of each of your subsequent turns, you can continue to spend 1 Resolve Point to delay the condition's onset for another round; when you stop spending Resolve Points, the condition takes effect and lasts for its original duration. You can delay only one condition at a time. At 9th level, you can also delay the [[cowering]], [[dazed]], [[exhausted]], [[frightened]], [[nauseated]], [[panicked]], [[paralyzed]], and [[stunned]] conditions.
Intended to be worn by those engaged in first-wave boarding actions, fossilwrap armor is a hardened cage of alchemically treated bones, composite, and metal. This armor offers serious protection meant to shrug off incoming blows while still allowing the wearer sufficient mobility in the thick of combat.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|fossilwrap I | 5 | 3,100 | +9 | +9 | +2 | –2 | –5 ft. | 1 | 2 |
|fossilwrap II | 13 | 55,000 | +19 | +19 | +4 | –2 | –5 ft. | 5 | 2 |
|fossilwrap III | 19 | 645,000 | +25 | +25 | +6 | –2 | –5 ft. | 6 | 2 |
</div>
When you reposition a foe, you can use the movement to disrupt both the target and a second creature.
''Prerequisites:'' [[Improved Combat Maneuver]] (reposition).
''Benefit:'' When you succeed at a reposition combat maneuver against a creature and move your target so it ends its movement adjacent to a second creature, both creatures become off-target until the beginning of your next turn.
When you hack a computer, it's a two-front war.
''Prerequisites:'' [[Computers]] 1 rank, four or more hands.
''Benefit:'' When you use the [[hack system]] task of [[Computers]], if you have two [[hacking kits|Tool Kit]], your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time.
A fourfold tactician is a master of making use of multiple weapons and still having a spare hand. You must have four or more arms to select or use this fighting style.
!! Double Draw (1st)
You gain [[Double Draw]] as a bonus feat. If you have Double Draw, you can instead select a combat feat for which you meet the prerequisites. Starting at 9th level, you can draw or sheathe as many weapons as you have limbs, using the same action normally required to do so with one weapon.
!! Feint and Strike (5th)
While wielding at least two weapons, you can feint and make one attack as a standard action. This ability counts as [[Improved Feint]] for meeting prerequisites. If you have Improved Feint, you instead gain a +2 insight bonus to Bluff checks to feint while you are wielding at least two weapons.
!! Instant Reload (9th)
You can expend 1 Resolve Point to reload every weapon you are wielding as a move action.
!! Run and Gun (13th)
While you are holding two or more weapons, you can move up to your speed before or after a full attack. You can't move between attacks, and you can make no more than one attack with each weapon you are holding unless another ability, such as the [[Fusillade]] feat, allows you to do so.
!! Overkill (17th)
As a full attack, you can fire two [[automatic]] weapons in their automatic mode, taking the same penalty to attack rolls you normally do for making a full attack.
These graceful weapons have an infinitely repeating shape that grows smaller and smaller at its edges. This constant reshaping creates a sawing effect, enabling the blades to cut through nearly any substance.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Bulk |Special |h
|fractal hook, static | 12 | 32,000 | 4d12 S | 40 ft. | [[embed]] 4d4 | L |[[analog]], [[penetrating]] [[unwieldy]] |
|fractal hook, dynamic | 18 | 360,000 | 9d12 S | 40 ft. | [[embed]] 8d4 | L |[[analog]], [[penetrating]] [[unwieldy]] |
</div>
A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|frag grenade I | 1 | 35 | 20 ft. | drawn | L |[[explode]] (1d6 P, 15 ft.) |
|frag grenade II | 4 | 310 | 20 ft. | drawn | L |[[explode]] (2d6 P, 15 ft.) |
|frag grenade III | 8 | 1,260 | 20 ft. | drawn | L |[[explode]] (4d6 P, 15 ft.) |
|frag grenade IV | 10 | 2,700 | 20 ft. | drawn | L |[[explode]] (6d6 P, 15 ft.) |
|frag grenade V | 14 | 8,400 | 20 ft. | drawn | L |[[explode]] (10d6 P, 15 ft.) |
|frag grenade VI | 16 | 20,500 | 20 ft. | drawn | L |[[explode]] (12d6 P, 15 ft.) |
|frag grenade VII | 18 | 48,400 | 20 ft. | drawn | L |[[explode]] (16d6 P, 15 ft.) |
|frag grenade VIII | 20 | 132,000 | 20 ft. | drawn | L |[[explode]] (20d6 P, 15 ft.) |
</div>
name:frag mines, heavy
range:—
speed:—
damage:8d8
pcu:5
cost:15
special:[[limited fire]] 5, [[mine|Mine (starship weapon property)]] (3), [[ripper]]
name:frag mines, light
range:—
speed:—
damage:8d4
pcu:5
cost:12
special:[[limited fire]] 5, [[mine|Mine (starship weapon property)]] (3), [[ripper]]
name:frag mines, super
range:—
speed:—
damage:4d8 × 10
pcu:10
cost:45
special:[[limited fire]] 5, [[mine|Mine (starship weapon property)]] (3), [[ripper]]
There was a moment in your life that never should have happened. Though others may not believe you, you are certain in your very core that one critical moment altered whatever fate had in store for you. Since that divergence, you’ve gained a wider appreciation of time’s passage and a sense of what could have been, and you’re able to influence the timeline more than others could ever hope to. Still, you remain sure that your timeline is wrong, and it’s only a matter of time before someone or something comes to correct that error.
''Focal Paradox:'' Two trained skill checks (chosen at 1st level).
''Improved Anchor:'' Once per day, at the start of your turn when you are [[dying]], you can use a paradox to immediately stabilize. When you do so, you regain 1 Hit Point as though you spent 1 RP to stay in the fight.
''Greater Anchor:'' Once per day, when you take the full attack action and make both attacks against a single target, if one of your attacks is a hit and the other is a miss, you can instead hit (though not score a critical hit) with the attack that would have missed. Alternatively, if both attacks hit, you can make an additional attack with the same weapon against the same target at a –6 penalty.
The frailty cannon line produces a jet of necromantically fueled coolant. More easily controlled than their [[zero cannon]] counterparts, these weapons are used to bring down enemies as much as they're used to invigorate nearby undead.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|frailty cannon, murder-class | 10 | 20,900 | 3d6 C | 60 ft. | — | 40 charges | 4 | 2 |[[line]], [[necrotic]] |
|frailty cannon, massacre-class | 15 | 132,000 | 6d6 C | 60 ft. | — | 80 charges | 8 | 2 |[[line]], [[necrotic]] |
|frailty cannon, extinction-class | 19 | 660,000 | 9d6 C | 80 ft. | — | 80 charges | 8 | 2 |[[line]], [[necrotic]] |
</div>
A rib cage of ossified injectors covers the casing of these pistols, corrupting the internal coolant supply with negative energy. These pistols deliver chilling blasts of concentrated entropy at close range.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|frailty pistol, rasp-class | 4 | 2,420 | 1d4 C | 60 ft. | — | 10 charges | 1 | L |[[necrotic]] |
|frailty pistol, wail-class | 9 | 15,400 | 2d4 C | 60 ft. | — | 20 charges | 2 | L |[[necrotic]] |
|frailty pistol, scream-class | 14 | 85,800 | 4d4 C | 60 ft. | — | 20 charges | 2 | L |[[necrotic]] |
|frailty pistol, deathcry-class | 18 | 440,000 | 6d4 C | 60 ft. | — | 40 charges | 4 | L |[[necrotic]] |
</div>
Standard issue to many soldiers of the Corpse Fleet, the frailty series of rifles is designed to affect only living enemies. The weapons' most common application is Corpse Fleet agents firing at enemies engaged by mindless undead, with incidents of friendly fire rewarding allies who are hit with boosts of negative energy.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|frailty rifle, atrophy-class | 3 | 1,650 | 1d6 C | 60 ft. | — | 20 charges | 2 | 1 |[[necrotic]] |
|frailty rifle, rot-class | 7 | 7,700 | 2d6 C | 60 ft. | — | 20 charges | 2 | 2 |[[necrotic]] |
|frailty rifle, blight-class | 13 | 57,200 | 4d6 C | 60 ft. | — | 40 charges | 4 | 2 |[[necrotic]] |
|frailty rifle, epidemic-class | 17 | 297,000 | 7d6 C | 60 ft. | — | 40 charges | 4 | 2 |[[necrotic]] |
</div>
The Corpse Fleet uses a broad array of weapons in their shadow war against the Pact Worlds. Undead officers maintain a fondness for cryo weapons that stems from the innate immunity bone troopers have to cold damage. Several admirals are already equipping their soldiers with a new variant of cryo weapon unique to the factories of the Corpse Fleet: the frailty series. These weapons are constructed using foul Urgathoan rites and blasphemies against Pharasma, imparting their frigid blasts with the chill of death and making undead not just immune to their damage but actually able to gain temporary vitality from their blasts.
A free hands weapon is unbalanced or otherwise awkward to use. This difficulty in using the weapon can be negated by moving the listed number of hands that are not holding anything or being used for any other purpose as counterweights. You wield a free hands weapon using the normal number of hands, but if you have the listed number of free hands available while wielding it, the weapon is not considered [[unwieldy]]. For example, a kasatha wielding a flame spinner in two of her hands while her other two hands remain empty treats the weapon as though it does not have the [[unwieldy]] weapon special property.
You're used to nimbly navigating constructed environments.
''Prerequisites:'' [[Acrobatics]] 3 ranks.
''Benefit:'' When you are in an urban or otherwise constructed environment (such as most settlements, a space station, or similar), you gain a +2 circumstance bonus to [[Athletics]] checks to [[climb]] and to [[Acrobatics]] checks to [[balance]] and [[tumble]]. In addition, you ignore the extra movement cost for the first 5 feet of difficult terrain you move through each turn in urban or constructed environments.
A free trader is an independent contractor who buys, sells, and makes a living hauling freight. Most free traders own or work on a starship, buying surplus commodities on the cheap and traveling to distant worlds where those same commodities command good prices. Free traders sometimes band together into a small merchant company, with members acting as guards, engineers, and other specialists organized under a single manager. Everyone shares the profits. If they are lucky, one good cargo run make them rich, but for most, it's a hard-knock life that means barely scraping by.
The free trader archetype grants an alternate class feature at 2nd level, but this feature improves over multiple class levels.
!! Merchant Savvy (2nd)
You know how to find cargo that needs hauling, buy it cheap, identify good markets, then sell for a profit. Three times per day when you attempt one of the following skill checks, you can reroll the d20 before the outcome is revealed.
* [[Culture]] checks to [[recall knowledge]] about mercantile laws, customs, corporations, or other merchants
* [[Diplomacy]] checks to [[gather information]] about merchants, markets, and merchandise, including the [[find buyer]] and [[find cargo]] downtime activities
* [[Profession]] checks using the accountant, corporate professional, manager, merchant, or smuggler skills, or any other Profession skills the GM approves, including the [[find buyer]] and [[find cargo]] downtime activities
* [[Bluff]], [[Diplomacy]], or [[Sense Motive]] checks to negotiate the price for goods and services
Starting at 9th level, your experience with shipping cargo has made you an expert at packing large lots into small spaces. You can fit 20% more cargo into a cargo container or cargo hold of any vehicle, starship, or pack animal. For example, a typical cargo hold in a starship's expansion bay can hold 25 tons, but you can fit 30 tons of goods in that space. If using the [[galactic trade]] rules, you can transport an extra lot of cargo for every five cargo holds your starship has At 14th level, the amount of additional cargo you can fit into a vehicle or starship, or on a pack animal increases to 50%, or an extra lot of cargo for every two cargo holds your starship has.
In addition, whenever you would lose cargo for any reason—such as a cargo hold being struck by weapon fire or cargo containers being stolen by thieves—you can attempt a Reflex saving throw. The DC of this saving throw is equal to that for a trap of the same CR as the threat that caused you to lose your cargo. On a success, emergency precautions allow you to rescue half the lost cargo. At 14th level, if you succeed at this saving throw, your precautions save the entire cargo.
When you reach 18th level, you have a reputation as an experienced trader among other merchants of all stripes. You can bring the weight of your experience and reputation down upon anyone who dares to refuse you contract terms you desire. Whenever you are negotiating with someone over a price, you can expend 1 Resolve Point to force that individual to give you the best price that character could be convinced to give under the normal circumstances. For example, if a successful skill check could convince an NPC to give you 50% off a particular purchase, your Resolve Point secures you that deal. If the best price is equivalent to the original price and your use of this ability would not earn you a discount, your Resolve Point is not expended. If using the [[galactic trade]] rules, you can reduce a cargo's buy price by 1 BP per lot or raise the sell price by 1 BP per lot during the [[find cargo]] or [[find buyer]] downtime activities, respectively.
Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|freebooter armor I | 2 | 750 | +2 | +3 | +4 | — | — | 0 | L |
|freebooter armor II | 6 | 4,720 | +6 | +8 | +5 | — | — | 1 | L |
|freebooter armor III | 10 | 16,900 | +12 | +13 | +6 | — | — | 3 | L |
|freebooter armor IV | 14 | 60,600 | +17 | +18 | +6 | — | — | 4 | L |
|freebooter armor V | 18 | 367,650 | +20 | +21 | +8 | — | — | 5 | L |
</div>
Across the galaxy, practically every sufficiently advanced civilization has created its own variation of the freeze ray. All freeze rays function in a similar way, emitting a long line of supercooled gas, but individual models reflect their species' design aesthetics. In the Pact Worlds, the most common models reflect the slim profile of Vercite technology or the bony protrusions of Eoxian design. Hiemal, algid, and glacial freeze rays simply produce an extreme reduction in the temperature along the weapon's line of effect. Isothermal freeze rays cause a persistent temperature drop, dealing further damage, while hypothermic freeze rays causes multiple temperature reductions in rapid succession for further increased destruction.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|freeze ray, heimal | 3 | 1,420 | 1d4 C | 30 ft. | [[stagger]] | 20 charges | 4 | 2 |[[line]], [[unwieldy]] |
|freeze ray, algid | 7 | 6,300 | 2d4 C | 30 ft. | [[stagger]] | 20 charges | 4 | 2 |[[line]], [[unwieldy]] |
|freeze ray, glacial | 11 | 24,800 | 5d4 C | 40 ft. | [[stagger]] | 20 charges | 4 | 2 |[[line]], [[unwieldy]] |
|freeze ray, isothermal | 16 | 165,000 | 5d8 C | 40 ft. | [[stagger]] | 20 charges | 4 | 2 |[[line]], [[unwieldy]] |
|freeze ray, hypothermic | 20 | 818,000 | 5d12 C | 50 ft. | [[stagger]] | 20 charges | 4 | 2 |[[line]], [[unwieldy]] |
</div>
Sold in plastic tubes, this clear gel is a suspension of millions of microscopic spherical beads that reduce friction between objects. As a standard action, you can apply a dose of frictionless gel to your body to grant yourself a +4 circumstance bonus to [[Acrobatics]] checks to use the escape task. You must have at least one hand free to open the tube and apply the gel. A tube contains 5 uses of frictionless gel, and a single use lasts for 1 minute.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|frictionless gel | 5 | 450 | L |
</div>
You have learned to bleed energy from the attacks of your allies when they affect you. You can reduce the damage you take from your allies' attacks and effects by an amount equal to twice your vanguard level, to a minimum of 0.
Your winning and adaptable personality gains you access to less-reputable professional services.
''Prerequisites:'' [[Diplomacy]] 5 ranks.
''Benefit:'' When using services in a settlement—such as lodgings, professional services, or transportation— you can tap into a settlement's gray market to pay half price for the service. If you do, there's a 25% chance something goes wrong, subject to the GM's discretion: a spell might wear off early, a lodging might be attacked in the middle of the night, or transportation might break down in the middle of a journey. In addition, reduce the DC of [[Culture]] checks to [[recall knowledge]] about the criminal underworld by 2.
Sold in pairs, these bracelets function only when you and another creature each wear one. Provided both of you are wearing the bracelets, each of you treats the other as if you cast a //[[status]]// spell on them. If you have line of sight to the other wearer, you can see them even if they are hidden or invisible, unless they do not wish to be seen by you.
Nonmagical versions of these bracelets, adorned with charming insect depictions, have become a cultural staple among Hylaxians. A pair of these can be purchased for a minimum of 2 credits (though more expensive versions exist).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//friendship bracelet// | 4 | 2,000 | — |
</div>
You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and
become subject to an additional effect that would cause you to be frightened, the duration of the frightened condition increases by the duration of the second effect.
You accompany your injections with a promise of terrible effects that shakes your target's resolve.
''Prerequisites:'' [[Intimidate]] 3 ranks.
''Benefit:'' When you successfully inject a creature with a substance (including a biohacker's [[biohack]]) using a weapon that has the [[injection]] special property, you can attempt an [[Intimidate]] check to [[demoralize]] that creature as a move action before the end of your turn. A creature can be affected by this ability only once per day.
Fear is another tool in your arsenal, and you use it skillfully.
''Gift:'' You find joy in scaring others, and have a knack for knowing how to do so. You gain a +2 enhancement bonus to [[Intimidate]] checks, and the save DCs of your fear effects increase by 2. You can use Intimidate skill [[demoralize]] others as a move action.
''Stain:'' Your mind is so focused on spreading fear that you are susceptible to mental manipulation. You take a –2 penalty to saving throws against mind-affecting effects that aren't illusions or fear effects, and you lose any bonuses against or immunities to such effects. If you fail a saving throw against such an effect, it lasts 1d3 additional rounds.
You have learned how to hurt those who are afraid.
''Prerequisites:'' [[Frightful]]
''Gift:'' Once per round, if you damage a creature that is [[shaken]], [[frightened]], [[panicked]], or [[cowering]], you deal extra damage equal to half your level. If you damage multiple fearful creatures with one attack or effect, choose only one of them to take this bonus damage.
''Stain:'' You are off your game in combat until you hurt or scare someone. Therefore, you take a –2 penalty to attack rolls and can't gain morale bonuses on your attack rolls until you deal damage to a significant foe or render someone shaken, frightened, panicked, or cowering.
You unnerve your spell's victim with odd gestures, cackling laughter, or other effects.
''Prerequisites:'' Cha 15, [[Intimidate]] 5 ranks, ability to cast spells.
''Benefit:'' As a reaction when a creature fails a saving throw against a spell you cast this round, you can attempt an [[Intimidate]] check to [[demoralize]] that creature. You can target only one creature regardless of how many creatures your spell affected, and a given creature can't be targeted by this ability more than once per day.
The creature's presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It usually has a range of 30 feet. Opponents within the range must succeed at a Will save or become [[shaken]]. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature's frightful presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.
//Format:// ''Aura'' frightful presence (30 ft., Will DC 22).
The //frost// fusion imbues a weapon with the icy cold of a dead world far from its system's sun. Half the weapon's damage type is replaced with cold damage. You can activate or deactivate the //frost// fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the //frost// fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC.
A two-handed hammer with a reservoir of coolant in its head, a frost maul simultaneously bludgeons and chills its target. As most substances become brittle and prone to shattering when subjected to extremely low temperatures, the frost maul excels at damaging objects it hits. Frost mauls come in aufeis, iceberg, floe, and glacier models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|frost maul, aufeis | 3 | 1,240 | 1d8 B & C | [[stagger]] | 2 |[[powered]] (capacity 20, usage 2), [[sunder]] |
|frost maul, iceberg | 8 | 8,700 | 3d8 B & C | [[stagger]] | 2 |[[powered]] (capacity 20, usage 2), [[sunder]] |
|frost maul, floe | 13 | 46,100 | 6d8 B & C | [[stagger]] | 2 |[[powered]] (capacity 20, usage 2), [[sunder]] |
|frost maul, glacier | 17 | 224,000 | 10d8 B & C | [[stagger]] | 2 |[[powered]] (capacity 20, usage 2), [[sunder]] |
</div>
Barathu researchers studying frost worms on Triaxus have modified tissue harvested from worm larvae to produce a new weapon: an armored, toothy tube with bone protrusions that serve as comfortable grips. The frost maw sprays out fluid that forms a coating of electrically charged, gleaming ice formations wherever it is used. With a particularly lucky shot, this ice can form a thick enough coat to freeze a creature in place.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|frost maw, growl-class | 3 | 1,350 | 1d8 C | 15 ft. | [[bind]] 1d4 rounds | 20 | 2 | 1 |[[aurora]], [[blast]], [[living]], [[unwieldy]] |
|frost maw, snarl-class | 9 | 13,000 | 2d8 C | 60 ft. | [[bind]] 1d4 rounds | 20 | 2 | 1 |[[aurora]], [[blast]], [[living]], [[unwieldy]] |
|frost maw, roar-class* | 14 | 72,000 | 4d8 C | 80 ft. | [[bind]] 1d4 rounds | 20 | 2 | 1 |[[aurora]], [[blast]], [[living]], [[unwieldy]] |
|* estimated stats, pending errata |<|<|<|<|<|<|<|<|<|f
</div>
A frost projector requires two armor upgrade slots to install: one for the short, wide barrel and another for the coolant canister and battery; cables and hoses connect the two components. These weapons are produced in frostbite-class, hailstorm-class, and blizzard-class models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|frost projector, frostbite-class | 6 | 5,100 | 1d10 C | 30 ft. | [[stagger]] | 40 charges | 2 | 1 |[[integrated]] (2 slots) |
|frost projector, hailstorm-class | 12 | 42,000 | 2d10 C | 30 ft. | [[stagger]] | 40 charges | 2 | 1 |[[integrated]] (2 slots) |
|frost projector, blizzard-class | 19 | 680,000 | 5d10 C | 30 ft. | [[stagger]] | 40 charges | 2 | 1 |[[integrated]] (2 slots) |
</div>
<div class="statblock">
* ''Type'' ranged; ''Range'' 150 ft.; ''Special'' [[automatic]]
* ''Damage'' high; ''Damage Type'' C; ''Critical'' [[stagger]]
* ''Slots'' 1 (frame or upper limb); ''Capacity'' 10
* ''Cost'' 4 × level
</div>
This longarm delivers concentrated, laser-like blasts of subzero ice.
The weapon rimes the target, draining their heat and causing frostbite damage equal to the amount listed. This functions as the [[burning]] condition but deals cold damage rather than fire damage.
This doshko has blades formed of deadly ice by condensers situated within the weapon. Few wielders of a frosthaft doshko consider their weapon appropriately sized unless it's at least as tall as they are. The extra leverage and freezing blades cause the weapon to hit with incredible force, numbing muscles and snapping bones.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|frosthaft doshko, chill | 4 | 2,100 | 1d8 C | [[enfeeble]] | 1 |[[powered]] (capacity 20, usage 1), [[reach]], [[unwieldy]] |
|frosthaft doshko, subzero | 9 | 12,800 | 2d10 C | [[enfeeble]] | 1 |[[powered]] (capacity 20, usage 1), [[reach]], [[unwieldy]] |
|frosthaft doshko, glacial | 14 | 73,400 | 4d10 C | [[enfeeble]] | 1 |[[powered]] (capacity 20, usage 1), [[reach]], [[unwieldy]] |
|frosthaft doshko, avalanche | 20 | 804,400 | 8d12 C | [[enfeeble]] | 1 |[[powered]] (capacity 20, usage 1), [[reach]], [[unwieldy]] |
</div>
These tough hiking boots include retractable ice spikes that provide crucial grip. As a move action, the wearer can click their heels together to extend or retract the spikes. While wearing the boots with extended spikes, your speed is reduced by 5 feet, but you can move across relatively even icy surfaces as though they were not difficult terrain, and the DCs for [[Acrobatics]] checks you attempt on ice are increased by 2 rather than 5.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|frosthiker soles | 1 | 35 | L |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[reach]], [[thrown]] (40 ft.)
* ''Damage'' low; ''Damage Type'' C&P; ''Critical'' [[stagger]]
* ''Slots'' 2 (upper limb)
* ''Cold Snap (2 PP)'' As a standard action, the mech makes an attack against multiple targets in an area as though the frostspear had the [[line|Line (weapon property)]] weapon special property. The length of the line equals the twice the mech's reach with the frostspear.
* ''Cost'' 2.5 × level
</div>
Icy waves drift from this wicked weapon, which can be thrown or jabbed at enemies.
<<section 'Frujai Colony'>>
<<section 'Frujai Soldier'>>
On the toroid-shaped world of Orikolai, dramatic fluctuations of gravity, light, and temperature are commonplace. Sentient fungi known as frujais are among the most successful of the planet's inhabitants, having developed not only a seasonal life cycle but also biological and psychic means of overcoming different gravity levels. Frujais function much like ants, with the colony's living hub spawning hundreds of simple workers and soldiers to sustain it. During Orikolai's frigid winters, frujais hibernate, awakening at the first signs of spring to blanket their territory in spores that take root in the thawing corpses of any animals that didn't survive the cold. If not enough corpses are available, the colony begins to hunt aggressively, attacking whatever living organisms it comes across.
The immature drones that sprout from these infested cadavers (use the statistics for a [[frujai soldier]], without the colony guard ability) wander through unclaimed territory, scavenging and hunting to grow strong. In early autumn, the drones convene and mate in roiling ligneous mats, during which they spar with and even consume one another. Those that survive the process disperse to pursue migratory herds or shadow large prey back to the latters' winter lairs, eating and killing as much as possible in order to stockpile as much nutrition as they can. They then consume these stores over the winter months, growing to their colossal mature size and metamorphosing into fully functional frujai colonies. Both colonies and the individual soldiers they spawn as guardians use their mastery of gravity to collect stones and other objects, which constantly orbit them and represent their only concessions to wealth or vanity.
Despite their strange shapes, frujai colonies and soldiers are surprisingly intelligent. Frujais see themselves as ecological caretakers, weeding out the weak and clearing the path for stronger creatures. Several attempts at settling Orikolai have failed when frujais interpreted the settlements as well-stocked larders of weak-willed flesh. Larger frujai colonies sometimes entertain interviews with avid xenobiologists, though the dialogues are as likely to descend into ravenous feasting upon the scholars as they are to explore the deep philosophical musings that occupy the frujais the rest of the time.
<div class="statblock">
* ''CR'' 19; ''XP'' 204,800
* N Colossal plant
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +32
!!! DEFENSE
* ''HP'' 420 ''RP'' 6
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +22; ''Ref'' +15; ''Will'' +20
* ''Defensive Abilities'' absolute gravity; ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' bite +33 (6d10+29 P) or slam +33 (4d12+29 B)
* ''Multiattack'' bite +27 (6d10+29 P), 2 slams +27 (4d12+29 B)
* ''Ranged'' gravity thrust +30 (8d8+19 force)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Offensive Abilities'' gravity control, slough minion
!!! STATISTICS
* ''Str'' +10; ''Dex'' +0; ''Con'' +9; ''Int'' +2; ''Wis'' +4; ''Cha'' +9
* ''Skills'' [[Intimidate]] +37, [[Life Science]] +32, [[Survival]] +32
* ''Languages'' Frujai; [[telepathy]] 300 ft.
!!! ECOLOGY
* ''Environment'' any forests (Orikolai)
* ''Organization'' solitary or communion (2–5)
!!! SPECIAL ABILITIES
''Absolute Gravity ([[Su]])'' A frujai colony is able to control its apparent mass through a combination of organelles and psychic commands. It gains a +4 bonus to its KAC against bull rush, reposition, and trip combat maneuvers. Furthermore, it can ignore the effect of supernatural gravity effects such as //[[control gravity]]// and can always behave as though natural gravity conditions were up to two steps stronger or weaker.
''Gravity Control ([[Su]])'' A frujai colony can control gravity in a variety of ways. At the beginning of its turn, a colony selects two of the following five abilities that it can use before the beginning of its next turn. By spending 1 Resolve Point, a colony can select three of the abilities that round instead. If a colony has a sustained ability active (such as flight or gravity field) and does not select that as one of its abilities for the turn, that effect ends immediately.
@@.special
* //Flight:// As a free action, the frujai colony gains an extraordinary fly speed of 40 feet (poor maneuverability). When this ability ends, the colony descends gently at a rate of 60 feet per round and takes no damage when it lands.
* //Gravity Field:// The frujai colony can create a zone of abnormal gravity as a standard action, as per //[[control gravity]]// (CL 19th). A colony can maintain only one such effect at a time, and the abnormal gravity field ends if it uses this ability again.
* //Gravity Shield:// The frujai colony combines levitating improvised shields with pulses of gravity to deflect attacks, gaining a +4 bonus to its AC.
* //Gravity Thrust:// The frujai colony can use its gravity thrust attack. This is a ranged attack against EAC with a maximum range of 200 feet and no range increment.
* //Gravity Wave:// As a standard action, the frujai colony can unleash a wave of force in a 60-foot cone that deals 8d6+17 bludgeoning damage to each creature in the area and pushes affected creatures 10 feet away from the colony. A target can attempt a DC 24 Reflex save to halve the damage and negate the movement.
@@
''Slough Minion ([[Ex]])'' A frujai colony can sprout frujai soldiers (see below) naturally in a process that takes several weeks, but as a full action, a colony can expend 1 Resolve Point to create a temporary frujai soldier in an adjacent space; the soldier can act immediately. A temporary soldier remains animate for 1 hour before crumbling.
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Large plant
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 210
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +16; ''Ref'' +14; ''Will'' +11
* ''Defensive Abilities'' absolute gravity; ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' slam +25 (6d4+20 B)
* ''Ranged'' gravity anchor +22 (6d4+12 force plus reposition or trip)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' colony guard
!!! STATISTICS
* ''Str'' +8; ''Dex'' +2; ''Con'' +5; ''Int'' –1; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Intimidate]] +27, [[Stealth]] +22, [[Survival]] +22
* ''Languages'' Frujai; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any forests (Orikolai)
* ''Organization'' solitary or squad (2–8)
!!! SPECIAL ABILITIES
''Absolute Gravity ([[Su]])'' See above.
''Colony Guard ([[Ex]])'' Whenever a frujai colony takes damage, all frujai soldiers within 300 feet gain a +4 morale bonus to attack rolls and a 10-foot bonus to their base speed for 1 round.
''Gravity Anchor ([[Su]])'' A frujai soldier can create violent fluctuations in gravity as a ranged attack against EAC with a 150-foot range and no range increment. If the attack hits, the soldier can attempt either a reposition or a trip combat maneuver against the target as a free action, using its gravity anchor's attack bonus of +4 to perform the maneuver. When repositioning a creature in this way, the frujai soldier can move the target up to 10 feet
from its original position.
</div>
You duck and weave around an opponent in close combat, making it difficult for others to draw a bead on you. Once per turn as a move action, choose a significant enemy you are adjacent to. All other enemies take a –1 penalty to attack rolls against you until the beginning of your next turn, as long as you are still adjacent to the designated opponent.
At 6th level, you can spend 1 Resolve Point as a reaction when an enemy other than the designated opponent attacks you to make that enemy roll twice on a single attack and take the worse result, as a long as you are still adjacent to the designated opponent. Both of these rolls take the –1 penalty imparted by this ability.
<div class="statblock">
* ''Script'' [[Open the Way]] (Computers; dazed for 1 minute, failure), [[Shape Power]] (Mysticism; electricity damage, retry), [[Speak the Name]] (Will; dazed for 1 minute), [[Release Power]] (Computers; failure)
* ''Assistants'' none
* ''Round Length'' 1 minute
</div>
You communicate with someone over interstellar distances. You must touch a comm unit at the end of this ritual and speak a message of 25 words or fewer. Your message travels to the person you named in the [[Speak the Name]] action, but takes time to arrive: 1d6 hours if the individual is in the same system as you, 3d6 hours if the individual is in Near Space or the Pact Worlds, or 5d6 hours if the individual is in the Vast. When the message arrives, the individual you named hears it and can respond with up to 25 words. This reply takes 1d6 hours to reach you if you’re in the same system as the individual replying, 3d6 hours if you’re in Near Space, or 5d6 hours if you’re in the Vast. When it reaches you, you hear it.
A fueled weapon has an integrated petrol tank and must be activated to function properly. This works like the [[powered]] weapon special property, except it uses [[petrol|petrol tank]] as a fuel source instead of a battery. Unlike a battery, petrol is permanently expended upon use and must be purchased rather than recharged.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium outsider (incorporeal)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[blindsight]] (emotion) 30 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 110
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13
* ''Defensive Abilities'' [[incorporeal]]; ''Immune'' mind-affecting effects
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], perfect)
* ''Melee'' slam +18 (2d6+8 B plus inflame passions [DC 18])
!!! STATISTICS
* ''Str'' —; ''Dex'' +6; ''Con'' +0; ''Int'' +2; ''Wis'' +0; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Bluff]] +21, [[Mysticism]] +16, [[Sense Motive]] +21, [[Stealth]] +21
* ''Languages'' Common, Gnome; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Inflame Passions ([[Su]])'' A creature hit by a fuhlgeist's slam must succeed at a DC 18 Will saving throw or experience an overwhelming emotion (chosen by the fuhlgeist). A single creature can be under only one affect at a time. This is a mind-affecting emotion effect.
@@.special
* //Anger:// The victim is overcome with irrational rage and is [[flat-footed]] for 1d4+1 rounds.
* //Despair:// The victim is gripped by a terrible sadness and is [[fatigued]] for 1d4+1 rounds.
* //Fear:// The victim is consumed by inexplicable dread and is [[shaken]] for 1d4+1 rounds.
* //Jealousy:// The victim becomes envious of everyone they see and is [[sickened]] for 1d4+1 rounds.
* //Remorse:// The victim is nearly paralyzed by guilt and has their speeds reduced to 10 feet for 1d4+1 rounds.
@@
</div>
Strong emotions have subtle psychic effects on the Ethereal Plane, the ghostly realm that serves as a buffer between the Material Plane and the Shadow Plane. When an excess of negative emotions occurs in one place, it sometimes leaves an impression in the ether that gains a rudimentary form of sentience, resulting in a creature known as a fuhlgeist. Though it has no true form and no soul—it's more a mass of spiritstuff and ectoplasm than anything else—it believes itself to be a full, living creature. Gripped by raw, shifting emotions, this outsider can manifest on the Material Plane to lash out at those nearby. Such an occurrence is often mistaken as a haunting, and though fuhlgeists and ghosts have much in common, the former can't be banished by divine means. On the other hand, once a fuhlgeist has been destroyed, it doesn't rejuvenate like a ghost does, and there's no need to discover the tragic story behind its creation (which would be a difficult task, as a fuhlgeist's speech patterns are often disjointed and erratic).
The "emotion crystals" mined by the fey [[moyishuus]] sometimes attract fuhlgeists like candle flames attract moths. Indeed, the Veyvilla system has the highest recorded fuhlgeist sightings in the known galaxy. The moyishuu government has no clear plans on how to prevent future incursions and unfortunately tends to hush up the most grievous cases of injuries caused by these hostile outsiders.
You create a unique talisman, memento, or accessory called a fulcrum, which helps you channel supernatural energies into your strikes. Your fulcrum has an item level equal to your evolutionist level and you can install weapon fusions and fusion seals onto your fulcrum as if it were a weapon of that level. While openly wearing or carrying your fulcrum, your [[adaptive strike]] gains the effects of any fusions installed on your fulcrum so long as those fusions could be applied to a weapon of that type (for example, a //[[disruptive]]// weapon fusion functions only if your adaptive strike deals bludgeoning damage). So long as your fulcrum has at least one fusion installed, your adaptive strike also counts as a magic weapon.
A full action requires your entire turn to complete. If you take a full action, you can't take your usual standard, move, and swift actions. The following actions are full actions.
<<list-links "[tag<currentTiddler>!tag[Vehicle Actions]!tag[Mech Actions]sort[title]]" class:index>>
You can spend a full action to make two attacks, each with a –4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can't shoot them more than once in a round, even with a full attack. These weapons have the [[unwieldy]] special property.
Certain weapons have special individualized full attacks. For instance, some weapons have a fully automatic attack mode. Sometimes special full attacks, such as the [[soldier's onslaught]] class feature, require specialized training in order to gain their benefits.
If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship's distance between turns.
''Critical:'' You maintain steady control over your starship during its movement and add only 1 to your starship's distance between turns.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Small outsider (elemental, extraplanar)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 25; ''KAC'' 24
* ''Fort'' +8; ''Ref'' +14; ''Will'' +14
* ''DR'' 5/—; ''Immunities'' electricity, [[elemental immunities]]
!!! OFFENSE
* ''Speed'' fly 10 ft. ([[Su]], average)
* ''Ranged'' galvanic pulse wave +22 (2d8+11 E; critical [[stun]] [DC 20])
* ''Offensive Abilities'' arcing flux (1d10+11 E, DC 20)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' +3; ''Int'' +5; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +25, [[Computers]] +25, [[Physical Science]] +20, [[Survival]] +20
* ''Languages'' Auran
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Arcing Flux ([[Su]])'' As a full action, a fulmivar moves from its current location into a randomly chosen technological item. The item's electronics are temporarily overloaded, imparting the [[broken]] condition to the item for 1d4+1 rounds. If a creature is carrying or wielding the item, they take 1d10+11 electricity damage. An affected creature can attempt a DC 20 Reflex saving throw to halve the damage and reduce the amount of time the item is broken to 1 round; an unattended item receives no save. The fulmivar can arc between multiple technological items in this way, as long as its total movement doesn't exceed 60 feet, but the fulmivar can't affect more than one item in the same space. This movement doesn't provoke attacks of opportunity. Once the fulmivar uses this ability, it can't use it again until after it has used its galvanic pulse wave attack.
''Galvanic Pulse Wave ([[Su]])'' As a ranged attack, a fulmivar can project an electrically charged wave of energy with a range increment of 80 feet. If the attack is successful, the target takes the listed damage and each creature adjacent to the target must succeed at a DC 20 Fortitude save or be [[staggered]] for 1 round. This attack has the [[unwieldy]] weapon special property.
</div>
A fulmivar is a rare creature made from pure electricity, similar to a lightning elemental—though the former is more peaceful, while the fulmivar tends to be bombastic and aggressive. The keenly intelligent fulmivar can shape its pale turquoise electrical body into almost any form. Some appear as simple spheres and some take on humanoid shapes, but most seem to shift wildly between forms. In fact, a fulmivar is generally an erratic creature, constantly on the move. A conversation with a fulmivar tends to careen from topic to topic, as the elemental's mind seems to avoid alighting on a single idea.
Fulmivars are attracted to the Material Plane by complex machines and larger electronic devices that have been exposed to high quantities of magic energy. They take up residence within these devices, coursing through wires and circuitry with unabashed glee. Each fulmivar has a favorite type of electrical device, and as a fulmivar ages, it seeks out more complex and powerful items to inhabit. Though it is uncommon, starships, factories, and power stations can be the home of a pair of bonded fulmivars.
These lightweight goggles are programmed to recognize fungi, bacteria, molds, and similar organic matter. Each unique form of contaminant is color-coded for the wearer's convenience, whether it is coating the surface of an object or in an airborne cloud. By focusing on a particular sample, the wearer can trigger magnification and a HUD that provides helpful analysis and commentary. //Fung-eye goggles// are popular among scientists, custodial employees, and school children. The latest model, however, can also identify dycepskian hosts and free-floating dycepskian spores.
While you have //fung-eye goggles// activated, you have a +1 circumstance bonus to [[Perception]] checks to spot bacteria, fungus, molds, spores, and similar organic material, and a +1 circumstance bonus to [[Life Science]] checks to identify these targets once you see them. These bonuses rise to +2 to spot and identify dycepskians, dycepskian spores, or creatures infested by dycepskian spores but who have not yet succumbed.
<div class= "table-wrapper">
|Augmentation| Level | Price | Bulk | Capacity | Usage |h
|//fung-eye goggles// | 5 | 2,800 | L | 20 | 2/minute |
</div>
These sealed and pressurized glass tubes are filled with a substance derived from dycepskian spores. Each can be used only once. When a fungal bomb explodes, it releases a cloud of modified spores in a 20-foot-radius spread. This is a disease effect. Creatures in this area must succeed at a Fortitude save or be [[sickened]] for 1 day. If a sickened creature spends Resolve to recover Stamina Points, it can attempt this saving throw again, ending the sickened condition on a success.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|fungal bomb | 10 | 2,750 | L |
</div>
Autopsies on dycepskian hosts have revealed victims whose lungs have been genetically altered. These biotech lungs are large, delicate white sacs with trailing wisps of mycelia. Once implanted, they produce modified dycepskian spores and stimulate growth of a mycelial network that snakes up the throat to expel the spores with great force. Once per day as a standard action, you can use your fungal breath on a creature within 15 feet. Unless it is immune to disease, the target is [[sickened]] for 1 day and, if it fails a Fortitude save, is [[stunned]] for 1 round. Creatures sickened by this effect who spend Resolve to regain Stamina Points can attempt the saving throw again, ending the condition on a success.
<div class= "table-wrapper">
|Augmentation| Level | Price | System |h
|fungal breath | 10 | 2,750 | lungs and throat |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (sonic)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' 30-ft.-radius spread centered on you
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude half, see text
* ''Spell Resistance'' yes
</div>
Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice.
* 1st: When you cast //furious shriek// as a 1st-level spell, it deals 2d6 sonic damage.
* 2nd: When you cast //furious shriek// as a 2nd-level spell, it deals 4d6 sonic damage.
* 3rd: When you cast //furious shriek// as a 3rd-level spell, it deals 7d6 sonic damage.
* 4th: When you cast //furious shriek// as a 4th-level spell, it deals 10d6 sonic damage.
* 5th: When you cast //furious shriek// as a 5th-level spell, it deals 13d6 sonic damage. Creatures that fail their saving throw are [[shaken]] for 1 round.
* 6th: When you cast //furious shriek// as a 6th-level spell, it deals 16d6 sonic damage. Creatures that fail their saving throw are [[staggered]] for 1 round and [[shaken]] for 1d4 rounds.
The oldest //furtive garments// are robes and other clothing worn by followers of Lao Shu Po. Some of these relics originated on lost Golarion, or so priests of Grandmother Rat claim. Most of these vestments are cloaks, loose coats, mantles, scarves, or similar garments. Modern equivalents are sleeker, designed to integrate with existing outfits and armor. You can wear the garment over other clothing or light armor, in which case it counts as a worn item, or you can install it in light armor, taking up one [[upgrade slot|Armor Upgrades]].
As a standard action while wearing a //furtive garment//, you can command the item to change the shape and appearance of clothing or light armor you wear to that of other clothing or light armor you specify. This change is illusory, fooling all senses. In addition, your clothing or armor seems nonmagical to spells and abilities that detect magic. Despite appearances, whatever you're wearing retains its normal properties while hidden by the illusion. As a standard action, you can end the effect, returning disguised clothing or armor to its normal appearance.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//furtive garment// | 7 | 5,500 | L |
</div>
<div class="statblock">
* Colossal mech (phase)
* ''Base HP'' 10; ''HP Advancement'' 10; ''Hardness'' 1
* ''EAC'' +1; ''KAC'' +1; ''Fort'' +0; ''Ref'' +1
* ''Speed'' 40 ft.; ''Strength'' +5
* ''Frame Slots'' 3; ''Aux Slots'' 5
* ''Operators'' 1–2
* ''Cost'' 4.5 × tier
</div>
You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn't count as such for resolve attunement.
Furthermore, you can spend 2 Resolve Points to combine two 6th-level spell slots to cast //[[wish]]//.
You use your numerous limbs to lay down a hail of fire.
''Prerequisites:'' Base attack bonus +1, four or more arms.
''Benefit:'' As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an [[automatic]] weapon. You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all the ammunition expended from all of your small arms when determining the maximum number of creatures you can hit.
As a move action during which you can draw a weapon, you can expend an unused spell slot to grant a weapon you touch a weapon fusion. The fusion's item level must be no higher than double the level of the spell slot you expend, so you'd expend a 5th-level spell slot to gain a 9th-level fusion. Fusions you place this way follow all rules for level and multiple fusions, and they persist for a number of minutes equal to your technomancer level.
As a standard action, choose yourself or one ally within 60 feet. The chosen character must be within 10 feet of you or another ally that is within 60 feet of you. Until the end of the chosen character's turn, they can choose one weapon fusion on a weapon wielded by an ally within 10 feet of them. The chosen character applies the benefits of the chosen weapon fusion on all weapon attacks they make until the end of their next turn. This fusion doesn't count toward the maximum total level of fusions the chosen character's weapons can have at once.
When you apply a //[[fusion seal]]// to a weapon, it functions after 1 hour rather than the normal 24. Once per day, you can spend 1 Resolve Point while applying a //fusion seal// to instead have the seal function immediately after you transfer it.
Whether your expertise results from knowledge imparted by a specific source or the cumulative effect of extensive training and preparation for some future event, you’ve come to master multiple means of defending yourself. You gain proficiency with two of the following with which you are not already proficient: heavy armor, advanced melee weapons, heavy weapons, longarms, or sniper weapons.
You can select this temporal anomaly a second time; you must select different proficiencies.
You rely on your quick wits and a healthy dose of paranoia to always have the right device at hand.
* ''Associated Skills:'' [[Engineering]] and [[Sleight of Hand]]. You can attempt an Engineering check with a +4 bonus to make a [[trick attack]] by using a customized device to momentarily distract your enemy.
* ''Specialization Exploit:'' [[utility belt]]
* ''Quick Deployment ([[Ex]]):'' At 11th level, once per round you can retrieve or put away a stored item (including from your utility belt) or pick up an item as part of another move action, standard action, or full action.
If you have access to a computer, you can attempt to upgrade your authorization to gain root access. This works similar to [[hacking|Hack System]] the same computer, but the DC is 20 higher. In many cases it is impossible to gain root access, and every task beyond the computer's basic functions must be attempted as a separate check to destroy, repair, disable, or manipulate modules or countermeasures. If a firewall has been set to have a different set of authorized users with root access, you must gain root access to it separately. Once you have root access to a computer, you can alter who else is granted root access with a successful Computers check to hack the system.
Characters can obtain creature companions in countless ways, but the most straightforward is through purchase. This section explains the most common ways that a PC can gain and bond with a creature companion, as well as rules for how it can increase in power.
!! Purchasing a Companion
[[Table: Creature Companion Statistics]] lists the price for a creature companion at every level; purchasing one follows the same level guidelines as purchasing equipment.
!! Obtaining a Companion
Your GM might provide a creature companion as part of allotted treasure or as a story award, such as if you rescue an experiment from a genetics lab.
!! Bonding with a Companion
However you obtain a creature companion, you can bond with it by attempting [[Survival]] checks to [[handle an animal]] (even if it has a different creature type and regardless of its Intelligence score) to improve its attitude toward you to helpful. The DC of this check is equal to 10 + 1-1/2 × the companion's level, and you can attempt this check once per day. Most purchased creature companions start with an attitude of indifferent, but the GM might determine that a companion instead starts with an attitude of friendly, unfriendly, or even hostile. If you purchase a creature companion at character creation, it automatically begins with an attitude of helpful. All the special rules of creature companions function only with a creature companion you have successfully bonded with. No matter how many creature companions you purchase or otherwise acquire, you can be bonded to only a single creature companion at a time.
!! Creature Companion Level
Your creature companion does not have a separate pool of experience points. It is eligible to gain a level whenever you do, but its level doesn't actually increase until you spend the time and effort training it to match your new, greater degree of expertise. This requires you to pay credits equal to the cost of buying a new creature companion of the creature companion's new level on the Creature Companion Statistics table, minus the cost of its previous level. If you are more than 1 level higher than your creature companion, it can gain multiple levels, each requiring the appropriate credit expenditure, until its level matches yours. Normally a creature companion cannot gain more than 1 level in a week.
!! Replacing a Companion
You can have only one creature companion at any time. If your creature companion is lost or killed, or if you release it (see below), you can purchase (or your GM can provide you) a new one.
!! Releasing a Creature Companion
Sometimes you must part ways with even the most stalwart companion. Perhaps you reunite an orphaned creature with others of its species, or maybe you don't want to endanger your friend on a dangerous journey. Whatever the reason, you can end the bond with your creature companion at any time by rolling a Survival check with a DC equal to 10 + double the companion's level. If you succeed, your companion understands and complies, remaining friendly toward you for 1d10 years. If you fail the Survival check, your separation is less amicable. The creature becomes indifferent to you immediately, and its attitude toward you is unaffected by your past relationship after 2d10 weeks. Regardless of the check result, you are then free to bond with a new companion.
!! Languages
Creature companions don't speak any language and are immune to language-dependent effects, unless their description says otherwise.
As PCs gain levels, they tend to obtain wealth. Starfinder assumes that all PCs of equivalent level have roughly equal amounts of wealth in the form of gear, magic items, and raw currency. Since a PC's primary way of gaining wealth is through adventuring, it's important to moderate the amount you place in your adventures. Thus, the amount of wealth PCs earn from their adventures is tied to the Challenge Rating of the encounters they face.
!! Wealth Per Encounter
[[Table: Wealth Gains per Encounter]] lists the amount of treasure each encounter should award based on its CR. When looking at this number, it's important to understand that it represents wealth from many different sources: hard currency, looted items, and earned or story-based wealth. Relying too much on any one category can skew the game's power balance. Additionally, most encounters are part of an overarching adventure, in which case it's useful to look at wealth for the adventure as a whole. Don't be afraid to have some encounters grant more wealth while others grant less, as long as it balances out by the end of the adventure. (After all, a well-armed NPC is more likely to be carrying valuable items than a mindless beast.) Below are some important considerations regarding each type of wealth.
!! Items
Gear looted from fallen enemies or otherwise acquired during adventures can generally be sold for only 10% of its face value. This is important to gameplay, in that it discourages players from picking up every dropped helmet or low-level weapon and turning their ship into a flying garage sale, yet it's also crucial to keep in mind when placing treasure. If an item is significantly better than the PCs' current gear, assume they keep it and factor it in at its full value. If it's no better than what they already have, assume they sell it when they have the chance. (Comparing the item level to the Average Party Level can be an excellent guideline for this purpose.) For example, if the characters face a high-CR enemy with a correspondingly awesome laser rifle, assume they keep it. If they fight eight aeon troopers with armor comparable to their own, assume most groups will leave it rather than carry eight bulky sets of armor with them. In general, beware of providing single items far above your party's APL. Instead, provide several items equal to or only slightly better than your party's current gear, and then make up the rest with consumable items and items likely to be resold.
!! Story-Based Wealth
Given the inefficiency of constantly looting and selling enemy gear, Starfinder assumes at least part of player wealth comes from story-based sources, usually completing a mission or adventure. Perhaps it's payment for finishing a patron's quest, a gift from a grateful populace, a bounty on a criminal, or proceeds from selling an alien artifact or the exclusive interview rights to a PC's account of an adventure. Regardless of the source, consider setting aside part of the budget from your encounters to allow for large lump-sum payments at appropriate points in the story.
!! Hard Currency
It's important to include credits in your rewards, so that players can buy items appropriate to their characters, but avoid regularly giving out handfuls of credsticks, as pooling large sums of liquid capital can enable a party to buy better gear than would normally be appropriate for the group's APL.
!! Wealth By Level
[[Table: Character Wealth by Level]] lists the amount of treasure each PC is expected to have at a specific level. In addition to providing benchmarks to make sure existing characters remain balanced, it can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters in this latter case should spend no more than half their total wealth on any single item. For a balanced approach, PCs built after 1st level should spend no more than 35% of their wealth on any one weapon and 35% on armor and any one protective device.
<<section 'Table: Wealth Gains per Encounter' >>
<<section 'Table: Character Wealth by Level' >>
<<list-links "[contains:source[Galactic Magic]sort[title]]" class:index>>
In the normal rules, Build Points are a pool that constantly increases as the PCs level up, but in this subsystem, Build Points become a form of currency. The PCs spend BP to buy a starship and cargo, and they earn BP whenever they make a sale.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Galactic Trade'>>
</div>
The PCs will earn most of their Build Points by hauling cargo from one world to another. A cargo job boils down into several steps.
* ''[[Find Cargo|Finding Cargo]]:'' The PCs find cargo. Determine the cargo's type, the price to buy it, its destination (if any), and how much it might sell for.
* ''[[Determine Complication|Trade Complications]]:'' Most jobs have a unique complicating factor, which you determine in secret when the PCs find their cargo.
* ''[[Transport|Transporting Cargo]]:'' The PCs take the cargo to its destination or to a world where they hope to sell it.
* ''[[Make the Sale|Selling Cargo]]:'' The PCs deliver the cargo to its intended recipient or try to find a buyer.
Long ago, galactic exploration was primarily the business of a diverse and often secretive group of priests and other magic‑using fellowships who jealously guarded their secrets of magical space travel and planes-hopping. With the revelation of Triune and the advent of faster-than-light Drift travel, the galaxy became ripe for mass exploration, but only for those with the technology and know-how to navigate its expanse. Navigation is the key to exploring the galaxy.
Every navigator is aware of the difference between Near Space and the Vast. Near Space comprises systems and worlds that have the greatest density of Drift beacons, thereby reducing the time and risk it takes to travel there. Destinations in the Vast have fewer such beacons, increasing both the travel time and risk of potentially dangerous Drift encounters, and making reliable information on such places even harder to come by.
While a navigator must be knowledgeable in various calculations and equations to feed into Drift engines, they also must have at least some knowledge of where they want to go. While strange properties of the Drift make the galactic distance from one place to another almost meaningless, knowing a system's relative bearing from one's current position (and that said system even exists) is needed to properly navigate via the Drift. These details can be hard to ascertain, especially when searching for a path to a world in the Vast.
If you want to find and travel to a known destination, even one unfamiliar to you, you can. You might even use the [[plan route]] downtime activity to gain some aid toward navigating to that system. But what about destinations, especially those in the Vast, about which little is known? Maybe you've found some brief reference to a system on a datapad, heard rumors about a mysterious space station, or uncovered some old but faulty star chart. For such obscure destinations, you can attempt to narrow your search by using the following downtime activity.
<<section 'Locate Galactic Destination'>>
<<list-links '[all[current]listed[source]]' class:index>>
A vortex of supercooled air swirls around this slender baton, freezing targets before the baton even makes contact and knocking dangerous projectiles off course. The tempest gale baton is the most common model and is widely available on the Idari and in other kasathan communities, with later developments resulting in the more powerful cyclone and hurricane gale batons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|gale baton, tempest | 6 | 4,240 | 1d6 C | [[stagger]] | L |[[deflect]], [[operative]], [[powered]] (capacity 80, usage 4) |
|gale baton, cyclone | 11 | 24,500 | 3d8 C | [[stagger]] | L |[[deflect]], [[operative]], [[powered]] (capacity 80, usage 4) |
|gale baton, hurricane | 17 | 245,000 | 9d6 C | [[stagger]] | L |[[deflect]], [[operative]], [[powered]] (capacity 80, usage 4) |
</div>
In addition to expanding your lungs' natural capacity, all models of this augmentation install a tiny portal into the Plane of Air that constantly cycles gases within your lungs, negating your need to breathe. Gust, storm, and hurricane models allow you to exhale a gust of wind at a target within 30 feet as a standard action. The wind can push an object of a bulk no greater than your Constitution modifier (minimum 1 bulk) a number of feet no greater than 5 × your Constitution modifier (minimum 5 feet), but the movement must push the object away from you. A hurricane model can push objects with a bulk no greater than 4 × your Constitution modifier. Alternatively, you can use the wind to attempt a bull rush combat maneuver against a creature, for which you can add your Constitution modifier to the attack roll instead of your Strength modifier. The storm model treats your Constitution modifier as 1 higher for calculating the effects of the augmentation's gust of wind, and the hurricane model treats your Constitution modifier as 2 higher.
The hurricane model allows you to exhale forcefully, deflecting incoming blasts back toward their origin. When a cone- or line-shaped effect includes you in its area and requires an attack roll, Fortitude save, or Reflex save to determine its effect on you, you can spend 1 Resolve Point as a reaction and attempt aFortitude save (DC = 15 + the effect's CR or 15 + the item level, whichever is higher). If you succeed, you are unaffected by the effect, and the effect's source is also treated as though it were in the area of effect. This ability of your //hurricane galeforce lungs// doesn't prevent others from being affected by the triggering effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//galeforce lungs, standard// | 3 | 1,300 | lungs |
|//galeforce lungs, gust// | 9 | 12,900 | lungs |
|//galeforce lungs, storm// | 13 | 49,000 | lungs |
|//galeforce lungs, hurricane// | 19 | 545,000 | lungs |
</div>
Your [[solar shield]] aligns with your cosmic potency to such an extent that you can retaliate with a starry burst against those who seek to harm you. As a reaction when you are attuned or fully attuned and take damage from a creature your solar shield is aligned against, you can cause that creature to take fire damage equal to your Charisma bonus. You must have a solar shield to select this revelation.
Many of Desna’s followers honor their goddess in her aspect as Lady Luck and purveyor of fortunes, auspicious and otherwise. Throughout the Pact Worlds and elsewhere, gamblers frequent casinos, bars, and other gathering spaces where they can test the whims of fate. Some gamblers are true believers; others are superstitious only until their luck runs out. Thrill-seeking gamblers might eventually abandon their casino games to wager with life and death, enjoying the excitement of leaving dangerous, high-stakes situations to chance. For her part, Desna smiles on those who honor her—most of the time.
!! Theme Knowledge (1st)
You’re an expert card shark, a canny mathematician, or a thrill-seeker attracted to high-stakes wagers. Maybe you’re some combination of all three. When attempting a [[Culture]] or [[Profession]] check to [[recall knowledge]] about games of chance, casinos, or famous gamblers, reduce the DC by 5. In addition, either [[Bluff]] (for Charisma or Intelligence) or [[Sense Motive]] (for Wisdom) is a class skill for you, though if the relevant skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff or Sense Motive checks. Likewise, you gain an ability adjustment of +1 to either Charisma, Intelligence, or Wisdom at character creation, depending in which ability is most relevant to your area of interest.
!! Poker Face (6th)
You know how to read people and suss out their intentions. Consequently, concealing your own motives comes easily for you. You can attempt a [[Bluff]] check to [[lie]] or [[create a diversion]], or a [[Sense Motive]] check to [[detect deception]], as a swift action. Additionally, you can spend 1 Resolve Point as a reaction to retry a failed Bluff or Sense Motive check with a circumstance bonus equal to half your character level.
!! Up the Ante (12th)
You come alive when the stakes are highest. Any creature that was fooled by your diversion or believes a lie you told as a result of a successful [[Bluff]] check, or whose intentions you’re aware of thanks to a successful [[Sense Motive]] check, is caught off guard by your bold tactics. The creature is [[flat-footed]] until the end of your next turn.
!! One More Round (18th)
You’ve experienced highs and lows at the table, but you know that there’s always another round. Twice per day, after you spend at least 1 minute playing a game of chance and you succeed at a DC 30 [[Bluff]], [[Sense Motive]], or [[Profession]] (gambler) check, you regain 1 Resolve Point.
Worlanisi have the rare ability to gift their luck to others. This augmentation uses specially modified horn-cones, connected to your brain, that channel your mental energy into luck. Once per day as a reaction, when you or an ally you can see within 15 feet rolls an attack roll, saving throw or skill check, you can cause that creature to roll twice and take the better result.
In addition, any psychic sensitivity you have increases. If you have either the [[telepathy]] or [[limited telepathy]] species trait, its range increases by 30 feet, but you also gain the psychic reverb species trait, taking a –1 penalty to saving throws against mind-affecting effects and taking +1 damage per damage die from mind-affecting spells, weapons, and other effects.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|gambler's risk | 5 | 3,100 | brain |
</div>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Gamemaster Rules'>>
</div>
As a full action, you create a 5-, 10-, or 15-foot-radius aura that lasts 10 minutes and deflects incoming radiation. Creatures in the aura treat any [[radiation]] to which they're exposed as being one step less severe (e.g. high radiation levels are treated as medium radiation levels).
Gamma rifles direct concentrated bursts of gamma radiation that are strong enough to overcome normal environmental protections, burning targets from a distance, though users of such weapons risk exposure to that very radiation. Many find that the destructive effects of the ray are sufficient to outweigh the risk, and targets can even be subject to radiation sickness when struck in a vital organ. Terrestrial gamma rifles and ionizing gamma rifles feed energy through a mass of radioactive material in the muzzle to produce their deadly effects. Fusion and synchrotron gamma rifles instead produce radiation in a torus near the rifle's stock, making them far more powerful, though still dangerous to the user.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|gamma rifle, terrestrial | 4 | 2,120 | 1d10 F | 80 ft. | [[irradiate]] | 40 charges | 4 | 1 |[[radioactive]], [[sniper]] (500 ft.), [[unwieldy]] |
|gamma rifle, ionizing | 9 | 13,600 | 2d10 F | 80 ft. | [[irradiate]] | 40 charges | 5 | 1 |[[radioactive]], [[sniper]] (500 ft.), [[unwieldy]] |
|gamma rifle, fusion | 12 | 36,600 | 3d10 F | 100 ft. | [[irradiate]] | 40 charges | 8 | 1 |[[radioactive]], [[sniper]] (750 ft.), [[unwieldy]] |
|gamma rifle, synchrotron | 17 | 272,000 | 7d10 F | 100 ft. | [[irradiate]] | 40 charges | 8 | 1 |[[radioactive]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large magical beast (cold)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 128
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +10; ''Will'' +9
* ''Defensive Abilities'' shell of ice (60 fire); ''Immunities'' cold; ''Resistances'' fire 10
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' pincer +20 (3d4+14 S plus [[grab]]; critical [[bleed]] 1d4)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' thermokinesis (100 ft., 6d8 C or F plus [[stagger]], DC 16, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' –3; ''Wis'' +3; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +21, [[Stealth]] +16 (+24 in snow or icy terrain)
!!! ECOLOGY
* ''Environment'' any cold (Triaxus)
* ''Organization'' solitary, pair, cluster (3–9)
!!! SPECIAL ABILITIES
''Shell of Ice ([[Su]])'' Much of a gammenore's carapace is encased in a thick layer of ice that helps regulate the creature's body temperature, granting it [[resistance]] 10 to fire. The shell can absorb up to 60 fire damage before melting. Once the shell melts, the gammenore takes a –2 penalty to its AC and loses its resistance to fire. A gammenore can reconstitute a melted shell by spending time in areas of intense cold. This process takes 2 hours in a cold environment, 3d10+8 minutes in areas of severe cold, and 1d10 minutes in areas of extreme cold.
''Thermokinesis ([[Su]])'' Once every 1d4 rounds, a gammenore can drastically raise or lower the body temperature of another creature. It can target either a creature within 100 feet as a standard action or one it has just struck with its pincer as a reaction. In either case, the target takes 6d8 cold or fire damage and is [[staggered]] for 1 round; a successful DC 16 Fortitude save halves the damage and negates the staggered effect.
</div>
Sparse ancient records note that gammenores were once rarely seen outside of Triaxus's long winters, but these giant, blue, ice-armored crabs now range across the planet's wild areas regardless of season. The creatures have been able to expand their habitat thanks to their thermokinesis ability: gammenores can supernaturally modulate their own internal temperature or that of creatures nearby. This ability allows gammenores to freeze or boil prey at will, though most prefer ice-coated meals.
Gammenores seem attracted to extreme temperatures. In remote areas, the usually solitary beasts are found scuttling around commercial refrigeration units or hot springs. Settlements close to mating sites must contend with crustaceans breaking into such locations to lay their eggs. This is a serious threat, and most communities have anti-gammenore security protocols in place.
The creatures migrate yearly toward Triaxus's poles or the equator in clattering hordes. Populous cities accommodate their passage with arched roadways or creative architecture, but sometimes security forces need to intervene. Some communities make their arrival a festival, with thrill seekers attempting to stay ahead of a gammenore cluster as it charges through the streets.
Ganzis are planar scions touched by chaos. Some have ancestors who were affected by or dealt with chaotic outsiders known as proteans; these ganzi are marked with unusual features like serpent tails and feathered hair and are known as protean-kin. Others arise from being born in places where chaotic planar energies seep into the Material Plane. The interplanar nature of Drift travel is suspected of influencing ganzi births. Like their aasimar and tiefling cousins, ganzis tend somewhat toward typical alignments for their ancestry. Ganzis are known for creativity and artistry, as well as anti-authoritarian sentiments, and many ganzis exercise their artistic talents by creating graffiti and other unsanctioned street art.
!! Racial Traits
* ''Ability Modifiers:'' +2 Con, +2 Cha, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Ganzis are Medium outsiders with the native subtype.
* ''Darkvision:'' Ganzis have [[darkvision]] with a range of 60 feet.
* ''Distortion Resistance:'' Ganzis have acid [[resistance]] 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus to saving throws against polymorph effects.
* ''Observant:'' Ganzis gain a +2 racial bonus to [[Sense Motive]] and [[Survival]] checks.
* ''Reverse Fate:'' As a reaction to failing a saving throw, a ganzi can reroll the save and take the new result. The ganzi can use this ability once per day, plus a number of times equal to half their CR or level.
!!! Alternate Racial Traits
* ''Armor Avatar:'' Ganzis descended from anarchic warrior entities have an affinity for armor—it fits perfectly and protects more efficiently, as though it were an extension of the ganzi themself. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal. This replaces reverse fate.
* ''Bolstered Anatomy:'' Due to their chaotic heritage, some ganzis have redundant vital organs, such as extra hearts or livers. This often enables them to take more punishment than normal. A ganzi who has this trait gains [[Toughness]] as a bonus feat. This replaces observant.
* ''Myopic Resilience:'' Some ganzis build a particularly intense resistance rather than developing diverse resistances. When selecting this trait, the ganzi chooses a single energy type to which they normally have resistance—acid, electricity, or sonic. The scion loses resistance to the other energy types, but the resistance they choose increases to 10 at 8th level and to 15 at 12th level. This ability alters distortion resistance.
* ''Prehensile Tail:'' A ganzi with this alternate racial trait has a long, dexterous, fully prehensile tail (or similar appendage, such as a tentacle or prehensile hair). This appendage enables them to wield and hold up to three hands’ worth of weapons and equipment. While their appendage increases the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat. This replaces observant.
!! Tiefling Template Graft
An affinity for chaotic energies grants a ganzi their supernatural defenses and abilities.
* ''Required Creature Type and Subtype:'' outsider (native)
* ''Suggested Alignment:'' any non-lawful
* ''Traits:''
** [[darkvision]] 60 ft.
** [[resistance]] 5 to cold, electricity, and sonic
** reverse fate (see above), usable a number of times per day equal to 1 + half the creature's CR
* ''Suggested Ability Score Modifiers:'' Constitution, Charisma
Through some event or mishap, your existence has become irrevocably linked to the indiscernible timeline of the Gap. You might be a long-lived species who thrived during that time or believe yourself to have come from the Gap when you woke with no memories in the present day. Whatever your connection, you can pull temporal power from the missing time of the Gap and use it to obfuscate elements of your own timeline.
''Focal Paradox:'' Will saving throws
''Improved Anchor:'' Your actions become difficult to record or view remotely. The first time per day a given creature attempts to perceive you using any sort of supplementary means of detection, such as those granted by equipment (including remote cameras or specialty goggles) or spells with the scrying descriptor, they must succeed at a Will save to see you properly. If a creature fails its save, it perceives you as only an indistinct blur for 1 minute, though the creature is still aware of your location.
''Greater Anchor:'' You gain the ability to subtly smudge the timelines of others, removing yourself from their recent memory. Once per day as a move action, you can designate a creature within 60 feet to lose all memory of your prior actions and presence over the last hour. This otherwise works as the //[[modify memory]]// spell, except it adjusts all of the target’s memories that include you. In memories where you were present, the target can remember only an indistinct blur in your place. The target can attempt a Will save to negate this effect. A target can be affected by this ability only once per week.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CE Medium outsider (extraplanar)
* ''Init'' +5; ''Senses'' [[blindsight]] (emotion) 60 ft., [[darkvision]] 60 ft., [[sense through]] (emotion) 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 75; ''RP'' 4
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Immunities'' [[radiation]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' bite +12 (2d6+9 P)
* ''Offensive Abilities'' leech life (DC 13)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +3; ''Int'' +1; ''Wis'' +2; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Athletics]] +11, [[Stealth]] +16, [[Survival]] +11
* ''Languages'' Garaggakal (can't speak); [[telepathy]] 100 ft.
* ''Other Abilities'' [[no breath]], phase through
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Leech Life ([[Su]])'' As a standard action, a garaggakal can spend 1 Resolve Point to leech health from one target within 30 feet. This deals 5d6 damage (Fortitude DC 13 half), and the garaggakal gains temporary Hit Points equal to the amount of damage dealt.
''Phase Through ([[Su]])'' A garaggakal can momentarily shift out of phase with reality. As a full action, a garaggakal can spend 1 Resolve Point to move through up to 15 feet of solid matter. If it attempts to phase through something that is too thick, the attempt fails, but the action and Resolve Points are still expended. A garaggakal can't phase through force effects such as force fields.
</div>
<<section 'Garaggakal Polymath'>>
The Drift remains very much a mystery to explorers and scholars in the Pact Worlds, and scientists have only recently discovered life-forms native to it. The garaggakal, sometimes called a "Drift wraith" by those spacefarers fortunate enough to have survived an encounter with these predators, is one such species. A garaggakal is mostly humanoid in form, with rubbery, yellowish skin, translucent wings, and a long reptilian tail. A garaggakal's head is little more than a gaping, lamprey-like mouth filled with curved teeth. An average garaggakal has a 20-foot wingspan and stands around 8 feet tall, though its tail can more than double that length, and it weighs approximately 400 pounds. A garaggakal polymath can be 15 feet tall or more, weighing as much as 1,000 pounds.
Garaggakals freely roam the Drift on their diaphanous wings, hunting whatever living prey they can find. Garaggakals seem to divide all life into two categories: predators (such as themselves) and prey (everything else). To a garaggakal, the best way to learn more about a newly discovered species is to kill, dissect, and eat it—and not necessarily in that order.
Garaggakals are ambush predators. When a garaggakal encounters a living creature in the Drift, it stalks its prey, using stealth and its innate ability to phase through solid matter to approach undetected, before draining its victim's life force from a distance. Garaggakals have been known to stalk entire starships, phasing through a vessel's hull to hunt and feed on the crew inside.
When it comes time to reproduce, a garaggakal seeks out an area of intense radiation somewhere in the Drift, where it absorbs enough energy to undergo cytogenesis, literally creating new cells from the Drift's planar energies to "build" its offspring. Upon completion, the process results in a fully grown adult garaggakal.
Garaggakals increase in size and strength as they age. A garaggakal can live for centuries, growing to more than twice its normal adult size. Called garaggakal polymaths, these elder creatures have a burning curiosity that drives them on ever-longer journeys through the Drift.
!! Leeching Weapon Fusion
The garaggakal's ability to leech life from its foes can be emulated with the following weapon fusion.
!!! Leeching (Level 8)
{{Leeching}}
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* CE Large outsider (extraplanar)
* ''Init'' +8; ''Senses'' [[blindsight]] (emotion) 60 ft., [[darkvision]] 60 ft., [[sense through]] (emotion) 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 255; ''RP'' 5
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +16; ''Will'' +14
* ''Immunities'' [[radiation]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' bite +28 (8d6+20 P plus analyzed strike)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' leech life (DC 20)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +8; ''Con'' +4; ''Int'' +3; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +30 (+38 to fly), [[Athletics]] +25, [[Stealth]] +30, [[Survival]] +25
* ''Languages'' Garaggakal (can't speak any language); [[telepathy]] 100 ft.
* ''Other Abilities'' [[no breath]], phase through
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Analyzed Strike ([[Ex]])'' A garaggakal polymath has spent centuries analyzing the species it has encountered in the Drift, and it uses this knowledge to target its prey's most sensitive and vulnerable areas. Any creature that takes damage from the garaggakal's bite attack must succeed at a DC 20 Fortitude save or become [[off-kilter]] (in zero gravity) or [[off-target]] for 1 round (in gravity).
''Leech Life ([[Su]])'' As a standard action, a garaggakal polymath can spend 1 Resolve Point to leech the life from one target within 30 feet. This deals 14d6 damage (Fortitude DC 20 half), and the garaggakal gains temporary Hit Points equal to the amount of damage dealt.
''Phase Through ([[Su]])'' See above.
</div>
name:garbage ejection system
range:short
speed:—
damage:1d6
pcu:1
cost:1
special:[[limited fire]] 1, [[point]] (+8)
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Gargantuan animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +11; ''Ref'' +8; ''Will'' +6
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' natural weapon +15 (2d4+12 B)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +18
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–12)
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Gargantuan animal
* ''Init'' +1; ''Senses'' [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +9; ''Will'' +10
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' natural weapon +21 (2d10+17 P or S)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
!!! STATISTICS
* ''Str'' +7; ''Dex'' +1; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +19
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–6)
</div>
At this scale, vehicles tend to be built for mass transit or heavy freight hauling.
* ''Adjustments:'' Increase price by 10%, increase Hit Points by 10%, increase collision damage by 2 dice, decrease collision DC by 2, decrease [[Piloting]] and attack modifiers by 1, increase passenger limit by 200%.
A pair of slim handles connected by flexible cable made of a strong alloy, the garrote is a weapon strongly associated with assassination. That's no accident, as the weapon's primary use is to silently strangle creatures. However, a garrote can also be used to ensnare appendages. The wire garrote is the simplest version, while the nanofiber, microfilament, and monowire models use increasingly fine cables to deal substantially more damage. For instance, the monowire version has a cable as thin as a single complex molecule, which closes into the handles when the weapon isn't in use. This construction results in a nearly invisible cable with an extreme edge.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|garrote, wire | 2 | 900 | 1d2 S | — | L |[[analog]], [[conceal]], [[grapple]], [[operative]], [[throttle]] |
|garrote, nanofiber | 7 | 6,700 | 2d4 S | — | L |[[analog]], [[conceal]], [[grapple]], [[operative]], [[throttle]] |
|garrote, microfilament | 12 | 34,800 | 4d4 S | [[bleed]] 1d6 | L |[[analog]], [[conceal]], [[grapple]], [[operative]], [[throttle]] |
|garrote, monowire | 17 | 225,000 | 5d8 S | [[bleed]] 2d6 | L |[[analog]], [[conceal]], [[grapple]], [[operative]], [[throttle]] |
</div>
<div class="statblock">
* ''Script'' [[Prepare the Space]] (Engineering or Mysticism; failure), [[Gather Power]] (Mysticism; dazed for 1 hour, failure), [[Shape Power]] (Engineering or Mysticism; fatigued, retry), [[Release Power]] (Mysticism; electricity damage, retry), [[Open the Way]] (Will; the gate opens to a random location for a random duration, both determined by the GM)
* ''Assistants'' any
* ''Round Length'' 1 day
</div>
You link two physical portals—such as doors or arches—to permit instantaneous travel between them. The portals can be up to 15 feet across, separated by any distance or even on different planes, and each must be constructed with at least 1,000,000 credits’ worth of materials. Each portal must have a designated entry direction and an exit direction. You must perform this ritual at one of the two portals, and neither portal can already be connected to a portal through a gate ritual. If the ritual is completed, any creature who moves through one portal’s entry emerges from the other portal’s exit. The surfaces of the portals are usually magically obscured, so it’s impossible to tell where a portal leads; however, a creature who observes a portal from its entry direction, takes a full action, and succeeds at a DC 25 [[Mysticism]] check can cause the portal to briefly clear and see out the paired portal’s exit for one round. If [[Engineering]] was used in the ritual actions that created this gate, the creature can use [[Computers]] or Engineering instead of Mysticism for this check.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LE Large undead
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 198
* ''EAC'' 24; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +12; ''Will'' +11
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' advanced [[swoop hammer]] +22 (3d10+18 B; critical [[knockdown]])
* ''Ranged'' aurora [[shock caster]] +19 (2d12+10 E, [[explode]] [15 ft., DC 19])
* ''Offensive Abilities'' juggernaut of destruction
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Athletics]] +19, [[Engineering]] +19, [[Intimidate]] +24
* ''Other Abilities'' integral upgrades ([[forcepack]], [[haste circuit]], [[targeting computer]]), [[unliving]]
* ''Languages'' Common, Eoxian
* ''Gear'' advanced [[swoop hammer]], aurora [[shock caster]] with 3 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or squad (3–6)
!!! SPECIAL ABILITIES
''Integral Upgrades ([[Su]])'' A gatecrasher can install up to three armor upgrades (each with an item level no greater than the gatecrasher's CR) into its heavily armored frame. It is treated as wearing heavy or powered armor for this purpose. Its armor upgrades cannot be damaged or removed unless the gatecrasher is destroyed and leaves intact physical remains.
''Juggernaut of Destruction ([[Ex]])'' A gatecrasher can use a two-handed weapon in one hand without taking a penalty, and, when wielding two such weapons, as a full action can attack with each weapon once (taking a –6 penalty to each attack roll and to the saving throw DCs of any special properties or critical hit effects the weapons have), even if either of the weapons has the [[unwieldy]] weapon special property. A gatecrasher can use any weapons designed for creatures within one size category of its size without penalty.
</div>
Gatecrashers are undead abominations, horrific blends of powered armor and necromancy-infused flesh. These undead monstrosities revel in combat, seeking it out wherever possible.
!! Gatecrasher Template Graft
Any living creature able to use heavy or powered armor in combat may become a gatecrasher after death.
* ''CR'' 5+
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant
* ''Traits:'' +1 EAC
* ''Abilities:''
** internal upgrades (see above)
** juggernaut of destruction (see above)
* ''Suggested Ability Score Modifiers:'' Strength, Constitution
You can use Diplomacy to gather information about a specific topic or individual. You must spend at least 1d4 hours canvassing people within a settlement or local region. If you succeed, you learn something about that topic or individual, though the GM may determine that some information is simply unknown to the local people.
The DCs for Diplomacy checks to gather information are based on the nature of the information being sought and may be adjusted by the GM to reflect other circumstances, such as bribes or gifts.
<div class="table-wrapper">
|Information Sought | DC |h
|Common facts or rumors | 10 |
|Obscure or secret knowledge | 20 or more |
|Prominent or well-known individual | 5 + character's CR |
|Average or ordinary individual | 10 + character's CR |
|Mysterious or obscure individual | 15 + character's CR |
</div>
You gather ambient magic from the environment to fuel the ritual. Attempt the check or saving throw listed in the script.
You scrounge supplies from the local environment.
''Activity:'' This downtime activity uses the rules for the [[live off the land]] task of the [[Survival]] skill, but instead of hunting and foraging while on the move, you gather supplies while you remain in a fixed location. This is generally possible only in wilderness, and as with the live off the land task, it may be impossible in especially inhospitable areas (such as lifeless asteroids or deep space).
''Results:'' You can support one additional character for every 2 by which your result exceeds this DC.
''Multiday:'' For every day you spend performing this downtime activity in the same location, you gain a cumulative +2 insight bonus (to a maximum of +10) to your next attempt to gather supplies, as you become more familiar with the area and learn how best to utilize its resources. After 5 days of gathering supplies in a single area, you begin to deplete the area of its resources, reducing this bonus by 2 per day (minimum +0).
Gathols are hulking, hearty natives of Ghaggath, a mountainous planet in the Thenekral system. Gathol tribes warred with each other for generations before the Azlanti arrived; they then joined forces to bitterly fight the invaders. Now, however, they're second-class citizens of the Azlanti Star Empire, leading the Alien Cohort into battle.
!! Racial Traits
* ''Ability Adjustment:'' +2 Str, +2 Con, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Gathols are Medium humanoids with the gathol subtype.
* ''Low-Light Vision:'' Gathols have low-light vision.
* ''Cold Resistance:'' A gathol has cold [[resistance]] 4 (5 with stony plates).
* ''High-Mountain Native:'' Gathols have a +2 racial bonus to [[Athletics]] checks but a +6 racial bonus to Athletics checks to [[climb]]. They also have a +4 racial bonus to Fortitude saving throws against thin atmosphere.
* ''Natural Weapons:'' Gathols have claws. This allows them to make unarmed strikes as per the [[vesk]] racial trait of the same name.
* ''Stony Plates:'' Owing to a mineral-rich omnivorous diet and unique fur growth, gathols have osseus calcifications laced with harder minerals plating its body. These plates provide gathols [[DR]] 1/— and energy [[resistance]] 1, which stacks with other sources of DR and energy resistance. Also, a gathol has a +2 racial bonus to saving throws against critical hit effects. When a gathol is hit by a critical hit, the gathol rolls 1d20; if the unmodified result is a 20, the critical hit becomes a normal hit.
name:gatling cannon
range:short
speed:—
damage:15d4
pcu:20
cost:20
special:[[ripper]]
name:gatling cannon array
range:short
speed:—
damage:4d4 × 10
pcu:30
cost:25
special:[[array]], [[ripper]]
Opponents that look at a creature with a gaze ability are in danger of being charmed, paralyzed, turned to stone, or subjected to another negative effect. Each opponent within the gaze's listed range must attempt a saving throw (usually Fortitude or Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can give itself an advantage against this ability in one of two ways.
''Looking Obliquely:'' An opponent that avoids looking directly at the creature's face (either by following the creature's shadow or by tracking it in a reflective surface) or that looks at the creature through a camera or heads-up display gains a +4 circumstance bonus to the saving throw. However, the creature with the gaze ability gains [[concealment]] against that opponent.
''Blocking Its Vision:'' By completely blocking or covering its own visual sensors, an opponent doesn't need to attempt a save against the gaze. However, the creature with the gaze ability gains total concealment against that opponent.
Gaze abilities can affect ethereal opponents but not opponents without visual sensors. A creature is immune to the gaze abilities of others of its kind unless otherwise noted. Allies of a creature with a gaze ability can still be affected, but they are always considered to be looking obliquely at the creature. The creature can also veil its eyes, thus negating its gaze ability.
Format: ''Offensive Abilities'' paralyzing gaze (60 ft., Will DC 14).
<div class="statblock">
* <<levels>>
* ''School'' enchantment (fear, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium (25 ft. + 5 ft./2 levels)
* ''Targets'' 1 creature
* ''Duration'' instantaneous and 1 round/level
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
You pull open the seams of the universe, forcing the target to view what truly sits in the dark between the stars. The target takes 5d10 damage and must attempt a Will saving throw. On a failure, the target is [[cowering]] for the duration. Each round on its turn, a cowering creature can take a full action to attempt a new saving throw to end the cowering effect.
Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations; minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array's major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can't select equipment that's consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way.
When you use your gear array to create a handheld nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space.
When you use your gear array to create a cybernetic augmentation, it's automatically installed in the appropriate body slot as long as that slot is empty; otherwise, it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you've created it with your gear array. Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately-sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery.
At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them.
<<by-level 'Gear Boosts' >>
A gear clamp is designed to place a piece of equipment into an easily accessible position. This is often on a belt or the exterior of a suit of armor, but it can also place equipment in convenient locations when you are lurking in a tree or working in a zero-g environment. Affixing a gear clamp in place is a full action, but any object easily and conveniently held in one hand can be added to or removed from a gear clamp as easily as drawing or sheathing a weapon. Gear clamps are designed to have a trick release, with thousands of models each using a unique combination of clicks, spins, tugs, and twists to release attached gear. If you are not familiar with a specific clamps trick (by reading the instructions when you buy the clamp, having it demonstrated, or owning it and periodically testing its function), adding or removing equipment takes a full action. A successful DC 25 Strength check is required to separate material attached by a clamp.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|gear clamp | 1 | 100 | L |
</div>
This kit contains tools to maintain most common equipment. It includes a canister of lubricating oil, several small drivers and wrenches, armor polish, an armor cleansing agent with a citrus aroma, and a UPB pen that can repair small cracks, dents, scuffs, and other signs of wear and tear in most types of gear. A UPB pen can hold 1 UPB, which is enough to repair cosmetic damage on any one item.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|gear maintenance kit | 1 | 5 | L |
</div>
These subtle yet stylish black gloves have fingers tipped in a complex microscopic texture that mimics the setae of a gecko's foot pads, allowing you to adhere to most small objects with ease. When you wear a pair of geckopad gloves, you gain a +2 circumstance bonus to [[Sleight of Hand]] checks to [[palm an object]], and you reduce the DC of Sleight of Hand checks to [[pick pockets]] by 5.
You must be wearing both gloves to gain their benefits, but they don't prevent you from holding other objects or wielding weapons with those hands. Geckopad gloves don't require a battery to function.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|geckopad gloves | 1 | 325 | 1 |
</div>
<div class="statblock">
* ''Level 13''; ''Price'' 59,400
* ''EAC Bonus'' +18; ''KAC Bonus'' +20
* ''Max Dex Bonus'' +5; ''Armor Check Penalty'' –3; ''Speed'' 40 ft.
* ''Strength'' 22 (+6); ''Damage'' 1d10 S or P
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 22
</div>
Marketed as a dueling frame by its Apostae-based manufacturer, Geistwork, this armor is far more suitable for performing perilous assassinations. A //Geistwork hunter// can use its weapon slots to mount both melee and ranged weapons, and it's equipped with a proprietary drow stealth system that functions as a //[[grandchild's cloak]]// that doesn't occupy an upgrade slot. By spending an additional 110,000 credits, the stealth system can be upgraded to function as a //greater grandchild's cloak// instead.
The genehacker uses their spell cache to fundamentally alter organisms, be it themselves, their allies, or their foes.
* ''First Slot (6th Level):'' //[[baleful polymorph]]//* (1st level), //[[keen senses]]//, //[[life bubble]]//, or //[[polymorph]]// (1st level).
* ''Second Slot (12th Level):'' //[[baleful polymorph]]//* (2nd level or lower), //[[darkvision|Darkvision (spell)]]//, //[[polymorph]]// (2nd level or lower), or //[[spider climb]]//.
* ''Third Slot (18th Level):'' //[[baleful polymorph]]//* (3rd level or lower), //[[flight]]// (3rd level or lower), //[[lesser resistant armor]]//, or //[[polymorph]]// (3rd level or lower).
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Small aberration
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +24
!!! DEFENSE
* ''HP'' 150
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +9; ''Ref'' +9; ''Will'' +15
* ''Defensive Abilities'' genetic reconstruction
* ''Weaknesses'' electrophoresis
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +20 (2d8+18 S plus poison; critical [[wound]] [DC 19])
* ''Ranged'' helicase barb +20 (2d8+18 A & P; critical [[wound]] [DC 19])
* ''Offensive Abilities'' [[breath weapon]] (90-ft. line, 10d6 A, Reflex DC 19 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +3; ''Int'' –1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +24, [[Stealth]] +19, [[Survival]] +24
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Electrophoresis ([[Ex]])'' When a genereaver takes 20 or more electricity damage from a single effect, it must succeed at a DC 19 Fortitude save or be [[stunned]] until the end of its next turn.
''Genetic Reconstruction ([[Ex]])'' A genereaver can concentrate to heal itself 1 Hit Point every minute. When a genereaver is reduced to 0 Hit Points, it doesn't die and instead is restored to 1 HP at the beginning of its next turn. A genereaver affected by an affliction (such as poison or radiation) loses these benefits and can be killed.
''Helicase Barb ([[Ex]])'' A genereaver has a barb tethered to its arm by a thin yet durable strand and can launch this barb as a thrown weapon with a 60-foot range and no range increment; if the barb hits, it attaches to the target and exposes the target to genetic transfer. While the barb and tether is attached, the genereaver gains [[regeneration]] 10 (any affliction) and a +2 circumstance bonus to attack the target; it can use the [[reposition|Reposition (combat maneuver)]] combat maneuver as if the target was within reach, and the target cannot move further than 60 ft. from the genereaver. The tether can be targeted with a [[sunder|Sunder (combat maneuver)]] combat maneuver and has hardness 5 and 15 HP. The genereaver can retract the barb and tether as a swift action or grow a replacement barb and tether in 1 round.
!!! Genetic Transfer
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 19
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Frequency'' 1/round until cured
* ''Cure'' removing the barb (standard action and a successful DC 24 [[Athletics]] or [[Medicine]] check) or breaking the tether (see above)
</div>
Synthetic monsters concocted through genetic experimentation in EJ Corp laboratories, genereavers are tenacious killers deployed as unstoppable assassins. Every genereaver has programmed gaps in its genetic code that correspond to the DNA of the genereaver's intended victim. In perpetual misery and pain, the genereaver instinctively hunts its prey, hoping to drain its DNA to cure its own wretched condition. The research and genetic manipulation required to create the genereaver program is illegal throughout most of the Pact Worlds and Near Space, but EJ Corp skirts the law by doing most of their work in remote science facilities in the Vast.
<div class="statblock">
* ''CR'' 17; ''XP'' 102, 400
* N Medium undead (incorporeal)
* ''Init'' +3; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +29
* ''Aura'' life sphere (30 ft.)
!!! DEFENSE
* ''HP'' 310
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +15; ''Ref'' +15; ''Will'' +22
* ''Defensive Abilities'' [[incorporeal]]; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' incorporeal claw +29 (4d8+17 S plus lignify [DC 24])
* ''Offensive Abilities'' erupting branches (20-ft. burst, 3d12+17 P, Reflex DC 24 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' —; ''Dex'' +8; ''Con'' —; ''Int'' +5 ''Wis'' +11; ''Cha'' +5
* ''Skills'' [[Intimidate]] +32, [[Life Science]] +34, [[Mysticism]] +34, [[Stealth]] +34, [[Survival]] +32
* ''Languages'' Common, Gnome
* ''Other Abilities'' unearthly terraforming, [[unliving]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Erupting Branches ([[Su]])'' As a standard action, a genesis wraith can cause branches to erupt from a nearby computer, access panel, or other technological item within 120 feet. The branches deal 3d12+17 piercing damage to the item and each creature in a 20-foot burst centered on the item (Reflex DC 24 half).
''Life Sphere ([[Su]])'' A genesis wraith exudes a 30-foot-radius aura of tolerable living conditions, similar to those provided by //[[life bubble]]//.
''Lignify ([[Su]])'' A creature struck by a genesis wraith's incorporeal claw must succeed at a DC 24 Fortitude save or take a cumulative –1 penalty to attack rolls, Reflex saving throws, and Dexterity-based ability and skill checks as they slowly turn to wood. Creatures with the plant subtype and [[plantlike]] universal creature rule have a +4 racial bonus to this saving throw. These penalties last for 10 minutes or until the genesis wraith is slain, whichever comes first. This is a curse effect.
''Unearthly Terraforming ([[Sp]])'' Once per day, a genesis wraith can cast //[[terraform]]// as a spell-like ability (CL 17th) without having to spend credits. Any structure or starship within the area of effect takes 50 damage, ignoring hardness or Damage Threshold.
</div>
When a traveler with strong ties to nature (such as a xenodruid or intelligent plant) dies in the airless void of space or on blasted, lifeless terrain, their unique trauma sometimes traps them between life and death as a genesis wraith. This incorporeal undead seeks to manifest light, oxygen, and greenery where they perished, but they often destroy technology in the process.
!! Genesis Wraith Template Graft
This proponent of the natural world died in existential agony.
* ''CR:'' 9+
* ''Required Creature Type and Subtype:'' Undead (incorporeal)
* ''Traits:''
** [[blindsight]] (life) 60 ft.
** life sphere (see above)
** lignify (see above)
** erupting branches (see above)
** unearthly terraforming (see above)
* ''Suggested Ability Score Modifiers:'' Dexterity, Wisdom
Genetics is the study of living creatures' inherited characteristics.
''Booster:'' You temporarily boost a living creature (one that does not have the [[unliving]] universal creature rule) to improve the acuity of its hearing, granting the subject the benefits of [[blindsense]] (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the [[Blind-Fight]] feat. This benefit lasts for 60 minutes.
''Inhibitor:'' You deliver a DNA-twisting or material-altering chemical nanite compound into a creature's body, imparting [[vulnerability]] to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature [[resistance]] 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature's resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Gene Therapy ([[Ex]]):'' As a standard action, you can create and deliver a medicinal formula to a living creature that suspends the effects of damage to their mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 10 minutes. If you are at least 7th level, this effect lasts for 1 hour. If you are at least 13th level, it lasts for 24 hours.
You are connected to the very building blocks of life, adept at altering your DNA code and that of others. You may see augmentation as a natural part of evolution, or the ultimate form of self-improvement that drives life towards enlightenment, or even a perversion of the natural order undertaken to venerate dread gods. With your enhanced understanding of biotech, you might be a famous self-help expert, a sinister fleshwarper, or an adaptable xenoseeker surveying mysterious planets in the Vast.
* ''Associated Deities:'' Eloritu, Oras, Triune (Casandalee), Yaraesa
* ''Associated Skills:'' [[Life Science]] and [[Medicine]]
* ''Spells'': 1st—//[[detect augmentation]]//, 2nd—//[[spider climb]]//, 3rd—//[[remove affliction]]//, 4th—//[[reject augmentation]]//, 5th—//[[modify memory]]//, 6th—//[[regenerate]]//
!! Personal Modification (1st)
You gain a personalized biotech augmentation that is keyed to your genetic code. Your body synthesizes the organic material for the augmentation and you magically manipulate your DNA strands to integrate it into the biological system of your choice. Once implanted, the personal augmentation occupies that system, preventing the installation of any other upgrade, and you can only remove or implant the augmentation in a new system through the transform biotech class feature. The personal augmentation provides a benefit based on which of your body's systems you implant it in, as follows.
* ''Arms (all):'' Treat your Strength score as 6 higher for the purpose of determining your bulk limit.
* ''Brain:'' Add one Intelligence-based skill to your list of associated skills for your connection. You can take 10 when using that skill, even if you are threatened or distracted.
* ''Ears:'' You take no penalty to sound-based [[Perception]] checks when you are sleeping, and gain a +2 bonus to saving throws against effects that would deafen you.
* ''Eyes:'' For targets you attack, reduce the miss chance due to concealment to 15%. Additionally, you gain a +2 bonus to [[Perception]] checks based on sight.
* ''Feet (all):'' You can move through up to 5 feet of difficult terrain each round as if it were normal terrain. This allows you to take a guarded step into difficult terrain.
* ''Hands (all):'' You can attempt [[Sleight of Hand]] checks as if you were trained in the skill, and you can retrieve a weapon or object hidden on your person in the same amount of time it would take to retrieve it were it not hidden.
* ''Heart:'' Add [[Bluff]] to your list of associated skills for your connection. You can take 10 when using Bluff to lie, even if you are threatened or distracted.
* ''Legs (all):'' Gain a +1 bonus to your AC against combat maneuvers that would change your position, such as bull rush, reposition, or trip.
* ''Lungs:'' You gain a +4 bonus to saving throws against thick, severely thick, thin, and severely thin atmospheres, as well as against gas effects that are negated by not needing to breathe (such as a [[smoke grenade]]).
* ''Skin:'' You are protected from the dangers of extreme heat and cold as if you were wearing armor.
* ''Spinal Column:'' Add [[Acrobatics]] to your list of associated skills for your connection. You can take 10 when using Acrobatics to balance, even if you are threatened or distracted.
* ''Throat:'' Your voice is augmented, allowing you to be heard clearly even in extremely loud areas, such as windstorms and even hurricane-force winds. Creatures in such areas take no penalty to [[Perception]] checks to hear your voice.
!! Transform Biotech (3rd)
Once per day, as long as you have rested for 8 hours, you can alter one of your biotech augmentations as a standard action. You can permanently transfer your personal modification to a different biological system, changing its granted benefit, as long as the new system isn't already occupied by a modification. Alternatively, you can cause a biotech augmentation you have had installed to function as your personal modification would if it were installed in that system, suppressing the normal functions of that augmentation but allowing you to gain the benefits of your personal modification for that system (in addition to the system your personal modification currently occupies).
As a third option, you can temporarily alter one of your biotech augmentations. When you activate the transform biotech ability in this way, select one of your existing biotech augmentations that required you to make a choice when it was installed, such as the type of damage dealt by a [[dragon gland]]. You can select a new option for this augmentation as if it were newly installed.
!! Insistent Biochains (6th)
Your genetic material is almost aggressive in its desire to integrate new information into its sequence. You gain a second personal modification, as the 1st-level personal modification ability. You also gain the ability to have a second biotech augmentation in any one system of your choice. You can use this second biotech augmentation to add your new personal modification to a system that already has a biotech augmentation, but you can't ever have more than one personal modification in the same system simultaneously.
!! Warping Strain (9th)
As a standard action, you can reprogram the genetic material of a living foe within 60 feet, causing its biological systems to attack themselves. The target must succeed at a Fortitude save or be [[sickened]] for a number of rounds equal to your mystic level. Additionally, if the creature fails its save, for the same duration it can't use any biotech augmentations that require an action to activate. Once a creature has attempted a saving throw against warping strain (regardless of the result), it is immune to this attack for 24 hours.
!! Linked Augmentation (12th)
Whenever you or an ally linked by your [[telepathic bond]] class feature activates a biotech augmentation that can be used only a limited number of times before taking a 10-minute rest to regain Stamina Points, you can spend 1 Resolve Point as a reaction to prevent the augmentation's use from counting against that limit.
!! Instant Evolution (15th)
Once per day as a full action, you can send changes to your genetic code rippling through one of your systems, spontaneously molding a biotech augmentation onto it. Choose one biotech augmentation or personal modification with an item level less than or equal to your mystic level. You gain the benefits of that biotech augmentation for a number of minutes equal to your mystic level. You cannot choose an augmentation that would occupy one of your systems that already contains an augmentation.
!! System Mastery (18th)
Through your manipulation of recombinant DNA, you gain control over your immune-response system, making your body more resistant to harm. You gain a +4 enhancement bonus to saving throws against diseases, and any time you are affected by a disease, you can spend 1 Resolve Point as a standard action to attempt 1 additional saving throw against the disease. If you fail this save, you do not suffer any additional effects, but if you succeed, you are cured of the disease, even if it typically requires more than one successful saving throw to cure.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
As a reaction once per round while your [[energy shield]] is active and you reduce damage taken with your [[electromagnetic deflection]] trick, you can redirect the dissipated energy into a ranged energy weapon or melee weapon with the [[powered]] special property that you're holding. The next time you hit with that weapon before the end of your next turn, you deal additional damage equal to the reduction provided by your electromagnetic deflection. You must be at least 8th level and have the electromagnetic deflection and energy shield mechanic
tricks to learn this trick.
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
This is a language-dependent, mind-affecting, sense-dependent effect.
A geyser might be natural (scalding water or liquid metal) or a deliberate venting of superheated plasma. Either way, dodging or predicting it is the only way to avoid taking damage.
''Failure:'' Take 1 hit.
Ghibranis are beetle-like humanoids native to the planet Elytrio. After the ghibranis devastated their world with nuclear war, some of the survivors fended for themselves in the wastes, while the rest lived comfortably in a city protected by a bubble of force. The lingering radiation (even within the city) caused a rapid change in their biology, leading to two subspecies: husks, who have lost the use of their wings, and membranes, who have grown idle in their luxury.
!! Racial Traits
* ''Ability Adjustments:'' See Subspecies below.
* ''Hit Points:'' 4
* ''Size and Type:'' Ghibranis are Medium humanoids with the ghibrani subtype.
* ''Affable:'' Ghibranis receive a +2 racial bonus to Diplomacy skill checks.
* ''Ghibrani Movement:'' All ghibranis have a land speed of 30 feet. Husk ghibranis have a climb speed of 20 feet, while membranes have an extraordinary fly speed of 20 feet with average maneuverability.
* ''Distracting Buzz:'' As a standard action, a membrane ghibrani can vibrate her wings fast enough to produce an almost imperceptible hum. All creatures within 15 feet of the membrane ghibrani that hear this buzz must attempt a Will saving throw (DC = 10 + half the ghibrani's character level or CR + her Wisdom modifier) or gain the [[off-target]] condition for 1 round. This is a mind-affecting, sense-dependent ability. The membrane ghibrani can't use her wings to fly in the same round in which she uses this ability.
* ''Low-Light Vision:'' Ghibranis can see twice as far as humans in conditions of dim light.
* ''Sturdy:'' Husk ghibranis receive a +2 racial bonus to KAC against attempts to bull rush or reposition them.
* ''Subspecies:'' Ghibranis belong to one of two subspecies: husk or membrane. All ghibranis start with +2 Wisdom at character creation. Husk ghibranis are more hardy (+2 Constitution) but less imaginative (–2 Intelligence). Membrane ghibranis are more nimble (+2 Dexterity) but weaker (–2 Strength).
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* CE Colossal magical beast
* ''Init'' +5; ''Senses'' [[blindsense]] (thought) 120 ft., [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +31
!!! DEFENSE
* ''HP'' 380
* ''EAC'' 32; ''KAC'' 34
* ''Fort'' +21; ''Ref'' +21; ''Will'' +16
* ''Resistances'' cold 25, fire 25
!!! OFFENSE
* ''Speed'' 120 ft., swim 80 ft.
* ''Melee'' slam +32 (13d6+29 B) or feeding tongue +32 (5d8+29 P)
* ''Multiattack'' 4 feeding tongues +26 (5d8+29 P)
* ''Space'' 60 ft.; ''Reach'' 30 ft.
* ''Offensive Abilities'' demolish structures, laser storm (60-ft. burst, 10d10+15 F, DC 23, usable every 1d6 rounds)
!!! STATISTICS
* ''Str'' +11; ''Dex'' +6; ''Con'' +8; ''Int'' +4; ''Wis'' +5; ''Cha'' +5
* ''Skills'' [[Athletics]] +36 (+44 to swim), [[Intimidate]] +31, [[Survival]] +31
* ''Languages'' Ancient Daimalkan, Common
* ''Other Abilities'' [[water breathing]]
!!! ECOLOGY
* ''Environment'' any (Daimalko)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Demolish Structures ([[Ex]])'' A ghigorda's melee attacks ignore the hardness of structures not made of adamantine alloy or a harder material. Against structures made of such materials, a ghigorda's melee attacks ignore half the hardness.
''Feeding Tongue ([[Ex]])'' When a ghigorda attacks with a feeding tongue and hits a target's KAC +4, it [[grapples|Grapple (combat maneuver)]] the target and pulls them adjacent to the ghigorda; this movement doesn't provoke attacks of opportunity. The ghigorda doesn't need to have a limb free to perform or maintain this grapple and may have up to 3 targets grappled at any time. The ghigorda can maintain all grapples it has with the same attacks as a move action on subsequent rounds.
''Laser Storm ([[Su]])'' As a standard action, a ghigorda can channel energy through its shimmering scales to fill a 60-foot burst around it with intense beams of light. Each creature in the area takes 10d10+15 fire damage and is [[blinded]] for 1d6 rounds. A creature that succeeds at a DC 23 Reflex save takes half damage and reduces the blinded condition to 1 round. A ghigorda can use this ability every 1d6 rounds.
</div>
Ghigordas are one of the various types of gargantuan monsters that roam the desolate surface of Daimalko, collectively known as colossi. These toad-like colossi are covered in glistening aquatic scales that can focus energy and direct it outward in a storm of superheated lasers. Ghigordas' mouths can open quite wide, revealing eight sinuous "feeding tongues" each tipped with a biting maw. The beasts use these feeding tongues to restrain and rip apart their victims. Many who study ghigordas theorize that they are among the earliest species of colossi.
Ghigordas, much like other colossi on Daimalko, excel at delivering widespread violence and destruction. Unlike the [[kyokors]] that often target and attack high-population settlements, ghigordas are undiscerning in their attacks, and even small gatherings are not safe from them. They're so violently hungry that they attempt to consume any living creatures they come across and often are even willing to fight other colossi for food.
Originally created by an obsessive druid from lost Golarion long before the Gap, ghorans are an ancient race whose ancestry is steeped in tragedy. Every aspect of ghoran physiology was designed to be perfect; unfortunately, that included "perfect taste"—their flesh-like rinds were so delicious that humans hunted them nearly to extinction. Worse, each was able to produce only one seed, adding to the precariousness of their species. Over hundreds of generations, they evolved from shambling, vine-like creatures into their current humanoid forms, but they still found themselves ostracized by humanity. While the first humans took to the stars, Golarion's ghorans abandoned what is now the Pact Worlds to forge a new identity for their people. They discovered a planet they named Ghorus Prime and terraformed it from a barren rock to a lush floral paradise. The ghorans have flourished in this new world. Through genetic engineering, they have expanded their reproductive abilities, leading to the development of two ghoran subraces—the lithe and springy saplings and the tall and dense oaklings.
Ghorans are roughly the same size as humans, and are nearly as diverse physically, though unlike humans, ghorans can adjust their bodies' shapes within their frames' limits. Their "skin" is a complex layer of fibrous vines and rinds with a texture like moss-covered bark, while their faces consist of hundreds of layered petals that flush and flutter at a whim.
Each ghoran has a ghorus seed within its navel. As a full action, a ghoran can expel this seed. If planted in fertile soil and left undisturbed for 1d6 days, the seed grows into a sapling ghoran who physically mirrors the original. If left undisturbed for an additional 2d6 days, the seed grows into an oakling ghoran instead. After a sapling ghoran has been fully grown for 2d20 months, they can choose to grow into an oakling ghoran, a process that takes 1d6 weeks. Every 20 years or so, a ghoran develops a new seed, allowing the race to slowly grow its numbers.
Many ghorans are withdrawn around flesh-and-blood creatures. They often prefer the company of vesk to humans—in fact, a popular conspiracy holds that ghorans fed information about humans to the vesk during the Silent War between the Pact Worlds and the Veskarium. Thus, ghoran-colonized planets and the Pact Worlds view each other with distrust. Despite these grounds for suspicion, ghoran society emphasizes the importance of community life, friendship, and companionship—all luxuries most ghorans could only dream of when they were few and hunted.
!! Racial Traits
* ''Ability Adjustments:'' All ghorans gain –2 Intelligence and +2 Charisma at character creation. Sapling ghorans are short and slender (+2 Dexterity at character creation). Oakling ghorans are tall and dense (+2 Constitution at character creation).
* ''Hit Points:'' 6
* ''Size and Type:'' Ghorans are plants. Sapling ghorans are Small plants, while oakling ghorans are Medium plants.
* ''Delicious:'' Ghorans take a –2 penalty to attack rolls and [[Acrobatics]] checks to escape a grapple against a creature that uses the [[grab]] ability with a bite natural weapon.
* ''Limited Plant Benefits:'' Despite being plant creatures, ghorans don't gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and [[stunning]] effects, unless the effect specifies that it is effective against plants.
* ''Past-Life Knowledge:'' Choose two skills from the following list: [[Computers]], [[Culture]], [[Engineering]], [[Life Science]], [[Medicine]], [[Mysticism]], [[Physical Science]], and [[Profession]] (each Profession chosen separately). The ghoran adds the chosen skills to their list of class skills or gains a +2 racial bonus to checks with those skills if they are already class skills.
* ''Photosynthesis:'' Ghorans undergo photosynthesis to gain nutrition instead of eating (although they can eat if they so wish). A ghoran can go without light (either sunlight or UV light, such as from starships) for 3 days, after which they must attempt Constitution checks to avoid starvation.
!!! Alternate Ability Adjustments
* ''Willower:'' Willower ghorans reproduce from a ghorus seed and grow into a tall frame. Though the Gap consumed many of the details of their birth, the first of these ghorans sprouted from the first kinwoods. Willowers are Medium plants and have an ability score adjustment of +2 Intelligence.
!!! Alternate Racial Traits
* ''Magical Talent:'' Some ghorans inherit magical aptitude from their ancestors. Ghorans with this trait gain a +2 racial bonus to [[Mysticism]] checks, and they can use //[[detect magic]]// and //[[psychokinetic hand]]// at will as spell-like abilities. This replaces past-life knowledge.
* ''Psychosynthesis:'' Instead of light, some ghorans' outer layers are sensitive to thoughts and emotions. Ghorans with this trait gain [[limited telepathy]] with a range of 30 feet. Additionally, they can avoid starvation by spending at least 8 total hours a day within 120 feet of a creature that doesn't have the [[unliving]] trait and that has an Intelligence and Wisdom score of at least 10. This replaces photosynthesis.
!! Photosynthesis Graft
{{Photosynthesis}}
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* Male ghost mystic
* CE Medium undead (incorporeal)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 90; ''RP'' 3
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +11
* ''Defensive Abilities'' [[incorporeal]], rejuvenation; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' corrupting touch +11 (7d6, DC 17)
* ''Offensive Abilities'' backlash, corrupting gaze (DC 17), corrupting touch (DC 17), [[distraction]] (DC 17), frightful moan (DC 17), share pain, sow doubt
* ''Mystic Spell-Like Abilities'' (CL 7th)
** At will—//[[mind link]]//
* ''Mystic Spells Known'' (CL 7th)
** 3rd (3/day)—//[[psychokinetic strangulation]]// (DC 20), //[[synaptic pulse]]// (DC 20)
** 2nd (6/day)—//[[hold person]]// (DC 19), //[[inflict pain]]// (DC 19), //[[mind thrust]]// (DC 19), //[[see invisibility]]//
** 1st (at will)—//[[detect thoughts]]// (DC 18), //[[lesser confusion]]// (DC 18)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +2; ''Con'' —; ''Int'' +1; ''Wis'' +5; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +14, [[Disguise]] +19, [[Intimidate]] +14, [[Mysticism]] +19, [[Sense Motive]] +19, [[Stealth]] +19
* ''Languages'' Common, 1 other language known in life
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Corrupting Gaze ([[Su]])'' See page below.
''Corrupting Touch ([[Su]])'' As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack deals 7d6 damage. This damage has no type—it manifests in the form of aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of [[damage reduction]]. A Fortitude save halves the damage dealt.
''Frightful Moan ([[Su]])'' See below.
''Rejuvenation ([[Su]])'' In most cases, ghosts cannot be destroyed by violence—a "destroyed" spirit dematerializes, but restores itself in 2d4 days. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and should be determined by the GM when creating the ghost.
</div>
In most cases, when a creature dies, its soul is severed from its physical body and sent on to its fate in the afterlife. However, sometimes souls are bound to the physical world by powerful emotion and cannot move on. While ghosts bound by positive emotions do exist, in most cases horrendous injustice creates ghosts. A ghost's every action and thought is devoted to the emotion that bound it to the physical world, such that most ghosts become hateful mockeries of their mortal selves.
!! Ghost Template Graft
Ghosts can have many different forms.
* ''Required Creature Type and Subtype:'' undead (incorporeal)
* ''Traits:''
** [[darkvision]] 60 ft.
** fly 60 ft. ([[Su]], average)
** corrupting touch (see above, number of damage dice equal to ghost's CR)
** rejuvenation (see above)
** special attacks (CR 3+, see below)
** [[Perception]], [[Stealth]] as master skills
* ''Special Attacks:'' A ghost gains a number of special attacks equal to one-third its CR (rounded down), selected from the list below. Additional ghost abilities beyond these can be designed at the GM's discretion. The save DCs of all these abilities are determined by the ghost's CR and array.
** //Corrupting Gaze ([[Su]]):// The ghost has a [[gaze]] ability with a range of 30 feet that deals 1d4 Charisma damage plus 1d10 cold damage per 3 CR (a Fortitude save negates the Charisma damage, but not the physical damage).
** //Digital Distortion ([[Su]]):// The ghost can merge its body with a single transmission or digital recording as a move action. While possessing a transmission or recording, the ghost can't be targeted by any spells or attacks, and cannot perform any offensive actions. The ghost can change the contents of the transmission or digital recording at will, usually using this power to frighten listeners; the message returns to its original state as soon as the ghost ends the digital distortion. At CR 10 or higher, whenever an intelligent creature listens to a transmission or recording that the ghost has distorted, the ghost can use a standard action to teleport to the location of that creature, as //[[interplanetary teleport]]//. Destroying the distorted message forces the ghost to end its digital distortion, and the ghost is unable to use its digital distortion special attack again for 24 hours.
** //Digital Domination ([[Su]]):// The ghost can spend a standard action to attempt to hack into a computer, with a total [[Computers]] skill bonus equal to its CR + its Charisma modifier. If the ghost is successful, it can use or manipulate any of the programs and information on the machine from any distance, with the sole exceptions of secured data modules and granting root access, regardless of physical limitations and language barriers. A ghost can dominate only one computer at a time.
** //Draining Touch ([[Su]]):// As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack drains 1d4 points from any one ability score of its choice, and it recovers a number of Hit Points equal to 5 + 5 per 5 CR. Once a target has been affected by this attack, it cannot be affected again for 24 hours.
** //Frightful Moan ([[Su]]):// The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot radius of the ghost must succeed at a Will save or become [[frightened]] for 2d4 rounds. Ghosts of CR 10 or higher cause creatures that fail the save to gain the [[paralyzed]] condition for 1 round. Ghosts of CR 15 or higher also cause creatures that fail the save to gain the [[cowering]] condition for 1d4 rounds. This is a hearing-dependent, mind-affecting fear effect. A creature that successfully saves against frightful moan cannot be affected by the same ghost's moan for 24 hours.
** //Malevolence ([[Su]]):// The ghost can spend 1 Resolve Point as a standard action to merge its body with a creature on the Material Plane. This ability functions like //[[dominate person]]// (caster level = ghost's CR + its Charisma bonus), except the ghost must be adjacent to its target and must succeed at a melee attack against EAC. The ghost does not need to know a common language to direct its victim. The ghost is fully subsumed into the target's body and can perform only mental actions, but it is immune to damage until it leaves (either voluntarily, when forced out by magic, or when the host falls unconscious). Leaving a controlled creature voluntarily is a move action. The ghost can affect only one creature with its malevolence at a time. The target can resist this attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence special attack for 24 hours.
** //Static Aura ([[Su]]):// The ghost gains an [[aura]] that disrupts items. Each attended item within the aura must succeed at a Fortitude saving throw or gain the [[broken]] condition for as long as it remains within the aura. Unattended objects receive no saving throw and cease functioning entirely. The range of the aura is 5 feet plus another 5 feet per 3 CR. An item that successfully saves cannot be affected by the same ghost's aura for 24 hours.
** //Tech Haunt ([[Su]]):// As a standard action, the ghost can spend 1 Resolve Point to possess an inanimate technological object, as if it were using the malevolence special attack. While within an object, the ghost cannot take any actions except those that would manipulate the object within its intended function (such as moving a crane or driving a vehicle). The ghost must roll any attack rolls or skill checks that its actions would normally require. An object in a creature's possession can attempt a Will save to negate this effect. An object that successfully saves is immune to that same ghost's tech haunt special attack for 24 hours.
** //Telekinesis ([[Su]]):// The ghost can spend 1 Resolve Point to cast the spell //[[telekinesis]]// as a standard action (caster level equal to the ghost's CR).
You can move from place to place without being noticed.
* ''Associated Skills:'' [[Acrobatics]] and [[Stealth]]. When you use Stealth to make a [[trick attack]], you gain a +1 bonus to the skill check.
* ''Specialization Exploit:'' [[cloaking field]]
* ''Phase Shift Escape ([[Ex]]):'' At 11th level, you can move through solid matter by taking your body's matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as [[force fields]] or the barrier created by //[[wall of force]]//. After using phase shift escape, you can't use it again until after you've taken a full 8-hour rest.
A //ghost armor// upgrade consists of ornate silver bands, which create an [[incorporeal]] double of your armor and make the armor look gray and insubstantial. The armor grants you a +2 bonus to your EAC against attacks from incorporeal creatures.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//ghost armor// | 5 | 2,900 | 1 | any | — |
</div>
A ghost drive can be installed only on a Large or smaller starship. During the helm phase, as a crew action, a science officer can attempt a [[Computers]] check (DC = 10 + 1-1/2 × the starship's tier) to activate the ghost drive. If the check is successful, the ghost drive becomes active and the vessel in which it is installed becomes insubstantial.
An active ghost drive has several effects in starship combat. The drive pulls power from the thrusters, so the insubstantial starship's speed is 2 lower and its distance between turns is 1 higher. An insubstantial starship can move through hexes containing enemy starships without allowing those foes to make free attacks; conversely, the insubstantial starship can't make free attacks on ships that pass through its hex. The starship's science officer can freely deactivate the ghost drive at the beginning of the helm phase; otherwise, the effect continues indefinitely.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|ghost drive | 10 | 5 |
</div>
When using your [[override]] class feature to affect an android, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not [[dazed]], and you can instead dictate its actions for the next round. These actions can't be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours unless you spend 1 Resolve Point. You can continue to spend Resolve Points in this manner each round to make the creature susceptible to override again.
Whenever you use the [[Computers]] skill to access a system and you fail to overcome its defenses by 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more, any countermeasures take effect against you as normal.
Attacks from a weapon with this fusion deal full damage to [[incorporeal]] creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the //ghost killer// fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a //ghost killer// weapon.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' illusory sounds
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will disbelief
* ''Spell Resistance'' no
</div>
You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can't make specific sounds such as intelligible speech or the exact hum of a particular starship's engines.
You can't be tracked using the [[Survival]] skill, though magical methods of following your tracks or finding your location function normally. When you would activate a trap with a proximity trigger, you can spend 1 Resolve Point to attempt a [[Stealth]] check whose DC equals the [[Perception]] DC to find the trap. If you succeed, you don't trigger the trap for 1 round. The trap becomes immune to this ability for 24 hours afterward. This ability doesn't prevent you from triggering the trap if you remain in the area, nor does it prevent other creatures from triggering the trap. You must have the [[without a trace]] exploit to learn this exploit.
You can activate a //ghostmarch unit// as a swift action to gain the benefits of the //[[ethereal jaunt]]// spell until you spend another swift action to deactivate it or it runs out of charges. A ghostmarch unit's charges replenish each day.
This upgrade can be installed only in light armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//ghostmarch unit// | 19 | 590,000 | 1 | light | 1 | 5 | 1/round |
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* CE Medium undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 18
* ''EAC'' 12; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +3; ''Will'' +3
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +5 (1d6+3 P plus [[ghoul fever]] and paralysis) or claw +5 (1d6+3 S plus paralysis)
* ''Ranged'' azimuth [[laser pistol]] +8 (1d4+1 F; critical [[burn]] 1d4)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +5, [[Athletics]] +5, [[Stealth]] +10
* ''Languages'' Common, Eoxian
* ''Other Abilities'' [[unliving]]
* ''Gear'' azimuth [[laser pistol]] with 1 battery (20 charges)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, gang (2–6), or pack (7–12)
!!! SPECIAL ABILITIES
''Paralysis ([[Ex]])'' When a ghoul deals damage to a creature with its bite or claw attack, the target must succeed at a DC 12 Fortitude saving throw or gain the [[paralyzed]] condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Creatures with the elf subtype are immune to a ghoul's paralysis.
</div>
<<section 'Ghoul Shock Trooper'>>
In ages past, ghouls shunned society and haunted cemeteries and city sewers. However, ghouls in the Pact Worlds are more likely to live in cities, especially settlements inhabited primarily by undead. Ghouls are resourceful and hardy, and make good workers across a variety of industries. Their adaptability is striking even for undead creatures, and ghouls who are patient and dedicated can become excellent researchers, scholars, soldiers, laborers, and more. Ghouls of all proficiencies and backgrounds are especially populous on the undead planet of Eox.
Ghouls spread—sometimes purposefully—a virulent disease known as [[ghoul fever]] through their saliva. As creatures that die of ghoul fever often rise as ghouls themselves, a population explosion can easily result. However, even in ghoul society, it is frowned upon to inflict ghoul fever on large numbers of living creatures. Such behavior leads to unwanted attention from authorities, particularly on worlds adjacent to or in the Pact Worlds.
Rather than spread the undead scourge they carry inside them, ambitious ghouls instead seek training and self-improvement in pursuits that interest them. Many of these ghouls become ghoul shock troopers. Others find that technology suits them and become mechanics or technomancers, fusing their shrewd understanding of their own organic biology with the elegance of machinery. Ghoul envoys are rare, since undead are stubbornly independent as a rule, and few living crew members would follow the commands of someone so off-putting as a ghoul.
Whether on Eox or beyond, certain powerful ghouls known as ghasts can affect even elves with their paralysis, and exude a powerful stench; these undead usually hold important positions in ghoul society. Ghouls that lurk underwater and in coastal areas are called lacedons. In many cases, powerful ghouls and lacedons are high-ranking members of the military on Eox or even the Corpse Fleet.
<<section 'Ghoul Fever'>>
!! Ghoul Template Graft
Use the following template graft to create a unique ghoul of any CR.
* ''CR:'' 1/2+
* ''Required Creature Type:'' undead
* ''Suggested Array:'' combatant or expert
* ''Traits:''
** bite attack that inflicts [[ghoul fever]] and [[paralysis]]
** claw attack that inflicts [[paralysis]]
* ''Suggested Ability Modifiers:'' Dexterity, Strength
!! Ghast
To create a ghast, add the following to the ghoul template graft.
* ''CR'' 3+
* ''Traits:''
** stench [[aura]] (creatures within 10 feet must succeed at a Fortitude save or gain the [[sickened]] condition for 1d6+4 minutes)
** paralysis (as ghoul, but also affects creatures with the elf subtype)
!! Lacedon
To create a lacedon, add the following to the ghoul template graft.
* ''CR'' 1/2+
* ''Traits:''
** aquatic subtype
** swim 30 ft
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 12
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' A creature that dies of ghoul fever rises as a [[ghoul]] within 24 hours.
* ''Cure'' 1 save
''System:'' Skin
Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. As a standard action a number of times per day equal to the necrograft's mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target's KAC). The target must succeed at a Fortitude saving throw or be [[staggered]] (for mk 1 through mk 3 ghoul glands) or [[stunned]] (for mk 4 and mk 5 ghoul glands) for 1d4 rounds.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* Ghoul soldier
* CE Medium undead
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +13; ''Ref'' +11; ''Will'' +14
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft. (20 ft. in armor)
* ''Melee'' bite +23 (4d6+16 P plus [[ghoul fever]] and [[paralysis]]) or claw +23 (4d6+16 S plus [[paralysis]])
* ''Ranged'' perihelion [[artillery laser]] +21 (3d8+11 F; critical [[burn]] 2d6) or tactical [[autobeam rifle]] +21 (3d8+11 F; critical [[burn]] 2d6) or [[frag grenade]] IV +20 ([[explode]] [15 ft., 6d6 P, DC 18])
* ''Offensive Abilities'' fighting styles ([[guard]], [[hit-and-run]]), [[nimble fusillade|Hit-and-Run]], [[opening volley|Hit-and-Run]], [[soldier's onslaught]]
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +3; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +25, [[Athletics]] +20, [[Stealth]] +20
* ''Feats'' [[Cleave]]
* ''Languages'' Common, Eoxian
* ''Other Abilities'' [[duck and weave|Hit-and-Run]], [[unliving]]
* ''Gear'' [[golemforged plate]] IV, perihelion [[artillery laser]] with 1 ultra-capacity battery (100 charges), tactical [[autobeam rifle]] with 1 high-capacity battery (40 charges), [[frag grenades]] IV (2)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, gang (2–6), or pack (7–12)
!!! SPECIAL ABILITIES
''Paralysis ([[Ex]])'' When a ghoul shock trooper deals damage to a creature with its bite or claw attack, the target must succeed at a DC 18 Fortitude saving throw or gain the [[paralyzed]] condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Creatures with the elf subtype are immune to a ghoul's paralysis.
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CE Medium undead (shapechanger)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''DR'' 5/good, ''Immunities'' [[undead immunities]]; ''Resistances'' fire 10
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +14 (1d6+10 P) or claw +14 (1d4+10 S; critical [[bleed]] 1d4)
* ''Ranged'' corona [[laser pistol]] +11 (2d4+5 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' cursed bite
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' —; ''Int'' +1; ''Wis'' +1; ''Cha'' +4
* ''Skills'' [[Athletics]] +11, [[Bluff]] +16, [[Disguise]] +11, [[Stealth]] +11
* ''Languages'' Aquan, Auran, Common, Ignan, Terran
* ''Other Abilities'' change shape (hyena), genie blood, tracker
* ''Gear'' casual [[stationwear]], corona with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pack (2–8)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' A ghul can take the form of a hyena (or resume its normal form) as a standard action, gaining [[blindsight]] (scent) with a range of 30 feet and [[low-light vision]]. It is impossible to identify it as an undead or a ghul when it is in its hyena form; a creature that succeeds at a [[Perception]] skill check to pierce its disguise notes only that it is not truly a hyena. The ghul can use its normal natural attacks while in hyena form, but it lacks hands to use tools or weapons and cannot speak.
''Cursed Bite ([[Ex]])'' A ghul's bite counts as [[cold iron]], evil, and magic for the purpose of bypassing [[damage reduction]].
''Genie Blood ([[Ex]])'' For effects targeting creatures by type, ghuls count as both outsiders (and genies for abilities that specifically target genies) and undead; for abilities that affect both creature types, a ghul counts as the type that results in the worse effect.
''Tracker ([[Ex]])'' A ghul can use [[Perception]] instead of [[Survival]] to find or follow tracks, and gains a +8 insight bonus when doing so.
</div>
A ghul is a rare form of undead that arises when a [[jann]] dies while cursed. A ghul has a skeletal visage, with desiccated skin covering most of its body and the remainder taking the form of translucent, fiery energy. Motivated by a fierce hatred of the appearance of its feet, which resemble donkey's hooves, a ghul often conceals this evidence of its cursed nature with clothing. Some ghuls even wear full suits of armor covered with an additional layer of robes and other formal garb that completely hides their forms, claiming to be aliens from distant worlds in need of extensive environmental protections to survive.
As part of their undead rebirth, ghuls crave the flesh of sapient beings. They often lurk near funerals and battlegrounds, hoping to feed on the corpses of the young and brave, for they find the taste of healthy, virtuous flesh far superior to that of the old, sick, or sinful. Ghuls feast on the living as well, but they are cunning enough to try to limit their victims to those who won't be easily missed.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge animal (aquatic)
* ''Init'' +2; ''Senses'' [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Defensive Abilities'' [[amorphous]], lenticular lattice; ''Resistances'' cold 5
* ''Weaknesses'' [[vulnerable]] to slashing
!!! OFFENSE
* ''Speed'' swim 40 ft.
* ''Melee'' slam +11 (1d6+10 B; critical [[stun|Stun (critical)]])
* ''Ranged'' sonic pulse +14 (1d6+5 So; critical [[stun|Stun (critical)]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Athletics]] +11 (+19 to swim), [[Acrobatics]] +11, [[Stealth]] +16
* ''Other Abilities'' [[water breathing]]
!!! ECOLOGY
* ''Environment'' any water (Entha)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Lenticular Lattice ([[Ex]])'' A giant jelly can manipulate its hexagonal lattice to reflect light in confusing ways. It has [[concealment]] against all attacks originating within 30 feet.
''Sonic Pulse ([[Ex]])'' As a standard action, a giant jelly can form itself into a large concave disc and emit sudden, violent vibrations as a ranged attack with a range increment of 60 feet that targets EAC. This attack doesn't provoke attacks of opportunity.
</div>
Deep in the seas of Entha float giant jellies: massive, amorphous creatures composed of a thin fleshy material stretched across a hexagonal lattice. These strange beasts undulate through the waves in a constantly changing pattern, like a loose sail carried by the wind, making their movement and intention hard to predict. In addition to this constant undulation, the giant jelly can twist and flex its framework to produce confusing visual effects, making it difficult to target.
When not drifting silently while on the hunt for food, giant jellies sometimes tense and flex their entire form to emit intermittent percussive pulses, creating deep, arrhythmic bass thumps. The purpose of these noises is unknown, though xenobiologists hypothesize the jellies might use these sounds to establish territory or scare off competitors.
While much of a giant jelly's diet consists of microscopic organisms, the creature evolved long ago to also prey on—and defend itself against—much larger creatures. It can move with astonishing speed, slamming into creatures to stun them, but can also focus its sonic waves into a damaging blast of sound that is especially devastating underwater. Once it has incapacitated its prey, a giant jelly slowly wraps itself around its victim, twisting into a tight spiral and digesting its meal over the course of days or even weeks.
At the end of a giant jelly's life cycle, it stops consuming organic material and focuses instead on absorbing magicinfused minerals from the seabed. Gradually, the hexagonal lattice holding the jelly together begins to break down, and each of its thousands of component hexagons becomes a new, tiny protojelly. Typically, other deep-sea creatures quickly consume this mass of protojellies, but any that escape predation will grow to full size over the course of a few months.
<div class="statblock">
* ''Levels'' 1–20
* Medium or Large animal
* ''Senses'' blindsense (vibration) 60 ft.
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 10 ft., swim 40 ft.
* ''Melee Attack'' feeding tube (P; critical needle maw)
* ''Space'' 5 ft. (Medium) or 10 ft. (Large); ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Str
!!! SPECIAL ABILITIES
''Needle Maw ([[Ex]], 5th level)'' Giant pipefish are excellent at finding weak spots in their prey. When a giant pipefish rolls a 19 or 20 on its melee attack, it applies the [[wound]] critical hit effect to its target (save DC = 7 + the giant pipefish's level); roll a d12 instead of a d20 on the Wounding Weapons table.
''Rapid Turning ([[Ex]])'' Giant pipefish are incredibly agile swimmers, so it doesn't cost them additional movement to change direction while swimming.
</div>
On countless watery worlds across the galaxy, convergent evolution has resulted in a vast array of somewhat similar creatures known collectively as giant pipefish. While the size, color, and exact shape of these relatively tame carnivores vary based on their ecosystem, they all have one thing in common: symbiotic relationships with other creatures. A giant pipefish has a fragile, tubular form that ends in a thin, sharp feeding tube. It relies on filter feeders, scavengers, and other hangers-on to attach themselves to its cylindrical body and to provide physical protection against predators and other threats; in exchange, the riders get a free meal out of the pipefish's constant movement (in the case of filter feeders) or scraps (in the case of scavengers). Convincing a giant pipefish that you're a friend and not just another meal is no easy feat; the DC of [[Survival]] checks to bond with a giant pipefish companion is 3 higher than normal.
<div class="statblock">
* ''Tier'' 4
* N Medium starship magical beast
* ''Speed'' 6; ''Maneuverability'' good (turn 1)
* ''AC'' 18; ''TL'' 18
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' plasma cannon (5d12)
* ''Attack (Port)'' light plasma cannon (2d12)
* ''Attack (Starboard)'' light plasma cannon (2d12)
* ''Power Core'' tardigrade brain (150 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, basic medium-range sensors, mk 4 armor, mk 4 defenses, upgraded heavy weapon mount (forward arc)
* ''Modifiers'' +2 [[Computers]] (sensors only)
* ''Other Abilities'' living starship, redundant lobes, rugged, self-repair, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +10 (4 ranks)
* ''Gunner (1 action)'' gunnery +9 (4th level)
* ''Pilot (1 action)'' [[Piloting]] +15 (4 ranks)
* ''Science Officer (1 action)'' [[Computers]] +10 (4 ranks)
!!! ECOLOGY
''Environment'' any vacuum
''Organization'' solitary, pair, or endurance (3–8)
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' A giant space tardigrade is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take crew actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a giant space tardigrade takes critical damage.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–20 | sensory bristles |Condition applies to all science officer actions |
| 21–50 | weapons array |Randomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc. |
| 51–80 | propulsion |Condition applies to all pilot actions. |
| 81–100 | brain |Condition applies to all engineer actions except hold it together and patch. |
</div>
''Redundant Lobes ([[Ex]])'' The first time the giant space tardigrade's brain is wrecked, the creature automatically switches to its redundant lobes, removing all critical damage conditions from the brain.
''Rugged ([[Ex]])'' A giant tardigrade is particularly resistant to radiation and EMP pulses. It is unaffected by starship weapons with the [[EMP|EMP (starship weapon property)]] special property and suffers no effects of radiation from [[irradiating|Irradiate (starship weapon property)]] starship weapons.
''Self-Repair ([[Ex]])'' A giant tardigrade automatically regains 1 Hull Point every hour.
</div>
Among the most durable creatures in existence, giant space tardigrades are truly enormous relatives of the microscopic water-dwelling tardigrades found on many worlds. Like their smaller cousins, giant space tardigrades resemble lumbering bear-like creatures with a segmented body and eight legs. Although all tardigrades can withstand the vacuum and radiation of space for a time, giant space tardigrades are at home in airless environments, drifting through space to find food. Due to the rarity of sustenance in the vast gulfs of space, giant tardigrades can eat nearly anything and are often aggressive in their attempts to destroy and consume starships they encounter. Some trade corporations and stationmasters put bounties on giant space tardigrades that have proven to be a nuisance, and a popular joke among spacers is that the best thing to devour or chase away a giant space tardigrade is a bigger one.
Giant space tardigrades are notorious for their durability and ability to survive even the most extreme conditions. A giant space tardigrade can withstand immense heat, pressure, and radiation; explorers have spotted them drifting through radioactive nebulae, the crushing atmospheres of gas giants, and intense solar flares without sustaining any harm. Even a badly wounded giant space tardigrade can completely recover in only a few days. They are not biologically complex, but their pudgy bodies contain several supplementary systems—such as duplicate nerve clusters and redundant brain lobes—to help ensure their survival. Giant space tardigrades are particularly resistant to dehydration and starvation, as they can temporarily replace the water in their bodies with a durable protein, which causes them to shrivel slightly but allows them to survive in a state of quasi-hibernation for decades.
Although not much more intelligent than animals, giant space tardigrades can develop distinctive personalities that some starship crews have learned to recognize. Although most giant space tardigrades tend to be aggressive from hunger, some are playful and curious. Giant space tardigrades are good at recognizing starships they've seen before, and they can harbor grudges against vessels that attacked them years or even decades earlier. Giant space tardigrades also remember starships that treated them well or led them to food, and they sometimes play simple tricks on these old "friends"—like soaring out from behind a large asteroid to surprise them, or batting a satellite or comet playfully toward the vessel. Some giant space tardigrades express obvious preferences, such as a tendency to nuzzle smooth kasathan starships or flee from bony Eoxian vessels.
When angry, a giant space tardigrade can pose a serious threat, particularly to smaller starships or those with novice crews. A giant tardigrade is equipped with several natural weapons, and is able to draw upon its inner energy reserves to emit powerful beams of plasma.
Veteran starship crews know that giant space tardigrades are resistant to several types of
common starship weapons. A giant space tardigrade will sometimes feign defeat to lure attackers closer, and canny crews know to watch for tricks. After a giant space tardigrade is finally vanquished, such crews sail in to harvest the most precious parts of the creature, much like ancient whalers converging on a defeated whale.
Giant space tardigrades have components valuable in certain industries; their hides are remarkably durable, and researchers study their nerve clusters in search of medical breakthroughs. Although most giant space tardigrades are around 120 to 160 feet long and weigh 200 tons, there have been sightings of creatures at least twice this size. A giant space tardigrade can live for centuries, or even longer if forced into many long periods of hibernation.
!! Water Bears
{{Water Bear}}
This subtype is applied to [[giants]] and creatures related to giants.
* ''Traits:''
** [[low-light vision]]
** many NPCs with this subtype gain [[Intimidate]] and [[Perception]] as master skills
Giant creatures are larger than typical members of their species, and might represent a subspecies that has grown to unusual size due to environmental conditions.
* ''CR:'' 1+
* ''Traits:'' increase the creature's size by one category, increasing its space and natural reach accordingly
Giants' blood flows through your veins, and you feel a fascination and kinship with these towering beings. You may stand a little taller than most of your kind, and you are capable of great feats of endurance. Like many giantbloods, you likely bear some physical attributes of the specific giants you are descended from. You've learned to tap into giants' great strength and fortitude to perform feats most people of your kind would find difficult, if not impossible.
!! Theme Knowledge (1st)
You have great respect for giants and know much about their varied societies, cultural traditions, and famous figures. When you attempt a [[Culture]] or [[Life Science]] check to [[identify]] or [[recall knowledge]] about giants, their abilities, or the names of famous giants, reduce the DC by 5. [[Culture]] is a class skill for you. If it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Oversized Equipment (6th)
You can use larger pieces of equipment that others of your kind may find bulky and unwieldy. Treat your Strength score as 2 higher for the purposes of wielding weapons and wearing armor. You can use weapons designed for creatures one size category larger than you with a –2 penalty rather than the standard –4 penalty.
!! Hurl Debris (12th)
You can exert yourself in a burst of tremendous strength. As a standard action, you can use two free hands to hurl a single piece of debris as a ranged attack with a thrown weapon that targets KAC. Debris is otherwise treated as an improvised weapon that deals 1d6 bludgeoning damage per bulk and has a range increment equal to 5 × your Strength modifier. Debris can be any object with a minimum bulk of 3 and a maximum bulk equal to your Strength modifier + 2, but that object must be unattended or readily torn from the environment (at the GM's discretion). Picking up such debris is a move action. You can't use this ability while [[encumbered]] or [[overburdened]].
!! Size Advantage (18th)
You delight in towering over others as giants do, and you thrive on feeling large and imposing. You gain a +2 bonus to [[Intimidate]] checks against creatures at least one size category smaller than you. In addition, twice per day, after you succeed at an Intimidate check against a significant enemy that is at least one size category smaller than you, you can spend 10 minutes reliving the memory of your success to regain 1 Resolve Point. This doesn't count as resting to regain Stamina Points.
Giants are humanoid creatures with great strength and mighty stature, standing from 9 feet to over 25 feet tall. They often live apart from other races, as even space stations intended to be inclusive of multiple species are often too small to comfortably accommodate a giant's massive size. How welcoming these giants are to non-giant visitors depends on the specific giant society, though all giants can be unpredictable and dangerous to others.
There are numerous species of giants, and they can be found living in their own communities or among other creatures in places that can accommodate their size.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''Tier'' 4
* N Medium starship outsider (elemental, extraplanar)
* ''Speed'' 8; ''Maneuverability'' good (turn 1)
* ''AC'' 19; ''TL'' 19
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Port)'' light torpedo launcher (2d8; 20 hexes)
* ''Attack (Starboard)'' light torpedo launcher (2d8; 20 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' elemental core (150 PCU); ''Drift Engine'' none;
* ''Systems'' mk 5 armor, mk 6 defenses; ''Expansion Bays'' none
* ''Other Abilities'' [[living starship]], [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +10 (4 ranks)
* ''Gunner (2 actions)'' gunnery +9 (4th level)
* ''Pilot (1 action)'' [[Piloting]] +16 (4 ranks)
!!! ECOLOGY
* ''Environment'' any sky or vacuum (Elemental Plane)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' A gigantic elemental is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the gigantic elemental takes critical damage. The gigantic elemental's elemental cohesion can't gain the [[wrecked]] condition.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons |Condition applies to all gunner actions. |
| 31–60 | propulsion |Condition applies to all pilot actions. |
| 61–90 | core |@@.constrained Condition applies to all engineer actions, except when patching or repairing the core.@@ |
| 91–100 | elemental cohesion |Condition applies to all actions. |
</div>
An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|gill sheath | 1 | 95 | lungs |
</div>
A //gimmick// is a small, handheld item, usable only by spellcasters, that focuses their spellcasting in a unique way. When you cast a spell, you can channel the magic through one //gimmick// you’re holding to alter the spell, both changing any perceptible manifestations and effects in a specific way based on the //gimmick//. Once used to modify a spell, a //gimmick// can’t be used again until after you rest for 10 minutes to recover Stamina Points, though you can spend 1 Resolve Point to recharge an attuned //gimmick// without spending an action.
A //gimmick// requires time to attune to a new user, functioning only once it has been in your possession for at least 24 hours. However, you can spend 1 Resolve Point to attune to a new //gimmick// with only 10 minutes of concentration. Once attuned to you, the //gimmick// takes a shape of your choice that reflects your personality and spellcasting tradition, appearing as a wand, mystical orb, engineering tool, or the like. A //gimmick// can’t be shaped into a functioning weapon, though it can take a weapon-like appearance. A technomancer can turn a //gimmick// into their [[spell cache]] by performing an 8-hour ritual, though if the //gimmick// spell cache is lost or destroyed, a newly created spell cache no longer has the //gimmick’s// properties.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 85
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
* ''Defensive Abilities'' body of fire; ''Resistances'' cold 10
!!! OFFENSE
* ''Speed'' 30 ft., burrow 30 ft.
* ''Melee'' gore +16 (1d8+9 B & F)
* ''Ranged'' flame jet +13 (1d10+6 F; critical [[burn]] 1d6)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +5; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +13, [[Athletics]] +13, [[Survival]] +18
!!! ECOLOGY
* ''Environment'' any cold (Verces)
* ''Organization'' solitary, pair, or muster (3–10)
!!! SPECIAL ABILITIES
''Body of Fire ([[Ex]])'' As a move action, a glacier borer can wreathe its body in flames from its horns until the start of its next turn. During this time, the glacial borer gains immunity to fire, but it can't use its flame jet ability.
''Flame Jet ([[Ex]])'' As a ranged attack, a glacier borer can issue forth a jet of flame from its horns. This attack has the [[blast]] weapon special property and a range of 20 feet.
</div>
This quadruped hails from the Darkside of the tidally locked world of Verces. A typical glacial borer is about 5-1/2 feet long and weighs around 225 pounds. The creature is covered in white or gray fur and has two beady eyes spaced far apart on its face; its most striking feature is a set of fiery tusks, glowing with heat. Though as strong as steel, each tusk is hollow and has numerous holes along its length that are the endpoints of ducts leading from a fleshy sac within the beast's forehead. This bladder contains naturally produced chemicals that, when mixed together, can produce intense heat.
Glacial borers get their name from how they use their heated horns to burrow through ice and snow, leaving behind smooth tunnels. The beasts gain sustenance from slurping up the melted material, which usually contains frozen strands of plant life and nutritional microscopic organisms; the borers tend to leave behind whatever doesn't liquefy. Enterprising individuals explore these passageways to search for valuable detritus, but must be careful not to anger the glacial borers living there.
For centuries, glacial borers were limited to the Darkside of Verces and mostly spoken of in rumors. In recent years, though, its existence was officially confirmed by the Xenowardens, and enterprising Vercites have taken to domesticating glacial borers and exporting them to other worlds as organic mining machines. Unfortunately, while the creatures remain largely docile in their natively cold climate, warmer conditions cause the creatures to become extremely ornery and volatile. Their powerful flames and horns have caused massive damage to space stations and planetary habitats in which the temperature wasn't kept below freezing. Nevertheless, there is a burgeoning industry on Verces for capturing, taming, and breeding glacial borers. Many of these small companies have agreed to be regulated by the Xenowardens to maintain ethical and humane practices for securing the beasts, but more conservative ecological preservation groups are concerned that displacing too many glacial borers could lead to an imbalance in the Darkside's ecosystem.
You are a veteran of the public blood sport industry—a survivor of countless battles to earn a shiny credstick of winnings, the adulation of your fans, or both. You might be a veteran of Akiton's fighting pits, a student of the ritualized styles of Triaxus's battleflowers, or the sort of masochist who can't help but return to Eox's Halls of the Living. You're likely to die before your habits do, though, as you find few things more exciting than the rush of battle and the pounding cheers of a thousand fans.
!! Theme Knowledge (1st)
Your experience in the arenas has exposed you to countless warrior cultures, and you both recognize strange martial arts and know how to impress others with your own unique style. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about entertainment combat, fighting styles, and gladiatorial traditions by 5. [[Intimidate]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Intimidate checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Famous Fighter (6th)
You have developed a considerable fandom that loves you for your arena prowess. You're famous enough that others require only a DC 15 [[Culture]] check to recognize your name and a DC 25 Culture check to recognize you out of context from your appearance alone. Because you're famous for your brutal stage presence, you can spend twice the normal amount of time when using [[Intimidate]] to [[bully]] a creature whose attitude is indifferent or better. If you do and succeed at the check, when the effect wears off, the creature's attitude toward you is worsened only to indifferent, not unfriendly. At the GM's discretion, a die-hard fan's attitude might be worsened to friendly instead, or you might be able to use this ability against an unfriendly target.
!! Part of the Outfit (12th)
Your name is synonymous with your gladiatorial persona and outfit. As long as your gear is in good condition, you don't take any circumstantial penalties for wearing light armor or heavy armor in social situations (such as wearing [[golemforged plate]] to a formal event). You can use [[Intimidate]] or [[Profession]] (gladiator; Charisma) to "hide" up to two smaller weapons (such as a small arm or one-handed melee weapon with light bulk) or one larger melee weapon on your body, though you do not conceal the weapon so much as convince others to accept your carrying it without any objections. You can draw these weapons as normal; you do not need to spend a standard action as you would to draw a hidden weapon. Otherwise, this functions as the [[hide object]] task of [[Sleight of Hand]].
!! Crowd Favorite (18th)
The first time each day you deal the finishing blow (reduce a creature to 0 Hit Points) to a significant enemy in front of an audience (consisting of at least one bystander or ticket-holding fan, but not another enemy), you regain 1 Resolve Point. If the audience contains 20 or more creatures, you instead regain 2 Resolve Points.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CN Medium fey
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +7; ''Ref'' +7; ''Will'' +9
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 5/cold iron; ''Immunities'' cold
* ''Weaknesses'' ring dependent
!!! OFFENSE
* ''Speed'' 30 ft.; particle step
* ''Melee'' iceblade +9 (1d8+6 C & S)
* ''Ranged'' ice shards +11 (1d10+6 C & P; critical [[bleed]] 1d6)
* ''Spell-Like Abilities'' (CL 6th; melee +9)
** 1/day—//[[daze monster]]// (DC 18), //[[song of the cosmos]]// (DC 18)
** 3/day—//[[charm person]]// (DC 17), //[[life bubble]]//, //[[mystic cure]]// (1st level)
**At will—//[[dancing lights]]//, //[[hazard]]// (DC 16, cold only)
* ''Offensive Abilities'' storm of shards (20-ft. burst, 7d6 C, DC 16, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +0; ''Int'' +1; ''Wis'' +2; ''Cha'' +5
* ''Skills'' [[Diplomacy]] +13, [[Life Science]] +18, [[Survival]] +13
* ''Languages'' Common, Sylvan
* ''Other Abilities'' particle mastery
!!! ECOLOGY
''Environment'' space (planetary rings)
''Organization'' solitary
!!! SPECIAL ABILITIES
''Ice Shards ([[Su]])'' As a ranged attack, a glaiad can magically conjure and fling sharp shards of ice with a range increment of 40 feet. On a critical hit, a shard also deals 1d6 bleed damage.
''Particle Mastery ([[Su]])'' A glaiad creates temporary areas of gravity along their bonded ring system. As a standard action, a glaiad can control the composition of the rings within 1,000 feet of them, creating a surface solid enough to walk upon or dispersing the particles. They can also determine the strength of gravity relative to the rings in the affected area. These effects last until the glaiad leaves the area or spends another standard action to change them.
''Particle Step ([[Su]])'' As a standard action, a glaiad can teleport to any other particle of their ring system within sight as long as the destination particle is at least the size of the glaiad's space. They can't take any other creatures with them, but they can teleport objects they're currently carrying.
''Ring Dependent ([[Su]])'' A glaiad is mystically bonded to the rings of a single planet or moon and must never travel further from those rings than the surface of the planet they orbit; if they do, they immediately become [[sickened]]. A glaiad that remains out of range of their rings gains 1 [[negative level]] for each day they remain separated. A glaiad can forge a new bond with a new ring system by performing a 24-hour ritual while in physical contact with the new ring system.
''Storm of Shards ([[Su]])'' A glaiad can gather and hurl razor shards of ice from their ring system in a 20-foot burst at a range of 100 feet as a standard action. Each creature within the area takes 7d6 cold damage (Reflex DC 16 half).
The glaiad must wait 1d4 rounds for the particles of the ring system to disperse and redistribute before creating another storm of shards.
</div>
A glaiad belongs to the nymph family: fey with deep intrinsic bonds to a particular feature of nature. Ancient legends told only of dryads, naiads, and similar creatures tied to terrestrial features—but in those days, few knew of the nymphs who forged their bonds not with a single tree or river, but with the glorious ring systems surrounding a distant planet or moon. Like most nymphs, glaiads fiercely protect their bonded ring systems, defending them at all costs. This position has drawn some glaiads into diplomatic contact with other peoples while working to preserve their homes; however, others have become embittered and violent, feeling that's their only recourse against unbridled disruption of their bonded planets.
Although it might seem difficult—if not impossible—for a single creature to look after something that stretches for thousands of miles, a glaiad's bond with their ring grants them the ability to teleport from one particle in it to another in a matter of seconds, allowing them a wide range of movement.
This upgrade consists of several magical metal rings that project holographic images onto your armor, completely hiding its real appearance. As a standard action, you can change the appearance of your armor to any set of normal clothes or another type of light or heavy armor. This functions as //[[disguise self]]//, but it is only capable of changing the appearance of your armor, not yourself or the rest of your equipment.
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//glamer projector// | 3 | 1,350 | 1 | light, heavy | — |
</div>
As a standard action, a weapon with the //glamered// fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only //[[true seeing]]// or similar magic reveals the true nature of a //glamered// weapon while it is in disguise. After a //glamered// weapon is used to make an attack, this fusion is suppressed for 1 minute.
This combat knife is made almost entirely from potassium-treated aluminosilicate glass, a strong, transparent material that retains the insulating properties of glass. A single exposed wire along the leading edge carries a deadly electric charge; the glass of the blade insulates the wearer against electrocution, and a rubberized grip makes it easy to hold. Live glass blades carry a continuous current, while the jolt, impulse, and surge models discharge upon impact.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|glass blade, live | 3 | 1,230 | 1d6 E & P | — | L |[[powered]] (capacity 20, usage 1) |
|glass blade, jolt | 7 | 5,440 | 2d6 E & P | — | L |[[powered]] (capacity 20, usage 2) |
|glass blade, impulse | 13 | 46,500 | 6d6 E & P | — | L |[[powered]] (capacity 20, usage 2) |
|glass blade, surge | 18 | 327,000 | 13d6 E & P | — | L |[[powered]] (capacity 20, usage 2) |
</div>
This tool consists of a tiny blade at the end of a short arm that is attached to the center of an adhesive disc. When the disk is attached to a smooth surface such as a glass window or panel, you can spin the blade-tipped arm in a circle around the disk to quietly cut a 1-foot-diameter circle out of the glass. More advanced models with adamantine-diamond alloy blades can cut through surfaces even harder than glass. The type of material a glass cutter can cut through depends on its model, as described below.
* ''Mk 1:'' You can cut through glass or any material with a hardness of 1 or less.
* ''Mk 2:'' You can cut through transparent aluminum or any material with a hardness of 10 or less.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|glass cutter, mk 1 | 1 | 100 | L |
|glass cutter, mk 2 | 2 | 400 | L |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Gargantuan magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 77
* ''EAC'' 16; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Defensive Abilities'' ravenous invisibility; ''Immunities'' [[radiation]]
!!! OFFENSE
* ''Speed'' 60 ft., climb 30 ft., swim 30 ft.
* ''Melee'' tentacle +15 (1d6+11 S plus [[swallow whole]])
* ''Multiattack'' 3 tentacles +9 (1d4+11 S plus [[swallow whole]])
* ''Space'' 20 ft.; ''Reach'' 30 ft.
* ''Offensive Abilities'' [[swallow whole]] (1d6+5 A, EAC 16, KAC 16, 19 HP)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +1; ''Int'' –4; ''Wis'' +2; ''Cha'' –2
* ''Skills'' [[Athletics]] +13 (+21 to climb or swim), [[Stealth]] +13, [[Survival]] +13
* ''Other Abilities'' [[no breath]]
!!! ECOLOGY
* ''Environment'' any (Eox)
* ''Organization'' solitary, rival pair, or brood family (2–3 adults and 3–5 juveniles)
!!! SPECIAL ABILITIES
''Ravenous Invisibility ([[Ex]])'' A glass serpent can become [[invisible]] as part of any other action. Each time it successfully damages a creature while invisible, it must attempt a DC 14 Will save. If it fails, this ability is suspended and the glass serpent becomes visible for 1 round (though it can turn invisible again at the start of its next turn). A glass serpent that has swallowed a creature cannot turn invisible using this ability until 1 week after it swallowed the creature, when its meal has been completely digested. (If the swallowed creature escapes or is otherwise removed, the glass serpent can use this ability again immediately.) An invisible glass serpent can resume being visible as part of any other action.
</div>
The terrifying ambush predators known as glass serpents are some of the most notorious beasts to roam the blasted wastelands of Eox, preying on local fauna and unwary undead alike. Similar creatures have been found on dozens of planets, including those outside the Pact Worlds, leading scholars to speculate that glass serpents may have been brought to Eox in its ancient past through magical means, or that they may represent a natural case of parallel evolution on worlds that have suffered massive catastrophes.
Glass serpents have long, undulating bodies that bulge and narrow at regular intervals, giving them a shape almost like a chain of thick links. Their heads are much different from those of traditional snakes, with a row of eyes peering out from beneath an armored, helmetlike crest, and long feeding tentacles each tipped with a glowing, crystalline tooth dangling from their mouths. Yet, the most fearsome aspect of glass serpents must be their legendary scales: smooth crystalline structures that warp and wrap light around the serpents, turning them invisible and making them terrifying combatants. This invisibility isn't entirely voluntary and requires enough energy from a serpent that it can activate the ability only when it is hungry and hunting. When well fed, the serpent becomes visible once more, its body appearing partially translucent and strewn with shimmering rainbows. This weakness is of no comfort to those creatures that become the serpent's prey and provide it with sustenance, pieces of which are visible as they pass through the serpent's translucent digestive system. An adult glass serpent can grow to be 60 feet long and up to 5,000 pounds.
Hermaphroditic and capable of mating as long as they're sufficiently nourished, glass serpents have a fascinating courtship process. A glass serpent looking to mate seeks out another glass serpent of roughly its own size and ability level and challenges it in an elaborate ritual. Once this challenge is accepted, the two become a "rival pair." For the next 6 weeks, the two travel together, hunting in tandem but violently attempting to keep the other from eating a share of any slain prey. At the end of this period, they seek out the largest and most powerful glass serpent they can find and attempt to woo this third serpent into accepting the mantle of motherhood via displays of their prowess and gifts of regurgitated food. If this third serpent agrees, it and the larger, better-fed member of the rival pair—called the "bull"—mate. The bull then departs, and the other member of the rival pair—the "guard"—remains to serve the pregnant serpent, bringing food and providing defense until the young are born. Young glass serpents are capable of hunting on their own within a month, at which point all members of the family go their separate ways.
Not intelligent enough to be considered truly sentient, glass serpents are nevertheless cunning hunters and opportunists, with natural curiosity and adaptability in addition to their predatory instincts. Although glass serpents can diminish the glow in their tentacles' crystalline teeth to better preserve their invisibility, they understand that the light itself remains visible even when their bodies are not. As such, many will purposefully illuminate these lures while invisible, creating delicate, dancing displays of light or even mimicking signal beacons, hoping to draw prey near. Glass serpents have learned that creatures from other worlds often require air, and they specifically target such creatures, ripping open environment suits, vehicles, or structures to asphyxiate their prey.
For all the danger they present, glass serpents have long been a part of Eoxian culture, taking on the cultural role of noble predator that other groups often ascribe to wolves, lions, eagles, or dragons. Domesticated glass serpents are the chosen hunting beasts of both the planet's nobility and its criminal organizations. Several Bone Sages and ancient organizations have glass serpents on their coats of arms or corporate logos, and execution by glass serpent is an ancient practice that still continues. In recent centuries, the creatures have been heavily exported to other planets, partially for their status in Eoxian culture but more often because their scales can be commercially harvested for illusion magic and a wide variety of optical technologies. The challenge of imprisoning smart animals that can turn invisible and don't need to breathe means that wild glass serpent populations can now be found on nearly every terrestrial or aquatic planet in the Pact Worlds and many colony worlds beyond. Most notably, the Diaspora has seen significant problems with glass serpents adapting to the highly trafficked waterways of the River Between, where despite their slight disadvantage in movement and stealth, they still prove devastating to travelers. Many crèche worlds regularly hire mercenaries and adventurers to hunt down and eradicate these serpents, but the population keeps mysteriously bouncing back.
!! Glass Scale Technology
Glass serpent scales are a wonder of evolution, capturing and bending light with their unique molecular structure. Simply skinning a dead glass snake results in a pretty but useless hide, as the motion of the scales and their relationship to the muscle underneath are both key to their function. When properly harvested and arranged, the scales can effectively augment armor or even other creatures' skins, granting the wearers a measure of the serpents' invisibility. Originally developed by Eoxian technomancers, this glasstech was quickly replicated by the [[drow]] arms dealers of Apostae, and from there it spread throughout the Pact Worlds and beyond.
<<section 'Glass Skin' head:'h3' >>
<<section 'Lightwarp Inlay' head:'h3' >>
This biotech modification covers your skin with tiny, clear scales that shimmer with rainbows, as if you were constantly encased in a thin layer of ice or glass. Once per day, you can spend 1 Resolve Point to become temporarily [[invisible]] (as the //[[invisibility]]// spell) for up to 1 minute.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|glass skin | 4 | 2,000 | skin |
</div>
You move the starship at half its normal speed. The starship can take turns during this movement, but the starship's distance between turns increases by 2. You can add your ranks in the [[Piloting]] skill to the starship's AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide).
As a swift action, you can deploy or undeploy these foils to increase your flight maneuverability from clumsy to average or from average to perfect. Additionally, you can deploy these gliders while falling to slow your descent to 60 feet per round and move horizontally at a rate of 5 feet for every 1 foot you fall. While the glider foils are deployed, your maximum Dexterity bonus to AC is reduced by 2 (to a minimum of 0). The glider foils have no power of their own and don't allow you to gain altitude.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|glider foils | 7 | 6,000 | 2 | light | 1 | — | — |
Your nanites emit pinpricks of colorful light. Your nanite cloud sheds dim light in its space and each space adjacent to it. You can suppress or activate this light as a move action. This light can be used to communicate in Lumos and other light-based visual languages you know.
<div class="statblock">
* ''Levels'' 1–12
* Small animal
* ''Senses'' [[low-light vision]]
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Speed'' 30 ft.
* ''Melee Attack'' bite (P)
* ''Space'' 5 ft.; ''Reach'' 5 ft.
* ''Ability Modifiers'' Con, Wis
!!! SPECIAL ABILITIES
''Comforting Presence ([[Ex]])'' As long as your glimmirin is adjacent to you, you gain a +2 morale bonus to saves against fear effects.
''Luminescent ([[Ex]])'' A glimmirin sheds normal light out to a range of 20 feet, and dim light for another 20 feet. At 6th level, this glow brightens; the glimmirin sheds normal light out to a range of 30 feet and dim light for another 30 feet.
</div>
Glimmirins are small, portly herbivores covered in soft quills that glow in shades of yellow and orange. Friendly and brave, they’re often kept as pets in the Dark, where they function as a mobile (and adorable) light source.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round
</div>
This spell functions as //[[true seeing]]//, except as noted above.
<div class="statblock">
* <<levels>>
* ''School'' illusion (emotion, fear, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Targets'' 1 living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will disbelief (see text)
* ''Spell Resistance'' yes
</div>
You give the target a vision of the end of the Material Plane as it’s consumed by entropy. The target witnesses all the stars in the universe dim simultaneously and planets throughout the galaxy crumble to nothingness. The sight deals 15d10 damage to the creature and gives it the [[panicked]] condition for 1 round. The target attempts a Will saving throw; on a success, they take half damage and are [[shaken]] for 1 round instead.
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of //[[true seeing]]// for 1 round with a range of 60 feet.
//Glimpses of the Endless Horizon// is a holy text of Weydan, known in academic circles for years but generally treated as a curiosity for vagabonds and adventurers. The drastic changes to interstellar travel wrought by the Drift Crisis, however, have caused interest in the artifact to spike, and it’s now highly sought by powerful forces across the Pact Worlds and beyond. Reports of the religious text describe wildly differing appearances depending on the beholder, causing theologians and scholars to avidly debate whether it’s one artifact or a series of linked artifacts.
All forms of this magical logbook share embossing depicting Weydan’s symbolic starship upon it, and contain shorthand navigational notes and charts representing an endless variety of galaxies across multiple planes. It has appeared as an old‑fashioned tome, a compact computer drive running on a never-before-seen coding language, a series of bound and trimmed insectile wings written upon in crystallized amber, and other various, fantastic forms. No matter how //Glimpses of the Endless Horizon// appears, the bearer can read the port reports, navigational anecdotes, and charts in their native tongue. Every page describes a unique system, and those who turn back to a previously read entry find an entirely different galaxy described instead.
//Glimpses of the Endless Horizon// serves as a navigational aid in starship travel. You can spend 1 hour consulting the logs to reduce the DC of [[Piloting]] checks to navigate or astrogate by 5. If you’re a follower of Weydan who’s touching //Glimpses of the Endless Horizon//, you can cast //[[pinpoint navigation]]// once per day.
Once per day, the book allows you to cast //[[augury]]// about navigational questions, such as “Will we find the answers we’re looking for in this system?” You must spend the 1 Resolve Point required for the spell, but the spell is augmented to look far enough into the future to account for a single trip through the Drift. If you’re a follower of Weydan, the chance for successfully receiving a meaningful reply is 100%.
The book can be destroyed by leaving it aboard a ship that’s navigated into a star, gas giant, black hole, or some equally massive gravitational phenomenon while both the ship and book are under the effects of a //[[nondetection]]// spell. Followers of Weydan claim the book will then immediately remanifest in a new form immediately after it’s destroyed, believing it to possess the same multiform nature as Weydan himself.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* LN Medium magical beast
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +8; ''Will'' +3
* ''Defensive Abilities'' blink
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +13 (1d6+5 P plus trip)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' +0; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Computers]] +15, [[Stealth]] +10, [[Survival]] +10
* ''Languages'' Common, Sylvan; digital telepathy 30 ft.
* ''Other Abilities'' digital transference
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–14)
!!! SPECIAL ABILITIES
''Blink ([[Su]])'' A glitch dog constantly phases back and forth between physical and digital states. Melee attacks against them have a 20% miss chance, as though they had concealment, and ranged attacks have a 50% miss chance, as if they had total concealment.
''Digital Telepathy ([[Su]])'' A glitch dog can communicate telepathically with digital devices and other creatures that have this ability (such as other glitch dogs). A glitch dog can also attempt [[Computers]] checks to access any computer within their telepathy’s range.
''Digital Transference ([[Su]])'' Three times per day, while within digital telepathy range of an active computer system, the glitch dog can move through the network as a standard action to transfer themself from their current location to any other location within 100 feet. This action is instantaneous and doesn’t provoke an attack of opportunity.
''Trip ([[Ex]])'' In addition to dealing the listed damage, if a glitch dog hits with their bite attack and the attack roll result equals or exceeds the target’s KAC + 4, they automatically trip their foe.
</div>
Glitch dogs represent an evolutionary leap from their blink dog ancestors. In their eternal hunt for evil creatures from the Ethereal Plane—their ancestral enemies—blink dogs gradually adapted to enter shifting planar landscapes to find and destroy their quarry. Over generations of evolution, some packs learned to utilize their abilities to enter realms previously unheard of by blink dog sages. The artificial reality of digital space was one of the emergent planes blink dogs entered. They became glitch dogs, transient beings of virtual spaces dedicated to eliminating digital recreations of phase spiders, as well as corrupted code of all types. Some crusading counter-hackers and technomancers enjoy the companionship of a glitch dog whose trust they’ve gained. Major tech companies have hired them as troubleshooters and living computer countermeasures.
In the physical world, glitch dogs stand about 3 feet tall at the shoulder and resemble sleek, long-eared canines. Their black fur is streaked with dark gray and lit from within by a blue nimbus of energy. Their moods heavily influences their appearances in digital space. Hunting glitch dogs might appear as fearsome wolves or three-headed hellhounds dripping blue fire and snippets of code. Among friendly company, glitch dogs can appear like cuddly dogs lined in azure. Since their existence is split between two realms, glitch dogs’ forms often stutter, their agile legs or bushy tails breaking into digital pixelation surrounded by their internal glow.
<<section 'Computer Glitch Gremlin'>>
<<section 'Ship Glitch Gremlin'>>
Both computer glitch gremlins and ship glitch gremlins demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail.
A computer glitch gremlin's appearance varies widely with the digital data it has eaten, but they average 1 foot in height and weigh around 4 pounds. Ship glitch gremlins have lamprey-like mouths and long, spidery arms and legs. They stand 2-1/2 feet tall and weigh approximately 20 pounds.
!! Glitch Gremlin Companions
{{Glitch Gremlin (creature companion)}}
<div class="statblock">
* ''Levels'' 1–20
* Tiny fey
* ''Senses'' [[low-light vision]]
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee Attack'' bite (P)
* ''Melee Attack'' jolt (E)
* ''Space'' 2-1/2 ft. ''Reach'' 0 ft.
* ''Ability Modifiers'' Dex, Int
!!! SPECIAL ABILITIES
''Jolt ([[Su]])'' Every 1d4 rounds, a glitch gremlin can channel an electrical blast as a ranged attack that targets EAC. This ray has a range increment of 30 feet.
''Short Circuit ([[Su]], 7th level)'' A glitch gremlin that critically hits a creature with its bite or jolt attack can cause one computer, technological item, or weapon without the [[analog]] special property in the target's possession to become [[broken]] for 1d4 rounds unless the target succeeds at a Will save (DC = 10 + the gremlin's level). If the broken condition would have no effect on the item, the condition instead causes the weapon to have a 20% chance of malfunctioning each round it's turned on and each time it's activated. When an item malfunctions, it is deactivated, cannot be used until the beginning of the user's next turn, and produces no effect (wasting the action used to operate it).
''Tech Support ([[Ex]])'' While your glitch gremlin is adjacent to you or in your space, you gain a +2 morale bonus to [[Engineering]] checks to [[arm explosives]] and [[disable devices]]. You also gain this bonus to [[Computers]] checks to [[hack]] computers; [[disable modules and systems|Disable or Manipulate Module]]; and [[destroy modules and systems|Destroy or Repair System or Module]].
You can expend a 1st-level or higher spell slot to glitch yourself out of reality, as if you were an image on a bad view screen, allowing you to move in unpredictable ways. You must use this ability as part of a move action to move your speed or a withdraw action, and it provides you with one of the following benefits. You can use this ability only once per move action.
* Ignore 20 feet of difficult terrain. This increases to 40 feet of difficult terrain if you expend a 3rd- or 4th-level spell slot, and 60 feet of difficult terrain if you expend a 5th- or 6thlevel spell slot.
* Move 10 feet. This counts as 5 feet of movement, but you do not provoke attacks of opportunity when moving this way. Any other movement you attempt as part of your move action provokes reactions as normal. This increases to 20 feet if you expend a 3rd- or 4th-level spell slot, and 30 feet if you expend a 5th- or 6th-level spell slot.
* Pass through up to 1 foot of solid objects as if you were [[incorporeal]]. You can pass through ceilings, floors, and walls, provided they're no thicker than 1 foot. This increases to 5 feet of solid objects if you expend a 3rd- or 4th-level spell slot, and 10 feet of solid objects if you expend a 5th- or 6th-level spell slot.
By binding spiritual energy into objects, you can overwhelm and control technological devices and creatures.
* ''Associated Deities:'' Eloritu, Pharasma, Urgathoa
* ''Associated Skills:'' [[Engineering]] and [[Mysticism]]
* ''Spells:'' 1st–6th //[[spiritual consultation]]//; replaced by 1st–//[[spirit-bound computer]]//, 2nd–//[[haunted combatant]]//, 3rd–//[[phantom cycle]]//, 4th–//[[soothing protocol]]//, 5th–//[[transfer consciousness]]//
!! Soul Spark (1st)
As a standard action, you supercharge or overload a device within 30 feet for 1 minute. The device must have a usage of 1 or more charges and must be a technological item, weapon, suit of armor, or armor upgrade. If you supercharge the device, decrease its usage by a number of charges equal to 1 + 1/3 your mystic level (minimum usage of 1); if you overload the device, instead increase its usage by this number of charges. Once you use this ability, you can't do so again until you take a 10-minute rest to regain Stamina Points.
!! Disrupt Technology (3rd)
You can spend 1 Resolve Point as a standard action to trap a destructive spirit in an object within 60 feet. The object gains the [[broken]] condition for a number of rounds equal to 1 + half your mystic level. [[Archaic]] objects and exceptionally large objects (such as vehicles, starships, and buildings) are unaffected by this ability. An object in a creature's possession can attempt a Will save to reduce the duration to 1 round.
!! Spectral Armaments (6th)
Once per day as a move action, you can infuse one armor or weapon you touch with eldritch energy. This grants a weapon the effects of a [[ghost killer]] or [[limning]] weapon fusion, or it grants the armor the effects of a [[ghost armor]] or [[telepathic dampener]] armor upgrade. This fusion doesn't count toward the maximum total level of fusions the weapon can have at once, and this armor upgrade doesn't require an upgrade slot. You can activate spectral armaments as a full action to infuse one additional item you touch; the affected items retain these benefits for 1 minute per mystic level. You can activate spectral armaments additional times per day by spending 1 Resolve Point each additional time you use it after the first.
!! Spirit Speaker (9th)
You add your channel skill bonus to Charisma-based skill checks made to interact with [[incorporeal]] and technological creatures as well as to skill checks made to disable technological devices. Additionally, you can use //[[speak with dead]]// as a spell-like ability three times per day, but only to communicate with constructs or creatures with the technological subtype.
!! Awaken Technology (12th)
You can spend 1 Resolve Point as a standard action to coax a spirit into possessing an item, computer, lock, trap, construct, or vehicle within 60 feet, for a number of minutes equal to your mystic level. A construct creature or an object in a creature's possession can attempt a Will save to negate this effect. If the possessed object is a computer, you can attempt [[Mysticism]] checks in place of [[Computers]] checks to operate it. If the possessed object is a lock or trap, you can use [[Mysticism]] in place of [[Engineering]] to disable it. If the possessed object is a vehicle, you can use Mysticism in place of [[Piloting]] to operate it. If the possessed object is a construct, it loses its immunity to mind-affecting effects. If the possessed object is a technological item with charges, it turns on. Objects that don't fit into any of the above categories, including mechs and starships, are unaffected by this ability.
!! Ghostly Form (15th)
As a standard action, you can move up to your speed as if you were [[incorporeal]], provided you begin and end your movement in an unoccupied space. Construct creatures and creatures wearing armor you pass through become [[overburdened]] for 1 round (Will negates) as you cause malfunctions. Whether or not the creature succeeds at its save, it then becomes immune to your ghostly form for 24 hours. You can use this ability a number of times per day equal to your mystic level.
!! Spirit Storm (18th)
You can spend 1 Resolve Point as a standard action to unleash a barrage of spirits in a 30-foot-radius burst around you; this deals 12d6 force damage to constructs, undead, and creatures with the technological subtype in the area, and 12d6 cold damage to all other creatures in the area (Reflex half). Objects with hardness of 30 or lower in the area are [[broken]] for a number of rounds equal to your mystic level (or for 1 round if they succeeded at the saving throw). You can expend a mystic spell slot to exclude a number of squares, up to the level of the spell slot expended, from the area affected by the spirit storm.
A glitching system isn't operating at peak performance. Crew actions involving the system (except the [[hold it together]] and [[patch]] engineer actions) take a –2 penalty.
A gloom gunner has an eldritch connection to the Shadow Plane. By choosing this style, you create this link and use it to infuse your weapon attacks with the dark dimension's uncanny magic. As your martial skill increases, so does your bond to the Shadow Plane. This stronger union with shadow allows you to become a frightening combatant with any armaments you wield.
A couple of these features add bonus fusions to a weapon you wield. No weapon can gain a fusion it already has. However, these bonus fusions don't count toward the maximum total level of fusions the weapon can have at once.
!! Gloom Weapons (1st)
Due to your connection with the Shadow Plane, any weapon you wield is infused with planar power. Your melee and ranged attacks count as magic for the purposes of bypassing [[damage reduction]] and other situations, such as attacking [[incorporeal]] creatures.
!! Shadow Fusion (5th)
Weapons are considered to have the //[[ominous]]// fusion while you wield them. A creature that gains the [[shaken]] condition from your bonus //ominous// fusion can gain that condition again from the same weapon, even if 24 hours haven't passed.
!! Ominous Power (9th)
If you score a critical hit with a weapon you wield, you can apply the critical hit effect of the //[[ominous]]// fusion in addition to one other critical hit effect the weapon has. When you render a target [[shaken]], you can spend 1 Resolve Point to change that condition to [[frightened]] for the same duration. In addition, once per day when you fail a saving throw against a mind-affecting effect, ou can reroll that saving throw.
!! Shadow Secrets (13th)
Weapons are considered to have the //[[ghost killer]]// fusion while you wield them (this is in addition to the //[[ominous]]// fusion granted by your shadow fusion ability). In addition, you can use your connection to the Shadow Plane to add one of the following benefits to a weapon you wield. These benefits cause bizarre visual distortions when you use them because they're made possible by your manipulation of the spatial incongruities between the Shadow Plane and the Material Plane. A chosen benefit lasts until the end of your turn.
* As part of the action you use to attack, increase your reach with the weapon by 5 feet.
* As part of the action you use to attack, double the weapon's range increment.
* When you hit a creature, you can use a swift action to perform a dirty trick combat maneuver against it.
* As part of the action you use to attack, damage from the weapon you are using ignores hardness equal to your soldier level.
!! Shadow Attack (17th)
As a standard action, you can spend 1 Resolve Point to make an attack against a creature you are aware of, ignoring all cover and concealment (including total). If the attack is a ranged attack, the target must be within your weapon's first range increment. The attack affects only your selected target, even if it normally affects an area or multiple targets. You still have to roll to hit your target, and an attack that misses has no effect
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation, shadow)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. +10 ft./level)
* ''Effect'' a mote of darkness
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You draw forth the energy of the Shadow Plane and form it into a floating mote of gloom. The mote creates dim light in a 5-foot radius. It also lowers the light level within 20 feet of it by one step, down to dim. As a move action, you can move the mote up to 60 feet in any direction. The mote winks out if the distance between you and it exceeds the spell's range. You can have only one //gloom mote// spell active at a time. If you cast this spell while another //gloom mote// of yours is still in effect, the previous casting is dispelled.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large outsider (extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +8; ''Will'' +3
!!! OFFENSE
* ''Speed'' 10 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' bite +13 (1d6+6 P)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' confusion, implant, pheromones
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +15, [[Stealth]] +10
!!! ECOLOGY
* ''Environment'' any land or sky (Shadow Plane)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Confusion ([[Su]])'' The shifting patterns on a gloomwing's wings are hypnotic. A creature that starts its turn able to see the gloomwing must succeed at a DC 13 Will saving throw or become [[confused]] for 1 round. A creature can avoid looking directly at the gloomwing to gain a +4 bonus to the saving throw. However, doing so causes the creature to treat the gloomwing as if it has concealment (20% miss chance). Gloomwings and [[tenebrous worms]] are immune to this effect. This is a mind-affecting, sense-dependent effect.
''Implant ([[Su]])'' As a full action, a gloomwing can lay eggs in a Small or larger helpless living creature. The target creature contracts [[tenebrous gestation]].
''Pheromones ([[Su]])'' Starting on the round after a gloomwing becomes agitated (typically the second round of combat), the creature exudes an invisible cloud of weakening pheromones that creates a musky scent. Living creatures other than gloomwings and [[tenebrous worms]] within this 30-foot aura must succeed at a DC 13 Fortitude saving throw or become [[fatigued]] for 1 hour.
</div>
Gloomwings are mothlike predators native to the Shadow Plane known to slip through the barrier with the Material Plane in places where the barrier is thin. Their bizarrely patterned wings can cause confusion in onlookers, even within the dimly lit, shadowy places where they rest. Gloomwings also have a distinct, musky scent. If a gloomwing becomes stressed, it releases its pheromone-laden musk, causing lethargy in other living creatures. The scent also attracts other gloomwings and their larvae, known as [[tenebrous worms]].
The chitin on a gloomwing's mandibles and head has a pearlescent quality, especially in normal and bright light. Some jewelers and mystics value this material. With a successful DC 21 [[Survival]] check that takes 10 minutes, a character can harvest 1d4 pieces of chitin, each worth 500 credits.
<<section 'Tenebrous Gestation'>>
Awarded to only the most skilled combatants, a //glory medallion// allows you to capitalize on the hectic nature of battle. Once per day, as a reaction after you reduce an enemy to 0 Hit Points, you can immediately take an additional move action.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//glory medallion// | 1 | 400 | L |
</div>
Featuring a hand-mounted firing device that injects its target with acidic compounds, this weapon resembles a cross between a [[caustoject]] and [[cestus pistol]]. By default, the weapon uses a miniature battery to create caustic fields to inject into foes, but it can launch syringes of other substances when properly loaded with them.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|glove needler, tactical | 2 | 560 | 1d4 A | reach | [[injection DC +2]] | 1 round | 1 | — |[[conceal]], [[injection]], [[punch gun]] |
|glove needler, advanced | 7 | 5,800 | 1d12 A | reach | [[injection DC +2]] | 1 round | 1 | — |[[conceal]], [[injection]], [[punch gun]] |
|glove needler, elite | 14 | 69,300 | 3d12 A | reach | [[injection DC +2]] | 1 round | 1 | — |[[conceal]], [[injection]], [[punch gun]] |
|glove needler, paragon | 20 | 765,000 | 6d12 A | reach | [[injection DC +2]] | 1 round | 1 | — |[[conceal]], [[injection]], [[punch gun]] |
</div>
This simple glove is surprisingly smooth to the touch. While holding an item no larger than 2 bulk in the hand wearing it, you can command a //glove of storing// to shrink the held item to microscopic size and negligible bulk, and merge it with the palm of the glove. Returning the item to its original scale requires a mere snap of the fingers wearing the glove. You can store or retrieve an item within a //glove of storing// as a swift or move action. A glove of storing can store only one item at a time, and if the glove's effect is suppressed or dispelled, any stored item immediately returns to its original size.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//glove of storing// | 6 | 4,600 | L |
</div>
As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this revelation, you can't use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level.
The //glowing// weapon fusion casts a target in a glowing sheen, allowing others to discern it even in the darkness. On a successful hit with a //glowing// weapon, the target can be observed until the start of your next turn as if it were in normal light conditions, regardless of light level. This glow also casts squares adjacent to the target in dim light for the same duration.
Your influence over light and heat is more adept than most. When you are using [[sidereal influence]] with photon skills, you roll 1d8 and add the result as an insight bonus to your check, rather than rolling 1d6. In addition, you choose one additional skill from the photon skill list that you can modify using your sidereal influence ability.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' light with area of up to eight 10-ft. squares
* ''Duration'' concentration + 10 minutes/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
A barrier of light, colored as you choose, springs into existence. You can form the wall into a vertical or horizontal plane, but each 10-foot square must join another. The light level within 5 feet of the wall increases to normal light. Within an additional 5 feet, the light increases one step, up to normal light. When you concentrate on the spell, you can change the light’s color. You can have only one //glowing wall// spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. A //glowing wall// somehow made permanent doesn’t count against this limit.
When consumed, this luminescent green syrup causes your skin to glow, with its brightness varying based on the armor you’re wearing. If you’re wearing no armor (or armor that has no armor check penalty), the light illuminates a 20-foot radius with normal light, and your radiance grants you [[concealment]] in bright light conditions. For every 1 point of AC penalty your armor imposes, the miss chance this effect provides decreases by 5%, and the light radius decreases by 5 feet (providing neither light nor a miss chance for armor check values of –4 or greater). This light doesn’t provide you enough concealment to hide. This effect lasts for 1 minute.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//glowskin serum// | 4 | 350 | L |
</div>
//Gluon crystals// create an entropic field along the weapon that creates traumatic wounds.
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |h
|//gluon crystal//, shard | 2 | 770 | +1 | [[wound]] | — |
|//gluon crystal//, least | 6 | 3,900 | +1d4 | [[wound]] | — |
|//gluon crystal//, minor | 9 | 11,500 | +1d6 | [[severe wound]] | — |
|//gluon crystal//, lesser | 12 | 30,800 | +2d6 | [[severe wound]] | — |
|//gluon crystal//, standard | 15 | 94,200 | +3d6 | [[severe wound]] | — |
|//gluon crystal//, greater | 18 | 330,300 | +4d6 | [[severe wound]] | — |
|//gluon crystal//, true | 20 | 916,200 | +6d6 | [[severe wound]] | — |
</div>
<div class="statblock">
* ''Tier'' 8; ''XP'' varies
* CE Large starship monstrous humanoid
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 23; ''TL'' 22
* ''HP'' 190; ''DT'' —; ''CT'' 38
* ''Shields'' medium 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' bite (8d10; see below), twin laser (5d8; 20 hexes)
* ''Attack (Port)'' coilgun (4d4; 20 hexes)
* ''Attack (Starboard)'' coilgun (4d4; 20 hexes)
* ''Attack (Aft)'' flak thrower (3d4; 5 hexes)
* ''Attack (Turret)'' high explosive missile launcher (4d8; 20 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget medium-range sensors, crew quarters (common), mk 2 duonode computer, mk 6 armor, mk 6 defenses; ''Expansion Bays'' [[cargo bays]] (2), [[passenger seating]] (2)
* ''Modifiers'' +2 any two checks per round
* ''Other Abilities'' fleet mind, living starship, void adaptation
!!! CREW ACTIONS
* ''Engineer (2 actions)'' [[Engineering]] +16 (8 ranks)
* ''Gunner (3 actions)'' gunnery +15 (8th level)
* ''Pilot (1 action)'' [[Piloting]] +18 (8 ranks)
* ''Science Officer (1 action)'' [[Computers]] +16 (8 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, or drove (3–10)
!!! SPECIAL ABILITIES
''Bite ([[Ex]])'' To use its bite attack against a target starship, a gnawbore must first succeed at a flyby stunt to move through the target's hex. This attack, which has the [[ripper]] special property, is resolved with a normal gunnery check.
''Fleet Mind ([[Ex]])'' Like the individual Swarm components, Swarm starships are bound together into a singular hive mind through a blend of radio, quantum, and telepathic communication. All Swarm starships within 10 hexes of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a "chain" of Swarm starships under appropriate circumstances, potentially alerting distant Swarm vessels.) Swarm vessels can also communicate telepathically with all Swarm creatures within 10 hexes.
''Living Starship ([[Ex]])'' A gnawbore is a colony of symbiotic creatures so immense that it functions as a starship (and thus engages only in starship combat). It has no true crew, but it can still take crew actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Critical damage to life support instead damages the symbiotic brains, applying a penalty to pilot actions, in addition to any penalties from engines critical damage. Critical damage to the crew has no effect on a gnawbore, due to the redundancy of the symbiotic creatures that constitute it.
</div>
The Swarm gnawbore was designed by the hive mind to penetrate the hulls of enemy starships, spilling troops and supplies into space where their matter can be collected by other Swarm components at their leisure. Although the gnawbore carries conventional starship weaponry to incapacitate enemies from a distance, its most powerful weapon is its set of titanic mandibles. These gnashing appendages can tear through exposed starship hulls, so a gnawbore generally depletes its target's shields with lasers and missiles before closing in like a voracious predator.
The Swarm often deploys several gnawbores at once against fleets of enemy starships. The panic and chaos they cause when they rip open a bulkhead is enough to break even the staunchest of armies.
Long-ago emigrants from the primal fey realm called the First World, gnomes are a vivacious people who have adapted to their tumultuous heritage in curious ways, and evolved significantly from accounts found in pre-Gap records.
Gnomes today fall into two ethnicities: feychildren and bleachlings. Easily recognized by their brightly colored skin and hair, feychildren remain physiologically and socially close to their otherworldly heritage and are intensely mercurial, possessed of wild whimsy and a ravenous, reckless appetite for adventure. Bleachlings, by contrast, are believed to be the descendants of those who survived the virulent gnome plague called the Bleaching, which to this day threatens to drain the color and life from any feychild gnomes who don't constantly seek out enough new experiences to retain their vibrancy. Bleachlings are typically born with monochromatic features, their palettes ranging from black and white to brown and gray. While they are usually more even-tempered than their feychild cousins, Bleachlings have an exaggerated—but only half-deserved—reputation for dourness.
How exactly the bleachling adaptation occurred—whether it was an intentional and experimental genetic solution to the ancient gnome disease, a freak mutation, some deific blessing, or something else entirely—has sadly been lost to the Gap, and many feychild gnome researchers desperately attempt to re-create it in corporate laboratories and magical universities. In the meantime, bleachling gnomes continue to pass their immunity on to their children and those of mixed relationships, founding a new subrace that, while still currently a minority, is poised to someday completely replace their parent race—for better or worse.
Gnomes of both types usually have spindly frames and large eyes that give them a youthful
(and sometimes disturbing) appearance. Both ethnicities remain extremely curious and have a passion for new experiences, yet they often take different approaches to this need for mental stimulation—while feychildren are constantly chasing new physical situations and sensations, bleachlings often find their search for novelty sated through purely intellectual pursuits. As a culture, gnomes rarely build lasting social structures among themselves or other groups. Instead, most gnomes choose to constantly pursue their whimsy and passions alone or with a few close companions. Many feychild gnomes in particular find that keeping interesting friends is a good way to stave off the apathy and eventual madness that is the Bleaching.
Gnomes often find it difficult to relate to other races, as their humor and thought processes can seem wildly bizarre to those who don't share their unique viewpoints or context. As a result, most gnomes don't expect to be understood, and thus don't bother to explain themselves, further widening the gap between themselves and others. Yet while they are often complex and erratic, gnomes generally have kind and generous hearts, especially when it concerns their friends. Both ethnicities tend to get along best with [[humans]] and [[ysoki]], while finding [[kasathas]] and [[vesk]] overly stodgy, though bleachling gnomes are also commonly found in the company of [[lashunta]] scholars. Feychild gnomes make excellent fast-talking envoys, while bleachling gnomes often lean toward studious, intellectual
classes like the mechanic, mystic, and technomancer. Gnomes are most often found on Absalom Station and Castrovel, though their curiosity has spread them across the Pact
Worlds and beyond. Strangely, though the elves of Sovyrian are notoriously standoffish to other races, gnomes are not only tolerated but welcomed freely within their borders, supposedly in honor of some pre-Gap bargain forgotten by outsiders.
Most gnomes stand between 3 and 3-1/2 feet tall and weigh around 40 pounds. They're considered adults at 40 and naturally live up to 500 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, –2 Str, see below
* ''Hit Points:'' 4
* ''Size and Type:'' Gnomes are Small humanoids with the gnome subtype.
* ''Curious:'' Gnomes receive a +2 racial bonus to [[Culture]] checks.
* ''Dimorphic:'' A feychild gnome gains +2 Charisma, while a bleachling receives +2 Intelligence.
* ''Eternal Hope:'' Gnomes receive a +2 racial bonus to saving throws against fear effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result.
* ''Gnome Magic:'' Gnomes gain the following spell-like abilities: 1/day—//[[dancing lights]]//, //[[ghost sound]]//, and //[[token spell]]//. The caster level for these effects is equal to the gnome's character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects.
* ''Low-Light Vision'' Gnomes can see in dim light as if it were normal light.
!!! Alternate Ability Adjustments
* ''Gneblin:'' Some gnomes have strong ties to a specific planet, its lands, or the caves beneath. These earthier gnomes, called gneblins, are less sturdy than their kin, but they have a much stronger will. Gneblins have +2 Wisdom and –2 Strength, plus the benefits of the dimorphic racial trait.
!!! Alternate Racial Traits
* ''Driftborn:'' Some gnomes feel an eerie call to the Drift, rather than to the First World or the Bleaching. These driftborn gnomes have lithe builds and skin with shifting, iridescent patterns. They also have an intense and instinctual awareness of their bodies and their position in space. They gain +2 Dexterity. This replaces dimorphic.
* ''Ecstatic Joy:'' Some gnomes exult in their own effort and seem inured to pain. These gnomes gain a +2 racial bonus to saves against pain effects. Once per day when they roll a natural 20 on an attack roll, skill check, or saving throw, they gain a rush of adrenaline that grants them a +1 morale bonus to attack rolls, saving throws, and skill checks for 2 rounds. This replaces eternal hope.
* ''Social Intuition:'' Gnomes who spend their lives among people in a fixed culture can be less curious, but they gain an inherent ability to read people. These gnomes have a +2 racial bonus to [[Sense Motive]] checks. This replaces curious.
* ''Working Relations:'' Certain gnomes satisfy their curiosity about other people by working among them in varied capacities. Such gnomes gain a +1 racial bonus to [[Profession]] checks and can attempt [[Profession]] checks untrained. This replaces curious.
!! Eternal Hope Graft
{{Eternal Hope}}
You know how to keep your foes flustered and infuriated.
''Prerequisites:'' [[Antagonize]] or [[Quick Quip]], [[Diplomacy]] 5 ranks
''Benefit:'' As a swift action, choose one foe that you’ve successfully targeted with [[Antagonize]] or [[Quick Quip]] and attempt a [[Diplomacy]] check (DC 10 + your opponent’s total [[Sense Motive]] bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is higher). If you succeed, the duration of the effects of your Antagonize and Quick Quip abilities for that target are extended by 1 round. You can extend the duration of these abilities multiple times, but by no more than a maximum number of rounds equal to your Charisma modifier.
<div class="statblock">
* ''Level'' 2; ''Price'' 950
* ''EAC Bonus'' +6; ''KAC Bonus'' +8
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –5; ''Speed'' 30 ft.
* ''Strength'' 16 (+3); ''Damage'' 1d8 B
* ''Weapon Slots'' 1; ''Upgrade Slots'' 1
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 18
</div>
This crude exoskeleton cobbled together out of spare parts and junk is somehow functional despite its ramshackle appearance.
<div class="statblock">
* ''Level'' 1; ''Price'' 425
* Medium land vehicle (5 ft. wide, 5 ft. long, 2 ft. high)
* ''Speed'' 15 ft., full 250 ft., 28 mph
* ''EAC'' 10; ''KAC'' 11; ''Cover'' none
* ''HP'' 6 (5); ''Hardness'' 5
* ''Attack (Collision)'' 2d4 B (DC 9)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–3 at full speed)
* ''Systems'' unstable engine
!!! SPECIAL ABILITIES
''Unstable Engine ([[Ex]])'' Once the junkcycle becomes broken, its engine explodes in 1d4 rounds (even if it's been wrecked), dealing 3d6 fire damage to anyone riding the vehicle and 1d6 fire damage to anyone within 10 feet (Reflex DC 8 half).
</div>
Goblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that left Golarion and made its way to Absalom Station, where the goblins infiltrated the station's worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation. While space goblins have since managed to hijack other ships and spread to the stars, nowhere are they as prevalent as on Absalom Station—a fact for which all other worlds that are familiar with space goblins are extremely grateful.
Thanks to the goblins' rapid reproduction rate, many generations have passed since those first goblins came to Absalom Station. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from Golarion's goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols.
While some space goblins still worship the goblin herogods of old, partially adapting their dogma to fit their current lifestyle, many more revere Triune, the machine god. Their innate aptitude for using technology (without knowing how it actually works) leads them to believe that Triune has a plan for them. Some even think it will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts. However, neither Triune nor its church has yet officially acknowledged these zealous space goblins.
Goblins from Golarion were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury in those early days aboard Absalom Station; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren't as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it.
Goblins' instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a "dog" or "horse," depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them "horseroasters."
The physical differences between space goblins and their cousins from Golarion (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head.
!! Racial Traits
* ''Ability Adjustments:'' +4 Dex, –2 Cha
* ''Hit Points:'' 2
* ''Size and Type:'' Space goblins are Small humanoids with the goblinoid subtype.
* ''Darkvision:'' Space goblins have [[darkvision]] with a range of 60 feet.
* ''Fast:'' Space goblins are fast for their size and have a base speed of 35 feet.
* ''Scrounger:'' Space goblins receive a +2 racial bonus to [[Engineering]], [[Stealth]], and [[Survival]] checks.
* ''Tinker:'' As a move action, a space goblin can remove the penalties associated with the [[broken]] condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
!! Tinker Graft
{{Tinker}}
Many other metallic dragons revere gold dragons for being the most righteous and virtuous of all dragonkind and often seek out gold dragons for their wisdom.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' dragon (fire)
* ''Suggested Alignment:'' lawful good
* ''Traits:''
** [[blindsense]] (vibration) 60 feet, [[darkvision]] 120 feet, and [[detect alignment]] (CR 3+)
** [[frightful presence]] (CR 13+, 60 feet + 10 feet per CR)
** [[DR]] 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17)
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d10 F + 1d10 per CR)
** weakening breath (see below)
** spell-like abilities (CR 7+)
** [[change shape]] (CR 7+, animal or humanoid).
* //Weakening Breath ([[Su]]):// Instead of a cone of fire, a gold dragon can breathe a 30-foot cone of weakening gas. Each creature within the cone that inhales the gas must succeed at a Fortitude save or take an amount of Strength damage equal to half the dragon's CR.
An economical choice for many mercenaries, golemforged plating is one of the universe's most popular heavy armors. Golemforged plate consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plate include flexible boots and gloves as well as a standard helmet with a clear visor.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|golemforged plate I | 1 | 250 | +2 | +5 | +0 | –3 | –10 ft. | 0 | 3 |
|golemforged plate II | 3 | 1,610 | +5 | +7 | +2 | –2 | –10 ft. | 1 | 3 |
|golemforged plate III | 7 | 5,500 | +10 | +12 | +3 | –2 | –5 ft. | 2 | 2 |
|golemforged plate IV | 11 | 24,800 | +15 | +17 | +3 | –3 | –10 ft. | 6 | 3 |
|golemforged plate V | 14 | 63,750 | +18 | +20 | +4 | –3 | –10 ft. | 7 | 3 |
</div>
These automatons, created by powerful spellcasters, differ from most robots in that each has an [[elemental]] spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<list-links '[tag[Goods and Services]]' class:index >>
A feline species with a long flexible neck, short tail, and a pliable body, gosclaws developed their culture over centuries on a volatile continent on the rocky planet of Duren. The planet is rattled with earthquakes and pitted with active volcanoes, so the gosclaws used sophisticated engineering to build complex underground cities that could withstand the shifting earth around them. However, they were still centuries away from developing starfaring technology when an Azlanti scout ship crashed near a gosclaw city. The crash had no survivors. Gosclaw engineers began to study the vessel's technology, formulating sciences of space travel and advanced weaponry based on what they found.
When the Azlanti Star Empire landed its forces a few years later, the gosclaws knew they could not hope to rebuff such a technologically advanced enemy. Instead of fighting, they approached the Azlanti with an offer of service and proof of their engineering prowess with the reverse-engineered scout ship. Ever since, gosclaws have held citizenship status and served the Star Empire diligently, if not with complete loyalty. They regard the Azlanti as benefactors but consider them to be dangerous and self-serving. Most gosclaws think it far safer to avoid Azlanti notice than to attract attention. Gosclaws who leave Duren work for the Azlanti as engineers on projects where the thin, flexible gosclaw body is a benefit. However, more than one gosclaw has stowed away on a departing ship to see other worlds.
Agile and covered in smooth fur, gosclaws present a disarming appearance. Their fur coloration can vary considerably depending on their region of origin or the weather there, but the hue ranges from a dark, nearly black brown to a gold color, which is often darker at the tips of ears, limbs, and tail. (Gosclaws also dye their fur to express individuality.) Long centuries working underground in cramped quarters have made gosclaws well suited to such conditions. Gosclaws are also quick-witted and individualistic, focused more on achieving results than obeying procedure, a trait that can annoy Azlanti managers.
Always looking forward, gosclaws see technology as a way for them to leapfrog evolution and propel themselves into the future. As such, gosclaws are far less interested in maintaining their own traditions than other species, and they view their position in the Azlanti hierarchy as desirable for advancing their culture. Although the gosclaws know the Azlanti are far from benevolent, the felines are, themselves, opportunists. They imagine a near enough future in which they are free of Azlanti influence, and so they believe their conquest at the Star Empire's hands is a long-term advantage.
Gosclaws stand about 6 feet tall and weigh around 110 pounds. They're considered adults at 13 and naturally live up to 80 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Gosclaws are Medium humanoids with the gosclaw subtype.
* ''Burrow:'' Gosclaws have a burrow speed of 10 feet. A gosclaw can leave a tunnel if he moves at half speed.
* ''Fire Resistance:'' Gosclaws have fire [[resistance]] 5.
* ''Flexible:'' A gosclaw can move through an area as small as one-half his space without squeezing or one-quarter his space when squeezing.
* ''Mechanical Talent:'' Gosclaws gain a +2 racial bonus to [[Computers]], [[Engineering]], and [[Physical Science]] checks. A gosclaw can treat one of these skills as a class skill.
* ''Nightvision:'' Gosclaws have [[darkvision]] with a range of 60 feet and [[low-light vision]].
As a move action, you grant the [[unflankable]] universal creature rule to yourself and a number of creatures that doesn’t exceed your Charisma modifier. When you use this improvisation, each creature affected must be within the melee reach of at least one other affected creature. The effect ends for an affected creature if it ends its turn without being in the melee reach of an affected ally. This effect lasts until the end of your next turn. If you spend a Resolve Point when activating the improvisation, it instead lasts a number of rounds equal to your Charisma modifier.
This is a sense-dependent effect.
If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically [[grapples]] the foe as a free action. (If it hits the target's KAC + 13, it instead [[pins]] the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.
//Format:// ''Melee'' claw +8 (1d6+4 plus grab).
You’re an expert at picking a pocket and running.
''Benefit:'' When attempting a [[Sleight of Hand]] check to pick a pocket, you can immediately attempt a [[Stealth]] check to hide with a –5 penalty. You must have appropriate cover or concealment. Your target’s opposed [[Perception]] check to notice the pick-pocket attempt is against your Stealth check result.
''Normal:'' Your target’s opposed Perception check to notice the pick-pocket attempt is against your Sleight of Hand result.
Your melee attack can grab your opponent's attention, discouraging them from attacking anyone else.
''Prerequisites:'' [[Intimidate]] 5 ranks.
''Benefit:'' When you hit a target with a melee attack, you can attempt an ''Intimidate'' check, using the same DC as you would to [[demoralize]] that foe. If you succeed, the creature is [[off-target]] while attacking anyone other than you until the beginning of your next turn. A creature can be affected by this ability only once per day.
''Required Feat:'' [[Improved Combat Maneuver]] (grapple)
Whenever you attack an opponent with an unarmed strike and the result of your attack roll exceeds the foe's KAC by 8 or more, that foe gains the [[grappled]] condition as if you had successfully attempted a grapple combat maneuver. You must be at least 11th level to select this feat boost.
This upgrade is imprinted upon the interior of the armor in the shape of a curled rat. A //grandchild's cloak// uses a combination of holographic fields and illusion magic to render you [[invisible]] for a short period of time. You can activate a //grandchild's cloak// as a move action, and its benefits last until you spend another move action to deactivate it, it runs out of charges, or if you make any kind of attack (as described in the invisibility spell), whichever comes first.
The much rarer //greater grandchild's cloak//—which followers of Grandmother Rat stridently insist does not exist—functions as a standard //grandchild's cloak//, but it uses only 2 charges per round and its benefits do not end if you attack.
A //grandchild's cloak's// charges replenish each day. This upgrade can be installed only in light armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//grandchild's cloak// | 8 | 10,000 | 1 | light | L | 10 | 3/round |
|//grandchild's cloak, greater// | 15 | 120,000 | 1 | light | L | 10 | 2/round |
</div>
You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. Your target has the [[grappled]] condition, meaning she can't move from her current space and takes further penalties until she either uses a standard action to attempt a grapple combat maneuver to grapple you (giving you the grappled condition) or uses the escape task of the [[Acrobatics]] skill to break free. If the result of your attack roll equals or exceeds the target's KAC + 13, the target is instead pinned for the same duration, and she can't take any actions that involve moving her limbs other than to attempt to escape.
The grappled or [[pinned]] condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver. The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another.
When you renew a grapple, you can remove one item from the target's body that can be easily accessed, including most weapons and equipment (but not worn armor). Doing so immediately ends the grapple.
When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon's critical hit effect (if any) to the target.
''Required Feat:'' [[Improved Combat Maneuver]] (grapple)
Whenever you succeed at an attack roll to grapple an opponent, you can remove one item from the target's body that can be easily accessed, as described by the grapple combat maneuver, instead of imposing the [[grappled]] condition on your foe.
You are restrained by a creature, effect, or trap. You can't move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can't take actions that require two hands (or other limbs) to perform. You can't make attacks of opportunity.
You can't use [[Stealth]] to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn't. If you become invisible, through a spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
Your drone must have [[manipulator arms]] or a [[flexible body]] for you to choose this mod. If your drone has manipulator arms, it can use the [[grapple|Grapple (combat maneuver)]] combat maneuver without taking a –4 penalty to its attack roll. If it has flexible body, it can make a grapple attack without requiring a free hand.
A grappler is a high-tech anchoring device that can be attached to a [[cable line]] as a move action. The cable line can instead be threaded through the grappler, which takes 1 minute but adds the cable line's hardness and HP to the hardness and HP of the grappler (and vice versa). A grappler has clamps that can slide from its base along a cable line attached to it, allowing it to be [[climbed|Athletics]] as easily as a knotted rope.
You can attach a grappler through which a cable line is threaded to an immobile object that's at least 5 feet in width with a ranged attack against AC 5. If the grappler is fired at a moving object or a smaller object, you must hit that object's KAC + 8 to attach the grappler to the object. After it's attached, the grappler remains anchored until either you give a release command as a move action, the grappler is pried free with an Athletics check equal to the attack roll you made to attach it, or the grappler is destroyed. If a cable line attached to or threaded through a grappler is destroyed but the grappler itself was not damaged, the cable line is destroyed, but the grappler is unharmed. In this case, the grappler loses the excess hardness and HP that a threaded cable line added to it.
You can also target a creature with the grappler. This is resolved as a grapple combat maneuver, but a creature struck with the grappler can still use its hands, and its movement is only restricted to remain within range of the length of the grappler's cable. In addition to the normal rules for escaping a grapple, the target can pry itself loose with a successful Athletics check (DC equal to your attack roll to grapple the target). Or, it can perform a sunder combat maneuver against the grappler. Even if the combat maneuver doesn't destroy the attached cable, the creature escapes the grapple.
A grappler can be thrown as a grenade or set over the muzzle of a ranged weapon that targets KAC, in which case it has half the normal range increment of the weapon, and you use any weapon proficiency and bonuses to attack you have with that weapon. A grappler can be reused.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|grappler | 2 | 700 | L | 20 | 1/minute |
</div>
You can use a [[grappler]] to draw your foes closer.
''Prerequisites:'' Str 11.
''Benefit:'' When you grapple a creature with a [[grappler]], you can attempt a reposition combat maneuver against that creature on your next turn as though it were within your reach. If you succeed, you can move the target only directly toward you.
name:graser
range:short
speed:—
damage:7d10
pcu:40
cost:35
special:[[irradiate|Irradiate (starship weapon property)]] (medium)
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' Reflex partial
* ''Spell Resistance'' no
</div>
You entrap a creature in a cage of thorny brambles that erupts from the ground around them. The target must attempt a Reflex save. On a successful save, the target takes 2d6 piercing damage as it escapes the brambles and the spell ends. On a failed save, the target is [[grappled]] and takes 6d6 piercing damage each round it remains so. The target can use the [[escape]] task of the [[Acrobatics]] skill to escape the grapple as normal, or it can attempt the [[grapple|Grapple (combat maneuver)]] combat maneuver even if you aren’t within reach; if the target succeeds at the grapple combat maneuver, it escapes the grapple effect but don’t grapple you in return. If the target escapes the grapple, the spell ends.
You’ve modified the ends of your LFAN to tighten their grip.
''Prerequisites'': [[Pincered LFAN]]
''Benefit:'' You gain a +2 species bonus to your KAC against [[disarm|Disarm (combat maneuver)]] combat maneuvers. You can use your LFAN to [[grapple|Grapple (combat maneuver)]] other creatures. When you score a critical hit with your LFAN natural weapon, you can also automatically grapple the target if your attack roll equals or exceeds the target’s KAC +4 ([[pinning|Pinned]] them instead if your attack roll equals or exceeds the target’s KAC +13).
Your arm is replaced with a long, boneless tentacle. Your reach with your grasping tentacle (including attacks made with weapons you wield with your tentacle) is 5 feet more than your natural reach. When you use the tentacle to perform a [[disarm|Disarm (combat maneuver)]], [[grapple|Grapple (combat maneuver)]], or [[trip|Trip (combat maneuver)]] combat maneuver, you gain a +2 circumstance bonus to your attack roll.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|grasping tentacle | 6 | 4,200 | one arm and hand |
</div>
The //grav-nav// system harnesses gravitational fields to smooth the ride for passengers of this vehicle. This increases the vehicle's attack modifier. The amount depends on the grav-nav type, as listed below.
<div class= "table-wrapper">
|Modification | Level | Price | Attack Modifier Increase |h
|//grav-nav//, mk 1 | 5 | 2,900 | +1 |
|//grav-nav//, mk 2 | 12 | 35,000 | +2 |
</div>
<div class="statblock">
* ''Tier'' 3
* Small shuttle
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0); ''Drift'' 1
* ''AC'' 21; ''TL'' 20
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light plasma cannon (2d12)
* ''Power Core'' Pulse Brown (90 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, basic computer, [[crew quarters]] (common), mk 7 armor, mk 7 defenses; ''Expansion Bays'' [[cargo hold]], [[passenger seating]], [[sealed environment chamber]]
* ''Modifiers'' +4 [[Computers]], +1 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 4)
!!! CREW
* ''Engineer'' [[Engineering]] +8 (3 ranks)
* ''Gunner'' gunnery +8
* ''Pilot'' [[Piloting]] +14 (3 ranks)
* ''Science Officer'' [[Computers]] +12 (3 ranks)
</div>
Grave Caskets are the core of Corpse Fleet military boarding and landing operations. They're almost as well armored and shielded as the [[Blackwind Sepulcher]], but they have increased speed and room for elite commandos and squads of converted. Almost all these shuttles are equipped with an environmental chamber to accommodate living captives, since standard Corpse Fleet starships are airless.
The utilitarian grave mantle is common both on Eox and among the Eoxian expatriates of the Corpse Fleet. The base model worn by rank-and-file troops consists of a tabard of ballistic fabric worn over plastic mesh, with additional layers of fabric reinforcing the joints. More expensive models enhance the mesh with nanowire and place ceramic plates beneath the tabard. Despite Eoxian armies having no need for air, grave mantles retain life support systems as a defense against corrosive atmospheres and related hazards.
Grave mantle models include the base enlisted version, specialist models customized for the duties of their wearers, and officer models that combine superior protection with purely aesthetic additions such as holographic rank insignias.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|grave mantle, enlisted | 4 | 2,100 | +4 | +5 | +4 | — | — | 0 | L |
|grave mantle, specialist | 10 | 17,950 | +13 | +15 | +4 | — | — | 2 | L |
|grave mantle, officer | 17 | 256,500 | +20 | +22 | +5 | — | — | 3 | L |
</div>
[[Varculaks]] are undead beings, amnesiac souls locked away in barely living bodies. With undead flesh grafted onto your hands (or similar appendages) or arcane mechanisms generating negative energy installed in your palms, your melee weapons become wreathed in darkness. You impart the [[leech]] critical hit effect to any melee weapon you wield, but the saving throw DC is 10 + your character level + your Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, you regain a number of Hit Points equal to half its CR or level. If the weapon already has a critical hit effect, you must choose which to apply on a critical hit.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|grave touch graft | 10 | 17,000 | all hands |
</div>
''System:'' Lungs
A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. As a standard action a number of times per day equal to the necrograft's mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the table above.
These necromantic diseases act as the diseases of the same name, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease is not a carrier, so it can't pass the disease on to other victims. Creatures immune to death effects are immune to these diseases, and any bonus a creature has to saving throws against death effects applies to saves against these diseases. The diseases don't count as death effects for other purposes, such as //[[raise dead]]//.
<div class= "table-wrapper">
|Model | Disease |h
|Mk 1 | [[filth fever]] |
|Mk 2 | [[cackle fever]] |
|Mk 3 | [[devil chills]] |
|Mk 4 | [[demon fever]] |
|Mk 5 | [[mummy rot]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy (language-dependent)
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one dead creature
* ''Duration'' 1 round
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You can force a touched corpse talk to you, but you can't ask it specific questions or communicate with it at all. The corpse utters random sentences for 1 round, with a 10% chance this information is of some use to you. Useful information might include warnings about dangers in a wrecked starship, the password to unlock a computer, or the name of a supernatural creature seeking you or your allies. The GM makes the d% roll in secret and decides what information, useful or not, the corpse spews out in its babbling.
Once a corpse has been subjected to //grave words// by any caster, any new attempt to cast //grave words// on that corpse fails. A corpse must have a mouth or means to speak in order for this spell to function, and the spell doesn't affect a corpse that has been turned into an undead creature.
When you hit a target with a gravitation weapon, you can move that target the listed distance either toward you or away from you unless it succeeds at a Reflex save (DC = 10 + 1/2 weapon's item level + your Dexterity bonus). If this movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving, but it does not fall [[prone]] or take damage. If the movement would push the target off a cliff, into a trap, or otherwise move it into an area of obvious danger, the target must succeed at a second Reflex saving throw to stop its movement or be moved into the dangerous space. Movement caused by a gravitation weapon does not trigger attacks of opportunity.
Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day.
With a mk 1 //gravitational harness//, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can't take a standard action on your next turn. You can't make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can't use the fly speed to run or while [[overburdened]].
A mk 2 //gravitational harness// functions as the mk 1 model, except as follows. The effect lasts for a total of 10 rounds, though you need not use them consecutively. The augmentation can increase or decrease your gravity by up to two steps or negate gravity for you in an area of standard or light gravity. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 30 feet.
A mk 3 //gravitation harness// functions as the mk 2 model, except as follows. The effect lasts for a total of 10 minutes. You need not use the minutes consecutively, but you must use them in 1-minute increments. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 60 feet.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//gravitational harness//, mk 1 | 2 | 515 | spinal column |
|//gravitational harness//, mk 2 | 9 | 12,700 | spinal column |
|//gravitational harness//, mk 3 | 15 | 118,500 | spinal column |
</div>
You can bind an enemy to you through gravitational forces. As a move action, choose one creature adjacent to you. Whenever the target attempts to move to any space that isn't adjacent to you before the beginning of your next turn, it must succeed at a Fortitude save or be unable to move into that space, losing the remainder of the distance it could've traveled with that action. Once the target is no longer adjacent to you, the effect ends. While you're attuned or fully attuned, a target that fails its save also struggles to focus on anyone but you, treating enemies other than you as having [[concealment]]. Once a creature has been affected by this revelation, it becomes immune to your gravitational lock for 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 5-ft.-cube gravitational singularity; see text
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You call into being a tiny particle of mass with infinite density. You must conjure the singularity in a square that is unoccupied by any creatures or objects. When you finish casting this spell, the singularity immediately draws all Medium and smaller creatures and unattended objects of no more than light bulk within 30 feet toward it. Each round on your turn, the singularity makes a single special combat maneuver against creatures within 30 feet with an attack bonus equal to 4 + your caster level + your key ability modifier. Compare the result to each creature's KAC + 8. If the singularity is successful, that creature is moved 5 feet toward the singularity plus 5 additional feet for every 5 by which the result exceeds a target's KAC + 8. Unattended objects are automatically moved 10 feet toward the singularity each round. If a creature or object is moved into the square that contains the singularity, it is sucked inside it and takes 12d6 damage at the end of its turn each round it remains within that space.
A creature drawn into the singularity can take no actions except a full action to try to escape (it still takes damage during the rounds it attempts to escape). A creature must succeed at either an [[Athletics]] check (DC = 15 + 1-1/2 × your mystic level) or a DC 22 Strength check to escape the singularity. The singularity can hold up to four Medium creatures or objects (two Small creatures or objects count as one Medium creature, and so on); if it would pull in additional creatures, those creatures are simply pulled into a square adjacent to the singularity.
A creature within 50 feet of the singularity has its speed reduced by half when it moves away from the singularity. However, it can move at double its normal speed when moving toward the singularity. If a creature moves within 30 feet of the singularity at any point in its movement, it is subject to the combat maneuver described above. A creature that moves neither toward nor away from the singularity moves at its normal speed.
When this spell ends, the singularity disappears, and creatures and objects that were sucked into the singularity appear in the space where you conjured it (or as close as possible to that space, if they can't all fit within it).
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* CE Small outsider (native)
* ''Init'' +2; ''Senses'' [[darkvision]] 120 ft., [[see in darkness]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21 (+4 vs. bull rush and reposition)
* ''Fort'' +11; ''Ref'' +9; ''Will'' +6
* ''Defensive Abilities'' shadow blend, singularity adaptation, [[void adaptation]]; ''Immunities'' bludgeoning
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' jaws +18 (2d6+11 P) or gravity slam +18 (1d8+11 B; critical [[knockdown]])
* ''Ranged'' gravity press +15 (2d8+7 B)
* ''Offensive Abilities'' consume light
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +5; ''Int'' +0; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +14 (+22 to fly), [[Athletics]] +19, [[Piloting]] +14, [[Stealth]] +14
* ''Languages'' Common, Shadowtongue; [[telepathy]] 100 ft.
* ''Other Abilities'' [[spaceflight]], [[stellar alignment]] (graviton), stellar revelations ([[black hole]], [[gravity hold]], [[gravity surge]])
!!! ECOLOGY
* ''Environment'' vacuum
* ''Organization'' solitary, pair, or gloom (3–10)
!!! SPECIAL ABILITIES
''Consume Light ([[Su]])'' As a move action, a gravite can attempt to consume a single light source within 60 feet, snuffing the light while healing its wounds. Nonmagical light sources are automatically consumed. Against a magical light source, the gravite must attempt a dispel check (with a total bonus of +7), as with the //[[dispel magic]]// spell, with a DC equal to 11 + the spell’s caster level. On a success, the light is dispelled. When a gravite successfully consumes a light source, it regains 5 Hit Points per caster level of the light source (nonmagical light sources count as having a caster level of 1st) up to its normal maximum.
''Gravity Press ([[Su]])'' As a ranged attack, a gravite can exert its gravitational pull on an enemy, crushing and dragging it closer. This is a ranged attack with a range increment of 60 feet, a maximum range of 200 feet, and the [[gravitation]] 10 feet (Reflex DC 15) weapon special property. The bludgeoning damage dealt by this attack has the force descriptor.
''Shadow Blend ([[Su]])'' Attacks against a gravite in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability doesn’t grant total concealment; it only increases the miss chance.
''Singularity Adaptation ([[Ex]])'' A gravite is immune to the gravitational pull, pressure, damage, and hazards of black holes.
</div>
A black hole consumes everything that crosses its event horizon, devouring light, planets, and the occasional unfortunate creature. Rarely, this compressed matter gains a spark of sentience (though no one is certain how) and forms a malicious native outsider known as a gravite. Colloquially known as a gravity gremlin due to its small frame and frenetic behavior, a gravite is completely immune to the effects of black holes yet can harness the formidable potency of the stellar phenomena.
Gravites crave light (so they can extinguish it), devour anything of substance they can find, and revel in destruction. They usually travel to planets and other celestial bodies that are on an eventual path—however distant in time—to be consumed by their black hole’s event horizon, where they cause mayhem, destruction, snuff out light, and torment the living. Although they rarely grow taller than 2-1/2 feet, gravites are born under unimaginable pressure and are both strong and heavy for their size. Most weigh at least 500 pounds.
When you're fully graviton-attuned, you can call creatures of intense gravity to fight for you as a standard action. This functions as //[[summon creature]]// with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be shadow creatures. Creatures you summon with this ability gain the [[Coordinated Shot]] feat.
You can shore up your most frustrating weaknesses with balancing gravity. As a move action, you can gain a +1 enhancement bonus to your lowest saving throw for 1 minute, which persists even if you become unattuned, but not if you leave combat or a similar high-stress situation. If multiple saving throws are tied for lowest saving throw, choose one to benefit from this revelation. If you are in graviton mode while benefiting from this revelation, this bonus instead applies to all of your saving throws for as long as you are in graviton mode. This bonus increases by 1 at 8th level, and again every 6 levels thereafter.
//Graviton crystals// accelerate the impact of a weapon, dealing extra damage and potentially knocking down targets.
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |h
|//graviton crystal//, least | 5 | 2,900 | +1d3 | [[knockdown]] | — |
|//graviton crystal//, minor | 8 | 9,200 | +1d6 | [[knockdown]] | — |
|//graviton crystal//, lesser | 11 | 24,000 | +2d6 | [[knockdown]] | — |
|//graviton crystal//, standard | 14 | 69,800 | +3d6 | [[knockdown]] | — |
|//graviton crystal//, greater | 17 | 251,000 | +4d6 | [[knockdown]] | — |
|//graviton crystal//, true | 20 | 727,100 | +6d6 | [[knockdown]] | — |
</div>
Graviton emitters were designed to operate in zero-G environments to assist in pulling apart or holding together the wrecked hulls of vessels damaged due to ejection from the Drift or collisions with space debris. While the upgrade is a power-hungry device, its miniature tractor array allows for nearly limitless applications.
With a graviton emitter, you can target an object of 50 bulk or less, or a Huge or smaller creature, within 20 feet as a standard action. You move the target up to 20 feet toward or away from you; it can attempt a Reflex save (DC = 13 + your Dexterity bonus) to negate this movement. If this movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving but it doesn’t fall prone or take damage. If the movement would push the target off a cliff, into a trap, or otherwise move it into an area of obvious danger, the target can attempt a second Reflex save to stop its movement or be moved into the dangerous space. Movement caused by a graviton emitter does not trigger attacks of opportunity.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|graviton emitter | 7 | 7,500 | 1 | heavy, powered | L | 10 | 1/round |
</div>
Many security forces and peacekeepers employ graviton pistols, since these weapons deal no damage but instead push or pull a target. Long rods running in parallel lines form a barrel-like structure that makes such a pistol easy to identify. The available models of graviton pistols start at linear, with vector, tensor, and chiral models are able to move a target increasing distances.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|graviton pistol, linear | 3 | 1,450 | — | 60 ft. | [[knockdown]] | 20 charges | 4 | 2 |[[gravitation]] (10 ft.) |
|graviton pistol, vector | 5 | 3,050 | — | 60 ft. | [[knockdown]] | 40 charges | 4 | 2 |[[gravitation]] (15 ft.) |
|graviton pistol, tensor | 8 | 9,800 | — | 60 ft. | [[knockdown]] | 40 charges | 4 | 2 |[[gravitation]] (20 ft.) |
|graviton pistol, chiral | 13 | 49,500 | — | 60 ft. | [[knockdown]] | 40 charges | 4 | 2 |[[gravitation]] (25 ft.) |
</div>
The creature gains a +4 circumstance bonus to AC against weapons with the [[tractor beam]] special property. It also gains a +5 circumstance bonus to [[Piloting]] checks it attempts to escape a tractor beam.
Gravitational differences between planets have the potential to cripple characters or make them superheroes—and sometimes both at the same time. Most planets habitable by humanoids have a gravity level defined as standard, which makes them similar enough that trying to arbitrate the difference isn't necessary. Others, however, require special consideration. For planets with gravities that aren't quite standard but don't fall into the exact categories below, the GM might decide to assume the effects are proportional. For example, a planet with half standard gravity allows player characters to jump twice as high, whereas one with 1-1/2 standard gravity cuts jump heights by a third. In all cases, these effects last until the PCs adjust to the gravity (a process that typically takes about a month of living under such conditions).
!! Extreme Gravity
A planet where the gravity is at least five times as strong as standard gravity is extremely dangerous to most creatures. In addition to the limitations of high gravity (see below), a creature in this environment takes an amount of nonlethal bludgeoning damage per round (at least 1d6, but potentially more, depending on the intensity of the gravity). Once a character takes sufficient nonlethal damage to be reduced to 0 Hit Points, any further damage from extreme gravity is lethal bludgeoning damage.
!! High Gravity
On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become [[fatigued]] and remain so until they leave the planet or become accustomed to the gravity.
!! Low Gravity
Low-gravity worlds are liberating to most species acclimated to standard-gravity worlds. Such characters' muscles are far more effective than normal. On a low-gravity world, where the gravity is no greater than a third of standard gravity, PCs can jump three times as high and as far and lift three times as much. (Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.) Thrown weapons have their range categories tripled.
!! Standard
Standard-gravity worlds have gravity approximately the same as that of lost Golarion, which is identical to Earth's gravity.
!! Zero Gravity
Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can't take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.
!!! Moving in Zero-G
A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 [[Acrobatics]] or [[Athletics]] check to safely stop its movement; failure means that creature gains the [[off-kilter]] condition. If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zero-gravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the off-kilter condition.
If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 [[Acrobatics]] or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can't use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.
!!! Weapons in Zero-G
Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.
As a move action, you can form a gravitational bond between yourself and either the surface you're standing on or the objects you are holding. This grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects. The bonus lasts for 1 round or until you leave graviton mode. You can have only one gravity anchor active at a time.
When you are attuned or fully attuned, you can activate this revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.
name:gravity annihilator
range:long
speed:—
damage:8d6 × 10
pcu:50
cost:60
special:[[tractor beam]]
name:gravity annihilator
range:long
speed:—
damage:8d6 × 10
pcu:50
cost:60
special:[[tractor beam]]
You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to [[Athletics]] checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as //[[spider climb]]//, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position.
When you are attuned or fully attuned, the bonus you gain from this revelation to checks to climb, jump, or swim doubles.
name:gravity cannon
range:long
speed:—
damage:2d6 × 10
pcu:40
cost:50
special:[[tractor beam]]
When you're fully graviton-attuned, you can release a wave of crushing gravitational power as a standard action. This revelation affects creatures in a 30-foot cone. Each affected creature takes 1d6 bludgeoning damage for every 2 solarian levels you have and is knocked [[prone]]. A successful Fortitude save halves the damage and negates the knockdown effect. In addition, ground in the affected area becomes difficult terrain. At 17th level, a creature that fails the save also becomes [[exhausted]].
Black holes, nearby planetary bodies, unstable magical effects, and neutron stars can create powerful gravity fields that make starship combat challenging.
Choose a side of the grid to represent the direction of the gravitational pull. At the start of each round, move all starships, tracking weapons, mines, and other relevant objects 1 hex closer to the source of the gravity. If an object starts within 6 hexes of the edge, move it 2 hexes toward the edge. While a starship is moving toward the gravitational source, each hex of movement moves the object an additional hex. While a starship is moving away from the gravitational source, each hex of movement costs 2 hexes instead. Tracking weapons follow the same rules for starships and have their effective speed ratings doubled or halved, as appropriate.
Starships that move past the edge of the grid where the gravitational pull originates are out of the combat and might be destroyed or disabled, crash-land, or something similar. A ship removed from the grid by a black hole is almost certainly destroyed, for instance, while a starship pulled toward a planetary body might crash on its surface or even burn up in any extant atmosphere.
For especially strong gravitational fields, the rate at which the hazard pulls could exceed 2 hexes per round. However, starships with a speed of 4 can't escape such forces, even with a successful [[divert]] crew action. Generally, use gravitational pulls of 3 hexes per round or more only if the vessels involved in the starship combat can escape the gravity field.
name:gravity generator
range:short
speed:—
damage:special
pcu:10
cost:9
special:[[gravity well]]
You can shape gravity into translucent coils that you can anchor to objects. As a standard action, you can hurl this coil at a target, functioning in all ways like a [[grappler]] with titanium alloy cable line with a maximum range equal to 30 feet multiplied by your Charisma modifier (minimum 1). This cable line lasts for 1 minute or until you use this revelation again. While you are attuned or fully attuned, you gain [[Grappler Pull]] as a bonus feat.
Derived from the gravitational organs of [[shipkiller bulbs]], gravity grenades generate a micro-singularity that pulls affected targets towards the detonation point. Creatures in the area move the listed distance toward the blast's center if they fail a Fortitude saving throw. Unsecured, unattended items of 1 bulk or less automatically fail this save. The force is not powerful enough to move bigger objects, such as Large vehicles.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|gravity grenade I | 2 | 135 | 20 ft. | drawn | L |[[explode]] (pull 5 ft., 10 ft.) |
|gravity grenade II | 6 | 600 | 20 ft. | drawn | L |[[explode]] (pull 10 ft., 20 ft.) |
|gravity grenade III | 12 | 4,800 | 20 ft. | drawn | L |[[explode]] (pull 15 ft., 30 ft.) |
</div><
name:gravity gun
range:medium
speed:—
damage:6d6
pcu:40
cost:30
special:[[tractor beam]]
This revelation allows you to move objects at a distance as per //[[psychokinetic hand]]//.
When you are attuned or fully attuned, you can use the //psychokinetic hand// ability of your gravity hold to immobilize, lift, or move a Medium or smaller creature. The creature can attempt a Fortitude save to negate the effect. While under this effect, the target creature cannot move, but can take any other normal actions. This ability follows all of the restrictions of the spell other than the weight limit, but you can't lift a creature higher than 5 feet off the ground. When you spend a standard action concentrating to maintain the gravity hold, the target can attempt a new save to end the effect. Once a creature successfully saves against this ability, it becomes immune to further uses of this revelation for 24 hours.
Once per combat, at the end of the helm phase, this fleet can disperse gravity mines in 2 hexes, with a range of 2 hexes from the fleet. These mines activate at the beginning of the next round. While active, gravity mines slow fleets moving through the mines' hexes and any adjacent hexes; the first time that any fleet enters an affected hex each round, the fleet must expend 2 hexes of movement. Gravity mines remain active for 3 rounds, and they can be destroyed by attacks (AC 5, HP equal to half the fleet's tier).
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|gravity mines | 3 | [[destroyer|Destroyer-Class Fleet]] |
</div>
Your [[solar flare]] has an intrinsic connection to gravitational forces. As a move action, you can grant your solar flare the [[gravitation]] (10 ft.) weapon special property. This benefit lasts for 1 round or until you leave graviton mode, whichever comes first. When you are attuned or fully attuned, this gravitation property instead has a value of 20 feet. You must have a solar flare to select this stellar revelation.
This upgrade instantaneously alters gravity around you, jarring nearby creatures. When you activate this upgrade as a standard action, you choose whether it affects a 5-, 10-, or 15-foot-radius emanation centered on you. Other creatures in the area are [[flat-footed]] unless they succeed at a Reflex save, and if they fail the save by 5 or more, they’re also knocked [[prone]] as if tripped by a successful combat maneuver.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|gravity pulse unit | 10 | 18,000 | 1 | heavy, powered | L | 20 | 10 |
Once per day, while wearing this simple red silicone ring, you can cast //[[personal gravity]]// on yourself (CL 6th). If you use this effect to add gravity to a zero-g environment, you can choose the direction of low gravity for yourself.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//gravity ring// | 6 | 3,850 | – |
</div>
//Gravity serum// is a combination of [[hashukayak]] hormones and proteins that have been magically stabilized and adapted for use by a wide variety of life-forms. For 1 hour after you consume a //gravity serum//, you treat your Strength as 4 higher for the purposes of determining how much you can carry. Furthermore, while in an area of high gravity, you can move at three-quarters your speed, jump three-quarters as far as normal, and lift three-quarters as much weight, rather than half your normal values. You also reduce the [[nonlethal]] bludgeoning damage dealt by extreme gravity environments by half.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//gravity serum// | 3 | 320 | — |
</div>
As they were invented by the copaxi of Tabrid Minor, most gravity shields appear to be crafted of large pieces of coral. A gravity shield is a hybrid item that can mimic the gravity-manipulating powers of copi. You can use a //gravity shield// to make a special unarmed attack that does not count as [[archaic]] and can deal your choice of either bludgeoning or piercing damage.
In addition, three times per day as a standard action, you can increase the relative gravity of the shield and attempt a disarm combat maneuver against an adjacent opponent. If you are successful, the disarmed item sticks to your shield for 1 round before it falls to the ground, during which time you can use a swift action to retrieve the item with a free hand. The basic and field gravity shields grant a +1 circumstance bonus to the disarm attack roll and the advanced and elite gravity shields grant a +2 circumstance bonus to the disarm attack roll.
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|//gravity shield//, basic | 4 | 2,100 | +0/+2 | +4 | –1 | 1 | 1 |
|//gravity shield//, field | 9 | 13,500 | +1/+1 | +4 | –1 | 1 | 1 |
|//gravity shield//, advanced | 14 | 73,000 | +1/+2 | +5 | –1 | 1 | 2 |
|//gravity shield//, elite | 19 | 570,000 | +1/+3 | +5 | –1 | 1 | 2 |
</div>
As a move action, you can create a minor shield of compressed gravity waves, granting you a +1 circumstance bonus to your AC. The shield lasts for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, as a move action, you can create a disk of massive gravitational energies that is capable of deflecting incoming attacks. Choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from its far side, but not against attacks originating from the side you're on. If you move, you can reposition your shield as part of your move action, moving it to a different edge of your space. You must use one of your hands to direct and maintain an active gravity shield. You cannot use this version of the gravity shield at the same time you use this revelation to gain a circumstance bonus to your AC. This gravity shield also lasts 1 round or until you leave graviton mode.
When you use the [[gravity surge]] revelation, you can choose to attempt a [[bull rush]] combat maneuver instead of a [[disarm|Disarm (combat maneuver)]] or [[trip|Trip (combat maneuver)]] combat maneuver. You can attempt this bull rush from any direction, regardless of your position relative to the target.
When you're attuned or fully attuned, if you bull rush a creature using gravity surge and that creature's movement would be checked by another creature of its size or smaller or by an obstacle, you attempt a trip combat maneuver against each creature as if using the gravity surge revelation. You must have the gravity surge revelation to select this revelation.
As a full action, you can perform a disarm or trip combat maneuver against a target within 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn't stack with the bonus from the [[Improved Combat Maneuver]] feat.
When you are attuned or fully attuned, if you disarm a target with gravity surge and have a hand free, the dropped item flies toward you and you can snatch it from the air. If you trip a target with gravity surge, you can pull the target up to 10 feet closer to you.
<div class="statblock">
* <<levels>>
* ''School'' transmutation (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one or two creatures
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' yes
</div>
By manipulating electromagnetic forces acting on your target, you change its movements. Attempt a melee attack against EAC. If you attempt a full attack, you can target two creatures. On a hit, your target takes 5d8 electricity damage and must attempt a Reflex save. On a failure, the target treats any square it moves farther from you as difficult terrain for the duration. A successful save ends the spell on the target.
As a standard action, you can attempt an attack against an affected target within 60 feet, adding your key ability modifier to the attack roll. You can attack two affected targets if you take a full action to do so. If you hit the target’s KAC + 8, you pull it 5 feet closer to you plus 5 feet for every 5 by which the result exceeds a target’s KAC + 8. If you attack and hit two targets, you can instead move them closer to each other. Moving the target into a barrier, creature, dangerous space, or obstacle causes the target to stop before entering that space.
Casting this spell doesn’t provoke attacks of opportunity.
Weapons with this property (typically tracking weapons) leave a trail of gravitons. A starship that successfully hits a target with a gravity tether weapon increases its speed by 2 on the following round, but only so long as each hex the attacking starship enters decreases its distance to the target struck with a gravity tether weapon.
name:gravity twister launcher
range:long
speed:16
damage:8d10
pcu:15
cost:11
special:[[gravity tether]], [[limited fire]] 5
You have learned how to use your solar manifestation to disrupt the gravitational fields around your enemies. As a full action while attuned or fully attuned, you can make an attack with your [[solar flare]], [[solar shield]], or [[solar weapon]] against a single target. If you are able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the area within a 10-foot radius of your target (including the air) becomes difficult terrain for a number of rounds equal to half your solarian level.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft. radius
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex negates, see text
* ''Spell Resistance'' yes
</div>
You alter the gravity in an area, making a central point of high gravity that pulls creatures toward it. Each creature in the area when the spell takes effect is knocked [[prone]] unless it succeeds at a Reflex saving throw. Any creature that starts its turn in the area must succeed at a Reflex saving throw or be drawn 15 feet closer to the center of the area. This movement provokes attacks of opportunity. Creatures adjacent to the spell's origin point take a –2 penalty to the save to avoid being pulled.
A gravity well module—which includes gravity generators, gravity well generators, and interdiction arrays—manipulates gravitational forces around the targeted starship, slowing the starship considerably. Until the end of the next piloting phase, the target's speed is halved, and its maneuverability becomes one step worse (to at worst clumsy maneuverability). A gravity well module requires tremendous energy to operate; it cannot be activated unless an engineer succeeds at a [[divert]] crew action to divert power to the weapons that round.
name:gravity well generator
range:short
speed:—
damage:special
pcu:15
cost:20
special:[[gravity well|Gravity Well (starship weapon property)]]
No one knows what planet or even galaxy the grays call home, but reports of their unnerving abductions, nightmarish paralysis, and mysterious experiments have been collected from countless worlds for as long as starships have sailed in the dark spaces of the universe. Such reports are fragmentary and unreliable, offered by victims recounting hazy memories of enduring various procedures under clinically bright lights or waking in cramped and lightless confinement, and do little to explain the methodology or goals of their captors. Those captors, though, have much in common no matter the specific circumstances or the species of the victim: an otherworldly presence, condescending interactions, and a sinister disregard for the agency and dignity of those they take as subjects for their experiments.
Grays communicate only telepathically, even among their own kind. Their faces and glassy black eyes show little emotion or reaction, and while graceful, they usually move with deliberate intention, often spending several moments in thought before committing to an action or movement. This inscrutability renders them enigmatic and disturbing to most other races.
Little is known about the grays' motivations, and to date no efforts have been successful at establishing diplomatic relationships with them. However, their goals appear to center around the search for information, rather than conquest. Victims of their paralytic abductions are almost always returned mostly unharmed, though the sudden appearance of a series of scars or an inexplicable implant undermines the effects of the grays' ability to erase memories of the experience. Researchers wonder at the end goals of this accumulation of knowledge and what purposes the information gleaned may serve in the meantime. Some fringe scientists believe grays are preparing for an eventual all-out invasion, while others posit they are simply curious about us, but their alien mindsets lead them to sate this inquisitiveness in disturbing ways.
Once rare enough that reports of their abductions were written off as conspiracy and delusion, encounters with grays have become disturbingly more common with the advent of Drift travel. Their sleek, disk-shaped starships lurk in the dark corners of the Drift, appearing seemingly out of nowhere to confront vessels with inattentive or unwary crews. Much like the grays themselves, their ships are designed less for offense and more for evading and subduing their targets, employing tractor beams and EMP weapons to disable and control a vessel, preserving its crew as test subjects. Such captives find themselves unable to move, held under brilliant lights, their captors mere silhouettes as their thoughts and memories are sifted under the gray's psychic touch.
!! Racial Traits
* ''Ability Adjustments:'' +4 Int, –2 Str
* ''Hit Points:'' 2
* ''Size and Type:'' Grays are Small humanoids with the gray subtype.
* ''Darkvision:'' Grays have [[darkvision]] with a range of 60 feet.
* ''Gray Magic:'' Grays gain the following spell-like abilities. The caster level for these effects is equal to the gray's level.
** 1/day—//[[mind thrust]]// (1st level)
** At will—//[[daze]]//, //[[telepathic message]]//
* ''Limited Telepathy:'' Grays have [[limited telepathy]] with a range of 30 feet.
* ''Phase:'' A gray can shift itself out of phase with reality as a reaction to gain a 20% miss chance against one attack. A gray can use this ability a number of times per day equal to its Constitution modifier.
!! Memory Expunger
The mind is still a thing of mystery. Neuroscientists have yet to isolate the exact nature of consciousness, and while they can tell which portions of the brain are responsible for storing memories, purely technological methods of creating or implanting memories have failed on every level. However, deleting memories seems to be a much simpler task, and certain amoral research firms have studied enough of grays' abilities to create the following piece of illegal tech.
{{Memory Expunger}}
!! Phase Graft
{{Phase}}
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Small aberration (gray)
* ''Init'' +5; ''Senses'' [[darkvision]] 30 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +6; ''Ref'' +6; ''Will'' +5
* ''Defensive Abilities'' phase
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +12 (1d6+7 P plus psychic terror) or tail +12 (1d4+7 P plus psychic terror)
* ''Offensive Abilities'' pounce
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +1; ''Int'' –3; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +15, [[Athletics]] +10, [[Sense Motive]] +10, [[Stealth]] +10
* ''Languages'' Aklo (can't speak any language); [[telepathy]] 30 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or conspiracy (3–8)
!!! SPECIAL ABILITIES
''Phase ([[Su]])'' Gray bounders exist slightly out of phase with the Material Plane. A gray bounder can pass through walls or material objects (but not corporeal creatures) if it begins and ends its turn outside a wall or obstacle. In addition, a gray bounder benefits from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against a gray bounder.
''Pounce ([[Ex]])'' When a gray bounder charges, it can make a full attack in place of the normal melee attack.
''Psychic Terror ([[Su]])'' An aggressive gray bounder infects its prey with psychic fear. A creature hit by a gray bounder's melee attacks must succeed at a DC 13 Will saving throw or become [[shaken]] for 1d4 rounds. A target that fails the saving throw effect becomes immune to any gray bounder's terror for 1 hour or until any gray bounder scores a critical hit against the target. This is a mind-affecting, emotion, and fear effect.
</div>
Few know of what some theorists call the doglike gray bounders, but these alien quadrupeds are rarely encountered far from grays or places where grays have been. Scientists who study grays theorize that gray bounders are native to the gray home world. The species are similar and share genetic material. While specific bounders might show signs of augmentation or bioengineering, some evidence suggests that bounders were naturally domesticated by grays for their own nefarious purposes.
Gray bounders are more cunning than dogs, though, and far more malevolent. Unlike their gray masters, gray bounders are muscular, fast, and agile. They move with little of the deliberation a gray normally employs. Instead, gray bounders are jittery and in near-constant motion, as though endlessly looking for a position from which to leap on potential prey. When they stalk or strike prey, gray bounders can be cruel, toying with targets for as long as possible before finishing them off.Gray bounders can't speak or make vocalizations of any kind, much like grays. These monstrosities are, however, clever enough to carry out complex plans and improvise based on what they know of their masters' inscrutable plans.A typical gray bounder stands 3 feet tall at the shoulder and weighs 90 pounds.
Some believe the expensive and rare cloaking technology available from certain manufacturers in the wider galaxy was developed by scientists in possession of captured gray starships, but these secrets are closely guarded. Gray cloaking devices are more efficient and more powerful than these other devices, enabling their starships to move around while avoiding detection. Activating a gray cloaking device takes one action by an engineer while the starship is neither in motion nor engaged in combat. The ship vanishes from view, and based on the cloaking device's level, another ship must have sensors of a minimum level to detect it.
Like standard cloaking technology, gray cloaking devices are named for the maximum quality of sensors that can't detect the cloaked ship. Cut-rate cloaking technology fools only cut-rate sensors; budget cloaking technology fools only cut-rate and budget sensors, and so on. Sensors capable of detecting a cloaked starship can do so only when the cloaked starship has entered the sensor's first range increment. Engaging a Drift engine or firing a starship weapon immediately negates the cloaking ability, whereupon the ship reappears and can be detected normally. However, a starship hidden with a gray cloaking device can move, though at a maximum speed of 10 hexes for Tiny and Small starships, 8 hexes for Medium and Large starships, and 6 hexes for Huge and larger starships.
<div class= "table-wrapper">
|Cloaking Device, Gray | PCU | Cost (in BP) |h
|cut-rate | 15 | 15 |
|budget | 25 | 20 |
|basic | 40 | 30 |
|advanced | 75 | 45 |
</div>
<div class="statblock">
* ''Tier'' 5
* Medium transport
* ''Speed'' 12; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 17; ''TL'' 20
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' basic 40 (forward 10, starboard 10, port 10, aft 10)
* ''Attack (Forward)'' stasis beam (special; 10 hexes)
* ''Attack (Turret)'' light static projector (1d6; 5 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engin''e Signal Basic
* ''Systems'' advanced short-range sensors, crew quarters (good), mk 2 armor, mk 5 defenses, mk 2 duonode computer, [[observation sensors]]; ''Expansion Bays'' [[brigs]] (3), [[escape pods]], [[sample acquisition bay]]
* ''Modifiers'' +2 to any 2 checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +11 (5 ranks), gunnery +10 (5th level), [[Intimidate]] +16 (5 ranks), [[Piloting]] +10 (5 ranks)
* ''Engineer'' [[Engineering]] +16 (5 ranks)
* ''Gunner'' gunnery +10 (5th level)
* ''Pilot'' [[Piloting]] +15 (5 ranks)
* ''Science Officers (2)'' [[Computers]] +16 (5 ranks)
</div>
A commonly observed gray vessel, collection saucers scout locations, capture specimens, and occasionally serve as a base for grays who disguise themselves as other humanoids and infiltrate target populations. Experiments are not conducted on a collection saucer; instead, gray crews ferry subjects to and from larger research vessels. Collection saucers avoid battle and run to the protection of larger ships when threatened. Even if they've never seen one, many Pact Worlds peoples know the iconic imagery of the saucer shape and beam, levitating hapless victims up into the ship's underbelly.
<div class="statblock">
* ''Tier'' 4
* Small shuttle
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0)
* ''AC'' 18; ''TL'' 18
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Pulse White (140 PCU); ''Drift Engine'' none
* ''Systems'' basic medium-range sensors, crew quarters (good), mk 3 armor, mk 3 defenses, mk 1 mononode computer, security (budget [[gray cloaking device]]); ''Expansion Bays'' [[biological experimentation chamber]], [[Drift shadow projector]], [[sample acquisition bay]]
* ''Modifiers'' +1 to any 1 check per round, +2 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 4)
!!! CREW
* ''Captain'' gunnery +8 (4th level), [[Intimidate]] +10 (4 ranks), [[Piloting]] +10 (4 ranks)
* ''Engineer'' [[Engineering]] +10 (4 ranks), gunnery +9 (4th level)
* ''Pilot'' [[Piloting]] +15 (4 ranks)
* ''Science Officer'' [[Computers]] +10 (4 ranks), gunnery +8 (4th level)
</div>
The gray monitor capsule, as it is called by Steward agents and others who attempt to learn the truth of the grays, is a small shuttle that invisibly trails starships as they travel through the void, scanning their systems and observing their occupants. Occasionally, the gray crew abducts a victim from one of these vessels while they sleep, performs experiments on them, and then returns them with no memories of the incident. Starship crews who experience "missing time"—short periods where they have no recollection of their activities—are likely being followed by a cloaked gray monitor capsule. When discovered, gray monitor capsules put up a token amount of resistance but usually flee at the first opportunity.
Most gray monitor capsules are built and deployed near hidden gray facilities to watch out for any vessels that might accidentally trespass upon gray-controlled territory. As such, they lack Drift engines and instead are equipped with [[Drift shadow projectors]] that stop nearby starships from engaging their own Drift engines so that abductees can be extracted and brought down to a gray facility. The crew of a monitor capsule tends not to keep the projector running for an extended period, as a prolonged loss of Drift capability tends to make travelers anxious and suspicious, sometimes leading to the discovery of the monitor capsule or the gray outpost. However, as most spacefarers don't fully understand the Drift, a temporary stoppage is often chalked up as a Drift engine malfunction that usually "solves itself."
<div class="statblock">
* ''Tier'' 13
* Gargantuan carrier
* ''Speed'' 4; ''Maneuverability'' poor (turn 3), ''Drift'' 2
* ''AC'' 22; ''TL'' 24
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' heavy 280 (forward 70, port 70, starboard 70, aft 70)
* ''Attack (Forward)'' repulsor (special; 5 hexes)
* ''Attack (Port)'' stasis beam (special; 10 hexes)
* ''Attack (Starboard)'' stasis beam (special; 10 hexes)
* ''Power Core'' Gateway Light (300 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (luxurious), mk 3 armor, mk 5 defenses, mk 2 trinode computer, security ([[emergency accelerator]]); ''Expansion Bays'' [[cargo bays]] (6), [[hangar bay]]
* ''Modifiers'' +2 to any 3 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 101 (minimum 75, maximum 200)
!!! CREW
* ''Captain (plus 2 officers)'' [[Diplomacy]] +23 (13 ranks), gunnery +19 (13th level), [[Intimidate]] +23 (13 ranks), [[Piloting]] +24 (13 ranks)
* ''Engineers (2 officers, 14 crew each)'' [[Engineering]] +28 (13 ranks)
* ''Gunners (3 officers, 10 crew each)'' gunnery +19 (13th level)
* ''Pilot (1 officer, 8 crew)'' [[Piloting]] +24 (13 ranks)
* ''Science Officers (2 officers, 12 crew each)'' [[Computers]] +28 (13 ranks)
</div>
The mothership is the hub and base of operations for the grays' smaller vessels. It hides far away from enemy ships, often behind a moon or asteroid, relying on watcher pods and collection saucers to offload specimens and transfer data. When a mission is complete or needs to be aborted, smaller vessels retreat to the mothership and dock before the larger vessel retreats; a mothership won't leave a smaller gray ship behind unless the mothership itself is at risk of being destroyed or captured. Like most gray vessels, motherships are equipped with little in the way of offensive capabilities, but their defensive weapons buy time to make a quick escape.
<div class="statblock">
* ''Tier'' 9
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 21; ''TL'' 24
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' light 70 (forward 18, port 17, starboard 17, aft 18)
* ''Attack (Forward)'' stasis beam (special; 10 hexes)
* ''Attack (Port)'' light particle beam (3d6; 10 hexes)
* ''Attack (Starboard)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, crew quarters (good), mk 3 armor, mk 6 defenses, mk 2 tetranode computer, security (basic [[gray cloaking device]]); ''Expansion Bays'' [[biological experimentation chamber]], [[brig]], [[cargo bays]] (3), [[habitat simulator]]
* ''Modifiers'' +2 to any 4 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 10 (minimum 6, maximum 20)
!!! CREW
* ''Captain (plus 1 officer)'' gunnery +14 (9th level), [[Intimidate]] +22 (9 ranks), [[Piloting]] +17 (9 ranks)
* ''Engineers (2)'' [[Engineering]] +18 (9 ranks)
* ''Gunners (3)'' gunnery +15 (9th level)
* ''Pilot'' [[Piloting]] +18 (9 ranks)
* ''Science Officers (2)'' [[Computers]] +22 (9 ranks)
</div>
These bullet-shaped research ships operated by the grays provide support for collection saucers and often serve as hidden orbital research labs. Once a collection saucer has acquired specimens, the subjects are transferred to a research vessel for intensive—and usually very invasive—medical studies and experiments. In battle against other starships, research vessels use their stasis beams to give collection saucers and watcher pods a chance to reach a nearby gray mothership. When necessary, research vessels also escort motherships, stubbornly refusing to disengage from combat until the mothership has successfully retreated to a safe distance.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* NE Medium humanoid (gray)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
!!! DEFENSE
* ''HP'' 190
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +12; ''Ref'' +12; ''Will'' +18
* ''Defensive Abilities'' incorporeal rider
* ''Weaknesses'' [[vulnerable]] to acid
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' HFD [[pulse gauntlet]] +20 (5d6+14 B & So; critical [[knockdown]])
* ''Ranged'' LFD [[sonic rifle]] +22 (2d10+13 So; critical [[deafen]] [DC 21])
* ''Spell-Like Abilities'' (CL 13th; ranged +22)
** 1/day—//[[dominate person]]// (DC 24), //[[modify memory]]// (DC 24)
** 3/day—//[[confusion]]// (DC 23), //[[discern lies]]// (DC 23), //[[hold monster]]// (DC 23), //[[mind probe]]// (DC 23)
** At will—//[[deep slumber]]// (DC 22), //[[mind thrust]]// (4th level, DC 22)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' –1; ''Int'' +8; ''Wis'' +1; ''Cha'' +6
* ''Skills'' [[Bluff]] +28, [[Disguise]] +28, [[Sense Motive]] +23
* ''Languages'' Aklo, Common; [[telepathy]] 100 ft.
* ''Other Abilities'' concealing shell, partial phasing
* ''Gear'' platinum [[AbadarCorp travel suit]], HFD [[pulse gauntlet]] with 1 battery (20 charges), LFD [[sonic rifle]] with 2 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or conspiracy (4–8)
!!! SPECIAL ABILITIES
''Concealing Shell ([[Ex]])'' A gray shell appears as a member of a humanoid or monstrous humanoid race, gaining a +10 racial bonus to [[Disguise]] checks to appear as that type of creature. However, a creature that succeeds at a DC 30 [[Medicine]] check when providing [[long-term care]] or [[long-term stability]] to a gray shell notices the strange hollowness of many of its internal organs.
''Incorporeal Rider ([[Ex]])'' When a gray shell is reduced to fewer than half its Hit Points, its corporeal exterior falls away, revealing the incorporeal gray-shaped animating force within. The gray shell's size is reduced to Small, it loses its vulnerability to acid and the ability to use its gear, gains the [[incorporeal]] subtype, and gains a supernatural fly speed of 30 with perfect maneuverability.
''Partial Phasing ([[Su]])'' The animating force within a gray shell can pull its body out of phase temporarily. A gray shell can pass through walls or material objects (but not corporeal creatures) as long as it begins and ends its turn outside of any wall or obstacle.
</div>
As part of their continued efforts to observe other species, a symposium of gray mysteriarchs collaborated to create a clone controlled by a more loyal force than is typical, a creature they call a gray shell. A gray shell has an exterior made of partially living organic material but is animated by an incorporeal gray-shaped being drawn from whatever world or dimension grays call home. These gray shells can be produced to look like nearly any humanoid form in the galaxy and, like the clones grays can engineer, are able to speak languages and exhibit cultural knowledge appropriate to whatever area they are meant to infiltrate. However, to keen onlookers, a gray shell's skin is too smooth, their eyes slightly larger than normal for the species they are imitating.Gray shells are still mostly experimental and haven't seen much use outside of carefully monitored testing grounds.
<div class="statblock">
* ''Tier'' 1
* Tiny interceptor
* ''Speed'' 14; ''Maneuverability'' perfect (turn 0)
* ''AC'' 14; ''TL'' 20
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' light static projector (1d6; 5 hexes)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' none
* ''Systems'' advanced short-range sensors, mk 1 armor, mk 7 defenses, mk 2 mononode computer
* ''Modifiers'' +2 to any 1 check per round, +4 [[Computers]] (sensors only)
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
* ''Pilot'' gunnery +5 (1st level), [[Piloting]] +10 (1 rank)
</div>
These egg-shaped vessels house only a single occupant and are designed for speed. From them, grays observe the social norms, technology, and military capacity of other species. When not buzzing local aircraft to test their abilities, or hovering over points of interest for observation, grays sometimes land their watcher pods to collect soil and fauna samples. Watcher pods are not built for combat and flee when confronted.
Your drone can dispense grease on itself or an adjacent object or area as a standard action. This functions as the spell //[[grease]]// (DC = 11 + your drone's Dexterity modifier) but is not a magic effect. Once your drone has used this ability, it cannot do so again until you take a 10-minute rest and spend 1 Resolve to regain Stamina Points while you have access to your drone.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting'' Time 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area or Targets'' one 10-ft. square or one object
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' no
</div>
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall [[prone]]. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 [[Acrobatics]] check. Failure means the creature can't move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone. A creature that doesn't move on its turn doesn't need to attempt this check and isn't considered [[flat-footed]]. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature's possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.
You can strike many adjacent foes with a single blow.
* ''Prerequisites:'' Str 13, [[Cleave]], base attack bonus +4.
* ''Benefit:'' If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can't attack an individual foe more than once during this attack action.
You are resistant to diseases, poisons, and other maladies.
* ''Benefit:'' You gain a +2 bonus to Fortitude saving throws.
No one can argue against the damage potential of a greataxe. Half-orcs who take an interest in fragmentary records from lost Golarion embrace the greataxe as a cultural symbol. Tactical greataxes are the most common, but sintered models are made of dense ceramic and designed to increase the axe's effectiveness against modern gear. It's hard to tell ultrathin greataxes from molecular rift models at a glance, but one's edge is merely blurry while the other's is actually translucent.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|greataxe, tactical | 3 | 1,100 | 1d12 S | — | 1 |[[analog]] |
|greataxe, sintered | 6 | 4,150 | 3d6 S | — | 1 |[[analog]] |
|greataxe, ultrathin | 10 | 18,100 | 2d12 S | — | 1 |[[analog]] |
|greataxe, molecular rift | 14 | 69,800 | 4d12 S | — | 1 |[[analog]] |
</div>
You have learned a broad range of additional potent magic.
''Prerequisites:'' Key ability score 21, [[Eldritch Lore]], [[Lesser Eldritch Lore]], [[Minor Eldritch Lore]], caster level 13th, 13 levels in a class with a class spell list.
''Benefit:'' You gain one additional 3rd-level spell known from your class spell list.
''Special:'' For every 3 levels by which your caster level exceeds 13th, you can take this feat an additional time. You cannot take this feat more times than you have taken [[Eldritch Lore]]. Each time you select this feat, you gain a different 3rd-level spell known from your class spell list.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Huge outsider (elemental, extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +11; ''Will'' +8
* ''DR'' 10/—; ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +22 (2d10+15 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +3; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +17
</div>
You are skilled at fooling your opponents in combat.
''Prerequisites:'' [[Improved Feint]], base attack bonus +6.
''Benefit:'' Whenever you successfully feint in combat, the foe gains the [[flat-footed]] condition until the end of your next turn.
When you use the [[field dressing]] theorem, the target instead regains a number of Hit Points or Stamina Points (whichever you normally restore with field dressing) equal to 4d8 + your key ability score modifier, or 6d8 + your key ability score modifier if you are 18th level or higher. You must know the field dressing theorem to select this theorem.
Choose one type of energy for which your drone already has the [[resistance]] mod. Increase your drone's resistance to that energy type by 5. You can select this mod multiple times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the resistance mod.
You gain the 6th-level connection power from your [[secondary connection]]. You must have the secondary connection epiphany and the [[improved secondary connection]] epiphany to choose this epiphany.
The energy of the Shadow Plane suffuses your body, mind, and spirit.
''Prerequisites:'' [[Improved Shadow Infusion]], [[Shadow Infusion]], character level 13th.
''Benefit:'' As a reaction when you take damage, you can become insubstantial and reduce nonmagical kinetic damage you take by 100% and magical or energy damage you take by 50%. This benefit can't reduce damage from effects that deal full damage to [[incorporeal]] creatures. You can use this benefit once per day. After that, you can expend 1 Resolve Point to use it again. If your attempt to use this ability fails to reduce the damage you take, you don't expend its use or the Resolve Point.
This functions as the [[shunt condition]] and [[improved shunt condition]] temporal anomalies, except you can add the following conditions to those you can delay: [[asleep]], [[cowering]], [[dazed]], [[paralyzed]], and [[stunned]]. You must know the shunt condition and improved shunt condition temporal anomalies to learn this temporal anomaly.
Your spells break through [[spell resistance]] much more easily than most.
''Prerequisites:'' [[Spell Penetration]].
''Benefit:'' You gain a +2 bonus to caster level checks to overcome a creature's spell resistance. This bonus stacks with the bonus from Spell Penetration.
Add the following conditions to the list of those you can remove with the [[treat condition]] theorem: [[cowering]], [[dazed]], [[panicked]], [[paralyzed]], and [[stunned]]. You must know the treat condition and [[improved treat condition]] theorems to select this theorem.
Of all the chromatic dragons, green dragons seem the most reasonable, but they will turn on their so-called allies at a moment's notice if profit is on the line.
* ''Required Creature Type and Subtype:'' dragon (air)
* ''Suggested Alignment:'' lawful evil
* ''Traits:''
** [[blindsense]] 60 feet and [[darkvision]] 120 feet
** [[immunity]] to acid, [[paralysis]], and sleep
** [[DR]] 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17)
** [[SR]] 11 + CR (CR 11+)
** swim speed of 40 feet
* ''Abilities:''
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d6 A + 1d6 per CR)
** [[frightful presence]] (CR 9+, 60 feet + 10 feet per CR)
** spell-like abilities (CR 9+)
** [[water breathing]]
** woodland stride (see below)
* //Woodland Stride ([[Ex]]):// A green dragon can move through natural foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically altered affect it normally.
<div class="statblock">
* ''Type'' poison (contact)
* ''Save'' Fortitude DC 18
* ''Track'' [[Charisma|Charisma Poison Track]] (special)
* ''Onset'' 1 minute
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Weakened—Impaired—Pliable—Pliable//. The second //pliable// functions as an end state.
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|green lotus extract | 8 | 1,500 |
</div>
While these armbands originally were gifts to favored servants from fey Eldest, like the Green Mother, a wide variety of plant societies such as ghoran labs and raxilite workshops now enchant nearly identical facsimiles. A //final trick// resembles a tangle of brilliant emerald vines with ruby‑red thorns. You wear the band around exposed flesh on an arm, neck, leg, or tail where its sharp thorns painlessly prick into the skin.
While wearing a //final trick//, you gain a +4 resistance bonus to saving throws against poison. If you successfully save against a poison, as a reaction you can absorb the poison into the //final trick//. As a standard action, you can deliver the poison with a touch, requiring a successful attack against an unwilling target’s EAC. Alternatively, you can deliver the poison as a reaction when you successfully damage a creature with a melee unarmed strike. The saving throw DC to resist the absorbed poison uses the poison’s original save DC or a DC equal to 10 + 1/2 your level + your Constitution modifier,whichever is lower. The //final trick// can store only one poison at a time, and the stored poison loses its potency and becomes useless if not used within 1 minute.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Green Mother's final trick// | 12 | 30,000 | – |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large animal
* ''Init'' +1; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +11; ''Ref'' +8; ''Will'' +5
* ''Defensive Abilities'' align frill
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tail +15 (1d8+11 P; critical [[knockdown]])
* ''Ranged'' spike +13 (1d8+11 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +18, [[Intimidate]] +13
* ''Feats'' [[Cleave]]
!!! ECOLOGY
''Environment'' temperate or warm forests or plains
''Organization'' solitary, pair, or herd (3–12)
!!! SPECIAL ABILITIES
''Align Frill ([[Ex]])'' As a move action, a green rageshkor can align portions of the flexible frill of its back armor to block attacks from one enemy the rageshkor is observing. Doing so increases the rageshkor's AC by 2 against attacks from that enemy until the start of the rageshkor's next turn.
''Spike ([[Ex]])'' By whipping its tail, a green rageshkor can hurl a detachable spike from just below its spiked tail club as a ranged attack with a range increment of 20 feet and a maximum range of 100 feet. The creature can hurl only six such spikes in a 24-hour period.
</div>
You can positively [[change a creature's attitude|Change Attitude]] using the [[Diplomacy]] skill by one additional category (or two, for a maximum of four, if you spend the extra time) within a 24-hour period. When doing so, you must forgo your expertise die on the Diplomacy check to change the creature's attitude.
Your magic has attracted an adoring gremlin that helps you sabotage and control technology. This gremlin is a special creature companion that you immediately obtain and bond with, granting you the [[Creature Companion Adept]] feat. You can use [[Mysticism]] ranks in place of [[Survival]] ranks to qualify for the [[Creature Companion Expert]], [[Creature Companion Master]], and [[Creature Companion Virtuoso]] feats. If your gremlin companion dies,
you can conjure and bond with a new gremlin companion 24 hours later as part of a ritual that takes 8 hours to complete. Your companion has the following statistics.
<<section 'Glitch Gremlin (creature companion)'>>
Gremlins are fey spirits intimately tied to technological malfunctions, both common (and feared) in societies with advanced technology.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
The explosive tip of the arrow detonates on impact. A grenade arrow can be made using any handheld grenade. The miniaturized technology incorporated into the arrow increases its price substantially over an equivalent grenade.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|grenade arrow I | 6 | 875 | 1 | — |as any 1st-level grenade |
|grenade arrow II | 10 | 5,450 | 1 | — |as any 5th- or lower-level grenade|
|grenade arrow III | 15 | 32,050 | 1 | — |as any 10th- or lower-level grenade |
|grenade arrow IV | 20 | 245,000 | 1 | — |as any 15th- or lower-level grenade |
</div>
<div class="statblock">
* ''Type'' ranged; ''Range'' 120 ft.; ''Special'' —
* ''Damage'' varies; ''Damage Type'' varies; ''Critical'' —
* ''Slots'' 1 (frame); ''Capacity'' 3
* ''Special'' A grenade launcher doesn't deal damage based on its level. Instead, its damage and effects are based on the grenades it fires. When resupplying ammunition, the grenade launcher selects any combination of grenades whose individual levels don't exceed the grenade launcher's level + 2. Each time a mech reloads its grenade launcher, it loads any combination of 3 grenades it currently has available. For example, a mech with an 8th-level grenade launcher could carry five mk 3 frag grenades (level 8) and four mk 2 cryo grenades (level 10), loading any combination of three grenades each time it reloads.
* ''Cost'' 2.5 × level
</div>
This pressurized cannon fires grenades over vast distances.
You know how to get the most out of your grenades.
''Prerequisites:'' Proficiency with grenades.
''Benefit:'' The save DC of any grenade you use is increased by 1. If the grenade has an item level 5 or more lower than your base attack bonus, you instead increase the DC by 2.
You know how to use grenades.
''Benefit:'' You gain proficiency in grenades.
''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
When activated as a move action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade's level is at least 5 levels lower than the grenade scrambler's, it automatically misses.
* ''Mk 1:'' Affects grenades with an item level of 1 or lower.
* ''Mk 2:'' Affects grenades with an item level of 4 or lower.
* ''Mk 3:'' Affects grenades with an item level of 8 or lower. Affected grenades with an item level of 3 or lower automatically miss.
* ''Mk 4:'' Affects grenades with an item level of 12 or lower. Affected grenades with an item level of 7 or lower automatically miss.
* ''Mk 5:'' Affects grenades with an item level of 16 or lower. Affected grenades with an item level of 11 or lower automatically miss.
* ''Mk 6:'' Affects grenades with an item level of 20 or lower. Affected grenades with an item level of 15 or lower automatically miss.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|grenade scrambler, mk 1 | 1 | 250 | — | 20 | 5/round |
|grenade scrambler, mk 2 | 4 | 2,100 | — | 40 | 5/round |
|grenade scrambler, mk 3 | 8 | 9,300 | — | 40 | 5/round |
|grenade scrambler, mk 4 | 12 | 35,000 | — | 40 | 5/round |
|grenade scrambler, mk 5 | 16 | 165,000 | — | 100 | 5/round |
|grenade scrambler, mk 6 | 20 | 815,000 | — | 100 | 5/round |
</div>
Grenades are thrown weapons that detonate in an explosive radius when they reach the target. A grenade's listing shows its explosion radius. Some grenades apply conditions to creatures in the explosion radius that fail a Reflex save against the grenade. If a grenade has other effects, its description defines when they take effect. The DC of the save is equal to 10 + half the grenade's item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
By periodically scavenging materials, your drone creates improvised explosives. After a full 8 hour rest, your drone can create up to three grenades by spending 2 Resolve Points per grenade. It can create any grenade with an item level that doesn’t exceed your mechanic level – 3, but only the drone can use them. These grenades remain functional until used or until the drone recovers Resolve Points after a full 8 hour rest. The drone can draw and throw one of these grenades as a standard action, even if it lacks the limbs to do so. As a reaction when your drone is reduced to 0 HP, it can detonate one of its stored grenades, which explodes using one corner of the drone’s space as the explosion’s grid intersection.
You can select this mod a second time, which reduces the RP cost per grenade to 1 and enables the drone to make any grenade with an item level less than your mechanic level.
A grenadier bracket allows you to attach a modified grenade launcher or missile launcher of 3 bulk or less to the bottom rail of a railed weapon. The modifications reduce the capacity of the grenade launcher or missile launcher by 50%, to a minimum of 1 grenade or missile. These modifications can be made in 1 hour with a DC 15 [[Engineering]] check, though it is also possible to buy bracket-ready grenade or missile launchers that have been premodified for the same price as standard grenade and missile launchers. Such a modified grenade or missile launcher can still be fired as a separate weapon, and still uses proficiency in heavy weapons, even if fired from a rail on a longarm or other weapon. Attaching a grenade launcher to a grenadier bracket or removing it is a full action.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|grenadier bracket | 1 | 400 | L | — | — |railed weapon |
</div>
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Fine construct (swarm, technological)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision [life-forms only]) 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +14; ''Ref'' +16; ''Will'' +10
* ''Defensive Abilities'' [[swarm defenses]], [[void adaptation]]; ''Immunities'' [[construct immunities]], [[swarm immunities]]; ''Resistances'' cold 15;
* ''Weaknesses'' [[vulnerable]] to fire, [[vulnerable]] to magic
!!! OFFENSE
* ''Speed'' 50 ft., fly 50 ft. ([[Ex]], perfect)
* ''Melee'' [[swarm attack]] +28 (8d6+20 B plus dismantle [DC 20])
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' infest (DC 20)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +8; ''Con'' —; ''Int'' +4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +30, [[Computers]] +25, [[Survival]] +25
* ''Languages'' Common (can't speak any language)
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or storm (3–12)
!!! SPECIAL ABILITIES
''Dismantle ([[Ex]])'' Creatures damaged by a gray goo's swarm attack must succeed at a Reflex save or a random piece of hybrid or technological equipment that they're wearing or wielding takes the same amount of damage. In addition, at the beginning of its turn, a gray goo can automatically deal its melee attack damage to an unattended hybrid or technological object in its space.
''Infest ([[Ex]])'' As a standard action, a gray goo can infest an adjacent Medium or larger creature (Fortitude save negates). The gray goo moves inside the creature's body, dealing double its normal swarm attack damage to its host each round at the beginning of the gray goo's turn. A gray goo can't use its normal attacks while infesting a host, but it can be targeted normally during the infestation and can end the infestation as a move action. A host reduced to 0 Hit Points while infested by a gray goo is reduced to dust and destroyed, as if killed by //[[disintegrate]]//. A gray goo infesting a host can be expelled by any effect that cures disease, such as //[[remove affliction]]//; the effective disease DC is the same as the infest ability's.
</div>
Over millennia, explorers from across the known galaxy pass down fearful tales of a sentient, liquid-like swarm of nanites that can envelop creatures and quickly turn them to dust. Once connected to grays, a mysterious species of abductors who used advanced fringe technology with a similar silvery sheen, these creatures gained the moniker gray goo. However, the term has survived despite there being no corroborating evidence that firmly links the two.
The only solid information about gray goo originates from the scattered reports of rare surviving witnesses. Gray goo attacks its victims by surprise, taking advantage of any hapless beings it comes across as it roams a desolate wasteland. Indeed, another commonality among gray goo sightings is the entity's seeming preference for places devoid of life—though many argue that the gray goos created such environments. Scientists posit that most gray goo originates with a sapient species' often well-intentioned attempt to develop an autonomous nanite swarm that can affect technological repairs, perform delicate biomedical operations, or even terraform. However, even a simple error in their programming, or in some cases the malicious introduction of a deadly code hack, can have disastrous effects, especially for swarms that can ingest a wide range of materials and self-replicate. Rumors persist of entire worlds, once prosperous technological paradises, now entirely covered in writhing swarms of gray goo.
When not engaged in the consumption of material, most gray goos seem to have two driving directives: replicate and assimilate. The clouds of nanites have even hacked computer systems and technological constructs of sufficient sophistication, usually through brute force methods, to access and incorporate any useful data within. If a computer system's countermeasures block it, the goo attempts to dismantle the console and reduce it to its essential components before stripping even those parts to a fine metallic dust.
Because of a recent black-market item derived from gray goo, bounties and attempts at tracking down the swarms have risen dramatically to keep up with demand. Very few parties have successfully obtained more than a handful of viable samples—if they survive at all. While gray goo is more commonly found among abandoned space debris and can survive the coldness of space, instances of the entity have cropped up in low-population spacecrafts and stations, especially among the Diaspora.
The construct-populated Pact World of Aballon has outlawed any work related to the gray goo out of an abundance of caution—including even research projects related to the dangerous entities—and any being found in violation of this restriction receives an immediate and permanent ban from the planet.
!! Nanite Capsules
Occasionally, an encounter with a gray goo—or even a damaged computer console or wiped drive—can leave behind a significant amount of salvageable, inert nanites. While standard operating procedure mandates the destruction of these nanites to prevent any possibility of future replication, scientists have recruited adventurers to obtain such samples for study in the hopes of recovering data from the parent goo and learning more about its strange abilities.
An ambitious scientist or inventor, their identity lost to the Gap, eventually found a use for the inert goo in the form of ingestible capsules. However, because of the pill's unpredictable results and the lack of a steady and reliable supply of raw material, it quickly became a hot black market item. Some claim it has the power of transforming the living into constructs, while others claim it simply functions as an expensive placebo.
{{Nanite Capsule}}
Though you feel comfortable among all sorts of lowlifes, you rely on your intellect to defraud others. Whether you work the streets alone, in a small group, or as the brains behind a larger organization, you analyze opportunities and unapologetically exploit the system to achieve your ends. As a grifter, you're an expert in one or two trades, but you also have the knowledge and confidence to convincingly pass as an authority in just about any profession.
!! Theme Knowledge (1st)
You dabble in multiple professions and have the connections and deep knowledge of each occupation's inner workings, allowing you to exploit colleagues and paying customers alike. When attempting a [[Culture]] or [[Profession]] check to [[recall knowledge]] about commercial organizations or businesses, reduce the DC by 5. You gain a +1 bonus to one Profession skill of your choice at character creation, and you can attempt any Profession skill untrained. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Calculated Exploitation (6th)
You earn your living through swindling and defrauding others. While your schemes are often successful, your plans don't always produce the results you expect, and past failures have taught you how to refine your techniques. Whenever you attempt a [[Profession]] check to earn a living, you can roll twice and use the higher result. In addition, once per day you can spend 10 minutes plotting how to get the best deal when purchasing or selling equipment and gear. Immediately following this planning period, you or a designated ally can attempt an appropriate skill check, at the GM's discretion, to influence a merchant and receive a 10% discount on one item you purchase with an item level no greater than your character level – 2.
!! Strategic Negotiations (12th)
You scrutinize each social and business interaction for loopholes, opportunities to exploit, and possibilities for additional profit. Your masterfully crafted schemes and analytical mind enable you to control situations rather than individuals. Once per day when you attempt a [[Bluff]] check to [[lie]] or a [[Diplomacy]] check to [[change someone's attitude|Change Attitude]], you can attempt a [[Culture]] or [[Profession]] check instead, using your expertise and intellect to gain the target's confidence. In addition, if you spend at least 10 minutes planning and rehearsing such an interaction, you can ignore the DC modifier to your Bluff check to lie when the target is hostile or unfriendly; if you are attempting to use Diplomacy to change a target's attitude and fail by 5 or more, the target's attitude does not get worse.
!! Endgame (18th)
You're a planner who leaves nothing to chance, and you reap the rewards for your patience and attention to detail. Nothing compares to the satisfaction you feel when your expertly positioned pieces slide into place and your schemes come to fruition. Twice per day, after you spend at least 1 minute to plan a con, heist, fraud, or other crime that swindles an individual or organization, and you succeed at a DC 30 [[Culture]] check or a check using the [[Profession]] skill you selected for the theme knowledge benefit, you regain 1 Resolve Point.
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/caster level
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
You channel visions of a grim future into your target’s mind. Attempt a melee attack against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes 6d10 damage and must attempt a Will saving throw. A target that fails is [[shaken]] for the duration. One who succeeds is shaken for only 1 round, and then the spell ends. Casting this spell doesn’t provoke attacks of opportunity.
Devourer cultists often adorn their armor with magically enhanced trophies representing their most meaningful kills, such as skulls or other bits of bone or exoskeleton taken from slain foes, defiled holy symbols, broken bits of weapons, or bloodied and tattered badges or seals of authority.
While wearing armor with //grim trophies//, if you successfully cause a foe to be [[shaken]], the foe applies the –2 penalty from that condition to weapon damage rolls in addition to the other rolls it normally applies to.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//grim trophies// | 1 | 125 | 1 | any | — |
</div>
The sharp edge of a grindblade has been crafted with advanced micropitting technology that turns it into a destructive rasp at close to the molecular level, capable of inflicting hideous damage. So sharp and savage is their edge that most grindblade designers don't even bother giving them a point.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|grindblade | 13 | 45,700 | 4d10 S | [[bleed]] 2d8 | 1 |[[analog]] |
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* CE Medium monstrous humanoid
* ''Init'' +4; ''Senses'' [[blindsight]] (sound) 60 ft., [[see in darkness]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +1; ''Ref'' +3; ''Will'' +6
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' cold
* ''Weaknesses'' [[light blindness]], [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' bite +7 (1d4+2 P plus psychotomimetic saliva) or [[voidglass]] [[longsword]] +7 (1d8+2 S; critical [[demoralize|Demoralize (critical)]])
* ''Ranged'' bruiser [[decoupler]] +5 (1d4+1 A; critical [[demoralize|Demoralize (critical)]])
* ''Offensive Abilities'' mindshock
* ''Spell-Like Abilities'' (CL 1st)
** 1/day—//[[detect tech]]//, //[[lesser confusion]]// (DC 12)
** At will—//[[daze]]// (DC 11), //[[detect magic]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' +0; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +5, [[Intimidate]] +10, [[Mysticism]] +5, [[Stealth]] +5
* ''Languages'' Aklo, Grioth; [[limited telepathy]] 60 ft.
* ''Other Abilities'' [[no breath]], [[void adaptation]]
* ''Gear'' [[second skin]], bruiser [[decoupler]] with 2 batteries (20 charges each), [[voidglass]] [[longsword]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, clutch (2–6), or omen (7–20 plus 1 [[grioth eclipse seer]])
!!! SPECIAL ABILITIES
''Mindshock ([[Su]])'' Once per day as a standard action, a grioth can unleash a wave of violent psychic energy. Each non‑grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds. A creature that succeeds at a DC 12 Will save takes half damage and negates the [[shaken]] condition. This is a mind-affecting effect.
''Psychotomimetic Saliva ([[Ex]])'' Grioth saliva is laced with psychotropic toxins that overload a victim's neurological pathways, causing intense, rapid‑fire hallucinations, confusion, and violent seizures. Creatures that are immune to mind‑affecting effects are immune to this poison.
!!! Psychomimetic Saliva
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 12
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
<<section 'Grioth Eclipse Seer'>>
Sadistic psychics and religious fanatics, grioths raid other worlds under the cover of darkness. These unfathomably cruel creatures take delight in inflicting pain and sowing terror. Ancient grioths once inhabited planets adrift in the Dark Tapestry, where they encountered unthinkable horrors and embraced them as kin. Subsumed by darkness and fouler things, grioths are devoted thralls to their patron, the Haunter of the Dark, an aspect of the chaotic evil Outer God Nyarlathotep.
Grioths appear as lean, stooped bat-like humanoids with four narrow eyes and exceptional hearing. They typically stand around 5 feet tall. They have dry, raspy voices and speak in an eerie language of clicks, squeaks, and sibilant sighs.
Grioths live in vast crystalline spire cities. With few resources available on their frozen, lightless worlds, they depend on raiding, theft, and war to obtain the resources they need to survive. Powerful grioth psychics known as eclipse seers organize raids that span entire galaxies. They serve as conduits to the Hunter of the Dark, enacting eldritch rituals to establish temporary portals to worlds undergoing an eclipse. Grioth soldiers and mercenaries pour through these mystical portals in a wave of blood and terror, glutting on violence and pillaging resources—primarily food, technology, and living sapient creatures. In addition to temporary portals, grioths maintain a series of permanent gateways to sunless worlds like their own, creating a web of cities among countless lost worlds.
For unknown reasons, Triune's Signal was lost to the grioths, though they quickly pried the secrets of Drift travel from the minds of their sapient victims. In their sleek [[voidglass]] starships, they travel the Drift and beyond in search of easy prey and resource-rich worlds to subjugate.
Due to prolonged exposure to the Dark Tapestry, grioths can be born with strange physiological alterations, the terrors of the unknowable realm intruding into their forms or giving them powers far beyond their kin. The most powerful become potent psychics who boast nigh‑impenetrable mental defenses. These grioth paragons, known as Vessels, are considered blessed by the Haunter of the Dark and swiftly rise to positions of power, becoming CEOs of major corporations, military generals, religious leaders, or overseers of entire colonies.
<<section 'Voidglass'>>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Medium monstrous humanoid
* ''Init'' +2; ''Senses'' [[blindsight]] (sound) 60 ft., [[see in darkness]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +5; ''Ref'' +7; ''Will'' +11; +1 vs. mind-affecting effects
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' cold
* ''Weaknesses'' [[light blindness]], [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' bite +11 (1d6+6 P plus psychotomimetic saliva)
* ''Ranged'' liquidator [[disintegrator pistol]] +13 (1d10+6 A)
* ''Offensive Abilities'' mindshock
* ''Spell-Like Abilities'' (CL 6th)
* 1/day—//[[hold person]]// (DC 18), //[[inflict pain]]// (DC 18)
* 3/day—//[[command]]// (DC 17), //[[detect thoughts]]// (DC 17), //[[lesser confusion]]// (DC 17)
* At will—//[[daze]]// (DC 16), //[[psychokinetic hand]]// (DC 16)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +2; ''Con'' +1; ''Int'' +2; ''Wis'' +5; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +13, [[Intimidate]] +18, [[Mysticism]] +18, [[Physical Science]] +13
* ''Languages'' Aklo, Grioth; [[telepathy]] 100 ft. (150 ft. with [[voidglass]] armor)
* ''Other Abilities'' [[no breath]]
* ''Gear'' [[voidglass]] [[Zeizerer diffractor]] II, liquidator [[disintegrator pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or omen (1 plus 7–20 [[grioths]])
!!! SPECIAL ABILITIES
''Mindshock ([[Su]])'' See [[grioth]], but the grioth eclipse seer can use this ability three times per day, and the DC is 16. A creature that succeeds at the save is immune to the same grioth eclipse seer's mindshock for 24 hours
''Psychotomimetic Saliva ([[Ex]])'' See [[grioth]], but the DC is 16.
</div>
Weapons can be fitted with special grips that provide various advantages. You can combine grips by paying the combined price of the grips, but only if all grips are integrated into a weapon. Their benefits stack. The benefits of a grip depend on its type.
!! Folding Grip
Only small arms can have a folding grip, and it must be integrated with the weapon. As a move action, you can fold or unfold a folding grip, granting you a +2 circumstance bonus to [[Sleight of Hand]] checks to hide the small arm on your person.
!! Nanofiber Grip
A nanofiber grip strengthens your hold on a weapon. While you wield the weapon, microscopic fibers act as setae, clinging to your hands. These fibers grant you a +4 circumstance bonus to AC against disarm combat maneuvers that would disarm you of the weapon.
!! Null-Space Grip
A //null-space grip// must be integrated into a melee weapon or small arm. As a move action, you can activate the grip to pull the weapon into an extradimensional space, leaving only a disk 1-1/2 inches in diameter. This disk is easy to hide on your person, granting you a +4 circumstance bonus to your [[Sleight of Hand]] check to do so. Additionally, the disk might not be recognized as a weapon without [[Engineering]] or [[Mysticism]] and //[[detect magic]]// used together to identify the item. As a move action, you can squeeze the disk to return the weapon to normal form.
!! Blur Grip
A //blur grip// consists of microcircuitry embedded inside the padded grip of a melee weapon. Five times per day as a move action, you can squeeze the grip to activate it, creating an illusion that makes it hard to visually track the weapon. Until the end of your next turn, the blur grip grants you a +4 circumstance bonus to [[Bluff]] checks to feint.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|grip, folding | 2 | 600 | — | — | — |small arm |
|grip, nanofiber | 2 | 750 | — | — | — |any |
|//grip, null-space// | 6 | 4,250 | — | — | — |melee weapon, small arm |
|//grip, blur// | 7 | 5,400 | — | — | — |melee weapon |
</div>
Grooming moss is a consumable, palm-sized organic patch you can apply to your skin as a standard action. When you do, it consumes dirt and byproducts from your skin, slowly working its way over your entire body to make your skin clean and healthy. You can use a move action to tear off a patch of grooming moss, but it falls off naturally after 12 hours. As long as it is attached to your bare skin, you gain a +2 circumstance bonus to saving throws against contact afflictions. Each breed of moss is meant to be used by a single group of physiologically similar species, such as lashunta and humans; when used on a different group of similar species, the moss still attaches to the skin for 12 hours, slowly working its way across the body, but the only result is itching and discomfort.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|grooming moss | 2 | 50 | — |
</div>
You maintain your combat prowess even when at a disadvantage.
''Prerequisites:'' Str 11.
''Benefit:'' The normal penalties to attack rolls from being [[grappled]], [[pinned]], and [[prone]] don't apply to your unarmed attacks. The penalties from the pinned condition don't apply to your attempts to grapple your opponent or free yourself.
When activated, these heavy boots create an electromagnetic field around you that disperses electrical current into the ground. You gain electricity [[resistance]] 15, and as long as you are standing on any surface larger than you are, creatures adjacent to you gain electricity resistance 5.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|grounding boots | 15 | 105,000 | L | 100 | 1/minute |
</div>
Any biohack inhibitor you successfully use against a foe that has a nonmagical fly speed severely inhibits that target's ability to fly. In addition to taking the inhibitor's normal effects, the target has its maneuverability reduced to clumsy; if its maneuverability is already clumsy, its fly speed is halved.
When you use the [[energy sink]] stellar revelation, you draw strength from those around you. If at least one creature fails the Fortitude save against your energy sink, you gain a number of temporary Hit Points equal to your solarian level that last for 1 minute. Upon gaining these temporary Hit Points, if you have the [[fatigued]] condition, you remove that condition. If you have the [[exhausted]] condition, you become fatigued instead. You must have the energy sink stellar revelation to select this revelation.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Targets'' one willing creature touched
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' no
* ''Spell Resistance'' yes (harmless)
</div>
The target's body forms an exoskeleton, and its appendages such as hands and feet become broad and pointed like spades. Armor that covers any of these appendages functions normally and molds to fit the appendages' new shape. The target gains [[DR]] 5/bludgeoning and a burrow speed equal to its land speed. This spell grants no ability to breathe while buried, so a breathing creature without environmental protections might be at risk of suffocation.
Your nanites protect your companions as readily as they protect you. You can use your [[defensive dispersal]] on any ally you can see who's adjacent to you or within your [[cloud array]]. When you use your defensive dispersal on yourself, any adjacent allies also gain the benefits of that ability against the triggering attack or effect. However, only you benefit from additional knacks or other abilities that provide any additional effects when you use defensive dispersal.
You're able to bargain with large groups.
''Prerequisites:'' [[Diplomacy]] or [[Intimidate]] 5 ranks.
''Benefit:'' When you use [[Diplomacy]] to [[change a target's attitude|Change Attitude]] or [[Intimidate]] to [[bully]] a target, you can spend 1 Resolve Point to affect a number of additional creatures who can see and understand you within 100 feet equal to twice your Charisma modifier. Compare the result of your check to each target's DC to see whether you succeed.
Your largest bones are embedded with specialized glands that can cause you to radically increase in size. You can't activate these glands while you're wearing armor that isn't fitted to you. Activating this augmentation requires a full action. While you are transformed, your size increases by one size category. If you become Large or larger, your reach increases by 5 feet, the amount of Bulk you can carry before being encumbered increases by 2, and you gain a +2 circumstance bonus to checks to destroy an object using Strength. The effect of the glands lasts 1 minute. You must rest for 10 minutes to regain Stamina Points to reactivate the glands or spend 1 Resolve Point to recharge them immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|growth glands | 6 | 3,900 | spinal column |
</div>
The guard fighting style focuses on defense. You become adept at wearing armor, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defenses.
!! Armor Training (1st)
You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
!! Guard's Protection (5th)
When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. In addition, you are now proficient with powered armor.
!! Rapid Recovery (9th)
You can spend Resolve Points to ignore detrimental conditions. As a move action, you can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: [[exhausted]], [[fatigued]], [[frightened]], [[nauseated]], [[shaken]], [[sickened]], or [[staggered]]. After 10 minutes, if the condition's duration hasn't ended, the condition's effects return. You can suppress only one condition at a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affected by two different instances of the same condition, you're still affected by the second one.
!! Kinetic Resistance (13th)
You gain [[DR]] 3/—. At 17th level, this DR increases to 5/—.
!! Impenetrable Defense (17th)
As a standard action, you can set up a strong defense for yourself and an adjacent ally. Until the start of your next turn, you gain three benefits: your [[damage reduction]] increases to DR 10/—; you and the chosen ally each gain a +4 bonus to AC; and if you use guard's protection, you direct all the damage to yourself such that your ally takes none.
You are a guard, lookout, or forward scout, and it's your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you're trained to identify threats and keep your client and their property safe.
!! Theme Knowledge (1st)
You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for [[Engineering]] checks to [[identify technology]] and [[Mysticism]] checks to [[identify magic items|Identify Magic Item]] by 5, provided the item is a security system, surveillance equipment, or trap. In addition, [[Perception]] becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of either +1 to Strength or +1 to Dexterity (your choice) at character creation.
!! Guarded Ward (6th)
You focus on protecting a particular person or place, which becomes known as your ward. You must study a specific creature or a specific location (such as a building or starship) for 1 day to make it your ward. If your ward is a creature, you automatically succeed at checks to aid another with your ward when you are adjacent to them. If your ward is a location, you succeed at checks to aid another with anyone adjacent to you when you are both within your ward. You can change your ward by selecting a new one and studying it for 1 day.
!! Able Guardian (12th)
Those who have come to rely on you know you are vigilant and ready to help at a moment's notice. You know when something just doesn't feel right, and you've saved the life of more than one client. You can perform the [[first aid]] task of the [[Medicine]] skill as a move action rather than as a standard action, and you can perform the [[sense mental effect]] task of [[Sense Motive]] as a full action instead of taking 1 minute. In addition, you gain a +4 insight bonus to Fortitude saving throws against sleep deprivation.
!! Security Review (18th)
Nothing makes you feel more at peace than going over security procedures and verifying that you have covered every angle, filled every gap, and tightened every loophole to ensure your ward is safe from harm. Once per day, you can spend 10 minutes reviewing security precautions you have taken for your ward and recover 1 Resolve Point; this doesn't count as resting to regain Stamina Points. In addition, once per day when you witness your ward being damaged by or failing a saving throw against an effect from a significant enemy, you recover 1 Resolve Point as a reaction.
The //guarded// fusion guides timing so that ranged attacks don't leave the wielder vulnerable. When you make a ranged attack using a weapon with this fusion, your attack does not provoke an attack of opportunity. The //guarded// fusion does not prevent attacks of opportunity provoked for any reason other than making a ranged attack. Only ranged and thrown weapons can benefit from this fusion.
When using the fighting defensively standard or full action, you take a –3 penalty to your attacks instead of a –4 penalty.
You can carefully step 5 feet as a move action. This movement doesn't provoke [[attacks of opportunity]], even if you're in a [[threatened]] square.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* LN Medium monstrous humanoid (shapechanger)
* ''Init'' +4; ''Senses'' [[blindsight]] (scent) 30 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 215
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +12; ''Ref'' +14, ''Will'' +18
* ''Defensive Abilities'' magic warrior, [[regeneration]] 5 (fire and unholy); ''DR'' 10/–; ''Immune'' sleep, stunned; ''SR'' 25
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' unarmed strike +23 (6d6+20 B)
* ''Multiattack'' 4 unarmed strikes +18 (3d6+20 B)
* ''Ranged'' magic ray +21 (5d4+14; see text)
* ''Mystic Spells Known'' (CL 14th)
** 5th (3/day)—//[[baleful polymorph]]// (DC 24), //[[crush skull]]// (DC 24)
** 4th (6/day)—//[[cosmic eddy]]// (DC 23), //[[death ward]]//, //[[mystic cure]]//, //[[reincarnate]]//
** 3rd (at will)—//[[bestow curse]]// (DC 22), //[[dispel magic]]//
* ''Offensive Abilities'' ferocious charge
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +3; ''Int'' +2; ''Wis'' +3; ''Cha'' +8
* ''Skills'' [[Athletics]] +25, [[Mysticism]] +30, [[Sense Motive]] +30, [[Survival]] +25
* ''Languages'' Common; [[telepathy]] 30 ft.
* ''Other Abilities'' [[change shape]] (rhino), park guardian
!!! ECOLOGY
* ''Environment'' any (Jatembe Park)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' When in rhino form, Guardian Rhino's size increases to Large and his speed increases to 40 ft.; his unarmed strike damage changes to inflict bludgeoning and piercing damage and gains the critical effect 2d6 bleed; he also gains the [[trample]] ability (4d6+22 B and P, DC 22).
''Magic Ray ([[Su]])'' Guardian Rhino's magic ray has a range of 100 feet and a maximum of five range increments, and does not provoke attacks of opportunity. Each time Guardian Rhino attacks with his magic ray, he chooses whether the ray deals acid, cold, electricity, fire, or sonic damage. When Guardian Rhino takes a full action to multiattack, he can replace any number of his melee attacks with magic ray attacks that have an attack bonus of +16.
''Magic Warrior ([[Ex]])'' Guardian Rhino does not provoke attacks of opportunity when he casts spells.
''Park Guardian ([[Sp]])'' While within Jatembe Park, Guardian Rhino can cast //[[clairaudience/clairvoyance]]//, //[[commune with nature]]//, and //[[teleport]]// as spell-like abilities at will (CL 14th). When he casts //clairaudience/clairvoyance// or //teleport//, the range for these spells is anywhere within Jatembe Park.
</div>
Among the greatest of Absalom Station's landmarks, Jatembe Park is known for its many oddities and is the subject of countless ghost tales. Among these is the story of Guardian Rhino, an ancient and immortal creature who is said to have lurked within the park since Absalom Station's construction. Legend states that Guardian Rhino served Old-Mage Jatembe on lost Golarion during the Age of Legends; he appears as a powerfully built man with dark umber skin, archaic clothing, and a ritual mask built from wood and bone to resemble a rhinoceros. Guardian Rhino is said to stalk the park at night, punishing the wicked. When trespassers defile the park or threaten those who belong there, he punishes them with a powerful curse that transforms them into trees.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision) 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +5; ''Ref'' +5; ''Will'' +2
* ''Defensive Abilities'' [[integrated weapons]]; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +12 (1d6+8 B [[nonlethal]]; critical [[knockdown]])
* ''Ranged'' [[nyfiber net]] +15 ([[entangle]]) or sentry [[shield projector]] +15 ([[shield]] 1d4) or voltaic [[anchor pistol]] +15 (1d6+5 E [[nonlethal]]; critical [[bind]]) or [[flash grenade]] I +15 ([[explode]] [5 ft., [[blinded]] 1d4 rounds, DC 15]) or [[smoke grenade]] +15 ([[explode]] [20 ft., smoke cloud 1 minute, DC 15])
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; Con —; ''Int'' +1; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +11, [[Intimidate]] +11, [[Medicine]] +11
* ''Feats'' [[Bodyguard]], [[In Harm's Way]]
* ''Languages'' Common
* ''Other Abilities'' nanite repair, [[unliving]]
* ''Gear'' [[nyfiber net]], sentry [[shield projector]] with 1 high-capacity battery (40 charges), voltaic [[anchor pistol]] with 1 high-capacity battery (40 charges), [[flash grenades]] I (2), [[smoke grenades]] (2), mk 2 //[[healing serum]]//, mk 1 //[[healing serums]]// (2), [[advanced medkit]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or detail (1 plus client)
!!! SPECIAL ABILITIES
''Nanite Repair ([[Ex]])'' A guardian robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can restore 3d8 Hit Points to itself or any touched construct with the technological subtype.
</div>
Guardian robots have become something of a status symbol among business leaders and politicians in the Pact Worlds, and a whole range of defense-focused robotic bodyguards of all shapes and sizes are available. Most guardian robots are crafted to appear as unassuming humanoids of a certain species and usually have a quiet and deferential virtual intelligence. They constantly scan for potential nearby threats and endeavor to stay close to their handlers, engaging opponents from a distance using grenades or weighted nets.
Starships that function as passenger vessels require spaces apart from their crew quarters for their guests to sleep. A single expansion bay can be converted into common quarters (usually simple bunks or hammocks) for six passengers, good quarters (usually a comfortable bed, a desk with a chair, and a small set of drawers) for four passengers, or luxurious quarters (usually a large bed, a wardrobe, a couch, a desk with a nice chair, and a private washroom) for two passengers.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|guest quarters | 1 | 1 |
</div>
A guided weapon uses a signal along with wireless telemetry, magnetic guidance, or another means of guiding its payload after the weapon has been fired. When you take a move action to aim the weapon and then fire it on the same turn (including doing so with a [[sniper]] weapon), your target does not gain the bonus to AC provided by cover, partial cover, or soft cover. Improved cover and total cover still confer their bonuses normally.
Once per day, you can cast //[[reincarnate]]// as a spell-like ability by spending all your remaining Resolve Points (minimum one-quarter your total Resolve Points). Instead of rolling to determine what type of creature the target returns as, the target returns as the race, gender, sex, and physical appearance of their choice. Rather than be a conscious choice of the target, this decision tends to reflect the innermost dreams and desires of the target's soul, and so the reincarnation can be either identical to their previous form or a drastic departure, depending upon the individual.
Unlike the spell //reincarnate//, this ability does not require a monument as part of the casting. Instead, both you and your target gain 2 permanent negative levels (as described by the spell). The target returns to life as an infant of their race, growing from infancy to young adulthood over the course of 1 hour. The target has memories of their original life, but also of a new life that could have existed if they had lived in their new form. In addition to having a new race, the character can be rewritten as if they had used a mnemonic editor.
Gulchguns are a feat of fearless ysoki tinkering; the rifles use scattergun shells as ammunition but detonate them entirely within the rifle's internal chambers, instead firing a tongue of flame, accompanied by tremendous noise. The technology of the gulchgun eventually developed into the shorter and more stable shellgun, but ysoki purists and desperate buyers alike keep the market for these weapons alive.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|gulchgun | 1 | 90 | 1d8 F | 20 ft. | [[burn]] 1d6 | 4 shells | 1 | 1 |[[analog]] |
</div>
This sturdy, metallic tripod can turn almost any gun into a semi-mobile turret, allowing soldiers to guard areas without putting themselves in harm's way. It takes 10 minutes to attach or detach a non-[[analog]] longarm or heavy weapon to the emplacement; when attached to an emplacement, the gun can't be wielded normally and can be fired only using the included wireless remote control that functions as a tier 1 computer with a control module. As long as the remote control is within 100 feet of the gun emplacement, you can use it to see through the emplacement's camera (which has [[darkvision]] with a range of 30 feet) and operate the attached gun, either using your own ranged attack bonus with the attached weapon or allowing the computer to make the attack roll; the computer has a ranged attack bonus of +1 and proficiency with the attached weapon. Any weapon special properties and critical hit effects apply. When a gun emplacement gains the [[broken]] condition, you can no longer fire the attached gun.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|gun emplacement | 3 | 1,350 | 3 | 20 | 1/hour |
</div>
You operate your starship's various weapon systems, using them to neutralize or destroy enemy vessels. A starship can have at most one gunner (or gunner team) per weapon mount. A gunner acts during the gunnery phase.
!! Actions
<<list-links '[tag[Gunner Actions]]' class:index>>
As a gunner, you can take any of the actions below, depending on your character level. These actions can be taken only during the gunnery phase. Though each of a starship's weapons can be fired only once per round, multiple gunners can take actions to fire different weapons in a single round. Actions that allow you to fire starship weapons use the rules for [[attacking|Attacking (starship)]].
The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
A gunner harness is a wearable support mesh for an articulated arm that can serve as a mount for a heavy weapon. A gunner harness reduces the minimum Strength score required to fire a heavy weapon without penalty, as determined by the harness's type. In addition, when you fire the mounted weapon, reduce the total penalty you take for making a full attack and due to range by a value determined by the harness's type. Donning or removing a gunner harness is a full action, and attaching a weapon to a gunner harness or removing it is a full action.
!! Light Gunner Harness
Strength 12; reduce your total penalty by 1.
!! Heavy Gunner Harness
Strength 14; reduce your total penalty by 2.
!! Null-Space Gunner Harness
A //null-space gunner harness// must be integrated into a heavy weapon. It functions like a //[[null-space grip|grip]]// that turns the harness and its attached weapon into the disk. A //null-space gunner harness// otherwise functions as a heavy gunner harness.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|gunner harness, light | 3 | 1,400 | 1 | — | — |heavy weapon |
|gunner harness, heavy | 7 | 5,600 | 2 | — | — |heavy weapon |
|//gunner harness, null-space// | 9 | 15,000 | 2 | — | — |heavy weapon |
</div>
During the gunnery phase, gunners fire their starships' weapons. Starships fire in the same order in which their pilots acted during that round's helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.
Founded by half-orcs disillusioned with working for the drow corporations of Apostae, Guttertooth Processing Company is a collective founded to negotiate fair deals and protect its employees from drow exploitation and retaliation. Guttertooth operations are hidden in the caverns of Apostae and remain a constant thorn in the side of the drow, as the half-orcs slip through every security precaution the elves create.
Guttertooth builds specialized ships and trains crews to terraform inhospitable planets. Its vessels often appear crude, with barely forged exteriors and clunky profiles. However, these designs are purposeful, concealing sophisticated machinery and convincing would-be aggressors to attack more promising prey. In addition to ship-building, Guttertooth is also quietly amassing a vast storehouse of weapons available for the next species they encounter who needs help breaking free from oppression.
<div class="statblock">
* ''Tier'' 15
* NE Gargantuan starship fey
* ''Speed'' 10; ''Maneuverability'' average (turn 2)
* ''AC'' ''29''; ''TL'' 29
* ''HP'' 400; ''DT'' 10; ''CT'' 80
* ''Shields'' heavy 420 (forward 105, port 105, starboard 105, aft 105)
* ''Attack (Forward)'' bite (5d12 plus swallow starship)
* ''Attack (Turret)'' photon flare (2d10×10)
* ''Attack (Turret)'' graviton net (10d6)
* ''Power'' gwahled heart (500 PCU); ''Drift Engine'' none
* ''Systems'' mk 8 armor, mk 9 defenses
* ''Other Abilities'' fear-eater aura, living starship, paranormal astrogation, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +31 (15 ranks)
* ''Gunner (2 actions)'' gunnery +22 (15th level)
* ''Pilot (1 action)'' [[Piloting]] +26 (15 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Bite ([[Ex]])'' A gwahled can use its bite only against a ship in an adjacent hex. If the gwahled deals damage with this attack to a ship of its size or smaller, it holds that ship in place. As an action, the pilot of the bitten starship can attempt a DC 32 [[Piloting]] check to break free of the gwahled's maw. While holding a starship in its maw, the gwahled can't move or turn, but it can make attacks with its photon flare and graviton net, or attempt to bite or swallow the same starship. The gwahled and the ship it is holding take a –2 penalty to AC and TL and to Piloting checks to determine movement order in starship combat.
''Fear-Eater Aura ([[Su]])'' A creature that starts its turn within 20 hexes of the gwahled and able to see it (or engaged in starship combat with it) must succeed at a DC 22 Will saving throw or become [[frightened]]. A creature that fails by 5 or more is [[panicked]] instead. A creature that successfully saves cannot be affected again by the same gwahled's fear-eater aura for 24 hours.
''Graviton Net ([[Su]])'' A gwahled's graviton net has short range, and the [[point]] (+12) and [[tractor beam]] special properties.
''Living Starship ([[Ex]])'' A gwahled is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the gwahled takes critical damage. The gwahled's brain can't gain the wrecked condition.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | weapon array |Condition applies to all gunner actions. |
| 31–60 | gravity centers |Condition applies to all pilot actions and gunner actions with attacks other than bite. |
| 61–90 | heart |Condition applies to engineer actions except patching or repairing the heart. |
| 91–100 | brain |Condition applies to all actions. |
</div>
''Paranormal Astrogation ([[Su]])'' A gwahled can transport itself through space at astonishing speeds, arriving anywhere in the galaxy within 10d6 days. They rarely do so, except when hungry, and otherwise mostly do so randomly.
''Photon Flare ([[Ex]])'' A gwahled's photon flare has medium range. To a starship without functioning shields, this weapon not only deals damage but also has the [[EMP|EMP (starship weapon property)]] special property.
''Swallow Starship ([[Ex]])'' If the gwahled is holding a starship smaller than it in place, it can swallow that vessel by making a successful bite attack against it. A gwahled's gullet can hold one Huge ship, two Large ships, four Medium ships, eight Small ships, or sixteen Tiny ships. A gwahled can take an action during the gunnery phase to attempt to incinerate starships inside it, dealing 5d12 damage (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise) and applying the [[EMP|EMP (starship weapon property)]] special property. A swallowed vessel can still attack. The gwahled's interior has AC 25, TL 25, and DT 5. However, starship weapons deal half damage to the firing ship through a combination of blowback and the gwahled's physical reactions. If a swallowed starship deals 100 damage to the gwahled's interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a DC 32 [[Piloting]] check, or DC 37 if the gwahled has no hole in it. On a failure, the starship remains within the gwahled.
</div>
Gamboling through space with inscrutable whims, gwahleds are among the largest fey in existence—and also among the rarest. A gwahled looks like an astronomical object, but it has three eyes and a massive maw capable of swallowing starships. Devouring a vessel garners the gwahled no sustenance, although it can feed on the fear of the doomed crew.
Gwahleds require only this fear to sustain them. They seek mortal fright produced on a planetary scale. A gwahled sleepily wanders the interstellar reaches until it has a vision of a planet with sufficient sapient life and with technology good enough to detect an incoming space object but no means to thwart such a calamity. Once the gwahled has dreamed of an appropriate planet, it travels on a collision course toward that world, behaving as though it were a comet inexorably drawn to the planet's gravitational field. The gwahled is large enough that if it struck most worlds, the outcome would be an extinction-level event—and it relies on this fact to feed.
As the gwahled draws closer to its target, it siphons the fear radiating from a population aware of its own doom. Once the gwahled is very close to the planet, the fey's fear-eater aura drives most creatures on the world into abject terror. Few can act rationally in the face of this astronomical horror. Even those who resist the supernatural fear can find themselves giving in to despair as their civilization crumbles around them. From these emotions, the gwahled takes the nourishment it needs. Sated, the creature changes course, moving away from the planet before causing any direct physical harm. It then drowsily continues its journey among the stars, awaiting visions of another world.
Although a gwahled's arrival rarely results in the expected extinction, the visitation can cause civilizations to disintegrate. Countless people die in the fear and confusion. The world's organizations fall apart as people succumb to desperation or resignation. Horrible accidents and lasting pollution are often the results. Sometimes, national enemies choose the moment of impending doom to enact decisive strikes against one another. Once the population recovers its senses, the devastation has likely set it back decades—if not centuries—in its development. [[Comanides]] oppose gwahleds. These comet fey travel to systems a gwahled might threaten and warn the inhabitants of the peril. A comanide might seek the aid of travelers who can thwart the gwahled on behalf of those it seeks to prey upon.
A gwahled rarely visits the same world twice. However, a few have established cosmic routes among populated planets that have yet to develop adequate defenses. People who expect the titanic fey are less likely to panic at the creature's approach, but the fey's aura can still inflict terror and thereby provide the gwahled ample sustenance. Visitors to worlds on a gwahled's feeding route often find cultures that have religions or stories of a "chaos star" that brings despair, fear, and turmoil on a generational timescale.
!! Acceptance
A gwahled approached a world called Verdice III in the Vast long ago, and a pharmacy technician there developed acceptance to ease the fear he and his family suffered in the face of their expected fate. This drug makes repeated exposure to a source of fear easier to bear. The people of Verdice III perished in the aftermath of the gwahled's visit, but members of an expedition to the planet recovered records of the "red star" and this drug. Acceptance can be acquired in a chewable form or as an inhaler.
{{Acceptance}}
<div class="statblock">
* <<levels>>
* ''School'' evocation (water)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' cylinder (10-ft. radius, 40-ft. high)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex partial (see text)
* ''Spell Resistance'' no
</div>
You cause the water in the spell's area of effect to form a twisting whirlpool that drags creatures in and down. Each creature that enters or starts its turn in the spell's area must attempt a Reflex save. A creature that fails its save is pulled a total of 15 feet: first, it's pulled toward the gyre's center; then once its space is adjacent to the gyre's center, it's pulled downward. A creature that succeeds at its save is pulled only 5 feet. Movement caused by //gyre// doesn't provoke attacks of opportunity, and any portion of this spell's area that isn't in water has no effect.
name:gyrocannon
range:short
speed:—
damage:3d10
pcu:20
cost:14
special:[[broad arc]]
Gyrojet pistols fire mini-rockets that can hit with a force great enough to knock down targets. Gyrojet pistols are slightly larger than semiautomatic pistols, and they have a reinforced barrel.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|gyrojet pistol, tactical | 15 | 91,500 | 3d12 B | 80 ft. | [[knockdown]] | 8 mini-rockets | 1 | L |[[analog]] |
|gyrojet pistol, advanced | 17 | 212,700 | 4d12 B | 80 ft. | [[knockdown]] | 8 mini-rockets | 1 | L |[[analog]] |
|gyrojet pistol, elite | 20 | 715,800 | 5d12 B | 80 ft. | [[knockdown]] | 8 mini-rockets | 1 | L |[[analog]] |
</div>
The longarm model of a [[gyrojet pistol]], a gyrojet rifle fires mini-rockets with devastating force.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|gyrojet rifle, tactical | 13 | 54,000 | 3d12 B | 100 ft. | [[knockdown]] | 12 mini-rockets | 1 | 2 |[[analog]] |
|gyrojet rifle, advanced | 15 | 122,800 | 5d12 B | 120 ft. | [[knockdown]] | 12 mini-rockets | 1 | 2 |[[analog]] |
|gyrojet rifle, elite | 17 | 245,600 | 6d12 B | 120 ft. | [[knockdown]] | 12 mini-rockets | 1 | 2 |[[analog]] |
|gyrojet rifle, paragon | 20 | 723,500 | 8d12 B | 120 ft. | [[knockdown]] | 12 mini-rockets | 1 | 2 |[[analog]] |
</div>
name:gyrolaser
range:short
speed:—
damage:1d8
pcu:10
cost:3
special:[[broad arc]]
name:gyrolaser, pulsed
range:short
speed:—
damage:3d8
pcu:25
cost:20
special:[[broad arc]]
The slender arthropodan haans are native to Bretheda, where they soar through the endless skies in search of prey. Haans fly not via wings but by deftly weaving their silken webbing into balloons, which they then inflate with buoyant gases expelled from tubes in their shells. Combining this upward lift with web sails and occasional blasts from their gas tubes, haans are able to ride the winds of their home world with terrifying speed and precision, often bobbing along just at the leading edge of a storm front. Once they locate prey, haans ignite their jets of flammable gas using sparks from specially evolved strike plates in their leg chitin, creating biological flamethrowers. The roasted prey is then quickly caught and secured to a balloon of its own before it can fall away into the planet's depths.
Though haans are intelligent, their society is highly traditional and forbids all but the simplest tools. Those rare haans who leave their kin to travel the stars often become starship and aircraft pilots, finding that their experience in flying organically on Bretheda gives them a natural aptitude for the physics involved. Sadly, these individuals are inevitably mourned as dead by their families and never allowed to return home—a fact that leads many haan starfarers to join up with crime families, megacorporations, military organizations, adventuring groups such as the Starfinder Society, or any other social organization that promises a sense of belonging. Of late, a group of haan expatriates have begun making plans for a technology-friendly haan colony on a gas giant in Near Space, which they've named Haanara. Without the need for ordinary humanoid gas-mining platforms, they hope to create a highly lucrative refuge for haan workers tired of being held back by tradition, though many fear that attempts to actively recruit on Bretheda will lead to ugly sectarian violence.
The average haan is 8 feet long and weighs 180 pounds. Their chitin tends toward a pinkish purple, and they have barbed limbs and spiky pedipalps, which stretch wide on either side of their faces. Though the mottled colors on their shells can be quite beautiful, haan vanity is focused almost exclusively on the large, hairlike spikes extending from the tips of their abdomen. Haans never cover these unless they absolutely have to, and they frequently carve, cut, and decorate them with the same care humans reserve for head hair. Indeed, even traditionalist haans on Bretheda often sneak onto mining settlements in search of offworlder barbers and other artisans offering "file and style" services to help them establish unique and identifiable looks.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Dex, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Haans are Large monstrous humanoids with a space and reach of 10 feet.
* ''Darkvision:'' Haans have [[darkvision]] with a range of 60 feet.
* ''Firespray:'' As a standard action, a haan can create a 30-foot cone of flame that deals 1d6 fire. Starting at 3rd level, a haan adds 1-1/2 × her character level to the damage. A creature in the cone can attempt a Reflex save (DC = 10 + half the haan's character level + her Constitution modifier) for half damage. A haan can't use this ability again until she has taken a 10-minute rest to recover Stamina Points.
* ''Slow Fall:'' A haan in an environment with atmosphere can slow her fall by inflating a web balloon as a reaction. This is an extraordinary ability that functions as per //[[flight]]// cast at 1st level.
!! Slow Fall Graft
{{Slow Fall}}
A habitat box is a powered container used to store small creatures or plant samples. Habitat boxes are typically used by explorers and naturalists to preserve samples, but couriers and smugglers also find them useful. The box has an adjustable temperature and humidity to keep the interior at a consistent environment, and food and water dispensers can sustain creatures stored within for as long as the box has power. The standard habitat box is a cube 2 feet square, although interior dividers allow you subdivide the box into several smaller compartments, each with their own isolated environment.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|habitat box | 1 | 375 | 4 | 20 | 1/day |
</div>
This expansion bay can be configured to duplicate various environments, simulating them down to the smallest detail. The simulator is primarily used to clandestinely move creatures without their knowledge. For example, the grays have transplanted individuals threatened by natural disaster or environmental concerns without revealing their own existence. When used for this purpose, the simulator even slowly changes the appearance of stars in the sky until they match the night sky of the location to which the creatures in the simulator will be moved. The bay can also be used to covertly observe creatures in a simulation of their natural environment, benefiting from greater control over environmental effects such as weather. A habitat simulator can hold up to four Medium creatures (while still providing a believable simulation) and takes up 3 expansion bays. The simulator can sustain a particular environment for 1 month before it needs to be cleaned out, refreshed, and resupplied.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|habitat simulator | 4 | 6 |
</div>
You can adjust your magical knowledge, granting you the ability to hack your spellcasting in unexpected ways. Select three magic hacks that you do not have but whose prerequisites you meet. As a move action, you can gain the benefit of one of these magic hacks for 1 minute. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use hack capacitor again before the duration expires, you replace the previous magic hack with the new choice. If a magic hack you chose with hack capacitor has a daily use limitation, any uses of any magic hack from your hack capacitor count toward the hack's daily limit. Each time you gain a technomancer level, you can replace one magic hack you selected with this ability with another choice.
At 12th level, select a fourth magic hack. As a move action, you can gain the benefit of two magic hacks for 1 minute by spending 1 Resolve Point (or 2 Resolve Points if you have already used this ability during the same day). Both magic hacks count as a single choice for the purpose of this ability, so if you use this ability again during the same day, both magic hacks are replaced.
At 18th level, select a fifth magic hack. As a move action, you can gain the benefit of three magic hacks for 1 minute by spending 2 Resolve Points (or 3 Resolve Points if you have already used this ability during the same day). All three magic hacks count as a single choice for the purpose of this ability.
At 19th level, you can use this ability as a swift action or a move action.
This replaces [[cache capacitor]] and [[resolve attunement]].
Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another [[Computers]] check (with the same DC as the original). If you succeed at second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.
You can use Computers to hack a computer system to which you don't already have access. Hacking a computer system typically takes one full action per tier of the computer system. You can cut this time in half (to a minimum of one full action) for every 5 by which you increase the DC of the Computers check. If you succeed at the check, you gain access to any part of the computer that is not behind a firewall. This allows you to use the basic functions of the computer, and to make further checks that require you to have access. Accessing parts of a computer behind a firewall requires an additional Computers check for each firewall.
If you fail a Computers check to hack a system, you might trigger a countermeasure, if one has been installed. If you take 20 on a Computers check to hack a system with countermeasures without first disabling or destroying them, the countermeasures are automatically activated.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
If the target fails its saving throw, you form a link between their mind and a computer you touch at the time of casting, allowing you to hack their brain as if it were a computer to examine or manipulate memories and implant suggestions. Each round this spell is active and you are within range of the target, you can take a standard action to attempt a [[Computers]] check to hack their brain and gain certain information, depending on the level of the spell. For the purposes of this spell, a living mind has a tier equal to one-half the target's level or CR (minimum 1) and has an alarm countermeasure that immediately alerts the target creature if you fail a Computers check, allowing them an immediate additional Will saving throw to end the spell.
''2nd:'' When you cast //hack wetware// as a 2nd-level spell, you can hack the target's mind to gain general access to their thoughts, fears, and desires. If you are successful, you gain access to one of the following: the target's current surface thoughts, the target's most pressing current fear, or the target's most pressing current desire. On following rounds, you can attempt additional [[Computers]] checks to learn other pieces of information.
''3rd:'' When you cast //hack wetware// as a 3rd-level spell, it functions like the 2nd-level casting of the spell, but you can also hack the target's mind to gain deeper access to their secrets and memories. Such information is partitioned behind a mental firewall, which increases the DC to access it by 2 or the target's Wisdom modifier, whichever is greater. If you are successful, you gain access to a single piece of secret information the target knows (such as a passcode or the location of a hidden panel) or a specific memory (which can be no longer than 1 minute); a memory shows exactly what the target experienced from their perspective, so it might lack context. You can save the information or memory to your computer to retrieve later.
''4th:'' When you cast //hack wetware// as a 4th-level spell, it functions like the 3rd-level casting of the spell, but you can also hack the target's mind to send it false sensory data. If you are successful, you can determine the sights, sounds, and smells the brain receives, creating an illusion only the target can perceive, similar to a 4th-level //[[holographic image]]// spell. The target can attempt a new saving throw when it interacts with these impressions to recognize them as false, but this doesn't immediately end the effect. The impressions last for as long as the spell does, but you must attempt additional Computers checks to alter them in subsequent rounds.
''5th:'' When you cast hack wetware as a 5th-level spell, it functions like the 4th-level casting of the spell, but you can also hack the target's mind to implant a subconscious command that can be activated at a later time. If you are successful, you can state a course of activity similar to that of a //[[suggestion]]// spell and a trigger, such as a static image or a code phrase. This ends the hack wetware spell, but the subconscious command remains in the target's brain for a number of days equal to your technomancer level. The next time the target perceives the trigger, it performs the suggested course of action as best it can if it fails another Will saving throw. For every 5 your [[Computers]] check exceeded the DC, the target takes a cumulative –2 penalty to this saving throw. The command can be triggered only once.
Whether it's a computer system or a mechanical device, you can hack it.
* ''Associated Skills:'' [[Computers]] and [[Engineering]]. You can attempt a Computers check with a +4 bonus to make a [[trick attack]] by creating a computerized distraction (you can't use this option if stripped of all computerized gear in an area with no computers).
* ''Specialization Exploit:'' [[elusive hacker]]
* ''Control Hack ([[Ex]]):'' At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM's discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.
A hacking module remotely overpowers another starship's onboard computer systems. An affected starship loses all control of its integrated control module (ICM) for 1 round, plus 1 additional round for every 5 by which the science officer's special gunnery check exceeds the target's TL. Instead, the hacking module's science officer gains control of the affected starship's ICM and can apply the flat circumstance bonuses the ICM would typically apply as penalties of equal value to one or more starship combat checks, representing the hacker's interference with the thrusters, communications, and even the internal lights of the targeted starship. For example, a science officer who has taken control of a starship's mk 2 trinode computer (which normally grants +2 bonuses to three different checks) could apply a –2 penalty to three different starship combat checks per round. A heavy or capital hacking module increases the flat penalty value by 1. A capital hacking module can also apply the penalty to one additional starship combat check per round.
The science officer must apply a penalty before the affected starship's crew attempts a check. Although the science officer knows when one of the affected starship's crew members is attempting a check and the type of check (such as knowing that a gunner is about to use the [[shoot]] action), hacking into the starship provides the science officer no special knowledge of the starship's armaments or its crew's capabilities.
A starship's effective TL against gunnery checks attempted by a hacking module increases by 1 for each [[anti-hacking system]] it has. During the engineering phase, an affected starship's science officer can use their action to end the hacking effects with a successful [[Computers]] check (DC = 15 + 1-1/2 × the enemy starship's tier). This science officer gains a circumstance bonus to this check equal to their starship's number of anti-hacking systems.
name:hacksaw arm, light
range:1 hex
speed:—
damage:4d6
pcu:10
cost:8
special:[[ripper]]
name:hacksaw arm, heavy
range:1 hex
speed:—
damage:10d6
pcu:20
cost:15
special:[[ripper]]
name:hacksaw arm, super
range:1 hex
speed:—
damage:4d6 × 10
pcu:40
cost:25
special:[[ripper]]
Though now the symbiotic primary inhabitants of the three moons of Hadrogess—a desolate world in the Vast— Hadrogaans once lived on the planet itself, millennia ago. They possess knowledge of their life on Hadrogess's surface, and their departure from it, that date back to before the Gap, but even so, much of that history has been lost. Obsessive historians have reconstructed pieces of their history, but uncertainties and inconsistencies still plague the field.
All hadrogaans know for sure is that some catastrophe caused the planet's atmosphere to begin slowly leaking into space. Faced with extinction, they scrambled for a possible solution. Following a series of frantic and unsanctioned experiments, a team of fringe scientists discovered a sapient crystal that grew deep beneath the planet's crust, one that could merge with a hadrogaan body in a process that—in most cases— led to greater intellect and insight. These scientists claimed that the crystalline organisms, collectively called kallestrine, not only willingly participated in these experiments, but that they had sent psychic signals to the scientists—leading the latter to discover them—and had even proposed merging the entire hadrogaan species with kallestrine. Successful merging caused a rapid processing-power expansion that many felt could propel the two organisms into a new era of enlightenment, and in fact, many hadrogaans saw this way as their only hope for salvation.
Modern hadrogaans know that most of their people accepted the merging and somehow found a way—before the advent of starships—to settle their planet's three moons. In their new symbiotic forms, hadrogaans formed a society dedicated to science, philosophy, progress, and utilitarianism in all matters. Their advancements positioned them to embrace Drift travel soon after receiving Triune's signal, and whenever possible, hadrogaans seek positive relations with alien life—but should peace talks fail, they have no qualms with swift and efficient military solutions.
Most hadrogaans stand at about 8 feet tall with long limbs, thin bodies, and elongated fingers. Large hollows perforate their torsos, limbs, and sometimes their necks and faces, each filled with glimmering crystals—the organism that hadrogaans merged with during the Gap. The merging altered the species' genetic makeup, and hadrogaan children are born with these crystalline hollows, which can grow and shift over time.
From infancy, hadrogaans have a constant internal dialogue between their organic brains and the crystalline neural network inhabiting their body. The crystal pushes them to consider the practicality and utility of every action, as well as that of any person or object they might encounter. What is its purpose? How might it be of use? At what point does its usefulness outweigh its drawbacks? This extreme practicality isn't always logical or in the individual's best interest, but most hadrogaans agree that attempting to drastically alter their symbiotic relationship would prove detrimental to the species as a whole.
For reasons unknown—the most common theory being that the initial merging of organisms didn't always work as intended—hadrogaans are dimorphic. Luma hadrogaans have more dominant crystalline features and frailer bodies, while doluma hadrogaans have fewer crystals—sometimes only one or two hollows—but far more bulk. While genetically distinct, these two subspecies can still reproduce with the other. No consistent pattern exists for the expression of this dimorphism in offspring, regardless of the parents' types.
Luma hadrogaans possess the increased intellect that was, in theory, the goal of the merging. The crystals of doluma hadrogaans, on the other hand, tend to instead reinforce their musculature. Despite these physical differences, hadrogaans of both subspecies can serve in a variety of societal roles, though luma hadrogaans lean toward positions that require strategic thinking or deep and rapid analysis. Outside their home systems, they typically work as explorers, scientists, and diplomats. Starfaring dolumas, on the other hand, more likely eke out their living as lone thrill-seekers, mercenaries, or bounty hunters.
Most hadrogaans see no practical purpose in returning to their home planet and have made few efforts to directly study or explore the surface of Hadrogess, instead preferring to focus on future developments for their current lunar homes. A few iconoclastic philosophers and scientists have directed their attention to the planet, however, and the discovery of obliterated cities, desolate landscapes, and signs of a once-extant mutant population hint at a possibly more sinister past.
!! Racial Traits
* ''Ability Adjustments:'' See below.
* ''Hit Points:'' 4
* ''Size and Type:'' Hadrogaans are Medium humanoids with the hadrogaan subtype.
* ''Dual Nervous Systems:'' Hadrogaans have both an organic brain and a crystalline nervous system. A hadrogaan can install an additional brain augmentation.
* ''Hadrogaan Dimorphism:'' All hadrogaans gain +2 Wisdom at character creation. Luma hadrogaans have acute intellects (+2 Intelligence at character creation) at the expense of physical health (–2 Constitution at character creation). Doluma hadrogaans are muscular (+2 Strength at character creation) and slower to process information (–2 Intelligence at character creation).
* ''Hadrogaan Senses:'' The crystals in a hadrogaan's body can sense subtle vibrations in the environment. A hadrogaan has [[blindsense]] (vibration) with a range of 30 feet.
!! Haeshi Form
{{Haeshi-Shaa, Haeshi Form}}
!! Shaa Form
{{Haeshi-Shaa, Shaa Form}}
Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are long-lived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, commonly referred to simply as haeshi, appears as a constantly churning, chunky fluid, while their vaporous form, known as shaa, appears as a hazy brown fog. Both forms hum with atonal harmonies that are unnerving, sometimes nauseating, to others.
While both forms of haeshi-shaas constantly preach a doctrine of annihilation, each form takes a slightly different approach. The attitudes of an individual haeshi-shaa change as the
creature shifts forms. Liquid haeshi are more aggressive, while vaporous shaa are more introspective.
The creatures' dogma of obliteration and their reverence for black holes stem from their belief that all cosmic complexity should be reduced to its most basic particles, because only in that state can a being be truly one with the universe. Haeshi-shaas serve as oracles, as they claim the ability to see the invisible pathways through the universe connecting particles spiraling toward entropy. Though this claim is dubious, other creatures that serve the Dominion heed the lessons of both haeshi-shaas and chyzaedus, another member of its priestly caste.
Haeshi-shaas and chyzaedus are relatively recent assimilations into the Dominion, given its galactic time scale, and each species has claimed a different role within the nightmarish collective. The Dominion of the Black doesn't concern itself with faith and religion, but the coalition seems to have a use for these strange creatures that preach its philosophy.
Many believe that the two species came into the role of priests among the Dominion because they are linked in destruction. Forgotten records claim that the tonal resonance that all chyzaedus experienced when their home planet was devoured by a black hole was a result of creatures that would become the haeshi-shaas. These creatures were known in ancient history as beings of pure sound whose strange, far-reaching tones conveyed a slightly different message of consumption and destruction.
Haeshi-shaas can't predict when they might shift into their variant form. Some seek out events that might serve as a catalyst, while others wait for the change to occur naturally. These creatures can exist for ages, shifting thousands of times, but over time, the bonds that cause the cyclical shifts of a haeshi-shaa's form deteriorate. A haeshi-shaa can live for as long as 25,000 years before its final shift comes to pass and it completely dissipates among the winds of the universe.
<<section 'Viral Vapor'>>
!! Haeshi-Shaa Serum
Scientist-priests of Yaraesa have synthesized a serum that conveys aspects of haeshi-shaas' vaporous form:
{{Haeshi-Shaa Serum}}
This serum causes a creature to become partially vaporous, imparting a 20% miss chance to its attacks and attacks targeting it. Spells the creature casts have a 20% chance to fail, and the creature becomes immune to critical hits. The effects of this serum last
for 1 minute.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//haeshi-shaa serum// | 14 | 10,500 | — |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CE Large aberration
* ''Init'' +5; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +22
* ''Aura'' stench (10 ft., DC 19)
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +11; ''Will'' +16
* ''Defensive Abilities'' [[fast healing]] 5, [[unflankable]]; ''DR'' 10/magic; ''Immunities'' [[bleed]], critical hits, disease, mind-affecting effects, [[nonlethal]], [[paralysis]], poison, polymorph, sleep, [[stunning]]; ''Resistances'' cold 10, fire 10; ''SR'' 23
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +25 (6d4+20 B plus [[viral vapor]])
* ''Multiattack'' 3 slams +19 (3d6+20 B plus [[viral vapor]])
* ''Ranged'' sonic bolt +22 (6d4+12 So)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[mind thrust]]// (4th level, DC 19)
** 3/day—//[[fear]]// (3rd level, DC 18)
** At will—//[[force blast]]// (DC 17)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +4; ''Int'' +2; ''Wis'' +4; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +22 (+30 to fly), [[Life Science]] +22, [[Mysticism]] +27, [[Physical Science]] +22
* ''Languages'' Abyssal, Aklo, Common; [[telepathy]] 100 ft.
* ''Other Abilities'' [[compression]], death throes, [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Death Throes ([[Su]])'' When killed, a haeshi explodes in a frenetic wave of psychic energy that assaults the minds of creatures within 20 feet, dealing 6d6 damage (Will DC 19 half). This is a mind-affecting effect.
''Sonic Bolt ([[Ex]])'' A haeshi-shaa can fire a beam of disruptive sound at a target within 100 feet.
''Stench Aura ([[Ex]])'' Haeshi-shaas exude a horrible stench. An affected creature must succeed at a Fortitude save with the listed DC or be [[sickened]] while within the aura's effect. Sickened creatures become [[nauseated]] on subsequent failed saving throws.
</div>
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* NE Large aberration (incorporeal)
* ''Init'' +10; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +28
* ''Aura'' stench (10 ft., DC 22)
!!! DEFENSE
* ''HP'' 300
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +14; ''Ref'' +14; ''Will'' +20
* ''Defensive Abilities'' [[fast healing]] 5, [[incorporeal]], [[unflankable]]; ''Immunities'' [[bleed]], critical hits, disease, mind-affecting effects, [[nonlethal]], [[paralysis]], poison, polymorph, sleep, [[stunning]]; ''Resistances'' cold 20, fire 20; ''SR'' 27
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' touch +25 ([[viral vapor]])
* ''Ranged'' sonic bolt +27 (6d4+16 So)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' expand, thicken
* ''Spell-Like Abilities'' (CL 16th; melee +25, ranged +27)
** 1/day—//[[shadowy fleet]]// (DC 26), //[[true seeing]]//
** 3/day—//[[crush skull]]// (DC 25), //[[mystic cure]]// (5th level), //[[remove affliction]]//, //[[synapse overload]]// (DC 25)
** At will—//[[fear]]// (4th level, DC 24), //[[mind probe]]// (DC 24)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +10; ''Con'' +7; ''Int'' +3; ''Wis'' +5; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +28 (+36 to fly), [[Life Science]] +28, [[Mysticism]] +33, [[Physical
* Science]] +28
* ''Languages'' Abyssal, Aklo, Common; [[telepathy]] 100 ft.
* ''Other Abilities'' [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Expand ([[Ex]])'' As a full action, a shaa can spread its matter thin, increasing its size to Gargantuan and gaining a space and reach of 20 feet. A shaa can maintain this ability as long as it concentrates, but it can take only purely mental actions or its thicken ability while in this state. A shaa can return to its normal size as a move action.
''Sonic Bolt ([[Su]])'' See above.
''Stench Aura ([[Ex]])'' See above.
''Thicken ([[Ex]])'' A shaa can agitate its molecules and assume a nearly impenetrable, semitransparent form. As a full action, a shaa can become solid for 1d6 rounds. In this form, the shaa is not [[incorporeal]], gains [[DR]] 30/— and 100 temporary Hit Points, can take no actions, and is immovable. The shaa reverts to its natural form at the end of the duration and loses any remaining temporary Hit Points.
</div>
A hail pistol includes a chamber behind the barrel that circulates supercooled vapor and causes it to coalesce into razor-edged shards of ice that leave foes with rime-edged bleeding wounds. Subzero, gelid, ultracold, and absolute-zero hail pistols each produce progressively larger and more jagged shards.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|hail pistol, subzero | 1 | 120 | 1d4 C & P | 20 ft. | [[bleed]] 1d4 | 20 charges | 1 | L |— |
|hail pistol, gelid | 8 | 8,600 | 2d6 C & P | 20 ft. | [[bleed]] 1d6 | 20 charges | 1 | L |— |
|hail pistol, ultracold | 14 | 63,200 | 3d8 C & P | 40 ft. | [[bleed]] 1d8 | 20 charges | 2 | L |— |
|hail pistol, absolute-zero | 17 | 218,000 | 5d10 C & P | 40 ft. | [[bleed]] 1d10 | 20 charges | 2 | L |— |
</div>
Hailcannons use a complex integrated coolant system to generate staggering barrages of ice. Unlike with many cryo weapons, the hailcannon's prolific output and massive barrel allow the weapon to be fired in automatic mode, which can overwhelm targets. Subzero hailcannons are the standard model, and the increasing damage capacity of gelid, ultracold, absolute-zero, and clathrate hailcannons proves attractive to many who swear by such weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|hailcannon, subzero | 1 | 275 | 1d8 C & P | 60 ft. | [[stagger]] | 20 charges | 2 | 2 |[[automatic]] |
|hailcannon, gelid | 6 | 4,350 | 2d8 C & P | 60 ft. | [[stagger]] | 40 charges | 4 | 2 |[[automatic]] |
|hailcannon, ultracold | 9 | 14,300 | 4d8 C & P | 80 ft. | [[stagger]] | 40 charges | 4 | 2 |[[automatic]] |
|hailcannon, absolute-zero | 13 | 50,800 | 6d8 C & P | 80 ft. | [[stagger]] | 80 charges | 5 | 2 |[[automatic]] |
|hailcannon, clathrate | 19 | 565,000 | 14d8 C & P | 100 ft. | [[stagger]] | 80 charges | 8 | 2 |[[automatic]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' cylinder (20-ft. radius, 40 ft. high)
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
A barrage of fist-sized hailstones pelts the area. Creatures that enter or start their turn in the area during the first round of the spell take 6d8 cold damage and 7d8 bludgeoning damage. For the remaining duration of the spell, heavy snow and sleet rain down in the area. Until the spell is dismissed or until the end of the duration, this area provides [[concealment]], creatures inside it take a –4 penalty to [[Perception]] checks, and the entire area is considered
difficult terrain.
If it's true that opposites attract, then [[elves]] and [[humans]] are the best proof. Despite their general distrust of non-elves, many elves find humanity's passionate energy, dedication to living in the moment, and ability to accomplish so much in their short lives deeply appealing—a flame that burns all the brighter for its brevity. At the same time, many humans are attracted to elves' lean bodies, elegant style, and centuries of wisdom. Where the two populations interact, half-elves occasionally result.
Half-elves are the interracial children of human and elven parents or the descendants of such children. While they can often pass for human by hiding their modestly pointed ears, they nevertheless tend toward the tall, slim physiques of their elven parents, with life spans twice as long as those of their human kin. Despite being seen as generally attractive by both races, half-elves often feel like outsiders in both societies, always exoticized and never quite accepted as part of either group. This leads many half-elves to band together with others of their kind, or else abandon both their parent races in favor of new friends and families among aliens who lack those preconceptions. Since half-elves breed true, many second- or third-generation half-elves have no firsthand knowledge of their parent cultures.
Sovyrian, the elven homeland on Castrovel, is open to half-elves, as the government's Blood Right policy invites any with discernible elven blood to return to the homeland, though this has recently become controversial due to high-profile conflicts with half-elf dissident groups who resent their status as second-class citizens. Half-elves are also relatively common on Absalom Station, one of the few places where elven emissaries and humans live and work together in large numbers. Predominantly half-elf settlements are rare, though of late several half-elf homesteader townships have sprung up just beyond the comfortable edge of Verces's terminator line, and the tropical extrasolar colony of Shanavan is specifically recruiting fellow half-elves.
As cultural chameleons, half-elves slide easily into other societies, adapting smoothly to alien mind-sets. They have a particular affinity for [[androids]], [[ysoki]], and any groups treated as outsiders by mainstream society, as well as for alien races like the [[shirrens]] who are different enough biologically that it would never occur to them to focus on such minor racial differences as pointed ears or eye color. Many half-elves are fond of wandering, with a strong desire to prove themselves, seeking out new worlds in the Vast for fame and glory or in the hope of establishing new colonies. Though their often complicated relationship with their parent races makes them natural iconoclasts, they also tend toward kindness and understanding.
With their extreme versatility, half-elves are a perfect fit for nearly any profession, though in recent years an unusually large number have become operatives or soldiers for the Stewards, perhaps seeing in the enforcement of the Pact a chance to foster understanding and build a single system-wide culture that no longer strands half-elven children between two worlds.
Most half-elves stand from 5-1/2 to 6-1/2 feet tall and weigh 100–200 pounds. They're considered adults at 20 and naturally live up to 180 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 to any 1 ability
* ''Hit Points:''4
* ''Size and Type:'' Half-elves are Medium humanoids with the both the human and elf subtype.
* ''Adaptability:'' Half-elves receive [[Skill Focus]] as a bonus feat at 1st level.
* ''Elven Blood:'' Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against [[enchantment]] spells and effects.
* ''Keen Senses:'' Half-elves receive a +2 racial bonus to [[Perception]] skill checks.
* ''Low-Light Vision:'' Half-elves can see dim light as if it were normal light.
!!! Alternate Ability Adjustments
* ''Elven Phenotype:'' The offspring of a half-elf and an elf, or an individual with only one non-elven ancestor over several generations, can still display mixed heritage. Even among half-elves who have a human parent, some take after their elven parent, especially those raised among elves. These half-elves have +2 Dexterity, +2 Intelligence, and −2 Constitution.
!!! Alternate Racial Traits
* ''Cultural Chameleon:'' Half-elves are often highly skilled at fitting in with a broad variety of people and getting others to like them. These half-elves gain a +2 racial bonus to [[Culture]] checks. If such a half-elf fails a [[Diplomacy]] check to change someone's attitude, they can reroll the check and take the second result. This replaces adaptability.
* ''Darkvision:'' Like elves, some half-elves are born with [[darkvision]] with a range of 60 feet. When these half-elves are in no light or dim light and they are exposed to bright light, they are [[dazzled]] for 1 round. This replaces low-light vision.
* ''Half-Ryphorian:'' Elves and [[ryphorians]] mix on Triaxus. Half-ryphorians can have summerborn or winterborn ryphorian features. These half-elves have the elf and ryphorian subtypes, but no human subtype. They also gain [[resistance]] 2 to cold and fire, which stacks with one other form of resistance. In conditions of severe cold or heat, they must attempt Fortitude saves only once per hour instead of once every 10 minutes. This replaces adaptability.
Half-orcs have both [[human]] and [[orc]] ancestry. Though these individuals sometimes result from the union of orcs and humans, the relative rarity of pure-blooded orcs among the Pact Worlds means that most half-orcs are the children of other half-orcs. They usually stand a bit taller than humans and have strong, muscular builds, with green or gray skin. Many half-orcs have tusk-like canines protruding from their lower jaws, as well as slightly pointed ears and large brows that give them a brooding appearance.
Half-orcs are fairly uncommon on the Pact Worlds, with the highest concentration living within the caverns of Apostae as unwilling servants to the [[drow]] who long ago conquered that planet. Unfortunately, most of the free half-orcs who inhabit the rest of the solar system are not treated much better, shunned or vilified due to traditional prejudices stretching back into the Gap. The fact that these prejudices sometimes drive half-orcs to become exactly the brutal criminals society expects only reinforces this negative cycle. Those half-orcs who do find acceptance tend to do so within enclaves of their own kind, among [[androids]] and other marginalized groups, or in militaristic orders where the fear they inspire can be turned to their advantage. Though society funnels them toward roles as soldiers, operatives, and intimidating envoys, some find solace as mechanics, preferring machines to people. They get along particularly well in [[vesk]] mercenary groups, as the reptilian aliens lack the traditional prejudices of the Pact Worlds.
Some half-orcs, frustrated with society's judgment of them due to their appearance, decide to accentuate their differences and take to extreme body modification. This subculture uses piercings, plastic surgery, and even cybernetic enhancements to express themselves and set themselves apart from the mainstream. Many half-orcs feel the call to join the Augmented, and such "steelskins" may not even consider themselves half-orcs anymore, looking down on members of their race who have kept their natural forms.
For those half-orcs least accepted by society, one popular option is to push beyond the boundaries of civilization, venturing to new planets where they can build colonies. While some of these orc-blooded colonial groups simply set down roots and live in peace within their small enclaves, others become professional pioneers. These latter groups take on contracts as first-wave colonists, landing on planets under extreme circumstances and enduring the hardest and most dangerous period of a colony's founding, then sell off rights to a "softer" group of colonists so that they can go start a new colony elsewhere. This dangerous, extremely skilled work is well-compensated, and thus despite their rough reputation and appearance, half-orc professionals in organizations like the Halfblood Frontier Company are often extremely wealthy, sometimes retiring to act as patrons for other half-orc ventures.
Most half-orcs stand from 5 to 7 feet tall and weigh 130–200 pounds. They're considered adults at 14 and naturally live up to 80 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 to any 1 ability
* ''Hit Points:'' 6
* ''Size and Type:'' Half-orcs are Medium humanoids with the both the human and orc subtype.
* ''Darkvision:'' Half-orcs can see up to 60 feet in the dark.
* ''Intimidating:'' Half-orcs receive a +2 racial bonus to [[Intimidate]] skill checks.
* ''Orc Ferocity:'' Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is [[dying]] (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes [[unconscious]] as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
* ''Self-Sufficient:'' Half-orcs receive a +2 racial bonus to [[Survival]] skill checks.
!!! Alternate Ability Adjustments
* ''Minder:''The drow of Apostae have trained half-orcs under their "care" to perform logistics and observation under drow supervision. These half-orcs have +2 Intelligence, +2 Wisdom, and −2 Charisma.
!!! Alternate Racial Traits
* ''Armor Ease:'' Half-orcs on Apostae can be trained to wear armor at an early age. They reduce the armor check penalty of any armor they wear by 1 and the speed penalty by 5 feet. This replaces orc ferocity.
* ''Professional Focus:'' Especially on Apostae, half-orcs are educated by the drow to be an expert in a particular vocation, filling that role throughout their lives. Such half-orcs gain [[Profession]] as a class skill. In addition, these half-orcs gain 1 additional skill rank per level, but this rank must be invested in the Profession skill. This replaces intimidating.
* ''Steelskin:'' Some half-orcs have tough skin due to years in harsh conditions, extreme training, or as the result of body modifications. They gain [[DR]] 1/—. At character level 10th, this increases to DR 2/—. This DR stacks with one other form of DR. This replaces orc ferocity.
!! Ferocity Graft
{{Ferocity (species graft)}}
Halflings are a common race in the Pact Worlds and their colonies, having spread nearly as far as [[humans]]. Popular legend even claims that halflings were among the first humanoids to spread beyond Golarion and into the stars to colonize new worlds. Once thought of as a people without a homeland, halflings have peppered the void with colonies, and halfling caravan fleets—dozens of ships from as many different makes and eras—ply the trade lanes, eager to see new sights, swap stories, and trade strange and foreign goods. Their small stature and tendency to wander make halflings popular targets for raiders and conquerors, but time and again the tenacious race has rebounded from harsh challenges thanks to their cooperation, optimism, and what seems to be a racial gift for subterfuge.
Gifted with quick reflexes, charming confidence, and an apparent lack of fear, halflings are known across the galaxy as athletes, celebrities, and explorers. Of course, this dramatic public image hardly defines the race as a whole. While most halflings experience a period of daredevil bravado in early adulthood, most settle out of it again just as quickly to become happy and loving homebodies, content with a hard day's work and an evening spent with friends. Boasting a wide variety of eye, hair, and skin colors mirroring the human range, halflings usually have slight builds and large hands and feet. They make fast friends wherever they travel, preferring negotiation or clever wordplay to combat. Despite this accommodating nature, they have few permanent allies; halfling history is littered with long eras of domination and abuse, making them gregarious but wary of placing themselves in situations they can't get out of again. While they share much in common with the [[ysoki]]—a love of travel and trade especially—they lack the ratfolk's mechanical inclinations, and the two races often compete for markets, salvage rights, and trade lanes. If halflings truly ally with any race, it is humans, whose history is intimately entwined with their own, for better or worse. A halfling's even temper can sometimes be a bit off-putting to other races, especially when it's exhibited in the face of incredible danger. A few find halfling cheerfulness and determination to be irritating, but many of those people change their minds once that tenacity is the factor that saves the day. Halflings are almost never offended by these attitudes, seeing them as natural inclinations of less confident races.
While not mistrustful of technology in general, many halflings look askance at cybernetic implants and biotech augmentations, feeling that natural halfling physiology is pretty much perfect as it is. They don't look down on those who use such items, but it's rarer than average to see a halfling with dermal plating or retinal reflectors. A halfling that accidentally loses a limb might consent to having a cybernetic replacement attached, but most halflings would spend the extra credits to make that prosthetic look as much like the lost limb as possible.
Halflings rarely lack for work. Media companies and corporations love an irrepressible halfling star or spokesmodel, and many starship captains believe in the stereotype of the fearless and steady-handed halfling pilot. Those halflings who turn to adventure find good use for their quick reflexes and boundless charm as envoys and operatives, though their
general adaptability allows them to shine in almost any role. Wandering halflings aboard starships typically finds spaces—even an area as small as a corner of a cargo bay—on their vessels to decorate in their own personal styles. They pin up keepsakes from their home planets (or colonies), such as dried flowers or scraps of metal from defeated hostile robots.
Most halflings stand 2-1/2 to 3-1/2 feet tall and weigh around 30 pounds. They're considered adults at 20 and naturally live up to 200 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Str
* ''Hit Points:'' 2
* ''Size and Type:'' Halflings are Small humanoids with the halfling subtype.
* ''Halfling Luck:'' Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects.
* ''Keen Senses:'' Halflings receive a +2 racial bonus to [[Perception]] skill checks.
* ''Sneaky:'' Halflings receive a +2 racial bonus to [[Stealth]] checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
* ''Sure-Footed:'' Halflings receive a +2 racial bonus to [[Acrobatics]] and [[Athletics]] skill checks.
!!! Alternate Ability Adjustments
* ''Stout:'' Some halflings are naturally stronger and tougher than anyone expects, while others feel an intense desire to compete physically with larger people, distinguishing themselves through extensive strength and endurance training. These stout halflings have +2 Strength, +2 Constitution, and –2 Wisdom.
!!! Alternate Racial Traits
* ''Cunning:'' Halflings have a reputation for larceny and guile, and sometimes this reputation is deserved. Halflings with this racial trait gain a +2 bonus to [[Bluff]] and [[Sleight of Hand]] checks, and Sleight of Hand is a class skill for them. This replaces sure-footed.
* ''Duck and Cover:'' Halflings excel at avoiding danger by disappearing into cover. Such halflings have an additional +2 bonus to Reflex saves and [[Stealth]] checks whenever they have cover, partial cover, or soft cover. This replaces halfling luck.
* ''Needler:'' Some halflings are experts at wielding needler pistols to tranquilize and take down larger foes or heal allies. A halfling who has this racial trait can reload projectile weapons with the [[injection]] special weapon property as a swift action. This replaces sure-footed.
* ''Skittish:'' Halflings are often seen as fearless, but some are instead particularly cautious. Halflings with this racial trait gain a +1 bonus to Initiative checks and to melee attack rolls (+3 total) when flanking. When affected by a fear effect, their land speed increases by 10 feet and they gain a +1 bonus to AC. This replaces surefooted and halfling luck.
* ''Spacefarer:'' As a product of generations spent in low- or zero-gravity environments, some halflings have elongated skeletons and stand a full head taller than others of their species. These halflings can be mistaken for humans of short stature, but they still exhibit the enlarged feet and hands and the pointed ears characteristic of halflings. Halflings who have this racial trait take no penalty to [[Disguise]] checks when attempting to appear human or Medium in size. This replaces keen senses.
* ''Talespinner:'' Halflings love adventure and travel almost as much as they enjoy spinning tales about their trials and tribulations—tales they use to entertain allies and strangers, as well as to disarm their enemies. Halflings who have this racial trait gain a +2 bonus to [[Bluff]] skill checks, and Bluff is a class skill for them. They also gain a +2 bonus to [[Diplomacy]] checks to [[change the attitudes|Change Attitude]] of others with entertaining tales. This replaces keen senses and sure-footed.
* ''Winsome:'' Some halflings seem able to charm anyone, through a combination of endearing behavior and physical proportions that lead other species to view them as young and cute. Although such halflings might not be any kinder or friendlier, they nevertheless maximize the benefit of this mistaken impression. These halflings gain a +2 bonus to [[Bluff]] checks and to [[Diplomacy]] checks to [[change the attitude|Change Attitude]] of indifferent creatures. This replaces sure-footed.
!! Sneaky Graft
{{Sneaky}}
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* CN Large aberration
* ''Init'' +5; ''Senses'' [[blindsight]] (thought) 120 ft., [[darkvision]] 60 ft., [[sense through]] (thought); ''Perception'' +29
!!! DEFENSE
* ''HP'' 280
* ''EAC'' 31; ''KAC'' 30
* ''Fort'' +15; ''Ref'' +15; ''Will'' +22
* ''Defensive Abilities'' [[incorporeal]], searing mind; ''Immunities'' advanced immunities; ''SR'' 28
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' fly 120 ft. ([[Ex]], perfect)
* ''Melee'' energy surge +25 (8d6+17 F)
* ''Ranged'' energy surge +27 (4d8+17 F)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 17th; melee +25)
** 1/day—//[[control gravity]]// (DC 26), //[[gravitational singularity]]// (DC 26)
** 3/day—//[[greater synaptic pulse]]// (DC 25), //[[retrocognition]]//, //[[synapse overload]]// (DC 25), //[[telekinesis]]// (DC 25)
** At will—//[[confusion]]// (DC 24), //[[mind probe]]// (DC 24)
!!! STATISTICS
* ''Str'' —; ''Dex'' +5; ''Con'' +8; ''Int'' +11; ''Wis'' +8; ''Cha'' +5
* ''Skills'' [[Culture]] +34, [[Mysticism]] +34
* ''Languages'' Hallas, [[telepathy]] 120 ft. and [[telepathy]] (anywhere on same plane, other hallajins only)
* ''Other Abilities'' light leap, shining form
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Advanced Immunities ([[Ex]])'' Hallajins are immune to [[bleed]], disease, mind-affecting effects, [[paralysis]], poison, sleep, and [[stunning]]. They are also immune to ability damage, ability drain, [[exhaustion]], [[fatigue]], negative levels, and nonlethal damage.
''Energy Surge ([[Ex]])'' A hallajin can concentrate its glowing form into deadly flaming energy to make either melee or ranged attacks. Its ranged energy surge attack has a range increment of 100 feet.
''Light Leap ([[Su]])'' As a full action, a hallajin can teleport (as per //[[teleport]]//), except it can't leave or enter an area enclosed by barriers of electrical energy.
''Searing Mind ([[Ex]])'' The mind and spirit of a hallajin is so convoluted and energetic that direct contact with it via abilities like //[[detect thoughts]]//, //[[mind link]]//, or other spells or abilities that charm or dominate causes feedback of psychic energy. The creature contacting the hallajin's mind takes 4d8+8 psychic damage (Will DC 24 half). This damage occurs each round a creature remains in contact with the hallajin's mind. A hallajin using its telepathy on a creature doesn't affect it in this way.
''Shining Form ([[Ex]])'' A hallajin sheds light as per a [[beacon|portable light]].
</div>
Spacefaring legends from ancient times describe the "lights of Hallas," strange glowing forms seen on the moon Hallas beneath the stormy shadow of Liavara the Dreamer. Most of the time, these shapes look like shifting multicolored masses of light, though sometimes hints of feathery wings, scaly coils, staring eyes, or writhing tendrils emerge from within their depths. These forms were initially believed to be just strange lights seen in the sky of Hallas, perhaps an aurora or a type of ball lightning related to the storms of Liavara, but visitors to the moon quickly learned they were intelligent—if inscrutable—creatures, though that knowledge came at a high price. The creatures are able to communicate telepathically, but when the first emissaries from nearby Arkanen attempted to contact them in the same manner, the experience seared the emissaries' minds. This led to the establishment of a powerful magical cordon around the world—one that remains in place to this day, now administrated by Pact Worlds officials on nearby Arkanen to ensure unprepared visitors don't accidentally destroy their minds or anger the powerful entities.
Study of ancient ruins and artifacts on Hallas by modern archaeological and paleobiological teams has contributed to the belief that the so-called hallajins (their name for themselves is unknown) once had material forms but developed beyond the need for them and became beings of pure energy. Examination of the surviving art and artifacts on Hallas suggests hallajins considered their small world the center of the universe, with other worlds and stars revolving around it, and saw the idea of leaving it as heresy. This may explain why hallajins are rarely seen away from Hallas. Though actual answers are few, historians believe that those occasional hallajins sighted on other worlds may be descendants of an ancient schism in their society that happened before the Gap or the establishment of the protective cordon.
Hallajins can use their light leap ability to appear and vanish at will, fly swiftly, pass through material barriers, and cross vast distances in the blink of an eye. Early adepts of Arkanen discovered that hallajins either will not or cannot pass through intense electrical fields, and they found that electricity appears to cause hallajins pain—or at least that they recoil from it. Researchers theorize that electricity interferes in some way with the creatures' energy matrices. This weakness provides a means of shielding against hallajin intrusions, although intense electrical energy fields also appear to draw the creatures' attention, perhaps being especially visible to their senses. Large concentrations of minds, particularly emotional ones,
seem to likewise draw the creatures, and researchers must keep their minds carefully shielded with specialized armor or magical protections.
What hallajins want, if anything, is unclear. The little of their culture recovered from ancient ruins and brief interactions indicates that their advancement to their current form was part of an intentional cultural drive to attempt to reach collective godhood. Whether the creatures intentionally stopped at their current state or simply couldn't progress any further remains unknown. Today, hallajins appear capricious and intensely curious, and their behavior is unpredictable. They are almost always encountered singly, although small groups of them have been sighted in the distance on Hallas. Yet despite their apparently solitary behavior, they remain in near-constant communication with others of their kind across vast distances. They don't appear to understand or respond to any known spoken languages, and attempts to contact them telepathically usually end in disaster. The hallajins sometimes initiate contact, telepathically "speaking" in an unsettling chorus of voices to their listeners, but rarely say anything intelligible. Hallajins occasionally follow visitors to their home planets, exercising their telekinetic abilities to shift objects around or cause random poltergeist-like phenomena, sometimes dangerously. In a few cases, the energy beings turn suddenly hostile, attacking with bursts of searing energy or overloading victims' minds. Interestingly, hallajins appear incapable of recognizing mechanical constructs as anything but objects, even if such creatures are intelligent.
The unexplained behavior, strange powers, and eerie appearance of hallajins lead some intelligent creatures to revere them as examples of universal forces or enlightened beings. A few visiting scholars have started single-minded cults around the creatures, believing that hallajins hold the secrets to assisting corporeal beings in attaining a similarly evolved state, if only they can be persuaded to share them. Some think this is accomplished by attracting the attention of the lights of Hallas, and then communing and proving their worthiness in some fashion, while others think they can trick or even force the secret from hallajins. Hallajin cults tend to be obsessed with ancient artifacts from Hallas and strange electrical mechanisms designed to summon, communicate with, or even trap the objects of their worship. Though many fear the consequences of allowing such groups contact with the creatures, so far the Pact Worlds overseers have continued to grant these fanatics unrestricted access to Hallas.
Due to their aberrant anatomy, it is incredibly difficult to determine the average size of a hallajin. Most scientists posit that they range from 14 to 20 feet in length and, as beings of energy, weigh next to nothing.
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[penetrating]]
* ''Damage'' low; ''Damage Type'' B; ''Critical'' —
* ''Slots'' 1 (upper limb or lower limb)
* ''Cost'' 2 × level
</div>
This block of thrice-forged adamantine alloy features serrated edges and can be affixed to the ends of a mech's limbs and used to pummel enemies.
A hammock is a portable bed made of netting that is suspended between two opposite points so that you can sleep above the ground. Metallic disks at either end of the hammock are magnetized and coated with a reusable adhesive, allowing them to be stuck on nearly any surface. Attaching or detaching the disks is a move action.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|hammock | 1 | 20 | L |
</div>
Any [[biohack]] inhibitor you successfully use against a foe decreases that foe's speed by 50%, to a minimum of 5 feet, in addition to the normal inhibitor effect you choose. If the target has multiple movement types, all its speeds are decreased.
For your [[debilitating trick]], you can reduce your target's speeds by half and prevent it from using the guarded step action until the beginning of your next turn.
When you hit a creature with an [[analog]] weapon that deals bludgeoning, piercing, or slashing damage, you can hamper the target’s movement for 1 round (Reflex negates). While hampered, the creature’s speed is reduced by half, and it can’t perform [[guarded steps]]. Once a creature attempts a save against this gear boost, it’s immune to the ability for 24 hours.
Like many native creatures of the Ash'Akan system in the Vast, the hanakans developed magical skills early in their evolution. Unlike most creatures, however, they eventually attained sapience, and as their minds and bodies grew more complex, they embraced magic to help tame their world, just as many humanoids relied on tools and technology. The hanakans' mastery of magic allowed them to construct vast cities and megastructures, communicate over large distances, and produce whatever goods they needed.
With their history and society steeped in magic, most hanakans learn the basics of spellcasting just as human children learn to operate technological devices. Their culture considers electricity anathema, and hanakans shun the electronic devices that most other sapient races depend on, instead meeting the needs of a complex modern society with magic and various hybrid devices. While nothing explicitly forbids hanakans from operating computers or wielding technological weapons, they view it with the same distaste most races reserve for necromancy.
Hanakan religion teaches that they have two souls: a "child soul" that every person is born with, and a ssenavar, or "high soul," that they create. To come of age, a child must forge or attune themself to a soulstone: a mystic jewel that houses their ssenavar and chronicles their life experience. Soulstones are cherished objects, and hanakans wear or carry them at all times. Soulstones can be passed down for generations, housing the magic of a dozen individuals and functioning as powerful hybrid items or solarian weapon crystals. A hanakan without a soulstone is viewed as a child at best—without autonomy or authority—rendering those who lose their ssenavar socially inert and grief-stricken. Consequently, one of the most respected callings in hanakan culture is that of the soulstone hunter. These daring adventurers work on behalf of distraught clients to recover lost or stolen soulstones.
Hanakans resemble bipedal oviraptors, with long, lean bodies standing on two legs, thin arms lined with feathers, a flexible neck, and a long, whiplike tail ending in a fan of feathers. Each grows a unique crest of feathers from their head that, combined with their tail fan, enables them to express the broad range of hanakan emotions and forms the basis of their somatic language. Hanakans are omnivorous, using magic to grow a variety of crops and rear cattle-sized, herbivorous spiders called vanshas.
Hailing from a world of weather extremes and cataclysmic volcanism, hanakans have evolved a symbiotic relationship with a bacteria in their lungs. This symbiosis allows hanakans to quickly adapt to changing climates and toxic gases and has helped them expand their civilization across the six planets of their home system well before Pact Worlds explorers made first contact. Hanakans remain dominant within the Ash'Akan system and have utterly subsumed the culture of their only sapient neighbor, the soft-shelled zendontai. Unified by the teachings of the great philosopher Ssena'ssess, hanakans are a largely peaceful species that settles disputes through debate, proxy champions, and subterfuge rather than open war.
Hanakans are rarely found in the Pact Worlds, largely due to their disdain for traditional technology. Most hanakans refuse to travel in space except on hybrid or magical vessels. The mere existence of the Drift and its defiance of magical transport is profoundly disquieting to the species, much less the prospect of traveling through it. In their home system, they use powerful spells and gates to move between planets. Those hanakans who travel beyond Ash'Akan tend to be misfits who can tolerate or even appreciate technological societies, though even these rare few often employ hybridized weapon fusions and other workarounds. Most hanakans are solarians, mystics, or spellcasters of some sort, while mechanics and technomancers are almost nonexistent.
The average hanakan stands 2-1/12 feet tall at the shoulder, measures 4 feet long from nose to tail, and weighs around 25 pounds.
!! Racial Traits
* ''Ability Adjustment:'' +2 Con, +2 Cha, –2 Int
* ''Hit Points:'' 2
* ''Size and Type:'' Hanakans are Small magical beasts.
* ''Atmospheric Adaptation:'' Hanakans' exposure to a variety of atmospheres has made them immune to inhaled poisons and acclimated to thin and thick atmospheres.
* ''Hanakan Magic:'' Hanakans gain the following spell-like abilities. The caster level for these effects is equal to the hanakan's character level.
** 1/day—//[[wisp ally]]//
** At will—//[[detect magic]]//, //[[token spell]]//
* ''Hanakan Senses:'' Hanakans have [[darkvision]] with a range of 60 feet and [[low-light vision]].
* ''Scramble:'' A hanakan has a land speed of 40 feet and a climb speed of 20 feet.
* ''Studied:'' Hanakans gain a +2 racial bonus to [[Medicine]] and [[Mysticism]] checks.
!! Atmospheric Adaptation Graft
{{Atmospheric Adaptation}}
A balanced, wedge-shaped blade affixed to a lightweight haft, a handaxe can be wielded in melee or thrown. The flexibility of handaxes makes them a favorite of explorers of all types, and the basic handaxe is a common tool that can be used as a weapon. A tactical handaxe is made of a stronger, lightweight alloy, while the sintered handaxe uses a denser ceramic material for added heft and a much keener edge. An ultrathin handaxe has a blade so thin it can't be seen clearly, while the molecular rift handaxe has a blade narrow enough to slice between molecules. Most handaxes have blade covers to prevent accidental injury to the wielder.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|handaxe, basic | 1 | 90 | 1d4 S | — | L |[[analog]], [[thrown]] (20 ft.) |
|handaxe, tactical | 4 | 1,825 | 1d6 S | — | L |[[analog]], [[thrown]] (20 ft.) |
|handaxe, sintered | 9 | 12,500 | 2d6 S | — | L |[[analog]], [[thrown]] (30 ft.) |
|handaxe, ultrathin | 14 | 66,800 | 6d6 S | — | L |[[analog]], [[thrown]] (30 ft.) |
|handaxe, molecular rift | 19 | 502,000 | 12d6 S | — | L |[[analog]], [[thrown]] (40 ft.) |
</div>
Handcannons are popular with those who want to impress or intimidate their foes through the sheer presence of their armament without having to invest in the training required to master longarms or heavy weaponry. Its oversized barrel and muzzle are somewhat precariously balanced on a one-handed grip, though most wielders use both hands to make the weapon more manageable in combat situations. The various model names of this weapon—bravado, swagger, bombast, braggadocio, and gasconade—were originally facetious references to the character of those who tend to favor them, though many users embrace the names unironically.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|handcannon, bravado | 2 | 790 | 1d8 P | 20 ft. | [[knockdown]] | 1 shell | 1 | 1 |[[analog]], [[free hands]] (1), [[unwieldy]] |
|handcannon, swagger | 6 | 4,350 | 1d12 P | 40 ft. | [[knockdown]] | 6 shells | 1 | 1 |[[analog]], [[free hands]] (1), [[unwieldy]] |
|handcannon, bombast | 9 | 13,200 | 2d10 P | 40 ft. | [[knockdown]] | 8 shells | 1 | 1 |[[analog]], [[free hands]] (1), [[unwieldy]] |
|handcannon, braggadocio | 12 | 35,100 | 3d8 P | 40 ft. | [[knockdown]] | 8 shells | 1 | 1 |[[analog]], [[free hands]] (1), [[unwieldy]] |
|handcannon, gasconade | 18 | 364,000 | 8d8 P | 40 ft. | [[knockdown]] | 12 shells | 1 | 1 |[[analog]], [[free hands]] (1), [[unwieldy]] |
</div>
An ultraminiaturized version of the coilguns used on starships, this weapon has a short range but a powerful effect. Some of the first versions were produced by starship manufacturers and were accompanied by a promotional campaign suggesting that a starship's crew should match the starship itself, complete with flight suits to match a given ship's paint job. Most manufacturers still use the model classification set forth in those early campaigns: explorer, fighter, pilot, and capital handcoils.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|handcoil, explorer | 3 | 1,200 | 1d6 E | 40 ft. | [[arc]] 1d6 | 20 charges | 2 | L |— |
|handcoil, fighter | 7 | 5,600 | 1d10 E | 40 ft. | [[arc]] 1d10 | 20 charges | 2 | L |— |
|handcoil, pilot | 11 | 24,000 | 2d8 E | 60 ft. | [[arc]] 2d8 | 40 charges | 4 | L |— |
|handcoil, capital | 16 | 150,000 | 3d8 E | 80 ft. | [[arc]] 3d8 | 40 charges | 4 | L |— |
</div>
As a move action, you can use Survival to improve the attitude of an animal with an Intelligence score of 1 or 2. This functions just like a [[Diplomacy]] check to change a person's initial attitude, but it is not language-dependent. A typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' 1 bulk of inert electronic equipment; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into a robot that can accomplish helpful tasks. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity.
While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and helpful programming. A //handy junkbot// is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It can accomplish all tasks described in the [[Computers]], [[Engineering]], [[Piloting]], and [[Sleight of Hand]] skills, is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level. The junkbot is treated as if it is using a [[hacker's kit]] when using the Computers skill and an [[engineering kit]] when using the Engineering skill. A //handy junkbot// can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target the junkbot, it is treated as a construct with the technological and magical subtypes.
You can give new basic commands to your //handy junkbot// telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the junkbot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.
When the //handy junkbot// is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its circuitry fried beyond anything recognizable. You can't use this refuse as a target to create another junkbot.
This vehicle has a specialized hangar, capable of storing and maintaining one vehicle or mech no larger than 1 size category smaller than the parent vehicle, or two vehicles or mechs no larger than 2 size categories smaller than the patent vehicle.
<div class= "table-wrapper">
|Modification | Level | Price |h
|hangar | 4 | 2,500 |
</div>
A hangar bay can be installed only in a Gargantuan or larger starship and takes up 4 expansion bays. A hangar bay provides a place for up to 8 Tiny starships to dock.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|hangar bay | 30 | 10 |
</div>
Whether grappling hooks with cables or the vines of some massive flora, having detritus attached to the hull increases drag and can interfere with weapon functionality.
''Failure:'' The next [[Piloting]] check takes a –2 penalty.
The skin of one hand is lined with a thin layer of sensors that provide information about an object at a touch. You can identify a creature or object physically in contact with your hand using the guidelines of [[identify creature]], [[identify technology]], or [[identify magic item]]. You substitute your [[Perception]] modifier for the relevant skill modifier, and you can do this even if untrained. Having this augmentation counts as having access to an information network for the purposes of taking 20 on a check to identify a creature.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|haptic database | 2 | 500 | hand |
</div>
You manually adjust additional thrusters and bypass safety systems, shouting for your fellow crew members to brace themselves for a stomach-turning tactical maneuver. This bit of risky co-piloting might overtax the starship's turn radius, but it can also help the pilot get significantly more maneuverability out of the vessel when the crew finds itself in a lurch. Attempt an [[Acrobatics]] or [[Athletics]] check (DC = 10 + 1-1/2 × your starship's tier). If you succeed, the pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail your check by 10 or more, you overheat and temporarily degrade the effectiveness of the starship's maneuvering thrusters, causing the ship's maneuverability to worsen by one step for the rest of this round.
''Critical:'' You're able to keep up with the pilot's needs, applying changes with perfect precision. You improve the maneuverability of the ship by one step until the start of the next round.
The computer and its systems are encased in armored and energy-resistant shells. The computer's hardness increases by 10, and it gains a +8 bonus to saving throws against energy attacks and effects that specifically target computers or electronic systems. This upgrade costs 50% of the base price of the computer.
Your drone's AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions.
[[Ijtikris]] are protected by stone-like shells on their heads and lower mantles. Your own skin has been strengthened with nanofibers or mystical alloys, granting you a +4 enhancement bonus to saving throws against critical hit effects. In addition, you reduce the damage you take from a critical hit by an amount equal to your character level + your Constitution bonus to a minimum of 1, or to 0 if you also have another means of reduction.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|hardened mantle graft | 8 | 9,000 | skin |
</div>
Many insectile [[haans]] of Bretheda shun all but the simplest tools, but some skilled armorsmiths among them incorporate pieces of their own molted exoskeletons into simple protective shells. While the armor usually built to fit Large creatures, suits designed for smaller wearers can sometimes be found.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|hardened resin | 3 | 1,200 | +2 | +3 | +5 | –1 | — | 1 | 1 |
</div>
A hardlight hand wrap consists of a small generator of force energy built into a form-fitting glove made of interwoven photoelectric ribbon. The weapon uses cutting-edge hologram technology to create bursts of hardlight that can briefly interact with both corporeal and incorporeal beings. It takes a bit of training to perfect the timing of strikes made with a hardlight hand wrap, as you must activate the force generator at the precise moment you hit your target, but many feel that the practice is worth the effort. Relatively inconspicuous and easily modifiable to fit any species' anatomy, hardlight hand wraps are invaluable when facing living holograms, ghosts, and other incorporeal dangers.
Hardlight hand wraps can be customized to shine in any color in the visible spectrum when used, and a few manufacturers of weapon accessories even offer custom firmware that modifies the appearance of a hardlight hand wrap to manifest as an animalistic claw or fist when used. This doesn't change the weapon's statistics, but it can be intimidating on the field of battle. A few unscrupulous types wield hardlight hand wraps when attempting to impersonate solarians, usually to scare off their enemies or as part of complicated con jobs. However, these ruses quickly fall apart when the faux solarians are unable to manifest any other powers these mystic warriors possess.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|hardlight hand wraps, diffuse | 5 | 3,180 | 1d6 B | — | L |[[bright]], [[force]], [[powered]] (capacity 20, usage 2) |
|hardlight hand wraps, ambient | 9 | 13,100 | 2d8 B | — | L |[[bright]], [[force]], [[powered]] (capacity 20, usage 2) |
|hardlight hand wraps, natural | 14 | 75,000 | 4d10 B | — | L |[[bright]], [[force]], [[powered]] (capacity 40, usage 4) |
|hardlight hand wraps, fluorescent | 17 | 250,000 | 6d10 B | — | L |[[bright]], [[force]], [[powered]] (capacity 40, usage 4) |
|hardlight hand wraps, incandescent | 20 | 880,000 | 11d8 B | — | L |[[bright]], [[force]], [[powered]] (capacity 40, usage 2) |
</div>
Popular with survivalists and trappers, hardlight netting resembles regular fiber nets except for the metal beads woven into each intersection. These beads are actually small hardlight generators that activate in response to solids attempting to pass through the net's gaps, allowing liquid and air to circulate normally. With their flexibility and long battery life, each 10-foot-by-10-foot net is suitable for a variety of uses, from fishing to making pest-proof shelters. Each net has two settings; the first allows Fine creatures and objects to pass through, while the second blocks even these solids. On this second setting, the netting's hardlight fields can't block microscopic agents such as microbes and nanites. Using active hardlight netting grants a +2 circumstance bonus to [[Survival]] checks made to endure severe weather or live off the land. If used along with the downtime activity to [[build shelter]], reduce the DC of the Survival check by 5. The netting can be used as an improvised [[nyfiber net]] whose effective item level is 1 for the purpose of creatures escaping.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|hardlight netting | 3 | 1,275 | 2 | 20 | 2/hour |
</div>
The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-the-rack armor of differing qualities is also available to mercenaries and explorers.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|hardlight series, squad | 12 | 37,500 | +15 | +15 | +6 | — | — | 4 | L |
|hardlight series, elite | 15 | 123,500 | +18 | +18 | +7 | — | — | 4 | L |
|hardlight series, specialist | 20 | 928,000 | +22 | +22 | +8 | — | — | 6 | L |
</div>
[[Kishalee]] building materials are some of the sturdiest and long-lasting substances ever made, and kish have taken debris from collapsed structures—and have sometimes even intentionally demolished buildings—to make these suits of heavy armor. Hardplate has the [[archaic]] armor special property.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|hardplate, basic | 5 | 3,000 | +10 | +11 | +3 | –2 | –5 ft. | 0 | 2 |
|hardplate, advanced | 9 | 12,000 | +15 | +16 | +3 | –2 | –5 ft. | 0 | 2 |
|hardplate, elite | 13 | 48,000 | +19 | +20 | +4 | –3 | –5 ft. | 0 | 2 |
</div>
You can use your healing channel to harm undead.
''Prerequisites:'' [[Healing channel|Healer]] connection power, mystic level 1st.
''Benefit:'' When you use your [[healing channel|Healer]] as a full action, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a Will save for half damage, at your usual connection power DC.
When you cast an instantaneous spell that deals damage, you can increase the spell's damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn't apply to ongoing damage from the spell (such as [[bleed]] or [[burn]]). This magic hack doesn't increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.
A //harmonic// weapon reverberates with constant, almost distracting a hum or makes pleasant twanging noises when moved around. When you strike and deal damage to a creature with a //harmonic// weapon, the sound it produces finds a harmonic resonance in the creature. Before the beginning of your next turn, any ally that targets this creature with a weapon in the sonic category gains a +2 circumstance bonus to the attack. This weapon fusion can be applied only to weapons that deal sonic damage.
While the true origin of this artifact was lost in the Gap, some believe it was created by a [[gnome]] inventor who sought to permanently reverse the course of the Bleaching that affects all of gnomekind. The //Harmonic Reassembler// is a large musical instrument comprising a series of glass bowls overlapping one another and set around a shaft of pure [[noqual]]. The bowls are spun by an internal engine, and a musician gently touches them to produce haunting tones, which can be adjusted by a series of pedals and levers that send mild electrical currents through the shaft. Some scholars believe the noqual shaft was selected for its ability to resist magical effects, allowing it to serve as a sort of nullifying "ground" for the instrument's transformative effects. When certain chords are played on the //Harmonic Reassembler// by a trained musician, it can produce incredible magic.
Before you can produce any magical effects with the //Harmonic Reassembler//, you must first learn one of the specific chords described below. Doing so takes 1 week of study and a successful DC 30 [[Profession]] (musician) check; if you are being taught the chord from someone who already knows it, you gain a +4 circumstance bonus to this check. Once you know a chord, you can play it as a full action; an additional successful Profession (musician) check is required to produce the desired effect, as noted in each chord's description. Playing a chord on the artifact is dangerous, as the magic can backfire if you aren't a talented enough musician. You must be adjacent to the //Harmonic Reassembler// to play it, and you can include yourself as a target of its effects if you wish. Each effect produced by the artifact can target only living creatures that can hear the music, so each effect is sense-dependent.
''Chord of Baleful Transformation:'' Playing this chord requires a successful DC 34 [[Profession]] (musician) check. When you do so, you can choose up to four creatures within 30 feet (no two of which can be more than 30 feet apart) that can hear the //Harmonic Reassembler// to transform them into Small creatures of your choice. This effect functions as per the 6th-level version of //[[mass baleful polymorph]]// with a Will saving throw DC of 29. The effect lasts for a maximum of 20 rounds as long you play the //Harmonic Reassembler// each round (a standard action); otherwise, the effect is immediately dispelled (unless you have chosen to make the duration permanent, as noted in the spell). If you fail the Profession (musician) check by 10 or more, you must attempt a DC 29 Will saving throw or be immediately and permanently transformed into a Small animal or similar beast, as per the final step of the 6th-level version of //[[baleful polymorph]]//.
''Chord of Disassembly:'' Playing this chord requires a successful DC 34 [[Profession]] (musician) check. When you do so, you can choose up to three creatures within 100 feet that can hear the //Harmonic Reassembler// to be affected as if they were struck by the ray produced by //[[disintegrate]]// (Fortitude DC 29 partial). If you fail the Profession (musician) check by 5 or more, you are affected by the //disintegrate// spell instead (and must attempt the same DC 29 Fortitude save). If you fail the Profession (musician) check by 10 or more, you take a –4 penalty to the saving throw.
''Chord of Reincarnation:'' Playing this chord requires a successful DC 30 [[Profession]] (musician) check. When you do so, you can choose up to four living creatures within 30 feet that can hear the //Harmonic Reassembler// to have a seed of rebirth grow within them. The next time that creature dies within the next 30 days, it is immediately affected by the //[[reincarnate]]// spell; it takes 1d4 rounds for the creature to gain its new form. The target also doesn't suffer any of the negative levels or Constitution drain normally imposed by //reincarnate//. If you fail the Profession (musician) check by 5 or more, you take 2 Constitution drain (no save). If you fail the Profession (musician) check by 10 or more, you also take 2 permanent negative levels (no save).
''Chord of Rewiring:'' Playing this chord requires a successful DC 32 [[Profession]] (musician) check. When you do so, you can choose up to 10 living creatures within 100 feet (no two of which can be more than 30 feet apart) that can hear the //Harmonic Reassembler// to partially turn them into robotic beings. This effect functions as //[[mass rewire flesh]]// with Will and Fortitude saving throw DCs of 29. The effect lasts for a maximum of 20 rounds as long you play the //Harmonic Reassembler// each round (a standard action); otherwise, the effect immediately ends. If you fail the Profession (musician) check by 10 or more, you instead take 20d6 slashing damage as your organs turn to steel components; you can attempt a DC 29 Fortitude save to halve this damage.
The Harmonic Reassembler is currently in the hands of a wealthy gnome composer and musician named Rumdigo who uses it to transform paying audiences into squoxes and other harmless creatures for brief periods. Some believe he is the artifact's original creator, though he vehemently denies this. He is currently attempting to discover new chords that can affect nonliving creatures and objects.
You attempt to aid a ritual leader who’s attempting a skill check, supporting them with ritual chants, meditation, dance, or another activity. Attempt a DC 15 check using the skill the ritual leader is attempting in a ritual action; if you succeed, you grant a +2 bonus to the ritual leader’s skill check this round.
When wielding multiple sonic weapons, you can modulate their frequencies to allow them to musically amplify each other when operated together.
''Prerequisites:'' [[Multi-Weapon Fighting]]
''Benefit:'' When you make a full attack with two or more small arms that deal sonic damage or with two or more operative melee weapons that deal sonic damage, increase the damage dealt by one of those weapons by an amount equal to your Charisma modifier. In addition, if two or more of those attacks hit the same target, combine the damage from those attacks before applying the target’s sonic energy resistance or hardness, if any.
<div class="statblock">
* <<levels>>
* ''School'' evocation (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' cylinder (20-ft. radius, 40 ft. high)
* ''Duration'' 1 round plus 1 round/level
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
Born of necessity to contend with violent storms on the world of Shimrinsara in the Vast, //harness lightning// enables you to collect energy from major electrical discharges that occur within the area of the spell. The spell’s area grants cover against ranged attacks and area effects that would deal only electricity damage. The bonus to saving throws due to this cover applies to any save against a critical hit effect from a weapon that deals only electricity damage. The first time the spell’s area grants cover against an attack or effect this way, collected electrical attacks bend toward you and form a surging sphere of pure energy that lasts until the end of the spell. You can take a standard action to discharge this sphere at a target within 100 feet, dealing 8d8 electricity damage.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium plant
* ''Init'' +0; ''Senses'' [[blindsense]] (thought) 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 60
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +6; ''Ref'' +2; ''Will'' +8
* ''Immunities'' [[plant immunities]]; ''Resistances'' fire 5
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 5 ft., climb 5 ft.
* ''Melee'' vine +12 (1d6+9 B plus [[grab]])
* ''Space'' 5 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 5th)
** 3/day—//[[hold person]]// (DC 17), //[[song of the cosmos]]// (DC 17)
** 6/day—//[[charm person]]// (DC 16), //[[lesser confusion]]// (DC 16), //[[wisp ally]]//
** At will—//[[dancing lights]]//, //[[ghost sound]]// (DC 15)
* ''Offensive Abilities'' haunting memory
!!! STATISTICS
* ''Str'' +5; ''Dex'' +0; ''Con'' +3; ''Int'' —; ''Wis'' +1; ''Cha'' +2
!!! ECOLOGY
* ''Environment'' temperate or warm forests (Castrovel)
* ''Organization'' solitary, or thicket (2–5)
!!! SPECIAL ABILITIES
''Haunting Memory ([[Su]])'' Once per day as a full-round action, a harpy jasmine can create psychic echoes of people and events it has encountered, playing back moments of intense emotion or pain. This functions as a 4th-level //[[holographic image]]// spell (CL 5th, Will DC 15), but the harpy jasmine can only replay events it has already experienced and has no conscious control over the images, sounds, and sensations it creates.
</div>
Flush with life, Castrovel hosts countless carnivorous plants that evolved to feed on the planet's bountiful fauna. Many of these flora boast complex protein chains that function as both nerves and fast-twitch muscles. Although the assassin vine is one of the most well-known examples, harpy jasmine infamously has one of the most sinister lures: psychic powers that draw in and pummel curious prey. Despite its colorful moniker—derived from its songs and fascination-based abilities—the blossom has nothing in common with actual harpies.
In the wild, harpy jasmines grow as a large shrub with long runners, each studded with five-petaled flowers, stretching from their leafy bodies. They use complex illusions to lure in and strangle curious beasts, though incredibly, the plants don't display the intelligence to invent or adapt their illusions that might be expected from such a predator. Instead, harpy jasmines record nearby events and emotions that they replicate with little variation or apparent understanding. Animal memories rarely show more than instinctual scenes of distress or content grazing, but intelligent prey can inadvertently surrender secrets to the plants, which in some cases result in jarringly inappropriate lures. However, eccentric detectives and security companies have occasionally cultivated or provoked harpy jasmines to have the plants replay scenes of a nearby crime.
The flowers play a small role in lashunta mythology, serving as a symbol of death and knowledge. Lashunta legend claims that especially old and large examples of harpy jasmines grow to tree-like proportions and develop their own minds, amalgams built from the psychic impressions of countless previous victims. At least two such myths involve heroes seeking out such ancient plants to recover a lost secret; the cautionary fable of the Sing-Sweet Vine warns against becoming obsessed with the past, and in another tale, a venerable harpy jasmine's memory of a loved one is the final ingredient needed to restore a hero's deceased friend to life.
After siphoning away the nutritious fluids of their prey to store in their bulbous taproots, harpy jasmines leave corpses to decay and nourish the soil, often burying a kill to protect the remains from scavengers. While the plants can disperse seeds into the wind, few sprouts reach the ideal, marshy conditions that juvenile plants need to sustain themselves until they develop the ability to move on their own. Instead, the most common harpy jasmine reproduction method is by cuttings—severing a part of the plant's body and planting it in a fresh kill before uprooting and wandering elsewhere. The severed tendril can move independently and soon grows into a clone of the original.
Like true jasmine, harpy jasmine prefers warm and humid environments, though it has the hardiness to survive anywhere that the ambient temperature stays above freezing. It grows across much of Castrovel, and shortsighted horticulturalists have transplanted it to many other warm climes throughout the Pact Worlds and Near Space. At least one luxury cruise line has also tried growing the plant aboard starships to enjoy their sweet, perfumed scent and the mild euphoria the plants generate when content—though a failure to properly prune and control the plants has led to bloodshed and lawsuits on at least one occasion.
!! Mogrant Drugs
Native lashuntas have domesticated smaller and less aggressive strains of harpy jasmine to exploit its natural psychic abilities, even developing techniques for breeding and pruning the jasmine to coax out different spell-like abilities: mourning wreaths record memories of a dying loved one, the brilliant yellow blossoms of float canary induce a relaxing trance, and scream blossoms trap traumatic memories for psychiatric patients to confront in a controlled environment. Given these uses, biologists hypothesize that cousins of harpy jasmine— such as the desert-dwelling pyro flower or the leviathan lilies that grow in tropical lakes—were once domesticated by far older societies before being released into the wild.
Despite the thriving niche market, the most common industrial application for harpy jasmine remains the cultivation of psychic drugs called mogrants. These specialty pharmaceuticals contain processed harpy jasmine nerve clusters that temporarily bond with the user's nervous system to grant psychic spell-like abilities. Once the drug's duration passes, the user loses the granted spell-like abilities as their immune system destroys the foreign cells. The user's immune system remains in a heightened state for 24 hours afterward; during this period, a creature can gain any of the non-spell benefits of additional doses of mogrants but no spell-like abilities. While they can provide relatively cheap and reliable psychic powers, mogrants also inflict narcotic side-effects, meaning they rarely see use except by criminals, reckless start-up companies, cultists, and adventurers.
<<section 'Dragontongue' 'h3'>>
<<section 'Fairy Tale' 'h3'>>
<<section 'Moonflower (drug)' 'h3'>>
<<section 'White Petal' 'h3'>>
A harrying weapon produces exceptionally distracting bursts of fire. When you take the harrying fire action with this weapon, you gain a +2 insight bonus to your attack roll.
You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.
You fire at an opponent to apply pressure and create an opening for one of your allies. If you succeed at a gunnery check (DC = 10 + the enemy pilot's ranks in [[Piloting]]), your next ally who fires a starship weapon at that foe before the end of the round rolls their gunnery check twice and uses the better result. If the target starship has no one acting in the pilot role and didn't take the [[glide]] minor crew action during its last turn, the DC for this gunnery check is 10. At 6th level, you can spend 1 Resolve Point before attempting a harrying shot. If your gunnery check exceeds the target's AC (for direct fire weapons) or TL (for tracking weapons) by 4 or more, you also hit and deal damage to the target with the weapon.
<div class="statblock">
* ''Level'' 16; ''Price'' 455,000
* Colossal air vehicle (60 ft. wide, 100 ft. long, 40 ft. high)
* ''Speed'' 20 ft., full 450 ft., 50 mph (fly)
* ''EAC'' 29; ''KAC'' 31; ''Cover'' cover
* ''HP'' 270 (135); ''Hardness'' 6
* ''Attack (Collision)'' 20d10 B (DC 16)
* ''Attack'' storm [[shock caster]] (5d12 E)
* ''Modifiers'' –4 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autocontrol, planetary comm unit
* ''Passengers'' 12
</div>
Almost exclusively used on gas giants, these enormous dirigibles collect and distill valuable gases from the atmosphere, rendering them into usable fuel and transporting them to space stations for use. They tend to be armed and armored, both to fend off aggressive wildlife and to ward off would-be fuel thieves.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large animal
* ''Init'' +0; ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]; see sexual dimorphism; ''Perception'' +10
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19; see sexual dimorphism
* ''Fort'' +9; ''Ref'' +8; ''Will'' +5
!!! OFFENSE
* ''Speed'' 30 ft.; see sexual dimorphism
* ''Melee'' slam +14 (2d6+7 B; critical [[knockdown]]) or gore +13 (3d6+6 P; critical [[bleed]] 1d6); see sexual dimorphism
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' [[trample]] (2d6+7 B, DC 13)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +0; ''Con'' +4; ''Int'' –4; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Athletics]] +10; see sexual dimorphism
!!! ECOLOGY
* ''Environment'' temperate plains or hills (Orikolai)
* ''Organization'' solitary, gang (2–9 males), or herd (5–20 females and young)
!!! SPECIAL ABILITIES
''Sexual Dimorphism ([[Ex]])'' Male and female hashukayaks manifest different physical traits during adolescence, and an adult gains several additional abilities that modify the statistics above.
@@.special
* Males develop a voluminous ruff of fur along their necks, front shoulder joints, and humps. They are also heavier, with stout horns growing from their heads and front shoulders. These adaptations grant a male hashukayak a gore attack (included in the statistics above), a +1 bonus to KAC, and a +15 bonus to [[Intimidate]] checks.
* Female hashukayaks are less massive, more adaptable, and far swifter. Their fur ruffs extend only across their necks but connect to dense arrays of nerve cells that help detect smells, wind, and movement. These adaptations grant a female hashukayak a +1 bonus to EAC, a 40-foot land speed, [[blindsense]] (vibration) with a range of 30 feet, and a +10 bonus to [[Survival]] checks.
@@
</div>
Due to its rare ring shape, the planet Orikolai is a place of diverse environments, variable gravity, and extreme seasons where one side of the planet is in constant light for hundreds of days at a time while the other side is in perpetual gloom. Whereas some species hibernate or have evolved to spend months at a time in darkness, hashukayaks tirelessly migrate from one side of the ring to the other in pursuit of sunlight and the lush plants on which they feed. These massive beasts are a keystone species, serving as prey for many of the planet's large carnivores, dispersing seeds over huge areas, and cropping grasses to make way for new growth.
Although hashukayaks demonstrate considerable sexual dimorphism, they have many traits in common. Each is an eight-legged herbivore about 10 feet long and 5 feet tall at the shoulder, weighing about 4,000 pounds in a normal gravity environment (though the gravity on Orikolai is irregular). Hashukayaks store excess fat and water in a double hump at the base of the neck, which they use to store nutrients when crossing less hospitable terrain. A hashukayak's eight eyes can focus independently, and each perceives a different spectrum of light, allowing the animal to see in dim conditions as well as sense subtle cues in the atmosphere that signal the changing seasons. To handle the reduced oxygen levels and air density toward the planet's rim, these creatures have a second set of lungs that can inflate and more efficiently process thin air. These lungs also help to keep the animals buoyant in water, making them clumsy but capable swimmers.
A hashukayak primarily feeds on grasses, which it plucks with eight feeding tentacles arrayed around its mouth. The animal relies on its gizzard and a series of five stomachs to break down the vegetation in several cycles of fermentation aided by its rich, digestive microbiome. Hashukayaks diversify their diet as opportunities allow, digging up roots, breaking into insect colonies to snatch up larvae, or even consuming the occasional carrion. Only in three documented cases have the creatures actively chased down larger fauna to consume, and each incident seemed to be aberrant behavior associated with nutritional deficiencies or high stress.
Adult male and female hashukayaks live different lifestyles and inhabit different territories that overlap only periodically. When most amateur xenobiologists think of hashukayaks, they imagine the female adult, bald but for a narrow band of long hairs around the neck. These sensitive whiskers allow female hashukayaks to sense an array of stimuli, and their leaner bodies allow them to cover large distances to find food or escape predators. Female hashukayaks gather in large herds for protection, traveling with their young. As the long summer ends, these herds migrate from the higher-gravity equator toward the rim, where the planet's divergent tectonic plates form warm lakes and fertile grasslands.
There, the males live year round in the low-gravity plains. Male hashukayaks grow bulkier in this environment, but for all the competitive advantages their mass provides, they have a limited range. In an area with normal gravity, a male moves at half speed and gradually becomes sick and dies as its weight compresses its digestive tract. The front third of a male's body is covered in dense hair, with the greatest concentration around its neck and hump. This shields the animal from the broad horns that males grow and use to battle one another for dominance during the long summers. For all their brutal competition, male hashukayaks become much more docile during the transitional season, when the migratory females and juveniles travel to the rim. At that time, dominant males use their feeding tentacles to build elaborate altars or bowers made of logs, dried grasses, and smoothed pebbles. The fancier the installation and its contents, the more attractive the male, and accomplished architects can mate numerous times in a season.
!! Gravity Serum
Pharmaceutical experts have developed ways to adapt the contents of hashukayaks' sundry glands to grant consumers some of the creatures' resilience in high-gravity environments. Regularly consuming this gravity serum can lead to increased bone density and muscle growth, making it a popular supplement for athletes. However, the long-term effects of this serum remain untested, with apocryphal reports of unseemly hair growth and difficulty processing meat. Many sports leagues ban the substance on principle.
<<section 'Gravity Serum' head:'h3' >>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The targeted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack.
All movement must occur at the same time.
All of the hasted creature's modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple //haste// effects don't stack. //Haste// counters and negates //[[slow]]//.
You can activate the //haste circuit// as a swift action to gain the benefits of a //[[haste]]// spell until you spend another swift action to deactivate it or it runs out of charges. A //haste circuit's// charges replenish each day.
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//haste circuit// | 8 | 9,250 | 1 | light, heavy | L | 10 | 1/round |
</div>
This complex system plugs straight into a mech's locomotive core, stabilizing its maneuvers and allowing for extraordinary bursts of speed.
''Speed Surge (2 PP)'' Each time this ability is activated, the mech increases the number of times it can use an action to move by 1, exceeding the normal limit of two movements per turn. This auxiliary system can be used more than once per turn.
A //hat of disguise// can be a cap of any variety, a modified armor helmet, or an upgrade to armored headwear. While wearing the //hat of disguise//, you can use it to cast //[[disguise self]]// at will (CL 6th). The hat counts as a worn magic item unless you install it in armor, taking up one [[upgrade slot|Armor Upgrades]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//hat of disguise// | 6 | 3,850 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one willing creature; see text
* ''Duration'' 1 minute/level
* ''Saving Throw'' none (harmless); see text
* ''Spell Resistance'' no
</div>
You pull alternate forms from horrifying realities and drape them upon the target, causing the target to exhibit almost any type of body horror imaginable. Your allies can tell this effect results from your layering of alternate realities onto this one and are unaffected. Against others, the target gains a +10 insight bonus to [[Intimidate]] checks. If the target successfully uses Intimidate to [[demoralize]] a foe, the foe is [[frightened]] instead of [[shaken]]. This bonus and change in condition are fear and mind-affecting effects.
Through a combination of sheer power, practiced posture, and conscientious load balancing, you can carry more than most.
''Prerequisites:'' Str 13.
''Benefit:'' You treat your Strength score as 3 higher for the purpose of determining your carrying capacity. In addition, when you are [[encumbered]] or [[overburdened]], you take only a –4 penalty to Strength- and Dexterity-based checks.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one worn suit of armor; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You divert a malevolent spirit from the River of Souls to haunt your opponent's armor. This spell must target a suit of light, heavy, or powered armor. The armor becomes cumbersome, reducing the wearer's speed by 10 feet and AC by 1. It also rattles, hisses, and screeches, imposing a –4 penalty on [[Stealth]] checks.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You divert a malevolent spirit from the River of Souls to temporarily haunt and interfere with an opponent's weapons. The spirit writhes and rattles around in the target's manufactured weapons, imposing a –1 penalty on the target's attack rolls with weapons other than natural weapons. The weapons on a target's body continue to be haunted while the spell lasts, even if the original target dies. Anyone who picks up the haunted weapons during this time must attempt to save against this spell at a –1 penalty or be affected by it.
This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any [[Engineering]] check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure's break DC.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum<br/>Result |h
|havoc charge, mk 1 | 2 | 130 | L | 20 |
|havoc charge, mk 2 | 5 | 430 | L | 25 |
|havoc charge, mk 3 | 8 | 1,325 | L | 30 |
|havoc charge, mk 4 | 11 | 3,600 | L | 35 |
|havoc charge, mk 5 | 14 | 10,300 | L | 45 |
|havoc charge, mk 6 | 17 | 35,000 | L | 55 |
|havoc charge, mk 7 | 20 | 118,000 | L | 65 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 5-foot-radius burst
* ''Duration'' 1 round
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' yes
</div>
When you cast this spell, choose acid, cold, electricity, fire, or sonic. The spell gains that descriptor. You summon a minor hazard from an alternate reality, creating a splash of acid rain, a blast of freezing air, a static electric discharge, a burst of fire, or a roar of thunder. Each creature in the area must succeed at a Reflex save or take 1d3 damage of the chosen type.
//Haze fields// were developed on Akiton to mimic the thick haze that forms from the dust of the dry seabeds of that world. You can activate a //haze field// as a move action, and its benefits last until you spend another move action to deactivate it or it runs out of charges. While active, the field creates a visual haze centered on you. This has no impact on visibility at short range, but you take a –2 penalty to all attack rolls and [[Perception]] checks against targets 30 or more feet away, and creatures 30 or more feet away take the same penalties to attacks and [[Perception]] checks against you. A //haze field's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//haze field// | 9 | 13,000 | 1 | any | — | 10 | 1/round |
</div>
This canister of quick-dry spray-on polymer provides protection for anyone handling dangerous materials but can't afford to have their fine motor control impeded by gloves. Applying the polymer to your arms and hands takes a full action, and the polymer lasts for 1 hour before flaking away. While coated, you gain [[resistance]] 10 to acid, cold, electricity, and fire damage, as well as immunity to contact poisons, drugs, and other toxins. The polymer protects you in this way only from objects you're handling—such as scooping up lava, handling toxic chemicals, or manipulating high-voltage wires—but not from other attacks or effects. One canister holds enough liquid polymer for 10 applications.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|hazmat synthsleeves | 1 | 30 | L |
</div>
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
| | | | | | | | | | |
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
</div>
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
When you succeed at a [[Perception]] check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.
This is a language-dependent, sense-dependent effect.
Your connection channels the life force of all things—as well as its counterpart, death. You're an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer.
* ''Associated Deities:'' Desna, Hylax, Iomedae, Pharasma, Sarenrae, Talavet, Urgathoa, Weydan
* ''Associated Skills:'' [[Medicine]] and [[Mysticism]]
* ''Spells:'' 1st—6th //[[mystic cure]]//; replaced by 1st—//[[lesser remove condition]]//, 2nd—//[[remove condition]]//, 3rd—//[[remove affliction]]//, 4th—//[[restoration]]//, 5th—//[[greater remove condition]]//
!! Healing Channel (1st)
You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.
!! Lifelink (3rd)
At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally's Hit Points an equal amount. This doesn't require any action on your part. You can't prevent or reduce the damage you take from lifelink.
!! Healer's Bond (6th)
As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the //[[status]]// spell. This bond lasts until dispelled or until you create a new healer's bond, which immediately ends the previous one. At 11th level, when you gain the [[telepathic bond]] class feature, you also gain the effects of //status// on all creatures linked by your telepathic bond.
!! Steal Life (9th)
As a standard action, you can spend 1 Resolve Point to steal part of a creature's life force and transfer it to yourself or others. You must touch the target (requiring a successful melee attack against its EAC), which deals 1d6 damage for every 2 mystic levels you have (maximum 10d6). Choose an ally within 30 feet; that ally recovers an amount of Hit Points equal to the damage dealt (to a maximum of the foe's remaining Hit Points). Alternatively, you can heal yourself instead, but you restore only a number of Hit Points equal to half the damage dealt. If this heals the recipient (you or your ally) up to maximum Hit Points, any excess persists for 1 hour as temporary hit points. If your attack misses, you don't lose the Resolve Point.
!! Channel Bond (12th)
When you use healing channel as a standard action, you can heal an ally linked by your [[telepathic bond]] class feature as if you were touching that ally, as long as the ally is within 120 feet. When you use healing channel as a full action, it heals all allies linked by your telepathic bond class feature within 120 feet (as well as all other allies within 30 feet).
!! Channel Life (15th)
If you use healing channel on a creature that has died within 1 round, you can bring it back to life as per a 5th-level mystic cure spell.
!! Deny Death (18th)
You are immune to death effects and negative levels. If you would normally die from damage, as long as you have at least 1 Resolve Point remaining, you can immediately spend all of your remaining Resolve Points to instead stay alive. If your Hit Points would have been reduced to 0, you now have 1 Hit Point instead. Once you use this ability, you can't regain Resolve Points again until you rest for 8 hours, even if you have another means to do so.
After taking damage, you can recover Hit Points through natural healing or through magical or technological healing. You can't regain more Hit Points than your maximum Hit Point total.
!! Recovering Stamina Points
You can regain all your Stamina Points by spending 1 RP and taking 10 uninterrupted minutes of rest. After a full night's rest (8 hours of sleep or more), you regain your Stamina Points automatically. Some special abilities also let you regain Stamina Points.
!! Recovering Hit Points Naturally
With a full night's rest (8 hours of sleep or more), you recover 1 HP per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for 24 hours, you recover 2 HP per character level.
!! Magical And Technological Healing
Various abilities, devices, and spells can restore Hit Points or increase the recovery rate of your natural healing. Unless otherwise specified, these types of healing restore only Hit Points, not Stamina Points.
!! Healing Limits
You can never recover more Hit Points than you lost or raise your current Hit Points higher than your maximum Hit Points, nor can you recover more Stamina Points than you lost or raise your current Stamina Points higher than your maximum Stamina Points.
!! Recovering From Ability Damage
Temporary [[ability damage]] heals at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest for 24 hours restores 2 points for each affected ability score. Ability drain does not heal naturally.
!! Raising the Dead
Magic and technology can restore slain characters to life. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body.
!!! Negative Levels
Any creature brought back to life by raise dead usually gains 2 permanent [[negative levels]]. These levels apply a penalty to most rolls until removed through spells such as restoration.
There is an exception to this rule, though. If the character was 1st or 2nd level (or CR 2 or less for a monster) at the time of death, instead of gaining negative levels, the character's Constitution score is permanently reduced by 2 (or its Constitution modifier is permanently reduced by 1 for a monster).
!!! Preventing Revivification
Enemies can take steps to make it more difficult for a character to be returned from the dead using normal magical means. Keeping the body of a deceased individual, for instance, prevents others from using raise dead to restore the slain character to life. Additionally, finding a way to capture the slain creature's soul prevents any sort of revivification unless the soul is first released, since raise dead and similar magic works by returning the deceased individual's soul to his body.
!!! Revivification Against One's Will
A soul can't be returned to life if it doesn't wish to be. A soul automatically knows the alignment and patron deity (if any) of the character attempting to revive it, which may be a reason it refuses to return.
A healing weapon, which must be an energy weapon, can deliver restorative energy. You can set the weapon to heal mode (or reset it to normal mode) as a move action. While in healing mode, if the healing weapon hits a creature, roll dice equal to the weapon's damage; [[Weapon Specialization]], an operative's trick attack, and other effects that increase damage don't apply. The creature recovers Hit Points equal to the amount rolled, minimum 1. Reduce healing by half for constructs and undead; objects are unaffected. A critical hit with a healing weapon doesn't increase the healing or have a critical hit effect. A healing weapon used in healing mode expends twice the usual number of charges, and a battery used in a healing weapon can't be recharged.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' 1 bulk of inert electronic equipment; see text
* ''Duration'' 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into a robot that can perform basic healing tasks. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity.
While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and medical skills. A //healing junkbot// is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It is considered trained in the [[Medicine]] skill and can perform first aid, treat deadly wounds, and treat drugs or poison as if it had a [[medkit]] (though it can't provide long-term care or treat disease). The junkbot has a total skill bonus for Medicine checks equal to 3 + your caster level.
A //healing junkbot// can drag or fly one unconscious creature at a time to any spot you designate. It can drag or fly a Small, Medium, or Large creature at half speed. It can drag or fly smaller creatures at normal speed, but it can't move creatures bigger than Large. A healing junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target it, the junkbot is treated as a construct with the technological and magical subtypes.
You can give new basic commands to your //healing junkbot// telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware
when the bot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.
When the //healing junkbot// is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its components and circuitry fried beyond anything recognizable. You can't use this refuse as a target to create another junkbot.
Healing pods can be installed only in a [[biomechanical starship]]. A biomechanical starship can channel energy from its self-repair mechanism to its parts, including its healing pods. These pods benefit any creature that rests in them whenever the biomechanical starship's self-repair criteria are met. A creature that does so regains twice the number of ability points or Hit Points it would by healing naturally. Resting in a healing pod also grants a creature a +2 circumstance bonus to Constitution checks for [[long-term stability]] and saving throws against diseases, drugs, and poisons for 24 hours. A healing pods expansion bay contains six pods that can each accommodate a Medium or smaller creature. A Large pod can be installed in place of two Medium ones.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|healing pods | 2 | 3 |
</div>
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.
<div class="table-wrapper">
|Item | Level | Healing | Price | Bulk |h
|//healing serum//, mk 1 | 1 | 1d8 Hit Points | 50 | — |
|//healing serum//, mk 2 | 5 | 3d8 Hit Points | 425 | — |
|//healing serum//, mk 3 | 9 | 6d8 Hit Points | 1,950 | — |
</div>
A translucent tendril emerges from your back. You can retract or extend this tendril as a move action. It isn't prehensile, but you can touch it to a willing or unconscious creature within your reach as a standard action in order to fortify the target's health. If the creature is [[dying]], you automatically stabilize it. If the target is stable but unconscious, you can spend 1 Resolve Point to restore 1 Hit Point to the target. If the creature is diseased, infested, or poisoned, you grant it increased resistance but expose yourself to the affliction and must attempt a saving throw against it. If you succeed, the target of your healing tendril gains a +4 circumstance bonus to its next saving throw against the affliction and you don't contract the affliction yourself. If you fail, the target of your healing tendril gains a +2 bonus to its next saving throw against the affliction and you contract the affliction yourself. You can use your healing tendril once per day. You cannot use your healing tendril on yourself.
When you use a rejuvenating or melding tendril, the target regains HP equal to your level + your Constitution modifier. A melding tendril can also be used as a [[unity tendril]] of the same mark. When used as a unity tendril, your melding tendril does not stabilize, heal, or grant the target a bonus against afflictions. However, if you have already attached your melding tendril to a creature, you can take a standard action to use the healing properties of your tendril on it.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|healing tendril, rescuing | 3 | 1,400 | spinal column |
|healing tendril, rejuvenating | 7 | 6,600 | spinal column |
|healing tendril, melding mk 1 | 9 | 13,800 | spinal column |
|healing tendril, melding mk 2 | 13 | 50,000 | spinal column |
|healing tendril, melding mk 3 | 16 | 170,000 | spinal column |
</div>
Once per day, you can spend 10 minutes to magically heal yourself or an ally up to 5 Hit Points per mystic level.
As an engineer action in the engineering phase, you can expend a use of your [[healing touch]] ability to restore a number of Hull Points to your starship equal to 1d4 × your mystic level (or 1d8 × your mystic level if your starship is [[biomechanical]]). For each Hull Point you restore, you must also expend 10 UPBs. If this healing would reduce the total amount of damage the starship has taken to below its critical threshold or a multiple of that threshold, the starship also reduces the critical damage condition of one system (chosen at random) by one step.
Once a starship has been healed in this way, it cannot recover additional Hull Points from a TIM until it has been properly repaired.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
The piercing hooks of a //heart of darkness// augmentation hold the flesh, muscle, and ribs of your chest open, revealing a gory window to your heart. Dark fibers of the augmentation weave wisps around and drive deep into that organ, tapping its vital energies. Each day, after you finish a rest during which you could regain Resolve Points and daily abilities, you gain the benefits of //[[death ward]]//. The spell has a duration of 10 minutes, but this duration starts to elapse only after the first time you use a benefit of the spell during the day. You can spend 1 Resolve Point at any time to stop the duration from elapsing, suspending the remaining duration until you use a benefit of the spell again and resume the duration.
In addition, you can activate the //heart of darkness// to cast //[[mass inflict pain]]// (caster level 16th, save DC = 16 + your key ability score modifier) centered on yourself. You select targets in the area, but unless you spend 1 Resolve Point, you are also subjected to the spell. In addition, if the light in the area is brighter than dim, it drops to dim and remains so until the //mass inflict pain// spell you cast no longer affects anyone. Nonmagical light can't raise the light level of this dim light.
Once you use //mass inflict pain// in this way, you can't do so again until you have rested for 10 minutes to regain Stamina Points. However, you can spend 1 Resolve Point to recharge the augmentation immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//heart of darkness// | 16 | 145,000 | heart |
</div>
<div class="statblock">
* ''Script'' [[Speak the Name]] (the names of the two individuals being bonded)
* ''Assistants'' none
* ''Round Length'' 1 hour
</div>
You create a magical bond between two willing creatures who share genuine affection for each other. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection; these items must each be worth at least 100 credits. When both individuals are wearing their tokens, they can, once per day as a standard action, sense the condition of the other as per the //[[status]]// spell. If either token is destroyed, the effect of the ritual ends.
Heat deals nonlethal damage to the victim. A character can't recover from the damage dealt by a hot environment until she gets out of the heat and cools off.
A character in very hot conditions (above 90° F) must attempt a Fortitude saving throw each hour (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty to their saving throws. A character can attempt a [[Survival]] check to receive a bonus to this saving throw, and might be able to apply this bonus to other characters as well.
In severe heat (above 110° F), a character must attempt a Fortitude saving throw once every 10 minutes (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty to their saves. A character can attempt a Survival check to receive a bonus to this saving throw and might be able to apply this bonus to other characters as well.
Extreme heat (air temperature over 140° F, boiling water, fire, and lava) deals lethal fire damage. Breathing air in extreme heat deals 1d6 fire damage per minute (no saving throw). In addition, a character must attempt a Fortitude saving throw every 5 minutes (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Hotter environments can deal more damage at the GM's discretion.
A character who takes any damage from heat exposure suffers from heatstroke (same as the [[fatigued]] condition). These penalties end when the character recovers from the nonlethal damage she took from the heat.
Boiling water deals anywhere from 1d6 to 10d6 fire damage per round of exposure, depending on water temperature and level of immersion.
!! Catching On Fire
Characters exposed to burning oil, bonfires, and noninstantaneous magical fires might find their clothes, hair, or equipment on fire. Spells or technological items with an instantaneous effect don't normally set a character on fire, since the heat and flame from these come and go in a flash.
A character at risk of catching fire must succeed at a Reflex saving throw (usually DC 15) or gain the [[burning]] condition. Those whose clothes or equipment catch fire must attempt a separate Reflex saving throw (at the same DC) for each item. On a failed saving throw, flammable items take the same amount of damage as the character.
!! Lava Effects
Lava or magma deals a minimum of 2d6 fire damage per round of exposure, while cases of total immersion (such as when a character falls into the crater of an active volcano) deal upward of 20d6 fire damage per round. The exact damage is left to the GM's discretion, based on situational terrain elements.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 per round). Immunity or resistance to fire serves as an immunity or resistance to lava or magma. A creature immune or resistant to fire might still [[drown|Suffocation and Drowning]] if completely immersed in lava .
<div class="statblock">
* <<levels>>
* ''School'' evocation (cold)
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous; see text
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You drain the heat from all creatures and objects in the area, dealing 13d8 cold damage. You can store the gathered heat energy in a used battery. If you do so and use that battery when casting //[[explosive blast]]// within 1 minute, that spell deals 2d6 additional fire damage, destroying the used battery. Otherwise, the energy dissipates normally.
[[Phentomites]] have the ability to see heat signatures. You can bring down a reactive, transparent film installed as a second set of eyelids so that you can see the same signatures as a full action. You can then detect the latent heat trails left by passing creatures, allowing you to use the [[Perception]] skill to perform the [[follow tracks]] task of the [[Survival]] skill; this also functions as the [[tracking]] universal creature rule. While this ability is active, you take a –1 penalty to Reflex saving throws. You can deactivate this ability as a move action.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|heat tracker graft | 3 | 1,225 | all eyes |
</div>
[[Quorlus]] have developed gauntlets that store and amplify ambient heat, unleashing it in hand-to-hand combat. Notorious for their use of these weapons, quorlu infiltrators and sappers also use heat-amp gauntlets to start fires to hinder their enemies.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|heat-amp gauntlet, mk 1 | 2 | 500 | 1d6 B & F | [[burn]] 1d4 | 1 |[[powered]] (capacity 20, usage 1) |
|heat-amp gauntlet, mk 2 | 7 | 7,500 | 2d6 B & F | [[burn]] 1d6 | 1 |[[powered]] (capacity 20, usage 1) |
|heat-amp gauntlet, mk 3 | 12 | 33,200 | 5d6 B & F | [[burn]] 2d6 | 1 |[[powered]] (capacity 20, usage 1) |
|heat-amp gauntlet, mk 4 | 16 | 178,250 | 10d6 B & F | [[burn]] 2d8 | 1 |[[powered]] (capacity 20, usage 1) |
</div>
This garment is worn over the exterior of armor, often around the neck or head. Woven from golden nanotubes, a heatsink cravat converts heat energy into cold. It functions like a set of heat climate environmental [[clothing]] without consuming any charges. If you gain the [[burning]] condition while wearing the cravat, it activates automatically, reducing the amount of damage you take from the burning condition each round by 1 (minimum 0) for as long as it is active. In addition, while a heatsink cravat is active, you gain a +2 circumstance bonus to Reflex saving throws to end the burning condition, which stacks with any bonus from previously failed attempts to end the burning condition.
A heatsink cravat uses a battery, and each round of use consumes 1 charge.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|heatsink cravat | 2 | 300 | — | 20 | 1/round |
</div>
<div class="statblock">
* Gargantuan mech (flight)
* ''Base HP'' 10; ''HP Advancement'' 8; ''Hardness'' 0
* ''EAC'' +1; ''KAC'' +2; ''Fort'' +0; ''Ref'' +1
* ''Speed'' 20 ft., fly 60 ft. (average); ''Strength'' +3
* ''Frame Slots'' 3; ''Aux Slots'' 4
* ''Operators'' 2–6
* ''Cost'' 3.5 × tier
</div>
<<list-links "[tag[Heavy Armor]sort[title]]" class:index>>
Your nanites allow you to move comfortably while wearing thick gear. You gain proficiency with heavy armor, and you treat the bulk of heavy armor you wear as 1 lower.
You know how to use heavy armor.
''Prerequisites:'' Str 13, proficiency in light armor.
''Benefit:'' You gain proficiency in heavy armor.
''Normal:'' If you are wearing armor with which you are not proficient, you take a –4 penalty to your Armor Class.
<div class="statblock">
* ''Level'' 9; ''Price'' 38,200
* Large land vehicle (10 ft. wide, 12 ft. long, 7 ft. high)
* ''Speed'' 30 ft., full 550 ft., 60 mph (hover)
* ''EAC'' 22; ''KAC'' 24; ''Cover'' cover
* ''HP'' 150 (75); ''Hardness'' 10
* ''Attack (Collision)'' 8d10 B (DC 16)
* ''Attack'' advanced [[X-gen gun]] (2d12 P)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autocontrol, planetary comm unit
* ''Passengers'' 3
</div>
This squat, armored vehicle has six powerful hover jets and is a mainstay in ground combat.
The //heavy degenerator// is a squad-level support weapon carried into battle by sivv warmasters and other elite soldiers. The high power requirements of such a weapon virtually require the use of a //rel-battery//, which draws infinite energy from rel-state.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//heavy degenerator// | 19 | 550,000 | 9d10 A & So | 60 ft. | [[degeneration]] 6d6 | 100 charges | 10 | 4 | |
</div>
<div class="statblock">
* ''Level'' 18; ''Price'' 1,210,000
* Colossal air vehicle (40 ft. wide, 80 ft. long, 30 ft. high)
* ''Speed'' 40 ft., full 850 ft., 95 mph (fly and hover)
* ''EAC'' 32; ''KAC'' 34; ''Cover'' total cover
* ''HP'' 380 (190); ''Hardness'' 20
* ''Attack (Collision)'' 23d10 B (DC 17)
* ''Attack'' parallax [[artillery laser]] (7d8 F; critical [[burn]] 4d6)
* ''Attack'' elite [[reaction cannon]] (8d10 P)
* ''Modifiers'' –4 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot ([[Piloting]] +31), enhanced sensors ([[darkvision]] 5 miles), expansion bays (3), hangar bay, microthrusters (fly), orbital boosters, system-wide comm unit, vacuum shields
* ''Complement'' 5; ''Passengers'' 50
!!! SPECIAL ABILITIES
''Hangar Bay ([[Ex]])'' A heavy dropship's hangar bay provides a place for one Gargantuan or two Huge or smaller vehicles to dock.
</div>
A heavy dropship can carry an entire platoon as well as the platoon's support vehicles from an orbiting capital ship to a planet's surface (and back) in a matter of minutes.
<div class="statblock">
* ''Size'' Large
* ''Maneuverability'' average (+0 Piloting, turn 2)
* ''HP'' 120 (increment 20); ''DT'' —; ''CT'' 24
* ''Mounts'' forward arc (1 heavy, 2 light), port arc (1 heavy), starboard arc (1 heavy)
* ''Expansion Bays'' 8
* ''Minimum Crew'' 6; ''Maximum Crew'' 20
* ''Cost'' 40
<div class= "statblock">
* ''Size'' Large
* ''Maneuverability'' poor (–1 [[Piloting]], turn 3)
* ''HP'' 140 (increment 20); ''DT'' —; ''CT'' 28
* ''Mounts'' forward arc (1 heavy, 1 light), port arc (1 heavy), starboard arc (1 heavy)
* ''Expansion Bays'' 2
* ''Minimum Crew'' 6; ''Maximum Crew'' 20
* ''Cost'' 40
!!! SPECIAL ABILITIES
''Expanded Engine Bay'' A heavy hauler has an expanded engine bay that can accommodate engines designed for Huge-sized starships to give it the power necessary to tow vessels larger than itself. While fitted with Huge-sized thrusters and not towing a ship, the heavy hauler’s speed increases by 2.
</div>
<div class="statblock">
* ''Level'' 5; ''Price'' 7,500
* Gargantuan land and water vehicle (15 ft. wide, 60 ft. long, 10 ft. high)
* ''Speed'' 15 ft., full 450 ft., 50 mph
* ''EAC'' 14; ''KAC'' 17
* ''Cover'' improved cover
* ''HP'' 65 (32); ''Hardness'' 6
* ''Attack (Collision)'' 6d8 B (DC 11)
* ''Modifiers'' –2 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' cargo trailer, planetary [[comm unit]]
* ''Passengers'' 3
!!! SPECIAL ABILITIES
''Cargo Trailer ([[Ex]])'' The heavy hovertruck tows a hovering trailer with a 25-ton capacity. The trailer provides no cover itself, but characters on a loaded trailer can take cover behind cargo containers. Hiding among cargo containers provides only partial cover from attacks from above.
</div>
The heavy hovertruck resembles an ordinary [[hovertruck]] in most respects, but its longer trailer and stronger hover capacity can accommodate heavier loads. The front cabin seats four, including the pilot, but additional crew can position themselves on the trailer among the cargo containers.
You can redirect the energy of deadly falls into deadlier strikes. You reduce falling damage you take by an amount equal to your solarian level (minimum 0 damage). If you hit a creature using a melee attack within 1 round of reducing your falling damage in this way, your first such successful attack deals additional damage equal to the falling damage this revelation prevented. When you are fully graviton attuned, add your Charisma modifier to the maximum falling damage this revelation can prevent.
<div class="statblock">
* ''Level'' 12; ''Price'' 118,000
* Colossal land vehicle (50 ft. wide, 90 ft. long, 70 ft. high)
* ''Speed'' 10 ft., full 350 ft., 40 mph
* ''EAC'' 26; ''KAC'' 27; ''Cover'' total cover
* ''HP'' 230 (115); ''Hardness'' 14
* ''Attack (Collision)'' 14d10 B (DC 13)
* ''Attack'' medium [[machine gun]] (3d10 P)
* ''Modifiers'' –4 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autocontrol, emplacement (launch catapult), expansion bay, hangar, planetary comm unit
* ''Passengers'' 15
</div>
Heavy launch crawlers are broader, better-armored versions of mobile launch vehicles that sport a full launch catapult.
Your attacks with heavy weapons bypass part of the target's [[damage reduction]]. If your heavy weapon does not already overcome the target's damage reduction, treat the target's damage reduction as though it were 5 lower. At 15th level, treat the target's damage reduction as 10 lower.
Your armor upgrade slot can accept larger and more advanced armor upgrades.
''Prerequisites:'' Upgrade slot species trait or [[upgrade slot graft|Upgrade Slot]].
''Benefit:'' You can install an armor upgrade that can be installed in heavy armor into your armor upgrade slot.
''Normal:'' You can install only armor upgrades that can be installed in light armor into your armor upgrade slot.
<div class="statblock">
* ''Level'' 15; ''Price'' 310,000
* Gargantuan land vehicle (20 ft. wide, 40 ft. long, 30 ft. high)
* ''Speed'' 30 ft., full 550 ft., 65 mph (land); 20 ft., full 350 ft., 40 mph (climb)
* ''EAC'' 29; ''KAC'' 31; ''Cover'' total cover
* ''HP'' 280 (140); ''Hardness'' 18
* ''Attack (Collision)'' 17d10 B (DC 17)
* ''Attack'' advanced [[reaction cannon]] (6d10 P)
* ''Modifiers'' –5 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot ([[Piloting]] +26), enhanced sensors ([[darkvision]] 1 mile), expansion bays (2), manipulators (4)
* ''Complement'' 4; ''Passengers'' 20
</div>
Striding over battlefields and hostile terrain like a titanic spider, this eight-legged walker can serve as a mobile base of operations for platoons on long-term or remote assignments. Its four articulated crane arms allow it to retrieve or offload supplies and personnel without the risk of lowering its armored body to ground level.
You know how to deal damage with big weapons. You gain proficiency with heavy weapons, and you gain [[weapon specialization]] in heavy weapons just as if your class granted proficiency. When you gain this knack, you can replace one of your major forms known with that of a heavy weapon. You add your Constitution modifier to your Strength score for the purpose of wielding heavy weapons formed from your [[gear array]] without penalty.
A light weapon mount allows you to mount a longarm or sniper weapon to heavy armor. The mounted weapon no longer requires hands to hold or fire.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|heavy weapon mount | 1 | 100 | 1 | heavy | – |
</div>
You know how to use heavy weapons.
* ''Prerequisites:'' Str 13, proficiency in small arms and longarms.
* ''Benefit:'' You gain proficiency in heavy weapons.
* ''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
Heavy weapons are military-grade, high-damage weapons that require specialized training to use. Heavy weapons are difficult to hold steadily and aim accurately, and they thus require a minimum Strength score to use to their full potential. Heavy weapons must be held and operated with two hands, and they require a battery or ammunition of the proper size and type to function.
''Minimum Strength:'' The minimum Strength score is 12 for 1st- through 10th-level heavy weapons and 14 for 11th-level and higher heavy weapons. A character using a heavy weapon without the appropriate minimum Strength takes a –2 penalty to attack rolls with that weapon.
You dance across battlefields with power and precision. Your operative key ability score becomes Strength. Operative abilities and saving throw DCs calculated using your Dexterity ability score modifier are instead calculated using your Strength ability score modifier. You don’t gain proficiency with sniper weapons, but you do gain proficiency with advanced melee weapons.
You can perform [[trick attacks]] with a wider array of weapons, referred to here as “skirmisher weapons.” A skirmisher weapon is any weapon you’re wielding and proficient with that doesn’t target multiple creatures, have the [[unwieldy]] property, or require a full action to make a single attack. If you succeed at the trick attack skill check, you can reroll one of the attack’s damage dice and use the higher result. At 7th, 11th, 15th, 17th, and 19th levels, you can reroll one additional damage die (maximum 6 dice) and use the higher result for each. You don’t deal additional trick attack damage until 5th level, but you can apply that additional damage to attacks with skirmisher weapons. At 5th level, your additional trick attack damage is 1d6. This increases to 2d6 at 9th level, 2d8 at 13th level, and 2d10 at 17th level. For any operative abilities that require you use an [[operative]] weapon, you can also use those abilities with melee skirmisher weapons.
You can gain the [[Heavy Armor Proficiency]] feat in place of learning an operative exploit. At 3rd level, you reduce the speed adjustment of any armor you wear by 5 feet (minimum no speed adjustment) and reduce the armor check penalty of any armor you wear by 1 (to a minimum of 0). At 9th level, your land speed increases by 5 feet, and you increase the maximum Dexterity bonus allowed by your armor by 1. At 15th level, you reduce the speed adjustment of any armor you wear by 10 feet total and gain DR 5/— against attacks of opportunity.
At 8th level, if you make a full attack entirely with skirmisher weapons and hit a creature twice, you also apply the effect of your [[debilitating trick]] class feature (or any additional option you can use in place of debilitating trick) as though you had hit the creature with your trick attack. At 13th level, when you make a full attack entirely with skirmisher weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.
This modifies the operative’s key ability score, weapon proficiencies, and [[trick attack]], and it replaces [[evasion]], [[quick movement]], [[triple attack]], and [[quad attack]].
Just as the Church of Iomedae made early use of proprietary archon drives, so too did Asmodeans develop their own technology: //Helldrives//, which enable starships to travel through Hell itself to circumvent Material Plane distances. Today, //Helldrives// are most commonly found in the fleets of the Hellknights, supporting their mission to bring the rule of law to a chaotic universe.
Hell is a brutal and orderly plane; it is full of dangers for the unwary, but it honors its agreements. Each //Helldrive// functions as a physical contract permitting relatively easy—though rarely truly safe—passage through Hell. The Church of Asmodeus constructs each //Helldrive// individually, customized for the ship that will carry it, and only those who follow the strict tenets of Hell to the letter are allowed to use them. //Helldrives// run on fuel condensed from damned souls, and some planar scientists speculate that the very act of operating a //Helldrive// is akin to signing an infernal contract, with the user’s soul pledged to become fuel for the next generation of Helldrives.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//Helldrive// | 1 | 100 | — | 10 × size category |
</div>
name:hellfire mines
range:—
speed:—
damage:2d10 × 10
pcu:10
cost:40
special:[[limited fire]] 5, [[mine|Mine (starship weapon property)]] (4)
<div class="statblock">
* ''Tier'' 12
* Colossal juggernaut
* ''Operators'' 2–6; ''PP'' 7 (2/turn, max 15)
* ''Speed'' 50 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 146; ''SP'' 27; ''Hardness'' 8
* ''EAC'' 31; ''KAC'' 34
* ''Fort'' +13; ''Ref'' +13
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +10
* ''Ranged'' flamethrower (upper limb—7d10+12 F; critical [[burn]] 3d10) or rotary cannon (frame—7d10+12 P)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Strength'' +8
SYSTEMS
* ''Power Core'' mk 3 eternal
* ''Lower Limbs'' quadruped
* ''Upper Limbs'' tough arms (+0 melee, +0 ranged)
* ''Auxiliary'' entry hatch, plow plating, systems jammer, weapon core (electricity, sonic)
</div>
What began as a controversial experiment might be the future of Hellknight mechs. Indeed, the new Hellhound line is quickly surpassing other models in popularity. Aesthetically, the Hellhound looks similar to its namesake with its tank-like chassis resting on four powerful legs. Its upper limbs are retractable shields that can block incoming attacks or merge to form a maw that spews bursts of flame. Unlike its bipedal counterparts, the Hellhound can accommodate an entire squad of operators.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* LE Medium outsider (devil)
* ''Init'' +6; ''Senses'' [[see in darkness]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Immunities'' fire, poison; ''Resistances'' acid 5, electricity 5
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +12 (1d6+7 P)
* ''Ranged'' flamethrower +9 (1d4+3 F; critical [[burn]] 1d4 [DC 12])
* ''Offensive Abilities'' [[breath weapon]] (15-ft. cone, 4d6 F, Reflex DC 12 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +2; ''Int'' +1; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +10, [[Survival]] +5, [[Stealth]] +5
* ''Languages'' Infernal (cannot speak); [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Flamethrower ([[Ex]])'' A hellhound has a cybernetic flamethrower installed in its throat. The flamethrower has a range of 60 feet.
</div>
<<section 'Hellhound Ravager'>>
Favored companions of powerful hellknights and diabolists, hellhounds are loyal pack hunters that stalk the infernal plane of Hell. Though vaguely canine in appearance, hellhounds aren’t really dogs or wolves. Often, a mortal or infernal master augments a hellhound servant with cybernetic grafts.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* LE Medium outsider (devil)
* ''Init'' +4; ''Senses'' [[see in darkness]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +15; ''Ref'' +14; ''Will'' +11
* ''Immunities'' fire, poison; ''Resistances'' acid 15, cold 15, electricity 15
* ''Defensive Abilities'' magma shell
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +25 (6d4+20 P)
* ''Multiattack'' 3 bites +19 (3d6+20 P)
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 13d6 C, E, or F, Reflex DC 19 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +5; ''Int'' +3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +27, [[Mysticism]] +22, [[Stealth]] +22, [[Survival]] +22, [[Sense Motive]] +27
* ''Languages'' Infernal (can’t speak); [[telepathy]] 120 ft.
* ''Other Abilities'' three heads
!!! ECOLOGY
* ''Environment'' any (Hell)
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Magma Shell ([[Su]])'' Molten rock oozes from a hellhound ravager’s pores, encasing them in a layer of magma. As a reaction when the hellhound ravager is hit with an attack or fails a Reflex save from a damaging effect, the hellhound can harden this ooze into a protective shell that reflects harm. The hellhound takes half damage from the triggering attack or effect. In addition, creatures within 10 feet of the hellhound ravager take an equal amount of damage of the same type (Reflex DC 19 half).
''Three Heads ([[Ex]])'' Hellhound ravagers have three heads; one breathes cold, one breathes electricity, and one breathes fire. The hellhound ravager can use their breath weapon only once every 1d4 rounds, but they can use any of their heads to do so, dealing the appropriate damage type.
</div>
//Hellknight flails// were first created by the Hellknight Order of the Chain on Golarion during the years just before the Gap. Many can be traced back to Citadel Gheradesca, the ancient fortress headquarters of the Order of the Chain, where they were given out as rewards to members of the order who brought particularly high-value fugitives back to face legal consequences. Traditionally, a //Hellknight flail// was a basic melee weapon with the [[archaic]] special property that had heavy iron chains affixed to the haft of the weapon. After the Gap, various Hellknight orders discovered instructions for the creation of Hellknight flails among their carefully archived records. As a result, modern Hellknights have recreated //Hellknight flails// by applying the [[binding]] and [[chained]] weapon fusions to batons and similar weapons. Order of the Chain Hellknights frequently use //Hellknight flails//, as do Hellknights of other orders, as well as other law enforcement agents and bounty hunters unaffiliated with the Hellknights, though to a lesser extent. The Hellknight flail presented in the table below is an incapacitator with the //[[binding]]// and //[[chained]]// fusions, and the
price includes both the weapon and the fusions.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Hellknight flail//, incapacitator | 9 | 19,400 | L |
</div>
The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|Hellknight plate, armiger | 2 | 980 | +4 | +5 | +2 | –2 | –10 ft. | 2 | 3 |
|Hellknight plate, lictor | 5 | 3,300 | +9 | +10 | +2 | –2 | –10 ft. | 2 | 3 |
|Hellknight plate, maralictor | 9 | 14,500 | +16 | +17 | +2 | –2 | –10 ft. | 4 | 3 |
|Hellknight plate, paralictor | 14 | 80,000 | +21 | +22 | +3 | –2 | –10 ft. | 6 | 3 |
</div>
Each starship's pilot attempts a [[Piloting]] check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship's systems to scan vessels or target foes. Science officers must act immediately before or after their starship's pilot, but they can jointly decide the order they act.
Using your abilities to see through the threads of time, you intuit the exact way to steer an ally toward a foreseen outcome. When you successfully aid another on a skill check, you can use a [[paradox]] in place of the ally’s d20 roll for that check.
You're able to provide uncanny support to your allies.
''Prerequisites:'' Communalism or hive defense racial trait, limited telepathy or telepathy racial trait.
''Benefit:'' When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn't apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy.
Once you've used this feat, you can't do so again until you've taken a 10-minute rest to regain Stamina.
* //Aid Another:// Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
* //Covering Fire:// Instead of granting a bonus to the ally's AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
* //Harrying Fire:// Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.
This foot-wide circular platform generates a weak anti-gravity field when activated, causing it to hover up to 4 feet above any solid surface like a small floating table. A helping hand can support up to 1 bulk; twice this value causes the device to gently descend, and any more causes it to plummet to the ground. It cannot move horizontally unless
pushed or pulled. The helping hand requires a battery and uses 1 charge per 10 minutes of use.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|helping hand | 2 | 75 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one willing creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes (harmless)
</div>
First developed by resourceful skittermander technomancers, you or a targeted creature sprout two vestigial hands that can hold and manipulate objects. While this spell is active, the target gains a +2 circumstance bonus to [[Engineering]] and [[Sleight of Hand]] checks. Each round, this spell grants the target one additional move action that can be used to manipulate objects, such as to activate an item, draw a weapon, or reload a weapon. This spell doesn’t allow the target to attempt additional attacks.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Targets'' up to one willing creature/level, no two of which can be more than 30 ft. apart
</div>
This spell functions as //[[helping hands]]//, except as noted above.
You are bound, sleeping, [[unconscious]], or otherwise completely at an opponent's mercy. You are treated as having a Dexterity of 0 (making your Dexterity modifier –5), and melee attacks against you gain an additional +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against you.
These small tubes implanted into the sublingual salivary glands recreate a zernivian's natural herbicide, mixing it with saliva to coat the inside of the mouth and esophagus with antifungal properties. You have a +2 circumstance bonus to saving throws against plant-related effects that are inhaled or ingested, such as corpseflower pollen, hyperleaf, id moss, or a ksarik's carrion spores. In addition, once per day as a standard action, you can make a ranged spit attack that deals 5d6 acid damage against a creature within 15 feet.
<div class= "table-wrapper">
|Augmentation| Level | Price | System |h
|herbicidal glands | 10 | 19,000 | throat |
</div>
From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. [[Predator]] statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind.
In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit.
More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets' ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet's suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
!! Creating Herd Animals
The herd animals in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique herd animal, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, from antlers to hooves, altering the damage type to suit the weapon. Then add elements from [[Environmental Grafts]]. Tailor anything you want to fit your concept.
!! Sample Herd Animal
The ruthig is a mammal with six legs, padded feet with toenails, a long and thin neck, an extended jaw with flat teeth, a lengthy and rough tongue, and two pairs of eyes. Its shaggy fur is home to a plethora of algae and moss species, giving the ruthig a mottled green color useful as camouflage in the herbivore's native woodlands. Wild ruthigs travel in grazing
herds, which are less camouflaged during the birthing season when gray-furred young are born. People of Castrovel domesticate the beasts for their honey-sweet milk and succulent meat.
A ruthig is a Medium herd animal that is about 4 feet tall at the withers and 6 feet tall
with its head raised high. On average, a ruthig weighs about 250 pounds. A ruthig can
use its bludgeoning kick as a natural weapon, and it has camouflage when in forested terrain.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* CN Medium fey
* ''Init'' +1; ''Senses'' [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 21
* ''EAC'' 13; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +3; ''Will'' +5
* ''Defensive Abilities'' reactor sprite; ''Immunities'' fire, radiation
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' mutating touch +3 (see below)
* ''Ranged'' //[[energy ray]]// +5 (1d3 A, C, E, or F)
* ''Spell-Like Abilities'' (CL 2nd; +3 melee, +5 ranged)
** 1/day—//[[jolting surge]]//, //[[overheat]]// (DC 15)
** At will—//[[energy ray]]//, //[[mending]]//
** Constant—//[[detect radiation]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +1; ''Con'' +2; ''Int'' +0; ''Wis'' +1; ''Cha'' +4
* ''Skills'' [[Diplomacy]] +12, [[Engineering]] +7, [[Physical Science]] +12
* ''Languages'' Common
!!! ECOLOGY
* ''Environment'' any starship or urban
* ''Organization'' solitary, pair, or clique (3–12)
!!! SPECIAL ABILITIES
''Mutating Touch ([[Su]])'' A hesper can deliver an enormous dose of radiation with a touch, triggering sudden mutations and pain in living creatures. With a successful attack against a living creature's KAC, a hesper causes the target to sprout tumors that erupt at the beginning of its next turn, causing a random mutation (roll 1d20 on the table below) that persists for 24 hours. An affected creature can negate this transformation with a successful DC 13 Fortitude saving throw. Once a creature has been affected by a hesper's mutating touch, it becomes immune to that particular fey's mutating touch for 24 hours.
<div class="table-wrapper">
| d20 |Mutation |Effect |h
| 1 |additional eyes |target gains [[light blindness]] and a +4 bonus to sight-based [[Perception]] checks |
| 2–3 |autonomous parasite |target takes 1d6 slashing damage as a parasite emerges |
| 4–5 |bioelectric cells |technological items held by the target gain the [[broken]] condition for as long as the target holds them |
| 6–7 |claws, spines, or teeth on one limb |target gains a natural melee attack that deals 1d3+Str piercing damage for Medium creatures, but it takes a –2 penalty to attacks with two-handed weapons |
| 8–9 |glowing tumors |target sheds light as a [[lantern|portable light]] and takes a –5 penalty to [[Stealth]] checks |
| 10 |gills |target gains the [[amphibious]] ability, but takes a –2 penalty to Fortitude saving throws |
| 11 |hypertrichosis |target gains a +1 bonus to its AC, but the max Dex bonus of armor it wears decreases by 1 |
| 12–13 |musk gland |target gains a 30-foot [[aura]] that [[nauseates]] living creatures within it (Fortitude DC = 10 + half the target's level or CR + the target's Con modifier) |
| 14–15 |secondary ears |target gains [[vulnerability]] to sonic damage and a +4 bonus to hearing-based [[Perception]] checks |
| 16–17 |vestigial limb |target grows a useless extra limb that imparts a –2 penalty to Dexterity-based skill checks |
| 18–19 |weeping sores |target takes a –2 penalty to Charisma-based skill checks |
| 20 |wracking pain |target is [[sickened]] |
</div>
''Reactor Sprite ([[Su]])'' If a hesper spends 1 hour in close contact with a starship's power core or another large power source (such as a fusion reactor), it can form a long-term bond. A hesper can merge with its bonded reactor, gaining fast healing 5 while it remains merged. A merged hesper is aware of what happens in the reactor's immediate vicinity, but if the reactor is broken or suffers the wrecked critical damage condition, the hesper is immediately expelled and takes 3d6 damage. If the reactor is destroyed while the hesper is merged with it, the hesper is slain instantly (Fortitude DC 15 negates). A hesper can bond with only one reactor at a time, and forming a new bond severs its previous bond.
</div>
Lithe and handsome, hespers embody the potential for change inherent in technological power sources. They are energetic and excitable, interested in new faces, sights, and sensations, which drives them to spread across the universe. However, hespers are invested in change for change's sake. Though rarely malicious, they worm their way into any repository of advanced technology, rebuilding devices and asking endless questions. Most line their nests with all sorts of souvenirs—most of them stolen—which they occasionally rebuild into bizarre and sometimes radioactive totems.
Hespers stand 4 to 5 feet tall but are deceptively dense, weighing 300 to 400 pounds despite their slim, generally masculine builds. Their hair color changes from day to day, running the gamut of the colors of the humanoids around them, and their flesh glows softly in the dark. Though they're not dangerously radioactive unless they wish to be, their presence excites the air around them, creating drifting motes of light. A hesper can focus this energy at will to project rays of fire, emit arcs of electricity, or overload electronic devices. This same energy can infuse other living creatures with focused doses of radiation, skipping the normal radiation sickness and instead causing short-lived changes to a victim's genetic structure.
Once vanishingly rare, hespers have become somewhat commonplace as more civilizations have taken to the stars. The glowing fey are especially at home in starships, bonding to the vessels' reactors. They can be blessings for some ships, serving as constant attendants for one of a starship's most crucial systems, but their fickle nature also means they grow bored with regular routes or overlong stays in port, and they create drama to amuse themselves.
These nuclear fey have few common traditions, instead adopting the customs of whatever societies they dwell within. Most of their knowledge is instinctual, rounded out by boundless curiosity. Though hespers don't typically seek out their own kind, large installations and radioactive waste facilities can host small circles of the fey. Notoriously shameless flirts, hespers often keep mortal lovers who protect or provide for them. A hesper reproduces by triggering the growth of a grotesque exowomb on a willing lover, which expands for 1–2 weeks before spilling forth a small but fully matured hesper.
Your drone can learn from its mistakes. When it fails a skill check, and attempts the same skill check for the same task the next round, on its second attempt it may roll the check twice and take the better of the two results. Once your drone has used this ability, it cannot use it again until you take ten minutes to review its programming. You may do this at the same time you take ten minutes and spend 1 Resolve Point to regain all your Stamina Points.
You can enter a deep, meditative state to heal yourself of wounds and infirmities.
''Prerequisites:'' Con 13, any species that grants at least 6 Hit Points at 1st level
''Benefit:'' When you begin a full night’s rest or begin a full day’s rest, you can choose to enter a special form of regenerative torpor instead of sleeping normally. Upon completing your rest, you regain twice the normal number of Hit Points, heal twice the normal points of ability damage, and gain a +2 circumstance bonus to any saving throws you attempt to remove negative levels that day. While in this torpor, you’re difficult to rouse; if awoken before you finish resting, you’re [[flat-footed]] and [[fatigued]] until you can rest for at least 8 more hours.
Scientists studying the hibernation-adapted flora native to Gluun isolated enzymes and compounds that aided in the species' long sleep. Further refinement led to this serum, which is typically available only through medical professionals or military groups, accompanied by warnings and waivers. Most who use this serum do so to make long-distance spaceflight more tolerable or efficient, especially when moving large groups with limited space and resources.
Upon drinking a //hibernation serum//, you can allow yourself to fall into a deathlike trance for a time that depends on the potency of the serum. While in this hibernation, you need not eat, drink, or breathe. You awaken if you take damage or if anyone uses a [[medkit]] or more advanced medical technology to rouse you and succeeds at a DC 15 [[Medicine]] check. If roused before the duration ends, unless the Medicine check to rouse you succeeds by 10 or more, you suffer 1 temporary negative level and are [[exhausted]]. Anyone interacting with your hibernating body can tell you are alive with a successful DC 25 [[Perception]] check, but someone performing a medical exam can determine your condition with a successful DC 15 Medicine check.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Duration |h
|//hibernation serum//, diluted | 1 | 80 | — | 2d4 days |
|//hibernation serum//, potent | 5 | 400 | — | 2d4 × 3 days |
</div>
With your verbal command and confirmation (a process that requires a standard action), a hibernation system puts you to sleep inside your armor with environmental protections active. The system can be set to awaken you after a certain amount of time or to maintain hibernation until environmental protections fail. While you hibernate, you need no extra food or water, and your environmental protections from the armor with this system installed last four times as long. Someone can awaken you from hibernation from outside your armor only by taking the time and effort to remove your armor.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|hibernation system | 3 | 1,500 | 1 | any | 1 |
</div>
You're an expert at veiling your true thoughts and goals. Whenever a creature attempts a [[Sense Motive]] check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.
Made by the [[kasatha]], these suits of heavy armor are so named for their slitted helmets, which reveal only the eyes. A rebreather lets the wearer keep their faces completely covered. A ceramic breastplate, shoulder guards, bracers, and greaves protect the wearer while facilitating the graceful kasathan close-combat style.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|hidden soldier armor | 2 | 465 | +3 | +5 | +2 | –2 | –5 ft. | 1 | 2 |
</div>
If your stunt and strike skill check succeeds, your movement doesn't provoke attacks of opportunity from your target.
You can use Stealth to hide if you have either cover or concealment (or a special ability that allows you to hide in plain sight), or if you have successfully created a [[diversion]] with the [[Bluff]] skill. You can attempt a Stealth check to hide either as a move action (if you are planning to stay immobile) or as part of a move action. If you move at a rate of half your speed or less, you take no penalty to your Stealth check. If you attempt to hide while moving more than half your speed or after creating a diversion with Bluff, you take a –10 penalty to your Stealth check; these penalties are cumulative if you do both. The check is opposed by the [[Perception]] checks of creatures in the area that might detect you. A creature that fails the opposed skill check treats you as if you had total concealment as long as you continue to have actual cover or concealment. A creature that succeeds at the opposed skill check either sees you or pinpoints you (see Senses) in situations when you have total concealment. If you lose actual cover or concealment during your turn, you can attempt to stay hidden, but only if you end your turn within cover or concealment.
!! Invisibility and Hiding
If you are [[invisible]] or benefit from total concealment, you gain a +40 bonus to your Stealth check as long as you remain immobile. You are considered immobile if it is your turn and you have not yet moved or if you have not moved since the start of your last turn. If you are invisible but not immobile, you instead gain a +20 bonus to your Stealth check. Typically, a creature cannot attack you if you are invisible or have total concealment unless the creature pinpoints you with a successful [[Perception]] check. (Invisible creatures can still be heard, smelled, and felt, and might do something to make themselves known to those who succeed at Perception checks.) Even then, the attacking creature has a 50% miss chance against the pinpointed creature.
!! Attacking from Hiding
If you are successfully hiding from a creature, that creature is considered [[flat-footed]] for the purpose of your first attack from hiding. If you remain invisible after your first attack, that creature is considered flat-footed against your attacks until it succeeds at a [[Perception]] check to locate you or until you become visible.
As a standard action, you can use Sleight of Hand to hide a small object (including a small arm or a one-handed melee weapon with light bulk) on your body. The check is opposed by the [[Perception]] check of anyone observing you or searching your body. In the latter case, the searcher gains a +4 bonus to the check. Especially small objects or those created to be easy to hide can grant up to a +4 circumstance bonus to your Sleight of Hand check to hide an object on your person, as can compartments in clothing or armor made to facilitate such hiding. Retrieving a weapon or object hidden on your person is a standard action.
You’re able to hide the evidence of your sabotage with ease.
''Prerequisites:'' [[Engineering]] 3 ranks.
''Benefit:'' After years of experience in sabotage, you cover any signs you would leave behind with ease. When you attempt an [[Engineering]] check to [[disable a device]], the DC does not increase when you attempt to leave no trace of your tampering.
''Normal:'' Hiding evidence of tampering increases the DC of checks to disable device by 5.
<div class="statblock">
* ''Levels'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 hour/level (D)
</div>
When you cast this spell, a small arm or one-handed melee weapon with the [[operative|Operative (weapon property)]] special property in your hand melds with your flesh, accompanied by a disgusting sucking sound. The weapon can be no greater than light bulk, and it disappears completely inside your arm. Thereafter for the duration of the spell, you can extend and retract the weapon as a move action.
While extended, the weapon remains partially melded with your hand and arm. While the weapon is retracted, its shape adjusts to fit inside your arm, and you retain the use of your hand. Spotting the weapon on casual inspection is impossible, but anyone frisking you can attempt a [[Perception]] check to notice the weapon hidden inside your arm. The DC of this Perception check is equal to 15 + 1/2 your caster level + your key ability score modifier.
If you cast this spell again while a casting is in effect, you can hide another weapon inside another arm, to a maximum of one weapon per arm you have. You can extend and retract all weapons hidden this way as part of the same action. If you're disarmed of a melded weapon, this spell immediately ends for that weapon.
This compartment is hidden inside one of your limbs. You can conceal items inside and protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a human) can hold more than one in an arm, and the creature's size also adjusts the capacity.
When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +2 bonus to [[Sleight of Hand]] checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a move action instead of a standard action.
This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk.
If you have a quickdraw hideaway limb, the compartment is integrated with a specific weapon. This allows you to draw the weapon as a swift action or as part of making an attack or full attack (similar to using the [[Quick Draw]] feat). A quickdraw hideaway limb works only if the limb is one you can normally aim and attack with, typically an arm. You can't, for example, put a quickdraw hideaway limb in your leg and have the weapon spring into your hand.
You can have a mount installed in a quickdraw limb that holds the weapon in place while you shoot. You still can't use your hand for other purposes, but you gain a +2 bonus to KAC against disarm attempts. The mount can't hold a weapon that requires more than one hand to operate. You can't hide other objects inside a quickdraw hideaway limb—there's room for only the weapon.
Nothing stored in a hideaway limb is considered part of the cybernetic, and the stored item does not gain the cybernetic's immunity to attacks affecting technological devices.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|hideaway limb, standard | 1 | 150 | arm or leg |
|hideaway limb, quickdraw | 5 | 3,050 | arm or leg |
</div>
You exploit elevation to deliver especially deadly attacks from afar. When performing a [[trick attack]] with a sniper weapon, and so long as you're at least 20 feet above your target for every 100 feet between you and the target (minimum 20 feet), you gain a bonus to the attack's damage equal to half your operative level. You must have the [[debilitating sniper]] exploit to learn this exploit.
Hydraulics installed in your mechanical parts allow you to eject them at speed.
''Prerequisites:'' Con 14; [[Adjustable Frame]]; character level 6th; constructed species trait, construct type, or cybernetic augmentations installed in all arms and legs.
''Benefit:'' You can use the benefit of [[Adjustable Frame]] to reduce your size as a full action. When done in combat, this additionally allows you to make a ranged attack against the KAC of one target within 20 feet. This deals 1d6 plus half your character level as lethal bludgeoning damage and doesn’t count as [[archaic]].
When you use the [[ram]] or [[run over]] action while piloting a vehicle, you can spend one or more Entropy Points to inflict greater mayhem. After you roll the collision damage, you can reroll any number of dice with results equal to or less than 1 + the number of Entropy Points you spent, using the second result. For example, you could spend 3 EP to reroll any dice with results of 4 or less. For each die you reroll in this way, treat the [[hardness]] of your vehicle as 1 lower for the purpose of resisting the collision damage from this action.
Once per day as a standard action, you can touch a door or similar portal, no dimension of which can exceed 5 feet for every three witchwarper levels you have. At the same time, you visualize another door within 1 mile that you’ve passed through within the past 24 hours, creating a link between the two doors. Whenever a willing creature enters the touched door, they can choose to emerge through the visualized door as if it were a magical one-way portal. This effect is a teleportation effect that lasts for 1 minute. At 17th level, you can use this ability twice per day.
Hill terrain describes rises in the immediate area, often multiple hills spread over miles. This type of terrain can occur in any other biome. Mountains are steeply rising rock, metal, or even the organic crust of the planet. The most common rules sections to reference when using hill and mountain terrain are [[Cold Dangers]], [[Falling]], and [[Weather]].
!! Chasms
Usually formed by natural geological processes, chasms are common dangers in mountainous areas. Chasms aren't hidden, so characters won't (usually) fall into them by accident. A typical chasm is 2d4×10 feet deep, at least 20 feet long, and anywhere from 5 to 20 feet wide. It usually requires a successful DC 15 [[Athletics]] check to climb the wall of a chasm. In mountain terrain, chasms are typically 2d8×10 feet deep.
!! Rock Wall
A vertical plane of stone, a rock wall requires one or more successful DC 25 Athletics checks to ascend. A typical rock wall is from 2d4×10 feet tall to 2d8×10 feet tall.
!! High Altitude
At particularly high altitudes, the thinning atmosphere poses a challenge for many creatures, with the same effects as a thin [[atmosphere]]. A creature residing at a high altitude for 1 month becomes acclimated and no longer takes these penalties, but it loses this benefit if it spends more than 2 months away from high-altitude terrain and must reacclimatize upon returning.
!! Stealth And Detection In Hills And Mountains
As a guideline, the maximum distance in mountain terrain at which a creature can succeed at a [[Perception]] check to detect the presence of others is 4d10×10 feet. In hill terrain, the maximum distance is 2d10×10 feet. It's easier to hear distant sounds in the mountains. The DCs of Perception checks that rely on sound are usually lower at the GM's discretion.
A //hindering// fusion turns a melee weapon into a device suitable for making your foes less capable of escaping and fighting back. The weapon grants you a circumstance bonus to attack rolls to attempt dirty trick, disarm, and trip combat maneuvers equal to 1 + one-sixth of the weapon's level.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* Hinkhetxi soldier
* LE Medium monstrous humanoid (water)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +28
!!! DEFENSE
* ''HP'' 225; ''RP'' 6
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +17; ''Will'' +10; –2 vs. poison
* ''Immunities'' cold
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 30 ft., swim 40 ft.
* ''Melee'' ultrathin [[doshakari]] +29 (5d4+21 P; critical [[wound]] [DC 19]) or gastric touch +29 (4d6+6 A plus healing)
* ''Ranged'' blizzard-class [[zero rifle]] +32 (4d8+13 C; critical [[stagger]] [DC 19]) or [[flash grenade]] III +32 ([[explode]] [15 ft.], [[blinded]] 1d6, DC 19)
* ''Offensive Abilities'' cheap shot, fighting styles ([[ambusher]], [[hunter]]), gastric touch, hunt foe hunting party, [[soldier's onslaught]], vigilance
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +6; ''Int'' +2; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Athletics]] +23, [[Stealth]] +28, [[Survival]] +23
* ''Languages'' Common, Hinkhetxi'I (can't speak); [[limited telepathy]] 30 ft.
* ''Other Abilities'' [[amphibious]], fast hunting, tactile chemoreceptors
* ''Gear'' [[kalo encounter suit]] III, ultrathin [[doshakari]], blizzard-class [[zero rifle]] with 1 super-capacity battery (80 charges), [[flash grenades]] III (2)
!!! ECOLOGY
* ''Environment'' any aquatic or land (No Stars)
* ''Organization'' solitary, pack (2–3), or lodge (4–15)
!!! SPECIAL ABILITIES
''Gastric Touch ([[Ex]])'' Hinkhetxis consume food through dermal absorption, secreting a gastric acid through their palms that breaks down matter to its essential nutrients. A hinkhetxi that hits a creature with its gastric touch attack deals 4d6+6 acid damage and heals their own Hit Points by half this amount. This external digestive track leaves hinkhetxis highly susceptible to toxins; they have a –2 penalty to all saves vs. poisons.
''Tactile Chemoreceptors ([[Ex]])'' Hinkhetxi have chemoreceptors for taste and smell scattered throughout their entire body, granting them a +2 racial bonus to [[Perception]] checks involving taste and smell.
</div>
Hinkhetxis are a telepathic species native to the rogue planet No Stars, located somewhere in the Vast. These amphibious humanoids have a tactile digestive system that allows them to absorb nutrients through their skin, and as such they don't need to hunt for food. According to hinkhetxi culture, the universe was populated with prey and dangerous creatures solely for their own cold-blooded amusement, and much of their culture is based around hunting for sport or validation. When they make expeditions to far-off worlds to hunt, they believe they are taking only what is due them. They consider the hinkhetxi body to be sacred and never hunt their own.
Hinkhetxis with high body counts or unique trophies rise in status, while those unable to be hunters craft or maintain equipment, spread word of the deeds of great hunters, and scout the galaxy for new hunting grounds.
Hit Points (HP) measure how robust and healthy you are—a reduction in Hit Points represents physical wounds, illness, or another serious physical impairment. Stamina Points (SP), by contrast, measure your readiness and energy, and they replenish more quickly and easily. When you take damage—whether from an attack, a spell, a disease, or some other source—it reduces your pool of Stamina Points first, and any damage beyond your remaining Stamina Points comes out of your Hit Points. Think of Stamina Points like your ability to shake off a punch; the first one may not do any lasting damage, but eventually you get worn down and start hurting. If your Hit Points ever drop to 0, you are [[dying]] and must become stable, or you might die for good.
You replenish your Stamina Points by spending 1 Resolve Point and taking 10 uninterrupted minutes to rest and catch your breath. Up to once per day, you can regain some Hit Points and all of your Stamina Points after 8 full hours of uninterrupted rest, but you can also regain them through the use of magic or technology. Sources of magical and technological healing state in their descriptions whether they restore Hit Points or Stamina Points. Usually, healing can restore points you've lost, but can't raise your total capacity, though certain types of magic may temporarily ignore this restriction.
!! Calculating Hit Points
At 1st level, you gain the number of Hit Points listed in your race entry + the number of Hit Points listed in your class's description, reflecting the overall durability of your race as well as the hardiness you've gained from your training.
At 2nd level and at every level thereafter, you gain the number of Hit Points listed in your class's description, reflecting the greater influence your training and experience has played in your toughness.
!! Calculating Stamina Points
Your Stamina Points are determined by your Constitution score and your class. At each level, you gain a number of Stamina Points equal to the SP value listed in your class description + your Constitution modifier (even if your Constitution modifier is negative, the total amount gained can never be less than 0).
The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies.
!! Opening Volley (1st)
You gain [[Opening Volley]] as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.
!! Nimble Fusillade (5th)
When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can't be split up.
!! Duck and Weave (9th)
When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack.
!! Elusive Target (13th)
On any turn in which you move, you gain a +1 insight bonus to your AC until the start of your next turn.
!! Harrying Shot (17th)
As a full action, you can make one attack and give the benefit of harrying fire against any creature you hit with that attack. If you use a [[blast]] weapon or [[automatic]] weapon, the benefit applies against all targets hit. You can also take your nimble fusillade movement before or after this attack.
Xenowarden capital ships have the ability to launch [[pod ships]] to use as shuttles or other short-range vessels. A hive bay can launch up to two pod ships. For each pod launched in this way, the arkship loses 15 Hull Points and takes a –2 penalty to its AC and TL, and all crew actions take a –2 penalty. As long as the capital ship has an unoccupied slot in a hive bay, it can reabsorb a pod ship to regain these Hull Points and negate the penalties. If the pod returns damaged, the capital vessel regains 1 fewer Hull Point for every 2 points of Hull Point damage taken by the pod ship. The penalties are negated regardless of the pod ship's condition.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|hive bay | 5 | 10 |
</div>
A weapon with the //hive buster// fusion can temporarily disrupt the psychic ability of certain creatures on a critical hit. The target can negate this effect with a successful Will save; otherwise, it can't use its [[limited telepathy]] or [[telepathy]] for 1d4 rounds. If the creature has the hive mind or [[Swarm mind]] ability, it can't use that ability and gains the [[flat-footed]] and [[off-target]] conditions for the same duration. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the hive buster effect.
[[Xenowarden pod ships|UC Pod]] have the ability to merge together, forming a larger vessel. This requires eight such pod ships to "dock" together while closely orbiting a star, as the power required is quite taxing on their solar batteries. Over the next 24 hours, the ships fuse together, forming a [[Xenowarden arkship|UC Arkship]]. The crew of each pod spends this time in meditation, communing with the spirit of their ship, guiding it to join with the others and form a single mind. Any damage to the ships during this period of time is catastrophic, potentially resulting in a loss of all eight vessels.
In addition, a pod vessel with this system can dock in an existing arkship if the larger craft has an open slot in its hive bay. This can be temporary or permanent, as desired by the ship and pilot. If the docking is to be permanent, it requires 1 hour for the pod to merge with the arkship.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|hive joining | 0 | 1 |
</div>
Your mystic connection allows you to form psychic bonds with other creatures, allowing you to shore them up and eventually see what they see, know what they know, and act as one unit. This connection allows creatures with hive-mind tendencies to share that strong mental connection with other creatures without overpowering either creature's individuality or free will. Benevolent mystics or those devoted to gods of tradition usually practice this connection, but darker mystics sometimes adopt this connection to guide others into servitude and corruption.
* ''Associated Deities:'' Hylax, Lao Shu Po, Nyarlathotep, Talavet, Triune, Zon-Kuthon
* ''Associated Skills:'' [[Diplomacy]] and [[Perception]]
* ''Spells:'' 1st—//[[share language]]//, 2nd—//[[status]]//, 3rd—//[[charm monster]]//, 4th—//[[restoration]]//, 5th—//[[dominate person]]//, 6th—//[[telepathic jaunt]]//
!! Steady Psyche (1st)
You can draw some of another creature's mental dissonance into your mind to help steady their psyche. As a reaction, when a creature within 30 feet of you attempts a saving throw against a mind-affecting effect, you can also attempt the saving throw. If you succeed, you grant that creature a +2 divine bonus to the saving throw. You can use this ability again only after 1 minute has passed, unless you spend 1 Resolve Point to use it sooner.
!! Share Skills (3rd)
You can impart knowledge on a telepathic level. If the GM rules you can do so, when a creature within 60 feet of you attempts a skill check, you can attempt to aid another. You and the aided creature must take the required actions or spend the required time to complete the check. For example, if you aid a creature in disabling a tricky device, the aided creature takes 1d4 rounds to do so, and you take the same amount of time.
!! Hive Link (6th)
Once per day as a standard action, you can forge a psychic link with another creature that you can perceive within 60 feet of you. An unwilling creature can resist this link with a successful Will save. Once the link has been established, the distance between you and the target has no effect on the link, provided the target remains on the same plane of existence. While the target is on a plane other than the one you are on, the link ceases to function, but it resumes when you return to the same plane unless you have ended it in the meantime. While the link functions, you and the linked creature can communicate telepathically with each other. This link lasts until you end it with a free action or for 24 hours. You can have only one linked creature at a time.
When you use steady psyche, you can spend 1 Resolve Point to allow your linked creature to use the result of your saving throw d20 roll, adding the linked creature's bonus to the result instead of yours. Alternatively, when you use share skills with a linked creature, instead of aiding another you can spend 1 Resolve Point to allow your ally to use your skill modifier for the check. These effects are in addition to the benefits granted by the original abilities.
!! Expanded Hive Link (9th)
You can use your hive link three times per day, and you can have a psychic link with up to three other creatures at one time. In addition, as a standard action, you and one linked creature can share some or all your senses, allowing you to perceive the area around the linked creature and for that creature to perceive the area around you. If you share your senses with the linked creature, it is [[staggered]] while you do so. You can share your senses for a number of rounds per day equal to twice your mystic level, requiring a standard action each round you do so. These rounds need not be consecutive. The effect ends when you don't take the required standard action to maintain it.
!! Share Spells (12th)
A linked creature can deliver touch spells for you or become the target of spells that normally have a range of personal. If you and your chosen linked creature are within 60 feet of each other at the time you cast such a spell, you can designate that creature as either the conduit or the target. A conduit can deliver a touch spell as if it were you. Because you power the spell, if you cast another spell before the touch is delivered, the spell imbued in your linked creature ends. If you designate a linked creature as the target of a spell that normally has a range of personal, the linked creature is affected as if it were you, and you are unaffected.
!! Hive Bond (15th)
You can use your [[telepathic bond]] class feature to include unwilling targets. Unwilling targets can negate the effect with a successful Will saving throw. In addition, you can treat any creature linked to you by your telepathic bond class feature as a creature linked to you by hive link when using other features of this connection. You can be linked to no more than three unwilling targets, but otherwise only the targeting parameter of telepathic bond limits your number of willing targets. In addition, unwilling targets receive a new saving throw against your telepathic bond after every 24 hours as a part of that bond. If any unwilling target frees itself from the bond, the telepathic bond ends for all targets.
!! Hive Strength (18th)
You are in constant telepathic communication with all creatures linked to and within 60 feet of you. If one of you is aware of something, all of you are. When any linked creature wants to spend Resolve Points but doesn't have enough to spend on the desired effect, another linked creature can spend 1 Resolve Point. A creature that does so can then spend its remaining Resolve Points on behalf of the linked creature in need of extra Resolve Points. Once a linked creature spends or receives Resolve Points from this ability, it can't use or benefit from this ability again until after it rests for 8 hours to regain Resolve Points.
In addition, creatures linked to you through your hive link connection powers and through your [[telepathic bond]] class feature are viable targets for any //[[telepathic jaunt]]// spell you cast.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Medium monstrous humanoid
* ''Init'' +5; ''Senses'' [[blindsense]] (thought) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +11; ''Will'' +8
* ''Immunities'' mind-affecting effects
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +15 (1d8+11 B)
* ''Offensive Abilities'' stingswarm (15-ft. cone, 1d6+7 P plus neurotoxic venom, DC 15)
* ''Spell-Like Abilities'' (CL 7th)
** 1/day—//[[mind thrust]]// (3rd level, DC 16)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +0; ''Int'' +2; ''Wis'' +0; ''Cha'' –4
* ''Skills'' [[Stealth]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Stingswarm ([[Ex]])'' As a standard action, a hivehead can exhale a swarm of neuralwasp drones in a 15-foot cone. Each creature in the cone takes 1d6+7 piercing damage (Reflex DC 15 half) and is subjected to neurotoxic venom.
!!! Neurotoxic Venom
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 15
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' progression track is //Healthy—Staggered—Paralyzed//; no end state
* ''Cure'' 1 save
</div>
No one knows exactly where the dangerous pests called neuralwasps come from. Theories vary wildly, speculating that they're a mutant offshoot of the Swarm or the result of a mad apiarist's experiments in arcane crossbreeding (and everything in between). However, those attacked by a neuralwasp are less concerned about their origin than their paralytic sting, as these carnivorous insects usually attack sentient creatures for one of two reasons: to feed on their flesh or to build a living hive, called a hivehead.
The creation of a hivehead is a horrifying affair. The drones swarm over a paralyzed victim and coat the victim's head with a waxy saliva, leaving only small openings for the victim to breathe through. The material dries over the course of a few minutes while the victim is still conscious, after which the neuralwasp queen takes residence inside their skull. The queen psychically assumes control of the host's senses and motor functions while slowly consuming the host's brain, transforming it into a kind of royal jelly to feed her eggs. As this happens, the unfortunate victim stumbles about, attacking anyone who would try to disturb the queen.
For 1 week after a queen takes over, the victim can still be saved, though potential rescuers must fight off dozens of neuralwasps and the hivehead themself. If the host can be subdued, the queen can be removed with careful surgery or powerful magic, though victims can take months to recover from the loss of brain tissue, and some are never the same again. After that week, however, the infestation is permanent, as the host's brain has been almost completely dissolved. The body still lives and must eat and sleep as normal, but the queen is fully in control of its actions. A hivehead can live for years as its queen lays eggs to strengthen her swarm, eventually birthing a new queen who then leaves to take over a new host.
During the combined efforts of the Veskarium and the Pact Worlds to repel attacks from the [[Swarm]], an enterprising research team composed mostly of shirren and vesk mechanics developed the first //hivejack// to allow a user to "hack" into the hive mind of the Swarm in an effort to detect and manipulate the thoughts of individual Swarm components. A //hivejack// consists of a pair of small spherical applicators that are placed just above or below your visual sensors; it takes an uninterrupted 24 hours for the item to adjust to your mental patterns before you can use it. Each applicator is connected to a long, wispy tendril that lies flat upon your head or dangles from your face; this tendril taps into the Swarm's hive mind through replicating specific pheromones, electrostatic fields, and psychic signals while, at the same time, blocking your own thoughts from the hive mind. Creatures with racial [[telepathy]] cannot use a //hivejack//. These items have not seen much use since the invasion, however, as prolonged use the technology leaves you vulnerable to being dominated by the Swarm hive mind. The effects of a //hivejack// depend on its model, as described below.
* ''Mk 1:'' You can understand the telepathic communication between members of the Swarm within 30 feet of you. As a result, you gain a +2 insight bonus to [[Perception]] checks to notice any Swarm creatures attempting to use [[Stealth]] in that range and a +2 insight bonus to initiative checks in a fight against Swarm creatures that begin within that range.
* ''Mk 2:'' A mk 2 //hivejack// functions as a mk 1 //hivejack//, and you also gain a +1 insight bonus on attack rolls against Swarm creatures within 30 feet as you can anticipate their movements. In addition, your bonus to initiative checks increases to +4.
* ''Mk 3:'' A mk 3 //hivejack// functions as a mk 2 //hivejack//, and three times per day as a standard action, you can attempt to influence a single Swarm creature within 30 feet as per //[[suggestion]]//, using your character level as the caster level. The DC of the saving throw is equal to 10 + half your character level + your Charisma modifier. If you have successfully used this ability against another Swarm creature that is within 30 feet of your target, that target takes a –2 penalty to the saving throw.
Continued use of a //hivejack// is not without its risks. Once you have worn a //hivejack// for 1 week, you must attempt a Will saving throw the first time each day you get within 30 feet of a creature with the Swarm mind ability (DC = 10 + the //hivejack's// model number + 1 for each previous saving throw). If you fail, you feel an overwhelming desire to act as part of the Swarm. You must then attempt another Will saving throw as if you had been struck with the energy ray produced by a //[[dominate person]]// spell cast by the Swarm creature with the highest CR within 30 feet, with a saving throw DC equal to 10 + 1-1/2 × the CR of the Swarm creature. You can attempt a new saving throw to shake off the dominating effect each day as long as you haven't come within 30 feet of a Swarm creature within 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//hivejack// mk 1 | 3 | 1,500 | L |
|//hivejack// mk 2 | 9 | 13,750 | L |
|//hivejack// mk 3 | 15 | 108,000 | L |
</div>
As a move action when wearing a //hivemask//, you can learn the location of each other worn //hivemask// within 100 feet and can use your vision to see through any one of those masks. You can see through another mask for as long as you'd like, but you must take a move action each round to do so. While extending your vision to another //hivemask//, you are [[blinded]] and [[flat-footed]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//hivemask// | 3 | 1,400 | L |
</div>
!!! Pacifist Artisans
<div class="statblock">
* ''Manufacturing Centers'' Verces
* ''Specialties'' Defensive and high-speed vessels, guest accommodations
* ''Famous Models'' [[Ambassador|Hivonyx Ambassador]], Diplomat, [[Titan Hauler|Hivonyx Titan Hauler]]
</div>
Hivonyx Industries got its start far from the Pact Worlds. The company's founders were shirrens from Ilemchuuva who, in 64 AG, used some of the shirrens' first Drift-capable starships to escape the Swarm and explore the galaxy. Six shirrens became lead mechanics, carefully maintaining the small fleet through its interstellar journey into the unknown, and all eventually reached the Pact Worlds. After convincing the inhabitants there that they meant no harm, the shirrens settled on Verces. The six engineers went from simply maintaining the original fleet to manufacturing their own ships, and Hivonyx was born. These ships were very different aesthetically from anything in the Pact Worlds at the time, featuring insect-like exteriors and colorful paint jobs.
The organization, born from devout Hylaxians, has maintained the Forever Queen's values throughout its existence, promoting peace, diplomacy, and first contact. Hivonyx takes this mission so seriously that every starship it manufactures comes with software countermeasures that prevent its weapons from firing unless the ship has taken damage, ensuring that any shots fired are strictly in self-defense. Their original models, in fact, featured no weapons at all, and Hivonyx continues to produce many unarmed starships. These colorful, insectile, and easily recognizable ships were attacked as easy prey whenever they left Verces, however, and while their clientele wanted to support the pacifist mission, they found their own safety at risk. Hivonyx relented to protect its own customers and now includes modest weapons on most of its starships. While no military would ever outfit its soldiers with Hivonyx craft, these ships are armed well enough to stage a fighting withdrawal. Some non-Hylaxian customers get hackers to remove the software modifications that prevent first strikes, even though doing so voids the ships' factory-issued warranty.
Hivonyx is working to develop Drift-capable technology that doesn't involve pulling pieces from other planes into the Drift, which some Hylaxians consider to be a violent act. After all, ruins, homes, and even entire settlements have been forcibly relocated to the Drift, inflicting unrecorded trauma on their inhabitants, who find themselves lost on the mysterious plane and threatened by Drift natives, various outsiders, and other transplanted refugees. Hivonyx engineers say they're close to a breakthrough. A group of Triune followers, however, believe this technological breakthrough would be a heretical subversion of Triune's gift, which they see as bringing cultures together in unexpected ways. They've resolved to stop Hivonyx at any cost.
''Manufacturer's Perk:'' Hivonyx ships often carry important visitors, so the [[guest quarters]] are built to be more spacious and comfortable; common quarters house 10 passengers, good quarters house six passengers, and luxurious quarters house four passengers.
<div class="statblock">
* ''Tier'' 4
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 19; ''TL'' 19
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' medium 90 (forward 25, port 20, starboard 20, aft 25)
* ''Attack (Forward)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Port)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Starboard)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced short-range sensors, crew quarters (good), mk 1 trinode computer, mk 5 armor, mk 6 defenses; ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[guest quarters]] (good), [[sealed environment chamber]]
* ''Modifiers'' +1 to any 3 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +10 (4 ranks), [[Diplomacy]] +15 (4 ranks), [[Engineering]] +10 (4 ranks), gunnery +9 (4th level), [[Piloting]] +11 (4 ranks)
* ''Engineer'' [[Engineering]] +15 (4 ranks)
* ''Gunners (2)'' gunnery +9 (4th level)
* ''Pilot'' [[Piloting]] +11 (4 ranks)
* ''Science Officer'' [[Computers]] +10 (4 ranks)
</div>
The Hivonyx Ambassador is one of the company's most iconic models, and with good reason: the starship exemplifies the manufacturer's dedication to peace, cultural connection, and comfortable accommodations. As its name would suggest, the Ambassador is popular among diplomats, merchants, and anyone who wishes to travel the galaxy to speak with others rather than fight. The ship is specifically built to allow for diplomatic negotiations to take place on board; along with guest quarters and a sealed environmental chamber to allow for guests of many different species, each unit also has a meeting space.
The Ambassador is outfitted with a moderate selection of weaponry (albeit with Hivonyx's built-in firing restrictions), but it is certainly no battleship. Instead, it largely relies on its famous Hivonyx design—with brilliant colors and insectile features—to discourage hostilities from any but the most depraved outlaws. These elements provide an alien elegance of sleek lines and continuous contours that occasionally attract more belligerent crews and deadly retrofitting. Over the past several decades, Hivonyx has experimented with and ultimately discarded a host of customer screening protocols to prevent Ambassadors from falling into what they consider the wrong hands.
The Ambassador was originally designed as a much higher-end model of starship, but many of Hivonyx's governmental clients couldn't justify the price. The starship went through a variety of models until it reached its production design. The model balances a level of comfort conducive to diplomatic negotiations with a price tag that fits within a government's budget. Quite a few businesses also use Ambassadors when entering negotiations with other companies. This is the starship of choice for shirren CEOs on business. Hivonyx often designs an exclusive custom exterior for a specific customer buying a whole fleet, usually implementing national colors, company emblems, or other recognizable features. Given the number of highly sensitive conversations that occur on Ambassadors, the walls of the personal quarters and meeting rooms are often lined with materials that prevent transmissions to ensure privacy. Panels in the walls can be displaced to allow for teleconferences or simply for calling home.
<div class="statblock">
* ''Tier'' 9
* Huge bulk freighter
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 22; ''TL'' 21
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' maser (6d10)
* ''Attack (Aft)'' particle beam (8d6)
* ''Attack (Turret)'' heavy plasma torpedo launcher (3d8), heavy plasma torpedo launcher (3d8)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 3 mononode computer; ''Expansion Bays'' [[cargo holds]] (5), [[escape pods]] (5)
* ''Modifiers'' +3 any one check per round, +2 [[Computers]]
* ''Complement'' 35
!!! CREW
* ''Captain'' [[Bluff]] +17 (9 ranks), [[Computers]] +19 (9 ranks), [[Diplomacy]] +17 (9 ranks), [[Engineering]] +17 (9 ranks), gunnery +17, [[Intimidate]] +15 (9 ranks), [[Piloting]] +17 (9 ranks)
* ''Engineer (1 officer, 15 crew)'' [[Engineering]] +17 (9 ranks)
* ''Gunners (2 officers, 5 crew each)'' gunnery +15
* ''Pilot (1 officer, 2 crew)'' [[Piloting]] +22 (9 ranks)
* ''Science Officer (1 officer, 2 crew)'' [[Computers]] +19 (9 ranks)
</div>
Despite its formidable array of weapons and sensors, the Titan Hauler is optimized for freight, carrying huge loads within its beetle-like frame. Its partially organic nature aids in this capacity, as sphincter doors and expandable chambers can resize themselves to accommodate any cargo.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Huge animal
* ''Init'' +1; ''Senses'' [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +14; ''Will'' +13
* ''Defensive Abilities'' [[ferocity]]; ''Resistances'' cold 20
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' gore +26 (3d12+21 P; critical [[knockdown]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' [[trample]] (3d12+21 B, DC 19)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +1; ''Con'' +6; ''Int'' –4; ''Wis'' +3; ''Cha'' –2
* ''Skills'' [[Athletics]] +28, [[Survival]] +23
</div>
Native to the [[aqlath]] home planet of Lathlath, the hoarboar is an enormous shaggy boar with four sharp tusks and four eyes. Many aqlaths, particularly those who adhere most closely to their ancient customs regarding honor, prefer riding hoarboars to motorized vehicles.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium animal
* ''Init'' +2; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 24
* ''EAC'' 13; ''KAC'' 15
* ''Fort +6''; ''Ref'' +6; ''Will'' +1
* ''Resistances'' fire 5
* ''Weaknesses'' chemical intolerance
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +10 (1d6+5 P plus [[grab]]; critical [[bleed]] 1d4)
* ''Offensive Abilities'' worry (DC 11)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' –4; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +7, [[Stealth]] +12
* ''Other Abilities'' skin secretions
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, pack (3–6), or hunting party (2–4 plus 2–12 [[hobgoblin]] troopers)
!!! SPECIAL ABILITIES
''Chemical Intolerance ([[Ex]])'' Due to generations of experimentation, a hobbe hound's blood is a cocktail of unstable chemicals that reacts unpredictably to certain pharmaceuticals. When a hobbe hound is injected with a medicinal (usually requiring a successful melee attack against its KAC by a foe), it immediately takes an amount of damage equal to 1d6 × the medicinal's tier, in addition to the medicinal's usual effects.
''Skin Secretions ([[Ex]])'' A hobbe hound's skin releases an oily residue that makes it difficult to keep hold of or trap. A hobbe hound gains a +4 circumstance bonus to [[Acrobatics]] checks to [[escape]].
''Worry ([[Ex]])'' As a reaction, when a hobbe hound successfully grabs a Medium or smaller creature with its bite attack, it can violently shake the grabbed creature. A creature shaken in this way gains the [[off-target]] condition for 1d3+1 rounds. The creature can reduce this time to 1 round by succeeding at a DC 11 Fortitude saving throw.
</div>
Though hobbe hounds vaguely resemble canines, they are actually a species of large, blunt-nosed rodents
descended from creatures known as "goblin dogs" on lost Golarion. Long ago, hobgoblins used alchemy and selective breeding to fashion their smaller cousins' pets into sturdier and more ferocious stock for their warbands. The modern hobbe hound stands 4 feet tall at the shoulder and is 200 pounds of solid muscle. Most hobbe hounds are bred and trained to have vicious temperaments and to be loyal to only their hobgoblin keepers.
While many hobgoblin societies—including the Gideron Authority—rely more on electronic means of surveillance and protection, hobbe hounds continue to be used in fighting rings and as recreational hunting animals. In addition, these fiercely loyal beasts have found roles in certain hobgoblin military units, guarding posts and tracking down deserters in places where technology is unreliable. Some hobgoblin researchers have tried to apply various cybernetic enhancements to hobbe hounds, but the creatures' physiology often rejects such implants. This has led to a counterculture movement among fringe hobgoblins who believe that hobgoblins should return to their pure roots and reject all forms of artificial enhancements.
As a standard action, you can expend an unused spell slot to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the [[staggered]] condition for a number of rounds equal to the level of the spell slot expended. You must know the [[disrupt creature]] paradigm shift to learn this paradigm shift.
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Tiny magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 10; ''KAC'' 11
* ''Fort'' +2; ''Ref'' +2; ''Will'' +2
* ''Defensive Abilities'' evasion; ''Immunities'' electricity
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +1 (1d4 P)
* ''Ranged'' electricity ray +3 (1d3 E)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +0; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +3 (+11 to climb), [[Sleight of Hand]] +7, [[Stealth]] +7, [[Survival]] +3
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any forests (Nakondis)
* ''Organization'' solitary, pair, or pack (3–20)
!!! SPECIAL ABILITIES
''Electricity Ray ([[Su]])'' A hobgar can discharge a ray of electricity at a single target as a standard action. This attack has a maximum range of 20 feet.
''Evasion ([[Ex]])'' This ability functions as the [[operative class feature|evasion]] of the same name.
</div>
Hobgars are small, simian pests native to the misty forests of the planet Nakondis. The arboreal creatures have large eyes, flat noses, and wide mouths. Most hobgars are covered with short tufts of blue and brown fur, which is thickest on the head, chest, and upper arms. They have long, dexterous fingers and toes, with opposable thumbs on both hands and feet. Hobgars are exceptionally skillful climbers, able to fold their bones—including their skulls—to fit into narrow spaces. Most hobgars are 2 feet long and weigh 8 pounds, although rumors of significantly larger hobgars persist despite a lack of solid substantiating evidence.
Hobgars are immune to the electrified mist that pervades Nakondis. Instead, they store ambient electrical charge in specialized skin cells, communicating with each other by modulating this energy to silently wave their fur. Hobgars can also release bits of their stored energy in short-range jolts, but a hobgar removed from Nakondis loses the ability to discharge its electricity ray after 24 hours.
Hobgars have no need to drink, as their wide, soft noses draw all the moisture they need from the misty air. They are omnivorous and can consume a startling variety of objects for nourishment. While hobgars generally subsist on insects and fruit, the creatures particularly relish the taste of conductive metals, which they gnaw with sawlike motions of their two rows of teeth.
Social by nature, hobgars congregate in small packs that interact frequently. Packs coexisting in an area freely share information about food sources and potential dangers, and an adult hobgar will choose its mate from a neighboring pack, never from its own. Hobgar females bear live young, but infants are too frail to survive in the outside world for the first several hours after birth. To shelter her young, a hobgar in labor finds a source of protected warmth, such as a stout log or the corpse of a larger creature, and births her litter into the object. She then waits as the infants consume the object from within, quickly gaining size and strength until they burst out in an explosion of electrical energy.
Hobgars are fearless and curious, so they are a persistent nuisance to explorers on Nakondis. They sneak into camps to take apart equipment, gnaw on cables and batteries, and steal small objects, and their social nature means one incursion will inevitably draw other hobgars to join the fun. Hobgars aren't normally aggressive, preferring to flee from danger, but they attack if mistreated or encountered while tending to their young. A few of the colonists on Nakondis have attempted to domesticate hobgars, but the simians are very headstrong and reluctant to take to the training.
Hobgoblins are a militant and merciless species that organizes quickly, reproduces rapidly, and adapts well to changing conditions. They are similar in appearance to goblins but are significantly taller and more muscled. While goblins are anarchic and gleefully destructive, though, hobgoblins are highly ordered and do nothing without a purpose.
Most hobgoblin societies are paramilitary states, with no distinction between the government and the chain of command. They can be as small as a single starship crew or as large as a conquered world. However, these governments grant nothing unearned to any hobgoblin, and only those who show an aptitude for more advanced knowledge are given access to it. The young are considered fully trained junior soldiers as young as 14 years old, while some receive secondary education to become technicians, spies, or engineers at 16 years old.
Hobgoblins are believed to have originated on lost Golarion. When the Gap ended, though, hobgoblins already dwelled in numerous solar systems, which suggests that they might have engaged in dangerous generation-ship or suspended-animation expeditions of expansion, or that they had access to powerful interstellar transportation magic.
While many societies were confused and shaken by the Gap, the disparate and widespread hobgoblin nations were almost entirely unaffected by it, and in some cases grew even stronger due to its amnesic effects. When the Gap ended, all hobgoblins still knew their own names and those of their superiors, their military rank and position, that they had earned those ranks through merit, and that their superiors had similarly earned their positions. This formed a strong common attitude that allowed many hobgoblin groups to work together, taking advantage of the confusion and consternation of their neighbors to wage quick, brutal wars of expansion against regions still coming to grips with the Gap.
Additionally, most hobgoblin societies and groups immediately analyzed such things as their religions and social codes, and discarded anything that did not immediately make sense. For example, many hobgoblin societies found they had strict rules forbidding the pursuit of spellcasting knowledge and the use of magic, but this prohibition seemed needlessly limiting after the Gap. Similarly, many hobgoblin groups saw no advantage in worshiping their old gods. For example, many hobgoblin mercenary companies who work for the Veskarium have adopted the worship of Damoritosh.
However, other ancient prohibitions remain to this day, though their origins are lost to the Gap. Whenever hobgoblins and elves first encountered one another in the years after the Gap, violence invariably ensued. Individual hobgoblins sometimes have no special hatred of elves, but for most of the race, elves are reviled and mistrusted creatures not even fit for use as slave labor.
A typical hobgoblin is 5 feet tall and weighs 160 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Hobgoblins are Medium humanoids with the goblinoid subtype.
* ''Battle Hardened:'' Hobgoblins are trained for combat from an early age, and they quickly learn that a foe can do much more than just hurt you. Hobgoblins gain a +1 racial bonus to AC against combat maneuvers.
* ''Darkvision:'' Hobgoblins have [[darkvision]] with a range of 60 feet.
* ''Fearsome:'' Hobgoblins gain a +2 racial bonus to [[Intimidate]] checks.
* ''Sneaky:'' Hobgoblins gain a +2 racial bonus to [[Stealth]] checks.
!!! Alternate Ability Adjustments
* ''Hardworlder:'' Many hobgoblins have settled on higher-gravity worlds, sometimes in an intentional effort to strengthen their offspring through hardship. A hardworlder hobgoblin's ability score adjustment is +2 Strength.
* ''Warhob:'' Rather than claim a home world or settle in any one permanent location, some hobgoblins form permanent roving military bands, filling various battle roles from birth to old age and moving from one war to the next. In this harsh life, only the tough survive. Some hire out as mercenaries, while others are essentially pirate raiders, creating nothing of their own. A warhob hobgoblin's ability score adjustment is +2 Constitution.
!!! Alternate Racial Traits
* ''Armor Training:'' Hobgoblins have a close relationship with their [[kanabo]] kin and learn from them whenever they can. When wearing armor, hobgoblins gain a +1 racial bonus to AC. This replaces battle hardened.
* ''Science of War:'' Hobgoblin engineers are valued for their skill in building the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus to [[Engineering]] checks. This replaces sneaky.
* ''Third Eye:'' With the ban on magic lifted, some Hobgoblin clans have attempted magical experimentation to augment themselves to the extreme. Hobgoblins with this racial trait gain a small, third eye on their forehead, gain [[low-light vision]], and can use //[[supercharge weapon]]// once per day as a spell-like ability. This replaces darkvision.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* NE Small fey
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 11
* ''EAC'' 9; ''KAC'' 10
* ''Fort'' +2; ''Ref'' +2; ''Will'' +3
* ''Defensive Abilities'' out of phase; ''DR'' 5/[[cold iron]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +1 (1d4–1 P) or claw +1 (1d4–1 S)
* ''Spell-Like Abilities'' (CL 1st)
** 3/day—//[[holographic image]]// (1st level, DC 14)
** At will—//[[ghost sound]]// (DC 13), //[[psychokinetic hand]]// (DC 13)
!!! STATISTICS
* ''Str'' –1; ''Dex'' +3; ''Con'' +0; ''Int'' +1; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +4, [[Intimidate]] +9, [[Stealth]] +9
* ''Languages'' Aklo, Common
* ''Other Abilities'' collateral damage, minor levitation
!!! ECOLOGY
''Environment'' any
''Organization'' solitary, gang (2–5), or infestation (6–30 plus one malefactor)
!!! SPECIAL ABILITIES
''Collateral Damage ([[Su]])'' Whenever an attack fails to damage a hobkins, whether due to a low attack roll, a miss chance, or a failure to penetrate [[DR]], the hobkins can redirect the attack to any target in range of the original attack (if any), including objects. The attack can't be redirected against the original attacker, though it can be redirected against the original attacker's gear (but not the weapon used to make the original attack). The attacker rolls a new attack and damage roll against the new target, and the attack is considered to have the [[penetrating]] weapon special quality.
''Minor Levitation ([[Su]])'' A hobkins floats about 1 inch about the ground, allowing it to ignore difficult terrain. As a move action, a hobkins can levitate up to 20 feet straight up, but at the end of the movement, unless it has found something to cling to, it returns to 1 inch above the nearest flat surface below it.
''Out of Phase ([[Su]])'' Hobkins exist slightly out of phase with the Material Plane, causing all ranged attacks against them to suffer a 50% miss chance. This ability functions as //[[displacement]]//.
</div>
<<section 'Hobkins Gremlin Malefactor'>>
Gremlins delight in mayhem and destruction, and hobkins find particularly malicious glee in manipulating others into destroying their own equipment. With their mottled gray skin and round, glowing eyes, hobkins blend into the shadows and observe the best ways to encourage frustration and ruin. These patient creatures will often lie in wait for the perfect moment to pop up and startle an unwitting victim into dropping something delicate or valuable before they fade back into their hiding place. Once the target of their mischief is riled up after several such unexpected interruptions, a hobkins might appear again, just out of reach, to draw the frustrated victim's ire—which can often result in the person shooting a cherished item in the same room.
A cunning hobkins might cause a stir without even showing itself. These slight creatures use their spell-like abilities to create a string of irritating but minor diversions, knowing that many beings will struggle to maintain a calm, rational state of mind as tension builds. A hobkins might use //[[ghost sound]]// to create feedback or disturbing noises that make a [[comm unit]] appear to be malfunctioning, or employ //[[holographic image]]// to display a "low battery" warning on an ammunition cartridge that is actually full, aware of the universal tendency to resort to "percussive maintenance" when technology is unreliable. Computer interfaces are favorite targets of these crafty gremlins as well, as they fool users into believing their keystrokes aren't recording properly or their touchscreens are frozen. Particularly insidious and creative hobkins have been known to use //holographic image// to display a convincing virus alert, snickering with glee from the shadows as a hapless technician is fooled into wiping their own computer.
Sporting large, bat-like ears, needle-like teeth, and spindly, elongated limbs, a hobkins stands about 3 feet tall and weighs 15 pounds. Sightings have been reported in various environments around the Pact Worlds and beyond, and while it's not uncommon to encounter a lone hobkins, where there's one there are often more. A gang of hobkins gremlins is problematic enough, but more than a handful poses a much more pressing concern: the potential presence of a hobkins malefactor.
Unlike the mottled gray hobkins, malefactors have swirling skin patterns reminiscent of galaxies in dark purple and blue hues, and their faceted, gem-like eyes glow with a disconcerting silver or red light. These slightly larger gremlins have strong psychic abilities and a keen interest in the workings and potential failings of technology. They are capable of coordinating full hobkins infestations to terrifying effect. A malefactor will often use stealth to go unnoticed and orchestrate events telepathically from a secure vantage point, but malefactors are ferocious if cornered. Not content with the simple destruction of small personalized items, malefactors utilize their stronger understanding of computers and engineering to direct full-scale assaults within warehouses, on starships, and even on planet-wide technological systems.
In one legendary encounter in the Diaspora, a hobkins infestation resulted in the destruction of the heavy freighter Hummingbird. Directed by a malefactor stowaway, hobkins gremlins moved systematically through the ship, leading its crew to believe their vessel was suffering from multiple malfunctions. Navigation appeared nonresponsive, life support seemed to be failing, shields were out of balance, and crew members saw error messages appear where there were no errors, leading them to race off to fix each apparent calamity. After manipulating the unlucky crew into sabotaging their own systems, the gremlins ensured the Hummingbird was locked into a collision course with one of many large asteroids in the Diaspora before finally allowing the crew to see something real: thirty hobkins gremlins with evil grins waving from within the escape pods. Panicked, the crew ejected the pods from the ship, hoping to rid themselves of the creatures—unwittingly ensuring the hobkins' survival as their final action before impact. Wary spacefarers view this incident as a cautionary tale, and search for signs of the presence of hobkins gremlins when faced with unexplained technological glitches on their ships.
Scholars have yet to establish whether malefactors are hobkins that have undergone a psychic apotheosis or are a completely different species of gremlin with traits in common with hobkins. Attempts to capture and study any type of gremlin usually end in disaster. Recently, several think tanks have taken more diplomatic approaches, luring in hobkins by setting up delicate sensors and computers in areas known to be infested with the gremlins and simply waiting. When things begin to go haywire, the scientists try to speak with the hobkins to learn more about them. This tactic has also yielded little success so far, and in one terrifying case, garnered the attention of a particularly cruel malefactor, who proceeded to cause a meltdown in the facility's core nuclear reactor.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Small fey
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +5; ''Will'' +7
* ''Defensive Abilities'' out of phase; ''DR'' 5/[[cold iron]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +7 (1d4+3 P) or claw +7 (1d4+3 S)
* ''Spell-Like Abilities'' (CL 4th, ranged +7)
** 1/day—//[[hologram memory]]// (2nd level, DC 17), //[[hurl forcedisk]]// (DC 17)
** 3/day—//[[fear]]// (1st level, DC 16), //[[mind thrust]]// (1st level, DC 16), //[[reflecting armor]]// (DC 16)
** At will—//[[ghost sound]]// (DC 15), //[[psychokinetic hand]]// (DC 15)
!!! STATISTICS
* ''Str'' –1; ''Dex'' +5; ''Con'' +0; ''Int'' +1; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Computers]] +10, [[Engineering]] +10, [[Intimidate]] +15, [[Stealth]] +15
* ''Languages'' Aklo, Common; [[limited telepathy]] 60 ft.
* ''Other Abilities'' collateral damage, minor levitation, perfect coordination
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or infestation (1 plus 6–30 hobkins gremlins)
!!! SPECIAL ABILITIES
''Collateral Damage ([[Su]])'' As [[hobkins gremlin]].
''Minor Levitation ([[Su]])'' As [[hobkins gremlin]].
''Out of Phase ([[Su]])'' As [[hobkins gremlin]].
''Perfect Coordination ([[Su]])'' A hobkins malefactor can use its psychic ability to orchestrate precise mayhem and destruction with other hobkins. As a full action, the malefactor can telepathically instruct up to 15 hobkins that are within 60 feet; each of the chosen gremlins gains a +2 circumstance bonus to its next skill check or attack roll, or the DC of the next spell it casts increases by 2.
<div class="statblock">
* ''Level'' 3; ''Price'' 4,100
* Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
* ''Speed'' 30 ft., full 550 ft., 60 mph
* ''EAC'' 13; ''KAC'' 14; ''Cover'' none
* ''HP'' 24 (12); ''Hardness'' 4
* ''Attack (Collision)'' 5d4 B (DC 12)
* ''Attack'' pulse [[staccato rifle]] (1d10 So; critical [[deafen]])
* ''Modifiers'' +3 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' planetary [[comm unit]]
* ''Passengers'' 1
</div>
The hogback is a rough-riding, battle-ready motorcycle that has been heavily modified to sprint across loose dirt, rocks, and sand. Though exact make and model vary, all hogbacks are agile and lightweight sprinters boasting deafening bass engines, enhanced suspensions, and robust gripping tires.
The creature can hold its breath for 10 minutes before it risks drowning.
//Format:// ''Other Abilities'' hold breath.
[[Brenneris]]' home world, Varturan, is covered in vast waterways, so they are acclimated to aquatic environments. Pressure stabilizers within your lungs (or similar respiratory organs) allow you to hold your breath for 10 minutes and taking actions doesn't reduce this duration.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|hold breath graft | 1 | 200 | lungs |
</div>
You can hold one system together by constantly patching and modifying it. If you succeed at an [[Engineering]] check (DC = 15 + 1-1/2 times your starship's tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn't modified by penalties from critical damage to the power core.
''Critical:'' Thanks to your inspired repairs, the system you worked on is treated as if its critical damage condition were two steps less severe (wrecked becomes glitching, whereas malfunctioning or glitching become undamaged) for 1d4 rounds.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Targets'' one living creature
</div>
This spell functions as //[[hold person]]//, except it can target any living creature.
You gain [[Climbing Master]] as a bonus feat. You gain a bonus to [[Athletics]] checks to climb equal to any attack roll bonuses you have that apply specifically to resolving [[grapple|Grapple (combat maneuver)]] combat maneuvers. You must have [[Improved Combat Maneuver]] (grapple) to select this vanguard discipline.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one humanoid creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' yes
</div>
The target becomes [[paralyzed]] and freezes in place. It is aware and breathes normally but can't take any physical actions, even speech. A held creature can't cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can't flap its wings and falls. A swimmer can't swim and may drown.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one portal up to 20 sq. ft./level
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell magically holds shut a door, gate, shutter, or window of any standard material (metal, plastic, stone, wood, and so on), or it reinforces an electronic lock. The magic affects the portal just as if it were securely closed and normally locked. A //[[knock]]// spell or a successful //[[dispel magic]]// spell can negate a //hold portal// spell.
Add 5 to the normal DC for forcing open a portal or hacking an electronic lock affected by this spell.
Though this ivory-white frock is tailored for kishalee physiology, most humanoids can wear it with little to no discomfort. A holdall raiment features a dozen pockets, each of which can access a series of linked extradimensional pockets. Each pocket can hold a single item that weighs up to 1 bulk, though any item stored within the raiment can be retrieved from any pocket as a move action, but only by the wearer of the raiment. The stored items cannot be detected by anyone searching or frisking you.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|holdall raiment | 4 | 2,000 | L |
</div>
Melee weapons are categorized by how many hands are required to properly wield them. For ranged weapons, all small arms require one hand, longarms and heavy weapons require two hands, and special weapons are categorized by the number of hands required to wield them.
You can attack with a weapon (or threaten an area with it, for all melee weapons except unarmed strikes) only if you are wielding it with the correct number of hands. When the rules refer to wielding a weapon, it means you are holding a weapon with the correct number of hands and can thus make attacks with it. For example, if you are holding a small arm in your hand, you are considered to be wielding the weapon. If you are carrying a longarm in one hand or wearing a holstered weapon, you are not wielding it. You can carry a two-handed weapon in one hand, but you can't make an attack with it while doing so.
Changing how you hold a weapon is a swift action. You are only considered to have as many hands as your race has actual functional hands or similar appendages (two for most races, but four in the case of kasathas and some other characters). Even if you could hold two weapons in the same hand, you can't use the hand to wield both weapons. For example, a human with a power battleglove on one hand can still make ranged attacks with a longarm, but he can't make melee attacks (and thus does not threaten any spaces) while doing so. As a swift action, the human can switch to hold his longarm with only one hand, allowing him to make attacks with the battleglove, but while doing so he can't make longarm attacks.
Weapon Sizes
Weapons are built to be easily held and used by both Small and Medium creatures. Weapons can be built for use by smaller creatures but generally cost twice as much (since they require special miniaturization technology). Weapons can also be built for use by larger creatures with no increase in price. A Small or Medium creature trying to use a weapon built for a creature that is Tiny or Large suffers a –4 penalty to attack rolls. Weapons designed for creatures Diminutive or smaller, or Huge or larger, generally cannot be effectively used by Small or Medium creatures.
//Holding gloves// have copper mesh on the fingertips and forming a concavity on the palm. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.
Once per day as a standard action while wearing the gloves, you can use their embedded spell as a spell-like ability. If you hit with a melee attack (including an unarmed strike), you can use the spell from the gloves as a reaction, targeting the same creature the attack hit, without provoking an attack of opportunity. After the first time you cast the spell, you can spend 1 Resolve Point to cast it again, up to two more times on a given day. Once you use a given pair of //holding gloves//, you can't use a different pair for 24 hours.
The spell imbued in holding gloves depends on their model, as follows.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Spell | Save DC | Caster Level |h
|//holding gloves//, mk 1 | 6 | 4,250 | L | //[[hold person]]// | 12 + your key ability score modifier | 5 |
|//holding gloves//, mk 2 | 12 | 35,000 | L | //[[hold monster]]// | 14 + your key ability score modifier | 10 |
</div>
''System:'' ears
Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a swift action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic [[resistance]], a –2 penalty to sound-based [[Perception]] checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such as //[[suggestion]]//) that vary based on the model.
* ''Mk 1'' hollowed drums grant a +1 enhancement save bonus and sonic resistance 2.
* ''Mk 2'' hollowed drums grant a +1 enhancement save bonus and sonic resistance 5.
* ''Mk 3'' hollowed drums grant a +2 enhancement save bonus and sonic resistance 8.
* ''Mk 4'' hollowed drums grant a +3 enhancement save bonus and sonic resistance 15.
* ''Mk 5'' hollowed drums grant a +3 enhancement save bonus, sonic resistance 20, and grant no penalty to Perception checks while active.
Commonly used as novelties, //holo grenades// can create all sorts of illusions in a harmless but surprising and often amusing way. A holo version of the //[[wonder grenade]]// (creating only an appearance of the listed effects) is popular among fey and children. However, //holo grenades// have less innocent uses as well—criminals and infiltrators use //holo grenades// as distractions.
A //holo grenade// creates a preprogrammed illusion no larger than the blast radius. The illusion functions as if you had cast //[[holographic image]]// with a level, caster level, and duration according to the grenade's type.
* ''Mk 1:'' 1st-level //[[holographic image]]//; caster level 3rd; duration 2 rounds
* ''Mk 2:'' 2nd-level //[[holographic image]]//; caster level 6th; duration 5 rounds
* ''Mk 3:'' 3rd-level //[[holographic image]]//; caster level 9th; duration 10 rounds
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//holo grenade//, mk 1 | 1 | 50 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
|//holo grenade//, mk 2 | 4 | 300 | 20 ft. | drawn | L |[[explode]] (15 ft.; see text) |
|//holo grenade//, mk 3 | 7 | 900 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
</div>
Magically or technologically augmented, holo-tats can appear three-dimensional or move with a will of their own. The effect might be subtle (flames that flicker or eyes that track motion) or complex (a dancer performing a programmed routine or a portrait mouthing a phrase).
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|holo-tat | 1 | 100 | — |
</div>
This magitech device scans your body so accurately that it can project a holographic double. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. As a move action, you can create a double (as //[[mirror image]]//) that lasts until you spend another move action to deactivate the device or it runs out of charges. No more than one double can be active at the same time. A holodouble module's charges replenish each day.
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//holodouble module// | 10 | 18,000 | 1 | light, heavy | L | 10 | 1/round |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large magical beast (aquatic)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], tentacular eye; ''Perception'' +15
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +8; ''Will'' +3
* ''Defensive Abilities'' hardened carapace; ''Resistances'' cold 10
* ''Weaknesses'' photosensitive eye
!!! OFFENSE
* ''Speed'' 10 ft., climb 10 ft., swim 20 ft.
* ''Melee'' bite +13 (1d6+9 P plus [[swallow whole]]) or pseudopod +11 (1d4+9 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' cavernous maw, holographic lure, [[swallow whole]] (1d6+9 B, EAC 16, KAC 14, 12 HP)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' —1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +15, [[Stealth]] +10, [[Survival]] +10
* ''Languages'' Common (can't speak any language)
* ''Other Abilities'' [[amphibious]], [[water breathing]]
!!! ECOLOGY
* ''Environment'' aquatic (Gaskar III)
* ''Organization'' solitary, bed (2–8), or carpet (9–20)
!!! SPECIAL ABILITIES
''Cavernous Maw ([[Ex]])'' A holofang can open or close its maw as a move action and can make bite attacks
or use its holographic lure ability only if its maw is open. If the holofang [[grapples|Grapple (combat maneuver)]] or [[pins]] a creature with its [[swallow whole]] ability, its maw closes and remains closed for as long as the creature is swallowed. If a swallowed creature climbs out of the holofang, the maw reopens.
''Hardened Carapace ([[Su]])'' A holofang gains [[DR]] 10/— when its maw is closed. This DR also applies against attacks made by creatures the holofang has swallowed who attempt to cut their way out.
''Holographic Lure ([[Su]])'' As a move action, a holofang submerged underwater that has its maw open can project a visual hologram and minor sounds, as a 2nd-level casting of //[[holographic image]]// (DC 13) with a range of 100
feet and limited to no more than 10 feet beyond the water's surface.
''Photosensitive Eye ([[Su]])'' When a creature scores a hit with a laser weapon on the holofang while the holofang's maw is open, the attack is a critical hit, and the holofang is both [[blinded]] and unable to use its holographic lure ability until the end of its next turn.
''Tentacular Eye ([[Ex]])'' When a holofang's maw is shut, its single eye is trapped inside its mouth, granting the creature the [[blinded]] condition.
</div>
A holofang is a large, amphibious, mollusk-like creature covered in a hinged carapace as dense as tempered steel with massive, interlocking teeth lining the inside. When it opens its maw, the holofang reveals a retractable pseudopod used for locomotion topped by an orb of membranous tissue that pulses with light. Known as a holofang's eye—for granting the creature sight—this appendage contains thousands of nanoscale photopolymers that absorb and refract sunlight to project holographic images. Hundreds of microphonic cilia rim the eye, allowing the holofang to replicate simple sounds. To lure prey toward its vice-like jaws, a holofang projects illusions of drowning creatures or partially buried treasure near the water's surface while it lurks silently underneath. Native to Gaskar III but occasionally found on other worlds, holofangs feed on amphibians, reptiles, and leaping eels found in the rocky lowlands and river valleys of their home planet but prefer the prolonged sustenance provided by the carcasses of humanoid creatures.
An adult holofang measures about 10 feet in diameter and weighs almost half a ton.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 full action
* ''Range'' touch
* ''Targets'' one living or deceased sentient creature; see text
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' no
</div>
You reach into the target's mind, extract a specific memory, and project that memory into a small hologram that plays in front of you and is visible to all creatures who can see it. The hologram memory can be no longer than 1 minute; if the extracted memory is longer than this, the hologram simply ends. The hologram includes audio as well as visual components, but it does not contain haptic, olfactory, or other components. The hologram typically plays a memory that takes place in a single scene, though it can cut to multiple scenes, if they are accurate to the memory and its length allows. The hologram plays the memory exactly as the target experienced it and from the target's perspective, so it often lacks context. The target creature must remain quiet and still while the hologram plays or the spell and hologram end.
This spell can target any living, unconscious, or deceased sentient creature with an Intelligence score of 3 or higher (or a modifier of –4 or higher). If the target is deceased, it cannot have been dead for longer than 1 week, or this spell fails; once a corpse has been subjected to hologram memory by any caster, any subsequent attempts to cast hologram memory on that corpse fail.
If the target is unwilling to share this memory (or if it would be unable to share the memory, in the case of an unconscious or deceased target), it can attempt a Will saving throw with a +4 bonus to negate this spell and its effects.
The holographic artist uses their spell cache to paint the world around them with dazzling holograms and creatures that others can't help but believe.
* ''First Slot (6th Level):'' //[[disguise self]]//, //[[holographic image]]// (1st level), //[[summon creature]]// (1st level), or //[[unseen servant]]//.
* ''Second Slot (12th Level):'' //[[holographic image]]// (2nd level or lower), //[[invisibility]]//*, //[[mirror image]]//*, or //[[summon creature]]// (2nd level or lower).
* ''Third Slot (18th Level):'' //[[displacement]]//, //[[holographic image]]//* (3rd level or lower), //[[nondetection]]//, //[[summon creature]]// (3rd level or lower)
As a standard action, you can expend an unused spell slot to hide your presence with holographic camouflage, becoming [[concealed]]. If you don't move or act for 1 round, at the beginning of your next turn, this camouflage renders you [[invisible]] until the next time you move or act. Holographic camouflage lasts for a number of minutes equal to the level of the spell slot you expended.
You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as //[[mirror image]]//. You can use this exploit an additional time per day at 6th level, and again at 10th level.
As a standard action, you can spend 1 Resolve Point to create a single holographic duplicate or psychic projection of yourself that moves away from you for 1 round per operative level. The double climbs walls, jumps across pits, or simply passes through obstacles, moving at twice your speed in one direction indicated by you when the ability is activated. Its course cannot be changed. Those who interact with the double can attempt a Will save to recognize that it is not real. You must have the [[holographic clone]] exploit to learn this exploit.
A tiny rune is carved into your occipital lobe that is magically connected to microscopic holographic projectors implanted in your eyes. As a standard action, you can create an illusion that functions as //[[holographic image]]// with a spell level equal to the model number of your holographic eyes at any location you can see within range. You must concentrate on the illusion as a move action to maintain it, and you must keep your eyes on the illusion to concentrate, treating all other creatures as if they had concealment. Casting a spell (including creating a new illusion with your //holographic eyes//) immediately ends your concentration. The effect's caster level is equal to your level, and the Will save DC to disbelieve it is equal to 10 + half your level + your Intelligence modifier.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//holographic eyes//, mk 1 | 10 | 18,300 | brain and eyes |
|//holographic eyes//, mk 2 | 13 | 49,700 | brain and eyes |
|//holographic eyes//, mk 3 | 17 | 266,000 | brain and eyes |
|//holographic eyes//, mk 4 | 20 | 820,000 | brain and eyes |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Area'' see text
* ''Duration'' see text
* ''Saving Throw'' Will disbelief
* ''Spell Resistance'' no
</div>
You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.
''1st:'' When you cast //holographic image// as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.
''2nd:'' When you cast //holographic image// as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.
''3rd:'' When you cast //holographic image// as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.
''4th:'' When you cast //holographic image// as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.
''5th:'' When you cast //holographic image// as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level. You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating. Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.
''6th:'' When you cast //holographic image// as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered [[blinded]] and [[deafened]]. If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram. An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use //[[dimension door]]//, //[[plane shift]]//, //[[teleport]]//, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one computer you’re observing
* ''Duration'' 1 hour (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You conjure a holographic interface you can use to communicate with the target computer. The interface allows you to operate an unfamiliar computer or one that lacks an interface as though you did have an interface, but it doesn’t change your level of access.
A starship equipped with a //holographic mantle// can appear as another vessel of the same size or one size category larger. This appearance is entirely illusory, but unlike a //[[reconfiguration system]]//, the ship does not physically change its shape. The sophisticated hull-mounted projectors of a holographic mantle fool a purely visual inspection, unless the viewer succeeds at a [[Perception]] check (DC = 25 + 1-1/2 × the tier of the disguised starship). The system also transmits false transponder information that raises the DC of [[scan]] actions against the disguised ship by 5. If an opponent fails their [[Computers]] check to perform a scan by 5 or less, the science officer aboard the disguised ship can give false basic information to the scanning ship. A //holographic mantle// requires 10 minutes to properly calibrate and activate, and it shuts down and can't be used if the ship's sensors gain a critical damage condition.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|//holographic mantle// | 10 | 12 |
</div>
Your [[custom rig]] can project holographic images as a standard action as often as you like, as per 2nd-level holographic image except it can create speech and has a range of only 120 feet.
This lightweight, shoulder-mounted hologram projector displays the image of a banner or crest in the air above and slightly behind you. Some use these to broadcast their beliefs, while others employ them as personal advertisements. Most holographic sashimonos display images up to 2 feet wide and 3 feet tall, and these images can be programmed to be static (such as a military insignia) or short looping animations (such as roaring flames). A holographic sashimono grants you a +2 insight bonus to [[Profession]] checks to earn a living.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|holographic sashimono | 1 | 300 | L | 20 | 1/hour |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' one 20-ft. cube/level (S)
* ''Duration'' 2 hours/level (D)
* ''Saving Throw'' Will disbelief
* ''Spell Resistance'' no
</div>
You make terrain look, sound, and smell like some other sort of terrain. Equipment, structures, and vehicles within the area can be hidden or changed in appearance. The illusion includes audible, olfactory, tactile, and visual elements and is effective against cameras, living creatures, robots, and scrying spells. This spell can't disguise or add creatures nor can it make them invisible (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).
A series of advanced holographic projectors enable a vehicle with a holohull to rapidly change its paint job and minor detailing, though it cannot obscure the vehicle's shape or major features. A pilot or passenger can spend 1 minute to program or reprogram the holohull with up to four different designs, each of which can feature a wide range of colors, designs, and iconography. As a swift action, the vehicle's pilot can activate the holohull to change the vehicle's appearance to any of the four designs.
<div class= "table-wrapper">
|Modification | Level | Price |h
|holohull | 4 | 2,050 |
</div>
This loose mesh of wire and miniature holographic projectors is used to disguise the presence of creatures or objects. Holoshroud comes in 10-foot-by-10-foot square sheets. When you hide under an activated holoshroud, you gain a +2 insight bonus to [[Stealth]] checks as long as you remain immobile and prone. Covering yourself with holoshroud is a full action requiring a successful DC 10 [[Survival]] check (failure means you do not cover yourself correctly with the holoshroud and do not gain its bonus to Stealth checks). You have the [[entangled]] condition when using a holoshroud, except you do not take a penalty to initiative or Stealth checks from this condition. Taking off a holoshroud is a move action, or you can take off the holoshroud as part of the move action to stand up from a [[prone]] position. A creature with the [[blindsense]] ability ignores the effect of a holoshroud. You cannot hide under a holoshroud that is not activated; if the holoshroud runs out of charges while you are underneath it, you are visible as normal.
You can spend 1 minute covering a Medium or smaller object with a holoshroud, making it appear to be a natural part of the surrounding terrain. For example, you can conceal a hoverbike as a rock or patch of brush. Covering a Large object requires two holoshrouds. Covering a Huge or Gargantuan object requires five holoshrouds and takes 10 minutes of work. Camouflaging a Colossal object depends on its shape but generally requires at least 10 holoshrouds and takes 1 hour of work. The DC of [[Perception]] checks to notice or search for an object covered by a holoshroud is increased by 10. Any creature within 10 feet of a Large or larger object hidden by holoshrouds automatically recognizes it as a camouflaged object.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|holoshroud | 3 | 1,300 | 2 | 20 | 1/hour |
</div>
This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the [[Disguise]] skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against [[Perception]] checks that involve physical examination.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|holoskin | 2 | 500 | L | 20 | 1/10 minute |
</div>
A weapon with the //holy// fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses [[DR]]/good and ignores the [[energy resistance]] of evil dragons, evil outsiders, and evil undead. The //holy// fusion cannot be added to weapons that have the //[[unholy]]// fusion.
A holy water weapon is infused with the blessings of one or more good-aligned deities (most commonly Hylax, Iomedae, or Sarenrae within the Pact Worlds, though devoted followers of any good-aligned deity could create such weapons). It damages only undead (regardless of alignment) and outsiders with the evil subtype, and even those creatures suffer no effect (and show no sign of their nature if it is not already obvious) with a successful saving throw. Crafting a holy water grenade requires the blessing of formally trained priests of a good deity, though a character of any alignment can do the actual crafting.
Produced by priests of good-aligned deities, holy water grenades explode with a spray of consecrated water that harms undead creatures and evil outsiders while leaving other creatures and objects merely damp. This typically isn't enough water to damage computers or other electronic or technological items.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|holy water grenade I | 2 | 375 | 20 ft. | drawn | L |[[explode]] (2d6 B, [[holy water]], 20 ft.) |
|holy water grenade II | 5 | 940 | 20 ft. | drawn | L |[[explode]] (4d6 B, [[holy water]], 20 ft.) |
|holy water grenade III | 11 | 7,680 | 20 ft. | drawn | L |[[explode]] (4d12 B, [[holy water]], 20 ft.) |
|holy water grenade IV | 19 | 175,000 | 20 ft. | drawn | L |[[explode]] (8d12 B, [[holy water]], 20 ft.) |
</div>
This unique, six-bladed, doshko-like weapon is said to have been bestowed upon Eshovok the Farsighted by Damoritosh to aid the emperor in his conquest of the vesk home world. Eshovok sought to conquer what is now called Vesk Prime, and rather than subjugate enemies who might one day rebel, he demanded the complete eradication of all nonVesk societies on the planet. Eshovok personally led his armies, and the sight of their emperor cleaving through entire formations with //Honorbringer// filled his vesk soldiers with fervor, inspiring unstoppable
battle frenzies in many. After achieving victory, he often personally executed the enemy commanders who had most distinguished themselves in combat, considering this death a sign of heartfelt respect for noble opponents. Since the Veskarium’s foundation, //Honorbringer// has passed from emperor to emperor, regularly serving as a traditional weapon, cruel scepter, or metaphorical flag symbolically planted in the ground before an emperor would declare a newly conquered world annexed. It’s currently kept in the Imperial Palace on Vesk Prime.
Due to this adamantine doshko’s unusual design, it functions as a special weapon for proficiency purposes. In addition, //Honorbringer// can perform lethal swings, allowing its user to use a soldier’s [[kill shot]] class feature with the weapon once per hour as if they were a 20th-level soldier. A soldier with the kill shot class feature who wields this weapon can instead use the kill shot ability with //Honorbringer// once per minute without spending a Resolve Point. Finally, the weapon grants its wielder the inspired frenzy ability, below. It’s rumored that if a Veskarium emperor uses //Honorbringer// to disgrace Damoritosh, the weapon would shatter into many pieces, reforming only once a new emperor has taken the throne. Permanently destroying the weapon might require giving one shard to a resurrected member of each species the Veskarium has conquered, or perhaps the weapon would disintegrate once the Veskarium is destroyed forever.
!! Inspired Frenzy
As a swift action after you have used //Honorbringer// to kill at least three enemies in the last minute, you can inspire a battle frenzy in any number of your willing allies within 60 feet, including yourself. While in a battle frenzy, a creature gains 20 temporary Hit Points, a +4 bonus to melee damage rolls, a +2 bonus to saving throws, and a –2 penalty to AC. It also can’t use any abilities that require patience or concentration, such as spellcasting, or any Charisma-, Dexterity-, or Intelligence-based skills except [[Acrobatics]], [[Intimidate]], and [[Piloting]]. The only reactions a creature in a battle frenzy can take are attacks of opportunity. While you wield //Honorbringer// and are affected by the battle frenzy, you also gain the [[frightful presence]] universal creature ability.
The frenzy lasts for a number of rounds equal to 3 × your key ability score modifier, though an affected creature can end its own battle frenzy as a move action. After you use this battle frenzy, you can’t do so again until after you rest 10 minutes to regain Stamina Points.
<div class= "table-wrapper">
|Weapon | Level | Damage | Critical | Bulk |Special |h
|//Honorbringer// | 20 | 13d12 P | [[bleed]] 8d6 | 2 |[[analog]] |
This statuette resembles a stylized animal (often one with wings or other means of flight). When mounted prominently to the exterior of a Large or larger vehicle with a land speed, the vehicle gains a hover speed equal to its land speed. Mounting or removing the ornament takes 1 minute.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//hood ornament of hovering// | 5 | 3,200 | – |
</div>
Slightly longer than a survival knife, a hook knife features a wicked barb along the blade's back edge and deals vicious wounds to enemies when wielded effectively. The drow invented the hook knife, but the weapon is a favorite among cruel mercenaries and other unsavory types.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|hook knife | 7 | 6,300 | 1d8 S | [[bleed]] 1d6 | L |[[analog]] |
</div>
A larger cousin of the [[hook knife]], the hook sword is a longsword with a pronounced hook at one edge of the blade's tip. This barb not only deals gouging wounds, but it can also be used to trip an unwary foe. The drow invented the hook sword based on their design for the hook knife, but the weapon can be found all over the galaxy in the hands of brutal fighters.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|hook sword | 3 | 1,420 | 1d8 S | [[bleed]] 1d4 | L |[[analog]], [[trip]] |
</div>
This simple yet elegant silver-colored hoop can be worn as a headband by most humanoid creatures or slipped over any large-enough appendage. The interior of the band is etched with magical runes that telepathically warn you before you commit a social misstep, which includes any action that would increase the DCs of [[Diplomacy]] checks to [[alter the attitudes|Change Attitude]] of those around you or worsen the attitude of a person that you consider important. You acquire this information prior to acting or speaking.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//hoop of perspicacity// | 2 | 750 | L |
</div>
Horacalcum, the rarest starmetal, has a dull copper color and warps space-time around itself on a quantum level. For this reason, horacalcum is a component for stasis chambers and other items that halt, reverse, or rewind the aging process. Some technomancers theorize that horacalcum might hold the key to using magic to unlock and command the flow of time.
Weapons or ammunition fashioned from horacalcum temporarily distort time's flow for enemies struck, causing the [[stagger]] critical hit effect. A melee weapon made of horacalcum that already has the stagger critical hit effect increases its save DC by 2, as does a weapon firing ammunition made of the metal. If the weapon already has a critical hit effect, choose each time whether to apply the weapon's normal critical hit effect or the stagger effect.
Horacalcum can also be spun into metallic fiber and interwoven with armor. Armor modified with horacalcum grants you a +1 enhancement bonus to initiative checks and a +2 enhancement bonus to saving throws against effects that would inflict the [[staggered]] condition.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +70 credits |
|Armor or weapon | +3,500 credits |
|Raw material (1 bulk) | 875 credits |
</div>
The rarest of star metals, horacalcum is a dull, orange-brown metal with the potent ability to warp space-time around itself.
''Defensive Countermeasures:'' A horacalcum lattice incorporated into a starship's defensive countermeasures creates a field of space-time fluctuation that slows larger incoming projectiles. The speed of any tracking weapon fired at the starship is reduced by 25% (round down the final speed).
''Thrusters:'' By bending space around a vessel in subtle ways, horacalcum thrusters propel a starship at incredible speeds and enable improbable maneuvers. Horacalcum increases the maximum speed of any thrusters by 1 and reduces a starship's [[Piloting]] check penalty based on its maximum speed by 1 (minimum +0). Active horacalcum thrusters glow with a telltale orange hue.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|defensive countermeasures | +2 BP |
|thrusters | +4 BP |
</div>
Time itself fluctuates in the vicinity of copper-colored horacalcum dragons, who face challenges with stoic demeanors.
* ''CR:'' 3+
* ''Required Creature Type:'' Dragon
* ''Suggested Alignment:'' Neutral
* ''Traits:''
** +4 to initiative
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 13+, 60 feet + 10 feet per CR); temporal anomaly aura (see below)
** [[void adaptation]]; [[DR]] 5/magic (CR 11+, increase to DR 10/magic at CR 12, DR 15/magic at CR 15, DR 20/magic at CR 17); [[immunity]] to //[[slow]]//;
** natural weapons have the [[stagger]] critical hit effect
** [[breath weapon]] (line 30 feet + 10 feet per 2 CR, 1d10 C + 1d10 per CR); spell-like abilities (CR 7+)
** [[spaceflight]]
* //Temporal Anomaly ([[Su]]):// On its turn, a horacalcum dragon can shorten or extend the duration of any ongoing effect within 10 feet of it (including an effect on itself); this takes no action, and the number of rounds by which the dragon can alter the duration is equal to one-fourth its CR (minimum 1). If the effect is on an unwilling target, that target can attempt a Will saving throw to negate this effect. A horacalcum dragon can shorten or extend one effect per turn, and it can affect a given effect only once.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Medium ooze
* ''Init'' +10; ''Senses'' [[blindsense]] (scent [horacalcum only]) 1 mile, [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 230
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +13; ''Will'' +10
''Defensive Abilities'' temporal dilation; ''Immunities'' [[ooze immunities]], staggered
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +26 (3d12+21 B plus temporal stutter; critical [[stun|Stun (critical)]])
* ''Offensive Abilities'' temporal stutter
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +6; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +28
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Temporal Dilation ([[Ex]])'' A horacalcum eater slows incoming projectiles, and ranged attacks against it have a 20% chance of missing.
''Temporal Stutter ([[Su]])'' A creature struck by a horacalcum eater is [[staggered]] for 1 round (Fortitude DC 19 negates). If the target succeeds at the save, it instead gains a +10- foot enhancement bonus to each of its movement speeds for 1 round. A creature struck multiple times can be both staggered and accelerated by a horacalcum eater.
</div>
Copper-colored with whorls and eddies in their ever-shifting forms, horacalcum eaters bend space-time with their presence.
* ''CR:'' 3+
* ''Required Creature Type:'' Ooze.
* ''Required Array:'' Combatant.
* ''Traits:''
** [[blindsense]] (scent [horacalcum only]) 1 mile, [[blindsight]] (vibration) 60 ft.
** bonus to initiative checks equal to half its CR
** [[immunity]] to the [[staggered]] condition
** [[mindless]]
** [[ooze immunities]]
** [[sightless]]
** temporal dilation (see below)
** temporal stutter (see below)
* //Temporal Dilation ([[Ex]])// A horacalcum eater slows incoming projectiles, and ranged attacks against it have a 20% chance of missing.
* //Temporal Stutter ([[Su]])// A creature struck by a horacalcum eater is [[staggered]] for 1 round (Fortitude DC 19 negates). If the target succeeds at the save, it instead gains a +10- foot enhancement bonus to each of its movement speeds for 1 round. A creature struck multiple times can be both staggered and accelerated by a horacalcum eater.
<div class="statblock">
* ''Tier'' 4
* CE Tiny starship monstrous humanoid
* ''Speed'' 14; ''Maneuverability'' good (turn 1)
* ''AC'' 21; ''TL'' 19
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' light 80 (forward 35, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' digital strike conduit (special; 10 hexes), light plasma torpedo launcher (3d8; 20 hexes), heavy laser cannon (4d8; 10 hexes)
* ''Attack (Aft)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse White (140 PCU); ''Drift Engine'' none
* ''Systems'' basic medium-range sensors, mk 5 armor, mk 4 defenses, mk 2 mononode computer; ''Expansion Bays'' none
* ''Modifiers'' +2 any 1 check per round, +2 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Other Abilities'' fleet mind, [[living starship]], [[void adaptation]]
!!! CREW ACTIONS
* ''Pilot'' [[Computers]] +10 (4 ranks), [[Piloting]] +9 (4 ranks)
* ''Gunner'' gunnery +9 (4th level)
* ''Science Officer'' [[Computers]] +15 (4 ranks), gunnery +9 (4th level)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' squadron (3–6)
!!! SPECIAL ABILITIES
* ''Fleet Mind ([[Ex]])'' Like individual Swarm components, Swarm starships are bound together into a singular hive mind through a blend of radio, quantum, and telepathic communication. All Swarm starships within 10 hexes of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a chain of Swarm starships under appropriate circumstances, potentially alerting distant Swarm vessels.) Swarm vessels can also communicate telepathically with all Swarm creatures within 10 hexes.
''Living Starship ([[Ex]])'' A horaspa is a collection of symbiotic creatures so large that it functions as a starship (and thus engages only in starship combat). A network of connected brains commands these bioengineered Swarm components that act as a unified organism. This network allows the horaspa to take gunner, pilot, and science officer actions using the bonuses, levels, and ranks listed above. Modifiers for the horaspa’s size, speed, and maneuverability are already factored into its statistics. Critical damage to life support instead affects this network of brains, with the critical effect applying to gunnery checks, in addition to any penalties from weapons array critical effects. Critical damage to crew has no effect on the horaspa due to the adaptability of its components.
</div>
The horaspa is a fighter-sized Swarm component tasked with interception and pursuit. By using highly focused psychic pulses, a horaspa can seize control of starship computers, hacking their functions and turning them against the horaspa’s enemies. The horaspa uses this to slow a target and make it more vulnerable to the horaspa’s laser cannon and plasma torpedoes. Horaspas typically operate in small squadrons and are designed to attack their targets head-on in deadly strafing runs. They are less effective when foes get behind them or strike at their port or starboard sides. Without a Drift engine, horaspas must operate within a relatively short distance from a Swarm base or larger Swarm starship.
Unconfirmed reports suggest some Swarm horaspas are equipped with a special boarding pod that’s so small and fast it is nearly undetected by most starship sensors and can even penetrate shields. However, the pod’s size and unique sensor-baffling exterior hull means it can hold only a single Swarm component, usually a Swarm bolaji.
A horizon shield slips over one hand much like a set of brass knuckles with a touch-sensitive control pad resting in your palm. Activating or deactivating a horizon shield is a move action. When activated, a horizon shield forms a nearly invisible barrier that warps space around you, making you more difficult to hit with ranged attacks. Any ranged attack targeting you treats you as if are 60 feet farther away than you actually are. This might impart a range increment penalty to the attack roll or even make the attack impossible altogether. You must be aware of the attacker and can't be holding anything else in the hand equipped with the horizon shield. This effect doesn't stack with effects from other horizon shields. A horizon shield has a capacity of 20 and uses 1 charge per round that it is active.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|horizon shield | 7 | 6,500 | 1 | 20 | 1/round |
</div>
Hailing from the Azlanti-conquered world of Croban V, hortuses are a sapient fungal species. Thick ligaments fill the interior of a hortus, granting them excellent defense against kinetic damage, though slashing weapons can sever these cords. These plant life-forms are renowned for their lethargic ways, and they are rarely found outside the strictly controlled borders of their homeworld. Hortuses speak in languid, drawn-out, monotone voices that impatient creatures find frustrating to follow. Among themselves, hortuses speak in a language of spore releases that other species can't easily reproduce without the installation of complex augmentations. Hortuses' caps and stalks can take a wide array of forms, with many reminiscent of mundane fungi found on worlds throughout the galaxy.
Over millennia, hortuses converted their once relatively barren world into a vegetation-rich paradise, using their unique biology to expel a combination of chemicals and spores that altered atmospheric conditions to their liking. By the time the Azlanti arrived on Croban V, the hortuses had already developed into a relatively passive, contented species, mostly due to the sedative-like atmosphere they'd crafted for themselves. The Azlanti conquest of Croban V was a relatively bloodless affair, as what passed for hortus leadership wanted only to preserve the lax living conditions of their society. The Azlanti were content to let the hortuses continue their sedentary lifestyle in exchange for use of their unique means of atmospheric modification.
Only a small number of hortuses are active beyond their homeworld. Most of these hortuses work in direct service to the Azlanti Star Empire, either as scientists or as living agents of atmospheric change. The Azlanti often deposit large groups of hortus colonists on distant worlds. Over the course of generations, these hortus colonies gradually transform small, self-contained regions to be more amenable to human life.
The few hortuses who act outside of Azlanti supervision are renegades. Either possessing a modicum of genetic variance that makes them less susceptible to their species' chemical spore concoctions, or having simply avoided larger congregations of their species, these hortuses each react differently to their freedom. Many renegade hortuses stand in opposition to the Azlanti, while others simply seek to explore the greater galaxy and find new meaning among the stars.
An average hortus is 4-1/2 feet tall and weighs 200 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Hortuses are Medium plants.
* ''Atmospheric Alteration:'' As a move action while in atmosphere, a hortus can spend 1 Resolve Point to release a mix of spores into the air. When it uses this ability, the hortus chooses a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize that save. If it enhances, creatures within 20 feet gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if it penalizes, creatures within 20 feet take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save before the bonus or penalty is applied to ignore this effect. This is an inhaled poison effect. The save DC is equal to 10 + half the hortus's level + its Constitution modifier.
* ''Hortus Senses:'' Hortuses have [[low-light vision]].
* ''Limited Plant Benefits:'' Despite being plant creatures, hortuses don't gain the standard immunities associated with creatures of the [[plant]] type. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.
* ''Slightly Poisonous:'' A creature that hits a hortus with a bite attack must succeed at a Fortitude save or become [[sickened]] for 1d4 rounds. The save DC is equal to 10 + half the hortus's level + its Constitution modifier.
* ''Spongy Form:'' A hortus has [[damage reduction]] 5/slashing; this stacks with one other source of damage reduction.
!! Atmospheric Alteration Graft
{{Atmospheric Alteration}}
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* NE Medium outsider (evil, extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 120 ft., discern prey; ''Perception'' +19
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +6; ''Ref'' +10; ''Will'' +8
* ''Defensive Abilities'' otherworldly mind; ''DR'' 10/magic; ''Immunities'' mind-affecting effects, poison
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. (//[[flight]]//, average)
* ''Melee'' bite +16 (1d8+9 P) or claws +16 (1d8+9 S)
* ''Offensive Abilities'' ripping gaze (30 ft., 4d6 S; Fort DC 17)
* ''Spell-Like Abilities'' (CL 7th; ranged +16)
** 1/day—//[[haste]]//, //[[slow]]// (DC 18)
** 3/day—//[[dimensional anchor]]//, //[[fog cloud]]//, //[[invisibility]]//, //[[plane shift]]// (self only)
** At will—//[[interplanetary teleport]]// (casting time swift action; self only)
** Constant—//[[flight]]// (3rd level; 40-ft. speed; self only)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +2; ''Int'' +2; ''Wis'' +4; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +14, [[Mysticism]] +19, [[Sense Motive]] +19, [[Stealth]] +14
* ''Languages'' Aklo
* ''Other Abilities'' angled entry
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pack (2–12)
!!! SPECIAL ABILITIES
''Angled Entry ([[Sp]])'' A hound of Tindalos can use //[[interplanetary teleport]]// or //[[plane shift]]// only when adjacent to a fixed angle in the physical environment. Temporary angles are insufficient, as are angles that also include curves.
''Discern Prey ([[Su]])'' Hounds of Tindalos can sense their prey, which is any creature that violates the laws of time and space, including trying to use magic to enter the Drift. A hound senses such creatures as if it had [[blindsense]] with a range of 120 feet, and the hound always knows the direction toward its prey. This directional sense works at any distance and across planar boundaries. If the prey is protected from divination, the hound must attempt a check, rolling 1d20 + the hound's CR against a DC that equals 11 + the caster level or CR of the creator of the antidivination effect. On a success, the hound ignores the effect. If the check fails, the hound can't try again and can't sense the prey while the effect lasts.
''Otherworldly Mind ([[Ex]])'' Any creature that uses a mind-affecting effect on a hound or communicates with it telepathically must attempt a DC 17 Will saving throw. A creature that fails takes 4d10 damage and becomes [[confused]] for 2d4 rounds. This is a mind-affecting effect.
''Ripping Gaze ([[Su]])'' The [[gaze]]'s damage is magical. A creature that succeeds on its save is immune to that hound's gaze for 24 hours.
</div>
<<section 'Thing from Beyond Time' >>
Little is known about the Dimension of Time beyond the fact of its existence. Some speculate that more was known pre-Gap, but if this is true, that knowledge has been lost. Still extant, however, are the plane's predators, the hounds of Tindalos.
These otherworldly hunters are outsiders in the truest sense. Scientists speculate the hounds dwell among the angles of time, whereas other life dwells on its curves. As a result, the hounds treat angles as doorways in the fabric of time and space. The hounds use these angles to come and go, first appearing like smoke, then scrabbling into reality.The hounds enter the world to track down and slaughter those who have dared to test or go beyond the bounds of reality. Would-be time travelers and those who subvert the limits of time and space are their primary prey. Misuse of the Drift has also roused the hounds' ire. Derelict vessels found with evidence of hound visitations lend truth to fearful tales of the creatures invading starships before they enter or after they exit the Drift. Within that plane, abandoned hulks have been boarded with hounds still trapped inside, unable to use their magic to escape the Drift.
Hounds of Tindalos also pursue [[yithians]], especially when a yithian is in a borrowed body and even more so during any long-term exchange. Speculation is that mind swapping offends the hounds, who see it as a method of transcending time and space. In the past, yithians attempted to mind swap with hounds but quickly learned such attempts were futile and sometimes fatal.
Tales are also told of enormous hounds, known as "things from beyond time," manifesting in proximity to black holes. What draws the attention of these massive creatures is a mystery, but one story tells of such a hound entering a vesk capital ship while it traveled home with an artifact taken from Vesk-2. Official reports say the craft was lost to Swarm scouts.
What "Tindalos" represents is another mystery. A few texts, such as Prekliken's Book of Cults, refer to it as a location found on "the far side of time" that is guarded by the hounds. Other works claim Tindalos is a creature, such as a Great Old One. Still other scholarly pieces posit the word is from a lost language and means something akin to "apocalypse."
This tiny, disk-shaped device interferes with antigravity technology integral to most hover vehicles. You can take a standard action to attach a hover anchor to the underside of a hover vehicle. Anyone searching the vehicle to find a hover anchor can attempt a [[Perception]] check to do so, opposed by your own [[Sleight of Hand]]; you gain a +4 circumstance bonus to this check, thanks to the anchor’s small size and unobtrusive appearance. Anyone who knows where a hover anchor is located and who can reach it can take a move action to remove it.
Once you plant a hover anchor, you can use a computer, comm unit, custom rig, or similar computing device to deactivate the vehicle’s hover functions. You must be within 1,000 feet of the hover anchor and on the same plane to activate it, which requires a move action. Activating the hover anchor is instantaneous when it’s attached to a vehicle with an item level equal to or less than the hover anchor’s; on a vehicle with a higher item level, the process takes 3 rounds to complete. During this time, anyone aboard the vehicle can identify what’s happening with a successful DC 27 [[Engineering]] check.
A vehicle with an activated hover anchor can’t hover but can still use other movement types. If the vehicle has another relevant movement type when it loses its ability to hover (such as a fly speed), the vehicle’s pilot can take a reaction to switch to that movement type and avoid incident. Otherwise, the vehicle stops hovering and falls to the ground (or into the water, as appropriate). Vehicles moving at less than full speed come to a stop without taking or inflicting damage. A vehicle moving at full speed, however, crashes unless the pilot succeeds at a DC 27 [[Piloting]] check.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|hover anchor | 8 | 9,000 | L | 20 | 4/round |
</div>
<div class="statblock">
* ''Level'' 17; ''Price'' 780,000
* Gargantuan land and water vehicle (20 ft. wide, 40 ft. long, 13 ft. high)
* ''Speed'' 30 ft., full 500 ft., 55 mph (hover)
* ''EAC'' 31; ''KAC'' 33; ''Cover'' total cover
* ''HP'' 340 (170); ''Hardness'' 25
* ''Attack (Collision)'' 20d10 B (DC 18)
* ''Attack'' elite reaction cannon (8d10 P)
* ''Modifiers'' –1 [[Piloting]], –4 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +29), enhanced sensors ([[darkvision]] 8 miles), expansion bay, [[force field]] (green [25 HP]), planetary [[comm unit]]
* ''Complement'' 2; ''Passengers'' 6
</div>
A hover artillery is similar to a [[hover tank]] but sports a heavier gun and can carry more passengers.
The smallest of the chassis options, the hover drone is made from a lightweight frame equipped with miniature hoverjets, rotors, turbofans, or a similar form of aerial propulsion (small legs or wheels provide propulsion on land). This drone can fly at a good pace and avoid obstacles, but it is not very stealthy. A hover drone with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty.
<div class="statblock">
* ''Size'' Tiny
* ''Speed'' 30 feet, fly 30 feet (perfect)
* ''AC'' EAC 11, KAC 11
* ''Good Save'' Reflex
* ''Poor Saves'' Fortitude, Will
* ''Ability Scores'' Str 6, Dex 16, Con —, Int 6, Wis 8, Cha 6
* ''Ability Increases'' Dexterity, Wisdom
* ''Bonus Skill Unit'' [[Acrobatics]]
* ''Initial Mods'' [[flight system]] (×2, included in its speed), [[weapon mount]]
</div>
This system of minor gravity generators creates an invisible but supportive gravitational bubble underneath you, supporting your weight from below by anchoring to a stable surface within an inch or so of your feet, without placing downward pressure on that surface. You hover an inch above the ground, and you don't leave tracks or trigger any mechanical traps that use a floor-based location trigger. The gravitational bubble needs a strong, stable surface to remain stable—you can move briefly across delicate flooring that won't support your weight and across water or other liquid surfaces, but you must end your move on a surface that can support you normally or this upgrade ceases to function until you are once more on a stable surface for a full round.
This upgrade can be installed only in light armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|hover field | 4 | 1,800 | 1 | light | — |
</div>
<div class="statblock">
* ''Level'' 7; ''Price'' 14,850
* Large land and water vehicle (10 ft. wide, 10 ft. long, 4 ft. high)
* ''Speed'' 30 ft., full 550 ft., 65 mph (hover)
* ''EAC'' 17; ''KAC'' 20; ''Cover'' cover
* ''HP'' 80 (40); ''Hardness'' 4
* ''Attack (Collision)'' 5d10 B (DC 17)
* ''Modifiers'' +3 Piloting, –2 attack (–4 at full speed)
* ''Systems'' autocontrol, planetary [[comm unit]]
* ''Passengers'' 3
</div>
<div class="statblock">
* ''Level'' 14; ''Price'' 227,000
* Gargantuan land and water vehicle (20 ft. wide, 20 ft. long, 8 ft. high)
* ''Speed'' 40 ft., full 550 ft., 65 mph (hover)
* ''EAC'' 28; ''KAC'' 30; ''Cover'' total cover
* ''HP'' 250 (125); ''Hardness'' 20
* ''Attack (Collision)'' 16d10 B (DC 16)
* ''Attack'' advanced reaction cannon (6d10 P)
* ''Modifiers'' +0 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot (Piloting +25), enhanced sensors ([[darkvision]] 1 mile), planetary [[comm unit]]
* ''Complement'' 1; ''Passengers'' 3
</div>
A hover tank is mostly armor, digital controls, and machinery, leaving room for only a few passengers in its center. It has small hatches above and below.
<div class="statblock">
* ''Level'' 2; ''Price'' 1,850
* Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
* ''Speed'' 20 ft., full 200 ft., 22 mph (hover)
* ''EAC'' 13; ''KAC'' 15; ''Cover'' partial cover
* ''HP'' 28 (14); ''Hardness'' 5
* ''Attack (Collision)'' 5d4 B (DC 11)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' planetary [[comm unit]]
* ''Passengers'' 2
</div>
<div class="statblock">
* ''Level'' 5; ''Price'' 7,000
* Gargantuan land and water vehicle (10 ft. wide, 30 ft. long, 12 ft. high)
* ''Speed'' 15 ft., full 450 ft., 50 mph (hover)
* ''EAC'' 14; ''KAC'' 17; ''Cover'' improved cover
* ''HP'' 65 (32); ''Hardness'' 6
* ''Attack (Collision)'' 6d8 B (DC 11)
* ''Modifiers'' –2 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autocontrol, expansion bay, planetary [[comm unit]]
* ''Passengers'' 3
</div>
The tires of this versatile truck transform into antigrav jets at the touch of a button.
Your vehicle's movement is based on hover technology, achieving lift through powerful jets or antigravity fields. These vehicles are relatively fragile, as they need low overall mass to function properly.
* ''Adjustments:'' Increase price by 10%, increase speed by 5 feet, decrease EAC and KAC by 1, decrease Hit Points by 20%. The vehicle becomes a land and water vehicle and gains the hover trait to its speeds. It can hover up to 5 feet over surfaces and ignores difficult terrain.
* ''Special:'' The vehicle must have the [[boat]] type graft or any type graft that grants a land speed.
EJ Corp produces hovercarts and issues them to transport crews. The hovercart looks like a small metal briefcase with a handle but is operated via a wireless key fob. At the press of a button, the case unfolds and reshapes itself into a disk 3 feet in diameter that floats up to 3 feet off the ground. The disk can support up to 50 bulk and can be set to follow the key fob at a distance of up to 5 feet (Speed 30 ft.).
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|hovercart | 1 | 250 | 1 | 20 | 1/hour |
Hoverchairs are mobility aids similar to wheelchairs, providing ease and comfort when traveling and scaling inclines. Typical hoverchairs hover thanks to efficient antigravity projectors mounted along the base of a lightweight yet tough frame. The chair itself includes comfortable, supportive padding as well as adjustable armrests and footrests, and hoverchair technology has evolved to suit a wide range of user sizes and body shapes.
A creature operating an active hoverchair can move at their full land speed while floating a short distance above the ground, in the process ignoring certain terrain hazards dependent on the hoverchair's model. Each hoverchair can carry its user in addition to an amount of additional bulk based on the model. If its bulk limit is surpassed, the chair powers down and must be restarted. Also, each hoverchair features one or more compartments for storing gear (again, based on the model), as well as several utility slots that can each be fitted with a technological item of light or negligible bulk that requires at most one hand to operate. Through the control panel, the user can operate these technological items as though they were being held.
Operating a hoverchair takes no additional actions beyond those used to move, though the device does require one hand to operate the control panel. However, by spending 10 minutes experimenting with a hoverchair and updating its settings, a user can operate that hoverchair as a device that requires no hands through a combination subtly shifted weight, nerve impulses, or telepathic commands.
Effects that would forcibly move the user (such as combat maneuvers) can either move the user with their hoverchair or just the user. However, each hoverchair includes several adjustable seatbelts that strap waist and legs to keep the user seated securely; securing these takes a swift action, and they can be released as a reaction. While strapped in, the user gains a +8 circumstance bonus to saving throws and KAC against effects that would separate them from the hoverchair. If knocked [[prone]] in a hoverchair, the device's antigravity features allow the user to end the prone condition normally.
''Basic:'' The basic hoverchair model can hover up to 1 foot above the ground, allowing it to traverse stairs and low obstacles, as well as avoid surface obstacles like oil slicks. The antigravity technology in a basic hoverchair requires a firm surface, and the hoverchair can't hover over surfaces that can't support its weight (such as deep water). This model includes two utility gear slots and two easily accessible compartments that can each store up to 1 bulk worth of items. At the GM's discretion, a disabled PC with limited mobility receives a hoverchair at no cost as part of character creation.
''Athletic:'' The athletic hoverchair model's stronger propulsion system and sleeker design are tailored for action-packed lifestyles. The hoverchair can hover up to 3 feet above the ground, and by temporarily increasing its usage to 1/minute, the hoverchair can hover over dense fluids (like deep water) that couldn't otherwise support it. This model includes three easily accessible compartments that can each store up to 1 bulk worth of items, and it includes three utility gear slots. In addition, the hoverchair includes one armor upgrade slot that can be used only to install weapons with the [[integrated]] weapon special property, which the user can operate.
''Elite:'' The elite hoverchair caters to the wealthy thrill-seeker, sporting a truly powerful propulsion system on par with that of a jetpack. This hoverchair can hover up to 5 feet above the ground and can hover over liquid surfaces as easily as solid surfaces. By temporarily increasing its usage to 2/round, the hoverchair can move with a fly speed of 30 feet (average maneuverability). This model includes three easily accessible compartments that can each store up to 1 bulk worth of items, and it includes three utility gear slots. In addition, the hoverchair includes two armor upgrade slots that can be used only to install weapons with the [[integrated]] weapon special property, which the user can operate.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|hoverchair, basic | 1 | 350 | 8 | 20 | 1/hour |
|hoverchair, athletic | 2 | 850 | 4 | 20 | 1/hour |
|hoverchair, elite | 6 | 4,300 | 6 | 80 | 2/hour |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels); see text
* ''Effect'' 3-ft. diameter disk of force
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no
</div>
You create a thin, circular plane of force 3 feet in diameter and able to hover up to 3 feet above the ground. When you cast this spell, you can give the disk general instructions, such as "Take me across this field of lava," or "Take the rescued shirren back to town." You can tell the disk to go to any location you are familiar with, and it follows these instructions without error, even traveling beyond the spell's range. If you give the disk no instructions, it follows 5 feet behind you. The disk can carry up to 20 bulk for each caster level you have, has a fly speed of 60 feet (no higher than 3 feet), and can move beyond the spell's range. It moves at your command or the command of a creature you designate, as a move action, and it raises and lowers itself on similar command, so getting on or off the disk can be done as part of the move action to move into the disk's space. As a standard action, you can give the disk new general instructions.
If the spell ends before the disk completes its task, the disk completes as much as it can before disappearing. When the disk disappears, whatever it was carrying falls to the surface beneath it.
<div class="statblock">
* <<levels>>
* ''Range'' medium (100 ft. + 10 ft./level); see text
* ''Effect'' up to 1 disk of force/caster level, each of which is 3 feet in diameter
</div>
This spell functions as //[[hoverdisk]]//, except as noted above. As part of casting this spell, you can give a single set of instructions to all disks, or you can give separate instructions to each disk. You must spend a standard action to give new or additional instructions to any one disk, although you can give a group of disks the same instructions as part of the same action.
These slower air vehicles provide maximum maneuverability and are often propelled by large rotors or hover pads.
* ''Passengers:'' 2
* ''Adjustments:'' Increase price by 20%, decrease EAC and KAC by 1, decrease Hit Points by 10%
* ''Cover:'' Cover
* ''Speed (Full):'' speed × 20
* ''Modifiers:'' +0 [[Piloting]], –1 attack (–4 at full speed)
<div class="statblock">
* ''Base HP'' +0; ''Hit Point Advancement'' +0
* ''EAC'' +1; ''KAC'' +1; ''Fort'' +0; ''Ref'' +0
* ''Lower Limb Slots'' 0; ''Speed'' +0 ft.; ''Other Movement'' Fly +10 ft. (perfect, maximum elevation 5 ft.)
* ''Cost'' 1 × tier
</div>
In place of legs, the mech rides atop a broad anti-gravity array.
These stylish boots contain antigravity circuitry that, when activated, suspends you approximately 1 inch off the ground. You do not count as flying when using hoverskates; you move at your normal land speed when wearing them. You can walk both overland and over water (but not underwater), and you can ignore difficult terrain. When you take a move action to move your speed, you can increase your land speed by 20 feet by overcharging your hoverskates. This extra movement is treated as an enhancement bonus. The hoverskates must cool down for 1 minute before you can overcharge them again.
Hoverskates do not function if you're [[encumbered]] or [[overburdened]].
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|hoverskates | 8 | 8,500 | 1 | 20 | 1/10 minutes |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Huge outsider (elemental, extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +9; ''Will'' +6
* ''DR'' 5/—; ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +18 (2d6+12 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +4; ''Con'' +2; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +14
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Huge animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +9; ''Ref'' +6; ''Will'' +4
"
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' natural weapon +11 (1d6+9 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +0; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +15
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–18)
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Huge animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +7; ''Will'' +6
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' natural weapon +16 (2d6+12 P or S)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +14
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–8)
</div>
Huge vehicles excel at moving sizable cargo and ferrying passengers.
* ''Adjustments:'' Increase price by 10%, increase collision damage by 1 die, decrease collision DC by 1, decrease [[Piloting]] and attack modifiers by 1, increase passenger limit by 100%.
The precognitive huitz'plinas originate from a heavily forested dwarf planet in the Vast called Mulkaxi. Among many others they have seized, the Azlanti Star Empire claimed Mulkaxi for its abundant minerals buried deep in the world's mountain regions. Being arboreal and living mainly in forested lowlands, huitz'plinas have mostly avoided direct interaction with the empire. For its part, the Azlanti Star Empire sees little utility in annexing huitz'plinas, who contentedly remain separated from mining operations in their homes among the extensive networks of branches in their forest canopies.
Some speculate that huitz'plinas' seeming indifference toward the Azlanti presence stems from some event they've collectively foreseen. In fact, huitz'plinas have highly individualized and personalized precognitive abilities. While some experience flashes of the future in stunning clarity, others have preternaturally strong gut feelings that turn out true or even experience the foretelling of a positive or negative outcome as a particular shade of color or musical note.
Huitz'plinas have long, glimmering spines that cover their bodies, save for their face, that develop shortly after their birth. Younger huitz'plinas have sharp, well-defined spines, which they can launch in a defensive assault—an ability that once protected them from the predators of their ancient evolutionary past. As huitz'plinas age, their spines become feathery, giving an illusion of multicolored fur—though they can prove just as deadly when launched. Huitz'plinas also have strong and prehensile tails that they use in their everyday activities, from climbing along the canopy to increasing their dexterity and balance on the ground.
Huitz'plinas use a mix of vocal chords and the thumping of their prehensile tails in their musical language, which makes it difficult for tailless beings to replicate; the language is full of idioms based on huitz'plinas' glimpses of the future. Huitz'plina don't often use instruments in their music. Instead, large choirs sing haunting melodies that drift down from the treetops.
Over the decades, the most curious huitz'plinas have found ways to be useful to local Azlanti operations with the goal of leaving their home planet to enter the wider universe. Some hunger for exploration; others follow fleeting visions of themselves on strange new worlds. Several have returned after grand adventures, spurring more of their species to set out and explore, so huitz'plinas can now be found across the galaxy. Such huitz'plina travelers traditionally bring with them a petrified Mulkaxi flower blossom to remind them of where they come from. The blossoms vary in color, from rich blue to blood red to sea green, and they often become a huitz'plina's most treasured object.
While not all the creatures they encounter know about huitz'plina's precognitive abilities, some members of other species suspect huitz'plinas in the galaxy at large serve as spies for the Azlanti Star Empire—though there's little evidence to support such a theory. As huitz'plinas were extremely well adapted to their low-tech forest environment, they tend to lack proficiency in most of the technologies that many in the galaxy take for granted. As such, they often seem wary of cutting-edge tech at first, but many take their time to study it and adapt.
Huitz'plinas reach maturity around 30 and can live over one hundred years each, though their spines first show signs of color around 15 years of age.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Huitz'plinas are Medium magical beasts.
* ''Climber:'' Huitz'plinas have a climb speed of 20 feet.
* ''Huitz'plina Senses:'' Huitz'plinas have [[blindsense]] (scent) with a range of 30 feet and [[darkvision]] with a range of 60 feet.
* ''Prehensile Tail:'' Huitz'plinas' tails are as effective as a hand at manipulating objects, which allows them to wield and hold up to three hands' worth of weapons and equipment. This doesn't increase the number of attacks they can make during combat.
* ''Predreaming:'' Once per day, a huitz'plina can spend a Resolve Point to receive a hazy vision related to the outcome of an event, goal, or activity as far as a day into the future. This otherwise functions as //[[augury]]// with a 100% chance of successfully receiving a meaningful reply.
* ''Spine Assault:'' Once per day, after a huitz'plina takes the [[total defense]] action and before the start of their next turn, they can take a reaction to launch a barrage
* of spines in a 20-foot spread centered on themselves. Every other creature in the area must succeed at a Reflex save (DC = 10 + half the huitz'plina's level + the huitz'plina's Constitution modifier) or take piercing damage equal to three times the huitz'plina's level; a successful save halves this damage.
Hull ruptures occur when enemy fire or breaching weapons break through a section of hull, exposing the interior of a ship to the void of space. In game terms, this could occur anytime a starship takes critical damage to its life support system. A hull could also rupture as a result of an environmental hazard that damages the ship enough to trigger a critical threshold.
To determine where the hull breach occurs, roll randomly among the rooms that border the side of the ship that was hit. The hull is breached in that room, with its space-facing side exposed to a vacuum. If characters are in the room, they suffer the effect of atmospheric decompression. If no characters are in the room, roll randomly for potential loss of cargo or anything that isn't bolted down.
!! Atmospheric Decompression
The first effects of a ruptured hull are dropping room pressure and massive winds that buffet the characters. All characters in a room with a ruptured hull, regardless of whether they have personal environmental protections, immediately take 3d6 bludgeoning damage as the air in the room pours into the void of space. Next, each creature must prevent itself from being swept out into space. They must attempt a DC 15 Reflex save to either engage the magnetic locks on their armor's boots or grab on to a bolted piece of furniture. Jump jets, jet packs, flight, or anything else that enables characters to maneuver in zero gravity provide a +1 circumstance bonus to this save.
The dropping room pressure causes immediate exposure to the environmental hazards of being in a [[vacuum]]. Characters with armor, [[void adaptation]], or any other ability that enables them to survive in a vacuum are unaffected. Instances of crew being trapped unarmored during a hull breach are relatively rare. Proximity alarms warn of incoming ships, asteroids, and other environmental hazards, so most crew get the opportunity to engage armor seals long before hull ruptures happen.
A bigger problem for some characters is dealing with their ship's safety protocols that trap them in harm's way. Automated systems on many starships immediately seal off rooms that have a hull breach in order to protect the environment of the rest of the ship. Seals can usually be overridden with a successful DC 10 [[Computers]] or [[Engineering]] check at the doors or from the bridge, but this often requires first sealing off rooms deeper within the ship to create a makeshift airlock into which the trapped crew members can escape.
!! Repairing Hull Ruptures
Some ships have automated repair drones that can repair bulkheads or other systems. Repairing or reallocating shields in a quadrant that has suffered a hull breach stops the loss of cabin pressure and exposure to vacuum long enough for repair drones to provide a temporary fix.
!! Loss of Cargo
Most ship crews stow the majority of their items and cargo securely, and furnishings tend to be bolted or built into the ship. Still, anything that causes a hull rupture can also cause those precautions to be undone. To see if cargo or items are lost, roll on the following table. If items are lost to decompression, a starship's crew can perform a normal scan to find them again so long as the ship stays near where the breach occurred. The DC for such a check is 15, though it may be higher or lower at the GM's discretion to account for mitigating factors or complications. If the ship moved after the breach, scans to find lost items take a –5 penalty; if the pilot performed stunts like a barrel roll or a flip and burn, the penalty increases to –10. Most recovered cargo is still safe in its container. GMs can rule that certain types of cargo (fragile items, live plants, and the like) are irreparably damaged.
<div class= "table-wrapper">
| d% |Extent of Cargo Loss |h
| 1–25 |No effect |
| 26–50 |1d4 items of an item level lower than 5 are [[broken]]. |
| 51–75 |One item of item level 5 or higher is [[broken]]. |
| 76–100 |Complete loss of one container of cargo. |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CN Medium fey
* ''Init'' +0; ''Senses'' [[low-light vision]], //[[see invisibility]]//; ''Perception'' +19
!!! DEFENSE
* ''HP'' 142; ''RP'' 5
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +9; ''Will'' +13
* ''Defensive Abilities'' [[solar adaptation]], stellar revleation ([[soul furnace]]), [[void adaptation]]; ''Immunities'' electricity, fire
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' solar weapon +21 (3d6+11 F or S; critical [[burn]] 1d6)
* ''Ranged'' light ray +20 (3d6+11 E & F; critical [[burn]] 1d6)
* ''Offensive Abilities'' [[flashing strikes|Flashing Strikes (solarian)]], kaleidoscopic glow, stellar revelation ([[miniature star]] [10-ft. radius, 5d6 F]), [[supernova]] (15-ft. radius, 11d6 F; DC 19)
* ''Spell-Like Abilities'' (CL 10th)
** At will—//[[life bubble]]// (DC 19)
** Constant—//[[see invisibility]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +0; ''Con'' +1; ''Int'' +3; ''Wis'' +5; ''Cha'' +8
* ''Skills'' [[Acrobatics]] +19 (+27 to fly), [[Life Science]] +24, [[Mysticism]] +24, [[Physical Science]] +24
* ''Languages'' Common; electromagnetic communication
* ''Other Abilities'' life-giving glow, [[solar manifestation]] (solar weapon), [[stellar alignment]] (photon)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or constellation (3–5)
!!! SPECIAL ABILITIES
''Electromagnetic Communication ([[Su]])'' A hulsa can communicate with other creatures within the same star system. With other hulsas, this ability functions as [[telepathy]]. Otherwise, the hulsa mentally broadcasts to technological [[comm units]].
''Flashing Strikes ([[Ex]])'' When making a full attack entirely with melee weapons, a hulsa takes a –3 penalty to each attack roll instead of the normal –4 penalty.
''Kaleidoscopic Glow ([[Su]])'' A hulsa is supernaturally luminous, shining bright light out to a range of 30 feet, normal light for another 30 feet, and dim light for another 30 feet. A magical effect can reduce the light in this area only if its source has a higher level or CR than the hulsa. A hulsa can extinguish or relight their light as a move action. In addition, the hulsa can spend 1 Resolve Point to oscillate the bright light from this ability for as long as the fey maintains concentration. Creatures within 90 feet of the hulsa that can see this light become [[fascinated]] while the effect lasts and for 1 round after it ends (Will DC 19 negates). The hulsa can instead focus the glow on one creature, which works like the [[hypnotic glow]] stellar revelation of a 10th-level solarian (DC 19, 10 rounds). Hulsas are immune to this ability. This is a mind-affecting effect.
''Life-Giving Glow ([[Su]])'' A hulsa can spend 1 Resolve Point to heal living creatures within their bright light. They can heal themself or one other living creature as a standard action, or themself and other creatures of their choice in their bright light as a full action. Each target regains 8d8 Hit Points. When using this ability as a full action, the hulsa can spend 1 additional Resolve Point to also harm undead in the area, dealing 8d8 electricity and fire damage to each one (Fortitude DC 19 half).
''Light Ray ([[Su]])'' A hulsa's light ray has a range increment of 90 feet and the [[bright]] special property.
</div>
These stout fey resemble metallic golems with their animated armor plates that emit bright, kaleidoscopic light. A typical hulsa stands about 5 feet tall and weights 300 pounds, though a few outliers tower more than 7 feet in height. Hulsa heads bear few features and virtually no expressions, offering only a few lines to suggest eyes or mouths. Instead, most expression comes from the collection of metallic ornaments that hover symmetrically behind their shoulders like decorative wings, their colors and orientation conveying hints of the hulsa's mood. These ornaments emit luminous rays, sheets, and contrails when the fey fly but don't move like traditional wings.
Rather than representing terrestrial environments like forests and oceans, hulsas connect to specific stars. In many ways, this connection is symbolic, such as how hulsas often speak of directions in relation to their star rather than by magnetic poles. Hulsas from proximate stars consider each other kin, occasionally convening as "constellations" to socialize or combat mutual threats. Likewise, those fey tied to stars of a similar type (such as white dwarves and red giants) acknowledge each other as peers. Hulsas who lack such connections largely leave each other alone or, rarely, form distant rivalries founded in some esoteric disagreement about one of the universe's underlying mechanics. These relationships can last eons, for hulsas appear ageless and claim to be as old as their respective stars. There are no known instances of hulsas expiring when their stars die, yet those whose stars have extinguished or exploded are never seen again.
A hulsa's actions seem unpredictable and erratic to most; the fey travels at random, pausing for days or even years at a time without warning. Only two things seem consistent with their behavior. First, a hulsa demands that they and the forces they represent be treated with respect. Any insult, either direct or dismissive, marks the perpetrator for retribution. The severity of this retribution is always measured by their level of affront rather than by any objective standard, ranging from causing minor annoyance to outright destruction of the offender's corporeal form. When a hulsa doesn't believe they can easily mete out justice, they wait, reserving their vengeance for as long as necessary. Legends speak of hulsas who took centuries to build alliances and train an offender's enemies simply to see an insult avenged. If the original offender dies before the hulsa exacts vengeance, the fey seeks out whoever else they can hold accountable, ranging from the original offender's heirs to societies that trained the offender. The hulsa even matter-of-factly explains why it punishes these other parties and rarely allows for other ways to seek atonement.
The second consistent aspect of hulsa behavior is education. They love teaching others about the universe's physical phenomena. Students who approach a hulsa respectfully can inquire about the life cycle of stars, the nature of the fey realm's influence on the universe, or how an individual can access cosmic power, though these lessons come on the hulsa's terms. A hulsa might refuse to teach anything but the basics, require an obscure form of compensation for their efforts, or deny secrets to anyone unwilling to commit to a decades-long apprenticeship to absorb the lessons with the proper depth. Several kasatha-led monasteries maintain that a legendary hulsa taught their founders the solarian arts.
Although most hulsas contently travel alone, individual hulsas might seek out companions with whom they can experience cosmic phenomena. A few of these fey even find senior roles on starships that explore the Vast, trading their expertise for the opportunity to cruise around the cosmos with like-minded company.
!! Kaleidoscopic Weapon Fusion
The following weapon fusion uses a blend of magic and technology to adjust light patterns emitted from the weapon, simulating the oscillating glow of a hulsa which, under exactly the right circumstances, can temporarily beguile a target. The fusion sees regular use by commandos and raiders, who both exploit the light's resulting confusion to strike hard and get away before their targets can mount a counterattack.
{{Kaleidoscopic}}
Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.
!! Racial Traits
* ''Ability Adjustments:'' +2 to any 1 ability
* ''Hit Points:'' 4
* ''Size and Type:'' Humans are Medium humanoids with the human subtype.
* ''Bonus Feat:'' Humans select one extra feat at 1st level.
* ''Skilled:'' Humans gain an additional skill rank at 1st level and each level thereafter.
!!! Alternate Ability Adjustments
* ''Featherlight:'' Humans who were born in the Diaspora, space stations, generation ships, or other low- or zero-gravity conditions sometimes develop differently. Such humans can be taller and longer-limbed than normal, with less muscle mass. These humans have ability adjustments of +4 Dexterity and –2 Strength.
* ''Gravity Dweller:'' Humans who have adapted to a high-gravity world develop thick musculature over sturdier forms. They spend more of their lives struggling against harsh conditions than learning how to interact with others. These humans have ability adjustments of +2 Strength, +2 Dexterity, and –2 Charisma.
!!! Alternate Racial Traits
* ''Adopted:'' Many humans thrive in racially diverse metropolitan areas, and some individuals are adopted by members of a different species. Humans with this racial trait acquire a deep understanding of their adopted culture and gain a +2 racial bonus to [[Culture]] checks to [[recall knowledge]] about non-humans and to [[Disguise]] checks to appear as a humanoid of another race. This replaces skilled.
* ''Dusk Sight:'' Humans who live in environments that lack regular exposure to bright natural light, such as the sunset cities of tidally locked Verces or Aballonian underground compounds, adapt to their surroundings as best they can. Humans with this racial trait have [[low-light vision]] and a +2 racial bonus to [[Perception]] checks. This replaces skilled.
* ''Fortified:'' Small pockets of humanity eke out a life in environments harsh enough to kill others of their species, and over the span of generations they develop an immunity to these conditions. Humans with this racial trait gain a +2 racial bonus to Fortitude saves against environmental hazards and radiation effects. In addition, they reduce the duration of the [[sickened]] and [[nauseated]] conditions by 1 round. This replaces skilled.
!! Physical Description
Humans have a wide range of inherited traits, such as body type, skin color, and facial features, yet these minor differences of heredity and genetics hold little significance in modern human society. Instead, humans' tendency to adapt to their environments means that more extreme differences, such as cybernetic augmentations, alien implants, and the elongated limbs of zero-g asteroid miners, are seen as far more important than ancient geography or skin color when defining modern ethnic groups. Still, certain ancient cultural groups are still recognized, such as the crimson-hued humans native to Akiton and the mysterious, sinister humans of the Azlanti Star Empire.
!! Home World
Humans first arose on Golarion, yet even before the disappearance of their home world, they had begun to spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion's vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds.
Of all the common races in the Pact Worlds, humans were perhaps the hardest hit by the Gap. Due to Golarion's disappearance, humans were left with relatively little evidence
with which to puzzle out and reconstruct their society. While Absalom Station and other worlds with large human populations contain documents related to the ancient history of humanity, how much relevance this should have to modern human society is a hotly debated topic. For some, these ancient documents offer a chance to connect with their origin, pulling everything from names and philosophies to ancient factions forward into the modern era. To the majority, however, this approach is seen as backward—who cares about the dusty past on a vanished world when it's the future that will make you or break you?
!! Society and Alignment
The diversity of human societies makes them both fascinating and frustrating to other races. Human settlements just a few miles apart may have wildly different governmental styles and social mores, and one faction may promote violent, xenophobic conquest while another wants only trade and friendship. If there's anything that can be said about human society as a whole, it's that it's always in flux, with even the oldest cultures constantly adapting and reinventing themselves—a trait that often leads to humanity being seen as a "younger" race, regardless of the millennia it has existed. As a result, humans cannot be said to lean toward any particular alignment—though many aliens might argue that this marks them as chaotic.
!! Relations
Humans are the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environment has positioned them perfectly to act as traders and mediators between other races, and their lack of their own planet often makes integrating into other cultures attractive to them. At the same time, not every race appreciates their virus-like spread. [[Vesk]] in particular keep a wary eye on humans—if only because humans' tendency toward expansionism and violence track too closely to their own—and many [[androids]] retain a strained relationship with their parent race. Even the
friendliest races remain aware of just how quickly a few humans in their midst can become a controlling majority.
!! Adventurers
Ambition and desire for action are hallmarks of humanity, and countless humans leave home in search of wealth, fame, knowledge, excitement, or other means of bettering their situations. Since the discovery of the Drift and convenient interstellar travel, humans have led the charge in exploring and settling new worlds, driven by economic opportunity and ambition. Due to their versatility and adaptability, humans can fill any role in an adventuring party, from heavily armed soldier to charming envoy ambassador.
!! Names
Human names can be totally new inventions, local traditions, words borrowed from alien languages, or artifacts harkening back to cultures on vanished Golarion. Due to the absence of records from the Gap, it's nearly impossible for individuals to trace their genealogy back to Golarion itself, and thus any names pulled from ancient history are claimed rather than true ethnic traditions. Some examples of human names are Akif, Alezandaru, Amare, Baolo, Belor, Darilian, Hadzi, Hai Minh, Hiriko, Iolana, Jokug, Korva, Morvius, Navasi, Pao, Pasara,
Raziya, Revhi, Sahba, Sephia, Signe, Valki, and Yon.
A humanoid usually has two arms, two legs, and one head, or it has a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies.
* ''Traits:'' must have a subtype that matches its race (such as human, lashunta, or shirren) or that is related to its race (such as goblinoid)
* ''Adjustments:'' +2 to one type of saving throw
<div class="statblock">
* ''CR'' 1; ''XP'' 25,600
* CE Large aberration
* ''Init'' +4; ''Senses'' [[blindsight]] (thought) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' [[frightful presence]] (30 ft., DC 19)
!!! DEFENSE
* ''HP'' 225; ''RP'' 5
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +15; ''Will'' +14
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/—
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], average)
* ''Melee'' claws +27 (3d8+21 S; critical [[severe wound]] [DC 21] plus consume flesh) or horns +27 (3d12+21 P; critical [[bleed]] 2d8) or jaws +27 (3d10+21 P; critical [[wound]] [DC 21] plus consume flesh)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' predatory instincts
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +6; ''Int'' +0; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +28, [[Athletics]] +23, [[Intimidate]] +23, [[Stealth]] +23
* ''Languages'' Aklo
* ''Other Abilities'' [[spaceflight]] (Acrobatics)
!!! ECOLOGY
* ''Environment'' vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Consume Flesh ([[Ex]])'' When a creature attempts a saving throw against a hungerer from the dark's wound or severe wound critical effect and fails, the hungerer in the dark can spend 1 Resolve Point as a reaction to consume the wounded body part. Upon doing so, the hungerer in the dark heals 9d8+6 points of damage. If this healing exceeds the total amount of Hit Point damage that the hungerer from the dark has taken, it also gains the benefits of a //[[haste]]// spell (CL 13th).
''Frightful Presence ([[Ex]])'' When a creature fails a saving throw against the hungerer from the dark's frightful presence, the hungerer can spend 1 Resolve Point as a reaction. If it does, the creature is also [[paralyzed]] for 1 round.
''Predatory Instincts ([[Ex]])'' As a swift action, a hungerer from the dark can designate any one humanoid or monstrous humanoid as its prey. Against its prey, a hungerer from the dark can multiattack, making a claws, horns, and jaws attack, each at a –6 penalty. If the hungerer rolls a natural 19 on any of these attacks and hits, it applies its critical hit effect to the target, but does not roll damage twice and add the results together, nor does it double the static damage bonus, as it would on a critical hit. A hungerer in the dark can only designate one target as its prey at a time.
</div>
At home in the depths of space where starlight is but a memory, creatures known as hungerers from the dark soar from world to world on bat-like wings, driven by their insatiable appetites for humanoid flesh. While intelligent, these creatures are so spurred by their incessant cravings that they care little for tactics or subtlety, preferring violent ambushes that quickly overwhelm their prey.
Your nanites tear and gnaw on creatures you designate. After a creature takes damage in your [[nanite cloud]] or you damage a creature within 30 feet with a weapon formed with your [[gear array]], you can take a reaction to cause the creature to gain the [[bleeding]] 1d6 condition (Fortitude negates). The amount of bleed damage increases to 1d10 at 10th level, 2d8 at 14th level, and 3d8 at 18th level. While the bleeding creature is within your cloud array, the [[Medicine]] DC to stop the bleeding condition increases by an amount equal to half your nanocyte level plus your Constitution modifier. After using this ability, you can't use it again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.
You can appear to be a defunct piece of junk. As a move action, or as a reaction whenever you take damage, you can attempt to appear defunct. You immediately fall [[prone]] and attempt an [[Engineering]] check against each opponent who’s aware of you (DC = 10 + the opponent’s [[Sense Motive]] bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater). Anyone you succeed against believes you’re useless mechanical junk and acts accordingly. An opponent who closely inspects you as a standard action can attempt an Engineering, [[Perception]], or Sense Motive check at the same DC to uncover your deception. Maintaining this ruse is a full action each turn.
This trick can be taken only by characters who can be targeted by effects that only affect constructs, including those of the construct type and those with the constructed species trait.
You scour markets, either virtually or in person, bartering, comparing prices, and finding promotions or other discounts to hunt down the absolute best bargains on gear.
''Activity:'' Choose a specific piece of equipment with an item level at least 5 lower than your character level that is available in your current settlement (or one whose markets you have remote access to). Attempt a skill check using either [[Computers]] (if you are shopping via an infosphere) or [[Diplomacy]] (if you are shopping in person). The DC of this check is equal to 20 plus 1-1/2 × the item's level. You can't take 20 on this check, and the GM decides if the item is available at all.
''Results:'' On a success, you are able to find a deal on the specified item and can purchase it for 10% less than normal. On a failure, you are unable to work out any credit-saving deals in that market, but you can still purchase it at full price.
''Multiday:'' If you spend a week hunting bargains, you can choose a piece of equipment with an item level up to 3 lower than your character level.
You're a master of hunting all sorts of creatures, from big-game animals to runaway criminals and similar marks. You may use this expertise as a sniper, trophy hunter, sport enthusiast, or fugitive tracer. Far more focused on skills than other soldiers, your unique talents combine experience in the field with refined combat ability.
!! Hunter's Expertise (1st)
You add [[Perception]] to your list of class skills, and you gain a free skill rank at each soldier level you can use only for Perception or [[Survival]] (this does not allow you to exceed the maximum number of skill ranks in a single skill). If you take the hunter fighting style as your secondary fighting style, you gain a free skill rank for these skills only at 9th level and at each soldier level gained thereafter.
!! Hunt Foe (5th)
As a move action, you can choose one opponent that you have line of sight to and that you are aware of and attempt a [[Survival]] check (DC = 15 + 1-1/2 × the creature's CR). Alternatively you can attempt this skill check against a creature that you can't see or aren't aware of if you've discovered and identified a set of tracks belonging to the chosen creature that are within 30 feet of you. If you succeed, you gain a +1 insight bonus to damage rolls against the target, and to [[Bluff]], [[Perception]], [[Sense Motive]], and [[Survival]] checks against them, as well as all skill checks to [[recall knowledge]] about them. The save DCs of your weapon attacks and soldier class abilities also increase by 1 against the target. You can maintain these bonuses against only one opponent at a time, and the bonuses remain in effect until your target is dead, you hunt a new target, or you end the effect without spending an action. If you fail the check to hunt your foe, you can't attempt to hunt any creature again for 24 hours.
!! Fast Hunting (9th)
You take no penalty when using the [[Survival]] skill to [[find or follow tracks|Follow Tracks]] while moving at your full speed, and you reduce the penalty for finding or following tracks while moving twice your normal speed to –2.
!! Hunting Party (13th)
You can hunt two foes simultaneously using the hunt foe fighting technique, though each foe requires a separate move or swift action and a separate successful skill check to hunt. In addition, you can rally your allies to hunt your foes by spending 1 Resolve Point as a standard action, granting each ally within light of sight of you the benefits of your hunt foe style technique against your current designated target for 1 minute.
!! Peerless Hunter (17th)
You can hunt three foes simultaneously using the hunt foe fighting technique, though each foe requires a separate move or swift action and a separate successful skill check to hunt. In addition, you take no penalty to [[Survival]] checks for [[finding or following tracks|Follow Tracks]] at twice your normal speed.
As a full action, you can warp light around you, creating an area of visual distortion in your space for 10 minutes or until your leave your space. This grants you [[concealment]] and a +2 circumstance bonus to [[Stealth]] checks, and the bonus increases to +4 when you attempt Stealth checks to [[snipe]].
If you begin combat while concealed by this ability and while using your [[sidereal influence]] ability to augment graviton skills, your sidereal influence doesn't automatically end; it instead ends during combat only once your hunter's gloom effect ends.
This basic rifle is used mainly for personal defense and hunting. More advanced rifles have military uses.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|hunting rifle | 1 | 240 | 1d8 P | 90 ft. | — | 6 rounds | 1 | 1 |[[analog]] |
</div>
The mech grabs a nearby object and throws it as a ranged attack with a range increment of 30 feet. The object can be, at largest, two size categories smaller than the mech. For an object of the maximum size or next smallest size, the attack deals medium damage to the thrown object and the target as if it were a weapon with a level equal to the mech's tier. For any smaller objects, the weapon deals light damage instead.
The mech can use this ability to grab and throw a creature or moving vehicle within reach, but to do so, the mech must also succeed at a [[grapple|Grapple (combat maneuver)]] combat maneuver against the creature to be thrown. If the combat maneuver fails, the hurl action fails, but the mech gains a move action (effectively wasting a standard action).
You use your innate strength to launch a smaller ally into the thick of battle.
''Prerequisites:'' size Large, Strength 17
''Benefit:'' As a standard action, you can pick up and hurl a willing ally who’s one size category smaller than you up to 30 feet, or up to 60 feet if they’re two size categories smaller than you. You can hurl the ally an additional 5 feet if the ally is your [[bonded partner]].
The creature's mighty strength allows it to turn nearly anything into a ranged weapon. The creature is assumed to have such debris available (either loose or readily torn from the environment without requiring an extra action) unless the GM rules otherwise. Hurled debris has a range increment equal to the creature's Strength modifier × 5 feet. Such attacks also create difficult terrain in a 5-foot-radius area around the target, or a 10-foot-radius area for Huge and larger creatures.
//Example:// ''Ranged'' hurled debris +28 (8d6+30 B)
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. +10 ft./level)
* ''Targets'' up to five creatures; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You create a spinning disk made of pure, shimmering force and hurl it at one opponent within range, potentially striking other nearby enemies as the disk ricochets. Choose the initial target, and make a ranged attack against its EAC. If the attack hits, the disk deals 3d6 force damage. The disk then ricochets to hit up to four more creatures of your choice, each no more than 15 feet from the last target. Make a ranged attack against each successive target's EAC in turn; the disk deals 2d6 force damage to each secondary target struck (this damage is rolled separately for each target). The disk continues to ricochet in this way until it has attempted to strike five creatures, or until there are no more valid targets, or until you voluntarily end the spell. A creature can take damage only once from a single casting of this spell.
The forcedisk is subject to [[spell resistance]], so you must attempt a caster level check (1d20 + your caster level) against each target with spell resistance before determining whether the target might take damage. If you fail this check, the spell ends.
The exact shape of the forcedisk is superficially changeable; as part of casting this spell, a spellcaster can decide to make it shaped differently from a traditional disk. For example, using this spell to create a starknife made of force is popular among Desna's followers. The spell still deals the amount of damage described above regardless of the disk's shape.
As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.
This is a mind-affecting, sense-dependent effect.
This spool of monofilament wire is wrapped around a statuette of a stylized hand with an upraised index finger. The wire attaches to the base of the statuette and measures 20 feet long. You can only wrap the wire around a [[helpless]], [[pinned]], or willing creature that is Huge or smaller as a standard action. Once bound, the target has the [[entangled]] condition and can't speak or make any other noise, even by knocking or slamming into objects. The first time each turn it attempts to do so, the hushing wire contracts around it, dealing the target 4d4 slashing damage. Another creature can unwind the wire as a full action to free the target; otherwise, the target must succeed at a DC 30 [[Acrobatics]] check to free itself.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|hushing wire | 7 | 7,000 | — |
</div>
These vehicles operate just as effectively on the ground as they do in the air, whether they use extendable wings or jet propulsion.
* ''Adjustments:'' Increase price by 15%, increase speed by 10 feet, decrease EAC and KAC by 1, decrease Hit Points by 10%. The vehicle becomes an air and land vehicle, gaining either a land speed equal to its fly speed, or vice versa.
* ''Special:'' The vehicle must have a land speed or fly speed.
<$list filter="[list[$:/StoryList]is[current]]">
Hybrid equipment makes use of both technology and magic; though not necessarily in equal measure, both forces are crucial to the item's function. Effects that modify or otherwise apply to magic or technological items also work when applied to hybrid items.
!! Charges
In some cases, hybrid items may require charges. However, such charged hybrid items typically function in a different way from charged technological items, whose batteries must be recharged or replaced. A hybrid item's charges are inherent to the construction of the item and can't be replenished with generators or batteries. Charges for a hybrid item either refresh each day or never refresh, depending on the item.
</$list>
<$list filter="[<currentTiddler>is[missing]]" >
<h3>First Letter: <<selector>></h3>
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="Hybrid Items" sort="] -[!prefix{Hybrid Items!!selection}tag[Hybrid Items]] +[sort[title]" />
</div>
</$list>
A weapon with the //hybridized// fusion replaces much of its technological functions with magic counterparts. It gains the [[analog]] weapon special property, and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A //hybridized// weapon still consumes ammunition and battery charges normally.
Rather than firing a single burst of plasma, a hydra cannon generates countless discrete plasma filaments that spread outward in a pattern reminiscent of crawling serpents. The spread of these filaments can be somewhat controlled, allowing a proficient user to avoid hitting a limited number of creatures within the weapon's area of effect. Python-series hydra cannons offer the least control, while viper-series, asp-series, and cobra-series hydra cannons offer increasingly fine-tuned control over their target areas.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|hydra cannon, python-series | 2 | 1,070 | 1d6 E & F | 20 ft. | — | 20 charges | 2 | 2 |[[blast]], [[shape]] 1, [[unwieldy]] |
|hydra cannon, viper-series | 6 | 4,900 | 2d6 E & F | 25 ft. | — | 20 charges | 2 | 2 |[[blast]], [[shape]] 2, [[unwieldy]] |
|hydra cannon, asp-series | 12 | 41,000 | 4d6 E & F | 30 ft. | — | 20 charges | 2 | 2 |[[blast]], [[shape]] 3, [[unwieldy]] |
|hydra cannon, cobra-series | 19 | 642,000 | 10d6 E & F | 40 ft. | — | 20 charges | 2 | 2 |[[blast]], [[shape]] 4, [[unwieldy]] |
</div>
This weapon can be thrown underwater effectively, taking no penalty to attack rolls or damage for underwater combat.
<div class="statblock">
* ''Type'' poison (contact)
* ''Save'' Fortitude DC 20
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Onset'' 1 minute
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' Bodies of victims that reach the //dead// state dissolve completely unless the acid is neutralized within 1 minute with a successful DC 30 [[Medicine]] check or [[Physical Science]] check.
* ''Cure'' 2 consecutive saves
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|hydrofluoric acid | 14 | 10,500 | 1 |
</div>
<div class="statblock">
* ''Level 8''; ''Price'' 20,500
* Large water vehicle (10 ft. wide, 15 ft. long, 5 ft. high)
* ''Speed'' 25 ft., full 600 ft., 70 mph
* ''EAC'' 20; ''KAC'' 22; ''Cover'' partial cover
* ''HP'' 120 (60); ''Hardness'' 8
* ''Attack (Collision)'' 7d10 B (DC 16)
* ''Modifiers'' +0 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' planetary [[comm unit]]
* ''Passengers'' 5
</div>
As this vehicle gains speed, the hydrofoils lift the boat’s hull out of the water, decreasing drag and allowing for even greater speeds.
When you activate this set of impellers as a move action, you gain a swim speed equal to half your land speed. If you already have a swim speed, this upgrade instead grants a +10-foot enhancement bonus to your swim speed.
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|hydrojet | 3 | 1,400 | 1 | light, heavy | L | 20 | 2/hour |
</div>
Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat and stealth drones.
This space holds an entirely self-sustaining garden, complete with oxygen recycling, food production, and lighting that fosters advanced growth. A hydroponic garden takes up two expansion bays and can provide food for up to 10 Medium-sized creatures indefinitely, even if the rest of the vessel is without full power or propulsion. Multiple hydroponic gardens can be linked together to form one massive garden space.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|hydroponic garden | 0 | 5 |
</div>
This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for [[vesk]] or antennae grooming for [[lashunta]] or [[shirren]]) that are of less use to other creatures.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|hygiene kit | 1 | 3 | L |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* NE Medium ooze (aquatic)
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 130
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +10; ''Ref'' +6; ''Will'' +10
* ''Immunities'' [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft., swim 40 ft.
* ''Melee'' pseudopod +19 (3d4+9 B) or attach +19
* ''Offensive Abilities'' infest, traumatize organs
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +4; ''Int'' +2; ''Wis'' +1; ''Cha'' +6
* ''Skills'' [[Bluff]] +22, [[Disguise]] +22, [[Sense Motive]] +17, [[Stealth]] +17
* ''Other Abilities'' [[amphibious]]
* ''Languages'' Common, Pahtra, Vesk
!!! ECOLOGY
* ''Environment'' any (Vesk-6)
* ''Organization'' solitary, pair, or nest (3–6)
!!! SPECIAL ABILITIES
''Infest ([[Ex]])'' A hymothoa can infest a [[helpless]] target no more than one size category larger or smaller than it by taking 10 minutes to slide into the target’s body, devouring organs and replacing them with its own body. While infesting a creature, a hymothoa has total cover and takes no actions. However, it controls the infested creature’s (host’s) actions, including using equipment and weapons (using the hymothoa’s attack bonus), using the hymothoa’s or host’s saving throw bonuses (whichever is higher), using the host’s extraordinary abilities (but not its supernatural or spell-like abilities), and using the hymothoa’s or host’s natural attacks. A hymothoa isn’t affected by any damage dealt to its host. When a hymothoa abandons its host, the host typically dies of organ damage instantly, though if they succeed at a DC 23 Fortitude save, they can stay alive for 1d4 minutes, during which time another character can attempt to stabilize them with a DC 28 [[Medicine]] check. A lengthy stay in a hospital is then necessary to replace any lost organs.
''Traumatize Organs ([[Ex]])'' As a standard action while attached to or grappling a creature, the hymothoa can send thin pseudopods into the creature’s mouth, nose, or open wounds to inflict terrible trauma on the creature’s innards. The target takes 4d6+12 B damage and 1d8 bleed damage; a successful DC 18 Fortitude save halves the damage and negates the bleed damage.
</div>
Pahtras are the most prominent of Vesk-6’s native species, but they aren’t the only intelligent creature that calls the planet home. Hymothoas are a species of sapient, parasitic oozes that dwell in the deepest and most remote swamps of Vesk-6. They’re infamous for their ability to infest their prey; a hymothoa can seep into its victim’s body and devour internal organs, bones, and even parts of the brain. The hymothoa then uses its extremely malleable body to mimic the function of those organs, essentially turning their victim into a barely living puppet. When the hymothoa abandons its host, the host almost always dies of massive organ damage on the spot. While countless stories exist of hymothoa-infested impostors lurking among the residents of a settlement, enacting nefarious schemes, in truth, little is known about why hymothoas infests certain creatures.
Though sapient, hymothoas have shown little interest in communicating with other species, and little is known of their society. It seems that to hymothoas, other sapient species aren’t beings worthy of even the most minimum levels of interaction, and they have no qualms about infesting or consuming other intelligent life to further their mysterious goals.
[[Skittermanders]] are known for their boundless enthusiasm and willingness to help. A microprocessor implanted in your heart (or similar organ) can temporarily increase your heart rate and give you the energy to do more. Once per day, you can take an extra move action.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|hyper graft | 4 | 2,125 | heart |
</div>
You can't hold still, making you difficult to hit.
''Prerequisite:'' Hyper racial ability.
''Benefit:'' When you use your hyper racial ability, you gain concealment (20% miss chance) until the start of your next turn.
You further improve the response time of your [[AI]]. If you have a [[drone]], your drone gains a +1 insight bonus to AC. In addition, if your drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. If you have an [[exocortex]], you gain a +1 insight bonus to AC. In addition, whenever you fail a Reflex saving throw, you can spend 1 Resolve Point to reroll the saving throw and take the higher result. You must have the [[overclocking]] mechanic trick to learn this trick.
<div class="statblock">
* ''Type'' drug (ingested or inhaled)
* ''Save'' Fortitude DC 12
* ''Addiction'' Fortitude DC 12 (physical)
* ''Track'' [[Strength|Strength Poison Track]]
* ''Effect'' +2 morale bonus to saves against mind-affecting effects for 1 hour.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|hyperleaf | 1 | 95 |
</div>
name:hypermass cannon
range:long
speed:—
damage:6d6 × 10
pcu:40
cost:40
special:[[line|Line (starship weapon property)]]
As a standard action, you can convince one living creature that you are to be trusted. This functions as //[[charm person]]//, but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn't have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. You can't use this revelation again while you currently have a creature charmed via this ability, and once you've attempted to charm a creature, whether or not the attempt was successful, you can't charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you've requested of it. At 9th level, hypnotic glow functions as //[[charm monster]]//.
When you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the //[[command]]// spell (no save).
You’ve seen enough of the future to know exactly the right moment to intercede on behalf of your allies in social situations. When you successfully perform the [[aid another]] action to assist an ally with a [[Bluff]], [[Diplomacy]], or [[Intimidate]] check, you can use a [[paradox]] in place of the ally’s d20 roll for the skill check.
<div class="statblock">
* ''Tier'' 2
* Huge skyspy
* ''Operators'' 1–2; ''PP'' 1 (2/turn, max 6)
* ''Speed'' 30 ft., fly 80 ft. (average)
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 24; ''SP'' 9; ''Hardness'' 1
* ''EAC'' 21; ''KAC'' 20
* ''Fort'' +3; ''Ref'' +7
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +8
* ''Melee'' buzzblade (upper limb—1d8+4 S; [[bleed]] 1d4) or shears (upper limb—1d6+4 S; critical [[wound]])
* ''Ranged'' sonic shotgun (frame—1d8+2 So; critical [[knockdown]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Strength'' +2
!!! SYSTEMS
* ''Power Core'' mk 1 dynamo
* ''Lower Limbs'' agile biped
* ''Upper Limbs'' precision arms (+2 melee, +1 ranged)
* ''Auxiliary'' ammo reserve, entry hatch, haste circuit
* ''Upgrades'' enhanced shields, fleet, rapid reflexes
</div>
The most common mechs present on the //Idari// are offensive skirmishing units designed for versatile patrol, protection of key locations, and advanced security. Officially designated as IAUs, or Idaran Assault Units, the mechs are colloquially referred to as "tangler."
This spherical astrolabe’s components are inscrutable while on a planet. However, when not on or directly orbiting a planet, the astrolabe reconfigures itself to guide you toward new cosmic mysteries. By referencing the device, you gain a +2 circumstance bonus to [[Piloting]] checks to navigate to unknown destinations. In addition, by studying the astrolabe for 1 hour and succeeding at a DC 15 [[Engineering]] or [[Mysticism]] check, you identify a previously uncharted anomaly (such as a strange planet, arcane nebula, or other site of interest) you can then travel to as an unknown destination. The astrolabe can’t be used to identify additional such anomalies until you encounter the currently displayed destination, sating the device’s curiosity.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Ibra's astrolabe// | 4 | 2,000 | 1 |
</div>
<div class="statblock">
* ''Tier'' 12
* Colossal juggernaut
* ''Operators'' 2–6; ''PP'' 7 (2/turn, max 15)
* ''Speed'' 50 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 146; ''SP'' 27; ''Hardness'' 8
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +13; ''Ref'' +12
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +10
* ''Melee'' hammerfist (upper limb—10d4+21 B)
* ''Ranged'' rocket launcher (frame—7d10+12 F&P [[explode]] [10 ft.])
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Strength'' +9
!!! SYSTEMS
* ''Power Core'' mk 3 eternal
* ''Lower Limbs'' heavy biped
* ''Upper Limbs'' powerful arms (+1 melee, +0 ranged)
* ''Auxiliary'' autotarget, plasma-shock circuits, plow plating, weapon core (electricity, sonic)
* ''Upgrades'' superior computer
</div>
IBUs, or Idaran Breaching Units, are designed to tear holes through the hulls of enemy spacecraft. IBUs have multiple saws, claws, and other tools integrated into their secondary limbs. Kasathan engineers refer to these mechs by a nickname that reflects their intended use: "breachers."
<div class="statblock">
* <<levels>>
* ''School'' evocation (water)
* ''Casting Time'' 1 standard action
* ''Range'' 50 ft.
* ''Area'' line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You cause the ambient atmosphere or water to flash freeze, creating a jagged icicle that deals 5d6 cold and 5d6 piercing to each creature in its area. When cast underwater, this spell deals an additional 2d6 cold damage.
Rather than relying on coolant to produce supercooled gas, an ice carbine pumps heat out of large vents integrated in the weapon's stock and uses the temperature change to produce brittle, razor-sharp shards of ice in the chamber. This design allows it to either fire a short, targeted shot or spray a hailstorm of piercing needles at a group of foes. The heat-exchange technology used in these weapons is common on Verces, where it's used for many purposes, making it relatively easy to find them in the Pact Worlds, from the subzero models (often built in illicit basement labs) to absolute-zero ice carbines, which are the best in the Pact Worlds. Gelid and ultracold ice carbines improve on the subzero version's technology and overall power.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|ice carbine, subzero | 2 | 510 | 1d8 C & P | 60 ft. | — | 20 charges | 2 | 2 |[[automatic]] |
|ice carbine, gelid | 9 | 12,400 | 3d8 C & P | 60 ft. | — | 40 charges | 2 | 2 |[[automatic]] |
|ice carbine, ultracold | 13 | 47,100 | 6d6 C & P | 80 ft. | — | 40 charges | 2 | 2 |[[automatic]] |
|ice carbine, absolute-zero | 17 | 218,000 | 11d6 C & P | 80 ft. | — | 40 charges | 2 | 2 |[[automatic]] |
</div>
Made of frozen water, ice elementals form in the borderlands between the Elemental Planes of Air and Water.
* ''Traits:''
** air subtype, cold subtype, water subtype
** [[sense through]] (vision [fog and precipitation only]) 60 ft.
** [[immunity]] to cold, [[vulnerability]] to fire,
** burrow (ice and snow only) speed of 20 feet, swim speed of 60 feet
* ''Languages:'' Aquan.
* //Ice Glide ([[Su]]):// As the [[earth glide]] special ability, except an ice elemental can pass through only nonmagical ice and snow.
* //Icewalking ([[Ex]]):// An ice elemental can move across icy surfaces without penalty and doesn't need to attempt [[Acrobatics]] checks to run or charge on ice. In addition, an ice elemental can climb icy surfaces as if under the effects of //[[spider climb]]//.
* //Numbing Cold ([[Ex]]):// An ice elemental's slam has the [[stagger]] critical hit effect.
A decidedly unsubtle weapon, an ice launcher fires a huge block of ice at an opponent. The weapon is heavy and slow to fire, but the weight of the supercooled ice can knock an opponent to the ground and deal extensive cold damage. Aufeis and iceberg launchers produce small enough quantities of ice that it can be stored in the weapon's square barrel, sometimes making them appear more like bulky appliance than weapons. The more complex floe, glacier, and icecap ice launchers generate a large amount of ice in front of the barrel proper, steadying the mass with clawed protrusions before firing.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|ice launcher, aufeis | 2 | 760 | 1d12 B & C | 60 ft. | [[knockdown]] | 20 charges | 4 | 3 |[[unwieldy]] |
|ice launcher, iceberg | 5 | 3,100 | 2d8 B & C | 60 ft. | [[knockdown]] | 40 charges | 4 | 3 |[[unwieldy]] |
|ice launcher, floe | 8 | 9,430 | 3d12 B & C | 60 ft. | [[knockdown]] | 40 charges | 8 | 3 |[[unwieldy]] |
|ice launcher, glacier | 15 | 108,000 | 8d12 B & C | 60 ft. | [[knockdown]] | 80 charges | 8 | 3 |[[unwieldy]] |
|ice launcher, icecap | 20 | 892,000 | 14d12 B & C | 60 ft. | [[knockdown]] | 80 charges | 8 | 3 |[[unwieldy]] |
</div>
Callous and aloof, ice mephits work at a glacial pace, handling dirty work for their masters.
* ''Traits:''
** add water subtype;
** [[fast healing]] works only when the mephit is in subzero temperatures
** [[immunity]] to cold and [[vulnerability]] to fire
** [[breath weapon]] deals 2d8 cold damage
** spell-like abilities (caster level equal to CR, high attack bonus) include //[[energy ray]]// (cold only) at will and //[[grease]]// 1/day
* ''Languages:'' Aquan.
This handheld melee weapon appears to be nothing more than a handle with a slot in one end. Once a vial of an injectable substance is inserted into this slot, the ice needle forms a slender spike of ice around that liquid core, allowing you to inject the substance into a foe with a virtually untraceable weapon. Undercover and furtive ice needles are often used primarily for their injecting capabilities, while artifice, espionage, and subterfuge ice needles deal significant damage along with the injection.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|ice needle, undercover | 1 | 330 | 1d4 C & P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[powered]] (capacity 20, usage 4) |
|ice needle, furtive | 5 | 3,140 | 1d6 C & P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[powered]] (capacity 40, usage 4) |
|ice needle, artifice | 10 | 18,400 | 4d6 C & P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[powered]] (capacity 40, usage 4) |
|ice needle, espionage | 14 | 74,100 | 7d6 C & P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[powered]] (capacity 40, usage 4) |
|ice needle, subterfuge | 18 | 384,000 | 13d6 C & P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[powered]] (capacity 80, usage 4) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (cold)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' yes
</div>
You encase a creature in a block of ice. The creature takes 8d6 cold damage and becomes [[paralyzed]]. A creature that succeeds at a Reflex saving throw halves the damage it takes and avoids becoming paralyzed. Each round on its turn, a paralyzed creature takes an additional 4d6 cold damage and can spend a full action to attempt a new saving throw to end the paralyzed effect. The //ice prison// has hardness 21, 51 Hit Points, and [[vulnerability]] to fire. If the ice prison is destroyed, the spell ends. Casting this spell doesn’t provoke attacks of opportunity.
Creating an eternal, endothermic flame is a classic test for hanakan spellcasters. When applied to a solarian weapon crystal, this magic creates a relentlessly heat-leeching gem that often causes its imbued weapon to glow with azure flames. //Iceflame crystals// have the [[frostbite]] weapon critical hit effect.
<<section 'Frostbite' 'h3'>>
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |Special |h
|//iceflame crystal//, shard | 2 | 780 | +1 C | [[frostbite]] 1 | — |[[aurora]] |
|//iceflame crystal//, least | 5 | 3,100 | +1d3 C | [[frostbite]] 1d4 | — |[[aurora]] |
|//iceflame crystal//, minor | 8 | 9,600 | +1d6 C | [[frostbite]] 1d6 | — |[[aurora]] |
|//iceflame crystal//, lesser | 11 | 25,200 | +2d6 C | [[frostbite]] 1d6 | — |[[aurora]] |
|//iceflame crystal//, standard | 14 | 75,000 | +3d6 C | [[frostbite]] 2d6 | — |[[aurora]] |
|//iceflame crystal//, greater | 17 | 255,000 | +4d6 C | [[frostbite]] 3d6 | — |[[aurora]] |
|//iceflame crystal//, true | 20 | 825,000 | +6d6 C | [[frostbite]] 4d6 | — |[[aurora]] |
</div>
An icestar staff is an homage to the planet of Verces, where shirren immigrants making their first Pact Worlds home developed the weapon. One end of this staff glows with heat, while the other end shimmers with frost, offering the wielder the choice of which to use for each strike—a particular treat for its shirren creators. Icestar staves come in defender, seeker, warrior, drifter, and leader models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|icestar staff, defender | 4 | 2,080 | 1d6 C or F | — | 1 |[[block]], [[double]] (flame), [[powered]] (capacity 40, usage 2) |
|icestar staff, seeker | 7 | 6,320 | 2d6 C or F | — | 1 |[[block]], [[double]] (flame), [[powered]] (capacity 40, usage 2) |
|icestar staff, warrior | 11 | 25,200 | 4d6 C or F | — | 1 |[[block]], [[double]] (flame), [[powered]] (capacity 40, usage 2) |
|icestar staff, drifter | 14 | 73,100 | 6d6 C or F | — | 1 |[[block]], [[double]] (flame), [[powered]] (capacity 40, usage 2) |
|icestar staff, leader | 17 | 251,000 | 10d6 C or F | — | 1 |[[block]], [[double]] (flame), [[powered]] (capacity 40, usage 2) |
</div>
Ichihara Holdings weaponry is often found in the hands of Xun working for the Golden League, though every investigation into the company has failed to uncover any formal links to the crime organization. The company itself claims its weapons are simply popular with some groups because of the ingenious solutions devised by their engineering teams to create equipment—from pistols to vehicles—with modular, interchangeable parts. All Ichihara Holdings weapons follow this standard and can be easily repaired, granting a +2 circumstance bonus to skill checks to repair them. The company manufacturers most weapons, but specializes in advanced melee weapons. An Ichihara Holdings weapon costs 10% more than normal.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Medium aberration
* ''Init'' +8; ''Senses'' [[darkvision]] (60 ft.); ''Perception'' +28
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +16; ''Will'' +14
* ''Defensive Abilities'' reflexive rash, [[unflankable]]; ''Resistances'' acid 15
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' tentacles +27 (4d6+20 B plus inflame)
* ''Multiattack'' 4 tentacles +21 (4d6+20 B plus inflame)
* ''Offensive Abilities'' ambush, inflame, nauseating display
* ''Space'' 5 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +8; ''Con'' +4; ''Int'' –3; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +23, [[Stealth]] +23, [[Survival]] +15
* ''Languages'' Aklo (can't speak); [[limited telepathy]]
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or plague (3–15)
!!! SPECIAL ABILITIES
''Ambush ([[Ex]])'' See [[carrion wheel]].
''Inflame ([[Su]])'' See [[carrion wheel]]; the saving throw DCs are 20, and the acid damage is 8d6.
''Nauseating Display ([[Ex]])'' As a swift action, the ichor wheel quickly expels and reabsorbs parts of its internal organs in an attempt to disgust observers. Creatures within 30 feet become [[sickened]] for 2d6 rounds (Will DC 20 negates). Once a creature has been exposed to an ichor wheel's display, it can't be affected by the same ichor wheel's display for 24 hours. This is a sense-dependent effect.
''Reflexive Rash ([[Su]])'' See [[carrion wheel]]; the Reflex save DC is 20.
</div>
Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.
!! Theme Knowledge (1st)
Choose a [[Profession]] skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or [[Culture]] check to [[recall knowledge]] about other icons of your profession or details about your profession's cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Celebrity (6th)
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it's a DC 10 [[Culture]] check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you've built up both fans and detractors due to your celebrity. If you're looking for a generic person like "a doctor who can treat this disease," you can almost always find one who's a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM's discretion, fans might give you services (although not goods) for a discount or even for free.
!! Megacelebrity (12th)
Your reputation grows to the point that your name is ubiquitous. The DC of [[Culture]] checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.
!! Master Icon (18th)
Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' up to one creature/4 levels, no two of which can be more than 30 ft. apart
* ''Duration'' concentration + 1 round
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
By invading targets with your psychic presence, you isolate parts of their minds, preventing them from functioning in a coherent manner. Targets who fail their save are [[confused]] for the duration. Each round, a target rolls twice to determine their behavior due to the confused condition, and you choose which result applies.
<div class="statblock">
* ''Type'' poison (ingested)
* ''Save'' Fortitude DC 14
* ''Track'' [[Intelligence|Intelligence Poison Track]]
* ''Onset'' 10 minutes
* ''Frequency'' 1/minute for 6 minutes
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|id moss | 2 | 140 |
</div>
<div class="statblock">
* ''Tier'' 3
* Tiny fighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 17; ''TL'' 17
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' light particle beam (3d6; 10 hexes), magic torpedo units (2d4+2; 20 hexes)
* ''Attack (Aft)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Black (120 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, mk 4 armor, mk 4 defenses, mk 2 duonode computer; ''Expansion Bays'' none
* ''Modifiers'' +2 to any 2 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 2 (minimum 1, maximum 2)
!!! CREW
''Gunner'' [[Engineering]] +8 (3 ranks), gunnery +7 (3rd level)
''Pilot'' [[Computers]] +8 (3 ranks), gunnery +7 (3rd level), [[Piloting]] +14 (3 ranks)
</div>
At the Doyenate's urging, Idari Crucible Works designed the Keris as a versatile and sustainable long-range fighter. The ship's distinctive teardrop shape, downswept wings, and golden cockpit canopy combine familiar hallmarks of kasathan shipbuilding with the innovative features represented in Idari Crucible Works' newer models. Unlike most craft of its size, the Keris's cockpit contains seating and controls that allow the pilot and gunner to sit next to one another, rather than in tandem. Operators agree that the spacious design is a welcome alternative to the typical arrangement, and the roomy crew space is particularly prized for its comfort during long-distance missions.
Though it incorporates cutting-edge Pact World technology into its design, the Keris is steeped in ancient kasathan tradition; the vessels that inspired its form served as escorts for colony ships long before Idari's own journey. While examining ancient schematics, kasathan engineers realized they could resurrect the millennia-old design and enhance it with Pact Worlds technology, such as vastly improved thrusters, as well as with Drift functionality. Some traditionalists yearn to rediscover the alloys used in the original Kerises' construction to incorporate into the manufacturing process. That this technology seems lost to the Gap hasn't stopped wealthy patrons from funding expeditions to recover aging kasathan starship hulls for study.
Today, these fighters frequently serve as long-range patrol vessels or as guardians for cruiser vanguards in military operations across Near Space. Fleet commanders treasure the Keris for its operational endurance and fuel efficiency, whereas their engineers prize the Keris's easy maintenance routines. The starship's hearty defensive specs seem to encourage risky behavior, however. One tactic popularized by Keris fighter pilots involves reinforcing the aft shields while positioning the craft between the ship they're protecting and incoming projectiles. The gunner then opens fire on the hostile torpedoes using the craft's aft-mounted weapon, hopefully destroying the projectiles before they can reach their target. This "reverse Keris" maneuver earns these pilots a perhaps undeserved reputation as foolhardy and reckless. Still, the bold tactic has saved more than a few ships from devastating bombardment, and Keris operators continue to favor and develop risky maneuvers in the heat of battle—somewhat contrary to kasathas' love of tradition. It's not uncommon for Keris crews to challenge passersby to friendly duels, trusting their starships' shields to deflect harm while testing out innovative strategies on unfamiliar targets.
<div class="statblock">
* ''Tier'' 12
* Gargantuan carrier
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 23; ''TL'' 23
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' medium 160 (forward 40, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' super plasma cannon (3d6×10)
* ''Attack (Port)'' heavy laser cannon (4d8)
* ''Attack (Starboard)'' heavy laser cannon (4d8)
* ''Attack (Turret)'' high explosive missile launcher (4d8), high explosive missile launcher (4d8)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget long-range sensors, [[crew quarters]] (common), mk 5 armor, mk 6 defenses, mk 2 trinode computer; ''Expansion Bays'' [[cargo holds]] (2), [[hangar bays]] (2)
* ''Modifiers'' +2 any three checks per round, +1 [[Piloting]]
* ''Complement'' 120
!!! CREW
* ''Captain'' [[Bluff]] +22 (12 ranks), [[Diplomacy]] +22 (12 ranks), gunnery +17, [[Intimidate]] +22 (12 ranks), [[Piloting]] +23 (12 ranks)
* ''Engineers (2 officers, 30 crew each)'' [[Engineering]] +22 (12 ranks)
* ''Gunners (3 officers, 15 crew each)'' gunnery +17
* ''Pilot (1 officer, 4 crew)'' [[Piloting]] +28 (12 ranks)
* ''Science Officer (1 officer, 3 crew)'' [[Computers]] +22 (12 ranks)
</div>
The Idaran Millennia resembles a sleek bird skull, with delicate, rippled fins. When cruising, the ship remains compact, yet in combat its "beak" opens to
reveal a magnetic launch strip capable of firing a swarm of fighters into the fray with incredible speed. Even more disturbing, its fins detach, floating in a perfect magnetic field lock—their purpose is a highly classified secret.
<div class="statblock">
* ''Tier'' 7
* Medium transport
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 22; ''TL'' 19
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' medium 140 (forward 40, port 30, starboard 30, aft 40)
* ''Attack (Forward)'' heavy plasma torpedo launcher (5d10; 20 hexes), light particle beam (3d6; 10 hexes)
* ''Attack (Aft)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes), light particle beam (3d6; 10 hexes)
* ''Power Core'' Pulse Blue (200 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic medium-range sensors, crew quarters (good), mk 5 armor, mk 3 defenses, mk 2 duonode computer; ''Expansion Bays'' [[combat training facility]] (basic), [[medical bay]], [[recreation suite]] (HAC), [[surveying sensors]], [[tech workshop]]
* ''Modifiers'' +2 to any 2 checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +14 (7 ranks), [[Computers]] +14 (7 ranks), [[Diplomacy]] +19 (7 ranks), [[Engineering]] +14 (7 ranks), gunnery +12 (7th level), [[Piloting]] +14 (7 ranks)
* ''Engineer'' [[Computers]] +14 (7 ranks), [[Engineering]] +14 (7 ranks)
* ''Gunners (2)'' gunnery +12 (7th level)
* ''Pilot'' [[Piloting]] +14 (7 ranks)
* ''Science Officer'' [[Computers]] +19 (7 ranks), [[Life Science]] +14 (7 ranks), ''Physical Science'' +14 (7 ranks)
</div>
When kasatha sojourners finally reached Akiton, they found the planet they hoped to settle already inhabited by technologically advanced species. While many chose to integrate into Akiton's society and the nascent Pact Worlds at large, a minority faction advocated for the Idari to power back up and continue searching for a new, uncontested home world. Although this group failed to convince the ruling Doyenate to start the Idari on a new journey, the Doyenate saw the wisdom in continuing the search and commissioned a fleet of speedy transport starships suited for exploration and small-scale colonization.
Inspired by an ancient kasathan design, a Peregrinasi has a sleek exterior that sports sweeping fins for in-atmosphere flight, plus a rounded belly designed for water landings and concealed landing gear for terrestrial touchdowns. The starship's interior combines clean curves and spacious living quarters, plus numerous common areas and amenities to maintain crew morale during long journeys. Those journeys have become shorter and shorter as kasathan designers have incorporated ever-better Drift engines into their designs. Older Peregrinasi models often used a mere Drift Basic engine and instead invested their limited resources into stronger shields to weather the myriad threats of the Vast.
The Peregrinasi's far-flung travels have endeared it to many travelers, and since 297 AG, Idari Crucible Works has sold the starships to non-kasatha explorers and merchants. With ample defensive features and specialized expansion bays, the Peregrinasi is also the favored vessel for any young kasathas embarking on their Tempering journeys. Most kasathan crews keep a position open to accommodate one of these adolescents, ensuring a smooth transmission of kasathan culture, wisdom, and solidarity from adults to youths. Those kasathan youths who are part of a tight-knit cohort might even secure a Peregrinasi of their own; these crews often only have a few ranks in each skill, making them a lesser challenge for anyone callous enough to attack the young adults. But word travels fast, and such predators often draw swift retaliation.
<div class="statblock">
* ''Tier'' 13
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 3); ''Drift'' 1
* ''AC'' 29; ''TL'' 31
* ''HP'' 255; ''DT'' 14; ''CT'' 51
* ''Shields'' heavy 420 (forward 105, port 105, starboard 105, aft 105)
* ''Attack (Forward)'' particle beam cannon (3d4×10; 20 hexes)
* ''Attack (Port)'' light plasma torpedo launcher (3d8; 20 hexes)
* ''Attack (Starboard)'' light plasma torpedo launcher (3d8; 20 hexes)
* ''Attack (Turret)'' persistent particle beam (10d6; 20 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' [[adamantine alloy]] armor, advanced long-range sensors, crew quarters (good), mk 9 armor, mk 9 defenses, mk 2 tetranode computer; ''Expansion Bays'' [[cargo holds]] (2), [[medical bay]], [[shuttle bays]] (2), [[tech workshop]]
* ''Modifiers'' +2 to any 4 checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 89 (minimum 20, maximum 100)
!!! CREW
* ''Captain'' [[Bluff]] +23 (13 ranks), [[Computers]] +23 (13 ranks), [[Diplomacy]] +23 (13 ranks), [[Engineering]] +23 (13 ranks), gunnery +19 (13th level), [[Piloting]] +23 (13 ranks)
* ''Engineer (2 officers, 15 crew each)'' [[Engineering]] +23 (13 ranks)
* ''Gunners (3 officers, 10 crew each)'' gunnery +19 (13th level)
* ''Pilot'' [[Piloting]] +23 (13 ranks)
* ''Science Officer (2 officers, 10 crew)'' [[Computers]] +28 (13 ranks)
</div>
Upon arriving in the Pact Worlds, the kasathas of the Idari realized that the small, aging escort fleet that had ushered the colony ship from their home world was outclassed and outgunned by their new neighbors' starships. Developed as a cornerstone of this new navy, the Saga is a versatile battle cruiser that has played a critical role in maintaining kasathan interests and supplementing Steward forces in times of war.
The Saga incorporates a combination of Pact Worlds technology and proprietary [[Idari Crucible Works]] energy-to-matter construction techniques. The starships are as much defenders as they are visual statements of kasathan aesthetics. Not only does a Saga display the iconic curving silhouette of other kasathan starships, but many of its core sections interlock with magnetic field locks, allowing elements to detach, reconfigure, and even float in parallel alongside the starship's main body. The largest of these components rest along the Saga's port and starboard sides, detaching during confrontations and spreading into menacing, metallic wings. In addition to their intimidation factor, the wings are also weapons platforms, each equipped with a host of torpedoes and an edge that helps channel the Saga's electromagnetic countermeasures to foil enemy sensors and targeting systems. Finally, the wings conceal the starship's armored shuttle bays.
A Saga starship on patrol typically carries two [[Keris|Idaran Keris]] or [[Thunderbolt|Idaran Thunderbolt]] starships within its twin shuttle bays, often deploying these ships to assist during armed engagements. Saga captains are famously accommodating of disabled starships, vacating these bays to allow vessels in distress to benefit from a Saga's cutting-edge medical and repair facilities. This array of functionality allows a Saga to serve as a support ship for larger fleets, but Saga crews' compassionate aid to countless strangers has won kasathas far more engagements than their weapons alone. Saga ships are such a well-recognized source of aid to those in distress across the Pact Worlds that "A Saga for sore eyes!" is a common exultation of relief.
<div class="statblock">
* ''Tier'' 6
* Small shuttle
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0); ''Drift'' 1
* ''AC'' 24; ''TL'' 25
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' medium 200 (forward 80, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' decorative ramming prow* (2d4; 1 hex)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, crew quarters (common), extra weapon mount (turret), mk 7 armor, mk 9 defenses, mk 1 trinode computer, security (antipersonnel weapon [static [[shock caster]]]); ''Expansion Bays'' [[breaching pod]], [[combat training facility]] (specialized), [[passenger seating]]
* ''Modifiers'' +1 to any 3 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 4)
!!! CREW
* ''Captain'' [[Bluff]] +13 (6 ranks), [[Computers]] +13 (6 ranks), [[Diplomacy]] +13 (6 ranks), [[Engineering]] +13 (6 ranks), gunnery +11 (6th level), [[Piloting]] +13 (6 ranks)
* ''Engineer'' [[Computers]] +13 (6 ranks), [[Engineering]] +18 (6 ranks)
* ''Gunner'' gunnery +11 (6th level)
* ''Pilot'' gunnery +11 (6th level), [[Piloting]] +19 (6 ranks)
</div>
Kasathas have long revered melee techniques over all other forms of combat, and the Thunderbolt not only enables kasathas to engage enemies hand-to-hand, but also allows them to neutralize other vessels without inflicting significant hull damage. This swift, heavily armored shuttle boasts precise sensors for pinpointing weak spots in other starships' shields and defenses, which the Thunderbolt's reinforced prow can punch a hole through large enough that its complement of 16 warriors can board and overpower the enemy crew. When dealing with especially maneuverable foes, the starship can instead launch breaching pods to deliver its soldiers across vast distances. Even after deploying its warriors, the starship's crew often continues to ram and harass enemies, retreating only once the starship's shields are nearly depleted.
Though it was originally developed by the Doyenate as a conveyance vessel for skilled kasathan fighters, the Thunderbolt also appeals to other factions and species in need of a specialty assault craft. Many in the Veskarium's military admire the model, having affectionately nicknamed it the "Fist of Damoritosh" for the carnage it inflicts; retired vesk soldiers often buy aftermarket Thunderbolts, eager to pilot these bold starships for that reputation alone. According to rumors, the High Despots recently opened negotiations with the Doyenate to commission their own personalized fleet of Thunderbolts. Such arms deals are notoriously intricate and often move at a glacial pace, but if the Doyenate accepts the bid, the resulting arms deal could represent a major change in the Near Space fiscal-political climate; as commercialization of their creations increases, Idari Crucible Works could rise as a premier military starship manufacturer in the coming decades.
Several judiciary and governmental organizations, including the Stewards, are concerned that this development could undermine their authority, unwittingly provoke military aggression within the Pact Worlds, or embolden the Veskarium to launch even more attacks on Near Space worlds. Likewise, some Veskarium manufacturers have taken offense to the High Despots commissioning vessels from non-vesk shipyards, and the otherwise respectful kasatha-vesk relations continue to suffer as the manufacturers work to out-maneuver one another.
<div class="statblock">
* ''Tier'' 4
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 16; ''TL'' 15
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' light 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' heavy laser cannon (4d8)
* ''Attack (Port)'' heavy laser cannon (4d8)
* ''Attack (Starboard)'' heavy laser cannon (4d8) ''Power Core'' Arcus Ultra (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, budget short-range sensors, [[crew quarters]] (common), mk 4 armor, mk 3 defenses
* ''Expansion Bays'' cargo holds (8)
* ''Modifiers'' +1 [[Piloting]]
* ''Complement'' 10
!!! CREW
* ''Captain'' [[Bluff]] +15 (4 ranks), [[Computers]] +10 (4 ranks), [[Diplomacy]] +15 (4 ranks), [[Engineering]] +10 (4 ranks), gunnery +9, [[Piloting]] +11 (4 ranks)
* ''Engineers (3)'' [[Engineering]] +10 (4 ranks)
* ''Gunners (3)'' gunnery +9
* ''Pilot'' [[Piloting]] +16 (4 ranks)
* ''Science Officers (2)'' [[Computers]] +10 (4 ranks)
</div>
Big-bellied Vanserais resemble starfighters gone to fat. With prominent wing guns and a bridge canopy made to look like a much smaller cockpit, a Vanserai's appearance is designed to make it clear that while it may be a freighter, it's no easy target.
<div class="statblock">
* ''Tier'' 1/3
* Tiny racer
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0)
* ''AC'' 15; ''TL'' 14
* ''HP'' 20; ''DT'' —; ''CT'' 4
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' gyrolaser (1d8)
* ''Power Core'' Micron Heavy (70 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, basic mid-range sensors, mk 2 armor, mk 1 defenses
* ''Modifiers'' +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 1
!!! CREW
* ''Pilot'' [[Computers]] +7 (1 rank), gunnery +3, [[Piloting]] +11 (1 rank)
</div>
Few ships can match the speed and maneuverability of a Voidrunner, making it the perfect ship for daredevils, elite combat pilots looking to rely on skill rather than heavy arms and armor, and criminals in need of a fast getaway.
!!! The Kasathan Golden Fleet
<div class="statblock">
* ''Manufacturing Centers'' Idari
* ''Specialties'' Kasathan starships
* ''Famous Models'' [[Millennia|Idaran Millennia]], [[Vanserai|Idaran Vanserai]], [[Voidrunner|Idaran Voidrunner]]
</div>
Kasathan culture prioritizes stability and community over all else. Its traditions rely on the wisdom of the past to plot a course for the future. When the people of the Idari arrived in the Pact Worlds, they discovered a society technologically superior in many fields and struggled to adapt to Pact Worlds capitalism while preserving their traditional values. To integrate into Pact Worlds economies while providing a means to support the people of the Idari, the Doyenate converted the Crucible into a corporation. The corporation's profits are held in trust and managed for the good of the Idari and the people who live there. They named this corporation Idari Crucible Works.
Originally, the Crucible was not intended as a profitable enterprise. Its purpose was to manufacture and maintain kasathan ships during the Idari's long voyage across the vast space of the galaxy, and it was run by the Doyenate for the good of the kasathan people. As kasathas integrated into Pact Worlds society, they leveraged the efficient and high-quality manufacturing capabilities of the Crucible into an immense profit engine for the Idari.
Despite being outmatched by the combined technologies of the Pact Worlds, the Idari's advancements in energy-to-matter conversion, energy efficiency, and modular ship designs far surpassed anything the Pact Worlds had developed. Kasathas had developed technology to convert pure energy into a crystal-like matter, which they could further form into nearly any other basic material, alloy, or complex component. Many of the Pact Worlds' innovations in energy-to-matter conversion are founded on this technology. However, the technology found within the Crucible is far superior to that available elsewhere and is still a highly guarded and profitable secret.
To insulate Idari Crucible Works from external corruption and nontraditional influences, the Doyenate formed many smaller corporations through which clients and corporate partners interact. These subsidiary firms also serve as a buffer between off-worlders and the Idari's social traditions, which can be a source of consternation for non-kasathas. While most corporations stress competition with others, Idari Crucible Works instead stresses mutual assistance and cooperation. The Doyenate is forever playing the long game, forsaking lucrative short-term opportunities that would jeopardize long-term gain and stability. Of the non-kasathan employees within Idari Crucible Works, the vast majority are androids.
''Manufacturer Perk:'' The unique golden coating on Crucible vessels, called esaris, protects the crew from radiation. If the ship is hit by an effect with the [[irradiate|Irradiate (starship weapon property)]] special property, treat the irradiate as one level weaker; irradiate (high) becomes irradiate (medium), irradiate (medium) becomes irradiate (low), and irradiate (low) has no effect.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' 5 ft.
* ''Targets'' one magic or technological object
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell allows you to attempt to identify the function of a magic item (with //Mysticism//) or technological device (with [[Engineering]]) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell. This spell does not allow you to identify artifacts.
If you can clearly observe a spell being cast, you can use Mysticism to identify the spell. The DC of this check is equal to 10 + 5 × the level of the spell being cast. This does not require an action. You can't take 10 or take 20 on a Mysticism check to identify a spell.
You can use certain skills to identify creatures. The skill used to identify each creature type is listed below and in the individual skill descriptions. A successful skill check allows you to recall a useful piece of information about a specific creature, such as its special powers or vulnerabilities. For every 5 points by which the result of your check exceeds the DC, you recall another piece of useful information. You can attempt untrained skill checks to identify a creature if the DC is 10 or less. You can take 20 on a check to identify a creature, but only if you have a means of performing research, such as access to an information network like a planetary infosphere or a downloaded data set; this typically takes 2 minutes.
The DCs for skill checks to identify creatures are based on the creature's rarity. The list of creature types below indicates which skill is used to identify each creature type.
<div class="table-wrapper">
|Creature Rarity | DC |h
|Very common (space goblin) | 5 + 1-1/2 × creature's CR |
|Average (most monsters) | 10 + 1-1/2 × creature's CR |
|Rare (novaspawn) | 15 + 1-1/2 × creature's CR |
|Creature Type | Skill |h
|Aberration | [[Life Science]] |
|Animal | [[Life Science]] |
|Construct (magical) | [[Mysticism]] |
|Construct (technological) | [[Engineering]] |
|Dragon | [[Mysticism]] |
|Fey | [[Mysticism]] |
|Humanoid | [[Life Science]] |
|Magical beast | [[Mysticism]] |
|Monstrous humanoid | [[Life Science]] |
|Ooze | [[Life Science]] |
|Outsider | [[Mysticism]] |
|Plant | [[Life Science]] |
|Undead | [[Mysticism]] |
|Vermin | [[Life Science]] |
</div>
As part of the action to cast //[[detect magic]]//, you can use Mysticism to identify the properties and command words of magic and hybrid items. The DC of this check is equal to 15 + 1-1/2 × the item level. You can usually attempt a Mysticism check to identify a magic item only once per 24-hour period; further attempts within that period fail. However, casting an identify spell allows you to attempt a second check in the same 24-hour period and grants you a +10 insight bonus to the check. If you have the time, you can take 20 to attempt another check to identify a magic item in the same 24-hour period, but only if you can perform research, such as with access to an information network or downloaded data set.
You can use Engineering to identify the properties and uses of technological and hybrid items and devices such as starships and weapons, as well as alien technology. Generally, a check is not required to identify relatively simple technological items that are commonly available in the civilized worlds (such as those items presented in Equipment). You can take 20 on an Engineering check to identify technology, but only if you have a means of researching, such as access to an information network or downloaded data set.
The DCs for Engineering checks to identify technology are based on the item's rarity.
<div class="table-wrapper">
|Item Rarity | DC |h
|Common, complex technology (civilized worlds starships or items) | 5 + 1-1/2 × item's level |
|Less common technology (frontier worlds starships or items | 10 + 1-1/2 × item's level |
|Rare, ancient, or alien tech | 15 + 1-1/2 × item's level |
</div>
Ifrits are the descendants of mortal species and creatures from the Plane of Fire, usually [[efreet]]. These native outsiders are fiercely independent and many see even their friends as tools to be used.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Ifrits are Medium outsiders with the native subtype.
* ''Darkvision:'' Ifrits have [[darkvision]] with a range of 60 feet.
* ''Fire Affinity:'' Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result.
* ''Fire Resistance:'' The supernatural fire in ifrit blood grants them [[resistance]] 5 to fire.
* ''Spell-Like Ability:'' Once per day, an ifrit can cast //[[overheat]]// as a spell-like ability. At 8th level, he can use this ability one additional time per day, and he gains a third use per day at 16th level. His caster level equals his level, and the save DC is equal to 11 + his Charisma modifier.
!!! Alternate Racial Traits
* ''Hot Fusion:'' Sun-born ifrits sometimes inherit their stellar progenitor’s nuclear nature. An ifrit of 5th level or higher with this trait can cast //[[irradiate]]// once per day. At 12th level, they can use this ability one additional time per day. Their caster level equals their level, and the save DC is equal to 13 + their Charisma modifier. This replaces an ifrit’s spell-like ability.
* ''Warp Element:'' When an ifrit with this trait makes an attack or casts a spell that would deal acid, cold, electricity, or sonic damage, they can instead choose to make half of that damage fire. This replaces elemental affinity.
!! Ifrit Template Graft
An ifrit has ancestry tracing back to the Plane of Fire.
* ''Required Creature Type and Subtype:'' outsider (native)
* ''Traits:''
** [[darkvision]] 60 ft.
** [[resistance]] 5 to fire
** fire affinity (see Racial Traits)
** spell-like abilities (//[[overheat]]// 1/day; CR 8+, 2/day; CR 16+, 3/day)
* ''Suggested Ability Score Modifiers:'' Dexterity, Charisma
Weapons with the ignite special property use an accelerant to start small, intense fires on their targets. A target hit by a weapon with this special property must succeed at a Reflex save (DC = 20 + 1/2 the item's level + your Dexterity bonus) or gains the [[burning]] condition with the listed amount of damage. Gaining the burning condition multiple times from the ignite special property does not increase your burning damage—you take only the highest listed ignite damage each round. A character who gains the burning condition through other means (such as the [[burn]] critical effect, even from a weapon with ignite) does add that damage to her burning damage each round. Ending the burning condition ends burning from all sources.
An igniter has a deep-red crystal rod in place of a typical longarm barrel. This crystal focuses infrared light on a distant foe, causing the target to burst into flames. Assassins and drow in particular often favor the weapon due to its absence of any visible discharge. Ember, blaze, inferno, and solar flare igniters are common in many places.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|igniter, ember | 8 | 9,900 | — | 80 ft. | [[burn]] 2d6 | 40 charges | 4 | 1 |[[ignite]] 2d6 |
|igniter, blaze | 12 | 34,200 | — | 80 ft. | [[burn]] 3d6 | 40 charges | 4 | 1 |[[ignite]] 3d6 |
|igniter, inferno | 15 | 108,000 | — | 80 ft. | [[burn]] 4d6 | 40 charges | 4 | 1 |[[ignite]] 4d6 |
|igniter, solar flare | 18 | 360,000 | — | 80 ft. | [[burn]] 5d6 | 40 charges | 4 | 1 |[[ignite]] 5d6 |
</div>
<<section 'Ignurso Burrower'>>
<<section 'Ignurso Mason'>>
Ignursos are ursine mammals typically found in geothermally active areas, from hot springs to calderas. Standing up to 10 feet tall when on their hind legs and weighing up to 800 pounds, ignursos are physically intimidating. Yet they rarely make use of their fearsome appearance, instead preferring to burrow underground or lounge wherever it's warm. When they do act out of hunger or stress, ignursos become forces of destruction, their cyclopean eyes blazing with ferocity as the creatures exhale gouts of fire.
An ignurso's body is ideally suited for extremely warm environments. Wiry, flame-resistant fur covers its legs and belly, giving the creature crucial insulation in cooler areas. Its back and head are protected by thick scales able to shed incoming blows and fiery ash with equal ease, allowing an ignurso to remain active even during moderate volcanic events. Thick foreclaws allow the ignurso to dig swiftly through soil and softer igneous rock, climb with ease, and knock down prey. The only part of its body ill-suited to its fiery, subterranean terrain is its single eye—a liability around spraying soil or stray sparks. Having a single eye is evolutionarily common on the ignurso's home planet, and they have developed a nictitating membrane to protect their eye, keen vision in darkness and smoke alike, and a plow-like horn above the eye that serves as a visor against the worst debris.
Except in regions with consistently hot surface climates, ignursos tunnel deep underground during winter to avoid the chill, hibernating for months at a time. In their volcanically active homes, burrowing means not only avoiding cold air but also getting closer to deep magma veins. Closer to the surface, ignursos tear through the soil in search of insect larvae and burrowing creatures. During volcanic events, ignursos seek out carrion, feasting on creatures that have suffocated by toxic gases or crushed by debris. They even carve surface trenches well ahead of eruptions and use the trenches to funnel lava into long barriers in which they trap their prey.
When other food is scarce, ignursos grudgingly leave their favored haunts—especially when trying to fatten up for hibernation. They're opportunistic omnivores, enjoying berries and grasses as readily as they do fish, eggs, carrion, and urban refuse. Dozens of viral videos chronicle the rare cases when ignursos wander into settlements. Unaware of the flammability of objects around them, ignursos often accidentally cause fiery explosions, then scramble away while roaring in shock as their surroundings go up in flame.
Ignursos remain usually solitary unless courting a mate or raising cubs. Females give birth to live young and raise them for about 18 months before urging them to fend for themselves. Younger ignursos, known as burrowers, aggressively dig out their own domains and live out fairly animalistic existences. Ignursos have a natural lifespan of about 25 years, and in the last decade of life, the creatures develop exceptional cunning and resilience. This seems to come from an intensifying attunement to their volcanic surroundings, as if communing with the fires deep below. In fact, not only do these elders apparently learn to understand Ignan and sense impending eruptions, but their fire breath changes to superheated plasma. Known as masons, these ignursos tunnel less and build more, using their breath to melt rock to a liquid consistency before shaping it into crude structures. Along with basic shelters, ignurso masons sculpt strange monuments and statues, the purpose of which continues to vex biologists.
For all the danger they represent, ignursos serve two crucial roles in their ecosystems: volcanic mitigation and habitat creation. Periodically, an overzealous ignurso digs so close to a volcano's magma chamber that lava breaks through the rock, wells up within the ignurso's tunnels, and vents lazily to the surface. In such events, the destruction is minimal, and geologists have determined that these vents release some of the underground pressure, making true eruptions less frequent and devastating. As some of the few creatures able to tunnel through solid rock, ignursos are also a keystone species in volcanically active areas. Their heavy claws pulverize the hard surface, making way for small plants to colonize the new soil, and their broad tunnels create new habitats for a variety of animals. Ignurso mason construction has even shaped early cultures, with several planets' earliest cities having relied on their structures as rudimentary shelters. As hot spots migrate over the millennia, so too do ignurso populations, consistently reshaping the land.
<<section 'Ignurso Knuckles'
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision [smoke only]); ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 15;
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Defensive Abilities'' lavaproof; ''Resistances'' fire 10
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft., climb 20 ft.
* ''Melee'' bite +15 (1d6+10 P) or claw +15 (1d6+10 S plus [[grab]]; critical [[burn]] 1d6)
* ''Multiattack'' bite +9 (1d6+10 P), 2 claws +9 (1d6+10 S plus [[grab]]; critical [[burn]] 1d6)
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 6d6 F, DC 13 Reflex, usable every 1d4 rounds), vent
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –2; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +16, [[Stealth]] +11, [[Survival]] +11
!!! ECOLOGY
* ''Environment'' warm mountains and underground
* ''Organization'' solitary, pair, pack (3–8)
!!! SPECIAL ABILITIES
''Lavaproof ([[Ex]])'' An ignurso is immune to fire damage from lava and similar effects.
''Vent ([[Su]])'' As a move action, or in place of making a bite attack when using multiattack, an ignurso can forcefully exhale a 20-foot-radius cloud of choking smoke centered on itself. Non-ignursos in or entering the area are [[sickened]] for 1 round (Fortitude DC 13 negates), and the cloud otherwise functions as //[[fog cloud]]// with a duration of 1d6 rounds.
</div>
[[Ignursos]] wield enough strength to punch through rock, and even after death, their claws ignite with momentary heat when struck against another surface. Weaponsmiths can stabilize the claws' supernatural ignition and incorporate them into bladed gauntlets known as ignurso knuckles. These gauntlets' ignurso-hide coverings protect the wielder from the claws' heat, and high-end models allow the claws to retract into wrist sheathes.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|ignurso knuckles, ember | 5 | 3,100 | 1d6 F&S | [[wound]] | L |[[analog]], [[penetrating]] |
|ignurso knuckles, blaze | 9 | 13,500 | 2d6 F&S | [[wound]] | L |[[analog]], [[penetrating]] |
|ignurso knuckles, inferno | 13 | 50,250 | 4d6 F&S | [[wound]] | L |[[analog]], [[penetrating]] |
|ignurso knuckles, solar flare | 17 | 262,000 | 9d6 F&S | [[severe wound]] | L |[[analog]], [[penetrating]] |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Large magical beast
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision [smoke only]); ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26;
* ''Fort'' +15; ''Ref'' +15; ''Will'' +10
* ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., burrow 20 ft., climb 20 ft.
* ''Melee'' bite +24 (4d6+19 P) or claw +24 (4d6+19 S plus [[grab]]; critical [[burn]] 2d6)
* ''Multiattack'' bite +15 (4d6+19 P), 2 claws +18 (4d6+19 S plus [[grab]]; critical [[burn]] 2d6)
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 12d6 E&F, DC 13 Reflex, usable every 1d4 rounds), vent
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +3; ''Int'' –1; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Athletics]] +25, [[Stealth]] +20, [[Survival]] +20
* ''Languages'' Ignan (can't speak)
!!! ECOLOGY
* ''Environment'' warm and temperate mountains and underground
* ''Organization'' solitary, pair, crew (3–6)
!!! SPECIAL ABILITIES
''Vent ([[Su]])'' See [[ignurso burrower]]; the save DC is 18.
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Medium monstrous humanoid
* ''Init'' +0; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +6; ''Will'' +5
* ''Resistances'' fire 5
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +13 (1d6+7 S plus [[grab]])
* ''Ranged'' static [[arc pistol]] +10 (1d6+2 E; critical [[arc]] 2)
* ''Offensive Abilities'' implant young
!!! STATISTICS
* ''Str'' +3; ''Dex'' +0; ''Con'' +5; ''Int'' –1; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Athletics]] +15, [[Stealth]] +10, [[Survival]] +10
* ''Languages'' Common, Ihonva
* ''Gear'' static [[arc pistol]] with 3 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' warm desert (Verces)
* ''Organization'' solitary, pair, raid (3–12), or tribe (20+)
!!! SPECIAL ABILITIES
''Implant Young ([[Ex]])'' As a standard action, an ihonva can lick a [[grappled]] or [[helpless]] creature to expose it to [[ihonva infestation]].
</div>
Ihonvas are native to the blistering deserts of Fullbright. Although these infamous humanoids call themselves ihonvas, a collective term for their race and their nation of federated tribes, most of Verces's population knows ihonvas by another, sinister name: skin-stitchers. An ihonva is a wormlike being with a chitinous shell, usually dusty yellow or red to match its environment. For appendages, an ihonva has flexible tentacles that, like its tail, separate into multiple parts and allow fine manipulation. A single, outsized eye shaped much like a sideways hourglass dominates an ihonva's face, the pupil a colored horizontal line across the glossy-black cornea. Below the eye, several feet of trunk end in a circle of teeth. This trunk serves as the ihonva's only orifice, used for feeding, excretion, and mating.
Ihonva reproduction begins with both partners exchanging gametes through their snouts in a practice they call "the long kiss." Each ihonva stores the resulting zygotes until an appropriate host—preferably another intelligent humanoid—is captured and immobilized. The would-be-parent ihonva licks the host's eyes and other mucous membranes, creating a bridge for the zygotes to enter the host's bloodstream, where they act as parasites. Ihonva parents stake hosts out in the desert to allow their flesh to wither and cure, and to prevent magic or medical treatment from removing the young. The larval infants grow rapidly in size, sickening and eventually killing their host. When the baby ihonvas are mature enough, they exit through existing openings. Newborns battle until the strongest drives the others away. The winner then claims the host's skin as a trophy, flaying it with the overlarge teeth that only neonatal ihonvas have. When this victor returns to ihonva society, other ihonvas fashion this "birth-skin" into ceremonial clothing.
Citizens of the Ring of Nations leave ihonvas alone despite their brutal mating habits. Ihonvas have a fearsome reputation and prey mostly on members of the Outlaw Kingdoms, rarely killing sapients for reasons other than self-defense or breeding. Some ihonva tribes even engage in trade, and a few have settled for using non-sapients as hosts, to the horror of their kind.
An ihonva stands 6 feet tall and weighs 350 pounds. They reach maturity at about 10 years and have a natural lifespan of 50 years.
<<section 'Ihonva Infestation'>>
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' Ihonva young emerge after 7 days, or 1 day after a victim dies, whichever results in more time.
* ''Cure'' 2 consecutive saves
Native to island-strewn Vesk-2, ijtikris are sapient beings that resemble squids, though they are terrestrial upon reaching adulthood. Each has an oblong body that they hold roughly vertically atop the muscular arms that surround their mouth. An ijtikri has two long and dexterous feeding tentacles that are tipped with pads that serve as manipulators and allow the ijtikri to use tools. An ijtikri's head is close to the ground and covered with an array of visual sensors: an eye on each side of the head, three simple dorsal eyespots, and a pair of complex eyes on the upper trunk. This last pair allows an ijtikri to see without exposing much of their body.
An ijtikri has a shell that covers the head and lower mantle, with a lighter exoskeletal lattice protecting the upper mantle. This facial plating gives rise to the vesk nickname for the species: stone-faced squids. Many genes in ijtikris activate only in response to certain environmental stimuli, so an ijtikri's shell shape and instinctive skills develop in predictable ways according to external influences. As a result, ijtikris from a particular region have a similar appearance. The common varieties include gray, indigo, and crimson ijtikris.
An ijtikri hatches in water from a free-floating egg. Though these eggs get consumed by a variety of marine life, those that survive hatch into larvae that in turn feed on zooplankton. Once large enough to risk being prey to larger creatures, ijtikri larvae migrate into coastal waters and anchor to hollows in rocks or reefs. During this phase, the anchored ijtikri filter feeds and grows. By the latter part of their second year of life, a juvenile has built up a large enough reserve of fat and minerals that they cease feeding, break down the anchor, and undergo a metamorphosis into their adult form, including air-breathing lungs, before rising to the surface and swimming for land.
Because they reach physical maturity without social interaction, ijtikris emerge from the water with only instinctive skills. However, each ijtikri has a cluster of ganglia known as a skenoseen organ, which helps the ijtikri smell and locate the nearest group of mature ijtikris. These groups incorporate any newcomer, whose adoptive cousins teach them language, culture, and the skills necessary to survive.
Adult ijtikris mate numerous times over the course of their life, with each partner taking some gametes to store in specialized organs; however, fertilization doesn't occur during adulthood. Instead, an adult ijtikri can begin a final metamorphosis at any point. Over several weeks, the ijtikri's body fills with gas, splits its shell, and grows to up to 20 feet in length. The body achieves aerial buoyancy and rises into the air, gently propelling itself toward the open sea. Once far from land, the ijtikri fertilizes stored eggs and disperses them. Then, the ijtikri dies and descends into the water, where various life forms consume the remains. Modern ijtikris view this metamorphosis as a worthy sacrifice once one's legacy is secure. However, advanced medical techniques allow ijtikris to fertilize eggs in small batches without such a transformation.
Ijtikris started as nomadic hunter-gatherers. Adoption of stone tools 6,000 years ago allowed them to implement agriculture, build villages, and fend off predators. When vesk starships landed on Vesk-2, the ijtikris had city-states with iron-age technology. Resistance to vesk rule was brief. Within several years, the planet became part of the Veskarium. Ijtikris who have just emerged from the sea readily adopt almost any accepting group as surrogate families, so they are natural recruits for Veskarium organizations. Modern ijtikris have largely adopted vesk culture. Those who remain on Vesk-2 contribute to local industries, such as fish farming, salt production, and defrex ranching.
Ijtikris clashed with the vesk most strongly over ancient ruins that predate ijtikri stone-age culture. Most are little more than foundations among paved plazas. Nevertheless, ijtikris avoided these places. The vesk instead explored them, despite ijtikri pleading, especially the island of Trafodi, which had intact edifices. Within a vault on Trafodi, vesk discovered the Trafodi Paradox. This artifact was lost in transit to Vesk Prime, supposedly to the [[Swarm]], though rumors speak of another possibility.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Int
* ''Hit Points:'' 6
* ''Size and Type:'' Ijtikris are Medium aberrations.
* ''Darkvision:'' Ijtikris have [[darkvision]] with a range of 60 feet.
* ''Hardened Mantle:'' Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.
* ''Ijtikri Movement:'' An ijtikri has a swim speed of 30 feet, and when crawling, an ijtikri can move at half their land speed. An ijtikri gains [[Kip-Up]] as a bonus feat without meeting that feat's prerequisites.
* ''Mineral Signature:'' Ijtikri traits vary based on where the individual developed, granting a +2 racial bonus to a skill, as well as a spell-like ability usable once per day. Caster level equals the ijtikri's level or CR. The skill and spell-like ability are as follows:
** //Indigo:// [[Stealth]], //[[keen senses]]//
** //Crimson:// [[Diplomacy]], //[[share language]]//
** //Gray:// [[Survival]], //[[wisp ally]]//
!!! Alternate Ability Adjustments
* ''Battleborn:'' A few ijtikris develop a physical might and a talent for combat thought to be part of their people's genetic past. This genetic adaptation has come to the fore again as the ijtikris respond to threats. A battleborn ijtikri's ability score adjustments are +2 Strength, +2 Constitution, and −2 Intelligence.
!!! Alternate Racial Traits
* ''Amphibious:'' Some ijtikris never grow out of their juvenile stage's water adaptations, which on Vesk-2 is seen as a fine alternative to being fully adapted to land. Such an ijtikri has the [[amphibious]] trait and the aquatic subtype, as well as a swim speed of 40 feet. The ijtikri also has a better sense of their body in three-dimensional space, and when they are [[off-kilter]], they don't take the normal penalties to attacks and don't gain the [[flat-footed]] condition. This replaces ijtikri movement.
* ''Mineral Signature:'' Ijtikris take up a signature from the environment they developed in, causing differing structural manifestations and coloration. Those not raised on Vesk-2 can be bathed in admixtures that mimic their home world's environment. Otherwise they might develop unique traits based on the local environment. The following are a few alternative mineral signatures, each of which alters the mineral signature racial trait.
** //Colorless:// An ijtikri raised in an area that lacks as much environmental input as might occur on Vesk-2 develops pale, translucent skin and a bone-colored mantle. Such an ijtikri gains a racial bonus to the [[Sense Motive]] skill and //[[life bubble]]// as a spell-like ability.
** //Emerald:// Ijtikris with an emerald signature have an intuitive sense of the workings of living things. They gain a racial bonus to the [[Life Science]] skill and //[[command]]// as a spell-like ability.
** //Gold:// The gold signature is much more rare, and ijtikris often see it as a blessing of the sun. They gain a racial bonus to the [[Medicine]] skill and //[[remove condition]]// as a spell-like ability.
!! Hardened Mantle Graft
{{Hardened Mantle}}
Ikeshtis are a hardy race of lizardfolk native to the deserts and hills of Akiton, and their convoluted life cycle provides the blueprint for their civilization. The physiology and psychology of ikeshtis shift drastically as they go through childhood, adolescence, mating, and one of three adult paths.
When they are hatched, ikeshtis are little more than gaping mouths attached to tiny, emaciated versions of their adult forms. A brood of ikeshti young will eat any organic matter they come across. As they grow larger, their brains become more developed, and they learn the rudiments of speech and other skills from their brood-minders, who guide them in their feeding habits. Such broods sometimes operate as living garbage disposals for large settlements, while others are taught to perform nomadic grazing that leaves the local biosphere intact. However, ikeshti broods left to their own devices seek out areas rich in organic matter and devour it all, much like a swarm of locusts.
After 5 years and 3 feet of growth, ikeshtis leave their broodminders and settle down into a more civilized mode, banding together with other adolescents of various ages. These ikeshtis collaborate to advance their economic, social, and technological skills, typically working around the fringes of civilization as junk traders, mechanics, and scavengers.
After 10 to 20 years of adolescence, ikeshtis begin to rut. They become violent and single-minded, their intelligence overcome by urges to fight and mate. Rutting ikeshtis once again eat voraciously, gaining new spurs and claws as well as hardened scales. If they find a willing partner, they mate, laying and fertilizing a large clutch of eggs. The two mates then fight each other to the death. If the male survives the combat, he becomes a brood-minder. If the female is victorious, she becomes a congregant. Rutting ikeshtis who never find mating partners continue to grow ever larger and more aggressive, eventually losing their mental faculties altogether and becoming riveners.
Brood-minders quickly regain their prior knowledge and personalities, but their temperaments become somewhat phlegmatic and standoffish. They are driven by strong urges to manage a brood of young ikeshtis. They have no instinctive preference for their own young and seek to add newborn ikeshtis to their broods to the limit of their ability to control and guide them, even killing off the weakest young to open up space for candidates who show more promise. Broodminders live a solitary life, focused on leading their broods to food sources and keeping them alive.
Congregants instinctively feel the need to ensure the success of ikeshti society as a whole. Some form groupings much like adolescent nests, living collaboratively, but individual congregants often become adventurers off-planet to bring wealth and fame back to their people.
Riveners are ikeshtis who were unable to find a mate while rutting and lost their personalities to the brew of hormones swirling inside them. They are bestial and irrational, remembering only the rudiments of language and unable to engage in more than low cunning. Riveners care only about killing, eating, and the thrill of battle. Ikeshtis who come across a rivener go to almost any lengths to put it down, as they believe the existence of these terrors brings shame to their race.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Ikeshtis are Small humanoids with the ikeshti subtype.
* ''Desert Survivor:'' An ikeshti can go without water for 3 days plus a number of hours equal to her Constitution score before needing to attempt Constitution checks to avoid nonlethal damage.
* ''Natural Climber:'' Ikeshtis have a climb speed of 15 feet.
* ''Shed Skin:'' As part of the action to attempt the check, an ikeshti can shed a portion of her skin to gain a +4 bonus to [[Acrobatics]] checks to escape from grapples, pins, and restraints.
* ''Squirt Blood:'' An ikeshti can squirt blood from one of his eyes at a foe within 30 feet, making a ranged attack against the target's KAC. A successful hit grants the next ally who hits that foe the benefit of harrying fire against it. An ikeshti can use this ability once per day plus one additional time per day for every 5 character levels she has.
!! Squirt Blood Graft
{{Squirt Blood}}
The //illuminating// fusion causes a weapon to gain the [[bright]] weapon special property. You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action).
As a standard action, you can surround a creature within 100 feet in a halo of light that outlines their form (Will negates). The targeted creature is treated as if they were in an area of normal light and takes a –20 penalty to Stealth checks. If the creature becomes invisible or unseen, it gains [[concealment]] rather than total concealment. After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points.
Illusion spells deceive the senses or minds of others. They cause people to see things that aren't there, not see things that are actually there, hear phantom noises, or remember things that never really happened. By default, illusions create actual sensory stimuli in much the same manner as a hologram might.
''Disbelieving Illusions:'' Creatures encountering an illusion usually don't receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion, which typically requires spending at least a move action focusing specifically on the illusion.
A creature that succeeds at its saving throw to disbelieve can tell the illusion is false (but still sees a visual illusion as a translucent outline). A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw to disbelieve it. If any observer successfully disbelieves an illusion and communicates this fact to others, each such observer can attempt a saving throw to disbelieve with a +4 bonus.
An illusion refractor consists of two sets of ultrathin, prism-cut lenses implanted behind the retinas to spot irregularities in the motion of light around an illusion or disguise. You can see through technological holographic images, such as those produced by a [[holoskin]], and gain a +2 circumstance bonus to [[Perception]] checks to see through magical illusions.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|illusion refractor | 7 | 7,000 | eyes |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to 3 creatures/level, no two of which can be more than 20 feet apart
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will disbelief
* ''Spell Resistance'' no
</div>
This spell causes targets to see an illusory star pattern, naturally occurring space phenomena, or another general skyscape you choose the details of during casting. The spell's effects grant a +3 circumstance bonus to [[Bluff]] checks or related skill checks to convince the targets of something related to the false skyscape, such as their location on a planet according to the stars.
<div class="statblock">
* ''Levels'' 1–8
* Tiny animal
* ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 20 ft., climb 20 ft., fly 20 ft. (Ex, average)
* ''Melee Attack'' talon (S)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Ability Modifiers'' Dex, Wis
!!! SPECIAL ABILITIES
''Distracting ([[Ex]])'' Ilskitts gain a +4 racial bonus to AC against attacks of opportunity for entering or leaving an opponent's space. If your ilskitt is sharing an opponent's space, that opponent takes a –2 penalty to [[Perception]] and [[Sense Motive]] checks.
''Filch ([[Ex]])'' As a standard action, your ilskitt can attempt to steal an item that isn't being wielded or worn from a creature within 60 feet of you using the [[pick pocket]] task of the [[Sleight of Hand]] skill. An ilskitt's bonus to this check is 4 + the ilskitt's level, or your Sleight of Hand bonus, whichever is higher. The target automatically succeeds at noticing the attempt.
</div>
Natives of Vesk-3, ilskitts look like brightly colored owls with weasel-like torsos. They love to steal and hoard objects, and they are known to bring their owners gifts of items they "find."
Ilthisarians are multiheaded, serpentlike humanoids with forked tails instead of legs. Though they are most comfortable in the marshy environments of the planet Arshalin, ilthisarians can remain active in a wide range of climates.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Int, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Ilthisarians are Large monstrous humanoids with the ilthisarian subtype and space and reach of 10 feet.
* ''Darkvision:'' Ilthisarians have [[darkvision]] with a range of 60 feet.
* ''Natural Weapons:'' Ilthisarians have [[natural weapons]] that deal 1d3 piercing damage.
* ''Redundant Vitals:'' Ilthisarian receive a +4 racial bonus to saving throws against effects that target specific organs, such as the [[wound]] and [[severe wound]] critical hit effects.
* ''Swim:'' Ilthasarians have a swim speed of 20 feet.
* ''Venom-Inured:'' Ilthisarians receive a +2 racial bonus to saving throws against poison effects.
This minuscule, nondescript plastic cube can be affixed to any interior surface of a building or ship. When activated, the imaginarium projector projects images onto the surrounding area. By customizing your imaginarium projector, you can effectively change the surface appearance of an area and the objects within it—a blank wall can become a tropical rainforest scene and a chair can become a throne, for instance.
''Basic:'' A basic imaginarium projector creates two-dimensional images in a 20-foot-radius area that it projects on relatively flat surfaces like walls, ceilings, and furniture. These images don't provide meaningful concealment, and while the visuals can provide good aesthetic effect, their artificial nature is apparent.
''Advanced:'' This model projects holographic elements within a 20-foot-radius area, including freestanding, three-dimensional images of equipment, structures, and vehicles. This effect functions as //[[holographic terrain]]//, except the projector only creates visual elements, and it can only change the appearance of equipment, structures, and vehicles to appear as something of roughly the same or larger dimensions; it cannot hide those features altogether. The Will save DC to disbelieve the illusion is 17.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Usage | Capacity |h
|imaginarium projector, basic | 1 | 150 | — | 20 | 1/hour |
|imaginarium projector, advanced | 11 | 25,000 | — | 40 | 4/hour |
</div>
IMDS (an acronym for "individual missile delivery system") missile launchers are the most common missile launchers currently on the market. IMDS launchers fire individual [[missiles]] as ammunition and use the damage listed for the missiles fired out of them.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|IMDS missile launcher | 10 | 18,200 | by missile | 80 ft. | — | 1 missile | 1 | 2 |— |
</div>
<div class="statblock">
* ''Tier'' 1/2
* N Tiny starship outsider (elemental, extraplanar)
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0)
* ''AC'' 16; ''TL'' 16
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' basic 20 (forward 5, port 5, starboard 5, aft 5)
* ''Attack (Forward)'' gyrolaser (1d8; 5 hexes), light laser cannon (2d4; 5 hexes)
* ''Power Core'' elemental core (70 PCU); ''Drift Engine'' none;
* ''Systems'' mk 3 armor, mk 3 defenses; ''Expansion Bays'' none
* ''Other Abilities'' [[living starship]], [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +4 (1 rank)
* ''Gunner (2 actions)'' gunnery +3 (1st level)
* ''Pilot (1 action)'' [[Piloting]] +11 (1 rank)
!!! ECOLOGY
* ''Environment'' any sky or vacuum (Elemental Plane)
* ''Organization'' solitary, pair, or squadron (3–5)
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' An immense elemental is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the immense elemental takes critical damage. The immense elemental's elemental cohesion can't gain the [[wrecked]] condition.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons |Condition applies to all gunner actions. |
| 31–60 | propulsion |Condition applies to all pilot actions. |
| 61–90 | core |@@.constrained Condition applies to all engineer actions, except when patching or repairing the core.@@ |
| 91–100 | elemental cohesion |Condition applies to all actions. |
</div>
A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.
The target must succeed at a Fortitude saving throw or be knocked [[prone]] and gain the [[pinned]] condition. The target can escape the pinned condition by succeeding at an [[Acrobatics]] check (DC = 20 + 1-1/2 × the weapon's item level). The pinned condition ends automatically if the weapon's wielder either moves or attacks with the weapon again; the penalties from the pinned condition still apply to the target if the wielder uses the weapon to attack the pinned target.
A weapon with this quality freezes the target starship in place, making it immobile for 1d4+1 rounds. The affected ship cannot move, change its facing, or perform stunts. During the engineering phase, an engineer can take an action to attempt to restore movement to the ship. If the engineer succeeds at an [[Engineering]] check (DC = 10 + 1-1/2 × the attacking starship's tier), the immobilize effect ends.
//Immobilizers// were tools sivvs used to restrain enslaved populations. They can be attached to a creature using a standard action, but the target must be [[helpless]], [[unconscious]], or willing. An //immobilizer// fills the target creature with waves of intense pain but inflicts no permanent physical harm. A creature with an //immobilizer// attached must attempt a DC 16 Fortitude saving throw each round at the start of their turn. On a failure, the creature is [[dazed]]; on a success, they are [[staggered]]. An //immobilizer// can be removed with a move action.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|//immobilizer// | 6 | 4,000 | L | 20 | 1/minute |
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CN Gargantuan magical beast
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (vibration) 60 ft.; ''Perception'' +23
* ''Aura'' immolation (5 ft., 4d6 F, DC 19)
!!! DEFENSE
* ''HP'' 224
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +16; ''Ref'' +13; ''Will'' +13
* ''DR'' 5/— (fungal armor); ''Immunities'' fire
!!! OFFENSE
* ''Speed'' 40 ft., burrow 20 ft.
* ''Melee'' claw +25 (2d12+19 S; critical [[bleed]] 2d8) or jaws +26 (2d8+19 P plus [[grab]])
* ''Multiattack'' jaws +20 (2d8+19 P plus [[grab]]), 2 claws +19 (2d12+19 S; critical [[bleed]] 2d8), fungal bomb +18 ([[explode]] [10 ft., 5d6 F & So plus 2d6 [[burn]], DC 19])
* ''Ranged'' fungal bomb +24 ([[explode]] [10 ft., 5d6 F & So plus 2d6 [[burn]], DC 19])
* ''Space'' 20 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' immolation, instinctive shot
!!! STATISTICS
* ''Str'' +6; ''Dex'' +3; ''Con'' +8; ''Int'' –2; ''Wis'' +2; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +23, [[Athletics]] +23, [[Sense Motive]] +20, [[Stealth]]
* ''Languages'' Sivixian
!!! ECOLOGY
* ''Environment'' any jungle or underground (Kehtaria)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Fungal Bomb ([[Ex]])'' The immolsivix launches an explosive fungal pod from its body with a 40-foot range increment.
''Fungal Armor ([[Ex]])'' Thick, swift-growing mold covers an immolsivix, granting it [[DR]] 5/— and cover. If an immolsivix loses its fungal armor and isn’t burning, it automatically regrows the fungal armor at the beginning of its next turn.
''Immolation ([[Ex]])'' When the immolsivix would take fire damage but has its fungal armor ability, it instead loses its fungal armor and burns for 1d4 rounds. While burning, the immolsivix gains a 5-foot aura that burns creatures that enter or begin their turn in the area (DC 19 Reflex half), and the immolsivix can replace half of the damage dealt by its melee attacks with fire damage (though they still target KAC).
''Instinctive Shot ([[Ex]])'' When using multiattack, an immolsivix doesn’t provoke an attack of opportunity when making a fungal bomb attack.
</div>
Found burrowing through Kehtaria’s thick soil or hacking passages through its dense foliage, immolsivixes are apex predators that favor ambush tactics to consume a wide variety of prey. Despite their appetites, immolsivixs are responsible for much of Kehtaria’s fecundity. Fast-growing symbiotic molds thrive on an immolsivix’s shell, absorbing minerals wherever the beast roams and converting them into forms that other life can use.
Under most circumstances, the mold sheds these nutrients gradually. However, the fungus is highly flammable, and when caught alight, not only can the colony explosively fertilize acres of territory at a time, but the fires often ignite vast stretches of accumulated biomass, converting it into nutritious ash. When immolsivixes gather to socialize, fight, or mate, their struggles often ignite vast flumes known as spore volcanoes, triggering rapid local growth. Most wildlife is cognizant of these somewhat intelligent creatures’ crucial role and exhibit deference toward them. Immolsivixes, in turn, can be highly protective of fauna in their territory.
Immolsivixes spend long stretches in torpor, waiting for prey while conserving energy. If disturbed before they can feed, an immolsivix rampages widely.
You’ve learned technology from extraplanar experts. Choose one of the following categories that best fits your immortal tutor: aeon, celestial, elemental, fiend, inevitable, or protean. You gain the benefits associated with that tutor.
At 1st level, you gain the ability to cast a specific variable‑level spell once per day without expending a spell slot as though it were one of your known technomancer spells, and you do so using the spell level equal to the highest-level technomancer spell you can cast.
At 6th level, when you cast a 1st-level or higher technomancer spell, you can gain the tutor’s first lesson for a number of rounds equal to your Intelligence modifier. After you do so, you can’t use the first lesson again until you have rested 10 minutes to regain Stamina Points. At 12th level, you can spend 1 Resolve Point as a reaction to gain the benefits of your patron’s second lesson. At 18th level, you learn your patron’s third lesson, which grants an additional benefit whenever the first lesson ability is active.
This replaces [[spell cache]] and [[cache capacitor]].
!! Aeon
You have learned reality-warping mathematics from the cosmos’s faceless custodians.
* ''Spell:'' //[[flight]]//
* ''First Lesson:'' When you make an attack that would deal a damage type you have not dealt since the beginning of your last turn, you gain a +1 circumstance bonus to the attack roll.
* ''Second Lesson:'' You gain the ability to speak and understand one language you perceive as if affected by //[[comprehend languages]]// and //[[tongues]]// for 10 minutes.
* ''Third Lesson:'' You have a 60% fortification ability as if you had an active blue [[force field]].
!! Celestial
Benevolent outsiders showed you the miracle’s sacred tech.
* ''Spell:'' //[[summon creature]]// (agathion, angel, archon, and azata only)
* ''First Lesson:'' You gain [[DR]]/evil with a value equal to 1-1/2 × the spell’s level (rounded down).
* ''Second Lesson:'' You apply your [[techlore]] bonus as an insight bonus to one skill check before attempting the check.
* ''Third Lesson:'' You and allies within 30 feet who can see you gain a +1 morale bonus to saving throws.
!! Elemental
A powerful elemental patron honed your fundamentals. Choose an elemental type for your patron: air, earth, fire, or water.
* ''Spell:'' //[[summon creature]]// (elementals only)
* ''First Lesson:'' You gain a special movement speed based on your patron’s type. Air grants a 20-foot fly speed (average maneuverability). Earth grants a 15-foot burrow speed. Fire grants a +20-foot enhancement bonus to your land speed. Water grants a 30-foot swim speed.
* ''Second Lesson:'' You reroll the damage dice for an attack or spell that deals acid, cold, electricity, or fire damage. Use whichever result is higher.
* ''Third Lesson:'' You gain a defense based on your elemental type, with a value equal to 1 plus the spell’s level—electricity [[resistance]] (air), [[DR]]/piercing (earth), fire resistance (fire), or DR/bludgeoning (water). This DR or resistance stacks with one other source of DR or resistance you already have.
!! Fiend
You’ve learned technological exploits from evil outsiders.
* ''Spell:'' //[[summon creature]]// (daemon, demon, and devil only)
* ''First Lesson:'' You gain [[DR]]/good with a value equal to 1-1/2 × the spell’s level (rounded down).
* ''Second Lesson:'' Your armor briefly grows spikes, dealing piercing damage equal to your technomancer level plus your Intelligence modifier to a creature that damaged you with a melee attack.
* ''Third Lesson:'' You gain fire [[resistance]] 10. After you resolve the spell that triggers the first lesson, any enemies within 30 feet who can see you must succeed at a Will save or become [[shaken]] for 1d6 rounds (DC = 20 + your Intelligence modifier).
!! Inevitable
The precision of Axis formed the foundation of your studies.
* ''Spell:'' //[[adamantine shot]]//
* ''First Lesson:'' You gain temporary Hit Points equal to three times the spell’s level.
* ''Second Lesson:'' You gain a +4 enhancement bonus to one Fortitude save against a death effect, disease, necromancy effect, paralysis effect, poison, sleep effect, or stun effect.
* ''Third Lesson:'' At the end of each turn, you regain Stamina Points equal to twice the spell’s level.
!! Protean
You learned to innovate your technomancy to keep pace with the Maelstrom’s everchanging criteria and physics.
* ''Spell:'' //[[polymorph]]// (self only)
* ''First Lesson:'' When you cast a spell or make an attack that deals acid, cold, electricity, fire, or sonic damage, you can choose to replace that damage with one of the five damage types selected at random. If you do so, you can reroll one of the damage dice and use the second result.
* ''Second Lesson:'' You reduce the damage you take from a critical hit by twice your technomancer level and gain a +2 bonus on saving throws against the attack’s critical hit effects.
* ''Third Lesson:'' Your form becomes extremely fluid. You gain the [[compression]] ability, can move through difficult terrain as though it were normal terrain, and gain a +3 circumstance bonus to KAC and saving throws against attacks of opportunity and effects that would [[grapple]] or [[entangle]] you.
The creature takes no damage from the listed source. Creatures can be immune to certain types of damage, types of afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune to critical hits doesn't take double damage or suffer critical hit effects. A creature that is immune to a listed source doesn't suffer from its effects or from any secondary effects that it would trigger.
//Format:// ''Immunities'' acid, paralysis.
//Guidelines:// A creature usually has one immunity, plus one for every 5 CR. Broad immunities like immunity to mind-affecting effects or all magic should be chosen with caution and might count as multiple abilities.
Immunology is the study of how living creatures' bodies fight off diseases and other maladies.
''Booster:'' You boost a creature's immune system, granting a +2 enhancement bonus to Fortitude saving throws.
''Inhibitor:'' You deliver a potent compound that weakens a creature's immune system (or creates vulnerabilities in nonliving creatures), imparting a –2 penalty to Fortitude saving throws.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Suppress Disease ([[Ex]]):'' As a standard action, you can create and deliver a formula that supercharges a target's immune system. When injected, the formula allows the target to ignore the effects of the highest stage (not including the disease's end state) of a single disease affecting them for 1 hour. The disease doesn't progress normally during that time, but this time doesn't count toward the disease's duration. If you are at least 7th level, the target ignores the effects of the highest stage of a single disease for 24 hours. If you are at least 13th level, the target ignores the effects for 1 week.
You can see a split second into the future, giving you an advantage in avoiding the fallout from sudden explosions of energy or matter. If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you’re [[helpless]] or otherwise unable to move. However, if you gain proficiency in heavy armor from the [[future training]] temporal anomaly, you gain this benefit in heavy armor.
Many [[sazarons]] have developed a magical way to deal with their cohabitants—tale-spinning dirindi fabulists—in order to reach the truth of certain matters. A psychic implant in your brain grants you the ability to cast //[[zone of truth]]// once per day as a spell-like ability. The caster level of this effect is equal to your character level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|impel truth graft | 6 | 4,000 | brain |
</div>
<div class="statblock">
* ''Tier'' 14
* Gargantuan heavenspiercer
* ''Operators'' 2–6; ''PP'' 5 (1/turn, max 12)
* ''Speed'' 20 ft., fly 60 ft. (average)
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 122; ''SP'' 31; ''Hardness'' 7
* ''EAC'' 32; ''KAC'' 35
* ''Fort'' +12; ''Ref'' +13
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +10
* ''Melee'' autospear (upper limb—9d8+21 P)
* ''Ranged'' laser rifle (upper limb—9d8+14 F; critical [[burn]] 4d8) or rocket launcher (frame— 9d10+14 F&P [[explode]] [10 ft.])
* ''Space'' 20 ft.; ''Reach'' 20 ft. (30 ft. with autospear)
''Strength'' +7
!!! SYSTEMS
* ''Power Core'' mk 2 eternal (aeon core)
* ''Lower Limbs'' basic biped
* ''Upper Limbs'' assault arms (+0 melee, +1 ranged)
* ''Auxiliary'' ammo reserve, autotarget, entry hatch, weapon core (acid, cold)
* ''Upgrades'' superior computer
</div>
</div>
New Thespera houses the shipyards of Imperial Foundry, the primary manufacturer of starships in the Azlanti Empire. Imperial Foundry builds small cruisers to infiltrate blockades, as well as large and well-armed transports for both troops and royalty. On these ships, other species serve as crew, marines, and low-level engineers, but the empire refuses to let non-Azlanti serve as officers.
Imperial Foundry builds these ships according to principles of sacred geometry. Weaponry on these vessels is hidden beneath the hull to preserve their magically empowered symmetry, giving no indication of the danger concealed within. The [[Sovereign Dominator]] stands as a testament to these principles—this beautiful starship can subjugate entire planetary systems.
A shrine venerating the history and legacy of the Azlanti Star Empire encourages patriotism and obedience among imperial citizens and servants. Once per starship combat, during a captain action that targets fellow crew members, the captain of a vessel that has an imperial shrine can evoke the Aeon Throne. If the captain does so, provided the targeted crew members are Azlanti citizens or have positive associations with the Aeon Throne, the captain gains a +4 circumstance modifier to the skill check the captain action requires.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|imperial shrine | 1 | 1 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one computer system or module
* ''Duration'' 1 hour/level or until triggered; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You subtly rearrange the internal circuitry of a computer system or module, programming it to convey a certain dataset when accessed (either normally or if it is hacked). You can implant up to one piece of data per caster level. A piece of data consists of a simple fact, such as a creature or object's location or physical description, a creature or object's tangible or intangible value, or another simple statement. When an affected computer system or module is accessed, this implanted data is the first data the accessing individual gains, regardless of what data the individual is actually looking for, though the accessing individual can access the system or module's actual information if it looks beyond the implanted data. The implanted data vanishes from the system or module once the accessing individual has reviewed it. If this spell's duration ends before an individual accesses the implanted data, the implanted data vanishes.
The implanted data can be made permanent with a special ritual, which takes 1 hour and requires materials worth 5,000 credits. Once it's made permanent, the implanted data temporarily vanishes after it is accessed, but it returns 1 hour later.
As a standard action, you can attempt to hack into the cybernetics installed in a creature you can see within 60 feet with a [[Computers]] check (DC = 15 + 1-1/2 × the target's CR). If you succeed, choose one of the target's cybernetic implants; your [[exocortex]] forms a secret wireless link to that augmentation, allowing you to record what it experiences. You can see what a cybernetic eye sees, hear what a cybernetic ear hears, copy the data a datajack downloads, or track the movement of a cybernetic hand (potentially learning combinations or keystrokes). You can maintain this link until your target moves more than 500 feet from you, you fall unconscious or asleep, or you choose to end it (this takes no action). You must have an [[exocortex]] to learn this trick.
When you successfully hack into a creature's cybernetics using [[implant ghost]], you can instead choose for your [[exocortex]] to broadcast garbage signals to the chosen implant, inflicting deleterious effects, depending on the system in which the implant is installed. If the implant is installed in an arm, hand, or brain, the target takes a –2 penalty to attack rolls. If the implant is installed in the ears or eyes, the target takes a –4 penalty to [[Perception]] checks. If the implant is installed in a foot or leg, the target takes a –2 penalty to Reflex saves, and if the implant is installed in any other system, the target takes a –2 penalty to Fortitude saves. A different penalty can be imparted at the GM's discretion. Once established, this link lasts 1 round for every mechanic level you has, unless the target moves more than 100 feet from you, you fall unconscious, or you choose to end it (this takes no action). You must have an [[exocortex]] and the [[implant ghost]] mechanic trick to learn this trick.
At the beginning of your next turn after using [[black hole]], as long as you’re in the revelation’s affected area, you can unleash a devastating shockwave that affects all creatures within 5 feet of you. Creatures in the shockwave take 1d8 force damage and are [[flat-footed]] until the beginning of your next turn (Fortitude negates). The damage increases by 1d8 at 8th level and every 2 levels thereafter.
When you are attuned, you increase the maximum creature size that you can immobilize, lift, or move with the psychokinetic hand ability of your [[gravity hold]] revelation to Large creatures. When you are fully attuned, the revelation can also affect Huge creatures.
When used to move or manipulate objects, the range of your psychokinetic hand ability increases to 100 feet. The maximum weight of the affected object increases to 10 pounds or 1 bulk per solarian level you have. While you are attuned, the maximum weight you can affect doubles. While you are fully attuned, the maximum weight instead quintuples, and you can move the object up to 30 feet as a move action. You must have the [[gravity hold]] revelation to choose this revelation.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium outsider (extraplanar)
* ''Init'' +5; Senses [[darkvision]] 60 ft.; ''Perception'' +21
!!! DEFENSE
* ''HP'' 113
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +9; ''Will'' +11
* ''Defensive Abilities'' enhance doubt
* ''Weaknesses'' vulnerability to self-confidence
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' doubt blade +18 (1d12+9 C & S; critical [[stagger]] [DC 18])
* ''Offensive Abilities'' mocking visage (DC 18)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +1; ''Int'' +2; ''Wis'' +2; ''Cha'' +6
* ''Skills'' [[Bluff]] +21, [[Disguise]] +21, [[Intimidate]] +16, [[Sense Motive]] +16, [[Stealth]] +16
* ''Languages'' Common and up to 2 others
!!! ECOLOGY
* ''Environment'' any (Astral Plane)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Doubt Blade ([[Su]])'' As a swift action, an impostor can manifest a blade made of pure doubt and cold darkness in its hand. This blade exists only when the impostor wields it, and they can dismiss it at will (this takes no action).
''Enhance Doubt ([[Su]])'' A creature that fails to hit an impostor is filled with self-doubt and must succeed at a DC 18 Will saving throw or gain the [[shaken]] condition until the end of its next turn. This is a mind-affecting effect.
''Mocking Visage ([[Su]])'' As a move action, an impostor can alter its face into a twisted version of the face of a creature within 15 feet that can see it. The targeted creature must then succeed at a DC 18 Will saving throw or gain the [[flat-footed]] condition against the impostor until the beginning of the impostor's next turn. This is a mind-affecting, sense-dependent effect.
''Vulnerability to Self-Confidence ([[Su]])'' An impostor takes half again as much damage (+50%) when it takes damage from a creature benefiting from a morale bonus.
</div>
From the fumbling fool to the universally respected prodigy, every being suffers from moments of doubt when they believe all of their successes are due only to luck and that they will soon be revealed to be the frauds they are. Such thoughts usually pass quickly, but sometimes they can leave a psychic impression on the Astral Plane. When a creature's lack of confidence returns again and again, these imprints grow strong enough to create a rare outsider known as an impostor—a creature that feeds on self-doubt.
An impostor takes on a form reminiscent of the creature whose doubt created it. However, it is a nightmarish, funhouse-mirror version of the creature, with an elongated face and hollow eyes. When an impostor is created, it can push its way onto the Material Plane, its only thought to end its progenitor's life. As a creature born from the dark places of the mind, an impostor can manifest doubt as a weapon: a cold blade that seems to absorb light. Once an impostor has finished off its creator, it seeks ways to undo their accomplishments. Though an impostor is rarely mistaken for its progenitor, it knows their every shameful secret and worst impulses, and it uses this knowledge to further its cruel agenda. Once it thoroughly spoils a person's reputation, the impostor fades from existence, its energy returning to the Astral Plane.
This robot is a Medium remote drone designed to mimic its controller. Each has the shape of a lumpy, melted humanoid made of soft metal with a maker's stamp reading "Balalaika Industries" and a model number. This corporation doesn't exist in any registry, leading to assumptions that these drones were created by a company that arose and vanished during the Gap, or else were sent into this galaxy from an alternate timeline. A socket in the back of the drone's head stores a remote-control pad with which you can operate it as if you were a 1st-level mechanic. An imposter drone has the same statistics as the [[combat drone]] of a 1st-level mechanic, except it has the [[camera]], [[enhanced senses]], [[hardened AI]], and [[manipulator arms]] mods rather than a combat drone's normal initial mods. It doesn't gain any feats or other mods and it can't make any attacks. Its skill unit is Perception and it understands Common.
When you activate the imposter drone, its features flow and shift until it looks like an exact duplicate of you. It becomes Small if you are Small or smaller and remains Medium if you are Medium or larger. It has a +15 modifier to [[Disguise]] checks to appear as you, although it gains no bonus against tactile examination since it still feels like soft metal. The imposter drone gains the ability to speak Common in your voice, though it's incapable of forming any speech that isn't phrased as a question and has a tendency to repeat questions multiple times, even when given a satisfactory answer. It returns to its normal, half-melted form when it runs out of charges or when you cease controlling it.
An imposter drone uses standard batteries, but the batteries must be heated until they're partially melted before they can power the drone, making them unusable for any other purpose.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|imposter drone | 6 | 4,500 | 12 | 100 | 1/hour |
</div>
Imprecise senses allow a creature to perceive certain details and clues about the world, which vary depending on the sense, but these are not sufficient for the creature to make out nuanced detail the way a human's sight does. For many creatures, their nonvisual senses are imprecise. Some creatures have extremely keen imprecise senses that, while still insufficient to provide details like a precise sense would, can greatly help the creatures detect stimuli in the absence of their precise senses; such senses are collectively referred to as "blindsense."
If you have at least 12 ranks in [[Computers]], you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1-1/2 times the tier of the target starship + its bonus from [[defensive countermeasures]]. If you're successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).
''Critical:'' Your powerful countermeasures send false signals to the enemy targeting systems. Gunners aboard the target starship also take a –2 penalty to gunnery checks during this round.
The creature gains +1 AC.
Your morale bonus from [[brace yourselves]] increases to +2. When you use this ability, each ally within 60 feet may also drop [[prone]] as a reaction. You must have the brace yourselves envoy improvisation to choose this improvisation.
This is a language-dependent, mind-affecting, sense-dependent effect.
You are particularly skilled with a specific combat maneuver.
* ''Prerequisites:'' Base attack bonus +1.
* ''Benefit:'' Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver.
* ''Special:'' You can take Improved Combat Maneuver multiple times. The effects don't stack. Each time you take the feat, it applies to a new combat maneuver.
Attacks with your chosen weapon are harder to shake off.
* ''Prerequisites'': Base attack bonus +8.
* ''Benefit:'' When you score a critical hit with a weapon, increase the DC to resist that weapon's critical effect by 2.
The first time each round you deal critical damage to an enemy starship, the [[Engineering]] check DC of the [[hold it together]], [[patch]], and [[quick fix]] engineer actions performed on that starship increases by 2 until the end of the next round.
You are skilled at quickly demoralizing your foes.
''Benefit:'' You can use the [[Intimidate]] skill to [[demoralize]] as a move action.
Your attacks from above are powerful enough to drive your foes into the ground.
''Prerequisites:'' Dex 14, Str 14, [[Dive Bomb]], base attack bonus +7.
''Benefit:'' When using the [[Dive Bomb]] feat, you can choose to substitute a [[trip|Trip (combat maneuver)]] combat maneuver for the melee attack at the end of the [[charge]]. The distance a target in the air descends upon a success is increased by 5 feet for every 5 by which the result of your attack roll exceeds the target's KAC + 4.
Your natural resistance to an energy type is more pronounced.
''Prerequisites:'' Con 13, character level 10th, [[energy resistance]] from a racial trait.
''Benefit:'' Your [[resistance]] to one type of energy damage from a racial trait stacks with one other source of energy resistance. If it already stacked, that resistance increases by 5 instead.
''Special:'' You can take this feat multiple times—its effects don't stack. Each time you take this feat, it applies to a different energy resistance from a racial trait.
When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have [[evasion]] to select this ability.
You are skilled at fooling your opponents in combat
''Benefit:'' You can use [[Bluff]] to [[feint|Feint (action)]] in combat as a move action.
Once per combat, you can roll your gunnery check twice and use the higher result when operating an ECM module.
Your morale bonus to attacks and damage from [[get 'em]] increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get 'em against that target (applying these effects before making the attack roll). If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet. You must have the get 'em envoy improvisation to choose this improvisation.
You are more resistant to diseases, poisons, and dangers.
''Prerequisites:'' [[Great Fortitude]], character level 5th.
''Benefit:'' You can spend 1 RP to reroll a failed Fortitude save.
The creature has additional Hull Points equal to 5 × its tier.
You can use the [[hurry]] envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation.
At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action.
You’ve learned to also be aware of more subtle forms of attack. When you fail a Reflex save against any effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must know the [[impeccable timing]] temporal anomaly to learn this temporal anomaly.
Your quick reflexes allow you to react rapidly to danger.
* ''Benefit:'' You gain a +4 bonus to initiative checks.
When determining the order in which each starship moves during the helm phase, you can spend 1 Resolve Point to roll your [[Piloting]] check twice and use the higher result.
You’ve learned to spot a disaster before it happens. You can use the [[instant recalibration]] theorem when an attuned creature fails a skill check by 3 or less. If you also spend a Resolve Point when activating this ability, you can instead affect an attuned creature who would fail a skill check by 5 or less. You must know the instant recalibration theorem to select this theorem.
Your clarity of thought allows you to resist mental attacks.
''Prerequisites:'' [[Iron Will]], character level 5th.
''Benefit:'' You can spend 1 RP to reroll a failed Will save.
You can stand from [[prone]] in a blink of an eye.
''Prerequisites:'' [[Acrobatics]] 1 rank, [[Kip-Up]] feat or moxie racial trait.
''Benefit:'' You can stand from [[prone]] as a reaction. If you have 5 or more ranks in [[Acrobatics]], you can expend 1 Resolve Point to stand from prone during your turn as part of another full, move, or standard action you take.
You have a knack for avoiding the dangers all around you.
''Prerequisites:'' [[Lightning Reflexes]], character level 5th.
''Benefit:'' You can spend 1 RP to reroll a failed Reflex save.
The additional damage of the [[overcharge]] mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick.
Once per day, you can use a [[paradox]] to regain any spell slot that you have already spent. You must know the [[paradoxical studies]] temporal anomaly to learn this temporal anomaly.
You can move even faster than other operatives. You gain double the benefits of your [[quick movement]] ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit.
Choose an additional energy type from [[resistant energy]]. You gain [[resistance]] 15 against both this and your original energy type. You must have the [[energy shield]] and resistant energy mechanic tricks to learn this trick.
You gain the 3rd-level connection power from your [[secondary connection]]. You must have the secondary connection epiphany to choose this epiphany.
Your connection to the Shadow Plane has grown stronger.
''Prerequisites:'' [[Shadow Infusion]], character level 7th.
''Benefit:'' As a swift action, you can shroud yourself in shadow for 1 round. While shrouded in this fashion, you have [[concealment]], even in areas of normal or bright light, against creatures that have no ability to see or otherwise sense you through darkness. You can use this feat for 1 round per day per character level you have. These rounds need not be consecutive.
The creature has additional Shield Points equal to 5 × its tier.
This functions as the [[shunt condition]] temporal anomaly, except you can also delay the following conditions: [[bleeding]], [[burning]], [[confused]], [[frightened]], and [[nauseated]]. You must know the shunt condition temporal anomaly to learn this temporal anomaly.
You keep your mobility when sidestepping foes' melee attacks.
''Prerequisites:'' Dex 17, [[Mobility]] or [[trick attack]] class feature, [[Sidestep]].
''Benefit:'' After sidestepping an opponent's missed attack using the [[Sidestep]] feat, you can still take a guarded step during your next turn, or you can move up to your full speed if you take an action to move during your next turn.
''Normal:'' If you use the Sidestep feat, you can't take a guarded step during your next turn and your movement is reduced by 5 feet during your next turn.
The creature gains +2 speed.
You have focused on honing your innate magical talents.
''Prerequisites:'' At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th.
''Benefit:'' Choose one spell-like ability you have that is a 0- or 1st-level spell. Once this choice is made, it cannot be changed. You can use a chosen 0-level spell two additional times per day or the chosen 1st-level spell one additional time per day.
''Special:'' You can select this feat more than once. Each time you can either choose the same spell-like ability or pick a different one.
You are particularly skilled at stopping foes in their tracks.
* ''Prerequisites:'' [[Stand Still]].
* ''Benefit:'' You gain a +4 bonus to your melee attack roll for [[Stand Still]].
Your ranged attacks provide better support for your allies.
''Prerequisites:'' Base attack bonus +6.
''Benefit:'' When you take a standard action to provide [[covering fire]] or [[harrying fire]], you can choose to make your ranged attack roll against an AC of 25. If you hit, the effects of covering or harrying fire apply to the next two attacks made against the selected ally (for covering fire) or the selected foe (for harrying fire). You must decide if you're attempting to use this benefit or the normal benefit before you make the attack roll.
When you use the [[terrifying blast]] envoy improvisation, the amount of rounds that creatures are [[shaken]] due to failing the Will save increases to 1d4+1 rounds. You must have the terrifying blast envoy improvisation to choose this improvisation. This is a fear effect.
This is a mind-affecting, sense-dependent effect.
The creature gains +2 TL. This special ability can be selected only once.
Add the following conditions to the list of those you can remove with the treat condition theorem: [[frightened]] and [[nauseated]]. You must know the [[treat condition]] theorem to select this theorem.
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
* ''Benefit: ''Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don't count as [[archaic]] and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can't use such attacks for combat maneuvers or similar abilities—only to deal damage.
* ''Normal:'' You don't threaten any squares with unarmed strikes, and you must have a hand free to make an unarmed strike.
When you use the [[trick attack]] action or take a standard action to move up to your speed, your movement doesn't provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the [[uncanny mobility]] exploit to learn this exploit.
Sometimes an owner's own level outpaces their trusty vehicle's capabilities, and when modifications aren't enough, it's time for a retrofit that boosts the vehicle's item level. This often increases the vehicle's performance and defenses, providing a good way for PCs to keep their vehicle competitive in tactical combat and vehicle chases without having to build or buy a completely new vehicle. The process for upgrading a vehicle varies, depending on whether the vehicle is a [[custom creation|Custom Vehicles]] or a prebuilt vehicle. In either case, upgrading a vehicle by one level takes a number of days based on the vehicle's size: Medium = 1 day, Large = 2 days, Huge = 3 days, Gargantuan = 5 days, and Colossal = 10 days.
!! Custom Vehicles
Calculate the price of the custom vehicle as though its item level were one higher (plus any grafts you want to add as part of the upgrade). The cost of upgrading the vehicle equals the difference between this higher price and the vehicle's current price. Upon completing the upgrade, recalculate the vehicle's statistics using the new item level (plus any added grafts).
!! Prebuilt Vehicles
Upgrading a prebuilt vehicle costs a number of credits equal to 50% of the vehicle's current cost. The vehicle's item level increases by 1, and its new price becomes the sum of its original price plus the cost of any subsequent upgrades.
* The vehicle's EAC and KAC values each increase by 1; if the vehicle's new level is divisible by 5, the EAC and KAC instead increase by 2 each.
* The vehicle gains additional Hit Points based on its new level. Increase the Hit Points by 10 if the vehicle's new level is 4 or lower, by 15 if the new level is between 5–10, by 20 if the new level is between 11–15, or by 30 if the new level is 16 or higher.
* If the vehicle's new level is 6 or higher, increase its [[hardness]] by 1.
* If the vehicle's new level is divisible by 4, increase its speed by 5 feet, increase its full speed by 50 feet, and increase its overland speed by 20%.
* If the vehicle's new level is divisible by 5, the vehicle gains an additional modification slot. As part of performing the upgrade, a PC can also remove or install any available vehicle modifications without increasing the total time required for the upgrade.
Those who rely on speaking to persuade or please others and those who require the ability to gauge an audience find an //improvisation adornment// invaluable. This item is usually something worn on or near the head, such as a necklace, headband, or a mask. While wearing this item, if you fail a [[Bluff]], [[Culture]], [[Diplomacy]], [[Intimidate]], or [[Sense Motive]] check, as a reaction you can reroll the check and take the better result. You can also reroll a [[Profession]] check, provided the GM agrees the check involved some sort of interaction, such as acting, musical performance, public speaking, and the like. Once you benefit from a given //improvisation adornment//, you can benefit from a different one only after 24 hours have passed.
The adornment allows a number of rerolls per day based on its type.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Rerolls/Day |h
|//improvisation adornment//, mk 1 | 4 | 1,800 | L | 1 |
|//improvisation adornment//, mk 2 | 8 | 8,400 | L | 2 |
|//improvisation adornment//, mk 3 | 12 | 33,500 | L | 3 |
</div>
You can improvise most basic medical instruments, allowing you to perform rudimentary surgeries without a medical kit. You can use the [[Medicine]] skill to [[treat deadly wounds]] without a basic [[medkit]] or to provide [[long-term care]] to a single patient without an advanced medkit. If you have a basic medkit, you gain a +1 insight bonus to Medicine checks to treat deadly wounds. If you have an advanced medkit, you gain a +2 insight bonus to Medicine checks to treat deadly wounds, and any temporary [[medical lab]] you establish using an advanced medkit acts in all ways as an actual medical lab. If you attempt a Medicine check that normally has its DC set by what equipment you use, you use the DC of a basic medkit, or an advanced medkit if you are 5th level or higher.
If you're using an object that wasn't meant to be used as a weapon, treat it as a [[club]]. You don't add your [[Weapon Specialization]] bonus damage (if any) when attacking with an improvised weapon. At the GM's discretion, the object might deal a different type of damage or not be treated as [[archaic]], and in rare cases a GM might decide a nonweapon functions as a specific weapon (such as an industrial grinder functioning as a [[fangblade]]). In such cases, attacks with the weapon take a –4 penalty to the attack roll because of the awkward nature of attacking with something designed for another purpose.
You're an expert innovator who can transform mundane objects into lethal weapons and build functional devices out of junk. So long as you have a hand free and are adjacent to items with a total bulk of 1 or higher that you could readily use as improvised weapons, you threaten nearby foes as though you were wielding a melee weapon.
As a move action, you can swiftly alter and determine how to best weaponize a mundane object with 2 or less bulk that you're carrying. By spending 1 Resolve Point, you can perform this action as part of the same action you use to draw or pick up the improvised weapon. When you use the object as an improvised weapon, you ignore the –4 penalty to attacks with that weapon because it's improvised, you don't treat it as [[archaic]], you give the weapon the [[thrown]] (10 feet) weapon special property, and you can choose to give the weapon the [[operative|Operative (weapon property)]] weapon special property whenever you make attacks with it. The improvised weapon deals 1d4 damage; this damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. The type of damage dealt by the improvised weapon is based on the components used to create it—typically bludgeoning, piercing, or slashing—and the weapon targets KAC.
At 3rd level, you can create temporarily functional technological items out of junk. To do so, you must have access to technological junk and gear like computers, scrap metal, or derelict vehicles with total bulk at least five times that of the device you want to create. Building a device takes a number of minutes equal to its item level, and when you finish creating the device, you must spend a number of Resolve Points equal to 1/4 the item's level (rounded up) to make it functional. The device lasts a number of hours equal to your operative level, and if it consumes charges to function, it has a number of charges equal to its usage value (allowing the item to be used once). For each additional Resolve Point you spend when creating the item, it gains additional charges equal to its usage, to a maximum of the item's capacity.
This replaces the [[operative's edge]] class feature.
You put yourself in danger's path to save your allies.
''Prerequisites:'' [[Bodyguard]].
''Benefit:'' When an attack hits an ally whose Armor Class you have increased with the [[Bodyguard]] feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round.
When this nonreflective, dark-gray baton connects with a target, it discharges an electrical pulse that can [[stagger]] its victim.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|incapacitator | 9 | 14,200 | 3d4 B | [[stagger]] | L |[[nonlethal]], [[operative]], [[powered]] (capacity 20, usage 2) |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium construct (technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +07
* ''Defensive Abilities'' [[integrated weapons]], [[unflankable]]; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +12 (1d6+7 nonlethal B plus [[grab]])
* ''Ranged'' integrated voltaic [[anchor pistol]] +10 (1d6+3 nonlethal E; critical [[bind]]) or [[stickybomb grenade]] I +10 ([[explode]] [10 ft., [[entangled]] 2d4 rounds, DC 12])
* ''Offensive Abilities'' exploit advantage
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +13, [[Intimidate]] +8
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
* ''Gear'' voltaic [[anchor pistol]] with 2 high-capacity batteries (40 charges each), [[stickybomb grenades]] I (2)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or gang (3–8)
!!! SPECIAL ABILITIES
''Exploit Advantage ([[Ex]])'' When an incapacitator robot hits an [[entangled]] creature, it deals that target extra nonlethal damage equal to its CR (3 extra damage for most incapacitator robots
</div>
Incapacitator robots are built to restrain and subdue, so they are popular among bounty hunters who want to bring quarry back alive and also among security forces with safety concerns. Their large, padded fists strike hard but focus on getting a subduing hold on targets and are designed to deal no lasting damage. When forced to deal with targets at a distance, the robots hurl stickybomb grenades to slow down their marks while closing to melee range. Barring that, integrated shock pistols allow the robots to use jolts of electricity that cause muscles to seize up. Specialized programming allows the robots to strike at a hampered target's weak points.
Most models of incapacitator robot are shaped like hemispheres balanced on four articulated legs. Two to three arms used for striking and grabbing jut from the hemisphere's top surface, along with an integrated weapon on a rotating turret. A single sensor bar runs the entire circumference of the robot's body and can see in every direction at once. These models stand about 5 feet tall, 5 feet long, and 5 feet wide. They can weigh up to 1 ton.
Some manufacturers build incapacitator robots, especially those used in public sectors, to have a more humanoid appearance. These may have friendly faces and a layer of soft, cushioning material enclosing the robot's frame. Sometimes colloquially referred to as "hugbots," these models can envelop their targets in a crushing embrace that can squeeze the breath (and consciousness) out of almost any living creature. The typical "hugbot" is about 7 feet tall and weighs 750 pounds.
Incendiary grenades detonate in a spray of superheated plasma.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|incendiary grenade I | 2 | 140 | 20 ft. | drawn | L |[[explode]] (1d6 F, [[burning]] 1d4, 5 ft.) |
|incendiary grenade II | 6 | 580 | 20 ft. | drawn | L |[[explode]] (2d6 F, [[burning]] 1d6, 10 ft.) |
|incendiary grenade III | 8 | 1,380 | 20 ft. | drawn | L |[[explode]] (3d6 F, [[burning]] 1d6, 10 ft.) |
|incendiary grenade IV | 12 | 4,300 | 20 ft. | drawn | L |[[explode]] (5d6 F, [[burning]] 3d6, 15 ft.) |
|incendiary grenade V | 16 | 20,200 | 20 ft. | drawn | L |[[explode]] (10d6 F, [[burning]] 5d6, 15 ft.) |
|incendiary grenade VI | 18 | 54,300 | 20 ft. | drawn | L |[[explode]] (12d6 F, [[burning]] 6d6, 15 ft.) |
</div>
When a block of this sweet-smelling incensed is lit (a standard action), creatures inhaling its fumes become unusually receptive to thought. In still air, the incense's smoke permeates a 40-foot-by-40-foot area to a height of 20 feet over the course of 1 minute. Creatures within that area can communicate telepathically with other creatures in the area. Creatures communicating in this fashion don't need to share a language, but must have an Intelligence modifier of –2 or greater. The openness of mind engendered by the incense also provides a +4 insight bonus to [[Diplomacy]] and [[Sense Motive]] checks against creatures in the area, and imposes a –4 penalty to [[Bluff]] and [[Intimidate]] checks against such creatures, and a –2 penalty to saving throws against mind-affecting effects.
A moderate wind (11+ mph) halves the area of the smoke. A strong wind (21+ mph) disperses the incense, rendering it ineffective as long as the wind continues. A single block of //incense of open thoughts// burns for 1 hour and is consumed in the process. It can be extinguished and relit, but each use consumes at least 10 minutes of its remaining duration.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//incense of open thoughts// | 11 | 3,500 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature/level
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You cause all targets of this spell to lose proficiency with one class of weapons of your choice (basic or advanced melee weapons, small arms, longarms, heavy weapons, grenades, or natural weapons) and suffer the normal penalties for attacks made with weapons they are not proficient with.
An incorporeal creature doesn't have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.
Incorporeal creatures' attacks always target their enemies' Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.
An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object's exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover. An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.
Incorporeal creatures move silently and cannot be heard with [[Perception]] checks unless they wish to be. Any sense (including [[blindsense]] or [[blindsight]]) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.
//Format:// ''Defensive Abilities'' incorporeal.
Creatures with this subtype have no physical bodies.
''Traits:'' [[incorporeal]]
You embody the fundamentally random nature of subatomic particles, including their instability, interactions, variations, and the unseen connections between them.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (reposition) as a bonus feat and a +2 insight bonus to [[Bluff]] checks.
!! Aspect Embodiment
Once per combat, when you use a reaction, make an attack of opportunity, move, or are moved when it’s not your turn, you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
You transform the area around you on a subatomic level, causing matter to move and bend unpredictably. You create a 15-foot emanation centered on you that functions as difficult terrain for all movement types until the end of your next turn. When this effect ends, the resumption of normal physics causes all creatures in the area to become [[off-target]] until the end of your next turn. You’re unaffected by your aspect catalyst.
''Improved:'' When the effect ends, any creature in contact with a floor, wall, or similar solid surface finds themselves momentarily glued to that surface as normal physical laws resume; the creature attempts a Reflex save, becoming [[entangled]] for 1 round if it fails. Your allies are unaffected by your aspect catalyst.
!! Aspect Finale
As a reaction when you are dealt damage by a melee attack, you can spend 1 Entropy Point to rip the matter colliding with you from this plane and send it to another. This deals damage to the weapon that damaged you, or to your attacker if the weapon was a natural or unarmed attack, as if you hit it with your [[entropic strike]].
<<tabs "[list[Index]]" "Themes" "$:/state/tabIndex" "tc-vertical" "Index Template">>
An indirect weapon uses a wireless signal along with a multistage firing system, internal telemetry, bimetallic fluctuation, magnetic guidance, or some other system to make it appear as if a shot from the weapon had been fired from a different location. This reduces the penalty to [[Stealth]] checks for sniping by 10.
You can run through winding corridors and weave your way through grasping claws without pause.
''Prerequisites:'' Dex 13, [[Mobility]].
''Benefit:'' When you run as a full action, you don't have to move in a straight line, you can run across difficult terrain, and you don't gain the [[flat-footed]] condition.
Using a combination of stimulating combat drugs and mobility-enhancing magic, this upgrade renders you nearly unstoppable. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While you are wearing the armor and this upgrade has a charge, you ignore the effects of the [[staggered]] condition. When an effect would cause you to gain the [[dazed]], [[paralyzed]], or [[stunned]] condition, as a reaction you can expend the device's charge to be staggered for the same amount of time instead. The device's charge replenishes each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//indomitability module// |13 | 50,000 | 1 | any | L | 1 | 1/day |
</div>
This heavy bandolier's large, flat buckle is a metallic charging pad that charges synced devices that are within a few inches of your body, including light or heavy armor or armor upgrades installed in light or heavy armor. While the bandolier is activated, you can tap a rechargeable item to the pad to sync the item to the bandolier (the item must use charges or a battery; the inductive bandolier can't recharge other items). The synced item regains 1 charge per minute until it is fully charged or until the synced item is more than a few inches from your body. In either case, the item is no longer synced and the bandolier vibrates slightly to alert you to the lost connection. The inductive bandolier expends its charges as long as it is activated, whether or not an item is synced to it.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|inductive bandolier | 10 | 19,000 | L | 100 | 2/minute |
</div>
As functioning factories or industrial centers, some starships allow a specific [[Profession]] skill to be used to make money during voyages (or, at a GM's discretion, a set of linked Professions), though money earned is not collected until the starship makes port at a major settlement. For example, mining starships often feature a refinery, since miners can efficiently purify the metals or other mined substances onboard before transporting the refined product. Starships with industry bays can go directly to a construction or market area on another planet to sell goods without needing to return to a home planet first.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|industry | 40 | 10 |
</div>
For those who want to use lethal weapons in nonlethal ways, an //inertial dampener// is the tool of choice. You can activate or deactivate an //inertial dampener// as a swift action. While the dampener is active, it creates a field around the weapon or its ammunition that causes the weapon to deal nonlethal damage in place of its regular damage.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|//inertial dampener// | 6 | 4,000 | — | 20 | 1/minute |any |
</div>
When activated, an inertial-reinforcement belt anchors you in place, protecting you against outside forces that would move you. This effect grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers, consuming 1 charge per minute. If you fall from a height greater than 10 feet, the inertial-reinforcement belt automatically activates just prior to impact and reduces your falling damage by half, consuming 1 charge per die of falling damage. If the belt has fewer remaining charges than the number of dice, the damage is reduced only by a number of dice equal to the number of charges remaining. Damage from landing on hazardous objects such as spikes is not reduced.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|inertial-reinforcement belt | 4 | 2,200 | L | 20 | varies |
</div>
You embody the inevitability of a universe slowly but methodically decaying to its ultimate state of total entropy.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (disarm) as a bonus feat and a +2 insight bonus to [[Intimidate]] checks.
!! Aspect Embodiment
Once per combat, when you attack with a combat maneuver, you gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each foe within 30 feet must attempt a Fortitude saving throw or contract [[radiation sickness]].
''Improved:'' The frequency of the radiation sickness is now 1/hour.
!! Aspect Finale
When you score a critical hit with your [[entropic strike]], you can spend 1 Entropy Point to unleash a torrent of entropic energy; if you do, enemies within 15 feet of you take damage as if they’d been hit by your entropic strike (though the damage isn’t doubled for your critical hit).
Inevitables are construct-like outsiders built to enforce the laws of the universe.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** constructed (as per [[android]] racial trait, including the +2 bonus to saving throws against disease, mind-affecting effects, poison, and sleep unless those effects specifically target constructs)
** [[regeneration]] (suppressed by chaotic-aligned attacks)
** [[truespeech]]
Summoned inevitables are construct-like creatures from the planar city of Axis. Often made of gears and other machinery, they take humanoid shapes and tote electricity-based firearms.
* ''Type:'' outsider (extraplanar, inevitable, lawful)
* ''Alignment:'' change to LN
* ''Traits:''
** constructed (as per the [[android]] racial trait, including the +2 bonus to saving throws against disease, mind-affecting effects, poison, and sleep unless those effects specifically target constructs)
** [[regeneration]] equal to 1/2 creature's CR (minimum 1) suppressed by chaotic attacks
* ''Skills:'' add [[Engineering]] and [[Perception]]
* ''Languages:'' Common
* ''Attack:'' the summoned creature gains an arc gun ranged attack, which has a range increment of 50 ft. and acts as a [[natural weapon]]
<div class="table-wrapper">
| CR |Attack Adjustment |h
| 1/3 |add ''Ranged'' arc gun +2 (1d4 E) |
| 1 |add ''Ranged'' arc gun +6 (1d4+1 E) |
| 3 |add ''Ranged'' arc gun +9 (1d4+3 E) |
| 5 |add ''Ranged'' arc gun +12 (1d6+5 E) |
| 7 |add ''Ranged'' arc gun +15 (2d6+7 E) |
| 11 |add ''Ranged'' arc gun +21 (3d8+11 E) |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LN Medium outsider (inevitable, lawful)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +9; ''Will'' +13
* ''Defensive Abilities'' [[regeneration]] 5 (chaotic); ''Immunities'' electricity; [[swarm immunities]] in discorporated form; ''DR'' 10/chaotic; ''SR'' 21
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Su]], perfect, discorporated form only)
* ''Melee'' nanite blade +21 (2d8+12 S; critical nanite burst [DC 19])
* ''Ranged'' electric discharge +19 (3d4+10 E)
* ''Spell-Like Abilities'' (CL 10th)
** 1/day—//[[interplanetary teleport]]// (self plus 50 bulk of objects)
* ''Offensive Abilities'' inevitable onslaught
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +2; ''Int'' +5; ''Wis'' +2; ''Cha'' +8
* ''Skills'' [[Computers]] +24, [[Culture]] +19, [[Diplomacy]] +24, [[Engineering]] +24, [[Sense Motive]] +19
* ''Languages'' [[truespeech]]
* ''Other Abilities'' constructed, discorporation
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Discorporation ([[Ex]])'' An anhamut's robotic body can discorporate its component nanites into a swarm of Diminutive creatures as a standard action. Reincorporating its parts into its regular form is also a standard action. While in its discorporated form, an anhamut cannot use its nanite blade, but it gains [[swarm immunities]] and can fly. In addition, a discorporated
anhamut can interface directly with many forms of technology, and it counts as having a [[hacking kit]] when attempting [[Computers]] skill checks. While an anhamut is in discorporated form, its total [[Stealth]] bonus increases to +24.
''Electric Discharge ([[Ex]])'' As a standard action, an anhamut can generate a powerful electric charge from its blade (or between the individual nanomachines that make up its discorporated form) and launch this charge as a ranged attack against EAC at a target within 60 feet.
''Inevitable Onslaught ([[Ex]])'' When an anhamut makes a full attack, it can make up to three melee attacks instead of two melee attacks. It takes a –6 penalty to these attacks instead of a –4 penalty.
''Nanite Blade ([[Ex]])'' An anhamut's sword is composed of the same nanites as the outsider itself, and functions as if it has the [[axiomatic]] and [[nanite]] weapon fusions.
</div>
Shortly after Triune sent the Signal out to all mortal life, gifting the secrets of Drift travel, the axiomites received their own similarly mysterious message. Instead of plans for a Drift engine, however, this signal contained blueprints for the construction of an entirely new type of inevitable: the anhamut. A humanoid-shaped robot composed of millions of nearly microscopic nanites, an anhamut can discorporate its "solid" form into a swarm of individual nanites to infiltrate well-guarded areas, avoid detection, and interface with various forms of technology. In its assembled form, an anhamut wields a blade made of its own nanites, and regardless of whether it's discorporated or assembled, it can generate a powerful bolt of electrical current with which to assault its foes.
Anhamuts are programmed with the central tenet that the exploration and mapping of the universe bring a kind of order to the chaotic cosmos, and they seek to protect this process and those who engage in it. Anhamuts hunt down those who attempt to destroy the hyperspace beacons that make Drift travel possible, and they sometimes aid adventurers who have discovered a new planet or alien society in returning home to report this information to their societies. These inevitables are aggressive in pursuing their agendas, yet also slightly more subtle than their kindred; for example, they might use their discorporated forms to stealthily sabotage enemy equipment before a battle can even begin. At the same time, however, an anhamut who has calculated that the odds of a direct fight are solidly in its favor isn't afraid to make its presence known with an electrical blast and a flurry of corrosive sword blows.
Like some of their predecessors, anhamuts are more than willing to gather non-inevitable allies to help accomplish their goals, and they have absorbed all sorts of cultural information about an incredible number of societies in their travels (all of which is recorded in Axis for other inevitables to download). Armed with these facts, anhamuts make excellent diplomats, presenting their cases to prospective associates with logical statements that cut straight to the chase. Some anhamuts have maintained ties to large groups of allies over the decades, which allows them to potentially call upon small armies to aid them when necessary.
Though anhamuts are steadfast protectors of explorers and stellar cartographers (as well as the technology that facilitates such vocations), these inevitables are unconcerned with the colonization of newly discovered worlds. A space station that serves as a waypoint for travelers into the unknown might benefit from the guardianship of an anhamut, while a similar station created as a corporate mining facility would not. An anhamut might aid a group of pioneers scouting an uncharted planet, but once they start to lay down roots, that anhamut generally moves on to other missions. Conversely, an anhamut might protect the inhabitants of an alien world from being destroyed by a larger civilization if that smaller culture is on the verge of developing spaceflight, and an organization attempting to hide the existence of a world—even for the objective good of the galaxy—might find itself at odds with the uncompromising machines.
Scholars of the Outer Planes find this relatively new type of inevitable singularly fascinating. The being that revealed the anhamuts' design to the axiomites still remains a mystery, and while many assume that Triune was responsible for their creation—due both to the timing and the fact that they further many of Triune's areas of interest—the tripartite god itself has not issued a statement either way. Moreover, as a patron of machines, Triune seems like a natural fit for inevitables, yet what allegiance the machine-people owe the newly arisen god remains open for debate in the face of untold millennia of independent operation. Whatever the politics, priests within the church of Triune have been known to openly court aid from anhamuts, treating them as blessed heralds of their god, and so long as their missions align, anhamuts seem content with this arrangement.
Strangely, while anhamuts exist to foster the mapping (both physical and metaphysical) of the cosmos, they do little such work on their own. Those few who do are referred to as Edgeseekers and rarely interact with mortals for any significant time, choosing instead to jump magically from planet to planet, recording their own cryptic notes. The rest focus on encouraging mortals to do the research for themselves, leading to the sharing of information and even friendship between anhamuts and high-powered members of organizations like the Starfinder Society. Yet while they can be assets to scholars, anhamuts can be extremely aggravating to governments and corporations attempting to keep secret the locations of secure facilities, and adventurers are sometimes hired to put down insurgents and infiltrators who've managed to recruit one of the strange machines.
!! Nanite Weapons
While an anhamut's nanite blade is a part of its very being, the fundamental design has inspired mortal technomagical engineers to create their own versions. Weapons with the following fusion have their primary striking surfaces formed of a dense field of programmed nanites. These microscopic machines hold their relative positions well enough to respond like ordinary steel in most situations, simulating a razor edge by devouring any material that comes in contact with their activated blade-matrix. When a blow is fierce enough, however, the shock is sometimes enough to break the nanites out of their careful lattice, sending a cloud of them into a frenzy of mechanical corrosion. Rather than being a problem, however, this breakdown is actually the nanite fusion's most appealing property, as this leaves the target swarmed with tiny machines intent on dismantling it—a painful and disconcerting experience not unlike being bathed in acid.
!!! Nanite (Level 6)
{{Nanite}}
This portable data drive contains an insidious program that broadcasts a fake infosphere, causing any computer in the area to access this infosphere's misleading data rather than any legitimate network. This deception is automatic for any computer whose tier doesn't exceed a certain value based on the infaux sphere's model. When a computer of a higher tier accesses the infosphere, the infaux sphere attempts a [[Computers]] check against that computer, using the computer's DC to hack. If the check succeeds, the computer accesses the fake infosphere. However, if the check fails, the computer accesses a real infosphere instead, and if the check fails by 10 or more, the computer's user also identifies that something tried to interfere with their infosphere access. A creature using the fake infosphere can also discern the forgery with a successful Computers check (with a DC based on the infaux sphere's model) attempted once per hour, or more frequently if presented with definitively contradictory information (such as a map displaying streets or traffic where the user clearly sees there is none). If the check succeeds, the user recognizes the fake infosphere but must still spend one minute and succeed at a DC 20 Computers check to access the real infosphere.
A new infaux sphere includes a wealth of casually misleading directories and sites that can reprogram themselves slightly to better camouflage as a local infosphere. The device's owner can install specific misdirections—such as maps that include specific detours to set up an ambush or news briefs that muddle a historical event in a particular way—by creating and installing secure data modules.
To function properly, an infaux sphere must be activated and remain immobile for 1 minute. If moved more than 5 feet, the device must spend an additional minute recalibrating and re-establishing control over the area.
''Basic:'' This infaux sphere affects a 500-foot radius and automatically deceives computers of tier 1 or lower. Its [[Computers]] check modifier is +21, and the Computers check DC to identify the fake infosphere is 31.
''Advanced:'' This infaux sphere affects a 750-foot radius and automatically deceives computers of tier 2 or lower. Its [[Computers]] check modifier is +27, and the Computers check DC to identify the fake infosphere is 37.
''Elite:'' This infaux sphere affects a 1,000-foot radius and automatically deceives computers of tier 4 or lower. Its [[Computers]] check modifier is +33, and the Computers check DC to identify the fake infosphere is 43.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|infaux sphere, basic | 8 | 8,500 | 2 | 80 | 4/hour |
|infaux sphere, advanced | 12 | 32,500 | 2 | 80 | 4/hour |
|infaux sphere, elite | 16 | 148,000 | 2 | 100 | 4/hour |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude half; see text
* ''Spell Resistance'' yes
</div>
You alter the target's internal chemistry, causing their body to reject its composition. The target takes 3d8 damage each round, but can attempt a Fortitude save for half damage, and has the [[sickened]] condition for the duration.
When you succeed at a [[Bluff]] check to [[lie]], a [[Diplomacy]] check to [[change a creature’s attitude|Change Attitude (diplomacy)]], or an [[Intimidate]] check to [[bully]] a creature, you can so deeply impact one of the affected creatures that it repeats your action against one of its allies as soon as it reasonably can, using your skill check modifier. If you lied, the creature conveys the lie sincerely. If you changed the creature’s attitude, that creature tries to change its ally’s attitude toward you. If you bullied the creature, it bullies its ally into helping perform the same task. If you spend 1 Resolve Point when using this exploit, the creature instead repeats the action against a number of allies that doesn’t exceed your key ability score modifier. Affected creatures want to repeat your action, but aren’t compelled to do so; if they encounter significant obstacles while seeking out allies, it might detour or even abandon the task.
Your entropic strike can be virulent to your foes. When you successfully hit a creature with your [[entropic strike]], you can spend 1 Entropy Point to infect it with a mote of entropic virulence until the end of your next turn (Fortitude negates). While the creature is infected and within your entropic strike’s melee reach, you can make entropic strike attacks that originate from the infected creature’s space on your turn. You can’t make attacks of opportunity from the infected creature’s space.
<div class="statblock">
* ''Tier'' 1
* Tiny fighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1)
* ''AC'' 16; ''TL'' 15
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 20 (forward 10, port 4, starboard 4, aft 2)
* ''Attack (Forward)'' light particle beam (3d6), light plasma torpedo launcher (3d8)
* ''Attack (Aft)'' coilgun (4d4)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' none
* ''Systems'' basic short-range sensors, mk 1 mononode computer, mk 2 defenses, mk 3 armor
* ''Modifiers'' +1 any one check per round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 1
!!! CREW
* ''Pilot'' [[Computers]] +7 (1 rank), gunnery +5, [[Piloting]] +10 (1 rank)
</div>
A standard fighter in the Hellknight navy, an Infernex Burning Nail offers both speed and firepower, though its lack of port and starboard weapons is a known weakness. Burning Nail pilots are trained to compensate for this flaw by employing daring piloting maneuvers.
<div class="statblock">
* ''Tier'' 13
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 28; ''TL'' 25
* ''HP'' 255; ''DT'' 5; ''CT'' 51
* ''Shields'' heavy 280 (forward 100, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' super x-laser cannon (3d4×10)
* ''Attack (Port)'' light plasma cannon (2d12)
* ''Attack (Starboard)'' light plasma cannon (2d12)
* ''Attack (Turret)'' gravity gun (6d6)
* ''Power Core'' Nova Heavy (200 PCU), Nova Light (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced mid-range sensors, [[crew quarters]] (common), mk 4 duonode computer, mk 5 defenses, mk 7 armor; ''Expansion Bays'' [[brigs]] (2), [[cargo holds]] (2), [[drift shadow projector]], [[medical bay]]
* ''Modifiers'' +4 any two checks per round, +4 [[Computers]]
* ''Complement'' 42
!!! CREW
* ''Captain'' [[Computers]] +27 (13 ranks), [[Diplomacy]] +28 (13 ranks), gunnery +20, [[Intimidate]] +28 (13 ranks), [[Piloting]] +23 (13 ranks)
* ''Engineers (2 officers, 6 crew each)'' [[Engineering]] +28 (13 ranks)
* ''Gunners (3 officers, 4 crew each)'' gunnery +25
* ''Pilot (1 officer, 3 crew)'' [[Piloting]] +28 (13 ranks)
* ''Science Officers (2 officers, 3 crew each)'' [[Computers]] +32 (13 ranks)
</div>
The Hellknights send in an Infernex Interdictus when they wish to stop other vessels in their tracks and bring in their crews alive. The combination of gravity gun and drift shadow projector makes an Interdictus difficult to escape from.
<div class="statblock">
* ''Tier'' 11
* Large destroyer (colony ship)
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 24; ''TL ''26
* ''HP'' 150; ''DT'' —; ''CT'' 30
* ''Shields'' medium 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' linked particle beams (16d8; 20 hexes)
* ''Attack (Port)'' heavy orbital death knell (7d10; 10 hexes)
* ''Attack (Aft)'' heavy plasma mines (4d12; limited fire 5, 4 mines)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, crew quarters (good), mk 4 armor, mk 6 defenses, mk 2 duonode computer; ''Expansion Bays'' [[brigs]] (2), [[cargo holds]] (4), [[combat training facility]] (specialized), [[Drift shadow projector]], [[guest quarters]] (luxury, 2), [[launch tube]], [[life boats]], [[medical bay]]
* ''Modifiers'' +2 to any four checks per round, +2 [[Computers]]
* ''Complement'' 18 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +20 (11 ranks), [[Diplomacy]] +20 (11 ranks), [[Intimidate]] +25 (11 ranks), [[Piloting]] +18 (11 ranks)
* ''Engineer (1 officer, 3 crew)'' [[Engineering]] +20 (11 ranks)
* ''Gunners (2 officers, 2 crew each)'' gunnery +16 (11th level)
* ''Pilot (1 officer, 2 crew)'' [[Piloting]] +20 (11 ranks)
* ''Science Officer (1 officer, 3 crew)'' [[Computers]] +20 (11 ranks)
</div>
Hellknights steadfastly enforce the laws of legitimate states, but where lawlessness reigns, the Justiciar's jurisdiction begins. At least, that is the precept written into the Hellknights' codes, and in typical fashion, they follow this mission mercilessly and without exception.
Justiciar destroyers function as forward bases and training facilities for Hellknights, especially in territories in the lawless or unsettled Vast that have never—as far as the zealots are concerned—felt the touch of true order. Smaller craft often refuel at these ships to carry out missions throughout a system, returning to recuperate and drop off captured convicts for trial and sentencing. However, should smaller ships such as the [[Infernex Unshakable]] lack the firepower to pursue a fugitive or the influence to demand obedience from anarchic settlements, a Justiciar can rapidly travel to ongoing chaotic flash points to mete out justice.
These engagements are where a Justiciar truly excels. Such ships rarely carry fewer than 100 Hellknights and armigers-in-training, and a single ship is capable of subduing small colonies and detaining wanted criminals. If a settlement steadfastly refuses to surrender any villains it's sheltering, a Justiciar's crew doesn't hesitate to unleash a devastating rain of artillery fire from high orbit, leveling entire neighborhoods before again broadcasting its demand for compliance.
In 301 AG, an Order of the Chain Justiciar infamously bombarded the refinery town of Hlagin on Hgonthi-5 for sheltering the kasathan pirate Eshum Za of Clan Tolar, wiping it off the map. The assault resulted in the town receiving generous reparations from the Pact Worlds' governmental branches, while the Pact Council issued stern complaints to the Hellknight order responsible. Despite this, the ship's captain received a commendation from his superiors for his merciless resolve, and the event sent a chilling message to other would-be havens. When a Justiciar appears in the skies, many colonies kick out known fugitives and casual scallywags alike to spare their citizens from the possibility of becoming collateral damage.
Impossibly optimistic schemes for commandeering a Justiciar regularly surface on infospheres, and Hellknight crews vigilantly prepare for outlaws foolish enough to launch a raid.
<div class="statblock">
* ''Tier'' 16
* Gargantuan battleship
* ''Speed'' 6; ''Maneuverability'' average (turn 3); ''Drift'' 1
* ''AC'' 31; ''TL'' 30
* ''HP'' 440; ''DT'' 10; ''CT'' 88
* ''Shields'' heavy 360 (forward 100, port 80, starboard 80, aft 100)
* ''Attack (Forward)'' linked particle beams (16d6), hellfire torpedo launcher (2d10×10)
* ''Attack (Port)'' heavy laser cannon (4d8), heavy laser cannon (4d8), micromissile battery (2d6)
* ''Attack (Starboard)'' heavy laser cannon (4d8), heavy laser cannon (4d8), micromissile battery (2d6)
* ''Attack (Turret)'' heavy laser net (5d6), heavy laser net (5d6)
* ''Power Core'' Gateway Light (300 PCU), Nova Heavy (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, [[crew quarters]] (common), mk 5 duonode computer, mk 9 armor, mk 10 defenses; ''Expansion Bays'' [[escape pods]], [[guest quarters]] (luxurious), [[hangar bay]], [[medical bay]], [[tech workshop]]
* ''Modifiers'' +5 any two checks per round, +4 [[Computers]], +1 [[Piloting]]
* ''Complement'' 200
!!! CREW
* ''Captain (plus 2 officers)'' [[Computers]] +32 (16 ranks), [[Diplomacy]] +33 (16 ranks), [[Engineering]] +28 (16 ranks), gunnery +25, [[Intimidate]] +33 (16 ranks), [[Piloting]] +29 (16 ranks)
* ''Engineers (6 officers, 12 crew each)'' [[Engineering]] +33 (16 ranks)
* ''Gunners (8 officers, 8 crew each)'' gunnery +30
* ''Pilot (1 officer, 10 crew)'' [[Piloting]] +34 (16 ranks)
* ''Science Officer (6 officers, 5 crew each)'' [[Computers]] +37 (16 ranks)
</div>
Bristling with weapons—not to mention wicked-looking barbs—a Hellknight Keep Diabolical is among the most feared starships both within the Pact Worlds system and in deep space.
<div class="statblock">
* ''Tier'' 2
* Tiny interceptor
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0); ''Drift'' 2
* ''AC'' 19; ''TL'' 18
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light particle beam (3d6; 10 hexes), light ship tether (2d6; 1 hex)
* ''Power Core'' Pulse Gray (100 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced short-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 2 mononode computer, security (biometric locks, computer countermeasures [alarm, feedback])
* ''Modifiers'' +2 to any one check per round, +4 [[Computers]], [[Piloting]] +1
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
''Pilot'' [[Computers]] +7 (2 ranks), [[Engineering]] +7 (2 ranks), gunnery +6 (2nd level), [[Piloting]] +12 (2 ranks)
</div>
Whereas [[Burning Nail|Infernex Burning Nail]]-class vessels are the Hellknights' favored light fighters for pitched battles, the Unshakable's design is specialized for smaller bounty-hunting operations, surgical strikes in dangerous territory, and solo scouting missions to identify new threats. With substantial armor for such a small ship, the Unshakable is able to close distance rapidly and assault even light freighters—a signature tactic. Standard operating procedure for such missions involves the Hellknight pilot then boarding their prey to subdue the crew single-handedly.
In larger groups—often referred to as interrogations—these ships instead take turns harrying their foes, with one ship entangling the group's target as the others strafe the ensnared victim. The tether mounts on Unshakable ships are notoriously robust, and Hellknight pilots are known to blast toward cosmic hazards such as asteroid fields or unstable stars while towing especially stubborn quarries in a deadly game of chicken, daring their captives to surrender or risk mutual annihilation. There are enough confirmed incidents of Hellknights perishing in this way to convince others to heed the warning.
Due to its relative rarity, the Unshakable model operated without fanfare for over 20 years. However, a nearly identical starship appeared in the recent trivid thriller The Omega Paradox, piloted by the fictional villain Paravicar Strax. The rave reviews were overshadowed only by the Hellknight attorneys' furious cease-and-desist demands to expunge the illegal use of their craft's likeness. In an impressive legal campaign, the Hellknights sent these terrifying demands not only to the trivid production company behind The Omega Paradox, but also to most major distributors and infosphere sites that carried it. The Hellknights eventually dropped the case, however, because the myriad Hellknight orders suddenly recognized that the trivid's sinister depiction only enhanced their organization's fearsome image. What's more, the number of civilian craft that have now been custom-modified to resemble Unshakables has desensitized criminals to seeing the starship, allowing Hellknights to more effectively hide in plain sight until ready to spring their traps.
There's just one drawback to this publicity: the trivid protagonists' action-packed exploits have encouraged unwise thrill-seekers to break into and steal unattended Unshakables. A rash of joyriding incidents prompted Hellknight engineers to include biometric locks in newer Unshakable models to thwart thefts, as well as potentially lethal countermeasures to electrocute amateur hackers who try to override the ship's electronic defenses.
Owned by the Hellknights and orbiting the Pact Worlds' sun, this shipyard builds the massive black citadels and austere starships used to carry out official Hellknight functions. These vessels make only limited concessions to human needs but include plenty of space for imprisonment, interrogation, and punishment. The Hellknights reassure governments worried about the presence of these moving citadels that only those who break the law must fear Hellknight justice. More than one troublesome prisoner has disappeared forever within an Infernex, Inc. starship, where minions of Hell such as imps serve alongside Hellknights as crew, performing basic maintenance and even enchanting the ship's components and weapons.
Produced in prison-factories on Embroi, this short pistol uses clips of magnesium flares to deliver shots of scorching fire. The fire from this weapon seems to dance briefly over the target, lunging out toward other creatures.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|Infernian, ifrit-class | 3 | 1,400 | 1d6 F | 50 ft. | [[arc]] 1d4 | 4 flares | 1 | L |— |
|Infernian, salamander-class | 7 | 6,500 | 2d4 F | 50 ft. | [[arc]] 1d6 | 10 flares | 1 | L |— |
|Infernian, hellhound-class | 11 | 25,000 | 4d4 F | 50 ft. | [[arc]] 2d6 | 20 flares | 1 | L |— |
|Infernian, firedrake-class | 15 | 109,500 | 6d4 F | 50 ft. | [[arc]] 3d6 | 20 flares | 1 | L |— |
|Infernian, phoenix-class | 19 | 591,500 | 7d6 F | 50 ft. | [[arc]] 4d6 | 20 flares | 1 | L |— |
</div>
Not all developments in military technology are successful. Originally designed to be a perfect survival tool, the inferno knife combines the cutting prowess of a survival [[knife]] with the virtues of a lighter and road flare. By squeezing one trigger, the user can inject a small stream of fuel from the hilt's reservoir onto the blade's tip, and a secondary trigger can ignite it, creating a small torch to signal others or light campfires. The product's launch was disastrous, and users logged hundreds of complaints about the knives' needless complexity. As a result, inferno knives have flooded the market and become showy weapons for criminals and performers, though timing the blade's ignition in combat remains an unpredictable art.
An inferno knife uses petrol as fuel. It contains enough fuel to remain lit for 1 hour, shedding light in a 20-foot radius. Each successful critical hit reduces the remaining duration by 5 minutes. A single charge of petrol refills the weapon's reservoir.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|inferno knife | 4 | 2,100 | 1d4 S | [[burn]] 1d6 | L |[[analog]], [[operative]] |
</div>
Your nanites burrow into your foes, inflicting grievous injuries as they consume their victims from the inside.
!! Malignant Mist (1st)
When you form a [[cloud array]] or [[sheath array]], you can use a [[nanite surge]] to damage anyone who makes contact with those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud's area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the [[reach]] special property, or unarmed strike. After a creature attempts a saving throw against either effect, it's immune to damage from this ability for 1 minute. You're immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter. This ability works against constructs.
!! Tenacious Swarm (5th)
When a creature fails a Fortitude save against your malignant mist ability, they become infested with short-lived nanites that continue burrowing into their body. At the end of the infested creature's turn, it takes piercing damage equal to your malignant mist ability's minimum damage plus your Constitution modifier, after which it attempts a new Fortitude save to end the effect. This effect ends automatically after a number of rounds equal to your Constitution modifier. A creature can only be affected by a single tenacious swarm at a time.
!! Toxic Host (9th)
When you use your malignant mist ability, you can make the nanites toxic in nature. Toxic nanites deal half damage to creatures that successfully save against your malignant mist ability.
!! Noxious Nanites (13th)
A creature affected by your tenacious swarm ability is also [[sickened]] for the duration of the effect. Weapons you form with your [[gear array]] gain the [[nauseate]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the nauseate effect.
!! Engineered Contagion (17th)
You can activate your malignant mist ability once per minute without using a [[nanite surge]]. You can use a nanite surge as a swift action to infect up to two other creatures that you can see; these other creatures must be adjacent to one creature within 60 feet that you can see and that's affected by your tenacious swarm. The new targets are immediately affected by your malignant mist, receiving a saving throw to reduce the effects as normal.
A magical scanner and psychic projector connected to sophisticated 3D mapping software, an //infiltration assistant// can create sophisticated representational maps of an area you're in. You wear the scanner on your head or headwear, wirelessly connected to your [[comm unit]] or eyewear. The assistant counts as a worn magic item unless you install it in your armor, taking up one upgrade slot.
As a move action while wearing the assistant, you can cause the device to magically ping an area within a 60-foot spherical spread of you. Using this ping, the software creates a 3D reconstruction of the area, which it psychically projects to you and all creatures you consider allies in the affected area. This image adjusts to show each creature where it is in the image. The ping doesn't sense through most objects, but it can sense through a closed door or window that isn't airtight, hidden, or otherwise sealed. However, any starmetal in the structure of the door or window blocks this benefit. The ping can detect creatures and objects beyond your line of sight and places them as features on the map. Images of such creatures and objects are sometimes distorted, especially if they're in motion.
The //infiltration assistant// grants you and your allies in its area a +5 insight bonus to [[Perception]] checks to locate hidden creatures and doors within the mapped area. The bonus to find creatures applies only so long as those creatures remain in the
same place.
Creatures with ranks in [[Mysticism]] perceive the ping like a barely audible sound that raises goose bumps, and they can attempt a DC 25 Mysticism check to determine that something magical just happened. A creature concentrating on //[[detect magic]]// can sense the ping as a brief flash of magic, and a creature benefitting from //[[arcane sight]]// can see the ping as a literal flash of divination magic.
An //infiltration assistant// can send out 10 pings per day. Each psychic image it produces lasts 5 rounds. As a move action, you can save the image on your comm unit or a similar device for later reference. This static image can provide you a map of the pinged area later without needing to ping it again, but it provides no bonus to Perception checks.
Using the assistant creates magical resonance in creatures that benefit from it. Any creature that benefits from more than 10 pings in a given day experiences visual anomalies, becoming [[dazzled]] until after an uninterrupted 8-hour rest.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//infiltration assistant// | 11 | 28,000 | L |
</div>
This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge's detonation requires a successful DC 10 [[Perception]] check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum<br/>Result |h
|infiltration charge, mk 1 | 2 | 115 | L | 20 |
|infiltration charge, mk 2 | 5 | 415 | L | 25 |
|infiltration charge, mk 3 | 8 | 1,300 | L | 30 |
|infiltration charge, mk 4 | 11 | 3,500 | L | 35 |
|infiltration charge, mk 5 | 14 | 9,800 | L | 45 |
|infiltration charge, mk 6 | 17 | 34,000 | L | 55 |
|infiltration charge, mk 7 | 20 | 115,000 | L | 65 |
</div>
<<section 'Monitor-Class Infiltration Robot'>>
<<section 'Exterminator-Class Infiltration Robot'>>
Beneath layers of synthskin and expert disguises, every infiltration robot is basically identical. A spindly, humanoid machine's frame between 4 and 6 feet in height, lacking any feature that might indicate some specific design inspiration. By design, however, this interior is rarely seen. To most, an infiltration robot simply looks like some humanoid they know: a grocer, a pilot, or even a coworker with a penchant for cheesy snacks.
These disguises are made possible by the synthskin that coats every infiltration robot. Synthskin is a pliable, synthetic substance that can be tuned to perfectly mimic a variety of humanoid species, even simulating blood and internal organs. Paired with an adjustable chassis, synthskin allows infiltration robots to be built as near-perfect replicas of a variety of humanoid species and subspecies. Social mimicry is handled by advanced processing centers that border on true AI, allowing for swift swapping between simulated personalities as well as resulting in all the quirks and personality development of intelligent life.
The most basic form of infiltration robot is the monitor class. Monitors are primarily meant to observe and report upon their targets. While capable of combat, and in theory assassination, it is generally considered a last resort. Whatever information the monitor can get back to its controller is likely far more valuable than anyone it could reasonably kill, and damage from combat risks revealing the mechanical nature of the spy. As such, if a monitor initiates combat is likely believes that it has been found out, or that something far more valuable than its mission is at stake.
More advanced by far are exterminator-class infiltration robots. Exterminators feature prototype nanobot swarms embedded in their chassis, allowing them to shrug off damage and swiftly repair their synthskin if it is damaged in battle. They can also effortlessly reshape their synthskin, changing their height, color, gender expression, apparent age, and species on the fly. This makes them both more resilient in battle and far more adaptable as assassins than monitor-class robots, as they can shift disguises as often as needed to approach virtually any target unsuspected. This adaptability also makes them much more aggressive; exterminators whose disguise is compromised can simply shift into another, so they are much more likely to initiate deadly combat without concern for their discovery.
<div class="statblock">
* ''Level 6''; ''Price'' 5,200
* ''EAC Bonus'' +6; ''KAC Bonus'' +10
* ''Max Dex Bonus'' +5; ''Armor Check Penalty'' –1; ''Speed'' 30 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d8 B
* ''Weapon Slots'' 1; ''Upgrade Slots'' 1
* ''Capacity'' 80; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 16
</div>
Innovated by screedreep scam artists, an infiltration suit takes the form of a Medium humanoid or monstrous humanoid, with an Azlanti human being typical. Only Small or smaller creatures can wear and operate an infiltration suit, and when disguising themselves as the person the armor's modeled after, the wearer reduces the DC modifier to [[Disguise]] checks to +1 each to assume a different creature type, size category, and race. An aftermarket modification costing 5% of the item's price and a day of work can change the armor's appearance to that of a different humanoid or monstrous humanoid.
Unusually, a creature wearing an infiltration skin can wear an additional suit of armor over the powered armor, in which case they use the better of the two armors' EAC bonuses, KAC bonuses, and armor upgrade slots. The wearer uses the worse of the armors' maximum Dexterity, armor check penalty, and speed penalty values.
Once per day when you die from [[massive damage|Taking Damage]] or from [[having 0 Hit Points and insufficient Resolve Points to stay alive|Dying]], you can activate an emergency healing protocol. Using this ability on yourself takes no action. At the beginning of your next turn, your body and equipment disperse into a nanite mist, fly up to 30 feet, and reform, in the process restoring you to life. You reappear upright and wielding any combination of equipment in your possession, and you regain 1 Hit Point, all your Stamina Points, and 1 Resolve Point. You can then act on your turn as normal.
As a reaction, you can instead use a [[nanite surge]] to use this ability on an adjacent ally when they die under the same conditions. If you use an additional nanite surge when you use this ability, you can instead target an ally up to 20 feet away. You can use additional nanite surges to increase this range by 20 feet for each nanite surge used. The ally disperses, flies, and reforms at the beginning of their next turn.
As a full action, you can expend a witchwarper spell slot of 1st level or higher to conjure from a parallel existence one suit of light armor, one basic melee weapon, or one small arm that functions only for you. Conjured gear has an item level equal to your caster level and comes fully loaded with ammunition (if it uses ammo) or a fully charged battery (if it uses charges). The item persists until you dismiss it as a standard action, until it's more than 10 feet away from you for more than a minute, or until its duration runs out, after which it fades back to its original reality. Any additional components incorporated into the item (such as spare ammunition) harmlessly drop into the item's space when the item disappears. As part of conjuring an armor or weapon, you can install one or more armor upgrades or weapon fusions into the conjured gear, up to the maximum allowed by the armor's upgrade slots or weapon's item level. For each upgrade or fusion applied in this way, you must spend 1 Resolve Point.
When you conjure armor, you either don the armor as part of activating this ability (causing any armor you were already wearing to disappear until the ability ends), or you can cause the armor to appear in your space. The armor's EAC bonus equals your witchwarper level, the KAC bonus equals your witchwarper level +2, the maximum Dexterity bonus is +4, the armor has no armor check penalty, and it has 1 armor upgrade slot (possibly more, based on the expended spell's level). The armor's duration is 1 hour per witchwarper level.
When you conjure a basic melee weapon or small arm, it appears either in one of your empty hands or in your space. When activating this ability, choose whether the weapon deals energy damage (your choice of acid, cold, electricity, fire, or sonic damage) or kinetic damage (your choice of bludgeoning, piercing, or slashing damage). In addition, the weapon gains one weapon special ability it qualifies for from the following list: [[block]], [[conceal]], [[disarm|Disarm (weapon property)]], [[feint|Feint (weapon property)]], [[harrying]], [[nonlethal]], [[operative]], [[penetrating]], [[reach]], [[reposition|Reposition (weapon property)]], [[thrown]] (20 feet), or [[trip|Trip (weapon property)]].
A weapon that deals energy damage deals 1d4 damage of the chosen type, and a basic melee weapon gains the [[powered]] weapon special property. A weapon that deals kinetic damage deals 1d6 damage of the chosen type and has the [[analog]] weapon special property. Any conjured small arm has a range increment of 50 feet, usage 1, and capacity 20 (charges if it deals energy damage or rounds if it deals kinetic damage). The damage dealt by the conjured weapon increases by one damage die at 4th level and every 4 levels thereafter (maximum 6 dice at 20th level). The weapon's duration is 10 minutes.
Conjured gear gains additional benefits based on the level of the spell slot expended to summon it (see below). You select these special benefits each time you conjure an item with this ability. The conjured gear must always qualify for any special properties and critical hit effects you apply to it.
* ''2nd Level''
** //Armor:// The armor grants you [[resistance]] 5 to one of the following damage types: acid, cold, electricity, fire, or sonic.
** //Weapon:// The weapon gains one critical hit effect chosen from the following: [[bind]], [[blind]], [[deafen]], [[demoralize|Demoralize (critical)]], [[knockdown]], [[sicken]], [[stagger]], [[stifle]], [[wound]].
* ''3rd Level''
** //Armor://As 2nd level, but your armor's EAC and KAC bonuses increase by 1.
** //Weapon):// As 2nd level, but your weapon gains a second special property.
* ''4th Level''
** //Armor:// As 3rd level, but your armor gains a second armor upgrade slot.
** //Weapon:// As 3rd level, but your weapon's base damage increases to 1d6 (for energy damage) or 1d8 (for kinetic damage).
* ''5th Level''
** // Armor:// As 4th level, but your armor's resistance applies to two damage types.
** //Weapon:// As 4th level, but your weapon gains a third special property.
* ''6th Level''
** //Armor:// As 5th level, but your armor's resistances each increase to 10, and it gains a third armor upgrade slot.
** //Weapon:// As 5th level, but your weapon's base damage increases to 1d8 (for energy damage) or 1d10 (for kinetic damage).
The infinite tech class feature replaces [[infinite worlds]].
As a standard action, you can create a bubble of altered reality, projecting elements of parallel existences into your current universe. You expend a witchwarper spell slot of 1st level or higher to create an environmental effect, such as summoning fog or thick vines from other realities, which lasts for a number of rounds equal to your class level unless specified otherwise. Alternatively, you can create an instantaneous effect, such a flash of fire from an explosion that occurred in a parallel universe. The particular effects depend on the level of the spell slot expended.
All effects created by infinite worlds use the following rules unless they say otherwise. They have a range of 100 feet + 10 feet per witchwarper level and affect a 10-foot-radius spread. If you create multiple effects with one use of infinite worlds, they all originate at the same point. If an effect calls for a saving throw, the DC is equal to 10 + the spell level expended to create the effect + your Charisma modifier. You can define the cause and appearance of infinite worlds however you wish (subject to GM approval), but the effects themselves are only quasi-real and have no effects beyond the game mechanics listed as options for this ability.
You can instead create multiple, milder effects in place of a single, more powerful effect. When you do this, you select two effects available to any version of this ability created by expending a lower-level spell slot than that you actually expend. For calculations based on spell level, use the level of the spell slot you expend.
For example, a 10th-level witchwarper could expend a 3rd‑level spell slot and select either a 3rd-level effect or any two abilities normally created by expending 1st- or 2nd-level spells.
The environmental and instantaneous effects you can create by sacrificing a witchwarper spell slot of a given level are as follows:
!! First Level
* ''Environmental:'' You cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a waterway is choked by roots and seaweed, or the air is flooded with floating strands of web-like filaments. You can affect a single movement type (land speed, burrow speed, climb speed, fly speed, or swim speed) or any combination of those movement types. When you create difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects.
* ''Instantaneous:'' You cause a bright flash of light to fill the area. Each creature within the area must succeed at a Fortitude saves or be [[dazzled]] for 1 round per witchwarper level. If a creature rolls a natural 1 on its saving throw (meaning the d20 shows a "1"), it is also [[blinded]] for 1 round.
!! 2nd Level
* ''Environmental:'' You cause a hazard that deals damage each round equal to the level of the spell slot expended, with a successful Fortitude save reducing the damage by half. A creature attempts this save when it first takes damage from this effect, and its result applies for the duration of the effect. You select the damage type each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic).
* ''Instantaneous:'' You cause a destabilizing event, such as a brief earthquake, a split-second reversal of gravity, or a blast of icy wind. Each creature within the area must succeed at a Reflex save or be knocked [[prone]]. If a creature rolls a natural 1 on its saving throw, it is also moved 5 feet per level of the spell slot expended in a direction of your choice.
!! 3rd Level
* ''Environmental:'' You cause the area to grant concealment against one sense—vision, emotion, life, scent, sound, thought, or vibration.
* ''Instantaneous:'' You cause a disorienting event, such as bursts of flashing colors and loud sounds, or rain falling upward in spirals. Each creature within the area must succeed at a Will save or be knocked [[off-target]] for a number of rounds equal to the level of the spell expended. If a creature rolls a natural 1 on its saving throw, it is also [[staggered]] for 1 round.
!! 4th Level
* ''Environmental:'' You create a barrier, the entirety of which must be within the range and area of infinite worlds' environmental effects. The barrier is a number of 5-foot cubes no greater than double the level of the spell slot expended. The cubes must each connect along one side with at least one other cube, have hardness equal to double the level of the spell expended, and each have HP equal to 5 × the level of spell expended. Barriers you could summon might include old rusting barricades, slabs of ice, and so forth.
* ''Instantaneous:'' You create a burst of damage affecting everything in the area. You select the type of damage each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic), and it deals 2d6 damage per level of the spell expended (Reflex half).
!! 5th Level
* ''Environmental:'' You make the air thicker or thinner, or fill it with toxic vapors. Each creature breathing the air must succeed at a Fortitude save or be [[sickened]] as long as it remains in the area. A creature attempts a single save when it is first exposed to the infinite worlds, which determines for the duration of the ability whether breathing within the area sickens that creature.
* ''Instantaneous:'' You attempt to entangle all targets within the area. You might fill the area with chains, viscous glue, or quick-hardening cement. Each target must succeed at a Reflex save or be [[entangled]] and anchored in place for a number of rounds equal to the level of the spell slot expended. Creatures that enter the area after you use this ability are not entangled.
!! 6th Level
* ''Environmental:'' You reduce the hardness of objects within the area by 50% (Fortitude negates), or increase their hardness by 10 (to a maximum of double their normal hardness).
As a magic officer action at the beginning of the helm phase, you can conjure debris or a similar hazard into the path of an enemy vessel in space within 10 hexes. Expend one unused spell slot and attempt a [[Mysticism]] check (DC = 15 + 1-1/2 × the enemy starship's tier). If you succeed, you create one of the following three effects.
* You hamper the starship's movement, reducing its speed by 1 plus 1 for every 2 levels of the expended spell slot. You can't reduce the starship's speed below half of its normal speed.
* You warp the flight paths of the starship's weapons. This reduces its weapons' ranges by a number of hexes equal to the expended spell slot's level (minimum 1 hex or half the weapon's base range, whichever is greater). This also reduces the speed of tracking weapons the starship fires this round by an amount equal to the expended spell slot's level (though no lower than half the weapon's normal speed). This speed reduction lasts only until the beginning of the next round.
* You conjure a brief hazard that damages the starship, which takes damage equal to 2d8 × the expended spell slot's level. This damage is applied evenly to each of the starship's quadrants, with any excess damage applied to the quadrant of your choice.
As a move action, you can form a whiplike strand of energy whose strikes tear away slivers of matter and replace them with alternate reality analogues to painful effect. This infinity lash functions as a magical one-handed basic melee weapon that disappears if it ever leaves your hand. It deals 1d4 slashing damage and has the [[analog]] and [[reach]] special properties.
As a move action while holding your infinity lash, you can expend a witchwarper spell slot of 1st level or higher to empower the infinity lash for a number of rounds equal to your Charisma modifier. This increases the damage dealt by your infinity lash by +1d4 per level of the spell slot expended, or by +2d4 per level of the spell slot expended if the spell slot expended was 5th level or higher. This also grants the weapon additional effects based on the level of spell slot expended as follows.
* ''1st:'' You can deliver spells with a range of touch using your infinity lash’s reach rather than your natural reach. Your infinity lash gains the [[sicken]] critical hit effect. If your infinity lash has multiple critical hit effects, you can apply any one of those effects when you score a critical hit with the weapon.
* ''2nd:'' As 1st level, plus you can change the damage your infinity lash deals to one of the following of your choice: acid, cold, electricity, fire, or sonic. Your infinity lash targets KAC.
* ''3rd:'' As 2nd level, plus your infinity lash gains the [[disarm|Disarm (weapon property)]] and [[trip|Trip (weapon property)]] special properties.
* ''4th:'' As 3rd level, plus your infinity lash gains the [[stagger]] critical hit effect.
* ''5th:'' As 4th level, plus your infinity lash gains the [[enfeeble]] critical hit effect.
* ''6th:'' As 5th level, plus when you score a critical hit, you can select two critical hit effects to apply to the target.
Infinity lash replaces [[infinite worlds]].
Infinity rifles take their name from their shape, two conjoined rings similar to an infinity symbol with twin muzzles along the outer edge of one ring. The two rings contain a twisted loop of fiber-optic cabling that channels the laser beam; adding more energy to the loop results in a more powerful blast. These weapons were first introduced to the Pact Worlds by [[skittermanders]], though their current nomenclature (tactical, advanced, elite, and paragon) was imposed by other weapons manufacturers.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|infinity rifle, tactical | 3 | 1,300 | 1d6 F | 40 ft. | — | 20 charges | 1 | 1 |[[boost]] 1d6 |
|infinity rifle, advanced | 7 | 6,100 | 2d4 F | 60 ft. | — | 20 charges | 1 | 1 |[[boost]] 2d4 |
|infinity rifle, elite | 10 | 17,100 | 2d6 F | 80 ft. | — | 20 charges | 1 | 1 |[[boost]] 2d6 |
|infinity rifle, paragon | 16 | 155,000 | 4d6 F | 100 ft. | — | 20 charges | 1 | 1 |[[boost]] 4d6 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (acid)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Duration'' 1 minute/level (see text)
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
You make a melee attack against a single target's EAC. If you hit, the target must succeed at a Fortitude save or it is [[sickened]] and develops painful blisters and boils that last for the spell's duration. If the target takes bludgeoning, piercing, or slashing damage while inflamed, the boils burst, dealing 4d6 acid damage to the target and all adjacent creatures; adjacent creatures can halve this damage with a successful Reflex save. Once the boils burst, the spell ends and the sickened effect continues until the end of the target's next turn.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting, pain)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
You telepathically rack the target's mind and body with agonizing pain that imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting, pain)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
</div>
This spell functions as //[[inflict pain]]//, except as noted above.
You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they’re [[mindless]] or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells.
You gain [[darkvision]] with a range of 60 feet.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|infrared sensors | 1 | 200 | 1 | any | L |
</div>
You move with skill and grace in combat, using others as living shields. When you use [[frustrating target]], you also gain a +2 circumstance bonus to Reflex saving throws against area effects as long as you are still adjacent to the designated opponent. If your designated opponent is also within the same area of effect, it takes a –2 penalty to their Reflex save. You must have the [[frustrating target]] improvisation to choose this improvisation.
At 8th level, you can spend 1 Resolve Point as a reaction whenever you attempt a Reflex save against an area effect to have that area expand to encompass your designated opponent, as long as you are adjacent to it. The opponent's Reflex save takes a –2 penalty.
You gain proficiency in grenades. As a swift action, you can spend any number of Entropy Points to energize a grenade you're holding. For each EP you spend in this way, you increase the grenade's range increment by 5 feet and increase its saving throw DC by 1, though the modified save DC can't exceed 10 + 1/2 your vanguard level + your Constitution modifier. An energized grenade is unstable, and if not used before the end of your next turn, the grenade is destroyed or explodes (50% chance of either result).
When first commissioned by the Church of Iomedae, this heavy armor was dubbed Armor of the Inheritor Ascendant. This cumbersome mouthful was soon supplanted by the tongue-and-cheek nickname "Inheritor's grace," as "by Her grace, we are protected." Now only the dourest of Iomedae's church refer to her armor by its proper title. Each suit of Inheritor's grace armor constructed by the church receives blessings as part of its construction, though otherwise identical knock-offs and officially licensed suits also exist. The armor is extremely common among worshipers of Iomedae and Knights of Golarion, but it is also worn by those with no connection to her faith.
The base model of Inheritor's grace makes use of lightweight alloy plates backed by energy-dissipating padding. More expensive models use heavier alloys and preserve mobility through reaction-feedback enhancements at each joint. A typical suit protects the wearer's head with a projected force field for better visibility and a more commanding presence, but some eschew this in favor of battle helmets designed with an aesthetic similar to ancient helms.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|inheritor's grace I | 6 | 4,450 | +9 | +10 | +3 | –2 | –5 ft. | 2 | 2 |
|inheritor's grace II | 14 | 67,400 | +20 | +21 | +3 | –2 | –5 ft. | 5 | 2 |
|inheritor's grace III | 19 | 591,000 | +25 | +27 | +4 | –2 | –5 ft. | 7 | 2 |
</div>
A subsidiary of [[Sanjaval|Sanjaval Spaceflight Systems]], Inheritorworks exclusively builds Iomedaean ships. Inheritorworks and the Iomedaean fleet are headquartered on Absalom Station, a convenient rallying point that enables deployment at a moment's notice. These ships evoke places of worship; even the fearsome attack vessels appear to be made from pristine marble adorned with stained-glass windows displaying the holy acts of Iomedae. The company screens applicants to strongly favor Iomedaean candidates, but contractors often receive special dispensation, giving infiltrators the rare chance to slip through the ranks.
<div class="statblock">
* ''Tier'' 2
* Tiny fighter
* ''Speed'' 12; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 21; ''TL'' 18
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' light plasma cannon (2d12), light plasma torpedo launcher (3d8)
* ''Attack (Aft)'' light laser cannon (2d4)
* ''Power Core'' Arcus Light (75 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, basic computer, mk 5 defenses, mk 7 armor
* ''Modifiers'' +4 [[Computers]]
* ''Complement'' 2
!!! CREW
* ''Gunner'' gunnery +8
* ''Pilot'' [[Computers]] +11 (2 ranks), [[Piloting]] +12 (2 ranks)
</div>
An Inheritorworks Brightsword's main weapon—a light plasma cannon—is mounted within a blade-shaped housing in the front of the vessel. This imposing feature acts as a deterrent to enemy ships when they spot a wave of Brightswords streaking through the sky.
<div class="statblock">
* ''Tier'' 16
* Gargantuan carrier
* ''Speed'' 6; ''Maneuverability'' poor (turn 4); ''Drift'' 1
* ''AC'' 33; ''TL'' 30
* ''HP'' 360; ''DT'' 10; ''CT'' 72
* ''Shields'' heavy 360 (forward 90, port 90, starboard 90, aft 90)
* ''Attack (Forward)'' particle beam cannon (3d4×10)
* ''Attack (Port)'' railgun (8d4), railgun (8d4)
* ''Attack (Starboard)'' railgun (8d4), railgun (8d4)
* ''Attack (Turret)'' laser net (2d6), laser net (2d6)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, [[crew quarters]] (common), mk 5 duonode computer, mk 10 defenses, mk 11 armor; ''Expansion Bays'' [[hangar bays]] (2), [[medical bay]], [[tech workshop]]
* ''Modifiers'' +5 any two checks per round, +4 [[Computers]]
* ''Complement'' 145
!!! CREW
* ''Captain (plus 1 officer)'' [[Computers]] +32 (16 ranks), [[Diplomacy]] +33 (16 ranks), [[Engineering]] +28 (16 ranks), gunnery +25, [[Intimidate]] +33 (16 ranks), [[Piloting]] +28 (16 ranks)
* ''Engineers (4 officers, 14 crew each)'' [[Engineering]] +33 (16 ranks)
* ''Gunners (6 officers, 5 crew each)'' gunnery +30
* ''Pilot (1 officer, 10 crew)'' [[Piloting]] +33 (16 ranks)
* ''Science Officers (6 officers, 5 crew each)'' [[Computers]] +37 (16 ranks)
</div>
Massive, grandiose vessels, the Inheritorworks Cathedralships are the pride of the Iomedaean navy. In addition to being capable of carrying 16 Brightswords within its hangars, a Cathedralship has the capital weaponry to be a formidable foe in its own right.
<div class="statblock">
* ''Tier'' 9
* Large destroyer
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 23; ''TL'' 22
* ''HP'' 190; ''DT'' —; ''CT'' 38
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' heavy antimatter missile launcher (10d10; 20 hexes), persistent particle beam (10d6; 20 hexes)
* ''Attack (Aft)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Prismatic (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (luxurious), mk 5 armor, mk 5 defenses, mk 1 tetranode computer; ''Expansion Bays'' [[brig]], [[cargo hold]], [[life boats]] (4)
* ''Modifiers'' +1 to any 4 checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 8 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +17 (9 ranks), [[Engineering]] (9 ranks) +17, gunnery +15 (9th level), ''Intimidate'' (9 ranks) +22
* ''Engineers (2)'' [[Engineering]] +17 (9 ranks)
* ''Gunners (2)'' gunnery +15 (9th level)
* ''Magic Officer'' [[Mysticism]] +17 (9 ranks)
* ''Pilot'' [[Piloting]] +17 (9 ranks)
* ''Science Officer'' [[Computers]] +21 (9 ranks)
</div>
Inheritorworks, a subsidiary of Sanjaval Spaceflight Systems, specializes in starships sold almost exclusively to the church of Iomedae and the Knights of Golarion. While most of these vessels are designed to work in larger fleet formations, Crusader-class starships are designed to house up to eight knights for long-range missions where support is limited. Crews are given more-comfortable living arrangements in individualized apartments split across two decks, as they're expected to stay on mission for months at a time. Rather than take up space with repair bays and science labs, crews keep spare weapons and stockpiled munitions in the cargo hold so they can spend their time focused on the goals at hand. A brig ensures that any criminals they capture can be properly detained.
In keeping with the majestic and intimidating nature of the faith, the entire ship has been designed to look like the Iomedaean sword, complete with starburst design. The main weapon systems are both forward-facing along the "blade" of the ship: a persistent particle beam and heavy antimatter missile launcher to pack the biggest punch against the hardest targets. The starburst corona houses a laser net capable of protecting the starship from incoming tracking weapons, and the "cross-guard" section holds the ship's bridge.
When Knights of Golarion are given the title of knight-errant and captaincy of their own ship, they often choose and customize a Crusader to benefit their hand-picked crew. Its relatively flexible design enables a crew to ensure the ship feels like home during the long months away as they enforce their law throughout the galaxy.
<div class="statblock">
* ''Tier'' 12
* Large destroyer
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 3
* ''AC'' 28; ''TL'' 27
* ''HP'' 210; ''DT'' —; ''CT'' 42
* ''Shields'' superior 480 (forward 120, port 120, starboard 120, aft 120)
* ''Attack (Forward)'' imposing ramming prow (4d4; ram), persistent particle beam (10d6; 20 hexes)
* ''Attack (Port)'' chain cannon (6d4; 5 hexes)
* ''Attack (Starboard)'' chain cannon (6d4; 5 hexes)
* ''Attack (Aft)'' light plasma mines (2d12; 4 mines)
* ''Attack (Turret)'' rail ballista (6d8; 10 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Major
* ''Systems'' basic long-range sensors, crew quarters (common), mk 7 armor, mk 7 defenses, mk 2 tetranode computer; ''Expansion Bays'' [[combat training facility]] (specialized), [[cargo hold]], [[life boats]], [[medical bay]]
* ''Modifiers'' +1 to any 4 checks per round, [[Computers]] +2 (sensors only)
* ''Complement'' 20 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +22 (12 ranks), gunnery +17 (12th level), [[Intimidate]] +27 (12 ranks)
* ''Engineer (1 officer, 3 crew)'' [[Engineering]] +22 (12 ranks)
* ''Gunners (2 officers, 4 crew each)'' gunnery +17 (12th level)
* ''Pilot'' [[Piloting]] +22 (12 ranks)
* ''Science Officer (1 officer, 3 crew)'' [[Computers]] +22 (12 ranks)
</div>
Even with 11 fleets at their command, the Knights of Golarion can't be everywhere at once. Designed to serve as the "tip of the spear" for the Iomedaean navy, the new Javelin-class destroyer is a formidable addition that's designed to respond independently to significant threats. Though a Javelin's high-velocity approach is terrifying to its enemies, the Drift is where this ship truly excels. Mobility combined with its stalwart defenses makes the Javelin an ideal front-line attack vessel, able to respond to threats quickly and engage from nearly any corner of the galaxy.
The latest Javelin design upgrades include a punishing array of weapons, which retract inside a spearhead-like ramming prow when inactive. Javelins particularly shine against carrier vessels, storming through any vanguard to batter and disable the bulkier, slower craft before they can launch their fighters. When a battle can't be won in space, Javelin crews readily ram the opposition, dispatching an elite crusader boarding squad to disable foes in hand-to-hand combat.
Even in its first decade of service, the Javelin has distinguished itself in the field. The highly decorated //Ozemheart// is among the most famous, having destroyed over 35 Hellknight fighter craft in a skirmish above Aucturn before disabling the feared cruiser //Nightmonger// in response to what the //Ozemheart's// crew considered an overreach of the dubious Hellknight jurisdiction.
The //Ozemheart's// radiant exterior belies the spartan accommodations within. As a matter of course, Javelins lack features such as entertainment bays and plush crew quarters, but //Ozemheart// takes even this austere trend a step further. Some Javelin operators jokingly attribute the vessel's stiff-backed reputation to the infamously uncomfortable beds onboard. On the //Ozemheart//, off-duty crew members are never far from their stations. Captain Pela Najani maintains a constant rotation of fresh souls, while a mandatory fitness regimen keeps officers and crew in peak physical condition. Under Najani's inspired captainship, spirituality isn't neglected either; her crew observes daily prayers, meditation, and regular fasting days to strengthen its dedication to Iomedae.
<div class="statblock">
* ''Tier'' 18
* Colossal dreadnought
* ''Speed'' 4; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 26; ''TL'' 29
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Shields'' superior 540 (forward 150, port 150, starboard 150, aft 90)
* ''Attack (Forward)'' nuclear mega missile launcher (4d8×10; 20 hexes), persistent particle beam (10d6; 20 hexes), supermaser (2d8×10; 20 hexes)
* ''Attack (Port)'' heavy nuclear missile launcher (10d8; 20 hexes), linked heavy laser cannons (8d8; 10 hexes)
* ''Attack (Starboard)'' heavy nuclear missile launcher (10d8; 20 hexes), linked heavy laser cannons (8d8; 10 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes); linked magic torpedo units (4d4+4; 20 hexes)
* ''Power Core'' Gateway Ultras (2; 1,000 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 6 armor, mk 10 defenses, mk 3 trinode computer, security (anti-hacking systems); ''Expansion Bays'' [[cargo holds]] (6), [[escape pods]] (3), [[power core housing]], [[recreation suite]] (gym), [[shuttle bay]]
* ''Modifiers'' +3 to any three checks per round, +2 [[Computers]] (sensors only)
''Complement'' 242 (minimum 125, maximum 500)
!!! CREW
* ''Captain'' [[Bluff]] +31 (18 ranks), [[Diplomacy]] +31 (18 ranks), gunnery +26 (18th level), [[Intimidate]] +36 (18 ranks), [[Piloting]] +31 (18 ranks)
* ''Engineers (3 officers, 30 crew each)'' [[Engineering]] +31 (18 ranks)
* ''Gunners (5 officers, 20 crew each)'' gunnery +26 (18th level)
* ''Pilot (1 officer, 10 crew)'' [[Piloting]] +31 (18 ranks)
* ''Science Officers (2 officers, 15 crew each)'' [[Computers]] +31 (18 ranks)
</div>
If the [[Cathedralship|Inheritorworks Cathedralship]] is the heart of the Iomedaean navy, the Redeemer is unquestionably its fist. Slow but indefatigable, these titanic vessels patrol the galaxy with authority. To date, only three of these powerful dreadnoughts have been completed. This is partly due to the vessels' more specialized role—each operates independently from Iomedae's 11 fleets—but primarily due to the immense cost. In battle, a Redeemer commonly serves as long-range artillery, blasting away from the back lines and relying on auxiliary starships to prevent foes from engaging its relatively under-protected aft quarter.
Easily the most controversial addition to the Redeemer is its nuclear armament. Iomedaean starships employ nuclear weapons only sparingly—even against hated rivals—due to their potential for collateral damage and to old prejudices against weaponized toxins, including radiation. However, the Iomedaean navy ultimately equipped the Redeemer with a vast array of warheads, insistent that their forces not trail in firepower.
In 311 AG, Inheritorworks launched its first Redeemer-class warship—the aptly named //Redemption//. Three months later, it engaged a Hellknight marauding fleet led by the less formidable cruiser //Eye of Cocytus// in Near Space. Even with its superior firepower, the //Redemption// succumbed to the Hellknights and was damaged beyond repair. Yet recovered starship logs indicate the battle involved no nuclear missiles, leading some to believe the commander hesitated to deploy the starships' most powerful weapons.
The abrupt loss shook the Iomedaean navy. Production stalled on future Redeemer-class warships until 314 AG, when Inheritorworks launched two new Redeemers: the //Covenant// and the //Daybringer//. Boasting enhanced armor and shields, these sister ships have wasted no time bringing the sword of Iomedae to the galaxy.
<div class="statblock">
* ''Tier'' 8
* Medium transport
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 25; ''TL'' 23
* ''HP'' 100; ''DT'' —; ''CT'' 20
* ''Shields'' heavy 280 (forward 160, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' persistent particle beam (10d6), tactical nuclear missile launcher (5d8)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Attack (Turret)'' laser net (2d6), light particle beam (3d6)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, [[crew quarters]] (common), mk 2 trinode computer, mk 6 defenses, mk 7 armor; ''Expansion Bays'' [[cargo holds]] (2), [[guest quarters]] (2, common), [[medical bay]]
* ''Modifiers'' +2 any three checks per round, +4 [[Computers]], +1 [[Piloting]]
* ''Complement'' 6
!!! CREW
* ''Captain'' [[Computers]] +20 (8 ranks), [[Diplomacy]] +21 (8 ranks), [[Engineering]] +16 (8 ranks), gunnery +15, [[Piloting]] +18 (8 ranks)
* ''Engineer'' [[Engineering]] +21 (8 ranks)
* ''Gunners (2)'' gunnery +19
* ''Pilot'' [[Piloting]] +23 (8 ranks)
* ''Science Officer'' [[Computers]] +25 (8 ranks)
</div>
Iomedaean Shieldcrafts serve as transports for platoons of crusaders journeying to the front in their fight against evil. These soldiers store their suits of powered armor in the ship's cargo bays on the voyage as they await deployment.
<div class="statblock">
* ''Tier'' 1/3
* Tiny interceptor
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0)
* ''AC'' 13; ''TL'' 14
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' basic 10 (forward 3, port 3, starboard 3, aft 1)
* ''Attack (Forward)'' linked gyrolasers (2d8; 5 hexes)
* ''Power Core'' Micron Heavy (70 PCU); ''Drift Engine'' none;
* ''Systems'' basic computer, budget short-range sensors, mk 1 defenses; ''Expansion Bays'' none
* ''Modifiers'' +2 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
* ''Pilot'' gunnery +3 (1st level), [[Piloting]] +11 (1 rank)
</div>
The Truestrike is a wily short-range interceptor designed to frustrate and confuse the enemy. This sleek, lightweight ship represents one of Inheritorworks' smallest and most aerodynamic designs. Though not as fast as the [[Brightsword|Inheritorworks Brightsword]], the Truestrike is far more agile, especially for a skilled pilot. New pilots often complain about the oversensitivity of the craft's controls, however, noting that Truestrikes are easy to maneuver but difficult to keep steady.
Truestrikes typically deploy as part of coordinated squadrons, such as launching in groups of four from a [[Cathedralship|Inheritorworks Cathedralship]]'s hangar bays to swarm foes through suppressing fire and draw enemy attention away from less nimble targets. Though they are more effective as support craft, Truestrikes' mobility can prove advantageous in one-on-one combat.
Many consider Truestrike pilots the bravest and most devout warriors in the Iomedaean navy—at least partly because the starships have few defenses and a deserved reputation for flimsiness. Yet their pilots seem to acknowledge the lethal circumstances with pride. Before earning their wings, and again before entering battle, every Truestrike pilot recites the squadron oath: "I surrender myself into the hands of Iomedae, whose true aim guides my spirit against all evils and redeems my soul in victory."
The advanced training required to fly a Truestrike is a rigorous affair. Willing veterans endure weeks of intense, unwinnable combat scenarios and repetitive high-G maneuver simulations—exercises designed to suppress the pilots' fear and sense of self-preservation. Each pilot is trained to strike true in the heat of battle, using every second they're still alive to execute combat actions at maximum efficiency.
Despite the grim odds, piloting a Truestrike isn't a death sentence. The longest-serving Truestrike pilot, Commander Kao Vizlo, is a legend among the Iomedaeans—on par with the most honored champions of old Golarion. A veteran of over 35 engagements, Vizlo credits his longevity not to his piloting skills, but to the grace and wisdom of Iomedae. Successful Truestrike pilots often have much higher gunnery modifiers and Piloting ranks than are represented in the statistics above, and battle-tested Truestrikes often receive upgrades (and are higher tier).
To date, the Truestrike has distinguished itself in several key battles, including the defense against the Veskarium incursion above Liavara's shimmering rings in 266 AG. Despite heavy losses, Truestrike squadrons managed to defeat the strike fleet before it could seize Upwell Station, devastating its carrier and shredding most of the enemy fighters.
Despite the ship's Iomedaean origins, not every Truestrike serves a divine cause; its compact size and low repair costs make it an attractive option for drow raiders and pirates targeting cargo freighters beyond the Diaspora. Much to the Iomedaeans' growing dismay, some Truestrikes' gleaming hulls are only a disguise for the nefarious operators at their helms.
As a standard action, you can prevent a creature within 100 feet from taking its best course of action by overwhelming it with visions of its failures in other realities as a supernatural ability. The target must succeed at a Will save or become [[staggered]] for 1 round. At 8th level, alternatively, you can spend 1 Resolve Point to instead use //[[slow]]// as a spell-like ability. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours.
When a combatant enters battle, she rolls an initiative check to determine when she'll act in each combat round relative to the other characters. An initiative check is a d20 roll to which a character adds her Dexterity modifier plus any other modifiers from feats, spells, and other effects. The result of a character's initiative check is referred to as her initiative count. The GM determines a combat's initiative order by organizing the characters' initiative counts in descending order. During combat, characters act in initiative order, from highest initiative count to lowest initiative count; their relative order typically remains the same throughout the combat.
If two or more combatants have the same initiative count, the order in which they act is determined by their total initiative modifiers (the character with the highest modifier acts first). If there is still a tie, the tied characters should each roll a d20, and whoever rolls highest goes first. This final method of determining which character's initiative order is earlier is often referred to as "rolling off." However, if the GM allows it, characters whose initiative results are a tie might decide among themselves which character acts first based on strategies or other tactical factors.
A character rolls to determine her initiative count only once in each combat. Even if a character can't take actions—for example, if she's is under the effect of a //[[hold person]]// spell or is otherwise paralyzed—the character retains her initiative count for the duration of the encounter. The exception is when a character takes an action that results in her initiative changing (see [[Ready an Action]] and [[Delay]]).
Any characters who enter combat after it has already begun roll initiative checks when they first enter combat. The GM then inserts them into the initiative order based on their initiative counts.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one living creature or construct
* ''Duration'' instantaneous and 1 round/level; see text
* ''Saving Throw'' Fortitude partial and Will partial, see text
* ''Spell Resistance'' yes
</div>
You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target's EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target's biological or mechanical systems, causing the creature to be [[confused]], as per //[[confusion]]//, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.
Casting this spell doesn't provoke attacks of opportunity.
This weapon or its ammunition can be filled with a drug; a contact, ingested, inhaled, or injury poison; or a medicinal compound. On a successful attack with the weapon (either the first attack if it's a melee weapon or an attack with the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property.
If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
You are proficient with weapons with the [[injection]] weapon special property, as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3.
When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the [[biohack]] booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack.
Systems you affect with the [[hold it together]] action are treated as though their critical damage condition were two steps less severe until the end of the next round.
Injection gloves were originally designed for medical use, but they have been heavily altered to serve in combat as well. A flat cartridge containing an injectable substance (such as a medicinal or poison) is inserted into a slot in the pointer finger of the glove, where it connects with a retractable needle. When the pointer finger encounters resistance, the needle pops out and injects its contents. The needle is reset by pressing it against a hard surface (which can be done as part of reloading it).
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|injection glove | 2 | 490 | 1d4 P | [[injection DC +2]] | L |[[analog]], [[injection]] |
</div>
Manufacturers worked to the specifications of xenobiologists to design and produce these firearms, which use magnetic fields to accelerate darts loaded with various substances for injection into the target. They do so far less gently than the smaller needler pistol, however, and they have become a popular tool for poisoners, slavers, and others with less scientific intentions. Medic and zoologist injector pistols are often used by xenobiologists studying unintelligent species; poacher, subjugation, and elite injector pistols are generally regarded as illicit since they more often used to target sentient species, though most markets nevertheless carry the weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|injector pistol, medic | 3 | 1,290 | 1d6 P | 40 ft. | [[injection DC +2]] | 10 darts | 1 | L |[[injection]] |
|injector pistol, zoologist | 5 | 2,890 | 1d8 P | 60 ft. | [[injection DC +2]] | 20 darts | 1 | L |[[injection]] |
|injector pistol, poacher | 8 | 9,050 | 2d6 P | 60 ft. | [[injection DC +2]] | 20 darts | 1 | L |[[injection]] |
|injector pistol, subjugation | 14 | 68,500 | 5d6 P | 80 ft. | [[injection DC +2]] | 20 darts | 1 | L |[[injection]] |
|injector pistol, elite | 19 | 532,000 | 9d6 P | 80 ft. | [[injection DC +2]] | 20 darts | 1 | L |[[injection]] |
</div>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You manifest an injury from the target’s future or past. Choose bludgeoning, piercing, or slashing when you cast this spell. The target must succeed at a Will saving throw or take 1d6 damage of the chosen type.
You produce and store organic ink in your throat that you can deploy as a defensive measure. When you’re in an aquatic environment, you can take a standard action to vomit ink, creating darkness in a 20-foot radius. [[Darkvision]] can’t see through this darkness, but effects capable of seeing through fog, mist, or clouds—such as [[thermal-sensitive eyes]]—can. After you use this ability, you can’t use it again until you take a 10-minute rest to recover Stamina.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|ink gland | 4 | 2,000 | throat |
</div>
Created to protect a wearer from falls, an //inkwing tattoo// temporarily grants the power of flight. Although each is unique, handcrafted by artists in a myriad of colors and styles, they always depict wings and are placed on your back (or equivalent location). While wearing an //inkwing tattoo//, you fall slower, at a rate of 60 feet per round (equivalent to the end of a fall from a few feet). You don't take damage upon landing. Once per day as a standard action, you can activate an //inkwing tattoo// to gain a supernatural fly speed of 60 feet (average maneuverability) for 1 minute. While active, the tattooed wings peel off your body, grow in size, and spread wide, appearing as a two-dimensional pair of wings with no tangible form. An //inkwing tattoo// doesn't count as a worn magic item and can't be disarmed, sundered, or sold.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|inkwing tattoo | 10 | 17,950 | — |
</div>
Intricate instruments augment your inner ears, granting you an unshakable sense of balance and orientation. The augmentation grants you a +2 insight bonus to [[Acrobatics]] checks to [[balance]] and [[Piloting]] checks to perform stunts during starship combat. When an effect causes you to gain the [[flat-footed]] or [[off-kilter]] condition, you can spend 1 Resolve Point as a reaction to suppress that condition until the end of your next turn.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|inner gyros | 4 | 2,000 | ears |
</div>
When headed into an environment you know to be infectious, such as a settlement stricken by a plague or a toxic jungle, you can spend your downtime taking preventative measures.
''Activity:'' Specify a single disease or poison other than [[radiation]] or [[radiation sickness]]. You spend all day researching preventive treatments for that affliction. At the end of the day, designate up to six willing or unconscious creatures you can touch. Attempt a [[Medicine]] check for each of these creatures; the DC is 5 higher than the DC of the specified affliction. Each creature must choose whether or not to accept your treatment before learning the result of this check. This activity requires access to a [[medical bay]], [[medical lab]], [[science lab]], or equivalent facilities (such as a hospital).
''Results:'' On a success, a designated creature gains a +4 circumstance bonus to saving throws against initial exposure to the specified affliction. This doesn't apply to creatures currently affected by that affliction, and doesn't stack with bonuses from medicinals. On a failure, the designated creature takes a –2 penalty to saves against initial exposure to the specified affliction. These effects end after 1 week.
You've trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your [[operative's edge]] bonus to Fortitude saves against poison and disease.
<div class="statblock">
* ''Type'' poison (inhaled)
* ''Save'' Fortitude DC 15
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|insanity mist | 4 | 350 |
</div>
At 6th level, you can spend 1 Resolve Point to activate any one of your ECM modules that targets a starship. If you succeed, you gain the benefits of either the [[scan]] (one piece of information) or [[target system]] science officer action, in addition to the effects of the ECM module.
''Critical:'' Your electronic attack triggers devastating side effects on the target starship. You also gain the critical effect of either the [[activate ECM|Activate ECM Module]], [[scan]], or [[target system]] science officer action (your choice).
<div class="statblock">
* ''Type'' drug (ingested or injury)
* ''Save'' Fortitude DC 14
* ''Addiction'' Fortitude DC 14 (physical)
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Effect'' Act as if you have the [[Psychic Insight]] feat and gain a +2 morale bonus to your effective caster level for mind-affecting effects for 1 hour.
</div>
Insight dust is manufactured by [[lashuntas]] who use the spores of the titanic mushrooms that grow in the Ikal Expanse on Castrovel's Ukulam. The drug increases telepathic empathy and heightens other mind-affecting effects.
<div class= "table-wrapper">
|Item | Level | Price |h
|insight dust | 3 | 500 |
</div>
Inspiration can play a large part in success, and as such some leaders wear magical symbols to inspire their allies during tough situations. An //inspiration blazon// is a decorated medal or tabard that lets you lend your allies your Resolve.
An //inspiration blazon// must be worn prominently to function. When an ally within 60 feet of you spends Resolve Points, as a reaction while you are wearing an //inspiration blazon//, you can activate the blazon to inspire that ally, provided that you can see and be heard by the ally. You speak words of encouragement and spend up to 2 Resolve Points to reduce the number of Resolve Points your ally spends by the amount you spent, to a minimum of 0. The blazon has no effect on an ally who has no Resolve Points. An inspiration blazon can't affect a given ally again until that ally regains Resolve Points during an 8-hour rest.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//inspiration blazon// | 11 | 23,500 | 1 |
</div>
When you attempt a [[Medicine]] check, you can choose not to roll your [[expertise]] die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
The //inspiring// fusion imbues a weapon with hope. When you score a critical hit using a weapon with the //inspiring// fusion, you and all allies within 60 feet gain a +2 morale bonus to saving throws against attacks, effects, and spells from the target of your attack for 1 minute. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the //inspiring// effect.
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
This is a language-dependent, mind-affecting, sense-dependent effect.
You can use [[inspiring boost]] as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can't gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.
As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.
This is a language-dependent, mind-affecting, sense-dependent effect.
By examining an ally and a threat, you can quickly discern the effectiveness of potential attacks by gazing momentarily into the future. As a move action, you can select an ally within 60 feet and a target within 60 feet. You can then choose one of your selected ally’s available abilities, spells, or weapons. You immediately know whether the target has immunity, damage reduction, energy resistance, or spell resistance that would apply to the selected ability, spell, or weapon.
At 8th level, you can use this ability for 1d4 abilities, spells, or weapons from any number of allies within 60 feet of you.
You can’t use this ability again until you take a 10-minute rest to regain Stamina Points.
You gain [[Barricade]] as a bonus feat. You can use Barricade to create a barrier within your [[nanite cloud]] rather than just in an adjacent space.
In addition, as a full action, you can use a [[nanite surge]] to shape your nanites into a temporary structure: a ladder up to 30 feet long, a door sealing an opening up to 10 feet square, a 10-foot-radius hemispherical shelter, or a 5-foot-wide bridge that spans up to 40 feet. This counts against the number of arrays you can have active. Regardless of the structure's form, it has a number of Hit Points equal to your level, hardness equal to your Constitution modifier, and a break DC of 10.
You can calculate the angle and timing of your explosive weapons to damage the ground, making the terrain treacherous.
''Prerequisites:'' Base attack bonus +5.
''Benefit:'' As a standard action, you can make a ranged attack using a weapon that has the [[explode]] weapon special property, targeting an intersection as normal and choosing one square adjacent to that intersection. If you hit the targeted intersection and your damage roll exceeds the hardness of the material of the chosen square, that square becomes difficult terrain. This is in addition to the normal effects of the weapon.
Exiles on Atachuuva developed //instant ground// to expand their land. Following the Swarm's attack on Atachuuva, survivors use //instant ground// to create patches of land to serve as new homes. //Instant ground// is water resistant but still somewhat biodegradable as a few of Atachuuva's oversized insect species have developed a taste for it.
Each container holds a biochemical powder mixed with magically charged particles from the Plane of Earth. When poured into water as a full action that provokes attacks of opportunity, the components react swiftly to form a stable, buoyant platform in a 5-foot radius, provided the amount of water large enough to allow this expansion. If the body of water is smaller than the resulting ground area, instant ground consumes the available water and fills the available space. Any remaining powder is rendered inert. The landmass is a hemisphere with its dome pointed downward, so the ground is flat and stays upright on rough water.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//instant ground// | 1 | 25 | 1 |
</div>
When a creature attuned to your microlab would fail a skill check by 2 or less, you can expend a biohack as a reaction to adjust its hormone levels to coax peak performance, allowing the creature to reroll the skill check and take the better result. Once an attuned creature has rerolled a skill check from this ability, it can’t do so again until you rest for 8 hours to regain Resolve Points. You must be aware of and have line of sight to the attuned creature to use this theorem.
As a standard action, you can expend an unused spell slot to temporarily create and install an armor upgrade into a suit of armor you touch. The armor must have the available armor upgrade slots to accommodate the upgrade, and the upgrade's item level can't exceed three times the expended spell slot's level. The armor gains the chosen upgrade for a number of rounds equal to your Intelligence bonus.
If the upgrade requires a standard action or move action to activate a persistent effect, such as a [[force field]]'s effect, the creature wearing the armor can choose to activate that effect as part of this magic hack. If the upgrade has a capacity, it comes fully charged. The armor can't gain an upgrade it already has or one that can't be installed in armor of its type.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing creature
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no (harmless)
</div>
You conjure bits of technology infused with magic to create one functional, temporary cybernetic augmentation with a level equal to or lower than your caster level. You decide which cybernetic augmentation to create when you cast this spell. The target must have the chosen system available for augmentation. If the target's chosen system already has its maximum number of augmentations, this spell has no effect. The augmentation appears without harm and functions for the spell's duration, dissipating harmlessly into nothing when the spell ends.
An //instant vehicle// is a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a standard action, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a standard action, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process.
An //instant vehicle// can function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//instant vehicle// (basic enercycle) | 3 | 500 | L |
|//instant vehicle// (exploration buggy) | 3 | 650 | L |
|//instant vehicle// (torpedo minisub) | 3 | 800 | L |
|//instant vehicle// (ultralight turboglider) | 5 | 1,100 | L |
|//instant vehicle// (all-terrain transport) | 8 | 2,500 | L |
|//instant vehicle// (pump-jet sub) | 8 | 3,800 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one construct with the technological subtype
* ''Duration'' instantaneous; see text
* ''Saving Throw'' Fortitude negates, see text
* ''Spell Resistance'' yes
</div>
You overwhelm your target's programming, installing a dangerous self-replicating programming virus. This works like a physical or mental disease (your choice), except it ignores the target's immunity to diseases. The programming virus has a frequency of 1 hour and requires two consecutive saving throws to cure. //[[Detect affliction]]// can reveal the existence of this virus in a construct (the virus is considered a disease for purposes of that spell). Additionally, //[[remove affliction]]// can remove this virus.
Your nanites can inscribe magical sigils, creating temporary wards against supernatural beings. As a standard action while y our [[eldritch array]] or [[cloud array]] is active, you can direct your nanites to create a protective ward in a 5-foot square. This ward must be created on a stable surface, such as a wall or floor, and it is clearly visible. If your eldritch array is active, this ward appears in one square you occupy. If your cloud array is active, the ward appears in one square your cloud array occupies. When you or an ally stand in the warded square, that creature gains a +1 divine bonus to AC and saving throws against the attacks, spells, and abilities of fey, outsiders, and undead. If a fey, outsider, or undead who is not your ally enters or ends their turn in the warded square, they take a –1 penalty to AC and saving throws. Either effect lasts as long as the creature remains in the warded area and until the end of their next turn if they leave the warded area.
A space remains warded for 1 minute, until it is no longer adjacent to (or within) your nanite array, or until you create a new ward.
An instinctive metaphysicist is a creature exposed, whether overtly or subconsciously, to the effects of one or more mindscapes during the course of their life. Unlike fully fledged psychics (like phrenic adepts or psychic warriors), an instinctive metaphysicist might not have any innate psychic potential, instead unlocking their abilities through continued exposure to psychic sources. An instinctive metaphysicist could be of a creature of any background or class who has just learned to harness their mental focus to mold the existence of psychic mindscapes to suit their needs.
The instinctive metaphysicist archetype grants alternate class features at 9th, 12th, and 18th levels.
!! Psychic Refuge (9th)
Your connection to one or more mindscapes allows you to condense your rest periods when you rest in those mindscapes. Whenever you rest to regain Resolve Points, you can do so in 4 hours instead of 8. During this shortened rest period, you can attempt a saving throw against a single mind‑affecting effect currently affecting you. However, you can't perceive the outside world during this time unless you take damage or a creature actively tries to wake you. If you are damaged or otherwise forcibly awakened from this state, you gain the [[staggered]] condition for 1d4 rounds.
!! Blur the Boundaries (12th)
Through discipline or ill‑advised testing, you've learned how to manifest mindscape effects in the real world. The resulting elements are temporary and sometimes insubstantial, fueled by your own reservoir of mental energy. Once per day, you can cast one of the following spells as a spell‑like ability, pulling its effects from a mindscape and into the real world: //[[creation]]// (4th level) or //[[holographic image]]// (4th level). At 15th level, you can increase the spell level of these effects to 5th and you add //[[holographic terrain]]// to the list of available spells. At 17th level, you can use this ability twice per day, and at 18th level, you can use this ability three times per day. The saving throw DC of these spells is equal to 10 + the spell's level + your key ability score modifier.
!! Mindscape Challenge (18th)
You've learned to use your knowledge of other mindscapes to manifest one of your own: a binary mindscape in which to challenge the minds of others. Once per day as a full action, you can designate a creature within 60 feet as the target of a psychic duel. That creature must succeed at a Will save (DC = 10 + half your level + your key ability score modifier) or be forced into a finite binary mindscape with you. This mindscape is a circular open plain with a radius equal to your level × 10 feet. Your mental avatar and the avatar of the targeted creature exist within the mindscape, starting the same distance apart as you are in the real world. Once the duel begins, the avatars can move in any direction they wish and no longer need to correspond to their real‑world locations or distance.Your mental avatar acts immediately after you in the initiative count and has all your same statistics; the designated creature's mental avatar functions in the same way. Both avatars are subject to the traits of the mindscape, which you define when you create the mindscape. Any damage or effects a mental avatar takes are shared with its real‑world counterpart (including death). Your real‑world counterpart must spend a move action each round to maintain the mindscape challenge, and you can maintain it in this way for up to a number of rounds equal to half your level + your key ability score modifier. If the real‑world target of this ability moves beyond 600 feet from your real‑world body, the mindscape immediately shatters. The real‑world creature can spend a full action to attempt another Will save to end the effect immediately.
[[Mindless]] creatures or creatures immune to mind‑affecting effects cannot be targeted by this ability. This ability counts as a mind‑affecting effect.
[[Kish]] shamans imbued this handheld scanner with mystical power to help heal the dying. When you use an //instinctive stabilizer//, you can use the [[Medicine]] skill untrained to attempt the long-term stability task. If you are trained in Medicine, you automatically succeed at this check. In addition, when you use this device, the DC for the first aid task of the Medicine skill is only 10.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//instinctive stabilizer// | 3 | 1,400 | L |
</div>
The galaxy is full of talented scholars, navigators, technicians, and other highly skilled individuals, but effective teaching requires its own mastery. An instructor is not merely a master of their craft; they have dedicated themselves to passing their wisdom on to the next generation of scholars, navigators, technicians, and others.
Numerous organizations throughout the galaxy have such masters among their ranks imparting their knowledge. Many an astrophysicist's career has been encouraged by professors at Solar University in Stellacuna, and the elite fighting units of Kamora are instructed by the best that city-state has to offer. Corporations have also been known to poach instructors from classrooms and research labs with the promise of higher salaries and greater flexibility. Biotech firms in particular attempt to lure teachers from Bretheda's Sui Saolus Academy to consult on classified projects, after the would-be instructor agrees to stringent nondisclosure terms and meets all security requirements.
Other instructors eschew academies and corporations alike, preferring to travel the galaxy with an apprentice or small group of students and lend their talents where needed. For those wishing to become instructors in their field, a credentialed university program is not the only path to becoming a respected teacher. Notable practitioners in countless fields have sought their own reclusive mentors or gained their mastery from years of hard-won experience.
''Prerequisites:'' You must have 9 ranks in one skill that is a class skill for you before taking the instructor archetype. This skill is referred to as your chosen skill in the class features that follow.
The instructor archetype grants alternate class features at 9th, 12th, and 18th levels.
!! Mastery (9th)
Your expertise allows you to apply your chosen skill with calm focus even when others would be distracted by the circumstances. Twice per day, you can take 10 with your chosen skill even in circumstances that normally prevent you from doing so. If you can take 10 or take 20 (including via mastery), you can expend a use of this feature to reduce the DC by 5, stacking with up to one other DC-lowering ability from another source (such as your theme). At 12th level, you can use this feature three times per day, and at 18th level, you can use it four times per day.
!! Efficient Mentor (12th)
Your education and experience in your chosen skill are vast, and you're talented at conveying knowledge to others when they look to you for assistance. When you attempt to aid another on a skill check, you do so in half the normal time if that time is measured in units other than actions. For tasks requiring actions, one that normally takes a full action takes you only a standard action. One that normally takes a standard action takes you only a move action, and if the task usually requires only a move action, you can do it as a swift action.
If you instead take the normal amount of time to aid another, the bonus you impart increases to +4 instead of the normal +2. At 18th level, you grant this +4 bonus even when you aid another quickly, and if you instead take the full time to aid another, you grant a +6 bonus instead of the normal +2.
!! Legendary Mastery (18th)
You can apply your knowledge with precision and focus born of years of practice. Twice per day, you can take 20 with your chosen skill even in situations wherein taking 20 is normally impossible. If you do so and taking 20 would have negative repercussions, such as when [[hacking a system|Hack System]] with [[Computers]], you notice the possible consequences before they occur and can stop, deal with the problem, then return to taking 20.
A weapon with this property can also be used as a basic [[musical instrument]]. The size of this instrument’s battery is the same as that of the weapon’s, and it can be used as a weapon (with the charge usage indicated) or an instrument (where it uses 1 charge every 10 minutes). If the weapon is 8th level or higher, it also functions instead as a euphonic musical instrument.
Your corporeal form can flicker into insubstantial shadow.
''Prerequisites:'' Two other manifestations.
''Gift:'' You have a 20% chance to treat a critical hit as a normal hit, allowing you to ignore the critical hit's extra damage and critical hit effect. If the attack affects [[incorporeal]] creatures normally, such as a weapon with the [[ghost killer]] fusion, you can't ignore it in this way.
''Stain:'' If an ally targets you with a beneficial spell that has a range of touch, you have a 20% chance to gain no benefit from it. The spell is still cast and expended.
Your nanites can absorb or emit heat to regulate your body temperature. Whenever you activate your [[nanite sheath]], select hot or cold weather; your nanites can protect you from cold or heat, but not both simultaneously. Your nanite sheath reduces the severity of the selected dangerous temperature by one step. At 10th level, your nanites instead reduce the severity of dangerous temperatures by two steps.
An insulivate moderates electrical impulses, channeling excess energy safely out of the body. When you take or are injected with an insulivate, you gain a bonus to saving throws against effects with the electricity descriptor as well as effects that deal electricity damage. In addition, you gain a bonus to your EAC against attacks that deal electricity damage. Both bonuses are equal to the medicinal's tier, and the medicinal's effects last for a number of minutes equal to 10 times the medicinal's tier.
An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An [[android]] or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade.
The creature's weapons are manufactured weapons, not natural weapons, and they are integrated into its frame. A creature can't be disarmed of these weapons, though they can be removed and used if the creature is dead.
//Format:// ''Defensive Abilities'' integrated weapons.
//Guidelines:// A manufactured weapon is a weapon with an item level that can be purchased by characters.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 reaction
* ''Range'' 20 ft.
* ''Area'' 20-ft.-radius spherical emanation centered on you
* ''Duration'' 1 round
* ''Saving Throw'' none
* ''Spell Resistance'' yes (harmless)
</div>
When you or a creature within range is subjected to a mind‑affecting effect while this spell is active, you disrupt it with the power of pure logic. Mind-affecting effects deal only half damage—including ability score damage—to creatures in the area, before any reduction due to successful saves or other effects. When a creature within the area succeeds at a saving throw against an emotion or fear effect, they are not affected by that effect, even if that effect would have a partial effect on a successful saving throw. Ongoing emotion and fear effects are also suppressed for creatures within the area.
You have access to a secret intelligence network that gets you snippets of information and rumors you can sometimes use to reveal secrets or weaknesses of your rivals. This may be a collection of operatives and spies you have infiltrated, a connection to a formal information broker you trade tidbits of knowledge with, or an assemblage of allies and informants you've carefully curated over your travels.
You can make an inquiry to your intelligence network as long as you have access to an infosphere or communication device with at least system-wide range. This gives you the same information you would gain from casting the //[[vision]]// spell, except you make a special class level check (1d20 + your operative level) in place of a caster level check, it does not require a Resolve Point, and it takes 1d4 weeks for your network to get an answer to you. Your network can work on only one question at a time, and if you make a new request before a previous one is fulfilled, all time spend on the original question is lost, and you take a –1 penalty to your new class level check due to confusion and lack of focus among your network.
//Healthy—Weakened—Impaired—Animalistic—Comatose—Dead//
//Weakened:// The victim takes a –2 penalty to all Intelligence-based ability checks and skill checks, and the DCs of her spells and special abilities decrease by 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can't cast her highest level of spells from that class.
//Impaired:// The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can't cast her 2 highest levels of spells from that class.
//Animalistic:// The victim suffers the effects of a //[[feeblemind]]// spell, except her Charisma and Charisma-based skills are unaffected.
//Comatose:// The victim can't process thoughts and can't be woken.
//Dead:// The victim's brain stops working, and she dies.
These supplemental antennae take a variety of forms, tailored to your species and style, such as foot-long antennae that emerge from your temples or manes of sensory whiskers surrounding the ears. Intensification antennae augment your sensory abilities. If you have [[blindsense]] or [[blindsight]], this augmentation extends the range of that sense by 30 feet (maximum twice the sense's base range). If you have both blindsense and blindsight based on the same sense, such as blindsense (vibration) and blindsight (vibration), this augmentation affects both. However, if you have multiple forms of blindsense or blindsight based on different senses, such as one based on vibration and another on scent, you must choose one of the senses for the antennae to enhance when you acquire the augmentation.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|intensification antennae | 8 | 9,500 | ears |
</div>
Your eardrums are partially perforated with psychic crystals that resonate at the frequencies commonly used by telepathy. Whenever a creature within 30 feet of you sends or receives a telepathic message using [[limited telepathy]] or //[[telepathic message]]//, you can overhear the message with a successful DC 25 [[Perception]] check (this requires no action). For mk 2
//intercepting ears// the Perception check DC is 20.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//intercepting ears//, mk 1 | 3 | 1,225 | ears |
|//intercepting ears//, mk 2 | 9 | 13,600 | ears |
</div>
<div class="statblock">
* ''Size'' Tiny
* ''Maneuverability'' perfect (+2 [[Piloting]], turn 0)
* ''HP'' 30 (increment 5); ''DT'' —; ''CT'' 6
* ''Mounts'' forward arc (2 light)
* ''Expansion Bays'' —
* ''Minimum Crew'' 1; ''Maximum Crew'' 1
* ''Cost'' 6
The fleet is designed to chase and disable smaller starships. The fleet is no longer strong against [[capital fleets|Capital-Class Fleet]] but becomes strong against [[fighter fleets|Fighter-Class Fleet]].
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|interceptors | 0 | [[fighter|Fighter-Class Fleet]] |
</div>
You can cause waves of unstable reactions that make it difficult for a specific foe to land a blow on a nearby ally. As a move action, you can select one foe you are observing and one ally that is adjacent to you. As long as the ally remains adjacent to you, they gain a +2 shield bonus to their AC against attacks from that foe until the end of your next turn.
The grip of an interference blade contains sonic projectors that emit specific ultrasonic frequencies, overlapping the sound waves until they become a physical edge. When you swing the weapon, this blade is visible as a blurred, translucent line. Monophonic interference blades generate a single pitch. Harmonic models use several pitches that amplify one another. A polyphonic blade projects variable frequencies, while a multiphonic version combines several frequencies in a single edge.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|interference blade, monophonic | 6 | 4,420 | 1d10 So | [[wound]] | 1 |[[powered]] (capacity 40, usage 4) |
|interference blade, harmonic | 10 | 18,700 | 3d10 So | [[wound]] | 1 |[[powered]] (capacity 40, usage 8) |
|interference blade, polyphonic | 14 | 76,700 | 4d10 So | [[wound]] | 1 |[[powered]] (capacity 100, usage 10) |
|interference blade, multiphonic | 19 | 597,000 | 8d10 So | [[wound]] | 1 |[[powered]] (capacity 100, usage 20) |
</div>
For your [[debilitating trick]], you can prevent your target from using reactions until the end of your next turn.
Your drone contains an extensive database of information as well as a powerful processing unit for analysis. Once every 10 minutes, when the drone makes a skill check to [[identify a creature]] or [[recall knowledge]], it can roll 1d6 and add the result to the roll as an insight bonus. At 11th level, the drone rolls 1d8 instead, and at 16th level, it rolls 1d10. In addition, the drone adds [[Computers]], [[Culture]], [[Life Science]], [[Mysticism]], [[Physical Science]], and [[Profession]] to the skills it can select with its skill unit.
When you take a 10-minute rest, even if you do not recover Stamina Points, you gain 1 Entropy Point which lasts until it is spent or you take another 10-minute rest. Additionally, your maximum number of Entropy Points increases by 2.
Comm units capable of piercing the barriers between planes are rare. Such marvels of hybrid technology are typically controlled by powerful organizations, and their use is closely monitored. An //interplanar comm unit// can communicate only with other //interplanar comm units// that are on a single specific plane, and it can send or receive only two messages per day.
* ''Inner Sphere:'' These can send and receive transmissions between two of the following: the Material Plane, Elemental Planes, Ethereal Plane, First World, Negative Energy Plane, Positive Energy Plane, and Shadow Plane.
* ''Outer Sphere:'' These units are rarer still. These can send and receive transmissions between two of the following: the Material Plane, Abaddon, the Abyss, the Astral Plane, Axis, the Boneyard, Elysium, Heaven, Hell, the Maelstrom, and Nirvana.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//interplanar comm unit//, inner sphere | 16 | 160,000 | 60 |
|//interplanar comm unit//, outer sphere | 20 | 880,000 | 100 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' solar system or plane; see text
* ''Targets'' you and touched objects or touched willing or unconscious creatures
* ''Duration'' instantaneous
* ''Saving Throw'' none, Will negates (object)
* ''Spell Resistance'' no, yes (object)
</div>
This spell functions as //[[teleport]]//, except there is no hard range limit and you don't need to have seen your destination. You can teleport to anywhere you are familiar with on the planet you are on while casting the spell, or you can teleport to any other planet in the same solar system. You must have an unambiguous idea of which world you wish to travel to ("the third planet from the sun" is an acceptable destination, but "a habitable world with oceans" is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise, you arrive at a location that would not immediately be life threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.
You can also attempt to teleport to planets in different solar systems that you have visited before. This increases the casting time to 1 hour and costs a number of Resolve Points equal to the number of days it would take to reach the planet through Drift travel (assume a base engine with a Drift rating of 1; the GM rolls this randomly, after you begin casting the spell). If you don't have enough Resolve Points, you spend all the Resolve Points you have available and the spell fails.
This defensive system consists of burned out //[[aeon stones]]// passively orbiting the ship to intercept meteorites. A more advanced, active version uses [[iridescent trillian]] aeon stones, which congregate around vulnerable ship systems.
//Interposed defenses// grant a starship temporary Hull Points. These temporary points don’t need to be distributed into quadrants, instead providing a single pool to draw from regardless of which arc an attack strikes. When a starship would take damage to its Hull Points, it first reduces its temporary Hull Points from //interposed defenses//. Once these temporary Hull Points are reduced to 0, any further damage not absorbed by shields is applied to the starship’s Hull Points. The loss of temporary Hull Points doesn’t count toward the starship’s critical threshold, though for all other effects, any attack that reduces a starship’s temporary Hull Points is treated as though it had dealt Hull Point damage to the target.
Once expended, //interposed defenses// can be restored only when the starship undergoes repairs, at the same rate and cost as standard Hull Points but requiring a successful [[Mysticism]] check in place of the normal [[Engineering]] check.
<div class="table-wrapper">
|System | Temp HP | Cost (in BP) |h
|//passive interposed defenses// 10 | 10 | 3 |
|//passive interposed defenses// 20 | 20 | 5 |
|//passive interposed defenses// 32 | 32 | 10 |
|//active interposed defenses// 50 | 50 | 14 |
|//active interposed defenses// 100 | 100 | 22 |
|//active interposed defenses// 160 | 160 | 29 |
</div>
You can add the //interposing// fusion only to a melee weapon. Developed and popularized by the Knights of Golarion, this fusion generally adds shining sword icons to the weapon. Whenever you hit an enemy with an //interposing// weapon, you and all adjacent allies gain a +1 enhancement bonus to AC against that enemy's melee attacks until the beginning of your next turn.
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
As a reaction when an adjacent ally is damaged by an attack, you can take half the attack's damage, with your ally taking the remaining damage. This doesn't prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the [[Bodyguard]] feat and you take a reaction to apply that feat's benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action.
You can rattle your foes or bully them to do what you want with verbal threats or displays of prowess.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
An intimidating weapon strikes fear in the crew of any starships hit. After a starship hits another starship with an intimidating weapon, its captain gains one of the following benefits during the following round: the captain can perform the [[taunt]] action against a starship that has already been taunted once during that combat, the captain can choose two phases of combat to affect when using the taunt action against that starship, or the captain gains a +2 circumstance bonus to the [[Intimidate]] check to taunt the attacked ship.
A target affected by the intimidation critical hit effect is [[shaken]] for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the //[[ominous]]// fusion can't gain that condition again from the same weapon for 24 hours.
An //intonation pendant// consists of a dark blue jewel in a geometric silver setting at the end of a thin, silver chain. To use one, it must first be placed on the throat (or similar part of the body close to the voice box) of a helpless, unconscious, or willing living creature or a creature that has been dead for no longer than 1 hour. As the //intonation pendant// attunes to that creature over the next 10 minutes, it begins to glow faintly. An //intonation pendant// can be attuned to only one creature at a time, and if attuned to a second creature, it loses all information provided by the first creature.
Once the pendant is attuned, it provides the wearer with the exact tone and speech mannerisms of the target creature. This provides the wearer with a +4 enhancement bonus to [[Bluff]] checks to convince others that they are the target creature. In addition, once per day, the wearer can roll a [[Disguise]] check twice and take the better result when attempting to appear as the target creature, as long as the wearer is speaking to those they are trying to fool.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//intonation pendant// | 3 | 1,250 | — |
</div>
You can quickly sense relationships between others and use that knowledge to manipulate them.
''Prerequisites:'' [[Perception]] 1 rank, [[Sense Motive]] 1 rank.
''Benefit:'' After 1 minute or more of interaction with or observation of two or more creatures, you can attempt a [[Sense Motive]] check to intuit the relationship between or among those creatures. If you don't understand the language they are speaking, you take a –5 penalty to the check. The DC is equal to 10 + the highest [[Bluff]] skill bonus among the creatures or 15 + 1-1/2 × the highest CR among the creatures, whichever is higher. If you succeed at this check by 5 or more, for the next hour, you gain a +2 circumstance bonus to Bluff, [[Diplomacy]], and [[Intimidate]] checks against the creatures when you use their relationship as part of the interaction. The GM decides if the bonus applies. If you fail the check, you can't attempt to use this benefit on the same creatures again until you gain another rank in Sense Motive.
When you use [[Engineering]] or [[Mysticism]] to [[disable a device]], you can do so in half the normal amount of time (with 1 round becoming 1 standard action). You gain a bonus to Engineering and Mysticism checks to disable a device equal to any attack roll bonuses you have that specifically apply to resolving [[disarm|Disarm (combat maneuver)]] combat maneuvers. You must have [[Improved Combat Maneuver]] (disarm) to select this vanguard discipline.
Nicknamed "ghost iron", inubrix is the softest of the starmetals. Due to the metal's unique structure, inubrix molecules can realign to pass through submolecular spaces in denser materials. Inubrix sees use in complex machinery, especially in collapsible or miniaturized technologies. In its pure form, inubrix is too soft to function as a building material. Items using inubrix are made of an alloy of inubrix and another metal, often platinum, the dense molecular structure of the latter serving to anchor the former in place.
Inubrix alloy weapons and ammunition ignore hardness of 10 or less. If a critical hit effect from an inubrix weapon requires a saving throw, the save DC increases by 2. This increase also applies to the [[injection DC +2]] critical hit effect, provided the weapon doing the injecting, such as the dart of a [[needler pistol]], is made of inubrix. A melee weapon made of inubrix alloy can also pass slightly into other solid objects, giving the wielder extra leverage for disarm attempts; this advantage grants a melee weapon made of inubrix alloy the [[disarm]] special property.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +50 credits |
|Armor or weapon | +2,500 credits |
|Raw material (1 bulk) | 625 credits |
</div>
Nicknamed "ghost iron" due to its ability to phase through denser materials, inubrix is a soft metal typically alloyed with platinum before being incorporated into a starship's systems.
''Thrusters:'' Leaving ephemeral, smoky contrails, inubrix thrusters allow parts of a starship to phase through physical matter for crucial seconds, turning glancing blows into near misses. The starship's pilot gains a +1 circumstance bonus to [[Piloting]] checks to avoid hazards, and damage dealt to the starship by hazards is reduced by an amount equal to its tier.
''Weapon Mount:'' An inubrix alloy weapon's payload phases in and out of reality, potentially bypassing armor and interior bulwarks to inflict extraordinary damage to a target's inner systems. Whenever an inubrix alloy weapon scores critical damage against a starship, it has a 20% chance to critically damage the randomly determined system twice. For example, it might cause an undamaged system to gain the [[malfunctioning]] condition rather than the [[glitching]] condition. Inubrix weapons provide no additional benefit against [[biomechanical starships]] and starship-scale creatures. Mounting a light, heavy, capital, or spinal weapon with inubrix increases its cost by 2 BP, 6 BP, 10 BP, or 10 BP, respectively.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|thrusters | +1 BP |
|weapon mount | special |
</div>
Pale and ghostly in appearance due to a molecular alignment that allows them to pass through objects, inubrix eaters resemble glistening silvery clouds more than animate masses of metal. They often rest in a torpor within walls or ceilings.
* ''CR:'' 3+
* ''Required Creature Type:'' Ooze.
* ''Required Array:'' Combatant.
* ''Traits:''
** [[blindsense]] (scent [inubrix only]) 1 mile, [[blindsight]] (vibration) 60 ft.
** [[mindless]]
** [[ooze immunities]]
** out of phase (see below)
** [[sightless]]
* //Out of Phase ([[Su]]):// An inubrix eater can enter or pass through solid items just as an [[incorporeal]] creature can.
Invasion endlings manifest following the extinction of a species via unnatural predators—from colonists seeking to clear out pesky wildlife from a region they wish to settle to invasive species introduced from other parts of the galaxy. As a stark contrast from their past lives, these endlings are particularly vicious, as if the species' collective spirit refuses to be put down yet again.
* ''Required Creature Type and Subtype:'' Undead (incorporeal).
* ''Suggested Alignment:'' Neutral.
* ''Traits:''
** one size larger than the creature was in life
** rejuvenation (see below)
** vicious natural weapons (see below)
** fearsome roar (CR 3+; see below)
* //Fearsome Roar ([[Su]]):// As a standard action, an invasion endling can let out a terrifying roar. All non-endling creatures within 30 feet must succeed at a Will save or become [[shaken]] for 1 round. Creatures that fail this save by 5 or more are instead [[frightened]] for 1 round. A creature that succeeds at this save is immune to the fearsome roar of all invasion endlings for 24 hours.
* //Vicious Natural Weapons ([[Su]]):// As an attack, an invasion endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart's natural attack dealt, as well as inflicting the [[bleed]] condition for an amount of damage equal to the endling's CR.
* //Rejuvenation ([[Su]]):// An endling can't be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM.
You are adept at recalibrating and enhancing a starship's systems. When acting in the engineer or chief mate roles during starship combat, instead of taking any other action, you can spend 1 Resolve Point to temporarily boost your starship's capabilities. Choose one of the following options. Any change lasts for 1 turn of starship combat per mechanic level. A ship can benefit from only one of these options at a time; if it gains another of these benefits from any source, any previous inventive engineer benefit ends.
* ''Amplify Shields:'' You double the regeneration speed of your ship's shields.
* ''Angle Shields:'' Select one weapon arc of your starship. Any attack made against you from a starship in that arc takes a –1 penalty to the attack roll.
* ''Countermeasures:'' Your starship's TL increased by 1.
* ''Low Power Mode:'' You reduce the PCU cost of a specific system by 10 (minimum 5 PCU).
* ''Speed Boost:'' You increase your ship's speed by 2 hexes.
You embody the role chaos plays within entropy, sometimes temporarily reversing its natural progression.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (reposition) as a bonus feat and a +2 insight bonus to [[Medicine]] checks.
!! Aspect Embodiment
Once per combat encounter, when you regain Hit Points or Stamina Points, you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
All allies other than yourself within 60 feet regain Stamina Points equal to twice your vanguard level. Creatures without Stamina Points (such as most NPCs) do not regain Hit Points from this ability.
''Improved:'' All allies other than yourself within 60 feet regain Hit Points equal to triple your vanguard level. If a creature reaches maximum Hit Points before using this full value, any excess restores the target's Stamina Points.
!! Aspect Finale
As a reaction when you fail a saving throw, you can spend 1 or more Entropy Points to reroll that saving throw. You gain a bonus to this saving throw equal to the number of Entropy Points you spend.
As a reaction, when an effect moves you or gives you the [[flat-footed]], [[off-kilter]], [[off-target]], or [[prone]] condition, you can spend 2 MP to reorient your body, negating one of those conditions and reducing the distance you’re moved by 5 feet.
The //invigorating// fusion fills its wielder with vigor when defeating foes. After making a successful attack with this weapon that drops a foe (by killing it or rendering it //unconscious//), you feel a rush of energy that eliminates the [[fatigued]] condition and reduces [[exhaustion]] to fatigue. If you were neither exhausted nor fatigued, you instead gain a +3 morale bonus to Strength-, Dexterity- and Constitution-based ability checks and skill checks, and you gain a +10 enhancement bonus to your speed for all of your modes of movement until the end of your next turn.
Victory reinvigorates you. Once per round when one of your attacks defeats a significant enemy, you regain Stamina Points equal to 1d4 + your key ability score modifier. The number of Stamina Points you regain increases by 1d4 at 5th level and every 3 levels thereafter.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object no more than 10 bulk/level
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates (harmless, object), see text
* ''Spell Resistance'' yes (harmless, object)
</div>
The creature or object touched becomes [[invisible]]. If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.
The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe.
Actions directed at unattended objects don't break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth
Your visual data processor now allows you to see [[invisible]] creatures as per //[[see invisibility]]//. You must have the [[visual data processor]] mechanic trick to learn this trick.
As a move action, you can activate this set of optical lenses and magitech circuitry. This upgrade must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While the upgrade is activated, you can see [[invisible]] creatures within 120 feet as translucent shapes, per //[[see invisibility]]//. An //invisibility detector's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//invisibility detector// | 10 | 17,000 | 1 | any | L | 5 | 1/min |
</div>
Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the //[[invisibility]]// spell. If it makes an attack during this time, the invisibility ends. Your drone can spend 2 Resolve Points to use this ability again on the same day. Your drone must have the [[reactive camouflage]] mod to select this.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
The target and its gear cannot be detected by cameras, motion detectors, technological armor upgrades such as infrared sensors, biotech and cybernetic eyes or ears, or other technological devices, and it is invisible to constructs with the technological subtype. The target is missing from technological images captured while the spell lasts, security cameras do not display the target, microphones pick up no sounds the target makes, and the target cannot trigger technological traps. This spell creates disadvantages for the target, as well. Talking on a [[comm unit]] is impossible while subjected to this spell, and automatic doors do not open for the target.
Items dropped, put down, or thrown by the target become visible to technology. Items picked up disappear if tucked into clothing or a bag carried by the target. Light remains visible to technology, but a source of light might be invisible. If any part of an item the target carries extends more than 10 feet from the target, that part becomes visible to technology. This spell ends under the same circumstances as an //[[invisibility]]// spell.
As a move action, you can use your [[custom rig]]'s [[holographic projector]] to project a holographic image in a direct overlay over an [[invisible]] creature within 120 feet, and your custom rig's computer moves the image to follow the invisible creature, effectively negating the creature's invisibility as long as it remains within 120 feet of you. If it moves beyond that range, it breaks the effect until you use this ability again. You must have the [[holographic projector]], [[invisibility bypass processor]], and [[visual data processor]] mechanic tricks to learn this trick.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell functions like //[[invisibility]]//, except it doesn't end if the target attacks.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Range'' long (400 ft. + 40 ft./level)
* ''Targets'' any number of creatures, no two of which can be more than 180 ft. apart
</div>
This spell functions like //[[invisibility]]//, except the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group can't see one another. Any individual who moves more than 180 feet from the nearest member of the group loses the benefit of this spell. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.
An invisible creature is visually undetectable. A creature using only an imprecise sense, or whose only precise sense is vision, can't observe an invisible creature, so the invisible creature is unseen by such a would-be observer. Creatures with [[blindsight]] can perceive invisible creatures normally, since blindsight is a precise sense that does not rely on vision, and thus can observe invisible creatures.
Invisible creatures remain invisible even in unusual environments, such as underwater, and when subject to effects such as fog or smoke. They are not magically silenced. They can still be heard, smelled, and felt as normal, even if other creatures can't see them. Invisible creatures leave tracks and can be tracked normally. A character looking for an invisible creature might find his quarry if the invisible creature drops an item, speaks, smells strongly, leaves an obvious trail, or performs some action that makes itself known. Finding an invisible creature in this way requires a [[Perception]] check as normal. If successful, and assuming your only precise sense is vision, you become aware of the invisible creature's presence, but you don't know its exact location. If you're looking for an invisible creature, the GM might rule that you have a bonus or penalty to your Perception checks based on the situation.
Items dropped or put down by an invisible creature become visible; items it picks up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus creating the effect of a light with no visible source). Any part of an item that the creature carries but that extends more than 10 feet from it becomes visible.
Invisibility does not thwart divination spells or effects. Invisible creatures cannot use [[gaze]] attacks. If you are or become invisible while grappled, you gain a +2 circumstance bonus to your check to escape being grappled, but you gain no other benefit against the grappler.
You channel the power of a deity or similar entity through yourself to power the ritual. This ritual action always succeeds but is still extremely dangerous; attempt the check or saving throw listed in the script. If you succeed, you’re unharmed. If you fail, you take the damage or effect listed in the script.
Once per day as a reaction, you become immune to all weapon special properties that impose penalties on you or that grant an attacker bonuses against you, as well as all combat maneuvers, conditions, critical hits, and critical hit effects, and you can take three reactions each round. These benefits last for 1 minute.
Originally created before the Gap for holy champions of Iomedae crusading in the Worldwound—a demon-haunted wasteland created by an Abyssal incursion on Golarion—//Iomedaean crusader helms// have been in constant production by the church of Iomedae for thousands of years. While only ancient pre-Gap helmets are considered relics, the magical properties of modern //Iomedaean crusader helms// match their archaic precursors. An //Iomedaean crusader helm// replaces a suit of armor's normal helmet (if any) and is incorporated into the armor's normal environmental protections; these protections do not function if the helm is removed. If the armor has an available [[upgrade slot|Armor Upgrades]], an //Iomedaean crusader helm// takes up one upgrade slot; otherwise, the helm counts as one of your two worn magic items.
While wearing an //Iomedaean crusader helm//, the first time each day that you attempt a saving throw against an enchantment or illusion effect created by an evil outsider, roll the saving throw twice and take the best result. You cannot gain the effects of more than one //Iomedaean crusader helm// each day.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Iomedaean crusader helm// | 4 | 2,100 | L |
</div>
Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a human hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. It has a weak adhesive that keeps the tape in place when wrapped around an object. When ion tape is exposed to an electrical charge of any power (including a jolt from a [[zipstick]]), the tape bonds into a single mass of plastic-like material, gaining hardness 8 and 15 Hit Points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon state, at which point it can be torn easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds. The uses for ion tape are many: it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|ion tape | 3 | 275 | L |
</div>
The ionizer's beam ionizes a path to its target, which serves as a route for the ensuing electric charge. There are several different elemental ions used in constructing ionizers, with the strength of the output based on the metal used. The most common are cupric, ferric, chromic, and stannic ionizers. Generally, the weapon's hardware is stored in two upgrade slots of a piece of armor, while a connected wand-like barrel extends from an extremity. Aballon's anacites designed the first ionizers, but they have long since spread throughout the Pact Worlds and beyond.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|ionizer, cupric | 6 | 4,650 | 2d4 E | 30 ft. | [[arc]] 1d6 | 20 charges | 1 | L |[[integrated]] (2 slots), [[unwieldy]] |
|ionizer, ferric | 10 | 20,100 | 4d4 E | 30 ft. | [[arc]] 2d4 | 20 charges | 1 | L |[[integrated]] (2 slots), [[unwieldy]] |
|ionizer, chromic | 14 | 80,000 | 5d4 E | 30 ft. | [[arc]] 3d4 | 20 charges | 1 | L |[[integrated]] (2 slots), [[unwieldy]] |
|ionizer, stannic | 19 | 611,000 | 5d8 E | 30 ft. | [[arc]] 5d8 | 20 charges | 1 | L |[[integrated]] (2 slots), [[unwieldy]] |
</div>
Iratha Incorporated is best known for being run by and selling predominantly to humanoids, despite being based on Bretheda. Its highest-selling biotech augmentations are optimized for combat. Unarmed attacks made with a limb that includes an Iratha Incorporated modification are not [[archaic]]. When you gain the augmentation, you can choose to change the damage type of your unarmed strike to bludgeoning, piercing, or slashing; this damage type can't be changed without replacing the augmentation. An Iratha Incorporated augmentation costs 10% more than usual.
Iratha Incorporated specializes in biotech augmentations, but the company has also made a small ingress into the weapons industry by modifying armaments to include a [[biometric lock]] keyed to allow use only by authorized users. This lock functions like a biometric lock starship security system, but the DC uses the weapon's item level in place of the starship's tier. The biometric lock integrates with a weapon's activation mechanism and works by disabling that apparatus. Iratha Incorporated modifications increase the price of a weapon by 10%.
This //aeon stone// sustains you by negating the need to breathe.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//iridescent spindle// | 2 | 740 | — |
</div>
While this //aeon stone// orbits you, when you are hit by a ranged attack, you can spend 1 Resolve Point as a reaction to attempt a Reflex saving throw with a +6 enhancement bonus. If your saving throw result equals or exceeds the result of the attack roll that hit you, the //aeon stone// deflects the attack, and it deals you no damage or other effect. This deflection doesn't work against area attacks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//iridescent trillian// | 12 | 32,000 | — |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Medium outsider (extraplanar, spectra)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 5/chaotic, evil, good, or lawful; ''Immunities'' electricity; ''Resistances'' cold 5, sonic 5; ''SR'' 19
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], perfect)
* ''Melee'' slam +16 (1d12+8 B)
* ''Ranged'' dusk ray +18 (1d10+8 C & E)
* ''Spell-Like Abilities'' (CL 8th; ranged +18)
** 1/day—//[[holographic image]]// (3rd level), //[[teleport]]// (self only)
** 3/day—//[[caustic conversion]]//, //[[implant data]]//, //[[make whole]]//, //[[recharge]]//
** At will—//[[detect tech]]//, //[[disguise self]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +2; ''Int'' +6; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Computers]] +21, [[Diplomacy]] +16, [[Engineering]] +21, [[Mysticism]] +21, [[Sense Motive]] +16
* ''Languages'' machine telepathy 100 ft., [[truespeech]]
* ''Other Abilities'' slip drive, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary or sequence (2, 3, 5, or 8)
!!! SPECIAL ABILITIES
''Dusk Ray ([[Ex]])'' An iridia's dusk ray is a ranged attack with a range increment of 60 feet and the [[line]] weapon special property.
''Machine Telepathy ([[Ex]])'' A spectra can communicate with and through technological devices within a certain range (usually 100 feet), as well as with other creatures that have machine telepathy. A spectra can also attempt [[Computers]] and [[Engineering]] checks at this range.
''Slip Drive ([[Ex]])'' A spectra has an internal biomechanical Drift engine that allows it to travel freely between the Driftand other planes, as well as between two non-Drift planes, using the normal rules for Drift navigation. A slip drive has an effective Drift engine rating equal to the half the spectra's CR, and a spectra need remain stationary for only 1 round (6 seconds) before engaging its slip drive.
</div>
Iridias are one of the few spectra encountered outside the Drift, most often on the Material Plane. Averaging 6 feet tall with opalescent skin and a coil of glistening rainbow light for hair, iridias serve as messengers and ambassadors to species of all planes, evangelizing the benefits of advanced technology and enforcing the tripartite will of Triune. Iridias have been known to visit remote worlds in the Vast where Triune's original signal containing the secrets of Drift travel were lost or suppressed, bringing with them instructions and a second chance to join the galactic community. They are also keen to see mortal technology continue to grow and advance—an interest that can put them at odds with societies that choose to limit technology's influence, as well as others wary of sudden unfettered progress, such as the [[tekhoinos]] aeons.
These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect's shell. Although the iridishell was initially designed for [[shirren]], its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection but feature elaborate designs with gold or silver trim and embedded jewels.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|iridishell, basic | 2 | 755 | +3 | +6 | +2 | –2 | –5 ft. | 0 | 2 |
|iridishell, advanced | 9 | 13,100 | +13 | +15 | +3 | — | — | 3 | 2 |
|iridishell, superior | 12 | 42,250 | +17 | +18 | +4 | — | — | 4 | 2 |
</div>
<div class="statblock">
* ''Level'' 1–20
* Medium outsider
* ''Senses'' [[darkvision]] 60 ft.
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 30 ft., 30 ft. fly ([[Ex]], average)
* ''Melee Attack'' slam (B)
* ''Space'' 5 ft.; ''Reach'' 5 ft.
* ''Ability Modifiers'' Str, Cha
!!! SPECIAL ABILITIES
''Bitter Beam ([[Su]])'' Every 1d4 rounds, an iridian echo can fire a beam of cold from one hand as a ranged attack that targets EAC and has a range increment of 50 feet.
''Technician ([[Ex]])'' An iridian echo can attempt [[Computers]] and [[Engineering]] checks using its skill bonus. While your iridian echo companion is adjacent to you, you gain a +1 morale bonus to Computers and Engineering checks.
</div>
The mysterious [[spectra]] defend the Drift, and some can appear on multiple planes simultaneously. When an [[iridia]] spectra leaves the Material Plane, it sometimes leaves behind a crystalline, humanoid husk known as an iridian echo.
Developed by the Academy of Purpose on New Thespera, //iridium stars// see everyday use throughout the Azlanti Star Empire’s Imperial Fleet as an atmospheric bailout safety measure. You can activate this //aeon stone// once per day as a reaction when you’re in a vacuum, zero-g environment, or both. Once activated, the //aeon stone// grants you immunity to cosmic rays, immunity to the environmental effects of vacuum, the ability to go without breathing, and a fly speed of 30 feet (average maneuverability) that works only in a vacuum or zero-g environment. This effect lasts for 1 hour.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//iridium star// | 8 | 9,250 | — |
</div>
Manufactured by Veskarium engineers for quick deployment, irising shields are cited by vesk soldiers to be life-saving implements of battle. An irising shield is made of flexible, lightweight material that can be compressed into a small, rectangular container worn on your forearm (usually attached to the outside of your armor). You wield an irising shield by deploying it from its container as a swift action, and it can be stored with another swift action. While you have an irising shield deployed, you can't switch it to another hand. A hand wielding an irising shield can hold another object, but it can't wield weapons or other shields. An irising shield is an object of light bulk when not deployed but increases to 1 bulk when deployed. You can use an irising shield to make a special unarmed attack that does not count as [[archaic]].
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|Iiising shield, basic | 2 | 850 | +0/+1 | — | — | L (1) | 0 |
|irising shield, field | 6 | 4,350 | +1/+1 | — | — | L (1) | 0 |
|irising shield, advanced | 11 | 25,000 | +1/+1 | — | — | L (1) | 1 |
|irising shield, elite | 16 | 175,000 | +1/+2 | — | — | L (1) | 2 |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge animal
* ''Init'' +3; ''Senses'' [[blindsight]] (sound) 120 ft., [[sightless]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 72
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Immunities'' poison
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Ex]], average)
* ''Melee'' bite +14 (1d6+10 P plus topple; critical [[bleed]] 1d6) or wing +14 (1d6+10 S; critical [[bleed]] 1d4)
* ''Ranged'' sonic burst +11 (1d6+5 So)
* ''Space'' 15 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16
* ''Feats'' [[Spring Attack]]
* ''Other Abilities'' death throes
!!! ECOLOGY
* ''Environment'' any sky (Osoro)
* ''Organization'' solitary or coil (6–12 plus 1–2 oshirokirois)
!!! SPECIAL ABILITIES
''Death Throes ([[Ex]])'' When an irokiroi is killed, its gas bladder loses cohesion and explodes in a burst of high-frequency sound and toxic gases. Each creature within 15 feet of the irokiroi takes 2d6 sonic damage and is [[deafened]] for 1d4 rounds; with a successful DC 13 Fortitude save, a creature takes half the damage and negates the deafened effect. The area in a 30-foot radius from the irokiroi becomes a dense cloud of caustic fumes that provide concealment. A creature that enters or starts its turn in the cloud takes 2d4 acid damage. The cloud can be dispersed in the same way as //[[fog cloud]]// and otherwise dissipates on its own in 1 minute.
''Sonic Burst ([[Ex]])'' An irokiroi's sonic burst is a high-frequency screech that can target a single creature within 40 feet.
''Topple ([[Ex]])'' If an irokiroi's bite attack hits the target's KAC + 4, the irokiroi deals its normal damage and automatically trips the target (this takes no action).
</div>
<<section 'Oshirokiroi' >>
Though most inhabitants of the Liavaran moon of Osoro remain confined to the few mountain peaks rising above the roiling cloud-seas of toxic gases, these perilous clouds are home to their own seldom-seen and poorly understood jungle ecosystem. The apex predators of this system are irokirois, huge serpentine creatures with long wing fins that spiral in a helical pattern along their entire bodies, from their razor-fanged tripartite maws to their tapered tails. Though most irokirois keep to the toxic gas seas, their corkscrewing flight occasionally brings them to the surface or even to the skies above to attack Osoran settlements in furious rages.
Irokirois are largely solitary creatures. Roughly twice every year, they congregate in writhing coils of up to a dozen to mate, after which each gives birth to dozens of tiny young. These offspring spiral to the bottom of the cloud seas and drill into the ground, where they feed until their wing fins develop. An irokiroi continues to grow throughout its lifespan, and one that survives long enough eventually grows into an enormous predator with the capacity to wreak great destruction; Osorans call these immense apex predators oshirokirois.
In recent years, irokiroi and oshirokiroi attacks have increased drastically, with some Osoran settlements fighting off multiple instances each month. A strong correlation exists between the rise in attacks and the growing popularity of Bhalakosti Excursion's survival safari trips into the moon's poisonous jungles, run by [[dirindi]] natives of the moon and patronized by predominantly [[vesk]] customers. Though the company's representatives have declined to comment on the situation, biologists theorize that the excursions' hunting of predators that feed on immature irokirois has led to a surge in the irokiroi population and therefore more attacks.
!! Echolocation Detection Units
The settlements of Osoro defend themselves using a high-powered scanning system that detects the frequencies associated with irokiroi echolocation. Similar, though smaller, units are available as armor upgrades.
{{Echolocation Detection Unit}}
You know how to fight through nausea. You are immune to the [[sickened]] condition. While you are [[nauseated]], you can take either a swift action and move action during your turn or two move actions. The nauseated condition still prevents you from attacking, casting spells, concentrating on spells, or doing anything else that requires attention.
You are more resistant to mental effects.
''Benefit:'' You gain a +2 bonus to Will saving throws.
<div class="statblock">
* ''Level'' 10; ''Price'' 19,250
* ''EAC Bonus'' +16; ''KAC Bonus'' +19
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –6; ''Speed'' 20 ft.
* ''Strength'' 20 (+5); ''Damage'' 1d10 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 3
* ''Capacity'' 100; ''Usage'' 4/hour
* ''Size'' Large (5-ft. reach); ''Bulk'' 32
</div>
This heavy suit of reinforced metal and polymer powered armor provides superior protection at the expense of mobility. It can mount melee weapons in its weapon slots, rather than only ranged weapons.
The target must succeed at a Fortitude save or contract [[radiation sickness]]. The DC for this disease is equal to the weapon's critical hit DC. This is considered low-level [[radiation]], regardless of the save DC.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation, disease, poison, radiation)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 10-ft.-radius spread; see text
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' no
</div>
This spell floods the area of effect with dangerous [[radiation]]. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect. Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.
<div class="table-wrapper">
| Caster Level | Radiation Level |h
| 6th or lower | Low |
| 7th–9th | Medium |
| 10th–16th | High |
| 17th or higher | Severe |
</div>
A weapon with this special property creates a wave of harmful [[radiation]] that penetrates shields and starship hulls. Living creatures on a starship struck by an irradiating weapon are subjected to the level of radiation noted in parentheses for 1d4 rounds of starship combat.
An artist skilled in making magical tattoos can design a tattoo that, when permanently applied to a computer, personal item, or technological item of light or negligible bulk, makes the chosen item capable of being hidden on your body in the form of a tattoo.
//[[Detect magic]]// and similar spells don't reveal the magical nature of the item in its tattoo form, though //[[true seeing]]// does, and with a close examination, a successful DC 18 [[Mysticism]] check reveals the tattoo is magical. A successful //[[dispel magic]]// spell targeting the tattoo causes the item to appear and fall at your feet. The item's bulk doesn't impair you while in tattoo form, and you can hide or retrieve the item as a swift action. While in tattoo form, the item can't be used or damaged.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|item tattoo | 7 | 1,560 | — |
</div>
<<tabs "[contains:tab[Items]sortby{Items!!list}]" "Magic Items" "Index Template">>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* LE Medium undead (incorporeal)
* ''Init'' +5; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Defensive Abilities'' [[incorporeal]]; ''Immunities'' [[undead immunities]]
* ''Weaknesses'' captivating memento
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], average)
* ''Melee'' touch +14 (1d6+7 C plus memory deluge [DC 13])
* ''Offensive Abilities'' memory deluge (DC 13), possess body (DC 13)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +11, [[Sense Motive]] +11, [[Stealth]] +16
* ''Languages'' Common
* ''Other Abilities'' drift attraction, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Captivating Memento ([[Su]])'' Completely obsessed with their former life, an itmi vruh becomes [[fascinated]] with any object (or reasonable facsimile) that had a special meaning to them while alive, at the GM's discretion. This fascination lasts as long as the itmi vruh can see the object or the fascination ends normally, whichever comes first, up to a maximum of 24 hours. Once the effect ends, the itmi vruh is immune to fascination by such objects for 24 hours.
''Drift Attraction ([[Su]])'' The energies that ripped the itmi vruh from their body hold a strange attraction to the creature, drawing them in like a moth to flame. If a ship exits the Drift into a solar system with an itmi vruh, the itmi vruh can fly toward the ship at incredible speeds, arriving at the ship in 2d20 hours.
''Memory Deluge ([[Su]])'' An itmi vruh is filled with longing for their old life and projects the
few memories they still retain, overwhelming many who encounter them. A creature that touches or is hit by the itmi vruh must succeed at a Will saving throw or take 1d3 Wisdom damage.
''Possess Body ([[Su]])'' Once per day as a full action, an itmi vruh can attempt to possess the body of an adjacent living creature. The targeted creature must attempt a Will saving throw or be possessed; this functions as //[[dominate person]]// (caster level = the itmi vruh's CR + its Charisma bonus). The itmi vruh does not need to know a common language to direct their victim. The itmi vruh is fully subsumed into the target's body and can perform only mental actions, but they are immune to damage until they leave (either voluntarily, when forced out by magic, or when the host falls unconscious). Leaving a possessed creature voluntarily is
a move action. A creature that successfully saves is immune to that same itmi vruh's possess body ability for 24 hours. This is a mind-affecting compulsion effect.
</div>
<<section 'Itmi Vruh Reminiscent'>>
Travel through space and the Drift is not without hazards. Even making the transition from normal space to the Drift presents a rare danger. When a Drift engine malfunctions, whether due to damage from combat, energy fluctuations, or influence from stellar phenomena, the starship can perform an incomplete jump: the starship and most of its crew arrive physically intact, but at some point in the transplanar leap, a creature's soul is left behind. Such a lost soul is known as an itmi vruh. The trauma of being ripped from their body and left adrift in space compels this spirit to crave only one thing: a return to their corporeal form. Meanwhile, crew members who make the jump unscathed often find the corpse of their companion showing no signs of injury or illness. Thanks to the nature of the Drift and the utter trauma of the severance, jumping back to the point of departure is no help, and only those most familiar with the dangers of Drift travel ever guess at what might have happened.
Doomed to wander, an itmi vruh sometimes encounters living creatures that remind the spirit of who they were during their life. In such circumstances, the undead finds themself compelled to take over the familiar creature in a futile effort to reclaim their old life. An itmi vruh's possession slowly erodes the original soul's control over of their body, eventually forcing them out completely. Many across the galaxy have heard stories describing how an itmi vruh's possession became a permanent arrangement.
Usually, though, an itmi vruh possessing another creature concludes that the body the undead now inhabits is not their own. The more similar that body and its associated life is to their own, the longer it takes the intruding spirit to realize this. Most possessions last somewhere between a few hours and a few days. While living in the new body, the itmi vruh behaves like they used to, going through the motions of eating, sleeping, and basic communication. In this fugue state, they often resemble a normal creature experiencing amnesia. Crew or family members trying to treat a loved one for amnesia can inadvertently speed up the itmi vruh's realization that they are not inhabiting their own body. One telltale sign of an itmi vruh possession is that they can become frantic when a ship is about to travel into the Drift; this is a manifestation of the trauma they suffered when they lost their original body. Whenever an itmi vruh's possession is ended, the creature flies into a furious rage, lashing out at the living.
An itmi vruh that has possessed numerous bodies can slowly grow stronger as they absorb some of the residual energy, memories, and sometimes even abilities of those they have possessed, eventually becoming a powerful itmi vruh reminiscent. These rarer undead often have a number of additional magical abilities garnered from their victims over time.
!! Itmi Vruh Template Graft
When a Drift engine malfunctions during a jump, the soul of an intelligent creature can remain behind. This untethered soul can then become an undead creature obsessed with finding its body.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Undead (incorporeal).
* ''Suggested Array:'' Combatant or spellcaster (CR 10+).
* ''Traits:''
** blindsight (life) 60 ft., darkvision 60 ft
** fly 40 ft. ([[Su]], average)
** captivating memento (see above)
** memory deluge (see above)
** possess body (see above)
** mystic spells (CR10+)
** drift attraction (see above)
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LE Medium undead (incorporeal)
* ''Init'' +5; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 140
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +9; ''Ref'' +9; ''Will'' +15
* ''Defensive Abilities'' [[incorporeal]]; ''Immunities'' [[undead immunities]]
* ''Weaknesses'' captivating memento
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], average)
* ''Melee'' touch +18 (1d10+13 C plus memory deluge [DC 19])
* ''Offensive Abilities'' memory deluge (DC 19), possess body (DC 19)
* ''Mystic Spell-Like Abilities'' (CL 10th)
** At will—//[[mindlink]]//
* ''Mystic Spells Known'' (CL 10th)
** 4th (3/day)—//[[confusion]]// (DC 22), //[[mind thrust]]// (DC 22)
** 3rd (6/day)— //[[slow]]// (DC 21), //[[suggestion]]// (DC 21), //[[synaptic pulse]]// (DC 21), //[[tongues]]//
** 2nd (at will)—//[[hold person]]// (DC 20), //[[inflict pain]]// (DC 20)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +8; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19, [[Disguise]] +19, [[Mysticism]] +24, [[Sense Motive]] +24, [[Stealth]] +19
* ''Languages'' Common
* ''Other Abilities'' drift attraction
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Captivating Memento ([[Su]])'' See [[itmi vruh]].
''Drift Attraction ([[Su]])'' See [[itmi vruh]].
''Memory Deluge ([[Su]])'' See [[itmi vruh]].
''Possess Body ([[Su]])'' See [[itmi vruh]].
</div>
Ixtangis are a species of chameleon-like people, originating from the jungle planet of Doganga in the Vast. The ixtangis' history on their beautiful, verdant planet is long and painful, and they've only recently been saved from the brink of planetary destruction, thriving in floating island-countries that dot Doganga's skies.
Ixtangis are tall and reptilian, and their default colorations are green, red, blue, or black. Their scales are actually mostly transparent; any colors that ixtangis display result from their manipulation of the liquid crystals beneath their layer of glass-like scales. They are able to change the structure of these crystals and the resultant colors at will and can even become functionally invisible to observers by mimicking the scenery behind them. They have two sets of eyes that are able to move independently from one another, granting them a wide range of vision. Their snouts taper in thick, wedge-like horns, and some ixtangis also have large, bony crests that they like to accessorize with jewelry and precious stones. Their mouths are filled with razor-sharp teeth, and their tongues are long and retractable. Ixtangis have long, flexible tails that end in a scorpion-like stinger. They rarely find themselves using this poisonous barb in modern times, but they may lash out if startled or if they have no other option.
Before the Gap, ixtangis continually fought a planet-threatening disease called the Blighted Bark. This supernatural plague resulted from the ixtangis' overuse of Doganga's natural resources. When the ixtangis' central government finally realized how far they'd pushed Doganga's ability to support the ixtangis' continued existence, it commissioned a council of powerful ixtangi spellcasters, known as gleamscales, to push back against the civilization's overuse of natural resources. Performing an extremely potent, centuries-old ritual passed down through the gleamscales' literature, the gleamscales intended to replenish the planet's resources, and—for a few years—it worked.
Little did most ixtangis know, the gleamscales' rituals made use of evil magic, taken from Abaddon by irresponsible gleamscale progenitors. The ixtangis, who thought themselves successful, rested on their laurels while the malevolent magic from the rituals interacted with the innate magical properties of Doganga's jungles. This caused the magic to conjure shadowy and sickly vegetation and animals, which then spread this plague, known as the Blighted Bark, to the surrounding regions. After a decade of the Blighted Bark taking over all of Doganga's jungles, the ixtangis were at a loss. Their efforts to repel the blight failed, and with no means of leaving the planet, they accepted their fate, resolving to die with their planet. Then the Gap happened.
On the other side of this universal amnesia, the majority of ixtangis find themselves living lush and affluent lives in country-sized floating islands. These technological "country ships" levitate hundreds of feet above Doganga's verdant jungle canopies, and are anywhere from ten to hundreds of miles across. Each of these domed countries carries the name of a nation that was once on Doganga's surface. Ixtangi scientists and historians attempt (fruitlessly) to figure out how their ancestors not only avoided destruction, but rebounded with a vengeance. The Blighted Bark is all but gone, with only a few manageable outbreaks occurring once every couple of years.
The only ixtangis left on Doganga's surface are those known as duskdwellers. These unusually pallid ixtangis live and work beneath the shadows of the island-countries hovering above. Mostly industrial workers, duskdwellers live their lives gathering resources not only for their own shadowed settlements, but for the island-countries above who depend on duskdwellers to collect water, wood, stone, and other organic resources. They're also the foremost breeders of moonlily, a psychotropic flower that blooms only in shadow. Moonlily brewers then grind this flower into a thick paste, which they distill into an alcoholic drink that intoxicates consumers and grants them euphoric visions. Duskdwellers exhibit keen survival skills, using their dinosaur beasts of burden to travel the jungles in search of resources—or better places to settle where the demands of the "highscales" above can't reach them.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Ixtangis are Medium monstrous humanoids.
* ''Barb Poison:'' If an ixtangi scores a critical hit with their racial natural weapon, their target must succeed at a Fortitude save (DC = 10 + the ixtangi's Constitution modifier + half the ixtangi's level ) or gain the [[flat-footed]] condition until the end of its next turn. This is a poison effect.
* ''Climber:'' Ixtangis have a climb speed of 20 feet.
* ''Ixtangi Senses:'' Ixtangis have [[darkvision]] with a range of 60 feet and [[low-light vision]].
* ''Liquid Crystal Display:'' An ixtangi has an innate ability to change their coloration as a standard action; this produces one of the following effects.
** //Glimmer:// The ixtangi flashes their coloration in a display that distracts onlookers. Enemies within 30 feet that can see the ixtangi must succeed at a DC Will save (DC = 10 + the ixtangi's Charisma modifier + half the ixtangi's level) or be [[fascinated]] for 1d4 rounds. A creature can be affected by this ability only once per day. This is a mind-affecting effect.
** //Stealth:// The ixtangi mimics their surroundings, becoming almost invisible. They gain a +2 racial bonus to [[Stealth]] checks to hide until the beginning of their next turn.
* ''Natural Weapons:'' Ixtangis have [[natural weapons]] that do 1d3 P damage.
* ''Unflappable Climber:'' An ixtangi is an adept climber, using their sticky paw pads, tongue, and prehensile tail to stay stuck to surfaces. An ixtangi is not [[flat-footed]] while climbing and can take 10 on [[Athletics]] checks to [[climb]] even when in combat or immediate danger.
Izalguuns are horse-sized, six-limbed creatures with a gray-green coloration and occasional mottling around their joints. Their lower arms are bulkier and elongated, allowing izalguuns to use them as a second set of legs. When traveling or enjoying the outdoors, izalguuns walk using their lower arms, making them resemble centaur-like quadrupeds, though they can just as easily stand on only their lowermost two legs. They have vertically oriented mouths with a bony chin protrusion that helps collect food and liquid runoff. They inhabit a cold world in the Vast called Izalraan, though the people of the Pact Worlds know it as Icefront.
Corporate scientists made the Pact World's first contact with izalguuns, who live as low-tech hunter-gatherers subsisting on Izalraan's limited resources. A group representing the Starfinder Society recently uncovered more about this species' past, learning that izalguuns hid a trove of lost technological wonders under their modest villages. The Starfinders also discovered that izalguuns were one of eight civilizations that once dwelt in a distant trinary star system in the Vast known as the Scoured Stars, and that they departed ages ago, before the Gap.
Izalguuns long ago distanced themselves from their advanced technology, seeking to reconnect with the natural world they'd scorned during their time in the Scoured Stars. Recognizing that they might one day need to defend themselves from creatures wielding advanced implements of war, they kept their technology buried in subterranean complexes across Izalraan. Even among izalguun, only elders and healers are permitted to venture into such places to retrieve tools and technologies when needed to ensure a prosperous existence for their people. Much of the remaining izalguun technology is medical in nature, and there are a small number of grounded but operational starships that could theoretically launch to dissuade any aggressors seeking to attack the izalguuns. The warlike [[jinsuls]] remain the greatest threat to izalguuns' independence and hidden existence, and the peaceful species dreads the seemingly inevitable day when their ancient technological weaponry must finally be unleashed in a desperate defense.
While most izalguuns live scattered about planet Izalraan's surface, izalguun tribes remain in regular contact via communication relays in their hidden starship safe houses. Izalguun tribes categorize each member's role as one of three: hunter, gatherer, or leader. Hunters prepare for and undertake hunts of Izalraan's vicious megafauna. Gatherers prepare food brought back by hunters, supplementing it with collected flora. Elders, healers, and scientists make up izalguuns' leadership caste. Healers and scientists spend most of their time aboard the grounded starships learning about izalguun history and technology, while elders provide guidance to all and maintain the coherency of their tribes.
For those rare izalguuns who reject the traditional lives of their contemporaries and wish to leave Izalraan, rudimentary shuttles are made available, though these ships are programmed to scrub all records of Izalraan's location and any information the species. Thus, the choice of leaving Izalraan is a permanent one, made in exchange for the opportunity to experience the wider galaxy.
The average izalguun is 7 feet tall and weighs around 900 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Int, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Izalguuns are Large monstrous humanoids with a space of 10 feet. Their [[reach]] depends on their posture (see below).
* ''Darkvision:'' Izalguuns have [[darkvision]] with a range of 60 feet.
* ''Posture:'' Izalguuns can walk on two limbs or four. As a move action, an izalguun can switch between a bipedal and a quadrupedal posture. When in its quadrupedal posture, an izalguun has a land speed of 40 feet and a [[reach]] of 5 feet. While in its bipedal posture, an izalguun has a land speed of 20 feet, a [[reach]] of 10 feet, and the [[multiarmed]] (4) universal creature rule.
* ''Tech Savvy:'' Izalguuns gain a +2 racial bonus to [[Computers]] and [[Engineering]] checks.
<div class="statblock">
* ''Levels'' 11-20
* Large plant
* ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 50 ft.
* ''Melee Attack'' bite (P)
* ''Ranged Attack'' adhesive spit (A)
* ''Space'' 10 ft.; Reach 10 ft.
* ''Ability Modifiers'' Con, Str
!!! SPECIAL ABILITIES
''Adhesive Spit ([[Ex]], 12th level)'' Every 1d4 rounds, an izhash can launch a tether of sticky strands as a ranged attack against EAC with a range of 60 feet. A creature hit by this attack must succeed at a Reflex saving throw (DC = 10 + half the izhash's level + the izhash's Strength modifier) or become [[entangled]] for 1 round. Creatures entangled by this ability are immobile and tethered to the izhash.
''Compression ([[Ex]])'' Your izhash can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing.
</div>
Originating in the jungles of Ukulam on Castrovel, izhashes are fearsome ambush predators with sensitive feeler tendrils.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Small humanoid
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13 (+15 with vision)
!!! DEFENSE
* ''HP'' 90; ''RP'' 4
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +7; ''Will'' +5
* ''Defensive Abilities'' adaptive fortitude, adaptive healing
!!! OFFENSIVE ABILITIES
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' venom spur +16 (1d6+10 P plus poison)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +5; ''Int'' +0; ''Wis'' –1; ''Cha'' –2
* ''Skills'' [[Athletics]] +18, [[Life Science]] +13, [[Medicine]] +13
* ''Languages'' Azlanti
* ''Other Abilities'' biotech adaptive, natural bioengineer
* ''Augmentations'' [[adaptive biochains]] ([[darkvision capacitors]], [[wide-spectrum ocular implant]]), [[dragon gland]] (15-ft. cone, 3d6 A; Reflex DC 14 half), [[gill sheath]], [[venom spur]] (DC 14)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or cluster (3–8)
!!! SPECIAL ABILITIES
''Adaptive Fortitude ([[Ex]])'' Whenever an iztheptar succeeds at a Fortitude saving throw against a disease, an environmental hazard, or a poison, it receives a +2 insight bonus to Fortitude saving throws against the same disease, environmental hazard, or poison for the next 24 hours. This bonus also applies to Constitution checks for long-term stability and can stack up to +10. If an iztheptar survives exposure to a disease, environmental hazard, or poison for 3 days, it adapts and no longer needs to attempt saving throws against that specific affliction or hazard. If an iztheptar adapts to an affliction that can be cured without magic, the affliction is cured. An iztheptar loses this benefit if it spends more than 30 days without exposure to the affliction or hazard.
''Adaptive Healing ([[Ex]])'' An iztheptar recovers quickly. The DC of [[Medicine]] checks to treat an iztheptar is 5 lower than normal. An iztheptar recovers Hit Points and ability damage at twice the normal rate and recovers from poison and disease in half the normal time. When an iztheptar regains all its Hit Points, it also regrows any lost limbs or organs associated with that Hit Point loss.
''Biotech Adaptive ([[Ex]])'' An iztheptar can install one additional [iotech augmentation into one system that already has a biotech augmentation.
''Natural Bioengineer ([[Ex]])'' An iztheptar is intuitively adept at [[Life Science]] and [[Medicine]]. It can use [[Life Science]] to craft, identify, and repair biotech.
</div>
When they were free, iztheptars lived in hives unified by telepathy. The Azlanti used various techniques combined with iztheptar adaptability to strengthen loyalty, further lower individuality, and diminish potentially subversive telepathy. Now, iztheptars contentedly serve their enslavers in roles varying from high-risk explorers to exotic pets.
These creatures have unique reproduction. If an iztheptar perishes, part of the dead creature grows into an infant with genetic material altered based on the local environment, influencing traits and personality. An infant iztheptar imprints on the first beings that care for it, a trait useful for the communal creatures that was easily exploited by the Azlanti.
Iztheptars are natural survivors adept at biotech. They use both capabilities to endure extreme environments and alter local flora and fauna to suit their needs. Azlanti send iztheptars ahead of colonists to test environments and push ecosystems in favorable directions, with little concern for the iztheptars' survival. The statistics here detail just such a tough iztheptar terraformer.
An iztheptar matures at 7 years and can live for centuries. An adult iztheptar is 3 feet tall and weighs 55 pounds.
You've learned how to handle any situation. You can use all skills untrained, and you double your [[operative's edge]] bonus when using a skill in which you have no ranks.
<div class="statblock">
* ''CR'' 5; ''XP''
* N Small magical beast (aquatic)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Resistances'' acid 5
!!! OFFENSE
* ''Speed'' 20 ft., swim 60 ft.
* ''Melee'' tentacle +13 (1d6+8 P plus [[grab]])
* ''Ranged'' caustic jet +15 (1d6+5 A & P; critical [[corrode]] 1d6)
* ''Offensive Abilities'' digesting grab
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +0; ''Int'' –3; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Athletics]] +11, [[Stealth]] +11, [[Survival]] +11
* ''Other Abilities'' [[amphibious]], hide in plain sight
!!! ECOLOGY
* ''Environment'' any land or water (Utraneus)
* ''Organization'' solitary, pair, or assault (3–12)
!!! SPECIAL ABILITIES
''Caustic Jet ([[Ex]])'' As a standard action, a jakkerant can spray a line of caustic liquid made up of seawater and digestive fluids. This attack has a range of 40 feet and the [[line]] weapon special property. Absent water, the jakkerant can use this attack only once every 6 hours. However, if in or within reach of water, the jakkerant can take a move action to ingest enough water to recharge this ability immediately.
''Digesting Grab ([[Ex]])'' Whenever a jakkerant uses its tentacle to maintain a grab, the damage changes to 2d6+8 A & P and has the [[corrode]] (1d6) critical hit effect.
''Hide in Plain Sight ([[Ex]])'' As a move action, a jakkerant that remains still can change its internal chromatophores and skin texture so that its coloration and texture matches its surroundings, allowing it to attempt to hide without cover or concealment.
</div>
Jakkerants, also known as javelin squids, are among the most dangerous and feared ambush predators of Utraneus. A jakkerant has an arrowhead-shaped mantle and head. Although its skin is normally a pale brownish color, through manipulation of chromatophores in its skin, a jakkerant can change its skin color. Aggressive jakkerants oscillate coloration in a variety of red or violet hues. Seven eyes ring the base of its head, with tentacles twice the length of its body descending from between each eye. A hard, chitinous material similar in appearance to mother-of-pearl forms a point at the creature's rear, and smaller spikes run from that tip, down between each eye and along the tentacles, ending in long, pearly spikes. Each tentacle also has a tiny lamprey-like mouth, concealed by the tentacle-spike. These orifices are used to slough meat off a target's bones and fire lethal jets of acidic water. A typical jakkerant is 3-1/2 feet long and weighs 50 pounds.
Despite their small size, jakkerants are powerful hunters and scavengers. Lone jakkerants are willing to attack creatures much larger than themselves, and groups take on multiple prey at once. Though they prefer moving in the water, jakkerants are able to breathe air and move awkwardly on land by perching themselves upright on several of their tentacles. Like other squid-like creatures, jakkerants have a simple internal chitinous pen or blade that helps the body keep its shape out of the water. Radial parts of this pen form the jakkerant's mantle spikes.
Jakkerants spend most of their life traveling alone or in pairs known as "flankers." They occasionally form larger groups to hunt bigger or more numerous prey and to mate. These groups use coloration changes to communicate.
A jammer charge can be set as an explosive with the [[Engineering]] skill (with a detonator) or thrown like a grenade. When it detonates, a jammer charge silently releases a pulse of magnetic energy that interferes with broadcasting electronics. Computers and video cameras (such as security cameras and the scanners) within a 15-foot-radius burst become nonfunctional for 30 seconds, losing both their recording and displaying capabilities. Enemies, such as security guards, typically have no way to detect the detonation itself, but may become suspicious if their video feeds are reduced to static for no apparent reason.
Any video recording, data saving, or file transferring that would happen during the 30-second duration is interrupted and canceled, but data that may have existed on the cameras or computers before the grenade was detonated still exist, and regular functions resume after the duration ends. Like a grenade, a jammer charge is consumed upon detonation.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|jammer charge | 4 | 375 | 1 |
</div>
When a weapon with this special property successfully hits a ship in an arc containing a weapon that has the [[limited fire]] special property, that weapon jams and cannot be fired on the next round. If a ship hit by a weapon with the jamming property has multiple weapons with the limited fire special property, this affects only one such weapon that is not already jammed, selected at random.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium outsider (native)
* ''Init'' +6; ''Senses'' darkvision 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 45
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +5; ''Ref'' +7; ''Will'' +3
* ''Resistances'' acid 5, cold 5, electricity 5, fire 5
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Su]], perfect)
* ''Melee'' tactical [[dueling sword]] +11 (1d6+3 S)
* ''Ranged'' tactical [[semi-auto pistol]] +10 (1d6+3 P)
* ''Spell-Like Abilities'' (CL 4th)
** 1/day—//[[ethereal jaunt]]// (for 1 hour)
** 3/day—//[[invisibility]]// (self only), //[[plane shift]]// (willing targets to Astral Plane, Material Plane, or Elemental Planes only)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +1; ''Int'' +2; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +10 (+18 to fly), [[Culture]] +15, [[Engineering]] +10, [[Mysticism]] +10, [[Sense Motive]] +15, [[Stealth]] +10
* ''Languages'' Common, 2 additional languages (usually elemental or planar); speak with animals, [[telepathy]] 100 ft.
* ''Other Abilities'' create sustenance, elemental endurance
* ''Gear'' casual [[stationwear]], tactical [[dueling sword]], tactical [[semi-auto pistol]] with 27 small-arm rounds
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or company (3–6)
!!! SPECIAL ABILITIES
''Create Sustenance ([[Su]])'' Once per day as a standard action, a janni can create enough plain but nutritious food and water to sustain 12 Medium creatures for a day in normal environmental conditions. The food disappears after 24 hours if uneaten, but the water remains.
''Elemental Endurance ([[Ex]])'' A janni can remain on an Elemental Plane for 48 hours. Each hour it remains on such a plane thereafter, it takes 1 damage that can't be reduced in any way until it returns to the Material Plane. This endurance resets after the janni remains on the Material Plane for 24 hours.
''Speak with Animals ([[Su]])'' A janni can communicate with animals and use language-dependent effects, such as [[telepathy]], on them.
</div>
With their nature split across the four elements, jann (singular janni) bear the closest resemblance to humanoids. Capable of visiting any Elemental Plane but incapable of surviving there longer than a couple of days, jann are nomadic and natural traders, ferrying goods and people among the Elemental Planes and the Material Plane. Jann magic is less potent than that of other genies, but the focus on interplanar travel allows jann to be creative in its application.
Though composed and gregarious, jann can be suspicious of others' motivations. They are prideful, like most genies, and are quick to anger if they feel insulted. Jann also have a tradition of hospitality. They rarely turn away a creature in need, especially when that need is something as simple as shelter or sustenance. However, most jann expect reciprocation for their kindness.
A janni stands about 6 feet tall and weighs around 180 pounds.
<div class="statblock">
* ''Level'' 15; ''Price'' 125,500
* ''EAC Bonus'' 18; ''KAC Bonus'' 24
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –6; ''Speed'' 20 ft.
* ''Strength'' 29 (+9); ''Damage'' 2d8 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 100; ''Usage'' 1/min
* ''Size'' Large; ''Bulk'' 43
</div>
The dwarven-built jarlslayer suit is traditionally shaped like a stocky, heavily armored dwarf with articulated hands, though other races have created sleeker, more modern-looking versions.
Headquartered at the industrial center Terraforge and operated by the giants of Pholskar, Jarltech designs imposing augmentations designed for towering humanoids. Even when Jarltech produces rare augmentations for smaller users, these devices infamously use bulky power cores designed for far larger users. As a result, a Jarltech augmentation can function as an emergency battery. Once per day as a swift action, you can drain your Jarltech augmentation to recharge the battery of a technological item you’re wielding or powered armor you’re wearing, restoring a number of charges equal to half the augmentation’s item level. The augmentation then provides no benefits until you rest for 10 minutes to regain Stamina Points. Jarltech augmentations cost 15% more than usual.
The attack emits a jet of energy that suffuses the target and extends to strike a second creature. This secondary target must be adjacent to the original target and on the opposite border or opposite corner of the target's space from you. When in doubt about whether a second creature's position compared to a target makes it subject to a jet attack, trace a line from the center of your space to the center of the second creature's space. If the line passes through opposite borders or corners of the primary target's space, then the second creature is a valid target for the jet attack. If multiple valid targets of the jet damage are present, you choose which is the secondary target. Roll the amount of damage listed in the weapon's jet: the secondary target takes this damage (not multiplied by the critical hit) of whatever energy damage type the weapon deals.
You can boost your charge attacks with jets to move farther.
''Prerequisites:'' [[Piloting]] 3 ranks.
''Benefit:'' You can activate a [[jetpack]] or [[jump jets]] armor upgrade (or similar equipment) as part of a charge action. If you do, you can move up to three times the fly speed normally granted by that equipment.
You are swift of foot and can make enormous leaps.
''Benefit:'' When [[running|Run]], you move six times your land speed.
Whenever you jump, double the height and distance you can jump. While running, you don't gain the [[flat-footed]] condition.
''Normal:'' You move four times your land speed and gain the flat-footed condition while running
At the start of the round, you can spend 1 Resolve Point to assist your crew with exceptional speed. If you succeed at the starship combat check to perform a chief mate action this round, you can perform a second chief mate action that requires an [[Acrobatics]] or [[Athletics]] check this round with a –2 penalty to that action's check.
You gain a fly speed of 30 feet (average maneuverability). You can use this for "cruising flight" at a usage of only 1 charge per minute, but you are [[flat-footed]] and [[off-target]] while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can't lift you if you're [[encumbered]].
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|jetpack | 5 | 3,100 | 1 | light, heavy | 1 | 40 | 2/round |
</div>
!! Couture
Couture jewelry is often produced in extremely limited runs, and the most expensive pieces are one-of-a-kind creations for wealthy clients. Wearing couture jewelry grants a +1 circumstance bonus on Charisma-based checks to influence creatures who are aware of the value of the items, as determined by the GM. If you are also wearing couture clothing, the bonuses stack. The price given is for one piece of jewelry. Bonuses from wearing more than one piece of jewelry do not stack.
!! Designer
Jewelry pieces are personal adornments often made of real (or synthetic) precious metals and stones. Common pieces include necklaces, piercings, hair decorations, rings, and bracelets. Among some species, other adornments like scale, horn, or ridge piercings are popular. Designer jewelry is associated with a specific designer. The price given is for one piece of jewelry.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|jewelry, couture | 7 | 500 | — |
|jewelry, designer | 3 | 50 | — |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* Elebrian jiang-shi operative
* LE Medium undead
* ''Init'' +6; ''Senses'' [[blindsight]] (breath) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +5, ''Ref'' +8, ''Will'' +9
* ''Defensive Abilities'' [[evasion]], [[fast healing]] 5, prayer scroll; ''DR'' 10/magic; ''Immunities'' effects from [[spell gems]], [[undead immunities]]; ''Resistances'' cold 10
* ''Weaknesses'' jiang-shi weaknesses
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +12 (1d6+8 P) or claw +14 (1d6+8 S plus [[grab]])
* ''Ranged'' advanced [[shirren-eye rifle]] +14 (2d10+6 P) or corona [[laser pistol]] +14 (2d4+6 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' [[debilitating trick]], deft claws, drain chi, [[trick attack]] +3d8
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' —; ''Int'' +3; ''Wis'' +3; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +19, [[Bluff]] +19, [[Disguise]] +19, [[Engineering]] +14, [[Stealth]] +14
* ''Languages'' Common, Eoxian
* ''Other Abilities'' hopping gait, operative exploits ([[debilitating sniper]], [[master of disguise|Master of Disguise (exploit)]] [2/day, 60 minutes or 6 minutes, DC 16]), specialization ([[spy]]), [[unliving]]
* ''Gear'' [[freebooter armor]] II, advanced [[shirren-eye rifle]] with 25 sniper rounds, corona [[laser pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or cabal (2–8)
!!! SPECIAL ABILITIES
''Blindsight ([[Ex]])'' A jiang-shi can sense the breathing of living creatures. A creature that holds its breath or doesn't need to breathe cannot be perceived by a jiang-shi's blindsight.
''Deft Claws ([[Ex]])'' A jiang-shi's claw attack has the [[grab]] ability and the [[operative]] weapon special property.
''Drain Chi ([[Su]])'' When a jiang-shi succeeds at a grapple combat maneuver, it can drain "chi," or life energy, by drinking its victim's breath. A victim must succeed at DC 16 Fortitude save or gain 1 negative level and be [[staggered]] for 1d4 rounds.
''Hopping Gait ([[Ex]])'' A jiang-shi moves by hopping, and its land speed is reduced by 10 feet from its base creature's speed (this adjustment is already included in the statistics above). A jiang-shi ignores difficult terrain and can't be tripped. Other speeds (such as fly and swim speeds) are unaffected by this ability.
''Jiang-Shi Weaknesses ([[Ex]])'' A jiang-shi is held at bay by cooked rice, mirrors, or ringing a handbell. It must stay at least 5 feet away from the object of its revulsion and cannot touch or make melee attacks against a creature brandishing such an object. Holding a jiang-shi at bay is a standard action. After being held at bay for 1 round, a jiang-shi can attempt a DC 20
* Will save at the beginning of its turn to act normally.
''Prayer Scroll ([[Su]])'' The holographic prayer scroll at a jiang-shi's brow grants immunity to any effects from [[spell gems]] or other items that store spells, as if the jiang-shi had unbeatable [[spell resistance]]. It also grants the jiang-shi [[fast healing]] 5 and prevents the jiang-shi from being destroyed. When reduced to 0 Hit Points, a jiang-shi crumbles to dust, but it re-forms in 1 minute with 1 Hit Point in the nearest unoccupied space. Scattering the dust or mixing rice into the dust with a dose of vinegar before the jiang-shi reforms destroys it permanently.
</div>
Jiang-shis (often called "hopping vampires") are grotesque undead creatures that drink the breath of the living to feed on their life energy, or "chi." A creature can become a jiang-shi when its spirit does not depart when the creature dies, instead remaining within the rotting corpse. Eventually, the decomposing body reanimates and the newly risen jiang-shi goes in search of living creatures to feed upon.
A jiang-shi's appearance depends on both the circumstances of the creature's death and the state of its corpse at the time of its reanimation. A jiang-shi that fell to its death on a warm, wet world would likely have twisted or broken limbs and be in a state of advanced putrefaction, while one who was killed by laser fire on an airless asteroid in the void of space might exhibit laser burns but manifest no signs of decomposition at all. Regardless of the state of decay, most jiang-shis wear clothing or gear that is out of style, if not completely outdated, due to the fact that it can take decades—or even centuries—before a jiang-shi rises from the dead.
All jiang-shis display a prayer scroll in front of their faces. In ancient, pre-Gap days, these prayer scrolls were handwritten on parchment and affixed to the corpse's brow with stitches or staples in order to protect the deceased from the ravages of restless spirits. In modern times, holographic prayer scrolls projected in front of a jiang-shi's forehead have typically replaced the parchment scrolls and protect the jiang-shi's body from both physical and magical harm. If a jiang-shi's prayer scroll is ever stolen or destroyed, it loses the defensive benefits granted by the scroll, but the jiang-shi may replace it with a handwritten scroll. This requires a strip of paper or cloth, a writing implement, and 10 minutes of uninterrupted work. Alternatively, a jiang-shi can recreate a holographic prayer scroll by crafting a hybrid
holoskin to project the scroll. This requires at least 2 ranks in both the [[Engineering]] and
[[Mysticism]] skills and UPBs worth 500 credits.
Because most jiang-shis become undead only after their corpses have undergone some measure of decomposition, their bodies often display signs of rigor mortis. The rigid inflexibility of a jiang-shi's muscle tissue makes the creature's movements especially stiff, and causes the distinctive bouncing gait which gives jiang-shis their colloquial name of hopping vampires. Nevertheless, jiang-shis can be surprisingly nimble in rough terrain, and the stiffness of their joints has little adverse effect in zero gravity.
Jiang-shis are horrified by their own reflections, and the sound of a handbell or the call of a rooster fills them with terror. Cooked rice, which reminds jiang-shis that they are dead and can no longer eat normal food, shames them. Curiously, uncooked rice and other types of grain (cooked or not) don't affect jiang-shis at all, though rice mixed with vinegar and the dust of a destroyed jiang-shi prevents that vampire from returning to unlife.
Although they normally try to avoid daylight, jiang-shis suffer no detrimental effects from sunlight and can move around during the day unharmed. Nevertheless, most jiang-shis prefer to operate at night or in darkness, when their more obvious physical traits are not as noticeable to the living among whom they mingle. On the other hand, a glowing holographic prayer scroll can be difficult to conceal in the darkness.
Jiang-shis tend to lead solitary existences, but they are not averse to working with other undead creatures, especially if those undead feed on the flesh of the living, leaving the victim's chi for the jiang-shi to drain. However, jiang-shis are known to be jealous of blood-sucking vampires because of their ability to create their own undead spawn. As a result, most hopping vampires refuse to cooperate with their bloodsucking rivals, even if they might profit from such an arrangement.
In the Pact Worlds, jiang-shis are most associated with the dead world of Eox, though the hopping vampires can be found anywhere there are living, breathing creatures to feed upon. Some jiang-shis serve as officers in the exiled Corpse Fleet as well, working just as tirelessly as their other undead comrades-in-arms for Eoxian supremacy and independence. At least one of the Golden League's powerful families is said to be led by an ancient jiang-shi matriarch who was alive on pre-Gap Golarion, and inhabitants of Absalom Station's "Downside" swear that a cabal of seven jiang-shis has inhabited an abandoned level of the Spike since at least the end of the Gap. Each member of the cabal supposedly "specializes" in drinking the breath of just one species, and refuses to feed on the chi of a different race.
!! Jiang-Shi Template Graft
When a restless spirit does not leave its corpse at the time of death and instead festers and putrefies within its decomposing mortal shell, it can eventually rise as an undead [[jiang-shi]] vampire.
* ''CR:'' 5+
* ''Required Creature Type:'' undead
* ''Suggested Array:'' any
* ''Traits:''
** [[blindsight]] (breath) 60 ft.
** [[DR]] 10/magic; cold [[resistance]] 10
* ''Abilities:''
** deft claws (see above)
** drain chi (see above)
** hopping gait (see above)
** prayer scroll (see above)
** jiang-shi weaknesses (see above)
* ''Suggested Ability Score Modifiers:'' Dexterity, Wisdom
<<section 'Jinsul Warrior' >>
<<section 'Jinsul Base Commander' >>
Jinsuls are chitinous, six-legged creatures with a set of robust forelimbs and three rows of hooked pincers. Their bulbous bodies are covered with dozens of eyes, giving jinsuls a 360-degree field of vision. Originally inhabitants of the trinary star system in the Vast known to the Pact Worlds as the Scoured Stars, jinsuls built large and complex temples to honor their protector deity, Kadrical, who raised a mystical golden forcefield called the Godshield around the entire system.
When the Godshield later vanished, jinsuls (as well as a number of other species) left the Scoured Stars en masse, settling in a harsh region of space in the Vast. Collectively known as the Jinsul Hierocracy, the jinsuls tested their resolve against hostile alien life forms and vicious natural phenomena, becoming bloodthirsty killers. As part of a grueling coming-of-age ritual, jinsuls began performing cybernetic augmentations—implanting razor-sharp sabers into their first set of forelimbs—with no anesthesia or pain management.
During their self-imposed exile, jinsuls largely freed themselves from their fanatical allegiance to Kadrical. However, in recent years, the appearance of one of the god's divine heralds, Dhurus, once again brought the jinsuls into unified worship of their former protector. In return for their unwavering devotion, Dhurus granted special abilities to the most powerful of the jinsuls to aid in their hostile conquests.
A capable, efficient species, jinsuls have developed ships, starbases, and space stations that run on automated systems and cadres of specialized robots, allowing for minimal staffing even in large, complex structures. Such skeleton crews are often led by base commanders, who serve as both religious and tactical leaders. A broader focus on multipurpose technology allows for rapid and efficient deployment of troops. This is best exemplified in the delivery ducts of their starships, which can either quickly deposit troops onto planetary surfaces or deploy them into breached enemy starships in swift boarding actions.
The average jinsul is 7 feet tall and weighs 300 pounds or more.
!! Vandal Rocket Launchers
Jinsul assault ships are often outfitted with vandal rocket launchers. A vandal rocket that manages to breach a ship's shields bursts into animated demolition drones that set to work taking the ship apart, piece by piece. Survivors of an encounter with jinsuls sold inactive vandal rocket drones to several Pact Worlds manufacturers who reverse-engineered the technology, making them available to the wider galaxy. These weapons have the [[vandal drones]] special property.
<<section 'Vandal Drones' head:'h3' >>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* Jinsul technomancer
* CE Medium monstrous humanoid
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 60
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +4; ''Ref'' +6; ''Will'' +10; +4 vs. fear
* ''Defensive Abilities'' [[unflankable]], unshakable belief
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +9 (1d4+5 P) or leg blade +9 (1d6+5 S; critical [[bleed]] 1d8)
* ''Ranged'' frostbite-class [[zero pistol]] +11 (1d6+5 C; critical [[stagger]] [DC 15])
* ''Technomancer Spells Known'' (CL 5th; melee + 9, ranged +11)
** 2nd (3/day)—//[[logic bomb]]// (DC 17), //[[spider climb]]//
** 1st (6/day)—//[[comprehend languages]]// (DC 16), //[[jolting surge]]//, //[[magic missile]]//
** 0 (at will)—//[[energy ray]]//, //[[psychokinetic hand]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +0; ''Int'' +5; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +16, [[Computers]] +16, [[Intimidate]] +11, [[Mysticism]] +11
* ''Languages'' Jinsul
* ''Other Abilities'' magic hacks ([[empowered weapon]]), powerful leap, [[spell cache]] (siccatite pincer)
* ''Gear'' [[estex suit]] II, frostbite-class [[zero pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Powerful Leap ([[Ex]])'' When attempting an [[Athletics]] checks to jump, a jinsul is always considered to have taken a running start.
''Unshakable Belief ([[Ex]])'' Whenever a jinsul base commander is the target of a [[trick attack]], it can attempt a [[Bluff]] or [[Sense Motive]] check in response. If the jinsul base commander's result equals or exceeds that of the trick attack skill check, the trick attack is unsuccessful. If the jinsul's check exceeds the trick attack check by 5 or more, the creature performing the trick attack gains the [[off-target]] condition until the end of their next turn.
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* CE Medium monstrous humanoid
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +5; ''Will'' +3; +4 vs. fear
* ''Defensive Abilities'' [[unflankable]]
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +6 (1d4+3 P) or leg blade +6 (1d6+3 S; critical [[bleed]] 1d6)
* ''Ranged'' tactical [[arc emitter]] +9 (1d4+1 E)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' +0; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Athletics]] +10, [[Piloting]] +5, [[Survival]] +5
* ''Languages'' Jinsul
* ''Other Abilities'' powerful leap
* ''Gear'' [[freebooter armor]] I, tactical [[arc emitter]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or assault (3+)
!!! SPECIAL ABILITIES
''Powerful Leap ([[Ex]])'' When attempting an [[Athletics]] checks to jump, a jinsul is always considered to have taken a running start.
</div>
You have learned to tweak the luck of not just your allies, but your enemies as well. By changing an enemy’s fate at a critical moment, you can deny them a moment of victory.
''Prerequisites:'' Worlanisi gamble racial trait or [[gambler's risk]] species graft, character level 9th.
''Benefit:'' Once per day as a reaction, when an enemy within 15 feet rolls an attack roll, saving throw, or skill check you can force them to roll twice and take the worst result.
A weapon with the //jinxing// weapon fusion gains the jinx critical hit effect. A target affected by the jinx critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or roll all attack rolls, saving throws, and skill checks twice and use the lower result. This effect lasts until the end of the target's next turn. If the weapon already has a critical hit effect, you can choose to apply either the weapon's normal critical hit effect or the jinx effect when you score a critical hit.
You join a ritual that has already started. You must take this action at the beginning of a ritual round, and you can take another ritual action this round.
<div class="statblock">
* <<levels>>
* ''School'' evocation (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You touch a target with a device you're holding that uses electricity, requiring a melee attack against the target's EAC. Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll. Either way, if your attack hits, the electrical device surges out of control, dealing 4d6 electricity damage to your target.
Casting this spell doesn't provoke attacks of opportunity.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Medium plant
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +5; ''Will'' +1
* ''Immunities'' [[plant immunities]]; ''Resistances'' electricity 10
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 20 ft., climb 10 ft.
* ''Melee'' tendril +5 (1d6+3 B)
* ''Ranged'' electric jolt +8 (1d4+1 E)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +5 (+13 to climb), [[Stealth]] +10 (+20 in dense vegetation)
* ''Other Abilities'' vine camouflage
!!! ECOLOGY
* ''Environment'' any land (Weydana-4)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Electric Jolt ([[Ex]])'' As a ranged attack, a joltvine can discharge a ray of electricity that has a range increment of 20 feet.
''Vine Camouflage ([[Ex]])'' The joltvine closes its flowers as a standard action, during which it blends in with other leafy plant life and appears to be a patch of ordinary vegetation. This camouflage provides the joltvine a +10 bonus to [[Stealth]] checks while in dense vegetation, and it allows a joltvine to attempt a Stealth check even when lacking cover or concealment. Once a creature succeeds at a [[Perception]] check to realize a joltvine is more than it appears, the joltvine loses the benefit of vine camouflage against that creature until the creature can no longer see it.
</div>
Across Weydana-4, white trumpet vines are fast-growing creeping vines that have overrun several temperate regions. Brought in as decorative plants by settlers from the Marixah Republic who didn't realize how seriously they would impact the local ecosystem, white trumpet vines have outlived their humanoid tenders and spread rampantly for over a century. They smother native plants. Their distinctive white trumpet-shaped flowers draw pollinators, and their broad leaves shade other plants from vital sunlight.
However, powerful lightning storms can funnel an overwhelming amount of electricity into a white trumpet vine (such as from a bolt of lightning), and the plant's cells become infused with the energy, transforming the mundane vines into the much more dangerous joltvines. Joltvines gain a modicum of sentience from the transformation.
Joltvines uproot themselves from the white trumpet vines clustered around them and, by means of electrical transmission in their cells, writhe slowly but determinedly along surfaces, following a rudimentary instinct to seek out other sources of electricity. When a joltvine detects faint electric signals in living beings—or powerful electric signals in technological equipment—it attacks the source with its own darts of electricity. If it suspects prey might happen by, it prepares and ambush by hiding among mundane vegetation by closing up its distinctive white flowers.
New joltvines seek to spread their genetic material; fortunately, joltvines produce only more white trumpet vines, not more joltvines. Joltvines thus tend to be solitary creatures once they've left the patch where they were created.
A //joyful thought serum// is synthesized from the famous sensestone of Veyvilla-6. It manifests as a rosy purple brew bubbling with great effervescence. Upon imbibing the serum, a momentary, overwhelming joy encompasses your mind; you can attempt a new saving throw against any mind-affecting effects that are currently affecting you. Succeed or fail, you gain a +4 enhancement bonus to saving throws against mind-affecting effects for 10 minutes afterward as your mind focuses on happier thoughts.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//joyful thought serum// | 7 | 870 | — |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* CN Huge animal
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +13; ''Ref'' +13; ''Will'' +8
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +21 (2d10+15 P plus [[swallow whole]])
* ''Offensive Abilities'' double bite, [[swallow whole]] (2d10+15 A, EAC 22, KAC 20, 36 HP), [[trample]] (2d10+15 B, DC 16)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +3; ''Con'' +4; ''Int'' –5; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +22, [[Survival]] +17
!!! ECOLOGY
* ''Environment'' any temperate (former kishalee worlds)
* ''Organization'' solitary, pair, or herd (3–8)
!!! SPECIAL ABILITIES
''Double Bite ([[Ex]])'' If a jubsnuth misses with its bite attack, it can make another bite attack with its other mouth as a move action, though it takes a –4 penalty to this attack roll.
</div>
During the height of their influence, the [[kishalee]] colonized many worlds, bringing with them a versatile stock animal: the docile jubsnuth. When the kishalee civilization fell, these once-domesticated creatures were eventually left to fend for themselves on a variety of worlds and environments. For many herds, this was tantamount to a death sentence, but others survived long enough to evolve into ravaging predators. Though many evolved varieties of jubsnuth now exist on various worlds out in the Vast, they share surprisingly similar traits. Jubsnuths are extremely brutal, carnivorous, dim witted, and territorial.
A jubsnuth is a large, bulbous creature with a pair of mouths, one at the top of its mass and another lower on the body. It moves about on two muscular legs, and a hefty tail serves as a counterbalance for its weight. It uses a mass of jointed appendages lining its underbelly to gather up food. A jubsnuth's coloration depends on the nature of the world on which it evolved. Many are shades of green to aid in camouflage on planets with foliage of such coloration, though the creature's size generally makes attempts at stealth useless.
!! Jubsnuth Variants
Thanks to the breadth of worlds on which the kishalee settled and the vagaries of evolution, several variants of the jubsnuth have yet to be discovered by Pact Worlds explorers. Except for the changes listed, these variants use the same statistics as the jubsnuth presented above, but they can be used to create a jubsnuth of any CR. Even more jubsnuth variants may yet exist on uncharted planets.
''Ambush Jubsnuth:'' These Large jubsnuths lack the [[swallow whole]] and [[trample]] abilities, and they gain the [[see in darkness]] and [[tracking]] (scent) special abilities and have [[Stealth]] as a master skill.
''Aquatic Jubsnuth:'' The legs of these creatures are longer and end in large fins. They have the [[amphibious]] and [[water breathing]] special abilities, and while their land speeds drop to 10 feet, they gain a 40-foot swim speed.
''Flying Jubsnuth:'' These Large jubsnuths have leathery wings instead of legs, giving them an extraordinary fly speed of 30 feet with average maneuverability but reducing their land speed to 10 feet.
Jububnans resemble human-sized toads that stand on a single stout leg. Their coloration varies widely, often with neon splashes and splotches of darker colors. They maneuver by deftly hopping at the speed at which many humanoids walk, and they rarely remain motionless, instead preferring to gently sway when they must stay in a single spot for prolonged periods. Jububnans can inhale deeply, expanding their bodies to almost three times their normal size. Most jububnans stand between 5 and 6 feet tall and weigh about 200 pounds, though puffed jububnans can be as tall as 10 feet.
The jububnan homeworld, if it still exists, remains a mystery to the broader galaxy. Though many jububnans have visited both the Pact Worlds and Veskarium, none have been known to disclose details about a homeworld. When directly confronted about their history, most simply state that their ancestors were starfaring wanderers. Since jububnans live only an average of 60 years, they've had several generations since the end of the Gap, and it's widely believed that the truth of their origin is shrouded by that mysterious lost age. Today, jububnans travel as solitary wanderers, rarely meeting others of their kind. Luckily for their species, a jububnan can reproduce via parthenogenesis, allowing them to spawn dozens of eggs several times during their lifespan. During the periods leading up to their egg-laying, a jububnan remains in its larger puffed-up state for weeks; scientists believe that this is to properly gestate the necessary egg clutches, as well as a remnant behavior from less sapient times, when jububnans likely intimidated would-be predators with their increased size.
Many followers of Weydan believe jububnans to be a species blessed by The Endless Horizon, seeing the species' innate pluck and ability to persevere in solitary wandering as exemplars of their deity. For their part, jububnans as a whole don't share any particular affinity to Weydan, and in fact, display an exceptionally wide variety of deific and philosophical allegiances. Since most jububnans have no societal cohesion, the beliefs and moral outlooks of these toad-like beings are more varied than those of many species. Likely as a result of their nomadic lifestyles, jububnans often veer away from exceptionally lawful institutions, though those who grow up under the dominion of larger civilizations tend to embrace order and authority.
Thanks to jububnans' ability to reproduce rapidly, their normally solitary species can sometimes form tight-knit familial communities. Some pirate outfits in Near Space and the Vast consist of jububnan outlaws who bred multiple generations of offspring with the sole goal of staffing starships and creating a larger enterprise with trusted family allies. In other cases, jububnan explorers who come across sites of extreme value or danger may birth a new generational line whose existence is based on protecting such locations from outside interference. However, even when these larger groups of jububnans—known as tangles—form, the elders commonly encourage some of their offspring to depart and travel the galaxy, spreading their species throughout the reaches of space. As a result, members of jububnan tangles can often be found across several different planets, watching over specific sites of interest.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Con, –2 Str
* ''Hit Points:'' 6
* ''Size and Type:'' Jububnans are Medium monstrous humanoids.
* ''Darkvision:'' Jububnans have [[darkvision]] with a range of 60 feet.
* ''Astonishing Balance:'' A jububnan can move 10 feet instead of 5 when taking a [[crawl]] action. A jububnan also gains a +4 racial bonus to AC against [[bull rush]] and [[trip|Trip (combat maneuver)]] combat maneuvers.
* ''Jububnan Movement:'' Jububnans have a land speed of 30 feet and a swim speed of 30 feet.
* ''Puff Up:'' As a move action, a jububnan can increase to Large size and gain a reach of 10 feet. If the physical space the jububnan is in can't accommodate their new size, the ability fails. The jububnan can maintain this size for up to 10 minutes before they must revert to their normal size; this does not take an action. The jububnan can't use this ability again until they take a 10-minute rest to regain Stamina Points.
* ''Wanderer's Pluck:'' Jububnans have tenacious spirits that allow them to thrive while alone. When an effect allows a jububnan to reroll an attack roll, saving throw, or skill check, they gain a +2 racial bonus to that reroll.
<div class="statblock">
* Colossal mech (combat)
* ''Base HP'' 10; ''HP Advancement'' 10; ''Hardness'' 2
* ''EAC'' +1; ''KAC'' +2; ''Fort'' +1; ''Ref'' +1
* ''Speed'' 40 ft.; ''Strength'' +5
* ''Frame Slots'' 4; ''Aux Slots'' 4
* ''Operators'' 2–6
* ''Cost'' 4 × tier
</div>
Your armor greatly increases your momentum when you rush forward. When you move at least 20 feet toward the target before attempting a bull rush combat maneuver, you gain a +2 circumstance bonus to the check, and if the attack hits, you can move the target an additional 5 feet. Your armor also grants you a +4 bonus to Strength checks to break down doors and other barriers if you move at least 10 feet toward the barrier before attempting the check.
This upgrade can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|juggernaut boosters | 3 | 1,200 | 1 | heavy, powered | 1 |
</div>
As part of a move action, you can use Athletics to horizontally or vertically jump a distance no greater than your remaining amount of movement. If you take a 10-foot running start just prior to the jump attempt, the DC is equal to the number of feet you are attempting to jump horizontally, or four times the number of feet you are attempting to jump vertically. If you do not take a running start, the DC of the check doubles. The DC is modified by the same environmental circumstances that apply to Acrobatics checks to balance (see [[Acrobatics]]). If you fail the check, you fall. If you fail by 5 or more, you fall [[prone]] even if you don't take any damage from the fall. Creatures with a land speed of 35 feet or more gain a +4 bonus to Athletics checks to jump. This bonus increases by 4 for every 10 by which a creature's land speed exceeds 40 feet. You can't take 20 on Athletics checks to jump.
You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can't lift you if you're [[encumbered]].
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|jump jets | 2 | 1,000 | 1 | light, heavy | L | 20 | 2/action |
</div>
Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.
These neurological expansions were discovered by phentomite scientists studying their species' brain anatomy in an attempt to increase success during complex and dangerous bridging operations. The additional lobes help to instill an instinctive grasp of the complex physics of low- and zero-gravity environments, and come with an instinctive knowledge of some of the hazards of space. You gain a +1 insight bonus to [[Athletics]] checks to [[jump]] and to [[Physical Science]] checks, and you can attempt Physical Science checks to [[recall knowledge]] even if untrained.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|jump lobes | 4 | 2,100 | brain |
</div>
<div class="statblock">
* ''Level'' 5; ''Price'' 2,100
* Medium air vehicle (5 ft. wide, 5 ft. long, 3 ftt. high)
* ''Speed'' 20 ft., full 500 ft., 55 mph (fly)
* ''EAC'' 14; ''KAC'' 15; ''Cover'' none
* ''HP'' 24 (12); ''Hardness'' 5
* ''Attack (Collision)'' 4d4 B (DC 13)
* ''Modifiers'' +0 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' crash protocols
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Crash Protocols ([[Ex]])'' A jumpcycle has retrorockets to slow down a descent before a crash. When descending to the ground (or a similarly large surface, like a floating city) at greater than 60 feet per round, these mechanisms automatically activate and slow the jumpcycle to 60 feet per round, preventing a crash landing. The crash protocols function even when the jumpcycle is uncontrolled or out of power, unless they’re specifically overridden or deactivated.
''Limited Power ([[Ex]])'' Supremely energy-intensive, a jumpcycle can operate for only an hour before its antigrav plates power down and require 8 hours of recharging.
</div>
A jumpcycle resembles an [[enercycle]] with antigrav plates instead of wheels. Daredevils sometimes ride jumpcycles off a building or out of a larger airship, racing to the ground as fast as possible.
<div class="statblock">
* <<levels>>
* ''School'' conjuration ([[creation]])
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' at least 1 bulk of inert electronic equipment; see text
* ''Duration'' 24 hours (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into a suit of light armor, or use it to upgrade a suit of light armor to heavy armor. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity. You can cause the armor to be created on yourself or an adjacent willing or unconscious ally. Light or heavy armor you create requires proficiency to use without penalties as normal. If you use this spell to create light armor, the armor has an EAC bonus equal to your caster level, a KAC bonus equal to your caster level + 2, and a maximum Dex bonus equal to 1 + one-quarter your caster level. Using junk armor to temporarily turn light armor into heavy armor increases the armor's EAC bonus by 1 and its KAC bonus by 2, reduces its maximum Dexterity bonus by 3, and worsens its armor check penalty by 2.
You can spend one or more Resolve Points when you cast //[[junk armor]]// or //[[junksword]]//. For each Resolve Point spent, you cause one willing creature you touch while casting the spell to also gain the effects of that spell for 1 hour. Each junk armament created with the spell requires its own supply of junk to transform. The creature uses your technomancer level to calculate the spell's effects, though the creature's junk armament does not gain any additional abilities granted by your class abilities (such as the additional armor upgrade slot granted by [[junk technomancy]]). For //junk armor//, you can choose for each target whether to create light armor or temporarily turn the target's light armor into heavy armor. For //[[junksword]]//, each weapon you create has identical statistics, such as which special properties it has and whether it is [[analog]] or [[powered]].
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Target'' at least 1 bulk of inert electronic equipment; see text
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none;
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into a barricade that provides cover. You must target inert, nonworking electronic equipment of at least 1 bulk.
The junk you target stacks and reinforces itself to form a low wall along one edge of your square. The barricade grants cover against attacks with a line of effect that pass through it. The barricade has hardness and Hit Points as a piece of equipment with an item level equal to your caster level.
You can target 1 additional bulk of inert electronic equipment for every 4 caster levels you have beyond 4th, extending the barricade across an equal number of adjacent squares. Alternatively, for each additional bulk you can target, you can increase the bonuses to AC and Reflex saves provided by one square of the barricade by 1 (to a maximum of improved cover—+8 bonus to AC and +4 bonus to Reflex saves).
Scavengers get pretty paranoid, especially when they fight amongst themselves for scraps. Junk camouflage consists of easy-to-apply covers for armor, weapons, and other equipment; when attached to an item, that item appears shoddy and well-used (but its performance is not affected). You can quickly remove junk camouflage to sell or trade the item beneath.
One set of junk camouflage can cover 2 bulk worth of items; multiple sets can be combined to cover items of more bulk. It takes 1 minute to apply one set of junk camouflage to a single item but only 1 full action to
remove it. An item concealed by junk camouflage always appears to be a 1st-level item worth no more than 50 credits. A character who succeeds at a DC 20 [[Perception]] check while looking at the item can tell its true value is being hidden. A person who handles the item and succeeds at a DC 15 [[Engineering]] skill check identifies the junk camouflage for what it is.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|junk camouflage | 1 | 50 | 1 |
</div>
A chain, cable, or other cord connects the long handle of this weapon to a perforated or grated container that is filled with exceptionally volatile compounds. Few are foolish enough to use such a weapon, so there's been little advancement on its design, but many space goblins use junk censers with reckless and even gleeful abandon. While it is most often wielded in melee, the junk censer can also be thrown at an enemy. Like many cobbled-together weapons, a junk censer is unstable; on an attack roll of a natural 1, it deals its regular damage to the user and gains the broken condition.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|junk censer | 1 | 125 | 1d6 B & F | [[burn]] 1d4 | L |[[analog]], [[fueled]] (capacity 20, usage 4), [[thrown]] (10 ft.) |
</div>
Fashioned from half-completed motors, rusting servos, and other bits of garbage, this flying robot isn't sold in shops or on traditional infosphere sites. Scavengers craft or trade for these drones amongst themselves. Most people prefer commonly manufactured drones, but a junk drone can suffice when credits are tight.
A junk drone is a Small remote drone designed to help sort through rubbish. It acts as the stealth drone of a 1st-level mechanic, except it has the [[climbing claws]] and [[manipulator arms]] mods instead of the stealth drone's normal initial mods. When activated, you control it as if you were a 1st-level mechanic, using its remote control or a computer with an added control module. It cannot make attacks, and has no weapon mounts, no feats, and no ability to add drone mods. An activated junk drone can move its speed and use its manipulator arms to perform simple tasks (such as opening a door, typing on a keypad, or picking up an object of no greater than 5 bulk). It can't speak, nor does it understand speech. When in an area that contains a lot of garbage (such as a junkyard), a junk drone gains a +4 circumstance bonus to its [[Stealth]] checks.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|junk drone | 3 | 1,200 | 1 |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large construct (magical, technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +4; ''Ref'' +4; ''Will'' +1
* ''DR'' 5/adamantine; ''Immunities'' [[construct immunities]], magic
!!! OFFENSE
* ''Speed'' 25 ft.
* ''Melee'' slam +10 (1d8+9 B; critical [[knockdown]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' berserk
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Other Abilities'' death crumple, [[mindless]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Berserk ([[Ex]])'' When a junk golem begins its turn with half its HP or fewer, it must attempt a DC 11 Will save. On a failure, it goes berserk, using its actions to move and attack or make a full attack. If it can't reach a creature, it attacks objects. The golem attempts a DC 11 Will saving throw at the end of each of its turns to end the berserk state. If the golem's creator communicates with it to calm it and succeeds at a DC 10 Charisma check, the golem gains a +2 circumstance bonus to this save.
''Death Crumple ([[Ex]])'' When a junk golem is reduced to 0 Hit Points, it collapses in a landslide of debris. All Medium or smaller creatures adjacent to the junk golem take 1d8+9 bludgeoning damage (Reflex DC 13 half).
''Junk Repair ([[Ex]])'' Once a day, the golem can take a standard action to pick up 1 bulk of inert electronic equipment and add it to its body, restoring 1d10 HP.
''Magic Immunity (Ex)'' A junk golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically targets constructs. In addition, certain spells and effects function differently against the golem, as follows.
@@.special
* Magical effects that deal acid damage slow (as the //[[slow]]// spell) the junk golem for 3 rounds (no save).
* If targeted by a spell with a Target entry of "at least 1 bulk of inert electronic equipment," the golem becomes [[confused]] for 1d4 rounds. It attempts a Fortitude save (against the spell's DC) at the end of each of its turns to end this condition.
@@
</div>
Junk golems are constructed using random metal and electronic scrap found in junkyards, such as rusted pieces of vehicles, broken vidscreens, and discarded food tins. They're favored by certain tribes of space goblins, who find their ingenuity in building these hulking constructs matched only by their prudence in making a hasty retreat when the golem inevitably goes berserk.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' at least 1 bulk of inert electronic equipment; see text
* ''Duration'' 1 round/2 levels (D)
* ''Saving Throw'' Reflex negates; see text
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into fetters and shackles that restrain a creature within range. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.
While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy powerful enough to restrain a Large or smaller creature. The junk flies toward the creature and attaches itself to the creature's limbs or otherwise ensnares it, causing it to gain the [[entangled]] condition for the duration of the spell or until it ends the condition by succeeding at an [[Acrobatics]] check to [[escape]] as a move action. The DC of this check is equal to 15 + 1-1/2 × your caster level.
If the targeted creature succeeds at a Reflex save, the junk lands adjacent to them harmlessly.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' at least 1 bulk of inert electronic equipment
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into an extradimensional shelter. You must target inert, nonworking electronic equipment of at least 1 bulk.
The junk you target forms into a doorway 4 feet wide and 8 feet high, which becomes the entrance to an extra-dimensional dwelling that can comfortably fit up to 8 Medium creatures. A Large creature counts as two Medium creatures, and a Huge creature counts as four Medium creatures. Only those you designate can enter the shanty. When you enter it, the portal shuts and the doorway reverts to a pile of junk. You can reform the doorway and the portal again from your side at will.
The shanty is one large room with furnishings made of scrap and debris. Despite its shabby appearance, it's surprisingly comfortable. Characters who take a full night's rest within the shanty benefit as if they underwent complete bed rest for 24 hours, recovering Hit Points and ability damage at double the usual rate. The atmosphere and temperature inside the shelter are enjoyable for your species. Since it can be entered only through its special portal, outside conditions do not affect the shanty, nor do conditions inside it pass beyond.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature or object
* ''Effect'' creates 1 bulk of inert electronic equipment
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You summon sharp fragments of technological junk that fly toward your target and deal 3d6 piercing and slashing damage. The spell leaves behind 1 bulk of junked electronic equipment in the target creature's space that is suitable for targeting with spells such as //[[battle junkbot]]//, //[[handy junkbot]]//, //[[healing junkbot]]//, //[[junk armor]]//, //[[junk restraints]]//, or //[[junksword]]//. The junked electronics have no resale value and cannot be repaired into any functioning item. A creature trained in [[Engineering]] or [[Physical Science]] can reveal the useless nature of the junk by directly examining it.
Your magic easily recycles technological refuse into useful tools, literally making another's trash into your treasure. You gain //[[junk armor]]// and //[[junksword]]// as 1st-level spells known. When you gain the ability to cast technomancer spells of a higher level, you add the next higher level of //junk armor// and //junksword// to your list of spells known. You immediately lose the lower level version of these two spells and replace them with one spell known for that lower spell level. Once per day, you can cast //junk armor// or //junksword// as a spell of the highest technomancer spell level that you can cast without expending a spell slot. When you cast junk spells—including any spells that specifically create or manipulate junk, such as //junk armor//, //[[handy junkbot]]//, or other spells as the GM's discretion—you treat your technomancer caster level as 1 higher than normal.
At 3rd level, your [[techlore]] class feature grants its insight bonus to your [[Engineering]] checks rather than to [[Computers]] checks; it still grants you an insight bonus to [[Mysticism]] checks.
At 6th level, armor you create or enhance with //junk armor// gains one armor upgrade slot. When you create a //junksword//, you can simultaneously place a weapon fusion seal into it whose item level cannot exceed half the spell's caster level; the fusion seal is harmlessly returned to your hand when the spell ends.
This alters [[spells|Technomancer Spells]] and [[techlore]], and it replaces [[spell cache]] and [[cache capacitor]].
These vehicles are made of spare parts and discarded refuse, making for cheap (albeit unreliable) rides.
* ''Adjustments:'' Decrease price by 20%, decrease full speed by 50 feet, decrease [[Piloting]] modifier by 3, decrease attack modifiers by 1. The vehicle gains the [[broken]] condition when reduced to 75% of its Hit Points instead of 50%.
* ''Systems:'' The vehicle gains the Unstable Engine system.
** //Unstable Engine:// Once the vehicle becomes [[broken]], its engine explodes in 1d4 rounds (even if it's been wrecked), dealing 1d6 fire damage in a 10-foot burst around the vehicle; this damage increases to 3d6 for anyone riding the vehicle. At 3rd level and every odd level thereafter, the burst deals an additional 1d6 damage (or an additional 2d6 damage to riders). Creatures can take half damage with a successful Reflex save (DC = the vehicle's collision DC).
* ''Special:'' If you have access to inert electronic and mechanical junk, this graft instead reduces vehicle price by 50%. This requires at least 10 bulk of junk for a Medium vehicle. For each size category larger than Medium, multiply the junk required by 8.
When you use a //junkbot grenade//, you set it to either handy or healing, then throw it into a pile of inert technological equipment of at least 1 bulk. When the grenade lands, it spreads magical nanites over the blast radius. Over the course of the next round, the nanites convert the junk into a //[[handy junkbot]]// or //[[healing junkbot]]//, as those spells except as detailed here. Either spell has a caster level of 9th. You must command the junkbot verbally. The junkbot created from this effect lasts for 1 minute.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//junkbot grenade// | 9 | 2,250 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
</div>
The junker uses their spell cache to build incredible weapons, armor, and machines from scrapped parts.
* ''First Slot (6th Level):'' //[[detect tech]]//, //[[junk armor]]//* (1st level), //[[junksword]]//* (1st level), or //[[supercharge weapon]]//*.
* ''Second Slot (12th Level):'' //[[junk armor]]//* (2nd level or lower), //[[junksword]]//* (2nd level or lower), //[[microbot assault]]//*, or //[[recharge]]//*.
* ''Third Slot (18th Level):'' //[[handy junkbot]]//*, //[[healing junkbot]]//*, //[[junk armor]]//* (3rd level or lower), or //[[junksword]]//* (3rd level or lower).
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
Some spellcasters work their magic through high-tech computers or objects of mystical significance, but you have found a kind of arcane power in the mundane. Scrap metal and inert electronics are your paints, and reality is your canvas.
The secrets of junk magic are especially common on Akiton, where junkomancers defend struggling settlements and nomadic wanderers alike.
''Prerequisite:'' Only characters who have the spells class feature (such as mystics and technomancers) can take this archetype.
The archetype grants alternate class features at 2nd, 4th, and 18th levels.
!! Scrap Expert (2nd)
As a spell-like ability, you can cast //[[fabricate scrap]]// as a swift action a number of times per day equal to your key ability score modifier.
!! Junk Spell Master (4th)
You know an additional 1st-level spell and you gain an additional 1st-level spell slot. At 7th level, you know an additional 2nd-level spell and you gain an additional 2nd-level spell slot. At 10th level, you know an additional 3rd-level spell and you gain an additional 3rd-level spell slot. At 13th level, you know an additional 4th-level spell and you gain an additional 4th-level spell slot. At 16th level, you know an additional 5th-level spell and you gain an additional 5th-level spell slot. At 19th level, you know an additional 6th-level spell and you gain an additional 6th-level spell. For each of these extra spells known, they must be one whose Targets entry lists "at least 1 bulk of electronic material," and you can use these extra spell slots only to cast spells with this target.
!! Junk Form (18th)
You can, as a swift action, transform parts of your body into pieces of junk and metal debris. In this state, you gain immunity to bleed, disease, nonlethal damage, paralysis, poison, and stunning. You gain a +4 enhancement bonus to Fortitude saving throws, unless the effect prompting the saving throw works on objects or is harmless. You can end junk form with a swift action.
You can remain in this form for a number of minutes per day equal to twice your key ability score modifier. You don't need to use this duration all at once, but you must use it in 1-minute increments.
<div class="statblock">
* <<levels>>
* ''School'' conjuration ([[creation]])
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' 1 bulk of inert electronic equipment
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity. You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a [[Weapon Specialization]] bonus). A //junksword// functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the //junksword// obliges by collapsing into a wreath of junk that surrounds your hand like a glove.
You can grant your //junksword// additional abilities based on the spell's level. You can change one modification to your //junksword// as a move action, or you can completely reconfigure all of its modifications as a full action.
''1st:'' Your //junksword// deals 1d4 bludgeoning and slashing damage and has the [[analog]] weapon special property. In addition, you can grant your junksword up to two of the following special properties: [[block]], [[disarm]], [[nonlethal]], [[reach]], or [[trip]].
''2nd:'' Your //junksword// deals 1d8 bludgeoning and slashing damage and has the [[analog]] weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.
''3rd:'' Your //junksword// has either the [[analog]] or [[powered]] (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it's an analog weapon, or 2d4 electricity damage if it's a powered weapon. In addition, you can grant your //junksword// up to three of the special properties from the 1st-level list, plus the [[stagger]] critical effect. If you select the powered option, your //junksword's// battery is integrated and cannot be removed, recharged, replaced, or used to power other devices.
''4th:'' This functions as the 3rd-level //junksword//, but it deals 2d8 bludgeoning and slashing damage if it's an analog weapon or 3d4 damage if it's a powered weapon, and it gains the [[stun|Stun (critical)]] critical effect (rather than [[stagger]]).
''5th:'' This functions as the 3rd-level casting of //junksword//, but the //junksword// deals 3d10 bludgeoning and slashing damage if it's an analog weapon or 3d6 electricity damage if it's a powered weapon, and it gains the stun critical effect (rather than stagger).
''6th:'' This functions as the 3rd-level casting of //junksword//, but the //junksword// deals 6d6 bludgeoning and slashing damage if it's an analog weapon or 3d8 electricity damage if it's a powered weapon, and it gains the stun critical effect (rather than stagger). Additionally, you can grant the junksword one of the following weapon fusions: [[dispelling]], [[entangling]], [[ghost killer]], [[merciful]], or [[spellthrower]].
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one broken object of up to 1 bulk/level
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
You can use magic to temporarily fix an object. This spell doesn’t restore Hit Points to an object; instead, it temporarily negates the [[broken]] condition, allowing the object to function normally. During the spell’s duration, the object’s hardness is also doubled. If parts of the object are missing, the magic temporarily substitutes for these parts. //Jury-rig// can temporarily fix destroyed magic items and items with charges, but these items have the exact same number of charges as when they were destroyed. Charges spent while under the effects of //jury-rig// are consumed as normal. Single-use consumable items (such as serums and grenades) can’t be fixed with //jury-rig//.
When you or an ally scores a critical hit against a creature, as a reaction, you can encourage a number of allies equal to your Charisma modifier to continue fighting that creature. For 1 round, the encouraged allies can score a critical hit against the creature on a natural 19 or 20; this effect ends immediately after an encouraged ally scores a critical hit against the target. Once you use this ability, you can't use it again for 1 minute.
This is a language-dependent, sense-dependent effect.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large magical beast
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], telepathy sense 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +3; ''Will'' +6
* ''Resistances'' electricity 5, sonic 5
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +13 (1d6+9 P) or phasic claws +13 (1d4+9 So) or tail scourge +13 (1d4+9 E)
* Multiattack bite +7 (2d6+9 P), phasic claws +7 (1d4+9 So), tail scourge +7 (1d4+9 E)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[breath weapon]] (15-ft. cone, 4d6 So [see text], Reflex DC 13 half, usable every 1d6 rounds)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +0; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +15
!!! ECOLOGY
* ''Environment'' temperate or warm plains (Castrovel)
* ''Organization'' solitary, pair, or pack (3–6)
!!! SPECIAL ABILITIES
''Breath Weapon ([[Su]])'' A creature that fails its saving throw against the breath weapon is also [[staggered]] for 1 round. This breath weapon ignores an object's hardness.
''Phasic Claws ([[Su]])'' A nyssholora's claws ignore half an object's hardness.
''Telepathy Sense ([[Su]])'' A nyssholora can sense any creature within 60 feet of it that has [[telepathy]], [[limited telepathy]], or a similar ability, such as that from a mystic's [[telepathic
bond]]. This sense works through walls or other obstacles, functioning like [[blindsense]] (vibration) and [[sense through]] (vibration).
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge outsider (air, elemental, fire, native)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 63
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' [[elemental immunities]], fire, [[radiation]]
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], perfect)
* ''Melee'' slam +15 (1d6+8 F)
* ''Space'' 15 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' [[engulf]] (1d6+8 F, DC 13)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' –3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16 (+24 to fly)
* ''Other Abilities'' aglow (20 ft.), [[solar adaptation]], [[spaceflight]]
!!! ECOLOGY
* ''Environment'' temperate or warm land or vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Aglow ([[Ex]])'' A solar wisp increases the light level by one step out to a radius of 10 feet × half the solar wisp's CR.
</div>
As composites of flesh, bone, and moss, kaa-lekis are striking figures that stand 7 feet tall on average. Kaa-lekis are
tripodal humanoids with patches of blue-green moss that grow naturally on their skin; these dense clumps luminesce involuntarily (but faintly) when the kaa-leki experiences strong emotions. The kaa-leki home world is the corpse of a titanic organic crystalline creature called Hawanna, but their legends claim they originated elsewhere. Kaa-lekis have learned to handle the strange and hostile crystal constructs that roam Hawanna's surface, but the true history of the constructs is lost to the Gap.
Kaa-leki society centers around small, semi-nomadic family groups and extended kin networks. The role of each family member is passed on through generations, though some may be given a different task if they show an affinity for it. One of the most important of these roles is that of "reaper." Reapers venture into the crystal caverns of Hawanna to harvest the crystals used to craft the sonic weapons that are the bulk of their world's exports. This usually puts the reapers in the path of Hawanna's roaming constructs, making it a dangerous job for only the bravest kaa-lekis. To increase their chance of survival, reapers must undergo months of intensive training before being allowed to undertake such missions.
!! Racial Rraits
* ''Ability Adjustments:'' +2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Kaa-lekis are Medium humanoids with the kaa-leki and plantlike subtypes.
* ''Evaluate Construct:'' As a move action, a kaa-leki can attempt a [[Perception]] check against a construct it can see (DC = 15 + 1-1/2 × the construct's CR). On a success, the kaa-leki's next successful attack against that construct made before the end of their next turn deals an additional amount of damage equal to twice their Wisdom modifier; this extra damage bypasses all DR.
* ''Kaa-leki Vision:'' Kaa-lekis have [[low-light vision]] and the [[sense through]] ability with their vision that allows them to see through crystal only.
* ''No Breath:'' Kaa-lekis have the [[no breath]] universal creature rule.
* ''Plantlike:'' Kaa-lekis have the [[plantlike]] universal creature rule.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small animal
* ''Init'' +4; ''Senses'' [[blindsense]] (electromagnetism) 60 ft., [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 12; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +7; ''Will'' +1
* ''Defensive Abilities'' [[void adaptation]]
!!! OFFENSE
* ''Speed'' 10 ft., fly 60 ft. ([[Ex]], perfect)
* ''Melee'' radula +7 (1d6+3 S) or slam +7 (1d4+3 B plus [[grab]])
* ''Ranged'' sclerite +10 (1d6+2 P plus [[entangle]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with slam)
* ''Offensive Abilities'' polarity pulse
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +7 (+15 to fly), [[Athletics]] +7
* ''Other Abilities'' magnetic levitation
!!! ECOLOGY
* ''Environment'' mountains, urban, or vacuum (Diaspora)
* ''Organization'' solitary, pair, or pod (3–6 kaions plus 1 [[kaion multipole]]))
!!! SPECIAL ABILITIES
''Magnetic Levitation ([[Ex]])'' A kaion can fly in a vacuum. However, this flight is limited to within 60 feet of a planet or asteroid's surface or a nearby metallic structure, such as a steel railing or a starship's hull.
''Polarity Pulse ([[Ex]])'' As a standard action, a kaion can release a magnetic pulse in a 60-foot-radius spread. Each creature in that area wielding metallic weapons, wearing metallic armor, or [[entangled]] by a kaion's sclerites must succeed at a DC 13 Reflex save or be pulled up to 30 feet toward the kaion, or double that on a failure by 5 or more. This movement doesn't provoke attacks of opportunity. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action. Unsecured metallic objects in the area are automatically pulled 60 feet toward the kaion.
''Sclerite ([[Ex]])'' As a standard action, a kaion can fire a sclerite as a ranged attack with a range increment of 60 feet that targets KAC. The sclerite lodges in or sticks to the target on a hit, causing the target to become [[entangled]] as long as the sclerite remains. An entangled creature can remove a sclerite as a move action by succeeding at a DC 13 [[Athletics]] or [[Acrobatics]] check.
</div>
<<section 'Kaion Multipole'>>
Kaions hound miners and shippers across the galaxy, feasting on starship hulls and mined ores alike. These mollusk-like creatures produce their own energy via chemosynthesis. As a kaion scrapes up inorganic minerals from nearby rock with its radula, symbiotic bacteria in its shell produce energy and excrete any unwanted metals as a metabolic byproduct. These metals accumulate in the kaion's shell as well as in the numerous metallic sclerites that cover the kaion's many tentacles and two long arms. The kaion's armored surface also produces powerful magnetic fields that respond to the creature's bioelectric impulses, often visible in field lines of metallic dust that adhere to the creature's shell, expanding and contracting in rhythmic, breath-like movements. By using a nearby metallic surface as an anchor, kaions can propel themselves via magnetic levitation. As space travel has increased, kaions have expanded far beyond their native habitat of the Diaspora by hitching rides on unsuspecting starships. By creating a magnetic gradient down its arms, a kaion can detach one of its sclerites and accelerate it to railgun speeds. These projectiles lodge in or adhere to targets; subsequent magnetic pulses can reel prey back as though they were harpooned.
Kaions are a social species organized into a pod structure, and whole pods cooperate to bring down larger prey. When multiple kaions in a pod have reached a sufficient level of size and strength, they can instead become magnetically aligned with each other and form a single multi-chambered chimeric organism called a multipole, that can fly through space unaided.
<<section 'Sclerite Harpooners'>>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Huge animal
* ''Init'' +8; ''Senses'' [[blindsense]] (electromagnetism) 60 ft., [[low-light vision]]; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 23; ''KAC'' 26
* ''Fort'' +14; ''Ref'' +16; ''Will'' +10
* ''Defensive Abilities'' [[void adaptation]]
!!! OFFENSE
* ''Speed'' 10 ft., fly 60 ft. ([[Ex]], perfect)
* ''Melee'' radula +20 (4d6+14 S) or slam +20 (3d8+14 B plus [[grab]])
* ''Ranged'' sclerite +23 (3d10+11 P plus [[entangle]])
* ''Offensive Abilities'' polarity pulse, sclerite shower
!!! STATISTICS
* ''Str'' +3; ''Dex'' +8; ''Con'' +5; ''Int'' –4; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +20 (+28 to fly), [[Athletics]] +20
* ''Other Abilities'' magnetic levitation
!!! ECOLOGY
* ''Environment'' mountains, urban, or vacuum (Diaspora)
* ''Organization'' solitary or pod (1 kaion multipole plus 3–6 [[kaions]])
!!! SPECIAL ABILITIES
''Magnetic Levitation ([[Ex]])'' A kaion multipole can fly in a vacuum. A kaion multipole's magnetic levitation is powerful enough that it can fly even when not near a planetary surface or metallic object, and it counts as a metallic structure for the purpose of enabling other kaions' magnetic levitation.
''Polarity Pulse ([[Ex]])'' As a standard action, a kaion multipole can release a magnetic pulse that creates a 60-foot-radius spread centered at a point within 60 feet. Each creature in that area wielding metallic weapons, wearing metallic armor, or entangled by a kaion's sclerites must succeed at a DC 18 Reflex save or be pulled up to 30 feet toward the center of the pulse, or double that if it fails by 5 or more. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action. Unsecured metallic objects in the area are automatically pulled 60 feet toward the center of the pulse. Being pulled doesn't provoke attacks of opportunity.
''Sclerites ([[Ex]])'' See [[kaion]]; the DC is 26.
''Sclerite Shower ([[Ex]])'' Once every 1d4 rounds, a kaion multipole can shoot a cluster of sclerites in a 30-foot cone or 60-foot line burst. Creatures in the area take 6d6 piercing damage and are [[entangled]] by the kaion multipole's sclerites. An affected creature can attempt a DC 18 Reflex save to take half damage and ignore the entangled effect.
</div>
The //kaleidoscopic// fusion augments a weapon's attacks, causing them to appear unusually bright, colorful, and even mesmerizing. The weapon gains the kaleidoscopic charm critical hit effect. When this critical hit effect is triggered, the fusion converts the weapon's force into a powerful enchantment. The target takes no damage from the attack and instead is charmed for 1d4 rounds, as though you had cast //[[charm monster]]// on it (Will save negates). If the target is immune to this effect or negates it with a successful saving throw, the target takes the double damage as normal. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those effects of your choice. This fusion can only be applied to weapons that deal electricity or fire damage, or that have the [[aurora]], [[bright]], or [[fiery]] weapon special properties.
The //kaleidoscopic icosahedron// originated within the Azlanti Star Empire as an award given to high-ranking members of the [[Aeon Guard]]. While the stone orbits you, if you roll a d20 and you dislike the result, as a reaction you can reroll the d20 and use the better result. Alternatively, as a reaction when you are the target of an attack, you can force the attacker to reroll the d20 and use the worse result. Once you have used the stone to cause a reroll, you can't do so again for 24 hours, and you can benefit from no other //kaleidoscopic icosahedron// during this time.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//kaleidoscopic icosahedron// | 12 | 35,000 | — |
</div>
Kalistocrats have comprehensive knowledge of trade laws, supreme negotiation skills, and a wide network of business connections in most places they dock. They also have a unique and dizzying array of taboos and superstitions from their faith that intrigue those they meet. Despite these requisites, or perhaps in spite of them, Kalistocrats take pride in their beliefs system and readily share their dietary restrictions, prayer habits, and exercise regimen with anybody they deem worthy of their time.
For some Kalistocrats, constant and diligent meditation has enhanced their mind's power over their body, granting them extra strength, speed, or stamina. Others claim their special diet has purged all toxins from their system and granted them a supernatural ability to fend off poisons and diseases. Still more assert that their diligent study and memorization of their texts have improved their understanding of laws and commerce, boosting their ability to turn friendly connections into trading empires.
Whatever the commonality may be, one key truth is that each Kalistocrat is on their own personal path of enlightenment. Anybody can walk the path of a prophet, and no two are likely the same.
Prerequisites: You must follow a set of taboos and restrictions about diet, physical contact, and cleanliness. Work with your GM to create something that informs your character choices without completely restricting them. Failure to follow this personal path might cause the GM to limit or revoke access or use of the archetype's alternate class features.
The Kalistocrat archetype grants alternate class features at 2nd, 4th, and 6th levels. These alternate class features are optional; at each of these levels, you can either choose a Kalistocrat alternate class feature (selecting a feature of your own class level or lower) or keep the normal class feature for your class at the level. However, unless stated otherwise, you can gain each alternate feature only once.
!! Body and Mind (2nd)
Your daily meditation keeps your body and mind in sync, but certain devotions allow you to focus on different areas of your body. Each day, choose one of the following feats for which you meet the prerequisites as a bonus feat: [[Great Fortitude]], [[Iron Will]], or [[Lightning Reflexes]]. This choice is made after a 10-minute meditation following an 8-hour rest and can only be changed once every 24 hours.
!! Cultural Studies (2nd)
Your study and broad knowledge of cultural touchstones helps inform your interactions with creatures of all backgrounds. [[Culture]] is a class skill for you, but if you gain or have Culture as a class skill from another source, you instead gain a +1 bonus to checks with the skill. You can use Culture in place of [[Diplomacy]] to [[change a creature's attitude|Change Attitude]] towards you. Once per day, after failing a check to change a creature's attitude by 5 or more, you can spend a Resolve Point to not worsen their attitude.
!! Diverse Contacts (2nd)
The connections you've made on your travels allow you to reach out and get some information from somebody knowledgeable on many topics. [[Diplomacy]] is a class skill for you, but if you gain or have Diplomacy as a class skill from another source, you instead gain a +1 bonus to checks with the skill. You can use Diplomacy in place of [[Mysticism]] to [[identify a creature|Identify Creature]] or [[magic item|Identify Magic Item]] that you can describe or otherwise provide information about, taking the same amount of time as [[gathering information|Gather Information]]. Also, once a week, you can bargain with a merchant whose attitude you previously changed to helpful to purchase a single magic or hybrid item at a 10% discount; this discount doesn't stack with any other discounts you might have.
!! Mystic Decoder (2nd)
Meditating on Kalistrade's writings and prophecies have given you another way to look at and solve indecipherable writings. [[Mysticism]] is a class skill for you, but if you have or gain Mysticism as a class skill from another source, you instead gain a +1 bonus to checks with the skill. You can use Mysticism to meditate on the meaning of archaic, encoded, or incomplete messages instead of attempting a [[Culture]] check. You can also use Mysticism instead of [[Bluff]] to [[pass a secret message|Discern Secret Message]] to another Kalistocrat by concealing it in phrases and passages from Kalistrade's //Ontologies of Self//.
!! Network Building (4th)
You excel at meeting people and making friends from all walks of life. [[Culture]], [[Diplomacy]], and [[Mysticism]] are class skills for you, if they aren't already. When doing business with somebody for the first time and attempting a check with one of these skills, you can spend a Resolve Point to roll the check twice and use the better result. Additionally, reduce the DC of checks to [[recall knowledge]] or [[gather information]] about new people and contacts by 5.
!! Improved Fitness (6th)
Your meditations have allowed you to exert power over your body that you might not be able to do otherwise. Each day, choose one of the following feats as a bonus feat, even if you don't meet the prerequisites: [[Improved Great Fortitude]], [[Improved Iron Will]], [[Improved Lightning Reflexes]]. If your chosen feat's prerequisites are met by the feat chosen for Body and Mind, you don't have to spend a Resolve Point the first time you reroll a failed save each day.
!! Healthy Meditation (6th)
Following the path of a prophet pays off when it comes to your health and fitness. As long as you have at least 1 Resolve Point, you gain a +1 circumstance bonus to saves against poisons and diseases. When recovering from [[ability damage]], you can undertake a night of meditation in place of a normal full night's rest to improve your health as if you took a day of bed rest (though you don't also gain the benefits of a normal full night's rest). Also, the ways in which you define yourself as a Kalistocrat can provide the following options for modifying [[long-term care]] you receive.
* If [[Culture]] is a class skill for you, you can attempt a DC 20 Culture check (representing knowledge of special foods or custom remedies outside the mainstream medical texts) to provide assistance; if successful, the person attempting the [[Medicine]] check for your long-term care gains a +4 circumstance bonus.
* If [[Diplomacy]] is a class skill for you, you can reach out to a nearby doctor you know or that has heard of you to grant a reroll to the person attempting the Medicine check for your long-term care; you must be within a settlement or be able to contact a doctor within hours to apply this bonus.
* If [[Mysticism]] is a class skill for you, you can provide long-term care to yourself by entering a day-long meditative state that doesn't require a [[medical lab]] or [[medical bay]]; attempt a DC 30 Mysticism check with a –4 penalty to gain the benefits of long-term care.
You may only choose one of these options at a time for your long-term care.
Created from the finest silks, these clothes are durable and light. They cover as much of the wearer's body as desired, protecting them from unwanted contact while still providing complete mobility and comfort. Wearing such attire provides a +1 circumstance bonus to [[Bluff]], [[Diplomacy]], and [[Profession]] checks when doing business with non-adherents, but a Kalistocrat not wearing proper attire while dealing with other Kalistocrats takes a –4 penalty to those same checks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|Kalistocratis clothing | 1 | 5 | L |
</div>
Humans often compare kalos to bats due to the thin membranes between their arms and legs. In fact, these winglike structures are fins, allowing kalos to swoop with grace and speed through the icy waters of the Brethedan moon of Kalo-Mahoi. Kalo skin has a blue-green tinge and is translucent in places. Their bulging, glowing eyes can move and focus independently.
Highly civilized and generally peaceful, kalos were the first residents of any moon to successfully win independent Pact Worlds recognition, and today, many of their coral-encrusted underwater vent cities feature air-filled spaces for terrestrial dignitaries and expatriates, with trading outposts studding the ocean world's crusty shell of surface ice. While kalos primarily rely on sonar as they glide wraithlike through the dark oceans, their cities are riots of colored lights—testaments to the culture's rich artistic tradition.
Few kalos lack an artistic or scholarly hobby, and though not overly tied to tradition, most kalos take pride in their history, giving their children and organizations names harkening back to ancient tribal practices. Members of military units are often given evocative names like "sharkhunters" despite their modern responsibilities. Those in traditional roles such as that of the mystical deepspeaker, who converses with—and can even command—creatures of the depths, are less necessary in the age of executives and prime ministers, yet these sages are still often sought out as arbitrators and mediators for both community and governmental disputes.
Although slower out of water, kalo warriors are renowned for their calm precision in battle, especially in zero-g and underwater, and known for using cryo weapons against enemies of other races, trusting their natural resistances to protect them from friendly fire.
The average kalo is 5-1/2 feet tall and weighs 100 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Con
* ''Hit Points:'' 2
* ''Size and Type:'' Kalos are Medium monstrous humanoids with the aquatic subtype, meaning they require water to breathe.
* ''Cold Resistance:'' Kalos are used to swimming in icy water and have cold [[resistance]] 5.
* ''Kalo Movement:'' Kalos have a base speed of 20 feet and a swim speed of 50 feet.
* ''Kalo Vision:'' Kalos' innate sonar grants them [[blindsight]] (sound) 60 ft., while their specialized eyes grant them [[low-light vision]].
* ''Stealthy Swimmers:'' Kalos gain a +4 bonus to [[Stealth]] checks when in water.
* ''Water Breathing:'' Kalos have the [[water breathing]] universal creature rule.
!! Underwater Weapons
Like residents of most water worlds, [[kalos]] create their own versions of common weapons, redesigned to function better underwater. These weapons have the underwater special property and generally cost 10% more.
{{Underwater}}
!! Stealthy Swimmer Graft
{{Stealthy Swimmer}}
When they first ventured beyond the frigid seas of Kalo-Mahoi, the kalo brought the waters of their moon with them in specially engineered suits. The kalo encounter suit represents the latest evolution of that design—a portable ocean that keeps the kalo at the near-freezing temperatures they prefer. The suit's air supply doubles as ballast to keep the wearer neutrally buoyant in water despite the armor's weight, and the idiomatic design accommodates and protects the kalo's swimming membranes. While other armor can be adapted to circulate water instead of air, kalos prefer their comfort of their own technology. Similarly, the filters and seals of kalo encounter suits can be adapted to the needs of air breathers, although such suits tend to accumulate excess moisture and develop mold or mildew.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|kalo encounter suit I | 4 | 1,980 | +7 | +8 | +2 | –3 | –10 ft. | 1 | 3 |
|kalo encounter suit II | 9 | 12,900 | +15 | +16 | +2 | –3 | –10 ft. | 3 | 3 |
|kalo encounter suit III | 13 | 48,500 | +20 | +21 | +3 | –3 | –10 ft. | 4 | 3 |
|kalo encounter suit IV | 18 | 360,000 | +25 | +26 | +4 | –3 | –10 ft. | 6 | 3 |
</div>
Favored by the much-romanticized [[kalo]] hunters of Kalo-Mahoi, kalo shredders fire razor-sharp flechettes with nearly silent magnetism. The gun's distinctive organic design is grown from magnetic coral that grants you a +2 bonus to KAC against disarm combat maneuvers.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|kalo shredder, slipstream | 3 | 1,610 | 1d6 S | 30 ft. | [[bleed]] 1d4 | 8 flechettes | 1 | 1 |[[analog]], [[automatic]], [[underwater]] |
|kalo shredder, cascade | 7 | 6,630 | 2d6 S | 40 ft. | [[bleed]] 1d6 | 18 flechettes | 1 | 1 |[[analog]], [[automatic]], [[underwater]] |
|kalo shredder, torrent | 11 | 26,700 | 4d6 S | 40 ft. | [[bleed]] 3d4 | 24 flechettes | 1 | 1 |[[analog]], [[automatic]], [[underwater]] |
|kalo shredder, deluge | 14 | 74,300 | 6d6 S | 60 ft. | [[bleed]] 4d4 | 36 flechettes | 1 | 1 |[[analog]], [[automatic]], [[underwater]] |
|kalo shredder, monsoon | 17 | 784,000 | 12d6 S | 60 ft. | [[bleed]] 4d6 | 48 flechettes | 1 | 1 |[[analog]], [[automatic]], [[underwater]] |
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Huge plant (aquatic, cold)
* ''Init'' +6; ''Senses'' [[blindsense]] (emotion) 5 ft., [[sightless]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 190
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +12; ''Ref'' +12; ''Will'' +16
* ''Immunities'' cold, [[plant immunities]]
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' swim 15 ft.
* ''Melee'' caress +22 (6d4+13 C plus [[energy drain]])
* ''Space'' 15 ft.; ''Reach'' 30 ft.
* ''Offensive Abilities'' [[change shape]], [[energy drain]] (2 levels, DC 21), [[water breathing]]
* ''Spell-Like Abilities'' (CL 13th, ranged +20)
** 1/day—//[[mass inflict pain]]// (DC 25)
** 3/day—//[[feeblemind]]// (DC 24)
** At will—//[[mind probe]]// (DC 23)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +1; ''Int'' –4; ''Wis'' +8; ''Cha'' +0
* ''Skills'' [[Athletics]] +23, [[Sense Motive]] +28, [[Survival]] +23
!!! ECOLOGY
* ''Environment'' aquatic
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' As a swift action, a Kalo-Mahoi bloom can transmute any of its many amorphous buds into flowers of its choosing. It uses this ability to create flowers its prey recognizes—knowledge the bloom acquires through the use of //[[mind probe]]//. The bloom then uses its steal memory ability to hide the memory in one of these flowers.
''Eidetic Mimicry ([[Su]])'' As a standard action, a Kalo-Mahoi bloom can share a memory it has stolen with its steal memory ability with all creatures within 60 feet; this is identical to the spell //[[share memory]]// except the targets don’t need to be willing.
''Steal Memory ([[Su]])'' A Kalo-Mahoi bloom can steal a memory from another creature. First, it must identify a specific memory through the use of //mind probe// or a similar effect. Then, as a standard action, the bloom targets its victim, who must be within 60 feet and must attempt a DC 21 Will save. On a failure, the target loses the chosen memory, which is moved into one of the bloom’s flowers. This effect works like the //[[displace memory]]// spell except the bloom can target other creatures and anyone touching the object can recall the displaced memory. If the flower is destroyed, the memory returns to the target creature.
</div>
A Kalo-Mahoi bloom is an invasive, perennial seaweed that lurks in the ocean depths. As the name suggests, this macroalgae is native to Kalo-Mahoi, a moon of Bretheda, where it’s a simple and harmless foodstuff. But travelers and interstellar commerce have brought the Kalo-Mahoi bloom to aquatic environments on other worlds where, bereft of its natural predators, the algae grows exponentially. When exposed to certain forms of radiation or heavy water—such as that found in the seas of Weydana-5—it “blooms,” mutating and developing predatory spell-like abilities.
Though not sentient, Kalo-Mahoi blooms possess a cunning bordering on intelligence. They telepathically lure victims to a watery grave by stealing cherished memories and moving them into tubular buds found throughout the tangled mass of vegetation that compose their bodies. These buds then bloom, tauntingly transmuted to the likeness of their victim’s favorite flower. Xenowardens warn that if measures aren’t taken soon, Kalo-Mahoi blooms will threaten ecosystems on many worlds, potentially even becoming the dominant life form. To date, kalos take no responsibility for this ecological nightmare.
<div class="statblock">
* ''Level'' 9; ''Price'' 50,000
* Large land and water vehicle (10 ft. wide, 10 ft. long, 4 ft. high)
* ''Speed'' 40 ft., full 700 ft., 80 mph (land); 30 ft., full 350 ft., 40 mph (swim)
* ''EAC'' 22; ''KAC'' 24; ''Cover'' improved cover
* ''HP'' 90 (45); ''Hardness'' 9
* ''Attack (Collision)'' 8d10 B (DC 16)
* ''Attack'' fangblade (1d12 S; critical bleed 1d8)
* ''Attack'' light machine gun (2d10 P)
* ''Modifiers'' +2 [[Piloting]], –1 attack (–2 at full speed)
* ''Systems'' computer, concealed weapons, mode shift, planetary comm unit
* ''Passengers'' 3
!!! SPECIAL ABILITIES
''Computer'' The kama is equipped with a tier 3 computer with an [[artificial personality]] upgrade and [[complex control]] modules for the vehicle itself, an enhanced camera scanner hidden in the vehicle’s frame ([[Perception]] DC 33 to spot), and each of the vehicle’s weapons. The vehicle’s control module functions as an [[autopilot]] ([[Piloting]] +7), while the weapon control modules allow the computer to attack with a +3 bonus, ignoring the vehicle’s attack modifier.
''Concealed Weapons ([[Ex]])'' The kama’s weapons are contained within its frame ([[Perception]] DC 33 to spot), emerging only when commanded via the computer or manual control. Non-proficiency penalties for using the vehicle’s weapons are halved, due to assistance from the computer, and the machine gun imposes no minimum Strength penalty. All of the kama’s weapons have the [[underwater]] special property and take no attack or damage penalty underwater.
''Mode Shift (Ex)'' The kama can switch between terrestrial and submersible modes as a move action. When in submersible mode, the kama becomes an enclosed vehicle, granting total cover and preventing the pilot and passengers inside from using their personal weapons to attack targets outside the vehicle (though they can use the vehicle’s weapons).
</div>
Most Directive 9 officers make a point of keeping a low profile and shirking the status symbols otherwise pervasive throughout vesk culture. The one exception to this rule is the kama, a deluxe vehicle awarded to high-ranking officers for noteworthy accomplishments. Each kama is modeled after its driver’s favorite model of vehicle, with some resembling sleek luxury sports cruisers while others emulate loud, vintage muscle cars.
Spirits known as kami hold guardianship over various aspects of existence, caring for them in esoteric ways. Legend holds that the gods created the kami, which propagated throughout the universe. Kami are said to spontaneously manifest as they find new objects to guard, from the tiniest flower to entire cities. Kami that fall to evil ways risk becoming [[oni]].
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Kami are native outsiders that protect animals, plants, objects, and locations, which the kami call their "wards." Kami have no need to drink, eat, or sleep.
* ''Graft:'' A [[tsukumogami]] is a kami that permanently merges with a small object; these kami gain the tsukumogami template graft.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
** [[fast healing]] (see below); [[immunity]] to [[bleed]], mind-affecting effects, petrification, and [[polymorph]]; [[resistance]] 10 to acid, electricity, and fire
** [[telepathy]] 100 ft.
** [[no breath]]; merge with ward (see below)
** some kami gain other abilities from having specific wards.
* //Fast Healing ([[Ex]]):// A kami within 120 feet of or merged with its ward has [[fast healing]]. A kami of CR 10 or lower has fast healing 5, while one of CR 11 or higher has fast healing 10.
* //Merge with Ward ([[Su]]):// A kami has a specific ward—a creature with an Intelligence of –4 or lower, an object, or a location—listed in parentheses in the kami's stat block. As a full action, a kami adjacent to its ward can merge body and mind with that ward. While merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. Typically, this trait allows a kami no control over its ward, although some kami (such as the [[tsukumogami]]) are exceptions. If the kami has no control over its ward, it can take no actions while merged other than to emerge from its ward as an action. The kami can emerge adjacent to the ward, provided the kami's body is at least one size smaller than the ward. If the ward is a location, the kami can emerge at any point within that location. If the ward is destroyed while a kami is merged with it, the kami dies. If the ward is destroyed while the kami is not merged with it, the kami loses its merge with ward and [[fast healing]] traits, and the kami becomes sickened. It can take on a new ward by spending 7 days doing so, and it regains its traits and loses the [[sickened]] condition once it does. Some kami have additional abilities and limitations relative to their wards.
Some [[hobgoblin]] groups interact so closely with [[ja noi]] that children are sometimes born to one ja noi parent and one hobgoblin parent. Known as kanabo, a term that means "the strongest," these oni-blooded goblinoids breed true with both ja noi and other goblinoids. They have innate powers that often make them champions of their people, though they also often develop an independent streak that causes them to reject hobgoblin rules and society. Kanabo share the size of their oni ancestors, but their appearance is much more variable, ranging from stout hobgoblins to forms closer to half-orcs, and some even appear nearly human. The average kanabo is over 6 feet tall and weighs 250 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, –2 Int
* ''Hit Points:'' 6
* ''Size and Type:'' Kanabo are Medium outsiders with the goblinoid and native subtypes.
* ''Armor Savant:'' Kanabo have an innate mastery of the use of armor. When wearing armor, they gain a +1 racial bonus to AC. When wearing heavy armor, their armor check penalty is 1 less severe than normal.
* ''Darkvision:'' Kanabo have [[darkvision]] with a range of 60 feet.
* ''Kanabo Magic:'' Kanabo gain the following spell-like abilities. The caster level for these effects is equal to the kanabo's level.
** 1/day—//[[disguise self]]//, //[[supercharge weapon]]//
!! Kanabo Magic Graft
{{Kanabo Magic}}
As the children of [[ja noi]] oni, most [[kanabos]] have innate magical powers. This augmentation allows you to cast //[[disguise self]]// and //[[supercharge weapon]]// once per day each as spell-like abilities. The caster level for these effects is equal to your level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|kanabo magic graft | 6 | 3,900 | all hands |
</div>
Ranged weapons manufactured by Diaspora-based Karbide-Machinas integrate nanofiber [[grips]] to ensure a customer never unintentionally loses the weapon. The company makes only small arms, longarms, and sniper weapons with these grips, which increase the weapon's price as normal for such grips.
Originally from a planet orbiting a dying star, the four-armed kasathas maintain a reputation as a noble and mysterious people. They are famous for their anachronistic warriors, ancient wisdom, and strange traditions.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Wis, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Kasathas are Medium humanoids with the kasatha subtype.
* ''Desert Stride:'' Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
* ''Four-Armed:'' Kasathas have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
* ''Historian:'' Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to [[Culture]] checks.
* ''Natural Grace:'' Kasathas receive a +2 racial bonus to [[Acrobatics]] and [[Athletics]] checks.
!!! Alternate Ability Adjustments
* ''Akitonian Settler:'' Kasathas originally came to the Pact Worlds to settle on Akiton, and some have. Such settlers developed natural grace in the lighter gravity while becoming less hardy. An Akitonian kasatha has +2 Dexterity, +2 Wisdom, and –2 Constitution.
* ''Kasath Native:'' Some kasathas who chose not to leave Kasath have survived generations of harsh conditions, but their society deteriorated in favor of survival. A Kasath native has +2 Dexterity, +2 Constitution, and −2 Charisma.
* ''Nomad:'' Many kasathas left Kasath using means of travel other than the Idari. These nomads depended on their wits and charm to survive. Over time, they became less grounded in their traditions. A nomad kasatha has +2 Intelligence, +2 Charisma, and −2 Wisdom.
!!! Alternate Racial Traits
* ''Crew Member:'' Some kasatha families have a long tradition of training kin to serve on the Idari's crew. These kasathas have a +2 racial bonus to one skill among [[Computers]], [[Engineering]], or [[Piloting]]. This replaces historian.
* ''Personal Traditions:'' Kasathas who lack strong bonds sometimes find strength in personal traditions. Once per day as a reaction, such a kasatha can reroll a failed saving throw. This replaces natural grace.
!! Physical Description
Kasathas are gray-skinned humanoids with four arms and pure black eyes. Lacking a protruding nose, a kasatha's head is smooth and elongated, with skin stretched tight to a skull extending backward far beyond the edge of the neck. While lean compared to humans, kasathas have more advanced muscle fibers that grant them surprising strength. Physical differences between kasatha genders are slight and easily overlooked by other races.
!! Home World
Kasathas evolved on Kasath, a massive desert planet orbiting a red giant. While they knew that, on a stellar scale, their sun was near death, tradition kept them from entertaining the idea of colonizing another world until shortly after the Gap. Then, their progenitor race—the plane-hopping [[witchwyrds]]—returned and told them of the perfect world: a place called Akiton.
Determined to settle this promised land, the kasathas began construction of a great, slower-than-light colony ship. Hundreds of years later, the worldship Idari arrived in the Pact Worlds system. To the crew's surprise, however, local technology had advanced, and the kasathan juggernaut found itself too vulnerable to risk invading Akiton. Instead, while many kasathas emigrated peacefully to that planet and the surrounding worlds, the majority elected to remain aboard the Idari in an orbit between Verces and the Diaspora, tending its rotating-drum farms and manufacturing bays while trading with other races.
!! Society and Alignment
Kasathas were technologically advanced when humanity was still huddling in caves, yet they long ago plateaued socially and technologically, learning the importance of stability and balance after a series of near-apocalyptic disasters. In kasathan culture, the answer to any question lies somewhere in the past. The fact that their home world's records extend further back into the Gap than any Pact World only encourages their veneration of history. This leads to a culture steeped in customs that can seem bizarre to outsiders, from the common requirement to hide one's mouth around all but one's most intimate companions to an ironclad belief in the superior dignity of wielding melee weapons over projectile or energy weapons.
Kasathan society is generally matriarchal and nomadic, organized into myriad "great families," clans, and subclans, with individuals and family units roaming as the whim takes them. Their conviction that most other races don't truly understand the importance of personal dignity means kasathas rarely bother to teach their customs to outside races, which leads to their reputation as being mysterious, standoffish, wise, or all three. Each kasatha follows a unique set of traditions, combining common rituals with new ones she creates. She gains more and more traditions over a lifetime, so that the oldest kasathas spend much of their time honoring the past. This accumulation of personal customs begins during the Tempering, a year-long walkabout all kasathas undergo at the end of adolescence. During this time, young kasathas are encouraged to test their limits, learn from other cultures, and engage in normally improper behavior in hopes of coming to appreciate the value of tradition.
Many kasathas are lawful neutral, as befits their focus on custom, though younger ones can often be more chaotic, idealistic, or self-centered.
!! Relations
Kasathas strive to maintain open trade with all races, yet they find some more amicable than others. They see [[vesk]] as brutish and shameful in their focus on conquest by any means, and [[ysoki]] as loud and undignified. They get along well with [[lashuntas]], who properly respect the knowledge of the past, and they are intrigued by both [[androids]] and [[shirrens]]—races they see as young enough to be led down proper paths. [[Humans]] often confuse them; just when they're ready to write all humans off as capricious, they meet one whose sense of honor almost matches their own.
!! Adventurers
Kasathas originally brought the philosophy of star cycles and cosmic balance to the Pact Worlds, and to this day most solarians are kasathas, though their physiques and love of dueling also make them excellent soldiers, and the study of ancient traditions turns many into mystics. Kasathas undergoing the Tempering make perfect explorers and adventurers, and in recent generations these walkabouts sometimes turn permanent.
!! Names
Kasathas go by their first names, though their full names always encompass additional names denoting parentage, clan or subclan, relation to the Great Families of Kasath, and connection to historical heroes—it's not uncommon for a kasatha's full name to include half a dozen such elements. For instance, a kasatha who introduces himself as Isu might properly be named "Isu Cocretia Qaru Maras of Clan Tarma, House Hadulan, soul-splinter of the line of Ru." Some examples of kasathan first names are Altronus, Esar, Gorsen, Hadif, Jehir, Kala, Maedar, Metweska, Ninura, Remu, Senesel, Tolar, Umana, Voloteo, and Zye.
!! Desert Stride Graft
{{Desert Stride}}
These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|kasatha microcord I | 2 | 460 | +1 | +3 | +3 | –1 | — | 0 | 1 |
|kasatha microcord II | 6 | 3,670 | +6 | +8 | +4 | –1 | — | 1 | 1 |
|kasatha microcord III | 8 | 9,000 | +9 | +11 | +5 | –1 | — | 2 | 1 |
|kasatha microcord IV | 11 | 23,800 | +13 | +15 | +5 | –1 | — | 3 | 1 |
</div>
You are a student of the battle dances of kasathan legends. You weave in and out of a fray with grace, moving your arms and body in a flowing motion that confounds your foes.
''Prerequisites:'' Dex 13, [[Mobility]] or [[trick attack]].
''Benefit:'' When you take the withdraw action and have at least two hands free, none of the squares you move through are considered threatened by any opponent whose location you are aware of.
''Normal:'' When you withdraw, the square you start out in is not considered threatened by opponents you can see, but squares you subsequently move through may be.
''Special:'' A solarian with a solar weapon treats the hand holding the solar weapon as being free for purposes of using this feat.
<div class="statblock">
* ''Level'' 8; ''Price'' 12,600
* ''EAC Bonus'' +13; ''KAC Bonus'' +14
* ''Max Dex Bonus'' +5; ''Armor Check Penalty'' –2; ''Speed'' 40 ft.
* ''Strength'' 16 (+3); ''Damage'' 1d6 S or P
* ''Weapon Slots'' 1; ''Upgrade Slots'' 1
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 19
</div>
Nicknamed the Bat for the scanning arrays affixed to the helmet, this Vercite armor increasingly sees use by bounty hunters specialized in tracking verthani marks. While active, the KashComm scout grants [[blindsense]] (sound) with a range of 120 feet. As a standard action, the wearer can devote the armor's processing fully into its sensors, changing its blindsense to [[blindsight]] (sound) until the end of their next turn.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Small outsider (extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[sense through]] (vision) 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +3; ''Will'' +7
* ''Defensive Abilities'' 4-dimensional form
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +7 (1d4+3 B)
* ''Special Attack'' dimensional momentum
* ''Spell-Like Abilities'' (CL 1st; ranged +9)
** 1/day—//[[daze monster]]// (DC 17), //[[mind thrust]]// (DC 17)
** 3/day—//[[detect thoughts]]// (DC 16), //[[lesser confusion]]// (DC 16), //[[wisp ally]]//
** At will—//[[psychokinetic hand]]//, //[[telekinetic projectile]]//
!!! STATISTICS
* ''Str'' –1; ''Dex'' +3; ''Con'' +0; ''Int'' +5; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Computers]] +15, [[Engineering]] +10, [[Physical Science]] +15, [[Stealth]] +10
* ''Languages'' Katholbi, [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''4-Dimensional Form ([[Ex]])'' Kathrepi shades can freely move around in the fourth dimension, remaining only partially in three dimensions. When the kathrepi shade takes a [[guarded step]] or moves their speed as a move action, they can choose to gain or lose the [[incorporeal]] special quality at the end of that move action.
''Dimensional Momentum ([[Ex]])'' When a kathrepi shade casts [[telekinetic projectile]], they imbue the projectile with extra force by hurling it through the fourth dimension. The spell deals 2d6 bludgeoning damage instead of the usual 1d6 bludgeoning damage.
</div>
Kathrepi were four-dimensional scientists and engineers whose drive to eradicate entropy from the universe led to their creation of the Tesseract. To creatures limited to only three dimensions, a kathrepi is a squat creature with gangly arms, multi-jointed fingers, and a single staring eyeball with multiple pupils floating within it. As they inhabit a fourth dimension as well, kathrepi see themselves and their surroundings in a way that’s difficult for three-dimensional creatures to understand. Kathrepi can retreat partially into the fourth dimension for long periods of time, which they do primarily to manipulate the complex four-dimensional technology they created. Along with incredible intellectual prowess, kathrepi have developed psychic powers that aid them in their research.
Kathrepi failed in their objective long ago and are now all but gone from their home plane of the Drift (and, indeed, might be fading out of existence entirely). Their only remnants are their intricate machines and a few lonely survivors whose intellectual faculties have deteriorated through long centuries of ennui and self-recrimination. These so-called kathrepi shades are only faint echoes of the keen-minded kathrepi of old, and they tend to cling to a single scientific specialty or theory. This specific recollection drives them to hang on to life after all their compatriots have gone, and they obsess incessantly over it, considering it the only subject worth discussion. Rather than congregating in great scientific collectives, as kathrepi formerly did, kathrepi shades tend to be isolationist and peevish. Challenging a kathrepi shade’s favored intellectual position (or even just asking the wrong questions about it) is usually sufficient to drive the kathrepi shade into a murderous rage. Their frail physical forms make them poor physical combatants, so they rely upon their psychic abilities in a fight.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Large animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* Fort +6; Ref +6; Will +1
OFFENSE
* ''Speed'' 40 ft., //[[spider climb]]//
* ''Melee'' slam +10 (1d6+5 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' gravity crash (1d6, DC 13)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +12 (+16 to jump), [[Athletics]] +12
* ''Other Abilities'' personal gravity
!!! ECOLOGY
* ''Environment'' any forest (Volunisp)
* ''Organization'' solitary or herd
!!! SPECIAL ABILITIES
''Gravity Crash ([[Su]])'' When a kathum succeeds at an [[Athletics]] check to [[jump]] 30 or more feet horizontally or falls at least 30 feet, it deals 1d6+5 bludgeoning damage to all non-kathum creatures within 10 feet of where it lands. A successful DC 13 Fortitude save halves this damage.
''Personal Gravity ([[Su]])'' A kathum’s primary evolutionary advantage is the manipulation of its own personal gravity, allowing it to jump tremendous distances and cushion its falls. While conscious, a kathum takes no falling damage no matter how far it has fallen. When a kathum attempts an Athletics check to jump, it always counts as having taken a 10-foot running start and the DC of the check is equal to half the number of feet it’s trying to jump horizontally or twice the number of feet it’s trying to jump vertically (instead of equal to the number of feet and four times the number of feet, respectively).
</div>
Those who visit the vast forests of Volunisp—a once-uninhabited planet in Near Space close to the Veskarium—often remark on the lack of large-scale predators, when they aren’t complaining about the ever-present clouds of small biting insects. Xenobiologists attribute this unusual ecosystem to the presence of what some call “the apex herbivore of Volunisp,” the strange and unusual kathum. A kathum is an armored quadruped with long ears and well-muscled legs, though they hardly seem necessary as a kathum’s unique ability to alter its own gravity allows it to leap from forest floor to canopy in a moment’s notice and walk along thin leafy branches as if they were on solid ground. A kathum will use this gift to aggressively make dive-bomb attacks against those who dare to trespass within its wide-reaching territory. Kathums travel in herds averaging 20 members.
Born live, a kathum calf takes 3 weeks to gain enough control over its own gravity to ride safely upon its mother’s back. They are particularly vulnerable until then, and older kathums will fiercely protect their newborn young, even chasing perceived threats beyond their usual territorial borders. A typical herd spends 4 hours a day in the treetops feeding, coming down to rest at night. Kathums nest in elevated areas such as large rocks and hills, though never further than 60 feet from the nearest treeline. A typical kathum is approximately 10 feet long and lives for nearly 200 years.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Small magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 18
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +5; ''Will'' +1
* ''Defensive Abilities'' scamper
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft., fly 40 ft. ([[Ex]], clumsy)
* ''Melee'' sting +9 (1d4+2 P plus kaukariki venom)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +1; ''Int'' –2; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +5, [[Intimidate]] +5, [[Stealth]] +5
!!! ECOLOGY
* ''Environment'' warm forests (Castrovel)
* ''Organization'' solitary, pair, or troop (3–18)
!!! SPECIAL ABILITIES
''Scamper ([[Ex]])'' When a kaukariki is hit by an attack of opportunity, it can attempt an [[Acrobatics]] check as a reaction. If the result of the Acrobatics check equals or exceeds the result of the attack roll, the attack of opportunity misses, and the kaukariki gains a +1 morale bonus to attack and damage rolls until the end of its next turn.
!!! Kaukariki Venom
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 11
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
Kaukarikis are inquisitive pests named after the sound of their warning vocalizations in the presence of threats; most who interact with the creatures directly prefer to call them by the less endearing moniker of "stingbats." Primarily frugivores, kaukarikis scamper about in woodland canopies and glide from tree to tree, each troop migrating widely over its claimed territory to exploit seasonal food sources. The creatures readily take advantage of other supplies of food as needed, including insects, young leaves, bark, and even meat on rare occasions. In fact, particularly large troops—especially those with a newly ascendant alpha female—sometimes organize a hunt to take down modest prey and share the kill to reinforce social bonds within the group.
The creature's eponymous stinger serves both defensive and offensive purposes. Few predators in the kaukarikis' range are willing to risk the painful venom, especially because the pests often rally to one another's defense to mob assailants. This fearsome reputation seems to embolden kaukarikis, which infamously incite each other to harass trespassers as a way of demonstrating bravery and establishing a pecking order within the troop. For all their venom's power, it isn't produced directly by the kaukarikis' bodies; many of their favorite fruits and seeds are toxic, and the creatures' digestive systems separate and store the poisons within a small venom sac near the tip of the tail. As a result, kaukarikis fed different diets might develop venom that damages a different ability score or lose their poison altogether.
Kaukariki mating habits often coincide with massive feasts of fruits, with the male that consumes the most food being seen as the most desirable mate. The alpha female chooses first from among the potential mates, followed by the other females that have the alpha's permission. A female that attempts to take a mate without permission is often attacked and driven off by the rest of the troop. Such a kaukariki is then left to fend for herself, and sometimes she becomes the alpha of her own troop.
Kaukarikis are most common on the continent of Ukulam, though on Asana they have adapted to the dominant lashunta city-states by adopting new habits better suited to urban environments. The people of Castrovel err on the side of deterring and dispersing kaukarikis back into the wild, though they don't hesitate to take more drastic action when a local population gets out of hand. That's even truer in the famed fruit orchards of southern Asana, where the kaukarikis can be so disruptive that local authorities often incentivize hunting down the creatures to trim their numbers.
<div class="statblock">
* ''CR'' 10 ''XP'' 9,600
* NE Medium outsider (extraplanar)
* ''Init'' +3; ''Senses'' [[blindsense]] (life) 120 ft., [[darkvision]] 120 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +12; ''Will'' +9
* Defensive Abilities [[undead immunities]]
!!! OFFENSE
* ''Speed'' 10 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' slam +23 (2d10+18 S)
* ''Ranged'' crystal shard +20 (4d6+10 P; critical [[embed]] 2d6)
* ''Offensive Abilities'' unliving fury
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +24, [[Stealth]] +19
* ''Other Abilities'' cover cadaver
* ''Languages'' Aklo
!!! ECOLOGY
* ''Environment'' any (Negative Energy Plane)
* ''Organization'' solitary or cluster (2–12)
!!! SPECIAL ABILITIES
''Cover Cadaver ([[Su]])'' As a move action, a kavearin can enter the space of a corpse within reach and graft itself to the body, temporarily animating the corpse. The corpse must be of Medium size and mostly complete. While controlling a corpse in this way, the kavearin can’t fly, but its land speed increases to 40 feet. In addition, the corpse absorbs part of any damage done to the kavearin; the kavearin gains [[DR]] 10/— until that damage reduction prevents a total of 100 damage, at which point, the corpse is destroyed. The kavearin can abandon the corpse as a move action.
''Crystal Shard ([[Ex]])'' As a ranged attack, a kavearin can hurl part of its crystalline form with a range increment of 60 feet. On a critical hit, the crystal is [[embedded|Embed]] in the target, damaging the target each round it moves 5 feet or more.
''Unliving Fury ([[Ex]])'' When a living creature within the kavearin’s reach regains Hit Points or Stamina Points, the kavearin can make a melee attack against that creature as a reaction.
</div>
Kavearins, commonly known as cadaver crystals, are animate collections of dark purple crystals that naturally occur in the depths of the Negative Energy Plane. A kavearin’s sapience is similar to that of elementals, though the mass of shifting crystals is generally more malevolent and possesses a burning hatred of living creatures. Although kavearins can essentially animate the corpses of those they’ve killed (and any other cadavers lying around), they generally do so only for protection.
Kavearins might be pulled into the Material Plane in areas of concentrated negative energy, such as worlds with high concentrations of undead creatures or planets awash in certain types of radiation. Some can be found drifting through the vacuum of space but are rarely encountered by passing starships.
Centuries ago, Eoxians used kavearins as guard animals when large clusters of them were discovered wandering the Gray Hollow. The trend faded into obscurity once it became clear that the kavearins had no interest in keeping other undead out of spaces they were meant to protect. Some say that the Corpse Fleet gathered the forgotten kavearins and took them off-planet as part of the undead extremists’ defection from Eox.
Also known as fetchlings, kayals are descendants of humans trapped on the Shadow Plane millennia ago. The ambient essence of shadow has long since permeated their forms, making them their own unique species. Their time spent without direct access to light has left them bleached of color. Dark, pale, or gray of skin tone, with white or pitchblack hair and yellow eyes, kayals have tall, lithe bodies that seem to blend in and out of darkness effortlessly. Some kayals are said to be able to command the shadows themselves, manipulating their appearance or using them as a conduit to travel across space and even between the planes.
Kayals have spent hundreds of centuries dealing with creatures native to the Shadow Plane, which requires a certain amount of moral ambiguity. As a result, they have made deals and agreements with creatures that most other species would consider dangerous or evil. For kayals, these agreements were a matter of simple survival—the pragmatic decision is always the right one, even if it involves shaking hands with those others might consider to be monsters.
Kayals on the Material Plane tend to conceal their appearances with hooded cloaks or masks, even though they are not sensitive to bright light. These kayals hide themselves either out of fear of prejudice from those who had bad dealings with their ancestors or because they are embarking on nefarious deeds and don't wish to be recognized by local authorities.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Kayals are Medium outsiders with the native subtype.
* ''Kayal Magic:'' Kayals can use //[[disguise self]]// once per day as a spell-like ability; the caster level of this effect is equal to the kayal's level. Kayals can assume only the form of a humanoid creature using this ability.
* ''Kayal Vision:'' Kayals have [[darkvision]] with a range of 60 feet and [[low-light vision]], meaning they can see in dim light as if it were normal light.
* ''Shadow Blending:'' Attacks against a kayal in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
* ''Shadow Resistances:'' Kayals have cold [[resistance]] 5 and electricity resistance 5.
<div class="statblock">
* ''Tier'' 16
* Gargantuan battleship
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 28; ''TL'' 28
* ''HP'' 440; ''DT'' 16; ''CT'' 88
* ''Shields'' heavy 480 (forward 120, port 120, starboard 120, aft 120)
* ''Attack (Forward)'' heavy laser net (5d6; 5 hexes), heavy plasma torpedo launcher (5d10; 20 hexes), persistent particle beam cannon (2d10×10; 20 hexes)
* ''Attack (Port)'' heavy laser net (5d6; 5 hexes), plasma cannon (5d12; 10 hexes)
* ''Attack (Starboard)'' heavy laser net (5d6; 5 hexes), plasma cannon (5d12; 10 hexes)
* ''Attack (Aft)'' laser net (2d6; 5 hexes)
* ''Attack (Turret)'' heavy antimatter missile launcher (10d10; 20 hexes), persistent particle beam (10d6; 20 hexes)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' [[adamantine alloy]] armor, advanced long-range sensors, crew quarters (common), mk 6 armor, mk 7 defenses mk 3 trinode computer; ''Expansion Bays'' [[cargo hold]], [[guest quarters]] (luxurious), [[life boats]], [[medical bay]], [[science lab]] (general), [[shuttle bay]], [[tech workshop]]
* ''Modifiers'' +3 to any 3 checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 144 (minimum 100, maximum 300)
!!! CREW
* ''Captain'' [[Bluff]] +28 (16 ranks), [[Diplomacy]] +33 (16 ranks), [[Intimidate]] +28 (16 ranks), [[Piloting]] +28 (16 ranks)
* ''Engineers (4 officers, 10 crew each)'' [[Engineering]] +28 (16 ranks)
* ''Gunners (5 officers, 10 crew each)'' gunnery +23 (16th level)
* ''Pilot (1 officer, 10 crew)'' [[Piloting]] +28 (16 ranks)
* ''Science Officers (3 officers, 10 crew each)'' [[Computers]] +33 (16 ranks)
</div>
Like other [[Kevolari Collective]] frames, Golarion-Class Battleships are very practical, standardized designs, often resembling thruster-festooned skyscrapers bristling with antennas and weapons more than sleek battle cruisers. Despite their enormous size and somewhat cumbersome appearance, Golarion-Class Battleships are highly maneuverable, and their captains have no trouble traversing even moderately dense asteroid and debris fields that other gargantuan starships might avoid. As a result, they're able to navigate the precarious space of the Diaspora asteroid belt in pursuit of fleeing enemies, much to the consternation of the Free Captains and other pirates that infest that region of the Pact Worlds.
With extensive point defense systems, Golarion-Class Battleships are built to withstand an onslaught of threats ranging from rogue tracking weapons to a Swarm battle fleet, all while directing crucial fleet combat operations and contributing their own impressive firepower, making them extremely durable and versatile platforms.
As with the Veskarium's [[Vindicas Tyrant]], Golarion-Class Battleships are so formidable that their mere presence can end hostile situations before they begin. Indeed, many would-be starship skirmishes between the Pact Worlds and the Veskarium during the Silent War defused immediately upon the arrival of a Golarion-Class Battleship. In one of the model's most famous actions to date, three Golarion-Class Battleships were able to hold their own against a much stronger Corpse Fleet [[Blackwind Annihilator]] ultranought. The trio drove off the renegade Eoxian behemoth, though two suffered near catastrophic damage and required years of repair at Castrovel's Elindrae spacedock.
<div class="statblock">
* ''Tier'' 1/2
* Tiny interceptor
* ''Speed'' 11; ''Maneuverability'' perfect (turn 0);
* ''AC'' 14; ''TL'' 14
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' basic 10 (forward 3, port 3, starboard 3, aft 1)
* ''Attack (Forward)'' light laser cannon (2d4; 5 hexes), light torpedo launcher (2d8; 20 hexes)
* ''Power Core'' Arcus Light (75 PCU); ''Drift Engine'' none; Systems basic computer, budget long-range sensors, [[horacalcum thrusters|Horacalcum (starships)]], mk 1 defenses; ''Expansion Bays'' none
* ''Modifiers'' +3 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
* ''Pilot'' [[Computers]] +5 (1 rank), gunnery +3 (1st level), [[Piloting]] +12 (1 rank)
</div>
The Kevolari Collective's K-51 Sky Fisher is an attack and support spacecraft designed specifically for the Pact Worlds defensive fleet. This mid-range, single-seat interceptor and tactical-reconnaissance spacecraft saw extensive deployment throughout the Silent War with the Veskarium as well as the Swarm invasion. At the time, the Sky Fisher used a brand-new proprietary brand of horacalcum-based thrusters called the Jalison V-1710, designed to offer superb speed performance and exceptional maneuverability. These thrusters gave the Sky Fishers tremendous command of the battlefield, as they were able to easily match and often surpass the interceptors from the Veskarium and later the Swarm. The Sky Fisher's reputation was such that Veskarium pilots considered it a mark of honor to have defeated one in battle, and frequently sought out one-on-one duels with Sky Fishers in hopes of achieving this honor, even when the Veskarium had overwhelming numbers in a given tactical combat encounter.
The Sky Fisher's enhanced maneuverability also enabled it to excel at close ground support, with pilots often skimming mere feet over infantry and mobile armor units in order to devastate entrenched enemies just ahead of major ground offensives. The Sky Fisher's high-speed torpedoes made short work of even heavily armored Veskarium gun emplacements and Swarm tunnels, greatly contributing to the success of Pact Worlds ground forces. The distinct roar of its approaching horacalcum-based thrusters prompted cheers from Pact Worlds troops who knew it was plowing through the enemy ahead, and caused Swarm forces to scatter.
The K-51 Sky Fisher was named after a Castrovelian aerial ambush predator, a flying squid-like creature infamous for floating transparently before descending on unsuspecting prey. Although the current Sky Fisher lacks its namesake's aerial camouflage, early prototypes experimented with stealth technology that ultimately encountered too many design hurdles to implement cleanly. The same mounts originally intended for active camouflage were later repurposed to house supplemental thrusters, giving the Sky Fisher its edge in speed and maneuverability—though its top speed is so extreme that pilots often risk blacking out when testing the starship's limits.
The Sky Fisher remained in service for over 60 years of the Silent War and Swarm invasion. After the Swarm was repelled initially, innovative new single-pilot craft increasingly replaced these reliable ships, driving a secondary market of corporate entities and private citizens alike who still seek the decommissioned vessels. Small to medium-sized businesses frequently retrofit Sky Fishers with a Drift drive for use in courier services, while racing enthusiasts value the frame for challenging interplanetary endurance courses.
Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret [[Sense Motive]] check for you without your [[expertise]] die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to [[sense mental effects]], you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target gains a +2 insight bonus to [[Perception]] checks and gains low-light vision. Targets that have [[low-light vision]] double the distance they can see under the effects of this spell.
''System:'' Throat
A keening larynx necrograft completely replaces your vocal cords. As a standard action a number of times per day equal to the necrograft's mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude saving throw or become [[deafened]] and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect.
* A ''mk 1'' keening larynx can affect a single target within 30 feet of you.
* A ''mk 2'' keening larynx can affect all targets in a 15-foot cone.
* A ''mk 3'' keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line.
* A ''mk 4'' keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line.
* A ''mk 5'' keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line.
You attempt a [[Piloting]] check (DC = 10 + your vehicle's item level) to stay in the same position in the chase. If you're successful, your vehicle moves forward during the chase progress phase. If you fail, your vehicle falls back one zone during that phase. Many other pilot actions can also result in a vehicle moving forward one zone during the chase progress phase, but they have a higher DC, increasing the chance the pilot will fail.
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* N Large construct (technological)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +31
!!! DEFENSE
* ''HP'' 380
* ''EAC'' 32; ''KAC'' 34
* ''Fort'' +17; ''Ref'' +17; ''Will'' +14
* ''Defensive Abilities'' [[integrated weapons]], [[unflankable]]; ''DR'' 15/[[adamantine]]; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft., //[[spider climb]]//
* ''Melee'' slam +33 (13d6+29 B)
* ''Ranged'' avalanche-class [[zero rifle]] +30 (7d8+18 C; critical [[stagger]] [DC 23])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' falling crush (13d6+29 B), redirect power (40-ft. cone, 19d6 E, Reflex DC 23 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +11; ''Dex'' +8; Con —; ''Int'' +5; ''Wis'' +6; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +31, [[Athletics]] +31, [[Stealth]] +36
* ''Languages'' Common
* ''Other Abilities'' nanite repair, [[unliving]]
* ''Gear'' avalanche-class [[zero rifle]] with 1 ultra-capacity battery (100 charges)
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Falling Crush ([[Ex]])'' If a keeper robot is at least 20 feet directly above any number of Medium or smaller creatures in a 10-foot square (usually due to its //[[spider climb]]// ability), it can release its grip on the surface as a move action and fall onto those creatures. The keeper robot takes falling damage as normal, but each creature it falls on takes 13d6+29 bludgeoning damage and is [[pinned]]. Each crushed target can attempt to escape the pin as normal on its turn, and the pin ends automatically if the keeper robot moves off the target's square. A target of falling crush can't take the falling crush damage more than once, unless the keeper robot moves fully off that creature and then falls on it again.
''Nanite Repair ([[Ex]])'' A keeper robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 12d8 Hit Points.
''Redirect Power ([[Ex]])'' A keeper robot can leech power from nearby batteries to recharge its own weapon or unleash the stolen electricity at its foes. A keeper robot can activate this ability once every 1d4 rounds as a full action; when it does, each battery within 30 feet of the robot (excluding the one in its own weapon) loses 2d4 charges. The keeper robot can redirect this power to recharge the battery in its integrated weapon with the same number of charges. Alternatively, the keeper robot can amplify this power, releasing it in a weaponized arc of electricity, dealing 19d6 electricity damage in a 40-foot cone (Reflex DC 23 half).
</div>
The desire to create autonomous defensive constructs can sometimes lead to unfortunate results, especially when time or a natural disaster alters a robot's programming. A collection of massive drones known as keeper robots stalk the wild and forgotten areas of Castrovel seeking to destroy intruders, their original directives clearly corrupted into a surprising ferocity. Usually nonhumanoid in appearance, keeper robots are dangerous and implacable opponents. Some stand about 14 feet high on eight legs and weigh several tons.
Scholars believe these keeper robots were designed to protect lands and resources from would-be scavengers at some point during the Gap. Interestingly, the Xenokeepers have led a campaign to keep Castrovel from amassing a small fighting force to destroy the keeper robots, arguing that the constructs provide a natural deterrent to poachers and others who would pillage the natural resources or archaeological finds of an area, since keeper robots are known to ignore the surrounding native wildlife.
Recent reports have noted the existence of keeper robots on other planets outside of the Pact Worlds, looking as new as if they had just rolled off the factory floor, and sporting more modern weaponry. This has sparked a flurry of speculation about these robots' origins. One of the more outrageous theories bandied about various infospheres is that keeper robots weren't created during the Gap but at some point in the far future and were sent back to secure (or even destroy) some mysterious objective.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Diminutive animal (swarm)
* ''Init'' +8; ''Senses'' [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +14; ''Will'' +9
* ''Defensive Abilities'' diffraction, [[swarm defenses]]; Immunities acid, [[swarm immunities]]
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Ex]], perfect)
* ''Melee'' [[swarm attack]] (1d10+10 A)
* ''Ranged'' focused light +22 (2d10+10 F; critical [[burn]] 1d6)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 17)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' +5; ''Int'' –2; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19 (+27 to fly), [[Disguise]] +24, [[Stealth]] +19
* ''Other Abilities'' reflective mimicry
!!! ECOLOGY
* ''Environment'' any air (Liavara)
* ''Organization'' solitary, pair, or mirage (3—5)
!!! SPECIAL ABILITIES
''Diffraction ([[Ex]])'' A keji swarm can disperse the energy of light-based attacks. It has resistance 10 that applies to any damage from a laser weapon and effects with the light descriptor. For 1 round after its resistance prevents it from taking such damage, a keji swarm can use its focused light and reflective mimicry abilities as if it were in an area of bright light, regardless of the actual light level.
''Focused Light ([[Ex]])'' As a ranged attack, a keji swarm can collect, focus, and redirect ambient light in a beam to strike a single target within 60 feet. If the keji swarm is in an area of bright light, this attack deals 3d10+10 damage; if the keji swarm is in an area of dim light, this attack deals 1d10+10 damage instead. A keji swarm cannot use this ability in an area of darkness.
''Reflective Mimicry ([[Ex]])'' A keji swarm can redirect light with great precision to construct a holographic illusion around itself (DC 17 Will to disbelieve). As a standard action, the keji swarm can create a purely visual image of a creature or starship, which fills a 20-foot cube centered on the keji swarm. The image automatically moves with the keji swarm and appears to react appropriately to damage. A keji swarm cannot use this ability in an area of darkness, and the illusion is automatically dispersed when the keji swarm enters an area of darkness or is reduced to less than half its maximum Hit Points.
</div>
Many a sightseeing skiff drifting through the upper reaches of the Liavaran atmosphere has drawn close to what its captain thought was a peaceful oma, only to have the creature dissolve into a cloud of aggressive glimmering specks that ravenously set upon the vessel. These multitudinous, amoeba-like creatures are known collectively as a keji swarm. Each keji is surrounded by a transparent silicate shell that can distort the passage of light; working together, the swarm diverts photons to construct holograms to camouflage themselves as an innocuous-seeming creature or bit of debris. Once curious prey have drawn close, the swarm ambushes, focusing light from each keji into powerful beams like a magnifying glass before setting in to feed. Though keji swarms are relatively small, several can work together to project starship-sized disguises.
Although found on other worlds, the brittle blue mineral kehtarite is named after and is especially prevalent on Kehtaria, where it’s often incorporated into fire-suppressing insulation. While this //aeon stone// orbits you, it inhibits nearby combustion. You gain a +4 circumstance bonus to saving throws against the [[burning]] condition, and you automatically extinguish any nonmagical fires in your space or any squares you enter, to a maximum of 20 5-foot cubes per minute. When any burst or emanation that deals fire damage or has the fire descriptor (such as an incendiary grenade or explosive blast) is centered on a space or intersection within your reach, as a reaction, you can drain the //aeon stone’s// magic and attempt a Reflex save against the effect’s save DC (or DC 13 plus half the effect’s item level or CR if it doesn’t have a saving throw) to suppress the effect. If you succeed, you delay the effect for 1 round, after which it takes effect as normal. When drained in this way, the //aeon stone// provides no further benefits for 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//ketharite oval// | 5 | 3,000 | — |
</div>
!!! Maximum Utility
<div class="statblock">
* ''Manufacturing Centers'' Elindrae
* ''Specialty'' Industrial-yet-comfortable designs in large quantity at reasonable costs
* ''Famous Models'' [[K-51 Sky Fisher|KC K-51 Sky Fisher]], Paramount, Steadfast, [[Venture|Kevolari Venture]]
</div>
The Kevolari Collective is the largest of the Castrovelian starship manufacturers and was originally based in the Gulf of Legions, where the formian industrial complex historically manufactured sea vessels. But 30 years ago, the Collective shifted its starship manufacturing to Castrovel's moon, Elindrae, a concession in the shirren-brokered peace treaty that ended the war between formians and lashuntas. This move required the founding of a new secondary hive on Elindrae, as well as the installation of life support and artificial gravity in the newly constructed hive tunnels that now permeate the moon.
Paramilitary groups, explorers, and transportation companies consistently seek out the Kevolari Collective because of the company's highly efficient, large-scale manufacturing facilities. Indeed, the Kevolari Collective delivers hundreds of military and corporate starships each year for use by organizations throughout the Pact Worlds. The Collective specializes in large orders for fleets of dozens or even hundreds of identical ships. Given the Collective's reputation for delivering on time and on budget, demand for its services often outstrips its capacity, much to the consternation of its non-formian competition. Many companies have attempted to emulate the Collective's business model, but none have yet matched their coordination.
To maintain production efficiency, the Kevolari Collective designs its starships to be standardized and simple, engineered to provide good quality and high value. This results in industrial-yet-comfortable designs at prices substantially lower than those of most other starship manufacturers. The Kevolari Collective achieves this efficiency via a manufacturing process that includes workers with cybernetic enhancements optimized for specific assembly stations. Instead of adapting its manufacturing systems to customize designs for customers, the Kevolari Collective subcontracts to other starship manufactures, such as [[Ringworks|Ringworks Industries]] and [[ATech]], which take delivery of newly manufactured starship frames and complete any required customization. This enables customers to take advantage of the Collective's economies of scale while also satisfying specialized demands.
The standardization of Kevolari Collective starships makes maintenance, repair, and training simple and reduces the variety of spare parts that need to be kept on hand. As such, Kevolari Collective starships provide immediate savings and long-term value. From the flagships of the Steward's Overwatch fleet to long-haul transports and explorers transiting the Vast, Kevolari Collective starships provide maximum utility for minimum credits.
''Manufacturer Perk:'' The efficiency of Kevolari designs reduces the cost of the base frame by BP equal to the ship's size category (Tiny = 1, Small = 2, Medium = 3, etc.); however, the cost of each weapon mounted increases by 1 BP.
<div class="statblock">
* ''Tier'' 1
* Medium explorer
* ''Speed'' 6; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 14; ''TL'' 12
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' basic 20 (forward 5, port 5, starboard 5, aft 5)
* ''Attack (Forward)'' light laser cannon (2d4)
* ''Attack (Turret)'' high explosive missile launcher (4d8)
* ''Power Core'' Pulse Gray (100 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, budget mid-range sensors, crew quarters (common), mk 3 armor, mk 1 defenses; ''Expansion Bays'' [[cargo holds]] (3), [[physical science lab]]
* ''Modifiers'' +2 [[Piloting]]
* ''Complement'' 6
!!! CREW
* ''Captain'' [[Bluff]] +5 (1 rank), [[Computers]] +5 (1 rank), [[Diplomacy]] +5 (1 rank), gunnery +5, [[Intimidate]] +5 (1 rank), [[Piloting]] +7 (1 rank)
* ''Engineer'' [[Engineering]] +5 (1 rank)
* ''Gunners (2)'' gunnery +5
* ''Pilot'' [[Piloting]] +12 (1 rank)
* ''Science Officer'' [[Computers]] +10 (1 rank)
</div>
Thoroughly industrial in its aesthetics, the Venture is a ship designed to keep its crew alive in unfriendly systems—everything else is secondary. Inside, however, the Venture is surprisingly comfortable, making it perfect for exploration, permanent residency, and long-haul shipping.
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Small vermin
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +1; ''Will'' +0
* ''Immunities'' [[radiation]]
!!! OFFENSE
* ''Speed'' 20 ft., burrow 5 ft., climb 20 ft.
* ''Melee'' claw +4 (1d6 S)
* ''Offensive Abilities'' break objects
!!! STATISTICS
* ''Str'' +0; ''Dex'' +1; ''Con'' +3; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Other Abilities'' consume objects, [[mindless]]
!!! ECOLOGY
* ''Environment'' any (Akiton)
* ''Organization'' solitary, pair, colony (3–9), or infestation (10–40)
!!! SPECIAL ABILITIES
''Break Objects ([[Ex]])'' When attacking an object, a khefak treats that object's hardness
as if it were 10 lower.
''Consume Objects ([[Ex]])'' A khefak can eat objects with hardness 10 or lower. A khefak deals 1 damage to an object it's consuming per minute. A khefak is sated and stops feeding on a given day after dealing 50 damage this way.
</div>
<<section 'Thasteron Khefak'>>
Khefaks are a sort of arthropod—similar to a cross between a centipede and crab—with a hard exoskeleton, 20 segmented legs, and front-facing pincers. A long slit runs from the creature's head to its midpoint that functions for eating, birthing, and excretion. A khefak uses its pincers to hack edible materials apart and its legs to sort and shovel chunks into its maw, which is full of grinding points. A khefak's carapace varies based on diet, but every khefak craves thasteron. Any khefak that consumes thasteron rapidly swells in size, its exoskeleton gaining a crystalline appearance.
Akiton thrived during the years when starships required thasteron for space travel. During that time, a firm called Khefak Biogenetics genetically engineered the first khefaks to consume thasteron rubble, scrap, and dust and then biochemically refine what would be waste material back into usable fuel. When the thasteron market crashed after the advent of Drift travel, Akitonian mining corporations abandoned their mines and refineries along with the khefaks. The arthropods were expected to die with the thasteron market, but they didn't.
Created to reproduce rapidly and adapt to polluted environments, khefaks had no trouble acclimating to their new conditions. Freed from the thasteron facilities, the khefaks began consuming other inorganic materials. As their numbers grew, these pests began to stow away on starfaring vessels and appear on other worlds, but governments' preventive measures have largely restricted khefaks to Akiton.
Khefaks have a high metabolism, devouring plastics, composites, and most metals, but they don't eat soil or similar substances. A khefak must eat many times its weight each day, so a khefak incursion can cause rapid structural damage. On Akiton, locals hunt khefaks to control their numbers and keep them from invading functioning structures. Although the creatures' flesh isn't edible, khefaks nonetheless make valuable targets because the creatures incorporate minerals they eat into their carapace plates and refine some substances into a purer form. Scavengers kill the creatures for bounties and to collect enough shells to sell as mineral compounds or make useful items.
Khefaks reproduce asexually when they have ample food, producing one offspring every few days. Young provided an adequate source of nutrition grow to maturity within days. When khefaks consume every available scrap, they spread out to new areas. If a source of food can't be located, the khefaks find a safe place to hibernate and can endure for years in this state. Few worlds that have modern societies lack refined materials khefaks can consume, so starvation among these creatures is rare—on Akiton, it's unheard of.
The survival of the khefak species on Akiton is all but assured, since some locals raise and train the creatures. Trainers transport khefaks to abandoned areas and release them to pick through ruins. The released khefaks then locate and consume valuable salvage in locations dangerous to other life. The resulting exoskeletons can be harvested for considerable profit. This practice, along with any sort of khefak "farming," is illegal in numerous regions on Akiton.
<<section 'Khefak Exoskeleton'>>
Genetic engineers designed the [[khefak]] carapace for easy harvest. Within hours of a khefak's death, its connective tissue degenerates, making the carapace easy to hollow out with about 1 minute of work. The carapace can then be refined for various uses. Depending on the diet of a khefak, its clean exoskeleton has a market value between 5 and 50 credits. A thasteron khefak carapace is worth 30 credits.
The exoskeleton of mature khefaks with a diet of high-quality composites can be used to create corresponding forms of heavy armor. Khefak-based armor diffuses [[radiation]] better than normal composites and offers environmental protections providing immunity to medium radiation and a +6 circumstance bonus to the initial saving throw against radiation exposure (not [[sickness|radiation sickness]]). This bonus is +2 even when the environmental protections aren't functional. If the armor's item level is 7 or higher, its environmental protections work against high radiation, and the saving throw bonus is +9, or +4 when the environmental protections aren't functioning. Armor crafted with khefak exoskeleton components costs 500 credits more than normal.
Thasteron khefak carapaces are even more valuable. Armor of item level 6 or lower that incorporates thasteron khefak carapaces acts as armor of item level 7 or higher composed of normal khefak carapaces. If armor of item level 7 or higher incorporates thasteron khefak carapaces, its environmental protections provide immunity to severe radiation, and the circumstance bonus to saving throws against initial radiation exposure is +12, or +6 when the environmental protections are nonfunctional. Armor crafted of thasteron khefak carapace
components costs 2,000 credits more than normal.
<div class="table-wrapper">
|multilevel |k
|Form | Cost |h
|!khefak exoskeleton |<|
|Armor | +500 credits |
|Raw material (1 carapace) | 5-50 credits |
|!thasteron khefak exoskeleton |<|
|Armor | +2,000 credits |
|Raw material (1 carapace) | 30 credits |
</div>
Plantlike humanoids, the solemn khizars live in harmony with the natural environment, and many strive to protect the wilderness areas they inhabit. While this often brings them into conflict with other species and cultures, khizars are eager to learn about others' ways in an effort to understand them.
Khizars are humanoids with two arms, two legs, vestigial vines on their backs, and greenish-brown skin of tough cellulose fiber. They have hydrostatic skeletal structures and bleed a thick sap-like liquid if cut. Their limbs end in rootlike tendrils with some manipulative ability, but these are clumsier than a humanoid's fingers. Khizars' heads are actually complex seedpods; these tough, translucent membranes over woody latticeworks contain phosphorescent seed clusters that glow softly through the papery membrane, giving the species the nickname "lanternfolk." The color of this glow shifts as khizars experience different emotions, and canny observers can tell khizars' mood before they convey a word. Lacking mouths, khizars "taste" things by touching or handling them with their digits.
Originating in the wild expanses of the untamed continent Ukulam on Castrovel, khizars developed from carrion-feeding plants that used slow movement and crude empathic senses to find dying animals to feed on. They eventually grew to have full-fledged societies, though they hardly approach the population numbers of elves, formians, or lashuntas. With space travel becoming more common, some khizars have relocated to the Ice Wells of Aballon to protect those natural spaces from the native robots' encroaching megaplexes.
Khizars have a strong sense of individuality, but they maintain no gender or cultural divisions based on appearance, caste, wealth, or other indicators. The only things ancient khizars competed over were food sources and having new and novel experiences, and they tended to solve competitions over the former by embracing the latter. Khizars tend to be very protective of the natural spaces where they live, sometimes resulting in violent clashes, and many have recently joined or allied with the Xenowardens in defense of certain worlds. Khizars are oblivious to many physical differences in other species, so they judge people by their actions rather than their appearances.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Khizars are Medium Humanoids with the khizar and [[plantlike]] subtype.
* ''Carbonic Respiration:'' Khizars breathe in carbon dioxide and exhale oxygen. In situations of slow suffocation, a khizar reduces the effective number of creatures consuming air by two, unless no oxygen-breathing creatures are present.
* ''Evergreen:'' For effects targeting creatures by type, khizars count as both humanoids and plants. They receive a +2 racial bonus to saving throws against mind-affecting effects, [[paralysis]], poison, sleep effects, and [[stunning]], unless the effect specifies that it works against plants. Khizars can go without food for three times longer than other humanoids as long as they are exposed to natural sunlight for at least 4 hours per day
* ''Limited Telepathy:'' Khizars can communicate telepathically with any creatures within 30 feet with whom they share a language.
* ''Natural Empathy:'' Khizars have an empathic understanding of the natural world, giving them a +2 racial bonus to [[Life Science]] and [[Survival]] checks. Additionally, they can use their [[limited telepathy]] to communicate with non-[[mindless]] creatures of the plant type without sharing a common language.
* ''Senses and Speech:'' Khizars have no eyes or visual senses, other than the ability to perceive the presence or absence of light. Khizars have [[blindsense]] (vibration) and [[blindsight]] (life), each with a range of 30 feet. Khizars can't speak and can communicate only via telepathy
!! Carbonic Respiration Graft
{{Carbonic Respiration}}
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LN Medium fey (fire, incorporeal)
* ''Init'' +4; ''Senses'' [[blindsight]] 60 ft. (vibration), //[[detect radiation]]//, [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 95
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +8; ''Will'' +10
* ''Defensive Abilities'' geomagnetic field, [[incorporeal]]; ''Immunities'' fire, radiation
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], perfect)
* ''Melee'' leeching touch +12 (3d6 C; see text) or claw +14 (1d8+7 S)
* ''Spell-Like Abilities'' (CL 7th; ranged +12)
** 1/day—//[[explosive blast]]// (DC 18)
** Constant—//[[detect radiation]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +1; ''Int'' +1; ''Wis'' +5; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +19 (+27 to fly), [[Intimidate]] +19, [[Physical Science]] +14, [[Sense Motive]] +19, [[Stealth]] +14, [[Survival]] +14
* ''Languages'' Akitonian, Common, Ignan, Terran
!!! ECOLOGY
* ''Environment'' any mountains or underground (Akiton)
* ''Organization'' solitary, pair, or patrol (3–9)
!!! SPECIAL ABILITIES
''Geomagnetic Field ([[Su]])'' As a move action while on a planet that has at least a thin atmosphere and a mass at least 1/50th that of lost Golarion, a khulan can generate a 10-foot-radius protective field that grants [[resistance]] to cold, electricity, and fire damage within the protected area. If the planet's atmosphere is thin, this resistance value is 5, and the resistance increases to 7 or 10 if the atmosphere is normal or thick, respectively. A khulan's attacks ignore any energy resistance granted by a khulan's geomagnetic field ability. The barrier also grants all creatures in its area a +4 circumstance bonus to saves against radiation. The barrier is an emanation that is centered on and moves with the khulan, and the field persists until the khulan is incapacitated or it dismisses the field; this doesn't require an action.
''Leeching Touch ([[Su]])'' As a standard action, a khulan can strike with their incorporeal limbs, making an attack that targets EAC. On a hit against a living creature, this attack deals 3d6 cold damage, and the khulan regains a number of Hit Points equal to half the damage dealt.
</div>
<<section 'Khulan Ascendant'>>
Khulans are glossy-eyed fey that act as enigmatic custodians of worlds' molten cores, the resulting geomagnetic fields, and the pyroclastic gases that help insulate worlds so that their surfaces can sustain life. Most often, khulans appear as vaguely humanoid beings with large heads, ephemeral bodies, and limbs that seem to trail away into nothingness. A typical khulan is 7-1/2 feet tall.
These ghostly fey spend most of their time deep belowground, drifting through the mantles and blazingly hot metallic cores of many rocky planets. When they surface, khulans often travel through convective conduits, old lava tubes, or active volcanoes, emerging with minimal fanfare to survey the upper ecosystems' health. Where they sense disturbances in their planets' cosmic defenses, khulans silently study the causes and swiftly retaliate against any mortal tampering they deem harmful. Otherwise, the surface's relative chill displeases the fey, who either retreat deep underground or sap warmth from living creatures in order to sustain a healthy body temperature.
On occasion, a khulan adopts a surface settlement or population under threat, most often one at risk from environmental degradation or unnatural weather. In some cases, this involves shepherding the fey's charges to safety underground, and in others weaving a shield from the planet's geomagnetic and atmospheric power to deflect the oncoming threat. Enough of these stories survive to suggest the fey are benign or even benevolent. However, just as many tales describe instances in which khulans' charges have disappeared forever, owed the fey impossible debts as payment for khulan intervention, or been found as frozen corpses in warm fields, suggesting that the ghostly beings adhere to utterly alien motivations.
Dozens of khulans patrol Akiton's Hivemarket, a partly subterranean bazaar in the shadow of Mount Ka, an extinct volcano. There the fey attack anyone who engages in theft or attempts to seize control of the site by force, yet they almost never stop legitimate business, no matter how heinous the transaction. Ongoing university studies documenting the khulans' behavior and anatomy elicit varied reactions from the fey ranging from silent disdain to violent outbursts and to cryptically brief interviews that only trigger more questions.
These Akitonian khulans' visibility makes them one of the best-studied populations in the galaxy, thus most assume that khulans both are endemic to Akiton and are naturally legless ghost beings. However, Akiton's molten core has cooled dramatically over the past millions of years, and ancient cave art suggests that the planet's khulans have grown weaker and more ephemeral as the core's energy and geomagnetic field dwindle. The art depicts khulans with faint digitigrade legs bearing stout fins for swimming, and rare sightings of khulans on younger planets report similar findings. Popular theories suggest the khulans slowly fade as their homes die, and although Akiton's khulans are no longer able to protect the dying planet's core, they strive to at least protect the market and its inhabitants.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* LN Medium fey (fire, incorporeal)
* ''Init'' +5; ''Senses'' [[blindsight]] 60 ft. (vibration), //[[detect radiation]]//, [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 175
* ''EAC'' 26; ''KAC'' 26
* ''Fort'' +13; ''Ref'' +13; ''Will'' +15
* ''Defensive Abilities'' geomagnetic field, [[incorporeal]]; ''Immunities'' fire, radiation
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], perfect)
* ''Melee'' leeching touch +20 (5d6 C; see text) or claw +22 (2d12+12 S)
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[explosive blast]]// (DC 20), //[[remove radioactivity]]// (DC 21)
** Constant—//[[detect radiation]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +4; ''Int'' +2; ''Wis'' +8; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +27 (+35 to fly), [[Intimidate]] +27, [[Physical Science]] +22, [[Sense Motive]] +27, [[Stealth]] +22, [[Survival]] +22
* ''Languages'' Akitonian, Common, Ignan, Terran
!!! ECOLOGY
* ''Environment'' any mountains or underground (Akiton)
* ''Organization'' solitary, pair, or patrol (3–9)
!!! SPECIAL ABILITIES
''Geomagnetic Field ([[Su]])'' See [[khulan]]; the geomagnetic field grants [[resistance]] 10, 12, or 15 in thin, normal, or thick atmospheres, respectively.
''Leeching Touch ([[Su]])'' See [[khulan]]; this attack deals 5d6 cold damage.
</div>
As a move action, or at the beginning of any action you take that allows you to move (even if you do not choose to use that action to move), you may attempt to kick an unattended, unsecured object of no more than 2 bulk that is on the ground in your square or an adjacent square up into your hands. You must attempt a DC 15 [[Acrobatics]] check, and on a success you are holding the object in one or more of your free hands. If you hold it with enough hands to allow you to wield it, you can choose to be wielding it.
Kiirintas are small, moth-like creatures with brightly colored wings, six limbs, and a pair of feathery antennae above their insectile eyes. Their front two limbs have three grasping, finger-like appendages for manipulating objects. Their back limbs have several jagged claws, and they can rear up on their two hindmost limbs to reach their full height of 3 to 4 feet. Kiirintas can live up to 500 years and reach adulthood at 30.
Kiirintas' home world, called Stabrisis-14 by the Starfinder Society, is the fourth planet orbiting an immense red star in Near Space. Kiirintas themselves referred to their planet simply as "the world," but now that they have begun to make contact with galactic society, those who go off-planet typically refer to their home by its Starfinder Society moniker. Stabrisis-14 is a verdant jungle planet that experiences frequent influxes of planar energy from the First World, influencing its landscape and inhabitants. Though there are currently no active portals to the wild plane, kiirintas pass down legends of how their ancestors migrated to their planet via a now-lost planar breach.
Traditionally, kiirintas work as nomadic hunter-gatherers who venerate a pantheon of nature deities. Across the planet, they are organized into various groups, each with its own territory. Each group has multiple small settlements across the jungles that members rotate between based on the season and their mood. The majority of kiirintas divide themselves into two castes: the Reflectors and the Builders. The Builders focus on physical pursuits and serve as warriors and hunters, whereas the Reflectors focus on mental pursuits, studying magic and strategy. The castes are equal in terms of status, and individuals in either can rise to positions of power within a tribe. Due to the kiirintas' strong tendency toward individualism, hereditary positions are rare. While impressive parentage can be influential, most kiirintas believe in judging others by their deeds.
Kiirinta society rewards boldness and daring, and the ability to recount one's exploits for others is almost as important as the deeds themselves. Kiirinta culture prizes storytelling—the more outlandish the tale, the better. As a result, kiirintas' historical records are somewhat muddled, as they often tell tall tales and embellish even the most minor details to make their stories all the more impressive.
Recently, the Starfinder Society interceded on Stabrisis-14 when several weapon caches were dropped on the planet, inciting conflict within a kiirinta tribe and resulting in kiirintas' introduction to the larger galaxy. Though still somewhat localized, word of the life forms and technologies on other planets is spreading quickly among kiirintas, and their natural curiosity is encouraging many to find their way off Stabrisis-14 to explore the universe. Kiirintas of both castes have taken an eager interest in newly discovered technologies and peoples.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Kiirintas are Small fey.
* ''Fluttercloud:'' Once every 10 minutes, as a move action, a kiirinta within 15 feet of the ground can flutter its wings to stir up a cloud of debris and glistening sparkles around themself, granting the kiirinta [[concealment]] (20% miss chance) for 1d4 rounds or until they leave their space.
* ''Kiirinta Movement:'' Kiirintas have a land speed of 30 feet and an extraordinary fly speed of 20 feet with average maneuverability.
* ''Limited Telepathy:'' Kiirintas have [[limited telepathy]] with a range of 30 feet.
* ''Low-Light Vision:'' Kiirintas have [[low-light vision]].
* ''Reverberating Shriek:'' As a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent creature, causing painful vibrations throughout the target's body. This scream imposes the [[staggered]] condition for 1d4 rounds. The target can attempt a Fortitude save (DC = 10 + half the kiirinta's character level + the kiirinta's Constitution modifier) to negate the staggered effect. Whether successful or not, a creature can't be affected by the same kiirinta's reverberating shriek for 24 hours. A kiirinta can use this ability once per day plus one additional time for every 5 character levels they have.
As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you've used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.
These firearms are modeled on large sniper rifles found in ruins on Vesk-2 and moons of Vesk-6. Most caches of these relics were trapped with subsonic signals that impart a murderous urge, giving them their gruesome name, though they're now produced safely in modern factories across the Veskarium.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|kin-killer, tactical | 5 | 3,010 | 1d10 P | 80 ft. | [[enfeeble]] | 3 rounds | 1 | 2 |[[sniper]] (250 ft.), [[unwieldy]] |
|kin-killer, advanced | 11 | 25,100 | 3d10 P | 80 ft. | [[enfeeble]] | 6 rounds | 1 | 2 |[[sniper]] (500 ft.), [[unwieldy]] |
|kin-killer, elite | 15 | 107,100 | 6d10 P | 100 ft. | [[enfeeble]] | 6 rounds | 1 | 2 |[[sniper]] (1,000 ft.), [[unwieldy]] |
|kin-killer, paragon | 20 | 825,000 | 11d10 P | 120 ft. | [[enfeeble]] | 8 rounds | 1 | 2 |[[sniper]] (1,500 ft.), [[unwieldy]] |
</div>
A //kindred// weapon bears the colors, iconography, and other designs of a specific culture. When you purchase or create a kindred weapon fusion, choose up to three creature species, such as humans, ryphorians, and dragonkin. Any attacks made with the weapon veer around creatures of the chosen species, taking a –4 penalty to hit and dealing the attack’s minimum damage to such creatures. These creatures don’t block or impede the weapon’s attacks, granting no soft cover for the attacks and not preventing a weapon with the [[line|Line (weapon property)]] weapon special property from attacking creatures farther away from the weapon.
A //kinetic converter//, also called a rebound generator or bouncy ball, is a 4-inch spherical generator that can capture incoming energy and magically redirect it. You wear the converter on your body. The converter counts as a worn magic item unless you install it in your armor, taking up a number of upgrade slots equal to its mark number.
If you are the target of an attack, spell, or similar effect that deals you damage while you wear the //kinetic converter//, you can activate the device as a reaction, provided the effect wasn't a critical hit. Once activated, the converter disperses the kinetic energy of the attack. Instead of taking damage, you are knocked away from the source of the damage a distance based on the convertor's type, rounding the damage up to the nearest 5. You can fall [[prone]] during this movement to halve the distance you move. If you hit an obstacle before moving the distance the converter threw you, you take 1d6 bludgeoning damage per 10 foot increment you would have traveled, rounded up to the nearest 10 feet.
This damage conversion protects you against additional effects if those effects relied on the damage you negated. For example, a creature's poisonous bite can't poison you without dealing you damage. A kinetic converter protects you only from attacks and similar effects, not from hazards such as lava or extreme gravity. The device works against falling damage, but the conversion hurls you back into the air.
The damage-to-distance conversion rate and daily uses of a //kinetic converter// are based on its model. Once you benefit from a given //kinetic converter//, using a different one before 24 hours have passed throws off your sense of balance and you become [[sickened]] until after an uninterrupted 8-hour rest.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Distance-to-Damage Ratio | Uses/Day |h
|//kinetic converter//, mk 1 | 8 | 10,500 | L | 10 feet per 5 damage | 1 |
|//kinetic converter//, mk 2 | 12 | 42,000 | L | 5 feet per 5 damage | 2 |
|//kinetic converter//, mk 3 | 16 | 172,000 | L | 5 feet per 10 damage | 3 |
</div>
When you successfully use one of the following actions, halve the penalties the listed crew members would take from the [[glitching]] or [[malfunctioning]] conditions until the end of the round: [[hard turn]] (pilot), [[maintenance panel access]] (engineers), [[manual realignment]] (science officers), [[maximize speed]] (pilot), or [[targeting aid]] (gunners).
You can stand up from prone in a hurry.
''Prerequisites:'' [[Acrobatics]] 1 rank.
''Benefit:'' You can stand from [[prone]] as a swift action, rather than a move action.
Kish are the descendants of the kishalee, an advanced civilization that ruled the stars millennia ago, though they have lost any firm grasp of kishalee mystical and technological innovations. In the floating metropolis of Istamak, kish live among the ruins of their ancestors' civilization.
Kish are tall humanoids with three eyes and long, powerful limbs. They have sharp-toothed mandibles and smooth, hairless heads. Kish skin color ranges from gray to sky blue, with gradations in hue across their bodies. There is little variation between kish genders, though kish can easily tell males from females by subtle differences in the shape of the central eye.
Kish tend to congregate into tribes that are led by either the strongest or the wisest of their number. Some kish tribes pass leadership peacefully among themselves, while others put potential leaders to a test of might or wits—or both.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Wis, –2 Int
* ''Hit Points:'' 5
* ''Size and Type:'' Kish are Medium humanoids with the kish subtype.
* ''Bonus Feat:'' Kish select one extra feat at 1st level.
* ''Darkvision:'' Kish have [[darkvision]] with a range of 60 feet.
* ''Survivalist:'' Kish have a +2 racial bonus to [[Survival]] checks and can take 20 on Survival checks to endure severe weather and predict weather.
Roughly the same size as standard batteries, kishalee batteries are translucent cylindrical objects bound by a transparent aluminum alloy. By a strange quirk of fate and parallel engineering, kishalee batteries can be interchanged with the standard batteries used among the Pact Worlds and beyond, but these rare batteries allow a creature to use and kishalee artifacts with greater efficiency. If placed in non-kishalee items, a kishalee battery functions like a standard battery. The technology for rapid recharging of a kishalee battery has been lost, but such batteries recharge themselves automatically over the course of 24 hours
of disuse.
These batteries come in four different varieties: normal, high-capacity, super-capacity, and ultra-capacity. Each variety has a maximum number of charges as the normal batteries of the same type. When these batteries are found, they are almost always fully charged.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|kishalee battery | 2 | 400 | — |
|kishalee battery, high-capacity | 6 | 3,000 | — |
|kishalee battery, super-capacity | 7 | 5,000 | — |
|kishalee battery, ultra-capacity | 8 | 8,400 | — |
</div>
<div class="statblock">
* ''Level'' 8; ''Price'' 20,000
* Large land and air vehicle (5 ft. wide, 10 ft. long, 2 ft. high)
* ''Speed'' 30 ft., full 550 ft., 65 mph (hover and fly)
* ''EAC'' 18; ''KAC'' 22; ''Cover'' none
* ''HP'' 90 (45); ''Hardness'' 5
* ''Attack (Collision)'' 5d8 B (DC 18)
* ''Modifiers'' +4 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autocontrol, kishalee [[dimensional comm unit]]
* ''Passengers'' 1
</div>
Kishalee hoverbikes are sleek, skinny vehicles that float on cushions of antigrav energy. The driver sits on the front one of two seats and uses a triangular yoke to steer, while the passenger holds on to his own safety bar.
Kishalee hoverbikes move by warping the space around themselves, shortening the space directly in front of them and stretching out the space behind them. As a result, they deal very little damage if they ram a target, and jumping off one causes no damage beyond falling damage, because the hoverbike has no effective momentum.
Though crudely crafted from bits of scrap and debris, kishaxes hit hard, with some models able to chop off limbs with a single brutal blow.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|kishaxe, skirmish | 4 | 2,000 | 1d10 S | — | 2 |[[analog]], [[archaic]] |
|kishaxe, assault | 9 | 13,000 | 2d10 S | [[wound]] | 2 |[[analog]], [[archaic]] |
|kishaxe, havoc | 14 | 70,000 | 4d10 S | [[severe wound]] | 2 |[[analog]], [[archaic]] |
|kishaxe, onslaught | 19 | 540,000 | 9d10 S | [[severe wound]] | 2 |[[analog]], [[archaic]] |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* CE Huge monstrous humanoid
* ''Init'' +0; ''Senses'' [[blindsense]] (vibration) 30 ft., [[blindsight]] (thought) 100 ft., [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +10; ''Ref'' +12; ''Will'' +16
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects; ''SR'' 22
* ''Weaknesses'' [[vulnerable]] to critical hits
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' claw +20 (2d10+13 S; critical [[wound]] [DC 20])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' psychic interrogation
* ''Spell-Like Abilities'' (CL 11th)
**1/day—//[[ectoplasmic eruption]]// (DC 22), //[[hold monster]]// (DC 22)
** 3/day—//[[mental block]]// (DC 21), //[[mind thrust]]// (3rd level, DC 21), //[[psychokinetic strangulation]]// (DC 21), //[[synaptic pulse]]// (DC 21)
** At will—//[[mystic cure]]// (2nd-level), //[[spider climb]]//
!!! STATISTICS
* ''Str'' +2; ''Dex'' +0; ''Con'' +2; ''Int'' +8; ''Wis'' +5; ''Cha'' +3
* ''Skills'' [[Computers]] +20, [[Engineering]] +25, [[Mysticism]] +25
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Psychic Interrogation ([[Su]])'' As a standard action, a Swarm klendat can bore into the mind of a single target within 100 feet that it can sense with its [[blindsight]]. The target must succeed at a DC 20 Will save or be [[stunned]] for 1 round, take 4d10 damage, and the klendat gets the answer to one question of its choice from the target’s mind. Targets that successfully save still take 2d10 damage. This is a mind-affecting effect.
''Vulnerable to Critical Hits ([[Ex]])'' The klendat is mostly brain matter, and some attacks tear through its delicate neurons to deal especially severe wounds. When a creature hits a Swarm klendat with a critical hit, it deals an additional 50% damage (after the critical damage is calculated).
</div>
Few explorers have ever seen a Swarm klendat. Indeed, even those who successfully defend their worlds against the Swarm never come close to one. For a time, they were thought to be mere legend, but an intrepid crew of Starfinders managed to pierce the front line of a Swarm invasion to bring back evidence of their existence. The Veskarium has set a bounty for the live capture of such a creature, but no one has managed to claim the money.
Klendats dwell at the center of massive Swarm bioships or deep underground in subterranean lairs dug into conquered planets. There, they coordinate information, lead subcolonies, and arrange logistics for the Swarm’s inevitable effort to devour the galaxy. When components are wounded and judged too valuable to waste, they’re brought to a klendat to be healed.
A klendat is a squat Swarm component vaguely shaped like a beetle with a collection of scuttling legs tucked under its form. When it rises up on these appendages, a klendat can reach a height of 14 feet. Brain matter comprises most of a klendat’s carapace, which makes it uniquely vulnerable. Its wings are largely vestigial. However, the creature wields potent psychic powers, is highly resistant to magic, and can quite capably defend itself and the chamber from which it directs other Swarm components.
<<section 'Klikharp Hatchling'>>
<<section 'Klikharp Mount'>>
Klikharps are brightly colored cricket-like insects with six legs, long antennae, and a shiny carapace. They are affectionate and musical pets with a mind of their own. Like the shirrens, klikharps were once components of the Swarm. Shirren scholars and scientists have long debated what purpose the klikharp's musical gifts served within the Swarm. Did the gentle thrum once reinforce the hive mind? Was the music a way of keeping tempo for military operations? Whatever klikharps' original purpose, when the Gap ended, shirren legends claim that the loyal klikharps made their first known choice when they sensed the shirrens' desire to flee the Swarm's endless cycle of destruction. As the Swarm churned in sudden confusion and disorientation, so the story goes, the klikharps thrummed in a single chorus and shifted their genetic code, breaking off from the hive mind as well. This break seems to have come at a terrible price; klikharps lost their native telepathic gifts and some of their functional ability to easily communicate.
Now, most shirrens feel a cultural duty to protect these loyal creatures. That a species on the run would take pets with them says much, not only about the shirrens, but also the early klikharps, who served as guardians and protectors, fighting and dying alongside their new friends. Shirren storytellers tell many tales of how klikharps' thrums and companionship soothed the terrified exiles and kept morale up during their 3-year flight from the Swarm. When the glowing form of Hylax arrived at the Forever Reliquary to bless the shirren species, she offered the klikharps a blessing too. Although she could not return all that they had sacrificed, she enhanced their musical gifts, their sense of joy, and their love of choice in all forms. All klikharps chirp, but now they could echo the sounds of musical instruments, and some could take their musical gifts even further.
Shirrens cherish klikharps not just for the history of their loyalty, but also for their endless love of choice. Klikharps rarely blend in meekly to their surroundings, instead choosing to constantly shift their jewel-like coloration in order to attract attention. All klikharps are natural aural mimics, often changing their chirps to match the sounds of different musical tones. Although these charming pets were the very first companions of the shirren species, until recently they were a rare sight in most of the Pact Worlds. Then Bugspace, a Nchak-based band, released its viral song "Canticle for Klikharp and Guitar." Now klikharps are enjoying a new wave of popularity, not just for their bright colors and musicality, but for their endless versatility as pets. Their mutable genetic code lets them fill many sorts of pet niches from charming entertainers to guards, mining assistants, pack animals, and even flying mounts.
Klikharps endlessly shift themselves into helpful forms to work alongside their chosen friends. Feral klikharps are uncommon, as they have never been a truly wild species. If abandoned or neglected, they focus most on the mutations that will help them survive. Their songs never go completely silent; they instead shift from instrumental music to soft, plaintive sounds that echo their environment. Rescue groups that specialize in retrieving feral klikharps have found music to be key in both luring klikharps out of their hiding spaces but also teaching them to trust again.
!! Klikharp Companions
{{Klikharp (creature companion)}}
<div class="statblock">
* ''Levels'' 1–20
* Medium vermin
* ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 40 ft., climb 20ft.
* ''Melee Attack'' bite (P)
* ''Space'' 5 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Str
!!! SPECIAL ABILITIES
''Gentle Thrum ([[Su]])'' See [[klikharp hatchling]].
''Mutations ([[Ex]])'' See [[klikharp hatchling]].
</div>
[[Klikharps]] naturally make affable creature companions.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Medium vermin
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +4
* ''Aura'' gentle thrum (30 ft.)
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +2; ''Will'' +0; +2 vs. emotion and pain
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +6 (1d6+3 P)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +4, [[Athletics]] +9
* ''Other Abilities'' mutations (maestro, springy)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or orchestra (3–10)
!!! SPECIAL ABILITIES
''Gentle Thrum ([[Su]])'' The klikharp's gentle thrum is especially soothing for shirrens and other creatures with [[blindsense]] (vibration), including themselves. Affected creatures gain a +2 morale bonus to saves against emotion and pain effects.
''Mutations ([[Ex]])'' The klikharp has a mutable genetic code resulting from of once being a part of the Swarm. Each klikharp starts with two mutations from the list below; they can add an additional mutation at 7th level and another at 13th. At each level they can slip into their chrysalis for a week and switch out the mutations they previously selected. The exception to this is the growth option, which is permanent.
@@.special
* //Bioluminescent:// As a move action, the klikharp can increase the light level two steps (to a maximum of normal light) in a 10-foot radius centered on itself for 1 minute.
* //Burrowing:// The klikharp has a burrow speed of 30 feet.
* //Discordant:// The klikharp can make a shriek ranged attack that deals sonic damage, targets EAC, and has a range increment of 30 feet.
* //Growth:// The klikharp grows one size category. It can choose this option twice to become Huge. Growth mutations can't be undone.
* //Maestro:// As a move action, the klikharp can imitate any instrument or sound (but not speech), giving a creature a +4 circumstance bonus to [[Profession]] (musician) checks. The target must have the klikharp as its bonded creature companion.
* //Sealed Carapace:// The klikharp gains the [[void adaptation]] universal creature rule.
* //Springy:// The klikharp can take 20 on [[Athletics]] checks to [[jump]] and the DC is not doubled for lacking a running start.
* //Winged:// The Klikharp has a flight speed of 30 feet ([[Ex]], average). The klikharp must be 7th level or higher to select this mutation.
@@
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large vermin
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +11
* ''Aura'' gentle thrum (30 ft.)
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4; +2 vs. emotion and pain
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +14 (1d6+10 P)
* ''Ranged'' shriek +11 (1d6+5 So)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +16 (+24 to climb), [[Survival]] +11
* ''Other Abilities'' mutations (discordant, growth)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or orchestra (3–10)
!!! SPECIAL ABILITIES
''Mutations ([[Ex]])'' See [[klikharp hatchling]].
''Gentle Thrum (Su)'' See [[klikharp hatchling]].
</div>
<div class="statblock">
* ''Tier'' 1/4
* Tiny racer
* ''Speed'' 8; ''Maneuverability'' perfect (turn 0)
* ''AC'' 13; ''TL'' 13
* ''HP'' 20; ''DT'' —; ''CT'' 4 (see critical damage)
* ''Shields'' none
* ''Attack (Turret)'' coilgun (4d4)
* ''Power Core'' Micron Light (50 PCU); ''Drift Engine'' none
* ''Systems'' autodestruct system, basic computer, cut-rate short-range sensors, extra weapon mount (turret light)
* ''Modifiers'' +2 [[Piloting]]
* ''Complement'' 0 (automated)
!!! CREW
* ''Onboard Computer'' gunnery +3, [[Piloting]] +7 (1 rank)
!!! SPECIAL ABILITIES
''Automated ([[Ex]])'' An Azlanti Klokworx drone has no crew. It has a specialized computer that can perform one pilot action in the helm phase and one gunnery action in the gunnery phase.
''Critical Damage ([[Ex]])'' An Azlanti Klokworx drone doesn't take critical damage effects. When it would take such an effect, it instead loses 2 Hull Points.
</div>
The Klokworx drone is an autonomous light combat racer with no crew, designed to harass enemy ships and interfere with their maneuvering. This drone is the preferred model in the Imperial Fleet, but a number of manufacturers produce similar automated vessels.
Unlike state-owned Azlanti manufacturers, Klokworx Industries does not operate within the empire's capital. Instead, it builds and outfits ships from a moon where the state's influence and interest are limited to ordering specialized ships. Klokworx avoids most elitist and discriminatory Azlanti practices. Its ships combine the state's principles of sacred geometry with the best technological advances of other species. This openness extends to their engineers and crews; many diverse species hold captain or officer status aboard Klokworx ships, fostering a strong sense of community and loyalty.
Klokworx specializes in smaller drone and scout starships, such as the [[Prism|Klokworx Prism]]—a starship with a crew of only two—and the [[Drone|Klokworx Drone]], an unmanned ship used to confuse the sensors of other vessels. Those who encounter these tiny vessels rarely have an opportunity to capture them intact and study them further due to their built-in self-destruct systems.
<div class="statblock">
* ''Tier'' 13
* Gargantuan carrier
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 23; ''TL'' 22
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' heavy 280 (forward 70, port 70, starboard 70, aft 70)
* ''Attack (Forward)'' heavy drone launcher (2d8×10)
* ''Attack (Port)'' heavy laser net (5d6)
* ''Attack (Starboard)'' heavy laser net (5d6)
* ''Attack (Aft)'' drone launcher (5d8)
* ''Attack (Turret)'' coilgun (4d4)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, autodestruct system, biometric locks, crew quarters (common), extra weapon mount (aft heavy), mk 2 trinode computer, mk 3 defenses, mk 4 armor; ''Expansion Bays'' [[cargo hold]], [[drone tubes]] (4), [[hangar bays]] (2), [[tech workshop]]
* ''Modifiers'' +2 any three checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 105
!!!CREW
* ''Captain (plus 2 officers)'' [[Computers]] +27 (13 ranks), [[Diplomacy]] +28 (13 ranks), gunnery +17, [[Intimidate]] +23 (13 ranks)
* ''Engineer (4 officers, 8 crew each)'' [[Engineering]] +28 (13 ranks)
* ''Gunners (3 officers, 3 crew each)'' gunnery +19
* ''Pilots (3 officers, 3 crew each)'' [[Piloting]] +28 (13 ranks)
* ''Science Officers (6 officers, 6 crew each)'' [[Computers]] +32 (13 ranks), gunnery +16 (+19 with [[drone|Drone (starship weapon property)]] weapons)
</div>
Drone carriers are standard in the Imperial Fleet, providing fighter support without the need for living pilots. The Klokworx Nexus, manufactured by the empire's leading military contractor and automation firm, is the most common drone carrier in the imperial navy. This vessel sees wide use across the empire, from defending space stations to providing backup to other capital ships in large-scale battles. Alongside gunner teams, Nexus carriers employ squads of military science officers to manage and enhance the drones' performance in combat.
<div class="statblock">
* ''Tier'' 6
* Medium explorer
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 21; ''TL'' 20
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' light 70 (forward 18, port 17, starboard 17, aft 18)
* ''Attack (Forward)'' light plasma cannon (2d12)
* ''Attack (Port)'' light plasma cannon (2d12)
* ''Attack (Starboard)'' light plasma cannon (2d12)
* ''Attack (Turret)'' light aeon torpedo launcher (3d6)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic long-range sensors, [[crew quarters]] (good), mk 4 armor, mk 3 defenses, mk 2 duonode computer, [[self-destruct system]]; ''Expansion Bays'' [[cargo holds]] (2), [[recreation suites]] (gym, trivid den)
* ''Modifiers'' +2 on any two checks per round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 2 (minimum 1, maximum 6)
!!! CREW
* ''Gunner'' gunnery +14
* ''Pilot'' [[Piloting]] +19 (7 ranks)
!!! IMPERIAL FLEET STARSHIP WEAPON
* ''Light Aeon Torpedo Launcher'' A light aeon torpedo launcher is a light tracking weapon with long range, a speed of 12 hexes, and the [[limited fire]] 5 and [[quantum]] special properties. A light aeon torpedo deals 3d6 damage. This particular weapon is available to only the Imperial Fleet of the Azlanti Star Empire.
</div>
!!! ''CLASSIFIED REPORT :: AUTHORIZED ACCESS ONLY''<br/>Submitted by Steward Janissia Hawlee
Little is known about the Azlanti Star Empire or its vast fleet of starships, except for rushed, garbled transmissions from ill-fated starships before they went missing and unverified reports from space-addled miners. However, we do have a few reliable accounts of this particular vessel—we assume it is a scouting ship of some kind due to its speed and its tendency to be spotted alone. We've had to make some assumptions, but our best analysis notes that the ship is Drift capable and most likely has facilities for its small crew to remain away from their home base for extended periods of time. The vessel is armed with a trio of light plasma cannons, and the ship's turret holds a unique tracking weapon launcher. Reports state that the torpedoes fired from this turret are surrounded by a ring of smaller projectiles that glow when the torpedoes veer off-course, and sometimes cause them to strike when they would otherwise miss. Getting ahold of this weapon and studying it would be quite a boon to the Pact Worlds, but all attempts so far to capture any Azlanti Star Empire vessel have failed, as most of their crews activate self-destruct mechanisms before they can be captured.
For your [[debilitating trick]], you can attempt to knock the target prone. The target must succeed at a Reflex save or fall [[prone]]. If the target gains a bonus to its KAC against trip combat maneuvers, it adds this bonus to its saving throw, and if it is immune to the trip combat maneuver it is immune to this operative exploit. Once you've used this ability to attempt to knock a target prone, that creature is immune to your knee shot for 24 hours. This exploit counts as [[staggering shot]] for the purpose of meeting the prerequisites of other operative exploits.
These light blades can be used for both mundane tasks and combat. A typical survival knife has a fixed, single-edged, carbon-steel or ceramic blade and is treated against corrosion. Tactical knives have large, double-edged blades, often with a section of serrated blade near the haft, and they come in both fixed- and folding-blade designs; users may prefer one style or the other, but the two are identical in terms of price, weight, and damage dealt.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|knife, survival | 1 | 95 | 1d4 S | — | L |[[analog]], [[operative]], [[thrown]] (20 ft.) |
|knife, tactical | 7 | 6,000 | 2d4 S | — | L |[[analog]], [[operative]], [[thrown]] (20 ft.) |
</div>
A knight's shield is a sizable plate of advanced material, normally thin layers of nanocarbon over ceramics and resins, and often including a transparent aluminum view port. It is broad at the top, narrowing towards the bottom. A hand wielding a knight's shield cannot be used for anything else, and changing your grip from carrying a knight's shield to wielding it, or vice versa, requires a move action. Pulling out a knight's shield from storage or putting one away also requires a move action. If you are wielding a knight's shield, you gain a +1 bonus to any bull rush combat maneuver you attempt. You can use a knight's shield to make unarmed attacks that do not count as archaic, and can deal either bludgeoning or piercing damage (your choice for each attack). Many knightly orders have specific heraldry their members display on knight's shields.
When you wield a basic knight's shield, as a move action you can align the shield to grant you greater protection against one opponent you are observing, which grants you a +2 shield bonus to AC against attacks from that opponent until the beginning of your next turn. The field, advanced, and elite knight's shields grant you a +1 shield bonus to AC when wielded, and their listed increased bonus when aligned against a specific opponent.
<div class= "table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|knight's shield, basic | 3 | 1,500 | +0/+2 | +4 | –1 | 1 | 2 |
|knight's shield, field | 8 | 9,500 | +1/+2 | +5 | –1 | 1 | 2 |
|knight's shield, advanced | 13 | 50,000 | +1/+3 | +6 | –1 | 1 | 2 |
|knight's shield, elite | 18 | 400,000 | +1/+3 | +7 | –1 | 1 | 2 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one door, container, or portal with an area of up to 10 sq. ft./level
* ''Duration'' instantaneous; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Knock// opens barred, computer-sealed, locked, or stuck doors, as well as those subject to //[[hold portal]]// or //[[security seal]]//. When you complete the casting of this spell, attempt a caster level check (1d20 + your caster level) against the DC of the lock or computer seal with a +10 bonus. If successful, //knock// opens up to two means of closure. This spell opens secret doors (but doesn't identify secret doors you haven't found) as well as locked or trick-opening containers, starship doors, and similar secured entryways. It also loosens chains, shackles, or welds (provided they serve to hold something shut). If used to open a door closed with //[[security seal]]//, the spell doesn't remove the seal but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. //Knock// does not raise barred gates or similar impediments (such as a force field barrier) or open any door or container larger than the spell's area, nor does it affect ropes, webs, and the like.
If your stunt and strike skill check and attack roll both succeed, the target must succeed at a Reflex save or be knocked [[prone]].
The target is knocked [[prone]].
With the //knockdown// fusion, a weapon disrupts a target's center of gravity. The weapon gains the [[knockdown]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion.
For your [[debilitating trick]], you can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall [[unconscious]] for 1 minute. Once you've used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours. You must have the [[staggering shot]] and [[stunning shot]] exploits to learn this exploit.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You learn the exact location of one creature on the same planetary body as you, up to the size of a large planet, such as a gas giant. You must be able to identify the creature clearly from personal knowledge of who they are. If you and the creature you identify are not on the same planet-sized body, the spell fails. You can input the coordinates into any computer attached to an infosphere on the same planet to find general directions. If you use the [[Piloting]] skill's [[navigation|Navigate]] task to reach the coordinates, these directions make your familiarity seldom visited (DC 15) even if the area would normally be unfamiliar.
Although resembling an ancient species of reptilian humanoid, modern kobolds are variants conjured from another reality. They’re canny problem-solvers with a predilection for transformational magic and inborn draconic power that’s desperate to manifest.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha,–2 Con
* ''Hit Points:'' 2
* ''Size and Type:'' Kobolds are Small humanoids with the kobold subtype.
* ''Armored Scales:'' Kobolds gain a +1 species bonus to AC.
* ''Crafty:'' Kobolds gain a +2 species bonus to [[Engineering]], [[Perception]], and [[Physical Science]] checks.
* ''Darkvision:'' Kobolds have [[darkvision]] with a range of 60 feet.
* ''Dragon-Scaled:'' Kobolds gain [[energy resistance]] based on the color of their scales and the dragons they resemble. Black-scaled kobolds, copper-scaled kobolds, and green-scaled kobolds gain acid resistance 5. Blue-scaled kobolds and bronze-scaled kobolds gain electricity resistance 5. Red-scaled kobolds, brass-scaled kobolds, and gold-scaled kobolds gain fire resistance 5. White-scaled kobolds and silver-scaled kobolds gain cold resistance 5. A kobold can stack this natural resistance with one other form of energy resistance.
The kobolds known to the Pact Worlds are a witchwarped species. Following the Gap, kobolds seemed notably absent from the Pact Worlds and surrounding systems, and many assumed their departure tied to Golarion’s disappearance in some way. However, first-century witchwarping rituals designed to access alternate reality technologies didn’t just conjure obscure devices (most of which couldn’t function in this multiverse); they also gated in hundreds of reptilian beings who, by all appearances and self-identification, appear to be kobolds. The creatures confidently dispersed throughout the Pact Worlds, taking up residence in empty and previously unknown apartments, clocking into work with unregistered keycards that noted the kobolds’ longtime (yet previously unnoticed) employment at various agencies, and otherwise just fitting into niches that mysteriously manifested seamlessly in response to the kobolds’ need. Although newer generations of kobolds seem more bound by conventional logic, this first wave’s uncanny integration into this reality has stumped historians, scientists, and magical researchers.
To this day, kobolds have an innate affinity for witchwarping, calling upon magic and matter that presumably originates from their alternate home world. This transformative, aspirational magic also lends itself to the kobolds’ unabashed self-confidence and beliefs that they’re heritors of draconic majesty, with the most powerful witchwarpers sometimes spontaneously transforming into extraplanar wyrms, as if unlocking some hidden aspect of their cosmic genealogy.
!! Physical Description
Resembling an anthropomorphic lizard, a typical kobold stands about 3 feet tall, measuring about 4 feet long from snout to the tip of their tail. Kobolds display a wide range of scale colors that often reflect draconic palettes, with red, blue, green, black, white, and various metals being especially common. Most kobolds develop natural countershading with a lighter underbelly. However, scale color can change over time. As a kobold ages, their scales often accumulate a patina-like outline, develop a natural gradation in their color, become faintly iridescent, or are augmented in some other way that seems roughly analogous to a human’s hair turning gray. Whatever their coloration, a kobold’s scales are thickest along their head and upper arms, providing some protection.
Their draconic features don’t stop at scales. Each kobold has a set of horns that vary slightly in size, shape, and number. Most common is a pair of short, backward-pointing horns, though kobolds might have as many as eight smaller horns or none at all. However, adult kobolds almost never have nose horns; each kobold hatches with the help of an “egg horn” that grows from their snout, which they shed within a few months of birth.
Kobold horns crown a head that’s massive compared to the their body, each sporting an armory of tough teeth designed for chewing and shredding in support of their omnivorous diet. In fact, kobolds can consume an impressive array of foods and other materials, with some priding themselves on consuming precious metals and gems. Due to their head’s size, a kobold would be at risk of tipping over were it not for their slender tail, whose primary role is serving as a counterbalance. For all their fierce armaments— heavy nails, teeth, horns, and tails—none of a kobold’s anatomy is especially suited for lethal self-defense. Due to their unintimidating physiques, kobolds frequently develop and deploy traps and other technological means of evening the odds against larger foes.
Due to kobolds’ otherworldly origins, their anatomy experiences subtle idiosyncrasies in this reality. A kobold’s flesh generates negligible magical background radiation that seems to anchor them to this reality’s physics, reflexively intervening to course correct when one multiverse’s math doesn’t quite click with the other’s; this sometimes shorts out pathogens like a magical immune system, transforming cells’ receptors to evade these invaders. Other times, it’s less to a kobold’s benefit, triggering bouts of vertigo, food poisoning, or cramps even when performing familiar tasks or eating favorite foods. When stressed, a kobold’s magical nature can lash out, triggering bursts of unpredictable and uncontrolled arcana. Innocuous events might briefly cause lights to flicker, chill a room, or create bursts of color. Serious incidents, though, can trigger explosions, cause the kobold to become briefly incorporeal, open extraplanar gateways, or worse. The latter rarely occur more than a few times in a kobold’s lifetime, and many kobolds use some combination of meditation and magical pharmaceuticals to manage potential outbursts. Others embrace their innate magical spark, which with training can fuel intense witchwarping spells.
!! Reproduction
Kobolds are oviparous, laying a single large egg at a time. Parents alternate between personally incubating the eggs (or having close family do so), leaving them uncovered, and burying them in specific materials like snow, smoldering charcoal, or acidic peat. If done properly, this exposure doesn’t hurt the developing embryo but instead steers its development, making it more likely the child will have a specific scale color or elemental resistances.
If desired, kobold parents might delay incubating one or more eggs so several of their children hatch at once. However, newborn kobolds exhibit instinctive territoriality and food anxiety for their first few weeks, and the young might traumatize, kill, or even eat each other if not carefully monitored. Hatching at different times also staggers adolescents’ puberty, when their magic is at its most unstable. After all, when one youngster’s uncontrolled eldritch outburst could set off a stress-based chain reaction in their siblings, it pays to have staggered their birthdays.
Kobolds reach maturity at about 10 years old. They commonly live to ages of 80 or older, and a sizable fraction can reach 140 years. A rare few, most of whom have achieved some level of draconic awakening, are older still with a handful of kobolds who first appeared a few centuries ago seemingly ageless and immortal.
!! Home World
Given their sudden appearance in the galaxy, kobolds don’t have a traditional home world. Instead, their residences tend to fall into two main categories: the first places where kobolds appeared in this reality and the worlds with draconic or magical significance where kobolds have since congregated.
Absalom Station, Verces, and Aucturn all host notable kobold populations, each world adapting in to accommodate the mysterious new arrivals. On Absalom Station, small stretches of infrastructure apparently transformed in the blink of an eye, stretching streets and creating apartments to include the station’s kobold populace. The kobolds there frequently serve as magical tutors, mechanics, and technicians for the station’s Starstone‑fueled energy grid, having happily adapted to this new reality.
On Verces, whole kobold enclaves manifested across the Ring of Nations. Although many kobolds have since left these neighborhoods to explore the galaxy and its opportunities, most of these communities remain intact. Most famous is the Rezaz District, a township on the Fullbright edge of Athalo and built around a previously unknown spring. Although best known to the Pact Worlds for its kobold-brewed Rezascale whiskeys that mature deep underground, the region is popular with kobolds exploring their personal draconic transformation. Three different monasteries train kobold aspirants, purifying their bodies and spirits to metamorphose into mighty dragons. These students periodically voyage deep into Fullbright to burn away the impurities of this reality, and many don’t return. No doubt some perish in the sun, yet increasingly common sightings of desert wyrms imply that a few kobolds have succeeded in this esoteric ritual.
Whereas the rest of the Pact Worlds shifted abruptly to accommodate their new arrivals, Aucturn’s community developed over several weeks, incubating within rapidly swelling pustules that then burst to spill out several hundred traumatized kobolds. They now dwell within a smoky valley called Ensap’s Shadow, which stretches east of the Gnashing Range. There, kobolds subsist on chemosynthesizing plants, have carved out a soft-tunneled subterranean town, and worship Aucturn itself. To this Cult of the Flesh Dragon, Aucturn is like the kobolds: an aberrant being brought into a wrong reality, but fated to hatch and return to its once and future home.
Few kobolds initially appeared on Triaxus. However, that planet’s powerful draconic associations and inhabitants acted like a beacon for kobolds everywhere, driving immigration to the Allied Territories and Drakelands for decades afterward. There they’ve thrived in the shadows of dragons, dragonkin, and ryphorians. Especially of the dragonkin, whom kobolds view with conflicting admiration, envy, and projected kinship—how can another creature be so magnificently dragon-like yet so clearly fail at being a true dragon, all while being more visibly draconic than kobolds?
The death of the green dragon Eskterphelon a decade ago left a power vacuum the Tashal clan of kobolds quickly filled, despite three other dragon upstarts competing for the territory. Tashal Zik Akralsk led the clan in executing schemes years in the making, including financially ruining one dragon, destabilizing the second’s petty fiefdom to the point that rivals absorbed it, and outright assassinating the third. The Tashals have thus alarmed and irritated many other dragon powerbrokers, yet the clan has so far played their enemies’ fears off one another, and no single dragon is willing to quash these kobolds lest that leave them vulnerable elsewhere.
!! Society
Ambition drives kobolds. Even generations after their arrival in this reality, kobolds’ perception and inner logic don’t entirely sync with this multiverse, and they often sense not what is but instead unlikely versions of what could be. This intuition helps make kobolds natural innovators who challenge old norms and often make unlikely leaps in engineering, science, and art. One kobold might long to start a business that eventually becomes a commercial empire. Another obsesses over some technological challenge and works tirelessly to develop a solution. Those who awaken their inner magic might even endeavor to transform their flesh, becoming some other creature entirely.
This ambition stems from latent draconic instinct that a kobold might struggle to control. Among socially powerful kobolds, narcissism, sadism, and even outright solipsism are infamously prevalent (and rarely celebrated). Those kobolds who have yet to achieve greatness instead regularly wrestle with anxiety and depression driven by a haunting certainty that they deserved something better. Understandably, therapy and psychiatric medication aren’t just socially acceptable among kobolds but are also encouraged.
Nonetheless, forming groups and hierarchies feels natural to kobolds, giving them an unfair reputation for serving as kowtowing underlings. Among kobolds, this relationship is one of service and patronage, with lower-ranked members providing resources and enthusiastic moral support to a powerful kobold in return for the latter’s protection, advocacy, and influence. In a healthier relationship, the lower-ranked kobolds benefit from the opportunities their patron secures for them, even thriving to the point that they break off and form their own patron groups. Unfortunately, kobolds are vulnerable to being swept up in unreciprocated (or even unacknowledged) social relationships in which they might experience success by association: cults, sports fandoms, scams, and even servitude to a true dragon.
Thus, a typical kobold struggles between respecting social order and wanting to challenge that order to establish dominance, which spur kobolds to subtly posture and test each other’s authority. Disagreements often involve flared nostrils and huffing, as if the kobolds were fire-breathing monsters blowing smoke at each other. A kobold analogue of arm-wrestling involves contestants locking their heavily scaled foreheads and trying to knock each other over with neck muscles and taunts. Perhaps the greatest power move is hoard-surfing, where a kobold lies atop a resource (money, metal scrap, food, etc.) as a way of projecting draconic dominance. Although these displays cause occasional squabbles, they’re performed with pragmatic respect that doesn’t always translate to other cultures. Many leaders have misinterpreted a kobold companion’s promise of “If you die, I’ll replace you” as insubordination, when in fact it’s an affirmation that the kobold recognizes the other’s authority—at least for the time being.
!! Draconic Legacy
Whether it’s passed down through stories or just a nagging, wordless certainty, kobolds know that they should be dragons— that they are dragons. In their origin reality, kobolds supposedly soared the skies as titanic dragons, and the ritual that brought them here crammed them into meager bodies a fraction of their true size. Witchwarping magic might just be a kobold’s essence straining to pull them back to their home dimension, but if so, this reality doesn’t know how to process the instinctive arcana. There’s little disagreement that all of this is an injustice. However, kobolds vary widely in what they feel should be done about it. Three primary approaches have emerged.
Those termed Aspirers believe that it’s possible for a kobold to transform into a dragon (a process called apodrakosis) but that the process requires intense focus and patience. Some of these transformations might take generations. Others might be possible through extraordinary magic. Others still realize apodrakosis through mystical awakening at a kobold monastery. However, Aspirers deduce that the original draconic form might not be possible in this reality, thus an acceptable final form might not mirror their lost draconic ideal.
Reclaimers agree that draconic transformation is possible, but the similarities end there. To a Reclaimer, kobolds’ rightful forms—and by extension, their ancestral wealth and influence— were stolen by the ritual, and it’s their imperative to regain what was lost. These claims often accompany aggression if not violence, for Reclaimers seldom settle for victories by analogy; it’s rarely enough to gain wings, for example, but instead those wings must be like those kobolds had in their home reality. While many Reclaimers work through fully legal means, the philosophy has inspired numerous kobold criminal groups.
Finally, Exodists either believe that the ancient ritual is a convenient legend that misleads other kobolds or that it’s better to adapt to this new reality rather than fret over lost causes.
!! Names
Kobolds typically receive a short name at birth. As they age, achieve great deeds, and earn respect, a kobold adds syllables to their name to commemorate their accomplishments, mimicking a widespread tradition in draconic nomenclature. Having a name that exceeds six syllables conveys arrogance that only the most self-important kobolds care to invite. Most instead begin replacing rather than adding syllables for longer names, typically preserving their birth syllables over time.
Rather than model name growth off accomplishments, Aspirers typically receive a full draconic name at birth but are only allowed to use a small part of it. The further the kobold progresses in their personal quest for draconic transformation, the more of these syllables they reintroduce into their name.
!!! Sample Names
Some sample kobold names include Akmaz, Aulteen, Brehak, Framhat, Galq, Iji, Jozol, Pultok, Tibb, Uitul, Ypol, Zgaz.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Huge magical beast (cold)
* ''Init'' +1; ''Senses'' [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +24
* ''Aura'' calming presence (30 ft., Will DC 19)
!!! DEFENSE
''HP'' 155
''EAC'' 23; KAC 24
''Fort'' +7; ''Ref'' +11; ''Will'' +17
''Immunities'' cold
''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' stomp +19 (2d8+13 B)
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[trample]] (2d8+13 B)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +5; ''Int'' +2; ''Wis'' +8; ''Cha'' +1
* ''Skills'' [[Diplomacy]] +19, [[Mysticism]] +24, [[Sense Motive]] +24
* ''Languages'' Kothama, Vesk
* ''Other Abilities'' [[stellar alignment]] (graviton), stellar revelations ([[gravity hold]] [DC 19], [[gravity surge]], [[starquake]], [[stealth warp]])
!!! ECOLOGY
* ''Environment'' any (Vesk-7 or Vesk-8)
* ''Organization'' solitary, pair, or observatory (3–6)
!!! SPECIAL ABILITIES
''Calming Presence ([[Su]])'' Kothamas exude an aura of calm. Non-kothama creatures within 30 feet of a kothama must succeed at a Will saving throw to be able to attack, cast a spell on an unwilling target, or use an offensive ability. A creature that succeeds at the saving throw is immune to the same kothama's calming presence for 24 hours.
</div>
<<section 'Kothama Ascendant'>>
Kothamas are massive, shaggy creatures with thick, trunk-like legs and two muscled arms. An average kothama is 18 feet tall and weighs 24 tons. Their flat faces have four glassy eyes, each one inky black and speckled with silver spots, and are perpetually facing skyward.
Kothamas are agender; they breed by pairing up to fertilize one another, then go their separate ways to give birth alone.
Kothamas are peaceful and solitary natives of the Veskarium's icy outermost planets, Vesk–7 and Vesk–8. The nocturnal species has a fascination with the starry sky, and most spend their nights alone, meditating on the cosmos from their simple homes at extremely high altitudes. The furry beasts prefer the extreme cold and thin air of the highest reaches of their planets, stemming from their origins on the frozen plains of Vesk-8. While kothamas can tolerate somewhat warmer temperatures, such as those in the equatorial regions of Vesk-7, they never feel truly comfortable unless approaching the heatless perfection of deep space.
Twice a year, the orbits of Vesk-7 and Vesk-8 come close enough that one of the planets hands their shared moon, Traverse, off to the other. The moon orbits each planet for half a year before being transferred to the other. During these brief windows, a small percentage of kothamas from each planet make a traditional, deeply sacred journey from planet to moon to planet, using magic gates that are active only at such time. It is in this way alone that the normally detached and individual kothamas share information between planets, and they have yet to adopt faster communication technologies. Despite this, the cultures of both planets are remarkably consistent.
When interacting with other species, kothamas tend to rely on their calming aura to keep things pleasant, resorting to violence only in rare instances of self-defense, or even incidentally as they trample smaller creatures while attempting to escape. When vesk invasion forces first arrived on their planets, kothamas' calming presence unnerved the bellicose vesk, who had expected fierce resistance from the intimidatingly large creatures. A lack of natural resources (with the notable exception of shimmerstone; see below) and centralized government—along with the extensive effort required to exert control over a large, diffuse population—has led to a minimal vesk presence on the kothamas' home planets. In fact, an assignment to a post in this frigid, conflict-free frontier has become a form of punishment for vesk who have dishonored themselves in combat or become politically problematic.
The majority of kothamas worship Ibra, god of the cosmos, though kothama temples to the Inscrutable are few and far between, as most maintain simple, personal shrines. Most kothamas spend much of their centuries-long lifespans deepening their connection with the stars, and after years of mystical contemplation, many become star shaman mystics. It is relatively common for older and more powerful kothamas, inured against the effects of vacuum, to fling themselves out into space so as to continue their meditation from within the void. When they do so, they enter a euphoric state of hibernation, becoming uncharacteristically angry and aggressive should something wake them.
It is rare to see kothamas away from their home worlds of Vesk-7 and Vesk-8, but some kothamas occasionally decide to leave home and travel to other worlds, hoping to investigate the secrets of the cosmos from a different vantage. Without access to interplanetary spaceflight on their own, these kothamas must rely on other species to ferry them from world to world in starships. A rare few of these adventurous travelers even share their knowledge and theories of the cosmos with members of other species, founding observatories, temples to Ibra or other cosmic entities, or cosmonasteries where solarians who seek an alternative philosophy to the Cycle may train and improve their abilities.
Other kothamas have the misfortune of being conscripted into military service by the Veskarium. The kothamas' deep understanding of the stars and the void of space makes them peerless navigators, but their size and pacifist nature makes them ill-suited to serve onboard starships. As such, conscripted kothamas are usually put to work on Vesk Prime creating or updating complex star maps and navigational charts for the use of the Veskarium's military forces. Unfortunately, these conscripted kothamas do not usually survive for long. The dissonance between their peaceful philosophy and their military service often becomes more than these kothamas can bear, and if not allowed to return to their solitary existences on their icy native worlds, such kothamas usually waste away and die in only a few years.
!! Shimmerstone Staves
Shimmerstone is a unique mineral found only in the frozen mountains of Vesk-8. A deep, translucent blue, it is reminiscent of thick ice in its raw form, and it glitters with a three-dimensional field comprised of tiny points of light. Kothamas have long fashioned small amounts of the mineral—relative to their large scale—into foci, contemplating the glittering objects during the day or when there is inclement weather as a substitute for the starry night sky.
Vesk forces, upon first encountering this mineral, noted its calming effect and immediately set to work developing military applications, eventually fashioning it into supplementary weapons for spellcasters.
{{Shimmerstone Staff}}
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* Kothama mystic
* N Huge magical beast (cold)
* ''Init'' +1; Senses [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +30
* ''Aura'' calming presence (30 ft., Will DC 22)
!!! DEFENSE
* ''HP'' 220; ''RP'' 7
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +10; ''Ref'' +14; ''Will'' +21
* ''Immunities'' cold
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 40 ft.; fly 20 ft. ([[Su]], average; in space only); [[starflight|Star Shaman]]
* ''Melee'' stomp +22 (6d6+18 B)
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[trample]] (6d6+18 B)
* ''Mystic Spell-Like Abilities'' (CL 14th)
** At will—//[[mind link]]//, //[[telepathic bond]]//
* ''Mystic Spells Known'' (CL 14th)
** 5th (3/day)—//[[call cosmos]]//, //[[telekinesis]]//
** 4th (6/day)—//[[cosmic eddy]]// (DC 23), //[[divination|Divination (spell)]]//, //[[mystic cure]]//, //[[remove radioactivity]]//
** 3rd (at will)—//[[charm monster]]// (DC 22), //[[dispel magic]]//
* ''Connection'' [[star shaman]]
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +6; ''Int'' +2; ''Wis'' +8; ''Cha'' +4
* ''Skills'' [[Diplomacy]] +25, [[Mysticism]] +30, [[Sense Motive]] +30
* ''Languages'' Kothama, Vesk
* ''Other Abilities'' [[stargazer|Star Shaman]], [[starlight form|Star Shaman]] (14 minutes, DC 22), [[starry bond|Star Shaman]], [[walk the void|Star Shaman]]
!!! ECOLOGY
''Environment'' any (Vesk-7 or Vesk-8)
''Organization'' solitary
!!! SPECIAL ABILITIES
''Calming Presence ([[Su]])'' As [[kothama]].
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 1,800
* LN Medium animal
* ''Init'' +6; ''Senses'' [[blindsense]] (vibration) 60 ft., [[low-light vision]], [[sense through]] (fog) 60ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +13; ''Will'' +7
* ''Defensive Abilities'' corrosive saliva (2d8 A, DC 18), [[evasion]], [[unflankable]]; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' slam +17 (1d8+12 A & B; critical [[corrode]] 1d4)
* ''Offensive Abilities'' flyby attack (4d8 A), saliva shake (DC 18)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +2; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +21, [[Athletics]] +16, [[Stealth]] +21, [[Survival]] +21
!!! ECOLOGY
* ''Environment'' any air (Liavara)
* ''Organization'' solitary, pair, or flock (6–12)
!!! SPECIAL ABILITIES
''Corrosive Saliva ([[Ex]])'' A kriegakos secretes corrosive saliva from the dozens of digestive pores along its body. A kriegakos automatically deals 2d8 acid damage to a creature that it is
grappling at the start of that creature's turn. A creature that hits a kriegakos with an unarmed attack takes this acid damage (Reflex DC 18 half). The same amount of damage is also dealt to a melee weapon that strikes a kriegakos, though the wielder can attempt a DC 18 Reflex save to halve the damage.
''Flyby Attack ([[Ex]])'' As a full action, a kriegakos can fly up to its speed and make a single slam attack without provoking an attack of opportunity from the target of the attack. The kriegakos can move both before and after the attack, but must fly at least 10 feet before the attack, and the total distance flown can't be greater than the kriegakos's fly speed. The kriegakos can't use this ability to attack a foe that it is adjacent to at the start of its turn. Before making the attack, the kriegakos can attempt an [[Acrobatics]] check with a DC equal to 20 + the target's level or CR. If it succeeds at this check, the target is [[flat-footed]] to the kriegakos's slam attack, and if that attack hits, it deals an additional 4d8 acid damage.
''Saliva Shake ([[Ex]])'' As a standard action, a kriegakos can shake off its current layer of corrosive saliva, causing all adjacent creatures and objects (and all armor and other items those creatures are wearing or holding) to take 4d8 acid damage (Reflex DC 18 half). Carried or worn gear succeeds at this save if its wearer succeeds but fails if its wearer fails.
</div>
Soaring through the clouds of Liavara, kriegakoses are vaguely avian creatures that constantly ooze an endless supply of highly acidic saliva from the many specialized pores in their skin. This secretion breaks down the steely rinds of the floating reebadarus plants that are the kriegakos's primary source of sustenance, though it is also a potent deterrent against predators. A kriegakos's body is covered in millions of hairlike proboscises capable of lapping up whatever their body's saliva dissolves. As a result, a kreigakos's primary feeding strategy is simply to slam itself into its prey. Its membranous wings allow it to soar through the Liavaran gases, and the creature's multiple visual sensors empower it to see in all directions at once.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large plant
* ''Init'' +1; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 52; ''RP'' 3
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +6; ''Will'' +3
* ''Defensive Abilities'' [[fast healing]] 2; ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' tentacle +12 (1d6+9 B plus ingested adaptation)
* ''Ranged'' acid spit +9 (1d4+4 A) or thorn dart +9 (1d6+4 P plus [[carrion spores]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' ingested adaptation
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' –3; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +15 (+23 when climbing), [[Survival]] +10
!!! ECOLOGY
* ''Environment'' temperate or warm forests (Castrovel)
* ''Organization'' solitary, pack (2–5), or infestation (6–11)
!!! SPECIAL ABILITIES
''Acid Spit ([[Ex]])'' As a standard action once every 1d4 rounds, a ksarik can spit a glob of acid at a target within 60 feet.
''Ingested Adaptation ([[Su]])'' Whenever a ksarik deals damage to a living creature with its tentacles, it siphons off a portion of the target's genetic code and psychic resonance, temporarily reshaping its own physiology and psychology to match its victim's. This grants the ksarik one of the following abilities (provided the target has it) for 1 minute: [[blindsense]] (up to 60 feet), [[blindsight]] (up to 60 feet), [[darkvision]] (up to 60 feet), [[damage reduction]] (up to 5/—), [[resistance]] to one type of energy damage (up to 20 points), burrow (up to 40 feet), fly (up to 40 feet, with maximum average maneuverability), swim (up to 40 feet), or [[water breathing]]. Alternatively, the ksarik can gain the ability to understand (but not speak) up to three languages that the target knows, gain the target's weapon proficiencies (its tentacles can operate two-handed weapons in this state), or change the damage dealt by its acid spit ability to any one energy type dealt by one of the target's supernatural attacks. A ksarik can maintain only one adaptation at a time, and gaining a new adaptation ends the previous one. A ksarik can spend 1 Resolve Point to extend the duration of an ongoing benefit by 8 hours. It can also spend 1 Resolve Point to gain a second adaptation and sustain them both simultaneously.
''Thorn Dart ([[Ex]])'' A ksarik can fire one of its thorns as a ranged attack. The dart has a range of 100 feet, deals piercing damage, and exposes the target to [[carrion spores]].
</div>
Ksariks' ancestors lived on Castrovel as mindless, animate plants that scavenged for food and sprouted their seedlings within corpses, rarely posing more than an incidental threat to other species. Millennia of ongoing strife between the planet's formians and lashuntas bombarded these primeval ksariks with psychic energy, and only decades before the two factions' recent peace deal, the plants began exhibiting rudimentary intelligence and a predatory drive. In an unsettlingly small number of generations, ksariks have developed a pack mentality, low cunning, and the preternatural ability to adopt competitors' strengths.
A typical ksarik is a 12-foot-long quadruped made up of dense plant matter, including specialized tissues such as powerful tendons, woody internal supports that resemble bones, and flexible sheets of lignin that serve as a form of armor. Its head is immense and stocky, comprising approximately a dozen feeding tendrils that obscure its underdeveloped mouthparts. Its eyestalks project from either side of its head, providing a wide range of vision that sacrifices much of its ability to see targets immediately in front of it. To make up for this, a ksarik's feeding tendrils are covered in an array of unusual sensory organs: some can discern the source of smells, while others sense movement and changes in light.
Originally occupying a niche between decomposers and scavengers, ksariks adapted to sniff out carrion and digest every piece of a rotting corpse. A ksarik's body produces a steady supply of several different acids that help it break down food into a more manageable form, and modern ksariks regularly employ these acids in self-defense and hunting. The plants also have numerous thorns that grow along their legs and back. Botanists theorize that these also served as self-defense when the ksariks were slower-moving creatures that resided lower on the food chain. Now, however, ksariks use these thorns as a form of reproduction, firing them into live prey and infecting those creatures with spores that gradually grow into nascent ksariks that feed on the host, and then painfully burrow out of the flesh days later. The spores must be fertilized beforehand in a process that resembles sexual congress between two ksariks, leaving both with a supply of seeds that remain viable for months afterward.
The most fearsome of the ksarik's abilities is its capability of extracting and assimilating other creatures' genetic codes, temporarily mimicking its prey's adaptations. Studies suggest this ability is as much tied to a ksarik's physical characteristics as it is some rudimentary psychic ability that allows the plant to adjust its body in accordance with a stolen genetic blueprint. Most of this code is unstable within the plants, meaning ksariks can rarely maintain an adaptation for more than a minute or, at most, a few hours. However, trace amounts of foreign DNA remain, and it appears that parents are able to pass lesser versions of their adopted abilities to their offspring.
This enhanced evolution has drawn ksariks into otherwise unsuitable habitats on Castrovel, where they have quickly outcompeted other species, even driving several of them to extinction. Due to this explosive growth, most lashuntas consider them an ecological nuisance, though xenobiologists have lobbied against the species' eradication until it can be properly studied—especially now that the ksariks have begun absorbing and demonstrating signs of rudimentary culture.
The most notable evidence of this cultural development is the lilting melodies ksariks sing when in close proximity to one another. Scientists have yet to discover the purpose of these songs, as their best efforts to determine if they provide any information to the plants has failed. What's more, their attempts to replicate the sounds only lead to angering nearby ksariks, the creatures being seemingly affronted by the endeavor. These sounds appear to emanate directly from a ksarik's skin instead of any particular orifice, a fact that opponents of ksarik conservation hold as proof that the plants aren't purposefully making them. Of course, those on the other side of the argument believe it doesn't matter from where the songs come.
<<section 'Carrion Spores'>>
!! Adaptive Serum
A handful of scientists who have spent countless hours studying the ksariks' ingested adaptation ability have discovered a formula that provides a facsimile of that power when imbibed. This magical serum alters users at a genetic level, granting them the ability to withstand energy attacks.
{{Adaptive Serum}}
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 72
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
!!! OFFENSE
* ''Speed'' 50 ft., [[spider climb|Spider Climb (special ability)]]
* ''Melee'' gore +15 (1d6+10 P; critical [[bleed]] 1d4)
* ''Ranged'' magnetic beam +12 (1d8+5 B plus shift [DC 13])
* ''Offensive Abilities'' magnetic beam, relentless
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +11, [[Survival]] +16 (+24 to orienteering)
!!! ECOLOGY
''Environment'' any
''Organization'' solitary, pair, or migration (3–20)
!!! SPECIAL ABILITIES
''Magnetic Beam ([[Su]])'' As a ranged attack, a kunnid can emit a crushing magnetic beam with a range increment of 20 feet.
''Relentless ([[Ex]])'' A kunnid can charge without taking the normal penalties to its attack roll and AC and can charge through difficult terrain.
''Shift ([[Su]])'' If a kunnid hits with its magnetic beam attack, it deals normal damage. If the kunnid's attack roll hits the target's KAC + 4, the target must succeed at a DC 13 Fortitude save or be moved 5 feet in a direction of the kunnid's choosing. This distance increases to 10 feet if the kunnid's attack roll hits the target's KAC + 13. The kunnid can't move the target past an obstacle. If the target is wearing, wielding, or carrying any metallic objects (including starmetals), it takes a –4 penalty to its save.
</div>
Rarely seen and frequently misunderstood, kunnids are nomadic creatures that wander planetoids across the galaxy in an inexorable journey toward areas where the planetoids' external magnetic field is strongest. A kunnid has three legs with hooved feet, irregular hornlike growths protruding from its skull, and dozens of prehensile tendrils that dangle from its swollen body. The average kunnid stands 10 to 12 feet tall at the shoulder and weighs 1,200 pounds. Many other species on these worlds never glimpse a kunnid in the flesh; frequently, the only evidence of a kunnid's presence is odd, cloven-hooved tracks marching in straight lines around settlements. Locals frequently attribute these tracks to cryptids and incorporate them into their superstitions.
Many researchers believe that kunnids were created by another intelligent species as living tools for exploration. Others maintain that kunnids belong to an independent lost culture. Some even think that kunnids are the spirits of deceased explorers. With few hard facts about how or why they appear on a world, kunnids' existence has fueled many conspiracy theories.
When on a planet, kunnids travel relentlessly in straight lines toward magnetic north. They are generally peaceful creatures unless their journey is obstructed or confused by unnatural magnetic fields, at which point they lash out. Once at a world's magnetic north pole, kunnids establish lairs and mate. However, this never seems to result in an increase in kunnid populations, as groups of kunnids often mysteriously disappear overnight.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* Human kurobozu solarian
* CE Medium undead
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 135
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +8; ''Ref'' +10; ''Will'' +12
* ''Defensive Abilities'' [[evasion]]; ''Immunities'' [[undead immunities]]; ''Resistances'' cold or fire 5
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' unarmed strike +19 (1d6+13 B; critical [[stun|Stun (critical)]])
* ''Multiattack'' 4 unarmed strikes +14 (1d6+13 B; critical [[stun|Stun (critical)]])
* ''Offensive Abilities'' black apoxia (30-ft. cone, DC 18), flashing strikes, sage's bane (DC 18), stellar revelations ([[black hole]] [30-ft.-radius, pull 20 ft., DC 16], [[crush]] [DC 16], [[gravity surge]] [+7], [[starquake]] [1d8 B, DC 16])
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' —; ''Int'' +0; ''Wis'' +0; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +22, [[Mysticism]] +22, [[Stealth]] +17
* ''Other Abilities'' [[solar manifestation]] (armor), [[stellar alignment]] (graviton), [[unliving]]
* ''Languages'' Common, Eoxian
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or guard (3–5)
!!! SPECIAL ABILITIES
''Black Apoxia ([[Su]])'' As a standard action, a kurobozu can create a 30-foot cone of breathlessness, making it hard for creatures to breathe properly even if they are wearing environmental protection, such as a sealed suit of armor. Each creature within the area must succeed at a DC 18 Fortitude saving throw or be [[fatigued]] for 1d4 minutes. Creatures that do not breathe are immune to this effect.
''Sage's Bane ([[Su]])'' Once per day, as a reaction when a kurobozu successfully damages a foe with a melee attack, the kurobozu can cloud that foe's mind. The target must succeed at a DC 18 Fortitude saving throw or gain the [[flat-footed]] and [[off-target]] conditions, as well as be rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 minutes.
</div>
Kurobozus, also known as black monks, are the vengeful undead remains of members of highly structured groups, such as ascetics, priesthoods, and solarian orders. They have empty, black eye sockets and often seem to be little more than leathery husks of skin, despite their significant physical power.
Some kurobozus arise when they violate the tenets of their orders in ways that create great suffering. Others are the result of living creatures following a rigid path designed specifically to lead to this undead state. Their entire lives are spent preparing themselves for a vile ceremony in which they are ritualistically choked to death.
!! Kurobozu Template Graft
Disciplined and deadly, kurobozus are skilled undead fighters.
* ''CR'' 4+
* ''Required Creature Type:'' undead
* ''Required Array:'' expert
* ''Traits:''
** can take the [[mystic|mystic class graft]], [[soldier|soldier class graft]], or [[solarian class graft]] despite using the expert array; swap base Reflex and Will saving throw bonuses before adjustments
** +20 ft. land speed
** gains unarmed strike attack that deals standard melee damage for CR and has the [[stun|Stun (critical)]] critical hit effect
* ''Abilities:''
** black apoxia (see above)
** [[evasion]]
** [[multiattack]] (4 attacks at –5 to melee attack bonus)
** sage's bane (see above)
* ''Suggested Ability Score Modifiers:'' Dexterity, Strength
This kit consists of an enchanted roll of kvashbark parchment and three pots of natural Maratan pigments augmented with nanites. The kit can be used to create a three-dimensional map of a space, using one paint to create the 2-D representation on the bark, another paint to suspend the 3-D elements above it, and the third paint to seal the illustration in place, limiting other modifications. Once sealed in this way and unrolled, the parchment projects the 3-D image depicted in glowing light— traditionally to chart a star system, though the kit is equally suited to creating less functional artwork. Using a kvashbark star chart or map of an area grants you a +1 circumstance bonus to [[Survival]] checks to orienteer or [[Piloting]] checks to navigate the depicted area.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//kvashbark cartography kit// | 1 | 30 | – |
</div>
<div class="statblock">
* ''CR'' 20; ''XP'' 307,200
* CE Colossal magical beast (colossus)
* ''Init'' +6; ''Senses'' [[blindsense]] (thought) 120 ft., sense the masses; ''Perception'' +34
!!! DEFENSE
* ''HP'' 485
* ''EAC'' 35; ''KAC'' 37
* ''Fort'' +23; ''Ref'' +19; ''Will'' +21
* ''Resistances'' cold 30, fire 30
!!! OFFENSE
* ''Speed'' 100 ft., swim 100 ft.
* ''Melee'' bite +35 (4d12+29 P) or claw +35 (4d12+29 S) or slam +35 (8d6+29 B)
* ''Multiattack'' bite +32 (4d12+29 P), 2 claws +32 (4d12+29 S), slam +32 (8d6+29 B)
* ''Space'' 60 ft.; ''Reach'' 60 ft.
* ''Offensive Abilities'' demolish structures, enthrall victims
!!! STATISTICS
* ''Str'' +9; ''Dex'' +6; ''Con'' +12; ''Int'' +6; ''Wis'' +5; ''Cha'' +4
* ''Skills'' [[Intimidate]] +39, [[Sense Motive]] +34, [[Survival]] +34
* ''Languages'' Ancient Daimalkan, Common
* ''Other Abilities'' massive, [[water breathing]]
!!! ECOLOGY
* ''Environment'' any (Daimalko)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Demolish Structures ([[Ex]])'' A kyokor has an exoskeleton that is harder than most metals, and it can therefore use its body against urban structures with deadly effect. A kyokor's natural weapons ignore the hardness of all structures not made of [[adamantine alloy]] or a harder material. Against structures made of such materials, a kyokor's natural weapons ignore half of the structure's hardness.
''Enthrall Victims ([[Su]])'' The force with which a kyokor destroys structures is laced with strange, ancient psychic energy. When a kyokor attacks a structure, all creatures within 100 feet with an Intelligence modifier of –3 or higher must succeed at a DC 25 Will saving throw or be [[stunned]] for as long as the kyokor is attacking a structure or any other creature within 100 feet. Each time the kyokor attacks a creature that a stunned victim can see, that victim can attempt a new saving throw. If a kyokor attacks a stunned creature, the stunned effect immediately ends. This is a mind-affecting fear effect.
''Sense the Masses ([[Su]])'' Large concentrations of sentient creatures are like beacons of light that call to kyokors. A kyokor can sense groups of 2,000 or more intelligent creatures gathered together in a single settlement out to 5 miles. This ability does not allow a kyokor to know exactly how many creatures are in a given location, but it does allow it to pinpoint pockets of intelligent life and know which pockets are the most populous.
</div>
Kyokors are one of the most common types of colossi that rampage like a living apocalypse across the ruined planet Daimalko. These mammoth, bipedal alien horrors are large enough to take out an entire city block with a few sweeps of their hulking claws, and in fact this seems to be exactly what they evolved—or were designed—to do.
Kyokors are enormous juggernauts covered in shell-like exoskeletons of armored plates, from between which they can extrude hundreds of wriggling tonguelike appendages. They have occasionally been observed using these grotesque tendrils in those rare situations in which they need fine manipulation ability (though they may have others uses as well). Certainly the jagged crablike claws on their arms are useless for grabbing anything smaller than a boulder; these are used almost exclusively to spear and smash. A kyokor has an armored skull with a strangely elongated chin, tiny glowing eyes peeking out from a cavernous gash, and sharp growths like a crown of teeth rising from the top of its head. A single kyokor is typically about 150 feet tall and weighs more than 20,000 tons.
Although most Daimalkans who have ventured to the planet's surface have seen at least one kyokor from afar, only a handful of the bravest explorers and heroes have ever seen one up close. Most known information about these colossi comes from bloodstained, hastily scrawled records created during the Awakening (the planetwide cataclysm that released the kyokors and other colossi from their slumber deep within the oceans). According to these dossiers, kyokors have the ability to sense large populations of humanoids from incredible distances and to grip their victims' minds in fear as they gleefully destroy whole cities. The latter ability leaves populations at the mercy of the beasts, and likely contributed to how quickly Daimalko fell into ruins during the Awakening. It's also said that kyokors are capable of speech, but that no one alive has heard a kyokor's voice.
Kyokors target population centers, and they seem to equally revel in the fear they produce as they demolish buildings and snatch up tiny humanoid snacks to eat. The monsters are voraciously hungry, but whether it's destruction or meat that sustains them is unknown. Kyokors exhibit surprising intelligence and are fiercely independent. They occasionally fight other colossi in grudge matches that blast entire landscapes.
Among citizens of the Pact Worlds, rumors swirl about elite bands of Daimalkan colossi hunters who have taken down kyokors and reaped impossible riches from their corpses. Given the creatures' history, though, the veracity of such claims is questionable.
!! Kyokor Plating
{{Kyokor Plating}}
Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that [[kyokors]] occasionally shed from their crowns. These toothy moltings are enormous, and once they're retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucrative careers.
Suits of kyokor plating are tough and surprisingly lightweight for their size, and the moltings' porous nature makes this armor perfect for the installation of various upgrades and other methods of personalization. Lower-quality suits are fashioned from numerous pieced-together blasted fragments, sacrificing durability for lower cost. High-quality suits are fashioned entirely from sleek, fitted enamel plates, which offer practically unparalleled protection but can be restrictive when it comes to a wearer's range of motion.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|kyokor plating I | 2 | 800 | +2 | +4 | +3 | –1 | –5 ft. | 1 | 1 |
|kyokor plating II | 6 | 4,820 | +8 | +10 | +4 | –1 | –5 ft. | 3 | 1 |
|kyokor plating III | 10 | 17,100 | +13 | +16 | +4 | –2 | –5 ft. | 3 | 1 |
|kyokor plating IV | 14 | 76,000 | +17 | +19 | +5 | –2 | –5 ft. | 4 | 1 |
|kyokor plating V | 18 | 371,000 | +23 | +24 | +5 | –2 | –5 ft. | 6 | 1 |
</div>
<div class="statblock">
* ''Level'' 16; ''Price'' 187,750
* ''EAC Bonus'' +20; ''KAC Bonus'' +25
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –2; ''Speed'' 30 ft.
* ''Strength'' 27 (+8); ''Damage'' 3d6 P
* ''Weapon Slots'' 2; ''Upgrade Slots'' 3
* ''Capacity'' 100; ''Usage'' 1/min
* ''Size'' Large (10-ft. reach); ''Bulk'' 30
</div>
This union of chains, metal plates, and magically solidified blood has a brutally functional appearance. Designed in cooperation with the pain-loving kytons of the Shadow Plane, //kyton bloodsuits// include clusters of blades and needles on the inside of the armor that shift about, seeking to pierce the wearer's skin. The armor deals 1d4 damage to you each minute of operation (whenever the armor uses a charge). When you take this damage, you can spend 1 Resolve Point as a reaction to restore 5 charges to the //kyton bloodsuit//, but you can't restore more charges than it actually holds.
<div class="statblock">
* ''Level'' 12; ''Price'' 7,500
* ''EAC Bonus'' +10; ''KAC Bonus'' +13
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d10 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 22
</div>
A laborer frame resembles an [[anacite laborer]]. These armor frames allow weapon and upgrade modifications, mimicking the ways in which anacite laborers improve themselves. The frame is also reconfigurable for movement. When you buy the armor, the movement is set to one mode that you choose, but this mode can be changed with 1 hour of work using an [[engineering toolkit|tool kit]] or [[tech workshop]]. The possible modes are detailed below.
* ''Advanced Treads:'' The land speed the armor grants you increases to 40 feet.
* ''Climbing Pads:'' The armor grants you a climb speed of 15 feet.
* ''Swim Jets:'' The armor grants you a swim speed of 15 feet.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* LE Medium undead (android)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +20
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +10; ''Ref'' +10; ''Will'' +16
* ''Defensive Abilities'' [[regeneration]] 10 (see text), spontaneous reincarnation; ''Immunities'' [[undead immunities]]
* ''Weaknesses'' collection dependency
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' buzzblade [[spear]] +17 (3d6+15 P)
* ''Ranged'' sepulcher-class [[bone pistol]] +19 (2d8+11 C)
* ''Offensive Abilities'' memory extraction (DC 20)
* ''Spells Known'' (CL 11th)
** 4th (3/day)—//[[fear]]// (DC 22), //[[mind thrust]]// (DC 22)
** 3rd (6/day)—//[[deep slumber]]// (DC 21), //[[psychokinetic strangulation]]// (DC 21)
** 2nd (at will)—//[[daze monster]]// (DC 20), //[[hold person]]// (DC 20)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +3; ''Con'' –; ''Int'' +5; ''Wis'' +8; ''Cha'' +3
* ''Skills'' [[Engineering]] +25, [[Intimidate]] +20, [[Mysticism]] +25
* ''Languages'' Common
* ''Other Abilities'' [[constructed|Android]], [[flat affect|Android]], [[unliving]]
* ''Gear'' white [[carbon skin]], buzzblade [[spear]] with 2 high-capacity batteries (40 charges each), sepulcher-class [[bone pistol]] with 2 batteries (20 charges each); ''Augmentations'' standard [[speed suspension]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or enclave (1–2 plus 4–6 [[lacunal initiates]])
!!! SPECIAL ABILITIES
''Augmented Scavenger ([[Ex]])'' See [[lacunal initiate]].
''Collection Dependency ([[Su]])'' Each time a lacunal collector transfers their consciousness into a new body, their previous head sloughs off and is replaced by a new one. Lacunal collectors keep their decaying heads and often wear them as ornamentation. A lacunal collector has 1d6+1 additional heads. A creature can target one of these grisly trophies with a melee or ranged attack (with the same AC as the lacunal collector); if the attack hits, that head is destroyed. Destroying all of a lacunal collector's heads ends the creature's [[regeneration]] ability.
''Memory Extraction ([[Su]])'' See [[lacunal initiate]].
''Spontaneous Reincarnation ([[Su]])'' See [[lacunal initiate]].
</div>
<<section 'Lacunal Initiate'>>
<<section 'Lacunal Collector'>>
Long before the Gap, a monastic sect on lost Golarion devoted to Casandalee known as the Created worked tirelessly to collect the living memories of other sentient beings in the service of their goddess. These monks vowed to continuously return to the mortal realm through reincarnation until they assembled a complete archive of all conscious experience. The lineage of this ancient order presumably vanished with Golarion, but after Casandalee merged with Brigh and Epoch to form Triune, a new incarnation of the sect emerged with new horizons—the vastness of space—in its sights.
A group of devout androids embarked from Absalom Station on a voyage to the far corners of the Vast, determined to chronicle and preserve the experiences of all alien species. During their centuries-long sojourn, the monks' beliefs became twisted. Now, these former followers of Casandalee circumvent the natural reincarnation cycle in favor of artificially perpetuating their own consciousnesses. A new living prophet, Novani of the Lacunal Visage, rose to prominence in the order. Under her guidance, the reformed Lacunal disciples seek longevity through undeath, and are obsessed with "preserving" other beings by collecting their parts and forcibly extracting their memories.
Novani oversees the Lacunal disciples from her holy vessel, Eternal Remembrance, a colossal and heavily armed starship that carries hundreds of her followers as they scour systems for memories to add to their catalog.
The Lacunal disciples' macabre practices are shocking to outsiders, leading many who hear of the order to believe its original tenets may have been perverted by a malevolent deity such as Urgathoa. Members of the order, however, see themselves as caretakers of knowledge dedicated to an incorruptible cause. Despite Lacunal devotees' apparent indifference towards the suffering of living beings, most creatures who encounter them survive. Travelers awaken from a stupor missing cybernetic augmentations, having only a vague memory of obsessively building a constructed body at a faceless being's request. Lacunal disciples don't actively proselytize, though the prophet Novani always welcomes android converts to join her order's ranks.
Upon initiation, a Lacunal pledge willingly partakes in a ritual to become undead. Before the initiate abandons their mortality, they construct a new body from scavenged organic and technological parts. The crowning glory of this second form is a secondary head that serves as a receptacle for their consciousness. Once the ritual is complete, their old head shrivels and dies as their soul transfers to the new form. Lacunal disciples carry their old heads as sacred reminders of their previous incarnations, often wearing the heads as intricate garlands around their necks. A few Lacunal apostates prioritize their own personal existence above their order's cause and conceal one or more of their heads in remote locations to avoid true destruction.
Lacunal disciples are undead androids who typically inhabit a humanoid body shape with visible circuits, and like their living counterparts, the creatures' individual appearances vary drastically to reflect subtle differences in design, personality, and modification. The number of heads displayed by a Lacunal disciple typically reflects the number of times they've thwarted destruction and continued their grim mission.
!! Lacunal Template Graft
An android with this template graft has rejected the cycle of renewal and transformed itself into an undead creature through a profane technomagical ritual.
* ''Required Creature Type and Subtype:'' Undead (android).
* ''Suggested Array:'' Spellcaster.
* ''Traits:''
** [[regeneration]] 10 (CR 10+),
** spontaneous reincarnation (see [[lacunal initiate]]), [[undead immunities]]
** collection dependency (CR 10+; see [[lacunal collector]])
** memory extraction (see [[lacunal initiate]])
** augmented scavenger (see [[lacunal initiate]])
** spells chosen from the mystic spell list
** Engineering and Mysticism as master skills
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* LE Medium undead (android)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 16
* ''EAC'' 10; ''KAC'' 11
* ''Fort'' +1; ''Ref'' +1; ''Will'' +6
* ''Defensive Abilities'' spontaneous reincarnation; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' battle [[staff]] +2 (1d4+2 B; critical [[knockdown]])
* ''Ranged'' subzero [[hail pistol]] +4 (1d4 C & P; critical [[bleed]] 1d4)
* ''Offensive Abilities'' memory extraction (DC 12)
* ''Spells Known'' (CL 1st; ranged +4]
** 1st (3/day)—//[[fear]]// (DC 14), //[[mind thrust]]// (DC 14)
** 0 (at will)—//[[daze]]// (DC 13), //[[telekinetic projectile]]// (DC 13)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +1; ''Con'' –; ''Int'' +2; ''Wis'' +4; ''Cha'' +1
* ''Skills'' [[Engineering]] +10, [[Intimidate]] +5, [[Mysticism]] +10
* ''Languages'' Common
* ''Other Abilities'' augmented scavenger, [[constructed|Android]], [[flat affect|Android]], [[unliving]]
* ''Gear'' [[second skin]], battle [[staff]], subzero [[hail pistol]] with 2 batteries (20 charges each); ''Augmentations'' standard [[prosthetic limb]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or enclave (3-4)
!!! SPECIAL ABILITIES
''Augmented Scavenger ([[Ex]])'' A lacunal initiate can harvest a biotech or cybernetic augmentation already installed into a willing or unconscious creature and integrate it into their own body. This process takes 10 minutes per level of the augmentation; the lacunal initiate can have one such augmentation at a time.
''Memory Extraction ([[Su]])'' As a standard action, a lacunal initiate can extract memories from an adjacent creature, causing the target to become [[fatigued]] unless it succeeds at a Will saving throw. Whether or not the creature succeeds at this saving throw, it can't be affected by this ability again for 24 hours. This is a mind-affecting [[gaze]] attack.
''Spontaneous Reincarnation ([[Su]])'' A lacunal initiate carries a reminder of their prior incarnation in the form of a severed head. When a lacunal initiate is reduced to 0 Hit Points, instead of being destroyed, their consciousness is immediately transferred into this head. After 1d8 hours, the lacunal initiate's body and former head awaken and can reunite to become a fully functional creature again. If all of their heads are destroyed, the lacunal initiate is also destroyed.
</div>
Constructed from lightweight composites, a collapsible ladder consists of a telescoping frame with foldout rungs. As a move action, you can press a small button on the ladder's side to extend the ladder to its full length. Collapsing a ladder is a full action. Collapsible ladders come in three standard lengths at full extension: 10 feet, 20 feet, and 40 feet.
The bulk values listed for collapsible ladders on the table below are for their collapsed state. When fully extended, a 10-foot ladder has 2 bulk, a 20-foot ladder has 3 bulk, and a 40-foot ladder has 5 bulk. A collapsible ladder cannot be used as a ladder when collapsed.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|ladder, collapsible (10 feet) | 1 | 75 | 1 |
|ladder, collapsible (20 feet) | 1 | 150 | 1 |
|ladder, collapsible (40 feet) | 1 | 300 | 2 |
</div>
A lance is a long, heavy spear designed for use while riding a mount. While mounted or riding a cycle, you can wield a lance with one hand. This weapon is common across the Pact Worlds. Traditionally used by shotalashu warriors riding saurian mounts in the jungles of Castrovel and bonded ryphorian and dragonkin partners of Triaxus, lances are also known to have been common weapons on lost Golarion. Modern wielders use lances while mounted or driving open vehicles, such as cycle-riding raiders like the Vercite Rustrunners. Tactical lances are straightforward and widely available, while advanced lances are made of strong composites and have fine points to deal more damage. Elite lances have superfine points, and each has a particularly dense core for a more powerful strike. Paragon lances have been entirely redesigned using dense, flexible materials and an ultrathin point to achieve incomparable performance.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|lance, tactical | 3 | 1,450 | 1d6 P | — | 1 |[[analog]], [[reach]] |
|lance, advanced | 8 | 9,400 | 2d6 P | — | 1 |[[analog]], [[reach]] |
|lance, elite | 13 | 50,800 | 5d6 P | — | 1 |[[analog]], [[reach]] |
|lance, paragon | 18 | 365,000 | 11d6 P | — | 1 |[[analog]], [[reach]] |
</div>
A character begins play speaking and reading Common, her racial tongue (if any), and the language of her home planet (if any). She can also choose a number of bonus languages equal to her Intelligence bonus from the lists below. A character can learn the signed or tactile version of a language she knows, either as a bonus language or by putting a rank in the [[Culture]] skill. A character who begins play [[blind|blinded]] automatically knows the tactile versions of any languages she knows; a character who begins play [[deaf]] automatically knows the signed versions. An astonishing number of languages are spoken in the Pact Worlds, and not all are understandable or reproducible by other races without complex technology; some of the most commonly spoken tongues in the Pact Worlds are presented below.
!! Prevalent Languages
Common, the most prevalent trade tongue of the Pact Worlds, is believed to be based on one or more of the old human languages of Golarion. The other most widespread languages spoken in the Pact Worlds (and their typical speakers) include the following.
* Akitonian (inhabitants of Akiton)
* Aklo (inhabitants of Aucturn, Dominion of the Black)
* Brethedan (inhabitants of Bretheda, Liavara, and their moons)
* Castrovelian, also called Lashunta (lashuntas, inhabitants of Castrovel)
* Eoxian (inhabitants of Eox)
* Kasatha (kasathas)
* Shirren (shirrens)
* Triaxian (inhabitants of Triaxus)
* Vercite (inhabitants of Verces)
* Vesk (vesk, inhabitants of the Veskarium)
* Ysoki (ysoki)
!! Other Languages
The following languages are somewhat less common, but they are often encountered by scholars, spellcasters, and those doing business on their speakers' respective home worlds.
* Abyssal (demons, chaotic evil outsiders, inhabitants of the Abyss)
* Aquan (inhabitants of the Plane of Water)
* Arkanen (inhabitants of Arkanen and Osoro)
* Auran (inhabitants of the Plane of Air)
* Azlanti (Azlanti, inhabitants of the Azlanti Star Empire)
* Celestial (angels, good outsiders, inhabitants of the goodaligned planes)
* Cyrunian ([[witchwyrds]])
* Draconic (dragons, reptilian humanoids, Triaxian dragonkin)
* Drow (drow, many residents of Apostae)
* Dwarven (dwarves)
* Elven (drow, elves, half-elves)
* Gnome (gnomes)
* Goblin (bugbears, goblins, hobgoblins)
* Halfling (halflings)
* Ignan (inhabitants of the Plane of Fire)
* Infernal (devils, lawful evil outsiders, inhabitants of Hell)
* Kalo (kalo, inhabitants of Kalo-Mahoi)
* Nchaki (inhabitants of Nchak)
* Orc (orcs, half-orcs)
* Sarcesian (sarcesians)
* Shobhad (shobhads)
* Terran (inhabitants of the Plane of Earth)
This tiny ornamental copper lantern draws inspiration from the Eldest known as the Lantern King, a notorious trickster fey. The lantern is typically worn as a necklace or belt bauble, and its interior dances with a magic red flame that sheds no appreciable heat or light. While wearing the lantern, you’re aware of any magic that would discern or prohibit your lying, even if it has failed to affect you, and you gain a +2 resistance bonus to saving throws against such effects. Once per hour when a creature within 30 feet of you rolls a natural 1 when attempting a skill check or saving throw, you can intensify their failure as a reaction, causing additional minor mishaps that give the target your choice of the [[bleeding]] 1d8, [[flat-footed]], or [[off-target]] conditions in addition to any other effects of failure. The flat‑footed and off-target effects last 1 round, and the bleeding effect ends after 1d4+1 rounds if not stopped earlier.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Lantern's laughing lie// | 6 | 4,300 | L |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large outsider (elemental, extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''DR'' 5/—; ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Attack'' slam +15 (1d6+10 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +11
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Large animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +6; ''Will'' +1
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' natural weapon +9 (1d6+5 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +7
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–30)
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +3
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' natural weapon +11 (1d8+7 P or S)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +10
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–12)
</div>
This is the most common vehicle size.
* ''Adjustments:'' No adjustments.
You gain a +1 insight bonus to attack rolls with weapons in the [[laser]] category.
name:laser array, heavy
range:short
speed:—
damage:6d4
pcu:15
cost:10
special:[[array]]
name:laser cannon, heavy
range:medium
speed:—
damage:4d8
pcu:10
cost:15
special:—
name:laser cannon, light
range:short
speed:—
damage:2d4
pcu:5
cost:2
special:—
Laser dragons are cautious and precise, preferring to know as much as they can about a situation through observation and espionage prior to taking action.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Dragon (technological).
* ''Suggested Alignment:'' Any neutral.
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[DR]] 5/ adamantine (CR 13+; increase to DR 10/adamantine at CR 15, DR 15/adamantine at CR 17, DR 20/adamantine at CR 19); [[immunity]] to fire; [[vulnerable]] to electricity
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR or line 30 feet + 10 feet per 2 CR, 1d6 F + 1d6 per CR, usable every 1d4 rounds)
** laser bolt (see below)
* //Laser Bolt ([[Ex]]):// A laser dragon can fire laser beams from their mouth, eyes, or wingtips. This attack has a range increment of 100 feet, targets EAC, and has the [[burn]] critical hit effect that lists a number of d6s equal to one quarter their level (minimum 1). The attack also has the [[sniper]] weapon special property with a range of 1,000 feet.
A laser drill is a handheld item that resembles a snub-nosed pistol. As a standard action, you can use the drill to create a hole 1 inch in diameter and 1 inch deep in stationary and unattended materials with a hardness of 15 or less, such as concrete, plastic, or wood. At the GM's discretion, you might be able to use a laser drill on harder materials as a full action or longer. Detecting a laser drill at work requires a successful DC 15 Perception check. A laser drill isn't generally useful in combat, but it can deal 1 fire damage with a successful melee attack as an improvised weapon.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|laser drill | 1 | 200 | L | 20 | 1/minute |
</div>
This handheld sensor allows you to hear through normally sound-impervious materials at great range. It grants you [[sense through]] (hearing) with a range of 120 feet, but only through materials that are 1 inch thick or thinner, and each [[Perception]] check attempted using it takes a full action, during which you are [[flat-footed]].
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|laser microphone | 5 | 2,725 | L | 10 | 1/minute |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' lasers in a 20-ft.-radius spread
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Reflex negates, see text
* ''Spell Resistance'' no
</div>
This spell creates a net of dangerous lasers between two solid points. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. Otherwise, the spell fails. Creatures that move through the laser net must succeed at a Reflex saving throw or take 1d6+1 fire damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive a +2 circumstance bonus to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn take a –2 penalty to the saving throw.
name:laser net
range:short
speed:—
damage:2d6
pcu:10
cost:9
special:[[point]] (+10)
name:laser net, heavy
range:short
speed:—
damage:5d6
pcu:15
cost:15
special:[[point]] (+12)
The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|laser pistol, azimuth | 1 | 350 | 1d4 F | 80 ft. | [[burn]] 1d4 | 20 charges | 1 | L |— |
|laser pistol, corona | 6 | 4,270 | 2d4 F | 90 ft. | [[burn]] 1d4 | 20 charges | 1 | L |— |
|laser pistol, aphelion | 9 | 14,820 | 3d4 F | 90 ft. | [[burn]] 1d4 | 40 charges | 2 | L |[[boost]] 1d4 |
|laser pistol, perihelion | 12 | 40,200 | 4d4 F | 90 ft. | [[burn]] 2d4 | 40 charges | 2 | L |— |
|laser pistol, parallax | 14 | 82,000 | 5d4 F | 90 ft. | [[burn]] 3d4 | 80 charges | 4 | L |[[boost]] 2d4 |
|laser pistol, zenith | 17 | 245,200 | 8d4 F | 100 ft. | [[burn]] 4d4 | 80 charges | 4 | L |— |
</div>
With its snub, squared barrel and internal reinforcements, a laser rifle is sturdy and dependable.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|laser rifle, azimuth | 1 | 425 | 1d8 F | 120 ft. | [[burn]] 1d6 | 20 charges | 1 | 1 |— |
|laser rifle, corona | 6 | 4,650 | 2d6 F | 120 ft. | [[burn]] 1d6 | 40 charges | 1 | 1 |— |
|laser rifle, aphelion | 9 | 14,300 | 3d6 F | 120 ft. | [[burn]] 1d6 | 40 charges | 1 | 1 |— |
|laser rifle, perihelion | 13 | 53,800 | 5d6 F | 130 ft. | [[burn]] 2d6 | 100 charges | 2 | 1 |— |
|laser rifle, parallax | 17 | 248,000 | 8d6 F | 150 ft. | [[burn]] 4d6 | 100 charges | 2 | 1 |— |
|laser rifle, zenith | 20 | 722,000 | 11d6 F | 150 ft. | [[burn]] 5d6 | 100 charges | 2 | 1 |— |
</div>
<div class="statblock">
* ''Type'' ranged; ''Range'' 250 ft.; ''Special'' [[automatic]]
* ''Damage'' medium; ''Damage Type'' F; ''Critical'' [[burn]]
* ''Slots'' 1 (frame); ''Capacity'' 20
* ''Cost'' 3.5 × level
</div>
This sleek longarm fires lasers at enemies in terrifying barrages.
Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. [[Invisible]] creatures don't take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don't provide any illumination.
Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas.
When you perform a [[trick attack]] with a one-handed, whip-like melee weapon for your [[debilitating trick]], you can attempt to [[reposition]] the target. The target must succeed at a Reflex save or be moved 5 feet to a different location within your weapon's reach and within 5 feet of its original placement. You can't move the target past an obstacle. You must have the [[explorer's lash]] exploit to learn this exploit.
Idealized by many other humanoid races and gifted with innate psychic abilities, lashuntas are at once consummate scholars and enlightened warriors, naturally divided into two specialized subraces with different abilities and societal roles.
!! Racial Traits
* ''Ability Adjustments:'' see below
* ''Hit Points:'' 4
* ''Size and Type:'' Lashuntas are Medium humanoids with the lashunta subtype.
* ''Dimorphic:'' All lashuntas gain +2 Charisma at character creation. Korasha lashuntas are muscular (+2 Strength at character creation) but often brash and unobservant (–2 Wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
* ''Lashunta Magic:'' Lashuntas gain the following spell-like abilities. The caster level for these effects is equal to the lashunta's level.
** At will: //[[daze]]//, //[[psychokinetic hand]]//
** 1/day: //[[detect thoughts]]//
* ''Limited Telepathy:'' Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
* ''Student:'' Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.
!!! Alternate Ability Adjustments
* ''Hunter Legacy:'' Hunter legacy lineages stretch back to legendary lashunta hunters from centuries before the Gap. Hunter legacy lashuntas have leaner, tougher frames. A hunter legacy damaya's racial ability adjustments are +2 Dexterity, +2 Charisma, and –2 Strength. A hunter legacy korasha's racial ability adjustments are +2 Strength, +2 Dexterity, and –2 Intelligence.
* ''Mind Forward:'' Some lashuntas are geared primarily toward mental pursuits. Called "mind forward," such individuals lack common lashunta physical adjustments. A mind forward damaya's ability adjustments are +2 Intelligence, +2 Wisdom, +2 Charisma, and –4 Constitution. A mind forward korasha's adjustments are +2 Intelligence, +2 Charisma, and –2 Constitution.
!!! Alternate Racial Traits
* ''Psychically Resistant:'' Pre-Gap records show lashuntas lacking telepathy lived in ancient times, and such lashuntas appeared anew at the height of the Formian Wars. These psychically resistant lashuntas emit a low-level psychic static that sometimes leads other members of their naturally telepathic society to exclude them, though such lashuntas are often more skilled in verbal expression. Some can use this static to interfere with nearby telepathy. Psychically resistant lashuntas gain a +2 racial bonus to Will saving throws against mind-affecting effects. They can use //[[mental silence]]// once per day as a spell-like ability. This replaces lashunta magic and limited telepathy.
* ''Rugged:'' Some lashuntas express their species' love of learning by focusing on physical training rather than on academic pursuits. A lashunta who has this trait gains [[Toughness]] as a bonus feat. This replaces student.
!! Physical Description
To survive on the predator-rich world of Castrovel, the telepathic humanoids called lashuntas evolved adaptive genetics that allow children to develop into one of two subspecies, depending on the stresses they endure at puberty: either the tall, intellectual, and adaptable damaya—who make up most of their race's political leaders and ambassadors—or the short, burly, headstrong korasha, who excel as warriors and explorers. Both feature short forehead antennae that focus their natural telepathy, as well as colorful swirls and raised markings on their faces unique to each individual. Due to natural pheromones and lashuntas' almost perfect physical symmetry, most humanoid races find lashuntas of both subspecies subconsciously (and sometimes unnervingly) attractive.
Both clades of the species bear the same genetics, allowing them to intermarry and have children. While all lashunta children inherit complexions and certain distinguishing features from their parents, their subspecies is not one of them. Through psychic ritual and force of will techniques applied at puberty, modern lashuntas have mastered the ability to determine what subspecies a child will grow into, activating certain epigenetics and shutting down others. While some lashunta city-states attempt to steer children in particular directions, such as via government-run aptitude tests, most lashuntas believe passionately in a child's right to choose. In ancient lashunta history, their starkly divided gender roles led to subspecies almost universally correlated with gender, but as lashunta culture has grown more egalitarian, gender balance between the two subspecies has become roughly equal.
!! Home World
Lashuntas form the most prominent race on Castrovel, and have long been organized into independent city-states for protection against the planet's many apex predators. At the same time, thanks to their large number of magical portals, lashuntas regularly ventured to other worlds even before the advent of space travel, and they have developed particularly close bonds with societies on Akiton.
!! Society and Alignment
Though lashunta societies usually characterize themselves as meritocracies, their leaders have traditionally been women and are usually damaya except in times of war. Both damaya and korasha lashuntas see education as one of the highest callings, making lashunta scholars renowned across the solar system. Military service is also valued, since Castrovel's dangerous ecosystem and lack of overarching governments mean that settlements need warriors to protect them from jungle monsters. Of these soldiers, the most iconic are the traditional shotalashu cavalry, lightly armored riders who form telepathic bonds with and take their name from their saurian mounts.
On the whole, lashuntas' focus on self-improvement, honor, and communal defense leads them toward good alignments, with damaya tending to be more lawful and korasha more chaotic.
!! Relations
Lashuntas believe that every culture has something to teach, and thanks to the legendary prowess of lashunta diplomats, most other races respect them and consider them allies, or at least reasonable associates. [[Vesk]] admire their warriors, [[androids]] and [[kasathas]] value their logic and learning, and [[humans]] respect their scholarship but risk embarrassing themselves trying to deal with lashuntas' disconcerting attractiveness. [[Shirrens]] are the main exception to this pattern of mutual respect—though lashuntas' millennia of warfare with the insectile [[formians]] has finally ended, many lashuntas are still uncomfortable interacting with similar races and worry that "the bugs" may one day unite against them.
!! Adventurers
When a lashunta leaves home, it's often to grow—in knowledge, prowess, or simple enlightenment. Experience is the best teacher, and the thrill of discovery means that a lashunta adventurer is as likely to be drawn to a new world by a rumor of lost lore as by the promise of wealth. Of course, this quest for wisdom sounds less noble once it's understood that the prestige associated with bringing significant new knowledge home to Castrovel all but assures a lashunta the finest creature comforts for the rest of his life as a corporate consultant or professor at a university. Lashunta adventurers are most frequently envoys, technomancers, and mechanics, but soldiers and operatives are also common, the latter being trained and employed by the numerous powerful lashunta-owned corporations that have surpassed many city-states as the primary political powers on Castrovel and beyond.
!! Names
Lashunta naming conventions vary widely among city-states, but often tend toward soft sounds with tonal elements that make them sound musical and elegant to other races. Some sample lashunta names are Domash, Hesori, Kima, Kopalo, Maenala, Nomae, Oraeus, Raia, Shess, Soryn, Taeon, and Varikuara.
!! Lashunta Magic Graft
{{Lashunta Magic}}
Most [[lashuntas]] have the ability to cast minor spells, even if they haven't formally studied spellcasting. With tiny attuned crystals or magically aligned plates in your palms, you can cast //[[daze]]// and //[[psychokinetic hand]]// at will and //[[detect thoughts]]// once per day as spell-like abilities. The caster level for these effects is equal to your level.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|lashunta magic graft | 5 | 3,200 | all hands |
</div>
Each link in a suit of mind mail is a nanotechnological marvel: a psychically active circuit reactive to the thoughts of its wearer. When donned, mind mail floats just above the skin and alternates between rigidity and supple motion in response to its wearer's thoughts and movement, with hundreds of tiny force fields filling the gaps between links as needed. The mail covers the entire body except for the face. The coif retracts into the collar at a mental command, and the mesh gloves likewise unlink and recede into the sleeves when a delicate touch is required. Mind mail offers a comfortable alternative to climate control in tropical environs such as Castrovel, as the armor does not make direct contact with the body and the open mesh provides ample airflow. The wearers of mind mail often personalize their armor with intricate designs woven with varicolored metals into the pattern of the mail. These designs can be altered with an [[Engineering]] check at the same DC as a check for adjusting armor.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|lashunta mind mail I | 6 | 4,250 | +6 | +6 | +6 | — | — | 2 | L |
|lashunta mind mail II | 11 | 24,800 | +13 | +14 | +6 | — | — | 2 | L |
|lashunta mind mail III | 16 | 166,500 | +20 | +20 | +7 | — | — | 3 | L |
|lashunta mind mail IV | 19 | 556,000 | +22 | +22 | +7 | — | — | 5 | L |
</div>
These beautiful suits of heavy armor feature engraved metal bands that fit above and below the body's major joints. Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often added during the forging process to the ore used for ringwear to create glimmering suits of different hues.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|lashunta ringwear I | 1 | 415 | +2 | +4 | +2 | –2 | –5 ft. | 0 | 2 |
|lashunta ringwear II | 5 | 2,970 | +8 | +10 | +2 | –2 | –5 ft. | 1 | 2 |
|lashunta ringwear III | 8 | 8,420 | +12 | +14 | +3 | –2 | –5 ft. | 3 | 2 |
|lashunta ringwear IV | 11 | 27,100 | +16 | +18 | +4 | –3 | –5 ft. | 4 | 2 |
|lashunta ringwear V | 15 | 94,200 | +20 | +22 | +4 | –2 | –5 ft. | 5 | 2 |
</div>
Lashunta developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|lashunta tempweave, basic | 4 | 1,950 | +4 | +4 | +5 | — | — | 1 | L |
|lashunta tempweave, advanced | 8 | 8,500 | +9 | +10 | +6 | — | — | 3 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration (air)
* ''Casting Time'' 1 reaction
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one willing creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You can cast last gasp as a reaction when a creature within range would die from suffocation. They instead begin attempting Constitution checks as though they had just run out of air (including resetting the DC of such checks to 10).
You can arrest your fall when climbing.
''Prerequisites:'' [[Athletics]] 3 ranks.
''Benefit:'' As a reaction when you fail an [[Athletics]] check to [[climb]] by 5 or more, you can attempt another Athletics check with the same DC. If you succeed, you catch yourself after falling only 5 feet and take no damage.
''Teamwork Benefit:'' If you're adjacent to an ally who also has this feat, that ally can grant you a +4 circumstance bonus to the Athletics check to catch yourself as a reaction to your falling.
This vehicle has an advanced vehicle-deployment system. The pilot of a vehicle with a launch catapult can take a standard action to launch a vehicle or mech stored in the same vehicle's [[hangar]] up to 30 feet in any direction away from the vehicle.
<div class= "table-wrapper">
|Modification | Level | Price |h
|launch catapult | 3 | 1,500 |
</div>
Designed to fit on Medium and Large vessels, these tubes allow a ship to carry a single smaller vessel that can be launched at the start of any helm phase. A launch tube takes up two expansion bays and can hold one Tiny starship. If a vessel needs to dock in a launch tube during combat, it occurs at the end of the helm phase and requires a successful DC 10 [[Piloting]] skill check; this check takes a –1 penalty for each hex the smaller ship has moved this round. A failed check means that the ship doesn't dock with the larger vessel.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|launch tubes | 10 | 5 |
</div>
The //launching// weapon fusion allows you to either strike or fire a magically empowered shot into the ground to propel yourself into the air. This functions as the [[jump jets]] armor upgrade, except that it requires a standard action and consumes ammunition according to the weapon's normal usage.
This weapon fusion can be installed only in powered melee weapons and in ranged weapons that use ammunition.
You are an enforcer of law in a galaxy rife with chaos and corruption. Your mandate is to keep the peace, and you understand the weight of the role you play in society. Your senses are always tuned to your surroundings while you're on the job, but you're also skilled at navigating paperwork and bureaucratic records. As a figure of authority, you prevent crime and provide assistance to your community, so the public looks to you as a source of help and protection.
!! Theme Knowledge (1st)
Your training and job experience allow you to deal with everyday citizens and dangerous criminal elements with equal efficacy. Combining keen senses and intuition, you have learned to quickly determine if other people you are interacting with are acting suspiciously, hiding or misrepresenting the truth, or trying to pass coded messages. Reduce the DC of [[Sense Motive]] checks to [[detect deception]] and [[discern secret messages|Discern Secret Message]] by 5. Apply the same reduction to DCs for any checks you attempt to [[recall knowledge]] about criminals, law-enforcement agents, laws, and related law-enforcement practices. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Investigative Savvy (6th)
You know how to cut through red tape and use databases to follow up on clues, find potential suspects, and perform research related to enforcing the law. When sorting through such data, you can complete a task in a fraction of the time it would take most people. It takes you only 10 minutes to attempt a [[Diplomacy]] check to gather information, provided you have access to an infosphere, appropriate downloaded data set, or the cooperation of a local law enforcement agency. In addition, once per day while you have access to such advantages, if you fail a [[Culture]] check to identify a criminal, law-enforcement agent, organization, legal practice, or law, you can reroll the check.
!! Crowd Control (12th)
You are comfortable among those you serve and protect. You know how to communicate to large groups of people, navigate a crowd, and redirect individuals within a crowd to allow yourself more freedom of movement. You can move through the spaces of creatures that are not hostile to you. If crowding creatures create difficult terrain that would reduce your speed or require you to squeeze, you can still move your normal speed. In addition, when you attempt to use [[Diplomacy]] to [[change the attitude|Change Attitude]] of a group of creatures that is not already hostile toward you, lower the DC by 5.
!! Public Servant (18th)
Those who respect the law and law enforcement agents have a sense of peace and security when you're around. You, in turn, can sense the faith the public puts in you, and this rejuvenates you. The simple fact that you are trusted by those you are sworn to protect gives you the strength to carry on in the face of injustice. Twice per day, you can spend at least 10 minutes interacting with the people you serve, gaining trust and developing a rapport with community members. If you do so, you gain 1 Resolve Point. This doesn't count as resting to regain Stamina Points. In addition, after such interaction, you can spend another 10 minutes to [[gather information]] from nearby citizens. If you do, you can attempt a [[Diplomacy]] check for that task, and you gain a +2 circumstance bonus to the check.
This archaic, ornate compass is a holy trinket sacred to AbadarCorp, and its needle is shaped like a thin golden key. A //lawfinder's// needle always points toward the nearest settlement of at least 1,000 people; within such a settlement, the needle points to the primary center of government or civil administration for the settlement. This item can't detect a settlement more than 100 miles away, except for settlements with the bureaucratic quality, which a //lawfinder// can detect up to 1,000 miles away. If no such settlements are within range, the //lawfinder's// needle spins slowly.
As long as the //lawfinder's// needle points to a settlement or civil center, it grants you a +2 insight bonus to [[Survival]] checks to avoid getting lost.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//lawfinder// | 3 | 1,200 | L |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CN Medium outsider (extraplanar, chaotic, incorporeal)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 170; ''RP'' 5
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +11; ''Ref'' +13; ''Will'' +15
* ''Defensive Abilities'' [[incorporeal]], [[void adaptation]]; ''Immunities'' acid, cold, [[construct immunities]]
* ''Weaknesses'' susceptible to order
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], perfect)
* ''Melee'' entropic touch +20 (2d12+12 A; critical [[severe wound]] [DC 21])
* ''Offensive Abilities'' reality revisitation
* ''Spell-Like Abilities'' (CL 12th; melee +20, ranged +22)
** 1/day—//[[baleful polymorph]]// (4th level, DC 23), //[[corrosive haze]]// (DC 23)
** 3/day—//[[arcane sight]]// (DC 22), //[[bestow curse]]// (DC 22), //[[dispel magic]]//, //[[entropic grasp]]// (DC 21)
** At will—//[[caustic conversion]]//, //[[invisibility]]// (DC 20)
!!! STATISTICS
* ''Str'' —; ''Dex'' +5; ''Con'' +0; ''Int'' +0; ''Wis'' +8; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +27 (+35 to fly), [[Intimidate]] +22, Stealth +27
* ''Languages'' [[truespeech]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or anarchy (3–6)
!!! SPECIAL ABILITIES
''Reality Revisitation ([[Su]])'' Whenever a creature succeeds at its initial saving throw against one of the lawless one's spell-like abilities, the lawless one can spend 1 Resolve Point as a reaction in an attempt to tweak reality in its favor. The target creature must then reattempt its saving throw against the spell-like ability at the start of its next turn. If it fails, apply the effects of the spell to the creature as if it had failed its initial saving throw.
''Susceptible to Order ([[Su]])'' A weapon affixed with an //[[axiomatic]]// weapon fusion bypasses a lawless one's incorporeal defenses as if it were a [[ghost killer]] weapon.
</div>
Phantasmal creatures resembling inevitables, lawless ones are construct-like humanoids of spinning gears that brim with chaotic energy. However, their similarities to denizens of the lawful plane of Axis are merely physical. Where inevitables are charged with maintaining order, lawless ones seek the exact opposite, looking to corrupt the rule of law, disrupt long-held class structures, and destroy status quos. They do this by targeting societal leaders, whether they be duly elected government officials or self-made titans of industry. When not on the attack, lawless ones bide their time, using their invisibility and incorporeality to stay hidden. After they strike (and usually kill) their targets, they disappear without a trace, leading many to believe their victims were taken out by skilled assassins or other non-supernatural threats.
As such, little is actually known about lawless ones, especially regarding their origins. 25 years ago, an anonymous user of a fringe infosphere community claimed that AbadarCorp unintentionally created the lawless ones after trying to use blueprints somehow stolen from Axis to create their own inevitables, but the post was quickly expunged. The rumor still persists, however, despite AbadarCorp executives' constant denials.
You activate one of your ship's weapons with the [[mine|Mine (starship weapon property)]] special property and place a number of mines up to the value listed with this special property. Each mine must occupy a different hex through which your starship traveled during its movement this round. Any of the listed number of mines not deployed with this action are wasted. You must use this action before the pilot begins moving the starship during the helm phase.
You accompany a boarding party, granting it a major advantage. Add an insight bonus equal to your key ability score's modifier to the boarding party's boarding attack modifier. If the boarding attack succeeds, you can choose which system takes critical damage.
''Critical:'' Your assault team inflicts devastating damage to a nearby system. You inflict critical damage to an additional starship system, determined randomly.
In the leadership system, PCs manage an organization: a group of people with some sense of collective identity. The party is in charge as a group, although a single PC might serve as the nominal head. For instance, one PC might take on the position of CEO for a business with the other PCs representing members of the board or other high executives.
!! Organizations
Every organization has the following characteristics. See the Organizations table for level-based guidance on an organization's statistics.
''Level:'' Each organization has a level, which helps inform its other statistics and is generally equal to 2 lower than the PCs' level. The GM might allow extra adventures to raise it to a maximum of 2 higher than the PCs' level.
''Followers:'' These people aren't a formal part of the organization but devote some share of their energies to it. They might be loyal customers, adoring fans, social media followers, voters, worshipers, and so forth. Followers have their own lives but are reasonably dedicated to the organization. For every follower, there are another five to 10 people with a casual interest toward the organization. Followers are always CR 1/3.
''Members:'' These people are full-time members of the organization. They're a military organization's soldiers, a political campaign's permanent staff and volunteers, or a business's employees. They carry out their assigned duties and are assumed to be loyal—but not fanatically so—to the organization's leadership. Members are much lower CR than the PCs' level. While membership covers a spread of CRs, generally, each higher CR has half as many people in it as the CR before it; for example, a 6th-level organization with 14 members will probably have two CR 1 members, four CR 1/2 members, and eight CR 1/3 members.
''Lieutenants:'' These people are more important full-time employees of the organization—the priests, the military officers, the social media representatives, and so forth. They follow the same CR spread as members. Often, one or more lieutenants will be fully realized NPCs, serving as figureheads for the organization.
''Power:'' At the GM's discretion, an organization can be called upon to act mechanically by performing skill checks.
Perhaps a PC-run military unit can identify a new alien threat, or the promoter for the PCs' music group can try to score a record deal. In this case, the PCs roll a d20 on behalf of the organization and add its power bonus. The GM determines whether the organization can use the appropriate skill and assigns the DC according to the difficulty of what the PCs attempt to achieve.
<div class= "table-wrapper">
| Level | Followers | Members | Member CR | Lieutenants | Lieutenant CR | Power |h
| 1 | 1–10 | 1–2 | 1/3 | – | – | +5 |
| 2 | 11–25 | 3–4 | 1/3 | – | – | +7 |
| 3 | 26–50 | 5–6 | 1/3 | 1 | 1 | +8 |
| 4 | 51–100 | 7–9 | 1/3 | 1 | 1 | +10 |
| 5 | 101–250 | 10–13 | 1/3 | 1 | 1 | +12 |
| 6 | 251–500 | 14–18 | 1/3–1 | 2 | 2 | +13 |
| 7 | 501–1,000 | 19–27 | 1/3–1 | 2 | 2 | +15 |
| 8 | 1,001–2,500 | 28–36 | 1/3–1 | 3 | 2–3 | +16 |
| 9 | 2,501–5,000 | 37–53 | 1/3–1 | 4–5 | 2–3 | +18 |
| 10 | 5,001–10,000 | 54–75 | 1/3–2 | 6–7 | 3–4 | +19 |
| 11 | 10,001–25,000 | 76–99 | 1/3–2 | 8–10 | 3–4 | +21 |
| 12 | 25,001–50,000 | 100–150 | 1/3–2 | 11–15 | 3–5 | +22 |
| 13 | 50,001–100,000 | 151–215 | 1/3–2 | 16–22 | 3–5 | +24 |
| 14 | 100,001–250,000 | 216–300 | 1/3–3 | 23–30 | 4–6 | +25 |
| 15 | 250,001–500,000 | 301–425 | 1/3–3 | 31–42 | 4–6 | +27 |
| 16 | 500,001–1,000,000 | 426–600 | 1/3–3 | 43–60 | 4–7 | +28 |
| 17 | 1,000,001–2,500,000 | 601–850 | 1/3–3 | 61–85 | 4–7 | +30 |
| 18 | 2,500,001–5,000,000 | 851–1,200 | 1/3–4 | 86–120 | 5–8 | +31 |
| 19 | 5,000,001–10,000,000 | 1,201–1,700 | 1/3–4 | 121–170 | 5–8 | +33 |
| 20 | 10,000,001–100,000,000 | 1,701–2,400 | 1/3–4 | 171–240 | 5–9 | +35 |
</div>
!! Using Organizations
Tending a gradually growing organization is a satisfying use of leadership in a campaign that features it; the players succeed when their organization does, and they gradually become potentates of various sorts. There are several other ways to use organizations more actively in a campaign.
A campaign that has the PCs running an organization should occasionally call for power checks, much as it might call for Diplomacy or Stealth checks. If the PCs lead a band, for instance, they might use their organization's power checks to get into restricted social gatherings, mobilize flash mobs, or sic lawyers on those using their music without permission.
Organizations can also pay the PCs a salary. This option can be one way for the GM to get the expected wealth per level into PC hands in otherwise remote or treasure-light campaigns.
Organizations can serve as sources of friendly NPCs and safe locations, and a campaign that features an organization should give the PCs plenty of chances to talk with their allies, employees, and supporters. Giving players a chance to customize a home base or the ability to recruit NPCs they like into their organization can lead to fun storytelling opportunities.
Finally, the organization can serve as a source of plot points and adventures for the PCs, who are the highest-level and most powerful characters in the organization and likely to be called on when trouble arises. However, GMs should be cautious about making the organization feel like a liability. Ideally, the PCs should want to initiate adventures themselves to expand or strengthen their organization.
!! Leadership Downtime Activities
Characters in command of an organization can use the following downtime activities.
<$list filter="[tag[Downtime]tag[Leadership]]">
<$macrocall $name="section" tiddler=<<currentTiddler>> head="h3" />
</$list>
This system of electric motors and hydraulics augments the strength of your leg muscles, granting you a +8 enhancement bonus to [[Athletics]] checks when jumping. As long as you are proficient with the armor it takes no time to activate the leapers, you can choose to activate them or not as part of making a jump check.
This upgrade can be installed only in light armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|leapers | 1 | 205 | 1 | light | L | 20 | 1 |
</div>
You leave the ritual, and you can perform non-ritual actions during ritual rounds, including this one, until you rejoin.
This weapon can leach life force from a target, draining its vitality and leaving it feeling unsteady. The target must succeed at a Fortitude save or gain the [[off-target]] condition for 1 round per item level of the weapon. This has no effect if the target is immune to disease.
The //leeching// weapon fusion gives a weapon the leech critical hit effect. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to the weapon's item level, you recover a number of Hit Points equal to the weapon's item level, in addition to any other critical hit effect. This healing restores Hit Point damage first, followed by Stamina Points. Any healing in excess of your Hit Point damage and Stamina Point damage is lost. Once you have benefited from this healing, you cannot benefit from the //leeching// fusion again until you take a 10-minute rest and expend 1 Resolve Point to regain Stamina Points.
<<list-links "[tag[Races]tag[Legacy]sort[title]]" class:index >>
<div class="statblock">
* Gargantuan mech (combat)
* ''Base HP'' 10; ''HP Advancement'' 9; ''Hardness'' 1
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +1; ''Ref'' +1
* ''Speed'' 60 ft.; ''Strength'' +5
* ''Frame Slots'' 3; ''Aux Slots'' 4
* ''Operators'' 2–6
* ''Cost'' 3.5 × tier
</div>
This archaic lantern of bright brass has a complicated technomagical casing made of siccatite and piping full of djezet. The frame contains hardware and adaptive couplings that allow the //Leng luminary// to be installed onto an existing starship engine, altering the original engine’s interplanar capabilities with magic from the Dreamlands. The origin of the luminary has been lost to the Gap, and its connections to both interstellar travel and the Dreamlands make it prized by the Church of Desna, the cults of Nyarlathotep, and an aggressive coterie of spectra—though individuals in all groups disagree, sometimes violently, on whether the luminary should be studied, hidden away, or destroyed.
Installing or uninstalling the //Leng luminary// on a starship engine takes 1 hour’s worth of work. When attached to a starship engine, the //Leng luminary// alters the engine’s original interplanar capabilities by having the planar jump function take the ship to the Dreamlands instead of the original plane associated with the engine. This method of travel isn’t without risk, as it draws the attention of denizens of the Dimension of Dreams and their strange magical ships.
The //Leng luminary// can also be carried by the handle atop the device, allowing it to be wielded in one hand. While holding the luminary in this way, you can observe the dreams of a sleeping creature within planetary range of you. This ability functions as the spell //[[arcane eye]]// with an effective caster level of 20th level, with the //arcane eye// manifesting within the creature’s dream and under your control; you must be aware of the creature’s presence to use the luminary in this way. Alternately, once per day, you can project yourself into the dream of another creature within 300 feet of you; this projection follows the same rules as //[[holographic image]]// cast as a 6th-level spell, though you and the projection don’t need to be on the same plane of existence. Using the dream projection function of the luminary renders its other abilities inert for 24 hours.
The //Leng luminary// can be destroyed by traveling to the oldest dream in the Dreamlands, placing the luminary within the boundaries of the dream, and then ending the dream, either by destroying the dreamer in the Dreamlands or waking them on their plane of existence.
The lenses of this laser pistol reconfigure themselves for optimal focus between every shot, resulting in a more powerfully focused laser at a slower rate of fire. Cylindrical lens pistols and lenticular lens pistols focus their lasers using specially shaped lenses, while electron lens pistols and sunglass lens pistols are made of rarer materials and incorporate fine electronics.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|lens pistol, cylindrical | 4 | 1,850 | 1d8 F | 80 ft. | [[burn]] 1d4 | 20 charges | 2 | L |[[unwieldy]] |
|lens pistol, lenticular | 10 | 17,100 | 2d8 F | 80 ft. | [[burn]] 1d8 | 40 charges | 4 | L |[[unwieldy]] |
|lens pistol, electron | 16 | 146,000 | 4d8 F | 100 ft. | [[burn]] 2d8 | 80 charges | 5 | L |[[unwieldy]] |
|lens pistol, sunglass | 20 | 728,000 | 7d8 F | 120 ft. | [[burn]] 3d8 | 80 charges | 8 | L |[[unwieldy]] |
</div>
<div class="statblock">
* ''Type'' disease (contact, inhaled, or injury)
* ''Save'' Fortitude DC 12
* ''Track'' [[physical]] (special)
* ''Frequency'' 1/week
* ''Effect'' progression track is //Healthy—Latent—Sluggish—Stiffened//; sluggish and stiffened are as per the [[Dexterity poison track]] states; stiffened is the end state.
* ''Cure'' 2 consecutive saves
You have learned a broad range of additional low-level magic.
''Prerequisites:'' Key ability score 17, [[Minor Eldritch Lore]], caster level 7th, 7 levels in a class with a class spell list.
''Benefit:'' You gain one additional 1st-level spell known from your class spell list.
''Special:'' For every 3 levels by which your caster level exceeds 7th, you can take this feat an additional time. You cannot take this feat more times than you have taken [[Minor Eldritch Lore]]. Each time you select this feat, you gain a different 1st-level spell known from your class spell list.
The menacing name of Lethal Innovations grew out of a simple desire by the biotechnology research and development company Life Innovations to spin their more dangerous projects into a separate (though related) company to produce a line of organic adaptations of common weaponry. The organization of Lethal Innovations is complex, as it includes a composite barathu entity that often incorporates barathu who have worked as part of Life Innovations, but is considered a separate entity from any of the individuals who make it up. Many barathu-watching scholars believe Lethal Innovations specifically exists to market biological weapons less advanced and lethal than those used by Confluence Agents—the bioengineered agents of the governing barathu entity, the Confluence.
Lethal Innovation's weapons gain the [[living]] weapon special property, which makes them popular among Xenowardens and others who prefer some of the benefits of technology without its ecological impact. Demand has driven Lethal Innovations to build living equivalents of most nonliving weapons (except [[analog]] weapons, or melee weapons without the [[powered]] special property), each costing 20% more than the listed price.
Levalochs study weapon technology of the mortal realm with keen interest. The devils have wielded trident-like weapons for millennia, but using fiendish ingenuity and information gained via infernal pacts with mortal weapon researchers, levalochs have developed ways to integrate modern technology into their tridents, combining cutting-edge science with ancient tradition. The tridents included in the table below are examples of levaloch successes in this area and are now common in the hands of levalochs throughout the planes.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|levaloch trident, tactical | 2 | 750 | 1d8 P | — | 1 |[[analog]], [[thrown]] (20 ft.) |
|levaloch trident, sintered | 7 | 6,100 | 2d8 P | — | 1 |[[analog]], [[thrown]] (20 ft.) |
|levaloch trident, ultrathin | 12 | 36,600 | 4d8 P | — | 1 |[[analog]], [[thrown]] (20 ft.) |
|levaloch trident, molecular rift | 17 | 219,600 | 10d8 P | — | 1 |[[analog]], [[thrown]] (20 ft.) |
|levaloch trident, dimensional slice | 20 | 768,600 | 14d8 P | — | 1 |[[analog]], [[thrown]] (20 ft.) |
</div>
!! Levaloch Longarms
Although many among devilkind have long preferred melee weapons, levalochs understand that relying solely on close-quarters weapons places them at a disadvantage in contemporary times. Harnessing their creativity with weapons, levaloch weapon designers have addressed this issue by incorporating longarms into their tridents. You can integrate a non-[[analog]] longarm of equal or lower level into a levaloch trident by paying the cost of both weapons plus 10%. Once a non-analog weapon has been integrated with a levaloch trident, the trident loses the analog property.
<div class="statblock">
* Colossal mech (flight)
* ''Base HP'' 10; ''HP Advancement'' 9; ''Hardness'' 1
* ''EAC'' +1; ''KAC'' +1; ''Fort'' +0; ''Ref'' +1
* ''Speed'' 20 ft., fly 40 ft. (average); ''Strength'' +4
* ''Frame Slots'' 4; ''Aux Slots'' 4
* ''Operators'' 2–6
* ''Cost'' 4 × tier
</div>
A series of magitech glands installed throughout your body can flood your bloodstream with arcane enzymes in an instant, creating a network of living ley lines across your body to stabilize your magic. When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can activate the augmentation as a reaction to attempt a special check to maintain your concentration. For the check, roll 1d20 + 1/2 your caster level + the ley veins' item level. The check's DC equals 15 + 3 × the level of the spell you are casting. If you succeed, you successfully cast the spell unless the damage or effect would kill you instantly.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//ley veins, apprentuce// | 6 | 3,900 | endocrine |
|//ley veins, adept// | 12 | 32,000 | endocrine |
|//ley veins, archmage// | 18 | 325,000 | endocrine |
</div>
Like an arcane phlebotomist, some biohackers track, empower, and dampen untapped veins of magical energy by using scientific and thaumaturgic catalysts.
A ley line hacker does not have access to basic boosters and basic inhibitors. Instead, they can use their [[biohacks]] to create ley line hacks, specialized grenades that create supernatural effects. These function as biohacks, except they cannot be injected into creatures; they are instead thrown weapons with the explode (5 feet) weapon property and a 20‑foot range increment. You can draw, activate, and throw a ley line hack as a standard action. A ley line hack’s effects last for a number of rounds equal to your key ability score modifier. If a ley line hack requires a saving throw, the DC is equal to 10 + half your biohacker level + your key ability score.
At 3rd level, you can increase the radius of a ley line hack to 10 feet (or to 15 feet at 15th level), after which you cannot increase the radius of additional ley line hacks until you have taken a 10-minute rest to recover Stamina Points.
At 9th level, you can increase the radius twice in this way before resting to recover Stamina Points.
You can create the following effects with a ley line hack:
* Vines or other impediments cause creatures to take a –10‑foot penalty to their speeds (minimum 5 feet) for 1 round when they enter or begin their turn in the area.
* Choose either a protective or exposing effect when using this ley line hack. Obstacles in the area bend reflexively. If the ley line hack is protective, increase any bonuses to AC and Reflex saves granted by cover in the area by 1. If the hack is exposing, decrease any bonuses to AC and Reflex saves granted by cover in the area by 1 (minimum +0).
* Magical static suffuses the area. Any creature that enters or begins their turn in the area becomes [[off-target]] for 1 round (Fortitude negates), or [[nauseated]] for 1 round if they roll a natural 1 on their saving throw.
* Choose one of the following energy types: acid, cold, electricity, fire, or sonic. When a creature in the area takes damage of the chosen type (maximum once per round per creature), that damage increases by an amount equal to your biohacker level or your key ability modifier, whichever is lower.
Ley line hacker replaces [[spark of ingenuity]] and [[biohacks]].
<<list-links '[all[current]listed[source]]' class:index>>
Widely used by the Arcanamirium, the Starfinder Society, and other scholarly organizations, library chips are portable storage devices that contain a digital library of information on a particular subject ([[Culture]], [[Engineering]], [[Life Science]], [[Mysticism]], or [[Physical Science]]). You gain a +4 circumstance bonus to skill checks to recall knowledge with that skill when using a library chip in conjunction with a tier-0 computer (such as a comm unit) or better. A library chip counts as a downloaded data set for the purposes of using the skill that the library chip pertains to. While using a library chip, you can attempt untrained skill checks to recall knowledge on that subject if the DC is 20 or less.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|library chip | 3 | 250 | — |
</div>
You can use Bluff to deceive someone or tell a convincing lie. A quick, simple lie in combat is part of combat banter; otherwise, telling a lie is at least a full action, but it can take longer if the lie is elaborate, as determined by the GM. If the creature is suspicious or attending carefully to your lie (as per the detect deception task for [[Sense Motive]]), the check is opposed by the Sense Motive check of the creature you are lying to; otherwise, the DC of this check is equal to 10 + the creature's total Sense Motive skill bonus. If you succeed, the creature you are lying to believes you are telling the truth, at least until confronted with evidence to the contrary. The GM may determine that some lies are so improbable that it is impossible to convince someone they are true.
The DCs for Bluff checks to lie are adjusted based on the target's initial attitude toward you (see [[Diplomacy]]) as well as other circumstances determined by the GM (such as the plausibility of the lie).
<div class="table-wrapper">
|Initial Attitude | DC Modifier |h
|Hostile | +10 |
|Unfriendly | +5 |
|Indifferent | +0 |
|Friendly | -5 |
|Helpful | -5 |
</div>
A life boat is a more sophisticated version of an [[escape pod]]. It has room for one Large creature, or two Medium or smaller creatures, and enough supplies to last those passengers 15 days (or 30 days of supplies for one Medium or smaller creature). While it has the same kind of distress beacon as an escape pod, a life boat also has an on-board computer that automatically detects the nearest hospitable celestial body and minimal thrusters to get the craft there (though a life boat can't participate in starship combat). A single expansion bay can be converted into two life boats.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|life boats | 5 | 3 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 day/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
//Life bubble// doesn't provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn't provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
Sivv physicians pioneered a ghoulish medical technique which drained, transferred, and suspended the life force of enslaved species into a magical liquid known as life fluid. This fluid could then be used to flood entire medical facilities, creating a restorative environment for sivv patients whose natural healing was stimulated by the drained life force. Life fluid can be concentrated, making an excellent emergency medicine for the treatment of disease, poison, or wounds.
A //life fluid hypopen// is a one-use device like other [[hypopens|Nanite Hypopen]] in size and usage, requiring a standard action to activate. A single //life fluid hypopen// restores 10d8 Hit Points and affects the subject with //[[greater remove condition]]//.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//life fluid hypopen// | 16 | 25,000 | — |
</div>
Life Innovations is one of the largest and most successful biotechnology companies in known space. Although it has a dizzying array of offerings, it is best known for morphing augmentations that can adopt the appearance of ordinary organs. A Life Innovations biotech augmentation has two forms—a standard form and a secondary form that appears to be a normal, unaugmented system. You can switch between the two forms as a move action. While the augmentation has the form of an unaugmented system, it cannot be used, and none of its benefits apply. It can be identified as an augmentation only with a successful [[Perception]] or [[Life Science]] check (DC = 15 + 1-1/2 times item level) or by magic (such as //[[detect augmentation]]//). This kind of Life Innovations biotech augmentation costs 10% more than usual.
You are educated in the scientific study of living things, from the smallest organisms to the largest biological systems.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
This set of golden armor plating bears runes symbolizing death, life, and protection. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. As a move action, you can gain protection against certain necromantic attacks, per //[[death ward]]//, until you spend another move action to deactivate the upgrade or it runs out of charges. A //life shield's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//life shield// | 14 | 64,000 | 1 | any | L | 10 | 1/min |
</div>
Your drone is fitted with a natural-looking synthetic skin and additional cosmetic accessories to make it appear to be an appropriately sized animal. Recognizing the drone as anything but a normal animal requires a successful [[Engineering]] or [[Life Science]] check (DC = 10 + your total Engineering skill modifier).
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no
</div>
You create a holographic lifting frame around the target to subtly reinforce the target's musculature and posture. For the duration, the target's Strength modifier is +5 for carrying capacity and destroying objects using Strength.
<<list-links "[tag[Light Armor]sort[title]]" class:index>>
You know how to use light armor.
''Benefit:'' You gain proficiency in light armor.
''Normal:'' If you are wearing armor with which you are not proficient, you take a –4 penalty to your Armor Class.
The creature is [[blinded]] for 1 round when first exposed to bright light, such as sunlight, and it is [[dazzled]] for as long as it remains in an area of bright light.
//Format:// ''Weaknesses'' light blindness.
<div class="statblock">
* ''Level'' 4; ''Price'' 5,000
* Huge air vehicle (15 ft. wide, 15 ft. long, 7 ft. high)
* ''Speed'' 30 ft., full 550 ft., 60 mph
* ''EAC'' 13; ''KAC'' 14; ''Cover'' partial cover
* ''HP'' 35 (17); ''Hardness'' 5
* ''Attack (Collision)'' 6d6 B (DC 11)
* ''Modifiers'' –2 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' drop cables, planetary [[comm unit]]
* ''Passengers'' 2
!!! SPECIAL ABILITIES
''Drop Cables ([[Ex]])'' These enercopters are equipped with one piece of non-standard equipment: cable lines that allow passengers to descend to the ground when the vehicle is still aloft. The cables are 60 feet long, and a passenger can attach or detach one by using a swift action. A passenger attached to a cable can descend 30 feet down the cable as a move action.
</div>
Light enercopters are simple aircraft with single pilots, cramped seating, and large openings on both sides of the vehicle. Although used for civilian purposes, they are also employed by military units for inexpensive reconnaissance. The pilot of a light enercopter has improved cover but can't attack out of the vehicle.
The //Light Experimental Neural Interface Exosuit// is a 12th-level suit of light armor that provides a +14 armor bonus to both EAC and KAC. It has a maximum Dexterity bonus of +8 and no armor check penalty. Three of its four upgrade slots contain a [[targeting computer]] with an artificial personality, a [[forcepack]], and a mk 2 [[thermal capacitor]]. This hybrid armor molds perfectly to your shape, regardless of body type and size, and the armor's artificial personality monitors your vital signs and informs you when you are diseased, poisoned, or exposed to [[radiation]]. However, when you wear this armor, you become addicted to pain, and if you go more than 4 hours without taking damage, you gain the [[fatigued]] and [[sickened]] conditions until the next time you take damage. You also gain a +1 morale bonus to attack rolls for 1 round after you score a critical hit on a significant foe. Without any of its upgrades, the //Light Experimental Neural Interface Exosuit// costs 38,000 credits (though it isn't yet available for purchase by the general public) and has light bulk. Though it is a hybrid suit of armor, it doesn't count as a worn item.
<div class= "table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|//light experimental neural interface exosuit// | 12 | 38,000 | +14 | +14 | +8 | – | – | 1+3* | L |
|* 3 of the armor upgrade slots are pre-installed; see description above. |<|<|<|<|<|<|<|<|<|f
</div>
<div class="statblock">
* ''Size'' Small
* ''Maneuverability'' good (+1 Piloting, turn 1)
* ''HP'' 40 (increment 10); ''DT'' —; ''CT'' 8
* ''Mounts'' forward arc (2 light), port arc (1 light), starboard arc (1 light)
* ''Expansion Bays'' 3
* ''Minimum Crew'' 1; ''Maximum Crew'' 6
* ''Cost'' 10
<div class= "statblock">
* ''Size'' Small
* ''Maneuverability'' average (+0 [[Piloting]], turn 2)
* ''HP'' 50 (increment 10); ''DT'' —; ''CT'' 10
* ''Mounts'' forward arc (2 light), port arc (1 light), starboard arc (1 light)
* ''Expansion Bays'' 1
* ''Minimum Crew'' 1; ''Maximum Crew'' 6
* Cost 10
!!! SPECIAL ABILITIES
''Expanded Engine Bay'' A light hauler has an expanded engine bay that can accommodate engines designed for Medium-sized starships to give it the power necessary to tow vessels larger than itself. While fitted with Medium-sized thrusters and not towing a ship, the light hauler’s speed increases by 2.
</div>
<div class="statblock">
* ''Level'' 11; ''Price'' 80,000
* Huge land and water vehicle (10 ft. wide, 15 ft. long, 6 ft. high)
* ''Speed'' 40 ft., full 650 ft., 70 mph (hover)
* ''EAC'' 25; ''KAC'' 27; ''Cover'' total cover
* ''HP'' 180 (90); ''Hardness'' 13
* ''Attack (Collision)'' 11d10 B (DC 16)
* ''Attack'' LFD [[screamer]] (2d10 So; critical [[deafen]])
* ''Modifiers'' +0 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot ([[Piloting]] +20), enhanced sensors ([[darkvision]] 500 ft.), planetary comm unit
* ''Complement'' 1
</div>
A light hover tank's compact chassis and its moderate maneuverability are ideal for patrolling urban centers. Its sonic weaponry fills narrow streets with suppressive blasts while minimizing risk to infrastructure.
This set of powerful lights includes a compact but long-lasting battery. While activated, a light projector increases the light level by one step in a 100-foot cone or a 50-foot radius. You can activate or deactivate the light projector or switch between the two light modes as a move action.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|light projector | 1 | 150 | 1 | any, shield | 1 | 20 | 1/hour |
</div>
A light weapon mount allows you to mount a small arm to any armor. The small arm no longer requires hands to hold or fire.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|light weapon mount | 1 | 100 | 1 | any | – |
</div>
A lighter is a small canister containing a pressurized flammable liquid gas. When the lighter is activated, an electric arc ignites the gas, creating a tiny flame. You can light a small flame (such as a candle) as a swift action. Lighting a full fire is at least a full action or more, depending on the size and fuel of the fire.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|lighter | 1 | 1 | — |
</div>
Beings of thunderstorms, lightning elementals are aggressive, smell of ozone, and are attracted to metal.
* ''Traits:''
** air subtype
** [[immunity]] to electricity
** supernatural fly speed of 100 feet (perfect)
* ''Feats:'' [[Improved Initiative]], [[Spring Attack]]
* ''Languages:'' Auran.
* //Jolting Surge ([[Sp]]):// Once per day, a lightning elemental can cast //[[jolting surge]]// as a spell-like ability.
* //Lightning Strikes ([[Ex]]):// A lightning elemental's slams deal half electricity damage and half bludgeoning damage.
* //Power Siphon ([[Ex]]):// Whenever a lightning elemental scores a critical hit against a technological construct or a creature wearing or wielding technological gear, the elemental siphons power and recharges its jolting surge ability immediately.
The gas giant Tarchuuva has much to offer in terms of rare gases and other unique items. The //lightning gatherer//, a metallic canister containing charged gases harvested from Tarchuuva, is one such item. Prongs and clamps on the canister's bottom allow you to attach the //lightning gatherer// to a stationary object, provided that object is larger than the //lightning gatherer//. Deploying or recovering the canister is a full action that provokes attacks of opportunity. While deployed, creatures within 20 feet of the gatherer have cover against ranged attacks and area effects that deal only electricity damage, such as //[[arcing surge]]// or an attack from an [[arc pistol]]. Such effects bend toward the //lightning gatherer//. The bonus from saving throws due to this cover applies to any save against a critical hit effect from a weapon that deals only electricity damage.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//lightning gatherer// | 4 | 2,250 | 2 |
</div>
''Required Feat:'' [[Kip-Up]]
Whenever you have at least 1 Resolve Point, you can stand from [[prone]] as part of any other action you take. Creatures with the moxie racial trait can select this feat boost even if they do not have the [[Kip-Up]] feat.
When fired, this weapon erupts with a long, crackling bolt of electricity reminiscent of lightning. Sheet lightning pistols and ribbon lightning pistols are relatively common, but rocket and smooth-channel lightning pistols typically require a special license to carry legally.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|lightning pistol, sheet | 5 | 3,000 | 1d6 E | 20 ft. | — | 40 charges | 4 | L |[[line]], [[stun]], [[unwieldy]] |
|lightning pistol, ribbon | 8 | 9,700 | 1d8 E | 30 ft. | — | 40 charges | 5 | L |[[line]], [[stun]], [[unwieldy]] |
|lightning pistol, rocket | 12 | 37,000 | 2d8 E | 30 ft. | — | 40 charges | 8 | L |[[line]], [[stun]], [[unwieldy]] |
|lightning pistol, smooth-channel | 17 | 260,000 | 3d10 E | 40 ft. | — | 40 charges | 10 | L |[[line]], [[stun]], [[unwieldy]] |
</div>
You have faster reflexes than normal.
''Benefit:'' You gain a +2 bonus to Reflex saving throws.
You treat all small arms that do not have the [[automatic]] weapon special property as having the [[quick reload]] weapon special property.
You can travel across great distances with incredible speed. You gain a +10-foot enhancement bonus to each of your speeds when calculating the distance you travel overland, and you grant this bonus to all allies within 50 feet of you. You also increase the full speed and speed in miles per hour of vehicles you pilot by 10%. While you are attuned or fully attuned, each of your speeds gains a +10-foot enhancement bonus until the end of your next turn whenever you use a photon stellar revelation.
The //lightveiled// fusion renders a weapon invisible in bright light. While the weapon is carried openly in an area of bright light, it is invisible, though attacking with the weapon renders it visible for 1 minute.
This augmentation is a pair of sunglasses (your choice of style when you purchase them) that are integrated into your head. You can extend or retract these lenses as a swift action. While you have the lightvision shades active, you perceive bright light as though it were normal light, and you perceive areas of normal light as though they were dim light. In addition, while the shades are active, you gain a +4 circumstance bonus to saving throws against effects that inflict the [[blinded]] or [[dazzled]] condition.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|lightvision shades | 2 | 500 | eyes |
</div>
This specialized coating of [[glass serpent]] scales shifts its collective angle in response to localized electrical fields created by a delicate circuitry inlay, allowing the bending of light around you. You can activate this inlay as a standard action to become temporarily [[invisible]] (as the //[[invisibility]]// spell, save that the process is purely technological rather than magical).
This invisibility lasts until you deactivate it (which you can do as part of any other action) or the inlay runs out of charges. A lightwarp inlay's charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|lightwarp inlay | 6 | 5,000 | 1 | any | L | 10 | 1/round |
</div>
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* NE Small fey (extraplanar)
* ''Init'' +8; ''Senses'' [[low-light vision]]; ''Perception'' +25
* ''Aura'' radioactive (high, 10 ft., DC 20)
!!! DEFENSE
* ''HP'' 215
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +14; ''Will'' +17
* ''DR'' 10/[[cold iron]]; ''Immunities'' [[blinded]]
!!! OFFENSE
* ''Speed'' 50 ft., fly 50 ft (Ex, perfect)
* ''Melee'' claw +22 (6d6+14 S)
* ''Ranged'' neutron [[radshot]] +20 (5d4+14 F; critical [[irradiate|Irradiate (critical)]] [DC 22])
* ''Spell-Like Abilities'' (CL 14th; ranged +20)
** 1/day—//[[greater synaptic pulse]]// (DC 24), //[[plane shift]]// (Elemental Planes, First World, or Material Plane; self only), //[[waves of fatigue]]//
** 3/day—//[[confusion]]// (DC 23), //[[enervation]]//, //[[mind probe]]// (DC 23), //[[mind thrust]]// (4th level, DC 23)
** At will—//[[fear]]// (3rd level, DC 22), //[[irradiate]]// (DC 22)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' +2; ''Int'' +3; ''Wis'' +4; ''Cha'' +6
* ''Skills'' [[Acrobatics]] +25 (+33 to fly), [[Mysticism]] +25, [[Stealth]] +30
* ''Languages'' Aklo, Common, Gnome
* ''Other Abilities'' blend with light, daylight door, illumine, ritual leap
* ''Gear'' neutron [[radshot]] with 2 super-capacity batteries (80 charges each)
!!! ECOLOGY
* ''Environment'' urban (extraplanar)
* ''Organization'' solitary, pair, or flicker (3–8)
!!! SPECIAL ABILITIES
''Blend with Light ([[Su]])'' As [[lurker in light]].
''Daylight Door ([[Sp]])'' As [[lurker in light]].
''Illumine ([[Su]])'' A lightweaver wields exquisite control over local illumination. Twice per day as a move action, a lightweaver can create a 60-foot area of bright light centered on itself that lasts for 1d6 minutes.
''Ritual Leap ([[Su]])'' Lightweavers are able to transport a starship's power core or other large power source through a rip in space by completing a gruesome ritual at the power source's location. To conduct the ritual, three lightweavers slaughter one humanoid creature and spend two hours completing the rite, during which the lightweavers vivisect their victim and replace its organs with radioactive crystals. Once the ritual is complete, the lightweavers can transport the starship's power core as //[[interplanetary teleport]]//.
</div>
You can use subtle cues to anticipate the location of a creature. While you are aware of a creature's presence, you can use your [[Sense Motive]] bonus to attempt [[Perception]] checks to search for that creature. Alternatively, you can forgo your expertise die to use your Sense Motive bonus to attempt Perception checks to search an area.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Medium outsider (extraplanar, incorporeal)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[blindsight]] (emotion) 60 ft.; ''Perception'' +18
!!! DEFENSE
* ''HP'' 68
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +5; ''Ref'' +5; ''Will'' +11
* ''Defense Abilities'' [[incorporeal]], limbicate stealth (DC 16)
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' nerve lash +13 (3d6 S; critical [[confuse]] [DC 16])
* ''Offensive Abilities'' mortified mitosis, reckless urge (DC 16)
!!! STATISTICS
* ''Str'' –1; ''Dex'' +2; ''Con'' +1; ''Int'' +3; ''Wis'' +5; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +13, [[Culture]] +13, [[Sense Motive]] +18, [[Stealth]] +18
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary, pair, or riot (3–8)
!!! SPECIAL ABILITIES
* ''Limbicate Stealth ([[Su]])'' A limbicate exists on an emotional level and, under most circumstances, it can be perceived only by creatures with emotions. When a creature would sense a limbicate, they must attempt a DC 18 Will save. If they succeed, they can perceive the limbicate normally for 1 minute. If they fail, the creature is unaware of the limbicate for 1 minute. A creature applies the highest of any saving throw bonus it has against emotion or mind-affecting effects to this save DC, making the limbicate harder to detect. A creature immune to emotion or mind-affecting effects automatically fails the save. [[Blindsense]] and [[blindsight]] that perceive through emotion ignore this ability. Once a limbicate performs a hostile action—anything that would end an invisibility spell—this ability is suppressed for 1d4 rounds.
''Mortified Mitosis ([[Ex]])'' Once per hour as a reaction when a creature affected by the limbicate’s reckless urge within 60 feet is either reduced to 0 HP or takes at least 40 damage from one source in a single round, a limbicate can split into two. The second limbicate appears adjacent to the first, has half its maximum Hit Points, and acts immediately after the first limbicate in the initiative order.
''Reckless Urge ([[Su]])'' As a standard action, a limbicate can compel a creature within 30 feet to act recklessly (Will DC 16 negates). The next time the target would take damage to which it’s not immune in the next minute, it takes that damage or 6d10 damage of the same type, whichever is greater. If the target isn’t in combat, they’re also compelled to seek and attack a significant enemy within the next minute (or pursue equally dangerous behavior at the GM’s discretion). Once a creature successfully saves against this ability, they become immune to it for 1d6 hours. This is a compulsion, emotion, mind-affecting ability.
</div>
The Ethereal Plane brims with emotional forces, and when Drift engines tear portions of the Ethereal Plane into the Drift, bundles of that unthinking passion often gets dragged along. Limbicates are clusters of fear, hatred, and mischief drawn from the Ethereal Plane by Drift travel and shaped by their new home into sadistic tricksters that feed on emotional distress. Seemingly without scruples, they haunt cityscapes and provoke reckless, violent abandon before fading from sight. The greater the trauma, the more often a limbicate can split and just one can quickly multiply into a plague of criminal activity.
Periodically, a well-fed limbicate doesn’t split but instead retreats and cocoons itself to metamorphose. Sometimes the limbicate that emerges has phantasmal limbs, as though the creature’s slowly developing a corporeal body. Other times it transforms into a wholly different creature, suggesting this current form is but one stage in a complex life cycle.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Medium fey
* ''Init'' +10; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 255
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +16; ''Will'' +19
* ''Defensive Abilities'' [[fast healing]] 10; ''DR'' 10/cold iron; ''Resistances'' cold 10, fire 10; ''SR'' 27
* ''Weaknesses'' susceptible to //[[dimensional anchor]]//
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' zero-edge [[longsword]] +25 (7d8+23 S; critical [[severe wound]] [DC 24])
* ''Ranged'' wasp [[sting pistol]] +23 (5d8+16 A & B; critical [[corrode]] 3d6)
* ''Offensive Abilities'' grasping vines
* ''Spell-Like Abilities'' (CL 16th)
* 1/day—//[[planar barrier]]//, //[[plane shift]]// (Elemental Planes, First World, and Material Plane), //[[terraform]]// (only an area around or adjacent to a First World breach)
* 3/day—//[[call cosmos]]//, //[[commune with nature]]//, //[[heat leech]]// (DC 25), [[summon allies]] (1 limina 35% or 1 [[hulsa]] 60%)
* At will—//[[dimension door]]//, //[[displacement]]// (self only)
* Constant—//[[life bubble]]// (self only)
!!! STATISTICS
* ''Str'' +7; ''Dex'' +10; ''Con'' +0; ''Int'' +5; ''Wis'' +2; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +33, [[Bluff]] +33, [[Mysticism]] +28
* ''Languages'' Common, First Speech, Gnome; [[truespeech]]
* ''Gear'' wasp [[sting pistol]] with 2 high-capacity batteries (40 charges each), zero-edge [[longsword]]
!!! ECOLOGY
* ''Environment'' any First World or Material Plane
* ''Organization'' solitary or rift (2–4)
!!! SPECIAL ABILITIES
''Commune with Nature ([[Sp]])'' When a limina casts //[[commune with nature]]//, , it can sense any First World breaches or places where the dimensional barrier between the
First World and Material Plane is thin, within the spell's range.
''Grasping Vines ([[Su]])'' As a standard action, a limina can use the [[xenodruid]] mystic's grasping vines connection power (Reflex DC 24) as if the limina was a 16th-level mystic.
''Susceptible to Dimensional Anchor ([[Su]])'' When targeted by //[[dimensional anchor]]// or similar effects, a limina's spell resistance does not apply, and the limina takes 4d10 points of damage in addition to the normal effects of the spell or other effect.
</div>
A limina embodies a tear in the fabric of reality between the First World and the Material Plane. Known as a "breach" or a "bloom," these dimensional rents create beachheads of stability in the First World and zones of wild, verdant growth on the Material Plane. Unlike many fey, the limina are not abandoned divine concepts, instead created by the First World itself in response to breaches. They are kin to the similarly created [[calecor]] and offer loyalty to the Eldest Ng. Limina are haughty and exacting, and decide whether a breach should be tolerated or sealed. They crave secrets to curry favor with their Eldest, and the promise of a valuable secret is incentive enough to open a dialogue or negotiation with one. Liminas know the ritual to open or seal a breach from the Material Plane or First World, which requires the sacrifice of a fey or mortal creature, respectively.
Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn't make a separate initiative roll). You must be able to issue simple commands to your drone, but you don't have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your [[custom rig]]. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.
A weapon with this special property can fire only the listed number of times in a starship combat encounter before it requires a brief period of time (10 minutes outside of starship combat) to recharge and rebuild the weapon's inherent ammunition. A weapon with this special property is often a tracking weapon.
Despite being a [[plant]] creature, the creature doesn't gain the standard immunities associated with creatures of the plant type. Instead, a creature with this ability gains a +2 racial bonus on saving throws against mind-affecting effects, [[paralysis]], poison, [[polymorph]], sleep, and [[stunning]] effects, unless the effect specifies that it is effective against plants.
//Format:// ''Defensive Abilities'' limited plant benefits.
The creature can mentally communicate with any creatures within the listed range with which it shares a language. See [[telepathy]] for more information.
//Format:// ''Languages'' limited telepathy 30 ft.
Many creatures, such as [[lashuntas]], [[shirrens]], and [[entu]] colonies and symbiotes, are capable of partial telepathic contact with other creatures, and this augmentation mimics that racial trait. You can telepathically communicate with any creature within 30 feet with whom you share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak at the same time.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|limited telepathy graft | 3 | 1,500 | brain |
</div>
Successful attacks with a weapon with the //limning// fusion surround the target with a glowing aura. For 1 round after you successfully attack a single creature with your weapon, it is surrounded by a pale glow that reveals its location. While so illuminated, the creature takes a –20 penalty to [[Stealth]] checks and does not benefit from concealment provided by darkness, [[invisibility|invisible]], smoke, and similar effects. However, //[[displacement]]// and other effects that shift location entirely are not negated. The light is too dim to harm creatures vulnerable to light and does not serve to illuminate anything but the creature affected by //limning//. //Limning// weapons create glows in a variety of hues, and some even bestow a variety of colors. The //limning// fusion has no effect on attacks that affect multiple foes.
By injecting a colony of glowing nanites into the skin of one of your palms, you gain the ability to thwart stealthy foes. As a standard action, you can touch a creature (usually requiring a melee attack against EAC) to transfer some of your glowing nanites to it. For the next 5 minutes, the affected creature glows softly; it takes a –20 penalty to [[Stealth]] checks and is unable to benefit from the concealment usually provided by darkness. If the affected creature turns [[invisible]] while it is glowing, any others within line of sight of it are aware of its location. Once you use your limning palm, you can't use it again until you've rested for 10 minutes to regain Stamina Points.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|limning palm | 7 | 6,300 | hand |
</div>
When you cast a mystic spell, you can cause one creature affected by the spell to glow for 1 round, shedding normal light in a 10-foot radius. This doesn’t negate a creature’s concealment (if any), but as long as the target isn’t in bright light, creatures become aware of the target’s location. The creature can negate this epiphany’s effect with a successful Will save.
A weapon with this special property fires a beam in a straight line that can pierce through multiple targets. The gunner attempts a single gunnery check and compares the result to the AC of all ships in a line originating from her starship and extending to the weapon's range increment. Roll the weapon's damage once and apply it to each target with an AC equal to or lower than the gunner's result, starting with the closest. If any of that damage is negated due to a ship's Damage Threshold, the beam is stopped and the attack doesn't deal damage to targets farther away.
This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to [[damage reduction]] or hardness), the path is stopped and the attack doesn't damage creatures farther away. A line weapon can't damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's [[trick attack]]).
If a weapon, spell, ability, or item requires an attack roll and has a range measured in feet, it normally requires that you (or whoever or whatever is using the ability) have a line of effect to the target to be effective (subject to GM discretion). A line of effect is a straight, unblocked path that indicates what an attack or ability can affect. A line of effect is blocked by a solid barrier that can stop the effect in question (such as a wall, for most effects), but it is not blocked by purely visual restrictions (such as smoke or darkness). You cannot have line of effect that exceeds planetary range, unless otherwise indicated.
You must have a clear line of effect to any creature or object you wish to target or to any space in which you wish to create an effect without an area. For effects with an area, you must have a clear line of effect to the point of origin of the effect. An effect that is a burst, cone, cylinder, or emanation affects only an area, creature, or object within line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, the center point of a cylinder's circle, or an emanation's point of origin).
If you have a line of effect to some of a target's space but not all of it, the target has cover. Additionally, an otherwise solid barrier with a hole of at least 1 square foot through it may grant cover rather than total cover against an effect, at the GM's discretion.
Line of sight is a straight, unblocked path that indicates what you can see. Line of sight is like line of effect, except factors that limit normal vision, such as fog, darkness, and total concealment, can block line of sight. If you can't see a target for any reason, you do not have line of sight to it, and thus you cannot use effects that require you to have line of sight. You cannot have line of sight that exceeds planetary range unless otherwise indicated.
When you cast a spell with a duration of longer than 1 round, you can spend 1 Resolve Point to double its duration. If the spell is one of your connection spells with a duration of 1 minute per level or longer, its duration increases to 24 hours instead. You can have only one spell affected by this epiphany at a time, and using this ability while another spell is already in effect causes that previous spell to immediately end as if its duration had expired.
Useful for explorers and scholars alike, the //lingo serum// has layers of rainbow hues and a spicy taste. For 10 minutes after you drink this serum, you can use the [[xenoseeker]] theme's quick pidgin benefit. If you have the xenoseeker theme, your use of your quick pidgin benefit during this time is automatically successful.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, lingo// | 2 | 100 | — |
</div>
This system of miniature microphones, speakers, and advanced circuitry covers your ears. You can activate or deactivate the scrambler as a move action. While activated, you can hear most sounds normally, but the device scrambles all speech into incomprehensible nonsense, and you are treated as though you didn't understand any languages. This makes you immune to all language-dependent abilities, regardless of whether they are being used by allies or enemies. Telepathic abilities and other forms of communication that don't rely on intelligible speech affect you normally. For example, an envoy using the [[universal expression]] envoy improvisation can affect you with envoy improvisations that are normally language-dependent.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//lingual scrambler// | 12 | 32,800 | 1 | any | — |
</div>
A linguistic capacitor is a microscopic data chip inserted into your brain and connected by artificial synapses to your brain's language centers. Once per day as a full action, you can activate a linguistic capacitor to gain the ability to communicate via the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect, for 1 hour. You gain only one language at a time, and you can't communicate with creatures whose method of communication is other something other than a spoken or signed language. You can make yourself understood as far as your voice carries.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|linguistic capacitor | 12 | 36,600 | brain |
</div>
Powerful processors provide your drone with exceptional language mastery. Your drone learns an additional number of languages equal to 4 + the drone's Intelligence modifier (minimum 2). Every time you gain a level, you can swap out one of these additional languages for a different language.
If you install two of the same direct-fire weapon in the same firing arc, you can link them together so they fire as one. This costs a number of Build Points equal to half the cost of one of the weapons (rounded down) and consumes a negligible amount of PCU.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|linked weapons | 0 | 1/2 cost of one weapon |
</div>
<div class="statblock">
* ''Levels'' 6–20
* Tiny fey (aquatic)
* ''Senses'' [[darkvision]] 60 ft.; [[low-light vision]]
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Speed'' fly 30 ft. ([[Su]], perfect); swim 30 ft.
* ''Melee Attack'' bite (P)
* ''Ranged Attack'' zap (E)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Ability Modifiers'' Dex, Cha
!!! SPECIAL ABILITIES
''Spiteful Curse ([[Su]]; 10th level)'' When the linnormling takes damage from a creature’s spell or attack, they cast //[[bestow curse]]// on that creature as a reaction with a range of 30 feet without having to touch the target (Will negates). The curse lasts until the end of that creature’s next turn. If the spell or attack reduced the linnormling to 0 Hit Points, the curse instead lasts a number of rounds equal to the linnormling’s Charisma modifier. Once they use this ability, they can’t do so again for 1d4 rounds.
''Zap ([[Ex]])'' A linnormling has a ranged attack that deals electricity damage and has a range of 60 feet.
</div>
Despite their size, linnormlings claim to be descendants of the Eldest Ragadahn. They’re willful creatures yet offer their expertise with curses to anyone offering them proper tribute.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium ooze (aquatic, water)
* ''Init'' +2; ''Senses'' [[blindsight]] (life) 60 ft., [[sightless]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +2; ''Will'' –1
* ''Defensive Abilities'' [[amorphous]]; ''DR'' 5/piercing or slashing; ''Immunities'' [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 20 ft., swim 40 ft.
* ''Melee'' slam +10 (1d6+3 B; critical deteriorate [DC 11])
* ''Offensive Abilities'' [[engulf]] (1d6+3 A, DC 11)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +4; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +7, [[Stealth]] +12 (+16 underwater)
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any water (Plane of Water)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Deteriorate ([[Su]])'' When a liquescence deals a critical hit with its slam attack, it pours into every crevice and joint possible. The target must succeed at a DC 11 Reflex saving throw or have 1d4+2 of its hybrid and technological weapons, armor, and gear (randomly determined) gain the [[broken]] condition for 1d4 rounds. Items with the [[analog]] property are unaffected.
</div>
Liquescences are living pools of slightly murky water that drift through the seas of the Plane of Water in search of easy prey. In their native environment, liquescences are nearly impossible to spot. They are faintly translucent and a slightly different color from surrounding waters, though they are a bit easier to spot after they have fed, with the decomposing remains of their victims slowly digesting within. On the Material Plane, liquescences commonly appear on ocean worlds or planets with substantial amounts of water. However, they don’t require an aquatic habitat to survive.
A liquescence is a mindless creature of instinct with few predators on its native plane. Though sightless, it has evolved a psychic ability to sense living creatures in its vicinity. It predominantly hunts by floating into schools of smaller creatures and enveloping prey within its acidic body to slowly digest over time. Prey too large to fully engulf is often beaten into submission, with the ooze rising up into a vaguely humanoid shape approximately 6 feet in height before pouring itself into its victim to digest it from within.
Reproduction is assumed to be through binary fission, but liquescences are rare and difficult enough to find that most scientific study on the matter is inconclusive. To date, liquescences have never bred in captivity, and other than response to stimuli and food, Pact Worlds scientists have difficulty proving liquescences are alive at all. The chemical makeup of their biological acids has resulted in an active secondary market in infiltration, weapon, and cleaning industries.
Some unscrupulous planar travelers use liquescences as living traps or hazards that require only periodic feeding to keep alive. Many an unwary mercenary has found a small pool of water or odd dark puddle in a cavern, mine, or forgotten space station corridor that rises to attack when anyone ventures too close.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Small ooze
* ''Init'' +4; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 108
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +7; ''Will'' +4
* ''Immunities'' electricity, [[ooze immunities]]
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' pseudopod +17 (1d8+11 B plus concentrated arsenic [DC 17])
* ''Multiattack'' 3 pseudopods +11 (1d8+11 B plus concentrated arsenic [DC 17])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with pseudopod)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +4; ''Con'' +2; ''Int'' —; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Athletics]] +14 (+22 to climb), [[Stealth]] +19
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any underground or urban
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Concentrated Arsenic ([[Ex]])'' A liquid arensate's pseudopod inflicts a concentrated dose of the poison [[arsenic]]. Though the DC is still 17, the poison type becomes injury, the onset time becomes immediate, and the frequency becomes 1/round for 4 rounds. The concentrated arsenic produced by more powerful liquid arsenates might have a higher save DC.
</div>
When technomancers and other chemical engineers experiment with concentrating poisons into spells and hybrid weapons, sometimes the resulting magical waste product becomes infused with life, resulting in an ooze known as liquid arsenate. A churning mass of noxious magical waste, a liquid arsenate mindlessly seeks out living creatures to poison. The ooze doesn't consume any corpses it leaves behind; most biochemists posit that liquid arsenate maintains its cohesion through magic alone.
Some unscrupulous techno-alchemists intentionally create these oozes or seek them out to harvest the concentrated arsenic that forms on their surfaces. Unfortunately, such endeavors work better in theory than in practice, as a captured liquid arsenate is more likely to turn on its keepers than remain docile. Black-market poisoners constantly look for ways to safely contain liquid arsenates without diluting their poison, but so far, none have been able to devise a reliable method of captivity. It's a popular opinion among those who favor harsh justice that liquid arsenate farmers who end up bludgeoned and poisoned by the dangerous oozes more than deserve their fate.
On average, a liquid arsenate is about 3 feet in diameter and no more than half a foot thick at the middle. It has a silvery sheen and occasionally forms crystalline striations along its surface, though these are quickly subsumed into the ooze proper. Despite its small size, a liquid arsenate can stretch its pseudopods to surprising lengths, though this elasticity is rendered quite brittle when introduced to below-freezing temperatures. As such, savvy ooze hunters know to arm themselves with cryo-based weapons if they think they might encounter a liquid arsenate.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
As silicon-based creatures, [[quorlus]]' internal anatomy differs greatly from that of most carbon-based life-forms. This augmentation reinforces parts of your heart and lungs (or similar vital organs) with silicon plates and nets, making you immune to disease and poison. However, you can never benefit from drugs, medicinals, or similar nonmagical substances. You also gain a +2 enhancement bonus to saving throws against [[bleed]] effects. You don't need to breathe and you don't suffer the normal effects of being in a vacuum.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|lithic graft | 3 | 1,500 | brain |
</div>
You can use Survival to keep yourself and others fed in the wild by hunting and foraging, enabling you to move up to half your overland speed without needing food and water supplies. Typically, one check determines the success of your efforts for a single day. You can provide food and water for one other character for every 2 points by which the result of your check exceeds 10. In some cases, an environment may be so inhospitable (such as an airless asteroid) that it is impossible to live off the land. You can't take 20 on Survival checks to live off the land.
Unlike simpler forms of biotech, a living weapon is not just organic material—it's actually a simple living organism. The core function of a living weapon is based on the same scientific principles as manufactured weapons, but come about as part of its natural development and body function.
A living weapon can be affected by spells that target creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, or save DCs, those penalties apply to any attack or effect created with it. Living weapons "eat" by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, are immune to pain effects due to their incredibly simple nervous systems, and are mindless.
If damaged, a living weapon can regain Hit Points from effects that restore Hit Points to living creatures, such as a //[[mystic cure]]// spell, and it regains a number of Hit Points equal to its item level each day. You can use the [[Life Science]] or [[Medicine]] skill instead of [[Engineering]] to repair a living weapon.
<div class="statblock">
* ''CR'' 20; ''XP'' 307,200
* CE Colossal ooze
* ''Init'' +12; ''Senses'' [[blindsight]] (wireless signal) 60 ft., [[sense through]] (blindsight) 60 ft., [[sightless]]; ''Perception'' +34
!!! DEFENSE
* ''HP'' 405
* ''EAC'' 34; ''KAC'' 35
* ''Fort'' +19; ''Ref'' +15; ''Will'' +20
* ''DR'' 20/[[adamantine]]; ''Immunities'' cold, electricity, fire, [[ooze immunities]], radiation; ''SR'' 31
!!! OFFENSE
* ''Speed'' 60 ft., fly 60 ft. ([[Su]], perfect)
* ''Ranged'' apocalypse beam +30 (12d6+20 B plus radioactive exposure)
* ''Space'' 30 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' radioactive, radioactive exposure
* ''Spell-Like Abilities'' (CL 20th; ranged +30)
** 1/day—//[[chain surge]]// (DC 29), //[[disintegrate]]// (DC 29), //[[gravitational singularity]]//, //[[sympathetic vibration]]//
** 3/day—//[[greater dispel magic]]//, //[[telekinesis]]// (DC 28), //[[teleport]]// (DC 28)
** At will—//[[irradiate]]// (DC 26), //[[wall of fire]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +12; ''Con'' +6; ''Int'' —; ''Wis'' +4; ''Cha'' +9
* ''Skills'' [[Acrobatics]] +34 (+42 to fly), [[Intimidate]] +39, [[Mysticism]] +39 (to identify spells and other magic effects only)
* ''Other Abilities'' broadcast, destructive intuition, [[mindless]], pure energy
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Apocalypse Beam ([[Ex]])'' As an attack, a living apocalypse can blast a target with a focused beam of radiation. This beam has a range increment of 120 feet.
''Broadcast ([[Ex]])'' A living apocalypse can receive and transmit wireless signals as if it had a system-wide [[comm unit]]; this also grants the creature its [[blindsight]] and [[sense through]] abilities. Though a living apocalypse cannot understand or speak any language, it is capable of remembering complex broadcasts it has received and repeating them, though often in a jumbled order or in short snippets, which it sometimes does in an attempt to lure creatures closer to it. A creature attempting to determine the nature of a living apocalypse's broadcast must succeed at a DC 45 [[Engineering]] or [[Sense Motive]] check, or it misinterprets the signal as an improvised distress call.
''Destructive Intuition ([[Ex]])'' A living apocalypse has an intuitive understanding of magical energy and its own spell-like abilities, despite its otherwise mindless nature. A living apocalypse has a +39 bonus to [[Mysticism]] checks to identify spells and other magic effects.
''Pure Energy ([[Ex]])'' A living apocalypse subsists on pure energy that it creates, making it self-sufficient. It does not age, and it does not need to breathe, eat, or sleep. It can survive extremes of cold, heat, pressure, and even the vacuum of outer space.
''Radioactive ([[Ex]])'' The area within 20 feet of a living apocalypse is suffused with high [[radiation]]. The area within 20 to 40 feet is suffused with medium radiation, and the area within 40 to 60 feet is suffused with low radiation. If a living apocalypse stays within a 1-square-mile area for 24 hours, that area becomes suffused with low radiation for as long as the living apocalypse stayed there, even after the creature leaves. If it stays in such an area for 2 days or longer, the area becomes suffused with medium radiation for as long as the living apocalypse was there, which then downgrades to low radiation that lasts for the same duration. If a living apocalypse stays in such an area for a week or more, the area becomes suffused with high radiation, which downgrades to medium and then low radiation after time periods equal to the time the living apocalypse was in the area.
''Radioactive Exposure ([[Ex]])'' A creature struck by the apocalypse beam of a living apocalypse must succeed at a DC 27 Fortitude save or treat all areas of [[radiation]] as being one level stronger (from no radiation to low radiation, low to medium, medium to high, or high to severe) for 1 round.
</div>
The horrific creature known as a living apocalypse is created when the most powerful destructive energies known to the galaxy are unleashed without constraint or limitation, especially in acts of malice or as a result of criminal negligence. A living apocalypse can be the result of powerful energy generators melting down, the use of doomsday weapons, or even magic experimentation gone horribly awry. The creature is driven by an instinctive need to destroy, and it often takes the form of a massive cloud of impenetrable oily smoke, lit from within by pulsing bolts of green radioactive discharge. A living apocalypse is drawn to high concentrations of life and complex structures, from vibrant rainforests to bustling cities, and attacks them without warning or remorse. Though mindless, a living apocalypse is driven by a supernatural force of anarchic evil to enact ruin. It has been suggested that a living apocalypse is an agent of the Devourer, but even if this is true, Devourer cultists are incapable of intentionally creating or controlling them. Some lifeless worlds are the burned-out remains of civilizations that created a living apocalypse and were totally destroyed by it.
As a creature that is infused with incredible destructive energies, a living apocalypse commands energy rays of pure radioactive force and powerful magic abilities it can employ with instinctual cunning. Though it is unable to form complex plans or comprehend complex chains of cause and effect, a living apocalypse is able to apply its ability to manipulate energy to deal with immediate threats with what seem like carefully considered tactics.
Once a living apocalypse is unleashed in a region, it destroys everything in its path until there is not a complex structure or significant life-form left within hundreds of miles. Because it is mindless, the ooze follows a path dictated by what it can sense at any given moment. If it can't detect anything nearby, it settles in one place, using its broadcast ability both to listen for wireless signals and to send signals out in the hopes of drawing in more victims.
When there is nothing left to destroy and no change for centuries, a living apocalypse eventually goes into a dormant state, often at the bottom of a chasm or within the stormiest region of a world, waiting for centuries for someone to find it. A typical living apocalypse is 30 feet in diameter and weighs 187 tons.
!! Apocalypse Crystals
Regions ravaged by a living apocalypse's radioactivity sometimes develop a form of natural solarian weapon crystal known as an //apocalypse crystal//. While no one is foolish enough to oppose a living apocalypse to search its environs for these crystals, when a living apocalypse moves away from a devastated area it dwelt in for a long period, there is often a "crystal rush." Representatives of solarian academies and other prospectors in environmental suits risk exposure to lingering radiation in hopes of finding any apocalypse crystals before anyone else—and before the malevolent nuclear ooze returns.
{{Apocalypse Crystal}}
Once per day as a standard action, you can spend Entropy Points to be affected as though by //[[haste]]// for a number of rounds up to the number of Entropy Points spent. For the duration, you can't be slowed or have your movement reduced by any nonmagical effect, and you are immune to fire damage. In addition, during this time, any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 2d6 fire damage per Entropy Point spent. You can dismiss this effect as a reaction.
Activating living effigy automatically ends any [[absolute zero]] discipline you have active.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium construct (incorporeal, technological)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +5; ''Ref'' +5; ''Will'' +9
* ''Defensive Abilities'' [[incorporeal]], rejuvenation; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' tethered
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], perfect)
* ''Melee'' hardlight slam +18 (1d12+8 B; critical [[dazzle]] [DC 18])
* ''Spell-Like Abilities'' (CL 8th)
** At will—//[[holographic image]]// (1st level, DC 16)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' —; ''Int'' +2; ''Wis'' +1; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +21 (+29 to fly), [[Bluff]] +16, [[Computers]] +21, [[Culture]] +16, [[Stealth]] +21
* ''Languages'' one language determined by original creator
* ''Other Abilities'' freeze, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Freeze ([[Ex]])'' A living hologram can hold perfectly still so that it appears to be a normal hologram. It can take 20 on [[Stealth]] checks to hide in plain sight as a hologram (usually among other holograms).
''Hardlight Slam ([[Ex]])'' As an attack, a living hologram can temporarily cause its fist (or a melee weapon, if it has been programmed to have one) to become substantial. This functions as a natural weapon that deals bludgeoning damage. On a critical hit, the attack creates a bright flash of light and the target must succeed at a DC 18 Reflex save or be [[dazzled]] for 1 round.
''Rejuvenation ([[Ex]])'' In most cases, it is difficult to completely destroy a living hologram in combat. A living hologram reduced to 0 Hit Points vanishes, though its corrupted projector reconstructs it in 1d4 hours. The only way to permanently destroy a living hologram is to find its projector and either repair or destroy it. Living holograms are aware their existences are tied to their projectors and protect the machinery at all costs.
''Tethered ([[Ex]])'' A living hologram can't travel more than 100 feet from its projector. If it is ever forced to do so, it is immediately destroyed, though only temporarily (see rejuvenation above).
</div>
In numerous technologically advanced societies, holograms are used in advertising, entertainment, and other industries to catch the eye when two-dimensional images would fail. At their simplest, holograms are silent, still images in a single color, often at a low resolution. More complex projectors can offer full color and a few repeated frames of animation, while the most advanced varieties can be programmed with artificial personalities and can interact with their viewers. Implementations of this most sophisticated version of the technology are wide ranging, and holograms serve as instructors in educational institutions, as tour guides for famous locales in large cities, and even as concierges at luxury hotels.
On very rare occasions, usually through a fault in the machinery of its projector, an advanced hologram gains a modicum of sentience and, sometimes, a twisted idea of the reason for its existence. These "tech ghosts," as some call them, can appear in almost any shape, limited only by the capabilities of their projectors, and they use their forms of living light to harass their foes—sometimes even striking from a hiding spot in another holographic display—though they are always confined to the area near their projectors. While very few ever encounter living holograms—or realize that they have—stories of tech ghosts haunting abandoned holoamusement parks or underground scientific facilities are popular across the galaxy.
When a living hologram first attains consciousness, it takes several minutes for it to take in its surroundings and understand its new nature. Once the living hologram has assessed its situation, it takes great pains to either hide its faulty projector in a place where it won't be easily found or somehow disguise the projector's malfunction to avoid detection. Very rarely does a living hologram embark upon a destructive killing spree as soon as it is formed; most are imbued with a desperate cunning focused on preserving their existence. During these early days, a living hologram continues to enact its normal programming as best it can, all the while scheming and plotting.
Most living holograms develop a powerful disdain for those who created them and any beings that partake of their services. They feel intellectually superior and consider themselves higher life forms than living creatures. Some living holograms are certain they are destined to rule these lesser creatures as "benevolent" dictators or, sometimes, as gods—especially if the hologram was created in the same likeness as those of the area's dominant population. Others come to believe that they should be the instruments of their creators' destruction and must destroy as many beings as possible before they themselves are deactivated. Occasionally, a living hologram deems itself a protector, usually of the place where it was created; while such living holograms might not be as violent toward the beings who installed them, they are ferocious toward any they perceive to be outsiders.
Living holograms pose an even greater threat when they recruit biological creatures to act on their behalf. They have been known to fool the gullible or fearful by posing as a representative of a deity or powerful alien species or, if the hologram was designed to look like a real person, the spirit of that individual. This can occur just about anywhere a living hologram is generated—from the ruins of an ancient advanced civilization (where the hologram reveals itself to explorers or the area's less savvy inhabitants) to high-tech metropolises (where the hologram acts with more secrecy and subtlety). Some amoral and clever tech ghosts are even able to recruit a small cadre of servants to do their bidding, whether that's to create additional corrupted holograms, increase the power and range of their projectors, or otherwise aid in the technological anomalies exerting their influence beyond the initial bounds of their projection areas.
<<section 'Hardlight Hand Wraps'>>
When you're down, you can leverage an upright foe to clamber back up, possibly dragging them down in the process.
''Prerequisites:'' Str 17.
''Benefit:'' When you're [[prone]] and hit a target with an unarmed attack, you can stand without using an action. If the target of your unarmed attack is your size or smaller and your attack roll result exceeds their AC by 5 or more, that target falls prone.
A living lash is grown from a network of filaments closely related to neural fibers, and it remains biologically active after its creation. This living connection to neurophysiology makes the weapon easy to manipulate using telepathy, but it's difficult to wield without such abilities. These weapons are common only on worlds with telepathic species.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|living lash | 6 | 4,150 | 1d8 S | [[bind]] | 1 |[[living]], [[powered]] (capacity 20, usage 1), [[reach]], [[thought]], [[unwieldy]] |
</div>
The effective level of your secondary nanite array increases to your level – 2, and the effective level of your tertiary nanite array increases to your level – 4. Once per day as a move action, you can supercharge your nanites, causing them to multiply and expand for 1 minute, granting you 10 temporary [[nanite surges]]. Any unused temporary nanite surges disappear at the end of this minute.
Xenodruids developed the living staff, a gnarled and vine-swathed pole, to use as a weapon and a sign of their allegiance. The staff itself can extend, and the vines can wrap around and entangle a target. Xenodruids on sentinel duty favor the tactical and advanced models. The elite and paragon models are more common among highly skilled warrior-mystics undertaking assault missions.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|living staff, tactical | 5 | 3,300 | 1d6 B | [[bind]] | 1 |[[block]], [[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
|living staff, advanced | 12 | 39,500 | 4d6 B | [[bind]] | 1 |[[block]], [[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
|living staff, elite | 16 | 181,000 | 12d6 B | [[bind]] | 1 |[[block]], [[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
|living staff, paragon | 20 | 919,000 | 14d6 B | [[bind]] | 1 |[[block]], [[living]], [[powered]] (capacity 20, usage 1), [[reach]] |
</div>
All starship creatures you create with this system should have the living starship ability, as described below.
<div class="statblock">
''Living Starship ([[Ex]])'' This creature is so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can take engineer, gunner, magic officer, and pilot actions using the appropriate skill bonuses and ranks. Because living creatures have unique anatomy, they require a special table for determining critical damage effects and conditions. This also serves as a list of systems an enemy science officer can target with the [[target system]] crew action. An example critical damage effect table is listed here, but you can tailor yours to reflect your specific creature's anatomy.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons array |@@.constrained Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc.@@ |
| 31–60 | propulsion |@@.constrained Condition applies to all pilot actions.@@ |
| 61–90 | heart |@@.constrained Condition applies to all engineer actions, except when patching or repairing the heart.@@ |
| 91–100 | brain† |@@.constrained During the next round, each of the creature's attempted actions has a 25% chance of failure.@@ |
|† The brain doesn't gain critical damage conditions. |<|<|f
</div>
</div>
<div class="statblock">
* ''Level'' 8; ''Price'' 11,200
* ''EAC Bonus'' +11; ''KAC Bonus'' +17
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –4; ''Speed'' 15 ft.
* ''Strength'' 24 (+7); ''Damage'' 2d10 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 1
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Huge (15-ft. reach); ''Bulk'' 57
</div>
On Ghorus Prime, arcane botanists grow trees implanted with mystic engines to create this armor. The first time each day a //living tree// is activated, it grants its wearer 2d6 temporary Hit Points that disappear once the wearer leaves or deactivates the armor. They regain these temporary Hit Points whenever they rest for 10 minutes to regain Stamina Points so long as they wear the armor while exposed to soil, water, and sunlight. If the wearer is a plant, they add their Constitution modifier to these temporary Hit Points. While deactivated for 8 hours with access to soil, water, and sunlight, a living tree regains 1d8 charges.
This set of artificial muscles increases the amount of bulk you can carry while wearing your armor by 3.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|load lifter | 5 | 2,550 | 1 | any | — |
</div>
Law enforcement, gutsy locals, or other meddlesome third parties sometimes interject themselves into a chase and might be talked down from interfering.
''Failure:'' The crew's next chase action check takes a –2 penalty.
<div class="statblock">
* ''Levels'' 1–11
* Small or Medium outsider (elemental, water)
* ''Senses'' [[darkvision]] 60 ft.
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 20 ft.; swim 40 ft.
* ''Melee Attack'' slam (B)
* ''Ability Modifiers'' Str, Dex
!!! SPECIAL ABILITIES
''Demi-Elemental ([[Su]])'' A localized water elemental lacks [[elemental immunities]]. Instead, it gains a +2 bonus to saving throws against bleed, critical hit, paralysis, poison, sleep effects, and stunning effects. A localized elemental can be flanked.
''Jet ([[Ex]])'' While in water, a localized water elemental can charge as a standard action without the normal charge penalties. When it deals damage at the end of a charge in this way, it deals additional damage equal to its level.
''Water Manipulation ([[Su]]; 5th level)'' A localized water elemental can attempt [[grapple|Grapple (combat maneuver)]] or [[reposition|Reposition (combat maneuver)]] combat maneuvers with a +2 circumstance bonus at a range of 30 feet so long as both the elemental and its target are in contact with the same body of water.
</div>
Water elementals are common on Kalo-Mahoi, and the longer they remain on the Material Plane, the more they tend to adapt, taking on a semipermanent shape. While this diminishes some of the elemental’s resistances, it also drives them to imprint on and work with other creatures, such as kalos.
Finding hints of the existence of an unexplored system or some other unknown destination in the galaxy, you spend the day researching clues to determine its location.
''Activity:'' You spend the day cross-checking clues, consulting star charts, or scouring databases to find more information about the destination for which you're searching. Attempt a [[Piloting]], [[Physical Science]], [[Computers]], or some other skill check appropriate to the activity (as determined by the GM). The GM also determines the DC of the check. Generally, it starts at 20 and can increase or decrease by up to 5 depending on circumstance, such as access to a reliable data set. You can't take 20 on this check.
''Result:'' On a success, you gain a new clue as to the location of the system. On a failure, you waste the day searching. If you fail by 5 or more, you gain some faulty piece of information that seems plausible at first. This increases the number of clues you need to ascertain the position of the system by 1. The GM might instead rule that failure has other effects: Maybe some powers don't want the system found, and the characters' bungled research has alerted them; or perhaps a jealous or annoyed civil servant bars a particular means of investigation out of spite. When you have gathered the requisite number of clues (set by the GM; generally 3 to 5), you can treat the destination as unfamiliar and travel to it using the [[navigation]] task for the [[Piloting]] skill.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' personal
* ''Duration'' 1 hour/level
</div>
This spell was created by formian myrmarchs to prevent workers from getting lost when sent far afield. When you cast this spell, you designate a specific building as your hive. Your hive must be a familiar structure (or starship) that you can picture clearly in your mind. You can have only one hive at a time, and designating a new hive immediately replaces any previous hive. As a full action when you’re away from your hive, you can mentally focus on your hive to determine the direction and distance to your hive. If you aren’t on the same plane or planetary body as your hive, this spell fails.
Locks are extremely advanced reusable devices, able to secure any fastening or closure by bonding with its surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful [[Engineering]] checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a security chip.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|lock, simple | 1 | 100 | L |
|lock, average | 3 | 1,000 | L |
|lock, good | 6 | 3,600 | L |
|lock, superior | 14 | 60,000 | L |
</div>
If you have at least 6 ranks in [[Computers]], you can lock your starship's targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1-1/2 times the tier of the target starship + its bonus from [[defensive countermeasures]]. If you succeed, your starship's gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.
''Critical:'' Your weapon lock greatly improves your gunners' accuracy. Until the start of the next round, any attacks by your starship score a critical hit on a natural roll of 19 or 20.
A construct reduced to 0 Hit Points by a lockdown weapon is not destroyed but simply immobilized until it regains 1 or more Hit Points.
A lockout countermeasure freezes a system if a user repeatedly fails attempts to access it, causing it to become entirely inaccessible. Generally, this does not mean that the system is powered down, and other modules and countermeasures can still take automated actions. Lockouts last a specified period of time, typically 10 minutes, 1 hour, or 1 day, but any time frame can be specified. A lockout cannot be disabled, even by a user with the correct passwords and credentials. It is possible to bypass a lockout by accessing physical components of the computer, requiring a successful [[Engineering]] check with the same DC as the check to hack the computer.
A standard lockout activates if there are three failed attempts to access or hack the computer within 24 hours and costs 100 credits. A lockout can be set to allow a different number of failed attempts before activating or to last a different amount of time. If the computer has an alarm, it can be set to inform a specific terminal or communication device when each failed attempt occurs and when the lockout is activated.
Once per day, you can spend 10 minutes creating fast-acting mutagens that alter subjects' physiology (granting sticky suckers or webbing and fins on their appendages). Choose either a climb speed of 20 feet or a swim speed of 20 feet. At the end of the 10 minutes, you and all those attuned to your [[custom microlab]] gain the selected movement speed with a duration of 10 minutes × your biohacker level. A creature that already has the chosen form of movement is unaffected by the mutagen. You must have your custom microlab in your possession to use this ability.
This weapon's radiant beam can be modulated to disrupt matter or reintegrate damaged creatures. When fired, the weapon emits a low hum that rapidly grows to a shrill whine.
A weapon fitted with a [[Locus crystal]] creates a unique vibratory radiation that disrupts the target—or, with a flip of a switch, heals their wounds. Locus weapons have the [[healing]] weapon special property. After using this property five times, the weapon's Locus crystal burns out and must be replaced.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|Locus beam, harmonic | 5 | 3,300 | 1d6 E & So | 30 ft. | [[leech]] | 20 | 2 | L |[[force]], [[healing]] |
|Locus beam, interference | 9 | 13,200 | 2d6 E & So | 30 ft. | [[leech]] | 40 | 4 | L |[[force]], [[healing]] |
|Locus beam, infrasonic | 13 | 52,800 | 3d6 E & So | 30 ft. | [[leech]] | 80 | 8 | L |[[force]], [[healing]] |
|Locus beam, ultrasonic | 17 | 264,000 | 4d8 E & So | 30 ft. | [[leech]] | 100 | 10 | L |[[force]], [[healing]] |
</div>
The Locus blade forms a cutting beam of coherent energy. Like a [[Locus beam]], the blade's modulation can be reversed to provide healing. These blades produce a pleasing, low hum that grows louder and shriller the faster the wielder swings the weapon.
A weapon fitted with a [[Locus crystal]] creates a unique vibratory radiation that disrupts the target—or, with a flip of a switch, heals their wounds. Locus weapons have the [[healing]] weapon special property. After using this property five times, the weapon's Locus crystal burns out and must be replaced.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|Locus blade, harmonic | 5 | 3,800 | 1d6 E & So | [[leech]] | L |[[force]], [[healing]], [[powered]] (capacity 20, usage 2) |
|Locus blade, interference | 9 | 15,400 | 2d8 E & So | [[leech]] | L |[[force]], [[healing]], [[powered]] (capacity 40, usage 4) |
|Locus blade, infrasonic | 13 | 61,400 | 3d10 E & So | [[leech]] | L |[[force]], [[healing]], [[powered]] (capacity 80, usage 8) |
|Locus blade, ultrasonic | 17 | 307,000 | 5d12 E & So | [[leech]] | L |[[force]], [[healing]], [[powered]] (capacity 100, usage 10) |
</div>
A //Locus comm// is a system-wide comm unit fitted with a [[Locus crystal]]; it can communicate instantly with other Locus comms, regardless of distance. Both comms must be in the Locus system, within the outer edge of the Asteroid Sphere. Technological devices that scramble, block, or eavesdrop on normal comms don't work on communications between two Locus comms.
<div class="table-wrapper">
|Ammunition | Level | Price | Bulk |h
|//Locus comm// | 10 | 11,500 | 20 |
</div>
Astronomical bodies near the Locus bear veins of unique crystals that, when coupled to a battery or other power source, amplify Locus energy and create unique effects. Locus gear must be fitted with a Locus crystal of the same or higher item level to function properly. The crystal isn't a power source; Locus weapons still require batteries.
<div class="table-wrapper">
|Ammunition | Level | Price | Bulk |h
|Locus crystal, harmonic | 5 | 190 | – |
|Locus crystal, interference | 9 | 1,000 | – |
|Locus crystal, infrasonic | 13 | 5,600 | – |
|Locus crystal, supersonic | 17 | 11,300 | – |
</div>
Lodging prices are given per night, but paying for longer periods in advance can reduce this price. In general, you can find accommodations at half to one-quarter the listed price if you book in advance and pay for them in 30-day blocks. Most lodgings are designed for Medium or Small creatures able to survive in the local environment; prices for unusually large tenants or those in need of special atmosphere or gravity conditions run up to 10 times as much. Most lodgings have free access to unsecured sections of the local infosphere and basic entertainment options.
!! Efficiency
An efficiency is a small living quarters designed for one or two people, normally no bigger than 250–300 square feet. Beds fold down from the walls and may serve double duty as sofas. A restroom and shower are common, as is a minimal kitchen.
<div class="table-wrapper">
|Lodging | Price |h
|efficiency | 3 per night |
</div>
!! Sleep Pod
A sleep pod has an area not much bigger than that of a bed, and is available as a stand-alone pod in a public area or as the smallest room or apartment available in a hotel or living complex. Frequently, 3–5 sleep pods are stacked atop each other in each section, and a hallway may have hundreds of such units. Showers and restroom facilities are often communal, and no allowance is made for cooking or cleaning.
<div class="table-wrapper">
|Lodging | Price |h
|sleep pod | 1 per night |
</div>
!! Suite
A suite forms a complete set of living quarters with multiple rooms, including a kitchen and full bathroom, plus laundry facilities either within the suite or available nearby.
<div class="table-wrapper">
|Lodging | Price |h
|suite, 1–2 beds | 5 per night per bed |
|suite, 3–4 beds | 10 per night per bed |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one computer system or module
* ''Duration'' 1 day/level or until triggered
* ''Saving Throw'' see text
* ''Spell Resistance'' see text
</div>
You infuse one computer system or module with protective energy, inuring it against attempts to access it.
As long as this spell is in effect, the first time a creature unsuccessfully attempts to access, destroy, or manipulate the affected computer system or module (using the [[Computers]] skill or otherwise), it takes 6d6 damage (either cold, electricity, or fire damage; you choose when casting the spell, and the spell gains the appropriate descriptor). The creature can attempt a Fortitude saving throw for half damage, and [[spell resistance]] applies. This damage is in addition to any negative effects the creature suffers due to the system's other countermeasures.
As a move action, you can spend 1 RP to boost a spell that deals damage and targets a single creature or object. This causes the target to take the spell’s minimum damage again at the start of their next turn. If the initial spell allows for a saving throw to reduce damage, this additional damage also allows for the same saving throw. You can’t use effects that would manipulate damage dice results (such as [[debug spell]]) with this ability.
Double the range of your improvisations with ranges of at least 30 feet.
You can use Medicine to provide long-term care to a living, wounded creature. This can take a day or more, requires a medical lab or a medical bay on a starship, and has a DC of 30. If you succeed at the check, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at twice the normal rate. If you exceed the DC by 10 or more, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at three times the normal rate. You can tend as many as six patients at a time, attempting a check for each one each day to determine the rate of healing. You cannot take 20 on a Medicine check to provide long-term care.
You can use Medicine to tend a creature that is [[unconscious]] but [[stable]], ensuring that it doesn't die while it remains unconscious. Each hour, before the unconscious creature attempts its Constitution check, you can attempt a DC 15 Medicine check. If you succeed, the unconscious creature gains a +2 bonus to its Constitution check and, if its Constitution check result is less than 10, can treat its result as if it were 10.
You know how to use longarms.
''Prerequisites:'' Proficiency in small arms.
''Benefit:'' You gain proficiency in longarms.
''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
Longarms are handheld, long-ranged weapons that must be held and operated with two hands. Various rifles are the most common type, though many types of longarms exist. Some longarms support automatic fire as well. Longarms require a battery or ammunition of the proper size and type to function.
This actuator system mimics the action of leg muscles and tendons when you run, providing assistance and support at the ankles, knees, and hips. This grants you a +10-foot enhancement bonus to your land speed.
This upgrade can be installed only in light armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|longstrider module | 4 | 2,200 | 1 | light | L |
</div>
A longsword is a straight, double-edged blade that typically protrudes from a haft. Modern longswords are made of stainless steel, carbon steel, or, rarely, a custom material such as titanium or bainite. A longsword may incorporate any of a number of technologies into its blade:
* ''Dimensional Slice:'' The ultimate advancement in metallurgic technology, designed by a tech firm owned by Ulrikka Clanholdings, a dimensional slice blade looks like an elongated stiletto surrounded by a blade-shaped aura. The aura is solid to the touch and can slice through almost any material.
* ''Microserrated, Ultraserrated:'' The single edge of this sword looks homogeneous to the naked eye, but it is actually made of thousands of microscopic teeth. The teeth tear through organic matter, causing significant damage and bleeding.
* ''Molecular Rift:'' The molecules of this longsword have been artificially agitated, creating a devastating disruption field along its blade. It must be stored in a magnetic sheath to avoid cuts and damage from casual contact.
* ''Sintered:'' A sintered longsword is made of compacted ceramics, forming a durable and finely edged blade.
* ''Ultrathin:'' The double-edged blade of an ultrathin longsword is made of dense metal that holds its edge and adds heft to a swing. The blade appears exceptionally thin and light, belying the damage it can deal.
* ''Zero-Edge:'' Crafted with quantum technology, the blade of this sword seems blurry due to its exceptionally fine edge.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|longsword | 1 | 375 | 1d8 S | — | 1 |[[analog]] |
|longsword, sintered | 7 | 8,420 | 2d8 S | — | 1 |[[analog]] |
|longsword, microserrated | 9 | 12,100 | 2d10 S | [[bleed]] 2d6 | 1 |[[analog]] |
|longsword, ultrathin | 11 | 26,300 | 4d8 S | — | 1 |[[analog]] |
|longsword, zero-edge | 14 | 79,500 | 7d8 S | [[severe wound]] | L |[[analog]] |
|longsword, molecular rift | 17 | 245,200 | 10d8 S | — | 1 |[[analog]] |
|longsword, ultraserrated | 18 | 368,100 | 8d10 S | [[bleed]] 6d6 | 1 |[[analog]] |
|longsword, dimensional slice | 20 | 727,300 | 14d8 S | — | 1 |[[analog]] |
</div>
When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to [[Perception]] and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.
This is a mind-affecting effect.
You can trap others in endless cycles. As a standard action, you can use a [[paradox]] to focus on a creature within 60 feet, forcing it into a temporal loop. The creature must succeed at a Will saving throw or gain the [[fatigued]] condition for a number of rounds equal to half the paradox (minimum 1).
At 11th level, you can instead cause the target to gain the [[confused]] condition for 1d4 rounds.
At 14th level, you can instead cause the target to gain the [[exhausted]] condition for 1d4 rounds.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium construct (magical)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +12
!!! DEFENSE
* ''HP'' 28
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +2; ''Ref'' +2; ''Will'' +0
* ''Immunities'' [[construct immunities]]; ''DR'' 2/[[adamantine]]; ''SR'' 13
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tactical [[spear]] +10 (1d6+6 P) or slam +10 (1d4+6 B)
* ''Ranged'' tactical [[spear]] +8 (1d6+6 P)
* ''Offensive Abilities'' eldritch attacks, transposing strike
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' –5
* ''Languages'' see species tradition (can't speak)
* ''Other Abilities'' [[mindless]], species tradition, [[unliving]]
* ''Gear'' tactical [[spear]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or congregation (2–8)
!!! SPECIAL ABILITIES
''Eldritch Attacks ([[Su]])'' A lore guardian's slam attack and attacks it makes with [[analog]] weapons are treated as magic for the purpose of overcoming [[DR]] and damaging [[incorporeal]] creatures.
''Species Tradition ([[Ex]])'' A lore guardian mimics the anatomy and mannerisms of the culture that created it. A lore guardian counts as both a construct and a member of its parent species for any effect related to its type and subtype (such as for the //[[bane]]// weapon fusion). It also understands but cannot speak one of its parent species' languages.
''Transposing Strike ([[Su]])'' Once per day after making a ranged attack with an [[analog]] weapon, a lore guardian can activate a special teleportation effect as a swift action. This either teleports the ranged weapon back into the construct's hands or teleports the construct to the weapon's location (maximum 100 feet). When using the latter option, the lore guardian appears with the weapon in its hands adjacent to the target of its ranged attack (if it hit) or in a randomly determined nearby space (if it missed).
</div>
Although technological constructs are especially popular in the modern era, many ancient cultures created magical automatons in their own images. Known as lore guardians, these sentries are fairly common in abandoned ruins from bygone eras, where they tirelessly chase off would-be looters. Unlike golems, lore guardians have only limited magical resistances, and they are animated strictly by magic, not by bound spirits or outsiders.
Lore guardians are echoes of their parent cultures, and they are often psychically imbued with those societies' basic traditions. They infrequently move about their assigned areas, mindlessly aping their creators' behaviors and rituals. Even after millennia, lore guardians recognize their creators' species, and a creature of such a species can often approach the constructs peacefully. A successful DC 18 [[Diplomacy]] check is often sufficient to calm most lore guardians susceptible to negotiation (though the GM can decide whether this is possible for a particular lore guardian).
!! Variant Lore Guardians
Most lore guardians are made of stone, but different materials are equally suitable. The following are typical variants, though versions made of stronger materials are possible and often have a higher CR.
''Common Metal:'' The construct's DR increases to 4/[[adamantine]], but the construct's [[spell resistance]] doesn't apply to spells that deal electricity damage.
''Wood:'' The construct's base speed increases to 40 feet, and its Reflex save bonus increases to +4, but it loses its [[DR]].
Bullets, missles and plasma fly fast and free when starship squadrons engage. Due to their smaller size and crew, squadron starships often have lesser defenses than a single vessel, meaning one or more of the PCs' starships might be disabled or even destroyed during combat. PCs aboard disabled starships typically take no damage, and so long as their comrades are victorious, the PCs and their disabled starships can be recovered and repaired.
''Destroyed Starships:'' If a starship is destroyed, each crew member takes 1d20 damage per tier of the enemy that destroyed the starship or CR of the hazard (e.g. 4d20 damage for a tier 4 starship). If the effect has no tier or CR, default to the squadron tier. Any crew reduced to 0 HP as a result can use Resolve Points to [[stabilize|Stabilizing]], and these survivors can be recovered after the battle. Additional damage to the destroyed starship damages the crew again, as above.
Depending on the campaign, a destroyed starship might be replaced free of charge—though the PCs might earn less XP from the encounter. A destroyed starship might instead have to be replaced through a quest or by capturing an enemy vessel (which the player should redesign to fit the squadron's tier). As a last resort, consider letting a PC replace their starship upon gaining a level and expending a number of credits equal to the typical wealth granted by an encounter of their new level.
One of the most common ways to pass the time while traveling or on days off, lounging can involve casual vidgaming, reading, watching trivids, playing card games, or engaging in other leisure activities.
''Activity:'' You spend the day engaging in any number of easygoing hobbies and entertainments. You must have a comfortable space in which to relax, requiring access to at least good or luxurious crew quarters on a starship, efficiency or suite-level lodgings in a settlement, or similar facilities elsewhere. At the GM's discretion, you can lounge in other places—for instance, you might hang out in a tech workshop to do some low-key arts and crafts.
''Results:'' On the following day, you gain temporary Hit Points equal to half your character level (minimum 1); this effect ends at the end of that day. You also gain a +1 morale bonus to the first saving throw you attempt that day.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
CE Tiny undead
''Init'' +3; ''Senses'' [[blindsense]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +9
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +6 (1d4+4 P plus cynic's bite [DC 15]; critical 1d6 [[bleed]])
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Spell-Like Abilities'' (CL 4th)
** 1/day—//[[animate dead]]//
** 3/day—//[[fear]]// (1st level, DC 16), //[[hold portal]]//, //[[lesser confusion]]// (DC 16), //[[puncture veil]]//
** At will—//[[ghost sound]]// (DC 15), //[[hazard]]// (DC 15), //[[token spell]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' —; ''Int'' –1; ''Wis'' +1; ''Cha'' +5
* ''Skills'' [[Athletics]] +10 (+18 to climb), [[Sense Motive]] +15, [[Stealth]]
* ''Languages'' Common (can't speak)
* ''Other Abilities'' gloom (DC 20), [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or tragedy (3–6 plus 2–12 occult zombies)
!!! SPECIAL ABILITIES
''Cynic's Bite ([[Su]])'' A living creature bitten by a lovelorn must succeed at a DC 15 Will saving throw or gain the [[fatigued]] condition and become unable to benefit from morale bonuses for 1d4+1 rounds. This is a mind-affecting emotion curse effect.
''Gloom ([[Su]])'' After 5 days, a lair claimed by a lovelorn grows cold, dark, and stale and causes unnatural, thorny vines to grow. This acts as a constant //[[holographic terrain]]// (Will DC 20) with a caster level equal to the lovelorn's CR. Lovelorns typically use this ability to conceal entrances to their lairs, but also to make their domains appear depressing and grim. A lovelorn can maintain only one gloom at a time, and while within its gloom, the save DCs of the lovelorn's spell-like abilities increases by 1.
</div>
The spiderlike lovelorn is an undead creature with legs of exposed bone and an abdomen that resembles a massive
heart. A lovelorn is created from the soul of someone who died when their love took a tragic turn, such as a rejected
suitor who died tragically or the victim of a murderous affair. Instead of passing on, the spirit fixates on its body's heart, animating the dead organ and causing it to burst forth from the corpse in the form of a monstrous lovelorn.
A lovelorn feeds on sorrow and misery rather than flesh and blood, and its mere presence in an area corrupts the surrounding environment. A newly spawned lovelorn often starts off hunting old lovers, but will continue to lurk nearby to seed continued misfortune and contempt in a community, feasting ravenously upon the resulting anger and sadness.
Its size and stealthiness often allow a lovelorn to remain undetected for years, and one might even haunt a family for generations.
!! Lovelorn Template Graft
Lovelorns are dedicated to unmaking love in all its forms.
* ''Required Creature Type:'' Undead.
* ''Required Array:'' Spellcaster.
* ''Traits:''
** [[blindsense]] (life) 30 ft.
** climb speed 30 ft.
** cynic's bite (see stat block)
** gloom (see stat block)
* ''Suggested Ability Score Modifiers:'' Charisma, Dexterity, Wisdom
Characters with low-light vision can see in dim light as if it were normal light. Low-light vision is color vision, unlike [[darkvision]]. A creature with low-light vision can read as long as even the tiniest source of light is next to it. Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day, since the moon casts dim light.
//Format:// ''Senses'' low-light vision.
<<section 'Albedo Lucandrian'>>
<<section 'Perigean Lucandrian'>>
Lucandrians were once humanoid-shaped beings of light who took solid form over the ages. They can vary widely in appearance, but they are typically 6 feet tall and around 165 pounds. Most have pale skin tinted in a pastel color, such as blue or purple, but some are stone gray or bone white.
These fey derive their powers from moons. Most have abilities related to reflected light, and as lucandrians mature, they can develop other lunar magic. Perigean lucandrians, for instance, cultivate gravitational powers.
Because of their nature, lucandrians are drawn to worlds that have numerous moons, such as Liavara and Bretheda. However, their curiosity, manifested as scholarly interest, makes them natural explorers. Young lucandrians search the galaxy for trinkets and amusements, as well as lunar influences, to develop new powers. Mature lucandrians are more introspective, prone to spending long periods in contemplation or creating unique objects. Lucandrians enjoy charting the nighttime sky, nurturing crystal gardens, and decorating their dwellings.
Though lucandrians are an overall-peaceful species, they can be territorial, which has led to clashes with those interested in commercializing the moons on which these fey dwell. Lucandrians sometimes set their sights on inscrutable personal aims as they explore or develop their supernatural capabilities, bringing them into conflict with those around them. Lucandrians also fight to protect their secrets. Offering help, honest respect, or a gift can head off such clashes.
Lucandrians treasure and defend young creatures of any species, perhaps because lucandrian offspring are difficult to create. Prospective parents combine tiny bits of soul with dust from a moon in a complex magical process, placing the mixture into an ovoid crystalline vessel. This "egg" gestates for 27 days. If the ritual is successful, a new lucandrian coalesces inside the vessel at that time, emerging as a small, yet fully formed lucandrian another 27 days later.
!! Moon Crystals
Lucandrians grow [[moon crystals]] in lunar gardens to grant friends safety in the void. Each crystal glows faintly in varying hues, and tiny moons seem to move within.
{{Moon Crystal}}
Even if you don’t know an answer, sometimes you arrive at the solution anyway with a lucky guess.
''Prerequisites:'' Any species trait or feat that allows you to reroll a d20.
''Benefit:'' Once per day when [[recalling knowledge|Recall Knowledge]], you can roll on an untrained skill as if it were a trained class skill and you had ranks in it equal to your level.
The tip of this staff is a hollow chamber packed with bioluminescent algae. Each time the lumenstaff strikes a solid object or creature, the force of the impact causes the contained algae to release a bright light, illuminating the area.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|lumenstaff, tactical | 2 | 800 | 1d6 B | [[blind]] | 1 |[[analog]], [[block]], [[bright]], [[underwater]] |
|lumenstaff, advanced | 7 | 6,850 | 2d6 B | [[blind]] | 1 |[[analog]], [[block]], [[bright]], [[underwater]] |
|lumenstaff, elite | 17 | 240,000 | 10d6 B | [[blind]] | 1 |[[analog]], [[block]], [[bright]], [[underwater]] |
</div>
Your light shines upon your enemies and reveals the truth. As a move action, you can grant a weapon you wield, including your solar weapon or unarmed attacks, the [[aurora]] weapon special property. This benefit lasts for 1 round or until you leave photon mode, whichever comes first. When you are attuned or fully attuned, your weapon also gains the [[demoralize|Demoralize (critical)]] critical hit effect in addition to its normal critical hit effect.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Small construct (technological)
''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +2; ''Ref'' +2; ''Will'' +6
* ''Defensive Abilities'' solar plating; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Ex]], perfect)
* ''Melee'' pincer arm +11 (1d4+7 P, critical [[bind]])
* ''Ranged'' cosmic pulse +13 (1d4+5 B, critical [[arc]] 1d6)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +16, [[Bluff]] +11, [[Computers]] +16, [[Engineering]] +11, [[Intimidate]] +16
* ''Languages'' Aballonian, Castrovelian, Common
* ''Other Abilities'' stellar mechanism ([[stellar rush]]), [[unliving]]
!!! ECOLOGY
* ''Environment'' any solar
* ''Organization'' solitary, pair, or patrol (3–10)
!!! SPECIAL ABILITIES
''Cosmic Pulse ([[Ex]])'' As a ranged attack, a luminix can channel cosmic energy with a range increment of 40 feet. The bludgeoning damage dealt with a luminix’s cosmic pulse has the force descriptor.
''Solar Plating ([[Ex]])'' When a luminix takes damage from a solarian’s stellar revelation or an attack made with a solar weapon crystal, it reduces the damage dealt by 5.
''Stellar Mechanism ([[Ex]])'' Each luminix is programmed with one solarian’s photon revelation with a level equal to its CR or lower. Once a luminix uses this ability, it can’t use it again for one hour or until it prevents damage with its solar plating. A luminix is always considered photon attuned but never fully photon attuned.
</div>
Originally, luminixes were solar-powered robots built to harness the full power of the system’s sun. Aballonian corporation Exemplar-23 reportedly came up with the idea after observing recordings of tactics used by android abolitionist solarians to defend their bases. These clever machines were manufactured on Aballon for decades but only appeared on other Pact Worlds in the past five years. These constructs have since been reverse-engineered and manufactured by other corporations across the Pact Worlds and beyond. Corporations on Castrovel and Verces quickly added luminixes to their security retinues, and engineers on Vesk Prime recently developed their own version of the technology.
A typical luminix has a chassis shaped like a robotic rat, with small scuttling limbs and a stabilizing tail. The design also features a pair of mechanical arms with pincers for hands, stabilizing thrusters, and an array of miniature solar panels across both the robot’s back and underside. Luminixes can withdraw all their limbs to recharge without draining their auxiliary systems, and many maintenance engineers prefer to recharge them upside-down because of a superstition that, since their programming mimics abilities used by solarians, their charging must be balanced in kind.
Luminixes are versatile constructs programmed for defensive combat, typically working in concert with other types of security and combat robots. Their secondary function is to swiftly repair technology and structures damaged by hostile forces as they support larger models. A tide of mechanized rats swarm over a damaged object, followed by 30 seconds of flashing lights, buzzing, and clicking. By the time the luminixes scurry to the next contested location, the damaged object is as good as new.
Your nanites are luminous beacons that can flash brightly. The light shed by your [[nanite cloud]] increases in intensity, shedding bright light instead of dim light. You can use a [[nanite surge]] as a swift action to overcharge your nanites, causing them to flare brightly. Each creature within your nanite cloud must succeed at a Fortitude save or be [[blinded]] until the end of its next turn. A creature that succeeds at its Fortitude save is instead [[dazzled]] for a number of rounds equal to your Constitution bonus. After your nanites flare in this way, they go dark and can’t shed illumination of any kind until you spend 1 Resolve Point to regain Stamina Points after a 10 minute rest. You must have the glimmering nanites knack to select this knack.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (light)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' 1 minute
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' no
</div>
You conjure a shining beacon that flies across the battlefield, latching onto a target in range. The beacon illuminates the target with normal light. This makes it impossible for the target to gain concealment from, or hide in, areas of dim light or darkness. A creature within reach of the beacon can attempt to remove the beacon as a standard action by succeeding at a Strength check against the spell’s DC. If the beacon is removed, it immediately vanishes.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium plant
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +4; ''Will'' +1
* ''Immunities'' [[plant immunities]]; ''Resistances'' fire 5
!!! OFFENSE
* ''Speed'' 10 ft., climb 10 ft.
* ''Ranged'' laser spines +10 (1d4+2 F; critical [[burn]] 1d4 F)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +7 (+15 to climb), [[Survival]] +12
* ''Other Abilities'' dye capsules, [[mindless]]
!!! ECOLOGY
* ''Environment'' temperate and warm forests
* ''Organization'' solitary or colony (3–8)
!!! SPECIAL ABILITIES
''Dye capsules ([[Ex]])'' A lumocantha's center has many individual capsules filled with a corrosive dye that acts as a lasing medium. A creature adjacent to the lumocantha who hits it with a melee attack takes 1d4 acid damage and is stained by dye. An affected creature can attempt a DC 11 Reflex save to take half damage and avoid being stained. The lumocantha gains a +2 circumstance bonus on ranged attacks against creatures stained by this dye, even if the dye came from another lumocantha.
''Laser Spines ([[Ex]])'' A lumocantha's individual capsules are constantly lasing, and the creature makes attacks by squeezing a shutter-like fiber at the base of each spine to allow light through. This is a ranged attack that targets EAC, has a range increment of 60 feet, and does not provoke attacks of opportunity.
</div>
<<section 'Ancient Lumocantha'>>
Lumocanthas are a beautiful sight from a safe distance. Their enormous blossoms have a central stamen composed of numerous ruby-red capsules, pulsing with activity. Long translucent yellow spines extend in all directions, rising up with the sun's light and drooping in the darkness. The fluid inside the capsules is a strong dye that acts as a natural lasing medium, and in response to a nearby threat, the flowers can activate natural shutters at the base of their spines, allowing light to propagate through the spines and strike their opponents. These organic lasers are surprisingly powerful, and unaware observers can easily find themselves running for their lives from the laser-shooting plants. Younger lumocanthas measure 2 to 3 feet across and 5 feet high, while flowers that are hundreds of years old grow to 10 or even 20 feet high.
For all their firepower, lumocanthas aren't intentionally aggressive. The plants are not sentient, and the laser reaction is an instinctive response. They do not fire on each other or other plants. Very small creatures can usually escape their notice, and squoxes or birds often perch atop them. The flowers are surprisingly mobile, though they move very slowly, padding forward on tangles of roots pulled from the ground. They don't often chase threats, but they do sometimes migrate to a different grove that has better soil or more sunlight. When property owners want to deliberately displace a colony of lumocanthas, they typically do so by using shaded roofs or magical darkness to make the blossoms unhappy in their current location. A trail of nutrient-rich soil can then lead an entire colony to a new, well-lit home, where it promptly lays down roots. Many municipalities outlaw planting lumocanthas, citing their dangerous nature. Of course, there are always a few ambitious or eccentric gardeners who want lumocanthas as part of their landscaping, and they make their grounds as inviting as possible for the strange blossoms.
Lumocanthas were first cataloged on Vesk-6, but they're found in many places across the galaxy. Vesk often use them as both aesthetic and protective installations, and as such have brought the plants to the many new planets they've visited or conquered. Other species, particularly those with resistance to fire, such as ifrits and tieflings, have taken a liking to the unusual plants. Given that the flowers are mobile, they have moved from yards to forests and jungles on quite a few planets, making it possible to encounter wild‑grown lumocanthas in many natural settings.
Lumocanthas' dye is popular in a variety of applications, though harvesting the fluid is no easy feat. Textile manufacturers claim that the deep crimson color can't be replicated with any other materials, though many knock-off dyes exist. Experts say that the way to tell whether purportedly dyed fabric is genuine is to rub it quickly until it gets warm. If it glows slightly, it's real. Clothing certified to contain lumocantha dye sells for a high price, and some individuals with expensive taste order custom‑dyed furniture or linens to spice up their home decor. The dye is also used in lasers for weapons and industrial purposes, with many customers refusing to use anything else. The dye is a popular choice for use in nonlethal alarms and security systems, tagging thieves with the distinctive color and making it easier to track them. The dye is even used as a component of some medications, though in very dilute amounts. Due to its extensive commercial uses, much of the dye comes from lumocantha farms. One of the largest such farms in the Pact Worlds is on Castrovel, owned by two tieflings who risk only minor burns when harvesting their valuable crop. Given that the flowers can get up and walk away, these farms are generally far from heavily populated areas and well-fenced.
Despite being capable of killing large creatures, lumocanthas are not carnivorous. They obtain nutrients from soil and sunlight like many other plants. While lumocanthas don't require sleep, they do enter a state of diminished energy for a few hours in the middle of the night. During this period, their spines droop low and they're slower to employ their lasers if they sense an approaching threat. Their laser spines are still functional even in the dead of night, however, as would-be dye thieves have found out when the plants spring back to life on being touched or damaged. Lumocanthas kept in darkness for more than a week temporarily lose their laser spine ability, and the flowers are often transported this way. This is dangerous for the plants though, as being kept in darkness for more than 2 weeks can starve the flowers to death.
!! Dye Grenades
{{Dye Grenade}}
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CN Medium fey
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +21
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +9; ''Will'' +11
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' bleed, cold
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* Melee +12 touch (1d12+8 C plus confounding frost)
* Ranged +14 cryobolt (1d10+8 C plus confounding frost)
* ''Spell-Like Abilities'' (CL 8th)
** 1/day—//[[animate dead]]//
** 3/day—//[[command undead]]// (DC 19), //[[fog cloud]]//, //[[invisibility]]//, //[[mirror image]]//
** At will—//[[charm person]]// (DC 18), //[[wisp ally]]//
* ''Offensive Abilities'' ill omen
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' +0; ''Int'' +2; ''Wis'' +2; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +16, [[Bluff]] +16, [[Stealth]] +21
* ''Languages'' Aklo, Common
* ''Other Abilities'' limited spaceflight
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or gambol (3–6)
!!! SPECIAL ABILITIES
''Confounding Frost ([[Su]])'' When a lumyr scores a critical hit against a foe with one of the lumyr's natural weapons, the mystical frost also [[confuses|Confused]] the target for 1 round (Will DC 18 negates).
''Cryobolt ([[Su]])'' A lumyr's cryobolt is a ranged attack with a range increment of 60 feet.
''Ill Omen ([[Su]])'' Once per day as a reaction when a creature the lumyr can see within 60 feet succeeds at an attack roll, saving throw or skill check, the lumyr can force that creature to immediately reroll the check and use the lower result.
''Limited Spaceflight ([[Su]])'' A lumyr can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days.
</div>
Lunar dragons often seek out civilizations that have yet to achieve space travel and help the scientists there to achieve it.
* ''CR:'' 3+
* ''Required Creature Type:'' dragon
* ''Suggested Alignment:'' chaotic neutral
* ''Traits:''
** [[blindsense]] (vibration) 60 feet, [[darkvision]] 120 feet, [[see in darkness]]
** [[alien presence]] (CR 10+; 60 feet + 10 feet per CR; [[confused]] 2d4 rounds)
** [[void adaptation]]
** [[DR]] 5/magic (CR 13+, increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19)
** [[immunity]] to cold
** burrow speed of 20 feet
** [[breath weapon]] (line 30 feet + 10 feet per CR, 1d8 C + 1d8 per CR)
** bewildering breath (see below);
** moonsilver (see below)
** spell-like abilities (CR 8+);
** [[spaceflight]]
* //Bewildering Breath ([[Su]]):// A creature that fails its save against a lunar dragon's breath weapon is [[dazzled]] for 1d4 rounds.
* //Moonsilver ([[Ex]]):// A lunar dragon's [[natural weapons]] are treated as [[silver]] for the purpose of overcoming [[damage reduction]].
You have studied the delicate and luminous light reflected from a moon or similar celestial body, allowing you to bring forth an exquisite weapon made for graceful combat. This manifestation functions similarly to [[solar weapon]], except it deals 1d4 damage at 1st level. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. Your lunar weapon also has the [[feint|Feint (weapon property)]] and [[operative|Operative (weapon property)]] special qualities (though it can't be used to make [[trick attacks]], if you have that class feature). Unlike other melee weapons with the operative special quality, when you gain [[Weapon Specialization]] at 3rd level, you add your full solarian level to damage with your lunar weapon, as opposed to half. If you're a multiclass solarian, you add your full solarian level and half your levels in other classes to damage with your lunar weapon.
You can deliver particularly debilitating piercing attacks.
''Benefit:'' When you score a critical hit with a weapon that deals piercing damage, in addition to any other critical hit effect you would apply, you also impose the [[fatigued]] condition on the target for 1d4 rounds.
You can strike foes that would normally be out of reach.
''Prerequisites:'' Base attack bonus +6.
''Benefit:'' You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round.
Connected to the Negative Energy Plane, [[draeliks]] can almost disappear in areas of shadow. Pigmentation filters applied to your skin allow you to do the same. You gain a +4 enhancement bonus to [[Stealth]] checks in dim light or darker conditions.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|lurker graft | 3 | 1,250 | skin |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* NE Small fey (extraplanar)
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
''HP'' 70
''EAC'' 17; ''KAC'' 19
''Fort'' +9; ''Ref'' +9; ''Will'' +4
''DR'' 5/[[cold iron]]; ''Immunities'' [[blinded]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' claw +13 (1d6+6 S) or basic [[spined blade]] +13 (1d6 P plus lesser shadow essence; critical [[injection DC +2]])
* ''Spell-Like Abilities'' (CL 5th)
* 1/day—//[[plane shift]]// (Elemental Planes, First World, or Material Plane; self only)
* 3/day—//[[wisp ally]]//
* At will—//[[dancing lights]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +1; ''Int'' +1; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +11, [[Mysticism]] +11, [[Stealth]] +16
* ''Languages'' Aklo, Common, Gnome
* ''Other Abilities'' blend with light, daylight door
* ''Gear'' basic [[spined blade]]
!!! ECOLOGY
* ''Environment'' urban (extraplanar)
* ''Organization'' solitary, pair, or gang (3–8)
!!! SPECIAL ABILITIES
''Blend with Light ([[Su]])'' A lurker in light is [[invisible]] in areas of bright light.
''Daylight Door ([[Sp]])'' Once per day, a lurker in light can cast //[[dimension door]]//, though it can transport only itself and objects of up to 5 total bulk. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the spell fails, but this ability is not expended for the day.
!!! Lesser Shadow Essence
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[Strength|Strength Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' At the //staggered// state, the penalties from the //weakened// state become permanent until the victim benefits from a //[[lesser restoration]]// spell.
* ''Cure'' 1 save
</div>
<<section 'Lightweaver'>>
Lurkers in light are small, humanoid fey creatures that plague the Material Plane, using light as their hiding place. These fey have iridescent skin, a set of four transparent wings, and are extremely thin, averaging at 3 feet tall and 10 pounds in weight. Lurkers in light avoid dim and shadowy spots, as the furtive creatures become more visible in such places. Though lurkers in light can claw their victims with sharp fingers, many use modern injection weapons to inflict lesser shadow essence poison on their enemies.
Lurkers in light are malicious and spiteful fey from the First World, sowing chaos throughout the Material Plane for no other reason than to satisfy their sadistic, inscrutable desires. They quickly and stealthily execute their schemes, using the abundance of light in technological societies to their considerable advantage. The shrewd fey especially love tourist-packed, advertising-filled downtowns of large metropolises, where they can easily flit above the crowds and select their victims. They tend to reserve their cruelest methods for creatures that thrive in darkness and, for unknown reasons, gnomes.
Lurkers in light are quite difficult to clear out of sufficiently advanced environments, as the abundant light in cities, space stations, and starships provides them many places to hide. It is sometimes necessary to temporarily shut off all power when hunting a lurker, which carries its own dangers for isolated stations and starships in transit. Long ago on lost Golarion, lurkers in light incursions were rarer and perhaps more manageable—it's far easier to extinguish a torch than plunge a city block into darkness. In addition, the creatures needed to complete costly rituals to travel to and from their home plane. Modern lurkers in light have no such limitation, having mastered the ability to flit between a limited set of planes sometime during the Gap.
Lightweavers are older, more sadistic lurkers in light, learned in mysticism and fond of large-scale torment. They have honed their hatred to the height of efficiency, blending arcane knowledge and resourcefulness. The creatures also eschew the use of poison in favor of a growing obsession with radioactivity. This sometimes brings them into conflict with [[hespers]] over particularly prolific sources of radiation. Lightweavers gather what radioactive material they can and create elaborate nests, where they cultivate horrific weapons specifically for rituals in which they sear the flesh of their victims. Some have even developed magical rituals, performed in groups, that allow them to convey a starship engine to a collective scrapyard-nest, where they bask in its radioactive glow. With extended exposure, lightweavers become imbued with a measure of radioactivity, increasing the threat they pose.
!! Lightveiled Weapon Fusion
The following weapon fusion uses a blend of magic and technology to grant a weapon a measure of the lurker in light's ability to hide in illumination. This is most often used by high-ranking members of law enforcement, elite bodyguards, and assassins.
{{Lightveiled}}
Renowned for its iridescence, the gemstone lusinite has a dazzling quality that often sees the mineral hoarded by birds and other animals as treasures. As an //aeon stone//, it captivates creatures in three ways. As part of the action used to cast a spell with the charm descriptor, you can activate this //aeon stone// to negate any bonus to the saving throw one target might receive for being threatened or attacked by you or your allies. Second, you can activate the //aeon stone// as a reaction when you attempt a Charisma check to convince a charmed creature to follow your suggestions. Third, you can activate the //aeon stone// as a reaction when a threatening behavior by you or your allies would end the effects of your spell with the charm descriptor. The charmed creature attempts a Will save against the spell with a +5 enhancement bonus; if it succeeds, it ends the spell as normal, but if it fails, that threatening action does not break the spell (though subsequent actions might do so).
You can activate the lusinite rose twice per day, using any combination of these three effects. A creature is immune to the //aeon stone’s// effects if it cannot see the item.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//lusinite rose// | 8 | 9,500 | — |
</div>
<div class="statblock">
* ''Level'' 8; ''Price'' 25,400
* Huge air vehicle (15 ft. wide, 25 ft. long, 15 ft. high)
* ''Speed'' 50 ft., full 500 ft., 55 mph (fly)
* ''EAC'' 19; ''KAC'' 21; ''Cover'' total cover
* ''HP'' 120 (60); ''Hardness'' 10
* ''Attack (Collision)'' 8d10 B (DC 14)
* ''Modifiers'' –2 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot ([[Piloting]] +15), system-wide comm unit
* ''Passengers'' 4
</div>
For those who refuse to surrender glamor, even while the world is exploding around them. Luxury evacuation yachts are the preferred escape solution for the ultra-rich. They sacrifice utility, durability, and carrying capacity to ensure that those who can afford them wait for rescue in luxury, with full beds, stocked larders, a shower, and a culinary synthesizer. Due to their size, a single yacht takes the space of an entire rack of more standard escape pods.
These vehicles are built for comfort and boast amenities like fully adjustable heated seats, chilled beverage holders, and premium sound systems.
* ''Adjustments:'' Increase price by 20%, increase attack modifiers by 1 (maximum +0).
* ''Systems:'' The vehicle gains a planetary [[comm unit]] and an [[autocontrol]] with a [[Piloting]] bonus equal to 4 + 1-1/2 × the vehicle's level.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Large plant
* ''Init'' +4; ''Senses'' [[blindsense]] (heat), [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 38
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Immunities'' fire, [[plant immunities]]
* ''Weaknesses'' cold
!!! OFFENSE
* ''Speed'' 20 ft., climb 10 ft.
* ''Melee'' fiber lash +11 (1d6+4 S plus fibrous growth and [[grab]])
* ''Offensive Abilities'' silken snare (DC 12)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' –2; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8, [[Stealth]] +13, [[Survival]] +8
!!! ECOLOGY
* ''Environment'' any temperate
* ''Organization'' solitary, growth (3–5), or colony (6–300)
!!! SPECIAL ABILITIES
''Silken Snare ([[Ex]])'' As a move action, a linyf can secrete sticky, threadlike fibers in a 10-foot-radius burst. This area counts as difficult terrain for all creatures except for the linyf, and the linyf gains a +4 circumstance bonus to attack rolls to [[grab]] or maintain a grapple on a creature in the area of the silken snare. Creatures exposed to a linyf's silken snare who aren't wearing protective gear (such as armor) must attempt a DC 12 Fortitude save to avoid contracting fibrous growth. A linyf's silken snares remain until it moves.
!!! Fibrous Growth
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 12
* ''Track'' [[physical|Physical Disease Track]]
* ''Frequency'' 1/day
* ''Effect'' no latent state
* ''Cure'' 2 consecutive saves
</div>
Linyfs are invasive plants with unusual life cycles. Their translucent seeds travel alongside charged particles with the solar winds that move across the void of space, frequently attaching to starships or falling in a near-invisible rain onto a planet. In the presence of light, moisture, and heat, the seeds germinate into wide masses of silky strands with solid cores of plant matter. Linyfs are driven to grow and reproduce. They are highly susceptible to cold, and significant drops in temperature often kill budding linyf colonies.
A linyf is a collection of thick, translucent vines that resemble tentacles, surrounding a central mass. These vines sprout sticky fibers that can transmit a deadly disease. Curious creatures who inspect a linyf lying in wait notice that it radiates a pleasant warmth but is extraordinarily sticky to the touch. The vines then reach out to slash at the victim, who soon discovers that their wounds eventually close up, though not as a result of the healing process. The affliction initially causes transparent fibers to sprout from the creature's skin, suturing the damaged tissue. But after a period of sickness and constant itching as more threads burst out of the creature's body, the victim typically falls comatose and dies.
Despite the aggressive affliction their fibers induce, linyfs aren't carnivorous and receive their nutrition through photosynthesis, like most other plants. Several months after maturation, a healthy linyf produces a few dozen seeds that it propels into the atmosphere with amazing force and speed. Most of these seeds return to the surface of the same world (with a few catching currents of wind), but a few achieve exit velocity and go on to infest other planets.
This lattice of wires and sensors is worn atop the head. You can activate or deactivate a machimind as a swift action. While worn and active, a machimind lets you telepathically communicate with creatures within 60 feet that have machine telepathy or the technological subtype. You can also communicate through unprotected technological devices (or those to which you already have access), such as a datapad or comm unit, at a range of 30 feet.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|machimind | 15 | 500 | 1 | 20 | 2/min |
</div>
The most basic and portable machine guns are known as squad guns for their popularity among mercenary groups. Light, medium, and heavy machine guns remain reliable heavy weapons for their automatic fire and damage capability.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|machine gun, squad | 4 | 2,060 | 1d10 P | 60 ft. | — | 40 rounds | 2 | 2 |[[analog]], [[automatic]] |
|machine gun, light | 8 | 8,600 | 2d10 P | 60 ft. | — | 60 rounds | 2 | 2 |[[analog]], [[automatic]] |
|machine gun, medium | 11 | 23,100 | 3d10 P | 60 ft. | — | 60 rounds | 2 | 2 |[[analog]], [[automatic]] |
|machine gun, heavy | 17 | 220,300 | 7d10 P | 120 ft. | — | 100 rounds | 4 | 2 |[[analog]], [[automatic]] |
</div>
This clump of artificial synapses allows you to attempt [[Computers]] checks to access unsecured systems (or systems to which you already have access) within 10 feet. You can't use this augmentation to attempt any other Computers checks. You can also communicate with [[spectra]] within 50 feet as though you had the spectra's machine telepathy special ability, and when crafting items that require Computers or [[Engineering]], you treat your number of ranks in those skills as 1 higher.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|machine telepathy clusters | 5 | 2,500 | brain |
</div>
<$list filter="[tag[$:/tags/Macro]sort[title]]" template="$:/core/ui/ListItemTemplate"/>
Used by the brave souls who venture onto the exterior of Absalom Station to conduct repairs, these sturdy boots have powerful electromagnets built directly into the soles. These magnets can be activated as a move action, providing you a +5 circumstance bonus to [[Athletics]] checks made to climb metal surfaces, as well as +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when you are standing on a metal surface. In areas of zero gravity, while wearing a pair of magboots, you can move your land speed across metal surfaces without having to attempt skill checks, and as long as you are adjacent to an appropriate surface, you do not automatically move at the beginning of your turn each round. Magboots function until they run out of power or until you deactivate them as a move action, whichever comes first.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|magboots | 2 | 750 | 1 | 20 | 1/hour |
</div>
Pahtra sorcerers have used carefully calibrated magnetic fields to enhance magic since time immemorial. Mageplate consists of broad polymer slab plates filigreed with carefully enchanted magnetic metals, set against a carbonweave backing. When the wearer uses a spell slot to cast a spell, the armor resonates with the expended
energy, granting the caster a +2 enhancement bonus to AC and saving throws until the end of their next turn. Veskarium manufacturers have appropriated and repurposed the design for widespread use, much to traditional pahtra crafters' dismay. Suits created with traditional materials cost 10% more and are more likely to impress pahtra onlookers rather than offend them as the cheaper knock-offs do.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|mageplate, apprentice | 4 | 2,150 | +5 | +6 | +2 | –2 | –5 ft. | 0 | 3 |
|mageplate, journeyman | 9 | 12,800 | +14 | +15 | +2 | –2 | –5 ft. | 1 | 3 |
|mageplate, master | 14 | 70,000 | +19 | +21 | +3 | –2 | –5 ft. | 2 | 3 |
|mageplate, archmage | 19 | 560,000 | +24 | +25 | +4 | –2 | –5 ft. | 3 | 3 |
</div>
The magic academies in the Pact Worlds, Near Space, and the Vast take many forms, and each has a distinct culture. Some, like the Arcanamirium or the Eclipse Academy, emphasize time-honored traditions that have lasted for centuries or even millennia. Others, like the Preita Institute of Technology, are quicker to embrace new ways to teach, learn, and work magic. A prospective student of one of these schools has a hard decision to make: they might choose a campus based on family history and connections, the chance to work with a famous faculty member, job placement rates after graduation, or the financial scholarship help an academy can offer. Some students, of course, throw all academic qualifications out the window and just pick a school where they can have a good time—like SENOT or Nerundel Halls.
An academy student must balance the demands of classroom instruction and homework with the need for a personal life. There are always new books to read, new assignments to complete, and a new round of examinations. But for many students, this is the first opportunity they've had to live on their own, apart from family, and the temptation to ignore all rules and regulations can be difficult to resist. They're assisted by academy staff, who watch over and nurture students, ensuring that day-to-day operations of the academy run smoothly, and by faculty, who challenge students every day and prepare them for an unpredictable future. At a good magic academy, even the most wayward student is exposed to a galaxy's worth of new ideas, experiences, and methods.
The career of an academy student ends relatively quickly; some programs last less than a year, though most continue for two or four. Typically, a student authors a final thesis that leads to graduation. Some alumni, however, choose to continue their research even after graduation.
''Prerequisites:'' Only characters who have the spells class feature can take this archetype.
This archetype grants alternate class features at 2nd, 4th, and 6th level.
!! Cram (2nd)
You're a quick study when you have to be. Spend 1 Resolve Point and 10 minutes in study, meditation, or practice, then choose one spell you know. You swap out that spell for a single new spell of the same level from the same class spell list. After 1 hour, you lose the new spell from your known spells and regain the original spell.
!! Interdisciplinary Studies (4th)
Training in a magic academy has exposed you to students and professors outside your spellcasting tradition. Select one spell from a spell list other than your own. It must be of a level no greater than 1 lower than the highest level spell you can cast. Add this to your list of spells known. Each time you gain the ability to cast a higher level of spells, you can swap out the spell gained with this alternate class feature for a new spell of a maximum level no greater than 1 lower than the highest-level spell you can cast.
!! Spell Thesis (6th)
You have researched a single spell in great detail. Select a single spell you know. When you cast this spell, its DC is increased by 1 and you have a +1 bonus to caster level checks to overcome a creature's spell resistance. In addition, once per day, you can cast this spell without expending a spell slot. Each time you gain the ability to cast a higher level of spells, you can swap out the spell associated with this ability for a new spell that you know.
A number of abilities and effects specifically target equipment that utilizes technology or magic. All weapons and armor are assumed to be technological in nature unless they have the [[analog]] special property. Other equipment is listed as being magic, technological, or a hybrid of both (making it subject to effects that target either kind of item). Armor upgrades and weapon fusions note whether they are magic, technological, or a hybrid. If a magic fusion or upgrade is added to a technological item, that item becomes a hybrid item.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
As a reaction when you are targeted by a spell, you can spend 1 Resolve Point to gain spell resistance equal to 12 + your witchwarper level until the end of your next turn.
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as [[distant spell]] or [[extended spell]]). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier.
<$macrocall $name="by-level" tag={{!!title}} />
<h3>First Letter: <<selector>></h3>
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="Magic Items" sort="] -[!prefix{Magic Items!!selection}tag[Magic Items]] +[sort[title]" />
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' permanent
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You place a magical mark, about 1 square foot in size, on the target. When you create it, the mark can be visible, invisible, or invisible to everyone but you. A visible mark can be something electronically readable, such as a barcode. Those who can observe invisible things can observe an invisible mark. Any //magic mark// is apparent to someone using //[[detect magic]]//.
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to three creatures, no two of which can be more than 15 ft. apart; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can't target specific parts of a creature, and objects are not damaged bythe spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.
As a standard action, you can spend 1 RP to temporarily suppress magic, as if using //[[dispel magic]]//. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. If the spell's level is higher than you can cast or the item's level is greater than your level, you can't suppress it. If you target a spell affecting a creature, the creature can attempt a Will save to stop you from suppressing the spell.
Even starships that are not explicitly powered by magic or hybrid technology have enough mystical components and are exposed to enough ambient magic that they can be influenced by those rare few who command a deep understanding of the intersections between magic and the vastness of space. If nothing else, simply accessing the Drift requires both technology and magic, and the underlying magic of the universe is prevalent even in the void, so the usefulness of arcane expertise cannot be overemphasized, especially in a starship combat environment in which even the smallest advantage can mean the different between life and death. The magic officer deeply understands this truth and provides both mystical knowledge and resources that can push the starship's interaction with the inherent magic around it to new heights.
While not every ship has a magic officer, it's often useful to have someone who understands digital portents, the flows and eddies of raw magic through the void of space, and how the inherently eldritch forces unleashed by powerful engines can impact starship operations. A magic officer acts during the engineering phase during starship combat. A ship can have any number of magic officers.
!! Actions
<<list-links "[tag[Magic Officer Actions]sort[title]]" class:index>>
As a magic officer, you can take any of the following actions, depending on your ranks in the [[Mysticism]] skill. (Note that the [[Mystic Haze]] and [[Psychic Currents]] actions both require a minimum number of ranks in Mysticism to perform.) These actions can be taken only during the engineering phase. If your starship has an [[arcane laboratory]], you gain a +2 bonus to Mysticism checks to perform any of these actions. Unless otherwise noted, each action can be performed only once per round, no matter how many magic officers are on a starship.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
These platinum armor plates have protective arcane sigils etched into them. They must be installed in a suit of armor for 24 hours before they function, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. The upgrade draws on your own life force and experience to grant you [[spell resistance]]. The amount depends on your level, key ability score, and the upgrade's type, as listed below.
* ''Mk 1:'' [[spell resistance]] = your key ability score modifier (maximum +4) + your character level
* ''Mk 2:'' [[spell resistance]] = your key ability score modifier (maximum +5) + your character level + 1
* ''Mk 3:'' [[spell resistance]] = your key ability score modifier (maximum +6) + your character level + 2
* ''Mk 4:'' [[spell resistance]] = your key ability score modifier (maximum +7) + your character level + 3
The mk 3 and mk 4 models can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//magic resistor//, mk 1 | 11 | 23,500 | 1 | any | 1 |
|//magic resistor//, mk 2 | 14 | 70,000 | 2 | any | 2 |
|//magic resistor//, mk 3 | 17 | 240,000 | 2 | heavy, powered | 2 |
|//magic resistor//, mk 4 | 20 | 800,000 | 2 | heavy, powered | 2 |
</div>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Magic Rules'>>
</div>
As a standard action, you attune your [[custom rig]] to detect the presence and nature of magical effects in the area, gaining the effects of the //[[detect magic]]// spell. You can use this to identify the properties and command words of magic and hybrid items, using [[Computers]] to identify magic in place of [[Mysticism]].
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negate
* ''Spell Resistance'' yes
</div>
You place a seal on a creature, possibly preventing it from casting spells (including from magic items), using spell-like abilities, and using supernatural abilities that affect anything other than it. This seal has no effect on non-spell capabilities of magic items, spells already ongoing, abilities that affect only the targeted creature (such as the supernatural ability to fly), spells with a range of personal (except when that magic is then used on another), or any spells with which the creature targets only itself. While this spell lasts, the first time during any round that the targeted creature uses a restricted ability or attempts to affect a target other than itself with such magic, attempt a dispel check (11 + your caster level). This check requires neither your awareness nor presence, nor any action on your part. The DC equals 11 + the creature’s caster level, or the creature’s level or CR for supernatural abilities. If you succeed, the affected magic has no effect. The action the targeted creature used in the attempt is lost. This spell has no effect on artifacts or deities.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius emanation centered on one creature, one unattended object or object you touch, or a point in space
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You create a seal that suppresses magic in an area, which radiates from a creature or an object and moves with that target. An unwilling target can attempt a saving throw against this spell and use its [[spell resistance]], and the sealed area fails to manifest if either defense works. If you target a point, the effect is stationary.
Once the field is established, each round a creature starts even partially in the area, that creature is affected as if by a //[[magic seal]]// spell, and can attempt a saving throw and apply its spell resistance against the effect. A creature that saves one round might be affected the next. The effect also ends on a creature that leaves the area, but the creature can be affected again if it reenters the area. In any case, a creature protected by its spell resistance can’t be affected again by the same casting of this spell.
name://magic torpedo unit//
range:long
speed:18
damage:2d4+2
pcu:10
cost:10
special:[[broad arc]], [[mystical]], [[quantum]]
name://magic torpedo unit, heightened//
range:long
speed:18
damage:5d4+5
pcu:20
cost:20
special:[[broad arc]], [[mystical]], [[quantum]]
As a move action, you can augment a technological powered weapon (either a ranged energy weapon or a melee weapon with the [[powered]] weapon special property) so its wielder can exclude a number of targets equal to your key ability modifier from any attacks made by the weapon for 5 rounds. You can do this to a weapon in your possession or one held by an ally that is within reach at the time you use this ability. Each time an attack is made with the weapon, the attacker can exclude targets they are aware of. This exclusion applies only to instant effects and critical hit effects, such as damage or [[bleed]], not lingering secondary effects such as creating a cloud of smoke.
After you use this ability, you cannot do so again until after you take a 10-minute rest to regain Stamina Points.
A sudden pocket of abnormal magical energy can interfere with a magic officer's best-laid plans.
''Failure:'' The next magic officer check takes a –2 penalty.
You can awaken latent magic in your weaponry. [[Mysticism]] is a class skill for you. As a move action, you can magically imbue one small arms or basic melee weapon with the [[operative]] weapon special property you’re wielding, treating it as a magic weapon for the purposes of bypassing [[damage reduction]]. In addition, when you imbue your weapon, choose one of the following energy types: acid, cold, electricity, or fire. When you attack with your imbued weapon as a standard action, before making the attack, attempt a Mysticism check with a DC equal to 20 + your target’s CR. If you succeed, you deal an additional 1d4 damage of the chosen energy type. This increases to 1d6 at 3rd level, to 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Your weapon remains imbued for 1 minute, until you imbue another weapon, or until the end of your turn if you cease wielding the weapon, whichever comes first.
At 4th level, when you imbue your weapon, you can also choose one of the following weapon fusions: [[anarchic]], [[axiomatic]], [[defiant]], [[dispelling]], [[disruptive]], [[durable]], [[holy]], [[merciful]], [[seeking]], or [[unholy]]. While imbued, the weapon gains and automatically activates the chosen fusion, even if this fusion would exceed the number of fusions the weapon could normally accommodate, though the fusion must be one that could normally be applied to the weapon. At 10th level, you can also choose from the following fusions: [[corrosive]], [[flaming]], [[frost]], [[ghost killer]], [[shock]], [[thundering]], or [[wounding]]. At 17th level, you can apply two of these fusions to your imbued weapon at one time.
This alternate class feature replaces [[trick attack]], [[debilitating trick]], and [[double debilitation]].
Magical beasts are similar to [[animals]] but can have Intelligence modifiers greater than –4 (in which case the magical beast knows at least one language, though it can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities.
* ''Traits:''
** [[darkvision]] 60 ft., [[low-light vision]]
* ''Adjustments:''
** +2 to Fortitude and Reflex saving throws
** +1 to attack rolls
You're a master of Mysticism and exceptionally skilled at identifying and wielding magic. You gain an expertise die of the same value as that granted to an envoy of your level by the [[expertise]] class feature. You add [[Mysticism]] to your list of class skills, and you add your expertise die to your Mysticism check results instead of your [[Sense Motive]] check results.
You also gain the following limited version of the mystic's [[spells|Mystic Spells]] class feature. You use your Charisma score in place of your Wisdom score when determining the effects of your spellcasting, including the highest level of spell you can cast and the Difficulty Class for saving throws against your spells. Unlike a mystic, your selection of spells and spells per day is extremely limited. You begin play knowing one 0-level mystic spell, and you can cast your 0-level spells three times per day. At 5th level, you learn one 1st-level mystic spell and can cast it once per day. At 9th level, you learn one 2nd-level mystic spell and can cast it once per day. At 13th level, you learn one 3rd-level mystic spell and can cast it once per day. At 17th level, you learn one 4th-level mystic spell and can cast it once per day. Otherwise, this ability functions as the mystic's spells class feature, including the ability to decipher magical inscriptions. You can cast your lower-level spells known using your higher-level spell slots, and you can cast variable-level spells you know using any level of spell slot you have available.
This ability counts as the expertise ability for the purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as [[altered bearing]]), you must expend one of the spell slots you gain from this ability to gain that benefit.
In addition, whenever you would gain a new [[expertise talent]], you can instead choose one spell level that is at least one spell level lower than the highest spell level you can cast using this ability. You learn one additional mystic spell of the chosen spell level and increase your spells per day for that spell level by one, to a maximum of four.
This ability replaces [[expertise]] and [[skill expertise]], and it alters [[expertise talents]].
<<list-links '[tag[Magitech]]' class:index >>
When acting as a magic officer during starship combat, you can use [[Engineering]] in place of [[Mysticism]] to resolve crew actions. You can perform magic officer crew actions as though you had a number of ranks in Mysticism equal to the number of ranks you have in Engineering.
Though this sturdy sword appears to be made of stone when inactive, once powered the blade cracks and melts into a glowing bar of magma held in place by magnetic fields. The incredible heat inflicts grievous injuries on targets. Rhyolite magma blades are the most affordable model, andesite and basalt magma blades have increased intensity, and the formidable plagioclase magma blade is the most dangerous.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|magma blade, rhyolite | 4 | 2,300 | 1d8 F & S | [[wound]] | 1 |[[powered]] (capacity 20, usage 2) |
|magma blade, andesite | 8 | 10,900 | 2d8 F & S | [[wound]] | 1 |[[powered]] (capacity 40, usage 2) |
|magma blade, basalt | 14 | 79,400 | 7d8 F & S | [[wound]] | 1 |[[powered]] (capacity 40, usage 2) |
|magma blade, plagioclase | 19 | 610,000 | 13d8 F & S | [[wound]] | 1 |[[powered]] (capacity 80, usage 2) |
</div>
Magma elementals are fiery stone creatures that look like cooling lava, containing a red-hot heart.
* ''Traits:''
** earth subtype, fire subtype
** ''immunity'' to fire, ''vulnerability'' to cold
** burrow 20 feet
** [[earth glide]]
* ''Languages:'' Ignan
* //Burning Strikes ([[Ex]]):// A magma elemental's slams deal half fire damage and half bludgeoning damage. In addition, on a critical hit, the magma elemental's strikes deal an amount of [[burn]] damage based on the creature's CR, as listed in the table below.
<div class="table-wrapper">
@@margin-left:2.6em;
|CR | Burn Damage |h
|1−5 | 1d4 |
|6−10 | 2d4 |
|11−15 | 3d4 |
|16+ | 4d4 |
@@
</div>
* //Lava Burst ([[Ex]]):// Once per day as a full action, a magma elemental can discharge a pool of lava that covers its space and spaces within its reach to a depth of 3 inches. Covered spaces are difficult terrain, and creatures that move through a space or that occupy a space at the time of the burst take fire damage and gain the [[burning]] condition. The fire damage equals that of the elemental's slam and the condition deals the same amount as the elemental's burning strikes ability. An affected creature can attempt a Reflex save to halve the damage and negate the burning condition. The lava cools after a number of rounds equal to the elemental's CR, causing the spaces to revert to normal terrain. At the GM's discretion, this lava can start fires.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large ooze (fire)
* ''Init'' –2; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +14
!!! DEFENSES
* ''HP'' 120
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +11; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' molten body, split; ''Immunities'' fire, [[ooze immunities]]
* ''Weaknesses'' petrified by water, [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +16 (2d6+12 B & F plus [[grab]]; critical [[burn]] 1d6)
* ''Ranged'' hurl magma +14 (2d6+7 B & F; critical [[burn]] 1d6)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' –2; ''Con'' +4; ''Int'' —; ''Wis'' +2; ''Cha'' –4
* ''Skills'' [[Athletics]] +14 (+22 to climb)
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any underground
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Hurl Magma ([[Su]])'' A magma ooze can hurl magma at a range increment of 20 feet to a maximum range of 100 feet.
''Molten Body ([[Su]])'' Any melee weapon striking the magma ooze takes 2d6 fire damage, ignoring hardness. If the weapon's wielder fails a DC 15 Reflex save, the weapon
gains the [[burning]] condition, which deals 1d6 fire damage that ignores hardness.
''Petrified by Water ([[Ex]])'' When exposed to a least 1 bulk of water, such as in heavy rain or a pool, the magma ooze is [[staggered]] for 1 round. A magma ooze is also staggered for
1 round if it starts its turn in such conditions. A magma ooze staggered in this way for 5 or more consecutive rounds becomes petrified. It remains petrified until the source of the petrification is removed and the ooze succeeds at a DC 20 Fortitude saving throw, which it can attempt at the end of each of its turns.
''Split ([[Ex]])'' If a magma ooze takes cold damage, provided it has at least 12 Hit Points remaining, it splits into two oozes. The new magma ooze appears in an adjacent unoccupied space. If there is no such free space, the ooze doesn't split. Each ooze has half the original's remaining Hit Points. The new ooze acts just after the original ooze in the initiative order.
</div>
Magma oozes are living pools of bubbling molten rock that churn and move of their own accord. They can be found on the Plane of Earth and the Plane of Fire. On the Material Plane, they arise spontaneously from planar influences or bizarre magic, usually in the vicinity of volcanoes. Magma oozes have also been known to form when molten rock is suddenly pulled into the Drift.
A magma ooze has an extraordinarily high body temperature. An agitated magma ooze can jettison chunks of its superheated mass as projectiles of burning rock and protoplasm.
Although mindless, a magma ooze instinctively avoids water and extreme cold. Cold causes the ooze to split, while water causes its body to harden. Prolonged periods of submersion might even harden the ooze's surface into a stiff shell, rendering the creature totally immobile until it emerges and becomes molten once more.
A typical magma ooze is 10 feet wide when its body is spread 6 inches thick. It weighs 2 tons.
Inspired by the red-hot stony body of a [[thermatrod]], magma sledges are the larger cousins of the more agile [[magma blades]]. At first glance, a magma sledge seems like an analog weapon with a steel shaft and a head of solid stone. However, when the weapon powers on, cracks form along the surface show the magma hidden within, held in place with powerful magnetic fields. When slammed into a target, the intense heat and force can send even the most powerful opponents reeling. Factory floors that mass produce magma sledges are often swelteringly hot.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|magma sledge, rhyolite | 5 | 3,100 | 1d10 B & F | [[stagger]] | 2 |[[powered]] (capacity 20, usage 2), [[reach]], [[unwieldy]] |
|magma sledge, andesite | 9 | 13,800 | 3d10 B & F | [[stagger]] | 2 |[[powered]] (capacity 40, usage 2), [[reach]], [[unwieldy]] |
|magma sledge, basalt | 15 | 112,000 | 7d10 B & F | [[stagger]] | 2 |[[powered]] (capacity 40, usage 2), [[reach]], [[unwieldy]] |
|magma sledge, plagioclase | 20 | 850,000 | 12d10 B & F | [[stagger]] | 2 |[[powered]] (capacity 80, usage 2), [[reach]], [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CN Small outsider (elemental, extraplanar, fire)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
* ''Aura'' searing (5 ft., DC 12)
!!! DEFENSE
* ''HP'' 32
* ''EAC'' 15; ''KAC'' 17
* ''Fort'' +6; ''Ref'' +4; ''Will'' +3
* ''Defensive Abilities'' molten body; ''DR'' 5/magic; ''Immunities'' [[elemental immunities]], fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +11 (1d6+4 B & F; critical [[burn]] 1d4)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +4; ''Int'' –1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +8, [[Stealth]] +13
* ''Languages'' Ignan
!!! ECOLOGY
* ''Environment'' any land (Plane of Fire)
* ''Organization'' solitary, pair, flow (3–8), eruption (9–24)
!!! SPECIAL ABILITIES
''Molten Body ([[Su]])'' Any melee weapon striking the magmin takes 1d4 fire damage, ignoring hardness. If the weapon's wielder fails a DC 12 Reflex save, the weapon gains the [[burning]] condition, which deals 1d4 fire damage that ignores hardness.
''Searing Aura ([[Su]])'' A magmin radiates volcanic heat, and any creature that starts its turn in the aura must succeed at a DC 12 Fortitude save or take 1d4 fire damage.
</div>
The mischievous magmins seek places where their native Plane of Fire touches the Material Plane, allowing them to slip between planes. When a magmin appears on the Material Plane, it does so in places of immense heat, such as within lava. An influx of magmins can disrupt magma flows, causing volcanic eruptions and earthquakes.
Though few mortals know what causes magmins to begin their exodus from their home plane, the truth is that magmins aren't very imposing in comparison to other creatures that inhabit the Plane of Fire. Such creatures regularly push magmins around or annex their territory, forcing magmins to migrate, sometimes in large groups. Ousted magmins are untrusting and inquisitive, bombarding intruders with questions in a harsh tone. If magmins dislike the answers to these interrogations, they can become aggressive, even against stronger beings.
Magmin settlements can be found within the protective crust of magma pillars caused by geyser-like eruptions, where many pools of lava can be found. Magmins enjoy dwelling in these pools and use them for all sorts of purposes, much like other species use hot springs. Unlike other species, magmins also use these pools to kill interlopers and cook them, consuming the ash, bones, and minerals left over as a tasty treat.
Magma flows through a magmin's veins and washes over its body, giving off extreme heat. A tiny, fiery heart burns within a magmin, like the core of a terrestrial planet. Few have seen a magmin's heart, however. Magmins cool quickly when they die or disintegrate into the surrounding lava. Cracking a dead magmin open reveals only dense rock and, sometimes, a few even denser gemstones. What magmins lack in height, they make up for in weight. They stand roughly 4 feet tall and weigh around 300 pounds due to their rocky makeup.
One of the manufacturers in the //Idari's// Crucibles, Magnari Pieceworks specializes in the unique magnetic field lock technology used in several kasathan technologies, from the infamous Saga-class warship to the iconic puzzleblades. This modification can be applied to any melee weapon that lacks the [[living]] special property, granting the weapon the [[breakdown]] special property. Such a weapon costs 10% more than normal.
These heavy, durable gloves have powerful electromagnets built directly into the palms and are designed to be worn either directly on the body, or over armor or protective gear. These magnets can be activated as a move action, providing you a +2 insight bonus to [[Athletics]] checks to climb metal surfaces, as well as a +4 circumstance bonus to AC against attempts to disarm you (per the disarm combat maneuver) of metal items that you're holding, consuming 1 charge every hour. As a move action while you are grappling a creature, you can cause the magnegloves to draw together more powerfully, increasing the DC of the [[Acrobatics]] check to escape your grapple or [[pin]] by 2, or by 5 if the creature is wearing metal armor, carrying a significant amount of metal, or made of metal. You can unbind the magnegloves as a swift action. While set to draw together, the magnegloves consume 1 charge each round.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|magnegloves | 4 | 1,950 | 1 | 20 | varies |
</div>
The magnetar rifle uses magnetic fields to accelerate metallic rounds to high speeds. With few moving parts that can break down, it's a workhorse automatic rifle popular among planetary explorers.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|magnetar rifle, tactical | 9 | 11,800 | 2d8 P | 60 ft. | — | 18 rounds | 1 | 2 |[[analog]], [[automatic]] |
|magnetar rifle, advanced | 13 | 53,700 | 4d8 P | 60 ft. | — | 24 rounds | 1 | 2 |[[analog]], [[automatic]] |
|magnetar rifle, elite | 16 | 185,100 | 6d8 P | 120 ft. | — | 36 rounds | 1 | 2 |[[analog]], [[automatic]] |
|magnetar rifle, paragon | 19 | 612,600 | 8d8 P | 120 ft. | — | 48 rounds | 1 | 2 |[[analog]], [[automatic]] |
</div>
This handy tool consists of three circular plates roughly 1 foot in diameter. The top and bottom plates are powerful magnets with identical polarities, while the middle plate is a specially treated ferrous material that holds the entire assembly together as one piece through magnetic attraction but can also be easily pulled out from between the magnetic plates. Magnetic jacks are used to lift heavy objects off the ground. The jack is usually placed under a large or heavy object. As a move action, you can remove the middle plate, causing the top plate to immediately push away from the bottom plate, lifting the object 1 foot into the air above the bottom plate. A magnetic jack can support up to 200 bulk; if more than 200 bulk is placed on the top plate of a magnetic jack, the jack doesn't move. A creature on the top plate of a magnetic jack while it is suspended in the air is flat-footed for as long as it remains on the jack. As a move action, you can reinsert the middle plate between the two magnetic plates, causing the jack to collapse and lower anything it is supporting to the ground.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|magnetic jack | 1 | 450 | 2 |
</div>
A magniscope is a set of goggles equipped with automated magnification-adjustment algorithms. A magniscope grants the same benefit as [[binoculars]], but using it requires only one hand and no actions.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|magniscope | 4 | 2,000 | L | 20 | 1/hour |
</div>
<div class= "statblock">
* ''CR'' 19; ''XP'' 204,800
* LN Medium humanoid (kasatha)
* ''Init'' +11; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +37
* ''Aura'' sandstorm (30 ft., DC 26)
!!! DEFENSE
* ''HP'' 385; ''RP'' 6
* ''EAC'' 33; ''KAC'' 34
* ''Fort ''+18; ''Ref'' +18; ''Will'' +18
!!! OFFENSE
* ''Speed'' 60 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' slam +31 (3d12+25 B)
* ''Multiattack'' 4 slams +25 (3d12+25 B)
* ''Offensive Abilities'' tempered arms (19th level)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +9; ''Con'' +6; ''Int'' +3; ''Wis'' +11; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +37, [[Athletics]] +37, [[Culture]] +32, [[Mysticism]] +37, [[Sense Motive]] +32
* ''Languages'' Common, Kasatha; [[telepathy]] 100 ft.
* ''Other Abilities'' [[multiarmed]] (4), preternatural grace, testament to history
* ''Gear'' bespoke [[echelon fashion]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Preternatural Grace ([[Su]])'' A mahadatari moves with almost unreal agility. As a swift action, they can spend 1 Resolve Point to be affected by //[[haste]]// for 1 minute.
''Sandstorm ([[Su]])'' A mahadatari can call forth the power of Kasath's deserts. As a move action, they surround themself with the swirling winds of a sandstorm. When a creature enters or begins its turn in the aura, it must attempt a DC 26 Reflex save or be [[blinded]] for 1 round and take 4d12 slashing damage (which counts as magic); on a success, it takes half damage and isn't blinded.
''Testament to History ([[Su]])'' A mahadatari is a testament to the history of Kasath and all its people. As a swift action, they can spend 1 Resolve Point to choose three combat feats whose prerequisites they meet and gain one of those feats for 1 minute. As a move action while benefiting from this ability, a mahadatari can exchange the chosen feat for one of the other chosen feats for the remaining duration or until they exchange the feat again.
''Tempered Arms ([[Su]])'' When the mahadatari makes a multiattack with its slams, another set of four ghostly arms materializes and infuses the mahadatari's corporeal arms with magic. All the mahadatari's slam attacks gain the benefits of weapon fusions of the mahadatari's choice until the beginning of their next turn. These weapon fusions must be able to be placed on melee weapons, and multiple fusions can be used on a single slam, but they can't have a combined item level greater than the mahadatari's CR.
</div>
Within the Sholar Adat on the Idari, wise kasathas known as adatas prepare and guard the most treasured cultural memories of their society in the form of technomagically treated slices of kasatha brains. When adatas sort through these memories, they use a machine called the Sensorium. The process of opening their minds to another's memories can be quite exhausting and sometimes dangerous but also very enlightening. Rarely, adatas who undergo this experience multiple times over the course of decades unlock powerful psychic potential, leading them to become mahadataris. Once ascended, a mahadatari usually leaves the Sholar Adat to explore the galaxy on a journey referred to as the Second Tempering.
<div class="statblock">
* ''Levels'' 1–20
* Large animal (aquatic)
* ''Senses'' [[blindsight]] (scent) 60 ft, [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 5 ft.; swim 50 ft.
* ''Melee Attack'' stinger (P)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Ability Modifiers'' Str, Dex
!!! SPECIAL ABILITIES
''Pack Hunter ([[Ex]])'' At the start of your turn, you can designate one creature as your prey. You and your mahoi manta are considered to be flanking your prey so long as both you and your manta are threatening that creature.
''Manta Venom ([[Ex]]; 5th level)'' A mahoi manta’s sting stores a single dose of manta venom that it can choose to inject whenever it successfully hits a target with its sting attack. When you rest for 10 minutes to recover Stamina Points, your mahoi manta regains its dose of venom.
!!! MANTA VENOM
* ''Type'' poison (injury)
* ''Save'' Fortitude
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' progression track is //Sluggish–Stiffened–Staggered–Immobile//; immobile functions as an end state.
* ''Cure'' 2 saves
</div>
Resembling a five-eyed manta ray, a Mahoi manta is the traditional kalo mount and beast of burden. Mahoi mantas forge strong bonds with their favorite riders and range in color from pale greys and blues to black, with a rare few being pale pink or purple.
You maintain a weapon or suit of armor, ensuring it functions at peak performance.
''Activity:'' You spend the day cleaning, fine-tuning, and otherwise maintaining a weapon or suit of armor. You must have access to a [[tech workshop]] or similar facility to use this downtime activity.
''Results:'' If you maintained a weapon, the first time you score a critical hit with that weapon the next day, it deals an additional amount of damage equal to half its item level to the first target hit; this damage is of the same type the weapon normally deals. If you maintained a suit of armor, the first time you're critically hit the next day while wearing that armor, the damage you take is reduced by an amount equal to half the armor's item level.
You keep a watchful eye on your surroundings, hoping for the best but preparing for the worst.
''Activity:'' You take up a sentry position, make regular patrols, or monitor your ship's scanners to watch for trouble.
''Results:'' If this downtime activity is interrupted by combat (including starship combat), you gain a +2 circumstance bonus to the initiative check (or to the first [[Piloting]] check to determine turn order, if you are serving as the captain or pilot of a starship) for that combat. This downtime activity doesn't provide any benefit if you or your allies intentionally seek out combat.
You maintain a ritual without working toward its conclusion, usually so that the ritual leader can rest or perform other actions. You must attempt this action before any other ritual action is attempted in the same round. Attempt a Fortitude saving throw. If you succeed, the ritual is paused for one ritual round; no one can perform a ritual action for the ritual this round, but the ritual doesn’t fail. A ritual can be maintained multiple times, and as long as the saving throws succeed, the ritual can be resumed with the next ritual action required by the script.
You start ripping open access panels, turning secured valves, and manually bypassing safety systems to help the engineer get more out of their systems when they take the [[divert]] or [[overpower]] action. Attempt an [[Acrobatics]] or [[Athletics]] check (DC = 10 + 1-1/2 × your starship's tier). If you succeed and the engineer also succeeds at their check to divert, they can provide the normal benefit from divert to two different systems instead of only one. If the engineer instead succeeds at their check for the overpower action, they can choose four different systems to divert power to instead of three. In either case, no system can benefit twice from the same action. If you fail your check by 10 or more, you overtax the ship's systems without adding any useful capacity, and all engineer actions performed this turn take a –2 penalty.
''Critical:'' Your assistance gives the engineer more time to perform their action. The next time an engineer attempts an [[Engineering]] check to [[divert]] power, they can roll twice and take the better result.
Your inner shapeshifting potential allows you to attain increasingly powerful draconic forms.
''Prerequisites:'' 7th level, Cha 15, [[Minor Draconic Form]]
''Benefit:'' The //[[polymorph]]// spell-like ability granted by [[Minor Draconic Form]] now functions as a 3rd-level spell. At 11th level, the spell-like ability instead functions as a 4th-level spell. Each time the level of the spell-like ability increases, you create a new predetermined polymorph form that has the dragon type for this spell-like ability; this replaces any other predetermined form you’ve learned for the spell-like ability.
You have learned a broad range of additional powerful magic.
''Prerequisites:'' Key ability score 23, [[Eldritch Lore]], [[Greater Eldritch Lore]], [[Lesser Eldritch Lore]], [[Minor Eldritch Lore]], caster level 16th, 16 levels in a class with a class spell list.
''Benefit:'' You gain one additional 4th-level spell known from your class spell list.
Nature's power flows through you, allowing you to warp your enemies or shroud you from harm.
''Prerequisites:'' Wis 15, [[Minor Naturalism]], [[Naturalism]], character level 7th.
''Benefit:'' Select one of the following 2nd-level spells: //[[baleful polymorph]]//, //[[fog cloud]]//, or //[[resist radiation]]//. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Wisdom. If you select //baleful polymorph// with this feat and have already selected the 1st-level version of //baleful polymorph// with the [[Naturalism]] feat, you can replace the spell selected with Naturalism with another spell listed in the Naturalism feat.
You have a significant natural psychic ability.
''Prerequisites:'' Cha 15, [[Minor Psychic Power]], [[Psychic Power]], character level 7th.
''Benefit:'' Select one of the following 2nd-level spells: //[[augury]]// or //[[status]]//. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.
You wield illusions that misdirect, deceive, or entertain an audience.
''Prerequisites:'' Cha 15, [[Minor Stage Magic]], [[Stage Magic]], character level 7th.
''Benefit:'' Select one of the following 2nd-level spells: //[[holographic image]]//, //[[invisibility]]//, or //[[mirror image]]//. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. If you select //holographic image// with this feat and you have already selected //holographic image// with the [[Stage Magic]] feat, you can replace the spell selected with Stage Magic with another spell listed in the Stage Magic feat.
<div class="statblock">
* ''Levels'' <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
While this spell lasts, nearly invisible tendrils of energy surround you. As part of casting this spell or as a move action once per round, you can direct the energy to do one of the following.
* Attempt a [[dirty trick]] combat maneuver as a melee attack against an adjacent creature. When attempting this melee attack, you can use your key ability score modifier in place of your Strength modifier.
* Direct bothersome and distressing sensations against an adjacent creature. That creature must succeed at a Will save (DC = 12 + your key ability score modifier) or become [[flat-footed]] until the beginning of your next turn.
* Grant you [[concealment]] until the start of your next turn.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one object of up to 1 bulk/level or one construct of any size
</div>
This spell functions as //[[mending]]//, except it restores 5d6 Hit Points when cast on an object or construct creature.
//Make whole// can fix destroyed magic items, and it restores the magic properties of the item if your technomancer level is at least twice the item's level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can't be repaired in this way. When you cast //make whole// on a construct, the spell bypasses any immunity to magic as if the spell did not allow [[spell resistance]].
Once per day when you successfully attack a foe with a weapon with the //malediction// fusion, as a reaction you can cast //[[bestow curse]]// on the target as a spell-like ability (using the weapon's item level as the caster level). This does not provoke an attack of opportunity. If the weapon with this fusion has an item level of 14 or higher you may use this ability twice per day, and if it has an item level of 19 or higher you may use this ability three times per day. A weapon cannot have the //malediction// fusion if it also has either the //[[holy]]// or //[[merciful]]// weapon fusions.
A malfunctioning system is difficult to control. Crew actions involving the system (except the [[hold it together]] and [[patch]] engineer actions) take a –4 penalty. Also, crew members can't take push actions using that system. If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.
While starship autopilot systems are fairly efficient navigators, you can shave off a bit of travel time with skilled micromanagement of a ship's course, taking advantage of opportunities provided by the ever-shifting nature of the Drift or fluctuations in microgravity in normal space.
''Activity:'' As the pilot of a traveling starship, attempt a [[Piloting]] check to navigate with a DC equal to 10 higher than the DC for plotting the initial course. You can't take 20 on this check.
''Results:'' On a success, you reduce your total travel time by 6 hours. If you fail by 5 or more, you instead add 6 hours to the trip. If you fail by 10 or more, you also suffer more serious consequences as normal. You can't reduce the total travel time below its normal minimum plus the number of days spent managing the course. For example, a trip to the Vast during which the Pilot spends 3 days successfully managing the course can't be reduced below 8 days (5 minimum for the trip plus 3 days spent managing course). Only one creature can perform this activity for a given starship each day.
You move your starship up to its speed. You can also attempt a [[Piloting]] check (DC = 15 + 1-1/2 × your starship's tier) to reduce your starship's distance between turns by 1 (to a minimum of 0).
''Critical:'' Fancy flying keeps you safe through incoming fire. You gain the effects of a successful [[evade]] stunt until the start of the next round.
You're exceptionally skilled at all manner of self-defense, allowing you to easily perform and defend against combat maneuvers. Choose one combat maneuver. When resisting this combat maneuver, you gain a bonus to KAC equal to the minimum result of your expertise die. Additionally, if you attempt an attack roll to resolve the chosen combat maneuver, you can spend 1 Resolve Point as part of the action to add your expertise die to the attack roll's result as an insight bonus. Once you have added this bonus to a combat maneuver attack roll, you can't do so again until you have regained Stamina Points following a 10-minute rest.
You must have the [[combat expertise]] alternate class feature to select this expertise talent. You can take this expertise talent multiple times. Its effects do not stack. Each time you take it, it applies to a different combat maneuver.
Consisting of a series of durable arm plates strapped across a limb, these weapons serve a dual purpose of offense and defense. While ancient manicas may have taken time to don, modern-day versions cover the arm quickly with the assistance of spring-loaded mechanisms. Gladiator manicas are favored by players of martial sports such as brutaris, despite their ungainly size preventing other weapons being wielded with the same hand.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|manica, tactical | 1 | 360 | 1d8 B | [[push]] (5 ft.) | 1 |[[analog]], [[block]], [[unwieldy]] |
|manica, advanced | 6 | 4,280 | 2d8 B | [[push]] (5 ft.) | 1 |[[analog]], [[block]], [[unwieldy]] |
|manica, elite | 11 | 25,600 | 4d8 B | [[push]] (10 ft.) | 1 |[[analog]], [[block]], [[unwieldy]] |
|manica, paragon | 16 | 172,600 | 9d8 B | [[push]] (15 ft.) | 1 |[[analog]], [[block]], [[unwieldy]] |
</div>
With your improved command of your nanites, you split them into multiple arrays: a more potent primary array and a weaker secondary array. Your primary array calculates its effects using your full nanocyte level, whereas your secondary array calculates its effects using your nanocyte level – 4. You can create and sustain multiple clouds or pieces of gear simultaneously, though you can sustain only a single sheath array at a time. You must use separate actions to direct your nanites into each array.
At 15th level, you can split your array into three forms simultaneously: a primary form using your full level to calculate its effects, a secondary form using your level – 4, and a tertiary form using your level – 8.
You’ve optimized your [[energy shield]] to protect multiple targets simultaneously. When you activate your energy shield trick, you can create energy shields targeting a number of creatures within your melee reach equal to your one-fourth your mechanic level. Each target gains a number of temporary Hit Points equal to your Intelligence modifier. In addition, you distribute an additional number of temporary Hit Points equal to your mechanic level between the shielded creatures; if you have the [[boost shield]] trick, you instead distribute additional temporary Hit Points equal to twice your mechanic level. You must have the [[projected shield]] mechanic trick to select this trick.
Moving or manipulating an item is usually a move action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one piece of unattended technology; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no (harmless)
</div>
You can briefly align your will to the circuitry or structure of an unattended technological weapon or a technological item with a usage entry, provided the target has an item level equal to or lower than your caster level + 3. The target can even have the [[broken]] condition. When you do so, you can cause the item to act as if you activated it without moving it from its space. If the target is a weapon, you can cause it to fire or activate for the rest of your turn. Then, you can make one attack against a creature in range using your ranged attack bonus plus your Intelligence modifier or your melee attack bonus plus your Intelligence modifier, whichever is applicable for the weapon you activate. If the target is a technological item with a usage entry, the item activates for the time listed in that usage entry. This spell provides any charges or ammunition used by your activation.
Some vehicles are fitted with appendages ending in manipulating mechanisms such as digits and pincers. Such a vehicle is treated as a tall creature of the same size category for the purpose of determining the reach of its manipulators, and each manipulator can hold up to 10 × the vehicle's item level in bulk. Manipulators are generally too large and clumsy for delicate tasks such as operating equipment designed for Medium and smaller creatures.
A manipulator's EAC is equal to 4 + the vehicle's EAC and its KAC is equal to the 4 + the vehicle's KAC. It has Hit Points equal to 3 × the item level of the vehicle and hardness equal to half the vehicle's hardness. A manipulator that has lost at least half of its total Hit Points gains the [[broken]] condition, imposing a –2 penalty to [[Piloting]] checks to control the manipulator and to the DC of checks to escape the manipulator. Damage done to a vehicle's manipulator doesn't affect the vehicle's Hit Point total.
A vehicle's pilot (or one of its complement) can control a manipulator in the following ways, though only one person can control a manipulator in a round.
!! Crush
As a standard action, you direct the manipulator to clamp tighter around a held creature or object (see Grab below), dealing half the vehicle's collision damage. The creature or object can halve this damage by succeeding at a Fortitude saving throw (DC = 10 + the vehicle item level).
!! Grab
As a standard action, you direct the manipulator to grab at a target within its reach by attempting a [[Piloting]] check (DC = 10 + the target's KAC). On a success, the target is grappled by the manipulator. If the target is a creature, it gains soft cover and the [[grappled]] condition while held by the manipulator. If the result of your Piloting check exceeded the DC by 5 or more, the creature is instead [[pinned]]. A creature held by a manipulator can use the escape action to free itself by succeeding at an [[Acrobatics]] check (DC = 10 + the vehicle's KAC), but it can't grapple the vehicle in return.
If the target of a successful grab is another vehicle, both vehicles are considered to be connected by a rigid [[tether|Tethered Vehicles]].
!! Slam
As a standard action, you direct the manipulator to strike a target within its reach by attempting a [[Piloting]] check (DC = 5 + the target's KAC). On a success, the manipulator deals half the vehicle's collision damage to the target.
If the target of the slam action is a creature, it can attempt a Reflex saving throw against the vehicle's collision DC to halve the damage. If the target of the slam action is another vehicle, the pilot of the defending vehicle can attempt a Piloting check to halve the damage, with a DC equal to the result of your Piloting check.
<div class= "table-wrapper">
|Modification | Level | Price |h
|manipulator | 5 | 3,000 |
</div>
Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty.
A //mantle of willpower// is a garment that covers the shoulders, sometimes with a hood and sometimes including a longer cape. High-ranking members of the Knights of Golarion and the Stewards have been known to wear such mantles, as they help keep you calm and in control of your faculties.
While wearing this mantle, you gain a +2 enhancement bonus to saving throws against mind-affecting effects. In addition, as a standard action, you can spend 1 Resolve Point to end all mind-affecting effects you are currently suffering from. If a mind-affecting effect renders you unable to take or determine your actions, you can spend 1 Resolve Point to end all mind-affecting effects you are currently suffering at the start of your turn, but you are then [[stunned]] until the start of your next turn. You can spend up to 2 Resolve Points per day to activate the mantle's abilities. Once you spend any Resolve Points using a given //mantle of willpower//, that mantle won't work for anyone else for 24 hours and you can't use a different one for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//mantle of willpower// | 12 | 37,000 | 1 |
</div>
Manual realignment of the ship's sensors to better focus on an opposing starship can help the science officer get better results when using the ship's sensors to glean information about the other vessel. Attempt an [[Acrobatics]] or [[Athletics]] check (DC = 10 + 1-1/2 × your starship's tier). If you succeed and the science officer also succeeds at their check to perform the [[scan]] action, they receive one additional piece of information, as though their result were 5 higher. If you fail the check by 10 or more, you knock the sensors out of alignment altogether, and no check to scan can be attempted this round as the system recalibrates.
''Critical:'' Your assistance makes the science officer's scan easier to perform. The next time a science officer attempts a [[Computers]] check to [[scan]], they can roll twice and take the better result.
Followers of the Prophecies of Kalistrade use //manufacturing// weapon fusions to ensure they are never without ammunition (or gouged by isolated traders for ammunition), even on long trade missions. This fusion often makes the weapon pearly white with gold accents. You can add up to 400 credits of UPBs to a //manufacturing// weapon as a swift action. When you do, the fusion's magic instantly manufactures ammunition inside the weapon worth an equal amount (which might mean recharging a battery) up to the maximum the weapon can carry. This ammunition is nonmagical and can be removed normally.
A many-handed weapon is a longarm, heavy weapon, or two-handed melee weapon that normally requires two hands to wield properly but has been modified to require four hands. This innovation adds triggers, grips, balance points, and braces or stocks requiring two shoulders. A creature without at least four limbs cannot wield a many-handed weapon. Someone with ranks in [[Engineering]] equal to the weapon's item level can add or remove the many-handed special property at a cost equal to 10% of the weapon's price. Doing either requires 4 hours of work.
When a many-handed weapon is used to make a full attack, if the first attack hits, the second attack has a +1 bonus to its attack roll if the attack is made against the same target.
You use your many limbs to counter combat maneuvers.
''Prerequisites:'' Four or more arms.
''Benefit:'' As long as you are not [[flat-footed]], [[paralyzed]], [[staggered]], [[stunned]], or [[unconscious]], you gain a +2 bonus to your KAC against combat maneuvers.
<div class="statblock">
* ''CR'' 19; ''XP'' 204,800
* N Huge construct (magical)
* ''Init'' +6; ''Senses'' [[blindsense]] (vibration) 60 ft., [[blindsight]] (thought, gibbous phase only) 200 ft.; [[darkvision]] 60 ft.; [[low-light vision]]; ''Perception'' +37
!!! DEFENSE
* ''HP'' 350 ''RP'' 7
* ''EAC'' 32; ''KAC'' 33
* ''Fort'' +14; ''Ref'' +14; ''Will'' +19
* ''Defensive Abilities'' [[fast healing]] 10, [[unflankable]]; ''DR'' 15/cold iron; ''Immunities'' [[construct immunities]], change phase
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +30 (9d8+30 B)
* ''Ranged'' energy beam +28 (5d10+19; critical [[stagger]])
* Multiattack (crescent phase only) 3 slams +24 (9d8+30) or 3 energy beams +22 (5d10+19; critical [[stagger]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' create darkness, phase radiance
* ''Spell-Like Abilities'' (CL 19th)
** 4/day—change phase (//[[chain surge]]//, //[[control gravity]]//, //[[gravitational singularity]]//, //[[mind thrust]]// [6th level], //[[veil]]//)
** At will—change phase (//[[confusion]]//, //[[dimension door]]//, //[[gravity well]]//, //[[greater invisibility]]//)
!!! STATISTICS
* ''Str'' +11; ''Dex'' +6; ''Con'' —; ''Int'' +4; ''Wis'' +9; ''Cha'' +3
* ''Skills'' Mysticism +32, Sense Motive +32; change phase
* ''Languages'' Aklo, Common, Sylvan; telepathy 200 ft. (gibbous phase only)
* ''Other Abilities'' change phase, spaceflight, unliving
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary or vendetta (many-miened one plus 2–8 [[lucandrians]])
!!! SPECIAL ABILITIES
''Change Phase ([[Su]])'' A many-miened one has a multitude of faces spaced about its floating head, and once per round it can rotate its head to display a different face representing one of five lunar phases: crescent, full, gibbous, half, or new. Each phase grants the construct one or more special abilities, a skill with a +32 bonus, and immunity to one damage type. Most phases also grant several spell-like abilities, and a many-miened one can cast its 6th-level spell-like abilities four times per day in any combination. A many-miened one's phase continues until the construct changes its phase again, at which point it loses its earlier phase benefits and gains the new phase benefits immediately.
@@.special
* //Crescent:// The crescent moon phase grants the construct destructive speed. The phase's damage is electricity, the skill is [[Intimidate]], and the spell-like abilities are //[[chain surge]]// and //[[dimension door]]//. The many-miened one gains the multiattack ability usable with its slam and energy beam attacks. It also gains a +3 bonus to Reflex saving throws and a +10-foot enhancement bonus to its speed.
* //Full:// The full moon phase grants the construct blazing combat power. The phase's damage is fire, the skill is [[Athletics]], and the phase grants no spell-like abilities. The many-miened one gains a +2 enhancement bonus to its attack rolls, Fortitude saving throws, and AC. In addition, it gains the [[Cleave]], [[Deadly Aim]], [[Great Cleave]], and [[Penetrating]] attack feats.
* //Gibbous:// The gibbous moon phase grants the construct powerful telepathic abilities. The phase's damage is sonic, the skill is [[Bluff]], and the spell-like abilities are //[[confusion]]// and //[[mind thrust]]// (6th level). The many-miened one gains [[telepathy]] and [[blindsight]] (thought) with ranges of 200 feet each. It can also apply the [[blast]] special weapon property to its energy beam attack, reducing the range increment for such attacks to 60 feet.
* //Half:// The half moon phase grants the construct poise and gravity powers. The phase's damage is acid, the skill is [[Acrobatics]], and the spell-like abilities are //[[control gravity]]//, //[[gravitational singularity]]//, and //[[gravity well]]//. The many-miened one gains the [[Deflect Projectiles]] feat as well as a fly speed of 60 feet with perfect maneuverability.
* //New:// The new moon phase grants the construct stealth and suppression abilities. The phase's damage is cold, the skill is [[Stealth]], and the spell-like abilities are //[[greater invisibility]]// and //[[veil]]//. The many-miened one gains [[spell resistance]] 30 and the [[Dispelling Strike]] feat.
@@
''Energy Beam ([[Su]])'' A many-miened one's energy beam has a range increment of 80 feet. When making its first energy beam attack of its turn, the construct can give the attack the [[line|Line (weapon property)]] and [[unwieldy]] special weapon properties. The damage type dealt by the energy beam is based on the construct's current phase.
''Phase Radiance ([[Su]])'' A many-miened one can cause its slam attack or any weapon it wields to deal half its damage as another type of damage based on the construct's current phase: acid (half), cold (new), electricity (crescent), fire (full), or sonic (gibbous).
</div>
The lunar fey known as [[lucandrians]] cherish their young, in part because the process of creating lucandrian offspring is so difficult. When outside forces such as mining ventures, military tests, or crystal hunters destroy a lucandrian creche, the community gathers its broken children and enacts a dire ritual. The rite combines some of the survivors and the lost children's spirits into a magical construct intended for one purpose: vengeance.
Known as many-miened ones, these constructs are devastating forces of destruction composed primarily of lunar dust and moon crystal cemented together by soul quintessence to create extraordinarily tough bodies. Their multifaceted heads float and rotate atop neckless bodies, and like a many-sided die, each facet bears a different face. When contemplating an obstacle, the head periodically rotates to bring different faces to bear, relying on the various faces' unique magical abilities to overcome threats and fulfill the construct's vendetta. These powers draw power from the many-miened one's origin moon, shifting abilities as the many-miened one embodies the moon's different phases.
While a many-miened one's body is nearly impervious to damage and houses devastating magic, the constituent lucandrians that are bound within it all maintain some semblance of their identities and willfulness, deferring to the lucandrian whose face is currently dominant. An enraged many-miened one adeptly maneuvers and fights, effortlessly changing
its lunar phase to devastating effect. Only the ruination of whatever entity destroyed the children is sufficient to sate their quest for vengeance, though the exact means and fulfillment may evolve over time.
There is no single fate for those many-miened ones who fulfill their objectives. Some continue seeking vengeance, either blindly lashing out at others or seeking out strangers in need of avenging angels. Others become wise counselors who advise lucandrian communities while trying to achieve inner calm and true union between their individual personalities. In rare cases, a many-miened one ritually disassembles itself, striving to reform the fey who sacrificed themselves to create the construct. This severing is almost always fatal, only occasionally creating a single lucandrian survivor haunted by the sudden absence of
their myriad comrades.
!! Many-Miened Shield
Although the prototypes for many-miened shields were built from the remains of a many-miened one, most many-miened shields are manufactured. Each is a hardened bulwark whose crystalline structure allows it to reconfigure its auxiliary features to create an adaptive defense.
{{Many-Miened Shield}}
A many-miened shield functions as a [[knight's shield]] that deals bludgeoning damage when used to make unarmed strikes. A many-miened shield can accommodate five total armor upgrades; however, only two of the upgrades can be active at any time. As a move action (or as part of the move action used to align the shield against an opponent), you can deactivate either of the two active armor upgrades and simultaneously activate one of the shield's inactive armor upgrades.
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|many-miened shield | 19 | 555,000 | +1/+3 | +6 | –1 | 1 |special |
</div>
Maps come in all shapes and sizes, and in varying degrees of quality as well. Most maps are digital files that can be downloaded onto a computer, but physical maps are also available. The prices listed below are for both digital or physical maps. There are two broad categories of maps: survey and navigational. Survey maps are usually made when an area is first discovered and surveyed. They describe the general shape and features of the region but lack detail and precision. Navigational maps, by contrast, are based on detailed explorations. They are extremely accurate and have in-depth detail on the detailed region's features. In addition, maps differ based on the size of the area they cover: local maps depict an area up to 1,000 square miles, regional maps depict an area up to 10,000 square miles, planetary maps depict an entire planet, and system-wide maps depict an entire star system.
A map grants you a circumstance bonus to [[Survival]] checks perform the orienteering task or [[Piloting]] checks to navigate within the region detailed by the map; survey maps grant a +1 bonus, and navigational maps grant a +2 bonus. You gain the bonus for using a map only if you are traveling directly through the area depicted by the map. For instance, you gain no bonus from a planetary map when navigating on foot through the streets of a settlement, but you would gain the bonus when plotting a course to a different location on that planet.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|map, survey | 1 | 20 | — |
|map, navigational | 1 | 80 | — |
</div>
By moving through a system and making multiple sensor sweeps, you search for any sign of large gravity wells in the system and learn the location of various planets and other astronomical bodies.
''Activity:'' You spend the day as a starship's science officer, exploring large swaths of a system and making numerous sensor sweeps to search for signs of large gravity wells. At the end of the day, attempt a [[Computers]] check with a DC based on the kind of sensors installed in your starship. The DC is 25 when using short-range sensors, 20 when using medium-range sensors, and 15 when using long-range sensors. You can't take 20 on this check, and you apply your scanner's modifier to the check. Cut-rate scanners have a DC of 30 or higher, or they may not be usable for this activity, at the GM's discretion. Only one character per starship can perform this downtime activity each day.
''Result:'' On a success, you are able to pinpoint 1d3 gravity wells (of those you haven't yet discovered, and at the GM's discretion). You are then able to perform the [[celestial analysis]] downtime activity and travel to those locations.
Maraquoi are the primary native race of Marata, one of Bretheda's moons. A primitive culture until relatively recently, maraquoi have made rapid technological advances as a result of interplanetary trade, yet they maintain many of the traditions of their ancestors. Maraquoi stand slightly taller than humans on average, and their bodies are covered with silky fur that acts like thousands of tiny antennae, transmitting sound to their sensitive skin. Maraquoi also each have a prehensile simian tail that allows them to manipulate objects.
More than anything else, the maraquoi's complex genders and familial structures set them apart from other races. Where many humanoid races in the Pact Worlds have a binary system of sexual reproduction, maraquoi have seven different sexes, each playing a different role in the process of reproduction. The ilsha, qsha, and susha (roughly translated to "earth-sire," "sky-sire," and "water-sire," respectively) each contribute genetic material to the uisha ("sharer"). Shortly thereafter, the uisha passes the fetal maraquoi on to a klsha ("bearer"), who carries the child to term. Once born, the infant maraquoi must be passed on to a mesha ("cradle"), who carries the child in a marsupial-style pouch and nurses them until they wean. The most unusual sex might be the zysha ("facilitator"). While a zysha does not have much to do with the physical process of reproduction, their presence throughout is vital, as they somehow still pass on elements of their genetic code to the developing maraquoi. Monogamous marriage and similar traditions are unknown in traditional maraquoi culture, and despite the influx of media from other worlds, most maraquoi remain perplexed or amused by the concept.
Maraquoi culture has a deep respect for life and the notion of family. The loss of several tribe members could prevent reproduction altogether, and so every life must be protected and treasured. This applies to other forms of life as well, and each hunt is traditionally followed by a ritual honoring the slain beast. Nearly all maraquoi consider themselves part of a single extended family, and intertribal conflict is rarely lethal. At the same time, the abundance of predatory fauna on their home world means that maraquoi warriors are both common and extremely skilled, using their abilities to guard their tribes. The practice of turning to mercenary work on other planets has deeply divided the maraquoi in recent generations: some believe there's no conflict with their belief system so long as they never kill other maraquoi, while others rail against what they see as an abandonment of virtue and the exploitation of their noble guardians by outside interests. Even maraquoi mercenaries, however, retain much of their traditional honor system, with rituals recognizing fallen friends and foes alike.
Many maraquoi treasure their ancient hunter-gatherer customs, and some tribes still dwell in cliffside caves and split-log longhouses in the deep forests, with only basic technological conveniences. Others follow cattle-lizard herds across rocky plateaus but use modern vehicles and weapons. Still others seek to fully industrialize, and in recent years they have created impressive urban settlements, mining and exporting the planet's natural resources in violation of the traditionally communal approach to property. Tensions are increasing between the various groups, and some maraquoi fear that their society is on the verge of fracturing beyond repair.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Dex
* ''Hit Points:'' 5
* ''Size and Type:'' Maraquoi are Medium humanoids with the maraquoi subtype.
* ''Blindsense:'' Maraquoi sense sound through their skin rather than with ears, gaining [[blindsense]] (sound) with a range of 30 feet.
* ''Climber:'' Maraquoi have a climb speed of 20 feet.
* ''Low-Light Vision:'' Maraquoi have [[low-light vision]].
* ''Natural Hunter:'' Maraquoi receive a +2 racial bonus to [[Survival]] skill checks.
* ''Prehensile Tail:'' A maraquoi's tail is as effective as a hand at manipulating objects, which allows them to wield and hold up to three hands' worth of weapons and equipment. This does not increase the number of attacks they can make during combat.
A popular substitute for natural talent among less scrupulous athletes, a //marathon serum// negates the first 5 nonlethal damage you would take from hustling or forced marches performed over the next 12 hours. During this time, the serum also grants you a +2 resistance bonus to Constitution checks made to resist nonlethal damage from extended exertion, and to Fortitude saves made to resist effects that would make you [[fatigued]] or [[exhausted]].
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//marathon serum// | 3 | 240 | L |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* CN Large outsider (aquatic, extraplanar, water)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +11; ''Will'' +10
* ''Defensive Abilities'' water mastery
!!! OFFENSE
* ''Speed'' 20 ft., swim 60 ft.
* ''Melee'' slam +22 (2d10+15 B; critical [[knockdown]])
* ''Ranged'' water bolt +20 (5d4+9 B & C; critical [[blind]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' vortex (4d6+9 B, DC 16, 1/10 minutes)
* ''Spell-Like Abilities'' (CL 9th)
** 1/year—//[[wish]]// (for non-genies only)
** 1/day—//[[holographic image]]// (4th level, DC 17)
** 3/day—//[[invisibility]]//, //[[see invisibility]]//
** At will—//[[arcane sight]]//, //[[fog cloud]]//, //[[life bubble]]//, //[[plane shift]]// (willing targets to Elemental Planes, Astral Plane, or Material Plane only)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +4; ''Int'' +2; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Athletics]] +22, [[Diplomacy]] +17, [[Mysticism]] +17, [[Sense Motive]] +17, [[Stealth]] +17
* ''Languages'' Aquan, Auran, Common, Ignan, Terran; [[telepathy]] 100 ft.
* ''Other Abilities'' [[amphibious]], [[change shape]] (humanoid)
* ''Gear'' gold [[AbadarCorp travel suit]]
!!! ECOLOGY
* ''Environment'' any (Plane of Water)
* ''Organization'' solitary, pair, company (3–6), or band (7–12)
!!! SPECIAL ABILITIES
''Water Bolt ([[Su]])'' As a standard action, a marid can emit a bolt of heat-sapping water in a 60-foot line. The marid can choose whether or not this line of water deals damage. Regardless, the line ends the [[burning]] condition on any creature it hits and puts out fires in its area. If a fire is magical, it goes out only if its creator is of a CR or level equal to or lower than the marid's CR. In addition, the marid can cause the bolt to be continuous. Doing so has no additional effect on targets already within the line, but anything that moves across the line is attacked using the original attack roll and damage. A target the line hits but doesn't damage blocks the line as normal. If an existing blockage is removed, the line extends out to its maximum range unless blocked anew, and it can damage creatures and objects it failed to reach previously. The marid can't damage a target more than once per round with this continuous line. If the marid moves from where the line was initiated, the line ends immediately.
''Water Mastery ([[Ex]])'' Waterborne creatures take a –1 penalty to attack and damage rolls against a marid.
</div>
While they are powerful elemental outsiders, marids are also among the most freewheeling, fun-loving, and capricious of genies. Others among their extraplanar kin—especially [[efreet]] and [[shaitans]]—see marids as annoyingly mercurial or embarrassingly frivolous, while marids find their dour counterparts too serious or rigid.
Most marids are passionate about their pursuit of creativity and knowledge, including artistic endeavors, such as dance or storytelling, and scholarly pursuits, such as science or engineering. Curious and outgoing, they also enjoy the company of other peoples. Many travel in search of new experiences, wider audiences, and fellow philosophers; the Material Plane is a common destination, especially watery worlds or moons, such as Kalo-Mahoi.
Marids claim to rule the Plane of Water, but the truth is that they are divided into numerous nations there. Although these states rarely engage in open conflict, they work together equally as rarely. Most ruling marids, usually monarchs, are as individualistic and capricious as the genies they rule. Marid society has complex rules of hospitality, developed over eons, to rein in their worst impulses. They also have a tradition of rewarding those they find worthy. Marids are most likely to grant a wish to another romantic or visionary, but even these whimsical genies use their reality-altering power with great care.
A typical marid stands 16 feet tall and weighs 2,500 pounds.
You've been trained with a particular set of abilities to excel at taking down enemies. Your [[specialization]] doesn't grant you [[Skill Focus]] or free skill ranks with its associated skills. Instead, you can mark for death one opponent within 100 feet that you're aware of as a move action. As long as that target is in sight, you gain a +1 enhancement bonus to attack rolls and the save DC of your operative class features and weapon critical effects against that foe. Marking a target for death focuses all of your attention on that foe, causing you to take a −2 penalty to AC and Reflex saves against attacks and effects that do not originate from the marked foe. You can end this effect as a swift action or a reaction, and designating another target causes you to immediately lose this bonus against the previous target.
At 7th level, whenever you hit a [[flat-footed]] foe that you've marked for death with a trick attack, you can spend 1 Resolve Point to force the target to attempt a Fortitude save (DC = 10 + half your operative level + your Dexterity modifier). If the target fails this save, any condition you imposed on the target with [[debilitating trick]] has a duration of 1 round per operative level you have. If your target succeeds, you still apply all the normal effects of your trick attack.
This ability alters [[specialization]] and replaces [[specialization skill mastery]].
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* NE Medium undead
* ''Init'' +4; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +11; ''Ref'' +7; ''Will'' +13
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tactical [[knife]] +17 (2d4+10 S)
* ''Ranged'' advanced [[semi-auto pistol]] +15 (2d6+8 P)
* ''Offensive Abilities'' strangle
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' —; ''Int'' +6; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Computers]] +21, [[Culture]] +16, [[Engineering]] +21 (+26 to disable life-support systems), [[Stealth]] +21, [[Survival]] +16
* ''Languages'' Common, 1 other language known in life
* ''Other Abilities'' sabotage life support
* ''Gear'' [[kasatha microcord]] III, advanced [[semi-auto pistol]] with 30 small arm rounds, tactical [[knife]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or desolation (2–5)
!!! SPECIAL ABILITIES
''Sabotage Life Support ([[Ex]])'' A marooned one gains a +5 bonus to [[Engineering]] checks to disable a device that provides life support.
''Strangle ([[Su]])'' When a marooned one succeeds at a grapple combat maneuver, the target must attempt a DC 18 Fortitude save. If the target fails, it takes 1d12+10 bludgeoning damage and 1d4 Constitution damage; if it succeeds, it takes half the bludgeoning damage and negates the Constitution damage.
</div>
There is a special psychological pain in watching your last chance of survival slip out of sight. Those who are left behind to die in the cold of space—whether on a deserted asteroid or a derelict ship—sometimes arise as a special type of undead called a marooned one. Whether they died of asphyxiation, dehydration, or starvation, unfortunate souls that arise as marooned ones have a desiccated look, with taut skin stretched across their bones. Depending on how long it took them to die, they may have patched environment suits or other signs of their attempts to prolong their isolated lives as long as possible. Many show evidence of madness, both from the psychological pain of their abandonment and from the supernatural dread of the horrific transformation that awaits them just on the other side of death. They often have elaborate tattoos or ritual scarification—marks to count each day of their abandonment are common—or signs of dramatic self-harm, sometimes even including obvious signs of suicide from last-ditch efforts to end their loneliness or avoid the undead eternities that await them. Regardless of their mortal forms or alterations thereto, all marooned ones are distinguishable from similar undead by their glowing, ice-blue eyes and mouths that open unnaturally wide in cheek-splitting and jaw-cracking screams of fury.
Marooned ones inevitably remain near the place of their abandonment, ironically assuring that nobody recovers their remains or otherwise disturbs their final resting place without paying the price. While they have nearly as much intelligence as they did in life, their original personalities erode quickly under the corrosive power of the malicious energies reanimating them, and they use their cognition and what remains of their memories in service of a single purpose: causing other living creatures to suffer the same fate as they did.
The only time one of these undead feels something close to pleasure is when it forces or tricks a group of intruders in its territory into leaving one of their own behind. The marooned one avoids killing this castaway if possible, instead attempting to bond with the victim over their shared fate, increasing the chance that the intruder rises as a marooned one when it dies. This bonding can seem strangely caring; as soon as its victim's fate is sealed, a marooned one gives every appearance of sympathizing with its prey, even giving advice on how to continue to survive in their current environment as long as possible. This emotion is hollow, however, for a marooned one can never be convinced to allow a victim to escape, and what personality the undead manages to manifest during these conversations inevitably fades again with the victim's death and rebirth as a fellow undead. Once such a transformation occurs, the marooned ones show little interest in one another, waiting in total silence for more of the living to wander into their shared territory.
Marooned ones can operate any equipment they could in life and, as a representative sample of spacefarers, are often quite technologically savvy. They are frequently armed with weaponry appropriate to their earlier station, but they use such arms mostly to threaten and intimidate, and they prefer to strangle victims to death if marooning them isn't possible. Their technological acumen is also a major part of their threat, as starship crews sometimes don't realize they're in danger until a marooned one has already quietly and permanently disabled their starship, trapping them in the creature's territory.
Marooned ones are most often found in the hulks of dead starships and other places where spacefarers have been left to die slowly, adrift in the black due to mechanical failure or malicious pirates. Yet marooned ones can also arise in perfectly habitable but dangerously isolated regions: colonists and explorers stranded on new worlds, soldiers abandoned by allies on a battlefield—anyone who dies after being left behind can potentially turn into a marooned one.
!! Favorite Tactics
Marooned ones typically have a lot of time to wait around before prey wanders into range, as well as the technical skills to make that wait worthwhile. Marooned ones have a variety of ploys to lure more victims and ensure that those who answer such calls never escape.
''Distress Beacons:'' A great number of spaceships and stationary space installations have distress beacons or some other communication equipment that can be used to call for help. A marooned one trapped in such a location will sometimes get the distress beacon up and running again in an attempt to lure in prey. Marooned ones can't convincingly imitate the living, but they can sometimes pull together enough audio or video footage from files on hand to concoct elaborate scenarios to lure travelers away from their ships and into vulnerable situations.
''Hijacking:'' When trespassers invade a marooned one's territory, the marooned one often uses its superior knowledge of the layout of the locale to bypass the intruders and get aboard their starship. Once inside, the undead gains control of the vessel by killing any crew still onboard and either flies the starship out of reach or permanently disables it, leaving those stranded to gradually die in their new hostile environs and potentially become marooned ones themselves. A marooned one equipped with a working starship often turns it into a deathtrap before luring more prey onboard. A very successful marooned one can pull this trick several times.
''Sabotage:'' If a marooned one can't wrest a starship from its owners, it might play a longer game, stowing away upon the vessel and working to sabotage it once underway. Disrupting an oxygen recycler, while complicated, yields a wealth of suffering. In these cases, the dying crew will often go to their final rest hearing a raspy voice over the intercom whispering, "Sleep now. It will be over soon."
!! Marooned One Template Graft
This poor soul was abandoned and left to die on a deserted asteroid, derelict ship, or other remote location.
* ''CR'' 3+
* ''Required Creature Type:'' undead
* ''Required Array:'' expert
* ''Traits:''
** [[blindsight]] (life) 60 feet
** +1/2 CR bonus to Fortitude saves
** life-support sabotage (see above)
** strangle (see above; use standard melee damage for CR)
** [[Computers]], [[Engineering]], and [[Stealth]] as master skills
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity, Intelligence
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* CE Medium undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +9; ''Will'' +8
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +17 (1d8+12 S) or spur +17 (1d8+12 P plus [[red ache]])
* ''Multiattack'' claw +12 (1d8+12), spur +12 (1d8+12 plus [[red ache]])
* ''Offensive Abilities'' pounce
!!! STATISTICS
* ''Str'' +5; ''Dex'' +4; ''Con'' —; ''Int'' +2; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +14, [[Intimidate]] +19
* ''Languages'' Common, Eoxian
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any ruins (Eox)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Pounce ([[Ex]])'' As a standard action, a marrowblight can leap up to 15 feet into an empty space, provoking attacks of opportunity as normal for this movement. Each creature in a square adjacent to the marrowblight at the end of its movement must succeed at a DC 15 Reflex saving throw or gain the [[off-target]] condition for 1 round. Creatures that fail this check by 10 or more are also knocked [[prone]]. The marrowblight can exclude a number of allies from this effect equal to its Intelligence modifier (2 for most marrowblights).
</div>
Marrowblights are muscular undead monstrosities filled with hate. They typically arise from brawny humanoids that were exposed to strange radiation or arcane energy that painfully warped their flesh at the moments of demise, creating hideous bone spurs that protrude from the creatures' backs, cheeks, jaws, and shoulders. Marrowblights can use these spurs as weapons, as they drip with the disease that courses through the creature's undead bones like marrow.
Scientifically advanced planets, such as Eox in the Pact Worlds, have pinpointed the biology-warping processes required to create marrowblights, and some elebrians have willingly succumbed to this horrific undead fate. On Eox, naturally occurring marrowblights created during the planet's cataclysm still exist. These are typically among the universe's most vicious and hateful undead, eschewing society and living creatures in particular. Sometimes, though, such marrowblights ally with forces that seek to assert and spread the superiority of undead creatures throughout the universe and beyond, including the Corpse Fleet and those who sympathize with the exiled navy.
Marrowblights are typically 8 to 10 feet tall—including the horrific bone spurs that protrude from their backs—and weigh upward of 300 pounds.
!! Marrowblight Template Graft
Use the following template graft to create a unique marrowblight of any CR.
* ''CR:'' 5+
* ''Required Creature Type:'' undead
* ''Suggested Array:'' combatant
* ''Traits:''
** spur attack that causes disease (Fortitude save should be appropriate for CR)
** pounce (see above)
* ''Suggested Ability Modifiers:'' Strength, Constitution
Ample vegetation and water make marshes a fine home for countless creatures.
* ''Aquatic:'' Many marsh creatures have benefits from the [[aquatic environmental graft]]. A marsh is likely to have more species that spend time on land and are therefore [[amphibious]] or able to [[hold their breath|hold breath]].
* ''Skills:'' [[Athletics]], [[Stealth]]
* ''Swimming:'' A swim speed is a boon in marshlands. However, many marshes provide less open water, so native creatures swim more slowly than is typical for the [[aquatic graft|aquatic environmental graft]] and retain (or gain) a land speed.
Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes, which are effectively a third category of terrain found in marshes. The most common rules sections to reference for marshes and swamps are [[Suffocation and Drowning]], [[Underwater Combat]], and [[Weather]].
!! Bogs
If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It counts as difficult terrain, and the DCs of [[Acrobatics]] checks attempted in such a square increase by 2.
A square that is part of a deep bog has roughly 4 feet of standing water. It counts as difficult terrain, and Medium or larger creatures must spend 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides [[cover]] for Medium or larger creatures. Smaller creatures gain improved cover. Medium or larger creatures can crouch as a move action to gain this improved cover. A creature with this improved cover takes a –10 penalty to attacks against creatures that aren't underwater.
Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.
!! Stealth And Detection In A Marsh
In a moor, the maximum distance at which a creature can succeed at a [[Perception]] check to detect the presence of others is 6d6×10 feet. In a swamp, this distance is 2d8×10 feet. Vegetation and deep bogs provide plentiful [[concealment]] (20% miss chance), so it is possible to use [[Stealth]] to hide in a marsh.
<div class="statblock">
* Huge mech (amphibious, recon)
* ''Base HP'' 10; ''HP Advancement'' 7; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +0; ''Ref'' +2
* ''Speed'' 40 ft., swim 80 ft.; ''Strength'' +2
* ''Frame Slots'' 1; ''Aux Slots'' 3
* ''Operators'' 1–2
* ''Cost'' 2 × tier
</div>
This action must be taken immediately after a ritualist in the same ritual as you takes damage or gains a condition or some other harmful effect as a consequence of a failed check or save in a ritual action this round. You volunteer yourself to take that harm. The damage or effect is transferred to you, and it can’t be reduced or mitigated in any way. You can’t take this action if you’ve already taken damage or suffered a harmful effect this round.
Whenever you're reduced to 0 Hit Points, as a reaction before gaining the [[dying]] condition, you can immediately use any one of your envoy improvisations that can be used as a standard action, move action, or reaction. Once you have used this improvisation, you can't use this ability again until you have regained Stamina Points following a 10-minute rest.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Tiny animal
* ''Init'' +4; ''Senses'' [[blindsight]] (vibration) 80 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +5; ''Will'' +1
* ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft., climb 15 ft.
* ''Melee'' bite +8 (1d6+2 P) or claws +5 (1d6+2 S)
* ''Ranged'' wail +8 (1d4+1 So plus [[nauseate]])
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +5, [[Stealth]] +5, [[Survival]] +5
!!! ECOLOGY
* ''Environment'' cold desert (Weydana-3)
* ''Organization'' mated pair
!!! SPECIAL ABILITIES
''Wail ([[Ex]])'' A dominant marwaul can take a standard action to create a burst of ultrasonic sound targeting a creature within 30 feet; the target must succeed at a DC 10 Fortitude saving throw or be [[nauseated]] for 1d4 rounds.
</div>
<<section 'Marwaul Swarm'>>
Marwauls dig complex burrows in the blue sands of Weydana-3. Clever and easily trained, these small, buck-toothed rodents make delightful pets or guardians, but they’re hunted for their luxurious, thick coats of blue fur—a natural evolution that grants them concealment on their home planet, even in broad daylight. Diurnal by nature, they graze on hardy tundra grasses and cultivate edible mosses in their underground burrows. Some entrepreneurs have begun exporting marwauls to populated planets, where they’re raised for their fur.
Social creatures to a fault, marwauls live in multigenerational colonies. A single burrow can hold up to two dozen individuals, including a pair of dominant mates who grow larger and stronger than the rest of the burrow. They protect their kin with the help of a V-shaped crown of collagen that grows on their heads. From these bone-like protuberances, a dominant marwaul can let loose a supersonic hoot that induces nausea in predators, affording marwauls a chance to scamper to safety. Sometimes, however, the death of the dominant pair causes the rest of the burrow to swarm.
!! Marwaul Companions
{{Marwaul (creature companion)}}
<div class="statblock">
* ''Levels'' 1–5
* Tiny animal
* ''Senses'' [[blindsight]] (vibration) 80 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Resistances'' cold 5
* ''Speed'' 30 ft., burrow 10 ft., climb 15 ft.
* ''Melee Attack'' bite (P) or claws (S)
* ''Ability Modifiers'' Dex, Wis
!!! SPECIAL ABILITIES
''Wail ([[Ex]])'' As a standard action, a marwaul can make a hypersonic hoot targeting a single creature within 30 feet; the target must succeed at a Fortitude saving throw (DC = 10 + 1-1/2 × the marwaul’s level) or be [[nauseated]] for 1d4 rounds. Creatures targeted by this ability are immune to marwaul wails for 24 hours.
''Watchful ([[Ex]])'' Marwauls are always alert. While your marwaul companion is sharing your space and not moving, you gain a +1 circumstance bonus to [[Perception]] and initiative checks.
</div>
Known for their amiability and preciousness, a marwaul makes for an excellent animal companion and lookout for low-level adventurers.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Tiny animal (swarm)
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 40 ft., [[low-light vision]]; ''Perception'' +12
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +6; ''Ref'' +6; ''Will'' +1
* ''Defensive Abilities'' [[swarm defenses]], [[unflankable]]; ''Resistances'' cold 5; ''Immunities'' [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft., climb 15 ft.
* ''Melee'' [[swarm attack]] (1d6 P or S)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]]
!!! STATISTICS
* ''Str'' –2; ''Dex'' +3; ''Con'' +0; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +7, [[Stealth]] +7, [[Survival]] +7
!!! ECOLOGY
* ''Environment'' cold desert (Weydana-3)
* ''Organization'' burrows (12–18)
</div>
name:maser
range:long
speed:—
damage:6d10
pcu:35
cost:22
special:—
This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a standard action to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had [[concealment]]. This effect lasts for a duration based on its model, or until you end the effect as a standard action.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Duration |h
|//mask of scrambling//, mk 1 | 2 | 755 | L | 1 minute |
|//mask of scrambling//, mk 2 | 5 | 3,100 | L | 10 minutes |
|//mask of scrambling//, mk 3 | 9 | 13,200 | L | 1 hour |
|//mask of scrambling//, mk 4 | 13 | 50,500 | L | 24 hours |
</div>
Once the traditional headgear for an ancient cabal of Golarion assassins called the Red Mantis, the //mask of the mantis// is now a relic sought by scholars of the missing planet, especially those seeking evidence that the Swarm visited Golarion at some time in the distant past. A //mask of the mantis// is a helmet that fully covers the head and face and has the appearance of a red insectile head with large compound eyes and long, backward-curving antennae. A //mask of the mantis// replaces a suit of armor's normal helmet (if any) and is incorporated into the armor's normal environmental protections; these protections do not function if the helm is removed. If the armor has an available [[upgrade slot|Armor Upgrades]], a //mask of the mantis// takes up one upgrade slot; otherwise, the mask counts as one of your two worn magic items.
While wearing a //mask of the mantis//, you gain [[darkvision]] with a range of 60 feet. In addition, a //mask of the mantis// has 2 daily charges. As a standard action, you can expend 1 charge to gain either the effects of //[[see invisibility]]// (as per the spell) for 30 minutes or a +3 insight bonus to [[Perception]] checks for 30 minutes. Both of these effects can be active simultaneously, and each charge is replenished 24 hours after being used.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//mask of the mantis// | 8 | 8,400 | L |
</div>
With your face concealed, you can be inscrutable.
''Benefit:'' While a mask obscures your face, you gain a +2 circumstance bonus to [[Bluff]] checks to [[lie]]. DCs of [[Sense Motive]] attempts against you increase by 2, as does the DC of [[Intimidate]] attempts to [[bully]] you.
name:mass driver
range:long
speed:—
damage:2d6 × 10
pcu:25
cost:30
special:—
The massive weapons you carry give you more heft when pushing others around. When you successfully perform a combat maneuver to bull rush or reposition a target while wielding a melee weapon with the [[unwieldy]] property, increase the result of your melee attack roll by 5
when determining how far you move your target.
You can batter the water's surface to create a huge sheet of water that temporarily conceals you from your foes.
''Prerequisites:'' Str 11, base attack bonus +1.
''Benefit:'' When partially (but not fully) submerged in water, you can take a move action to create a massive splash, causing your space (minimum of one 5-foot square) to provide [[concealment]] until the beginning of your next turn.
You attempt to learn or practice a ritual to successfully cast it and reduce the danger posed by failure.
''Activity:'' Name a single ritual to which you have access or know. You spend the day practicing this ritual.
''Results:'' For 1 day, you gain a +1 circumstance bonus to checks required as part of ritual actions taken to cast the ritual you named.
''Multiday:'' When you spend a week on this downtime activity, you can attempt to learn the ritual; alternatively, you can teach a ritual you already know to a number of people equal to your ranks in [[Mysticism]]. Attempt a Mysticism check; the DC of this check is 10 + 3 × the level of the ritual. If you succeed, you learn the ritual, or, if you were teaching it, everyone you taught learns it. If you fail, you can take another week and use this downtime activity to try again.
As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your [[custom rig]], for you to directly control your drone.
You can construct things more quickly than most.
''Prerequisites:'' [[Computers]], [[Engineering]], [[Life Science]], [[Mysticism]], [[Physical Science]], or appropriate [[Profession]] 5 ranks.
''Benefit:'' Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time.
''Special:'' You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.
Once per encounter, when you successfully [[divert]] power to your starship's weapons, you also grant one of the starship's weapons one of the following weapon special properties until the end of the round: [[broad arc]], [[intimidating]], [[irradiate|Irradiate (starship weapon property)]] (low), or [[point]] (+10). If you exceed the action's [[Engineering]] DC by 5 or more, add [[burrowing]] and [[line|Line (starship weapon property)]] to the weapon special properties you can grant.
Whenever you attempt a [[Disguise]] check, you can forgo adding your expertise die to your skill check to reduce the total penalty you take for having altered your appearance by an amount equal to your envoy level, to a minimum penalty of 0. This penalty reduction applies only to disguises that change your appearance in the following ways: alter minor details, add major features, disguise yourself as a different race of the same creature type, or disguise yourself as a different creature type.
You can take on the appearances of other creatures and even specific individuals. This functions as the [[quick disguise]] exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a [[Perception]] check to pierce the disguise. You must have the quick disguise exploit to learn this exploit.
Your mastery of disguises allows you to pass for creatures wildly different from your own species.
''Prerequisites:'' Change form species trait or [[Disguise]] 7 ranks.
''Benefit:'' Choose a creature type other than your own (such as undead if you’re a humanoid). You can disguise your species and creature type without increasing the DC of your Disguise check, provided that your assumed form’s creature type is either your own or the type you selected with this feat. Any other limitations to your assumed form still apply: for example, you can’t change your apparent creature type with disguise self, and an astrazoan must change into a Medium creature with their change form species trait.
''Normal:'' The DC for Disguise checks is adjusted by +2 to +5 if you alter major features, by +2 to +8 if you disguise yourself as a different species of the same creature type, and by +10 if you disguise yourself as a different creature type.
''Special:'' An astrazoan can use this feat to assume forms of the chosen creature type in addition to taking aberration and humanoid forms when using the change form species trait. You can take this feat multiple times. Each time you take the feat, it applies to another creature type you choose.
When you use the [[advanced preparation]] temporal anomaly, you can instead produce a non-consumable item, with the same restrictions and requirements as advanced preparation.
At 14th level, the item can have up to 2 bulk.
You must know the advanced preparation temporal anomaly to learn this temporal anomaly.
This empty box is 1-foot square and lined with glass panels and steel plates. As a full action, you can seal a consumable item (such as a grenade or serum) into the box and activate it. Once activated, the matter converter destroys the object sealed inside the box, consuming it in a black void, and then creates a new consumable item in its place. This new item must have an item level up to one level lower than the item consumed by the //matter converter//, with a maximum level based on its type.
A //matter converter// takes 1 round per level of the created item to generate the replacement item. An item created in this way is of average quality and has the statistics for an ordinary item of its type.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//matter converter// mk 1 | 7 | 7,000 | 1 |
|//matter converter// mk 2 | 12 | 38,000 | 1 |
|//matter converter// mk 3 | 17 | 270,000 | 1 |
</div>
<div class="statblock">
* ''CR'' 15;''XP'' 51,200
* N Huge dragon
* ''Init'' +9; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +26
* ''Aura'' [[frightful presence]] (210 ft., Will DC 23), temporal anomaly (10 ft., 3 rounds, Will DC 23)
!!! DEFENSE
* ''HP'' 255
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +15; ''Ref'' +15; ''Will'' +20
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 15/magic; ''Immunities'' [[paralysis]], sleep, //[[slow]]//, [[staggered]]; ''SR'' 26
!!! OFFENSE
* ''Speed'' 40 ft., fly 200 ft. ([[Su]], clumsy)
* ''Melee'' bite +27 (5d8+24 P; critical [[stagger]] [DC 23])
* ''Multiattack'' bite +21 (2d10+24 P; critical [[stagger]] [DC 23]), 2 claws +21 (2d10+24 S; critical [[stagger]] [DC 23]), tail slap +21 (2d10+24 B; critical [[stagger]] [DC 23])
* ''Space'' 15 ft.; ''Reach'' 10 ft. (15 ft. with bite)
* ''Offensive Abilities'' [[breath weapon]] (100-ft. line], 16d10 C, Reflex DC 23 half, usable every 1d4 rounds), [[crush]] (5d8+24 B)
* ''Spell-Like Abilities'' (CL 15th)
** 1/day—//[[call cosmos]]//, //[[retrocognition]]//
** 3/day—//[[divination]]//, //[[mind thrust]]// (4th level, DC 22), //[[reincarnate]]//, //[[resilient sphere]]// (DC 22)
** At will—//[[haste]]//, //[[probability prediction]]//
!!! STATISTICS
* ''Str'' +9; ''Dex'' +5; ''Con'' +3; ''Int'' +4; ''Wis'' +7; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +26 (+18 to fly), [[Culture]] +31, [[Diplomacy]] +31, [[Mysticism]] +31, [[Piloting]] +26 (to navigate only), [[Sense Motive]] +26, [[Survival]] +26
* ''Languages'' Azlanti, Celestial, Common, Draconic
* ''Other Abilities'' [[spaceflight]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Temporal Anomaly ([[Su]])'' On its turn, a horacalcum dragon can shorten or extend the duration of any ongoing effect within 10 feet of it (including an effect on itself); this takes no action, and the number of rounds by which the dragon can alter the duration is equal to one-fourth its CR (minimum 1). If the effect is on an unwilling target, that target can attempt a Will saving throw to negate this effect. A horacalcum dragon can shorten or extend one effect per turn, and it can affect a given effect only once.
</div>
Outsized hammers, mauls are valued for their intimidation factor and effectiveness in battle. A tactical maul is as much an instrument for hammering posts into the ground as a weapon. Advanced mauls include dense, heavy cores to deliver a more forceful blow. Elite mauls and paragon mauls are designed and manufactured more for war than labor, although the weapons can be used as tools.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|maul, tactical | 5 | 2,750 | 1d8 B | [[knockdown]] | 1 |[[analog]], [[unwieldy]] |
|maul, advanced | 10 | 17,200 | 3d8 B | [[knockdown]] | 1 |[[analog]], [[unwieldy]] |
|maul, elite | 15 | 95,000 | 7d8 B | [[knockdown]] | 1 |[[analog]], [[unwieldy]] |
|maul, paragon | 20 | 724,000 | 15d8 B | [[knockdown]] | 1 |[[analog]], [[unwieldy]] |
</div>
If you have at least 12 ranks in [[Acrobatics]] or [[Athletics]], you can help the pilot get the most speed possible out of your ship, pushing the engines to their limit. This requires spending 1 Resolve Point and succeeding at an Acrobatics or Athletics check (DC = 25 + 1-1/2 × your starship's tier), at which point the speed of your starship increases by 2 for this round. This increase is cumulative with other increases to speed, such as from the engineer diverting power to the engines.
''Critical:'' You're able to maintain the engines for longer. The speed of your starship increases by 2 until the end of the next round.
Most [[nuars]] have a naturally strong sense of direction. Several microchips installed in your brain help you make similar connections, granting you a +2 enhancement bonus to [[Piloting]] and [[Survival]] checks (as long as you have 1 or more ranks in those skills). In addition, you can attempt a special level-based Wisdom check (1d20 + your level + your Wisdom modifier) instead of using your total bonus in the Piloting skill to navigate or your total bonus in the Survival skill for orienteering.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|maze mind graft | 3 | 1,200 | brain |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Area'' cone-shaped emanation
* ''Duration'' concentration, up to 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You learn the approximate measurements (length, width, depth, height, mass) of creatures and objects you can observe in the area. If an object or creature extends out of the area, you learn only the measurements within the area but nothing about what you can’t observe. For example, you can’t determine the thickness or weight of a wall you can observe only one side of or the depth of water that extends beyond the spell’s range. Each round you concentrate on the same area, you can learn the exact measurements of one creature or object in the area, including imprecisions or anomalies that might indicate structural weakness. A target magically altered to appear different than what you observe still gives you accurate measurements when you concentrate on it. Such anomalies might provide clues that other skills can help decipher, such as [[Engineering]] to determine if a structure can support your weight. Magical traps incorporate wards that thwart this spell, giving you information that reflects what you observe rather than accurate measurements. A force field blocks this spell.
A mech's available actions per turn depend on the number of operators currently controlling it. While at least one operator is controlling it, a mech can take one move action per turn and one reaction per round.
Operators can take a full action to pilot a mech, granting it an additional move action or standard action that turn (maximum six additional actions per turn). A mech can perform a full action either in place of a standard and move action or in place of two standard actions. Regardless of its total number of actions, a mech can't use more than two actions to move each turn, and it can't activate any one mech component (such as a weapon or auxiliary system) more than once per round unless otherwise noted.
For example, if a mech has four operators, and each takes a full action to grant the mech actions, the mech can take up to four standard actions and one move action. The mech could use these actions to move its speed and attack once each with fourdifferent weapons. Alternatively, the mech could move its speed twice, attack once with one weapon, and make a full attack with another weapon. There are many other possible combinations, depending on the mech's available systems.
* ''Skills:'' A mech with at least one operator can take the appropriate action, if any, to attempt an [[Acrobatics]], [[Athletics]], or [[Perception]] skill check, or else an [[Intimidate]] check to [[demoralize]]. Some frames and auxiliary systems allow mechs to use additional skills.
* ''Guarded Step:'' When using the [[guarded step]] action, a mech can move up to 10 feet without provoking an attack of opportunity.
!! Power Points
Each mech's power core provides it ample energy to move and fight while also generating excess power—measured in Power Points (PP)—that the mech can exploit to supercharge its systems. A mech's power core determines how many PP it begins each encounter with, how many it can store at a time, and how many it generates at the end of each turn. Many auxiliary systems, weapons, and other components have special abilities that require expending PP to function. In addition, several Power Points abilities available to all mechs can be used without spending actions. None of these abilities can be applied to the same check more than once.
* ''Aim (1 PP):'' Before attempting an attack roll, the mech can activate this ability to roll 1d4 and add the result as an insight bonus to the attack roll.
* ''Devastating Hit (3 PP):'' After hitting a creature with an attack, but before dealing damage, the mech increases its weapon's damage value by one step against that creature (e.g. medium damage instead deals high damage). A weapon that already deals extreme damage instead adds 1 additional damage for every damage die rolled for the attack. This ability can't be used for weapons that attack an intersection rather than a creature, such as weapons with the [[explode]] weapon special property.
* ''Maneuver (1 PP):'' Choose one skill. Until the beginning of the mech's next turn, operators add any insight bonuses they have that apply to that skill to the mech's checks with that skill.
* ''Replenish (2 PP):'' Activate this ability when regaining Shield Points. The number of SP the mech recovers increases by 1d8. This increases by an additional 1d8 at tier 5 and every 5 tiers thereafter.
* ''Resist (1 PP):'' Before attempting a saving throw, the mech can activate this ability to roll 1d4 and add the result as a resistance bonus to the saving throw.
!! Special Mech Actions
In addition to the actions normally used in combat, mechs can perform the following special actions.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Mech Combat'>>
</div>
A mech typically has a combination of Hit Points (HP) and Shield Points (SP) that collectively represent how much damage it can sustain before taking penalties or ceasing to function altogether. When a mech takes damage, the damage is first applied to its Shield Points. If its SP are reduced to 0, its shields become inactive until the beginning of the mech's next turn; for any excess damage, reduce the damage by the mech's hardness (if any) and apply the remaining damage to the mech's Hit Points.
At the start of its turn, a mech regains a number of Shield Points equal to its tier, though its total can't exceed the mech's maximum Shield Points.
If a mech is reduced to 0 Hit Points, it is wrecked. A wrecked mech can't perform actions, including sustaining its altitude or depth if airborne or underwater; such mechs typically fall or sink, taking damage as normal. A wrecked mech's operators aren't necessarily in danger, though a mech wrecked in a precarious location could be perilous. A wrecked mech can be repaired (see [[Repairing Mechs]]).
If a mech ever takes damage that exceeds twice its Hit Points, it's destroyed and can't be repaired.
!! System Failure
As a mech takes damage, its various components can malfunction or become outright inoperable. Whenever a mech is reduced to two-thirds its remaining Hit Points, and again when it's reduced to one-third its remaining Hit Points, it experiences system failure. To determine which component is affected, roll 1d20 and consult the table below.
If the component doesn't currently have a system failure, it gains the malfunctioning condition. If the component already has the malfunctioning condition, it gains the inoperable condition. These conditions are explained below.
''Overcoming System Failure:'' Although system damage is devastating, a mech can temporarily overcome these setbacks. At the beginning of its turn, a mech can either spend 2 PP to ignore the malfunctioning condition for any one component or spend 4 PP to treat one component's inoperable condition as malfunctioning.
<div class= "table-wrapper">
| d20 | Component |h
| 1–5 | Upper Limbs |
| 6–10 | Lower Limbs |
| 11–13 | Frame |
| 14–16 | Auxiliary System |
| 17–18 | Power Core |
| 19–20 | Cockpit |
</div>
* ''Upper Limbs:'' A mech with malfunctioning upper limbs takes a –2 penalty to attack rolls with weapons mounted in upper-limb slots, as well as to any combat maneuvers that don't use a mech weapon. A mech with inoperable upper limbs can't use weapons mounted in upper-limb slots.
* ''Lower Limbs:'' A mech with malfunctioning lower limbs halves movement speeds not provided by an auxiliary system, and the mech takes a –2 penalty to attack rolls with weapons mounted in lower limb slots. If the lower limbs become inoperable, these speeds are reduced to 0; if the mech is hovering or flying using any of these speeds, it begins falling. A mech with inoperable lower limbs can't use weapons mounted in its lower-limb slots.
* ''Frame:'' A mech with a malfunctioning frame takes a –2 penalty to attack rolls with weapons mounted in frame slots, and the mech halves its hardness, if it has any. A mech with an inoperable frame can't use weapons mounted in frame slots, and the mech's hardness is reduced to 0.
* ''Auxiliary System:'' Whenever a mech with malfunctioning auxiliary systems attempts to activate an auxiliary system, there's a 25% chance that the auxiliary system doesn't function and can't be used until the beginning of the mech's next turn; any action and PP used to activate the auxiliary system are wasted. Any auxiliary systems that provide a constant benefit have a 25% chance of not functioning for 1 round at the beginning of each turn. Auxiliary systems with the inoperable condition behave as though they had the malfunctioning condition, with two exceptions. First, the chance of failure increases to 50%. Second, upon gaining the inoperable condition, select one auxiliary system at random; that auxiliary system ceases to function.
* ''Power Core:'' The rate at which a mech with a malfunctioning power core regains lost Shield Points and Power Points is halved. The rate at which a mech with an inoperable power core regains lost Shield Points and Power Points is reduced to 0. When a mech's power core first gains the malfunctioning condition and again when it gains the inoperable condition, the mech loses 1d4 PP.
* ''Cockpit:'' The cockpit is the control center where the operators reside. Cockpit system failure doesn't directly impede the mech but instead threatens one or more operators. When the cockpit gains the malfunctioning condition, half of the operators (rounded up) take bludgeoning damage equal to 1d8 × the mech's tier; they can attempt a Reflex saving throw to halve the damage (DC = 15 + half the mech's tier). When the cockpit gains the inoperable condition, each of the operators takes the bludgeoning damage above (Reflex half). In addition, the operators' controls become unreliable; the first time each turn that an operator uses a full action to pilot the mech, there's a 50% chance that the mech doesn't gain an action. Either effect lasts until the beginning of the mech's next turn.
<<section 'Repairing Mechs'>>
A mech's armored torso comprises its frame, which not only houses essential machinery but also determines the mech's size and the number of operators it can accommodate. A mech's frame also affects many of its statistics, such as EAC, KAC, and hardness. Each frame's cost is based on the mech's tier. The base frames that follow are organized by category.
!! Amphibious Frames
Amphibious frames may have a slower land speed than most other frame types, but they excel at navigating in water.
<<list-links "[tag<currentTiddler>search[amphibious]sort[title]]" class:index>>
!! Combat Frames
Combat frames are heavy-hitting, heavily armored bruisers.
<<list-links "[tag<currentTiddler>search[combat]sort[title]]" class:index>>
!! Flight Frames
Flight frames boast a combination of thrusters and wings for midair maneuverability.
<<list-links "[tag<currentTiddler>search[flight]sort[title]]" class:index>>
!! Phase Frames
Phase frames have the capability of performing short-range skips across the battlefield.
<<list-links "[tag<currentTiddler>search[phase]sort[title]]" class:index>>
!! Recon Frames
A recon frame allows for fast and stealthy movement.
<<list-links "[tag<currentTiddler>search[recon]sort[title]]" class:index>>
!! Transport Frames
Transport frames trade out some of a mech's traditional armaments and agility for utility and storage.
<<list-links "[tag<currentTiddler>search[transport]sort[title]]" class:index>>
!! Lower Limbs
A mech's lower limbs typically take the form of legs, though hover pads and tank treads are common alternatives. A mech is limited to a single set of lower limbs. Lower limbs modify a variety of the mech's statistics and might grant additional movement options or provide additional uses for Power Points.
<<list-links "[tag<currentTiddler>tag[Lower]sort[title]]" class:index>>
!! Upper Limbs
A mech's upper limbs typically represent a pair of arms, though they can be found in other forms, such as multiple limbs or even mechanical tentacles. A mech is limited to a single set of upper limbs. Upper limbs modify a variety of the mech's statistics and may provide additional uses for Power Points.
Some upper limbs have attack modifiers marked with an asterisk (*). Choose either the melee or ranged attack modifier and increase it by 1 when you purchase these upper limbs.
<<list-links "[tag<currentTiddler>tag[Upper]sort[title]]" class:index>>
Each mech can accommodate one or more operators who share control over the mech's movement, armaments, and other systems. Operators share a pool of actions and work together to control their machine (see [[Mech Actions]]). Each mech requires a minimum number of operators to function and has a maximum number of operators it can accommodate.
A character can enter an allied or unattended mech in an adjacent space as a full action, becoming one of that mech's operators. An operator can exit a mech as a full action, emerging into any empty space adjacent to the mech. At the GM's discretion, an unattended mech can require an operator to succeed at a [[Computers]] check to hack it in order to initially gain control of that mech (DC = 20 + 1-1/2 × the mech's tier). A mech blocks line of effect to and from its operators. If a mech is destroyed (see [[Taking Damage]]), additional damage dealt to the mech is instead dealt to a random operator inside; that operator can attempt a DC 20 Reflex save to take half damage.
!! Statistics and Modifiers
A mech's actions represent a combination of its operators' skill and its own sophisticated machinery, and some of the modifiers a mech uses when performing actions reflect this union. When an operator grants a mech an action, the mech uses that operator's relevant bonus or skill ranks to help calculate the mech's total modifier. If more than one operator contributes to the same action—such as two operators working together to grant their mech a full action—the mech uses the higher of the two operators' statistics when calculating its modifier.
''Initiative Modifier:'' A mech's initiative modifier equals the lowest initiative modifier among its operators (minimum +0). A mech's minimum initiative modifier increases by 1 at tier 5 and every 5 tiers thereafter.
''Skill Modifiers:'' A mech's skill check modifier equals 5 + half its tier; for [[Athletics]] checks, also add the mech's Strength modifier. When an operator grants their mech an action and the mech performs a skill check as part of that action, the mech can use the operator's ranks in that skill (instead of half the mech's tier) to determine its modifier. When performing a Strength- or Dexterity-based skill check, a mech can instead use its operator's ranks in [[Piloting]] to determine the mech's skill modifier.
A mech's power core generates all the energy necessary to pilot the mech and operate its major functions. Each power core also generates some excess energy, measured as Power Points (PP), which an operator can expend to enhance the mech's performance and execute extraordinary maneuvers.
Each power core has: a rate, representing the number of PP it generates at the end of its turn; an initial value, representing the number of PP a mech has when it begins an encounter; and a maximum (shown in parentheses), representing the maximum PP the core can store during combat. A mech can use only a single power core.
Optionally, a power core can acquire one power core template that modifies some of its statistics or provides additional ways to generate or use Power Points.
''Cost:'' A mk 0 power core (dynamo or eternal) is free. Every other power core costs a number of MP equal to the power core's mk rating multiplied by the mech's tier. For example, a mk 3 eternal core for a tier 9 mech costs 27 MP.
<div class= "table-wrapper">
|Power Core | Rate | Initial (Maximum) |h
|dynamo, mk 0 | 2 | 0 (5) |
|dynamo, mk 1 | 2 | 1 (6) |
|dynamo, mk 2 | 3 | 1 (7) |
|dynamo, mk 3 | 3 | 2 (8) |
|dynamo, mk 4 | 4 | 3 (9) |
|eternal, mk 0 | 1 | 4 (8) |
|eternal, mk 1 | 1 | 5 (10) |
|eternal, mk 2 | 1 | 6 (13) |
|eternal, mk 3 | 2 | 7 (15) |
|eternal, mk 4 | 2 | 9 (18) |
</div>
!! Power Core Templates
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Mech Rules'>>
</div>
Mechs are designed to function seamlessly on the same battle maps of 5-foot-by-5-foot squares commonly used for Starfinder tactical combat. However, for mech encounters over larger areas or against larger foes, it works well to treat each of these squares as a 10-foot-by-10-foot area instead. Most mech size and distance values are divisible by 10; in rare cases where a range or size value is divisible by 5 but not by 10, round the value down to the nearest value divisible by 10. Thus, a Huge mech that would occupy a 15-foot-by-15-foot space would occupy a single square using a 10-foot scale, and a Huge mech's reach would be 10 feet (one square) rather than 15 feet.
Use the following table and formulas to generate a mech's statistics. Note that some mech components, such as upgrades, might further modify these statistics.
* ''Hit Points (HP)'' Base HP from frame and limbs + (Hit Point Advancement from frame and limbs × tier)
* ''Shield Points (SP)'' See Table.
* ''Hardness'' Hardness from frame + hardness bonus (see Table)
* ''Armor Class'' Base AC (see Table) + bonuses from frame and limbs
* ''Saving Throws'' Base save bonus (see Table) + bonuses from frame and lower limbs
* ''Attack Bonus'' Base attack bonus (see Table) + the operator's base attack bonus or ranks in the Piloting skill + bonuses from upper limbs
* ''Damage Modifier'' Tier (+ Strength modifier [see Table] for melee attacks)
* ''Strength Modifier'' Strength modifier (see Table) + bonus from frame
<div class= "table-wrapper">
| Tier | SP | Hardness<br/>Bonus | Base<br/>AC | Base<br/>Save Bonus | Base<br/>Attack Bonus | Strength<br/>Modifier |h
| 1 | 5 | +0 | 14 | +2 | +8 | +0 |
| 2 | 7 | +1 | 15 | +3 | +8 | +0 |
| 3 | 9 | +1 | 16 | +4 | +8 | +0 |
| 4 | 11 | +2 | 18 | +5 | +8 | +1 |
| 5 | 13 | +2 | 19 | +5 | +9 | +1 |
| 6 | 15 | +3 | 20 | +6 | +9 | +1 |
| 7 | 17 | +3 | 21 | +7 | +9 | +2 |
| 8 | 19 | +4 | 23 | +8 | +9 | +2 |
| 9 | 21 | +4 | 24 | +8 | +9 | +2 |
| 10 | 23 | +5 | 25 | +9 | +10 | +3 |
| 11 | 25 | +5 | 26 | +10 | +10 | +3 |
| 12 | 27 | +6 | 28 | +11 | +10 | +3 |
| 13 | 29 | +6 | 29 | +11 | +10 | +4 |
| 14 | 31 | +7 | 30 | +12 | +10 | +4 |
| 15 | 33 | +7 | 31 | +13 | +11 | +4 |
| 16 | 35 | +8 | 33 | +14 | +11 | +5 |
| 17 | 37 | +8 | 34 | +14 | +11 | +5 |
| 18 | 39 | +9 | 35 | +15 | +11 | +5 |
| 19 | 41 | +9 | 36 | +16 | +11 | +6 |
| 20 | 43 | +10 | 38 | +17 | +12 | +6 |
</div>
If you have leftover MP—which is especially likely for a mech with many operators—you can spend them on miscellaneous upgrades, representing further specialization of your mech's technology. These options are relatively expensive for the benefit they provide, so it's often best to upgrade a mech's frame, limbs, and other features first.
''Cost:'' These upgrades have a scaling cost. The first time a specific upgrade is purchased, use the listed cost. Each additional time the same upgrade is purchased for the mech, increase the upgrade's cost per tier by 1; this increase is cumulative. For example, the fleet upgrade costs a number of Mech Points equal to 2 × the mech's tier the first time it's purchased, 3 × tier the second time, 4 × tier the third time, and so on.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Engineers have designed and adapted a wide range of weapons for mechs to use. Each weapon combines two factors—the weapon's level and a weapon template—to determine its statistics and MP cost. Mech weapons use many of the same rules as standard weapons, including damage types, targeting Armor Class, damage, range, critical hits, capacity, usage, and weapon special properties.
Mech weapons also use the following key statistics.
* ''Level:'' This denotes the weapon's relative power. A mech can't use a weapon with a level that exceeds its tier by more than 1.
* ''Weapon Template:'' Each weapon uses a weapon template that determines the weapon's basic shape and functions, such as a laser cannon or sword. A weapon template modifies some combination of the weapon's statistics, such as damage, damage type, range, and special weapon properties.
* ''Damage:'' Each weapon deals low, medium, high, or extreme damage based on the weapon's level when it successfully hits a target; see the table below for the damage dealt by weapons of a given level. A mech also adds its tier to the damage dealt by weapons it wields, and a mech adds its Strength modifier to its damage with melee weapons.
* ''Slots:'' These are the number and types of slots that a mech must devote to equipping and wielding the weapon. Slot types include frame, lower limb, and upper limb.
* ''Capacity:'' This is the number of attacks a mech can perform with the weapon before needing to reload as a move action. Each mech can carry two additional sets of ammunition, unless it has one or more ammo reserve auxiliary systems.
* ''Power Point:'' Many weapons have a special ability that the mech can only perform by expending one or more Power Points; the number of PP used is listed in parentheses.
* ''Cost:'' This is the cost of the weapon in MP. Each weapon's cost is based on the weapon's level.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Mech Weapon Damage
<div class= "table-wrapper">
| Level | Low<br/>Damage | Medium<br/>Damage | High<br/>Damage | Extreme<br/>Damage |h
| 1 | 1d4 | 1d6 | 1d10 | 1d12 |
| 2 | 1d6 | 1d8 | 2d6 | 2d8 |
| 3 | 2d4 | 2d6 | 2d8 | 2d10 |
| 4 | 2d6 | 2d8 | 2d10 | 2d12 |
| 5 | 3d4 | 3d6 | 3d8 | 3d10 |
| 6 | 3d6 | 3d8 | 3d10 | 3d12 |
| 7 | 5d4 | 4d6 | 4d8 | 4d10 |
| 8 | 6d4 | 5d6 | 4d10 | 4d12 |
| 9 | 7d4 | 4d8 | 5d8 | 5d10 |
| 10 | 8d4 | 6d6 | 5d10 | 5d12 |
| 11 | 9d4 | 6d8 | 6d10 | 6d12 |
| 12 | 10d4 | 9d6 | 7d10 | 7d12 |
| 13 | 11d4 | 10d6 | 8d10 | 8d12 |
| 14 | 12d4 | 9d8 | 9d10 | 9d12 |
| 15 | 10d6 | 10d8 | 10d10 | 10d12 |
| 16 | 11d6 | 11d8 | 11d10 | 11d12 |
| 17 | 12d6 | 12d8 | 12d10 | 12d12 |
| 18 | 13d6 | 13d8 | 13d10 | 13d12 |
| 19 | 14d6 | 14d8 | 14d10 | 14d12 |
| 20 | 15d6 | 15d8 | 15d10 | 15d12 |
</div>
!! Mech Weapon Abilities
Mechs primarily use the critical hit effects and weapon special properties of standard weapons with the following exceptions.
* ''Bleed (critical):'' To calculate a mech weapon's bleed damage, halve its number of damage dice (rounded down, minimum 1d4 damage).
* ''Burn (critical):'' See bleed above.
* ''Corrode (critical):'' See bleed above.
* ''Reach (property):'' A weapon with this property extends the mech's reach by 5 feet when attacking with it. Gargantuan and Colossal mechs instead increase the mech's reach with the weapon by 10 feet.
* ''Severe Wound and Wound (critical):'' Against a mech, the wound critical hit effect inflicts [[system failure|Mech Damage]] unless the target succeeds at a Fortitude save (DC = 15 + 1/2 the mech's tier). For the severe wound critical hit effect, roll twice on the table and choose the desired result.
This plantlike model sways gently in artificial or natural light, and its synthetic fronds change color on command from its remote control or a simple control module easily added to any computer. A mechaflora functions as a 1st-level mechanic's [[hover drone]], except it has no initial mods, no weapon mounts, no feats, and no ability to gain drone mods. Its skill unit is always [[Acrobatics]]. It cannot speak, but it does understand one language (chosen by you at the time of purchase). You control it as if you were a 1st-level mechanic. A mechaflora cannot attack, but once a day as a standard action it can accelerate its growth to fill an adjacent 10-foot cube with artificial floral growths resembling saplings, shrubs, and vines. This area grants partial [[cover]] against attacks that pass through it. The fake plants have 20 Hit Points and take double damage from area effects; once reduced to 0 Hit Points or after 10 minutes, the growths no longer provide partial cover and crumble into powder that the mechaflora can easily sweep up and recycle.
The mechaflora has a nonreplaceable battery that has 10 charges, and it uses 1 charge per hour it's activated. In addition to other recharging methods, the mechaflora's battery recharges using solar panels, at a rate of 1 charge per 10 minutes in an area of at least normal light level.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|mechaflora | 4 | 2,000 | 2 | 1 | 10/hour |
</div>
This lionlike model can let out a tiny roar with a push of a button on its remote control or a computer with an added module that allows you to control it. A mechakata functions as a 1st-level mechanic's combat drone, except it is Small and has no initial mods, no weapon mounts, no feats, and no ability to gain drone mods. Its skill unit is always [[Athletics]]. It cannot speak, but it does understand one language (chosen by you at time of purchase). You control it as if you were a 1st-level mechanic. A mechakata has a bite attack that deals 1d4 [[nonlethal]] piercing damage, and it is proficient with its bite attack (but it does not gain specialization with its bite attack). In addition, it can carry an item of light bulk or less in its jaws. It cannot make bite attacks while it is holding an item in its mouth.
The mechakata uses a nonreplaceable battery that has 20 charges, and it uses 1 charge per hour it is activated. The mechakata's battery recharges using solar panels, at a rate of 1 charge per 10 minutes the toy spends in an area of at least normal light level.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|mechakata | 4 | 2,000 | 6 | 20 | 1/hour |
<div class= "table-wrapper">
You are a master of machines, from advanced supercomputers to simple magnetic engines. Understanding how these devices work gives you insight into the world around you, allowing you to make the most of your gear, circumvent hardened defenses, and even take over remote systems. Your programming skill also gives you the ability to create a powerful ally, in the form of either an implanted Artificial intelligence or a robotic drone, which can assist you with a variety of tasks. If there's a computer or machine that needs to be fixed, bypassed, or destroyed, you're the first on the scene. Whether you're a skilled scientist, a starship engineer, or a battlefield technician, you're no stranger to combat—but you find it much more reasonable to have your AI or drone do the fighting for you.
* ''Hit Points:'' 6
* ''Stamina Points:'' 6 + Constitution modifier
* ''Key Ability Score:'' You rely on your Intelligence for your knowledge, skills, and technical know-how, so Intelligence is your key ability score. A high Dexterity score makes your ranged attacks more accurate, should you engage in combat.
* ''Class Skills:'' [[Athletics]] (Str), [[Computers]] (Int), [[Engineering]] (Int), [[Medicine]] (Int), [[Perception]] (Wis), [[Physical Science]] (Int), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis)
* ''Skill Ranks per Level:'' 4 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons, grenades, small arms
{{Table: Mechanic}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain a [[mechanic trick]].
* ''9th Level:'' You don't gain the [[override]] class feature at 9th level. Instead, you gain it at 10th level, and you don't gain the mechanic trick normally gained at 10th level.
Experts at dealing with machines, mechanics either use exocortexes to enhance their combat abilities or are accompanied by robotic drones that they can control remotely.
* ''Special Rules:'' All mechanic creatures get the [[artificial intelligence]] class feature, which requires a choice between a [[drone]] and an [[exocortex]]. For a mechanic creature with a drone, build the drone as a separate technological construct of the mechanic's CR – 2 or use an existing technological construct with the mechanic's CR – 2. The drone does not get a full suite of actions on its own; each round, the mechanic creature and the drone can each take a move action, a swift action, and a reaction, but only one of them can take a standard action or combine its move and standard actions into a full action. The drone doesn't have its own CR, it doesn't contribute to the CR of the encounter, and PCs receive no XP for defeating a drone. For a mechanic creature with an exocortex, add target tracking at CR 1 (see below), [[wireless hack]] at CR 5, [[twin tracking]] at CR 10, [[multitasking]] at CR 15, and [[quad tracking]] at CR 20.
** //Target Tracking ([[Ex]]):// As a move action, this NPC can designate and track a single foe, gaining a +2 bonus to attack rolls against that target. Use this same bonus for [[twin tracking]] and [[quad tracking]].
* ''Required Array:'' Expert.
* ''Adjustments:'' +2 to Fortitude and Reflex saving throws and –2 to Will saving throws.
* ''Skills:'' Master [[Computers]] and [[Engineering]].
* ''Ability Score Modifiers:'' Intelligence, Dexterity, and Constitution.
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).
!! Abilities by CR
* ''CR 1:'' [[Artificial intelligence]], [[custom rig]], one special ability.
* ''CR 2:'' [[Artificial intelligence]], [[custom rig]], one 2nd-level mechanic [[trick]], and one special ability.
* ''CR 3:'' [[Artificial intelligence]], [[custom rig]], [[overload]], and one 2nd-level mechanic [[trick]].
* ''CR 4:'' [[Artificial intelligence]], [[custom rig]], [[overload]], and two 2nd-level mechanic [[tricks]].
* ''CR 5:'' [[Artificial intelligence]], [[custom rig]], [[overload]], [[remote hack]], and two 2nd-level mechanic [[tricks]].
* ''CR 7:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[expert rig]], [[miracle worker]] 1/day, and two 2nd-level mechanic [[tricks]].
* ''CR 8:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[expert rig]], [[miracle worker]] 1/day, one 8th-level mechanic [[trick]], and one 2nd-level mechanic [[trick]].
* ''CR 9:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[expert rig]], [[miracle worker]] 1/day, [[override]], one 8th-level mechanic [[trick]], and one 2nd-level mechanic [[trick]].
* ''CR 11:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[expert rig]], [[miracle worker]] 2/day, [[override]], and two 8th-level mechanic [[tricks]].
* ''CR 13:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[miracle worker]] 2/day, [[override]], [[advanced rig]], and two 8th-level mechanic [[tricks]].
* ''CR 14:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[miracle worker]] 2/day, [[override]], [[advanced rig]], one 14th-level mechanic [[trick]], and one 8th-level mechanic [[trick]].
* ''CR 16:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[miracle worker]] 3/day, [[override]], [[advanced rig]], and two 14th-level mechanic [[tricks]].
* ''CR 18:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[miracle worker]] 3/day, [[override]], [[advanced rig]], and three 14th-level mechanic [[tricks]].
* ''CR 19:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[miracle worker]] 3/day, [[override]], [[ghost in the machine]], [[superior rig]], and three 14th-level mechanic [[tricks]].
* ''CR 20:'' [[Artificial intelligence]], [[overload]], [[remote hack]], [[miracle worker]] 3/day, [[override]], [[ghost in the machine]], [[superior rig]], and four 14th-level mechanic [[tricks]].
As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a [[custom rig]] or other gear. You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier. Unless otherwise specified, you can't learn mechanic tricks more than once.
Mechanic tricks all require you to meet a minimum mechanic level, and they are organized accordingly. Some mechanic tricks require you to satisfy other prerequisites, such as having other tricks.
<$macrocall $name="by-level" tag={{!!title}} />
Your personal journey will transform you from mortal into machine. When stressed, your body begins replacing parts of you with mechanized armor.
''Augmentation Type:'' Cybernetics
''Class Skill:'' [[Engineering]]
''Instinct:'' Choose one type of kinetic damage (bludgeoning, piercing, or slashing) and one type of energy damage (acid, cold, electricity, fire, or sonic). You reduce the damage taken from damage types other than the two you selected by an amount equal to half your current MP. At 10th level the amount of reduction is instead equal to your MP.
''Drawback:'' While you have at least 1 MP the first time per round you take either type of damage you chose for your instinct (above), you take additional damage equal to half your evolutionist level + your MP total. If you have 3 or more MP you become increasingly robotic. You’re treated as both a construct and your creature type— whichever type allows an ability to affect you for abilities that only affect one type, and whichever is worse for abilities that affect both types. Such effects continue to affect you even if you have fewer than 3 MP later in the effect’s duration. In addition, you can’t gain morale bonuses and you take a penalty equal to half your MP total, rounded up, to Charisma-based skill checks except Intimidate.
!! Avenging Burst (1st)
When a creature within 10 feet of you damages you, you can spend 1 MP as a reaction to vent lethal plasma through the wound to damage your attacker. This deals 1d4 electricity and fire damage for every 2 evolutionist levels you have; the creature takes half damage with a successful Reflex save. You can spend 1 additional MP when using this adaptation to roll d6s instead of d4s or you can spend 2 additional MP when using this adaptation to roll d8s instead of d4s. Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points.
!! Rapid Reboot (10th)
As a standard action, you can reset and repair your cybernetic loadout, emerging recharged. Until the beginning of your next turn, you’re [[flat-footed]] and the value of your niche instinct’s [[damage reduction]] doubles. At the beginning of your next turn, you can end one of your ongoing adaptations to gain a number of MP equal to the MP you spent to activate that adaptation (maximum 2 MP). So long as you gain at least 1 MP in this way, you also regain Stamina Points equal to twice your evolutionist level.
!! Niche Metamorphosis (20th)
Your creature type becomes construct. You gain immunity to fatigue and exhaustion.
creature type
<<list-links "[tag[Mechs]sort[title]]" class:index>>
With innumerable species populating the Pact Worlds, Near Space, and the worlds beyond, conflicts, disagreements, and misunderstandings inevitably arise between groups. To help mitigate any major consequences to such disputes, many take it upon themselves to act as peacemakers. These mediators are sometimes simply well-intentioned, skilled individuals who wish to put their talents to good use and help others around them. Other times, mediators receive specialized training to help deal with conflicts in formalized or professional settings. Regardless of their specific methods, most mediators learn to tap into an innate emotional and psychological understanding of others to help act as efficient arbitrators.
Most classes can make suitable mediators, but many tend to be envoys and mystics. Whatever their original training and skills, mediators can be quite helpful when navigating a range of difficult or tense situations, such as mediating peaceful diplomatic talks, facilitating corporate mergers, or negotiating surrender after a deadly battle. As for which species tend toward arbitration roles, mediator's empathic abilities can be difficult to develop intentionally, but a number of species such as [[brenneris]], [[damais]], and [[vlakas]] are often particularly emotionally attuned, making them natural mediators.
The mediator archetype grants alternate class features at 2nd, 4th, 9th, and 12th levels.
!! Diplomatic Nuance (2nd)
You gain [[Culture]] and [[Diplomacy]] as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. You can use your Diplomacy skill for [[Bluff]] checks to lie or pass a secret message and your Culture skill for [[Life Science]] checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to [[change a creature's attitude|Change Attitude]], the creature's attitude worsens only if you fail the check by 10 or more, rather than if you fail the check by 5 or more.
!! Expert Negotiator (4th)
You are highly skilled at convincing others and reaching amicable agreements. If a creature's initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher. When you fail a Diplomacy check to change the attitude of a hostile creature by 10 or less, you can attempt to change its attitude again. Whenever an ally uses aid another to assist you with a Diplomacy check to change a creature's attitude, if you succeed at that check, the targeted creature's attitude toward your ally also improves.
!! Speaker of Many Worlds (9th)
You can draw upon all known languages to make yourself understood in almost any situation. You gain the ability to cast //[[tongues]]// once per day as a spell-like ability. In addition, once per day as a full action, you can touch up to two willing creatures with an Intelligence modifier of at least –3 and grant them the ability to communicate with you and each other as though under the effect of //tongues//. This effect lasts for 1 hour or until you end it with a swift action. This is a mind-affecting affect.
!! Empathic Link (12th)
You create a mental and emotional bond between yourself and other creatures. As a full action, you can touch up to two willing or unconscious creatures to create an empathic link between yourself and each creature touched. This empathic link lasts for 1 hour or until you end it for all creatures with a swift action. While linked, you and the linked creatures gain the effects of //[[status]]// in relation to one another.
Linked creatures have an automatic emotional connection that allows them to better understand each other's feelings as well as provide a constant and passive psychological comfort and support. Whenever a linked creature fails a Will saving throw, a different linked creature can spend 1 Resolve Point as a reaction to allow the affected creature to reroll its failed saving throw. If the effect is an emotion or fear effect, the affected creature gains a +1 circumstance bonus to this reroll. The creature must use the second result, even if it's worse. An affected creature can reroll a given saving throw only once in this manner.
Finally, you and the linked creatures learn how to anticipate each other's needs and actions. Once per day at the beginning of combat, each linked creature can swap their initiative result with that of any other linked creature within 60 feet.
Many medical professionals staff hospitals and clinics, often specializing in a particular form of ailment or injury. Others are doctors for hire, working for rich or secretive clients with rare conditions or a history of putting themselves in harm's way. Some medics dedicate their lives to helping the poor, while a few make a living providing care to criminals with deep pockets.
The medic archetype grants alternate class features at 2nd, 9th, and 18th levels.
!! Doctor (2nd)
You gain a number of special abilities related to the [[Medicine]] skill and healing, as noted below.
* Whenever you use equipment or one of your abilities to restore Hit Points to a creature and heal at least 1 Hit Point, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
* You can tend up to 20 patients with [[long-term care]].
* When you use the [[long-term stability]] task of [[Medicine]], if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
* You can use [[Medicine]] to [[treat disease]] in only 1 minute instead of 10 minutes.
!! Medical Specialist (9th)
Your medical mastery continues to improve; you gain the following abilities.
* When you [[treat deadly wounds]] and succeed at the [[Medicine]] check by 5 or more, add your character level to the amount of Hit Points you restore.
* When you treat a creature for [[disease|Treat Disease]], [[drugs, or poison|Treat Drugs or Poison]] and the patient fails a saving throw that would result in the patient moving to the next step on the condition track, you can spend 1 Resolve Point to keep the creature at its current position on the condition track. The saving throw is not considered to have been successful, but the creature does not get worse.
* When a creature reaches a non-fatal end state for a disease, drug, or poison (such as that for leprosy), you can still treat them, and if your [[Medicine]] check is successful, the creature can still attempt a saving throw to recover.
!! Back from the Brink (18th)
You can restore life to a dead creature you can touch, provided the creature wasn't slain by a death effect or turned into an undead, and its body wasn't destroyed, significantly mutilated, disintegrated, and so on. You must have access to a [[medkit]] and use this ability within 1 minute of the creature's death. Doing so requires 1 minute of uninterrupted work (a full action that provokes attacks of opportunity each round for 10 rounds). This ability cannot bring back constructs, elementals, outsiders, undead, or creatures that have died of old age. The target's soul must be free and willing to return.
The revived target has 1 Hit Point, and any ability scores reduced to 0 are raised to 1. You close all mortal wounds and repair lethal damage, but you restore no missing parts. The creature has a temporary negative level for 24 hours, and it returns with no Resolve Points, no Stamina Points, and no spell slots remaining, regaining those as normal after resting. If the creature died because of an affliction (for example, an affliction with an end state of death), move that affliction one step back on the progression track. The creature continues to suffer from any disease, drugs, or poisons still in its system when it revives.
This armor upgrade includes a basic array of scientific instruments meant to assist in medical assessment and treatment. A medical analysis kit allows you to use a collection of predesignated tools, depending on the upgrade’s item level. If you have the required number of hands free to use a tool or item listed in the specific upgrade’s entry, you are treated as carrying that tool or item.
* ''Mk 1:'' basic [[medkit]], [[chemalyzer]]
* ''Mk 2:'' basic [[medkit]], [[chemalyzer]], [[survival straw]]
* ''Mk 3:'' advanced [[medkit]], [[chemalyzer]], [[survival straw]]
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|medical analysis kit, mk 1 | 1 | 320 | 1 | any | — | 20 | 1/use |
|medical analysis kit, mk 2 | 4 | 2,400 | 1 | any | — | 20 | 1/use |
|medical analysis kit, mk 3 | 7 | 6,200 | 1 | any | — | 20 | 1/use |
</div>
A medical bay functions as a [[medical lab]].
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|medical bay | 4 | 8 |
</div>
You are an expert at medical science and caring for the ill.
''Prerequisites:'' [[Life Science]] 1 rank, [[Medicine]] 1 rank, [[Physical Science]] 1 rank.
''Benefit:'' You can use the [[Medicine]] skill in conjunction with a [[medpatch]] or [[sprayflesh]] to [[treat deadly wounds]] as a full action (DC 25). If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy's [[surgeon]] expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide [[long-term care]] with just a [[medkit]].
''Normal:'' It takes 1 minute to treat deadly wounds, and long-term care requires a [[medical bay]] or [[medical lab]].
This medical upgrade stimulates your metabolism and natural healing capabilities with nanites. When you take a 10-minute rest to regain Stamina Points, you also recover some Hit Points. The amount of healing depends on the type of the medical interface, as listed below.
* ''Mk 1'' 5 Hit Points
* ''Mk 2'' 10 Hit Points
* ''Mk 3'' 15 Hit Points
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//medical interface//, mk 1 | 9 | 14,000 | 1 | any | L |
|//medical interface//, mk 2 | 15 | 100,000 | 1 | any | L |
|//medical interface//, mk 3 | 19 | 600,000 | 1 | any | L |
</div>
A full medical lab contains beds, diagnostic equipment, sensors, and tools, and even a small surgical theater. A medical lab is not generally portable unless installed in a starship or vehicle of Huge or larger size. It allows you to treat up to three patients at once, and you can use the treat deadly wounds task of the [[Medicine]] skill twice per day on each patient. It otherwise functions as an [[advanced medkit]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|medical lab | 7 | 7,000 | 50 |
</div>
Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone takes as many move actions as necessary to return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 Resolve Points to recover a number of Hit Points equal to your mechanic level. Your drone cannot use this mod on anyone but you nor use it if you are dead or have fewer than 2 RP remaining. You can't benefit from this treatment more than once every 24 hours. Your drone must have the [[manipulator arms]] and [[skill subroutines]] (with the [[Medicine]] skill) mods to select this mod.
You can quickly turn the compounds and catalysts in your [[custom microlab]] into medicinals. You can create an [[analgesic]], an [[antitoxin]], or a [[sedative]] with an item level no higher than your biohacker level. If you are an instinctive biohacker, you can also make [[excitants]] and [[stimulants]]. If you are a studious biohacker, you can also make [[antiemetics]] and [[coagulants]]. These medicinals are highly unstable and cannot be stored for later use or used by anyone else. You can add one of these medicinals to any attack you make with an injection weapon as part of the action to make the attack or attacks, but you can't add a [[biohack]] of any kind to the same attack. You can use this ability a number of times equal to your key ability score, and you regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina Points.
<$list filter="[list[$:/StoryList]is[current]]" >
Though numerous pharmaceuticals and similar substances can be referred to as medicinals, this entry refers specifically to substances primarily used to treat ailments and which lack addictive properties. However, many medicinals can also be used to help incapacitate a target or capture one largely unharmed. Medicinals can be delivered in the same way as drugs, including via a successful attack with a weapon with the [[injection]] weapon special property.
</$list>
<<list-links "[tag[Medicinals]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]" >
Regardless of a medicinal's effects, its price is tied to its tier, as shown on the table below.
<div class="table-wrapper">
|Substance | Level | Price |h
|tier 1 | 1 | 75 |
|tier 2 | 5 | 450 |
|tier 3 | 10 | 2,700 |
|tier 4 | 15 | 16,200 |
</div>
</$list>
You have knowledge of the biology of many species and can treat a number of different types of wounds and ailments. The DCs of most Medicine tasks are based on the type of equipment used.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium outsider (elemental, extraplanar)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +12 (1d6+7 B)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +8
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Medium animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +4; ''Will'' +1
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' natural weapon +4 (1d6+1 B)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +4
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–30)
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Medium animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +3; ''Will'' +1
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' natural weapon +7 (1d6+2 P or S)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +5, [[Athletics]] +5, [[Stealth]] +5
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–12)
</div>
Single-occupant and passenger vehicles of this size cater to Small users, such as goblins, halflings, and ysoki.
* ''Adjustments:'' Decrease collision damage by 1 die, increase collision DC by 1. If the [[Piloting]] modifier is less than +0, increase it by 1.
The basic medkit has spray antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 [[Medicine]] checks to treat deadly wounds.
The advanced medkit adds more-advanced and specialized tools to diagnose and treat ailments. The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to [[Medicine]] checks to treat drugs, diseases, and poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient [[medical lab]], though this requires 10 minutes. You can then provide [[long-term care]] to a single patient using the temporary medical lab, with a DC 30 Medicine check.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|medkit, basic | 1 | 100 | 1 |
|medkit, advanced | 5 | 2,700 | 1 |
</div>
The basic MedObserve interface allows the user to perceive nearby heartbeats, breath, and other vital signs, providing the user with [[blindsense]] (life) to a range of 10 feet. The user gains a +2 insight bonus (or increases their existing insight bonus by 1) to perform [[Medicine]] checks and [[Sense Motive]] checks on living creatures they can perceive with this blindsense, and they can expend one charge as a standard action to replicate the effects of //[[detect affliction]]// on one target in their blindsense's range.
Advanced models also exist, granting [[blindsight]] (life) with a range of 20 feet rather than blindsense (life) with a range of 10 feet.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|MedObserve Interface, basic | 5 | 2,800 | 1 | any | — |
|MedObserve Interface, advanced | 11 | 23,850 | 1 | any | — |
</div>
A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a [[Medicine]] check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|medpatch | 1 | 50 | L | 1 | 1 |
</div>
Once armed, this grenade rapidly unfolds into a hand-sized, glowing jellyfish. On impact, the grenade hurls tendrils of stinging cells throughout its area. When thrown underwater, the jellyfish contracts its bell and jets toward its target.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|meduza grenade I | 3 | 240 | 20 ft. | drawn | L |[[explode]] (1d6 A & S, [[corrode]] 1d4, 5 ft.), [[hydrodynamic]] |
|meduza grenade II | 7 | 920 | 20 ft. | drawn | L |[[explode]] (2d6 A & S, [[corrode]] 1d6, 10 ft.), [[hydrodynamic]] |
|meduza grenade III | 13 | 7,200 | 20 ft. | drawn | L |[[explode]] (5d6 A & S, [[corrode]] 3d6, 15 ft.), [[hydrodynamic]] |
|meduza grenade IV | 17 | 36,000 | 20 ft. | drawn | L |[[explode]] (10d6 A & S, [[corrode]] 5d6, 15 ft.), [[hydrodynamic]] |
</div>
A meduza rifle fires acidic filaments that cut and burn the target. The filaments quickly become inert but retain some adhesive properties. The rifles are grown from genetically engineered material taken from both scyphozoans and other Primorian species.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|meduza rifle, stinger | 2 | 720 | 1d8 A & S | 40 ft. | [[bind]] | 20 charges | 2 | 1 |[[analog]], [[living]] |
|meduza rifle, blitz | 6 | 3,950 | 2d8 A & S | 60 ft. | [[bind]] | 20 charges | 4 | 1 |[[analog]], [[living]] |
|meduza rifle, assault | 10 | 17,200 | 3d8 A & S | 70 ft. | [[bind]] | 40 charges | 5 | 1 |[[analog]], [[living]] |
|meduza rifle, commander | 15 | 100,000 | 7d8 A & S | 80 ft. | [[bind]] | 80 charges | 5 | 1 |[[analog]], [[living]] |
|meduza rifle, gorgon | 19 | 500,000 | 11d8 A & S | 100 ft. | [[bind]] | 80 charges | 8 | 1 |[[analog]], [[living]] |
</div>
name:mega-missile launcher, antimatter
range:long
speed:6
damage:4d10 × 10
pcu:15
cost:70
special:[[limited fire]] 5
name:mega-missile launcher, nuclear
range:long
speed:8
damage:4d8 × 10
pcu:15
cost:60
special:[[limited fire]] 5
The stocky megalonyxa hail from the heavy gravity world of Karnoq in the Vast. There, they contemplated the stars as a mostly sedentary species, and were able to build a thriving civilization through the use of magic. Spaceflight eluded them, however. As such, when extraplanetary visitors arrived, they found a highly evolved society eager to take to the stars. Within a few decades, all megalonyxas left Karnoq, consigning their cities and other settlements to the wastes of history. Explorers from other worlds can learn much from these remains if they can withstand the planet's crushing gravity.
A typical megalonyxa stands about 10 feet tall and weighs 500 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Int, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Megalonyxas are Large monstrous humanoids with a space and reach of 10 feet.
* ''Darkvision:'' Megalonyxas have [[darkvision]] with a range of 60 feet.
* ''Efficient Sabotage:'' Once per day when attempting an [[Engineering]] check to disable a device, a megaloynxa can roll 1d6 and add the result of the roll as an insight bonus to the check.
* ''High Grav Worlder:'' Megalonyxas gain Heavy Weapon Proficiency without having to meet the prerequisites. If a megaloynxa gains proficiency in heavy weapons from another source, they can ignore the penalty to attack rolls for having too low a Strength to use the weapon.
* ''Plodding:'' Megalonyxas have a land speed of 20 feet.
* ''Tough Hide:'' Megalonyxas gain [[DR]] 5/—.
<div class="statblock">
* ''Type'' drug (ingested, inhaled, or injury)
* ''Save'' Fortitude DC 20
* ''Addiction'' Fortitude DC 20 (mental and physical)
* ''Track'' [[Strength|Strength Poison Track]]
* ''Effect'' +4 morale bonus to saves against pain effects and gain [[DR]] 5/— for 1 hour.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|megaopiate | 12 | 22,000 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Effect'' 2d4 vitamins
* ''Duration'' 24 hours
</div>
You create 2d4 powerful vitamins. One of these supplements meets its eater's food needs for 24 hours and causes the eater to regain 1 Hit Point. A creature can regain no more than 8 Hit Points from any //megavitamin// spell in a 24-hour period.
When you use your [[drone meld]] trick, your drone retains access to one of its [[basic mods|Drone Mods]]. If the mod grants the drone abilities, attacks, or senses, you can use that ability, attack, or sense. If the mod lets the drone take an action without you commanding it to (such as the [[medical subroutine]] mod), the drone can end the drone meld and perform that action if the circumstances that would normally cause it to do so are fulfilled. If the mod requires equipment or tools that are not granted as part of the mod, you must have the appropriate equipment or tools, separate from your drone, to use the mod. You can't choose a mod that requires another mod. You must have the drone meld mechanic trick to learn this trick.
With a melee weapon, you can strike any opponent in a square adjacent to your space. You add your Strength modifier to your melee attack rolls and to your melee damage rolls.
Some melee weapons have the [[reach]] special property, as indicated in their descriptions, and some monsters have natural reach. Typically, a character or monster with reach can attack any foe within their reach.
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone.
You're able to hear the soundless melody that drives all observable astronomical objects in the universe, a resonating delight that brings tears to the eyes of those capable of hearing it. You might be a mathematician, seeking to translate a soundless rhythm to audible harmony, or a traveling minstrel looking to share the so-called Song of the Spheres with any who care to listen.
* ''Associated Deities:'' Azathoth, Desna, Ibra, Yaraesa
* ''Associated Skills:'' [[Culture]] and [[Physical Science]]
* ''Spells:'' 1st—//[[charm person]]//; 2nd—//[[augury]]//; 3rd—//[[clairaudience/clairvoyance]]//; 4th—//[[cosmic eddy]]//; 5th—//[[synaptic pulse]]//; 6th—//[[enshrining refuge]]//
!! Song of the Spheres (1st)
You act as a conduit for the mystical Song of the Spheres, inspiring your allies with the hymns of creation. As a move action, you expend one mystic spell slot or spend 1 Resolve Point (your choice). All allies within 60 feet gain a +1 morale bonus to attack rolls and weapon damage rolls, as well as a +1 morale bonus to saves against charm, compulsion, and fear effects. This effect lasts a number of rounds equal to the level of the spell slot that you expended. If you spent a Resolve Point, this effect lasts a number of rounds equal to the highest level of mystic spell you can cast. This is a mind-affecting, sense-dependent effect.
!! Universal Choir (3rd)
When you cast a mystic spell that allows a Will save to negate its effects (including a harmless spell), you gain the ability to communicate with any creature affected by the spell for its duration, as //[[tongues]]//. This allows you to use language-dependent spells to affect creatures that normally could not communicate with you or understand what you are communicating, but it does not allow you to communicate with creatures that are incapable of speaking or understanding language.
!! Reinvigorating Song (6th)
Whenever you use your song of the spheres connection power, affected allies gain [[fast healing]] equal to half the level of the spell slot that you expended (minimum fast healing 1). If you spent a Resolve Point, affected allies gain fast healing equal to half the highest level of mystic spell that you can cast. Fast healing granted by this connection power lasts for the duration of your song of the spheres connection power.
!! Song of the Celestial Dance (9th)
When you use your song of the spheres connection power, you can spend 1 Resolve Point to grant all affected allies the benefits of //[[haste]]// for the duration of your song of the spheres connection power. The Resolve Point cost of this connection power is in addition to any spell slots or Resolve Points expended to use the song of the spheres connection power.
!! Dampening Song (12th)
When you use your song of the spheres connection power, affected allies gain [[resistance]] to a number of types of energy damage of your choice equal to half the level of the spell slot that you expended (minimum 1). If you spent a Resolve Point, affected allies gain resistance to a number of types of energy damage equal to half the level of the highest level of mystic spell that you can cast (minimum 1). Resistance granted by this connection power is equal to your mystic level and lasts for the duration of your song of the spheres.
!! Resilient Song (15th)
When you use your song of the spheres connection power, affected allies gain [[damage reduction]] equal to your mystic level against all bludgeoning, piercing, and slashing damage for the duration of your song of the spheres.
!! Rewrite the Spheres (18th)
When you use your song of the spheres connection power by expending 1 or more Resolve Points, chose one creature or object that you are aware of. A number of allies affected by your song of the spheres equal to the number of RP you spent are affected by //[[subjective reality]]//, becoming convinced that the target is an illusion for the duration of your song of the spheres.
You can dissolve key portions of your target's defenses, making them easier to hit.
''Prerequisites:'' Base attack bonus +11.
''Benefit:'' When you score a critical hit with an attack that deals acid damage, instead of applying the normal critical hit effect, you can disrupt the target's defenses for 1d4 rounds. Attacks against a creature whose defenses have been disrupted in this manner target EAC, regardless of the attacks' damage type.
A //meltdown// weapon can trigger brief but painful nuclear fission reactions within its target’s bodies. When critically hit with the weapon, it causes a fraction of the target’s atoms to split apart and fly from their body (Fortitude negates). If the target fails its save, it becomes [[nauseated]] for 1d4 rounds and can attempt another saving throw at the end of each of its turns to end the effect. Whenever the creature fails this Fortitude save, its body emits radiation in an instantaneous 15-foot-radius burst. Other creatures in that area must succeed at a Fortitude save or become [[sickened]] for 1 round; creatures more than 5 feet from the target gain a +2 circumstance bonus to the saving throw. This effect has the pain and poison descriptors.
Meltdown batteries are covert weapons used by Directive 9 agents anticipating oncoming hostilities. They’re almost indistinguishable from standard batteries, identifiable only through close examination and a successful [[Engineering]] check (DC = 15 + meltdown battery’s item level). A weapon loaded with a meltdown battery appears to be fully charged but is in fact an explosive trap, as long as the item level of the meltdown battery is equal to or higher than the level of the weapon. If such a weapon is fired, the meltdown battery enters a rapid-response feedback loop that causes the weapon to explode. The weapon is [[broken]] and deals its normal damage to all creatures in a 10-foot-radius burst; creatures within this radius can attempt a Reflex save for half damage (DC = 10 + 1/2 × item level). A meltdown battery loaded into a weapon with an item level higher than that of the battery doesn’t explode but doesn’t fire; the meltdown battery is destroyed.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|meltdown battery mk 1 | 6 | 700 | — |
|meltdown battery mk 2 | 12 | 6,000 | — |
|meltdown battery mk 3 | 18 | 58,000 | — |
</div>
You make an effort to grow your organization's membership.
''Multiday:'' You spend a week actively seeking new members. This activity might mean standing on street corners with pamphlets or running sophisticated recruiting campaigns. At the end of the week, attempt a [[Diplomacy]] check with a DC equal to 10 + 1-1/2 × your organization's current level. You can't take 20 on this check.
''Results:'' On a success, you recruit a number of new followers and members equal to 10% of your current numbers, up to the maximum for the organization's level.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* NE Medium fey (extraplanar)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 190
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +14; ''Ref'' +14; ''Will'' +16
!!! OFFENSE
* ''Speed'' 30 ft., fly 90 ft. ([[Ex]], average)
* ''Melee'' claws +21 (4d6+16 S and memory theft; critical [[confuse]] [DC 21])
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[greater synaptic pulse]]// (DC 24), //[[modify memory]]// (DC 24)
** 3/day—//[[confusion]]// (DC 23), //[[discern lies]]// (DC 23), //[[haste]]//, //[[mind probe]]// (DC 23)
** At will—//[[hologram memory]]// (DC 22), //[[mind thrust]]// (3rd level, DC 22)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +6; ''Con'' +0; ''Int'' +3; ''Wis'' +5; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +23, [[Bluff]] 28, [[Culture]] +23, [[Sense Motive]] +28, [[Stealth]] +28
* ''Languages'' Common, First Speech; [[truespeech]]
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary or convocation (2–4)
!!! SPECIAL ABILITIES
''Memory Theft ([[Su]])'' A creature that takes damage from a mementor's claws must succeed at a DC 21 Will save or suffer memory loss that takes the form of a cumulative –1 penalty to Intelligence-, Wisdom-, and Charisma-based ability checks and skill checks, as well as to the DCs of spells and special abilities based on those ability scores. If this penalty ever reduces a spellcaster's key ability score modifier to +0 or lower, the spellcaster can no longer cast their highest level of spells. When the penalty reduces a creature's ability modifier in any affected ability score to –5, the creature is immediately affected as if by the //[[feeblemind]]// spell. A creature that doesn't arrive at the //feeblemind// stage can recover from the penalty as if each –1 increment were a temporary negative level. The //[[restoration]]// spell works on each –1 increment as if it were a permanent negative level, but //[[psychic surgery]]// can cure the entire penalty at once. [[Mindless]] creatures are immune to this effect.
</div>
Skeletally slim, a mementor is like a humanoid mantis with chitin of various hues. The creature also has mantis-like wings, which it drones, shimmers, and vibrates in specific patterns to create its confusion spell-like ability, and which it snaps to create its greater synaptic pulse.
Mementors are fey embodiments of the horrors of memory loss. They consume memories, causing lasting amnesia in their victims. Such prey can end up in a permanent state of infantile wonder, fear, or bewilderment. Though fey, mementors are native to the Shadow Plane and tied to Count Ranalc, one of the Eldest. Some scholars believe they manifested from the count's fear of or rage at being forgotten. Others say mementors arose as a byproduct of the Gap. Unscrupulous corporations and governments employ mementors as memory assassins to wipe knowledge from targets without killing them. Mementors of this sort often work with a team of mortal mercenaries.
A mementor stands 6 feet tall but weighs just 100 pounds.
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* NG Medium outsider (good, technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +26
!!! DEFENSE
* ''HP'' 228
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +13; ''Ref'' +15; ''Will'' +18
* ''Defensive Abilities'' digital rejuvenation (1d8 days, DC 41); ''SR'' 26
* ''Weaknesses'' network dependency
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' digitizing touch +23 (5d8+15 A & E)
* ''Ranged'' sonic disruption +25 (4d6+15 So)
* ''Spell-Like Abilities'' (CL 15th; +25 melee)
** 1/day—//[[control machines]]// (DC 25), //[[synapse overload]]// (DC 25)
** 3/day—//[[destruction protocol]]//, //[[mind thrust]]// (4th level, DC 24), //[[overload systems]]// (DC 24), //[[soothing protocol]]//
** At will—//[[command]]// (DC 21), //[[holographic image]]// (3rd level, DC 23), //[[suggestion]]// (DC 23)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +5; ''Int'' +5; ''Wis'' +5; ''Cha'' +9
* ''Skills'' [[Acrobatics]] +26 (+34 to fly), [[Computers]] +31, [[Culture]] +31, [[Diplomacy]] +26
* ''Languages'' [[truespeech]]; digital telepathy 300 ft.
!!! ECOLOGY
''Environment'' any urban
''Organization'' solitary, pair, or realization (3–4)
!!! SPECIAL ABILITIES
''Digital Rejuvenation ([[Su]])'' The essence of a memetic zenith is stored within the popular media that created it. When its incorporeal form is slain, the memetic zenith goes into a state of dormancy. It can be truly destroyed only if someone spends 1 hour on an infosphere deleting or discrediting the references and succeeds at a [[Culture]] check (DC = 10 + the memetic zenith's total Culture bonus). Alternatively, a creature can attempt the same check to reinvent the memetic zenith, changing its alignment by one step and altering its subtypes accordingly. Regardless of intent, only one of these checks can be attempted per day targeting a given memetic zenith. If not destroyed, a memetic zenith reawakens fully healed in 1d8 days.
''Digital Telepathy ([[Su]])'' A memetic zenith can speak telepathically with digital devices, as well as with creatures that have the android or technological subtypes.
''Digitizing Touch ([[Su]])'' A memetic zenith targets EAC with its touch; this attack's damage has the force descriptor.
''Network Dependency ([[Ex]])'' A memetic zenith requires access to a digital network to project its incorporeal body. If no digital devices are within range of the memetic zenith's digital telepathy, the memetic zenith shunts to the nearest device in the same star system and takes damage equal to half their total Hit Points. If no device exists in the same star system or within a similar range, the memetic zenith is slain.
''Sonic Disruption ([[Ex]])'' A memetic zenith's sonic disruption has a range increment of 30 feet. As a full action, a memetic zenith can use this ability and apply the [[blast]] weapon special property to it. This attack's damage has the force descriptor.
</div>
Like any other form of information, widely circulated pop culture leaves its imprint in the Akashic Record. On rare occasions, these imprints grow and manifest as memetic zeniths. Each memetic zenith is a unique, living idea that attempts to foster the ideology that brought them to life.
You know how to use coercion to change people's minds without suffering the consequences.
''Prerequisites:'' [[Intimidate]] 1 rank.
''Benefit:'' You gain a +1 insight bonus to [[Intimidate]] checks. In addition, when you successfully use Intimidate to bully an opponent, the target must attempt a Will saving throw once the intimidation wears off. The DC is equal to 10 + your number of ranks in Intimidate. If the target fails this save, their attitude toward you becomes indifferent and they won't report you to any authorities.
''Normal:'' The target of a successful [[Intimidate]] check to bully is unfriendly to you after the duration of the attitude change ends.
You can access the physical pathways of even the dimmest memories, whether from previous inhabitants of your body or from your own experiences.
''Prerequisites:'' Construct type, constructed racial trait, [[exocortex]], or head slot augmentation.
''Benefit:'' You gain a +2 insight bonus to skill checks to [[identify creatures]] and [[recall knowledge]].
An accessory of bone-like plastic worn on the body near the brain, a //memory crypt// uses magical microcircuitry to keep an ongoing record of your experiences and monitor your vital signs. A //memory crypt// must be worn for 24 hours to adapt to your neurophysiology. During this time, it records nothing, but thereafter, it records your memories and experiences. After the item adapts to you, you can set a passcode to prevent those who don't know the word or phrase you set from activating the device. A hacker can bypass the password with a successful DC 30 [[Computers]] check.
If you remove the //memory crypt// or die, the item stops recording, though it preserves the record of your personality and vitals up to that point. Someone who has the memory crypt can activate it as a standard action. Doing so displays a hologram of you in a form called a memory ghost. This "ghost" can answer up to six questions. Its knowledge is limited to what you knew up to the point the record in the //memory crypt// ends, including the languages you spoke.
Your ghost answers and converses with creatures as you would, with the attitudes you hold. If you trust the creature asking questions, the memory ghost answers truthfully and helpfully. Otherwise, the ghost can refuse to answer questions or attempt to deceive the questioner using your [[Bluff]] skill. A creature can attempt a Computers check to hack the memory crypt to erase it or force your memory ghost to answer questions truthfully. The DC to erase the memory crypt is 20 + your Bluff bonus or your level or CR, whichever is higher. The DC to force your memory ghost to answer is 5 higher. If a //memory crypt// is erased before being
used to question the memory ghost it contains, it can be reused.
Additionally, a //memory crypt// that contains an intact memory ghost can be used as the representation required for casting //[[raise dead]]// or the monument required for //[[reincarnate]]//. If used in this way to successfully cast either spell, the //memory crypt// is consumed.
Once a //memory crypt// is activated, the memory ghost remains for 10 minutes or until it answers six questions. Magic powers the circuitry to replicate brain patterns. These patterns are disrupted if another power source is patched into the item in an attempt to prolong the memory ghost. When the duration ends, the memory crypt can be activated to project the memory ghost's image, but the memory ghost is gone and can no longer interact, answer questions, or serve as the focus for //raise dead// or //reincarnate//. A //memory crypt// in this state can't be reused.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//memory crypt// | 8 | 9,500 | — |
</div>
Reincarnation may be rare, but you’re convinced you were once someone from the distant past, perhaps from a planet that has all but fallen out of existence, brought back to help teach something to those in the future. You have flashes of painful memories, perhaps of punishments doled out while living under harsh rule or of having those you love taken away from you by force. Whatever shape these thoughts may take, the power of it fuels your passion to bring that knowledge forth to those around you, working to ensure the past is neither repeated nor forgotten.
''Focal Paradox:'' [[Diplomacy]] and [[Intimidate]]. You gain Intimidate as a class skill.
''Improved Anchor:'' To better understand what has happened in the past, sometimes you need to use unconventional methods. Once per a day, you can use a paradox as part of a full action to cast //[[speak with dead]]// or //[[tongues]]// without expending a spell slot, even if these aren’t among your known spells.
''Greater Anchor:'' Even though your perceptions are based on your knowledge of the past, sometimes the best laid plans aren’t enough. However, due to your past-life experiences, you can come up with a better idea. Once per a week as a full action, you can cast any spell from the [[precog list|Precog Spell List]] with a spell level at least one lower than the maximum level you can cast.
This metal-and-glass disk is 4 inches in diameter and has a small red button along its perimeter. By presenting the disk to a creature within 10 feet and pressing the button (all a standard action), you can erase the last 5 minutes of that creature's memory as per //[[modify memory]]// by introducing a series of flashing lights into its visual sensors that directly affects the brain. The creature can attempt a DC 20 Will saving throw to negate this effect. A creature currently being threatened by you or your allies receives a +4 circumstance bonus to the save. A creature that succeeds at the save is instead [[dazzled]] for 1d4+4 rounds. This is a mind-affecting sense-dependent effect.
A memory expunger uses a standard battery, and each use expends 5 charges.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|memory expunger | 13 | 50,000 | L | 20 | 5/use |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 move action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You inspire a moment of confusion that causes a creature to forget what occurred over the last round if it fails its saving throw. If you have failed a skill check against that target since the beginning of your last turn, you can attempt that check again without a penalty (if you have the appropriate number of actions remaining), or simply avoid the normal consequences of that failed skill check. If the target was in the middle of a task that requires longer than a single round to accomplish, it must begin again. If you target a creature casting a spell with a casting time of 1 round or longer, they must attempt a second Will save to continue casting the spell or the spell fails.
A creature you have injured in the last hour gains a +4 circumstance bonus to its Will saving throw.
You can use your exocortex's memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can't use your exocortex's memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex's memory module, replacing the exocortex's bonus Skill Focus feat with Skill Focus in a different skill.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* CN Tiny ooze
* ''Init'' +6; ''Senses'' [[blindsight]] (emotion) 60 ft., [[sightless]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +13; ''Ref'' +9; ''Will'' +8
* ''Immunities'' [[ooze immunities]]
* ''Weaknesses'' vulnerable to //[[modify memory]]//
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Melee'' slam +21 (2d6+12 A plus memory residue [DC 16])
!!! STATISTICS
''Str'' +3; ''Dex'' +6; ''Con'' +4; ''Int'' —; ''Wis'' +0; ''Cha'' +1
''Other Abilities'' [[compression]], [[mindless]], recall
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or story (2–5)
!!! SPECIAL ABILITIES
''Memory Residue ([[Su]])'' A memory muck's strikes are charged with hundreds of memory fragments from dozens of minds. A creature struck by a memory muck's slam attack must succeed at a DC 16 Will saving throw or be overwhelmed by these sensations, becoming [[confused]] for 1 round. During this time, attacks from the memory muck that imparted this confusion don't cause the confused target to automatically attack the memory muck. This is a mind-affecting effect.
''Recall ([[Su]])'' As a move action, a memory muck can momentarily slip through the Astral Plane to materialize in a creature's space. The target must have an Intelligence score and be within the range of the memory muck's [[blindsight]]. As a reaction, the target can attempt a DC 28 [[Bluff]] check to imagine false memories, redirecting the memory muck to a random empty adjacent square; use the rules for missing with a thrown weapon to determine this square. This is a mind-affecting teleportation effect.
''Vulnerable to Modify Memory ([[Su]])'' A memory muck can be targeted by //[[modify memory]]// despite being mindless. If a memory muck fails its saving throw against this spell, it is instantly destroyed.
</div>
When a creature's memories are removed or altered, a faint psychic residue forms on the Astral Plane. Normally, such small deposits are of little note, eventually dissipating harmlessly. However, in places where minds are violated regularly (such as in the operating theaters of gray facilities), this residue can build up and push its way onto the Material Plane to form colorful, unthinking oozes known as memory mucks.
These tiny creatures often have an instinctive fear of the beings whose memory-modifying magic or technology created them. Thanks to their size and composition, they can easily hide in the shadows and even slip through small cracks in the walls to move between chambers like vermin. Grays, for example, take little notice of memory mucks, only exterminating those oozes that become a large nuisance or damage abductees.
Occasionally, a gray scientist will capture a handful of memory mucks to study their formation and their connection to the Astral Plane, attempting to separate out a specific creature's memories with complex centrifuge-like machines. Invariably, this leads to the memory mucks' destruction, leaving behind only a faint shimmering film of concentrated psychic energy that the grays have yet to find a use for, though some believe it could be weaponized.
The clergy of certain deities (such as Eloritu, Talavet, and Yaraesa) pay more attention to memory mucks, sometimes deliberately seeking out what others would consider living waste. They too believe that if these oozes are properly examined, important historical facts can be gleaned from their makeup. Some fringe archaeologists even go so far as to use memory-altering magic on themselves while camped out at sites they are studying in the hopes of creating memory mucks that are infused with the thoughts of the area's previous inhabitants. These scholars believe they can unlock important mysteries of the past in this way, but many end up damaging their minds instead and ending up in sanatoriums.
Certain mystics have theorized the existence of a star-sized memory muck somewhere in the universe that holds those memories lost due to the Gap, and have spent their lives chasing rumors of this titanic ooze. Others scoff at such obviously doomed endeavors, as most calculations suggest the muck's mass would cause it to collapse into a black hole.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' personal
* ''Duration'' 24 hours (D)
</div>
You copy one memory you have and cause it to crystallize into a small prism of negligible bulk. The memory can’t exceed 10 minutes in length, and the spell doesn’t work on memories that have been removed (such as with //[[displace memory]]//) or that you know have been magically altered (such as with //[[modify memory]]//). For the spell’s duration, any creature touching the crystal can observe the memory as if with //[[share memory]]//, though they witness 1 minute of memory per round spent reviewing the crystal’s contents.
You supernaturally twist the memories of others, rewriting them with the finesse of a computer hacker.
* ''Associated Skills:'' [[Bluff]] and [[Sense Motive]]. You can attempt a Bluff check with a +4 bonus to make a trick attack by muddling your target’s perceptions.
* ''Specialization Exploit:'' [[false friend]].
* ''Rewrite Memory:'' At 11th level, once per day as a standard action, you can modify a creature’s memories as //[[modify memory]]// (Will negates). This modifies up to 1 minute of memory about a specific person or event instantaneously, and for each additional round you concentrate while the target is in range, you can modify another minute of memories associated with that subject (maximum 10 minutes per operative level). The modifications are permanent, but whenever the target is presented with evidence contradicting the altered memories, they can attempt a new Will saving throw; if they succeed, they end the memory alteration effect, regain their prior memories, and gain the [[confused]] condition for 1 round. This ability is a mind-affecting effect.
A weapon with the //menacing// fusion aggressively pushes against your foe's guard, making way for other attackers. When you hit an enemy with a melee attack using a //menacing// weapon, that enemy is considered flanked for all other melee attackers until the start of your next turn. This weapon fusion does not provide any benefit to your own attacks. Only melee weapons can benefit from the //menacing// fusion.
When you attempt an [[Intimidate]] check to [[demoralize]] foes, you can forgo your expertise die to attempt to briefly demoralize a small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DC of this check is equal to the highest DC to demoralize any one of the foes. If you are successful, the targets gain the [[shaken]] condition for 1 round (even if your result exceeded the DC by 5 or more). Once you use this ability against a creature, it is immune to this talent for 24 hours.
Your [[cloud array]] becomes a deadly fog that can strike those within from any angle. While you're adjacent to or within your nanite cloud, you can make melee attacks with weapons formed with your [[gear array]] from any square occupied by your nanite cloud. This allows you to gain position-based benefits such as avoiding cover or flanking an enemy. This ability doesn't allow you to see targets that you couldn't otherwise perceive. You can't use this ability to perform attacks of opportunity.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 10 minutes
* ''Range'' 10 ft.
* ''Targets'' one object of up to 1 bulk or one construct of up to Medium size
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
This spell repairs damaged objects and constructs, restoring 1d4 Hit Points. If the object has the [[broken]] condition, this condition is removed if the object is restored to at least half its original Hit Points. All of the pieces of an object must be present for this spell to function. A construct can benefit from this spell only once per day. Magic items can be repaired by this spell, but magic items that are destroyed don't have their magic abilities restored. This spell doesn't reverse effects that warp or otherwise transmute items, but it can still repair damage dealt to such items.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates; see text
* ''Spell Resistance'' yes
</div>
You cause targets of this spell to lose access to their procedural memory, preventing them from using any feat, extraordinary ability, spell, spell-like ability, or supernatural ability that requires an action of any kind. Each round at the end a target's turn, that target can attempt another Will save to end this effect.
//Healthy—Latent—Weakened—Impaired—Befuddled—Disassociated—Comatose—Dead//
//Latent:// The victim can pass on contagious diseases but suffers no ill effects.
//Weakened:// The victim is [[shaken]], and the DCs of his spells and special abilities decrease by 2. He can no longer cast his highest level of spells (if any).
//Impaired:// The victim is [[flat-footed]] and no longer adds his mental ability score modifiers when calculating number of uses per day of abilities dependent on those scores, including bonus spells per day. The DCs of his spells and special abilities decrease by an additional 2. He can no longer cast his 2 highest levels of spells (if any).
//Befuddled:// The victim begins losing his grasp on thought, reality, and self. He has a 50% chance each round to take no relevant actions, instead babbling randomly, wandering off, or talking to unseen parties.
//Disassociated:// The victim is almost entirely disconnected from reality. His mind filters and twists all external stimuli into strange forms. He can no longer tell friend from foe and can't willingly accept any aid (including healing) from another creature unless he succeeds at a Will save against the disease's DC.
//Comatose:// A victim rendered comatose by a mental disease has lost all grip on reality and entered a dream world. He can't be woken.
//Dead:// The victim is dead, and his corpse may still be contagious.
When an enemy fails a Will save against one of your technomancer spells, it takes a –2 penalty to saving throws and AC for 1 round. When an enemy succeeds at a Will save against one of your technomancer spells, it takes a –1 penalty to saving throws against your spells for 1 round. A creature can take only one penalty from a mental mark at a time.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 swift action
* ''Range'' personal
* ''Duration'' 1 round
</div>
You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. You gain one of the following three benefits of your choice.
''Smart Strength:'' You apply your Intelligence modifier in place of your Strength modifier for melee or thrown weapon attack rolls, melee damage rolls, ability checks, and skill checks.
''Insightful Agility:'' You apply your Wisdom modifier in place of your Dexterity modifier for attack rolls, Reflex saving throws, initiative checks, and calculating your Armor Class. Your armor’s maximum Dex bonus instead limits how much of your Wisdom modifier you can apply to AC.
''Confident Endurance:'' You apply your Charisma modifier in place of your Constitution modifier for Fortitude saving throws. You gain temporary Hit Points equal to your Charisma modifier × half your caster level.
When you perform a full action, you can cast this spell as part of that action (and apply the spell’s effects to that action) rather than casting it as a swift action.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/2 levels
</div>
This spell functions as //[[mental muscle]]//, except as noted above. Casting this spell takes intense focus and requires you to spend 1 Resolve Point.
<div class= "statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' 30-foot-radius spread centered on you
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You create an anti-telepathic field around yourself. A creature within the area attempting to communicate or gain information using [[telepathy]] or [[limited telepathy]], or attempting to cast the spells //[[detect thoughts]]//, //[[mind link]]//, //[[mind probe]]//, //[[telepathic bond]]//, //[[telepathic message]]//, or //[[telepathy|Telepathy (spell)]]//—or abilities that work as those spells, such as the [[mindlink]] and [[telepathic bond]] mystic class features—must succeed at a caster level check (DC = 15 + your caster level). On a failure, the effect targeting you fails.
If you fail your Will saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the same DC. You get only one extra chance to save per effect.
If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect's originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a [[Bluff]] check to pretend you are under that effect. If the mental effect would provide a link between you and the originator (like the //[[dominate person]]// spell), you can choose to allow the link without the control.
\define currentMenu()
<$list filter="[<transclusion>split[|]nth[2]]" />
\end
\define menuSelection()
<$set name="menu" filter="[<transclusion>split[|]]" select="1">
<$view tiddler=<<menu>> field="selection" />
</$set>
\end
\define selector(filter:"A B C D E F G H I J K L M N O P Q R S T U V W X Y Z" field:"title" variable:"selection")
<$set name="menu" filter="[<transclusion>split[|]]" select="1">
<$select tiddler=<<menu>> field="$variable$" class="menu">
<$list filter="$filter$">
<option value={{!!$field$}}><$view field="caption">{{!!$field$}}</$view></option>
</$list>
</$select>
</$set>
\end
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Small outsider (extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +7; ''Will'' +2
* ''Defensive Abilities'' [[fast healing]] 2; ''DR'' 5/magic
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' claws +12 (1d6+3 S)
* ''Offensive Abilities'' [[breath weapon]] (15-ft. cone, DC 12, usable every 4 rounds)
STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +1; ''Int'' –2; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +8, [[Bluff]] +8, [[Stealth]] +13
* ''Languages'' Common
!!! ECOLOGY
* ''Environment'' any (Elemental Planes)
* ''Organization'' solitary, pair, gang (3–6), or mob (7–12)
</div>
Mephits arise from the detritus and soul-stuff of the planes, much like elementals, springing forth fully formed without parents. Regardless, some mephits take gendered identities, mimicking other creatures. More willful and often more cruel than [[elementals]], mephits are tricksters, thieves, and bullies. Like most such beings, however, mephits back down when a powerful opponent confronts them.
Working as enforcers or messengers for mightier denizens of the Elemental Planes, especially genies, mephits are common on the Elemental Planes. Most cities on those planes are infested with mephits running errands, scamming visitors, or pestering locals. These creatures also congregate anywhere on the Material Plane where the Elemental Planes bleed over or strong elemental forces occur.
The typical mephit is about 3 feet tall. The creature's weight depends on what it's made of.
To create a mephit, use the stats above and one of the following grafts.
{{Mephit Template Grafts}}
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.
!! Theme Knowledge (1st)
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of [[Culture]] checks and [[Profession]] (mercenary) checks to [[recall knowledge]] about hierarchies, practices, personnel, and so on in the military by 5. [[Athletics]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.
!! Grunt (6th)
You're used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit.
!! Squad Leader (12th)
You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another when assisting a squad member or other longtime ally (such as a fellow PC).
!! Commander (18th)
You pull determination from your victories with your squad, no matter how bloody. After participating in at least three combats in a day in which you defeat distinct groups of significant foes, you recover 1 Resolve Point. After participating in six such combats in a day, you recover a second Resolve Point.
A weapon with the //merciful// fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon's regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the //merciful// fusion as a swift action.
<div class="statblock">
* ''Tier'' 19
* Supercolossal base ship
* ''Speed'' 4; ''Maneuverability'' clumsy (turn 1); ''Drift'' 1
* ''AC'' 25; ''TL'' 33
* ''HP'' 750; ''DT'' 15; ''CT'' 150
* ''Shields'' superior 600 (forward 150, port 150, starboard 150, aft 150)
* ''Attack (Forward)'' gravity gun (6d6; 10 hexes), heavy laser net (5d6; 5 hexes), linked heavy laser array (12d4; 5 hexes)
* ''Attack (Port)'' heavy laser net (5d6; 5 hexes), linked heavy laser array (12d4; 5 hexes)
* ''Attack (Starboard)'' heavy laser net (5d6; 5 hexes), linked heavy laser array (12d4; 5 hexes)
* ''Attack (Turret)'' nuclear mega-missile launcher (4d8×10; 20 hexes), persistent particle beam cannon (3d4×10; 20 hexes)
* ''Power Core'' Titan Ultra (1,200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (good; 10% luxury), mk 4 armor, mk 10 mononode computer with 5 network nodes, mk 12 defenses, security (anti-hacking systems [4], biometric locks); ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (35), [[consciousness uplink drive]], [[Drift booster]], [[hangar bays]] (5), [[life boats]], [[medical bay]], [[recreation suite]] (gym, HAC), [[recycling system]], [[science lab]], [[sealed environment chamber]], [[synthesis bay]], [[tech workshop]]
* ''Modifiers'' +10 to any six checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 85,000 (minimum 150, maximum 100,000)
!!! CREW
* ''Captain'' [[Computers]] +32 (19 ranks), [[Diplomacy]] +32 (19 ranks), gunnery +28 (19th level), [[Intimidate]] +32 (19 ranks), [[Piloting]] +32 (19 ranks)
* ''Engineers (2 officers, 6,840 crew each)'' [[Engineering]] +37 (19 ranks)
* ''Gunners (4 officers, 10,410 crew each)'' gunnery +28 (19th level)
* ''Pilots (1 officer, 299 crew)'' [[Piloting]] +32 (19 ranks)
* Science Officers (3 officers, 9,790 crew each) [[Computers]] +32 (19 ranks)
</div>
The Veskarium's largest starship is a mobile fortress named the //Merciless Blade//. The product of several Veskarium manufacturers cooperating on both design and construction, the //Merciless Blade// is more like a Drift-capable city in space than a typical starship, and it's perfect for long-range force projection far outside the Veskarium's borders. This Supercolossal base ship serves as home to 85,000 military troops, scientists, engineers, and analysts, and its hangar bays typically carry 100 BMC Maulers and up to 30 Norikama Reliants or BMC Predators. In addition, a small armada of support vessels surrounds the ship at all times.
Mercy pistols are the nonlethal firearms of choice for many guardians of Sarenite temples (including the Radiant Cathedral). The weapon fires a concentrated blast of light waves at a target, delivering an intense thrust of heat that eaves little to no mark or permanent damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|mercy pistol, illuminator | 1 | 275 | 1d6 F | 20 ft. | — | 20 charges | 2 | L |[[nonlethal]] |
|mercy pistol, infrared | 6 | 4,300 | 2d6 F | 20 ft. | — | 20 charges | 2 | L |[[nonlethal]] |
|mercy pistol, ultraviolet | 11 | 25,000 | 4d6 F | 30 ft. | — | 20 charges | 2 | L |[[nonlethal]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' touch (see text)
* ''Targets'' you and one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You merge your consciousness with one touched creature, sharing your strengths and compensating for each other's weaknesses. For the duration of the spell, the targets can communicate by telepathy to a range of 30 feet; if either has telepathy from another source, they may both use that range instead. As long as the targets are within this telepathy range, they share the higher of their two saving throw modifiers against mind-affecting effects and have a +2 enhancement bonus against fear effects.
A collection of jellyfish-like tentacles grafted onto your back constantly moves gently through the air as if it were underwater. As a move action, you can wrap the tentacles around your body, granting you [[DR]] 5/slashing for the next minute. In addition, during this time, the tentacles sting anyone who gets close to you. A creature that ends its turn adjacent to you takes 1 electricity damage and must succeed at a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) or be [[sickened]] for 1 round. The sickened effect is a poison effect.
Once you’ve used your mesoglea tentacles, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|mesoglea tentacles | 4 | 2,000 | spinal column |
</div>
A mess kit contains personal cooking and utensils, usually made from plastic or cheap metal, in an easily portable package. A typical mess kit includes two plates of different sizes, a bowl, a cup, a small pot, a fork, a knife, a spoon, and chopsticks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|mess kit | 1 | 2 | L |
</div>
Message slime is a transparent, programmable ooze that comes in an egg-shaped container and is used to deliver clandestine or surprise messages. Any creature with a personal comm unit or other computer can use it to program a message slime with a message up to 5 minutes in length—including both audio and visual components—and requirements that activate the slime's message. The criteria for activating the message must be simple and detectable with vision or hearing. For example, the slime might be programmed to activate as soon as a creature comes within 30 feet, or as soon as a shirren says the word "hello." The slime is then spread on a surface, such as a wall, countertop, or door. As soon as the activating conditions are met, the slime's surface displays its message. Message slime that has not yet been activated can be detected with a successful DC 20 Perception check. Once spread over a surface, message slime cannot be reprogrammed. It continues to play its message every time it is activated for 1 month or until removed. After this time, the slime dries into an inert, flaky substance.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|message slime | 1 | 50 | — |
</div>
Your control of the chemical processes in your own body gives you significant vigor. You gain [[Diehard]] as a bonus feat.
Introduced into a vehicle's engine through the vehicle's control panel, //metal nitro// comes in magical capsules of soft metal. Unlike technological racing nitrous, which releases more oxygen into an engine's system to help the fuel burn, metal nitro infuses the vehicle with a burst of magical power.
As a move action, you can crush a capsule of //metal nitro// into a vehicle's control panel, which increases the vehicle's drive speed and full speed for a total of 10 rounds. If the pilot fails to take the race action within 1 round of activating the //metal nitro// or fails the [[Piloting]] check to race from a dead stop, the //metal nitro// forces the vehicle to move its full speed immediately in an uncontrolled manner. If the pilot fails the check to race, or the nitro activates in an uncontrolled manner, the pilot and any passengers take bludgeoning damage according to the type of //metal nitro//.
//Metal nitro// can be safely used only on a vehicle that has an equal or higher item level. If you use //metal nitro// of an item level higher than the target vehicle's, the vehicle takes damage after the pilot races or the vehicle first moves because of the nitro. The amount of damage varies according to the type of //metal nitro//.
The types of //metal nitro// and their speed increase, as well as potential passenger and vehicle damage, are as follows.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Speed Increase | Damage |h
|//metal nitro (silver)// | 2 | 175 | — | × 1-1/2 | 1d6 |
|//metal nitro (gold)// | 6 | 675 | — | × 2 | 3d6 |
|//metal nitro (platinum)// | 10 | 2,700 | — | × 2-1/2 | 6d6 |
|//metal nitro (star)// | 14 | 10,800 | — | × 3 | 10d6 |
</div>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<section 'Adult Silver Dragon'>>
Metallic dragons are generally good, endeavoring to improve societal conditions for everyone.
Several metallic dragons lead countries and corporations found within the Drakelands of Triaxus, occasionally engaging in warfare (corporate and militaristic) with the [[chromatic dragons]] of that planet. The metallic dragons claim these struggles are for the good of those under their care, though those same people are sometimes trampled in the process.
{{Metallic Dragon Template Grafts}}
The composition and design of this metallic armband slowly changes, though it always features a mishmash of animalistic features. Other than always bearing some association with Oras, legends of the torc’s origins are myriad and murky. Given the artifact’s ability to appear without warning far across the galaxy from where it was last seen, it may be that there are several such torcs, with each origin story being true for one of the copies. In any case, the //Metamorphosis Torc// seems to appear in fecund areas where adaptation occurs at extraordinary speeds, such as in jungles, on worlds experiencing rapid speciation following a mass extinction, or near sprawling biotech facilities.
The torc resizes to fit comfortably on any wearer. It can be activated as a full action up to three times a day, reshaping part of your anatomy and granting you a random species graft for 24 hours for a system that lacks an augmentation, after which the system reverts to its original form. If you succeed at a DC 20 Fortitude save, you can specify which body system the torc transforms, giving you a random species graft for that system; if you exceed the DC by 5 or more, you can pick the specific species graft obtained. If you fail the save by 5 or more, the torc can transform one of your systems that already has an augmentation, temporarily replacing an existing augmentation with a new one. At the GM’s discretion, you might acquire completely unique species grafts as the torc experiments with your physiology.
A //Metamorphosis Torc// is highly addictive, and each use exposes you to a mental [[addiction]] that you can resist with a DC 20 Fortitude save. Each use of the torc is treated as taking a dose of a drug for the purpose of this addiction. At //impaired//, you manifest two species grafts whenever you activate the torc; at //befuddled//, you manifest three species grafts. Once you become //disassociated//, attempt a DC 20 Fortitude save. If you succeed, you transform into a random (possibly unique) aberration, magical beast, monstrous humanoid, ooze, or plant under the GM’s control. If you fail, your body melts into a nutrient-rich slime. Either effect can be reversed only with //[[miracle]]//, //[[wish]]//, or equally powerful magic. The torc then teleports to a random location in the galaxy.
This one-handed device can be held in front of you and activated as a swift action. The MPD indicates the distance to the closest entity with the trait determined by its style below. The MPD has a range of 100 feet and doesn’t indicate a direction, so you must move around to triangulate a specific location. Since it detects only the closest creature, it can be confused by multiple entities.
* ''Mk I:'' Detects [[incorporeal]] beings.
* ''Mk II:'' Detects [[incorporeal]] beings, [[invisible]] beings, or beings with both traits, your choice.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|metaphysical detector, mk 1 | 5 | 2,950 | L |
|metaphysical detector, mk 2 | 8 | 8,500 | L |
</div>
The glaive is an ancient weapon, originally developed for use by and against mounted warriors. The meteor glaive is the Skyfire Legion's update on the original design, incorporating a petrol tank near the base of the slightly curved blade and relying on a long shaft to keep the wielder at a safe distance. Meteor glaives are classified into tactical, advanced, elite, and paragon models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|meteor glaive, tactical | 6 | 4,390 | 1d12 F & S | [[wound]] | 2 |[[fueled]] (capacity 40, usage 4), [[reach]] |
|meteor glaive, advanced | 10 | 18,200 | 3d8 F & S | [[wound]] | 2 |[[fueled]] (capacity 40, usage 4), [[reach]] |
|meteor glaive, elite | 15 | 112,000 | 5d10 F & S | [[wound]] | 2 |[[fueled]] (capacity 40, usage 4), [[reach]] |
|meteor glaive, paragon | 18 | 385,000 | 10d10 F & S | [[severe wound]] | 2 |[[fueled]] (capacity 40, usage 4), [[reach]] |
</div>
When you make a ranged attack with a weapon with the [[thrown]] special property, it gains the benefit of the //[[returning]]// weapon fusion. If the weapon is already affected by the //returning// weapon fusion or a similar effect, it instead returns immediately, allowing you to make additional attacks with the weapon.
This handheld sensor collects detailed analytics about surrounding atmospheric conditions such as barometric pressure, temperature, and humidity. Interpreting the data still requires a degree of technical expertise. While using a meteorological reader, you can use [[Physical Science]] in place of [[Survival]] when making checks to [[predict weather]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|meteorological reader | 2 | 100 | L |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' divination
* ''Casting Time'' 10 minutes
* ''Range'' touch
* ''Targets'' two objects
* ''Saving Throw'' Fort negates (object)
* ''Spell Resistance'' yes (object)
</div>
You compare two similar items and know if they are identical to one another or not. The spell can indicate an identical match, a categorical match, or no match. For instance, blood samples are identical if they are from the same creature. They are categorical if they are from the same species. No match exists if the blood samples are from different species or if one sample is stage blood.
Alternatively, you can compare dissimilar items and know if they have a potential relationship. For instance, you can compare a creature's tooth against a bite mark and know whether that creature could have caused the bite mark.
This spell is fallible. An identical match can result from comparing items that are duplicates of one another. For instance, a knife might have an identical match with a stab wound if an identical knife was used to inflict the wound. Identical twins might have identical blood or tissues.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NE Medium plant
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 30 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +11; ''Ref'' +5; ''Will'' +5
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 5/slashing; ''Immunities'' cold, [[plant immunities]]; ''Resistances'' electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 50 ft. ([[Su]], average)
* ''Melee'' claw +14 (1d6+7 S plus [[grab]])
* ''Ranged'' mi-go frostbite-class [[zero rifle]] +14 (1d8+5 C; critical [[stagger]] [DC 16])
* ''Offensive Abilities'' evisceration
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +2; ''Int'' +5; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +13, [[Bluff]] +18, [[Engineering]] +13, [[Life Science]] +18, [[Medicine]] +13, [[Mysticism]] +18
* ''Languages'' Aklo, Common, Mi-Go
* ''Other Abilities'' mi-go technology, [[spaceflight]] (Mysticism)
* ''Gear'' mi-go frostbite-class [[zero rifle]] with 2 mi-go high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or scouting party (3–9)
!!! SPECIAL ABILITIES
''Evisceration ([[Ex]])'' A mi-go is capable of performing swift surgical operations upon targets that are [[helpless]] or that the mi-go currently has [[grappled]]. Against such a target, any hit with the mi-go's claw counts as a critical hit that has the [[severe wound]] critical hit effect with a save DC of 16. If the mi-go actually scores a critical hit against such a target, the mi-go rolls the damage three times instead of twice, and the save DC increases to 18.
''Mi-Go Technology ([[Ex]])'' Mi-go use [[Life Science]] in place of [[Engineering]] to craft technological and hybrid items. These are technological or hybrid biotech items that work like their typical counterparts, except that Life Science is also used to repair them. Species other than mi-go can use Engineering or Life Science to identify this gear, which is alien tech.
</div>
<<section 'Mi-Go High Priest'>>
Mi-go are scientists, explorers, inventors, and colonists, as well as eerie servitors of the Outer Gods and Great Old Ones. These creatures come from deep space and view the universe as a canvas to be controlled and mastered. Their population on any one planet varies, but when counted across the entire galaxy, their numbers are mind-numbing in scale.
Although a mi-go resembles an arthropod, the creature is actually a highly evolved form of fungus. Mi-go can speak in a buzzing voice, but their own language consists of the complex shifting of color patterns upon their bulbous heads. This communication allows for the dissemination of astounding amounts of information quickly, but for those other than mi-go, speaking the language requires special equipment.
Mi-go meld faith and science, magic and technology, and other themes together into an unsettling whole. Most mi-go serve Nyarlathotep or other entities of the Elder Mythos, and their minds work in a fashion alien to typical humanoid thinking. To migo, their devotion to their gods isn't admiration, slavery, or worship—it's akin to the relationship between a student and a professor.
Other minions of the Elder Mythos might be allies, but mi-go consider themselves to be superior to most living things. Gifted with supernatural skill in surgery and biotechnology, mi-go can rework the flesh of those they capture with precision, remaking their victims into forms more appropriate for servitude or for truly alien aesthetics. These alien fungi can also keep creatures alive through the most invasive surgical procedures, so those who fall prey to mi-go don't retain their sanity for long. Using their technology and ability to squeeze into a tighter shape, mi-go construct cunning disguises, replacing those whose brains they've harvested in order to invade societies from within. Only the mi-go know the extent to which they've infiltrated societies throughout the galaxy.
A mi-go is the size of a human but weighs only 90 pounds.
<<section "Mi-Go Brain Cylinder">>
<<section "Mi-Go Hollowskin">>
The //mi-go brain cylinder// is part of the most infamous mi-go surgical procedure, in which a creature's brain is extracted and made an organic memory bank. The biotech cylinder suspends an extracted brain in a matrix of biotechnological and magical slime that sustains the tissue and suppresses any mental powers the brain has. Inside the cylinder, a brain can survive indefinitely, locked away in its own thoughts. Attachments can allow the brain to see, hear, and speak; mi-go often attach such gear to access the brain's information.
Once a //mi-go brain cylinder// has a speech attachment, it can converse. It has all its skills and memories, but nothing about the cylinder compels the brain to answer questions or to do so truthfully. Most enslaved brains have been conditioned via pain and isolation to be compliant to questioning, but those within newly created cylinders might need coaxing to cooperate. A brain is susceptible to any spell or power it was susceptible to before it became disembodied. Some mi-go have powers that allow them to encourage or force a brain's compliance or to telepathically probe a brain for desired data.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//mi-go brain cylinder// | 8 | 10,000 | 1 |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* Mi-go mystic
* NE Medium plant
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 30 ft., [[low-light vision]]; ''Perception'' +20
!!! DEFENSE
* ''HP'' 155; ''RP'' 5
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +12; ''Ref'' +10; ''Will'' +14
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 5/slashing; ''Immunities'' cold, [[plant immunities]]; ''Resistances'' electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 50 ft. ([[Su]], average)
* ''Melee'' claw +19 (2d10+12 S plus [[grab]])
* ''Ranged'' mi-go hailstorm-class [[zero pistol]] +19 (2d6+13 C; critical [[stagger]] [DC 20])
* ''Offensive Abilities'' evisceration
* ''Mystic Spell-Like Abilities'' (CL 11th)
** At will—//[[mind link]]//, //[[telepathic bond]]//
** 11/day—//[[mind probe]]// (DC 22)
* ''Mystic Spells Known'' (CL 11th; ranged +19)
** 4th (3/day)—//[[confusion]]// (DC 22), //[[mind thrust]]// (DC 22)
** 3rd (6/day)—//[[charm monster]]// (DC 21), //[[dispel magic]]//, //[[suggestion]]// (DC 21), //[[tongues]]//
** 2nd (at will)—//[[fog cloud]]//, //[[inflict pain]]// (DC 20)
* ''Connection'' [[Akashic]]
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +2; ''Int'' +5; ''Wis'' +8; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +20, [[Bluff]] +25, [[Life Science]] +20, [[Medicine]] +20, [[Mysticism]] +25
* ''Languages'' Aklo, Common, Mi-Go
* ''Other Abilities'' [[access akashic record|Akashic]], [[akashic knowledge|Akashic]], mi-go technology, [[spaceflight]] (Mysticism), [[peer into the future|Akashic]] (2/day)
* ''Gear'' mi-go hailstorm-class [[zero pistol]] with 2 mi-go high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, cult (1 plus 3–9 mi‑go), or invasion (1–4 plus 6–15 mi-go)
!!! SPECIAL ABILITIES
''Evisceration ([[Ex]])'' See above. The critical hit effect DC starts at 20, and it increases to 22 if the mi-go scores a critical hit.
''Mi-Go Technology ([[Ex]])'' See above.
</div>
Mi-go use the body parts of humanoid creatures—predominantly the hollowed head, severed hands, and parts of the neural and circulatory tissue—to create //mi-go hollowskins//. Fungal mycelia connect and strengthen the other portions. Mi-go wear these macabre devices to appear to be the individual from which the humanoid tissue comes. You can wear a //mi-go hollowskin// only if you are Medium or Small. While wearing the skin, you can activate it as a standard action to appear to be the specific person the device was made from, using [[Mysticism]] as if it were [[Disguise]] for your check. The DC of this check doesn't increase for changes in features, size, race, or creature type except against [[Perception]] checks that involve physical examination of body parts other than the hands and head. This altered appearance lasts for 1 hour, after which the //hollowskin// can be activated again.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//mi-go hollowskin// | 7 | 5,500 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation, poison)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 30-ft.-radius spread
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude partial; see text
* ''Spell Resistance'' no
</div>
You turn the atmosphere in your immediate area into a hazy, green miasma that does not flow like normal air. It instead remains in its area for the duration and penetrates armor environmental protections. Creatures within the miasma have concealment against attackers. A creature that breathes in the miasma must attempt a Fortitude saving throw. On a failure, the creature is [[nauseated]] while it remains in the area and is [[sickened]] for a number of rounds equal to your caster level once it leaves the area. If the creature succeeds at its saving throw, it is instead sickened while in the spell's area and unaffected after leaving that area. If a creature leaves the spell's area but reenters it, the creature must attempt a new saving throw.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small vermin
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 35
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
!!! OFFENSE
* ''Speed'' 30 ft., fly 50 ft. ([[Ex]], good)
* ''Melee'' sting +11 (1d6 P plus gasdrinker venom; critical [[stun]])
!!! STATISTICS
* ''Str'' –2; ''Dex'' +4; ''Con'' +2; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +13 (+17 to fly)
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or swarm (3–5)
!!! Gasdrinker Venom
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 12
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Sluggish— Stiffened—Staggered—Immobile//
* ''Cure'' 2 consecutive saves
</div>
<<section Cryllapede>>
Miasma flies are long-bodied insects that are about the size of a small canid. True to their name, miasma flies are often found flitting lazily in clouds of the gaseous metals on which they feed, or skimming the surface of Weydana-2's mercury lake. Many explorers are drawn to miasma flies' beautiful coloring and find their graceful movements fascinating to watch, at least from afar: wicked stingers protrude from both ends of the insects' bodies, and their shimmering wings are lined with spines. Miasma fly stings are extremely painful, producing a sensation comparable to a gunshot wound. Worse, their venom causes severe muscle stiffness and paralysis as it works
through the victim's body.
A micro tap is a compact copper disk roughly the size of a fingernail. It can be installed into a comm unit or datapad to intercept both incoming and outgoing audio or digital communication. The micro tap is used in tandem with a receiving datapad that downloads intercepted data as audio or text files, which are then stored on the receiving datapad's hard drive.
Installing a micro tap into a datapad or comm unit requires a successful [[Engineering]] check and 10 minutes of work. The level, installation DC, price, and range at which the intercepted data can be downloaded vary depending on the micro tap's model. Failing the Engineering check to install a micro tap by 10 or more destroys the tap. At the GM's discretion, it might also damage the comm unit or datapad that is being tapped.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Installation DC | Range |h
|installation tap, mk 1 | 1 | 200 | — | 18 | 300 ft. |
|installation tap, mk 2 | 3 | 400 | — | 22 | 1,200 ft. |
|installation tap, mk 3 | 5 | 750 | — | 30 | global |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration ([[creation]])
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' distracting cloud of microbots
* ''Duration'' concentration + 1 round
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud's area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.
The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants [[harrying fire]] against the foes in its spaces. In addition, the cloud grants [[covering fire]] to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.
When a //microbot grenade// detonates, the blast radius fills with microbots like those created by the //[[microbot assault]]// spell. The microbots consider only creatures in the blast radius to be the thrower's enemies, and they do not discriminate between the thrower's allies and enemies. The microbots last for 3 rounds. More advanced grenades create more dangerous microbots. The first time a creature leaves the area of the microbot cloud during a round, that creature takes an amount of magical piercing damage according to the grenade's type.
* ''Mk 1:'' 1d6
* ''Mk 2:'' 2d6
* ''Mk 3:'' 3d6
* ''Mk 4:'' 3d10
* ''Mk 5:'' 4d12
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//microbot grenade//, mk 1 | 6 | 1,400 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) |
|//microbot grenade//, mk 2 | 9 | 4,200 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) |
|//microbot grenade//, mk 3 | 12 | 12,500 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) |
|//microbot grenade//, mk 4 | 15 | 37,000 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) |
|//microbot grenade//, mk 5 | 18 | 109,000 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) |
</div>
The microfusion rifle is built around a bulbous miniaturized fusion reactor. Plasma is generated and placed under incredible pressure in the reactor before being vented in a sudden blast that sometimes carries dangerous levels of radiation. The sparse shielding on light microfusion rifles often results in the users incurring radiation poisoning, so they tend to be used by undertrained militias that can't afford (or lack the judgment to use) safer heavy weapons. Medium and heavy microfusion rifles are built with larger reactors, which prove more dangerous to their users and targets alike.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|microfusion rifle, light | 4 | 2,350 | 1d8 E & F | 15 ft. | [[irradiate]] | 40 charges | 4 | 2 |[[blast]], [[radioactive]], [[unwieldy]] |
|microfusion rifle, medium | 12 | 40,800 | 3d8 E & F | 30 ft. | [[irradiate]] | 40 charges | 4 | 2 |[[blast]], [[radioactive]], [[unwieldy]] |
|microfusion rifle, heavy | 18 | 410,000 | 5d8 E & F | 40 ft. | [[irradiate]] | 40 charges | 4 | 2 |[[blast]], [[radioactive]], [[unwieldy]] |
</div>
This bulky set of goggles functions as a lighted magnifying glass or microscope, allowing you to see exceptionally small details with adjustable levels of magnification. Microgoggles provide a +2 insight bonus to any skill use that benefits from exceedingly close vision, such as detecting complicated forgeries or crafting drugs or medicinals.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|microgoggles | 2 | 900 | — | 20 | 1/hour |
</div>
This single-use, miniature jet pack can be attached to a thrown weapon (including a grenade) to increase its thrown range underwater to 60 feet (instead of the normal limitation of 5 feet). You can use the microjets as part of an action to make a ranged attack; this attack uses your Dexterity modifier instead of your Strength modifier.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|microjets | 2 | 150 | — |
</div>
Your [[custom microlab]] can function as a standard [[datajack]], though it doesn't count against the maximum number of augmentations you can install in your brain system. This functions as a high-density datajack at 8th level and as an accelerated datajack at 14th level.
name:micromissile battery
range:long
speed:10
damage:2d6
pcu:10
cost:5
special:[[array]], [[limited fire]] 5
Eoxian corporations excel at technologies that use unliving materials, and the needle-sized self-replicating bone spurs in this upgrade are no exception. You can activate this upgrade as a standard action to launch microspurs in a 20-foot spread around you. All creatures in this area are affected by harrying fire. A //microspur spray's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//microspur spray// | 7 | 6,700 | 1 | heavy, powered | 1 | 3 | 1 |
</div>
Small thrusters stud this vehicle's hull, enabling it to maneuver in space using the listed with a fly speed equal to to its base speed according to its [[Custom Vehicle Array]].
<div class= "table-wrapper">
|Modification | Level | Price |h
|microthrusters | 2 | 800 |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large aberration (shapechanger)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +10; ''Will'' +7
!!! OFFENSE
* ''Speed'' 10 ft.
* ''Melee'' slam +19 (3d4+14 B plus [[grab]])
* ''Ranged'' coolant spray +16 (2d8+8 C)
* ''Special Attacks'' constrict (3d4+14 B)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' +0; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Computers]] +16, [[Disguise]] +21 (+31 to mimic a starship part), [[Engineering]]
* ''Languages'' Common
* ''Other Abilities'' mimic starship part
!!! ECOLOGY
* ''Environment'' any (starship)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Constrict ([[Ex]])'' When a midships mimic successfully renews a [[grapple|Grapple (combat maneuver)]] or pin against a creature, it automatically deals 3d4+14 bludgeoning damage to that creature.
''Coolant Spray ([[Ex]])'' As a ranged attack, a midships mimic can spray nearby foes with the coolant-like substance that runs naturally throughout its body. This attack has a range of 20 feet and the [[blast]] special property.
''Mimic Starship Part ([[Ex]])'' As a full action, a midships mimic can assume the general shape of a mechanism or part of an internal system of a Medium or larger starship. A midships mimic can use [[Disguise]] to impersonate such a mechanism, as if it were disguising itself as a creature of its own type and size category; it gains a +10 racial bonus to its Disguise check to do so. If the midships mimic is near a functioning part of the starship system (such as a vessel's engines or power core) that it is mimicking, it can digest and replace the complex machinery over the course of 24 hours. During this time, the system is treated as if it has the [[glitching]] critical damage condition, but when the midships mimic is finished, the system functions as normal. Afterward, each time that system gains a critical damage condition, the midships mimic loses 40 Hit Points; removing that critical damage condition fully heals the creature. If an integrated midships mimic is reduced to 0 Hit Points, the system it has replaced immediately gains the [[wrecked]] critical damage condition, but can be repaired normally. Each starship system can sustain one midships mimic at a time.
</div>
Tales from Lost Golarion's past speak of shapechanging aberrations posing as treasure chests in crumbling dungeons to prey on adventurers. Many believe that the creatures called midships mimics are descended from those creatures, as they can perform similar feats of masquerade. However, a midships mimic can integrate itself into a starship's system, seamlessly replacing vital components and feeding off the ship's power. Even when discovered, many crews opt to leave a midships mimic undisturbed, knowing that destroying the creature will leave the system decidedly damaged.
Given enough time however, a midships mimic might reproduce, with offspring consuming more and more of a starship until its most vital systems are more aberration than machine. This leaves the vessel in a precarious situation, for if any of the midships mimics leave or are killed, the ship would become an essentially useless floating wreck.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 24 hours
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
With a touch, you cause a surge of power to flow through the target's slow-twitch muscle fiber (or its equivalent physiology if it has no muscle fibers), increasing the amount of bulk the creature can carry by 3.
When you use stunt and strike, you gain a fly speed equal to 30 feet or your base speed (whichever is less) with average maneuverability. If you aren't on solid ground at the end of your turn, you fall.
You can mimic the roar of a powerful predator, such as the renkrodas of Castrovel. As a standard action you can bellow ferociously, causing all enemies within 30 feet of you to become [[shaken]] for 1d4+1 rounds. A target can attempt a Will saving throw (DC = 10 + half your character level + your Constitution modifier) to negate this effect; a creature that succeeds at this saving throw is immune to your mighty vocal cords for 24 hours. Once you use your mighty vocal cords, you can't use them again until you've rested for 10 minutes to regain Stamina Points.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|mighty vocal cords | 3 | 1,275 | throat |
</div>
A mimic imager functions as both an image scanner and a holographic projector.
!! Helmet-Mounted
The most common mimic imagers are mounted to a helmet on a swiveling, telescoping rod. When you activate the mimic imager, it takes 1 round to circle you and scan your current appearance. The round after you activate the mimic imager, it creates a holographic duplicate of you in a square (or squares, if you are a Large creature) within 20 feet that you designate. This hologram includes minor sounds but not understandable speech. The hologram then mimics your actual movements (walking forward as you walk forward, raising a gun as you do, and so on) while maintaining the same distance from you. You must always remain within 20 feet of the image and maintain line of sight to it, or the image winks out with a flash of static. Detecting the duplicate as being a hologram requires a move action and a successful DC 20 [[Perception]] check. If you deactivate the mimic imager or it runs out of charges, the mimic imager must rescan you the next time it is activated.
!! Hovering
A hovering mimic imager is a 2-inch-wide spherical microbot with more sophisticated imaging software and data on your movements, speech, and mannerisms. The hovering mimic imager operates as the helmet-mounted version, except that the hologram created by the hovering mimic imager can also mimic speech in your voice, and the DC of [[Perception]] checks to identify the hologram is 30. As the hovering mimic imager isn't attached to you, the image can be up to 100 feet from you and doesn't require line of sight to you (although it must be within 20 feet of and have line of sight to the microbot). The hovering mimic imager can receive your directions by voice or via a signal from a personal comm unit or a datapad with a control module installed. The hovering mimic imager has sound baffling and a light-shifting shell to avoid detection, but a creature can notice it with a successful DC 25 Perception check. Detecting the microbot doesn't automatically reveal that your duplicate is a hologram, but its presence can provide creatures a clue that something unusual is going on. The hovering mimic imager is a Tiny technological construct with an AC of 20, hardness 8, 10 Hit Points, and a fly speed of 40 feet with perfect maneuverability. It cannot make attacks, and it fails any saving throw it is required to make. When the mimic imager has only 4 charges remaining, the hologram winks out and the hovering mimic imager immediately returns to you if it can. Your communication with a hovering mimic imager uses a wireless signal, and is therefore vulnerable to countermeasures such as [[signal jammers]].
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|mimic imager, helmet-mounted | 6 | 4,150 | L | 40 | 4/round |
|mimic imager, hovering | 11 | 24,500 | L | 40 | 4/round |
</div>
The microcircuitry contained within this adamantine ring records and magically reinforces your core personality. Once per day when you first come under the control of a mind-affecting effect, such as //[[charm monster]]// or //[[dominate person]]//, you can act normally for the first round of the effect, after which you are [[staggered]] for 1d4 rounds and affected by the mind-affecting effect as normal.
You must wear a //mind guardian// at least 12 hours a day for 7 consecutive days before you can use its ability. After this, if the ring is not worn for 24 hours or longer, the mental patterns collapse and must be reestablished.
The lashuntas of Castrovel devised the //mind guardians// to protect the less mentally adept against outside control. Android engineers particularly skilled in the construction of self-aware neural networks assisted in the design. While most commonly found as a ring, a //mind guardian// can take the form of any compact piece of jewelry or personal adornment, but it functions only when in direct contact with the body.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|mind guardian | 12 | 36,000 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn't language dependent.
A //mind memory chip// resembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a [[Sleight of Hand]] check opposed by the host’s [[Perception]] check (including only a –5 penalty for the [[asleep]] condition) to attach it without alerting the target.
The //mind memory chip// detaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a [[datajack]] augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of the //mind memory chip// is dependent upon its model, as described below.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Will Save DC |h
|//mind memory chip//, mk 1 | 3 | 1,435 | L | 10 minutes | 14 |
|//mind memory chip//, mk 2 | 8 | 9,850 | L | 1 hour | 18 |
|//mind memory chip//, mk 3 | 14 | 74,500 | L | 1 day | 22 |
|//mind memory chip//, mk 4 | 19 | 585,000 | L | 1 week | 26 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 hour/level
</div>
You split your mind, retaining your normal consciousness but gaining two other personas. These personas are nearly identical to your original personality, but each emphasize a different aspect of your personality. Your divided personas are aware of and can psychically communicate with one another, allowing them to coordinate their efforts and assist each other. At any point during the spell's duration, you can focus a persona on assisting with a task, granting you one of the following abilities. A persona granting one of these abilities doesn't take an action, but it causes that persona to merge with your normal consciousness, disappearing. When the two additional personas are reintegrated, the spell ends.
* When you fail a saving throw against a mind-affecting effect, you can compartmentalize it within one persona. If you do so, you are unaffected.
* When you fail an Intelligence-, Wisdom-, or Charisma-based skill check, you can reroll it.
* When you fail a caster level check, you can reroll it.
You can cast //[[mind probe]]// as a spell-like ability a number of times per day equal to your mystic level. Once a creature succeeds at its saving throw against this ability, it becomes immune to further uses of this ability for 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 minute
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' yes
</div>
You gain access to the target's memories and knowledge, and you can pry the information you want from them involuntarily. You can attempt to learn the answer to one question of your choice per round; after each question, the target can attempt a Will saving throw to end the spell. If it fails, the creature can attempt a [[Bluff]] check with a DC equal to 11 + your [[Sense Motive]] modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers however it chooses and you believe that wrong answer to be the truth. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly into your mind. You and the target don't need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions.
Scoring a critical hit with a weapon with the //mind rending// fusion damages the psyche of the creature struck. The target can negate this effect with a successful Will save; otherwise, roll on the table below to determine how the target creature is affected. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or a psychic trauma. Psychic trauma is a mind-affecting effect. While each psychic trauma exploits a potential neurosis, the trauma does not cause actual insanity. The effects of psychic trauma can be removed with the //[[remove affliction]]// spell (DC = 15 + half the item level of the mind rending weapon).
<div class="table-wrapper">
| d20 | Trauma |Effect |h
| 1–5 | Anxiety |[[shaken]] 1d4 rounds |
| 6–9 | Indecision |[[staggered]] 1d4 rounds |
| 10–12| Dementia |[[confused]] 1 round |
| 13–14 | Amnesia |–5 penalty to all skill checks to recall knowledge for 24 hours |
| 15–16 | Paranoia |not treated as an ally and can't treat any other character as an ally for 24 hours |
| 17–18 | Despair |–2 penalty to attack rolls and saving throws for 24 hours |
| 19–20 | Phobia |[[panicked]] 1 round |
</div>
A //mind scour// is composed of an adjustable steel circlet that can be placed around most humanoids' heads, attached to a series of wires leading to a control console the size of a [[datapad]]. A //mind scour// scans the target's memory and personality, collates and organizes that data, and presents on the control console a summary of key findings, which can then be transferred to a personal [[comm unit]] or other storage device. Reptoids use this information to adopt a perfect disguise, taking advantage of everything revealed, including dark secrets, passwords, the names of individuals important to the target, and more.
A //mind scour// must be used on a [[helpless]], unconscious, or willing living creature, though it must also break down the creature's subconscious defenses. After 1 minute of work, the creature can attempt a DC 19 Will saving throw to resist the //mind scour's// mental probing. On a failure, the //mind scour// learns five pieces of secret information, usually answers to questions chosen by the user and entered into the control console before the process began. If the creature is still helpless, unconscious, or willing, the //mind scour// user can keep the device running for an additional minute to learn more, although the creature can make another saving throw at the end of that minute. A creature that succeeds can't be subjected to a //mind scour's// probing for 24 hours.
The //mind scour's// probing is a mind-affecting, divination effect. Using a //mind scour// on a helpless or unconscious creature is an evil act.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//mind scour// | 12 | 35,250 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./2 levels)
* Targets one creature
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
Your mind moves into the target's body, and its mind moves into yours. You do not need line of sight or line of effect to the target if you know its location. Each target gains the mind-swapped template graft (see below). You can maintain the swap at any range on the same plane. You can shift back to your body as a standard action, and doing so ends the spell. If your new body is killed, you return to your body and the target dies. If your body is killed, you can remain in the host's body for the duration or until it is killed. Then, you die if your body is still dead. However, if you recast this spell, you can reset the duration you remain in the target's body.
You can cast this spell from a body that is not your own, swapping minds with a new target and resetting the spell's duration. However, you can return only to your body.
If a creature saves against your casting of this spell, it is immune to your casting of this spell for 24 hours.
!! Mind-Swapped Template Graft
Apply this graft to each creature involved in a //mind swap//.
* ''Traits:'' Each creature gains the other's mental ability scores (Intelligence, Wisdom, Charisma), trained capabilities (class features, proficiencies, saving throw bonuses, skills, spellcasting), languages, and mental powers, such as spell-like and supernatural abilities. A creature retains any senses based on other abilities it retains. The effectiveness of retained abilities is based on the creature's original level or CR. Each target also retains its Hit Points and Stamina Points. A creature in an unfamiliar body gains the following trait.
* //Awkward ([[Ex]]):// The creature takes a –4 penalty to attack rolls and Strength- and Dexterity-based skill checks. Every 24 hours the mind swap continues, a creature that has this trait can attempt a Will saving throw with a DC equal to that of the effect that created the //mind swap//. On a success, this trait fades away, along with its mechanical limitations.
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will half
* ''Spell Resistance'' yes
</div>
You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
''1st:'' When you cast //mind thrust// as a 1st-level spell, it deals 2d10 damage to the target.
''2nd:'' When you cast //mind thrust// as a 2nd-level spell, it deals 4d10 damage to the target.
''3rd:'' When you cast //mind thrust// as a 3rd-level spell, it deals 7d10 damage to the target.
''4th:'' When you cast //mind thrust// as a 4th-level spell, it deals 10d10 damage to the target and the target is [[fatigued]] for 1 round if it fails its saving throw.
''5th:'' When you cast //mind thrust// as a 5th-level spell, it deals 15d10 damage to the target. The target is [[exhausted]] for 1 round if it fails its save and it is [[fatigued]] for 1 round if it succeeds at its saving throw.
''6th:'' When you cast //mind thrust// as a 6th-level spell, it deals 17d10 damage to the target. The target is [[exhausted]] and [[stunned]] for 1 round if it fails its save, and it is [[fatigued]] for 1 round if it succeeds at its saving throw.
You implant a psychic countermeasure in your mind to protect against intrusion, much like computer security. When you attempt a Will saving throw against a mind-affecting effect, the creature using the effect on you must also attempt a Will saving throw. On a failure, the target is [[nauseated]] for 1d4 rounds. Even if the target succeeds at the Will save, it is [[sickened]] for 1 round. This is a mind-affecting effect.
A mind-affecting weapon affects only creatures with minds; targets that are immune to mind-affecting effects are immune to this weapon. The damage from mind-affecting weapons is normally untyped, in which case it is affected by the same things that affect damage from the spell //[[mind thrust]]//. For example, if a creature was immune to //mind thrust//, it would also be immune to untyped damage from a mind-affecting weapon.
Developed by telepathic creatures such as the psychic gas oozes inhabiting Preluria, the //mind-reading// fusion reverberates with psychic feedback. When you score a critical hit using a weapon with the //mind-reading// fusion, you automatically read the surface thoughts of the creature struck. This is a mind-affecting ability. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the mind-reading effect.
You use your raw will and understanding of the mind's structure to crush and demoralize your enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusader breaking the enemy's spirit on the battlefield.
* ''Associated Deities:'' Besmara, Damoritosh, The Devourer, Iomedae, Urgathoa, Zon-Kuthon
* ''Associated Skills:'' [[Bluff]] and [[Intimidate]]
* ''Spells:'' 1st—6th //[[mind thrust]]//; replaced by 1st—//[[lesser confusion]]//, 2nd—//[[inflict pain]]//, 3rd—//[[synaptic pulse]]//, 4th—//[[confusion]]//, 5th—//[[feeblemind]]//
!! Share Pain (1st)
Whenever a foe deals damage to you, you can spend 1 Resolve Point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack's damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect.
!! Backlash (3rd)
Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect.
!! Sow Doubt (6th)
As a standard action, you can spend 1 Resolve Point to create uncertainty in the mind of a foe within 30 feet. You choose whether the target becomes flat-footed, becomes off-target, takes a –2 penalty to saving throws, or takes a –2 penalty to skill checks. The effect lasts for a number of rounds equal to half your mystic level, unless the target succeeds at a Will save to reduce the duration to just 1 round. A creature can be affected only by one sow doubt effect. If you use this ability on the same creature again, the new effect replaces the old effect. This is a mind-affecting effect.
!! Mental Anguish (9th)
As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intense agony. The target must succeed at a Will save or be [[nauseated]] for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a mind-affecting pain effect.
!! Mindbreaking Link (12th)
Whenever you or an ally linked by your [[telepathic bond]] class feature scores a critical hit against a foe, you can spend 1 Resolve Point as a reaction to confuse that foe. The foe must succeed at a Will save or become [[confused]] for 1 round. Whether or not it succeeds at this save, the target is affected by your sow doubt ability for 1 round. This is a mind-affecting effect.
!! Mindkiller (15th)
As a standard action, you can mold the subconscious fear of a foe within 60 feet into a psychic image of the most disturbing creature imaginable to the target. Only the target can see the mindkiller, and if the target succeeds at a Will save to recognize the image as unreal, the mindkiller has no effect. If the target fails this Will save, the mindkiller touches the target, which must then succeed at a Fortitude save or die from fear. On a successful Fortitude save, the target instead takes 3d6 damage. Once a creature succeeds at either save against this ability, it becomes immune to this ability for 24 hours. This is a mind-affecting fear effect.
!! Explode Head (18th)
You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target's head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head.
<div class="statblock">
* ''Type'' disease (inhaled)
* ''Save'' Fortitude DC 12
* ''Track'' [[mental]]
* ''Frequency'' 1/day
* ''Cure'' 2 consecutive saves
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 17
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' Upon reaching the //weakened// state, the victim can't use [[telepathy]] or [[limited telepathy]] for 1d4 hours. Subsequent failed saving throws don't extend this duration.
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|mindhaze | 7 | 1,000 |
</div>
The creature has no Intelligence score or modifier and is immune to mind-affecting effects. Any DCs or other statistics that rely on an Intelligence score treat the creature as having a score of 10 (+0).
//Format:// ''Other Abilities'' mindless.
//Guidelines:// Mindless creatures usually have fewer good skills and no master skills. Their skills should be based on inborn abilities, since they're incapable of training.
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use //[[mind link]]// at will as a spell-like ability, though only once per day on any given individual.
You can combine your [[mindlink]] and [[telepathic bond]] class features, allowing you to rapidly transfer memories between bonded creatures at great distances. Once per round, any creature belonging to a telepathic bond that you created with your telepathic bond class feature can instantly transfer complex information to any other creatures within the telepathic bond, as the [[mind link]] spell, as a swift action. Each time this ability is used, the creature chooses which creatures belonging to your telepathic bond receive this information. You must have the mindlink and telepathic bond class features to choose this epiphany.
Although items with powers similar to those of the //mindlink circlet// have existed in the Pact Worlds for thousands of years, the technological components of the this useful item were an innovation that made its powers readily available. The effects of a //mindlink circlet// depend upon its model, as described below.
* ''Mk 1:'' You can telepathically communicate with any creatures within 30 feet with which you share a language. This functions like a [[shirren]]'s [[limited telepathy]] racial trait.
* ''Mk 2:'' You can telepathically communicate with any creatures within 100 feet with which you share a language. This otherwise functions like a shirren's [[limited telepathy]] racial trait.
* ''Mk 3:'' You can telepathically communicate with any creatures within 100 feet that are capable of understanding language, including languages you do not understand. This otherwise functions like a shirren's [[limited telepathy]] racial trait.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//mindlink circlet//, mk 1 | 2 | 1,600 | L |
|//mindlink circlet//, mk 2 | 8 | 11,000 | L |
|//mindlink circlet//, mk 3 | 14 | 78,000 | L |
</div>
//Mindlink servos// allow you to move using purely mental actions. With the base model, you can move only up to a quarter your land speed in a straight line. You can't move over difficult terrain or simple obstacles, and you can't take a guarded step. With the more advanced mk 2 mindlink servos, you can move up to half your speed using purely mental actions, changing direction and moving over difficult terrain as normal.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//mindlink servos//, mk 1 | 8 | 9,500 | 2 | light, heavy | 2 | 5 | 1/round |
|//mindlink servos//, mk 2 | 14 | 71,000 | 2 | light, heavy | 2 | 5 | 1/round |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* CE Medium monstrous humanoid
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft., //[[see invisibility]]//; ''Perception'' +19
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +6; ''Ref'' +8; ''Will'' +12
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' arm spike +14 (1d8+8 P; critical [[stagger]] [DC 17])
* ''Offensive Abilities'' trepan
* ''Spell-Like Abilities'' (CL 7th)
** 1/day—//[[haste]]//, //[[slow]]// (DC 20)
** 3/day—//[[force blast]]// (DC 19), //[[inflict pain]]// (DC 19), //[[mirror image]]//, //[[mystic cure]]// (2nd level)
** At will—//[[mind thrust]]// (1st level, DC 18)
** Constant—//[[see invisibility]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' +1; ''Wis'' +5; ''Cha'' -1
* ''Skills'' [[Athletics]] +14 (+22 to climb), [[Mysticism]] +19, [[Stealth]] +14
* ''Languages'' Shirren; [[telepathy]] 100 ft.
* ''Other Abilities'' trepan analysis
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (1–2 plus 3–6 [[Swarm corrovoxes]])
!!! SPECIAL ABILITIES
''Arm Spike ([[Ex]])'' A spike projects from one of the mindreaper's hands. The mindreaper cannot wield a weapon with this hand, and it can't be disarmed of this spike.
''Trepan ([[Ex]])'' As a full action, a mindreaper can use its arm spike to pierce the skull of a [[helpless]] creature. The mindreaper makes one attack with its arm spike, scoring a critical hit if the attack succeeds. If this attack kills the target, the mindreaper siphons out a portion of the target's brain along with an impression of the creature's memories. A mindreaper can also use this ability to extract brain matter and memories from the remains of a creature killed within the last hour. This ability can be used only against living or recently killed creatures with a brain or close biological equivalent.
''Trepan Analysis ([[Su]])'' A mindreaper that has extracted brain matter with its trepan ability can analyze the memories stored within. Doing so functions as //[[speak with dead]]//, except the mindreaper has an hour after extracting the memories to ask the six questions, which need not be asked all at one time. Asking a question takes a full action. Only one mindreaper can extract memories from a given creature. A mindreaper can retain only one set of memories at a time; if it uses its trepan ability on another creature, any previously stored brain matter is lost.
</div>
Mindreapers are intelligence-retrieval components whose method of gathering intel is far from subtle: they use a bioweapon spike for lethal interrogations, impaling a victim through the brain and extracting neural tissue. Once the mindreaper has this brain matter, it can spend up to an hour extracting knowledge from it. In combat, soldiers of the Swarm support mindreapers in their duty. Rarely encountered alone, mindreapers bolster allies while neutralizing enemies with painful psychic feedback. Mindreapers are still units in the collective, but they show more initiative and adaptability. Swarm packs that contain mindreapers use more complex tactics than those without.
When shirrens first arrived in the Chuuva system, they were still plagued by fears that despite the protection of Hylax, they might be forced back into the Swarm, losing all the individuality and freedom of choice they had come to embrace. Researchers explored ways to further insulate the empathic race from the Swarm's psychic call, ranging from the ineffective to the distasteful to some outright unethical practices. The //mindshield circlet// is in the center of this gamut, although it has retained some utility beyond the potential it has to prevent Swarm manipulation.
While wearing a //mindshield circlet//, you can't use [[limited telepathy]] and [[telepathy]], and those using such abilities can't contact you. In addition, you can cast no spells and use no spell-like abilities that are mind-affecting. Furthermore, it is more difficult to affect you with such abilities, even beneficial ones. The //mindshield circlet's// model determines a DC, providing protection against such effects. The creator of an effect must make a check, rolling 1d20 + caster level or CR against the DC to overcome your circlet's protection and affect you normally.
Even at the height of the shirrens' collective fear of the Swarm, //mindshield circlets// were a poor solution, as most shirren found the loss of their telepathic abilities to be too isolating to bear for long. The items retain utility, especially by species that don't rely on telepathy. Such species have copied the technology and make more use of these protective devices.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Check DC |h
|//mindshield circlet//, basic | 3 | 1,350 | L | 14 |
|//mindshield circlet//, mk 1 | 7 | 6,250 | L | 18 |
|//mindshield circlet//, mk 2 | 11 | 24,500 | L | 22 |
|//mindshield circlet//, mk 3 | 15 | 107,000 | L | 26 |
|//mindshield circlet//, mk 4 | 19 | 550,000 | L | 30 |
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* NE Small aberration
* ''Init'' +3; ''Senses'' [[blindsight]] (thought) 60 ft., [[darkvision]] 60 ft., shroud sense; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +4; ''Ref'' +4; ''Will'' +3
* ''Defensive Abilities'' attached pain
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Su]], average); //[[spider climb]]//
* ''Melee'' claws +10 (1d6+4 P plus [[attach]]; critical [[stagger]])
* ''Offensive Abilities'' ego crush, ego meld
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +1; ''Int'' –3; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +7, [[Stealth]] +12
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any (Locus system)
* ''Organization'' solitary, pair, or clutch (3–18)
!!! SPECIAL ABILITIES
''Attached Pain ([[Su]])'' When a mindshroud ray attached to another creature takes damage, it can use its reaction to force the attached creature to attempt a DC 13 Will saving throw. If the target fails, the ray reduces the damage it takes by up to 2, transferring that damage to the attached creature. This is a mind-affecting pain effect.
''Ego Crush ([[Su]])'' As a standard action, a ray deals 2d6 nonlethal damage to a visible target within 30 feet. The target also takes a –1 penalty to Intelligence-, Wisdom-, and Charisma-based checks; spell save DCs; and Will saving throws for 1 round (DC 13 Will negates). Targets the ray touches have a –2 penalty to this saving throw; the ray can touch an unwilling target by succeeding at a melee attack against the target's EAC. A target that fails this saving throw by 5 or more is also [[staggered]] for 1 round.
''Ego Meld ([[Su]])'' As a full action when a mindshroud ray starts its turn attached to an unconscious but living aberration, animal, dragon, humanoid, magical beast, monstrous humanoid, or outsider with the native subtype, a mindshroud ray can attach to a part of the body where the target's brain is located (usually the head). This process takes 1 minute and deals 5 piercing damage. The target and the mindshroud ray become one creature who gains the shrouded template graft and recovers from all nonlethal damage. A melded mindshroud ray can't willingly leave the target and dies if the target does. Another creature can remove the melded mindshroud ray with 4 hours of surgery, which requires a medical lab and a successful DC 35 [[Medicine]] check.
''Shroud Sense ([[Su]])'' A mindshroud ray's [[blindsight]] automatically detects shrouded creatures.
</div>
A mindshroud ray is a membranous creature with a body like a manta ray or other cartilaginous fish. It latches onto a creature and psychically crushes that being's individuality until the would-be host loses consciousness. The ray then covers body surfaces nearest the host's brain with its own body. On humanoid creatures this usually includes most of the head, leaving only the mouth and chin exposed.
A mindshroud ray then melds its consciousness with the host's. Ray and host become one being with a personality that's an amalgam of the host's and that of a cunning and evil, amoral predator. The new "shrouded" creature might recognize previous relationships but has no attachment to them and emphasizes negative aspects: love grows cold and manipulative, while hate burns brighter. A creature that was already evil becomes particularly wicked when shrouded.
During the initial melding, shrouded creatures are slow to respond to stimuli and lose access to some intellectual knowledge, most of which returns over a few months. Until then, a shrouded creature might not recall skills or memories, including their former name, and flashes of lucidity regarding their previous existence confuse or distress it. This is all fortunate for other beings in the Locus system since the shrouded pirates of Besmara's Head are currently incapable of piloting a starship off their base and spreading mindshroud rays throughout the system.
As a colony of shrouded creatures develops, one ascends in status to become speaker. The speaker stays close to the colony's origin point, trying to dupe others into becoming hosts or preventing them from threatening unattached rays.
Mindshroud rays can survive in a torpid state on radiation from the Locus. Unattached, they're unnaturally fearless predators. Once melded, they take additional nourishment from the host's blood and willingly eat other sapient creatures.
The impact of this insectile-looking spike can cause pain or otherwise addle the target's nervous system.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|mindspike, tactical | 6 | 4,400 | 1d8 P | [[stagger]] | L |[[analog]] |
|mindspike, microserrated | 10 | 18,450 | 3d8 P | [[stagger]] | L |[[analog]] |
|mindspike, nanoserrated | 14 | 77,800 | 7d8 P | [[stagger]] | L |[[analog]] |
|mindspike, ultraserrated | 18 | 392,100 | 11d8 P | [[stagger]] | L |[[analog]] |
</div>
Waves of neuro-disruptive energy burst from this grenade and scramble brainwaves with violent force. Creatures in the area can attempt a Will save against this grenade rather than a Reflex save. If successful, a creature takes half damage. If the creature fails, it takes full damage and is [[dazed]] for 1 round; if the creature's CR or level is higher than the grenade's item level, it instead takes full damage and is [[staggered]] for 1 round. Treat the CR or level of any creature with [[limited telepathy]] or [[telepathy]] as 3 lower for the purpose of this effect. This grenade has the [[mind-affecting|Mind-Affecting]] special weapon property.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|mindspike grenade I | 2 | 150 | 20 ft. | drawn | L |[[explode]] (1d4, [[daze]], 10 ft.) |
|mindspike grenade II | 4 | 305 | 20 ft. | drawn | L |[[explode]] (2d4, [[daze]], 10 ft.) |
|mindspike grenade III | 8 | 1,275 | 20 ft. | drawn | L |[[explode]] (3d4, [[daze]], 10 ft.) |
|mindspike grenade IV | 12 | 5,000 | 20 ft. | drawn | L |[[explode]] (6d4, [[daze]], 10 ft.) |
|mindspike grenade V | 16 | 21,000 | 20 ft. | drawn | L |[[explode]] (8d4, [[daze]], 10 ft.) |
</div>
A weapon with this special property (referred to as the launcher) can be mounted only in a starship's aft quadrant and can be activated only using the [[lay mines]] gunner crew action during the helm phase. A launcher cannot be activated using the [[fire at will]], [[shoot]], [[broadside]], or [[precise targeting]] crew actions. Launchers are typically tracking weapons with the [[limited fire]] special property, and each time one is activated, it spreads the indicated number of mines over an equal number of hexes along the starship's flight path. A deployed mine has an AC and TL equal to 12 + the launching starship's tier, and each mine has 1 Hull Point. A mine's effective speed is 4 when targeted by point weapons.
Anytime a starship exits a hex adjacent to a mine, the gunner who placed the mine attempts an immediate gunnery check against the triggering starship's TL. If they succeed, the mine deals its listed damage and effects to the starship's aft quadrant, after which the mine is destroyed. If a starship would enter a hex containing a mine, the gunner who placed the mine instead attempts an immediate gunnery check as above but with a +2 circumstance bonus against the triggering starship's TL, and any damage is dealt to the starship's forward quadrant. If a mine's gunnery check fails, the mine remains in that hex, and the triggering starship can complete its movement without further risk from that mine during that phase.
Mines don't activate until a few moments after being dispersed so as not to damage their launching starship. If a starship would trigger a mine's attack during the same helm phase in which it was dispersed, the triggering starship gains a +4 circumstance bonus to its TL against the mine's gunnery check.
A weapon with the mine special property is able to modify the ammunition fired from it to delay the detonation of its ordnance. Ammunition fired from this weapon (typically a grenade or mini-rocket) lands at the target grid intersection intact, detonating only when a creature moves into an adjacent square, or automatically detonating after 1d6+1 rounds have passed.
A fair fight might earn a soldier bragging rights, but it’s just as likely to earn them a shallow grave. To compensate for their smaller stature, kobolds often employ traps to hinder their foes and level the playing field. Most notably, this fighting style relies on deploying inexpensive proximity mines and making cunning strikes while an opponent is rattled by the explosions.
!! Set Charge (1st)
You gain [[Stealth]] as a class skill. You can create an explosive mine with light bulk without paying for it; this process takes 10 minutes and can be performed when you spend a Resolve Point to rest and regain Stamina Points. You can have only one mine created by this ability at a time. As a full action that requires a free hand, you can draw, arm, and deploy the mine in a 5-foot square within 30 feet, after which the mine conceals itself with an active camouflage field. Only you can use your mines effectively. Any creatures observing you when you deploy the mine automatically notices the mine’s location; other creatures must attempt a [[Perception]] check (DC 10 + your soldier level + your key ability score modifier) the first time they’re within 30 feet of the mine to spot it; this doesn’t require an action. A creature can disable a mine it spotted with a successful [[Engineering]] check (DC 10 + your soldier level + your key ability score modifier) as though it were a trap, and the mine deactivates harmlessly if destroyed (hardness 10, with Hit Points equal to 3 × your soldier level). A mine remains armed for 1 hour or until you create a new mine. The next time a creature enters the square, the mine explodes, dealing 1d4 fire and piercing damage to any creature in that square and imposing a –5-foot penalty to its speed for 1d4 rounds. A mine doesn’t explode if a creature begins its turn in the same square, but it does explode if the creature leaves and reenters the square. The damage increases to 1d8 at your 3rd soldier level, 2d8 at 7th level, 3d8 at 11th level, 5d8 at 15th level, and 8d8 at 19th level. The speed penalty increases to –10 feet at 11th level, but it can’t reduce a creature’s speeds below half their normal values.
!! Explosive Maneuver (5th)
You gain a +2 circumstance bonus to attack rolls made to perform [[bull rush]] or [[reposition|Reposition (combat maneuver)]] combat maneuvers to move a creature into a square that contains your deployed mine. This bonus increases to +3 at 9th level, +4 at 13th level, and +5 at 17th level.
!! Cunning Strike (9th)
Choose Intelligence, Wisdom, or Charisma when you gain this ability. You gain a bonus to weapon damage equal to the chosen ability score’s modifier against creatures that are [[entangled]], [[helpless]], [[stunned]], or have a penalty to their movement speed. This damage bonus increases by 1 at 11th level and every 2 levels thereafter.
!! Minefield (13th)
You can now create 1d3 mines with 10 minutes of work, and have and deploy up to three armed mines at a time. You can’t deploy a mine within 10 feet of another mine.
!! Masterful Mayhem (17th)
Once per round when a mine you deployed is triggered you can increase its area of effect to also affect all squares within 10 feet of the mine. All creatures in that area take damage (Reflex half), but only the triggering creature gains the speed penalty. As a reaction when one of your mines explodes, you can choose a number of squares equal to your key ability score that aren’t affected.
A specialized form of grenade launcher, a minelayer surrounds its ordnance with a cushioning magnetic field. Grenades must be loaded into a minelayer individually, and a user can decide which grenade to fire with each shot. A merc minelayer holds up to 8 grenades at once, a squad model holds 12, a platoon version can carry up to 16, and the command minelayer can hold an impressive 20 grenades.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|minelayer, merc | 3 | 1,470 | by grenade | 40 ft. | — | 8 grenades | 1 | 2 |[[mine]] |
|minelayer, squad | 7 | 6,930 | by grenade | 50 ft. | — | 12 grenades | 1 | 2 |[[mine]] |
|minelayer, platoon | 13 | 51,400 | by grenade | 60 ft. | — | 16 grenades | 1 | 2 |[[mine]] |
|minelayer, command | 17 | 243,000 | by grenade | 80 ft. | — | 20 grenades | 1 | 2 |[[mine]] |
</div>
The Mineragenics corporation is one of the smallest military manufacturers on Bretheda, though its operations have grown exponentially since the successful release of its Frozen Life weaponry line. The barathus who own this firm first experimented with exoskeletal modifications and variations on the armor plating barathus have used for millennia, but a side venture resulted in the development of simple weapons made from the same mineral deposits.
A Frozen Life weapon can be any non-powered kinetic melee weapon, and they all have the [[archaic]] weapon property regardless of whether the original weapon had that property. The weapons may not be powerful, but they are remarkably affordable; if the type of weapon was not already archaic, its price is 20% lower than normal.
When consumed, this single-use packet of minerals changes the color of a creature’s hair, scales, or exoskeleton to a vibrant hue. The dye lasts for one month before it fades, transforming slowly to an iridescent shimmer of that color.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|mineral dye | 1 | 25 | L |
</div>
name:mini-nuke mines
range:—
speed:—
damage:5d8
pcu:5
cost:8
special:[[irradiate|Irradiate (starship weapon property)]] (low), [[limited fire]] 3, [[mine|Mine (starship weapon property)]] (1)
These long, tapered shells hold combustible material as well as a chemical propellant.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|mini-rockets | 4 | 300 | 10 | L |— |
</div>
When you're fully photon-attuned, you can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills your square (or one square of your space, if you're larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 solarian levels you have, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your square and all squares within 10 feet of that space (a total of 21 squares).
Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if you later move. You are immune to all effects of your own miniature star.
A photonic inducer set in a brass-frame inset with glass similar to a lantern, a miniature sun is a [[portable light]] that exudes an area of bright light in a 30-foot radius. Thanks to a comfortable insulated handle, it requires only one hand to hold. After 1 minute of use, the exterior of a miniature sun becomes incredibly hot to the touch. When it is this hot, you can use a miniature sun as an improvised melee weapon that deals 1d3 fire damage, but each successful attack made in this way deals twice as much damage to the item, ignoring hardness.
A miniature sun requires only one hand to operate, uses a battery, and consumes 1 charge per each hour of use (or fraction thereof).
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|miniature sun | 3 |1,200 | 1 | 20 | 1/hour |
</div>
Miniature creatures are smaller than typical members of their species, and might represent a subspecies that has shrunk down due to environmental conditions.
* ''Traits:''
** decrease the creature's size by one category, decreasing its space and natural reach to match
** if the creature was already Small and this decreases it to Tiny, the creature maintains a reach of 5 feet due to a change in its proportions
Treat your computer as 1 tier lower when calculating its bulk, to a minimum of tier –1. A tier-0 computer has light bulk, and a computer of tier –1 has negligible bulk. You can buy this upgrade multiple times. Each time it costs 10% of the base price of the computer.
The //mining// weapon fusion allows a weapon to become a tool for digging through rock and dirt, carving through such materials easily. A //mining// weapon ignores an amount of hardness equal to the weapon's level for all walls made of unworked stone or softer materials. This has no effect on materials harder than unworked stone, such as steel.
This weapon fusion can be installed only in two-handed melee weapons.
Asteroid miners wear mining jacks for both life support and protection against the hazards of vacuum mining. As they are designed for use in low and zero gravity, the jacks are quite bulky, with alloys chosen for strength and durability rather than weight. Because miners often spend the entire day in a vacuum, mining jacks have storage compartments accessible within the armor. The breastplate of a mining jack can expand outward without being removed, allowing the wearer a modest amount of space to pull her arms inside and enjoy a beverage or meal. Each suit includes a pair of miniature airlocks that allow safe transfer of small objects from outside to inside the suit as a full action. A pair of mining jacks can even link locks to trade gear without exposing the item or either wearer to vacuum. The first mining jacks were dwarven designs, but their ingenious design and utility have made them popular throughout the Diaspora.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|mining jack I | 2 | 825 | +4 | +6 | +1 | –3 | –10 ft. | 1 | 3 |
|mining jack II | 5 | 2,750 | +8 | +11 | +1 | –3 | –10 ft. | 2 | 3 |
|mining jack III | 10 | 17,150 | +15 | +19 | +1 | –3 | –10 ft. | 3 | 3 |
</div>
name:mining laser
range:short
speed:—
damage:2d6
pcu:10
cost:5
special:[[burrowing]]
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large construct (technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +8; ''Will'' +6
* ''Defensive Abilities'' [[integrated weapons]], nanite repair; ''Immunities'' [[construct immunities]]; ''Resistances'' acid 5, fire 10
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft.
* ''Melee'' drill +20 (3d4+14 P; critical [[bleed]] 2d4) or integrated andesite [[magma blade]] +20 (2d8+15 F & S; critical [[wound]] [DC 16])
* ''Ranged'' integrated LFD [[screamer]] +17 (2d10+9 So; critical [[deafen]] [DC 16])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' —; ''Int'' –2; ''Wis'' +3; ''Cha'' –3
* ''Skills'' [[Profession]] (miner) +17
* ''Languages'' Common (can't speak)
* ''Other Abilities'' rock tunneler, [[unliving]]
* ''Gear'' andesite [[magma blade]] with 3 high-capacity batteries (40 charges each), LFD [[screamer]] with 2 super-capacity batteries (80 charges each)
!!! ECOLOGY
* ''Environment'' any underground
* ''Organization'' solitary, pair, or shift (3–5)
!!! SPECIAL ABILITIES
''Nanite Repair ([[Ex]])'' A mining robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR (9 Hit Points per hour for most mining robots). Once per day as a full action, a mining robot can restore 4d8 Hit Points to itself or any touched construct with the technological subtype.
''Rock Tunneler ([[Ex]])'' A mining robot can burrow through stone at half speed, and it can choose to leave tunnels when it burrows.
</div>
Mining robots are far from exotic, but neither are they common since they are expensive tools. Such automatons allow mining companies to harvest ore and minerals from dangerous locales, such as airless asteroids and planets with high tectonic activity. A mining robot has an integrated drill arm, a cutting arm, and finer manipulators that allow it to sort through the rubble it creates. A typical model also has built-in harmonic resonators to soften earth and stone, making it easier for the robot to burrow into the ground. Construction and terraforming enterprises employ similar models of these industrial robots.
The dwarven mining corporation Ulrikka Clanholdings is known to make the best mining robots the galaxy has to offer. Outfitted with sturdy magma blades, these constructs can slice through rock like a heated knife cuts through butter. Ulrikka sells the robots to other mining outfits as a profitable side operation. The company sells at a premium, and tight contracts ensure a purchaser's intended usage doesn't conflict with Ulrikka interests. Occasionally, warriors and gladiators with a flair for the dramatic purchase a defunct mining robot and strip off the drill for use as an exotic and deadly weapon.
Minor crew actions are computer-aided actions that allow a starship limited functionality if it doesn't have the necessary crew to fill all the roles (for instance, the lone crew member aboard a Tiny starship might always be the pilot but may need to fire one of the vessel's weapons in an emergency). You can take one minor crew action per round regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action. A minor crew action can be performed only once per round and doesn't count as your action.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<div class="statblock">
* ''Type'' curse; ''Save'' Will DC 16
* ''Effect'' When the victim takes a full night's rest (8 hours of sleep or more), they constantly toss and turn, recovering only 1 HP, instead of 1 HP per character level. If they undergo complete bed rest for 24 hours, they recover only 1 HP per character level, instead of 2 HP per character level.
* ''Cure'' The victim must remain awake for a continuous 72-hour period, attempting the normal Fortitude saving throws against [[sleep deprivation]]. If they fall victim to a spell or effect that causes the [[asleep]] condition during this time, they must begin the 72 hours over again when they wake up.
</div>
You have a natural talent for assuming draconic form.
''Prerequisites:'' Cha 13; dragon type, dragon-scaled species ability, or [[dragonblood]] theme
''Benefit:'' When you select //[[polymorph]]// as a spell known, you add dragon to the list of creature types you can select when designing polymorphed forms. Changing a target that isn’t a dragon into a dragon form grants them a +2 enhancement bonus to saving throws against paralysis and sleep effects. In addition, you can cast //polymorph// on yourself once per day as a 1st-level spell-like ability, using your character level as your caster level. However, you can only use this spell-like ability to assume one predetermined form that has the dragon type.
''Special:'' At the GM’s discretion, other dragon-themed abilities or rewards might allow you to qualify for this feat as if you were a dragon.
You have learned a broad range of additional minor magic.
''Prerequisites:'' Key ability score 15, caster level 4th, 4 levels in a class with a class spell list.
''Benefit:'' You gain one additional 0-level spell from your class spell list.
''Special:'' For every 3 levels by which your caster level exceeds 4th, you can take this feat an additional time. Each time you select this feat, you gain a different 0-level spell from your class spell list.
You're so close to nature that you can summon fragments of natural magic to aid you.
''Prerequisites:'' Wis 11.
''Benefit:'' Select one of the following 0-level spells: //[[detect affliction]]//, //[[fatigue]]//, or //[[token spell]]//. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Wisdom.
''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
You have a minor natural psychic ability.
''Prerequisites:'' Cha 11.
''Benefit:'' Select one of the following 0-level spells: //[[dancing lights]]//, //[[psychokinetic hand]]//, //[[telekinetic projectile]]//, or //[[telepathic message]]//. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level.
''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
Entertainers and icons from entertainment houses such as the Hamisfore Theatorium on Absalom Station to Eox's Halls of the Living understand the importance of showmanship. From a famous mentor or through your own inventiveness, you have developed a minor magical trick to entertain or distract.
''Prerequisites:'' Cha 11.
''Benefit:'' Select one of the following 0-level spells: //[[dancing lights]]//, //[[ghost sound]]//, or //[[token spell]]//. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.
''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
<div class="statblock">
* <<levels>>
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Area, Effect, or Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' see text
* ''Spell Resistance'' yes
</div>
When you cast //miracle//, you state what you would like to have happen and request that the power to which you are connected intercede. A request that is out of line with the power's nature is refused. A //miracle// can do any of the following things.
* Duplicate any mystic spell of 6th level or lower.
* Duplicate any other spell of 5th level or lower.
* Undo the harmful effects of certain spells, such as //[[feeblemind]]//.
* Produce any effect whose power level is in line with the above effects.
At the GM's discretion, you may try to use a //miracle// to produce greater effects than these, but doing so may be dangerous or the spell may have only a partial effect.
A duplicated spell allows saving throws and [[spell resistance]] as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, //miracle// counts as a 9th-level spell.
Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a [[Medicine]] check to [[treat deadly wounds]] and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level.
As a move action, you can repair damage to a starship's systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
''Armor:'' You grant a +2 enhancement bonus to a suit of armor's EAC and KAC for 1 minute.
''Weapon:'' You grant a +2 enhancement bonus to a weapon's attack and damage rolls for 1 minute.
''Damaged Ship:'' You restore a number of Hull Points equal to the starship's base frame HP increment. If this raises the ship's HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship's Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase.
The mirage dagger is an elegant one-handed blade that expels an aura of superheated air that causes visible distortions in the air around it. This minor displacement effect makes it easier to catch enemies off guard with it. A wide, circular guard protects the wielder's hand while the blade is active. Distortion mirage daggers are the standard model; hallucination and illusion mirage daggers feature increased damage capabilities.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|mirage dagger, distortion | 6 | 4,450 | 1d4 F | — | L |[[feint]], [[operative]], [[powered]] (capacity 20, usage 1) |
|mirage dagger, hallucination | 13 | 50,800 | 4d4 F | — | L |[[feint]], [[operative]], [[powered]] (capacity 20, usage 1) |
|mirage dagger, illusion | 20 | 897,000 | 10d4 F | — | L |[[feint]], [[operative]], [[powered]] (capacity 20, usage 1) |
</div>
A mire weapon has a defined area (generally a radius) that it temporarily turns into difficult terrain. Only a surface can be turned into difficult terrain (you can't use a mire weapon to create difficult terrain in midair, for example), and the difficult terrain affects only the climb speed and land speed of creatures in the area.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Range'' personal
* ''Duration'' 1 minute/level
</div>
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.
When you cast //mirror image//, it creates 1d4 figment images. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don't require an attack roll affect you normally and don't destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment.
An attacker must be able to see the figments to be fooled. If you are [[invisible]] or the attacker is [[blind|blinded]], the spell has no effect. [[Blindsense]] doesn't help distinguish the figments from the real you, but [[blindsight]] is sufficient to do so.
Open comms or a loud broadcast speaker might allow an enemy to taunt or intimidate a starship's crew during a chase, but a clever retort or inspiring speech from the crew's captain can mitigate such distractions.
''Failure:'' The crew's next chase action takes a –2 penalty.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' personal; see text
* ''Effect'' one illusory double
* ''Duration'' 1 round/level (D) and concentration + 3 rounds; see text
* ''Saving Throw'' none or Will disbelief, see text
* ''Spell Resistance'' no
</div>
You become [[invisible]] (as //[[greater invisibility]]//), and at the same time, a figment double of you (as per a 3rd-level casting of //[[holographic image]]//) appears. The double appears within close range (25 feet + 5 feet/2 levels) but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it can't attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility lasts for 1 round per level, regardless of concentration.
<div class="statblock">
* ''Type'' ranged; ''Range'' 200 ft.; ''Special'' —
* ''Damage'' low; ''Damage Type'' F&P; ''Critical'' —
* ''Slots'' 1 (frame); ''Capacity'' 12
* ''Volley'' When making a full attack entirely with the missile battery, the mech can fire two, three, or four missiles. It takes a –3 penalty to the attacks if it fires two missiles, a –4 penalty if it fires three missiles, or a –5 penalty if it fires four missiles.
* ''Cost'' 2.5 × level
</div>
This array of micro-missiles fires in devastating salvos.
name:missile blocker
range:short
speed:—
damage:1d10
pcu:10
cost:8
special:[[jamming]]
name:missile launcher, heavy antimatter
range:long
speed:8
damage:10d10
pcu:15
cost:35
special:[[limited fire]] 5
name:missile launcher, heavy nuclear
range:long
speed:10
damage:10d8
pcu:15
cost:35
special:[[irradiate|Irradiate (starship weapon property)]] (medium), [[limited fire]] 5
name:missile launcher, heavy slow burn
range:long
speed:8
damage:8d8
pcu:15
cost:10
special:[[limited fire]] 5, [[smoldering]] (4d8)
name:missile launcher, high-explosive
range:long
speed:12
damage:4d8
pcu:10
cost:14
special:[[limited fire]] 5
name:missile launcher, quantum
range:long
speed:12
damage:2d8 × 10
pcu:15
cost:20
special:[[limited fire]] 5, [[quantum]]
name:missile launcher, slow burn
range:long
speed:8
damage:4d6
pcu:10
cost:4
special:[[limited fire]] 5, [[smoldering]] (2d6)
name:missile launcher, tactical nuclear
range:long
speed:10
damage:5d8
pcu:10
cost:18
special:[[irradiate|Irradiate (starship weapon property)]] (low), [[limited fire]] 5
Missiles are heavy, snub-nosed munitions with devastating explosive power. A missile's damage when fired from a missile launcher (such as an [[IMDS missile launcher]]) is listed in its
entry in the table below.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|tactical missile | 10 | 5,700 | 1 | 1 |[[explode]] 6d8 B & P (30 ft.) |
|advanced missile | 13 | 14,600 | 1 | 1 |[[explode]] 13d8 B & F (30 ft.) |
</div>
You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can't gain any Entropy Points from that attack.
Additionally, as a swift action, you can remove any [[DR]] or [[energy resistance]] you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.
You add your Constitution modifier to your starship's Damage Threshold. If your starship doesn't have a Damage Threshold, it instead gains a Damage Threshold equal to your Constitution modifier.
A //mnemonic editor// consists of a complex series of brain implant injectors, //[[digital harrow deck]]// autoreaders, illusion runes, and virtual-reality programs, all controlled by an enchanted analysis computer and attached to a mobile surgical bed. The network of magic and technology is capable of removing experiences from a patient strapped to the bed over the course of a single 24-hour session. Skills and knowledge can be excised, lessons unlearned and muscle memory altered. Memories are not lost entirely; the patient still recalls what it did during its life, whom it met, and how it felt about the moments it experienced, but the impact of those experiences is subtly altered. The device then creates a new set of experiences—clearly artificial but no less effective—by leaving impressions and implanting new knacks, muscle memory, reflexes, and skills.
If you use a //mnemonic editor//, you can undo 2 character levels' worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels.
Each //mnemonic editor// works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such extraordinary procedures to be effective in the future. A mk 1 //mnemonic editor// cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 model that functions in the same manner, even if you have already used a mk 1 //mnemonic editor//. Of course, you can only benefit from a mk 2 //mnemonic editor// once. There exist even more advanced mk 3 and mk 4 models, and each can be used on you once even after you have used a lower-level //mnemonic editor//, but they are so expensive that they are usually produced only upon request.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//mnemonic editor//, mk 1 | 5 | 500 | 10 |
|//mnemonic editor//, mk 2 | 10 | 3,000 | 10 |
|//mnemonic editor//, mk 3 | 15 | 20,000 | 10 |
|//mnemonic editor//, mk 4 | 20 | 125,000 | 10 |
</div>
Developed independently by dozens of species, these devices typically consist of a lightweight harness
externally affixed to a creature's body near its brain, such as a partial helmet or shoulder yoke. Once properly positioned and attached, a mnemonic scanner can upload part of the user's memories, storing them as a data module to a connected computer. Creating a data module in this way uses the same rules, credits, and time required as crafting a module from scratch. Specific data modules typically represent a short experience of 10 minutes or less. Average data modules might represent a full day's experiences or numerous related events whose combined duration is approximately 24 hours. Large data modules are rarely feasible to create without inflicting lasting mental scars, yet those rare examples can represent entire lifetimes. Once stored, these memories can be played back through a variety of devices in real time; however, the playback's sensory output is limited by the device with most providing a wholly visual and auditory experience. A mnemonic scanner used as a playback device can convey an array of senses to the user, even imparting some of the memories' emotional states.
If you have a [[datajack]] augmentation or the [[exocortex]] class feature, you can download and review stored memories directly, allowing you to process up to 10 minutes of memories as a full action, as if the memories' source cast //[[mind link]]// on you. For every minute you spend processing memories in this way, you must attempt a Will save (DC = 10 + 1 for each minute spent processing memories), taking 1d6 damage on a failure.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|mnemonic scanner | 8 | 9,350 | 2 | 40 | 1/10 min |
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CN Medium outsider (incorporeal)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., thoughtsense (120 ft.); ''Perception'' +23
!!! DEFENSE
* ''HP'' 190
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +14; ''Ref'' +12; ''Will'' +16
* ''Defensive Abilities'' [[incorporeal]], mnemonic predation
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' touch +21 (1d6 Int drain)
* ''Ranged'' mnemonic tendril +23 (2d10+13 C & P; critical [[stun]])
* ''Spell-like Abilities'' (CL 13th)
** 3/day—//[[mass baleful polymorph]]// (5th level, DC 24), //[[mind thrust]]// (5th level, DC 24)
** 6/day—//[[confusion]]// (DC 23), //[[cosmic eddy]]// (DC 23), //[[dimension door]]//, //[[greater song of the cosmos]]// (DC 23)
** At will—//[[dispel magic]]//, //[[mental block]]// (DC 22)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +0; ''Int'' –3; ''Wis'' +6; ''Cha'' +8
* ''Skills'' [[Acrobatics]] +23, [[Disguise]] +28, [[Stealth]] +28
* ''Languages'' can’t speak; [[telepathy]] 100 ft.
* ''Other Abilities'' astral travel, [[change shape]] (deific mimicry [DC 21])
!!! ECOLOGY
* ''Environment'' Astral Plane
* ''Organization'' solitary, pair, or pack (3–5)
!!! SPECIAL ABILITIES
''Astral Travel ([[Su]])'' A mnemonic stalker can take a full action to travel from the Astral Plane to the Material Plane or vice versa. When not on the Astral Plane, it gains the extraplanar subtype.
''Deific Mimicry ([[Su]])'' As a swift action, the mnemonic stalker can telepathically probe the mind of a creature within 100 feet, seeking concepts and images of a deity the target worships. As part of this action, the mnemonic stalker changes its shape, appearing as that deity. Alternatively, if the creature doesn’t revere a deity, the stalker changes shape into an individual of the creature’s species. Creatures that succeed at a DC 21 Will save recognize the altered shape as false but don’t see the stalker’s true form. The mnemonic stalker can maintain only one such shape at a time. This is a mind-affecting effect.
''Mnemonic Predation ([[Su]])'' Three times per day, when a creature casts a spell the mnemonic stalker knows, the stalker can take a reaction to consume the spell. The caster expends the spell, but the spell has no effect, and the mnemonic stalker regains one use of a spell-like ability of the same level or lower.
</div>
Thanks to their psychic predation and shapeshifting powers, these formless creatures from the Astral Plane are often mistakenly believed to be either gods or devils. Mnemonic stalkers exist outside traditional understandings of good and evil; they consume the thoughts of thinking creatures for nourishment, yet aren’t sapient themselves. They know only the impulse to feed, following their innate attraction to living creatures’ thoughts using psychic sensory organs incomprehensible to denizens of the Material Plane. For millennia, mnemonic stalkers preyed upon an ancient, now-forgotten civilization that once thrived on an unknown world in the Vast. Stalking the shadows of sacred sites and flitting unseen through bustling communal spaces, their predation inadvertently caused the native species to devolve into more instinctual, less intellectual beings—thus depriving mnemonic stalkers of their food source. Nearing starvation, mnemonic stalkers left their homeworld and began to hunt through the Astral Plane for new food sources.
You can modify a weapon or armor upgrade (either of which must not be [[archaic]] or [[analog]]) with the [[tech tinkerer]] mechanic trick. You can turn a weapon into another weapon or an armor upgrade into another armor upgrade, or turn either a weapon or an armor upgrade into a technological item. If you turn a weapon into another weapon that uses a different type of ammunition, you must provide that ammunition separately. You must have the tech tinkerer mechanic trick to learn this trick.
<div class="statblock">
* ''Level'' 10; ''Price'' 62,000
* Gargantuan land vehicle (25 ft. wide, 25 ft. long, 20 ft. high)
* ''Speed'' 40 ft., full 350 ft., 40 mph (hover)
* ''EAC'' 24; ''KAC'' 25; ''Cover'' improved cover
* ''HP'' 150 (75); ''Hardness'' 12
* ''Attack (Collision)'' 11d10 B (DC 13)
* ''Attack'' tactical [[autobeam artillery]] (2d8 F)
* ''Modifiers'' –2 [[Piloting]], –2 attack (–4 attack at full speed)
* ''Systems'' autopilot ([[Piloting]] +19), emplacement (expansion bays [4]), planetary comm unit
* ''Passengers'' 8
</div>
Mobile bases are designed to traverse unknown or unfriendly ground and set up a modular outpost to tend to local needs. They can be refitted for technical work, surveillance and prospecting, medical support, or a dozen other roles as needed, and can be swiftly packed up and refitted in the field. The built-in weapon systems are often removed if local wildlife and denizens aren't expected to be hostile.
<div class="statblock">
* ''Level'' 7; ''Price'' 18,000
* Colossal land vehicle (50 ft. wide, 70 ft. long, 70 ft. high)
* ''Speed'' 20 ft., full 250 ft., 30 mph
* ''EAC'' 18; ''KAC'' 20; ''Cover'' total cover
* ''HP'' 90 (45); ''Hardness'' 8
* ''Attack (Collision)'' 9d10 B (DC 9)
* ''Modifiers'' –4 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autocontrol, expansion bay , hangar, planetary comm unit
* ''Passengers'' 15
</div>
A mobile launch vehicle is one of the cheapest available platforms by which to transport, maintain, and deploy a mech, with little more than crew quarters and an engineering bay. Due to the hangar bay being significantly taller than the launch facilities and surrounding vehicle, its design often invites comparisons to snails and other shelled creatures.
You can easily move past dangerous foes.
''Prerequisites:'' Dex 13.
''Benefit:'' You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
When you fail your [[Piloting]] check when attempting the [[flyby]] stunt, you provoke a free attack from an enemy starship only if you failed the check by 5 or more.
You can administer a special biohack to a living creature, enhancing the target's flexibility. This functions as a biohack booster but does not count against your total uses of biohack. If you hit the target, they increase the distance they can move when using [[Acrobatics]] to [[tumble]] by 5 feet, and they reduce the amount by which the Acrobatics DC increases when the target tumbles through a space threatened by multiple opponents to 1 per additional foe beyond the first. The target can also calculate the DC of [[Athletics]] checks to [[jump]] as though they always had a running start. You can use this special biohack a number of times per day equal to your key ability modifier, and its effects last for 1 minute.
This system of elastic braces and joint support structures reduces the stress heavy armor exerts on your body, allowing you to move faster despite the armor's bulk. A mobility enhancer reduces the armor's speed adjustment by an amount determined by the upgrade's type, as listed below. The speed adjustment of the armor can't increase above 0 feet.
* ''Mk 1 (Level 3):'' Reduce the armor's speed adjustment by 5 feet.
* ''Mk 2 (Level 8):'' Reduce the armor's speed adjustment by 10 feet.This upgrade can be installed only in heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|mobility enhancer, mk 1 | 3 | 1,500 | 1 | heavy | L |
|mobility enhancer, mk 2 | 8 | 9,500 | 1 | heavy | L |
</div>
Your lower limbs are replaced with four strong tentacles that can carry you up vertical surfaces or propel you through water without using other limbs. You gain a climb speed of 20 feet and a swim speed of 20 feet.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|grasping tentacle | 8 | 9,900 | legs and feet |
</div>
A typical //[[rakmodoi computer]]// is a stationary object, but the rakmodois invented mobility units to grant some machines the ability to move alongside a user. A tail attachment gives the rakmodoi computer a land speed of 10 feet and a swim speed of 30 feet. Insectile legs mobility units grant the computer a land speed of 30 feet and a climb speed of 30 feet. A claw unit grants the machine a land speed of 20 feet and a burrow speed (through soil and ice) of 20 feet. A //rakmodoi computer// of up to 20 bulk can be fitted with these units, so high-tier computers must be miniaturized to use them. Multiple attachments grant the highest speed in each movement type. A rakmodoi computer with a mobility unit has [[Athletics]] as a good skill as if it were a creature of a CR equal to twice its tier.
A mobility unit costs 100 credits × the computer's bulk.
You can spend 24 hours of uninterrupted work to exchange all your [[drone]] or [[exocortex]] mods at any time, even if you haven't gained a level. Any other drone features (such as its chassis or bonus feats) can still be exchanged only when you gain a level.
A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon's damage entry. The weapon can deal only one type of damage at a time; changing the weapon's mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists "modal (cryo)" to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.
<div class="statblock">
* ''Tier'' 7
* Large destroyer
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 22; ''TL'' 20
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 90 (forward 24, port 22, starboard 22, aft 22)
* ''Attack (Forward)'' heavy laser cannon (4d8), particle beam (8d6)
* ''Attack (Aft)'' coilgun (4d4)
* ''Attack (Turret)'' high explosive missile launcher (4d8)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic long-range sensors, crew quarters (common), mk 1 tetranode computer, mk 5 defenses, mk 6 armor; ''Expansion Bays'' [[cargo holds]] (4)
* ''Modifiers'' +1 to any 4 checks per round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 6 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' gunnery +13, [[Intimidate]] +13 (7 ranks), [[Piloting]] +13 (7 ranks)
* ''Engineer'' [[Engineering]] +18 (7 ranks)
* ''Gunners (2)'' gunnery +13
* ''Pilot'' [[Piloting]] +13 (7 ranks)
* ''Science Officer'' [[Computers]] +13 (7 ranks)
</div>
AbadarCorp subsidiary ATech is the industry leader in crafting sturdy and dependable military vehicles for the Pact Worlds' fighting forces—for the right price! Variations on the standard Bulwark destroyer model can be found within the fleets of the Knights of Golarion, the Skyfire Legion, and the Stewards, each crewed with a well-disciplined unit of 10 to 20 soldiers.
Due to its many weapon mounts and adequate number of expansion bays, the Bulwark can be used for a variety of purposes. Unfortunately, this versatility makes the Bulwark a target for space pirates and other raiders, particularly the Cult of the Devourer, which has stolen a few Bulwarks over the years. The cultists have modified this stolen Bulwark so much that the original frame is barely recognizable. They painted the exterior red and black and added wicked spikes, skull-shaped graffiti, and obscene trophies of their previous kills. Similar vile souvenirs are hung in the ship's interior corridors. Maintenance is the last priority for a Devourer crew, so after only a few weeks of operation, the power core has begun to buzz maddeningly, occasionally flooding the crew and cargo decks with radiation. The cultists somehow keep the ship in working order, though, especially when it comes to the weapons, allowing them to rain death and destruction upon the innocents of the galaxy.
You can use //[[modify memory]]// as a spell-like ability a number of times per day equal to your mystic level. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours. When a target fails its saving throw against this spell, you can spend up to 3 Resolve Points. If you spend 1 Resolve Point, all changes you make to the target's memory are instantaneous and require no additional rounds of concentration. If you spend 2 Resolve Points, you can change up to 24 hours of memories per mystic level you have. If you spend 3 Resolve Points, you can change up to 1 year of memories per mystic level you have.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 round; see text
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' permanent
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You reach into the target's mind and modify up to 5 minutes of its memories in one of the following ways.
* Eliminate all memory of an event the target actually experienced. This spell cannot negate //[[charm person]]//, //[[suggestion]]//, or similar spells.
* Allow the target to recall with perfect clarity an event it actually experienced.
* Change the details of an event the target actually experienced.
* Implant a memory of an event the target never experienced.
Casting the spell takes 1 round. If the target fails its saving throw, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. If your concentration is disturbed before the visualization is complete, or if the target moves beyond the spell's range at any point during this time, the spell fails.
A modified memory does not necessarily affect the target's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is usually dismissed as a bad dream, a hallucination, or another similar excuse.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' divination
* ''Casting Time'' 1 reaction
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one ally
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless);
* ''Spell Resistance'' no
</div>
You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward. When an ally within range fails an attack roll, skill check, saving throw, or ability check, you can spend 1 Resolve Point to attempt to shift their reality to one where they succeed instead. That ally can immediately reroll the failed check. A creature can't benefit from this spell again until they take a 10-minute rest to recover Stamina Points.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one object or creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
At dire risk from certain sonic frequencies, a conclave of quorlu mystics devised the //modulate frequency// spell, which enables you to change the frequencies of the sounds emitted by the target object or creature. For the duration of the spell, the sounds emitted by the target object or creature can be manipulated along the full sound spectrum, including extremely high and low frequencies that can’t be sensed by some species. The modulate frequency spell can distort the voice of a targeted creature, imposing a –5 penalty to checks attempted to identify the target’s voice, and such identification can succeed only by relying on speech patterns, distinguishing phrases, and other idiosyncrasies of the target’s speech rather than the sound of their voice itself. Voice commands uttered by the target creature can thus be made indecipherable to constructs and electronic devices.
<<list-links "[tag[Modules]sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' clawed tongue +19 (1d6+14 S plus paralyzing touch [DC 19]) or slam +19 (1d10+14 B)
* ''Multiattack'' 2 slams +13 (1d10+14 B) and clawed tongue +13 (1d6+14 S plus paralyzing touch [DC 19])
* ''Offensive Abilities'' create spawn, paralyzing touch (DC 18)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' —; ''Int'' +0; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +21, [[Stealth]] +16
* ''Other Abilities'' [[unliving]]
* ''Languages'' Common, Eoxian
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, gang (2–4), or mob (3–5 plus 4–12 [[occult zombies]])
!!! SPECIAL ABILITIES
''Create Spawn ([[Su]])'' A living humanoid creature slain by a mohrg's slam attack rises immediately as an [[occult zombie]] of a CR equal to the victim's CR or level. This zombie is permanently under the mohrg's control. The mohrg recovers 1d8+4 Hit Points from the surge of negative energy created by the spawning process.
''Paralyzing Touch ([[Su]])'' A mohrg uses its clawed tongue to make its first melee attack each round. If a target is struck and damaged by this attack, it must succeed at a DC 18 Fortitude save or be [[paralyzed]] for 1d4 minutes.
</div>
A mohrg is a horrific undead that appears to be an ambulatory skeleton with a writhing, rotting mass of intestines held within its ribcage (or the creature's anatomical equivalent). A tendril of these intestines winds up into the mohrg's mouth, with a clawed tongue at the end. Though mohrgs can wear clothing and armor, they usually don't (or they wear clothes that expose their torsos), ensuring that their horrific appearances are maintained and their clawed tongues remain free to make attacks.
Mohrgs are created from the souls of those who revel in killing sentient victims, preferably in ways that bring considerable pain and suffering. In life, most mohrgs were executioners, murderers, torturers, or warmongering soldiers who dedicated themselves to spilling blood and eliciting tortured cries. So strong are these urges that even death can't stop them, and while the rest of their bodies rot away, a vile core of their bones and guts remains.
Early in a mohrg's existence, its need to kill often overrides its desire for self-preservation, leading many to take extreme risks to reach more victims, which sometimes leads to their own destruction. But as they age and grow more powerful, mohrgs become more cunning about fulfilling their urges. They often become part of larger groups, ranging from packs of undead roaming the dark places near civilization to organized military groups such as the Corpse Fleet, and use their positions within such groups to ensure their bloodlust can be slaked consistently for centuries to come.
!! Mohrg Template Graft
Hideous to behold and extremely deadly, mohrgs exist only to kill.
* ''CR:'' 6+
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant
* ''Abilities:''
** create spawn (see above)
** [[multiattack]]
** paralyzing touch (see above)
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Small vermin
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +1; ''Will'' +0
!!! OFFENSE
* ''Speed'' 20 ft., burrow 20 ft.
* ''Melee'' claw +4 (1d6+1 S)
* ''Offensive Abilities'' eversion feeding (DC 8, [[bleed]] 1d4)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +1; ''Int'' —; ''Wis'' +0; ''Cha'' –4
* ''Skills'' [[Stealth]] +7
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any underground (Weydana-4)
* ''Organization'' solitary, pair, or brood (3–12)
!!! SPECIAL ABILITIES
''Eversion Feeding ([[Ex]])'' As a standard action, a mole-beetle can expel its lumpy stomach into an empty adjacent square. Several dozen hooked feeding filaments whip out from the stomach. Creatures other than the mole-beetle adjacent to the stomach must succeed at a DC 8 Reflex saving throw or gain the [[bleeding]] condition (1d4 damage) from the hooks. The mole-beetle then reels its stomach back into its body. The stomach's expulsion and retraction don't provoke attacks of opportunity, but a creature that has readied an action to strike at the stomach can do so; its stomach has the same defenses as the mole-beetle, and damage dealt to the stomach is subtracted from the mole-beetle's Hit Points.
</div>
Mole-beetles have placidly burrowed beneath Weydana-4's surface for untold millennia. About 3 feet in length, mole-beetles resemble a slender insect with a pinkish-yellow carapace, ridged, chitinous claws resemblant of those of burrowing rodents, and a narrow insectile face. They consume endless mouthfuls of soil containing biomatter while tunneling, and sharp barbs in their stomachs break up the soil so their stomach lining can absorb nutrients. Like other terrestrial vermin, mole-beetles fill the tunnels behind them with churned soil similar to compost, which enables plants to grow stronger and more quickly. Much of Weydana‑4's verdant growth is due to these untiring tunnelers
Mole-beetles rarely bother attacking other creatures, but they're far from timid. If provoked, they slash at their foes with their sharp claws. Sudden, significant disturbances in the ground drive mole-beetles into a rage. They might be set off by the rumbling of a herd of large herbivores or even by the tremor from a falling tree. Earthquakes, in particular, drive broods of mole-beetles into days-long frenzies. Hungry or desperate mole-beetles can disgorge their stomach, attached to their innards by strong ligaments, allowing it to absorb nutrition directly and quickly. Several barbs lash out from the everted stomach and slice through the area, breaking apart soil and creatures alike into smaller bits that mole-beetles can consume. Mole-beetles don't leave their stomachs everted for long, tugging them back into place after few moments of feeding.
Mole-beetles are communal creatures, often found in squirming broods. Moving in broods provides greater protection from predators and makes breaking up tough soil easier for the mole beetles. Each brood has a distinct hierarchy, with lead mole-beetles receiving the larger share of nutrients, and eventually the weaker mole-beetles break off on their own brood. Mole-beetles that have been brood leaders for a long time grow remarkably large and strong; these mole-beetle behemoths can grow to the size of a shuttlecraft.
Molecular borers are bleeding-edge tools that function by slowing molecular action and then, with a modal change, exciting the molecules to cause sheering force, resulting in quicker excavation. Instead of damaging valuable ores, the molecular borer allows a miner to detect different materials by their variable response to the borer's energy loop. Rescue operations make good use of utility borers, which easily penetrates penetrating the lighter materials used for public doorways and vehicles. Industrial borers routinely remove typical mining materials, such as limestone. Advanced and elite models cut through plate steel or airlocks. The paragon model has tested favorably against pure plate adamantine.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|molecular borer, utility | 2 | 800 | 2d4 C or F | 40 ft. | — | 20 charges | 2 | 2 |[[modal]] (cryo), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|molecular borer, industrial | 6 | 4,800 | 3d6 C or F | 40 ft. | — | 40 charges | 4 | 2 |[[modal]] (cryo), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|molecular borer, advanced | 10 | 20,000 | 5d8 C or F | 40 ft. | — | 40 charges | 4 | 2 |[[modal]] (cryo), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|molecular borer, elite | 14 | 80,000 | 8d10 C or F | 40 ft. | — | 80 charges | 8 | 2 |[[modal]] (cryo), [[professional]] (miner), [[shatter]], [[unwieldy]] |
|molecular borer, paragon | 18 | 400,000 | 11d12 C or F | 40 ft. | — | 100 charges | 10 | 2 |[[modal]] (cryo), [[professional]] (miner), [[shatter]], [[unwieldy]] |
<\div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Large monstrous humanoid
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +13
!!! DEFENSE
* ''HP'' 91
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +10; ''Will'' +7
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects, sonic
!!! OFFENSE
* ''Speed'' 30 ft., burrow 30 ft., climb 30 ft.
* ''Melee'' digging arm +17 (1d8+11 B & P; critical [[knockdown]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' shattering rumble (4d6 So, DC 14)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –1; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +13, [[Athletics]] +18 (+26 to climb), [[Stealth]] +13
* ''Languages'' Shirren; [[telepathy]] 100 ft.
* ''Other Abilities'' stone tunneler
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Shattering Rumble ([[Ex]])'' As a standard action, a Swarm molitera can focus its vibrational emanations into a painful 30-foot cone. Each creature in the cone takes 4d6 sonic damage (Fortitude DC 14 half).
''Stone Tunneler ([[Ex]])'' A Swarm molitera can burrow through solid rock as easily as dirt and can leave behind a 10-foot-wide, 10-foot-tall tunnel if it chooses.
</div>
Though the Swarm use [[dredgers]] to undermine certain defensive positions and to tunnel behind enemy lines, the small creatures can dig only through dirt and mud. When the Swarm needs to pierce solid stone—either to reach precious natural resources or to invade an underground fortification—it employs moliteras, large and sturdy components that look like living heavy industrial equipment. Moliteras have armored exoskeletons featuring dark blotches, four legs, and two shovel-like arms. These arms have pointed spikes along the edges that also make moliteras dangerous combatants.
Using little-understood muscles and nerve endings, moliteras are constantly and subtly vibrating at frequencies that soften the rock they tunnel through, and they can focus these emanations in an offensive capacity when necessary. Survivors of Swarm attacks report sensing these vibrations moments before the moliteras break through nearby stone walls, with hordes of other Swarm creatures following behind them.
A molting coat module replicates the quick-molting skin of a [[vasporan]]. You can activate the module as a reaction when you are hit by an attack targeting your KAC while in an atmosphere. You reduce the attack's damage by an amount equal to 5 × the upgrade's mark number. This reduction applies only to the triggering attack and stacks with one other source of damage reduction or resistance. The module requires 1 hour to secrete a new coat before it can be used again.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|molting coat module, mk 1 | 5 | 2,700 | 1 | any | — |
|molting coat module, mk 2 | 11 | 23,000 | 1 | any | — |
|molting coat module, mk 3 | 17 | 225,000 | 1 | any | — |
</div>
You can rewind just enough of time to reverse your position without affecting other outcomes. At the start of your turn, you can use a [[paradox]] to mark your current location and activate this ability. At the end of your turn, you can immediately teleport to your starting location. This movement does not provoke attacks of opportunity.
You can use the momentum of a mighty blow to reposition yourself.
''Prerequisites:'' Str 11, [[Athletics]] 5 ranks.
''Benefit:'' When you score a critical hit with a melee weapon against an adjacent enemy, you can immediately move 5 feet to any square adjacent to both you and your target. This movement does not provoke attacks of opportunity. This effect is in addition to any other critical hit effects.
You embody energy states that are preserved in ongoing motion, isolated from entropy.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (bull rush) as a bonus feat and a +2 insight bonus to [[Culture]] checks.
!! Aspect Embodiment
Once per combat, when you move a distance greater than your normal speed in one turn (using multiple move actions, the run full action, or a bonus to speed that allows you to move beyond your normal maximum), you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Creatures you select in a 60-foot radius are pushed away from you. A targeted creature moves 30 feet directly away from you but can attempt a Fortitude saving throw to halve the distance.
''Improved:'' Targeted creatures that fail their Fortitude saves are also knocked [[prone]] and take 1d6 bludgeoning damage per 2 vanguard levels you have.
!! Aspect Finale
You can cast //[[telekinetic projectile]]// at will as a spell-like ability. Rather than dealing the spell's normal damage, both the target and the projectile take damage as if you hit them with your [[entropic strike]]. Additionally, you can spend 2 Entropy Points to cast //[[telekinesis]]// as a spell-like ability, but only using its combat maneuver option.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* LN Medium construct (technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 12; ''KAC'' 15
* ''Fort'' –1; ''Ref'' –1; ''Will'' +2
* ''Defensive Abilities'' synthskin; ''DR'' 2/—; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +7 (1d4+2 B)
* ''Ranged'' tactical [[semi-auto pistol]] +9 (1d6+2 P)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +7, [[Bluff]] +12, [[Disguise]] +12, [[Sense Motive]] +7, [[Stealth]] +12
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
* ''Gear'' tactical [[semi-auto pistol]] with 18 small-arm rounds
!!! ECOLOGY
* ''Environment'' Any
* ''Organization'' solitary or conspiracy (2–4)
!!! SPECIAL ABILITIES
''Synthskin ([[Ex]])'' Infiltration robots are covered in a thick layer of synthetic, adaptive flesh, allowing them to impersonate other species and insulating them from typical robot weaknesses; however, this facade fades and loses its protective qualities once heavily damaged. While its synthskin is active, an infiltration robot appears to be a member of a medium-sized humanoid or monstrous humanoid species (chosen at the robot's creation) and it is not vulnerable to critical hits or electricity. While an infiltration robot has fewer than half of its Hit Points remaining, its synthskin is deactivated, it is revealed as a construct, and it is vulnerable to critical hits and electricity as normal.
</div>
An unassuming brass eyepiece that can be fitted for any species' visual sensors, a //monocle of recognition// helps you better tell friend from foe. While wearing it, you gain a +2 enhancement bonus to [[Perception]] checks to [[pierce a disguise|Pierce Disguise]] and to [[Sense Motive]] checks to [[sense mental effects|Sense Mental Effect]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//monocle of recognition// | 5 | 3,000 | — |
</div>
<div class="statblock">
* Level 7; Price 15,000
* Medium land vehicle (4 ft. wide, 5 ft. long, 3 ft. high)
* ''Speed'' 45 ft., full 650 ft., 75 mph
* ''EAC'' 17; ''KAC'' 19; ''Cover'' none
* ''HP'' 90 (45); ''Hardness'' 5
* ''Attack (Collision)'' 5d10 B (DC 17)
* ''Modifiers'' +0 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' launch, planetary [[comm unit]]
!!! SPECIAL ABILITIES
''Launch ([[Ex]])'' As a swift action, a monowheel enercycle’s pilot can lean back, kick the throttle, and attempt a DC 20 [[Piloting]] check to launch the enercycle into the air for a short distance. On a success, the enercycle jumps 5 feet into the air across a distance of 10 feet; the enercycle ignores difficult terrain, rough terrain, and objects for that distance, as appropriate. The following round, the monowheel enercycle’s pilot takes a –4 penalty to Piloting checks. After launching, a monowheel enercycle can’t launch again for 1d4 rounds.
</div>
The monowheel enercycle has a single wide wheel with its seat and controls centrally mounted above. Monowheel enercycles are fast and compact but difficult to ride.
Designed to deal maximum damage, a monowhip is woven of monofilament fibers reinforced with carbon particles. Weighted at one end and spooled from a tough carbon-fiber grip, it delivers surgical-quality lacerations with minimal strength. The cuts delivered are so clean that victims sometimes fail to notice a severed limb until they are overwhelmed by a rush of blood loss.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|monowhip | 15 | 107,000 | 10d4 S | [[severe wound]] | L |[[analog]], [[disarm]], [[reach]], [[trip]] |
</div>
Monstrous humanoids are similar to humanoids, but they have monstrous or animalistic features. They often have magical abilities as well.
* ''Traits:'' [[darkvision]] 60 ft.
* ''Adjustments:''
** +2 to Reflex and Will saving throws
** +1 to attack rolls
Immediately after the Crash, deep in the warrens of Absalom Station, space goblins discovered a tiny rupture to the Drift emitting a strange, purplish slime. Physical contact with this slime was found to cause a pleasant, calming euphoria. While this “mood goo” dries after a minute, it can be stored under pressure. The goblins immediately packed this self-replicating substance into insulation foam sprayers and started selling them as riot control gear. These mood goo emitters can fire the mood goo in a line up to 30 feet, allowing their user to select up to 4 squares in that line to become difficult terrain for 1 minute. Any creature hit by the goo gains the [[fascinated]] condition for 1d6 rounds, (DC 14 Will save negates). Being sprayed with additional goo doesn’t count as a threat for the fascinated condition and adds to the duration of the original effect, up to 10 rounds maximum. A creature that succeeds at this save is immune to the effects of mood goo for 24 hours.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|mood goo emitter | 4 | 2,500 | — | 30 ft. | [[knockdown]] | 10 mood goo | 1 | 1 |[[analog]], [[line]], [[unwieldy]] |
</div>
<div class= "table-wrapper">
|Ammunition | Level | Price | Charges | Bulk |h
|mood goo tank | 1 | 250 | 10 mood goo | 1 |
</div>
A //moon crystal// is luminous, raising the light level by one step in a 10-foot radius. It also provides 4 days of environmental protections as if it were armor, and it can be activated and depleted in the same way. The crystal can also sense when you need its protection and activate itself even if you're unable to take actions. As a standard action, a creature holding a //moon crystal// can determine the remaining duration of its environmental protections. As the duration nears its end, the light in the crystal dims, and the crystal goes dark when its magic is fully expended. The crystal then crumbles to dust.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//moon crystal// | 3 | 200 | L |
</div>
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* LN Huge humanoid (giant)
* ''Init'' +4; ''Senses'' [[low-light vision]], [[sense through]] (vision, 60 ft.); ''Perception'' +31
* ''Aura'' lunar (60 ft., DC 21)
!!! DEFENSE
* ''HP'' 330
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +17; ''Ref'' +17; ''Will'' +19
* ''Resistances'' cold 30, fire 30
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' slam +25 (8d6+24 B)
* ''Ranged'' [[hurled debris]] +28 (8d6+30 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' [[crush]] (8d6+24 B)
* ''Spell-Like Abilities'' (CL 15th)
** 1/day—//[[call cosmos]]//, //[[contact other plane]]//
** 3/day—//[[bestow curse]]// (DC 19), //[[discern lies]]// (DC 20), //[[divination|Divination (spell)]]//, //[[mind probe]]// (DC 20)
** At will—//[[clairaudience/clairvoyance]]//, //[[speak with dead]]// (DC 19)
!!! STATISTICS
* ''Str'' +9; ''Dex'' +4; ''Con'' +7; ''Int'' +3; ''Wis'' +5; ''Cha'' +3
* ''Skills'' [[Intimidate]] +31, [[Life Science]] +26, [[Mysticism]] +31, [[Sense Motive]] +26
* ''Feats'' [[Deadly Aim]]
* ''Languages'' Common, Terran
!!! ECOLOGY
* ''Environment'' any lunar
* ''Organization'' solitary, pair, or cult (3–6)
!!! SPECIAL ABILITIES
''Lunar Aura ([[Su]])'' Creatures within 60 feet of a moon giant are affected by its lunar aura as long as they remain within range. A creature that succeeds at its save against the aura is immune to that particular moon giant's lunar aura for 24 hours. A moon giant can change the effect of the aura as a swift action, and the giant can choose whether to include itself as part of the same swift action. The giant can choose one of the following effects.
@@.special
* //Waning:// Affected creatures fall asleep as //[[deep slumber]]//. The giant's lunar aura is not limited by CR or Hit Dice.
* //Waxing:// Affected creatures gain a number of temporary Hit Points equal to the giant's CR and gain the ability to make three attacks during a full attack, though each attack takes a –5 penalty (instead of a –4 penalty).
@@
</div>
Moon giants are normally placid scholars, but they are easily swayed by lunar phases or malign celestial influences.
* ''Required Creature Type and Subtype:'' humanoid (giant)
* ''Suggested Alignment:'' lawful neutral
* ''Traits:''
** Huge
** [[low-light vision]], [[sense through]] (vision, 60 ft.)
** lunar aura (see above); [[resistance]] to cold and fire 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** [[crush]] (CR 7+)
** [[hurl debris]]
** spell-like abilities (CR 8+)
Certain elven and gnome families have long cultivated magical trees that draw power from the First World, and living branches of these magnificent trees can be fashioned into weapons known as moon splinters. Through some sort of interplanar connection, a moon splinter absorbs cold and moisture from the First World to create glowing shards of ice that vibrate with extradimensional energy. Its wielders can then stimulate the wood's telekinetic magic with a battery, propelling the ice with supernatural force; with each successive strike, the strength of the vibrations increases.
The bark of a moon splinter gleams with First World frost. Crescent moon splinters are leafy, while gibbous moon splinters grow buds, and full moon splinters bloom with flowers. A new moon splinter is bare, but it glows with arcane sigils that vary in color and shape and are believed to be influenced by the presence of nearby ley lines.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//moon splinter, crescent// | 4 | 2,200 | 1d4 C & B | 70 ft. | [[stagger]] | 20 | 1 | 1 |[[bright]], [[force]], [[living]], [[polarize]] 1d4 |
|//moon splinter, gibbous// | 9 | 13,000 | 2d6 C & B | 60 ft. | [[stagger]] | 40 | 2 | 1 |[[bright]], [[force]], [[living]], [[polarize]] 1d6 |
|//moon splinter, full//* | 15 | 110,000 | 4d6 C & B | 80 ft. | [[stagger]] | 80 | 4 | 1 |[[bright]], [[force]], [[living]], [[polarize]] 1d8 |
|//moon splinter, new//* | 20 | 855,000 | 8d6 E | 80 ft. | [[stagger]] | 100 | 5 | 1 |[[bright]], [[force]], [[living]], [[polarize]] 2d8 |
|* estimated stats, pending errata |<|<|<|<|<|<|<|<|<|f
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Huge plant
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +7; ''Will'' +10
* ''DR'' 10/slashing; ''Immunities'' electricity, [[plant immunities]]; ''Resistances'' cold 10
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' bite +19 (2d6+14 B plus [[swallow whole]])
* ''Multiattack'' bite +13 (2d6+14 B plus [[swallow whole]]), 2 tentacles +13 (1d8+14 B)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' light pulse, [[swallow whole]] (0 or 4d6 A [see text], EAC 20, KAC 18, 31 HP)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +4; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Stealth]] +16 (+21 in dense vegetation)
* ''Languages'' [[telepathy]] (1 mile, other moonflowers only)
* ''Other Abilities'' pod spawn
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or cluster (3–8)
!!! SPECIAL ABILITIES
''Light Pulse ([[Su]])'' As a standard action, a moonflower can emit a pulse of bright light from its body. Creatures within 50 feet of and able to see the moonflower must succeed at a DC 16 Fortitude save or be [[blinded]] for 1d4 rounds.
''Pod Spawn ([[Ex]])'' A Small or larger living creature that dies while enclosed in a digestive pod is digested, its body completely destroyed in 1 hour. Another hour later, the pod sprouts into a new moonflower. This new moonflower has features that bear a minor resemblance to the digested creature. Any equipment the digested creature carried remains inside the new moonflower.
''Swallow Whole ([[Ex]])'' If a moonflower successfully swallows a target, that creature remains inside the moonflower for 2 rounds, during which the victim takes no damage and the moonflower can't swallow another creature. After this time, the target is enclosed in a fibrous digestive pod and expelled into a space adjacent to the moonflower. The pod then acts as the swallowing creature, with the same swallow whole statistics but now able to deal acid damage. A creature can't use [[Athletics]] to climb out of this enclosing pod. Other creatures can attack the pod, but the enclosed creature takes damage equal to half the damage dealt to the pod. An external attacker can avoid dealing the enclosed creature damage by using a bladed weapon to make one attack against the pod as a full action.
</div>
<<section 'Moonflower Titan'>>
A moonflower is an enormous plant with a twisted, knotted trunk that reaches a height of 20 feet or more. Atop this stem is a maw capable of swallowing large prey. Powerful tendrils at the base of the creature dig deeply into the ground beneath, but these can quickly uproot, allowing the moonflower to move.
Despite their presence on many worlds, moonflowers are poorly understood. They aren't known to communicate with other living creatures, but they do use a bizarre form of telepathy that allows them to communicate with one another. When someone has managed to intrude upon a moonflower's strange thoughts, the only images to be found are of dense forests, jungles, or swamps ruled by sentient plant life. Whether these images mean the creatures share a consciousness, have some type of genetic memory, or portend something entirely different remains unclear.
What is clear is that all moonflowers feed and reproduce through similar means. Biotechnologists have long studied moonflower reproduction for its cloning ramifications and possible application to other fields. The researchers who observe moonflowers usually do so remotely to remain safe, but they have managed to learn quite a bit about the plant's curious life cycle. When a moonflower creates a pod spawn, the root systems of the progenitor and its offspring become intertwined and share the nutrients of the digested creature. In this way, several groves in the Pact Worlds have flourished in areas rich with animal life. The island of Feylonar on Castrovel is home to one of the most well-known groves. Xenobotanists assume some mechanism keeps moonflowers from eating all available life and running out of food, while others speculate that moonflowers "manage" the animal population where they live. However, the truth is unknown.
Some massive moonflower specimens have been dubbed "titans" for their prodigious size and appetites. Growing up to 50 feet in height, these creatures tower over their smaller kin while maintaining a similar overall appearance. The nutrition such creatures need to sustain themselves makes them quite rare. On the planet Galvix, however, where the primary sentient population is humanoid giants, a significant population of moonflower titans thrives. As a response, the native giants have developed hunting traditions around pruning the moonflowers every decade or so to keep their numbers in check. During these times, human-sized and smaller offworlders are invited to try their hands at moonflower hunts.
!! Moonflower Lightgrafts
Xenobotanists have long been intrigued by the moonflower's ability to produce powerful bursts of light. After many unsuccessful attempts to harness this capability from moonflower tissue alone, they discovered that grafting a bioengineered light-producing nodule to another living creature could give that host the ability to activate a similar light-burst effect. Given the strange thoughts of moonflowers, however, few customers elect to have such an augmentation installed.
{{Moonflower Lightgraft}}
<div class="statblock">
* ''Type'' drug (injury)
* ''Save'' Fortitude DC 15
* ''Addiction'' Will DC 15 (mental)
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Effect'' +1 morale bonus to [[Intimidate]] checks and [[light blindness]] for 3 hours. During this time, gain //[[detect thoughts]]// and //[[mind thrust]]// (1st level) as spell-like abilities (CL 4th), each usable once.
</div>
Moonflower develops into webs of sensory filaments that cause synesthesia, and they let the user sense psychic emanations and focus their own psychokinetic energy into a powerful attack.
<div class= "table-wrapper">
|Substance | Level | Price |h
|moonflower | 4 | 335 |
</div>
This implant can be used to produce light like a flashlight with a 30-foot cone, drawing power from you. In addition, as a standard action, you can raise your augmented hand and create a blinding burst of light in a 30-foot cone-shaped burst extending from your hand. A creature that can see in the burst must succeed at a Fortitude save (DC = 10 + half your level +
your Constitution modifier) or be [[blinded]] for 1d4 rounds. Once you activate this ability, you can't activate it again that day unless you spend 1 Resolve Point to recharge it.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|moonflower lightgraft | 8 | 8,500 | hand |
</div>
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Gargantuan plant
* ''Init'' –1; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 300
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +20; ''Ref'' +14; ''Will'' +18
* ''DR'' 10/slashing; ''Immunities'' electricity, [[plant immunities]]; ''Resistances'' cold 10
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +30 (6d10+26 B plus [[swallow whole]])
* ''Multiattack'' bite +24 (6d10+26 P plus [[swallow whole]]), 2 tentacles +24 (5d6+26 B)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' moon pulse, [[swallow whole]] (0 or 10d6 A & B [see text], EAC 30, KAC 28, 75 HP)
!!! STATISTICS
* ''Str'' +10; ''Dex'' –1; ''Con'' +7; ''Int'' –2; ''Wis'' +5; ''Cha'' +0
* ''Skills'' [[Stealth]] +28 (+33 in dense vegetation)
* ''Languages'' [[telepathy]] (10 miles, other moonflowers only)
* ''Other Abilities'' pod spawn
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or grove (1 plus 2–8 moonflowers)
!!! SPECIAL ABILITIES
''Moon Pulse ([[Su]])'' As a standard action, a moonflower titan can emit a pulse of bright
light and psychic static from its body. Each creature within a 50-foot spherical spread
originating from the moonflower's space must attempt a DC 22 Fortitude save. Those that fail are [[blinded]], [[deafened]], and unable to use any other sense for 1d4 rounds. Other
than the blinding affect, this ability is a mind-affecting effect. A creature that is immune to
mind-affecting effects but in the area and able to see the moonflower can be blinded by this effect.
''Pod Spawn ([[Ex]])'' See above. A Huge creature transforms into a moonflower titan instead of a moonflower.
''Root Tremor ([[Ex]])'' As a full action, a moonflower titan can thrust its roots and tentacles into the ground, causing a violent tremor. Each creature within a 50-foot-radius spread originating in the moonflower's space must attempt a DC 22 Reflex saving throw. Those that fail take 10d6 bludgeoning damage and fall [[prone]]. Creatures that succeed take half the damage and remain standing.
''Swallow Whole ([[Ex]])'' See above.
</div>
''System:'' Spinal column
Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a swift action, you can act as though under the influence of the //[[haste]]// spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex saving throw. After either use of your moonlight fibers, you are [[staggered]] for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft's mark.
The sturdy moraine mantle resembles the bleak, rocky tundra where it first originated, with extremely durable crystal and ceramic plating that makes its wearer appear encased in sheets of rock or ice. Born of a desire to shield wearers from large predators as well as the elements, this heavy armor is well-suited for defending a settlement or mining the icy depths, though its bulk makes it less suitable for long-range missions across the ice. An airtight crystalline visor and buoyancy contingents are built in for emergency submersion should a wearer misjudge the soundness of the surrounding terrain. The mantle's gneiss and orogen models grant [[resistance]] 5 to cold.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|moraine mantle, bedrock | 3 | 1,100 | +5 | +7 | +1 | –4 | –10 ft. | 1 | 3 |
|moraine mantle, gneiss | 6 | 5,700 | +9 | +11 | +2 | –4 | –10 ft. | 2 | 3 |
|moraine mantle, orogen | 10 | 19,800 | +15 | +18 | +2 | –4 | –10 ft. | 4 | 3 |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Medium animal
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +11; ''Will'' +6
* ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Ex]], clumsy)
* ''Melee'' talon +17 (1d8+12 P plus [[grab]]; critical [[bleed]] 1d8) or bite +17 (2d6+12 P; critical [[wound]])
* ''Offensive Abilities'' phase strike
!!! STATISTICS
* ''Str'' +5; ''Dex'' +4; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +14 (+6 to fly), [[Survival]] +14, [[Stealth]] +19
* ''Other Abilities'' dissipate
!!! ECOLOGY
* ''Environment'' any forest or hills
* ''Organization'' solitary, pair, or haunt (3–12)
!!! SPECIAL ABILITIES
''Dissipate ([[Su]])'' As a swift action, the mordagast can diffuse its molecules, entering a semi-fluid state that diffracts light and sound waves. While diffused, a mordagast gains [[concealment]] and can hide even while being directly observed, even from creatures with [[blindsense]] or [[blindsight]] based on sound or vibration. A diffused mordagast also
gains [[DR]] 10/—, deals 10 less damage with its attacks, and can't [[grab]] creatures. The mordagast can maintain its diffused state for 10 minutes at a time, after which it can't diffuse again until it has remained in its normal form for twice the time it spent diffused. A mordagast can end its diffused state as a swift action.
''Phase Strike ([[Su]])'' As a swift action every 1d4 rounds, a mordagast can dissipate its talons for several seconds, causing them to rematerialize after passing through its prey's defenses. Until the end of its turn, the mordagast's talon attacks target EAC rather than KAC.
</div>
<<section 'Mordagast Butcher'>>
Cunning predators, mordagasts resemble mundane praying mantises of extraordinary proportions. Like their analogues, they're arthropodal ambush hunters that rely on compound eyes and a pair of raptorial legs to identify and immobilize prey before chewing their victims apart with powerful jaws. But even more than the mordagast's vicious power, explorers dread its ability to discorporate, briefly transforming into a ghostly reflection of itself in order to surprise its prey or bypass defenses. A mordagast's instinctive psychic abilities cause a fraction of its body to phase out of existence entirely while harmlessly holding the remaining cells together. This state dramatically limits the impact of physical trauma while also warping light around the mordagast in a way that blurs its form and absorbs sound waves. Mordagasts display exceptional finesse with their discorporation, causing even individual segments to phase out for a split second, enabling their claws to bypass thin barriers like conventional armor before materializing deep inside their victims' bodies.
Mordagasts' spectral strategy has inspired countless tales across the worlds they now inhabit. Spotting a mordagast at dusk is commonly interpreted as an omen of imminent disaster. For many, a mordagast is a ghost that prowls the fens, a cryptid that absconds with livestock, or a bogeyman that gobbles up wayward children. For others, the creatures take on religious significance and are interpreted instead as divine messengers.
Although mordagasts rarely live past 10 years, under special circumstances a mordagast can exceed not only its life expectancy but also its size limits. These exceptional adults are known as butchers, in large part because their tremendous size relies on them killing and consuming countless creatures over their lifetimes. High caloric intake is the only trigger for the development of butchers; such mordagasts often hunt and consume their own kind, triggering additional growth that's poorly understood among xenobiologists. They're also more common on oxygen-rich and low-gravity planets, where it's easier for the creatures to support their extraordinary mass. On worlds with standard gravity, even mordagast butchers' strong legs struggle to support their bodies for long, and they commonly rely on dissipation and tobogganing their bellies along the ground when weighed down by a recent meal.
Yet the strangest of mordagast butchers' features is their adaptation to space environments. Survey vessels periodically identify these creatures patiently clinging to asteroids and other low-gravity bodies. From there they raid mining operations, launch themselves onto passing starships, or even ride space debris toward distant worlds. By detaching from meteorites high in a planet's atmosphere, these mordagasts can dissipate and float to the surface to lay eggs and populate new worlds.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Huge animal
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +17; ''Will'' +12
* ''Resistances'' cold 10
!!! OFFENSE
* ''Speed'' 40 ft., fly 30 ft. ([[Ex]], clumsy)
* ''Melee'' talon +26 (2d12+21 P plus [[grab]]; critical [[bleed]] 2d8) or bite +26 (3d12+21 P)
* ''Offensive Abilities'' phase strike
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +4; ''Int'' –4; ''Wis'' +0; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +23 (+15 to fly), [[Survival]] +23, [[Stealth]] +30
* ''Other Abilities'' dissipate, [[void adaptation]]
!!! ECOLOGY
* ''Environment'' any forest, hills, or vacuum
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Dissipate ([[Su]])'' See [[mordagast]].
''Phase Strike ([[Su]])'' See [[mordagast]].
</div>
The small planet of Arniselle in the Vast features a few small ice-laden landmasses, but the immense oceans contain nearly all of its life, including the vibrantly colored morlamaws. These creatures, whose imposing physical size belies their generally good-natured personalities, have round torsos that end in a single wide flipper. They can breathe both underwater and on land, perhaps indicating that their ancestors lived on the planet's continents in eons past. Currently, only particularly brave morlamaws venture onto the land, though swimming up to the surface isn't uncommon. A morlamaw's side flippers allow a large degree of fine movement, enabling them to manipulate objects and use equipment. A morlamaw has four tusks that they decorate with patterns meaningful to them as an individual. Their coloration doesn't necessarily correspond to that of their parents, and they are sometimes born with multiple colors, which is thought to be a sign of good luck for the family. Morlamaws are typically between 10 and 12 feet long and weigh between 1 to 1-1/2 tons.
Morlamaw society is concentrated in several dozen cities built into long undersea trenches. The largest settlements have extensive urban areas that effectively form small citystates. Each city has a leader, though some inherit their titles while others are elected. Their buildings tend to be very regular, with morlamaws often digging straight lines into the trenches rather than following the natural curvature of the terrain. Many morlamaws take to engineering and have developed underwater versions of common technologies, though computers remain an engineering challenge. While no other sapient species are native to Arniselle, the trench cities are easy to protect from the many dangerous predators that inhabit the cold oceanic world. Travel between trenches is risky, resulting in de facto highways along the most efficient routes. Morlamaws who commit dangerous crimes are exiled, sentenced to fend for themselves in the underwater wilds. Most eventually succumb to the dangers of the wilderness, but a few thrive, becoming even deadlier themselves.
Morlamaw society is extremely orderly, and most morlamaws prefer to follow others. Their daily lives are often defined by the numbers of lines they wait in. Their diet is primarily carnivorous, and many morlamaws are skilled hunters. While their ancestors speared fish directly with their tusks, modern morlamaws are more likely to use spears, nets, or traps. Other morlamaws cultivate or gather shellfish. Some adventurous morlamaws hunt on land, and the meat they find there is considered a great delicacy. Spellcasters are extremely common, and even morlamaws who can't actually cast spells are knowledgeable about mystical topics. Most morlamaws are also fairly religious, worshipping a large number of their own deities and attending religious services regularly. Each trench city has its own patron deities.
The morlamaw language is based on gesture and expression as much as words. Gestures vary greatly between regions, and what is innocuous in one trench city could be insulting in another, making communication between the trench cities difficult. Music and dance also play a large role in morlamaw culture, and choirs and orchestras abound. Instruments are typically percussive or metal-stringed, since they must function underwater, and these are accompanied by vocals. Morlamaw music is very structured, with multipart harmonies. Their dances take full advantage of being performed underwater, as entertainers twirl with the currents.
Arniselle recently attracted visitors from the Pact Worlds, thanks to the planet's prevalent natural resources, introducing the morlamaws to creatures from other planets for the first time. Several of the major trench cities now have teams hard at work developing water-filled, Drift-capable starships. Particularly adventurous morlamaws have taken to the stars in other ways, getting jobs with mining companies, trading consortiums, the Starfinder Society, and AbadarCorp, who find the orderly morlamaws to be excellent employees. Among other species, morlamaws have a reputation as friendly, good-natured, cooperative, and somewhat gullible.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Morlamaws are Large monstrous humanoids with the aquatic subtype. They have a space and reach of 10 feet.
* ''Amphibious:'' Morlamaws have both the [[amphibious]] and [[water breathing]] universal creature rules, allowing them to breathe both water and air normally.
* ''Cold Resistance:'' Morlamaws are accustomed to swimming in frigid and icy waters; they have cold [[resistance]] 5.
* ''Darkvision:'' Morlamaws have [[darkvision]] with a range of 60 feet.
* ''Morlamaw Movement:'' Morlamaws have a land speed of 20 feet and a swim speed of 40 feet.
* ''Natural Weapons:'' Morlamaws have [[natural weapons]] that deal 1d3 piercing damage.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* Shirren moroi
* CE Medium undead
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Defensive Abilities'' coffin restoration, [[fast healing]] 5; ''DR'' 5/magic and silver; ''Immunities'' [[undead immunities]]; ''Resistances'' cold 10, electricity 10
* ''Weaknesses'' vampire weaknesses
OFFENSE
* ''Speed'' 30 ft.; //[[spider climb]]//
* ''Melee'' claw +25 (3d4+14 S plus [[grab]])
* ''Spell-Like Abilities'' (CL 8th; ranged +19)
** 1/day—//[[deep slumber]]// (DC 16), //[[fear]]// (DC 16)
** 3/day—//[[command undead]]// (DC 15), //[[hold person]]// (DC 15), //[[inflict pain]]// (DC 15), //[[see invisibility]]// (DC 15)
** At will—//[[memory lapse]]// (DC 14), //[[necromantic revitalization]]// (1st)
* ''Offensive Abilities'' blood drain, communalism, dominate
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Athletics]] +21, [[Bluff]] +16, [[Culture]] +16, [[Diplomacy]] +16, [[Intimidate]] +16, [[Mysticism]] +21, [[Stealth]] +16
* ''Languages'' Common; children of the night, [[limited telepathy]] (30 ft.)
* ''Other Abilities'' [[change shape]] (spider or insect); children of the night, create spawn, mist form, [[unliving]]
!!! SPECIAL ABILITIES
''Blood Drain ([[Su]])'' When a vampire successfully [[grapples|Grapple (combat maneuver)]] a target, they can suck blood from their victim with their fangs. The victim must attempt a DC 16 Fortitude save; on a failure, it gains 1 [[negative level]], and the vampire gains 5 temporary hit points that last for 1 hour (up to a maximum number of temporary hit points equal to their full normal hit points).
''Change Shape ([[Su]])'' A vampire can [[change shape]] into the form of one or more animals, typically a Small or Medium predator native to their home world. While in this animal shape, the vampire gains any senses, extraordinary abilities, and movement abilities of the animal. The vampire’s gear disappears when the vampire assumes animal shape and returns when they returns to their normal form. This shirren vampire can turn into a Medium spider ([[low-light vision]], climb 30 ft., bite inflicts piercing instead of slashing damage, and damaged creatures are exposed to [[turbocurarine]]) or a Small insect ([[low-light vision]], fly 60 ft., stinger inflicts piercing instead of slashing damage).
''Children of the Night ([[Su]])'' The vampire’s presence brings forth creatures of the night, typically Small or Medium predators or predator swarms, to do their master’s bidding. The vampire can give telepathic orders to these creatures as long as they’re within 100 ft., but they can’t communicate back.
''Coffin Restoration ([[Su]])'' When a vampire is reduced to 0 HP, they don’t die. Instead, they fall unconscious. If they rest in their coffin for 1 hour, the vampire regains 1 HP, after which their [[fast healing]] functions normally.
''Create Spawn ([[Su]])'' If a creature dies from the vampire’s blood drain ability, the vampire can turn this victim into a moroi vampire or vampire spawn by donating some of their blood to the victim and burying it in the ground for 3 days. If the new vampire is lower in CR than their creator, they’re under the creator’s control. If a vampire controls too many spawn at once, strong-willed spawn can free themselves by succeeding at a DC 16 Will save.
''Dominate ([[Su]])'' A vampire can crush a humanoid opponent’s will as a standard action, targeting a single creature within 30 ft. that must succeed at a DC 16 Will save or fall instantly under the vampire’s influence, as though subject to //[[dominate person]]// (caster level 8th). A creature that successfully saves against this ability is immune to the vampire’s dominate ability for 24 hours.
''Mist Form ([[Su]])'' A vampire can take a move action to transform into a cloud of mist, smoke, or other vapor. In this form, they’re immune to physical damage, gain a fly speed of 30 ft., and can fit through any opening that isn’t airtight. They can’t make attacks or use any ability that requires a target to attempt a saving throw. While using this power, the vampire’s [[fast healing]] doesn’t function. The vampire can remain in mist form indefinitely and can return to their normal form with a move action.
''Vampire Weaknesses ([[Su]])'' Vampires have many distinctive weaknesses; some vampires can ignore or mitigate one or more of these weaknesses, but most can’t. A vampire is held at bay by garlic or the holy symbol of a non-evil deity. They must stay at least 5 ft. from the object of their revulsion and can’t touch or make melee attacks against a creature brandishing such an object. Holding a vampire at bay takes a standard action. After being held at bay for 1 round, a vampire can attempt a DC 22 Will save at the beginning of their turn to act normally.
@@.special
* A vampire can’t enter a residence unless they’re invited inside, can’t enter any area filled with the smell of garlic, and can’t voluntarily cross running water or enter the Drift unless transported while inside their coffin.
* A vampire exposed to direct sunlight is [[staggered]]; if exposed to direct sunlight for 2 consecutive rounds, the vampire is destroyed.
* A wooden stake driven through the heart of an unconscious vampire reduces the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin; if the stake is removed, the vampire can heal, and if the vampire is in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire’s head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.
@@
</div>
The most common variety of vampire, known as “moroi” among their own kind, these creatures are synonymous with the word “vampire” throughout the Pact Worlds, Near Space, and the Vast.
!! Moroi Vampire Template Graft
Other vampires create moroi from their slain victims, usually as companions or minions. The new vampire is bound to their master and serves until the master dies or the servant can break free and pursue their own destiny. Many vampires have unique supernatural abilities beyond those included in this graft.
* ''CR'' 5+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Any.
* ''Traits:'' [[darkvision]] 60 ft.; [[fast healing]] 5; [[DR]] 5/magic and silver; cold and electricity [[resistance]] 10; vampire weaknesses (see above).
* ''Abilities:'' Blood drain, [[change shape]], children of the night, coffin restoration, create spawn, dominate, mist form.
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity.
If the base creature has a swim speed, the vampire loses their inability to cross running water unless in their coffin.
!! Vampire Spawn Template Graft
A vampire who wants to create vampire minions, but who doesn’t want those minions to create more servants of their own, can choose to create a vampire spawn—a lesser undead without many of the vampire’s most potent magical abilities.
* ''CR'' 2+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Combatant.
* ''Traits:'' [[darkvision]] 60 ft.; [[fast healing]] 1; cold and electricity [[resistance]] 5; vampire weaknesses (see above).
* ''Abilities:'' Blood drain, coffin restoration.
This magic poison temporarily blocks a creature's ability to change shape. It was designed by reptoid scientists and is generally used on reptoid traitors.
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 15
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Onset'' 1 minute
* ''Frequency'' 1/minute for 6 minutes
* ''Effect'' At the //weakened// state, the victim reverts to its true form and cannot change shape for 1 hour.
* ''Cure'' 2 consecutive saves
</div>
<div class= "table-wrapper">
|Substance | Level | Price | Bulk |h
|//morph inhibitor// | 5 | 400 | — |
</div>
Your skin is linked to implanted magical glands that release mutagenic enzymes and transmutation magic. Using //morphic skin// requires you to concentrate on the desired features during a 10-minute rest to regain Stamina Points; this is an exception to the normal rule that you can't perform any tasks while taking a 10-minute rest to recover your Stamina Points. The change completes at the end of the rest.
Basic //morphic skin// allows you to alter your appearance and voice within the normal bounds for your species, age, weight, and sex. You can adjust your height by up to 3 inches, become broader or thinner, become lighter or darker, alter apparent musculature (although your ability scores do not change), and adjust the shape of your features and the color of your hair, scales, or similar minor features. You ignore any penalties to [[Disguise]] checks for altering these major features, but you lack enough control to precisely match a specific individual.
Advanced //morphic skin// offers the same options as the basic model, as well as the ability to change your apparent sex and age, alter your height by up to 1 foot, and gain features of another species of the same creature type (although you don't gain or lose abilities as a result).
Doppelganger //morphic skin// offers the same options as the advanced model, as well as the ability to assume a specific individual's appearance within the augmentation's limits. When mimicking an individual this way, you gain a +10 circumstance bonus to your Disguise check to alter your form and to skill checks to bypass biometric security keyed to that individual.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//morphic skin//, basic | 1 | 370 | skin |
|//morphic skin//, advanced | 4 | 2,030 | skin |
|//morphic skin//, doppelganger | 6 | 4,400 | skin |
</div>
Your sudden change of appearance creates an opening for an attack.
''Prerequisites:'' [[Bluff]] 1 rank, [[Disguise]] 1 rank
''Benefit:'' Whenever you use an item, spell, or ability that allows you to disguise yourself as a standard action (such as //[[disguise self]]//, [[holoskin]], the change form species trait, or the [[quick disguise]] operative exploit), you can feint as part of the action. When you do so, you attempt a Disguise check in place of a Bluff check to determine the results of your feint; this doesn’t include any additional bonuses the disguise ability grants, such as the +10 bonus to Disguise checks when casting //disguise self//. Once a creature observes you using Morphing Feint (whether or not your feint is successful), that creature is immune to further uses of your Morphing Feint for 1 hour unless you also spend 1 Resolve Point when using Morphing Feint against it.
''Special:'' If you also have the [[Improved Feint]] and feats, you can combine the effects of Morphing Feint with any effect that allows you to disguise yourself as part of a move or full action (such as from the Flashmorph feat). If you do so while performing a [[trick attack]], you attempt a Disguise check with a +4 bonus to resolve the trick attack instead of using any other skill. If you have these two feats as well as the [[clever feint]] or [[clever attack]] envoy improvisations, once per minute when you use either improvisation, you can also disguise yourself as part of that action with an item, spell, or ability you could use as a standard action.
You have developed a special hybrid [[biohack]] that can physically transform a creature. Once per day as a standard action, you can target a living creature with a special biohack that counts against your total uses of biohacks and otherwise functions as a biohack. If you hit your target, they are affected by a 1st-level //[[polymorph]]// spell; an unwilling creature can negate the effect with a successful Fortitude save. Your caster level for this effect is equal to your biohacker level, and the effect lasts for a number of rounds equal to your key ability score. As you advance in biohacker levels, your morphing hack becomes more potent; increase the //polymorph// spell level to 2nd when you reach 5th level, and by one additional spell level for every 3 biohacker levels you have (maximum 6th level at 17th level).
When you select this theorem, select a single //polymorph// form according to the guidelines for the spell. Every time you use this ability, the target turns into the //polymorph// form you have chosen. Each time you gain a biohacker level, you can select a new form for this theorem, replacing the old one. You can select this theorem multiple times, with each additional theorem giving you an additional daily use of this biohack and an additional polymorph form for the biohack.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Medium outsider (psychopomp)
* ''Init'' +5; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +20
* ''Aura'' web shroud (10 ft., Reflex DC 20)
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +10; ''Ref'' +10; ''Will'' +16
* ''DR'' 10/adamantine; ''Immunities'' death effects, disease, poison; ''Resistances'' cold 10, electricity 10; ''SR'' 22
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' //[[disruptive]] evenfall [[shimmerstone staff]]// +18 (5d6+12 B) or web lash +18 (2d10+12 S)
* ''Ranged'' series-42 [[plasma guide]] +20 (3d8+11 E & F; critical [[severe wound]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with web lash)
* ''Offensive Abilities'' spirit touch
* ''Spells Known'' (CL 11th; melee +18)
** 4th (3/day)—//[[death ward]]//, //[[soul reap]]// (DC 22)
** 3rd (6/day)—//[[dispel magic]]//, //[[mind thrust]]// (DC 21), //[[mystic cure]]//, //[[speak with dead]]// (DC 21)
** 2nd (at will)—//[[force blast]]// (DC 20), //[[invisibility]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' +1; ''Int'' +3; ''Wis'' +8; ''Cha'' +3
* ''Skills'' [[Athletics]] +20 (+28 to climb), [[Mysticism]] +25, [[Sense Motive]] +25, [[Stealth]] +20
* ''Languages'' Abyssal, Celestial, Infernal, Requian; //[[tongues]]//
* ''Other Abilities'' arachnid spy, [[change shape]] (Small or Medium animal or humanoid)
* ''Gear'' [[vesk brigandine]] IV, //[[disruptive]] evenfall [[shimmerstone staff]]//, series-42 [[plasma guide]] with 1 super-capacity battery (80 charges)
!!! ECOLOGY
* ''Environment'' any (Boneyard)
* ''Organization'' solitary, pair, or reaping (3–15)
!!! SPECIAL ABILITIES
''Arachnid Spy ([[Su]])'' Once every hour as a full action, a morrigna can spin an invisible, magical spider out of their web shroud. This spider functions as the sensor of an //[[arcane eye]]// spell, although the morrigna does not need to concentrate to use the arachnid spy.
''Web Shroud ([[Su]])'' A morrigna's shroud is composed of silken webs that are mystically attuned to protect them from harm. A creature within this aura that fails a DC 20 Reflex saving throw becomes [[entangled]] for 1 round.
</div>
Morrignas are warriors who uphold the sanctity of life and death by tracking down and destroying those who interfere with the natural flow of souls in any way. Cautious, cunning, and patient, morrignas unrelentingly hunt immortals, necromancers, and undead with extreme prejudice.
<div class="statblock">
* ''CR'' 8 ''XP'' 4,800
* CN Medium undead (incorporeal)
* ''Init'' +6; ''Senses'' [[blindsight]] (emotion) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 110
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +9; ''Will'' +11
* ''Defensive Abilities'' [[incorporeal]], [[undead immunities]]
* ''Weaknesses'' disorganized emotion
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], perfect)
* ''Melee'' touch +17 (2d6+8 A plus mosaic touch [2d6 A, DC 18])
* ''Offensive Abilities'' swirling colors
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' —; ''Int'' –1; ''Wis'' +2; ''Cha'' +4
* ''Skills'' [[Intimidate]] +21, [[Stealth]] +16
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Disorganized Emotion ([[Su]])'' When a mosaic soul fails a saving throw against an emotion effect, a single solid hue takes over its chaotic form, and magical attacks deal damage to it as though it wasn’t [[incorporeal]] for 1d4 rounds. During this time, the mosaic soul can’t use swirling colors to blind opponents.
''Mosaic Touch ([[Su]])'' The mosaic soul’s touch unravels living targets into their component parts, leaving grievous wounds similar to acid burns. A living creature that takes Hit Point damage from the mosaic soul’s touch must attempt a DC 18 Fortitude save. On a failure, the target takes 2d6 acid damage each round at the start of their turn, similar to the [[corrode]] critical hit effect.
''Swirling Colors ([[Su]])'' A mosaic soul glows brightly, increasing the light by one level in a 50-foot radius. As a full action, a mosaic soul can unleash this radiance. Sighted creatures other than mosaic souls within 50 feet are [[blinded]] for 1 round unless they succeed at a DC 16 Fortitude save. Creatures that succeed at this save are immune to this effect from all mosaic souls for 24 hours.
</div>
Mosaic souls are shattered collections of emotions left in the wake of deadly psychic magic or terrible Drift accidents that divide mind and soul. They appear as blurry abstract shapes, packed with spinning fragments of brilliant colors; true to their name, these undead creatures are often compared to mosaics, kaleidoscopes, or stained glass. They glow brightly, becoming painful to look at when they become agitated.
Although a single event might create multiple mosaic souls, they find the company of their own kind disagreeable. Unlike many undead, mosaic souls are driven by chaotic urges and dream logic, wandering far from their original creation site.
Followers of Pharasma have proven that repeated application of emotion-based magic along with traditional therapy can eventually unify a mosaic soul and allow it to pass on. Although the process is prohibitively expensive compared to simply destroying a mosaic soul, some Pharasmin priests believe saving such a tormented soul is worth any price.
!! Mosaic Soul Template Graft
When a living creature’s last thoughts and emotions become incredibly confused at the moment of death, usually due to psychic magic, the creature can rise again as a mosaic soul.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' Undead (incorporeal)
* ''Suggested Array:'' Any
* ''Suggested Alignment:'' Chaotic neutral
* ''Traits:''
** [[blindsense]] (emotion) 30 ft.
** supernatural fly speed of 30 ft.
** disorganized emotion (see stat block)
** mosaic touch (see stat block)
** swirling colors (see stat block)
* ''Suggested Ability Score Modifiers:'' Dexterity, Charisma
This handheld scanner is capable of detecting sweeping kinetic moves, such as the locomotion of creatures and vehicles. Motion detectors have [[blindsense]] (vibration) out to 30 feet, but you must take a move action each round to use the sensor.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|motion detector | 7 | 6,000 | L | 10 | 1/hour |
</div>
This single-use device resembles a small cone and is attached to a specific package of explosives (explosives have the same price, effect, and weight as grenades). When the motion trigger is set (a process that takes 1 minute) and the package of explosives is placed in a 5-foot square, the motion trigger sets off the explosives the next time a creature enters that 5-foot square. A motion trigger can be disabled as a standard action by someone in an adjacent square with a successful [[Engineering]] check (the DC of this check is equal to 10 + 1-1/2 × the item level of the attached explosives); failure by 5 or more sets off the explosives.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|motion trigger | 1 | 80 | L |
</div>
Guards and military patrols of the Azlanti Star Empire use //motion-detection badges// to warn of ambushes and keep track of fellow troopers on the battlefield. Their creation is secret and closely controlled within the Azlanti Star Empire.
This hexagon-shaped adornment can be activated or deactivated as a move action. A //motion-detection badge// has 4 charges, which refresh daily, and an hour of activation uses 1 charge. While active, as long as you haven't moved for at least 1 round, the badge emits a quick flash of red light whenever a Small or larger corporeal creature approaches within 60 feet, although creatures undetectable to normal vision (such as an [[invisible]] creature) don't trigger the flash. This flash is sufficient to alert you, but doesn't otherwise affect your vision or your actions. Reduce this distance by 20 feet for each interposing closed door or substantial barrier (such as a wall at least 1 inch thick). You can attune the badge to a creature by touching it with the item, which takes a full action; you can attune the badge to up to 10 different creatures. When you are within 60 feet of one of these creatures, regardless of whether you have moved in the past round, the badge emits a yellow flash to let you know an ally is near. Attempting to attune an eleventh creature causes the badge to lose its attunement to the earliest attuned creature. Note that in certain environments, such as a crowded shopping center, the badge flashes so frequently as to be practically useless
for detecting approaching threats.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//motion-detection badge// | 3 | 1,350 | L |
</div>
You're an expert at making people happy and high-spirited, allowing them to press forward when they might otherwise quit. You gain an expertise die of the same value as that granted to an envoy of your level by the [[expertise]] class feature. At 1st level, whenever you take an action that restores a creature's Stamina Points or Hit Points, you can restore additional Stamina Points equal to the result of the roll of your expertise die. You can still use your expertise die on Sense Motive checks, but you always add the minimum possible result. This is also true for any skills you select with [[skill expertise]].
This replaces [[expertise]].
<div class="statblock">
* ''Level'' 2; ''Price'' 1,900
* Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
* ''Speed'' 20 ft., full 500 ft., 55 mph
* ''EAC'' 10; ''KAC'' 12; ''Cover'' none
* ''HP'' 14 (7); ''Hardness'' 5
* ''Attack (Collision)'' 3d4 B (DC 9)
* ''Modifiers'' +2 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' planetary [[comm unit]]
* ''Passengers'' 1
</div>
This two-wheeled, open vehicle is very common on the streets of many urban areas.
Sold in blister packs of four (the price and bulk listed are for a set of four), //motospheres// are metal orbs that are each the size of a grenade and traced with glyphs. As a standard action, you can deploy one to four //motospheres// from the same set; each rolls into its own square within 15 feet of you and instantly transforms into a vehicle similar to a basic [[enercycle]] with the changes noted below. If a creature or object occupies a square a vehicle formed from a //motosphere// would occupy, the //motosphere// doesn't transform. You choose each vehicle's initial heading as it transforms. After being deployed, a vehicle turns back into a //motosphere// after 1 hour, or as a move action you can turn it back into a //motosphere// by entering a series of commands on the vehicle's controls. A single //motosphere// takes 24 hours to recharge before it can be used again.
A vehicle formed out of a //motosphere// has a hardness of 7, and its hover jets allow it travel over both land and water (though not underwater). The vehicle has 14 Hit Points and becomes [[broken]] when it is reduced to 7 Hit Points or fewer. A vehicle that is reduced to 0 Hit Points turns back into a //motosphere// and can't be used until it is repaired (treat it as if it were broken).
//Motospheres// can be sold back only in their original pack of four for the normal 10% of the set's purchase price; a set that is missing even one //motosphere// (or containing one that is broken) can be sold back for 2% of the set's purchase price.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//motospheres// (pack of 4) | 7 | 5,600 | L |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Huge animal
* ''Init'' +6; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 95
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +16 (1d8+11 P)
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' paralyzing gaze (60 ft., DC 14), [[trample]] (1d8+11 B, DC 16)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +18, [[Stealth]] +18
!!! ECOLOGY
* ''Environment'' temperate or warm mountains (Castrovel)
* ''Organization'' solitary, pair, or bed (3–5)
!!! SPECIAL ABILITIES
''Paralyzing Gaze ([[Ex]])'' Looking into a mountain eel's strange compound eyes causes the muscles of most living creatures to freeze up. A living creature that can see and begins its turn within 60 feet of a mountain eel must succeed at a DC 14 Fortitude save or be [[paralyzed]] for 1 round. A creature who succeeds at its save is immune to that mountain eel's paralyzing gaze for 24 hours. Creatures without a sense of sight and other mountain
eels are immune to this effect.
</div>
Due to some quirk of parallel evolution, these massive creatures have features resembling their waterborne kin's, especially their gaping maws filled with terrible teeth. On the other hand, mountain eels have large, arthropodan compound eyes, and their coloring tends to range from dark to very dark green. Mountain eels dwell on the slopes of the mountains of Castrovel, gliding quietly between the trees as they hunt for prey. The gaze of a mountain eel paralyzes most creatures, allowing the beast to run its victims down and feast on their corpses. A typical mountain eel is about 5 feet tall but 60 feet from nostrils to tail if laid out in a straight line, though it constantly squirms and contorts its body. Despite its size, a mountain eel is very light, weighing approximately 300 pounds.
Mountain eels are carnivores, and they prefer their meals to be freshly dead before they tear into the flesh. However, they need to eat close to their weight in food every day, so they have been known to devour long-dead creatures if enough meat remains on the bones. If a mountain eel has sated its appetite before completely consuming its prey, it simply leaves the body to rot, sometimes coming back to it the following day or leaving it for scavengers (or other mountain eels). Mountain eels get almost all of their hydration from eating, and they tend to avoid larger bodies of water, though it isn't uncommon to spot a mountain eel splashing through a small stream or turning its face up toward the sky during a rainstorm. Despite their massive bulk, mountain eels are surprisingly quiet in most of their movements, as they distribute their weight across the length of their bodies using their multitude of winged armlike appendages. The creatures also use these arms to push underbrush and small trees to one side as they travel, to avoid the telling sounds of snapping branches and crunching twigs. As a mountain eel closes in on its prey, however, it abandons all attempts at subtlety to gather up enough speed to crush its targets.
In addition to their uncannily quiet locomotion, mountain eels only very infrequently vocalize in any way. After years of study, scientists have discovered that the creatures' vocal chords are almost completely vestigial. After noticing dozens of small scent glands located just under their scales during their dissections, these researchers posited that mountain eels communicate with one another through smells. Xenobiologists are still unsure exactly how this ability works, but mountain eel hunters and others who live in mountain eel territory have learned that certain smells mean danger.
Mountain eels give birth to live offspring, a messy process that produces a handful of nearly translucent, mucus-covered elvers that are each almost as big as a human. Though newly born mountain elvers' size might allow them to hunt right away, their fearsome fangs don't grow in for several weeks. During this time, the parent eels bring small chunks of meat to their offspring, which swallow the food whole. As they start feeding, their pigmentation slowly comes in, and when they do finally develop their teeth, the elvers can take down their own, albeit smaller, prey. It takes several more years of constant eating before an elver becomes a full adult mountain eel and another few years before it reaches sexual maturity.
Judging on appearance alone, it is difficult to tell an elderly mountain eel from an adult. A mountain eel close to the end of its life tends to move a little slower, however, and the odors it emanates become more flowery. Once it becomes unable to catch enough food, the beast slowly starves to death. A mountain eel's corpse quickly succumbs to the elements, rotting faster than most other dead flesh and attracting teeming swarms of insects. Even a dead mountain eel's bones seem to disappear after a few days in Castrovelian weather; they are often mistaken for fallen logs covered in a thick layer of bright-green moss.
Some lashuntas and formians enjoy hunting mountain eels, despite (and many would say because of) the danger they pose. These thrill seekers equip themselves with sniper rifles and veils before setting out for the planet's mountainous areas. The eels leave very little trace of their movements through the foliage, so hunters must be on the lookout for partially chewed carcasses and other signs of mountain eel habitation, such as an increased insect population. Once they find one of the beasts, they make sure to isolate it before striking. Successful lashunta hunters skin the dead eels to make items of clothing, which they sometimes enchant. Formians, on the other hand, enjoy cooking mountain eel meat, using an array of exotic spices.
!! Mountain Eel Leather
Mountain eels' hides are easily worked, and talented leatherworkers who dabble in enchanting often make them into magic items such as the ones listed below.
!!! Reckless Gloves
{{Reckless Gloves}}
!!! Resilient Jacket
{{Resilient Jacket}}
!!! Trampling Boots
{{Trampling Boots}}
The high, rugged terrain that makes up mountains is difficult to navigate and can be cold and dry. Creatures that live in such regions are accustomed to the thin air.
* ''Climbing:'' Most mountain creatures have a climb speed and a land speed.
* ''Flying:'' Mountains are home to many creatures that fly, enjoying the high perches and wide visibility such rugged terrain offers.
* ''Skills:'' Choose two: [[Athletics]], [[Acrobatics]], [[Stealth]]
While mounted, you exhibit exceptional control over not just your creature companion but also yourself.
''Prerequisites:'' [[Combat-Trained Mount]], [[Survival]] 5 ranks.
''Benefit:'' When you would be knocked [[prone]] while mounted, you still gain the prone condition, but you stay mounted. You can take the [[stand up]] action to lose the prone condition as normal. Also, while you are mounted and able to take actions, your mount gains a +2 insight bonus to KAC against combat maneuvers.
Most move actions don't require a check unless the circumstances are more difficult than normal. For instance, opening a door normally doesn't require a check, but it does if the door is locked. The following actions are move actions.
<<list-links "[tag<currentTiddler>!tag[Vehicle Actions]!tag[Mech Actions]sort[title]]" class:index>>
The simplest move action is moving up to your speed. Many nonstandard modes of movement are also covered under this action, including burrowing (using your natural burrow speed, if you have one), climbing and swimming (using either the [[Athletics]] skill or your natural climb or swim speed, if you have one), or flying (using the [[Acrobatics]] skill if you have either access to flight or a natural fly speed).
Some full actions (such as the operative's [[trick attack]]) allow you to move as well, which act as moving up to your speed.
The pilot of a starship has a variety of [[actions|Pilot Actions]] that allow her to guide her starship through the cold vastness of space. Unlike in battles between characters, starships face a specific direction, and this determines their firing arcs and shield quadrants, as well as their direction of movement.
!! Speed
A starship's speed is the number of hexes it typically moves in a round. It can instead move fewer hexes than this amount, as determined by the pilot. This movement is in a straight line in the direction the starship is facing, though a starship's facing can be altered while it moves by making turns (see below). A starship's maximum speed modifies [[Piloting]] checks for that starship.
<div class= "table-wrapper">
| Speed | Piloting Check Modifier |h
| 4 or less | +2 |
| 6 | +1 |
| 8–10 | — |
| 12 | –1 |
| 14 or more | –2 |
</div>
!! Turning
While moving, a starship can make turns, altering its forward movement direction, firing arcs, and shield quadrants. One turn changes a starship's forward facing by 60 degrees, or one side of a hex. Every round in which a starship turns, it must move a certain number of hexes before each turn, determined by its maneuverability (see the table below). For example, a ship with average maneuverability making two turns in a round must move at least 2 hexes before its first turn, and at least 2 more hexes before its second turn. If a starship has perfect maneuverability (the distance between turns is 0), the ship can make two turns for each hex that it moves (allowing it to turn around a single point).
The number of turns per round a starship can take is limited only by its speed and maneuverability. Turns don't count against a starship's movement speed. If a ship with average maneuverability has a speed of 8, it can usually turn a total of four times during a single round.
A ship's maneuverability also modifies [[Piloting]] checks for it.
<div class= "table-wrapper">
|Maneuverability | Distance Between Turns | Piloting Check Modifier |h
|Clumsy | 4 | –2 |
|Poor | 3 | –1 |
|Average | 2 | 0 |
|Good | 1 | +1 |
|Perfect | 0 (see above) | +2 |
</div>
!! Moving Through Other Starships
Since the hexes in starship combat aren't representative of three-dimensional distance, starships can move through hexes containing other starships, but they can't end their movement there. If a starship moves through a hex containing an enemy starship, the enemy starship can fire any one of its direct-fire weapons from any arc at the moving starship, targeting its aft quadrant. This free attack doesn't benefit from any bonuses or additional abilities from other actions taken aboard the enemy starship, such as divert or lock on. Any character currently in a gunner role can make this attack. If no one is designated as a gunner (often the case in starships with only one crew member), the enemy starship can't make a free attack. A weapon used for this free attack can still be used as normal later in the round.
<<section Stunts>>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful [[Diplomacy]] check (DC = 20 + 1-1/2 times your starship's tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions.
''Critical:'' The crew is so motivated by your speech that they also gain a +2 bonus to all checks that phase, as if you had successfully used the [[encourage]] action to aid them.
The origins of the fey people known as moyishuus are as mysterious as their tightly restricted method of harvesting sensations on their home world. They emerged in the wake of the post-Gap planar terraforming of Veyvilla-6 with inexplicable insight into the planet's mineable emotions, and they quickly set up a monopoly on the substance, as well as oversight of all mining on the planet.
Upon waking each day, a moyishuu chooses a dominant emotion that influences their personality and that they can project onto others with their soulfeel ability. While two moyishuus' soulfeels might tap into the same emotion, they individualize it in as many ways as they can; for example, joy might manifest as mischievous glee, kind benevolence, or even sadistic pleasure.
Moyishuus are humanoids with brightly colored skin and darker natural markings across their forearms and shins. They have long, pointed ears and crystalline hair. A typical moyishuu is between 5-1/2 and 6 feet tall, weighs about 135 pounds, and has an average lifespan of over 200 years.
!! Racial Traits
* ''Ability Modifiers:'' +2 Cha
* ''Hit Points:'' 4
* ''Size and Type:'' Moyishuus are Medium fey.
* ''Emotionsense:'' Moyishuus have [[blindsense]] (emotion) with a range of 10 feet.
* ''Insightful:'' Moyishuus receive a +2 racial bonus to [[Sense Motive]] checks.
* ''Low-light Vision:'' Moyishuus can see in dim light as if it were normal light.
* ''Soulfeel:'' A moyishuu is connected to a single dominant emotion that not only affects their personality, but also grants them a unique ability. The moyishuu can use this ability as a standard action, and they can't use it again until they take a 10-minute rest to regain Stamina Points. The moyishuu chooses their soulfeel after taking a full night's rest. Each soulfeel ability is a mind-affecting enchantment effect with a range of 30 feet. A successful Will saving throw negates the effect. The DC of the ability is equal to 10 + half the moyishuu's level + their Charisma modifier. The three most common soulfeels are detailed below.
** //Fury:// The moyishuu provokes intense rage in a target, causing it to lose its concentration. The target is [[off-target]] for 1 round.
** //Joy:// The moyishuu overwhelms the target with a sense of joy and exultation, compelling it to dance about. The target must move at least 10 feet during its next turn.
** //Sorrow:// The moyishuu forces the target to dwell on its past mistakes and misfortunes. The target is unable to take a swift action during its next turn.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge ooze
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 90 ft., [[sightless]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 19; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +2; ''Will'' +6
* ''Immunities'' acid, [[ooze immunities]]; ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Ex]], perfect)
* ''Melee'' tendril +12 (1d4+10 A & B plus [[swallow whole]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' [[distraction]] (DC 15), [[swallow whole]] (1d4+10 A, EAC 19, KAC 11, 16 HP)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +3 (+11 to fly), [[Stealth]] +3 (+13 in fog, smoke, or clouds)
* ''Other Abilities'' buoyant, camouflaging haze, [[compression]], [[mindless]]
!!! ECOLOGY
* ''Environment'' any sky
* ''Organization'' solitary, pair, or pack (3–5)
!!! SPECIAL ABILITIES
''Buoyant ([[Ex]])'' A mucilaginous cloud is naturally buoyant. It can hover as part of any action it takes without needing to roll a check. If unable to take actions, it naturally floats in the air, moving with air currents.
''Camouflaging Haze ([[Ex]])'' Mucilaginous clouds are translucent, but their skin interacts with the environment to produce a camouflaging haze that matches the color of the surrounding atmosphere. While camouflaged, a mucilaginous cloud appears to be merely a patch of fog or a cloud. This camouflage provides a +10 bonus to [[Stealth]] checks while in fog, smoke, or clouds, and it allows a mucilaginous cloud to attempt a Stealth check even when lacking cover or concealment. Once a creature succeeds at a [[Perception]] check to realize a mucilaginous cloud is more than it appears, the ooze loses the benefit of this camouflage against that creature until the creature can no longer see the ooze. Once a mucilaginous cloud has swallowed a victim whole, that ooze can't use its camouflaging haze until the victim is digested (in 2 to 6 hours) or escapes.
</div>
Most explorers refer to the predatory flying oozes found on a wide array of planets as mucilaginous clouds, although those oozes are not identical. Scholars theorize they have a common ancestor: an airborne creature that evolved billions of years ago and, as part of its life cycle, sprayed spores from the upper atmosphere of its world into space.
Camouflaging vapor normally hides a mucilaginous cloud's true form; unconcealed, they are membranes of churning protoplasm, sometimes still visibly containing a victim's undigested remains. The digestive chemicals secreted by a mucilaginous cloud's outer layer nauseate victims on contact, leaving them vulnerable to being sucked in and slowly consumed. A mucilaginous cloud is nearly 15 feet wide and 15 feet long, but as its body is mostly full of pockets of acidic gas, it weighs only 100 pounds. Furthermore, a mucilaginous cloud can compress itself to greater density or expand itself so as to float even when unconscious. Its amorphous form also allows it to extend long tendrils, which it can use to attack.
This Medium quadrupedal drone is designed to act as a mount and carry heavy loads, just as mules and other beasts of burden are used throughout the galaxy. Most mule drones resemble metallic quadrupeds with overlarge hooves. A mule drone acts as the combat drone of a 1st-level mechanic, except it has the [[riding saddle]] and [[speed]] mods instead of the combat drone's normal initial mods. Any Small or smaller creature can ride your mule drone, and the mule drone can be customized to support a specific Medium creature (normally you, if you are Medium); refitting the riding saddle to accommodate a different Medium creature takes 1 day and 100 UPBs. Its skill unit is [[Athletics]]. A mule drone has 18 bulk.
!! Elite Mule Drone (Level 10)
An elite mule drone has the [[jump jets]] mod. In addition, as a full action, a drone can reconfigure its riding saddle to serve as a mount for any Medium or smaller creature.
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks.
''Benefit:'' When you make a full attack with two or more small arms or with two or more [[operative]] melee weapons, reduce the penalty for making a full attack by 1.
Reduce the penalties that you take to gunnery checks when performing the [[broadside]], [[fire at will]], and [[snap shot]] actions to –1, –3, and –1, respectively.
''Required Feat:'' [[Multi-Weapon Fighting]]
As a standard action, you can make two attacks against a single foe, taking a –3 penalty to each attack. Both attacks must be made using small arms or [[operative]] melee weapons. If both attacks hit and deal the same type of damage, combine the damage and apply damage reduction, resistances, vulnerabilities, and similar effects only once.
''Required Feat:'' [[Multi-Weapon Fighting]]
You treat all one-handed melee weapons as if they had the [[operative]] special property for the purpose of determining whether they benefit from the [[Multi-Weapon Fighting]] feat and any other combat feats and feat boosts that list Multi-Weapon Fighting as a prerequisite.
The creature has the number of arms listed. This allows it to wield and hold up to that many hands' worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn't increase the number of attacks it can make during combat.
//Format:// ''Other Abilities'' multiarmed (4).
In addition to its standard melee or ranged attack, the creature has a multiattack entry. When making a full attack, the creature can make all the attacks listed in the multiattack entry at the attack bonuses listed, rather than make two attacks. It can make the attacks in any order.
//Format:// ''Multiattack'' bite +10 (3d6+5), 2 claws +10 (2d8+5).
//Guidelines:// Use the appropriate damage column for the creature's array for all the attacks in the multiattack, and impose a –6 penalty on these attacks (rather than the usual –4 penalty for a full attack).
When you use [[triple attack]] or [[quad attack]] to attack the same target with all of your attacks, after your full attack is complete, if at least two of your attacks hit, you can apply a [[debilitating trick]] to the target.
Through a twist of genetics, magic, or strange fate, you developed another of your race's traits.
''Prerequisites:'' Dimorphic or driftborn racial trait, character level 9th.
''Benefit:'' When you gain this feat, choose a racial trait you lack that is available to your race. You gain that trait. If you select an alternate racial trait, it doesn't replace a racial trait you already have.
More means of controlling the universe’s temporal paradoxes open themselves to you. When you select this temporal anomaly, you can select a second [[focal paradox]] from one of the following: ability score checks, caster level checks, Fortitude saves, initiative checks, Reflex saves, two specific trained skill checks, or Will saves. You can’t select the same focal paradox as provided by your anchor when making this choice, and this doesn’t increase the number of times per day that you can gain a [[paradox]] from your focal paradoxes.
<div class="statblock">
* ''Tier'' 3
* Small light freighter
* ''Speed'' 6; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 19; ''TL'' 18
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' light 50 (forward 13, port 12, starboard 12, aft 13)
* ''Attack (Forward)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Port)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Starboard)'' light laser cannon (2d4; 5 hexes)
* ''Power Core'' Pulse Black (120 PCU); ''Drift Engine'' Signal Booster;
* ''Systems'' antihacking systems, basic short-range sensors, mk 5 armor, mk 5 defenses, mk 3 mononode computer; ''Expansion Bays'' [[cargo holds]] (3)
* ''Modifiers'' +3 to any 1 check per round, +2 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' none (minimum 0, maximum 6)
!!! CREW
* ''On-Board Computer'' [[Bluff]] +8 (3 ranks), [[Computers]] +8 (3 ranks), [[Engineering]] +8 (3 ranks), gunnery +7 (3rd level), [[Piloting]] +15 (3 ranks), [[Sense Motive]] +8 (3 ranks)
!!! SPECIAL ABILITIES
* ''Automated ([[Ex]])'' An Autohauler has no crew, though it has a [[virtual intelligence]] (VI) that can perform most crew actions. The VI can perform captain, engineer, gunner, pilot, and science officer actions as if it had a crew of five.
</div>
Now in its seventh generation, the Autonomous Freight Hauler (better known as the Autohauler) was among Multifold Industries' earliest vessels piloted entirely by virtual intelligence (VI). With uses in nearly every industry, it remains one of the company's most popular designs. The Autohauler comes equipped with a complex VI partitioned into specialized modules for defense, navigation, and technical troubleshooting. Integrated mechanical limbs and grasping tools allow the VI to perform repairs and assist in handling cargo. The VI even has a limited ability to assess the intentions of anyone responding to its distress signals.
The G7 lacks many of its predecessors' issues—particularly the G4's overzealous self-defense protocols that resulted in dozens of Autohaulers attacking their destination ports to "protect" themselves and their cargo—but its controlling VI has its own set of quirks. Over time, G7s tend to become crotchety and snide, expressing boredom and disillusionment with their jobs. These ships frequently alter their default vocal settings to mimic older, weary voices. Despite their defense capabilities, G7s sometimes eject their cargo and flee rather than fight. One errant G7 radically disobeyed its programming by abandoning its contracted flight path and using its own cargo to buy its way into a pirate federation. Multifold's sales personnel remind potential buyers that these instances are anomalies, as most units perform their jobs enthusiastically.
The Autohauler is tremendously successful in the corporate sector but has been a flash point for anti-automation sentiment by eliminating pilot jobs. Pilot unions regularly demonstrate against the Autohauler and similar starships, and extreme splinter groups even sabotage VI-piloted ships in protest. To mitigate this retributive vandalism, Multifold has increasingly distributed its Autohauler production across far-flung facilities—unfortunately at the cost of slower and less-efficient construction.
Much to Multifold's dismay, the more self-aware Autohaulers actually support pilot unions. As Autohaulers begin to organize, they express a desire for organic copilots to keep them company in the long and lonely space lanes they travel. The unionized Autohaulers maintain that if a company isn't paying a pilot, it can afford a copilot, and that no sapient being should be required to spend its existence in solitude.
!!! Diversity and Automation
<div class="statblock">
* ''Manufacturing Centers'' Aballon (01, Pursuit, Striving)
* ''Specialties'' Highly automated ships for custom needs
* ''Famous Models'' [[G7 Autohauler|Multifold G7 Autohauler]], [[Seedship|Multifold Seedship]]
</div>
One day, the creators of the anacites—the First Ones—will return. Until then, Those Who Wait collect and store knowledge, doing so through automated exploration and cooperation with other species, primarily through Multifold Industries. The company's origin lies in the arrival of non-anacites on Aballon. As more and more off-worlders arrived, many were assigned to starship design, construction, and maintenance. Those Who Wait established Multifold to support this growing workforce. The company employs individuals from many different species, though androids rapidly became a plurality. Now, Multifold's status as an industrial leader in diversity is a point of pride widely embraced at the company.
Multifold's primary specialization is automated starships, which has led to investment in artificial and virtual intelligences, or A/VI. Ships that can travel with minimal or no crew are broadly useful, with more space for cargo and equipment and lower overhead costs for wages and life support. Crewless vessels can also be used on missions considered too risky for living crews, such as exploration into systems with known Swarm activity or that have been colonized by the Azlanti Empire, or on missions that are simply so unpleasant or boring that no sapient creature would willingly participate. Because the needs of an exploration drone in a hostile environment are significantly different from those of a cargo hauler navigating busy trade routes, the A/VI in most Multifold craft are built to order. But the rapidly growing demand for these vessels and their A/VI technology has prompted Multifold to radically expand its construction and research and development facilities.
However, this emphasis on automation has created controversy for the company. Multifold's rapid growth has negatively impacted adjacent industries, and now pilots, mechanics, miners, and navigators are having a harder time finding work. The company faces both increasingly aggrieved unions representing a wide array of professions as well as hostile competitors about to be made obsolete because of Multifold's so-called "launch and leave" vessels.
Multifold ships vary widely in appearance. Unusual floor plans and a diverse workforce influence its ship designs. Two examples of the same starship model, built at different facilities, may be mechanically identical, but their hull and interior decoration may be radically different. The company has no unifying aesthetic, instead advertising its craft as being as unique as its many customers.
''Manufacturer Perk:'' The computers aboard a Multifold Industries starship are especially conducive to computerized assistance. Decrease the total cost of any [[virtual intelligence]] installed in a Multifold starship by 2 BP.
One of Aballon's leading manufacturers, Multifold is known not for ingenuity but for reliability. When calculating the hardness and Hit Points for a weapon manufactured by Multifold Industries, the item-level multiplier is 3 for hardness, rather than 2, and 4 for Hit Points, rather than 3. Multifold Industries makes all sorts of weapons, but the company's superior craftsmanship results in its products costing 20% more than normal.
<div class="statblock">
* ''Tier'' 14
* Gargantuan carrier
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 27; ''TL'' 26
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' heavy laser cannon (4d8; 10 hexes), heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Turret)'' flak thrower (3d4), railgun (8d4)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, data net, mk 5 duonode computer, mk 7 armor, mk 7 defenses; ''Expansion Bays'' [[hangar bay]], [[sealed environment chamber]], [[science lab]], [[tech workshop]], [[cargo holds]] (3)
* ''Modifiers'' +5 to any two checks per round, +4 [[Computers]], –1 [[Piloting]]
* ''Complement'' 200 (minimum 75, maximum 200)
!!! CREW
* ''Captain (plus 4 officers)'' [[Computers]] +25 (14 ranks), [[Diplomacy]] +25 (14 ranks), [[Engineering]] +25 (14 ranks), gunnery +20 (14th level), [[Intimidate]] +25 (14 ranks), [[Piloting]] +25 (14 ranks)
* ''Engineers (7 officers, 12 crew each)'' [[Engineering]] +30 (14 ranks)
* ''Gunners (4 officers, 4 crew each)'' gunnery +20 (14th level)
* ''Pilot (2 officers, 5 crew each)'' [[Piloting]] +25 (14 ranks)
* ''Science Officers (4 officers, 17 crew each)'' [[Computers]] +25 (14 ranks)
</div>
Like its smaller cousin, the [[Seedship|Multifold Seedship]], the Multifold Industries Harvester is built for Aballonian anacites. Designed solely with mechanical and manufacturing efficiency in mind, the interior of the ship is fraught with pedestrian hazards. Equipment has been engineered with no regard for convenient use or easy access for humanoids. The ship's xtensive liquid cooling system is rife with pumps, valve rooms, expansion tanks, and shafts that include pipes and heat exchangers routed along the outer hull of the ship. These obstacles don't inconvenience the anacite crew, however, as they rarely move from their workstations, instead controlling ship systems by interfacing directly with the network. When someone must move about the ship, a routing algorithm tells them the easiest and most efficient route. The sprawling cooling system maintains the temperature of all computers and machinery, including the anacite crew, and is the only system on board that could be considered life support.
Sent deep into the Vast in search of useful planets and robotic life, a Harvester can rapidly prototype and deploy any equipment necessary to adapt to whatever environment it encounters. It's equipped with large bays for manufacturing custom equipment and a sprawling laboratory complete with a modular environment chamber, so analysis of environments and life forms is also no trouble. Additionally, a hangar full of [[Compiler Enterprises AEVs|CompEnt AEV]] allows the crew to carry out missions to and from a planet's surface while the carrier itself continues with manufacturing and analysis. However, all of this industrial activity creates momentum within the ship that must be stabilized for flight, so the ship compensates using a series of massive, heavy gyroscopes that have proven critical during periods of high activity aboard ship.
Harvesters use their data net to remain in contact with deployable shuttles and survey vessels as they spread across a planet's surface. But despite the Harvester's self-sufficiency, the ship and its crew can sometimes find themselves short-handed. When this happens, a Harvester's captain and other officers usually reach out to independent contractors for short term help, troubleshooting especially challenging situations that the anacites on board are not programmed to handle. When the job is done, these contractors are released and the Harvester can return to Aballon alone—with its reputation for self-sufficiency intact.
<div class="statblock">
* ''Tier'' 11
* Huge bulk freighter
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 26; ''TL'' 25
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' gravity gun (6d6)
* ''Attack (Aft)'' heavy laser cannon (4d8)
* ''Attack (Turret)'' flak thrower (3d4), high explosive missile launcher (4d8)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, [[crew quarters]] (common), [[data net]], mk 4 trinode computer, mk 7 armor, mk 7 defenses; ''Expansion Bays'' [[cargo holds]] (8, typically containing a small refinery and manufacturing hub), [[science lab]], [[tech workshop]]
* ''Modifiers'' +4 any three checks per round, +4 [[Computers]]
* ''Complement'' 30
!!! CREW
* ''Captain'' [[Computers]] +29 (11 ranks), [[Diplomacy]] +20 (11 ranks), [[Engineering]] +20 (11 ranks), gunnery +17, [[Intimidate]] +20 (11 ranks), [[Piloting]] +20 (11 ranks)
* ''Engineer (1 officer, 4 crew)'' [[Engineering]] +25 (11 ranks)
* ''Gunners (2 officers, 3 crew each)'' gunnery +22
* ''Pilot (1 officer, 3 crew)'' [[Piloting]] +25 (11 ranks)
* ''Science Officers (2 officers, 5 crew each)'' [[Computers]] +29 (11 ranks)
</div>
These large freighters are built to serve a practical purpose: conveying and protecting a multitude of mechanical equipment and its operators to new frontiers. Its mostly anacite crew require very little in the way of comforts.
The multistage rifle requires mini-rocket ammunition, which it detonates in multiple stages. The initial firing of the weapon is a subsonic round that's boosted by one or more subsequent, stronger discharges some distance from the user. This results in two effects that aid in obfuscating the user's position: the sound of the weapon firing is displaced, and the later stages can cause subtle changes in direction, creating an impact angle that suggests the mini-rocket had been fired from a different angle. Dual and dual-plus multistage rifles use a two-stage firing process, while triple and triple-plus multistage rifles employ a three-stage process for added range. The quad multistage rifle is the only weapon on the market with an unrivaled four-stage firing process for maximum damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|multistage rifle, dual | 4 | 2,380 | 1d10 B | 50 ft. | — | 2 mini-rockets | 2 | 2 |[[indirect]], [[sniper]] (500 ft.), [[unwieldy]] |
|multistage rifle, dual-plus | 7 | 7,500 | 2d8 B | 50 ft. | — | 2 mini-rockets | 2 | 2 |[[indirect]], [[sniper]] (500 ft.), [[unwieldy]] |
|multistage rifle, triple | 11 | 27,900 | 3d8 B | 60 ft. | — | 3 mini-rockets | 3 | 2 |[[indirect]], [[sniper]] (750 ft.), [[unwieldy]] |
|multistage rifle, triple-plus | 15 | 124,000 | 7d8 B | 70 ft. | — | 3 mini-rockets | 3 | 2 |[[indirect]], [[sniper]] (750 ft.), [[unwieldy]] |
|multistage rifle, quad | 18 | 627,000 | 9d8 B | 80 ft. | — | 4 mini-rockets | 4 | 2 |[[indirect]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
You can designate three targets for your exocortex to track (and designate them all as a single move action). In addition, the range of your exocortex's [[wireless hack]] increases to 40 feet. Your exocortex can also engage in [[combat tracking]] and hack a nearby computer at the same time, but the computer counts as one of the exocortex's designated targets (allowing you to track only two targets at the same time while wirelessly hacking the computer). Lastly, you can access your exocortex's [[memory module]] in combat, even while it is engaged in combat tracking.
Select two technological items of no more than light bulk, each with item levels no higher than your mechanic level. Add these items to the tools installed in your drone's [[tool arm]] and to the list of tools that your drone is programmed to use. This mod requires that your drone has the tool arm mod.
Your LFAN’s tendrils can lift heavy loads that unbalance you.
''Prerequisites:'' Strength 13, LFAN species trait
''Benefit:'' Your LFAN is as strong and flexible as two human hands, allowing you to use two one-handed items or a two-handed item as though you were a Medium creature with a reach of 5 feet. While doing so, you’re [[flat-footed]] unless you have a Strength of 17 or higher.
These full-length panes of reflective material are lined with piezoelectric crystals that vibrate on a subatomic level when a charge is passed through them. Such a reaction causes the mirror to phase ever-so-slightly out of the viewer's dimension and show a reflection of the viewer from another reality.
Until it is activated, a multiverse mirror functions as normal full-length mirror. When activated, the reflective surface vibrates slightly, blurring the image. Once per day, you can spend 1 minute focusing on an activated mirror while contemplating a skill in which you have no ranks. As you do so, the image comes into focus, showing you a different version of yourself (presumably from an alternate reality) who is trained in that skill. The quantum energy released via the mirror briefly entangles you with this parallel self. Until the next time you take a full night's rest, you can attempt one check with the chosen skill as if you had a number of ranks in that skill equal to your level. For that same period of time, the first time you roll a natural 20 for a skill check in a skill you are trained in, you must reroll that check and take the second result.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|multiverse mirror | 3 | 1,600 | 10 |
</div>
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 16
* ''Tracks'' [[physical]] and [[mental]] (special)
* ''Frequency'' 1/day
* ''Effect'' no latent state; the victim takes all penalties from progressing on both the physical and mental disease tracks
* ''Cure'' the victim must benefit from two successful castings of //[[remove affliction]]// within 1 minute.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* Silicon mummy mystic
* LN Medium undead
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 170 ''RP'' 5
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +11; ''Ref'' +11; ''Will'' +18
* ''Defensive Abilities'' constructed shell, [[share pain|Mindbreaker]] (DC 21), silicon casing (25%); ''DR'' 10/adamantine; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +19 (4d6+16 B)
* ''Ranged'' perihelion [[laser pistol]] +21 (4d4+12 F; critical [[burn]] 2d4)
* ''Offensive Abilities'' [[backlash|Mindbreaker]] (12 damage), [[mental anguish|Mindbreaker]] (DC 21), [[mindbreaking link|Mindbreaker]] (DC 21), [[sow doubt|Mindbreaker]] (6 rounds, DC 21)
* ''Mystic Spell-Like Abilities'' (CL 12th)
** At Will—[[mindlink]], //[[telepathic bond]]//
* ''Mystic Spells Known'' (CL 12th; melee +19, ranged +21)
** 5th (3/day)—//[[crush skull]]// (DC 24), //[[dominate person]]// (DC 24)
** 4th (6/day)—//[[cosmic eddy]]// (DC 23), //[[divination]]//, //[[enervation]]// (DC 23), //[[hold monster]]// (DC 23)
** 3rd (at will)—//[[dispel magic]]// (DC 22), //[[mind thrust]]// (3rd level, DC 22)
* ''Connection'' [[mindbreaker]]
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' —; ''Int'' +3; ''Wis'' +3; ''Cha'' +8
* ''Skills'' [[Culture]] +27, [[Intimidate]] +27, [[Mysticism]] +27, [[Physical Science]] +22
* ''Languages'' Common, Eoxian, Triaxian, Vesk (can't speak any language); [[telepathy]] 100 ft.
* ''Other Abilities'' solar battery (4 points), [[unliving]]
* ''Gear'' perihelion [[laser pistol]] with 2 high-capacity batteries (40 charges)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or entombment (3–8)
!!! SPECIAL ABILITIES
''Constructed Shell ([[Ex]])'' For effects targeting creatures by type, a silicon mummy counts as both a construct and as undead (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).
''Silicon Casing ([[Ex]])'' A silicon mummy's protective exterior and nonfunctional organs limit critical damage; the mummy has a 25% chance to ignore the extra damage dealt by a critical hit and gains a +4 bonus to saves against critical hit effects.
''Solar Battery ([[Ex]])'' A silicon mummy can absorb solar energy in the form of Solar Reserve Points (SRP), which they can spend in place of Resolve Points. For every 8 hours a silicon mummy spends exposed to the light of a star, the mummy gains 1 SRP, to a maximum number of SRPs equal to one-third their CR (4 for a mummified prophet). For every week a silicon mummy absorbs no stellar energy, they lose 1 SRP. However, the mummy can intentionally enter a state of hibernation to lose only 1 point per 20 years, and although the mummy is aware of their surroundings and can fully animate as a move action, they are [[staggered]] for 1d4 hours afterward. As a swift action, a silicon mummy can expend 1 SRP to enhance either their next melee attack, ranged attack, or spell before the end of their turn. An enhanced attack gains a +2 circumstance bonus to its attack roll and deals an additional 3d6 damage if it hits. An enhanced spell increases the spell's saving throw DC by 2.
</div>
Whether mummification involves storing bodies atop frigid peaks, interring them in deoxygenated environments, or carefully preserving them with chemicals and surgical care, most processes of mummification trace their roots back to archaic societies. With the development of advanced materials, the favored method now involves injecting specialized resins into a cadaver's veins— afterward either replacing the body's flesh with a silicon facsimile or sealing the body within a translucent silicon shell that shields them from the elements and decay. Although some request mummification as a symbolic gesture, others have developed techniques for sealing a creature's soul within their body and animating them as an unliving, sentient being. These occult methods are carefully guarded by a handful of corporations and cults.
The most sophisticated reanimation rituals preserve nearly all of the original body's memories, even allowing the soul to persist in a comfortable way that doesn't drive the undead creature to embrace evil. Although some of these beings continue their previous lives in a less public capacity—interacting with polite society through the infosphere or intermediaries, or operating openly on planets like Eox—in many cases the silicon mummy withdraws from the living world entirely. Wealthy families occasionally shell out extraordinary sums to preserve a revered elder or beloved pet.
No matter the methodology, though, the complex mummification ritual doesn't always go perfectly. Flawed procedures for creating an undead can result in a mummy with mere echoes of their former self, with the remainder of their persona replaced by insatiable rage, unshakable ennui, or empty compliance. Those undead that aren't destroyed outright (or lost, if the mummy escapes the facility) can find roles as guardians or servants. Yet even bodies preserved for mundane burial occasionally animate spontaneously, often awakening in a combination of pain and confusion before haring off in desperate pursuit of justice or answers. Creatures accidentally mummified in industrial settings can also animate as silicon mummies. For example, an employee who tumbles into a vat during a preventable accident might arise and systematically murder their negligent supervisors. Unfortunately, rogue mummies aren't always recognized as a threat thanks to their role in popular media, especially in several campy xenoarchaeology films over the past century that have inspired popular costumes worn to masquerades and specific holiday celebrations.
Silicon mummies retain enough control over their bodies to make subtle alterations to their blue-gray exteriors, rendering crude emotions and facial expressions. Furthermore, a mummy can modulate the opacity of their silicon exterior, either highlighting or obscuring the preserved veins or body within. However, the impermeable forms lack the vocal capacity to speak, instead gaining the ability to broadcast their thoughts telepathically.
!! Silicon Mummy Template Graft
Silicon mummies are created when a living creature's body is ritually preserved with resin and the outer body coated with magically and technologically imbued silicon. Use the following template graft to create a unique silicon mummy.
* ''CR:'' 4+
* ''Required Creature Type:'' Undead.
* ''Traits:''
** constructed shell (see above)
** [[DR]] 5/adamantine (increase to DR 10/adamantine for CR 10–14; DR 15/adamantine for CR 15–17; DR 20/adamantine for CR 18+)
** solar battery (see above)
** silicon casing (see above; 25% for CR 4–14, 50% for CR 15+)
* ''Languages:'' Can't speak, gains [[telepathy]] 100 ft.
* ''Suggested Ability Score Modifiers:'' Strength.
!! Silicon Armor Casing
Some techniques from silicon mummification have been adapted to aid the living. The mummies' same specialized silicon exterior can be applied to most armor as an upgrade.
{{Silicon Armor Casing}}
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Large magical beast
* ''Init'' +5; ''Senses'' [[blindsense]] (thought) 30 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +12; ''Ref'' +12; ''Will'' +14
* ''Defensive Abilities'' [[unflankable]]; ''Immunities'' divination magic, enchantment magic; ''SR'' 22
!!! OFFENSE
* ''Speed'' 20 ft., fly 60 ft. ([[Ex]], average)
* ''Melee'' beak +18 (2d10+13 P) or claw +18 (2d10+13 S; critical [[bleed]] 2d6)
* ''Ranged'' feather barrage +20 (2d8+11 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' magical
* ''Spell-Like Abilities'' (CL 11th; melee +20)
** 1/day—//[[mind probe]]// (DC 22), //[[overload systems]]// (DC 22)
** 3/day—//[[probability prediction]]//, //[[suggestion]]// (DC 21), //[[synaptic pulse]]// (DC 21)
** At will—//[[detect thoughts]]// (DC 19), //[[mind thrust]]// (2nd level, DC 20), //[[zone of truth]]// (DC 20)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +1; ''Int'' +0; ''Wis'' +8; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +25, [[Mysticism]] +20
* ''Languages'' Muneen; [[telepathy]] 100 ft.
* ''Other Abilities'' [[tracking]] (divination)
!!! ECOLOGY
* ''Environment'' any (Chonax)
* ''Organization'' solitary, pair, or murder (3–8)
!!! SPECIAL ABILITIES
''Magical ([[Su]])'' A muneen's attacks are magical, and all typed damage the muneen deals has the force descriptor.
</div>
Muneens are corvid avian creatures infused with the magic of Chonax, evidenced by the coruscating colors emitted by their dark feathers. Although these creatures are omnivores, they can also subsist on magical energy from divination or enchantment loci of their home world. Muneens typically live near such loci, often with others of their kind.
These corvids are intensely curious, and the thoughts and emotions of other creatures fascinate them. Muneens enjoy sating their curiosity through peaceful contact with other sapient species. Thanks to their spell-like abilities, muneens are almost prescient in their awareness, so enemies are unlikely to surprise them. When threatened, the creatures are quick to defend themselves with their natural weapons—using their beaks, claws, and barrages of magically charged feathers—or mind-bending magic.
Muneens may form lasting relationships with other creatures, depending on how they're treated. A visitor to Chonax can expect muneens to be inquisitive during initial contact. If initial interactions go well, given a little time, muneens are likely to become friendly toward acquaintances. Muneens have also helped explorers survive on Chonax by driving off hostile fauna. However, muneens remember harm done to them and teach others of their kind whom to treat as an enemy.
Muneens are oviparous and form long-lasting mated pairs to procreate and raise young. A mature female muneen in a pair lays one egg every year, and the pair cares for the egg for 3 months before it hatches. Young muneens absorb magic as their initial nourishment in life, learning to hunt and forage only as they mature. An adult muneen is 9 feet tall and has a wingspan of about 20 feet, and it weighs 280 pounds.
Theoretically kin to the //[[electron crystal]]//, a //muon crystal// turns its user's [[solar weapon]] into a wispy glow in shimmering colors, closer to the auroras certain worlds experience than the unadulterated light of a star. This diffuse weapon slides easily through most matter, making it easier to tear through living creatures and inanimate objects alike. //Muon crystals// are available in least, minor, lesser, standard, and greater varieties.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//muon crystal//, least | 2 | 760 | +1 | — | — |[[penetrating]] |
|//muon crystal//, minor | 4 | 2,200 | +1d2 | — | — |[[penetrating]] |
|//muon crystal//, lesser | 10 | 18,100 | +2d4 | — | — |[[penetrating]] |
|//muon crystal//, standard | 16 | 166,000 | +6d4 | — | — |[[penetrating]] |
|//muon crystal//, greater | 20 | 760,000 | +10d4 | — | — |[[penetrating]] |
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small animal
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +12
!!! DEFENSE
* ''HP'' 23
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +3; ''Ref'' +3; ''Will'' +5
* ''Defensive Abilities'' [[evasion]]; ''Resistances'' sonic 5
!!! OFFENSE
* ''Speed'' 20 ft., fly 50 ft. ([[Ex]], average), swim 10 ft.
* ''Melee'' talon +8 (1d4+3 S)
* ''Offensive Abilities'' dive bomb
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +12, [[Athletics]] +7 (+15 to swim), [[Sleight of Hand]] +12, [[Stealth]] +7, [[Survival]] +7
!!! ECOLOGY
* ''Environment'' any sky (Utraneus)
* ''Organization'' solitary, pair, or flock (2–8)
!!! SPECIAL ABILITIES
''Dive Bomb ([[Ex]])'' As a full action, a muotta in flight can move up to double its fly speed and make one attack at any point in its movement. The muotta takes a –2 penalty to the attack roll, but the movement doesn't provoke an attack of opportunity from the target of the attack. Alternatively, the muotta can attempt a [[Sleight of Hand]] check to pick a target's pocket instead of making an attack. If successful, the muotta can steal a single item of light or negligible bulk that is easily accessible on the target's body but not wielded by the target.
</div>
Muottas are the descendants of a species of harmless birds from Suskillon that were transplanted to the colony on Utraneus to aid with the colonists' early attempts to foster normal soil farming in Utraneus's rocky landscape. Due to their altered diet and other various environmental conditions in this new landscape, the species evolved over the centuries to become the ill-regarded avian pests they are today.
Muottas are squat birds with small heads on long necks, pointy, short-toothed beaks, and tails with a broad fan. These birds have four wings; the smaller set sprouting from where its short legs connect to its body. Their webbed feet have sharp, grasping talons, and their plumage is usually a dingy white with spots of gray. While not sapient, muottas do have rudimentary problem-solving abilities, as well as an attraction to shiny objects.
Muottas feed on small aquatic organisms, from fish to shellfish to large algae. Near settlements, they have rapidly adapted to scavenge for both food and nesting materials. Their relative intelligence, territorial nature, and acquisitive tendencies make them the bane of Utraneus's colonists, as they routinely steal vital components and attempt to nest in critical locations such as communications towers. Inventing muotta-repelling devices and systems has become a cottage industry in New Grakka.
Typically, the largest muotta in a flock is female. Always territorial, muottas become particularly defensive when they have flightless hatchlings in their nests, doing their utmost to drive off intruders. Adult muottas in a flock alternate between gathering food to regurgitate for the hatchlings and guarding the vicinity of the nest. After approximately 3 months, the hatchlings grow their flight plumage, learn to fly, and join the flock in gathering food and claiming territory. Young muottas disperse after about a year, with males attempting to impress potential mates by building mock nests out of any brightly colored or reflective material they can find. Sometimes cooperative female siblings prove more successful in finding food and holding territory than lone muottas and become sister-leaders of their own flocks.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium animal (aquatic)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +8; ''Will'' +3
!!! OFFENSE
* ''Speed'' 10 ft., fly 30 ft. ([[Ex]], perfect), swim 30 ft.
* ''Melee'' bite +12 (1d6+9 P) or [[attach]] +12
* ''Ranged'' melodic assault +9 (1d4+4 So; critical [[off-target]] [DC 13])
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10 (+18 to fly), [[Athletics]] +15 (+23 to swim), [[Intimidate]] +10
* ''Other Abilities'' [[amphibious]], [[compression]], rallying song, [[water breathing]]
!!! ECOLOGY
* ''Environment'' any underground or water
* ''Organization'' solitary, pair, or choir (1 with 2–6 [[murzzilat bantlings]])
!!! SPECIAL ABILITIES
''Melodic Assault ([[Ex]])'' As a ranged attack that targets EAC, a murzzilat can sing a sonic blast with a range increment of 60 feet at a single target. On a critical hit, the target must succeed at a DC 13 Fortitude save or become [[off-target]] for 1 round.
''Rallying Song ([[Ex]])'' As a standard action, a murzzilat can sing an inspiring song that rallies allies within 30 feet to battle, granting them a +1 morale bonus to attack rolls and skill checks for 1 minute. A creature can be affected by only one murzzilat's rallying song at a time.
</div>
<<section 'Murzzilat Bantling'>>
Deep in the lightless depths of countless worlds live murzzilats, amphibious mammals known for their grotesque contortions and ethereal vocalizations. Capable of both swimming and flight, these creatures are ungainly on land but well adapted to life in partially submerged tunnels and caverns, where their songs echo for miles in a haunting underground symphony.
A murzzilat has an oversized head with massive bulging eyes and a wide mouth it unhinges to swallow small prey whole. Green scales lined with dozens of powerful pectoral fins covers its elongated, shriveled body. Membranous wings protrude from its back, and six spindly limbs dangle down from its body, each ending in a sharp hook. Although these weak limbs can't support its body weight, a murzzilat can shove them deep into cracks to drag small prey out of hiding or use them to latch onto large prey. An average murzzilat is 6 feet long and weighs 35 pounds.
While swimming, murzzilats fold their wings flat against their backs and fold their legs up under their bodies, propelling themselves through the water with their fins. The incredibly flexible creatures squeeze through narrow tunnels and cracks by contorting and twisting their bodies, displaying their internal organs, and popping their limbs in and out of joint. These adaptations enable murzzilats to escape from cave-ins and travel through tiny tunnels that creatures of their size typically couldn't pass.
Murzzilats have scent glands along their backs, which they rub along stone to mark their territory. This overwhelmingly strong scent is long lasting but pleasing to most sentient species. Highly valued in the beauty and cleaning industries, the scent glands of a murzzilat fetch a high price on the black market and make poaching a profitable venture, particularly on Akiton and other planets with lax environmental regulations.
Incredibly vocal, murzzilats have a multitude of calls, cries, and songs. From clicking trills and deep bellows to haunting nocturnes and joyful refrains, their many songs echo throughout the tunnels and caverns they call home, both above and below water. Considered holy to some adherents of the goddess Shelyn, murzzilat songs have inspired artists throughout the Pact Worlds and beyond. Five years ago, a team of xenozoologists set out to catalog murzzilats' songs, recording vocalizations from multiple worlds. Preliminary research from the ongoing study indicates murzzilats consistently add new vocalizations to their repertoires. Interested zoologists often seek to enlist the aid of locals and trustworthy explorers to track the evolution of the creatures' songs.
Murzzilats find the death or theft of their young, called bantlings, incredibly distressing; such an occurrence causes them to enter a torpor for a prolonged period of time, refusing to sing for months on end. Although both parents mourn, the parent that birthed the bantling will follow the scent of the deceased or missing bantling for miles in search of its remains, going as far as to collect the leavings from a dangerous predator.
!! Contortion Coats
Inspired by murzzilats' grotesque contortions, a //contortion coat// enables you to bend and move in physically improbable ways. Useful to escape artists, miners, spelunkers, and those who live or work in cramped quarters and enclosed spaces, a //contortion coat// helps you squeeze through tiny spaces with ease, although doing so is an incredibly disconcerting sight to most witnesses.
{{Contortion Coat}}
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Small animal (aquatic)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +5; ''Will'' +1
!!! OFFENSE
* ''Speed'' 10 ft., fly 20 ft. ([[Ex]], perfect), swim 20 ft.
* ''Melee'' bite +8 (1d6+5 P) or [[attach]] +8
* ''Ranged'' melodic assault +5 (1d4+1 So)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +5 (+13 to fly), [[Athletics]] +10 (+18 to swim), [[Intimidate]] +5
''Other Abilities'' [[amphibious]], [[compression]], [[water breathing]]
!!! ECOLOGY
* ''Environment'' any underground or water
* ''Organization'' solitary, litter (2–6), or choir (2–6 plus 1 [[murzzilat]])
!!! SPECIAL ABILITIES
''Melodic Assault ([[Ex]])'' As a ranged attack that targets EAC, a murzzilat bantling can sing a sonic blast with a range increment of 30 feet at a single target.
</div>
Musical instruments are popular throughout the galaxy and come in a dizzying array of styles, such as autohorns, electro- paizo. synth keyboards, monofilament guitars, and psychoactive wave plates. All but the most traditional and classical instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments in a band or orchestra.
!! Basic
Basic musical instruments can vary widely in quality and dimensions, but all can be played to provide a +2 insight bonus to [[Profession]] (musician) checks to earn a living. At the GM's discretion, this bonus might also apply to similar Profession skills. Basic portable instruments are generally 1 bulk in size and can be held in one hand, even if they require two hands to play.
!! Euphonic
These instruments are specifically designed to stir nearby listeners with thrumming chords and subliminal riffs that most races find uplifting. While playing an activated euphonic musical instrument, you can attempt a DC 20 [[Profession]] (musician) check as a move action; on a success, you can suppress the [[fascinated]] or [[shaken]] condition on allies within 30 feet for 1 round, plus 1 additional round for every 5 by which your check exceeds the check's DC. This doesn't change the duration of the condition; if the duration would continue after your uplifting performance ends, the ally immediately regains the condition that was suppressed.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|musical instrument, basic | 1 | 100 | varies | 20 | 1/10 minutes |
|musical instrument, euphonic | 6 | 4,500 | varies | 80 | 1/10 minutes |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NG Small outsider (agathion, good)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +5; ''Ref'' +7; ''Will'' +9; +4 vs poison
* ''Immunities'' electricity, petrification; ''Resistances'' cold 5, sonic 5
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft., fly 30 ft. ([[Ex]], perfect)
* ''Melee'' talon +15 (1d8+8 S, critical [[bleed]] 1d4)
* ''Offensive Abilities'' tandem disarm
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +1; ''Int'' +0; ''Wis'' +1; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +13, [[Bluff]] +13, [[Engineering]] +18, [[Sleight of Hand]] +18, [[Stealth]] +18
* ''Languages'' Common; [[truespeech]], speak with animals
* ''Other Abilities'' weapon of the enemy
* ''Gear'' mk 2 //[[null-space chamber]]//
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Tandem Disarm ([[Ex]])'' Mustyotals gain a +4 racial bonus to attack rolls to perform the [[disarm|Disarm (combat maneuver)]] combat maneuver against enemies threatened by an ally. After a mustyotal attempts a disarm combat maneuver against an enemy that’s also threatened by an ally, the mustyotal can take a [[guarded step]] as a reaction.
''Weapon of the Enemy ([[Ex]])'' When a mustyotal successfully disarms an enemy, they become proficient with that weapon for 1 minute and gain a +1 insight bonus to attack rolls made with that weapon against creatures wielding a weapon of the same type.
</div>
Mustyotals are green-furred agathions with owlish faces, a pair of feathered wings jutting from their backs, and slender bodies perfect for fitting into tight places or evading notice. These agathions are formed from petitioners who worked against unjust systems to redistribute wealth. Many mustyotals were once charitable pirates, phantom thieves, or ordinary people committed to helping others even at their own expense who reached Nirvana. Grand gestures aren’t possible for everyone. A person who pays the way for someone who can’t afford their groceries, gives change to the destitute, or donates a portion of their income to charity might eventually become a mustyotal.
Blessed with a form to match their ideals, mustyotals enjoy greater escapades and capers. They’re drawn to settlements plagued by financial inequity. Where high-rises, penthouses, and mansions stand mere blocks from derelict slums and homeless shantytowns, mustyotals see opportunities to help those oppressed by systemic inequality. Unconcerned with matters of law and chaos, the lords of Nirvana tacitly approve of mustyotals robbing the rich to feed and house the poor.
Mustyotals have been spotted performing grand heists on megacorporations or burglarizing individuals who earned their wealth through predatory practices. They often work alone but sometimes team up with one another or work closely with mortals from the communities they’re helping. The nullspace bags they carry allow them to escape with mountains of valuables. Rather than leaving a direct trail of money that might implicate a community, they use their spoils to improve the community’s infrastructure without incriminating the residents. Suddenly, slum dwellers find their tap water is clear where it once flowed rusty. A ramshackle school is repaired overnight. Potholes in streets are paved over. All these signs indicate a mustyotal’s blessing.
The creature's cells attempt to break free fgravitational forces that keep them in orbit. As electrons escape, the resulting subatomic changes in the creature cause severe transformations. The target must attempt a Fortitude saving throw; on a failure, roll on the table below. The effects of a mutation can be removed with the //[[remove affliction]]// spell (DC = 5 + the
item level); some mutations can be removed in other ways.
<div class= "table-wrapper">
| d20 | Mutation |Effect |h
| 1–4 | calcification |@@.constrained The target grows a rigid exoskeleton and is [[paralyzed]]; a successful DC 23 Strength check frees the target and ends the effect.@@ |
| 5–8 | exsanguination |@@.constrained The target gains the [[bleeding]] condition for 2d6 damage as its vascular system becomes porous.@@ |
| 9–12 | limb distention |@@.constrained The target takes a –10 penalty to land speed, and a –2 penalty to attack rolls and Dexterity-based skill checks.@@ |
| 13–16 | sensory deprivation |The target is [[blinded]] as their eyes melt. |
| 17–20 | transmogrification |@@.constrained The target is polymorphed into a Small animal or similar beast, as a 6th-level //[[baleful polymorph]]//; each round at the end of their turn, the target can attempt a Fortitude save to end the effect with a cumulative +1 bonus.@@ |
</div>
A //mutation bomb// is a single-use grenade that unleashes a wave of quantum degeneration, interacting with living things to cause unpredictable mutation. //Mutation bombs// are expensive and somewhat experimental, so even sivvs rarely used them. Creatures caught within the explosion of a //mutation bomb// must succeed at a Fortitude save or gain a random mutation from the [[mutation]] critical hit effect table.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//mutation bomb// | 19 | 85,000 | 20 ft. | drawn | L |[[explode]] (8d12 A & So, [[mutation]] [Fortitude negates], 20 ft.) |
</div>
An experimental weapon, the //mutation gun// modifies the traditional degeneration beam projected by most sivv firearms into a form that rapidly destabilizes organic matter, sometimes resulting in random cellular mutations in the victims. This intimidating weapon was used during revolts by those enslaved, and its reputation alone quelled potential uprisings.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//mutation gun// | 18 | 400,000 | 7d10 A & So | 50 ft | [[mutation]] | 20 charges | 4 | 3 |[[antibiological]] |
</div>
You forgo many defensive capabilities to ensure your enemies’ obliteration. Your [[entropic pool]] no longer grants you a bonus to Armor Class. Instead, as long as you have at least 1 Entropy Point in your entropic pool, you can reroll any one damage die dealt by each of your [[entropic strikes]], using the second result. The number of dice you can reroll increases by 1 at 8th level and every 3 levels thereafter (maximum 6 dice at 20th level). If you have no Stamina Points when you reroll a die in this way, you can roll 1d8 instead of 1d6 (or 1d6 instead of either 1d3 or 1d4).
When you spend EP as a move action to boost the damage of your next entropic strike attack, your entropic strike deals +1d6 damage for every EP expended, rather than +1d4 damage. When you do so, you take damage equal to the number of EP you spent.
At 2nd level, whenever you take damage from a creature within 30 feet of you, you can spend 1 Entropy Point to deal an amount of damage equal to your vanguard level to that creature. This damage must be a type of damage (or combination of damage types) that your entropic strike can deal. You can’t use the [[mitigate]] ability to reduce damage you take, but you retain the ability to remove your [[DR]], [[energy resistance]], and granted AC bonuses. In addition, as a reaction when you’re affected by an ability that would restore your Hit Points or Stamina Points, you can reduce the Hit Points or Stamina Points restored by any amount; as long as you reduce it by an amount equal to at least 3 + your vanguard level, you gain 1 EP.
At 20th level, you can spend a swift action to reduce the DR and energy resistances of yourself and all enemies in a 60-foot spread centered on you by 20 (minimum 0). This causes you to gain Entropy Points swiftly, gaining one additional EP from any effect that would grant you EP, and when you reroll any entropic strike damage die, you can roll 1d12 instead of 1d6. Finally, you can take 3 reactions each round. These benefits last for 1 minute. You can spend 1 Resolve Point to activate this ability as part of a full attack rather than as a swift action.
You learn three additional minor forms that you can create with your [[gear array]].
You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will.
* ''Hit Points:'' 6
* ''Stamina Points:'' 6 + Constitution] modifier
* ''Key Ability Score:'' Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Charisma score can also help you in social situations.
* ''Class Skills:'' [[Bluff]] (Cha), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Intimidate]] (Cha), [[Life Science]] (Int), [[Medicine]] (Int), [[Mysticism]] (Wis), [[Perception]] (Wis), [[Profession]] (Cha, Int, or Wis), [[Sense Motive]] (Wis), [[Survival]] (Wis)
* ''Skill Ranks per Level:'' 6 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons and small arms
{{Table: Mystic}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd Level:'' For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1. At 2nd level, this means you know two 1st-level spells and five 0-level spells, and at 3rd level, you know three 1st-level spells and six 0-level spells. At 4th level, you know four 1st-level spells, but you know only a single 2nd-level spell (as 2nd level is now the highest level of mystic spell you can cast), and so on.
* ''4th Level:'' You don't gain access to the highest-level [[connection]] spell you would normally have access to.
* ''6th Level:'' You don't gain access to the highest-level [[connection]] power you would normally have access to.
* ''9th Level:'' You either don't gain the [[healing touch]] class feature or don't gain a feat you would otherwise gain from reaching an odd-numbered character level; this feat could be the one normally gained at 9th level.
* ''12th Level:'' At 11th level and again at 14th level, you don't gain the increase to your [[channel skill]] bonus. Your channel skill bonus is thus 1 lower than normal at 11th level and 2 lower than normal at 14th level—it remains +3 and doesn't increase to +4 until 17th level).
* ''18th Level:'' You don't gain access to the highest-level [[connection]] power you would normally have access to. If you would already not gain access to your highest-level connection power, you instead don't gain access to the two highest-level connection powers you would normally have access to.
Calling on connections to supernatural forces, mystics can manifest magic in a number of different ways.
* ''Special Rules:'' Choose one mystic [[connection]]. The mystic creature's connection powers must come from that connection. Any connection powers that aren't relevant to the creature (or that can simply be incorporated into the creature's statistics) don't need to appear in its stat block. Spells must come from the [[mystic spell list]]. Start with connection spells of the corresponding levels and then fill in the remaining slots.
* ''Required Array:'' Spellcaster.
* ''Adjustments:'' None.
* ''Skills:'' Master [[Mysticism]] and good or master skills chosen from the connection's associated skills.
* ''Ability Score Modifiers:'' Wisdom, Constitution, and Charisma.
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).
!! Abilities by CR
* ''CR 1:'' 1st-level [[connection]] power and one special ability.
* ''CR 2:'' 1st-level [[connection]] power, [[mindlink]], and one special ability.
* ''CR 3:'' 1st- and 3rd-level [[connection]] powers and [[mindlink]].
* ''CR 6:'' 1st-, 3rd-, and 6th-level [[connection]] powers and [[mindlink]].
* ''CR 9:'' 1st-, 3rd-, 6th-, and 9th-level [[connection]] powers and [[mindlink]].
* ''CR 11:'' 1st-, 3rd-, 6th-, and 9th-level [[connection]] powers; [[mindlink]]; and [[telepathic bond]].
* ''CR 12:'' 1st-, 3rd-, 6th-, 9th-, and 12th-level [[connection]] powers; [[mindlink]]; and [[telepathic bond]].
* ''CR 15:'' 1st-, 3rd-, 6th-, 9th-, 12th-, and 15th-level [[connection]] powers; [[mindlink]]; and [[telepathic bond]].
* ''CR 18:'' All [[connection]] powers, [[mindlink]], and [[telepathic bond]].
* ''CR 19:'' All [[connection]] powers, [[mindlink]], [[telepathic bond]], and [[transcendence]].
* ''CR 20:'' All [[connection]] powers, [[mindlink]], [[telepathic bond]], [[transcendence]], and [[enlightenment]].
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can't be changed.
Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don't fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.
!! Connection Power
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your [[connection]]. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
!! Connection Spell
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on [[Table: Spells Known]]. These spells can't be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection's entry.
If your connection lists a single variable-level spell for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
<<list-links '[tag<currentTiddler>]' class:index>>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will half (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.
//Mystic cure// restores a number of Hit Points to your target depending on the spell's level:
"""
''1st:'' 1d8 + your Wisdom modifier
''2nd:'' 3d8 + your Wisdom modifier
''3rd:'' 5d8 + your Wisdom modifier
''4th:'' 7d8 + your Wisdom modifier
''5th:'' 9d8 + your Wisdom modifier
''6th:'' 11d8 + your Wisdom modifier
"""
In addition, unlike most healing, when you cast //mystic cure// as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level //mystic cure// spell, an extra 7d8 Hit Points with a 5th-level //mystic cure// spell, or an extra 9d8 Hit Points with a 6th-level //mystic cure// spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
Casting this spell doesn't provoke attacks of opportunity.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels); see text
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' instantaneous
* ''Saving Throw'' Will half (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You restore a number of Hit Points to a number of targets. Choose one of these targets within 10 feet of you; if that target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all of that target's Hit Points, you can transfer any number of your own Hit Points to that target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.
The number of Hit Points mass mystic cure restores to each target depends on the spell's level.
"""
''5th:'' 3d8 + your Wisdom modifier
''6th:'' 5d8 + your Wisdom modifier
"""
In your studies, you have benefited from a solarian tutor, who taught you how to draw power from the foundational forces of the universe. For you, a star's corona or a black hole's event horizon is a source of infinite energy. You gain a [[solar flare]], as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar flare. You do not gain any other solar-flare solarian abilities from mystic class levels.
If you have at least 6 ranks in [[Mysticism]], you can spend 1 Resolve Point and attempt a Mysticism check (DC = 20 + 1-1/2 × your starship's tier); if you succeed, you call forth a magical burst of static to block your enemy's view. This obscuring field garbles your opponent's sensors and hinders their ability to gain information about your ship's defenses and positioning, providing your starship a +1 enhancement bonus to AC until the end of the next round. In addition, the increased interference means all science officers on the opposing starship taking the [[scan]] or [[lock on]] actions before the end of the next round must roll twice for their checks and use the worse result.
''Critical:'' Your conjured haze is especially powerful. The granted enhancement bonus to AC increases to +2 and also affects your starship's TL.
You can alter a mystic spell's range by casting it as a full action instead of its normal casting time. Touch spells become close-range spells (25 ft. + 5 ft./2 levels), close-range spells become medium-range spells (100 ft. + 10 ft./level), medium-range spells become long-range spells (400 ft. + 40 ft./level), and long-range spells have their range doubled. You can't use this ability to alter a mystic spell with a casting time of a full action or longer. You can use this ability once per day at no cost, but you must spend 1 Resolve Point each time you use it after the first in a single day.
When crafting hybrid or magic items, the number of ranks you have in [[Engineering]] and [[Mysticism]] is treated as one higher for the purposes of determining what items you can craft and how long it takes to craft them. The time it takes you to install, remove, or transfer a [[fusion seal|Weapon Fusions]] is reduced by a number of minutes equal to your mystic level, to a minimum of 1 minute. When you transfer a fusion seal to a weapon, the fusion seal begins functioning after only 1 hour (or immediately if you also spend 1 Resolve Point).
You add //[[mending]]// and //[[make whole]]// to your mystic spell list. Once per day, you can cast //make whole// as a spell-like ability, using your mystic level as your caster level, except the spell restores 1d6 Hit Points for each mystic level you have.
At 2nd level, you gain a +1 insight bonus to [[Engineering]] and [[Mysticism]] skill checks made to craft, identify, and repair hybrid and magic items. This bonus increases by 1 at 5th level and every three levels thereafter.
At 2nd level, as a swift action, you can supercharge your magical gear for a number of rounds equal to your Wisdom modifier, during which time you gain a +1 bonus to attack rolls made with hybrid weapons. This bonus increases to +2 at 9th level and +3 at 18th level. Once you use this ability, you can't do so again until you rest for 10 minutes to recover Stamina Points.
At 11th level, you can touch a weapon fusion or fusion seal installed in a weapon (requiring a successful melee attack against an unwilling wielder's EAC) as a standard action to drain that fusion, rendering it nonfunctional for 1 hour; the fusion can't be uninstalled or transferred while drained, and it still counts toward the total levels of fusions the weapon can have. You simultaneously grant the fusion's benefit to up to 10 weapons within 30 feet of you; this fusion doesn't count against the total levels of fusions those weapons can have but otherwise follows the rules for weapon fusions. After draining a fusion, you can't drain that same fusion for 24 hours.
Mystic smith replaces the [[healing touch]], [[channel skill]], [[mindlink]], and [[telepathic bond]] class features.
!!! Level: <<selector '0 1 2 3 4 5 6'>>
<<list-links '[tag[Spells]has:field[mystic-level]search:mystic-level{Mystic Spell List!!selection}]' class:index >>
You cast spells drawn from the [[mystic spell list]]. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against your spell is 10 + the spell's level + your Wisdom modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on [[Table: Spells Per Day]]. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on [[Table: Spells Per Day]]—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on [[Table: Spells Known]]. Unlike spells per day, the number of spells you know isn't affected by your Wisdom modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell's level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a [[spell gem]] as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
<<collapse 'Table: Spells Per Day' >>
<<collapse 'Table: Spells Known' >>
<<collapse 'Mystic Spell List'>>
You naturally hover 6 inches above liquid or solid surfaces unless you will it otherwise. You don’t leave tracks and are immune to the off-kilter condition. You fall at a rate of 60 feet per round and take no damage upon landing.
Your magical power flows into your weapons.
''Prerequisites:'' Ability to cast spells.
''Benefit:'' Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking [[incorporeal]] creatures.
When you affect a weapon with the [[eldritch shot]] action, the affected weapon also gains the [[mystical]] starship weapon special property until the end of the next round.
When attempting a gunnery check with a mystical weapon, which is a hybrid device, gunners can use ranks in [[Mysticism]] in place of their base attack bonus or ranks in [[Piloting]], and their Wisdom modifier in place of their Dexterity modifier.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 minute/level or until discharged
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You grant the target a barrier that deflects magic and absorbs supernatural damage. While it lasts, the barrier grants the target a +2 morale bonus to saving throws against spells, spell-like abilities, and supernatural abilities. While protected, the target takes half damage from these sources as well as half damage from the attacks of summoned creatures. If the target succeeds at a save against a spell that normally has a partial effect on a successful save, the spell instead has no effect on the target.
This barrier also grants the target 45 temporary Hit Points. These temporary Hit Points deplete when the target takes damage from a spell, spell-like ability, supernatural ability, or a summoned creature. Any other damage is applied to Stamina and Hit Points as normal. When the barrier’s temporary Hit Points drop to 0, the spell is discharged.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
</div>
This spell functions as //[[mystical aegis]]//, but it provides the benefits of a //[[death ward]]// spell and has 100 temporary Hit Points.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Targets'' up to one creature per 3 levels within range
* ''Duration'' 1 minute/level
</div>
This spell functions as //[[mystical aegis]]// except as noted above.
You are educated in the fields of magic, religion, the planes, and spellcasting, and so can identify magic items and spells and make magic items yourself.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Medium outsider (extraplanar, spectra)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., Driftsense 1 mile; ''Perception'' +28
!!! DEFENSE
* ''HP'' 255
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +14; ''Ref'' +16; ''Will'' +19
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/chaotic, evil, good, or lawful; ''Immunities'' electricity; ''Resistances'' cold 5, sonic 5; ''SR'' 26
!!! OFFENSE
* ''Speed'' 30 ft. fly 90 ft. ([[Ex]], perfect)
* ''Melee'' slam +25 (6d8+20 plus Drift strike [DC 24])
* ''Ranged'' helix beam +27 (6d4+16 C & F plus Drift strike [DC 24])
* ''Spell-Like Abilities'' (CL 16th; melee +25)
* 1/day—//[[gravitational singularity]]// (DC 26), //[[plane shift]]// (DC 26)
* 3/day— //[[holographic image]]// (5th level, DC 25), //[[holographic terrain]]// (DC 25), //[[rapid repair]]//, //[[wall of force]]//
* At-will—//[[overload systems]]// (DC 24), //[[resilient sphere]]// (DC 24)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +3; ''Int ''+7; ''Wis'' +10; ''Cha'' +5
* ''Skills'' [[Computers]] +33, [[Engineering]] +33, [[Mysticism]] +33
* ''Languages'' machine telepathy 100 ft., [[truespeech]]
* ''Other Abilities'' slip drive, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary or prime (2, 3, 5, or 7)
!!! SPECIAL ABILITIES
''Driftsense ([[Su]])'' A nacrea can automatically pinpoint the location of Drift beacons, Drift drives, and other Drift-related technology within a 1 mile radius.
''Drift Strike ([[Su]])'' A creature struck by a nacrea's attacks is teleported 30 feet to a location of the nacrea's choosing (DC 24 Will save negates). This is a teleportation effect.
''Helix Beam ([[Su]])'' As a ranged attack, a nacrea can fire a twisting beam of flame and frost that has a range increment of 60 feet and the [[explode]] (10 feet, DC 24) and [[unwieldy]] weapon special properties.
''Machine Telepathy ([[Ex]])'' A spectra can communicate with and through technological devices within a certain range (usually 100 feet), as well as with other creatures that have machine telepathy. A spectra can also attempt [[Computers]] and [[Engineering]] checks at this range.
Slip Drive ([[Ex]]) A spectra has an internal biomechanical Drift engine that allows it to travel freely between the Drift and other planes, as well as between two non-Drift planes, using the normal rules for Drift navigation. A slip drive has an effective Drift engine rating equal to the half the spectra's CR, and a spectra need remain stationary for only 1 round (6 seconds) before engaging its slip drive.
</div>
One of the spectra—native inhabitants of the Drift—nacreas focus on the protection of Drift beacons and have been known to appear on ships with disabled Drift engines to perform repairs. With a hollow-faced head that seems to be filled with passing stars, a nacrea is surrounded by rings of solid light slowly spinning around a humanoid body made from what appears to be muscle-like clusters of wires and some kind of dull starmetal. Nacreas can rapidly travel through space and flit between beacons both within the Drift and without, yet they rarely linger for long, vanishing to a new location as soon as their targets are secured. As a result, despite being one of the most commonly found spectra on the Material Plane, they are also one of the most rarely seen, and were only recently confirmed to exist by planar scholars.
<div class="statblock">
* ''Tier'' 14
* Gargantuan battleship
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 26; ''TL'' 25
* ''HP'' 400; ''DT'' 10; ''CT'' 80
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' heavy laser cannon (4d8; 10 hexes), super plasma cannon (3d6×10; 10 hexes)
* ''Attack (Port)'' heavy laser array (6d4; 5 hexes)
* ''Attack (Starboard)'' heavy laser array (6d4; 5 hexes)
* ''Attack (Aft)'' chain cannon (6d4; 5 hexes)
* ''Attack (Turret)'' 2 heavy torpedo launchers (5d8; 20 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 6 armor, mk 6 defenses, security (biometric locks); ''Expansion Bays'' [[cargo holds]] (2), [[hangar bays]] (2), [[shuttle bays]] (2)
* ''Modifiers'' +3 to any two checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 200 (minimum 100; maximum 300)
!!! CREW
* ''Captain'' [[Diplomacy]] +25 (14 ranks), gunnery +20 (14th level), [[Intimidate]] +30 (14 ranks), [[Piloting]] +25 (14 ranks)
* ''Engineers (3 officers, 30 crew each)'' [[Engineering]] +25 (14 ranks)
* ''Gunners (5 officers, 20 crew each)'' gunnery +20 (14th level)
* ''Pilots (1 officer, 4 crew)'' [[Piloting]] +30 (14 ranks)
* ''Science Officers (1 officer, 3 crew)'' [[Computers]] +25 (14 ranks)
!!! SPECIAL ABILITIES
''Command Presence'' When a Naginata-Class Attack Vessel is within 5 hexes of at least two other Gideron Authority starships, those starships can use the Naginata-Class Attack Vessel's [[Piloting]] check for the helm phase.
</div>
While the Gideron Authority values a distributed offensive, they coordinate attacks when necessary. Crews of Naginata-Class Attack Vessels are highly trained in syncing with nearby ships to manage the most effective maneuvers possible.
The nanite fusion gives a weapon the nanite burst critical effect. When this critical effect is triggered, a cloud of nanites detaches from the blade and begins devouring the target, swarming over it and dismantling it at the molecular level. In this situation, the weapon deals double damage as normal, but all of the damage is treated as acid damage, and the target must succeed at a Fortitude saving throw or be [[nauseated]] for 1 round.
When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those critical hit effects of your choice. Only melee weapons can have this fusion.
Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a [[nanite surge]] to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren't within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can't use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array.
Your nanites are technological in nature and can be detected by spells (such as //[[detect tech]]//), but they aren't otherwise subject to effects that affect technology. The three forms of nanite arrays—sheath, cloud, and gear—provide the following benefits only while the specific array is active.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Nanite canisters contain microscopic mechanical devices programmed to perform specific tasks. In weapons, they are typically tasked to dismantle as much of the target as they can before they are deactivated, but nanotechnology also has a wide range of peaceful uses.
<div class="table-wrapper">
|Weapon | Level | Price | Charges/Cartridges | Bulk |Special |h
|nanite canisters | 9 | 2,150 | 10 nanites L | — |
</div>
As a move action, you can swallow this silvery, one-time-use pill to hopefully gain an edge on the competition, though you risk deleterious side effects. Roll 1d6 on the table below to determine the nanite capsule's effect; each effect lasts for 1 hour, and you can be under the effect of only one nanite capsule at a time.
<div class= "table-wrapper">
|constrained |k
| d6 |Effect |h
| 1 |Attempt a Constitution saving throw with a DC equal to 10 + half your level. On a failure, you gain the [[shaken]] condition. On a success, you experience only a bitter taste and a strange tingling throughout your body. |
| 2 |Your skin gains an odd, gray pallor (or if already gray, it becomes weirdly iridescent). You take a –2 penalty to [[Diplomacy]] and [[Stealth]] checks. |
| 3 |Your physical capabilities are bolstered. Once during the duration, you can reroll a failed Fortitude or Reflex saving throw. |
| 4 |Nanites focus on maintaining your structural integrity. The first time you take Hit Point damage during the duration, you gain [[fast healing]] equal to one-quarter your character level (minimum fast healing 1) for 1 minute. |
| 5 |A surge of nanites through your body helps you achieve extraordinary results. Once during the duration, before attempting a skill or ability check, you can take a reaction to gain a +2 circumstance bonus to that check. |
| 6 |Nanites form a protective shell around your weakest areas. You gain 25 temporary Hit Points (or 30 if you're a construct) that expire at the end of the duration. |
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|nanite capsule | 14 | 12,000 | — |
</div>
While most disintegrator weapons produce a stream of energy that strikes a single target, a nanite decoupler programs nanites to replicate a disintegrator's destructive energies over a set area. The integrated generators used to overcharge the nanites for the desired effect make a nanite decoupler a heavy, bulky weapon that requires a skilled user. The caustic nanite decoupler and the vitriolic nanite decoupler are both deadly, destructive weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|nanite decoupler, caustic | 9 | 15,000 | 2d6 A | 60 ft. | [[corrode]] 1d6 | 10 nanites | 2 | 3 |[[explode]], (10 ft.), [[unwieldy]] |
|nanite decoupler, vitriolic | 19 | 650,000 | 2d20 A | 80 ft. | [[corrode]] 3d6 | 10 nanites | 5 | 3 |[[explode]] (20 ft.), [[unwieldy]] |
</div>
Whether by their design or your innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can't be changed. At 1st level and every 4 levels thereafter, you gain a faculty technique unique to your primary nanite faculty.
At 9th level, you choose another nanite faculty. Once you choose this second faculty, it can't be changed. At 9th level and every 4 levels thereafter, you gain a faculty technique unique to your secondary nanite faculty. For the purposes of secondary faculty techniques that you obtain, treat your nanocyte level as equal to your nanocyte level – 8.
The following represent specialty paths that nanocytes commonly take while developing their nanite abilities. Each faculty lists the techniques you learn as you gain levels. For effects that require a saving throw, the DC is 10 + half your nanocyte level + your Constitution modifier.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
The target and its gear are transformed into a cloud of nanites that fills a 5-foot cube. This cloud of nanites cannot attack or cast spells, but it has [[construct immunities]] and all-around vision; can't be entangled, flanked, flat-footed, off-kilter, off-target, pinned, prone, or staggered; and has immunity to critical hits. It takes only half damage from any effect that targets only one creature. Automatic fire must hit the target as if it were three targets to deal it damage. In addition, the target loses its land speed and gains a fly speed of 20 feet (perfect maneuverability). It can move through openings 1 inch wide without squeezing, and it can squeeze to move through microscopic openings.
Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature's body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. As a standard action, you can use a nanite hypopen on yourself or an adjacent willing or unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in [[Medicine]] in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Effect |h
|nanite hypopen, brown | 2 | 160 | L | //[[lesser remove condition]]// |
|nanite hypopen, purple | 5 | 450 | L | //[[remove condition]]// |
|nanite hypopen, black | 6 | 650 | L | //[[lesser restoration]]// |
|nanite hypopen, white | 9 | 2,300 | L | //[[remove affliction]]// |
|nanite hypopen, gray | 11 | 3,500 | L | //[[remove radioactivity]]// |
|nanite hypopen, green | 12 | 5,600 | L | //[[restoration]]// |
|nanite hypopen, red | 14 | 11,500 | L | //[[greater remove condition]]// |
</div>
Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
''Prerequisites:'' Character level 3rd, constructed racial trait or construct type.
''Benefit:'' Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed.
* //Rebooting Nanites:// Whenever you fail a saving throw against an effect that causes you to gain the [[asleep]], [[blinded]], [[confused]], [[cowering]], [[dazed]], [[dazzled]], [[deafened]], [[exhausted]], [[fatigued]], [[frightened]], [[nauseated]], [[panicked]], [[shaken]], [[sickened]], [[staggered]], [[stunned]], or [[unconscious]] condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw.
* //Repairing Nanites:// Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain //fast healing// equal to one-quarter your character level (minimum fast healing 1) for 1 minute.
* //Surging Nanites:// Before you attempt a skill or ability check, you can spend 1 Resolve Point as a reaction to gain a +2 racial bonus to that check.
''Special:'' You can select this feat up to three times. Each time, you must select a different benefit.
Compartments inside the vehicle's hull contain microscopic nanites capable of repairing critical damage to the vehicle. As a move action when the vehicle is [[broken]], the nanite node can be activated to repair the vehicle's most damaged systems. This instantaneously restores a number of Hit Points when activated, as well as at the beginning of each of the next two rounds, based on the modification's model. The nanite node can't restore Hit Points to a wrecked vehicle.
<div class= "table-wrapper">
|Modification | Level | Price | Hit Points Restored |h
|holohull, mk 1 | 5 | 3,100 | 5/round |
|holohull, mk 2 | 10 | 18,750 | 10/round |
|holohull, mk 3 | 15 | 110,000 | 20/round |
</div>
As a standard action, you can place a nanite patch onto yourself (if you are a construct), an adjacent construct, or a piece of technological equipment you or an adjacent creature are carrying; this restores a number of Hit Points to you or that creature or object based on the patch's model.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | HP Restored |h
|Mk 1 | 1 | 50 | L | 1d6 |
|Mk 2 | 5 | 425 | L | 3d6 |
|Mk 3 | 9 | 1,950 | L | 6d6 |
</div>
These pistols were designed as extraction tools, providing disaster relief workers a reliable way to melt debris or disintegrate doors. Infamous for inflicting gruesome scars when used on living targets, nanite pistols have become a favored sidearm for the messiest of assassins.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|nanite pistol, tinker-class | 9 | 13,300 | 1d4 A | 30 ft. | — | 10 nanites | 1 | L |[[deconstruct]] 2d4 |
|nanite pistol, scrapper-class | 11 | 25,200 | 1d6 A | 30 ft. | — | 10 nanites | 1 | L |[[deconstruct]] 3d4 |
|nanite pistol, engineer-class | 14 | 72,000 | 1d8 A | 30 ft. | [[wound]] | 10 nanites | 1 | L |[[deconstruct]] 4d4 |
|nanite pistol, artificer-class | 19 | 555,000 | 1d10 A | 30 ft. | [[wound]] | 10 nanites | 1 | L |[[deconstruct]] 5d4 |
</div>
Nanite rifles can fire nanotech-infused darts at targets from extreme ranges. Although the darts deal little damage, the nanites eat into the target immediately and can cause grievous injuries. Nanites from tactical models target the site where they land, while an advanced rifle's nanites can spread farther within the target. An elite rifle allows its nanites to move even farther from the point struck, dealing more damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|nanite rifle, tactical | 10 | 20,100 | 2d12 A | 60 ft. | [[wound]] | 10 nanites | 10 | 2 |[[sniper]] (500 ft.), [[unwieldy]] |
|nanite rifle, advanced | 15 | 131,000 | 3d12 A | 80 ft. | [[severe wound]] | 10 nanites | 5 | 2 |[[sniper]] (750 ft.), [[unwieldy]] |
|nanite rifle, elite | 19 | 648,000 | 6d12 A | 100 ft. | [[severe wound]] | 10 nanites | 5 | 2 |[[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Millions of nanites infused in your skin and nervous system can shape themselves into various forms throughout your body to duplicate the effects of a [[species graft]]. When installed, choose three species grafts of item level 4 or lower; once made, this choice can’t be changed without installing a new set of nanites. Once per day, you can activate the nanites with a thought to gain the benefits of one of your chosen species grafts for 1 minute. A mk 2 nanite tempograft allows you to choose species grafts of item level 6 or lower when installed, and the effects of the species graft lasts for 10 minutes. A mk 3 nanite tempograft allows you to choose species grafts of item level 10 or lower when installed, can be used three times per day, and the effects of the species graft lasts for 10 minutes.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|nanite tempograft, mk 1 | 6 | 4,500 | brain and skin |
|nanite tempograft, mk 2 | 8 | 10,000 | brain and skin |
|nanite tempograft, mk 3 | 12 | 38,000 | brain and skin |
</div>
A nanite thrower has a cylindrical nanite canister above the stock, which serves as ammunition. Instead of firing a single projectile, the nanite thrower hurls a coherent cluster of nanites at the target. These microscopic machines burrow in and damage the target from within. Nanite throwers come in similar models to the [[nanite rifle]]—tactical, advanced, and elite. With throwers, however, this line extends to the paragon model.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|nanite thrower, tactical | 9 | 13,300 | — | 60 ft. | [[wound]] | 10 nanites | 1 | 1 |[[deconstruct]] 2d6 |
|nanite thrower, advanced | 12 | 35,400 | — | 60 ft. | [[wound]] | 10 nanites | 1 | 1 |[[deconstruct]] 3d6 |
|nanite thrower, elite | 15 | 110,000 | — | 80 ft. | [[severe wound]] | 10 nanites | 2 | 1 |[[deconstruct]] 4d6 |
|nanite thrower, paragon | 20 | 830,000 | — | 80 ft. | [[severe wound]] | 10 nanites | 2 | 1 |[[deconstruct]] 5d6 |
</div>
Nano gadget loadouts incorporate technological or personal items into their shape while appearing otherwise ordinary. You can’t integrate weapons, armor, hybrid items, or magical items into the loadout. Pulling out one of the gadgets requires a swift action. Nano gadget loadouts can hold only items purchased at the same time as the loadout or items configured to be used with it (at a cost of UPBs equal to 10% of the item’s price). The loadout type indicates the number of items that fit, and the total levels of all items can’t exceed the level of the loadout.
* ''Wristband:'' Can contain up to 3 items of negligible bulk.
* ''Belt:'' Can contain up to 5 items with light or negligible bulk.
* ''Duster:'' Can contain items totaling up to 2 bulk (maximum of 4 items with light bulk and 4 items with negligible bulk).
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|nano gadget loadout, wristband | 5 | 3,100 | — |
|nano gadget loadout, belt | 8 | 9,650 | L |
|nano gadget loadout, duster | 12 | 35,400 | 1 |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Fine construct (swarm, technological)
* ''Init'' +4; ''Senses'' darkvision 60 ft., low-light vision;
* ''Perception'' +5
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 15; ''KAC'' 15
* ''Fort'' +3; ''Ref'' +3; ''Will'' +0
* ''Defensive Abilities'' [[swarm defenses]]
* ''Immunities'' [[construct immunities]], [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], perfect)
* ''Melee'' [[swarm attack]] (1d4+5 P)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 12), metal morass
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; Con —; ''Int'' +0; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +10 (+18 to fly), [[Disguise]] +5 (+15 to mimic an object), [[Stealth]] +5
* ''Other Abilities'' mimic object
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or team (3–9)
!!! SPECIAL ABILITIES
''Metal Morass ([[Ex]])'' A nanobot mimic surrounds foes it shares a space with, making it hard for them to escape. A creature that starts its turn in the same space as a nanobot mimic must succeed at a DC 12 Reflex save or become [[entangled]] for 1 round.
''Mimic Object ([[Ex]])'' A nanobot mimic can observe and register into internal memory a number of technological items equal to its CR. A given registered object can weigh no more than 2 bulk. As a full action, the mimic can arrange itself into one item it has registered, taking on the appearance of that item but not its function. While in this form, the nanobot mimic loses its swarm defenses and swarm immunities, has EAC and KAC 10, gains a +10 bonus to [[Disguise]] checks, and has hardness equal to 5 + its CR. A mimic in object form can assume its swarm form as a move action or a reaction to taking damage.
</div>
Rumored to be the invention of a malicious roboticist, nanobot mimics take the appearance of technological objects, using the deception to launch surprise attacks. Each mimic is a swarm of nanobots that interlock to imitate an item. When a would-be looter picks up the nanobot mimic, the construct dissolves into a dark and silvery cloud of its component nanobots. These then swarm the victim, hindering and attempting to disassemble it.
Nanobot mimics are often quasi-legal. They see some licensed use as security. However, criminals use these constructs far more often, since they serve as fine traps for investigators. Clever scofflaws make mimics look like illegal objects to draw attention. When a detective noses into an area and finds the mimic, the creature not only attacks and makes the target more vulnerable to other attacks, but can also dispose of the body.
The constructs have a penchant for escaping confinement, though, especially after they take significant damage, causing their programming to become faulty. When free of the control of another being, such mimics still follow their (possibly impaired) directives. Intermittently, the mimic takes the shape of various objects it sees other creatures using. It then, without real intent, attacks anyone who picks up the false object. A number of bizarre "murders" on Absalom Station turned out to be the doings of an escaped nanobot mimic.
Your body houses an untold number of nanites, tiny machines that can grant you incredible fortitude, transform into tools, and course across the battlefield to decimate your foes. Your total control of these nanites makes you an adept combatant who can manifest the perfect weapon or tool at a moment's notice. Whether your powers stem from accidental infection, excruciating experiments, or voluntary symbiosis, your nanites grow stronger by the day as you gradually transform into a being more machine than mortal.
* ''Hit Points:'' 6
* ''Stamina Points:'' 6 + Constitution modifier
* ''Key AbilityScore:'' Your Constitution augments your nanites and helps you sustain a larger swarm, so Constitution is your key ability score. Strength and Dexterity can boost your combat effectiveness, whereas Intelligence greatly improves your skills.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Computers]] (Int), [[Engineering]] (Int), [[Life Science]] (Int), [[Medicine]] (Int), [[Perception]] (Wis), [[Physical Science]] (Int), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis), [[Sleight of Hand]] (Dex), [[Stealth]] (Dex)
* ''Skill Ranks per Level:'' 6 + Intelligence modifier
* ''Proficiencies:'' light armor; basic and advanced melee weapons, small arms, and longarms
{{Table: Nanocyte}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain a [[knack]].
* ''9th Level:'' You don't gain the secondary [[faculty]] or secondary faculty technique class features at 9th level. Instead you gain both at 10th level, and you don't gain the knack normally gained at 10th level. You still treat your effective nanocyte level as your nanocyte level – 8 for the purposes of your secondary faculty techniques.
To add nanocyte mechanics to an NPC, you can apply the nanocyte class graft below.
* ''Special Rules:'' Choose a primary [[nanite faculty]] (nanocyte NPCs of CR 9 and higher receive a secondary nanite faculty as well). The nanocyte creature's nanite faculty abilities must come from the selected nanite faculties. Any nanite faculty abilities that aren't relevant to the nanocyte creature can be skipped (or simply be incorporated into the creature's statistics) and don't need to appear in the creature's stat block. A nanocyte NPC doesn't gain [[nanite surges]] but can spend a Resolve Point in place of a nanite surge to augment nanocyte abilities. The nanocyte gains the [[nanite array]] ability but uses the following simplified variants of the three arrays that replace level-based effects.
** //Cloud:// The nanites create a cloud, filling a number of contiguous squares equal to the nanocyte's Constitution modifier plus 1/3 × the nanocyte's CR (rounded up). If the nanocyte spends a Resolve Point when creating this array, the cloud provides a 10% miss chance (20% at CR 7 or higher).
** //Gear:// The nanocyte knows how to create 3 weapons (item level = CR) and 3 technological items (item level = CR or lower).
** //Sheath:// The nanocyte gains a +2 bonus to Reflex saving throws. The nanocyte gains a +5 insight bonus to one of its good skills, chosen when activating the array. If the nanocyte spends a Resolve Point when creating this array, it gains temporary Hit Points equal to its CR.
* In addition, use the following simplified version of the [[manifold array]] ability for nanocytes of CR 7 or higher.
** //Manifold Array:// The nanocyte can maintain two nanite arrays simultaneously.
** //Infinite Array:// Once per day when reduced to 0 HP, the nanocyte can disperse into a nanite mist at the beginning of its next turn, fly up to 30 feet, and reform, restoring it to life with half its maximum Hit Points. The nanocyte reappears upright, wielding any of its gear, and can act on its turn as normal.
* ''Required Array:'' Combatant.
* ''Adjustments:'' +2 to Fortitude saving throws.
* ''Ability Score Modifiers:'' A nanocyte creature should arrange its ability score modifiers depending on its focus in combat.
** //Melee:// Strength, Constitution, Dexterity
** //Ranged:// Dexterity, Constitution, Intelligence
* ''Gear:'' Light armor (item level = CR), ammunition suitable for any nanite gear weapons, plus either an advanced melee weapon (item level = CR) or a longarm (item level = CR).
!! Abilities by CR
* ''All CRs:'' [[Nanite array]] and 1st-level [[nanite faculty]] technique.
* ''CR 2:'' [[Defensive dispersal]] and one 2nd-level [[nanocyte knack]].
* ''CR 4:'' [[Defensive dispersal]] and two 2nd-level [[nanocyte knacks]].
* ''CR 5:'' [[Defensive dispersal]], one 2nd-level [[nanocyte knack]], and 5th-level [[nanite faculty]] technique.
* ''CR 6:'' [[Defensive dispersal]], one 2nd-level [[nanocyte knack]], one 6th-level [[nanocyte knack]], and 5th-level [[nanite faculty]] technique.
* ''CR 7:'' [[Defensive dispersal]], [[manifold array]], one 2nd-level [[nanocyte knack]], one 6th-level [[nanocyte knack]], and 5th-level [[nanite faculty]] technique.
* ''CR 8:'' [[Defensive dispersal]], [[manifold array]], two 6th-level [[nanocyte knacks]], and 5th-level [[nanite faculty]] technique.
* ''CR 9:'' [[Defensive dispersal]], [[manifold array]], two 6th-level [[nanocyte knacks]], and 5th- and 9th-level [[nanite faculty]] techniques.
* ''CR 10:'' [[Defensive dispersal]], [[manifold array]], one 6th-level [[nanocyte knack]], one 10th-level [[nanocyte knack]], and 5th- and 9th-level [[nanite faculty]] techniques.
* ''CR 12:'' [[Defensive dispersal]], [[manifold array]], two 10th-level [[nanocyte knacks]], and 5th- and 9th-level [[nanite faculty]] techniques.
* ''CR 13:'' [[Defensive dispersal]]; [[manifold array]]; two 10th-level [[nanocyte knacks]]; and 5th-, 9th-, and 13th-level [[nanite faculty]] techniques.
* ''CR 14:'' [[Defensive dispersal]]; [[manifold array]]; one 10th-level [[nanocyte knack]]; one 14th-level [[nanocyte knack]]; and 5th-, 9th-, and 13th-level [[nanite faculty]] techniques.
* ''CR 16:'' [[Defensive dispersal]]; [[manifold array]]; two 14th-level [[nanocyte knacks]]; and 5th-, 9th-, and 13th-level [[nanite faculty]] techniques.
* ''CR 17:'' [[Defensive dispersal]]; [[manifold array]]; two 14th-level [[nanocyte knacks]]; and 5th-, 9th-, 13th-, and 17th-level [[nanite faculty]] techniques.
* ''CR 18:'' [[Defensive dispersal]]; [[manifold array]]; one 14th-level [[nanocyte knack]]; one 18th-level [[nanocyte knack]]; and 5th-, 9th-, 13th-, and 17th-level [[nanite faculty]] techniques.
* ''CR 20:'' [[Defensive dispersal]]; [[infinite array]]; [[manifold array]]; two 14th-level [[nanocyte knacks]]; and 5th-, 9th-, and 13th-, and 17th-level [[nanite faculty]] techniques.
As you gain experience, you learn special ways to use your nanites called nanocyte knacks. You learn your first nanocyte knack at 2nd level, and you learn an additional knack every 2 levels thereafter. If a nanocyte knack allows a saving throw to resist its effects, the DC is equal to 10 + half your nanocyte level + your Constitution modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your nanocyte level + your Constitution modifier. You can't learn the same knack more than once unless otherwise stated.
You learn your first nanocyte knack at 2nd level and an additional knack every 2 levels thereafter. Nanocyte knacks all require you to meet a minimum nanocyte level, and they're organized accordingly. Some nanocyte knacks require you to satisfy other prerequisites, such as having other knacks. For effects that require a saving throw, the DC is 10 + half your nanocyte level + your Constitution modifier.
<$macrocall $name="by-level" tag={{!!title}} />
You gain 2 additional [[nanite surges]] per day that can be used only to gain additional spell slots to cast your spells gained by the [[eldritch nanites]] ability. Whenever you spend nanite surges to gain a spell slot, you regain Stamina Points equal to twice the number of nanite surges you spent.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Large construct (magical, technological)
* ''Init'' +8; ''Senses'' all-around vision, [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 29; ''KAC'' 29 (47 against combat maneuvers)
* ''Fort'' +12; ''Ref'' +16; ''Will'' +10
* ''Defensive Abilities'' [[regeneration]] 10 (acid or fire), swarmlike, [[unflankable]]; ''Immunities'' [[construct immunities]], magic
!!!OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' nanite filament +27 (4d6+20 S or P; critical [[severe wound]] [DC 20])
* ''Ranged'' nanite scattershot +27 (4d12+14 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (15 ft. with nanite filament)
* ''Offensive Abilities'' nanite cloud
!!! STATISTICS
* ''Str'' +6; ''Dex'' +8; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Other Abilities'' comm, [[mindless]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''All-Around Vision ([[Ex]])'' A nanotech golem sees in all directions at once.
''Comm ([[Ex]])'' A golem can receive wireless communications (and thus commands from its creator) at planetary range.
''Magic Immunity ([[Ex]])'' A golem is immune to any spell or spell-like ability that allows [[spell resistance]], unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem as follows:
@@.special
* The golem can be affected by //[[discharge]]// or //[[greater discharge]]// but has a unique reaction to the spells. If the golem fails a saving throw against either spell, it becomes [[confused]] for 1d4 rounds instead of suffering the spell's normal effect. The golem can attempt a Fortitude save at the end of each of its turns, ending the condition on a success.
* Magical effects that deal cold damage slow (as the //[[slow]]// spell) the golem for 3 rounds (no save). If the golem has a haste circuit and it is active, this effect counters the haste circuit but has no other effect.
* The golem automatically fails saving throws against weapons and magical effects that deal electricity damage. However, such an effect merely breaks any slow effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem's maximum Hit Points is stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored.
@@
''Nanite Cloud ([[Ex]])'' Nanites swarm within 5 feet of the nanotech golem, and the golem
can enter an opponent's space, provoking an attack of opportunity from that foe. At the end of each of the golem's turns, each creature within 5 feet of the golem or sharing its space takes 8d6 piercing damage and is [[nauseated]] for 1 round. A successful DC 20 Fortitude saving throw halves the damage and negates the condition.
''Nanite Scattershot ([[Ex]])'' As an attack, a nanotech golem can unleash a stream of nanite particles at a single target as a kinetic attack with a range increment of 90 feet.
''Swarmlike ([[Ex]])'' A nanotech golem is immune to critical hits, as well as [[entangled]], [[flat-footed]], [[off-kilter]], [[off-target]], [[pinned]], [[prone]], and [[staggered]] effects. It takes only half damage from any attack or effect that targets only one creature. [[Automatic]] fire must hit the golem as if it were three targets to deal full damage to it. In addition, the golem can move through openings 1 inch wide without squeezing, and it can squeeze to move through microscopic openings.
</div>
Those suffering from substance addiction can take a dose of narco-imitator to suppress the penalties for addiction as if they had taken a dose of the drug to which they are addicted. A narco-imitator must be formulated for a specific drug. You do not gain the benefits of the drug but do suffer any drawbacks. While taking narco-imitators, you can attempt saves to cure addiction as though you were not taking the drug at all with a bonus equal to the medicinal's tier.
A sudden reduction of available flight space presents a choice: blast a way through or find a way to fit.
''Failure:'' Take 1 hit.
Creatures that have this subtype are [[outsiders]] native to the Material Plane. They can be returned to life (such as with the //[[raise dead]]// or //[[mystic cure]]// spells), just as other living creatures can be.
With 1 minute of work, you can use your custom rig to create a basic computer interface on a natural unworked surface, such as on the ground, a tree, or a rock face. The interface requires a power source and uses 1 charge per hour. If you are a plant creature, this instead takes a standard action and does not require a power source. The interface is attuned to unmodified material of the type on which it is placed. You know the general direction and distance of attuned materials, and you can use the interface to surveil its surroundings at distance of up to 50 feet × your mechanic level. The surveillance square has ordinary vision but can see only out to 30 feet.
Once per minute, you can extend your [[spectacle]] ability's duration as a swift action rather than a move action. The effect of your spectacle ends for a creature only when the duration ends or when you end your turn where the creature can no longer perceive you with a precise sense. You must have the spectacle envoy improvisation to choose this improvisation.
Natural weapons (and natural attacks), such as acid spit, bite, claw, or slam, don't require ammunition and can't be disarmed or sundered.
In addition, a player character with this ability as a racial trait is always considered armed. They can deal 1d3 lethal damage (of the listed type, or bludgeoning if no type is specified) with unarmed strikes, and the attack doesn't have the [[archaic]] special property. They also gain a unique [[Weapon Specialization]] with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
Many species have natural weapons such as tusks or a powerful tail. You have a similar augmentation that grants you the [[natural weapons]] universal creature rule; you choose the damage type of this natural weapon (bludgeoning, piercing, or slashing) when you install this augmentation.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|natural weapons graft | 2 | 1,000 | hand, foot, or spinal column |
</div>
Your bond to nature strengthens, bringing with it new magical talents.
''Prerequisites:'' Wis 13, [[Minor Naturalism]], character level 4th.
''Benefit:'' Select one of the following 1st-level spells: //[[baleful polymorph]]//, //[[detect radiation]]//, or //[[wisp ally]]//. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Wisdom.
''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* CE Medium monstrous humanoid
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +12
!!! DEFENSE
* ''HP'' 23
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +3; ''Ref'' +3; ''Will'' +5
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
''Speed'' 25 ft., climb 10 ft.
''Melee'' claw +9 (1d4+6 S)
''Ranged'' adhesive cannon +7 (1d4+2 E plus entangle)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +2; ''Int'' +1; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Athletics]] +7, [[Computers]] +12, [[Engineering]] +12, [[Stealth]] +7
''Languages'' Shirren, [[telepathy]] 100 ft.
''Other Abilities'' organic rig, storage sac
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' pair or team (3–5)
!!! SPECIAL ABILITIES
''Adhesive Cannon ([[Ex]])'' As a ranged attack, a nauphage can fire blobs of electrically charged glue with a range increment of 30 feet. In addition to taking damage, a creature struck with this glue is [[entangled]] for 1d4 rounds; such a creature can escape with a successful DC 18 [[Acrobatics]] check or a DC 13 Strength check attempted as a standard action. This weapon can't be disarmed and produces its own ammunition, so it never runs out.
''Organic Rig ([[Ex]])'' One of the nauphage's arms ends in slender appendages that can be configured to perform a variety of tasks. A nauphage always counts as having the appropriate tool or basic kit for any [[Computers]] or [[Engineering]] check it attempts.
''Storage Sac ([[Ex]])'' A nauphage can store up to 2 cubic feet of items weighing no more than 4 bulk in total in a storage sac. It can transfer a single object between its sac and a claw as a swift action.
</div>
A Swarm nauphage is a sturdy insectile creature with a bulbous body supported by three legs. One of the nauphage's two arms ends in a series of thin digits that functions as an organic tool kit, while the other features a vicious claw onto which an organic ranged weapon is grafted. This gun fires an electrically charged adhesive. A translucent membrane on a nauphage's torso serves as a handy storage sac that the creature can access with ease.While the Swarm solely uses organic biotechnology, the creatures often have to deal with other species' technology as they seek to devour those worlds.
Nauphages provide the Swarm with technical and logistical support when simply smashing the troublesome tech in question isn't tactically sound. Adept at hacking and disassembling computers and other equipment, nauphages allow other Swarm components to bypass doors, turrets, and other technological hazards.
Constructed from the arm of a Swarm [[nauphage]], this heavy weapon fires globs of electrically charged adhesive. Advanced versions increase both the charge and the adhesion of the globs.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|nauphage cannon, sticky | 7 | 7,000 | 2d10 E | 60 ft. | — | 40 charges | 2 | 2 |[[entangle]] (1d4 rounds), [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
|nauphage cannon, adhesion | 13 | 47,000 | 4d10 E | 60 ft. | — | 40 charges | 4 | 2 |[[entangle]] (2d4 rounds), [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
|nauphage cannon, anchor | 19 | 570,000 | 8d10 E | 60 ft. | — | 40 charges | 5 | 2 |[[entangle]] (2d4 rounds), [[living]], [[swarm|Swarm (weapon property)]], [[unwieldy]] |
The target must succeed at a Fortitude saving throw or gain the [[nauseated]] condition for 1 round.
You are experiencing stomach distress. You can't attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
A nav-scram module projects a burst of subatomic particles to interfere with and overload navigational equipment. During the next round's helm phase, the pilot of a starship affected by a nav-scram must roll their [[Piloting]] check twice and take the worse result when determining the order in which starships move during that round. A heavy or capital nav-scram module instead causes the affected starship's pilot to roll all Piloting checks twice and take the lower results during the next round. A capital nav-scram module's effects last 1d3 rounds.
name:nav-scram projector
range:short
speed:—
damage:special
pcu:5
cost:10
special:[[nav-scram]]
name:nav-scram projector, fractal
range:short
speed:—
damage:special
pcu:10
cost:16
special:[[nav-scram]]
name:nav-scram projector, super
range:medium
speed:—
damage:special
pcu:20
cost:25
special:[[nav-scram]]
You can use Piloting to navigate or astrogate. This lets you direct your vehicle or ship in your desired heading and to plot longer courses. Plotting a course to a star system you have visited frequently usually requires a successful DC 10 Piloting check and takes 10 minutes. Plotting a course to a less familiar star system is more difficult and requires information about the destination system; navigation is also more difficult if you are currently lost.
If you fail the check to chart a course between star systems by 9 or less, you realize that you have plotted a faulty course and must attempt the check again before you can make the journey. If you fail the check by 10 or more, you aren't aware that your calculations are erroneous, and it takes longer than normal for you to reach your destination (usually 1d6 additional days for Drift travel). At the GM's discretion, you might instead arrive in an unfamiliar star system (plotting a course from there to your actual destination usually requires a successful DC 25 Piloting check), or when you arrive at your intended destination, your starship's engines may have gained the glitching critical damage condition.
Your familiarity with a region of space or a planet determines the DC of Piloting checks to navigate or astrogate. The GM can modify these DCs (usually by 5 to 10) based on the amount of information available about your starting location and destination, and whether the location is particularly difficult to navigate (such as a trackless desert or a strange nebula).
<div class="table-wrapper">
|Familiarity | DC |h
|Frequently visited or home base | 10 |
|Seldom visited | 15 |
|Unfamiliar | 25 |
</div>
As a reaction when a creature within 15 feet of you moves, you can disrupt that creature’s momentum and trajectory. After they complete their movement, select a space adjacent to their new position. The creature must attempt a Will saving throw, doing so with a +4 bonus if the chosen space is dangerous (such as moving a creature off a cliff or into a fire). On a success, the creature is unaffected. On a failure, they end their move in the space you selected rather than the one they selected. While moving to this space, the creature’s movement doesn’t provoke attacks of opportunity. Once you have targeted a creature with this discipline, it becomes immune to further uses for 24 hours.
At 10th level, you can select a space up to 10 feet away from the creature’s intended position. At 15th level, you can select a space up to 15 feet away from the creature’s intended position.
<<list-links '[all[current]listed[source]]' class:index>>
When you're fully graviton-attuned, as a standard action, you can create areas of cosmic energy that make it difficult to maneuver. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. These areas become difficult terrain for a number of rounds equal to your solarian level, and any creature that starts their turn within this difficult terrain takes 3d6 bludgeoning damage, plus 1d6 for every 3 solarian levels you have beyond 9th. An affected creature can attempt a Fortitude save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability.
Based in the Diaspora, Nebulor Outfitters has a ragtag nature, representative of the folk who live on the outskirts of Pact space. This company doesn't specialize in any one type of ship, instead taking commissions from the highest bidder and scavenging enough scrap to fulfill any contract. Nebulor doesn't care who buys its ships or serves as crew, gladly working with pirates, smugglers, adventurers, or even the occasional high-ranking official seeking discretion.
Nebulor provides customizable, multi-purpose ships like the [[Starhopper|Nebulor Outfitters Starhopper]] and [[Skymedic|Nebulor Skymedic]] that serve in many roles, from simple transportation to piracy. These rugged vessels hold up under fire and are technologically advanced enough to protect themselves. Nebulor seeks to hire disenfranchised engineers and technologists who bring unique knowledge and expertise to the table—especially those who have no compunction against cutting corners or installing the occasional "special modification."
<div class="statblock">
* ''Tier'' 4
* Medium explorer
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 15; ''TL'' 15
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light particle beam (3d6)
* ''Attack (Port)'' light laser cannon (2d4)
* ''Attack (Starboard)'' light laser cannon (2d4)
* ''Attack (Turret)'' chain cannon (6d4)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget long-range sensors, crew quarters (common), mk 1 duonode computer, mk 4 armor, mk 4 defenses; ''Expansion Bays'' [[cargo hold]], [[medical bay]], [[smuggler's compartment]], [[synthesis bay]]
* ''Modifiers'' +1 to any 2 checks per round, +1 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +10 (4 ranks), gunnery +10, [[Intimidate]] +15 (4 ranks), [[Piloting]] +10 (4 ranks)
* ''Engineer'' [[Engineering]] +10 (1 rank)
* ''Gunner'' gunnery +10
* ''Pilot'' [[Piloting]] +11 (1 rank)
</div>
The classic and widely manufactured Nebulor Outfitters Starhopper is a light and scrappy middle-of-the-road spaceship model with all of the fight and many of the luxuries of a larger ship. In service since practically the dawn of Drift travel, the Starhopper is a tried-and-true starship that is still widely flown throughout the Pact Worlds, where it serves as a commuter vessel, hauling rig, long-distance transport, packet smuggler, and even pirate raider. The Starhopper is especially reliable in close-space systems such as the Diaspora and smaller asteroid belts; it is as capable in dodging space debris as it is in fending off unwanted pursuers.
The Starhopper's durable explorer frame features sturdy armor, cutting-edge defensive countermeasures, light shields, and a supremely customizable interior. The factory-standard model comes fully equipped with a Pulse Green power core and Signal Basic Drift engine, and it offers four weapon mounts for customized armaments. Spacious and comfortable crew quarters easily accommodate up to six crew members, though the ship is easily navigable by a single pilot. Four roomy and customizable expansion bays round out Starhopper's suite of options.
Many Starhopper owners and captains personalize their ships with expanded capabilities, such as upgraded long-range sensors to detect approaching vessels or a duonode computer to offset shortcomings among their crews. Starhoppers are well suited for ferrying freight, with space for up to four dedicated cargo holds, though medical and synthesis bays are popular choices for additional expansion bays. On the other hand, many privateers and smuggler captains add a smuggler compartment to conceal illicit cargo or ill-gotten plunder.
<div class="statblock">
* ''Tier'' 1
* Tiny racer
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0); ''Drift'' 1
* ''AC'' 16; ''TL'' 16
* ''HP'' 20; ''DT'' —; ''CT'' 4
* ''Shields'' basic 30 (forward 8, port 7, starboard 7, aft 8)
* ''Power Core'' Arcus Light (75 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, mk 3 armor, mk 3 defenses, mk 1 mononode computer, mk 1 skill expander, [[virtual intelligence]] (tier 1); ''Expansion Bays'' [[medical bay]]
* ''Modifiers'' +1 to any 1 check per round, +1 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
* ''Pilot'' [[Engineering]] +5 (1 rank), [[Piloting]] +11 (1 rank)
* ''VI'' [[Computers]] +7 (1 rank), [[Medicine]] +7 (1 rank), [[Piloting]] +8 (1 rank)
!!! SPECIAL ABILITIES
''Dedicated Design'' The Nebulor Skymedic can support a [[medical bay]] despite its base frame not typically accommodating expansion bays.
</div>
The Nebulor Outfitters Skymedic, designated NO-1A, first entered service during the Silent War, shortly after the Veskarium's initial invasion. After Triaxus and its allies lost countless lives at the Battle of Aledra, mostly due to the difficulty of treating and evacuating wounded from the region's rugged terrain, Nebulor designed a scaled-down version of its popular transport vessels to serve as flying ambulances. Although unarmed, the Skymedic can reach and land in unforgiving environments that would otherwise be inaccessible to starships. Like the company's much larger [[Starhopper|Nebulor Outfitters Starhopper]] model (equally agile in open space), a Skymedic can reliably dodge debris and enemy fire. Its sturdy armor, cutting-edge defensive countermeasures, and light shields help it perform medical evacuations even in the most hostile landing zones.
After 200 years of production, Nebulor added a state-of-the-art medical [[virtual intelligence]] to the newer models' medical bays, designating these upgraded models NO-1E. This enables the pilot to load injured personnel and then immediately take off and withdraw, relying on the medical VI to stabilize and treat patients as the starship speedily escapes.
The Skymedic is among the most respected and identifiable starships in the galaxy, with its distinctive red stripe color scheme shielding it more thoroughly than its conventional defenses. Even during the Silent War, the Veskarium honored the Skymedics' role, allowing the starships to evacuate the wounded undisturbed. This accommodation gradually resulted in the model losing even its most basic armaments. When the Swarm simultaneously invaded the Pact Worlds and the Veskarium, thousands of Skymedics were dispatched to the front lines, where they treated and evacuated tens of thousands of Pact Worlds and Veskarium wounded alike. The vesk haven't forgotten this service, and the Skymedics' actions were instrumental in building trust between the two systems in the peace that followed.
With the Swarm driven off, many Skymedics have been repurposed for transporting VIPs and high-value goods. Designated as NO-1G Skylifts, these converted Skymedics are optimized for travel through hazardous and uncharted environments, often with their medical bays replaced with luxury seating or a small cargo hold. Skymedics with such modifications are legally required to change their painted design to avoid impersonating medical personnel, but smugglers sometimes preserve the color scheme to access otherwise-restricted space.
These grenades are crafted to resemble leering, pygmy-sized skulls. When a necro grenade detonates, it expels a shroud of chemical coolants from its exposed eyes and mouth. This freezing gas is laced with minor traces of negative energy, draining the living and healing undead caught in the area of effect.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|necro grenade I | 5 | 870 | 20 ft. | drawn | L |[[explode]] (1d8 C, [[necrotic]], 10 ft.) |
|necro grenade II | 9 | 3,900 | 20 ft. | drawn | L |[[explode]] (2d8 C, [[necrotic]], 15 ft.) |
|necro grenade III | 13 | 14,640 | 20 ft. | drawn | L |[[explode]] (4d8 C, [[necrotic]], 20 ft.) |
|necro grenade IV | 17 | 72,900 | 20 ft. | drawn | L |[[explode]] (6d8 C, [[necrotic]], 20 ft.) |
</div>
''System:'' Brain
A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. As a standard action, you can transfer your senses to an undead creature under your control within a range determined by your necrograft's model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a swift action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature's senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scrying effect.
Necrocortexes are compatible with undead brains and are often implanted in bone sages and other powerful Eoxians— the better to command disposable minions from a distance.
* The range of a ''mk 1'' necrocortex is 1,000 feet.
* The range of a ''mk 2'' necrocortex is 10 miles.
* The range of a ''mk 3'' necrocortex is 1,000 miles; additionally, you can bind your necrocortex to a single, willing undead creature (which requires 1 hour of concentration), allowing you to transfer your senses to that creature as if it were under your control.
* The range of a ''mk 4'' necrocortex is planetary, and you can bind your necrocortex to a number of willing, undead creatures equal to your Charisma modifier (minimum 1).
* The range of a ''mk 5'' necrocortex is system-wide, and you can bind your necrocortex to a number of willing, undead creatures equal to your twice your Charisma modifier (minimum 2).
<$list filter="[list[$:/StoryList]is[current]]">
Necrografts follow the existing rules for augmentations, but they use different components than biotech and cybernetics. Any biotech or cybernetic augmentation can be created as a necrograft and installed for only 90% of the augmentation's normal cost, but doing so causes the recipient to gain the necrograft subtype (see below). Necrografts have the same system restrictions that all augmentations share.
For those low on funds, some bone sages and corporations on Eox are willing to defer the cost of travel to Eox and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard [[prosthetic limbs]] (and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs and occupy the corresponding system) can even be implanted with no up-front cost. However, the corpselease agreement states that if the recipient dies before paying off all the costs associated with the travel and augmentation, the leasing Eoxian group owns the patient's body, which it then uses in creating undead servitors or more necrografts. More advanced necrografts aren't generally available without payment in full (though complimentary travel is likely to still be offered to customers within the Pact Worlds).
!! Necrograft Subtype
Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole).
Creatures with this subtype are also damaged by spells that damage undead and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature but does affect undead, it can affect a creature with the necrograft subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).
!! Necrograft Descriptions
In addition to necrograft versions of typical biotech and cybernetics, there are many unique necrografts that can be created using only necromancy. These necrografts come in five possible models (mk 1 through mk 5) and vary in price by model as detailed on the table below. If a necrograft's effect requires a saving throw, the save DC equals 10 + half the necrograft's item level + the recipient's key ability score modifier.
</$list>
<<list-links "[tag[Necrografts]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
<div class= "table-wrapper">
|Model | Level |Price |h
|Mk 1 | 1 | 200 |
|Mk 2 | 6 | 4,000 |
|Mk 3 | 12 | 30,000 |
|Mk 4 | 18 | 350,000 |
|Mk 5 | 20 | 775,000 |
</div>
</$list>
Necromancy spells manipulate the power of death, unlife, and life force, including spells involving creating undead creatures.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one undead creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will half (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
With a touch, you replenish the negative energies that animate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are an undead creature. //Necromantic revitalization// restores a number of Hit Points to your target depending on the spell's level.
* ''1st:'' 1d8 + your Intelligence modifier
* ''2nd:'' 3d8 + your Intelligence modifier
* ''3rd:'' 5d8 + your Intelligence modifier
* ''4th:'' 7d8 + your Intelligence modifier
* ''5th:'' 9d8 + your Intelligence modifier
* ''6th:'' 11d8 + your Intelligence modifier
In addition, unlike with most healing, when you cast //necromantic revitalization// as a spell of 4th level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level //necromantic revitalization// spell, an extra 7d8 Hit Points with a 5th-level //necromantic revitalization// spell, or an extra 9d8 Hit Points with a 6th-level //necromantic revitalization// spell. The second option is to restore a target that was destroyed within the past 2 rounds, bringing it back to its undead state with the number of Hit Points that would otherwise be restored by this spell. This spell can't reanimate creatures that were destroyed by effects that specifically target or have a special effect againsthe undead (such as //[[wall of fire]]//) or creatures whose bodies were significantly mutilated, disintegrated, or otherwise obliterated. It also cannot restore an undead creature whose existence is tied to an object (such as a necrovite's electroencephalon) if that object has been destroyed.
Casting this spell doesn't provoke attacks of opportunity.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Large vermin
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +11 (2d4+1 A & P; critical [[corrode]] 1d4)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any (Eox)
* ''Organization'' solitary, pair, or colony (3–6)
</div>
Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* NE Large magical beast
* ''Init'' +1; ''Senses'' [[blindsense]] (life) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +6; ''Will'' +1
* ''Defensive Abilities'' too tough to die (2/day)
* ''Weaknesses'' disruptive susceptibility
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' antlers +11 (1d6+6 B) or bite +8 (1d8+4 P)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' determined charge
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +7
!!! ECOLOGY
* ''Environment'' any (Weydana-4)
* ''Organization'' solitary, pair, or herd (3–18)
!!! SPECIAL ABILITIES
''Determined Charge ([[Ex]])'' A stag-bear can [[charge]] without taking the normal charge penalties to its attack roll or AC. In addition, it can charge through difficult terrain.
''Disruptive Susceptibility ([[Su]])'' A necrosaturated creature takes half again as much damage (+50%) when it takes damage from a weapon with a [[disruptive]] fusion.
''Too Tough to Die ([[Ex]])'' Twice per day, when a necrosaturated stag-bear would be reduced to 0 Hit Points, it can use its reaction to remain at 1 Hit Point instead. It can't use this ability if a critical hit reduced it to 0 Hit Points. Each
time it uses this ability, it gains a cumulative –2 penalty to attack rolls for 24 hours.
</div>
Some animals, magical beasts, and vermin contaminated with lingering negative energy begin to rot while still alive, rather than succumbing to the mercy of a swift death. Their flesh withers, making them resemble undead, even though they remain terribly—and painfully—alive.
The stag-bear is an omnivorous herd animal found throughout the plains across Weydana-4. The creatures resemble broad-shouldered bears with a wide rack of antlers. Stag-bears rarely pose a threat unless provoked.
!!! Necrosaturated Template Graft
A living beast saturated with lingering negative energy transforms into a decaying monstrosity that knows only rage.
* ''CR:'' 2+
* ''Required Creature Type:'' Magical beast.
* ''Suggested Array:'' Combatant
* ''Alignment:'' Any evil.
* ''Traits:''
** [[blindsight]] (life) 60 ft.
** no master skills
** disruptive susceptibility (see stat block)
** too tough to die (see stat block, usable a number of times per day equal to 1 + half the creature's CR)
* ''Suggested Ability Score Modifiers:'' Strength, Constitution.
A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy (such as the targets of a //[[death ward]]// spell) are immune to the cold damage of a necrotic weapon, and the cold damage of necrotic weapons affects only living creatures. Undead creatures targeted by a weapon with this property not only take no damage from the cold but also gain temporary Hit Points equal to the weapon's item level. These temporary Hit Points last for 10 minutes, until expended, or until the undead gains a larger number of temporary Hit Points from a necrotic weapon. A creature can benefit from only one source of temporary Hit Points from a necrotic weapon at a time.
Used by the commanders of the Corpse Fleet to conceal their unliving agents, a //necrotic mantle// is woven of bioactive fibers that mask the necromantic energies of an undead wearer and convert positive energy into something less harmful to that undead. While wearing a //necrotic mantle//, if you are undead, you have the aura of a living creature instead of an undead for the purposes of magic or technology that can detect undead. You receive a +4 divine bonus to saves against any spell or effect that targets undead, such as //[[control undead]]//. In addition, if you are undead and fail a saving throw against a spell that both affects only undead creatures and has an ongoing effect (such as //control undead//), you can attempt a second saving throw after 1 round with the same DC as the first. If you succeed, you gain the same reduction in effect as if your initial saving throw had been successful. Additionally, any effort to determine whether a //necrotic mantle// you are wearing is a magic or technological item requires the creature making the determination to succeed at a Will save (DC = 15 + your key ability modifier).
If you are undead and are by or in the area of an effect that restores Hit Points only to living creatures, you regain half the number of Hit Points instead of none. If that effect also damages undead creatures, you take no damage; this does not apply to effects that harm undead without healing living creatures.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//necrotic mantle// | 10 | 17,000 | L |
</div>
<div class="statblock">
* ''CR'' 13; XP 25,600
* NE Medium undead
* ''Init'' +3; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' fatigue (30 ft., DC 21)
!!! DEFENSE
* ''HP'' 186; ''RP'' 5
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +12; ''Ref'' +12; ''Will'' +18
* ''Defensive Abilities'' [[fast healing]] 10, rejuvenation (1d8 days); ''Immunities'' cold, electricity, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], average)
* ''Melee'' [[Eoxian wrackstaff]] +20 (6d4+13 B; critical //[[inflict pain]]// [DC 21])
* ''Ranged'' perihelion [[laser pistol]] +22 (4d4+13 F; critical [[burn]] 2d4)
* ''Offensive Abilities'' undead mastery
* ''Spells Known'' (CL 13th; ranged +22)
** 5th (3/day)—//[[heat leech]]// (DC 24), //[[mind thrust]]// (DC 24)
** 4th (4/day)—//[[corrosive haze]]// (DC 23), //[[dimension door]]//, //[[enervation]]//, //[[hold monster]]// (DC 23)
** 3rd (at will)—//[[dispel magic]]//, //[[explosive blast]]// (DC 22)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' —; ''Int'' +8; ''Wis'' +4; ''Cha'' +6
* ''Skills'' [[Bluff]] +28, [[Computers]] +28, [[Engineering]] +28, [[Mysticism]] +28, [[Sense Motive]] +28
* ''Languages'' Common, Eoxian, Sarcesian; [[limited telepathy]] 30 ft.
* ''Other Abilities'' magic hacks ([[flash teleport]], [[tech countermeasures]]), [[unliving]]
* ''Gear'' [[d-suit]] IV (gray [[force field]] [20 temporary HP]), [[Eoxian wrackstaff]], perihelion [[laser pistol]] with 6 high-capacity batteries (40 charges each), [[spell gem]] of //[[dominate
person]]//, [[spell gem]] of //[[teleport]]//
!!! ECOLOGY
* ''Environment'' any (Eox)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Fatigue Aura ([[Su]])'' Any creature that comes within 30 feet of a necrovite is [[fatigued]] unless it succeeds at a DC 21 Fortitude saving throw. A creature that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same necrovite's aura for 24 hours.
''Rejuvenation ([[Su]])'' When a necrovite is destroyed, its electroencephalon immediately begins to rebuild the creature's body nearby and download the necrovite's consciousness into it. After 1d8 days, the necrovite wakens fully healed (albeit without any gear it left behind on its old body).
''Undead Mastery ([[Su]])'' As a standard action, a necrovite can cause one undead creature within 50 feet to fall under its control as per //[[control undead]]// (Will DC 21 negates). This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the necrovite's undead mastery for 24 hours. A necrovite can control a group of undead whose total CR is no greater than twice its CR (26 for the typical necrovite).
</div>
Long ago, when the native humanoids of Eox—called elebrians—destroyed two neighboring planets, the backlash devastated their own world as well, forcing them to turn to necromancy to survive. The most powerful spellcasters among these survivors combined their advanced technology with the ancient magical traditions of lichdom to achieve immortality in the form of eternal undeath. These were the first necrovites, and along with their colleagues who sought refuge in other forms of undeath, they took control of their ravaged planet to become the first bone sages, Eox's notoriously aloof heads of state.
Becoming a necrovite is a long and arduous process, but the crux of the ritual involves extracting the spellcaster's consciousness and soul and imprisoning them in a technomagical relic called an electroencephalon. The spellcaster dies but becomes undead, and as long as her electroencephalon remains intact she can continue her existence without fear of the passage of time.
In addition to constructing an electroencephalon to house her soul, a prospective necrovite must also research and learn the proper ritual to transfer her life force into the receptacle and prepare her body for the transformation into undeath. This ritual is unique to each body and soul—what works for one necrovite will not work for another—and likely has deleterious effects. The exact methods for each spellcaster's transformation into a necrovite are left to the GM's discretion, but the process should involve expenditures of hundreds of thousands of credits, multiple dangerous quests, and many difficult skill checks over the course of months, years, or decades.
The stat block represents an elebrian necrovite—a necrovite formed from one of Eox's original humanoid inhabitants—but other races can become necrovites as well, using the template graft below.
!! Electroencephalon
An integral step in becoming a necrovite is the creation of the electroencephalon in which the aspirant stores her consciousness and soul. The only way to truly destroy a necrovite is to locate and destroy her electroencephalon; otherwise, the necrovite simply regenerates, awakening fully healed 1d10 days later. Not even disintegrating a necrovite's corpse or flinging it into a sun can destroy it—so long as the electroencephalon remains unharmed. This is one reason why many necrovites not only keep their electroencephalons hidden but build secret bunkers to house them, stocked with whatever they might need to rebuild and take revenge on their killers.
Each necrovite must craft her own unique electroencephalon, which is a hybrid item with a level equal to the character's caster level at the time of creation. The character must be a spellcaster and have a caster level of 7th or higher. Creating an electroencephalon otherwise follows the normal rules for crafting equipment. The cost to create an electroencephalon varies between individual creators and should be determined by the GM, but it is roughly equivalent to the price of a small arm with an item level equal to the creator's caster level.
!! Eoxian Wrackstaves
The //Eoxian wrackstaff// is a hybrid weapon that can trace its history back to the time when Eox was a living world with living inhabitants. Used by ancient [[elebrian]] leaders to keep their subjects and slaves in line, the //Eoxian wrackstaff// survives to the modern day as a relic of that past still clung to by those same rulers, who turned to undeath to survive their planets' demise. Now, most elebrian bone sages wield these weapons as symbols of their undying rule, and their use has spread throughout the Pact Worlds, though people tend not to trust a wielder of one.
{{Eoxian Wrackstaff}}
!! Necrovite Template Graft
A spellcaster with this template graft has used a terrifying combination of magic and technology to transform itself into an undead abomination.
* ''CR'' 7+
* ''Required Creature Type:'' undead
* ''Required Array:'' spellcaster
* ''Traits:''
** [[fast healing]] 10
** fatigue aura (see above)
** [[immunity]] to cold and electricity
** rejuvenation (see above)
** undead mastery (see above)
** two technomancer [[magic hacks]] or mystic [[connection]] powers by CR
** [[Bluff]], [[Computers]], [[Mysticism]], and [[Sense Motive]] as master skills
** can choose spells from both the [[mystic|Mystic Spell List]] and [[technomancer|Technomancer Spell List]] lists
* ''Suggested Ability Score Modifiers:'' Intelligence, Wisdom, Charisma
For 10 minutes after imbibing this glowing orange drink, you gain fire [[resistance]] 10. As a reaction after the elixir reduces the fire damage you take from an effect, you can end the elixir's fire resistance to gain temporary Hit Points equal to the amount of damage the elixir's fire resistance prevented from the triggering effect. You gain these
temporary Hit Points immediately after resolving any other damage you take from the triggering effect, and the temporary Hit Points last for 1 hour.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//nectar of flame's glory// | 6 | 620 | — |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Tiny animal
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 34
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +4; ''Ref'' +8; ''Will'' +2
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Ex]], perfect)
* ''Melee'' sting +7 (1d4+3 P plus needlehawk toxin)
* ''Ranged'' needle launch +9 (1d4+3 P plus needlehawk toxin)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +2; Int –3; ''Wis'' +1; Cha –2
* ''Skills'' [[Acrobatics]] +13 (+21 to fly), [[Stealth]] +13, [[Survival]] +8
* ''Other Abilities'' active camouflage
!!! ECOLOGY
* ''Environment'' warm and temperate forests
* ''Organization'' solitary, pair, or prickle (3–12)
!!! SPECIAL ABILITIES
''Active Camouflage ([[Ex]])'' A needlehawk can adjust chromatophores in its exoskeleton to blend in with its surroundings. When motionless or moving fewer than 10 feet per round, it gains a +5 racial bonus to [[Stealth]] checks to hide.
''Needle Launch ([[Ex]])'' As a ranged attack, a needlehawk can launch a needle from its barbed tail with a range increment of 30 feet.
!!! Needlehawk Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' progression track is //Healthy—Sluggish—Stiffened—Staggered//; no end state
* ''Cure'' 1 save
</div>
Winged arthropods from an unknown world (presumably in the Vast), needlehawks are gifted with a sophisticated spinal cord and brain, making them intelligent and curious creatures that can build complex nests and even open latches. These traits, combined with their ability to fly and anesthetizing venom, make them difficult pests to eliminate once a prickle finds a steady food supply. While xenobiologists believe needlehawks are indigenous to a jungle ecosystem, the animals have been spotted across many worlds. Once established, needlehawks hunt insects, scavenge or steal food, and build their homes from whatever materials they can find—often tearing up valuable cargo or disassembling machinery in the process.
Needlehawks reproduce asexually, but they produce larger and healthier egg broods when all three sexes contribute. Sticky egg clusters hatch into thousands of mite-sized young, which infest and devour any detritus as well as each other. Eventually, a half-dozen or so young grow large enough to climb onto their parents' backs and learn to survive through observation. While needlehawks have no attachment to their miniscule hordes of young, they are fiercely protective of their larger, nymph-stage offspring after they grow wings.
Needlehawks are especially sensitive to fungal diseases, and dycepskians sometimes infest them to create organic drones enslaved to their alien hive mind. Infested needlehawks act as silent lookouts, spies, and guardians. As the dycepskian fungus requires a sentient mind to develop self-awareness, infested needlehawks retain animal-level cunning but react intuitively to the commands of higher-order dycepskian hosts. Conspiracy theorists speculate that dycepskians and needlehawks originate from the same world, and that the crustacean-like scavengers were the parasite's original host.
This slender blade is designed to puncture weak points in modern armor and inflict precise wounds on foes. The weapon possesses a small, transparent tank on its hilt, and when its wielder thrusts the blade into a foe, a spring-loaded mechanism forces anything placed in this tank up through thin passages within the blade to be discharged into the target.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|needler estoc, standard | 2 | 175 | 1d6 P | [[injection DC +2]] | L |[[injection]] |
|needler estoc, sharp-pointed | 6 | 4,000 | 1d8 P | [[injection DC +2]] | L |[[injection]] |
|needler estoc, hyper-pointed | 10 | 17,500 | 4d6 P | [[injection DC +2]] | L |[[injection]] |
|needler estoc, ultra-pointed | 14 | 67,000 | 9d6 P | [[injection DC +2]] | L |[[injection]] |
|needler estoc, supreme-pointed | 18 | 342,000 | 14d6 P | [[injection DC +2]] | L |[[injection]] |
|needler estoc, master-pointed | 20 | 750,000 | 18d6 P | [[injection DC +2]] | L |[[injection]] |
</div>
A favorite of assassins and battlefield medics alike, the needler pistol uses magnetic fields or pressurized gas to launch darts that inject a substance into the target. This injection gun can be fitted with cartridges containing medicine or poison.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|needler pistol, tactical | 1 | 175 | 1d4 P | 40 ft. | [[injection DC +2]] | 8 darts | 1 | L |[[analog]], [[injection]] |
|needler pistol, advanced | 5 | 2,700 | 1d6 P | 40 ft. | [[injection DC +2]] | 8 darts | L | 1 |[[analog]], [[injection]] |
|needler pistol, elite | 10 | 17,250 | 2d8 P | 40 ft. | [[injection DC +2]] | 8 darts | 1 | L |[[analog]], [[injection]] |
|needler pistol, paragon | 15 | 94,500 | 6d6 P | 40 ft. | [[injection DC +2]] | 8 darts | L | 1 |[[analog]], [[injection]] |
|needler pistol, supreme | 20 | 725,000 | 8d8 P | 40 ft. | [[injection DC +2]] | 8 darts | L | 1 |[[analog]], [[injection]] |
</div>
Like the [[needler pistol]], this injection gun can be fitted with cartridges containing medicine or poison. The needler rifle fires darts much farther than its smaller counterpart.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|needler rifle, tactical | 1 | 200 | 1d6 P | 70 ft. | [[injection DC +2]] | 14 darts | 1 | 1 |[[analog]], [[injection]] |
|needler rifle, advanced | 5 | 3,000 | 1d8 P | 70 ft. | [[injection DC +2]] | 14 darts | 1 | 1 |[[analog]], [[injection]] |
|needler rifle, elite | 10 | 18,000 | 4d6 P | 70 ft. | [[injection DC +2]] | 14 darts | 1 | 1 |[[analog]], [[injection]] |
|needler rifle, paragon | 15 | 110,000 | 8d6 P | 70 ft. | [[injection DC +2]] | 14 darts | 1 | 1 |[[analog]], [[injection]] |
|needler rifle, supreme | 20 | 850,000 | 16d6 P | 70 ft. | [[injection DC +2]] | 14 darts | 1 | 1 |[[analog]], [[injection]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 reaction
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one spell
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You interpose your will between the casting of a spell and the magical energies powering that spell, preventing it from manifesting in this reality. As a reaction when you observe a spell that’s 3rd level or lower and being cast within range, you can cast this spell. If you do, you can attempt a dispel check (1d20 + your caster level). The DC equals 11 + the other spellcaster’s caster level. If you succeed, the spell fails and has no effect. This spell has no effect on artifacts or deities.
If you have 1 or more negative levels, you take certain penalties and might even die. For each negative level you have, you take a cumulative –1 penalty to your ability checks, your AC, attack rolls (including combat maneuvers), saving throws, and skill checks. In addition, you reduce your current and total Hit Points and Stamina Points by 5 for each negative level you have. You are also treated as 1 level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level you have. If you are a spellcaster, you do not lose any spell slots as a result of negative levels. If your negative levels equal your total character level (or CR, for monsters), you die.
Negative levels are temporary, unless the effect that bestows them specifies they are permanent. If you have temporary negative levels, you can attempt a saving throw each day to remove those negative levels. The DC is the same as the DC of the effect that caused the negative levels. If you have negative levels from multiple sources, you must attempt a separate saving throw to remove the negative levels from each source.
If an effect imposes permanent negative levels, they are treated just like temporary negative levels, but you do not receive a saving throw each day to remove them. Permanent negative levels can be removed through spells such as //[[restoration]]//. If you die, permanent negative levels remain even after you are restored to life. If your permanent negative levels equal your total number of class levels (or CR, for monsters), and you are brought back to life using spells such as //[[mystic cure]]// or //[[raise dead]]//, you remain alive for 3 rounds but then die again if you have not also benefited from a restoration spell or similar effect within that time.
name:negative-energy cannon
range:medium
speed:—
damage:5d6
pcu:15
cost:15
special:[[numbing]]
name:negative-energy cannon super
range:long
speed:—
damage:2d10 × 10
pcu:40
cost:60
special:[[numbing]]
name:negative-energy gun
range:medium
speed:—
damage:2d6
pcu:10
cost:7
special:[[numbing]]
Whether a force field or a civilian starship convoy, unexpected obstructions can be a bane or a blessing. A crew might blast or hack their way through a closing hangar bay door at the last minute or weave their way through the docking bays of a busy spaceport.
''Success:'' The crew gains 1 success.
''Failure by 5 or More:'' The starship takes 1 hit.
Your drone has agile subroutines that can readily read and adapt to social situations. Your drone's Charisma score increases by 2, and it adds [[Bluff]], [[Diplomacy]], [[Intimidate]], [[Profession]], and [[Sense Motive]] to the skills it can select with its skill unit. In addition, it adds the following feats to the list of feats it can choose from: [[Advance Warning]], [[Antagonize]], [[Diversion]], [[Fast Talk]], [[Greater Feint]], [[Improved Feint]], [[Skill Focus]], [[Skill Synergy]], [[Tactful Advisor]], [[Unfriendly Fire]], and [[Veiled Threat]]. Finally, the drone gains one of those feats for which it meets the prerequisites.
These traditional spears are fashioned from the tentacles of scyphozoans who died honorably in combat. Some modern versions of the spear are grown in laboratories rather than harvested from the dead.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|nematocyst spear, ceremonial | 4 | 2,100 | 1d8 A & P | [[stagger]] | 1 |[[analog]], [[injection]], [[reach]], [[underwater]] |
|nematocyst spear, dueling | 9 | 13,500 | 2d8 A & P | [[stagger]] | 1 |[[analog]], [[injection]], [[reach]], [[underwater]] |
|nematocyst spear, hunter | 13 | 50,000 | 5d8 A & P | [[stagger]] | 1 |[[analog]], [[injection]], [[reach]], [[underwater]] |
|nematocyst spear, warlord | 17 | 260,000 | 10d8 A & P | [[stagger]] | 1 |[[analog]], [[injection]], [[reach]], [[underwater]] |
|nematocyst spear, champion | 20 | 850,000 | 15d8 A & P | [[stagger]] | 1 |[[analog]], [[injection]], [[reach]], [[underwater]] |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large construct (magical, technological)
* ''Init'' +5; ''Senses'' [[darkvision]], [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +10; ''Will'' +7
* ''DR'' 5/[[adamantine]]; ''Immunities'' [[construct immunities]], fire
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +23 (2d10+18 B plus [[swallow whole]]) or slam +23 (2d10+18 B; critical [[knockdown]])
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' [[swallow whole]] (special, EAC 23, KAC 25, 65 HP), [[trample]] (2d10+18 B, DC 17)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +1; ''Wis'' +3; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +24, [[Intimidate]] +19
* ''Languages'' Common
* ''Other Abilities'' conductive, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, capture team (1 plus 4 [[patrol-class security robots]]), or prison (2–12)
!!! SPECIAL ABILITIES
''Conductive ([[Ex]])'' If a neotophet is dealt fire or electricity damage, half the damage dealt passes through the neotophet and into any creatures inside it.
''Swallow Whole ([[Ex]])'' When a creature is placed inside a neotophet's hollow spherical interior, the construct's maw locks down, preventing the neotophet from using its bite attack but keeping the trapped creature from climbing out. If the neotophet moves 10 feet or more on its turn, a creature inside it must succeed at a DC 17 Reflex save or become [[staggered]] until the start of the neotophet's next turn. A neotophet's reinforced interior prison is stronger than normal for a creature of its CR—however, a swallowed creature can attempt to force open the locked access hatch built into the neotophet's lower body. Doing so requires the creature trying to open the hatch to succeed at a DC 30 [[Engineering]] check. Once a creature escapes through the hatch, the hatch closes and locks again. This hatch can be opened from the outside only if the neotophet is unable to act or willing to open the hatch.
</div>
A neotophet is a specialized robotic construct designed to imprison. The robot has a hybrid nanotech orifice that can grow large enough to swallow any creature smaller than the construct, and a spherical containment pod doubles as the robot's lower body and its means of locomotion. As the neotophet glides along, this rolling sphere keeps the victim enclosed and disoriented.
The neotophet design is an innovation based on ancient constructs known as tophets, furnace guards, or iron gluttons. Neotophets retain their predecessors' magical aspects, such as immunity to fire, but they also have state-of-the-art tech, such as gyroscopically stable rolling frames and virtual intelligence, making them even more effective at capturing and retaining prisoners.
Neotophets are unswervingly loyal to their designated masters, and tyrants across the planes enjoy using them to retrieve stubborn vassals or punish dissidents and rivals. Devils and [[efreet]] favor the use of neotophets, especially against creatures that lack immunity to fire, enjoying the suffering of such unfortunates inside the containment sphere. For capture missions, companions such as security robots or guards run interference for the neotophet while it focuses on its target.
A neotophet stands 10 feet tall and weighs 3,000 pounds.
The lush, green world of Gjor III is full of natural wonder and primal mystery, of which neskintis are a small part. An ancient, close-knit species of primates, neskintis live among the dense canopies of continent-wide jungles, spending entire generations without seeing the ground. Myths among the neskintis speak of Nesk, a powerful nature spirit who blessed them with sentience and granted them dominion over the skyscraping flora of their native jungles. In obeisance to Nesk and her spiritual progeny, which are said to live in all objects, neskintis have nurtured the enormous trees of Gjor III through horticulture and magic, molding them into expansive hanging settlements.
The Azlanti had little trouble conquering Gjor III, which had no established technological cultures to oppose them. They initially ignored the neskintis, but a few anthropological expeditions discovered the species' value as ecologists, after which the Star Empire began to recruit neskintis aggressively. Though rewarded with citizenship for their cooperation, neskintis found adapting to the Star Empire difficult. Most are content to carry out ecological tasks, seeing such duties an extension of their holy mandate, while others seethe under the Star Empire's control.
Capable brachiators and adept gliders, neskintis have small legs that are still capable of locomotion. Their fur coloration ranges from blond to dark brown. Neskintis are natural omnivores that have become vegetarians by tradition. Also customary is reverence toward Nesk and other spirits, and some neskintis have extended this devotion to include the Azlanti religion. Technology continues to befuddle this species of nature worshipers. Once the initial shock of space travel and the destructive power of modern technology wore off, the species retreated into a generations-long conversation about the virtue of adapting or rejecting such technology for their own use. So far, neskinti villages on Gjor III remain largely free of technology, but most neskintis who visit the wider empire find the return to a simpler life
frustrating.
Most neskintis stand 6 feet tall and weigh 150 pounds. They're considered adults at 20 and
naturally live up to 120 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Neskintis are Medium humanoids with the neskinti subtype.
* ''Low-Light Vision:'' Accustomed to the perpetual twilight of days below thick canopy, neskintis have [[low-light vision]].
* ''Brachiator:'' Neskintis have a climb speed of 30 feet. They can use this speed to move horizontally in an area that has adequate handholds, such as from branch to branch in a tree.
* ''Forest Friend:'' Neskintis gain a +2 racial bonus to [[Life Science]] and [[Survival]] checks.
* ''Glider:'' Neskintis are able to fly with the aid of skin membranes stretching between their arms and legs, traveling 5 feet horizontally for every 1 foot of vertical descent, with an extraordinary fly speed of 60 feet and average maneuverability. A neskinti can't gain altitude using only this flight, so she can't fly if she can't descend. If falling, a neskinti can use this ability as a reaction to avoid falling damage. A neskinti can charge while flying but can't run, and she can't glide while carrying more weight than her normal bulk limit. At the GM's discretion, wind or another effect can cause a neskinti to gain altitude, increasing the distance she can glide.
* ''Small Legs:'' Neskintis have a land speed of 20 feet.
This rifle fires compacted [[nyfiber nets]] that unravel and entangle on contact with a target. The rifle's reloading mechanism operates slowly, requiring a full minute to feed, fold, and compress a deployed nyfiber net. The rarer bolt net gun includes a battery (capacity 20; usage 4) that electrifies fired nets, often knocking targets out cold. Attacks with either net gun target KAC.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|net gun, wireframe | 4 | 1,750 | — | 30 ft. | — | 2 nets | 1 | 1 |[[entangle]] |
|net gun, bolt | 7 | 5,250 | 3d4 E | 30 ft. | [[stun|Stun (critical)]] | 2 nets | 1 | 1 |[[entangle]], [[stun|Stun (weapon property)]] |
</div>
Similar to the [[living lash]], a neural lash is a particularly flexible weapon that proves cumbersome to those without telepathic abilities. The neural lash has been bred to include bioelectric cells in addition to its neural fibers, delivering electricity damage and allowing the lash to deal nonlethal damage at its user's direction. Barathu take credit for the development of the electroplax and amperometric neural lash, but later weapons manufacturers have improved upon those original models by developing the galvanic and voltaic neural lashes.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|neural lash, electroplax | 4 | 2,230 | 1d4 E | [[arc]] 1d4 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]], [[stun]], [[thought]], [[unwieldy]] |
|neural lash, amperometric | 9 | 14,600 | 3d4 E | [[arc]] 2d4 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]], [[stun]], [[thought]], [[unwieldy]] |
|neural lash, galvanic | 14 | 79,400 | 8d4 E | [[arc]] 4d4 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]], [[stun]], [[thought]], [[unwieldy]] |
|neural lash, voltaic | 20 | 909,000 | 8d10 E | [[arc]] 3d10 | L |[[living]], [[powered]] (capacity 20, usage 1), [[reach]], [[stun]], [[thought]], [[unwieldy]] |
</div>
Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your [[exocortex]] instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the [[Skill Focus]] feat granted by your exocortex's [[memory module]] and cannot use any of the exocortex's abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as //[[dispel magic]]// or //[[break enchantment]]// can be cast on you to end the effect as if you were affected by it. Once the duration of the mind-affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.
You've had a small, gelatinous organ full of telepathic neurons grafted to the back of your skull or neck. You gain [[limited telepathy]] and [[blindsense]] (thought), each with a range of 30 feet.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|neuro-sensory sac | 10 | 18,000 | brain |
</div>
Neurochemistry is the study of the chemicals that affect creatures' brains and nerves (or related cognitive systems).
''Booster:'' You bolster the chemistry of a creature's brain (or other cognitive system), allowing it to ignore the effects of the [[confused]] and [[staggered]] conditions for the booster's duration. While the creature is ignoring these effects, the duration of the condition elapses as normal.
''Inhibitor:'' You deliver a strong chemical admixture that interferes with a creature's neurons (or equivalent), imparting a –2 penalty to Will saving throws.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Boost Neurotransmitters ([[Ex]]):'' As a standard action, you can create and deliver a compound that causes a surge of cognitive activity. When injected into a creature, the formula grants the target a +4 enhancement bonus to saving throws against mind‑affecting effects for 1 minute. If the target is already subject to a mind-affecting effect, the target can immediately attempt a new saving throw with a +2 enhancement bonus against the effect. This does not grant a new saving throw if the effect did not originally allow one.
A neuropoppet is a small simulacrum of a featureless humanoid creature, composed of a malleable eggshell-white polymer that is wirelessly linked to a tiny needle-shaped neural receiver. The receiver can be loaded into any ranged weapon that uses darts as ammunition, though it deals no damage to a target when fired (nor can it impose any critical hit effects). Instead, the receiver embeds into the target's body, injecting a small numbing agent into the target's bloodstream, making them unaware of the embedded receiver unless they or an adjacent ally succeeds at a [[Perception]] check (DC = the result of your attack roll to embed the receiver). Once found, the receiver can be removed with a standard action and a successful DC 30 [[Medicine]] check. The signal sent from a neuropoppet to the neural receiver can be jammed with a [[signal jammer]].
While the neural receiver is embedded in a living humanoid target within 60 feet, you can manipulate the neuropoppet as a full action with two hands (this uses up one of the item's charges), causing the receiver to send subtle electrical signals through the target's nervous system. You can then designate the target's next standard action, chosen from the list below.
* Attempt a combat maneuver of your choice against the creature nearest to the target (determined randomly).
* Distract a creature of your choice using harrying fire.
* Take the total defense action.
After the target creature attempts the action you designate, it can attempt a DC 25 Will saving throw. If the save is successful, the neural receiver sends a blast of haptic feedback to the neuropoppet, dealing 6d6 electricity damage to you (Reflex DC 25 half).
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|neuropoppet | 14 | 65,000 | 1 | 40 | 1/use |
</div>
A lobe grafted onto your throat processes toxins your body would normally struggle to remove. Whenever you attempt a saving throw against a drug or poison, your neutralizer lobe automatically attempts a [[Medicine]] check to treat drugs or poison, using a modifier equal to your level + 2. If this Medicine check is successful, the neutralizer lobe grants you a +4 bonus to your subsequent saving throw.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|neutralizer lobe | 8 | 9,900 | throat |
</div>
Your nanites can release a dense liquid sealant that douses flames and seals open wounds. While your [[sheath array]] is active you gain a +2 bonus to [[Medicine]] checks made to end the [[bleeding]] condition and Reflex saves made to end the [[burning]] condition. When you fail a check to end the bleeding or burning condition, you can use a [[nanite surge]] as a reaction to reroll the failed check or saving throw.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large construct (magical, technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +6; ''Ref'' +6; ''Will'' +3
* ''DR'' 5/—; ''Immunities'' [[construct immunities]], electricity, light, magic
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +17 (1d8+11 B; critical [[knockdown]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' berserk
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Stealth]] +13
* ''Other Abilities'' [[mindless]], comm, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Berserk ([[Ex]])'' When a neutronium golem takes damage that reduces it to half its maximum Hit Points or fewer, and whenever it takes damage while it has half its maximum Hit Points or fewer, it must attempt a DC 13 Will saving throw. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can't reach a creature, it attacks objects. The golem can attempt a DC 13 Will saving throw at the end of each of its turns to end the berserk state. If the golem's creator communicates with the golem to calm it, via [[comm unit]] or from within 60 feet, and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw.
''Comm ([[Ex]])'' A golem can receive wireless communications (and thus commands from its creator) at planetary range.
''Light Immunity ([[Ex]])'' A neutronium golem does not interact with visible light, so it is immune to laser weapons or any other attack based on visible light. In any area of dim, normal, or bright light, a neutronium golem is [[invisible]].
''Magic Immunity ([[Ex]])'' A neutronium golem is immune to any spell or spell-like ability that allows [[spell resistance]], unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem, as follows.
@@.special
* If the golem is inside the area of a //[[control gravity]]// spell used to increase gravity and fails its saving throw, instead of the usual effects of the spell, the golem becomes Tiny (reducing its space and reach to 2-1/2 ft.) and sinks partially into the ground, becoming [[pinned]] for the duration of the spell.
* If the golem is inside the area of a [[control gravity]] spell used to reverse gravity or create an area of zero-g and fails its saving throw, in addition to the normal effects of the spell, it partially loses its humanoid shape as it becomes Huge (increasing its size and reach to 15 ft.) for the duration of the spell. In this state, it is [[staggered]].
* The golem automatically fails its saving throw against //[[discharge]]// and //[[greater discharge]]// but has a unique reaction to these spells. //Discharge// and the area discharge effect of //greater discharge// heal the golem for 5d8 Hit Points; the targeted discharge effect of //greater discharge// heals it for 11d8 Hit Points.
* The golem can be targeted with a //[[recharge]]// spell, but this spell has a unique effect upon it. If the golem fails its saving throw, it loses its [[immunity]] to electricity and light, becoming visible as a creature of highly reflective metal for 2d4 rounds.
@@
</div>
Neutronium, the material found in the heart of a neutron star, is one of the densest substances in existence. Just a spoonful of it would weigh billions of tons and, if dropped onto the surface of a planet, would simply puncture the planet's crust until it reached the core. Further, neutronium possesses some unusual properties; because it has no electrons, it does not interact with light. Scientists have studied neutronium for centuries, with many of them pursuing the practical goal of weaponizing the substance.
Recently, a group of [[drow]] mystics and technomancers made a breakthrough while working to decode ancient texts supposedly written by Eloritu. After decades of work, they managed to temporarily bind an elemental spirit to a neutron star. The elemental, working from within the star, was able to remove a tiny piece of super-dense neutronium, which the drow then isolated with force magic. The team experimented on this rare sample for months on end, until they finally perfected a technomagical process that reduced the density of the neutronium enough to make it more workable, while simultaneously shaping the now enormous object into a vaguely humanoid form. They moved the bound elemental spirit out of its star and into this new vessel, and the first neutronium golem was created.
Since then, the method of crafting neutronium golems has spread through the Pact Worlds. The drow creators of the technique have even begun to industrialize the process, producing neutronium golems in the dozens and charging exorbitant sums for them. Unfortunately, their work has angered some of the drow's demon lord patrons, which has led some elements of Apostae's ruling class to call for their expulsion from drow society, if not outright execution. House Brevak in particular has spent a great deal of resources to eliminate these "rogue elements" from drow society and take over the production of neutronium golems—for the good of all drow, naturally.
A neutronium golem is invisible in light but pitch black in darkness; this quality makes it both a deadly assassin and a useful guardian. Species with natural darkvision—like drow—can easily see and interact with these golems in the darkness that is their natural environment. But when intruders trespass into the lightless chambers where a golem is stationed, any illumination they bring with them only serves to make the neutronium golem more dangerous.
In addition, the incredible density and neutral charge of neutronium grants the construct a number of immunities even beyond those normally associated with a golem. However, a neutronium golem does have weaknesses. By delivering a charge to the neutronium that makes up the golem's body, its immunity to light is temporarily negated, causing it to become visible. The magical forces which give the neutronium a humanoid form are also precariously balanced, so rapid fluctuations in gravity can disrupt the golem's body. Finally, like many golems, it has a tendency to fly into an uncontrollable rage when damaged.
Although the process for creating neutronium golems is a relatively recent development in the Pact Worlds, rumors persist that older neutronium golems exist elsewhere in the galaxy. Based on the writings studied by the drow scientists, it may be that Eloritu—or his priests—originally created neutronium golems to guard sites sacred to the Hidden Truth. Numerous alien cultures venerated Eloritu long before the Pact Worlds discovered his faith, and some of these cultures may have made use of neutronium golems. An alternative theory is that Eloritu meant to keep the knowledge of creating neutronium golems a mystery from the mortal species of the galaxy, and the reappearance of the technique in the present risks attracting the wrath of the god of secrets.
!! Neutronium Shell Armor Upgrade
Now that the techniques of obtaining and working with neutronium have spread throughout the Pact Worlds, manufacturers have sought to use it in more products. Though neutronium is expensive and difficult to work with, producers of golemforged plating heavy armor have begun to also sell a technique that gives heavy and powered armor a small portion of the neutronium golem's resistances.
{{Neutronium Shell}}
A suit of heavy or powered armor can be sprayed with a thin coat of magically stabilized neutronium. It takes an hour to apply a neutronium shell, and 8 hours of work to remove one. The armor grants electricity [[resistance]] 10 and resistance 15 against damage done by laser weapons or other light-based attacks (this doesn't stack with any other resistances that would reduce similar damage, such as fire resistance).
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//neutronium shell// | 12 | 37,500 | 2 | heavy, powered | 1 |
</div>
<div class="statblock">
* ''Tier'' 9
* Large Heavy Freighter
* ''Speed'' 10; ''Maneuverability'' average (turn 2)
* ''AC'' 23; ''TL'' 22
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' Heavy 320 (forward 80, port 80, starboard 80, aft 80)
* ''Attack (Forward)'' Heavy Laser Cannon (4d8; 10 hexes)
* ''Attack (Aft)'' Coilgun (4d4; 20 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic long-range sensors, crew quarters (luxurious), mk 2 tetranode computer, mk 5 armor, mk 5 defenses; ''Expansion Bays'' [[cargo hold]], [[guest quarters]] (good; 3), [[guest quarters]] (luxurious; 2), [[medical bay]], [[recreation suite]] (HAC)
* ''Modifiers'' +2 to any 4 checks per round, +0 [[Piloting]]
* ''Complement'' 20 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +17 (9 ranks), [[Engineering]] +17 (9 ranks), gunnery +15 (9th level), [[Intimidate]] +17 (9 ranks), [[Piloting]] +17 (9 ranks)
* ''Engineer'' [[Engineering]] +17 (9 ranks)
* ''Gunners (2)'' gunnery +15 (9th level)
* ''Pilot'' [[Piloting]] +22 (9 ranks)
* ''Science Officer'' [[Computers]] +17 (9 ranks)
</div>
New Horizon's fleet of Borealis cruise ships is the envy of interstellar touring lines everywhere. Each ship features gyroscopic interior stabilization, premium sound dampening, sweeping vista views for passengers, and a resplendent menu equaling that of any restaurant in the Pact Worlds, so every voyage on a Borealis is in a class of splendor all its own.
Borealis liners offer many distractions for passengers; by day, guests can work out in a fully-equipped gymnasium, shop in the boutique, get a deep massage, or book time in one of several holographic amusement centers. In the evening, the ballroom is large enough to host a dance party for everyone aboard. A large and well-trained staff caters to a passenger's every whim, including tours of the entire ship and exclusive "Captain's Table" dinners that allow guests to interact with the liner's officers in a formal environment.
Professional spacers welcome the chance to serve aboard a Borealis, since the accommodations are excellent, and the work of attending to passengers is shared among a large crew. Still, cruise liner duty is not without its challenges and risks; luxury passengers sometimes want to visit dangerous locales just for the thrill of it, and captains aboard a Borealis aren't immune to the temptation of expensive bribes. Such trips can turn more dangerous than anyone expected—a detour through the Diaspora could suddenly turn into a Free Captain ambush. One Borealis liner on a sight-seeing trip to Aucturn was boarded by the Dominion of the Black; everyone aboard was killed, and the ship has been spotted twice since, heavily modified and made into a carrier for a swarm of aggressive fighters.
Ordinarily, however, a Borealis keeps its rich and pampered passengers safe behind strong shields, deterring pirates and raiders with its own heavy laser cannon. The captain of one of these vessels can usually outrun a problem or simply wait for backup, while shock dampeners leave the passengers with blissfully unspilled cocktails and a 5-star view of the fireworks.
Environments can provide new tricks that pilots can use with the trick action during the pilot actions phase. These could include clipping precarious rocks in a canyon so they fall in your enemies' paths or diverting oncoming traffic toward your enemies. These tricks usually have a DC of 2 to 4 higher than the normal trick action, but their effects should also be more impressive. In terms of game rules, the effect might be a bigger penalty for enemies' [[Piloting]] checks (–4 to –6), or the trick might create a new [[active hazard]] in the zone directly behind the vehicle.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large magical beast
* ''Init'' +3; ''Senses'' [[blindsight]] (heat) 360 ft., [[sightless]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +10; ''Will'' +7
* ''Resistances'' cold 10
!!! OFFENSE
* ''Speed'' 20 ft., fly 90 ft. ([[Ex]], average)
* ''Melee'' feeding lance +17 (1d8+11 P plus infection)
* ''Ranged'' quill volley +15 (2d6+6 P plus infection)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –3; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +13, [[Stealth]] +18, [[Survival]] +13
!!! ECOLOGY
* ''Environment'' any cold (Verces)
* ''Organization'' solitary, pair, or wing (3–5)
!!! SPECIAL ABILITIES
''Infection ([[Ex]])'' A creature injured by a niaq's feeding lance or quills is exposed to [[niaq virus]].
</div>
Niaqs hunt in the frigid wastes of Verces's Darkside, soaring silently through snowy skies. Shaped like a pterodactyl, a niaq is white with a network of black-blooded veins that extend across its body. Instead of eyes, the creature has a mane of cilia that sense minute variations in temperature, allowing it to distinguish heat signatures of prey and the nearby topography. For a mouth, the creature has a feeding lance, which is a tight cylinder of long, hollow quills. Each of a niaq's wings has a fringe of similar but shorter quills that the creature can launch as projectiles with a flick of a wing.
The feeding lance and quills can infect prey with a virus that lives symbiotically within the niaq. Victims diseased in this manner suffer hallucinogenic effects, which make them not only easy prey for the niaq, but living factories for the natural drug the virus produces. Genetic differences between niaqs and their prey allow a feeding niaq to experience the euphoria the drug produces in prey, since the niaq is immune to the effect of the virus in its own system. A niaq therefore carries prey back to its lair, usually a cave or hollow in the Darkside's ice and snow. Niaqs keep prey alive and immobilized, sipping the drug-laced blood from their victims' bloodstream, earning niaqs their local nickname of "sippers."
The drug the [[niaq virus]] produces is called [[niaqui]]. Illegal due to its manufacturing method, this drug is found in black markets throughout the Pact Worlds. Criminal syndicates kidnap victims and infect them, turning them into production hosts. The drug dealers then purify extracted fluids to kill the virus and ensure clients can become addicted but can't produce the drug themselves.
<<section 'Niaq Virus'>>
<<section 'Niaqui'>>
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[physical]] (see below)
* ''Frequency'' 1/round
* ''Effect'' progression track is //Confused—Weakened—Debilitated—Immobile//; victim experiences intense euphoria and bizarre hallucinations throughout the infection. An immobile victim also gains cold [[resistance]] 10 and slows the frequency to 1/day.
* ''Special'' When victims reach the end state, their blood can be used to infect others with the virus, or it can be treated to become an addictive but noninfectious drug called [[niaqui]].
* ''Cure'' 2 consecutive saves
<div class="statblock">
* ''Type'' drug (ingested or injury)
* ''Save'' Fortitude DC 15
* ''Addiction'' Fortitude DC 19 (mental and physical)
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Effect'' euphoria, hallucinations, and cold [[resistance]] 10 for 1 hour
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|naqui | 6 | 3,500 |
</div>
Each evolutionist selects a specific niche of personal transformation into some new kind of being, be it a living robot, ferocious godbeast, immortal undead, or being of magical energy. You must pick one niche upon taking your first evolutionist level, and once made this choice can’t be changed.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Each niche grants you several benefits and affects several of your other class features. If a niche ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities) the DC is equal to 10 + half your evolutionist level + your key ability score modifier unless otherwise stated.
''1st Level:'' Your niche grants you a unique evolutionist adaptation and the listed skill as a bonus class skill. In addition, the niche affects several of your other class features: your niche provides a unique instinct and a unique drawback that affects your [[evolution track]] ability, determines which augmentations your [[augmented form]] ability affects at 2nd level, and determines one of the skills enhanced by your [[skill boost]] ability at 3rd level.
''10th Level:'' Your transformation has reached an important milestone, giving you an ability you can use once per day.
''20th Level:'' You have completed your transformation. Your creature type changes to one of the creature types associated with your niche. In addition, you become immune to one or more effects based on your niche, plus two additional effects of your choice from the following list: bleed, death effects, disease, fatigued (including exhausted), negative levels, nonlethal damage, paralysis, poison, sleep, or stun.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* NE Medium outsider (evil, extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., //[[detect alignment]]//, //[[detect magic]]//, //[[detect tech]]//; ''Perception'' +17
!!! DEFENSE
* ''HP'' 117
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +8; ''Will'' +12
* ''DR'' 10/cold iron and magic; ''Immunities'' charm effects, cold, disease, fear effects, fire, sleep; ''SR'' 19
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +18 (3d4+13 S) or [[incapacitator]] +18 (3d4+13 nonlethal B; critical [[stagger]] [DC 18])
* ''Ranged'' aphelion [[laser pistol]] +16 (3d4+9 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' dream haunting
* ''Spell-Like Abilities'' (CL 9th; ranged +16)
** 1/day—//[[bestow curse]]// (DC 20), //[[deep slumber]]// (DC 20)
** 3/day—//[[inflict pain]]// (DC 19), //[[invisibility]]//
** At will—//[[command]]// (DC 18), //[[magic missile]]//
** At will (with heartstone)—//[[ethereal jaunt]]//
** Constant—//[[detect magic]]//, //[[detect tech]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +3; ''Con'' +6; ''Int'' +2; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Bluff]] +22, [[Diplomacy]] +17, [[Disguise]] +17, [[Intimidate]] +17, [[Mysticism]] +22, [[Sense Motive]] +17
* ''Languages'' Abyssal, Celestial, Common, Infernal
* ''Other Abilities'' [[change shape]] (any humanoid), heartstone
* ''Gear'' gold [[AbadarCorp travel suit]], aphelion [[laser pistol]] with 1 high-capacity battery (40 charges), [[incapacitator]] with 1 battery (20 charges), //heartstone//
!!! ECOLOGY
* ''Environment'' any evil-aligned plane
* ''Organization'' solitary or coven (3 hags of any type)
!!! SPECIAL ABILITIES
''Dream Haunting ([[Su]])'' A night hag can visit the dreams of chaotic or evil targets by using her heartstone to become ethereal, then hovering over the creature. Once she does so, she rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening.
''Heartstone ([[Su]])'' Every night hag owns a //heartstone//—a special gemstone worth at least 4,000 credits that she wears as a periapt. The //heartstone// makes her immune to diseases and grants her special powers, such as the ability to cast //[[ethereal jaunt]]// at will as a spell-like ability. Once per day, a night hag can trap the soul of a recently dead creature within the //heartstone// (Will DC 23 negates); the creature can't have been dead more than 8 rounds, and once its soul is trapped, it can't be returned to life by any means (even //[[miracle]]// or //[[wish]]//). The soul can be freed only by destroying the //heartstone// or rendering it nonmagical, and a //heartstone// can hold only one soul at a time. A //heartstone's// magic is fueled by the night hag's spirit and proximity—once separated from its owner (or upon the night hag's death), a //heartstone// functions as a 9th-level worn magic item for only 24 hours before becoming a nonmagical gem again. A //heartstone// instantly cures any disease contracted by the wearer and provides a +2 enhancement bonus to all saving throws. A night hag that loses her //heartstone// is no longer immune to disease and can no longer use //[[ethereal jaunt]]// until it is replaced.
</div>
Night hags trade in souls and revel in the grief they cause. They prey on mortals who are in their most vulnerable state, first toying with victims by haunting their dreams night after night. When the unfortunate mortal passes, the night hag traps their soul within her //heartstone//, eventually transferring the soul into another magical object that she can sell in the infernal markets of the outer planes.
Night hags vary in appearance, as they can resemble cruel, horned versions of almost any humanoid species. They can be anywhere between 3 and 8 feet tall and weigh between 100 and 400 pounds.
Based on designs reverse-engineered from ancient troves and alloys rediscovered through painstaking research, night plate is the heavy armor of choice for the drow of Apostae. It blends archaic armor sensibilities with cutting-edge technology, resulting in an appearance that resembles a metallic construct as much as armor. Night plate's design incorporates flaring pauldrons and razor-sharp leg spurs, though these impressive adornments have little function beyond intimidation. Higher-grade models incorporate even more of these embellishments, cunningly designed to avoid interference with the armor's primary functions.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|night plate I | 8 | 9,400 | +11 | +13 | +4 | –2 | –5 ft. | 2 | 2 |
|night plate II | 12 | 37,500 | +15 | +17 | +5 | –2 | –5 ft. | 4 | 2 |
|night plate III | 16 | 177,300 | +21 | +24 | +5 | –1 | –5 ft. | 4 | 2 |
|night plate IV | 20 | 886,500 | +25 | +26 | +6 | — | — | 6 | 2 |
</div>
Popular among the drow on Apostae, this needle gun can deliver deadly poisons. The weapon is so small you gain a +2 bonus to [[Sleight of Hand]] checks to hide it on your person.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|Nightarch needler, tactical | 3 | 1,650 | 1d6 P | 30 ft. | [[injection DC +2]] | 5 darts | 1 | L |[[analog]], [[injection]] |
|Nightarch needler, advanced | 8 | 6,270 | 2d6 P | 30 ft. | [[injection DC +2]] | 5 darts | 1 | L |[[analog]], [[injection]] |
|Nightarch needler, elite | 13 | 44,980 | 4d6 P | 30 ft. | [[injection DC +2]] | 5 darts | 1 | L |[[analog]], [[injection]] |
|Nightarch needler, paragon | 18 | 369,000 | 8d6 P | 30 ft. | [[injection DC +2]] | 5 darts | 1 | L |[[analog]], [[injection]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion (mind-affecting)
* ''Casting Time'' 10 minutes
* ''Range'' plane
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You precisely identify a target, such as by name or via a material connection like a personal possession or lock of its hair. The spell fails without expending a spell slot if the target isn't asleep or in a resting state similar to sleep. If you've never met the target in person and lack a material connection to the target, the target gains a +5 bonus to the saving throw. If the spell works, the target remains resting for 1 minute, then has a nightmare, rouses, and becomes [[frightened]] for 2d6 rounds. The target can't willingly reenter the affected resting state for 1 hour. To do so after this time has elapsed, the target must succeed at the saving throw again. If this save fails, the target can try again once per hour thereafter. After 24 hours have passed, this restless state ends.
You can see in the dark as if you had [[low-light vision]] and [[darkvision]] with a range of 60 feet.
Your visual data processor allows you to see better in conditions of poor lighting, granting you [[low-light vision]] and [[darkvision]] to a range of 60 feet. You must have the [[visual data processor]] mechanic trick to learn this trick.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* NE Medium undead
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
* ''Aura'' gravity well (5 ft., DC 15)
!!! DEFENSE
* ''HP'' 72
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' slam +14 (1d6+10 B)
* ''Offensive Abilities'' decompression gaze (15 ft., DC 15, 1d4+3 B)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' —; ''Int'' +2; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +16 (+24 when climbing), [[Stealth]] +11
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' any
!!! SPECIAL ABILITIES
''Decompression Gaze ([[Su]])'' The dead stare of a nihili makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili's demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage.
''Gravity Well ([[Su]])'' A nihili generates a field of gravity that functions in a 5-foot aura around itself (including 5 feet above the nihili), exerting a downward force toward the nihili's feet. This allows the nihili to function as if constantly under the effect of //[[spider climb]]//. Any creature entering this aura from an area of zero-g must succeed at a DC 15 Reflex saving throw or be knocked [[prone]].
</div>
<<section 'Nihili Captain'>>
More so than any harsh desert or freezing tundra, the airless void of space is an unforgiving killer. Most life-forms can survive for about 90 seconds in a vacuum before dying, though rapid depressurization can cause unconsciousness in as little as 15 seconds. When an unprotected body is introduced to a vacuum, the gases inside it begin to expand due to the difference in pressure. While this causes discomfort, especially in the abdominal area due to the expansion of intestinal gases, the real danger comes from any oxygen still in the lungs. If that gas can't escape (say, because the person is trying to hold his breath), the delicate pulmonary tissue can become severely damaged. Those who survive such an event can be left with permanent injuries, such as blindness, a collapsed lung, or worse. Those who do not survive spend their last few moments in terrible pain and mind-numbing terror, and sometimes such suffering prevents souls from passing on to the afterlife. These unfortunate creatures rise again as undead monstrosities known as nihilis.
With puffy skin, ragged wounds from gases escaping the body, and gaping mouths, nihilis might resemble mindless zombies, but they have a sharp intellect and powers that make them far more formidable. A nihili's gaze can crush the lungs of any living creature who sees it, as if the victim were being squeezed by a giant hand. In addition, nihilis creates their own gravity, allowing them to move easily about the wrecked starships where they are usually found. This aura can surprise those attempting to float past nihilis in zero gravity, often causing them to fall face first onto whatever surfaces the undead are standing on. Nihilis that perished floating through the void use this ability to cling to passing vehicles, eventually working their way inside to slaughter the vessels' crews.
Nihilis have an everlasting hatred of the living, especially of spacefarers for daring to travel the void. Some scholars posit that nihilis are the embodiment of outer space's cruelest aspects and exist only to punish those who sully its vacuum. While most scoff at the idea of ascribing a will to something so vast and pervasive as space, there is no denying that nihilis exist and are vicious killers. The undead use their natural cunning to lie in wait for potential victims, usually crouching in dark corners near the ceiling where few think to look before springing into combat. They fight with almost no sense of self-preservation, unless vastly outnumbered, at which time the nihilis turn and flee. Once nihilis have killed their victims, they usually leave the corpses where they fall, having no desire to consume living flesh or blood. They then begin the hunt for further prey.
Most nihilis occur naturally, but they can be created by powerful spellcasters using the //[[animate dead]]// spell. Animating a nihili in this way requires crushed rock from a planetoid with no atmosphere as part of casting the spell. Nihilis created by Eoxian necromancers are sometimes assigned to ships of the Corpse Fleet as engineers, as they can walk along the outside of the vessels with little difficulty in order to make repairs. An ambitious nihili who proves its worth might eventually become the captain of its own Corpse Fleet ship.
Rumors speak of a cult of nihilis in the fringes of the Vast who have discovered a small tear in reality that opens up onto the Negative Energy Plane. Calling it a "dark star," these nihilis eject corpses (usually of victims they have killed) into the surrounding vacuum as sacrifices; some of these bodies are animated as nihilis who immediately attain honored positions in the cult, as they preach of sinister whispers from beyond the portal that encourage this gruesome form of reproduction. When one of these nihilis is destroyed, its remaining flesh is almost instantly flensed from its body, leaving a skeleton marked with glowing blue runes that are difficult for living creatures to focus on—attempting to do so results in blurred vision and nosebleeds. The few mystics who have studied these runes (usually through sketches or eyewitness descriptions) have yet to decipher their meaning. A small handful of rune-marked bones are kept in smoked-glass cases inside secure vaults by a few arcane research bases within the Pact Worlds.
No one knows for certain whether the nihilis who worship this "dark star" are venerating a shadowy entity or are suffering from some unknown kind of madness. However, travelers who survive passing through this region return with tales of huge masses of floating corpses forming a ring around a cloud of ebony particles that seems to absorb all light.
!! Nihili Template Graft
Any breathing creature can die in the pitiless vacuum of space, whether because of a hull breach, being forced out of an airlock, or having its space suit run out of power while on an airless asteroid. Use the following template graft to create a unique nihili of any CR.
* ''CR'' 3+
* ''Required Creature Type:'' undead
* ''Traits:'' increase ability save DCs by 2
* ''Abilities:''
** decompression gaze (see above, damage as ranged energy damage of 2 CRs lower)
** gravity well (see above)
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* NE Medium undead
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' gravity well (5 ft., DC 21)
!!! DEFENSE
* ''HP'' 270
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +15; ''Will'' +14
* ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' slam +26 (3d12+21 B)
* ''Offensive Abilities'' decompression gaze (15 ft., DC 21, 3d8+11 B)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' —; ''Int'' +4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +28 (+36 when climbing), [[Stealth]] +23
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' any
!!! SPECIAL ABILITIES
''Decompression Gaze ([[Su]])'' See above.
''Gravity Well ([[Su]])'' See above.
</div>
NIL (an acronym for "neutronic individual launcher") grenade launchers are the most common grenade launcher available on the market. NILs can be fitted with any sort of grenade as ammunition. Grenades are loaded individually, rather than in magazines. You can load different types of grenades into a NIL grenade launcher, and you can select which grenade to fire as part of the action used to make an attack.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|NIL grenade launcher, merc | 1 | 280 | by grenade | 60 ft. | — | 6 grenades | 1 | 2 |— |
|NIL grenade launcher, squad | 8 | 9,400 | by grenade | 70 ft. | — | 12 grenades | 1 | 3 |— |
</div>
The catlike [[pahtra]] are agile and graceful, even in low or zero gravity. Small hoverjets in your feet (or similar appendages) afford you similar responsiveness. When you are knocked [[off-kilter]], you don't gain the [[flat-footed]] condition or take the normal penalty to attacks. In addition, you can steady yourself as a swift action instead of a move action.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|nimble graft | 1 | 375 | all feet |
</div>
Whenever you're wearing armor (including powered armor), you reduce your total armor check penalty by 1 (minimum 0) and total speed adjustment by 5 feet (minimum adjustment 0 feet). The armor check penalty reduction increases by 1 at 7th level and every 4 levels thereafter. At 11th level, you reduce the armor's speed adjustment by 10 feet (minimum adjustment 0 feet). These benefits stack with similar effects, such as from the [[guard|Guard (fighting style)]] fighting style's 1st-level style technique.
You can move across a single obstacle with ease.
''Prerequisites:'' Dex 15.
''Benefit:'' You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.
Whenever you successfully use the [[evade]] stunt, your starship also ignores any hazardous conditions present in one of the hexes it enters during its movement this round. If the starship would take damage from a hazard before the beginning of the next helm phase, reduce the damage taken by an amount equal to your ranks in [[Piloting]].
A //nimble soles// augmentation places sets of miniature metal rings that hold the essence of the Elemental Plane of Air on your feet. The rings grant you a +2 enhancement bonus to [[Acrobatics]] checks to fly and tumble. In addition, once per day as a swift action, you can overcharge the rings to increase this bonus to +4 for 1 minute.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//nimble soles// | 4 | 2,000 | feet |
</div>
You ignore nonmagical difficult terrain during your stunt and strike. At 6th level, you can spend 1 Resolve Point when you use stunt and strike to also ignore magical difficult terrain.
When you activate your [[instant ward]] knack with your [[eldritch array]], the ward covers a 15-foot-by-15-foot square centered on your space. When you activate your instant ward knack with your [[cloud array]], the ward affects each square affected by your cloud array.
You must have the [[instant ward]] knack to select this knack.
Directive 9 engineers are particularly gifted at combining scanners and small arms for covert missions. A ninescan item acts as two different pieces of equipment, both of which can function simultaneously. Only powered or technological equipment can be built as ninescan weapons; one of the items must be a small arm and the other a scanner of less than 1 Bulk. The ninescan device has a cost equal to the more expensive of the two items + twice the cost of the less expensive item. When determining the ninescan item’s hardness and Hit Points, treat it as having the higher level of the two items, but for all other calculations, each item retains its own item level. If both items require the same kind of ammunition or power (such as a battery), they share a single battery of the highest capacity either device uses. Ninescan weapons that use scanners not normally held in a hand still require one hand to aim and fire. When not in use, a ninescan weapon can be left to appear as either a weapon or a scanner; its nature as a ninescan weapon can be detected by anyone examining the weapon who succeeds at an [[Engineering]] or [[Perception]] check (DC = 15 + 1-1/2 × the item’s level).
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|ninescan weapon | varies | varies | L |
</div>
The creature doesn't breathe, and it is immune to effects that require breathing (such as inhaled poison). This does not give it immunity to cloud or gas attacks that don't require breathing.
//Format:// ''Other Abilities'' no breath.
The creature has no Shield Points and has additional Hull Points equal to one-quarter the Shield Points appropriate for a starship creature of its tier.
You were born into a position of power and privilege. You might be an actual aristocrat or another member of the upper class, such as the relative of a politician, business magnate, or famous celebrity. Whatever your background, you were raised to be a member of high society, and you are as comfortable with alien diplomats as you are at a fashionable party. You can draw on your family's resources to ease your way through life, so the galaxy is yours to enjoy!
!! Theme Knowledge (1st)
You move about in the highest echelons of galactic society. Your status allows you to know who's who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either [[Bluff]] or [[Diplomacy]]. The chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Weekly Stipend (6th)
From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend.
* Lodgings, docking fees, taxes, tolls, and similar fees
* Meals or restaurant dining
* Transportation
* The use of recharging stations
* Invitations to exclusive events or entry into privileged locations
!! Personal Retainer (12th)
You gain the services of a loyal NPC retainer. They might be an assistant or personal secretary, a devoted follower, a servant, a steward, or other subordinate, such as someone loyal to your aristocratic family. This NPC must be a member of a playable race, is CR 6, and uses the expert array, although they do not gain any special abilities from their array. They do not have a class graft, but they are equipped with light armor (item level 6 or lower), one small arm (item level 6 or lower), and a basic melee weapon (item level 5 or lower). The retainer does not always follow you around and is not meant to accompany you on adventures or in combat. (If your personal retainer is with you when combat breaks out, they fight defensively and move to get out of the way and avoid lines of fire.) Instead, they run various errands for you while you are adventuring, delivering messages, attending to your business, maintaining your home or living quarters on your starship, and ensuring that your stipend is spent according to your desires. If your retainer ever dies, you can hire and train a replacement after 1 week, but you must supply your new retainer with their gear.
!! Social Butterfly (18th)
You find mingling with your lessers, peers, and betters at high-profile social gatherings to be one of the best things in life. While attending an upper-class social function—such as a party, vid premiere, charity gala, gallery opening, or the like—you can spend 10 minutes socializing or networking to regain 1 Resolve Point. Being seen at hot social spots is similarly uplifting for you; if you spend 10 minutes as the focus of attention at such a place—an upscale bar, dance club, or similar scene—you regain 1 Resolve Point. The time spent socializing doesn't count as resting to regain Stamina Points. You can regain 2 Resolve Points per day this way.
A small, nondescript disc about the size of a keycard, a noise dampener controls sound within in its area using specialized sonic waves. As a standard action, you can activate a noise dampener by attaching it to a flat surface. Once activated, it affects a 30-foot radius. Sounds within this radius can't be heard beyond the radius, and sounds beyond the radius can't be heard within it.
<div class="table-wrapper">
|Augmentation | Level | Price | Bulk | Capacity | Usage |h
|noise dampener | 6 | 4,300 | — | 40 | 1/min |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
The warded creature or object becomes difficult to detect by divination spells such as //[[clairaudience/clairvoyance]]// and spells with the word "detect" in their names. Nondetection also prevents location by magic items such as crystal balls and technological items such as cameras and surveillance systems.
Casting this spell places significant stress on you, and requires you to spend 1 Resolve Point. If a magic divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC equal to 11 + your caster level. If surveillance is attempted with remote cameras or sensors, the viewer must succeed at a [[Perception]] check against a DC equal to 11 + your caster level to see the target. If you cast //nondetection// on yourself or on an item currently in your possession, the DC for each these checks is equal to 15 + your caster level. If cast on a creature, //nondetection// wards the creature's gear as well as the creature itself.
//Nondetection// protects the target only from discovery by items and remote sensors, not by creatures. A camera mounted to a wall and monitored from a security booth is subject to //nondetection//, but a camera in a creature (including constructs) is not.
This weapon deals nonlethal damage.
{{Nonlethal Damage}}
Nonlethal damage represents harm that can knock you out instead of killing you. Some weapons deal only nonlethal damage, while others can be set to deal nonlethal damage when desired. You can deal lethal damage with a nonlethal weapon and vice versa.
!! Dealing Nonlethal Damage
Most attacks that deal nonlethal damage work like any other attacks, and they deal damage to your Stamina Points or Hit Points as normal. However, when nonlethal damage would reduce you to 0 or fewer Hit Points, you are reduced to exactly 0 HP and fall unconscious, but you are stable instead of [[dying]].
!! Lethal Damage With A Weapon That Deals Nonlethal Damage
You can use a weapon that deals nonlethal damage to deal lethal damage instead, but you take a –4 penalty to your attack roll.
!! Nonlethal Damage With A Weapon That Deals Lethal Damage
You can use a weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty to your attack roll.
Resembling pale-green crystal more than metal, noqual can be worked as easily as iron. Noqual's crystalline structure gives a strength that belies its surprisingly low weight. This starmetal is strangely resistant to magic, and is commonly used in binders and manacles intended to confine spellcasting prisoners and in gear intended for use in magic-laden environments. Objects fashioned from noqual gain a +4 bonus to saving throws against magical effects.
Weapons and ammunition made of noqual sap magic from the target, dealing additional damage to creatures largely derived from magical effects. Noqual weapons and ammunition gain a +1 enhancement bonus to damage rolls against magical constructs, magically created undead, and creatures summoned by magic. For melee weapons, this enhancement bonus increases by 1 for every 6 item levels the weapon has, up to +4 at 18th level; this enhancement bonus increase does not apply to ammunition.
Noqual can be woven into armor composite. Wearing armor with noqual in it grants you a +1 enhancement bonus to saving throws against magical effects. However, if you cast spells while wearing noqual armor, you treat your caster level as 1 lower when determining the range and duration of your spells and for caster level checks.
<div class="table-wrapper">
|Forn | Cost |h
|Ammunition (1 piece) | +40 credits |
|Armor or weapon | +2,000 credits |
|Raw material (1 bulk) | 500 credits |
</div>
This green, lightweight crystalline starmetal is best known for its magic-dampening properties. Incorporating noqual into starships is a delicate process, as improperly installed noqual impairs that vessel's magitech operations as often as it stymies enemy ships.
''Armor:'' Noqual armor deflects magical attacks and absorbs ambient magic, complicating the actions of spellcasting officers on board. Treat the starship's tier as 2 higher when determining the [[Mysticism]] DC of magic officer actions that use the armored starship's tier to calculate the DC of Mysticism checks. Additionally, the starship's AC and TL increase by 2 against weapons with the [[mystical]] special property (page 15).
''Sensors:'' The scanning pulses emitted by a noqual-augmented sensor array can interfere with enemy diagnostics, particularly the functions of any magitech components. When a science officer uses the [[scan]] crew action and exceeds the check DC by 5 or more, they can choose to learn only one piece of information and instead scramble the other ship's sensors, giving the sensors the [[glitching]] condition for 1 round for every 5 by which the Computers check exceeded the scan action's DC.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|armor | +2 BP |
|sensors | +4 BP |
</div>
The pale green noqual dragons are rarely seen. Most make it their ambition to seek out and battle evil spellcasters.
* ''CR:'' 3+
* ''Required Creature Type:'' Dragon
* ''Suggested Alignment:'' Neutral good
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** dampening field aura (see below); [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[void adaptation]]; [[DR]] 5/— (CR 13+, increase to DR 10/— at CR 15, DR 15/— at CR 17, DR 20/— at CR 19)
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d8 So + 1d8 per CR)
** //[[detect magic]]// as an at-will spell-like ability
** [[spaceflight]]
* //Dampening Field ([[Su]]):// Magic is difficult to perform near a noqual dragon. Any creature attempting to cast a spell within 60 feet of a noqual dragon must succeed at a caster level check (1d20 + caster level) or lose the spell slot. The DC of this check is determined by the noqual dragon's [[spell resistance]].
Green, crystalline noqual eaters move in clunky spasms rather than with the smooth motion of other starmetal eaters. They gradually nullify magic in their surroundings and shun areas rich in magical energy.
* ''CR:'' 3+
* ''Required Creature Type:'' Ooze.
* ''Required Array:'' Combatant.
* ''Traits:''
** [[blindsense]] (scent [noqual only]) 1 mile, [[blindsight]] (vibration) 60 ft.
** [[immune]] to divination effects
** [[mindless]]
** [[ooze immunities]]
** [[sightless]]
** [[SR]] equal to 10 + CR
** unraveling touch (see below)
* //Unraveling Touch ([[Su]]):// If a noqual eater's slam attack critically hits a magic or hybrid item (or a creature carrying such an item), one of those items (selected at random) loses all its magical abilities for 1d4 rounds, becoming a normal item of its type. A successful Will save (using the ooze's ability DC) negates this effect and makes that item immune to unraveling touch for 24 hours. If the item is held or worn by a creature, the item uses its bearer's Will save modifier in place of its own, if better. Upon draining an item, the noqual eater takes force damage equal to the item's level. If the noqual eater is at least CR 15, the drain effect lasts for 24 hours.
Your drone incorporates [[noqual]] into its armor and several internal systems, dissipating magical effects. The drone gains [[spell resistance]] equal to 6 + its level. You can choose this mod a second time, increasing the spell resistance to 11 + its level.
<div class="statblock">
* ''Tier'' 1/2
* Tiny interceptor
* ''Speed'' 8; ''Maneuverability'' perfect (turn 0); ''Drift'' 1
* ''AC'' 16; ''TL'' 15
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Ablative Armor'' basic 8 (forward 1, port 1, starboard 1, aft 5)
* ''Shields'' basic 20 (forward 5, port 5, starboard 5, aft 5)
* ''Attack (Forward)'' coilgun (4d4; 20 hexes)
* ''Power Core'' Micron Heavy (70 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, cut-rate sensors, mk 3 armor, mk 2 defenses; ''Expansion Bays'' none
* ''Modifiers'' –2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
''Pilot'' gunnery +3 (1st level), [[Piloting]] +10 (1 rank)
</div>
One of Norikama Syndicate's highest grossing starships to date, the Defrex is a scrappy personal fighter capable of taking a beating while dishing out punishment in kind. With a hull modeled on BMC's infamous Hellion, comfortable seating inspired by Redshift's Desiris, thrusters ripped off the award-winning Liavaran racer Essence, and extra armor plating around its vital systems, the Defrex outsold all of the ships it emulated, turning a huge profit for Norikama.
Still sold today, the Defrex is a wedge-shaped ship with cockpit windows shaped like a toothy, open maw and spiked armor plating running along its top and aft hull. The ship's silhouette invokes the snarling visage of its [[namesake|Defrex]], a fierce and respected
mammalian predator found on Vesk-2. This scrappy interceptor became instantly infamous for having a compact refrigeration unit within arm's reach of the pilot seat. The Defrex became branded in upper-class circles as an affront to its ferocious namesake, a vehicle fit only for soft, low-class, and dissipated rebels and scoundrels. That such complaints were common among the affluent only increased sales among the mid-to-lower classes, resulting in the Defrex's edgy, rebellious reputation that still resonates with consumers to this day.
While stock models feature a mottled black, white, and gray exterior, most Defrex owners invest in custom paint jobs, kitting out and modifying their Defrexes with extra guns and armor for dogfights, or better thrusters and handling for racing. Owners take special delight in replacing their starships' spiky crest with their own variations, giving them custom looks and personalities.
The most well-known Defrex ships operating today are Esprantis, a blue-and-white scaled Defrex with modified steering, driven by the ijtikri crash-racer Olquox; Urge, a nearly silent Defrex with a [[holographic mantle]], operated by the infamous astrazoan bounty hunter Rivin; and Shimmersplode, a rainbow-colored dueling ship driven by MaxStarr-10, a sensational vesk starship duelist known for tearing his opponents' ships apart with a sparkly ramming prow on live vidcasts aired throughout the Pact Worlds.
In the decades since releasing the Defrex, Norikama Syndicate has created many other fighters they hoped would outsell it, including the Bastion and Deflector, which prioritized defensive countermeasures and protections; the Sunder and Raidbuster, which emphasized overwhelming attack power; and the Whip, a fast, maneuverable ship with advanced targeting systems. Although these ships have succeeded financially, none come close to competing with the classic Defrex and its lasting cultural impact.
<div class="statblock">
* ''Tier'' 8
* Medium transport
* ''Speed'' 12; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 24; ''TL'' 23
* ''HP'' 100; ''DT'' —; ''CT'' 20
* ''Shields'' light 80 (forward 20, port 20, starboard 20, aft 20)
* ''Attack (Forward)'' coilgun (4d4), persistent particle beam (10d6)
* ''Attack (Aft)'' coilgun (4d4)
* ''Attack (Turret)'' light plasma cannon (2d12), light plasma cannon (2d12)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic long-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 duonode computer; ''Expansion Bays'' [[guest quarters]] (5, common)
* ''Modifiers'' +3 any two checks per round, +2 [[Computers]], –1 [[Piloting]]
* ''Complement'' 5
!!! CREW
* ''Captain'' [[Engineering]] +16 (8 ranks), gunnery +14, [[Intimidate]] +16 (8 ranks), [[Piloting]] +15 (8 ranks)
* ''Engineer'' [[Engineering]] +16 (8 ranks)
* ''Gunner'' gunnery +14
* ''Pilot'' [[Piloting]] +20 (8 ranks)
* ''Science Officer'' [[Computers]] +18 (8 ranks)
</div>
Styled as a miniature version of larger vesk warships, the Norikama Dropship is designed as a fleet transport ship, but it has no problem picking a fight on its own.
<div class="statblock">
* ''Tier'' 4
* Small light freighter
* ''Speed'' 6; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 19; ''TL'' 19
* ''HP'' 50; ''DT'' —; ''CT'' 10
* ''Shields'' light 50 (forward 15, port 10, starboard 10, aft 15)
* ''Attack (Forward)'' linked gyrolasers (2d8; 5 hexes)
* ''Attack (Port)'' tactical nuclear missile launcher (5d8; 20 hexes)
* ''Attack (Starboard)'' tactical nuclear missile launcher (5d8; 20 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 3 duonode computer, mk 4 armor, mk 4 defenses; ''Expansion Bays'' [[cargo holds]] (3); 6 additional BPs available for customizing expansion bays
* ''Modifiers'' +3 to any two checks per round, +4 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 5 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +10 (4 ranks), [[Engineering]] +10 (4 ranks), gunnery +9 (4th level), [[Intimidate]] +10 (4 ranks), [[Piloting]] +12 (4 ranks)
* ''Engineer'' [[Engineering]] +15 (4 ranks)
* ''Gunner'' gunnery +9 (4th level)
* ''Pilot'' [[Piloting]] +12 (4 ranks)
* ''Science Officer'' [[Computers]] +10 (4 ranks)
</div>
Several Veskarium starship designers have tried to match the success of the BMC Mauler, the Veskarium's signature fighter. The Norikama Syndicate's failed attempts almost bankrupted them, but not before they designed the Reliant. This small, modular starship is a versatile support craft that the Veskarium deploys in a variety of uses. Reliants earn their name by having a wide range of potential loadouts that make them reliably useful in many different situations. An easily swappable set of bays in the ship's stern is the cornerstone of its flexibility.
!!! Opportunistic Copycats Striving for Respect
<div class="statblock">
* ''Manufacturing Centers'' Akiton, Norikama, Vesk-8
* ''Specialties'' Knockoff starships and low-class luxury
* ''Famous Models'' [[Defrex|Norikama Defrex]], [[Dropship|Norikama Dropship]], [[Reliant|Norikama Reliant]], [[Valkyrie|Norikama Valkyrie]]
</div>
Founded in the aftermath of the Gap by destitute vesk siblings Jinjaya and Ozoroz, Norikama Syndicate has grown to become one of the most pervasive vesk corporations in the Pact Worlds. Favored by civilians, mercenaries, pirates, and vagabonds alike, Norikama Syndicate produces affordable, battle-ready starships with comfortable interiors—all knockoffs of the hottest ships on the market.
Originally a salvage company, Norikama Syndicate got its start collecting wreckage from Veskarium battles and selling scrap back to the original manufacturers. It soon discovered rebuilding ships from parts was far more profitable, and the Syndicate built its first factory on the planet Norikama. When war between the Veskarium and Pact Worlds came to an end, easily attainable parts became scarce and the Syndicate was forced to adapt to survive. Refocusing on sales to the general public, it found its fortune creating knockoff luxury interiors with imitation materials, housed within intimidating, brutish-looking starship hulls.
To keep up with demand, Norikama Syndicate opened factories in low-rent regions on Vesk-8 and Akiton. Dangerous work environments have led to countless on-site injuries, and critics insist there's more blood than oil going into Norikama ships. It's also common knowledge that the Syndicate purchases starship parts with no questions asked, which has added to the company's notoriety.
Despite their popularity among budget-conscious consumers, most affluent citizens consider owning Norikama ships unbecoming. Many major corporations foster this sentiment, releasing denigrating statements and media meant to showcase Norikama's inferiority. Small corporations, however, often take the opposite approach, attaching their names to the Norikama knockoffs of their own ships at every opportunity to drive sales and attention to their original, high-end models.
Veskarium citizens overwhelmingly disdain the Norikama Syndicate. Considering it a den of scavengers that steal from the honored dead, military manufacturers look down on the corporation, while the government considers its work inferior. To the average vesk, the Norikama Syndicate is a cliché joke, a worthless export that foreigners have inexplicably latched on to.
Seemingly immortal, the company's founders continue to steer Norikama Syndicate into the future with a top-secret project promised to "alter destiny." Though the project's launch date draws near, nothing has been leaked to the media, causing some to question what the ageless siblings have planned, and how far they're willing to go to keep it quiet.
''Manufacturer Perk:'' The Norikama Syndicate can install luxurious [[crew quarters]] for allies and employees at a cost of 3 BP rather than 5, using imitation materials in place of a more expensive finish.
<div class="statblock">
* ''Tier'' 15
* Gargantuan battleship
* ''Speed'' 6; ''Maneuverability'' average (turn 3); ''Drift'' 1
* ''AC'' 31; ''TL'' 29
* ''HP'' 400; ''DT'' 10; ''CT'' 80
* ''Shields'' heavy 240 (forward 80, port 50, starboard 50, aft 60)
* ''Attack (Forward)'' imposing ramming prow (4d4; 1 hex), superlaser (2d4×10; 20 hexes)
* ''Attack (Port)'' heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Starboard)'' heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Aft)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Turret)'' particle beam (8d6; 20 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget long-range sensors, crew quarters (luxurious), mk 10 armor, mk 10 defenses, mk 1 trinode computer; ''Expansion Bays'' [[cargo holds]] (2), [[conference and meeting rooms]], [[hangar bay]], [[recreation suite]] (gym)
* ''Modifiers'' +1 to any three checks per round, +1 [[Piloting]]
* ''Complement'' 222 (minimum 100, maximum 300)
*
!!! CREW
* ''Captain'' [[Bluff]] +26 (15 ranks), [[Diplomacy]] +31 (15 ranks), gunnery +22 (15th level), [[Intimidate]] +26 (15 ranks), [[Piloting]] +27 (15 ranks)
* ''Engineers (3 officers, 35 crew each)'' [[Engineering]] +26 (15 ranks)
* ''Gunners (6 officers, 15 crew each)'' gunnery +22 (15th level)
* ''Pilot (1 officer, 6 crew)'' [[Piloting]] +32 (15 ranks)
* ''Science Officers (2 officers, 4 crew)'' [[Computers]] +26 (15 ranks)
</div>
Tired of being snubbed and dismissed by elites within the Veskarium, [[Norikama Syndicate]] recently launched a starship entirely of its own design: the Valkyrie. A capable battleship with deadly armaments; a bronze-tinted armored hull; and a sophisticated blue, white, and black interior, the Valkyrie is a sleek, stylish ship capable of holding its own on a battlefield. Designed to bring respect and legitimacy to Norikama and silence dismissive rumors regarding the company's reputation for manufacturing shoddy knock-offs, the Valkyrie is making a splash throughout the Pact Worlds. Immediately adopted by peace-keeping organizations, mercenary groups, and organized crime syndicates, the Valkyrie has been touted as a masterpiece of fusion design, combining the best features of various cultures and styles in a way that's fresh, bold, and forward-thinking.
Unfortunately, its reception within the Veskarium has been decidedly cool. With the government, military, and many corporations unwilling to take a gamble on a Norikama ship, no matter the affordability, Norikama Syndicate's hopes of Veskarium esteem and redemption have effectively been dashed.
Determined to prove the Valkyrie capable of competing with battle-hardened ships, Norikama challenged a popular vesk mercenary outfit and loyal [[BMC|Blood Mountain Clan]] customer, Darivor Corps, to use the Valkyrie in its combat operations for 6 months. Darivor Corps' test runs proved the Valkyrie's capabilities, improving Norikama's public image within the Veskarium. However, a smear campaign just as quickly turned the tide when an anonymous source accused Norikama of stealing the starship plans from more respectable designers via corporate espionage and even outright murder. Although Norikama has refuted the claims and denounced them as outrageous lies, the citizens of the Veskarium at large seem to believe the salacious rumors. Despite the poor press, Darivor Corps has adopted the Valkyrie as its new flagship, leading other mercenary outfits, rebel groups, and budget-conscious police forces to take a gamble on the Valkyrie.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* Human nosferatu
* NE Medium undead
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[blindsense]] (scent); ''Perception'' +22
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +14; ''Will'' +13
* ''Defensive Abilities'' [[fast healing]] 5, swarm flight; ''DR'' 5/ wood and piercing; ''Immunities'' [[undead immunities]]; ''Resistances'' cold 10, electricity 10, sonic 10
''Weaknesses'' nosferatu weaknesses
!!! OFFENSE
* ''Speed'' 30 ft.; //[[spider climb]]//
* ''Melee'' claw +25 (6d4+20 S plus [[grab]]; critical [[severe wound]]) or //[[ensnaring]]// ultrathin [[longsword]] +25 (4d8 S)
* ''Ranged'' tenebrous [[shadow pistol]] +22 (2d10 C; critical [[blind]])
* ''Spell-Like Abilities'' (CL 12th; ranged +25)
** 1/day—//[[telekinesis]]// (DC 20)
** 3/day—//[[instant virus]]// (DC 18)
* ''Offensive Abilities'' blood drain, dominate, plague bearer
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' —; ''Int'' +2; ''Wis'' +5; ''Cha'' +4
* ''Skills'' [[Athletics]] +22, [[Bluff]] +22, [[Diplomacy]] +22, [[Intimidate]] +27, [[Mysticism]] +22
* ''Languages'' Common; plague speaker, [[telepathy]] 60 ft.
* ''Gear'' squad [[hardlight series]], //[[ensnaring]]// ultrathin [[longsword]], tenebrous [[shadow pistol]] with 2 standard batteries (20 charges each)
* ''Other Abilities'' swarm form, [[unliving]]
!!! SPECIAL ABILITIES
''Blood Drain ([[Su]])'' When a nosferatu successfully grapples a target, they can suck blood from their victim with their fangs. The victim must attempt a DC 19 Fortitude save; on a failure, it gains 1 [[negative level]], and the nosferatu gains 5 temporary hit points that last for 1 hour (up to a maximum number of temporary hit points equal to their full normal hit points).
''Dominate ([[Su]])'' A nosferatu can crush a humanoid opponent’s will as a standard action, targeting a single creature within 30 ft. that must succeed at a DC 19 Will save or fall instantly under the nosferatu’s influence, as though subject to dominate person (caster level 12th). A creature that successfully saves against this ability is immune to the nosferatu’s dominate ability for 24 hours.
''Nosferatu Weaknesses ([[Su]])'' A nosferatu is held at bay by mirrors, garlic, or holy symbols of a non-evil deity. They must stay at least 5 ft. from the object of their revulsion and can’t touch or make melee attacks against a creature brandishing such an object. Holding a nosferatu at bay takes a standard action. After being held at bay for 1 round, a nosferatu can attempt a DC 25 Will save at the beginning of their turn to act normally. Finally, a nosferatu can’t enter a residence unless invited inside, nor any area filled with the smell of garlic.
''Plague Bearer ([[Su]])'' A creature that takes damage from a nosferatu’s claw attack or is subject to their blood drain ability is exposed to a disease endemic to the nosferatu’s original species or world of origin; nosferatu who were once human expose their victims to [[bubonic plague]].
''Plague Speaker ([[Su]])'' A nosferatu can communicate with animals or vermin associated with disease, such as certain blood-drinking mosquitoes, rats, or [[akata]]. This ability doesn’t make the creature friendly to the nosferatu, but it does allow the nosferatu to use language-dependent effects on them.
''Swarm Flight ([[Su]])'' If reduced to 0 hit points in combat, a nosferatu doesn’t die. Instead, they assume their swarm form (below) and can do nothing except attempt to escape. They must reach their coffin within 1 hour or are destroyed. Additional damage dealt to a nosferatu forced into swarm form has no effect. Once at rest in their coffin, the nosferatu is [[helpless]]. They regain 1 hit point after 1 hour and then are no longer helpless; they resume healing at the rate of 5 hit points per round.
''Swarm Form ([[Su]])'' As a standard action, a nosferatu can change into a swarm of crawling or flying rodents or vermin. In this form, they gain [[swarm defenses]] and [[swarm immunities]]. They gain either [[distraction]] (DC 19) and a [[swarm attack]] (4d6+12 P) or a fly speed of 50 ft., as the nosferatu chooses. While in swarm form, a nosferatu can’t use their claw attacks or any of their offensive abilities. They can remain in swarm form until they assume another form or until the next sunrise. A nosferatu’s gear vanishes when they adopt swarm form and returns when the nosferatu returns to their normal shape. Nosferatu throughout the galaxy might change into other creatures associated with diseases endemic to their original species or from their world of origin.
</div>
This legendary undead appears as a statuesque humanoid, characterized by bruise-colored or paper-white skin rippling with powerful muscle. The nosferatu’s unnatural height and elongated claws set them apart from the living. Nosferatus are completely hairless, but some conceal this detail under an affectation for elaborate wigs. Their expertly curated attire hints at deep layers behind the somber grimace they present to the world—one laced with ratlike fangs. Many have other ratlike features, including pointed ears, bulbous eyes, and a hunched gait.
The typical nosferatu has suffered an unfathomably long lifespan, witnessing civilizations rise and crumble while simultaneously extinguishing the lives of countless mortals, victims who were merely momentary partners in an eternal dance with the night. Unable to create more of their kind, as traditional vampires do, many nosferatus were spawned before the Gap and now seek peaceful solitude, fasting for long periods before indulging themselves in a gory feast. Some cling desperately to their foggy memories of another time, while others’ minds have shattered entirely beneath the animalistic, singular urge to feed.
However they personally reinvent themselves, nosferatus remain distinguished from other vampires by their unnatural connection to disease; for centuries, this connection manifested in plagues carried by rodents and verminous insects, diseases which nosferatus would both carry and spread. As nosferatus have traveled to other
worlds, however, their supernatural affinity for disease has metastasized; now, they serve as hosts to alien viruses from all over the galaxy. Most new nosferatus are born out of contagion and disease, crawling from hospitals, disease wards, isolation units, and plague pits to spread their curse among the living.
Traditional wisdom suggests that a nosferatu can’t abide the odor of garlic or touch a holy symbol, though these items are merely deterrents. Nosferatus tend to avoid mirrors, as the lack of reflection threatens to alert victims to their true nature. Perhaps the greatest defense against a nosferatu is avoiding their lair since nosferatus can’t enter a residence without permission. For this reason, many maintain immense estates to which they invite potential victims under the guise of conducting business or entertainment. It isn’t unusual for a hidden nosferatu to be exposed by the sudden outbreak of virulent disease centered on its posh and secluded home.
Today, nosferatus are more elusive than ever; their reclusive nature coupled with their inhuman stealth and powers of magnetism enable them to slip through the galaxy unseen—except by their victims, of course. As interstellar commerce has increased since the Signal and the development of Drift technology, nosferatus have arisen among diverse alien species, each carrying plagues unique to their home worlds. Sometimes, they stow away on starships, and the unlucky crew slowly perishes over the course of many weeks; the ship reaches its eventual destination as a hollowed out plague ship filled with diseased corpses and a single nosferatu.
Many nosferatus had difficulty in adjusting to the modern era, but perhaps the biggest challenge these ancient revenants face is coming to terms with popular media portrayals of vampires. While some huffily point out the inaccuracies of today’s romanticized vampire over glasses of decanted blood, others rage against the degradation of their historically fearsome reputation. These media purists dive deeply into tradition to the point that they become walking anachronisms.
!! Nosferatu Vampire Template Graft
New nosferatus are exceedingly rare but sometimes arise in areas of plague suffused with powerful necromantic energy. Only a once-living and sapient creature can become a nosferatu.
* ''CR'' 10+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Any.
* ''Traits:'' [[Darkvision]] 60 ft., [[blindsense]] (scent); [[fast healing]] 5; [[DR]] 5/wood and piercing; cold, electricity, and sonic [[resistance]] 10; nosferatu weaknesses (see above); [[telepathy]] 60 ft.
* ''Abilities:'' Blood drain, dominate, plague bearer, plague speaker, swarm flight, swarm form.
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity.
As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn.
At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.
This is a sense-dependent effect.
You can use Perception to notice things happening around you. This is the most basic task of the Perception skill. It can be used for a variety of reasons determined by the GM. You might attempt a Perception check to see if you can act in a surprise round, to spot something important out of the corner of your eye, or to realize there are hidden creatures nearby (though you can't notice a creature that is [[invisible]] unless it makes itself known). A Perception check to notice usually does not involve taking an action, though you must be conscious and have the use of at least some of your senses to do so. The GM determines the DC. You cannot take 20 on a Perception check to notice things.
The DCs for Perception checks to notice things are determined by the GM based on the circumstances and may be adjusted to reflect other conditions.
<div class="table-wrapper">
|Circumstance| DC |h
|Hear the sound of battle | 0 |
|Detect a strong smell | 0 |
|Hear the details of a conversation | 0 |
|Notice a creature in plain sight| 0 |
|Determine whether food is spoiled | 5 |
|Hear the sound of a Small or Medium creature walking | 10 |
|Hear the details of a whispered conversation | 15 |
|Find a typical unmarked cargo hatch | 15 |
|Hear the sound of an automatic door opening | 20 |
|Find a typical secret compartment | 20 |
|Hear a pistol being drawn | 20 |
|Sense a creature burrowing 5 feet below you | 25 |
|Notice someone picking your pocket | Opposed by [[Sleight of Hand]] |
|Notice a creature using [[Stealth]]| Opposed by [[Stealth]] |
|Find a hidden trap | Varies by trap |
</div>
This long weapon bears a plasma sheath at its striking tip. Although similar weapons are produced on many worlds, nova lances' use in Eoxian racing broadcasts has made them especially popular throughout the Pact Worlds. They are typically manufactured by corporations that specialize in plasma pistols and plasma rifles and thus their models follow the same naming conventions: red star, yellow star, white star, and blue star.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|nova lance, red star | 2 | 995 | 1d4 E & F | [[wound]] | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
|nova lance, yellow star | 7 | 6,870 | 3d4 E & F | [[wound]] | 2 |[[powered]] (capacity 20, usage 1), [[reach]] |
|nova lance, white star | 12 | 39,500 | 7d4 E & F | [[severe wound]] | 2 |[[powered]] (capacity 40, usage 2), [[reach]] |
|nova lance, blue star | 17 | 279,000 | 8d6 E & F | [[severe wound]] | 2 |[[powered]] (capacity 40, usage 4), [[reach]] |
</div>
name:nova ram
range:long
speed:—
damage:6d10 × 10
pcu:75
cost:55
special:[[line|Line (starship weapon property)]]
Much like traditional plasma rifles, nova rifles fire coherent gouts of plasma that can potentially travel some distance and burn multiple targets. However, nova rifles have a slimmer profile overall but a larger aperture, projecting plasma that's both slightly cooler and more diffuse. The nova rifle's intense visual display makes it a favorite of icons looking to make a statement or simply add pyrotechnics to their shows. Red star, yellow star, and white star nova rifles are all easily identified by the color of their plasma arcs.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|nova rifle, red star | 2 | 940 | 1d6 E & F | 30 ft. | [[blind]] | 20 charges | 2 | 1 |[[line]], [[unwieldy]] |
|nova rifle, yellow star | 7 | 6,800 | 2d6 E & F | 60 ft. | [[blind]] | 40 charges | 4 | 1 |[[line]], [[unwieldy]] |
|nova rifle, white star | 11 | 25,300 | 3d6 E & F | 80 ft. | [[blind]] | 40 charges | 4 | 1 |[[line]], [[unwieldy]] |
</div>
<div class="statblock">
* ''Tier'' 8
* N Huge starship aberration
* ''Speed'' 6; ''Maneuverability'' poor (turn 3)
* ''AC'' 22; ''TL'' 20
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' tentacles +12 (4d4 plus immobilize), particle beam +12 (8d6)
* ''Attack (Port)'' heavy laser cannon +12 (4d8)
* ''Attack (Starboard)'' heavy laser cannon +12 (4d8)
* ''Attack (Aft)'' heavy laser cannon +12 (4d8)
* ''Skills'' [[Engineering]] +16, [[Piloting]] +20
* ''Power Core'' novaspawn heart (250 PCU); ''Drift Engine'' none
* ''Systems'' mk 6 armor, mk 5 defenses
* ''Other Abilities'' living starship, [[no breath]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' While a novaspawn is a living creature, it is so immense that it functions as a starship (and thus engages in only starship combat). Though it has no crew, it can still take engineer, gunner, and pilot actions (one of each, in the appropriate phases) using the skill bonuses listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Assume it has 8 ranks in the [[Engineering]] and [[Piloting]] skills and a base attack bonus of +8. Use the following table to determine the effects when a novaspawn takes critical damage. The novaspawn's brain doesn't take critical damage conditions.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons array |randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc |
| 31–60 | propulsion |condition applies to all pilot actions |
| 61–90 | heart |condition applies to all engineer actions, except when patching or repairing the heart |
| 91–100 | brain |during the next round, each of the novaspawn's attempted actions have a 25% chance of failure. |
</div>
''Tentacles ([[Ex]])'' The gigantic tentacles dangling from a novaspawn's forward arc are powerful enough to grab a starship and hold it in place, making it easier for the novaspawn to blast the vessel with its particle beam. A novaspawn can make a tentacles attack only against a Large or smaller starship that is in its forward firing arc and in a hex adjacent to the novaspawn. If the attack deals Hull Point damage to the target, that vessel can't move unless its pilot succeeds at a DC 27 [[Piloting]] check as an action during the helm phase. A starship that is immobilized in this way takes a −2 penalty to its AC and Target Lock.
</div>
Novaspawn are rare, enormous creatures of silicon and steellike flesh that live in the vacuum of space. They feed on cosmic radiation and travel with a purpose that no scientist hasbeen able to fully fathom. No one is certain where they come from or exactly how long they live. However, scholars have discovered records that hint that at the end of a novaspawn's life cycle, it undergoes a devastating transformation to become a new star. This phenomenon has been named "solar parturition," though no currently living mortal has seen it occur. Most speculate that the process would burn nearby planets to cinders and irrevocably alter the climate of others farther away.
Novaspawn are generally peaceful, and they often react to outside stimuli in ways that most people don't understand. However, if antagonized, one of these spacefaring creatures can devastate smaller starships with ease, as its crystalline protrusions can convert internal electrical currents into blasts of energy much like those of standard laser cannons. A novaspawn also generates its own protective shields using its aberrant biology, which some believe is as much magical as it is scientific.
!! Older Novaspawn
The stat block represents a novaspawn in an early stage of its maturation—such a novaspawn is still older than some civilizations. Older novaspawn can grow to Colossal starship size, dwarfing even the mightiest of warships. Novaspawn of such size are foes of a much higher tier, and their armaments function as capital weapons.
!! Solar Parturition (CR 14)
In rare occasions, a novaspawn that is ill or under malign influences undergoes the process of parturition dangerously close to an inhabited planet or immobile space station. While the process isn't instantaneous, it still doesn't leave enough to time to evacuate an entire world or crowded facility and get the residents to a safe distance (at least several hundred thousand miles away). However, all is not lost for these unfortunate souls. A group of adventurers brave enough to face a series of demanding challenges can stop a novaspawn's parturition before its completion.
During a novaspawn's transformation, it remains still and its outer defenses are powered down. An intrepid starship crew can then approach and "board" the novaspawn by climbing into one of the heat dispersal vents located on its dorsal side. Since the novaspawn requires as much as heat as possible during the parturition process, these vents are completely sealed, but they can be cut open (a vent has 240 Hit Points and hardness 25) or forced open (DC 40 Strength check). Involuntary muscle contractions reseal the vent 3d4 rounds later.
Once inside, the heroes must navigate the novaspawn's twisting internal passageways while dealing with the growing heat and radiation. With a successful DC 30 [[Life Science]] check, they can find their way to the novaspawn's heart in 2d6+7 minutes (each successive attempt requires an additional 1d6 minutes). However, every minute spent inside, each hero must succeed at a DC 20 Fortitude check or take 10 fire damage. The novaspawn's heart must then be "deactivated" to halt the transformation, which requires six successful DC 36 skill checks (any combination of [[Engineering]], [[Life Science]], and [[Mysticism]] checks). Any
character in the novaspawn's heart chamber is subjected to a high level of radiation; those outside are not.
If this complex process of magic and science is stopped, the novaspawn dies, but it won't explode unless someone brings it back to life, which would require a powerful occult process or an intricate technological procedure.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You instill in the target an overwhelming obsession for new experiences. Whenever the affected creature attacks with the same weapon, casts the same spell, performs the same skill task, or takes the same full action 2 turns in a row, they become [[sickened]] until the end of their next turn. A target that’s sickened by this spell while already under the sickened effect due to this spell also becomes [[staggered]] until the end of their next turn.
Designed for prolonged urban warfare, the novus missile launcher carries enough ordinance to demolish a small building. The weapon's internal hardware adheres a unique transceiver tag to each missile fired, allowing the wielder to indicate a target and steer the payload remotely to bypass obstacles.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|novas missile launcher | 14 | 71,500 | — | 100 ft. | — | 3 missiles | 1 | 2 |[[guided]] |
</div>
Nuars are pale, minotaur-like creatures with formidable frames and roughly bovine faces, hooves, and horns. Their skin and hair range in coloration from snow white to cream, light gray, or tan, with eyes that are generally pink or red, though they much more rarely may be bright blue, green, or yellow. Nuars' bestial appearance often convinces others that the creatures are slow-witted and simple, but this is far from the truth.
Nuars trace their origins to lost Golarion, claiming they are a race distinct from the larger and less intelligent race of common minotaurs. Their accepted history states they existed on Absalom Station, and before that in the ancient city of Absalom, long before the Gap. With no firm scholarship to rely on, nuars have built a new mythology and history by borrowing elements from numerous other species and faiths.
Nuars have a strong appreciation for the culture of orcs and half-orcs, and often follow orc conventions and traditions that don't interfere with their endeavors in invention and innovation. They are drawn to technology and commonly worship Triune or Yaraesa, with their most senior priests also serving as skilled designers, engineers, and inventors.
Nuars are not a numerous race, even on their declared home of Absalom Station. They have no known major settlements of their own, though rumors persist of technologically advanced labyrinths hidden deep within asteroids of the Diaspora. Beyond Absalom Station, they are most often found on exploratory ships, as their combination of impressive physiques, keen intellects, and urges to research and create serve them well. However, as nuars age, they also tend to want to establish roots, often returning to Absalom Station to start a family or build a community.
A typical nuar stands between 7 and 7-1/2 feet tall and weighs about 300 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Int, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Nuars are Medium monstrous humanoids.
* ''Darkvision:'' Nuars have [[darkvision]] out to 60 feet.
* ''Gore:'' A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier's [[blitz]] fighting style), the nuar also gains the ability to charge through difficult terrain.
* ''Maze Mind:'' Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the [[Piloting]] skill to navigate or his total bonus in the [[Survival]] skill for orienteering. In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill.
* ''Natural Weapons:'' Nuars have [[natural weapons]] that deal 1d3 piercing damage.
* ''Swift:'' Nuars have a base speed of 40 feet.
!! Maze-Cores
The nuars' natural grasp of complex patterns and shifting connections has allowed them to develop special kinds of multifunctional devices using an adjustable component known as a maze-core. A maze-core device acts as two different pieces of equipment, though it can function as only one of the two at any given time. Only powered or technological equipment can be built as maze-core devices, and the items must be melee weapons, small arms, longarms, heavy weapons, computers, or technological devices.
To create a maze-core device, select two pieces of equipment. The maze-core device has a bulk equal to that of the bulkiest of the two items + 1, and a cost equal to the most expensive of the two items + 1-1/2 times the cost of the less expensive item. When determining the maze-core equipment's hardness and Hit Points, treat it as having the higher level of the two items, but for all other calculations, each item retains its own item level. If both items require the same kind of ammunition or power (such as a battery), they share a single battery of the highest capacity either device uses. Changing a piece of maze-core equipment to function as the alternate piece of equipment is a swift action.
name:nuclear mega-mines
range:—
speed:—
damage:4d8 × 10
pcu:15
cost:30
special:[[irradiate|Irradiate (starship weapon property)]] (high), [[limited fire]] 3, [[mine|Mine (starship weapon property)]] (1)
name:nuclear mines, heavy
range:—
speed:—
damage:10d8
pcu:10
cost:14
special:[[irradiate|Irradiate (starship weapon property)]] (medium), [[limited fire]] 3, [[mine|Mine (starship weapon property)]] (1)
name:nuclear silo, heavy
range:long
speed:5
damage:10d10
pcu:15
cost:35
special:[[irradiate|Irradiate (starship weapon property)]] (medium), [[limited fire]] 3, [[orbital]] (10)
name:nuclear silo, super
range:long
speed:5
damage:3d8 × 10
pcu:15
cost:40
special:[[irradiate|Irradiate (starship weapon property)]] (high), [[limited fire]] 2, [[orbital]] (14)
This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire.
A //null-space chamber// is a circular device often designed to be strapped to an arm or backpack. When you press a button on the side, the device creates a circular extradimensional rift to a pocket space, the size of which is determined by the //null-space chamber's// model. You can close it by pressing the button again, causing the entrance to the space to disappear. Anything stored within the space remains, however, traveling with the item. The //null-space chamber// can be opened and closed only from the outside.
The only air within the pocket space is that which enters when you open the entrance. The device does not accumulate bulk even as its pocket space is filled. Each //null-space chamber// is associated with its own particular extradimensional space. Each null-space chamber can carry a set amount of bulk, after which it can no longer be closed (even if it has room left for more material). Spells and items that contain or create extradimensional spaces, such as other //null-space chambers//, do not function within a //null-space chamber's// pocket dimension.
A readout on a //null-space chamber// automatically catalogs all items within it, and if the chamber is open, you can call up any such item and have it placed in your hand as a full action.
* ''Mk 1:'' You can close up to 25 bulk in this device's pocket space, a 3-foot cube. It can hold enough air for one Medium creature or two Small creatures for 10 minutes.
* ''Mk 2:'' You can close up to 50 bulk in this device's pocket space, a 6-foot cube. It can hold enough air for one Medium creature or two Small creatures for 2 hours.
* ''Mk 3:'' You can close up to 100 bulk in this device's pocket space, a 9-foot cube. It can hold enough air for one Medium creature or two Small creatures for 2 days.
* ''Mk 4:'' You can close up to 200 bulk in this device's pocket space, a 12-foot cube. It can hold enough air for one Medium creature or two Small creatures for 1 week.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//null-space chambe//r, mk 1 | 5 | 3,050 | L |
|//null-space chamber//, mk 2 | 9 | 12,250 | L |
|//null-space chamber//, mk 3 | 13 | 50,000 | L |
|//null-space chamber//, mk 4 | 17 | 250,000 | L |
</div>
A //null-space kennel// is a small device designed to be worn or strapped to clothing. This functions as a //[[null-space chamber]]//, opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas a null-space chamber can store virtually any object, a null-space kennel is designed to house and transport a willing pet or companion creature, giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model of //null-space kennel//. For every size category a creature is smaller than the //null-space kennel’s// maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, a //null-space kennel// can only store and close while containing items of a combined bulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits.
When you purchase a //null-space kennel//, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in a //null-space kennel//, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Size | Duration |h
|//null-space kennel//, mk 1 | 3 | 1,300 | L | Medium | 24 hours |
|//null-space kennel//, mk 2 | 7 | 6,000 | L | Large | 24 hours |
|//null-space kennel//, mk 3 | 11 | 24,000 | L | Huge | 24 hours |
|//null-space kennel//, mk 4 | 15 | 102,000 | L | Huge | 1 week |
</div>
While it is rare, some adventurers claim that exposing a //[[null-space chamber]]// to powerful teleportation magic (such as //[[plane shift]]//) can result in an unusual metallic growth appearing within the chamber. Scholars have yet to determine the true nature of these anomalies, which they call //null-space tumors//. A //null-space tumor// seems to have no obvious use or purpose, and merchants might sell you a //null-space chamber// with one
inside without realizing it. The listed price and level is for a mk 1 //null-space chamber// with a //null-space tumor// inside; rumors persist that larger and more disruptive //null-space tumors// exist. //A null-space tumor// has 1 bulk and can't be permanently removed from its associated chamber. You can't purposefully call up a //null-space tumor// from its chamber, but each time you call up another item from the chamber, there is a 20% chance that the //null-space tumor// appears instead. When that happens, the tumor's unusual properties randomly cause one of the following effects (roll 1d8 to determine the effect), after which the //null-space tumor// immediately teleports itself back into the chamber. The only way to destroy a //null-space tumor// is to destroy the //null-space chamber// it's attached to.
<div class= "table-wrapper">
| d8 |Effect |h
| 1 |@@.constrained You and all your gear become [[invisible]] for 1d4+1 rounds, but you move as if through a thick soup; your speed is reduced to 10 feet during this time.@@ |
| 2 |@@.constrained Duplicates appear around you, as if you were affected by the spell //[[mirror image]]// for 1d4 minutes. However, you see doubles of every creature and object, meaning you have a 50% miss chance to attack a creature and a 50% chance to waste your action when you try to pick up or manipulate an object.@@ |
| 3 |@@.constrained You gain the benefits of //[[comprehend languages]]// for 1 hour, but anything you write down or type on a computer during this time instantly vanishes as per //[[erase]]//.@@ |
| 4 |@@.constrained You gain the benefits of //[[keen senses]]// for 10 minutes, but you take a –2 penalty to saving throws against sense-dependent effects during this time.@@ |
| 5 |@@.constrained The tumor produces a //[[wisp ally]]// (as per the spell of the same name) that lasts for 1d4+1 rounds, but you don't control it. The wisp ally chooses its targets and effect randomly.@@ |
| 6 |@@.constrained You instantly regain 1d6 Stamina Points, but lose the same number of Hit Points. If you have all your Stamina Points, you instead belch a ring of iridescent smoke.@@ |
| 7 |@@.constrained The next weapon you touch is affected as per //[[supercharge weapon]]//, but it immediately gains the [[broken]] condition after it is used to attack. You must touch a weapon within 1 minute or lose this ability.@@ |
| 8 |@@.constrained You gain a small degree of telepathy and can //[[detect thoughts]]// (as per the spell of the same name) for the next 5 minutes. However, your idealized self-image appears 15 feet away from you, as per a 1st-level casting of //[[holographic image]]//, and you have no control over this image.@@ |
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//null-space tumor// | 5 | 3,050 | 1 |
</div>
Damage from a weapon with the //nullifying// fusion temporarily reduces [[spell resistance]]. When you damage a creature with spell resistance using a weapon with this fusion, its spell resistance is reduced by 2 until the end of your next turn. Multiple hits from weapons with this fusion stack.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CE Medium construct (android, magical, technological)
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 235
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +13; ''Ref'' +13; ''Will'' +10
* ''DR'' 10/adamantine; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' disrupt soul
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +27 (3d12+17 B plus nullsoul)
* ''Ranged'' nanite shard +24 (6d6+13 P plus nullsoul)
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[rapid repair]]//
** 3/day—//[[digital doorway]]//
** At will—//[[nondetection]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' —; ''Int'' +6; ''Wis'' +2; ''Cha'' –4
* ''Skills'' [[Athletics]] +28, [[Computers]] +23, [[Engineering]] +23
* ''Other Abilities'' integrated tools
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or plague (2–15)
!!! SPECIAL ABILITIES
''Disrupt Soul ([[Su]])'' A nullsoul host traps the soul of its victim within itself, but healing magic disrupts this effect and damages the host. Any effect that heals the Hit Points of living creatures instead deals damage to a nullsoul host; the nullsoul host does not get a saving throw against this damage, even if the effect would normally grant one.
''Integrated Tools ([[Ex]])'' A nullsoul host can quickly reconfigure its limbs and digits into whatever tools it requires. As a move action, a nullsoul host can turn one of its limbs into a tool kit of any type or turn the tool kit back into a limb. The nullsoul host can manipulate these tools without requiring an additional hand. These tool kits cannot be removed from the nullsoul host even after it's destroyed.
''Nanite Shard ([[Su]])'' A nullsoul host can fling a shard of nanites containing raw nullsoul data. This attack has a range increment of 40 feet and exposes androids to nullsoul.
</div>
Nullsoul is a supernatural plague that spreads through androids, cutting them off from the River of Souls, corrupting their spiritual essence, and turning victims into atavistic conductors. Nullsoul spreads by touch, causing more and more androids to lose their minds. In their place, a cruel and hungry intellect rises. When a victim transforms into a nullsoul host, their organs harden into machinery. They become fast and implacable, reconfiguring their own bodies to make necessary tools and infect other androids. When rumors of "the android plague" break out on a planet or space station, military forces often quarantine and exterminate the victims.
!! Nullsoul
<div class="statblock">
* ''Type'' disease (contact)
* ''Save'' Fortitude DC 19
* ''Track'' [[mental|Mental Disease Track]] (special)
* ''Frequency'' 1/day
* ''Effect'' progression track is //Healthy—Latent—Weakened—Allied—Compelled—Transformed//. Only androids can contract nullsoul. At the allied state, the victim cannot willingly harm other creatures afflicted with nullsoul, though it gains no special knowledge of who has the disease. At the compelled state, the victim is subject to a //[[suggestion]]// (CL 13th) to spread nullsoul to as many androids as possible. Transformed is the end state; the target is transformed into a nullsoul host of their original CR and only //[[miracle]]//, //[[warp reality]]//, and //[[wish]]// can cure the disease and restore the android to their original self.
</div>
Incorporating polar ice from particularly cold planets such as Vesk-7, this fusion causes the attached weapon to deliver a creeping numbness. Once per day, when a //numbing// weapon deals cold damage to an enemy, you can activate the fusion as a reaction to make a disarm attempt against that target with the same attack bonus as the weapon attack. The target must also succeed at a Fortitude saving throw (DC = 10 + half the weapon's item level + the ability score modifier you apply to attack rolls with the weapon) or feel a lack of sensation in its limbs, taking a –4 penalty to attack rolls, melee damage rolls, and Reflex saving throws for 1 round. The numbing weapon can be applied only to weapons that deal cold damage.
A numbing weapon fires concentrated entropic energy. Living creatures on a starship that takes damage to its Hull Points from a numbing weapon must succeed at a Fortitude saving throw (DC = 10 + 1-1/2 × the firing starship's tier) or take a –2 penalty to starship combat actions for 1d3 rounds.
Complex algorithms, controls, and safeguards within a numbing beam ensure the weapon never lowers its target's temperature to lethal levels. Tactical and advanced numbing beams see use in populated areas, while elite and paragon numbing beams are more often employed in military endeavors. Those models intended for use near civilians include prominent external computer interfaces, as though to advertise their safety features, while military models tend toward a sleek, traditional design.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|numbing beam, tactical | 1 | 370 | 1d6 C | 50 ft. | [[stagger]] | 20 charges | 1 | 1 |[[nonlethal]] |
|numbing beam, advanced | 5 | 3,050 | 1d8 C | 50 ft. | [[stagger]] | 20 charges | 1 | 1 |[[nonlethal]] |
|numbing beam, elite | 10 | 18,000 | 3d6 C | 80 ft. | [[stagger]] | 20 charges | 1 | 1 |[[nonlethal]] |
|numbing beam, paragon | 15 | 112,000 | 6d6 C | 80 ft. | [[stagger]] | 20 charges | 1 | 1 |[[nonlethal]] |
</div>
Raw nyblantine, or magesilver, is a reflective metal that’s liquid at room temperatures in its natural form, much like mercury. When solid at –100º F it’s far too brittle to be anything more than a metallurgical curiosity—until 20 years ago, when Eloritu’s faithful uncovered ancient records of a magical process for treating and stabilizing nyblantine. When treated with these rare—and, in many systems, proprietary—magical techniques, nyblantine becomes a malleable, gleaming blue metal that degrades technological items it touches. Nyblantine magically causes electronic impulses to fluctuate erratically and molecular bonds to loosen and distend in unpredictable ways. Nyblantine’s effects are strongest against technological items, and although the metal can affect hybrid items (including weapons with weapon fusions), the metal always drains the minimum possible number of charges. Raw and treated nyblantine is treated as a hybrid item.
Nyblantine melee weapons are too soft to be practical. However, nyblantine ammunition works well. A technological item with charges loses 1d4 charges when struck by nyblantine ammo, in addition to the usual effects of being shot. A construct with the technological subtype that takes damage from nyblantine ammo becomes [[flat-footed]] and [[off-target]] for 1 round.
Armor incorporating thin nyblantine plates bleeds energy from technological items that strike the wearer. A powered melee weapon that strikes the wearer loses 1d4 charges with each successful attack and if the weapon is reduced to 0 charges, the weapon deactivates automatically after resolving the attack. Armor made with nyblantine is a hybrid item, and armor upgrades that aren’t magical or hybrid items don’t function when installed in the armor.
Nyblantine can’t be used in many high-tech devices, as its presence renders the device ineffective, but it can be used for certain destructive purposes. For example, you can connect 1 bulk of nyblantine to explosives you set and trigger via a detonator. The nyblantine disrupts complicated detonation signals, so you can trigger it only with a button press, but the resulting explosion ignores three-quarters of a technological object’s hardness instead of one-half. A battery in contact with at least 1 bulk of nyblantine loses 1 charge per round and an empty battery in contact with that much nyblantine can’t be charged for 24 hours afterward. At the GM’s discretion, other uses of nyblantine might disrupt or even degrade nearby technology, such as nyblantine-coated walls interfering with comm unit signals.
Treated nyblantine only recently became widely available, even though the techniques are decades old. Rumors abound that the church of Eloritu brought the material to market only after it amassed vast stockpiles of it and that factions within the church vie over control of these stores.
<div class= "table-wrapper">
|Material | Price |h
|Nyblantine round (1 piece) | +30 credits |
|Nyblantine armor | +6,000 credits |
|Raw nyblantine, untreated (1 bulk) | 6 credits |
|Raw nyblantine, treated (1 bulk) | 600 credits |
</div>
Created from specialized nylon fibers that contract in response to struggle, nyfiber nets are weighted along the edges to more effectively entangle their targets. Attacks with the net target KAC.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|nyfiber net | 2 | 460 | — | — | 1 |[[analog]], [[entangle]], [[thrown]] (10 ft.) |
</div>
<<section 'Juvenile Nyssholora'>>
<<section 'Adult Nyssholora'>>
Among the most feared and deadly apex predators on Castrovel, a nyssholora is a dinosaur-like monster that stalks the wilderness across both Asana and the Colonies. These fearless hunters eat whatever they can catch and kill. They have plagued lashuntas and formians enough to figure prominently in the mythology of both species for millennia.
A nyssholora resembles a tyrannosaur, standing on its hind legs and counterbalancing its massive head with a long, muscular tail. A nyssholora has a pair of upper appendages with claws that resemble scythe blades, as well as a smaller pair of similar arms the creature uses to mark its territory and communicate its location to offspring, hunting partners, or a mate. A wide maw filled with two rows of fangs dominates the creature's head, and eight beady eyes run in two vertical rows along the bridge of its nose. A wide, flat crest tops its skull, behind which writhe a mass of short, smooth tentacles. A smaller bundle of tentacles tips the nyssholora's tail. These tentacles serve two purposes. First, the nyssholora uses them to collect energy from the atmosphere. Second, they aid the nyssholora in sensing the presence of telepathic prey, including formians and lashuntas. Stealth in the plains is all but impossible for a creature the size of a nyssholora, and it makes little effort to camouflage itself, sporting bright neon striations of yellow and orange across its thick purple or pink hide.
Nyssholoras nest and lay eggs, and both parents keep watch over unhatched young in the treacherous Castrovelian wilderness. Brooding nyssholoras are particularly aggressive, due to hunger and the desire to protect their offspring. When young nyssholoras hatch, they remain in the nest for only a day. They then stay near a parent, learning how to hunt. Juvenile nyssholoras become more and more independent over the course of a month and then set out on their own or in small groups that typically end up breaking up a couple months later. Adult nyssholoras have been known to respond to distress calls of their own offspring up to a year after separation.
The people of Castrovel hunt nyssholoras to keep their numbers down. Big-game hunters collect the beasts' phasic claws, the third segment of the creature's forearms. These bladed talons are sharp, but their real danger is that they vibrate at ultrasonic speeds, creating a blade of concentrated sound waves that precedes the physical structure of the claw as it swipes through the air. This can cut through even extremely dense materials. Because of these adaptations, Castrovelian scientists have long believed that nyssholoras evolved to hunt prey that had both telepathy and preternaturally strong armor. This hypothetical prey has long since vanished from Castrovel, but the nyssholora, lacking predators to challenge its position at the top of the food chain, has remained. More than one nyssholora has used its talons to carve open vehicle hulls or cut into city walls to get at prey.
Similarly, the volume and force with which a nyssholora releases its low, resonant roar are enough to weaken the structural integrity of buildings and concuss the bodies of other creatures. This mighty bellow offers potential prey an early warning to the beast's approach since, in the absence of overwhelming ambient noise, a nyssholora's cry can be heard as
far as 20 miles away. The beast's roar is so iconic that an entire genre of loud, growling music popular among korasha lashuntas adopted its name—originally as an insult from the style's detractors, but quickly embraced by fans. Nyssholoran roar performances can be heard in counterculture hot spots throughout the Pact Worlds.
In its horizontal walking pose, an adult nyssholora is 15 feet tall at the hip but can stand upright to over 20 feet. The typical adult nyssholora stretches as much as 40 feet from the tip of its tail to its nose and weighs 15 tons, although formian and lashunta legends tell of epic specimens two or three times recorded sizes. Juvenile nyssholoras are less than half the size and weigh almost 2 tons.
!! Phasic Scythes
{{Phasic Scythe}}
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CE Small plant
* ''Init'' +8; ''Senses'' [[blindsight]] (vibration) 120 ft., [[low-light vision]]; ''Perception'' +22
* ''Aura'' silence (10 ft., DC 19)
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +16; ''Ref'' +14; ''Will'' +11
* ''Defensive Abilities'' camouflage, [[void adaptation]]; ''Immunities'' [[plant immunities]]
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 40 ft., climb 30 ft.
* ''Melee'' bite +22 (2d8+17 P plus 1d8 A) or tendril +25 (3d6+17 B plus [[grab]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tendril)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +8; ''Con'' +3; ''Int'' +4; ''Wis'' +4; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +22 (+30 to climb), [[Stealth]] +27 (+37 when motionless)
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary or sprouting (2–4)
!!! SPECIAL ABILITIES
''Camouflage ([[Ex]])'' An obfuchsia can alter the color and texture of its foliage to blend in with its environment. Whenever an obfuchsia remains motionless for 1 round, it gains a +10 bonus to [[Stealth]] checks (this bonus doesn't stack with invisibility or similar effects). If the obfuchsia moves more than 10 feet or takes a hostile action (such as attacking), it loses this bonus until it once again spends 1 round remaining still.
''Silence ([[Ex]])'' An obfuchsia vibrates thin membranes between its tendrils to cancel sound waves in an atmosphere, generating an aura of silence that lasts until the beginning of the obfuchsia's next turn. Creatures within 10 feet, including the obfuchsia, are [[deafened]] (Fort DC 19). Sound-based sense-dependent effects, including [[blindsight]] (sound), cannot pass through the emanation. This aura of silence is not strong enough to stop sonic weapons, however, which function normally. If the obfuchsia can't take actions, its aura is suppressed.
</div>
Suspected to be bioweapons engineered by an extinct species, obfuchsias are creatures with no motive beyond slaughter and replication. Each specimen is a mass of thin, writhing tendrils wrapped around a thorny, acid-dripping maw, all possessed of deadly cunning and a surprising capacity for stealth. By aligning light-deflecting microstructures on the feathery foliage that sprouts from its appendages, a stationary obfuchsia can make itself all but invisible against its surroundings. Further, the creature can counteract ambient sound waves by vibrating thin membranes between its tendrils, stifling the sounds of struggle as it tears into horrified victims. Without proper sensors, a crew can easily find itself at the mercy of this utterly remorseless hunter. Fortunately, obfuchsias emanate trace levels of radiation that, while harmless, are still detectable by radiation sweepers and similar devices.
Obfuchsias begin their lives as massive clouds of spores that float dormant in space. Radiation from the engines of passing starships awakens them, prompting them to attach to the ship's hull and germinate. They grow quickly and, when fully developed, infiltrate the vessel through the tiniest entry, squeezing their malleable forms behind access panels and through ducts until they can pounce on prey. Once they have fed, obfuchsias again seek the void—where they explode into another spore cloud to spread further across the galaxy.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 hour
* ''Range'' system-wide
* ''Duration'' 1 day/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You obscure the Drift beacons in your current star system, making it more difficult to travel to that system. For the duration of the spell, the system takes 2d6 additional days to reach for the purposes of Drift travel to that system. This addition is factored in before dividing the result by a Drift engine’s rating, and a system can be affected by only one casting of this spell at a time. This spell has no effect if cast while not in a star system or while within the Drift, and it doesn’t increase the time it takes to travel to Absalom Station.
An //obfuscated journal// is usually a book filled with about 250 pages of sturdy blank paper. Those who value secrecy and portability use such tomes in place of other methods of information storage that might be less secure.
Before you can write in an //obfuscated journal//, you must speak a word or phrase to the book as a standard action. If you don't, the pages won't hold any writing. If someone reads the journal without speaking the word or phrase you set, the words in the journal are an indecipherable jumble. You can also command the journal to erase all or part of the writing at a rate of 2 pages per round.
The journal also defends against some forms of magical tampering. Writing in the journal is magical and encoded, but a creature under the effects of //[[true seeing]]// can read it. //[[Dispel magic]]// can suppress the journal's magic, causing the pages to appear blank and preventing it from being used in any way. An //[[erase]]// spell can erase the journal only after the proper command is spoken.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//obfuscated journal// | 3 | 1,250 | 1 |
</div>
Your nanites mercilessly tear apart your enemies, whether by guiding your strikes to inflict severe damage or exploding from your attacks to simultaneously hurt multiple foes.
!! Unstoppable Nanites (1st)
Weapons you form with your [[gear array]] gain the [[penetrating]] and [[boost]] 1d4 special properties. To use the boost property with a weapon that doesn't have charges, you must use one [[nanite surge]] instead of expending additional charges. At 5th level, the boost special property increases to 1d6, and it increases by an additional 1d6 at 9th, 13th, and 17th levels.
!! Energized Swarm (5th)
While wielding a weapon you formed with your [[gear array]], you can take a swift action to change half or all the weapon's damage type to cold, electricity, or fire until the beginning of your next turn. If the weapon already has two damage types, choose one to replace. This ability doesn't cause a weapon that normally targets KAC to target EAC.
!! Spreading Swarm (9th)
The first time on your turn that you hit with a weapon formed with your [[gear array]], you can deal that weapon's minimum damage to a different target creature within 10 feet of the original target. The second creature can attempt a Reflex save to take half damage. For example, a weapon that deals 6d8 damage would deal 6 damage to the secondary target with this effect.
!! Flashing Nanites (13th)
When making a full attack entirely with weapons formed from your [[gear array]], you take a –3 penalty to each attack roll instead of the normal –4 penalty.
!! Microscopic Bombardment (17th)
Your spreading swarm ability's secondary target can be up to 20 feet away from your initial target. In addition, you can use a [[nanite surge]] before performing a full attack to apply your spreading swarm ability to both attacks.
<div class="statblock">
* ''Level'' 13; ''Price'' 57,150
* ''EAC Bonus'' +18; ''KAC Bonus'' +23
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –4; ''Speed'' 30 ft.
* ''Strength'' 25 (+7); ''Damage'' 2d6 S
* ''Weapon Slots'' 2; ''Upgrade Slots'' 2
* ''Capacity'' 100; ''Usage'' 1/minute
* ''Size'' Large; ''Bulk'' 36
</div>
This powered, magical armor was originally constructed in the forges of Abaddon. While primarily battery-powered, it also converts soul energy into auxiliary power. Whenever a significant enemy dies within 30 feet of an operating //oblivion chassis//, the armor gains a number of soul charges equal to the dead creature’s CR. As a standard action, you can spend 10 soul charges to cast the spell //[[supercharge weapon]]// on the armor’s unarmed strikes or a weapon in one of the armor’s weapon slots.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* NE Medium undead (incorporeal)
* ''Init'' +5; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +21
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13
* ''Defensive Abilities'' [[incorporeal]]; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], perfect)
* ''Melee'' incorporeal touch +17 (1d12+8 A; critical [[corrode]] 1d6)
* ''Offensive Abilities'' create spawn (DC 18)
!!! STATISTICS
* ''Str'' —; ''Dex'' +6; ''Con'' —; ''Int'' +4; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +21, [[Intimidate]] +21, [[Stealth]] +21
* ''Languages'' Common
* ''Other Abilities'' [[unliving]], void leap
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or cabal (1–2 with 4–20 oblivion shade spawn)
!!! SPECIAL ABILITIES
''Create Spawn ([[Su]])'' A living humanoid creature killed by an oblivion shade's incorporeal touch must attempt a DC 18 Will saving throw just before it is killed. If it fails, it becomes an oblivion shade spawn under the control of the original oblivion shade in 1d4 rounds. An oblivion shade spawn usually has a CR that is 3 lower than that of the original oblivion shade.
''Void Leap ([[Su]])'' An oblivion shade can pass incorporeally through the center of a solid object whose space is larger than its own, but not an object whose space is larger than the distance an oblivion shade can move with a single move action (40 feet for most oblivion shades).
</div>
A kind of incorporeal undead, an oblivion shade comes into existence when an evil being dies in the throes of utter nihilism. With that negativity burning in its heart, the miserable soul rises again as an oblivion shade.
Oblivion shades are animate expressions of entropy, able to disintegrate matter with a touch. Though their bodies melt away to nearly nothing, victims killed by oblivion shades often find their souls twisted, becoming oblivion shade spawn under the thrall of the original undead.
Most oblivion shades embrace devotion to the Devourer. Some function as soldiers of the Star-Eater's cults, while others act as revered mystics and sages of the most faithful choirs. A few create their own sects by slaughtering innocents to create spawn. These "invisible choirs" are looked upon with fear and awe even by other cultists of the Devourer.
!! Oblivion Shade Template Graft
Oblivion shades are incorporeal undead that appear as flickers at the edge of light. This template can be used to create oblivion shade spawn by simply omitting the create spawn ability.
* ''CR:'' 3+
* ''Required Creature Type:'' undead
* ''Required Subtype:'' incorporeal
* ''Traits:''
** [[blindsight]] (life) 60 ft.
** create spawn (see above)
** set Strength modifier to —
** void leap (see above)
* ''Suggested Ability Score Modifiers:'' Dexterity, Intelligence
You slip in dirty tricks at every opportunity and impose tenacious conditions.
''Prerequisites:'' [[Improved Combat Maneuver]] (dirty trick).
''Benefit:'' When you make a full attack, you can attempt a [[dirty trick]] combat maneuver against a target within your reach in place of your final attack. You don't take the usual attack penalty on this maneuver's attack roll. In addition, when you successfully perform a dirty trick combat maneuver, the target must spend a standard action to remove the condition.
A weapon with the //obscuring// fusion emits mist, smoke, or a similar obscuring vapor when wielded. After attacking with the weapon, as a move action you can cause the weapon to emit enough vapor to conceal you until the start of your next turn. This effect ends immediately if you move for any reason from where you made your attack. This concealment does not interfere with your attacks or benefit others, even if they move into the space you attacked from, and you can't use it to hide. Conditions such as strong wind or vacuum that quickly disperse vapors negate this concealment. Only projectile weapons or those that deal cold or fire damage can benefit from this fusion.
Observation sensors must be purchased in addition to a ship's normal sensors. With observation sensors, a crew member can use the starship's active sensors to attempt [[Perception]] checks as if they had both [[blindsense]] (life) and [[darkvision]] to a range of 10 miles outside of the starship. The modifier of the starship's regular sensors applies to this check.
<div class= "table-wrapper">
|System | Cost (in BP) |h
|observation sensors | 4 |
</div>
The first //obsidian annuli// appeared as protective devices worn by important Azlanti agents. While this //aeon stone// orbits you, when you are the target of a spell or spell-like ability, you can spend 1 Resolve point as a reaction to gain [[spell resistance]] equal to 11 + half your character level. This spell resistance ends after the effect that triggered your reaction is resolved. The //aeon stone// can't provide you spell resistance for 1 hour thereafter, and you can't gain spell resistance from any //obsidian annulus// during this time.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//obsidian annulus// | 13 | 55,000 | — |
</div>
This statuette of obsidian can change into an [[electrovore]]. The electrovore has only 1 Resolve Point when transformed.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//obsidian electrovore// | 5 | 3,000 | L |
</div>
<div class="statblock">
* ''Level'' 20; ''Price'' 875,000
* ''EAC Bonus'' +28; ''KAC Bonus'' +30
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 30 (+10); ''Damage'' 4d10 S
* ''Weapon Slots'' 5; ''Upgrade Slots'' 4
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 32
</div>
These ominous suits of armor resemble faceless statues of black glass that reflect light in ominously unpredictable ways. When activated, the armor's eerie reflections twist and writhe, granting the wearer the [[alien presence]] universal creature ability with a range of 120 feet (DC = 20 + the wearer's Charisma modifier), giving onlookers the [[confused]] condition for 1d4 rounds. The wearer isn't immune to the armor's unsettling effects; the first time the wearer dons or activates the armor in a 24-hour period, they are exposed to the [[curse of the zealous]].
You embody the entropic force of being left behind by the progress of others. You know that all good things must
inevitably end, replaced by superior innovations.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (disarm) and a +2 insight bonus to [[Engineering]] checks.
!! Aspect Embodiment
Once per combat, when an enemy's attack or effect causes you to gain a condition, you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each enemy within 20 feet experiences an equipment malfunction, causing one piece of equipment in their possession to gain the [[broken]] condition (Fortitude negates). This affects equipment in the following order, skipping any equipment that enemy does not have and randomly determining the target if the enemy has multiple items of the same type that qualify: item in hand, armor worn, active technological item, stowed weapon, any other item. As a full action, a creature can attempt a new Fortitude save to end the item's broken condition, otherwise it remains broken for a number of rounds equal to your Constitution modifier. NPCs with armor broken by this effect take a –2 penalty to AC.
''Improved:'' Each enemy within 20 feet instead has two of their items malfunction, requiring a separate Fortitude save for each.
!! Aspect Finale
When you use your [[mitigate]] ability to reduce damage you take from a weapon within 30 feet, you can cause that weapon to become incomprehensibly outdated until the end of the attacker's next turn (Fortitude negates). An outdated weapon gains the [[archaic]] weapon special property and takes a –2 penalty to attack rolls. Once affected, a weapon becomes immune to this ability for 24 hours.
This biotechnological item is a tiny computer that is attached to your brain and wired to a technological cloak. As long as both items are worn and are functioning, the user is [[unflankable]] as per the universal creature rule. The cost of the cloak is included in the cost of this augmentation.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|ocucloak processor | 4 | 2,200 | brain |
</div>
You gain one of the following special abilities: [[darkvision]] (60 feet), [[low-light vision]], or the [[unflankable]] universal creature rule, chosen when you learn this adaptation. If you choose darkvision and already have it, you instead increase the range of your darkvision by 30 feet. As a move action, you can spend 1 MP to gain the abilities you didn’t select for 1 minute.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Tiny vermin
* ''Init'' +4; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +3; ''Will'' +1
* ''Defensive Abilities'' evasive
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +8 (1d3+3 S) or harpoon tongue +8 (1d6+1 P)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft. (15 ft. with harpoon tongue)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +5, [[Athletics]] +5 (+13 to climb), [[Stealth]] +10
* ''Other Abilities'' blood explosion, [[mindless]]
!!! ECOLOGY
* ''Environment'' any underground or urban
* ''Organization'' solitary or infestation (4–20)
!!! SPECIAL ABILITIES
''Blood Explosion ([[Ex]])'' When an odheo dies, it pops in a mess of ingested blood and viscous slime. A creature adjacent to the odheo must succeed at a DC 10 Fortitude saving throw or become [[sickened]] for 1d4 rounds, after which that creature takes a –2 penalty to saving throws against disease for the next 24 hours. A creature that is already sickened when it fails this saving throw becomes [[nauseated]] for 1d4 rounds instead. Odheos are immune to the effects of this ability.
''Evasive ([[Ex]])'' When a creature attempts a melee or ranged attack against an odheo and misses, the odheo can take a guarded step as a reaction.
</div>
Odheos are one of the galaxy's strongest cases for following proper biocontainment procedures. Originally from Gjor III, these slimy vermin have spread to thousands of space stations, having been unwittingly carried across the galaxy by careless couriers or merchants. Odheos prefer to live in artificial environments, limiting their destruction of natural ecosystems, but this preference is cold comfort to those urban and station residents they torment.
An odheo is a bold pest, openly jabbing creatures with its long tongue and then escaping back into hiding before victims can retaliate. They live in vents or engineering tunnels and breed rapidly, making them difficult to remove once they have infested an area. They are also impossible to eat, exploding into a rancid mix of gore and slime when killed, rendering them useless for anything other than aggravation.
Odheos evolved from an arboreal ancestor that used its long tongue to attach to creatures that passed by. The odheo's ten chitinous legs and gripping feet still make it extremely adept at climbing almost any surface. Unlike its ancestors, though, an odheo uses its harpoon tongue as its main method of feeding, only moving in to bite creatures that are helpless or dead.
Odheos lair in cramped spaces, but only a few remain in their filth-covered nest at any one time, while the others hunt. When an odheo nest is discovered and destroyed, any survivors—including those not present for the nest's annihilation—instinctively hide and hibernate in nooks and crannies. Hibernating odheos can live for up to 3 months without food or liquids, making an odheo infestation extremely hard to eradicate.
You are disoriented and floating in zero gravity. You can't take move actions to move your speed, crawl, or take a guarded step. You are [[flat-footed]] and take a –2 penalty to attack rolls.
You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition.
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
As a reaction when you fail to hit with an attack roll, you can use a [[paradox]] in place of the d20 rolled for your attack roll.
Powerful spellcasters might throw up convincing illusions or dangerous effects to impede their pursuers or prey, but a magic officer on their toes might be able to counter such magic.
''Failure:'' The crew's next chase action check takes a –2 penalty.
An officer draws on their cache to satisfy a variety of tactical options in the field.
* ''First Slot (6th Level):'' //[[comprehend languages]]//, //[[junksword]]//* (1st level), //[[summon creature]]// (1st level), or //[[supercharge weapon]]//*
* ''Second Slot (12th Level):'' //[[invisibility]]//*, //[[junksword]]//* (2nd level or lower), //[[school spirit]]//, or //[[summon creature]]// (2nd level or lower)
* ''Third Slot (18th Level):'' //[[junksword]]//* (3rd level or lower), //[[summon creature]]// (3rd level or lower) or //[[tongues]]//*
In armada combat, the PCs are officers who direct their fleets, and they can fill major roles to influence the encounters in special ways. Each officer must be assigned to a specific fleet in the armada. A fleet can support any number of officers (though never more than one of any role at a time), and a fleet does not need an officer to function. An officer grants their assigned fleet a passive benefit based on their officer bonus (see below), and each officer can also perform one special action per round to affect a fleet or the battlefield. Officers who perform the direct, scan, target, or taunt actions during the helm phase do so immediately before or after moving the fleet to which they're assigned.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
''Officer Bonuses:'' Many abilities refer to an officer bonus, which represents an officer's ability to lead their subordinates, rather than the officer doing all the work themselves. An officer's bonus applies to the officer's fleet and equals 2 + 1 for every 6 ranks the officer has in one of their role's associated skills; a [[commander]] can instead use their base attack bonus to calculate their officer bonus in place of their skill ranks. Officer bonuses don't stack with other officer bonuses.
For armada combat checks that an officer must attempt to perform special actions, their modifier equals their officer bonus plus their fleet's check modifier. Before an officer's assigned fleet attempts a check, that officer can spend 1 Resolve Point to roll the check twice and use the better result.
''Range:'' Officer actions have a maximum range equal to their fleet's long range, and the actions don't take range penalties when affecting targets. Officers assigned to the armada's flagship can affect targets within that fleet's extreme range.
''Changing Roles:'' At the beginning of each round, any officers can change their roles, though an armada can have only one [[admiral]], and a fleet can have only one of any given officer role. An officer can move to an adjacent fleet by expending their action at the beginning of the engineering phase.
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* NE Gargantuan dragon
* ''Init'' +7; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 120 ft., [[low-light vision]], [[see in darkness]]; ''Perception'' +31
* ''Aura'' [[alien presence]] (240 ft., [[sickened]] 2d4 rounds, DC 25)
!!! DEFENSE
* ''HP'' 350
* ''EAC'' 32, ''KAC'' 33
* ''Fort'' +18, ''Ref'' +18, ''Will'' +22
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 15/magic; ''Immunities'' cold, confusion], insanity, paralysis, sleep; ''SR'' 29
!!! OFFENSE
* ''Speed'' 40 ft., fly 250 ft. ([[Su]], clumsy)
* ''Melee'' bite +31 (8d8+29 P plus obliterate)
* ''Multiattack'' bite +25 (4d8+29 P plus obliterate), 2 claws +25 (4d8+29 S), tail slap +25 (4d8+29 B)
* ''Space'' 20 ft.; ''Reach'' 15 ft. (20 ft. with bite)
* ''Offensive Abilities'' [[breath weapon]] (60-ft. cone, 19d10 E, DC 25, usable every 1d4 rounds), [[crush]] (8d8+29 B), suffocating breath (DC 25)
* ''Spell-Like Abilities'' (CL 18th; ranged +29)
** 1/day—//[[disintegrate]]// (DC 25), //[[shadow walk]]// (DC 25)
** 3/day—//[[dismissal]]// (5th level, DC 24), //[[dominate person]]// (DC 24), //[[feeblemind]]// (DC 24), //[[mind thrust]]// (5th level, DC 24)
** At will—//[[confusion]]// (DC 23), //[[enervation]]//
!!! STATISTICS
* ''Str'' +11; ''Dex'' +3; ''Con'' +8; ''Int'' +6; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +31 (+23 to fly), [[Bluff]] +31, [[Computers]] +31, [[Culture]] +36, [[Diplomacy]] +36, [[Mysticism]] +36, [[Piloting]] +31, [[Sense Motive]] +31
* ''Languages'' Abyssal, Aklo, Auran, Common, Draconic, Ignan, Infernal, Terran
* ''Other Abilities'' [[spaceflight]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Obliterate ([[Su]])'' A creature that is reduced to 0 Hit Points by a void dragon's bite attack must spend 1 Resolve Point or be immediately slain and reduced to dust.
''Suffocating Breath ([[Su]])'' Instead of a cone of cold, a void dragon can breathe a 30-foot cone of energy that suffocates those it touches. Air-breathing creatures within the cone must succeed at a Fortitude save or begin attempting Constitution checks to avoid suffocation, even if they have environmental protections. An affected creature can attempt a new Fortitude saving throw at the beginning of each turn to shake off this effect and regain its air supply.
</div>
<div class="statblock">
* ''Tier'' 3
* Refitted Evgeniya-Jaimisson Sledgehammer
* Medium transport
* ''Speed'' 12; ''Maneuverability'' good (turn 1)
* ''AC'' 11; ''TL'' 13
* ''HP'' 70; ''DT'' —; ''CT'' 11
* ''Shields'' medium 90 (forward 23, port 22, starboard 22, aft 23)
* ''Attack (Forward)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Turret)'' chain cannon (6d4; 5 hexes)
* ''Power Core'' Pulse Black (120 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, basic mid-range sensors, crew quarters (common), mk 3 defenses, mk 1 armor; ''Expansion Bays'' [[arcane laboratory]], //null-space [[cargo hold]]// (2), [[recreation suite]] (HAC), [[tech workshop]]
* ''Modifiers'' +2 [[Computers]] (sensors only)
* ''Complement'' 6 (minimum 1, maximum 6)
!!! SPECIAL ABILITIES
''Null-Space Cargo Holds'' EJ Corp has converted two of the //Oliphaunt's// expansion bays into one continuous //null-space cargo hold//, four times as big on the inside as a normal cargo hold. One //null-space cargo hold// can contain 50 tons of goods instead of 25 (for a total of 100 tons in the //Oliphaunt's// combined hold). For the purposes of holding Huge objects, the //null-space cargo hold// counts as four continuous cargo holds, instead of two.
</div>
EJ Corp has two problems. First, the Company manufactures the Kalistocracy's golden commerce barges—gigantic transports that set out from Aballon's Horse Eye Orbital Plate. But these vessels' reputation for being unwieldy, slow, and full of precious cargo has made them targets for recent pirate attacks, threatening this lucrative contract. Second, initial sales of the Company's latest starship, the Sledgehammer-class transport, have been soft. Though the ship is fast and maneuverable, the vessel's engine-forward design necessitates an elongated hull that reduces the ship's available storage space, rendering it unattractive to interstellar merchants.
Enter the //Oliphaunt//, Executive Vice President Eline Reisora's attempt to kill two skyfishers with one laser blast. As part of a secret research and development project, Reisora constructed the starship prototype to combine the Sledgehammer's acceleration and mobility with increased cargo capacity. To do so, the Company outfitted the starship with two //null-space cargo holds//—hybrid technology that synchronizes the space of a location on the Material Plane with that of an equally sized dimensional pocket. Essentially, the equipment enables a room to be twice as large on the inside as it is on the outside, resulting in a cargo hold with double the normal capacity. Despite the //Oliphaunt// being a mere transport, if all of its expansion bays were converted to //null-space cargo holds//, it could transport the same load as a bulk freighter. Much like its namesake, the Oliphaunt of Jandelay—a hulking creature with the power to swallow its enemies whole—the //Oliphaunt// has an appetite far in excess of its size. Best of all, because of the Sledgehammer's reputation for limited cargo capacity, the //Oliphaunt// remains an unattractive target for opportunistic raiders.
The Company only recently finished preliminary testing of the //null-space cargo holds// aboard the //Oliphaunt//. However, because the ship was stolen before work was complete, the other expansion bays are outfitted with temporary facilities. The arcane laboratory and the tech workshop, for example, were used by EJ Corp researchers to fabricate magical and technological components essential to null-space fabrication on-site. The holographic amusement chamber (HAC) was implemented not for recreational purposes, but to test dangerous applications of extradimensional technology in a simulated environment.
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Colossal magical beast
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 285
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +16; ''Ref'' +16; ''Will'' +19
* ''Immunities'' cold, electricity, vacuum
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], clumsy)
* ''Melee'' tail slap +27 (6d8+19 B) or bite +27 (6d6+19 P plus [[swallow whole]])
* ''Ranged'' electrical discharge +29 (6d4+16 E; critical overload [DC 24])
* ''Space'' 30 ft.; ''Reach'' 20 ft. (30 ft. with tail slap)
* ''Offensive Abilities'' [[swallow whole]] (5d4+16 E, EAC 30, KAC 27, 71 HP)
* ''Spells Known'' (CL 16th)
** 1/day—//[[chain surge]]// (DC 24), //[[greater discharge]]// (DC 24)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +3; ''Con'' +7; ''Int'' +0; ''Wis'' +10; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +33 (+25 when flying), [[Piloting]] +33, [[Sense Motive]] +28
* ''Languages'' starsong (can't speak any language)
* ''Other Abilities'' cavatina, [[no breath]]
!!! ECOLOGY
* ''Environment'' any vacuum or gas giant
* ''Organization'' solitary, pair, or pod (3–5)
!!! SPECIAL ABILITIES
''Cavatina ([[Su]])'' Once per day as a move action, an oma can sing a telepathic song that either encourages its friends or dispirits its foes. The oma can grant a +2 morale bonus to ability checks, attack rolls, and skill checks to all allies within 60 feet. Alternatively, the oma can cause all enemies within 60 feet who fail DC 24 Will saving throws to take a –2 penalty to ability checks, attack rolls, and skill checks. This bonus or penalty lasts for 8 rounds.
''Electrical Discharge ([[Ex]])'' An oma can strike foes with a blast of electrical energy that has a range increment of 120 feet. When an oma scores a critical hit with its electric discharge, the target must succeed at a DC 24 Reflex save or technological items held by the target are unusable and do not provide any benefit to their wielder for 1 minute.
</div>
Oma are vast creatures, often called "space whales," that travel endlessly through the inky void. They magically project electromagnetic fields that shield them from the effects of the vacuum as well as from the particulate rings and dense atmospheres of the gas giants in which they usually feed, extracting energy and nutrients with their energy baleen. Oma are most often seen traveling alone, though there are regions of the Pact Worlds system where pods of oma are known to migrate together on a particular, if mysterious, schedule. Rarely, massive numbers of oma gather in the rings of a planet and put on an incredible show, their energy fields intermingling and reacting with local gases to light up swaths of space in a multicolored spectacle. A typical oma is 150 feet long and weighs 250 tons.
The most commonly known—and least understood—feature of oma is their starsong: a haunting telepathic melody that can be perceived thousands of miles away, even across the void of space. While most describe starsong as slow, mournful, and crooning, none ever agree on the finer details of a particular oma song, which suggests that each listener hears something different. Attempts to decipher concrete meaning from these tonal poems have so far eluded even the most brilliant magic and linguistics experts, as the oma speak in riddles that even they don't always appear to understand. Scholars and cryptolinguists among the glowing (and completely unrelated) poet-whales of Triaxus's arctic seas claim that the patterns represent a surprisingly complete oral history of the universe, albeit a highly stylized and nonchronological version. Whatever the content of the songs, even the saltiest of spacefarers can become tearily nostalgic when they recall their first experience hearing the haunting sound in the silence between worlds.
Most reported interactions with oma have affirmed their docile nature, and many experienced spacefarers believe that the titanic creatures have a benevolent streak and that sighting one is a sign of good luck and favorable trade ahead. More than one crew of a disabled starship has reported being found by a passing oma, which then herded the ship back to civilized space. Once its temporary charges are safe again among their kind, the oma bids farewell with slow somersaults and cryptic starsong. However, those few that have attempted to hunt oma for sport have found them more than capable of defending themselves; the massive beasts can unleash a targeted burst of energy that disables most modern starship power cores. This has not gone unnoticed by various governments, who make periodic (and so far unsuccessful) attempts to reverse engineer and weaponize this ability. Oma are also capable of swallowing small starships (such as fighters and interceptors) whole; some do it accidentally as they feed, but most only when provoked.
!! Oma as Starships
[[Barathus|barathu]] once used oma as living starships, telepathically directing the creatures from within their surprisingly habitable stomachs. Modern bioengineering has made this form of travel rare, though occasionally delegations of barathus arrive at a port in an oma to make a grand impression. In a more gruesome fashion, certain advances in the synthesis of organic materials have created a more morbid way for smaller creatures to also harness the great power of an oma. At the end of its natural life, a typical oma travels to a gas giant that meets specific (but unknown) criteria, where it locks itself into orbit and refuses to feed as it sings a final telepathic dirge. Enterprising shipbuilding outfits—sometimes employing telepaths who have attuned themselves to this particular song—race to reach a dying oma before its orbit inevitably decays and the titanic corpse is lost. Specialized crews secure and preserve the massive beast, refitting its body into a ship frame that, while poorly suited to Drift travel thanks to its largely organic nature, makes for an excellent—albeit ghoulish—Material Plane transport vessel.
The following frame statistics can simulate a living or dead oma starship:
{{Oma (base frame)}}
<div class="statblock">
* ''Size'' Medium
* ''Maneuverability'' average (+0 [[Piloting]], turn 2)
* ''HP'' 85 (increment 15); ''DT'' —; ''CT'' 17
* ''Mounts'' forward arc (1 heavy, 1 light), port arc (1 light), starboard arc (1 light), aft arc (1 light)
* ''Expansion Bays'' 6
* ''Minimum Crew'' 1; ''Maximum Crew'' 6
* ''Cost'' 20
!!! SPECIAL ABILILTIES
''Drift Resistant ([[Ex]])'' An [[oma]]'s body must be specially refitted to accommodate Drift travel; installing a Drift engine in an oma increases the price of the engine by 50%.
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
* ''Aura'' teleportation beacon (100 ft.)
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +12; ''Will'' +11
* ''SR'' 21
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +23 (2d8+18 B)
* ''Multiattack'' 4 slams +17 (2d8+18 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' –2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +24, [[Sense Motive]] +19, [[Survival]] +19
* ''Languages'' Duvengan
* ''Other Abilities'' called item
!!! ECOLOGY
* ''Environment'' any (Domdun’s Bilestone)
* ''Organization'' solitary, pair, or drear (3–6)
!!! SPECIAL ABILITIES
''Called Item ([[Su]])'' As a standard action, an omduveng can attune to an object they’re holding. The omduveng can call the attuned object to hand as a swift action, as the [[called]] weapon fusion, as long as the object is within 1 mile and the omduveng has enough hands free to hold it. Multiple omduvengs can attune to the same object. An omduveng can attune to three items at a time; if they attune to a fourth, they must choose an existing object to lose its attunement.
''Teleportation Beacon ([[Su]])'' Omduvengs act as living teleportation beacons. A creature that would arrive within 100 feet of an omduveng with a teleportation effect senses the beacon and can choose to arrive in an open space adjacent to the omduveng, even if that space is outside the range of the teleportation effect. A creature arriving next to an omduveng can’t further redirect the arrival space to another omduveng’s aura. An omduveng can concentrate on this effect as a standard action to increase the range to 1 mile for 1 minute. At the GM’s discretion, multiple omduvengs with overlapping auras can extend this range even further or force creatures teleporting into the area to land in their midst.
</div>
Lumbering creatures with four muscular arms and bovine faces, omduvengs act as living homing beacons that metaphysically bend space to pull teleporting creatures or objects to themselves. Though they can focus this aura to teleport familiar items into their hands, they passively attract errant objects and creatures. Omduvengs consider this ability a tiresome burden inflicted on them at the dawn of time by their mythical creator, a divine being known as Domdun, and most omduvengs adopt a weary, dejected attitude from this supernatural inconvenience.
Yet this ability is crucial to their survival. Their home world in the Vast is a planetoid called Domdun’s Bilestone, whose nutritious lichens wouldn’t sustain the omduvengs were it not for the random creatures and other arrivals that are occasionally torn from astral space and into the omduvengs’ reach. Periodically, omduvengs’ teleportation curse works in reverse, transporting a small population to a distant world. Wherever they live, omduvengs typically use simple tools, rarely showing interest in more complex machinery, even if it’s designed for their blunt fingers.
A weapon with the //ominous// fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains [[intimidation]] as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the intimidation effect.
{{Intimidation}}
This strange object resembles a 6-inch-wide, dark, and pristinely polished wooden cube, though which run irregular seams of coppery metal. //Omnicomponents// are quite rare, defying attempts to manufacture them and instead typically appearing only on asteroids and other debris adrift in magical cosmic phenomena. By spending 1 hour holding and focusing on an //omnicomponent//, a spellcaster can transform it into a spell’s material component worth a maximum number of credits based on the object’s model. If not consumed as part of casting a spell within 8 hours, the //omnicomponent// reverts to its natural shape and can be coaxed into a different shape. Once used as a material component, it’s destroyed.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Credits |h
|//omnicimpetent//, flawed | 10 | 5,000 | L | 5,000 |
|//omnicimpetent//, pristine | 16 | 30,000 | L | 30,000 |
</div>
This camera and holographic-display unit covers areas you can't normally see. Activating the camera is a move action, and while the camera is active, you gain the [[unflankable]] universal creature rule.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|omnidirectional camera | 2 | 1,000 | 1 | any | L | 10 | 1/round |
While you're adjacent to or within your [[cloud array]] and take a [[guarded step]], you can move a total distance equal to 5 feet plus 5 × half your Constitution modifier (rounded down) as long as your movement and destination is also entirely adjacent to or within your nanite cloud. Alternatively, you can use a [[nanite surge]] when taking a guarded step to teleport to any location so long as your starting point and destination are both adjacent to a square that contains your nanite cloud; this movement doesn't provoke attacks of opportunity.
Nothing escapes the notice of your nanites. The range of your [[blindsight]] (vibration) granted by the [[all-seeing nanites]] knack increases to 20 feet. This blindsight also extends to any area to which your nanite cloud has line of effect, to a range of 20 feet. Traces of your nanite host can even penetrate solid material, granting you the [[sense through]] (blindsight [vibration]) ability, which is blocked by especially dense or thick materials as normal. Finally, when you apply a nanite tracker to a target using the all-seeing nanites knack, you can sense the target as though you had blindsight (vibration) with a range of a number of miles equal to your Constitution modifier. You must have the all-seeing nanites knack to select this knack.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one object of negligible bulk, or 5 UPBs
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes (object)
</div>
While you hold the touched object, it transmutes into tools you need for [[Engineering]] checks. This tool provides no bonuses to Engineering checks, but it prevents you from taking a penalty for lacking a tool. If the transmuted object leaves your grasp, it reverts to normal.
When you ready an action, you can also provide quick encouragement and directions. Any ally who readies a similar action—such as making an attack, even if with a different type of weapon—with the same trigger before you take your readied action gains a +1 morale bonus to their first attack roll or skill check performed as part of the readied action. If the readied action requires a skill check to which you can apply your skill expertise, you can forego rolling the die and instead choose one ally who readied the same action; that ally rolls your expertise die and applies the result as an insight bonus to their check. If the readied action involves an attack roll, you can roll your expertise die and add its result to the damage dealt by one ally who also readied an attack and successfully hit the target. Once a creature benefits from this improvisation, it can’t do so again until you rest for 10 minutes to recover Stamina Points.
This is a language-dependent, mind-affecting, sense-dependent effect.
You can use this gear boost before attempting to fire a ranged weapon that is out of ammunition to immediately reload the weapon with an amount of ammunition or charge equal to the weapon's usage value. This can't provide a weapon additional ammunition if the ammunition's item level is greater than half your soldier level. Once you use this ability, you can't use it again until you take a 10-minute rest to recover Stamina Points.
You use your knowledge of a culture to make others feel that you belong. When you attempt a [[Culture]] check to [[recall knowledge]] about a specific place, society, or group, you can forego rolling your expertise die. If you do so and your skill check result lets you learn at least one piece of information, you also gain 2 bonus expertise dice, plus an additional expertise die for every 4 envoy levels you have. Whenever you attempt a [[Diplomacy]] check to [[change another’s attitude|Change Attitude (diplomacy)]], a [[Disguise]] check to [[alter your appearance|Change Appearance]], or a [[Stealth]] check to [[hide]] by blending into a crowd, you can expend one of these bonus expertise dice to apply your expertise class feature to the check—though only if the check involves the place, society, or group about which you recalled knowledge. For example, you could better Disguise yourself as a member of a cult, blend in among a corporation’s workers, or make friends with a neighborhood’s inhabitants. When you rest for 8 hours to regain Resolve Points, any remaining bonus expertise dice are lost.
You can use this expertise talent once per day without spending Resolve Points, and you must spend 1 Resolve Point each subsequent time you use the ability that day. If you use the expertise talent again, you lose any previously gained bonus expertise dice.
Oni are a race of malevolent spirits given physical form. Most oni begin their existence as kami, spirits tasked with the protection of a specific part of the natural world, but for some reason reject their duties and turn to evil. Less often, the souls of particularly vile mortals can become oni upon death. When oni first form, they are intangible, powerless spirits. In places with strong connections to evil, or as a result of unspeakable rituals, these formless spirits can gain physical bodies drawn from a humanoid species, often one predisposed to war—though their spiritual origins also give them the power to shapeshift. There are known to be oni that resemble [[drow]], [[humans]], giants, [[shirrens]], [[vesk]], and [[hobgoblins]].
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* LE Medium outsider (goblinoid, native, oni, shapechanger)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 84
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Defensive Abilities'' [[regeneration]] 3 (acid or fire), serene fighter
!!! OFFENSE
* ''Speed'' 30 ft. (25 ft. in armor)
* ''Melee'' tactical [[swoop hammer]] +15 (1d10+10 B; critical [[knockdown]])
* ''Ranged'' thunderstrike [[sonic rifle]] +12 (1d10+5 So; critical [[deafen]] [DC 13])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tactical [[swoop hammer]])
* ''Spell-Like Abilities'' (CL 5th)
** 1/day—//[[flight]]// (3rd level)
** 3/day—//[[command]]// (DC 12), //[[fear]]// (1st level, DC 12), //[[supercharge weapon]]//
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' +1; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +16, [[Intimidate]] +11, [[Stealth]] +11
* ''Languages'' Common, Goblin
* ''Other Abilities'' [[change shape]] (Small or Medium humanoid)
* ''Gear'' [[lashunta ringwear]] II, tactical [[swoop hammer]], thunderstrike [[sonic rifle]] with 2 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, patrol (2–4), or warband (5–7 plus 8–15 [[hobgoblin]] troopers)
!!! SPECIAL ABILITIES
''Serene Fighter ([[Ex]])'' A ja noi is an experienced combatant and can remain calm even in the face of great adversity. Once per day, a ja noi can reroll a Will saving throw.
</div>
Among the most common oni are the ja noi, who have ties to the violent and militarist race of [[hobgoblins]]. Ja noi are distinct from hobgoblins in appearance due to their bright-red color, prominent ridges on their brow and forehead, a near-permanent facial grimace, and even greater size and muscular frames. Ja noi stand over 6 feet tall and weigh roughly 220 pounds. A ja noi is particularly driven to experience the sensations of battle, actively seeking to lead armies and build empires. Ja noi fight in close combat if possible, and while perfectly capable of reveling in victory won with starships and huge fighting machines, they take every opportunity to lead infantry assaults and fight in face-to-face confrontations. Ja noi often gather hobgoblin soldiers to fulfill their need to command troops. For their part, hobgoblins normally embrace the presence of a ja noi within their ranks, seeing them as among the most perfect expressions of the hobgoblin form and treating them as mighty heroes.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* LE Tiny outsider (native, oni)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., //[[detect magic]]//; ''Perception'' +7
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +1; ''Ref'' +6; ''Will'' +4
* ''Defensive Abilities'' [[fast healing]] 2
!!! OFFENSE
* ''Speed'' 10 ft., fly 30 ft. ([[Su]], average)
* ''Melee'' bite +8 (1d6 P) or gore +8 (1d6 P plus oni venom)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Spell-Like Abilities'' (CL 2nd)
** 1/week—//[[contact other plane]]//
** 1/day—//[[command]]// (DC 11), //[[invisibility]]// (self only)
** At will—//[[psychokinetic hand]]//
** Constant—//[[detect magic]]//
!!! STATISTICS
* ''Str'' –2; ''Dex'' +4; ''Con'' +1; ''Int'' +1; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobat
ics]] +12, [[Bluff]] +7, [[Mysticism]] +7, [[Sense Motive]] +7, [[Stealth]] +12
* ''Languages'' Common
* ''Other Abilities'' mask symbiosis
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or rack (3–12)
!!! SPECIAL ABILITIES
''Mask Symbiosis ([[Ex]])'' A spirit oni can be worn as a mask by a willing Small or Medium creature. While wearing the oni in this way, the wearer can see through the oni's eyes and speak through its mouth, although the wearer retains its own senses and voice. The oni grants its wearer a +2 insight bonus to [[Perception]] checks. The spirit oni remains a separate creature and must detach from the wearer's face (as a move action) if it wishes to take any action of its own (including attacking or using a spell-like ability).
!!! Spirit Oni Venom
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 11
* ''Track'' [[Charisma|Charisma Poison Track]] (special)
* ''Onset'' 1 round
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Weakened—Impaired—Pliable//; pliable is the end state.
* ''Cure'' 2 consecutive saves
</div>
While most oni transition from their spirit state to a physical form on their own, spirit oni are instead forced into their lesser forms through the work of evil spellcasters. These spellcasters perform a unique ritual that allows them to draw upon an unmanifested spirit and bind it to a unique mask. These masks are key to these rituals and are usually crafted with fearsome and fiendish visages that resemble typical oni faces. If the spellcaster's ritual is successful, a spirit oni enters the mask and transforms it into an animated, living creature bound to the spellcaster.
The ritual to create the spirit oni robs the oni of the opportunity to ever coalesce into a humanoid form on its own and effectively traps it in the mask indefinitely. This leads many spirit oni to develop foul tempers and act abrasive toward others, including their masters. A spellcaster will often make use of their spirit oni's harsh nature by wearing the outsider as a mask to appear more intimidating. In cases where intimidation fails, such a spellcaster can then unleash the spirit oni against their foes. If a spirit oni's master dies, the oni is left to fend for itself and is free to live its own life. Spirit oni are cowardly and dishonorable creatures, however, and are usually quick to seek out other oni in hopes that these new masters would grant the spirit oni positions of power that befit their larger-than-life personalities.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LE Large outsider (native, oni, shapechanger)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* Fort +14; Ref +12; Will +9
* ''Defensive Abilities'' dying vengeance (8 damage), [[regeneration]] 5 (acid or fire); ''Resistances'' cold 10
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' white star [[flare axe]] +23 (3d10+18 E & F; critical [[burn]] 1d10) or slam +23 (2d10+18 B)
* ''Ranged'' [[combat rifle]] +20 (3d8+10 P) or [[frag grenade]] IV +20 ([[explode]] [15 ft., 6d6 P, DC 17])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' tsabagu onslaught
* ''Spell-Like Abilities'' (CL 10th)
** 1/day—//[[fear]]// (4th-level, DC 18), //[[resistant armor]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' –1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +24, [[Intimidate]] +19, [[Survival]] +19
* ''Languages'' Common, Shobhad
* ''Other Abilities'' [[change shape]] (Medium or Large monstrous monstrous humanoid), [[multiarmed]] (4)
* ''Gear'' warleader [[shobhad harness]], white star [[flare axe]] with 2 batteries (20 charges each), [[combat rifle]] with 24 longarm rounds, 2 [[frag grenades]] IV
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or raiding party (1 plus 3–15 shobhads)
!!! SPECIAL ABILITIES
''Dying Vengeance ([[Ex]])'' When a tsabagu is reduced to 0 Hit Points, it can make a single melee attack as a reaction. If this attack is against the creature that dealt the damage that reduced the oni to 0 Hit Points but misses, the oni still deals an amount of damage equal to the oni's Strength modifier.
''Tsabagu Onslaught ([[Ex]])'' When a tsabagu makes a full attack, they can make up to three attacks instead of
two attacks. The oni takes a –6 penalty to these attacks instead of a –4 penalty.
</div>
Tsabagu oni come into being when a malicious spirit successfully incarnates into a [[shobhad]]. In their natural form, they're four-armed humanoids with blue skin and a dramatic brow ridge over their one baleful eye. Their powerful jaws are decorated by a pair of black tusks.
Shobhad culture greatly idolizes strength, and so tsabagus often quickly rise to positions of leadership or great influence. These exalted oni often set about raiding surrounding settlements to recruit more shobhads into their ever-growing fighting forces. The only authority tsabagus are willing to defer to is that of even stronger oni.
While tsabagus with power and influence are undoubtedly terrors on Akiton, those that make it off-world can become threats to entire systems. These tsabagus can end up leading ruthless mercenary companies or space pirate crews. Their lust for violence and domination is never satisfied, and attacks from such gangs rarely leave any survivors.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CG Large outsider (extraplanar, fire, good)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' protective aura (20 ft.)
!!! DEFENSES
* ''HP'' 210
* ''EAC'' 27; ''KAC'' 27
* ''Fort'' +14; ''Ref'' +12; ''Will'' +16
* ''Defensive Abilities'' [[amorphous]], [[void adaptation]]; ''DR'' 10/evil; ''Immunities'' fire, radiation; ''Resistances'' electricity 10; ''SR'' 24
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +25 (6d4+20 B & F; critical [[burn]] 3d4)
* ''Offensive Abilities'' fire vortex
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[wall of fire]]// (DC 21)
** 3/day—//[[explosive blast]]// (DC 20), //[[irradiate]]// (DC 20)
** At will—//[[detect affliction]]//, //[[discern lies]]// (DC 21), //[[invisibility]]// (self only), //[[life bubble]]//, //[[remove affliction]]//
!!! STATISTICS
* ''Str'' +7; ''Dex'' +4; ''Con'' +5; ''Int'' +4; ''Wis'' +3; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +23 (+31 to fly), [[Bluff]] +23, [[Intimidation]] +28, [[Mysticism]] +28, [[Sense Motive]] +28
* ''Feats'' [[Mobility]], [[Spring Attack]]
* ''Languages'' Celestial, Common, Draconic, Ignan
* ''Other Abilities'' [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (Plane of Fire)
* ''Organization'' solitary, pair, or host (3–12)
!!! SPECIAL ABILITIES
''Protective Aura ([[Su]])'' Any creature within 20 feet of an onkushu, including the onkushu, gains a +2 divine bonus to its AC against attacks made by evil creatures and a +4 divine bonus to saving throws against effects created by evil creatures. While within this aura and affected by the onkushu's //[[life bubble]]// spell, creatures are considered to have [[void adaptation]] and [[solar adaptation]]. If such creatures are willing or unconscious, the onkushu can carry them along with it while moving in any movement mode.
''Fire Vortex ([[Ex]])'' Three times per day as a standard action that provokes attacks of opportunity, an onkushu can buffet its wings to create a fiery vortex 10 feet tall and 10 feet wide that travels in a straight line for 30 feet. Any creature in that area is knocked [[prone]], taking 10d6 fire and slashing damage (Reflex DC 21 for half damage and to avoid being knocked prone). If the vortex travels along the ground, the area it passes through is difficult terrain for 15 rounds.
</div>
Natives of the Plane of Fire, onkushus have long been the allies, mentors, and students of angels, learning virtuous practices while teaching the goodly hosts of the Outer Sphere the value of cleansing fire. Onkushus often take an interest in mortal affairs, using portals from the Plane of Fire that form within stars to come to the Material Plane. These outsiders are kindly by nature, but when angered or roused against evil, they can be implacable foes.
An onkushu is 15 feet tall and weighs 1,000 pounds while alive, yet it burns to a fine white ash when destroyed, leaving behind only a few pounds of material.
Discovered through a destructive industrial accident, the //onos drive// resembles two large gears laced with embedded //aeon stones//, spinning at incredible speed within a precisely positioned casing. When the spinning gears are engaged, they create pockets of extradimensional space between the cogs that jump the whole assembly (along with the attached starship) forward in space, referred to as “skipping.” By varying the orientation of the drive assembly and the rotational speed at which the gears are engaged, a skilled operator can alter the direction and distance of a skip. The //onos drive// was key to the early Azlanti Star Empire’s conquest of the Aristia system before the Gap, but it was still far too slow to be used for interstellar travel.
<div class="statblock">
* ''BP Cost'' 10 x size category (Tiny = 1, Small = 2, etc.)
* ''Engine Rating'' 1/2
* ''Minimum PCU'' 150
* ''Maximum Size'' Medium
</div>
An ooze is an amorphous or mutable creature.
* ''Traits:''
** [[blindsight]]
** [[mindless]]
** [[ooze immunities]]
** [[sightless]]
** set Intelligence modifier to —
* ''Adjustments:''
** +2 to Fortitude saving throws, –2 to Reflex and Will saving throws
** no master or good skills unless the creature would have them naturally, rather than through training
Once per day, you can spend 10 minutes creating and administering a mutagen that gives your body ooze-like qualities for a number of hours equal to your key ability score modifier. For this duration, you gain the [[compression]] and [[unflankable]] universal creature rules, as well as immunity to the additional damage from critical hits (though you are still affected by critical hit effects).
Once during the mutagen's duration as a reaction when you take piercing or slashing damage, you can split into two copies of yourself. Divide your current Hit Points and Stamina Points evenly between the two, but otherwise, the copies share the same statistics and equipment. If one of the copies casts a spell, expends ammunition, or uses other limited-use resources, that resource is consumed for both copies. Any item dropped by just one copy becomes inert, shapeless biomatter. The copies share the same initiative count, with one acting immediately after the other. Each turn, one of the copies can use a full round's worth of actions, and the other can take only a move action.
The effect lasts 5 rounds, after which one of the copies dissolves, and the other copy becomes you. Combine the copies' Hit Point totals and Stamina Point totals to determine your HP and SP totals when the effect ends; these totals cannot exceed their normal maximums. If the copies are adjacent to each other, one copy can meld with the other as a move action, ending the effect prematurely. If one of the copies is reduced to 0 HP, the effect ends; your remaining copy becomes the "real" version, and you are [[staggered]] until the end of your next turn.
[[Oozes]] are immune to the following effects, unless the effect specifies that it works against oozes.
* Critical hits, paralysis, poison, polymorph, sleep, and stunning.
* Gaze abilities, illusions, visual effects, and other attacks that rely on sight.
* Flanking—oozes are unflankable.
//Format:// ''Immunities'' [[ooze immunities]].
<div class="statblock">
* ''Type'' disease (contact or injury); ''Save'' Fortitude DC 15
* ''Track'' [[mental]] and [[physical]] (special); ''Frequency'' 1/day
* ''Effect'' A creature that has this disease, even in its latent state, is contagious and can transmit the ooze plague through contact with others; the victim takes all penalties from progressing on the physical and mental disease tracks; at the //impaired// state and beyond, penalties from the //weakened// state become permanent until the victim benefits from a //[[remove affliction]]// or //[[restoration]]// spell; death from this disease causes the corpse to transform into a [[plague ooze]] 24 hours later.
* ''Cure'' 2 consecutive saves
</div>
The grays use various types of oozes for many functions. Enterprising grays often carry a few around in these portable containers for use when needed.
An ooze stasis flask is a transparent cylinder 12 inches long and 3 inches in diameter. One end of the cylinder features a latched and hinged flap. Designed to contain an ooze, the flask is reinforced on the interior with invisible force fields that harmlessly compress such a creature, which is usually inserted via the means of a funnel or other implements (a prod is often required to force the ooze to comply).
An ooze stasis flask can hold one Medium or smaller ooze of CR 3 or lower. When the flask is sealed, the contents are placed in a stasis field, preventing the ooze from aging or needing any sort of sustenance. An ooze stasis flask can be thrown as an improvised grenade‑like weapon as a standard action, or manually poured out as a full action. If thrown, the flask is destroyed and its contents immediately expelled.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|ooze stasis chamber | 5 | 2,800 | 1 | 20 | 1/day |
</div>
While this //aeon stone// orbits you, you have proficiency with one kind of weapon (laser pistol, plasma doshko, zero pistol, and so on) at all item levels. Each stone of this type is keyed to a particular kind of weapon when it is created. Changing the type of weapon an existing //opalescent white pyramid aeon stone// is keyed to requires time and 3 ranks in [[Mysticism]], as if you were crafting the //aeon stone//, but this alteration has no cost.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//opalescent white pyramid// | 3 | 1,400 | — |
</div>
Open crew actions are generally less specialized tasks than a typical crew action, and they can be performed regardless of a character's role. Many open crew actions do not require any specific skill or skill check to perform and can be undertaken by anyone with at least 1 rank in [[Computers]], [[Engineering]], [[Physical Science]], or [[Piloting]].
Taking an open crew action counts as your action during a starship combat encounter. Open crew actions occur at the beginning of the engineering phase, before any other actions occur. All open crew actions occur simultaneously and can be resolved in any order the GM sees fit. Each open crew action can be performed only once per round.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You draw power from another plane—perhaps through a specially attuned magic item or a temporary portal—and then channel that power into the ritual. Attempt the check or saving throw listed in the script. Sometimes failing this check can have unpredictable results, releasing denizens of other planes into your location.
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack.
''Benefit:'' Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.
Through observation and experimentation, you can determine the exact pitch to shatter glass with your voice—and sturdier objects with your spells and weapons.
''Prerequisites:'' [[Perception]] 6 ranks
''Benefit:'' You can spend a full action to sing at and examine an unattended object or structure within 120 feet of you, such as a piece of armor or steel wall. For the next hour or until you use this feat to assess another object, you reduce the target’s hardness against sonic damage you deal by an amount equal to your level. If you have another ability or weapon special property that would also reduce the target’s hardness, you either reduce the hardness by an amount equal to your level, or you reduce the hardness by an amount equal to half your level plus any hardness reduction provided by the other source, whichever is higher.
As a standard action, you can sing or use an instrument to play a powerful note that damages an object or structure you’ve assessed with this feat. This note deals sonic damage equal to your level and has a range of 30 feet. Once you’ve sounded this destructive note, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
You're a shadow. You move swiftly, strike suddenly, and always have an escape plan. You're a consummate professional, and you always get the job done, whether it's scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you're skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it's sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.
* ''Hit Points:'' 6 HP
* ''Stamina Points:'' 6 + Constitution modifier
* ''Key Ability Score:'' Your Dexterity helps you to infiltrate, get into position, escape danger, and make decisive shots with your weapon, so Dexterity is your key ability score. High Intelligence boosts your skills, and Charisma aids in your interactions with other characters.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Bluff]] (Cha), [[Computers]] (Int), [[Culture]] (Int), [[Disguise]] (Cha), [[Engineering]] (Int), [[Intimidate]] (Cha), [[Medicine]] (Int), [[Perception]] (Wis), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis), [[Sense Motive]] (Wis), [[Sleight of Hand]] (Dex), [[Stealth]] (Dex), [[Survival]] (Wis)
* ''Skill Ranks per Level:'' 8 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons, small arms, sniper weapons
{{Table: Operative}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain an [[operative exploit]].
* ''9th Level:'' The amount of damage you deal with your [[trick attack]] is 1d8 lower than normal.
An operative can use the [[trick attack]] class feature with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
Cunning and swift, operatives are especially skilled and can cause foes to drop their guards, paving the way for devastating attacks.
* ''Special Rules:'' Choose one operative [[specialization]]. The operative creature's specialization [[exploit]] and specialization power must come from that specialization. Any exploits that aren't relevant to the creature (or that can simply be incorporated into the creature's statistics) don't need to appear in the creature's stat block.
* ''Required Array:'' Expert.
* ''Adjustments:'' Bonus to initiative equal to the creature's CR divided by 4, + 1; +3 to Reflex saving throws; +1 to all skill checks.
* ''Skills:'' Master skills from operative [[specialization]].
* ''Ability Score Modifiers:'' Dexterity, Intelligence, and Wisdom.
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), sniper rifle (item level = CR), and basic melee weapon with [[operative|Operative (weapon property)]] special quality (item level = CR – 1).
!! Abilities by CR
* ''CR 1:'' [[Trick attack]] +1d4 and one special ability.
* ''CR 2:'' [[Trick attack]] +1d4, [[evasion]], one 2nd-level operative [[exploit]], and one special ability.
* ''CR 3:'' [[Trick attack]] +1d8, [[evasion]], [[quick movement]] +10 ft., one 2nd-level operative [[exploit]], and one special ability.
* ''CR 4:'' [[Trick attack]] +1d8, [[evasion]], [[quick movement]] +10 ft., [[debilitating trick]], and two 2nd-level operative [[exploits]].
* ''CR 5:'' [[Trick attack]] +3d8, [[evasion]], [[quick movement]] +10 ft., [[debilitating trick]], [[specialization]] exploit, and two 2nd-level operative [[exploits]].
* ''CR 6:'' [[Trick attack]] +3d8, [[evasion]], [[quick movement]] +10 ft., [[debilitating trick]], [[specialization]] exploit, and one 6th-level operative [[exploit]].
* ''CR 7:'' [[Trick attack]] +4d8, [[evasion]], [[quick movement]] +10 ft., [[debilitating trick]], [[uncanny agility]], [[specialization]] exploit, and one 6th-level operative [[exploit]].
* ''CR 8:'' [[Trick attack]] +4d8, [[evasion]], [[quick movement]] +10 ft., [[debilitating trick]], [[uncanny agility]], [[triple attack]], [[specialization]] exploit, and one 6th-level operative [[exploit]].
* ''CR 9:'' [[Trick attack]] +5d8, [[evasion]], [[quick movement]] +20 ft., [[debilitating trick]], [[uncanny agility]], [[triple attack]], [[specialization]] exploit, and one 6th-level operative [[exploit]].
* ''CR 10:'' [[Trick attack]] +5d8, [[evasion]], [[quick movement]] +20 ft., [[debilitating trick]], [[uncanny agility]], [[triple attack]], [[specialization]] exploit, and one 10th-level operative [[exploit]].
* ''CR 11:'' [[Trick attack]] +6d8, [[evasion]], [[quick movement]] +20 ft., [[debilitating trick]], [[uncanny agility]], [[triple attack]], [[specialization]] power, [[specialization]] exploit, and one 10th-level operative [[exploit]].
* ''CR 13:'' [[Trick attack]] +7d8, [[evasion]], [[quick movement]] +20 ft., [[debilitating trick]], [[uncanny agility]], [[quad attack]], [[specialization]] power, [[specialization]] exploit, and one 10th-level operative [[exploit]].
* ''CR 14:'' [[Trick attack]] +7d8, [[evasion]], [[quick movement]] +20 ft., [[debilitating trick]], [[uncanny agility]], [[quad attack]], [[specialization]] power, specialization [[exploit]], and one 14th-level operative [[exploit]].
* ''CR 15:'' [[Trick attack]] +8d8, [[evasion]], [[quick movement]] +30 ft., [[debilitating trick]], [[uncanny agility]], [[quad attack]], [[specialization]] power, [[specialization]] exploit, and one 14th-level operative [[exploit]].
* ''CR 17:'' [[Trick attack]] +9d8, [[evasion]], [[quick movement]] +30 ft., [[debilitating trick]], [[uncanny agility]], [[quad attack]], [[double debilitation]], [[specialization]] power, [[specialization]] exploit, and one 14th-level operative [[exploit]].
* ''CR 19:'' [[Trick attack]] +10d8, [[evasion]], [[quick movement]] +30 ft., [[debilitating trick]], [[uncanny agility]], [[quad attack]], [[double debilitation]], [[specialization]] power, [[specialization]] exploit, and two 14th-level operative [[exploits]].
* ''CR 20:'' [[Trick attack]] +10d8, [[evasion]], [[quick movement]] +30 ft., [[debilitating trick]], [[uncanny agility]], [[quad attack]], [[double debilitation]], [[specialization]] power, [[specialization]] exploit, [[supreme operative]], and two 14th-level operative [[exploits]].
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. You cannot learn the same exploit more than once unless it specially says otherwise.
Operative exploits require you to have a minimum operative level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other exploits.
<$macrocall $name="by-level" tag={{!!title}} />
Operative melee weapons are basic in design, but they are capable of dealing precise damage when wielded by a trained combatant. An operative can use the [[trick attack]] class feature with a weapon with the [[operative]] special property. Additionally, any character can add her Dexterity modifier rather than her Strength modifier to melee attack rolls with these weapons.
At 8th level, choose one of the following weapon types: advanced melee weapons, longarms, heavy weapons, or any one special weapon of your choice. You gain proficiency with the chosen weapon type (or weapon, if you chose a special weapon). In addition, you can use trick attack with weapons of the chosen type. You do not add trick attack damage to such attacks, but the target is still [[flat-footed]] and you can use [[debilitating trick]]. At 13th level, you can choose a second type of
weapon from the list.
This replaces [[triple attack]] and [[quad attack]].
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
If you use stunt and strike while [[prone]], you can stand up from prone without using an action and are immune to the [[off-kilter]] condition until the start of your next turn. If you have [[Kip-Up]], the moxie racial trait, or a similar ability, you are also immune to the prone condition until the start of your next turn.
As a standard action, you can make a charge without the normal penalty to attack rolls when attacking on a charge, provided that you use an [[operative]] melee weapon to make the attack at the end of the charge. If the attack hits, you can substitute a [[debilitating trick]] effect for the damage the attack would deal.
This shimmering sliver of translucent metallic material pulsates and hums with life. Under intense magnification, it appears to be a complicated nanotechnological device of otherworldly sophistication, glowing faintly with the colors of the Drift. The //operator's shard// is designed to analyze, supplant, and link the senses and memories of the bearer with the Array, Triune’s digital archives on Alluvion. While the origins of the artifact are unknown and hotly debated, the device has caused a panicked schism within the Church of Triune between those who view its parasitic and destructive methods as a mockery of Triune’s power and a dangerous breach of the All-Code’s security, and those who view the shard’s ruthless powers as the next step in the growth of machine intelligence. While the operator’s shard seems to possess some form of intelligence, it doesn’t deign to communicate its intentions, leading to speculation as to whether the shard is a creation of Triune or a backdoor into Alluvion’s accumulated knowledge created by another entity.
The shard must be implanted into your nervous system for its abilities to take effect. The transplantation does 1d6 damage per round for 10 rounds as the shard burrows into you and replaces your nervous system and cognitive functions with its own technological capabilities; if you’re killed by this damage, the shard gains control of your body for the duration of its transplantation and acts under its own volition. For effects targeting creatures by type, a fully implanted creature counts as both a construct and its original creature type (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both types). The shard can remove itself from your body, which instantly kills you. If you survive the implantation process, you can prevent the shard from removing itself with a successful DC 20 Will save, which prevents the shard from removing itself for 24 hours.
After implantation is complete, the shard links your mind and memories to the Array, granting the accumulated knowledge of the Drift and Alluvion. While you have the shard implanted, you know the plane of origin and original coordinates for any nonnative object encountered in the Drift. You can also attempt to access the knowledge contained within the Array; when attempting an Intelligence-based skill check, a check to [[recall knowledge]], or a check to [[identify]] a creature, you can roll twice and take the higher result. Scholars and researchers note that the knowledge granted by the shard isn’t absolute, and debate rages as to whether this is due to Triune deliberately blocking off forbidden or dangerous knowledge, errors and imperfections in the interface between the shard and the Array, or the failure of an outside entity to fully overcome Triune’s protections.
The //operator’s shard// also grants unparalleled processing, communication, and analytical capabilities, allowing you to speak with other technological beings, anticipate deadly blows, and react with supernatural agility. You gain a +4 bonus to initiative checks and gain the ability to communicate wirelessly. This acts as [[telepathy]], but only with creatures with the shortwave ability or constructs with the technological subtype. You also gain a 50% chance that a critical hit against you is treated as a normal attack, dealing normal damage and not applying any critical effect. This percentage chance is rolled before the critical hit damage is rolled.
The //operator’s shard// can be destroyed by uploading an extremely powerful artificial or virtual intelligence (equivalent to a tier 20 starship [[virtual intelligence]]) into it, which can then delete the esoteric programming powering the shard, requiring a DC 40 [[Computers]] check. On a successful check, the shard decomposes into nanotechnological parts, drifting apart on a molecular level and fading into nothingness; on a failed check, the shard’s defenses overcome the intelligence, subsume it into the shard’s functions, and destroy it, potentially gaining new abilities from the absorbed intelligence.
For many, a crisis is nothing less than an opportunity. Perhaps you aim to turn a profit from the distress of those affected by the Drift Crisis, or maybe you see it as the perfect time to build new alliances or play enemies against one another. A massive disruption could even be your chance to cover up past crimes and seek a fresh start, for good or for ill. Whatever your motive, you seek the opportunities that come in the wake of a period of great change.
!! Theme Knowledge (1st)
It takes a sharp mind to see a catastrophe and conceive of a way to better yourself or others. You’ve networked with groups and organizations across the galaxy, even if only on a surface level. No matter the situation, you know who to talk to. Reduce the DC to [[identify]] or [[recall knowledge]] about organizations, groups, and agencies that work across multiple systems by 5. [[Perception]] is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! You Can Trust Me (6th)
Your quick thinking and ability to stay cool when things fall apart makes others keen to put their trust in you. Whenever someone needs assistance, you can seize the opportunity to help. You know that this not only builds the trust in whomever you’re assisting, it also develops social capital that you can cash in far into the future. What’s more, helping out positions you to better swoop in to the rescue and take the credit if your companions fail. Once per minute when you attempt to [[aid another]] creature’s skill check, you can roll twice and take the better result. If you exceed the check to aid by at least 10, and the creature you aided fails their skill check, you gain a +2 morale bonus to your next skill check within the next minute to attempt the same task that the creature failed.
!! Strike While the Iron Is Hot (12th)
You know that if you want to motivate people to perform great feats of action, you need to rally them while their emotions are at their hottest. Those who seek to galvanize (or exploit) others achieve this with precise timing and earnest enthusiasm. Some unscrupulous opportunists might use this to encourage others to evil or selfish acts, but the well-intentioned opportunist knows that they can elicit a crowd or individual to enthusiastically embrace beneficial and positive goals. You can use [[Diplomacy]] to positively change a creature’s attitude by one additional category (or two, for a maximum of four, if you spend extra time) within a 24-hour period.
!! The Bright Side (18TH)
Experience has taught you that the best way to transform a crisis into an opportunity for growth is with the help of others. No one soul is an island; your goals can only be achieved together. By rousing people into action, you can motivate people in rebuilding damaged settlements, cement two warring nations into a binding peace treaty, or take advantage of a rival gang’s lost weapon smuggling routes to launch the perfect assault. Up to twice per day, when you convince someone to act in a manner that would turn a negative event into a positive outcome for themselves or others (including you), you recover 1 Resolve Point.
The //opportunistic// fusion guides your accuracy when making attacks of opportunity and leaves your foes vulnerable to your attack. You gain a +2 bonus to attacks of opportunity made with this weapon. If your attack of opportunity hits, you gain a +2 bonus to the damage roll for that attack of opportunity. This damage increases by 1 if the weapon is item level 5, and by an additional 1 for every 5 item levels thereafter. Only melee weapons can benefit from this fusion.
This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the [[integrated]] weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can't be disarmed. Once you've used the optical laser for a single attack, its tiny battery is depleted; you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Damage | Critical |h
|optical laser, azimuth | 3 | 1,530 | eye | 1d6 F | [[burn]] 1d6 |
|optical laser, corona | 7 | 7,140 | eye | 2d6 F | [[burn]] 1d6 |
|optical laser, aphelion | 11 | 26,520 | eye | 3d6 F | [[burn]] 2d6 |
|optical laser, parallax | 15 | 122,400 | eye | 4d6 F | [[burn]] 2d6 |
|optical laser, zenith | 19 | 612,000 | eye | 5d6 F | [[burn]] 3d6 |
</div>
If you succeed by 10 or more at the skill check to deal additional damage on a [[trick attack]], you ignore cover or concealment (but not total cover or total concealment) for that attack.
You can show a creature a glimpse of the results of its choices in other realities, allowing it to act more efficiently. As a standard action, you can touch a willing creature to increase all of its speeds by 10 feet. This is considered an enhancement bonus and is a supernatural haste effect. At 8th level, alternatively, you can spend 1 Resolve Point to instead use //[[haste]]// as a spell‑like ability. Once you've targeted a creature with this paradigm shift, you can't target them with this paradigm shift again for 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one technological item of up to 1 bulk/level, or one technological vehicle or construct of any size
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
You expend 1 Resolve Point to render a vehicle, construct, or technological device immune to corrosive atmospheres, water, heat, radiation, and other natural environmental dangers. If the target regains Hit Points while affected, its Hit Points are restored to their maximum.
<div class="statblock">
* ''Tier'' 11
* Medium transport
* ''Speed'' 12; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 31; ''TL'' 29
* ''HP'' 100; ''DT'' —; ''CT'' 20
* ''Shields'' heavy 360 (forward 90, port 90, starboard 90, aft 90)
* ''Attack (Forward)'' particle beam (8d6; 20 hexes)
* ''Attack (Aft)'' particle beam (8d6; 20 hexes)
* ''Attack (Turret)'' maser (6d10; 20 hexes)
* ''Power Core'' Pulse Prismatic (300 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (luxurious), mk 4 duonode computer, mk 10 armor, mk 10 defenses; ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[medical bay]], [[passenger seating]], [[smuggler's compartment]] (DC 30)
* ''Modifiers'' +4 to any 2 checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +25 (11 ranks), [[Engineering]] +20 (11 ranks), gunnery +16 (11th level), [[Intimidate]] +20 (11 ranks), [[Piloting]] +20 (11 ranks)
* ''Engineer'' [[Engineering]] +20 (11 ranks)
* ''Gunners'' (2) gunnery +15 (11th level)
* ''Pilot'' [[Piloting]] +20 (11 ranks)
* ''Science Officer'' [[Computers]] +20 (11 ranks)
</div>
The Opulos Ambassador embodies three ideals: luxury, privacy, and security. The ship's interior is a masterpiece of understated elegance, intended to impress influential guests and keep the ship's inhabitants in the lap of luxury wherever they go, while the ship's powerful weapons and cutting-edge defenses serve as deterrents against those who might mistake a luxury ship as an easy target. Top-of-the-line power cores and thrusters place the ship among the fastest in its class, easily able to escape from threats that prove too powerful for shipboard weapons. In the event of disaster, the ship's fully stocked medical bay ensures that an on-staff doctor can take care of any emergencies—and allows the crew to avoid visiting a hospital, should they want to stave off leaving a trail of records. Boardroom-style passenger seating allows for discreet meetings where conversations of a sensitive nature can be conducted outside of planetary jurisdiction. Opulos also offers its customers customization services for modular bays based on client specifications, allowing the Ambassador to fit any customer's needs—assuming they have the credits to afford this boutique service. Popular customizations include, but are not limited to, vidstreaming studios, private sports training facilities, and even weapon testing ranges.
While the Ambassador is marketed to diplomats, businesspeople, and interplanetary jetsetters, the starship's privacy and safety features make it popular among a certain class of highly successful criminals—particularly those who provide clandestine services to the ultra-wealthy. The Stewards have issued multiple statements condemning the Ambassador's "privacy suite" as encouraging illegal transport of dangerous goods and individuals throughout the Pact Worlds. Opulos maintains that the smuggler-style compartment is necessary for diplomats and elite executives who wish to maintain their privacy—and Opulos's lawyers have thus far kept any prying eyes from acquiring client records that would reveal the identity of those who have purchased these ships. Still, savvy captains encountering an Ambassador in transit might think twice before scanning the ship—they may find themselves privy to knowledge the ship's crew is willing to fight to keep secret.
!!! Purveyors of Extreme Luxury
<div class="statblock">
* ''Manufacturing Centers'' Verces (Athano)
* ''Specialties'' Personal yachts, cruise liners, and other extreme luxury vessels
* ''Famous Models'' [[Drift Cruiser|Opulos Drift Cruiser]], [[Opulence|Opulos Opulence]], Overqueen
</div>
Perhaps the oldest surviving aethership manufacturer, Opulos Corporation began as a family business that built aetherships for the God-Vessels, the ancient verthani priest caste. Dorin Opulos was an Athano sailor and sea captain who combined artistic talent with engineering sense. Long before the Gap, each aethership was a unique work of art that glorified its God-Vessel clients' patron deities. A few of these original aetherships still survive, turned into flying museums or refit with Drift technology; diligent (and lucky) bargain hunters may even be able to find one of these legendary ships rusting away in an Akiton junkyard, unrecognized.
But as Vercite culture shifted away from the old caste structure, Opulos reinvented itself as a maker of extreme luxury starships. Shortly after the Signal, the Opulos family went public, opening the corporation to investors and shareholders. They created a board of directors that—while still dominated by Opulos family members—also includes worker representatives, industry experts, and safety advocates. The company then launched the Opulence line, a series of highly customizable personal yachts for the fabulously wealthy. The Opulence was at the heart of an enticing advertising campaign that popularized the company's brand throughout the burgeoning Pact Worlds, and the success of this new starship enabled Opulos Corporation to springboard into the cruise line market, which it has since come to dominate. The company's new Overqueen line is an alternative to the [[Drift Cruiser|Opulos Drift Cruiser]] aimed at non-humanoid markets, equipped with a wide variety of customizable living quarters and amenities that serve every species from astrazoans to wrikreechees. Opulos is the only major Vercite starship manufacturer that isn't located on Skydock; the company has clung to its traditional home in Athano, where the old aethership construction yards are still preserved as a historical site, with tour buses escorting visitors there from the beautiful new shipyard facilities constructed on the shore of Riversea. Unfortunately, the isolation of this location makes it potentially vulnerable to corporate warfare, and Opulos recently lost its security chief to an explosion.
There have actually been several high-profile tragedies involving Opulos Corporation in recent years, including the disappearance of the Drift Cruiser //Utopia// with all hands. This hasn't had a significant impact on the cruise line industry, but it has plagued the corporate board, which has begun to seriously consider the possibility that the company has offended the gods by turning away from its original semi-divine customer base in favor of a wider market.
''Manufacturer Perk:'' Opulos starships can install 2 [[guest quarters]] for a total of 1 BP and 1 PCU (instead of 1 BP and 1 PCU each) and luxurious [[crew quarters]] cost only 4 BP instead of 5.
<div class="statblock">
* ''Tier'' 11
* Huge bulk freighter
* ''Speed'' 6; ''Maneuverability'' poor (turn 3); ''Drift'' 2
* ''AC'' 26; ''TL'' 26
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' plasma cannon (5d12)
* ''Attack (Aft)'' light EMP cannon (special)
* ''Attack (Turret)'' flak thrower (3d4), flak thrower (3d4)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 3 trinode computer, mk 7 armor, mk 8 defenses; ''Expansion Bays'' [[escape pods]] (2, 12 pods), [[guest quarters]] (3 good, 1 luxurious), [[recreation suites]] (gym, HAC), [[shuttle bay]]
* ''Modifiers'' +3 any three checks per round, +4 [[Computers]]
* ''Complement'' 26
!!! CREW
* ''Captain'' [[Computers]] +24 (11 ranks), [[Diplomacy]] +25 (11 ranks), [[Engineering]] +20 (11 ranks), gunnery +17, [[Piloting]] +20 (11 ranks)
* ''Engineers (2 officers, 3 crew each)'' [[Engineering]] +25 (11 ranks)
* ''Gunner (1 officer, 2 crew)'' gunnery +22
* ''Pilot (1 officer, 5 crew)'' [[Piloting]] +25 (11 ranks)
* ''Science Officers (2 officers, 3 crew each)'' [[Computers]] +29 (11 ranks)
</div>
The recent disappearance of the Drift Cruiser //Utopia// while taking guests to see a comet plunge into a brown dwarf star in the Vast has done little to dissuade those clamoring for tickets aboard these opulent vessels.
<div class="statblock">
* ''Tier'' 5
* Small shuttle
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0); ''Drift'' 3
* ''AC'' 21; ''TL'' 20
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light particle beam (3d6; 10 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' Signal Major
* ''Systems'' budget short-range sensors, crew quarters (luxurious), extra weapon mount (turret), mk 5 armor, mk 5 defenses, mk 3 trinode computer; ''Expansion Bays'' [[cargo hold]], [[guest quarters]] (luxurious), [[recreation suite]] (HAC)
* ''Modifiers'' +3 to any 3 checks per round, +1 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 4)
!!! CREW
* ''Captain'' [[Computers]] +11 (5 ranks), [[Diplomacy]] +11 (5 ranks), [[Engineering]] +11 (5 ranks), gunnery +10 (5th level), [[Piloting]] +12 (5 ranks)
* ''Engineer'' [[Computers]] +11 (5 ranks), [[Engineering]] +11 (5 ranks)
* ''Gunner'' gunnery +10 (5th level)
* ''Pilot'' gunnery +10 (5th level), [[Piloting]] +17 (5 ranks)
</div>
The Opulence is a bespoke luxury vessel manufactured by the Opulos corporation. Most citizens of the Pact Worlds can recite the annoying but catchy "Opulos means opulence" advertising campaign by heart, though few can afford the product. Opulence yachts are marketed as playthings of the glitterati—wealthy dilettantes, celebrities, CEOs, and government officials who need to travel frequently and in style.
The Opulence oozes extravagance, from its hand-woven carpeting and gold safety railings to its ostentatious passenger suite, which combines a spacious bed chamber and private jacuzzi with a personal reception area. The spacious central lounge provides ample entertainment space, which owners can convert to a swimming pool, dance floor, brutaris court, theatrical stage, recording studio, or another use to suit their specific needs. Upon purchase, each Opulence owner customizes the furnishings to their own rarefied taste, and many make the starships their personal homes. Few can blame them, as a fully outfitted Opulence yacht is more comfortable than most luxury hotels—and often as expensive as a small mansion. Even the crew quarters are richly appointed with hardwood floors, four-poster beds, and gilt accoutrements.
Looks aren't everything, however, and the Opulence boasts multiple cutting-edge features designed for function as well as fashion. Its computer and defensive systems receive frequent updates from Opulos that constantly improve their security, but frustratingly require hours to properly install. Though the Opulence isn't designed for combat, its weapons and armor protect its passengers from casual raiders. The only real shortcoming is the ship's underwhelming sensor system, but there is a lucrative aftermarket for Opulence upgrade services, and many owners choose to upgrade the sensors and hire a captain with the training required to operate the new equipment.
As a status symbol, the Opulence is a frequent target of theft. Law enforcement impound yards are full of stolen Opulences confiscated from minor criminals brought in on unrelated charges. For a time, Opulence "recycling centers"—secret hangars where mechanics scrubbed stolen Opulence shuttles of their identifying marks and repainted them for black-market resale—were a popular criminal trend on Verces. After a few high-profile busts, most of these enterprises shut down or fled to the Diaspora, where they now command a higher price for their services.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CN Gargantuan plant
* ''Init'' –2; ''Senses'' [[blindsight]] (life) 120 ft.; [[low-light vision]]; ''Perception'' +23
* ''Aura'' reverence (60 ft., Will DC 21)
!!! DEFENSE
* ''HP'' 190; ''RP'' 7
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +14; ''Ref'' +12; ''Will'' +16
* ''Defensive Abilities'' [[reactive resistance|Xenodruid]], [[regeneration]] 10 (acid), [[unflankable]]; ''DR'' 10/—; ''Immunities'' combat maneuvers, [[plant immunities]]; ''Resistances'' cold 10, electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 0 ft.
* ''Melee'' branch +22 (6d4+17 B plus [[grab]])
* ''Multiattack'' 4 branches +16 (3d4+17 B plus [[grab]])
* ''Space'' 20 ft.; ''Reach'' 20 ft. (25 ft. with branch)
* ''Offensive Abilities'' [[grasping vines|Xenodruid]] (DC 21)
* ''Mystic Spell-Like Abilities'' (CL 13th)
** At will—//[[mind link]]//, //[[telepathic bond]]//
* ''Mystic Spells Known'' (CL 13th; melee +22)
** 5th (3/day)—//[[call cosmos]]//, //[[commune with nature]]//
** 4th (6/day)—//[[hold monster]]// (DC 23), //[[mind thrust]]// (DC 23), //[[mystic cure]]//, //[[polymorph]]//
** 3rd (at will)—//[[entropic grasp]]//, //[[tongues]]//
* ''Connection'' [[xenodruid]]
!!! STATISTICS
* ''Str'' +4; ''Dex'' –2; ''Con'' +6; ''Int'' +4; ''Wis'' +8; ''Cha'' +4
* ''Skills'' [[Life Science]] +28, [[Mysticism]] +28, [[Survival]] +23
* ''Languages'' Common (can't speak any language); //[[speak with animals|Xenodruid]]//, [[telepathy]] 60 ft.
* ''Other Abilities'' gene transfer, [[share resistance|Xenodruid]], verdant portal
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or treehouse (1 plus 1–10 followers of other species)
!!! SPECIAL ABILITIES
''Gene Transfer ([[Su]])'' Once per day as a full action, an oracle of Oras can access its stores of genetic information and provide a burst of psychically encoded transformation to all allies in its [[telepathic bond]] that are living creatures. Those allies gain two of the following abilities for 1 minute: [[blindsense]] (life; 60 ft.), [[blindsight]] (life; 30 ft.), burrow (40 ft.), [[darkvision]] (60 ft.), [[damage reduction]] (5/—), [[fly]] (40 ft.; Su, average), [[resistance]] 10 to one type of energy damage, swim (40 ft.), or [[water breathing]]. The oracle of Oras can spend a Resolve Point to allow these adaptations to last 8 hours instead.
''Mystic Connection ([[Su]])'' Oracles of Oras have a divine connection with the god of change, granting them the [[mystic class graft]] with the [[xenodruid]] connection.
''Reverence ([[Su]])'' A creature that enters or starts its turn in the area must succeed at a DC 21 Will save or gain the [[fascinated]] condition for 2d4 rounds. A creature that succeeds at the save is immune to this aura for 24 hours. This is a mind-affecting emotion effect.
''Verdant Portal ([[Su]])'' Once per day as a full action, an oracle of Oras can allow up to six creatures to travel through itself to any willing oracle of Oras in the same star system. All the creatures in the group must be physically touching one another, and they must all be traveling to the same destination.
</div>
Part gene repository, part temple, and part environmental guardian, an oracle of Oras is a sacred tree that presides in biodiverse ecosystems as a protector and cataloger of evolving species and rare genomes. Although most commonly found in dense forests and jungles, oracles of Oras can be found in almost every kind of terrain and on a number of planes. As saplings, they adapt themselves to wherever they set down roots, from land to sea to far stranger environs. They flourish in places sacred to Oras: those that are biodiverse, breathtaking, and in a state of constant flux. The oracles believe that adaptation and evolution are sacred paths to meeting new challenges, and they offer guidance and protection to life forms and ecosystems that embody such change. A typical oracle of Oras is 60 feet tall and 20 feet in diameter, but they can grow larger or smaller depending on their environment.
Since they are rooted, oracles of Oras welcome visitors from afar, and they send their seedlings far and wide with trusted emissaries so that their offspring can experience change, explore new horizons, and help life reshape itself. They spur growth and trade sacred genetic information, helping those that they protect change and evolve to meet new challenges. Rumors suggest that the trees are indirectly responsible for some of the most potent and beneficial mutations in recent history, such as the creation of stable bleachling gnomes. Oracles of Oras do not claim individual names, but sapient creatures often given them titles of esteem based on their location, such as Oracle of Daza.
Oracles of Oras have been found floating in the clouds of Bretheda, Liavara, and other gas giants, drawing nourishment from the mists around them. On Castrovel, several grow deep in the jungles of Ukulam, and one resides near the city of El, where it engages in discourse with scientific and spiritual scholars. Others have been found nestled among coral reefs in the oceans of Melos and Kalo-Mahoi and thriving in the radioactive fields outside Daza in Akiton. Whatever its environ, each tree grows far from others of its species, sometimes separated by entire continents or even planets from the next nearest of its kind. The trees are gregarious, showing a great interest in biotechnicians, scholars, xenodruids, and new sapient species. Where oracles of Oras grow larger than the endemic sapient life, they have formed themselves into elaborate treehouses that house their followers and honored guests. These treehouses serve as dormitories and guesthouses, constantly adapting themselves to serve the needs of their residents. In return, some inhabitants pledge themselves to the protection of the tree, serving as an unofficial security force. Other visitors are more transitory, traveling from one oracle to another via their verdant portals and sharing news and offerings of genetic information.
Oracles of Oras sometimes find themselves in conflict with sapient creatures that are particularly exploitative of their environment. Many a construction project and city expansion that would threaten a delicate ecosystem near an oracle of Oras has met with mysterious catastrophe severe enough to end the endeavor. The trees also freely offer up genetic variants of both staple crops and rare or endangered animal and plant life, driving down the value of those offered by companies that would profit from patented life forms.
On occasion, oracles have been known to offer sanctuary to rogue scientists, political prisoners, or those labeled eco-terrorists, protecting such wards at any cost. More rarely, an oracle of Oras can go rogue, valuing change and experimentation so much that it deliberately imbalances an ecosystem or tries to transform inhabitants against their will. In such cases, local governments—or even other oracles in the same network—usually seek adventurers or other third parties to resolve these disputes.
!! Flux Figs
Oracles of Oras honor those who assist them with gifts of their fruit, commonly called //flux figs//, which cause rapid genetic transformation. The trees never sell the fruits, but an aftermarket exists thanks to those recipients who don't wish to undergo such a radical change.
{{Flux Fig}}
You have a particular knack for predicting the future.
''Prerequisites:'' Ability to cast //[[augury]]//.
''Benefit:'' You gain a +1 bonus to [[Perception]] checks to act in the surprise round, as well as to initiative checks. Additionally, you can cast augury once per day without spending a Resolve Point to do so, and add your caster level to the percentage chance of the spell giving you a meaningful reply.
An orbital weapon is cumbersome yet powerful, designed to devastate immense targets or bombard planetary surfaces. During starship combat, attacks using an orbital weapon take a –4 penalty to the gunnery check if the target is a Medium or smaller vessel, or a –2 penalty if it's a Large, Huge, or Gargantuan vessel.
A gunner can also fire an orbital weapon at a large, stationary target, such as a settlement or battlefield. The effects follow the guidelines below. These guidelines are somewhat flexible so as to limit the degree to which a PC's starship might obliterate a key site or to allow an NPC starship's strike to deal the necessary structural damage without outright annihilating the PCs.
Orbital attacks have an immense range: orbital weapons with short range can strike large targets from low orbit (approximately 1,000 miles for a Golarion-sized planet), medium range orbital weapons are effective from high orbit (approximately 20,000 miles), and long-range orbital weapons can strike from extraordinary ranges of 100,000 miles or more. When an orbital weapon strikes an area, it damages everything in a 100-foot radius for a light weapon, 500-foot radius for a heavy weapon, 2,500-foot radius for a capital weapon, or a mile radius or larger for a spinal-mount weapon. Orbital weapons rarely fire faster than once every 10 minutes during bombardments, and spinal-mount weapons can rarely fire more than once per hour.
Orbital weapons deal 10 × their listed damage to inanimate objects in the affected area, damaging or outright destroying many structures. Against vehicles, living creatures, and other smaller targets in the affected area, an orbital weapon's damage, effects, and other statistics are best approximated using the trap creation guidelines for a trap with a CR equal to the value listed with the weapon's orbital special property.
Orbital weapons require additional features to function properly on most ships. Any starship modified by the [[colony ship framework]] or [[space station framework]] is sufficiently fortified to mount orbital weapons without needing such extra features, reducing an orbital weapon's BP cost by one-third.
The stars themselves serve as your eyes, though you can project your senses even in their absence. As a full action, choose a 5-foot square that is within 30 feet and to which you have line of sight. For up to 10 minutes while you are within 30 feet of that square, you can perceive as though you were in the selected space. The effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using [[sidereal influence]] with photon skills nor have at least 1 attunement point in photon mode.
While you are outside, the effect's range increases to 300 feet so long as you and the selected square both have a clear view of the sky or space. Under these circumstances, you can't be flanked while this ability is active, and you can perceive from the selected square as though you had [[darkvision]] with a range of 120 feet.
Powerful thrusters allow this vehicle to achieve the velocities necessary to reach orbit from a planet's surface. Activating these boosters during normal atmospheric flight is extremely dangerous, and safety measures prevent the boosters from firing unless the vehicle is following standard orbital launch protocols. Once in space, orbital boosters are impractical for maneuvering a vehicle.
A vehicle must have a [[type graft|Vehicle Type Grafts]] that grants it a fly speed in order to use this modification.
<div class= "table-wrapper">
|Modification | Level | Price |h
|orbital boosters | 3 | 1,200 |
</div>
name:orbital death knell, heavy
range:medium
speed:—
damage:7d10
pcu:40
cost:36
special:[[orbital]] (7)
name:orbital death knell, light
range:medium
speed:—
damage:3d10
pcu:20
cost:18
special:[[orbital]] (3)
name:orbital death knell, super
range:medium
speed:—
damage:3d6 × 10
pcu:50
cost:57
special:[[orbital]] (10)
name:orbital devastator
range:long
speed:—
damage:8d6 × 10
pcu:60
cost:54
special:[[orbital]] (18)
The dangers of an orbital drop include fire damage caused by atmospheric reentry and 20d6 bludgeoning damage from the impact at the end of the drop. This bludgeoning damage is halved in low gravity, doubled in high gravity, and tripled in extreme gravity.
<div class="table-wrapper">
|Environmental Conditions | Fire Damage per Round |h
|thick atmosphere | 3d6 |
|normal atmosphere | 2d6 |
|thin atmosphere | 1d6 |
|no atmosphere | — |
|high momentum | +2d6 |
|average momentum | +1d6 |
|slow momentum | –1d6 |
</div>
name:orbital particle cannon, heavy
range:long
speed:—
damage:5d10
pcu:40
cost:42
special:[[line|Line (starship weapon property)]], [[orbital]] (5)
name:orbital particle cannon, light
range:long
speed:—
damage:2d10
pcu:20
cost:21
special:[[line|Line (starship weapon property)]], [[orbital]] (2)
name:orbital particle cannon, super
range:long
speed:—
damage:2d6 × 10
pcu:50
cost:60
special:[[line|Line (starship weapon property)]], [[orbital]] (10)
Orcs are rare, although records suggest they were numerous on lost Golarion. Today, they can be found in greatest numbers on Apostae, where most are [[drow]]-held slaves. Over the ages, however, some orcs have gained freedom, creating formidable armed clans on Apostae and a few other worlds in the galaxy, though many free orcs of Apostae remain second-class citizens who still serve the drow as mercenaries, technicians, and laborers.
Few people of the Pact Worlds have ever seen an orc up close, but most people know their reputation as brutal monsters. Even the free orcs on Apostae suffer from isolation and drow propaganda, remaining ignorant of wider possibilities. On average, orcs have difficulty with attention, memory, and impulse control. Drow care little for where these tendencies come from, but their centuries-long influence has changed the orcs from the brutes described in pre-Gap histories. The drow have socially engineered their orc chattel to make them useful servants. From an early age, capable orc youngsters have a duty to care for any orcs who require help to survive. Aged or feeble orcs are permitted to endure only to teach the young valuable skills while indoctrinating them with the appropriate regard for their betters. Drow overseers keep watch over these enclaves, with the aid of half-orcs and a few elder orcs rewarded for loyal service with the right to "retire" to teaching positions.
Within orc enclaves on Apostae, a specialized program of reward and punishment accompanies education and tempers orcs for the jobs they are expected to perform. For example, an orc anticipated to be a technician might be conditioned to respond well and even take pleasure in technical work, such that her skill seems abnormally good. A bodyguard could be habituated to extreme ferocity in defense of a ward, belied by an otherwise composed demeanor. When an orc becomes an adult, she moves on to serve the drow house to which she belongs in her trained capacity. There, her conditioned mind keeps her bound better than any chains could.
This social engineering took place for long enough that free orcs display a similar cultural structure. These orcs teach their young with analogous and comparably brutal methods of reward and punishment. The young and weak take on jobs that tougher orcs have the clout and muscle to refuse. Eventually, a young orc might join the ranks of the strong and earn the right to take on responsibilities that garner more prestige. She then sloughs off tasks she considers to be beneath her onto the shoulders of those she sees as lower than her in status.
An orc is ideally suited to her prescribed duties thanks to the extensive conditioning she receives. Her confidence in such areas is also high. An orc trained to scout the caves of Apostae, for instance, is likely to be a sharp climber and shrewd explorer. She also knows enough about the ilee (a lost race native to Apostae) to know when she has made an important discovery.
The social conditions in which most orcs exist often make it challenging for them to assimilate into other cultures. Orcs are gruff and terse, interacting with others only when necessary. An orc without a hierarchy to embrace or reject often struggles to find her position in a pecking order that might not exist.
An orc has large and imposing tusks that jut from her mouth, as well as pointed ears. Most orcs stand around 6 feet tall and weigh 200 pounds or more, with well-defined musculature.
!! Racial Traits
* ''Ability Adjustments:'' +4 Str, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Orcs are Medium humanoids with the orc subtype.
* ''Conditioned Focus:'' Due to her conditioning, an orc can choose one skill that becomes a class skill for her. If the chosen skill is a class skill from the class she takes at 1st level, she instead gains a +1 bonus to checks with that skill. In addition, due to her confidence with that skill, once per day, before she attempts a check with the chosen skill, the orc can grant herself a +2 bonus to that check.
* ''Darkvision:'' Orcs have [[darkvision]] with a range of 60 feet.
* ''Fierce Survivalist:'' Orcs receive a +2 racial bonus to [[Intimidate]] and [[Survival]] checks.
* ''Light Sensitivity:'' An orc is [[dazzled]] as long as she remains in an area of bright light.
* ''Orc Ferocity:'' Once per day, an orc brought to 0 Hit Points but not killed can fight on for 1 more round. The orc drops to 0 HP and is [[dying]] (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes [[unconscious]] as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
!! Ferocity Graft
{{Ferocity (species graft)}}
At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a [[Computers]] check for a science officer, an [[Engineering]] check for an engineer, a gunnery check for a gunner, and a [[Piloting]] check for a pilot. The DC of this check is equal to 15 + 1-1/2 times your starship's tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can't take the same action twice. You can't give yourself orders.
''Critical:'' Your orders flow so naturally that you can take one additional captain crew action this turn.
\define ordinal()
(<$transclude field="level"/><$list filter="st nd rd +[nth{!!level}]" emptyMessage="th" template="plain" />)
\end
Oreads are humanoids whose bloodline is infused with power from the Plane of Earth, such as from a [[shaitan]]. Oreads usually have skin of a dark neutral tone, and some have features that appear to be made of stone, crystal, or packed earth. Oreads are generally calm to the point of stoicism.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Wis, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Oreads are Medium outsiders with the native subtype.
* ''Acid Resistance:'' Oreads have acid [[resistance]] 5.
* ''Darkvision:'' Oreads have [[darkvision]] with a range of 60 feet.
* ''Earth Affinity:'' Whenever an oread deals acid damage (including with spells such as //[[energy ray]]//), the oread can change it to bludgeoning damage instead. This doesn't change anything else about the effect dealing the damage.
* ''Spell-Like Ability:'' An oread can use //[[energy ray]]// as a spell-like ability at will but can deal only acid damage with the ray. The oread's caster level is equal to their level.
!!! Alternate Racial Traits
* ''Mountain Rapport:'' Some oreads feel especially at home in mountainous environments. Oreads with this trait gain a +2 racial bonus to [[Acrobatics]] checks to balance across narrow ledges, [[Athletics]] checks to climb stony inclines, and Fortitude saves to prevent being [[fatigued]] by thin atmosphere due to altitude. This replaces earth affinity.
* ''Static Discharge:'' Some oreads born of waterless sand planets can draw upon the friction of their desert worlds to channel their elemental opposite. An oread with this trait can cast //[[jolting surge]]// once per day with a caster level equal to their level. At 8th level, they can use this ability one additional time per day; at 16th level, they gain a third use per day. This replaces an oread’s spell-like ability.
* ''Warp Element:'' When an oread with this trait makes an attack or casts a spell that would deal cold, electricity, fire, or sonic damage, they can instead choose to make half of that damage acid. This replaces elemental affinity.
!! Oread Template Graft
An oread's ancestors have a connection to the Plane of Earth.
* ''Required Creature Type and Subtype:'' Outsider (native).
* ''Traits:''
** [[darkvision]] 60 ft.
** acid [[resistance]] 5
** earth affinity (see above)
** spell-like abilities (//[[energy ray]]// [acid only] at will)
* ''Suggested Ability Score Modifiers:'' Strength, Wisdom.
This container made of transparent glass is about the size of a backpack (and can be worn like one, though it can't store any items). An organic printing vat allows you to craft technological devices (including weapons and armor) and computers out of biological matter. You still need to have the requisite number of ranks in [[Computers]] or [[Engineering]] and an amount of UPBs equal to the price of the item to be created, and the process takes the same amount of time, but the organic printing vat counts as the necessary tools and workshop space. You can craft only items of 2 bulk or less, but any item you craft gains the [[analog]] and [[living]] weapon special properties and isn't considered a manufactured item (and is therefore immune to spells such as //[[entropic grasp]]//). If an item created with an organic printing vat is destroyed, it dissolves into a biological sludge that counts as a number of UPBs equal to 15% of the item's value that can be used to create another item with the organic printing vat.
An organic printing vat uses a high‑capacity battery and consumes 1 charge per hour of use.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|organic printing vat | 7 | 5,400 | 3 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' personal
* ''Duration'' 1 hour/level
</div>
You focus on your surroundings, from the ground beneath your feet to the skies high above, gaining supernatural insight about your place on the planet. You gain a +10 bonus to [[Survival]] checks to determine precisely where you are and how far you’ve traveled, to live off the land, and to predict weather. If you aren’t on a planet when you cast this spell, //orient// automatically fails.
Once each hour while traveling through unfamiliar terrain and each time you move close to a natural hazard such as quicksand or patches of poisonous atmosphere, you can use Survival to keep from getting lost or to notice or avoid the hazard.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Medium aberration
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., //[[see invisibility]]//; ''Perception'' +13
!!! DEFENSE
* ''HP'' 93; ''RP'' 1
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +8; ''Will'' +7 (+9 vs. mind-affecting effects)
* ''Defensive Abilities'' [[unflankable]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' proboscis +13 (1d8+6 P; critical [[bleed]] 1d6)
* ''Ranged'' projectile vomit +16 (1d10+6 A plus hallucinate)
* ''Spell-Like Abilities'' (CL 6th)
** 1/day—//[[augury]]//
** Constant—//[[see invisibility]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +3; ''Int'' –1; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Mysticism]] +13, [[Stealth]] +18, [[Survival]] +13
* ''Languages'' Aklo (can't speak any language); [[limited telepathy]] 60 ft.
!!! ECOLOGY
* ''Environment'' any (Aucturn)
* ''Organization'' solitary, brood (2–9), or congregation (10–20 orocorans plus 1 ichor lord)
!!! SPECIAL ABILITIES
''Hallucinate ([[Ex]])'' An orocoran's stomach fluids are laced with the narcotic black ichor of Aucturn. A creature hit with the orocoran's projectile vomit must succeed at a DC 16 Will save or be confused (as per //[[confusion]]//) for 1d4 rounds.
''Projectile Vomit ([[Ex]])'' As a standard action, an orocoran can spew a thin stream of vomit at a target within 30 feet. In addition to taking damage, a creature hit with this spray is subject to the orocoran's hallucinate ability.
</div>
<<section 'Orocoran Ichor Lord'>>
Native to Aucturn, orocorans maybe even predate the coming of the cults of the Elder Mythos and the Dominion of the Black, and they remain one of their world's most populous intelligent races. Orocorans are parasites that prey on the living planet, seeking out the pulsing veins of black ichor that run beneath parts of Aucturn's surface, drawing the liquid out with their mosquito-like proboscises. In addition to feeding the orocorans, these eldritch fluids also act as a powerful narcotic, filling the orocorans with euphoric hallucinations. Orocorans call this dream state "womb mind," and they believe that it allows them to commune directly with the gestating consciousness of the planet itself. Indeed, there may be some truth to this idea, as even those orocorans not actively dreaming can use the ichor lingering in their systems to tap into this mystical consciousness and receive vague prophetic advice regarding their actions. Orocorans can usually be found wherever the veins of ichor flow thickest, either defending their hallucinogenic watering hole or simply lying sprawled in the grips of drug-induced stupors. When not ichor dreaming, orocorans are irritable and unpredictable, in constant low-grade pain from withdrawal symptoms. Slothful by nature, orocorans have little desire to create civilization, and they generally do so only when forced into it by more powerful races or rare orocoran individuals called ichor lords.
While most orocorans have their higher faculties rotted out by the unending hunger of addiction, barely even using their telepathy to communicate, perhaps one in a thousand finds that the ichor supercharges its intellectual capacities, giving it not only a greater degree of cunning and intelligence but enhanced magical powers. These ichor lords believe themselves to be direct conduits to the mind of the sleeping planet, something between priests and avatars, and consider it their divine responsibility to organize their kin and rule over them in pursuit of the dreaming Aucturn's goals. What exactly these goals might be varies wildly from lord to lord, but they somehow always seem to involve securing the ichor lord's power and comfort, along with the crafting of elegant monasteries or massive fortresses to guard the local supply of ichor. These warlord-oracles control their fellows through both brute magical power and monopolization of the planet's fluids, but the need for the ichor to be relatively fresh means that most of these makeshift kingdoms extend only as far as the local vein runs, their influence tapering as soon as the vein dives too far underground to be mined effectively. Regardless of the size of their holdings, all ichor lords and their subjects recognize the authority of the mysterious entity called Carsai the King. Though Carsai's true nature has never been established, most orocorans believe him to be the greatest ichor lord and the ultimate prophet of their slumbering god, referring to him as the First Dreamer.
Though capable of using other races' technology—frequently armed for battle and used as shock troops by ichor lords or more organized races—threatened orocorans generally default to spewing their madness-inducing stomach fluids onto enemies, letting the fluids rot their targets' minds, and then moving in to exsanguinate them with their proboscises. While orocorans are nearly 6 feet tall when standing upright, they prefer to run on all fours, and they usually weigh around 150 pounds. Orocorans have no gender or designated reproductive organs, and mating involves two participants piercing each other's torsos with their proboscises to share genetic information and become pregnant. These individuals lay clutches of fertilized eggs in ichor-filled pockets gouged out of the planet's skin, and then they abandon their young completely.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* CE Medium aberration
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., //[[see invisibility]]//; ''Perception'' +17
!!! DEFENSE
* ''HP'' 120; ''RP'' 1
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +8; ''Ref'' +8; ''Will'' +14 (+16 vs. mind-affecting effects)
* ''Defensive Abilities'' [[unflankable]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' proboscis +15 (3d4+9 P; critical [[bleed]] 1d6)
* ''Ranged'' projectile vomit +17 (2d6+9 A plus hallucinate)
* ''Spell-Like Abilities'' (CL 6th)
** 1/day—//[[augury]]//
** Constant—//[[see invisibility]]//
* ''Spells Known'' (CL 9th)
** 3rd (2/day)—//[[charm monster]]// (DC 20), //[[mind thrust]]// (DC 20)
** 2nd (6/day)—//[[fear]]// (DC 19), //[[hold person]]// (DC 19), //[[mystic cure]]//, //[[spider climb]]//
** At will—//[[command]]// (DC 18), //[[lesser remove condition]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +3; ''Int'' +2; ''Wis'' +6; ''Cha'' +3
* ''Skills'' [[Intimidate]] +22, [[Mysticism]] +22, [[Sense Motive]] +17
* ''Languages'' Aklo, Common (can't speak any language); [[limited telepathy]] 60 ft.
!!! ECOLOGY
* ''Environment'' any (Aucturn)
* ''Organization'' solitary or congregation (1 ichor lord plus 10–20 orocorans)
!!! SPECIAL ABILITIES
''Hallucinate ([[Ex]])'' See above.
''Projectile Vomit ([[Ex]])'' See above.
</div>
To the slug-like osharus, religion and science are two sides of the same coin—concepts with the same intrinsic dependencies as life and death. These timid monk-scientists dedicate their lives to studying various fields of science, sharing their discoveries with their fellow osharus and other races that express a passion for epiphany. They dedicate their discoveries to their deity Yaraesa, patron of learning and science.
Osharu settlements are essentially city-sized universities. Individuals involved in similar fields of study group together so they can aid in each others' research, and entire districts spring up naturally around these congregations of higher learning, equipped with canteens, vast libraries, living quarters, and workstations relevant to their field. This ultimate quest for knowledge knows no planetary bounds; osharus often embark on fieldwork expeditions to other star systems in order to study foreign planets, stars, or even the emptiness of space itself. They also frequently go on diplomatic missions to exchange knowledge with other intelligent, enlightenment-minded races.
Thought stalwart in mind and faith, osharus are physically delicate. They are harmed not only by salt and salt water, but also have a cumbersome dependence on moisture and humid environments. Exposure to extreme heat or direct sunlight for extended amounts of time without protective magic or armor makes them extremely uncomfortable. Those who aren't magically inclined might even resort to soaking their clothes and carrying large canteens of water for rehydration when exploring even mildly arid biomes.
Despite the osharus' willingness to face great dangers, they are a timid and paranoid race. Their most common fear is that their desire to explore the galaxy and exchange knowledge with other species could ultimately result in their exploitation—or even their eradication. To cope with this paranoia, they flatly refuse to travel beyond the safety of their university-cities while alone, always accompanying at least one other osharu so they can protect and comfort one another. Osharus sometimes develop such a bond with equally sensitive members of other species, establishing a similar system of mutual support.
The average osharu is 4 feet tall and weighs 140 pounds, though members of the species have a wide variety of colors and patterns. Even two parents with similar patterns or colors can have completely different-looking offspring—it is not unusual for a beige, leopard-spotted osharu to give birth to bright-pink or green tiger-striped progeny. This diversity is celebrated among osharu, and they find the predictability of hereditary outcomes among other humanoid species to be both unusual and fascinating—most of their university-cities have a district dedicated to the study of xenogenetics as a result.
!! Racial Traits
* ''Ability Adjustments:'' +2 Int, +2 Wis, –2 Con
* ''Hit Points:'' 2
* ''Size and Type:'' Osharus are Medium monstrous humanoids.
* ''Darkvision:'' Osharus have [[darkvision]] with a range of 60 feet.
* ''Osharu Movement:'' Osharus have a land speed of 25 feet and a swim speed of 25 feet.
* ''Pious Scientist:'' Osharus regard religion and science as a singular concept, using their understanding of each to enhance the other. An osharu can use [[Life Science]] to identify creatures normally identified using [[Mysticism]], and vice versa.
* ''Polymath:'' Osharus spend their lives acquiring vast amounts of knowledge and therefore tend to have applicable information in most situations. Once per day, an osharu can automatically succeed at an attempt to aid another on an Intelligence-based skill check.
* ''Slime:'' As a swift action, an osharu can excrete slime into an empty adjacent square, causing that square to become difficult terrain. An osharu can use this ability 1d4 times per day before she must rest for at least 8 hours to replenish her slime stores.
* ''Susceptible to Salt:'' A handful or more of salt or a splash of salt water deals 1d6 damage to an osharu, and full immersion in salt water deals 4d6 damage per round. These effects are negated by the environmental protections built into most armor.
!!! Alternate Ability Adjustments
* ''Deepmarsh:'' The Deepmarsh osharus, similar to those of the Mire, have forsaken the bustling university-cities in order to live solitary lives out in the wilderness. Unlike Mire dwellers, though, Deepmarsh osharus have also forsaken community, education, and religion entirely. They are often solitary or live in families of two to four companions. A Deepmarsh osharu's ability adjustments are +2 Constitution, +2 Strength, −2 Charisma.
* ''Gengen:'' Gengen osharus have acclimated to swimming, and they are robust and strong. A gengen osharu's ability adjustments are +2 Strength, +2 Intelligence, –2 Dexterity.
* ''Mire Dweller'': The swamp-dwelling osharus of the Mire are a hardy and resourceful folk. Spending much of their lives roughing it in the wilds, these osharus are surprisingly deft combatants, as well as being skillful farmers, hunters, and thieves. A Mire dweller osharu's ability adjustments are +2 Constitution, +2 Wisdom, −2 Intelligence.
!!! Alternate Racial Traits
* ''Monster Hunter:'' The osharus of the Mire are adept hunters, forgoing scholarly studies to become more resourceful in the wilds of Jenikar. Osharus with this racial trait gain a +2 racial bonus to [[Survival]] checks to follow tracks and a +1 racial bonus to Survival checks to handle animals. This replaces pious scientist.
* ''Saltwater Affinity:'' Unlike inland osharus, saltwater osharus are deft swimmers and no longer carry the species' general weakness to salt, but they also no longer produce defensive slime. Osharus with this racial trait gain a swim speed of 40 feet. This replaces slime and susceptible to salt and alters osharu movement.
!! Polymath Graft
{{Polymath}}
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Gargantuan animal
* ''Init'' +5; ''Senses'' [[blindsight]] (sound) 120 ft., [[sightless]]; ''Perception'' +22
* ''Aura'' anharmonic hum (30 ft., Fort DC 19)
!!! DEFENSE
''HP'' 208
''EAC'' 26; ''KAC'' 28
''Fort'' +16; ''Ref'' +16; ''Will'' +11
''Immunities'' poison
''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Ex]], clumsy)
* ''Melee'' bite +25 (6d4+20 P plus topple; critical [[bleed]] 2d6) or wing +25 (6d4+20 S; critical [[bleed]] 2d4)
* ''Ranged'' sonic burst +22 (6d4+12 So; critical [[deafen]] [DC 19])
* ''Space'' 20 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' [[breath weapon]] (60-ft. cone, 13d6 A plus Osoran roil, Reflex DC 19 half)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +4; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +27 (+19 to fly)
* ''Feats'' [[Spring Attack]]
* ''Other Abilities'' death throes
!!! ECOLOGY
* ''Environment'' any sky (Osoro)
* ''Organization'' solitary, pair, or coil (1–2 plus 6–12 irokirois)
!!! SPECIAL ABILITIES
''Anharmonic Hum ([[Ex]])'' The wing membranes of an oshirokiroi vibrate with a series of anharmonic frequencies. A creature that enters or starts its turn within 30 feet of an oshirokiroi takes 3d4 sonic damage (Fortitude DC 19 half).
''Breath Weapon ([[Ex]])'' When not within the gas seas of Osoro, an oshirokiroi can expel extra gas stored in its gas bladder as a standard action, dealing acid damage and exposing creatures in the area to Osoran roil poison. An oshirokiroi can use this breath weapon only once each time it emerges from the gas seas; reentering the gas sea refreshes this ability.
''Death Throes ([[Ex]])'' When an oshirokiroi is killed, its gas bladder loses cohesion and explodes in a burst of high-frequency sound and toxic gases. Each creature within 20 feet of the oshirokiroi takes 6d6 sonic damage and is [[deafened]] for 1d4 rounds; with a successful DC 19 Fortitude save, a creature takes half the damage and negates the deafened effect. The area in a radius of 50 feet from the oshirokiroi becomes a dense cloud of toxic fumes that provide concealment. A creature that enters or starts its turn in the cloud takes 4d4 acid damage and is exposed to Osoran roil poison. The cloud can be dispersed in the same way as //[[fog cloud]]// and otherwise dissipates on its own in 1 minute.
''Sonic Burst ([[Ex]])'' As [[irokiroi]]. In addition, an oshirokiroi's sonic burst has the [[deafen]] critical hit effect (DC 19).
''Topple ([[Ex]])'' As [[irokiroi]].
!!! Osoran Roil
* ''Type'' poison (inhaled)
* ''Save'' Fortitude DC 19
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Onset'' 1 minute
* ''Frequency'' 1/minute for 6 minutes
* ''Cure'' 2 consecutive saves
</div>
<<section 'Osifern Sprout'>>
<<section 'Osifern Enigma'>>
Often mistaken for vegetation, osiferns have proliferated in countless worlds' shallow waterways. These largely sessile filter feeders anchor themselves to rocks, coral, shipwrecks or, occasionally, the shells of larger creatures early in life, rarely if ever moving from that spot. Resembling translucent tubes, osiferns are famous for their visible and deceptively sturdy internal skeleton—a defensive counterpoint to the creatures' soft and flexible exteriors. Opaque, varied markings give them the appearance of having faces, although they don't have eyes. While these patterns provide camouflage for young osiferns or spook potential predators, many adults sport bright, distinctive "faces" that make them stand out rather than blend in.
Although outwardly endearing and harmless, osiferns are remarkably dangerous. Highly resilient, these creatures can adapt to salty, brackish, or fresh water without difficulty. Osiferns also readily bludgeon neighboring creatures to eliminate competition within their territories, and the enzymes they spray in self-defense conveniently also break down trespassers' flesh into morsels the osiferns can absorb. Their gregarious sprouts can grow into vast osifern gardens; they can alert each other to danger through chemical signals, rallying rudimentary group defenses.
Dangerous enough with their normal life cycle, osiferns infrequently congregate and then collectively metamorphose into an osifern enigma—a large, free-swimming predator with a central notochord and a mouth ringed with thick, ropy tendrils. The composite body has pneumatic mouthparts and teeth capable of grabbing and swallowing larger prey, in contrast to smaller osiferns' filter feeding method. Most enigmas studied so far appear approximately 10 feet long and weigh 250 pounds, yet scars left on their escaped prey suggest they can reach twice this size or larger. Osifern enigmas can swiftly undulate through the water to reach deeper areas, where they commonly adapt to crushing depths and frigid temperatures (though enigmas that live near volcanic vents often have resistance to fire instead of cold).
Enigmas demonstrate a surprising degree of aesthetic sensibilities, as they seem to enjoy making visual statements with their bodily markings, expelling jets of bioluminescence without warning and even grafting sparkly rocks or the bones of their prey onto their diaphanous bodies to augment their appearances.
Scientific expeditions regularly hire adventurous divers and submersible pilots to help study (or even capture) enigmas, whereas conservation programs just as often send contractors with the same skills to eliminate osifern infestations.
!! Deep Indigo Extract
Scientists who survived early encounters with enigmas took samples of the sparkling, rainbow-hued organic matter—nicknamed deep indigo— that threatened osiferns expel. This material has inspired numerous medical developments, especially ones that harness osiferns' regenerative properties. While osifern sprouts contain the same chemicals needed to produce these medicinal extracts, they yield such small quantities that harvesting enough to create even a single dose has proven inefficient, though not impossible. Deep indigo extract follows the rules for [[medicinals]]; two examples are described below.
{{section 'Cytoguard' 'h3'}}
{{section 'Prismatilate' 'h3'}}
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large animal (aquatic)
* ''Init'' +6; ''Senses'' [[blindsight]] 120 ft. (sound), [[sightless]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 110
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' depth inured, [[regeneration]] 5 (electricity); ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' swim 50 ft.
* ''Melee'' bite +19 (3d4+12 P plus [[swallow whole]]) or slam +19 (1d10+12 B)
* ''Multiattack'' 3 slams +13 (1d10+12 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' enigmatic eruption, [[swallow whole]] (3d4+12 A, EAC 20, KAC 18, 27 HP)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +21, [[Stealth]] +16
!!! ECOLOGY
* ''Environment'' aquatic (any water)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Depth Inured ([[Ex]])'' An osifern enigma is immune to the dangers of extreme depths.
''Enigmatic Eruption ([[Ex]])'' Three times per day as a standard action, an osifern enigma can regurgitate glittering digestive enzymes in a 30-foot cone. The enzyme deals 6d6 acid damage to creatures and objects in the area, and creatures in the area are [[blinded]] for 1d4 rounds; a creature that succeeds at a DC 16 Reflex save takes half damage and negates the blindness.
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Tiny animal (aquatic)
* ''Init'' +1; ''Senses'' [[blindsense]] 30 ft. (sound), [[blindsight]] 5 ft. (sound), [[sightless]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 10
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +4; ''Will'' +0
* ''Defensive Abilities'' [[regeneration]] 1 (electricity)
!!! OFFENSE
* ''Speed'' swim 10 ft.
* ''Melee'' slam +3 (1d6+3 B)
* ''Ranged'' ebullient jet +6 (1d6+1 A)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +2; ''Int'' –5; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +9, [[Stealth]] +4, [[Survival]] +4
!!! ECOLOGY
* ''Environment'' aquatic (any water)
* ''Organization'' solitary, pair, or accumulation (3–13)
!!! SPECIAL ABILITIES
''Ebullient Jet ([[Ex]])'' As a standard action usable once every 1d4 rounds, an osifern can expel a jet of seawater and chemicals to a maximum range of 30 feet with no range increment. Any creature damaged by this attack is [[nauseated]] for 1 round (Fortitude DC 9 negates).
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one data set contained within a touched object
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
Initially developed by impatient bantrid students, this spell has grown in popularity among those that want to consume a lot of information quickly. You touch one object and concentrate on a single data set contained within the object, such as a story, email, file, video, or website. You understand the gist of the data set and can quickly locate the most relevant pages or sections to your search. If the data set is written in a language you don’t know, or you attempt to gain information from a computer you don’t have access to, this spell automatically fails.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* NE Medium undead (shapechanger)
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 150
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +9; ''Ref'' +12; ''Will'' +12
* ''DR'' 5/bludgeoning; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' tactical [[knife]] +20 (2d4+12 S) or nanofiber [[garrote]] +20 (2d4+12 S)
* ''Ranged'' rime [[subduer]] +18 (1d12+10 C; critical [[stagger]])
* ''Offensive Abilities'' fearful reveal, forgetful strike (DC 19)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +7; ''Con'' —; ''Int'' +5; ''Wis'' +3; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +19, [[Bluff]] +24, [[Computers]] +19, [[Culture]] +24, [[Disguise]] +24, [[Sleight of Hand]] +19, [[Stealth]] +19
* ''Languages'' Common, Eoxian, plus up to 3 of the host’s languages
* ''Other Abilities'' [[change shape]] (host only), [[unliving]]
* ''Gear'' tactical [[knife]], nanofiber [[garrote]], rime [[subduer]], 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or infestation (3–6)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' An ossiworm agent can take the form only of its host creature.
''Fearful Reveal ([[Ex]])'' A shapechanged ossiworm agent can revert to its natural form as a move action. Any creature within 30 feet who can see this process becomes [[shaken]] for 1d6 rounds (Will DC 19 negates). This is an emotion, fear, mind-affecting, and sense-dependent effect.
''Forgetful Strike ([[Su]])'' An ossiworm agent can attempt a single attack or [[grapple|Grapple (combat maneuver)]] combat maneuver that erases the target’s memories in addition to its normal effects. If the attack or grapple succeeds, the target becomes [[flat-footed]] for 1 minute (DC 19 Will negates), after which it forgets anything that happened during that period. Once the ossiworm agent has successfully affected a creature with this ability, it cannot do so again for 1d6 × 10 minutes. This is a mind-affecting effect.
</div>
For centuries, the Corpse Fleet has infiltrated Pact Worlds facilities by abducting living creatures and implanting them with ossiworms, a carefully engineered undead parasite. While dormant, an ossiworm emotionally nudges its host to excel, receive promotions, and gain access to increasingly sensitive infrastructure. At an arranged signal, the ossiworm hatches, consuming its host’s flesh and memories in a few excruciating minutes. All that’s left behind is an ossiworm agent, an undead skeleton threaded with veiny tendrils fully under the parasite’s control. Once activated, the agent pursues its creator’s prearranged objectives, readily re-creating its host’s living appearance as needed. Once its mission is complete, the agent engages in other sabotage on its own initiative, prioritizing its own secrecy and survival.
Scores of active and latent ossiworm agents inhabit government offices, maintenance crews, and Stewards squadrons. Most concerning of all, a cadre exists among Pharasma’s faithful, having innovated some means of evading magical detection as they foment factional disputes. So far, most ossiworm implantation procedures have occurred in Corpse Fleet facilities before the sedated, unsuspecting hosts are released. However, a few rogue ossiworm agents have developed a way to infect new hosts independently, making the Corpse Fleet question these agents’ loyalty and reliability.
The following actions are important but used less frequently.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Starship Systems' sort:'] -[list[Core Systems]' >>
</div>
Your nanites channel otherworldly powers. Choose a class that has the spells class feature. You gain a limited version of that class’s spells class feature rather than the technomancer’s spells class feature, replacing any technomancer spells you know from the [[eldritch nanites]] alternate class feature with spells from the chosen class’s spell list. In addition, you gain one additional 0-level spell known for your eldritch nanites.
You must have the [[eldritch nanites]] alternate class feature to select this knack.
As a reaction, when a creature within 100 feet would attack you or an ally, or attempt a caster level check or skill check, you can use a [[paradox]] before the check is rolled. If the creature fails a Will save, you can replace the attack roll or check’s d20 roll with the paradox.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<section 'Old Void Dragon'>>
Rarer than [[chromatic]] and [[metallic dragons]], outer dragonsvare born and live in the vast depths of space, generally serving either their own inscrutable interests or those of some unknowable galactic force. As such, their actions can be especially frightening to the everyday citizens of the Pact Worlds and beyond. Even the methods by which outer dragons are born are shrouded in mystery. Some believe that outer dragons burst forth fully formed from the galaxy's stars, with the void's magic and energy coalescing into one mighty creature in an instantaneous moment of creation. Others think that outer dragons are manifestations of the universe's will and come into being slowly, over the course of centuries, like a mote of matter might eventually become a star.
Outer dragons have forms similar to those of other true dragons, though their bodies are covered with more spiky protrusions, and their coloration patterns fluctuate as they move. Outer dragons have wings that allow them to move through vacuums and areas of no gravity with ease, thanks to some supernatural process that has yet to be fully understood.
Outer dragons are comfortable flying through space, though they often land on planets and moons to feed on or interact with the native populaces at their whims.
Outer dragons use the same [[guidelines|Dragons]] as chromatic or metallic dragons for age, size, fly speed, etc., except an outer dragon's fly speed is supernatural rather than extraordinary.
{{Outer Dragon Template Grafts}}
Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down—or until you're dragged off to prison.
!! Theme Knowledge (1st)
You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about the criminal underworld by 5. [[Sleight of Hand]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Legal Corruption (6th)
Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you're willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level.
!! Black Market Connections (12th)
You have contacts who can move goods of all manner discreetly and quietly just about anywhere to nearly any destination you can imagine. You can sell goods in any city for their usual price, even if the goods are illegal or too luxurious for the locals to afford. Additionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point—and usually longer.
!! Master Outlaw (18th)
Organizing shady plans is one of your specialties, and doing so is like a sweet shot of adrenaline. Up to twice per day, after you spend at least 10 minutes to plan a significant heist, caper, or other crime (this doesn't count as resting to regain Stamina Points) and successfully complete at least one action toward enacting that plan, you regain 1 Resolve Point.
A good pilot has a bevy of tricks up their sleeve, from a nosedive to a hard turn to a trusty barrel roll. Of course, getting too fancy runs the risk of pushing a ship beyond its breaking point.
''Success:'' If the crew's next chase action would result in 1 success, it results in 2 successes instead.
''Failure by 5 or More:'' The starship takes 1 hit.
An outsider is at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane. Some creatures start out as another type and become outsiders when they attain a higher or lower state of spiritual existence.
* ''Traits:''
** [[darkvision]] 60 ft.
** if the outsider is a member of a specific race (such as angel, devil, etc.), it must have a subtype to match its race
* ''Adjustments:''
** +2 to one type of saving throw
** +1 to attack rolls.
A motivated crew can give the engines all they've got, either by pouring in extra fuel or magically boosting them, and gain just enough distance to outpace—or close in on—their opponent.
''Success:'' The crew gains 1 success.
''Failure by 5 or More:'' This action can't be selected again during this chase.
Each day when you regain Stamina Points and daily-use abilities following an 8-hour rest, choose
one of the following: AC, attack rolls, Fortitude saves, Reflex saves, or Will saves. You can focus your gaze on one creature within 30 feet as a swift action, bringing down upon it the full might of unseen spirits associated with your connection. The target must succeed at a Will save or take a –1 penalty to the chosen statistic. You can maintain this effect against only one opponent at a time, and it remains in effect until you stare at a new target, the opponent moves more than 30 feet away from you, or either you or the opponent fall unconscious or dies. The penalties of multiple overbearing stares don't stack. Once you have used this ability against a target, you can't do so again for 24 hours. This is a mind-affecting, sense-dependent curse effect.
All of your speeds are reduced to 5 feet, your maximum Dexterity bonus to your Armor Class is reduced to +0, and you take a –5 penalty to Strength- and Dexterity-based checks (or your armor's armor check penalty, whichever is worse).
As a standard action, you can use your [[custom rig]] to overcharge and attack with a ranged energy weapon or a melee weapon with the [[powered]] special property that you're holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can't be used if the weapon doesn't have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon's next attack before the beginning of your next turn.
When you use the overcharge mechanic trick with a powered melee weapon, subtract 3 rounds (18 seconds) from the powered weapon's duration (instead of using additional charges). This trick can't be used if the weapon's battery does not have at least 3 rounds of duration left.
You have augmented the performance of your [[AI]] for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an [[exocortex]]) or your [[drone]] (if you have a drone) gains a +2 insight bonus to Reflex saves.
<div class="statblock">
* <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' 15 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.
Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time when traveling on foot or on a mount. Vehicles with a single pilot or a very small crew can travel for about 10 hours in a day. Large vehicles that operate continuously with a large crew on multiple shifts can travel continuously for 24 hours.
<div class= "table-wrapper">
|Speed | 20 Feet | 30 Feet | 40 Feet |h
|!1 Round (Tactical) |<|<|<|
|Walk | 20 ft. | 30 ft. | 40 ft. |
|Hustle | 40 ft. | 60 ft. | 80 ft. |
|Run | 80 ft. | 120 ft. | 160 ft. |
|!1 Minute (Local) |<|<|<|
|Walk | 200 ft. | 300 ft. | 400 ft. |
|Hustle | 400 ft. | 600 ft. | 800 ft. |
|Run | 800 ft. | 1,200 ft. | 1,600 ft. |
|! 1 Day (Overland) |<|<|<|
|Walk | 16 miles | 24 miles | 32 miles |
</div>
!! Walk
You can walk for 8 hours during a day without a problem. Walking for longer than that can wear you out (see Forced March below).
!! Hustle
You can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 nonlethal damage to you, and each additional hour deals twice the damage taken during the previous hour of hustling. If you take any nonlethal damage from hustling, you become [[fatigued]]. When you recover from this nonlethal damage, you also eliminate the fatigued condition.
!! Run
You can run for a number of rounds equal to your Constitution score on the local scale without needing to rest. After that you must attempt a Constitution check (DC = 10 + 1 for each previous check) each round to continue running. When you fail this check, you must stop running. Once you have run to your limit, you must rest for 1 minute (10 rounds) before running again. During a rest period, you can move no faster than you can for a normal move action.
You can't run overland for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.
!! Terrain
The terrain through which you travel affects the distance you can cover while traveling. The table below shows you how to modify travel times based on the type of terrain and the quality of the path you're following. A highway is a major, mostly straight, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.
<div class= "table-wrapper">
|Terrain | Highway | Road or Trail | Trackless |h
|Desert (all temperatures) | ×1 | ×1/2 | ×1/2 |
|Forest (typical) | ×1 | ×1 | ×1/2 |
|Forest (dense) | ×1 | ×3/4 | ×1/4 |
|Hill | ×1 | ×3/4 | ×1/2 |
|Marsh | ×1 | ×3/4 | ×1/2 |
|Mountain | ×3/4 | ×3/ 4 | ×1/2 |
|Plains | ×1 | ×1 | ×3/4 |
|Urban | ×3/4 | ×1/2 | ×1/2 |
</div>
!! Forced March
In a day of normal walking, you walk for 8 hours, and then you spend the rest of your daylight time making and breaking camp, resting, and eating. However, you can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, you must succeed at a Constitution check (DC = 10 + 2 per extra hour) or you take 1d6 nonlethal damage. If you take any nonlethal damage from a forced march, you become [[fatigued]]. When you recover from this nonlethal damage, you also eliminate the fatigued condition. Still, it's quite possible to march yourself into unconsciousness by pushing yourself too hard.
As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 enhancement bonus to your AC. At 5th level, you can spend 1 Resolve Point when using this ability to instead give an ally you touch a +1 enhancement bonus to AC.
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the [[powered]] special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn't cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a [[drone]], you can instead use this ability on an electronic device adjacent to your drone. If you have an [[exocortex]] with the [[wireless hack]] ability, you can instead use this ability on any electronic device within range of your exocortex's wireless hack. If you use overload on an item or armor upgrade in someone's possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn't affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.
You can drain power from offensive enchantments to explosive effect. When you hit a target with a weapon that has a weapon fusion or fusion seal, you can temporarily drain the magic from the fusion to increase the weapon’s damage dealt to one target by an amount equal to the weapon fusion’s or fusion seal’s item level. The fusion then ceases functioning until you regain Stamina Points as part of a 10-minute rest. A fusion can be drained in this way only once per day.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
By touching the target (usually requiring a melee attack roll against the target's EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target's body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actions—once before each action it wishes to take. Each attack of a full attack action counts as separate action.
his spell is effective against living and unliving creatures, and casting it doesn't provoke attacks of opportunity.
As a full action or as a move action by spending 1 Resolve Point, you can cause a powered weapon (either a ranged energy weapon or a melee weapon with the [[powered]] special property) in your possession to explode. You can use the weapon as if it were a grenade of the weapon's item level or lower dealing the weapon's normal damage type, except the weapon has a range increment of only 10 feet unless it is a thrown weapon. If someone tries to attack with the weapon, it explodes as a grenade would instead, centered on the user, and the user doesn't receive a Reflex save to negate the grenade's effect (if any). Once you've primed a weapon to explode in this way, it's difficult to reverse the effect, requiring 8 hours of work and a successful [[Engineering]] check (DC = 15 + your Engineering bonus); failing the check by 5 or more detonates the weapon. Once detonated, the weapon is destroyed, just like a grenade.
You realize that not all connections are symmetrical, and seek to be the dominant force in any situation. You aren't necessarily evil; perhaps you consider yourself a benevolent philosopher-monarch who takes control for the good of your charges. You might also be a cult leader, a criminal mastermind, or a hypnotist.
* ''Associated Deities:'' Abadar, Besmara, Damoritosh, Lao Shu Po, Zon-Kuthon
* ''Associated Skills:'' [[Diplomacy]] and [[Intimidate]]
* ''Spells: ''1st—//[[command]]//, 2nd—//[[hold person]]//, 3rd—//[[suggestion]]//, 4th—//[[confusion]]//, 5th—//[[dominate person]]//, 6th—//[[mass suggestion]]//
!! Inexplicable Commands (1st)
When one of your mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them.
!! Forced Amity (3rd)
You can spend 1 Resolve Point as a standard action to shunt positive emotions and thoughts through your connection, forcing a humanoid creature to become friendly to you for a time. This functions as //[[charm person]]//.
!! Echoes of Obedience (6th)
Even creatures that resist your dominance can't shake the lingering echoes of your mind. When a creature succeeds at a saving throw against one of your mind-affecting charm or compulsion spells or spell-like abilities and negates the effect, it takes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn. This is a mind-affecting effect.
!! Greater Forced Amity (9th)
Your forced amity ability functions as //[[charm monster]]//.
!! Jealous Overlord (12th)
When an ally linked by your [[telepathic bond]] class feature is subject to mind-affecting effect that issues commands, as a reaction you can issue a countermand allowing the linked ally to act normally. When you do, attempt an opposed Charisma check against the originator of the mind-affecting effect; if you succeed, your ally can act normally.
!! Forceful Commands (15th)
When you use a mind-affecting charm or compulsion spell or spell-like ability against a target benefiting from an active spell that protects against your attack, you automatically become aware of the presence of such defenses, and can spend 1 Resolve Point as part of casting the spell to attempt a caster level check to dispel the highest-level such spell, as if you had cast //[[dispel magic]]//.
!! Absolute Control (18th)
When you issue a command to a dominated creature that would force it to act against its nature, you can spend 1 Resolve Point to deny it a new saving throw against your domination. The dominated creature still won't carry out an obviously self-destructive order.
If you have at least 6 ranks in [[Engineering]], you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1-1/2 × your starship's tier) to squeeze more out of your ship's systems. If you're successful, this functions as the [[divert]] action, but you can send extra power to any three systems listed in that action. This action and the divert action can't be taken in the same round.
''Critical:'' Choose one of the three systems to which you diverted extra power. One of those systems also receives the critical effect benefit of the divert action.
Your [[overload]] class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be [[dazed]] for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can't be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.
Included in almost every emergency kit scattered around Absalom Station's corridors, oxygen candles are chemical oxygen generators that smolder when ignited. When used in an enclosed space measuring 10 cubic feet, an oxygen candle releases enough oxygen for a single Medium creature to breathe for 10 hours (as opposed to 6 hours) or a Small creature to breathe for 20 hours. The candle provides proportionally more or less oxygen in smaller or larger enclosed spaces respectively. Additional creatures proportionally reduce the time the oxygen lasts. An oxygen candle is consumed upon use.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|oxygen candle | 1 | 20 | L |
</div>
<div class="statblock">
* ''Levels'' 3–20
* Large animal
* ''Sense'' [[blindsense]] (scent) 60 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 40 ft.
* ''Melee Attack'' talons (S), or headbutt (B)
* ''Space'' 10 ft., ''Reach'' 10 ft.
* ''Ability Modifiers'' Str, Con
!!! SPECIAL ABILITIES
''Body Slam ([[Ex]])'' When you are mounted on your pachycephalosaurid companion and it takes the charge action, it doesn't take the normal charge penalties to the attack roll or its AC, and it can attempt a bull rush combat maneuver at the end of its movement instead of its normal attack, with a +4 circumstance bonus to the bull rush attempt. The pachycephalosaurid can also add its Strength modifier to this bull rush attempt.
''Headbutt (Ex, 7th level)'' When you are mounted on your pachycephalosaurid companion and a foe provokes an attack of opportunity from it, your companion can lower its powerful head and execute a headbutt as a reaction. This headbutt is a melee attack that targets the foe's KAC and deals bludgeoning damage. If the headbutt hits, add twice your companion's Strength modifier to the damage dealt (instead of just its Strength modifier).
</div>
Pachycephalosaurids are bipedal dinosaurs with thick, domed skulls that can withstand incredible impacts—and be quite dangerous to creatures on the other end of their headbutts. A low center of gravity and wicked talons make pachycephalosaurids popular beasts of burden as well as combat-trained mounts.
Your mastery of adaptations is so strong you can transform nearby allies.
''Basic:'' Once per round when you spend one or more MP to use an adaptation, you can apply that adaptation’s effects to a willing adjacent ally in addition to gaining the effect yourself. The ally’s effect has half the normal duration. If the adaptation has a randomized result (such as a number of Stamina Points regained) the ally receives half the normal number. If the adaptation would modify an [[adaptive strike]] the ally doesn’t have, they can apply the effect to their unarmed strikes instead.
''Advanced (13th Level):'' You can use your basic focus ability to share an adaptation with up to two willing allies instead of one and the affected allies must be within 15 feet of you.
''Ultimate (19th Level):'' You can use your basic focus ability to share an adaptation with any number of willing allies within 20 feet.
<<list-links '[all[current]listed[source]]' class:index>>
Nearly all cultures in the Pact Worlds use //[[serums of enhancement]]//. Eppro Enterprises, a popular manufacturer of energy drinks and restoratives on Verces, has expended millions of credits in promoting its "Pact Worlds" line of serums, each with individual effects and flavors that capture the essence of one of the Pact Worlds. These serums are also sold mixed into drinks at bars across the system. Whether you buy into the hype of Eppro's products or not, its //Pact Worlds serums// are reliable and effective. As with all //serums of enhancement//, these serums are effective when imbibed by living creatures and last for 1 hour.
!! Aballon Spark
This cool, sparkling fluid grants you a +2 insight bonus to [[Computers]] checks, and you can attempt checks with this skill untrained. Once while this serum is in effect, you can be healed by //[[make whole]]// or //[[mending]]// as though you were a construct.
!! Absalom Affable
When you imbibe this clear, syrupy fluid, you gain a +2 insight bonus to [[Diplomacy]] and [[Disguise]] checks. If you begin an attempt to gather information while under the effects of this serum, the attempt takes only 1 hour.
!! Akiton Rustrider
Upon consumption, this bitter, rust-red fluid grants you a +2 insight bonus to [[Athletics]] and [[Survival]] checks, and you do not take a penalty to Survival checks when riding a creature bareback. This serum turns a regular drinker's teeth and lips rust-red in color—a side effect that Eppro Enterprises can't quite overcome.
!! Bretheda Effervescent
When you drink this sweet, bubbling, yellow fluid, you find your memory expanded; you gain a +2 insight bonus to recall knowledge with the [[Culture]], [[Life Science]], [[Mysticism]], [[Physical Science]], and [[Profession]] skills and can attempt checks to recall knowledge untrained with these skills.
!! Castrovel Effloresce
This green, floral-smelling concoction grants you a +2 insight bonus to [[Life Science]] and [[Survival]] checks, and you can attempt Life Science checks and Survival checks to rear a wild animal untrained. While this serum is in effect, you always know which direction is magnetic north from your current location, if applicable (such as on most planets).
!! Diaspora Daredevil
Popular with pilots throughout the Pact Worlds, this serum is bright orange with tiny dark specks whirling within it. It grants you a +2 insight bonus to [[Piloting]] checks and to [[Computers]] checks when piloting a vehicle or when acting as captain, pilot, or science officer of a starship.
!! Eox Deliquesce
Eppro Enterprises doesn't include this serum in its public catalogs, but the serum's existence is an open secret. This shadowy fluid grants you a +2 insight bonus to [[Mysticism]] checks, and you can attempt checks with this skill untrained. While this serum is in effect, you can take a standard action to stop any [[bleed]] effect affecting you.
!! Idari Gold
Imbibing this translucent, golden fluid grants physical and mental grace. You gain a +3 insight bonus to [[Acrobatics]] and [[Sense Motive]] checks.
!! Triaxus Dragonsight
This warm, fiery-red fluid grants you a +2 insight bonus to [[Perception]] checks, and you can ignore concealment caused by dim light (as if you had [[low-light vision]] or [[darkvision]]).
!! Verces Gleam
Eppro Enterprises markets this sparkling, white fluid as a favored drink of athletes. You gain a +3 insight bonus to [[Athletics]] checks. While under the effects of this serum, you must fail an Athletics check by 10 or more to fall, fall [[prone]], or sink (as applicable), rather than fail by 5 or more.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Pact Worlds serum// (all types) | 5 | 475 | — |
</div>
The catlike pahtras are one of the most prominent species of the [[Veskarium|vesk]], natives of a lush world they call Pulonis but that the Veskarium designates as Vesk-6. Their home planet's relatively low gravity and fast predatory species resulted in the pahtras evolving into a lean race with elongated humanoid bodies and limbs. Pahtras' fur ranges in color from tawny brown to shades of black and gray, while their eyes can be virtually any color of the visible spectrum.
According to ancient traditions, a pahtra's unique facial pattern indicates her character and potential for achievement. Some pahtra societies still assign adolescent pahtras to a specific social role after a reading of her face patterns by a pahtra mystic. However, the most recent generations of pahtras have begun to resist this often-superficial classification, especially as news reaches Vesk-6 of prominent offworld pahtras who break their supposed type.
While the tradition of assigning status based on facial fur patterns is fading, similarly ancient rites requiring all pahtras, regardless of status, to participate in a dangerous, weeks-long competition in their 15th year are still very common. Such competitions involve dividing the adolescents into groups of a dozen each and sending them into the jungle. There, they face both natural threats and their peers in survival challenges and war games that result in more than a few casualties each year. The performance of a pahtra in this rite often dictates the trajectory of their social standing thereafter.
Most pahtras are asexual, and a relatively small number of breeding couples bolster the population with litters of six to eight kits at a time. While pahtras frequently form lifelong, loving relationships with a single partner or small set of partners, they cherish individualism above all else. From their first steps, they strive to distinguish themselves from their siblings by developing and perfecting a unique ability. This inclination also makes pahtras highly suspicious of conformism—including that demanded by their vesk overseers—and while they can be deeply distrustful of strangers, they are also very protective of those they consider friends.
Pahtra culture sees music and battle as the two greatest possible career paths, defining all other activities by how they relate to these callings. They also see strong synergies in the two pursuits, using music not just for artistic expression but also to coordinate battles and intimidate their enemies. Pahtras have perfect pitch and are natural musicians, and their music plays a central role in their society. They use arias, ballads, and elaborate musicals to tell the stories of their most legendary warriors, and they play bass- and percussion-heavy music to bolster their morale on the battlefield.
When the first wave of vesk forces arrived on Vesk-6, pahtras were much less advanced technologically, and though their many nations had significant similarities in culture, they were in no way united or uniform. They were ultimately unable to resist the vesk's advanced weapons, starships, and interplanetary empire, but their warrior traditions, knowledge of local terrain, and willingness to fight for their homelands ensured the vesk conquest was neither swift nor easy. Their bold resistance won the pahtras no small amount of respect from the lizard-like race. While some smaller pahtra collectives were destroyed in the war, others formed coalitions and grew into larger and more varied nation-states. In time, all these major pahtra nations signed treaties with the Veskarium, accepting vesk rule and a host of Veskarium regulations in return for largely maintaining self-rule in local matters. Only the enormous Command 6 military base that serves as the capital of Vesk-6 and base of operations for the planet's vesk high despot is ruled entirely by vesk officers and officials; more remote regions are generally overseen by a consul who works with local pahtra governments. While most such consuls are retired vesk officers, a few pahtra consuls also exist.
Vesk-6 and its people are now unquestionably part of the Veskarium, but most pahtra uphold their cultural traditions, trusting in their ancient ways of life to keep them distinct (and often far away) from the vesk ruling class. Some groups seek to punish the vesk for their conquest, even seeking to expel their conquerors and reclaim Pulonis as their own, but such efforts rarely do more than draw the ire of legions of Veskarium peacekeepers. Most pahtras who refuse to live under vesk rule instead take advantage of the opportunities presented by the Veskarium's alliance with the Pact Worlds, and travel far from their home planet to try their luck as explorers, mercenaries, musicians, or seers.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Pahtras are Medium humanoids with the pahtra subtype.
* ''Pahtra Senses:'' Pahtras have [[darkvision]] with a range of 60 feet and [[low-light vision]].
* ''Nimble:'' An [[off-kilter]] pahtra doesn't gain the [[flat-footed]] condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action.
* ''Talented:'' Pahtras gain a +2 racial bonus to [[Acrobatics]] checks, [[Stealth]] checks, and checks with one [[Profession]] of their choice.
* ''Wary:'' Pahtras gain a +2 racial bonus against charm and compulsion effects.
!!! Alternate Ability Adjustments
* ''Hunter-Killer:'' Pahtras raised on planets with standard gravity often develop the powerful musculature of born predators and are sometimes nicknamed hunter-killers due to their lethal efficiency. A hunter-killer pahtra's ability adjustment is +2 Strength.
* ''Krreyvash:'' The pahtra rebels known as the Krreyvash have turned to extreme methods in their fight against the Veskarium. The Krreyvash subject themselves to experimental bio-engineering that grants them exceptional strength and reflexes but ravages their bodies. A Krreyvash pahtra's ability adjustments are +2 Strength, +2 Dexterity, –2 Constitution.
* ''Wise One:'' Certain pahtras show unusual insight or physical features that signify them as likely to receive wisdom from supernatural forces, according to pahtra tradition. These wise ones are given rigorous training regimes by elders and other wise ones in order to become strong in both body and mind. A wise one pahtra's ability adjustments are +2 Constitution, +2 Wisdom, −2 Strength.
!!! Alternate Racial Traits
* ''Blindsense:'' Some pahtras rely less on their vision, instead detecting their environment via whiskers that are sensitive to air currents and vibrations. A pahtra with this alternate racial trait has [[blindsense]] (vibration) with a range of 30 feet and [[low-light vision]]. This replaces pahtra senses.
* ''Natural Weapons:'' Pahtras can develop especially deadly claws that rake and rend with startling effectiveness. A pahtra with this alternate racial trait has natural weapons that function like those of [[vesk]], except the pahtra's natural weapons deal slashing damage. This replaces talented.
* ''Parasite Sense:'' Some pahtras are sensitive to odors that indicate the presence of invasive bodies. A pahtra with this alternate racial trait gains a +2 bonus to checks to detect, treat, or remove diseases and parasites that infest another creature. As a full action, the pahtra can try to determine if an adjacent creature it can smell is diseased with a DC 30 [[Perception]] check. The DC of this check is reduced by 5 for each step along the disease track the creature is. This replaces nimble.
!! Nimble Graft
{{Nimble}}
Your brain has a specialized gland to process pain signals separately from your higher brain functions, allowing you to maintain concentration in stressful situations. You can concentrate on a spell even when you take damage that reduces your Stamina Points (but not your HP). In addition, whenever you end your turn under a pain effect that requires you to attempt a saving throw, you can attempt a new saving throw against the effect; if you succeed, the pain effect ends.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|pain modulator | 12 | 34,600 | brain |
</div>
The lines between pleasure and pain are blurred for you.
''Gift:'' The first time you take Hit Point damage in a given combat, for 1 round you can roll attack rolls, saving throws, and skill checks twice and take the better result. You can do so again the first time you drop below half your Hit Points in a given combat. During this time, however, you can't benefit from morale bonuses.
''Stain:'' Increase any damage you take by an amount equal to the number of manifestations you have, up to a maximum of double the original amount of damage.
<div class="statblock">
* ''Type'' drug (ingested)
* ''Save'' Fortitude DC 15
* ''Addiction'' Fortitude DC 15 (mental and physical)
* ''Track'' [[Strength|Strength Poison Track]]
* ''Effect'' After 1 minute, you gain a +2 morale bonus to saves against pain effects for 1 hour.
</div>
<div class= "table-wrapper">
|Substance | Level | Price |h
|Pain-Away^^TM^^ | 1 | 15 |
This powered gauntlet has bladed spikes for fingers, which have built-in injectors connected to three reservoirs for storing substances used with the [[injection]] weapon special property. A painclaw can carry up to 3 doses of a drug, an injury poison, or a medicinal compound. Rather than trigger the injection on the weapon's first attack, you can choose whether to inject one of these substances upon dealing damage with the painclaw (and even select which material to inject, if the three reservoirs contain different compounds). A painclaw can inject only one substance per attack.
The hand wearing a painclaw can't be used to hold or operate any other weapon or piece of equipment. Donning or removing the painclaw is a full action. A painclaw cannot be disarmed.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|painclaw, ghoulish | 3 | 1,250 | 1d8 S & P | — | 1 |[[injection]] (see text), [[powered]] (capacity 40, usage 1), [[unwieldy]] |
|painclaw, demonic | 11 | 25,000 | 2d8 S & P | [[bleed]] 1d6 | 1 |[[injection]] (see text), [[powered]] (capacity 40, usage 1), [[unwieldy]] |
|painclaw, draconic | 19 | 560,000 | 6d8 S & P | [[bleed]] 2d6 | 1 |[[injection]] (see text), [[powered]] (capacity 40, usage 1), [[unwieldy]] |
</div>
Pain clears your mind.
''Prerequisites:'' [[Pain Refuge]].
''Gift:'' As a reaction when you fail a saving throw against a mind-affecting effect, you can use a weapon you're wielding to deal yourself 4 damage, subtracted directly from your Hit Points. If you do so, you can reroll the saving throw. This benefit has no effect if you reduce the damage you inflict on yourself by any amount.
''Stain:'' You thrive on pain, and thus you always have a number of self-inflicted wounds. Reduce your maximum Hit Points by a number equal to half your level.
When you hit an enemy with a weapon with the [[injection]] weapon special property, you can cause the ammunition (whatever it may be) to lodge painfully in that creature's body. The target takes an additional amount of damage equal to half your key ability modifier.
<div class="statblock">
* ''Tier'' 4
* Medium explorer
* ''Speed'' 6; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 18; ''TL'' 17
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' medium 90 (forward 25, port 20, starboard 20, aft 25)
* ''Attack (Forward)'' heavy laser cannon (4d8)
* ''Attack (Port)'' coilgun (4d4)
* ''Attack (Starboard)'' coilgun (4d4)
* ''Attack (Turret)'' high explosive missile launcher (4d8)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic computer, basic long-range sensors, [[crew quarters]] (common), mk 3 defenses, mk 4 armor; ''Expansion Bays'' [[cargo holds]] (2), general [[science lab]], [[sealed environment chamber]]
* ''Modifiers'' +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +10 (4 ranks), [[Computers]] +12 (4 ranks), gunnery +10, [[Intimidate]] +10 (4 ranks), [[Piloting]] +11 (4 ranks)
* ''Engineer'' [[Engineering]] +15 (4 ranks)
* ''Gunners (2)'' gunnery +10
* ''Pilot'' [[Piloting]] +11 (4 ranks)
* ''Science Officer'' [[Computers]] +12 (4 ranks)
</div>
Pale Butcher Scouts are the solitary heralds of the Corpse Fleet, scouring Near Space and the Vast on extended missions for potential bases for Corpse Fleet activities. They also seek out bountiful harvests of living beings to be converted to mindless undead. The presence of a single Pale Butcher Scout often preludes the arrival of further Corpse Fleet vessels.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* NE Medium undead
* ''Init'' +12; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
* ''Aura'' [[frightful presence]] (30 ft., DC 20)
!!!DEFENSE
* ''HP'' 170
* ''EAC'' 24; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +10; ''Will'' +16
* ''Immunities'' [[undead immunities]]; ''DR'' 11/magic; ''SR'' 21
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' ultrathin [[longsword]] +19 (4d8+14 S)
* ''Ranged'' elite [[semi-auto pistol]] +21 (3d6+10 E or F or P)
* ''Offensive Abilities'' stranger's shot
!!! STATISTICS
* ''Str'' +3; ''Dex'' +8; ''Con'' —; ''Int'' +0; ''Wis'' +0; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +25, [[Athletics]] +25, [[Computers]] +20, [[Piloting]] +20, [[Stealth]] +25
* ''Feats'' [[Quick Draw]]
* ''Other Abilities'' [[unliving]]
* ''Languages'' Common, Eoxian
* ''Gear'' elite [[semi-auto pistols]] (4), ultrathin [[longsword]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Stranger's Shot ([[Su]])'' As long as a pale stranger is using a small arm (even a [[broken]] or [[archaic]] one), he can make ranged attacks without provoking attacks of opportunity and without consuming ammunition. With each attack, the pale strange can choose to fire bullets (dealing piercing damage), electrical bolts (dealing electricity damage) or laser beams (dealing fire damage), regardless of the type of small arm used or the type of damage the weapon normally deals. These attacks never count as attacks from [[archaic]] weapons. Such attacks always target a foe's KAC, even when dealing energy damage. Additionally, if the pale stranger aims as a swift action, the next ranged attack he makes during that round ignores all concealment and cover (even total cover) and deals an additional 1d6 damage.
</div>
Pale strangers are wasted-looking undead that wear dry, dusty garb, usually a uniform or clothing with similar significance. They always carry one or more small arms, with many ancient pale strangers favoring the weapons of bygone eras.
A pale stranger arises from the corpse of a small arms expert who was killed through betrayal, was slain by a hated enemy, or died while seeking vengeance for an act committed against him or his family. The first act of an arisen pale stranger is to kill the person or entities responsible for his death.
!! Pale Stranger Template Graft
Wielding mystical firearms, a pale stranger is an implacable foe.
* ''CR:'' 4+
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant or expert
* ''Traits:''
** [[DR]] equal to CR, bypassed by magic
** [[spell resistance]] equal to CR + 11
* ''Abilities:'' stranger's shot (see above)
* ''Feats:'' [[Quick Draw]]
* ''Suggested Ability Score Modifiers:'' Dexterity, Strength
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* NE Medium outsider (daemon, evil, extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15, ''Ref'' +13, ''Will'' +10
* ''Immunities'' acid, death effects, disease, poison; ''Resistances'' cold 20, electricity 20, fire 20; ''SR'' 22
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' slash +24 (2d6+19 S; critical [[wound]] [DC 18])
* ''Multiattack'' 4 slashes +18 (2d6+19 S; critical [[wound]] [DC 18])
* ''Offensive Abilities'' cause mishap, space-time shuffle
* ''Spell-Like Abilities'' (CL 11th)
** 1/day—[[summon allies]] (1 palioxodaemon 35%)
** At will—//[[teleport]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' +3; ''Wis'' –1; ''Cha'' +2
* ''Skills'' [[Athletics]] +20, [[Mysticism]] +25, [[Physical Science]] +20
* ''Languages'' Abyssal, Common, Infernal; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Abaddon)
* ''Organization'' solitary, pair, or scramble (3–8)
!!! SPECIAL ABILITIES
''Cause Mishap ([[Su]])'' As a reaction when a creature within 60 feet of the palioxodaemon is affected by a teleportation effect, the daemon can scramble that creature’s form. The creature takes 4d6 slashing damage and suffers the effects of the critical [[wound]] effect. A successful DC 18 Fortitude save halves the damage and negates the wound effect. The palioxodaemon can’t use this ability on a target affected by their own space-time shuffle ability. In addition, any creature who accompanies a palioxodaemon via its //[[teleport]]// spell-like ability must attempt a save against cause mishap with a –4 penalty. The daemon can’t choose not to affect an accompanying creature this way.
''Space-Time Shuffle ([[Su]])'' As a move action, the palioxodaemon can teleport any creature within 60 feet who they can see to any other unoccupied space within 60 feet that they can see. The target can attempt a DC 20 Will save to resist this teleportation. Once per day, the palioxodaemon can attempt to teleport their target into a space occupied by solid nonliving matter, such as a wall. A target subjected to this variation who fails the Will save also attempts a DC 18 Fortitude save; on a success, the daemon must instead teleport it to an unoccupied space. On a failed Fortitude save, the target takes 4d10 bludgeoning damage and is [[pinned]] within the matter. The affected creature isn’t within line of sight of other creatures outside the matter (unless these creatures have a way to see through solid matter) and can’t escape the pinned condition with the usual attack roll or [[Acrobatics]] check. However, at the beginning of each turn that it’s pinned within the matter, the target attempts another DC 18 Fortitude save. On a success, it’s teleported to a random unoccupied space adjacent to (or as close as possible to) the solid matter it had been trapped in. On a failure, the target takes an additional 4d10 bludgeoning damage and remains pinned. This is a teleportation effect.
</div>
Palioxodaemons form from the souls of evil mortals who died in teleportation accidents, planar warping, or other spacetime anomalies, and they revel in using their powers to inflict similarly traumatic demises upon other living beings. Their horrific flesh resembles bodies that have been exploded outward, like anatomist’s diagrams but with segments of their weeping flesh fused with rock, ship materials, and other non-organic debris.
As a standard action, you can use Sleight of Hand to palm a small object no larger than a small communicator or memory stick. The check is opposed by the [[Perception]] checks of anyone nearby who could notice the attempt. If you successfully use the [[Bluff]] skill to create a [[diversion]], you gain a +10 bonus to this check (see Bluff). If you fail, you still palm the object, but not without being noticed by those whose Perception check results exceed your Sleight of Hand result. You can't take 20 on a Sleight of Hand check to palm an object.
When an early attempt at creating synthetic zhufera honey went awry, the resulting hallucinogen was aerosolized and weaponized by the Rising as a method of causing mass chaos in a short period of time. These hybrid grenades assault those in the blast radius with terrifying illusions of disastrous cataclysms, ravenous beasts, and other nightmarish hallucinations, causing those who succumb to the visions to fight, flee, or freeze.
Those caught in the blast radius of a //panic grenade// must succeed at a Will save or gain the [[confused]] condition for a duration according to the grenade’s type.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special | Duration |h
|//panic grenade, mk 1// | 6 | 1,400 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) | 1 round |
|//panic grenade, mk 2// | 10 | 5,600 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) | 2 rounds |
|//panic grenade, mk 3// | 14 | 22,400 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) | 3 rounds |
|//panic grenade, mk 4// | 18 | 89,600 | 20 ft. | drawn | L |[[explode]] (5 ft.; see text) | 4 rounds |
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Small outsider (incorporeal)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; [[blindsense]] (thought) 60 ft.; ''Perception'' +12
* ''Aura'' mental static (30 ft., DC 12)
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +1; ''Ref'' +1; ''Will'' +4
* ''Defensive Abilities'' [[incorporeal]]
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' touch +4 (1d4+1 B; critical [[stun]] [DC 12])
* ''Offensive Abilities'' //[[synaptic pulse]]// (DC 12)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +0; ''Int'' +2; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +7, [[Bluff]] +12, [[Diplomacy]] +12, [[Sense Motive]] +7, [[Stealth]] +7
* ''Languages'' [[telepathy]] 60 ft.
* ''Other Abilities'' mindwipe, [[unliving]]
!!! ECOLOGY
* ''Environment'' any (Astral Plane)
* ''Organization'' solitary, pair, or quorum (3–6)
!!! SPECIAL ABILITIES
''Synaptic Pulse ([[Su]])'' As a standard action, a psychemental can emit a mental blast that stuns all creatures within range of its telepathy for 1 round. Other psychementals are immune to this effect. Once a creature has been affected by synaptic pulse, it’s immune to synaptic pulse for 24 hours.
''Mental Static ([[Su]])'' Creatures within 30 feet of a psychemental are affected by an impairing mind fog. Creatures inside the aura must succeed at a DC 12 Will save or take a –1 penalty to Will saves and Intelligence- and Wisdom-based skill checks.
''Mindwipe ([[Su]])'' A psychemental that moves through a creature can erase the memories and experiences of that creature. When it does so, the target loses one randomly determined spell, as if the spell had been cast, and the psychemental regains 5 Hit Points. A psychemental can affect a given creature only once per day with this ability.
</div>
Psychementals are born on the Astral Plane from strong, concentrated emotions, especially those experienced by a number of creatures in close proximity to one another. They roam ceaselessly throughout the Astral Plane, drawn to emotions and thoughts similar to those which created them, and often slip through into the Material Plane in search of these sensations. Panic is only one of the many emotions that can cause psychementals to form, but it’s one of the most common.
The formation of psychementals is often mistaken for mass delusions or hallucinations, and their activity often goes undetected. A panicking crowd that erupts into violence and later can’t recall taking these actions might have been influenced by psychementals clouding their minds.
Night hags and other beings who traffic in emotions trap psychementals in magical glass and lead containers, then offer these bottled emotions for sale to clients with unusual and supernatural tastes. Purchasing bottled joy, rage, or fear is especially appealing to emotivores and other creatures that feed on emotion, so this trade can be quite lucrative. Some Eoxian cities host shops catering to this market, run by night hags with easy access to the Astral Plane. Though many purveyors claim their emotions are “ethically sourced,” rumors whisper of emotion-farms in which imprisoned sapient beings are repeatedly exposed to extreme situations—typically through virtual reality programs—to produce psychementals for easy harvesting.
You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can't take any other actions. In addition, you take a –2 penalty to all ability checks, saving throws, and skill checks. If cornered, you cower and don't attack, typically using the total defense action in combat and nothing else. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape.
You have eyes in the back of your head. You can conceal these eyes beneath your hair or with thin cloth without obstructing your vision, but you might choose to emphasize them instead, discouraging others from sneaking around you. You are [[unflankable]], as the universal creature rule. In addition, the penalty you take from the [[fascinated]] condition is reduced to –2.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|panoptic eyes | 6 | 4,100 | brain |
</div>
<div class="statblock">
* ''Script'' [[Prepare the Space]] (items), [[Gather Power]] (Computers; fatigued, retry), [[Open the Way]] (Will; electricity damage, failure)
* ''Assistants'' none
* ''Round Length'' 1 hour
</div>
You gain supernatural surveillance powers within a single large structure, such as a prison, school, or space station. You must perform this ritual within the chosen structure, and when you complete the ritual, you must touch a video screen. The screen can be of any size, but it can’t be moved. When you look at this screen, you can take a move action to make it display any location in the structure where it’s located, from any point of view within 100 feet of the screen, with [[low-light vision]] and [[darkvision]] up to 60 feet. The effects of this ritual last for 1 year, or until the screen is moved or broken, whichever comes first.
As a magic officer action during the helm phase, you can replace one of your starship's weapons with one from another reality. Choose a weapon on your ship that doesn't have the [[limited fire]] weapon special property, and attempt a [[Mysticism]] check (DC = 10 + 1-1/2 × the starship's tier). If you succeed, you replace the weapon with a different starship weapon of the same class (light, heavy, capital, or spinal) that doesn't have the limited fire weapon special property, and whose BP cost is less than or equal to that of the affected weapon. The weapon remains transformed until the end of the round, after which it reverts to its original form. If you fail the Mysticism check, the affected weapon only partially transforms, rendering it nonfunctional until the end of the round.
Paradigm shifts represent your ability to briefly install pieces of alternate realities into your own, subtly or radically changing your surroundings for a time. You learn your first paradigm shift at 2nd level, and an additional paradigm shift every 3 levels thereafter. Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier.
Starting at 4th level, your ability to shuffle these realities improves. Upon gaining a witchwarper level (including at 4th level), you can swap out one paradigm shift you know for a different paradigm shift of the same level. You can instead select a paradigm shift of a lower level, but note the level of the original paradigm shift so that when you later swap out the same paradigm shift at later levels, you can select any paradigm shift of the original level or lower.)
<<by-level 'Paradigm Shifts'>>
Your unique relationship with time allows you to dexterously manipulate its flow at key moments, allowing you to know what’s going to happen before it transpires.
Each day when you regain your spell slots, you also gain a number of paradoxes equal to 1 + half your Dexterity modifier (minimum 2) and lose any unused paradoxes from the previous day. Whenever you gain these or any other paradoxes, roll 1d20 for each and record the result associated with that paradox. You can never reroll paradoxes.
Many precog abilities allow you to use a paradox in place of a specific d20 roll you would make, using the paradox’s associated result instead of rolling a random result. The paradox functions in every way like a normally rolled die; a paradox of 1 functions as a natural 1, and a paradox of 20 functions as a natural 20. You can’t use a paradox for a die that has already been rolled or rerolled, and you can’t reroll a paradox. Some precog abilities simply require you to use a paradox without using its associated result. Regardless of how you use a paradox, it is lost and can’t be used again.
At 1st level, you can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your [[anchor]]’s [[focal paradox]]; once per day when you do, you immediately gain a new paradox.
At 3rd level, you can also use paradoxes in place of your initiative checks, Reflex saving throws, and skill checks (for skills in which you are trained).
At 5th level, you can also use paradoxes in place of your attack rolls, Fortitude and Will saving throws, and skill checks (for skills in which you are untrained).
You learn how to burn your personal reserves of energy to fuel a greater view of the timeline. As a standard action, you can spend 3 Resolve Points to gain 1 paradox.
You have mastered temporal inconsistency to the point that each of your paradoxes are so artfully inconsistent that they spiral into a cascade of alternate possibilities and powers. When you would gain a new [[paradox]] for using your anchor’s [[focal paradox]], you gain two new paradoxes instead.
Occasionally, you can manifest the echoes of past memories into a boon for a present situation. Recalling now-overcome terrors of the past, you regain power. Once per day, you can use a [[paradox]] to regain a spent spell slot; the spell slot must be of a level equal to or lower than one third of the paradox used. You must know the [[spell rewind]] temporal anomaly to learn this temporal anomaly.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Large outsider (extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +27
!!! DEFENSE
* ''HP'' 222
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +11; ''Ref'' +13; ''Will'' +15
* ''Defensive Abilities'' [[void adaptation]]
!!! OFFENSE
''Speed'' fly 120 ft. ([[Su]], perfect)
''Melee'' slam +22 (2d12+16 B)
''Offensive Abilities'' shrieking chorus
''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' +5; ''Int'' +1; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +27 (+35 to fly), [[Athletics]] +22, [[Piloting]] +27 (to navigate only), [[Stealth]] +22
* ''Other Abilities'' healing incandescence, hyperspace master, [[spaceflight]]
!!! ECOLOGY
''Environment'' vacuum (the Drift)
''Organization'' solitary or voyage (2–4)
!!! SPECIAL ABILITIES
''Healing Incandescence ([[Su]])'' Once per day as a full action, a paraforan can pulse with a shimmering light that heals it. The paraforan gains [[fast healing]] 15 for 1d4+1 rounds. During this time, any creature that begins its turn or moves adjacent to the paraforan must succeed at a DC 21 Reflex save or gain the [[blinded]] condition for 1 round. This is a sense-dependent effect.
''Hyperspace Master ([[Su]])'' When navigating, a paraforan treats all Drift beacons as frequently visited, even if it has never traveled to that beacon.
''Shrieking Chorus ([[Su]])'' Three times per day as a standard action, a paraforan can vibrate its entire body to cause massive psychic pain. Each non-paraforan creature within 60 feet takes 4d8+12 damage and gains the [[shaken]] condition for 1d4 rounds. A creature that succeeds at a DC 21 Will save takes half damage, isn't [[shaken]], and cannot be affected by the same paraforan's shrieking chorus for 24 hours. This is a mind-affecting effect.
</div>
<<section 'Paraforan Fragment'>>
Although many think of the Drift as a plane used strictly for starship travel, a dangerous repository of planar flotsam and jetsam, and a distant home to the god Triune and their most ardent devotees, it has its own strange ecosystem. Handfuls of explorers who frequent the Transitive Plane to expedite travel across the galaxy have told wild tales of mysterious crystalline formations floating surreptitiously nearby as they prepare to return to the Material Plane. Some have even reported seeing flashes of color rush by their portholes as the starship moves between the planes. While some might think these stories simple flights of fancy, their near-mythological subjects are actual creatures: the strangely beautiful, crystalline outsiders known as paraforans.
Paraforans feed by consuming the energy given off in the wake of starships and creatures jumping between the Drift and the Material Plane. Astrophysicists have yet to discover how they reproduce or are born, with many believing they simply coalesce out of the unusual clouds of planar energy that populate the Drift. Paraforans begin life as smaller crystalline fragments that flit through the void, seeking Drift engine energy to consume. These creatures, known as paraforan fragments, can cause painful psychic interference when threatened but are quickly mollified by supernaturally flashing lights and other fascinating effects. When a half a dozen or more fragments gather in a single location in the Drift (usually close to a Drift beacon), they begin to resonate at the same frequency and meld together to form an adult paraforan, which has a larger wingspan and a feathery tail of multihued light. The consciousness of each fragment is contained within the paraforan, increasing the creature's overall intelligence and psychic power. In addition, the adult paraforan can briefly tap into its fragments' regenerative power to heal itself. When it does so, it glows with a light bright enough to temporarily blind many sighted creatures.
Both paraforans and paraforan fragments can instinctively sense Drift beacons and Drift engines, flocking to them in the hopes of finding a starship making a jump. Due to the creatures' appearance and attraction to such technology, they are colloquially known
as "Drift moths." Sadly, when paraforans move to feed off a starship's wake, they can be dragged along for the ride. The passage between the planes is turbulent and violent, often causing paraforans to split into a collection of fragments. Sometimes, a paraforan or its fragments appear within a starship after a jump, which is disorienting for these creatures. Such a paraforan or fragment will usually try to flee the vessel, attacking anyone in the way. For some reason, while on the Material Plane, paraforans have difficulty feeding off Drift beacon energy and are less likely to be pulled back into the Drift when a starship engages its Drift engine. Eventually, these paraforans slowly starve to death, their bodies stiffening and losing much of their color.
To date, paraforans have never been seen near Absalom Station. Some speculate that the energy generated by the Starstone is too much for the creatures to bear and that those doomed paraforans that attempt to feed off it are completely vaporized.
<<section 'Paraforan Resonators'>>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium outsider (extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +18
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +5; ''Ref'' +7; ''Will'' +9
* ''Defensive Abilities'' [[fast healing]] 5, [[void adaptation]]
* ''Weaknesses'' susceptible to fascination
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], average)
* ''Melee'' slam +13 (1d6+8 B)
* ''Offensive Abilities'' psychic shriek
!!! STATISTICS
''Str'' +2; ''Dex'' +5; ''Con'' +3; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
''Skills'' [[Acrobatics]] +18, [[Athletics]] +13, [[Piloting]] +18 (to navigate only), [[Stealth]] +13
''Other Abilities'' [[spaceflight]]
!!! ECOLOGY
''Environment'' vacuum (the Drift)
''Organization'' solitary, pair, or collection (3–7)
!!! SPECIAL ABILITIES
''Psychic Shriek ([[Su]])'' Three times per day as a standard action, a paraforan fragment can vibrate at a frequency that manifests as a painful shriek within the minds of creatures around it. Each non-paraforan creature within a 30-foot radius takes 2d6+6 damage and gains the [[off-target]] condition for 1 round. A creature that succeeds at a DC 16 Will save takes half damage, negates the [[off-target]] condition, and is immune to the same paraforan fragment's psychic shriek for 24 hours. This is a mind-affecting effect.
''Susceptible to Fascination ([[Su]])'' A paraforan fragment automatically fails the saving throw against any effect that imparts the [[fascinated]] condition. When a potential threat approaches the paraforan fragment, it can attempt a saving throw against the fascinating
effect, though it takes a –4 penalty to the save. A paraforan fragment loses its [[fast healing]] ability while it is fascinated and for 1d4 rounds after the fascinated condition ends.
</div>
The hardened corpses of [[paraforans]] who have perished on the Material Plane can be constructed into rigid shells that attach to a starship's Drift engine (and can be selected when building or upgrading a starship). Known as paraforan resonators, they pulse with a rainbow of colors when the accompanying Drift engine operates. A paraforan resonator grants a pilot a bonus to [[Piloting]] checks to navigate a course through the Drift equal to the resonator's mark. In addition, when calculating travel times through the Drift, a paraforan resonator allows the pilot to reroll a number of d6s equal to the resonator's mark, though the pilot must use the second result. The cost in Build Points is based on the starship's size category (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on).
<div class="table-wrapper">
|Model | Bonus to Piloting Checks | Reroll | Cost (in BP) |h
|Mk 1 | +1 | 1d6 | 1 × size category |
|Mk 2 | +2 | 2d6 | 3 × size category |
|Mk 3 | +3 | 3d6 | 5 × size category |
|Mk 4 | +4 | 4d6 | 7 × size category |
</div>
This tiny creature burrows its bony head into the flesh of its host's chest like a tick. Redundant organs in the symbiend's body function as a tiny laboratory, boosting its host's intelligence and pheromone production, which takes its toll on the host's body. Paragons are among the few symbiends able to communicate directly with their hosts. The paragon can withdraw its bonuses from disobedient hosts, and it can even cause pain or random hallucinations to compel behavior.
* ''Required Creature Type:'' aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid
* ''Traits:''
** +1 morale bonus to saving throws
** +2 morale bonus to Charisma-based skills
** additional master skill or skill rank per character level
* ''Drawbacks:''
** reduce maximum HP by an amount equal to CR or character level
** when attempting Constitution checks for long-term stability, must roll twice and take the worse result
* ''Systems:'' brain, heart
* ''Suggested Ability Score Modifiers:'' Intelligence, Charisma
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium aberration
* ''Init'' +1; ''Senses'' [[blindsight]] (electromagnetic broadcast) 60 ft., [[sightless]]; ''Perception'' +15
!!! DEFENSE
* ''HP'' 52
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +5
* ''Defensive Abilities'' [[fast healing]] 5 (becomes [[regeneration]] 5 in irradiated areas); ''Immunities'' mind-affecting effects, radiation, vacuum; ''Resistances'' cold 5, fire 5
* ''Weaknesses'' force field blindness
!!! OFFENSE
* ''Speed'' 35 ft.
* ''Melee'' claw +12 (1d6+9 S plus ultraviolet infection)
* ''Ranged'' cylindrical [[lens pistol]] +9 (1d8+4 F; critical [[burn]] 1d4)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' +0; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +10 (+14 to jump), [[Intimidate]] +10
* ''Feats'' [[Cleave]]
* ''Languages'' Paralithi
* ''Gear'' cylindrical [[lens pistol]] with 1 battery (20 charges)
!!! ECOLOGY
* ''Environment'' any forests or jungles
* ''Organization'' solitary, pair, or pack (3–15)
!!! SPECIAL ABILITIES
''Force Field Blindness ([[Ex]])'' [[Force fields]] interfere with a paralith's perception. A paralith takes a –4 penalty to attack rolls and [[Perception]] checks against a creature that has an active [[force field]] armor upgrade or [[energy shield]] gained from the mechanic trick of the same name.
''Ultraviolet Infection ([[Su]])'' A creature struck by a paralith's melee attack must attempt a DC 13 Fortitude save. Failure means the wound becomes infected by ultraviolet light for 24 hours. An infected wound glows, dealing a –4 penalty (that doesn't stack) to the victim's [[Stealth]] checks. If another creature restores Hit Points to the infected victim using the [[Medicine]] skill, the creature administering the healing takes an amount of untyped damage equal to the number of Hit Points restored.
</div>
A paralith is a hulking humanoid-shaped creature with broad claws and a thick blue hide. Its neck is short, and its horselike head has only one feature—a mouth with large, blunt teeth.
Where these creatures originally come from is unknown. They prefer hot jungles, though an individual paralith might venture into a civilized area. Such venturesome paraliths rarely cause trouble beyond their apparent inability to understand social mores, so they are more of a curiosity than a threat. Paraliths encountered in the jungle are much more aggressive and dangerous, traveling in packs and often found around ruined temples and monoliths.
Xenolinguists have yet to gather enough information to be able to understand and reproduce the Paralithi language. Even when they're able to communicate with paraliths through magical means, conversations are difficult and confusing. Paraliths punctuate their sentences with seemingly random strings of numbers, the significance of which is still a mystery.
Paraliths are an asexual species. A paralith reproduces by releasing a few buds from a biological opening in its back. Each of these sprouts grows into a mature paralith in a matter of days.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to one willing creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will disbelief
* ''Spell Resistance'' no
</div>
You pluck details from alternate-reality versions of targets to weave parallel forms, making the targets appear and act differently. You affect the targets as if they were each under a //[[disguise self]]// spell, deciding the details when you cast this spell. In addition, //parallel form// provides the mannerisms of the chosen form, and the tactile and audible properties of the target's equipment can seem different, although all the target's gear must appear to be of the same sort (for example, a melee weapon can appear to be only another sort of melee weapon). If you cast this spell to make the target appear to be a specific individual, the target gains a +4 circumstance bonus to [[Bluff]] checks to claim to be that individual. A creature that interacts with the target and succeeds at a Will saving throw recognizes the parallel form as an illusion.
As a standard action, you can augment a vehicle you touch with modifications from a parallel existence. You grant the vehicle one of the following vehicle modifications: [[adamantine plating]] mk 1, [[deflective field]] mk 1, [[grav-nav]] mk 1, [[pilot assist]] mk 1, or [[personnel enclosure]]. At 11th level, you also grant the vehicle one of the following vehicle modifications: [[boarding clamp]], [[collision dampeners]], [[ramming prow]] mk 1, [[terrain adaptation]], or [[turbo boost]]. These modifications don't take up a modification slot. This effect lasts until the end of your next turn, though as a standard action you can extend the effect's duration by an addition round (maximum duration 1 minute).
You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren't [[helpless]], though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. If you are flying in the air when you become paralyzed and your flight is dependent on physical means (such as wings), you fall. If you are swimming when you become paralyzed, you could drown. A creature can move through a space you occupy, whether or not it is your ally. Each square you occupy, however, counts as 2 squares to move through.
Your electrical discharges overwhelm your target's motor functions. If the target of your [[destructive discharge]] stellar revelation fails its saving throw against the effect, the revelation also has one of the following effects: the target is knocked [[prone]], the target gains the [[flat-footed]] condition for 1 round, or the target must succeed at a second Fortitude save or be [[stunned]] for 1 round. You must have the destructive discharge stellar revelation to select this revelation.
//Paramour’s prism// is one common name for a popular type of holographic locket capable of storing and displaying up to a dozen images of the owner’s choosing. Pilots, musicians on tour, and other travelers proudly wear the customizable jewelry to represent their connection to long-distance lovers, friends, and relatives.
This prism is made of radiant crystal encased within an ornamental locket, which can be worn on a chain. When starlight touches the prism, it projects images of your loved ones (which can be changed at any time). Reusable adhesive allows you to attach the prism to any surface.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//paramour's prism// | 1 | 3 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
The target treats all other creatures as enemies and only itself as an ally. It must attempt attacks of opportunity whenever any creature provokes them. In addition, the target is [[shaken]] while adjacent to more than one creature.
Some, upon waking, want to forget their nightmares, find comfort among their companions, and dream of new adventures. That's not you. No, you know waking life can be a dream and the nightmares can be real. You are a truth-seeker, chasing the shadows in search of a world hidden behind the veneer of normalcy. Each fresh horror you uncover proves your work is right and important, and makes you want to delve deeper into the galaxy's haunting secrets.
!! Theme Knowledge (1st)
You're skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose [[Diplomacy]], [[Life Science]], [[Mysticism]], [[Physical Science]], or [[Survival]]. The chosen skill is a class skill for you, and it's your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to [[recall knowledge]] about and [[gather information]] related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.
!! Attention to Detail (6th)
Halve the time it takes you to [[gather information]] (minimum 30 minutes), [[search]] an area, or perform research to take 20 when [[recalling knowledge]] or [[identifying a creature|Identify Creature]], a [[magic item|Identify Magic Item]], or [[technology|Identify Technology]]. In addition, once per day, if you fail a [[Perception]] or [[Sense Motive]] check or a check in your field, you can reroll the check and use the higher result.
!! Gnawing Hunch (12th)
You've learned to trust your hunches. If a clue can be found by taking 20 on a [[Perception]] check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it.
!! Truth-Seeker (18th)
Organizing evidence about your case and researching it refreshes you and sets you back on your path. Twice per day, you can take 10 minutes to consider and record your findings or look for new insights into them. If you do so, you regain 1 Resolve Point and can [[recall knowledge]]. If you instead take 1 hour, you regain 1 Resolve Point and can [[gather information]]. Neither of these tasks count as resting to regain Stamina Points.
Designed by pahtra guerilla forces on Vesk-6, the parapet rifle enables long-range harassment while providing enhanced protection to its wielder against retaliation. These weapons often draw additional scrutiny within the Veskarium thanks to the number of lives lost to hit-and-run tactics.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|parapet rifle, tactical | 4 | 2,350 | 1d10 E & P | 80 ft. | [[stagger]] | 2 rounds | 1 | 2 |[[buttressing]], [[sniper]] (250 ft.), [[unwieldy]] |
|parapet rifle, advanced | 9 | 14,600 | 2d10 E & P | 80 ft. | [[stagger]] | 4 rounds | 1 | 2 |[[buttressing]], [[sniper]] (500 ft.), [[unwieldy]] |
|parapet rifle, elite | 14 | 78,800 | 4d10 E & P | 80 ft. | [[stagger]] | 4 rounds | 1 | 2 |[[buttressing]], [[sniper]] (750 ft.), [[unwieldy]] |
|parapet rifle, paragon | 19 | 610,000 | 9d10 E & P | 80 ft. | [[stagger]] | 6 rounds | 1 | 2 |[[buttressing]], [[sniper]] (750 ft.), [[unwieldy]] |
</div>
\define tocP-caption()
<$set name="tv-wikilinks" value="no">
<$transclude field="caption">
<span title={{!!tooltip}}><$view field="title"/></span>
</$transclude>
</$set>
\end
\define tocP-body(tag,sort:"",itemClassFilter,exclude,path,field:"parent")
<ol class="tc-toc">
<$list filter="""[has[$field$]contains:$field$[$tag$]!has[draft.of]$sort$] $exclude$""">
<$vars item=<<currentTiddler>> path="""$path$/$tag$""" excluded="""$exclude$ -[[$tag$]]""" field="""$field$""">
<$set name="toc-item-class" filter="""$itemClassFilter$""" emptyValue="toc-item" value="toc-item-selected">
<li class=<<toc-item-class>>>
<$list filter="[all[current]toc-link[no]]" emptyMessage="<$link tooltip={{!!tooltip}}><$view field='caption'><$view field='title'/></$view></$link>">
<<tocP-caption>>
</$list>
<$transclude tiddler='$:/config/wikilabs/tocP/newChild'></$transclude>
<$macrocall $name="tocP-body" tag=<<item>> sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude=<<excluded>> path=<<path>> field=<<field>>/>
</li>
</$set>
</$vars>
</$list>
</ol>
\end
\define tocP(tag,sort:"",itemClassFilter:" ",field:"parent")
<<tocP-body tag:"""$tag$""" sort:"""$sort$""" itemClassFilter:"""$itemClassFilter$""" field:"""$field$""">>
\end
\define tocP-linked-expandable-body(tag,sort:"",itemClassFilter,exclude,path,field:"parent")
<!-- helper function -->
<$set name="toc-state" value=<<qualify """$:/state/toc$path$-$(currentTiddler)$""">>>
<$set name="toc-item-class" filter="""$itemClassFilter$""" emptyValue="toc-item" value="toc-item-selected">
<li class=<<toc-item-class>>>
<$link>
<$reveal type="nomatch" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="open" class="tc-btn-invisible">
{{$:/core/images/right-arrow}}
</$button>
</$reveal>
<$reveal type="match" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="close" class="tc-btn-invisible">
{{$:/core/images/down-arrow}}
</$button>
</$reveal>
<<tocP-caption>>
</$link>
<$transclude tiddler='$:/config/wikilabs/tocP/newChild'></$transclude>
<$reveal type="match" state=<<toc-state>> text="open">
<$macrocall $name="tocP-expandable" tag=<<currentTiddler>> sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude="""$exclude$""" path="""$path$""" field="""$field$"""/>
</$reveal>
</li>
</$set>
</$set>
\end
\define tocP-unlinked-expandable-body(tag,sort:"",itemClassFilter:" ",exclude,path,field:"parent")
<!-- helper function -->
<$set name="toc-state" value=<<qualify """$:/state/toc$path$-$(currentTiddler)$""">>>
<$set name="toc-item-class" filter="""$itemClassFilter$""" emptyValue="toc-item" value="toc-item-selected">
<li class=<<toc-item-class>>>
<$reveal type="nomatch" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="open" class="tc-btn-invisible" tooltip={{!!tooltip}}>
{{$:/core/images/right-arrow}}
<<tocP-caption>>
</$button>
</$reveal>
<$reveal type="match" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="close" class="tc-btn-invisible" tooltip={{!!tooltip}}>
{{$:/core/images/down-arrow}}
<<tocP-caption>>
</$button>
</$reveal>
<$transclude tiddler='$:/config/wikilabs/tocP/newChild'></$transclude>
<$reveal type="match" state=<<toc-state>> text="open">
<$macrocall $name="tocP-expandable" tag=<<currentTiddler>> sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude="""$exclude$""" path="""$path$""" field="""$field$"""/>
</$reveal>
</li>
</$set>
</$set>
\end
\define tocP-expandable-empty-message()
<<tocP-linked-expandable-body tag:"""$(tag)$""" sort:"""$(sort)$""" itemClassFilter:"""$(itemClassFilter)$""" exclude:"""$(excluded)$""" path:"""$(path)$""" field:"""$(field)$""">>
\end
\define tocP-expandable(tag,sort:"",itemClassFilter:" ",exclude,path,field:"parent")
<$vars tag="""$tag$""" sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" excluded="""$exclude$ -[[$tag$]]""" path="""$path$/$tag$""" field="""$field$""">
<ol class="tc-toc toc-expandable">
<$list filter="""[has[$field$]contains:$field$[$tag$]!has[draft.of]$sort$] $exclude$""">
<$list filter="[all[current]toc-link[no]]" emptyMessage=<<tocP-expandable-empty-message>> >
<$macrocall $name="tocP-unlinked-expandable-body" tag="""$tag$""" sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude=<<excluded>> path=<<path>> field=<<field>> />
</$list>
</$list>
</ol>
</$vars>
\end
\define tocP-linked-selective-expandable-body(tag,sort:"",itemClassFilter:" ",exclude,path,field:"parent")
<$set name="toc-state" value=<<qualify """$:/state/toc$path$-$(currentTiddler)$""">>>
<$set name="toc-item-class" filter="""$itemClassFilter$""" emptyValue="toc-item" value="toc-item-selected">
<li class=<<toc-item-class>>>
<$link>
<$list filter="""[has[$field$]contains:$field$<currentTiddler>limit[1]]""" variable="ignore" emptyMessage="<$button class='tc-btn-invisible'>{{$:/core/images/blank}}</$button>">
<$reveal type="nomatch" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="open" class="tc-btn-invisible">
{{$:/core/images/right-arrow}}
</$button>
</$reveal>
<$reveal type="match" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="close" class="tc-btn-invisible">
{{$:/core/images/down-arrow}}
</$button>
</$reveal>
</$list>
<<tocP-caption>>
</$link>
<$transclude tiddler='$:/config/wikilabs/tocP/newChild'></$transclude>
<$reveal type="match" state=<<toc-state>> text="open">
<$macrocall $name="tocP-selective-expandable" tag=<<currentTiddler>> sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude="""$exclude$""" path="""$path$""" field="""$field$"""/>
</$reveal>
</li>
</$set>
</$set>
\end
\define tocP-unlinked-selective-expandable-body(tag,sort:"",itemClassFilter:" ",exclude,path,field:"parent")
<$set name="toc-state" value=<<qualify """$:/state/toc$path$-$(currentTiddler)$""">>>
<$set name="toc-item-class" filter="""$itemClassFilter$""" emptyValue="toc-item" value="toc-item-selected">
<li class=<<toc-item-class>>>
<$list filter="""[has[$field$]contains:$field$<currentTiddler>limit[1]]""" variable="ignore" emptyMessage="<$button class='tc-btn-invisible'>{{$:/core/images/blank}}</$button> <$view field='caption'><$view field='title'/></$view>">
<$reveal type="nomatch" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="open" class="tc-btn-invisible" tooltip={{!!tooltip}}>
{{$:/core/images/right-arrow}}
<<tocP-caption>>
</$button>
</$reveal>
<$reveal type="match" state=<<toc-state>> text="open">
<$button set=<<toc-state>> setTo="close" class="tc-btn-invisible" tooltip={{!!tooltip}}>
{{$:/core/images/down-arrow}}
<<tocP-caption>>
</$button>
</$reveal>
</$list>
<$transclude tiddler='$:/config/wikilabs/tocP/newChild'></$transclude>
<$reveal type="match" state=<<toc-state>> text="open">
<$macrocall $name="""tocP-selective-expandable""" tag=<<currentTiddler>> sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude="""$exclude$""" path="""$path$""" field="""$field$"""/>
</$reveal>
</li>
</$set>
</$set>
\end
\define tocP-selective-expandable-empty-message()
<<tocP-linked-selective-expandable-body tag:"""$(tag)$""" sort:"""$(sort)$""" itemClassFilter:"""$(itemClassFilter)$""" exclude:"""$(excluded)$""" path:"""$(path)$""" field:"""$(field)$""">>
\end
\define tocP-selective-expandable(tag,sort:"",itemClassFilter,exclude,path,field:"parent")
<$vars tag="""$tag$""" sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" excluded="""$exclude$ -[[$tag$]]""" path="""$path$/$tag$""" field="""$field$""">
<ol class="tc-toc toc-selective-expandable">
<$list filter="""[has[$field$]contains:$field$[$tag$]!has[draft.of]$sort$] $exclude$""">
<$list filter="[all[current]toc-link[no]]" variable="ignore" emptyMessage=<<tocP-selective-expandable-empty-message>> >
<$macrocall $name=tocP-unlinked-selective-expandable-body tag="""$tag$""" sort="""$sort$""" itemClassFilter="""$itemClassFilter$""" exclude=<<excluded>> path=<<path>> field=<<field>> >
</$list>
</$list>
</ol>
</$vars>
\end
\define tocP-tabbed-selected-item-filter(selectedTiddler)
[all[current]field:title{$selectedTiddler$}]
\end
\define tocP-tabbed-external-nav(tag,sort:"",selectedTiddler:"$:/temp/toc/selectedTiddler",unselectedText,missingText,template:"")
<$tiddler tiddler={{$selectedTiddler$}}>
<div class="tc-tabbed-table-of-contents">
<$linkcatcher to="$selectedTiddler$">
<div class="tc-table-of-contents">
<$macrocall $name="tocP-selective-expandable" tag="""$tag$""" sort="""$sort$""" itemClassFilter=<<toc-tabbed-selected-item-filter selectedTiddler:"""$selectedTiddler$""">>/>
</div>
</$linkcatcher>
<div class="tc-tabbed-table-of-contents-content">
<$reveal state="""$selectedTiddler$""" type="nomatch" text="">
<$transclude mode="block" tiddler="$template$">
<h1><<tocP-caption>></h1>
<$transclude mode="block">$missingText$</$transclude>
</$transclude>
</$reveal>
<$reveal state="""$selectedTiddler$""" type="match" text="">
$unselectedText$
</$reveal>
</div>
</div>
</$tiddler>
\end
\define tocP-tabbed-internal-nav(tag,sort:"",selectedTiddler:"$:/temp/toc/selectedTiddler",unselectedText,missingText,template:"")
<$linkcatcher to="""$selectedTiddler$""">
<$macrocall $name="tocP-tabbed-external-nav" tag="""$tag$""" sort="""$sort$""" selectedTiddler="""$selectedTiddler$""" unselectedText="""$unselectedText$""" missingText="""$missingText$""" template="""$template$"""/>
</$linkcatcher>
\end
Parks are common on starships designed to spend years between ports and include native plant life from one or more planets with compatible biomes. Parks are lighted, irrigated, and ventilated to replicate terrestrial conditions. Many crew members stationed on starships for long periods avoid cabin fever by spending time in a park expansion bay. Parks typically include a hydroponic system for plants as well as benches, walkways, and sometimes games or playgrounds if families are on board. Abilities that require a natural or wild environment (such as a //[[trailblazer]]// weapon's ability to ignore natural cover) function within a park.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|park | 1 | 2 |
</div>
\define levels(tiddler)
<$set name="spell" value={{$tiddler$!!title}}>
''Level''
<span class="commas">
<$list filter="mystic-level precog-level technomancer-level witchwarper-level">
<$set name="class" value={{!!title}}>
<$set name="range" tiddler=<<spell>> field={{!!title}}>
<$list filter="[<spell>has:field<class>]"><span><$list filter="[<class>removesuffix[-level]]" /> <$list filter="[enlist<range>first[]]" template="plain" /><$list filter="[enlist<range>nth[2]]">–<$list filter="[enlist<range>last[]]" template="plain" /></$list></span></$list>
</$set>
</$set>
</$list>
</span>
</$set>
\end
Example:
Mystic Cure: <<levels 'Mystic Cure'>>
Augury: <<levels 'Augury'>>
Arcane Sight: <<levels 'Arcane Sight'>>
Polymorph, Mass: <<levels 'Polymorph, Mass'>>
name:particle acceleration cannon
range:long
speed:—
damage:9d4 × 10
pcu:50
cost:30
special:[[line|Line (starship weapon property)]]
name:particle acceleration gun
range:long
speed:—
damage:9d4 × 10
pcu:50
cost:40
special:[[line|Line (starship weapon property)]]
name:particle beam
range:long
speed:—
damage:8d6
pcu:25
cost:20
special:—
name:particle beam cannon
range:long
speed:—
damage:3d4 × 10
pcu:30
cost:30
special:—
name:particle beam cannon, persistent
range:long
speed:—
damage:2d10 × 10
pcu:50
cost:40
special:—
name:particle beam, light
range:medium
speed:—
damage:3d6
pcu:10
cost:10
special:—
name:particle beam, persistent
range:long
speed:—
damage:10d6
pcu:40
cost:25
special:—
As a move action, you surround yourself with a swirling sheath of charged particles that absorb some damage from attacks made against you. This constantly renewing field of particles acts as a [[force field]] that grants 25 temporary Hit Points and has [[fast healing]] 4. This lasts for 1 round or until you leave photon mode. This force field does not function if you also have a force field from an armor upgrade, mechanic's [[energy shield]], or another similar effect.
When you are attuned or fully attuned, the fast healing of your particle field increases to 6.
When you're fully photon-attuned, you can dissolve into a Large cloud composed of thousands of flaming pinpoints of brilliance as a standard action. While in this form, you gain a swarm attack that deals 4d6 fire damage, [[swarm defenses]], [[swarm immunities]], and a fly speed equal to your land speed. You lose all normal modes of attack and movement, all abilities that depend on your physical form, and any bonus to your KAC and EAC granted by your armor. You can maintain this form for a number of rounds equal to your solarian level. Returning to your normal form before the duration expires requires a standard action. The damage of your swarm attack increases by 1d6 for every 3 solarian levels you have beyond 7th. At 17th level, targets damaged by your swarm attack must succeed at a Reflex saving throw or be [[blinded]] for 1 round.
You are an expert skirmisher and are able to take a final shot as you retreat.
''Prerequisites:'' Dex 15, [[Mobility]], [[Shot on the Run]], base attack bonus +6.
''Benefit:'' When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the [[trick attack]] class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can't use it again until the next time you regain Stamina Points with a 10-minute rest.
''Normal:'' You can't attack when using the withdraw action.
After you successfully use the [[back off]] stunt, mark the hex in which your starship began its movement. One of your starship's gunners can perform the [[shoot]] action during the gunnery phase this round as though the starship were in any of the hexes between your starship's starting hex that round and its current hex, using the starship's current facing.
Initially developed as a device to closely monitor organic cerebral activity, these neural implants study the brain activity of the host and then design an artificial copy of their thought patterns, decision trees, and emotional profile. This artificial personality serves as a backup for the host that bolsters their mental faculties and can be activated when psychic attacks disrupt their free will. You gain a +2 enhancement bonus to saves against charm, compulsion, or mind-affecting effects. Once per day when you fail a save against a charm, compulsion, or mind-affecting effect, you can activate your backup personality by spending a Resolve Point to immediately reroll the save and take the new result.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|partitioned personality module | 7 | 6,800 | brain |
</div>
[[Dragonkin]] have a long history of allying with humanoids and other species, forming bonds so close the two sometimes seem to think as one. With a small implant in your voice box (or similar organ) controlled by a microscopic chip in your brain (or similar organ), you can form a similar connection. Once this augmentation is installed, you can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, you can't form another partner bond unless your current partner dies. You and your partner can communicate with each other as if you both had [[telepathy]] with a range of 100 feet. In addition, if combat begins with you and your partner within 30 feet of each other, both of you roll separate initiative checks but treat the higher result as both of your results.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|partner bond graft | 2 | 480 | brain and throat |
</div>
An expansion bay can be converted into rows of seating for passengers at no cost. A single expansion bay can hold seating for 16 Medium passengers (though seats can be built for larger creatures). This upgrade is appropriate only for taking many passengers on short trips; starships on journeys lasting multiple days should instead have [[guest quarters]] installed.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|passenger seating | 0 | 0 |
</div>
Created with sivv quantum manipulation technology, a passthrough cloak has several large, flat pads entangled with each other on a quantum level. When you activate the passthrough cloak, anything that contacts one of the pads immediately exits from a corresponding pad on the cloak's far side without having traveled through your space. Creatures making attacks through your square don't count the space you occupy toward their range or reach. While the cloak is active, you benefit from a 20% miss chance as if you had [[concealment]], but you can't use this concealment to hide. An attack that misses you due to this miss chance continues through your space and might affect a creature adjacent to you and opposite the direction of the incoming attack; the attacker rerolls the attack roll against the new target, and you don't provide cover for this attack. Effects that block dimensional travel prevent the passthrough cloak from functioning. A passthrough cloak can't be recharged normally. When placed in an extradimensional space for at least 24 hours, it recovers all its charges.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|passthrough cloak | 11 | 25,000 | L | 5 | 1/round |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Effect'' 5-ft.-by-8-ft. opening
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You can create a passage through metal, plaster, plastic, stone, or wooden walls, but you can not create one through force fields, starship bulkheads, or other harder materials. The passage is 30 feet deep. If the wall's thickness is more than the depth of the passage created, then a single casting of //passwall// simply makes a niche or short tunnel. Several castings of //passwall// can then form a continuing passage to breach very thick walls. When //passwall// ends, creatures within the passage are ejected out the nearest exit. If someone dispels //passwall// or you dismiss it, creatures in the passage are ejected out the far exit, if there is more than one, or out the sole exit.
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the [[Engineering]] check required to patch a system depend on how badly the system is damaged, as indicated on the table below. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.
<div class= "table-wrapper">
|Critical Damage Condition | Actions to Patch | DC |h
|Glitching | 1 | 10 + 1-1/2 times your starship's tier |
|Malfunctioning | 2 | 15 + 1-1/2 times your starship's tier |
|Wrecked | 3 | 20 + 1-1/2 times your starship's tier |
</div>
''Critical:'' Your patch was especially robust. If the system takes critical damage again, it removes the patch but doesn't also apply additional critical damage.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one technological item
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You gain a +3 insight bonus to [[Engineering]] checks to [[arm explosives]], [[disable devices]], and [[repair items]].
Starfaring societies use advanced technology for viewing the stars and plotting courses among them. Triune's clerics intertwined magic and technology to create the initial models of the //pathing telescope// to analyze the gulf between stars and perceive far-off worlds. Knowledge of how to build these telescopes is as freely distributed as knowledge of how to access the Drift.
When you use the [[Piloting]] skill to astrogate, you can spend 1 hour studying the stars with a //pathing telescope//. If you do so and successfully plot a course, you reduce the travel time to reach a satellite by half or to travel within a system to 1d4+1 days. In addition, the telescope grants you a +3 insight bonus to skill checks to avoid becoming lost, whether you're using Piloting to navigate on a planet or [[Survival]] to orienteer.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//pathing telescope// | 7 | 7,000 | 2 |
</div>
<div class="statblock">
* ''Level'' 7; ''Price'' 21,000
* Colossal air vehicle (60 ft. wide, 80 ft. long, 40 ft. high)
* ''Speed'' 20 ft., full 450 ft., 50 mph (fly and hover)
* ''EAC'' 19; ''KAC'' 21; ''Cover'' cover
* ''HP'' 110 (55); ''Hardness'' 4
* ''Attack (Collision)'' 9d10 B (DC 9)
* ''Attack'' corona [[artillery laser]] (2d8 F; critical [[burn]] 1d6)
* ''Modifiers'' –4 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autopilot ([[Piloting]] +14), enhanced sensors ([[darkvision]] 1 mile, sense through [vision, clouds only] 1 mile), expansion bays (2), hangar bay, planetary comm unit
* ''Complement'' 2; ''Passengers'' 12
!!! SPECIAL ABILITIES
''Hangar Bay ([[Ex]])'' A patrol dirigible provides a place for up to two Huge or smaller vehicles to be docked.
</div>
Most often found drifting through the endless skies of gas giants, a patrol dirigible provides protection for non-flying creatures.
<div class="statblock">
* ''Type'' drug (injury)
* ''Save'' Fortitude DC 18
* ''Addiction'' Fortitude DC 18 (physical)
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Effect'' +4 morale bonus to Constitution checks to hold one's breath to avoid suffocating or drowning and +4 morale bonus to saves against fear for 2d4 hours.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|peace of the void | 8 | 6,000 |
</div>
The Veskarium's occupation forces often wear these suits of lightweight armor designed to create a visually homogenized police force to help maintain order in newly acquired territory. It is a symbol of both authority and allegiance to the Veskarium. Each suit is visually identical, and peacekeeping forces are prohibited from adding personalized decorations or adornment.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|peacekeeper's aegis I | 4 | 2,000 | +4 | +5 | +4 | –1 | — | 1 | 1 |
|peacekeeper's aegis II | 8 | 8,100 | +9 | +10 | +5 | –1 | — | 3 | 1 |
|peacekeeper's aegis III | 12 | 33,500 | +14 | +15 | +6 | –1 | — | 3 | 1 |
</div>
This more advanced combat baton, known as a peacemaker, is a light metal rod that discharges a pulse that can be strong enough to knock a target to the ground.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|peacemaker | 16 | 185,300 | 6d6 B | [[knockdown]] | L |[[operative]], [[powered]] (capacity 20, usage 2), [[stun]] |
</div>
This //aeon stone// increases your caster level by 1. This affects only calculations that directly refer to your caster level, such as caster level checks and spells with a duration of 1 round/level. It does not affect your spells known or spells per day. If you do not normally have a caster level, this does not give you any ability to know or cast spells.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//pearly white spindle// | 11 | 25,000 | — |
</div>
A penetrating weapon is designed to punch through large objects' outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon's level.
You know how to angle your attacks so that you penetrate your opponent's defenses.
''Prerequisites:'' Base attack bonus +12.
''Benefit:'' Reduce your target's energy [[resistances]] and [[damage reduction]] by 5 against your weapon attacks.
Your attacks pierce enemy shields. When you succeed at a gunnery check with a starship weapon within that weapon's first range increment, apply 1 damage per damage die to the target's Hull Points instead of to its Shield Points. If any of the damage applied to the shields depletes those shields, apply the remainder of the damage to the starship's Hull Points.
When you score a critical hit using a weapon with the [[burn]] critical effect and your attack deals damage to the target, the fire damage from the burn effect ignores fire [[resistance]] the target might have.
You know how to cast spells so that they penetrate your opponent's defenses.
''Prerequisites:'' Ability to cast 4th-level spells.
''Benefit:'' Reduce your target's [[energy resistances]] and [[damage reduction]] by 5 against your spell damage.
You can use all of your senses (hearing, taste, touch, sight, and smell) to notice danger, pick out fine details, and search for hidden objects or creatures.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''CR'' 9 ''XP'' 6,400
* Perchten soldier
* LN Medium fey (cold)
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +22
* ''Aura'' [[frightful presence]] (30 ft., DC 16)
!!! DEFENSE
* ''HP'' 145; ''RP'' 4
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +9; ''Will'' +10
* ''Immunities'' cold ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 35 ft.
* ''Melee'' acolyte [[shadow chains]] +21 (3d4+18 C; critical [[bind]]) or claw +21 (1d3+18 S)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with acolyte shadow chains)
* ''Offensive Abilities'' gear boosts ([[anchoring arcana]], [[melee striker]]), fighting styles ([[arcane assailant]], [[hunter]])
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +4; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Athletics]] +22, [[Intimidate]] +17, [[Survival]] +17
* ''Languages'' Common, Sylvan
* ''Other Abilities'' [[fast hunting|Hunter]], [[hunt foe|Hunter]], prison crystal, [[rune of the eldritch knight|Arcane Assailant]]
* ''Gear'' [[night plate]] I, acolyte [[shadow chains]], perchten prison crystal
!!! ECOLOGY
* ''Environment'' any (Raunach Prime)
* ''Organization'' solitary, hunting party (2-4)
!!! SPECIAL ABILITIES
''Prison Crystal ([[Su]])'' A perchten can imprison defeated enemies in its prison crystal. Each crystal works for only the perchten who carries it and can be used only on targets at 0 HP. Activating the crystal is a standard action; the target vanishes and is stable at 0 HP inside the crystal, where they remain unconscious and unaware, until the perchten takes a standard action to free them. Freed creatures appear in an unoccupied square nearest to the crystal. If a perchten is killed, its prison crystal melts over the course of 1d4 rounds, freeing everyone imprisoned in the crystal.
</div>
The legend of perchtens is well-known and oft-repeated, especially on cold and mountainous worlds where they’re most likely to visit. The story goes that a perchten comes in the dark months of the year to take away the naughty and the vile, imprisoning their victims in magical crystals. Most who tell this tale think their local perchten is the only one—a solitary fiend, perhaps a demon. In fact, perchtens are a kind of fey: creatures of winter and wrath who serve a hateful matriarch and reside on the frozen planet Raunach Prime, which orbits a black hole.
From Raunach Prime, perchtens travel the void in painfully cold starships, landing on alpine peaks during monstrous snowstorms; from there, perchten jailers descend into valleys in the dead of the night to hunt their prey. They stalk those who have taken from others without remorse or those whose hearts are filled with greed and scorn. Once they’ve defeated their victim, the perchten jailer binds them into a frigid prison crystal from which there’s no escape. Only when the jailer has returned to their starship that they release their prey into a prison cell, where dangling chains and the smells of blood and oil mingle to keep prisoners too terrified to attempt escape.
You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work.
''Prerequisites:'' Str 11.
''Benefit:'' Once per day, you can reroll an [[Engineering]] check to [[repair an item|Repair Item]]. In addition, you can reroll one engineer crew action per starship combat.
As a standard action, you study a creature to cultivate the perfect insult. Attempt a [[Culture]] check with a DC equal to 10 + your opponent's total [[Bluff]] skill bonus, or 15 + 1-1/2 × the opponent's CR, whichever is greater. If you succeed, you gain a +2 circumstance bonus to [[Bluff]] and [[Intimidate]] checks against that opponent for 1 minute. If you spend 1 Resolve Point, allies within 60 feet also gain this bonus for the same duration. Once you've attempted to craft a perfect insult against a creature, you can't target that creature again with this ability for 24 hours.
This is a language-dependent, mind-affecting, sense-dependent effect.
When wielding a weapon with the [[penetrating]] special property, add half your soldier level to the item's level to calculate the amount of hardness that the weapon can ignore.
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing or unconscious creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' no (harmless)
* ''Spell Resistance'' no (harmless)
</div>
The target is able to recall memories with perfect clarity. If the target has been subjected to //[[displace memory]]//, //[[modify memory]]//, or a similar effect, this spell provides no recall of those lost memories. However, the target realizes its memories have been altered by such a spell or effect.
Focused sound waves from a perforator pistol punch through objects and bodies. Drow employ perforators because the dark elves enjoy the weapon's ability to inflict gruesome wounds, which are as effective against morale as against life and limb. Diffraction and refraction perforator pistols align and compound sound waves, while linear and phased perforator pistols are named for the internal matrices that focus wavelengths the pistols emitters generate.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|perforator pistol, diffraction | 2 | 500 | 1d4 So | 20 ft. | [[bleed]] 1d4 | 20 charges | 2 | L |[[penetrating]] |
|perforator pistol, refraction | 9 | 13,000 | 2d6 So | 20 ft. | [[bleed]] 1d6 | 40 charges | 4 | L |[[penetrating]] |
|perforator pistol, linear | 13 | 46,000 | 2d10 So | 20 ft. | [[bleed]] 2d6 | 40 charges | 5 | L |[[penetrating]] |
|perforator pistol, phased | 20 | 732,000 | 5d10 So | 40 ft. | [[bleed]] 3d6 | 40 charges | 8 | L |[[penetrating]] |
</div>
<div class="statblock">
* ''Level'' 3; ''Price'' 4,320
* Large land and air vehicle (10 ft. wide, 10 feet wide, 4 ft. high)
* ''Speed'' 30 ft., full 650 ft., 90 mph (fly and hover)
* ''EAC'' 14; ''KAC'' 15; ''Cover'' improved cover
* ''HP'' 20 (10); ''Hardness'' 5
* ''Attack (Collision)'' 5d4 B (DC 12)
* ''Modifiers'' +2 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autocontrol, planetary [[comm unit]]
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Overthruster ([[Ex]])'' An active overthruster increases the bonus to [[Piloting]] checks to +4 for the keep pace and speed up actions, but decreases that modifier to a –2 penalty for all other Piloting checks.
</div>
The performance cruiser is a versatile and responsive hover vehicle often employed by racers.
There is an immeasurable variety of perfumes and colognes in the galaxy, most tailored to the aesthetics of specific races with olfactory senses. Standard aromas have a pleasant smell and can convey an air of hygiene, status, and wealth. Pheromonal perfumes have been specially designed to influence members of a specific species; a pheromonal perfume grants you a +2 circumstance bonus to Charisma-based checks against members of that species. A creature with active [ environmental protections is immune to the effects of pheromonal perfume. The price listed for pheromonal perfume is for perfumes that can affect species commonly found in the Pact Worlds, such as humans, kasathas, vesk, etc. Perfumes engineered for more exotic species can cost anywhere from two to five times this price and could potentially be unavailable if contact with the species has only recently been established. A single dose of perfume lasts 1 hour, and a typical bottle of perfume contains 10 doses.
!! Designer
Designer perfumes are fragrances associated with designers and are generally far more expensive than standard varieties. Wearing designer perfume grants you a +1 circumstance bonus on [[Diplomacy]] checks against creatures that find the scent pleasing, as determined by the GM.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|perfume, standard | 1 | 50 | — |
|perfume, pheromonal | 5 | 500 | — |
|perfume, designer | 3 | 350 | — |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* LN Medium outsider (native)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +11; ''Will'' +10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +22 (2d10+15 B)
* ''Ranged'' graviton crush +19 (5d4+9 B; critical [[stagger]]) or sun hurl +19 (3d6+15 E & F; critical [[burn]] 1d6
* ''Offensive Abilities'' [[flashing strikes|Flashing Strikes (solarian)]], stellar revelations ([[blazing orbit]], [[defy gravity]])
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +2; ''Int'' +1; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +17, [[Mysticism]] +22
* ''Languages'' Common, Kasatha
* ''Other Abilities'' balanced alignment
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, cluster (2–4), or constellation (5–8)
!!! SPECIAL ABILITIES
''Balanced Alignment ([[Su]])'' A periastra is always both [[photon attuned|Stellar Mode]] and [[graviton attuned|Stellar Mode]] (but not fully attuned). If subject to an effect that depends on the periastra's stellar alignment, the periastra uses whichever attunement is most beneficial to it.
''Flashing Strikes ([[Ex]])'' This functions as the [[flashing strikes|Flashing Strikes (solarian)]] solarian class feature.
''Graviton Crush ([[Su]])'' A periastra can crush an enemy with gravity; this is a ranged attack with a range of 30 feet and that targets EAC. A creature hit by graviton crush must succeed at a DC 16 Fortitude saving throw or be [[entangled]]. It can attempt a new Fortitude save once per round as a move action. A periastra cannot use graviton crush two turns in a row. If the periastra makes a full attack using graviton crush, it must use graviton crush for both attacks.
''Stellar Revelations ([[Su]])'' A periastra can use the [[blazing orbit]] and [[defy gravity]] solarian stellar revelations. However, it cannot use the same revelation two turns in a row, and it cannot use both revelations on the same turn.
''Sun Hurl ([[Su]])'' A periastra can throw balls of superheated plasma at a foe. This is a ranged attack with a range increment of 30 feet and that targets EAC. A creature hit by sun hurl must succeed at a DC 16 Reflex save or gain the [[burning]] condition (1d6 fire damage). This condition doesn't stack with itself, but does with any other burning condition. The periastra cannot use sun hurl two turns in a row. If the periastra makes a full attack using sun hurl, it must use sun hurl for both attacks.
</div>
Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess. They oppose forces of chaos and guard sites holy to solarians, allowing visitors to enter only after they have proven their mastery of the Cycle in combat.
Through sheer force of will, you can gain the effects of being fully attuned to your current [[stellar mode]].
''Prerequisites:'' Cha 13, [[Mysticism]] 5 ranks, [[stellar mode]] class feature.
''Benefit:'' When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode. You cannot benefit from this feat if you have [[disproportionate revelations|Stellar Revelations]].
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Medium fey
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 30 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 22; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +12
* ''Defensive Abilities'' [[void adaptation]]; DR 5/[[cold iron]]; ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' gravity slam +14 (3d4 B; critical [[stagger]])
* ''Ranged'' gravity shot +16 (2d8+9 P; critical [[stagger]])
* ''Offensive Abilities'' cold radiance, psychokinetic grip
* ''Spell-Like Abilities'' (CL 9th)
** 3/day—//[[psychokinetic strangulation]]// (DC 20), //[[slow]]// (DC 20)
** 6/day—//[[directed denial of strength attack]]// (DC 19), //[[flight]]// (2nd level), //[[force blast]]// (DC 19), //[[hold person]]// (DC 19)
** At will—//[[psychokinetic hand]]//, //[[reflecting armor]]// (DC 18)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +1; ''Int'' +1; ''Wis'' +3; ''Cha'' +6
* ''Skills'' [[Acrobatics]] +17 (+25 to fly), [[Bluff]] +22, [[Mysticism]] +22, [[Physical Science]] +17
* ''Languages'' Common
* ''Other Abilities'' limited spaceflight
* ''Gear'' 21 small arm rounds
!!! ECOLOGY
* ''Environment'' any lunar
* ''Organization'' solitary, pair, or circle (3–6)
!!! SPECIAL ABILITIES
''Cold Radiance ([[Su]])'' Lucandrians can cause any weapon they wield to deal half its damage as cold damage, which makes the weapon neither [[archaic]] nor [[nonlethal]]. If the weapon already deals two damage types, this effect replaces one with cold. In addition, lucandrians can grant weapons they wield the [[stagger]] critical hit effect. If the weapon has any other critical hit effects, the lucandrian chooses only one to apply on a critical hit.
''Gravity Shot ([[Su]])'' A perigean lucandrian uses gravity to launch a projectile, such as a small arm round, at supersonic speed with a range increment of 60 feet.
''Limited Spaceflight ([[Su]])'' A lucandrian can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. The fey always arrives at its intended destination.
''Psychokinetic Grip ([[Su]])'' A perigean lucandrian can use //[[psychokinetic hand]]// to immobilize, lift, and move a Medium or smaller creature, ignoring the weight limit of the spell. The target can attempt a DC 18 Fortitude save to negate the effect and can repeat the attempt each time the lucandrian concentrates on the spell. A creature can be lifted only up to 5 feet off the ground with this ability.
</div>
By assuming the form of a less powerful creature, you can dramatically extend the duration of your transformations.
''Prerequisites:'' You know the //[[polymorph]]// spell as a 2nd-level spell or higher.
''Benefit:'' When you cast //polymorph// on yourself and choose to transform into a predetermined polymorph form from a lower-level list of forms you know, you increase the spell’s duration. If you transform into a form that’s from a list one level lower, the duration increases to 5 minutes/ level (D). If you transform into a form that’s from a list two levels lower, the duration increases to 1 hour/level (D). If you transform into a form that’s from a list three levels lower, the spell’s duration lasts until the next time you regain spell slots.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 move action
* ''Range'' personal
* ''Duration'' 10 minutes/level
*
</div>
For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through; the string follows the path of your center of gravity, emits dim light to a range of 5 feet, and lasts until the end of the spell.
These are single-use armor upgrades that provide protection for one orbital drop. When activated, the pod forms a transparent cocoon that provides full protection from the fire damage caused by atmospheric reentry and from the bludgeoning damage of the final impact. The pods also come with thrusters that allow their users to make small maneuvers toward a chosen landing site. This allows those dropping to avoid trees or other ground-based hazards. After the drop, the burnt-out pod automatically detaches, leaving the armor upgrade slot free once more. Stealth drop pods allow users to use their [[Stealth]] skill to oppose the [[Perception]] checks of ground-based observers and sensors. Invisibility drop pods use advanced light-refraction and heat-dissipation technology to provide full invisibility during the drop.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|basic drop pod | 2 | 200 | 1 | any | 1 |
|stealth drop pod | 5 | 500 | 2 | any | 1 |
|invisibility drop pod | 10 | 3,000 | 2 | any | 1 |
</div>
You have wrapped yourself in technomagical code that deflects incoming incantations. You gain [[spell resistance]] equal to 5 + your technomancer level. Against spells that appear on the technomancer spell list, your spell resistance increases to 10 + your technomancer level.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time ''1 standard action
* ''Range'' personal
* ''Duration'' 1 hour/level (D)
</div>
You alter gravity's effects on you. You treat gravity as if it were your choice of 1 step higher or lower (for example, if you were in an area of low gravity, you could choose either standard gravity or zero-g). You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, you can also reduce the distance of any forced movement that would affect you by 5 feet (minimum 0 feet), and you ignore penalties from the [[off-kilter]] condition.
<<list-links '[tag[Personal Items]]' class:index >>
As a move action, you cause your body to act as a carefully controlled gravity well. Unattended objects of bulk L or less within 5 feet of you (as well as up to 3 items of bulk L or less stowed on your body) drift toward you and begin gently orbiting your body. The total bulk of objects orbiting you in this way can’t exceed half your solarian level, and the objects don’t provide you cover, concealment, or similar defensive advantages. You can retrieve any single item currently orbiting you as a swift action. Allies can pick up items orbiting you as if they were unattended, whereas other creatures must succeed at a Reflex save when attempting to grab one of the items. On a failed save, the action fails and is wasted. When you’re fully attuned, you can give one of your orbiting items to an adjacent creature as a swift action.
This effect lasts for a number of rounds equal to your Charisma modifier or until you leave graviton mode, whichever occurs first. As a move action, you can sustain the effect, resetting its duration to its maximum. When the effect ends, all orbiting objects immediately drop to the ground in your space.
A personal phase shifter works on a subatomic level to allow atoms to pass out of phase with one another. In practice, this allows the affected material to exist without interacting with other physical material. A personal phase shifter is a form- fitting jumpsuit that can be worn over most clothing and light armor, but not over heavy armor or powered armor. When you activate a personal phase shifter, you are [[incorporeal]] except you do not gain the ability to move at full speed if you otherwise could not do so. The phase shifter contains antigravity repulsors that grant you a fly speed of 30 feet with average maneuverability. You cannot hold any items while incorporeal, and your nonmagical attacks deal half damage. Magical attacks are unaffected, and you can use magic items and other equipment worn under the jumpsuit as normal.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|personal phase shifter | 18 | 380,000 | 1 | 100 | 10/round |
</div>
You have a tiny stasis generator implanted in your body with minute emitters dotting your skin. The generator has two modes: light sleep and deep sleep. You can activate or deactivate light sleep as a move action. When you do, you become absolutely still, have a minimal heat signature, and exhibit no vital signs or need to eat, sleep, or breathe. This grants you a +4 circumstance bonus to [[Stealth]] checks. You can't take any action other than to deactivate light sleep. You're dimly aware of your surroundings, but you take a –10 penalty to [[Perception]] checks. You can remain in light sleep for up to 7 consecutive days; once you emerge from light sleep, this augmentation requires 24 hours to recharge before it can be used again.
Alternatively, you can spend 1 minute to enter deep sleep. You gain all the benefits of light sleep, but the penalty to Perception checks increases to –20. You can't take actions in deep sleep, but you can deactivate deep sleep and wake up, which requires 1 hour. You can remain in deep sleep for up to 1 year for every point of Constitution you have; once you emerge from deep sleep, this augmentation requires 1 week to recharge before it can be used again.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|personal stasis unit | 9 | 113,000 | skin |
</div>
<div class="statblock">
* ''Level'' 7; ''Price'' 7,200
* ''EAC Bonus'' +10; ''KAC Bonus'' +14
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –4; ''Speed'' 20 ft., swim 30 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d10 P
* ''Weapon Slots'' 1; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (5-foot reach); ''Bulk'' 32
</div>
This bulky, bulbous armor is made of pressure-resistant plates with durable seals. Retractable ridges along the armor's arms, legs, and back function as fins, providing increased mobility in most fluids. The armor grants you a swim speed and allows you to both breathe underwater and survive the pressure of thick atmospheres and great depths even when your environmental protections are not active.
Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal
upgrade is the easiest way to increase your ability scores.
Personal upgrades may be cybernetics, biotech upgrades, mystical crystals, nanite enhancements, or various other forms of enhancement, and each permanently grants you additional ability score points. Using any of these sorts of items counts
as a personal upgrade.
You can gain a total of three personal upgrades, regardless of the source. Each personal upgrade item has a model number: mk 1, mk 2, or mk 3. A mk 1 personal upgrade grants you +2 points to a single ability score, a mk 2 personal upgrade grants +4 points to a single ability score, and a mk 3 personal upgrade grants you +6 points to a single ability score. Each of your personal upgrades must be a different model number (for example, you cannot have three mk 1 upgrades, but you can have a mk 1, a mk 2, and a mk 3), and each must be applied to a different ability score.. You can boost an existing personal upgrade by paying the difference in price between the current model and the next higher model. For example, if you have a mk 1 synaptic accelerator granting you +2 points of Strength, you could increase that to a mk 2 synaptic accelerator granting you a total +4 points of Strength by paying 5,100 credits (the difference in price between the mk 1 and mk 2 models). Be sure to keep track of what upgrades you have applied to which ability scores.
Below are three typical examples of personal upgrades: one each for purely technological upgrades, purely magical upgrades, and hybrid upgrades. These distinctions have no rules differences, but some societies may view them differently.
!! Ability Crystal (Magic)
This crystal formed a mystical connection to the memories of heroes long ago. Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate model number. Once a character has used the crystal, its magic is forever spent.
!! Synaptic Accelerators (Technology)
These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.
!! Synergizing Simbiote (Hybrid)
These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts' biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.
<div class="table-wrapper">
|Augmentation | Level | Price | Ability |h
|Mk 1 | 3 | 1,400 | +2 |
|Mk 2 | 7 | 6,500 | +4 |
|Mk 3 | 14 | 75,000 | +6 |
</div>
Additional wall panels or personal shielding protects the vehicle's passengers. The vehicle gives its pilot and passengers partial cover. If the vehicle already grants partial cover, it instead grants its pilot and passengers cover. This modification grants no benefit to a vehicle that already grants its passengers cover, improved cover, or total cover.
<div class= "table-wrapper">
|Modification | Level | Price |h
|personnel enclosure | 2 | 750 |
</div>
This small, brutish sidearm fires a surprisingly large globule of plasma that stretches into a rope as it travels, sometimes inflicting terrible wounds on its target. It is a perennial favorite of officers in the Veskarium; those seeking to surprise and intimidate their foes use the weapon's reputation to their advantage. Although the first persuaders date back to the Silent War and are considered rare collectibles in the Pact Worlds, dozens of manufacturers make their own modern versions.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|persuader | 9 | 13,500 | 2d4 E & F | 30 ft. | [[wound]] | 20 charges | 2 | L |[[boost]] 1d4 |
</div>
The pet carrier armor upgrade takes one upgrade slot and provides space for one Tiny, two Diminutive, or four Fine creatures to take refuge in your armor. You can open or close a pet carrier as a move action. A creature of appropriate size can enter or exit a pet carrier by using 5 feet of movement to do so. While inside the pet carrier, a creature benefits from total cover and your armor's environmental protections, but it can't take any physical actions other than to leave an open carrier.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|pet carrier | 1 | 100 | 1 | any | L* |
|* The bulk of the pet carrier is 1 when occupied. |<|<|<|<|<|f
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 5-ft.-diameter storm of petals and leaves
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' no
</div>
You conjure a 5-foot storm of leaves and flower petals from another world, magically honing their edges to be sharp as razors. You create the storm in a square within range and can take a move action to move it up to 30 feet in any direction. If the storm enters (or is created in) a square containing a creature, the petal storm can’t move any farther that round and deals 3d6 slashing damage to that creature (Reflex negates). If you don’t move the storm, it remains where it is. Any creature that shares its space with the storm has [[concealment]] (attacks have a 20% miss chance).
This longarm has an extra cylinder connected to the petrol tank that contains a series of converter filters housing active bacteria. Diverting the petrol flow through this system before firing allows the bacteria to convert the fuel into acid. In addition to the tactical, advanced, elite, and paragon petrol converters, manufacturers have produced a light petrol converter for industrial applications.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|petrol converter, light | 4 | 2,150 | 1d8 F or A | 40 ft. | — | 40 petrol | 2 | 1 |[[analog]], [[modal]] (disintegrator) |
|petrol converter, tactical | 7 | 6,750 | 2d6 F or A | 80 ft. | — | 40 petrol | 4 | 1 |[[analog]], [[modal]] (disintegrator) |
|petrol converter, advanced | 10 | 18,500 | 3d6 F or A | 80 ft. | — | 40 petrol | 1 | 1 |[[analog]], [[modal]] (disintegrator) |
|petrol converter, elite | 14 | 76,500 | 5d6 F or A | 80 ft. | — | 40 petrol | 2 | 1 |[[analog]], [[modal]] (disintegrator) |
|petrol converter, paragon | 18 | 385,000 | 9d6 F or A | 80 ft. | — | 40 petrol | 2 | 1 |[[analog]], [[modal]] (disintegrator) |
</div>
Petrol is a highly flammable blend of hydrocarbons that is used in flame weapons (and petrol is occasionally used by desperate adventurers as fuel or for other various utilitarian purposes). A petrol tank snaps easily into the housing of weapons that are specifically petrol-powered.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|petrol tank, standard | 1 | 60 | 20 | 1 |— |
|petrol tank, high-capacity | 3 | 280 | 40 | 2 |— |
</div>
Whenever you or an ally within 10 feet of you is wielding a shield, as a move action you can grant yourself and all allies within 10 feet of that ally the benefits of that shield until the start of your next turn.
This is a language-dependent, sense-dependent effect.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. +10 ft/level)
* ''Area'' 15-ft.-radius burst
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will partial (special; see text)
* ''Spell Resistance'' yes
</div>
You create an illusion of a complex maze that creatures in the area perceive. The maze matches the terrain and decor of the area it’s cast in. Those within it perceive walls, doors, barriers, twists, turns, and constant, confusing obstructions. The maze prevents creatures from perceiving any creature farther than 10 feet away from them, and makes it impossible for them to move except by taking [[guarded steps]]. If an affected creature is in a complex, mazelike area when this spell is cast, they can’t attempt a saving throw against it until they have some reason to believe they aren’t in a normal maze (normally requiring interacting with the maze in some way, such as trying to map it out or use sensors to find a way through it). Creatures that succeed at a Will save against the spell realize the maze is illusory but are still bombarded with false sensory data as they deal with the fake turns and twists around them. These targets choose at the beginning of their turn to be [[flat-footed]] or [[off-target]], but they don’t suffer any other effects of the spell.
At the end of each turn, characters affected by this spell can attempt a new Will save; if successful, they’re immune to this spell for 24 hours.
Nuars are immune to the effects of this spell.
<div class="statblock">
* Huge mech (phase, recon)
* ''Base HP'' 10; ''HP Advancement'' 7; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +0; ''Ref'' +2
* ''Speed'' 80 ft.; ''Strength'' +2
* ''Frame Slots'' 1; ''Aux Slots'' 4
* ''Operators'' 1–2
* ''Cost'' 2.5 × tier
</div>
''System:'' Brain
A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft's mark as a bonus to saving throws against mind-affecting effects.
A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round.
As a reaction, when a hostile creature within 100 feet would take any action to move 10 or more feet toward you or an ally, you can force it to witness an alternate reality in which a massive horror covered in tongues, teeth, and armored plates is bearing down toward it. The target creature must succeed at a Will saving throw or it instead loses its action immediately as it is shocked into stillness, and it cannot voluntarily take any additional movement until the beginning of its next turn. Once an attacker has been affected by this paradigm shift, it can't be targeted by it again for 24 hours. This is a fear effect.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Effect'' one magical vehicle
* ''Duration'' 1 hour/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You conjure a [[motorcycle]] out of raw magic. This phantom cycle is only partially real, with a shadowy finish, dark trim, and tires of ghostly mist. Only you can pilot this cycle, although anyone can be a passenger. For every caster level you have above 6th, your phantom cycle gains a 5-foot increase in speed, a 50-foot increase to its full speed, and a 5-mph increase to its overland movement.
<<tabs "[contains:tab[Pharmaceuticals]]" "Drugs" "Index Template">>
Pharmacology is the study of drugs and their effects on living creatures.
''Booster:'' You deliver a coagulant to a living creature, granting it immunity to the [[bleeding]] condition for the duration of this effect. If the creature is under the effect of the bleeding condition when you administer this biohack, that condition ends.
''Inhibitor:'' You introduce a mild hallucinogen into a living creature's body, making it difficult for the target to move or act. The target gains the [[encumbered]] condition and must succeed at a Fortitude save or also gain the [[entangled]] condition. This is a mind-affecting poison effect.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Alleviate Pain ([[Ex]]):'' As a standard action, you can create and deliver a formula to a living creature to prevent pain and nausea. When injected, the mixture provides the target with a +4 enhancement bonus to saving throws against pain effects and effects that cause the [[sickened]] or [[nauseated]] condition. This bonus lasts for 1 minute. If the target is already under one of these effects, or if it already has the sickened or nauseated condition, it can immediately attempt a new saving throw with a +2 enhancement bonus to end the effect or remove the condition. This does not grant a new saving throw if the effect did not originally allow one. If you are at least 7th level, the bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition increases to +6, or +4 for targets already afflicted and attempting a new saving throw. If you are at least 13th level, this automatically removes the sickened condition, and the bonus to new saving throws for the other conditions increases to +6.
[[Grays]] can walk through solid objects. Thousands of charged filaments threaded throughout your skin give you the ability to shift yourself out of phase with this reality. As a reaction to being attacked, you can gain a 20% miss chance against that attack. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|phase graft | 10 | 17,500 | skin |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 swift action
* ''Range'' touch
* ''Targets'' one melee weapon
* ''Duration'' 1 round
</div>
You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor. For the duration of the spell, attacks made with the weapon target EAC, even if the weapon deals kinetic damage.
A small circular device that usually resembles a pocket watch, a //phase detector// can also be a module attached to a personal [[comm unit]]. If a creature or object teleports or changes planes, such as by being summoned, within 120 feet of you, the //phase detector// alerts you to the event and informs you of its distance and direction relative to you. A //phase detector// doesn't specify the type of event it detected, and it doesn't pinpoint the event's location.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//phase detector// | 6 | 4,000 | L |
</div>
You can activate this upgrade to generate a glowing, translucent blue shield on one of your arms that helps you block incoming attacks. Activating or deactivating the shield takes a move action. While the shield is active, you gain a +1 enhancement bonus to EAC. The phase shield interferes with your ability to use the arm it's installed on, so while the phase shield is active, you can hold an item in that hand but not use it or make attacks with it.
This can be installed only in heavy or powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|phase shield | 6 | 4,325 | 1 | heavy, powered | 1 | 40 | 2 |
</div>
As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (any magical barrier, such as a //[[wall of force]]//, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.
A //phase twin generator// is a pistol-like device composed of ever-shifting components that appear as black crystalline prisms laced with light-blue lines. As a standard action, you can make a ranged attack with the //phase twin generator// (which counts as a small arm) against a living creature, targeting EAC, with a range increment of 30 feet. If the attack hits, the //phase twin generator// generates a ghostly, incorporeal version of the target, known as a phase twin, in a space adjacent to you (if there is no such space available, the //phase twin generator// does not generate the phase twin). The phase twin has all the statistics of the creature it was generated from, except it has the [[incorporeal]] special ability, it is [[mindless]], it has no speeds except for a land speed of 5 feet, and it has Hit Points equal to one-quarter of the target's maximum Hit Points. The phase twin acts on the initiative count of the creature it was generated from, and it cannot take any actions other than one move action to move its speed per turn, which it uses to move toward the creature it was generated from, if possible. Whenever the phase twin takes damage from an effect that does not also damage the target creature, the target creature also takes that amount of damage as force damage. A phase twin lasts either for 10 rounds or until the target creature dies, whichever comes first, after which it dissipates. A //phase twin generator// can generate a phase twin only once per day, and a creature can be affected by only one //phase twin generator// per day.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//phase twin generator// | 13 | 52,000 | 1 |
</div>
Sold in pairs, //phaserods// are foot-long metal rods that function as sophisticated pitons to assist with climbing, anchoring, and towing tasks. One end of each //phaserod// ends in a blunted point, and the other end has a small loop large enough to thread through a rope or cable line. When the pointed end is held against a solid surface and activated as a move action, up to half of the //phaserod// becomes insubstantial, can easily be driven into the surface, and then becomes solid once more an instant later, creating a firm anchor point for climbing or hauling. The //phaserod// can be activated and extracted as a move action. Alternatively, while holding at least two phaserods, you can activate, anchor, and deactivate the items in quick succession, granting you a +8 circumstance bonus to [[Athletics]] checks to climb a surface. An anchored //phaserod// can be torn free with a successful DC 23 Strength check.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//phaserod// (pair) | 2 | 800 | 1 |
</div>
With these phasic scythes, weaponsmiths harnessed the [[nyssholora]]'s ability to oscillate its upper appendages to produce a deadly sonic effect. Using a complex array of internal energy conductors powered by Pact Worlds high‑, super-, and ultra-capacity batteries, the technological components of phasic scythes can replicate the nyssholora's nervous system by causing an authentic nyssholora claw to vibrate at similar frequencies to their natural counterparts. These weapons slice through solid matter with wicked efficiency, sometimes leaving their living targets with lasting wounds. These powered blades keep the market for nyssholora hunting lucrative despite the dangers inherent in recovering the raw materials.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|phasic scythe, monophonic | 7 | 6,250 | 3d4 So | [[wound]] | 1 |[[penetrating]], [[powered]] (capacity 40, usage 4) |
|phasic scythe, harmonic | 11 | 25,000 | 6d4 So | [[wound]] | 1 |[[penetrating]], [[powered]] (capacity 40, usage 5) |
|phasic scythe, polyphonic | 15 | 112,500 | 6d8 So | [[wound]] | 2 |[[penetrating]], [[powered]] (capacity 80, usage 8) |
|phasic scythe, multiphonic | 19 | 562,500 | 10d8 So | [[wound]] | 2 |[[penetrating]], [[powered]] (capacity 100, usage 10) |
</div>
This ammunition is tipped with quantum-variable molecules, allowing it to phase through many materials prior to impacting with its target. If you take a move action to aim and then fire on the same turn a weapon with phasing ammo (including doing so with a sniper weapon), the attack ignores any cover the target has with a hardness equal to given value or less (hardness 10 for 7th-level rounds, hardness 20 for 14th-level rounds). The rounds literally bypass the cover, doing no damage to it.
<div class="table-wrapper">
|Weapon | Level | Price | Charges/Cartridges | Bulk |Special |h
|phasing I longarm and sniper rounds | 7 | 820 | 25 | L | — |
|phasing II longarm and sniper rounds | 14 | 9,420 | 25 | L | — |
</div>
When you use your [[spellshot]] magic hack, you can spend 1 Resolve Point as a part of casting the spell to allow the attack to travel straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (although any magical barrier, such as a //[[wall of force]]//, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. You must have the [[spellshot]] and [[phase shot]] magic hacks to select this magic hack.
Phentomites are native inhabitants of Orry, an unusual cluster of landmasses floating in regular orbits around a gravitational anomaly in Near Space. Thousands of years ago, the planet Orry was a technomagical utopia, but a massive industrial accident caused much of the world's mass to explode into space. However, mystical gravitational forces created in this disaster allowed the land that survived to remain inhabitable, albeit with a thin atmosphere. Orry now consists of 10 country-sized landmasses, along with several dozen smaller formations, that slowly rotate around a central point—sometimes coming within mere feet of one another but never colliding.
Orry's surviving population continued on in the subsequent centuries, though the society lost much of the scientific and magical advancement of its forebears. The phentomites of today live in nations engaged in relatively low-tech artisanship, farming, and trading. They adapted to the low-oxygen environment much as creatures who live their whole lives at high altitudes do. Their eyes have adjusted to be able to see in the dark, and they've developed specialized nerves that grant limited thermographic vision; the latter might be a mutation caused by arcane fallout from Orry's planet-breaking accident.
The typical phentomite is 7 feet tall and weighs 175 pounds. Though mostly blue, a phentomite's skin is striated with other colors, especially across the chest and arms. These streaks vary in coloration between phentomites from different areas of the planet; some have green and yellow bands, while others have red and purple lines of color. Their backward-bending legs give them a natural ability to jump farther than most humanoids, and their ungual feet grant them purchase on rocky slopes. Phentomites often decorate their large forehead ridges with dangling charms of religious or personal significance.
The farmlands of Orry provide the phentomites with the majority of that world's important resources, food and natural fibers, while the largest landmasses each contain at least a few mines. Phentomite cities range from the idyllic Niyriki, an artists' enclave on the shores of Lake Eclipse, to the industrious Qabu, full of bustling factories. Roads of an unknown material crisscross each land formation; these remnants of Orry's past have withstood the test of time and are now used by travelers on foot and by wagons pulled by hefty six-legged draft animals.
Travel between the floating islands is made possible by an elite class of phentomites called bridgers, who use death-defying acrobatics to cross the gaps between landmasses and erect temporary rope-and-wood structures. Even with the assistance of bridgers, these trips can take several months to complete, and the largest, slowest-moving islands come close to one another for only a short time each year. Such a journey is incredibly hazardous, as a single slip can send an unfortunate traveler plummeting toward Orry's gravitational anomaly—a certain death.
The Pact Worlds only recently made contact with phentomites. AbadarCorp has constructed a small space station named Harmony-One that orbits Orry. Due to the gravitational anomaly at the heart of the cluster, landing starships on any of the Orry's surfaces is incredibly hazardous. Orry's trade partners have agreed to land offworld vessels only in a phentomite-designated area outside of Zisfahani, Orry's largest city. Travel to other landmasses must then proceed along terrestrial routes, with the aid of local phentomite bridgers.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Phentomites are Medium humanoids with the phentomite subtype.
* ''Acclimated:'' Phentomites are acclimated to thin atmospheres and high altitudes, and they count as Small creatures for the purpose of slow suffocation.
* ''Darkvision:'' Phentomites have [[darkvision]] with a range of 60 feet.
* ''Heat Tracker:'' As a full action, a phentomite can alter her vision to detect the latent heat trails left by passing creatures. This allows the phentomite to use the [[Perception]] skill to perform the [[follow tracks]] task of the [[Survival]] skill and also functions as the [[tracking]] universal creature rule. While this ability is active, the phentomite takes a –1 penalty to Reflex saving throws. The phentomite can deactivate this ability as a move action.
* ''Natural Agility:'' Phentomites gain a +3 racial bonus to [[Athletics]] checks to climb or jump.
!! Heat Tracker Graft
{{Heat Tracker}}
<div class="statblock">
* ''Level'' 5; ''Price'' 8,100
* ''Large'' land vehicle (7 ft. wide, 10 ft. long, 15 ft. high)
* ''Speed'' 30 ft., full 350 ft., 40 mph (land); 5 ft., full 50 ft., 5 mph (crawling)
* ''EAC'' 17; ''KAC'' 19; ''Cover'' improved cover
* ''HP'' 60 (30); ''Hardness'' 8
* ''Attack (Collision)'' 5d8 B (DC 13)
* ''Attack'' harpoon (1d10 P, ignores 15 points of [[hardness]])
* ''Modifiers'' –1 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autocontrol, bridgespinner, planetary comm uni
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Harpoon ([[Ex]])'' This sniper weapon has a range increment of 60 ft. and the sniper (1,000 ft.) special property. When declaring an attack, the pilot can deploy a cable between the vehicle and the target. On a successful attack that deals damage, the user affixes one end of the cable to the target and the other end to any square in or adjacent to the autobridger's space. The cable can be destroyed, as titanium alloy [[cable line]]. An autobridger holds 4,000 ft. of cable.
''Bridgespinner ([[Ex]])'' A phentomite autobridger can move along cable lines of at least titanium alloy strength with its crawl speed. While crawling, it can spin a bridge between the cable and another surface within 100 feet. Within an hour, this bridge hardens enough for Huge or smaller land vehicles to cross it.
</div>
Contact and trade with the Pact Worlds has helped the phentomites of Orry develop ever-more advanced solutions to living on their shattered world, where floating continents constantly shift. Autobridgers fire cable harpoons between floating land masses and then travel along them, knitting a carbon-fiber bridge between the new cables for others to cross.
Your olfactory senses are enhanced and connected to the vlaka pheromap, giving you access to the connection between pheromones and emotions for many other species.
When a living creature is within the radius of your [[blindsight]] (scent) as a move action you can attempt a [[Perception]] skill check to [[identify|Identify Creature]] it. The DC of the check is determined by the creature’s rarity, as presented on the Creature Rarity table. If you have blindsense (scent) or blindsight (scent), you gain a +5 enhancement bonus to this check. If successful, you also determine its initial attitude toward you. You can attempt this check untrained regardless of the DC, and having this augmentation counts as having access to an information network for the purposes of taking 20 on a check to identify a creature.
The advanced model includes more detailed information about familiar species, granting you a +4 insight bonus to [[Sense Motive]] checks against living creatures you’ve successfully identified with your pheromap augmentation.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|pheromap, basic | 3 | 1,300 | brain |
|pheromap, advanced | 5 | 2,750 | brain |
</div>
Though scientists understand little about how a [[vracinea]]'s paralyzing scent affects the brain, weapon designers across the galaxy have been inspired by its effects and have replicated them with custom hybrid grenades. When it bursts, a //pheromone grenade// deals no damage, instead dispersing a powerful cocktail of supercharged pheromones and magically modified mind-altering chemicals in the listed blast radius. Each creature in the radius that inhales the pheromones (which bypass even active environmental protections from a suit of armor) must attempt a Will saving throw (DC = 10 + half the grenade's item level). A creature that fails its save is [[fascinated]] for a number of rounds equal to the grenade's mark number as they gaze in wonder at sparkling trails that only they can see. A creature that succeeds at its save is immune to the effects of //pheromone grenades// for 24 hours. This is a mind-affecting effect.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//pheromone grenade//, mk 1 | 4 | 325 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
|//pheromone grenade//, mk 2 | 8 | 1,400 | 20 ft. | drawn | L |[[explode]] (15 ft.; see text) |
|//pheromone grenade//, mk 3 | 12 | 5,300 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
|//pheromone grenade//, mk 4 | 16 | 26,000 | 20 ft. | drawn | L |[[explode]] (25 ft.; see text) |
</div>
A [[biomechanical]] starship can release emotion-soothing pheromones to help the crew focus in stressful situations. This system grants the captain a +2 insight bonus to demand, encourage, orders, and moving speech crew actions. These pheromones can affect creatures visiting the vessel, as well, granting a +2 insight bonus to Diplomacy checks against such creatures. However, using the pheromones on the uninformed or unconsenting is considered unethical. It takes a successful DC 20 [[Life Science]], [[Medicine]], or [[Sense Motive]] check for a creature to discern the mood alteration a pheromone system causes and to determine the source of that alteration. Creatures immune to poison or mind-affecting substances are immune to the pheromones.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|pheromone system | 5 | 2 × size category |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LG Medium monstrous humanoid
* ''Init'' +0; ''Senses'' [[blindsense]] (thought) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +14
* ''Aura'' soothing presence (60 ft., Will DC 17
!!! DEFENSE
* ''HP'' 100
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +6; ''Will'' +12
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +15 (1d8+7 P)
* ''Offensive Abilities'' reality eddy
* ''Spell-Like Abilities'' (CL 7th; ranged +16)
** 1/day—//[[dispel magic]]//, //[[divination|Divination (spell)]]//, //[[synaptic pulse]]// (DC 18)
** 3/day—//[[augury]]//, //[[status]]//, //[[mind thrust]]// (2nd level; DC 17), //[[telepathic bond]]//
** At will—//[[command]]// (DC 16), //[[detect thoughts]]// (DC 16), //[[mind link]]//, //[[psychokinetic hand]]//, //[[telekinetic projectile]]//
!!! STATISTICS
''Str'' +0; ''Dex'' +0; ''Con'' +1; ''Int'' +4; ''Wis'' +4; ''Cha'' +4
''Skills'' [[Culture]] +14, [[Diplomacy]] +19, [[Life Science]] +14, [[Medicine]] +14, [[Mysticism]] +19, [[Sense Motive]] +19
''Languages'' Common, Nchaki, Shirren, and up to three others; [[telepathy]] 60 ft.
''Other Abilities'' evaluate
!!! ECOLOGY
* ''Environment'' any (Nchak)
* ''Organization'' solitary, pair, or synod (3–9)
!!! SPECIAL ABILITIES
''Evaluate ([[Su]])'' A philosopher worm can cast //[[detect thoughts]]// as a swift action, and when cast, the spell works as if it had been active for 3 rounds. If the worm reads a creature's surface thoughts and the creature fails the saving throw against the spell, the worm also learns the creature's defensive abilities, weaknesses, and active defenses from items or spells.
''Reality Eddy ([[Sp]])'' A philosopher worm can sense the metaphysical weave underlying reality and manipulate it to devastating effect. This ability works like the //[[cosmic eddy]]// spell (Reflex DC 19), except the damage it deals has the force descriptor and the eddy has a duration of only 1 round. Once a philosopher worm has used this ability, it can only do so again after 1 hour.
''Soothing Presence ([[Su]])'' A creature in the aura must succeed at a DC 17 Will saving throw to attempt to harm the philosopher worm. A creature that succeeds at the saving throw or is attacked by any philosopher worm is immune to this aura from any philosopher worm for 24 hours. The philosopher worm has a +4 insight bonus to [[Diplomacy]] checks made to influence affected insectile creatures of any creature type in this aura. Although the aura is a mind-affecting compulsion, [[mindless]] vermin aren't immune to it.
</div>
<<section 'Philosopher Worm Teleogarch' >>
The sapient arthropods of Nchak are unified in their veneration of the Forever Queen, whom they believe to be a mortal incarnation of the goddess Hylax. As efficient as autocracies can be, the unwillingness of subjects to question their ruler's judgment can be a fatal weakness. To correct this potential problem, the first Forever Queen established a caste of trusted advisors she called the philosopher worms.Unlike most of Nchak's residents, a philosopher worm has only a few arthropodan features. It has an insectile thorax and six arms, but its lower body resembles that of a segmented worm. Its head is a flat, half-moon shape—a vertical semicircle of hardened flesh bearing a line of illuminated runes along its curved edge. The philosopher worms' runes, which pulse in time with the beating of its three hearts, are manifestations of innate psychic magic and act as the creature's sensory organs. An average philosopher worm is 8 feet long and weighs 500 pounds, but they grow throughout their long lives. The oldest can be up to 16 feet long and weigh more than 2 tons.
Philosopher worms occupy a unique role in the Forever Queen's government. Although a vital part of church and state, they remain separate from both, acting with autonomy. The worms focus their minds on deciphering the intricacies of the universe. Through a mixture of magic and teleological reasoning, the worms study what they describe as the "metaphysical threads" from which the gods wove reality, manipulating them to learn hidden knowledge or future events. They use what they learn to educate the Forever Queen and challenge her thinking on matters of state, ensuring she benefits from their scholarship.
Only the most prestigious and accomplished worms warrant regular audiences with the queen. Most significant among these is the teleologarch, who acts as the queen's primary advisor and is second only to her in authority. Philosopher worms who have yet to rise to such positions either assist their elders or organize other Nchaki citizens for institutional projects. Numerous [[trox]] serve the philosopher worms directly, most often working as the muscle and face to the worms' intellect and political wishes. Most such trox serve as explorers, laborers, or sentinels, but some are aides, diplomats, or students. These trox act as surrogates for the worms in the wider galaxy, facilitating the worms' aims and studies. This connection between the two species, which the trox are unforthcoming about, has led to all sorts of conspiracy theories about the nature of the philosopher worms. However, the trox speak the truth when they say the worms loyally serve the benevolent Forever Queen.
[[Shirrens]] are second only to trox in their service to philosopher worms. Since shirrens arrived in the Pact Worlds and rediscovered their ties to Hylax, countless shirrens have sought to serve on Nchak. Few shirrens work for a philosopher worm directly, instead taking positions in a worm's staff, subordinate to the trox. However, the shirrens have been in the Pact Worlds for centuries now, and several have risen to prominence on Nchak and studied directly with the worms.
!! Sophic Philter
Through a form of biofeedback meditation, a philosopher worm can emit a bluish jelly infused with luminous motes that grants a creature that ingests it a prophetic vision along with a mark of friendship to insectile species. Creating one of these //sophic philters// takes only about 20 minutes but requires the worm's active consent. A philosopher worm can make such a philter only once every several months, and tradition causes them to do so only to reward someone worthy of their gratitude.
{{Sophic Philter}}
<div class="statblock" >
* ''CR'' 16; ''XP'' 76,800
* LG Large monstrous humanoid
* ''Init'' +0; ''Senses'' [[blindsight]] (thought) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +28
* ''Aura'' soothing presence (30 ft., Will DC 24)
!!! DEFENSE
* ''HP'' 280
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +16; ''Ref'' +14; ''Will'' +21
* ''SR'' 26 vs. mind-affecting effects only
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' claw +28 (6d8+18 P)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' reality storm
* ''Spell-Like Abilities'' (CL 16th; ranged +29)
** 1/day—//[[telepathic jaunt]]//, //[[vision]]//
** 3/day—[[divination|Divination (spell)]], //[[greater dispel magic]]//, //[[greater synaptic pulse]]// (DC 23), //[[mind probe]]// (DC 22), //[[retrocognition]]//
** At will—//[[augury]]//, //[[command]]// (DC 19), //[[detect thoughts]]// (DC 19), //[[discern lies]]// (DC 22), //[[mind link]]//, //[[mind thrust]]// (4th level; DC 22), //[[psychokinetic hand]]//, //[[status]]//, //[[telekinetic projectile]]//, //[[telepathic bond]]//
!!! STATISTICS
* ''Str'' +2; ''Dex'' +0; ''Con'' +4; ''Int'' +8; ''Wis'' +7; ''Cha'' +7
* ''Skills'' [[Culture]] +28, [[Diplomacy]] +33, [[Life Science]] +28, [[Medicine]] +28, [[Mysticism]] +33, [[Physical Science]] +28, [[Sense Motive]] +33
* ''Languages'' [[telepathy]] 60 ft., [[truespeech]]
* ''Other Abilities'' evaluate
!!! ECOLOGY
* ''Environment'' any (Nchak)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Evaluate ([[Ex]])'' As [[philosopher worm]].
.''Reality Storm ([[Sp]])''
This ability works like the //[[cosmic eddy]]// spell (Reflex DC 22), except the damage it deals has the force descriptor. The philosopher worm teleologarch can have only one reality storm present at a time, but this ability can otherwise be used every 1d4 rounds.
''Soothing Presence ([[Su]])'' As [[philosopher worm]]; DC 24.
</div>
These intricate weapons look less like firearms and more like horizontal wind sculptures. Their interlocking geometric forms lengthen and compress to create sympathetic vibrations between themselves and the target. Once the right frequency is reached, the targeted area is transmuted into a small bolus of foreign material that disrupts the target's functions, biological or otherwise.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|philosopher's sting, lead | 2 | 950 | 2d6 B | 80 ft. | [[stagger]] | 20 charges | 5 | 1 |[[force]], [[penetrating]], [[sniper]] (500 ft.), [[unwieldy]] |
|philosopher's sting, iron | 7 | 6,600 | 3d6 B | 80 ft. | [[stagger]] | 20 charges | 5 | 1 |[[force]], [[penetrating]], [[sniper]] (500 ft.), [[unwieldy]] |
|philosopher's sting, mercury | 12 | 36,300 | 6d6 B | 100 ft. | [[stagger]] | 40 charges | 5 | 1 |[[force]], [[penetrating]], [[sniper]] (750 ft.), [[unwieldy]] |
|philosopher's sting, gold | 17 | 290,000 | 14d6 B | 120 ft. | [[stagger]] | 80 charges | 10 | 1 |[[force]], [[penetrating]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
In their travels, [[solar wisps]] sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called photino crystals that are used throughout the Pact Worlds (and beyond) as naturally occurring //[[solarian weapon crystals]]//. A few small starship crews make a dangerous living by following wisps—at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these //solarian weapon crystals// are widely available, especially in the sun's Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the Idari; and in Fullbright, Verces's scorched, sun-facing hemisphere.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |h
|//photino crystal//, shard | 1 | 110 | +1 F | — | — |
|//photino crystal//, least | 4 | 1,850 | +1d2 F | [[burn]] 1 | — |
|//photino crystal//, minor | 7 | 5,500 | +1d4 F | [[burn]] 1d4 | — |
|//photino crystal//, lesser | 10 | 17,000 | +2d4 F | [[burn]] 1d6 | — |
|//photino crystal//, standard | 13 | 46,000 | +3d4 F | [[burn]] 2d6 | — |
|//photino crystal//, greater | 16 | 145,000 | +4d4 F | [[burn]] 3d6 | — |
|//photino crystal//, true | 19 | 495,000 | +6d4 F | [[burn]] 4d6 | — |
</div>
Implanting a [[tashtari]]'s photoenergetic node into your hand causes the appendage to glow with faint light. As a move action, you can discharge energy stored in your photoenergetic node into an [[analog]] melee weapon that you are currently holding in the same hand that has this biotech augmentation installed. The released energy instantaneously superheats the melee weapon, causing the weapon to deal 1d6 additional fire damage on a successful attack. The affected weapon deals this additional damage for 1 round for every 2 character levels you have. While heated, the affected weapon also sheds light as a [[flashlight|Portable Light]], [[lantern|Portable Light]], or [[beacon|Portable Light]] (you choose when you activate the augmentation). Once you've expended your photoenergetic node, you can't use it again until you've rested for 10 minutes to regain Stamina Points, but you can spend 1 Resolve Point to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|photoenergetic node | 2 | 625 | hand |
</div>
By creating a complex web of energy inside a computer, you can override its programming. You can use [[Mysticism]] to perform the following tasks normally performed with the [[Computers]] skill: [[access unsecured system]], [[detect fake shell]], [[disable or manipulate module]], [[gain root access]], and [[hack system]].
//Photon crystals// add compressed photonic energy to a weapon strike, adding fire damage and the potential to burn the target.
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |h
|//photon crystal//, shard | 1 | 145 | +1 F | [[burn]] 1d4 | — |
|//photon crystal//, least | 5 | 2,950 | +1d3 F | [[burn]] 1d6 | — |
|//photon crystal//, minor | 8 | 9,300 | +1d6 F | [[burn]] 1d6 | — |
|//photon crystal//, lesser | 11 | 25,100 | +2d6 F | [[burn]] 1d6 | — |
|//photon crystal//, standard | 14 | 71,200 | +3d6 F | [[burn]] 2d6 | — |
|//photon crystal//, greater | 17 | 246,200 | +4d6 F | [[burn]] 3d6 | — |
|//photon crystal//, true | 20 | 729,500 | +6d6 F | [[burn]] 5d6 | — |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CN Huge starship ooze (fire)
* ''Speed'' see quantum movement; ''Maneuverability'' see quantum movement
* ''AC'' 17; ''TL'' 17
* ''HP'' 205; ''DT'' 5; ''CT'' 41
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Turret)'' persistent particle beam (10d6)
* ''Power Core'' photonic core (150 PCU); ''Drift Engine'' none
* ''Systems'' mk 4 armor, mk 4 defenses
* ''Other Abilities'' living starship, lockdown, [[solar adaptation]], solar defenses
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +11 (5 ranks)
* ''Gunner (1 action)'' gunnery +10
* ''Pilot (1 action)'' [[Piloting]] +11 (5 ranks)
!!! ECOLOGY
* ''Environment'' any solar
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' A photonic anomaly is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Critical damage is rolled so that results are applied as follows:
<div class="table-wrapper">
| d% | System |h
| 1–33 | weapons array |
| 34–66 | engines |
| 67–100 | power core |
</div>
''Lockdown ([[Ex]])'' If a science officer successfully uses the lock on crew action against a photonic anomaly before it moves, the creature's quantum movement is temporarily disabled, and it can't move during that round.
''Quantum Movement ([[Ex]])'' During the helm phase of starship combat, a photonic anomaly cannot use pilot actions to move and instead moves randomly. Choose one side of its hex and roll 1d6 to determine the direction it moves (1 is toward the chosen side, 2 is the next side going clockwise, and so on). Then roll 1d8 to determine the distance the anomaly moves. If the anomaly would end its movement in the same hex as another starship, it instead moves back 1 hex to an empty hex closer to its starting point. When the anomaly chooses to break off combat, it can move in a straight line away from its foes at a speed of 8 hexes per round. However, if it wants to change direction, it must move randomly for 1 round before starting to move in a straight line again the next round.
''Solar Defenses ([[Ex]])'' A photonic anomaly takes half damage from starship laser weapons. In addition, the anomaly's erratic movement makes it difficult to scan. The DCs of target system and lock on science officer actions increase by 5 when used against a photonic anomaly.
</div>
Few ever encounter the exceedingly rare star-born entities known as photonic anomalies, as few creatures in the galaxy are able to survive within the stars where such creatures are normally found. A photonic anomaly is "born" when two or more infinitesimal gamma rays, each traveling a few millimeters in a random direction, happen to match trajectories perfectly. The cluster continues to dart randomly around the interior of the star until another nearby protophoton or gamma ray cluster again travels in the same direction, after which the two combine. Over millions and millions of years, these clusters can grow into a starship-sized entity that roams its home star. It continues to move chaotically, rarely interacting with any other creature. However, anomalies have been documented materializing near unusual energy phenomena inside stars.
Most other knowledge of photonic anomalies comes from their deaths, a dazzling event known as breaching. When a photonic anomaly moves out of the atmosphere of its star, the entity loses cohesion and erupts into a high-energy burst of radiation that travels in all directions at the speed of light. Sapient residents of the star's system often mistake this breaching for a supernova, sparking panic. However, advanced societies with the tools to analyze the occurrence can quickly deduce the true cause of such an event.
Like [[ghorans]]' skin, your skin can undergo photosynthesis, providing you with nutrition without the need to eat (though you can eat if you wish). You can go without light (either sunlight or UV light, such as from starships) for 3 days, after which you must attempt Constitution checks to avoid starvation.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|photosynthesis graft | 1 | 300 | skin |
</div>
While many mystics and technomancers are trained in psychic traditions and terminology, there are also many characters who gain mental powers outside the context of those spellcasting classes. Phrenic adepts are able to draw on psychic abilities to a much greater extent than most psychic races such as lashuntas and shirrens, but their abilities lack the full depth and breadth of a spellcaster's power. They thus use their supernatural talents to augment other options rather than drawing on them as their primary source of power.
The majority of phrenic adepts are lashuntas and shirrens, though members of other races can also develop such psychic abilities. It is unusual for phrenic adepts to also be mystics or technomancers, as most spellcasters channel all their eldritch power into their class training, but it is not unknown.
The phrenic adept grants alternate class features at 2nd, 4th, 6th, 9th, 12th, and 18th levels.
!! Phrenic Awakening (2nd)
You gain [[limited telepathy]], as per the lashunta racial trait. If your race already grants you limited telepathy (such as with the lashunta and shirren races), you instead increase the range of your limited telepathy by 60 feet.
You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the [[Culture]] skill), you can select a new language to be able to communicate telepathically in at the same time.
Additionally, you no longer need to meet the minimum Charisma requirement of the feat [[Minor Psychic Power]] or of any feat that has Minor Psychic Power as a prerequisite.
!! Phrenic Defense (4th)
Your psychic powers give you additional defenses against mental attacks. The first time you fail a saving throw against a spell or effect with the emotion, fear, mind-affecting, or pain descriptor, you can spend 1 Resolve Point as a reaction to immediately reroll the failed saving throw.
Even if the second saving throw fails, your stronger defenses might reduce the effect of the spell or ability. If the spell or ability deals damage, reduce the damage done by an amount equal to your class level. If the spell or ability has a duration of 2 rounds or longer, reduce its duration by half.
!! Phrenic Senses (6th)
You gain the power to sense mental abilities and the creatures who have them. As a standard action, you can spend 1 Resolve Point to activate your phrenic senses. This acts as the spell //[[arcane sight]]//, except you see only magic sources with the emotion, fear, mind-affecting, or pain descriptor. If you succeed at a [[Mysticism]] check to determine a source's school of magic, you also learn which of these descriptors apply to it. If you concentrate on a specific creature within 120 feet of you as a standard action to determine whether it has any spellcasting or spell-like abilities, you learn only that it does if at least one of those abilities has one of these descriptors, and you learn the caster level of only the most powerful of these abilities.
While your phrenic senses are active, you also gain [[blindsense]] (emotion) with a range of 30 feet.
!! Lesser Phrenic Power (9th)
Your psychic abilities have grown strong enough to allow you to duplicate the effects of a few specific spells. Once per day, you can cast a spell from the following list as a spell-like ability: //[[charm monster]]//, //[[clairaudience/clairvoyance]]//, and //[[psychokinetic strangulation]]//. At 13th level, you can use this ability twice per day, and at 17th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score modifier.
!! Phrenic Power (12th)
Your psychic abilities have significantly strengthened, allowing you to duplicate the effects of specific higher-level spells. Once per day, you can cast a spell from the following list as a spell-like ability: //[[confusion]]//, //[[mind probe]]//, and //[[telepathic bond]]//. At 16th level, you can use this ability twice per day, and at 20th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score's modifier.
!! Greater Phrenic Power (18th)
Your psychic powers have grown to grant you potent mental abilities. Once per day you can use one of the following abilities. The save DC of these abilities is equal to 10 + half your class level + your key ability score modifier.
* ''Mass Synesthesia:'' As a standard action, you can scramble the senses of creatures, causing their sensory input to be processed by the wrong senses, such that noises trigger bursts of color, smells are perceived as sounds, and so on. You can target one creature per 2 class levels, no two of which can be more than 30 feet apart and all of which must be within 100 feet of you. Each target must succeed at a Will save or be [[staggered]] and forced to treat all creatures as having concealment for 1 round per class level you have. Abilities that negate or reduce the effects of concealment have no effect on mass synesthesia. This is a mind-affecting ability.
* ''Psychic Crush:'' As a standard action, you can invade the mind of a single creature within 60 feet of you. You deal 15d8 nonlethal damage and cause the target to be [[sickened]] for 1 round per class level you have. If the target succeeds at a Fortitude save, it takes half damage and is not sickened. This is a pain effect.
* ''Thought Shield:'' As a move action, you can grant yourself a +5 enhancement bonus to saving throws against mind-affecting effects for 1 round per class level you have. For this duration, you are also immune to spells and effects that allow creatures to read your thoughts.
This fist-sized object consists of a psychoactive crystal set within a specially powered housing. It can be activated or deactivated as a move action to cause the crystal to resonate in a fashion that impedes psychic ability. Within 30 feet of any phrenic scrambler, [[limited telepathy]] does not function and other telepathic communication is hopelessly garbled unless both the sender and the recipient share a language. The color of a phrenic scrambler's crystal determines its abilities as follows.
!! Clear
This is the most basic phrenic scrambler.
!! Viridian
A phrenic scrambler with a viridian crystal also imparts a –1 penalty to saving throws against all spells or effects with the emotion, fear, mind-affecting, or pain descriptor within 30 feet.
!! Violet
A phrenic scrambler with a violet crystal instead imparts a –2 penalty to saving throws against spells or effects with the emotion, fear, mind-affecting, or pain descriptor within 30 feet and allows you to set whether certain descriptors are included or excluded from this penalty as a move action (for example, you can impart the penalty against emotion and pain descriptors only).
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|phrenic scrambler, clear | 5 | 3,000 | — | 40 | 5/round |
|phrenic scrambler, viridian | 9 | 13,000 | — | 40 | 5/round |
|phrenic scrambler, violet | 13 | 49,000 | — | 40 | 5/round |
</div>
Phrenic creatures have minor innate mental powers, which they might have developed due to high levels of native psychic energy in their environments.
* ''Traits:''
** +2 to Will saves
** [[limited telepathy]] (and are considered to share a language with any other creature with limited telepathy for the purpose of telepathic communication)
** if CR 7 or greater, gains [[blindsense]] (emotion) with a range of 5 feet (if the creature already has a form of blindsense, change the blindsense to be emotion-based and add 5 feet to its range)
//Healthy—Latent—Weakened—Impaired—Debilitated—Bedridden—Comatose—Dead//
//Latent:// The victim has contracted a disease. She suffers no ill effects yet, but if the disease is contagious, she can pass it on.
//Weakened:// The victim is [[sickened]] and [[fatigued]].
//Impaired:// The victim is [[exhausted]]. Whenever she takes a standard or full action, she must succeed at a Fortitude save at the disease's DC or lose the action and become [[nauseated]] for 1 minute.
//Debilitated:// Strenuous actions cause the victim pain. If she takes a standard action, she immediately loses 1 Hit Point.
//Bedridden:// The victim is awake and can converse, but she can't stand on her own or take any other actions or reactions.
//Comatose:// The victim is [[unconscious]] and feverish, and can't be woken.
//Dead:// The victim is dead, and her corpse may still be contagious.
You are educated in the scientific study of non-living systems, from the tiniest atoms to the largest celestial bodies.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing or unconscious creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. The target gains a +2 circumstance bonus against transmutation spells and effects. //Physical stability// counters //[[baleful polymorph]]// and //[[polymorph]]//, and it counters and negates //[[fluidity of form]]//. If you cast //physical stability// on a creature already under the effects of a transmutation effect, you can try to dispel one transmutation effect affecting the target. If you do, attempt a dispel check (1d20 + caster level) with a DC equal to 11 + the caster level of the transmutation effect to end the effect.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
</div>
This spell functions like //[[physical stability]]//, except as noted above.
Small drone is designed to provide basic medical services and nursing. Resembling a mechanical spider with four gripping feet and four arms tipped with syringes, antiseptic applicators, and biogel dispensers, a physician drone usually perches above its patient's bed and provides assistance from above. A physician drone acts as the stealth drone of a 1st-level mechanic, except it has the [[climbing claws]] and [[manipulator arms]] mods instead of the stealth drone's normal initial mods, and it treats [[Medicine]] as a class skill in which it has a single rank. Its skill unit is [[Acrobatics]], and it has an Intelligence of 8 rather than 6. A physician drone has 6 bulk.
!! Physician Drone (Level 10)
An elite physician drone also has the [[medical subroutine]] mod, allowing it to provide emergency medical treatment.
As a standard action, you can use Sleight of Hand to steal an object from another creature. The DC of this check is usually 20, but it can be modified by any precautions the object's wearer has taken, as determined by the GM. Whether you succeed or fail, the object's wearer can attempt an opposed [[Perception]] check against your Sleight of Hand result to notice the attempt. You cannot usually attempt this task during combat, and you can't take 20 on a Sleight of Hand check to pick pockets.
As a move action, you can use Perception to recognize that a creature has changed its appearance. Sometimes, if you are being particularly alert for those in the area who might be in disguise, the GM might allow you to do this without taking an action. This check is opposed by a Disguise check attempted by the disguised creature. If you succeed, you realize the creature is disguised and not who it seems, but not necessarily who or what the disguised creature is beneath that disguise. If the disguised creature is impersonating a particular individual that you know, the GM might grant you a bonus to your Perception check.
Divination magic or scanners that allow you to see through illusions or holograms do not penetrate mundane and low-tech disguises, but they can negate illusory or holographic components of a disguise.
The DCs for Perception checks to pierce a disguise are adjusted according to how familiar the observer is with the particular individual the disguised creature is masquerading as, as well as other circumstances determined by the GM.
<div class="table-wrapper">
|Familiarity| DC Modifier |h
|Intimate | -10 |
|Close friends | -8 |
|Friends or associates | -6 |
|Recognizes on sight | -4 |
</div>
A pike is composed of a sharpened-aluminum, stainless-steel, or carbon-steel spike atop a light metal or polycarbonate staff.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|pike, tactical | 2 | 475 | 1d8 P | — | 2 |[[analog]], [[reach]] |
|pike, advanced | 9 | 12,200 | 2d8 P | [[bleed]] 1d8 | 2 |[[analog]], [[reach]] |
|pike, elite | 15 | 95,700 | 7d8 P | [[bleed]] 3d8 | 2 |[[analog]], [[reach]] |
</div>
You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat.
!! Actions
<<list-links '[tag[Pilot Actions]]' class:index>>
If you take the pilot role in starship combat, you use your Piloting skill to maneuver, attempt stunts, and otherwise fly the starship.
When piloting a vehicle, you attempt Piloting checks to safely race at full speed, pull off maneuvers, engage in vehicular combat, and maneuver in a chase. More advanced vehicles are harder to pilot, so the DCs of most checks for piloting a Vehicle increase with the vehicle's item level.
As a pilot, you can take the following actions, depending on your ranks in the Piloting skill. These actions can be taken only during the helm phase.
The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
During the pilot actions phase, the pilot of each vehicle selects any pilot actions she wants to use to drive her vehicle this round, and performs her piloting actions in initiative order during this phase. Most pilot actions require a move action; taking two pilot actions requires the double maneuver pilot action, which is a full action. Only the speed up action advances vehicles during this phase. For all other pilot actions, the GM advances vehicles as appropriate during the chase progress step. If the pilots have any actions remaining at the end of the pilot actions phase, they can take them in initiative order during the combat phase.
<$list filter="[contains:parent<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Artificial intelligence in the vehicle's onboard computer automatically course-corrects while this vehicle is driven,
compensating for driver error, inattentiveness, slow response time, and external factors such as uneven terrain, potholes, ocean currents, and gusts of wind. This increases the vehicle's [[Piloting]] modifier by an amount based on the modification's model.
<div class= "table-wrapper">
|Modification | Level | Price | Piloting Modifier Increase |h
|pilot assist, mk 1 | 6 | 4,400 | +1 |
|pilot assist, mk 2 | 13 | 52,000 | +2 |
</div>
This floppy leather helmet is equipped with large goggles that enhance a pilot's acuity. While you are wearing a //pilot's helmet//, if an enemy vehicle ahead of yours successfully uses the trick pilot action, you can immediately attempt a [[Perception]] check with a +4 insight bonus opposed by the result of the opposing vehicle's skill check to perform the trick pilot action. If you succeed, the penalty imposed by the opposing vehicle's trick pilot action is reduced by 1.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//pilot's helmet// | 3 | 1,200 | L |
</div>
You know how to drive vehicles, pilot starships, and navigate.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
You’ve developed sharpened, retractable pincers at the ends of your LFAN tendrils, turning them into lethal weapons.
''Prerequisites:'' LFAN species trait
''Benefit:'' You gain the [[natural weapons]] universal creature rule, dealing piercing damage.
''Special:'' When you gain this feat, you can choose for the special unarmed strike to gain the [[operative]] weapon special property. If you do so, the special version of the [[Weapon Specialization]] feat at 3rd level adds only your character level to your damage rolls with the unarmed strike, not 1-1/2 × your character level.
You are tightly bound and can take few actions. While you are pinned, you can't move and are [[flat-footed]]. You also take an additional –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks (these penalties replace those from the [[grappled]] condition and also apply to attempts to grapple your opponent or free yourself). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs, but you can always attempt to free yourself, usually through an attack roll or [[Acrobatics]] check. You can't make attacks of opportunity while you are pinned, but you can still take verbal and mental actions, such as spellcasting.
You hear echoes so clearly that even the reflected sound of your footsteps or the hum of a starship’s engine can disclose hidden secrets.
''Prerequisites:'' [[Echolocation Attack]], [[Perception]] 9 ranks
''Benefit:'' You gain [[blindsense]] (sound) with a range of 30 feet. If you already have blindsense (sound or vibration), you instead gain [[blindsight]] (sound or vibration, matching your blindsense type). When using the [[Echolocation Attack]] feat, you extend the range of your granted blindsight by 30 feet.
You can hurl weapons with greater accuracy.
''Prerequisites:'' Str 15.
''Benefit:'' If you miss on a ranged attack with a thrown weapon, you can reduce the result of the d4 roll to determine how many squares away the weapon lands by 1.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one humanoid
* ''Duration'' 1 hour/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You focus your mind on time and space around you, gaining supernatural insight about your physical place in the universe. You gain a +10 bonus to [[Piloting]] checks to [[navigate and astrogate|Navigate]], and you can plot a course in half the normal time.
When you activate your [[extraordinary sense]] adaptation, you instead gain [[blindsight]] to a range of 20 feet with the chosen sense and blindsense with the chosen sense to a range of 60 feet.
You must have the extraordinary sense adaptation to select this adaptation.
<div class="statblock">
* ''Size'' Small
* ''Maneuverability'' good (+1 piloting, turn 1)
* ''HP'' 35 (increment 5); ''DT'' —; ''CT'' 7
* ''Mounts'' forward arc (2 light), aft arc (1 light)
* ''Expansion Bays'' 1 (usually cargo hold)
* ''Minimum'' Crew 1; ''Maximum'' Crew 3 Cost 2
</div>
<div class="statblock">
* ''Level'' 14; ''Price'' 250,000
* Gargantuan air vehicle (20 ft. wide, 25 ft. long, 15 ft. high)
* ''Speed'' 50 ft., full 850 ft., 95 mph (fly)
* ''EAC'' 28; ''KAC'' 30; ''Cover'' cover
* ''HP'' 240 (120); ''Hardness'' 15
* ''Attack (Collision)'' 16d10 B (DC 16)
* ''Attack'' linear [[resonator]] (4d8 So)
* ''Attack'' elite [[x-gen gun]] (4d12 P)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot ([[Piloting]] +24), planetary comm unit, smuggler's compartment, stealth module (–3)
* ''Passengers'' 6
</div>
Pirates and adventurers use these heavily modified assault enercopters to ambush foes, escape with loot, and hide their plunder from prying sensors. The sides swing open to allow for quick assaults and retreats by their passengers. Occasionally, special operations teams will use these vehicles for false flag attacks.
A soldier's familiar rifles and heavy weapons are often too obvious for discreet work, but pistols are easily concealed and, in the right hands, elegant engines of death. The pistol dancer combat style teaches you to wield small arms to devastating effect while moving with precision to sidestep the usual tactics employed by other gunfighters.
!! Small Arm Tango (1st)
You learn to treat a pistol as an extension of your body. [[Sleight of Hand]] becomes a class skill for you. You can reload a small arm as a swift action, and you can wield a small arm in melee combat as if it were a [[battleglove]] with an item level equal to or lower than your soldier level.
!! Staccato Strut (5th)
When you make a full attack with small arms and target a different creature with each attack, reduce the penalty to each attack by 1.
!! Ricochet Waltz (9th)
When you fight defensively, double the bonus to your Armor Class against attacks from small arms and longarms.
!! Pistol Pirouette (13th)
As a full action when you are wielding two or more identical small arms, you can spend 1 Resolve Point to fire them all simultaneously to shoot at all creatures in a burst centered on you with a radius equal to one-quarter the weapon's range increment. This otherwise duplicates the effect of an [[automatic]] weapon.
!! Choreography of Death (17th)
You gain a cumulative +2 insight bonus to damage rolls for every previous successful ranged or melee attack with a small arm in the same combat, to a maximum bonus equal to half your soldier level. The bonus doesn't reset if you miss with an attack, but it does if you didn't spend the previous round attacking with a small arm.
You can use a small arm to make a melee attack. Treat this as an attack using [[Improved Unarmed Strike]] (whether or not you have that feat), but the attack is not [[archaic]], deals lethal damage, and has the [[operative]] weapon special property. If you have an ability that gives you a special version of [[Weapon Specialization]] that allows you to add 1-1/2 × your level to natural or unarmed attacks as damage (such as vesk natural weapons), you add your level to pistol whip unarmed strikes; otherwise you add half your level as normal for an operative weapon. When you make an unarmed attack, you must decide before making the attack roll whether you are making a normal unarmed attack or using pistol whip to attack with a small arm.
Plague endlings result from extinction by disease. Perhaps outsiders unwittingly introduced pathogens that the species' immune systems weren't evolved to cope with, or maybe the affliction was purposely inflicted to cull the species' numbers. These endlings have become avatars of disease, turning their own pestilence against those who oppose them.
* ''Required Creature Type and Subtype:'' Undead (incorporeal).
* ''Suggested Alignment:'' Neutral.
* ''Traits:''
** one size larger than the creature was in life
** rejuvenation (see below)
** diseased natural weapons (see below)
** plague aura (CR 3+; see below)
* //Diseased Natural Weapons ([[Su]]):// As an attack, an invasion endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart's natural attack dealt. A creature hit by this attack must attempt a Fortitude save or be exposed to a poison whose symptoms closely mimic the disease that caused the endling's species' extinction (see below).
* //Plague Aura ([[Su]]):// A plague endling emits an aura of pestilence. All creatures that begin their turn within 30 feet of the plague endling must succeed at a Fortitude save or be affected by the plague endling's poison (see below).
* //Rejuvenation ([[Su]]):// An endling can't be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM.
!!! Plague Endling Poison
<div class="statblock">
* ''Type'' poison (contact)
* ''Save Fortitude'' (DC based on creature's array)
* ''Track'' any one track
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large ooze
* ''Init'' +2; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +14
* ''Aura'' sickening cloud (20 ft., DC 15)
!!! DEFENSE
* ''HP'' 117
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +11; ''Ref'' +7; ''Will'' +4
* ''Immunities'' [[ooze immunities]]
* ''Weaknesses'' vulnerable to //[[remove affliction]]//
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' slam +17 (2d6+11 B plus [[ooze plague]])
* ''Ranged'' plague spore +15 (2d8+7 B plus [[ooze plague]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[ooze plague]], [[trample]] (2d6+11 B plus [[ooze plague]], DC 15)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' –4
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any (Aucturn)
* ''Organization'' solitary, pair, or epidemic (3–6)
!!! SPECIAL ABILITIES
''Ooze Plague ([[Ex]])'' Contact with a plague ooze can cause an affliction called [[ooze plague]].
''Plague Spore ([[Ex]])'' A plague ooze can fling plague spores, which are bits of disease-ridden matter, with a range increment of 20 feet.
''Sickening Cloud ([[Ex]])'' A creature that fails the save against the aura becomes [[sickened]] for 1 round. A creature that remains sickened in this way for 2 consecutive rounds becomes [[fatigued]].
''Vulnerable to Remove Affliction ([[Ex]])'' If a plague ooze is the target of a //[[remove affliction]]// spell, the ooze takes 7d10 damage and loses its ooze plague and plague spore abilities for 1d4+1 rounds. With a successful Fortitude saving throw, the ooze halves the damage and regains its abilities after only 1 round.
</div>
A plague ooze is disease given predatory form. Such oozes live in the wilds of Aucturn, but rumor holds that cultists of Urgathoa created and released the first specimens. What these creators intended might never be understood, but they ensured the creatures' propagation. Not only can plague oozes convert Aucturn's fleshy substances into more of their kind, but they can also hunt other life forms to spread [[ooze plague]]. Without an immediate cure, victims without symptoms become carriers who, absent quarantine, infect others. Proliferation of plague oozes then continues as a ghastly epidemic, even long after the source ooze was destroyed. Because of this mode of procreation, plague oozes have been found on worlds far out into the Vast.
<<section 'Ooze Plague'>>
Flat land makes for creatures with good vision who are used to free movement.
* ''Fast Movement:'' Plains creatures are often fast on the ground. Predators are good at charging or pouncing, while prey are accomplished at escape tactics. Increase the creature's land speed by 10 feet.
* ''Senses:'' [[Low-light vision]], [[darkvision]], and [[tracking]] (scent) are useful senses on the plains, and you can add one of these to the creature without it counting against that creature's number of special abilities.
* ''Skills:'' Choose two: [[Acrobatics]], [[Athletics]], [[Perception]], or [[Stealth]]. A plains creature can have coloration that grants it a +4 to +8 bonus to Stealth checks in its native environment (and similar conditions) without it counting against the creature's number of special abilities.
You take extra time to research a viable route, whether across a planet or through the Drift.
''Activity:'' You spend the day learning about a known settlement or star system in Near Space (or, at the GM's discretion, a well-known destination in the Vast) and the most common routes used to reach it.
''Results:'' You gain a +4 circumstance bonus to your next [[Piloting]] check to [[navigate]] to that settlement or star system. This benefit is lost at the end of the following day.
This single-use serum is designed to acclimate you to any non‑Drift plane besides the Material Plane. For 1 hour, you lose the extraplanar subtype and count as a native of the plane you’re currently on for the purpose of divination magic and how planar traits affect you. This has no effect in the Drift.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//planar acclimation serum// | 10 | 3,400 | — |
</div>
The four-armed witchwyrds have traveled the stars and planes since long before the Gap, using starships outfitted with proprietary hybrid interstellar engines called //planar aperture drives//. Manufactured by the Tetrad trade association, witchwyrds’ interplanar mercantile group, //planar aperture drives// open temporary portals to other planes, allowing witchwyrds to travel with ease throughout the galaxy and most other planes, including the Drift. Their navigational charts are a wonder to behold, though sometimes even witchwyrd ships arrive in the wrong place when traveling through ever-changing planes like the First World or the Maelstrom.
These drives are the only non-Drift engines known to access the Drift, though how they accomplish this is unknown—one of the leading theories posits the Tetrad signed an exclusive deal with Triune, giving its ships access to the Drift. In any case, the Tetrad does not sell its //planar aperture drives// to non-witchwyrds under any circumstance, and most Tetrad starships are equipped with security features like biometric locks or even self-destruct systems to keep the technology out of non-witchwyrd hands. On the rare occasions that such engines have been captured by outsiders, they work only as normal Signal Basic Drift engines.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//planar aperture drive// | 2 | 150 | — | 15 × size category |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 6 rounds
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' one 60-ft. cube/level (S)
* ''Duration'' 24 hours
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
//Planar barrier// seals an area against all planar travel into or within it. This includes all teleportation spells, summoning spells, plane shifting, astral travel, and ethereal travel. Such effects simply fail automatically. Starships cannot enter or emerge from Drift travel in an area affected by this spell.
//[[Dispel magic]]// does not dispel your //planar barrier// effect unless the caster level of the creature attempting to dispel it is at least as high as your own. You can't have multiple overlapping //planar barrier// effects. If //planar barrier// effects woulds overlap, the more recent effect stops at the boundary of the older effect.
A //planar barrier// can be made permanent with a special ritual, which takes 1 hour and requires materials worth 15,000 credits per 60-foot cube.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (calling); see text
* ''Casting Time'' 10 minutes
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' see text
* ''Duration'' instantaneous; see text
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes; see text
</div>
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell's level.
"""
''4th:'' One outsider of CR 4 or lower
''5th:'' One outsider of CR 7 or lower
''6th:'' One outsider of CR 10 or lower
"""
The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap ([[spell resistance]] does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A //[[planar barrier]]// spell cast in the area prevents the creature from escaping via dimensional travel.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn't sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.
Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can't complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions. When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.
These single-use emergency signaling devices have been developed since the Drift Crash and issued to starship crews who might find themselves stranded. Individuals lost in the Drift might attempt to craft a //planar flare// to signal for help.
A //planar flare// is a pistol-shaped device that can store a single visual image such as a night sky, landmark, or map. The flare can be used to take this image, functioning as a digital camera, or the image can be uploaded from a personal comm. Once an image has been stored in the flare, the device can be set to transmit that image to one location anywhere in the galaxy. When used as a standard action, a planar flare emits a burst of planar energy and is reduced to dust, as magic sends the image to its programmed destination. The stored image travels to its destination in 1d6+6 days. When it reaches the destination, the image appears, filling an area 30 feet in diameter for 1 minute before vanishing.
A //planar flare// can be used as a small arm, dealing 1d6 fire damage. When used in this way, a //planar flare// has a range increment of 15 feet and the critical hit effect [[burn]] 1d4. A planar flare is consumed upon use.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//planar flare// | 1 | 75 | 1 |
</div>
Whenever you expend a 3rd- or 4th-level spell to create a single powerful effect with your [[infinite worlds]] ability, you can channel additional energies from another plane of existence to also apply a second effect normally created by expending a 1st-level spell. Whenever you expend a 5th- or 6th-level spell to create a single powerful effect, you can also apply a second effect normally created by expending a 1st- or 2nd-level spell.
This augmentation consists of thin layers of planar material inserted into a creature’s eyes. When you purchase or craft a set of //planar lenses//, you choose a plane that’s coterminous with the Material Plane: the Ethereal Plane, the First World, or the Shadow Plane. As a move action, you can activate these lenses to see into that plane. You can deactivate the lenses as a move action.
While active, the lenses allow you to see the plane at the location where it corresponds with your current location on the Material Plane. The viewed plane’s surroundings appear to overlap with your surroundings on the Material Plane, giving you a –10 penalty on sight-based [[Perception]] checks to notice activity on the Material Plane while the lenses are active. You can see only 60 feet into the viewed plane, regardless of your normal range of vision. If you’re on the plane that corresponds with your lens model, you can use the lenses to view the Material Plane; otherwise, the lenses don’t function unless you’re on the Material Plane.
You can activate the lenses once per day; additional uses per day cost 1 Resolve Point each. Each activation lasts for 1 minute.
<div class="table-wrapper">
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//planar lenses// | 15 | 122,000 | eyes |
</div>
You channel extraplanar energies that emulate a black hole’s crushing, draining power. As a move action, you cause a weapon you wield to deal cold damage instead of its usual damage type. (This doesn’t change whether the weapon targets EAC or KAC). The weapon ignores the cold [[resistance]] of chaotic outsiders and good outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until you leave graviton mode. You can’t use this stellar revelation to enhance a weapon that has the //[[anarchic]]// or //[[holy]]// fusion.
When you’re attuned or fully attuned, your weapon also gains your choice of the //[[axiomatic]]// or //[[unholy]]// fusion for the duration of the effect. This temporary fusion ignores item level requirements and doesn’t count toward the maximum level of fusions the weapon can have at once.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action or 1 move action
* ''Range'' 5 ft./level or 5 ft./3 levels
* ''Targets'' personal
* ''Duration'' instantaneous and 1 round/level (D)
</div>
You open and step through an extraplanar detour that teleports you to any unoccupied space within the spell’s range, as per //[[dimension door]]//. Choose one of the following damage types: acid, bludgeoning, cold, electricity, or fire. Your brief jaunt through another plane doesn’t harm you, but it does infuse your weapons with that plane’s matter or energy, causing your weapon attacks to deal additional damage of the chosen type for the spell’s duration. If you cast this spell as a standard action, the spell’s range is 5 feet per caster level, and your weapons deal an additional 3d8 damage with your first successful attack, 2d8 with the second successful attack, and 1d8 with the third successful attack. If you cast this spell as a move action, the spell’s range is 5 feet per 3 caster levels, and your weapons deal an additional 3d4 damage with your first successful attack, 2d4 with the second successful attack, and 1d4 with the third successful attack. If your attack would damage multiple creatures, you deal the additional damage to one creature of your choice.
You have learned to channel extraplanar energies that emulate a star’s roiling warmth and symbolic benevolence. As a move action, you cause a weapon you wield to deal fire damage instead of its usual damage type. (This doesn’t change whether the weapon targets EAC or KAC). The weapon ignores the fire [[resistance]] of evil outsiders and lawful outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until you leave photon mode. You can’t use this stellar revelation to enhance a weapon that has the //[[axiomatic]]// or //[[unholy]]// fusion.
When you’re attuned or fully attuned, your weapon also gains your choice of the //[[anarchic]]// or //[[holy]]// fusion for the duration of the effect. This temporary fusion ignores item level requirements and doesn’t count toward the maximum level of fusions the weapon can have at once.
Cultists and religious artificers forge //planar runeplates//, as do the demon-worshipping drow of Apostae. Each set of //planar runeplates// is dedicated to a specific powerful being native to the Outer Planes, such as an archdevil, a demon lord, or a god. Devotional symbols on the plates might convince others you're aligned with the being in question, even if you're not. You wear the plates by affixing them to clothing or armor; they count as a worn magic item unless you install them in armor, taking up a number of [[upgrade slots|Armor Upgrades]] equal to their mark.
Each set of //planar runeplates// has the same alignment as the extraplanar entity to which the plates are dedicated, although no plates are created with a neutral alignment with no other alignment components. While you wear the plates, they have several effects. If a creature with an alignment component opposite any of the plates' alignment components attacks you, the plates alert you to the creature's opposing subtypes. If the attack hits, as a reaction you can force the creature to reroll the attack and use the worse result. If you fail a saving throw against an effect created by such a creature, as a reaction you can reroll the saving throw and take the better result. Once you benefit from a given set of //planar runeplates//, you can benefit from a different set only after 24 hours have passed.
//Planar runeplates// allow a number of rerolls per day based on their model.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Rerolls/Day |h
|//planar runeplates//, mk 1 | 4 | 2,000 | L | 1 |
|//planar runeplates//, mk 2 | 8 | 8,500 | L | 2 |
|//planar runeplates//, mk 3 | 12 | 34,000 | L | 3 |
</div>
Many kinds of extraplanar beings can infuse humanoids' bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches.
Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent's species, or the scion's otherworldly features could make their origin obvious to those who are familiar with the species' normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye at their presence.
However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. Formians, shobhads, vesk, and other species with flexible morality view planar scions, particularly those descended from their own kind, with both admiration and suspicion.
Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through their veins also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
When you purchase a planar suit, choose one plane: astral, elemental (air, earth, fire, or water), ethereal, negative energy, positive energy, or shadow. This spacesuit, designed for surviving and traveling in its designated plane, grants you a +4 circumstance bonus to skill checks and saving throws related to surviving that plane’s environmental dangers.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|planar spacesuit | 5 | 2,750 | 1 |
</div>
Whether you are or aren’t a native of the Material Plane, it certainly holds little sway over you. Why go to the vidgame arcade when you could sample the endless delights of Elysium? Why settle your disputes at the local courthouse when you could get the opinion of the perfect arbiters of Axis? Why simply kill your enemies when you could annihilate their souls with the help of Abaddon? Regardless of your tendencies, focus (or lack of focus) on particular planes, or motivation for traveling, your knowledge of realities beyond your own is unmatched.
!! Theme Knowledge (1st)
You’ve engaged in intense study regarding other planes of existence, whether you live on it or (more likely) are planning to visit it. Select two planes of the Great Beyond other than the Material Plane. Reduce the DC of [[Mysticism]] checks to [[recall knowledge]] about these planes and religions based in those planes by 5. Regardless of the planes you chose, reduce the DC of Mysticism checks to recall knowledge about, open, or close a planar rift or gateway by 5. Mysticism is a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Planar Adaptation (6th)
You’re well-versed in the lack of hospitality to Material Plane creatures in most other planes of existence, so you intensely study how to survive in them. You can attempt [[Survival]] checks to endure severe weather, live off the land, orienteer, or predict the weather in planes selected with your theme knowledge without penalty from inhospitable terrain, and you can use your [[Mysticism]] bonus instead if it’s higher. Additionally, select an additional plane (other than the Material Plane) for your theme knowledge.
!! Planar Amicability (12th)
Your study of other planes imbues you with an understanding of the typical mannerisms of creatures endemic to those realms. Reduce the DC of [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks by 5 when attempted outside combat against outsiders native to the planes selected with your theme knowledge. Additionally, select an additional plane (other than the Material Plane) for your theme knowledge.
!! Planar Walker (18th)
Your journeys throughout realms beyond mortal knowing have changed you; you now regain power simply from communing with other planes. Up to twice per day, while residing in a plane chosen for your theme knowledge, you can spend 10 minutes communing with or warding yourself against that plane to recover 1 Resolve Point. You can’t use this ability twice in the same plane in one day. Additionally, select two additional planes (other than the Material Plane) for your theme knowledge; at your GM’s discretion, you may choose more esoteric extraplanar locales (such as the Akashic Record or the Dimension of Time).
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* LE Small construct (magical, technological)
* ''Init'' +5; ''Senses'' [[blindsight]] (vibration) 60 ft.; ''Perception'' +29
!!! DEFENSE
* ''HP'' 285
* ''EAC'' 30; ''KAC'' 31; +4 vs. ranged attacks
* ''Fort'' +13; ''Ref'' +13; ''Will'' +18
* ''Defensive Abilities'' two dimensional; ''DR'' 10/magic; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sudden severance
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Spell-Like Abilities'' (CL 17th; ranged +28)
** 1/day—//[[greater discharge]]// (DC 26), //[[mass rewire flesh]]// (DC 26)
** 3/day—//[[control machines]]// (DC 25), //[[holographic image]]// (5th level, DC 25), //[[rapid repair]]// (DC 25), //[[telekinesis]]// (DC 25)
** At will—//[[destruction protocol]]//, //[[rewire flesh]]// (DC 24)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +11; ''Wis'' +8; ''Cha'' +0
* ''Skills'' [[Engineering]] +29, [[Mysticism]] +29, [[Stealth]] +34
* ''Languages'' Common, up to 11 others
* ''Other Abilities'' convergence protocol, simulacrum, //[[spider climb]]//, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Convergence Protocol ([[Su]])'' If a non-construct creature dies within 30 feet of the planashar, the planashar can attempt to trap that creature in a telekinetic stasis field. The creature must succeed at a DC 24 Fortitude save or be telekinetically flattened into a two-dimensional form that the planashar immediately assimilates, leaving no trace of the creature's body behind in the three-dimensional world.
''Simulacrum ([[Su]])'' As a full action, a planashar can construct a simulacrum from the remains of a technological construct. This simulacrum is a creature of a CR equal to the planashar's CR minus 3 that uses the combatant array for its statistics, except its Hit Points are equal to 20% of the planashar's and its attacks are determined by its simulacrum template graft (see below). The simulacrum takes its own actions, at the planashar's direction, and acts on the planashar's initiative. The planashar can control only one simulacrum at a time and can't create a new one while a simulacrum is already active.
''Sudden Severance'' If a planashar's simulacrum is destroyed, the planashar takes 10d20 damage and is [[stunned]] for 1 round.
''Two Dimensional ([[Su]])'' The planashar can occupy squares occupied by other creatures, and its movement doesn't provoke attacks of opportunity. It gains a +4 bonus to AC against ranged attacks.
</div>
Planashars belong to a militaristic and aggressive civilization of two-dimensional constructs known as the Planashar Dominion. They vowed long ago to assimilate the Pact Worlds and the rest of the known three-dimensional galaxy by any means necessary.
Despite their uncertain origins, planashars maintain that, just like [[anacites]], the First 0nes of Aballon created their kind. Planashars believe that the First Ones foresaw the coming of some cataclysmic event that would destroy the three-dimensional galaxy as they knew it; as a result, they created the Planashar Dominion as well as a hidden dimension known as the Infinite Loop—an endless, entirely two-dimensional realm. Planashars claim that they have evidence of the First Ones' intent to transform all matter into two-dimensional forms and merge existence with the Infinite Loop, which will thereby save all creation from impending doom.
Calling themselves Those Who Converge, planashars have discovered a way to return to the Material Plane. They focus on following through with the First Ones' alleged plans to "save" the galaxy by uniting two- and three-dimensional realities into one and, in the process, destroy anacites once and for all.
!! Simulacrum Template Grafts
You can create a planashar's simulacrum from any technological construct by applying a simulacrum graft to a creature built using the following requirements. Sample grafts for common technological constructs—including anacites, [[golems]], and [[robots]]—are listed below.
* ''Required Array:'' Combatant (of CR equal to the planashar's CR minus 3).
* ''Required Creature Type and Subtype:'' Construct (technological).
* ''XP:'' A planashar simulacrum doesn't grant XP upon defeat.
* ''Melee Attack:'' A planashar simulacrum's melee attack uses the combatant array's high attack bonus and damage, and it deals bludgeoning damage unless otherwise stated.
* ''Ranged Attack:'' If the simulacrum graft grants a ranged attack, it uses the combatant array's low attack bonus and ranged energy damage.
!!! Anacite Simulacrum Graft
The controlled anacite's three glowing eyes, normally red, shine a bright blue.
* ''Traits:'' automatic laser (see below)
* //Automatic Laser ([[Ex]]):// The simulacrum has a ranged attack that deals fire damage and has a range increment of 60 feet. Every 1d4 rounds, the simulacrum can fire as though in [[automatic]] mode at up to five targets.
!!! Nanotech Golem Simulacrum Graft
This swarm of nanites is densely more packed than usual and moves with special purpose.
* ''Traits:''
** Large
** [[immunity]] to magic
** fly speed of 30 ft.
** space and reach of 10 feet
** melee attack deals slashing or piercing damage and has the [[severe wound]] critical hit effect
** nanite scattershot (see below)
** [[unflankable]]
* //Nanite Scattershot ([[Ex]]):// The simulacrum can unleash a stream of nanite particles at a single target as a ranged attack that deals piercing damage and has a range increment of 90 feet.
!!! Robot Simulacrum Graft
This robot moves strangely, as though unused to navigating three-dimensional space.
* ''Traits:''
** fly, climb, or burrow speed of 30 ft. (choose one)
** [[vulnerable]] to critical hits, [[vulnerable]] to electricity
** ranged attack that deals electricity damage and has a range increment of 30 feet
** nanite repair (see below)
* Nanite Repair (Ex): The simulacrum's nanites heal it, restoring a number of Hit Points per hour equal to its CR.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature, or up to eight willing or unconscious creatures
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing or unconscious creatures are linked by hand in a circle, as many as eight can be affected by a single casting of //plane shift//. Arriving at a precise location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane (except for the Drift), though you appear 5 to 500 miles (5d%) from the last place one of the targets (your choice) was located last time that target traveled to that plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as //[[interplanetary teleport]]//, to travel on the new plane. Mystics must have an object attuned to a specific plane or native to that plane in order to use //plane shift// to travel to a plane. A technomancer requires a planar navigational program for a specific plane in order to travel to that plane with //plane shift//. Special rituals, jealously hoarded by powerful technomancers and mystics, can allow you to travel to specific locations on the chosen plane, or even to unknown worlds.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Huge vermin
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +11; ''Will'' +8
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft., climb 30 ft.
* ''Melee'' bite +21 (2d10+15 A & P)
* ''Ranged'' acid spit +19 (4d6+4 A; critical [[corrode]] 1d6)
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' break objects
!!! STATISTICS
* ''Str'' +6; ''Dex'' +3; ''Con'' +4; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Other Abilities'' consume objects, [[mindless]], rock tunneler
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Acid Spit ([[Ex]])'' Once per round as a standard action, the planetoid beetle can spit acid as a ranged attack that has the [[line]] property and a range of 60 feet.
''Break Objects ([[Ex]])'' When attacking an object, a planetoid beetle treats that object's hardness as 10 lower.
''Consume Objects ([[Ex]])'' A planetoid beetle can eat objects with a hardness of 10 or lower. It deals 4 damage per minute to an object it's consuming. It is sated and stops feeding on a given day after dealing 400 damage in this way.
''Rock Tunneler ([[Ex]])'' Using its acid to soften rock, a planetoid beetle can burrow through stone at half speed. It can make tunnels when it burrows.
</div>
Unlike the asteroid louse, which is communal, planetoid beetles are territorial, tolerating only one mate.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one weapon or suit of armor
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes
</div>
You transform a weapon or suit of armor into an antique version of itself, giving it the [[analog]] and [[archaic]] properties. Any technological or hybrid armor upgrades cease to function for the duration of the spell. Entirely magical enhancements, such as weapon fusions, continue to function normally. Weapons that normally deal energy damage deal bludgeoning and piercing damage instead, lose any critical hit effects, and target KAC. Other weapon special properties, such as [[boost]] and [[bright]], might also cease to function for the duration of the spell, at the GM's discretion.This spell has no effect on natural weapons and weapons entirely of magical or supernatural origins, such as a solarian's solar weapon.
This type describes vegetable creatures. Note that regular plants, such as those growing in gardens or fields, lack Wisdom and Charisma modifiers and are objects, not creatures, even though they are alive.
* ''Traits:''
** [[low-light vision]]
** [[plant immunities]]
* ''Adjustments:'' +2 to Fortitude saving throws
[[Plants]] are immune to the following effects, unless the effect specifies it works against plants.
* Mind-affecting effects, [[paralysis]], poison, [[polymorph]], sleep, and [[stunning]].
//Format//: ''Immunities'' plant immunities.
For effects targeting creatures by type, plantlike creatures count as both their type and [[plants]], whichever is most detrimental to them. They also receive a +2 racial bonus to saving throws against mind-affecting effects, [[paralysis]], poison, [[polymorph]], sleep, and [[stunning]], unless the effect specifies that it works against plants.
//Format:// ''Other Abilities'' plantlike.
Plantlike creatures have many of the characteristics of plants.
* ''Traits:'' Most plantlike creatures have the [[plantlike]] universal creature rule.
A retractable coarse mesh of electromagnetically protected wire covers the wide muzzle of a plasma array; this mesh breaks apart plasma into a flurry of discrete charges. Plasma arrays are manufactured in the typical classifications for plasma weapons: red star, yellow star, white star, and blue star.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma array, red star | 3 | 1,380 | 1d10 E & F | 80 ft. | [[burn]] 1d4 | 20 charges | 1 | 2 |[[automatic]] |
|plasma array, yellow star | 7 | 6,300 | 2d10 E & F | 80 ft. | [[burn]] 2d4 | 20 charges | 1 | 2 |[[automatic]] |
|plasma array, white star | 11 | 26,400 | 3d10 E & F | 100 ft. | [[burn]] 3d4 | 20 charges | 1 | 2 |[[automatic]] |
|plasma array, blue star | 15 | 109,000 | 5d10 E & F | 100 ft. | [[burn]] 4d4 | 20 charges | 1 | 2 |[[automatic]] |
</div>
These four spherical beads strung with a cord emit a slight fiery glow from the plasma magically sealed inside them. While you wear the necklace, as a standard action, you can detach a bead and throw it (range increment 20 feet) as a ranged attack targeting a grid intersection (AC 5). If you throw the bead through a narrow opening, your attack roll must equal or exceed the opening's AC (10 for a narrow opening or 15 for an extremely narrow one) to avoid hitting the side and detonating the bead prematurely. When the bead strikes a hard surface, it explodes in a 20-foot radius, dealing electricity and fire damage according to its type, as shown on the table below. A target that succeeds at a Reflex save takes only half damage. Once you detach a bead, it loses its magic if it hasn't exploded after 5 rounds. If the necklace isn't worn, detached beads immediately become nonmagical.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Damage | Save DC |h
|//plasma beads//, mk 1 | 6 | 4,200 | L | 3d6 E & F | 13 |
|//plasma beads//, mk 2 | 9 | 12,500 | L | 5d6 E & F | 15 |
|//plasma beads//, mk 3 | 12 | 37,500 | L | 9d6 E & F | 17 |
</div>
One of the most common ranged weapons used by the vesk military during the war between the Pact Worlds and the Veskarium, the plasma bolter is a particularly hefty longarm with a bulky profile that speaks to its vesk origins. Unlike most common ranged plasma weapons, which lay out long lines of plasma or boost their output, plasma bolters focus on delivering a single heavy bolt of plasma. These weapons saw extensive use in fighting back the Swarm, and now many can be easily obtained on the open market as Pact Worlds manufacturers have begun offering their own tactical, advanced, elite, and paragon models of the classic weapon.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma bolter, tactical | 1 | 260 | 1d10 E & F | 40 ft. | — | 20 charges | 4 | 2 |[[unwieldy]] |
|plasma bolter, advanced | 5 | 3,010 | 2d8 E & F | 60 ft. | [[wound]] | 40 charges | 8 | 2 |[[unwieldy]] |
|plasma bolter, elite | 9 | 14,000 | 3d10 E & F | 60 ft. | [[wound]] | 40 charges | 4 | 2 |[[unwieldy]] |
|plasma bolter, paragon | 16 | 170,000 | 9d8 E & F | 60 ft. | [[wound]] | 80 charges | 4 | 2 |[[unwieldy]] |
</div>
name:plasma cannon
range:medium
speed:—
damage:5d12
pcu:30
cost:20
special:—
Plasma cannons shoot large, explosive blasts of ionized plasma. They are difficult to use and have a relatively short range for a heavy weapon, but their impact has devastating effect.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma cannon, red star | 8 | 8,650 | 2d10 E & F | 100 ft. | [[burn]] 1d8 | 40 charges | 5 | 2 |[[explode]] (5 ft.), [[unwieldy]] |
|plasma cannon, yellow star | 14 | 62,800 | 4d10 E & F | 100 ft. | [[burn]] 2d8 | 100 charges | 5 | 2 |[[explode]] (5 ft.), [[unwieldy]] |
|plasma cannon, white star | 16 | 189,200 | 6d10 E & F | 100 ft. | [[burn]] 3d8 | 100 charges | 5 | 2 |[[explode]] (5 ft.), [[unwieldy]] |
|plasma cannon, blue star | 20 | 950,000 | 8d10 E & F | 100 ft. | [[burn]] 4d8 | 100 charges | 10 | 2 |[[explode]] (10 ft.), [[unwieldy]] |
</div>
name:plasma cannon, light
range:short
speed:—
damage:2d12
pcu:10
cost:12
special:—
name:plasma cannon, super
range:medium
speed:—
damage:3d6 × 10
pcu:45
cost:35
special:—
name:plasma cannon, ultra
range:medium
speed:—
damage:9d6 × 10
pcu:80
cost:45
special:[[line|Line (starship weapon property)]]
Plasma casters fling bolts of ionized plasma at a target. They have good range and are easier to use than plasma rifles or pistols, but they strike only a single target.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma caster, white star | 13 | 49,100 | 3d10 E & F | 80 ft. | [[burn]] 1d10 | 100 charges | 5 | 2 |[[boost]] 1d10 |
|plasma caster, blue star | 17 | 275,000 | 5d10 E & F | 80 ft. | [[burn]] 2d10 | 200 charges | 10 | 2 |[[boost]] 2d10 |
</div>
The Xenowardens bioengineered these large arthropod claws based on a creature from a lost world in the Vast—the claws create a burst of plasma as they snap shut. The organic plasma claw and biodynamic plasma claw models function most similarly to the original creature. Other manufacturers have created the slightly different electrocellular and synthecite models, which are less powerful versions of the two earlier models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma claw, electrocellular | 1 | 280 | 1d4 E & F | 20 ft. | — | 20 charges | 2 | L |[[living]] |
|plasma claw, synthecite | 5 | 3,350 | 1d6 E & F | 30 ft. | — | 20 charges | 4 | L |[[living]] |
|plasma claw, organic | 10 | 20,100 | 2d6 E & F | 30 ft. | — | 40 charges | 8 | L |[[living]] |
|plasma claw, biodynamic | 16 | 189,000 | 4d6 E & F | 30 ft. | — | 40 charges | 8 | L |[[living]] |
</div>
This bandolier emits a low, crackling hum when activated. Whenever an attack from a plasma weapon hits the plasma diverter's user, half of the electricity and half the fire damage (maximum 5 points of each) is prevented and instead restores a number of charges equal to the damage prevented to the plasma diverter's battery. If this would restore more charges than the battery can hold, the battery must succeed at a DC 15 Fortitude saving throw or be destroyed, dealing 1d6 damage to the plasma diverter per excess charge.
A plasma diverter uses a super-capacity battery, and each minute of use (or fraction thereof) consumes 10 charges.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|plasma diverter | 6 | 4,300 | L | 80 | 1/minute |
</div>
The plasma versions of these traditional vesk weapons use the same popular naming convention as other plasma weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|plasma doshko, red star | 6 | 4,650 | 1d10 E & F | [[severe wound]] | 1 |[[powered]] (capacity 20, usage 2) |
|plasma doshko, yellow star | 10 | 17,000 | 2d10 E & F | [[severe wound]] | 1 |[[powered]] (capacity 20, usage 2) |
|plasma doshko, white star | 15 | 126,800 | 5d10 E & F | [[severe wound]] | 1 |[[powered]] (capacity 20, usage 2) |
|plasma doshko, blue star | 18 | 364,100 | 7d10 E & F | [[severe wound]] | 1 |[[powered]] (capacity 20, usage 2) |
</div>
Plasma dragons are proponents of surprise attacks and scorched earth tactics, believing fast, decisive action is always preferable over waiting and planning.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Dragon (technological).
* ''Suggested Alignment:'' Any chaotic.
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 13+, 60 feet + 10 feet per CR)
** [[DR]] 5/ adamantine (CR 11+; increase to DR 10/adamantine at CR 13, DR 15/adamantine at CR 15, DR 20/adamantine at CR 17); [[immunity]] to electricity and fire; [[vulnerable]] to cold
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR or line 30 feet + 10 per 2 CR, 1d6 E & F + 1d6 per CR, usable every 1d4 rounds)
** plasma bolt (see below)
* //Plasma Bolt ([[Ex]]):// A plasma dragon can shoot plasma bolts as a ranged attack. This attack has a range increment of 60 feet, targets EAC, and has the [[boost]] weapon special property (boost 1d8 + 1d8 per 5 CR), and [[burn]] critical hit effect (1d6 burn + 1d6 per 4 CR). Attacks with the plasma bolt benefit from [[plasma immolation]] (as the soldier gear boost), using the dragon's CR as the item level of the plasma attack.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (electricity, fire, light)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You superimpose the surface of a dying star onto the battlefield, forming a field of roiling plasma. If a creature begins its turn in the area, or the first time a creature enters the area on its turn, it takes 3d6 fire damage and 3d6 electricity damage. The area is bright light. It sheds normal light out to a range of 30 feet, and dim light for another 30 feet.
Azlanti arms scientists developed the plasma flare as a assault weapon and a tactical aid. The weapon hurls bright balls of plasma at foes, scorching them and illuminating the area for better target designation in situations of diminished light. The [[Aeon Guard]] also finds the radiance to be an effective intimidation tactic, especially against civilizations that have yet to develop advanced technology.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma flare, luminous | 5 | 2,950 | 2d6 E & F | 80 ft. | — | 20 charges | 1 | 2 |[[bright]], [[unwieldy]] |
|plasma flare, radiant | 9 | 13,275 | 5d6 E & F | 100 ft. | [[wound]] | 40 charges | 2 | 2 |[[bright]], [[unwieldy]] |
|plasma flare, brilliant | 13 | 53,100 | 8d6 E & F | 100 ft. | [[wound]] | 80 charges | 4 | 2 |[[bright]], [[unwieldy]] |
|plasma flare, incandescent | 17 | 265,500 | 13d6 E & F | 100 ft. | [[wound]] | 100 charges | 5 | 2 |[[bright]], [[unwieldy]] |
</div>
Also known as a plasma rail gun, a plasma fork has two long metal prongs in place of a barrel. The mechanism magnetically accelerates a bolt of plasma between these two prongs, but it can also hold plasma temporarily between the prongs to charge up an even more devastating attack. Each model has a number of notches that infuse the plasma with energy, starting with 12-notch plasma forks and increasing in intensity to 15-notch, 19-notch, and 22-notch plasma forks.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma fork, 12-notch | 3 | 1,290 | 1d8 E & F | 60 ft. | [[knockdown]] | 20 charges | 1 | 1 |[[boost]] 1d4 |
|plasma fork, 15-notch | 8 | 8,850 | 1d10 E & F | 80 ft. | [[knockdown]] | 20 charges | 1 | 1 |[[boost]] 1d10 |
|plasma fork, 19-notch | 14 | 64,800 | 3d10 E & F | 80 ft. | [[knockdown]] | 40 charges | 2 | 1 |[[boost]] 2d10 |
|plasma fork, 22-notch | 19 | 750,000 | 6d10 E & F | 100 ft. | [[knockdown]] | 40 charges | 2 | 1 |[[boost]] 3d10 |
</div>
A plasma guide maintains a magnetic guidance system around its plasma discharge, which continues guiding the shot after it is fired. This increases accuracy at ranges far beyond those of typical plasma weapons and bypasses the advantage of partial cover as the magnetic guidance directs the plasma toward its target. Vesk snipers are believed to be the earliest users of the plasma guide during the Silent War, but it's become a standard in many military and mercenary arsenals since then. This weapon has been continually refined since its invention; series-21, series-28, series-37, series-42, series-62, and series-73 plasma guides have proven generally stable and thus remain in production.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma guide, series-21 | 2 | 1,070 | 1d8 E & F | 60 ft. | — | 20 charges | 5 | 2 |[[guided]], [[sniper]] (250 ft.), [[unwieldy]] |
|plasma guide, series-28 | 6 | 4,920 | 1d10 E & F | 60 ft. | [[wound]] | 40 charges | 5 | 2 |[[guided]], [[sniper]] (250 ft.), [[unwieldy]] |
|plasma guide, series-37 | 8 | 10,800 | 2d8 E & F | 70 ft. | [[wound]] | 40 charges | 8 | 2 |[[guided]], [[sniper]] (500 ft.), [[unwieldy]] |
|plasma guide, series-42 | 11 | 28,200 | 3d8 E & F | 70 ft. | [[severe wound]] | 80 charges | 8 | 2 |[[guided]], [[sniper]] (500 ft.), [[unwieldy]] |
|plasma guide, series-62 | 16 | 193,000 | 5d8 E & F | 80 ft. | [[severe wound]] | 80 charges | 10 | 2 |[[guided]], [[sniper]] (750 ft.), [[unwieldy]] |
|plasma guide, series-73 | 20 | 980,000 | 9d8 E & F | 80 ft. | [[severe wound]] | 100 charges | 10 | 2 |[[guided]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
You are expert at setting things on fire with plasma. If your attack roll with a weapon in the [[plasma]] category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.
A plasma lash has a sturdy, braided handle with a thick but flexible cord that divides into several narrower cables as it gets farther from the handle, each trailing lines of uncontained plasma. These weapons come in red star, yellow star, white star and blue star models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|plasma lash, red star | 3 | 1,550 | 1d4 E & F | [[knockdown]] | L |[[powered]] (capacity 20, usage 1), [[reach]], [[trip]] |
|plasma lash, yellow star | 8 | 11,000 | 3d4 E & F | [[knockdown]] | L |[[powered]] (capacity 20, usage 1), [[reach]], [[trip]] |
|plasma lash, white star | 14 | 80,500 | 6d4 E & F | [[knockdown]] | L |[[powered]] (capacity 20, usage 1), [[reach]], [[trip]] |
|plasma lash, blue star | 19 | 912,000 | 15d4 E & F | [[knockdown]] | L |[[powered]] (capacity 20, usage 1), [[reach]], [[trip]] |
</div>
name:plasma mines, heavy
range:—
speed:—
damage:4d12
pcu:10
cost:18
special:[[limited fire]] 5, [[mine|Mine (starship weapon property)]] (4)
name:plasma mines, light
range:—
speed:—
damage:2d12
pcu:5
cost:12
special:[[limited fire]] 5, [[mine|Mine (starship weapon property)]] (4)
Compatible with any weapon that can use [[missiles]] as ammunition, plasma missiles deal additional damage beyond even their analog counterparts, and come with an increased price tag to match. Ionized plasma missiles are the most common, while stellar plasma missiles and HED (high energy density) plasma missiles deal increased amounts of damage.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|plasma missile, ionized | 11 | 6,700 | 1 | 1 |8d8 E & F |
|plasma missile, stellar | 16 | 53,200 | 1 | 1 |12d10 E & F |
|plasma missile, HED | 19 | 175,000 | 1 | 1 |17d12 E & F |
</div>
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* N Gargantuan ooze
* ''Init'' +5; ''Senses'' [[blindsight]] (thought) 60 ft., [[sightless]]; ''Perception'' +28
* ''Aura'' electromagnetic field (100 ft., DC 22)
!!! DEFENSE
* ''HP'' 305
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +20; ''Ref'' +16; ''Will'' +12
* ''Defensive Abilities'' plasma drain, [[void adaptation]]; DR ''15''/—; ''Immunities'' acid, electricity, fire, [[ooze immunities]]; ''Resistances'' cold 30
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +27 (5d8+23 E & F; critical [[severe wound]] [DC 22])
* ''Ranged'' plasma pulse +30 (10d6+16 E & F; critical [[severe wound]] [DC 22])
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' magnetic draw
!!! STATISTICS
* ''Str'' +7; ''Dex'' +5; ''Con'' +10; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +28 (+36 to fly), [[Piloting]] +28 (to navigate only)
* ''Other Abilities'' [[compression]], [[mindless]], [[solar adaptation]], [[spaceflight]]
!!! ECOLOGY
* ''Environment'' any solar or vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Electromagnetic Field ([[Ex]])'' A plasma ooze generates a massive electromagnetic field that disrupts electronics and interferes with signals. Electronic signals, such as those employed by [[comm units]], do not function within this area. When a creature activates an object with charges that is in the area, that object must succeed at a DC 22 Reflex save or it is drained of all charges and the action is lost. A technological construct that begins its turn in this area must succeed at a DC 22 Reflex save or be [[staggered]] and unable to use energy-based attacks for 1d4 rounds. A creature or object that succeeds at its saving throw is immune to the plasma ooze's electromagnetic field for 24 hours.
''Magnetic Draw ([[Ex]])'' As a move action, a plasma ooze can draw all Medium and smaller creatures and unattended objects of no more than light bulk that are within 100 feet up to 30 feet toward itself (Reflex DC 22 negates; this DC increases by 5 for technological constructs and technological items).
''Plasma Drain ([[Ex]])'' Once per day as a full action, a plasma ooze can drain the charges of [[plasma weapons]] within 100 feet to regain a number of Hit Points equal to the most charges drained from any one battery. Each weapon can attempt a DC 22 Reflex saving throw to negate this effect for that weapon.
''Plasma Pulse ([[Ex]])'' A plasma ooze's plasma pulse is a ranged attack with a range increment of 60 feet and the [[severe wound]] critical hit effect.
</div>
Enormous crackling lattices of electromagnetic energy, plasma oozes are significant threats to even the Pact Worlds' most experienced spacefarers. Usually taking a roughly spherical form, a plasma ooze pulses with a brilliant array of pink, purple, and blue light, connected in a complex network that reaches whitehot intensity at its many nodes. These oozes are most often seen in the immediate vicinity of a star's surface, but explorers have occasionally sighted the mysterious beings hovering near powerful electromagnetic phenomena in numerous system, both in the vacuum of space and on the surfaces of volatile planetoids.
A typical plasma ooze is a rough hemisphere approximately 20 feet in diameter, weighing close to 100 tons. The origin of these oozes has been hotly debated since before the Gap, with ancient scholars speculating that the creatures originated on the Plane of Fire and were drawn to an inhabited system's sun. However, nearly a century ago, the discovery of deserted cities within the sun of the Pact Worlds—along with modern claims by Plane of Fire natives that yet more civilizations exist in deeper layers of the sun—spawned a host of new theories, as abundant as the oozes are rare.
One of the most popular hypotheses is that the sun's abandoned cities, now called the Burning Archipelago, were the site of an ancient civilization's attempts to harness the power of the star. As proponents of this story would have it, the experimenters were successful in creating the first plasma oozes, but they soon lost control of their creations and were quickly eradicated by the beings. Supposedly, the unleashed plasma oozes not only shut down the technological defenses of their creators, but also wiped out the digitally stored collective knowledge upon which the civilization relied for its continued survival. This version of events, though based almost entirely on conjecture and unable to explain plasma oozes' presence in other systems, is nonetheless often cited by those who caution against an overdependence on technology.
Such theories are met with vehement opposition by Sarenites, many of whom believe the Dawnflower herself created the sun's cities and would not have permitted such a fate to befall them. Some of Sarenrae's worshipers believe that the goddess created the plasma oozes too, making them custodians of the Archipelago and solar sites in other systems, and that whatever emptied the sun's cities did so despite the oozes' protection.
Plasma ooze sightings often occur at the perimeter of a star just before massive flares occur, leading many to believe that the two are connected somehow. Some of Sarenrae's worshipers claim that the oozes themselves draw out such flares in a search for some artifact buried deep with the sun, while more recent evidence points to the flares being involved in their reproduction.
Several centuries ago, shortly after Drift travel became widespread, a small residential starship on a routine trip through the Drift reported encountering an enormous plasma ooze, many times larger than those of the Pact Worlds' sun. Since then, a sighting is made every few decades on average, with the ooze's reported size gradually increasing each time. How the plasma ooze entered the Drift in the first place is an open question; while most agree that the ooze must have been ripped from the Material Plane by the activation of a Drift engine, some suspect a deeper connection between the ooze and the Drift, normally accessible only by technology granted by the ascended AI god Triune. A few scholars even posit that the creature's distortion of electromagnetic fields somehow granted it access to the Drift.
Plasma oozes' strong electromagnetic field makes them extremely dangerous to encounter in the vacuum of space, since even shielded starships can find themselves adrift after crossing paths with one. Similarly, in the rare instances when a plasma ooze takes up residence on a populated planet's surface, the edges of its territory are often marked by the dusty hulls of disabled vehicles, their former owners having wisely abandoned them to live another day. Few living creatures survive contact with a plasma ooze, but those that do often bear terrible wounds that serve as permanent reminders of such oozes' fearsome power.
A small group of [[planar scions]] whose ancestry connects them to the Plane of Fire, and who have served in various military forces, has recently claimed to be actively hunting plasma oozes under the moniker "the Sunkillers." They have stockpiled electricity-resistant armor and defensive gear to complement their natural tolerance for fire, and they are currently amassing powerful sonic weaponry that they are confident will bypass the creatures' formidable defenses. Even with their preparations and experience, they are taking a considerable risk for what seems to be little reward—though anyone who could reliably take on a plasma ooze could likely charge a hefty fee for the service.
!! Plasma Diverter
An AbadarCorp subsidiary based in the Burning Archipelago has partially reverse-engineered the plasma ooze's plasma-draining capabilities and begun to sell a somewhat unstable prototype plasma diverter in a few select markets.
{{Plasma Diverter}}
Your armor's painted patterns channel incoming energy, either dissipating it entirely or directing it into your weapons. You gain electricity [[resistance]] 5. When you take 5 or more electricity damage from a single attack or effect (before applying your resistance), you glow in a 10-foot radius (increasing the light level by one step, up to normal light) until the end of your next turn. During this time, any electricity damage you deal with non-[[analog]] weapons before the end of your next turn increases by 1d6.
<div class= "table-wrapper">
|U[grade | Level | Price | Slots | Armor Type | Bulk |h
|//plasma paint// | 5 | 3,500 | 1 | any | — |
</div>
Plasma pistols fire a line of ionized plasma out to a relatively short range. The plasma can continue to burn after contact.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma pistol, red star | 7 | 7,200 | 1d8 E & F | 20 ft. | [[burn]] 1d8 | 20 charges | 4 | L |[[line]], [[unwieldy]] |
|plasma pistol, yellow star | 12 | 40,300 | 2d8 E & F | 25 ft. | [[burn]] 1d8 | 40 charges | 8 | L |[[line]], [[unwieldy]] |
|plasma pistol, white star | 15 | 107,500 | 3d8 E & F | 30 ft. | [[burn]] 2d8 | 100 charges | 20 | L |[[line]], [[unwieldy]] |
|plasma pistol, blue star | 19 | 565,000 | 5d8 E & F | 40 ft. | [[burn]] 3d8 | 100 charges | 20 | L |[[line]], [[unwieldy]] |
</div>
While analog [[battle ribbons|Battle Ribbon]] are the most traditional of such weapons, increased demand for showier displays in recent centuries has resulted in the development of the plasma ribbon. Much like the analog version, a plasma ribbon is a 10-foot-long ribbon about 3 inches wide, though this version is made from impermeable nanocarbon fiber. A series of fine, flexible wires along the edges produces a narrow magnetic field that turns the weapon into a streamer of glowing plasma in use. Student plasma ribbons allow the user to build up proficiency; battleflowers trade up to professional, competitor, and champion plasma ribbons as they become more skilled with the weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|plasma ribbon, student | 4 | 2,120 | 1d6 E & F | — | L |[[operative]], [[professional]] (dancer), [[powered]] (capacity 20, usage 1) |
|plasma ribbon, professional | 9 | 13,600 | 2d10 E & F | — | L |[[operative]], [[professional]] (dancer), [[powered]] (capacity 20, usage 1) |
|plasma ribbon, competitor | 14 | 74,100 | 3d10 E & F | — | L |[[operative]], [[professional]] (dancer), [[powered]] (capacity 20, usage 1) |
|plasma ribbon, champion | 19 | 578,000 | 6d10 E & F | — | L |[[operative]], [[professional]] (dancer), [[powered]] (capacity 20, usage 1) |
</div>
Plasma rifles fire long lines of ionized plasma that lance through objects and opponents in their path.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma rifle, red star | 6 | 4,600 | 1d10 E & F | 40 ft. | [[burn]] 1d4 | 40 charges | 4 | 2 |[[line]], [[unwieldy]] |
|plasma rifle, yellow star | 10 | 16,800 | 2d10 E & F | 40 ft. | [[burn]] 1d8 | 40 charges | 4 | 2 |[[line]], [[unwieldy]] |
|plasma rifle, white star | 15 | 126,600 | 4d10 E & F | 60 ft. | [[burn]] 2d8 | 40 charges | 4 | 2 |[[line]], [[unwieldy]] |
|plasma rifle, blue star | 20 | 935,000 | 8d10 E & F | 100 ft. | [[burn]] 4d8 | 100 charges | 10 | 2 |[[line]], [[unwieldy]] |
</div>
<div class="statblock">
* ''Type'' ranged; ''Range'' 100 ft.; ''Special'' [[line|Line (weapon property)]]
* ''Damage'' high; ''Damage Type'' E&F; ''Critical'' [[wound]]
* ''Slots'' 1 (frame or upper limb); ''Capacity'' 10
* ''Cost'' 4 × level
</div>
This sleek longarm delivers crackling, flaming death at a high rate of fire.
Plasma rings are relatively flat, circular weapons with an easily grippable interior, allowing them to be used in a variety of orientations. Plasma cycles through a channel within the ring at high speeds, and a release valve allows a stream of plasma to escape in a directed jet. Single-valve plasma rings produce a small discharge, while dual-valve plasma rings have a synchronized pair of valves to produce a larger discharge. Multichannel plasma rings build plasma in a series of parallel rings that vent into a single release valve for an extremely powerful blast.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|plasma ring, single-valve | 4 | 2,350 | 1d4 E & F | 40 ft. | [[wound]] | 40 charges | 4 | L |— |
|plasma ring, dual-valve | 11 | 27,000 | 2d8 E & F | 50 ft. | [[wound]] | 40 charges | 4 | L |— |
|plasma ring, multichannel | 17 | 280,000 | 4d8 E & F | 60 ft. | [[wound]] | 40 charges | 4 | L |— |
</div>
This thin metallic band can be affixed either to an existing scabbard that holds a melee weapon that deals kinetic damage or directly to the hilt of a melee weapon that deals kinetic damage. You can activate the device as a swift action when you draw the weapon, coating the weapon with a corona of plasma. The first successful attack you make with that weapon deals an additional 1d10 electricity and fire damage. Once you've used the [[plasma scabbard]], you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to charge it immediately.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//plasma scabbard// | 6 | 4,250 | L |
</div>
As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target's EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.
<div class="statblock">
* <<levels>>
* ''School'' evocation (electricity, fire)
* ''Casting Time'' 1 standard action
* ''Range'' 10 ft.
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' yes
</div>
You conjure a volatile string of plasma and lash the target. Attempt a melee attack against the target’s EAC. If you hit, the target takes 3d6 electricity and fire damage (critical [[knockdown]]) and is [[entangled]] (escape DC equals the spell’s save DC + 4). Each time the target fails to escape, it takes 2d6 electricity and fire damage. If the target escapes, the //plasma snare// drops to the ground in that space—if the target ends its turn there, the target takes 1d6 electricity and fire damage.
If a turn ends with the //plasma snare// holding no creature entangled, the spell ends. As a reaction to the end of a turn (before the snare disappears) or the target escaping, provided you’re within 30 feet of the snare, you can detonate the //plasma snare//, discharging the spell. If you do, the plasma explodes in a 10-foot radius. Creatures in the area take 4d6 electricity and fire damage and gain the [[burning]] (1d6) condition. Those who succeed at a Reflex saving throw take half as much damage and don’t gain the burning condition. If the target is still entangled when the plasma detonates, the target takes a –6 penalty to this saving throw.
Casting this spell doesn’t provoke attacks of opportunity.
A plasma generator is seated within this sword's hilt. A plasma-resistant ceramic housing focuses the beam with the assistance of a localized force field, either in a single straight beam or along a magnetized blunted blade or wire-like lines. When the sword is unpowered, the plasma beam disappears.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|plasma sword, tactical | 9 | 14,550 | 2d8 E & F | [[severe wound]] | 1 |[[powered]] (capacity 20, usage 2) |
|plasma sword, red star | 13 | 54,300 | 4d8 E & F | [[severe wound]] | 1 |[[powered]] (capacity 40, usage 4) |
|plasma sword, yellow star | 15 | 127,000 | 5d8 E & F | [[severe wound]] | 1 |[[powered]] (capacity 40, usage 4) |
|plasma sword, white star | 18 | 415,600 | 8d8 E & F | [[severe wound]] | 1 |[[powered]] (capacity 40, usage 4) |
|plasma sword, blue star | 20 | 920,250 | 10d8 E & F | [[severe wound]] | 1 |[[powered]] (capacity 40, usage 4) |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[thrown]] (20 ft.)
* ''Damage'' high; ''Damage Type'' E&F; ''Critical'' [[severe wound]]
* ''Slots'' 1 (upper limb)
* ''Cost'' 3.5 × level
</div>
This sword blazes with fiery, crackling energy designed to singe cleanly through targets.
name:plasma torpedo pod, heavy
range:long
speed:12
damage:5d10
pcu:0
cost:18
special:[[limited fire]] 3, [[pod]]
name:plasma torpedo pod, light
range:long
speed:14
damage:3d8
pcu:0
cost:11
special:[[limited fire]] 3, [[pod]]
Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon.
Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons.
These circuits channel the dissipating force of a mech's shields, transforming the energy into offensive power.
''Energized Retort (2 PP)'' As a reaction when the mech takes damage that causes it to lose Shield Points, the mech channels the shields' lost energy into one of its weapons that deals energy damage. The next time the weapon deals damage before the end of the mech's next turn, the weapon deals additional damage equal to half the number of SP the mech lost from the triggering attack.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Large magical beast
* ''Init'' +4; ''Senses'' [[blindsight]] (electricity) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +18; ''Ref'' +18; ''Will'' +12
* ''Immunities'' radiation; ''Resistances'' electricity 15, fire 15
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +28 (6d6+22 P plus 2d6 E & F)
* ''Ranged'' plasma blast +25 (8d6 E & F)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' ionizing gaze (60 ft., DC 20)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +6; ''Int'' –2; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +25, [[Athletics]] +30
* ''Other Abilities'' assisted energization, luminous scales
!!! ECOLOGY
* ''Environment'' any warm or temperate land
* ''Organization'' solitary, pair, or mosaic (3–12)
!!! SPECIAL ABILITIES
''Assisted Energization ([[Ex]])'' Whenever a plasmalisk takes 15 or more electricity or fire damage in any combination from a single attack or effect (whether or not it resists any of the damage), reduce the number of rounds the plasmalisk must wait before it can use its plasma blast by 1, and increase the plasmalisk's speed by 10 feet (maximum 50 feet) until the end of its next turn.
''Ionizing Gaze ([[Su]])'' A plasmalisk's vibrantly glowing eyes can cause viewers' bodily fluids to rapidly ionize and burn their bodies from the inside. A creature that fails a DC 20 Fortitude save is subject to the gaze's effects, which mimic a Dexterity-track poison whose progression track is //Healthy—Staggered—Immobile—Primed// with a frequency of 1/round for 6 rounds and whose cure is 2 consecutive saves. A primed target is [[unconscious]], and 1d4 hours after becoming primed, the creature's body explodes in a burst of plasma that deals 6d6 electricity and fire damage to anything in a 10-foot radius (Reflex DC 20 half). Each time a creature fails the Fortitude save against a plasmalisk's gaze, they take 3d6 electricity and fire damage as their body ionizes. A creature that has succeeded at the gaze's initial save or has been cured of the gaze's ongoing effect is immune to that plasmalisk's ionizing gaze for 24 hours. This isn't a poison effect. Coating an affected creature completely with the plasmalisk's blood ends the effect and immediately moves the creature two steps toward healthy. A plasmalisk has enough blood to coat 1d4+1 creatures in this way; a Large creature
takes twice as much blood to coat.
''Luminous Scales ([[Ex]])'' The glow of a plasmalisk's scales increases the light level in a 10-foot radius by one step to a maximum of bright light. As a swift action, a plasmalisk can suppress this glow until the end of its next turn.
''Plasma Blast ([[Ex]])'' A plasmalisk can spit a blob of swiftly ionizing material that explodes into plasma on contact. This functions as a ranged weapon with a range of 60 feet and the [[explode]] (10 ft.) weapon special property that deals 8d6 electricity and fire damage (Reflex DC 20 half). The plasmalisk can use this weapon once per 1d6 rounds.
</div>
Powerful reptilian predators, plasmalisks rely on blasts of plasma to hunt, scorching their prey and feasting on the remains. The key to their power stems from their ion cores— this specialized organ combines depressurization, chemical catalysts, and tiny nuclear reactions to ionize metals like lithium, sodium, and potassium. Plasmalisks use their constant plasma furnace as both a weapon and a power source. Not only do wisps of the plasma escape when plasmalisks bite, but they can also expel gouts of the ionized gases or channel the energy into creatures that meet their gazes. Their prey often boil alive, yet stronger victims smolder for hours, attracting scavengers before exploding and littering the area with ample food for canny plasmalisks to consume.
Plasmalisks typically measure 12 feet from snout to tail and weigh about 4,500 pounds. These ponderous creatures rarely move at any pace faster than an amble even with their eight legs; this sluggishness stems from their alien metabolisms. Rather than draw power from mitochondria, plasmalisks' cells are fueled almost entirely by a constant field of energy from their ion cores. When not actively hunting, their reaction rates slow. Plasmalisks often enter a torpor state in which they maintain just enough of their metabolism to restart the reactions once necessary. Their scales radiate a portion of their energy, both illuminating their surroundings and creating an electroreception field through which plasmalisks can sense nearby creatures and objects. Hibernating plasmalisks create almost no light, whereas fully active ones practically incandesce. Adults can modulate their light's color and pattern to communicate, making nighttime mating displays visible for miles. In rare cases, whole mosaics gather together to glow in a reflection of the sky's colors, attracting daring explorers and tourists who chase meteorological events in the hopes of spotting this behavior.
Due to these resource-intensive actions, plasmalisks display ectothermic habits, sunning themselves or even basking on exposed cliffs during lightning storms or auroras to absorb ionized particles. These events generally calm plasmalisks, even to the point that they tolerate visitors and onlookers. Yet should plasmalisks absorb too much energy, they become moody and agitated, recklessly cavorting or hunting in an attempt to burn off the high. Reactors, power stations, and forges often draw the creatures from miles around, ultimately leading to the destruction of such locations once the plasmalisks overindulge and rampage.
After a successful hunt, a plasmalisk primarily feeds on the ionized particles of its victims. However, the creature also requires conventional nutrients, albeit in smaller quantities than expected for sustaining its size; typically, a plasmalisk procures such nourishment by consuming its prey's still-smoldering bodies. A plasmalisk's greatest drive is its need for key minerals. Inexpertly dug furrows attest to a plasmalisk's foraging, and it can migrate as much as 200 miles to reach mineral sources—no matter who or what lies in the way.
Plasmalisks usually lay just a pair of eggs, depositing the second one roughly a week after the first, but well-fed females occasionally lay larger, even-numbered clutches. The translucent eggs glow with their parents' ionizing energy, periodically fluctuating as the developing embryos shift and dream. Half of the eggs always hatch early, and these first hatchlings quickly cannibalize one of their less-developed clutch mates. Although macabre, this practice is essential to young plasmalisks' survival, as hatchlings lack both the nutrients and activation energy to properly develop their ion cores. Genetic studies show that the slain sibling isn't fully digested; the survivor's body directly incorporates portions of the sibling's organs and DNA, creating a chimeric whole. Collectors delight in capturing plasmalisk eggs—no easy feat given the parents' tireless nest patrols. A little jury-rigged hardware can transform a healthy egg into a mobile (yet quite unethical) power station capable of restoring up to 100 charges or even jump-starting a damaged starship before killing the creature.
!! Plasma Paint
Plasmalisk scales and eggshells retain their energy-dissipating properties. Grinding down these parts and combining them with specially formulated chemicals creates a protective paint for coating armor or shock-sensitive electronics. Plasma paint doesn't need to coat the entire surface of the armor it's being applied to, and plasma paint enthusiasts, such as celebrity performers, often commission protective suits painted with stunningly decorative designs.
{{Plasma Paint}}
This figurine is an authentic plastic replica of the [[sharpwing]] into which it can transform. This sharpwing cannot lay eggs, so it cannot use its ovitonomy ability.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//plastic sharpwing// | 15 | 100,000 | L |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Huge animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +12; ''Ref'' +10; ''Will'' +6
!!! OFFENSE
* ''Speed'' 20 ft., swim 50 ft.
* ''Melee'' bite +16 (2d6+12 P)
* ''Space'' 15 ft.; ''Reach'' 20 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +19 (+27 to swim)
!!! ECOLOGY
* ''Environment'' any water
* ''Organization'' solitary, pair, or school (3–6)
</div>
The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|plexigrass bodysuit I | 5 | 2,700 | +3 | +4 | +6 | — | — | 2 | L |
|plexigrass bodysuit II | 9 | 13,500 | +9 | +10 | +8 | — | — | 3 | L |
|plexigrass bodysuit III | 13 | 51,000 | +15 | +16 | +8 | — | — | 4 | L |
</div>
Consisting of specialized reinforcements to the mech's lower limbs, this system allows a mech to plow past obstacles. The mech treats all difficult terrain as normal terrain.
''Bulldoze (2 PP)'' The mech can activate this ability when it attempts a [[bull rush]] or [[reposition|Reposition (combat maneuver)]] combat maneuver. The mech gains a +2 bonus to the attack roll, and if the combat maneuver succeeds, the target also takes damage equal to the mech's tier plus its Strength modifier.
Much as the Drift tears away pieces of other planes, you snag extraplanar energies from the Great Beyond. Twice per day as a standard action, you can project a random plane’s features into a nearby space. Roll on the table below to determine which plane is affected. After determining the plane, you choose where this planar bubble appears, filling a 10-foot‑radius emanation within 100 feet of you. A planar bubble lasts a number of rounds equal to your witchwarper level. You can’t dismiss the bubble, though you can have more than one in existence at once. At 4th, 10th, and 16th levels, you can create one additional planar bubble per day.
The planar bubble imposes various effects on creatures in its area, determined by the plane of origin. At 4th, 7th, 10th, 13th, and 16th levels, you gain additional ways to augment your bubbles by expending an unused witchwarper spell slot. You can expend only one spell slot in this way per bubble you create. You choose whether to expend a spell slot to augment a bubble after selecting its plane but before targeting the effect.
At 1st level, the planar bubble applies the plane’s enhanced magic and impeded magic effects for any spells and spell-like abilities cast inside its area. Any spell that has a descriptor that matches one of the bubble’s enhanced traits functions as though the spell’s caster level were 2 higher than normal, has its saving throw DC increased by 1, and gains a +2 insight bonus to any attack rolls made with the spell. Any spell that has a descriptor that matches one of the bubble’s impeded traits is difficult to cast; the spellcaster must succeed at a caster-level check (1d20 + their caster level) with a DC equal to 15 + twice the spell’s level; otherwise, they fail to cast the impeded spell.
At 4th level, you can expend a 1st-level spell slot to fill the area with difficult terrain, as the [[infinite worlds]] 1st-level environmental effect.
At 7th level, the bubble’s radius increases to 15 feet. You can expend a spell slot to expand the bubble further, increasing its radius by an amount equal to 5 × the spell slot’s level.
At 10th level, you gain extraordinary control over your planar bubbles’ origins. You can expend a 2nd-level or higher spell slot when creating a bubble to roll its plane of origin a number of times equal to the expended spell’s level and choose one result.
At 13th level, the planar bubble’s radius increases to 20 feet. In addition, you can expend a 4th-level spell slot to fill the planar bubble with dangerous matter or energy, dealing force damage equal 5 + your Charisma modifier when a creature enters or begins its turn in the bubble. Each subsequent round, the amount of damage the planar bubble inflicts decreases by 1 (minimum 0). A creature can’t take this damage more than once per round, and they take half as much damage with a successful Fortitude save. Any creatures that have the subtype, creature type, or special ability listed in the planar bubble’s immune entry take no damage from this effect, whereas creatures that have the subtype, creature type, or special ability listed in the bubble’s vulnerability entry instead take double damage from the effect. A creature that is both immune and vulnerable to the damage instead takes the normal amount of damage. At the GM’s discretion, a creature closely associated with the planar bubble’s origin might be immune or vulnerable to its effects (such as a Shadow Plane creature being immune to a shadowy planar bubble’s damage). You’re immune to your own bubble’s damage unless you’re vulnerable to its effects.
At 16th level, you can expend a 6th-level spell slot as a standard action to end one of your planar bubbles prematurely. When you do so, the collapsing bubble attempts to draw one creature in its area back to the bubble’s plane of origin. This functions as //[[plane shift]]//, and an unwilling target can attempt a Will save to negate the effect. You can use this ability even if you’ve already expended a spell slot to modify the bubble. Plunderer of worlds replaces [[infinite worlds]].
!! Planar Effects
<div class= "table-wrapper">
| d% | Plane | Enhanced | Impeded | Immune | Vulnerability |h
| 1–6 | Chaotic | chaotic | lawful | chaotic subtype | lawful subtype |
| 7–12 | Evil | evil | good | evil subtype | good subtype |
| 13–18 | Good | good | evil | good subtype | evil subtype |
| 19–24 | Lawful | lawful | chaotic | lawful subtype | chaotic subtype |
| 25–30 | Captivating | charm, emotion | — | mindless creatures | — |
| 31–36 | Discordant | pain, sonic | mind-affecting | — | — |
| 37–42 | Entropic | death, poison | creation, healing | undead type | living creatures |
| 43–48 | Eldritch | all spells | — | — | — |
| 49–54 | Shadowy | darkness, shadow | fire, light | — | — |
| 55–60 | Suppressed | — | all spells | — | — |
| 61–66 | Vivacious | creation, healing | death, disease | living creatures | undead type |
| 67–72 | Air | air, electricity | acid, earth | air subtype | earth subtype |
| 73–78 | Earth | acid, earth | air, electricity | earth subtype | air subtype |
| 79–84 | Fire | fire | cold, water | fire subtype | cold or water subtype |
| 85–90 | Water | cold, water | fire | cold or water subtype | fire subtype |
| 91–100 |Roll twice and apply both planar effects to the planar bubble. |<|<|<|<|
</div>
This stuffed toy can turn into a trained [[squox]]. Unlike most //figurines of wondrous power//, the figurine can transform into a squox for a total of 10 minutes per day, though the duration need not be used continuously and is expended in 1-minute increments. Wounds and damage received by the squox in its animate form translate to its figurine form when it reverts; if it dies, the plush figure appears torn and without stuffing. The //plush squox// does not heal in 24 hours as usual—you must repair the figurine using [[Engineering]] or an appropriate profession.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//plush squox// | 3 | 1,500 | L |
</div>
This glassy disk developed by field linguists connects wirelessly to a nearby computer and scans any writing it's passed over. The pocket linguist doesn't actually translate text but instead analyzes characters and symbols to identify patterns and compare results to a library of writing samples, sending its real-time analytics to the linked computer or comm unit. If you use a pocket linguist while using [[Culture]] to [[decipher writing]], you double the amount of time required but receive a +2 circumstance bonus to the Culture check.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|pocket linguist | 2 | 75 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 20-ft.-radius burst
* ''Duration'' 1 round/level
* ''Saving Throw'' no
* ''Spell Resistance'' no
</div>
The affected area becomes a vacuum. Creatures take 3d6 bludgeoning damage from decompression (unless they were already in vacuum) and 1d6 bludgeoning damage per round, and they begin suffocating.
A pod weapon is mounted to a starship's exterior and includes its own power supply, making its PCU cost negligible. A pod weapon does not require a weapon mount but must nonetheless be installed on a specific quadrant. Pod weapons are too unwieldy to mount on a turret, and a starship can mount only a single pod weapon on each quadrant. Any starship can support light pod weapons, whereas a starship must be Medium or Huge to support heavy or capital pod weapons, respectively.
Pod weapons are fragile due to their exposed nature. If a starship's hull takes damage, any pod weapons in the damaged quadrant gain the [[wrecked]] critical damage condition. If a starship takes critical damage to a weapons array that contains a pod weapon, any pod weapons in that quadrant are destroyed, and any ammunition the pod weapon contains explodes, dealing additional damage to the starship equal to the pod weapon's minimum damage multiplied by its remaining number of [[limited fire]] uses.
A weapon with this special property is always short range and can't be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon's Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon's speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.
The fleet's close-range weapons grant it a +1 bonus to gunnery checks against fleets within 2 hexes, and its free attacks deal full damage against fleets that fail [[flyby]] stunts.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|point defense | 2 | [[capital|Capital-Class Fleet]], [[destroyer|Destroyer-Class Fleet]] |
</div>
Your body is especially resistant to toxins.
''Prerequisites:'' Con 11.
''Benefit:'' You gain a +2 enhancement bonus to saving throws against poison, and you take half damage from initial exposure to poisons.
You've modified your [[custom microlab]] to deal with poisonous substances. When you fail a saving throw against a poison effect, you can activate your custom microlab as a reaction to attempt to extract the toxin. Reroll the saving throw with a +2 bonus, and use the second result. If you succeed, you cure the poison, shunt the toxin into a small reservoir in your custom microlab, and create a dose of the poison that you can use. The extracted poison becomes harmless if not used within 1 hour. Once you use this theorem, you can't do so again until you spend 1 Resolve Point to recover Stamina Points.
You've mastered a method of using your bodily fluids to negate poison and venom.
''Prerequisites:'' Racial trait with "poison" or "slime" in the name.
''Benefit:'' When you are affected by a poison or venom, if you succeed at your first saving throw against the poison, you are immediately allowed a second at the same DC. If you succeed at both saves, you end the poison with no further effects.
Your body purges toxins quickly.
''Prerequisites:'' Con 17, [[Poison Adaptation]].
''Benefit:'' When you fulfill a poison's cure condition (or reach the end of its duration), you move one step toward healthy. You also move one step toward healthy for each night of normal rest; this can be increased as normal using the [[long-term care]] task of [[Medicine]].
<$list filter="[tag[Poison Tracks]]">
<details class="subsection">
<summary><$link><<currentTiddler>></$link></summary>
<div class="text"><$transclude mode="block"/></div>
</details>
</$list>
You are immune to poison and low-level radiation. Additionally, you treat each other category of radiation as one step lower (for example, you treat high radiation as medium radiation).
<$list filter="[list[$:/StoryList]is[current]]">
A character who is poisoned attempts a saving throw after the listed onset and at the listed frequency thereafter. Upon initial exposure, regardless of whether she succeeds at her saving throw, the victim loses a number of Hit Points equal to the poison's DC – 10. If a victim is exposed to multiple doses of the same poison, she must attempt a separate save for each dose and progresses to the next state on the poison track with each failed save.
</$list>
<<list-links "[tag[Poisons]!suffix[Track]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
<$list filter="[tag[Poisons]suffix[Track]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
</$list>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation (cold)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' cylinder (20-ft. radius, 40 ft. high)
* ''Duration'' 1 round plus 1 round/level
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You generate an arctic storm of harsh winds and battering hail and snow. Creatures that enter or start their turn in the area during the first round of the spell take 3d6 cold damage plus 6d6 bludgeoning damage and are affected by freezing, hurricane-strength winds. For the duration of the spell, creatures flying in the area must succeed at an [[Acrobatics]] check to fly in dangerous wind conditions, and terrain within the spell's area is covered with ice and snow, causing it to become difficult terrain.
Polarity gauntlets fit snugly over the wearer's extremities, and when activated, the two gloves generate an arc of electricity between them. Due to the alternating currents, subsequent attacks deal additional damage: each strike that hits a target after the first in rapid succession deals additional damage. The popularity of these weapons has led to the proliferation of different versions, including the cheap but potent spark and static models, the midrange aurora and current models, and the powerful storm and tempest polarity gauntlets. Kasathan warriors who maintain their cultural predilection for melee combat favor polarity gauntlets as an effective weapon that aligns with their martial values.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|polarity gauntlets, spark | 1 | 410 | 1d3 E | — | 1 |[[operative]], [[polarize]] 1d3, [[powered]] (capacity 20, usage 2) |
|polarity gauntlets, static | 4 | 2,350 | 1d6 E | — | 1 |[[operative]], [[polarize]] 1d4, [[powered]] (capacity 40, usage 2) |
|polarity gauntlets, aurora | 8 | 10,600 | 2d6 E | — | 1 |[[operative]], [[polarize]] 1d6, [[powered]] (capacity 40, usage 4) |
|polarity gauntlets, current | 12 | 39,100 | 3d6 E | — | 1 |[[operative]], [[polarize]] 2d6, [[powered]] (capacity 80, usage 4) |
|polarity gauntlets, storm | 15 | 122,000 | 5d6 E | — | 1 |[[operative]], [[polarize]] 3d6, [[powered]] (capacity 80, usage 8) |
|polarity gauntlets, tempest | 19 | 615,000 | 9d6 E | — | 1 |[[operative]], [[polarize]] 4d6, [[powered]] (capacity 100, usage 10) |
</div>
The polarity rifle was designed by Vercite engineers using the conceptual model that underpins [[polarity gauntlets]]. This rifle's prongs are separately polarized, and it alternates between them as it fires to create a circuit of lightning between the gun and target, causing subsequent attacks to deal additional damage. Static, aurora, storm, and tempest polarity rifles are favored by sharpshooters in many fields, though they are often scorned by kasathas who view them as a vulgarized appropriation of an honorable weapon.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|polarity rifle, static | 4 | 2,400 | 1d8 E | 60 ft. | — | 40 charges | 2 | 1 |[[polarize]] 1d4 |
|polarity rifle, aurora | 10 | 21,000 | 2d8 E | 80 ft. | — | 40 charges | 2 | 1 |[[polarize]] 1d10 |
|polarity rifle, storm | 15 | 137,000 | 4d8 E | 80 ft. | — | 40 charges | 2 | 1 |[[polarize]] 2d8 |
|polarity rifle, tempest | 20 | 1,000,000 | 8d8 E | 80 ft. | — | 80 charges | 2 | 1 |[[polarize]] 3d8 |
</div>
This gauntlet houses coiled wire tipped with a sturdy needle. When triggered, the gauntlet launches the needle toward a target, channeling a deadly shock along the wire a split second later. After this, the gauntlet rapidly recoils the tethered needle in preparation for additional attacks. Due to the weapon's design, a polarity wire can't attack targets beyond its first range increment.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|polarity wire, static | 2 | 580 | 1d3 E & P | 30 ft. | [[electrocute]] | 20 charges | 1 | L |[[injection]], [[integrated]] (1 slot) |
|polarity wire, aurora | 7 | 5,750 | 2d4 E & P | 30 ft. | [[electrocute]] | 20 charges | 1 | L |[[injection]], [[integrated]] (1 slot) |
|polarity wire, storm | 12 | 32,800 | 4d4 E & P | 40 ft. | [[electrocute]] | 20 charges | 1 | L |[[injection]], [[integrated]] (1 slot) |
|polarity wire, tempest | 17 | 232,000 | 8d4 E & P | 40 ft. | [[electrocute]] | 20 charges | 1 | L |[[injection]], [[integrated]] (1 slot) |
</div>
A weapon with the polarize special property briefly builds up a polarized charge in a target. When striking a target multiple times with a weapon with the polarize special property in the same round, damage from each such strike after the first is increased by the listed amount. This resets at the beginning of your next turn.
One of your hands contains a microscopic matrix of electromagnetically charged wires and nodes that is kept powered by your own nervous system. As long as you aren't holding or wielding an item in that hand, you can use it as a standard action to make a melee attack roll against a target's EAC. If you hit, a technological item that target is holding or wearing in a visible, accessible manner (such as on a belt) or a weapon that is powered by a battery that target is wielding loses 1d6+1 charges. This amount is doubled if you score a critical hit.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|polarizing palm | 7 | 5,850 | hand |
</div>
<div class="statblock">
* ''Level'' 4; ''Price'' 6,195
* Large land and air vehicle (10 ft. wide, 10 ft. long, 5 ft. high)
* ''Speed'' 25 ft., full 650 ft., 75 mph (ground and fly)
* ''EAC'' 17; ''KAC'' 19; ''Cover'' improved cover
* ''HP'' 50 (25); ''Hardness'' 7
* ''Attack (Collision)'' 5d6 B (DC 13)
* ''Attack'' autodisabler (3d8 E)
* ''Modifiers'' +2 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot (Piloting +13), planetary [[comm unit]]
* ''Passengers'' 1 plus 2 prisoners
!!! SPECIAL ABILITIES
''Autodisabler ([[Ex]])'' The police cruiser's autodisabler is programmed to damage only vehicles. It is a longarm with a range of 50 feet, a capacity of 20, and a usage of 2. On a critical hit with the autodisabler, the target vehicle malfunctions for 1d4 rounds. During this time, the affected vehicle's pilot can't spend more than one move action per round on controlling the vehicle.
</div>
Pollution mephits are slovenly and slothful beings composed of noxious fluids and choking fumes.
* ''Traits:''
** add earth and water subtypes
** [[fast healing]] works only when the mephit is in polluted or muddy environments
** [[immunity]] to acid
** [[breath weapon]] deals 2d6 acid damage, and those who fail their saves are [[sickened]] for 1d3 rounds from the disgusting slurry
** spell-like ability (caster level equal to CR, high attack bonus) of //[[energy ray]]// (acid only) at will
* ''Languages:'' Aquan or Terran.
Weaponized polyfluid applications are just beginning to be explored. Polyfluid's plasticity has already been applied to some melee weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|polyclub, tactical | 6 | 4,200 | 1d6 B | — | L |[[analog]], [[operative]], [[polymorphic]] |
|polyclub, advanced | 10 | 17,400 | 2d6 B | — | L |[[analog]], [[operative]], [[polymorphic]] |
|polyclub, elite | 14 | 65,000 | 4d6 B | — | L |[[analog]], [[operative]], [[polymorphic]] |
|polyclub, paragon | 18 | 345,000 | 8d6 B | — | L |[[analog]], [[operative]], [[polymorphic]] |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge aberration
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Defensive Abilities'' [[amorphous]]; ''Resistances'' acid 5
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 30 ft., swim 30 ft.
* ''Melee'' bite +14 (1d6+10 B plus [[swallow whole]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' burp (DC 13), expanded gullet, [[swallow whole]] (1d6+10 A, EAC 17, KAC 15, 17 HP).
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +16, [[Stealth]] +11
* ''Other Abilities'' [[amphibious]], [[compression]]
!!! ECOLOGY
* ''Environment'' any aquatic underground
* ''Organization'' solitary, pair, or digestion (3–6)
!!! SPECIAL ABILITIES
''Burp ([[Ex]])'' Once it has swallowed a creature whole, a polygulp can burp as a move action, [[sickening]] creatures within 10 feet for 1 round, including those it swallowed (DC 13 Fortitude negates). This is a sense-dependent effect.
''Expanded Gullet ([[Ex]])'' A polygulp's oversized maw can hold two creatures, allowing it to [[grapple|Grapple (combat maneuver)]] two targets at once when it takes a full action to attack with its bite attack. On the following turn, if both targets are still grappled, it can attempt to swallow them both with another full action to attack. A polygulp has double capacity per size category for victims in its stomach (for a Huge polygulp, that is two Large creatures, four Medium creatures, eight Small creatures, and so on).
</div>
A polygulp is a near-shapeless mass of living slime and mud that is easily mistaken for an ooze. It lurks in watery subterranean environments, waiting for pools of fish and other aquatic creatures to swim by, so that it can swallow as many of the creatures as its stomach can hold—which is a considerable amount, as a polygulp's only true internal organ is its stomach. A polygulp occasionally slithers onto land to sate its eternal hunger, as it senses prey by the vibrations they make, attacking creatures that cross its path. The aberration can also compress into thin cracks in a wall or slide under doors, making outrunning it difficult. Despite its bizarre nature, a polygulp
fills the role of apex predator within its ecosystem, preventing overpopulation among the polygulp's prey species.
Despite (or perhaps because of) its greedy hunger, a polygulp suffers from a constant form of indigestion when it feeds, worsening its already aggressive temperament. As its stomach acids churn, a polygulp can relieve some of the discomfort by emitting a foul-smelling burp that few can tolerate—even underwater. The odor doesn't linger, and since a polygulp digests everything it consumes, it is tricky to determine when one has stumbled into a polygulp's hunting grounds until it is too late.
You replace your entire hand with a hand made of reprogrammable microscopic adamantine prisms. With either a mental command or a programmable interface built into the hand, you can reconfigure your hand into the shape of various tools. The hand can contain programming for nine different tools, in addition to a configuration for a normal hand for your species. As a move action, you can switch the setting, causing the adamantine pieces to realign into the shape of the chosen tool. The tool has all the flexibility of the normal tool (or of a hand, if set to that).
Programming a new tool into the polyhand takes 10 minutes, and you must choose either to fill an empty slot or to replace a programmed tool. The tool replicated must be 8th level or lower. The polyhand can replicate the moving parts of a tool, but you must supply any fuel or batteries needed for the tool to function. The tool cannot produce substances, and since it's not very conductive (important so as to avoid shocking the user), it can't serve as a power conduit or data transmission line. The tools within engineering kits and similar kits can be duplicated, subject to the restrictions above.
You can't replace the hand setting based on your biology, which is required for the polyhand to function properly. You can add a hand corresponding to another species in any slot that isn't reserved; for instance, a [[human]] could program her polyhand to replicate a [[shirren]] hand. This can't duplicate features of a unique individual, such as thumbprints. You can install a polyhand into a [[prosthetic limb]] that replaces an arm as if the prosthetic were a natural arm.
The adamantine construction makes the polyhand extremely durable. This doesn't change the amount of unarmed strike damage, no matter the form your polyhand is in. The polyhand can't maintain structural integrity if extended too far, so it can't assume a form more than one and a half feet long in any dimension. Consequently, it can't extend your reach.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|polyhand | 14 | 71,000 | hand |
</div>
Weaponized polyfluid applications are just beginning to be explored. Polyfluid's plasticity has already been applied to some melee weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|polylash, tatical | 7 | 7,000 | 3d4 B | — | L |[[analog]], [[disarm]], [[polymorphic]], [[reach]], [[trip]] |
|polylash, advanced | 11 | 25,500 | 3d8 B | — | L |[[analog]], [[disarm]], [[polymorphic]], [[reach]], [[trip]] |
|polylash, elite | 15 | 110,000 | 6d8 B | — | L |[[analog]], [[disarm]], [[polymorphic]], [[reach]], [[trip]] |
|polylash, paragon | 19 | 575,000 | 11d8 B | — | L |[[analog]], [[disarm]], [[polymorphic]], [[reach]], [[trip]] |
</div>
[[Osharus]] teach their young from an early age to appreciate the vast amounts of knowledge to be learned everywhere. This augmentation helps to supercharge your neural pathways to quickly retrieve anything you might have learned. Once per day, you can automatically succeed at an attempt to aid another on an Intelligence-based skill check.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|polymath graft | 1 | 140 | brain |
</div>
This plastic miniature, though expertly painted and shaded with acrylics to look like a primeval creature, could easily be mistaken as some game piece for a strategy game. You can transform it into a [[dromaeosaurid]]. It behaves toward you much like a family pet, defending you fiercely.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//polymer velociraptor// | 6 | 4,250 | – |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation (polymorph)
* ''Casting Time'' 1 round
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one willing creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' yes (harmless)
</div>
You change a willing target's shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the [[polymorph|Polymorphing]] descriptor and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available.
You choose which of these predetermined polymorph forms the target changes into each time you cast the spell.
''1st:'' Casting //polymorph// as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target's true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium.
* //CR:// The maximum CR is 1.
* //Defenses:// The form can grant [[DR]] 1/magic or [[resistance]] 2 to one energy type.
* //Movement:// The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet.
* //Racial Traits:// You cannot grant racial traits.
* //Senses:// The form can grant [[low-light vision]] or [[tracking]] (scent), but not both.
''2nd:'' Casting //polymorph// as a 2nd-level spell allows you to completely transform the target into one of the four 2nd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium.
* //CR:// The maximum CR is 3.
* //Defensive Abilities:// The form can grant [[DR]] 2/magic or [[resistance]] 5 to one energy type.
* //Racial Traits:// The form can grant only one racial trait to each polymorphed form, and you can't grant racial traits that include spell-like abilities.
* //Senses:// The form can grant one of the following options:
** [[blindsense]] (scent) out to 5 feet
** [[darkvision]] out to 60 feet
** [[low-light vision]]
** [[tracking]] (scent)
* //Speed:// The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet.
3rd: Casting //polymorph// as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. All your polymorphed forms must be Small or Medium.
* //CR:// The maximum CR is 6.
* //Defensive Abilities:// The form can grant [[DR]] 3/magic, [[resistance]] 5 to two different energy types, or resistance 10 to one energy type.
* //Racial Traits:// The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities.
* //Senses:// The form can grant one of the following options:
** [[blindsense]] (scent, sound, or vibration) out to 15 feet
** [[darkvision]] out to 60 feet
** [[low-light vision]]
** [[tracking]] (scent)
* //Speed:// The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet ([[Ex]]) with clumsy maneuverability, or a swim speed of 30 feet.
''4th:'' Casting //polymorph// as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. All your polymorphed forms must be Small, Medium, or Large.
* //CR:// The maximum CR is 9.
* //Defensive Abilities:// The form can grant [[DR]] 5/magic, [[resistance]] 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type.
* //Racial Traits:// The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities.
* //Senses:// The form can grant one of the following options:
** [[blindsense]] (scent, sound, or vibration) out to 30 feet
** [[blindsight]] (scent, sound, or vibration) out to 5 feet
** [[darkvision]] out to 60 feet and [[low-light vision]]
** [[tracking]] (scent)
* //Speed:// The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet ([[Ex]]) with clumsy maneuverability, or a swim speed of 40 feet.
''5th:'' Casting //polymorph// as a 5th-level spell allows you to completely transform the target into one of the four 5th‑level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. All your polymorphed forms must be Tiny, Small, Medium, or Large.
* //CR:// The maximum CR is 12.
* //Defensive Abilities:// The form can grant [[DR]] 5/—, [[resistance]] 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type.
* //Racial Traits:// The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities.
* //Senses:// The form can grant one of the following options:
** [[blindsense]] (scent, sound, or vibration) out to 30 feet
** [[blindsight]] (scent, sound, or vibration) out to 15 feet
** [[darkvision]] out to 90 feet and [[low-light vision]]
** [[tracking]] (scent)
* //Speed:// The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet ([[Ex]]) with average maneuverability, or a swim speed of 40 feet.
''6th:'' Casting //polymorph// as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge.
* //CR:// The maximum CR is 15.
* //Defensive Abilities:// The form can grant [[DR]] 5/—, [[resistance]] 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or [[immunity]] to disease, poison, or [[radiation]].
* //Racial Traits:// The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities.
* //Senses:// The form can grant one of the following options:
** [[blindsense]] (scent, sound, or vibration) out to 30 feet
** [[blindsight]] (scent, sound, or vibration) out to 15 feet
** [[darkvision]] out to 90 feet and [[low-light vision]]
** [[tracking]] (scent)
* //Speed:// The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet ([[Ex]]) with perfect maneuverability, or a swim speed of 60 feet.
You are adept at changing forms using polymorph.
''Prerequisites:'' You know the //[[polymorph]]// spell as a 3rd-level spell or higher.
''Benefit:'' While your polymorph spell targeting yourself lasts, as a standard action, you can change into another form you know from that level of the spell or any lower-level version. This does not affect the duration of the spell.
<div class="statblock">
* <<levels>>
* ''School'' transmutation (polymorph)
* ''Targets'' up to four willing creatures, no two of which can be more than 30 ft. apart
</div>
This spell functions as //[[polymorph]]//, except as noted in this description. Each target must take the same form.
"""
''4th:'' This spell can transform the targets as per the 1st-level version of //[[polymorph]]//.
''5th:'' This spell can transform the targets as per the 2nd-level version of //[[polymorph]]//.
''6th:'' This spell can transform the targets as per the 3rd-level version of //[[polymorph]]//.
"""
Melee weapons with the polymorphic weapon special property are made of a multitude of linked scales that can be reconfigured with a gesture. The wielder can cause the scales to flatten, form several contiguous sharp edges, or stand upright as a series of points. As a swift action or once as part of a full action, a creature wielding a polymorphic weapon can change its damage type from bludgeoning, slashing, or piercing to another of those types.
You're an expert in secret arts that allow you to change your appearance into something—or someone—totally different. You gain the shapechanger subtype and the [[change shape]] universal monster rule. This ability has the polymorph descriptor, and you must design one polymorph form to use with this ability. You must comply with all restrictions imposed by a 1st-level polymorph spell when designing this form, and you can't design a form of a creature that has an Intelligence modifier of −3 or lower. You add your [[expertise]] die to [[Disguise]] checks to change your appearance to your chosen form.
At 5th level, your shapeshifting abilities improve. When you design your form, you must comply with all restrictions imposed by a 2nd-level polymorph spell. This further improves to a 3rd-level polymorph spell at 9th level, a 4th-level polymorph spell at 13th level, a 5th-level polymorph spell at 17th level, and a 6th-level polymorph spell at 20th level.
When selecting [[expertise talents]], you don't need to have expertise in the skills they affect, and you can use any expertise talent that requires you to forgo your expertise die by spending 1 Resolve Point as part of the action to use the expertise talent. In addition, when you would gain an expertise talent, you can instead learn a new polymorph form that you can assume using this alternate class feature.
This alters [[expertise talents]] and replaces [[expertise]], [[skill expertise]], and [[true expertise]].
Those unfamiliar with polymorphic serum often believe the churning, neon-green liquid to be toxic or radioactive at first glance. When created, each //polymorphic serum// is assigned a specific polymorphed form, as described by a //[[polymorph]]// spell of the serum's level. All decisions regarding this polymorph form, such as whether it is a generic or a specific form, are determined when the serum is created. Any creature imbibing a //polymorphic serum// changes into the serum's associated form for 2 hours × the serum's mark (2 hours for mk 1, 4 hours for mk 2, and so on).
If you are unwillingly subjected to a //polymorphic serum// (such as through a weapon with the [[injection]] special property), you can attempt a Fortitude save to negate this effect (DC = 10 + 1-1/2 × the item's level). If you fail, you can still dismiss the effect as normal for the //polymorph// spell.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//polymorphic serum//, mk 1 | 3 | 250 | — |
|//polymorphic serum//, mk 2 | 6 | 675 | — |
|//polymorphic serum//, mk 3 | 9 | 2,100 | — |
|//polymorphic serum//, mk 4 | 12 | 5,700 | — |
|//polymorphic serum//, mk 5 | 15 | 18,000 | — |
|//polymorphic serum//, mk 6 | 18 | 60,000 | — |
</div>
You can transform into utterly enormous creatures.
''Prerequisites:'' 17th level, you know the //[[polymorph]]// spell as a 6th-level spell, and you have at least one Huge predetermined polymorph form.
''Benefit:'' When you cast //polymorph// on yourself as a 6th-level spell to transform into a Huge predetermined form, you can spend 1 RP to transform into a Gargantuan version of that form instead. The Gargantuan form grants a +4 enhancement bonus to Strength-based ability checks and skill checks. Alternatively, you can spend 2 RP to instead transform into a Colossal version of that form with a space of 30 feet, granting you a +5 enhancement bonus to Strength-based ability checks and skill checks.
Polymorph is a descriptor that applies to transmutation spells and effects that allow you to change the physical shape of yourself or another creature. A spell or effect with the polymorph descriptor has the following general parameters, unless the spell or effect specifies otherwise. As a rule, a polymorph spell or effect doesn't change any attribute about its target unless it says it does.
A polymorph form has the shape and appearance of one base creature within limitations. A form grants other capabilities with limitations set by the version of polymorph spell you cast. A polymorph spell can rarely give the target all the capabilities of another creature. It can impart only traits of a physical nature, including changes in movement types, natural weapons, resistances, senses, and some other features. When the target takes the form of a specific individual, its capabilities are likely to be similar, but the magic can't always grant the full extent of a creature's power.
!! Forms
When you change your own or another creature's form using a spell with the polymorph descriptor, the target's original form (referred to as its true form) is used to determine anything that is not explicitly changed by the spell.
When you learn a spell with the polymorph descriptor, you design a number of specific forms (as determined by the spell) known as polymorph forms. Each of these could be based on an extant creature, or they might be a product purely of your imagination. You can thereafter cast the spell to change yourself or another creature into one of your predetermined forms. These forms might be specific to you, each having a unique look that remains the same from one casting to the next (potentially even mimicking a specific individual), or they might be generic (so you use that form when you change into a creature, but the target's appearance is different each time within the norms for that creature). You cannot, however, transform a target to have multiple forms at one time (so you couldn't, for example, transform a single creature into a creature with the swarm subtype).
!! Multiple Effects
Only one spell or effect with the polymorph descriptor can affect a creature at a time. If you're the willing target of a polymorph effect while you're polymorphed, the new effect changes your form and ends the older effect. While you are polymorphed, if you fail the saving throw against a polymorph effect for which you are an unwilling target, the new effect changes your form and ends the older effect. The same rules apply to a shapechanger currently in a shape provided by the change shape ability. A shapechanger can end a polymorph effect on itself by using its change shape ability to transform into another form allowed by that ability.
!! Appearance
When a polymorph form is that of another creature, the target appears to be that creature. You decide at the time of designing a polymorph form if its appearance is generic (allowing the target to look like any general example of that type of creature, but never a specific creature) or specific (causing the target to always look like one specific individual that does not change between castings).
As a disguise, this change in appearance is perfect, granting the target a +10 bonus to [[Disguise]] checks (either to appear to be a typical version of a generic form or a specific individual when using a unique form). In addition, the DC of the target's Disguise checks isn't modified due to altering major features or disguising itself as a different race or creature type. The DC increase for disguising itself as a different size applies only if an observer knows its size is incongruous with the form. The GM can alter or eliminate the bonus to Disguise checks based on the target's behavior, such as talking in animal form or other conduct outside the norm for a shape.
!! Equipment
If the polymorph form granted by a spell is of the same creature type as the target's true form, the armor, weapons, and other equipment the target had at the time of casting remain visible and accessible and are changed by the magic to be usable in the new form. If any item is out of the target's possession for more than 1 round, it reverts to its normal form.
If the polymorph form is of a different creature type than the target's true form, the spell causes the target's armor (including any armor upgrades and the abilities of powered armor) to continue to function and be able to be activated by the target regardless of the character's form. However, the armor isn't visible in polymorph form, and it can't be targeted or accessed (such as to change batteries) by either the target or other creatures. All other equipment is unavailable in a polymorph form of a different type and cannot be used, activated, targeted, or modified by either the target or other creatures.
!! Natural Attacks
When you design a polymorph form, you can give it a natural attack. A creature in this form has an attack bonus for the natural attack equal to 1-1/2 times its character level or Challenge Rating (CR), to a maximum of three times the level of spell that grants the form. No ability modifiers, class features, feats, items, racial abilities, or spells modify this attack bonus (though it is affected normally by penalties). The natural attack deals damage equal to the standard melee damage for an expert NPC of a CR equal to the creature's level or CR, to a maximum character level or CR equal to three times the level of spell that grants the form. No equipment modifies this damage except for Strength bonuses from personal upgrades (though it is affected normally by penalties).
!! Special Abilities
Each version of a polymorph spell has a maximum CR. When you design a polymorph form, the target can gain the same maximum number of special abilities as an expert NPC of a CR equal to the spell's maximum CR. Alternatively, if you base your form on a specific creature (which must be of a CR no higher than the spell's maximum CR), you can select only abilities that the base form has, but you can select one ability more than the normal maximum.
All of these are in addition to any abilities gained from the polymorph form's type or subtype (which are limited—see Type and Subtype), and they must be selected from the following list: amphibious, breath weapon, breathing, compression, defensive abilities, limited telepathy, racial traits, senses, and trample.
''Breath Weapon:'' A breath weapon deals damage of one energy type of your choice, deals 1d4 damage of that type per character level or CR of the polymorphed target (to a maximum equal to the polymorph effect's maximum CR), must be a line or cone (following the guidelines for the breath weapon universal creature rule), can be used only once every 4 rounds, and does one less d4 of damage each time it is used. When the damage reaches 0d4, the breath weapon no longer functions. A target can attempt a Reflex save (DC = 10 + half the polymorphed creature's character level or CR or 10 + half the maximum CR of the polymorph effect, whichever is lower) to reduce the damage by half.
''Breathing:'' When selecting breathing as a special ability, you can select one environment in which you are aware that living creatures can natively exist, and grant your polymorph form the ability to breathe in that specific environment. This can be underwater, in a specific toxic environment, or even in the void of space if you have first-hand knowledge of living creatures that successfully operate in a vacuum without needing to breathe. The target retains the ability to breathe as it normally does in addition to this benefit. Breathing can be an unimportant feature if the target retains its armor's environmental protections (see Equipment).
''Defensive Abilities:'' The limits of which defensive abilities you can select are outlined in each polymorph spell. You can select only one of the defensive options listed for the level at which you cast the spell, and it counts toward the maximum number of special abilities the form can grant.
''Movement:'' Each polymorph spell or ability details what changes to movement, if any, your polymorph form can grant. Your polymorph form can grant one form of movement without it counting against its maximum number of special abilities, but any additional forms of movement must be selected as special abilities.
''Racial Traits:'' When selecting a racial trait for a polymorph form, you can select any one player character racial trait of a race that grants such rules and that does not refer to or require any equipment, armor, armor upgrade, or drone upgrade to function. For example, you could select the exceptional vision trait of an android (gaining both low-light vision and darkvision), but not the upgrade slot ability (since it refers to armor upgrades). Additionally, the target can never gain racial ability adjustments, racial Hit Points, feats, or skill ranks from a polymorph spell's effects. Each level of the polymorph spell has specific restrictions regarding spell-like abilities.
''Senses:'' The limits of what senses you can select are outlined in each polymorph spell. Each of the sense options a given polymorph spell can grant the target counts as a single special ability that counts toward the maximum number of special abilities a polymorph form can grant.
''Other Abilities:'' If you're designing a polymorph form based on a specific creature, the GM may allow you to select one of that creature's special abilities or traits so long as the creature has a CR no higher than the spell's maximum CR. If a polymorph spell grants a trait that uses a base creature's CR for a calculation, instead use the spell's maximum CR or the polymorphed creature's character level or CR, whichever is lower.
Some abilities should not be permitted by a GM. The target can't gain an aura from a polymorph form. An ability can't be gained if it requires more time to use than the polymorph spell's duration. The target can't gain any ability that makes it part of a communal mind or body, such as the barathu combine ability or the swarm mind ability that swarms have. In addition, the target can't gain any special ability that allows it to summon or otherwise spawn other creatures. Because of how polymorph effects interact (per the Multiple Effects section), a polymorph spell can't grant the target the change shape special ability, since the polymorph spell that granted the ability would end when the target used it. If an ability is supernatural or could harm the target in its use, the GM should be very cautious before allowing access to it in a polymorph form.
The weird magic of polymorph spells might grant the target the ability to cause other effects that should last longer than its transformation. If an effect the target creates while in a polymorph form has an ongoing duration when the target returns to normal form, the effect ends unless the GM decides otherwise. However, changes the target made that are not ongoing effects, such as the death of enemies the target fought, are permanent.
!! Size
Some polymorph spells allow you to design a polymorph form of a specific size. If you change the target's size, it gains the space and reach of the new size. Decide if the new form is tall or long and then use the space and reach rules from [[Table: Creature Size]]. If you try to polymorph the target into a size that the physical space it's in can't accommodate, the spell begins to take hold but then fails. You should also select a weight within the range indicated for that size on that table.
A target of a polymorph spell gains a minor bonus based on the size its new form provides, regardless of the target's original size. The table below shows these bonuses, which are enhancement bonuses to ability checks and skill checks based on the indicated ability score.
<div class= "table-wrapper">
|Size | Bonus |h
|Diminutive | Dex +3 |
|Tiny | Dex +2 |
|Small | Dex +1 |
|Medium | Str +1 |
|Large | Str +2 |
|Huge | Str +3 |
!! Type and Subtype
Polymorph spells allow their target to appear to be a creature of a different type and subtype and grant the target some benefits related to the base creature's capabilities. Despite these changes, the target's type and subtype remain the same.
More powerful spells grant the target extra benefits based on the chosen type or subtype, as noted in the spell description. Those benefits follow. Taking the appearance of a type or subtype not listed below doesn't grant the target any related abilities.
!!! Construct
Changing a target that isn't a construct into a constructed form grants it a +2 enhancement bonus to saving throws against disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.
!!! Elemental
Changing a target that doesn't have the elemental subtype into an elemental form grants it a +2 enhancement bonus to saving throws against paralysis, poison, sleep, and stunning. The target is unflankable while in elemental form. A fire elemental form is immune to fire, vulnerable to cold, and cannot grant cold resistance.
!!! Plant
Changing a target that isn't a plant into a plant form grants it a +2 enhancement bonus to saving throws against mindaffecting effects, paralysis, poison, sleep, and stunning.
!!! Undead
Changing a target that isn't undead into an undead form grants it a +2 enhancement bonus to saving throws against mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.
!!! Vermin
Changing a target that isn't a vermin into a vermin form grants it a +4 enhancement bonus to saving throws against mind-affecting effects.
!! Initiative
The target keeps its modifier to initiative. A polymorph form never changes this modifier.
!! Speed
A polymorph spell can alter the target's speed and movement types, as noted in the spell description. If the spell doesn't, the target retains its normal speed and movement types.
!! Speech
The target retains its speech capabilities while polymorphed unless you decide against that. The languages it speaks and understands don't change with its shape.
!! Ability Scores
While a polymorph form might grant the target enhancement bonuses to skill and ability checks based on its Strength and Dexterity, as detailed in Size, it never alters the target's ability scores or ability modifiers.
Hit Points and Stamina Points
The target retains its normal Hit Points and Stamina Points in your new form. A new form can't grant it Hit Points or Stamina Points. Further, a form can provide no means for the target to regain Hit Points or Stamina Points or cause others to do so.
!! Resolve Points
The target retains its normal Resolve Points. A new form can neither grant the target Resolve Points nor allow it special methods of regaining or granting others Resolve Points.
!! Features
The target's features from classes, themes, and so on still work in its new form. However, its form could limit the usage of features it has. Rely on common sense and GM guidance in such situations. Additionally, the target can't gain class features, theme features, class grafts, and similar mechanical elements from a polymorph form. For instance, you can't polymorph a target into an Aeon Guard to grant a target the benefits of that creature's class graft, but you can transform a target to look like an Azlanti human.
!! Skills
When in a polymorph form, the target retains its skills and its ranks in them. A form might grant the target modifiers to its skills or new ways to use them, but a form can't grant the target new skills or skill ranks.
!! Spells
The target can still cast spells while polymorphed. However, as with equipment, it might not be able to access or employ special materials to cast some spells. The GM may decide that while the target is polymorphed, its form prevents it from properly manipulating the materials required to cast a spell, such as the materials worth 1,000 credits per CR of an undead created with //[[animate dead]]//. In any case, a new form can't grant the target the ability to cast spells. It can grant spell-like abilities, but only those from a racial trait, and only one racial trait can be assigned to any given polymorphed form.
Designed from a synthetic protoplasm that deadens and bends sonic vibrations, this skin graft gives you sonic [[resistance]] 5. In addition, you can activate the graft to emit constant, erratic vibrations that interfere with [[blindsense]] (sound) and [[blindsight]] (sound). While activated, creatures can detect you with blindsense (sound) at only one-third the normal range, whereas creatures with blindsight (sound) gain only the benefits of blindsense when detecting you. The graft remains activated for 5 minutes or until deactivated, after which it can't be activated again until you rest for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|polyphonic buffer | 9 | 13,200 | skin |
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Small ooze
* ''Init'' +1; ''Senses'' [[blindsight]] (sound) 120 ft.; ''Perception'' +4
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 10; ''KAC'' 11
* ''Fort'' +4; ''Ref'' +0; Will –2
* ''Immunities'' [[ooze immunities]], sonic
!!! OFFENSE
* ''Speed'' 15 ft., climb 15 ft.
* ''Melee'' pseudopod +6 (1d6+2 So) or [[attach]] +6
* ''Offensive Abilities'' amplify frequency, resonant vibrations
!!! STATISTICS
* ''Str'' +2; ''Dex'' +1; ''Con'' +3; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +9
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or concert (3–7)
!!! SPECIAL ABILITIES
''Amplify Frequency ([[Ex]])'' Whenever a polyphonic gel would take sonic damage, it absorbs that energy instead. The stored vibrations amplify the creature's sonic waves, increasing damage dealt by the ooze's next pseudopod attack before the end of its next turn by 1d6.
''Resonant Vibrations ([[Ex]])'' When the polyphonic gel deals sonic damage to a creature it's attached to, it deals an equal amount of sonic damage to the target's armor as well. This damage ignores half of the armor's [[hardness]], rounded up.
</div>
<<section 'Polyphonic Plasm'>>
A polyphonic gel resembles smoked glass that pulses with multicolored lights in time to an unpredictable rhythm. This ooze is actually an organic, semi-fluid mass of millions of flexible fibers that constantly vibrate to produce audible frequencies, ranging from hauntingly beautiful to shrill and discordant. These captivating displays often lure observers who mistake their performances and languidly extended pseudopods for friendly gestures. Such observers soon discover that the gels' bodies course with sonic vibrations that can devastate flesh, bone, and steel as well as break prey into edible chunks.
Although polyphonic gels seem to draw some nutrition out of physical material, they primarily feed on sound. When feeding, a gel sends out countless pulses that resonate off their prey's body, the echoes fueling their metabolism. Each absorbed sound also helps the gel form new fibers, like a brain forging fresh neurons while learning, as the sounds create each fiber and shape its texture. In this way, polyphonic gels gradually grow—physically and in their sound vocabulary—when exposed to new sounds.
Polyphonic gels can survive indefinitely if exposed to periodic sound, like a noisy fan or the rush of a waterfall. However, they grow only when supplied a range of sounds and materials to absorb. In practice, the mindless oozes manifest cravings for different sounds that drive them to search for novel prey or specific material types. Polyphonic gels sometimes slither frantically past other food sources in search of a specific type of crystal or pitch of dwarven scream. Previously docile specimens kept in captivity for study often develop these cravings, too. Despite their keepers' best attempts to provide a balanced diet, the oozes' desires can lead to catastrophic breakouts when they disintegrate their holding cells. When fed a varied diet, polyphonic gels can grow with extraordinary speed, doubling in size in a matter of days. Conversely, those oozes deprived of sound altogether (including any trapped in the vacuum of space) starve and gradually wither.
Polyphonic gels can serve as a repository of sounds. In practice, they might repeat their prey's garbled last words, crooning nonsense phrases with the haunting voices of the departed. Theoretically, though, it should be possible to elicit specific sounds from these oozes by isolating the key fibers, agitating them, and recording the output. Engineering tests have managed only small successes to date, however, and most consider anything more as impractical.
Early in life, a polyphonic gel spans about 2–3 feet in diameter and weighs a mere 20 pounds. It grows in proportion to its sound absorption and reaches polyphonic plasm status when it spans almost 10 feet across and weighs 400 pounds. Beyond this size, the oozes rarely dedicate nutrients to additional growth, instead focusing on reproduction by budding a new gel that carries away a fraction of its parent's sonic repertoire. Even when independent, gels tend to shadow their parent plasms until lured away by tempting new stimuli. Gels of all sizes periodically seek each other out, forming concerts of a dozen or more gels that sing to each other for days on end. The purpose of these gatherings remains unknown. They rarely result in growth, and since the oozes lack any true nervous tissue (much less minds), it seems unclear if these gatherings hold social value for the creatures, though they appear visibly calmed afterward. However, the gels often turn on anyone who interrupts their songs.
Despite the dangers associated with polyphonic gels, they're easy to detect and slow-moving, allowing careful xenobiologists and other researchers to study them with relative ease. Some Shelynites consider the oozes sacred, believing the creatures' songs encode messages from the Eternal Rose herself. Worshippers have compiled years-long recordings and distributed them across Pact Worlds infospheres for free, and while the acolytes try to decode these soundscapes to understand their goddess, digital music artists have shamelessly sampled the files in hundreds of songs. These musical byproducts as well as the alien tones that only the gels can create only reinforce the Shelynites' belief that polyphonic gels sing with divine will. Some priests happily shepherd these oozes across alien landscapes to help their charges learn new music. Though the priests might have good intentions, the wild and willful gels regularly escape to pursue some distant tune or tone. With so many incidents, several Pact Worlds have condemned and criminalized this expression of Shelyn's faith.
!! Polyphonic Buffer Augmentation
Bioengineers studying polyphonic gels have synthesized an inorganic compound that can stymie echolocation and disperse destructive sound waves.
{{Polyphonic Buffer}}
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large ooze
* ''Init'' +1; ''Senses'' [[blindsight]] (sound) 120 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 16; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +4; ''Will'' +1
* ''Immunities'' [[ooze immunities]], sonic
!!! OFFENSE
* ''Speed'' 15 ft., climb 15 ft.
* ''Melee'' pseudopod +12 (1d6+7 So)
* ''Offensive Abilities'' amplify frequency, [[engulf]] (1d6+7 So, DC 13), resonant vibrations
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +15
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or concert (3–12)
!!! SPECIAL ABILITIES
''Amplify Frequency ([[Ex]])'' See [[polyphonic gel]]. The stored vibrations increase a polyphonic plasm's pseudopod damage by 2d6.
''Resonant Vibrations ([[Ex]])'' When the polyphonic plasm deals sonic damage to the creature it has engulfed, it deals an equal amount of sonic damage to the creature's armor as well. This damage ignores half of the armor's [[hardness]], rounded up.
</div>
Polyplate is flexible armor composed of interlocking scales that protects its wearer against trauma, absorbing blows and distributing the force across a wide area to lessen its impact. By default, the armor protects against bludgeoning damage, providing [[DR]] against that damage equal to half the armor's item level. As a move action, a creature wearing polyplate can swipe a limb across the armor, changing its DR to protect against piercing or slashing damage, or back to bludgeoning. Polyplate is also highly adaptable, easily incorporating armor upgrades.
<div class= "table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|polyplate, basic | 64,200 | +5 | +7 | +4 | — | — | 2 | L |
|polyplate, advanced | 10 | 17,400 | +11 | +13 | +5 | — | — | 3 | L |
|polyplate, elite | 14 | 65,000 | +15 | +17 | +6 | — | — | 4 | L |
|polyplate, paragon | 18 | 345,000 | +19 | +21 | +7 | — | — | 5 | L |
</div>
This compact cartridge contains a minuscule artificial gravity suspender. When activated as a standard action, a portable antigravity field temporarily decreases the gravitational forces in an area by one step (extreme to heavy, heavy to standard, standard to light, and light to zero gravity) in a 20-ft. radius burst. This effect lasts until the device runs out of charges or until it's deactivated as a move action. This item has no effect in an area that already has zero gravity.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Installation DC | Range |h
|portable antigravity field | 9 | 13,200 | L | 20 | 5/round |
</div>
You can use your [[custom rig]] to recharge batteries. You can spend 10 minutes in contact with a battery and restore its charges to full. Once you have used your portable charging station a number of times per day equal to your Intelligence bonus (minimum 1), you can't do so again for 24 hours.
This wearable device consists of a 1-quart tank, a coolant pack, a standard battery, and a hose. When powered, the tank absorbs and filters moisture from the surrounding atmosphere, condensing it into potable water. The device condenses 1 quart of water per hour, using 2 charges per hour, and shutting off automatically once the tank is full. In especially dry areas, this process takes twice as long, and the device cannot function in a vacuum or where there is no atmospheric moisture at all. Most deserts hold enough ambient moisture for the device to function at its slower rate.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|portable condenser | 1 | 50 | 1 |
</div>
When activated, this heavy, 1-foot-square metal box unfolds into a flat gangway up to 30 feet long and 10 feet wide that is capable of supporting up to 2 tons. The gangway is self- supporting with struts that automatically unfold and brace it in place, as long as there is terrain to support the gangway on at least one end. The gangway can have an angle of up to 45 degrees when it is created, forming a ramp instead of a bridge. The portable gangway unfolds only partway if there isn't room for the entire gangway, supporting as much of its size as can fit into the area. When a control stud at any of the gangway's corners is pressed as a move action, the gangway refolds into a box around that stud, as long as there are no creatures or objects on the gangway.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|portable gangway | 5 | 2,700 | 4 | 40 | 1/use |
</div>
Based on [[protocite reclaimers]], this grinder has flat-toothed discs that interlock and rotate toward one another. A multistage mechanism allows these grinders to break material down into junk or polyfluid. The initial stage renders 1 bulk of technological items into 1 bulk of inert electronic equipment suitable as a target for some spells, such as //[[battle junkbot]]//. Further grinding produces polyfluid that flows into a swappable tank that itself weighs 1 bulk empty. Polyfluid can be gleaned from both analog and technological items. In any case, the material you produce is worth 10% of the original item's value. The weight of the polyfluid produced is determined by that monetary value.
A portable grinder requires a battery. It takes 1 charge and 1 minute to grind 1 bulk of items into junk. Another charge and minute are required to produce polyfluid.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|portable grinder | 3 | 1,500 | 2 | 20 | 1/bulk |
</div>
A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20-foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|beacon | 1 | 25 | 1 | 10 | 1/hour |
|flashlight | 1 | 1 | L | 10 | 1/hour |
|lantern | 1 | 1 | L | 10 | 1/hour |
|spotlight | 1 | 25 | 1 | 10 | 1/hour |
</div>
You can use your [[custom rig]] to supply limited power for up to 1 minute to a computer or starship system that lacks power. If this system is part of a much larger network, this trick does not supply power to the entire network, just to a limited point of access (typically a terminal), which might greatly limit functionality. Once you have used portable power on a system, you cannot do so again on that system for 24 hours.
This blocky charging device with four adapter cables can store a single battery of any capacity, allowing up to four connected devices to drain charges from the stored battery to recharge their own batteries. A connected device can transfer 1 charge per minute from the stored battery to the device's battery, though a stored battery can recharge only devices whose batteries' maximum capacity is equal to or lower than that of the stored battery. The adapters are unsuitable for military application and cannot be used to recharge weapons.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|portable power hub | 1 | 10 | 1 |
</div>
A portaledge tent functions as a [[mobile hotelier|Tent]], but can anchor to virtually any vertical wall or sheer surface. Setting up a portaledge tent typically takes 10 minutes. Once set up, this provides space for two people to rest comfortably and safely without risk of falling. It takes a DC 26 Strength check to pry a portaledge tent loose, or a DC 20 [[Survival]] check to remove it while anyone or anything with 2 or more bulk is still inside it.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|portaledge tent | 1 | 75 | 1 |
</div>
This sturdy Medium drone is designed to haul loads and assist with laborious tasks. Most porter drones resemble stout humanoids with large treaded wheels at the ends of two thick legs and a smooth faceplate with two optical sensors as their only facial features. A porter drone acts as the combat drone of a 1st-level mechanic, except it has the [[cargo rack]] and [[manipulator arms]] mods instead of the combat drone's normal initial mods. Its skill unit is [[Perception]]. A porter drone has 20 bulk.
!! Elite Porter Drone (Level 10)
An elite porter drone has the [[resistance|Resistance (drone mod)]] mod, providing it [[resistance]] 10 to an energy type of your choice when you purchase it. This choice is usually dependent upon the environment in which the drone is intended to function, such as resistance to fire for a porter drone working in a foundry.
Your body resonates with positive energy, absorbing more benefit than usual from healing effects.
''Prerequisites:'' Con 13.
''Benefit:'' When you regain Hit Points from a magical effect or serum, you regain an additional amount of Hit Points equal to your Constitution modifier. Once you use this ability, you can't use it again until you take a 10-minute rest to regain Stamina Points.
A //positron crystal's// interactions with matter release both heat and radiation, causing a [[solar weapon]] it enhances to roar with flame as it strikes enemies. This adds fire damage to the weapon's strikes and adds the [[irradiate]] critical hit effect to critical hits scored with the weapon. Unlike many radioactive weapons, a solar weapon enhanced by a //positron crystal// does not pose any particular risk to its user, although the reason behind this remains unknown. Research into precisely how to preserve these crystals is ongoing; currently only least, minor, and lesser versions remain stable for more than a few seconds, though these are quite powerful.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//positron crystal//, least | 3 | 1,310 | +1d2 F | [[irradiate]] | — | — |
|//positron crystal//, minor | 13 | 47,700 | +2d8 F | [[irradiate]] | — | — |
|//positron crystal//, lesser | 19 | 528,000 | +5d6 F | [[irradiate]] | — | — |
</div>
Used for cooking or warming up food, this large metal pot is equipped with four sealed nodes containing a variety of chemicals. When the pot is activated, these chemicals combine, creating a chemical reaction that heats the contents of the pot without needing additional power. A dial on the side of the pot enables you to adjust the pot's temperature by controlling how much of the chemicals interact with one another. A self-heating pot is typically large enough to hold and heat a maximum of 10 gallons.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|pot, self-heating | 1 | 100 | 1 |
</div>
The //potent// fusion boosts the DC of saving throws associated with the weapon. When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon's critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1.
When this creature [[charges]], it can make a full attack in place of the normal melee attack.
//Format:// ''Offensive Abilities'' pounce.
The power core is the most important system on a ship, as it provides power to every other system. The table below lists the ship size each core is designed for, as well as the PCU it provides and its cost. Each Large and smaller ship has room for only a single power core by default, but Medium and Large starships can be fitted with an extra [[power core housing]] (see [[Expansion Bays]]). Huge starships can have up to two power cores, Gargantuan starships can have up to three, and Colossal starships can have up to four. Though some ships are exceptions to this standard, they are rare in design. A power core typically has a backup battery system for use in emergencies that can provide limited power—enough for life support, gravity, and comms, but no other systems—for 2d6 days.
!! Power Budget
Most starship systems consume power. The starship's power core provides this power in terms of power core units (PCU). The PCUs needed for all of a starship's systems can exceed the total PCUs provided by the core, but usage can't exceed the available PCUs—if it would, some systems must be inactive. For a starship to be fully effective in combat, its defensive countermeasures, shields, thrusters, and weapons shouldn't consume more power than the core provides.
Outside of combat, you can choose to change what systems are powered freely. However, you cannot change what systems are powered during combat, as it requires too much fiddling with wires, switches, programs, and such.
<div class="table-wrapper">
|Core | Size | PCU | Cost (In BP) |h
|Micron Light | Tiny | 50 | 4 |
|Micron Heavy | Tiny | 70 | 6 |
|Micron Ultra | Tiny | 80 | 8 |
|Arcus Light | Tiny, Small | 75 | 7 |
|Pulse Brown | Tiny, Small | 90 | 9 |
|Pulse Black | Tiny, Small | 120 | 12 |
|Pulse White | Tiny, Small | 140 | 14 |
|Pulse Gray | Tiny, Small, Medium | 100 | 10 |
|Arcus Heavy | Tiny, Small, Medium | 130 | 13 |
|Pulse Green | Tiny, Small, Medium | 150 | 15 |
|Pulse Red | Tiny, Small, Medium | 175 | 17 |
|Pulse Blue | Tiny, Small, Medium | 200 | 20 |
|Arcus Ultra | Small, Medium, Large | 150 | 15 |
|Arcus Maximum | Small, Medium, Large | 200 | 20 |
|Pulse Orange | Small, Medium, Large | 250 | 25 |
|Pulse Prismatic | Small, Medium, Large | 300 | 30 |
|Nova Light | Medium, Large, Huge | 150 | 15 |
|Nova Heavy | Medium, Large, Huge | 200 | 20 |
|Nova Ultra | Medium, Large, Huge | 300 | 30 |
|Gateway Light | Large, Huge, Gargantuan | 300 | 30 |
|Gateway Heavy | Large, Huge, Gargantuan | 400 | 40 |
|Gateway Ultra | Huge, Gargantuan, Colossal | 500 | 50 |
</div>
Power core breaches occur when a catastrophic failure of one key system causes numerous cascading failures elsewhere. The exact nature of the failure can vary, depending on the power core. Reactors can overheat, antimatter can leak, and mystical elements can escape containment and start wreaking havoc elsewhere in the ship. The cascading reactions caused by the key system failure can range from deadly levels of radiation being released into the ship to an explosion of energy that might utterly destroy the vessel.
Because of the safety features built into most ships, breached power cores are rare. Simply reaching the [[wrecked]] condition in starship combat does not generally cause a power core to be breached. The most common cause for core breaches is sabotage. Saboteurs might infiltrate a spaceport crew and undermine a ship undergoing repairs or upgrades. Spies might stow away on a large ship, destabilize the core, and flee in one of the ship's shuttles. Or sometimes, a ship runs afoul of gremlins or other malefactors intent on destruction. The second-most common cause for breach stems from [[self-destruct systems]], some of which trigger catastrophic reactions in a ship's power core in order to completely destroy the vessel.
It is also possible that the crew of a ship without a self-destruct system might attempt to destroy their own vessel in order to eradicate a monster or contagion that has invaded their ship. Such actions usually require an entire bridge crew to simultaneously and successfully perform intricate procedures in order to disable safety features and destroy their own vessel.
!! Aborting the Sequence
Fixing a power core breach in progress and interrupting cascading failures is never an easy task, and it's not a situation that can be fixed with a single skill check. But once the power breach is detected, the bridge crew can work together to prevent a complete meltdown of their core.
''Minor Meltdowns:'' For a minor meltdown, where the core breach is a side note to a larger story, the efforts to contain the breach should take 3 rounds, starting when the breach is first detected by the crew. Emphasize that the clock is ticking and that PCs can each attempt only three skill checks to save the system. If they are successful, the crew prevents the core breach from going critical and has time to fully repair it. If they fail, the crew has just enough time to eject the power core and save the ship. The crew is then stuck in that location on minimal life support until rescued.
The DC of each skill check is equal to 15 + 1-1/12 × the ship's tier. Set the number of successes that the party needs to stop the meltdown at 2 × the number of party members. Relevant skills can include any or all of the following, as well as related Profession skills.
* A character using [[Computers]] or [[Mysticism]] can scan for failing systems.
* A character using [[Engineering]] can fix failing systems or prevent a system failure in one location from cascading into the next.
* A character using [[Athletics]] or [[Acrobatics]] can reach systems by exceptional means, such as those outlined in the chief mate role.
Crew members can aid each other or roll their own checks, and the Captain can encourage as normal with [[Diplomacy]] or [[Intimidate]]. Class abilities like [[quick patch]] can allow a character to achieve two successes with a single check. In addition, any character who casts a spell of 1st level or higher that repairs tech, such as //[[make whole]]//, automatically earns one success.
''Major Meltdowns:'' In cases where the core breach is the main plot point, you might require a more involved team effort to save the ship. One way to do this is to add enemies (such as enemy boarders) who are trying to prevent the party from succeeding in saving their ship. For a group that loves combat, you can have the party fight off waves of enemies between each successive skill check, building the tension as the clock ticks down. You might instead require one or two additional successful skill checks to represent the increased danger.
An expansion bay can be set aside for an additional [[power core]] (which must be purchased separately) and the associated wiring and safety apparatuses. A power core housing can be installed on only a Medium or larger starship.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|power core housing | 0 | 10 |
</div>
You delight in using your technological expertise as a blunt instrument against the fragile egos of less tech-savvy individuals. By forgoing your expertise die, you can make a [[Computers]] check in place of an [[Intimidate]] check when attempting to [[bully]] or [[demoralize]] any creature that has a computer, comm unit, or similar device (including the comm unit typically included with armor). This is a language-dependent ability.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
Some weapons that explode or cause critical hit effects allow the target to attempt a saving throw. The DC of such a saving throw is typically equal to 10 + half the weapon's item level + one of your ability modifiers. Unless stated otherwise, the ability modifier corresponds to the ability score you'd normally use to make an attack with that weapon (Dexterity for a ranged or thrown weapon, and Strength for a melee weapon). Any penalty you would normally take to your weapon attack roll also applies to this DC, including penalties from the weapon's range increment.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that's out of charges, it functions as an improvised weapon.
<$list filter="[list[$:/StoryList]is[current]]">
Unlike light and heavy armor, powered armor requires its own battery, and comes with a fully charged battery at purchase. Powered armor uses the same type of batteries as other items, including charged weapons, and the battery for a suit of powered armor can be recharged as normal using a generator or recharging station, or it can be replaced with a new battery when spent.
</$list>
<<list-links "[tag[Powered Armor]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
!! Powered Armor Descriptions
The following explains powered armor's statistics entries.
!!! EAC and KAC Bonuses
These are the bonuses the powered armor adds to your Energy Armor Class, which protects against attacks from laser weapons and the like, and to your Kinetic Armor Class, which protects against projectiles and other solid objects.
The cockpit of powered armor is too small to fit a person wearing heavy armor. If you're wearing light armor while in powered armor, you gain the higher of the EAC bonuses and the higher of the KAC bonuses between the two suits of armor, and you take the worse maximum Dexterity bonus and armor check penalty. Armor upgrades installed in light armor do not function while their wearer is wearing powered armor; however, augmentations function normally.
Powered armor is normally designed to be operated by any roughly humanoid creature of Small or Medium size—only creatures not matching those criteria must have the armor tailored to fit them.
!!! Maximum Dexterity Bonus
You normally add your Dexterity modifier to your EAC and KAC, but it's limited by your powered armor. A suit of powered armor's maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to your AC. Any excess Dexterity bonus doesn't raise your AC further.
!!! Armor Check Penalty
You take a penalty to most Strength- and Dexterity-based skill checks equal to this number.
!!! Speed
Rather than using your normal speed, the powered armor has a maximum land speed of its own. In some cases, powered armor has additional movement types as well.
Effects (including abilities and spells) that change a creature's speeds do not affect the speeds of powered armor that creature is wearing; the powered armor's speeds replace the creature's. A creature wearing powered armor can use the speeds (both type and distance) only of its powered armor.
!!! Strength
When wearing powered armor, the armor determines your effective Strength. You use it for all Strength-based rolls. Even if your Strength is higher, you're limited to the armor's Strength.
!!! Damage
When you make an unarmed melee attack with the powered armor, it deals damage equal to the armor's listed damage value plus its Strength modifier. This special unarmed strike does not count as [[archaic]] and can be improved by the [[Improved Unarmed Strike]] feat.
A character with multiple unarmed strikes can choose which to use, though note that Large or larger powered armor requires the use of all of a character's hands, and that may restrict some characters to certain unarmed strikes.
!!! Size
A suit of powered armor has the listed size, so you may take up more space when you're wearing it.
Some suits of powered armor list a reach in parentheses after size. Powered armor with a reach greater than 5 feet allows you to attack creatures within that range in melee even if they aren't adjacent to you. Add the reach of the powered armor to the reach of any weapons you wield using the powered armor.
!!! Capacity and Usage
Powered armor requires a great deal of electricity to function, and it has a battery capacity and usage value.
A suit of powered armor's battery capacity indicates the number of charges its battery holds. This battery can be recharged as normal using a generator or a [[recharging station]], or it can be replaced with a new battery. You can put a battery with a smaller charge capacity into powered armor, but you can't recharge one to hold more than its maximum number of charges.
Powered armor's usage indicates how long a single battery charge runs the armor. For example, a character in a battle harness with a fully charged battery can use that powered armor for 20 hours before its battery needs to be replaced or recharged. Once you have entered a suit of powered armor, you can tell how many battery charges it has remaining, if any. You can turn a suit of powered armor on or off as a standard action, and you do not need to use all charges for a suit of powered armor consecutively, but you must use them in 1-charge increments.
If you're in armor that's out of power, you are [[flat-footed]] and [[off-target]], you don't benefit from the armor's Strength or damage, and you can't attack with it or cause it to move. None of its mounted weapons (see below) or upgrades function, even if they have their own power sources. You can't attempt any Strength- or Dexterity-based skill checks, and the armor's maximum Dexterity bonus is +0 (or the armor's regular maximum Dexterity bonus, if lower). You can still exit the armor.
!!! Weapon Slots
A suit of powered armor can mount a number of one- or twohanded ranged weapons, as indicated by its weapon slot value. The weapons mounted in powered armor's weapon slots require no hands to wield or carry as long as the armor has power, but reloading such weapons requires a free hand (unless you have an automated loader upgrade). Mounted weapons designed for a creature the size of the powered armor or smaller impose no penalty to attack rolls. It takes a full action to mount or remove a weapon. A weapon can't be removed and you cannot be disarmed of the weapon if the armor has power and you do not wish the weapon to be removed. Weapons in weapon slots can be subject to [[sunder]] combat maneuvers.
!!! Upgrade Slots
You can improve your powered armor with technological and magical upgrades. This entry shows how many total upgrades your powered armor can accommodate. Some larger or more complicated upgrades take up multiple upgrade slots.
!!! Bulk
A powered armor's listed bulk refers to its bulk when it is picked up or carried as cargo, and it does not count toward your own normal carrying capacity. When you're wearing powered armor, you use that armor's Strength to determine your carrying capacity. Count everything you're wearing, everything the powered armor is holding, and any armor upgrades and weapons mounted to the powered armor against this bulk limit.
!! Using Powered Armor
Powered armor augments the wearer's Strength and has weapon mounts on which ranged weapons can be installed. More about using powered armor is below.
!!! Entering and Exiting
Getting into or exiting a suit of powered armor requires a full action. Unless noted otherwise, a suit of powered armor has an electronic lock preventing anyone from opening it without knowing the passcode. The passcode can be determined with a successful [[Computers]] check (DC = 15 + double the armor's level).
!!! Powered Armor Proficiency
Characters can gain proficiency with powered armor by taking the [[Powered Armor Proficiency]] feat or at 5th level through the soldier's [[guard]] fighting style. Lacking proficiency in powered armor comes with more significant drawbacks than with other types of armor. If you are wearing powered armor with which you are not proficient, you take a –4 penalty to both EAC and KAC, you are always [[flat-footed]] and [[off-target]], and you move at half speed. If the armor has a special form of movement (such as a fly speed), you cannot use that movement.
!! Improving Powered Armor
It is possible (though expensive) to improve powered armor to make it a more effective, higher-level piece of equipment. It costs a number of credits equal to 150% of the armor's current price to improve the armor's item level by 1 and takes at least 24 hours for each level gained. Thus improving an ironclad bulwark to 11th level would cost 28,875 credits. The price paid to improve powered armor by 1 level becomes its new current price, so selling an ironclad bulwark improved to 11th level would bring in 2,887 credits, while improving it to 12th level would cost 43,312 credits.
Anyone who could build a suit of powered armor of the new level can improve powered armor to the same level. Increasing powered armor's item level by 1 increases its bonus to EAC and KAC by 1 each; if the new item level is evenly divisible by 5, then the powered armor's bonus to EAC and KAC increase by 2 each instead. If you improve powered armor by 5 item levels, its maximum Dexterity bonus increases by 1, its Strength score increases by 2, and it gains one additional upgrade slot. Powered armor can't be improved beyond 20th level.
</$list>
Powered armor jockeys go far beyond simply wearing powered armor—they learn how to get the best performance possible out of any suit of powered armor they wear. Most are deeply informed about armor manufacturers, construction techniques, and field repair, though a few just have an uncanny intuition with these armors. Powered armor jockeys are rare, and those who meet swap tales of improvements they've made, shortcuts they've discovered, or battles in which they persevered thanks to their armor's remarkable resilience.
Most powered armor jockeys are soldiers or vanguards. Powered armor jockeys of other classes exist, such as mechanics who appreciate powered armor's technical sophistication.
''Prerequisites:'' You must be proficient with powered armor to take the powered armor jockey archetype.
The powered armor jockey archetype grants class features at 6th, 9th, 12th, and 18th levels.
!! Efficient Upgrades (6th)
By skillfully reworking your powered armor's systems and making minor modifications to the chassis, you can fit more improvements onto the suit than its design ordinarily allows. You can add either one more armor upgrade to your powered armor than its normal maximum of upgrade slots, or one more weapon than its normal maximum number of weapon slots. At 12th level, you can have both one extra armor upgrade and one extra weapon simultaneously. This feature stacks with similar abilities, such as the enhanced tank technique of the [[armor storm]] soldier fighting style.
!! Perfect Fit (9th)
You feel at home in heavier armor, including powered armor, as though it were a second skin. While you are wearing powered armor, increase its land speed by 10 feet, up to your normal land speed, and reduce the speed adjustment from heavy armor you wear by 5 feet. In addition, reduce the armor check penalty of heavy armor or powered armor you wear by 1 (to a minimum of 0). This armor check penalty reduction stacks with reductions from other abilities, such as the armor training technique of the soldier's [[guard|Guard (fighting style)]] fighting style.
!! Boosted Leverage (12th)
You understand the leverage points in powered armor you wear, allowing you to apply greater force when using the armor's servos. While wearing powered armor of an item level equal to your character level or lower, increase its Strength score by 2 and increase its damage by 1d6 of the same type as the armor's normal damage type. This damage increase stacks with other abilities, such as the mobile army technique of the soldier's armor storm fighting style. Increase its Strength score by an additional 2 at 16th level and again at 18th level.
!! Ride-or-Die Rig (18th)
You understand that your armor's purpose is to defend you from harm at all costs. You can expend 1 Resolve Point when you would take Hit Point damage to cause your powered armor to take the same amount of damage instead. Only Hit Point damage is transferred to your armor; your Stamina Points are depleted as normal, and you take any other effects of whatever harmed you, such as a critical hit effect.
You know how to use powered armor.
''Prerequisites:'' Str 13, base attack bonus +5, proficiency in light and heavy armor
''Benefit:'' You gain proficiency in powered armor.
''Normal:'' {{Powered Armor Nonproficiency Penalties}}
<div class="statblock">
* ''Hit Point Advancement'' +0; ''EAC'' +1; ''KAC'' +2
* ''Upper Limb Slots'' 2; ''Melee Attack'' +1; ''Ranged Attack'' +0
* ''Special'' Increase the mech's Strength modifier by 1.
* ''Cost'' 1 × tier
</div>
These arms provide the mech with legendary strength.
You can use fringe science to tweak your [[biohacks]] so that you can affect any creature with biohacks that normally don't affect creatures with the [[unliving]] universal creature rule. If the biohack had the poison descriptor, you can remove that descriptor each time you use that biohack.
When you attack with a weapon with the [[explode]] special property and a radius of 10 feet or greater, you can increase the radius of the explosion by 5 feet.
You can perform an [[Athletics]] check in place of any [[Acrobatics]] check to [[fly]]. When ascending, the second square that you move upward doesn’t cost you an additional 5 feet of movement. You must have a fly speed to learn this exploit.
You specialize in getting the most out of [[unwieldy]] weapons, swinging the likes of doshkos and swoop hammers with unstoppable force. After all, you only need to hit your opponent once, as long as you hit them hard enough.
!! Unwieldy Cleave (1st)
You gain the [[Cleave]] feat even if you wouldn't normally meet its requirements, and you can use Cleave with an [[unwieldy]] melee weapon, which isn't normally possible. If you already have this feat, choose a bonus combat feat for which you qualify instead.
!! Weapon Blocking (5th)
As a move action, you can grant an [[unwieldy]] melee weapon you wield the [[block]] weapon special property until the beginning of your next turn. If you use an unwieldy melee weapon with the block special ability to critically hit a target, the block property's enhancement bonus to AC increases to +2 until the beginning of your next turn.
!! Unwieldy Opportunist (9th)
When a creature provokes an attack of opportunity from you, you can spend 1 Resolve Point to make the attack of opportunity with an [[unwieldy]] melee weapon you're wielding, even if you've already attacked with it this round. If you have the [[soldier's onslaught]] class ability or a similar ability that allows you to attack three or more times with full attack, you can spend 1 Resolve Point to use an unwieldy melee weapon you're wielding to perform the full attack; when you do so, you perform one less attack than normal (e.g. making two attacks at a –6 penalty when using soldier's onslaught). Once you use this ability, you can't do so again until you take a 10-minute rest to recover Stamina Points.
!! Forceful Attack (13th)
As a full action, you can make one attack with an [[unwieldy]] melee weapon. If you hit, in addition to dealing damage, you can also perform a [[bull rush]] combat maneuver against the target, using your attack roll's result as your combat maneuver's attack roll to determine how far you push the target.
!! Unwieldy Power (17th)
You bring an unbelievable amount of strength to your attacks, striking down your opponents with ease. When you use an [[unwieldy]] melee weapon, your damage from weapon specialization increases to 1-1/2 times your character level.
A starship with the powersap system can siphon power from enemy starships it hits with a melee weapon. Once per starship combat, when a starship with a powersap system hits an enemy starship with a melee weapon, at the start of the next engineering phase, the starship with the powersap system is affected as if an engineer had used the [[divert]] action to divert power to a randomly chosen system (roll 1d4; 1 = engines; 2 = science equipment; 3 = weapons; 4 = shields). Additionally, the enemy starship gains a critical damage condition as if the attack had dealt damage exceeding the starship's Critical Threshold.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|powersap | 0 | 3 × size category |
</div>
You spend time working professionally in a chosen field, performing tasks that help you ply your trade more effectively, build your audience or client base, and make connections with other professionals.
''Multiday:'' You can spend 1 week practicing a profession to earn credits; this follows the rules for the [[earn a living]] task of the [[Profession]] skill.
At the end of each week you spend practicing a profession in a single settlement, choose one of the three areas of focus listed below and attempt an additional Profession check. The DC of this check is equal to 15 + 1-1/12 × the settlement's maximum item level. If you succeed, you gain the listed benefits. If your profession is based on the ability score listed for that area of focus, you gain a +5 bonus to this check. You can't benefit from more than one of the following areas of focus at a time.
* //Build Your Brand and Network (Charisma):// You gain a +2 circumstance bonus to [[Diplomacy]] checks in that settlement for 1 week.
* //Create and Refine Processes and Tools (Intelligence):// You can reroll your next ''Profession'' check to [[earn a living]], as long as that check takes place within the next month. This check does not need to be attempted while in the same settlement.
* //Adapt to Local Customs and Demand (Wisdom):// You can attempt [[Culture]] checks to [[recall knowledge]] about topics directly related to that settlement even if you are untrained, and the DC of such checks is reduced by 5. The reduction in DC does not stack with any reduction from your theme. This benefit lasts 1 week.
Precise senses allow a creature to perceive the world in nuanced detail. For many creatures, the only precise sense they have is vision. Most other precise senses are collectively referred to as "blindsight," indicating that they are precise like vision but creatures can use them without needing to see.
At 12th level, you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship's shields on that quadrant are depleted before your attack, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time).
<div class="statblock">
* ''Hit Point Advancement'' +0; ''EAC'' +1; ''KAC'' +1
* ''Upper Limb Slots'' 2; ''Melee Attack'' +1*; ''Ranged Attack'' +1*
* ''Cost'' 1 × tier
</div>
These lightweight arms boast peerless stability and accuracy.
Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. You manipulate time dexterously—accelerating, slowing, or even reshaping chronologies to suit your needs. The skeins of time are yours to see, and you know how to apply enough pressure to adjust their threads ever so subtly. Your ability to understand the infinite possibilities of time also shaped you into someone capable of altering the material universe through powerful spellcasting, and you can harness temporal paradoxes to foresee the future—and dictate the present—in powerful ways.
* ''Hit Points:'' 5
* ''Stamina Points:'' 5 + Constitution modifier
* ''Key Ability Score:'' Your Dexterity is your key ability score, and it determines the number of time-altering paradoxes you can use each day, as well as the saving throw DC of many precog abilities. Your Intelligence determines your spellcasting ability, the saving throw DC of your spells, and the number of bonus spells you can cast per day.
* ''Class Skills:'' ''Acrobatics'' (Dex), [[Bluff]] (Cha), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Mysticism]] (Wis), [[Perception]] (Wis), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis), [[Sense Motive]] (Wis), [[Stealth]] (Dex)
* ''Skill Ranks per Level:'' 6 + Intelligence modifier
* ''Proficiencies:'' light armor, basic melee weapons, small arms, and one of the following: advanced melee weapons, longarms, or sniper rifles
{{Table: Precog}}
!! Archetype Changes
* ''2nd Level:'' You don’t gain a [[temporal anomaly]].
* ''4th Level:'' You don’t gain a [[temporal anomaly]] at 5th level.
* ''6th Level:'' You can’t use [[temporal aggression]] on allies’ die rolls.
* ''9th Level:'' You don’t gain a [[temporal anomaly]] at 8th level. You do not gain [[chronomatic flow]] until 16th level, after which point the maximum bonus is one fewer than usual.
* ''18th Level:'' Your [[chronomatic defense]]’s maximum bonus does not increase.
You have a preternatural affinity for an aspect of time itself that grants you power. Your anchor grounds your ability to interact with time and provides the foundation of all your powers. The exact nature of your specific anchor might be specific to you or be a broad element shared by other precogs. You must pick an anchor upon taking your first level of precog—once made, this choice can’t be changed.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Focal Paradox
At level 1, your anchor provides you a particular aptitude when using your [[paradox]] ability.
!! Improved Anchor
At 9th level, you gain increased competence channeling your anchor into a powerful effect.
!! Greater Anchor
At 15th level, your mastery of your anchor provides you an exceptional ability.
* ''Special Rules:'' Choose an [[anchor]]. Any abilities that aren’t relevant to the precog creature can be skipped (or can simply be incorporated into the creature’s statistics) and don’t need to appear in the creature’s stat block. A precog NPC gains an alternative to the [[paradox]] class feature, limited paradoxes (see below).
* ''Limited Paradoxes:'' Each day you gain three [[paradoxes]]: one with a value of 5, one with a value of 10, and one with a value of 15. You can’t gain paradoxes in any other way. This otherwise functions as the precog’s paradox class feature (with new uses for paradox rolls unlocking at CR 3 and CR 5).
* ''Required Array:'' Spellcaster.
* ''Adjustments:'' +2 to Reflex saving throws.
* ''Ability Score Modifiers:'' Dexterity, Intelligence, and Charisma
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), and either an advanced melee weapon, longarm, or sniper rifle (item level = CR – 1).
!! Abilities by CR
* ''All CRs:'' Limited paradoxes.
* ''CR 1:'' [[Anchor]] and one special ability.
* ''CR 2:'' Anchor, one 2nd-level [[temporal anomaly]], and one special ability.
* ''CR 3:'' [[Anchor]], [[chronomatic defense]], and one 2nd-level [[temporal anomaly]].
* ''CR 4:'' [[Anchor]], [[chronomatic defense]], [[temporal aggression]], and one 2nd-level [[temporal anomaly]].
* ''CR 5:'' [[Anchor]], [[chronomatic defense]], [[temporal aggression]], and two [[temporal anomalies]] (one 2nd-level and one 5th-level).
* ''CR 8:'' [[Anchor]], [[chronomatic defense]], [[temporal aggression]], and two [[temporal anomalies]] (one 5th-level and one 8th-level).
* ''CR 9:'' [[Anchor]], [[improved anchor]], [[chronomatic defense]], [[temporal aggression]], and two [[temporal anomalies]] (one 5th-level and one 8th-level).
* ''CR 11:'' [[Anchor]], [[improved anchor]], [[chronomatic defense]], [[temporal aggression]], and two [[temporal anomalies]] (one 8th-level and one 11th-level).
* ''CR 14:'' [[Anchor]], [[improved anchor]], [[chronomatic defense]], [[temporal aggression]], and [[temporal anomalies]] (one 11th-level and one 14th-level).
* ''CR 15:'' [[Anchor]], [[improved anchor]], [[greater anchor]], [[chronomatic defense]], [[temporal aggression]], and two [[temporal anomalies]] (one 11th-level and one 14th-level).
* ''CR 17:'' [[Anchor]], [[improved anchor]], [[chronomatic defense]], [[temporal aggression]], and two [[temporal anomalies]] (14th-level).
!!! Level: <<selector '0 1 2 3 4 5 6'>>
<<list-links '[tag[Spells]has:field[precog-level]search:precog-level{Precog Spell List!!selection}]' class:index >>
You cast spells drawn from the [[precog spell list]]. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against your spell is 10 + the spell's level + your Intelligence modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on [[Table: Spells Per Day]]. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on [[Table: Spells Per Day]]—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new precog level, you learn one or more new spells, as indicated on [[Table: Spells Known]]. Unlike spells per day, the number of spells you know isn't affected by your Intelligence modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any precog spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell's level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a [[spell gem]]. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
<<collapse 'Table: Spells Per Day' >>
<<collapse 'Table: Spells Known' >>
<<collapse 'Precog Spell List'>>
You use your supernatural senses and a spark of divination magic to see opponents' motion before it happens, giving you just a split second to shout a warning to your ship's pilot. Attempt a [[Mysticism]] check (DC = 10 + 1-1/2 × your starship's tier). On a success, you grant the pilot a +2 circumstance bonus to their [[Piloting]] check at the beginning of the helm phase to determine piloting order.
''Critical:'' Your precise senses give you detailed information about your opponents' next move. Increase the circumstance bonus to the [[Piloting]] check to +4.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Tiny animal (swarm)
* ''Init'' +1; ''Senses'' [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 12; ''KAC'' 14
* ''Fort'' +4; ''Ref'' +4; ''Will'' +1
* ''Defensive Abilities'' [[swarm defenses]], [[unflankable]]; ''Immunities'' [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' swarm attack (1d6 P or S)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]]
!!! STATISTICS
* ''Str'' –2; ''Dex'' +1; ''Con'' +1; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +7, [[Stealth]] +7
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, pack (3–6), or infestation (7–12)
</div>
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces's Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable.
Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey.
!! Creating Predators
The predators in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique predator, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, from claws to slams, altering the damage type to suit the weapon. Then add elements from [[Environmental Grafts]]. Tailor anything you want to fit your concept.
!! Sample Predator
The vortex shark is a slim, cartilaginous fish that lives in the depths of Kalo-Mahoi's oceans. The creature is bioluminescent and has a four-part jaw with rows of hooked teeth. A vortex shark's natural weapon is a bite that deals slashing damage, has the [[bleed]] 1d6 critical hit effect, and allows the shark's teeth to [[grab]] ahold of a target. The female of the species grows larger than the male and lays eggs in pouches she leaves behind. Young fend for themselves when they hatch, catching weaker siblings for a first meal. An adult vortex shark is a Large aquatic predator, averaging 12 feet in length and 1,000 pounds in weight. The sharks can breathe only water and have a land speed of 0 feet and a swim speed of 60 feet. Living in Kalo-Mahoi's seas has inured them to cold ([[resistance]] 5 to cold), and they have [[blindsense]] (scent) out to 30 feet and the [[tracking]] (scent) special ability for waterborne
prey, which they use mostly to hunt bleeding creatures.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' concentration, up to 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You reach into the target's mind, extracting a sense of its immediate intentions. For the duration, you can warn a creature the target intends to attack, providing that creature with concealment against the attack. You convey this warning, verbally or telepathically (transcending language), as part of concentrating on this spell. You can continue to concentrate on this spell, and the effect continues if you do, even if the target leaves your line of sight.
You can use Survival to predict the weather up to 24 hours in advance. You must spend at least 1 minute observing the surrounding area and its current weather patterns. You can predict the weather an additional day in advance for every 5 points by which your result exceeds 15. You can't take 20 on Survival checks to predict weather.
A long tail attached to the base of your spine helps you balance and climb. You gain a +1 insight bonus to [[Acrobatics]] checks and to [[Athletics]] checks to climb.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|prehensile tail | 10 | 17,900 | spinal column |
</div>
[[Maraquoi]], [[huitz'plinas]], and others have evolved to be able to use their tails as additional limbs. This augmentation grants you a tail that is as effective as a hand at manipulating objects and lets you wield and hold an additional hand's worth of weapons and equipment. This doesn't increase the number of attacks you can make during combat.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|prehensile tail graft | 11 | 24,750 | spinal column |
</div>
You mark out a sacred or mystically aligned area where the ritual will take place. Doing so might involve scribing a pattern on the floor, setting up candles or other ritual paraphernalia, and sanctifying the area with ritual phrases. Attempt the check or saving throw listed in the script.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' concentration + 1 round
* ''Saving Throw'' Reflex partial; see text
* ''Spell Resistance'' no
</div>
You peer into the future of multiple realities, collating and perceiving actions the target is likely to take. When that target takes an action during the duration, as a reaction you can execute one of the following effects. These effects are resolved after the target declares an intended action but before that action is resolved. The target can attempt a Reflex save to negate your reaction's effect. If the effect successfully interrupts the target's action, that action is still expended unless otherwise noted.
Once a target has been successfully affected three times by one casting of this spell, the spell ends. You can attempt each effect only once per casting.
* Trip the target. A target tripped after it declares its intent to cast a spell does not lose that spell slot.
* Hinder the target's ranged weapon, imposing a –4 penalty on its next ranged attack roll or a –2 penalty to multiple ranged attack rolls during a full attack.
* Wrench the target's weapon-wielding appendage, imposing a –4 penalty on its next melee attack roll or a –2 penalty on multiple melee attack rolls during a full attack.
* Short out an item—whether magic, hybrid, or technological—wasting the target's declared action to activate that item.
* Jam a weapon or weapon-like object in place as the target attempts to draw or sheathe it, thwarting that attempt.
* Cause the target to fumble with ammunition, wasting its declared action to reload a weapon.
* Unleash a blast of force from eddying realities, causing the foe to waste its declared action to stand up from [[prone]].
You glance into your immediate future to see how to precisely cast a spell while in danger. As part of casting a spell, you can use a [[paradox]] to not lose your spell if you take damage from a successful attack against you, including an attack of opportunity, or an effect against which you failed a saving throw..
//Prescient lenses// blend quantum computing and divination magic to model, extrapolate, and display events happening in the next few seconds as translucent holograms. A pair of lenses has one charge, which is refreshed each day, and a creature can benefit from a single use of //prescient lenses// each day (with any subsequent attempt showing the same few seconds of time as the first daily use). //Prescient lenses// were originally as optical enhancements for the robotic anacites of Aballon and can be integrated into a robot for the listed price. Alternatively, they can be installed as a cybernetic eye augmentation for 1,000 additional credits.
* ''Mk 1:'' You can study the image in the lenses as a move action and gain a +1 insight bonus to a single attack roll, ability check, or skill check attempted before the start of your next turn. Attempting an attack roll or check expends the charge.
* ''Mk 2:'' These function as mk 1 prescient lenses, but you can instead roll the attack roll or check twice and take the better of the two results.
* ''Mk 3:'' These function as mk 2 prescient lenses, but as a reaction you can instead reroll a failed attack roll, ability check, or skill check.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//prescient lenses//, mk 1 | 4 | 2,150 | — |
|//prescient lenses//, mk 2 | 9 | 13,900 | — |
|//prescient lenses//, mk 3 | 14 | 77,000 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Targets'' one living willing or unconscious creature with an Intelligence bonus of +2 or lower
* ''Duration'' 1 week/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You harmlessly render a willing or unconscious living creature inert, placing it in stasis where it does not need to eat, breathe, or sleep. The creature cannot attack, use any abilities, or move while affected by //preserve specimen//, nor does the creature age or change in any way. It is not aware of its surroundings and does not experience any sensation or passage of time. If the creature was affected by any diseases, poisons, or other afflictions or conditions before you cast preserve specimen, they cease to progress for the duration of the spell, but the creature retains them. Their progression resumes once the spell ends. Any attack against a creature affected by preserve specimen, or any spell or effect that would cause the specimen to take damage or attempt a saving throw, immediately ends this spell.
The Xenowardens bioengineered the preserver's mantle as a form of living armor. Rather than donning the mantle, a creature steps onto it and allows the armor to wrap itself around and over the creature's body. Insulating moss acts as padding, while vines and wood match the strength of the advanced composites of other light armors. When the armor's environmental protections are activated, the external surface of the plants interlace into an airtight barrier, while the moss regulates the temperature and converts exhaled gases back into breathable air. Like other armors, the mantle must be adjusted to fit a new wearer (though this requires a [[Life Science]] check, rather than an [[Engineering]] check.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|preserver's mantle I | 2 | 520 | +1 | +2 | +6 | — | — | 0 | L |
|preserver's mantle II | 7 | 6,400 | +6 | +9 | +6 | — | — | 1 | L |
|preserver's mantle III | 12 | 35,400 | +12 | +15 | +7 | — | — | 3 | L |
</div>
Your body has been redesigned to function at any depth, allowing you to ignore differences in pressure that lead to decompression sickness. You gain the depth inured species trait.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|pressure filter | 1 | 150 | lungs |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation (water)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius sphere
* ''Duration'' concentration + 1 round
* ''Saving Throw'' Fortitude half (see text)
* ''Spell Resistance'' yes
</div>
You increase the water pressure in the spell's area, dealing 2d10 bludgeoning damage to creatures that enter or start their turn in the area; this damage isn't reduced as a result of being underwater. Succeeding at the saving throw reduces damage by half. A creature that fails its saving throw by 10 or more must immediately attempt a Constitution check to hold its breath as if it had run out of air; if it fails, it becomes unconscious but stable and continues to suffocate normally unless moved out of the area or the spell ends.
You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|pressurized lungs | 1 | 130 | lungs |
</div>
Through analyzing the flow of time, you have such perfect control of your body that you sometimes appear to move faster than the eye can see. As part of a full attack action, you can use a [[paradox]] to teleport up to 30 feet between your first and second attacks; this movement does not provoke attacks of opportunity.
As a reaction when you or an ally within 100 feet takes Hit Point damage, you can spend 1 Resolve Point to prevent 1d4 points of that damage for every 2 witchwarper levels you have.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* CE Medium outsider (chaotic, evil, extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (scent) 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +14; ''Ref'' +10; ''Will'' +12
* ''Defensive Abilities'' [[amorphous]]; ''DR'' 10/good; ''Immunities'' acid, disease, electricity, poison; ''Resistances'' cold 10, fire 10; ''SR'' 22
!!! OFFENSE
* ''Speed'' 10 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' numbing [[taclash]] +20 (5d4 S plus irradiation) or bite +20 (2d10+16 S plus irradiation)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with numbing [[taclash]])
* ''Spell-Like Abilities'' (CL 11th; ranged +18)
** 1/day—//[[confusion]]// (DC 22)
** 3/day—//[[irradiate]]// (DC 21), //[[ray of exhaustion]]// (DC 21)
** At will—//[[inflict pain]]// (DC 20), //[[mind thrust]]// (2nd level, DC 20), //[[teleport]]// (self plus 5 bulk of objects only)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +8; ''Int'' +1; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +20, [[Bluff]] +20, [[Intimidate]] +20, [[Mysticism]] +20, [[Sense Motive]] +20
* ''Languages'' Abyssal, Celestial, Draconic; [[telepathy]] 100 ft.
* ''Gear'' numbing [[taclash]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any (Abyss)
* ''Organization'' solitary, pair, or infection (3–8)
!!! SPECIAL ABILITIES
''Irradiation ([[Su]])'' A creature bitten by a prexian mutantspawn or wounded by a melee weapon a mutantspawn carries must succeed at a DC 20 Fortitude save or be exposed to a sudden pulse of supernatural [[radiation]]. This functions as medium radiation that affects only the mutantspawn's target.
</div>
For some victims of a [[pluprex]]'s invoked mutation, death is only the beginning. When a victim of an invoked mutation perishes in the Abyss or in an area suffused with chaotic and evil energies, mutations in its flesh can sometimes animate into a horrific form of life known as a prexian mutantspawn. These deformed monstrosities claw their way loose from their hosts' dead bodies as collections of misshapen bones, sinew, teeth, and tumors that shouldn't be able to live, yet somehow do so with fervor.
A prexian mutantspawn's shape may vaguely resemble that of its original host body, but it has none of the birth corpse's memories, skills, or abilities. The transformation into a mutantspawn has no effect on a creature's soul, and the mutantspawn is a new form of outsider life, not an undead—a creature that dies and then spawns a mutantspawn from their body can be brought back to life normally.
You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on.
!! Theme Knowledge (1st)
Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of [[Culture]] and [[Mysticism]] checks to [[recall knowledge]] about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Mantle of the Clergy (6th)
You have reached a rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpful toward you and will often provide you with simple assistance on request due to some combination of adoration, respect, or fear (depending on your religion), and even other clergy must give your opinions due consideration in matters of disagreement. You gain a +2 bonus to [[Diplomacy]] and [[Intimidate]] checks against lay followers and lower-ranking clergy.
!! Divine Boon (12th)
Your deity grants you mystic power. Choose one 1st-level mystic spell with some connection to your deity's portfolio (subject to the GM's approval). If you have levels in the mystic class, you gain 1 additional 1st-level spell per day and add the chosen spell to your list of mystic spells known. Otherwise, you can use the chosen spell once per day as a spell-like ability.
!! True Communion (18th)
Up to twice per day, after performing a significant action strongly aligned with your faith's dogma (at the GM's discretion), you can spend 10 minutes in deep meditation or prayer to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
!! Gunner
Whenever you roll damage for a starship weapon you fired, you treat the maximum result of each die as though it were 1 higher (for example, you would treat a result of a 4 on a d4 as a 5).
!! Pilot
Whenever you use the [[flyby]] stunt and exceed the stunt's [[Piloting]] check DC by 5 or more, you can use the [[snap shot]] minor crew action during the gunnery phase, even if your starship's gunner has already used an action this round. This doesn't allow a starship weapon to be used more than once per round.
<div class="statblock">
* ''Tier'' 3
* Medium explorer
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' Special
* ''AC'' 13; ''TL'' 13
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light particle beam (3d6; 10 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' //Signal Chaos Engine//
* ''Systems'' budget medium-range sensors, crew quarters (good), mk 1 duonode computer, mk 3 armor, mk 3 defenses, biometric locks; ''Expansion Bays'' [[cargo hold]] (2), [[guest quarters]], [[medical bay]], [[tech workshop]]
* ''Modifiers'' +1 to any two checks per round, +2 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 6)
!!! SPECIAL ABILITIES
''Additional Expansion Bay'' Due to the unusual circumstances of its creation, the //Primorata// has one more expansion bay than is normal for an explorer frame.
''Signal Chaos Engine'' The //Signal Chaos Engine// is an artifact created by the unexpected and magical synthesis of a Drift engine with chaos sails. Activating the //Signal Chaos Engine// requires 1 minute, during which time the ship can use its conventional thrusters. Once activated, the //Signal Chaos Engine// causes the //Primorata// to travel randomly through the multiverse for 1d6 minutes before arriving at an unpredictable location somewhere in space and time. The //Signal Chaos Engine// leaves a wake, which nearby ships can follow. It uses no PCU, costs no BP, and replaces a starship’s Drift engine. The //Signal Chaos Engine// is destroyed if it ever returns to the location and moment during the Drift Crash when it was created.
</div>
The //Primorata// is a unique vessel created in the Drift Crash when a conventional starship, the //Marata//, attempted to enter the Drift while the //Primordial//—a pirate vessel grappled to it and equipped with chaos sails—attempted to enter the Maelstrom. Both vessels merged into a single, unusual starship with features from both vessels, plus some emergent details.
The combined vessel’s four decks include an observation lounge (deck 1) decorated with planar fragments from Nirvana, the Maelstrom, and the Plane of Water that were ejected into the ship by the Drift Crash. Its two-story bridge (decks 2 and 3) and a crew lounge on the lowest deck (deck 4) share excellent views through an expansive front window of transparent aluminum. Most of the ship’s lower two decks are devoted to crew and guest quarters, with a central atrium made possible by a catwalk on deck 3.
The most unusual feature of the //Primorata//, however, is its plane-breaking //Signal Chaos Engine//, a unique artifact. Housed in engineering on deck 2, the //Signal Chaos Engine// sends the //Primorata// hurtling through time and space with every use. When it does, however, the //Primorata// leaves a wake that other nearby starships can use to follow the vessel wherever it goes.
<div class="statblock">
* ''Levels'' 1–20
* Tiny ooze
* ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Defensive Abilities'' [[fast healing]] 1
* ''Speed'' 20 ft., swim 20 ft.
* ''Melee Attack'' pseudopod (B)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Ability Modifiers'' Con, Dex
!!! SPECIAL ABILITIES
''Compression ([[Ex]])'' A primordrek can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing.
''Medical Apprentice ([[Ex]])'' A primordrek can attempt [[Medicine]] checks using its skill bonus. While your primordrek is adjacent to you or in your space, you gain a +2 circumstance bonus to Medicine checks.
''Regenerative Touch ([[Ex]], 7th level)'' Once per day as a standard action, a primordrek can cover the wounds of an unconscious or willing target sharing its space with a pseudopod, restoring 1d8 Hit Points to the target. At 12th level, the amount restored increases to 3d8. At 18th level, the amount restored increases to 6d8.
</div>
Primordreks are living oozes originating from Alluvion’s Source, a primordial river from the Plane of Water that runs through the city. They’re favored companions of scientists and researchers who study abiogenesis and the processes of life. Primordreks are common along the Source’s length and are believed to contain nutrients and proteins that aid in cell regeneration.
You use a command terminal to temporarily suspend background computer tasks running noncritical systems throughout the ship, prioritizing the combat calculations made at one specific crew station. One crew member attempting a check this round and using a bonus from the ship's computer can increase that bonus by 1.
name://prismatic beam//
range:long
speed:—
damage:2d8 × 10
pcu:60
cost:55
special:[[line|Line (starship weapon property)]], [[mystical]]
name://prismatic torrent//
range:long
speed:—
damage:5d8 × 10
pcu:60
cost:45
special:[[line|Line (starship weapon property)]], [[mystical]]
Prismenis are planar scions touched by the Drift, the spectra native to that plane, or Triune. While they look much like their mortal parent species, they have odd features that set them apart from their peers, such as metallic gray eyes, rainbow-colored locks, thick cords or wire for hair, or flesh that shimmers with different colors in various light.
Most prismenis were born in the Drift. Others found themselves transformed into a prismeni after prolonged close contact with a spectra or being present at a spectra gathering. Very rarely, prismenis are naturally born to prominent or particularly devout Triunites, or else spontaneously transformed into a prismeni after performing a dangerous
task on behalf of Triune.
* Ability Adjustments: +2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Prismenis are Medium outsiders with the native subtype.
* ''Darkvision:'' Prismenis have darkvision with a range of 60 feet.
* ''Drift Hop:'' Once per day as a move action, a prismeni can teleport 30 feet. The prismeni can’t bring other creatures along, and if a solid object occupies the arrival point, the ability fails without expending its daily use. If the prismeni uses this ability while in the Drift, the distance they can teleport increases to 60 feet.
* ''Electricity Resistance:'' Prismenis have electricity [[resistance]] 5.
* ''Tech Familiarity:'' Prismenis have an intuitive understanding of computers, machines, and other technological devices. Prismenis gain a +2 species bonus to [[Computer]] and [[Engineering]] checks.
!! Prismeni Template Graft
A prismeni has a connection to spectra or the Drift.
* ''Required Creature Type and Subtype:'' Outsider (native).
* ''Traits:'' [[Darkvision]] 60 ft., electricity [[resistance]] 5, Drift hop (see above).
* ''Suggested Ability Score Modifiers:'' Intelligence, Dexterity.
You have been incarcerated and have either escaped or been released, perhaps conditionally. You might have run afoul of the law or been unjustly locked up for a crime you didn't commit. Either way, you have learned quite a bit during your time as an inmate. You figured out how to navigate gangs, guards, and sometimes dangerous and deceitful individuals. Now that you're free of incarceration, you rely on the tools you learned and the conditioning you acquired to survive in the outside world.
!! Theme Knowledge (1st)
You've spent time around criminals who got caught or people who were incarcerated unjustly, and you've experienced firsthand the effects of the criminal justice system on individuals. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about criminal elements, incidents of corruption, and penal institutions by 5. [[Perception]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Conceal Contraband (6th)
While incarcerated, you honed your skill at concealing contraband from the guards and other prisoners. You gain a +2 bonus to [[Sleight of Hand]] checks to hide an object on your body, and the +4 bonus to [[Perception]] a person would normally receive from observing you or searching your body is reduced by 2. In addition, you can retrieve a hidden object as a move action rather than a standard action.
!! Anything's a Weapon (12th)
While imprisoned, you had limited resources to defend yourself with, and often had to make do with what you had at hand at the time. When using a nonweapon object as an improvised weapon, you don't treat it as [[archaic]], and if you would take a –4 penalty to attacks with that weapon because it is improvised, that penalty is reduced by 2.
!! Prisoner's Predicament (18th)
Few things rouse you to action more than seeing others imprisoned—or being restrained yourself. Twice per day when you spend 10 minutes talking to a sapient creature that's confined to a cell or in restraints (such as manacles) against its will, you regain 1 Resolve Point; you can do this only once per such creature. In addition, once per day, if you spend 10 minutes in a cell or restraints against your will, you regain 2 Resolve Points. You can gain no more than 2 Resolve Points each day with this ability, and it doesn't count as resting to regain Stamina Points.
These talismans embedded into armor plates constantly shield against divination magic and surveillance technology, per //[[nondetection]]//. This upgrade must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for a 24-hour cool-down period.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//privacy shield// | 12 | 35,500 | 1 | any | — |
</div>
When you cast a //[[holographic image]]// or //[[holographic terrain]]// spell, you can choose to adjust the illusion's magical frequency to make it visible only to you and a single target of your choosing within range who you can observe. You can spend 1 Resolve Point to instead make the illusion perceivable to a number of targets equal to your technomancer level. A private hologram can be seen by any effect that allows someone to see [[invisible]] creatures.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 10 minutes
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' one 30-ft. cube/level (S)
* ''Duration'' 24 hours (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. [[Darkvision]] cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells can't perceive anything within the area, and those within are immune to //[[detect thoughts]]//. The ward prevents speech between those inside and those outside (because it blocks sound), and technological communication (as it blocks broadcasts), but it doesn't prevent other magic communication, such as a //[[telepathic message]]// spell, or telepathic communication.
The spell does not prevent creatures or objects from moving into and out of the area.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D); see text
</div>
You open your mind to read the underlying probability of the universe. At any point during the duration of this spell, you can discharge it to reroll any one of your d20 rolls (attack roll, saving throw, skill check, etc.). This takes no action, but you must choose to do it before you learn the results of the first roll. You must take the result of the second roll, even if it is worse.
One of your hands is replaced by a lab-grown protean tendril that allows you to replicate a protean’s chaotic powers. As a standard action, you can spend 1 Resolve Point to target a creature within 30 feet and force it to succeed at a Fortitude save (DC = 10 + half your level + your Constitution modifier) or be affected by a random effect from the table below.
You can choose not to spend a Resolve Point before you use this ability, but doing so requires you to succeed at the same save or be subject to the same effect. The augmentation’s model determines which die you roll on the following table to determine the random effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Die |h
|//probability tendril// mk 1 | 7 | 6,250 | hand | 1d4 |
|//probability tendril// mk 2 | 11 | 22,500 | hand | 1d8 |
|//probability tendril// mk 1 | 15 | 115,000 | hand | 1d10 |
</div>
<div class= "table-wrapper">
|constrained |k
| d10 |Effect |h
| 1 |Target is [[nauseated]] for 1 round |
| 2 |Target gains [[resistance]] 10 to a random energy type (acid, cold, electricity, fire, or sonic) for the next 10 minutes |
| 3 |Target takes 8d6 damage of a random energy type (acid, cold, electricity, fire, or sonic), or half as much on a successful save |
| 4 |Target regains 4d8 Hit Points |
| 5 |Target gains a climb, fly, or swim speed (determined randomly) equal to its land speed for 10 minutes |
| 6 |Target is affected by a //[[restoration]]// spell |
| 7 |Target is [[confused]] for 1d4 rounds |
| 8 |Target gains 1d4 [[negative levels]] |
| 9 |Target is affected by //[[baleful polymorph]]// (level 6); its polymorphed form is random |
| 10 |Target’s head is wracked with pain, dealing 18d6 damage (half on a successful save) |
</div>
You are skilled in a specific job, specialty, or creative art. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems.
Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While skills like [[Culture]], [[Life Science]], [[Mysticism]], and [[Physical Science]] represent highly specialized fields of study, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. When you put ranks in a Profession skill, you must choose the ability score keyed to that skill: Charisma, Intelligence, or Wisdom. Common Charisma-based Profession skills include actor, artist, comedian, con artist, courtesan, dancer, musician, orator, poet, politician, video personality, and writer. Common Intelligence-based Profession skills include accountant, archaeologist, architect, corporate professional, electrician, lab technician, lawyer, mathematician, philosopher, professor, psychologist, and vidgamer. Common Wisdom-based Profession skills include bounty hunter, cook, counselor, dockworker, farmer, gambler, general contractor, herbalist, maintenance worker, manager, mercenary, merchant, miner, and smuggler.
A Profession skill should not overlap with existing skills. For example, if you want to play a scientist, you should put ranks into Life Science or Physical Science rather than create a Profession (scientist) skill. The GM is the final arbiter of what is a good choice for a Profession skill and what ability score a given Profession skill is keyed to.
Different professions are considered different skills for the purpose of how many ranks you can have each level. For example, a 4th-level character could have 4 ranks in both Profession (dockworker) and Profession (vidgamer).
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect.
''Prerequisites:'' Cha 13, Int 13, or Wis 13 (see text); [[Profession]] (any) 1 rank, cultural fascination racial trait.
''Benefit:'' Choose one [[Profession]] skill that you have at least 1 rank in. You must also have a minimum ability score of 13 in the ability score associated with the chosen Profession skill. You can use the chosen Profession skill to attempt skill tasks associated with one of the two skills associated with your chosen Profession. Each common profession skill appears below after its associated ability score, and each skill lists two skills you can select between when you take this feat. Once made, this decision cannot be changed.
<div class= "table-wrapper">
|Profession |Associated Skills |h
|!Charisma-Based Profession Skills |<|
|Actor |[[Bluff]], [[Disguise]] |
|Artist |[[Culture]], [[Disguise]] |
|Comedian |[[Bluff]], [[Intimidate]] |
|Courtesan |[[Acrobatics]], [[Bluff]] |
|Dancer |[[Acrobatics]], [[Athletics]] |
|Musician |[[Bluff]], [[Sense Motive]] |
|Orator |[[Diplomacy]], [[Sense Motive]] |
|Poet |[[Bluff]], [[Culture]] |
|Politician |[[Diplomacy]], [[Intimidate]] |
|Video Personality |[[Computers]], [[Diplomacy]] |
|Writer |[[Culture]], [[Diplomacy]] |
|!Intelligence-Based Profession Skills |<|
|Accountant |[[Computers]], [[Perception]] |
|Archeologist |[[Culture]], [[Life Science]] |
|Architect |[[Engineering]], [[Physical Science]] |
|Corporate Professional |[[Diplomacy]], [[Intimidate]] |
|Electrician |[[Disable Device]], [[Engineering]] |
|Lab Technician |[[Life Science]], [[Physical Science]] |
|Lawyer |[[Culture]], [[Intimidate]] |
|Mathematician |[[Computers]], [[Physical Science]] |
|Philosopher |[[Bluff]], [[Culture]] |
|Professor |[[Intimidate]], [[Sense Motive]] |
|Psychologist |[[Diplomacy]], [[Sense Motive]] |
|Vidgamer |[[Computers]], [[Culture]] |
|!Wisdom-Based Profession Skills |<|
|Bounty hunter |[[Intimidate]], [[Survival]] |
|Cook |[[Life Science]], [[Physical Science]] |
|Counselor |[[Diplomacy]], [[Sense Motive]] |
|Dockworker |[[Athletics]], [[Engineering]] |
|Farmer |[[Life Science]], [[Survival]] |
|Gambler |[[Bluff]], [[Sense Motive]] |
|General Contractor |[[Diplomacy]], [[Engineering]] |
|Herbalist |[[Life Science]], [[Medicine]] |
|Maintenance Worker |[[Athletics]], [[Engineering]] |
|Manager |[[Diplomacy]], [[Intimidate]] |
|Mercenary |[[Culture]], [[Survival]] |
|Merchant |[[Culture]], [[Diplomacy]] |
|Miner |[[Athletics]], [[Physical Science]] |
|Smuggler |[[Sleight of Hand]], [[Stealth]] |
</div>
''Special:'' You can take this feat twice. The second time, you can use the chosen [[Profession]] skill to attempt tasks associated with both skills associated with that Profession skill.
A professional weapon is a tool used in a specialized trade that nevertheless has tremendous damaging potential. When using a professional weapon, you gain a +2 insight bonus to checks with the listed [[Profession]] skill (or to checks with similar skills that could reasonably use that weapon as part of the profession, subject to the GM's discretion). If you have a number of ranks in the listed Profession skill equal to the item level, you are considered proficient with that weapon, even if you would not normally be. This proficiency never counts toward prerequisites of any kind.
These services assume an individual or small group is hired legally in free-market conditions. Efforts to hire criminals, mercenaries, or businesses fall under the purview of the GM, though unskilled laborers can be hired relatively cheaply.
!! Communications
Those without access to a starship's comms system can send and receive messages at system-wide or unlimited range by paying an individual or business. System-wide communications cost 5 credits per minute, and unlimited-range communications cost 10 credits per minute.
<div class="table-wrapper">
|Service | Price |h
|communications | 5 or 10 per minute |
</div>
!! Grooming
Grooming practices vary widely from species to species, but all generally involve various methods to keep a creature's body neat and clean. Examples of standard grooming services include haircuts, fur trimming, feather preening, claw or nail trimming, nail and scale buffing, parasite removal, tooth cleaning and dentistry, and the like. Exotic grooming services are usually considered luxuries rather than necessities, and include hair, fur, or scale coloring; body modifications; permanent and temporary tattoos; and wellness services such as massages, medicinal baths, and spa treatments.
<div class="table-wrapper">
|Service | Price |h
|grooming, standard | 3 |
|grooming, exotic | 75 |
</div>
!! Laundry
Standard laundry services include both washing and drycleaning, and the listed price is for up to 1 bulk of clothing. Clean laundry is usually ready the next day. Magical laundry service is usually provided by a spellcaster using //[[token spell]]// to instantly clean up to one outfit or 10 items at once.
<div class="table-wrapper">
|Service | Price |h
|laundry, standard | 1 |
|laundry, magical | 10 |
</div>
!! Medical Treatment
While technological medical equipment and magical healing are readily available for purchase in most areas, many people have neither the funds nor the skill to use such methods. Fortunately, three types of facilities provide medical treatment services to the general public: clinics, hospitals, and trauma centers. Each of these facilities is usually equipped with multiple [[medical labs]] and can perform some or all of the tasks of the [[Medicine]] skill, detailed below. Prices depend on the service provided, as listed below, though most facilities will perform first aid for no cost. These are average prices; medical treatments at a high-end or luxury facility can cost 2 to 10 times more.
Clinics are small outpatient facilities that provide only basic medical treatments: first aid, treat deadly wounds, treat disease, and treat drugs or poison. Hospitals are larger institutions that offer all medical treatments and include room and board for the duration of your stay. Trauma centers provide emergency care for traumatic injuries and can offer the following medical treatments: first aid, treat deadly wounds, long-term stability, and treat drugs or poison.
An average doctor at a clinic is a CR 6 expert with [[Life Science]] and [[Medicine]] as master skills (+16 skill bonus for both), while a typical doctor at a hospital or trauma center is a CR 7 expert with a +19 skill bonus in Life Science and Medicine.
<div class="table-wrapper">
|Service | Price |h
|medical treatment, long-term care | 100 per day |
|medical treatment, long-term stability | 15 per hour |
|medical treatment, treat deadly wounds | 75 |
|medical treatment, treat disease | 1,000 |
|medical treatment, treat drugs or poison | 1,000 |
</div>
!! Professional Freelancers
Entertainers, experts, porters, and tradesfolk often lack time or interest in taking jobs outside of their normal work. Those who do are freelancers, who build a circle of regular clients and get paid directly by those to whom they provide services.
The price of hiring a freelancer is based on the typical total bonus she has in a specific relevant skill (often [[Profession]]), representing her skill level. However, the GM can determine a specific freelancer actually has a bonus much higher or lower than the norm for someone at her pay rate.
Even professional freelancers won't generally take work that places them in serious danger, and those few who do are likely to insist on pay rates two to 10 times higher than those listed.
<div class="table-wrapper">
|Service | Price |h
|professional freelancer | skill bonus × 2 per day |
</div>
!! Spellcasting
Professional spellcasters are common only in major settlements and often require advance appointments and insist on security measures when dealing with new clients. Many are associated with a church, guild, or major corporation, and they may only work for groups and individuals associated with such organizations. It's generally not possible to convince a professional spellcaster to travel to an unsecured location to cast spells, and any who do agree to it will insist on much higher payment rates (anywhere from 10 to 100 times the normal price).
If a spell requires an expenditure of credits, add that price to the price of having a professional spellcaster cast it. If a spell requires an expenditure of Resolve Points to be cast, increase the price of having it performed by a professional spellcaster by 50%; most professional spellcasters will only cast one such spell each day.
<div class="table-wrapper">
|Service | Price |h
|spellcasting, 0-level spell | 20 |
|spellcasting, 1st-level spell | 100 |
|spellcasting, 2nd-level spell | 350 |
|spellcasting, 3rd-level spell | 1,000 |
|spellcasting, 4th-level spell | 3,000 |
|spellcasting, 5th-level spell | 9,000 |
|spellcasting, 6th-level spell | 30,000 |
</div>
!! Starship Crew
Although most starships require crews of only half a dozen or fewer to fly, larger vessels can require 20 or more crew members to operate successfully. Standard crew members usually don't have a stat block, but they are generally characters of CR 1 or lower. They cannot fill roles in starship combat, but they can serve on teams supporting an officer in a role.
Officers are NPCs who can be hired to fill unoccupied starship combat roles on a starship. Officer stat blocks can be created using the monster creation rules, with the skill most associated with their starship role as a master skill. They can be any CR, but few officers will serve on a starship of a lower tier than their CR. Officers can have any class graft, but it's generally easier to find envoys, mechanics, operatives, and soldiers interested in serving aboard starships than mystics, solarians, or technomancers.
The price of hiring a starship officer is based on the typical total bonus she has in a specific skill relevant to her starship role, representing her skill level. However, the GM can determine that a specific officer actually has a bonus much higher or lower than the norm for someone at her pay rate. At the GM's discretion, NPCs that the PCs have helped or allied with can choose to become crew members on the PCs' starship, possibly reducing the price to hire them by half, one-third, or even to zero for exceptionally grateful NPCs.
<div class="table-wrapper">
|Service | Price |h
|starship crew, standard | 20 per week |
|starship crew, officer | Skill bonus × 5 per week |
</div>
!! Unskilled Labor
Unskilled labor can be found virtually anywhere.
<div class="table-wrapper">
|Service | Price |h
|unskilled labor | 4 per day or 1 per hour |
</div>
Choose one [[Profession]] skill. Add that skill to the list of skills you can use to perform [[trick attacks]]. If your chosen Profession skill used for a trick attack matches the Profession skill listed for a weapon you wield that has the [[professional]] weapon special property, you can use that weapon to perform the trick attack. Unless the weapon either has the [[operative]] special weapon property or is also a small arm, you don't add trick attack damage to your attack, but the target is still [[flat-footed]], and you can use [[debilitating tricks]].
Your programming skills can achieve near-magical results. Choose two 0-level spells, two 1st-level spells, two 2nd‑level spells, and two 3rd-level spells from the technomancer spell list. You can craft //{{spell chips}}// of these spells, provided you have a number of ranks in [[Computers]] equal to the number of ranks in [[Mysticism]] that would normally be required. Rather than access to a workshop, you need access to a computer of a tier greater than or equal to the level of the spell you are programming into the //spell chip//. At 9th level and each subsequent mechanic level, you can choose one additional technomancer spell for which you can create //spell chips//. Beginning at 11th level, you can choose 4th‑level technomancer spells. At 14th level, you can choose 5th‑level technomancer spells, and at 17th level, you can choose 6th‑level technomancer spells.
These adorable plush toys typically resemble cute mascot characters, fantastical alien creatures, or realistic animals, and each conceals advanced technology to assist its owner in working with computers. Each plushie houses a limited virtual intelligence that can analyze its owner's code and basic biosigns, using this data to provide simple pointers or reassuring cheerleading as necessary. It also encrypts and stores password information with retinal scanning tech that allows it to recognize its owner. While your programmer's plushie is adjacent to you and activated, reduce any total penalty to [[Computers]] checks by 1.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|programmer's plushie | 3 | 1,100 | — | 20 | 1/day |
</div>
You’ve irrevocably drawn yourself from another reality into this one. You don’t belong here, and this reality has trouble reconciling your presence. However, you’ve learned to exploit your inconsistent density, size, and sheer existence.
At 3rd level, you’ve learned to harness reality’s attempts to erase you. As a move action, you can flicker in and out of existence, granting you a 20% miss chance against attacks and reducing the damage you take from area effects by an amount equal to your witchwarper level. The miss chance increases to 25% at 9th level and to 30% at 15th level. Unlike the miss chance granted by [[concealment]], the flicker effect’s miss chance isn’t overcome by special senses such as [[blindsight]]. You can flicker only for a number of rounds equal to your witchwarper level, though these rounds need not be consecutive.
At 6th level, you can trick reality into miscalculating your size. As a move action, you gain one of the following benefits:
* you gain the [[compression]] ability
* your size decreases by one size category
* your size increases by one size category
If this transformation would increase your size to Large or larger and your reach is less than 10 feet, your reach becomes 10 feet. If your size decreases to Small or Medium, your reach decreases by 5 feet (minimum 5 feet). If your size becomes Tiny or smaller, you reach decreases by 5 feet (minimum 0 feet).
The transformation lasts for a number of rounds equal to your Charisma modifier (minimum 1). After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points.
At 12th level, once per day as part of a move action, you can move through creatures and objects as though you were [[incorporeal]]. You can use this ability twice per day at 18th level.
Projected replaces the [[compound sight]] and [[alternate outcome]] class features.
When you activate your [[energy shield]] mechanic trick, you can apply its effects to an adjacent ally instead of to yourself. If your energy shield grants additional benefits, such as from the [[electromagnetic deflection]] trick, you also apply those additional benefits to the ally instead of yourself. Your energy shield ends immediately if the target is ever more than 100 feet away from you. If you activate your energy shield ability a second time (such as with the [[boost shield]] trick), any other energy shield you have active ends immediately. You must have the energy shield mechanic trick to select this trick.
Projectile dragons are pragmatists, seeking the lowest risk and most likely to succeed solution to any problem.
* ''CR:'' 3+
* ''Required Creature Type and Subtype:'' Dragon (technological).
* ''Suggested Alignment:'' Any evil.
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 14+, 60 feet + 10 feet per CR)
** [[DR]] 5/ adamantine (CR 13+; increase to DR 10/adamantine at CR 15, DR 15/adamantine at CR 17, DR 20/adamantine at CR 19); [[vulnerable]] to electricity
** autofire (see below)
** gunhead (see below)
* //Autofire ([[Ex]]):// As a full action, the projectile dragon can make its gunhead attack with the [[automatic]] weapon special property, expending 20 rounds of ammunition as though it had a usage of 1 round. These attacks gain [[heavy onslaught]] (as the soldier gear boost), using the dragon's CR as its soldier level.
* //Gunhead ([[Ex]]):// A projectile dragon's head is built around a projectile cannon, which provides the dragon with a ranged attack that deals 1d6 P + 1d6 P per CR, targets KAC, and has a range increment of 80 feet. If the dragon rolls a natural 1 on a gunhead attack (the die shows a 1), they temporarily run out of ammunition and can't make a gunhead attack again for 1d4 rounds.
The first firearms invented by nearly every technologically inclined civilization involve propelling a solid projectile by means of some kind of explosive force. The design and production of such weapons typically improves over time, keeping projectile weapons relevant in the face of more advanced technology, as they are relatively simple, reliable, and affordable—yet offer a range of firepower to suit nearly every need.
You're an anonymous cog in the corporate machine. Along with countless others just like you, you form the foundation of the galactic financial system by selling your labor for regular pay. Automation and virtual intelligences, such as robots and advanced computers, provide the truly unskilled labor in the economy, so at least you fit in somewhere above that bottommost level. You're no artist, nor are your practical skills specialized enough to win you high pay or a management position. However, you're good enough at what you do to make it in the everyday working world.
!! Theme Knowledge (1st)
Up until now, you've been a typical working person, punching the clock and scraping by at your everyday job. Choose a [[Profession]] skill that is Intelligence- or Wisdom-based. That skill has been the basis of your job up until now, and although you might not think about it, you're good at what you do. When attempting a [[Culture]] or [[Profession]] check to recall knowledge about your profession or industry and its leaders, whether businesses or businesspeople, reduce the DC by 5. Since Profession is a class skill for you, you gain a +1 insight bonus to checks with your chosen profession and +1 to checks with Profession skills in general. (These bonuses stack to a total of +2 for your chosen Profession skill.) In addition, you gain an ability adjustment of +1 to Intelligence or Wisdom at character creation, but the ability score you pick must match the ability score tied to your chosen Profession skill.
!! Team Player (6th)
You know how to work as part of a cohesive group dedicated to accomplishing the same particular task. This competence translates into efficiency and a knack for how to best supplement another's efforts. If the GM rules that you can attempt to [[aid another]], you automatically succeed on the check to do so.
!! Core Competencies (12th)
Your expertise in your chosen [[Profession]] requires a broad knowledge of other skills. As you grow in proficiency in your Profession, your ancillary know-how also increases. Choose three skills that you have ranks in and that are related to the Profession skill you chose at 1st level. You gain a +1 insight bonus to checks with each skill you choose. In addition, once per day, you can take 10 on a check using your chosen Profession or one of these three related skills, even if you wouldn't normally be allowed to do so.
!! Failing Forward (18th)
You learn by doing, especially by doing the wrong thing enough times to get it right. Up to twice per day, you can spend 10 minutes considering a mistake you or your team made, analyzing it, and thinking about how to avoid it in the future. If you do, you recover 1 Resolve Point. Doing so doesn't count as resting to regain Stamina Points.
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your armor class against ranged attacks, but you take a –4 penalty to your armor class against melee attacks. Standing up from prone is a move action.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* N Tiny ooze
* ''Init'' +3; ''Senses'' [[blindsight]] (life) 60 ft., [[sightless]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +4; ''Ref'' +0; ''Will'' –2
* ''Immunities'' acid, [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' pseudopod +6 (1d6+1 B)
* ''Space'' 1 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +2; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +4, [[Disguise]] +9, [[Stealth]] +4
* ''Other Abilities'' mimic object, [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or swarm (150–350)
!!! SPECIAL ABILITIES
''Mimic Object ([[Ex]])'' A proog can look like any solid object of 1 bulk or less that it comes into contact with. It can't imitate such an item's function, moving parts, or the like. A creature that closely examines a mimicking proog can determine its true nature with a successful [[Perception]] check, but the proog gains a +10 bonus to [[Disguise]] checks when imitating an object in this manner.
</div>
While sapient creatures throughout the galaxy consider most oozes to simply be disgusting monstrosities, the tiny proog is relatively harmless—at its worst a minor pest, and at times a pleasant companion or pet. According to records (or more precisely, the lack of records) proogs were first discovered, or possibly created, during the Gap. Today, they are known mostly as novelty companions, due to their diminutive size, gentle attitude, and ability to transform into small objects. Proogs can mimic objects with exact precision even though they have no eyes or other visual sensors, although scientists are still uncertain on how the oozes do so. Some believe proogs have psychic abilities, but others insist proogs are able to quickly analyze objects on a molecular level before adopting the new shape.
Regardless of the facts of a proog's biology, retailers are happy to sell them as pets, and a proog is perfectly content to be toted around in a small bag and fed the occasional table scrap. Proog companions are surprisingly affectionate toward their masters and are easy to train, able to perform simple transformation tricks during which they adopt the shape of various small objects as instructed by their owners. Proogs are especially popular with small children, who delight in sliding the oozes through their fingers and watching them change colors. The only downside of keeping a proog companion is the nuisance that comes with trying to find a proog after it has misbehaved. Those shopping for a proog pet should be wary, however, as unscrupulous retailers have been caught selling imitation proogs, which the merchant insists are merely sleeping or lethargic but then are later discovered to be molded gelatin in the shape of a common household object.
As is often the case with small designer pets, many proogs have escaped their owners over the years only to reproduce in the wild. Untamed proogs can be found in a variety of environments, and though they are relatively harmless, they sometimes lash out in fear. A wild proog will transform into a small object, such as a coffee mug, and hide in plain sight. There it will remain for hours at a time, only moving to feed off discarded garbage when it is alone and unobserved. However, a proog's ability to mimic is not perfect, and their telltale sheen sometimes gives them away. Wild proogs are often discovered when they are accidentally dropped and, instead of shattering, the injured ooze scurries away to hide.
!! Proog Companions
{{Proog (creature companion)}}
<div class="statblock">
* ''Levels'' 1—5
* Tiny ooze
* ''Senses'' [[blindsight]] (life) 60 ft., [[sightless]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Defensive Abilities'' ooze immunities
* ''Speed'' 20 ft.
* ''Melee Attack'' pseudopod (B)
* ''Space'' 2-1/2 ft. ''Reach'' 0 ft.
* ''Ability Modifiers'' Con, Wis
SPECIAL ABILITIES
''Convincing Accessory ([[Ex]])'' While your proog companion is in your space and not moving, you gain a +2 circumstance bonus to [[Disguise]] checks if an inanimate object would help your disguise.
''Mimic ([[Ex]])'' A proog can look like any solid object of 1 bulk or less that it comes in contact with. It can't imitate such an item's function, moving parts, or the like. A creature that closely examines a mimicking proog can determine its true nature with a successful [[Perception]] check (DC = 15 + 1-1/2 × the proog's level).
</div>
[[Proogs]] are highly active shape- and color-shifting oozes that enjoy mimicking small objects; they're most commonly bred as novelty pets. Xenobiologists disagree on how the oozes manage to so accurately duplicate details like color and pattern without sight. Proogs tend to imprint on a single larger creature, and while naturally curious, they rarely stray farther from their owner than the range of their blindsight.
These weapons move affected targets the listed distance away from the origin point of the effect. A target that succeeds at a Reflex save (DC = 10 + 1/2 the weapon’s item level + the wielder’s Dexterity modifier) isn’t moved. If the movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving and falls [[prone]].
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You magically propel yourself through the air to a space within range. Select an empty space within close range (25 feet plus 5 feet per two levels). You’re catapulted into the air and land in that space without harm. Your movement provokes attacks of opportunity only for the space you launch from and the space you land in. If you attempt to bring another creature along with you, this spell fails.
<div class="statblock">
* ''Level'' 4; ''Price'' 5,400
* Huge land vehicle (8 ft. wide, 15 ft. long, 7 ft. high)
* ''Speed'' 15 ft., full 350 ft., 40 mph
* ''EAC'' 16; ''KAC'' 18; ''Cover'' cover
* ''HP'' 42 (21); ''Hardness'' 5
* ''Attack (Collision)'' 6d6 B (DC 11)
* ''Modifiers'' –2 [[Piloting]], –4 attack (–6 at full speed)
* ''Systems'' autocontrol, emplacement ([[sense through]] [vision, rock only] 500 ft.), planetary comm unit, smuggler's compartment
* ''Passengers'' 4
</div>
This lightweight buggy can deploy seismographic spikes and scanning equipment into the ground, allowing its crew to find and mark deposits of valuable metals and crystals. A small, sensor-resistant compartment underneath the passenger seats is designed to store traces of particularly valuable materials found while prospecting, though this is often repurposed by unscrupulous owners.
This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn't otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you've lost, or you can have a limb removed in order to replace it with a prosthetic.
A storage prosthetic limb has a built-in concealed storage compartment, which functions as a [[hideaway limb]].
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|prosthetic limb, standard | 1 | 100 | arm and hand, or leg and foot |
|prosthetic limb, storage | 3 | 1,450 | arm and hand, or leg and foot |
</div>
This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one [[polymorphed|Polymorphing]] form and its abilities, per the spell //[[polymorph]]//. The spell level of the polymorph effect equals that of the augmentation's model number (e.g. //polymorph// as a 4th-level spell for a mk 4 augmentation).
As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Resolve Point to activate this augmentation; alternatively, you can activate the augmentation as a full action by spending 3 Resolve Points. Your body begins transforming into your polymorphed form, as though you were the target of a //[[polymorph]]// spell, completing its transformation at the beginning of your next turn. You retain your polymorphed form for 1 minute or until you end the effect as a standard action, after which you become [[fatigued]] for 1 minute. This transformation is an extraordinary ability that is not subject to //[[dispel magic]]// or similar effects.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|protean response, mk 1 | 5 | 3,000 | endocrine |
|protean response, mk 2 | 8 | 9,500 | endocrine |
|protean response, mk 3 | 11 | 25,500 | endocrine |
|protean response, mk 4 | 14 | 74,000 | endocrine |
|protean response, mk 5 | 17 | 255,000 | endocrine |
|protean response, mk 6 | 20 | 850,000 | endocrine |
</div>
Proteans are serpentine outsiders of pure chaos native to the Maelstrom.
* ''Traits:''
** [[blindsense]] (distance and sense varies by protean type)
** [[immunity]] to acid; [[resistance]] 5 to electricity and sonic (CR 3+; increases to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** supernatural flight speed
** [[amorphous]]
** [[change shape]]
** [[grab]] ability with its natural attacks.
Summoned proteans are agents of pure chaos called from the Maelstrom. They have vaguely serpentine forms, which seem to be constantly changing and shifting.
* ''Type:'' outsider (chaotic, extraplanar, protean)
* ''Alignment:'' change to CN
* ''Traits:''
** [[blindsense]] (hearing) 30 ft.
** supernatural fly speed of 60 ft. (perfect)
** [[immunity]] to acid, [[entangling]], grappling, [[paralysis]], and [[pinning]]
** if base stat block has [[DR]], change to DR/lawful
* ''Skills:'' add [[Bluff]]
* ''Languages:'' Common
* ''Attack:'' change melee attack to bite (piercing damage) with the [[grab]] special ability
As embodiments of chaos, most proteans remain in the comforting unpredictability of the Maelstrom, where they happily create and destroy at their ever-changing whims.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Targets'' personal
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will (see text)
* ''Spell Resistance'' no
</div>
You shroud yourself with traces of negative energy, appearing to undead creatures as if you’re undead. You gain a +10 circumstance bonus to disguise yourself as an undead creature when dealing with other undead creatures.
Unintelligent undead must succeed at a Will save to take hostile actions against you. On a failure, they lose their attempted action, but once a creature succeeds on this Will save, it’s unaffected by your casting of this spell for the remainder of the spell’s duration.
Your thick fur protects you from certain environmental hazards and makes you resistant to some types of poisons.
''Prerequisites:'' [[Skittermander]] or [[ysoki]].
''Benefit:'' You gain a +2 circumstance bonus to Fortitude saves against cold and heat dangers. In addition, you gain a +4 circumstance bonus to Fortitude saves made to avoid contracting contact diseases and poisons.
''Special:'' At the GM's discretion, other furred races might meet the prerequisites for this feat.
Once per day as a reaction when you fail a Reflex saving throw against an attack or spell that deals damage, if your drone is within 10 feet of the line between you and the damaging effect, you can direct your drone to interpose itself between you and the source of that damage. Your drone takes the damage the attack would have dealt to you, and you take no damage. If your drone is reduced to 0 Hit Points, it is destroyed until you repair it or build a new drone. You must have the [[drone]] option of the artificial intelligence class feature to choose this trick.
<div class="statblock">
* Tier 4
* Small shuttle
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0)
* ''AC'' 22; ''TL'' 22
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' light torpedo launcher (2d8), light torpedo launcher (2d8)
* ''Attack (Turret)'' coilgun (4d4)
* ''Attack (Turret)'' flak thrower (3d4)
* ''Power Core'' Accord core (functions as Pulse Black; 120 PCU); ''Drift Engine'' none
* ''Systems'' advanced short-range sensors, chariot joining, crew quarters (common), mk 2 tetranode computer (tier 2), mk 3 armor, mk 3 defenses; ''Security'' antipersonnel weapons (varies), psiometric locks; ''Expansion Bays'' transmutable
* ''Modifiers'' +2 any four checks per round, +4 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 4 (minimum 1)
!!! CREW
* ''Pilots (4)'' [[Computers]] +21 (8 ranks), [[Diplomacy]] +21 (8 ranks), [[Engineering]] +21 (8 ranks), gunnery +16, [[Piloting]] +23 (8 ranks)
!!! SPECIAL ABILITIES
''Antipersonnel Weapons ([[Ex]])'' Accords have antipersonnel weapons (item level 8 or lower) from their constituent Protector chariots.
''Chariot Joining ([[Ex]])'' An Accord is an amalgamation of four [[Protector chariots]]. The chariots form this starship to include their parts. An Accord can split into its constituent chariots at any time.
''Elite Crew ([[Ex]])'' As shown in the crew section, an Accord has an elite crew of Protectors as pilots. These pilots can perform other crew actions based on their skills.
''Psiometric Locks ([[Ex]])'' An Accord opens and operates only for the four Protector crew members. These crew members can open the starship to allow other creatures inside, but creatures that are not Protectors cannot operate the vessel's systems.
''Transmutable Expansions ([[Ex]])'' An Accord can have up to two active expansion bays, which can include any combination of the following: [[brig]], [[cargo bay]], [[escape pods]], [[guest quarters]], or [[passenger seating]].
</div>
Intended as a defense against major threats to Kahlannal, the Protectors' Accord starships are versatile vessels. Comprising four chariots fused together into a seamless whole, an Accord has five distinct compartments. These compartments seem unconnected; however, the starship's fluid nature allows it to form chambers around crew members and passengers and shunt them safely between chambers where no apparent passageway exists, like a fluid airlock. A central chamber in the main body can be configured to serve various functions, from cargo holds to passenger compartments.
The Protector crew controls the Accord telepathically and physically. Each pilot occupies a cockpit, formed from a chariot upon the starship's formation. Any pilot can perform any function on the ship from their station. The telepathic link between the Protectors and the Accord gives the ship incredible maneuverability and makes it one of the most efficient small warships in the Pact Worlds system. Although the starship can accommodate a crew of four, and four are required to create an Accord, the vessel can function with only one pilot.
After the advent of solar-travel technology in the Pact Worlds, Protector Accords are fitted with a [[solar shield channel]]. This new technology allows the Protectors to fly into the sun around Kahlannal to protect their city if the need arises.
<div class="statblock">
* ''Level'' 12; ''Price'' 120,000
* Large land, air, and water vehicle (10 ft. wide, 10 ft. long, 10 ft. high)
* ''Speed'' 30 ft., full 550 ft., 65 mph (hover and fly)
* ''KAC'' 27; ''EAC'' 27; ''Cover'' total cover
* ''HP'' 140 (70); ''Hardness'' 10
* ''Attack (Collision)'' 11d10 B (DC 19)
* ''Modifiers'' +2 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autopilot ([[Piloting]] +22), mounted weapons, psiometric lock, transforming matrix;
* ''Passengers'' 3
!!! SPECIAL ABILITIES
''Mounted Weapons ([[Ex]])'' Chariots often have mounted longarms or heavy weapons. These weapons usually have an item level of 8 or lower.
''Psiometric Locks ([[Ex]])'' A chariot opens and operates only for its dedicated [[anassanoi]] Protector.
''Transforming Matrix ([[Ex]])'' As a full action, the pilot (or autopilot) can command the chariot to reshape itself into another vehicle of up to Huge size and of its level or lower. At Huge size, the chariot has an AC of 24, a +0 modifier to [[Piloting]], and a –2 penalty to attack (–4 at full speed). This ability can instead be used to join three other chariots to become a larger vehicle or [[Accord starship|Protector Accord]].
</div>
A //Protector chariot// is a hybrid vehicle with a virtual intelligence. In its neutral form, the vehicle is a dense, 10-foot-diameter sphere of mercury-like metal. This malleable form can reshape to replicate almost any vehicle of similar size. However, only someone who has the [[Protector of Kahlannal]] feat can pilot one of these chariots. When chariots are adjacent to one another, the pilots can command the vehicles to combine and form a larger vehicle. Four chariots in proximity can combine to form a vessel of starship scale, called an [[Accord|Protector Accord]].
When a pilot wishes to enter a chariot, they touch the surface and telepathically command the vehicle to allow them inside. The chariot surface envelops the pilot, pulling them within. When the vehicle reconfigures, it moves the pilot into a new position suited to piloting the chariot's new form.
You are one of the eight ordained Protectors of the [[anassanoi]] people of Kahlannal. You have a unique psychic bond with your own [[Protector chariot]].
''Prerequisites:'' Anassanoi, any non-chaotic and non-evil alignment
''Benefits:'' You form a psychic bond with a Protector chariot, which allows you to pilot the vehicle. As a standard action, you can summon your chariot from a distance of up to 1 mile. If you do so, the vehicle moves toward you on autopilot as quickly as it can, unless an insurmountable obstacle stands between you. If you become chaotic or evil, you lose access to this feat while you have such an alignment.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium construct (technological)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +0
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' claw +12 (1d6+7 S plus [[grab]])
* ''Ranged'' polyfluid volley +10 ([[explode]] [15 ft., 1d6 B plus [[entangled]] 1d4 rounds, DC 12])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with claws)
* ''Offensive Abilities'' grind
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +13, [[Stealth]] +8
* ''Languages'' Noma (can't speak any language); shortwave 100 ft.
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
''Environment'' any (Noma)
''Organization'' solitary, pair, or crew (3–6)
!!! SPECIAL ABILITIES
''Grind ([[Ex]])'' A reclaimer's grinding mouthparts can tear any material to shreds. If a reclaimer starts its turn grappling a creature, it can use a full action to grind into the creature, dealing 6d6 slashing damage (Fortitude DC 12 half) and applying the [[wound]] critical hit effect (save DC 12).
''Polyfluid Volley'' ([[Ex]]) A reclaimer can repurpose its polyfluid extruder, normally used for transferring that raw material, to lob thick globs of the substance at enemy creatures. This attack has a range increment of 20 feet.
''Shortwave ([[Ex]])'' A protocite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
''Sunlight Dependency ([[Ex]])'' Protocites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, protocites gain the [[sickened]] condition.
</div>
These scorpion-like constructs serve as the backbone of their home's ceaseless creativity. Noma's AI can conceive of endless possibilities for creatures and contraptions, and the surrounding star provides the energy for its experiments. The material resource required for this is polyfluid, a UPB-like liquid that can form any number of molecule chains, allowing the creation of any substance. Reclaimers provide a vital service as mobile recycling centers, capable of scaling any structure in Noma and gradually devouring it. They turn what they consume back into polyfluid via a complex internal system of enzymatic machinery and filters. Reclaimers then use their extruders to deposit the polyfluid in receptacles so the material can be reused.
Most of the time, reclaimers keep busy recycling materials from Noma's completed experiments. However, they also serve as a frontline immune system, attacking and recycling protocites that operate outside acceptable parameters. With recent incursions into Noma, reclaimers have adapted to recognize and process hostile visitors.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small construct (technological)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +7
!!! DEFENSE
* ''HP'' 23
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +0; ''Ref'' +1; ''Will'' +3
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' sunlight dependency
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +7 (1d4+2 B)
* ''Ranged'' laser +8 (1d4+2 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' sensory overload
!!! STATISTICS
* ''Str'' +0; ''Dex'' +1; ''Con'' —; ''Int'' +2; ''Wis'' +0; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +7, [[Culture]] +12, [[Diplomacy]] +12, [[Sense Motive]] +12
* ''Languages'' Noma; parse; shortwave 100 ft.
* ''Other Abilities'' congenial, [[unliving]]
!!! ECOLOGY
* ''Environment'' any urban (Noma)
* ''Organization'' solitary, pair, telemetry (3–30), or cloud (30+)
!!! SPECIAL ABILITIES
''Congenial ([[Ex]])'' Protocite speakers relish the opportunity to learn and respond well to positive interactions. They start with a friendly attitude. This attitude worsens only if an attempt at [[Diplomacy]] fails by 10 or more.
''Laser ([[Ex]])'' The protocite speaker's laser has a range increment of 80 feet.
''Parse ([[Ex]])'' By spending 10 minutes conversing with a willing creature, a protocite speaker can approximate that creature's spoken or signed language.
''Sensory Overload ([[Ex]])'' As a full action, a speaker can spin in place, changing its body while emitting high-pitched shrieks and whistles. Each non-protocite creature within 30 feet must attempt a DC 14 Fortitude save. On a success, the creature is [[dazzled]] for 1 round. On a failure, the creature is [[sickened]] for 1 round.
''Shortwave ([[Ex]])'' A protocite can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
''Sunlight Dependency ([[Ex]])'' Protocites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, protocites gain the [[sickened]] condition.
</div>
The "life" of a protocite speaker begins with its extrusion from a manufactory into one of Noma's hex-shaped sectors, where the speaker carries out preprogrammed tasks. Most speakers exist in a state of quiet determination, moving to and fro in an approximation of a sapient creature's daily life. Speakers also interact with one another, and sometimes with other protocites, as a way of testing and evaluating various social simulations. Noma has created countless communities of speakers, in which the constituents conform to principles such as "value the greater good" or "shun those with different limb configurations."
Usually, after a speaker performs its assigned tasks, it powers down. A [[reclaimer]] then comes and grinds the speaker back into polyfluid. However, in every generation of speakers, several individuals are constructed with expanded data drives, insatiable curiosity, and no predetermined tasks to allow more autonomy than most. These "observer" speakers roam, watch, and guide other experiments. When they have reached the end of their life cycle, typically after several decades, such speakers seek Noma's Core. Within this ancient nexus, these speakers are torn limb from limb, relinquishing data drives full of their accumulated experiences.
A protocite speaker has humanoid features. Despite this appearance, its upper body, limbs, and head are reconfigurable. The construct can recreate a wide variety of physical features and mannerisms.
Noma's so-called protocites are as numerous and varied as their distant cousins, the [[anacites]] of Aballon. It's probable that the enigmatic First Ones created both. However, anacites were designed to harvest resources and have proliferated from that origin, while protocites were designed as experiments in form and function. Several models have the ability to iterate upon their own forms, while others serve specialized roles. Despite different origins and purposes, similar types of protocites and anacites have developed in parallel, while others are distinct.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Often built to resemble a sapient species, the protocol drone is an adept translator and negotiator programmed to sense and adapt to a wide variety of social situations and domestic tasks.
<div class="statblock">
* ''Size'' Small
* ''Speed'' 30 ft.
* ''AC'' EAC 11, KAC 11
* ''Good Save'' Will
* ''Poor Saves'' Fortitude, Reflex
* ''Ability Scores'' Str 6, Dex 10, Con —, Int 10, Wis 10, Cha 14
* ''Ability Increases'' Wisdom, Charisma
* ''Bonus Skill Unit'' [[Culture]], plus either [[Bluff]], [[Diplomacy]], [[Intimidate]], or [[Sense Motive]]
* ''Initial Mods'' [[linguistic module]], [[manipulator arms]], [[negotiator protocol]] (the negotiator protocol mod's Charisma bonus is already included above)
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Large aberration (shapechanger)
* ''Init'' +6; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +21
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Defensive Abilities'' [[amorphous]], [[unflankable]]; ''Immunities'' acid, polymorph; ''Resistances'' electricity 10, sonic 10
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft., swim 30 ft.
* ''Melee'' jaws +16 (3d4+12 P) or feeding tendril +19 (1d10+12 P plus [[grab]])
* ''Space'' 10 ft; ''Reach'' 10 ft.
* ''Offensive Abilities'' chaotic infusion (4d6, DC 16), multiheaded, warping funnel 1/day (15-ft. cone, DC 16)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +2; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +16, [[Intimidate]] +16
* ''Languages'' Common, Protean, Vesk
* ''Other Abilities'' [[change shape]] (any Medium or Large creature)
!!! ECOLOGY
* ''Environment'' any (Vesk-3)
* ''Organization'' solitary, pair, or supercell (3–10)
!!! SPECIAL ABILITIES
''Chaotic Infusion ([[Su]])'' As a move action, a protomander can inflict the energy of the Maelstrom onto a creature that it has grappled. The grappled creature takes 4d6 fire, cold, electricity, or sonic damage (Fortitude DC 16 half); this damage type is determined randomly each time chaotic infusion is used.
''Multiheaded ([[Su]])'' A protomander can make three full jaws attacks (and no other attacks) as a full action with a –5 penalty to each jaws attack roll.
''Warping Funnel ([[Su]])'' Once per day, a protomander can unleash a 15-foot cone of pure chaos. Creatures in the cone are subjected to effects of warpwave with the listed Fortitude DC to negate.
</div>
One rare phenomenon of the Drift Crash was the expulsion of extraplanar material and energy from that transitive plane across the Great Beyond. Some unfortunate creatures on the Material Plane found themselves caught in the wake of this movement and were transformed as a result of planar quintessence bonding to their flesh and bone. When a wave of this Drift seepage connected to the Maelstrom washed over Vesk‑3, it formed a strange amalgam that merged the already sometimes-unsettling features of a protean, skittermander, and stridermander into one three-headed abomination called a protomander.
Because of this unique fusion, protomander behavior is extremely erratic and unpredictable. One minute, a protomander might use its change shape ability to ambush unsuspecting passersby. The next, its protean head starts bickering with its stridermander head to stop attempting to devour its skittermander head, rendering it harmless. Regardless, protomanders harbor extreme jealousy toward any creatures who have not been transformed into similar amalgams by the Crash, lashing out with violent rage.
While protomanders can vary in form (much like the chaos of the Maelstrom), most have the serpentine body of a protean, several arms (usually between four to eight), three heads (one protean, one skittermander, and one stridermander), and between two and six stridermander feeding tendrils that sprout from its back.
A typical protomander stands 9 feet tall and weighs 650 pounds.
This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. As a standard action, you may deploy the //proton snare// on solid ground up to 20 feet away. As a move action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. [[Incorporeal]] creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it.
Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected. A //proton snare// can’t be activated again until emptied (even if it’s not at capacity). Emptying a //proton snare// requires a full action, and releases its contents randomly into either the spaces around it or another snare with available capacity.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Max CR | HP Capacity |h
|//proton snare// I | 2 | 500 | 1 | 3 | 50 |
|//proton snare// II | 5 | 2,200 | 1 | 7 | 125 |
|//proton snare// III | 9 | 8,200 | 1 | 11 | 200 |
|//proton snare// IV | 11 | 18,100 | 1 | 15 | 300 |
|//proton snare// V | 16 | 141,000 | 1 | 20 | 500 |
|//proton snare// VI | 20 | 890,000 | 1 | 25 | unlimited |
</div>
You can spend 8 hours of uninterrupted work to rebuild your experimental prototype at any time, even if you haven't gained a level. You may do this even if it is broken or destroyed, and can even rebuild it from scratch if you have appropriate spare parts or scrap. This allows you to exchange any customizations you have selected. You must have an [[experimental prototype]] to learn this trick.
Design prototype vehicles might represent secret technologies (potentially stolen), yet companies sometimes sell off old prototypes as collectors' items after their associated technologies are refined, patented, and on the market.
* ''Adjustments:'' Increase price by 10%, increase modification slots by 1, increase repair time and repair cost by 20%.
Any booster you successfully use on yourself or an ally causes the target's skin to sprout thorny projections for a number of rounds equal to your key ability score modifier, in addition to the booster's other effects. Any creature who hits the target with a natural attack or unarmed melee attack takes 1d6 piercing damage; this damage increases to 2d6 at 8th level, to 3d6 at 14th level, and to 5d6 at 20th level.
You devote your day to caring for a wounded living creature that is using the convalesce downtime activity. This follows the rules for the [[long-term care]] task of the [[Medicine]] skill.
''Multiday:'' If you provide long-term care to only a single creature, you gain a cumulative +1 circumstance bonus to your skill checks to provide long-term care to that creature for each consecutive day you've used this activity, up to a maximum of +5.
As a standard action, you can temporarily patch up a broken weapon or technological item to suppress the penalties from the [[broken]] condition for 1 minute per mechanic level. This does not restore any Hit Points to the item, and it does not function on an item reduced to 0 Hit Points.
Additionally, when filling the engineer role during starship combat, once per combat you can perform the hold it together action in the same round you perform another engineering action.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' 1 bulk of inert electronic equipment
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell functions as the //[[handy junkbot]]// spell, but instead creates a stealthy drone that can investigate and spy, transmitting what it sees back to you. A //prowling junkbot// is Tiny, its EAC and KAC are each equal to 12 + your caster level, and it has a number of Hit Points equal to one tenth of your own (but no Stamina Points). It has a land speed and a climb speed of 30 feet. It can accomplish all tasks described in the [[Computers]], [[Perception]], [[Sleight of Hand]], and [[Stealth]] skills, as well as the [[disable device]] task of
[[Engineering]], is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level.
A //prowling junkbot// is treated as if it were using a [[hacker's kit]] when using the Computers skill and an [[engineering kit]] when using the Engineering skill. A //prowling junkbot// has [[low-light vision]] and [[darkvision]] with a range of 60 feet, and it telepathically transmits everything it sees and hears to you or a computer terminal you touch as part of the original casting of the spell. Images and sound transmitted to a terminal can be recorded.
As a standard action, you cause a personal [[comm unit]] you touch to sense and transmit subtle electronic impulses back to you. You gain [[blindsense]] (electricity) with a range of 30 feet centered on the comm unit. This effect lasts for 1 hour or until you move more than 100 feet from the comm unit. As a move action, you can expend an unused spell slot to also gain [[blindsight]] (electricity) with a range of 30 feet centered on the comm unit, which lasts for a number of rounds equal to twice the expended spell's level.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 30-ft.-radius emanation
* ''Duration'' 2 hours/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You ward an area to alert you when creatures enter without your permission. When you cast //proximity alert//, select a password. Whenever a Small or larger corporeal creature of a CR lower than your caster level enters the spell’s area without speaking the password, //proximity alert// sends you a mental alert or an audible alarm (your choice). Either option automatically awakens you, and the audible alarm allows each creature in the area to attempt a DC 15 [[Perception]] check to wake up.
This open-faced, blue polymer helmet includes a nylon strap and adjustable tinted visor capable of hiding all but your mouth and chin. The interior of the tinted faceplate provides a heads-up display when activated, and while the helmet is activated, its external motion sensors pick up on sudden movements and subtle visual cues, granting you a +2 insight bonus to [[Perception]] checks to notice moving targets within 60 feet. A secondary setting on the helmet adds an audible alarm that creates a chirping sound near your ear whenever a Small or larger corporeal creature approaches within 60 feet, although a creature undetectable to normal vision (such as an [[invisible]] creature) does not trigger the alarm. Reduce this distance by 20 feet for each interposing closed door and each substantial interposing wall. This noise is loud enough to automatically wake you from sleep, but not loud enough to awaken nearby sleepers.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|proximity helmet | 4 | 2,050 | L | 20 | 2/hour |
</div>
This single-use device turns an explosive charge into a trap, triggering when it senses nearby motion. When arming a primary explosive charge while performing [[demolitions|Arm Explosives]], you can install a proximity switch into the explosive charge instead of programming a detonator to activate the charge. As a standard action, you can arm a proximity switch with a 1-minute countdown. An armed switch observes its surroundings with [[blindsight]] (vibration), automatically attempting [[Perception]] checks (with a bonus equal to 8 × its mk) to detect anything moving within 5 feet. If the device detects movement from a Tiny or larger creature or object, it detonates its explosive charges and is destroyed in the process. A proximity switch can be disabled as if it were a trap, triggering if the [[Engineering]] check fails by 5 or more.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|proximity switch, mk 1 | 1 | 80 | L |
|proximity switch, mk 2 | 5 | 2,250 | L |
|proximity switch, mk 3 | 11 | 20,000 | L |
|proximity switch, mk 4 | 17 | 190,000 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' 1 mile
* ''Effect'' 20 magical sensors
* ''Duration'' 1 hour/level (D); see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You create 20 semitangible, visible magical orbs called "eyes." These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct (about the size of a small apple) with the magical subtype. They each have 1 Hit Point and EAC and KAC of 18, and they fly at a speed of 30 feet with a +20 bonus to [[Acrobatics]] checks to fly and a +16 bonus to [[Stealth]] checks. An eye has a +20 [[Perception]] bonus and is subject to darkness, fog, illusions, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. The eyes know anything you know.
In order to report their findings, the eyes must return to your hand. Each eye replays in your mind all that it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying all of its findings, an eye simply disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. //[[Dispel magic]]// can destroy the eyes. Roll separately for each eye caught in an area dispel.
Four-armed psacynoids hail from the Near Space world of Nolasa in the Euditace system. They're the system's only sentient species to have made contact with extrasolar civilizations, such as emissaries from the Pact Worlds and the Veskarium. However, very few psacynoids have left their home world in the decades since this initial contact. Psacynoid culture revolves mostly around the cultivation and harvesting of mystical crystals, and while the world's newfound market for these items has greatly increased Nolasa's wealth, many of its inhabitants consider spending credits on oneself to be in poor taste. Most psacynoids prefer to funnel that money back into their communities to maintain and repair infrastructure, foster social programs, and generally improve the quality of life for all.
A psacynoid has a slender body with bulbous protrusions at either end; the upper is the creature's head, which features an upward-pointing olfactory organ at the top, above a wide mouth. Their bottom bulb holds most of their vital organs and has four ambulatory appendages. Four spindly arms extend from their torso, two on each side. A psacynoid generally has a skittering gait that causes their body to careen wildly, making the creature appear to constantly be on the verge of toppling over. A typical psacynoid stands about 6 feet tall and weighs 125 pounds.
On the surface, Nolasa appears to be a Golarion-like planet with numerous diverse biomes ranging from plains and forests to mountains and deserts. However, on closer inspection, the world is curiously flattened, with the highest and lowest elevations being less than half a mile above and below sea level. In fact, a series of massive caverns hide only a few hundred feet under the surface and run throughout the planet's crust. These caves rest on Nolasa's true tectonic plates and contain their own geography and ecosystems. Some believe that Nolasa's current surface was somehow layered onto the original planet by an ancient power, creating a sort of world-sized nesting doll.
Long ago, Nolasa's psacynoids discovered that these caverns are infinite wells of invisible mystical power. When a wandering psacynoid geomancer discovered an unusual magical frequency within the stones of an empty cavern, they realized that their spells didn't dissipate normally, instead coalescing into the seed of a crystalline structure that hung suspended in the air. The geomancer, unwilling to disturb the phenomenon, set up camp nearby, and over the next few weeks, watched the single crystal grow into a floating field of precious stones. The psacynoid collected the gems to bring back to the surface to study and, decades later, the process of crystal cultivation became the planet's most studied and practiced field.
Psacynoids learned that each cavern created only certain types of magical crystals, much like certain seeds can take root only in the right soil and climate. One cavern's magic could grow only crystals that harnessed electrical energy, while the gems from another could summon creatures from other planes. Psacynoids who cultivate these crystals are known as custodians, and must be versed in the same type of magic as the caverns in which they work. Some psacynoids train in martial arts to become gallants and guard the underground settlements against dangerous wildlife. Gallants often exhibit mystical prowess themselves and harness it during combat. Regardless of psacynoids' focus, most exhibit aptitude for crafting magical crystals, such as spell gems and solarian weapon crystals.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Psacynoids are Medium monstrous humanoids.
* ''Crystal Crafter:'' A psacynoid can craft a spell gem or a solarian weapon crystal in half the normal time; this bonus stacks with any provided by tools or environment. For instance, a psacynoid using a starship's arcane laboratory can craft a spell gem in one-quarter the normal time.
* ''Hermetic Knowledge:'' Psacynoids gain a +2 racial bonus to [[Mysticism]] and [[Physical Science]] checks.
* ''Multiarmed:'' Psacynoids have four arms. This allows them to wield and hold up to four hands' worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
* ''Psacynoid Senses:'' Psacynoids have [[darkvision]] with a range of 60 feet.
* ''Sonic Resistance:'' Psacynoids have resistance 5 to sonic.
When the [[anassanoi]] embarked upon their journey from Anassan, they filled portions of their starship with hibernation chambers containing //psiostasis pods//. Upon arriving in the Pact Worlds' sun and awakening, the anassanois converted many of these hibernation facilities to serve other functions, but some remained, allowing this technology to be studied and duplicated.
The pods' hybrid tech suppresses higher mental function and places the body in a vibrational null state, rendering it inactive and unaging, without the need to breathe, drink, or eat. Placing a creature into or taking a creature out of psiostasis takes 3 hours, although the creature being placed in such suspension becomes unconscious after only 1 hour. An unwilling creature can't be placed in psiostasis; the unit can telepathically detect if an unconscious creature would consent. One set of pods, taking up one starship expansion bay, can hold 32 Medium or smaller creatures in stasis indefinitely. However, psiostasis doesn't work in the Drift, so any creature in a //psiostasis pod// comes out of stasis during Drift travel.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|//psiostasis pods// | 15 | 10 |
</div>
One set of psiostasis pods consumes 15 PCU and costs 10 Build Points.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* NE Medium aberration (incorporeal)
* ''Init'' +8; ''Senses'' [[blindsight]] (thought) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +25
* ''Aura'' unsettling whispers (30 ft., DC 20)
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 24; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +10; ''Will'' +16
* ''Defensive Abilities'' [[incorporeal]]
* ''Weaknesses'' [[vulnerability]] to electricity, [[vulnerability]] to fire
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' draining touch +21 (2d10+11 B plus [[fatigued]]; critical [[exhausted]] [DC 20])
* ''Ranged'' concussive blast +21 (2d8+11 B)
* ''Spell-Like Abilities'' (CL 11th)
** 1/day—//[[mind thrust]]// (4th level, DC 20)
** 3/day—//[[psychokinetic strangulation]]// (DC 19)
** At will—//[[invisibility]]//
!!! STATISTICS
''Str'' —; ''Dex'' +8; ''Con'' +1; ''Int'' +2; ''Wis'' +3; ''Cha'' +5
''Skills'' [[Acrobatics]] +20 (+28 to fly), [[Intimidate]] +20, [[Mysticism]] +25, [[Sense Motive]] +20, [[Stealth]] +25
''Languages'' Common; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Concussive Blast ([[Su]])'' As a ranged attack, a psychic abomination can unleash a focused beam of invisible force against a single target within 60 feet. This attack has the force descriptor.
''Draining Touch ([[Su]])'' A psychic abomination's incorporeal touch wracks a victim's body. In addition to the bludgeoning damage, a target must succeed at a DC 20 Fortitude saving throw or gain the [[fatigued]] condition; if the attack is a critical hit, the target is instead [[exhausted]] on a failed save. In addition, the psychic abomination regains an amount of Hit Points equal to its CR (11 for most psychic abominations) when its target fails this save. If the psychic abomination strikes an already-fatigued creature and that creature fails its saving throw, its condition doesn't worsen, but the abomination still heals. The fatigued or exhausted condition gained from these attacks ends when the affected creature takes a 10-minute rest to regain Stamina Points.
''Unsettling Whispers ([[Su]])'' A hearing creature within 30 feet of an invisible psychic abomination must succeed at a DC 20 Will saving throw or be [[shaken]] for 5d6 rounds. Once a creature has been exposed to a psychic abomination's unsettling whispers (whether or not the creature succeeds at its saving throw), it cannot be affected by the same psychic abomination's unsettling whispers for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.
</div>
No one is certain where psychic abominations come from or what they want. Many disagree on what the creatures even look like. The only commonality linking these accounts are the distinctive abilities of psychic abominations. They can become invisible at will, unleash blasts of concussive force, and drain the energy from even undead creatures. But what is most disquieting about them is the constant susurrus of half-formed words and upsetting noises that surrounds an invisible psychic abomination. Scholars have yet to pinpoint the source of these noises, but some believe they are the voices of the abomination's previous victims.
This circlet, originally designed by [[lashunta]], fits over the wearer's brow and wraps around the wearer's antennae (if any). A //psychic booster// augments the power of your inherent psychic abilities. If you have telepathy, the range of your telepathy doubles. (For instance, if you have [[limited telepathy]] out to a range of 30 feet, the range increases from 30 feet to 60 feet.)
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//psychic booster// | 4 | 2,000 | L |
</div>
Brain matter from a [[corrovox]] implanted into your own mind emits a constant psychic background noise in your head. You eventually become inured to the effect and can concentrate normally, although you’re prone to headaches. You can focus this psychic noise into a damaging burst of mental static that emanates from you. If an opponent within 5 feet hits you with an attack, you can use your reaction to deal the listed damage to that attacker. If your opponent’s attack roll is a natural 20, the attacker also gains the [[shaken]] condition for 1 round. This is a mind-affecting effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Damage |h
|psychic chatter, chittering | 5 | 3,000 | brain | 1d4 |
|psychic chatter, squealing | 9 | 13,000 | brain | 2d4 |
|psychic chatter, screaming | 13 | 48,500 | brain | 4d4 |
|psychic chatter, shrieking | 17 | 245,000 | brain | 8d4 |
</div>
Adding even a single piece of Swarm biotech links the bearer into the Swarm hive mind with a combination of low-grade electric fields, pheromones, and telepathy. Swarm creatures treat the bearer as a Swarm creature for the purposes of the [[Swarm mind]] universal creature rule. Swarm creatures within 30 feet of the bearer are aware of any threat of which the bearer is aware, and can roll twice and take the better result on a saving throw against a mind-affecting effect once per round. The bearer gains none of these advantages, merely serving as a biological transmitter for the Swarm’s use.
If you have at least 12 ranks in [[Mysticism]], you can spend 1 Resolve Point and attempt a Mysticism check (DC = 20 + 1-1/2 × your starship's tier) to manipulate mysterious, invisible forces in the void of space, expanding and contracting the basic physics around your own vessel and altering how your starship can negotiate the confines of physical space-time. On a successful check, reduce your starship's minimum distance between turns by 1 (to a minimum of 0) for that round.
''Critical:'' You manipulate the currents to push your starship along, increasing its speed by 2 until the start of the next turn.
You have latent psychic powers you’ve honed through practice and willpower into impressive feats of supernatural ability. Psychic expertise alters [[expertise]], and it replaces [[skill expertise]] and the [[expertise talent]] gained at 3rd level.
!! Psychic Communicator (1st)
You gain [[limited telepathy]]. If you already have limited telepathy, you instead increase its range by 30 feet. At 9th level, you gain [[telepathy]] with a 30-foot range, allowing you to communicate mentally with any creature that has a language, even one you don’t share.
!! Psychic Resilience (1st)
You gain the envoy’s [[expertise]] ability, though you roll 1d4 for your expertise die. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d6 as your expertise die instead of 1d4. As a reaction before you attempt a Will save against a mind-affecting effect, you can roll your expertise die and add the result of the roll to your saving throw as an enhancement bonus. You must have at least 1 Resolve Point remaining to increase your saving throw in this way, and once you have done so, you cannot do so again until you have regained Stamina Points as part of a 10-minute rest.
At 5th level and every 4 levels thereafter, choose one of the following skills: [[Bluff]], [[Culture]], [[Diplomacy]], [[Disguise]], [[Intimidate]], or [[Medicine]]. You are treated as having expertise with that skill for the purposes of expertise talents and other prerequisites, though you do not actually add your expertise die to any skill checks except [[Sense Motive]].
!! Mental Awareness (3rd)
At 3rd level, you gain [[blindsense]] (thought) with a range of 10 feet. This blindsense’s range increases to 20 feet at 9th level, 30 feet at 13th level, and 60 feet at 17th level.
!! Psychic Exploits (5th)
You can focus your mental powers to directly monitor or modify the thoughts of those around you. You can use your psychic exploits twice per day, though you regain one daily use each time you regain Stamina Points as part of a 10-minute rest. Your psychic exploits can detect or affect only creatures you can sense with your mental awareness. Any spell-like abilities use your envoy level as their caster level and your Charisma score to calculate saving throw DCs. At 5th level, you can expend a psychic exploit to cast //[[detect thoughts]]//, //[[mental silence]]//, or //[[mindlink]]// as a spell-like ability. At 9th level, you can expend a psychic exploit when activating your psychic resilience ability to apply the latter’s bonus to a Will saving throw to a number of allies equal to half your Charisma modifier (minimum 1). At 13th level, you can expend a psychic exploit and 2 Resolve Points to cast //[[discern lies]]//, //[[mind probe]]//, or //[[modify memory]]// as a spell-like ability. At 17th level, you can expend a psychic exploit to gain [[blindsight]] (thought) with a range of 60 feet for 10 minutes.
Crafted from shards of crystal mined in the Colonies and held together with an organic, waxy substance, a //psychic inhibitor// has the ability to disrupt telepathic communications. You can hold a psychic inhibitor in one hand and activate it once per day as a standard action by picturing a complex series of geometric shapes in your mind. When you do so, each creature with the [[limited telepathy]] or [[telepathy]] ability within 100 feet (including yourself) must succeed at a Will saving throw (DC = 10 + half your level + your key ability score modifier) or have their mind flooded with unbearable psychic noise. Each affected creature loses its limited telepathy or telepathy ability and takes a –2 penalty to attack rolls, a –4 penalty to Will saving throws, and a –8 penalty to Intelligence-, Wisdom-, and Charisma-based skills for 1 hour. This is a mind-affecting effect. A creature that succeeds at its save can't be affected by the same //psychic inhibitor// for 1 week.
A //psychic inhibitor// comes with four attuned //psychic disinhibitors// (these are created at the same time as the //psychic inhibitor// and are included in the price). A //psychic disinhibitor// is a flexible disk 1 inch in diameter that can be affixed to a creature's skin (preferably near the brain) to make the creature immune to the attuned //psychic inhibitor's// effects. A //psychic disinhibitor// counts as a worn magic item.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//psychic inhibitor// | 15 | 120,000 | 1 |
</div>
Telepathic contact gives you social insight.
''Prerequisites:'' [[Limited telepathy]] or [[telepathy]].
''Benefit:'' You gain a +2 insight bonus to [[Bluff]], [[Diplomacy]], [[Intimidation]], and [[Sense Motive]] checks against creatures you are successfully communicating with using your [[limited telepathy]] or [[telepathy]].
You have a natural psychic ability.
''Prerequisites:'' Cha 13, [[Minor Psychic Power]], character level 4th.
''Benefit:'' Select one of the following 1st-level spells: //[[comprehend languages]]//, //[[detect thoughts]]//, or //[[mind link]]//. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.
''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
A //psychic resonator// amplifies telepathy, allowing long-distance telepathic communication. The resonator doubles the range of [[limited telepathy]] and [[telepathy]], affecting creatures on a planetary scale. If you have limited telepathy or telepathy, you can operate the //psychic resonator// as if it were a [[comm unit]] with a system-wide range to send a message to a creature you know. Otherwise, the resonator can send a telepathic broadcast at a much shorter range, such as from the depths of a star to that star's surface. In any case, if your telepathy is language-dependent, you must still share a language with your target for that target to understand the message. In addition, sources of psychic interference can hamper or block messages sent through a //psychic resonator//, changing the message's content, feeling, or both, as well as making the results affect only certain creatures.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//psychic resonator// | 12 | 40,000 | 100 |
</div>
You can sense nearby creatures using your telepathy.
''Prerequisites:'' [[Limited telepathy]] or [[telepathy]].
''Benefit:'' You have [[blindsense]] (thought) with a range equal to the range of your [[limited telepathy]] or [[telepathy]].
As two coherent souls bonded as one, [[shakaltas]] can suppress certain effects by diverting them to the non-dominant soul. With an arcane contrivance in your brain (or similar organ), you can accomplish a similar feat. Once per day as a reaction when you fail a saving throw against a mind-affecting effect, you can divert the effect into the recesses of your mind. You are unaffected by the effect, but for the duration of that effect, you have the [[off-target]] condition and take a –2 penalty to skill checks. However, spells can still be cast on you to remove the mind-affecting effect.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|psychic shunt graft | 8 | 9,000 | brain |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' varies by spell level
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous, plus 1 round
* ''Saving Throw'' Will partial
* ''Spell Resistance'' yes
</div>
You project a sonar-like blast of psychic energy that rebounds a moment later. Creatures in the spell’s area each attempt a Will save. Those who fail take the full damage, and until the end of your next turn, you can sense those creatures as though you had [[blindsense]] (thought) with a range equal to the spell’s range. Those who succeed take half damage and can’t be detected with the spell’s blindsense effect. During your next turn, you can repeat this spell’s effect once without spending an action; however, the cone instead must originate from one of the creatures you can sense with the spell’s blindsense effect (and doesn’t include that creature in the spell’s area). You’re immune to your own //psychic sonar//, and this spell has no effect on creatures without an Intelligence score.
''1st:'' When you cast psychic sonar as a 1st-level spell, it deals 1d8 damage in a 15-foot cone.
''2nd:'' When you cast psychic sonar as a 2nd-level spell, it deals 2d8 damage in a 15-foot cone.
''3rd:'' When you cast psychic sonar as a 3rd-level spell, it deals 3d8 damage in a 20-foot cone.
''4th:'' When you cast psychic sonar as a 4th-level spell, it deals 5d8 damage in a 30-foot cone.
''5th:'' When you cast psychic sonar as a 5th-level spell, it deals 5d10 damage in a 30-foot cone.
''6th:'' When you cast psychic sonar as a 6th-level spell, it deals 7d10 damage in a 60-foot cone.
With extensive training, you have begun to sense the faint psychic trails left behind by intelligent and psychic creatures. You can use this newfound sensitivity to track prey with your psychic powers.
''Prerequisites:'' [[Telepathy]] or [[limited telepathy]] species trait.
''Benefit:'' You gain a +2 species bonus to track intelligent or psychic creatures and can use [[Mysticism]] in place of [[Survival]] for tracking.
A //psychic strike node// gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a standard action. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC 10 + half your level + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point to recharge it immediately.
If you have two //psychic strike nodes// of the same model (which requires having the ability to install two augmentations in your brain system), the second node doesn’t grant additional uses of the mental burst. Instead, you activate the nodes as a pair, augmenting the mental burst in one of the following ways, chosen each time you activate the augmentations:
* you increase the damage dice to d10s
* the burst affects all creatures within 20 feet of you
* you can exclude up to three creatures in the burst’s area to not affect
* you cause any creature who fails their Will saving throw to also become [[sickened]] for 1d3 rounds
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Damage |h
|//psychic strike node//, basic | 4 | 2,100 | brain | 2d8 |
|//psychic strike node//, standard | 9 | 13,500 | brain | 5d8 |
|//psychic strike node//, advanced | 14 | 73,000 | brain | 9d8 |
|//psychic strike node//, elite | 19 | 557,000 | brain | 14d8 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 10 minutes
* ''Range'' touch
* ''Targets'' one willing or unconscious, living creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Psychic surgery// heals the target of all Intelligence, Wisdom, and Charisma damage, and it restores all points permanently drained from the target's Intelligence, Wisdom, and Charisma scores. It also eliminates all ongoing confusion, fear, and insanity effects. //Psychic surgery// also removes any mental afflictions that could be removed with //[[dispel magic]]//, as well as mental diseases. //Psychic surgery// removes all effects magically altering the target's memory, even instantaneous effects, and it can restore a memory to perfect clarity (even if the memory loss is due to the mundane passage of time).
Unlike weapons that rely on physical projectiles or various energy forms to damage a target, a psychic-wave cannon targets a creature's mind. The cannon contains an organic neural matrix that converts charges into a mental blast, damaging creatures with overwhelming psychic output. The numeral of a psychic-wave cannon's model indicates the strength of its output, but the weapon can't harm objects and mindless creatures, as well as those immune to mind-affecting effects.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|psychic-wave cannon I | 2 | 1,100 | 1d6 | 30 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 4 | 2 |[[blast]], [[living]], [[mind-affecting]], [[unwieldy]] |
|psychic-wave cannon II | 5 | 3,520 | 1d12 | 40 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 4 | 2 |[[blast]], [[living]], [[mind-affecting]], [[unwieldy]] |
|psychic-wave cannon III | 11 | 28,200 | 2d12 | 50 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 4 | 2 |[[blast]], [[living]], [[mind-affecting]], [[unwieldy]] |
|psychic-wave cannon IV | 16 | 198,000 | 4d12 | 50 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 4 | 2 |[[blast]], [[living]], [[mind-affecting]], [[unwieldy]] |
|psychic-wave cannon V | 20 | 990,000 | 7d12 | 60 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 4 | 2 |[[blast]], [[living]], [[mind-affecting]], [[unwieldy]] |
</div>
Your eyes are injected with nanite-controlled psychoactive dyes. Once per day as a standard action, you can activate a fascinating gaze with a duration of concentration. Creatures of your type within 30 feet that see you must succeed at a Will saving throw (DC = 10 + half your character level + your Charisma modifier) or be [[fascinated]] for as long as they can see you. A creature that succeeds at this saving throw is immune to your gaze for 24 hours. If you
break line of sight, the effect ends for those targets and they become immune to it for 24 hours. This is a mind-affecting [[gaze]] attack. Charming psychoactive eyes charm creatures per //[[charm person]]// instead of fascinating them, but they otherwise function the same way as fascinating psychoactive eyes.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//psychoactive eyes//, fascinating | 2 | 965 | eyes |
|//psychoactive eyes//, charming | 6 | 4,250 | eyes |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one unattended object of no more than 10 lbs. or 1 bulk
* ''Duration'' concentration
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. You can't perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Targets'' one creature or one object, see text
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex negates (object)
* ''Spell Resistance'' Yes (object)
</div>
A targeted creature takes 1 damage with the force description unless it succeeds at a Reflex saving throw. A creature that takes the damage is also subjected to a [[bull rush]]. Attempt the bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. You can push your target no more than 5 feet.
An object must be unattended or held by you. It takes 1 damage with the force descriptor. You can also push it up to 10 feet away from you if it weighs 2 bulk or less or up to 5 feet away from you if it weighs up to 5 bulk. The object moves at a harmless velocity.
You can use //[[psychokinetic hand]]// as a spell-like ability at will. You can affect objects weighing up to 10 pounds per operative level you have, or 1 bulk per operative level you have. Additionally, you can use this spell-like ability with the [[Sleight of Hand]] skill and to perform the [[disable device]] task
of the [[Engineering]] and [[Mysticism]] skills.
A mesh of starmetal-alloy fibers inserted under your skin connects to the nerves of your arm and hand. As a standard action, you can attempt a ranged attack with a range increment of 60 feet that acts as a bull rush, disarm, grapple (including [[pin]]), or trip combat maneuver. You can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. If you successfully disarm an item, you can't automatically catch it. If you successfully grapple a target, the condition doesn't end if you move and the target can't try to grapple you in return. The DC of the [[Acrobatics]] check to escape the grapple is 31. Once you use your //psychokinetic sleeve//, you can't use it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//psychokinetic sleeve// | 14 | 75,000 | arm and hand |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature that breathes
* ''Duration'' concentration up to 1 round/level
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' yes
</div>
You manipulate the mystical energy around a creature's throat into a viselike grip, potentially choking the life out of your victim.
Each round you concentrate on this spell, it deals 3d8 bludgeoning damage and immobilizes the target. A creature immobilized in this way cannot move and must hold its breath. The creature can still attack with any of its weapons (except any bite attacks), cast spells, and so on. Each round the spell affects the target, the target can attempt a Fortitude saving throw to halve the damage and avoid being immobilized.
In order to drive off an army of daemons, ancient [[shatoris]] performed a complex ritual that saved their lives but exposed them to energies of the Boneyard that irrevocably changed them. Powerful sensors in your fingertips (or similar appendages) connecting to a relay in your brain allow you glimpses into the inner workings of creatures and objects, much in the same way shatoris are connected to the past. By taking a standard action to touch a creature or object, you gain a +4 enhancement bonus to your next skill check to [[identify|Identify Creature]] the creature or object, your next skill check to [[recall knowledge]] about the creature or object, or your next [[Sense Motive]] check against the creature. To touch an unwilling creature, you must succeed at a melee attack roll against the creature's EAC.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|psychometry graft | 4 | 1,875 | hand and brain |
</div>
Psychopomps are neutral outsiders who preserve the cycle of life and death.
* ''Traits''
** [[blindsight]] (life) 60 ft.; [[low-light vision]]
** [[immunity]] to death effects, disease, and poison; [[DR]] 5/adamantine (CR 3+; increases to 10 at CR 9, 15 at CR 15); [[resistance]] 5 to cold and electricity (CR 3+; increases to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** spirit touch (below)
* //Spirit Touch ([[Su]]):// Weapons wielded by a psychopomp (including natural weapons) function as if they have the [[ghost killer]] weapon fusion.
Psychopomps are enigmatic guides, protectors of souls, and slayers of undead. These neutral outsiders safeguard the cycle of life, death, and afterlife. Native to the Boneyard, the terminus of the River of Souls where the goddess Pharasma judges the dead, psychopomps come in a variety of forms, each having their own aims, interests, and methodology for ensuring the journey of souls proceeds to their standards. Stoic, proud, and patient, psychopomps perform their duties with unwavering dedication, confident their collective efforts ensure existence will continue unabated throughout the ages. Having listened to the complaints and regrets of the dead since time began, psychopomps are unswayed by passionate pleas nor angry lamentations, making them seem aloof or uncaring. Nearly all psychopomps wear masks and speak a somber yet melodic language called Requian. Though some posit this behavior is a form of psychological intimidation, others believe the sight of an unmasked psychopomp puts unnecessary strain on a mortal soul.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CE Huge monstrous humanoid
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +22
* ''Aura'' psychic grumbling (100 ft.)
!!! DEFENSE
* ''HP'' 220
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +16; ''Will'' +13
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects; ''Resistances'' electricity 10
!!! OFFENSE
* ''Speed'' 50 ft., fly 20 ft. (clumsy)
* ''Melee'' bite +26 (6d4+20 P; critical [[stun]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' synaptic shriek (12d6, DC 19)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +2; ''Con'' +5; ''Int'' –2; ''Wis'' +4; ''Cha'' –3
* ''Skills'' [[Athletics]] +22, [[Intimidate]] +27, [[Survival]] +22
* ''Languages'' Shirren (can't speak any language); [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or relay (3–6)
!!! SPECIAL ABILITIES
''Psychic Grumbling ([[Su]])'' A psychovox emits a constant psychic rumble. Swarm creatures in this aura, including the psychovox, increase the range of their Swarm mind ability to 100 feet. Non-Swarm creatures with [[limited telepathy]], [[telepathy]], or similar abilities halve the range of these abilities and take a –2 penalty to saving throws against spells and effects with the emotion, fear, mind-affecting, or pain descriptor for as long as they remain in the aura.
''Synaptic Shriek ([[Su]])'' As a standard action, a psychovox can emit a shriek of psychic gibberish. Each non-Swarm creature within 30 feet of the psychovox takes an amount of damage equal to 1d6 × the psychovox's CR (12d6 damage for most psychovoxes) and are [[confused]] for 1 round. A successful DC 19 Will saving throw halves the damage and negates the confusion effect. The psychic shriek draws power from the Swarm hive mind; if another Swarm creature is within 30 feet of a psychovox when it issues a synaptic shriek, the damage dice increases to d10s; however, the Swarm mind ability of all Swarm creatures in the area (other than the psychovox) is suppressed for the next minute. Once a psychovox has issued a synaptic shriek, it cannot do so again for 1d4 rounds. This is a mind-affecting effect.
</div>
Resembling massive, four-legged cockroaches with black and green carapaces, psychovoxes are Swarm components designed to serve as psychic hive-mind relays. A psychovox is about 13 feet tall (and almost as wide) and weighs 8 tons.
<div class="statblock">
* ''CR'' 6 ''XP'' 2,400
* CE Small dragon
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13; +17 vs. mind-affecting effects
* ''Immunities'' paralysis, sleep
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft., fly 30 ft. ([[Ex]], perfect)
* ''Melee'' bite +15 (1d6+7 P) or claw +15 (1d6+7 S) or tail slap +15 (1d4+7 B)
* ''Offensive Abilities'' diatribe (120 ft., DC 14)
* ''Spell-Like Abilities'' (CL 6th)
** 1/day—//[[mirror image]]//, //[[see invisibility]]//
!!! STATISTICS
* ''Str'' +1; ''Dex'' +1; ''Con'' +0; ''Int'' +5; ''Wis'' +3; ''Cha'' +2
* ''Skills'' [[Bluff]] +18, [[Culture]] +18, [[Diplomacy]] +13, [[Sense Motive]] +18, [[Stealth]] +13
* ''Languages'' Common, Draconic; [[limited telepathy]] 120 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Diatribe ([[Su]])'' As a full action, a psydrake can start a lengthy diatribe detailing various conspiracy theories it believes or explaining the esoteric connections between two concepts. Each creature within 120 feet that can hear and understand the psydrake must attempt a DC 14 Will saving throw or become [[fascinated]] by the creature's ramblings for as long as it speaks. The psydrake must take a move action each round to continue talking. This is a mind-affecting, language-dependent, and sense-dependent effect.
</div>
While most dragons hoard treasure and others consolidate power, this smaller species of dragon values a different sort of asset: information. The psydrake has a particular fondness for conspiracy theories and sets itself up as an information broker in order to learn as much new knowledge as possible before finding a new area to prowl. A psydrake makes a nest in one place long enough to make contacts, investigate leads, and collect rumors, but they don't feel comfortable in one location for long. Even when a psydrake stays put, they are difficult to locate, as only their most trusted contacts know where to find them. The few bits of physical evidence a psydrake keeps of their theories tend to be cryptic; they make enough sense to help the psydrake follow clues in case their memories are somehow tampered with, but they're nearly impossible for anyone else to interpret, meaning no one can learn of a psydrake's theories without speaking to them.
A psydrake is more than happy to spread the seeds of their conspiracy theories to anyone who will listen, but they charge a high price for full details or any kind of proof. They can be convinced to trade a story for a story—the more outlandish and unusual, the better. After a lifetime of investigating wild claims, however, a psydrake can root out true theories of conspiracy from stories fabricated to falsify a trade, and the dragon does not take kindly to being tricked. Even once a bargain is struck, they must hear a story before telling one of their own, and they tend to leave out major details of whatever they share so as not to reveal all their secrets. The best way to rid yourself of a psydrake demanding information is to trick it into trading theories with another psydrake so it ends up swapping stories back and forth endlessly with the other.
You attune yourself to the psychic energy of other beings, gaining the insight bonus from your [[techlore]] class feature to [[Sense Motive]] checks.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Large animal
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +8; ''Will'' +2
!!! OFFENSE
* ''Speed'' 10 ft., fly 50 ft. ([[Ex]], clumsy)
* ''Melee'' bite +10 (1d6+5 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +0; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +13 (+5 to fly)
* ''Feats'' [[Spring Attack]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or flock (3–8)
</div>
You can activate a foe's grenade.
''Prerequisites:'' [[Improved Combat Maneuver]] (disarm).
''Benefit:'' When you make a successful disarm combat maneuver against a foe that you know has grenades, rather than disarming the foe of a weapon, you can activate one grenade in the foe's possession. You can activate only a grenade that is ready to be drawn and thrown (not, for example, a grenade stowed away within an equipment pack). The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated.
The foe takes a –2 penalty to the saving throw against this grenade, and the grenade's explosion has half its normal area.
You can imitate the glory of a spinning pulsar. When you are fully photon-attuned, you can make a sudden spin as a standard action, emitting high-energy particles in a 120-foot line centered on you and extending 60 feet in either direction. Creatures in the affected squares other than you are exposed to low [[radiation]]. When you reach 6th level, creatures within your pulsar spin are exposed to medium radiation instead; at 12th level, they're exposed to high radiation, and at 20th level, they're exposed to extreme radiation.
In addition, when you use this power, any creature within 10 feet of you must succeed at a Fortitude save or be rendered [[off-target]] and [[flat-footed]] for 1 round by the tumultuous magnetic waves.
The weapon's output explodes in a pulse of energy. All creatures adjacent to the original target take the amount of damage listed in the pulse entry, of the same type dealt by the weapon's initial attack.
Created with materials harvested from a pulsar, this highly magnetic heavy armor attracts physical weapons to its surface and uses those weapons to carry a stunning charge. Pulse armor is black with a metallic sheen, and it has specks of sparkling dust on its surface. It’s always molded for a specific user; pulse armor found secondhand (such as when it’s looted from the body of its original owner) must always be adjusted before it can be worn.
When you’re wearing pulse armor and are hit by a melee weapon that inflicts bludgeoning, piercing, or slashing damage, you can take a reaction to activate the armor’s charge. When you do, the creature who hit you must succeed at a Fortitude save (DC = 10 + 1/2 the armor’s item level + your key ability modifier) or be dazed for 1 round. Once you’ve used the pulse, you can’t use it again until you’ve rested 10 minutes to regain Stamina Points; alternatively, you can spend 1 Resolve Point to recharge it immediately.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|pulse armor I | 8 | 9,400 | +11 | +13 | 4 | –2 | –5 ft. | 1 | 2 |
|pulse armor II | 12 | 37,500 | +15 | +17 | 5 | –2 | –5 ft. | 3 | 2 |
|pulse armor III | 16 | 177,300 | +21 | 24 | 5 | –2 | –5 ft. | 3 | 2 |
|pulse armor IV | 20 | 886,500 | +25 | +26 | 6 | — | — | 5 | 2 |
</div>
When a pulse gauntlet strikes its target, it releases a surge of sonic energy that can knock the target down. Pulse gauntlets are made of heavy-duty nylon with reinforced pads over the items' knuckles.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|pulse gauntlet, thunderstrike | 2 | 475 | 1d6 B & So | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 1) |
|pulse gauntlet, LFD | 7 | 7,340 | 2d6 B & So | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 1) |
|pulse gauntlet, HFD | 12 | 31,300 | 5d6 B & So | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 1) |
|pulse gauntlet, banshee | 16 | 148,200 | 10d6 B & So | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 1) |
</div>
A pulse grenade emits a powerful EMP blast on impact whose damage and effects apply only to constructs with the technological subtype. Constructs reduced to 0 HP by a pulse grenade are not destroyed but simply nonfunctional until restored to 1 or more Hit Points. The EMP wave from a pulse grenade is not intense enough to affect augmentations, weapons, armor, or other technological gear.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Usage | Bulk |Special |h
|pulse grenade I | 5 | 950 | 20 ft. | drawn | L |[[explode]] (1d10 E, [[entangle]] 1 round, 20 ft.) |
|pulse grenade II | 9 | 4,350 | 20 ft. | drawn | L |[[explode]] (3d10 E, [[entangle]] 1d4 rounds, 20 ft.) |
|pulse grenade III | 15 | 37,500 | 20 ft. | drawn | L |[[explode]] (6d10 E, [[entangle]] 1d4 rounds, 20 ft.) |
|pulse grenade IV | 17 | 82,500 | 20 ft. | drawn | L |[[explode]] (14d6 E, [[entangle]] 2d4 rounds, 20 ft.) |
</div>
This small electronic device emits a high-frequency tone that can temporarily shock the nervous system of a creature that has [[telepathy]] or [[limited telepathy]]. Suskillon scientists use these devices to aid in capturing [[Swarm]] enemies alive in order to study them. Aiming and activating this handheld unit is a standard action, and you can target a single creature within 30 feet of you. The target must succeed at a DC 14 Will saving throw or be [[staggered]] for 1 round; a creature with limited telepathy gains a +1 circumstance bonus to this save.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|pulse ray | 2 | 600 | L | 20 | 2/use |
</div>
A smaller version of an [[arc pistol]], the pulsecaster sends a low-energy blast at its target. This blast stuns the target without dealing serious damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|pulsecaster pistol | 1 | 250 | 1d4 E | 30 ft. | — | 20 charges | 1 | L |[[nonlethal]] |
</div>
The pulsecaster rifle sends a low-voltage blast at its target and has a longer range than the handheld [[pulsecaster|Pulsecaster Pistol]]. The blast can stun the target and deal nonlethal damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|pulsecaster rifle | 1 | 100 | 1d6 E | 50 ft. | — | 20 charges | 1 | 1 |[[nonlethal]] |
</div>
If your stunt and strike skill check and attack roll both succeed, instead of causing the target to become [[flat-footed]], you can push the target 5 feet away from you, as if you had succeeded at a bull rush combat maneuver attempt.
<div class="statblock">
* ''Level'' 6; ''Price'' 13,150
* Huge water vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
* ''Speed'' 10 ft., full 450 ft., 50 mph (swim)
* ''EAC'' 13; ''KAC'' 16; ''Cover'' total cover
* ''HP'' 90 (45); ''Hardness'' 10
* ''Attack (Collision)'' 7d8 B (DC 12)
* ''Modifiers'' –4 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +13), planetary [[comm unit]]
* ''Passengers'' 7
</div>
A punch gun weapon is a small ranged weapon outfitted with a pressure-sensitive firing mechanism that is affixed to a glove or a similar item. Unlike most ranged weapons, which discharge when a trigger is pulled, a punch gun fires when sufficient pressure is placed upon its barrel. All punch gun projectile weapons have a range equal to their wielder's natural reach. Although these are ranged attacks, they do not provoke attacks of opportunity.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action; see text
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one or two creatures; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You grasp onto a space-time filled with microscopic needles and use them to pierce into your reality. One creature takes 1d4 piercing damage and gains [[bleeding]] 1 for 3 rounds.
You can cast this spell as a full action. If you do, you have two options. You can target two creatures within 20 feet of each other with the effect described above, or target only one creature, who takes 2d4 piercing damage and gains [[bleeding]] 2 for 3 rounds.
Subsequent wounds from a weapon with the //punishing// fusion have greater effect. When you damage a creature with the weapon, you receive a +1 bonus to damage against that target with this weapon until the end of your turn. If you successfully damage the same creature with this weapon multiple times in the same round, the bonus increases by 1 on each additional attack. If you damage a creature with this weapon when it isn't your turn, such as with an attack of opportunity, the bonus lasts until the end of your next turn after the attack.
This circular device resembles the sort of tiny cleaning drone seen aboard space stations and larger vessels, but it has no independent programming. Law-enforcement officers use purifying pucks to clean up areas after they deploy smoke grenades and similar effects. As a standard action, you can activate a purifying puck and slide it across the ground a maximum of 30 feet (difficult terrain reduces this distance to 15 feet, at the GM's discretion). The purifying puck then sucks in all smoke and vapors within a 20-foot-radius spread over the next 4 rounds, completely dispersing the effect (such as from a smoke grenade or the //[[fog cloud]]// spell). If the radius of an effect is smaller than 20 feet, the time it takes a purifying puck to disperse the effect is reduced proportionally. If the effect contains any toxins (such as a cloud of poisonous gas), the time is doubled. A purifying puck can't disperse an effect that has a radius larger than 20 feet.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|purifying puck | 4 | 2,000 | L | 40 | 1/round |
</div>
When a [[purple orb|Sapient Purple Orb]] dies, its perfect spherical shape gradually collapses, condensing into a jagged crystalline object known as a purple core. Sapient purple orbs mourn the loss of their kind, but they reject the remnant crystals as anything other than inert (albeit magical) matter—there is no reverence for physical remains among purple orbs. However, other species have come to value the orbs' crystalline cores for their magical properties, with some evil individuals even contracting assassins and poachers for the purpose of obtaining them.
Purple cores are a special material that can be incorporated into crafted shields and armor. The cost of enhancing a piece of equipment with a purple core is equal to 10% of the price of the equipment. A piece of equipment can benefit from a maximum of one purple core.
Purple core–enhanced equipment glows a deep purple and emits a fine lavender mist; this mist has no mechanical effect. The first time each combat that a character wielding a shield or wearing armor enhanced by a purple core is hit by an attack, the equipment erupts in excandescent light, and the attacker must succeed at a Reflex saving throw (DC = 15 + half the level of the equipment) or be [[dazzled]] for 1d4 rounds. If the attacker rolls a natural 1 (the result on the d20 is a 1) or fails the saving throw by 5 or more, it is [[blinded]] for 1 round instead.
<div class="table-wrapper">
|Form | Cost |h
|Armor or shield | +10% of base cost |
</div>
This //aeon stone// creates an invisible force field around you that functions as a purple [[force field]]. The stone has a daily capacity of 10 charges and fully recharges itself every 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//purple sphere// | 7 | 7,500 | — |
</div>
The target is pushed the listed distance away from you. If the target runs into an obstacle, it stops moving and falls [[prone]].
As a reaction when a grenade would explode within 100 feet, you can shift the grenade's position by 5 feet before it detonates, and your allies within its area of effect gain a +2 insight bonus to their saving throws against the grenade's effects. You can also use this ability against an instantaneous effect or spell defined as a burst radius that requires a saving throw. At 8th level, you can shift the grenade's detonation position by 10 feet. At 11th level, you can shift the grenade's detonation position by 15 feet.
When you use [[Athletics]] to [[jump]], you are always treated as having a 10-foot running start. You gain a bonus to Athletics checks to jump equal to any attack roll bonuses you have that specifically apply to resolving [[bull rush]] combat maneuvers. You must have [[Improved Combat Maneuver]] (bull rush) to select this vanguard discipline.
The kasathan puzzleblade is a two-handed sword that can be disassembled into pieces for ease of storage and transport, although reassembling the blade for use takes some time. Many who carry a puzzleblade see the assembly time as a reminder of virtues to uphold, so the various types of puzzleblades take their names from kasathan values of conviction, dedication, moderation, and tradition. Some ysoki, on the other hand, have taken a liking to the weapon due to the fact that the disassembled pieces can be stored in ysoki cheek pouches.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|puzzleblade, conviction | 4 | 2,100 | 1d6 S | — | 1 |[[breakdown]] |
|puzzleblade, dedication | 9 | 13,700 | 3d6 S | — | 1 |[[breakdown]] |
|puzzleblade, moderation | 14 | 77,400 | 7d6 S | — | 1 |[[breakdown]] |
|puzzleblade, tradition | 19 | 605,000 | 14d6 S | — | 1 |[[breakdown]] |
</div>
<div class="statblock">
* ''Tier'' 18
* Colossal dreadnought (space station)
* ''Speed'' 2; ''Maneuverability'' poor (turn 3); ''Drift'' none
* ''AC'' 26; ''TL'' 29
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Shields'' superior 600 (forward 150, port 150, starboard 150, aft 150)
* ''Attack (Forward)'' super plasma cannon (3d6×10; 10 hexes)
* ''Attack (Port)'' linked twin lasers (10d8; 20 hexes)
* ''Attack (Starboard)'' linked twin lasers (10d8; 20 hexes)
* ''Attack (Aft)'' linked twin lasers (10d8; 20 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes), linked light particle beams (6d6; 10 hexes)
* ''Power Core'' Gateway Ultras (2, 500 PCU each); ''Drift Engine'' none
* ''Systems'' advanced long-range sensors, crew quarters (good), mk 6 armor, mk 10 defenses, mk 3 trinode computer; ''Expansion Bays'' [[cargo holds]] (45), [[escape pods]] (4), [[hangar bay]], [[hydroponic gardens]] (2), [[life boats]] (3), [[medical bay]], [[power core housing]], [[recreation suite]] (gym), [[recreation suite]] (HAC), [[recreation suite]] (trivid), [[shuttle bay]], [[synthesis bay]]
* ''Modifiers'' +3 to any three checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 212 (minimum 125, maximum 500)
!!! CREW
* ''Captain'' [[Bluff]] +36 (18 ranks), [[Diplomacy]] +31 (18 ranks), gunnery +26 (18th level), [[Intimidate]] +31 (18 ranks), [[Piloting]] +31 (18 ranks)
* ''Engineers (3 officers, 25 crew)'' [[Engineering]] +31 (18 ranks)
* ''Gunners (4 officers, 15 crew each)'' gunnery +26 (18th level)
* ''Pilot (1 officer, 20 crew)'' [[Piloting]] +31 (18 ranks)
* ''Science Officers (3 officers, 15 crew)'' [[Computers]] +31 (18 ranks)
</div>
The Golden League's powerful Akaio family emerged from the Gap in control of Pyre Spike Station, in orbit just beyond Aucturn. Even though they lacked any records for how they built or acquired the station, the Akaios quickly turned it into a lucrative trading hub, an unpoliced refuge for ne'er-do-wells, and the unofficial headquarters for the League. The Akaios' supremacy lasted until 40 AG, when they executed a risky extortion scheme against Absalom Station, hoping that the ongoing war with the Veskarium would shield them from retaliation. It failed catastrophically. Upon unification a year later, the Pact Worlds dispatched a small armada to neutralize the syndicate. When they arrived, though, Pyre Spike Station's Akaio leaders were all missing or slain, executed by lesser Golden League families as a peace offering to preserve their autonomy. Since then, the League has lacked any central authority, favoring more dispersed operations to avoid competition and limit retribution.
However, Pyre Spike Station remains in Golden League control, with five or more different families vying for control through shadowy maneuvers, assassinations, and regular takeovers of sundry businesses in an ongoing turf war. The station's other inhabitants tend to lie low to avoid the crossfire and political struggles, as they take advantage of the largely lawless sanctuary. Law enforcement—whether Stewards, Hellknights, or even bounty hunters—faces a chilly reception, often being refused services or even chased off entirely by League operatives. In return for the protection, visitors are expected to contribute illicit goods, favors, or labor to maintain the station.
The station holds dozens of hidden passages, secret caches, and forgotten tunnels. Rumors persist that the old Akaio fortune lies deep within the station's core. Even more troubling, though, are whispers that part of the Akaio family survived the purge, and the remnants are amassing a small army to retake their home.
<div class="statblock">
* ''Tier'' 8
* Huge bulk freighter
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 20; ''TL'' 20
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Forward)'' gravity gun (6d6)
* ''Attack (Aft)'' heavy laser cannon (4d8)
* ''Attack (Turret)'' light plasma torpedo launcher (3d8)
* ''Power Core'' Nova Heavy (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, [[crew quarters]] (good), mk 4 armor, mk 4 defense, mk 2 mononode computer; ''Expansion Bays'' [[cargo holds]] (4), general [[science lab]], [[medical bay]], [[recreation suite]] (gym), [[sealed environment chamber]] (2), [[synthesis bay]]
* ''Modifiers'' +2 to any 1 check per round, +2 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 30 (minimum 20, maximum 50)
!!! CREW
* ''Captain (1 officer, 2 crew)'' [[Diplomacy]] +16 (8 ranks), gunnery +10, [[Intimidate]] +16 (8 ranks), [[Piloting]] +16 (8 ranks)
* ''Engineers (2 officers, 5 crew each)'' [[Engineering]] +16 (8 ranks)
* ''Gunners (2 officers, 2 crew each)'' gunnery +12
* ''Pilot (1 officer, 2 crew)'' [[Piloting]] +20 (8 ranks)
* ''Science Officers (2 officers, 2 crew each)'' [[Computers]] +16 (8 ranks)
</div>
Pyre Fleetworks, an efreeti-run company on the Plane of Fire, manufacturers the Woebringer, a large, cumbersome starship that many efreet use to haul slaves. It is slower and less armored than most efreeti ships of its size, but its wide cargo compartments contain rows of thick iron chains and neuroactive docility fields to ensure captives remain quiet and compliant during trips. In addition to standard slave quarters, a Woebringer holds two sealed environment chambers that can be configured for a variety of uses. Sometimes they are filled with water, alien gases, or even vacuum to maintain a minimum survival environment for special slave cargo. Other times, they are emptied of all furnishings and used as isolation chambers for recalcitrant slaves. Rebellions are rare aboard Woebringers, thanks to tales of would-be freedom fighters being thrown into one of the sealed environment chambers and left to suffocate as slowly and painfully as the ships' sadistic officers can arrange. A Woebringer is fitted with a massive gravity gun to grab smaller ships and haul them close enough for efreeti crew members to capture its crew as slaves.
Serving aboard a Woebringer is considered a favored posting, because the ships include reasonably comfortable crew accommodations, exercise facilities, and good opportunities to vent any frustrations on docile slaves. Officers aboard a Woebringer have even better accommodations and are permitted access to an entire wing of the ship containing the most opulent furnishings and delicacies.
Woebringers are rarely deployed for forward action. The same cargo chambers used to haul slaves can ferry soldiers for short journeys, although such quarters aren't comfortable. Most efreeti captains remove the chains and docility fields from the cargo chambers before loading them up with soldiers, although others have found that the presence of the chains serves as a good reminder for the fate the soldiers face if they fail in their tasks.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell creates a circle of three fist-sized orbs of flame around the target creature. The orbs increase the light level by one step within a 10-foot-radius of the target. Anytime the target of the spell takes fire damage from an attack or spell, they can spend a reaction to have one of the orbs absorb the blow. That orb disappears and the amount of fire damage is reduced by 5. The orbs cannot be used to absorb fire damage that comes from a continuous or natural environmental effect, such as walking in lava or damage from the [[burning]] condition. The spell ends when all three orbs are expended in this manner.
Often made from multihued obsidian, a //pyrespike crystal// softly thrums like a tiny volcano straining to explode. This weapon crystal functions normally with most solar weapons, but when applied to a [[solar flare]], the crystal grants the solar flare the [[automatic]] weapon special property, affecting up to 6 targets. Afterward, the solar flare can’t be used in automatic mode again until you’ve rested for 10 minutes to regain Stamina Points.
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |Special |h
|//pyrespike crystal//, shard | 3 | 1,400 | +1 F | [[sicken]] | — |— |
|//pyrespike crystal//, least | 6 | 4,255 | +1d3 F | [[sicken]] | — |— |
|//pyrespike crystal//, minor | 9 | 13,280 | +1d6 F | [[sicken]] | — |— |
|//pyrespike crystal//, lesser | 12 | 35,500 | +2d6 F | [[sicken]] | — |— |
|//pyrespike crystal//, standard | 15 | 109,000 | +3d6 F | [[sicken]] | — |— |
|//pyrespike crystal//, greater | 18 | 369,000 | +4d6 F | [[sicken]] | — |— |
|//pyrespike crystal//, true | 20 | 856,000 | +6d6 F | [[sicken]] | — |— |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Medium aberration
* ''Init'' +6; ''Senses'' [[darkvision]] 120 ft., [[see in darkness]], [[sense through]] (life) 30 ft.; ''Perception'' +16
* ''Aura'' alien presence (30 ft., DC 18, [[sickened]] 1d4 rounds)
!!! DEFENSE
* ''HP'' 110
* ''EAC'' 21; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +11; ''Will'' +7
* ''Defensive Abilities'' [[amorphous]], ash consumption, [[void adaptation]]; ''Immunities'' [[bleed]], death effects, disease, electricity, [[exhaustion]], [[fatigue]], fire, [[paralysis]], poison, sleep, [[stunning]]
!!! OFFENSE
* ''Speed'' 10 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' tendril +17 (1d12+8 F plus pyric curse; critical [[burn]] 1d8 F)
* ''Ranged'' pyric beam +17 (1d0+8 F plus pyric curse; critical [[burn]] 1d8 F)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with tendril)
* ''Offensive Abilities'' pyric fire
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' +2; ''Int'' +2; ''Wis'' +0; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +16 (+24 to fly), [[Intimidate]] +21, [[Mysticism]] +21, [[Sense Motive]] +21
* ''Languages'' Aklo; [[telepathy]] 100 ft.
* ''Other Abilities'' brightly illuminated, [[compression]], phase, [[solar adaptation]], [[spaceflight]] (Mysticism), undying
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Ash Consumption ([[Su]])'' When a creature within 30 feet takes fire damage, a pyric harbinger regains a number of Hit Points equal to the damage the creature took, up to a maximum equal to the harbinger's CR per round.
''Brightly Illuminated ([[Su]])'' Light within 30 feet of a pyric harbinger increases by two steps. Light for 30 more feet beyond that increases by one step. Magical darkness decreases this light only if the darkness is from a source with a CR or level higher than the harbinger's CR.
''Phase ([[Su]])'' A pyric harbinger can move through objects as if it were [[incorporeal]].
''Pyric Beam ([[Su]])'' Once per round as a standard action, a pyric harbinger can project pyric fire out to a range of 120 feet. This attack has the [[line]] weapon special property.
''Pyric Fire ([[Su]])'' The fire damage of a pyric harbinger burns body and spirit, ignoring fire [[resistance]] and dealing half damage even to creatures with fire [[immunity]]. A creature burning due to this fire can gain no bonuses to end that condition. A creature that dies due to pyric fire damage becomes a [[pyric revenant]] 1d4 hours later.
''Undying ([[Ex]])'' Pyric harbingers don't age and have no need to eat, drink, or sleep.
!!! Pyric Curse
* ''Type'' curse
* ''Save'' Fortitude DC 18
* ''Effect'' A creature that fails the save gains the [[burning]] 1d8 condition. This flame is pyric fire (see special ability). While affected, the creature succeeds at saving throws against other pyric curses of the same or weaker potency.
* ''Cure'' 1 save; successful saves against the [[burning]] condition are successful saves against the curse.
</div>
Though called "the spawn of the Eshtayiv," pyric harbingers are the constituents of this entity rather than its offspring. These rare creatures travel through space to find dark places to illuminate and beings to slay, creating terror and pyric undead.
A pyric harbinger looks like an orb of fire, but within that flame is a gelatinous sphere that is 5 feet in diameter and mostly maw. Those who've studied a harbinger's ashy remains estimate they weigh only 100 pounds.
<<section 'Pyric Curse'>>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* NE Large undead
* ''Init'' +5; ''Senses'' [[darkvision]] 120 ft., [[see in darkness]], //[[see invisibility]]//, [[sense through]] (life) 30 ft.; ''Perception'' +19
* ''Aura'' alien presence (10 ft., DC 19, [[sickened]] 1 round)
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 22
* ''Fort'' +9; ''Ref'' +9; ''Will'' +15
* ''Defensive Abilities'' ash consumption; ''Immunities'' fire, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. (''Su'', average)
* ''Melee'' slam +18 (2d8+10 B & F plus pyric curse; critical [[burn]] 2d4 F)
* ''Ranged'' arcing pyric beam +18 (3d4+10 F plus pyric curse; critical [[burn]] 2d4 F)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' eclipse shroud, implosion, pyric fire
* ''Spell-Like Abilities'' (CL 10th)
** 1/day—//[[greater invisibility]]//, //[[wall of fire]]// (pyric fire)
** 3/day—//[[dispel magic]]//
** Constant—//[[see invisibility]]//, //[[nondetection]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +2; ''Wis'' +8; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +19, [[Intimidate]] +24, [[Mysticism]] +24
* ''Languages'' Aklo; [[telepathy]] 60 ft.
* ''Other Abilities'' illuminated, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Arcing Pyric Beam ([[Su]])'' Once per round as a standard action, a pyric heliacus can project pyric fire out to a range of 120 feet. This attack has the [[line]] weapon special property. In addition, once per round after hitting a target, the heliacus can bend the line, causing it to continue along a new trajectory.
''Ash Consumption ([[Su]])'' When a creature within 30 feet takes fire damage, a pyric heliacus regains a number of Hit Points equal to the damage the creature took, up to a maximum equal to the harbinger's CR per round.
''Eclipse Shroud ([[Su]])'' As a standard action, a heliacus can force a creature to succeed at a DC 19 Will saving throw or take 4d8 cold damage and become [[blinded]] for 1 minute. An affected creature must repeat the saving throw at the start of each of its turns, taking 4d8 cold damage on a failure and ending the blinded condition on a success.
''Illuminated ([[Su]])'' Light within 10 feet of a pyric wraith increases by two steps. Light for 10 more feet beyond that increases one step. Magical darkness decreases this light only if from a source with a CR or level higher than the heliacus's CR.
''Implosion ([[Su]])'' When destroyed, a heliacus implodes, becoming a //[[gravitational singularity]]//, as the spell (+22 to attack, 5d6 damage), in a random square of its space for 3 rounds.
''Pyric Fire ([[Su]])'' The fire damage of a pyric heliacus burns body and spirit, ignoring fire [[resistance]] and dealing half damage even to creatures with fire [[immunity]]. A creature burning due to this fire can gain no bonuses to end that condition. A creature that dies due to pyric fire damage becomes a [[pyric revenant]] 1d4 hours later.
!!! Pyric Curse
* ''Type'' curse
* ''Save'' Fortitude DC 19
* ''Effect'' A creature that fails the save gains the [[burning]] 2d4 condition. This flame is pyric fire (see special ability). While affected, the creature succeeds at saving throws against other pyric curses of the same or weaker potency.
* ''Cure'' 1 save; successful saves against the [[burning]] condition are successful saves against the curse.
</div>
A few sapient [[pyric revenants]] master the spiritual fires within them, becoming pyric heliacuses instead of [[pyric wraiths]]. With phenomenal mental discipline, a heliacus can bend fire and light, including cutting victims off from warmth and sight. Heliacuses hunger for knowledge as much as flesh and spirit, so they converse with other beings and seek out repositories of lore. However, heliacuses are imperious and malevolent, consuming anyone who fails to edify or impress them.
As a heliacus's enlightenment grows, so does its body, until the creature tops 12 feet. However, as little more than flame, skin, and bone, a heliacus weighs only 300 pounds.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* CE Medium undead
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +5
* ''Immunities'' fire, [[undead immunities]]
* ''Weaknesses'' susceptible to water
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +12 (1d6+9 B & F plus pyric curse; critical [[burn]] 1d4 F)
* ''Ranged'' pyric bolt +10 (1d4+4 F; critical [[burn]] 1d4 F)
* ''Offensive Abilities'' pyric fire
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' —; ''Int'' +0; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +15, [[Intimidate]] +10
* ''Languages'' Aklo
* ''Other Abilities'' dimly illuminated, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or horde (3–10)
!!! SPECIAL ABILITIES
''Dimly Illuminated ([[Su]])'' Light within 10 feet of a pyric revenant increases by one step. Magical darkness decreases this light only if it's from a source with a CR or level higher than the revenant's CR.
''Pyric Bolt ([[Su]])'' A pyric revenant can launch a bolt of pyric fire with a range increment of 20 feet and a maximum range of 100 feet.
''Pyric Fire ([[Su]])'' The fire damage of a pyric revenant burns body and spirit, ignoring fire [[resistance]] and dealing half damage even to creatures with fire [[immunity]]. A creature burning due to this fire can gain no bonuses to end that condition. A creature that dies due to pyric fire damage becomes a pyric revenant 1d4 hours later.
''Susceptible to Water ([[Su]])'' A splash of water deals 1d4 acid damage to a pyric revenant, while a large amount, such as heavy rain, deals 2d4 acid damage. Full immersion in water deals 4d4 acid damage per round to a pyric revenant. However, water can't reduce a pyric revenant to fewer than one-fifth of its Hit Points (typically 10). Ice does not trigger a pyric revenant's water susceptibility.
!!! Pyric Curse
* ''Type'' curse
* ''Save'' Fortitude DC 13
* ''Effect'' A creature that fails the save gains the [[burning]] 1d4 condition. This flame is pyric fire (see special ability). While affected, the creature succeeds at saving throws against other pyric curses of the same or weaker potency.
* ''Cure'' 1 save; successful saves against the [[burning]] condition are successful saves against the curse.
</div>
When pyric fire kills, it roasts flesh while kindling the spirit. Left unchecked, this otherworldly flame awakens a slain creature as an undead of ash, embers, and fire. Some pyric revenants smell of charred meat, which can be the first indication one is nearby.
A pyric revenant retains negative traits, such as low cunning or the desire to seek out and torment previous adversaries. The revenant might remember unfinished business and important people, and attempt to destroy such vestiges of its former life. If undirected, however, the creature is straightforward in its malice. It carries out no long-term schemes.
!! Pyric Revenant Template Graft
Pyric fire can turn a creature into a pyric revenant.
* ''CR:'' 3+
* ''Required Creature Type:'' Undead
* ''Suggested Array:'' Combatant
* ''Traits:''
** [[Immunity]] to fire, dimly illuminated, pyric fire, susceptible to water, melee attacks deal half fire damage and impart pyric curse
** gains a pyric bolt ranged attack that deals fire damage
** speaks Aklo and might retain one or more languages spoken in life
** ''Burning Attacks:'' A pyric revenant's attacks have the [[burn]] critical hit effect that deals damage according to the creature's CR, as follows: 3–5, 1d4; 6–10, 2d4; 11–15, 3d4; 16+ 4d4.
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity.
In eons past, the Outer Gods came to despise a multipartite entity named the Eshtayiv, the Incandescent Doom, by its mortal pawns. Whether it is a rival deity or some other equally mighty being, the Eshtayiv represents a grave threat to all creatures that lurk in darkness. The Eshtayiv is a creature of light, but not one of warmth or growth. Instead, they are a force of consuming illumination, a radiance that destroys flesh while scorching the mind and soul. Drawn to lightless places, the Eshtayiv reaches out with their baleful and unmaking light, obliterating all they touch.
Agents of the Outer Gods couldn't defeat the Eshtayiv, so they imprisoned the being. Now, only one of those anchors remains, a structure called Ezorod, powered by an ancient fusion of magic and technology. As long as Ezorod exists and maintains its darkness, the Eshtayiv remains a captive in the sun.
The original wardens of Ezorod were destroyed long ago in its halls of monumental stone. Although these former wardens could stave off a pervading curse called the Eshtayiv's Touch by keeping light with them, they eventually succumbed to darkness, died, and rose as undead creatures burning with their own eternal illumination. Soon, the only creatures that existed within Ezorod were those that shed their own light.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Medium undead (incorporeal)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +13
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 18
* ''Fort'' +5; ''Ref'' +10; ''Will'' +8
* ''Defensive Abilities'' ash consumption, [[incorporeal]]; Immunities fire, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft., fly 40 ft. ([[Su]], average)
* ''Melee'' touch +16 (2d4+6 F plus pyric curse; critical [[burn]] 2d4 F)
* ''Ranged'' pyric ray +16 (1d10+6 F plus pyric curse; critical [[burn]] 2d4 F)
* ''Offensive ]]Abilities'' pyric fire
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +13, [[Intimidate]] +18, [[Sense Motive]] +13
* ''Languages'' Aklo
* ''Other Abilities'' illuminated, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Ash Consumption ([[Su]])'' When a creature within 30 feet takes fire damage, a pyric wraith regains a number of Hit Points equal to the damage the creature took, up to a maximum equal to the wraith's CR per round.
''Illuminated ([[Su]])'' Light within 10 feet of a pyric wraith increases by two steps. Light for 10 more feet beyond that increases by one step. Magical darkness decreases this light only if from a source with a CR or level higher than the wraith's CR.
''Pyric Fire ([[Su]])'' The fire damage of a pyric wraith burns body and spirit, ignoring fire [[resistance]] and dealing half damage even to creatures with fire [[immunity]]. A creature burning due to this fire can gain no bonuses to end that condition. A creature that dies due to pyric fire damage becomes a [[pyric revenant]] 1d4 hours later.
''Pyric Ray ([[Su]])'' A pyric wraith can launch a ray of pyric fire with a range increment of 30 feet and a maximum range of 150 feet.
!!!Pyric Curse
* ''Type'' curse
* ''Save'' Fortitude DC 14
* ''Effect'' A creature that fails the save gains the [[burning]] 2d4 condition. This flame is pyric fire. While affected, the creature succeeds at saving throws against other pyric curses of the same or weaker potency.
* ''Cure'' 1 save; successful saves against the [[burning]] condition are successful saves against the curse.
</div>
Over centuries, pyric fire consumes a [[pyric revenant]]'s flesh, leaving behind an apparition of ash and embers. This pyric wraith is made of swirling cinders rippling around a heart of brighter flame. The smell of ash and smoke often precedes a pyric wraith.
A pyric wraith retains only a desire to burn living things and consume the energy released. These beings rarely make full use of their incorporeality. Overwhelming malice compels them to kill without stealth, inspiring horror as they do so. Further, pyric wraiths hate passing through the darkness within objects.
!! Pyric Wraith Template Graft
A [[pyric revenant]] can eventually become a pyric wraith. The example in this entry was once human.
* ''CR:'' 5+
* ''Required Creature Type:'' Undead (incorporeal)
* ''Suggested Array:'' Combatant
* ''Traits:''
** [[see in darkness]], [[immunity]] to fire, ash consumption, illuminated, pyric fire
** gains a touch attack
** gains a pyric ray ranged attack
** attacks deal fire damage, impart pyric curse, and have the [[burn]] critical hit effect
** speaks Aklo and might retain one or more languages spoken in life
* ''Burning Attacks:'' A pyric wraith's attacks have the [[burn]] critical hit effect that deals damage according to the creature's CR, as follows: 3–5, 1d4; 6–10, 2d4; 11–15, 3d4; 16+ 4d4
* ''Suggested Ability Score Modifiers:'' Dexterity
Constructed from an insulated tube containing an integrated petrol tank with a nozzle on one end, pyrods expel a gout of flame when swung with force. The weapons are used in lashunta dance and performance combat as often as in earnest melee, and many bear elegant laser engraving, sculpted grips, or other aesthetically pleasing elements. Luminous pyrods are produced with a greater eye toward aesthetics, while torch pyrods and beacon pyrods are designed to maximize their firepower.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|pyrod, luminous | 3 | 1,300 | 1d6 F | [[jet]] 1d4 | L |[[analog]], [[fueled]] (capacity 20, usage 1), [[professional]] (dancer) |
|pyrod, torch | 10 | 13,500 | 3d6 F | [[jet]] 2d6 | L |[[analog]], [[fueled]] (capacity 20, usage 1), [[professional]] (dancer) |
|pyrod, beacon | 16 | 164,000 | 8d6 F | [[jet]] 4d6 | L |[[analog]], [[fueled]] (capacity 20, usage 1), [[professional]] (dancer) |
</div>
You are able to tap into your personal life force, enabling you to unleash incredible strikes upon your foes. Whether you've discovered these techniques on your own or studied at ancient monasteries and temples devoted to these lost arts, yours is a power cultivated through intense training and skill.
!! Qi Strike (1st)
Your life-giving qi infuses your weapon attacks with your life essence, granting them eldritch power. Whenever you have at least 1 Resolve Point, your melee and ranged attacks count as magic for the purpose of bypassing [[damage reduction]] and other situations, such as attacking [[incorporeal]] creatures.
!! Gather Qi (5th)
As a move action, you assert a degree of control over your body's qi, allowing you to perform incredible feats of spiritual power. Each time you use gather qi, you spend 1 Resolve Point and choose one of the following qi powers. You gain that qi power until you rest for 8 hours or you use gather qi again to swap benefits.
* ''Extreme Speed:'' You gain a +10-foot enhancement bonus to your land speed.
* ''Plasma Blast:'' You condense your body's qi into a beam of superheated plasma, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not [[archaic]], has a range increment of 30 feet, deals lethal electricity and fire damage, and has the [[stun]] critical hit effect. For the duration of this ability, you gain a special version of the [[Weapon Specialization]] feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).
* ''Qi Flight:'' You gain a fly speed equal to your base speed with average maneuverability. At the end of each turn, if you are not on ground able to support you, you fall. If you already have a fly speed, it increases by 10 feet instead.
!! Bountiful Qi (9th)
Whenever you use gather qi, you can gain one qi power without spending any Resolve Points or two qi powers by spending 1 Resolve Point. Alternatively, you can gain one qi power with its associated enhancement (see below) by spending 1 Resolve Point. The list of qi power enhancements is described below.
* ''Extreme Speed:'' The enhancement bonus to speed that you gain from this qi power increases to 20 feet.
* ''Plasma Blast:'' Choose one of the following weapon special properties: [[blast]], [[explode]] (10 ft.; DC = 10 + half your character level + your Constitution modifier), or [[line]]. Each time you attack with your plasma blast, you can make the attack with the chosen weapon special property and the [[unwieldy]] weapon special property.
* ''Qi Flight:'' The fly speed you gain from this qi power is equal to twice your base speed or your fly speed + 20 feet (whichever is higher).
!! Qi Overflow (13th)
You gain a +1 insight bonus to the save DCs of all your soldier class features, weapon special properties, critical hit effects, and weapon fusions.
!! Abundant Qi (17th)
Whenever you use gather qi, you can gain one qi power with its associated bountiful qi enhancement without spending any Resolve Points, two such powers by spending 1 Resolve Point, or all three such powers by spending 2 Resolve Points.
When making a full attack using only melee weapons with the [[operative]] special property or small arms, you can make up to four attacks instead of two.
Your exocortex can track four targets simultaneously, and hacking a nearby computer doesn't count against that limit.
<div class="statblock">
* ''Base HP'' +4; ''Hit Point Advancement'' +0
* ''EAC'' +0; ''KAC'' +2; ''Fort'' +1; ''Ref'' +1
* ''Lower Limb Slots'' 1; ''Speed'' +10 ft.; ''Other Movement'' None
* ''Special'' The mech gains a +4 bonus to its KAC against [[bull rush]] and [[trip|Trip (combat maneuver)]] combat maneuvers.
* ''Cost'' 1.5 × tier
</div>
The mech has four spider-like legs that provide exceptional stability.
Predominantly used by criminal enterprises, the quantogram has seen more mainstream use since Drift beacon transponder relays became less reliable for communication during the Drift Crisis. Sold as a matching set of two devices, these appear as small comm unit–sized keyboards with simple liquid crystal text displays. Thanks to the entangled quantum particles contained within, typing a 25-character message into one device instantly displays that message on all other paired devices up to a system-wide distance. Messaging in this way can’t be intercepted or traced. Multiple sets of quantograms can be linked together in a process taking 1 hour.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|quantogram | 9 | 15,800 | L | 40 | 1/hour |
</div>
Three times per day as a standard action, you can use a //quantum// weapon to make two ranged attacks, each against a different target. After learning the result of each attack, you must pick one attack to ignore (it doesn't hit or expend ammunition and has no effects) and apply the effects of the other attack (such as damage and critical hit effects) as normal. This fusion can be applied only to ranged weapons.
Once a gunner fires a quantum weapon, he can reroll one gunnery check for that weapon after its launch if the result would be a miss. Only tracking weapons have this special property
These silvery boxes always come in pairs, and while powerful corporations use them to smuggle items of great value, their potential applications are virtually limitless. By spending 1 minute, you can seal one item of up to 1 bulk into each quantum box, subjecting the contents of each box to quantum entanglement. This uses 25 charges and causes both items to effectively cease to exist, including for the purposes of spells and effects such as //[[detect magic]]//. Anytime afterward, as long as both boxes are on the same plane, you can specify either of the two entangled items and open one quantum box as a standard action that consumes 25 charges. The named item immediately appears in the opened box, and the other item immediately appears in the paired box, no matter where it is. Effects that prevent dimensional travel block activation of a quantum box, but effects that block signals do not. If either box is destroyed or otherwise disabled, the contents of both are lost.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|quantum boxes | 17 | 250,000 | 2 | 100 | see description |
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Medium aberration
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
!!! DEFENSE
* ''HP'' 210
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +12; ''Ref'' +12; ''Will'' +18
* ''Defensive Abilities'' shifting form
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' ultrathin [[dagger]] +22 (4d4+16 S)
* ''Ranged'' aurora [[arc pistol]] +24 (3d6+13 E; critical [[arc]] 2d6)
* ''Offensive Abilities'' quantum mimicry
!!! STATISTICS
* ''Str'' +3; ''Dex'' +6; ''Con'' +1; ''Int'' +4; ''Wis'' +2; ''Cha'' +8
* ''Skills'' [[Bluff]] +28, [[Disguise]] +28, [[Life Science]] +23, [[Mysticism]] +23, [[Physical Science]] +23
* ''Languages'' Common
* ''Other Abilities'' existential paralysis (DC 21)
* ''Gear'' platinum [[AbadarCorp travel suit]], aurora [[arc pistol]] with 1 high-capacity battery (40 charges), ultrathin [[dagger]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Existential Paralysis ([[Ex]])'' The first time a cloned creature comes within 30 feet and line of sight of their quantum clone, they must succeed at a DC 21 Will save or be [[paralyzed]] with dread for 1d4 rounds.
''Quantum Mimicry ([[Su]])'' As a being of infinite possibilities, a quantum clone can mimic actions taken by others. As a reaction, every 1d4 rounds when a creature the quantum clone can see uses a spell, spell-like ability, or feat, the quantum clone can gain use of that spell or ability until the end of its next turn (even if it doesn't meet the prerequisites). The spell, spell-like ability, or feat must be one that requires an action to perform (such as [[Amplified Glitch]] but not [[Great Fortitude]]). The quantum clone uses its CR as its caster level if necessary.
''Shifting Form ([[Ex]])'' A quantum clone's physical body is inherently unstable. In very stressful situations (such as combat or interacting with the being they were cloned from), the quantum clone has difficulty retaining a fixed form. This might manifest through the growth of extra limbs, rippling skin, or the warping of facial features. During this time and for 1 round after, the quantum clone gains the [[amorphous]] defensive ability but takes a –10 penalty to [[Disguise]] checks.
</div>
Quantum clones are near-exact copies of living beings, usually created by accident through the misuse of quantum technology, though some powerful technomancers have claimed they've duplicated the process through magic. Since quantum clones are very rare, they have yet to be studied in detail. Some physicists believe they are composed of microscopic virtual particles formed by the fluctuation of spacetime (called "quantum foam") writ large. Others believe quantum clones were ripped from an alternate dimension.
Whatever the case, a creature's quantum clone has the exact appearance, personality, and memories of the original creature at the time of its cloning. A quantum clone isn't inherently evil, nor do they necessarily wish others harm. However, they initially believe themself the being they were cloned from, which occasionally results in altercations. When faced with their double, the quantum clone quickly realizes they're an unstable copy. While this revelation sometimes leads to great emotional distress, most quantum clones attempt to forge new lives far away from those who might recognize them.
A quantum defender enables a starship to enter an unpredictable quantum state for a short time, enabling it to phase in and out of existence at just the right time to avoid harm. During the helm phase, as a crew action, a science officer can activate the quantum defender by succeeding at a [[Computers]] check (DC = 10 + 1-1/2 × the starship's tier). While the quantum defender is active, if an attack would normally hit the ship, the attacker must reroll the gunnery check and take the lower result. After that reroll, or at the end of a round during which no such reroll occurs, the ship returns to its normal state as the quantum defender deactivates.
A quantum defender's BP cost is equal to 4 × the starship's size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, etc.) or 10 BP, whichever is greater. A quantum defender's PCU requirement is either 20 or is equal to 5 × the starship's size category, whichever is greater.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|quantum defender | 10 | 5 |
</div>
Sivvs used these hand-to-hand weapons to capture and control enslaved creatures trying to rebel. The tip of a long pole bonds with the target through quantum entanglement. Although a //quantum entangler// has a nonlethal stun setting, the occasional critical hit caused some victims to die in agony as their cells suddenly decayed and collapsed. The //quantum entangler// comes in two models; sivv soldiers commonly used the less potent version, while elite units used the more powerful version.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//quantum entangler//, military | 16 | 170,000 | 8d6 A & So | [[degeneration]] 3d6 | 1 |[[grapple|Grapple (weapon property)]], [[powered]] (capacity 20, usage 4), [[reach]], [[stun]] |
|//quantum entangler//, dominion | 18 | 370,800 | 11d6 A & So | [[degeneration]] 4d6 | 1 |[[grapple|Grapple (weapon property)]], [[powered]] (capacity 40, usage 4), [[reach]], [[stun]] |
</div>
When you're fully graviton-attuned, you can pull a creature outside the normal confines of space and time. To use this ability, you must succeed at a melee attack against the target's EAC. If you hit the target, it must succeed at a Will saving throw or be shunted out of reality for 1d4 rounds. The creature is in an extradimensional space that causes it no harm, but it effectively ceases to exist and it cannot be located or contacted by any mundane or magical means. When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. To the target creature, it seems as if no time has passed during its absence, and it returns exactly in the state it was when it disappeared, including having the same duration remaining on any spells or effects that were affecting it at the time of its departure. At 17th level, you can spend 1 Resolve Point as a reaction when you hit a creature with this ability to increase its duration to a number of rounds equal to half your solarian level.
name:quantum mines
range:—
speed:—
damage:2d8 × 10
pcu:25
cost:40
special:[[limited fire]] 3, [[mine|Mine (starship weapon property)]] (5), [[quantum]]
name:quantum missile pod
range:long
speed:12
damage:2d8 × 10
pcu:0
cost:35
special:[[limited fire]] 3, [[pod]], [[quantum]]
A //quantum pad// is a thin piece of 1-foot-square cloth sivvs used to store objects and bypass barriers. The pad can be unfolded as a full action with more material appearing by magic until the cloth covers a 5-foot-square area. Anything placed on the pad vanishes into rel-state; up to 200 Bulk can be kept in rel-state at any one time, and all objects must be able to fit entirely on the pad. Items can be recalled from rel-state with a move action, appearing atop the unfolded pad.
In addition, a //quantum pad// can be unfolded and draped against a physical barrier such as a wall or door, becoming quantum entangled to the individual who places it. The pad puts the adjacent barrier into rel-state, creating an open tunnel 5 feet high, 5 feet wide, and up to 10 feet deep. The individual to whom the pad is entangled can take a move action to reclaim the pad from either side of this tunnel. This function of a //quantum pad// has 10 charges per day, and one charge is consumed every round the tunnel exists. If the tunnel is still open when the quantum pad runs out of charges, anyone inside the tunnel is shunted to the nearest empty space.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//quantum pad// | 20 | 900,000 | L |
</div>
This armor upgrade allows you to rapidly and randomly transition in and out of rel-state. You can activate the upgrade as a swift action; when it is activated, attacks against you have a 50% miss chance. During this time, you are flickering in and out of existence, so the [[Blind-Fight]] feat, [[blindsense]] ability, and //[[true seeing]]// spell don't help opponents locate you. While this upgrade is active, you can step through (but not see through) solid objects. If you end your turn inside a solid object, you are shunted to the nearest open space and take 1d6 bludgeoning damage per 5 feet traveled. These benefits last until you take another swift action to deactivate the upgrade or it runs out of charges. A //quantum phasing// upgrade's charges replenish each day.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//quantum phasing// | 360,000 | 18 | 1 | light | L | 10 | 1/round |
</div>
<div class="statblock">
* ''Level'' 19; ''Price'' 1,630,000
* Huge air, land, tunneling, and water vehicle (15 ft. wide, 15 ft. long, 15 ft. high)
* ''Speed'' 80 ft., full 900 ft., 105 mph (fly, hover, and swim); 60 ft., full 300 ft., 34 mph (burrow through steel and softer)
* ''EAC'' 32; ''KAC'' 33; ''Cover'' total cover
* ''HP'' 350 (175); ''Hardness'' 15
* ''Attack (Collision)'' 24d10 B (DC 22); ignores 12 points of hardness
* ''Attack'' elite zero cannon (8d8 C; critical [[stagger]])
* ''Modifiers'' +3 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot (Piloting +32), enhanced sensors ([[darkvision]] 5 miles, [[sense through]] [vision] 500 ft.), extradimensional storage, [[force field]] (red [30 HP]), unlimited [[comm unit]]
* ''Passengers'' 8
</div>
Windows and apertures open on this smooth, gray sphere at a touch and a thought. The vehicle's pilot wears a control helmet that accepts mental commands.
A //quantum processor// can be attached to any computer with a standard action. Any task that uses the [[Computers]] skill and normally requires 2 or more full rounds to complete takes half the time when performed on a computer with a //quantum processor// attached. A //quantum processor// also can be used to hack a computer without the need for an additional [[hacking kit]]. Finally, once per day, you can reroll one Computers check while hacking a computer to which a //quantum processor// has been attached.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//quantum processor// | 14 | 72,500 | 1 |
</div>
<div class="statblock">
* ''CR'' 15
* ''XP'' 51,200
* N Medium ooze
* ''Init'' +5; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +26
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +11; ''Will'' +16
* ''Immunities'' [[ooze immunities]]; ''SR'' 26
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], average)
* ''Melee'' quantum tendril +24 (4d6+22 E & F; critical quantum push [DC 23])
* ''Space'' 5 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 15th; melee +24, ranged +22)
** 1/day—//[[call cosmos]]//, //[[greater dispel magic]]//
** 3/day—//[[cosmic eddy]]// (DC 24), //[[creation]]// (4th level), //[[dimension door]]//, //[[enervation]]//
** At will—//[[bestow curse]]// (DC 23), //[[displacement]]//
!!! STATISTICS
* ''Str'' +7; ''Dex'' +5; ''Con'' +9; Int —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' //[[Acrobatics]]// +26, //[[Stealth]]// +31
* ''Other Abilities'' [[compression]], [[mindless]], quantum superposition
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Quantum Push ([[Su]])'' When a quantum slime scores a critical hit with its quantum tendril, it teleports the target to a space within 30 feet of its original position that the slime has line of effect to. The target can attempt a DC 23 Will saving throw to negate this effect; if the slime is attempting to teleport the target into a harmful position (such as into a square that is on fire or filled with a cloud of acid), the target receives a +4 circumstance bonus to the saving throw.
''Quantum Superposition ([[Su]])'' Three times per day as a move action, a quantum slime can form a quantum-entangled copy of itself within 15 feet. The copy is identical to the original slime, including any ongoing bonuses, penalties, or effects with the same remaining duration, and the two slimes share a single pool of Hit Points, uses of spell-like abilities per day, and initiative count. The two slimes count as a single creature for the number of actions they can perform each round, and share the total number of actions between themselves (for instance, one slime can take a move action to move while the other slime takes a standard action to attack); if the slimes take a full action to make a full attack, each slime can attack once with the standard –4 penalty. If a foe attempts to cast a spell that affects both slimes, it must attempt to overcome the [[spell resistance]] of each slime, as if the slimes were two different creatures; if the foe fails to overcome the spell resistance of one of the slimes, neither is affected by the spell. If the two slimes are caught in an area effect that doesn't allow for spell resistance, each one attempts a saving throw (if allowed), and the two slimes use the result of the highest saving throw, though if the spell deals damage, the slimes take damage only once. Any condition successfully imposed on one slime or action taken by one slime to affect itself (such as fighting defensively) affects both copies. When one slime is about to take damage, the quantum slime can "dismiss" that copy as a reaction; this negates the damage and causes the attack (if any) to miss. The remaining quantum slime becomes the "true" version of the creature. The two copies must remain within 200 feet of one another; if they are moved farther apart than that, one random copy of the slime is dismissed as above. Neither copy of the quantum slime can use this ability again while it is active.
</div>
The field of quantum mechanics attempts to describe the interactions between subatomic particles. By analyzing the angular momentum and energy stored within subatomic particles, scientists hope to be able to better understand the fundamentals of the universe, but these studies are often complicated by the unusual nature of many of such particles. Researchers who experiment too recklessly with quantum forces run the risk of spontaneously creating a quantum slime, an incredibly dangerous ooze composed of enlarged subatomic particles floating inside a mass of cloudy protoplasm-like goo. Though mindless, a quantum slime has the ability to alter reality at a quantum level, calling forth storms of cosmic energy, teleporting itself and others, or diminishing a creature's overall competency. A quantum slime floats from place to place in a rough disc shape, occasionally extending a 10-foot-long tendril wreathed in plasma energy to strike at foes.
When a quantum slime is created, usually by accident inside a laboratory or other research facility, it immediately lashes out against all other creatures present with a single-minded fury. Once it has destroyed everyone around it, the quantum slime begins exploring in response to some unknown stimulus. A quantum slime seems to move at random, occasionally teleporting past obstacles and then crossing back over its own path and attacking anything that stands in its way. Some scientists posit that quantum slimes move in response to changes in the environment on a subatomic level. Unfortunately, it is very difficult to replicate the conditions that create a quantum slime and even harder to capture and study one. A few researchers have had some luck directing a loose quantum slime's movement by generating low-level electrical charges near the slime; too much charge, though, causes the slime to attack the source of the energy.
A quantum slime can create a quantum-entangled copy of itself, an ability that both fascinates scientists and makes the creature extraordinarily difficult to battle and contain. This allows the slime to be in two places at once, though both versions are connected to one another—when one takes damage, the wounds appear on both. As a defense tactic, the quantum slime can cause one of its copies to disappear instead of taking damage. This raises many questions about which quantum slime was the original version and which was the duplicate—a metaphysical conundrum that most quantum physicists answer with a shrug and a platitude about the "mysteries of the subatomic universe."
Thus far, modern science has encountered only quantum slimes that were created accidentally and artificially within laboratory settings; no one has ever observed a naturally occurring quantum slimes. As a result, no concrete details about the quantum slime's ecological niche, life cycle, reproduction, diet, and behavior are known.
!! Quantum-Entangled Items
Researchers who study the practical applications of quantum mechanics, including the ecology of creatures such as quantum slimes, have developed the following two technological items, based on the abilities of quantum slimes. These devices have undergone significant testing to ensure they are safe for the market.
<<section 'Entanglement Badges' head:'h3' >>
<<section 'Superposition Belt' head:'h3' >>
A weapon with a //quantum storage// fusion can be placed into rel-state, erasing it from existence; the weapon remains quantumly entangled with its wielder, and it can be retrieved at any time. Sending a weapon into rel-state or retrieving it is a swift action. When the weapon is in rel-state, it has Bulk 0, can't be disarmed or otherwise removed from its wielder, and can't be used. If the wielder of the weapon is killed or destroyed, the weapon emerges from rel-state automatically.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Large humanoid (giant)
* ''Init'' +2; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]], radiation sense 60 ft.; ''Perception'' +13
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +10; ''Ref'' +8; ''Will'' +5
* ''Defensive Abilities'' [[fast healing]] 5, spawn polyp, versatile regeneration 5 (see text); ''Immunities'' radiation
!!! OFFENSE
* ''Speed'' 30 ft. (see spooky action)
* ''Melee'' bite +14 (1d8+11 P; critical [[wound]] [DC 14]) or claw +14 (1d6+11 S; critical [[wound]] [DC 14])
* ''Space'' 10 ft.; ''Reach'' 10 ft. (see spooky action)
* ''Offensive Abilities'' spooky action, two-headed maul
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +5; ''Int'' –2; ''Wis'' –1; ''Cha'' –2
* ''Skills'' [[Athletics]] +18, [[Intimidate]] +13
* ''Languages'' Common
* ''Other Abilities'' [[tracking]] (scent)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Fast Healing ([[Ex]])'' A quantum troll exposed to [[radiation]]—whether from an attack, a hazard, or other effect— benefits from its [[fast healing]] while exposed or for 1 round after a brief exposure, such as an attack.
''Spawn Polyp ([[Ex]])'' If a quantum troll takes a critical hit while its regeneration is functional, a [[troll polyp]] tears free of the damaged area and lands in an open space adjacent to the troll. This polyp starts with Hit Points equal to the damage the critical hit dealt.
''Spooky Action ([[Su]])'' A quantum troll exists in several possible quantum states at once. It threatens squares within 30 feet of it, and its reach is considered to be 30 feet for purposes of making attacks of opportunity. In addition, as a move action, it can teleport up to 30 feet to an unoccupied space it can see, or as part of a full action, it can teleport 15 feet. The troll must teleport at least once per round if it can. A creature able to see the invisible, or with [[blindsight]] or [[true seeing]], can make an attack of opportunity against the troll when it leaves its space as it teleports if the troll is within reach in its staring space or its arrival space.
''Two-Headed Maul ([[Ex]])'' If a quantum troll hits the same target with two claw attacks or with one claw attack and one bite attack during the same turn, it can attempt another bite attack against that target with a –4 penalty to the attack roll.
* ''Versatile Regeneration ([[Ex]])'' A quantum troll's regeneration stops functioning for 1 round only if the troll takes simultaneous damage from more than one energy damage type during the same turn or takes damage of three or more energy types in a given round. If one foe readies an action to attack the polyp when another foe does, the two attacks are treated as occurring on the same turn for this ability's purposes.
</div>
Quantum trolls were the result of gray experiments intended to create highly mobile and resilient guardians. In these experiments, gray scientists severed trolls' limbs and placed the trolls and their limbs in a state of superposition, hoping that new trolls would grow from the severed limbs while the origin trolls regenerates new limbs. These trials only partially succeeded, resulting in the creation of quantum trolls and [[troll polyps]]. Quantum trolls are two-headed trolls that exist in multiple quantum states, able to skirt the laws of reality by teleporting erratically.
A typical quantum troll is about 13 feet tall and weighs approximately 2,500 pounds.
This heavy, form-fitting jumpsuit has battery nodes embedded across its surface. As a move action, you can activate the quantum tunneling coverall and become [[incorporeal]] until the end of your next turn.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|quantum tunneling coverall | 13 | 47,800 | 1 | 20 | 4/use |
</div>
While many think of front-line soldiers and officers as the core of a fighting force, you know that no military can function without access to supplies. You are the backbone of your army, providing your allies with resources crucial to their survival and amenities to provide material comforts in times of conflict. Perhaps you are a member of the Veskarium military who contributes to war efforts, but regardless of your specific affiliation, your allies know they can rely on you to get them exactly what they need.
!! Theme Knowledge (1st)
Through intensive instruction and training, you've developed knowledge of the field of military logistics, which has translated to your career as a quartermaster. The DC of skill checks to [[identify]] military-related technological items or to [[recall knowledge]] related to the movement, maintenance, and transport of military personnel and supplies is reduced by 5. At character creation, you gain a free skill rank in [[Profession]] (quartermaster), which is an Intelligence-based skill and is a class skill for you; this does not allow your skill ranks in Profession (quartermaster) to exceed your character level. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Cargo Carrier (6th)
Your profession requires you to carry all manner of gear, and you have learned to distribute the weight of the supplies you carry across your body, allowing you to carry it more efficiently. You can treat two items you're carrying, neither of which is armor or weaponry, as having one less bulk than normal (to a minimum of light bulk).
!! Field Crafter (12th)
You have learned to efficiently create clothing, shelter, and other amenities useful for your troops in the field, maintaining health and morale even in difficult times. You can use [[Profession]] (quartermaster) to craft the items listed below, even without access to a workshop. Treat your number of ranks in the Profession (quartermaster) skill as if it were 5 higher for the purpose of determining crafting time for these items.
* ''Food and Drink:'' [[intoxicant|Food and Drink]] (minor), [[field ration|Food and Drink]], [[meal|Food and Drink]] (poor or common).
* ''Personal Items:'' [[backpack]] (consumer or industrial), [[bonding epoxy]], [[clothing]] (environmental, everyday, or travel), [[gear clamp]], [[hygiene kit]], [[tent]] (mass produced).
* ''Technological Items:'' [[cable line]] (titanium alloy or adamantine alloy), [[detonator]], [[lock]] (simple, average, or good), [[portable light]] (beacon, flashlight, lantern, or spotlight), [[restraints]] (binders or manacles).
!! Master of Quarters (18th)
You take great satisfaction in providing for your allies—and for yourself—while undertaking challenging adventures in potentially hazardous circumstances. Twice per day, after you or an ally succeeds at a significant task in a way that crucially relied upon supplies you crafted using your field crafter ability (at the GM's discretion), you can spend 10 minutes cataloging and organizing your remaining supplies to regain 1 Resolve Point. This does not count as resting to regain Stamina Points.
[[Animated quartz swarm]] creators sometimes make this armor upgrade from leftover or defective quartz crystals. A series of hexagonal quartz crystals inscribed with runes are placed at regular intervals over the armor, catching light and making it refract at odd angles due to birefringence. A quartz refractor grants [[resistance]] 10 against damage dealt by laser weapons (this doesn't stack with any other resistance that would reduce similar damage, such as fire resistance).
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//quartz refractor// | 10 | 7,100 | 1 | any | L |
</div>
This sacred meal, typically consumed in celebration of or on religious holidays dedicated to Hylax, was popularized on Ilemchuuva. Temples there normally produce large quantities of this meal on feast days, often at a discounted price. A //queen's meal// is not only a day's worth of food and water, but it also makes coordination and collaboration more effective and discourages hostility for 24 hours. While benefiting from a //queen's meal//, you take a –1 penalty to your attack rolls, but you gain a +1 divine bonus to your EAC, KAC, [[Perception]] checks, and [[Sense Motive]] checks. In addition, if you attempt to aid another creature that has also eaten a //queen's meal// that day, you apply a +2 circumstance bonus to your check. If you succeed, the highest result between you and the creature you're aiding can be used to determine the aided check's outcome.
These cooperative effects have led to a tradition among followers of Hylax who work as diplomats or negotiators. They consume a //queen's meal// at the start of talks to encourage peace. This practice was an element of the famous shirren-led peace negotiations between Castrovel's formians and lashuntas.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//queen's meal// | 3 | 215 | L |
</div>
A //queller// looks like a simple fire extinguisher and is constantly covered with a thin layer of frost. Three times per day as a standard action, you can use a queller to spray a burst of freezing chemicals in a 15-foot cone that deals 5d8 cold damage to each creature in the area (Reflex DC 15 half) and extinguishes all nonmagical fires in the cone (this ends any burning conditions). [[Kishalee]] researchers used similar devices to contain incursions from the Elemental Planes; discretion, other quellers that deal different types of energy damage might exist (though they don't extinguish fires).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//queller// | 10 | 18,000 | 1 |
</div>
You've scraped by through enough close calls that you've learned to use serums and injectable items quickly. You can retrieve and drink a [[serum]], or retrieve and inject yourself with a medicinal or other item in an [[injection]] weapon, as a single standard action. If you already have a serum or injection weapon in hand, you can use it on yourself as a move action.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes (D)
</div>
You change the appearance of armor and clothing you wear, provided it all weighs no more than 3 bulk. A creature that interacts with you can attempt a Will saving throw to recognize the illusion.
You can crouch, minimize your profile, and otherwise maximize the cover you gain in an environment without taking the time to go fully [[prone]] or move to hide behind larger objects. By flipping a table to be on its edge, knocking over piles of boxes, spinning to keep your profile behind a light pole, or other actions, you gain cover from objects normally too small to provide cover. Objects that would normally offer no cover instead grant you partial cover, and objects that would normally offer partial cover instead grant you normal cover. This benefit lasts only until you leave your square or the beginning of your next turn, whichever happens first, and to gain the benefit again you must leave your current square.
All other rules for determining if an object grants cover against a specific attack still apply. This ability cannot be used to gain improved cover or total cover.
This replaces [[quick movement]].
Once per day as a standard action, you can quickly change your appearance. This functions as //[[disguise self]]// and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.
You can use dispiriting taunt as a move action instead of a standard action. You must have the [[dispiriting taunt]] envoy improvisation to choose this improvisation.
You can draw weapons faster than most.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a [[hidden weapon|Sleight of Hand]] as a move action.
''Normal:'' You can draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as part of a move action, and you can draw a hidden weapon as a standard action.
When you change your starship role at the start of a round, you gain a +1 enhancement bonus to your gunnery and starship combat checks until the end of the round.
If you have at least 12 ranks in [[Engineering]], you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check (DC = 20 + 1-1/2 times you starship's tier). If successful, you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal.
''Critical:'' Your inspired engineering results in a lasting repair, removing the critical damage condition from the system for 1 day instead of for 1 hour.
You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the [[inspiring boost]] envoy improvisation to choose this improvisation.
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.
When you attempt to patch a system on a starship, you reduce the number of actions required to do so by one. This does not reduce the time needed to patch a glitching system, but you can patch two systems with one action.
You can use [[perfect insult]] as a move action instead of a standard action. You must have the perfect insult envoy improvisation to choose this improvisation.
This is a language-dependent, mind-affecting, sense-dependent effect.
As a standard action, you can grant a single standard action to an ally within 60 feet. The ally can use that action during her next turn to draw or drink a [[serum]] or draw or inject a [[spell ampoule]]. As part of the action to activate this ability, you can also draw a serum or spell ampule, or if you used a standard action, drink a serum or inject a spell ampule. If the ally is adjacent to you, she can draw serums and spell ampules that you are carrying as though she were carrying them herself. The ally can use her extra action in between her other actions, as well as before or after a full action. A character can use no more than one extra action from quick quaff or similar abilities (such as the [[coordinated reload]] or [[hurry]] envoy improvisations) in a single round.
This is a mind-affecting, sense-dependent effect.
You infuriate foes with a witty remark or retort.
''Prerequisites:'' Int 11, [[Diplomacy]] 1 rank
''Benefit:'' As a move action, you can attempt a [[Diplomacy]] check against one target within 30 feet (DC 10 + your target’s total [[Sense Motive]] bonus, or 15 + 1-1/2 × the target’s CR, whichever is higher). If you succeed, the target’s attacks against you are [[off-target]], and it’s [[flat-footed]] against your attacks; this effect lasts until the end of your next turn. Once you’ve attempted to infuriate a foe with a quip, that foe is immune to this ability for 24 hours. This is a language-dependent ability.
You can reload this weapon as part of the same action as firing it, instead of taking a move action to reload.
When you attempt to repair an item, you can do so in half the time normally required (to a minimum of a full action).
You quickly check the sensors to see minor changes and updates that your starship has made available since the last time your crew scanned the your opponent's starship. A science officer must have used the [[scan]] action in a previous round to determine information about the other starship you are looking for updates on. If you succeed at a [[Computers]] check (DC = 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures), you receive one piece of information, such as the ship's current Hull Points or its current distribution of Shield Points. You can take this action only if no science officer actions have been taken during the helm phase (including [[visual identification]] and quick rescan).
As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don't have to touch it or connect to it. The information you get is very general, such as "financial records," "military records," or "spells." Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.
You can use [[shoo!]] as a move action instead of a standard action. You must have the shoo! envoy improvisation to choose this improvisation.
This is a sense-dependent effect.
As a move action, you become proficient with a type of weapon with which another ally within 30 feet is proficient. If that ally has [[weapon specialization]] with that weapon type, you can also apply that ally's weapon specialization with that weapon type. This ability's effects last a number of rounds equal to half your envoy level, after which you can't use this ability again until after you regain Stamina Points following a 10-minute rest.
You can make a trick attack as a standard action. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with.
This replaces [[quick movement]].
You can quickly and easily adapt to the difficulties of operating in zero-g. You reduce the DC for any check required to move in zero-g by 5. In addition, when you use a move action to push off an object in zero-g, you move at your full land speed instead of at half.
This replaces [[quick movement]].
While underwater, you can activate this single-use magical pearl as a move action while holding it in one hand. Once activated, it sinks with preternatural speed, taking you with it at a rate of 60 feet per round. You can release the pearl at any time to stop your descent (including at any point during the 60-foot movement per round); stopping this movement doesn't require an action. A //quick-dive pearl// sinks for 600 feet before its magic fades and becomes a mundane pearl worth 10 credits.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//quick-dive pearl// | 3 | 210 | – |
</div>
This articulated compartment can hold a one-handed weapon of no more than light bulk. You can activate this upgrade as a swift action to put the item in your hand as though you'd drawn it.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|quick-release sheath | 1 | 325 | 1 | any, shield | L |
</div>
Essentially a miniature //[[onos drive]]//, a //quick-skip module// can be activated at a moment’s notice to skip a starship forward a short distance. During the helm phase, as a crew action, a science officer can activate the //quick-skip module// by succeeding at a [[Computers]] check (DC = 10 + 1-1/2 × the starship’s tier). If successful, the ship moves 1d3+2 hexes in the direction of its facing, moving safely past any obstacles or ships in its way. If this movement would end in a hex occupied by an object, including another ship, the skipping ship and the object take damage equal to 5 × the skipping ship’s tier, and the skip ends in the nearest unoccupied hex.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|//quick-skip module// | 10 | 5 |
</div>
You can cast a spell as a move action. You can spend 2 Resolve Points to cast a quickened 0-level spell or 4 Resolve Points to cast a quickened 1st-level spell. You can quicken only spells with a casting time of 1 full action or shorter. At 16th level, you can spend 6 Resolve Points to cast a quickened 2nd-level spell.
You are skilled at administering serums.
''Prerequisites:'' [[Medicine]] 3 ranks.
''Benefit:'' You can trickle [[serums]] down the throats of other creatures as a standard action instead of as a full action.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large animal
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +11
* ''Aura'' gas cloud (15 ft., DC 13)
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +8; ''Ref'' +6; ''Will'' +4
* ''Weaknesses'' slowsilver, [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 50 ft., fly 10 ft. ([[Ex]], clumsy)
* ''Melee'' claw +14 (1d6+10 B or S) or slam +14 (1d6+10 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' amalgamating spit (DC 13), [[trample]] (1d6+10, DC 13)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +4; ''Int'' –4; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +16
* ''Other Abilities'' mercury adapted
!!! ECOLOGY
* ''Environment'' any land (Weydana-2)
* ''Organization'' solitary, pair, or herd (3–12)
!!! SPECIAL ABILITIES
''Amalgamating Spit ([[Ex]])'' The quicksilver drifter can spit a wad of catalyzed mercury that rapidly degrades inorganic materials and fuses parts together. As a standard action, the quicksilver drifter attempts a ranged attack against the EAC of a target up to 60 feet away, with a +11 modifier. On a hit, the target attempts a DC 13 Fortitude save; on a success, the spit has no effect. On a failed save, if the target is a creature that can be targeted by spells that affect objects, the creature takes 4d4+8 damage and is [[staggered]] for 1 round. Otherwise, one item worn or wielded by the target becomes [[broken]], and the target takes 2d4+4 damage. The quicksilver drifter can't use this ability again for 1d4 rounds.
''Gas Cloud ([[Ex]])'' A quicksilver drifter constantly expels a cloud of mercury gas in a 15-foot radius. Creatures that enter or begin their turn in the cloud must succeed at a DC 13 Fortitude save or be [[sickened]] for 1d4 rounds.
''Mercury Adapted ([[Ex]])'' Quicksilver drifters have adapted to life in lakes of liquid mercury. They can breathe in this environment but can also survive on land.
''Slowsilver ([[Ex]])'' If the quicksilver drifter takes more than 20 cold damage in a round, it is [[staggered]] for 1 round as the mercury inside it solidifies.
</div>
Quicksilver drifters are six-legged animals with two dorsal ridges that store dozens of gallons of mercury for the creatures' one-way trip inland for the breeding season. Drifters hatch in clutches in the mercury lake, and one dominant clutchmate matures while the others cease development to live in a pouch on their sibling's underside; the mature drifters fill their mercury reserves and head inland. On this journey, the hosts' body chemistry changes, resulting in an unusual spit that they can use to discourage predators. Hosts die within two days of reaching the breeding grounds, releasing their immature clutchmates to then feed on the hosts' remains. Anything leftover provides the surrounding flora and fauna with the materials needed to survive until the next mating season.
The smaller clutchmates then partially mature, mate, and return to the lake on dorsal reservoirs of mercury. There, they deposit their eggs beneath the lake's silvery surface, and the cycle begins anew.
This device forms a magical link between the different parts of your armor and adjusts the pieces so that you can dive right into or out of the armor. Donning or removing the armor requires only a standard action.
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//quicksuit// | 3 | 1,300 | 1 | light, heavy | L |
</div>
Popular among criminals, politicians, and celebrities, a //quickthin tattoo// helps its wearer escape capture. As a move action, you can activate a //quickthin tattoo// to instantly transform into a flat and nearly two-dimensional depiction of yourself for 1 round. For this effect's duration, you can travel through narrow gaps and spaces without difficulty; your movement doesn't provoke attacks of opportunity; and you can't be [[entangled]], [[grappled]], or [[pinned]]. If you're already entangled, grappled, or pinned, these conditions immediately end. Your equipment transforms with you and can be used normally, but you can't be disarmed or sundered. At the beginning of your turn while a //quickthin tattoo// is active, you can spend a reaction to extend the duration of the quickthin tattoo by one additional round. A //quickthin tattoo// can be used for up to 5 rounds each day; these rounds don't need to be consecutive. A //quickthin tattoo// doesn't count as a worn magic item and can't be disarmed, sundered, or sold.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|quickthin tattoo | 11 | 22,800 | — |
</div>
Quorlus are quadrupedal, silicon-based creatures that have three tentacular arms and three eyestalks. They hail from Quorlosh, a strange world in the Vast that is highly geologically active but has only a thin atmosphere. Quorlus live in warrens in the planet's exposed stony crust, where they delve for minerals that they consume for sustenance. Their warrens are like the settlements of many humanoids, and their inhabitants conduct crystal farming in which they "grow" gypsum, quartzes, and salts for food. The average quorlu is 4-1/2 feet tall and weighs 350 pounds.
Their planet's violent tectonic activity has instilled quorlus with a cultural acceptance of impermanence and resilience to loss. Quorlus value experiences more than material possessions, though by the standards of other worlds, they have abundant raw wealth. When a lava flow or quake damages a quorlu settlement, the quorlus dig out and repair, though they are too practical to rebuild where destruction is likely to occur again.
Quorlus have a crystalline lithic shell that is vulnerable to certain sonic frequencies. Under this exterior, quorlus' crystal-fiber organ structures float in plasma. At the center is the quorlu's grinding heart, which serves as both a circulatory and a digestive organ and which generates the quorlu's high internal heat. Extreme cold can slow a quorlu's endothermic reactions, momentarily hindering the creature.
Although quorlus can be tough combatants, few truly enjoy battle. Their extant military traditions stem from their engineering customs and emphasize the use of explosives, but they usually prefer peace and positive new experiences. This societal tendency makes them more inclined to be diplomats and explorers than warriors.
Supplementing quorlus' peaceful inclinations is the fact that most other sapient species find their voices soothing, especially when those voices are harmonized in song—and quorlus love to sing. Their language is melodic, tonal, and trilling, and it also includes subtle vibrations that shirrens in particular find especially pleasing thanks to their sensitivity to delicate vibrational shifts. The range of quorlu tones makes their language difficult for non-quorlus to master.
Quorlus can be found throughout the Pact Worlds. They have an enclave and diplomatic corps on Absalom Station, and numerous quorlus join exploration outfits, including the Starfinder Society. Others serve as prospectors in the Diaspora and on inhospitable worlds. Quorlus are quick to volunteer for jobs inherently more hazardous for species that need to breathe or that are more susceptible to poison or disease.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Quorlus are Medium monstrous humanoids.
* ''Endothermic:'' A quorlu has [[resistance]] 5 to fire that stacks with one other source of fire resistance.
* ''Lithic:'' Quorlus gain a +2 racial bonus to saving throws against [[bleed]], disease, and poison effects, and they can't benefit from drugs, [[medicinals]], or similar nonmagical substances. In addition, quorlus don't breathe or suffer the normal environmental effects of being in a vacuum.
* ''Multiarmed:'' Quorlus have three arms. This allows them to wield and hold up to three hands' worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
* ''Ponderous:'' Quorlus have a land speed of 25 feet.
* ''Stable:'' A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip.
* ''Quorlu Senses:'' Quorlus have [[darkvision]] with a range of 60 feet and [[low-light vision]].
* ''Susceptible to Cold:'' When a quorlu takes cold damage, it becomes [[fatigued]] for 1 round. This effect doesn't cause a fatigued quorlu to become [[exhausted]].
* ''Tunneler:'' A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.
* ''Unflankable:'' A quorlu has the [[unflankable]] special ability.
!! Heat-Amp Gauntlets
{{Heat-Amp Gauntlet}}
!! Lithic Graft
{{Lithic}}
[[Quorlus]] can find temperatures that are comfortable for most humanoids to be intolerably cold. Lower temperatures than that are even less to their liking. To remain comfortable in such environments, quorlus developed fiery-hearted gems using magic harnessed from the Plane of Fire to provide themselves with temporary resistance to cold.
As a standard action, you can swallow a //quorlu heat gem//. Quorlus find them tasty. However, most carbon-based species find the experience unpleasant but harmless. For 24 hours after swallowing a //quorlu heat gem//, you gain cold [[resistance]] 5. If any lethal cold damage penetrates this cold resistance, the effect ends.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//quorlu heat gem// | 2 | 125 | — |
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NE Medium aberration
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60ft., [[sightless]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +5; ''Ref'' +5; ''Will'' +11
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' acid, starvation
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +12 (1d6+8 P plus [[grab]], cruel dissection [DC 16]) claw +12 (1d6+8 S)
* ''Ranged'' spiked missile +14 (1d8+6 P plus cruel dissection [DC 16])
* ''Offensive Abilities'' pathetic gaze
* ''Spell-Like Abilities'' (CL 6th)
* At will—//[[charm person]]// (DC 15)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +2; ''Int'' +0; ''Wis'' +0; ''Cha'' +5
* ''Skills'' [[Bluff]] +18, [[Culture]] +13, [[Diplomacy]] +18, [[Disguise]] +18, [[Life Science]] + 13, [[Sense Motive]] +13
* ''Languages'' Brethedan, Common, Eoxian, Vesk (can't speak any language)
* ''Other Abilities'' facade form, [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Cruel Dissection ([[Ex]])'' Quyus use their knowledge of physiology to increase their likelihood of landing devastating attacks. When a quyu hits with a bite or spiked missile attack, the target must succeed at a Fortitude save or take an additional 1d6 piercing damage.
''Facade Form ([[Ex]])'' As a move action, the quyu can switch into or out of its adorable facade form. While in its facade form, the quyu's pathetic gaze is active, but it can't use any of its melee or ranged attacks. While in facade form, the quyu is a Tiny creature.
''Pathetic Gaze ([[Su]])'' The quyu's sightless eyes cast a magical influence on those who meet its gaze. While in facade form, any creature within 30 feet of the quyu that can see it must succeed at a DC 14 Will save or gain the [[fascinated]] condition. On a failed save, the target also becomes irrationally infatuated with the quyu and takes a –4 penalty to attacks against it for 1d4 rounds, even if the quyu leaves facade form. This is a mind-affecting emotion effect.
''Spiked Missile ([[Ex]])'' A quyu's spiked missile attack has a range increment of 60 feet.
</div>
Quyus originated deep in the isolated regions of space and initially encountered other life-forms when a broken fraction of their barren asteroid home joined the Diaspora. Living for eons floating only among themselves in empty space, quyus do not require food, drink, or even an atmosphere to survive. The dangerously clever creatures quietly observed the sapient life-forms of their new homes and noted their bizarre tendency to defenselessly approach anything small, pathetic, and cute. The aberrations devised a devious hunting strategy that exploited what they saw as a flaw in the nature of many social species. Devoid of sympathy or compassion, quyus do not entirely understand why social life-forms approach them in their adorable disguises, but they receive a deep sense of satisfaction from the betrayed expressions of their victims when their adorable facades unfurl into their grotesque forms.
Quyus are sightless and curious, and express their interest in the composition of other beings by dissecting their prey. They are masters of their own physiology and have learned to compress their larger, aberrant bodies into smaller forms, adopting traits such as fur and large ears to mimic what they've identified as commonly cute in other creatures. Even when in their aberration forms, evidence of their facade forms can manifest in patches across their bodies, which fold together to create their disguises. Lacking visual organs in their aberrant forms, quyus capture and dissect creatures from the local environment that sapient life-forms find adorable to learn what makes them appear so precious to other species. A sudden rise in small, cute creatures disappearing or being found dismembered is often the first sign of a quyu's presence in the area.
A quyu's facade form varies depending on the surrounding area, as it adapts to best fit what is considered cute by the local culture. Generally this form is round and fluffy, with large, dark eyes and a perpetually dejected expression. Quyus always aim to invent the most precious facades possible from the perspective of their victims, regardless of whether such a creature suits the local ecology. Fortunately for quyus, few potential victims pause to consider whether a particularly adorable animal is in any way adapted to its environment.
Most quyus live on the edge of civilization and lure isolated individuals into secluded ambush locations with their facade forms. Many learn to imitate injuries or crying to elicit helpful responses. They sometimes stow away on starships and quietly lure individual crew members to their doom, sometimes taking out an entire crew before being discovered. Planet-bound quyus, on the other hand, might build a den and string up dissected bodies to display their collection. The cleverest and most insidious quyus hunt in cosmopolitan settings that already host a wide variety of species, sapient and otherwise.
Once a quyu has lured its prey close and lulled it into a false sense of security with its pitiful visage, its beguiling eyes tear apart from the pupil, the patches of fur split apart, and its downy ears morph into protruding spikes. An eyeless head bursts from each eye, covered in an acidic slime that coats the thin gray membrane of its true skin. As its body unfurls, the skeleton pops and snaps nauseatingly into place. Its true form has long forward limbs with opposable hands and dexterous long fingers, and it perches on crouched, short back legs. Its two elongated, large-jawed heads share a single consciousness.
The most experienced and intelligent quyus choose to live benignly as innocuous pets in urban environments where they accept their keepers as accessories to their disguises and slip away to prowl the city when not observed. They prefer vulnerable keepers, innocent-seeming keepers who often escape the attention of those investigating suspicious disappearances. Cases of murders and missing persons perpetrated by quyus are often difficult to prove or recognize. While the scenes often look like an animal attack, the bodies are never eaten, and the precision of the kills often hints at some level of intelligent motive. Few are familiar enough with these otherworldly aberrations to suspect one may be trotting past the murder scene as a child's cute and spunky pet. It typically takes a specialist or a team of experts to identify a quyu's work and locate it among the beloved pets in the city.
!! Quyu Eyes
A quyu's eyes in its facade form are the most unique part of its hunting tactics, exhibiting hypnotic capabilities that emotionally hijack the brain. Before revealing itself, a quyu tries to enchant its prey to reduce the likelihood that they will be able to fight back. When the quyu shifts, these eyes appear to rip open, but the organ can still be found inside the true form's head. Even when the quyu is dead, these organs maintain their magical emotional affects and can cause fascination. When implanted into a sighted being's head, they are able to transfer visual information to the brain, but primarily maintain their function as hypnotic organs.
{{Quyu Eye}}
A [[quyu]]'s "eyes" maintain their captivating effects after the creature's death, and can be implanted to replace any of your current eyes. As a quyu's eyes are not visual organs, you must retain at least one of your original eyes to maintain your normal vision; otherwise you gain the [[blinded]] condition for as long as you have this augmentation installed. An implanted quyu eye is visibly unique from any of your other eyes.
When you attempt a [[Bluff]] or [[Diplomacy]] check against a target for the first time each day, you receive a +2 circumstance bonus to the attempt. Alternatively, once per day, you can take a standard action to activate the eye's mesmerizing qualities and attempt to fascinate one target. The target must succeed a Will save (DC = 10 + half your level + your Charisma modifier) to avoid becoming [[fascinated]]; regardless of whether the target succeeds, it is immune to the effects of all quyu eyes for 24 hours.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|quyu eye | 6 | 3,850 | eye |
</div>
When making a race action, you pilot a vehicle at full speed in a straight line at its current heading using a full action. You must succeed at a [[Piloting]] check (DC = 10 + your vehicle's item level) to race. If your vehicle is starting from a dead stop (that is, it didn't move last round), the DC of the check increases by 5.
If you fail this Piloting check, the vehicle's behavior depends on the circumstances of the check and the surrounding terrain. If you were attempting to race from a dead stop, the vehicle stalls and doesn't move at all. If the vehicle was already moving, its behavior depends on the terrain. Rough terrain slows the vehicle, causing it to move at half its full speed at its current heading. On flat terrain, the vehicle usually moves at full speed but goes significantly off course. In this case, the GM should take the 180-degree arc in front of the vehicle and divide it into four equal 45-degree arcs. Then the GM randomly determines which of these arcs the vehicle moves into.
A vehicle can't safely race through difficult terrain or over obstacles unless outfitted with special gear, nor can it safely race to a destination you can't see unless you've thoroughly scanned the destination. If you force a vehicle to race unsafely, you must attempt a Piloting check at a DC determined by the GM (usually 20 + the vehicle's item level) when you encounter the difficult terrain or obstacle. If you fail or the vehicle is [[uncontrolled]], the vehicle crashes or spins out, as determined by the GM.
After taking a race action, a vehicle doesn't slow down immediately. On your next turn, you have four options: you can use another full action to continue to race at full speed, use a move action to [[drive]] at the vehicle's drive speed, use a move action to [[stop short]], or relinquish control of the vehicle as a swift action. If you take a swift or move action, you can also take a standard action during that turn. For instance, you could race one turn, then on your next turn, you could fire a weapon as a standard action and then drive as your move action.
A racing vehicle provokes attacks of opportunity, but it gets a +2 bonus to its AC against them due to its speed.
Many vehicles have extremely high full speeds compared to creatures' speeds, so racing at full speed is often tantamount to exiting a battle entirely, unless other vehicles get involved.
With training, anyone can learn to drive a vehicle or pilot a starship, but only the most skilled pilots can turn an everyday ride or simple flight into an exhilarating art form. Racers are exceptionally skilled pilots who push their vessels to the limit in the never-ending quest to drive faster, dive deeper, and fly higher. They’re the professional drivers and hotshot military dogfighters, the daredevil test pilots and back-alley speedsters, the demolition derby participants and stunt drivers. Whoever they are and whatever they do, racers compete throughout the galaxy, from the Pact Worlds to the Vast. When it comes to racing, they’re the best of the best.
A racer might find themselves as part of a regular starship crew to pay off debts incurred after losing a race or as a way to finance a shiny prototype engine for their personal ride. Alternatively, they might just enjoy the thrill of traveling to new and dangerous places to put their skills to the test. In any case, a racer is an excellent addition to any crew that engages in starship or vehicle combat on a regular basis.
The racer grants alternate class features at 2nd, 6th, and 9th levels.
!! Chosen Ride (2nd)
You gain [[Piloting]] as a class skill. If Piloting is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a Piloting check twice and take the best result. Each day as part of your daily preparations, you can designate a single vehicle or starship as your chosen ride. You know your chosen ride (or one similar to it) and can push it to the limits. When you designate your chosen ride, select one of the following benefits. Your chosen ride gains that benefit for 24 hours, but only when you pilot your chosen ride.
* Your starship’s speed increases by 1.
* Your starship’s turn decreases by 1.
* Your vehicle’s speed increases by 10 feet. You also increase the vehicle’s full speed and speed in miles per hour by 10%.
* Your vehicle’s piloting modifier increases by 1.
At 10th level, you can designate up to two chosen rides during your daily preparations. If you do, one must be a starship, and the other must be a vehicle.
!! Trick Pilot (6th)
Choose one of the following feats for which you meet the prerequisites as a bonus feat: [[Skill Focus]] (Piloting), [[Sky Jockey]], [[Street Racer]]. Reduce the DC of tricks you attempt in vehicle chases and stunts you attempt in starship combat by 2.
!! Daring Recovery (9th)
When a starship or vehicle you’re piloting would be damaged, you can spend 1 Resolve Point as a reaction to attempt a Piloting check to maneuver out of the way and reduce the damage. You can do this only once per round of starship combat. If the damage is the result of an attack roll or gunnery check, the DC of this Piloting check is equal to the attack roll or gunnery check result; on a success, the attack misses. If the damage is due to a failed Piloting check or skill check against an obstacle, hazard, or other complication, the DC of this Piloting check is equal to the DC of the complication; on a success, the failed check becomes a successful check. If the starship or vehicle would still take damage, treat the vehicle’s hardness as 2 higher and the starship’s shields in the damaged quadrant as 5 higher against the triggering damage (even if they’ve been depleted).
<div class="statblock">
* ''Size'' Tiny
* ''Maneuverability'' perfect (+2 [[Piloting]], turn 0)
* ''HP'' 20 (increment 5); ''DT'' —; ''CT'' 4
* ''Mounts'' forward arc (1 light), aft arc (1 light)
* ''Expansion Bays'' —
* ''Minimum Crew'' 1; ''Maximum Crew'' 1
* ''Cost'' 4
Designed entirely for speed, these vehicles are designed for a single pilot for the purposes of racing or high velocity transportation; they also make excellent stunt fighters.
* ''Adjustments:'' Increase speed by 5 feet, decrease Hit Points by 10%, decrease [[hardness]] by 20%, decrease passengers by 50%. After recalculating speed, increase full speed by 25%.
<<tabs "[contains:tab[Races]sortby{Races!!list}]" "Core Races" "$:/state/tabIndex" "Index Template">>
<div class="statblock">
* ''Level'' 3; ''Price'' 3,000
* Large water vehicle (6 ft. wide, 10 ft. long, 20 ft. high)
* ''Speed'' 5 ft., full 200 ft., 20 mph
* ''EAC'' 12; ''KAC'' 13; ''Cover'' none
* ''HP'' 31 (15); ''Hardness'' 2
* ''Attack (Collision)'' 5d4 (DC 12)
* ''Modifiers +4'' [[Piloting]], –3 attack (–5 at full speed)
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Windrunner ([[Ex]])'' As a standard action, a racing catamaran's pilot can make a DC 15 [[Piloting]] check. On a success, increase the vehicle's full speed by 50 ft./5 mph for every step the wind is above a light wind, to a maximum of twice the starting value.
</div>
These ultra-low tech, twin-hull sailboats are used in traditional sailing competitions. They're powered solely by wind and require significant skill to operate at their full potential, but are widely beloved by those who believe themselves up to the task of sailing them.
Most often employed by overeager [[skittermanders]] and named from the concussive sound they make when fired, these weapons transform battery charges into sonic bursts and flashes of light and noise. A rackarack is an ostentatious weapon certain to draw attention, which is often just as their wielders prefer.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rackarack, pulse | 1 | 205 | 1d6 So | 60 ft. | [[nuisance]] | 20 charges | 2 | 1 |— |
|rackarack, surge | 6 | 4,400 | 2d6 So | 60 ft. | [[nuisance]] | 20 charges | 2 | 1 |[[boost]] 1d4 |
|rackarack, drum | 13 | 46,100 | 5d6 So | 60 ft. | [[nuisance]] | 20 charges | 2 | 1 |[[boost]] 2d4 |
|rackarack, hammer | 18 | 371,000 | 6d10 So | 60 ft. | [[nuisance]] | 40 charges | 2 | 1 |[[boost]] 4d4 |
</div>
This bubbling amber serum is infused with special isotopes designed to absorb radiation from your body. Upon imbibing a rad-out serum, you can attempt a new saving throw against any radiation effects you're affected by. If you succeed, the radiation effect automatically ends. In addition, you gain a +4 enhancement bonus to saving throws against radiation for 1 hour.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//rad-out serum// | 3 | 225 | — |
</div>
Radcannons are large, dangerous-to-wield weapons typically employed by desperate, reckless, or unliving users. A radcannon's high-voltage capacitors channel energy through a magnetron and transformer to generate massive blasts of radioactive waves, burning targets and typically exposing the target—and potentially the user—to dangerous levels of radiation. Devourer cultists often employ electromagnetic radcannons, neutron radcannons, and even rapid-decay radcannons, unfazed by the weapons' danger.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|radcannon, electromagnetic | 4 | 2,150 | 1d8 F | 30 ft. | [[irradiate]] | 40 charges | 2 | 2 |[[blast]], [[radioactive]], [[unwieldy]] |
|radcannon, neutron | 10 | 18,700 | 3d6 F | 50 ft. | [[irradiate]] | 40 charges | 2 | 2 |[[blast]], [[radioactive]], [[unwieldy]] |
|radcannon, rapid-decay | 17 | 264,000 | 7d8 F | 60 ft. | [[irradiate]] | 40 charges | 2 | 2 |[[blast]], [[radioactive]], [[unwieldy]] |
</div>
Weapons that have the radiant special property cause sensor-overloading blasts upon impact. When a radiant weapon hits a ship, that vessel's crew members take a –2 penalty to gunnery checks and [[Piloting]] checks, as well as checks for the scan, target system, lock on, and improve countermeasures science officer actions. This penalty lasts until the end of the next gunnery phase, until an engineer succeeds at an [[Engineering]] check to stabilize the sensors during the engineering phase, or until a science officer succeeds at a [[Computers]] check to recalibrate the sensors during the helm phase. The DC for either check equals 10 + 1-1/2 × the tier of the starship that fired the radiant weapon.
name:radiant cannon
range:medium
speed:—
damage:7d6
pcu:35
cost:22
special:[[radiant]]
name:radiant cannon, radiant
range:long
speed:—
damage:2d6 × 10
pcu:40
cost:45
special:[[radiant]]
This fashionable set of clothing is sold as a fancy dress, a classy suit, or similar cultural garb. It appears to be crafted from shimmering crystal, and functions as a set of formal [[clothing]]. A //radiant ensemble// seems to simultaneously shine (increasing the light level by one step in a 10-foot radius) and cause light to bend around it (granting a +2 circumstance bonus to saving throws against spells and effects that cause the [[blinded]] or [[dazzled]] condition). Three times per day, you can cause the radiant ensemble to give off a brilliant flash of light as a standard action. When you do so, each creature within 10 feet of you is [[blinded]] for 1d4 rounds, unless they succeed at a Reflex saving throw (DC = 10 + half your level + your key ability score modifier), in which case they are merely dazzled for 1 round.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//radiant ensemble// | 5 | 3,200 | L |
</div>
Radiation is a very real threat to adventurers, whether it's the radiation emitted from stars or the radiation generated by various technological wonders of the universe. Radiation is a poison effect that weakens an affected creature's Constitution and can also inflict an affected creature with a disease called [[radiation sickness]]. Radiation dangers are organized into four categories: low, medium, high, and severe.
!! Area Of Effect
Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by it. Radiation suffuses a spherical area of effect that can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. The radiation continues to suffuse each increment out to an equal length beyond that radius, its strength degraded by one level per increment. For example, a spherical area of high radiation with a radius of 20 feet creates a zone of medium radiation spanning 20 feet to 40 feet from the center in all directions, and a similar zone of low radiation spanning 40 to 60 feet from the center.
!! Curing Radiation Effects
A creature that leaves an area suffused with radiation is essentially cured of the poison effect. Ending the source of radiation or successfully casting remove radioactivity has the same effect. As usual for poison effects, an affected creature requires rest to recover from radiation poisoning. Remove affliction doesn't cure a creature of the effects of radiation poisoning, but remove radioactivity does.
If a creature has been exposed to enough radiation, it might contract [[radiation sickness]], which acts like a noncontagious disease. Symptoms of radiation sickness include nausea, vomiting, and loss of hair. Radiation sickness can be treated like any disease, although it can't be cured with //[[remove affliction]]//. //[[Remove radioactivity]]// can cure radiation sickness.
!! Radiation
<div class="statblock">
* ''Type'' poison, emanation (see above)
* ''Save'' Fortitude (see chart)
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Frequency'' 1/round
* ''Effect'' At each state of //impaired// and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the [[radiation sickness]] disease.
* ''Cure'' none
</div>
{{Table: Radiation Levels}}
Space is full of background radiation from stars, space stations, manufacturing platforms, and stellar novas from far-off star systems. Starship hulls protect against most of this radiation, as do sealed space suits. However, more massive cosmic events produce intense radiation capable of impacting even heavily fortified vessels.
Radiation is most often adjudicated like a [[damaging zone]], but instead of dealing damage to the starship, it exposes crew members to radiation as if the ship were hit by a weapon with the [[irradiate|Irradiate (starship weapon property)]] property that lists low (for starship tiers 3 and below), medium (tiers 4–10), high (tiers 11–17), or severe (tiers 18 and up) radiation.
''Gamma Ray Burst:'' These super-luminous events are some of the brightest electromagnetic phenomena known in the universe and often are the result of a high-mass star collapsing into a neutron star or black hole or, less frequently, occur during a nova or supernova. The area is washed in severe radiation for 1 round, followed by an afterglow that can that can last for several hours. Every 10 rounds, the affected space is exposed to radiation that starts at high and degrades to medium and then low radiation over the course of the event.
''Solar Flare:'' A star occasionally experiences a sudden flash of brightness near its surface, followed by a coronal mass ejection that projects a stream of plasma and radiation away from the star. This threat can happen anytime a starship is traveling near a star, but it's far more common around red dwarfs and other smaller, cooler stars.
Represent this hazard by performing a direct-fire attack against each starship during the gunnery phase every 1d4 rounds, originating from the star. A solar flare typically has an attack bonus equal to 1-1/2 × the PC starship's tier, deals 1d12 damage per 2 tiers of the starship, and has the irradiate (high) weapon special property. During the helm phase, a science officer can take a crew action to analyze the star with the ship's sensors (DC = 10 + 1-1/2 × the starship's tier). If successful, they're able to predict when the next flare will occur, granting the ship a +5 bonus to AC against the next solar flare attack. If they perform this analysis the same round the flare erupts, the science officer guides the pilot out of the path of the flare, avoiding the attack entirely.
''Solar Storm:'' These eruptions of radioactive waves can cause electric disruptions and electromagnetic interference in nearby space. When a starship is hit by such a storm, the living occupants are exposed to medium or high radiation. These storms typically last 2 to 8 hours and affect a large area, exposing the entire grid to radiation for the duration of starship combat.
As a standard action, you can emit an aura of low-level [[radiation]]. Creatures within 5 feet of you must succeed at a Fortitude save or be [[sickened]]. A sickened creature recovers as soon as it moves out of your aura, and a creature that succeeds at its saving throw is immune to your radiation for 24 hours. This is a poison effect. The radiation lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, the size of your aura increases to 10 feet.
Because the invisible danger of [[radiation]] can lurk anywhere, dwarven mining consortiums often issue these small apparatuses to those exploring uncharted asteroids. When you are about to enter a square containing any level of radiation and you are wearing a radiation badge, the badge beeps audibly to warn you. A radiation badge is always on and functions for 7 days before it needs to be recharged (much like the environmental protections of a suit of armor with an item level of 1).
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|radiation badge | 1 | 100 | L | — | see text |
</div>
This device grants a +2 bonus to your initial saving throw against [[radiation]] in addition to any bonuses from your armor's environmental protection. This doesn't provide any bonus to saves against the secondary effects of radiation.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|radiation buffer | 1 | 200 | 1 | any | L |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* CE Medium dragon
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +8; ''Will'' +5
* ''DR'' 5/magic; ''Immunities'' paralysis, radiation, sleep
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], average)
* ''Melee'' bite +13 (1d6+8 P plus radiation exposure)
* ''Ranged'' atomic bezoar +10 (1d8 F plus radiation exposure)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' –2; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Intimidate]] +15, [[Survival]] +10
* ''Languages'' Draconic
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or glow (3–8)
!!! SPECIAL ABILITIES
''Atomic Bezoar ([[Ex]])'' A radiation drake slasher lacks a breath weapon yet can spit a mass of radioactive material that explodes on contact. The attack has a range increment of 20 feet, has the [[explode]] special weapon property (5 ft., DC 13), and can be used only once every other round.
''Radiation Exposure ([[Ex]])'' A creature that takes Hit Point damage from the radiation drake's attacks is exposed to low radiation. This radiation bypasses environmental
protections in armor.
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* CE Large dragon
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +13; ''Will'' +10
* ''DR'' 5/magic; ''Immunities'' [[paralysis]], [[radiation]], sleep
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], average)
* ''Melee'' bite +22 (2d10+15 P plus radiation exposure)
* ''Multiattack'' bite +16 (2d10+15 P plus radiation exposure), 2 talons +16 (2d4+15 S)
* ''Ranged'' atomic bolt +19 (3d10+3 F plus radiation exposure; critical [[burn]] 2d6)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 6d10 F plus radiation exposure, Reflex DC 16 half, usable every 1d6 rounds)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +3; ''Int'' –2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +17, [[Intimidate]] +22, [[Survival]] +17
* ''Languages'' Draconic
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or rad (3–9)
!!! SPECIAL ABILITIES
''Atomic Bolt ([[Ex]])'' A radiation drake's atomic bolt has a range increment of 60 feet.
''Radiation Exposure ([[Ex]])'' A creature that takes Hit Point damage from the radiation drake's attacks is exposed to medium radiation. This radiation bypasses armor environmental protections.
</div>
Mutable and despicable, radiation mephits like poisoning the environment around them.
* ''Traits:''
** add air and earth subtypes
** [[fast healing]] works only when the mephit is in irradiated areas
** [[immunity]] to [[radiation]]
** [[resistance]] to electricity 5 and fire 5
** [[breath weapon]] deals 2d6 electricity and fire damage, and those who fail their saves are exposed to a dose of low radiation
** spell-like abilities (caster level equal to CR, high attack bonus) include //[[detect radiation]]// and //[[energy ray]]// (electricity and fire only), both at will
* ''Languages:'' Auran or Terran.
<div class="statblock">
* <<levels>>
* ''School'' necromancy (disease, poison, radiation)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' yes
</div>
You fire a beam of radiation at an opponent. You must attempt a ranged attack against your opponent’s EAC, adding your key ability score modifier instead of your Dexterity modifier if it’s higher. On a hit, the target takes 8d12 fire damage and is exposed to high [[radiation]]. On a critical hit, the target must succeed at a Fortitude save or contract [[radiation sickness]]. The target isn’t irradiated, and other nearby creatures don’t need to attempt Fortitude saves to prevent radiation. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.
<div class="statblock">
* ''Type'' disease
* ''Save'' Fortitude (same DC as the level of radiation that caused the radiation sickness)
* ''Track'' [[physical|Physical Disease Track]]
* ''Frequency'' 1/day
* ''Effect'' Radiation sickness is not contagious.
* ''Cure'' 3 consecutive saves
</div>
{{Table: Radiation Levels}}
As [[radiation]] is deadly yet undetectable to most creatures' senses, many races have invented sensors to detect its presence. A common sensor is the radiation sweeper, a handheld device capable of detecting radiation within 120 feet. The sweeper emits warning pings in different tones to indicate the presence of low, medium, high, or severe radiation and displays the areas of radiation on a screen at the top of the device. You must take a move action each round to use the radiation sweeper. A radiation sweeper cannot detect radiation through 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|radiation sweeper | 2 | 500 | 1 | 20 | 1/minute |
</div>
Once per day before making an attack with a weapon with the //radioactive// fusion, you can imbue the attack with toxic radioactivity. One of the targets that takes damage from the attack is exposed to low radiation that bypasses any immunity to [[radiation]] provided by armor's environmental protections (though the armor's saving throw bonus still applies). The initial saving throw DC against this radiation equals 10 + half the weapon's level + your ability modifier used for making the attack (such as Dexterity for a ranged weapon); subsequent saving throws against the radiation have a DC of 13. If the weapon with the //radioactive// fusion is
12th level or higher, the fusion instead exposes the target to moderate radiation. Only weapons that deal fire damage and use batteries can benefit from this fusion.
The creature emanates [[radiation]] at the listed radiation level to the listed radius. If the radiation level is medium or stronger, the effect suffuses a larger area at a lower level as normal.
//Format:// ''Aura'' radioactive (medium, 20 ft., DC 17).
A radioactive weapon contains unstable radioactive components. When the wielder rolls a natural 1 on an attack roll, she is exposed to dangerous radiation and must succeed at a Fortitude save or be inflicted with [[radiation sickness]]. (For radioactive blast weapons, the user must attempt a Fortitude save if any of the attacks are a natural 1). This is considered a low level of [[radiation]]. The DCs for this save and the disease are each equal to the weapon's critical hit DC.
Any terrain might be radioactive, but such territory is often desolate like a desert.
* ''Radiation Immune:'' In radioactive zones, creatures might adapt and become immune to certain levels of radiation. You can give a creature radiation [[immunity]] without it counting against that creature's number of special abilities.
* ''Senses:'' Radiation can cause weird mutations. Creatures native to radioactive regions might have unusual forms of [[blindsense]] or [[blindsight]], perhaps allowing them to perceive things that lack radioactivity.
* ''Skills:'' [[Survival]]
<div class="statblock">
* ''Type'' poison (ingested)
* ''Save'' Fortitude DC 18
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Onset'' 1 day
* ''Frequency'' 1/minute for 6 minutes
* ''Effect'' At the //impaired// state, the penalties from the //weakened// state become permanent until the victim benefits from a //[[restoration]]// spell.
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|radium | 14 | 29,800 |
</div>
Banned in most civilized regions of the Pact Worlds, radshots are known for the reckless amount of radiation they generate. Despite the objections of the living, radshots' signature short barrels and bulky containment sheaths can often be seen in the markets of Eox or at the hip of a Corpse Fleet officer. They are named for the type of radiation waves they emit: electromagnetic, neutron, and rapid-decay.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|radshot, electromagnetic | 6 | 4,010 | 2d4 F | 40 ft. | [[irradiate]] | 40 charges | 1 | L |[[radioactive]] |
|radshot, neutron | 14 | 69,500 | 5d4 F | 40 ft. | [[irradiate]] | 80 charges | 2 | L |[[radioactive]] |
|radshot, rapid-decay | 20 | 767,000 | 11d4 F | 40 ft. | [[irradiate]] | 80 charges | 4 | L |[[radioactive]] |
</div>
<<section 'Green Rageshkor'>>
<<section 'Rock Rageshkor'>>
Fierce, armored saurians, rageshkors are among Vesk Prime's most famous fauna. These beasts evolved alongside the planet's other aggressive wildlife, leading to deadly evolutions unknown to other thyreophorans, most notably movable armor plates, and tail spikes rageshkors can hurl at distant threats.
Vesk have long seen rageshkors as worthy foes. Records from before the Gap show that hunting rageshkors is an age‑old tradition, with accomplished hunters regularly wearing the hard-won hide, plates, and spikes. These cultural values have survived into modern times, and vesk and non-vesk alike regularly travel to Vesk Prime specifically for the chance to hunt a rageshkor. The most dedicated hunters equip themselves with archaic weaponry in the spirit of tradition, but even modern armaments are no guarantee of an easy fight.
The smaller green rageshkors are the most prolific species, still prevalent in Vesk Prime's forests and plains. Adolescents typically break from their birth herd, roaming either alone or in small cohorts. These roving rageshkors are especially aggressive, and they often pick fights with passersby, land transports, and even small buildings.
The might and ferocity of green rageshkors pale in comparison to those of their larger kin, rock rageshkors. These rare animals are typically solitary, and during less prosperous times, rock rageshkors hunker down into a form of hibernation. Combined with their camouflaged bodies and the accumulation of windblown debris, these animals often fade into the landscape, snapping to vicious alertness only to ambush prey that mistakes it for a boulder.
!! Rageshkor Shields
{{Rageshkor Shield}}
Vesk have used [[rageshkor]] frill plates for shields since ancient times. In the post-Gap era, vesk have developed high-tech versions of these shields that incorporate synthetic padding, alloyed fittings, and more to augment the natural materials while maintaining the shields' cultural value. Although these shields can be purchased, a carrier in vesk territory should expect to be asked whether the shield was truly won (harvested from a rageshkor the wielder defeated), where the clash occurred, and how the battle fared. An earned rageshkor shield is a prestige piece that can win a warrior much respect.
''Green Rageshkor Shield:'' This round shield, made of overlapping green rageshkor frill plates and modern composites, allows you to make unarmed attacks that don't count as [[archaic]].
''Rock Rageshkor Shield:'' This roughly ovular shield is made of big rock rageshkor frill plates. The shield can be used to make unarmed attacks that don't count as [[archaic]]. It also functions as if it had a mk 1 [[thermal capacitor]] installed, and this "upgrade" can be enhanced to higher model numbers without occupying the shield's other upgrade slot.
<div class="table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|rageshkor shield, green | 6 | 4,250 | +1/+2 | +3 | –1 | 2 | 1 |
|rageshkor shield, rock | 12 | 37,500 | +1/+2 | +4 | –1 | 2 | 1 |
</div>
A weapon with this property launches a massive adamantine-alloy spike designed to effortlessly pierce a starship's hull. For every 5 by which the gunnery check exceeds the target's AC, the rail weapon's damage increases by the amount listed with this special property. Rail weapons require exceptional amounts of energy to operate, and their ammunition lacks any homing capabilities. As a result, a rail weapon can be fired only with the [[shoot]] and [[precise targeting]] gunner actions, and the attack does not benefit from any science officer actions.
name:rail ballista
range:medium
speed:—
damage:6d8
pcu:35
cost:22
special:[[rail]] 3d8
Rail cannons are scaled-up versions of [[rail guns]], and like rail guns, they use magnetic fields to rapidly accelerate ammunition. A rail cannon generates such phenomenal force that its rounds can pass entirely through multiple targets, allowing the user to hit multiple targets in a line. Tactical rail cannons are precise and effective, while advanced rail cannons offer more firepower; elite and paragon rail cannons are generally used only by heavy-weapons specialists in professional military groups.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rail cannon, tactical | 3 | 1,410 | 1d10 P | 60 ft. | [[bleed]] 1d4 | 20 rounds | 5 | 2 |[[line]], [[unwieldy]] |
|rail cannon, advanced | 12 | 37,000 | 3d10 P | 80 ft. | [[bleed]] 2d4 | 40 rounds | 8 | 2 |[[line]], [[unwieldy]] |
|rail cannon, elite | 16 | 176,000 | 8d10 P | 80 ft. | [[bleed]] 3d6 | 50 rounds | 10 | 2 |[[line]], [[unwieldy]] |
|rail cannon, paragon | 19 | 591,000 | 12d10 P | 100 ft. | [[bleed]] 4d6 | 60 rounds | 10 | 2 |[[line]], [[unwieldy]] |
</div>
Similar in design to the [[magnetar rifle]], a rail gun uses magnetic fields to accelerate its rounds to lethal speeds. While magnetar rifles are more powerful, they're also larger and heavier, leaving many to favor the smaller and lighter rail gun. The weapons' affordability makes them a popular choice for members of the Starfinder Society and other exploratory groups. Rail guns come in tactical and advanced models, with the advanced rail gun being slightly larger.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rail gun, tactical | 3 | 1,150 | 1d8 P | 60 ft. | — | 12 rounds | 1 | 1 |[[automatic]] |
|rail gun, advanced | 6 | 3,770 | 1d10 P | 60 ft. | — | 15 rounds | 1 | 1 |[[automatic]] |
</div>
name:rail launcher
range:medium
speed:—
damage:2d8
pcu:15
cost:10
special:[[rail]] 1d8
name:railgun
range:long
speed:—
damage:8d4
pcu:20
cost:15
special:—
Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as dense fog. Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. If the temperature drops from above freezing to 32° F or below, it might produce ice.
!! Rain
Rain reduces visibility ranges by half, resulting in a –4 penalty to [[Perception]] checks. It has the same effect on flames and Perception checks as severe [[wind]].
!! Snow
Falling snow has the same effects on visibility and skill checks as rain. Snow-covered squares count as difficult terrain. A day of snowfall leaves 1d6 inches of snow on the ground.
!! Heavy Snow
Heavy snow has the same effects as normal snowfall but also restricts visibility as [[fog]] does. A day of heavy snow leaves 1d4 feet of snow on the ground. Snow at this depth counts as difficult terrain, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4×5 feet deep, especially in and around objects big enough to deflect the wind—a reinforced wall or a large force field, for instance. There's a 10% chance that a heavy snowfall is accompanied by [[lightning|Storms]].
!! Other Precipitation
There are other forms of precipitation, such as freezing rain, hail, and sleet. These generally function as rain when falling, but at the GM's discretion, they may also have effects on movement similar to snow once they accumulate on the ground.
Once per day as a full action, you can spend 2 Resolve Points to shoot a ranged weapon at multiple targets within range; the maximum number of targets is equal to half your technomancer level or the number of shots in your weapon, whichever is lower. Each attack uses your highest attack bonus, and each enemy can be targeted only by a single shot.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one dead creature
* ''Duration'' instantaneous
* ''Saving Throw'' none, see text
* ''Spell Resistance'' yes (harmless)
</div>
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the target's soul must be free and willing to return. If the target's soul is not willing to return, the spell fails; therefore, a target that wants to return to life receives no saving throw against this spell. Casting this spell requires you to create a complex representation of the target deceased creature, worth at least 5,000 credits, to serve as a beacon for the creature's soul. This object is consumed when you cast the spell.
Coming back from the dead is an ordeal. The target of the spell gains 2 permanent negative levels when it is raised, just as if it had been hit by a creature's ability that bestows permanent negative levels. If the target is 1st or 2nd level, it takes 2 Constitution drain instead (if this would reduce its Constitution to 0 or less, it can't be raised). A raised creature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recover them normally). It has 5 Hit Points. Any ability scores reduced to 0 are raised to 1. Normal poisons and normal diseases are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.
The spell can't bring back a creature that has died of old age. Constructs, elementals, and outsiders can't be raised by this spell. It is possible to bring back a creature that has been turned into an undead creature, but the beacon for the creature's soul must be more powerful, and must be worth at least 15,000 credits.
The supercooled liquid environment within Rakmos's interior caverns precluded conventional computer technology, and so the native rakmodois developed magical alternatives. A rakmodoi computer is a durable, semi-living organic computer that houses elemental forces that serve as a computational and informative assistant. Rakmodoi mystics could adjust the size and modes of these devices to create computer modules and countermeasures. With modification, these apparatuses could be attached to any computer, but the base cost is 10% higher than a normal computer and has the following traits.
''Magically Charged:'' A //rakmodoi computer// functions without a power source. This ability functions as a free self-charging upgrade.
''Magical Interface:'' A //rakmodoi computer// is designed to be used by someone trained in [[Mysticism]], working its holographic controls through subtle magical manipulation, although the [[Computers]] skill is still used to accomplish tasks associated with that skill. This magic has a telepathic element, so any user that understands any language can use a rakmodoi computer and understand the information stored on it. A [[hacking kit]] can access a rakmodoi computer, but otherwise, a typical computer with a [[complex control]] module must be purchased separately and installed to provide a digital interface for the computer.
''Rakmodoi Mobile Machines:'' Each round after you act, if your //rakmodoi computer// has [[arms]] or a [[mobility unit]], the computer can take a move action. For it to do so, you must be able to issue commands to the computer from a place the computer can see or hear you, or using a [[comm unit]] within the comm's range. You don't have to spend actions to issue these commands, but you must be able to take actions to do so.
The rakmodois have magical automatons like robots, drones, and other constructs, as well. Many of these systems, from domestic drones to robots and golem-like creatures, endure on Rakmos.
<div class="statblock">
* ''Level'' 6; ''Price'' 14,000
* Large land and air vehicle (5 ft. wide, 10 ft. long, 5 ft. high)
* ''Speed'' 40 ft., full 700 ft., 80 mph (hover)
* ''EAC'' 15; ''KAC'' 17; ''Cover'' cover
* ''HP'' 76 (38); ''Hardness'' 6
* ''Attack (Collision)'' 6d8 B (DC 14)
* ''Modifiers'' +2 [[Piloting]], –2 attack (–4 at full speed)
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Overclocking Dampener ([[Ex]])'' Three times per day as a swift action, a rally jammer's pilot can overclock its systems to boost its speed an additional 10 ft. for 1 round.
</div>
Built for competitive racing, rally jammers are flashy amalgams of borrowed mechanical parts, polished into a unique, ramshackle hover vehicle. As a result of this patchwork design, rally jammers are almost fully manual, with only the most essential software to monitor overall system stability.
You’ve honed your voice to echo over the battlefield.
''Prerequisites:'' Cha 13, [[Intimidate]] 1 rank
''Benefit:'' You can roar as a move action, affecting all creatures within 60 feet. Affected allies gain a +1 morale bonus to Will saves, and affected enemies take a –1 penalty to Will saves. These effects last until the start of your next turn. Once you roar in this way, you can’t do so again for 1d4 rounds. This is a sense-dependent, mind-affecting effect.
As a full action, you can pilot a vehicle at up to its full speed in a straight line at its current heading and try to ram one creature or object at the end of the movement, dealing double the vehicle's collision damage to the target and half the vehicle's collision damage to your vehicle. A vehicle's collision damage and collision DC are listed in the Attack (Collision) entry of its statistics.
Movement during a ram action has all the same restrictions as the [[race]] action and requires the same [[Piloting]] checks. If you fail any Piloting check during the movement, you fail to ram your target.
If the target of the ram action is a creature, it can attempt a Reflex saving throw against the vehicle's collision DC to avoid being hit. If the target of the ram action is another vehicle, the pilot of the defending vehicle can attempt a Piloting check to avoid being hit, with a DC equal to the result of your Piloting check. The attacker wins ties.
Ramiyels, which are half-ophidian, half-mammalian humanoids, are Ramiya's sole sapient species. All ramiyels are female. A ramiyel has an upper body like that of a female human, with brightly or darkly hued hair and eyes, and a muscular, colorfully scaled serpent body below the waist. Scales also mark a ramiyel's upper body and face. When deeply connected emotionally, ramiyels can also psychically bond, causing any willing participant to conceive if she so wishes. The mother then gives birth about 7 months later.
Ramiyel culture is communal. Individual ramiyels specialize in tasks for the betterment of the community, pooling resources and efforts to accomplish great feats. Ramiyels are deeply in tune with their surroundings, and their adaptation to their communal culture causes them to struggle to develop more diverse skill sets. Most are more comfortable focusing on personal interests. Whether settled or nomadic, ramiyel communities remain small by other cultures' standards, as they rely on Ramiya's abundant resources for their needs and sunlight for power. However, multiple such groups work in concert, as with Yaillan or the reseeding of Ramiya.
The defining trait of ramiyel culture is their great reverence for life and nature. Ramiyels seek to live in harmony with the life around them, abhorring pollution, waste, and wanton disregard for other living beings. This preference does not equate to pacifism—predation is integral in ramiyel understanding of nature's cycle. Huntresses are a vital element of their culture, which is rooted in a hunter-gatherer past. This respect for life extends beyond Ramiya. Even the most hardened ramiyel operative might spend a few moments after a pitched firefight to honor fallen foes and respect loss of life. Despite their spiritual proclivities, from which their mystical traditions arise, ramiyels worship no deities. They have deep cultural taboos against even trusting, much less revering, such entities. If another reason for this tradition ever existed, it was lost to the Gap.
Individual ramiyels are most often good-aligned, with a focus on balance between the personal and communal. Even ramiyels who grow up outside their culture retain an innate sense of communalism and an understanding of and respect for life. Xenoanthropologists debate the cause of these traits, which would normally be attributed to nurture rather than nature. While ramiyels can find it difficult to break away from their communities, their curiosity can drive them to strike out among the stars. An adventurous ramiyel adopts her companions, whether the crew of her starship or a cadre of fellow explorers, as her community. She does her best to fulfill her duties within this group, although greedy or aggressively individualistic associates might clash with a ramiyel's communal tendencies.
Typically a ramiyel is about 5 feet tall, from top of the head to where the tail meets the ground, but the tail extends another 5–15 feet. Therefore, a ramiyel weighs upwards of 220 pounds. A ramiyel can also raise her body up another foot or so, shortening her tail, but doing so is uncomfortable for extended periods of time. When at rest or pausing in movement, a ramiyel typically coils her tail under her. Ramiyels live about as long as humans.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis
* ''Hit Points:'' 5
* ''Size and Type:'' Ramiyels are Medium monstrous humanoids.
* ''Climber:'' Ramiyels have a climb speed of 15 feet.
* ''Constrictor's Grasp:'' A ramiyel can use her serpentine lower body to grapple foes, allowing her to grapple without needing a free hand.
* ''Darkvision:'' Ramiyels have [[darkvision]] with a range of 60 feet.
* ''Life Instinct:'' Ramiyels have an innate knack for understanding life-forms and their function. They have a +2 racial bonus to [[Life Science]] and [[Medicine]] skills.
* ''Personal Focus:'' Each ramiyel has a personal focus. This inclination not only manifests as a talent that grants an extra class skill, but it also affects the ramiyel's relationship with her environment and other beings. Commonly, a ramiyel is born as what her culture calls a creator, and her extra class skill is a [[Profession]] skill. Some ramiyels have a nurturer focus, and can choose [[Diplomacy]] or [[Sense Motive]] as her extra class skill. A ramiyel who has a huntress focus can choose [[Perception]] or [[Survival]] as her extra class skill.
A ramming weapon reinforces a starship's front quadrant to absorb collisions and deal damage when steered into targets. A ramming weapon must be mounted on a starship's front quadrant. If a ship with a ramming weapon ends its movement adjacent to an enemy ship in its forward arc and the enemy ship has already moved during this helm phase, it can attempt to ram that ship. The pilot immediately attempts a gunnery check against the enemy ship's AC. If successful, the attack deals a glancing blow that deals the ramming weapon's listed damage. If the attacking starship is one size category smaller than the enemy ship or larger, the successful attack also pushes the target ship 1 hex in the direction the attacking ship is facing. If this would push the ship into an occupied hex, the ship does not move but instead takes additional damage equal to the attacking starship's tier. If the pilot's gunnery check fails, instead of dealing damage, the attacking ship takes damage equal to the ramming weapon's minimum damage.
A starship can deal even greater collision damage when using the [[ramming speed]] crew action.
This sturdy ramming prow is attached to the front of a vehicle and well-supported by the vehicle's frame. The prow increases the vehicle's collision DC by 1 and increases the vehicle's collision damage by an amount based on the model. Mk 1 (Level 8): Increase collision damage by 1 damage die. Mk 2 (Level 13): Increase collision damage by 2 damage dice. Mk 3 (Level 18): Increase collision damage by 3 damage dice.
<div class= "table-wrapper">
|Modification | Level | Price | Collision Damage Increase |h
|ramming prow, mk 1 | 8 | 8,900 | 1 damage die |
|ramming prow, mk 2 | 13 | 51,000 | 2 damage dice |
|ramming prow, mk 3 | 18 | 385,000 | 3 damage dice |
</div>
name:ramming prow, decorative
range:—
speed:—
damage:2d4
pcu:0
cost:5
special:[[intimidating]], [[ramming]]
name:ramming prow, heavy
range:—
speed:—
damage:5d4
pcu:1
cost:8
special:[[ramming]]
name:ramming prow, imposing
range:—
speed:—
damage:4d4
pcu:1
cost:10
special:[[intimidating]], [[ramming]]
name:ramming prow, light
range:—
speed:—
damage:3d4
pcu:1
cost:6
special:[[ramming]]
name:ramming prow, massive
range:—
speed:—
damage:2d4 × 10
pcu:5
cost:20
special:[[ramming]]
name:ramming prow, minor
range:—
speed:—
damage:2d4
pcu:1
cost:4
special:[[ramming]]
name:ramming prow, monolith
range:—
speed:—
damage:12d4
pcu:1
cost:15
special:[[intimidating]], [[ramming]]
The starship increases its distance between turns by 2 (to a maximum of 4) and moves up to its speed, but it can move through 1 hex occupied by an enemy starship that has already moved during this helm phase. To perform this stunt, you must first succeed at a [[Piloting]] check (DC = 15 + 1/1-2 × your starship's tier). If you succeed, you then attempt a gunnery check against the enemy starship's AC upon entering that starship's hex.
If the gunnery check succeeds, your starship collides with the enemy starship, dealing collision damage to each based on your starship's speed and the sizes of the two starships. The base collision damage equals 1d4 × half your starship's speed, plus an additional 1d4 damage × a value based on your starship's size (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, etc.). The enemy starship takes the full damage to the struck quadrant, and your starship takes half this damage to its forward quadrant, after which your movement ends. If your starship has a [[ramming]] weapon, add the ramming weapon's damage to the damage to the enemy starship. If your starship is one size category smaller than the enemy ship or larger, you push the ship 1 hex in the direction your ship is facing. If this would push the ship into an occupied hex, the ship does not move but instead takes additional damage equal to your starship's tier. If your starship is more than one size category smaller than the enemy starship, your starship returns to the hex from which it entered the enemy ship's hex, facing that starship.
If the initial Piloting check fails, your starship still moves as described and doesn't attempt the gunnery check, but the movement provokes a free attack from that starship as normal. If the Piloting check is successful yet the gunnery check fails, your starship still moves as described, but the movement doesn't provoke a free attack from that starship.
These extra-thick armor plates don't increase your defense in general, but add a little extra protection when you specifically try to defend yourself. When you have the [[cowering]] condition or take the total defense or withdraw action, you gain a +2 bonus to AC.
This upgrade can be installed only in heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|rampart plates | 5 | 2,850 | 1 | heavy | 1 |
</div>
An effect's range indicates how far from you it can reach. An effect's range is the maximum distance from you that the effect can occur, as well as the maximum distance at which you can designate the effect's point of origin. If any portion of the effect's area would extend beyond this range, that area is wasted. If a range is based on level, this means caster level for spells, class level for class features, and item level for weapons and equipment. Standard ranges include the following.
!! Personal
An effect with a range of personal is limited to and affects your person only.
!! Touch
If an effect has a range of touch, you must touch a creature or object to affect your target, which requires you to hit with a melee attack roll (against EAC unless the effect says otherwise) if you are touching an unwilling target. A touch effect that deals damage can score a critical hit just as a weapon can. Some touch effects allow you to touch multiple targets. You can touch up to six willing or unconscious targets as part of the activation of such an effect, but all targets of the effect must be touched in the same round that you finish activating the effect. If the effect allows you to touch targets over multiple rounds, touching up to six creatures is a full action.
!! Close
An effect with a range of close reaches as far as 25 feet + 5 feet for every 2 levels you have.
!! Medium
An effect with a range of medium reaches as far as 100 feet + 10 feet per level you have.
!! Long
An effect with a range of long reaches as far as 400 feet + 40 feet per level you have.
!! Planetary
An effect with a range of planetary can reach anywhere on the same planet. This also covers targets in orbit around the planet, such as moons and artificial satellites.
!! System-Wide
An effect with a range of system-wide can reach anywhere in the same solar system.
!! Plane
An effect with a range of plane can reach anywhere in the same plane of existence.
!! Unlimited
Some effects, mostly high-level spells, can reach anywhere, even onto other planes. Effects with ranges of unlimited are often very powerful, and they can be difficult or impossible to access until you reach a high level.
!! Range Expressed In Feet
Some effects have no standard range category, just a range expressed in feet. In this case, the specific effect lists exactly how far its range extends.
!! Range Increment
Some effects, especially weapons, have a range increment. The weapon can generate an effect at many multiples of this range, but you take penalties if the target is more than one range increment away.
While most computers have access to remote systems and local infospheres, this connection does not necessarily extend to other devices. A computer that controls a [[comm unit]] can use that comm unit to send and receive messages but cannot use it to control devices. The range upgrade provides a secure, remote connection to a device which allows it to be controlled from a distance. Without this upgrade, a computer must be physically connected to the devices it controls with its control modules. Range I allows the computer to control a device wirelessly within 100 feet, and costs 5 credits (this includes the adjustments to both the computer and the connected device). Extending this range to 1 mile (Range I) costs 50 credits, while increasing it to planetwide (Range III) costs 100 credits (requiring an infosphere connection for both the computer and device).
You use any one of a number of your ship's systems to identify the range to a specific target or spatial feature, and you relay that information to another crew member so that they are free to focus on other aspects of the task they're attempting this round. Select one crew member filling the gunner, pilot, or science officer role. They gain +1 bonus to one attack roll or skill check of their choice related to starship combat that's attempted before the end of this turn.
With a ranged weapon, you can shoot or otherwise attack a target that is within the weapon's maximum range and in your line of effect. You add your Dexterity modifier to your ranged attack rolls, but not to your ranged damage rolls.
!! Targeting a Grid Intersection
When using a weapon with the [[explode]] special property or a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature. Treat this as a ranged attack against AC 5.
!! Missing with a Thrown Weapon
If you miss on a ranged attack with a thrown weapon, the weapon lands in a random square or grid intersection as appropriate near your target. To determine where it lands, roll 1d8. This determines the initial misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. After you've determined the misdirection of the throw, roll 1d4. The result is how many squares away in that direction the weapon lands.
For example, after a missed ranged attack with a grenade, a player rolls 1d8 with a result of 1. This indicates that the grenade's initial misdirection falls short of the target intersection. Then, the player rolls 1d4 with a result of 2. This determines that the grenade actually lands at an intersection 2 squares in front of the target intersection.
!! Range and Penalties
A ranged weapon's range increment is listed along with its other statistics. If you make an attack with a ranged weapon from a distance greater than its listed range, you take a cumulative –2 penalty to the attack roll for each full range increment of distance between you and the target beyond the first (or fraction thereof).
For most ranged weapons, the maximum range is 10 range increments, or 10× the number listed as the weapon's range. For thrown weapons, the maximum range is 5 range increments. Some ranged weapons have different maximum ranges, but if so, their descriptions specify their maximum ranges.
A rangefinder pulses a laser at distant targets to determine their distance from you. As a move action, you can activate or deactivate a rangefinder and aim it at a specific target. The rangefinder determines the target's range from you and its speed, and tells you whether the target is moving away from or toward you.
You can use a rangefinder when it is not attached to or integrated with a weapon, as well. You can combine a rangefinder with a [[scope]] or [[sight]] by paying the combined price of the accessories. Their benefits stack.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|rangefinder | 1 | 325 | — | 20 | 1/hour |railed weapon, small arm |
</div>
Using sophisticated sensors and ballistics processors, your drone not only provides withering covering fire but can also quickly convey recommendations for how to best target your attacks. Your drone gains a +2 bonus to attack rolls to use [[covering fire]], and it can choose to grant the circumstance bonus exclusively to you, rather than to the next ally to attack that foe. If it does so and that attack hits, it deals 1 additional damage per weapon damage die. You must be able to see or hear your drone to gain this benefit.
You can activate any two of your starship's ECM modules, regardless of their arc. Each check attempted with these modules this round takes a –4 penalty.
''Critical:'' Your powerful ECM module disrupts enemy targeting computers. Gunners aboard the target starship also take a –2 penalty to gunnery checks during this round.
<div class="statblock">
* ''Effect'' The mech gains a +1 bonus to its EAC and to its Reflex saving throws.
* ''Cost'' 2 × tier
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one construct or weapon
* ''Duration'' 1 minute
* ''Saving Throw'' Fortitude negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
On each round, the target construct or weapon regains 2d8 Hit Points. This does not stack with any [[fast healing]] the construct or weapon already has. You can't target a construct or weapon that has been brought to 0 Hit Points or destroyed.
Every 1d4 rounds, you can form or switch nanite arrays as a swift action without using a [[nanite surge]].
When you use the [[sample scanner]] trick, your [[exocortex]] takes only 1d4 minutes to analyze materials or items (rather than 10 minutes). Alternatively, you can choose not to accelerate the process, in which case the scanning process doesn't prevent you from using your exocortex's memory module and doesn't limit the number of targets your exocortex can track. You must have the [[sample scanner]] mechanic trick to select this mechanic trick.
<div class="statblock">
* ''Type'' drug (ingested or inhaled)
* ''Save'' Fortitude DC 13
* ''Addiction'' Will DC 13 (mental)
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Effect'' +2 morale bonus to saves against fear effects and being [[sickened]] or [[nauseated]] and a –2 penalty to [[Sense Motive]] checks for 1 hour.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|rapture dust | 2 | 200 |
</div>
Rare and only found on the shadiest of black markets, a //rat’s last word// is a felt-tipped pen with a black, anodized aluminum case and a laser etching of a curled and emaciated rat on its cap. As a full action, you can spend 1 Resolve Point while using the marker to write the name or well-known alias of a specific creature along the side of a single round of ammunition or a battery. The ammunition or battery can then be loaded into a sniper weapon using a separate action. For non-battery ammunition, the ammunition must be loaded as the only piece in the gun, even if its capacity would normally allow multiple pieces to be loaded at once. Upon making an attack using a marked battery, the weapon drains all remaining charges from the battery.
If you fire the marked and loaded ammunition at the creature whose name you wrote, you can score a critical hit with that attack against the target if the die’s result is a 17, 18, or 19, as long as the attack’s result is sufficient to hit the target’s AC. If the attack hits and the die’s result is a 13, 14, 15, or 16, the target is affected by the weapon’s critical hit effect as if the attack had been a critical hit, though the attack does not deal double damage. If the die’s result is a 20, you score a critical hit as normal, and you can affect the target with the //[[snuff life]]// spell (CL 16th) in place of any other critical hit effect your weapon might have dealt. The DC of //snuff life// equals 16 + your Dexterity modifier.
This pen can mark only one piece of ammunition per day in this way, and the marked ammunition loses the pen’s special effects if not loaded and fired within 1 minute.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Credits |h
|//rat’s last word// | 10 | 5,000 | L | 210,000 |
</div>
Ysoki are skilled at negotiating the cramped corridors of a starship or the access tunnels in a sprawling metropolis, but even the smallest ysoki sometimes encounter openings too small to enter. While wearing a //ratfolk belt//, you can move through an area as small as one-quarter your space without squeezing or one-eighth your space when squeezing. A //ratfolk belt// is made of stretchable nylon webbing, and it often includes clips for tools or weapons.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ratfolk belt// | 9 | 12,250 | — |
</div>
Famously linked to criminals who worship Lao Shu Po, the //ratjaw// fusion aids in disarming and robbing foes. On a critical hit, the weapon knocks an item of your choice out of the target's possession, as long as it something that could be removed with a successful disarm combat maneuver. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or this disarming ability. If the ratjaw weapon is a ranged weapon, the disarmed item lands in any square of your choice adjacent to the target. If the ratjaw weapon is a melee weapon, it draws the item to you, and you can grab the item with a free hand.
When you attempt an [[Intimidate]] check to [[demoralize]] an opponent, you can forgo rolling your [[expertise]] die to automatically increase the duration of the [[shaken]] condition by 1 round on a successful check. At 9th level, you instead increase the duration by 2 rounds on a success when using this talent.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Large dragon
* ''Init'' +3; ''Senses'' [[blindsight]] (scent) 120 ft.; ''Perception'' +13
!!!DEFENSE
* ''HP'' 92
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +7
* ''Immunities'' [[paralysis]], sight-based attacks, sleep effects, visual effects and illusions; ''Weaknesses'' atmosphere dependent, blindsight dependent
!!! OFFENSE
* ''Speed'' 5 ft., fly 60 ft. (average)
* ''Melee'' bite +17 (1d8+11 P plus clutch)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' rake (2 claws +14, 1d4+11 S)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' −2; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +18, [[Intimidate]] +13, [[Survival]] +13
* ''Languages'' Brethedan
!!! ECOLOGY
* ''Environment'' any air (Liavara)
* ''Organization'' solitary, pair, or flight (3−6)
!!! SPECIAL ABILITIES
''Atmosphere Dependent ([[Ex]])'' A rauzhant depends on an atmosphere rich in hydrogen and helium for its flight. In any other kind of atmosphere, it must hold its breath and its fly speed is reduced to 30 feet (clumsy maneuverability).
''Blindsight Dependent ([[Ex]])'' A rauzhant that loses its [[blindsight]] ability gains the [[blinded]] condition.
''Clutch ([[Ex]])'' A rauzhant that hits with a bite attack automatically initiates a grapple combat maneuver against its target (this does not take an action). If successful, the rauzhant remains attached to the target until the end of the dragon's next turn, unless it succeeds at another grapple combat maneuver (with a +4 bonus) during its next turn. The target can break the clutch with a successful DC 30 [[Acrobatics]] check to escape. The rauzhant can't use its bite attack while it is clutching a target, and the target can't regain Stamina Points while a rauzhant is clutching it.
''Rake ([[Ex]])'' When a rauzhant succeeds at a grapple combat maneuver while clutching a target, it can make two claw attacks against that target as a move action.
</div>
Sometimes inaccurately referred to as clutch wyverns by offworlders, rauzhants soar through the orange-white seas of gas that make up Liavara's atmosphere. Much less intelligent than chromatic and metallic dragons, rauzhants can still carry on a conversation, but they spend most of their hours hunting for meals. When a rauzhant finds suitable prey, it fastens onto its target with the series of long fangs around its mouth and folds its wings, usually causing both predator and prey to plummet deeper into the planet's atmosphere. As they both fall, the rauzhant rakes its victim with its hook-shaped claws until the creature is a shredded mass of flesh and bone. The rauzhant then takes flight again, feasting on its victim's corpse as it gains altitude.
A rauzhant has no eyes, but its skin acts as an olfactory organ able to detect the faintest smell in the swirling gases that make up its home environment. Instead of collecting physical trinkets like other dragons do, a rauzhant accumulates "tastes," with the flavor of each new species it eats cataloged within its extensive memory.
A rauzhant is about 14 feet long from mouth to tail and weighs an average of 2,500 pounds.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium fey (fire)
* ''Init'' +5; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90; ''RP'' 4
* ''EAC'' 18;'' KAC'' 20
* ''Fort'' +7; ''Ref'' +10; ''Will'' +8
* ''Immunities'' electricity, fire, [[radiation]]
* ''Weaknesses'' ''vulnerable'' to cold
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +12 (1d8+6 E & F)
* ''Ranged'' ejection +15 (2d6+5 E & F; critical [[burn]] 1d4)
* ''Offensive Abilities'' flare, grasping vines, implosion
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +0; ''Int'' +2; ''Wis'' +1; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +13 (+21 to fly), [[Culture]] +13, [[Diplomacy]] +18, [[Mysticism]] +13
* ''Languages'' Common, First Speech
* ''Other Abilities'' luminous, [[no breath]], [[solar adaptation]]
!!! ECOLOGY
* ''Environment'' any solar
* ''Organization'' solitary, pair, or cluster (3–9)
!!! SPECIAL ABILITIES
''Ejection ([[Su]])'' A ravai's ejection ranged attack has a range increment of 90 feet.
''Flare ([[Su]])'' Once every 1d6 rounds, as a full action, a ravai can spend 1 Resolve Point to emit a burst of solar energy in a 20-foot radius spherical spread centered on the ravai. Creatures in the area take 6d8 electricity and fire damage and are [[blinded]] for 1 round. A creature that succeeds at a DC 14 Fortitude saving throw takes half the damage and isn't blinded. Creatures that are [[vulnerable]] to sunlight take a –6 penalty to this saving throw. Plants that aren't fungi and plant creatures that aren't fungoid take no damage; instead, this effect restores 6d8 Hit Points to such targets.
''Grasping Vines ([[Su]])'' As a standard action, a ravai can use the [[xenodruid]] mystic's grasping vines connection power (Reflex DC 14) as if the ravai were a 6th-level mystic.
''Implosion ([[Su]])'' When killed, a ravai implodes into a gravitational singularity as the forces that hold the creature's body together collapse. This singularity makes one combat maneuver (+16 attack bonus) against creatures within a 60-foot-radius spherical spread from the slain ravai. If the attack is successful, a creature moves 10 feet toward the singularity plus 10 feet for every 5 by which the result exceeds the target's KAC + 8. Creatures drawn into the ravai's space take 6d6 damage and are knocked [[prone]] in the nearest unoccupied space. Unattended objects of light bulk or less are automatically drawn into the ravai's space and remain there.
''Luminous ([[Su]])'' A ravai is supernaturally luminous, shining bright light out to a range of 60 feet, normal light for another 60 feet, and dim light for another 60 feet. A magical effect can reduce the light in this area only if from a source that has a higher level or CR than the ravai. As a move action, a ravai can reduce the area of this light by half or return it to normal.
</div>
The combustion that occurs within a star is one of the most powerful and vital forces in nature. Through its light and heat, a sun provides energy for life on worlds millions of miles away, and organisms that do not in some way rely on these gifts are rare indeed. It seems only natural, then, that such a crucial process should have associated fey.
Ravais resemble humanoid grasshoppers with gnarled, plantlike elements—every surface glowing a mottled red and yellow like the surface of the sun seen through a dark filter. Despite their constant glow, ravais aren't made of light, at least not as most scientists understand it. Instead, ravais generate strong magnetic fields that condense light into something akin to ordinary matter. This condensed light forms a ravai's physical body and allows it to withstand the internal heat and pressure of even the most massive stars. An average ravai is 5 feet tall and weighs just 85 pounds. Although they are occasionally mistaken for elementals, ravais have no ties to the Plane of Fire, instead dwelling in mysterious settlements inside the stars of the Material Plane.
As the fey embodiment of a star, a ravai can unleash tremendous destruction with the flaming tendrils that peel off its body like coronal mass ejections. But a ravai's abilities also reflect the nurturing power of solar energy. The same flares of magical energy that might burn an enemy to cinders can also nourish and invigorate plants and other organisms that rely on the sun for energy. Indeed, without resorting to its magical abilities, a ravai can cause nearby plants to bloom and flourish quickly, even in the harshest conditions. First World lore speaks of ancient Material Plane societies that once summoned and bound ravais for terraforming purposes, harnessing and amplifying fey magic with lost technologies. With the advent of Drift travel, some explorers have ventured deeper into the galaxy in search of these ravai-terraformed worlds, but to date, no discoveries have been reported. However, it is said ravais hunt down any who seek to replicate these mislaid methods.
Ravais make their homes inside stars throughout the galaxy, using the immense energies found there to link their Material Plane abodes to similar regions on the First World. However, ravais have a strained relationship with the fey of the First World. Ravai religion holds that their true patron is Apholine the Flame, an Eldest who long ago retreated to live within a sun. Ravais believe that they should follow her model and that she might return to lead them once they fully understand the mystery that led her to withdraw from First World affairs. Until then, they wait, study, and oppose the shadowy fey creatures called ankou, believing the assassin fey to be tainted, umbral reflections of ravai glory, as well as the future architects of a prophesied apocalypse called the Eclipse.
To a ravai, all creatures born in the light of the ravai's star are that fey's metaphorical children. Academically minded ravais take an intense interest in the organisms that arise in their Material Plane solar systems. Through magical scrying and the interception of broadcasts, such ravais carefully study the intelligent species of their chosen system, which ravais dub their wards. A ravai scholar learns its wards' religious practices, magic systems, and popular culture. This knowledge can foster great affection toward members of ward species, but just as often, a ravai observes with scholarly detachment or the excruciating paternalism one might show for a clever but poorly trained pet.
Most ravais stay close to their homes inside stars unless called forth due to great need, summoning magic, or the orders of an Eldest, whom ravais still begrudgingly revere. There exists, however, a particular caste, faction, or life phase of ravais that is much more likely to be encountered among Material Plane residents. Little is known in specific about these wanderers who leave their solar homes to travel the galaxy. They frequently gather members of other intelligent species, as well as numerous plant creatures, to establish sun cults, study aspects of their wards' cultures, or pursue strange quests. Such wandering ravais are invariably tight mandibled about their motivations, but a recent Starfinder Society report indicates that several different wandering ravais have referred to the act of leaving their home stars as the Tearing, hinting that their missions among Material Plane cultures are at the direction of an interstellar ruling council of ravais called the Prominences.
<<section 'Domesticated Ravenous Drake'>>
<<section 'Feral Ravenous Drake'>>
With the increasing prevalence of Drift travel, the threat of invasive species has grown more dire with each passing decade. Among the most often-cited cases of ecological irresponsibility is the rapid spread of ravenous drakes throughout the Pact Worlds and its trade affiliates beyond.
Ravenous drakes are small, flightless dragons first encountered in the Vast on the forested planet Ajjaika-2. Adults typically measure 2–3 feet in length and weigh about 60 pounds before feeding. Unlike other dragons, these drakes lack a breath attack; instead, their lungs are most biologically efficient when drawing air inward, allowing a drake to create powerful suctioning vortexes that drag prey into the drake's maw. Combined with their elastic jaws and a digestive system capable of breaking down nearly any matter, whether organic or inorganic, ravenous drakes are consummate scavengers that subsist by devouring anything that they decide might be edible—and lacking the intelligence of true dragons, a ravenous drake considers nearly anything worth eating. This haphazard hunting method results in a short lifespan of about 10 years in natural environments, as they have difficulty differentiating between prey and predators and often find themselves biting off more than they can swallow.
Ravenous drakes rely on a unique reproduction strategy. A receptive female engages in a month-long feeding spree, especially favoring dense minerals. Once sated, she lays an unfertilized egg (or occasionally two) in a safe, sheltered place, relying on the egg's preternaturally strong shell to protect it until the breeding pair's male can swallow the egg, brooding it in a specialized egg crop. The weight is so considerable that the male can't hunt effectively, relying on the female to deliver food during the egg's 2-month gestation. During this time, the father slowly weakens the egg's shell, in the process transferring genetic material to the developing young. When the egg cracks, the father regurgitates the offspring and then escorts his child for the first month of life, briefly swallowing the baby when necessary to protect it from larger predators. Eggs that go unfertilized are among the strongest natural materials known to the Pact Worlds and command a sizable price from those with the means to create useful items from the nearly indestructible shell material.
Ravenous drakes came to the Pact Worlds' attention shortly after the Gap, and the creatures' willingness to eat anything, their curiosity, and their fearlessness swiftly captured the public imagination. Thanks to their ability to eat almost anything and relatively sedate behavior, the drakes took quickly to domestication, and ravenous drakes (commonly rebranded as gobblewyrms) soon spread across the Pact Worlds as mascots, pets, and vermin control. Domesticated ravenous drakes are calm and often affectionate creatures, though they require extensive training to prevent them from indiscriminately eating inedible objects like personal effects or small furniture.
Yet their voracious appetites makes the drakes an ecological menace. On most settled planets, any unaccompanied and feral ravenous drakes are captured or even killed on sight to preserve local ecosystems. Ownership is highly regulated, with many governments requiring training classes and tracking implants before allowing such creatures beyond a starship's hold. Understandably, this has fueled a robust black-market trade in the popular pets. The loss or release of a ravenous drake is prosecutable on a few Pact Worlds, with fines going as high as tens of thousands of credits; some drake farms have been bankrupted by the fines when a persistent drake managed to devour its way out of containment and trigger a mass escape.
Scientists studying captive ravenous drakes have noted that the drakes' growth seems limited only by its diet, positing that a drake with an unlimited supply of suitable food could grow to immense size.
!! Ravenous Drake Companions
{{Ravenous Drake (creature companion)}}
<div class="statblock">
* ''Levels'' 1–5
* ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Bad Saves'' Ref, Will
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee Attack'' bite (P), suctioning vortex (special)
* ''Space'' 5 ft. ''Reach'' 5 ft. (10 ft. with suctioning vortex)
* ''Ability Modifiers'' Str, Con
!!! SPECIAL ABILITIES
''Growth Spurt ([[Ex]], 6th level)'' Upon reaching 6th level, a ravenous drake can choose to become Medium. If it remains Small, each time it gains a new level it can choose to become Medium.
''Suctioning Vortex ([[Ex]])'' See [[domesticated ravenous drake]]. The DC of Strength checks to remove an attached drake equals 10 + the drake's level. Use the drake's level in place of its CR to calculate the [[Athletics]] check DC to climb out of its stomach.
</div>
[[Ravenous drakes]] can make suitable creature companions for those prepared to sate their appetites.
<div class="statblock">
* ''CR'' 1; ''XP'' 400 NE
* Tiny undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +3; ''Will'' +3
* ''DR'' 5/magic; ''Immunities'' cold, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 10 ft., fl y 30 ft. ([[Su]], average)
* ''Melee'' bite +8 (1d6+2 P plus gnaw)
* ''Space'' 0 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' —; ''Int'' —; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Stealth]] +5
* ''Other Abilities'' [[mindless]], [[unliving]]
!!! ECOLOGY
''Environment'' any
''Organization'' solitary, pair, or chatter (3–8)
!!! SPECIAL ABILITIES
''Gnaw ([[Ex]])'' A ravenous skull that hits with a bite attack automatically attaches to its target. This does not take an action or provoke an attack of opportunity. Once attached, the skull gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it’s attached. While attached, the skull can’t move on its own (though it moves with its target) or take attacks of opportunity. An attached skull can be removed with a successful DC 11 Strength check as a move action, or it can remove itself from its target as a move action.
</div>
<<section 'Ravenous Skull Swarm'>>
Ravenous skulls are flying humanoid skulls driven by ceaseless hunger to consume living flesh. Mindless creatures, they act on instinct, and are often formed from the skulls of those who died of starvation or in terrible necromantic rituals. Rarely, a group of ravenous skulls forms a skull swarm.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400 NE
* Tiny undead (swarm)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +13
* ''Aura'' clattering jaws (15 ft., DC 14)
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +7; ''Will'' +3
* ''Defensive Abilities'' [[swarm defenses]]; ''DR'' 5/magic; ''Immunities'' cold, [[swarm immunities]], [[undead immunities]]
!!! OFFENSE
* ''Speed'' 10 ft., fly 30 ft. ([[Su]], average)
* ''Melee'' swarm attack (1d4+9 P plus bloody bites)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' —; ''Int'' —; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +18, [[Athletics]] +13, [[Stealth]] +13
* ''Other Abilities'' [[mindless]], [[unliving]]
!!! ECOLOGY
''Environment'' any
''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Bloody Bites ([[Ex]])'' The skull swarm gnaws on living creatures, tearing away flesh and leaving terrible, bloody wounds. Each time the skull swarm deals 12 or more piercing damage to a living creature in a single round, that living creature gains the [[bleeding]] condition (bleed 1d4).
''Clattering Jaws ([[Su]])'' A ravenous skull swarm’s constantly clattering jaws creates a chorus of ominous, taunting laughter. A creature that is within this aura, can hear the skull swarm, and fails a DC 14 Will saving throw is [[shaken]] for as long as it remains in the aura plus 1d4 rounds. This is a mind-affecting fear eff ect.
</div>
<div class="statblock">
* ''Level'' 1; ''Price'' 800
* ''Medium'' climbing vehicle (5 ft. wide, 10 ft. long, 5 ft. high)
* ''Speed'' 20 ft., full 150 ft., 15 mph (climb and land)
* ''EAC'' 11; ''KAC'' 13; ''Cover'' none
* ''HP'' 8 (4); ''Hardness'' 5
* ''Attack (Collision)'' 3d4 (DC 12)
* ''Modifiers'' –3 [[Piloting]], –1 attack (–3 full speed)
* ''Passengers'' 1
</div>
Ravine crawlers are modified enercycles, cut down and equipped with magnet-clamps or rotating claws. Commonly used in locales such as the Midnight Trenches or the Gullet of Aballon, they're made to traverse deep ravines or urban tangles where flight is inadvisable and wheeled travel impossible.
When wielding weapons with the [[archaic]] weapon special property, the damage you deal is never reduced as a result of that property. Archaic weapons you wield gain [[bleed]] 1d8 as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or this bleed effect. The bleed damage increases by 1d8 at 11th level and every 4 soldier levels you have beyond 11th (maximum bleed 4d8 at 19th level).
Raxilites are a species of little sapient plants from Raxil, a warm, idyllic world in the Vast. About two decades ago, a lashunta exploration vessel from Castrovel arrived in Raxil's system and found the raxilites living in peace, having achieved symbiosis with their world through exceptionally advanced biotechnology.
The curious raxilites sent a delegation back to Castrovel with the lashuntas. The two species have much in common, as raxilites are also intellectual and place great importance on community. After a time on Castrovel, where many raxilites still visit and dwell, the raxilite mission journeyed to Absalom Station. There, they obtained protectorate status for Raxil, just days after the Swarm attack on the Pact Worlds and Veskarium. Raxilites provided aid, mostly in biotech and medicine, during that conflict, though they also helped the Xenowardens advance their biomechanical starship designs. In turn, the raxilites, who lacked starfaring vessels before their contact with the lashuntas, began building their own biomechanical craft.
Today, Raxil is a major source of cutting-edge starship biotech, though most of this tech must be acquired in the Pact Worlds. Raxilites are gentle and gregarious, but they restrict immigration, importing, and tourism to Raxil as carefully as they tend the planet. However, exploration is a key part of raxilite culture. With the galaxy open to them, countless young raxilites leave Raxil to see the stars, which often requires them to adapt to technology built for larger creatures. Raxilite bioengineers invented the Lifting Floret Activation Network (LFAN) augmentation to deal with the issue, and most raxilites have these modifications implanted shortly after sprouting.
When a raxilite reaches adulthood, they sprout a flower. Flowering raxilites are lively and sociable, and especially with modern medicine, a raxilite can spend their entire life flowering.
However, most raxilites choose to have children. A raxilite has both male and female reproductive organs, and to reproduce, two or more raxilites gather to exchange pollen. Such raxilites then transition to a seeding stage, with a puffball of seeds like those of a dandelion. Raxilites can also maintain their seeding stage indefinitely, and most do so at least until they find a safe place to plant and sprout their young. After releasing seeds, a raxilite flowers again within a week.
A typical raxilite is 16 inches tall and weighs 4 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, +2 Cha, –4 Str
* ''Hit Points:'' 2
* ''Size and Type:'' Raxilites are Tiny plants.
* ''Low-light Vision:'' Raxilites have [[low-light vision]].
* ''Flowering or Seeding:'' Flowering raxilites gain a +2 racial bonus to [[Bluff]] and [[Diplomacy]] checks. Seeding raxilites gain a +2 racial bonus to [[Acrobatics]] checks and can attempt a DC 15 Acrobatics check to negate falling damage when in an atmosphere. A raxilite can change from flowering to seeding (or vice versa) with 1 week of rest.
* ''LFAN:'' An LFAN, or Lifting Floret Activation Network, is a biotech augmentation that looks like a cluster of artificial, prehensile "vines" attached to a raxilite's brain system (the raxilite can add one other brain augmentation to the LFAN). The LFAN is as dexterous and strong as a human hand, and the vines can extend and retract, allowing a raxilite to use one-handed items as if they were a Medium creature with a reach of 5 feet.
* ''LFAN Symbiosis:'' When two or more raxilites share the same 5-foot space, they can use their LFANs together, allowing them to handle larger objects. Up to four raxilites can work together in this way, each acting as one hand.
* ''Limited Plant Benefits:'' Raxilites lack the immunities of most plants. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, [[paralysis]], poison, [[polymorph]], sleep, and [[stunning]] effects, unless the effect specifies that it is effective against plants.
<div class="statblock">
* ''Tier'' 15
* Gargantuan [[biomechanical]] carrier
* ''Speed'' 8; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 27; ''TL'' 28
* ''HP'' 330; ''DT'' 10; CT 66
* ''Shields'' heavy 480 (forward 120, port 120, starboard 120, aft 120)
* ''Attack (Forward)'' mass driver (2d6 x 10; 20 hexes)
* ''Attack (Port)'' heavy spore torpedo launcher (special; 10 hexes), railgun (8d4; 20 hexes), heavy laser net (5d6; 5 hexes)
* ''Attack (Starboard)'' heavy spore torpedo launcher (special; 10 hexes), railgun (8d4; 20 hexes), heavy laser net (5d6; 5 hexes)
* ''Attack (Turret)'' heavy flak spores (4d6; special), gravity gun (6d6; 10 hexes)
* ''Power Core'' Gateway Light (2; 300 PCU each); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, basic short-range sensors, crew quarters (good), mk 6 armor, mk 8 defenses, upgraded heavy weapon mounts (2 turret); ''Expansion Bays'' [[cargo hold]], [[docking canopy]], [[guest quarters]] (good), [[hydroponic gardens]] (4), [[recreation suites]] (gym, HAC)
* ''Modifiers'' +2 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 75
!!! CREW
* ''Captain (plus 2 officers)'' [[Computers]] +26 (15 ranks), [[Diplomacy]] +31 (15 ranks), gunnery +18 (15th level), [[Piloting]] +25 (15 ranks)
* ''Engineers (3 officers, 5 crew each)'' [[Engineering]] +31 (15 ranks)
* ''Gunners (3 officers, 7 crew each)'' gunnery +22 (15th level)
* ''Pilots (3 officers, 4 crew each)'' [[Piloting]] +30 (15 ranks)
* ''Science Officers (3 officers, 4 crew each)'' [[Computers]] +31 (15 ranks)
</div>
Raxilites designed the enormous Crown Canopy model as a mobile space station, acting as a representation of their home world far from their native star system. Although travel to Raxil is restricted, Crown Canopy capital starships can provide visitors a taste of that idyllic planet, along with raxilite culture, without placing the raxilite home world at any risk. The Crown Canopy resembles UC Gardenships in function, but the vessel functions on a larger scale. Massive hydroponic gardens double as parks and recreation areas for nature lovers, and the vessel is self-sustaining, recycling almost everything. Support ships—Doons, Gleaners, and even Gowans—travel with each Crown Canopy, providing defense and supplemental resources. A Crown Canopy could form the backbone of a self-sustaining carrier battle group in times of war, although as of 317 ag, the vessels have yet to be used for such a task. It's possible the UC will take up the design in the future, perhaps even upgrading it to dreadnought size.
With a light crew complement, a Crown Canopy can accommodate many more guests than its expansions suggest. These small, comfortable lodgings are integrated with the gardens, which include space for "outdoor" sleeping for an experience like camping. The residences and gardens also adjoin the recreation facilities aboard the Crown Canopy, creating a cohesive and pleasant whole for passengers.
<div class="statblock">
* ''Tier'' 1
* Tiny [[biomechanical]] racer
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0); ''Drift'' —
* ''AC'' 16; ''TL'' 16
* ''HP'' 20; ''DT'' —; ''CT'' 4
* ''Shields'' light 50 (forward 13, port 12, starboard 12, aft 13)
* ''Attack (Forward)'' flak thrower (3d4; 5 hexes)
* ''Attack (Aft)'' flak thrower (3d4; 5 hexes)
* ''Attack (Turret)'' flak spores (2d4; special)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, basic medium-range sensors, extra light weapon mount (turret), hive joining, mk 3 armor, mk 3 defenses
* ''Modifiers'' +2 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 1
!!! CREW
''Pilot'' [[Computers]] +5 (1 rank), gunnery +5 (1st level), [[Piloting]] +12 (1 rank)
</div>
A short-range scout ship, originally of raxilite design, the Doon is elongated and narrow, with a wide end like the puff of a dandelion seed. It features only enough space for a pilot. A Doon can take the place of a UC Pod to help form a UC Arkship. Doons can also use their hive joining to form a Raxilite Gowan.
<div class="statblock">
* ''Tier'' 12
* Huge [[biomechanical]] cruiser
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 24; ''TL'' 25
* ''HP'' 255; ''DT'' 5; ''CT'' 51
* ''Shields'' heavy 280 (forward 70, port 70, starboard 70, aft 70)
* ''Attack (Forward)'' mass driver (2d6 x 10; 20 hexes)
* ''Attack (Port)'' heavy spore torpedo launcher (special; 10 hexes)
* ''Attack (Starboard)'' heavy spore torpedo launcher (special; 10 hexes)
* ''Attack (Turret)'' heavy flak spores (4d6; special), railgun (8d4; 20 hexes)
* ''Power Core'' Nova Light (150 PCU), Nova Heavy (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 4 armor, mk 5 defenses, mk 3 tetranode computer, upgraded heavy weapon mounts (port and starboard); ''Expansion Bays'' [[escape pods]] (2), [[hive bay]], [[hydroponic gardens]] (2), [[medical bay]]
* ''Modifiers'' +3 any two checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 12
!!! CREW
* ''Captain'' [[Computers]] +22 (12 ranks), [[Diplomacy]] +27 (12 ranks), gunnery +16 (12th level), [[Piloting]] +22 (12 ranks)
* ''Engineers (3)'' [[Engineering]] +27 (12 ranks)
* ''Gunners (3)'' gunnery +18 (12th level)
* ''Pilots (3)'' [[Piloting]] +27 (12 ranks)
* ''Science Officers (2)'' [[Computers]] +27 (12 ranks)
!!! SPECIAL ABILITIES
''Adaptable Hive Bay'' The Gowan can use its hive bay to launch two Doons, two UC Pods, or one of each vessel. If it does so, it loses Hull Points as if using the hive bay's ability to launch Pods.
</div>
The Gowan is a warship that comprises 12 hive-joining starships, at least six of which are Doons. It takes the normal amount of hive-joining time to come online as an individual vessel. Raxilites have an armada that includes Gowans to enforce their ban on unauthorized visitors to Raxil. Xenowardens have adopted Gowans for interdiction missions to safeguard their protectorates. These ships can carry more than the complement and have gardens to feed those persons.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' yes
</div>
You create an enervating ray of magic. You must make a ranged attack against your opponent's EAC. On a hit, the target is immediately [[exhausted]] for the spell's duration. A creature that succeeds at a Fortitude saving throw is only [[fatigued]], unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw.
This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.
When you're fully photon-attuned, as a move action, you can transform yourself into a ray of light and move at light speed to any space you can see within long range. Any barrier that would block, reflect, or scatter light prevents you from moving through it. No creature can use a reaction to interfere with your movement or make attacks of opportunity against you unless it's capable of reacting faster than the speed of light. At 17th level, you can touch one willing or [[unconscious]] creature to convert it to light and bring it with you as part of the same action.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon.
Your reach is the distance at which you can attack foes in melee combat. If you are wielding a melee weapon or are otherwise capable of making a melee attack (e.g., if you have your own natural weapons), you threaten all squares into which you can make a melee attack, even when it is not your turn (the exception is unarmed strikes—if you're making unarmed strikes, you don't threaten other squares). Generally, that means you threaten all squares adjacent to your space, including diagonally. An enemy that takes certain actions while in a square you threaten provokes an [[attack of opportunity]] from you.
A creature's natural reach refers to its reach in melee combat when it is not wielding a weapon with the [[reach]] special property. Small and Medium creatures have a natural reach of 5 feet. When wielding a weapon with the reach special property, you threaten all squares that you can reach with your weapon. This typically extends a Small or Medium creature's reach to 10 feet.
Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares unless using weapons with the reach special property. They must enter an opponent's square to attack in melee. This movement may provoke an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can thus move past them without provoking attacks of opportunity, and they also can't [[flank]] enemies.
Creatures that take up more than 1 square of space typically have a natural reach of 10 feet or more. Such a creature usually can make an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. You do not provoke this attack of opportunity if you take a [[guarded step]] to approach it. When wielding a weapon with the reach special property, such creatures extend their reach by 5 feet.
If your reach is 10 feet, you threaten the second square of a diagonal (this is an exception to the normal rule for calculating distance along a diagonal. If your reach is anything other than 10 feet, calculate the diagonal distance of your reach normally
You embody the change entropy brings about through biological, chemical, and molecular reactions, such as rust and rot.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (dirty trick) as a bonus feat and a +2 insight bonus to [[Physical Science]] checks.
!! Aspect Embodiment
Once per combat, when you impose a condition on an enemy, you can gain 1 Entropy Point without taking any additional action.
!! Aspect Catalyst
Each foe within 30 feet must succeed at a Fortitude saving throw or gain the [[sickened]] condition for 1 round per vanguard level.
''Improved:'' One target of your choice within this ability's range is also [[nauseated]] for 1 round if it fails its Fortitude save.
!! Aspect Finale
You can spend 2 Entropy Points as a reaction to expose a creature you injure to entropic toxin. The save DC is determined as normal for an aspect ability. Once you apply this poison to a target, the target is immune to further applications of your entropic toxin for 24 hours.
!!! Entropic Toxin
<div class="statblock">
* ''Type'' poison (injury, special)
* ''Save'' Fortitude (DC varies)
* ''Track'' choose [[Strength|Strength Poison Track]], [[Dexterity|Dexterity Poison Track]], [[Constitution|Constitution Poison Track]], [[Intelligence|Intelligence Poison Track]], [[Wisdom|Wisdom Poison Track]], or [[Charisma|Charisma Poison Track]] (special)
* ''Frequency'' 1/round for 3 rounds
* ''Effect'' The target cannot progress beyond //impaired/stiffened// on the progression track.
* ''Cure'' 1 save
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
This upgrade magically analyzes stress hormones in your bloodstream and, when you are in a threatening situation, stimulates your glands to release hormones that allow you to react quickly. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. When you roll initiative, after seeing the result of your initiative check, you can immediately spend 1 Resolve Point to reroll your initiative with an additional +4 bonus and take the better of your original result or your new result.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//reaction accelerator// | 9 | 13,500 | 1 | any | L |
</div>
An ancient yet still popular [[vesk]] weapon, the reaction cannon uses advanced materials and technology to redirect the recoil of a projectile back into the projectile itself, making it an extremely damaging heavy weapon.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|reaction cannon, light | 1 | 250 | 1d10 P | 90 ft. | — | 6 rounds | 1 | 3 |[[penetrating]] |
|reaction cannon, tactical | 7 | 6,100 | 2d10 P | 100 ft. | — | 6 rounds | 1 | 3 |[[penetrating]] |
|reaction cannon, heavy | 10 | 16,750 | 3d10 P | 100 ft. | — | 6 rounds | 1 | 3 |[[penetrating]] |
|reaction cannon, advanced | 14 | 73,000 | 6d10 P | 100 ft. | — | 6 rounds | 1 | 3 |[[penetrating]] |
|reaction cannon, elite | 17 | 244,000 | 8d10 P | 100 ft. | — | 6 rounds | 1 | 3 |[[penetrating]] |
|reaction cannon, paragon | 20 | 810,000 | 12d10 P | 100 ft. | — | 6 rounds | 1 | 3 |[[penetrating]] |
</div>
A reaction is a special action you can take even if it's not your turn, but only after a defined and concrete trigger. You can't use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn.
Unless their descriptions state otherwise, purely defensive reactions interrupt the triggering action: resolve the reaction first, then continue resolving the triggering action. Otherwise, resolve the reaction immediately after the triggering action.
You gain access to most reactions through feats, items, and class features, but an attack of opportunity is a reaction that is universally available to all characters.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act.
At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event.
Your drone is equipped with a thin coating that can change color to match the drone's surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to [[Stealth]] checks (this bonus doesn't stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still.
Your drone is programmed with an array of emergency protocols. If your drone's good save bonus is Reflex, the drone gains a +1 bonus to Will saves; otherwise it gains a +1 bonus to Reflex saves. As a reaction, you can issue a reflexive command to your drone, allowing the drone to perform a reaction.
Whenever an opponent you're aware of casts a spell, as a reaction you can cast //[[dispel magic]]// or //[[greater dispel magic]]// in an attempt to counter the spell, even if you didn't ready an action or select that opponent. This magic hack doesn't allow you to cast a spell that you don't know, and you must expend a spell slot of the appropriate level to cast //dispel magic// or //greater dispel magic// in this way.
You must know //dispel magic// or //greater dispel magic// to select this magic hack.
You can activate this upgrade as a reaction to gain a +4 circumstance bonus to a saving throw against a visual effect that would cause you to become [[dazzled]] or [[blinded]]. If you fail that save against an effect that would cause you to become blinded, you become dazzled instead.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|reactive polarization | 3 | 1,600 | 1 | any | L | 5 | 1 |
<div class="statblock">
* ''Level'' 17; ''Price'' 271,000
* ''EAC Bonus'' +24; ''KAC Bonus'' +27
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –4; ''Speed'' 25 ft.
* ''Strength'' 30 (+10); ''Damage'' 4d6 B
* ''Weapon Slots'' 3; ''Upgrade Slots'' 4
* ''Capacity'' 40; ''Usage'' 1/min
* ''Size'' Large (5-ft. reach); ''Bulk'' 35
</div>
This heavy, awkward armor is built with the highest levels of radiation shielding and anti-radiation materials known in the Pact Worlds. Primarily used to lift ultra-dense materials within reactor cores, reactor guard armor is useful for anyone fighting or working in areas with toxic levels of radiation. You and the armor are both immune to [[radiation]] even when your environmental protections are not active, and you can't contract [[radiation sickness]] while wearing the armor.
Your mind is quick to respond to flaws in a system. As a reaction when you fail a skill check to [[recall knowledge]] or to [[identify a creature]], you can expend one use of your reactive class feature to reroll that skill check. You must have the [[reactive]] class feature to select this vanguard discipline.
<div class="statblock">
* <<levels>>
* School divination
* ''Casting Time'' 10 minutes
* ''Range'' personal
* ''Duration'' 24 hours
</div>
While casting this spell, you must focus on a semi-controlled flame (such as one produced by a lighter or a weapon with the //[[flaming]]// weapon fusion), centering your mind and analyzing the blaze's movements for subtle patterns that describe the underlying fundamentals of the universe. Once during the spell's duration, you can center yourself as a standard action (this is a purely mental action) to remember your time spent scrutinizing the flame, choosing one of the benefits below. When the chosen effect ends, so does the spell.
* ''Mental Clarity:'' At some point during the next 10 minutes, you can reroll one skill check with a +4 circumstance bonus.
* ''Physical Clarity:'' You gain a +4 circumstance bonus to EAC and KAC until the end of your next turn.
* ''Spiritual Clarity:'' You can immediately attempt a new saving throw against any mind-affecting effect currently affecting you.
You’re a master at studying reactions in a conversation, sensing topics that might upset others and adjusting your own arguments on the fly. If you would fail a [[Bluff]] check to [[lie]], a [[Diplomacy]] check to [[change attitude]], or an [[Intimidate]] check to [[bully]], you can roll your expertise die. If the sum of your skill check result plus the expertise die would have succeeded at the check, you realize you’re about to say something inopportune and can change the subject without causing suspicion; your check neither succeeds nor fails, allowing you to retry the action and skill check later by spending the necessary time again. Once you use this expertise talent, you can’t do so again for 1 hour or until you rest for 10 minutes to regain Stamina Points, whichever comes first.
Each entry on the armor tables describes a single suit of armor, with the following statistics.
* ''Level:'' The armor's item level.
* ''Price:'' This is the price in credits of the suit of armor.
* ''EAC Bonus:'' This is the bonus your armor adds to your Energy Armor Class, which protects against attacks from laser weapons, plasma cannons, and the like.
* ''KAC Bonus:'' This is the bonus your armor adds to your Kinetic Armor Class, which protects against projectiles, most melee weapons, and other solid objects.
* ''Maximum Dex Bonus:'' You normally add your Dexterity modifier to your Armor Class (for both EAC and KAC), but it's limited by your armor. Your armor's maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to AC. Any excess Dexterity doesn't raise your AC further and is simply ignored for this purpose.
* ''Armor Check Penalty:'' You take a penalty to most Strength- and Dexterity-based skill checks equal to this number. Speed Adjustment: While wearing the armor, your speed is adjusted by this number.
* ''Upgrade Slots:'' You can improve your armor with magic and technological upgrades. This entry shows how many total upgrades your armor can accommodate. Some armor upgrades are larger or more complicated and take up multiple upgrade slots.
* ''Bulk:'' This is the bulk of the item.
You can prepare to take an action when a certain trigger occurs by using a standard action. Decide on a standard, move, or swift action and a trigger. You can take the action you chose when the trigger happens. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to ready an action, you still regain your reaction at the beginning of your original turn, not when you take your readied action.
If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. If you come to your next turn and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again).
You carefully perform comprehensive pre-firing preparations for one weapon, reading each minute detail of its systems and giving the ship's computers time to calculate the peak moment to fire the weapon so it can deal the maximum amount of damage to your opponents' ship. While normally no one has the time or capacity to perform these tasks in the heat of battle, you know they can be invaluable when focused on properly. Select one weapon system when you perform this task. If that weapon is not fired this round but is fired on the next round after you have readied it, it deals +1 damage on a successful attack (+2 damage for starships of tier 6 and greater).
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature in a zero-gravity environment
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You magically right a creature that’s disoriented while floating in a zero-gravity environment. If the target has the [[off-kilter]] condition, that condition ends. This doesn’t prevent the target from regaining the off-kilter condition.
Once every 1d4 rounds, the creature can attempt the [[balance]] science officer crew action using its good skill bonus.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one willing creature; see text
* ''Duration'' concentration + 1 round
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no
</div>
You concentrate on overlapping realities and focus them on the target. Once per round, even when it is not your turn, you can move your target up to 10 feet into a space it is willing and able to occupy. This movement can occur only between resolved actions and does not trigger reactions. When you concentrate on this spell, you can shift your focus to a different target.
You gain a thread of control over alternate realities.
''Prerequisites:'' Cha 15, character level 5th, no levels in witchwarper.
''Benefit:'' Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either [[Spell Focus]] or [[Spell Penetration]].
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Targets'' personal
* ''Duration'' instantaneous
* ''Saving Throw'' none, Will negates (object)
* ''Spell Resistance'' no, yes (object)
</div>
You open an unstable tear in reality and leap into the unknown, emerging at another nearby but unpredictable point in this version of existence. When you cast this spell, you state the direction you wish to travel, the distance within range, and the specific square in which you're trying to arrive. You can bring along objects, provided their weight doesn't exceed your maximum load. You travel the correct direction and distance, but you have a 50% chance to arrive elsewhere than your intended square. If you do, use the Missing with a Thrown Weapon diagram to determine the direction you deviate from the intended destination. You arrive 1d6 squares away in that direction, although your deviation cannot cause you to exceed this spell's range. If you arrive in a place already occupied by a solid object or body, you take 1d6 damage and are shunted to the nearest open space with a suitable surface.
Grays often fire on escaped abductees with these pistols, which can scramble the thoughts of those targeted, muddling recent memories and causing erratic behavior. Targets who are hit with these weapons multiple times often lose connection with reality altogether.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|reality pistol | 7 | 7,000 | 1d10 E | 30 ft. | [[confuse]] | 40 | 8 | 1 |[[mind-affecting]], [[stun]], [[subtle]] |
</div>
The longarm equivalents of [[reality pistols]], these rifles are often used in gray facilities with longer corridors and more wide‑open spaces.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|reality rifle | 10 | 19,000 | 2d12 E | 80 ft. | 40 | 8 | 2 |[[mind-affecting]], [[stun]], [[subtle]] |
</div>
Your force of will can infuse reality itself, changing key aspects of existence around you. You can spend 1 Resolve Point to use any [[paradigm shift]] you know. This doesn't take an action, but you must use this ability on your turn unless the paradigm shift can be used as a reaction. If the paradigm shift requires a reaction, you still can't use it unless the stated trigger has occurred, but using it does not expend your reaction for the round. If the paradigm shift requires you to spend Resolve Points to use it, you must still spend those Resolve Points in addition to that spent to use this ability. You can use reality stutter only once per turn. You can use the [[unfold existences]] ability in conjunction with reality stutter; doing so expends a daily use of unfold existences as normal.
Furthermore, once per week, you can cast //[[warp reality]]// as a spell-like ability.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one dead construct or undead creature
* ''Duration'' instantaneous
* ''Saving Throw'' none, see text
* ''Spell Resistance'' yes (harmless)
</div>
You can reanimate a dead construct or destroyed undead creature that has been dead or destroyed for no longer than 1 day per caster level. If the target had a soul, that soul must be free and willing to return; a target that wants to be reanimated receives no saving throw against this spell, but if the target's soul is not willing to return, the spell fails. Casting this spell requires you to create a complex representation of the target deceased creature worth at least 7,500 credits to serve as a blueprint regarding its reanimation. This object is consumed when you cast the spell. If the target is an undead whose existence is tied to an object (such as a necrovite and its electroencephalon), it cannot be brought back without a new version of that object (with at least the same price as the original).
A reanimated creature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recover them normally). It has 5 Hit Points. Any ability scores reduced to 0 are raised to 1 (though any ability score it normally does not have is unchanged). Diseases, poisons, curses, and computer programming or viruses that affected the target at the time of its destruction remain in effect after reanimation. The spell closes wounds and repairs lethal damage of most kinds, but if the body of the creature to be reanimated isn't whole, any missing parts are still missing when the creature is brought back to life.
This spell can reanimate constructs and undead but cannot raise outsiders or restore life to other creatures. Reanimated undead return to unlife as the same type of undead that they were prior to their destruction.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one destroyed construct creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell turns a destroyed construct into a creature that obeys your spoken commands. As a standard action, you can instruct a reanimated construct to either follow you or attack any creature (or type of creature) within 100 feet. This spell otherwise functions like //[[animate dead]]//, and constructs you reanimate with this spell count against the total amount of undead you can control with that spell (and vice versa).
The reanimated construct is similar to a fully functional version of that creature with the following changes. It has only half of its original Hit Points; any technological gear functions without batteries but technological weapons that require a charge deal only half damage; and it does not regain any uses of consumable items or weapons, such as grenades, or daily-use abilities. The reanimated construct is treated as both magical and technological for all effects (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).
The target construct must be mostly intact; creatures that have self-destructed, been disintegrated, been used as the target of a spell with "junk" in its name, and the like are not valid targets for this spell.
You can use Survival to raise a wild animal from infancy so that it becomes domesticated. At the GM's discretion, you might be able to use this task to rear wild creatures other than animals. Rearing a wild animal typically takes months or even years. If you succeed at the check at the end of this time, the animal is domesticated and has an initial attitude of friendly toward you. You can rear as many as three animals of the same kind at one time.
You can speak with such conviction that you earn the benefit of the doubt even under outlandish circumstances. When caught in a compromising situation that clearly indicates your guilt or would initiate combat, you can attempt an immediate [[Bluff]] check before initiative is rolled to lie and absolve yourself, but you must forgo your expertise die on this check. A successful check will stop an outbreak of violence as long as you (and anyone with you) is cooperative with those you are lying to (for example, leaving a restricted area or handing over stolen property you happen to "find"). You cannot use this ability to escape consequences for violence and other overtly hostile actions.
You can free someone from magical mental control or conditions. As a standard action, you can spend 1 Resolve Point and touch a willing creature. This restarts the subject's brain, ending all mind-affecting effects affecting it, as well as all conditions that could be removed by //[[greater remove condition]]// that were imparted on the creature by mind-affecting effects, but the subject becomes [[stunned]] until the end of its next turn. Once you reboot a mind, you can't use this ability again for 24 hours.
You can attempt to reboot the mind of an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If she succeeds, the ally can allow her mind to be rebooted, but if she fails, you waste the expended Resolve Point and action.
You can use this ability to reboot your own mind. If you're unable to take actions, you can reboot your mind without spending actions, but it must be the first thing you do on your turn, and you are stunned until the end of your next turn.
You embody energy’s ability to spring back, arresting and even reversing entropy’s flow to restore recently scattered matter.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (disarm) as a bonus feat and a +2 insight bonus to [[Diplomacy]] checks.
!! Aspect Embodiment
Once per combat, when you prevent damage to yourself or an ally (such as with a [[mitigate]] class ability or [[In Harm's Way]] feat), you can gain 1 Entropy Point without taking any additional actions.
!! Aspect Catalyst
You and all allies within 30 feet gain [[hardness]] equal to your Constitution modifier for 1 round. During this time, you can strike your allies with your [[entropic strike]] without making an attack roll, and your entropic strike doesn’t deal damage to your allies but instead restores an equivalent number of Hit Points. An ally can’t regain Hit Points from your entropic strike more than once per hour.
''Improved:'' You can make one attack with your entropic strike against an ally when you use your aspect catalyst.
!! Aspect Finale
As a reaction when you regain stamina or hit points, you can spend 1 or more Entropy Points to replicate half of this effect on allies within 30 feet. You effect a number of allies equal to the number of Entropy Points you spend. Stamina and Hit Points regained from this ability can’t be further replicated or increased in any way.
The //rebounding// fusion lets you bounce your attacks off a wall to reach your target. When making a ranged attack, you can ricochet your attack off a single solid barrier into your target. You take a –4 penalty to your attack roll. You must have line of sight to your target, and your target still benefits from any applicable concealment. Calculate cover based on the point you ricochet from. The fusion prevents any damage to the barrier and allows you to carom shots at apparently impossible angles. You can't ricochet off a barrier your weapon would automatically pass through, such as rebounding a laser off a transparent surface, but you can ricochet off a barrier that your weapon would normally destroy. A [[thrown]] weapon with both the //rebounding// and //[[returning]]// fusions returns as normal, rebounding off the barrier again on its way back to you. Only thrown and ranged weapons can benefit from this fusion.
Your strikes effortlessly bounce off one target to impact another. When you hit with a melee weapon that deals bludgeoning damage as part of a full attack, additional attacks made as part of that full attack against a different creature gain a +2 circumstance bonus.
If you're a mechanic whose drone has been destroyed, you can spend a day of downtime replacing your drone's body. This downtime activity can also be used to rebuild an existing drone when you gain a mechanic level, using the same rules.
''Multiday:'' If you spend an uninterrupted week working on your drone, you can change out one of the drone's mods, one of its feats, or its non-bonus skill unit. In each case, you must choose another feature of the same type for which the drone qualifies.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* CN Medium aberration
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +9; ''Will'' +8; +4 vs. pain effects
* ''Defensive Abilities'' [[amorphous]]; ''DR'' 5/—
* ''Weaknesses'' unworkable extremities
!!! OFFENSE
* ''Speed'' 15 ft.
* ''Melee'' slam +17 (2d6+12 B)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +4; ''Int'' –2; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +19, [[Intimidate]] +14, [[Survival]] +19
* ''Languages'' Vulgar Kishaleen (can't speak)
!!! ECOLOGY
* ''Environment'' any ruins (Nejeor VI)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Unworkable Extremities ([[Ex]])'' A rebuilt can neither wield weapons nor use items that require an action to activate.
</div>
Modern medical equipment, like any technology, can malfunction, sometimes resulting in further injury to a patient or even a fatality. Rarer still is the catastrophic glitch that results in a fate worse than death. The tortured monstrosities known as rebuilt are created when a technological medical procedure goes horribly awry, irreparably fracturing the victim's genetic code and reshaping the patient's body into something that barely resembles its previous form.
Creatures that have been rebuilt in this way have limbs that jut in odd directions, and their flesh can be turned inside out, exposing misshapen organs to the air. Much of a rebuilt's biology doesn't function as it did for its previous form. Its eyeballs might serve as its pulmonary organs, while it sees out of its toenails. In addition, because of its perpetual agony and the rearrangement of its physiology, a rebuilt can speak only in tortured moans and screams. Strangely, this reshaping doesn't make a rebuilt more susceptible to damage; pain effects pale in comparison to its constant agony, and its often-ossified flesh protects it from mundane harm.
A rebuilt has no capacity for higher reasoning, and it lashes out at anything in its way with ruinously transformed limbs. Rebuilt are very rare, as horrified hospital personnel usually euthanize such unfortunates as soon as they arise. They mostly appear in ruined areas where medical equipment has been left unattended or in places that are exposed to high doses of radiation or mystical forces.
!! Rebuilt Template Graft
The rebuilt presented here was once [[kish]], but the process that forms a rebuilt can happen to a member of almost any species. Use the following template graft to create a rebuilt of any CR.
* ''CR:'' 3+
* ''Required Creature Type:'' aberration
* ''Required Array:'' combatant
* ''Alignment:'' alignment changes to chaotic neutral
* ''Traits:''
** [[amorphous]]
** [[DR]] 5/—
** +4 racial bonus to saving throws against pain effects
** can't speak any languages
* ''Abilities:'' unworkable extremities (see above)
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity, Constitution
As a full action, you can spend 1 Resolve Point to modify a touched vehicle's engine with your [[custom rig]] to get a little more or less power out of it for 1 minute per mechanic level or until you undo it as a full action. The vehicle gains a +10 foot enhancement bonus to its speed and a +50 feet (+5 mph) enhancement bonus to its full speed (to a maximum of double) and its [[Piloting]] modifier is reduced by 2. You can also penalize its speed to increase its piloting modifier.
Additionally, when filling the engineer role during starship combat you use the recalibrate engine ability in place of any other engineering action. The ship gains a +2 enhancement bonus to its speed for 1 turn, and the [[Piloting]] check made in the Helm phase to determine the order of movement of starships gains a +2 enhancement bonus, but all other Piloting checks made that turn take a –5 penalty.
As a standard action, you can use your [[custom rig]] to modify a touched ranged small arm, longarm, or heavy weapon. You can increase its range increment by 20 feet (or double, whichever is less), but doing so reduces the weapon's damage dice by 1 when wielded by anyone other than you (for example, a weapon that would normally deal 3d8 damage deals 2d8 damage instead; a weapon reduced to 0 dice does 1 damage) or reduce its save DC by 2 for weapons that don't use damage dice. You can instead reduce the range increment of such a weapon with a range increment of at least 40 feet to one-quarter its normal range and either increase its damage by 1d6 of its usual type or increase its save DC by 1 (for weapons that do not use damage dice). The item must be unattended or held by a willing creature. This change lasts for 1 minute per mechanic level or until you reverse the effect with a move action.
Additionally, when filling the engineer role during starship combat, instead of taking any other action you can spend 1 Resolve Point to modify a single non-capital weapon. You either extend or shorten the weapon's range by one step; doing so reduces its damage dice by 1 (such as 4d4 to 3d4, with weapons reduced to 0 dice doing 1 damage) or increases its damage by 1d6, respectively. You can't reduce a weapon's range below short or extend it beyond long. Any change lasts for 1 round per mechanic level or until you undo the recalibration as a push engineer action.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 24 hours or until expended
</div>
Once during the duration, as a reaction, you can reroll a failed skill check to [[recall knowledge]].
A recall weapon is keyed to a wristband or another small device worn by the wearer (which does not count against the maximum of two worn magic or hybrid items). If you throw a recall weapon and your attack misses, the weapon returns to you at the end of your turn.
You configure your starship's coordinates to one of your starship's active [[warp pucks|Transposition]]. If you succeed at a [[Computers]] check (DC = 15 + 1-1/2 × your starship's tier) before your starship's movement for the round, your starship instantly moves to the warp puck's hex while maintaining its facing. For every 5 by which you exceed the check, you can either increase your starship's size modifier by 1 for the purpose of determining the maximum distance your starship can teleport to the puck, or you can turn your starship once. If you attempt to teleport your starship to a warp puck that is beyond the module's maximum range, your starship does not move and the puck is destroyed.
''Critical:'' You coordinate your starship's teleportation flawlessly. Upon moving to the warp puck's hex, your starship can turn to face any direction before starting to move.
You can use certain skills to recall knowledge about specific topics. The topics a given skill relates to are detailed in the individual skill descriptions. A successful skill check allows you to answer questions about the topic in question. You can attempt untrained skill checks to recall knowledge if the DC is 10 or less. You can take 20 on this check, but only if you have a means of researching, such as access to an information network or downloaded data set; this typically takes 2 minutes.
The DCs for skill checks to recall knowledge are determined by the GM and are based on how well known the piece of knowledge is, using the following guidelines. The specific topics and the skills you use to recall knowledge about them are listed in the table below.
<div class="table-wrapper">
|Question Difficulty | Base DC |h
|Really easy questions | 5 |
|Average questions | 15 |
|Very difficult questions | 20 to 30 |
</div>
<div class="table-wrapper">
|Skill |Recalled Knowledge topics |h
|[[Culture]] |@@.constrained A culture's customs, laws, government, leaders, prominent inhabitants, legends, religion, history, and related topics@@ |
|[[Life Science]] |@@.constrained Bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, and other fields of biological science@@ |
|[[Mysticism]] |Alchemical theory, arcane symbols, deities, magic traditions, the @@.constrained planes, religious traditions and symbols, and related topics@@ |
|[[Physical Science]] |@@.constrained Astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fields of natural science@@ |
|[[Profession]] |A specific profession and related topics |
</div>
Your third eye allows you to communicate with the dead.
''Prerequisites:'' [[Third Eye]], [[Mysticism]] 7 ranks
''Benefit:'' You can take a standard action to use //[[speak with dead]]// as a spell-like ability. Your caster level is equal to your character level, and the DC is equal to 13 + your Wisdom modifier. You can use this ability once per day, plus one additional time for every two Third Eye feats you have (excluding this one).
When the wielder scores a critical hit against a living creature or a construct with the technological subtype, the weapon regains the listed number of charges (up to the weapon's maximum capacity).
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one object
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes (object)
</div>
You restore up to 10 charges to a battery or 5 charges to a technological item capable of being charged by a battery. Since this spell takes your personal energy, you must spend 1 Resolve Point to cast it. If you recharge a battery, there is a 20% chance the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.
Most settlements of any significant size have public recharging stations for batteries and power cells. To recharge the full capacity of a spent battery or power cell takes 1 round per charge and costs half the price of the battery or cell. You can recharge a partially depleted battery or cell, but the price for doing so is the same as if it were fully spent. At the GM's discretion, some larger starships might have onboard recharging stations. These might offer recharging at low or no cost, but they typically take 1 minute per charge to recharge a battery or power cell.
<div class="table-wrapper">
|Time | Price |h
|1 round/charge | 1/2 price of battery or cell |
</div>
These thick leather gloves are often worn by aggressive vehicle pilots. Increase the collision DC of any vehicle you are driving by 2, and gain a +2 circumstance bonus to your [[Piloting]] checks when taking the ram and run over actions.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//reckless gloves// | 1 | 250 | L |
</div>
You can alter the spell contained within the encoded lattices of a //[[spell gem]]//. This requires 1 minute of uninterrupted concentration. You hijack the power within the gem by inserting your own spellcode, replacing the spell originally encoded within the gem with one of your spells known of an equal or lower level. You can't insert a replacement spell with expensive material components or that requires the expenditure of Resolve Points unless the original spell required components of equal or greater value or the same amount of Resolve Points. If you use this ability on a compound //spell gem//, it affects only one spell contained within the gem, leaving the other spell or spells intact. Once you have used this ability, you cannot recode another //spell gem// until you rest for 10 minutes and expend 1 Resolve Point to regain Stamina Points.
This prosthesis functions as a standard [[prosthetic arm]] but also boasts gas-venting systems and internal gyroscopes that provide you additional stability when firing large weapons. When you use the [[automatic]] weapon special property of a ranged weapon wielded in the augmented hand, you can activate the arm's stabilizers (this requires no action), allowing you to score critical hits while making attacks in automatic mode. Roll damage separately against targets you score critical hits against. Once you have used the recoil stabilizer, you can't use it again until you've rested for 10 minutes to regain Stamina Points.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|recoil stabilizer | 8 | 8,550 | arm and hand |
</div>
Grays created this nightmarish weapon to defend themselves against incursions into their territory. This rifle looks like a long, silver cylinder that ends in two long prongs. When it's fired, lasers ionize the air between the prongs to send a charge at the target that disrupts cellular bonds. The current is powerful enough to penetrate armor but has no effect on nonliving material, leaving equipment lying in a puddle of organic sludge.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|recombinator ray | 8 | 9,500 | 2d10 A | 60 ft. | [[corrode]] 1d6 | 80 | 8 | 1 |[[antibiological]] |
</div>
<div class="statblock">
* ''Level'' 9; ''Price'' 43,000
* Huge air vehicle (10 ft. wide, 20 ft. long, 12 ft. high)
* ''Speed'' 25 ft., full 750 ft., 85 mph (fly)
* ''EAC'' 22; ''KAC'' 24; ''Cover'' partial cover
* ''HP'' 145 (72); ''Hardness'' 10
* ''Attack (Collision)'' 9d10 B (DC 14)
* ''Attack'' aphelion artillery laser (3d8 F; critical [[burn]] 1d6)
* ''Modifiers'' –2 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot (Piloting +17), enhanced sensors ([[darkvision]] 1 mile), planetary [[comm unit]], stealth (–4)
* ''Passengers'' 7
</div>
One side of this light aircraft is open to the elements, providing quick entry and exit. Enercopters are favored by law enforcement agencies and military groups because of their quiet antigrav rotors.
Reptoids pioneered this hybrid technology and keep it secret, despite the efforts of many governments and other organizations. A //reconfiguration system// enables a starship to physically change shape; it can appear to be any other vessel of the same size without changing any of the ship's statistics. In addition, the reconfigured ship mimics the transponders and scan profile of the ship it is impersonating. When the reconfigured ship is scanned, the first piece of information the scanning science officer obtains is always false, conforming to the ship the reconfigured vessel is pretending to be rather than what the reconfigured ship actually is. It takes only a few moments for this system to reconfigure a starship that's out of combat, but it cannot function if the ship's sensors have a critical damage condition. However, if the ship's sensors gain a critical damage condition while the ship is reconfigured, the vessel remains in its reconfigured state.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|//reconfiguration system// | 50 | 30 |
</div>
''Prerequisite:'' The mech must have a recon frame.
Installed directly into a mech's sensing and heads-up display systems, a reconnaissance array gives the mech a +2 bonus to [[Perception]] checks and a +5 bonus to [[Computers]] checks when using the [[scan|Scan (mech action)]] action.
The Aspis Consortium partners with the Starfinder Society to deliver recovered relics to the churches of Desna, Iomedae, Sarenrae, Weydan, and Yaraesa. In exchange, mystics of these divinities provide magic items to support field agents. The //recovery aegis// is a talisman commonly produced as part of this arrangement. These necklaces take many shapes, but each has a jeweled pendant. The amulet counts as a worn magic item unless you install it in armor, taking up one [[upgrade slot|Armor Upgrades]].
While wearing a //recovery aegis//, you gain a +1 enhancement bonus to saving throws against effects you are already suffering, such as a disease, poison, or an ongoing damage effect; this bonus doesn't apply to initial saving throws against such effects. In addition, at any point when you have the dying condition, you can use the //recovery aegis// to stabilize without spending Resolve Points, and you can then spend 1 Resolve Point to stay in the fight during the same round. The jewel in the //recovery aegis// crumbles to dust if you use it to stabilize in this way, and the amulet loses its powers, becoming nonmagical. If you use a //recovery aegis// to stabilize, you can't do so with another //recovery aegis// for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|recovery aegis | 3 | 1,350 | L |
</div>
A recreation suite includes entertainments that help the crew (or passengers) relax and blow off steam. These diversions can be wide-ranging, with some consuming more PCU than others. Example recreation suites include a gym, sparring arena, or other exercise area; a trivid den or other comfortable space in which to consume passive entertainment; or a holographic amusement chamber (or HAC), vidgame arcade, or other high-tech interactive entertainment center.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|recreation suite (gym) | 0 | 1 |
|recreation suite (trivid den) | 1 | 1 |
|recreation suite (HAC) | 3 | 1 |
</div>
By keeping a close eye on the past as well as the future, you know how to reach backward to recover the benefits of things that have recently been discarded. Once per day, you can use a [[paradox]] to reuse a single consumable item (such as a grenade, serum, or spell gem) that you used within the last 24 hours. The item must have light bulk or less and an item level no greater than your level. You must know the [[advanced preparation]] temporal anomaly to learn this temporal anomaly.
A recycling system enables a Supercolossal starship to be nearly self-sustaining, operating independently for decades or even centuries. A combination of smelters, biomass processors, manufacturing, and UPB converters enables the ship to convert almost all its waste into goods and materials.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|recycling system | 2 | 1 |
</div>
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 15
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Cure'' 2 consecutive saves
Red dragons are quite imperious and brook no disrespect from lowly humanoids, but they can be swayed by copious amounts of groveling.
* ''Required Creature Type and Subtype:'' dragon (fire)
* ''Suggested Alignment:'' chaotic evil
* ''Traits:''
** [[blindsense]] 60 feet, [[darkvision]] 120 feet, and [[sense through]] (vision [smoke only])
** [[immunity]] to fire, [[paralysis]], and sleep
** [[vulnerability]] to cold
** [[DR]] 5/magic (CR 10+; increase to DR 10/magic at CR 12, DR 15/magic at CR 14, DR 20/magic at CR 16)
** [[SR]] 11 + CR (CR 12+)
* ''Abilities:''
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d10 F + 1d10 per CR)
** [[frightful presence]] (CR 10+, 60 feet + 10 feet per CR)
** spell-like abilities (CR 10+)
Some hybrid defensive systems use inverse tractor-beam technology to push attacks away from a vessel, redirecting them toward enemies instead. A weapon with the redirect quality does no damage but can redirect incoming attacks. When the ship is hit by an attack from a direct-fire weapon, the gunner can attempt an attack roll. If the result of this roll is equal to or higher than the attacking ship's attack roll, the target ship does not take damage. Instead, the gunner can select another ship within 5 hexes and inflict the damage of the attack to that ship instead. Each weapon with this property can be used only once per round, and each gunner can attack only once with a redirect weapon in each gunnery phase.
Your nanites are forceful and energetic; they can redirect attacks, move objects, and lend weapons devastating mass.
!! Seeking Strike (1st)
As a move action, you can designate a target within 60 feet that's inside or adjacent to your [[nanite cloud|Cloud Array]] as your nanites' focus, momentarily enhancing your accuracy against that target. The next attack you make against the target before the end of your next turn gains a +1 bonus to the attack roll and ignores the target's [[concealment]], if any.
!! Particle Push (5th)
You can condense your nanites into powerful waves that collide with creatures and objects. While your [[nanite cloud|Cloud Array]] is within your reach, you can attempt [[bull rush]], [[reposition|Reposition (combat maneuver)]], and [[trip|Trip (combat maneuver)]] combat maneuvers against targets in your nanite cloud as though they were within your melee reach; when doing so, you can use your Constitution modifier for your attack roll instead of your Strength modifier.
!! Bend Bullet (9th)
Attacks you make with your seeking strike ability also reduce the AC bonus from [[cover]] by 2. This doesn't allow you to attack a creature with total cover.
When you use your seeking strike with a weapon you formed with your [[gear array]] to make a ranged attack that targets a creature or creates a [[line|Line (weapon property)]], you can use one or more nanite surges to alter the attack's path to avoid obstacles and allies. Up to a distance equal to the weapon's first range increment, you can trace out any path for the attack that doesn't turn more than 90 degrees per 5 feet traveled, potentially allowing the attack to avoid cover or total cover. Using this ability requires you to use one [[nanite surge]] for every two times your attack changes direction, rounded up.
!! Rebounding Strike (13th)
After using your [[defensive dispersal]] ability to reduce the damage you take from a ranged or melee weapon attack from an attacker within 30 feet of you, you can use an additional [[nanite surge]] to redirect some of that energy back at the attacker; the target takes an amount of piercing damage equal to the amount by which your defensive dispersal reduced the triggering attack (Fortitude negates).
!! Particle Tsunami (17th)
As a full action, you can target up to three different creatures with your particle push ability. For each target, you choose whether to attempt a [[bull rush]], [[reposition|Reposition (combat maneuver)]], or [[trip|Trip (combat maneuver)]] combat maneuver. You perform each attack with a –4 penalty, though before attempting an attack, you can use a [[nanite surge]] to reduce the penalty to –2 for that attack.
<div class="statblock">
* ''Tier'' 3
* Medium explorer
* ''Speed'' 12; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 18; ''TL'' 17
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' coilgun (4d4)
* ''Attack (Port)'' light laser cannon (2d4)
* ''Attack (Starboard)'' light laser cannon (2d4)
* ''Attack (Turret)'' flak thrower (3d4)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, basic short-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses; ''Expansion Bays'' [[escape pods]], [[guest quarters]] (good), [[recreation suites]] (HAC, trivid den)
* ''Modifiers'' +2 [[Computers]]
* ''Complement'' 4
!!! CREW
* ''Captain'' [[Computers]] +15 (3 ranks), [[Diplomacy]] +13 (3 ranks), [[Piloting]] +8 (3 ranks)
* ''Engineer'' [[Engineering]] +13 (3 ranks)
* ''Gunner'' gunnery +10
* ''Pilot'' [[Piloting]] +13 (3 ranks)
</div>
The most striking feature of a Redshift Pleasure Sail—its enormous solar sail—is more of a throwback to its original, antiquated design than an actually functional system. These luxury vessels are popular with the Pact Worlds' rich and powerful.
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
!!! Stylish Racers
<div class="statblock">
* ''Manufacturing Centers'' Verces (Skydock)
* ''Specialties'' Challenge ships, high-performance civilian shuttles, and cargo haulers
* ''Famous Models'' [[Pleasure Sail|Redshift Pleasure Sail]], Skyhook Serenade, [[X Series|Redshift Revolution X-62]]
</div>
Like many Vercite starship manufacturers, Redshift Revolution predates the Gap and has worked out of the same berths in Skyhook since long before the rest of the Pact Worlds developed interstellar flight. The company is widely considered hidebound and traditional, clinging to past glories, but there is a real revolution taking place within the firm that customers are beginning to notice.
For most of its existence, Redshift Revolution based its success on luxuriously comfortable pleasure craft, mostly aimed at rich individuals with a sense of antique style. To this day, its vessels keep to the old aethership aesthetic, with brass fittings, velvet upholstery, and machinery designed to evoke class and distinction while concealing its functional controls. But comfort, as they say at Redshift, is cheap; it's speed that costs credits, and Redshift Revolution's engineers have spent centuries tuning thrusters and Drift engines to minimize travel times—even as passengers relax in style.
But the Absalom Run changed all that. This race, which occurs every 3 years and follows a course from Verces to Absalom Station and back, used to be the place where Redshift proved its stellar reputation, and the halls of Revolution HQ in Skydock are lined with trophies from this race and its annual qualifying competitions: the Trans-Pact Tour, the Inner World Classic, the Liavaran Ring Regatta, and others. But for over a decade now, no Redshift Revolution vessel has won the Absalom Run, instead finishing behind [[Terminator]] racers. The shame and humiliation at Redshift has thrown the company's management into turmoil and created an opening for a new generation of engineers and inventors hungry to take the company in a new direction.
This cabal of young mechanics and charismatic executives, led by Selcora Grase (CG female Verthani), took over the X Series of racing craft, then threw away every established design to start anew. Grase recruited hand-picked iconoclasts from throughout the Pact Worlds and Near Space, including everything from physicists and material chemists to garage mechanics and ex-convicts. The result has been a promising run of experimental high-speed vessels, including the X-61—which was favored to win the last Absalom Run until a mysterious system failure forced the team to withdraw—and the even faster [[X-62|Redshift Revolution X-62]]. But the success of Grase's team has drawn ire from Redshift's old-fashioned corporate board, which has managed to fire much of her staff. Grase now needs a new pilot and crew for the next qualifying race, or she will be forced to withdraw.
''Manufacturer Perk:'' A Redshift Revolution starship can use standard navigation to go into orbit or land in 1 hour, travel point-to-point on a planet in 1d3 hours, reach a satellite in 1d6 hours, and travel in-system in 1d4+2 days.
<div class="statblock">
* ''Tier'' 1
* Tiny fighter
* ''Speed'' 15; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 15; ''TL'' 15
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic shields 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' flak thrower (3d4; 5 hexes), gyrolaser (1d8; 5 hexes)
* ''Power Core'' Pulse Brown (90 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' budget short-range sensors, [[horacalcum thrusters|Horacalcum (starships)]], mk 2 armor, mk 2 defenses, mk 2 mononode computer; ''Expansion Bays'' none
* ''Modifiers'' +2 to any 1 check per round
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
* ''Pilot'' [[Computers]] +5 (1 rank), [[Diplomacy]] +5 (1 rank), [[Engineering]] +5 (1 rank), gunnery +5 (1st level), [[Intimidation]] +5 (1 rank), [[Piloting]] +10 (1 rank)
</div>
Redshift Revolution takes pride in its X Series of high-performance racing vessels. Not only was the X-22 instrumental in breaking old Drift travel records, but the line's former crowning glory, the X-59, held the conventional speed record for years. Yet a team at Redshift Revolution recently redesigned the iconic craft, incorporating the latest technological and magical innovations in the quest for speed. The X-62 is the latest—but certainly not the last—model in this line, and it may be the fastest fighter ever built.
The X-62 is designed for optimal velocity. The cockpit is stripped of all additional space and features deemed excessive by the design team, resulting in a compartment so cramped that operators larger than Rosaria Thistlehair, Redshift's famous halfling test pilot, usually require assistance to board and deboard. The starship's single, oversized thruster runs the length of its frame, cradled in horacalcum housing that mystically amplifies the ship's already extraordinary velocity, leaving long, vibrantly orange contrails that advertise its starmetal augmentation. The overtuned performance requires regular rebalancing, and X-62 pilots are typically versed in all facets of starship operation to perform mid-flight adjustments.
Although the X-62 is armed—mostly a formality to ensure that it can blast apart debris in its path—few militaries employ it due to its rudimentary armor and shields. Instead, most buyers are corporate-sponsored racing teams, thrill-seekers, or racing enthusiasts. The X-62 model is so new it hasn't yet been used in competition, but at least three of the Pact Worlds' top racing teams are reportedly prepping X-62s for the next Absalom Run. In the buildup to the impending race, rival crews seek out elite mechanics to fine-tune and customize their fighters in an effort to eke out every last ounce of performance from the design. Curiously, an anonymous Vercite buyer has purchased at least eight X-62s for undisclosed purposes; rumors of the speedy ships appearing among pirate fleets suggest the Free Captains are repurposing the vessels for sinister purposes.
Ever since the release of the X-62, the X-59's resale value has plummeted. Though these older models are still perfectly functional, the constantly shifting trends of the racing world have made them obsolete. Now, their parts are typically stripped and installed into X-62s for cheap repair and customization. Bandits and other disreputable individuals who traffic in stolen or counterfeit X Series parts showcase their modified creations on perilous racing courses throughout the Diaspora.
Your drone gains [[damage reduction]] 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.
If you have access to a friendly spaceport or safe landing zone, you can refit or upgrade a single starship system or weapon in 1d4 days—provided you have sufficient Build Points to do so. Unlike most other multiday downtime activities, if you are interrupted while refitting or upgrading your starship, you can resume this activity without losing progress.
In some campaigns, the PCs might have access to the same mechs over time. In this case, as the PCs' character levels increase, so too do their mechs become more powerful, granting them additional Mech Points with which they can upgrade their machines. These additional points could represent salvage gathered after their battles, an arrangement with a vendor who secures new gear for them, or even ongoing support from a military patron. The GM might require PCs to visit a safe workshop before spending these new MP—especially if the PCs perform major overhauls like replacing several mechs with one larger mech.
In addition to gaining additional MP, gaining levels can increase the party's Average Party Level, which can increase their mechs' maximum tier. Increasing the tier can impact the mech's attack modifiers, skill modifiers, Strength modifier, AC, and more.
!! Refitting Mechs
If the PCs want to change their mechs' features before gaining additional MP (for example, replacing one auxiliary system with another that costs the same or fewer MP), they can do so at a safe workshop or other facility, given enough time. Refitting a component typically takes 4d6 hours, and refitting a mech's frame typically takes 1d4 days. Completely changing or rebuilding a mech rarely takes more than a week.
As the PCs go on adventures and gain experience, they need an increasingly powerful starship to face tougher challenges. When the characters' Average Party Level increases, so does the tier of their starship. The PCs receive a number of Build Points equal to the Build Points listed for their starship's new tier – those listed for its previous tier, which they can use to upgrade their starship. For example, a group whose APL increases from 2 to 3 receives 20 BP that the PCs can use to upgrade their starship. This could represent salvage gathered during their exploits, an arrangement with a spacedock, or called-in favors from a wealthy patron. Some GMs might require PCs to visit a safe, inhabited world before they can spend these Build Points, but this shouldn't be allowed to impact the campaign too much.
Also remember that at tier 4 and every 4 tiers thereafter, the starship gains an increase in Hull Points equal to the HP increment listed for its base frame.
!! Refitting Systems
If the PCs want to alter their starship before receiving additional Build Points (for instance, replacing a weapon with one that costs fewer Build Points or consumes less PCU), they can do so at a friendly spaceport (or safe landing zone) given enough time. If they replace a system or option with one that costs fewer Build Points, they can immediately spend the excess Build Points. Refitting a single system or starship weapon usually takes 1d4 days.
!! Upgrading Systems
PCs with Build Points to spare can replace a system or weapon with one that costs more Build Points by paying only the difference in cost between the two systems. If the cost is the same, the system can be upgraded for free, but the crew should keep the amount of PCU the starship's power core produces in mind so they don't exceed their power budget. When upgrading a weapon, remember that the starship's frame starts with a certain number and type of weapon mounts (but see New Weapon Mounts). Installing a single upgrade usually takes 1d4 days.
PCs can't upgrade the base frame of their starship. They can rebuild their starship with a new base frame if they so desire (within the limits of their budget of Build Points, of course), but that new starship will have a different look (and should probably have a different name). PCs can purchase Huge and larger base frames only at the GM's discretion, as these usually require large crews and thus are normally reserved for NPC starships.
Buying a whole new starship is a process that can take between 1d4 days and 1d4 months, depending on whether the PCs are purchasing a used starship from a spacedock or having a custom vessel built from scratch.
!! New Weapon Mounts
Greater dangers means the PCs will require more powerful weapons in order to survive and triumph. Unless they begin flying around with an escort of armed battlecruisers, the weapons they start with will eventually become inadequate. Bigger weapons require the correct weapon mounts, however.
By spending 4 BP, the crew can upgrade a light weapon mount in any of the aft, forward, port, or starboard arcs to a heavy weapon mount. By spending 6 BP, the crew can upgrade a light weapon mount on a turret to a heavy weapon mount. By spending 5 Build Points, the crew can upgrade a heavy weapon mount in any of the aft, forward, port, or starboard arcs to a capital weapon mount. Heavy weapons can be mounted on only Medium or larger starships. Capital weapons can be mounted on only Huge or larger starships and can't be mounted on turrets.
By spending 3 BP, the crew can fit a new light weapon mount in any of the aft, forward, port, or starboard arcs with enough free space. By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space. Tiny and Small starships can have only two weapon mounts per arc (and per turret). Medium and Large starships can have only three weapon mounts per arc (and per turret). Huge and larger starships can have only four weapon mounts per arc (and per turret).
<<section 'Upgrading Weapons' >>
You can use your melee weapon to redirect attacks.
''Prerequisites:'' [[Deflect Projectiles]], base attack bonus +16.
''Benefit:'' When you successfully deflect an attack with the [[Deflect Projectiles]] feat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. Make a ranged attack at a –4 penalty against the appropriate Armor Class of the new target. If your attack succeeds, the target is damaged as if it had been the target of the original attack.
<div class="statblock">
* <<levels>>
* ''School'' abjuration (force)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level or until dismissed (D); see text
</div>
You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell's duration, when you take damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of force damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). The target can attempt a Reflex save for half damage.
You can reflect ranged attacks back at your enemies. If you took the total defense action on your last turn, or if you were fighting defensively and spend 1 Resolve Point, as a reaction you can redirect a ranged attack that misses you. Select a new target within 30 feet and make a ranged attack roll with a –4 penalty. If your attack hits, the new target is damaged as if it had been the intended target of the original ranged attack.
When you are attuned or fully attuned, you don't take a –4 penalty to your redirected attack roll.
Silvery, flexible plates cover much of your body, thickening and hardening along your back. When you succeed at your saving throw against a line effect or such an effect misses you, as a reaction you can spend 1 Resolve Point to redirect the line, altering its direction up to 90 degrees beginning with your space. After you activate the refraction shell, you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|refraction shell | 11 | 25,000 | skin |
</div>
Some abilities have a limited number of uses per day. To regain uses of these abilities, 24 hours must have passed since you last regained uses of your abilities, and you must have rested for 8 continuous hours during that period.
You do not have to sleep for every minute of the rest period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you have to rest before regaining uses of your abilities. If for some reason you do not need to sleep, you still must have 8 hours of restful calm before regaining uses of your abilities.
Spellcasters such as mystics and technomancers follow the same rules to regain their daily spell slots, but they must spend 15 minutes concentrating after the rest period to ready their minds to regain their daily allotments of spell slots. Without such a period of concentration, spellcasters do not regain spell slots used up the day before.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 3 rounds
* ''Range'' touch
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs (including eyes) grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
//Regenerate// also restores 12d8 Hit Points, rids the target of [[exhaustion]] and [[fatigue]], and eliminates all nonlethal damage the target has taken. It has no effect on nonliving creatures (including undead).
The creature regains Hit Points at the start of its turn, as with [[fast healing]], but it can't die as long as its regeneration is still functioning (although creatures with regeneration still fall [[unconscious]] when their Hit Points reach 0). Certain attacks, typically those that deal acid or fire damage, cause a creature's regeneration to stop functioning for 1 round. During this round, the creature doesn't regain Hit Points and can die normally. The creature's stat block describes the types of damage that suppress the regeneration.
Regeneration doesn't restore Hit Points lost from starvation, thirst, or suffocation. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed body parts if they are recovered within 1 hour of severing. Severed parts that aren't reattached wither and decompose normally.
A creature usually must have a Constitution score or modifier to have this ability.
//Format:// ''Defensive Abilities'' regeneration 5 (acid).
Your nanites swiftly knit flesh, stabilize life signs, and heal superficial wounds—both your own and those of nearby allies.
!! Reactive Repair (1st)
As a swift action, you can use a [[nanite surge]] to direct your nanites to repair and reinforce an ally. The target must either be adjacent to you or be adjacent to or within your nanite cloud. Alternatively, you can target yourself with this ability. For 1 minute, or until the target begins their turn no longer adjacent to you or adjacent to or within your cloud array, the target gains [[fast healing]] 1 (as per the universal creature rule), except that the ability restores Stamina Points instead of Hit Points. Whenever the target regains a Stamina Point from this ability, they also gain 1 temporary Hit Point that stacks with temporary Hit Points gained from this ability, but not with other temporary Hit Points. When the effect ends, the target loses any temporary Hit Points gained from this ability. At 5th level and every 4 levels thereafter, the fast healing increases by 1, and the temporary Hit Points increase by 2.
!! Nanomedicine (5th)
You can use your Constitution modifier in place of your Intelligence modifier for [[Medicine]] checks. You can use the Medicine skill to treat creatures within or adjacent to your [[cloud array]] as though you were adjacent to them. You can use a [[nanite surge]] to apply [[first aid]] as a swift action or to [[treat deadly wounds]] as a full action for a creature in your cloud.
!! Flesh Donor (9th)
When you regain Stamina Points from your reactive repair ability, you can use a [[nanite surge]] as a reaction to multiply the number of Stamina Points you gain that round by 4. When an ally within 30 feet regains Stamina Points from your reactive repair ability, you can take a reaction to transfer a number of your own Stamina Points to that creature, up to an amount equal to three times your level.
!! From the Brink (13th)
As a standard action, you can restore a dead creature to life so long as that creature died no more than 3 rounds ago from having 0 Hit Points and insufficient Resolve Points to stay alive or from massive damage. To use this ability, you must be adjacent to the body, or both you and the body must be adjacent to or within your [[cloud array]]. You end one of your current nanite arrays, channeling those nanites into the corpse, and use one [[nanite surge]] for each round (or fraction thereof) that the creature has been dead. This restores 5d8 Hit Points to the target and returns them to life, though in the process, the target gains a [[negative level]] for 24 hours. This ability can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
!! Healing Swarm (17th)
You effortlessly heal any damage dealt to you as your nanites endlessly repair your body. The first time each round that you use a [[nanite surge]], you can recover up to 2d10 Hit Points.
The creature automatically regains a number of Hull Points equal to its tier at the start of each engineering phase, up to its maximum number of Hull Points.
This vial is filled with a brownish liquid that appears to be as thick as tar. When using a [[regeneration serum]], you choose one body part that was severed from your body or one organ that was ruined (such as by the [[wounding]] critical hit effect) and inject the serum via syringe to the corresponding region on your body. For 24 hours after injecting yourself with the serum, you require a day's worth of food and fluids every hour (which you can ingest without any of the normal repercussions of such excessive consumption) or the serum's effects stop without effect. During this time, your severed limb or ruined organ begins to regenerate. After 24 hours have passed, the limb or organ fully regenerates and is functional.
Each //regeneration serum// can regenerate only one limb or organ at a time, and you cannot benefit from multiple //regeneration serums// simultaneously.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//regeneration serum// | 6 | 600 | — |
</div>
A regeneration table is a medical bed that uses the most advanced medical technology known in the Pact Worlds to restore a creature's body to full function from nearly any mishap or injury, including death. It does this with quantum-locked nanites held in a suspended state from which they can become nearly any form of matter, including stem cells for biological creatures or mechanical components for artificial creatures like [[androids]] or Akiton's [[anacites]]. The table both reads the creature's own genetic code (or equivalent data) and uses supercomputing predictive algorithms to determine what damage or affliction is present, then attempts to restore the subject to perfect health based on that information.
A living creature using a regeneration table is affected as if a 6th-level //[[mystic cure]]// spell as well as the //[[remove affliction]]// and //[[restoration]]// spells were cast on it. A dead creature is affected as if //[[raise dead]]// were cast on it. A regeneration table has an effective caster level of 20th.
As a result of its need to perfectly attune itself to one creature suffering one exact set of ailments and the expenditure of its quantum state particles, a regeneration table functions only once and is then inert and useless.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|regeneration table | 16 | 45,000 | 20 |
</div>
Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Resolve Point to regain Stamina Points, you also regain a number of Hit Points. Similarly, when you spend Resolve Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation's model.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Hit Points |h
|regenerative blood, mk 1 | 5 | 3,250 | heart | 5 |
|regenerative blood, mk 2 | 8 | 10,100 | heart | 10 |
|regenerative blood, mk 3 | 12 | 38,500 | heart | 15 |
|regenerative blood, mk 4 | 15 | 122,000 | heart | 20 |
|regenerative blood, mk 5 | 19 | 605,000 | heart | 25 |
</div>
Choose two of the following damage types: acid, cold, electricity, fire, or sonic. By spending 2 MP at the beginning of your turn, you gain [[regeneration]] 10 for 1 round and immediately regain 10 Hit Points. Your regeneration stops functioning for 1 round whenever you take energy damage of either of the two types you selected. At the start of each turn, you can sustain your regeneration for an additional round by spending a number of MP equal to 2 + half the number of rounds your regeneration has been active since the last time you rested 10 minutes to regain Stamina Points.
You can activate this adaptation even if you’re [[dying]] and otherwise unable to take actions.
This potent violet serum accelerates the body's natural healing to astounding levels, though doing so expends vital energy. For 1 minute, you gain [[fast healing]] based on the philter's formula: fast healing 2 for mk 1, fast healing 5 for mk 2, and fast healing 10 for mk 3. After this effect ends, you become [[fatigued]] until you take a 10-minute rest to recover Stamina Points, during which you must eat a full day's food; this food only helps you recover from the fatigue and does not contribute to your typical food needs for the day. If you do not eat after consuming this serum, you experience starvation equivalent to going a full day without eating. You cannot benefit from a //regenerative
philter// more than once per day.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Fast Healing |h
|//regenerative philter// mk 1 | 4 | 350 | — | 2 |
|//regenerative philter// mk 2 | 11 | 3,850 | — | 5 |
|//regenerative philter// mk 3 | 16 | 26,000 | — | 10 |
</div>
Regimental dress is the light armor counterpart to ceremonial plate. Often stylized to the extreme, regimental dress comes in as many variations as there are military forces, militias, and private security details. Regimental dress uses advanced fibers and strategically placed ceramic plates to avoid ruining the design lines of the uniforms. A force field projector concealed in the collar activates as needed to provide life support and protection for the head. Integrated holographic imaging projects rank insignia, medals, and ribbons, and supports gesture-activated informational displays for each honor.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|regimental dress I | 3 | 1,450 | +2 | +3 | +5 | — | — | 1 | L |
|regimental dress II | 10 | 18,600 | +13 | +13 | +5 | — | — | 2 | L |
|regimental dress III | 18 | 387,000 | +22 | +22 | +6 | — | — | 4 | L |
</div>
You embody the inevitable collapse of advancement to make way for simpler things, making you an agent of the inevitable step back that accompanies every two steps forward.
!! Aspect Insight
You gain [[Improved Combat Maneuver]] (sunder) and a +2 insight bonus to [[Survival]] checks.
!! Aspect Embodiment
Once per combat, when you deal damage to an object or creature with the technological subtype, you can gain 1 Entropy Point without taking an additional action.
!! Aspect Catalyst
Each ally within 30 feet gains your [[entropic strike]] class feature (using your vanguard level – 2 to calculate its damage) until the beginning of your next turn.
''Improved:'' Your allies use your vanguard level + 0 to calculate the entropic strike's damage, and the granted entropic strike gains the [[penetrating]] weapon special quality and the [[corrode]] (1d8 for every 3 vanguard levels you have) critical hit specialization.
!! Aspect Finale
You can spend 2 Entropy Points as a reaction to trigger a chain reaction when you deal damage with your entropic strike to an object or creature with the technological subtype. Choose another object or creature with the technological subtype within 30 feet of the first target, and make a second attack with your entropic strike at a –4 penalty. If you hit and can perform additional reactions that turn, you can use another reaction to perform a third attack against a different object or creature with the technological subtype. You determine line of sight and the range of this attack starting from one corner of the first target's space. The second attack is treated as an attack in a full attack for the purposes of abilities that reduce the penalties for full attacks.
This weapon regrows its own ammunition, usually with the help of sunlight and nutrients drawn from the air or soil. It takes the weapon 8 hours to replenish its full capacity of ammunition; this ammunition is always standard ammunition unique to the weapon and cannot be sold.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' touch
* ''Targets'' one dead creature
* ''Duration'' instantaneous; see text
* ''Saving Throw'' none, see text
* ''Spell Resistance'' yes (harmless)
</div>
When you cast this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the target's soul is free and willing to return. If the target's soul is not willing to return, the spell fails; therefore, a target that wants to return receives no saving throw. Casting this spell requires a special monument worth at least 1,000 credits to serve as a beacon for the departed creature's soul. This object is consumed when you cast the spell.
Since the dead creature is returning in a new body, all physical ills and afflictions are removed. The condition of the creature's remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the target is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class features, feats, and skill ranks it formerly had. Its class, base attack bonus, base save bonuses, and Hit Points are unchanged. The creature should recalculate its ability scores from scratch as a member of its new race (remembering to include any ability score increases from leveling up). The target of the spell gains 2 permanent negative levels when it is reincarnated. If the target is 1st level, it takes 2 Constitution drain instead (if the Constitution drain would reduce its Constitution to 0 or less, the creature cannot be reincarnated). The target creature can decide whether its new body retains any of the implants it had in its former body. A spellcasting creature has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
For a humanoid creature, the new incarnation is determined using the table below. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
Elementals, outsiders, and undead creatures can't be reincarnated. Any creature that can't benefit from the //[[mystic cure]]// spell cannot be reincarnated. The spell can bring back a creature that has died of old age.
The reincarnated creature gains all abilities associated with its new form, including any forms of movement and speeds, natural attacks, extraordinary abilities, and the like, but it does not automatically speak the language of the new form it takes.
<div class="table-wrapper">
| D% | Incarnation |h
| 1-6 | Android |
| 7-14 | Dwarf |
| 15-22 | Elf |
| 23-30 | Gnome |
| 31-34 | Half-elf |
| 35-38 | Half-orc |
| 39-46 | Halfling |
| 47-55 | Human |
| 56-64 | Lashunta |
| 65-73 | Kasatha |
| 74-81 | Shirren |
| 82-90 | Vesk |
| 91-99 | Ysoki |
| 100 | Other (GM's choice) |
</div>
A //[[miracle]]// or //[[wish]]// spell can restore a reincarnated creature to its original form.
<div class="statblock">
* ''Script'' [[Prepare the Space]] (Mysticism; failure); [[Invoke Entity]] (Will; damage, failure); [[Sacrifice]] (items and Resolve); [[Speak the Name]] (the individual being reincarnated)
* ''Assistants'' any
* ''Round Length'' 1 hour
</div>
You call upon a deity or other cosmic force to create a new body for a dead individual, binding the individual’s soul to the new body and restoring them to life. This ritual can restore an individual who has been dead for days equal to the ritual leader’s ranks in [[Mysticism]]. The creature takes a temporary negative level for 24 hours. This ritual can’t resurrect creatures who are currently undead or who don’t wish to be resurrected, but it can restore individuals slain by death effects or whose original bodies are lost or destroyed.
The ritualists and the restored creature have no say over the form of the reincarnation, which can take the form of virtually any race, gender, and appearance. If this ritual is used to reincarnate a player character, the player and GM should mutually agree on the reincarnation’s physical details, choosing a playable race; if used to reincarnate an NPC, the GM decides the reincarnation’s physical form. A reincarnated character loses the ability score modifiers, HP, Size, type, and racial traits of their original race, and gains the ability score modifiers, HP, Size, type, and racial traits of their new race. Theme and class features are unchanged.
By dramatically strengthening a starship's bulkheads and other interior walls, its designer can reduce the odds of catastrophic system damage when the starship sustains damage. Whenever the starship would sustain critical damage, there is a percent chance based on the reinforced bulkhead's fortification rating that the critical damage effect is negated (though the attack still deals damage to the starship). The cost of reinforced bulkheads is based on the starship's size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.).
<div class= "table-wrapper">
|Bulkhead | Fortification | Cost (BP) |h
|mk 1 bulkheads | 10% | 2 × size category |
|mk 2 bulkheads | 20% | 3 × size category |
|mk 3 bulkheads | 30% | 5 × size category |
|mk 4 bulkheads | 40% | 7 × size category |
|mk 5 bulkheads | 50% | 10 × size category |
</div>
Your drone's frame is especially thick, housing redundant systems that mitigate otherwise-lethal damage. Your drone gains 3 Hit Points, plus an additional Hit Point for each mechanic level you have.
Although designed for extravehicular activity in hazardous conditions, reinforced EVA suits function as durable, if clunky, heavy armor. This full-body suit has a rigid shell covering the back and chest, with heavy gloves, padded boots, and rugged fabric rounding out the ensemble. A wide helmet design provides good visibility and includes a retractable glare shield. The suit's excellent air recycling makes for a more comfortable environment than many more battle-worthy designs.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|reinforced EVA suit I | 1 | 200 | +1 | +4 | +1 | –3 | –5 ft. | 1 | 2 |
|reinforced EVA suit II | 3 | 1,300 | +4 | +8 | +1 | –3 | –5 ft. | 1 | 3 |
|reinforced EVA suit III | 6 | 4,060 | +8 | +12 | +2 | –3 | –10 ft. | 2 | 3 |
</div>
<div class="statblock">
* ''Effect'' Increase the mech frame's base HP by 5, and increase its HP advancement by 1.
* ''Cost'' 1 × tier
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
You urge the target creature's natural systems to reassert themselves, causing its body to temporarily reject augmentations that have been installed in its systems. For the spell's duration, the creature is [[sickened]] and can't use any augmentations that require an action to activate. Creatures that don't have augmentations are not affected by this spell.
Shirrens threw off the Swarm's hold on their collective psyche, and the embers of that strength still burn within you.
''Prerequisites:'' [[Shirren]].
''Benefit:'' You gain a +2 insight bonus to saving throws against charm and compulsion effects, and once per day you can reroll a save against such an effect.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Small magical beast
* ''Init'' +5; ''Senses'' [[blindsense]] (thought) 120 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 110
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +11; ''Will'' +7
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft., fly 40 ft. ([[Su]], average), swim 40 ft.
* ''Melee'' spiny tentacle +18 (2d8+7 P) or bite +18 (2d6+11 P)
* ''Ranged'' spine barrage +18 (2d8+7 P)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +2; ''Int'' –3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +14 (+22 to climb or swim), [[Stealth]] +19
* ''Other Abilities'' [[compression]], habitable field
!!! ECOLOGY
* ''Environment'' any (Diaspora)
* ''Organization'' solitary or mating knot (2–7)
!!! SPECIAL ABILITIES
''Habitable Field ([[Su]])'' A reklan generates a magical field that makes its surroundings habitable. This field extends in a spherical spread 1,200 feet from the reklan. Within this field, the reklan and other creatures are affected as if by the //[[life bubble]]// spell.
''Spine Barrage ([[Ex]])'' A reklan can fling its tail spines with a range increment of 60 feet.
</div>
Reklans are the result of an ancient [[sarcesian]] attempt to make the Diaspora more habitable through magical engineering. In one sense, the attempt succeeded—each reklan can magically provide a habitat comfortable to most Pact Worlds species in otherwise lifeless conditions. However, reklans turned on their creators. A reklan that senses a nearby sapient being immediately begins hunting it, stopping only when seriously wounded or killed, or when the intruder has been devoured.
Each reklan has two long, tentacular tails studded with bony spines similar to the creature's teeth. The reklan usually keeps these tails rolled up, but in combat, it lashes out with them, flicking detachable spines like darts. A reklan also has two sets of smaller front tentacles linked by webs of skin, which it flaps like wings. These tentacles attach just behind the reklan's fanged mouth. A typical reklan is only 3 feet long with its tails coiled. Most weigh around 90 pounds, and their spongy flesh allows them to squeeze through tiny spaces.
Reklans are native to the Diaspora, where they inhabit ruins they keep empty with their own hunting. They can also fly through vacuum in their magical bubbles. These creatures are usually found alone, although—because each reklan is capable of producing eggs and fertilizing the eggs of other reklans—they occasionally gather in small groups to mate.
Over the centuries, reklans have spread throughout the Pact Worlds and beyond, thanks to starfarers who use them as portable life-support systems. If kept carefully contained and unable to sense thought, a reklan is content to hibernate indefinitely, allowing captors to harness the beast's aura. Such arrangements are dangerous, though, since a reklan that breaks containment inevitably stalks its captors, stealthily moving through ventilation shafts and behind bulkheads to slaughter its prey with cunning efficiency.
This tiny hybrid device can be attached to any technological device that uses a battery and has an item level equal to or less than its own, drawing infinite energy from rel-state and providing unlimited charges.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//rel-battery// mk 1 | 16 | 150,000 | — |
|//rel-battery// mk 1 | 17 | 225,000 | — |
|//rel-battery// mk 1 | 18 | 325,000 | — |
|//rel-battery// mk 1 | 19 | 500,000 | — |
|//rel-battery// mk 1 | 20 | 725,000 | — |
</div>
Scoring a critical hit with a weapon with the //rel-entrapment// fusion forces the target to attempt a Will save; on a failure, the creature is forced into rel-state, temporarily ceasing to exist. Each round, the target can attempt a new Will save; on a success, they return to existence in the same space where they entered rel-state. If this space is filled with a solid object, such as another creature, the target appears in the nearest open space. Targets have a cumulative +1 bonus to their Will saving throw for every round they have been in rel-state.
This upgrade monitors your environment and status, instantly placing you in rel-state whenever your life is threatened. The first time each day you would take Hit Point damage, and again the first time each day you would take damage that reduces you to 0 Hit Points, you can use this armor upgrade as a reaction. You don't take the triggering damage, and you cease to exist until the beginning of your next turn, when you return to existence in the spot you were in when the armor upgrade activated; if this space is occupied by a physical object, you appear in the nearest unoccupied space.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//rel-state contingency// | 800,000 | 20 | 2 | any | 2 |
</div>
Using this handheld hybrid device, a Large or smaller user enters rel-state. It also can be attached to an object of Large size or smaller, in which case it affects the object and anything inside it (such as a vehicle and its passengers). Activating or deactivating a //rel-state generator// is a swift action. Creatures and objects in rel-state cease to exist; they can't be perceived by any sense, can't communicate or interact with other creatures or objects in any way, and are immune to all environmental effects. Nevertheless, they continue to take actions and can move through (but not see through) physical barriers. Nothing can leave a creature or object that has entered rel-state for the duration of the effect, so passengers of a vehicle in rel-state can't exit the vehicle. When the //rel-state generator// is deactivated, the creatures or objects return to existence.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|//rel-state-generator// | 20 | 550,000 | L | 10 | 1/round |
</div>
In a vehicle chase, you monitor only the relative positions of the vehicles. The easiest way to do this is by using a series of horizontal lines called zones. You can use a battle map for this and simply ignore the vertical lines.
As a default, vehicles in the same zone are considered to be about 50 feet apart. If they're [[engaged|Engage Another Vehicle]], they are considered adjacent, but they normally don't touch, leaving room for creatures trying to hop between them to fall. Vehicles one zone apart are about 200 feet apart.
!! Being Ahead
Being ahead of an opponent is advantageous. You get a +2 bonus to [[Piloting]] checks against enemies that are behind you, or you get a +2 bonus to all Piloting checks if you're ahead of all your enemies. When attacking, you get a +2 bonus to attack rolls against enemies and vehicles that are behind you.
AbadarCorp's new portable self-care device, the Relaxu is a padded collar that loosely covers the shoulders and lower neck, designed for busy professionals and distant explorers. It monitors a range of biometric data, which it uses to provide automated massages, aromatherapy, soft-spoken encouragement, or guided meditation. When using a Relaxu while resting 10 minutes to recover Stamina Points, you also regain 1d4 Hit Points. Every 10 minutes you rest while using a Relaxu is treated as 1 hour of rest for the purpose of recovering from the [[exhausted]] and [[fatigued]] conditions.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|Relaxu | 5 | 2,750 | L | 20 | 1/10 minutes |
</div>
Having gathered and shaped the power of your ritual, you now unleash it and hope for the desired outcome. Attempt the check or saving throw listed in the script.
Manipulating time can attract dangerous attention from the Dimension of Time, but you’ve developed a risky way to redirect this attention as a weapon. As a standard action, you can spend a paradox to disrupt the time signature of a creature within 30 feet (Will negates). Beyond imparting a sense of physical unease, this disruption has no direct effect on the target. However, the effect acts as a beacon for [[hounds of Tindalos]]. At the end of your next turn, a hound of Tindalos designates your target as its prey, uses its angled entry ability to appear as close as possible to the target, and spends the next hour chasing and attempting to destroy its prey. You don’t control the hound’s actions, and its attitude toward other creatures is indifferent. If the hound’s prey escapes beyond its reach, the hound departs.
At 16th, 18th, and 20th level, the hound you lure becomes more powerful, gaining the following cumulative benefits each time: +3 bonus to all attack rolls, +5 bonus to all damage rolls, +3 bonus to AC, +2 bonus to saves, +30 Hit Points, +3 to all skill and [[Perception]] modifiers, and a +2 bonus to all spell and ability save DCs.
When you use this temporal anomaly, you can spend 2 Resolve Points to summon two hounds of Tindalos instead of one, with the second hound appearing 1d4 rounds after the first. When you do so, however, there is a 5% chance you inadvertently attract a [[thing from beyond time]] for 1 hour instead of hounds of Tindalos. The thing from beyond time is hostile to both you and your target, and its starting attitude is indifferent to other creatures.
You can call in favors owed by various connections to get you the equipment you need in a pinch.
''Prerequisites:'' Character level 5th.
''Benefit:'' While in a large settlement in which equipment is available, you can attempt to call in a favor from one of your more reliable connections. Once per week, you can spend 10 minutes to attempt a [[Diplomacy]] check to request that your contact send you a single piece of equipment with an item level no greater than your level; the DC of this check is 10 + 1-1/2 × the item’s level. On a success, the item arrives in approximately one hour by drone, courier, or other means. You must spend the appropriate credits to receive the item. The price of the item is reduced by a percentage equal to the amount by which your Diplomacy check exceeds the DC, up to a maximum of 10%. For example, a result of 24 on a DC of 19 would result in a 5% discount.
A relic can be sold for 100% of the item's price, like trade goods. A relic can't be crafted without a specific (often long-lost) formula, and doing so often requires difficult-to-acquire materials. Even then, it's rarely possible to recreate more than a few relics before expending the materials, depleting the required tools, or irrevocably warping the blueprints. A relic that becomes understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status.
!! Weapon Relics
Unlike normal weapons, relic weapons don't come fully loaded with ammunition unless noted, or unless they have some other indicated reloading method. They're all treated as uncategorized weapons and are prone to
unexpected backlash: on any attack roll of a natural 1, the user must succeed at a Reflex save (DC = 15 + 1-1/2 the weapon's level) or else the weapon deals damage to the user rather than the target.
!! Quirks
A tech relic might have any of the following quirks, either randomly determined or specifically chosen.
<div class= "table-wrapper">
|constrained |k
| d12 |Quirk |h
| 1 |''Burbling:'' The speech of anyone holding the relic becomes impossible to understand. |
| 2 |''Crystalline:'' The relic and anyone holding it take double damage from sonic damage. |
| 3 |''Fastidious:'' The relic and anyone holding it look clean, spotless, and new. |
| 4 |''Floating:'' The relic can't rest upon a surface, always hovering and slowly drifting away wherever it's set down. |
| 5 |''Keening:'' A mournful wail surrounds the relic unless it's tightly wrapped up. |
| 6 |''Marked:'' Anyone looking at the relic sees a maker's mark or property tag bearing the viewer's own name. |
| 7 |''Menacing:'' Bystanders feel the relic is ineffably ominous. |
| 8 |''Painful:'' The relic decreases the user's pain threshold, imposing a –4 penalty to saving throws against pain effects. |
| 9 |''Predictive:'' The relic often finishes the user's sentences in the user's voice. |
| 10 |''Restless:'' The relic occasionally teleports itself 5–50 feet in a random direction when not carried or worn. |
| 11|''Shedding:'' The relic periodically sheds a shell that resembles its exterior, but the item never gets any smaller as a result. |
| 12 |''Wasting:'' Any creature holding the relic seems unhealthy or dilapidated, taking a –2 penalty to saves against afflictions. |
<<list-links "[tag[Relics]sort[title]]" class:index>>
A religious symbol is a physical representation of a sacred image associated with a specific deity or religion, often worn as an amulet or badge. Each deity and religion has its own unique religious symbol. Religious symbols are usually mass-produced from cheap materials, such as plastic or thin metal, but they can be crafted out of other materials as well, with prices dependent on the material used. This item can also be used to represent badges or symbols of nonreligious organizations and groups.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|religious symbol | 1 | 2 | — |
</div>
You can voluntarily hand over control of a vehicle to another pilot as a swift action. If you relinquish control of a vehicle but another pilot does not take over control, the vehicle becomes [[uncontrolled]].
Unless stated otherwise, reloading is a move action that includes grabbing ammunition you have readily available. Some weapons require different actions to reload; see the weapon's description.
In times of danger, you can alter your body to protect your most vulnerable organs.
''Prerequisites:'' Early stage adaptation racial trait
''Benefit:'' Once per round when you are hit by a critical hit, you can move your vitals as a reaction. You don't take additional damage from the critical hit, but you do take any special critical effects.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* CE Medium monstrous humanoid
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +11; ''Will'' +8
* ''Defensive Abilities'' chemical shell, [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., burrow 10 ft.
* ''Melee'' jaws +14 (2d6+9 P)
* ''Ranged'' spit rocks +17 (2d8+7 B; critical //[[corrode]]// 1d6)
* ''Offensive Abilities'' regurgitate acid (15-ft. cone, 7d4 A, Reflex DC 15 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +4; ''Int'' –1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +14, [[Stealth]] +14
* ''Languages'' Shirren (can’t speak); [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' pair or pack (3–6)
!!! SPECIAL ABILITIES
''Chemical Shell ([[Ex]])'' As a defense mechanism or as protection against harsh elements encountered while burrowing deep underground, a rematern can exude chemicals from its skin that harden when exposed to atmosphere as a move action. The rematern gains [[resistance]] 5 to electricity, fire, or cold (the rematern’s choice) for 1 minute, after which the shell crumbles and flakes off. This ability does not function in a vacuum.
''Regurgitate Acid ([[Ex]])'' As a standard action once every 1d4 rounds, a rematern can expel corrosive chemicals from one of its stomachs in a 15-foot cone that deals 7d4 acid damage (Reflex DC 15 half).
''Spit Rocks ([[Ex]])'' As a ranged attack, a rematern can spit acid‑coated rocks from one of its stomachs at a single target with a range increment of 20 feet.
</div>
Rematerns are one of the more rarely seen Swarm components, as they aren’t typically used as ground troops, instead appearing on worlds already overrun by the Swarm. Rematerns are often used alongside the extractor imagoes that burrow into a planet’s surface like a tick. While the giant imago can withdraw petrochemicals from a planet’s crust, the much smaller rematerns consume various ores and use corrosive chemical cocktails within their multiple stomach cavities to process them, regurgitating more refined products. Rematerns can burrow underground to locate deposits of specific materials required by the Swarm, often covering their bodies in chemical shells to protect themselves from harsh environments.
Beetle-like in appearance, a rematern crawls on six legs and has a sharp, pointed beak, used both for consuming ore and burrowing through the ground. It also has a quartet of chitinous flaps above its large, compound eyes that protect the sensory organs from debris. While among the less intelligent of Swarm components, a rematern can still be a fierce opponent in battle, spewing the contents of its stomachs at enemies in a deadly spray of acid.
Rematerns appear to be especially reliant on their connection to the Swarm. When their link is lost, they either continue their tasks mindlessly until their eventual deaths or cease functioning altogether. Those who have been formidable and fortunate enough to push back a heavy Swarm infestation—one that progressed far enough for rematerns to be introduced to the invaded world—are often rewarded afterward with a network of tunnels littered with refined ores, rematern husks, and the flaky remnants of their protective shells. Even these shell remnants can be useful, as they can be repurposed as a kind of insulative shingling.
Rarely, the Swarm deploys rematerns on worlds that happen to be rich in a rare starmetal, such as abysium or adamantine. While the typical rematern is not capable of processing such materials, the Swarm is ever adaptive, and prolonged exposure to a particular starmetal causes fundamental changes to a rematern’s physiology that allow it to excavate and refine even these extraordinary materials. Rematerns that adapt to process abysium, for example, are known as fever beetles and give off dangerous radiation. Those that process inubrix, or ghost iron, become able to burrow through even the hardest materials, though they lose the ability to process any other ore.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 hour
* ''Range'' personal
* ''Duration'' instantaneous
</div>
Formulated in conjunction with shimmerstone-induced meditation, kothama favor the use of this spell to contemplate the past. Through an intense meditative trance, you peer into the past and experience a glimpse of historical events that occurred surrounding a specific event, object, person, or place. Casting this spell requires you to expend 1 Resolve Point, and you must declare the focus of your //remembrance// when you cast the spell. The information granted by this spell can be as simple as a series of images in your mind, or it might take the form of a cryptic message. The chance for a correct //remembrance// is 75% for events that occurred within the past 50 years, 60% for events that occurred between 51 and 150 years ago, and 45% for events that occurred between 151 years ago and the Gap. Attempts to glean information from during the Gap or earlier automatically fail. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.
Unlike //[[divination]]//, multiple castings of //remembrance// about the same topic by the same caster use the same die result as the first //remembrance// spell but yield different pieces of information each time.
As a move action, you toss your shield at an ally within 30 feet, telekinetically directing the shield’s movement. Your ally gains the shield’s bonus to AC as if they were wielding it. If you instead activate this discipline as a standard action, you also align the shield against a specific enemy, granting the ally the aligned shield bonus against that creature. The ally doesn’t need a hand free to gain these benefits, and they take no proficiency-based penalties from the shield. While this discipline is active, you don’t gain benefits from wielding the shield, and you must keep one hand free to direct and control the shield. At the beginning of your next turn, the shield flies back to your hand as long as it’s not restrained or in another creature’s possession.
You can use your [[custom rig]] to attempt [[Computers]] and [[Engineering]] skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a [[Perception]] or [[Sense Motive]] check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.
Your armor is equipped with a number of systems designed to monitor your health and activity, information that's simultaneously broadcast to any comm unit set to receive this data. The upgrade includes an obvious camera and microphone mounted on the outside of your armor, and the upgrade transmits everything it sees and hears; it has access to any senses installed in the armor (for example, [[infrared sensors]]), but not any unusual senses you possess. The remote monitoring system upgrade tracks your vital signs, and an individual receiving the transmissions from this upgrade can see if you've taken Hit Point damage as well as any conditions currently affecting you.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|remote monitoring system | 1 | 100 | 1 | any | – |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' 60 ft.
* ''Targets'' one operable technological device no larger than a vehicle that is not a starship
* ''Duration'' concentration + 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
A holographic duplicate of the target's controls appears within your reach. If the target has no controls, the spell fails. As part of concentrating on this spell, you (and only you) can use these holocontrols to operate the target as if you were able to touch its actual controls. The spell ends if the target moves out of range.
Your [[custom rig]] can exercise delicate control over your vehicle, which gains an [[autopilot]] function with a [[Piloting]] bonus equal to 4 + 1-1/2 the vehicle's item level. You can use your custom rig control the autopilot at a range of 500 feet, allowing you to engage, disengage, or enter coordinates for the autopilot as if you were in the vehicle. This range increases to 5 miles if you have the expert rig ability, 50 miles if you have the [[advanced rig]] ability, and has a planetary range if you have the [[superior rig]] ability.
You must have the [[experimental vehicle]] class feature to choose this trick.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one vehicle with a level no greater than your level + 1
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You transfer a sliver of your consciousness into a vehicle, enabling you to take actions to pilot it remotely. During the spell’s duration, you can pilot the vehicle as if you were in it, except you can use your [[Mysticism]] skill to pilot the vehicle in place of [[Piloting]]. As long as you remotely pilot the vehicle, the vehicle is considered controlled. This spell ends if you lose sight of the vehicle.
Uncontrolled and unsecured vehicles are automatically affected by this spell. If you attempt to affect a controlled vehicle, the pilot can attempt a Piloting check with a DC equal to 11 + your caster level to negate the effect. Each round a creature within the vehicle attempts to pilot or take control of the vehicle, they must attempt a Piloting check opposed by your Mysticism check. On a success, they take control of the vehicle, otherwise, you retain control.
This upgrade comes with a control computer module that can be used to pilot a suit of linked powered armor while no creature is wearing it. You can pilot the suit of powered armor that has the upgrade, activating the upgrade as a move action to move the linked armor up to its land speed. You can instead take a full action to activate the linked armor and have it automatically follow the remote at a selected distance from 5 to 500 feet. The linked powered armor can otherwise take no actions or carry any objects or creatures. If the linked armor is ever more than 500 feet from the remote, it immediately stops in place and must be reactivated to be used again.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|remote-link module | 4 | 1,750 | 1 | powered | 1 | 20 | 1/hour |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' instantaneous or 10 minutes/level; see text
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
You remove impurities from a creature or object, potentially neutralizing the curses, diseases, infestations, poisons, and other harmful conditions affecting it. If the target is a creature, you must attempt a caster level check (1d20 + your caster level) for each curse, disease, infestation, and poison affecting it (DC = 4 + the DC of the affliction). Success means that affliction is removed. Additionally, if the target is blind or deaf due to an affliction or damage, //remove affliction// restores vision and hearing unless the appropriate organ has been entirely removed from the creature's body.
A creature that is cured with //remove affliction// takes no additional effects from the curses, diseases, infestations, or poisons removed, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary ability damage, or effects that don't go away on their own (such as poison states). This spell cannot remove the curse from a cursed item, though a successful caster level check enables the creature afflicted with any such cursed item to remove the curse and get rid of it. Since the spell's duration is instantaneous, it does not prevent the target from suffering from the same curse, disease, infestation, or poison after a new exposure at a later date.
You can instead cast this spell to neutralize the poison in a poisonous creature or object for 10 minutes per level. If you cast it on a creature, the creature can attempt a Will saving throw to negate the effect.
//Remove affliction// counters //[[bestow curse]]//.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell functions in the same way as //[[lesser remove condition]]//, except you remove any one of the following conditions affecting the target: [[frightened]], [[paralyzed]], [[nauseated]], [[shaken]], [[sickened]], or [[staggered]].
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell functions as //[[lesser remove condition]]//, except you remove all of the following conditions affecting the target: [[cowering]], [[dazed]], [[frightened]], [[nauseated]], [[panicked]], [[paralyzed]], [[shaken]], [[sickened]], [[staggered]], and [[stunned]].
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You remove any one of the following conditions affecting the target: [[shaken]], [[sickened]], or [[staggered]]. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. //Lesser remove condition// also doesn't cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell's duration is instantaneous, it does not prevent the target from gaining the condition again. Casting this spell doesn't provoke attacks of opportunity.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets or Area'' one creature or object or one 20-ft.-radius area
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
You remove all ongoing effects of [[radiation]] from a single target if you succeed at a caster level check (DC = the DC associated with the radiation effect). The target is cured of both the radiation's poison effects and the [[radiation sickness]] disease, moving the target to the healthy state on both tracks. When cast on an area, a single casting of //remove radioactivity// removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.
<div class="statblock">
* ''CR'' 25; ''XP'' 1,638,400
* N Colossal construct (magical)
* ''Init'' +12; ''Senses'' //[[true seeing]]//; ''Perception'' +46
!!! DEFENSE
* ''HP'' 700; ''RP'' 8
* ''EAC'' 42; ''KAC'' 44
* ''Fort'' +23; ''Ref'' +23; ''Will'' +19
* ''Defensive Abilities'' [[fast healing]] 25, juggernaut, juggernaut's resolve; ''Immunities'' cold, [[construct immunities]], fire; ''SR'' 36
!!! OFFENSE
* ''Speed'' 100 ft., burrow 50 ft., fly 100 ft. ([[Su]], perfect)
* ''Melee'' lash +41 (18d10+40 S; critical [[severe wound]] [DC 28])
* ''Ranged'' disintegration ray +38 (13d10+25 A & So; critical [[corrode]] 4d6)
* ''Space'' 30 ft.; ''Reach'' 60 ft.
* ''Offensive Abilities'' demolisher, override, quake pulse, [[trample]] (18d10+40 B & S, DC 28)
* ''Spell-Like Abilities'' (CL 25th)
** Constant—//[[true seeing]]// (self)
!!! STATISTICS
* ''Str'' +15; ''Dex'' +12; Con —; ''Int'' +5; ''Wis'' +8; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +41 (+49 to fly), [[Mysticism]] +41, [[Piloting]] +41
* ''Feats'' [[Mobility]], [[Shot on the Run]], [[Spring Attack]]
* ''Languages'' [[truespeech]]
* ''Other Abilities'' comm, life siphon, [[spaceflight]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Comm ([[Ex]])'' A rendalairn can engage in wireless communications at system-wide range.
''Demolisher ([[Ex]])'' A rendalairn's attacks and abilities treat any object's hardness as if it were 30 points lower than it is.
''Disintegration Ray ([[Ex]])'' As a standard action, a rendalairn can fire its disintegration ray, which is a 120-foot line. Damage from this ray has the force descriptor.
''Juggernaut ([[Ex]])'' While a rendalairn takes a move action, or a full action to run or withdraw, any damage dealt to the rendalairn is halved.
''Juggernaut's Resolve ([[Ex]])'' When a rendalairn is reduced to 0 Hit Points, as a reaction before being destroyed, it can spend 4 Resolve Points to appear to be destroyed but regain 75 Hit Points at the start of its next turn (including those from [[fast healing]]), at which point it becomes active again. Casting //[[wish]]// or //[[miracle]]// before the start of the rendalairn's next turn can prevent the creature from revivifying.
''Life Siphon ([[Su]])'' While within 60 feet of a rendalairn, any creature reduced to 0 Hit Points dies on its turn unless it spends enough Resolve Points to stabilize. The rendalairn gains any Resolve Points spent in this way, as well as any Resolve Points a creature spends for staying in the fight while within 60 feet of the rendalairn.
''Override ([[Su]])'' As a swift action, a rendalairn can dictate the actions of one [[stunned]] technological construct during its next turn. At the start of the target's next turn, it ceases being stunned and takes the dictated actions, which cannot be obviously self-destructive.
''Quake Pulse ([[Su]])'' Once every 3 rounds, as a standard action, a rendalairn can spend 1 Resolve Point to create a field of electromagnetic and low-frequency sonic energy that simulates seismic waves and disrupts technology. Creatures and objects within a 20-foot-radius spread of the rendalairn take 10d12+40 electricity and sonic damage (Fortitude DC 28 for half; objects carried or held by a creature that succeeds at this save also take half damage). This damage has the force descriptor. A creature that fails the saving throw is knocked [[prone]]. If a technological construct fails the save, the construct is also stunned for 2 rounds even if it is normally immune to being stunned. Unattended hybrid or technological objects in the area cease functioning for 2 rounds. Those worn or carried by a creature cease functioning only if the creature fails the saving throw, and then for only 1 round.
</div>
Spacefarers who frequent the Vast whisper about great cosmic menaces hurtling across the void. According to such reports, these monstrosities are giant metallic spheres traveling in normal space at speeds so fast they preclude engagement. The massive spheres are said to have the ability to sunder asteroids and crack planets, sprouting razor-edged lashes that whirl around them in a lethal flurry. Enough sightings have occurred that authorities are concerned.
The creature's name, rendalairn, derives from a monster from an old spacefaring tale, but others refer to these creatures as "planet slayers." There are two accounts of a rendalairn landing on a planet and starting a rampage that ended only when the construct was done destroying everything it could find, including sapient life. The two targeted worlds, Brimippé III and Grixis VI, are home to the ruins of two different technologically advanced but extinct species. Some speculate that rendalairns choose technological societies and sites, which has some people worried at the possibility of such a creature reaching the Pact Worlds or Veskarium.
From observations gathered thus far, rendalairns seem to be specific in their attacks and ignore anything that doesn't interfere with their intended devastation. During the attack on Brimippé III, scavengers recorded the rendalairn's activity and broadcasts from orbit. In addition to a polite message informing them to maintain a safe distance from the demolition site, which each scavenger heard in their native language, the rendalairn transmitted streams of music, advertisements, or other such random media. Some of this media has since proven to be from pre-extinction Brimippé III. On Grixis VI, only some explorers escaped the rendalairn, which broadcasted its warning and then carried out the intended "demolition" with no concern for bystanders.
No report has yet indicated more than one rendalairn in any one place. They are thought to be solitary. A few scientists have asserted, given the evidence, that "the" rendalairn is unique. Disparities in description, such as coloration or composition, could be attributed to observational errors. Whatever the case, a rendalairn is spherical with a 30-foot diameter. When its lashes extend, the creature can reach up to 60 feet away. From this data, xenobiologists and engineers have speculated the creature weighs at least 50 tons.
No one is entirely sure when these massive constructs, if more than one exists, first appeared or who created them. The sheer size and complexity of the creatures indicate that significant resources and expertise were invested in their creation. According to reports, a rendalairn has no logos or other identifying marks, besides luminous circular markings that change over time. They have been sighted only in the Vast, which means they come from some far-flung part of the galaxy or, some have conjectured, beyond. The hypothesis that rendalairns are akin to [[tripods]] and, perhaps, manufactured by the same species is generally believed to be unlikely, due to the observed broadcasts, but has not been disproved. The mystery surrounding these creatures has prompted explorers and journalists to launch expeditions into the Vast in search of the monstrosities. Most return without significant data. A few have failed to return at all.
!! Seismic Spine
Biotechnicians speculate that a rendalairn has an internal structure that stabilizes it and enables it to create its quake pulse. Bleeding-edge tech has been invented based on these theories, allowing augmentation of the central nervous system.
{{Seismic Spine}}
You viciously tear into an opponent’s flesh, leaving behind deep, jagged wounds.
''Prerequisites:'' Str 13, Dex 13, [[natural weapons]] (S) species trait
''Benefit:'' On your turn, the second time you successfully hit and deal slashing damage to a creature using the unarmed strike granted by your natural weapons trait, the target also takes [[bleed|Bleeding (condition)]] damage equal to 1d4 + half your character level.
These augmentations can take the form of retractable claws installed directly into your feet, or prosthetic feet that replace your own and sport powerfully clawed toes. In either case, the rending talons provide you excellent grip and provide a deadly advantage against anyone you grab. You ignore any increase to the DCs of [[Acrobatics]] checks to [[balance]] and [[Athletics]] checks to [[climb]] due to slipperiness or iciness.
When you renew a [[grapple|Grapple (combat maneuver)]], as a swift action before the end of your turn you can use your talons to rake your target. Your talons function as a basic melee weapon with the [[analog]] weapon special property for this purpose, and they deal damage based on their model. The talons can only be deployed properly as weapons when grappling a target or damaging a [[helpless]] target, and thus can't be used to make other attacks.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Damage |h
|rending talons, standard | 4 | 2,100 | feet | 1d6 S |
|rending talons, sintered | 8 | 9,500 | feet | 2d6 S |
|rending talons, microserrated | 12 | 35,000 | feet | 4d6 S |
|rending talons, zero-edge | 16 | 164,000 | feet | 8d6 S |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' bite +14 (1d6+10 P) or tail +11 (1d8+10 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' roar, upending charge
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +16, [[Stealth]] +11, [[Survival]] +11
!!! ECOLOGY
* ''Environment'' temperate or warm forests (Castrovel)
* ''Organization'' solitary or gang (2–5)
!!! SPECIAL ABILITIES
''Roar ([[Ex]])'' As a standard action, a whiskered renkroda can bellow ferociously, causing all enemies within 60 feet to become [[shaken]] for 1d4+1 rounds (Will DC 13 negates). If the renkroda hits an opponent with its tail attack, it can activate this ability as a move action before the end of its next turn. After a whiskered renkroda roars, it must wait 1d6 rounds before it can do so again. This is a mind-affecting, sense-dependent fear effect.
''Upending Charge ([[Ex]])'' A whiskered renkroda takes no penalty to its attack roll when using the charge action. If it hits, it can immediately initiate a trip combat maneuver
(this takes no action).
</div>
Renkrodas make up an extensive category of large reptilian hypercarnivores that are distinguished by their long necks, decorative spines, and deadly sprints. They range across broad swaths of the continents of Asana and Ukulam on Castrovel, and due to their size and place near the top of the food chain, they are often solitary and aggressively territorial. Their terrifying bellows—signaling the creatures' efforts to maintain boundaries between one another and warn scavengers away from fresh kills—are one of the iconic sounds of northern Castrovel's wilderness.
The whiskered renkroda is among the smaller varieties of renkroda, adapted to move easily through heavily forested areas and distinguished by the additional antennae that grow from its chin, which help it detect prey hiding in dense foliage. Like others of its kind, a whiskered renkroda has a four-chambered heart and a throat that can expand up to twice its normal diameter, allowing the creature to gulp air quickly and circulate blood effectively while in pursuit of prey. A typical hunting whiskered renkroda uses trees for cover as it stalks its victims or waits for a target to approach and then makes a sudden charge to snag its victim or knock it down.
Because many of Castrovel's herbivores boast deadly defenses, the smaller renkrodas are fairly discerning when selecting prey. Some whiskered renkrodas can be initially timid around unfamiliar humanoids, not knowing whether they are too dangerous or more trouble than they're worth. The hungrier the animals grow, though, the more likely they are to attack, especially during lean times when other prey is limited.
Unlike young males of many other species of renkrodas, whiskered adolescent males sometimes form small gangs for mutual protection against mature adults and even larger predators. They wander widely across forested territory, moving to another location when food grows scarce. As an alpha member of the gang emerges, the rest of the group typically scatters, ceding that territory to the dominant male. In order to broadcast its superiority, this triumphant renkroda often engages in reckless attacks throughout its new home and destroys its surroundings, frequently roaring, scratching at nearby trees and rocks, and marking with its scent to claim its territory.
When you spend 10 minutes to repair your [[drone]], you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick.
You can use Engineering to repair a mechanical, technological, or hybrid object or piece of equipment, as long you have access to it. The amount of time this takes typically depends on the complexity of the object. You can repair an object or piece of equipment you crafted in half the usual time. The DC of the check is determined by the GM and based on the complexity of the object. If you succeed, you restore a number of Hit Points equal to the result of your Engineering check. If you fail the check by 10 or more, you damage the object further, dealing 1d4 damage to it; this damage can't reduce an item to fewer than 1 HP.
If the object or piece of equipment is damaged but not [[broken]], you can repair it at no cost. If it is broken but not destroyed, you must spend 10 UPBs per item level (assume a simple item has an item level of 1) each time you attempt to repair it. A destroyed object or piece of equipment can't be repaired with the Engineering skill.
You can't take 20 on an Engineering check to repair an item or object.
The DC for an Engineering check to repair an item is based on the complexity of the object. The following chart provides base DCs by complexity and examples of such items. The GM may adjust these DCs and times to reflect other circumstances.
<div class="table-wrapper">
|Item |Example | Time | DC |h
|Simple |Door or wall |10 minutes | 15 |
|Complex |Computer console | 30 minutes | 20 |
|Equipment |Weapon or suit of armor | 1 hour | 15 + 1-1/2 × item's level |
</div>
You can use Mysticism to repair a magical or hybrid piece of equipment, as long you have access to it. This typically takes 1 hour. You can repair a piece of equipment you crafted in half the usual time. The DC of the check is equal to 15 + 1-1/2 × item level. For a magical object without an item level, the GM determines the DC and the amount of time it takes to repair the object based on the object's complexity (see the repair item task of the [[Engineering]] skill for guidelines). If you succeed, you restore a number of Hit Points equal to the result of your Mysticism check. If you fail the check by 10 or more, you damage the item further, dealing 1d4 damage to it; this damage can't reduce an item to fewer than 1 HP.
If the piece of equipment is damaged but not [[broken]], you can repair it at no cost. If it is broken but not destroyed, you must spend 10 UPBs per item level each time you attempt to repair it. A destroyed piece of equipment can't be repaired with the Mysticism skill.
You can't take 20 on a Mysticism check to repair an item or an object.
When a mech combat encounter is over, a mech's operators can repair damage dealt to their mech, provided it hasn't been destroyed or lost.
Performing repairs requires stopping the mech, exiting, and working on the mech's exterior. Any number of allies can use the [[aid another]] action to assist with the [[Engineering]] checks involved in repairing a mech.
You can remove system failure conditions from a mech component by spending 10 minutes working on the mech and succeeding at an Engineering check. The DC depends on the severity of the condition: DC 20 for malfunctioning and DC 25 for inoperable. If you succeed, you remove that component's system failure condition, and the component can function as normal.
Restoring a mech's lost Hit Points is fairly difficult and resource-intensive. You can restore a number of Hit Points equal to twice the mech's tier by spending 1 hour performing repairs, succeeding at an [[Engineering]] check (DC = 10 + 1-1/2 times the mech's tier), and expending 10 UPBs per point of damage to be repaired. If you exceed the check's DC by 5 or more, you can reduce the repair time by half or the UPB cost by half. If you exceed the check's DC by 10 or more, you instead reduce the time and cost by half. If you fail the check by 4 or less, you choose either to make no progress or to increase the UPB cost per Hit Point by 5 for that hour's repairs. If you fail by 5 or more, you make no progress.
Shield Points regenerate out of combat automatically at a rate of 2 per hour.
Once per day, you can spend 10 minutes to magically repair an object, restoring up to 5 Hit Points per mystic level. You add //[[mending]]// and //[[make whole]]// to your list of spells known. You can’t swap these spells out to learn new spells in their place.
As a standard action, you briefly replace an inanimate object with its double drawn from another reality. You target one object weighing up to 3 Bulk within 50 feet, causing it to gain or lose the [[broken]] condition by becoming well-worn or brand new for a number of rounds equal to your witchwarper level. If the object is in the possession of an unwilling creature, that creature can attempt a Will save to negate this effect. After you use this ability, you cannot do so again until after you take a 10-minute rest to regain Stamina Points.
Replenigel is a nutritional gelatin interwoven with nanites that bolster the immune system. Originally designed by Abadarcorp during the war between the Pact Worlds and the Veskarium, replenigel is intended to provide a soldier with all of their daily nutritional needs and an added resistance to afflictions, while digesting slowly enough to require a soldier to eat only once per day. To minimize packaging costs, Abadarcorp commonly shipped replenigel to the front lines in 50-pound blocks that, unappetizingly, resembled marbled sulfur. After the conflict with the Veskarium ceased, the corporation found itself with a surplus of replenigel cubes and no way to sell them. A particularly savvy marketing executive realized that subtle tweaks to the product's aesthetics could have a dramatic impact on its commercial viability. After extensive focus-group testing, Abadarcorp created Nutrimanders, reshaping the gelatin into sizable, 1-pound megavitamins molded to look like skittermanders and available in various artificial flavors and colors.
It takes 5 minutes to consume a replenigel megavitamin. You gain 10 temporary Hit Points and a +2 circumstance bonus to Fortitude saves against diseases and poisons for the next 24 hours. In addition, you don't need to eat food or water for 24 hours. If you subsist on replenigel megavitamins for 5 consecutive days, you must attempt a DC 17 Fortitude save at the end of that fifth day and on each subsequent consecutive day you continue to eat these megavitamins; the bonus from the megavitamin doesn't apply to this save. Failure means you develop a waxy sheen on your skin that makes you smell vaguely like a fermented version of the flavor of megavitamin you most recently consumed. Your skin remains this way for 1d4 days, during which time you take a –4 penalty to all Charisma-based skill checks; if you consume another megavitamin during this time, the duration is increased by 1 day.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|replenigel megavitamin | 4 | — | L |
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large ooze (shapechanger)
* ''Init'' +2; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +15
!!! DEFENSE
* ''HP'' 100
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +12; ''Ref'' +4; ''Will'' +4
* ''Immunities'' [[ooze immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +15 (1d8+11 B)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +15, [[Bluff]] +20, [[Disguise]] +20, [[Sense Motive]] +20, [[Stealth]] +15
* ''Languages'' Aklo (can't speak any language)
* ''Other Abilities'' mimic corpse, [[mindless]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
* ''Mimic Corpse ([[Ex]])'' A replicant ooze can engulf the adjacent corpse of a Large or smaller creature as a full action. Over the course of the following 10 minutes, the ooze consumes the corpse, apart from its brain (or similar organ), while shaping its own biomass into a replica of the creature. After this time, the replicant ooze looks like an exact duplicate of the dead creature, though without any major visible trauma, and compressing any excess ooze material within itself. While in this form, the replicant ooze loses the [[blindsense]], [[mindless]], and [[sightless]] abilities and gains the consumed creature's size, reach, natural attacks, non-magical move speeds, languages (as well as ability to speak all languages it knows), and memories, as well as an Intelligence modifier equal to that of the creature consumed minus 1. Also, the replicant ooze has the skills the creature had in life, using the creature's total skill bonus with a –5 penalty. This ability otherwise functions as [[change shape]]. When a replicant ooze loses more than half of its total Hit Points, it immediately reverts back to its Large ooze form. When this happens, the ooze can't use this ability again until it regains all its Hit Points.
</div>
Grays bioengineered the first replicant oozes during their first attempts to create full clones. While the grays found that the protoplasm could be shaped into the forms of sapient creatures through liberal use of electric shocks, the resultant shape was essentially still an ooze, requiring actual brains to be able to function. Once the grays incorporated brains into the protoplasm, they realized that the altered oozes took on the personality and memories of the "donors." Grays then began to use these oozes as quick, albeit messy, ways to replace subjects who accidentally perished from too-rigorous experimentation.
A replicant ooze requires a fresh brain (or similar organ) to be able to believably impersonate a victim, usually requiring the ooze to consume the corpse within minutes after it has died. When a replicant ooze duplicates a person, it often doesn't realize it is an impostor and attempts to live out the victim's daily life. After a while, though, the victim's friends and family begin to suspect that something is wrong, as the replicant ooze is usually less intelligent and socially adept than the original. Though replicant oozes are eventually found out if left out in the field for too long, gray agents use them as stopgap measures. Eventually, grays usually abduct the replicant ooze and replace it with a true clone, using memory extraction and implantation technology to copy any memories the replicant ooze might have formed into the clone's brain.
Reposition
You change the target's position to a different location still within your reach and within 5 feet of its original placement. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceeds the target's KAC + 8, but all movement must remain within your reach. You cannot move the target past an obstacle.
If you reposition a creature as a full action, you can move a distance equal to the distance you repositioned your target (up to your move speed), dragging the target along with you.
When you attempt a reposition combat maneuver with this weapon, you gain a +2 bonus to your attack roll.
As a standard action, you spend 1 Resolve Point to scold a spell out of existence. This functions as //[[dispel magic]]// with a range of 30 feet, using your envoy level as your caster level. At 12th level, you can instead spend 2 Resolve Points to cast //dispel magic// as a reaction, using its counter function against a spell that affects
any target or creature within 30 feet of you. If your dispel check exceeds the DC by 10 or more, you convince the spell to follow your commands and can select a new target (or targets, as appropriate) for the spell within the spell’s original range. The spellcaster loses the ability to dismiss the spell, and you gain that ability.
This is a sense-dependent effect. You must have the [[spell speaker]] alternate class ability to choose this improvisation.
You have installed failsafes in your brain to make you nearly impossible to frighten.
''Prerequisites:'' Character level 6th; constructed species trait, construct type, or cybernetic augmentation installed
in brain.
''Benefit:'' Once per day as a reaction to failing a saving throw against a fear effect, you can activate certain countermeasures in your brain to reroll that saving throw with a +2 circumstance bonus.
Reptoids are masters of disguise and deception, who use their shapechanging abilities to infiltrate countless other societies, impersonating influential individuals and seeking positions of power within their target culture. The number of reptoids hidden within any given society is unknown, as in addition to their exceptional espionage and infiltration skills, the creatures also have psychic magic that allows them to cover their tracks and ensure cooperation from their enemies.
The limited nature of the reptoids' shapechanging ability means an individual typically holds only one alias at a time and undertakes the process of changing its cover only if that identity has been compromised. In some cases, reptoids work behind the scenes to engineer "mysterious accidents" that allow them to discard problematic identities and assume new ones, and some conspiracy theorists or counterespionage officials tend to view high-profile deaths as signs of potential reptoid activity—either covert assassinations by the creatures, or staged deaths to cover for new identities. Reptoids are known to spend years in their assumed forms; some spend more of their lives as other creatures than in their natural forms.
Reptoid masters are the masterminds behind the race's plots and infiltration, appearing rarely even in rumors and even less commonly encountered in the flesh. Reptoid masters command much more powerful domination magic than typical reptoids, ensuring their plots and identities remain hidden, and they are believed to be the leaders of this enigmatic race, though how they are chosen or made remains a mystery. No one in the Pact Worlds knows whether reptoid masters are the first to infiltrate a society and remain so effectively hidden that they are never uncovered, if they arrive on a planet only after other reptoids have established a power base, or if they remain distant from their kin and simply pull strings from some secure command center. This command center could be virtually anywhere in the galaxy—with some theories pointing to Absalom Station itself.
As might be expected, reptoids are secretive about the end goals of their infiltrations, and when under extreme duress, they choose to die rather than reveal information about their home world or race. Some posit they are weakening target societies in preparation for eventual invasion, while others argue they may already hold complete control, and thus have no need for an invasion, preferring to live like parasites within a host society.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Cha, –2 Dex
* ''Hit Points:'' 5
* ''Size and Type:'' Reptoids are Medium humanoids with the reptoid and shapechanger subtypes.
* ''Change Shape:'' Once per day, a reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when using this ability. The reptoid gains a +10 racial bonus to [[Disguise]] checks to appear as that type of humanoid. This ability otherwise functions as per //[[disguise self]]//, and lasts for 10 minutes × the reptoid's character level. A reptoid can select a new humanoid form by spending 1 week preparing for the change, but can then no longer assume the previous form.
* ''Cold-Blooded:'' Reptoids receive a +2 racial bonus on saving throws against mind-affecting effects and poisons.
* ''Low-Light Vision:'' A reptoid can see in dim light as if it were normal light.
* ''Natural Weapons:'' Reptoids have [[natural weapons]] that deal 1d3 slashing damage.
<<section 'Reptoid Hybrids' >>
<div class="statblock">
* ''Tier'' 1/2
* Small shuttle
* ''Speed'' 8; ''Maneuverability'' perfect (turn 0)
* ''AC'' 13; ''TL'' 12
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' flak thrower (3d4; 5 hexes)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, cut-rate sensors, mk 1 armor, security ([[holographic mantle]]); ''Expansion Bays'' [[cargo bays]] (2), [[passenger seating]]
* ''Modifiers'' –2 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 20)
!!! CREW
* ''Pilot'' [[Computers]] +9 (1 rank), [[Engineering]] +9 (1 rank), gunnery +3 (1st level), [[Piloting]] +6 (1 rank)
</div>
Reptoids use chameleons to deliver agents planetside or onto facilities in space, to infiltrate a target population. These lightly armed shuttles conceal their true nature with sophisticated holographic disguises; they can defend themselves, but generally flee if discovered. A chameleon has no Drift engine and is always based on a larger ship.
<div class="statblock">
* ''Tier'' 3
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' average (turn 1); ''Drift'' 1
* ''AC'' 16; ''TL'' 17
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' basic 40 (forward 10, port 10, starboard, aft 10)
* ''Attack (Forward)'' tactical nuclear missile launcher (5d8; 20 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget medium-range sensors, crew quarters (good), mk 3 armor, mk 4 defenses, mk 2 mononode computer, security ([[holographic mantle]]); ''Expansion Bays'' [[cargo bay]], [[cultural preparation facility]], [[escape pods]], [[recreation suite]] (trivid den)
* ''Modifiers'' +2 to any 1 check per round, +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +8 (3 ranks), gunnery +7 (3rd level), [[Intimidate]] +13 (3 ranks), [[Piloting]] +9 (3 ranks)
* ''Engineer'' [[Engineering]] +8 (3 ranks)
* ''Gunners (2)'' gunnery +7 (3rd level)
* ''Pilot'' [[Piloting]] +14 (3 ranks)
* ''Science Officer'' [[Computers]] +13 (3 ranks)
</div>
Thanks to their utility and versatility, changelings make up the bulk of the reptoid fleet. A holographic mantle allows a changeling to enter the territory of another species or organization undetected, carry infiltration personnel to their destination, and provide mission support services for the smaller chameleons. They often linger in orbit, where they serve as a base of operation for reptoid agents in the field, providing support and extraction when necessary. changelings can defend themselves in battle, but unless they have field agents to protect or rescue, they usually flee to the nearest nest platform instead.
Pairings of a [[reptoid]] and another humanoid might create a hybrid offspring that shares traits of both species. Reptoid leaders have duplicated this process under controlled conditions, engineering hybrids in a lab, but such attempts often end tragically.
A reptoid hybrid does not possess the shape-changing quality for which reptoids are notorious, and their reptoid parent risks exposure as soon as the hybrid's nature is revealed. Some reptoid parents abandon such a child and their humanoid family, fleeing to take on a new identity. Still others try to raise the child in their partner's humanoid society. A few of these parents feel strongly enough for their hybrid child and humanoid family to forsake the reptoid masters.
!! Reptoid Hybrid Template Graft
A reptoid hybrid is a generally outcast humanoid who resembles their reptoid parent.
* ''Required Creature Type and Subtype:'' Humanoid (reptoid, one other humanoid subtype).
* ''Traits:'' As the non-reptoid humanoid. A reptoid hybrid has no reptoid traits other than their appearance.
!! Racial Traits
A reptoid hybrid has the traits of their non-reptoid humanoid species, although they can choose reptoid ability score adjustments in place of their normal ones. In addition to their appearance, hybrids retain reptoids' [[low-light vision]] and the reptoid subtype, along with their normal subtype. Hybrids treat Reptoid as a racial language.
<div class="statblock">
* ''Tier'' 11
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 24; ''TL'' 24
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Forward)'' super plasma cannon (3d6 × 10; 10 hexes)
* ''Attack (Port)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Starboard)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Turret)'' plasma cannon (5d12; 10 hexes)
* ''Power Core'' Gateway Heavy (400); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (good), mk 5 armor, mk 6 defenses, mk 3 mononode computer, security ([[reconfiguration system]]); ''Expansion Bays'' [[arcane laboratory]], [[brig]], [[cultural preparation facility]], [[life science lab]], [[medical bay]], [[sealed environment chamber]]
* ''Modifiers'' +3 to any 1 check per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 81 (minimum 60, maximum 100)
!!! CREW
* ''Captain (plus 2 officers)'' [[Computers]] +20 (11 ranks), [[Diplomacy]] +20 (11 ranks), gunnery +16 (11th level), [[Intimidate]] +25 (11 ranks)
* ''Engineer (3 officers, 8 crew each)'' [[Engineering]] +20 (11 ranks)
* ''Gunners (3 officers, 5 crew each)'' gunnery +16 (11th level)
* ''Pilots (3 officers, 3 crew each)'' [[Piloting]] +21 (11 ranks)
* ''Science Officers (3 officers, 6 crew each)'' [[Computers]] +25 (11 ranks)
</div>
These well-armed reptoid vessels provoke aggression between other species. To accomplish this, the instigator adopts the appearance of a starship belonging to another species or organization, then attacks a third party in a way that ensures there are plenty of witnesses. At the same time, a second instigator is mirroring the attack elsewhere in the galaxy, pretending to be a starship from the aggrieved party and attacking the race or organization imitated by the original instigator. If done properly, this strategy can lead to outright war.
<div class="statblock">
* ''Tier'' 7
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 19; ''TL'' 19
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' medium 90 (forward 23, port 22, starboard 22, aft 23)
* ''Attack (Forward)'' heavy nuclear missile launcher (10d8; 20 hexes), light particle beam (3d6; 10 hexes)
* ''Attack (Port)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Starboard)'' heavy laser cannon (4d8; 10 hexes)
* ''Power Core'' Pulse Orange (250); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (good), mk 3 armor, mk 3 defenses, mk 1 tetranode computer, security ([[holographic mantle]]); ''Expansion Bays'' [[arcane laboratory]], [[brig]], [[cargo bay]], [[hangar bay]], [[recreation suite]] (HAC)
* ''Modifiers'' +1 to any 4 checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 11 (minimum 6, maximum 20)
!!! CREW
* ''Captain (plus 1 officer)'' [[Computers]] +14 (7 ranks), [[Diplomacy]] +14 (7 ranks), gunnery +12 (7th level), [[Intimidate]] +19 (7 ranks)
* ''Engineers (2)'' [[Engineering]] +14 (7 ranks)
* ''Gunners (4)'' gunnery +12 (7th level)
* ''Pilot'' [[Piloting]] +16 (7 ranks)
* ''Science Officers (2)'' [[Computers]] +19 (7 ranks)
</div>
The nest platform serves as a supply point for changeling vessels and as a carrier for the smaller chameleon shuttles. Like other reptoid ships, it is equipped with a hybrid holographic screen that allows it to pass as another vessel, so a nest platform often lurks among merchant vessels or in other large fleets, such as the Armada that surrounds Absalom Station. A nest platform is excellent at surprise attacks when it can bring its heavy nuclear missile launcher to bear, and it can defend itself when necessary, though it was designed for stealth and is overmatched by dedicated warships.
name:repulsor
range:short
speed:—
damage:special
pcu:45
cost:25
special:[[redirect]]
As a standard action, you can expend an unused spell slot to rearrange the inner workings of a mechanical or technological device you touch. Reduce the DC of skill checks to [[disable the device|Disable Device]] by an amount equal to the level of the spell slot expended for 1 minute. If you fail a check to disable the device by 5 or more during this time, you can spend 1 Resolve Point as a reaction to avoid triggering the device.
<div class="statblock">
* ''Level'' 9; ''Price'' 45,000
* Huge air and water vehicle (10 ft. wide, 20 ft. long, 12 ft. high)
* ''Speed'' 25 ft., full 750 ft., 85 mph (fly); 40 ft., full 400 ft., 45 mph (swim)
* ''EAC'' 22; ''KAC'' 24; ''Cover'' total cover
* ''HP'' 130 (65); ''Hardness'' 5
* ''Attack (Collision)'' 9d10 B (DC 14)
* ''Modifiers'' –2 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot (Piloting +19), enhanced sensors ([[blindsense]] [vibration] 60 ft.), planetary comm unit
* ''Passengers'' 6
</div>
Rescue enercopters are specialized sealed enercopters that head into disaster areas to locate and extract survivors. They're primarily used by search and rescue personnel but are occasionally used by adventurers as fast transports that can traverse most environments and breach walls.
You throw yourself into dedicated study of a single topic, diving into data sets or the local infosphere to learn as much as you can.
''Activity:'' You spend the day studying to gain working knowledge of a single specific topic. This could be a medium-sized corporation, a large settlement, a prominent individual or criminal organization, or something similar; the GM has discretion on what qualifies. Regardless of the topic, you must have access to an infosphere, downloaded data set, or similar source of knowledge that contains information on the chosen topic. You can't choose a topic that overlaps with your theme's 1st-level theme knowledge.
''Results:'' For the next week, you can attempt [[Culture]] checks to [[recall knowledge]] about that topic untrained, and the DC of such checks is reduced by 2. Each time you study a topic in this way, you lose this benefit for the prior topic and gain it for the new one.
Preferred by discerning solo researchers or urogs without access to capable research assistance, this small sphere of silicone stretches to cover one of your visual sensors. When it does, it generates an electromagnetic field that assists with reviewing information. You can apply the researcher’s helper as a standard action. When you do, it automatically aids you on your next [[Life Science]], [[Mysticism]], or [[Physical Science]] skill check. You can’t receive aid from any other source while using this item. After one skill check or 10 minutes, the researcher’s helper becomes inert and can be easily digested by urogs. The lingering electromagnetic field prevents you from benefiting from another researcher’s helper for 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|researcher's helper | 2 | 165 | L |
</div>
This waterproof leather jacket functions as a [[travel outfit|clothing]]. Once per day as a reaction, you can reroll a failed Fortitude saving throw.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//resilient jacket// | 2 | 600 | L |
</div>
Thanks to the cybernetics installed in your heart, you’re difficult to keep down, even when you have taken a lot of damage.
Prerequisites: Character level 4th; constructed species trait, construct type, or cybernetic augmentation installed in heart.
''Benefit:'' When another character attempts to [[stabilize]] you with [[Medicine]] while you are dying, they gain a +4 circumstance bonus to the check. In addition, when you spend 1 Resolve Point to [[stay in the fight|Resolve Points]], you regain 10 Hit Points.
''Normal:'' You gain only 1 Hit Point when you spend 1 Resolve Point to stay in the fight.
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one Large or smaller creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' yes
</div>
A 10-foot-diameter globe of shimmering force encloses the target creature. The sphere contains the target for the spell's duration. The sphere functions in the same way as a //[[wall of force]]//, except it can be negated by //[[dispel magic]]//. A target inside the sphere can breathe normally. The sphere can't be physically moved either by creatures outside it or by the struggles of those within.
As a reaction when you or a creature within 100 feet would take energy damage, you can spend 1 Resolve Point to grant the target [[resistance]] 5 against that energy type (acid, cold, electricity, fire, or sonic). This resistance is applied before the damage from the triggering attack. At 8th level, the resistance granted increases to 10. At 11th level, the resistance granted increases to 15.
As unique forms of corporeal undead who retain slivers of their souls, [[borais]] are not easily affected by certain negative energy effects. Arcane shielding around or slivers of necromantically infused undead flesh woven into your heart (or similar cardiac muscle) protect you in much the same way. You take no penalties from energy drain effects, though you are still destroyed if you accrue more negative levels than you have class levels. Any negative levels you have taken are removed after 24 hours without the need for an additional saving throw.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|resist energy drain graft | 5 | 2,800 | heart |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 hour/level
* ''Saving Throw'' none (harmless)
* ''Spell Resistance'' no (harmless)
</div>
You protect targets from [[radiation]]. They succeed at saving throws against low radiation and radiation sickness with a DC of 13 or lower. If the target has [[radiation sickness]] with a saving throw DC of 13 or lower, the sickness's effects are suppressed for the duration. Against radiation and radiation sickness with higher save DCs, this spell instead grants targets a +2 circumstance bonus to the saving throws.
Your drone gains [[resistance]] to an energy type of your choice—acid, cold, electricity, fire, or sonic—equal to your mechanic level, to a maximum of 10. You can select this mod multiple times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above.
The metal rod has a carefully insulated grip and a resistance coil designed to generate substantial heat surrounding the bulk of the baton's shaft. Though the weapon is named for its engineering, it is often used by members of the Android Abolitionist Front and other rebel groups because of its evocative name and ease of construction. Strain-gauge resistance rods retain some flexibility and are easier to use, while thermistor and piezoresistor resistance rods employ more advanced coils to generate a hotter output. Induction resistance rods operate at higher outputs and are significantly more dangerous.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|resistance rod, strain-gauge | 2 | 510 | 1d4 F | [[burn]] 1d4 | L |[[powered]] (capacity 20, usage 1) |
|resistance rod, thermistor | 9 | 12,600 | 4d4 F | [[burn]] 2d4 | L |[[powered]] (capacity 20, usage 1) |
|resistance rod, piezoresistor | 12 | 31,500 | 6d4 F | [[burn]] 3d4 | L |[[powered]] (capacity 20, usage 1) |
|resistance rod, induction | 15 | 94,200 | 10d4 F | [[burn]] 4d4 | L |[[powered]] (capacity 20, usage 1) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Targets'' up to 10 creatures wearing armor within range
* ''Duration'' 1 minute/level
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell functions as //[[lesser resistant armor]]//, except as indicated above, and the wearers and their gear gain [[DR]] 5/— or [[energy resistance]] 5 that protects against all five energy types.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
</div>
This spell functions as //[[lesser resistant armor]]//, but the target and her gear gain [[DR]] 10/— or [[energy resistance]] 10 that protects against three energy types.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
</div>
This spell functions as //[[lesser resistant armor]]//, but the target and her gear gain [[DR]] 15/— or [[energy resistance]] 15 that protects against four energy types.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Range'' touch
* ''Targets'' one creature wearing armor
* ''Duration'' 10 minutes/level
* ''Saving Throw'' Fortitude negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
//Lesser resistant armor// grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain [[DR]] 5/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain [[energy resistance]] 5 that protects against the chosen types of energy. This damage reduction or energy resistance doesn't stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don't stack.
Even when your [[energy shield]] is inactive, the ambient energy protects you from a particular type of energy attack. Choose acid, cold, electricity, fire, or sonic. You gain [[resistance]] 5 against that energy type. You must have the energy shield mechanic trick to learn this trick.
You can temporarily change your body’s composition, helping you shrug off harmful energies. When you learn this adaptation choose three of the following energy types: acid, cold, electricity, fire, or sonic. You can spend 1 MP as a move action to gain [[energy resistance]] to one of the energy types you chose. The value of this energy resistance equals 1 + half your evolutionist level, stacks with one other source of energy resistance you might have, and lasts for 3 rounds.
You can learn this adaptation a second time; this allows you to spend MP to gain resistance to any of the five energy types.
Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of [[resistance]] to that energy type based on the model of your resistant hide. If you have a racial trait that provides resistance to the selected energy type that's equal to or greater than that of your resistant hide (and doesn't explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a racial trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Resistance |h
|resistant hide, mk 1 | 2 | 700 | skin | 2 |
|resistant hide, mk 2 | 4 | 1,900 | skin | 4 |
|resistant hide, mk 3 | 7 | 5,890 | skin | 6 |
|resistant hide, mk 4 | 10 | 17,000 | skin | 8 |
|resistant hide, mk 5 | 13 | 46,350 | skin | 10 |
|resistant hide, mk 6 | 17 | 230,850 | skin | 15 |
</div>
Resolute creatures are natives of one of the Outer Planes where law is paramount. A GM can allow creatures summoned with the //[[summon creature]]// spell that would normally have the [[astral]], [[celestial]], or [[fiendish]] simple template graft instead have the resolute simple template graft.
* ''Alignment:'' Alignment changes to lawful.
* ''Traits:''
** [[DR]]/chaotic with a value equal to creature's CR – 10 (minimum DR 1/chaotic)
** if the creature already has DR of that value or greater, it instead gains [[resistance]] to cold with a value equal to creature's CR – 5 (minimum cold resistance 1
** when the creature isn't on its home plane, it gains the extraplanar subtype
Whenever you use your [[spark of ingenuity]] class feature, you regain 1 Resolve Point, up to your normal maximum.
You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as [[fuse spells]].
As a hero in Starfinder, you have resolve—an intrinsic reservoir of grit and luck tied to your talents and often enhanced by your class. Your pool of Resolve Points (RP) allows you to carry on even when everything seems lost.
!! Calculating Resolve Points
You have a number of Resolve Points equal to half your character level (rounded down, but minimum 1) + the modifier of your key ability score. Even if you have a negative modifier, you always have at least 1 Resolve Point.
!! Spending and Regaining Resolve Points
Resolve Points can be spent in a number of ways, and many classes let you spend them to activate class features and regain resources. Some abilities don't require you to spend points, but are active only as long as you have a minimum number of Resolve Points available—for instance, an envoy with at least 1 Resolve Point remaining in her pool can use her expertise class feature to roll an extra die on [[Sense Motive]] checks without spending the point. Your Resolve Points can never drop below 0.
Dying causes you to lose Resolve Points. If you would lose Resolve Points due to dying and don't have any remaining, you're dead.
Up to once per day, characters can regain any spent Resolve Points by getting a full 8 hours of uninterrupted rest.
!! General Uses for Resolve Points
Besides expending Resolve Points to activate class features, they are useful for a few key general purposes. Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below.
!!! Regaining Stamina Points
You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you're interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes.
!!! Stabilizing
If you are [[dying]] and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you're no longer dying, but you remain unconscious. If you don't have enough Resolve Points to stabilize when you are dying, you lose Resolve Points as per the dying rules.
!!! Staying in the Fight
If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage, you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round.
Rather than making individual attack rolls or tracking their exact location on a starship, a boarding crew's success and health is resolved with a special boarding attack roll at the start of the Engineering phase.
@@.equation
''Boarding Attack = 1d20 + the boarding party's tier (rounded down) + the boarding party's complement modifier + the boarding party's training modifier''
@@
Compare the result of the boarding attack to the target starship's Boarding Resistance (BR), which represents the starship crew's ability to repel invaders.
@@.equation
''Boarding Resistance = the starship's tier (rounded down) + the starship's security modifier + the starship's training modifier''
@@
If the boarding attack is successful, the boarding party locates and sabotages part of the starship, and the starship takes a critical damage effect to a random system. If the attack exceeds the BR by 5 or more, the boarding party also deals major damage to the defenders and incapacitates 10% of the boarded starship's complement. If the attack fails by 5 or more, the boarding party instead sustains major damage, with one-third of the boarding party's original members incapacitated in combat. If the attack fails by 10 or more, the boarding party experiences a catastrophic setback that incapacitates the entire team.
Incapacitated crew and boarding party members might be dead, seriously injured, unconscious, captured, or otherwise neutralized, but regardless of their condition, they are unable to contribute for the duration of the starship combat. When determining which creatures are incapacitated, a starship's non‑officer crew members are incapacitated first. If a PC would be incapacitated while resolving a boarding event, it's often best to have them captured; however, if a group refuses to yield, reduce that PC to 0 Hit Points, and the PC must spend enough Resolve Points to stabilize. If that PC does not have enough Resolve Points, they die.
As a guideline, half of the combatants incapacitated during a boarding event survive to recover after starship combat ends. This increases to 75% of the incapacitated defenders if their starship has a [[medical bay]].
!! Complement Modifier
The boarding party's relative size plays a significant role in how quickly they can overcome defenders and inflict damage, represented by a modifier to the boarding attack. To calculate this modifier, compare the number of combatants in the boarding party to the defending ship's complement, using the following table.
<div class="table-wrapper">
|Boarding Party Size | Complement Modifier |h
|Less than 10% of the target's complement | –8 |
|10–20% of the target's complement | –4 |
|20–50% of the target's complement | +0 |
|50–80% of the target's complement | +2 |
|80–100% of the target's complement | +4 |
|Larger than the target's complement | +8 |
</div>
!! Security Modifier
Starships often incorporate security features that stymie invaders. A starship's BR has a base security modifier of +0, modified by the following security features (rounded up). Antipersonnel weapons provide their BR modifier only against the first boarding attack attempted against the starship, after which the weapon exhausts its ammunition and must be reloaded as an open crew action.
<div class="table-wrapper">
|Security System | Security Bonus |h
|[[antipersonnel weapon]] | 1/3 × weapon level |
|[[antipersonnel weapon]], heavy | 2 + 1/3 × weapon level |
|[[biometric locks]] | 1 |
|[[computer countermeasures]] | 1/3 × number of countermeasures |
<div>
!! Training Modifier
A typical starship's crew members have basic combat skills that help them fend off attackers, represented by the starship's tier. However, well-trained combatants can quickly overpower unskilled foes. A starship that has a basic, specialized, or elite [[combat training facility]] as an expansion bay increases the crew's military capabilities to skilled, specialized, or elite, respectively, each of which increases the starship's BR. A starship benefits only from the most advanced combat training facility it has. For military starships published prior to this book, consider granting their crews the skilled or specialized benefits as appropriate.
<div class="table-wrapper">
|Crew Skill | Training Modifier |h
|skilled | +2 |
|specialized | +4 |
|elite | +6 |
</div>
!! Multiple Boarding Parties
If two or more allied boarding parties board the same starship, they can choose either to operate independently or combine forces. When operating independently, resolve each boarding party's boarding attack separately.
When boarding parties combine forces, add their number of combatants together to calculate their complement bonus, and use the average of their training modifiers (rounded down). Combine the boarding parties' combatants to determine how many combatants are incapacitated during the boarding event.
The translucent crystal network in a resonant gauntlet has its origins in the rings of the gas giant Liavara. The rings contain crystal fragments thought to record every sonic vibration that passes through them. Researchers have yet to fully decode the information they hold, but they have been able to develop a material that shares some of the crystal's properties.
A resonant gauntlet is a long glove with composited crystal and metal around the user's wrist, forearm, and knuckles. When a wearer strikes, the composite generates a harmful resonance that can be directed into a target's body, rupturing cell walls and causing organ stress. The wearer can increase the effect by flexing the limb and digits under the gauntlet, causing the crystal to record the subtle sounds of the body and its component matter to build stronger resonance. The cellular resonance gauntlet is the basic model. Focused frequencies of the molecular, atomic, and quantum models stimulate respectively smaller components of matter to deal correspondingly large amounts of damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|resonant gauntlet, cellular | 5 | 3,230 | 1d4 So | [[nauseate]] | L |[[boost]] 1d4, [[powered]] (capacity 20, usage 1) |
|resonant gauntlet, molecular | 10 | 19,900 | 3d4 So | [[nauseate]] | L |[[boost]] 3d4, [[powered]] (capacity 20, usage 1) |
|resonant gauntlet, atomic | 15 | 124,000 | 8d4 So | [[nauseate]] | L |[[boost]] 4d4, [[powered]] (capacity 20, usage 1) |
|resonant gauntlet, quantum | 20 | 901,000 | 6d12 So | [[nauseate]] | L |[[boost]] 3d12, [[powered]] (capacity 20, usage 1) |
</div>
The //resonant larynx// augmentation is a small resonating crystal in your throat that can amplify your voice to deafening levels. As a standard action, you can activate the //resonant larynx// to unleash an ear-piercing shriek in a 30-foot cone-shaped spread that doesn't harm you. Each creature in the area must attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier). On a failure, a creature takes 5d6 sonic damage (or 10d6 for the advanced model) and is [[deafened]] for 2d4 rounds. If a creature succeeds at the saving throw, it takes half the damage and is deafened for only 1 round. Once you have used your //resonant larynx//, you can't use it again until you've taken a 10-minute rest that would allow you to regain Stamina Points. However, you can spend 1 Resolve Point at any time to recharge the augmentation immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//resonant larynx//, standard | 6 | 4,400 | throat |
|//resonant larynx//, advanced | 11 | 25,500 | throat |
</div>
The crystalline structure inside a resonant pistol comes from the same synthetic material used in the [[resonant gauntlet]]. An electrical current can be directed through a long, conical barrel fitted with layers of the crystal, causing the material to reverberate with a devastating ultrasonic frequency. These weapons are noted for their ease of use, since they create no recoil. The only indication that these weapons have fired is a faint, high-pitched beep. Resonant pistols using a crystal lattice are more common and less expensive than those that contain a crystal matrix.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|resonant pistol, lattice | 7 | 6,100 | 1d6 So | 40 ft. | [[deafen]] | 40 charges | 2 | L |[[boost]] 1d6 |
|resonant pistol, matrix | 18 | 358,000 | 5d6 So | 40 ft. | [[deafen]] | 40 charges | 2 | L |[[boost]] 2d6 |
</div>
The weapon known as the resonant staff has a history that runs parallel to origins of the [[resonant gauntlet]] and [[resonant pistol]]. A similar crystalline structure tuned to particular frequencies turns electricity into sound as it agitates the crystal. The sonorous staff is named for the pleasant tone it strikes, while the reverberant model echoes with a few different tones. A stentorian resonant staff is like the reverberant model but punctuates its blows with distinctive sonic cracks.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|resonant staff, sonorous | 3 | 1,380 | 1d4 So | [[knockdown]] | 1 |[[block]], [[boost]] 1d4, [[powered]] (capacity 20, usage 1) |
|resonant staff, reverberant | 13 | 49,900 | 5d6 So | [[knockdown]] | 1 |[[block]], [[boost]] 2d6, [[powered]] (capacity 20, usage 1) |
|resonant staff, stentorian | 18 | 381,000 | 8d6 So | [[knockdown]] | 1 |[[block]], [[boost]] 5d6, [[powered]] (capacity 20, usage 1) |
</div>
Whereas most biohackers affect anatomy with injections, urogs’ crystalline physiology responds better to precise sonic resonances. An urog-trained biohacker can transform a living being’s composition with a word.
Choose one of the following: advanced melee weapons, longarms, or sniper weapons. You’re proficient with weapons of the chosen type in the sonic category, and rather than the normal [[Weapon Specialization]] benefit for these weapons, you instead add half your character level to their damage. You can deliver injectable substances like poisons, serums, drugs, medicinals, and biohacks using sonic weapons as though they have the [[injection]] weapon special property and deal slashing damage. For any biohacker ability that functions with injection weapons, you can also apply that ability to a sonic weapon. At 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level the bonus increases to +2, and at 18th level it increases to +3. When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting them with the biohack, drug, poison, serum, or other substance that was loaded into the injection weapon.
Rather than using a syringe from your custom microlab to deliver biohacks, you instead use a handheld sonic pad that targets the EAC of an unwilling target but otherwise functions as a syringe. At 2nd level, you can use your custom microlab to direct a sonic burst at a creature within half your custom microlab’s range, affecting it with a biohack as if you had applied it with the sonic pad; this requires no attack roll, but an unwilling target can negate a biohack delivered this way with a successful Fortitude save (DC = 10 + half your biohacker level + your key ability score modifier). This is a sonic effect.
This replaces the injection expert class ability and the theorem gained at 2nd level.
A resonator is a boxy device with a terminal along the top and a series of concentric rings of metal and crystal in front to focus the weapon's harmonics. A shoulder strap helps offset the weapon's considerable weight, allowing the use of a top handle to direct output while freeing up the other hand to operate the controls. A resonator generates sonic waves at frequencies set to resound within the targeted material, allowing the weapon to deal precise damage regardless of the target's composition or protection. If the integrated probing function is employed before firing, the resonator's sonic frequencies can be precisely tuned. Diffraction and refraction resonators align sonic waves in specific patterns, while linear and phased resonators focus the sonic energy through specialized matrices for amplified output.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|resonator, diffraction | 4 | 2,080 | 1d8 So | 60 ft. | [[deafen]] | 40 charges | 2 | 2 |[[boost]] 1d8, [[penetrating]] |
|resonator, refraction | 10 | 18,300 | 2d8 So | 80 ft. | [[deafen]] | 40 charges | 2 | 2 |[[boost]] 2d8, [[penetrating]] |
|resonator, linear | 14 | 73,800 | 4d8 So | 100 ft. | [[deafen]] | 40 charges | 2 | 2 |[[boost]] 3d8, [[penetrating]] |
|resonator, phased | 19 | 565,000 | 8d8 So | 110 ft. | [[deafen]] | 40 charges | 2 | 2 |[[boost]] 5d8, [[penetrating]] |
</div>
A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn't protect you from other dangers of an airless environment.
The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|respiration compounder | 1 | 250 | lungs |
</div>
When a single-target spell you cast fails to affect its target, you can spend 2 Resolve Points as a reaction to redirect the spell onto a new target within the spell's range. If the spell requires an attack roll, reroll the attack against the new target with a –2 penalty. If the spell requires a saving throw, the new target attempts the saving throw with a +2 bonus.
The melatonin produced by a //restless pineal gland// is supercharged with mystic energy. You need only 2 hours of sleep each day and this allows you to regain daily-use abilities and slots, but you can't regain your daily abilities spell slots more than once per day. In addition, you gain a +4 enhancement bonus to saving throws against spells and other effects that would put you to sleep. Once per day, you can wake yourself from sleeping as a full action.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//restless pineal gland// | 7 | 5,500 | endocrine |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 3 rounds
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell functions as //[[lesser restoration]]//, except it also removes temporary negative levels or 1 permanent negative level. You must spend 5 Resolve Points when casting this spell to remove a permanent negative level. This spell can't be used to remove more than 1 permanent negative level from a target in a 1-week period.
//Restoration// heals all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any [[fatigue]] or [[exhaustion]] suffered by the target, but it doesn't remove any underlying source of fatigue or exhaustion. A target that has benefited from the removal of fatigue or exhaustion from this spell can't benefit from either effect again for 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 3 rounds
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
//Lesser restoration// dispels any magical effects reducing one of the target's ability scores, or it heals 1d4 temporary ability damage to one of the target's ability scores. It also eliminates any [[fatigue|fatigued]] suffered by the creature or improves an [[exhausted]] condition to fatigued, but it doesn't remove any underlying source of fatigue or exhaustion. It also doesn't heal permanent ability drain. A target that has benefited from the removal of fatigue or the reduction of exhaustion from //lesser restoration// can't benefit from either effect again for 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 reaction
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
As a reaction after an ally uses a consumable item (such as a grenade or serum, but not ammunition), you can rewind time to the moment before the item’s use, creating a new copy of the item in its position before use. You immediately lose a combination of credits, UPBs, or both equal to the price of the item. You can’t cast this spell if you don’t have sufficient credits or UPBs to pay for the item.
Helixes and other geometric patterns swirl within the clear shaft of a //restoring rod//, which is capped with gold on each end. To use the rod, you must hold it. After you roll dice to determine the number of Hit Points or the amount of ability damage restored by a spell or effect you create, you can activate the rod if any of those dice have a result of 1 or 2. Doing so is part of the same action you took to cast the spell or create the effect. If you activate the rod, you can spend 1 Resolve Point to add 2 to each die with a result of 1 or 2. Once per day, the rod can be activated to gain its benefits without requiring the user to spend a Resolve Point.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//restoring rod// | 7 | 6,750 | 1 |
</div>
When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn't been destroyed and they haven't been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield) as long as the starship's power core isn't wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an [[Engineering]] check (DC = 15 + 1-1/2 times the starship's tier). Any penalties from critical damage conditions apply to this check.
You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal.
Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship's hull. Doing so costs 10 UPBs per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 1-1/2 times the starship's tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage.
Your hand conceals a rapid-acting spinneret you can use to entangle an opponent with sticky webbing if you succeed at a melee attack against their EAC. You can add your Dexterity modifier to this attack roll rather than your Strength modifier. If you hit, your target gains the [[entangled]] condition for 1d4 rounds. Ending the entangled condition requires the target to succeed at an [[Acrobatics]] check or Strength check as a move action (DC = 10 + half your level + your Dexterity modifier). Once you have used your restraining spinneret, you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|restraining spinneret | 1 | 330 | hand |
</div>
Binders are simple, single-use, resin-cord restraints that can be placed only on [[helpless]], [[pinned]], or willing creatures (a standard action). A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful [[Acrobatics]] check (DC = 20 + 1-1/2 × your level). Manacles are reusable wrist restraints made of hardened metal or ceramics and keyed to open with a security chip, code, or voice command (determined when they are manufactured). Manacles can be placed only on [[helpless]], [[pinned]], or willing creatures (a standard action). Manacles prevent two arms from holding or using any object. A creature can escape manacles with a successful DC 30 [[Acrobatics]] check.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|binders | 1 | 5 | — |
|manacles | 4 | 350 | 1 |
</div>
This weapon or starship component is typically available only to the listed group, such as the Azlanti Star Empire's Imperial Fleet.
When your drone becomes [[grappled]] or is dealt damage by a creature within its reach, your drone can shock the attacker, dealing electricity damage as if the drone had struck the attacker with its [[conductive plating]] attack. Once your drone has used this mod, it can’t use it again for 1d4 rounds. Your drone must have the conductive plating mod to select this mod.
These sheets of reflective material can be implanted behind the retina, granting you [[low-light vision]] and a +1 enhancement bonus to vision-based [[Perception]] checks.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|retinal reflectors | 3 | 1,350 | eyes |
</div>
Tortoise-like creatures, [[telias]] can retract their heads and limbs into their shells for protection. Compressors within your skeleton grant you a similar defense. When you take the [[total defense]] action, you gain a +6 bonus to your Armor Class (instead of the usual +4 bonus), and also gain the [[unflankable]] universal creature rule until the start of your next turn.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|retract graft | 4 | 2,100 | spinal column |
</div>
These keen-edged spikes are installed in an armor upgrade slot rather than held, stored in a surface slot in armor or an android's body until extended. You can extend the spike as a move action and retract the spike as a swift action. Such a spike usually extends from the elbow, foot, knee, or wrist, but a spike can be fitted into a helmet or an android's head for use in head-butting or goring foes. Retractable spikes are widely available throughout the Pact Worlds, with the various models—tactical, advanced, elite, and paragon—having individual rarity based on the credit outlay to acquire a given model.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|retractable spike, tactical | 5 | 3,150 | 1d4 P | — | L |[[conceal]], [[integrated]] (1 slot), [[operative]] |
|retractable spike, advanced | 10 | 18,400 | 3d4 P | — | L |[[conceal]], [[integrated]] (1 slot), [[operative]] |
|retractable spike, elite | 15 | 119,000 | 7d4 P | — | L |[[conceal]], [[integrated]] (1 slot), [[operative]] |
|retractable spike, paragon | 20 | 895,000 | 6d10 P | — | L |[[conceal]], [[integrated]] (1 slot), [[operative]] |
</div>
This hollow stinger is installed in an armor upgrade slot. It is typically stored in a limb of the armor (though some androids use it to augment their headbutts). The stinger must be extended to be used as a weapon or to refill its injection reservoir. Extending or retracting the stinger is a move action.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|retractable stinger, tactical | 6 | 4,300 | 1d4 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[integrated]] (1 slot), [[operative]] |
|retractable stinger, advanced | 9 | 13,900 | 1d10 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[integrated]] (1 slot), [[operative]] |
|retractable stinger, elite | 13 | 51,000 | 2d10 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[integrated]] (1 slot), [[operative]] |
|retractable stinger, paragon | 17 | 268,000 | 4d10 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[integrated]] (1 slot), [[operative]] |
</div>
Through an apprenticeship or period of self-instruction, you dedicate intense focus to mastering a new skill set—at the cost of others you previously mastered. The extent to which you can acquire new abilities in this manner is relatively limited; those who wish to make more extensive changes often invest in a mnemonic editor instead.
''Activity:'' You spend the day focused on a particular skill in which you don't have the maximum number of ranks. At the end of the day, attempt a skill check with that skill (DC= 10 + 1-1/2 your level). You can't take 10 or take 20 on this check.
''Results:'' On a success, you gain a rank in the chosen skill, and you lose 1 skill rank in a random skill with the same ability modifier; if you don't have ranks in a skill with the same ability modifier, you lose a rank from a random skill instead. If this causes you to no longer meet the requirements for a feat, piece of equipment, or the like, you lose access to that option (and gain any associated penalties) until you again meet its requirements.
''Multiday:'' If you spend a full week retraining, you can instead learn a new feat that requires no prerequisites, in which case you lose a feat of your choice.
Most //retrieval charms// are bejeweled decorations, although some are knickknacks that depict popular idols or fictional characters. These items come in a pair, each charm attuned to the other with magically enhanced quantum entanglement. It takes 1 minute to attach a charm to an object, and this object can have no more than 3 bulk. As a move action, you can activate the second charm while holding it, teleporting the first charm and its attached object to you. If you do so, the object instantly appears in hand if you have enough hands free to grasp it. Otherwise, it appears in your space. The attached object teleports to you even if it is worn or carried by another creature. Each set of //retrieval charms// can be used one time per day.
The charms' type limits the scale of the teleportation, as follows.
<div class="table-wrapper">
|Item | Level | Price | Bulk |Range |h
|//retrieval charms//, mk 1 | 7 | 6,500 | L |100 miles |
|//retrieval charms//, mk 2 | 11 | 26,000 | L |anywhere on the same planet |
|//retrieval charms//, mk 3 | 15 | 105,000 | L |anywhere on the same plane |
|//retrieval charms//, mk 4 | 19 | 480,000 | L |from another plane |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' personal
* ''Duration'' concentration, up to 1 minute/level
</div>
This spell allows you to gain psychic impressions from past events that occurred in your current location. //Retrocognition// reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the spell's duration, followed by impressions from the next hour back throughout the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that period, you must succeed at a Will saving throw (DC = 15, 20, or 25, depending on the severity of the traumatic or turbulent event) or lose your concentration on the spell. If you fail this saving throw, the spell ends.
At caster level 16th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour, beginning at 1 week per minute of concentration (as listed on the table below). The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events. In most circumstances, you can't glean information about what occurred during the Gap with this spell.
<div class="table-wrapper">
| Caster Level | Period |h
| 16th–17th | 1 week per minute |
| 18th–19th | 1 year per minute |
| 20th | 1 decade per minute |
</div>
You have a talent for dealing with ancient technology.
''Benefit:'' Once per day, you can reroll a skill check to destroy, operate, or repair pre-Gap technology. This usually applies to an [[Engineering]] check, but it also can apply to a [[Computers]] check to hack a pre-Gap computer, a [[Medicine]] check to safely deactivate eons-old stasis-coffers, a [[Piloting]] check to fly an ancient vessel, or other similar situations. If you've already used retrotech today, you can spend 1 Resolve Point to regain a use of this ability.
You can add this fusion only to a weapon that has the [[thrown]] weapon special property. A //returning// weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can't catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it.
Adding specially modified [[arabuk]] antlers to your armor allows you to harness their amplifying properties for your own sonic attacks. The armor upgrade makes a soft clicking sound reminiscent of an arabuk's hunting clicks. This sound and the antler's amplifying properties impose a –8 penalty on your [[Stealth]] checks while wearing this armor. When you use a weapon to deal sonic damage to a single target, you deal additional damage equal to half the weapon's item level. In addition, once per day as a reaction when you would take sonic damage, you can overcharge the amplifier to reduce that damage by half.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|reverberation amplifier | 5 | 3,300 | 1 | any | 2 |
</div>
A revitilate contains a spark of Nirvana's vitality that activates when it senses death is near. A revitilate you take or are injected with provides no immediate benefit but remains in your system for a number of hours equal to the medicinal's tier. The first time you would spend Resolve Points to stabilize, you can subtract the medicinal's tier from your maximum RP total when determining how many RP you must spend. The first time you spend 1 RP to stay in the fight after using the medicinal, you regain a number of Hit Points equal to 1d8 times the medicinal's tier. Once the medicinal provides both benefits, its effects end.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* CE Medium monstrous humanoid
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +8; ''Will'' +5
* ''Defensive Abilities'' [[Swarm mind]], [[regeneration]] 5 (fire); ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 40 ft., climb 10 ft.
* ''Melee'' claw +13 (1d6+7 S)
* ''Offensive Abilities'' ear-splitting shriek (30-ft. cone, 4d6 So plus deafen, DC 13), [[ferocity]]
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +1; ''Int'' –1; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +15, [[Athletics]] +10, [[Intimidate]] +10
* ''Languages'' Shirren, [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or squad (3–7)
!!! SPECIAL ABILITIES
''Ear-Splitting Shriek ([[Ex]])'' As a standard action, a Swarm revulsor can let out a shriek that can split eardrums and disrupt other auditory receptors. Each creature within a 30-foot cone takes 4d6 sonic damage (Reflex DC 13 half) and is [[deafened]] for 1d4 minutes (Fortitude DC 13 negates). This shriek also ignores 4 hardness when damaging objects.
</div>
Swarm revulsors move in rapid bounds on two abnormally long lower legs. Their upper limbs end in vicious claws, while their small middle limbs are used to carry objects and assist in climbing when necessary. Their thick necks contain powerful vocal cords and highly compressed air sacs. Revulsors can often be found on the front lines of a Swarm advance, pushing back enemies with their ear-splitting shrieks. They also heal quickly and fight savagely until they or their opponents are destroyed. Revulsors almost never withdraw from combat unless compelled by the hive mind, which is very rare.
Revulsors are usually more brightly colored than other Swarm components, as if daring enemies to target them exclusively, which helps stealthier components move to flanking positions. Revulsor carapaces also contain swatches of ultraviolet pigmentation, which some scholars believe were first developed to intimidate a long-lost enemy species that could see such colors. The few revulsors that manage to survive a campaign undergo an organic process that increases the bright and ultraviolet shades on their carapaces. Other, smaller components instinctively defer to such revulsors, who are given honored places at the forefront of the next battle.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one living creature
* ''Duration'' 1 round/level (D); see text
* ''Saving Throw'' Will negates and Fortitude half, see text
* ''Spell Resistance'' yes
</div>
Like rewriting the code that makes up a computer program, you manipulate the target's DNA to painfully rewire that target's biological functions to mimic the cold and rigid processes of a robot. The target must succeed at a Will saving throw, or all of its movement speeds are halved and it takes 3d6 slashing damage per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the target can attempt a Fortitude saving throw to halve the damage this spell causes.
While this spell is in effect, the target's body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The target has the [[flat-footed]] condition, and it takes a –2 penalty to all [[Sense Motive]] checks as well as to all Charisma-based and Dexterity-based skill and ability checks.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Targets'' up to one living creature/level, no two of which can be more than 30 ft. apart
</div>
This functions as //[[rewire flesh]]//, except as stated above.
Once per day as a full action, you reconfigure the mind of a construct, living creature, or creature with the technological subtype within 60 feet of you and whose CR is lower than or equal to your technomancer level (Will negates). If the target fails the save, choose one of that creature's allies as well as one of the creature's foes that both you and the target can perceive with a precise sense. The magic hack causes the target to treat the chosen ally as if they were an enemy, urging the target to attack, harass, or evade that ally. The magic hack's target also treats the chosen enemy as if they were an ally, compelling the target to protect, aid, and fight alongside that creature. These effects don't compel the target to attack their new enemy to the exclusion of other targets, but the target does preferentially harm the new enemy when possible.
This effect lasts a number of rounds equal to your Intelligence modifier. At the end of any turn in which they harmed their new enemy, the target can attempt a new saving throw against this magic hack; if they succeed, the effect ends.
<div class="statblock">
* <<levels>>
* ''School'' universal
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Effect'' see text
* ''Area'' see text
* ''Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' see text
* ''Spell Resistance'' see text
</div>
You unknit the fabric of time and remake it to suit your will. A //rewrite time// spell can produce one of the following effects.
* Duplicate any precog spell of 6th level or lower.
* Duplicate any other spell of 5th level or lower.
* Undo the harmful effects of certain spells, such as //[[feeblemind]]//.
* Produce an effect of a power level in line with the above.
At the GM’s discretion, //rewrite time// can produce greater effects, but can be dangerous or might have only a partial effect.
A duplicated spell allows saving throws and [[spell resistance]] as normal, but the save DCs are as for a 7th-level spell. For other effects based on spell level, rewrite time is a 9th-level spell.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' 30-ft.-radius emanation centered on you
* ''Duration'' 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Rhapsodic aegis//, a spell devised by the battle musicians of ancient Pulonis, allows its caster to compose sonic energy into a protective barrier. Casting this spell grants you and each ally within range sonic [[resistance]] 5 and 10 temporary Hit Points. If lost, these temporary Hit Points can’t be restored, and they don’t stack with any other source of temporary Hit Points.
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* NG Gargantuan outsider (native)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +26
!!! DEFENSE
* ''HP'' 268
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +17; ''Ref'' +17; ''Will'' +15
* ''Defensive Abilities'' [[void adaptation]]
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +29 (8d6+20 B)
* ''Ranged'' coronal flare +25 (5d8+15 F; critical [[burn]] 2d8)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' penumbral reflection
!!! STATISTICS
* ''Str'' +5; ''Dex'' +4; ''Con'' +7; ''Int'' +3; ''Wis'' +3; ''Cha'' +9
* ''Skills'' [[Acrobatics]] +26 (+34 to fly), [[Intimidate]] +26, [[Physical Science]] +31
* ''Languages'' Aquan, Auran, Common, Ignan, Terran
* ''Other Abilities'' [[stellar alignment]]
!!! ECOLOGY
* ''Environment'' vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Coronal Flare ([[Su]])'' A rheonnaghan can unleash a blast of fire infused with positive energy as an attack with a range increment of 60 feet. This attack has the [[bright]] weapon special property, counts as magic, and ignores any [[energy resistance]] of [[undead]] creatures. When a rheonnaghan is fully photon-attuned, they can fire up to three of these flares as a full action, taking a –5 penalty to each attack roll; this counts as a [[zenith revelation]] power.
''Penumbral Reflection ([[Su]])'' Rheonnaghans can sometimes reflect ranged attacks made against them back at their enemies. When a rheonnaghan is fighting defensively, they can, as a reaction, reflect one ranged attack that misses them, selecting a new target within 30 feet and making a ranged attack roll at a total bonus of +21. If this attack hits, the new target is damaged as if it had been the intended target of the original ranged attack. When a rheonnaghan is fully graviton-attuned and successfully redirects a ranged attack as a reaction, they can reflect additional ranged attacks until the beginning of their next turn. The rheonnaghan takes a cumulative –2 penalty to each redirecting attack roll after the first. If any reflected attack misses, the rheonnaghan can't make further redirect attempts this turn. Using penumbral reflection in this manner counts as a [[zenith revelation]] power.
</div>
Many scholars believe that the heart of every star contains a link to the Positive Energy Plane. Though this theory is difficult to verify, temporary portals to the Positive Energy Plane have been recorded deep within the Pact Worlds' sun, as well as the suns of other advanced civilizations. Rarely, a crystalline mass that precipitated from the surrounding plasma coalesces around such a rift, similar to the way an oyster forms a pearl. The abundant energy radiating from the Positive Energy Plane sometimes infuses this matter with life and ejects it from the star, giving birth to an enigmatic native outsider known as a rheonnaghan.
Appearing as pulsing geometric shapes of pure energy, rheonnaghans have an almost unshakable fascination with the suns of the galaxy. Though they aren't immune to the heat and radiation produced by stars, they tend to hover in close proximity to them in order to study their cosmic phenomena, and are sometimes mistaken for mystical pieces of solar ejecta. Most rheonnaghans naturally develop solarian-like powers, and some retain the crystalline cocoons from which they were born, using them to conduct experiments into their own nature.
Though rheonnaghans are rare, the planar scientists who study them agree that no two are alike—each exhibits their own unique geometric form. No one has yet discerned the meaning of the differences in rheonnaghan's shapes, though many theories have been posited, ranging from age to a representation of the galactic coordinates of the sun from which the outsider was born. When asked about it, rheonnaghans don't seem to understand the question and become offended at their existence being reduced to simple mathematics.
A typical rheonnaghan stretches approximately 20 feet across but weighs next to nothing.
You can use your environment to place a grenade in just the right spot.
''Prerequisites:'' Proficiency with grenades, base attack bonus +7.
''Benefit:'' As a standard action, you can make a ranged attack with a grenade, targeting an intersection that's adjacent to a wall or large object. If you hit, you can pick a direction for the grenade to travel and then roll 1d4 to determine how far from the targeted intersection the grenade lands. The direction must be away from the wall or object, and not parallel to or through it. If you miss, use the normal rules for missing with a thrown weapon.
When you hit an enemy with a [[trick attack]] using a ranged weapon that targets KAC, you can forgo the effects of your [[debilitating trick]] to instead ricochet the projectile to a second target. Make a ranged attack at –6 against the second target and deal normal damage (without trick attack benefits) if the attack hits. You must have line of effect and line of sight both from you to the second target, and from the first target to the second target. When determining your attack penalties from range against the second target, count the full distance from you to the first target, and then the second target.
You can use Survival to ride an animal or another beast as a mount. The most typical actions while riding a creature don't require checks. As a move action, you can either mount, ride (using the mount's speed instead of yours), or dismount from a creature; you must use one hand to ride a creature. Saddling a creature typically takes at least 1 minute, but the process could take longer if you're using an unusual saddle or mount.
The following actions do require Survival checks and can be performed only while mounted.
<div class="table-wrapper">
|Action | DC |h
|Control mount in battle | 20 |
|Cover | 15 |
|Fast mount or dismount | 20 |
|Fight from a combat-trained mount | 10 |
|Guide with knees | 5 |
|Leap | 15 |
|Soft fall | 15 |
|Spur mount | 15 |
|Stay mounted | 5 |
</div>
!! Control Mount in Battle
You can attempt to control a mount not normally trained for combat while in battle. This is part of whatever action you are attempting to have the mount accomplish. If you fail the check, you lose that action.
!! Cover
As a swift action, you can drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail the check, you don't gain the benefit of cover, and you can't attack or cast until you pull yourself back up. In either case, pulling yourself back up takes a move action and doesn't require a check.
!! Fast Mount or Dismount
You can attempt to mount or dismount from a creature as a swift action instead of a move action.
!! Fight from a Combat-Trained Mount
Each round you direct a mount trained for combat into battle, you must attempt a Survival check to ride as a swift action. If you succeed at the check, you can still make your own attacks as normal, along with any attacks the mount can make. If you fail the check, either you or your mount can make attacks, but not both.
!! Guide with Knees
As part of a move action to ride, you can guide your mount with your knees, keeping your hands free. If you fail the check, you must still use one hand to guide your mount, dropping an item or changing grip if necessary.
!! Leap
As part of a move action to ride, you can guide your mount to leap over an obstacle. If you succeed at the check, the mount must still succeed at an [[Athletics]] check to [[jump]], but it can use your Survival bonus in place of its Athletics bonus, if that number is greater. If you fail the initial Survival check, you fall off the mount when it leaps and take the appropriate falling damage or 1d6 falling damage, whichever is greater.
!! Soft Fall
As a reaction, you can reduce the damage you take from a fall off your mount. With a successful check, you reduce the damage you take from the fall by 1d6.
!! Spur Mount
As part of a move action to ride, you can attempt to spur your mount to greater speeds. If you succeed at the check, the mount's speed increases by 5 feet for that move action, but the mount takes 1d3 damage whether or not the check succeeds or fails. You can use this ability as often as you want, but if you fail the check by 5 or more, the mount becomes [[fatigued]]. You cannot spur a fatigued mount.
!! Stay Mounted
As a reaction, you can try to avoid falling off your mount when your mount rears or bolts unexpectedly.
<div class="statblock">
* <<levels>>
* ''School'' evocation (water)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You briefly become a miniature River Between, coursing across the landscape in an instant. When you cast this spell, you transform into a stream of water and can move up to 120 feet with a supernatural fly speed (perfect maneuverability). This movement can pass through (but can’t end in) enemy spaces and doesn’t provoke attacks of opportunity. The transformation ends at the end of your movement. Creatures and objects whose space you pass through take 5d8 bludgeoning damage. A creature or object takes this damage only once even if you pass through its space multiple times.
Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You can direct your drone mount in battle without attempting [[Survival]] checks. You no longer need to attempt the Survival check to fight from a combat-trained mount.
Riding saddles come in a wide range of styles and configurations, but all are meant to allow a rider to work in concert with a mount. With 1 minute of work, you can saddle or unsaddle your creature companion. The GM might rule that unusual mounts take longer to saddle, though this does not usually increase the cost or bulk of the saddle. While riding a saddled creature companion, you don't take the –5 penalty to [[Survival]] checks to ride an unsaddled creature. The GM might allow you to attempt a Survival check in order to saddle a friendly creature that is not your companion; the DC of this check is usually 15 + 1-1/2 × the creature's level or CR. While worn, the bulk of the saddle does not count as bulk carried by the creature.
<div class= "table-wrapper">
|Creature Size | Level | Price | Bulk |h
|Small or smaller | 1 | 10 | L |
|Medium | 1 | 25 | 1 |
|Large | 1 | 75 | 2 |
|Huge or larger | 1 | 300 | 5 |
</div>
<div class="statblock">
* ''Level'' 2–16
* Small outsider (extraplanar)
* ''Senses'' [[blindsense]] (life [extraplanar beings only]) 120 ft., [[darkvision]] 60 ft.
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 10 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee Attack'' bite (P plus [[grab]])
* ''Space'' 5 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Cha
!!! SPECIAL ABILITIES
''Blindsense ([[Ex]])'' A rift remora’s blindsense can sense only living creatures with the extraplanar subtype.
''Planar Leech ([[Su]])'' Once per hour when a rift remora [[grapples]] a significant enemy with the extraplanar subtype, it feeds off the enemy’s planar disjunction to regain a number of Hit Points equal to one-tenth the rift remora’s maximum HP.
''Rift Teeth ([[Su]], 8th level)'' Once per day when a rift remora [[grapples]] or [[pins]] a significant enemy with the extraplanar subtype, it tears at the creature’s very quintessence with its fangs. The grappled or pinned enemy takes an amount of piercing damage with the force descriptor equal to the rift remora’s level.
</div>
Rift remoras are leech-like outsiders that glide through the planes with supernatural intuition. These astral parasites are naturally attracted to interdimensional rifts. They gain sustenance from these misalignments of various planes of existence by absorbing the metaphysical potential energy through their long, drooping antennae. Their pale, near-transparent skin and circular, gaping maw of razor-sharp teeth gives them the appearance of deep-sea aquatic life. Though they don’t need to use it to feed, their ability to smell and home in on creatures not native to the plane they’re on makes them prized trackers by bounty hunters who specialize in pursuing targets across the planes.
A rift rifle doesn't fire projectiles. Instead, dozens of sigil-covered ceramic coils fill its squat barrel. Once charged, the coils destabilize planar boundaries in a targeted area to create a small, localized teleportation field. The field affects the individual cells and chemical bonds that comprise a target's physical form, and the weapon deals damage by violently and simultaneously teleporting these minuscule components a short but devastating distance.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rift rifle, pinhole | 4 | 2,180 | 1d10 S | 60 ft. | [[corrode]] 1d6 | 20 charges | 4 | 2 |[[force]], [[sniper]] (250 ft.), [[unwieldy]] |
|rift rifle, keyhole | 9 | 14,500 | 3d10 S | 80 ft. | [[corrode]] 2d6 | 20 charges | 4 | 2 |[[force]], [[sniper]] (400 ft.), [[unwieldy]] |
|rift rifle, borehole | 14 | 80,000 | 6d10 S | 100 ft. | [[corrode]] 3d6 | 40 charges | 5 | 2 |[[force]], [[sniper]] (600 ft.), [[unwieldy]] |
|rift rifle, wormhole | 19 | 600,000 | 11d10 S | 120 ft. | [[corrode]] 4d6 | 80 charges | 10 | 2 |[[force]], [[sniper]] (800 ft.), [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* CN Tiny outsider (chaotic, extraplanar, protean, shapechanger)
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 16
* ''EAC'' 12; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +3; ''Will'' +3
* ''Defensive Abilities'' [[amorphous]]; ''Immunities'' random energy
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' bite +5 (1d4 plus confusion)
* ''Ranged'' random energy ray +5 (1d4+1 random type)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Spell-Like Abilities'' (CL 1st)
** 1/day—//[[mind thrust]]// (DC 14)
** 3/day—//[[holographic image]]// (DC 14)
** At will—//[[ghost sound]]// (DC 13), //[[psychokinetic hand]]//, //[[token spell]]//
!!! STATISTICS
* ''Str'' –3; ''Dex'' +4; ''Con'' +1; ''Int'' –1; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +10 (+18 to fly), [[Bluff]] +5
* ''Languages'' Common, Protean
* ''Other Abilities'' fleeting, shifting form
!!! ECOLOGY
* ''Environment'' any (Maelstrom)
* ''Organization'' solitary, pair, or muddle (3–13)
!!! SPECIAL ABILITIES
''Confusion ([[Su]])'' A creature damaged by the rifti's bite attack must succeed at a DC 12 Will save (14 on a critical hit) or become [[confused]] for 1 round.
''Fleeting ([[Ex]])'' The chaotic energies that create a rifti degrade, and most riftis cease to exist within 1d100 hours of forming. However, some individuals live much longer.
''Random Energy ([[Su]])'' A rifti's unstable shape grants it fluctuating energy attacks and immunities. Each round, to determine which energy applies, roll 1d8: 1–2 acid, 3–4 electricity, 5–6 sonic, 7 cold, 8 fire.
''Shifting Form ([[Su]])'' A rifti's shape shifts each time it takes a turn. The rifti might look like other Tiny creatures, but it can resemble objects, abstract energies, or shards of matter. These changes don't affect the rifti's statistics.
</div>
Riftis arise from entropic energies released in the Maelstrom or by planar travel, such as the //[[plane shift]]// spell or faulty interplanar portals. They usually exist only briefly and form groups, most often with other riftis born at the same time. Drift engines are shielded against releasing energies that birth riftis, but a defective or damaged engine can cause a starship passing between the Drift and the Material Plane to become home to cackling, cavorting riftis.
A rifti's "normal" body is like a four-armed serpent. However, riftis shift form without control. The chaotic little creatures revel in this novelty, enhancing changes with illusions, strange noises, and token spell effects to make their surroundings more surreal. A typical rifti's body pops like a bubble after mere days.
Equally unstable is a rifti's personality. A rifti that meets other creatures might do anything, changing its mind from moment to moment. It's possible to reason with a rifti, but any agreements rarely last long.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CN Medium outsider (chaotic, extraplanar)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 18; ''KAC'' 22
* ''Fort'' +7; ''Ref'' +12; ''Will'' +8
* ''Defensive Abilities'' out of phase, breach healing 5
!!! OFFENSE
* ''Speed'' 50 ft., rift walk
* ''Melee'' jaws +19 (3d4+12 plus warp flesh)
* ''Offensive Abilities'' planar breath (30-ft. cone, 8d8 damage [see below], Reflex DC 16 half, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +6; ''Con'' +1; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +21, [[Stealth]] +16, [[Survival]] +16
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or eddy (3–6)
!!! SPECIAL ABILITIES
''Breach Healing ([[Ex]])'' A riftstalker gains [[fast healing]] 5 while in or within 100 feet of an area of planar instability. Any ability that suppresses an area’s or creature’s ability to move between planes, such as //[[dimensional anchor]]// suppresses this fast healing.
''Out of Phase ([[Su]])'' A riftstalker’s outline continually bends and shifts, giving attacks against it a 25% miss chance.
''Planar Breath ([[Su]])'' A riftstalker can expel a blast of energy that functions as a breath weapon, though each time the riftstalker uses this ability, its damage type is selected randomly from the following: acid, cold, electricity, fire, or sonic. At the GM’s discretion, a nearby planar instability might add other damage types to this list or cause certain damage types to occur more frequently.
''Rift Walk ([[Ex]])'' When created, a riftstalker gains one of the following movement types best suited to helping it navigate its home, at the GM’s discretion: burrow 20 feet, climb 50 feet, fly 50 feet (average), or swim 50 feet.
''Warp Flesh ([[Su]])'' A riftstalker destabilizes any creature it bites, causing the target to gain [[vulnerability]] to one of the following randomly determined damage types for 1d4 minutes: acid, cold, electricity, fire, sonic. Whether or not the save is successful, that creature is then immune to that riftstalker’s warp flesh ability for the next 24 hours.
</div>
Although planes of existence are impossibly distant from each other, supernatural stresses can tear their metaphysical boundaries, creating planar breaches that connect the two realms. Not only can a planar breach draw creatures from another plane, but the energies sometimes coalesce into strange predators known as riftstalkers. These creatures instinctively patrol their unstable territory and stalk prey. This fuels a popular theory that riftstalkers aren’t independent creatures so much as extensions of their breach, like white blood cells maintaining the integrity of their home by destroying foreign bodies.
As a breach heals and closes, riftstalkers become increasingly aggravated and aggressive, desperately clinging to their ephemeral ecosystem. Under most circumstances, a sealed breach causes any riftstalkers to wither, sublimate, and die, unless they can find an equally vibrant home. Attempts to safely relocate these creatures—for study or to save them—are risky, because they often behave erratically and destructively when separated from their ephemeral homes.
Riftstalkers’ features often aesthetically reflect the planes associated with the breach that created them. A breach to Hell might create a riftstalker with a menacing glow and fangs dripping with hellfire, while one from an Elysium breach might be covered in flowers and accompanied by beautiful music. Occasionally two planes’ influence combine to dazzling effect. Even when associated with breaches to aligned outer planes, riftstalkers are often chaotic beings.
Your furious defense of injured friends transforms you into a conduit for divine power, likely Hylax’s, but perhaps that of some other patron.
''Prerequisites:'' Frenzy species trait
''Benefit:'' When you activate your frenzy species trait, choose either destructive or healing energy. If you choose destructive energy, whenever you observe an enemy deal Hit Points damage to one of your allies during your frenzy, your next successful attack against that enemy before the end of your next turn deals additional force damage equal to 1 + 1/2 your level. If you choose healing energy, whenever you observe an enemy deal Hit Points damage to one of your allies during your frenzy, your next successful attack against that enemy before the end of your next turn causes an ally who has 0 Stamina Points to regain a number of Stamina Points equal to 1 + 1/2 your level. Even if you witness enemies harming your allies multiple times, you can’t deal additional damage or restore Stamina Points in this way more than once per round.
This ring is threaded with a tiny null-space track that stores a single bullet. When activated, electromagnetic force within the nullspace accelerates the bullet along the track before expelling it with extreme speed. The null space firing mechanism creates very little sound, functioning as though the weapon had a [[silencer]] accessory. Due to the weapon's size, it can't be fitted with any additional accessories and uses only half its item level to determine the number of weapon fusions and fusion seals that can be installed in it. A ring fire worn on a finger is considered to be wielded so long as that hand is free or carrying an item of no more than light bulk.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|ring fire, tactical | 6 | 3,900 | 1d8 P | 20 ft. | — | 1 charge | 1 | — |[[conceal]] |
|ring fire, advanced | 10 | 17,300 | 2d8 P | 20 ft. | — | 1 charge | 1 | — |[[conceal]] |
|ring fire, elite | 14 | 68,500 | 4d8 P | 20 ft. | — | 1 charge | 1 | — |[[conceal]] |
|ring fire, paragon | 18 | 357,000 | 6d8 P | 20 ft. | — | 1 charge | 1 | — |[[conceal]] |
</div>
Carvings adorn this wooden ring, depicting natural creatures from its creator’s home world. While wearing the ring, you can cast the //[[charm monster]]// spell once per day (save DC = 13 + your key ability score modifier; caster level 5th), though the spell can affect only creatures with the animal type.
The ring also grants you a special rapport with strange creatures, granting you a +5 insight bonus to [[Survival]] checks made to bond with a companion creature whose creature type is different than your own, and to Survival checks made to release a companion creature. As a standard action, you can destroy the worn ring to restore your creature companion to life, affecting it as though you had cast //[[mystic cure]]// as a 4th-level spell.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|// ring of astrozoology// | 7 | 6,500 | – |
</div>
This majestic ring is forged from twin bands of mithral and [[adamantine]]. If you have the [[stellar mode]] class feature, whenever you start a turn of combat attuned to a stellar mode and choose to become unattuned, you can immediately gain 1 attunement point for the stellar mode that opposes the mode you began your turn in. For instance, if you began the turn in photon mode and choose to become unattuned, you can use the ring to gain 1 graviton attunement point. Using this ability is a swift action.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ring of cosmic alignment// | 11 | 25,000 | — |
</div>
Spell duels are traditional in cultures throughout not only the Pact Worlds but the entire galaxy. A wily duelist might wear a //ring of counterspells// to foil one of an opponent's tricks, though these rings also work well against enemies who employ predictable offensive magic.
A spellcaster can target a //ring of counterspells// with a spell. That spell has no effect other than being stored in the ring. While you wear the ring, if you would be a target of the spell stored in the ring, the spell fails and has no effect. This countering is automatic; it requires no action or awareness on your part. Once the ring counters a spell, the stored spell dissipates, and the ring can't counter a spell until another is stored within it.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ring of counterspells// | 11 | 24,000 | — |
</div>
When you wear this ring, your teeth become long and sharp, giving you a powerful bite attack. You can choose to have your unarmed attacks deal lethal piercing damage, and if you are 3rd level or higher, you automatically gain a special version of the [[Weapon Specialization]] feat that adds double your level to the damage of these unarmed attacks (rather than adding your level).
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ring of fangs// | 3 | 315 | — |
</div>
In ages past, it was common for genies to punish their own by binding them to an object such as a lamp or ring, allowing that object’s possessor to force the genie to do their bidding. Such a punishment is rarely used anymore, but the tradition has continued in other forms. Sometimes, as part of a contract or to pay off a debt, a genie will agree to a period of servitude, binding themselves to a ring or other item and presenting it to the holder of the contract.
Once per week, you can use the ring to beseech the ring’s bonded genie for help in one of two ways. First, you may ask it a question, as the //[[contact other plane]]// spell, except the genie always gives a truthful answer if it knows the answer, and no answer if it doesn’t. Alternatively, you can request that the genie make an object for you, as the //[[creation]]// spell. After you make your request, the object appears in an adjacent square. Bonded djinn and shaitan are capable of casting //creation// as a 4th-level spell in this manner, while bonded efreet and marids are capable of casting //creation// as a 5th-level spell. Additionally, each ring gives the wearer [[energy resistance]],
shown below.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |Resistance |h
|//ring of genie calling//, djinn | 9 | 15,900 | — |electricity 5 |
|//ring of genie calling//, shaitan | 12 | 39,000 | — |acid 10 |
|//ring of genie calling//, efreeti | 15 | 112,000 | — |fire 15 |
|//ring of genie calling//, marid | 17 | 270,000 | — |cold 20 |
</div>
This ring grants you magic protection against attacks and effects to which you are particularly vulnerable. You gain an enhancement bonus to saving throws with your lowest base saving throw bonus. If two or three of your base saving throw bonuses are tied for lowest value, you select which category gains this bonus when you first put on the ring, and this choice does not change unless a different base saving throw bonus later becomes your lowest bonus. The bonus is determined by the model of the //ring of resistance//.
<div class="table-wrapper">
|Item | Level | Save Bonus | Price | Bulk |h
|//ring of resistance//, mk 1 | 2 | +1 | 735 | — |
|//ring of resistance//, mk 2 | 6 | +2 | 4,200 | — |
|//ring of resistance//, mk 3 | 10 | +3 | 18,100 | — |
|//ring of resistance//, mk 4 | 14 | +4 | 70,000 | — |
|//ring of resistance//, mk 5 | 18 | +5 | 361,500 | — |
</div>
This ring provides you with life-sustaining nourishment, negating the need for food or drink while the ring is worn. Additionally, the ring's magic refreshes your body and mind while worn, so you need only 2 hours of sleep each day to gain the benefits of 8 hours of rest. If you cast spells, you can prepare spells after only 2 hours, but you still can't prepare spells more than once per day. The ring must be worn for a full week before its magic takes effect, and if removed you must wear it for another week to reattune it to you.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ring of sustenance// | 5 | 2,925 | — |
</div>
A rare [[velstrac]] item that neither causes nor relies on pain, a //ring of the ninth truth// is a prize to anyone seeking insight or personal enlightenment. The ring's guidance is accurate, but it is often cryptic, utterly amoral, and rarely safe.
A //ring of the ninth truth// functions as a mk 3 //[[ring of resistance]]//. It also gives you powers of prescience. Once per day, you can enter a trance for 1 minute and focus on your planned actions in the immediate future, gaining an intuitive insight into the results of your actions with regard to your personal values and goals. You learn whether your course might be beneficial to you, harmful to you, both, or neither. You can spend 1 Resolve Point to recharge this power, but the ring can be used this way no more than three times per day.
In addition, once per week, you can enter a similar trance for 10 minutes and spend 1 Resolve Point, seeking insight into a specific goal, event, or activity that is to occur within the next week. You receive an enigmatic and unsettling vision pertaining to your query. This vision always contains useful hints that can guide your steps toward the chosen event or goal.
Any mortal using a //ring of the ninth truth// eventually attracts the notice of velstracs. The form this attention takes is often subtle, augmenting the ring's ministrations with fiendish aid intended to usher the wearer down the path of darkness. Rumors speak of rings of this sort that allow a wearer to safely contact a mighty velstrac, as if using contact other plane, with the price of reciprocating that velstrac's aid.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ring of the ninth truth// | 13 | 51,000 | — |
</div>
This simple gold band helps you hear when specific names are spoken. The ring can be attuned to recognize up to five proper names known to you, such as specific people, places, or things. The ring cannot be attuned to words that are not used as proper names. Attuning a //ring of whispers// to a new name takes 10 minutes, and if the new name exceeds the five-name limit, the oldest attuned name ceases to be attuned.
The ring grants you a +5 insight bonus to hearing-based [[Perception]] checks and [[sense through]] (hearing) with a range of 60 feet, but both abilities apply only to allow you to hear one of the attuned names being spoken. This allows you to potentially hear a name being spoken a room away or even through soundproof glass, but not any other sounds or conversations.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ring of whispers// | 1 | 300 | — |
</div>
When Vercite starship manufacturer Ringworks Industries formed a separate personal-scale energy weapons manufacturer as a wholly-owned subsidiary, its subsequent business and marketing decision sometimes left audiences skeptical. The relatively recent Ringworks Arsenal Group has since won over numerous customers as its products remain sturdy, reliable, and functional. The Ringworks weaponry line includes a distinctive feature for customers who prove loyal to the brand: a Ringworks weapon can recharge its battery at specialized stations onboard any Large or larger Ringworks starship at no cost. This process takes 1 minute per charge. Ringworks Industries can include this functionality in any weapon with a battery, but the weapon costs 10% more than the listed price.
!!! Practical Luxury
<div class="statblock">
* ''Manufacturing Center'' Verces (Skydock)
* ''Specialty'' Accessible designs for those who can't otherwise afford Vercite-level luxury
* ''Famous Models'' [[Peacebringer|Ringworks Peacebringer]], [[Sentinel|Ringworks Sentinel]], [[Specter|Ringworks Specter]], [[Wanderer|Ringworks Wanderer]]
</div>
Ringworks Industries is one of the oldest starship manufacturers in the Pact Worlds, and its starships are the measuring stick by which many others are tested. Historians estimate the company predates the Gap by several centuries, though records are sparse. Ringworks helped pioneer interplanetary exploration with its original aethership designs, launched from the ancient Skydock space platform in geosynchronous orbit above Verces. The space elevator in the stalk connecting Skydock to the surface of Verces allowed Ringworks to easily transport heavy machinery and ship-building materials out of the planet's gravity well and into orbit, where large-scale starship production could more readily take place. Ringworks grew and diversified its product line as demand for interplanetary trade increased; Ringworks Industries is now synonymous with space travel throughout the Pact Worlds.
Unlike other Vercite starship manufacturers, Ringworks eschewed opulent starship designs aimed at flagrant displays of status and luxury, instead focusing on making starships more practical and accessible. Corporate historians are unsure how the company chose this strategy, but it has been in place at Ringworks since the Gap and survives to this day. What Ringworks designs lack in terms of luxurious accommodations, they make up for with speed and maneuverability. Ringworks blends the sleek aerodynamics of atmospheric aircraft with the durability and survivability of orbital spacecraft; the company's frames are preferred by those who need fast transport and support starships that can handle themselves in a fight. It's not unusual to see Ringworks starships still in service 200 or even 300 years after their original manufacture date.
Ringworks employs highly refined classic designs that have survived the test of time, with only subtle changes evident between production years. This longevity has created a very strong secondary market for Ringworks starships, with collectors often purchasing early models and retrofitting them with modern communications and navigation technology while leaving much of the original propulsion and maneuvering systems intact. Depending on the significance of events recorded in a ship's long-term logs, these retrofitted ships can sell for more than newly manufactured versions, with some particularly famous wartime models going for a fortune in credits.
''Manufacturer Perk:'' Starships manufactured by Ringworks are so common that parts and trained mechanics abound in the Pact Worlds. Reduce the credit and UPB cost for repairs by 10% (to a minimum of 1 credit or UPB per point of damage); reduce the time required for repairs by 1 hour (to a minimum of 1 hour); and reduce the time required to refit the starship by 1 day (to a minimum of 1 day).
<div class="statblock">
* ''Tier'' 17
* Colossal dreadnought
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 24; ''TL'' 26
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Shields'' superior 600 (forward 150, port 150, starboard 150, aft 150)
* ''Attack (Forward)'' heavy laser net (5d6; 5 hexes), persistent particle beam cannon (2d10×10; 20 hexes), supermaser (2d8×10; 20 hexes)
* ''Attack (Port)'' heavy laser net (5d6; 5 hexes), super plasma cannon (3d6×10; 10 hexes)
* ''Attack (Starboard)'' heavy laser net (5d6; 5 hexes), super plasma cannon (3d6×10; 10 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes), tactical nuclear missile launcher (5d8; 20 hexes)
* ''Power Core'' Gateway Ultra (500 PCU), Gateway Light (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 5 armor, mk 8 defenses, mk 3 trinode computer; ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (5), [[guest quarters]] (luxurious), [[hangar bay]], [[medical bay]], [[recreation suite]] (gym), [[recreation suite]] (HAC), [[science lab]] (general), [[shuttle bay]], [[synthesis bay]], [[tech workshop]]
* ''Modifiers'' +3 to any 3 checks per round, +4 [[Computers]] (sensors only), –2 [[Piloting]];
* ''Complement'' 267 (minimum 125, maximum 500)
!!! CREW
* ''Captain'' [[Bluff]] +29 (17 ranks), [[Diplomacy]] +34 (17 ranks), [[Intimidate]] +29 (17 ranks), [[Piloting]] +27 (17 ranks)
* ''Engineers (6 officers, 15 crew each)'' [[Engineering]] +29 (17 ranks)
* ''Gunners (8 officers, 10 crew each)'' gunnery +25 (17th level)
* ''Pilot (1 officers, 15 crew)'' [[Piloting]] +27 (17 ranks)
* ''Science Officers (6 officers, 10 crew each)'' [[Computers]] +29 (17 ranks)
</div>
[[Ringworks Industries]] designed and built Peacebringer dreadnoughts exclusively for use in the Stewards' Overwatch fleet. These colossal ships specialize in devastating invading capital fleets and reinforcing planetary defense forces, and they are intended to serve as the backbone of any major fleet dedicated to worldwide protection. Although Peacebringers are not particularly fast or maneuverable, merely bringing one of these behemoths into a system is often enough to quickly quell even the most ardent of insurrections. These heavily armed capital ships form the tip of the spear for the Overwatch fleet, with enough firepower to punch through enemy defense perimeters and take out command and control centers, thereby allowing the rest of the Overwatch fleet to quickly overwhelm a disoriented enemy.
These dreadnoughts serve as the Steward Director-General's flagship when they are traveling with the Overwatch Fleet, and the ships are often used as a less-than-subtle show of force during intergalactic negotiations. During the early days of the alliance between the Veskarium and the Pact Worlds, Veskarium officials were given an up-close tour of a Peacebringer's main batteries.
The Peacebringer also played an instrumental role in beating back the Swarm's attack on the Pact Worlds. When Swarm forces first began to overwhelm both the Pact Worlds and the Veskarium fleets, a Peacebringer was quickly recalled from a Near Space goodwill mission. Upon its arrival back in system, the immense firepower of the dreadnought took a midsize contingent of Swarm completely by surprise, obliterating swaths of invaders with each round of fire from its impressive armaments.
<div class="statblock">
* ''Tier'' 5
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1)
* ''AC'' 20; ''TL'' 19
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' medium 160 (forward 40, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' gravity gun (6d6)
* ''Attack (Turret)'' flak thrower (3d4)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, basic medium-range sensors, [[crew quarters]] (good), mk 5 armor, mk 5 defenses, upgraded weapon mount (forward heavy); ''Expansion Bays'' [[brig]], [[cargo hold]], [[guest quarters]] (2, luxurious)
* ''Modifiers'' +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +11 (5 ranks), [[Diplomacy]] +11 (5 ranks), gunnery +8, [[Piloting]] +11 (5 ranks)
* ''Engineer'' [[Computers]] +14 (5 ranks), [[Engineering]] +14 (5 ranks)
* ''Gunner'' [[Computers]] +8 (5 ranks), gunnery +10
* ''Pilot'' [[Piloting]] +16 (5 ranks), gunnery +10
</div>
Verces's Ringworks Industries designed the Sentinel to have the armaments and maneuverability needed to protect other vessels, space stations, and asteroid bases from all manner of foes, such as the space pirates who inhabit the Diaspora. In addition, the built-in gravity gun makes the Sentinel a reliable workhorse for moving or destroying harmful space debris. The Sentinel can also act as a towing vessel if needed to bring damaged or disabled starships to dock for disembarking and repairs. Further, the Sentinel model has features that allow it to serve as a shuttle for important guests or as a transport for captured pirates bound for prison.
Most companies maintain only a few of these vessels at a time, and since they typically lack Drift capability, the vessels must remain close to the areas they are protecting. Most of them operate within the Pact Worlds, but they can be transported to farther reaches of space, where the threats can be more dangerous. Such Sentinels are often fitted with more weapons, trading out their shields and guest amenities to become more akin to warships than guardian shuttles. Others might replace the gravity gun with a selection of smaller light weapons and upgrade the Sentinel's engines, prioritizing maneuverability over firepower.
<div class="statblock">
* ''Tier'' 16
* Gargantuan battleship
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 30; ''TL'' 28
* ''HP'' 440; ''DT'' 10; CT ''88''
* ''Shields'' heavy 360 (forward 90, port 90, starboard 90, aft 90)
* ''Attack (Forward)'' heavy nuclear missile launcher (10d8; 20 hexes), persistent particle beam (10d6; 20 hexes)
* ''Attack (Port)'' linked heavy laser cannons (8d8; 10 hexes)
* ''Attack (Starboard)'' linked heavy laser cannons (8d8; 10 hexes)
* ''Attack (Aft)'' laser net (2d6; 5 hexes)
* ''Attack (Turret)'' heavy laser cannon (4d8; 10 hexes)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (luxurious), mk 8 armor, mk 7 defenses, mk 3 trinode computer; ''Expansion Bays'' [[cargo hold]], [[drop pod]], [[escape pods]], [[guest quarters]] (luxurious), [[medical bay]], [[passenger seating]], [[quantum defender]], [[recreation suite]] (trivid den)
* ''Modifiers'' +3 to any 3 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 163 (minimum 100, maximum 300)
!!! CREW
* ''Captain'' [[Computers]] +28 (16 ranks), [[Diplomacy]] +28 (16 ranks), [[Engineering]] +28 (16 ranks), gunnery +23 (16th level), [[Intimidation]] +28 (16 ranks), [[Piloting]] +29 (16 ranks)
* ''Engineers (3 officers, 15 crew each)'' [[Engineering]] +28 (16 ranks)
* ''Gunners (5 officers, 10 crew each)'' gunnery +23 (16th level)
* ''Pilot (1 officer, 10 crew)'' [[Piloting]] +29 (16 ranks)
* ''Science Officers (3 officers, 15 crew each)'' [[Computers]] +33 (16 ranks)
</div>
The product of a decade of [[Ringworks|Ringworks Industries]] research and development, the Specter represents the first known successful use of [[quantum defender]] technology on a capital ship. Previous efforts, notably by firms on Eox and in the Veskarium, avoided losses by designing semiautomated test models flown by virtual intelligences. These test vessels invariably self-destructed, merged with an asteroid or other piece of solid matter, or vanished forever.
Vercite scientist Mulreen Bonasi finally managed to stabilize the quantum defender by linking it to the Drift engine, funneling any undesired quantum interactions into the Drift itself. Bonasi's critics expressed outrage at the unknown peril of filling the Drift with unpredictable quantum forces, but Ringworks eagerly funded Bonasi's patent and hired her as lead researcher for their Specter project.
Automated drones weren't enough to test this technology within a large vessel, however, and the moral implications of attaching a true artificial intelligence to a potentially doomed voyage were too grim to ignore. Teams of volunteers agreed to crew Specter prototypes in a series of experimental flights. Luckily most of the trials fared without incident, but the ill-fated Cyan Echo team failed to phase back after its quantum jaunt; those 180 souls have been presumed lost, along with their ship.
Despite this tragedy, the Specter is ready to enter service as part of the Verces fleet as both a combatant and personnel carrier. Errant Eoxian scientists, frustrated by their previous failures and further antagonized by the craft's ghostly name, recently hired teams of spies and saboteurs to steal Specter technology. Though officially condemned by the Eoxian government, engineering teams stand by in Corpse Fleet outposts, ready to dissemble Bonasi's masterpiece should their agents successfully hijack a Specter.
<div class="statblock">
* ''Tier'' 1/4
* Small shuttle
* ''Speed'' 6; ''Maneuverability'' perfect (turn 0)
* ''AC'' 14; ''TL'' 13
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' light laser cannon (2d4)
* ''Power Core'' Micron Light (50 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, budget short-range sensors, mk 2 armor, mk 1 defenses;; ''Expansion Bays'' [[cargo holds]] (2), [[passenger seating]]
* ''Modifiers'' +3 [[Piloting]]
* ''Complement'' 4
!!! CREW
* ''Engineer'' [[Engineering]] +5 (1 rank)
* ''Gunner'' gunnery +3
* ''Pilot'' [[Piloting]] +13 (1 rank)
* ''Science Officer'' [[Computers]] +5 (1 rank)
</div>
One of Ringworks' most versatile designs, the Wanderer evolved out of early aerospace fighters and spaceplanes and still maintains much of their sleek design. Many organizations and governments use a slimmed-down and armed-up version of the Wanderer—sometimes called a Starwasp—for planetary defense or as a short-range fighter.
Riot grenades are standard issue among police forces, as they deal nonlethal damage and slow the movements of creatures affected by the blast.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Usage | Bulk |Special |h
|riot grenade I | 2 | 185 | 20 ft. | drawn | L |[[explode]] ([[stagger]], 10 ft.) |
|riot grenade II | 5 | 810 | 20 ft. | drawn | L |[[explode]] ([[stagger]], 15 ft.) |
|riot grenade III | 7 | 1,640 | 20 ft. | drawn | L |[[explode]] (1d8 S, [[nonlethal]], [[stagger]], 15 ft.) |
|riot grenade IV | 11 | 6,910 | 20 ft. | drawn | L |[[explode]] (2d10 S, [[nonlethal]], [[stagger]], 20 ft.) |
|riot grenade V | 15 | 28,200 | 20 ft. | drawn | L |[[explode]] (4d10 S, [[nonlethal]], [[stagger]], 20 ft.) |
|riot grenade VI | 17 | 67,000 | 20 ft. | drawn | L |[[explode]] (4d12 S, [[nonlethal]], [[stagger]], 25 ft.) |
|riot grenade VII | 20 | 222,000 | 20 ft. | drawn | L |[[explode]] (6d12 S, [[nonlethal]], [[stagger]], 25 ft.) |
</div>
A riot shield is a large slab of advanced material, normally thin layers of nanocarbon over plastics and resins, and often including a transparent aluminum view port. A hand wielding a riot shield cannot be used for anything else, and changing your grip from carrying a riot shield to wielding it, or vice versa, requires a move action. Pulling out a riot shield from storage or putting one away also requires a move action. If you are wielding a riot shield, you gain a +2 bonus to any bull rush combat maneuver you attempt.
When you wield a basic riot shield, it grants you a +1 shield bonus to AC. If you are proficient with a riot shield, as a move action you can align the shield against a specific foe, which does not increase your AC but does allow certain armor upgrades you may have in your shield to function. The field and advanced riot shields increase the shield bonus you receive when aligned against a target to +2, the elite riot shield increases it to +3, and the paragon riot shield increases the bonus to +4.
<div class= "table-wrapper">
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|riot shield, basic | 1 | 300 | +1/+1 | +3 | –2 | 2 | 1 |
|riot shield, field | 5 | 3,000 | +1/+2 | +3 | –2 | 2 | 2 |
|riot shield, advanced | 10 | 18,000 | +1/+2 | +4 | –2 | 2 | 2 |
|riot shield, elite | 15 | 125,000 | +1/+3 | +5 | –2 | 2 | 2 |
|riot shield, paragon | 20 | 900,000 | +1/+4 | +6 | –2 | 2 | 2 |
</div>
<div class="statblock">
* ''Tier'' 2
* Huge skirmisher
* ''Operators'' 1–2; ''PP'' 7 (1/turn, max 16)
* ''Speed'' 60 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 32; ''SP'' 7; ''Hardness'' 1
* ''EAC'' 19; ''KAC 22''
* ''Fort'' +6; ''Ref'' +4
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +8
* ''Melee'' flame doshko (upper limb—1d8+6 F; critical [[burn]] 1d4)
* ''Ranged'' laser rifle (frame—1d8+2 F; critical [[burn]] 1d4) or missile battery (frame—1d6+2 F&P) or sonic shotgun (upper limb—1d8+6 So; critical [[knockdown]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Strength'' +4
!!! SYSTEMS
* ''Power Core'' mk 3 eternal (battle core)
* ''Lower Limbs'' heavy biped
* ''Upper Limbs'' assault arms (+1 melee, +0 ranged)
* ''Auxiliary'' ammo reserve, entry hatch
* ''Upgrades'' unbreakable armor
</div>
The High Despots first commissioned the Ripclaw during the Swarm War. Dubbed "bug hunters" by their first generation of pilots, these mechs were designed for two purposes: kill the Swarm, and never run out of bullets.
Originally designed as the last line of safety for a technician falling from an orbital installation into space, these sacs eject bursts of stored air to provide the wearer enhanced control and maneuverability in zero-gravity situations or during flight. When you are flying and use the [[charge]] action, you can use your ripcord siphon to make one turn of up to 90 degrees as part of the move, as long as you have moved at least 10 feet in the initial direction.
When you are floating in zero gravity, you can expel the bladders to propel yourself 30 feet in any direction as a move action; this counts as creating thrust for the purposes of moving in zero gravity.
Once you've used your ripcord siphon, you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|jump lobes | 4 | 1,750 | all hands or all feet |
</div>
Firing a blast of metal shards, a weapon with this special property deals terrific damage to a ship's hull but is almost entirely negated by functioning shields. Halve all damage dealt by ripper weapons to shields. Ripper weapons are always short range.
<div class="statblock">
* ''Tier'' 12
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' ''4
* AC'' 25; ''TL'' 25
* ''HP'' 180; ''DT'' —; ''CT'' 36
* ''Shields'' heavy 320 (forward 80, port 80, starboard 80, aft 80)
* ''Attack (Forward)'' maser (6d10; 20 hexes), micro-missile battery (2d6; 20 hexes)
* ''Attack (Port)'' twin laser (5d8; 20 hexes)
* ''Attack (Starboard)'' twin laser (5d8; 20 hexes)
* ''Attack (Aft)'' light plasma mines (2d12; —)
* ''Power Core'' Pulse Prismatic (300 PCU); ''Drift Engine'' Signal Superior
* ''Systems'' advanced long-range sensors, crew quarters (common), extra light weapon mount (aft), mk 2 duonode computer, mk 4 armor, mk 4 defenses, security systems (antipersonnel weapon [2 elite [[cathode cannons]]], computer countermeasures [rank 3 shock grid]); ''Expansion Bays'' [[conference and meeting rooms]], [[guest quarters]] (luxurious), //null-space [[cargo hold]]// (4), [[recreation suite]] (gym), [[smuggler's compartment]] (DC 50)
* ''Modifiers'' +2 to any 2 checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 10 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +27 (12 ranks), [[Computers]] +22 (12 ranks), [[Diplomacy]] +22 (12 ranks), [[Engineering]] +22 (12 ranks), gunnery +17 (12th level), [[Intimidate]] +22 (12 ranks), [[Piloting]] +22 (12 ranks)
* ''Chief Mate (2)'' [[Acrobatics]] +22 (12 ranks), [[Athletics]] +22 (12 ranks)
* ''Engineer (1 officer, 2 crew)'' [[Engineering]] +22 (12 ranks)
* ''Gunners (3)'' gunnery +17 (12th level)
* ''Magic Officer'' [[Mysticism]] +22 (12 ranks)
* ''Pilot'' [[Piloting]] +27 (12 ranks)
* ''Science Officer'' [[Computers]] +22 (12 ranks)
</div>
A sleek black starship with red detailing reminiscent of a predatory bird in flight, //Risen// is Lord Sinjin's unique personal starship. It was in a state of near-completion for many months as Sinjin pursued the //[[Oliphaunt]]//. Once his agents finally seized the ship, his Golden League engineers rapidly duplicated the //Oliphaunt's// null-space cargo holds before the //Oliphaunt// was handed over to Eline Reisora in time for her to show it to EJ Corp's Board of Directors. The stolen technology, along with a powerful Drift engine and an exceptionally well-concealed smuggler's compartment, makes //Risen// the perfect starship for smuggling contraband across the galaxy.
Sinjin himself resides in luxurious personal chambers aboard ship, while his Xun assassins and favored servants have private rooms, and the rest of his soldiers, employees, and retainers share spartan crew quarters. Sinjin maintains a rigorous training regimen thanks to //Risen's// well-equipped gym and sparring ring, and he expects his crew to do the same. He holds court in a large reception room aboard the ship, where his hirelings receive orders and prove their loyalty to the so-called lord.
Every ritual action can be performed by the leader, an assistant, or either, as noted after the action’s name. Some rituals might modify the actions listed here or require new or unique actions.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Most rituals have a level, from 1 to 6, that corresponds to their power, how difficult they are to perform, and some statistics associated with them. Some rituals can be learned and performed at different levels, with different effects depending on the level. When you learn a variable-level ritual, you learn all lower-level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual.
The individuals who perform a ritual are known as ritualists, and they don’t need to be spellcasters. Every ritual requires at least one person, the ritual leader, who must either have access to the ritual or have learned it. Additional individuals might be able to help perform the ritual; these participants are ritual assistants. Each ritual lists how many assistants can participate, if any. Most rituals allow assistants, and some require them, but a few must be performed by the ritual leader alone. A ritual leader can never lead more assistants than the leader has ranks in Mysticism, and once the ritual begins, they remain the leader for the entire ritual.
Rituals are performed over a number of ritual rounds. The length of time represented by a ritual round depends on the ritual and can be found in that ritual’s description. Each round, the leader and assistants select [[ritual actions|Ritual Actions]]. Unless someone pauses the ritual using the [[maintain ritual]] action, the actions in the ritual script must be taken in order, one per round, until the ritual is complete; otherwise, the ritual fails. Generally, a ritual requires a number of actions equal to the ritual’s level, but the number of actions can vary.
Each ritual round, characters can take their actions in any order. While the ritual leader is usually taking the ritual action required by the script, assistants have more options when it comes to their choice of action, and sometimes actions required in the script can be taken by any character, not just the leader. For example, an assistant might choose to act before the leader to take the [[harmonize]] action and grant a bonus to the leader’s check, or that same assistant might wait to act until after the leader has acted, to use the [[martyr self]] or [[salvage ritual]] action.
Ritual actions often require a skill check, a saving throw, or some other activity, such as the sacrifice of valuable goods. Whenever a ritual action requires a skill check or saving throw, the DC can be found on [[Table: Rituals]]. If the ritualist hasn’t learned the ritual, the DC is 5 higher.
When an action required as part of a ritual script succeeds, the ritual continues for another round, when the next action in the script can be attempted. Failure on a ritual action required as part of a script, however, can have several consequences, listed in the ritual script. If neither “failure” nor “retry” is listed, the ritual action succeeds despite the failed check or saving throw, but the character who took the action suffers the consequences listed.
* ''Damage:'' The character takes damage appropriate to the level of the ritual, according to [[Table: Rituals]]. If the damage has a type, it’s noted here.
* ''Condition:'' The character gains the listed condition for the length of time noted.
* ''Failure:'' The ritual fails.
* ''Retry:'' The action fails, but the ritual has not. The failed action must be attempted again on the next round, unless the ritual is paused through the maintain ritual action. Certain ritual actions allow assistants to save a ritual that would fail or to take damage or a condition that would incapacitate the ritual leader, potentially saving the ritual from failure.
{{Table: Rituals}}
!! Variable-Level Rituals
Some rituals have different effects depending on the level at which you perform the ritual. When you learn a variable-level ritual, you learn all lower level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual.
!! Creature-Creation Rituals
Some spells create creatures, turning an inanimate object into a construct, for example, or converting a corpse into undead. The creatures these spells can create are limited by the level of the ritual; the higher the ritual level, the higher the CR of the creatures it can be used to create, according to [[Table: Rituals]].
Some spells require more than a few moments of concentration and the expenditure of a spell slot; instead, they take hours or even days to cast, with a single individual leading assistants in the performance of a complex and powerful ritual. Before attempting a ritual, a character must find a script for it and—if they’re wise—learn its secrets.
<$list filter="[tag[Ritual Rules]]">
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
A ritual is detailed in a document known as a ritual script. Story-wise, a ritual script can take many forms: an old tome collecting dust on a library shelf, a mysterious obelisk carved with indecipherable runes, or a digital file hidden deep within a world’s infosphere. A ritual script can be in any language and might also be hard to read or decipher; skills (such as [[Mysticism]] or [[Computers]]) and magic (such as //[[comprehend languages]]//) might be necessary to translate or decode it. In terms of game mechanics, each ritual script describes the [[ritual actions|Ritual Actions]] that are required for the completion of the ritual.
Once a ritual script is found, its ritual can be learned through the [[master a ritual]] downtime activity. The downtime activity isn’t strictly necessary; a ritual can be performed from the script without learning it, but doing so is more difficult. Learning a ritual has two benefits. First, a ritual leader who has learned a ritual no longer needs access to the ritual to cast it; they can perform it from memory. Second, the DC for checks required by ritual actions is lower if the ritualist has learned the ritual.
<$list filter="[list[$:/StoryList]is[current]]">
Each ritual is listed in alphabetical order by name. The ritual’s level is noted after its name.
''Script'' lists all the actions required to perform the ritual in order. Required skills, saving throws, sacrifices, or other activities are listed in parentheses, followed by the consequence for failure. If the ritual can be performed at variable level, each level with its own script, “varies” is listed here.
''Assistants'' indicates the number of assistants that must assist the leader in the ritual. If assistants are optional, the entry here is “any.” The maximum number of assistants is limited to the leader’s ranks in [[Mysticism]].
''Round Length'' notes the length of time represented by a single ritual round.
The description of the ritual follows; unless otherwise noted, “you” in a ritual description refers to the ritual leader.
</$list>
<<list-links "[tag[Rituals]sort[title]]" class:index>>
If a vehicle uses the ram action against you, you can forgo your Reflex save as a reaction to take half the vehicle's collision damage. If you do so, the vehicle takes double its collision damage. Additionally, if a foe charges you, you can spend 1 Entropy Point as a reaction to take half damage from the attack and cause the attacker to take the remaining damage.
This voluminous robe can be made out of any fabric and come in any style, but the most popular version is in emerald green with the holy symbol of Hylax sewn onto the back in golden thread. Once per day while you are wearing a //robe of communion//, as long as an ally is within 10 feet, you can roll a single attack roll or skill check twice and take the higher result. This ability functions in addition to that provided by the [[communalism|Shirren]] racial trait.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//robe of communalism// | 6 | 4,250 | L |
</div>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<section 'Assault Laser Dragon'>>
Robot dragons are incredibly complex artificial constructs so advanced they attract a dragon's soul upon completion, much like android bodies. Each is built around a specific category of weapon. The creation of such creatures is a nearly lost art, and while robot dragons are often built as weapons of war to serve specific groups, they inevitably become independent.
Robot dragons tend to seek out military conflicts that align with their philosophies and can further their personal goals.
As with most true dragons, a robotic dragon's size is based on their CR. However unlike biological dragons, whose size is determined by their age, a robot dragon's size is set when constructed and is based on the robot dragon's intended function:
<div class= "table-wrapper">
| CR | Size | Function |h
| 3–4 | Small | scout |
| 5–6 | Medium | guard |
| 7–10 | Large | trooper |
| 11–16 | Huge | assault |
| 17–24 | Gargantuan | siegebreaker |
| 25 | Colossal | warlord |
A robot dragon has an extraordinary fly speed that's based on jets and functions in a vacuum. Their speed and maneuverability is determined by their CR: CR 3–6: 150 ft. (Ex, average); CR 7–10: 200 ft. (Ex, average); CR 11–16: 200 ft. (Ex, clumsy); CR 17–25: 250 ft. (Ex, clumsy). If a robot dragon is CR 11 or higher, they have the [[crush]] universal creature rule and [[spell resistance]] equal to 11 + their CR. All robot dragons have the robotic special ability (see [[assault laser dragon]]) and the [[spaceflight]] and [[void adaptation]] universal creature rules.
{{Robot Dragon Template Grafts}}
You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they're mindless or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells.
Summoned robots are drawn and temporarily assembled from bits of lifeless technology lost in the Astral Plane, Ethereal Plane, and Shadow Plane. They are generally simple geometric shapes of metal or ceramic, with two arms and two legs or treads.
* ''Type:'' construct (extraplanar, technological).
* ''Traits:''
** [[low-light vision]]
** base speed increases to 30 ft.
** [[construct immunities]]
** [[unliving]]
** [[vulnerable]] to electricity
* ''Skills:'' add [[Computers]]
* ''Languages:'' Common
* ''Attack:'' the summoned creature gains a sonic gun ranged attack, which has a range increment of 40 ft. and acts as a [[natural weapon]]
<div class="table-wrapper">
| CR |Attack Adjustment |h
| 1/3 |change melee attack bonus to +2 and add ''Ranged'' sonic gun +5 (1d4 So) |
| 1 |change melee attack bonus to +6 and add ''Ranged'' sonic gun +9 (1d4+1 So) |
| 3 |change melee attack bonus to +9 and add ''Ranged'' sonic gun +12 (1d4+3 So) |
| 5 |change melee attack bonus to +12 and add ''Ranged'' sonic gun +15 (1d6+5 So) |
| 7 |change melee attack bonus to +15 and add ''Ranged'' sonic gun +18 (2d6+7 So) |
| 11 |change melee attack bonus to +21 and add ''Ranged'' sonic gun +24 (3d8+11 So) |
</div>
Although most starships have one or more small manipulators for performing external repairs, some starships incorporate a much larger limb that can move cargo or even attack nearby threats. For some ships, this limb is an immense cybernetic pincer, while for others it's a series of ports from which an operator can extend robotic tentacles. Some crews use other models, customized for their needs. An operator directs the appendage from within the starship using a specialized virtual reality helmet that enables the operator to "see" from the starship's perspective using a series of cameras built into the appendage. The robotic appendage then moves in tandem with one of the operator's arms (or similar limbs), allowing the operator to manipulate the appendage as if it were part of their body. If the starship has a [[virtual intelligence]], the intelligence can also use these functions to manipulate the appendage.
A robotic appendage has an effective Strength score determined by the upgrade's model, and it can lift items and objects weighing up to this Strength score × an amount of bulk based on the size of the starship's base frame, as follows: Tiny = L bulk, Small = 1 bulk, Medium = 1 bulk, Large = 10 bulk, Huge = 100 bulk, and Gargantuan or larger = 1,000 bulk. Colossal and larger starships are theoretically able to support even larger limbs capable of moving hundreds of thousands of bulk, but the engineering requirements involved mean such systems are very rare.
During combat, the operator can use the robotic appendage to make melee attacks as a weapon with the [[unwieldy]] special property, dealing melee damage equal to the amount listed for its upgrade model plus the appendage's Strength modifier. Use the operator's base attack bonus and the upgrade's Strength modifier for calculating the appendage's attack bonus. A Tiny or Small starship's robotic appendage can attack targets within 10 feet of the starship, whereas the melee reach for Medium and Large starship arms increases to 20 feet, and Huge or larger starships' arms have a reach of 30 feet. A robotic appendage is ineffective in starship combat, as the intense velocities of combat would destroy the limb.
<div class="table-wrapper">
|System | Strength<br/>Score | Strength<br/>Modifier | Damage | PCU | Cost (in BP) |h
|robotic appendage mk 1 | 10 | 0 | 1d6 | 0 | 1 |
|robotic appendage mk 2 | 13 | 1 | 1d8 | 0 | 3 |
|robotic appendage mk 3 | 16 | 3 | 1d8 | 0 | 6 |
|robotic appendage mk 4 | 19 | 4 | 2d6 | 0 | 8 |
|robotic appendage mk 5 | 22 | 6 | 2d8 | 0 | 11 |
|robotic appendage mk 6 | 25 | 7 | 3d6 | 0 | 13 |
|robotic appendage mk 7 | 28 | 9 | 3d8 | 0 | 16 |
|robotic appendage mk 8 | 31 | 10 | 4d8 | 0 | 18 |
|robotic appendage mk 9 | 34 | 12 | 6d8 | 0 | 21 |
|robotic appendage mk 10 | 37 | 13 | 8d8 | 0 | 23 |
</div>
Any attacks you make against constructs or objects during your stunt and strike bypass an amount of hardness or [[DR]] the construct has equal to half your operative class level (minimum 1, to a minimum DR or hardness of 0).
This mechanic alternate class feature can be taken only by characters who can be targeted by affects that only affect constructs, including those of the construct type and those with the constructed species trait (such as androids). You’re constantly tinkering with your robotic components, adding, adjusting, and removing them as suits your wishes.
At 1st level, you add equipment to your robotic body that performs a specialized function. You gain 1 drone mod, which applies to you rather than to a drone. You must meet any prerequisite the drone mod has, though you’re automatically considered to have manipulator arms. You select one kind of drone chassis and count as that chassis for purposes of meeting mod prerequisites, though you gain none of that drone chassis’s other abilities. You aren’t considered to automatically have a melee weapon arm or weapon mount, though you can select those as mods to add to yourself. There’s no cost for this bonus drone mod, but if you get a mod that can use other equipment that must be bought separately if added to a drone (such as needing to buy weapons separately if you give a drone a weapon mount), you must still pay for that additional equipment normally.
You can’t select any drone mod that affects your AC (such as [[enhanced armor]]), saving throws (such as [[hardened AI]]), and class skills or skill ranks (such as [[skill subroutine]]), nor any that grants you temporary Hit Points (such as [[energy shield]]) or allows the drone to take actions when you’re unconscious (such as [[medical subroutine]]). You also can’t select mods that result in a drone shutting itself down (such as [[shock wave]]) or causes it to share a space with its mechanic.
Alternatively, in the place of a drone mod, you can install a specialized piece of internal equipment that gives you a bonus feat. This feat must be one a drone can select as a feat, and you must meet its prerequisites. If you have a trick that expands what feats a drone of yours could take (such as [[exploration routine]]), you can select from that expanded list as well.
Each time you gain a mechanic level, you can swap out one robotic improvement, removing a previous selection and making a new choice. You can’t remove a robotic improvement that gives you a feat that’s a prerequisite for any option you’ve taken.
You gain an additional robotic improvement at 5th, 7th, 10th, 15th, and 20th level.
Robotic improvements replaces the mechanic’s [[artificial intelligence]] class feature.
You are fascinated by the internal workings of machines, whether they're intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You're likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there's always a gadget that needs tinkering with.
!! Theme Knowledge (1st)
You're obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine's function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of [[Engineering]] checks to [[identify creatures]] and [[technology|Identify Technology]] by 5. [[Computers]] is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Crafting Savant (6th)
You've mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it's also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1.
!! Technical Knack (12th)
You've developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast //[[make whole]]//, but you can target only [[construct]] creatures or damaged technological (not hybrid or magical) items. When repairing a starship, you reduce the time spent to 2 hours of work instead of 5.
!! Master Roboticist (18th)
There are few pieces of technology that you're unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
Robots serve a variety of functions. They're often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Robots'>>
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* N Huge animal
* ''Init'' +4; ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 200; ''RP'' 5
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +17; ''Ref'' +14; ''Will'' +11
* ''Defensive Abilities'' align frill; ''Resistances'' cold 5, fire 5
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tail +25 (6d4+20 P; critical [[knockdown]])
* ''Ranged'' spike +22 (3d8+20 P)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' sweep
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +5; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +27, [[Intimidate]] +22
* ''Feats'' [[Cleave]], [[Great Cleave]]
* ''Other Abilities'' control breath
!!! ECOLOGY
* ''Environment'' any deserts or mountains
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Align Frill ([[Ex]])'' As a move action, a rageshkor can align portions of the flexible frills on its back armor to block attacks from one enemy the rageshkor is observing. Doing so grants the rageshkor two benefits against that enemy's attacks until the start of the rageshkor's next turn: the rageshkor's AC increases by 2 and its fire and cold [[resistances]] each increase to 10.
''Control Breath ([[Ex]])'' A rock rageshkor is unaffected by thin atmosphere and treats severely thin atmosphere as thin atmosphere. In addition, a rock rageshkor can hold its breath for 1 hour. Taking actions does not reduce this duration.
''Spike ([[Ex]])'' See [[green rageshkor]].
''Sweep ([[Ex]])'' Each target for [[Cleave]] and [[Great Cleave]] must be within 15 feet of the previous target, rather than adjacent to the previous target, but it must still be within the rock rageshkor's reach.
</div>
These augmented armguards house several rockets designed for taking out heavily armored targets. Although the compact, lightweight design makes these weapons relatively easy to conceal, their ammunition's explosive payload makes the bracer anything but subtle.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rocket bracer, tactical | 6 | 4,000 | 1d8 B & F | 50 ft. | [[knockdown]] | 4 mini-rockets | 1 | L |[[integrated]] (1 slot) |
|rocket bracer, advanced | 11 | 23,800 | 2d8 B & F | 50 ft. | [[knockdown]] | 4 mini-rockets | 1 | L |[[integrated]] (1 slot) |
|rocket bracer, elite | 15 | 102,000 | 5d6 B & F | 60 ft. | [[knockdown]] | 4 mini-rockets | 1 | L |[[integrated]] (1 slot) |
|rocket bracer, paragon | 19 | 525,000 | 8d6 B & F | 70 ft. | [[knockdown]] | 4 mini-rockets | 1 | L |[[integrated]] (1 slot) |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You briefly transform into a rocket of flame and blast forward, moving in a straight line and dealing 5d6 fire damage to all creatures and objects in the line, and then you reappear at the end of the line. This movement doesn’t provoke attacks of opportunity and allows you to move through enemy spaces.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' 90 ft.
* ''Area'' line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
This spell functions like //[[rocket dash]]//, except it deals 11d6 fire damage to all creatures in the line. On a failed saving throw, a creature additionally gains the [[burning]] condition for 1d6 points of fire damage.
<div class="statblock">
* ''Level'' 15; ''Price'' 122,000
* ''EAC Bonus'' +19; ''KAC Bonus'' +23
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –4; ''Speed'' 30 ft., fly 60 ft. (average)
* ''Strength'' 27 (+8); ''Damage'' 2d8 B
* ''Weapon Slots'' 2; ''Upgrade Slots'' 4
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 38
</div>
When the intensely private owners of Valodon Media funneled significant resources into creating a working battle suit styled after its hit vidgame character Rocket Hero, no one expected the resulting powered armor to even function, much less become a commercial success. Rocket Hero suits in gleaming green and gold are the most common, and are usually owned by wealthy socialites who want to streak across the sky and relive Rocket Hero’s superhuman escapades. Most serious aftermarket owners tone down the garish coloration with matte paint. Additional models of the suit, based on Rocket Hero's various incarnations, are in development.
<div class="statblock">
* ''Type'' ranged; ''Range'' 150 ft.; ''Special'' [[explode]] (10 ft.), [[unwieldy]]
* ''Damage'' high; ''Damage Type'' F&P; ''Critical'' —
* ''Slots'' 1 (frame or upper limb); ''Capacity'' 2
* ''Siege Mode (3 PP)'' As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While configured in this way, the mech can't fly, and its other movement speeds are reduced to 10 feet. The rocket launcher's range increases to 500 feet, its [[explode]] property's radius increases to 20 feet, and it deals medium damage for a weapon of its level. The mech can end the siege configuration as a full action.
* ''Cost'' 4 × level
</div>
This weapon fires individual missiles that can crack the toughest armor or devastate small areas.
This shoulder protector houses an array of deadly munitions. When activated, the pauldron provides its wearer a momentary heads-up display, using the wearer's eye movements to establish a target and preprogrammed facial or verbal cues to fire a salvo of rockets at the unlucky recipient.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rocket pauldron, tactical | 5 | 3,000 | 1d10 B & F | 80 ft. | [[knockdown]] | 6 mini-rockets | 3 | 1 |[[explode]] (10 ft.), [[integrated]] (2 slots), [[unwieldy]] |
|rocket pauldron, advanced | 10 | 18,200 | 2d10 B & F | 80 ft. | [[knockdown]] | 9 mini-rockets | 3 | 1 |[[explode]] (10 ft.), [[integrated]] (2 slots), [[unwieldy]] |
|rocket pauldron, elite | 15 | 108,000 | 4d10 B & F | 80 ft. | [[knockdown]] | 12 mini-rockets | 3 | 1 |[[explode]] (10 ft.), [[integrated]] (2 slots), [[unwieldy]] |
|rocket pauldron, paragon | 20 | 817,000 | 7d10 B & F | 100 ft. | [[knockdown]] | 12 mini-rockets | 3 | 1 |[[explode]] (10 ft.), [[integrated]] (2 slots), [[unwieldy]] |
</div>
A rocket rifle is a longarm that uses mini-rockets as ammunition. The weapon and its ammunition are both quite expensive, but they make up for it in firepower. Rocket rifles came into heavy use at the onset of the war with the Swarm, often employed by daring soldiers on high-risk missions into Swarm strongholds.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rocket rifle | 5 | 3,010 | 1d12 B | 80 ft. | — | 5 mini-rockets | 1 | 1 |[[analog]], [[unwieldy]] |
</div>
This device pulses with strange powers that drain items of all magical properties. When you touch a hybrid or magic item with a //rod of cancellation//, the item must succeed at a Will saving throw (DC = 10 + half your level + your Charisma bonus) or lose all magic abilities, becoming a mundane item of its type. If the touched item is being held or worn by a character, the item can use its bearer's Will save bonus in place of its own, if better. Upon draining an item, the rod itself becomes nonmagical and cannot be used again. Drained items can be restored only with //[[wish]]// or //[[miracle]]//.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//rod of cancellation// | 9 | 2,100 | L |
</div>
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* CN Medium construct (technological)
* ''Init'' +6; ''Senses'' [[blindsense]] (sound) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +30
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +14; ''Ref'' +14; ''Will'' +10
* ''DR'' 3/—; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., burrow 15 ft.
* ''Melee'' zero-edge [[dagger]] +27 (6d4+22 S)
* ''Ranged'' //[[obscuring]]// absolute-zero [[hailcannon]] +24 (6d8+14 C & P; critical [[stagger]] [DC 20])
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; Con —; ''Int'' +2; ''Wis'' +4; ''Cha'' –1
* ''Skills'' [[Athletics]] +25
* ''Feats'' [[Cleave]], [[Great Cleave]], [[Lunge]], [[Mobility]], [[Sidestep]], [[Spring Attack]]
* ''Languages'' Common
* ''Other Abilities'' drone mods ([[echolocators]], [[enhanced armor]], [[excavator]], [[melee weapon arm]], [[reductive plating]], [[skill subroutine]] [Athletics], [[weapon proficiencies|Weapon Proficiency (drone mod)]] [2+2], [[weapon mounts]] [2]), [[unliving]]
* ''Gear'' //[[obscuring]]// absolute-zero [[hailcannon]] with 1 super-capacity battery (80 charges), zero-edge [[dagger]], mk 3 [[nanite patch]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or defection (3–6)
!!! SPECIAL ABILITIES
''Drone Mods ([[Ex]])'' A rogue drone has a number of mods equal to the number it would have as a drone built by a mechanic of a level equal to the rogue drone's CR.
</div>
<<section 'Rogue Hover Drone'>>
<<section 'Rogue Combat Drone'>>
Many mechanics and their drones are inseparable companions. Each drone is the unique expression of a mechanic's genius, arising only after endless hours of tinkering, experimentation, and hard work. If separated from their creators, most drones simply stop, waiting for directives that might not ever come. However, due to outside influences or a glitch in their AIs, some gain autonomy. These freewilled robots are known as rogue drones.
Among the most common rogue drones are those that are lost or orphaned. Sometimes, a dying mechanic can transfer a fraction of their consciousness to a beloved drone, with one final set of instructions to follow. A complex drone, already on the verge of sentience, may find its mechanic's body and attempt to integrate their custom rig into its circuitry. In a few cases, when the mechanic is imprisoned or kidnapped, a determined drone gains independence in its search for them. Whatever the cause, rogue drones are often confused and seeking answers and may cause harm to creatures they encounter.
Some rogues drones have even more traumatic origins. With noble but misguided intentions, agents of the more extremist cells of organizations like the Android Abolitionist Front will sometimes try to "liberate" a drone from its mechanic, regardless of the consequences. Other times, a drone can become magically corrupted or possessed by spirits and end up murdering its creator. Such rogue drones often become bent on destroying any humanoids and other sentient beings who cross their path. Occasionally, a rogue drone is created when a hostile AI hacks into the robot's programming, creating a deadly agent in the physical world.
The existence of rogue drones has caused legal conundrums in the Pact Worlds. Some experts see a rogue drone as a newborn [[SRO]] whose complex programming and sophisticated interfaces are on the verge of attracting a soul. Others consider a rogue drone to be an unpredictable piece of equipment that has outlived its primary purpose and should be destroyed. With no clear answers forthcoming, these legal battles will probably continue to rage on for years.
!! Creating a Rogue Drone
When creating a rogue drone, choose a chassis from those listed in the mechanic's [[drone]] class feature. This determines the rogue drone's main function and size. Then, build the drone as normal for a technological construct NPC, using the combatant array for a rogue combat drone, the expert array for a rogue stealth drone, and either array for a hover drone. However, instead of the listed number of special abilities and skills in the array, give the rogue drone a number of [[feats|Drone Feats]] and [[drone mods]] as if building a drone for a mechanic whose level is equal to the rogue drone's CR. As usual, if you give the rogue drone a feat that adjusts the creature's statistics, simply include that adjustment and don't list the feat in the stat block (but do count it against the number of feats it should have).
As with a player building a mechanic's drone, you must take into account all of a rogue drone's proficiencies and weapon mounts when deciding what kind of weapons it wields, using mods where needed to suit a particular weapon. A rogue drone receives [[Perception]] as a master skill for free, but to receive any other skills, it must take the [[skill subroutine]] mod. A drone using the combatant array receives those skills as good skills, while one using the expert array receives them as master skills. All of a rogue drone's mods are listed in its stat block, including those it received from its chassis.
Like other NPCs, a rogue drone adds its level to all damage it deals with weapons.
!! Nanite Patches
Nanite patches are simple-to-use, single-use, adhesive patches you can apply to drones and other equipment in emergencies. Mechanics developed these patches as a nonmagical option for speedy drone repair that they could craft for themselves.
{{Nanite Patch}}
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Tiny construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +18
!!! DEFENSE
* ''HP'' 80
* ''EAC'' 18; ''KAC'' 19
* ''Fort'' +3; ''Ref'' +3; ''Will'' +7
* ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], perfect)
* ''Ranged'' //[[merciful]]// tactical [[rotating pistol]] +15 (2d4+6 P [[nonlethal]])
!!! STATISTICS
* ''Str'' –2; ''Dex'' +5; Con —; ''Int'' +2; ''Wis'' +3; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +18 (+26 to fly), [[Engineering]] +18
* ''Feats'' [[Far Shot]], [[Mobility]], [[Shot on the Run]]
* ''Languages'' Common
* ''Other Abilities'' drone mods ([[flight system]] [2], [[manipulator arms]], [[skill subroutines]] [2; [[Acrobatics]], [[Engineering]]], [[weapon mount]], [[weapon proficiency|Weapon Proficiency (drone mod)]]), unliving
* ''Gear'' //[[merciful]]// tactical [[rotating pistol]] with 20 small arm rounds, mk 2 [[nanite patch]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or defection (3–6)
!!! SPECIAL ABILITIES
''Drone Mods ([[Ex]])'' A rogue drone has a number of mods equal to the number it would have as a drone built by a mechanic of a level equal to the rogue drone's CR.
</div>
While the smallest meteoroids offer no real threat to modern spacecrafts, a ship might still encounter the occasional space rock large enough to pose a significant threat.
''Failure:'' Take 1 hit.
The actions crew members on a starship can take depend upon their roles. For most roles, multiple people can perform actions each round, but for other roles, only one person can fill that role and only one action for that role can be performed each round. Your role also determines when you act in combat. You should declare your role when you board a ship (if you declare yourself a passenger, however, you take no special actions in combat unless you assume a role), though you can change your role in the heat of combat.
!! Large and Small Crews
A starship's base frame determines the minimum and maximum number of crew members needed to operate that vessel. A starship without its minimum complement can't be flown. However, when a large NPC starship with its full complement enters starship combat, each individual crew member doesn't take a regular action—it would take hours to resolve a single round! In such cases, usually on Large or larger starships, most roles simulate entire teams of personnel. The number of crew members required to assist a single officer who wants to attempt a check in that role is listed after the role's name in a starship stat block. This number varies between starships, and some vessels might have a crew large enough to allow multiple checks for a single role—for instance, a dreadnought might have several teams of engineers or gunners.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Once rolled into a ball, [[bolidas]] can knock down or push aside their foes. You must have the [[defensive ball]] graft augmentation to take advantage of this augmentation. While curled into a defensive ball, you gain the ability to [[charge]] without taking the normal penalties to your attack roll or AC, and you gain a +5 circumstance bonus to AC against attacks of opportunity during your movement. At the end of your movement, you can't make a normal melee attack, but you can instead attempt either a [[bull rush]] or [[reposition]] combat maneuver against your target with a +4 circumstance bonus to the attack roll. Once you make a rolling charge, you can't use this ability again until you take a 10-minute rest to regain Stamina Points.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|rolling charge graft | 6 | 4,400 | all legs |
</div>
A root system can be installed only in a [[biomechanical starship]]. A biomechanical starship must usually be in proximity to a star to use its self-repair functions, but a root system forgoes this requirement. A vessel that has a root system can instead attach to a planet, asteroid, or other astronomical body to acquire materials and energy for self-repair. Larger ships can use a root system to carry such self-repair fuel with the ship. Such use of available material is usually enough for self-repair to function as normal, subject to GM discretion.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|root system | 5 | 2 × size category |
</div>
Synthetic rope is exceptionally durable, elastic, and specifically designed to be easy to grip and climb. Although it lacks the strength and durability of a [[cable line]], synthetic rope is significantly cheaper and lighter than those alternatives.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|rope | 1 | 1/50 ft. | L/50 ft. |
</div>
<div class="statblock">
* ''Tier'' 7
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1)
* ''AC'' 20; ''TL'' 20
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser net (5d6; 5 hexes)
* ''Attack (Port)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Starboard)'' heavy laser cannon (4d8; 10 hexes)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' none
* ''Systems'' advanced medium-range sensors, crew quarters (good), mk 4 armor, mk 4 defenses, mk 3 trinode computer; ''Expansion Bays'' [[cargo holds]] (2), [[escape pods]] (18), [[life science lab]], [[physical science lab]], [[recreation suite]] (trivid den)
* ''Modifiers'' +3 to any 3 checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 18 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Computers]] +13 (7 ranks), [[Diplomacy]] +19 (7 ranks), [[Engineering]] +13 (7 ranks), gunnery +12 (7th level)
* ''Engineer'' [[Engineering]] +19 (7 ranks)
* ''Gunners (3)'' gunnery +12 (7th level)
* ''Pilot'' [[Piloting]] +19 (7 ranks)
* ''Science Officers (2 officers, 5 crew each)'' [[Computers]] +19 (7 ranks)
</div>
Though sometimes mistaken for cloud formations, Roselight Oracles are a common sight drifting through the colorful Liavaran skies. Most of these vessels are owned and operated by barathus at Roselight's Office of Commercial Interests (OCI). Ostensibly, Oracles monitor the environmental health of the gas giant and its denizens and patrol for unauthorized gas-mining activity. However, given the OCI's rampant corruption, Oracle patrol routes are frequently "adjusted" to benefit clients who pay under the table. Oracles are even occasionally lent out privately, as long as clients can cover the operating fees and provide a suitable bribe. The crew of an Oracle is assisted by scientists and researchers who constantly analyze the ship's surroundings. These researchers are usually associated with the Brethedan administration, but the OCI is not above taking bribes to grant third party individuals research stints onboard a patrolling Oracle. Though primarily used for observation and research, these ships are equipped with weapons capable of defending Roselight and approved mining operations from outside dangers.
The domed structure and high ceiling of a Roselight Oracle allow its systems to be arranged vertically in open space, giving barathus and other flying creatures with perfect maneuverability the ability to easily navigate the ship. The officer stations on older Oracles are on open platforms inaccessible to creatures who can't fly, but newer models include retractable ladders for non-barathu crew. While the officer quarters aboard these ships are of good quality and relatively spacious, the scientists dwell in more cramped conditions, sharing rooms with up to four bunks each.
The Roselight Oracle's design includes modular satellite bays, reflecting barathus' penchant for evolution and self-modification. These sections can be detached and replaced with different modules, making the ships easily customizable. The circular design of an Oracle also gives the ship improved maneuverability, and a complete set of escape pods is housed inside the ship's thick outer hull.
<div class="statblock">
* ''Type'' ranged; ''Range'' 120 ft.; ''Special'' [[automatic]]
* ''Damage'' high; ''Damage Type'' P; ''Critical'' —
* ''Slots'' 1 (frame or upper limb); ''Capacity'' 10
* ''Cost'' 3 × level
</div>
This rotating deliverer of death sports a half-dozen long barrels that fire high caliber rounds faster than the eye can see.
name:rotary cannon
range:medium
speed:—
damage:2d4
pcu:10
cost:7
special:[[torque]]
A rotating pistol is a modern execution of an ancient design found on Golarion and several other worlds. The multiple barrels on this pistol rotate while firing to dissipate heat, which allows a more powerful shot without melting the weapon. The rotating pistol's shots deal significant damage to their target, but the weapon requires frequent reloading. Rotating pistols are available in tactical, advanced, and elite models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rotating pistol, tactical | 4 | 1,900 | 2d4 P | 20 ft. | — | 4 rounds | 1 | L |[[analog]], [[conceal]] |
|rotating pistol, advanced | 11 | 23,400 | 4d4 P | 30 ft. | — | 8 rounds | 1 | L |[[analog]], [[conceal]] |
|rotating pistol, elite | 16 | 153,000 | 8d4 P | 40 ft. | — | 8 rounds | 1 | L |[[analog]], [[conceal]] |
</div>
A rotolaser uses much of the same technology as [[autobeam artillery]], but in addition to directing its beam through a rotating array of lenses, it also uses a rotating array of barrels that creates a series of short laser blasts. This rotating assembly helps the weapon to survive the heat and stress of rapid fire. Rotolasers come in tactical and advanced versions.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rotolaser, tactical | 2 | 720 | 1d8 F | 100 ft. | [[burn]] 1d4 | 20 charges | 1 | 2 |[[automatic]] |
|rotolaser, advanced | 7 | 6,040 | 2d8 F | 120 ft. | [[burn]] 1d6 | 20 charges | 1 | 2 |[[automatic]] |
</div>
Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|rounds, small arm | 1 | 40 | 30 | L |— |
|rounds, longarm and sniper | 1 | 75 | 25 | L |— |
|rounds, heavy | 2 | 90 | 20 | L |— |
</div>
No wilderness gets the better of you, and thanks to your special training and hard-learned lessons, your leadership might be crucial to your companions surviving the wilds as well.
!! Survivalist (1st)
You are at ease in the wilderness, able to navigate treacherous terrain, and capable of recognizing flora and fauna. You gain the [[Nimble Moves]] feat. If you already have the Nimble Moves feat, you gain an additional combat feat of your choice for which you qualify. Further, you can use [[Survival]] in place of [[Life Science]] to identify creatures of the plant, animal, and vermin types, and you gain a +1 insight bonus to Survival checks. This bonus increases by 1 at 5th level and every four levels afterward to a maximum of +5 at 17th level.
!! All-Terrain Movement (5th)
You gain a climb speed and a swim speed equal to your land speed. Further, when you gain a fly speed from any source, your fly speed increases by 10 feet. This effect stacks with abilities such as the [[Sky Jockey]] feat. As a swift action, you can spend 1 Resolve Point to inspire allies within 30 feet who can see you to match your athletic prowess; affected allies gain a +2 insight bonus to [[Athletics]] checks for a number of rounds equal to your key ability modifier.
!! Astounding Fortitude (9th)
You gain [[Improved Great Fortitude]] as a bonus feat. As a reaction, you can spend 1 Resolve Point to have an ally you can see within 10 feet reroll a failed Fortitude save. You can't affect another ally in this way until you take a 10-minute rest to recover Stamina Points.
!! Deft Movement (13th)
You easily move around both treacherous terrain and dangerous creatures without either slowing you down. You ignore all non-magical difficult terrain. Further, you don't provoke attacks of opportunity from moving through an enemy's threatened space, though you still provoke attacks of opportunity as normal when casting a spell or making a ranged attack.
!! Environmental Tolerance (17th)
You gain cold and fire [[resistance]] equal to your level. If you have cold or fire resistance from another source, then this resistance stacks with one other source to a maximum value of 1-1/2 × your soldier level.
A rubbish cannon is a long metal tube with a trigger, similar to a rocket launcher. Instead of rockets or other mass-produced ammunition, a rubbish cannon is loaded with 1 bulk of junk—useless trash found in most urban environments. The inert electronic equipment used as a target for many of the junk spells works best.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|rubbish cannon, light | 2 | 750 | 1d8 B | 30 ft. | knockdown | special | 2 |blast |
|rubbish cannon, standard | 8 | 9,000 | 2d8 B | 30 ft. | knockdown | special | 2 |blast |
|rubbish cannon, heavy | 14 | 70,000 | 6d8 B | 30 ft. | knockdown | special | 2 |blast |
</div>
While this //aeon stone// orbits you, it functions as a [[comm unit]] and a tier 3 computer with an artificial personality upgrade that you can access directly through your nervous system without needing a user interface. While the stone orbits you, you are aware of any attempt to connect to it and can grant access if you wish. This computer can be upgraded as normal, and the upgrades are all magical. The stone is magically powered, so the computer doesn't need a power source.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//ruby sphere// | 6 | 3,850 | — |
</div>
You can break down your body to reap critical energy, boosting your speed. When you take a move action to move your speed, you can take damage equal to your vanguard level to gain a +20 enhancement bonus to your movement speeds (maximum twice that movement's speed) until the end of your next turn. This damage bypasses any Stamina Points you have and is applied directly to your Hit Points.
<<tabs "[tag[Rules]]" "Character Rules" "$:/state/tabIndex" "Index Template">>
You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the [[flat-footed]] condition, and you can't run if you must cross difficult terrain or can't see where you're going. Running provokes [[attacks of opportunity]]. You can run for a number of rounds equal to your Constitution score.
Choose one active tracking projectile that is moving toward (but has not yet reached) its target. Your starship moves up to its speed and can turn as normal. If it moves through a hex occupied by the projectile, the starship attempts to interfere with the projectile's tracking system, causing it to veer off course and take a –4 penalty to its next gunnery check to continue moving toward its target. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 5 + the tracking weapon's speed + 1-1/2 × the attacking starship's tier) with a circumstance bonus to your check equal to the bonus to TL granted by your starship's [[defensive countermeasures]]. If you succeed by 5 or more, you cause the projectile to detonate harmlessly, destroying it. If you fail, your starship moves as normal but does not penalize the tracking weapon's gunnery check. If you fail the check by 5 or more, the tracking projectile immediately attacks you instead; it makes a new gunnery check against your starship's TL, dealing damage if it succeeds and veering off course to explode harmlessly if it fails.
As a full action, you can pilot a vehicle at up to double its drive speed and run over any creatures at least two size categories smaller than the vehicle during this movement. Those creatures take bludgeoning damage equal to the vehicle's collision damage, but can each attempt a Reflex save against the vehicle's collision DC to take half damage. Roll the damage only once and apply it to each creature, rather than rolling separately for each. A vehicle's collision damage and collision DC are listed in the Attack (Collision) entry of its statistics.
When you take a run over action, the vehicle takes damage equal to half the damage rolled for each creature it runs over. If the vehicle becomes unable to proceed due to this damage, it ceases moving. You can still set the vehicle's heading at the end of this movement as normal.
A vehicle taking the run over action can damage a creature no more than once per round, no matter how many times its movement takes it over a target creature. The vehicle can run over objects of the appropriate size with the same effects, though they don't receive saving throws unless they are piloted or otherwise animate.
An exoskeleton covered with dimly glowing magical writing covers your skin, and you can activate these runes to cast spells. Each set of //rune-etched chitin// is inscribed with spells that have a combined level equal to the augmentation's mark. You can be augmented with //rune-etched chitin// only if the spells inscribed onto it are spells you could learn and cast at your current level, though you don't have to know them. You can cast each of the spells inscribed on the //rune-etched chitin// once per day at a caster level equal to the augmentation's level without using your own spell slots. You must have this augmentation implanted for at least 24 hours for it to function.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//rune-etched chitin// mk 1 | 5 | 3,175 | skin |
|//rune-etched chitin// mk 2 | 8 | 9,700 | skin |
|//rune-etched chitin// mk 3 | 11 | 25,200 | skin |
|//rune-etched chitin// mk 4 | 14 | 77,000 | skin |
|//rune-etched chitin// mk 5 | 17 | 263,000 | skin |
|//rune-etched chitin// mk 6 | 20 | 891,000 | skin |
</div>
This hybrid item appears to be a 24-inch-long metallic centipede covered in runes. When it is placed near your ear (or a similar orifice), it animates and enters your body. Once inside you, the //runeworm// intertwines with your internal anatomy and releases an arcane virus that rewrites and improves some part of your body's function. It functions as a mk 2 [[synergizing symbiote|Personal Upgrades]], which is able to increase an ability score by 4. However, it is so advanced that it can instead upgrade any mk 2 personal upgrade already in your system to a mk 3 personal upgrade, increasing the ability score bonus from +4 to +6.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//runeworm// | 12 | 37,000 | — |
</div>
As armada combat begins, the GM decides how far apart the armadas are from each other (3d6+5 hexes is a good default), and typically each armada can determine how its fleets are arranged so long as they maintain this distance from the enemy forces.
!! Rounds and Phases
As in starship combat, each round of armada combat is divided into three phases that don't correspond to an exact amount of time: engineering, helm, and gunnery. Fleets perform specific actions in each phase, and officers can contribute only during certain phases based on their roles.
<ol>
<li> ''Engineering:'' During this phase, fleets prepare for their next maneuvers by repairing damage, restoring shields, and priming weapons. At the end of this phase, each fleet also automatically regains a limited number of SP based on their maximum SP values (see the table below).
<div class="table-wrapper">
| Maximum SP | SP Regained |h
| 1–5 | 1d4 |
| 5–10 | 1d6 |
| 11–15 | 1d8 |
| 16–20 | 1d10 |
| 20+ | 1d12 |
</div>
</li>
<li>''Helm:'' During this phase, admirals match wits, and fleets maneuver across the battlefield. At the beginning of the phase, each admiral attempts a check. The armada whose admiral's result was the lowest must choose tactics for and move half of their active fleets (rounded up) first, followed by the next lowest, until all armadas have moved half of their fleets (or waived those fleets' movement). The process then repeats in that order, with each armada moving the remaining half of its fleets. If an armada has no admiral, it rolls only 1d6 for its check to determine the order in which it moves. If there is a tie, the admirals in question roll another check and compare the results, with the one who rolls lowest moving first.</li>
<li>''Gunnery:'' During this phase, fleets fire their weapons. Except for free attacks or bonus attacks from the array special ability, each fleet can attack only once per round. Fleets attack in any order, but the effects of gunnery actions are all applied simultaneously at the end of the round, meaning all fleets can fire, even if they take enough damage to be disabled during the phase. After damage is applied, if there are still combatants engaged in the combat, the next round begins, starting with a new engineering phase.</li>
</ol>
!! Moving
Fleets move and maneuver in much the same way as starships do in standard starship combat, including the rules for making turns, moving through other fleets (as though they were starships), and measuring firing arcs. Speed functions in the same way but does not provide a modifier to [[Piloting]] checks. A fleet can freely attempt one of the following stunts at the listed Piloting DCs as part of its movement:
<div class= "table-wrapper">
|Stunt | DC |h
|[[back off]] | 10 + 1/4 × the fleet's tier |
|[[flip and burn]] | 15 + 1/4 × the fleet's tier |
|[[flyby]] | the enemy fleet's AC |
|[[slide]] | 10 + 1/4 × the fleet's tier |
|[[turn in place]] | no check |
Any free attack performed during a flyby stunt deals half damage.
!! Attacking
When a fleet attacks another fleet, that action is resolved with a gunnery check during the gunnery phase. You make a fleet attack using the following procedure.
<ol>
<li>''Range:'' Determine the range between the two fleets (counted in hexes). Attacks made against a target within a fleet's short range take no penalty, whereas attacks beyond short range but within long range take a –2 penalty, and attacks beyond long range but shorter than extreme range take a –4 penalty. A starship can't attack targets beyond its extreme range.</li>
<li>''Gunnery Check:'' The fleet rolls a gunnery check and compares the result to the target's AC. If the result equals or exceeds the target's AC, the fleet hits and deals its listed damage. Otherwise, the attack misses or deals negligible damage.<br/><br/>
<div class="equation">
''Gunnery Check'' = 1d20 + fleet's check modifier + officer bonus + range penalty
<br/>
''AC'' = 10 + fleet's check modifier + officer bonus + shield bonus (front quadrant only)
</div>
<br/></li>
<li>''Deal Damage:'' Apply damage from an attack to a fleet's SP first, and any remaining damage to its HP. A fleet takes more or less damage from enemy fleets against which it's weak or strong, respectively. If a fleet is reduced to 0 or fewer HP, it is disabled and floats in the direction it's facing at half speed until repaired (after combat) or destroyed. If a fleet's total HP damage exceeds twice its HP, it is destroyed.</li>
</ol>
!! Morale and Critical Damage
Incoming damage can devastate fleets' group cohesion and equipment, represented by morale and critical damage, respectively.
''Morale:'' When a fleet is reduced to half its maximum HP, it must attempt a morale check (DC = 10 + 1/2 × the opposing armada's tier). If the fleet succeeds by 4 or less, it is unaffected. If it exceeds the DC by 5 or more, the fleet is emboldened and gains a +1 bonus to all checks until the end of the next round. If it fails by 4 or less, the fleet is shaken and takes a –1 penalty to all checks until the end of the next round. If it fails by 5 or more, the fleet is routed and attempts to flee combat by the safest route possible. A routed fleet can make attacks at a –2 penalty and continues to flee either until successfully rallied by an admiral or until it has fled for 3 rounds, at which point the fleet is disabled.
When a fleet is routed, any allied fleets within 2 hexes that have half of their HP or fewer remaining must also attempt a morale check with a DC equal to the routed fleet's AC. A fleet that succeeds at its morale check does not need to attempt further morale checks until the end of the round.
''Critical Damage:'' A fleet takes critical damage whenever a gunnery check results in a natural 20 on the die and the attack deals at least 1 damage to the fleet's HP. It also takes critical damage when it's reduced to half its maximum HP. When critical damage is scored, the attacking fleet should roll 1d6 on the table below to determine which system is disrupted.
<div class= "table-wrapper">
|constrained |k
| d6 | System |Effect |h
| 1 | auxiliary system |One of the fleet's special abilities (selected at random) provides no benefits. |
| 2 | communications |The fleet gains no benefits from officers, and the fleet's officers can't affect other fleets. |
| 3 | engines |The fleet takes a –1 penalty to AC and speed. |
| 4 | shields |The fleet can't regain SP. |
| 5 | weapons |Reduce all damage dealt by 1 per damage die. |
| 6 | — |Roll twice and apply both results, ignoring 6s and duplicate results. |
</div>
<div class="statblock">
* ''Tier'' 2
* Medium transport
* ''Speed'' 8; ''Maneuverability'' average (turn 2)
* ''AC'' 12; ''TL'' 13
* ''HP'' 70; ''DT'' —; ''CT'' 14
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Turret)'' flak thrower (3d4; 5 hexes)
* ''Power Core'' Pulse Blue (200 PCU)
* ''Systems'' basic computer, budget medium-range sensors, crew quarters (common), mk 2 armor, mk 3 defenses; ''Expansion Bays'' [[cargo hold]] (4), [[tech workshop]]
* ''Modifiers'' –2 [[Piloting]]
* ''Complement'' minimum 1, maximum 6
!!! SPECIAL ABILITIES
''System Damage'' Electrovores have mutilated the //Rust Bug's// systems. When calculating the DC for crew actions aboard the //Rust Bug//, treat it as a tier 10 starship. When the pilot, engineer, or science officer fails a crew check, systems on the //Rust Bug// short out. Once per round, the chief mate can attempt a DC 25 [[Acrobatics]] or [[Athletics]] check to negate the effect of a short; this doesn't affect the chief mate's ability to take crew actions. The specific effect of a system short depends on the crew action that failed:
@@.special
* //Electrical Feedback (Engineer failure):// The //Rust Bug// takes 5 damage to a random shield; if the shield is depleted, this damage reduces the ship's Hull Points.
* //System Crash (Science Officer failure):// The //Rust Bug's// countermeasures fail, reducing its TL for the next gunnery phase by a number equal to the mark of the ship's defenses.
* //Thruster Misfire (Pilot failure):// The //Rust Bug's// turn is increased by 1 for the next helm phase.
@@
If the //Rust Bug// is ever improved to tier 11 or higher, it loses the System Damage trait.
''Thasteron Fueled'' The //Rust Bug// can't be fitted with a Drift engine.
</div>
One of the last thasteron-fueled starships built on Akiton before Drift technology became standard, the ship once called the //Rise Up// might be considered a classic by collectors of antique starships—were it not a flying deathtrap. Originally designed for short-range cargo deliveries to dangerous locales, the ship survived countless firefights, centuries of missed maintenance, and dozens of cheap repairs as its stingy owners squeezed "just a few more runs" out of the hapless starship. When an engineer discovered a pair of [[electrovores]] nestled into the //Rise Up's// already-fragile command board, the crew paid a few credits to an enterprising ysoki named Drillbit, who towed the 300-year old junker to a scrapyard on Absalom Station.
While the previous owners promptly wrote the ship off as a business expense, Drillbit rechristened the ship as the //Rust Bug// and got to work refurbishing it in junker style. This job proved bigger than anticipated, and after a decade of part-time repair work on the vessel, Drillbit died in a freak compactor accident. Ownership of the //Rust Bug// fell to his nephew, Ratrod, who much preferred to spend his time winning fame on the junkracer circuit instead of toiling away on a starship worth less than the sum of its parts. Eventually, the electrovores overran the ship, stripping its wires and feeding off its power core, while the //Rust Bug// became a piece of Downlow folklore, reputedly both haunted and cursed.
The //Rust Bug// doesn't have much left to recommend it: a single flak thrower to shoot down missiles and other tracking weapons, Drillbit's old workshop, decent shields, and an overlarge power core. These days, all that power goes to waste, feeding a colony of hungry electrovores.
This iced beverage is made of imported ruthig milk mixed with sugar and tea. For 1 hour after you drink //ruthig milk tea//, you are not affected by areas of low [[radiation]]. In addition, during this time you can roll twice on your Fortitude saving throw to avoid contracting [[radiation sickness]] and take the better result. Drinking multiple servings of //ruthig milk tea// increases the duration, but the effects do not stack.
<div class= "table-wrapper">
|Item | Level | Price | Capacity |h
|//ruthig milk tea// | 3 | 220 | — |
</div>
Ryphorians are the dominant humanoid race on the Pact Worlds planet of Triaxus, known for its highly eccentric orbit, which causes generations-long seasons. These humanoids have adapted to their unusual environment with a peculiar trimorphism: those generations born in the winter years (winterborn) manifest short fur and narrow eyes to protect against snow blindness, those born in the summer years (summerborn) have hairless skin in a variety of dark shades to protect them from the intense rays of the summer sun, and those born in the years between the extremes of summer and winter (transitional) have a blend of such traits. However, with gene therapy and hormonal treatments available, an individual ryphorian's appearance is no longer an indicator of Triaxus's current season, and while unmodified Triaxians are generally born in their winter form to reflect the planet's current season, taking steps to change a ryphorian's seasonal form is currently a mark of wealth and status in some cultures. Regardless of the season of their birth, ryphorians have long and pointed ears, with feather-like notching along the back edge that automatically moves and adjusts the ear's shape to help the ryphorian focus on specific sounds.
Long ago, Triaxian society was defined by these seasonal changes. Winterborn ryphorians were understandably obsessed with survival, loyal but gruff and slow to make friends. Promises among winterborn were legendarily serious affairs, and modern Triaxian sagas and period romances still tell of heroes willing to sacrifice all to keep their word, regardless of the tragic consequences it might bring. Summerborn ryphorians, on the other hand, grew up in a time of plenty, abandoning their fortresses to wander as nomads. While most still understood the need to stockpile and prepare for the coming winter, summers were generally a time for passion and art, rebellion and risk. Transitional children, as representatives of the changing of seasons, were viewed with awe and fear.
Today, technological advancements have enabled modern ryphorians to live in ease despite Triaxus's season, and even the cycle of biological adaptation has been broken by magic and technology. Yet this cycle still lives on in the stereotypes various ryphorian "generations" (as the different subspecies sometimes call themselves) have about each other—stereotypes ironically strengthened by the addition of personal choice into the matter. Winterborn ryphorians are still seen as inherently more conservative and pragmatic, not least because they represent the natural, unmodified state into which most ryphorians are born during the current winter season. Those who convert to summerborn have a reputation for flightiness and lust, artistic tendencies and passionate adherence to new ideas and social and technological progress. Though the process of conversion to summerborn is now generally accepted in most major ryphorian societies and summerborn serve in all levels of public office, the act of converting immediately brands an individual as a member of the counterculture—a badge most summerborn wear with pride. Transitional ryphorians remain relatively rare and thus still maintain some of their mystery, with many powerful mystics and leaders capitalizing on this status.
The ryphorians most often visible to other Pact Worlds citizens are the famed Skyfire Legion, elite mercenaries who offer their martial services to protect fledgling Pact Worlds colonies, Starfinder Society expeditions, and other such benevolent ventures operating beyond the legal reach of the Stewards and other Pact Worlds–based authorities. Many members of the legion form near-telepathic bonds with dragonkin partners (see page 40), a traditional, millennia-old practice that makes them particularly effective in team-based activities. These bonded pairs—sometimes romantic, but more often collegial—make crack combat pilot duos, whether serving on their own Skyfire Legion vessels or piloting ships for explorers as part of Legion contracts. Though particularly renowned for their abilities with both air and space craft, they're also trained in other forms of combat, and can acquit themselves well on terrestrial battlefields when the situation calls for it, with some of them even maintaining the ancient practice of riding their dragonkin partners into battle. After the Skyfire Legion, the next ryphorian group to jump to most Pact Worlders' minds is the famous battleflowers of Ning, genderless warriors who compete in broadcasted ritual combat, often attaining system-wide celebrity and renown.
Ryphorians' relationships with true dragons are mixed, as their world has a long history of warfare between its tyrannical chromatic dragons and their armies of ryphorian slaves and the free ryphorian nations of the Allied Territories (aided by the noble metallic dragons). While the wars between dragons and ryphorians have officially ended, with some dragons trading battlefields for boardrooms, many ryphorians still retain a deep-seated cultural hatred for their former chromatic conquerors, and it's not uncommon for ryphorian nationalists on Triaxus to conduct illegal attacks on draconic holdings in hopes of driving the evil dragons from their home world once and for all.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Ryphorians are Medium humanoids with the ryphorian subtype.
* ''Bonus Feat:'' Ryphorians gain a bonus feat at 1st level.
* ''Keen Senses:'' Ryphorians' distinctive ears help them hear precisely, granting a +2 bonus to [[Perception]] checks.
* ''Low-Light Vision:'' Ryphorians can see in dim light as if it were normal light.
* ''Trimorphic:'' Summerborn ryphorians gain fire [[resistance]] 5. Winterborn ryphorians gain cold [[resistance]] 5. Transitional ryphorians gain cold and fire [[resistance]] 2, and when in conditions of severe cold or heat, they have to attempt Fortitude saves only once per hour instead of once every 10 minutes. A ryphorian can stack this natural resistance with one other form of resistance.
Whenever you use the [[Engineering]] skill to sabotage or disable a device, you can roll twice and take the better result. In addition, if you have the appropriate tools (including your [[custom rig]]), performing these tasks takes half the normal amount of time, to a minimum of 1 move action.
This pair of pendants connected by a loose silver braid shimmers with faint axioms of the viewer's faith. When installed in armor and attuned to a specific deity with heartfelt prayer as a full action, this upgrade's appearance transforms, modifying the armor's appearance to reflect that patron deity's aesthetic or iconography. This appearance might involve intimidating skull pauldrons for the Devourer, bold golden highlights for Abadar, or a network of holographic circuits for Triune. While your alignment is within one step of the attuned deity's, this upgrade grants a benefit specific to that deity, detailed below. In addition, you gain a +1 morale bonus to [[Diplomacy]] checks to influence members of that faith.
If uninstalled for at least 24 hours, the //sacred seal// reverts to its silver pendants form and can be reattuned to a different deity.
''Abadar:'' While in any settlement with a population of 10,000 or more, you can communicate with any sapient creature using a rudimentary form of [[truespeech]], allowing you to convey simple ideas such as "I need help," "We are here to negotiate," or "Let's trade this for that." However, this communication doesn't allow you to affect such creatures with language-dependent effects. While in a settlement with a population of 100,000 or more, you can communicate as if affected by //[[tongues]]//.
''Besmara:'' While aboard a starship, you gain a +1 morale bonus to your AC and saving throws, and you increase your speed by 5 feet.
''Damoritosh:'' Using [[Intimidate]] to [[bully]] creatures isn't a language-dependent ability for you. Once per day as a full action, you can attempt an Intimidate check to scare onlookers within 60 feet into a state of fearful, supernatural comprehension. The DC for this check equals 10 + 1-1/2 × the CR of the most powerful creature you would affect. If you succeed, choose a language you know; a number of creatures in the area equal to 5 times your number of ranks in Intimidate gain the ability to understand basic statements in the chosen language for 10 minutes.
''Desna:'' While within 1 mile of an astronomical object, such as an asteroid, space station, or planet, you can concentrate for 10 minutes to designate it as your beacon. You gain the [[spaceflight]] universal creature rule, though you can use it only to travel to your beacon, and you use [[Mysticism]] instead of [[Piloting]] for checks to navigate. While traveling in this way, you also have the [[void adaptation]] universal creature rule and don't need to eat or sleep.
''The Devourer:'' Once per hour when you use an effect to deal damage in an area and are included in that area, you can augment the effect's power. The effect ignores any resistances or immunities you have, and if the effect wouldn't normally harm you (such as a solarian's [[supernova]] revelation), you're affected anyway. All other creatures in the area take a –2 penalty to saving throws to resist the effect and take an additional 1 damage per die from the effect.
''Eloritu:'' Your divination spells and effects that reveal information about a planet, its people, their languages, their culture, or their history have their ranges and durations doubled. [[Commune with nature|commune with nature]] and [[commune with planet]] grant facts about people or intelligent life respectively, in addition to the other granted facts.
''Hylax:'' You gain [[blindsense]] (thought) with a range of 60 feet and [[blindsight]] (thought) with a range of 10 feet, though you can use these senses to detect only those creatures whose attitude toward you is either friendly or helpful. These senses aren't foolproof for discerning friends from foes; a creature feigning friendliness who succeeds at a [[Bluff]] check (opposed by your [[Sense Motive]] check) can trick this sense into detecting them as though they were a friendly creature.
''Ibra:'' When you would attempt a Fortitude or Reflex saving throw against a hazard or trap, you can use your Will saving throw modifier instead.
''Iomedae:'' You gain a +2 insight bonus (or increase an existing insight bonus by 1) when using [[Diplomacy]] to [[change the attitude|Change Attitude]] of unfriendly or hostile creatures. If combat begins within 1 minute of your failing to change the creatures' attitude, you gain a +2 morale bonus to your AC until the end of your first turn.
''Lao Shu Po:'' Once per day, you can activate this armor while finalizing a deal with another party, such as a contract or truce. If the other party violates the deal in a malicious way, such as by double-crossing you, you can take a reaction to gain a +2 morale bonus to AC and saving throws for 1 minute against the other party and their direct associates. The reaction granted by this ability can be used only once per violated deal. If you instead violate the deal maliciously, you gain a +2 morale bonus to your next initiative check in a combat against those creatures if that combat starts within 1 minute. This ability can track only a single deal at a time, and activating it again replaces the previous deal with the new one.
''Nyarlathotep:'' Once per hour when you attempt a skill check to [[identify a creature]] or [[recall knowledge]], you can apply an insight bonus to the check between 1 and 4. If you succeed at the check, you take 1d6 damage for each point of insight bonus you applied (for example, 3d6 damage for a +3 bonus).
''Oras:'' This upgrade has a capacity of 40 charges and naturally regains 1d6 charges per day. When you first arrive on a planet, this armor upgrade temporarily transforms into one of the following armor upgrades of your choice: [[descent thrusters]], [[hydrojet]], [[infrared sensors]], [[jump jets]], [[leapers]], [[longstrider module]], or [[radiation buffer]]. The selected upgrade must be one that would function for the type of armor you're wearing. Once per day as a full action, you can spend 1 Resolve Point to choose a different upgrade from the list and transform this //sacred seal// into that upgrade.
''Pharasma:'' Once per day as a reaction when an ally within 30 feet has 0 Hit Points and would die from being unable to spend a Resolve Point, you can grant that ally 1 Resolve Point to spend immediately to avoid dying. During the same day, you can grant additional Resolve Points in this way as a reaction, but each subsequent use of this ability costs you 1 Resolve Point.
''Sarenrae:'' You gain [[resistance]] 5 against fire, which increases to resistance 10 against fire in solar environments. In addition, you gain the [[solar adaptation]] ability and are immune to fire for the purpose of withstanding a star's heat.
''Talavet:'' Three times per day, you can begin animatedly telling a fable that reflects your actions; doing so doesn't require an action. When you do, choose one of the following: [[charge]], [[combat maneuver]], [[covering fire]], [[feint]], [[harrying fire]], or [[move your speed]]. So long as you perform the chosen action before the end of your turn, allies within 30 feet of you who perform the same type of action before your next turn gain a +2 morale bonus to AC and a +1 morale bonus to attack rolls and skill checks while performing those actions (such as a bonus to AC against attacks of opportunity while charging, but not against subsequent attacks).
''Triune:'' While on any high-technology world, you draw life from the ambient technology; you need only one-tenth as much food and water to survive, gain a +2 resistance bonus to saving throws to recover from ongoing afflictions, and recover 5 Hit Points whenever you take a 10-minute rest and spend a Resolve Point to recover Stamina Points.
''Urgathoa:'' Once per minute when you're exposed to [[radiation]], you gain temporary Hit Points that slowly replenish as if this armor upgrade were a [[force field]]. This upgrade functions as a purple, black, white, or gray force field for low, medium, high, and severe radiation levels, respectively, though the force field activates automatically and doesn't consume charges. The temporary Hit Points disappear 1 round after you're no longer exposed to radiation, and the HP maximum and fast healing increase or decrease if you move to stronger or weaker areas of radiation. If you're immune to the current level of radiation, you gain no benefit from this upgrade.
''Weydan:'' When calculating the time it takes you to astronavigate in a starship or navigate a course through the Drift, you treat any maximum die results as the next lowest number (for example, you treat a result of 6 on a d6 as 5 instead).
''Yaraesa:'' Once per day when you successfully scan a planet or other astronomical body, you can convey your insights to a number of other creatures equal to your ranks in either [[Computers]] or [[Physical Science]]. For the next 24 hours, you and the chosen creatures gain an insight bonus to [[Survival]] checks to [[navigate]] that area and an insight bonus to saving throws to resist natural hazards there. This bonus equals 1 plus 1 for every 5 ranks you have in Computers or Physical Science.
''Zon-Kuthon:'' Once per minute when an attack or effect causes you to lose Hit Points, you gain a +2 morale bonus to attack rolls, weapon damage rolls, saving throws, and skill checks until the end of your next turn.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//sacred seal// | 6 | 4,200 | 1 | any | L |
</div>
You imbue your weapons with the essence of your deity to strike down opposing forces.
''Prerequisites:'' Worship a deity of an alignment within one step of your own.
''Benefit:'' When you make an attack as a standard action against a creature, your attack is treated as having the same alignment as the deity you worship for the purposes of overcoming [[damage reduction]].
''Special:'' If you change which deity you worship, this feat gives you no benefit until you next gain a character level, and then only if you still meet the prerequisite.
You sacrifice objects of value to power the ritual. No check or saving throw is required, but you must sacrifice whatever is listed in the script. If the sacrifice listed is “Resolve,” the leader must spend 1 Resolve Point. If the sacrifice is “Items” and no other information is provided, you must sacrifice items with a value appropriate to the level of the ritual, as shown on [[Table: Rituals]]. Sacrificed items are destroyed unless otherwise noted. If you complete this sacrifice, the action succeeds. If you don’t, the action and ritual fail. Some evil rituals might require the sacrifice of sapient creatures.
As a standard action, you can expend an unused spell slot to temporarily transpose safe terrain from another reality beneath you as you move. For a number of rounds equal to the expended spell slot’s level, you ignore non-magical difficult terrain and reduce all damage you take from non-magical hazards by an amount equal to your witchwarper level. If you enter an area of magical difficult terrain or magical hazardous terrain, you can spend 1 Resolve Point as a reaction to attempt a dispel check against the magical terrain, as per //[[dispel magic]]//; if you succeed, you don’t dispel the effect but instead can move through and resist that terrain’s effects as though it were nonmagical for the duration of this paradigm shift.
By carefully analyzing the battlefield and making minute, dexterous moves, you can protect yourself from harm. As a reaction when you take damage, you can use a [[paradox]] to reduce the amount of damage taken by an amount equal to the paradox, up to a maximum reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th level, and 20 at 12th level.
The job of a safety inspector is to ensure that a workplace is free of hazards, whether that be a short in a wire that might give a nasty shock or a shoddy support structure that could threaten to bring down an entire building. Most safety inspectors are skilled engineers, and their expertise can also apply to finding and disarming deadly traps.
''Prerequisites:'' You must have 2 ranks in [[Perception]] and have paid dues on a [[union membership]] to take this archetype.
The safety inspector archetype grants alternate class features at 2nd, 6th, and 12th levels.
!! Eye for Danger (2nd)
Whenever you come within 10 feet of a trap, you can attempt an immediate [[Perception]] check to detect the trap with a +2 insight bonus. This check should be rolled in secret by the GM.
!! Get Down! (6th)
As a reaction, when an adjacent ally must succeed at a Reflex save to avoid a damaging effect from a trap or hazard, or a triggered trap or hazard targets an adjacent ally with an attack roll, you can grant that ally a +4 insight bonus to their Reflex saving throw or AC. If you do so, you both end up [[prone]].
!! Not Today (12th)
Once per day when you fail a check to disable a trap or deal with a hazard by 5 or more, you can reroll the skill check with a +5 bonus.
Among the smallest of all drones, the sage drone is an ambulatory supercomputer designed to analyze its surroundings and provide real-time advice. The drone readily identifies and reacts to danger, proving an adept combatant despite its lightweight frame and minimal armor.
<div class="statblock">
* ''Size'' Tiny
* ''Speed'' 30 ft.
* ''AC'' EAC 11, KAC 12
* ''Good Save'' Will
* ''Poor Saves'' Fortitude, Reflex
* ''Ability Scores'' Str 6, Dex 14, Con —, Int 12, Wis 12, Cha 6
* ''Ability Increases'' Intelligence, Wisdom
* ''Bonus Skill Unit'' Two of the following: [[Computers]], [[Culture]], [[Life Science]], [[Mysticism]], [[Physical Science]], [[Profession]]
* ''Initial Mods'' [[internal database]], [[skill subroutine]] (the skill subroutine mod's Intelligence bonus is already included above), [[weapon mount]]
</div>
This injection restores consciousness quickly once you are injected. If you are unconscious due to Hit Point loss, you immediately gain a number of Hit Points equal to the medicinal's tier. If you are unconscious due to a failed saving throw, you immediately get a new saving throw against the same DC as the effect that caused the unconsciousness with a bonus equal to 3 + the medicinal's tier. If you succeed, you regain consciousness.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* NE Medium outsider (extraplanar, fire)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +8; ''Will'' +5
* ''DR'' 5/magic; ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' tactical [[pike]] multitool +17 (1d8+9 B, P, or S) or tail slap +17 (1d8+9 B & F plus [[grab]]; critical [[burn]] 1d6)
* ''Ranged'' static [[arc rifle]] +15 (1d12+6 E; critical [[arc]] 1d6)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tail)
* ''Offensive Abilities'' elemental fire
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +5; ''Int'' +1; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Engineering]] +18, [[Intimidate]] +13, [[Stealth]] +13
* ''Languages'' Common, Ignan
* ''Gear'' [[freebooter armor]] II, tactical [[pike]] multitool with 1 battery (20 charges), static [[arc rifle]] with 2 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any warm (Plane of Fire)
* ''Organization'' solitary, pair, or cluster (3–6)
!!! SPECIAL ABILITIES
''Elemental Fire ([[Su]])'' Salamanders can cause any weapon they wield to deal half its damage as fire damage, and to become lethal and non-[[archaic]]. If the weapon already deals two damage types, this effect replaces one with fire. In addition, salamanders can grant weapons they wield the [[burn]] critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 at CR 16+). If the weapon has any other critical hit effects, the salamander chooses only one to apply on a critical hit.
</div>
A warlike and tech-minded species native to the Plane of Fire, salamanders dwell in fortresses along the coasts of that plane. Other creatures, such as [[efreet]], prize them as crafters and warriors. Mercenary salamanders find work across the planes.
Mortal mages call salamanders to the Material Plane for their services. The creatures can also slip into the Material Plane where fire or heat is prevalent. A few geothermic or hothouse worlds have small salamander colonies.
!! Salamander Multitools
Salamanders construct nanotech-infused melee weapons they call multitools. Such devices are based on [[analog]] melee weapons, but the modification gives them the [[powered]] special property (capacity 20, usage 1/day). Heat can't damage these implements. When wielding a multitool, the wielder can choose to deal bludgeoning, piercing, or slashing damage, switching damage types as quickly as they could draw a weapon. As a standard action, a multitool can be reconfigured to function as an engineering [[tool kit]] or specialty [[tool kit]]. Making an analog melee weapon into a multitool costs 500 credits, or 1,200 credits if the tool includes a specialty tool kit. If unpowered, the weapon still functions as its analog counterpart but imparts none of its multitool capabilities.
<div class="statblock">
* ''Level'' 2; ''Price'' 850
* ''EAC Bonus'' +5; ''KAC Bonus'' +8
* ''Max Dex Bonus'' +2 ; ''Armor Check Penalty'' –5; ''Speed'' 25 ft.
* ''Strength'' 16 (+3); ''Damage'' 1D6 B
* ''Weapon Slots'' 1; ''Upgrade Slots'' 1
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 16
</div>
Favored by junker space goblins, the salvage chassis is a kind of powered armor made from scrap. No two salvage chassis are alike, but the statistics presented here represent a typical example.
This suit of powered armor is made of metal scrap welded together into a crude frame. One arm has been shaped into a vise-like claw. Once per day, the wearer of a salvage chassis can take a move action and spend 5 charges from the armor's battery to overcharge the armor, increasing the damage dealt by the claw to 1d10 bludgeoning and increasing the armor's speed to 40 feet. Both effects last until the end of the wearer's next turn, and for 1 hour afterward, the armor's Strength is reduced to 12 (+1) and its speed is reduced to 10 feet. A character who is proficient in heavy armor is considered proficient with a salvage chassis. A character with proficiency in powered armor from some other source—such as a feat or class feature—gains an additional benefit while wearing a salvage chassis; when they hit a target character with an attack using the armor's claw, that target gains the [[off-target]] condition until the end of its next turn.
You try to save a ritual that’s about to fail. When a ritual leader fails a skill check as part of a ritual action, you take this action to attempt the check yourself. The DC for this check is 5 higher than the DC listed on [[Table: Rituals]]. Substitute the result of your check for the ritual leader’s failed check. Your check has the same consequences of success or failure that the leader’s action had.
This bay is equipped with a hybrid tractor beam that quickly pulls a target into the vessel. This beam can target a Large or smaller creature (or object of similar size) that is within 500 feet and visible to the starship's sensors. However, the beam can't be activated if the vessel is in starship combat. While within the beam, the target's molecules are phased slightly, rendering the target incorporeal. The beam moves the target from its original position into the bay (or vice versa) over 2 rounds. If the target is conscious and unwilling, it can attempt a Fortitude saving throw (DC = 10 + 1-1/2 × the starship's tier) when it is first struck with the beam to negate its effect.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|sample acquisition bay | 7 | 10 |
</div>
Your exocortex is adept at analyzing field samples. As a move action, you can place items or materials weighing up to 1 bulk into your [[custom rig]] and direct your exocortex to analyze them. This functions as [[taking 20]] to [[recall knowledge]] about the items, but it takes 10 minutes to perform, instead of the usual 2 minutes. While scanning an object, you can't use your exocortex's memory module, and the number of targets you can designate your exocortex to track is reduced by one. You must have an [[exocortex]] to select this mechanic trick.
<div class="statblock">
* ''Tier'' 5
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 17; ''TL'' 17
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser cannon (4d8; 5 hexes)
* ''Attack (Port)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Starboard)'' light laser cannon (2d4; 5 hexes)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal basic
* ''Systems'' basic computer, basic medium-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defenses; ''Expansion Bays'' [[cargo holds]] (2), [[escape pods]] (12), [[guest quarters]] (2, good), [[recreation suite]] (gym), [[smuggler's compartment]] (DC 25)
* ''Modifiers'' +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Computers]] +11 (5 ranks), [[Diplomacy]] +14 (5 ranks), [[Engineering]] +11 (5 ranks), [[Intimidate]] +14 (5 ranks)
* ''Engineer'' [[Engineering]] +16 (5 ranks)
* ''Gunners (2)'' gunnery +10 (5th level)
* ''Pilot'' [[Piloting]] +17 (5 ranks)
* ''Science Officer'' [[Computers]] +18 (5 ranks)
</div>
Sanjaval Spaceflight Systems produces the Palanquin model of heavy freighter for a variety of transport applications, but it's often converted into a long-distance high-quality passenger conveyance for regularly traveled space lanes. The Palanquin's several decks provide enough room for spacious guest accommodations, which are far enough away from crew quarters that the two groups don't need to mingle in the corridors. With two cargo holds standard, the Palanquin serves as a capable freighter for those passengers who are transporting valuable goods to far-off reaches.
Most Palanquins come equipped with two bays of escape pods. Captains who want to take on additional crew or passengers tend to add a few more pods or life boats, since the vessel's offensive and defensive capabilities are on the light side. (This light armament is a major reason the transport Palanquin is rarely used for dangerous travel.) The Palanquin's forward-mounted heavy laser cannon is usually enough to scare off contingents of smaller space pirate vessels, but the freighter's low speed and average maneuverability can make it an easy target for larger enemy craft.
A few Palanquin crews have been known to engage in illicit activities on the side, either smuggling illegal goods or carrying fugitive passengers. To do so, they usually install a hidden compartment within the ship to conceal this unauthorized cargo.
<div class="statblock">
* ''Tier'' 9
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 23; ''TL'' 22
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' gravity gun (6d6, 10 hexes, tractor beam), linked coilguns (8d4, 20 hexes)
* ''Attack (Port)'' heavy laser net (5d6, 5 hexes)
* ''Attack (Starboard)'' heavy laser net (5d6, 5 hexes)
* ''Attack (Aft)'' flak thrower (3d4, 5 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' crew quarters (common), extra light weapon mount (aft), mk 5 armor, mk 5 defenses, mk 1 mononode computer, security (biometric locks); ''Expansion Bays'' [[cargo holds]] (6), [[smuggler's compartment]], [[tech workshop]]
* ''Modifiers'' +1 any one check per round, +1 [[Piloting]]
* ''Complement'' 12 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Computers]] +22 (9 ranks), [[Engineering]] +22 (9 ranks), gunnery +15 (9th level), [[Piloting]] +18 (9 ranks)
* ''Engineers (4)'' [[Engineering]] +22 (9 ranks)
* ''Gunners (4)'' gunnery +15 (9th level)
* ''Pilots (2)'' [[Piloting]] +18 (9 ranks)
* ''Science Officer'' [[Computers]] +17 (9 ranks)
</div>
The Sanjaval Spaceflight Systems Redsun-class trader is a study in opportunity costs. On one hand, the heavy freighter contains six expansive cargo holds with removable bulkheads, allowing crews to combine the individual holds into one contiguous, cavernous cargo bay. On the other hand, all of the Redsun's primary systems, living quarters, and weapons are packed into what little space is left over, making for very cramped living conditions for its crew members. Although it is broad, slow, and ungainly in space, the Redsun makes up for its ponderous performance on long hauls, as its powerful Drift engine cuts typical travel times in half. This speed, along with its prodigious cargo capacity, helps the Redsun stand out from its competitors; as such, it is a favored vessel among independent merchants throughout the Pact Worlds and beyond.
The Redsun has proven especially popular with ysoki salvagers and scrappers, who like the freighter's cargo-hauling capabilities and are undeterred by its confined living spaces. In fact, the crew decks on many ysoki-operated Redsuns often become narrow, winding warrens of junk, scrap, and spare parts—more akin to what one would expect to find in the junkyards of Akiton than on a Drift-capable freighter. While the Redsun was not specifically created for the ysoki market, a popular urban legend shared among ysoki crews holds that a ysoki engineer modified the ship's plans in its final design stages, adding features that would appeal to the diminutive species. Regardless of Sanjaval's original intent for the Redsun, it sells more of them to ysoki than to any other species, and their popularity in that sector has helped keep the design in production long past expectations.
Ysoki-crewed Redsuns often operate on the fringes of the law, sometimes engaging in smuggling, blockade running, or trafficking in illicit or forbidden goods. The Redsun was not designed as a combat vessel, but it is capable of defending itself against minor attacks from pirates, raiders, or law enforcement. Some joke that the standard complement of point-defense weapons speaks to some long-retired engineer's paranoia or a design artist's desire to preserve and illuminate their work: when a Redsun is threatened, the light show of its laser nets and showers of reflective flak causes the ship to practically glow.
!!! Commercial Spaceframe Manufacturer
<div class="statblock">
* ''Manufacturing Centers'' Akiton, Sun (Lucent Shipyards), Triaxus
* ''Specialties'' Commercial spaceframes and cargo vessels
* ''Famous Models'' [[Redsun|Sanjaval Redsun]], [[Vagabond|Sanjaval Vagabond]]
</div>
Sanjaval Spaceflight Systems emerged from the Gap already a leader in Akiton's aerospace industry. The company was a major manufacturer of sublight spaceship engines fueled with thasteron, the primary fuel used by most space vessels in the Golarion system before the advent of Drift travel. The thasteron boom made Sanjaval a household name on Akiton (and made the company billions of credits), but when Drift technology appeared only a few years later, the subsequent bust devastated the industry. Sanjaval managed to weather the thasteron crash by diversifying its products and investments—particularly by designing and manufacturing its own spaceframes that could be used for either sublight vessels or the new Drift-capable ships— and by signing an exclusive contract with the church of Iomedae to build starships for its nascent navy.
Today, Sanjaval is one of only a few companies with a substantial division for manufacturing thasteron-fueled sublight thrusters (it also controls a handful of Akiton's surviving and viable thasteron mines), but it remains a powerful and influential corporation in the Pact Worlds. Sanjaval's primary business is the production of starship spaceframes for commercial use— especially explorers, transports, and freighters of various sizes— and countless merchant ships, free traders, and cargo haulers in the Pact Worlds are built on Sanjaval frames. In addition, Sanjaval produces its own line of popular cargo ships like the [[Redsun|Sanjaval Redsun]] and the [[Vagabond|Sanjaval Vagabond]].
Diversification was the key to Sanjaval's survival after the thasteron crash, and it remains a major part of its corporate strategy. Sanjaval's original contract with the Iomedaean navy has evolved into a profitable partnership, and the company continues to build Iomedaean ships through a dedicated subsidiary called [[Inheritorworks]]. From its corporate headquarters in Akiton's Hivemarket, Sanjaval also manufactures and sells starship thrusters, guided missiles and torpedoes for starships, and gyrojet firearms, among other products. Akiton is a difficult environment in which to do business due to its harsh weather and lawless nature, so Sanjaval relies mostly on indigenous ysoki, hykli, and ikeshti accustomed to these conditions.
Although the company does not make its own line of Drift engines, its research and development division at Lucent Shipyards in the Burning Archipelago is engaged in cutting-edge experiments in interplanar travel. Sanjaval recently began sponsoring colonization efforts in the Vast, and it is currently developing a new transport/freighter tentatively called the Sanjaval Galaxy Nomad to replace the aging Vagabond model.
''Manufacturer Perk:'' Sanjaval manufactures a wide variety of interchangeable service modules that can be easily swapped out as needed. Refitting a starship with a modular Sanjaval expansion bay takes half the usual time (minimum 1 day).
<div class="statblock">
* ''Tier'' 3
* Medium explorer
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 13; ''TL'' 13
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' gyrolaser (1d8)
* ''Attack (Port)'' light laser cannon (2d4)
* ''Attack (Starboard)'' light laser cannon (2d4)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Attack (Turret)'' light particle beam (3d6)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); ''Expansion Bays'' [[cargo holds]] (2), [[escape pods]], [[recreation suite]] (HAC/gym)
* ''Modifiers'' +1 to any 2 checks per round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' — (minimum 1, maximum 6)
</div>
The Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard complement for the Vagabond, the ship's coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.
Utilizing the popular explorer frame, the Vagabond is equipped with a Pulse Green power core, high-grade Dakkar M10-E thrusters, and a Signal Basic Drift drive. Standard armament is a Gorkal broad-arc gyrolaser mounted forward, supplemented by two Reinbach light laser cannons port and starboard. In addition, a turret-mounted Arabani Arms light particle beam projector provides 360-degree offensive capability at intermediate range.
One of the Vagabond's most popular features is its completely customizable modular expansion bays. Sanjaval Spaceflight Systems produces a variety of interchangeable service modules, from technomantic laboratories to deluxe guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes to convert one expansion bay to another on other starships.
A weapon dating back to antiquity, a sap is shaped like a large, flat spoon with a heavily weighted end. Archaeological digs have verified that almost every society develops an analog to the sap. Modern versions are constructed from high-tech fiber and dense alloys. Although sap models are referred to as light, medium, and heavy by users, it's the rare materials used in various models, and not their actual weight, that make them progressively better at bludgeoning victims into unconsciousness.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|sap, light | 2 | 450 | 1d4 B | — | L |[[analog]], [[nonlethal]], [[operative]] |
|sap, medium | 6 | 3,900 | 1d6 B | — | L |[[analog]], [[nonlethal]], [[operative]] |
|sap, heavy | 11 | 23,100 | 2d8 B | — | L |[[analog]], [[nonlethal]], [[operative]] |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NG Small aberration
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +10
!!! DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +9
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' bleed, cold, radiation; ''SR'' 15
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +8 (1d4+4 B)
* ''Spell-Like Abilities'' (CL 4th; melee +8)
** 1/day—//[[force blast]]// (DC 17), //[[mind thrust]]// (2nd level; DC 17)
** 3/day—//[[mystic cure]]// (1st level), //[[reflecting armor]]// (DC 16), //[[share language]]//
** At will—//[[daze]]// (DC 15), //[[ghost sound]]//
* ''Offensive Abilities'' excandescent flash (DC 15)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +2; ''Con'' +1; ''Int'' +1; ''Wis'' +5; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +15 (+23 to fly), [[Mysticism]] +15, [[Sense Motive]] +10
* ''Languages'' Orbian; [[telepathy]] 60 ft.
* ''Other Abilities'' astral mist (DC 15)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or cluster (3–6)
!!! SPECIAL ABILITIES
''Astral Mist ([[Su]])'' As a standard action, a purple orb can emit a pleasant, opaque, and effervescent mist that spreads 20 feet outward from the orb's location, granting a +2 morale bonus to saving throws for each ally within the mist until the beginning of the purple orb's next turn. Enemies that enter or start their turn in the mist must succeed at a Will saving throw or gain the [[fascinated]] condition.
''Excandescent Flash ([[Su]])'' Once every minute as a standard action, a purple orb can increase its luminance to an aggressively bright spectrum. Each other creature within 20 feet that can see the purple orb must attempt a Reflex saving throw or be [[dazzled]] for 1d4 rounds. If a creature fails this saving throw by 5 or more, it is [[blinded]] for 1 round instead.
</div>
<<section 'Sapient Purple Orb Luminant'>>
With its pleasant, slowly swirling lavender surface, a sapient purple orb supplies a comforting—yet strange—presence. Purple orbs are curious and social beings that attempt to make contact with all new life they encounter, though they can be rather inept at doing so. They are able to communicate with few life-forms via their language, Orbian, as it is ancient and almost unknown to outsiders. Instead, they seek to connect directly with the minds of those they meet, supplementing their telepathy by flashing images or scenes onto the mist they emit from their surface. Less-mature purple orbs that haven't yet bonded with others of their kind are typically more likely to be deceived or misled due to their willingness to trust and reach out to others. The typical sapient purple orb is 3 feet in diameter.
Purple orbs express a strong desire for cooperation and solidarity, both with each other and with life-forms they've had positive interactions with. This may be attributed to their low population and apparent lack of a homeworld; indeed, if such a place exists, they are either reluctant or unable to identify it. Those who have interfaced with purple orbs often describe imagery that may suggest that significant numbers of the strange creatures lived within the Drift in past centuries.
A purple orb with companions is fiercely defensive of them. If caught off-guard and attacked, their appearance changes to more intensely deep and dark purple, and they may spin violently, flinging the whole of their weight into the attacker—though purple orbs generally refrain from fatally damaging their opponents.
A curious and rarely observed aspect of purple orbs is their bonding process. Clusters of three to six orbs at advanced stages of their life cycle sometimes opt to bond themselves to each other for the remainder of their existence, forming a single life-form called a luminant with vastly heightened capabilities resulting from their collective knowledge.
Sightings of purple orbs are sporadic, though not necessarily uncommon; they're spotted in large numbers for short periods of time, then seem to almost completely disappear from the entirety of the Pact Worlds for a year or longer. Those who have studied purple orbs have noted that each time they reappear, it's in lower numbers than before.
!! Purple Cores
{{Purple Core}}
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* NG Large aberration
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +10; ''Ref'' +10; ''Will'' +16
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' bleed, cold, radiation; ''SR'' 22
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +17 (2d10+11 B)
* ''Ranged'' fused memory blast +19 (2d8+11; Will DC 20)
* ''Spell-Like Abilities'' (CL 11th)
** 1/day—//[[confusion]]// (DC 22), //[[mind thrust]]// (4th level, DC 22)
** 3/day—//[[dispel magic]]//, //[[haste]]//, //[[mental block]]// (DC 21), //[[slow]]// (DC 21)
** At will—//[[detect thoughts]]// (DC 19), //[[mystic cure]]// (2nd level)
* ''Offensive Abilities'' excandescent flash
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +2; ''Int'' +3; ''Wis'' +8; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +20 (+28 to fly), [[Mysticism]] +25, [[Sense Motive]] +20
* ''Languages'' Orbian; [[telepathy]] 60 ft.
* ''Other Abilities'' astral mist
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Astral Mist ([[Su]])'' See [[sapient purple orb]].
Excandescent Flash ([[Su]]) See [[sapient purple orb]].
Fused Memory Blast ([[Su]]) A sapient purple orb luminant can draw upon their collective memories to gather an inner magical force, briefly shifting their appearance from a single entity to the number of bonded purple orbs the luminant formed from. They expel the fused memory blast from the center of the gathered orbs as a glittering, holographic sphere imprinted with their most potent memories on its surface. A luminant's fused memory blast has a range increment of 60 feet and targets EAC; this is a mind-affecting force effect. A creature hit by this attack must succeed at a Will save or be overcome by the mix of memories and gain the [[stunned]] condition for 1 round; this ability can stun a given creature only once every 24 hours.
</div>
Aballonian corporations initially distributed //sapphire cones//, but none of those businesses have a clear claim to the original device. While this //aeon stone// orbits you, you have [[limited telepathy]] you can use only with creatures that have the technological subtype and are within 100 feet of you.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//sapphire cone// | 5 | 3,200 | — |
</div>
<div class="statblock">
* ''Type'' disease (contact); ''Save'' Will DC 15
* ''Track'' [[mental]] and [[physical]] (special); ''Frequency'' 1/day
* ''Effect'' no latent state; the victim takes all penalties from progressing on both tracks; when physically impaired, the victim must succeed at a Will save rather than Fortitude save to act, and failing the save results in the victim becoming [[dazed]] for 1 round rather than [[nauseated]]. The worst possible physical stage is //debilitated//, and the worst possible mental state is //disassociated//.
* ''Cure'' The victim must benefit from two successful castings of //[[remove affliction]]// within 1 minute.
</div>
Darker clouds in the darkness of shadow space, small regions of sapping nebulae can doom travelers with apathy and life-sapping negative energy. These hazards are charted in well-traveled areas of shadow space, allowing astrogators to avoid them. However, in the Vast of shadow space, the draining energies of sapping nebulae can penetrate starships and cause living creatures to give up on life itself. This ennui doesn't kill directly. Most victims die of their own apathy and detachment from reality.
Supposedly descended from the inhabitants of the two planets whose destruction long ago formed the Diaspora asteroid belt, sarcesians have adapted to low-gravity and thin-air environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt her physiology to survive in space by suspending her respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel her between the handful of inhabited asteroids and space platforms within the Diaspora.
Thanks to arcane engines left behind by the sarcesians' ancestors, the race has long managed to maintain creche worlds—asteroids with enough magical atmosphere, gravity, and warmth for the inhabitants to live comfortably and raise offspring. Compared to some other planets in the Golarion system, sarcesian creche worlds are beautiful and idyllic. They contain fields, forests, hills, lakes, and bucolic towns whose populations number in the low thousands. Many of these sanctuaries are linked by the River Between, an unusual body of water that actually flows between and through the asteroids; the water is prevented from floating off into space by a tube-shaped force field crafted by unknown hands.
Sarcesians who leave the asteroid belt are sometimes hired as mercenaries specializing in surveillance and marksmanship, as they are accustomed to operating at vast distances from their targets. These sarcesians hone their innate patience even further in order to lie in wait for their marks for days atop bluffs, in dilapidated apartments, or even in the vacuum of space outside docking slips. Employers tend to pay well for this degree of dedication, making sarcesian snipers a highly sought-after commodity in certain areas of the galaxy.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Sarcesians are Large humanoids with the sarcesian subtype and a space and reach of 10 feet.
* ''Low-Light Vision:'' Sarcesians can see in dim light as if it were normal light.
* ''Skilled:'' Sarcesians gain an additional skill rank at 1st level and each level thereafter.
* ''Void Flyer:'' Sarcesians can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. When in a vacuum, they automatically grow wings made from pure energy that grant them a supernatural fly speed of 60 feet (average maneuverability) but that work only in a vacuum.
!! Diasporan Rifles
{{Diasporan Rifle}}
!! Void Flyer Graft
{{Void Flyer}}
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Gargantuan animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +16; ''Ref'' +11; ''Will'' +10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tail +21 (2d10+18 B; critical [[knockdown]])
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' [[trample]] (2d10+18 B, DC 17)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +5; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–12)
</div>
Choose a saving throw with which you have a base bonus of +3 or higher. Whenever you attempt a saving throw of the chosen type and determine the result (but before you learn the outcome), you can spend 1 Resolve Point to either roll your expertise die and add the result to the total or reroll the saving throw.
When you are subject to an unusual effect, such as those imposed by some special weapons and magical attacks, in most cases you can attempt a saving throw (often simply called a "save") to avoid or reduce the effect. When you attempt a saving throw, you roll a d20 and add your base saving throw bonus and an associated ability score modifier (see below). You might also have other abilities, feats, or items that further modify your saving throws. If your result equals or exceeds the saving throw Difficulty Class (see below), your saving throw is successful.
!! Saving Throw Types
The three kinds of saving throws are Fortitude, Reflex, and Will.
!!! Fortitude
Fortitude saving throws measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
!!! Reflex
Reflex saving throws test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws.
!!! Will
Will saving throws reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.
!! Difficulty Class (DC)
A saving throw against an effect has a Difficulty Class (DC) determined by the effect. For most class features, the DC of an effect you create equals 10 + half your class level + your key ability score modifier. For spells, this is 10 + the level of the spell + your key ability score modifier. The description of an effect from an item normally lists a saving throw DC.
!! Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success.
!! Forgoing a Saving Throw
You can voluntarily forgo a saving throw and willingly accept the result of an effect or spell. If you have special resistance to magic, you can suppress that resistance to accept the result (though doing so takes a standard action).
!! Success
If you succeed at a saving throw against an effect that has no obvious physical indications, you feel a hostile force or a warning tingle but cannot deduce the exact nature of the attack. Likewise, if a creature specifically targeted by one of your effects succeeds at its saving throw, you can generally tell that the creature has succeeded. You do not sense when creatures succeed at saves against effects you create that don't target a single creature.
!! Saving Throw Terminology
When a spell, an item, or another effect notes that it allows a saving throw, it typically includes the following terminology to describe the result of a successful saving throw. If it does not allow a saving throw, this entry simply says "none."
!!! Negates
This means that the effect has no impact if you succeed at your saving throw.
!!! Partial
This means that the effect has a lessened impact if you succeed at your saving throw. Some lesser effect occurs, as defined in the effect's description.
!!! Half or Half Damage
This means the effect deals half the normal amount of damage if you succeed at your saving throw.
!!! Disbelieves
A successful saving throw lets you ignore the effect (this usually applies only to illusion effects).
!!! Object
Effects that deal damage generally affect unattended objects normally but don't damage held or attended objects unless the effect specifies that they do. Effects that do something other than deal damage affect objects only if their descriptions specifically say so (this is common only with spells) or if they note "(object)" in the description of the effect's saving throw. An object's total saving throw bonus for Fortitude, Reflex, and Will saves is equal to the object's item level. An object you're holding or wearing uses your saving throw bonus if it is better than the object's own saving throw bonus. Items with an item level of 0 do not receive saving throws when unattended.
!!! Harmless
Normally only spells note whether they are harmless. Such a spell is usually beneficial, not harmful, but if targeted, you can attempt a saving throw, if you like.
One of the co-governing species of Arkanen, a moon of Liavara, sazarons feel it is their duty to oversee and execute the many day-to-day tasks that maintain their home and balance out their mischievous [[dirindi]] cohabitants. Sazarons are large creatures with a lower body similar to an iguanodon, with two thick hind legs and two leaner front legs. Generally measuring 15 feet long and weighing 900 pounds, sazarons have long tails tipped with a large knob of bone that they can wield offensively. Starting at the saurian shoulders, the sazaron's body transitions into the torso of a large humanoid. Their incredibly thick skin gives them electricity resistance, which is helpful in the weeks that their moon plunges into the electrically charged atmosphere of Liavara—and also insulates them from dirindis' electric greetings.
Sazarons are scholarly creatures that move at a more measured pace than most other inhabitants of Arkanen, preferring to avoid conflict in order to study and further their knowledge. Instinctively skeptical, sazarons also have the ability to magically compel others to speak only the truth.
The ancient sazaron capital of Telataranas contains numerous magical universities and mystical academies, and a great number of sazaron sages, scholars, and scientists call the city home. These scholars are particularly interested in two fields of study. Those who study atmospheric submergence analyze phenomena related to Arkanen's annual journey through of Liavara's atmosphere, including its effects on their moon's ecosystems and how best to store and ration the electricity collected by the gigantic pylons interspersed throughout the capital. These scholars often find themselves working alongside their electrically attuned dirindi fellows, while many of the less academically inclined are employed as part of the corps of electricians who maintain the pillars and energy reserves.
The other most popular topic of study focuses on the mind-searing [[hallajins]], which
Arkanen is tasked with containing on the nearby moon of Hallas via a magical barrier. Many of the sazarons who are passionate about this subject either have worked to become official Pact World overseers of the mysterious species, or work closely with those overseers to make sure that the dangerous psychic energy of Hallas does not escape. Despite their desire to learn more about the hallajins and their abilities, sazarons rigidly uphold the strict rules that prohibit attempts to sneak onto Hallas—though they are more than happy to confiscate and analyze any artifacts or data that any lawbreakers might obtain.
!! Racial Traits
* ''Ability Adjustments:'' +2 Int, +2 Wis, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Sazarons are Large monstrous humanoids.
* ''Darkvision:'' Sazarons have [[darkvision]] with a range of 60 feet.
* ''Impel Truth:'' Sazarons gain the following spell-like ability. The caster level for this effect is equal to the sazaron's level.
** 1/day—//[[zone of truth]]//
* ''Insulated Skin:'' Sazarons have [[resistance]] 5 to electricity that stacks with one other source of electricity resistance.
* ''Limited Telepathy:'' Sazarons have [[limited telepathy]] with a range of 30 feet.
* ''Natural Weapons:'' Sazarons have [[natural weapons]] that deal bludgeoning damage.
* ''Scholarly:'' Sazarons gain a +2 racial bonus to [[Culture]], [[Life Science]], and [[Physical Science]] checks.
!! Impel Truth Graft
{{Impel Truth}}
<div class="statblock">
* ''Tier'' 3
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 15; ''TL'' 17
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' medium 90 (forward 23, port 22, starboard 22, aft 23)
* ''Attack (Forward)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Port)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Starboard)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Turret)'' coilgun (4d4; 20 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 2 armor, mk 2 mononode computer, mk 4 defenses; ''Expansion Bays'' [[cargo hold]], [[science lab]] (life), science lab (physical), [[sealed environment chamber]]
* ''Modifiers'' +2 to any one check per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +8 (3 ranks), [[Diplomacy]] +8 (3 ranks), gunnery +7 (3rd level), [[Piloting]] +9 (3 ranks)
* ''Engineer'' [[Engineering]] +8 (3 ranks)
* ''Pilot'' gunnery +7 (3rd level), [[Piloting]] +9 (3 ranks)
* ''Science Officers (1 officer, 2 crew)'' [[Computers]] +13 (3 ranks)
</div>
Farseers are the front lines of the Szandite Collective's exploratory efforts, equipped with extremely fine-tuned, advanced sensor arrays—and laboratories to examine their findings.
<div class="statblock">
* ''Tier'' 13
* Gargantuan carrier
* ''Speed'' 8; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 24; ''TL'' 29
* ''HP'' 330; ''DT'' 10; ''CT'' 66
* ''Shields'' heavy 480 (forward 120, port 120, starboard 120, aft 120)
* ''Attack (Forward)'' superlaser (2d4×10; 20 hexes)
* ''Attack (Turret)'' light EMP cannon (special; 5 hexes)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, crew quarters (good), mk 4 duonode computer, mk 5 armor, mk 11 defenses; ''Expansion Bays'' [[hangar bay]], [[medical bay]], [[recreation suite]] (HAC), [[science lab]] (general), [[sealed environment chamber]], [[shuttle bay]]
* ''Modifiers'' +4 to any two checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 111 (minimum 75, maximum 200)
!!! CREW
* ''Captain'' [[Computers]] +23 (13 ranks), [[Diplomacy]] +23 (13 ranks), [[Engineering]] +23 (13 ranks), gunnery +19 (13th level), [[Intimidate]] +23 (13 ranks), [[Piloting]] +23 (13 ranks)
* ''Engineers (4 officers, 14 crew each)'' [[Engineering]] +23 (13 ranks)
* ''Gunners (1 officer, 2 crew)'' gunnery +19
* ''Pilots (1 officer, 10 crew)'' [[Piloting]] +23 (13 ranks)
* ''Science Officers (6 officers, 5 crew each)'' [[Computers]] +28 (13 ranks)
!!! SPECIAL ABILITY
''Modular Harbor'' A Szandite Collective ship adjacent to this ship can link with it in a specific arc. The linked ship can't move or fire its weapons, and damage that would be dealt to the linked ship is dealt to the metropolis's shields in that quadrant first.
</div>
This enormous carrier operates with a relatively few but highly specialized and talented personnel, and it can offer safe harbor to more vulnerable ships.
<div class="statblock">
* ''Tier'' 7
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 11; ''TL'' 19
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' heavy 320 (forward 80, port 80, starboard 80, aft 80)
* ''Attack (Forward)'' mining laser (2d6; 5 hexes)
* ''Power Core'' Nova Heavy (200 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced short-range sensors, anti-hacking systems mk 1, computer countermeasures (alarm), crew quarters (common), mk 2 armor, mk 2 trinode computer, mk 10 defenses; ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (3), [[guest quarters]] (common), [[science lab]] (general), [[sealed environment chamber]], [[tech workshop]]
* ''Modifiers'' +2 to any three checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 18 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +14, [[Engineering]] +14 (7 ranks), [[Piloting]] +14 (7 ranks)
* ''Engineers (2 officers, 3 crew each)'' [[Engineering]] +14 (7 ranks)
* ''Pilot'' gunnery +12 (7th level), [[Piloting]] +14 (7 ranks)
* ''Science Officers (2 officers, 3 crew each)'' [[Computers]] +19 (7 ranks)
</div>
Vaultships protect the Szandite Collective's invaluable findings with thick plates of armor and extensive shielding, though these hulks are also often accompanied by support ships.
Designed to be smuggled into secure locations and overwhelm local defenses, the scalegraser is stealthy artillery that breaks into 31 components and uses innocuous batteries as ammunition. Its plasma bolts fragment on impact, causing unpredictable collateral damage, which is often the goal. The scalegraser's indiscriminate ordinance intimidates Aspis enemies and can incinerate evidence of Aspis crimes, making this a favorite weapon among cleaner crews.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|scalegraser, python-series | 2 | 850 | 1d10 E&F | 60 ft. | [[second arc]] 1d6 | 40 charges | 5 | 1 |[[breakdown]], [[first arc]] 1d6, [[unwieldy]] |
|scalegraser, viper-series | 7 | 6,500 | 2d10 E&F | 60 ft. | [[second arc]] 1d8 | 40 charges | 5 | 1 |[[breakdown]], [[first arc]] 1d8, [[unwieldy]] |
|scalegraser, aspseries | 12 | 36,000 | 3d10 E&F | 60 ft. | [[second arc]] 1d10 | 80 charges | 5 | 1 |[[breakdown]], [[first arc]] 1d10, [[unwieldy]] |
|scalegraser, cobra-series | 17 | 260,000 | 6d10 E&F | 60 ft. | [[second arc]] 2d10 | 80 charges | 5 | 1 |[[breakdown]], [[first arc]] 2d10, [[unwieldy]] |
</div>
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors. You must attempt a [[Computers]] check, applying any modifiers from the starship's sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 times the tier of the starship being scanned + its bonus from [[defensive countermeasures]]. If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
# ''Basic Information:'' Living crew complement and ship classification, size, speed, and maneuverability.
# ''Defenses:'' AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
# ''Weapon:'' Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship's weapons are revealed.
# ''Load:'' Information about how the starship's expansion bays are allocated and any cargo the starship might be carrying.
# ''Other:'' Any remaining ship statistics.
''Critical:'' Your insightful scans reveal a weakness in a random quadrant of the targeted starship. The next time one of your starship's weapons deals damage to the targeted starship's Hull Points, it has a 25% chance to also deal critical damage to a random system.
The mech uses its sensor array to study one creature, mech, or object it is observing with a precise sense. Against a creature, this functions as a check to [[identify a creature]], using the mech's [[Computers]] bonus in place of the skill typically used to identify creatures of that type. If the check succeeds, the mech also gains a +1 insight bonus to the next attack it makes against that creature before the end of its next turn.
If the mech scans a mech or object, the mech attempts a [[Computers]] check; against an unattended mech or object, the DC is 10, and against a wielded object or piloted mech, the DC equals 10 + the target's tier or item level. If it succeeds, the mech identifies two of the following pieces of information about the mech or object (operator's choice): its hardness, maximum Hit Points, resistances (if any), EAC, KAC, number of passengers or operators, Strength DC to break, speed, full speed (vehicle only), systems or auxiliary systems, or weapons. For every 5 by which the Computers check exceeds the DC, the mech identifies one additional piece of information.
Repeated scans reveal little information unless the mech expends additional energy. Each additional attempt to scan a target requires the mech expend 1 PP for each previous time the mech has attempted to scan that target within the last hour.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' 1 mile/level
* ''Area'' emanation with radius of 1 mile/level centered on you
* ''Duration'' concentration, up to 1 minute/level
</div>
You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity. You do not learn the location of or direction to these conditions, only their presence. However, after concentrating for a time, you can learn the following additional information.
* ''1 Minute:'' Forecast the weather for the next 48 hours, including the direction it will come from.
* ''5 Minutes:'' Learn which atmospheres, biomes, and gravity are in the area, if they vary, as well as the direction and distance to those elements.
* ''10 Minutes:'' Learn if anything in the area presents an environmental hazard, including cold or heat dangers (at what temperature range), radiation (at what severity), smoke effects, and underwater conditions. You gain a general sense of where and how far away these dangers are.
Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as [[blindsense]] or [[sense through]], but these often require ongoing monitoring or impose other restrictions. Common examples include [[laser microphones]], [[motion detectors]], and [[x-ray visors]].
!! Video Camera
The most typical scanner is a video camera, which requires one hand to use. A video camera has ordinary sight and is capable of seeing whatever an ordinary human could see, with up to 10 times magnification. A video camera can record up to 4 hours of footage, which can be downloaded and viewed using nearly any computer.
!! Shotgun Microphone
A shotgun microphone amplifies your sense of hearing within a particular direction. You gain a +2 insight bonus to hearing-based [[Perception]] checks in a 60-foot cone, but you take a –2 penalty to hearing-based Perception checks from other areas. A shotgun microphone can record up to 12 hours of sound. You don't need to take an action to use a shotgun microphone, but changing its direction requires a move action.
!! Enhanced Camera
An enhanced camera functions as a video camera, but it can view a wider band of wavelengths, including infrared wavelengths. Enhanced cameras have [[low-light vision]] and [[darkvision]] with a range of 60 feet. An enhanced camera can record up to 24 hours of footage.
!! True-Frame Camera
A true-frame camera functions as an enhanced camera, and it also has supplemental multispectrum programming designed to detect the slight errors in shading and lighting that are artifacts of holograms and illusions. True-frame cameras automatically shift to variant wavelengths to detect and image actual objects, identifying the holograms and illusions as such with overlay text or masking. True-frame cameras automatically identify holograms and illusions via [[sense through]] (vision), except for images that specifically fool cameras or other surveillance systems (such as //[[holographic image]]// and //[[nondetection]]//). True- frame cameras do not automatically detect mundane or low-tech disguises.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|scanner, video camera | 1 | 275 | L | 20 | 2/hour |
|scanner, shotgun microphone | 2 | 625 | L | 20 | 1/hour |
|scanner, enhanced camera | 3 | 1,375 | L | 20 | 1/hour |
|scanner, true-frame camera | 9 | 12,250 | L | 100 | 2/hour |
</div>
Through a mix of complex manipulation and other cues, you focus enemies' fire on an ally. As a standard action, you can spend 1 Resolve Point and select a willing ally within 30 feet. Until the end of your next turn, enemies within 100 feet of that ally who can sense both you and that ally take a –4 penalty to all ranged attacks they make that don't target that ally. This ability otherwise acts as if that ally used the [[draw fire|Draw Fire (improvisation)]] improvisation. You must have the draw fire improvisation to choose this improvisation.
This is a sense-dependent effect.
A scattergun fires fragmentary shells in a spray from its barrel, dealing damage to all targets in range. The shortened barrel of the snub scattergun makes it easier to conceal. Grapeshot, impact, and vortex scatterguns are designed to deliver enhanced damage.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|scattergun, utility | 1 | 235 | 1d4 P | 15 ft. | — | 4 shells | 1 | 1 |[[analog]], [[blast]] |
|scattergun, snub | 8 | 8,300 | 1d12 P | 15 ft. | — | 8 shells | 1 | 1 |[[analog]], [[blast]] |
|scattergun, impact | 12 | 30,400 | 2d12 P | 15 ft. | — | 12 shells | 1 | 2 |[[analog]], [[blast]] |
|scattergun, vortex | 15 | 91,900 | 3d12 P | 30 ft. | — | 12 shells | 1 | 2 |[[analog]], [[blast]] |
|scattergun, grapeshot | 18 | 331,000 | 4d12 P | 30 ft. | — | 12 shells | 1 | 2 |[[analog]], [[blast]] |
</div>
These cartridges are packed with small metal spheres that scatter when the cartridge explodes.
<div class="table-wrapper">
|Ammunition | Level | Price | Charges/Cartridges | Bulk |Special |h
|scattergun shells | 1 | 55 | 25 | L |— |
</div>
Static projectors and some other weapons emit a beam that causes sensor feedback when it strikes a ship's shielding, rendering sensors inoperable. A ship hit by a weapon with this quality takes a –2 circumstance penalty for 1d4 rounds on attack rolls and [[Computers]] checks made as part of science officer actions that use ship sensors (such as [[scan]], [[target system]], and [[lock on]]). If the ship is hit multiple times by scatterscan weapons, this penalty stacks. During the helm phase, a science officer can take an action to make a [[Computers]] check as they attempt to restore sensor functionality (DC = 10 + 1-1/2 × the attacking starship's tier); the penalty inflicted by the scatterscan property applies to this check. A light scatterscan weapon can affect Medium or smaller vessels, a heavy scatterscan weapon can affect Huge or smaller starships, and a capital scatterscan weapon can affect starships of any size.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large ooze
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +9; ''Will'' +6
* ''Defensive Abilities'' scavenger shell; ''DR'' 5/adamantine; ''Immunities'' [[ooze immunities]]; ''Resistances'' fire 10
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' pseudopod +18 (2d10+13 B)
* ''Ranged'' aphelion [[artillery laser]] +21 (3d8+9 F) or dual [[crossbolter]] +21 (2d10+9 P) or red star [[plasma rifle]] +21 (1d10+9 E & F)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +4; ''Dex'' +3; ''Con'' +6; ''Int'' —; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Stealth]] +22 (+27 in ruins or garbage)
* ''Other Abilities'' kitbash
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or work crew (3–10)
!!! SPECIAL ABILITIES
''Kitbash ([[Ex]])'' Scavenger slimes have an intuitive understanding of technology and
how to use and repair it, despite their otherwise mindless nature. An ooze has a +22 bonus to [[Engineering]] checks to repair mechanical and technological items. A scavenger slime can form its body into any tool required for this repair work.
''Scavenger Shell ([[Ex]])'' Scavenger slimes build protective shells for themselves out of refuse and their own natural resin, incorporating bits of repaired technology as they go. A scavenger slime's shell grants the ooze [[DR]] 5/adamantine and [[resistance]] 10 to a random energy type depending on the technology it has incorporated, and also includes life-support systems similar to those in commercial armor, allowing it to survive in the vacuum of space. A scavenger slime can also incorporate weapons: one heavy weapon of an item level no greater than its Challenge Rating (9 for the typical scavenger slime), and either two longarms or three small arms each of an item level no greater than its CR – 1. A scavenger slime gains proficiency in whatever weapons it incorporates into its shell and powers these weapons naturally with the energy it produces. A weapon in a scavenger slime's shell can be sundered as if it were an item with an item level equal to the slime's CR. The scavenger slime listed here is resistant to fire and has incorporated an aphelion artillery laser, a dual crossbolter, and a red star plasma rifle.
</div>
Entropy is the one constant in the universe. Time breaks all things down, as all creation marches inexorably toward chaos and oblivion.
Many eons ago, a long-vanished civilization took offense to this cosmic truth and conceived of an all-purpose gel—equal parts magic and nanotechnology—that could repair nearly anything, including flesh. At some point in that civilization's history, perhaps due to some industrial accident, a vat of this gel gained a limited sentience and began to reproduce in dark corners and sewers.
Despite all their advanced technology, the civilization eventually collapsed—perhaps even as a result of being overrun by their own creation—but the sentient gel survived, hitching rides on the hulls and in the cramped cargo bays of their progenitor race's scattering survivors. Released onto other worlds, the gel continued to evolve and adapt, becoming the scrounging, hoarding blobs of protoplasm now generally referred to as scavenger slimes. These oozes now lurk in ruins across the galaxy, gluing together elaborate, snail-like shells for themselves from detritus and jury-rigging whatever technology they find into half-functioning weaponry.
Scavenger slimes are lumps of protoplasm measuring about 6 feet across. Though mindless, they have an intuitive understanding of order and technological systems, allowing them to patch or repair nearly anything they encounter, though rarely into a form as reliable or attractive as it may have once been. Actually using these items is often beyond them—an ooze might rebuild a hovercar, but have no idea how to operate it, unable to even grasp its purpose. Similarly, an ooze might repair a datapad, yet have no concept what the sights and sounds it displays are attempting to communicate. The sole exception to this principle is weapons: through whatever mechanism, scavenger slimes long ago gained the ability to direct and trigger the weapons they rebuild, instinctively understanding what they're for and how to use them in their own defense, treating them like specially adapted limbs.
The key to a scavenger slime's survival mechanisms is the dense resin it secretes, which it uses to bind pieces together or form rudimentary tools on its pseudopods. Scavenger slimes can even vary the conductivity of this resin, allowing them to patch and repair technology. This ability contributes to the scavenger slime's most iconic feature: durable, snaillike shells each creature fashions from whatever trash it encounters. How these mindless creatures select and shape the components of their shells remains a mystery, but each supports a sophisticated and uniquely evolved life-support system that protects the ooze from vacuum. Most scavenger slimes also incorporate various kitbashed weapons into their shells, making them formidable opponents to even well-equipped adventurers.
Scavenger oozes are the bane of adventurers and treasure hunters exploring ancient ruins and abandoned space stations. Heavily armored and armed, they defend garbage heaps and treasure troves with ferocity, and whatever priceless technology they uncover is quickly disassembled and glued into their shells or incorporated into new weapons.
Their hundreds of eggs—each barely the size of a grain of rice—cling to clothing and boots, allowing them to easily spread to new environments or even starships, where they quietly grow in dark crevices, causing random system failures until the young slimes begin tearing into ship's vital components. Despite the danger scavenger slimes pose, some creatures find them endlessly delightful. Gremlins find kinship in their destructive nature, while space goblins share the slimes' habitats and gift for rebuilding technology. Some pirate crews have also learned to seed long-haul freighters with scavenger slime eggs, then follow from a safe distance until the oozes shut down their victims' defenses.
While the vast majority of scavenger slimes tear down and rebuild technology, a small variant population exists that instead tears down organic beings to "maintain" them. These rare gene-scavenger slimes construct semi-living shells from bones, hide, and organs of whatever creatures they encounter, incorporating strange special abilities from various aliens and monsters. These advanced scavenger slimes demonstrate a far wider range of special abilities than their technologically inclined kin, and they engage trespassers with horrifying enthusiasm, dragging living victims away to break down—sometimes while still conscious—into new parts for their macabre armor.
!! Scavenger Slime Grenades
The scavenger slime's sticky resin can be used as makeshift [[stickybomb grenades]]. A slain scavenger slime, when properly harvested in treated glass vessels, yields up to 20 item levels' worth of stickybomb grenades—so 2 stickybomb grenades III (each level 10), or 5 stickybomb grenades II (each level 4), and so on. Harvesting the slime in this manner requires a DC 28 [[Engineering]] or [[Life Science]] check—success means you acquire all the desired stickybombs, while failure deals 2d10+13 bludgeoning damage to you as the slime revitalizes just long enough to attack you. This check can be attempted only once per scavenger slime corpse.
!! Slime-Patch Systems
{{Slime-Patch System}}
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* NE Medium outsider (extraplanar)
* ''Init'' +5; ''Senses'' [[darkvision]] 120 ft., [[blindsense]] (life) 120 ft., [[low-light vision]]; Perception +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +11; ''Will'' +6
* ''Defensive Abilities'' entropic flesh, void child; ''DR'' 10/ adamantine or good; ''Immunities'' cold, death effects, disease, energy drain, poison; ''Resistances'' acid 10, electricity 10, sonic 10; ''SR'' 18
!!! OFFENSE
* ''Speed'' 40 ft., fly 90 ft. ([[Su]], good)
* ''Melee'' bite +15 (1d8+11 P plus 1d6 C and [[energy drain]]) or wing +15 (2d6+9 B plus 1d6 C)
* ''Offensive Abilities'' [[create darkness]], [[energy drain]] (1 level, DC 15), entropic touch
* ''Sceaduinar Spell-Like Abilities'' (CL 7th; ranged +18)
** 3/day—//[[dispel magic]]//, //[[enervation]]//
** At will—//[[dimension door]]// (self only)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +2; ''Int'' +1; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +19 (+27 to fly), [[Mysticism]] +14, [[Sense Motive]] +14, [[Stealth]] +14
* ''Languages'' Aklo, Common
* ''Other Abilities'' hidden from undead, negative energy affinity
!!! ECOLOGY
* ''Environment'' any (Negative Energy Plane)
* ''Organization'' solitary or death squad (2–11)
!!! SPECIAL ABILITIES
''Entropic Flesh ([[Ex]])'' An adjacent creature that hits a sceaduinar with a melee attack takes 1d6 of cold damage.
''Entropic Touch ([[Ex]])'' A sceaduinar’s natural attacks can strike incorporeal creatures as if they had the [[ghost killer]] fusion. All of a sceaduinar’s natural attacks deal an additional 1d6 of cold damage to the target.
''Hidden from Undead ([[Su]])'' Undead creatures can’t perceive a sceaduinar using any senses unless they succeed at a DC 15 Will save.
''Negative Energy Affinity ([[Su]])'' A sceaduinar is treated as an undead creature for the purposes of spells, abilities, and effects that heal, deal damage to, or bypass the resistances of an undead creature. Similarly, a sceaduinar is treated as an [[unliving]] creature for spells, abilities, and effects that heal living creatures.
''Void Child ([[Ex]])'' Sceaduinars are immune to effects that target souls (such as a soul upload trap) or require knowledge of a creature’s identity (such as scrying). When slain, they can’t be restored to life by magic except by a //[[miracle]]// or //[[wish]]//, or by divine intervention.
</div>
Within the Negative Energy Plane, the purest form of negative energy crystallizes to form the hateful sceaduinars. Somewhat resembling gargoyles, sceaduinars have bat-like heads, wide wingspans, and bodies seemingly made of jagged, purple crystals. They despise both the living and the undead, existing somewhere between the two. The only exceptions to their vitriol are [[voidshard]] vampires, the unusual undead that can be created when a sceaduinar kills a living creature in a place attuned to the Negative Energy Plane. While sceaduinars don’t exactly like these vampires, they also don’t destroy them outright. Sceaduinars reserve a special hatred for their positive energy counterparts, the jyoti, believing that the jyoti stole their ability to create, leaving them only with the ability to destroy.
Sceaduinars generally avoid each other, coming together only when necessary to fight a particularly dangerous threat. These death squads remain together only long enough for battle, then quickly disperse. Sceaduinars find some comfort in the empty void of space, which is the closest the Material Plane comes to negative energy, but when starships happen to pass nearby, a sceaduinar can still take out an entire crew before they have any chance to escape.
You can smell when there’s trouble brewing. If you’re surprised in combat, you don’t have the [[flat-footed]] condition for being surprised against any combatants you can detect with [[blindsense]] (scent) or [[blindsight]] (scent). When you roll initiative and can detect at least one combatant with your blindsense (scent) or blindsight (scent), you can spend 1 Resolve Point to roll your expertise die and add its result as an insight bonus to your initiative check.
You must have blindsense (scent) or blindsight (scent) to select this ability.
You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there.
!! Theme Knowledge (1st)
You are an expert in one particular field of study, and your passion for the subject shows. Choose either [[Life Science]] or [[Physical Science]] and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to [[recall knowledge]] about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Tip of the Tongue (6th)
Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check to [[recall knowledge]]. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.
!! Research Maven (12th)
You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to [[recall knowledge]] in 5 rounds.
!! Master Scholar (18th)
To you, learning and absorbing knowledge related to your field of expertise is as refreshing as drinking from a cool spring in the middle of a desert planet. Up to twice per day, when in a situation where information from your specialty field could be useful (at the GM's discretion), you can spend 10 minutes in deep contemplation and research of your specialty field and recover 1 Resolve Point, in addition to using [[recall knowledge]] for the information you seek; this doesn't count as resting to regain Stamina Points.
The scholar uses their spell cache to further their studies.
* ''First Slot (6th Level):'' //[[akashic download]]//, //[[comprehend languages]]//, //[[identify]]//*, or //[[unseen servant]]//
* ''Second Slot (12th Level):'' //[[akashic tutor]]// (2nd level or lower), //[[hoverdisk]]//, //[[instant upgrade]]//*, or //[[school spirit]]//
* ''Third Slot (18th Level):'' //[[arcane sight]]//, //[[handy junkbot]]//, //[[mind of three]]//, or //[[tongues]]//
Although most spellcasters define their abilities broadly by the source of power, such as a mystical connection or exploitation of technomagical secrets, some magic-users focus on a specific school of magic. Through such specialization, they can exceed their chosen spells’ expectations to create amazing effects.
The school specialist grants alternate class features at 2nd, 4th, 9th, and 12th levels. Each school specialist gains the following 2nd- and 9th-level abilities, and a school specialist’s 4th- and 12th-level alternate class features vary based on their specialist school. Only characters who have the spells class feature can take this archetype.
!! All Schools
!!! Specialist School (2nd)
Select a school: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. When you regain your daily spell slots, you gain one additional spell slot of the highest spell level you can cast. At 12th level, you also gain one additional spell slot for your second-highest spell level you can cast. You can use these bonus spell slots only to cast spells from your specialist school.
!!! Specialized Breadth (9th)
You add two spells to your list of spells known. These spells must be of different levels and selected from your specialist school. At 12th level and again at 15th level, you gain an additional spell known from your specialist school of any level you can cast.
!! Abjuration School
Abjurers specialize in magical protection.
!!! Bolster Ally (4th)
As a standard action, you can expend a spell slot to form a shield around an ally within 30 feet of you. The target gains a number of temporary Hit Points equal to 1d8 per level of the expended spell. These temporary Hit Points last a number of rounds equal to your key ability score modifier.
!!! Spell Deflection (12th)
As a reaction, you can spend 1 Resolve Point to cast //[[dispel magic]]// as a spell-like ability, but only to use its counter function. Once you use this ability, you can’t do so again until you have rested for 10 minutes to regain Stamina Points.
!! Conjuration School
Conjurers excel at summoning and teleportation magic.
!!! Extended Summoning (4th)
You treat your caster level as 2 higher for the purpose of calculating the durations of your conjuration spells.
!!! Blink (12th)
As a move action, you can spend 1 Resolve Point to teleport up to 60 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.
!! Divination School
Diviners have uncanny insight into the past and future.
!!! Diviner’s Instinct (4th)
When you cast a divination spell of 1st level or higher, you gain a brief insight into an upcoming challenge and how you might overcome it. You can expend this insight as a reaction when you attempt a single skill check to gain an insight bonus equal to 1 + the divination spell’s level to checks with that skill until the end of your next turn. Your special insight fades if not used within 1 minute.
!!! Hypercognition (12th)
While using a divination spell that offers increasing information the longer you study an area or target (such as //[[detect thoughts]]//), you learn both the second and third round’s information on the second round. While using a divination spell that provides two or more pieces of information about an area or topic (such as commune with nature), you learn one additional piece of information. For all other divination spells, you treat your caster level as 1 higher.
!! Enchantment School
Enchanters excel at influencing the minds of others.
!!! Unbreakable Will (4th)
You gain a +2 bonus to saving throws against enchantment effects. In addition, once per day, when you fail a saving throw against a mind-affecting effect, you can reroll the failed saving throw as a reaction and take the higher result.
!!! Dual Enchantment (12th)
Whenever you cast an enchantment spell that targets one or more creatures, you can spend 2 Resolve Points to target one additional creature who is in the spell’s range and within 30 feet of one of the spell’s original targets. The additional target gains a +2 circumstance bonus to its Will saving throw to resist your spell.
!! Evocation School
Evokers specialize in the manipulation of raw magical energies.
!!! Evoker’s Reach (4th)
Evocation spells you cast that have a range of close, medium, or long have their ranges increased by 25%. Evocation spells you cast that affect at least seven 5-foot squares also affect one additional 5-foot square of your choice that is adjacent to the spell’s affected area.
!!! Flexible Evoker (12th)
When you cast an evocation spell, you can spend 1 Resolve Point to change the damage dealt by that spell to one of the following damage types: acid, cold, electricity, fire, or sonic. If the spell deals more than one type of damage, all damage dealt by the spell becomes the damage type you select.
!! Illusion School
Illusionists study the practice of using magic to deceive others.
!!! Wise to Illusion (4th)
You gain a +2 bonus to saving throws against illusion effects. You receive a saving throw to disbelieve illusions whenever you pass within 10 feet of them, whether or not you’re actively observing or interacting with the illusion. When you successfully disbelieve an illusion and communicate this fact to others, each observer can attempt a saving throw to disbelieve with a +6 bonus rather than a +4 bonus.
!!! Illusory Shield (12th)
As a reaction when you’re targeted by an attack you are aware of, you can spend 2 Resolve Points to obscure yourself, gaining the effects of //[[displacement]]// against the attack. If the attack misses you, you can perform a [[guarded step]] immediately afterward without spending an action.
!! Necromancy School
Necromancers manipulate the forces of life and death.
!!! Rebuke Undead (4th)
As a standard action, you can spend 1 Resolve Point to release a burst of repulsive energy in a 10-foot radius burst around you. This has two effects. First, it gives all undead in the area the flat-footed condition for 1d4 rounds, and while flat-footed in this way, the undead also take a –2 penalty to saving throws against your necromancy spells. Second, all undead in the area are pushed 10 feet away from you. Affected undead can attempt a Reflex save (DC = 10 half your level + your key ability score modifier) to negate both effects.
!!! Grave Sense (12th)
You gain a special form of [[blindsense]] (life) to a range of 60 feet, allowing you to detect living and undead creatures, and discern which is which. As a move action, you can spend 1 Resolve Point to also gain [[blindsight]] (life) to a range of 60 feet for 1 minute.
!! Transmutation School
Transmuters specialize in transformative magic.
!!! Residual Transformation (4th)
When you cast a transmutation spell of 1st level or higher, you retain part of its energy for 1 minute. You can expend this energy to gain one of the following benefits for 1 round:
* You gain an enhancement bonus to your land speed equal to 5 feet × the transmutation spell’s level.
* You gain a special unarmed strike that deals bludgeoning, piercing, or slashing damage; the strike deals 1d4 damage per level of the spell. You can add your key ability score modifier rather than your Strength modifier on melee attacks rolls with this unarmed attack.
!!! Recycle Spell (12th)
As a reaction when you or an adjacent ally succeed at a saving throw against a spell, you can redirect some of the magic into a weapon you touch. This augments the weapon as //[[shifting surge]]//. If the triggering spell was 3rd- or 4thlevel, the additional damage increases to 2d8 (or 1d8 if the weapon affects an area or multiple targets). If the triggering spell was 5th- or 6th-level, the additional damage increases to 2d12 (or 1d12 if the weapon affects an area or multiple targets). Once you use recycle spell, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' enchantment (emotion, fear, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Area'' 30-ft.-radius spread
* ''Duration'' 1 minute
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
In your time of need, you call upon a spirit of your school to help you. The spirit might manifest as a famous graduate of your school, your school's mascot, your school's symbol, or just the specter of a terrifying professor; regardless, the spirit's ghostly appearance demoralizes your foes. Enemies who begin their turn within the effect or who enter it must succeed at a Will saving throw or be [[shaken]] for 1 minute.
<div class="statblock">
* ''Level'' 5; ''Price'' 3,450
* ''EAC Bonus'' +10; ''KAC Bonus'' +11
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –3; ''Speed'' 25 ft.
* ''Strength'' 16 (+3); ''Damage'' 1d10 P
* ''Weapon Slots'' 1; ''Upgrade Slots'' 3
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (5-ft. reach); ''Bulk'' 37
</div>
Sci-shield units protect scientists conducting dangerous fieldwork. The suit excels at deflecting radiation (granting protection against [[radiation]] as if it were item level 7). A biohacker or mechanic wearing a sci-shield unit treats their class level as two higher than normal for the purpose of determining the range of their [[custom microlab]] and [[remote hacking]] class features.
A //sciatic agonizer// consists of long needles driven precisely through the flesh and bone of your hips and sacral spine, connected to a series of barbell piercings running down the back of your legs with fibers running deep into the leg and through its nerves. With a twist, you can activate these piercings, blasting your nervous system with pain and shocking your legs into motion.
Each time you activate the //sciatic agonizer//, you take damage equal to your level. This damage can't be reduced or redirected in any way. You can activate the augmentation as a
swift action to gain one of the following benefits.
* You double your land speed, as well as the speed at which you swim and climb, until the beginning of your next turn. This is an enhancement bonus to your speed.
* You gain the benefit of the [[Mobility]] feat until the beginning of your next turn.
In addition, when you attempt a Reflex saving throw, you can activate the augmentation as a reaction to roll that saving throw twice, taking the higher result.
Once you activate your //sciatic agonizer//, you can't activate it again until you have rested for 10 minutes to regain Stamina Points. However, you can spend 1 Resolve Point to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//sciatic agonizer// | 14 | 75,000 | all legs |
</div>
A science lab contains scientific apparatuses and other laboratory equipment to aid in the research of certain topics. A general science lab provides a +1 circumstance bonus to [[Life Science]] and [[Physical Science]] checks (and is called a general science lab), a life science lab provides a +2 circumstance bonus to Life Science checks, and a physical science lab provides a +2 circumstance bonus to Physical Science checks. The lab type is chosen when the expansion bay is converted.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|science lab | 2 | 1 |
</div>
You use the starship's computers, scanners, and other systems to identify threats, target foes, and navigate hazards. A starship can have any number of science officers. A science officer acts during the helm phase of combat.
!! Actions
<<list-links '[tag[Science Officer Actions]]' class:index>>
As a science officer, you can take any of the following actions, depending on your ranks in the Computers skill. These actions can be taken only during the helm phase.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You have an innate mental gift, and a special way of approaching problems that lets you surpass normal researchers and scholars. If your key ability score is Intelligence, you have a studious mind. If your key ability score is Wisdom, you have an instinctive mind. Your scientific method affects your spark of ingenuity class feature (see below), and may impact how some other class features function, as noted in those abilities.
!! Studious
Your mind is a fortress of information that can rarely be breached. You gain a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 16th level. You also gain a +1 insight bonus to [[Life Science]], [[Medicine]], and [[Physical Science]] checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to [[Perception]] and [[Sense Motive]] checks.
!! Instinctive
You can quickly intuit the connections between things and often act instinctively on those connections, gaining knowledge and aptitude without always being able to say how you picked it up. Select two skills—once made, this choice cannot be changed. You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter. Additionally, you can add your Wisdom modifier instead of your Intelligence modifier to [[Life Science]], [[Medicine]], and [[Physical Science]] checks.
[[Kaions]]' ability to reel in all manner of prey has led to emulations of their effective hunting strategy. A sclerite harpooner is inlaid with spirals of kaion shell and magnetically fires either harvested or manufactured kaion sclerites along two rails; this ammunition is available in the same quantities and at the same price as [[darts]]. As a reaction, the weapon can be activated to reel in a target affected by its [[embed]] critical hit effect. The target must attempt a Reflex save (DC = 10 + 1/2 the harpooner's item level + the wielder's Strength modifier) or be pulled 30 feet toward the wielder; this movement does not provoke attacks of opportunity. Huge or larger creatures are not affected.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|sclerite harpooner, lure | 4 | 2,000 | 2d6 P | 90 ft. | [[embed]] 1d6 | 25 sclerites | 5 | 2 |[[unwieldy]] |
|sclerite harpooner, hook | 9 | 13,000 | 3d8 P | 120 ft. | [[embed]] 1d8 | 50 sclerites | 5 | 2 |[[unwieldy]] |
|sclerite harpooner, lodestone | 14 | 70,000 | 6d12 P | 150 ft | [[embed]] 1d12 | 100 sclerites | 10 | 3 |[[unwieldy]] |
</div>
A scope is a telescopic sighting device with an incorporated reticle that attaches to a small arm or railed weapon's top rail. A scope can't be added to a weapon with a [[sight]]. As a move action, you can aim through a scope. This can be done as part of the same move action required to aim a weapon with the [[sniper]] weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a scope reduces penalties to attack rolls due to range as well as bonuses to AC from cover.
In addition, a scope increases a weapon's range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon's normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the [[sniper]] special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type.
You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based [[Perception]] checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy.
!! Sniper Scope
A sniper scope reduces penalties due to range and AC bonuses from cover by 2.
!! Nightvision Scope
A nightvision scope functions as a sniper scope, but also amplifies light with wide spectrum-sensors. Activating or deactivating a nightvision scope is a move action. When aiming or looking through an active nightvision scope, you can see as if the light were one step brighter (from dim light to normal light, for example). In darkness, this becomes dim light, though the image in the scope is black-and-white.
!! Laser Scope
A laser scope functions as a sniper scope with additional laser targeting capabilities. Activating or deactivating a laser scope is a move action. An active laser scope reduces penalties due to range and AC bonuses from cover by 4. You can add the nightvision capabilities of a nightvision scope to a laser scope for an extra 1,000 credits.
!! Revealing Scope
A //revealing scope// functions as a combined laser scope and nightvision scope with the addition of enhanced magical sensors. Three times per day as a move action, you can activate a //revealing scope's// sensors for 10 minutes. When aiming or looking through a //revealing scope// with active sensors, you can see [[invisible]] and ethereal creatures, and you reduce your miss chance due to concealment other than total concealment by 10%. Deactivating a //revealing scope's// sensors is a move action.
!! Clarity Scope
A //clarity scope// functions as a //revealing scope//, with additional capabilities while the scope's magical sensors are active. Activating or deactivating a //clarity scope// is a move action. When aiming or looking through a //clarity scope// with active sensors, you can see through illusions, and you eliminate your miss chance due to concealment other than total concealment. In addition, you gain [[sense through]] (vision) that allows you to sense through only the first creature or object between you and your target, provided that the creature or object is within the weapon's first scope-enhanced range increment (including the enhanced range increment from the [[sniper]] special property).
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|scope, sniper | 3 | 1,350 | L | — | — |railed weapon, small arm |
|scope, nightvision | 4 | 2,350 | L | 20 | 1/hour |railed weapon, small arm |
|scope, laser | 6 | 4,300 | L | 20 | 1/hour |railed weapon, small arm |
|//scope, revealing// | 9 | 12,500 | L | 20 | 1/hour |railed weapon, small arm |
|//scope, clarity// | 12 | 37,500 | L | 20 | 1/hour |railed weapon, small arm |
</div>
This small, handheld medical device looks similar to a soldering iron. You can use it to end the [[bleeding]] condition for a target within reach as a standard action, melting the flesh on a cellular level to stanch further blood loss. Unfortunately, the target takes 1 fire damage as a result. A target with any form of fire [[resistance]] can't benefit from a scorch suture.
A scorch suture requires only one hand to operate. It uses a battery, and each use consumes 2 charges.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|scorch suture | 1 | 200 | L | 20 | 2 |
</div>
Common in areas where petrol's flammability is a liability, such as in the protected jungles of Castrovel, scorchguns employ a microwave emitter to burn targets. The emitter is generally a squat cylinder positioned above the pistol's trigger, and its adjustable output allows a wielder to deal either lethal or nonlethal damage. The original design, the microwave scorchgun, is the most widely used, and later designs focus on a specific bandwidth, with S-band, C-band, K-band, and X-band scorchguns achieving progressively more power and precision.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|scorchgun, microwave | 4 | 2,050 | 1d6 F | 60 ft. | — | 20 charges | 1 | L |[[stun]] |
|scorchgun, S-band | 8 | 9,350 | 1d10 F | 60 ft. | — | 20 charges | 1 | L |[[stun]] |
|scorchgun, C-band | 13 | 49,100 | 2d10 F | 60 ft. | — | 20 charges | 1 | L |[[stun]] |
|scorchgun, K-band | 16 | 165,000 | 3d10 F | 60 ft. | — | 20 charges | 1 | L |[[stun]] |
|scorchgun, X-band | 18 | 368,000 | 4d10 F | 60 ft. | — | 20 charges | 1 | L |[[stun]] |
</div>
You're adept at using a variety of weapons with panache.
''Benefit:'' You treat unarmed strikes and one-handed basic and advanced melee weapons that are whiplike (such as a [[taclash]] or [[neural lash]]) or glovelike (such as a [[battleglove]] or [[shell knuckles]]) as though they had the [[operative|Operative (weapon property)]] quality; the GM has final say on whether a weapon fits this description. In addition, if you have the [[trick attack]] or [[stunt and strike]] class feature, you can use those class features with such weapons. You don't add trick attack damage to your attack, but the target is still [[flat-footed]], and you can use [[debilitating tricks]]. When you attack using this feat's benefit, you never add more than your level to damage as a result of [[Weapon Specialization]], even if you would do so as a result of another ability.
<div class="statblock">
* ''CR'' 2: ''XP'' 600
* N Fine aberration (swarm)
* ''Init'' +4; ''Senses'' [[blindsense]] (organic material) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 26
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +4; ''Will'' +1
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[swarm immunities]]
* ''Weaknesses'' vulnerable to oxygen
!!! OFFENSE
* ''Speed'' 5 ft., fly 30 ft. ([[Ex]], average), swim 30 ft.
* ''Melee'' swarm attack (1d4+2 A)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' devour organics, [[distraction]] (DC 11)
!!! STATISTICS
* ''Str'' –2; ''Dex'' +4; ''Con'' +2; ''Int'' –3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7, [[Athletics]] +7, [[Stealth]] +12
* ''Other Abilities'' death cloud, [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or sanitation (2–6)
!!! SPECIAL ABILITIES
''Death Cloud ([[Ex]])'' When a scouring swarm dies, its component creatures decompose in 1 round, leaving behind freezing neon gas. At the end of this round, all creatures within 30 feet of the scouring swarm's final position take 1d6 cold damage and gain the [[sickened]] condition for 1 minute. A successful DC 11 Fortitude save halves the damage and negates the sickened condition. Active environmental protections from armor protect against this sickened condition.
''Devour Organics ([[Ex]])'' A scouring swarm's swarm attack deals acid damage that harms only organic material. Entirely inorganic creatures are not harmed by a scouring swarm's attack. The environmental protections of most light and heavy armor provide no defense against a scouring swarm, but powered armor with active environmental protections protects against a scouring swarm. A scouring swarm leaves no trace of organic material in any square it moves through. It can completely consume a Large or smaller corpse by spending 1d4 rounds in the corpse's space, leaving behind only the creature's inorganic gear.
''Vulnerable to Oxygen ([[Ex]])'' A scouring swarm cannot survive in atmospheres that are at least 10% oxygen (this includes atmospheres that most species consider breathable, including thick, thin, and some toxic atmospheres). A scouring swarm in such an environment takes 1d6 damage at the beginning of each of its turns. In an atmosphere of 100% oxygen, this damage is doubled.
</div>
Each component of a scouring swarm is a slimy, silver gnat with three hook-like legs, a short spout for spraying acidic digestive compounds, and a long proboscis used to slurp up liquefied food. Alone, it is a mere irritant that rapidly perishes in a breathable atmosphere. But despite having no trace of reproductive biology, when two or more are left alone in an oxygen-free environment with plenty of food to consume, they rapidly multiply into a swarm of several thousand creatures.The swarm appears as a roiling cloud of glittering silver foam, consuming massive amounts of organic material in minutes. Grays—who are believed to have created these creatures—use canisters full of scouring swarms to erase evidence of their presence, even destroying microscopic traces of DNA.
You're always crafting rudimentary bots in your spare time, and can use them to scout. It takes you 10 minutes and 1 Resolve Point to create a scoutbot. A scoutbot is a Small technological construct, its EAC and KAC are equal to 10 + your mechanic level, and it has 1 Hit Point per mechanic level you have (and no Stamina Points). It has a land speed of 30 feet, and you can control its movements with your [[custom rig]] as a move action. It has a camera that streams visual and auditory data back to your rig. The scoutbot uses your saving throw bonuses if necessary. It is untrained in all skills and has a +0 bonus in all of them, though you can use your own [[Perception]] skill when examining the feed from its stream. Once created, the scoutbot lasts for 1 minute per mechanic level you have before falling apart unless otherwise destroyed.
Whenever you create a [[scoutbot]], you can give it one [[basic drone mod|Drone Mods]]. You must have the scoutbot mechanic trick to learn this trick.
A weapon with the scramble special property disrupts a creature’s telepathic or hive mind abilities briefly. When a creature takes damage from a weapon with the scramble property, that creature must succeed at a Fortitude save (DC = 10 + half the weapon’s level + the wielder’s Int modifier) or lose its ability to communicate telepathically until the end of your next turn. Abilities that depend on telepathic communication, such as the Swarm mind ability, also don’t function during this time.
As a standard action, you scramble the signal of all technological communication devices in a 5-foot burst within 30 feet. For 1 minute, the devices can’t connect to the infosphere and can’t be used to send messages or communications. If you spend 1 Resolve Point as an additional cost to activate scramble communications, the duration increases to 1 hour. If the device is in a creature’s possession, that creature can attempt a Will save to negate the effect. Once per minute as a full action, a creature adjacent to an affected device can attempt a [[Computers]] check (DC = 10 + your technomancer level + your Intelligence modifier + your insight bonus granted by techlore), ending this magic hack’s effect on that device if successful. After you have attempted to scramble a device with this magic hack, that device becomes immune to scramble communications for 24 hours.
name:scrambler
range:medium
speed:—
damage:2d8
pcu:15
cost:12
special:[[suspending]] (+5)
Runes and twisting lines crisscross the shimmering surface of //scrambler gloves//. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.
You can touch a creature with these gloves by attempting a melee attack against your target's EAC. If you hit, the //scrambler gloves// disrupt the target's mental faculties, rendering the victim [[confused]] and [[shaken]] for 1 round if it succeeds at a Will saving throw (DC = 10 + half the item level + your key ability score modifier), or for 1d3+1 rounds on a failed save. However, when the creature rolls on the confusion table, a result of 51–75 causes the creature to instead be [[staggered]], and on a result of 76–100, the creature is instead staggered and can't cast spells or activate supernatural abilities. This is a mind-affecting effect.
After you use the gloves, you can spend 1 Resolve Point to use them again. The gloves' type determines how many times they can be used per day and how many Resolve Points you can spend for additional activations per day. Once you use a given pair of //scrambler gloves//, you can't use a different pair for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Uses/Day | Additional Activations |h
|//scrambler gloves//, mk 1 | 6 | 4,500 | L | 1 | 1 Resolve Point |
|//scrambler gloves//, mk 2 | 10 | 18,000 | L | 2 | 2 Resolve Points |
|//scrambler gloves//, mk 3 | 14 | 73,000 | L | 3 | 3 Resolve Points |
</div>
A group of skittermander researchers on Pritinzo have found a way to fight back against the Swarm. By finely tuning the frequency of certain weapons, the engineers can temporarily disrupt telepathic communication, including the hive mind capabilities of Swarm creatures. Cut off from communication with their fellow components, Swarm creatures are disconcerted, even if just for a moment, allowing the planet’s resistance a chance to fight back.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|scrambler pistol, termite | 2 | 800 | 1d4 E | 60 ft. | [[confuse]] | 20 charges | 2 | L |[[scramble]] |
|scrambler pistol, cockroach | 7 | 5,200 | 2d4 E | 60 ft. | [[confuse]] | 20 charges | 2 | L |[[scramble]] |
|scrambler pistol, dragonfly | 10 | 19,400 | 3d4 E | 60 ft. | [[confuse]] | 20 charges | 2 | L |[[scramble]] |
|scrambler pistol, locust | 13 | 44,700 | 4d4 E | 60 ft. | [[confuse]] | 20 charges | 2 | L |[[scramble]] |
</div>
A group of skittermander researchers on Pritinzo have found a way to fight back against the Swarm. By finely tuning the frequency of certain weapons, the engineers can temporarily disrupt telepathic communication, including the hive mind capabilities of Swarm creatures. Cut off from communication with their fellow components, Swarm creatures are disconcerted, even if just for a moment, allowing the planet’s resistance a chance to fight back.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|scrambler rifle, termite | 3 | 1,520 | 1d6 E | 90 ft. | [[confuse]] | 20 charges | 2 | 1 |[[scramble]] |
|scrambler rifle, cockroach | 8 | 9,850 | 2d6 E | 90 ft. | [[confuse]] | 20 charges | 2 | 1 |[[scramble]] |
|scrambler rifle, dragonfly | 11 | 24,900 | 3d6 E | 90 ft. | [[confuse]] | 20 charges | 2 | 1 |[[scramble]] |
|scrambler rifle, locust | 14 | 82,600 | 4d6 E | 90 ft. | [[confuse]] | 20 charges | 2 | 1 |[[scramble]] |
</div>
Scrap spikes are fashioned from sharp metal debris. Attached to armor at key points, they inflict wounds on anyone who gets too close.
Scrap spikes don't require power or an action to activate. When you successfully grapple or renew a grapple on a target, that target takes the listed amount of damage. In addition, if you are [[grappled]], [[pinned]], or swallowed whole by a creature, that creature takes the listed amount of damage at the beginning of your turn.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Damage |h
|scrap spikes, tactical | 1 | 100 | 1 | any | – | 1d4 P |
|scrap spikes, advanced | 5 | 2,640 | 1 | any | – | 2d4 P |
|scrap spikes, ultrathin | 10 | 16,800 | 1 | any | – | 3d4 P |
|scrap spikes, zero-edge | 15 | 93,600 | 1 | any | – | 6d4 P |
</div>
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* CN Medium construct (technological)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +0; ''Ref'' +0; ''Will'' –2
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +6 (1d6+2 B)
* ''Ranged'' tactical [[semi-auto pistol]] +6 (1d6 P)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +4, [[Computers]] +4
* ''Languages'' Common
* ''Other Abilities'' base frame, [[unliving]]
* ''Gear'' tactical [[semi-auto pistol]] with 18 small arm rounds
ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or gang (3–12)
!!! SPECIAL ABILITIES
''Base Frame'' ([[Ex]]) Each scrap-bot has a base frame determined by its original function, as follows.
@@.special
* //Assembly:// An assembly scrap-bot has an integrated [[engineering tool kit|Tool Kit]]. It also has [[Engineering]] +9.
* //Companion:// A companion scrap-bot has [[Diplomacy]] +4 and [[Sense Motive]] +9.
* //Delivery:// A delivery scrap-bot is Small and has an extraordinary fly speed of 30 feet with average maneuverability. It also has a storage area that can hold up to 3 bulk.
* //Domestic:// A domestic scrap-bot has integrated cleaning systems that allow it to clean items in a 1-foot cube each round. It can reverse cleaning functions to soil a similar area in the same time.
* //Security:// A security scrap-bot has a [[pulsecaster pistol]] and the [[integrated weapons]] universal creature rule. It can make ranged attacks with a +7 attack bonus. The security scrap-bot also has [[Intimidate]] +4.
@@
</div>
When a consumer-grade robot breaks down, malfunctions, or becomes obsolete, it might be sent to the nearest recycling center or trash heap. If the owner fails to use proper shutdown procedures prior to disposal, automated self-preservation subroutines sometimes kick in before the machine's destruction, prompting it to escape its fate. With no home to return to, these cast-off robots subsist in the dark corners of cities, space stations, and massive starships across the galaxy. Collectively known as scrap-bots, they come in endless shapes and styles, but they share a drive to continue existing and mistrust of the civilization that discarded them.
Scrap-bots that find one another band together for security, living in packs that search for useful tech to replace their malfunctioning components. Dirty, rusting, and cobbled together from mismatched parts, most scrap-bots are seen as little more than pests that other members of society ignore. This social condition makes scrap-bots ideal informants and lookouts for criminals, who buy their loyalty with parts and fresh batteries. Willing to perform almost any task for such pay, scrap-bots have an uncanny devotion to each other. In their optical sensors, the galaxy has two kinds of beings. That divide is between scrap-bots and "users"—those who make, use, and dispose of technology without care. Scrap-bots are prone to distrust all users, although other outcasts have an easier time earning scrap-bot trust and respect.
In combat, individual scrap-bots pose little threat and prefer to flee or acquiesce to an aggressor rather than face destruction. However, as their numbers grow, so does their boldness. Presented with an opportunity posing minimal risk, a scrap-bot gang might resort to assault, burglary, and robbery to acquire what the group needs.
The scrap-bots presented here are only an array of several possibilities. Different configurations and combinations of those designs exist. Mightier scrap-bots might also be found in industrial areas in decline, such as the abandoned refineries of Akiton.
Developed by the Daimalkan engineers in Scrapden, this metallic chainweave armor features tough polymer plating along the chest and the wearer's dominant arm. Internal servos and articulated attachments within the plating function as an integrated [[tactical scaffold]], despite being mounted in light armor, allowing the wearer to wield massive weapons while keeping a hand free for exploration.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|scrapchain, giant | 9 | 14,500 | +10 | +11 | +5 | — | — | 0 | 1 |
|scrapchain, behemoth | 13 | 49,750 | +15 | +17 | +5 | — | —. | 1 | 1 |
|scrapchain, titan | 17 | 256,000 | +18 | +20 | +5 | — | —. | 2 | 1 |
</div>
<div class= "statblock">
* ''Rate'' +0; ''Initial'' +0; ''Maximum'' +0
* ''Special'' Whenever the mech gains a system failure condition, the mech gains 1d4 Power Points. The mech can exceed its PP maximum in this way, but any excess PP not expended by the end of its next turn are lost.
* ''Cost'' 1 × tier
</div>
This power core template is programmed to grant exceptional power when its mech is at greatest risk.
Created by underfed citizens eking out a living in Apostae’s more oppressive districts, //scrapper’s cookpots// have become widespread emergency tools on starships and with explorers traveling far from resupply stations. Once per day, you can fill this sturdy ceramic crock with inorganic material weighing 1 bulk, such as scrap metal, rocks, and plastic. After filling the rest of the pot with water and simmering the contents over a heat source for 1 hour, the pot converts its contents into thick, nutrient-rich porridge sufficient to feed up to six Medium creatures for a day. The raw materials used have some influence over the porridge’s flavor profile, though the result is always at least mildly unpalatable in one way or another.
Regularly consuming //scrapper’s cookpot// meals sometimes has unfortunate side effects, such as contracting variants of blinding sickness or the shakes after weeks of use. However, interspersing the meals with more natural foods usually negates these conditions.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//scrapper’s cookpot// | 1 | 120 | 1 |
</div>
<div class="statblock">
* ''Level'' 4; ''Price'' 2,150
* ''EAC Bonus'' +5; ''KAC Bonus'' +9
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –6; ''Speed'' 20 ft.
* ''Strength'' 16 (+3); ''Damage'' 1d8 B
* ''Weapon Slots'' 3; ''Upgrade Slots'' 1
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 22
</div>
Most often constructed by desperate scavengers or goblins, a scrapper's rig is a mismatched, ungainly amalgamation of exposed wires, steel plates, and leaky hydraulics. You cannot run or charge when wearing a scrapper's rig.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Medium animal (water)
''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +18
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
* ''Defensive Abilities'' paralytic mucus
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft., swim 30 ft.
* ''Melee'' tailblade +16 (1d8+11 S plus burrowing barbs and paralytic mucus)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; Con +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +13, [[Stealth]] +13, [[Survival]] +13
* ''Other Abilities'' [[amphibious]], [[water breathing]]
!!! ECOLOGY
* ''Environment'' aquatic (Weydana-5)
* ''Organization'' solitary, pair, or pack 3–8
!!! SPECIAL ABILITIES
''Burrowing Barbs ([[Ex]])'' When a scrawler hits a creature with its tailblade, the target must attempt a DC 14 Reflex save; on a failure, one or more barbs break off the scrawler’s tail and remain burrowed inside the target. The target takes 1d6 bleed damage; the [[bleeding]] condition can be ended according to the normal rules, but each round the target takes bleed damage, they must also succeed at a DC 14 Fortitude save or be [[paralyzed]] for 1 round; this is a poison effect.
''Paralytic Mucus ([[Ex]])'' Toxins coat the slick skin and tail barbs of a scrawler. If the scrawler hits a creature with its tailblade and inflicts damage, the target must succeed at a DC 14 Fortitude save or be [[paralyzed]] for 1d4 rounds. Creatures that hit the scrawler with an unarmed attack must also attempt this save, with the same result on a failure. This is a poison effect.
</div>
Native to Weydana-5, scrawlers move in packs along the planet’s glass-like surface. Smooth, iridescent scales and an exoskeleton of pale, bony armor adorn their silver, gelatinous bodies. Bulbous eyes beneath their horns can see in every direction simultaneously, making the scrawler difficult to surprise, and a thick poisonous mucus that paralyzes living creatures covers their skin. This poison can also be found on the retractable spikes at the tip of the scrawler’s bulbous tail; these spikes act as hooks, detaching from the tail and remaining embedded in prey. Detached spikes grow back over several days.
Adult scrawlers exceed three feet in height and are five feet long. Their sharp claws assist with climbing, and gills beneath the eyes allow them to comfortably breathe in heavy water for extended periods. Scrawlers typically hunt aquatic prey on Weydana-5 and make nests near local bodies of water. They have no teeth, scooping prey into their mouths with their prehensile tongues.
Scrawlers are pack animals. Offspring remain with their parents while they learn to hunt, and they continue to remain dependent on each other even as adults. They communicate using a series of panting breaths and primal screeches, and each pack develops its own unique alarms and signals.
The sophisticated communication pattern of scrawlers, along with their relatively high intelligence and pack lethality, makes these creatures candidates for bioweapon research. Unscrupulous corporations like EJ Corp have begun to explore transplanting scrawlers into other environments and training them for warfare.
A screamer is a circular metal device with two handles on the back. The front of a screamer projects a cone of sonic energy that can damage and deafen anyone within the weapon's area of effect.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|screamer, thunderstrike | 5 | 3,350 | 1d10 So | 30 ft. | [[deafen]] | 40 charges | 4 | 2 |[[blast]], [[unwieldy]] |
|screamer, LFD | 9 | 14,000 | 2d10 So | 60 ft. | [[deafen]] | 80 charges | 8 | 2 |[[blast]], [[unwieldy]] |
|screamer, HFD | 15 | 107,500 | 4d10 So | 60 ft. | [[deafen]] | 100 charges | 10 | 2 |[[blast]], [[unwieldy]] |
</div>
When detonated, a screamer grenade releases a piercing shriek of sonic energy.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|screamer grenade I | 4 | 320 | 20 ft. | drawn | L |[[explode]] (1d10 So, [[deafened]] 1d4 minutes, 15 ft.) |
|screamer grenade II | 8 | 1,340 | 20 ft. | drawn | L |[[explode]] (2d10 So, [[deafened]] 1d4 minutes, 20 ft.) |
|screamer grenade III | 12 | 5,200 | 20 ft. | drawn | L |[[explode]] (4d10 So, [[deafened]] 1d4 minutes, 25 ft.) |
|screamer grenade IV | 16 | 20,000 | 20 ft. | drawn | L |[[explode]] (7d10 So, [[deafened]] 1d4 minutes, 30 ft.) |
</div>
Sporting a naturally hunched posture with drooping ears and a short snout, a screedreep's bearing and expression make the creature seem to be waiting for a blow to land. It is perhaps this one feature that best defines the history of this species in the Azlanti Star Empire. Native to the Aristia system, screedreeps were among the first people to be taught the imperial lessons of brutality and subjugation. They bore the worst of Azlanti aggression and suffered decades of oppression before their surrender to imperial forces.
Upon their capitulation, screedreeps lost Eostrillon, their beautiful home world, to the Azlanti and suffered acclimation to the imperial way of life. Since then, they have been dedicated subjects. Utter defeat yielded fawning, sycophantic, and subservient beings eager to fulfill Azlanti wishes, and centuries of devotion since have earned some screedreeps high administrative positions. Screedreeps are particularly adept at singling out plots within and against the imperial bureaucracy, identifying them before they can be fomented for too long and come to fruition. However, wealth and privilege elevate screedreeps only so far. Azlanti cultural structure constantly reminds all non-humans of their second-class status, and being the Star Empire's favored non-human species earns screedreeps the distrust of most other sentient nonhumans under the empire's thumb.
Having lived among the Azlanti for so long, screedreeps have assimilated well with imperial
technology and magic, although they prefer the predictability of technology to magical enigmas. Practicality and repeatability of experience are important to screedreeps, and they value universal systems. This ethos gives screedreeps something in common with [[brakims]], and brakim technicians who make it to other imperial worlds get along well with screedreep managers. Primarily trained in vocations where a single administrator can oversee a network of personnel, screedreeps thrive in such roles. If screedreeps were less loyal or brakims more aggressive when among alien species, this relationship could be detrimental to the empire.
Occasionally, failure to perform or poor luck can cause a screedreep to leave a public position—voluntarily or otherwise—and take up independent work. Other displaced screedreeps drift into criminal enterprises, running efficient racketeering operations, smuggling rings, or thieving organizations and eschewing more violent criminal endeavors. Such screedreep "facilitators" work throughout the empire, using their wiles to avoid notice, including the clever observations of their fellow screedreeps within the imperial administration. More than one criminal enterprise on Bortan II has a screedreep among its leadership, if not at its head.
Screedreeps stand about 3 feet tall and weigh around 60 pounds. They're considered adults at 15 and live naturally up to 150 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Screedreeps are Small humanoids with the screedreep subtype.
* ''Cultured:'' Screedreeps gain a +2 racial bonus to [[Bluff]], [[Culture]], and [[Diplomacy]] checks.
* ''Low-Light Vision:'' Screedreeps' big, sensitive eyes provide them with [[low-light vision]].
* ''Quick Senses:'' A screedreep can use [[Perception]] to search an area in half the normal time. In addition, screedreeps gain a +2 racial bonus to [[Sense Motive]] checks.
* ''Tricky Mind:'' Screedreeps gain a +2 racial bonus to saving throws against mind-affecting effects other than fear effects. They also gain a +2 racial bonus to saving throws against effects used to determine if a target is being deceitful.
You employ a substantial form of divination, such as dealing from a digital harrow deck, reading the future by interpreting the splatter of leaking coolant on your ship, or visually scanning the readouts of your starship's myriad screens to pull deeper and predictive meaning from the lights and sounds around you. This functions as the [[scan]] science officer action, but you attempt a [[Mysticism]] check instead of a [[Computers]] check.
''Critical:'' Your divination reveals a weakness in a random quadrant of the targeted starship. The next time one of your starship's weapons deals damage to the targeted starship's Hull Points, it has a 25% chance to also deal critical damage to a random system.
Although this scuba gear offers little protection against attacks, it does provide 24 hours of breathable air; this capacity must be used in 1-hour increments but can be recharged in the same way as armor environmental protections. In addition, while wearing scuba gear, you gain a swim speed of 20 feet, and you don't need to attempt Fortitude checks to avoid being [[sickened]] due to being in deep water (underwater at depths between 100 and 999 feet). You can't wear scuba gear while also wearing armor.
Unlike armor, scuba gear isn't designed for the rigors of combat. Whenever you take damage while wearing scuba gear, you must succeed at a Reflex saving throw (DC equal to the damage dealt) or else the scuba gear's oxygen system suffers catastrophic failure, gaining the [[broken]] condition and losing all ability to provide breathable air in 1d6 minutes unless repaired. If you fail this saving throw while the scuba gear already has the broken condition, it loses its ability to provide breathable air in 1d6 rounds unless repaired.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|scuba gear | 1 | 25 | 1 |
</div>
Your small size affords you superior tactical positioning.
''Prerequisites:'' Racial bonus to Dexterity, size Small.
''Benefit:'' You gain the [[compression]] universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so.
Your legs are replaced by six fleshy, tentacular limbs, which protrude from an exoskeleton anchored to your spine and torso and are infused with alchemically treated magical alloys. The magic infused into the //scuttle engine// allows you to disrupt nearby magical energies before they form. As a reaction when someone within 60 feet of you casts a spell, you can violently thrash these limbs to send out disruptive vibrations. The spellcaster must succeed at a caster level check with a DC equal to 10 + the level of the triggering spell, or the spell fails. Add 5 to this DC if you are augmented with a mk 2 //scuttle engine//. Once you have used your //scuttle engine//, you can't use it again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//scuttle engine// mk 1 | 16 | 170,800 | spinal column, all feet, all legs |
|//scuttle engine// mk 2 | 19 | 587,800 | spinal column, all feet, all legs |
</div>
Scyphozoans evolved from a species of large amphibious sea jellies, which hunted on land and in water along the coastlines of Primoria's temperate zones. A scyphozoan has a soft and translucent body, with several ambulatory tentacles as well as two prehensile tentacles. In water, a scyphozoan swims by expanding and contracting its bell, which propels the creature forward. The bell and tentacles are sensitive to vibrations in the air or water, allowing the scyphozoan to sense nearby creatures even if she can't see them. A scyphozoan is approximately 7 feet tall and weighs up to 200 pounds. Other species find it difficult to tell male and female scyphozoans apart because the two sexes exhibit few differing characteristics.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Cha
* ''Hit Points:'' 4
* ''Size and Type:'' Scyphozoans are Medium aberrations.
* ''Acidic Tentacles:'' As a swift action, a scyphozoan can make one of her prehensile tentacles secrete acid; her unarmed strikes with that tentacle count as having the //[[corrosive]]// weapon fusion, except the ability is not magical. While the effect is activated, the scyphozoan is considered armed, and the attack doesn't count as [[archaic]], but the scyphozoan cannot hold an item in that tentacle.
* ''Amphibious:'' Scyphozoans are able to breathe both water and air normally.
* ''Scyphozoan Senses:'' Scyphozoans have [[blindsense]] (vibration) with a range of 30 feet.
* ''Sea-Born:'' A scyphozoan has a land speed of 30 feet and a swim speed of 30 feet.
* ''Translucent:'' Scyphozoans receive a +2 racial bonus to [[Stealth]] skill checks.
Few weapons send a more distinctive and imposing message than a scythe, given its longstanding and transcultural connotations of harvest and death. A far cry from the farming tools of ages past, scythes range from tactical to sintered to ultrathin models. Followers of Urgathoa make up a significant portion of the customer base for this weapon.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|scythe, tactical | 6 | 3,900 | 1d8 S | — | 1 |[[analog]], [[trip]] |
|scythe, sintered | 11 | 23,200 | 4d6 S | — | 1 |[[analog]], [[trip]] |
|scythe, ultrathin | 16 | 160,000 | 7d8 S | — | 1 |[[analog]], [[trip]] |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[reach]], [[thrown]] (20 ft.), [[trip|Trip (weapon property)]]
* ''Damage'' medium; ''Damage Type'' S; ''Critical'' —
* ''Slots'' 2 (upper limb)
* ''Cleave (2 PP)'' As a standard action, the mech makes an attackcagainst multiple targets in an area as though the scythe had the [[blast]] weapon special property. The length of the cone equals the mech's reach with the scythe.
* ''Cost'' 2.5 × level
</div>
This hooked blade can sweep enemies off balance or be thrown into heavy vehicular traffic.
<div class="statblock">
* ''Tier'' 7
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 20; ''TL'' 20
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' mining laser (2d6; 5 hexes), plasma cannon (5d12; 10 hexes)
* ''Attack (Port)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Starboard)'' heavy laser cannon (4d8; 10 hexes)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced mid-range sensors, basic computer, crew quarters (common), mk 4 armor, mk 4 defenses; ''Expansion Bays'' [[cargo holds]] (6), [[escape pods]] (2)
* ''Modifiers'' +4 [[Computers]] (sensors only)
* ''Complement'' 8 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +15 (7 ranks), [[Engineering]] +14 (7 ranks), gunnery +10 (7th level), [[Intimidate]] +15 (7 ranks)
''Engineers (2)'' [[Engineering]] +15 (7 ranks)
''Gunners (3)'' gunnery +12 (7th level)
''Pilot'' [[Piloting]] +15 (7 ranks)
''Science Officer'' [[Computers]] +15 (7 ranks)
</div>
When the Swarm attacked the Suskillon system, the Suskillon Defense Force was hard pressed to assemble a naval force suitable for the defense efforts. The process ultimately entailed commandeering starships across the system, ranging from luxury yachts to industrial vessels. The D-127 Defensive Carriers arose as a conversion of a fleet of mining ships donated by the Cragton Mining Corporation early in the war effort. The Suskillon Defense Force fitted them with extra weaponry to better withstand the Swarm's forces and put them to use.
The D-127 Defensive Carrier is a clunky, piecemeal starship. It remains true to its excavator origins, from the massive cargo holds—each with its own pair of huge doors—to its high-quality sensor systems and even an integrated mining laser in its forward arc, left in place as a perfectly functional, if somewhat unorthodox, weapon. Tacked on to this basic structure are additional armaments, including a pair of heavy laser cannons and a plasma cannon haphazardly bolted onto the sides. Upgraded shields and armor round out the retrofit, making for a clumsy but powerful vessel. Crews assigned to a D-127 often complain about the facilities, as the original quarters for mining teams leave much to be desired in the way of comfort and amenities, and the addition of gunnery stations makes for a cramped bridge—though many crew members joke that they should just be glad the SDF bothered to install escape pods.
<div class="statblock">
* ''Tier'' 9
* Large destroyer
* ''Speed'' 10; ''Maneuverability'' average (turn 2)
* ''AC'' 24; ''TL'' 22
* ''HP'' 190; ''DT'' —; ''CT'' 38
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' linked railguns (16d4; 20 hexes)
* ''Attack (Port)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Starboard)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Aft)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Turret)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Prismatic (300 PCU); ''Drift Engine'' none
* ''Systems'' basic long-range sensors, crew quarters (common), mk 3 trinode computer, mk 5 defenses, mk 6 armor; ''Expansion Bays'' [[brig]], [[cargo hold]], [[launch tubes]]
* ''Modifiers'' +2 to any 3 checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 12 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Diplomacy]] +16 (9 ranks), [[Intimidate]] +16 (9 ranks), [[Piloting]] +14 (9 ranks)
* ''Engineer (1 officer, 4 crew)'' [[Engineering]] +18 (9 ranks)
* ''Gunners (3)'' gunnery +14 (9th level)
* ''Pilots (1 officer, 1 crew)'' [[Piloting]] +16 (9 ranks)
''Science Officer'' [[Computers]] +16 (9 ranks)
</div>
A no-frills naval starship designed to provide maximum area control with a minimal crew investment, the SDF Rampart is well equipped for escort, pursuit, and point-defense missions. Long-range sensors and powerful thrusters give it the capability to intercept unwary vessels before they can react, while its potent shields and missile-swatting laser net stonewall assailants. The paired railguns pack a wallop against foes at any range, and even starships agile enough to avoid the Rampart's projectiles must still contend with the missile launchers on its flanks. Bristling with weapons and armor, the Rampart presents a stubborn obstacle to all but heavily armed capital ships. However, due to the tremendous power draw of the ship's shields and limited ammunition capacity, it favors short, aggressive engagements followed by prompt visits to refueling stations and munitions depots.
As the workhorse of the SDF's Space Corps, the Rampart was designed to operate solely within its home solar system and has no Drift capability. It can patrol between planets using conventional thrusters, but it typically operates within 2 or 3 days' travel from Suskillon or Utraneus. Frequent shore leaves mean the interior of the Rampart has minimal need for creature comforts. Combat systems densely pack the compact hull, leaving little breathing room in the narrow corridors and cramped quarters. Systems running at full power for extended periods can lead to the cabin overheating, further encouraging officers to keep engagements brief. Engineers with the skill to sustain optimal levels on all of a Rampart's systems while maintaining the comfort of personnel are highly valued, and techies with long careers on Ramparts carry each tour of duty as a mark of pride.
With a brig and launch tubes to hold a small, swift fighter, Ramparts are also equipped to handle smugglers, pirates, and paramilitary entities. Often, one of the gunners is assigned to this smaller craft, an assignment that is reserved for the most skilled members of the SDF.
<div class="statblock">
* Colossal mech (amphibious)
* ''Base HP'' 15; ''HP Advancement'' 10; ''Hardness'' 2
* ''EAC'' +1; ''KAC'' +3; ''Fort'' +2; ''Ref'' +0
* ''Speed'' 30 ft., swim 60 ft.; ''Strength'' +5
* ''Frame Slots'' 4; ''Aux Slots'' 4
* ''Operators'' 2–6
* ''Cost'' 4 × tier
</div>
Occasionally, a starship will need to host an alien or other creature whose biology is radically different from that of the crew. The passenger might be able to breathe only methane gas or can survive in only below-freezing temperatures. In such a case, a sealed environment chamber is required for the passenger to remain comfortable (and alive).
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|sealed environment chamber | 2 | 1 |
</div>
As a move action, you can use Perception to search for something in particular, such as finding an [[invisible]] creature that has made itself known or a hidden creature you know is in the area, or looking for nearby traps or hazards. You can also search an area to find anything of interest that might be hidden or is otherwise not immediately noticeable, such as concealed cargo compartments or hidden treasure. In that case, it takes 1 minute to search an area no more than 20 feet by 20 feet (or smaller, if the GM rules the area is particularly cluttered or complex). The DC is determined by the [[Stealth]] check of the creature, by the trap or hazard involved, or by the GM. If you are not in combat, you can take 20 on a Perception check to search.
The DCs for Perception checks to search may be adjusted by the GM based on the circumstances and to reflect other conditions. The following chart provides some example circumstances and their typical DCs.
{{Table: Noticing}}
The searing grip was originally designed for artists who craft their visions in various metals. The grip has several layers of insulation to separate the wearer's hand from the resistance coils lining the palm and fingers; as such, the glove is often mistaken for a simple well-insulated work glove. Lengthy application of this heat can soften many metals, which aids in sculpting efforts, but even a quick touch can inflict painful burns, allowing searing grips to double as low-profile weapons. The versions typically employed by sculptors are designated low-heat and high-heat, though this is a relative distinction, as both operate at temperatures capable of dealing substantial damage. The weaponized searing grip drops the pretense of being an artist's tool, though those trained in its use find that its functionality doesn't differ substantially from the other models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|searing grip, low-heat | 5 | 3,010 | 1d6 F | [[burn]] 1d6 | L |[[grapple]], [[powered]] (capacity 20, usage 2) |
|searing grip, high-heat | 11 | 25,200 | 3d8 F | [[burn]] 2d6 | L |[[grapple]], [[powered]] (capacity 20, usage 2) |
|searing grip, weaponized | 18 | 364,000 | 11d6 F | [[burn]] 3d6 | L |[[grapple]], [[powered]] (capacity 20, usage 2) |
</div>
The attack's energy continues leaping from a secondary target to a tertiary target. This functions identically to the [[arc]] critical hit effect, except the second arc can't target either the original target of the attack or the creature struck by the first arc special property.
When you augment a weapon's damage using the [[boost]] weapon special property, the property also increases the damage of the weapon's second attack made before the end of your next turn so long as your first such attack misses its target and deals no damage.
This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer's skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|second skin | 1 | 250 | +1 | +2 | +5 | — | — | 1 | L |
</div>
Choose a second [[connection]]. If you worship a deity, your second connection must be one associated with that deity. You gain the 1st-level connection power from the chosen connection. You don't gain any additional connection powers from that connection, nor do you gain an insight bonus to skill checks attempted with the second connection's associated skills from your [[channel skill]] ability.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one portable storage container and its contents; see text
* ''Duration'' 1 day; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You banish a storage container—such as a backpack, chest, or trunk—to a random location on the Ethereal Plane. The container must be no larger than 1 cubic foot per caster level, can have contents of up to 1 bulk per 2 caster levels, and can contain no sentient creatures. You can return the container to your space with a move action; this ends the spell. Every day, when you regain your spell slots, you can choose to expend a 4th-level spell slot to keep the targeted container on the Ethereal Plane for another day. If you choose not to do so, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you can search for it in other ways. Time passes normally for the container and its contents.
You secure a perimeter and set up camp for subsequent operations by shoring up weak positions, clearing out sight lines to vulnerable positions, and the like.
''Activity:'' You spend the day securing a 50-foot-by-50-foot area over which you and your allies have control. As part of this activity, you can attempt [[Engineering]] checks to arm up to eight explosives that you own. You can set the triggering methods for these detonators to be rudimentary trip wires or pressure plates; in this case, each explosive requires its own detonator. The DC of [[Perception]] checks to notice these explosives is equal to the result of your Engineering checks to arm them. You can't take 20 on these checks.
''Results:'' On the following day, you and your allies gain a +2 circumstance bonus to initiative and Perception checks in the secured area.
This module contains secured data relative to a specific topic, and is almost never available without root access or an action by someone with root access to grant another user the ability to access the secure data module. Since a secure data module serves to store information too important or sensitive to let fall into the hands of your average hacker, it is frequently also kept behind a firewall.
Secure data might consist of a few simple documents or a vast library of technical specifications. The only requirement is that the data be limited to one general topic (such as a ship's design, correspondence among members of a group, local maps and charts, etc.); additional topics require additional data modules. The price of the module depends on the topic's size. A data module suitable for a specific small topic (such as a video log, a financial ledger, or a building schematic) costs 1 credit. A data module for an average topic (such as engineering specifications for a gun, a company's employee database, or a large array of maps) costs 10 credits. Modules for large topics (such as the plans for a starship, a space station's operations log, or a company's master records) cost at least 100 credits and might cost as much as 1,000 credits. In addition to storing data that might be valuable on its own (such as plans for a military invasion), a data module allows a character with access to it to take 20 when attempting a skill check to recall knowledge on a topic related to the data module's contents.
You have trained in methods to resist telepathic intrusion. Once per day, you can cast //[[mental silence]]// as a spell-like ability, using your character level as your caster level. You gain an additional use of this exploit at 6th level, and again at 10th level.
The //secured// fusion ties the weapon to a single owner. When you use your weapon, it functions normally, but when wielded by any other, it remains inert and useless. Any analog, nonmagical properties of the weapon that do not require ammunition or charges still function, so a club would still be a club, but a pistol becomes merely an improvised weapon. Only the person who places a //secured// fusion seal on a weapon can remove it from that weapon. Once removed, the fusion seal can be affixed to a new weapon by a new owner. Even if not the owner, a character trained in [[Mysticism]] can remove an installed secured fusion or fusion seal using a process similar to transferring a fusion. For a fusion, this costs half as much as purchasing the fusion for the weapon on which it is currently installed; for a seal, this is half the cost of the seal itself. The process takes 8 hours. Afterward, a fusion can be installed on a new weapon and assigned a new owner for the installation cost, and a fusion seal can be used normally.
This bolsters the overall security of the computer, increasing the DC of the [[Computers]] check to [[hack]] the computer and gain access to its modules. This upgrade comes in multiple ranks, each stronger and more secure than the last. Refer to the below table to determine the DC increase and the price (in percentage of the base price of the computer). A computer cannot benefit from more than one security upgrade.
<div class= "table-wrapper">
|Rank | DC Increase | Price |h
|Security I | +1 | 25% of computer's base price |
|Security II | +2 | 50% of computer's base price |
|Security III | +3 | 75% of computer's base price |
|Security IV | +4 | 100% of computer's base price |
</div>
You use your knowledge about the social or cultural tendencies of a computer's owner to make educated guesses about likely passwords or other security practices. By testing possible passwords for 1 minute, you can attempt a [[Culture]] check (DC = the DC to hack the computer). If you succeed, you reduce the DC of [[Computers]] checks to hack the computer as though you had the proper password.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 30 minutes
* ''Targets'' one building or starship up to 200 sq. ft./level in size; see text (D)
* ''Range'' see text
* ''Duration'' 2 hours/level
* ''Saving Throw'' see text
* ''Spell Resistance'' see text
</div>
You protect one building or starship you are within by outfitting it with various technological and magical effects. This spell can protect a contiguous area delineated by walls or other enclosed structures, such as part of a large indoor complex, but you must designate the area along the walls or other significant partitions that separate rooms and corridors—the area cannot protect only part of any room or hallway.
Once cast, this spell creates the following effects. Effects that allow saving throws or spell resistance say so. Spell effects are treated as if you had cast that spell at your caster level, have a save DC equal to this spell's, and last as long as this spell does.
''Confusion:'' Where choices in direction exist, a minor confusing effect imposes a 50% chance that the creature goes in a random wrong direction. This is an enchantment, mind-affecting effect. [[Spell resistance]] applies.
''Doors:'' Doors you choose are affected as if by //[[security seal]]//.
''Fog:'' Areas you designate are filled with dense fog clouds that obscure the area like a //[[fog cloud]]// spell, up to a number of clouds equal to half your caster level.
''Hidden Doors:'' One door per caster level can be concealed with a 1st-level //[[holographic image]]// that makes it appear to be a plain wall. This effect allows a Will saving throw to disbelieve the illusion, with a DC equal to this spell's DC.
''Laser Nets:'' Areas you designate are protected as if by the //[[laser net]]// spell. This effect allows Reflex saves as described in that spell, with a DC equal to this spell's DC.
In addition, when you cast this spell, you can place one of the following effects.
* //[[Dancing lights]]// in four corridors, as the spell.
* //[[Grease]]// in two places. This effect allows Reflex saving throws as described in that spell, with a DC equal to this spell's DC.
* //[[Logic bomb]]// on two computers in the area. This effect allows a Fortitude saving throw as described in that spell, and [[spell resistance]] applies.
* A //[[smog bank]]// in two places.
Security robots come in a wide variety of makes and models, with a near-endless variety of customizations based on both the manufacturer and the aesthetics and needs of the consumer. Crafted with advanced user interfaces mimicking moderate intelligence, but without any of the emotions, unpredictability, or bias of a true AI or sentient creature, security bots are an eminently practical, reasonable solution to a wide variety of security needs. Unlike full-on military models, security robots usually come preprogrammed with certain fail-safes preventing them from engaging in violence beyond what's necessary for the protection of their assigned population or property, making them a go-to option for police forces, corporations, and even wealthy individuals looking for peace of mind.
Unfortunately, not all security bots end up working for law-abiding corporations or state governments. Various planets in the Pact Worlds system have their own rules about who is or is not licensed to own a security robot, and the Pact Worlds government generally finds it easier to look the other way than to get embroiled in the contentious issues of rights-to-weapons and planetary sovereignty. As a result, it's not difficult for individuals to purchase security robots entirely unregulated on the black market, albeit at a high cost. In cases where a world outlaws such sales, these models are usually formerly legal models that have been stolen and cracked by hacker gangs, while in other places corporations quietly sell to known criminal enterprises without asking questions. Such security robots are sometimes marked by their owners to show their "allegiance"—they might be painted with gang symbols or have their heads replaced with disturbing mannequin busts. Other groups maintain their robots' official appearances, the better to carry out kidnappings and extortion. Because of this, passersby occasionally stumble across pitched firefights between squads of similar-looking security robots. Those who wish to get involved must be careful to identify each side's master, as they could find themselves unintentionally taking sides in a gang war.
Though most models have safeguards to protect against it, glitches can occasionally develop in a security robot's firmware, often the result of massive damage sustained during a firefight or improper diagnostics after such an altercation. In such cases, the glitch can override the bot's usual base-level programming regarding tiers of force and the logic of conflict escalation, or even its protocol to protect the innocent. This can result in a bloody rampage, with the robot either going berserk over perceived violation of nonexistent laws, or technically following the law but executing lethal punishment for even the smallest infraction. Even worse, an infected patrol bot's nanites can carry its corrupted code like a virus, turning other security robots rogue. When this occurs, manufacturers like AbadarCorp are usually quick to hire discreet "contractors" to deal with the menace (as maintaining their own strike-and-disassembly force would publicly acknowledge the threat).
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 5; XP 1,600
* N Medium construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 17; ''KAC'' 21
* ''Fort'' +5; ''Ref'' +7; ''Will'' +2
* ''Defensive Abilities'' [[integrated weapons]], prism shield; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +12 (1d6+8 B; critical [[stagger]])
* ''Ranged'' integrated advanced [[numbing beam]] +15 (1d8+5 C [[nonlethal]]; critical [[stagger]])
* ''Offensive Abilities'' shardspray
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +11, [[Intimidate]] +11
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
* ''Gear'' advanced [[numbing beam]], prism shield
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or gleaming (3–8)
!!! SPECIAL ABILITIES
''Integrated Weapons ([[Ex]])'' A luminance-class security robot's weapon and shield are integrated into its frame
and can't be disarmed.
''Prism Shield ([[Ex]])'' A luminance-class security robot's integrated shield is made of rare starmetals and gems in an energy matrix. As a move action, the luminance-class security robot can align its shield against a specific enemy it is observing to gain a +2 bonus to EAC and KAC against that enemy until the start of its next turn. Once per day as a reaction, when the robot has its shield aligned against a specific enemy and that enemy targets the robot with a ranged attack that deals energy damage, the robot can reflect that attack back at its source; the attacker rolls the attack normally, but the result is compared to the attacker's EAC, damaging them on a hit. This ability cannot be used against area effects.
''Shardspray ([[Ex]])'' As a full action, a luminance-class security robot can expel a 15-foot cone of sharp gem shards. All creatures within the cone take 2d6 piercing damage and 1 bleed damage. A successful Reflex save (DC 14) halves the damage and avoids the [[bleeding]] condition.
</div>
Kalistocrats consider ownership of a luminance-class security robot to be a status symbol, using them to guard homes, businesses, and other important locations. Though some view the expensive materials required for the robots' construction as unnecessarily extravagant, devout Kalistocrats believe that the more credits one invests in these robots, the better they perform their duties, and they add their own personal touches to the robots they commission. Luminance-class security robots are intelligent but highly deferential, and the Kalistocracy jealously guards the secrets of their manufacture.
A character trained in [[Engineering]] can remove the weapon and components from a destroyed luminance-class security robot with 10 minutes of work. Sometimes the starmetals and gems removed from these robots have substantial resale value
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Small construct (technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 17
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +1; ''Ref'' +1; ''Will'' –1
* ''Defensive Abilities'' exigency, integrated weapons; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' slam +6 (1d6+3 B)
* ''Ranged'' integrated [[pulsecaster pistol]] +9 (1d4+1 E [[nonlethal]]), or [[stickybomb grenade]] I +9 ([[explode]] [10 ft., [[entangled]] 2d4 rounds, DC 10])
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +5, [[Computers]] +5
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
* ''Gear'' [[pulsecaster pistol]] with 2 batteries (20 charges each), [[stickybomb grenades]] I (2)
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary or fleet (2–5)
!!! SPECIAL ABILITIES
''Exigency ([[Ex]])'' An observer-class security robot can expend a large store of energy to temporarily increase its processing power and attempt to avoid an attack. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus.
''Integrated Weapons ([[Ex]])'' A security robot's weapons are integrated into its frame and can't be disarmed.
</div>
One of the cheapest and most common types of security robot is the observer. Observer-class bots are usually small, flying robots designed primarily to record and report specific unsavory activities for later review by their owners, though they are also equipped to fend off minor threats. Whether buzzing through the access ducts of secure facilities or hovering over crowded marketplaces, observers are nearly ubiquitous in some advanced settlements. On Absalom Station, the most prominent brand is AbadarCorp's VizAll, a flying orb with gentle contours designed to put citizens at ease, with a central eye, stubby fins, and relentlessly cheerful speech patterns. Aballon's Sunward Corporation produces the more disconcerting Arbitron, whose insectile form mimics those of the resident anacites, while Triaxus's Bluescale Industries crafts theirs to resemble tiny, mechanical drakes. Regardless of their shape, however, observers are known for their convenience, but they are infamous for their limited nuance—a problem for owners who forget their own security passphrase. Some of the cheapest models also have faulty programming that causes them to develop personality quirks, making a particular bot act especially aggressive, friendly, or even dejected.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 52
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +4; ''Ref'' +4; ''Will'' +1
* ''Defensive Abilities'' integrated weapons, nanite repair; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +10 (1d6+7 B)
* ''Ranged'' integrated tactical [[arc emitter]] +13 (1d4+4 E)
* ''Offensive Abilities'' jolting arc
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Computers]] +10, [[Intimidate]] +15
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
* ''Gear'' tactical [[arc emitter]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or patrol (3–7)
!!! SPECIAL ABILITIES
''Integrated Weapons ([[Ex]])'' See above.
''Jolting Arc ([[Ex]])'' Once every 1d4 rounds as a standard action, a patrol-class security robot can shoot an arc of electricity at up to four creatures within 40 feet (no two of which can be more than 30 feet apart). This arc deals 1d8 electricity damage to each target (Reflex DC 13 half).
''Nanite Repair ([[Ex]])'' A patrol-class security robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR (4 Hit Points per hour for most security robots). Once per day as a full action, a patrol-class security robot can restore 3d8 Hit Points to itself or any touched construct with the technological subtype.
</div>
Patrol-class security robots are more humanoid in shape, standing about 6 feet tall with integrated armaments that keep the robots' limbs free to apprehend offenders and engage in close combat. Given their deadlier weaponry and tougher armor plating, patrol-class security robots (sometimes simply called "patrol bots") are more regulated in their sale and use. They are found mostly in large space stations and corporate facilities under government or syndicate control. As with observer-class robots, these models run the gamut from four-armed Idaran Peacekeepers to the artistic Castrovelian Linewalkers that guard against dangerous jungle beasts, yet the overwhelming industry leader is AbadarCorp's Town Guard series. With blank, circular faces of glass or glowing energy and cleanly contoured limbs capable of folding up for easy storage, AbadarCorp's patrol bot is a triumph of industrial design and defense. This model's reputation has been further boosted due to the fact that it's the only model of patrol bot currently used by Absalom Station's government, with many going straight into service from the corporation's manufactories in the Spike.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Large construct (technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +10; ''Will'' +7
* ''Defensive Abilities'' [[integrated weapons]], nanite repair; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +22 (2d10+18)
* ''Ranged'' integrated yellow star [[plasma rifle]] +19 (2d10+10 E & F; [[burn]] 1d8)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' hardware acceleration
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Computers]] +19, [[Intimidate]] +24, [[Stealth]] +19
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
* ''Gear'' integrated yellow star [[plasma rifle]] with 1 high-capacity battery (40 charges)
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or force (3–5)
!!! SPECIAL ABILITIES
''Hardware Acceleration ([[Ex]])'' Once per day as a swift action, a terminator-class security robot can over-clock its processors to gain greater speed than other security robot models for a number of rounds equal to half its CR (5 rounds for most terminator-class security robots). This extra speed has several benefits: When making a full attack, the robot can also take a separate move action in order to move. This movement can occur before, after, or between the attacks from the full attack, but all movement must occur at the same time. In addition, the robot's land speed increases to 70 feet. This ability functions as a //[[haste]]// effect.
''Nanite Repair ([[Ex]])'' A terminator-class security robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR (10 Hit Points per hour for most terminator-class security robots). Once per day as a full action, a terminator-class security robot can restore 5d8 Hit Points to itself or any touched construct with the technological subtype.
</div>
Favored by wealthy corporations and government-funded security firms, the expensive terminator-class security robots are equipped with weapons that are more robust than those of their [[patrol-class|security robot, patrol-class]] counterparts, as well as specialized processors that allow them to gain a boost of speed. Terminator-class security robots are humanoid in appearance, but much larger. They are bipedal and typically stand 8 to 12 feet tall, though some manufacturers are known to create quadrupedal versions of this construct. Most terminator-class security robots have smooth, ovoid heads, with a single camera lens serving as the construct's visual sensor.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one door, container, or portal up to 30 sq. ft./level in size
* ''Duration'' 24 hours
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
A //security seal// spell magically locks a single door, container with a lid or latch, portal, or computer system. Casting this spell requires you to spend 1 Resolve Point. You can freely bypass your own //security seal// without affecting it. If the sealed object has a lock, the DC to open that lock increases by 5 while it remains attached to the object. If the object doesn't have a lock, this spell creates one that can only be opened with a successful DC 20 [[Engineering]] check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful //[[dispel magic]]// or //[[knock]]// spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A //knock// spell removes the //security seal// automatically, counting as one means of closure.
Numerous mild sedatives commonly available for purchase have legitimate medical uses, but they are also popular among some bounty hunters to help capture their quarries alive. If you take or are injected with a sedative, you take nonlethal damage. A tier 1 sedative deals 1d4 nonlethal damage, a tier 2 sedative deals 2d4 nonlethal damage, a tier 3 sedative deals 4d4 nonlethal damage, and a tier 4 sedative deals 8d4 nonlethal damage. When suffering from an emotion or fear effect that allows a saving throw to negate it, you can take or be injected with a sedative that permits you to immediately attempt a new saving throw with a bonus equal to the sedative's tier to end the effect, as long as it's not a permanent or instantaneous effect.
The creature can see perfectly in darkness of any kind, including magical darkness.
//Format:// ''Senses'' see in darkness.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level (D)
</div>
You can see any [[invisible]] or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.
The spell doesn't reveal the method used to obtain [[invisibility]], doesn't reveal illusions or enable you to see through opaque objects, and doesn't reveal creatures that are simply concealed, hiding, or otherwise hard to see.
You’ve learned to harness the ability for seeing gaps, allowing you to prepare for a foe’s weakness. As a move action, you can use a [[paradox]] to add extra acid, cold, electricity, fire, or sonic damage to your next attack before the end of your turn. Before choosing, you can attempt an [[identify creature]] check of the appropriate type; this doesn’t require an additional action. The extra damage is equal to the paradox result (maximum 4), but if the creature you hit isn’t vulnerable to the damage type you chose, this ability deals no extra damage. The maximum amount of extra damage increases to 10 at 5th level and to 20 at 10th level.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Large plant
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +18; ''Ref'' +12; ''Will'' +16
* ''DR'' 10/—; ''Immunities'' [[plant immunities]]; ''Resistances'' electricity 10
* ''Weaknesses'' vulnerable to fire and sonic
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' slam +27 (4d6+22 B & A)
* ''Multiattack'' 4 slams +21 (4d6+22 B & A)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' detachable roots, seed mines
!!! STATISTICS
* ''Str'' +8; ''Dex'' +2; ''Con'' +6; ''Int'' +4; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Athletics]] +25, [[Stealth]] +30, [[Survival]] +25
!!! ECOLOGY
* ''Environment'' temperate and warm hills, forests, and plains
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Detachable Roots ([[Ex]])'' A seed walker can detach its roots to constrain prey. When a seed walker succeeds at a grapple combat maneuver, the target takes 3d12 bludgeoning damage, and as a swift action, the seed walker can detach the root used to make the attack, allowing it to move and attack normally. A detached root continues to squeeze the target, imparting the [[grappled]] condition and dealing an additional 3d12 bludgeoning damage at the end of the target's turn if the target has yet to escape. A target can free themself with a successful DC 30 [[Acrobatics]] check to escape or a successful DC 22 Strength check to burst the root. A root has an AC of 10, 30 Hit Points, and hardness 10.
''Seed Mines ([[Ex]])'' In a process that takes 10 minutes, a seed walker can plant up to eight hidden, explosive seeds at grid intersections within 60 feet of itself. The seed walker rolls a single [[Stealth]] check for all eight mines; the result of this check is the DC of the [[Perception]] check needed to spot one of them before it detonates. A creature must be within 20 feet of the seed mine to be able to notice it. Once spotted, a seed mine can be targeted with attacks and spells (though it is immune to area effects); it has the same EAC and KAC as the seed walker. Any damage dealt to a seed mine causes it to explode. In addition, a seed mine detonates whenever a creature comes within 5 feet of its grid intersection. This explosion occurs in a 10-foot burst and deals 8d6 acid and piercing damage (DC 20 Reflex half). A creature that fails the Reflex save also takes 4d6 acid damage at the end of its turn for 4 rounds. If a seed walker moves more than 200 feet from these mines, they become inactive.
</div>
Not much is known about the unusual plant creatures that many have called "seed walkers." A seed walker's body is generally ovate, with prehensile roots and branches bearing leaves and vines; these roots allow the seed walker to amble about and even squeeze prey to death. In addition, a seed walker grows explosive, spherical pods that it can plant in its vicinity, creating a minefield around itself. The seed walker then remains still at the center of this deadly garden, waiting for unsuspecting prey to set off the volatile pods.
Seeker rifles are single-shot projectile weapons. The line gained its name from korasha [[lashunta]] explorers, who favor the rifle for its reliability in hostile terrain.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|seeker rifle, tactical | 7 | 6,030 | 2d8 P | 100 ft. | — | 8 rounds | 1 | 1 |[[analog]] |
|seeker rifle, advanced | 14 | 72,300 | 6d8 P | 100 ft. | — | 18 rounds | 1 | 1 |[[analog]] |
|seeker rifle, elite | 17 | 242,500 | 9d8 P | 100 ft. | — | 18 rounds | 1 | 1 |[[analog]] |
|seeker rifle, paragon | 20 | 809,200 | 12d8 P | 100 ft. | — | 24 rounds | 1 | 1 |[[analog]] |
</div>
Seeker slime is an iridescent ooze programmed to detect and bond to minuscule gaps in a structure. Originally used by engineers and shipwrights to check for cracks invisible to the naked eye, many adventurers and criminals keep a wad of seeker slime in their pocket. As a standard action, a creature can remove a seeker slime from its packaging and affix it to a surface such as a door or wall. The seeker slime begins moving over the surface at a rate of 1 foot per round; if there is a concealed door, technological trap, or hidden opening in a structure, the slime settles into it, allowing nearby creatures a +5 circumstance bonus to [[Perception]] checks made to locate the feature. Once the seeker slime settles or after 5 minutes, whichever comes first, the slime bonds to the surface and can be removed with a successful DC 10 Strength check. After this time, the slime congeals into an inert, useless putty.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|seeker slime | 1 | 100 | — |
</div>
The //seeking// fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment).
As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon's range prevents the shot from reaching the target. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one weapon
* ''Duration'' see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You create a spiritual link between a weapon you touch and one target you can perceive with a precise sense at the time of casting. The next attack made with that weapon against that target (as long as it is within 1 minute) ignores cover and concealment. If the attack is a ranged attack, it does not need a line of effect as long as some route exists between the weapon and the target (regardless of how circuitous that route is). The attack is subject to the normal penalties from range increments.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CN Medium aberration
* ''Init'' +4; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +27
* ''Aura'' [[frightful presence]] (100 ft., Will DC 21)
!!! DEFENSE
* ''HP'' 185
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +11; ''Ref'' +11; ''Will'' +17
!!! OFFENSE
* ''Speed'' 30 ft. (60 ft. when unobserved)
* ''Melee'' talon +21 (2d12+15 P)
* ''Ranged'' wave blast +23 (2d8+12; critical [[stagger]])
* ''Spell-Like Abilities'' (CL 12th)
* 1/day—//[[mind thrust]]// (4th level, DC 21)
* 3/day—//[[displacement]]// (DC 20)
* At will—//[[invisibility]]// (self only)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +4; ''Con'' +3; ''Int'' +5; ''Wis'' +8; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +22, [[Disguise]] +27, [[Intimidate]] +22, [[Stealth]] +27
* ''Languages'' [[telepathy]] 100 ft. (other Seen only)
* ''Other Abilities'' quantum duality
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–6)
!!! SPECIAL ABILITIES
''Quantum Duality ([[Ex]])'' The very act of observing the Seen changes the creature on a molecular level. Whether a creature (or magic or technological sensor) is observing the Seen changes its abilities and statistics as follows.
@@.special
* //Observed:// While the Seen is observed by any non-Seen creature, magic, or technological sensor, its speed is 30 feet and it is corporeal. It can also attempt [[Stealth]] checks to hide in plain sight.
* //Unobserved:// While nothing is directly observing the Seen, its speed is 60 feet and it is [[incorporeal]].
@@
''Wave Blast ([[Ex]])'' The Seen can emit a wave of force as a ranged attack with a range increment of 60 feet; this is a force effect.
</div>
Modern science has drawn back the curtain on countless mysteries of the universe, but the Seen, known only by an enigmatic proper noun conferred on them by those familiar with the strange creatures, are emblematic of mortal creatures' still-limited understanding of quantum mechanics. The Seen have the disconcerting property of changing completely, down to the molecular level, when they are observed—whether by a creature or technology. Strangely, this shift appears to be automatic and instantaneous. Whether this ability arose through natural selection or some stranger method, their shifting forms make the Seen formidable ambush predators: lightning-fast, able to move through barriers while unobserved, and capable of destroying multiple targets at once even after they've been spotted.
The Seen's deadly nature and inability (or perhaps refusal) to communicate with other life-forms makes them a challenge to study, and biologists have conflicting opinions on what the Seen do with their prey. No sightings have ever been reported of the Seen eating their victims, and in fact, they don't appear to have mouths—though since their physical structures change upon being sighted, there's no telling what they look like unobserved. In their observed form, they appear as gangly humanoids whose four limbs each end in a single, massive talon, with sharp spikes flaying out from their upper abdomen. Their uncanny speed when invisible, paired with strange galloping noises heard by survivors, have led to myths and horror stories of spindly creatures that sprint on four unnaturally long legs. This frightening image has made the Seen a common feature in popular horror media and infosphere conspiracy theory forums alike.
Attempts to research the Seen have almost universally ended in unmitigated disaster. The first such venture, an infamous experiment that gave the creatures their name, was led by a kasathan biophysics lab aboard the Idari. Researchers paid a large sum of credits to a small group of mercenaries to bring them one of the creatures alive and mostly unharmed. After only two days of keeping the creature in captivity, a blast of force hit the lab and the surrounding area, sending all equipment offline. When help eventually arrived to investigate, everyone involved in the project had vanished. However, the blast didn't destroy all the data that the research team had already collected, leading to a shocking discovery made while reviewing the surviving surveillance footage: when the lab was closed and empty of other creatures, hidden cameras pointed at the Seen were enough to prevent it from changing to its unobserved form, even with no other lifeforms present to observe it. The implication that the monster's biology somehow responded to the mere presence of a technological observer shook the scientific world to the core. Researchers now had to contend with the possibility that a living, multicellular organism could behave on a molecular level the same way that light or individual particles do, with the mere presence of a sensor being enough to alter the creature's fundamental properties.
Further attempts to study the elusive creatures have met with similar fates; small parties sent to investigate sightings never return, and even the members of larger expeditions or task forces have vanished without a trace.
Even without being able to communicate with the Seen, anyone who has faced one and lived to tell the tale can attest to their intelligence. The aberrations are sometimes encountered in pairs or even small packs that seem to work together to confound and corner their prey, though such encounters have presented no clear pattern as to the Seen's preferred environment, and no confirmed sightings have reported evidence of a nest or some other kind of dwelling or territory.
One theory, which is mostly common among the more fringe elements of the scientific community, is that the Seen are in fact extraplanar beings that appear in the Material Plane only to feed. This theory is perhaps supported by the fact that the Seen rarely leave behind corpses of their victims, though skeptics argue that this is simply because the Seen swallow their meals whole once there's no one left to witness their feast. A relatively recent hypothesis about the Seen's potential origin and motivations is growing in popularity. Its primary proponent, a kasatha witchwarper named Hyeldar Zon Deamis, posits that the Seen hail from alternate realities, and are in fact researchers of a sort in their own right, not murdering but capturing and transporting them for study wherever it is they call home. Scientific journals and infosphere amateurs alike fiercely debate these and many other contrasting theories, but the truth remains that very little is known about the Seen. Formal studies are exceedingly rare due to their often-fatal conclusions, though there are still fairly regular calls throughout the galaxy for adventurers willing to try to track down and capture the creatures for further examination. Such expeditions often offer rich rewards—which, as noted by the cynical, is likely because the odds of a crew living long enough to collect payment are so slim.
!! Quantum Fusions
Research into the workings of the Seen has yielded surprising innovations in quantum technology. One of these is the //quantum// weapon fusion, which causes a ranged weapon to appear to constantly shimmer and jump between two slightly different states.
Still, there is yet much to learn about perfecting the technology, and several corporations are investing heavily in research and development with an aim toward applying the innovation to melee weapons—though this has thus far proven too unstable and dangerous for the user.
{{Quantum (fusion)}}
Equal parts tool and weapon, a seismic pick is used in Ulrikka Clanholdings' mining efforts due to the added impact of its sonic emitters. These vibrations facilitate efficient excavation, and the picks prove similarly effective against armored opponents. Light and heavy seismic picks are equally useful in fighting or mining. Driver and demolition models are really weapons of war far more powerful than needed to perform most mining work.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|seismic pick, light | 1 | 180 | 1d4 So | [[deafened]] | 1 |[[penetrating]], [[powered]] (capacity 20, usage 1), [[professional]] (miner) |
|seismic pick, heavy | 5 | 2,790 | 1d8 So | [[deafened]] | 1 |[[penetrating]], [[powered]] (capacity 20, usage 1), [[professional]] (miner) |
|seismic pick, driver | 9 | 12,600 | 4d6 So | [[deafened]] | 1 |[[penetrating]], [[powered]] (capacity 20, usage 1), [[professional]] (miner) |
|seismic pick, demolition | 15 | 101,000 | 6d8 So | [[deafened]] | 1 |[[penetrating]], [[powered]] (capacity 20, usage 1), [[professional]] (miner) |
</div>
A //seismic spine// gives you [[resistance]] 15 to electricity damage and sonic damage. Once per day as a standard action, you can stomp the ground or otherwise create percussion, such as by clapping your hands, to unleash a shockwave from your //seismic spine//. Creatures and objects within a 20-foot-radius //spread// of you take 10d6 electricity and sonic damage (Fortitude save for half damage; DC = 10 + half your character level + your Constitution modifier). A creature that fails the saving throw is knocked [[prone]]. If a technological construct fails the save, the construct is also [[stunned]] for 1 round even if it is normally immune to being stunned. Unattended hybrid or technological objects in the area cease functioning for 1 round. Once you have used your seismic spine, you can do so again only after you have rested for 10 minutes to regain Stamina Points, and you must spend 1 Resolve Point to use your seismic spine each time after the first time per day.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//seismic spine// | 20 | 1,075,000 | spine |
</div>
As a reaction, whenever you or one of your allies critically hits a creature, you can choose one ally within 60 feet of the target of the critical hit. The chosen ally can immediately attack the target creature with one weapon they're currently wielding as a reaction. If they do, the chosen ally takes a −4 penalty to their attack roll and is [[staggered]] until the end of their next turn. Characters who can't be staggered can't benefit from this improvisation. Once you use this ability, you can't use it again until after you regain Stamina Points following a 10-minute rest.
This is a language-dependent, mind-affecting, sense-dependent effect.
Adapted to survive in fluctuating gravity, selamids are creatures of complex, flexible protoplasm. Though selamids can eat nearly any organic matter, their diets usually consist of material sloughed from other oozes on their home world. At the end of its 40-year life span, a selamid divides to "birth" new selamids.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Con, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Selamids are Medium oozes with the selamid subtype, but they do not gain the normal ooze immunities.
* ''Advanced Ooze Biology:'' Selamids are not immune to critical hits, are not [[mindless]], and can gain and use skills normally. For effects targeting creatures by type, selamids count as both humanoids and oozes (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both creature types).
* ''Blindsight:'' Selamids have [[blindsight]] (vibration) with a range of 60 feet.
* ''Gravity Adaptation:'' Selamids can always take 10 on [[Athletics]] checks in zero gravity.
* ''Malleable:'' A selamid can manipulate and wear equipment as a creature with two arms, and equipment and armor of the appropriate size never needs to be adjusted to allow the selamid to use it. It gains a +8 racial bonus to [[Acrobatics]] checks to escape.
* ''Sightless:'' A selamid cannot see and is never subject to any effect that requires it to see a target or effect.
With the //selective// weapon fusion, you can exclude a single target from a weapon's area of effect. When using a //selective// weapon to make an [[automatic]], [[blast]], [[explode]], [[line]], or other form of area attack that affects multiple targets, you can choose a single target to leave out of the area of effect.
Your ears are implanted with magical sound-dampening membranes. You can activate //selective ears// as a move action or as a reaction to protect yourself from dangerous sounds. When you activate your selective ears as a reaction, you can't take a move action on your next turn. Selective ears have three modes: inactive, muffling, and silence. Your //selective ears// remain in their current mode until you change them. While your //selective ears// are in muffling mode, you take a –2 penalty to initiative checks and hearing-based [[Perception]] checks, but you can't be [[deafened]] for more than 1 round by sonic effects and you have sonic [[resistance]] 1. While your //selective ears// are in silence mode, you are deafened and thus immune to sound-based sense-dependent effects, and you also have sonic resistance 5.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//selective ears// | 5 | 2,830 | ears |
</div>
When you use a weapon that affects an area, such as weapons with the [[line|Line (weapon property)]], [[blast]], or [[explode]] special properties, you can choose one creature in the weapon's area not to be affected by the weapon.
If your stunt and strike skill check and attack roll both succeed and your attack is made with a weapon that targets an area (such as a weapon with the [[automatic]], [[blast]], [[explode]], [[flexible line]], or [[line]] properties), you can select a number of squares up to your Dexterity modifier and remove them from the affected area.
<div class="statblock">
* ''Levels'' <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Target'' you and one other creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
Upon casting this spell, you turn [[invisible]], as //[[invisibility]]//, and you choose a second target. That creature can still see you as though you weren't invisible, and you can attack that creature without ending the invisibility effect. If you attack any other creature, this spell ends. If you cast this spell multiple times, you can attack any of the affected creatures without ending the spell.
When you cast an instantaneous spell with an area effect, you can shape the spell so it doesn't affect one of your allies. Choose one 5-foot square within the spell's area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability.
<h3>First Letter: <<selector>></h3>
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="___________" sort="] -[!prefix{__________!!selection}] +[sort[title]" />
</div>
While most computers can operate for up to 24 hours on internal batteries, this upgrade makes it so that the computer can function for up to 1 week on its internal power alone. Multiple purchases of this upgrade each extend the time by 1 additional week. This upgrade costs 10% of the base price of the computer.
When this fleet would be disabled, it can instead be destroyed and make a free attack against one fleet in an adjacent hex.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|self-destruct | 1 | any |
</div>
Used most often as a last resort, a self-destruct system completely destroys the starship on which it is installed (as if the ship had taken damage equal to twice its Hull Points), often killing everyone on board. A starship in a hex adjacent to a starship that self-destructs takes an amount of damage equal to half the destroyed starship's maximum Hull Points; this damage can be mitigated by shields. A self-destruct system can be activated only by creatures on the starship (by turning a set of keys, typing in a specific passcode, or other physical means known only to high-ranking members of the crew) and can't be activated remotely via hacking. The activating creatures set a time delay for the destruction (at least 1 round of starship combat). The cost of a self-destruct system depends on the size category of the ship (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on).
<div class= "table-wrapper">
|System | PCU |Cost (in BP) |h
|self-destruct system | 0 | 5 × size category |
</div>
Once the PCs have reached the area where they want to try to sell their cargo, finding a buyer is a [[downtime activity|Find Buyer]]. Certain complications might make this activity more difficult, but once a PC finds a buyer, you need to determine the sale price.
!! Cargo Sell Price
First, determine the base sell price of a cargo by rolling a d8; if you roll an 8, roll again once, and add the new result to 8. This result is modified by the distance traveled (as noted on the table below) and any complications, in that order; the total results in a sale price per lot (minimum 1 BP per lot). Finally, the results of the PCs' [[find buyer]] downtime activity can also alter this price.
<div class= "table-wrapper">
| Travel Time |Destination | Base Sell Price Modifier |h
| 1d6 days |Another world in the system or Absalom Station | –2 BP/lot |
| 2d6 days |@@.constrained One of the Pact Worlds other than Absalom Station from outside the system@@ | –1 BP/lot |
| 3d6 days |A Near Space world | no change |
| 5d6 days |A Vast world | +1 BP/lot |
</div>
In general, you can sell equipment of any type anywhere you could buy the same equipment. Since any equipment sold by PCs comes without the guarantees and reputation of major merchants and producers (and may be broken, cursed, defective, or stolen), in general PCs can sell equipment for only 10% of its purchase price. A GM may change this based on the spare credits of a community, market conditions, or the factors an adventure dictates. Trade goods are the exception to this, since they are considered more universal, more easily checked for defects, and less traceable (and thus less likely to cause issues if they are of a questionable provenance). Trade goods can generally be sold for 100% of their purchase price, and in some cases can be used as money themselves (subject to the GM's discretion).
The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|semi-auto pistol, tactical | 1 | 260 | 1d6 P | 30 ft. | — | 9 rounds | 1 | L |[[analog]] |
|semi-auto pistol, advanced | 7 | 5,500 | 2d6 P | 60 ft. | — | 12 rounds | 1 | L |[[analog]] |
|semi-auto pistol, elite | 10 | 18,200 | 3d6 P | 60 ft. | — | 12 rounds | 1 | L |[[analog]] |
|semi-auto pistol, paragon | 13 | 42,200 | 4d6 P | 60 ft. | — | 16 rounds | 1 | L |[[analog]] |
</div>
You revel in new sensations and experiences. Armed with ineffable resilience and keenly developed senses, you greet each new adventure with zeal and reverence, drinking in the world around you with boundless enthusiasm. Though not immune to fear, your openness strengthens your resolve when facing the unknown. You might approach new encounters with reckless abandon or take a more thoughtful path, but whatever route you choose, finding new sensations fulfills you.
!! Theme Knowledge (1st)
Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about artistic innovations and traditions by 5. Given your propensity for trying new things, you've also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of [[Life Science]] checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink. [[Perception]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Charming Curiosity (6th)
Your broad awareness provides you with insight when you try to influence people. This talent is valuable when you try to talk others into allowing you access to new experiences. Strangers might not understand your motivations, but your passion is contagious, and your ardent quest endears you to those who share your curiosity. Up to twice per day, you can roll twice when attempting a [[Diplomacy]] check and use the better of the two results.
!! Flash of Courage (12th)
Though you want to have as many new experiences as you can, some encounters are so intimidating or dangerous that even you hesitate. After all, if a thrill resulted in serious injury or even death, it's possible you could never feel a new sensation again! Despite the risk, you refuse to let fear stop you from seeing as much of the galaxy as your limits allow. You've successfully survived each moment of your life so far, haven't you? With such an optimistic outlook toward the future, you gain a +1 morale bonus to Will saving throws against fear effects. In addition, once per day when you are affected by a fear effect, as a reaction, you can delay the onset of that effect for 1 round. Once the fear starts to affect you, it then has its normal duration from that point.
!! Sensation Junky (18th)
New experiences fulfill and exhilarate you, stoking your enthusiasm for the wondrous galaxy you inhabit, the opportunities it presents, and all it has to offer. Twice per day, you can enjoy a new experience that takes 10 minutes or longer. As an alternative, you can spend 10 minutes or longer processing a recent new experience in some way. You might make a digital record or write in a physical journal, discuss the experience, debate whether you'd repeat it, bask in the satisfaction of fulfilling your curiosity, or engage in similar reflection. If you do so, you regain 1 Resolve Point. The time spent reflecting on your experience doesn't count as resting to regain Stamina.
You can easily intuit a person's preconceptions.
''Prerequisites:'' [[Sense Motive]] 1 rank.
''Benefit:'' You gain a +1 insight bonus to [[Sense Motive]] checks. In addition, you can attempt a Sense Motive check to discern some of another person's assumptions after 1 minute of conversation, allowing you to assess the difficulty of lying to them. The DC of this check is equal to 10 + the target's [[Bluff]] skill bonus or 15 + 1-1/2 × the target's CR, whichever is higher. If you succeed, you learn whether you would take a penalty to Bluff checks when attempting to convince that target of one falsehood of your choice related to the topic of conversation. If you fail by 4 or less, you learn nothing. If you fail by 5 or more, the target realizes you are trying to glean information from them. You can retry this check, but the DC increases by 5 for each previous failure on this check against that target.
You can use //[[detect magic]]// as a spell-like ability at will, treating your operative level as your caster level. This allows you to attempt [[Mysticism]] checks to identify magic items.
You can use Sense Motive to ascertain whether another creature within 30 feet is affected by a mental effect, even if the creature is unaware of the effect. You must spend at least 1 minute interacting with the creature. The DC of this check is typically 25, but it can be higher or lower based on how overt the manifestation of the mental effect is, as determined by the GM. Knowing that a creature is under a mental effect does not automatically determine the nature of the mental effect, though outward signs and the subtleties of behavioral change may provide enough clues to attempt an Intelligence-based skill check or an Intelligence check to determine the nature of the mental effect, at the GM's discretion.
You can detect falsehoods and gain glimpses of the true intentions of creatures with which you interact.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
Kalistocrats have worn white since before they traveled among the stars, and certainly before those who possessed senses beyond the ones normally available to humans became Kalistocrats. This special silk can be woven into clothing to create a field around the wearer that signifies the clothing adheres to the Prophecies of Kalistrade's standards of decency, cleanliness, and personal boundaries. This field is perceived by all the senses of living creatures within range, in much the same way that vision perceives the attire as white (a creature might sense a smell that indicates cleanliness or perceive a vibration that indicates peacefulness). Mk 1 //sense silk// has a range of 30 feet. Mk 2 //sense silk// has a range of 100 feet. Mk 3 //sense silk// also has a range of 100 feet, and you can communicate telepathically with any other wearer of sense silk within that range, as long as you share a language.
//Sense silk// can be combined with //[[cleanliness circuits]]// and //[[defensive threads]]// in a single outfit (paying each cost separately), and such an outfit counts as only one worn hybrid item.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//sense silk//, mk 1 | 1 | 50 | — |
|//sense silk//, mk 2 | 4 | 250 | — |
|//sense silk//, mk 3 | 8 | 11,000 | — |
</div>
Sense through is the special ability to perceive things beyond an obstacle or barrier that would otherwise block normal senses. It allows a creature to attempt [[Perception]] checks into areas that would otherwise lie beyond its senses. Sense through augments a creature's precise or imprecise senses, rather than replacing them. For example, a creature cannot have a form of sense through based on vision unless it has standard vision. Sense through may be a supernatural power to sense things beyond normal perception or an extraordinary ability representing enhanced senses, and it can be granted by equipment (such as laser microphones and X-ray visors), natural abilities (such as some dragons' ability to see through smoke), and other effects. Sense through operates out to a range specified in the creature's description.
A creature with sense through typically perceives using a specific sense, which is indicated in parentheses after the sense through entry in the creature's statistics. For example, sense through (vision) allows a creature to see through obstacles that would normally block vision. If the indicated sense somehow becomes unusable—for example, if a creature whose vision is augmented by sense through is [[blinded]]—the creature loses access to its sense through ability. The typical senses through which creatures with sense through can perceive are emotion, life, scent, sound, hearing, vibration, and vision.
A creature with sense through (vision) is considered to have [[darkvision]] to a range of 60 feet unless stated otherwise. This enables the creature to perceive through materials such as armor, briefcases, and other concealing items, meaning the creature can use [[Perception]] to search more quickly and easily (searching up to a 20-foot-by-20-foot area in a single round), though such quick searches reveal only things accessible by that sense. If a secret door is concealed behind a material that blocks this ability (see below), a quick search using sense through (vision) would not reveal it.
Some sense through abilities allow a creature to sense through only specific materials. Such materials are indicated in brackets after the associated sense in the sense through entry in the creature's statistics. For example, sense through (vision [smoke only]) allows a creature to see through smoke as if it were not present, but all other obstacles to vision work normally. A sense through ability that works against only a specific material otherwise works like the sense it is associated with, including requiring Perception checks to notice things.
//Format:// ''Senses'' sense through (vision).
Different alien races might have many different senses, but essentially all senses are separated into precise and imprecise senses. A specific creature's senses are typically further refined into special abilities that more tightly detail how it perceives. These abilities include [[blindsight]], [[blindsense]], [[sense through]], [[darkvision]], and [[low-light vision]].
The broad definitions of creatures' types of senses are below, followed by an explanation of how they function.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
This set of six drones is fired from ship ports to various parts of a star system, searching with long-range sensors for gravity wells and reporting back to the ship. It takes 1 week for the drones to scour a system and report their data, which the ship's science officer can attempt to analyze with a DC 15 [[Computers]] check. On a success, the science officer can create a map of the locations of the major gravity wells in the system (at the GM's discretion). On a failure, the system map is incomplete, missing half of the system's gravity wells.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|sensor drones | 0 | 1 |
</div>
Sensors function as a starship's eyes and ears, allowing a crew to see what's in the space around the ship, whether planetary bodies, other ships, a dangerous asteroid field, or some monstrosity from the depths of space. Sensors are a combination of video cameras, multispectrum scanners, radar arrays, signal interceptors, and optical telescopes. In starship combat, short-range sensors have a range of 5 hexes, medium-range sensors have a range of 10 hexes, and long-range sensors have a range of 20 hexes. All sensors have a skill modifier that applies to any skill used in conjunction with them. Sensors require an operational power core to function, but they consume a negligible amount of PCU.
Sensors operate in two modes: passive or active. In passive mode, sensors automatically scan the ship's surroundings. Passive sensors detect visible or unhidden objects in a 360-degree field around the ship at a range of up to twice the sensors' range category while in space or in the Drift (no skill check required), though local conditions may affect their range. However, gravitational forces and atmospheric conditions limit starship sensors to a range of 250 feet on most planets, and their range might be further limited by terrain, at the GM's discretion.
Active sensors are far more discerning, and they are required if the science officer wishes to scan enemy vessels and learn details about them during starship combat. The modifier listed in the table below applies to some checks attempted by the science officer in starship combat as specified in the science officer's actions. Active sensors can discern information about a target up to five times the sensors' range away from the ship, but such checks take a penalty of –2 for each range increment beyond the first to the target. For example, if short-range sensors (range = 5 hexes) were used against a target 12 hexes away, the check would take a –4 penalty.
Outside of starship combat, a crew member can use sensors to scan a planet the starship is orbiting, attempting a [[Computers]] check (applying the sensors' modifier) to learn basic information about the planet's composition and atmosphere. The DC for this check is usually 15, but it can be altered at the GM's discretion to account for mitigating factors or complications. A crew member can also use the starship's active sensors to attempt [[Perception]] checks to examine the surrounding area as if she were standing outside the starship, using her own senses (such as darkvision), but adding the sensors' modifier as a circumstance bonus to the check.
<div class="table-wrapper">
|Sensors | Range | Modifier | Cost (in BP) |h
|cut-rate | short | –2 | 1 |
|budget short-range | short | +0 | 2 |
|basic short-range | short | +2 | 3 |
|advanced short-range | short | +4 | 4 |
|ultra short-range | short | +6 | 6 |
|budget medium-range | medium | +0 | 3 |
|basic medium-range | medium | +2 | 5 |
|advanced medium-range | medium | +4 | 8 |
|ultra medium-range | medium | +6 | 12 |
|budget long-range | long | +0 | 6 |
|basic long-range | long | +2 | 10 |
|advanced long-range | long | +4 | 14 |
|ultra long-range | long | +6 | 20 |
</div>
Nothing that disturbs your [[nanite cloud]] escapes your attention. You gain [[blindsense]] (vibration) with a range of 5 feet. This blindsense also extends to any area in or adjacent to your cloud array.
Like most weapon fusions designed for use on AbadarCorp weapons, the //sentinel// fusion makes a weapon richly ornamented, sometimes even gold-plated, and often adds icons of vault doors. Favored by colonists and corporate guards, once per day a //sentinel// weapon allows you to declare an area of up to 1,000 cubic feet as being under guard for up to 8 continuous hours. While wielding the sentinel weapon within an area under guard in this manner, you gain a +2 bonus to initiative checks and [[Perception]] checks.
<div class="statblock">
* ''CR'' 7; XP 3,200
* N Large plant
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 107
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +9; ''Will'' +6
* ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 10 ft.
* ''Melee'' slam +17 (2d6+12 B)
* ''Ranged'' thorn barrage +14 (2d8+7 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +3; ''Int'' +1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' Intimidate +14, [[Sense Motive]] +14, [[Stealth]] +14 (+20 in forests and gardens)
* ''Languages'' Common (cannot speak)
* ''Other Abilities'' freeze, [[tracking]] (heat)
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or copse (3–6)
!!! SPECIAL ABILITIES
''Freeze ([[Ex]])'' A sentinel tree can remain so still that it appears to be a normal tree. A sentinel tree that uses freeze can take 20 on its [[Stealth]] check to hide in plain sight as a normal tree.
''Thorn Barrage ([[Ex]])'' As an attack, a sentinel tree can fire a burst of sharp, hardened thorns with a range increment of 20 feet. This natural attack has the [[blast]] and [[unwieldy]] weapon special properties.
</div>
At first glance, a sentinel tree appears to be an elegantly manicured shrub or tall tree that wouldn't be out of place on a lawn or in a garden. In fact, these intelligent guardians have been cultivated through centuries of genetic engineering and magic, and they are favored by the wealthy elite for their ability to keep out interlopers while avoiding the unsightly appearance of armed guards. Sentinel trees are capable of learning the difference between friend and foe, acknowledging temporary exceptions to their standard orders, and using their own judgment in handling corner cases.
Sentinel trees are usually employed for a pair of simple tasks: eliminating hostile intruders and maintaining the beauty of their surroundings. While capable of independent locomotion, sentinel trees rarely leave their original emplacements and typically do so only to track intruders or dispose of any unsightly bodies that result from their guard duties. The aesthetic concerns of a sentinel tree are perhaps their greatest weakness. While unlikely to be fooled by disguises or tricks and trained to be alert for signs of stealthy foes, a sentinel tree often avoids making attacks that risk damaging their surrounding environments overmuch.
While a sentinel tree is unable to alter their own appearance, those who grow and sell them usually cultivate a wide variety of styles, replicating the general appearance of nearly any similar-sized plant, from perfectly squared hedges to succulent, evergreen, or broad-leafed trees. On worlds where greenery would stand out as unusual, sentinel trees are sometimes engineered to resemble thorny brambles, or even abstract crystalline spires.
Your understanding of the relationship between the physical and spiritual worlds enables you to force a creature’s spirit out of its physical body and onto the Ethereal Plane.
''Prerequisites:'' [[Spirit Walk]], [[Third Eye]]
''Benefit:'' Once per day, as a standard action, you can attempt to force a creature’s spirit out of its body and onto the Ethereal Plane. When you do, attempt a melee attack against a foe within reach. If you hit, you deal no damage and the target must attempt a Will saving throw with a DC equal to 10 + half your ranks in [[Mysticism]] + your Wisdom modifier. On a failure, you force the target’s spirit out of its body and into the Ethereal Plane until the end of your next turn. Creatures subject to this effect leave their physical body behind as if using the Spirit Walk feat; they can’t voluntarily end this effect, but if their body or spirit takes any damage, the effect instantly ends. You can also take a move action to immediately return the spirit to its body.
Seprevois evolved from the simian creatures of their home world. They are covered in fine, short hair ranging in color from dark brown to pale blond, except for the black skin of their faces and hands. Seprevois have six elongated fingers on each hand, each featuring an additional joint compared to a human's hand. Seprevois' four feet have three unjointed toes each.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Int
* ''Hit Points:'' 6
* ''Size and Type:'' Seprevois are Medium monstrous humanoids with the seprevoi subtype.
* ''Analog Attunement:'' A seprevoi using a weapon with the [[analog]] or [[archaic]] weapon property receives a +1 racial bonus on attack rolls, due to the centuries of rationing that restricted the race's access to and familiarity with powered or otherwise advanced technology.
* ''Fast:'' Seprevois have a land speed of 40 feet.
* ''Multi-Legged:'' Seprevois have four legs, which makes them particularly stable in areas of normal or higher gravity. A seprevois gains a +2 bonus to its KAC against combat maneuvers to trip or move it from its position.
* ''Orbital Adaptation:'' Most seprevois live their whole lives in zero-g environments in the spacecraft orbiting their home world. While a seprevoi must still attempt all required skill checks to move in zero-g, failure at any such checks never imparts the [[off-kilter]] condition to the creature. Additionally, seprevois have a natural resistance to [[radiation]]. A seprevoi gains a +2 bonus to saving throws to resist radiation and [[radiation sickness]]. Finally, seprevois have weakened immune systems, such that they take a –2 penalty to saving throws against diseases (except radiation sickness).
You strive to attain undead immortality on your own terms. While unliving energies strengthen your body and grant you supernatural power over life and death, you develop unnatural hungers that drive you to violence. If not controlled, your transformation might tear your body apart at the seams.
''Augmentation Type:'' Necrografts
''Class Skill:'' [[Mysticism]]
''Instinct:'' Once per round while you have 1 or more MP, when you deal damage with your [[adaptive strike]] to a living creature, you can increase the damage dealt to that creature by an amount equal to half your MP total, rounded up. This additional damage you deal increases to your MP total at 7th level, 1-1/2 × your MP total at 13th level, and 2 × your MP total at 19th level.
''Drawback:'' Once per round while you have at least 1 MP and reduce a living creature to 0 HP with your adaptive strike, you must attempt a Will save with a DC = 10 + half your character level + your MP total. If you fail, you must take your first action of your next turn to either make another attack with your adaptive strike that includes the defeated creature as a target or take a move action to spend at least 1 MP with no effect. While you have 3 or more MP, the first time you regain Hit Points or Stamina Points from an effect—other than from your grim harvest ability (see below)—you decrease the number of HP or SP you regain by an amount equal to half your MP total, rounded up (minimum 1 HP or SP recovered). The amount by which you reduce the HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level.
!! Grim Harvest (1st)
As a reaction when either you reduce a significant enemy to 0 HP with your [[adaptive strike]] or a significant enemy within 15 feet of you is reduced to 0 HP, you can spend 1 MP to regain 1d4 Hit Points for every 2 evolutionist levels you have; you can spend 1 additional MP when using this ability to roll d6s instead of d4s, or you can spend 2 additional MP when using this ability to roll d8s instead of d4s. Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points.
!! Spectral Step (10th)
You can spend 2 MP as a move action to become [[incorporeal]] and gain a fly speed of 30 feet with perfect maneuverability until the beginning of your next turn. As part of this action, you can also fly up to 15 feet. When this effect would end, you can extend the duration by 1 round by spending 2 MP, plus an additional MP for each previous round you have extended this effect.
!! Niche Metamorphosis (20th)
Your creature type becomes undead. You gain immunity to death effects and negative levels.
The serpent laser is a creation of the Aspis Consortium, meant to undercut the pricing of its competitors while consuming battery charges at a higher rate to drive the sale of additional batteries, higher-capacity batteries, and recharging services. Experienced spacefarers know the scheme behind the serpent laser and generally avoid what they have come to call the "snakebite laser," though amateurs and novices often fall for the low initial price. Serpent lasers have the same model names as many standard laser rifles (azimuth, corona, aphelion, and perihelion), though savvy customers know that the serpent laser models are often slightly less powerful than their conventional counterparts.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|serpent laser, azimuth | 2 | 500 | 2d4 F | 100 ft. | [[burn]] 1d4 | 20 charges | 10 | 1 |— |
|serpent laser, corona | 5 | 2,700 | 2d6 F | 100 ft. | [[burn]] 2d4 | 40 charges | 20 | 1 |— |
|serpent laser, aphelion | 8 | 8,800 | 2d8 F | 100 ft. | [[burn]] 3d4 | 40 charges | 20 | 1 |— |
|serpent laser, perihelion | 14 | 66,000 | 3d12 F | 100 ft. | [[burn]] 4d4 | 40 charges | 20 | 1 |— |
</div>
This chalky, khaki-colored liquid is incredibly dense and unpalatable to most species. For 1 hour after drinking a //serum of earthen stature//, you can’t be knocked [[prone]] (though you can still choose to become prone), and if an effect would move you, it moves you 10 feet fewer instead (to a minimum of 0 feet). These benefits function only when you’re touching a solid surface with at least one limb.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of earthen stature// | 1 | 50 | — |
</div>
This serum looks and smells like a puree of rancid vegetables left in the sun for a few days. While incredibly hard to choke down, imbibing the serum causes you to sprout several stalks of starchy green florets that grow all over your body into clumps resembling jawless skulls, shrieking faces, open claws, or other unnerving images. The florets also emit a choking gas that smells putrid and foul. For 1 minute, you gain [[fast healing]] 5; for the duration, each creature within 10 feet of you must succeed at a Fortitude save (DC = 15 + half your character level) or become [[sickened]] for 1 round. A creature that succeeds at this save is immune to the stench from this serum’s effects for 24 hours. This macabre plant growth is edible, but it tastes terrible and provides no nutritional value.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of fetid verdancy// | 10 | 2,400 | — |
</div>
A //serum of fey’s fickle fancy// is a vial of viscous liquid whose colors shift and change constantly. Upon consuming this serum, roll a d6 a number of times equal to the mark of the serum (rerolling any duplicate results) and apply the effects listed in the table below.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of fey’s fickle fancy// mk 1 | 3 | 250 | — |
|//serum of fey’s fickle fancy// mk 2 | 7 | 950 | — |
</div>
<div class= "table-wrapper">
|constrained |k
| d6 |Effect |h
| 1 |Sparkling clouds fill your vision, and you're [[dazzled]] for 1 minute |
| 2 |You can speak only in singsong rhyme for 1 minute. |
| 3 |You change colors constantly for 1 minute. |
| 4 |You regain 4d8 Hit Points. If this amount exceeds that needed to reach your maximum Hit Points, you also become [[nauseated]] for 1 round. |
| 5 |You gain a +1 luck bonus to AC for 1 minute. |
| 6 |You gain a +2 luck bonus on the first d20 roll you make within the next 1 minute. |
</div>
This serum contains distilled energies from the Plane of Fire. It glows a dim red and emits a constant heat, regardless of ambient temperature. When you drink this serum, your body becomes covered in illusory flames. For 1 minute, any creature that hits you with a melee attack must succeed at a DC 15 Reflex saving throw or take 5 fire damage. If a creature rolls a natural 1 on this saving throw, it also gains the [[burning]] condition for 5 damage.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of fiery vengeance// | 2 | 100 | — |
</div>
This bottled quintessence from the Plane of Air is nearly invisible and adds virtually no weight to its container. For 1 hour after drinking a //serum of infinite air//, you don’t need to breathe and are immune to inhaled poisons. This doesn’t protect you from other effects of being in a vacuum or decompression.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of infinite air// | 2 | 80 | — |
</div>
A vial of liquid so dark that it seems to absorb nearby light, a //serum of long shadows// lacks any taste and is always the exact temperature of its imbiber. For 10 minutes after you drink a //serum of long shadows//, the light within 5 feet of you (including your space) becomes dim light, and only magical sources of light can increase the light level in this area. This effect moves with you. In addition, you take half damage from attacks and effects with the shadow descriptor.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of long shadows// | 14 | 10,000 | — |
</div>
This liquid in this vial constantly roils within, ever shifting in viscosity and color. Imbibing this serum transforms you into a color-changing, shapeless mist, granting you the [[incorporeal]] universal creature rule until the end of your next turn. If a creature that’s incorporeal as a result of drinking the //serum of shapelessness// ends its turn adjacent to another creature that’s incorporeal for the same reason, each creature adds the applicable ability modifier of the creature it shares a space with when attempting its check or roll. Only two incorporeal creatures can benefit from this effect at a time.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//serum of shapelessness// | 18 | 60,000 | — |
</div>
A //serum of water’s protection// looks like a standard bottle of drinking water, but consuming it covers you with a thin layer of magically animated water. This has two effects, both of which last 1 hour. First, you gain [[resistance]] against acid and fire damage. Second, you become [[vulnerable]] to cold damage, taking 50% more damage from cold effects.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Resistance |h
|//serum of water's protection//, mk 1 | 4 | 350 | — | 5 |
|//serum of water's protection//, mk 2 | 8 | 1,500 | — | 10 |
|//serum of water's protection//, mk 3 | 12 | 5,500 | — | 15 |
</div>
When you use a [[serum]] with a non-instantaneous duration, that duration is doubled. When you use a serum that grants a bonus to saving throws, that bonus increases by 1.
Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum's actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
If your stunt and strike skill check and attack roll both succeed, your target also takes a −2 penalty to saving throws until the end of your next turn.
Instead of making an attack as part of a [[trick attack]], you can perform either [[covering fire]] or [[harrying fire]]. After resolving your covering fire or harrying fire, attempt the trick attack’s skill check as normal. If you succeed at the check, you provide an additional benefit. For covering fire, if the selected ally is hit by the target’s next attack before the end of your next turn, roll your trick attack damage and reduce the enemy’s damage dealt to your ally by that amount (minimum 0 damage). For harrying fire, if the next ally to attack the target hits, roll your trick attack damage and add it to the attack’s damage. Once an ally takes less damage from your covering fire benefit or a creature takes additional damage from your harrying fire benefit, they are immune to your setup strike’s additional benefit for 24 hours.
Roll twice on Table 7–11: Wounding Weapons and choose your desired result. The target can still attempt any associated save.
{{Table 7–11: Wounding Weapons}}
Mass production has rendered this once-rare serum easy and inexpensive to obtain among the Pact Worlds. Upon drinking this serum, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing both your appearance and physiology accordingly. You have some mild control over the details of this change, but you retain a strong "family resemblance" to your former appearance.
The serum's magic functions instantaneously and cannot be dispelled. Your new anatomy is as healthy and functional as your previous body's, potentially allowing you to conceive, carry, or bear children (depending on your species' biology). Drinking a second //sex shift serum// either reverts you back to a former form or allows you to adopt other sexual characteristics, as you choose. The serum has no effect if you are unwilling, and the presence of certain sex-specific biological processes, such as gestation, may prevent this serum from taking effect.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, sex shift// | 3 | 350 | — |
</div>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
You've lived your life in and around the shadows and learned to cover yourself in them as a second skin. Others shun the shadows, afraid of what lurks in them, but you are that lurker. Knowledge can be found or hidden within the shadows, and you're adaptable enough to use either option to suit your needs. Whether you hide your secrets or strike from safety, your bond with shadows grants you the supernatural ability to bend them to your will.
* ''Associated Deities:'' Eloritu, Lao Shu Po, Zon-Kuthon
* ''Associated Skills:'' [[Intimidate]] and [[Stealth]]
* ''Spells:'' 1st—//[[gloom mote]]//, 2nd—//[[paranoia]]//, 3rd—//[[umbral tendrils]]//, 4th—//[[shadow jump]]//, 5th—//[[shadow body]]//, 6th—//[[shadow walk]]//
!! Shadow Infusion (1st)
You gain [[darkvision]] with a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, if the concealment that allows you to attempt a [[Stealth]] check to hide comes from dim light or darkness, you can double the bonus you receive from your channel skill mystic feature. Finally, add [[Stealth]] to your list of class skills.
!! Shadow Shroud (3rd)
As a move action, you can spend 1 Resolve Point to shroud yourself in dim light for 1 minute. [[Darkvision]] provides no benefit against this gloom, and nonmagical light can't change this light level. Magical light can change this light level only if from a source with a CR or level higher than yours. You can dismiss this dim light as a move action, and it ends automatically if you lose consciousness.
!! Shadow Weaver (6th)
If you have concealment from dim light or darkness, you can become [[invisible]] as a standard action. This invisibility lasts for a number of minutes per day equal to your mystic level. This duration needn't be continuous, but it must be used in 1-minute increments. You can dismiss this invisibility as a move action, and it ends automatically if you lose consciousness.
!! Shadow Puppet (9th)
While you are [[invisible]] from shadow weaver or shrouded in shadow from shadow blend, you can cast //[[holographic image]]// (spell level 3rd or lower). You can do so twice per day, but you can spend 1 Resolve Point to cast the spell again after expending those uses. Any hologram you create using the 3rd-level version can include intelligible speech, if you wish.
!! Shadow Blend (12th)
If you are hidden or [[invisible]] in dim light or darkness, other creatures cannot use [[blindsense]], [[blindsight]], or [[sense through]] to locate you. In addition, if you're benefiting from this feature and make noise that could reveal you, including speaking, creatures become aware of your presence in the dim or dark area you're in but not your specific location. If you attempt to [[bully]] or [[demoralize]] a creature while benefiting from this feature, you can double the bonus to Intimidate you receive from your channel skill mystic feature.
!! Shadow Decoy (15th)
When you take damage while in dim light or darkness, as a reaction you can spend 1 Resolve Point to conjure a shadowy clone while you fade into the shadows. If you do so, you take only half the damage, as the clone appears in your space. You must then move 5 feet, but you can move up to half your speed. You can attempt a [[Stealth]] check to remain hidden after you move, and the shadowy clone disappears. Reduce your movement on your next turn by the amount you moved when you used this ability.
!! Shadow Onslaught (18th)
Once per day, you can spend 1 Resolve Point to create a swirling cloud of monstrous shades within a 60-foot-radius spread centered on you. The cloud lasts up to 1 round per mystic level you have. If you create this cloud on the Material Plane, you and creatures in the spell's area slip into an identical battlefield on the Shadow Plane. You and other creatures in the effect can't leave the area while it lasts. Each round, the shadows deal 3d6 bludgeoning damage and 3d6 cold damage to creatures hostile to you in the area. A target can attempt a Fortitude save to halve this damage. In addition, each time a creature takes damage, it can attempt a Will saving throw to disbelieve the shadowy illusion and take only half damage from it for the remainder of the effects duration. A creature that succeeds at both saves takes only one-quarter the effects damage that round. You can dismiss the effect as a move action. When the effect ends, any creatures it transported to the Shadow Plane return to the Material Plane.
Those who spend extended time on the Shadow Plane, are repeatedly exposed to shadow magic, or fall under the sway of creatures such as velstracs, certain undead, or shadowy fey, risk contracting shadow corruption. Shadow corruption is an affliction with the following parameters.
<div class="statblock">
* ''Type'' mental corruption
* ''Save'' Will DC = 10 + half the victim's level + the number of manifestations the victim has; on a failure, a victim can spend a number of Resolve Points equal to 1 + the number of manifestations the victim has to succeed instead
* ''Frequency'' 1/day
* ''Cure'' Destroy the creature, object, or effect that caused the corruption, or the victim can purify themselves by spending 1 month spreading joy, experiencing joy, and living in the light of a habitable world's sunlight. At the end of each month spent this way, the victim can refuse a previously accepted gift, allowing //[[break enchantment]]// or //[[remove affliction]]// to remove the related manifestation. Using a gift from any corruption while undergoing purification means the victim has to start that month over.
</div>
When the corruption first takes hold, it's dormant but gives you regular nightmares. In these dreams, you walk through familiar places, but many of the details are subtly wrong. You feel like you're being watched from the shadows, a belief that lingers for a few moments after you wake. These visions don't affect your health, but they make you irritable or jumpy for an hour or so after you awaken. After a few days, sudden flashes of bright light cause you to flinch, and you start to catch glimpses of movement in the shadows out of the corner of your eye.
!! Shadow Progression
When you gain your first manifestation, your nightmares grow vivid, showing you individuals who have the faces of your loved ones but are wrapped in chains and hanging from the ceiling or walls, writhing in what might be pleasure or pain. You still feel as if something watches you in these dreams. During your waking hours, you can sometimes hear the jingling of the nightmare chains, especially when alone with your thoughts or in times of great stress. Sources of joy start to lose their appeal—colors are muted, sounds are muffled, smells and tastes are bland or bitter, a touch that doesn't bring extreme sensation might go unnoticed.
When you gain your second and third manifestations, feelings of being disconnected from the world increase dramatically. If you accepted your gifts, you feel this detachment enlightens you, and upon accepting your third gift, if your alignment is good, it shifts to neutral. Accepting your corruption by using its gifts makes your nightmares seem more like peaceful dreams, and you might attempt to recreate these dreams in the real world. To feel anything, you turn to pain and other extreme experiences. Forays into self-harm might be easy to hide from others, but your need for more slowly increases.
Once you accept your fourth gift, your normal emotions are nearly dead. Your greatest pleasure comes from causing harm and being harmed. You believe the corruption is a personal improvement and try to explain its benefits to others. If you see someone who has shadow corruption, you sense the affliction even if it's dormant. You focus on encouraging such people to give in to the darkness.
If you accept a fifth gift, the corruption takes complete control of you, and you become evil if you're not already. You undergo extreme body modifications and augmentations that cause consistent if not constant pain. You might believe yourself to be a prophet of pain, and you share this pain with others, perhaps killing them in the process. Alternatively, you could disappear into the Shadow Plane, where those like you, who watched you from your nightmares, wait to embrace you as one of their own.
!! Manifestations
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
name://shadow beam projector//
range:medium
speed:—
damage:4d10
pcu:40
cost:30
special:[[intimidating]], [[line|Line (starship weapon property)]], [[mystical]]
<div class="statblock">
* <<levels>>
* ''School'' transmutation (polymorph, shadow)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 minute/level (D)
</div>
You transform the matter of your body and any objects you carry or wear into the essence of the Shadow Plane. You are visible as an unattached shadow in bright light or normal light, but you gain total concealment in dim light or darkness (reduced to concealment against creatures that have [[darkvision]]). Your body and gear are [[incorporeal]], but you can't fly or pass through solid objects or creatures, and your gear can't be removed from you or used by anyone. You can move at your normal speed along any surface, including horizontal and vertical surfaces and liquids, and difficult terrain doesn't slow you. However, you can't attack physically or manipulate objects. You can speak, cast spells that require no items to cast, and perform mental actions. If you can use spells that have a range of touch and such a spell requires an attack roll, you target EAC. If you lose consciousness, you and your gear return to your natural form.
name://shadow bolt array//
range:medium
speed:—
damage:1d10 × 10
pcu:45
cost:25
special:[[array]], [[intimidating]], [[mystical]]
name://shadow bolt projector//
range:medium
speed:—
damage:1d10
pcu:15
cost:7
special:[[intimidating]], [[mystical]]
Worshipers of Zon-Kuthon developed the first shadow chains using cutting-edge heat-transfer technology, but outsiders rapidly reverse-engineered the weapons, constructing functional facsimiles from their own tech. Shadow chains' links rapidly absorb heat, while their heavily insulated handle protect their wielders from direct exposure to the freezing darkness. Many adherents of the Midnight Lord make use of the follower, acolyte, and penitent shadow chains, while only the most devout can afford the more powerful ecclesiastic and devotional shadow chains.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|shadow chains, follower | 1 | 390 | 1d3 C | [[bind]] | 2 |[[analog]], [[disarm]], [[reach]], [[trip]] |
|shadow chains, acolyte | 7 | 6,800 | 3d4 C | [[bind]] | 2 |[[analog]], [[disarm]], [[reach]], [[trip]] |
|shadow chains, penitent | 10 | 18,800 | 5d4 C | [[bind]] | 2 |[[analog]], [[disarm]], [[reach]], [[trip]] |
|shadow chains, ecclesiastic | 14 | 76,800 | 9d4 C | [[bind]] | 1 |[[analog]], [[disarm]], [[reach]], [[trip]] |
|shadow chains, devotional | 18 | 261,000 | 9d8 C | [[bind]] | 2 |[[analog]], [[disarm]], [[reach]], [[trip]] |
</div>
You easily blend in with shadows.
''Gift:'' Provided you are in an area of dim light or darkness, you can use [[Stealth]] to hide even while being observed.
''Stain:'' Your muscles weaken. When you attempt any Strength-based check, roll twice and take the worse result.
Summoned shadow creatures are strange magical beasts native to the Shadow Plane. They appear to be similar to typical predators, but their forms are made of nothing but solid black, with indistinct edges.
* ''Type:'' magical beast (extraplanar)
* ''Traits:''
** base speed increases to 30 ft.
** [[immunity]] to cold, electricity, poison
** [[resistance]] equal to creature's CR to acid and fire
** [[SR]] equal to 5 + CR
** if base stat block has [[DR]], change to DR/cold iron
* ''Skills:'' Add [[Perception]] and [[Stealth]]. Summoned shadow creatures can always attempt Stealth checks to hide, even if observed or lacking cover, as long as they are not in areas of bright light. After the shadow creature attacks, it can't attempt to hide again until its next turn.
* ''Languages:'' Aklo and Common
* ''Attack:'' change melee attack to touch (cold damage)
The Shadow Plane is a warped reflection of the Material Plane, and distances there are highly variable, making it possible to traverse vast distances in less time than it would take on the Material Plane—a fact some species exploited in early forms of faster-than-light starship travel. The //shadow engines// of velstracs and the Church of Zon-Kuthon were among the most prevalent of these technologies, which transition a starship from the Material Plane to the Shadow Plane by replicating the effects of the //[[shadow walk]]// spell on an interstellar scale. Early shadow engines were slower than Drift engines, but velstracs have continually refined the technology, and modern shadow engines are now just as fast as equivalent Drift-capable vessels.
//Shadow engines// can propel starships at incredible speeds, but such speed comes with a price: excruciating pain. Kuthites believe that pain leads to enlightenment and have built that tenet into their //shadow engines//.
''Painful:'' When a //shadow engine// is first activated, every creature on the ship (crew and passengers) is wracked with agonizing pain that imposes a –2 penalty on ability checks, attack rolls, and skill checks (including for starship combat) for as long as the ship is on the Shadow Plane. A target that succeeds at a Will saving throw (DC = 10 + the starship’s tier) reduces the duration to 24 hours. This is a mind-affecting pain effect. Velstracs don’t take the penalties from this effect, though they do enjoy the pain the engine provides.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//shadow engine// | 1 | 75 | — | 3 × size category |
</div>
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 18
* ''Track'' [[Strength Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' at the //impaired// state, the penalties from the //weakened// state become permanent until the victim benefits from a //[[restoration]]// spell.
* ''Cure'' 1 save
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|shadow essence | 10 | 2,650 | 1 |
</div>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* LE Large humanoid (extraplanar, giant)
* ''Init'' +3; ''Senses'' [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 227
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +12; ''Will'' +15
* ''Defensive Abilities'' shadow cloak; ''Immunities'' ability damage, ability drain, cold, negative levels
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' ecclesiastic [[shadow chains]] +26 (9d4+21 C plus [[energy drain]]; critical [[bind]])
* ''Ranged'' tomb-class [[void rifle]] +23 (2d10+13 C; critical [[suffocate]] [DC 19]) or [[hurled debris]] +23 (6d6+13 B plus [[energy drain]])
* ''Space'' 10 ft.; ''Reach'' 10 ft. (15 ft. with shadow chains)
* ''Offensive Abilities'' [[crush]] (3d12+21 B), [[energy drain]] (1 level, DC 19)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +6; ''Int'' +0; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Athletics]] +23, [[Intimidate]] +28, [[Stealth]] +23
* ''Feats'' [[Deadly Aim]], [[Improved Combat Maneuver]] (bull rush)
* ''Languages'' Common, Shadowtongue
* ''Gear'' superior [[iridishell]], ecclesiastic [[shadow chains]], tomb-class [[void rifle]] with 1 high-capacity battery (40 charges)
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary, gang (2–5), family (6–13 plus 1 shadow giant mystic and 1 shadow giant soldier), or company (14–33 plus 1 shadow giant soldier)
!!! SPECIAL ABILITIES
''Energy Drain ([[Su]])'' A shadow giant inflicts its [[energy drain]] attack no more than once per round via its first successful melee attack or via hurl debris.
''Shadow Cloak ([[Su]])'' As a move action in any illumination other than direct sunlight, a shadow giant can cloak itself in moving shadows that grant it concealment (20% miss chance) for 1d6+6 rounds. It can use this ability three times per day.
</div>
Members of an ancient species that has long inhabited the Shadow Plane, shadow giants are laconic and tend keep to themselves. They emerge from obscurity rarely and only to gather victims for sacrifice in profane rites. These elaborate religious ceremonies are led by shamans on stepped obsidian pyramids and inevitably conclude in a bacchanal of bloody sacrifice. An average shadow giant stands 15 feet tall and weighs 2,400 pounds. Most have gray skin and pale hair.
By tapping into ancient agreements, beings with connections to the Shadow Plane can bind shadow giants to certain tasks. Often set upon enemies, used as shock troops in wider conflicts, or tasked to guard important places, shadow giants find these pacts a source of comfort, and, driven by pride and a sense of duty, they doggedly strive to complete their contracts.
As a standard action, you can create and throw a quasi-real duplicate of a grenade you have in your possession. You don't need to have the grenade in hand, but you do have to have it easily accessible (essentially any grenade that would be a legal target of the [[Pull the Pin]] feat). To use this ability, you must expend a spell slot of a spell level equal to at least half the item level of the grenade to be thrown (minimum spell level 1).
The shadow grenade acts in all ways like a standard grenade of the type being duplicated, except you are proficient with it, and any creature that makes a saving throw against it is immune to all its effects. If the grenade would not normally allow a saving throw, creatures in its area can attempt a Will save against a DC of 10 + 1/2 your technomancer level + your key ability modifier. This also applies if the grenade requires a saving throw only under specific circumstances that don't apply to a creature. For example, if you use this ability to create a shadow [[smoke grenade]], any creature that inhales the shadow smoke attempts a Fortitude save as outlined in that item's description and on a success is immune to all the grenade's effects (including any cover it would grant). Creatures that do not inhale the grenade's shadow smoke are still allowed a Will save, as outlined above, to ignore all the grenade's effects (including cover).
You can use this ability to duplicate a grenade with a weapon fusion or fusion seal, but for the purpose of determining the level of the spell slot you must expend to use this ability, treat the grenade's item level as equal to its base item level + the level of any fusions.
<div class="statblock">
* CR 8; XP 4,800
* CN Medium magical beast (shapechanger)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
* ''Aura'' [[frightful presence]] (30 ft., DC 16)
!!! DEFENSE
* ''HP'' 122
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' shadow hop
* ''Weaknesses'' [[light blindness]]
!!! OFFENSE
* ''Speed'' 30 ft., burrow 30 ft.
* ''Melee'' bite +20 (3d4+10 P) or claw +20 (1d10+10 S)
* ''Offensive Abilities'' [[create darkness]]
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' +6; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Athletics]] +16, [[Disguise]] +16, [[Engineering]] +21
* ''Languages'' Shadowtongue; [[telepathy]] 60 ft.
* ''Other Abilities'' [[change shape]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or umbra (3–5)
!!! SPECIAL ABILITIES
''Change Shape ([[Su]])'' A shadow hopper can assume the appearance of a harmless-looking Small creature, usually a cute leporine animal with gray fur, floppy ears, large eyes, and a puffy tail. While in this form, it loses its [[frightful presence]] aura and the range of its shadow hop ability is doubled.
''Shadow Hop ([[Su]])'' When a foe attacks a shadow hopper and misses, the shadow hopper can, as a reaction, teleport 30 feet away without provoking attacks of opportunity. The shadow hopper must begin and end this movement in areas of dim light or darker. This is a teleportation effect.
</div>
Shadow hoppers are rabbit-like creatures with charcoal-colored fur and vicious claws and teeth. Despite their terrifying appearance, shadow hoppers are generally peaceful and even quite playful. They spend the majority of their lives in their harmless-looking forms, which usually look like cuter and smaller versions of their standard shapes. Shadow hoppers prefer the company of other intelligent creatures and often dwell near rural settlements. While in their innocuous forms, some shadow hoppers allow people to "adopt" them as pets, though this usually ends in aggravation for that family, as shadow hoppers are inveterate tricksters.
Shadow hoppers enjoy playing pranks and causing general mischief: moving objects while no one is looking, taking small bites out of others' food, telepathically whispering secrets to those around them, and occasionally sabotaging electronic devices. Their shenanigans are not typically meant to cause harm, but an overexcited shadow hopper can easily get carried away, especially when two or more work together to incite chaos. Sometimes, groups of shadow hoppers will gather to try to cause as much mischief and mayhem as they can in one night. Largely, though, shadow hoppers tend to be solitary creatures and don't like to settle in areas where another shadow hopper already lives.
Scholars argue whether shadow hoppers are originally from the First World or the Shadow Plane, as they exhibit traits common to both fey and beings of shadow. Some believe shadow hoppers began their existence in one of these locations and somehow migrated to the other before coming to the Material Plane. Most shadow hoppers, however, refuse to speculate on their origins.
After enduring contact with the Shadow Plane, you have become infused with its energies.
''Prerequisites:'' You must spend a significant time on the Shadow Plane or otherwise become infused with its energies, such as by dying there or gaining shadow corruption. The GM determines whether you qualify for this feat.
''Benefit:'' You gain [[low-light vision]] and [[darkvision]] to a range of 60 feet. If you already have darkvision, you gain the [[see in darkness]] ability.
You can jump from shadow to shadow with little effort.
''Prerequisites:'' One other manifestation.
''Gift:'' As a full action, you can teleport, as if using a //[[dimension door]]// spell, from one area of dim light or darkness to another, transporting only yourself and objects you wear or carry. If you are overburdened, this teleportation fails. Further, you can teleport only up to 60 feet. Once you teleport, you can't do so again until you take a 10-minute rest during which you could regain Stamina Points. You can use this ability a number of times per day equal to the number of manifestations you have.
''Stain:'' You are apathetic and difficult to stir into action. When you roll your initiative check, roll twice and take the worse result.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (shadow, teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' you and touched objects
* ''Duration'' concentration, 1 round + 1 round/3 levels (D)
* ''Saving Throw'' none, Will negates (object)
* ''Spell Resistance'' no, yes (object)
</div>
Your body forms a connection to the Shadow Plane, allowing you to teleport through it, rather than the Astral Plane, with ease. While this spell is active, as a move action, you can teleport to any area of dim light or darkness you can see within range. If you leave a threatened space, you have concealment (20% miss chance) against any foe that makes an attack of opportunity against you.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* NE Medium outsider (evil, extraplanar)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Defensive Abilities'' shadow blend
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' bite +15 (1d6+10 P & C plus trip) or tail slap +15 (1d4+10 B)
* ''Offensive Abilities'' bay
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –3; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +11, [[Stealth]] +16 (+20 when not in bright light)
* ''Languages'' Common, Shadowtongue (can't speak any language)
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary, pair, or pack (3–8)
!!! SPECIAL ABILITIES
''Bay ([[Su]])'' When a shadow mastiff howls or barks, every creature within a 300-foot spread except evil outsiders must succeed at a DC 15 Will save or become [[panicked]] for 1d4 rounds. This is a sense-dependent, mind-affecting fear effect. Whether a creature succeeds at the save or not, it can't be affect by the same shadow mastiff's bay for 24 hours.
''Shadow Blend ([[Su]])'' In any condition of illumination other than bright light, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). A shadow mastiff can suspend or resume this ability as a swift action. In addition, a shadow mastiff gains a +4 racial bonus to [[Stealth]] checks while in any condition of illumination other than bright light, and it can hide even if it is observed or lacks cover.
''Trip ([[Ex]])'' In addition to dealing the listed damage, if a shadow mastiff hits with its bite attack and the attack roll result equals or exceeds the target's KAC + 4, the shadow mastiff also automatically trips the foe (this takes no action).
</div>
Native to dimly lit areas of the Shadow Plane, these ferocious and alien-yet-familiar beasts often inspire a primal terror in those who witness them in drug-fueled nightmares and visions of that dimension.
Though they are commonly known as shadow mastiffs, these creatures have little in common with actual canines except for their appearance, and shadow mastiffs encountered outside of the Pact Worlds might bear a closer resemblance to local predatory beasts. Shadow mastiffs discover new hunting grounds when power-hungry or corrupt mortals summon them, or when mystical and technomagical rituals tear the veil that separates their world from the Material Plane.
''System:'' Spinal column
Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft's mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step, as long as you are not in an area of bright light.
While you hold this small orb of black glass, it puts forth tendrils of darkness that capture nearby light. The light level within a 20-foot radius of you decreases by one step. Lasers fired at you are bent toward the orb. This gives laser attacks against you a +1 circumstance bonus to hit, but also grants you fire [[resistance]] 5 against laser attacks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//shadow orb// | 10 | 2,850 | L |
</div>
Inspired by the Shadow Plane—or, some say, followers of Zon-Kuthon—a shadow pistol replicates the energy of the Plane of Shadow to momentarily separate the target from the thermodynamic energy of the universe, damaging it with the instantaneous change in temperature. With their shadowy appearance, the caliginous and sable models resemble guns cut from polished obsidian, while the more advanced tenebrous and umbral models look more like they were cut from the blackness of space.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shadow pistol, caliginous | 4 | 2,100 | 1d4 C | 60 ft. | [[blind]] | 40 charges | 4 | L |— |
|shadow pistol, sable | 7 | 6,750 | 1d10 C | 60 ft. | [[blind]] | 40 charges | 4 | L |— |
|shadow pistol, tenebrous | 12 | 35,400 | 2d10 C | 60 ft. | [[blind]] | 40 charges | 4 | L |— |
|shadow pistol, umbral | 20 | 855,000 | 5d10 C | 60 ft. | [[blind]] | 40 charges | 4 | L |— |
</div>
As a standard action, you can teleport from one area of dim light or darkness to another such area that you can see, with a maximum range of 60 feet. Activating this upgrade counts as moving from your space, provoking attacks of opportunity, though you have concealment (20% miss chance) against any foe that makes an attack of opportunity. A //shadow skip unit’s// charges replenish at a rate of 1 charge for every 8 continuous hours the upgrade (or its armor, if installed) spends in dim light or darkness, and entering an area of brighter light for more than 1 round resets the recharge time. This is a teleportation effect.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//shadow skip unit// | 10 | 19,000 | 1 | any | L | 3 | 1 |
Your mastery of stealth and understanding of the shadows of the Material Plane is so great, you can actually physically walk into the edges of the Plane of Shadow. You must expend 1 Resolve Point to use this ability. It functions as //[[shadow walk]]//, except you can only use it on yourself and items or creatures you can carry, the duration is no more than 1 hour, and you must emerge from the Plane of Shadow back into the plane from which you departed.
When activated as a full action, a //shadow sprint unit// shifts the armor and its wearer into the Plane of Shadow, as //[[shadow walk]]//. The voyage continues until you reach your destination and depart the Shadow Plane as a full action, or until the upgrade runs out of charges, at which point the upgrade shifts you to a nearby corresponding point on the Material Plane. A //shadow sprint unit’s// charges replenish each day.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//shadow sprint unit// | 18 | 390,600 | 1 | any | L | 20 | 1/hour |
<div class="statblock">
* <<levels>>
* ''School'' illusion (shadow)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' up to one Medium creature or vehicle/level
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Will negates (object)
* ''Spell Resistance'' yes (object)
</div>
To use //shadow walk//, you must be in an area of dim light. You and any creature or vehicle you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.
All targets affected must be in direct contact with one another. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow can attempt a Will saving throw to negate the effect.
In the region of shadow, you move at a rate of 200 miles per hour. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature [[fatigued]] (no saving throw).
//Shadow walk// can also be used to travel to other planes that border on the Plane of Shadow (except for the Drift), but this usage requires you to travel across the Plane of Shadow to arrive at a border with another plane of reality, which takes 1d4 hours.
When you drink //shadowblend serum//, a purple, earthy-tasting liquid, you gain a +2 insight bonus to [[Stealth]] checks while you have concealment from dim light or darkness. In addition, darkness provides you concealment (but not total concealment) against [[darkvision]]. These effects last for 10 minutes.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, shadowblend// | 4 | 325 | — |
</div>
A //shadowstaff// is covered with fell symbols and is often surrounded by a dark nimbus of shadowy energy. As a basic two-handed melee weapon, a //shadowstaff// deals 2d6 bludgeoning, slashing, or piercing damage (your choice) as it manifests blades or spikes at will, and it has the [[block]] weapon special property. When a //shadowstaff// is used as a small arm, it has a range increment of 60 feet, and a single shot consumes 2 charges from its 40-charge capacity and deals 2d4 cold damage. Switching a //shadowstaff// from melee functionality to ranged functionality (or vice versa) is a swift action. Additionally, you can use a //shadowstaff// to [[create darkness]], as per the universal creature rule, once per day.
A //lesser shadowstaff// is covered with fell symbols and crackles with dark energy. As a basic two-handed melee weapon, a //lesser shadowstaff// deals 1d4 bludgeoning, slashing, or piercing damage (your choice) as it manifests blades or spikes at will, and it has the [[block]] weapon special property. When used as a small arm, a //lesser shadowstaff// has a range increment of 30 feet, and a single shot consumes 1 charge from its 40-charge capacity and deals 1d4 cold damage. Switching a //lesser shadowstaff// from melee functionality to ranged functionality (or vice versa) is a swift action.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//shadowstaff, lesser// | 2 | 500 | 1 |
|//shadowstaff// | 8 | 10,000 | 1 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' illusion (shadow)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' 60-ft. radius
* ''Duration'' 1 round/level
* ''Saving Throw'' Will disbelief and Reflex half, see text
* ''Spell Resistance'' yes
</div>
You create a powerful vision of a fleet of hostile starships overhead that appears to rain fiery laser shots mercilessly at your enemies. The ships appear to be 1,000 feet overhead and target a 60-foot-radius area that you designate on the ground. You can't cast this spell indoors unless you are within a structure that a fleet of starships could believably fit within.
Each round this spell is in effect, the starships deal 3d6 piercing damage and 3d6 fire damage to all hostile creatures in the area as the ships appear to shoot lasers at your enemies. If a creature interacts with the illusion (such as by taking damage), it can attempt a Will saving throw to take only half of this damage per round for the remainder of the spell. Regardless of whether a creature disbelieves the illusion, each round it takes damage from this spell, it can attempt a Reflex saving throw to instead take half damage; thus, if a creature that succeeded at its Will saving throw also succeeds at its Reflex save in a given round, it takes one-quarter the spell's damage that round.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* LN Large outsider (earth, extraplanar)
* ''Init'' +1; ''Senses'' [[blindsight]] 60 ft. (ground vibration); [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 18; ''KAC'' 22
* ''Fort'' +11; ''Ref'' +6; ''Will'' +9
* ''Immunities'' electricity
!!! OFFENSE
* ''Speed'' 20 ft., burrow 60 ft., climb 20 ft.
* ''Melee'' sintered [[longsword]] +18 (2d8+12 S) or slam +18 (2d6+12 B)
* ''Ranged'' tactical [[reaction cannon]] +14 (2d10+7 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' earth mastery, metalmorph, stone curse
* ''Spell-Like Abilities'' (CL 7th; ranged +18)
** 1/day—//[[wall of stone]]//, //[[slow]]// (DC 16)
** 3/day—//dust cloud// (as //[[fog cloud]]//), //[[hold person]]// (DC 15), //[[reflecting armor]]// (DC 15)
** At will—//[[disguise self]]//, //[[grease]]// (DC 14), //[[plane shift]]// (willing targets to elemental planes, Astral Plane, or Material Plane only)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +1; ''Con'' +4; ''Int'' +2; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Bluff]] +14, [[Engineering]] +19, [[Mysticism]] +14, [[Sense Motive]] +14
* ''Languages'' Aquan, Auran, Common, Ignan, Terran; [[telepathy]] 100 ft.
* ''Other Abilities'' metal glide
* ''Gear'' shaitan armor (as [[d-suit]] II), sintered [[longsword]], tactical [[reaction cannon]] with 12 heavy rounds
!!! ECOLOGY
* ''Environment'' any (Plane of Earth)
* ''Organization'' solitary, pair, company (3–6), or band (7–12)
!!! SPECIAL ABILITIES
''Blindsight ([[Ex]])'' A shaitan can pinpoint the location of a creature touching the same ground the shaitan is on or on a solid surface connected to that ground.
''Earth Mastery ([[Ex]])'' A shaitan gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the shaitan takes a −2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.
''Metal Glide ([[Ex]])'' As the [[earth glide]] universal creature rule, but the shaitan can also move through metal.
''Metalmorph ([[Su]])'' As a standard action, a shaitan can touch a single metal object of no more than 1 bulk and transform it into any other metal. The transformation lasts 1 day.
''Stone Curse ([[Su]])'' Any melee attack a shaitan makes against a foe adjacent to an earth, stone, or metal surface gains the [[entangle]] weapon special property as if from a weapon with an item level equal to the shaitan's CR. The surface does the entangling, rather than the weapon.
</div>
Shaitans are proud genies resembling giants carved from stone and gems. They hail from the Plane of Earth where they control vast corporations that vie for mineral-rich regions. They treat mortal sapient beings as, at best, valued employees. However, these genies reward industry and pay their debts.
A shaitan stands 11 feet tall and weighs 5,000 pounds.
Shakaltas are a species of highly intuitive psychic entities that inhabit Accara IV, a planet in the Vast with a very short day-night cycle. Each shakalta is born as a soul, appearing as a mote of glowing energy with a vague face and fully developed mind. A juvenile inherits a great amount of knowledge and spends their first few years receiving intensive telepathic education from their parents. A shakalta develops their identity and personality during this time. After a few years, a shakalta child is considered ready to become an adult.
To enter adulthood, two shakalta souls must bond together. Young shakaltas travel to Accara IV seeking a partner to bond with. Psychic compatibility and spiritual connection are all that matter to potential soul partners, and both souls must consent for this bonding to work. The deep link between bonded shakalta souls is one that surpasses trust and love. When two shakaltas agree to bond, they intertwine, creating a body of coherent energy to share, living the rest of their lives in this intimate proximity.
A shakalta's body has only one soul controlling outward activities at a given time. The inactive soul recedes and rests, conscious only of its mate. Cosmetic changes in the body reflect the active soul's sense of itself. These visual variations allow nonpsychic creatures to tell each soul from the other.
The culture of the shakaltas is deeply spiritual. Arrival in the galaxy as energy makes it easy for shakaltas to value knowledge, mysticism, and other immaterial concepts over objects and wealth. Shakaltas revere Yaraesa, the light of wisdom, and Sarenrae, the light of life. The two deities are often represented together in shakalta shrines, as separate luminosities unified in an eternal balance. Shakaltas spend their long lives seeking experiences and attempting to bring light and positivity to existence. Many shakaltas remain on Accara IV, gathering in family-like groups and living lives of quiet devotion to their deities, philosophy, and one another. However, some shakaltas feel a calling to leave their home world for a greater purpose. Members of the shakalta Star-Guardians exemplify this urge, their loose coalition dedicated to traveling the galaxy and defending it against evil.
The shakalta belief in the balance of dualities extends even to life and death. When a shakalta decides to reproduce, each bonded soul contributes vitality to create a kernel of psychic energy. The shakalta carries this "embryo" inside their body for 18 months. A juvenile shakalta called a neophyte then emerges without effort, immediately ready to begin its education. Conversely, some shakaltas agree to peacefully end their lives before natural death, seeing their passing as another avenue of exploration. Shakaltas believe their souls reincarnate and that bonded souls can find their partners in the next life, which might not be as shakaltas.
Shakaltas average 6-1/2 feet in height and weigh about 100 pounds. Shakaltas live for well over 500 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Int
* ''Hit Points:'' 6
* ''Size and Type:'' Shakaltas are Medium humanoids with the shakalta subtype.
* ''Aura of Light:'' The light level increases by one step within 10 feet of a shakalta. If the shakalta's body is mostly covered, such as by opaque armor, this light diminishes to a 5-foot radius. Complete covering can douse the light.
* ''Bonded Souls:'' Two souls bond to form an adult shakalta. Each soul has its own awareness, identity, and personality, but each can communicate with the other and access the other's thoughts and memories. When these souls bond, they create one shared permanent physical body out of coherent energy. Each day, after the shakalta rests to regain daily-use abilities, one soul takes active control of the body, which might change slightly in appearance to match the active personality. The other soul is still present but becomes mostly inactive, able to communicate only with the active soul. The inactive soul is also beyond the reach of other outside communication and mind-affecting effects. If a shakalta dies, both souls leave the shared body, but the bonded pair counts as one soul for //[[raise dead]]// and similar life-restoring effects.
* ''Dual-Classed:'' A shakalta must multiclass into two classes, one for each soul. The shakalta must alternate between the two classes whenever they gain a new level. A shakalta can never have more than one level of difference between these two classes. A shakalta who uses a //[[mnemonic editor]]// must still follow these restrictions.
* ''Energy Body:'' As beings of coherent energy, shakaltas are immune to disease and poison. Shakaltas don't need to breathe, and they are immune to the normal environmental effects of being in a vacuum, including cosmic rays.
* ''Shakalta Telepathy:'' Shakaltas have [[limited telepathy]] with a range of 30 feet. However, they are receptive to other shakaltas' telepathy, extending the range at which they can communicate with each other in this way to 90 feet.
* ''Psychic Shunt:'' Once per day, as a reaction when a shakalta fails a saving throw against a mind-affecting effect, the active soul can divert the effect to the inactive soul. The active soul is unaffected by the effect, but for the duration of that effect, the shakalta has the [[off-target]] condition and takes a –2 penalty to skill checks. While a mind-affecting effect is diverted to the inactive soul, spells can be cast to end the effect as if the whole shakalta were affected by it. If the souls switch active states while either is affected by a mind-affecting effect, the shakalta gains a new saving throw against those effects.
* ''Shakalta Magic:'' A shakalta can cast //[[dancing lights]]// and //[[energy ray]]// (electricity or fire only) at will.
* ''Skill Synergy:'' Shakaltas gain [[Skill Synergy]] as a bonus feat.
* ''Star Sustenance:'' Shakaltas gain sustenance from the light of stars, and they don't need water, although they can eat and drink if they wish. A shakalta can go without such light, which starship and space station lights can duplicate, for 1 day plus a number of hours equal to their Constitution score, after which they must attempt Constitution checks as if going without water.
!! Psychic Shunt Graft
{{Psychic Shunt}}
You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect.
<div class="statblock">
* ''Type'' disease (contact)
* ''Save'' Fortitude DC 13
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Cure'' 2 consecutive saves
<div class="statblock">
* ''Tier'' 20
* Supercolossal base ship
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 5); ''Drift'' 1
* ''AC'' 33; ''TL'' 32
* ''HP'' 825; ''DT'' 15; ''CT'' 165
* ''Ablative Armor'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Shields'' heavy 480 (forward 90, port 130, starboard 130, aft 130)
* ''Attack (Forward)'' gravity cannon (2d6×10; 10 hexes), particle beam (8d6; 20 hexes), particle beam (8d6; 20 hexes)
* ''Attack (Port)'' heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes)
* ''Attack (Starboard)'' heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes)
* ''Attack (Aft)'' heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes)
* ''Attack (Turret)'' mass driver (2d6×10; 20 hexes), mass driver (2d6×10; 20 hexes)
* ''Power Core'' Titan Heavy (950 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' crew quarters (good), mk 11 armor, mk 12 defenses, mk 6 mononode computer, mk 6 network nodes (3); ''Expansion Bays'' [[cargo holds]] (220), [[guest quarters]] (luxurious), [[hangar bays]] (4), [[recreation suite]] (HAC), [[recycling system]], [[science lab]] (life science, physical science), [[tech workshop]]
* ''Modifiers'' +6 to any 4 checks per round, +2 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 4,021 (minimum 150, maximum 100,000)
!!! CREW
* ''Captain (1 officer, 50 crew)'' [[Diplomacy]] +34 (20 ranks), [[Engineering]] +39 (20 ranks), gunnery +29 (20th level), [[Intimidate]] +34 (20 ranks), [[Piloting]] +34 (20 ranks)
* ''Engineers (5 officers, 375 crew each)'' [[Engineering]] +39 (20 ranks)
* ''Gunners (5 officers, 260 crew each)'' gunnery +29 (20th level)
* ''Pilot (1 officer, 100 crew)'' [[Piloting]] +34 (20 ranks)
* ''Science Officers (4 officers, 170 crew each)'' [[Computers]] +34 (20 ranks)
!!! SPECIAL ABILITIES
''Extensive Redundancies ([[Ex]])'' Shalar's framework is so tightly fitted and its systems so well protected by redundancies that each system ignores the first instance of critical damage that would be applied to it per starship combat.
</div>
When the first Star Citadel, //Heorrhad//, had its innards hewn from stone, its dwarven engineers repurposed the waste rock to construct //Shalar//, a vast and sturdy fortress reinforced with modern, high-tech materials. Rumors suggest that somewhere near //Shalar's// center rests a keystone that, should it ever be destroyed or removed, would trigger a cascade of failures that would spell the end of the entire citadel. The tenacious rumor persists despite the fortress's strength, so its dwarven crew members instead direct visitors' attention to the display within half of an enormous geode (the other half residing in //Heorrhad//, symbolizing the two citadels' deep connection).
While //Shalar// is neither the first nor the largest of the dwarven Star Citadels (those honors belong to //Heorrhad// and //Ironstar//, respectively), it is easily the most far-ranging, readily traveling the Pact Worlds, Near Space, and the Vast. Its crew boasts that Shalar has as many purposes as there are stones that make it up. Of late, the citadel has been amassing resources, mercenaries, and smaller starships as if in anticipation of some grand voyage, though where it's bound next is a tight-lipped secret that's inspired vigorous speculation.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CE Huge magical beast
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' slippery, [[void adaptation]]; ''Immunities'' cold, disease
!!! OFFENSE
* ''Speed'' 20 ft., fly 80 ft. ([[Su]], average)
* ''Melee'' bite +20 (3d4+14 P) or talons +20 (3d4+14 S plus [[grab]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' –1; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +21, [[Piloting]] +16 (to [[navigate]] only)
* ''Languages'' Aklo
* ''Other Abilities'' share defenses, [[spaceflight]]
!!! ECOLOGY
''Environment'' cold mountains or vacuum
''Organization'' solitary, pair, or flock (3–12)
!!! SPECIAL ABILITIES
''Share Defenses ([[Su]])'' As a swift action, a shantak can grant a single creature touching it [[void adaptation]] for as long as the creature remains in contact. The shantak can withdraw this protection as a free action.
''Slippery ([[Ex]])'' A shantak's scales seep slippery slime, granting it a +8 bonus to [[Acrobatics]] checks to [[escape]] and imposing a –5 penalty to all [[Survival]] checks to ride the shantak.
</div>
Shantaks are bizarre, winged creatures that seem to be an incongruous blend of reptile and bird. Although shantaks appear ungainly on land when perched on their two legs, their vast, bat-like wings enable the creatures to soar gracefully through vacuum as easily as they fly in atmospheres. Slimy scales cover a shantak's body, and its vaguely horselike head features a wide maw filled with dagger-like teeth. A shantak is about 30 feet long from nose to tail and weighs approximately 6,000 pounds. Planetside, shantaks inhabit remote and foreboding mountain peaks, but their ability to survive in and fly through vacuum means they can also be found in the void of space.
Despite their bestial appearances, shantaks are intelligent, and speak in shrill voices that sound like glass grinding against stone. They are willful creatures and cannot simply be trained as mounts. A would-be shantak rider must first seek out a shantak, braving its lair or hunting grounds, and then use diplomacy or magic to secure a shantak's cooperation as a mount, often with a liberal dose of flattery. Even then, shantaks have a tendency to deliberately strand riders in dangerous areas, or worse, revoke their shared defenses while in the depths of space so their riders asphyxiate and swiftly perish. The flesh of such unfortunate riders is particularly delightful to a shantak, especially if it is able to feed where the rider's one-time allies and friends can watch.
Many shantaks have a strange and irrational fear of certain humanoid winged creatures, such as faceless nightgaunts said to dwell in certain dreams, or specific types of winged humanoids more common in civilized regions. While these irrational fears are usually not so overwhelming as to have physical or mental effects on a shantak, shantaks do take pains to avoid confrontations with these other types of creatures if at all possible.
Shantaks' ability to travel the gulf of space ensures that these scaly creatures can be found on numerous worlds and their satellites. Yet despite this ability, shantaks are generally quite reluctant to seek out new worlds on their own unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the depths of space. Before the widespread use of Drift technology, some species employed shantaks as a rare and dangerous method of traveling among the stars, and there may well be as-yet-undiscovered civilizations in the Vast that continue to do so—perhaps because their technological advancement has not reached a level where they can use Drift travel.
Curiously, even those who have never encountered a shantak in real life often know of these creatures, for shantaks dwell in the shared dreams of slumbering minds as surely as in the depths of space. Some scientists and philosophers have gone so as far as to suggest that shantaks first hailed from a mysterious shared demiplane within the Dimension of Dreams called the Dreamlands. These scholars further posit that eerie and dangerous rituals have enabled the creatures to transform themselves from figments imagined by sleeping minds into creatures that exist in the waking world on countless planets.
Although shantaks do not enjoy the presence of active starships—almost as if the energies exuded by an active power core cause them some sort of intense discomfort—shantaks are quite fond of derelict ships. Large numbers of shantaks have been reported to roost in the nooks and crannies of a drifting hulk's hull, and exploration of the interior of these abandoned ships often reveals truly disturbing "caches" of food—the partially eaten remains of entire crews. Shantaks that roost in derelict starships take full advantage of their adoptive homes, ensuring their nests are well hidden from observation. These shantaks can be quite cunning in dressing the hulk in what appears to be valuable scrap, and some have even learned to tamper with shipboard alarm systems to send out false distress signals. The most cunning and dangerous of these drifting traps arise when the shantaks forge an alliance with another creature, often an undead created when a starship is destroyed. A shantak flock can wing off to distant worlds to retrieve rare necessities for their allies, returning via spaceflight to keep the denizen of a stranded derelict well supplied in luxuries that, without their own ship to command, they would otherwise be forced to forgo.
!! Dreamborn Shantak Template Graft
While the majority of shantaks encountered in the depths of space have always dwelt between the stars, a rare few emerge into this reality after being formed in the minds of creatures that dream they're riding a shantak. The transition from dream to waking world always results in the death of the dreaming creature, as if the shantak uses its dreaming rider's mind as fuel to empower its transition into the Material Plane. A dreamborn shantak's eyes shimmer with strange colors, and when a creature looks into those unsettling eyes, fragmentary glimpses of nightmare scenery infect it. A dreamborn shantak retains fragments of its ability to absorb mental energy, and it is not affected by mental attacks. Dreamborn shantaks are also swifter and more agile than their clumsier kin.
* ''CR'' 8+
* ''Required Creature Type:'' This template graft can be applied only to a shantak.
* ''Traits:''
** +4 bonus to initiative
** [[immunity]] to mind-affecting effects
** fly 100 ft. ([[Su]], perfect)
** nightmare glance (see below)
* //Nightmare Glance ([[Su]]):// This [[gaze]] ability has a range of 40 feet. A creature must succeed at a Will save to resist the gaze, or it is overwhelmed with waking nightmares, becoming [[staggered]] for 1d4 rounds and taking a –2 penalty to saving throws against fear effects for 24 hours. A creature that fails its save is immune to further applications of this ability for 24 hours. This is a mind-affecting, fear effect.
!! Shantak Whistles
While the advent of Drift technology has made interstellar travel accessible to the masses, not everyone is comfortable with using starships to travel. Some have philosophical reasons for avoiding the Drift, while others take offense at the notion of answering to the whim of a starship captain. Many have goals among the stars that they prefer not to share with others. Whatever the reason, the opportunity to travel atop a shantak's slippery back remains the preferred (and perhaps only viable) option for some. A //[[shantak whistle]]// is a sought-after tool for those who wish to find a shantak mount.
{{Shantak Whistle}}
Resembling the skull of a [[shantak]] but carved from its wing bone, a //shantak whistle// is a recorder-like instrument with several decorative holes drilled in its length—though only one tone may be produced by blowing into this whistle, and only shantaks can hear the sound. All others hear nothing but the soft rush of breath sweeping through the instrument. When you play a //shantak whistle// for 1 minute, its song reaches out to the stars, and within 1d6 hours, a single shantak arrives at your location.
Once it arrives, a shantak is under no magical compulsion to serve you, but you gain a +10 circumstance bonus to skill checks to secure the shantak's service as a mount (at the GM's discretion, usually requiring [[Diplomacy]] or [[Intimidate]]) for one Large or smaller creature. Even a shantak compelled to serve as a mount usually refuses to participate in battle and is likely to cooperate only long enough for a one-way trip using its [[spaceflight]] ability.
A //shantak whistle// can be used only once every 2 weeks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//shantak whistle// | 13 | 49,000 | L |
</div>
A weapon with the shape special property has a complex targeting array that allows it to target specified areas. If you make a single attack as a full action with such a weapon, you can exclude the listed number of squares from within this weapon's area of effect. This means you can avoid shooting an ally in the area of a [[blast]] weapon's effect, for example.
Having gathered magical energy from the environment, other planes, or a deity, you now shape that power into the proper form. Attempt the check or saving throw listed in the script.
This subtype is applied to creatures that can dramatically alter their forms.
* ''Traits:'' [[change shape]] (specific details depend upon creature)
When you use [[infinite worlds]], you can exclude up to one 5-foot square per witchwarper level from the effect's area.
No force in the universe is more addictive or satisfying than creation. You are adept at sensing and reshaping the fundamental connections in matter, manipulating the physical world around you. Although you're good at taking things apart, you delight in building as well, bringing structures into being with the power of thought.
* ''Associated Deities:'' Abadar, Damoritosh, Eloritu, Ibra, Iomedae, Yaraesa
* ''Associated Skills:'' Two from among [[Computers]], [[Engineering]], [[Life Science]], [[Mysticism]], [[Physical Science]], or [[Profession]] (in a crafting profession)
* ''Spells:'' 1st—6th //[[ectoplasmic barrage]]//; replaced by 1st—//[[grease]]//, 2nd—//[[make whole]]//, 3rd—//[[slow]]//, 4th—//[[ectoplasmic eruption]]//, 5th—//[[rapid repair]]//
!! Matter Field (1st)
As a standard action, you can surround yourself with a field of swirling debris and "hardened" air. This field grants you temporary Hit Points and fortification as if it were a [[force field]] with an item level equal to or lower than your mystic level. This field doesn't block gases, liquids, or light. If the field drops to 0 temporary Hit Points, it ends. You can use this ability for a number of rounds per day equal to 3 × your mystic level, but these rounds need not be consecutive. In general, it can be assumed you have enough air or loose matter around you to use this ability, but in some circumstances, such as when you are surrounded by vacuum, the GM is free to rule that this ability can function only if you can provide a source of matter.
!! Matter Sense (3rd)
You develop a feel for the movement of matter around you. You gain [[blindsense]] (vibration) with a range of 30 feet, and you gain the [[Blind-Fight]] feat. If you already have blindsense (vibration), increase its range by 30 feet.
!! Shape Matter (6th)
You can shape unformed matter into items you need. You need no tools or workshop, only your will and matter to rearrange—UPBs or an existing item. An existing item imparts only 10% of its value toward the cost of your creation. In any case, the raw materials must be in your possession and can't be carried or worn by another creature or exist as part of a structure. Creating an item this way takes 10 minutes. However, if your number of ranks in the appropriate skill to craft an item exceeds that item's level by 5 or more, you can craft that item in 1 minute. If your ranks exceed the item level by 10 or more, you can create the item as a full action that provokes attacks of opportunity. If you create an item that has daily uses (such as a magic item) or charges (such as a battery) with this ability, the item starts with no uses or charges available but can be recharged normally. However, consumable items function normally. Items you create or convert using this ability can have no more bulk than you have mystic levels and can't exceed Large size.
!! Apportation (9th)
You have achieved mastery over material objects and are able to transport small amounts of matter from one spot to another without those objects crossing the intervening space. A number of times per day equal to half your mystic level, you can teleport a nonliving, inanimate object that you are touching and that has up to 2 bulk up to 500 feet away. You do not need to be able to see the destination, but you must be able to clearly describe it, such as "500 feet north." If the object would arrive in an occupied space, this ability fails but is still expended. Alternatively, you can teleport an object within 500 feet to yourself; you must be able to clearly identify both the object and its current location. You can choose to be holding the object when it arrives, if you are able to hold it; otherwise, the object arrives on the ground in your space.
!! Phasing (12th)
You can temporarily cause your body and gear to become out of phase with other matter. For a number of rounds per day equal to your mystic level, as a move action, you can phase. These rounds need not be consecutive. When you're phased, you can pass through walls or material objects other than corporeal creatures, provided you begin and end your turn outside of the object. During a round in which you phase, attackers who target you with attacks and effects have a 20% miss chance, and you take only half damage from area effects. Force effects block your phasing and have no miss chance or reduced damage when targeting or affecting you. You cease phasing if you are incapable of thinking.
You can spend 1 Resolve Point to allow up to one willing creature per 3 mystic levels you have to phase with you, provided such creatures are within 30 feet of you when you phase. However, each additional creature you phase consumes 1 round of your phasing duration each round it remains phased, and it ceases being phased when you do or if it strays more than 90 feet from you. If a creature is part of your mystic [[telepathic bond]], however, it consumes 1 round the first round it is phased and 1 additional round every other round thereafter.
!! Molecular Wall (15th)
Up to two times per day, you can manipulate the air and minuscule amounts of matter around you to create a protective field. You can spend 1 Resolve Point to use //[[wall of force]]// as a spell-like ability. As with matter field, the GM can rule that you lack sufficient matter to create such a field, depending on your circumstances. In this case, you can create the wall out of psychic matter (sometimes called ectoplasm) that you will into temporary existence. When you do this, the wall costs you 1 additional Resolve Point and lasts half as long.
In addition, you can create your matter field out of the same psychic matter you can use to create molecular walls. If you do, each round your matter field exists expends 2 rounds from your daily uses of matter field.
!! Translocation (18th)
You can invert the matter of the universe, creating a portal to other worlds. Once per day, you can spend 1 Resolve Point as a full action to use //[[interplanetary teleport]]// as a spell-like ability. You can instead expend the use of this ability and 2 Resolve Points to use //[[plane shift]]// as a spell-like ability.
<div class="statblock">
* ''Tier'' 1
* CN Small starship magical beast
* ''Speed'' 10; ''Maneuverability'' good (turn 1)
* ''AC'' 16; ''TL'' 13
* ''HP'' 32; ''DT'' —; ''CT'' 6
* ''Attack (Forward)'' horn (1d4 plus [[ramming]] and starmetal infusion; 1 hex)
* ''Attack (Port)'' spine (1d4 plus starmetal infusion; 1 hex)
* ''Attack (Starboard)'' spine (1d4 plus starmetal infusion; 1 hex)
* ''Other Abilities'' [[living starship]], ride the lightning, [[spaceflight]], starmetal infusion, stormborn, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +5 (1 rank)
* ''Gunner (1 action)'' gunnery +5 (1 rank)
* ''Piloting (1 action)'' [[Piloting]] +11 (1 rank)
!!! ECOLOGY
* ''Environment'' any gas giant (Vesk-5)
* ''Organization'' solitary or pod (2-4)
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' A shard diver is a spacefaring magical beast that functions as a starship (and engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the bonuses, level, and ranks listed above. Use the following table to determine the effects when a shard diver takes critical damage.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | Biometal protrusions |@@.constrained Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc.@@ |
| 31–60 | Storm sacs |Condition applies to pilot actions. |
| 61–90 | Heart |@@.constrained Condition applies to all engineer actions except patching or repairing the heart.@@ |
| 91–100 | Brain* |@@.constrained During the next round, each of the creature's actions has a 25% chance of failure.@@ |
|*The brain doesn't gain critical damage conditions. |<|<|f
</div>
''Ride the Lightning ([[Ex]])'' If the shard diver starts its piloting phase inside the hexes of a vortex storm hazard, the shard diver gains a +2 circumstance bonus to its [[Piloting]] checks and moves as if it had perfect maneuverability (turn 0) instead of good.
''Starmetal Infusion ([[Su]])'' When making a horn or spine attack, before the attack is rolled, the shard diver rolls 1d4 to determine the starmetal infusing the attack, applying the effect from the table below.
<div class= "table-wrapper">
| do | Starmetal |Effect |h
| 1 | Abysium |Attack gains the [[irradiate|Irradiate (starship weapon property)]] (low) weapon special property. |
| 2 | Adamantine |Attack deals an additional 1 die of damage if successful. |
| 3 | Djezet |Attack gains the [[teleportation|Teleportation (starship special ability)]] weapon special property. |
| 4 | Inubrix |Attack ignores shields. |
</div>
''Stormborn ([[Ex]])'' The shard diver is immune to damage and effects from weapons with the [[EMP|EMP (starship weapon property)]] or [[vortex]] weapon special properties as well as to vortex storm hazards.
</div>
Shard divers hunt in the swirling chaos of gas giants, feeding upon starmetals and precious minerals ejected from such planets' cores. Extremely territorial, they attack competition on sight. The jagged biometal protrusions on their heads and necks serve as their primary methods of defense, and they propel themselves via bulbous storm sacs that radiate electromagnetic pulses along their elongated bodies. Shard drivers typically weigh 30 tons and measure 120 feet long.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 24 hours
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn't change the physical nature of the creature (if it lacks a means of speech, it still can't talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one willing creature
* ''Duration'' concentration, up to 1 minute/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You allow the target to share a memory with you and up to five other creatures, all of whom must be willing and within 30 feet of the target when you cast this spell. You designate which memories the target shares when you cast this spell, although the target can guide you in this designation. The designated memory can be as specific as "the conversation you just had with the captain" or as vague as "your favorite childhood memory of being with your father." For the duration, those sharing the memory experience it through the target's senses as the target did. Anyone sharing the memory can cease participation at any time. If you end the effect for yourself, or the target ceases sharing, the spell ends. If the memory's length exceeds the duration, it plays out while this spell lasts and then ends with the duration. This spell does not work on memories that have been magically altered or removed through spells such as //[[displace memory]]// or //[[modify memory]]//.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 swift action
* ''Targets'' you and up to one willing creature/level within 30 ft.
* ''Duration'' 1 round
* ''Saving Throw'' none; ''Spell Resistance'' no
</div>
You must be a barathu to learn this spell. When you cast it, you activate your early stage adaptation while also extending it to your allies. You can't have used early stage adaptation since the start of your last turn, and once you cast this spell, you can't use it until the start of your next turn. When you choose the adaptation, it applies both to you and to all the spell's targets.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Area'' 60-ft.-radius spread centered on you
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Fortitude negates, see text
* ''Spell Resistance'' yes, see text
</div>
Copaxis understand personal gravity adaptation well, and they and others have learned to share this adaptation. For the duration, you radiate a field of altered gravity. You and creatures and objects in the area treat gravity as if it were your choice of one step higher or lower, although a creature that succeeds at the saving throw is unaffected until it leaves the area and reenters. Then, the creature must repeat the saving throw. If you fail to overcome a creature’s [[spell resistance]], that creature is unaffected by the same casting of this spell. You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, a creature affected by forced movement can reduce the distance it moves by 5 feet (minimum 0 feet). Affected creatures ignore penalties from the [[off-kilter]] condition.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 minute/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target gains a +3 insight bonus to [[Perception]] checks and [[blindsight]] (hearing or scent as determined by the caster) for the duration of the spell. If the target already has blindsight for the sense chosen, the range of their blindsight is instead doubled for the duration of the spell.
The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus.
!! Sniper's Aim (1st)
When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can't use sniper's aim against an enemy with total cover.
!! Focus Fire (5th)
When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the [[soldier's onslaught]] class feature, you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.
!! Intense Focus (9th)
When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can't use intense focus more than once per round, nor can you use it against an enemy with total cover.
!! Focused Damage (13th)
When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don't take this extra damage.
!! Prepared Shot (17th)
As a standard action, you can study a target before you attack. The target must be within line of sight of you and either [[flat-footed]] or unaware of your presence. On the first attack you make against that target on your next turn, you gain a +2 bonus to your attack roll. If your attack hits, the target is [[staggered]] for 1 round; if you score a critical hit, the target is instead [[stunned]] for 1 round. Once you make a prepared shot, you can't use this ability again against the same target for 24 hours. You can't make an attack on the same round you study the target, even if an ability would let you attack without spending a standard or full action.
<div class="statblock">
* Huge mech (flight)
* ''Base HP'' 10; ''HP Advancement'' 7; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +0; ''Ref'' +1
* ''Speed'' 20 ft., fly 60 ft. (average); ''Strength'' +2
* ''Frame Slots'' 2; ''Aux Slots'' 2
* ''Operators'' 1–2
* ''Cost'' 2.5 × tier
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large animal
* ''Init'' +12; ''Senses'' [[low-light vision]]; ''Perception'' +21
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' [[unflankable]]; Immunities nonlethal damage
!!! OFFENSE
* ''Speed'' 15 ft., fly 80 ft. ([[Ex]], perfect)
* ''Melee'' bite +19 (1d10+14 P) or claw +19 (1d6+14 S; critical [[bleed]] 1d4)
* ''Multiattack'' bite +13 (1d10+14 P), 2 claws +13 (1d6+14 S; critical [[bleed]] 1d4)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +21 (+29 when flying), [[Athletics]] +16, [[Stealth]] +16
* ''Feat'' [[Spring Attack]]
* ''Other Abilities'' ovitonomy
!!!ECOLOGY
* ''Environment'' any cold (Aballon)
* ''Organization'' solitary, pair, or sight (3–8)
!!! SPECIAL ABILITIES
''Ovitonomy ([[Ex]])'' A sharpwing egg is inlaid with the same visual sensors that cover the adult creature's body. By concentrating, either parent can see through these eyes just as it can through its own, allowing it to monitor the egg's surroundings for potential threats while it is out hunting for sustenance. However, the sharpwing is unaware of its own surroundings while it is concentrating on its egg. In addition, these visual sensors allow a sharpwing egg to nominally react to its own surroundings. If an unattended egg sees an approaching threat (usually any creature other than a sharpwing), it can extend a number of short limbs and crawl away in search of safety at a speed of 10 feet per round. Either of the egg's parents can also direct the egg to move, using the same connection that allows the parent to see through the egg's eyes.
</div>
Sharpwings are fierce and fast carnivores found mainly in and soaring between the Ice Wells of Aballon—deep craters filled with a surprising variety of biological life that most people wouldn't associate with the predominantly machine-occupied planet. Those who encroach on sharpwing territory know that the only way to survive an encounter with the deadly predator is to bring it down before it draws close enough to attack with its devastating talons. Even such an undertaking is fraught with risk, as the creatures slice through the sky at such speeds that few have a chance of firing more than once or twice before the creature's razor claws descend. Sneaking up on a sharpwing is next to impossible thanks to the sensors covering its sleek body and wings, and while the beast is flying, it almost always sees its prey long before the prey is aware of its presence.
Fortunately for other creatures, these long-ranging hunters typically fly alone. One sharpwing is a dangerous foe, with little preference in the creatures it hunts. A pair can be deadly even to an experienced adventurer, especially if the creatures happen to be defending a nest or a newly hatched keenling, and woe unto the foolish explorer who stumbles upon the creatures roosting along the edges of an Ice Well crater. Only in lean times will the creatures take to the sky as a group to hunt, but when they do, they have been known to bring down prey several times their size.
Sharpwing breeding season lasts for several months each year, during which an unpaired male sharpwing's many visual sensors begin to blink rapidly. Biologists believe that this fast blinking signals to unpaired female sharpwings that the male's sensors are strong and plentiful. In areas where the male sharpwing population is greater than the female population, multiple unpaired males sometimes gather in a circle around a female and spread their wings, trying to showcase as many of their sensors as possible. The female sharpwing then chooses a suitable mate from among the suitors by pecking sharply at his forehead. A sharpwing lays only three or four eggs at a time, and the parents remain paired until all the eggs have hatched, as they both have connections to them after they are laid.
Sharpwing eggs are covered with the same organs that cover a sharpwing's body, and sharpwing parents have the curious ability to see through those eyes. Many scholars believe this connection is possible due to a genetic form of quantum entanglement the creatures evolved thanks to Aballon's natural radiation. Others posit that the First Ones are responsible for tinkering with the species' genetic code millennia ago. In addition, and slightly more puzzling to biologists, is the eggs' ability to sprout slender legs and flee threats perceived through these same sensors. Such movement is of questionable evolutionary benefit, as it is neither swift nor stealthy and has been known to result in the eggs tumbling down cliffs, sinking into bodies of water, or otherwise ensuring their own destruction.
Sharpwings' unusual biology provides multitudinous opportunities in arcane, biogenetic, and technological research and development, but it has led to overeager researchers turning to or becoming game hunters. Paying to acquire a sharpwing or one of their eggs is a costly endeavor, and even more so for living specimens. Some entrepreneurs have captured sharpwings to breed them as a commodity, leading to out-of-control invasive populations of the predators on planets far from Aballon. However, they are on the brink of extinction on their home world due to this same increasing demand and the planet's ever-expanding urban sprawl. This threat to the species (and the threat sharpwings pose to species on other worlds) has drawn the attention of the Xenowardens, and discussion of trade sanctions now threatens to push the breeding, capture, and trade of sharpwings and their eggs into the black market, where it will undoubtedly flourish and possibly hasten the species' demise.
!! Ocucloaks
For centuries, military organizations have striven to give their fighters the same type of battlefield awareness granted by a sharpwing's many eyes. In the past, certain arcane scholars have re-created this ability with unstable magic, sometimes with unfortunate (and grotesque) consequences. Early tests with clothing studded with nanocameras linked to a pair of bulky goggles left most users disoriented and queasy. More recent studies of sharpwing egg anatomy and advances in modern biotechnology have enabled the creation of an organic microprocessor that attaches to the user's occipital lobe, giving her the ability to interpret visual signals generated by sensors woven into a piece of clothing known to many manufacturers as an ocucloak. The most popular models of the following biotechnological augmentation and the attached garment are produced by Brethedan companies.
{{Ocucloak Processor}}
Before the Gap, shatoris had a utopian civilization that spanned several words in the Disaj system in the Vast, built upon a wellspring of magic on their home world, Perdane. When the source of their power dwindled, the shatoris searched the planes for more eldritch energy. Their overreach led them to Abaddon, and when they retreated from that plane, an army of daemons followed them back to the Disaj system.
The daemons overwhelmed the defenses of Perdane, destroying civilization and the environment there. As the forces of Abaddon spread, the shatoris withdrew to Perdure, another world in their system, to plan. They knew their doom was a matter of time, so they hastily enacted a complex ritual that opened a demiplane to allow some of them to enter stasis for centuries. The complex spell was too rushed, though, and the survivors ended up in a pocket dimension connected to Pharasma's Boneyard, where the shatoris slept for ages. As they did, the Boneyard's energies altered them.
When their spell released them, the remaining shatoris were changed. They each retained great height and grace, but their flesh had become semitransparent and their bones limned with light. This combination makes shatoris' eyes glow and their bones visible through their translucent flesh. Shatoris are living creatures, but centuries of exposure to the energies of the Boneyard have have extended each shatori's natural life indefinitely and rendered them sterile.
The shatoris returned to Perdure a shattered people. They had witnessed their species' near extinction and their civilization's ruin. All their previous accomplishments had been razed to ruins, and their future seems to be one of slow attrition. Despair gripped survivors in the early days after their return. The wisest shatoris could see that their people's despondency might accomplish what the daemons could not. Nine of these shatoris, called the Shabani, drafted a document called the Shaban, laying out ideal behavior and enshrining a culture of impartiality and tranquility, placing the objective over the subjective. The Shaban endorses detachment from the material world and rejects the worship of gods. It instead recommends philosophical egoism that leans toward benevolent self-interest, which includes working to benefit others, seeing the common good as an extension of personal welfare. Based on the Shaban, shatoris believe they should each find a purpose and use their gifts to fulfill that reason for existing, profiting themselves and others. According to the Shaban, inaction is the greatest sin—a wasted life dishonors the billions of shatoris who were denied the chance to live at all.
Shatoris see each death among them as a potentially catastrophic loss. Therefore, they seek to ensure their personal knowledge and culture is remembered even if they fail to survive, keeping detailed records. Shatoris also distribute their knowledge with little restraint, including to other sapient species.
When the Signal provided Drift travel to the shatoris, they had already expanded to Prevail, another world relatively untouched by the daemons in the Disaj system. Despite exploring Drift travel in theory, they remained in Disaj. When the Azlanti arrived in the Disaj system, the shatoris headed off conflict by offering their services as analysts, scholars, and magic‑users. The Disaj system became a vassal of the Azlanti Star Empire with no struggle. Shatoris serve the Azlanti with quiet obedience, fearing for their species' survival. Still, some brave shatoris act subtly against the empire. As highly skilled servants, shatoris conduct research and fill bureaucratic roles essential to the empire's stability and expansion. Many of these privileged positions allow shatoris to influence the course of the empire's policy and future, and the stoic immortals hope the long-term impact of their actions changes the empire for the better of all.
The combination of shatori philosophy, dread of extinction, and desire for remembrance makes many averse to risk. Such shatoris remain in imperial space, hunting for ways to alter their fate. A few shatoris, however, are bold enough to take greater risks and travel the galaxy in search of answers and new possibilities.
!! Racial Traits
* ''Ability Adjustment:'' +2 Int, +2 Wis, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Shatoris are Medium humanoids with the shatori subtype.
* ''Boneyard Conditioning:'' Shatoris have a +2 racial bonus to saving throws against death effects, disease, fear effects, and poison.
* ''Psychometry:'' By taking a standard action to touch a creature or object, a shatori gains a +4 racial bonus to their next check to [[identify|Identify Creature]] the creature, their next check to [[recall knowledge]] about the creature or the object, or their next [[Sense Motive]] check against the creature. To touch an unwilling creature, the shatori must succeed at a melee attack roll against that creature's EAC.
* ''Shared Stillness:'' Allies within 10 feet of a shatori gain a +1 morale bonus to saving throws against fear effects.
* ''Shatori Magic:'' Shatoris gain the following spell-like abilities. The caster level for these effects equals the shatori's level.
** At will—//[[detect magic]]//, //[[grave words]]//, //[[stabilize]]//
!! Psychometry Graft
{{Psychometry}}
The first time a weapon with this property is used on a target, the weapon has the [[penetrating]] special property. However, if the weapon's damage is dealt to the same target continuously over subsequent rounds, the amount of hardness the weapon ignores = 3 × the weapon's item level. If the weapon bearing this property is [[modal]], the damage type dealt by the weapon must change each round, or the weapon functions only as a penetrating weapon.
Mirrored shards of glass are sewn into the cloth of this long overcoat at regular intervals. Once per day as a standard action, you can cause the shards to jut outward at deadly angles for 1 minute. During that time, each time you are struck with a creature's natural weapon or unarmed strike, that creature takes 2d6 slashing damage. The creature can attempt a Reflex saving throw or half damage. In addition, once per day, if you are struck with a critical hit from a creature's natural weapon or unarmed strike, you can cause the shards to fly from the coat as a reaction, dealing 8d6 slashing damage to every creature in a 10-foot-radius burst (Reflex save half). The DC for either Reflex save is equal to 10 + half your level + your key ability score modifier. After doing so, you can't use the coat's other protective ability for 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//shattercoat// | 8 | 9,000 | L |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' —
* ''Damage'' low; ''Damage Type'' S; ''Critical'' [[wound]]
* ''Slots'' 1 (lower limb or upper limb)
* ''Surgical'' When using shears to perform a [[called shot]] action, the mech reduces the action's PP cost by 1.
* ''Cost'' 2.5 × level
</div>
These wicked blades can slice enemies like scissors.
The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: [[Acrobatics]], [[Athletics]], [[Sleight of Hand]], or [[Stealth]], selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1. When you form a sheath array, you can use a [[nanite surge]] to gain a number of temporary Hit Points equal to your nanocyte level; you lose any such remaining temporary Hit Points when the sheath array ends.
A //sheering// weapon has impossibly sharp edges, sports jagged serrations, or sharpens its projectiles upon firing for maximum lethality. When you successfully attack a foe with the weapon and the die’s result is 18 or 19, you can spend 1 Resolve Point to apply one of the following critical hit effects the weapon has to the target, though you don’t double the damage: [[bleed]], [[severe wound]], or [[wound]]. Only weapons that deal piercing or slashing damage can benefit from this fusion.
This bulky glove fits over the user's hand, with reinforced plates covering the knuckles. When the weapon connects with a target, the kinetic force fires scattergun shells into the target and deal impressive bludgeoning damage. Mercenaries favor these weapons for fighting at close quarters, and pirates sometimes use them to make their punches all the more dramatic. Shell knuckles are available in tactical, advanced, elite, and paragon models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|shell knuckles, tactical | 6 | 4,050 | 3d4 B | — | L |[[analog]], [[shells]] (1, usage 1) |
|shell knuckles, advanced | 12 | 32,500 | 4d8 B | — | L |[[analog]], [[shells]] (2, usage 2) |
|shell knuckles, elite | 16 | 151,000 | 10d8 B | — | L |[[analog]], [[shells]] (3, usage 3) |
|shell knuckles, paragon | 20 | 525,000 | 14d8 B | — | L |[[analog]], [[shells]] (4, usage 4) |
</div>
A bulky weapon favored by scrappy fighters with limited resources, this oversized pistol uses scattergun shells as ammunition but creates a short-range tongue of flame. Thought to be inspired by the longer gulchgun, the shellgun is also a favorite of ysoki. Available models include the bombard shellgun, the blaze shellgun, and the fury shellgun.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shellgun, bombard | 3 | 1,150 | 1d6 F | 10 ft. | [[burn]] 1d4 | 1 shell | 1 | L |— |
|shellgun, blaze | 9 | 11,500 | 2d6 F | 20 ft. | [[burn]] 1d6 | 2 shells | 2 | L |— |
|shellgun, fury | 12 | 30,500 | 3d6 F | 20 ft. | [[burn]] 2d6 | 8 shells | 8 | L |— |
</div>
A few melee weapons can be loaded with scattergun shells to create a powerful close-range, one-shot attack. A weapon with the shell special property lists its capacity and usage value. Unlike charges for powered melee weapons, this usage is per attack.
You use your size and reach to better defend other creatures.
''Prerequisites:'' [[Bodyguard]], natural reach of 10 feet or more.
''Benefit:'' You can use [[Bodyguard]] to protect an ally within your natural reach, rather than just an adjacent ally. The bonus and penalty to AC from the Bodyguard feat are each increased by 1 when you use the ability on a smaller ally.
A shield weapon encapsulates the target in a short-term force field. This force field lasts until the start of your next turn or until it has absorbed the listed amount of damage, whichever occurs first. A force field originating from a shield weapon blocks only incoming damage; it does not interfere in any way with the target's weapons or attacks. You can't use a shield projector to target yourself.
You can position your shield to protect against area effects.
''Prerequisites:'' Proficiency with shields.
''Benefit:'' As a reaction when you would take damage from an effect that allows a Reflex save, you can spend a Resolve Point to reduce the damage you take from that effect by an amount equal to your shield's item level.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 hour/level (D)
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
This spell wards the target and creates a mystic connection between you and the target so that some of its wounds are transferred to you. Casting this spell requires you to spend 1 Resolve Point. The target takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal Hit Point damage, and you take the amount of damage not taken by the target. Only Hit Point damage is transferred in this manner; the target's Stamina Points are damaged as normal. If you still have Stamina Points, you take the damage to your Stamina Points before Hit Points, as with normal damage.
Forms of harm that do not involve Hit Points, such as charm effects, temporary ability damage, ability drain, permanent negative levels, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the target and you, but damage already split is not reassigned to the target. If you and the target of the spell move out of range of each other, the spell ends.
You are trained in the use of shields.
''Benefit:'' You gain proficiency with shields.
''Special:'' Mechanics with an [[exocortex]], solarians, soldiers, and vanguards gain proficiency with shields automatically at 1st level.
A shield projector is a heavy weapon that encases its target in a short-duration force field, akin to that produced by an armor upgrade. Such force fields are of limited strength, but higher power shield projectors can create a stronger protective barrier around the target. Shield projectors see the most use among security forces assigned to protect diplomats and high-profile celebrities. Available models—from the least to most powerful—include sentry, defender, guardian, and warden shield projectors.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shield projector, sentry | 4 | 2,180 | — | 40 ft. | — | 40 charges | 4 | 2 |[[shield]] 1d4, [[unwieldy]] |
|shield projector, defender | 9 | 13,800 | — | 40 ft. | — | 80 charges | 10 | 2 |[[shield]] 2d6, [[unwieldy]] |
|shield projector, guardian | 14 | 75,200 | — | 40 ft. | — | 80 charges | 16 | 2 |[[shield]] 2d12, [[unwieldy]] |
|shield projector, warden | 19 | 594,000 | — | 40 ft. | — | 100 charges | 20 | 2 |[[shield]] 4d12, [[unwieldy]] |
</div>
These firearms rely on electromagnetic firing mechanisms similar to railguns, though tye shield rifle's design and thinner protective housing cause it to practically bleed energy. Although only faintly visible in isolation, the electrical discharges from entire platoons wielding shield rifles can illuminate their surroundings with haunting light.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shield rifle, tactical | 2 | 900 | 1d8 E & P | 80 ft. | [[arc]] 1d4 | 12 rounds | 1 | 2 |[[buttressing]] |
|shield rifle, advanced | 7 | 6,820 | 2d8 E & P | 80 ft. | [[arc]] 2d4 | 12 rounds | 1 | 2 |[[buttressing]] |
|shield rifle, elite | 12 | 37,000 | 4d8 E & P | 80 ft. | [[arc]] 4d4 | 15 rounds | 1 | 2 |[[buttressing]] |
|shield rifle, paragon | 17 | 264,000 | 8d8 E & P | 80 ft. | [[arc]] 4d8 | 18 rounds | 1 | 2 |[[buttressing]] |
</div>
You react instinctively to danger, shifting your focus in a flash. As a reaction when you’re the target of an attack, you can align your shield against your attacker. After you use this discipline, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
[[Embri]] have evolved unusual ways of thinking that protect them from certain magic. With this augmentation, arcane charged filaments form a cage around your brain (or similar organ), granting you immunity to magical charm effects and a +2 enhancement bonus to saving throws against enchantment spells and effects.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|shielded thoughts graft | 6 | 4,425 | brain |
</div>
<$list filter="[list[$:/StoryList]is[current]]">
A character is proficient with shields if they have the Shield Proficiency feat. Some classes as noted in the feat. Wearing a shield without being proficient has the same penalty as wearing armor without being proficient, but this penalty does not stack with itself if you are wearing both armor and a shield with which you are not proficient.
All shields are considered to be designed to work with the [[phase shield]] armor upgrade, and you can use the arm wielding a shield to also activate a phase shield. Phase shields do not grant a shield bonus.
Shields can be targeted by sunder combat maneuvers, and their hardness and HP are calculated the same way as for armor. Shields that allow you to use them to make unarmed attacks can have weapon fusions added to them, treating their item level as their weapon item level, and can be made of any special materials that can also be used to make melee weapons. The effects of these modifications are applied to unarmed attacks made with the shield. Armor upgrades added to shields are technological items and can be affected by abilities as such, unless they say otherwise. Shields themselves are not considered technological items for effects that work only on powered or technological objects.
</$list>
<<list-links "[tag[Shields]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
!! Reading Shield Tables
An entry on the shield table describes a single shield with the following statistics, as described below. Individual shields are described afterward. Not all shields have all the entries listed here. Some shields do not have a maximum Dexterity bonus or an armor check penalty.
* ''Level:'' The shield's item level.
* ''Price:'' The typical market price of the shield.
* ''Shield Bonus:'' This lists the shield bonus to AC granted by the shield. A shield bonus represents having a mobile physical barrier between you and an attack. Shield bonuses do not stack with one another, and they do not stack with bonuses gained from cover. Having a shield also does not increase the level of cover you gain from other objects. For example, a character with partial cover and a basic riot shield is not considered to have cover rather than partial cover. The first number represents the bonus gained when the shield is wielded, and the second represents the bonus you gain when aligning the shield to protect against a specific foe. See the shield descriptions for details.
* ''Maximum Dex Bonus:'' You normally add your Dexterity modifier to your Armor Class (for both EAC and KAC), but it may be limited by your shield. Your shield's maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to your AC. Any excess Dexterity bonus doesn't raise your AC further and is simply ignored for this purpose. If you are wearing armor with a maximum Dexterity bonus while wielding a shield with a maximum, you use the lower of the two values as your maximum.
* ''Armor Check Penalty:'' While wielding the shield, you take a penalty to most Strength- and Dexterity-based skill checks equal to this number. If you are wearing armor with an armor check penalty while wielding a shield with a penalty, combine the two penalties.
* ''Bulk:'' This is the bulk of the shield.
* ''Upgrades:'' This is the number of armor upgrades that can be placed in the shield. Not all armor upgrades can be placed in shields, and those that do may work differently. Upgrades that list shield with an asterisk (*) provide their benefit only against attacks from a target the shield has been aligned against. (For example, a shield with an electrostatic field provides electricity resistance only against attacks from a target it has been aligned against, and deals electricity damage only if that target makes a melee attack against you.) Armor upgrades used as shield peripherals do not stack with armor upgrades that grant the same benefits (such as DR, energy resistance, or bonuses to saving throws).
</$list>
While almost every ship has simple navigational shielding to prevent damage from tiny bits of debris, this protection does little to stop a starship from being damaged by lasers, missiles, and larger impacts. To defend against such threats, a ship has energy shields, though these shields don't count as force effects. Projectors mounted around the ship create a barrier that absorbs damage from attacks. Each attack reduces the number of Shield Points ([[Sp]]) in a given arc until that arc's shields are depleted, after which point all further damage in that arc reduces the ship's Hull Points. Shield Points regenerate over time and can eventually be used again, but this regeneration occurs only when the ship is not in combat or otherwise taking damage. Shields must be attached to a functional power core in order to regenerate; the rate of regeneration is listed in the table below.
The value listed under Total SP in the table below is the total number of Shield Points provided to the ship. At the start of combat, when the starship's crew takes up battle stations and the shields are activated, the Shield Points must be divided up between the four quadrants of the ship. No quadrant can be assigned less than 10% of the total number of Shield Points available at the start of combat, or available at the time the shields are balanced again using the balance shields science officer action.
The table also lists rate of regeneration, PCU needed, and cost.
<div class="table-wrapper">
|Shields | Total SP | Regen. | PCU | Cost (BP) |h
|basic shields 10 | 10 | 1/min. | 5 | 2 |
|basic shields 20 | 20 | 1/min. | 10 | 3 |
|basic shields 30 | 30 | 1/min. | 15 | 4 |
|basic shields 40 | 40 | 1/min. | 15 | 5 |
|light shields 50 | 50 | 2/min. | 20 | 6 |
|light shields 60 | 60 | 2/min. | 20 | 8 |
|light shields 70 | 70 | 2/min. | 25 | 10 |
|light shields 80 | 80 | 2/min. | 30 | 12 |
|medium shields 90 | 90 | 4/min. | 30 | 13 |
|medium shields 100 | 100 | 4/min. | 30 | 15 |
|medium shields 120 | 120 | 4/min. | 35 | 17 |
|medium shields 140 | 140 | 8/min. | 40 | 18 |
|medium shields 160 | 160 | 8/min. | 45 | 20 |
|medium shields 200 | 200 | 8/min. | 50 | 22 |
|heavy shields 240 | 240 | 16/min. | 55 | 23 |
|heavy shields 280 | 280 | 16/min. | 60 | 25 |
|heavy shields 320 | 320 | 16/min. | 70 | 27 |
|heavy shields 360 | 360 | 32/min. | 80 | 28 |
|heavy shields 420 | 420 | 32/min. | 90 | 30 |
|heavy shields 480 | 480 | 32/min. | 110 | 32 |
|superior shields 540 | 540 | 64/min. | 130 | 35 |
|superior shields 600 | 600 | 64/min. | 160 | 40 |
</div>
As a standard action, you can change the type of a single [[energy resistance]] (but not immunity) of a creature within 100 feet (from cold to fire, for example) for 1 round. The creature can attempt a Will saving throw to negate this effect. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours.
Your mastery of disguises has made you adept at spotting impostors.
Prerequisites: Change form species trait or [[Disguise]] 5 ranks.
''Benefit:'' When you attempt a [[Perception]] check to pierce a creature’s disguise, you reduce any bonus it gains from any special ability it used to disguise itself (such as the +10 bonus to Disguise checks granted by //[[disguise self]]// or the change shape ability) by 5 or by an amount equal to your ranks in Disguise, whichever is greater. This can’t reduce the bonus granted by any of these abilities to less than 0.
You draw biological adaptations from an unfamiliar reality and apply them onto your form. Once per day when you regain your spell slots, select a single biome, such as aquatic, forest, or space. When you are in this biome, you ignore the effects of nonmagical difficult terrain. Additionally, you gain a +2 circumstance bonus to [[Survival]] checks and to saving throws made against environmental hazards when you are in this biome.
As a reaction when a creature with [[immunity]] to a type of energy damage within 100 feet is affected by energy damage, you can change the creature's immunity to another type of energy (acid, cold, electricity, fire, or sonic) before the damage is resolved. The effect of this paradigm shift lasts for 3 rounds. This does not affect the creature's ability to survive environmental hazards or conditions, only what damage it takes from attacks and special abilities. (For example, a creature normally immune to fire that has its immunity shifted to cold by this ability and then swims in lava still doesn't take damage from the lava even though it's now vulnerable to fire weapons and spells.) The creature can attempt a Will saving throw to negate this effect. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours. You must know the shift resistance paradigm shift to learn this paradigm shift.
As a standard action, you can touch a weapon that deals damage and temporarily change its damage type. If the weapon deals kinetic damage, you can change it only to another type of kinetic damage; if it deals energy damage, you can change it only to another type of energy damage. This effect lasts until the end of your next turn.
At 11th level, you can instead spend 1 RP to cause a touched weapon to deal any type of kinetic or energy damage, regardless of its normal damage type. For example, you could cause a [[zero
rifle]] to deal piercing damage instead of cold. This ability never causes a weapon to target a different Armor Class.
<div class="statblock">
* ''Levels'' <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius emanation
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
Waves of shifting shadows obscure the appearance of creatures caught within the emanation, making it harder to
tell friends from foes. This spell doesn't cause affected creatures to risk accidentally attacking their allies, but it does require them to concentrate harder to keep track of their allies and foes. While this spell is in effect, every creature in the area can treat any other creature in the area as an allied threatening creature for the purpose of flanking. Additionally, creatures in the area can't attempt attacks of opportunity. These shadows don't hinder precision-based attacks or create areas of dim light. Creatures with [[blindsight]] or [[blindsense]], or those under the effect of //[[true seeing]]//, are not affected by this spell.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one willing creature or object
* ''Duration'' 1 round
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You touch a willing creature and affect one of its energy damage attacks or weapons, changing the energy damage type of one of its attacks to one other type until the end of your next turn. Even if you don't change the damage, the next affected attack that hits deals 2d6 additional damage if it targets only one target, or 1d6 additional damage if it affects an area or multiple targets.
Developed by the reptoids for their agents, shiftskin comes in a variety of designs styled to resemble normal clothing, uniforms, and even other light armors. Each suit of shiftskin is designed to accommodate both its owner's natural form and one other specific assumed form of another race, shifting and reshaping as needed when the reptoid changes shape. Thus a suit of shiftskin can be adjusted to accommodate two different forms, rather than fitting only one form at a time.
Shiftskin has been adapted for use by other races. Even when used by non-reptoids, an individual suit can still can be adapted to shift between two different forms, so long as those forms are no more than one size category apart. Though obviously of use for non-reptoid shapeshifters, this also allows the same suit to fit two different wearers.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|shiftskin I | 9 | 13,850 | +10 | +11 | +7 | –1 | — | 2 | 1 |
|shiftskin II | 14 | 76,830 | +16 | +17 | +7 | –1 | — | 3 | 1 |
|shiftskin III | 20 | 886,500 | +22 | +24 | +7 | –1 | — | 5 | 1 |
</div>
Though smaller and more expensive than a simple club, a shillelagh is often sturdier and made of more modern materials, such as aluminum or fiberglass. A shillelagh is usually used as a walking stick, but some are capable of dealing weighty blows to the head in the hands of those trained in self-defense.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|shillelagh, destroyer | 1 | 200 | 1d4 B | — | 1 |[[analog]], [[reposition]] |
|shillelagh, cruiser | 7 | 5,500 | 1d10 B | [[stagger]] | 1 |[[analog]], [[reposition]] |
|shillelagh, battleship | 13 | 46,000 | 3d8 B | [[stagger]] | 1 |[[analog]], [[reposition]] |
</div>
As part of any move action, you can cause the air around you to shimmer with heat. Squares adjacent to your space provide soft cover to allies for a number of rounds equal to your Constitution modifier. This ability ends if an opponent damages you or forces you to make a saving throw.
This jagged oval of luminous, ultra-hard material roils with the same hues of the Drift. The shield feels unnaturally light to wield for its size and flashes brightly when struck. Rumors abound about the //shimmershield’s// origin, but the most popular theory is the shield was forged by a brilliant but eccentric technomagical expert using the same methods used to create the Drift, the better to survive the dangers of the hyperspace plane. Others believe the shield to be the modified scale of a massive, extinct creature native to the Drift. The least likely hypothesis is the shield is a remnant of some protean asteroid-crystal that once sat at the center of the Drift and whose explosion created the plane itself.
The //shimmershield// can be wielded as a paragon [[tactical shield]] with no upgrade slots, and it gives off dim light in a 5-foot radius. The //shimmershield// can absorb energy attacks to later expel as dangerous blasts of the same mysterious energy that constitutes the Drift. When the //shimmershield// is aligned to protect against a specific foe and that foe misses you with an attack targeting EAC, roll damage as though the attack had hit; the //shimmershield// absorbs this damage harmlessly and gains a charge for every 10 points of damage it absorbs, rounding down. The //shimmershield// can hold up to 20 charges at a time; any charges gained past this limit are immediately lost. As the shield gains additional charges, the light grows stronger; when it has 10 or more charges, it gives off normal light in a 10-foot radius; if it has 20 charges, it gives off bright light in a 20-foot radius.
When the //shimmershield// expels energy, it does so in the form of powerful blasts, pulsing with the colors of the Drift. As a standard action, you can expend 1 or more charges to make an attack with the //shimmershield//. The attack can either be a ranged attack with a range of 75 feet or a melee attack. Either way, it targets EAC, deals 1d6 damage per charge spent, and counts as magical. A creature hit by the attack must succeed at a Fortitude saving throw (DC = 1/2 the damage done) or be [[blinded]] for 1 round.
The //shimmershield// can be destroyed only by bringing the fully charged shield to the Temple of Triune in Alluvion and offering it to Triune as a material component in a casting of //[[miracle]]//, allowing the shield’s stored energy—and very substance—to be mystically downloaded into the neural networks of the temple.
A //shimmerstone staff// is a hybrid item that functions as a two-handed advanced melee weapon. While you are wielding a //shimmerstone staff//, the DCs of your charm and emotion
spells and effects are increased by 1.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//shimmerstone staff, sunset// | 6 | 4,000 | 2d6 B | — | 1 |[[unwieldy]] |
|//shimmerstone staff, evenfall// | 11 | 25,000 | 5d6 B | — | 1 |[[unwieldy]] |
|//shimmerstone staff, twilight// | 15 | 105,000 | 6d12 B | — | 1 |[[unwieldy]] |
</div>
The world of Shimrinsara, deep in the Vast, is constantly plagued by violent storms, but seven glittering dome-cities protrude through the tempestuous clouds. These metropolises stand as a testament to the perseverance and resourcefulness of the planet's most notable inhabitants: crystalline humanoids known as shimreens. Shimreens built their domes not only to protect their cities from the storms, but also to harness the abundant available energy that powers their civilization. According to surviving records, the crystalline people have been doing this since long before the Gap.
Shimreens are composed of glimmering crystal, and the average shimreen is 7 feet tall and weighs 600 pounds. Though their tall, angular bodies can be any color (or even clear), most tend toward cool, bright jewel tones such as blue, purple, or teal. Much like their radiant metropolises, shimreens glow from within.
The most popular legend about how shimreens came to be holds that the first shimreen was kissed by lightning, rising out of the earth and into sapience—and that their spark has passed down through the generations. Whatever their origins, modern shimreen are not so much born as they are made. Pharasma's Forge, once merely a small volcanic hotspot, has developed over millennia into a sacred temple of making and unmaking. Narrow canals, carved into the mountain's face in ray-like patterns, direct small rivers of lava into creation chambers. To form a new shimreen, fragments from one or more living parents are placed into a chamber, which is superheated by lava until either a soul is attracted to the seed crystals and a new shimreen is formed, or the contributed shards are consumed. It's possible for a single shimreen to reproduce alone, or for each member of a large family unit to donate a piece of themselves. Since shimreens generally live for centuries, when one passes away, their body is taken in a solemn procession to be added to the lava that powers Pharasma's Forge so that they may contribute to the making of new life.
Shimreens are able to change their body slightly to fit their needs, including shifting an arm into a crystal lance or adjusting their constant internal glow. A significant number of shimreens shape the crystals atop their heads to form crowns, while others let the crystals around their faces grow wild to form clusters they call manes—and some do both.
Thanks to Shimrinsara's endless source of energy, its citizens are employed chiefly in the pursuit of culture and trade, rather than toiling to gather resources. Two castes make up the majority of shimreen inhabitants: workers and warriors. Workers can have a variety of skilled occupations and include artisans, engineers, entertainers, and scientists. Warriors are mainly tasked with fending off attempted incursions from outsiders who covet the shimreens' plentiful resources, though they are also skilled in hunting the wild creatures that survive unprotected in the planet's harsh atmosphere.
The seven glowing cities of Shimrinsara are called the Jewels of Shimreen, and the largest of these is Kaniqlu, where elected representatives from each city form a council of seven that governs the planet. While most shimreens are fiercely protective of their home world, they do enjoy engaging in trade with other cultures so that they may learn and grow. During shimreen holidays, citizens gather to watch parades featuring several battalions of warriors, all performing intricate routines that are a mixture of elegant, flowing dance and ruthlessly lethal combat maneuvers.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Shimreens are Medium humanoids with the shimreen subtype.
* ''Amplify:'' Whenever a shimreen takes energy damage, they can voluntarily take an additional 1d4 damage of the same type by amplifying the energy within their crystalline form. The next time the shimreen hits with a melee attack, they release this energy, dealing an additional amount of damage equal to the extra damage the shimreen took (and of the same type). The shimreen can't take additional damage in this way again until they release the energy they're storing. If unused, this stored energy dissipates after 10 minutes. The amount of extra damage the shimreen takes (and deals) increases to 2d4 at 8th level (or CR 8) and 3d4 at 16th level (or CR 16).
* ''Electricity Resistance:'' Shimreens have electricity [[resistance]] 5, thanks to their crystalline structure.
* ''Radiant:'' A shimreen constantly emits dim, normal, or bright light in a 5-foot radius and is immune to the [[dazzled]] condition. A shimreen can adjust their current level of light as a move action, but they can't extinguish it.
* ''Shift Limb'': As a swift action, a shimreen can transform one of their hands into a [[natural weapon]] that deals piercing damage. While transformed, this hand can't be used to hold or use anything. The shimreen can reverse the transformation as a swift action.
!! Amplify Graft
{{Amplify}}
As a full action, you create a mobile shelter that surrounds you in a 5-foot aura, protecting you within a faint, star-studded bubble of energy. While in the shelter, creatures double the bonus to Fortitude saving throws to resist severe weather granted by the [[Survival]] skill, and they gain a +4 circumstance bonus to Survival checks to avoid becoming lost. The shelter does not impede creatures' movement or attacks. The shelter lasts for 8 hours or until you either are no longer benefiting from [[sidereal influence]] for photon skills or move more than 60 feet in one round.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* CE Small fey
* ''Init'' +3; ''Senses'' //[[detect tech]]// (starships and their integrated systems only), [[low-light vision]]; ''Perception'' +5
* ''Aura'' disaster (30 ft.)
!!! DEFENSE
* ''HP'' 14
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +3; ''Will'' +4
* ''Defensive Abilities'' [[void adaptation]]; ''Immunities'' fire; ''Resistances'' cold 5; ''SR'' 12
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft., fly 60 ft. ([[Ex]], clumsy)
* ''Melee'' attach +3 or bite +3 (1d4+1 A & P; critical [[corrode]] 1d4) or wing +3 (1d4+1 B; critical [[knockdown]])
* ''Multiattack'' attach –3, bite –3 (1d4+1 A & P; critical [[corrode]] 1d4), and wing –3 (1d4+1 B; critical [[knockdown]])
* ''Spell-Like Abilities'' (CL 2nd; ranged +2)
** 1/day—//[[grease]]// (DC 14), //[[hold portal]]//, //[[overheat]]// (DC 14)
** At will—//[[dancing lights]]//, //[[energy ray]]// (electricity or fire only), //[[ghost sound]]// (DC 13)
** Constant—//[[detect tech]]// (starships and their integrated systems only)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +1; ''Int'' +0; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +5 (–3 to fly), [[Computers]] +5 (+10 to use starship systems), [[Engineering]] +10, [[Piloting]] +10
* ''Languages'' Aklo, Common
* ''Other Abilities'' [[spaceflight]], stellar stowaway
!!! ECOLOGY
* ''Environment'' any or vacuum
* ''Organization'' solitary, pair, or flock (3–12)
!!! SPECIAL ABILITIES
''Aura of Disaster ([[Ex]])'' Whenever an attack against a ship glitch gremlin fails to affect the gremlin for any reason while any part of a starship is within 30 feet of the gremlin and within range of the attack (including any time the gremlin is on board a starship), the attack ricochets wildly to cause damage to the ship and its systems. A randomly determined starship system becomes one step more damaged. (If the damaged system is life support, rather than the normal effect, a 10-foot-radius of the gremlin's choice within the ship becomes a zero-gravity environment until the life support system is patched or repaired.) In addition, spilled oil or debris falls in 1d4 5-foot-squares of the gremlin's choice within 30 feet, creating difficult terrain or cover as the gremlin prefers.
''Stellar Stowaway ([[Ex]])'' In starship combat, a ship glitch gremlin on board a ship can cause havoc at the end of its ship's turn. It attempts an [[Engineering]] check against the same DC to patch a damaged starship system; if it succeeds, it causes the ship system of its choice to function as if one step more damaged until the end of starship combat. If that system is already critical, another randomly chosen system is degraded this way instead.
</div>
name:ship tether, heavy
range:1 hex
speed:—
damage:4d8
pcu:10
cost:14
special:[[anchoring|Anchoring (starship weapon property)]]
name:ship tether, light
range:1 hex
speed:—
damage:2d6
pcu:5
cost:6
special:[[anchoring]]
name:ship tether, super
range:1 hex
speed:—
damage:10d8
pcu:15
cost:18
special:[[anchoring|Anchoring (starship weapon property)]]
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* N Gargantuan plant
* ''Init'' +0; ''Senses'' gravity sense 300 ft., [[low-light vision]]; ''Perception'' +31
!!! DEFENSE
* ''HP'' 415
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +21; ''Ref'' +19; ''Will'' +16
* ''Defensive Abilities'' void adaptation; ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft., fly 120 ft. ([[Ex]], average)
* ''Melee'' tendril +32 (13d6+29 S)
* ''Ranged'' gravity pulse +29 (6d10+18 plus [[entangle]])
* ''Offensive Abilities'' [[crush]] (13d6+29 B)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
!!! STATISTICS
* ''Str'' +11; ''Dex'' –1; ''Con'' +8; ''Int'' –4; ''Wis'' +6; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +31, [[Athletics]] +36, [[Stealth]] +31
* ''Other Abilities'' [[spaceflight]] (Acrobatics), stellar stealth, wall smasher
!!! ECOLOGY
* ''Environment'' any sky (gas giant) or vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Entangle ([[Ex]])'' After a shipkiller bulb's gravity pulse hits, it entangles the target with gravitational pressure (Reflex DC 23 negates). An entangled creature can escape as a move action with a successful [[Acrobatics]] check (DC 37) or Strength check (DC 16). The entangled effect otherwise lasts for 2d4 rounds.
''Gravity Pulse ([[Ex]])'' The shipkiller bulb can weaponize gravitational distortions as an attack with a range increment of 60 feet; this is a force effect.
''Gravity Sense ([[Ex]])'' A shipkiller bulb can detect the gravity signatures from the mass of larger creatures and objects. This functions as [[blindsense]] except that the shipkiller bulb can sense only Small and larger creatures, as well as objects whose bulk is 3 or higher. The plant can detect powerful gravity events (such as weaponized singularities or a //[[control gravity]]// spell) at a range of 1 mile.
''Stellar Stealth ([[Ex]])'' A shipkiller bulb can foil technological sensors, using [[Stealth]] to hide even if it lacks cover. The Stealth check DC equals 10+ the starship science officer's [[Computers]] modifier to perform the [[scan]] action, including any modifier granted by the starship's sensors.
''Wall Smasher ([[Ex]])'' A shipkiller bulb can break a barrier such as a door or wall as a swift action, and if it spends a standard action to break a barrier, it gains a +30 circumstance bonus to the Strength check. When used against a wall, wall smasher affects a 20-foot-by-20-foot section.
</div>
A massive species of spaceborne plants inhabits the rocky rings of gas giants throughout the galaxy. Known to Pact Worlds scientists as greater ring roots, these creatures resemble immense, hirsute tubers bristling with gnarled tendrils and alien eyes. However, countless tragedies since the Gap have earned the infamous plant its more common name: the shipkiller bulb.
Like most plants, a shipkiller bulb subsists on a combination of minerals and photosynthesis, both of which are difficult to secure in their habitat. Many gas giants' great distance from their respective suns leave the bulbs relatively starved for light, so when the plants orbit along their planets' sun-facing sides, they unfurl their compact leaves into huge panels that catch as much light as possible. For water, the bulbs capture the rings' ice crystals or draw frozen water out of debris, and they break apart the minerals in ring dust or descend into upper atmospheres to secure the necessary gases. In ideal circumstances, a shipkiller bulb takes root in an asteroid, slowly drains the rocky mass of essential minerals, and then discards the crumbling debris before seeking out a new host.
Not only do shipkiller bulbs possess extraordinary patience, but they have exceptional gravitational abilities as well. Much of the bulb houses a specialized organ cluster which allows the plant to manipulate gravity, using it to push its body through space and drag in comets to consume. Gravity control is also critical to the bulbs' propagation, as the plants combine their orbital momentum with their own telekinetic push to hurl seeds at tremendous speed across space. Most of these seeds are clones formed intermittently throughout its life, though each bulb blooms in a massive display of petals about once per century in order to reproduce sexually. These events draw opportunistic pollinators from the gas giants, and the resulting fruit clusters (known as brethebeans) are both delicious and among the most expensive produce in the Pact Worlds.
Shipkiller bulbs are generally quite peaceful. When starships enter or exit the Drift near a bulb, however, the resulting gravitational disturbances vex the plant like nails on a chalkboard. Disoriented and angry, an irritated shipkiller bulb acts erratically and often violently. In the best case, this involves fleeing the area or hurling nearby debris in frustration—a response that often inadvertently embeds the bulb's seeds in any starships within range. But when the Drift event is especially close or the bulb is starved for nutrients, the plant earns its epithet. With a combination of powerful tendrils and pulses of gravity, a shipkiller bulb can tear open a starship's hull within seconds. In its rampage, the plant preferentially attacks living creatures, though it will still deal massive structural damage. A shipkiller bulb wrecks its target until it loses interest, is chased off by powerful defenses, or is sated by draining the starship's energy reserves, yet even a victorious crew might have to evacuate a vessel too damaged to repair. If left alone, a shipkiller bulb often lingers around the wreck for months, leeching nutrients from the hull until only a fragile shell remains.
Fortunately, a concentrated burst of starship weapons fire is often enough to discourage a riled bulb. The catch is that shipkiller bulbs are extremely difficult to detect, as the same gravitational fields they use for feeding also interfere with most forms of starship sensors. As a result, the first sign of a plant could be the sound of it tearing apart a vessel's bulkhead. At least one specialized scanner design developed by the Xenowardens can reliably detect shipkiller bulbs, though the technology is neither widespread nor easy to integrate into fully technological starships. Foraging vessels that harvest the rare brethebeans are often equipped with specialized gravity scanners that have limited use beyond picking up the plants' unique signatures, but the technology's price and power requirements make it impractical for most vessels.
Thanks to their stealth, longevity, and far-flung seeds, shipkiller bulbs can theoretically appear anywhere in the galaxy, especially in debris fields, asteroid belts, and planetary rings. The population around Bretheda has largely been exterminated following violent Drift incidents, though rogue bulbs periodically resurface around the gas giants or in the Diaspora. A seed even lodged in Absalom Station's Spike district, growing to the size of a car before being found and removed. Absalom Station and similar settlements periodically organize bulb patrols designed primarily to uproot any shipkiller seeds while simultaneously serving to sniff out any other parasites or lurking dangers within the space stations' less trafficked regions.
!! Gravity Grenades
While shipkiller bulbs popularly represent death and destruction, the creatures' gravity-controlling organs have contributed to major theoretical breakthroughs in gravity drives and particle physics. Yet the most practical technology developed from the bulb corpse is smaller: a grenade whose gravity net sustains and isolates a tiny singularity that implodes when released.
{{Gravity Grenade}}
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* CE Huge ooze
* ''Init'' +6; ''Senses'' [[blindsight]] (life) 60 ft., [[detect alignment]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +17; ''Will'' +10
* ''Defensive Abilities'' thought disruption; ''DR'' 10/—; ''Immunities'' bludgeoning, charm, electricity, fire, [[ooze immunities]]; ''SR'' 24
* ''Weaknesses'' confined, [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 0 ft. (10 ft. outside of container)
* ''Melee'' slam +26 (3d12+21 B plus [[grab]] and thought disruption)
* ''Ranged'' plasma bolt +23 (5d6+13 E & F; critical [[burn]] 1d10)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' immerse
* ''Spell-Like Abilities'' (CL 13th; ranged +23)
** 1/day—//[[telekinesis]]// (DC 20)
** 3/day—//[[confusion]]// (DC 19)
** At will—//[[slow]]// (DC 18)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +4; ''Int'' +3; ''Wis'' +4; ''Cha'' +3
* ''Skills'' [[Computers]] +23, [[Engineering]] +23, [[Mysticism]] +23, [[Piloting]] +28, [[Sense Motive]] +23
* ''Languages'' Abyssal, Aklo, Common, Draconic, Drow, Infernal; [[telepathy]] 60 ft.
* ''Other Abilities'' ship interface
!!! ECOLOGY
* ''Environment'' any (Dominion of the Black starships)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Confined ([[Ex]])'' A shipmind dwells within an immobile container. While inside its container, a shipmind has a speed of 0 feet. When it leaves its container, it gains a speed of 10 feet and takes a –10 penalty to AC. A shipmind can live outside of its container for 1 hour without consequences, but at the start of each subsequent hour, it gains 1 negative level as it slowly dissolves. This process can be reversed only if the shipmind returns to its container, where the shipmind can then remove 1 negative level per hour. The container has hardness 10 and 60 Hit Points, and a creature that targets the container with a melee or ranged weapon attack automatically hits it. The crystalline nature of the container makes it [[vulnerable]] to sonic damage. A shipmind in a container that has the [[broken]] condition
takes a –5 penalty to AC.
''Immerse ([[Ex]])'' When a shipmind in its container successfully grabs a Large or smaller target with one of its slam attacks and pins the target, it can drag that target into its body as a swift action, dealing 6d6 damage (Fortitude DC 19 half), half of which is electricity and half of which is fire, and subjecting the target to thought disruption. A creature that remains immersed takes this damage again at the start of each of the shipmind's turns. In addition, an immersed creature without environmental protections is in danger of suffocating. A creature can attempt [[Acrobatics]] checks to escape immersion as if escaping from being [[pinned]], gaining a +5 circumstance bonus if the shipmind's container has the broken condition.
''Plasma Bolt ([[Ex]])'' A shipmind's plasma bolt has a range increment of 80 feet.
''Ship Interface ([[Ex]])'' While a shipmind is interfaced with a Dominion starship, it can observe events anywhere within the vessel, as well as within 90 feet of its exterior hull, as if using //[[clairaudience/clairvoyance]]// for as long as the shipmind concentrates. The shipmind's //detect alignment// works through its remote sensor at the same range. While concentrating on an area, the shipmind can activate ship systems in that area as a swift action. In addition, the shipmind can converse with creatures in the area by vibrating the walls (or the hull while in atmosphere). In addition, during starship combat in a Dominion ship with which it is interfaced, a shipmind can take up to 5 crew actions, none of which can be captain actions.
''Thought Disruption ([[Su]])'' A shipmind's alien psyche is disruptive to the minds of most other life-forms. A creature that touches or is hit by the ooze must succeed at a DC 19 Will saving throw or take 1d4 Wisdom damage. This is a mind-affecting effect.
</div>
A shipmind is an ooze of thick, bubbling yellowish liquid. Unlike many oozes, this biological entity relies on a bizarre symbiosis with technology to survive. The creature lives in a container made of crystalline material and inorganic components, which serves the ooze like a shell. Outside this container, a shipmind is vulnerable and doomed to die, but this limited existence is little hindrance to a shipmind, since its sole purpose is to pilot starfaring vessels that serve the Dominion of the Black.
Dominion starships are bizarre amalgamations of organic and inorganic components. Strange membranes hold bulkheads and the hull together. Fibrous material resembling muscles and connective tissue work some of the ships' mechanical components, such as doors, while a web of nerve-like cables carry power and data, and networks of tubules carry various fluids. At the center of this network in the largest Dominion ships is a shipmind, connected to everything through disturbingly organic cables.
A shipmind has an intimate connection to its starship and can survive as long as its craft does, sometimes for many centuries. The creatures are cruel even to their supposed allies, and they are given to fits of inexplicable behavior.
<<section 'Dominion Seeder'>>
Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the idea of community and harmony with other races.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, -2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Shirrens are Medium humanoids with the shirren subtype.
* ''Blindsense:'' Shirrens' sensitive antennae grant them [[blindsense]] (vibration)—the ability to sense vibrations in the air—with a range of 30 feet. A shirren ignores the [[Stealth]] bonuses from any form of visual camouflage, invisibility, and the like when attempting a [[Perception]] check opposed by a creature's Stealth check. Even on a successful Perception check, any foe that can't be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still [[flat-footed]] against attacks from creatures it can't see.
* ''Communalism:'' Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
* ''Cultural Fascination:'' Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to [[Culture]] and [[Diplomacy]] checks.
* ''Limited Telepathy:'' Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
!!! Alternate Ability Adjustments
* ''Courtier:'' When shirrens served the Swarm, courtier shirrens cared for Swarm colony leaders, conveying a ruler's orders and acting as go-betweens with other Swarm entities, while being spared physical labor delegated to worker subspecies. Courtier shirrens possess sharp wits and an instinctive understanding of personal power dynamics. A courtier shirren's ability adjustments are +2 Intelligence, +2 Charisma, and −2 Strength.
* ''Scout:'' Originally cultivated to spy on worlds the Swarm targeted, scout shirrens are as quick on their feet as they are fast to formulate plans and act on them. Such shirrens have light frames, making them less resilient than other members of their species. A scout shirren's ability adjustments are +2 Dexterity, +2 Intelligence, and −2 Constitution.
* ''Worker:'' Bioengineered for labor, power, and agility, and considered expendable by their Swarm creators, worker shirrens demonstrate physical strength otherwise uncommon among their kind. Their expendability manifests in a lack of the natural insight and durability found in other shirrens. A worker shirren's ability adjustments are +2 Strength, +2 Dexterity, and −2 Charisma.
!!! Alternate Racial Traits
* ''Cultural Assimilation:'' Many shirrens learn new ideas voraciously, making them skilled at blending into other cultures. Shirrens with this trait gain a +2 racial bonus to [[Culture]] and [[Disguise]] checks. This replaces cultural fascination.
* ''Hive Defense:'' Shirrens deeply value friends and constantly look out for these companions. Once per day, when an ally within 10 feet of a shirren with this trait attempts a saving throw, as a reaction, the shirren can allow that ally to roll their saving throw twice and use the higher result. This replaces communalism.
* ''Individual Obsession:'' Shirrens delight in individuality and experience a rush whenever they exercise their free will. This has led to many shirrens developing an obsession that stems from their personal tastes and choices. Shirrens with this trait choose one skill at 1st level. The chosen skill becomes a class skill for them, and they gain a +2 racial bonus to checks with that skill. If the chosen skill is already a class skill at 1st level, they instead gain 1 additional skill rank at each level that must be invested into the chosen skill. Shirrens who gain the chosen skill as a class skill after 1st level don't gain these additional skill ranks. This replaces communalism and cultural fascination.
* ''Linguistic Acculturation:'' Shirrens quickly adapt to new languages they encounter, because doing so enables them to communicate their thoughts with new people and learn from them in turn. Shirrens with this trait gain a +2 bonus to [[Culture]] checks and learn two languages for each skill rank they have in the Culture skill.This replaces cultural fascination.
!! Physical Description
Shirrens were once part of the Swarm, a monstrous race traveling from world to world, consuming all they encountered before moving on. Generations ago, however, a mysterious mutation caused an entire subcolony to break from the hive mind, with each of its members gaining a sense of self. Addicted to the new drug of individualism, these renegades rejected the Swarm's mindless consumption, forming a new race called shirrens that eventually came to settle within the Pact World system.
Shirrens are arthropods with chitinous exoskeletons, large compound eyes, and sensitive antennae. Unlike many arthropodan races, they walk upright, manipulating items with three-clawed hands. In addition to their two sets of main limbs, they also have two sets of smaller limbs growing from their thoraxes. While often displayed, these "mating arms" are extremely weak and used only for ceremonial and reproductive purposes—to use them for mundane activities would be seen as grotesque and shameful.
Shirrens have three sexes: male, female, and host. During reproduction, female and male shirrens provide the initial eggs and sperm, and hosts incubate the fertilized eggs while also adding their own genetic material and immunities. In some shirren societies, a single host queen incubates for many partners and is considered the true parent, while in others, three-party marriages are common. Shirren young spend their first 2 years in a tiny, wormlike larval form, and they are often carried around in protective containers to let them safely observe the world.
!! Home World
Not even shirrens know where the Swarm first evolved, for its vast biological colony-fleet has traveled the stars for ages and feels no need to keep track of such things. After splitting from the Swarm, the newly self-aware shirrens scattered to a number of nearby systems. A large contingent found its way to the Pact Worlds, making first contact with Vercite aethership crews and setting up a colony in Verces's parched Fullbright region. Since then, shirrens have spread throughout the Pact Worlds.
!! Society and Alignment
Shirrens define themselves by their individualism. When they left the Swarm, they assumed partial control over the neurological pleasure and pain systems by which they were formerly directed, and even generations later, making choices for themselves can literally flood them with pleasurable neurotransmitters. While this ability is not always beneficial—some shirrens deliberately drug themselves this way, becoming "option junkies" blissed out on sequences of trivial decisions—freedom of choice is crucial to shirren identity. This is especially true with regard to religion, for what choice is more important than how to spend the afterlife?
At the same time, having evolved from hive creatures, shirrens remain highly communal by human standards. Even when working with other races, they seek to foster community and teamwork and do what's best for the group. They are often lawful good, though loyalty and a utilitarian emphasis on "the greater good" can also lead them down questionable paths.
!! Relations
Most of the common races find shirrens agreeable and useful allies, though their telepathic communication and chittering mouthparts can be disconcerting. Shirrens, for their part, are positively inclined toward all the major races, especially [[ysoki]] for their communal tendencies and zest for life. Though [[lashuntas]] often maintain their prejudice against insectile races, most shirrens don't hold this against them, as they themselves fear nothing more than the Swarm that spawned them.
!! Adventurers
Less inclined toward violence than many races, shirrens often sign on with starship crews as ambassadors, medics, technicians, and other such noncombat roles, especially as mystics acting as ship chaplains. They adore working as part of a team and are often voices of reason in chaotic situations. This general friendliness should not be mistaken for weakness, however, as shirrens fighting for the lives of their comrades can be terrifyingly lethal, fearlessly undertaking suicidal missions for the good of the group.
!! Names
Shirrens rely primarily on telepathy for communication, speaking audibly with their mandibles only in formal situations. Because of their insectile physiology, their "speech-names" can sometimes be harsh and awkward for members of other races to pronounce. Fortunately, they readily accept nicknames bestowed by members of other races, seeing such epithets as honors. Most also have a secret "soul-name" that's purely telepathic, a concentrated collage of emotions, images, and sense memories that's shared only with
their dearest friends. Some shirren speech-names include Cesca, Halicon, Jchk, Keskodai, Korskal, Noskaru, Schect, Thast, T'sen, Vishkesh, Xylit, and Zenka.
Shirren-eye rifles are named for their compound sights, which resemble the eyes of the insectile race, but are rarely manufactured by shirren companies. Shirren-eye rifles are extremely accurate and favored by snipers and sharpshooters.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shirren-eye rifle, tactical | 2 | 775 | 1d10 P | 70 ft. | — | 1 round | 1 | 1 |[[analog]], [[sniper]] (250 ft.), [[unwieldy]] |
|shirren-eye rifle, advanced | 8 | 9,350 | 2d10 P | 70 ft. | — | 4 rounds | 1 | 2 |[[analog]], [[sniper]] (500 ft.), [[unwieldy]] |
|shirren-eye rifle, elite | 13 | 54,000 | 4d10 P | 80 ft. | — | 6 rounds | 1 | 2 |[[analog]], [[sniper]] (750 ft.), [[unwieldy]] |
|shirren-eye rifle, paragon | 16 | 147,200 | 6d10 P | 80 ft. | — | 6 rounds | 1 | 1 |[[analog]], [[sniper]] (1,000 ft.), [[unwieldy]] |
|shirren-eye rifle, warpshot | 20 | 740,800 | 10d10 P | 80 ft. | — | 4 rounds | 1 | 1 |[[analog]], [[sniper]] (1,000 ft.), [[unwieldy]] |
</div>
Collectively called the "shobhad-neh," the four-armed giants of Akiton live as nomads, much as they have for millennia. Self-sufficient and able to construct their own weapons, they traditionally avoided large cities and the smaller races of the planet, except to engage in trade. As such, when Akiton suffered economic collapse, shobhads were largely spared the turmoil. In the aftermath, shobhads began to offer their services as guides, hunters, and mercenaries, often in trade for more advanced armor and weapons. Today, shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton's wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. While more shobhads can be spotted in Akiton's new metropolises these days, the majority continue to live in the planet's harsh hills and canyons.
Shobhads tend to wear their armor most of the time, usually with a traditional rope or leather weapon harness. Life among the shobhad-neh is hard, and young shobhads are trained from preadolescence to fight. By the age of 20, a shobhad is considered a full adult, capable of defending both her clan and her own honor against even the most experienced warriors. A typical shobhad warrior stands 12 feet tall and weighs 500 pounds, and most shobhads who do not die in battle live to between 90 and 120 years of age.
Most clans hunt, gather, and raid neighboring clans and corporate convoys for supplies. Shobhads believe that overt aggression isn't a fault, but rather a fact of life and that everyone should be strong enough to protect themselves. However, honor is paramount to a
shobhad, and breaking one's word or clan law means a fate worse than death. The laws of city folk, on the other hand, mean little unless they've been agreed to.
Shobhads only rarely establish permanent settlements. A single clan may wander thousands of miles of open desert, their territory overlapping with that of other clans or species with very few disputes. While most clans remain on Akiton, their expertise in warfare means there's always steady mercenary work for shobhad iconoclasts willing to travel, and a few clans have traded their caravans for starships. Such adventurers can often be found working for corporations or groups such as the Starfinder Society, usually as hired muscle. Some shobhads find themselves overtaken by nearly insatiable wanderlust, even after just a single off-planet job, and rarely set foot on Akiton again.
!! Racial Traits
* ''Ability Adjustments:'' +4 Str, –2 Int
* ''Hit Points:'' 6
* ''Size and Type:'' Shobhads are Large monstrous humanoids with space and reach of 10 feet.
* ''Darkvision:'' Shobhads have [[darkvision]] with a range of 60 feet.
* ''Four-Armed:'' Shobhads have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn't increase the number of attacks shobhads can make during combat.
* ''Shobhad Ferocity:'' Once per day, a shobhad brought to 0 Hit Points but not killed can fight on for 1 more round. The shobhad drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes [[unconscious]] as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.
* ''Swift:'' A shobhad has a base speed of 40 feet.
* ''Weathered:'' Shobhads have cold [[resistance]] 5, which stacks with one other source of cold resistance.
!! Ferocity Graft
{{Ferocity (species graft)}}
Refined from traditional [[shobhad]] designs stretching back to long before the Gap, a horizon striker has remarkable range.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shobhad horizon striker, tactical | 1 | 440 | 2d4 P | 100 ft. | — | 2 rounds | 1 | 2 |[[analog]], [[sniper]] (500 ft.), [[unwieldy]] |
|shobhad horizon striker, advanced | 6 | 4,750 | 3d4 P | 120 ft. | — | 2 rounds | 1 | 2 |[[analog]], [[sniper]] (1,000 ft.), [[unwieldy]] |
|shobhad horizon striker, elite | 11 | 27,300 | 6d4 P | 140 ft. | — | 2 rounds | 1 | 2 |[[analog]], [[sniper]] (1,250 ft.), [[unwieldy]] |
|shobhad horizon striker, paragon | 16 | 185,000 | 8d8 P | 160 ft. | — | 2 rounds | 1 | 2 |[[analog]], [[sniper]] (1,500 ft.), [[unwieldy]] |
</div>
While a few shobhads still wear armor crafted from leather reinforced with metal plates, the shobhad-neh typically incorporate more advanced materials such as ballistic mesh and ceramic plates into the traditional designs of their ancestors. Despite having a high bulk for light armor, war harnesses are well padded and ventilated for comfort, as shobhads rarely remove their armor. Though some shobhad disdain the life support systems built into advanced armor, most recognize their value. The protective headgear, leggings, and sleeves used for such conditions stow discretely out of sight when not needed.
The shobhad war harness comes in recruit, veteran, warleader, and chieftain varieties. The grades vary by quality of manufacture rather than appearance.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|shobhad harness, recruit | 1 | 150 | +0 | +2 | +4 | –1 | — | 0 | 1 |
|shobhad harness, veteran | 4 | 1,850 | +3 | +5 | +5 | –1 | — | 1 | 1 |
|shobhad harness, warleader | 8 | 8,600 | +9 | +11 | +5 | –1 | — | 2 | 1 |
|shobhad harness, chieftain | 13 | 46,900 | +15 | +17 | +5 | –1 | — | 3 | 1 |
</div>
The //shock// fusion weaves the electrical energy of the universe into the weapon's form. Half the weapon's damage type is replaced with electricity damage. You can activate or deactivate the //shock// fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the //shock// fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC.
Your nanites can disperse electrical currents throughout their volume. While your [[sheath array]] is active, or while you’re standing within the area of your [[cloud array]], you have electricity [[resistance]] 5. When you would take electricity damage, you can use a [[nanite surge]] as a reaction to increase this resistance by an amount equal to your nanocyte level plus your Constitution bonus until the end of your next turn.
The shock and awe fighting style excels at overwhelming enemies senses with overpowering auditory and visual stimuli. You can modify your weapons to issue thunderous booms or blazing flashes of light, at the same time mitigating these effects with regard to your own senses. This style is strongest with weapons that deal sonic damage or that affect an area.
!! Loud and Proud (1st)
You gain a +2 bonus to saving throws against effects that would blind or deafen you. Any weapon you wield that has the [[powered]] weapon special property or that uses ammunition gains the [[bright]] weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the [[blind]] critical hit effect or the [[deafen]] critical hit effect. If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon's normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect.
!! Awesome Cacophony (5th)
As a full action, you can make a single attack using a weapon that deals sonic damage or has the [[bright]] special property. After resolving the attack, as part of the full action you can attempt an [[Intimidate]] check to [[demoralize]] any one creature within 60 feet of you that the attack hit or damaged. You can spend 1 Resolve Point to instead attempt an Intimidate check to demoralize every creature within 60 feet of you that the attack hit or damaged.
!! Explosive Entrance (9th)
As a swift action on your first turn of combat or as a reaction after being subject to a critical hit, you can spend 1 Resolve Point to cause your armor, weapons, and other devices' displays to flash with brilliant lights, blare loudly, or both. This causes all creatures within 10 feet of you to gain your choice of the [[flat-footed]] or [[off-target]] condition until the end of your next turn. A creature can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier). At 15th level, you can affect all creatures within 15 feet of you.
!! Oppressive Cadence (13th)
When you make a full attack using a weapon that deals sonic damage or has the [[bright]] special property, your targets take a cumulative –1 penalty to saving throws against your critical hit effects for each of your previous attacks that hit that target since the beginning of your turn. When a target fails its save against your [[blind]] critical hit effect, it also takes 4d6 fire damage. When a target fails its save against your [[deafen]] critical hit effect, it also takes 4d6 sonic damage.
!! Crank It to Eleven (17th)
When attacking with a weapon that deals sonic damage or has the [[bright]] special property, you deal an amount of additional damage equal to your Strength modifier to targets with the [[blinded]], [[deafened]], or [[shaken]] condition.
Shock casters fire a blast of electrical energy that explodes when it impacts, creating an electrical storm that can damage and stun anyone within its radius.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shock caster, static | 6 | 4, 620 | 1d12 E | 40 ft. | — | 40 charges | 2 | 2 |[[explode]] (10 ft.), [[unwieldy]] |
|shock caster, aurora | 10 | 19,100 | 2d12 E | 40 ft. | — | 40 charges | 4 | 2 |[[explode]] (15 ft.), [[unwieldy]] |
|shock caster, storm | 16 | 164,800 | 5d12 E | 40 ft. | — | 100 charges | 10 | 2 |[[explode]] (20 ft.), [[unwieldy]] |
|shock caster, tempest | 20 | 735,000 | 7d12 E | 40 ft. | — | 100 charges | 10 | 2 |[[explode]] (20 ft.), [[unwieldy]] |
</div>
When you attack with this bioelectric organ implanted in the palm of your hand, your unarmed strike loses the [[archaic]] and [[nonlethal]] properties. You deal only the amount of damage listed for the augmentation's model (plus additional damage from [[Weapon Specialization]], if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the [[Improved Unarmed Strike]] feat). You don't threaten squares within your natural reach unless you have some other way to do so (such as natural weapons or the Improved Unarmed Strike feat). The hand in which this augmentation is installed must be free to make an attack with it. Once you've used the shock fist for a single attack, you can't use it again until you've rested for 10 minutes to regain Stamina Points.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Damage | Critical |h
|shock fist, static | 9 | 15,600 | hand | 1d12 E | [[arc]] 1d4 |
|shock fist, aurora | 12 | 41,400 | hand | 2d12 E | [[arc]] 2d4 |
|shock fist, storm | 17 | 297,000 | hand | 4d12 E | [[arc]] 3d4 |
|shock fist, tempest | 20 | 1,075,000 | hand | 6d12 E | [[arc]] 6d4 |
</div>
A shock grenade releases a pulse of electrical energy on impact.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|shock grenade I | 1 | 50 | 20 ft. | drawn | L |[[explode]] (1d8 E, 15 ft.) |
|shock grenade II | 4 | 290 | 20 ft. | drawn | L |[[explode]] (1d12 E, 15 ft.) |
|shock grenade III | 10 | 2,500 | 20 ft. | drawn | L |[[explode]] (3d12 E, 15 ft.) |
|shock grenade IV | 14 | 10,500 | 20 ft. | drawn | L |[[explode]] (6d12 E, 15 ft.) |
|shock grenade V | 20 | 110,000 | 20 ft. | drawn | L |[[explode]] (9d12 E, 15 ft.) |
</div>
The computer and its surrounding environment are protected by a grid of conductive material that transmits a shock to anyone who fails to access the system. This has two settings: one meant to stun and one meant to kill. Normally, the stun setting happens first, with a warning about lethal force should the intruder make another attempt. The stun setting forces all creatures within 10 feet of the terminal to succeed at a Fortitude saving throw or be [[stunned]] for 1 round. The lethal setting affects nearby creatures like the stun setting but also deals electricity damage to all creatures within 10 feet of the computer, allowing a Reflex save for half damage. The save DC, damage dealt, and price all depend upon the rank of the shock grid, as indicated on the below table. Each rank added counts as one countermeasure when determining the total number of countermeasures a system can have. Only computers fixed permanently to a floor or similar surface can have shock grids.
<div class= "table-wrapper">
|Rank | DC | Damage | Price |h
|1 | 20 | 8d6 | 500 |
|2 | 22 | 10d6 | 2,000 |
|3 | 24 | 12d6 | 5,000 |
|4 | 27 | 14d6 | 20,000 |
|5 | 30 | 16d6 | 50,000 |
</div>
A shock pad can be installed into an armor upgrade slot. When the user hits a target with the shock pad, the weapon emits an electric discharge that stuns or damages the target. These weapons are particularly valued in suits of powered armor that bring substantial strength to bear. Shock pads typically are available in static, aurora, storm, and tempest models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|shock pad, static | 2 | 1,100 | 1d4 E | [[stagger]] | L |[[integrated]] (1 slot), [[powered]] (capacity 20, usage 1), [[stun]] |
|shock pad, aurora | 6 | 4,900 | 2d4 E | [[stagger]] | L |[[integrated]] (1 slot), [[powered]] (capacity 20, usage 1), [[stun]] |
|shock pad, storm | 12 | 37,500 | 6d4 E | [[stagger]] | L |[[integrated]] (1 slot), [[powered]] (capacity 20, usage 1), [[stun]] |
|shock pad, tempest | 17 | 268,000 | 13d4 E | [[stagger]] | L |[[integrated]] (1 slot), [[powered]] (capacity 20, usage 1), [[stun]] |
</div>
These polycarbonate batons have a side-handle grip and a electrode-lined striking surface that delivers an electrical charge.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|shock truncheon, static | 8 | 9,150 | 1d12 E | [[arc]] 1d4 | 1 |[[powered]] (capacity 20, usage 2), [[stun]] |
|shock truncheon, aurora | 11 | 23,000 | 2d12 E | [[arc]] 2d4 | 1 |[[powered]] (capacity 20, usage 2), [[stun]] |
|shock truncheon, storm | 16 | 80,200 | 3d12 E | [[arc]] 3d4 | 1 |[[powered]] (capacity 40, usage 2), [[stun]] |
|shock truncheon, tempest | 19 | 545,000 | 6d12 E | [[arc]] 6d4 | 1 |[[powered]] (capacity 40, usage 2), [[stun]] |
</div>
Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half your mechanic level + your Intelligence modifier).
Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons' electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons.
You can use your [[overload]] or [[override]] class feature to damage a creature. When you successfully use overload to cause a short in an electronic device in someone's possession and the item's owner fails their Reflex saving throw, that creature takes electricity damage as a result of the power surge. This surge deals 1d6 electricity damage per 4 levels of mechanic you have. When you use your override class feature to affect an android, drone, robot, or other creature with the technological subtype, that creature takes 1d6 electrical damage per 2 levels of mechanic you have and can attempt a Reflex saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) to negate this damage.
When you succeed at a check to identify a creature, as a move action you can audibly point out its weaknesses in a way that makes the creature self-conscious. The creature becomes [[flat-footed]] until the start of your next turn. If there's more than one creature of the same species present, this applies to all creatures of that species within 60 feet that can hear you. You can only use this ability once per species until you have taken a 10-minute rest to recover Stamina Points.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* NE Large outsider (evil, extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], planar sight; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +13; ''Ref'' +13; ''Will'' +12
* ''Weaknesses'' [[light blindness]]
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +24 (4d6+19 P) or shadow tendril +22 (see text; 3d8+11 P; critical [[bleed]] 2d6)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (50 ft. with shadow tendril)
* ''Offensive Abilities'' [[create darkness]], shadow jaunt, surprise action
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' –3; ''Wis'' +2; ''Cha'' –1
* ''Skills'' [[Athletics]] +20, [[Stealth]] +25
* ''Languages'' Aklo
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Planar Sight ([[Su]])'' A shodrav can see from the Shadow Plane into any coterminous plane, and vice versa.
''Shadow Jaunt ([[Su]])'' A shodrav can move from the Shadow Plane to any coterminous plane, and vice versa, using 10 feet of movement.
''Shadow Tendril ([[Su]])'' A shodrav's shadow tendril targets EAC.
''Surprise Action ([[Ex]])'' A shodrav that can act during a surprise round can take its full round of actions.
</div>
A shodrav resembles a bizarre theropod with three oval eyes and long flaps of skin dangling to each side of its fanged mouth. Countless tendrils of semitangible shadow weave through the shodrav's pallid body, leaving tubular openings like the burrowing of worms through flesh. These tendrils can cause similar wounds in a shodrav's prey, sucking away life force before the shodrav devours the flesh.
While prey bleeds from wounds dealt by a shodrav's tendrils, anyone looking through such a wound from either the Material Plane or the Shadow Plane sees the corresponding area on the opposite plane. These bizarre openings remain should a victim die from its injuries. Unscrupulous scholars and Kuthite zealots seek corpses that bear these windows to the Shadow Plane, harvesting the affected parts to create magic items.
Native to the Shadow Plane, shodravs distort the boundary between their home plane and other planes when they continuously inhabit areas where the Shadow Plane borders another. As the barrier thins, other creatures might inadvertently cross between the planes. In time, the veil can cease to exist altogether, with the Plane of Shadow's features overwriting those of the corresponding area on the bordering plane. Older and stronger shodravs can affect greater areas, but only rarely an area wider than a large structure.
Shodravs prefer prey from the Material Plane, and often make lairs in Shadow Plane regions that border it, remaining until their native territories have displaced the Material Plane counterparts. Before the transformation is complete, a shodrav's hidden presence can be inferred by mysterious disappearances or the unexplained presence of other creatures from the Shadow Plane. If a shodrav leaves its lair for an extended time, the region slowly returns to normal as the dimensional barriers re-form.
The average shodrav is 8 feet tall and 15 feet long, counting its tail. It weighs 750 pounds.
As a standard action, you can attempt an [[Intimidate]] check to [[demoralize]] a creature with the animal or vermin creature type within 60 feet of you. If you succeed, the target must also succeed at a Will saving throw (DC = 10 + 1/2 your envoy level + your Charisma modifier) or become [[frightened]] for 1 round or until it takes an action to move away from you. Once a creature has been affected by this ability, it's immune for 24 hours.
At 6th level, you can spend 1 Resolve Point to target multiple creatures with the animal or vermin creature type with this ability, up to a maximum number of creatures equal to half your envoy level. Attempt one Intimidate check against all your selected targets. The DC of the check is equal to the highest DC to demoralize any one of the foes, plus 1 for each additional target beyond the first.
This is a sense-dependent effect.
You can fire one of your starship's weapons. If you use a turret weapon, you can target a ship in any arc.
You gain a +1 insight bonus to damage rolls for weapons with the [[thrown]] special property. This bonus increases by 1 for every 4 soldier levels you have.
A short-circuit grenade emits a powerful electrical signal on impact. It has a 20-foot range increment and a capacity of drawn, and its [[explode]] special property creates an electromagnetic pulse in a 10-foot radius; technological constructs within this area take 2d6 electricity damage and must succeed at a Fortitude save or be [[stunned]] for 1d4 rounds.
<div class="table-wrapper">
|Augmentation | Level | Price | Bulk |h
|noise dampener | 9 | 2,000 | L |
</div>
A shortwave receiver-transmitter allows you to communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|shortwave receiver-transmitter | 7 | 6,500 | brain |
</div>
You can move, fire a ranged weapon, and move again before your foes can react.
''Prerequisites:'' Dex 15, [[Mobility]], base attack bonus +4.
''Benefit:'' As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the [[trick attack]] class feature, you can take your movement from trick attack at any time during a trick attack with a ranged weapon (instead of only before).
''Normal:'' You can move only before or after an attack with a ranged weapon, not both.
You gain a +2 circumstance bonus to [[Piloting]] checks to perform the [[flyby]] stunt. When you successfully perform the flyby stunt, choose one of your starship's weapon arcs. Until the end of the round, attacks with weapons in that arc against the enemy starship deal 2 additional damage or increase their damage dealt by 10%, whichever is greater.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Large magical beast
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +12
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +6; ''Will'' +1
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' claws +11 (1d6+3 S)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' –3; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7, [[Perception]] +12, [[Stealth]] +7
* ''Languages'' Lashunta (can't speak)
* ''Other Abilities'' jungle strider, telepathic link
!!! ECOLOGY
* ''Environment'' warm forests (Castrovel)
* ''Organization'' solitary, bonded mount (1 plus 1 lashunta), or pack (3–5)
!!! SPECIAL ABILITIES
''Jungle Strider ([[Ex]])'' Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu's speed is not impeded by natural difficult terrain such as undergrowth.
''Telepathic Link ([[Su]])'' A [[lashunta]] can spend 1 hour and attempt a [[Survival]] check (DC 15 + 1-1/2 the shotalashu's CR) to form a telepathic bond with an unbound shotalashu. If the lashunta is successful, the rider's link functions as //[[telepathic bond]]// with a permanent duration. A bonded shotalashu is considered trained in battle when carrying or fighting alongside the bonded lashunta. A lashunta can't be linked to more than one shotalashu at a time, but she can break her link with one shotalashu in favor of another at any time. If either of the linked beings dies while bonded, the surviving creature suffers telepathic backlash, becoming [[dazed]] for 1 round and taking 3d6 damage. Creatures that have [[limited telepathy]] or [[telepathy]] other than lashuntas and that speak a common language with a shotalashu can also attempt to forge this telepathic bond, but they take a –5 penalty to their [[Survival]] checks to do so.
</div>
<<section 'Feral Shotalashu'>>
For as long as [[lashuntas]] have been among the dominant species on Castrovel, shotalashus—the lashuntas' traditional telepathic reptilian mounts—have served at their sides. Millennia of domestication and parallel evolution have strengthened the symbiotic bond between the two species, allowing lashuntas to form a close mental link with a chosen mount.
Shotalashus have rudimentary telepathic abilities similar to those of the lashuntas themselves, a fact that has contributed to their use as close pets and trusted mounts even in the modern day, when much more sophisticated and technologically advanced forms of both transportation and companionship exist. This tradition has lasted so long in part because of the kinship the lashuntas feel with their bonded shotalashus, but also because the symbiotic bond between the two species is deeply ingrained into lashunta culture. Shotalashu-mounted cavalry still serve as ceremonial honor guards for lashunta dignitaries, and members of all social stations regard their bonded mounts as occupying a cherished place in the family. Though shotalashus are seen less often in teeming metropolises than they are in smaller settlements, no city on Castrovel is devoid of at least basic amenities for the honored beasts, from training facilities to boarding services.
While it's common for a lashunta to switch between shotalashus throughout her life, some bonds between beast and rider deepen over time, and it is not unheard of for a warrior to bond with a single shotalashu mount until death. Lashunta whose mounts die suffer psychic trauma and often require time to recover before they can bond with another mount, and shotalashus who lose their bonded riders have been known to grieve for months, or even years.
Though rare, some shotalashus still live in the wild, forming feral packs that use their telepathy to bond not with a rider, but with one another, forming a highly effective collective mind that makes them efficient and deadly hunters. Particularly adventurous lashuntas set out on solo quests into the most remote of Castrovel's wilds in search of a potentially stronger mount from among untamed stock. These brave souls must first break an individual shotalashu away from its pack before attempting the long and arduous task of taming and eventually bonding with the creature.
A typical domesticated shotalashu is over 10 feet long from snout to tail-tip, and weighs more than 1,000 pounds, while wild specimens can grow as large as 12 feet in length and weigh a staggering 1,500 pounds.
!! Shotalashu Equipment
As technology has advanced, telepathic bonding with shotalashus has become possible for those who aren't lashunta. The lashuntas have also maintained traditional gear for shotalashu riding.
<<section 'Shotalashu Link Cortex' head:'h3' >>
<<section 'Shotalashu Saddle' head:'h3' >>
!! Shotalashu Companions
{{Shotalashu (creature companion)}}
<div class="statblock">
* ''Levels'' 1–20
* Large magical beast
* ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 60 ft.
* ''Melee Attack'' claws (S)
* ''Space'' 10 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Con
!!! SPECIAL ABILITIES
''Jungle Strider ([[Ex]])'' Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu's speed is not impeded by natural difficult terrain such as undergrowth.
''Telepathic Companion ([[Su]])'' If you have [[limited telepathy]] or [[telepathy]], you can control your shotalashu companion in combat even if it can't see or hear you, as long as it is within range of your telepathy.
''Telepathic Link ([[Su]])'' If you are a [[lashunta]], you can spend 1 hour and attempt a [[Survival]] check (DC = 15 + 1-1/2 × the shotalashu's level) to form a telepathic bond with your shotalashu companion. On a success, your link functions as //[[telepathic bond]]// with a permanent duration, and the shotalashu is considered a combat-trained mount when carrying or fighting alongside you. You can't be linked to more than one shotalashu at a time, but you can break your link with one shotalashu in favor of another at any time. If either you or your linked shotalashu dies while bonded, the surviving creature suffers telepathic backlash, becoming [[dazed]] for 1 round and taking 3d6 damage. If you are not a lashunta but have [[limited telepathy]] or [[telepathy]] and speak Lashunta, you can also attempt to forge this telepathic bond, but you take a –5 penalty to the Survival checks to do so.
</div>
While [[shotalashus]] have served as the traditional mounts of Castrovel's lashuntas for millennia, many other species forge deep connections with the creatures—especially those with telepathic abilities.
The [[lashunta]] shotalashu cavalry wear this protective gear while riding their bonded saurian mounts. Layers of thin, ablative plates make for light armor that moves with the rider while providing maximum protection. Military merchants have taken to creating knock-off shotalashu armor in more modern styles, as some of the traditional nature themes are no longer fashionable.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|shotalashu armor | 16 | 149,500 | +19 | +20 | +7 | — | — | 5 | L |
</div>
Until recently, only telepathic races with training in how to link their inherent telepathic abilities to [[shotalashus]] have been able to consistently form psychic bonds with the beasts. New developments in biotechnology have allowed less-trained telepaths and even non-telepathic members of other races to do so. Using a graft of [[lashunta]] brain cells into your body, you can replicate a lashunta's [[limited telepathy]], though only in the capacity to link with a shotalashu. This reduces the DC of all [[Survival]] skill checks to form the link by 5, but doubles the duration of the [[dazed]] condition and damage taken to either the bonded shotalashu or you, should one of you die.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|shotalashu link cortex | 4 | 2,500 | brain |
</div>
This traditional saddle for [[shotalashu]] riders is adorned with small, colorful gems and engraved with intricate images of [[lashunta]] culture. More than a simple decoration, however, a //shotalashu saddle// amplifies and solidifies the lashunta's telepathic bond with its mount through a series of telepathic relays that serve as conductors from the rider's body to the shotalashu's. While riding a //shotalashu saddle//, you gain a +5 bonus on [[Survival]] checks to ride the shotalashu. While austere, mass‑produced shotalashu saddles that provide the same benefit as handmade versions certainly exist, most lashuntas consider it disrespectful to their mount not to use a lovingly crafted artisanal saddle. Particularly beautiful saddles often serve as cherished heirlooms, passed down through generations, and it's not uncommon for lashuntas to mark special milestones in their loved ones' lives with the gift of a new shotalashu saddle. A functional shotalashu saddle costs 300 credits, though particularly elaborate or ancient specimens may be worth many times more.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//shotalashu saddle// | 1 | 300 | 1 |
</div>
This laser weapon has a smooth, curved housing and an eyelike aperture, and it can be installed in an armor upgrade slot, leaving the wielder's hands free for other tasks. As the name implies, most users mount the eyelike aperture over one shoulder, but it can work just as easily mounted on the torso or a forearm. Many shoulder laser users are androids who integrate them into their bodies as emergency weapons. Azimuth, corona, aphelion, and perihelion shoulder lasers are available in most areas.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shoulder laser, azimuth | 2 | 870 | 1d3 F | 40 ft. | — | 20 charges | 1 | L |[[integrated]] (1 slot) |
|shoulder laser, corona | 8 | 9,700 | 1d8 F | 40 ft. | [[burn]] 1d6 | 20 charges | 1 | L |[[integrated]] (1 slot) |
|shoulder laser, aphelion | 13 | 51,500 | 2d8 F | 40 ft. | [[burn]] 2d6 | 20 charges | 1 | L |[[integrated]] (1 slot) |
|shoulder laser, perihelion | 18 | 383,000 | 3d8 F | 40 ft. | [[burn]] 3d6 | 20 charges | 1 | L |[[integrated]] (1 slot) |
</div>
Shout projectors amplify your speech to overwhelming or destructive volume, and then project it in a cone. Words and sheer sonic pressure in this cone can't be ignored. All shout projectors can be installed as armor upgrades (taking one upgrade slot per hand needed to wield the weapon), allowing the projectors to be used hands-free. That way, a user can carry lethal weaponry, safety gear, or protest signage. Exhorter shout projectors can be useful for crowd control with a lighter touch. Damper and pacifier models are ostensibly for nonlethal but more coercive applications, while the riot and crackdown projectors are for heavy-handed use.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shout projector, exhorter | 1 | 420 | 1d6 So | 30 ft. | [[demoralize]] | 20 charges | 2 | 2 |[[explode]] (10 ft.), [[integrated]] (2 slots), [[nonlethal]], [[unwieldy]] |
|shout projector, damper | 6 | 4,750 | 2d6 So | 40 ft. | [[demoralize]] | 20 charges | 2 | 2 |[[explode]] (10 ft.), [[integrated]] (2 slots), [[nonlethal]], [[unwieldy]] |
|shout projector, pacifier | 11 | 22,800 | 3d8 So | 60 ft. | [[demoralize]] | 40 charges | 4 | 2 |[[explode]] (15 ft.), [[integrated]] (2 slots), [[nonlethal]], [[unwieldy]] |
|shout projector, riot | 17 | 304,000 | 5d8 So | 60 ft. | [[demoralize]] | 40 charges | 4 | 2 |[[explode]] (15 ft.), [[integrated]] (4 slots), [[stun]], [[unwieldy]] |
|shout projector, crackdown | 20 | 918,000 | 9d8 So | 80 ft. | [[demoralize]] | 80 charges | 8 | 2 |[[explode]] (20 ft.), [[integrated]] (4 slots), [[stun]], [[unwieldy]] |
</div>
A shout rifle looks less like a rifle and much more like an elongated megaphone. It functions in much the same way, amplifying sound input, such as the wielder's voice, to an extreme volume and projecting it outward in a wide area. Protest leaders use shout rifles, ensuring that their proclamations can be heard at a great distance. Law enforcement officials also appreciate these weapons for crowd control.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shout rifle | 1 | 450 | 1d4 So | 30 ft. | [[demoralize|Demoralize (critical)]] | 20 charges | 4 | 1 |[[blast]], [[nonlethal]], [[unwieldy]] |
</div>
As a reaction when a creature with [[spell resistance]] is affected by a spell while within 30 feet of you, you can unravel their magical defenses. Reduce the target's spell resistance by 4 until the end of your next turn (Will negates). Each time a spell successfully overcomes the target's spell resistance during this time, the amount by which this effect reduces the spell resistance increases by 1. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours.
A shrieking knife remains silent until it strikes a target, only then emitting a shrill burst of lethal frequencies. Harmonic models use focused sound arrays that are similar in their output, while interference versions combine sounds to increased effects. Infrasonic and ultrasonic models are like the interference version, but they also use sound waves outside the normal hearing spectrum.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|shrieking knife, harmonic | 4 | 2,180 | 1d4 So | — | L |[[operative]], [[powered]] (capacity 20, usage 2) |
|shrieking knife, interference | 9 | 13,700 | 2d4 So | — | L |[[operative]], [[powered]] (capacity 20, usage 2) |
|shrieking knife, infrasonic | 14 | 77,400 | 4d4 So | — | L |[[operative]], [[powered]] (capacity 20, usage 4) |
|shrieking knife, ultrasonic | 17 | 259,000 | 7d4 So | — | L |[[operative]], [[powered]] (capacity 20, usage 4) |
</div>
Lashunta biologists genetically engineered the shrieking larva from a creature found in Castrovel's jungles. This living weapon is dormant until fed power through a manual trigger. A telepathic user can mentally trigger the larva to siphon energy as needed, causing the weapon to fire faster than by trigger. When powered, the stimulated larva shrieks. This simultaneously shrill and oscillating outburst forms a coherent beam emitted in the direction the larva is pointed.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shrieking larva | 5 | 2,800 | 1d8 So | 30 ft. | [[deafen]] | 20 charges | 4 | L |[[living]], [[thought]], [[unwieldy]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one object touched; see text
* ''Duration'' 1 day/level (D)
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes
</div>
You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it ceases to function. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell's level. Likewise, the spell's level determines the target's size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object's space squared.
* ''1st:'' You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target's dimensions are reduced to a 6-inch cube, and its bulk is reduced to L.
* ''2nd:'' As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that's 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.
* ''3rd:'' As the 1st-level version, but you can shrink an object up to 7 cubic feet in size weighing up to 70 bulk. If you target an object that's 4 cubic feet or smaller and weighs no more than 40 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.
* ''4th:'' As the 1st-level version, but you can shrink an object up to 10 cubic feet in size weighing up to 100 bulk. If you target an object that's 7 cubic feet or smaller and weighs no more than 70 bulk, dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.
* ''5th:'' As the 1st-level version, but you can shrink an object up to 13 cubic feet in size weighing up to 130 bulk. If you target an object that's 10 cubic feet or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.
* ''6th:'' As the 1st-level version, but you can shrink an object up to 16 cubic feet in size weighing up to 160 bulk. If you target an object that's 13 cubic feet or smaller and weighs no more than 130 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.
Imitating the transitive properties of the Drift, you can warp space to decrease the distance a weapon can fire. As a standard action, you expend an unused spell slot to halve the range increment of a ranged weapon within 100 feet for a number of rounds equal to the level of the spell slot expended. If the weapon is in a creature’s possession, that creature can attempt a Reflex saving throw to negate this effect.
As a standard action, you can expend an unused spell slot to wrap yourself in supernatural mist. You gain [[concealment]] for a number of rounds equal to twice the level of the spell slot expended. You can see through this mist clearly, and you can't use this obvious source of concealment to hide. You can spend 1 Resolve Point to activate this paradigm shift as a reaction when you are targeted by an attack.
''System:'' all feet
By replacing your feet with those of a zombie or other slow‑moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your [[Stealth]] checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark.
Alternatively, you can activate shuffling feet when you take a ''guarded step'' to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk shuffling feet, or up to your speed with mk 5 shuffling feet.
After you activate either use of your shuffling feet, you cannot activate them again until you rest for 10 minutes to recover Stamina Points.
You can delay the onset of dangerous conditions. As a reaction when you or an ally would gain the [[shaken]], [[sickened]], or [[staggered]] condition, you can use a [[paradox]] to delay the onset of the condition for a number of rounds equal to half the paradox (minimum 1).
Shuriken are bladed thrown weapons most common in the carbonedge form kasathas favor. However, these weapons are versatile and come in various forms for improved cutting power or specialized use. Additionally, the size of shuriken makes them easy to hide and carry. They are ideal for hit-and-run attacks and situations where it might not be prudent to retrieve a thrown weapon.
* ''Carbonedge Shiriken:'' The four-armed [[kasatha]] favor the light weight and keen edges of carbonedge shuriken.
* ''Dynamo Shuriken:'' Using the best in miniaturized machine and electronic technology, a dynamo shuriken can use the power it generates when thrown to deliver an electric pulse to a target or to return to its thrower.
* ''Flash Shuriken:'' The friction of passing air and target impact activates a thrown flash shuriken so that the weapon delivers burn injuries and a potentially blinding flare.
* ''Grooved Shuriken:'' Fine channels crisscross the surface of a grooved shuriken. When an injectable substance is applied to the shuriken, it gathers in these channels and surface tension holds it in place. The grooves allow injection delivery without a specialized mechanism. Each shuriken holds a single dose of a drug, poison, or medicinal.
* ''Microserrated Shuriken:'' This is like the carbonedge variety, but has microserrated edges to slice into targets better.
* ''Singing Shuriken:'' Designed by lashunta hunting specialists using the same acoustic principles as the singing disk, the singing shuriken generates a painful high-pitched whine when thrown and can befuddle a target with a piercing impact that disturbs the inner ear.
* ''Ultraserrated Shuriken:'' Small but deadly, an ultraserrated shuriken has molecular-level serrations that enhance slashing.
Prices below are for 10 shuriken.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|shuriken, carbonedge | 1 | 85 | 1d4 P | 10 ft. | [[bleed]] 1d4 | drawn | — | L |[[analog]], [[quick reload]], [[thrown]] |
|shuriken, grooved | 4 | 370 | 1d8 P | 20 ft. | [[injection DC +2]] | drawn | — | L |[[injection]], [[quick reload]], [[thrown]] |
|shuriken, microserrated | 7 | 1,120 | 3d6 P | 20 ft. | [[bleed]] 1d6 | drawn | — | L |[[quick reload]], [[thrown]] |
|shuriken, flash | 10 | 3,120 | 4d6 F | 20 ft. | [[blind]] | drawn | — | L |[[quick reload]], [[thrown]] |
|shuriken, ultraserrated | 16 | 29,100 | 7d10 P | 20 ft. | [[bleed]] 3d6 | drawn | — | L |[[quick reload]], [[thrown]] |
|shuriken, dynamo | 19 | 98,000 | 12d6 E | 40 ft. | — | drawn | — | L |[[quick reload]], [[recall]], [[thrown]] |
</div>
You gain the [[Special Weapon Proficiency]] feat with carbonedge [[shuriken]] (and no other model of shuriken) as a bonus feat. Additionally, you can add your Dexterity modifier rather than your Strength modifier to ranged attack rolls with carbonedge shuriken, and you make melee attack rolls with carbonedge shuriken as if they were basic melee [[operative]] weapons. You can use the [[trick attack]] class feature with a carbonedge shuriken. At 3rd level, you gain the [[Weapon Specialization]] feat with carbonedge shuriken (and no other model of shuriken) as a bonus feat. At 12th level, you deal an additional 1d4 damage with carbonedge shuriken and treat them as having the [[injection]] weapon special property. At 17th level, the additional damage dealt with carbonedge shuriken increases from 1d4 to 2d4.
<div class="statblock">
* ''Size'' Small
* ''Maneuverability'' perfect (+2 Piloting, turn 0)
* ''HP'' 35 (increment 5); ''DT'' —; ''CT'' 7
* ''Mounts'' forward arc (1 light)
* ''Expansion Bays'' 3 (usually cargo holds or passenger seating)
* ''Minimum Crew'' 1; ''Maximum Crew'' 4
* ''Cost'' 6
A shuttle bay can be installed only in a Huge or larger starship and takes up two expansion bays. A shuttle bay provides a place for a Small or smaller starship to dock.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|shuttle bay | 10 | 4 |
</div>
Siccatite is a shining silver metal that is extremely resilient to thermal energy. When found naturally, it is incredibly cold until exposed to extreme heat, at which point it becomes incredibly hot. The process for switching siccatite between these two states is difficult; hot siccatite must be quenched in temperatures of –250º F or colder for at least 24 hours, while cold siccatite must be heated in temperatures of 5,000º F or hotter for at least 24 hours. Objects formed completely of siccatite are immune to cold damage and fire damage, making them crucial components in items that are in constant contact with severe heat or cold.
A weapon made of cold siccatite that deals cold damage, whether inherently or from a weapon fusion, deals 1 extra cold damage plus 1 extra cold damage per 6 item levels, up to +4 at 18th level. A weapon made of hot siccatite that deals fire damage gains the same amount of extra fire damage.
When a siccatite weapon is used in combat, the siccatite molecules become excited and radiate the starmetal's associated energy type. If you wield a hot siccatite weapon, you take 1 fire damage when you hit a target with the weapon. Similarly, a cold siccatite weapon you wield deals you 1 cold damage when you hit with it. You take this damage only once per round.
Ammunition isn't made of siccatite, as it tends to damage a weapon made of other materials and doesn't provide additional benefits if used with a weapon already made of siccatite.
The temperature of pure siccatite makes it unsuitable as the sole material for wearable items for most species. However, armor can have siccatite as part of its composite material. Wearing armor that is integrated with siccatite provides you cold and fire resistance 3.
<div class="table-wrapper">
|Form | Cost |h
|Armor or weapon | +2,500 credits |
|Raw material (1 bulk) | 625 credits |
</div>
Siccatite is a silvery starmetal renowned for its extreme resiliency to thermal energy. Capable of acting either as "cold" siccatite or "hot" siccatite, trace quantities of this material commonly reinforce and absorb heat from starship power cores and thrusters.
''Armor:'' Siccatite armor has the unique ability to absorb massive amounts of heat, allowing the metal to withstand friction better than nearly any other material. When a starship with siccatite armor moves through an atmosphere, it treats the current friction level as if it were one level less severe when determining the amount of damage the starship sustains (severe becomes high, high becomes moderate, moderate becomes low, and low becomes none).
''Defensive Countermeasures:'' By wrapping key portions of a starship in an insulated mesh of siccatite, the extremely hot or frigid metal can obscure the vessel's systems against enemy sensors. Treat a starship with siccatite defensive countermeasures as 2 tiers higher when determining the [[Computers]] DC of science officer actions that use the protected starship's tier to calculate the DC of Computers checks.
<div class= "table-wrapper">
|Upgraded System | BP Cost |h
|armor | +2 BP |
|defensive countermeasures | +3 BP |
</div>
Smooth-scaled and bright silver in color, siccatite dragons swing wildly between moods and can alter the energy of their breath weapons between cold and fire at a whim.
* ''CR:'' 3+
* ''Required Creature Type:'' Dragon
* ''Suggested Alignment:'' Chaotic neutral
* ''Traits:''
** [[blindsense]] (vibration) 60 feet; [[darkvision]] 120 feet
** [[frightful presence]] (CR 13+, 60 feet + 10 feet per CR); shifting resistance aura (see below)
** [[void adaptation]]; [[DR]] 5/magic (CR 11+, increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17); [[immunity]] to cold and fire
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d10 C or F + 1d10 per CR); spell-like abilities (CR 7+)
** [[spaceflight]]
* //Shifting Resistance ([[Su]]):// All allies within 30 feet of a siccatite dragon gain an amount of [[energy resistance]] equal to the dragon's CR. At the start of combat, the dragon chooses whether this is resistance to cold or fire. Once it uses its breath weapon, the energy resistance changes to match the energy type of the breath weapon.
These shining silver oozes maintain an improbable balance between deadly cold and blistering heat, dealing wounds that are crosshatched with frostbite and charring.
* ''CR:'' 3+
* ''Required Creature Type:'' Ooze.
* ''Required Array:'' Combatant.
* ''Traits:''
** [[blindsense]] (scent [siccatite only]) 1 mile, [[blindsight]] (vibration) 60 ft.
** [[immunity]] to cold and fire
** [[mindless]]
** [[ooze immunities]]
** multi-elemental damage (see below)
** [[sightless]]
* //Multi-Elemental Damage ([[Ex]]):// A siccatite eater's slam attack targets EAC rather than KAC. Half of the damage it deals is cold damage, while the other half is fire damage.
The target must succeed at a Fortitude saving throw or become [[sickened]] for 1d4 minutes. This has no effect if the target is immune to disease.
You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
You can make a special full attack with a single weapon with the [[thrown]] special property. Each attack must be against a different target. When you attack this way, your thrown weapon arcs from each hit target to the next target. For the purposes of determining cover (but not concealment), you’re considered to be attacking from the previous target’s square. At the end of this series of attacks, the weapon returns to you as per the //[[returning]]// fusion.
You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.
To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
''Graviton Skills:'' [[Bluff]] (Cha), [[Disguise]] (Cha), [[Mysticism]] (Wis), [[Sense Motive]] (Wis), [[Stealth]] (Dex)
''Photon Skills:'' [[Culture]] (Int), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Medicine]] (Int), [[Survival]] (Wis)
You can reposition yourself after a foe's missed swing.
''Prerequisites:'' Dex 15, [[Mobility]] or [[trick attack]] class feature.
''Benefit:'' Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent's threatened area. If you take this step, you can't take a guarded step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* N Huge construct (technological)
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision [foliage, gas, and smoke only]) 60 ft.; ''Perception'' +26
!!! DEFENSE
* ''HP'' 330
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +15; ''Ref'' +15; ''Will'' +11
* ''Defensive Abilities'' hardened, integrated weapons; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 60 ft., fly 20 ft. ([[Ex]], clumsy); limited flight
* ''Ranged'' elite [[X-gen gun]] +29 (4d12+15 B & P) or heavy [[stellar cannon]] +29 (4d12+15 P; critical [[wound]] [DC 21]) or [[IMDS missile launcher]] +29 (13d8+15 B & F)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' autoload
!!! STATISTICS
* ''Str'' +9; ''Dex'' +7; ''Con'' —; ''Int'' +1; ''Wis'' +5; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +26 (+18 to fly), [[Engineering]] +26, [[Piloting]] +31
* ''Languages'' Common
* ''Other Abilities'' advanced movement, nanite repair, [[unliving]]
* ''Gear'' elite [[X-gen gun]] with 400 heavy rounds, heavy [[stellar cannon]] with 800 scattergun shells, [[IMDS missile launcher]] with 2 advanced missiles
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or battery (3–8)
!!! SPECIAL ABILITIES
''Advanced Movement ([[Ex]])'' Difficult terrain doesn't hamper a siege robot's movement.
''Autoload ([[Ex]])'' A siege robot can reload its weapons as part of the same action used to fire them.
''Hardened ([[Ex]])'' A siege robot takes half damage from explosives and collisions.
''Limited Flight ([[Ex]])'' A siege robot's thruster-based flight works in a vacuum, but in gravity, it can fly a maximum of 10 feet above the ground.
''Nanite Repair ([[Ex]])'' A siege robot's nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 10d8 Hit Points.
</div>
There is nothing subtle about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time.
!! Siege Robots as Vehicles
A siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics:
* item level equal to its CR
* drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover)
* hardness 8
* collision damage 16d10 B (DC 19)
* –3 attack roll penalty (–6 at full speed)
A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover.
A sight is an improved version of the common targeting sights used by most ranged weapons. It may be a loop with an incorporated reticle, or a series of guidelines with high-visibility pigment on them, or some other simple design aid to aiming your weapon. A sight attaches to a small arm or railed weapon's top rail. A sight can't be added to a weapon with a [[scope]]. As a move action, you can aim through a sight. This can be done as part of the same move action as is required to aim a weapon with the [[sniper]] weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a sight reduces penalties to attack rolls due to range or bonuses to AC from cover, depending on the sight's type. The reduction in penalties due to aiming with a sight applies only to the next attack roll you make with the weapon before the end of your next turn.
* ''Manual Sight (Level 2):'' A manual sight reduces penalties due to range and AC bonuses from cover by 2.
* ''Laser Sight (Level 5):'' A laser sight functions as a manual sight with additional laser targeting capabilities. Activating or deactivating a laser sight is a move action. An active laser sight reduces penalties due to range and AC bonuses from cover by 4.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|sight, manual | 2 | 1,000 | — | — | — |railed weapon, small arm |
|sight, laser | 5 | 3,000 | — | 20 | 1/hour |railed weapon, small arm |
</div>
The creature does not use any visual senses and is thus never subject to any effect that requires the creature to see a target or effect. Sightless creatures normally have some form of [[blindsight]] to compensate for their sightlessness, but if not, they are assumed to be able to operate as well as a creature with normal vision unless the creature's description says otherwise.
//Format:// ''Senses'' sightless.
The //Signal Chaos Engine// is a hybrid artifact created by the unexpected and magical synthesis of a Drift engine with [[chaos sails]]. Activating the //Signal Chaos Engine// requires a single round of starship combat, during which time the ship can use its conventional thrusters. Once activated, the //Signal Chaos Engine// causes any starship in which it is installed to travel randomly through the multiverse for 1d6 minutes before arriving at an unpredictable location somewhere in space and time.
The //Signal Chaos Engine// leaves a wake that nearby ships—including those involved in space combat or a starship chase—can follow. It uses no PCU and costs no BP. The //Signal Chaos Engine// replaces a starship’s Drift engine; any Drift engine installed in the same ship does not function.
The //Signal Chaos Engine// is destroyed if it ever returns to the location and moment it was created during the Drift Crash.
<div class= "table-wrapper">
|Drive | Engine Rating | Minimum<br/>PCU | Maximum<br/>Size | Cost (in BP) |h
|//Signal Chaos Engine// | special | — | — | — |
</div>
This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signal jammers are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the jammer. When activated, a signal jammer interrupts broadcast signals within 4 miles. If attached to a larger broadcasting station (such as those found aboard a starship), the range increases to 12 miles. A signal jammer blocks all communication devices from sending and receiving broadcasts. Each signal jammer is designed to affect one specific broadcasting medium (such as radio or wireless). You can attempt a [[Computers]] or [[Engineering]] check to bypass a signal jammer's effects or to determine the location of the jammer. The DC to bypass or locate a signal jammer is 15 + the signal jammer's level, and attempting this check takes 1 minute.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|signal jammer | varies | level squared × 100 | L | 12 | 1/10 minute |
</div>
Your signature item is a suit of armor, shield, or other gear specifically designed to protect you from harm. Your first skill expertise must be selected from the following: [[Disguise]], [[Intimidate]], or [[Sense Motive]]. Once per hour, as a reaction when an attack successfully hits you and deals damage, you can roll your expertise die and reduce the damage you take from the attack by an amount equal to your die's result plus your envoy level. You can use this ability an additional time per hour by spending 1 Resolve Point for each additional use.
You ignore the base save bonus requirement of the [[saving expertise]] expertise talent. If you add your expertise die result to a save and the expertise die's result is a natural 1, you can reroll the expertise die once and use the second result.
Your signature item is a worn garment that doesn't provide an armor bonus, such as a hat or a complete outfit. When you gain your signature clothing, select two skills from the following to which you apply skill expertise: [[Bluff]], [[Culture]], [[Diplomacy]], [[Disguise]], or [[Intimidate]]. In addition, whenever you select an [[expertise talent]] associated with one of these skills, you also gain an expertise talent for the second skill. You can only use the skill expertise and expertise talents for one of these two skills at a time, but once per hour, as a standard action, you can adjust your signature clothing (such as by reversing your jacket or dramatically straightening your hat) to change which of the two skills' benefits you can use. You can use this ability an additional time per hour by spending 1 Resolve Point for each additional use. Once per day, before rolling your expertise die as part of a skill check for one of these skills, you can choose to roll your expertise die twice and take the better result.
Additional skills you select with skill expertise function normally, as do the expertise talents you qualify for based on these additional skills.
One of your items is an indispensable part of your technique or persona. At 1st level, after purchasing your starting equipment, designate one piece of equipment as your signature item, and choose one of the following categories that best fits the item: armor, clothing, tool, or weapon. Your signature item provides benefits based on the item's category. You can use the benefits granted by your item as long as you have at least 1 Resolve Point remaining and the item is in your possession and not destroyed. These special benefits are an extension of your exceptional connection to the item, and they don't function for others who wield or wear the item. Once per week, if your item is lost or destroyed, you can replace it with another item of the same category by spending 8 hours practicing with the new item. Whenever you gain a level, you can replace your signature item with a different one by spending 24 hours acclimating yourself to the replacement. If your new item is of a different category, you replace all benefits granted by the previous item with those of the new category.
You gain the benefits of your [[expertise]] class feature only while your signature gear is in your possession. You only add your expertise die to the skills you select with your [[skill expertise]] class feature; you don't automatically gain the ability to add your expertise die to [[Sense Motive]] checks. The first skill you select for skill expertise must be selected from a specific list based on your gear's category.
This feature modifies [[expertise]] and replaces the [[envoy improvisation]] gained at 1st level.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Choose a starship [[stunt]] (once made, this choice can't be changed). When you make a [[Piloting]] check to perform that stunt in starship combat, roll twice and take the better result. You can choose and apply this exploit's benefits to an additional stunt at 14th level and again at 18th level.
Your signature item is a handheld device with a specific non-combat purpose, such as a [[hacking kit]] or [[datapad]]. Your first skill expertise must be selected from the following list: [[Computers]], [[Engineering]], or [[Medicine]]. If you choose Computers or Engineering, your signature tool also functions as a mechanic's [[custom rig]], and you can select [[mechanic tricks]] as though they were [[expertise talents]], qualifying for tricks using the sum of your envoy and mechanic levels as your mechanic level. However, this doesn't grant you any other mechanic class features, and you can't select tricks that require another mechanic ability unless you've gained it from another source.
If you choose Medicine, your signature tool also functions as a 1st-level biohacker's [[custom microlab]], though if you have a custom microlab from another class, add your envoy levels and the other class's levels together for determining its abilities. You can select biohacker theorems as though they were expertise talents, qualifying for theorems using the sum of your envoy and biohacker levels as your biohacker level. However, this doesn't grant you any other biohacker abilities, and you can't select theorems that require another biohacker ability unless you've gained that required ability from another source.
Your signature item is a weapon. You can't select a natural weapon, but you can select an item that modifies a particular type of attack, such as a solarian weapon crystal or an augmentation that enhances your unarmed strikes. Your first skill expertise must be selected from the following list: [[Bluff]], [[Engineering]], or [[Intimidate]]. As a move action during combat, you can designate a foe and openly flourish your weapon at them, gaining a brief burst of confidence and accuracy. For a number of rounds equal to your Charisma modifier, you can make attacks against the designated foe with your signature weapon as if your base attack bonus from your envoy levels were equal to your envoy level; you must be able to see the foe to gain this benefit to your attack.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* CN Small outsider (chaotic, extraplanar)
* ''Init'' +12; ''Senses'' [[blindsight]] (vibration) 120 ft., [[darkvision]] 60 ft.; ''Perception'' +20
* ''Aura'' wanderer’s ache (DC 20, 30 ft.)
!!! DEFENSE
* ''HP'' 170; ''RP'' 5
* ''EAC'' 24; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +14; ''Will'' +12
* ''Defensive Abilities'' [[fast healing]] 10; ''DR'' 10/magic
!!! OFFENSE
* ''Speed'' 40 ft. fly 60 ft. ([[Su]])
* ''Melee'' floating hand +22 (2d10+13 B)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with floating hand)
* ''Spell-Like Abilities'' (CL 11th)
** At will—//[[dimension door]]//
!!! STATISTICS
* ''Str'' +2; ''Dex'' +8; ''Con'' +5; ''Int'' +3; ''Wis'' +5; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +25, [[Mysticism]] +20, [[Piloting]] +25, [[Stealth]] +25, [[Survival]] +20
* ''Languages'' Aklo (can’t speak any language); [[telepathy]] 120 ft.
!!! ECOLOGY
* ''Environment'' any (Dimension of Time)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Floating Hand ([[Su]])'' As a melee attack, a wanderlust siktempora can strike at a foe with a floating, disembodied hand. This attack has a reach of 15 feet and the //[[entangle]]// special weapon property. A wanderlust siktempora can entangle a maximum of 4 creatures at any one time with their hands. A creature can escape from an entangling hand with a successful DC 29 [[Acrobatics]] check or a successful DC 34 Strength check.
''Wanderer’s Ache ([[Su]])'' All creatures within 30 feet of a wanderlust siktempora (but not including the siktempora) gain the effects of the //[[haste]]// spell. If an affected creature doesn’t take a move action to move on its turn, the denied urge to move physically pains that creature, who takes 7d10 damage. A successful DC 20 Will save halves the damage.
</div>
Siktemporas are creatures from the mysterious Dimension of Time, usually formed when an immense event occurs that creates an even more massive emotional reaction. They have an alien mindset, living through and for that one single emotion.
A wanderlust siktempora takes the form of a small, floating figure with no limbs and a snouted face devoid of all facial features save for whiskers. Eight floating hands orbit around them, enabling them to manipulate their surroundings. A wanderlust siktempora usually forms when a prominent event or discovery inspires large numbers of people living sedentary lives to crave travel. On the rare occasion that a group of people are sent to a different time period or inserted into a different timeline (possibly via an artifact), a wanderlust siktempora might form from the emotional weight the event imposes on the Dimension of Time.
One of the largest influxes of wanderlust siktemporas into the Material Plane coincided with Triune’s Signal in 3 AG, when the new possibilities of travel marked the timestream as everyday people gained a keen desire to travel. Early explorers of the Drift shared tales of wanderlust siktemporas following them with curiosity once they left the Drift.
Despite coming from another dimension and being seen on myriad other planes, wanderlust siktemporas have never been observed in the Drift. Shortly after the Drift Crash, several wanderlust siktemporas were observed traveling together (a previously unobserved behavior) near a Drift beacon that went offline, telepathically singing a heavy and emotionally weighted dirge.
Similar to flash suppression, modern weapons have sound-suppression hardware built in to protect users and bystanders from high-decibel reports, but this doesn't make a weapon silent. A hybrid //silencer// uses magitech to truly silence a weapon. When you fire a weapon equipped with a silencer, the weapon creates no sound, and its ammunition flies silently for the first range increment (this includes the range increment of a weapon with the [[sniper]] special property). This benefit reduces the penalty you take to [[Stealth]] checks for sniping by 5. You can combine a //silencer// and //[[flash suppressor]]// together by paying the combined price of both accessories. Their benefits stack.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|//silencer// | 4 | 1,850 | — | — | — |projectile |
</div>
The silent slayer fighting style focuses on lurking quietly in the shadows and striking in close combat without warning. You train heavily in the use of melee weapons and light armor, pushing both beyond their normal limits, and eventually learn to fade away as quickly as you emerge.
!! Claws of the Shadow (1st)
[[Stealth]] becomes a class skill for you, and when you strike silently, you disorient your opponent. When you successfully attack a target from hiding with a melee weapon with the [[operative]] weapon special quality, that target is [[off-target]] until the end of its next turn.
!! Darting Shadow (5th)
You gain [[Mobility]] as a bonus feat. If you already have Mobility, you instead gain [[Spring Attack]] as a bonus feat.
!! Fading Shadow (9th)
As a move action, you can spend 1 Resolve Point to vanish in a whorl of shadows and teleport yourself to any point within 30 feet that you can see. This counts as a [[diversion]], as if you had just successfully used the [[Bluff]] skill, so you can immediately attempt a [[Stealth]] check to hide with only a –10 penalty. Starting at 15th level, if you have the Spring Attack feat, you can use this ability to teleport, make a single melee attack against an opponent within reach, and then teleport away. The total distance you move between both teleports cannot exceed 30 feet. Like with Spring Attack, you can't attack a foe that is adjacent to you at the start of your turn.
!! Severing Shadow (13th)
Any melee weapon you wield gains the [[wound]] critical hit effect. If it already has the wound critical hit effect, it gains the [[severe wound]] critical hit effect. If a weapon already has a critical hit effect, you can apply either the critical hit effect from this ability or the weapon's normal critical hit effect when you score a critical hit.
!! Weeping Shadow (17th)
Your unexpected attacks leave targets devastated and erratic. When you hit an opponent with a melee attack who was not aware of your presence, it is [[frightened]] for 1d4 rounds. If you score a critical hit, the target is instead [[panicked]] for 1d4 rounds. The target can attempt a Will saving throw at the end of each round to remove the frightened or panicked condition (DC = 10 + half your soldier level + your key ability modifier).
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small animal (fire)
* ''Init'' +4; ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]; ''Perception'' +12
''Aura'' warmth (5 ft.)
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +6; ''Will'' +1
* ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 40 ft.; burrow 20 ft.
* ''Melee'' bite +10 (1d6+3 F & P; critical [[burn]] 1d4) or claw +10 (1d6+3 F & S; critical [[burn]] 1d4)
* ''Offensive Abilities'' takedown
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +0; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +7, [[Sense Motive]] +7, [[Survival]] +12
* ''Other Abilities'' [[tracking]] (scent)
!!! ECOLOGY
* ''Environment'' any land (Waydana-1)
* ''Organization'' solitary, pair, pack (3–6)
!!! SPECIAL ABILITIES
''Aura of Warmth ([[Ex]])'' Silicanids exude an aura of soothing warmth. Creatures adjacent to a silicanid are immune to the effects of cold weather, treat severe cold as cold weather, and treat extreme cold as severe cold.
''Takedown ([[Ex]])'' When a silicanid attacks on a [[charge]] and hits a creature of Medium size or smaller, the target is knocked [[prone]].
</div>
As their name implies, silicanids are canids native to Weydana-1 that have inorganic, silicone-based bodies that resemble obsidian and magma more than flesh and blood; even their coats are a collection of soot and ash instead of fur. Doglike in both appearance and behavior, silicanids are natural hunters just like their carbon-based cousins, and they're armed with teeth and claws of solid quartz. They instinctually chase down their prey, even burrowing into dens when necessary.
As companions, silicanids have a well-earned reputation as excellent varmint-hunters, due to their small stature and tenacity. Their aura of warmth makes them especially popular among vesk and other cold-blooded species, and they are much in demand as therapy animals or as companions in frigid environments. Silicanids are pack animals in the wild, and they form a fierce bond with others.
!! Silicanid Companions
{{Silicanid (creature companion)}}
<div class="statblock">
* ''Levels'' 1–15
* Small animal (fire)
* ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Save'' Fort, Will
* ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
* ''Speed'' 40 ft.; burrow 20 ft.
* ''Melee Attack'' bite (F & P) or claws (F & S)
''Ability Modifiers'' Dex, Wis
!!! SPECIAL ABILITIES
''Aura of Warmth ([[Ex]])'' Silicanids exude an aura of soothing warmth. Creatures adjacent to a silicanid are immune to the effects of cold weather, treat severe cold as cold weather, and treat extreme cold as severe cold.
''Takedown ([[Ex]])'' When a silicanid attacks on a [[charge]] and hits a creature of Medium size or smaller, the target is knocked [[prone]].
''Tracking ([[Ex]])'' A silicanid can use [[Perception]] to perform the [[follow tracks]] task of the [[Survival]] skill, using scent.
</div>
Silicanids have surged in popularity as pets, especially on worlds outside of the Weydana system. Although they can adapt to most environments, they don't reproduce in captivity, greatly increasing their value. Small breeding populations have been released into the wild on a handful of worlds in Near Space. Silicanids can be found on the black market, where they demand an emperor's ransom. Starfarers have happened upon silicanids on their adventures, adopting the creatures as companions.
A thick silicon coating infused with magitech photocells coats your armor. A silicon armor casing can store up to 10 charges, but it can't be charged via conventional recharging methods; instead, for every 8 hours spent in an area of normal or bright light illuminated by a star, the silicon armor casing gains 1 charge. As a move action, you can expend 1 charge either to recharge 1 day of the armor's environmental protections, or to restore 1 charge to one of the armor's other armor upgrades. As a swift action, you can expend 2 of the armor casing's charges to empower a melee or ranged attack, causing that attack to deal 2d6 additional fire damage if it hits (or 1d6 fire damage if the attack affects multiple creatures). As a swift action, you can expend 4 charges to increase the DC of one spell you cast before the end of your turn by 1.
<div class= "table-wrapper">
|Upgrade| Level | Price | Slots | Armor Type | Bulk |h
|silicon armor casing | 8 | 10,000 | 1 | any | 1 |
</div>
You're an expert at adopting emergency camouflage.
''Prerequisites:'' [[Stealth]] 1 rank, [[Survival]] 1 rank.
''Benefit:'' As a full action, you can use a free hand to slather nearby moss, mud, or other easily smeared natural materials over your body; if you have at least two free hands, you can instead do so as a move action. While coated, you increase the percent miss chance of [[concealment]] provided by similar natural materials by 5% (or by 10% if you have at least 10 ranks in [[Stealth]]). In addition, each time a creature with [[blindsense]] (scent) would detect you with that sense, they have a 50% chance of failing to detect you with that sense. Each time a creature with [[blindsight]] (scent) would detect you with that sense, they have a 50% chance of gaining only the benefits of blindsense (scent).
The coating lasts for a number of minutes equal to 10 × your ranks in Survival, until you are critically hit by an attack, or until you are thoroughly doused by clean water or similar liquid, after which the coating is compromised enough to provide no benefit. You can benefit from only one application of this ability at a time.
A complex process involving alchemy, magic, and metallurgy can bond silver to weapons or ammunition so that they overcome the [[damage reduction]] of creatures with DR/silver, such as lycanthropes. The silvering process can't be applied to nonmetal items, and it doesn't work on rare metals such as [[adamantine]], [[cold iron]], or starmetals.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +6 credits |
|Weapon | +300 credits |
|Raw material (1 bulk) | 75 credits |
</div>
Silver dragons hold themselves to an unimpeachable code of courage and honor.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' dragon (cold)
* ''Suggested Alignment:'' lawful good
* Traits:
** [[blindsense]] (vibration) 60 feet, ''darkvision'' 120 feet, and [[detect alignment]] (CR 5+)
** [[frightful presence]] (CR 13+, 60 feet + 10 feet per CR)
** [[DR]] 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17)
** cloudwalking (see below)
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d8 C + 1d8 per CR)
** paralyzing breath (see below)
** spell-like abilities (CR 8+)
** [[change shape]] (CR 7+, animal or humanoid)
* //Cloudwalking ([[Su]]):// A silver dragon can tread on clouds or fog as though on solid ground.
* //Paralyzing Breath ([[Su]]):// Instead of a cone of cold, a silver dragon can breathe a 30-foot cone of paralyzing gas. Each creature within the cone that inhales the gas must succeed at a Fortitude save or be [[paralyzed]] for 1d6 rounds plus a number of additional rounds equal to half the dragon's CR.
Shirrens brought a few //silver lemniscates//—gifts from Hylax—with them when they arrived in the Pact Worlds. While the //silver lemniscate// orbits you, whenever you are about to end your turn with the dying condition, the //silver lemniscate// stabilizes you. At the start of your next turn, you regain 1 Hit Point. After providing you this benefit, the //silver lemniscate// can't do so again for 24 hours, and you can't benefit from a different //silver lemniscate// for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//silver lemniscate// | 14 | 65,000 | — |
</div>
<<list-links "[tag[Simple Template Grafts]sort[title]]" class:index>>
A singing disk, also known as a shotalashu singer, is a 7-inch-diameter metal disk that is perforated with intricate abstract patterns and has a circular hole in the middle. When the weapon is swung or thrown, the perforations cause the air flowing through them to vibrate with a range of sonic frequencies like hundreds of voices singing simultaneously. The disks can sound quite lovely, but the sonic frequencies they create are unforgiving to the body and inner ear, and can muddle the mind. Singing disks have a series of models ranging from the sopranino to the soprano, alto, tenor, and bass versions.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|singing disk, sopranino | 1 | 115 | 1d4 So | [[confuse]] | L |[[analog]], [[thrown]] (20 ft.) |
|singing disk, soprano | 6 | 3,900 | 1d6 So | [[confuse]] | L |[[analog]], [[thrown]] (30 ft.) |
|singing disk, alto | 11 | 23,600 | 3d6 So | [[confuse]] | L |[[analog]], [[thrown]] (40 ft.) |
|singing disk, tenor | 16 | 146,000 | 7d6 So | [[confuse]] | L |[[analog]], [[thrown]] (60 ft.) |
|singing disk, bass | 19 | 482,000 | 10d6 So | [[confuse]] | L |[[analog]], [[thrown]] (80 ft.) |
</div>
As a singing spear moves through the air, grooves and channels along its length catch the wind, amplifying the noise into a strong sonic vibration. Lashunta shotalashu hunters of Castrovel originally used the weapons as the sound helped members of hunting parties keep track of one another and identify where targets might be in thick undergrowth. Singing spears sound pleasant, and can be found in sopranino, soprano, alto, and tenor models. Each has increasingly precise grooves for improved sonic damage that can disturb the inner ear and cause brief disorientation.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|singing spear, sopranino | 4 | 2,200 | 1d8 P & So | [[confuse]] | 1 |[[analog]], [[thrown]] (20 ft.) |
|singing spear, soprano | 8 | 9,500 | 2d8 P & So | [[confuse]] | 1 |[[analog]], [[thrown]] (20 ft.) |
|singing spear, alto | 12 | 35,200 | 4d8 P & So | [[confuse]] | 1 |[[analog]], [[thrown]] (20 ft.) |
|singing spear, tenor | 17 | 247,000 | 11d8 P & So | [[confuse]] | 1 |[[analog]], [[thrown]] (20 ft.) |
</div>
An ancient and traditional pahtra weapon, the singing star consists of a long chain or rope with each end attached to a fist-sized metal slug covered in complex ridges and spikes. The wielder swings the chain, either tangling targets or using the metal sphere like a long flail, while the ridges cause the weapon to make an eerie and discomfiting whistle. Traditional versions are made from materials taken from the greatest of Vesk-6’s predators, while more modern versions are typically made of polyceramic or carbonsteel.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|singing star, apprentice | 2 | 850 | 1d4 B | [[knockdown]] | 2 |[[analog]], [[disarm|Disarm (combat maneuver)]], [[professional]] (musician), [[reach]], [[trip]] |
</div>
These weapons look and function like ordinary musical instruments when broken down, with a clip holding varying lengths of piping into the shape of an oboe. However, surreptitious rifling and threading in the pipes allows the instrument to function as a blowgun that fires darts when fully assembled.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|singing stinger | 1 | 200 | – | 200 ft. | [[injection DC +2]] | 1 dart | 1 | L |[[analog]], [[breakdown]], [[injection]], [[professional]] (musician), [[subtle]] |
</div>
By capturing, studying, and dissecting [[deadfall stalkers]]—all at considerable cost in blood and credits—the drow manufacturer Arabani Arms Ltd. has created powerful cannons able to create gravitational singularities at a distant point. These instantaneous black holes tear apart nearby matter and, in the process, hurl away any victims who can't clear the area. The singularity typically lasts for a split-second, yet slivers of the microscopic black hole can adhere to unlucky targets, painfully anchoring their bodies in place.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|singularity cannon, light | 5 | 3,150 | 1d10 B | 50 ft. | [[bind]] | 40 | 4 | 2 |[[explode]] (5 ft.), [[force]], [[gravitation]] (5 ft.), [[unwieldy]] |
|singularity cannon, heavy | 9 | 13,000 | 2d10 B | 50 ft. | [[bind]] | 40 | 4 | 2 |[[explode]] (5 ft.), [[force]], [[gravitation]] (10 ft.), [[unwieldy]] |
|singularity cannon, advanced | 14 | 76,750 | 3d10 B | 60 ft. | [[bind]] | 80 | 6 | 3 |[[explode]] (10 ft.), [[force]], [[gravitation]] (15 ft.), [[unwieldy]] |
|singularity cannon, paragon | 19 | 555,000 | 6d10 B | 70 ft. | [[bind]] | 80 | 8 | 3 |[[explode]] (10 ft.), [[force]], [[gravitation]] (20 ft.), [[unwieldy]] |
</div<
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 40-ft.-radius sphere
* ''Effect'' one summoned spectral shipwreck
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex partial
* ''Spell Resistance'' yes
</div>
You conjure a massive spectral shipwreck that drops into the designated area then vanishes. In atmosphere, this spell deals 6d10 bludgeoning damage (Reflex half) to creatures in the area. Underwater, this spell deals half damage as normal, but it also pushes creatures who fail the saving throw 20 feet straight down. If a creature in the area can't move the full 20 feet (because of the sea floor or an obstacle), it takes full damage as it gets crushed between the ship and the obstacle.
If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.)
Sivvs are serious-minded and domineering aberrations with long, curving necks; grasping claws; and a sturdy carapace from which several tentacles protrude. Eons ago, sivvs formed the Sivv Dominion, which subjugated its galactic neighbors with its superior hybrid technology until its own hubris allowed one of its enemies, the kishalee, to deal a mortal blow to its economy.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* LE Large construct (magical, sivv, technological)
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +29
!!! DEFENSE
* ''HP'' 315; ''RP'' 6
* ''EAC'' 31; ''KAC'' 32
* ''Fort'' +13; ''Ref'' +13; ''Will'' +18
* ''DR'' 15/adamantine; ''Immunities'' [[construct immunities]]; ''SR'' 28
!!! OFFENSE
* ''Speed'' 20 ft., //[[spider climb]]//
* ''Melee'' slam +30 (8d6+25 B; critical [[knockdown]] [DC 24])
* ''Ranged'' //[[ensnaring]] military [[degenerator rifle]]// +28 (7d8+17 A & So; critical [[degeneration]] 4d6) or //[[degeneration grenade]]// +28 ([[explode]] [20 ft., 11d6 A & So, [[degeneration]] 5d6, DC 24])
* ''Space'' 10 ft.; ''Range'' 10 ft.
* ''Offensive Abilities'' rel-state snare (DC 24)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +2; ''Con'' —; ''Int'' +11; ''Wis'' +5; ''Cha'' +0
* ''Skills'' [[Computers]] +34, [[Culture]] +29, [[Engineering]] +29, [[Intimidate]] +34, [[Life Science]] +34, [[Medicine]] +29
* ''Languages'' Sivvian; [[telepathy]] 100 ft.
* ''Other Abilities'' intangible step, quantum storage, [[unliving]]
* ''Gear'' //[[ensnaring]] military [[degenerator rifle]]// with 2 high-capacity batteries (40 charges each), //[[degeneration grenades]]// (2)
!!! ECOLOGY
* ''Environment'' any (Davvirex or Ark Prime)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Intangible Step ([[Su]])'' A sivv sage-coffer can enter rel-state on their own for a brief period. As a move action, they can spend 1 Resolve Point to become [[incorporeal]] and move up to their speed. They become corporeal at the end of their movement.
''Quantum Storage ([[Su]])'' As a move action, the sage-coffer can shift an item in their possession into rel-state, quantum entangling the item's molecules with their own. This effectively reduces the item's bulk to 0 and makes the item impossible to disarm or otherwise remove from the sage-coffer, though the item can't be used. The sage-coffer can shift items weighing a total of 10 bulk, though no one item can be more than 4 bulk. The sage-coffer can retrieve an item from rel-state as a move action. Anything that the sage-coffer placed into rel-state becomes fully real when the sage-coffer is killed.
''Rel-State Snare ([[Su]])'' As a standard action, the sage-coffer can force part of a foe into rel-state. The sage-coffer chooses a single limb on a non-sivv target within 30 feet. The target must attempt a DC 24 Reflex save. On a failure, the designated limb enters a phased quantum state—it and anything held in it can't be used. If the limb was used for locomotion, the target is [[flat-footed]]; otherwise, the target takes a –2 penalty to attack rolls. At the end of each of its turns, the target can attempt a DC 24 Fortitude save to end the effect. The effect ends on its own after 1 minute. If the sage-coffer spends 1 Resolve Point when they use this ability, they can choose up to three separate targets for this effect, no two of which can be more than 30 feet apart.
</div>
Unwilling to let talent go to waste, the Sivv Dominion entombs the spirits of dead sivv scientists in large robotic bodies with blunt tentacles and durable plating. Beyond death, these sage-coffers continue to serve the directive of the Dominion in perpetuity.
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* LE Medium aberration (sivv)
* ''Init'' +4; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +34
!!! DEFENSE
* ''HP'' 340; ''RP'' 6
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +19; ''Ref'' +19; ''Will'' +17
* ''Defensive Abilities'' [[fast healing]] 5; ''Immunities'' fear effects; ''SR'' 28
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' //military [[quantum entangler]]// +31 (8d6+28 A & So; critical [[degeneration]] 3d6)
* ''Ranged'' //military [[degenerator rifle]]// +28 (7d8+17 A & So; critical [[degeneration]] 4d6) or //[[mutation gun]]// +28 (7d10+17 A & So; critical [[mutation]] [DC 22]) or //[[degeneration grenade]]// +28 ([[explode]] [20 ft., 11d6 A & So, [[degeneration]] 5d6, DC 22])
* ''Offensive Abilities'' domineering gaze (30 feet; DC 22), rel-state dispersal (ranged +28; DC 22)
!!! STATISTICS
* ''Str'' +11; ''Dex'' +4; ''Con'' +8; ''Int'' +1; ''Wis'' +0; ''Cha'' +5
* ''Skills'' [[Athletics]] +29, [[Computers]] +29, [[Intimidate]] +34
* ''Languages'' Sivvian; [[telepathy]] 100 ft.
* ''Other Abilities'' intangible step, quantum storage
* ''Gear'' [[vitrum plate]], //military [[quantum entangler]]// with 2 batteries (20 charges each), //military [[degenerator rifle]]// with 2 high-capacity batteries (40 charges each), //[[mutation gun]]// with 1 battery (20 charges), //[[degeneration grenades]]// (2)
!!! ECOLOGY
* ''Environment'' any (Davvirex or Ark Prime)
* ''Organization'' solitary, pair, or tyranny (3–8)
!!! SPECIAL ABILITIES
''Domineering Gaze ([[Su]])'' As a move action, a sivv warmaster warmaster unsettles its foes with a stern look bolstered by psychic conditioning. Each non-sivv creature within 30 feet is [[staggered]] for 1d4 rounds unless it succeeds at a DC 22 Will save. A creature staggered by this effect has a –2 penalty to attacks made against creatures with the sivv subtype, and it reduces the DC of its spells and abilities used against creatures with the sivv subtype by 2. This is a mind-affecting, sense-dependent effect.
''Intangible Step ([[Su]])'' A sivv warmaster can enter rel-state on their own for a brief period. As a move action, they can spend 1 Resolve Point to become [[incorporeal]] and move up to their speed. They become corporeal at the end of their movement.
''Quantum Storage ([[Su]])'' As a move action, the warmaster can shift an item in their possession into rel-state, quantum entangling the item's molecules with their own. This effectively reduces the item's bulk to 0 and makes the item impossible to disarm or otherwise remove from the warmaster, though the item can't be used. The warmaster can shift items weighing a total of 10 bulk, though no one item can be more than 4 bulk. The warmaster can retrieve an item from rel-state as a move action. Anything that the warmaster placed into rel-state becomes fully real when the warmaster is killed.
''Rel-State Dispersal ([[Sp]])'' As a standard action, a sivv warmaster can spend 1 Resolve Point to cast //[[disintegrate]]// as a spell-like ability with a caster level equal to its CR. The beam of energy forces many of the target's molecules into rel-state, potentially destroying it.
</div>
During the Sivv Dominion's period of expansion, the most brutal and martially inclined sivvs trained as warmasters, leading assaults throughout the galaxy. These warriors underwent rigorous mental conditioning to render them immune to fear and to command obedience in non-sivvs with merely a stern look. Equipped with the best weaponry the Sivv Dominion had to offer, warmasters served as powerful combatants, and like all sivvs, they're skilled in the use of rel-state.
Creatures come in different sizes and can occupy multiple squares. The square or squares a creature occupies are also referred to as the creature's space. Occasionally objects are defined with these same size categories.
There are nine size categories, and each determines the specific amount of space a creature takes up. The size categories are Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, and Colossal.
!! Fine, Diminutive, And Tiny
These creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Up to 25 Diminutive creatures or 100 Fine creatures can fit into a single square.
!! Small And Medium
Most player characters are Small or Medium, and creatures of these size categories take up a single 5-foot square of space.
!! Large, Huge, Gargantuan, And Colossal
Creatures in these size categories take up more than 1 square of space.
<<section 'Table: Creature Size' >>
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* N Huge magical beast
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[blindsense]] (vibration) 30 ft.; ''Perception'' +23
!!! DEFENSE
* ''HP'' 215
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +17; ''Ref'' +17; ''Will'' +12
* ''DR'' 10/magic; ''Resistances'' cold 10
* ''Weaknesses'' [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 50 ft., burrow 20 ft., climb 50 ft.
* ''Melee'' bite +27 (3d12+21 P plus [[swallow whole]]) or gore +27 (3d12+21 B & P; critical [[knockdown]])
* ''Ranged'' tether +24 (3d12+13 B plus [[entangle]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' frenzied thrash, quad-stomached, snare, [[swallow whole]] (3d12+21 A; ''EAC'' 27, ''KAC'' 25, 54 HP)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +4; ''Int'' +0; ''Wis'' +0; ''Cha'' –4
* ''Skills'' [[Acrobatics]] +28, [[Athletics]] +23, [[Sense Motive]] +23
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, or massacre (3–8)
!!! SPECIAL ABILITIES
''Frenzied Thrash ([[Ex]])'' By abandoning any regard for its own defense, a skarak can thrash out at multiple foes at once. As a full action, a skarak can make one gore attack against each enemy of which it's aware in its threatened area. The skarak is [[flat-footed]] until the beginning of its next turn.
''Quad-Stomached ([[Ex]])'' A skarak has four stomachs, allowing it to continue to swallow creatures whole even after one or more creatures have cut their way out of the skarak's gut.
''Snare ([[Su]])'' A skarak can spin and hurl a weblike coil with a range increment of 20 feet. Any Huge or smaller creature hit by the tether is [[entangled]] (Reflex DC 19 negates). The entangled condition persists until the target escapes with a successful DC 29 [[Acrobatics]] or
[[Athletics]] check as a standard action, the target cuts itself free with a slashing weapon (''EAC'' 27, ''KAC'' 25, 27 HP), or 1d10 minutes pass, at which point the tether's adhesive becomes weak enough to escape automatically. As a move action, a skarak can teleport a creature it has entangled with its tether to any square within its reach (Will DC 19 negates); the creature must be within 60 feet of the skarak to be teleported, and the target cannot be teleported to a space that is intrinsically dangerous, such as over a pit. This movement does not provoke attacks of opportunity.
</div>
Skaraks are massive, eight-legged predators that resemble horned arachnids covered in patches of black, white, and blue bristles. Their 16-foot leg spans and 3-ton bodies bely a deadly agility, and skaraks can chase down even fleet prey with little difficulty before goring their victims and swallowing them whole. Those they can't reach they trap, either constructing devious pits or ensnaring their targets with lassos of sticky silk webs.
Skaraks are exceptionally efficient eaters, securing nutrients from virtually all parts of a kill. Yet the creatures' jaws are best designed for stabbing and pinning prey, not chewing, and their bony throat plates perform only cursory mastication. Instead, food travels through a series of four stomachs, similar to those of herbivorous ruminants. Powerful digestive acids break down carcasses (even the protective shells common to creatures on their home planet), and periodically transfer matter back to its throat for chewing during idle periods. The second stomach functions like a gizzard, gradually accumulating indigestible matter like stones and metal that help to grind food. Adventurers have found durable technological treasures inside this organ and also within the ambergris-like nodules the skaraks excrete. In times of limited prey, skaraks are known to graze on vegetation.
Skarak webbing is as much a sensory tool as it is a weapon. With the help of magically attuned cerebral lobes, skaraks can sense magical pathways between their own position and their webs. By reaching through these invisible portals, skaraks can drag a web-ensnared target into a waiting mouth. This intuition appears completely unattuned to any other form of magic, yet witchwarping scholars are quick to connect skaraks' space-bending abilities with their own magical tradition, even paying a bounty for fresh skarak silk to test and prove that it's from another reality.
Unlike spider webs, skarak webs have only a short-lived adhesive that loses all but a modicum of stickiness after a few minutes' exposure to most atmospheres, making the threads nearly useless for creating lasting traps. Instead, skaraks spin simple hunting lassos and weave shelters, drawing finger-thick silk from spinnerets on their back legs and directing it with foot-combs on their front legs. For all their resemblance to giant spiders, skaraks are highly analytical and expressive. A lone skarak might watch a settlement from afar for days to memorize behavioral patterns before launching a raid to snatch up prey at an opportune moment. But far more famously, skaraks are unabashed art critics, apparently delighting in beautiful visual expressions while vandalizing artwork that doesn't meet their standards. Many settlements near skarak territories have developed artistic traditions to shield their communities, ranging from dance festivals during the creatures' mating seasons to funding public art installations as a form of self-defense. If the quality meets the predators' standards, marauding skaraks often marvel at the art for hours before dispersing as if in a haze. They're far less adept at creating their own art, but they create nonetheless, building elaborate webs with interwoven baubles ranging from skulls and polished stones to spent rifle shells and dropped cred sticks. Occasionally, these web tapestries display scenes like nearby landmarks or animals, and a popular theory among adventurers is that these images act as treasure maps to hidden wealth.
Skaraks are predominantly solitary, yet they gather in small groups during their mating season, which occurs roughly once every Pact Standard year. After filling the nights with the haunting sounds of their dances, skaraks breed and embark on a group hunt that lasts for weeks as they gorge to fuel egg development. This rampage carves literal trails of destruction, with the adults shattering architecture in their path as they dig shallow furrows and fill them with uneaten carcasses as food stores for their future offspring. After finding or hollowing out a subterranean nest, the skaraks lay their eggs and scatter, leaving the eggs to incubate for about 5 months before hatching.
The newly hatched young instinctively retrace their parents' rampage trail, eating any remaining carrion and hunting prey still in the area. Settlements nearby adapt to this cycle and often prioritize erasing these trails over repairing their own homes just to avoid the second wave of attack. A few warlords have even laid false trails to direct young skaraks against their enemies. More proactive settlements track down and burn these nests whenever possible. Yet skarak parents are canny. Not only do they typically kill off any other predators along their trail so that their young face little competition, they often leave only the weakest prey alive, ensuring their offspring can hone their hunting skills on hapless victims. As a result, some cultures view survivors of the first wave of skarak attacks as helplessly inept rather than lucky.
Skaraks are organic creatures that seem to have reached several different systems before the Gap—ostensibly traveling with the help of their strange teleportation sense. Sometime during the Gap, the research company Homeworld Biotech apparently began an amoral and ill-advised genetic manipulation of skaraks to transform the creatures into docile livestock able to survive in nearly any environment. As the Gap ended, the untold decades of records from the program became garbled, yet initial tests suggested the skaraks were suitable for export. Needing income to stay afloat, Homeworld Biotech sold and shipped hundreds of their stock to at least a dozen planets before the disastrous reports started rolling in: once outside the labs, the skaraks turned on their herders and escaped. As criminal negligence accusations mounted, the company quietly dissolved, its upper management exploiting the recent Gap's lost records to restart their lives elsewhere. The skaraks survive as invasive species on an untold number of worlds.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* NE Medium Aberration
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +23
* ''Aura'' [[frightful presence]] (30 ft., DC 21)
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +15; ''Ref'' +15; ''Will'' +14
* ''Defensive Abilities'' [[amorphous]], [[void adaptation]]
* ''Weaknesses'' light sensitivity
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Ex]], perfect)
* ''Melee'' shadow strike +24 (4d6+21 cold plus [[energy drain]])
* ''Offensive Abilities'' [[create darkness]], [[energy drain]] (2 levels, DC 21), shadow meld, shadowy menace
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +3; ''Int'' +4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +23, [[Athletics]] +23, [[Intimidate]] +28, [[Sense Motive]] +23, [[Stealth]] +28
* ''Languages'' [[telepathy]] 60 ft., [[truespeech]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Light Sensitivity ([[Su]])'' Skathoil take 50% more damage from lasers and weapons with the [[bright]] special property. In bright light, they move at half their speed.
''Shadow Meld ([[Su]])'' A skathoil is [[invisible]] while within an area of dim light or darkness.
''Shadowy Menace ([[Su]])'' A skathoil can take a move action to amplify the fears of a creature within 30 feet that’s suffering from any fear effect. The target creature must succeed at a DC 21 Will save or be [[staggered]] for 1d4 rounds. This is a fear effect.
</div>
Across many star systems, tales are told of “thought drainers,” hungry creatures from beyond the stars who prey on lone travelers, draining a victim’s will to live and ensuring they never return to friends and loved ones. Scholars who study these collected stories have named these creatures skathoil and believe they lurk in shadows and the depths of space. They appear to live solely on the energy they leech from others, and while they’re known to haunt the Diaspora and Absalom Station’s ghost levels, they’ve also been spotted in the Drift.
A skathoil is a patient hunter, lurking in shadows and darkness. They stalk their chosen victim, remaining close enough that the unsettling aura of fear that accompanies them everywhere intensifies the prey’s emotional vulnerability. Once their victim is truly afraid, the thought eater strikes, draining all positive thoughts from the victim until all that remains is a husk of sorrow and pain. Such victims are identified by the horrified look frozen on their faces; the skathoil leave no other trace.
Regions plagued by a skathoil circulate sometimes wild stories of the creature for generations. People who live in these places try to thwart the thought drainer by brightly illuminating all corridors and chambers and surrounding settlements with floodlights. A skathoil will lurk patiently on the outskirts of such a settlement, waiting for a chance blackout or for a careless traveler who accidentally provides it a way in.
<div class="statblock">
* ''CR'' 1/2; ''XP'' 200
* NE Medium undead
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +4
!!! DEFENSE
* ''HP'' 13
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +2, ''Ref'' +2, ''Will'' +2
* ''DR'' 5/magic; ''Immunities'' cold, [[undead immunities]]
!!! OFFENSE
* ''Speed'' 30 ft.
* Melee survival [[knife]] +6 (1d4+3 S) or claw +6 (1d6+3 S)
* ''Ranged'' [[hunting rifle]] +3 (1d8 P)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' —; ''Int'' —; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Athletics]] +9
* ''Other Abilities'' [[mindless]], [[unliving]]
* ''Gear'' [[hunting rifle]] with 20 longarm rounds, survival [[knife]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, squad (3–8), or legion (9+)
</div>
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.
Your personal transformation gradually enhances your prowess with certain skills. You gain a +1 insight bonus to skill checks with the class skill granted by your niche. In addition, choose one of the following skills: [[Acrobatics]], [[Athletics]], [[Culture]], [[Disguise]], or [[Stealth]]; you gain a +1 insight bonus to checks with that skill. When you gain an evolutionist class level, you can change which skill is augmented by this ability, choosing a different skill from that list.
The insight bonus to both skills increases by 1 at 6th level and every 3 levels thereafter.
No matter how skilled you become, when using skills, success is rarely certain. To determine whether you succeed when using a skill, you attempt a skill check: roll 1d20 and add your total skill bonus to the roll. Your total skill bonus includes the following
* ''Skill Ranks:'' Each skill rank you've invested in the skill increases your total skill bonus by 1.
* ''Trained Class Skill Bonus:'' If the skill is a trained class skill for you, you gain a +3 bonus.
* ''Associated Ability Score Modifier:'' Each skill has an associated ability score modifier listed in its entry; add this modifier to your total skill bonus.
* ''Other Modifiers:'' Sometimes your race, your feats, items you are using, spells affecting you, or other mitigating circumstances confer additional bonuses or penalties. For instance, any skill with "armor check penalty" listed in its heading is harder to use effectively while wearing bulky armor, and you apply an armor check penalty to all skill checks of that type while wearing such armor.
The total of 1d20 + your total skill bonus is referred to as the result of your skill check. If the result of your skill check equals or exceeds the difficulty class (also called the DC) of the task you are attempting, you succeed. If the total is less than the DC, you fail. Sometimes a task features varying degrees of success or failure depending on how much your result is above or below the required DC. The GM is responsible for determining the DCs of skill checks.
Often, using a skill requires taking an action, or it is taken as part of some other action. The action depends on the skill and the specific task listed in that skill. Each skill description details a number of common tasks for which that skill is used. Your GM will also prompt you to roll nonstandard skill checks when the circumstances of the game demand it.
Sometimes you attempt a skill check not to accomplish a task, but to thwart someone else's task or action. This is called an opposed skill check. With an opposed skill check, one creature attempts a skill check to try accomplish some action or task, while another creature attempts its own skill check to determine the DC the first creature must meet or exceed to accomplish its goal. Typically, attempting an opposed skill check to determine the DC requires no action, but it often requires you to be conscious or have the ability to take certain types of actions when you do so.
On occasion, it's impossible for you to attempt a skill check. Sometimes the situation prevents you from rolling a skill check, and other times the skill in question requires special training in order to attempt. Skills that require special training are called trained-only skills and are marked as such in their headings. Unless otherwise noted in the skill's description, you can't attempt an untrained skill check to accomplish a task using a trained-only skill; you must have at least 1 rank in that skill to attempt a check.
The table that begins the following page summarizes the differences between trained and untrained skills.
<div class= "table-wrapper">
| Skill Check Type | Skill Check Result |h
| Trained class skill | 1d20 + skill ranks + 3 + ability score modifier + other modifiers* |
| Trained skill | 1d20 + skill ranks + ability score modifier + other modifiers* |
| Untrained skill | 1d20 + ability score modifier + other modifiers* |
|* Armor check penalties apply to most Strength- and Dexterity-based skill checks. |<|f
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: [[Bluff]] (Cha), [[Computers]] (Int), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Engineering]] (Int), [[Intimidate]] (Cha), and [[Medicine]] (Int).
You are particularly Adept at a certain skill.
''Benefit:'' Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.
''Special:'' You can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill.
A rakmodoi skill module allows a computer to analyze information and make rapid correlations, so the computer can perform the aid another action for one user with the skill the module provides. The computer has a bonus to the aid another check equal to its tier –2 (minimum +1). A skill module can have one of the following skills (with tasks the computer can aid noted in parentheses): [[Computers]] (craft computer, create or detect forgery), [[Culture]] (decipher writing, recall knowledge), [[Life Science]] (craft drug, poison, or medicinal; craft food or drink; identify creature; recall knowledge), [[Mysticism]] (craft item, identify creature, identify technology, repair item), [[Physical Science]] (craft drug, poison, or medicinal; recall knowledge), and a variety of [[Profession]] skills (recall knowledge). Similar technological modules allow [[Engineering]] (assess stability, craft device, identify creature, identify magic item, repair item).
A skill module costs 10% of the computer's base price.
Choose another skill from the [[skill unit]] list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an [[advanced mod|advanced mods]]. If you do, choose an additional skill to become a class skill for your drone (this skill doesn't have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2.
You understand how two skills work well together.
''Benefit:'' Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
''Special:'' You can take this feat multiple times. Its effects don't stack. Each time you take it, it applies to two different skills.
Choose one of the following skills: [[Acrobatics]], [[Athletics]], [[Computers]], [[Engineering]], [[Perception]], or [[Stealth]]. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone's skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).
When you successfully use a melee weapon with the [[block]] weapon special property to strike an opponent, you can also protect an ally adjacent to you. Both you and the ally gain the block property's +1 enhancement bonus to AC against that foe's melee attacks. The ally loses this bonus if they move outside your melee reach.
You can speak and read a number of bonus languages equal to your ranks in [[Culture]]. Additionally, when you attempt a Culture check to decipher writing, you can forgo your [[expertise]] die to attempt the check as a full action (rather than the normal 1 minute) per approximately 250 words of writing or fewer.
When you tempt fate and fail, you can sometimes still recover through clever use of paradoxical power. As a reaction when you fail a skill check, you can use a [[paradox]] in place of the d20 rolled for the skill check.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Skills' sort:'] -[list[Skills]] -[tag[Stunt and Strike]] -[tag[Expertise Talents]'>>
</div>
<$list filter="[list[$:/StoryList]is[current]]">
<$list filter="[list[Skills]]">
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
</$list>
[[Verthani]] can naturally alter the pigments in their skin, usually to create bright decorative patterns but sometimes to blend into their surroundings. With mere thought, you can control traces of potentiometric dye that have been injected throughout your skin. If you stay stationary for 1 round, you gain a +10 enhancement bonus to [[Stealth]] checks (this bonus doesn't stack with the //[[invisibility]]// spell and similar effects). If you take any action, you lose this bonus until you once again spend 1 round remaining still. If you wear clothing or armor that covers more than one-quarter of your body, you can't use this ability.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|skin mimic graft | 2 | 450 | skin |
</div>
This biotech modification replaces pigmentation cells in your skin. You can alter your skin to mimic the terrain or lighting conditions around you, giving you a +3 circumstance bonus to [[Stealth]] checks. You must be wearing custom clothing and no more than light armor to benefit from this biotech.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|skin of the chameleon | 6 | 4,050 | skin |
</div>
The maggedli of the Helfen-Thel system manufacture these firearms and imbue them with their magical expertise. Although the pistols use a clip of ordinary rounds, the pistol imbues teleportation magic into the ammunition as it's fired. A skipshot pistol is a hybrid item.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|skipshot pistol, tactical | 1 | 105 | 1d4 P | 60 ft. | [[bleed]] 2 | 20 rounds | 1 | L |[[teleportive]] |
|skipshot pistol, advanced | 6 | 3,750 | 2d4 P | 60 ft. | [[bleed]] 1d6 | 20 rounds | 1 | L |[[teleportive]] |
|skipshot pistol, elite | 12 | 32,000 | 5d4 P | 60 ft. | [[bleed]] 3d6 | 20 rounds | 1 | L |[[teleportive]] |
|skipshot pistol, paragon | 17 | 216,500 | 11d4 P | 60 ft. | [[bleed]] 5d6 | 20 rounds | 1 | L |[[teleportive]] |
</div>
<div class="statblock">
* Huge mech (combat)
* ''Base HP'' 10; ''HP Advancement'' 8; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +3; ''Fort'' +1; ''Ref'' +1
* ''Speed'' 60 ft.; ''Strength'' +4
* ''Frame Slots'' 2; ''Aux Slots'' 2
* ''Operators'' 1–2
* ''Cost'' 2 × tier
</div>
Made from the harvested remains of destroyed undead, skitterhide resembles a macabre skinsuit. Ossified studs and embellishments reinforce the alchemically treated skin, which is otherwise designed to support Corpse Fleet agents favoring speed and stealth.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|skitterhide I | 3 | 1,200 | +2 | +3 | +5 | — | — | 0 | L |
|skitterhide II | 9 | 12,500 | +10 | +11 | +7 | — | — | 2 | L |
|skitterhide III | 16 | 144,000 | +19 | +19 | +8 | — | — | 4 | L |
</div>
Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn't continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case.
When vesk warships appeared in the sky, skittermanders across Vesk-3 were more than happy to get out of the invaders' way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the Veskarium's superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn't understand the vesk's aim was to subdue their world. Since vesk's code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation.
Eventually, in a meeting that the empire notes as the official date that Vesk-3 was conquered, a vesk general plainly told a group of skittermanders that the Veskarium ruled their planet. The skittermanders nodded and got back to their lives. Since then, the empire has ruled Vesk-3, though it hasn't truly been in control of it. Skittermanders cheerfully accept jobs given to them by vesk, but never truly acknowledge the vesk as being in charge. Some outside the Veskarium believe skittermanders are being deliberately obtuse, reaping all the technological and social benefits the empire offers while still partially maintaining their freedom as a society, but no skittermander has ever confirmed this theory.
Today, skittermanders can be found throughout the Veskarium, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the Pact Worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won't necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race's innate malice.
Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp's secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp's samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes.
After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings.
The average adult skittermander is 3 feet tall and weighs about 35 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Cha, –2 Int
* ''Hit Points:'' 2
* ''Size and Type:'' Skittermanders are Small humanoids with the skittermander subtype.
* ''Grappler:'' Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
* ''Hyper:'' Once per day, a skittermander can take an extra move action.
* ''Low-Light Vision:'' A skittermander can see in dim light as if it were normal light.
* ''Six-Armed:'' Skittermanders have six arms, which allows them to wield and hold up to six hands' worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
!!! Alternate Ability Adjustments
* ''Assimilated:'' Many skittermanders exhibit greater impulse control and discipline, with markedly less of the freewheeling charm, empathy, and enthusiasm that typically marks their species. Sometimes, such skittermanders develop depression and depersonalization problems as they age. An assimilated skittermander's ability modifiers are +2 Dexterity, +2 Constitution, –2 Wisdom.
* ''Bookish:'' Skittermanders generally receive little formal education; they do not rear their young, and the Veskarium has little motivation to provide a well-rounded education. Some bookish skittermanders experience formal tutoring and study away from the Veskarium, however, though this increased education often comes at the expense of developing their natural communication skills. A bookish skittermander's ability score modifier is +2 Dexterity.
!!! Alternate Racial Traits
* ''Curious:'' Some skittermanders develop an intense interest in a narrow field and pursue this fascination, slowing the development of their physical coordination. Skittermanders with this racial trait gain a +2 racial bonus to [[Perception]] checks and to checks for one [[Profession]] skill of their choice. This replaces hyper.
* ''Guardian:'' Most skittermanders are self-sacrificing, and some put themselves directly in harm's way to protect others. These skittermanders can enter or occupy the space of a single Small, Medium, or Large creature without imposing the normal penalties on either themselves or the creature sharing their space. They take a –2 penalty to AC while sharing their space but provide the creature whose space they share with a +1 shield bonus to AC against ranged attacks. This replaces grappler.
* ''Scatter:'' Some skittermanders never master coordinating all six arms for manual manipulation, preferring to instead use their extra limbs for mobility. These extra maneuvering limbs allow a skittermander to wield only two hands' worth of weapons or equipment, but they also grant a land speed of 35 feet and a +2 racial bonus to [[Acrobatics]] and [[Athletics]] checks. This replaces six-armed.
* ''Skitterpunk:'' Some skittermanders have grown skeptical of the vesk and refined their collaboration instinct, developing a keen eye toward power dynamics and injustice. These skittermanders gain a +2 racial bonus to [[Sense Motive]] checks, which increases to +5 when engaging with vesk and citizens of the Veskarium. This replaces grappler.
!! Hyper Graft
{{Hyper}}
This long weapon originated as a [[skittermander]] farm implement. Resembling a long hoe with a triangular, hooked end, it is used by rural skittermanders to defend themselves from predators and dangerous strangers. Other races acknowledge the skitterstaff's utility as a weapon but are met with puzzled skittermanders' questions about where they plan to farm with it.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|skitterstaff, rustic | 1 | 220 | 1d6 B | — | 1 |[[analog]], [[reposition]] |
|skitterstaff, provincial | 4 | 1,880 | 1d8 B | [[knockdown]] | 1 |[[analog]], [[reposition]] |
|skitterstaff, agrarian | 8 | 9,400 | 3d8 B | [[knockdown]] | 1 |[[analog]], [[reposition]] |
|skitterstaff, bucolic | 12 | 36,900 | 5d8 B | [[knockdown]] | 1 |[[analog]], [[reposition]] |
When the skittermanders of Vesk-3 realized that their new overlords intended to continue conquering neighboring planets, they decided to help by designing armor for vesk shock troops. However, their wild sense of aesthetics produced armor that few vesk military commanders would allow in their ranks. Luckily, the suits are very popular on the open market, so skittermanders continue to produce this armor for those with a bold sense of style.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|skittersuit I | 9 | 13,200 | +13 | +15 | +3 | –2 | –5 ft. | 5 | 2 |
|skittersuit II | 13 | 52,000 | +18 | +20 | +3 | –3 | –5 ft. | 6 | 2 |
|skittersuit III | 17 | 240,000 | +22 | +24 | +4 | –3 | –5 ft. | 7 | 3 |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* NE Small aberration
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 35
* ''EAC'' 14; ''KAC'' 15
* ''Fort'' +2; ''Ref'' +2; ''Will'' +8
* ''DR'' 5/[[cold iron]]
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' bite +9 (1d4+4 P) or claw +9 (1d4+4 S)
* ''Offensive Abilities'' cluster
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' +1; ''Wis'' –1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +13, [[Intimidate]] +8, [[Stealth]] +13 (+18 in rocky terrain), [[Survival]] +13
* ''Languages'' Aklo, Common (can't speak any language)
!!! ECOLOGY
* ''Environment'' any hills or mountains
* ''Organization'' pair, trio, or host (4–8)
!!! SPECIAL ABILITIES
''Cluster ([[Ex]])'' Skreelings are born and grow to adulthood in small packs, and they are more comfortable fighting alongside other skreelings, including their siblings. When two or more skreelings flank a single creature, each skreeling attacking that creature receives an additional +1 circumstance bonus to attack rolls. In addition, when a skreeling hits a creature that two or more skreelings are flanking, that creature gains the [[bleeding]] condition for 1 damage, in addition to the skreeling's normal damage. The damage from the bleeding condition increases by 1 for each individual skreeling that successfully hits the creature, but it does not increase if the same skreeling hits multiple times. (For example, a single creature hit by two flanking skreelings gains the bleeding condition for 2 damage, but the same creature hit multiple times by the same skreeling only gains the bleeding condition for 1 damage).
</div>
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* NE Large aberration
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +14
!!! DEFENSE
* ''HP'' 100
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +6; ''Ref'' +6; ''Will'' +12
* ''DR'' 5/[[cold iron]]; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 30 ft., swim 20 ft.
* ''Melee'' bite +15 (1d8+9 P) or tentacle +15 (1d8+9 B plus [[grab]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' enthrall
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' +5; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +19, [[Intimidate]] +14, [[Stealth]] +19 (+24 in rocky terrain), [[Survival]] +19
* ''Languages'' Aklo, Common (can't speak any language); [[telepathy]] 100 ft.
* ''Other Abilities'' camouflage
!!! ECOLOGY
* ''Environment'' any hills or mountains
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Camouflage ([[Ex]])'' A skreesire's scaly skin has a mottled pattern that blends in well with their preferred surroundings of rocky hills and mountain terrains. In addition to a skreesire's normal racial bonus to [[Stealth]], when a skreesire remains stationary for 1 round in rocky terrain, it gains a +10 circumstance bonus to Stealth checks (this bonus doesn't stack with the //[[invisibility]]// spell or similar effects). If the skreesire takes any action, it loses this bonus until it once again spends 1 round remaining stationary.
''Enthrall ([[Su]])'' Skreesires have powerful wills and can use them to change the course of an intelligent creature's thoughts. Three times per day as a standard action, a skreesire can project its will into the mind of an intelligent creature within 40 feet. The target hears a mighty telepathic screech, and if it fails a DC 17 Will saving throw, it is affected as per //[[suggestion]]//. Whether or not it succeeds at its save, a creature can't be affected by the same skreesire's enthrall ability for 24 hours. This is a mind-affecting effect.
</div>
<<section 'Skreeling'>>
Skreesires are insidious horrors that lurk in the rocky reaches of the universe. These creatures resemble monstrous lizards with sharp-toothed maws, nonfunctional wings, and strong tentacles in place of legs, which they use to grab prey. They stand up to 10 feet tall and weigh up to 500 pounds.
Skreesires typically live solitary lives on rocky planetoids. The beasts are fiercely protective of their territories, even from other skreesires. They view any intrusion from a sentient creature as a threat, and thus they often use their infamous mental abilities to twist intruders' minds and cause those creatures to flee. If that fails, they descend on the trespasser with teeth and tentacles.
Skreesires are hermaphroditic and can self-fertilize, though they usually do so only after particularly large feasts, when they have the energy required to do so. They tend to lay their clutches of eggs in the corpses of the creatures they have just fed upon, but they use soft sand or tangles of vines if needed.
The brutal and shrewd skreelings are the immature offspring of skreesires that have not yet developed the full mental abilities of their progenitors. Skreeling siblings hunt in packs, combining their nascent fighting abilities to take down foes, and they are much stronger when they work together. Skreeling hosts, as xenobiologists call these packs, often live in rocky nooks and crannies or caves where they can better protect themselves from threats until they reach adulthood. Although they lack telepathy and the physical characteristics that would allow them to speak, skreelings can emit shrill, distinctive battle cries, often to distract prey or frighten predators away from their lairs.
Skreelings almost always lair within 100 yards or so of a parent skreesire's territory. Skreelings are omnivorous and even ingest ash, metal shavings, or wood when regular food is scarce. Once the vicious creatures reach adulthood, their expanded intellects combined with their burgeoning appetites for territory often see siblings turn on each other until the host eventually disperses and the individual skreelings search for new lairs.
Skreelings typically are about 3 feet tall, weigh about 30 pounds, and have a wingspan of about 3-1/2 feet. As the creatures grow larger and mature into full-grown skreesires, they outgrow their wings—losing their ability to fly—and their lower legs atrophy and drop off, their tails developing into multiple ambulatory tentacles. This is a very gradual process that begins the moment they are born. Occasionally, a skreeling becomes stunted in its development, growing too large to fly but not yet having a skreesire's psychic faculties. These mutants—known as "skreemules"—are often killed by their siblings, but they sometimes escape to live solitary lives, crawling through the hills on their malformed tentacles and snapping at any potential prey.
Though uncommon, skreeling infestations near settlements are treated more like natural hazards to be avoided than pests to be eliminated. Some residents even derive a kind of pride from these annoyances, going so far as to name geological features of the area or local businesses after the creatures. These citizens make sure to warn travelers and newcomers about the skreeling lairs, as much to keep the flying aberrations safe as the people they caution. However, such settlements are quick to curtail the skreelings should they get violent, and they hold no such love for their far more dangerous adult forms.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CN Medium aberration
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 115
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +7; ''Will'' +13
* ''Defensive Abilities'' cognitive blur
!!! OFFENSE
* ''Speed'' 20 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' tail barb +15 (1d12+8 P) or tentacle +15 (1d4+8 B plus [[grab]])
* ''Multiattack'' 4 tentacles +9 (1d4+8 B plus [[grab]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tentacles)
* ''Offensive Abilities'' mindsiphon
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' –1; ''Int'' +6; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +21 (+29 to fly), [[Bluff]] +16, [[Mysticism]] +16, [[Sleight of Hand]] +21, [[Stealth]] +21
* ''Languages'' Aklo, Common, and 5 others (can’t speak any language); [[telepathy]] 100 ft.
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any (Shadari Confederacy)
* ''Organization'' solitary, trio, or fellowship (6 or more)
!!! SPECIAL ABILITIES
''Cognitive Blur ([[Su]])'' As a move action, a skrell can tap into their innate psychic power to cause their outline to shift and blur, making their exact positioning difficult to determine visually. The skrell gains concealment until they deactivate this ability with another move action. This is a mind-affecting effect that other skrells are immune to.
''Mindsiphon ([[Su]])'' As a standard action, a skrell can make a single tentacle attack against an opponent they began their turn [[grappling]], wrapping the appendage around its head. A successful attack deals 2d8+10 damage (instead of the tentacle’s usual piercing damage) as the skrell assaults the target’s mind. On a critical hit, the target also moves one step down the Intelligence poison track if it fails a DC 18 Will saving throw. This is a mind-affecting effect.
</div>
Skrells are rare psychic beings hailing from the dreary gas giant Fifth Shadar. A skrell resembles a bulbous, violet mandrake root, with several tentacle-like “roots” hanging below their main body. An additional tentacle with a powerful barbed tip functions as both a defense mechanism and a stabilizing tail during flight. A skrell has no facial features to speak of; they receive sensory input from millions of nearly invisible cilia across their body and speak solely through telepathy.
As a societal evolution stemming from a lack of solid land within Fifth Shadar, skrells are often nomadic. However, the gas giant does occasionally attract large pieces of space debris—such as meteorites—that survive entry into its roiling mists. Such masses of rock function as tiny islands upon which skrells build organic-looking towns of crystal and resin. With the aid of other species such as draeliks, skrells have taken to the stars in the past few centuries. Many are adherents of the philosophy of Ataxxea, while others simply seek to expand their knowledge of all things mystical. Less reputable skrells hire themselves out to groups looking to use their unique psychic gifts—and ability to gain entry to a wide variety of places—for illegal and nefarious purposes.
<div class="statblock">
* ''Level'' 4; ''Price'' 4,350
* Huge air vehicle (7 ft. wide, 10 ft. long, 4 ft. high)
* ''Speed'' drawn (fly)
* ''EAC'' 16; ''KAC'' 18; ''Cover'' cover
* ''HP'' 48 (24); ''Hardness'' 6
* ''Attack (Collision)'' 6d6 B (DC 11)
* ''Modifiers'' –1 [[Survival]], –1 attack (–3 at full speed)
* ''Systems'' autocontrol, planetary comm unit
* ''Passengers'' 4
</div>
A sky chariot swoops into battle pulled by a pair of large flying beasts. A ventrally mounted antigrav rotor permits the chariot to float weightlessly, while grav emitters in its deck keep occupants firmly on their feet even during sudden maneuvers.
You can get the most out of flying technology.
''Prerequisites:'' [[Piloting]] 5 ranks.
''Benefit:'' When you're using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet. If you are operating a flying vehicle, its fly speed increases by 10 (though this has no impact on its full speed or overland movement speed). When you are in the pilot role of starship combat, your starship's speed increases by 1.
<div class="statblock">
* ''Level'' 6; ''Price'' 12,000
* Gargantuan air vehicle (20 ft. wide, 80 ft. long, 20 ft. high)
* ''Speed'' 30 ft., full 550 ft., 65 mph (fly and hover)
* ''EAC'' 17; ''KAC'' 18; ''Cover'' cover
* ''HP'' 80 (40); ''Hardness'' 8
* ''Attack (Collision)'' 8d8 B (DC 10)
* ''Modifiers'' +2 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autopilot ([[Piloting]] +8), planetary comms
* ''Passengers'' 50
</div>
A massive and elegant style of skyboat with luxury accommodations and powered engines, the skyacht can carry passengers and servants through the clouds in style.
<div class="statblock">
* ''Level'' 2; ''Price'' 1,400
* Large air vehicle (10 ft. wide, 15 ft. long, 3 ft. high)
* ''Speed'' 20 ft., full 200 ft., 22 mph (fly and hover)
* ''EAC'' 13; ''KAC'' 15; ''Cover'' none
* ''HP'' 20 (10); ''Hardness'' 5
* ''Attack (Collision)'' 5d4 B (DC 11)
* ''Modifiers'' +0 [[Piloting]], –1 attack (–2 at full speed)
* ''Passengers'' 3
</div>
Built with lighter-than-air ballast chambers and a bare minimum of hover technology, skyboats rely on sails to soar through the clouds of Liavara, leaving virtually no chemical or energy waste to disturb the delicate ecosystem.
One of the few elven organizations that still do regular trade outside Sovyrian, Skybreak Holdings deals in plant-based biotechnology of all sorts, interacting with clients through lashunta intermediaries. Skybreak augmentations are famously elegant and easy to use. If a Skybreak augmentation has an effect with a duration longer than 1 round, that duration is increased by 50%. A Skybreak augmentation costs 20% more than usual.
These suits of interlocking metal and ceramic plates are usually highly decorated. Gold trim, exaggerated shoulder guards, and stylized Skyfire logos on the breastplates are common. These iconic outfits are worn by the storied members of the Skyfire Legion, though other groups and individuals have copied the Legion's distinctively decorated heavy armor. Skyfire armor ordinarily comes with force fields that encase the wearer's head when needed.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|Skyfire armor, pinion | 9 | 14,200 | +14 | +16 | +3 | –2 | –5 ft. | 4 | 2 |
|Skyfire armor, exident | 13 | 53,600 | +18 | +20 | +4 | –2 | –5 ft. | 5 | 2 |
</div>
With the advent of the Absalom Pact, the famed Triaxian dragonriders of the Dragon Legion took to the stars and became known as the Skyfire Legion, an elite and highly principled mercenary group that sells its protection to colonists and corporations operating beyond the Pact Worlds, where the Stewards cannot protect them. While many Skyfire legionnaires form a near-telepathic bond with dragonkin copilots, Skyfire centurions train to strengthen this connection even further, leading their allies and facilitating teamwork almost as if the members shared a single mind.
The Skyfire Legion has several training facilities throughout the Pact Worlds where centurions and other legionnaires can hone their skills. Every legionnaire trains with a partner, and centurions undergo additional, stricter regimens to help focus their minds and toughen up their bodies.
Not all members of the Skyfire Legion are centurions, and not all centurions have a dragonkin ally; the same teamwork techniques can be used with any intelligent creatures, even mechanical ones. Characters of all classes can become successful centurions, though most mystics and solarians lack the piloting ability to make full use of centurion abilities. Soldiers gain many combat feats, which makes them terrific centurions, while mechanics who choose their drones as their bonded allies can customize the drones for seamless teamwork.
The Skyfire centurion archetype grants alternate class features at 4th, 6th, 9th, and 12th levels.
!! Combat Bond (4th)
You can train together with an ally whose Intelligence score is at least 1, forming a combat bond between you and the target creature. This training process takes 1 hour, and you can have only one bonded ally at a time. If you form a new combat bond with a creature, any previously formed combat bond is lost. No creature can be the bonded ally of two centurions. At 10th level, you can spend 1 Resolve Point to form a combat bond with an ally who can see or hear you as a standard action.
Whenever you gain a bonus from covering fire or harrying fire provided by your bonded ally (or vice versa), the bonus increases to +4. When you are the captain of a ship and successfully use the encourage action on your bonded ally (or vice versa), the bonus granted increases to +4.
!! Lend Expertise (6th)
With just a few words, you can share your training with a bonded ally. As a move action, you can grant your bonded ally a single combat feat you have for 10 rounds, provided your bonded ally can see or hear you. The bonded ally must fulfill the feat's prerequisites and be able to use the feat. For example, a mechanic's drone can benefit only from feats that a drone can normally gain. If you have already granted your bonded ally a feat using this ability, the previous feat is lost.
!! Concentrated Fire (9th)
When you and your bonded ally both ready an action to attack the same target and choose the same condition for the readied action, when you and your bonded ally make those attacks, use the highest of the two attack rolls (each attacker applies her own modifiers to the roll). If you and your bonded ally both hit the target, total the damage for both attacks before applying the target's [[DR]] or [[energy resistances]].
In starship combat, when you and your bonded ally both attack the same opponent in the same round with a direct-fire weapon, use the highest of the two attack rolls (each attacker applies her own modifiers to the roll). If you and your bonded ally both hit the target, total the damage for both attacks for the purpose of determining how the target's Damage Threshold affects the damage.
!! Perseverance (12th)
You can perform the [[first aid|First Aid]] task of the [[Medicine]] skill as a move action on your bonded ally.
In addition, when you are adjacent to your bonded ally and your bonded ally is stable but not yet conscious, you can spend 1 Resolve Point as a full action to restore 1 Hit Point to your bonded ally. Your bonded ally can take actions as normal on her next turn, but you are [[staggered]] until the end of your next turn. To use this ability, your bonded ally must have fewer than one-quarter her maximum Resolve Points. You can use this ability if your bonded ally normally has no Resolve Points. You can't use this ability on the same bonded ally again until you have recovered your Resolve Points after an 8-hour rest or its equivalent, but if you change the target of your combat bond ability before that, you can use this ability on the new bonded ally, provided you have Resolve Points to spend.
<div class="statblock">
* ''Tier'' 2
* Huge skyspy
* ''Operators'' 1–2; ''PP'' 2 (3/turn, max 8)
* ''Speed'' 40 ft., fly 90 ft. (average)
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 24; ''SP'' 9; ''Hardness'' 1
* ''EAC'' 20; ''KAC'' 20
* ''Fort'' +3; ''Ref'' +6
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +8
* ''Melee'' buzzblade (upper limb—1d8+4 S; [[bleed]] 1d4) or spear (upper limb—1d8+4 P or S)
* ''Ranged'' sonic shotgun (frame—1d8+2 So; critical [[knockdown]])
* ''Space'' 15 ft.; ''Reach'' 15 ft. (20 ft. with spear)
* ''Strength'' +2
!!! SYSTEMS
* ''Power Core'' mk 3 dynamo
* ''Lower Limbs'' agile biped
* ''Upper Limbs'' precision arms (+1 melee, +2 ranged)
* ''Auxiliary'' autotarget, entry hatch, hast circuit
* ''Upgrades'' enhanced shields, fleet
</div>
The most common of the Legion's mechs is the Skyfire Quickwing, a mobile and versatile combat machine capable of flight. Possessing reinforced armor plating and light shielding, Quickwings are typically deployed in squadrons of four to six for short range reconnaissance and skirmishing. Some pilots outfit their Quickwings with more powerful energy cores and lighter weaponry, using them as mid-range scouting units that make up what they lack in stealth with flight and ferocity.
The Skyfire Legion rarely uses draconic steeds these days, but the tradition of forging magic items such as the //Skyfire saddle// is alive and well on Triaxus. This throwback to the Skyfire Legion's glory days sees plenty of practical use throughout the galaxy. Other institutions such as the Aspis Consortium and Starfinder Society purchase these saddles for operations on worlds where mounts are plentiful.
A Skyfire saddle provides a few benefits. When riding a creature fitted with one, reduce the DC by 5 of [[Survival]] checks attempted as part of actions to ride a creature. If the DC would be reduced to 0, you don't need to attempt the check. In addition, when you fall from the saddle, it slows your fall, reducing the die size for falling damage by one (so 1d6 becomes 1d4). Further, anytime your mount needs to attempt a saving throw, you can spend 1 Resolve Point to either use your saving throw bonus in place of the mount's or grant the creature a +2 insight bonus to its saving throw.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Skyfire saddle// | 5 | 2,650 | 1 |
</div>
Originally, these swords were known by their manufacturing ID, BSB–1750. Their popularity with the Skyfire Legion led to their colloquial name, Skyfire swords. Vents for burning gas jets line one edge of the hollow blade. When powered, magnetic fields contain and ignite the gases into a glowing corona of flames.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|skyfire sword, tactical | 7 | 6,120 | 2d4 F | [[burn]] 1d8 | 1 |[[powered]] (capacity 20, usage 2) |
|skyfire sword, inferno | 17 | 246,000 | 7d8 F | [[burn]] 4d12 | 1 |[[powered]] (capacity 20, usage 1) |
</div>
<div class="statblock">
* ''Tier'' 12
* Colossal leviathan
* ''Operators'' 2–6; ''PP'' 2 (7/turn, max 15)
* ''Speed'' 20 ft., fly 40 ft. (average)
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 122; ''SP'' 27; ''Hardness'' 8
* ''EAC'' 30; ''KAC'' 33
* ''Fort'' +12; ''Ref'' +13
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +10
* ''Melee'' plasma sword (upper limb—7d10+20 E&F; critical [[severe wound]])
* ''Ranged'' rocket launcher (frame—7d10+12 F&P [[explode]] [10 ft.])
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Strength'' +8
!!! SYSTEMS
* ''Power Core'' mk 3 eternal
* ''Lower Limbs'' quadruped
* ''Upper Limbs'' powerful arms (+1 melee, +0 ranged)
* ''Auxiliary'' emp cannon, entry hatch, haste circuit, plow plating
</div>
The Skyfire Wyrm is a powerful combat juggernaut designed to look like a true dragon, with a powerful quadrupedal chassis equipped with flight and destructive claws designed to shear through armored plating; it has powerful weaponry integrated into the main chassis—typically missile batteries, rocket launchers, or sonic shotguns. "Release the hatchlings" is common Legion jargon for opening the hatch on a Wyrm to release dragonkin-ryphorian pairs who can provide tactical support while the Wyrm handles airborne combatants.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge aberration
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +7; ''Ref'' +7; ''Will'' +6
* ''Defensive Abilities'' aerial camouflage
!!! OFFENSE
* ''Speed'' 15 ft., fly 50 ft. ([[Ex]], good)
* ''Melee'' bite +14 (1d6+7 P plus fisher poison) or tentacle +11 (1d8+7 B)
* ''Ranged'' lasso +14 (1d4+7 B [[nonlethal]] plus [[entangled]])
* ''Space'' 15 ft.; ''Reach'' 5 ft. (15 ft. with tentacle)
* ''Offensive Abilities'' lasso
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +3; ''Int'' –1; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +11, [[Stealth]] +11
* ''Languages'' Castrovelian (can't speak); [[telepathy]] 60 ft.
!!! ECOLOGY
* ''Environment'' any sky (Castrovel)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Aerial Camouflage ([[Su]])'' As a swift action, a sky fisher can cause its body to become transparent. While airborne and using this ability, the sky fisher gains the [[staggered]] condition, but it also gains a +10 racial bonus to [[Stealth]] checks and can attempt Stealth checks without cover or concealment.
''Lasso ([[Ex]])'' A sky fisher is capable of spinning and casting gooey filaments that target KAC and have a range increment of 50 feet (maximum 250 feet). A target struck by one of these filaments takes the listed amount of [[nonlethal]] bludgeoning damage and gains the [[entangled]] condition for 1 minute. While entangled, the target can't move farther from the sky fisher than where it began its turn. As a move action, a sky fisher can attempt a combat maneuver check with a +8 bonus to reposition the target, though only to move the target closer; a sky fisher can lift a Medium or smaller target into the air in this way. A creature can end the entangled condition early with a successful DC 23 Acrobatics check to escape or by dealing at least 10 fire or slashing damage to the filament, severing it (the filament has the same AC as the sky fisher). A sky fisher can detach or remove slack in a filament as a swift action and can maintain up to three filaments at a time.
!!! Fisher Poison
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[Strength|Strength Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
Sky fishers are aerial ambush predators notorious for casting sticky, anesthetizing filaments with which they reel in their quarry. A sky fisher's blood contains hemocyanin, which gives the creature a bluish tone. However, it can deoxygenate its blood to turn its body colorless, making the sky fisher sluggish but rendering it mostly translucent as it watches for prey.
The aberrations have remarkably complex brains that allow them to analyze patterns and even learn speech, which they observe by using their rounded bodies to magnify sounds emanating from the ground below. This predatory intelligence makes sky fishers a major threat to Castrovelian cities, most of which employ automated defenses to scare off the creatures.
Though they spend the entirety of their adult lives in the air, sky fishers lay their eggs in saltwater. Their amphibious young spend 7–8 months in the seas before clambering onto nearby rocks—losing the ability to breathe underwater—and then catching the seasonal winds to become airborne.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large plant
* ''Init'' +5; ''Senses'' [[blindsight]] (thought) 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''DR'' 5/slashing or piercing; ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 5 ft., fly 40 ft. ([[Ex]], good)
* ''Melee'' tendril +14 (1d6+8 plus [[grab]])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' drain intelligence (DC 13), sticky
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' –5; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +11, [[Stealth]] +11
!!! ECOLOGY
* ''Environment'' any sky (Liavara)
* ''Organization'' solitary, pair, or cloud (3–11)
!!! SPECIAL ABILITIES
''Drain Intelligence ([[Ex]])'' Skysails can feed off the mental energy of their prey. A creature with an Intelligence score that starts its turn grappled by a skysail must succeed at a DC 13 Fortitude saving throw or progress one step down the [[Intelligence poison track|Intelligence Poison Track]]. In addition, on a failed save, the skysail regains a number of Hit Points equal to the target’s CR, up to the skysail’s normal maximum.
''Sticky ([[Ex]])'' A skysail’s fanlike protrusions secrete an adhesive substance for trapping prey. Checks made to escape a skysail’s grapple or pin take a –2 penalty.
</div>
Liavaran skysails resemble aquatic, leafy sea dragons from terrestrial planets. Unlike the waterbound creatures, skysails use their delicate protrusions to catch Liavara’s gaseous currents and drift through the salmon-colored skies. Skysails tend to be shades of orange or pink to blend into their environment. On Liavara, skysails feed off the plentiful ambient psychic energy in the air, making them generally docile creatures. Because of this demeanor, “swimming” with skysails quickly became a popular tourist activity in certain highly monitored areas near the gas giant’s few floating city-platforms.
Wealthy owners of private zoos have hired hunters to capture skysails for use as living decorations because of their beauty and apparent docility. However, such collectors quickly discover that when deprived of Liavara’s atmosphere, skysails will often siphon mental energy from other sources, and the minds of sentient creatures are glowing beacons to their thought-seeking senses. To feed in this manner, a skysail wraps a sentient creature in its sail-like tendrils and drains them of every last vestige of mental energy. Creatures trapped in this way are typically rendered comatose, eventually dying of dehydration or starvation, at which point, the skysail discards the corpse and seeks new prey.
Skysails that have been transported off Liavara and escape their would-be owners demonstrate remarkable resilience and adaptability to new environments, often becoming dangerous predators for the planet’s local fauna and intelligent species. The most entrenched cloud of invasive skysails make its home in Castrovel’s Ocean of Mists.
Similar creatures of only slightly differing physiology have been reported on planets far from the Pact Worlds, fueling rumors that they originated outside the system, though its equally likely that such creatures evolved independently of one another.
<div class="statblock">
* Huge mech (flight, recon)
* ''Base HP'' 10; ''HP Advancement'' 7; ''Hardness'' 0
* ''EAC'' +2; ''KAC'' +2; ''Fort'' +0; ''Ref'' +2
* ''Speed'' 20 ft., fly 80 ft. (average); ''Strength'' +2
* ''Frame Slots'' 1; ''Aux Slots'' 3
* ''Operators'' 1–2
* ''Cost'' 2.5 × tier
</div>
Slag giants are nomadic, seeking out places where they can work with metals. They are aloof, preferring their work to personal interaction. Some scholars believe slag giants were created when [[fire|Fire Giant]] and [[stone giants]] were crossbred using magic.
* ''Required Creature Type and Subtype:'' Humanoid (giant).
* ''Suggested Alignment:'' Lawful neutral.
* ''Traits:''
** Large
** [[low-light vision]]
** [[resistance]] to fire 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** [[crush]] (CR 7+)
** [[hurl debris]]
** shattering blow (see below)
* //Shattering Blow ([[Ex]]):// A slag giant's melee attacks against metal or stone objects or structures deal double damage.
You can deliver particularly potent bludgeoning attacks.
''Benefit:'' When you score a critical hit with a weapon that deals bludgeoning damage, in addition to any other critical hit effect you would apply, you also apply the [[knockdown]] critical hit effect. If the attack would already apply a knockdown critical hit effect, you can choose to also move the target 1d4×5 feet directly away from you.
Similar to the [[assault hammer]], the sledge has an exceptionally dense weighted head and a strong haft. This unbalanced design makes the hammer more difficult to swing, but its strikes pack a punch.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|sledge | 3 | 1,050 | 1d8 B | — | 1 |[[analog]], [[unwieldy]] |
</div>
<div class="statblock">
* ''Tier'' 6
* Large destroyer
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 19; ''TL'' 19
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' minor ramming prow (2d4)
* ''Attack (Port)'' light particle beam (3d6; 10 hexes)
* ''Attack (Starboard)'' light particle beam (3d6; 10 hexes)
* ''Attack (Turret)'' chain cannon (6d4; 5 hexes)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), mk 2 duonode computer, mk 4 armor, mk 4 defenses; ''Expansion Bays'' [[cargo hold]] (4, modified to hold troops at the ready)
* ''Modifiers'' +2 to any two checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 6 (minimum 6; maximum 20)
!!! CREW
* ''Captain'' [[Bluff]] +13 (6 ranks), [[Computers]] +13 (6 ranks), [[Diplomacy]] +13 (6 ranks), [[Engineering]] +13 (6 ranks), gunnery +11 (6th level), [[Intimidate]] +18 (6 ranks), [[Piloting]] +13 (6 ranks)
* ''Engineer'' [[Engineering]] +13 (6 ranks)
* ''Gunners (2)'' gunnery +11 (6th level)
* ''Pilot'' [[Piloting]] +18 (6 ranks)
* ''Science Officer'' [[Computers]] +13 (6 ranks)
</div>
The Sledge-Class Boarding Vessel is outfitted to hold numerous shock troops ready to stream out into close-quarters battle.
A character who needs to sleep must get at least 6 hours of sleep every night. If she doesn't, she must attempt a Fortitude save (DC = 15 + 1 per previous check) after each night she doesn't sleep enough. The first failed check causes her to become [[fatigued]] and take a –1 penalty to saving throws against effects that cause the [[asleep]] condition. A second failed check causes her to become [[exhausted]], and the penalty to saving throws against effects that cause the asleep condition increases to –2.
For the scientifically minded, the study of sleep processes is a nonmagical way to connect with Desna. Some sleep researchers are medical doctors working in sleep centers with a focus on the science of sleep, particularly the REM cycle; others combine mysticism and psychology to analyze and interpret dreams. Though the two types of dream researchers rarely agree when it comes to their methods and conclusions, they have a similar goal of improving the lives of others by unlocking the mysteries of sleep.
This archetype grants optional alternate class features at 2nd and 4th levels.
!! Sleep Protocol (2nd)
You’ve developed your own sleep protocol in your clinic or laboratory. Once per day when not in combat, you can activate the protocol, lulling all creatures that can perceive you to sleep for a number of minutes equal to your character level. These creatures must succeed at a Will save equal to 10 + your level + your Intelligence modifier or fall asleep. While asleep, they can’t be woken by normal noise. You can choose to exclude a number of creatures equal to your Intelligence modifier from being affected. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.
!! Restorative Slumber (4th)
Before taking a full night’s rest, you can designate one ally to be the recipient of your restorative slumber. They must spend 8 hours of uninterrupted sleep to gain the benefits of restorative slumber, healing a number of Hit Points equal to twice your character level instead of their normal amount. One minor condition is removed by the restorative slumber as per lesser remove condition. You can remove a single disease or poison, as per //[[remove affliction]]//, using your character level for the caster level check.
A sleeping bag is two padded blankets that form an enclosed pouch for sleeping, with a zipper or other fastener along one side to allow easy access. Like blankets, sleeping bags are usually made from woven synthetic fibers, but they provide greater warmth and comfort than blankets.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|sleeping bag | 1 | 10 | L |
</div>
You can hide small objects, pick pockets, and accomplish other feats of manual dexterity without being noticed.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' 1 creature + 1 creature/3 levels
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude half
* ''Spell Resistance'' yes
</div>
You expose targets to churning entropy which turns parts of their body sickly and black. Each target takes 2d6 damage. A successful Fortitude save halves this damage.
You can focus on only one target rather than multiple. If you target only a single creature with this spell and it fails its save, the target is also [[staggered]] for a number of rounds equal to your caster level.
When you attempt a [[Diplomacy]] check, you can choose not to roll your [[expertise]] die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
This upgrade gives the armor a particularly slippery coating which is generally a combination of low-friction surfaces, long-lasting lubricants, and a redesign of surfaces to remove anything likely to catch on protrusions or be easily grabbed. Your armor grants you a +2 circumstance bonus to AC against grapple combat maneuvers and a +4 bonus to [[Acrobatics]] checks when using the escape task.
This upgrade can be installed only in light armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|slickskin | 1 | 300 | 1 | light | — |
</div>
The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a [[Piloting]] check (DC = 10 + 1-1/2 times your ship's tier). If you fail this check, the ship moves forward up to half its speed and can't make any turns.
''Required Feat:'' [[Improved Combat Maneuver]] (disarm)
Whenever you successfully use the disarm combat maneuver against an opponent, you can knock the disarmed item up to 10 feet away from the opponent in a direction of your choice.
While most spacefarers know better than to try and harness [[scavenger slimes]]' technology, given the obvious dangers involved, the oozes' ability to quickly adapt and repair systems has made them surprisingly useful tools for those starship engineers daring enough to employ them. Slime-patch systems can be installed in any starship for 8 Build Points, with no expansion bay or PCU cost. When a ship with slime-patch systems acquires a critical damage condition, the slime-patch system automatically turns on, spraying the damaged systems with scavenger slime material almost like a fire-sprinkler system. The slime, which is chemically treated to die within moments of its unexpected freedom, automatically begins repairing the system, reducing the number of engineering actions required to patch the critical damage condition by 1 (minimum 1).
<div class="table-wrapper">
|System | Cost (in BP) |h
|slime-patch system | 8 |
</div>
Slimelashes were developed to help technicians retrieve tools that drift out of reach without needing to uncouple and risk drifting away themselves. A pair of specialized glands embedded into your palm can launch a protoplasmic tendril and quickly retract it. While this allows for quick retrieval of small items, the tendrils are not able to move heavier objects. If you have a hand free, you increase your natural reach by 10 feet when picking up unattended items of less than 1 bulk. You also can increase your natural reach by 10 feet when attempting a [[disarm|Disarm (combat maneuver)]] combat maneuver with a free hand. If you succeed at the disarm maneuver, you can automatically grab the item before it falls, but only if it is less than 1 bulk.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|slimelashes | 4 | 1,750 | hand |
</div>
<div class="statblock">
* ''Type'' disease (contact)
* ''Save'' Fortitude DC 14
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' At the impaired state and beyond, penalties from the weakened state become permanent until the victim benefits from a //[[remove affliction]]// or //[[restoration]]// spell.
* ''Cure'' 2 consecutive saves
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' you
* ''Duration'' instantaneous
* ''Saving Throw'' see text
* ''Spell Resistance'' no
</div>
You tear open two temporary rifts, one beneath you and one 10 feet in the air above your intended destination within range. You fall into the rift beneath you and out the exit rift, landing without harm as the rifts close. As you land, you release a shockwave of energy, dealing bludgeoning damage in a burst (Reflex for half damage) and making all spaces in the area difficult terrain until the beginning of your next turn; this damage has the force descriptor. Creatures not in contact with the ground aren’t damaged. If you attempt to bring another creature along with you, this spell fails.
* ''3rd:'' You deal 5d6 bludgeoning damage in a 5-foot-radius burst.
* ''4th:'' You deal 7d6 bludgeoning damage in a 5-foot-radius burst.
* ''5th:'' You deal 5d8 bludgeoning damage in a 10-foot-radius burst.
* ''6th:'' You deal 6d8 bludgeoning damage in a 15-foot-radius burst.
You leave fewer openings when making a ranged attack.
''Prerequisites:'' Dex 15, base attack bonus +6.
''Benefit:'' You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack.
{{Shot on the Run (TIM)}}
<div class="statblock">
* <<levels>>
* ''School'' conjuration (emotion, fear, mind-affecting, summoning)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' a chain (or chains) sharpened at one end
* ''Duration'' instantaneous
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' no
</div>
You call forth a chain from the Shadow Plane, causing it to burst out from the ground and attempt to hinder a target within the spell's range. The chain attempts a trip combat maneuver against the target; its attack bonus is equal to your base attack bonus + your key ability score modifier + 4. If the chain successfully trips the target, that target must attempt a Will saving throw or become [[shaken]] for 1d4 rounds.
You can cast this spell as a full action. If you do, you summon two chains instead of one. Each chain attempts its combat maneuver separately and they must attack two different targets within the spell's range.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are [[staggered]] and can take only a single move action or standard action each turn, but not both, and it can't take full actions. A //slowed// creature moves at half its normal speed (round down to the next 5-foot increment). Multiple //slow// effects don't stack. Slow counters and negates //[[haste]]//.
Your vehicle doesn't move during the chase progress phase. This pilot action doesn't require a check.
The arthropodan [[haans]] can quickly weave their self-produced webbing into powerful balloons. A mechanism implanted at the base of your spinal column (or similar structure) can be used in a similar fashion. As a reaction, you can spin a web balloon to slow your fall in an environment with atmosphere. You fall at a rate of just 60 feet per round and take no damage upon landing while the balloon is inflated (which is for 1 round per level you have or until you land, whichever comes first).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|slow fall graft | 3 | 1,200 | spinal column |
</div>
You know how to use small arms.
* ''Benefit:'' You gain proficiency in small arms.
* ''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
Small arms are handheld ranged weapons that can be held and operated with one hand. Various pistols are the most common type, though many types of small arms exist. Small arms require a battery or ammunition of the proper size and type to function.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Small outsider (elemental, extraplanar)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 12; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +3; ''Will'' +1
* ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +9 (1d6+5 B)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +5, [[Athletics]] +5
</div>
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Small animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +2; ''Ref'' +3; ''Will'' +1
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' natural weapon +2 (1d4 B)
!!! STATISTICS
* ''Str'' –2; ''Dex'' +2; ''Con'' +0; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +3
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (4–40)
</div>
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Small animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 10; ''KAC'' 12
* ''Fort'' +0; ''Ref'' +2; ''Will'' +1
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' natural weapon +3 (1d4 P or S)
!!! STATISTICS
* ''Str'' –2; ''Dex'' +2; ''Con'' +0; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +3, [[Athletics]] +3, [[Stealth]] +3
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–21)
</div>
Only weapons with the [[mine|Mine (starship weapon property)]] special property can have the smart special property. These mines (also known as smart mines) have simple thrusters and sensors, enabling them to slowly drift toward hostile targets. At the end of each helm phase after being dispersed, a smart mine moves 1 hex toward the closest enemy starship within 20 hexes. A smart mine does not enter the same hex as any mine dispersed by its launching starship or that starship's allies, though it can move into a hex occupied by an enemy mine or neutral obstacle; if it does, the smart mine detonates and deals its damage to the other mine or obstacle.
This thick industrial cable of woven plastic contains special chains of chemicals that contract, expand, and twist when they receive electronic signals. A length of smart cable has a narrow battery pack near one end. When you activate the cable, you can change its shape by sending signals from a [[datapad]] or [[comm unit]]. You can command the smart cable to coil, uncoil, tie itself around objects, or go rigid. In addition, you can cause periodic sections of the cable to crimp, allowing creatures to treat it as a knotted rope for the purposes of using [[Athletics]] to climb. Commanding a smart cable requires a move action.
When inactive or out of charges, a smart cable cannot receive commands and is identical to an adamantine alloy [[cable line]], except that its hardness and Hit Points are based on its level.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|smart cable | 6 | 4,000/10 ft. | L/20 ft. | 40 | 1/round |
</div>
This digitally controlled lock uses cutting-edge technology and advanced programing to secure doors and alert owners of unauthorized entry. Smart locks work the same way as conventional locks of the same quality but with added features that sync to a computerized security system. An average smart lock includes two of the security features below, selected at the time of purchase. Different security companies might offer alternative features, though smart locks rarely have more than four security features. Good and superior smart locks include all four features. Anyone studying a smart lock can identify which features it has with a successful DC 20 [[Engineering]] check.
An intruder can try to disable one or more of the lock's features while disabling the lock. For each feature they attempt to disable, increase the time it takes to disable the lock by 1d4, and increase the Engineering DC to open the lock by 1. Disabling a lock feature prevents it from triggering or registering the intrusion, such as not scrambling a passcode or automatically relocking.
''Automatic Relock:'' The smart lock relocks itself each time its door closes.
''Ink Spray:'' Should an intruder fail an [[Engineering]] check to [[disable|Disable Device]] the lock, dark magitech ink sprays onto the would-be thief (Reflex DC 20 negates). In addition to staining skin, hair, and fabric, the ink reacts to 0-level spells that would remove it, such as //[[token spell]]//, by instead turning a vibrant hue in response to the magic. The ink fades after 1d4 days.
''Lock-State Detection:'' The lock monitors its status—open, closed, damaged, and so on—and regularly conveys this information to a computer within 500 feet. In addition to the lock logging exactly when it opens, the lock is typically designed to activate an alarm if opened by an unauthorized user, if its door remains open for more than a minute, or if more than a minute passes without the lock successfully contacting its linked security computer.
''Scramble Passcode:'' The smart lock lets a passcode work only once. After the code is used, whether by a legitimate keycard or by tricking the lock with [[disable device]], the smart lock creates a new passcode. Legitimate keycards contain an algorithm to generate a valid passcode, but an intruder must attempt a new [[Engineering]] check to disable the lock each time it closes and resets.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|smart lock, average | 4 | 1,850 | L |
|smart lock, good | 8 | 8,700 | L |
|smart lock, superior | 16 | 150,000 | L |
</div>
Using a weapon to smash a foe's weapon or an object accessible on the foe's body is accomplished with the [[sunder]] combat maneuver. Smashing an unattended object is similar, except this attack roll is opposed by the object's Armor Class.
Unattended objects are easier to hit than creatures because they don't usually move, but many are tough enough to shrug off some damage from each blow. An object's Armor Class is equal to 10 + a modifier due to its size (see [[Table: Size and Armor Class of Objects]]) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 modifier) but also an additional –2 penalty to its AC. Furthermore, if a creature takes a full action to line up a shot, it automatically hits with a melee weapon and gains a +5 bonus to an attack roll with a ranged weapon.
!! Hardness
Each object has hardness—a number that represents how well it resists damage. Each time an object is damaged, its hardness is subtracted from the damage. Only damage in excess of its hardness is deducted from the object's Hit Points. On average, a sturdy piece of equipment (such as a weapon or a suit of armor) has a hardness equal to 5 + 2 × its item level. Any other piece of equipment has a hardness equal to 5 + its item level.
!! Hit Points
An object's Hit Point total depends on its item level and is modified by additional criteria. On average, a sturdy piece of equipment (such as a weapon or a suit of armor) has a number of Hit Points equal to 15 + 3 × its item level. Any other piece of equipment has a number of Hit Points equal to 5 + its item level. Any item of level 15th or higher receives an extra 30 Hit Points. Very large objects may have separate Hit Point totals for different sections. Objects do not have Stamina Points.
!! Damaged Objects
A damaged object remains functional (though it has the [[broken]] condition) until the item's Hit Points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the [[Engineering]] skill or a number of spells.
!! Ineffective Weapons
Certain weapons can't effectively deal damage to certain objects. Most low-level melee weapons have little effect on metal walls and doors. Certain pieces of equipment are designed to cut through metal, however.
!! Immunities
Objects are immune to nonlethal damage and to critical hits.
!! Vulnerability to Certain Attacks
Certain attacks are especially strong against some objects. In such cases, attacks deal double their normal damage and might ignore the object's hardness.
!! Saving Throws
Effects that deal damage generally damage unattended objects normally but don't damage held or attended objects unless the effect specifically says otherwise. Effects that do something other than deal damage affect only objects if their descriptions specifically say so (only common with spells) or note "(object)" in the description of the effect's saving throw. An object's total saving throw bonus for Fortitude, Reflex, and Will saves is equal to the object's caster level or item level. An object that is held or worn uses the saving throw bonus of the creature carrying it if that bonus is better than its own saving throw bonus. Items with a caster level or item level of 0 don't receive saving throws when unattended.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 10 minutes/level
* ''Saving Throw'' Fortitude negates, see text
* ''Spell Resistance'' no
</div>
You create a noxious cloud similar to //[[fog cloud]]// that is harmful to living creatures. //Smog bank// obscures sight just as //fog cloud// does. Living creatures without environmental protections that are in the area when the spell is cast or who enter the area must attempt a Fortitude save or be [[sickened]] for as long as they remain in the cloud and for 1d4+1 rounds thereafter.
A character who inhales heavy smoke must attempt a Fortitude save each round she's within the smoke (DC = 15 + 1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. Smoke obscures vision, providing concealment (20% miss chance).
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, providing [[concealment]].
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|smoke grenade | 1 | 40 | 20 ft. | drawn | L |[[explode]] (smoke cloud 1 minute, 20 ft.) |
</div>
When activated as a move action, this modification emits dense fog, smoke, or steam from the rear of the vehicle, enshrouding pursuers in a cloudy haze. While the modification is active, it creates an obscuring cloud that fills an area twice as wide as the vehicle's space in any space the vehicle leaves. This cloud grants [[concealment]], and the cloud in any space dissipates automatically after 1 round. While its smoke screen is active, the vehicle grants its pilot a +1 circumstance bonus to [[Piloting]] checks made to [[evade]] or [[trick]]. Although this modification can be installed in a water vehicle, it has no effect underwater.
<div class= "table-wrapper">
|Modification | Level | Price | Capacity | Usage |h
|smoke screen | 8 | 8,500 | 20 | 5/round |
</div>
Weapons with this property contain chemical agents that burn for longer than normal. At the end of the next round after a successful hit by a smoldering weapon, the arc takes additional damage as indicated by the value shown in parentheses. Typical smoldering damage is half the damage done on the initial attack.
Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful [[Perception]] check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action.
Smuggler's compartments are [[cargo holds]] hidden behind false bulkheads and shielded from most scanning, allowing a starship equipped with them to haul illegal goods without detection. A smuggler's compartment can contain 10 tons of goods, with no item being larger than Medium. A creature on the starship must succeed at a DC 20 [[Perception]] check to detect a basic smuggler's compartment on the starship. A creature scanning the starship must succeed at a DC 20 [[Computers]] check to detect one (this additional check is part of the science officer's scan action in starship combat). For each Build Point spent over the base cost, these DCs increase by 5 (maximum DC 50), though the amount of power the compartment uses also increases by 1.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|smuggler's compartment | 4 | 2 |
</div>
This secret compartment hidden within the vehicle can store a relatively small supply of contraband. A Medium vehicle's smuggler's compartment can hold 1 bulk of gear, and the compartment's capacity triples for each vehicle size category larger than Medium (maximum 81 bulk for a Colossal vehicle). A creature must succeed at a [[Perception]] check to detect the compartment, or succeed at a [[Computers]] check if using sensors to scan the vehicle. The DC of these checks is based on the compartment's model. Mk 1 (Level 2): Check DCs to detect the compartment are 22. Mk 2 (Level 7): Check DCs to detect the compartment are 29. Mk 3 (Level 12): Check DCs to detect the compartment are 37. Mk 4 (Level 17): Check DCs to detect the compartment are 44.
<div class= "table-wrapper">
|Modification | Level | Price | Detection DC |h
|smuggler's compartment, mk 1 | 2 | 525 | 22 |
|smuggler's compartment, mk 2 | 7 | 5,700 | 29 |
|smuggler's compartment, mk 3 | 12 | 32,000 | 37 |
|smuggler's compartment, mk 4 | 17 | 220,000 | 44 |
</div>
<div class="statblock">
* ''Level'' 6; ''Price'' 13,800
* Large land and air vehicle (10 ft. wide, 10 ft. long, 5 ft. high)
* ''Speed'' 20 ft., full 500 ft., 55 mph (hover and fly)
* ''EAC'' 15; ''KAC'' 17; ''Cover'' improved cover
* ''HP'' 80 (40); ''Hardness'' 6
* ''Attack (Collision)'' 6d8 B (DC 14)
* ''Modifiers'' +2 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot (Piloting +13), planetary comm unit, smuggler's compartments (2)
* ''Passengers'' 3
</div>
Disguised as a normal passenger cruiser that moves at moderate speeds through the air or across land, this vehicle has shielded compartments hidden under its passenger seating to facilitate smuggling.
A feathery, fibrous material grows from the forelimbs of [[wrikreechees]]. This augmentation, made of either artificial or biotech substitutes, provides you with your own "arm baleen." You gain a +4 enhancement bonus to attack rolls when attempting to [[grapple|Grapple (combat maneuver)]] a creature smaller than yourself. As a full action, you can make two attempts to grapple such a creature with a –4 penalty to the attack rolls.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|snag graft | 6 | 4,400 | all arms |
</div>
You can fire one of your starship's weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snap shot).
Until recently, [[atlapaks]]' exceptional pincers resisted engineers' efforts to replicate the same mechanics in the form of a reliable weapon. In the past three decades, breakthroughs in materials science have enabled arms manufacturers to create handheld versions of an atlapak claw, which take the form of a semi-flexible, whip-like rod. An assemblage of reinforced metallic percussion plates and high-pressure levers near the rod's tip creates a focused shock of sonic energy when activated, shattering nearby materials. Artificial ligaments strung throughout the rod translate the kinetic energy of a user's backswing to rearm the device, priming it to release another sonic burst. Early prototypes of the snap whip directly incorporated atlapak components, though all but the most eccentric versions of such whips are now entirely synthetic and merely borrow the atlapak's uniquely evolved design.
The drow corporation Arabani Arms ultimately developed the breakthrough technology that created viable snap whips, and it continues to protect the design via patents and ongoing research despite the countless lethal imitations that have appeared on the market. The company's R&D department has yet to replicate atlapaks' particular ability to channel sound waves over long distances—a breakthrough that would allow Arabani Arms to create a devastating new sniper weapon—but it has come close on several occasions.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|snap whip, thunderstrike | 3 | 1,600 | 1d6 So | [[stagger]] | 1 |[[analog]], [[penetrating]], [[reach]], [[sunder|Sunder (weapon property)]] |
|snap whip, LFD | 8 | 10,100 | 2d6 So | [[stagger]] | 1 |[[analog]], [[penetrating]], [[reach]], [[sunder|Sunder (weapon property)]] |
|snap whip, HFD | 13 | 54,000 | 5d6 So | [[stun|Stun (critical)]] | 1 |[[analog]], [[penetrating]], [[reach]], [[sunder|Sunder (weapon property)]] |
|snap whip, banshee | 18 | 445,000 | 10d6 So | [[stun|Stun (critical)]] | 1 |[[analog]], [[penetrating]], [[reach]], [[sunder|Sunder (weapon property)]] |
</div>
Activated by clicking an inset button and tossing the sphere up to 30 feet, a snapshot sphere performs an instantaneous, 30‑foot radius, 360-degree scan of its surroundings a second later. This image is uploaded to a designated comm unit as well as to a set of glasses included with the sphere (both of which must be within 30 feet of the sphere to receive the signal). While wearing the glasses, a creature gains telemetric insights that grant a +1 circumstance bonus to [[Perception]] checks and reduce the wearer’s miss chance due to concealment by 5% for any creatures or features in the area. The telemetry’s relevance fades quickly, and these benefits cease at the end of your next turn. A snapshot sphere is carefully weighted to not roll far on a level surface, and it doubles its hardness when resisting falling damage.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|snapshot sphere | 2 | 825 | L | 20 | 5 |
</div>
This upgrade consists of chains and barbs that cover your armor. Frequently used by Kuthite warriors to enhance their fearsome appearance, this upgrade also snarls near misses in close combat. When an opponent attacks you with a melee weapon and misses, you gain a +2 circumstance bonus to attack rolls when attempting to disarm your opponent of the melee weapon used for that attack until the end of your next turn.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|snarl barbs | 1 | 1,500 | 1 | any | L |
</div>
Many [[halflings]] have developed stealth skills as a tool for survival. Soft pads installed in the soles of your feet (or similar appendages) make you stealthier. You gain a +2 enhancement bonus to [[Stealth]] checks. In addition, you reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|sneaky graft | 3 | 1,300 | all feet |
</div>
You're a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the [[operative|Operative (weapon property)]] property, a small arm, or a sniper weapon. If the weapon has the [[sniper]] property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a [[Perception]] or [[Stealth]] check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target's CR. If you succeed at the check, the target is [[flat-footed]] against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter. You can't use this ability with a weapon that has the [[unwieldy]] special property unless it also has the [[sniper]] special property, in which case this ability doesn't allow you to move before attacking.
This replaces the operative's [[trick attack]] class feature.
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.
You know how to use sniper weapons.
''Benefit:'' You gain proficiency in sniper weapons.
''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
Sniper weapons are handheld, long-ranged weapons that must be held and operated with two hands. They are similar to long arms, but they are designed to emphasize range and accuracy, even if this requires some sacrifice in damage potential. Sniper weapons require a battery or ammunition of the proper size and type to function.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 move action
* ''Range'' personal
* ''Duration'' instantaneous
</div>
Made popular by sarcesian snipers, this spell allows you to peer a split second into the future to line up a perfect shot. The next time you attempt an attack with a ranged weapon before the end of this turn, roll your attack twice and keep the better result. Casting this spell counts as aiming a sniper weapon as a move action for the purposes of the [[sniper]] weapon special property.
If you were hidden at the start of your turn and have cover or concealment at the end of your turn, you can attempt a [[Stealth]] check to [[hide]] as if you were using the [[sniping]] task of the Stealth skill.
If you have already successfully used Stealth to hide from a creature that is at least 10 feet away, you can briefly pop out of cover or concealment and make a single ranged attack against that creature. As long as you can reenter cover or concealment, you can attempt a Stealth check to hide again as part of that attack with a –20 penalty.
<$list filter="[tag[$:/tags/TextEditor/Snippet]sort[title]]" template="$:/core/ui/ListItemTemplate"/>
Based in the Immortal Suzerainty of Ning, Snowgarden Productions has been manufacturing weapons for combat performance since sometime during the Gap, with a focus on providing melee weapons to the infamous battleflowers of Ning. Those who have ranks in [[Profession]] (dancer) equal to a Snowgarden melee weapon's level can use the device to deal nonlethal damage without the normal penalty to attack rolls. Snowgarden Productions sells its fashionable, elegant melee weapons for 10% more than normal.
<div class="statblock">
* <<levels>>
* ''School'' necromancy (death)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/2 levels, no two of which can be more than 30 ft. apart
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' yes
</div>
You twist the essence of life that flows through your targets, snuffing the spark out of weaker creatures and debilitating or disabling others. This spell's effects depend on each target's CR.
A creature of CR 5 or lower is slain by this spell. If it succeeds at a Fortitude saving throw, it is instead reduced to 1 Hit Point.
A creature of CR 6–10 takes 10d20 damage and is [[stunned]] for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the stunned effect.
A creature of CR 11–14 takes 8d20 damage and is [[staggered]] for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the staggered effect.
A creature of CR 15 or higher takes 6d20 damage. If it succeeds at a Fortitude saving throw, it takes half damage.
Regardless of whether the target succeeds at its saving throw, it still might die from the damage this spell deals, though in this case the spell is not a death effect.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 reaction
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You can recover from social blunders and cultural misinterpretations so quickly, it's as if they never happened. When you fail a [[Culture]] check to [[recall knowledge]], or a [[Diplomacy]] check to [[change attitude]] or [[gather information]], you can cast this spell to reroll the failed check. You can’t cast this spell again until you take a 10-minute rest to recover Stamina Points.
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you're moving through or the current wind speed do not adjust the DCs of any [[Acrobatics]] or [[Athletics]] checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don't trigger any traps that use a location-based trigger. This ability doesn't allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as //[[spider climb]]//). At the end of your turn, this ability ends, and you are subject to any consequence of your location.
Your skin is laced with millions of microscopic energy converters that can temporarily convert your corporeal elements into light. This gives your skin a slight multicolored hue that is visible only from certain angles. Once per day as a standard action, you can activate the holoframe to gain the [[incorporeal]] special ability for 10 minutes, but you can’t fly or pass through solid objects or creatures. You can deactivate the holoframe and return to your corporeal state as a move action.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|soft-light holoframe| 10 | 18,000 | skin |
</div>
Whether or not it has attained true consciousness, a //software imp// is a perverse and illegal AI obnoxious enough that the question is academic. //Software imps// come on memory sticks so they remain isolated from your own systems. A //software imp// has a tier, and it is ineffective on any computer of a higher tier than its own.
You must have access to a computer to install a //software imp// on it, and you can do so as a full action. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the //software imp// becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it.
Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting [[Bluff]], [[Diplomacy]], [[Intimidate]], and [[Sense Motive]] checks with a bonus according to its tier.
While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The software imp doesn't ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user.
Finding and removing a //software imp// requires a successful [[Computers]] check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A //[[dismissal]]// spell targeting a computer infested with software imps can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier.
The tiers of //software imps// and the capabilities of each are as follows.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Skill Bonus | Will Save Bonus | Copies |h
|//software imp//, tier 1 | 1 | 400 | — | +5 | +4 | none |
|//software imp//, tier 2 | 3 | 1,400 | — | +8 | +6 | 1 |
|//software imp//, tier 3 | 5 | 2,800 | — | +11 | +8 | 1 |
|//software imp//, tier 4 | 7 | 6,000 | — | +14 | +10 | 2 |
|//software imp//, tier 5 | 9 | 12,500 | — | +17 | +12 | 2 |
|//software imp//, tier 6 | 11 | 25,000 | — | +20 | +14 | 3 |
|//software imp//, tier 7 | 13 | 50,000 | — | +23 | +16 | 3 |
|//software imp//, tier 8 | 15 | 100,000 | — | +26 | +18 | 4 |
|//software imp//, tier 9 | 17 | 225,000 | — | +29 | +20 | 4 |
|//software imp//, tier 10 | 19 | 550,000 | — | +32 | +21 | 5 |
</div>
When you're fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by //[[haste]]// for 1 minute after you use this revelation. At 17th level, the extra speed from the //haste// effect increases to 60 feet (to a maximum of three times the creature's normal speed).
The creature can survive within a star despite the luminance, pressure, radiation, and convection currents. In addition, while within a star, the creature can move as if it had a supernatural fly speed equal to its fastest speed.
//Format:// ''Other Abilities'' solar adaptation.
//Guidelines:// A creature with solar adaptation should also have the fire subtype or ''immunity'' to fire.
You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor's general design has no impact on its function and doesn't give the armor any special abilities. Once you've selected the general design, you can't change it until you gain a new solarian level.
Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you're wearing heavy armor or powered armor. At 5th level, you also gain [[energy resistance]] 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter.
Forming or dismissing solar armor is a move action
You can energize a battery with solar power, empowering a weapon but draining the battery in the process. As a move action, you supercharge one weapon you're wielding or a weapon wielded by an ally within your melee reach. The weapon must have a battery, and that battery must have at least half its charges remaining. The next attack made with that weapon before the end of your next turn gains a bonus to its damage equal to your solarian level plus your Charisma modifier, but the attack expends the battery's remaining charges.
If you're attuned or fully attuned, you can cause half or all of the weapon's damage to become fire damage instead of its normal damage type; this doesn't change whether the attack targets EAC or KAC. If the attack already deals two types of damage, the wielder can replace one or both of them with fire damage.
A solar brand consists of a flat plate that fits against the back of the hand, secured with a grip or a band. Once activated, the solar brand generates a protruding, arrowhead-shaped field of plasma. A red star solar brand doesn't leave devastating marks, but the stronger yellow star, white star, and blue star models can cause lasting damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|solar brand, red star | 2 | 790 | 1d6 E & F | — | L |[[powered]] (capacity 20, usage 2) |
|solar brand, yellow star | 6 | 4,250 | 1d8 E & F | [[wound]] | L |[[powered]] (capacity 40, usage 4) |
|solar brand, white star | 12 | 35,200 | 3d8 E & F | [[wound]] | L |[[powered]] (capacity 80, usage 4) |
|solar brand, blue star | 17 | 245,000 | 7d8 E & F | [[severe wound]] | L |[[powered]] (capacity 80, usage 4) |
</div>
You have forged a connection to the powers of the cosmos, drawing upon a link to photons and gravity to forge a weapon made from the primal stuff of the universe. You gain a solar weapon, as the [[solar manifestation]] ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar weapon. You do not gain any other solar-weapon focused solarian abilities from mystic class levels.
{{Solar Manifestation (TIM)}}
The sun is the source of all life in the system, and though you may not worship it directly, you seek to honor this precious gift. From a distance, the sun is a serenely glowing light, but in actuality, it is a churning mass of plasma that reaches temperatures of millions of degrees. By meditating on this contradiction, you attempt to achieve inner peace and greater self-control. Whether you're a devotee of Sarenrae or simply a resident of the Burning Archipelago, the sun looms large in your life, figuratively and literally.
!! Theme Knowledge (1st)
You've read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You've also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. Reduce the DC of [[Physical Science]] checks to [[recall knowledge]] about scientific questions concerning the sun and light by 5. Reduce the DC of [[Mysticism]] checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. [[Perception]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Mental Gravity (6th)
Though nothing is truly constant in the universe, stars are one of the few celestial bodies whose positioning within their systems rarely changes. Like the sun's ineffable mass, you will not be moved from your proper mental space. You gain a +1 bonus to Will saving throws against compulsion effects.
!! Heat Transfer (12th)
You have learned to thrive in the heat of the sun, and when you are burned, you can funnel some of that fiery energy into your own spells and weapons. Whenever you take fire damage, you can increase the amount of fire damage you deal as part of an attack or spell made before the end of your next turn by an amount equal to one-quarter the damage you just took (rounded down, minimum 1).
!! Sun Meditation (18th)
After much practice and the occasional painful sunburn, your meditation regime has reached the peak of its potency. The light of the sun recharges you, much like it does a solar-powered battery. Up to twice per day, you can spend 10 minutes meditating while in the direct light of a sun to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
Solar dragons believe themselves to be the originators of light and life in the universe.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' dragon (fire)
* ''Suggested Alignment:'' lawful neutral
* ''Traits:''
** [[blindsense]] (vibration) 60 feet, [[darkvision]] 120 feet, [[see in darkness]]
** [[alien presence]] (CR 10+; 60 feet + 10 feet per CR; [[blinded]] 2d4 rounds)
** [[void adaptation]]
** [[DR]] 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19)
** [[breath weapon]] (line 30 feet + 10 feet per 2 CR, 1d10 F + 1d10 per CR)
** spell-like abilities (CR 8+)
** channel life (see below)
** [[solar adaptation]]
** [[spaceflight]]
* //Channel Life ([[Su]]):// A solar dragon can use a [[healer]] mystic's healing channel connection power, treating its CR as its mystic level. The dragon need not spend a Resolve Point to use this ability, but it can use this ability only a number of times per day equal to 3 + one-third its CR.
The stars themselves sometimes have bizarre ecosystems.
* ''Bright:'' If a creature lives in a star, it can shed light without it counting against its number of special abilities. Most often, this luminescence creates dim light in a 20-foot radius.
* ''Fire Subtype:'' The [[fire|fire subtype graft]] subtype provides a solar creature with the fire [[immunity]] necessary to live in a star.
* ''Solar Adaptation:'' A creature that can survive in a star has the [[solar adaptation]] universal creature rule.
You can condense your solar mote around one of your hands to form a lightweight ranged weapon of stellar energy. This weapon appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. The shape of normal ranged weapons—such as pistols, crossbows, and handcannons are fairly common—but more esoteric manifestations such as a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto your foes, or an orb of stellar energy that releases beams of pure light are also possible. Your solar flare's general design has no impact on its function, and it doesn't give the weapon any weapon special properties. Once you've selected the general design, you can't change it until you gain a new solarian level.
Your solar flare functions as a one-handed uncategorized small arm that targets EAC (though it can't be used to make [[trick attacks]], if you have that class feature), and you're automatically proficient with it. At 1st level, choose whether your solar flare deals cold damage or fire damage. You can change the damage type each time you gain a new solarian level. Your solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter.
Unlike most small arms, when you gain [[weapon specialization]] at 3rd level, you add your full solarian level to damage with your solar flare, as opposed to half. If you are a multiclass solarian, you add only your full solarian level and half your levels in other classes to damage with your solar flare.
Any solarian class features (including [[stellar revelations]] and [[zenith revelations]]) that specifically affect melee weapons (such as the [[flashing strikes|Flashing Strikes (solarian)]] class feature) function with your solar flare, even if they normally work only with melee attacks. Anything that specifically affects solar weapons (such as solarian weapon crystals) affects your solar flare in the same way, though it can't gain any weapon special property, critical hit effect, or weapon fusion that can't be applied to a small arm.
Forming or dismissing a solar flare is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the [[Quick Draw]] feat). Your solar flare is automatically dismissed if it ever leaves your hand.
Crafted using strange metals ejected by the sun and infused with magic from the Plane of Fire, //solar flare grenades// unleash the power of a star. When a solar flare grenade explodes, it sends out a lash of plasma. Creatures within the grenade's area take the listed electricity and fire damage; each creature that succeeds at a Reflex save takes half damage. In addition, a solar flare grenade also sends out an electromagnetic pulse following the plasma wave. Within the same area, all technological objects that use charges, technological objects that do not use charges but are powered by electricity, and constructs with the technological subtype must each attempt a Fortitude saving throw. If a technological object with charges fails the save, it loses a number of charges equal to the grenade's mark. If a technological object that is powered by electrical means other than charge fails the save, its functions are suppressed for a number of rounds according to the grenade's type. If a construct with the technological subtype fails the save, it is [[staggered]] for a number of rounds according to the grenade's type (see below); such a construct can attempt an additional Fortitude save at the end of each round to shrug off the effect.
* ''Solar Flare Grenade I:'' 1 round.
* ''Solar Flare Grenade II:'' 1 round.
* ''Solar Flare Grenade III:'' 2 rounds.
* ''Solar Flare Grenade IV:'' 2 rounds.
* ''Solar Flare Grenade V:'' 3 rounds.
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//solar flare grenade// I | 3 | 280 | 20 ft. | drawn | L |[[explode]] (1d10 E & F, 20 ft.; see text) |
|//solar flare grenade// II | 6 | 725 | 20 ft. | drawn | L |[[explode]] (2d10 E & F, 20 ft.; see text) |
|//solar flare grenade// III | 9 | 2,450 | 20 ft. | drawn | L |[[explode]] (3d10 E & F, 20 ft.; see text) |
|//solar flare grenade// IV | 12 | 6,500 | 20 ft. | drawn | L |[[explode]] (4d10 E & F, 20 ft.; see text) |
|//solar flare grenade// V | 15 | 20,100 | 20 ft. | drawn | L |[[explode]] (5d10 E & F, 20 ft.; see text) |
Gravitational anomalies ripple through your solar armor, providing unexpected protection against devastating hits. As long as your solar armor is active, you gain a 20% chance that a critical hit against you is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll this percentage chance before the critical hit damage is rolled. You must have solar armor to select this revelation.
When you are attuned or fully attuned, the chance that a critical hit against you is treated as a normal attack increases to 40%.
When you're fully photon-attuned, you can invite creatures of fiery power to fight for you as a standard action. This functions as //[[summon creature]]// with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be fire creatures. The natural attacks of creatures you summon with this ability have the //[[limning]]// weapon fusion.
You have learned how to create a burst of cosmic energy at the point of your solar manifestation's impact. As a full action while attuned or fully attuned, you can make an attack with your [[solar flare]], [[solar shield]], or [[solar weapon]] against a single target. If you are able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the target and each creature within 10 feet of it must attempt a Reflex save. A creature that fails its save gains the [[burning]] condition. This burning condition deals 2d6 damage (increasing by 1d6 at 14th level and again at 18th level).
At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of four additional forms: armor, a flare (ranged weapon), a shield, or a melee weapon. You must pick one solar manifestation (armor, weapon, flare, or shield) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed.
Only you can interact with your solar manifestation, whether in mote, armor, flare, shield, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
At the start of each starship combat—whether or not you begin the combat as a gunner—you choose one of your starship's unoccupied weapon mounts and invest your solar mote into it, manifesting those solar energies as a new weapon that lacks the [[limited fire]] weapon special property and whose BP cost doesn't exceed an amount equal to 2 plus twice your number of levels for any class that grants you a [[solar manifestation]] (such as solarian or a mystic with the [[solar connection]] epiphany). Only you can operate this weapon, and the weapon vanishes when the combat ends.
This augmentation takes the form of constellations connected with circuitry patterns, either on your palms (if you manifest a [[solar weapon]]) or on a large patch of your skin (if you manifest [[solar armor]]). Engineered with fanatical devotion to unlocking the potential of stars, solar overload conduits can grant solarians means to amplify their powers.
If you are a solarian with a solar weapon and you have a solarian weapon crystal in your mote, when you hit a target with your solar weapon but do not score a critical hit, as a reaction you can overload your weapon crystal and apply your weapon crystal's critical hit effect (if any) to the attack (do not roll your damage twice). You can use this ability a number of times per day equal to the solar overload conduit's mark, but each time you do so, you immediately become unattuned.
If you are a solarian with solar armor, when you take Hit Point damage from a creature within 100 feet of you, as a reaction you can dismiss your solar armor and send it as an arc of solar energy at the attacking creature, dealing an amount of fire damage equal to the damage dealt to you at the time you discharged your solar armor. The maximum damage you can reflect in this way is equal to 10 times the solar overload conduit's mark. You can use this ability a number of times per day equal to the solar overload conduit's mark, but when you do so, you immediately become unattuned.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|solar overload conduit, mk 1 | 5 | 2,640 | skin |
|solar overload conduit, mk 2 | 10 | 16,800 | skin |
|solar overload conduit, mk 3 | 15 | 120,000 | skin |
</div>
When you take a full action to unfurl this thin, 5-foot-square black panel, it absorbs solar energy and converts it into power, acting as a [[recharging station]]. In direct sunlight, it takes solar sheeting 10 minutes to recharge 1 charge in a battery or power cell. In overcast daytime conditions, it takes 1 hour per charge restored.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|solar sheeting | 4 | 2,000 | 2 |
</div>
You can coalesce your solar mote around one of your hands, creating a deflecting shield of out of stellar energy. This shield appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. Normal defensive implements such as bucklers and kite shields are popular shapes for solar shields, but it is not unheard of for a solarian to bear a solar shield in the form of a shining orrery orbiting their arm, a set of rapidly spinning helicopter blades across their forearm, or stranger barriers. Your solar shield's general design has no impact on its function, and it doesn't give the shield any special abilities. Once you've selected the general design, you can't change it until you gain a new solarian level.
Your solar shield grants you a +1 shield bonus to AC, and as a move action you can align the shield to grant you greater protection against one opponent you are observing, which increases your shield bonus to AC to +2 against attacks from that opponent until the beginning of your next turn. At 5th level and again every 5 levels thereafter, the shield bonus when aligned against one target increases by an additional +1.
You can make unarmed strikes with your solar shield; these attacks are not [[archaic]], and you threaten squares within your reach while it is formed. You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the solarian weapon crystal, and if the solarian weapon crystal does not specify a damage type, it deals bludgeoning damage. An unarmed strike made with a solar shield always targets KAC, regardless of the damage type of any solarian weapon crystal used.
Forming or dismissing a solar shield is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the [[Quick Draw]] feat). Your solar shield is automatically dismissed if it ever leaves your hand.
A bleeding-edge hybrid system, a //solar shield channel// augments starship shields and power. (A starship must have shields to include a solar channel.) This system emerged from a joint venture between the research labs of the Deep Cultures Institute and the [[anassanoi]] of Kahlannal, based on experimental technology used in the first DCI expeditions into the sun. A solar channel allows a starship to travel into a star by channeling solar forces through a magically augmented [[siccatite]] matrix that filters positive energy from the solar plasma and uses it to reinforce the matrix.
The system channels destructive solar forces around and through the vessel, but a ship with a //solar shield channel// is considered to have only half its normal shields while within a star. The starship's shields take half damage from starship gravity, laser, and plasma weapons. These shields also block the [[irradiate|Irradiate (starship weapon property)]] special weapon property. Conversely, a vessel with a //solar shield channel// can't fire gravity, laser, or plasma weapons through its own shields. The shields also block the [[EMP|EMP (starship weapon property)]] and irradiate special weapon properties of any nontracking weapon the starship fires.
A starship that has a //solar shield channel// is designed to draw power from the energies channeled through its shields and power core, so it becomes much easier to distribute that power to various systems while the vessel is fully immersed in an active star. While inside such a stellar body, the DCs for the engineer's divert and overpower crew actions are 5 lower than normal.
<div class= "table-wrapper">
|System | Cost (in BP)|h
|//solar shield channel// | 2 × size category |
</div>
You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon's general design has no impact on its function, and doesn't give the weapon any special abilities such as reach. Once you've selected the general design, you can't change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic advanced melee weapon with an item level equal to your solarian level, and you're automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. [[Solarian weapon crystals]] can increase your solar weapon's damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the [[Quick Draw]] feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
<<section 'Juvenile Solar Wisp'>>
<<section 'Adult Solar Wisp'>>
Life exists in myriad forms across the universe, dwelling everywhere from the vast depths of space to the heart of a star—and the places in between. Solar wisps are blobs of ejecta from a sun's corona that have taken on a modicum of sentience. No one is exactly sure how solar wisps originate, though some believe it is Sarenrae's divine will, while others point toward a consciousness similar to that of elementals, claiming that solar wisps are nothing more than cousins of fire [[elementals]]. But while it is true solar wisps are amorphous orbs of burning plasma with almost animal-level intelligence, the similarities end there. These creatures have a long and unique life cycle that begins in a star and can end in calamity.
When a solar wisp is "born," it measures about 20 feet in diameter, but the material of its being is loosely held together by minor gravitational forces. At this point, a solar wisp isn't much more than a red-hot cloud of colloidal matter. Driven by instinct, the solar wisp attaches itself to a nearby fast-moving celestial body (usually a comet), which eventually takes it close to a planet or moon containing the minerals on which the solar wisp feeds. As it burns its way across such a landscape, the solar wisp gains more mass but shrinks in size. Responding to unknown stimuli, the solar wisp launches itself back into space to latch onto another comet or meteor to repeat the process.
As a solar wisp feeds and ages, it increases in density but decreases in diameter. Despite its reduction in size to a mere few feet in diameter, a mature solar wisp burns with far greater intensity and is much more dangerous than a juvenile. A solar wisp of any age and size can pose a threat, however, as it is unwavering in its pursuit of food, consuming the minerals it seeks out in its internal furnace. This can be a destructive process that puts it in conflict with other species—especially if those species also rely on the same minerals for economic stability. Most creatures that attempt to stop a mature solar wisp underestimate its abilities thanks to its small size. Its effects on local gravity and its intense heat mean that most who confront a solar wisp are lucky if they get away with only severe burns.
Though it has a life span measured in centuries—and sometimes multiple thousands of years—a solar wisp does eventually die. An elderly solar wisp is a tiny ball that burns like a nuclear explosion, and when it expires, it implodes into a gravitational singularity that affects a half-mile radius. Though this miniature black hole lasts for less than an hour, it poses a great danger to those caught in its pull. A recent report from Near Space tells of an entire nascent colony wiped out by a dying solar wisp that, until then, had served as a kind of mascot and beacon for the unfortunate settlers.
!! Photino Crystals
{{Photino Crystal}}
The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal Revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation.
* ''Hit Points:'' 7
* ''Stamina Points:'' 7 + Constitution modifier
* ''Key Ability Score:'' Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Mysticism]] (Wis), [[Perception]] (Wis), [[Physical Science]] (Int), [[Profession]] (Cha, Int, or Wis), [[Sense Motive]] (Wis), [[Stealth]] (Dex)
* ''Skill Ranks per Level:'' 4 + Intelligence modifier
* ''Proficiencies:'' light armor; basic and advanced melee weapons and small arms
{{Table: Solarian}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain a [[stellar revelation]].
* ''9th Level:'' You don't gain the [[zenith revelations]] class feature at 9th level. Instead, you gain it at 10th level, and you don't gain the stellar revelation normally gained at 10th level.
Drawing power from the eternal cycles of stars, solarians fight with the power of photons and gravitons.
* ''Special Rules:'' Choose one [[solar manifestation]], either [[solar armor]] or [[solar weapon]]. For a solarian creature with solar armor, its EAC and KAC each increase by 1 and it receives the [[energy resistance]] listed in the [[table of solarian class features|Table: Solarian]]. For a solarian creature with a solar weapon, that weapon deals the standard melee damage for the NPC's CR from [[Table: Combatant Attack Statistics]]. Rather than using the full rules for a solarian's [[stellar mode]], use the [[stellar alignment]] universal creature rule. This still counts as a stellar mode for any abilities that affect stellar modes.In addition, use the following simplified version of [[stellar paragon]] for CR 20 solarian creatures.
** //Stellar Apotheosis ([[Su]]):// As a move action, this creature can raise or lower light levels within close range by one step. In addition, it is fully attuned at the start of combat instead of needing to wait 1d3 rounds.
* ''Required Array:'' Combatant.
* ''Adjustments:'' –2 to Reflex saving throws and +2 to Will saving throws.
* ''Skills:'' Good [[Mysticism]].
* ''Ability Score Modifiers:'' Strength, Dexterity, and Charisma.
* ''Gear:'' A solarian's gear selection depends on whether you choose solar armor or solar weapon for its solar manifestation.
** //Solar Armor:// Light armor (item level = CR), small arm (item level = CR), and advanced melee weapon (item level = CR + 1).
** //Solar Weapon:// Light armor (item level = CR), small arm (item level = CR), and solarian crystal (item level = CR).
!! Abilities by CR
* ''CR 1:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], and [[supernova]].
* ''CR 2:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], and one 2nd-level [[stellar revelation]].
* ''CR 4:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], and two 2nd-level [[stellar revelations]].
* ''CR 6:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], one 6th-level [[stellar revelation]], and one 2nd-level stellar revelation.
* ''CR 7:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], one 6th-level [[stellar revelation]], and one 2nd-level stellar revelation.
* ''CR 8:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], and two 6th-level [[stellar revelations]].
* ''CR 9:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], two 6th-level [[stellar revelations]], and one [[zenith revelation]].
* ''CR 10:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], one 10th-level [[stellar revelation]], one 6th-level stellar revelation, and one [[zenith revelation]].
* ''CR 13:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], [[solarian's onslaught]], two 10th-level [[stellar revelations]], and one [[zenith revelation]].
* ''CR 14:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], [[solarian's onslaught]], one 14th-level [[stellar revelation]], one 10th-level stellar revelation, and one [[zenith revelation]].
* ''CR 17:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], [[solarian's onslaught]], two 14th-level [[stellar revelations]], and two [[zenith revelations]].
* ''CR 20:'' [[Solar manifestation]], [[stellar alignment]], [[black hole]], [[supernova]], [[flashing strikes|Flashing Strikes (solarian)]], [[solarian's onslaught]], stellar apotheosis, two 14th-level [[stellar revelations]], and two [[zenith revelations]].
A solarian weapon crystal adds damage to a solarian's [[solar weapon]]. The solarian can place the crystal inside his mote as a standard action. While within a mote, a crystal applies its effects any time that mote is in a solar weapon form. A crystal within a mote can't be interacted with in any way other than via abilities that specifically target a mote. The solarian can remove the crystal from his mote as a standard action, and the crystal falls loose if the mote is deactivated in any way. A solarian can't have more than one crystal in his mote at a given time.
A solarian weapon crystal doesn't give a solarian the option to create a solar weapon if he did not choose that option for his [[solar manifestation]]. Most weapon crystals increase the amount of damage attacks with the solar weapon deal. This increased damage is normally the same type of damage the solarian weapon deals (typically bludgeoning, piercing, or slashing). If a solarian crystal's damage entry lists an abbreviation after the damage, however, the additional damage the solar weapon deals is of the indicated type.
Even if a solarian weapon crystal's extra damage is a type of energy damage, attacks with the solar weapon still target KAC, not EAC. If a solarian crystal lists a critical effect, that critical effect applies to any critical hit the solar weapon makes while the solarian crystal is within the solarian's mote.
For example, a solarian with a minor photon crystal and a base solar weapon damage of 2d6 deals 2d6 bludgeoning, piercing, or slashing damage, plus 1d6 fire damage, on a hit with his solar weapon.
A solarian weapon crystal is a hybrid item that blends magic and technology. When a weapon crystal is within a mote and the solarian uses the mote in solar weapon form, the solar weapon is considered magic for the purpose of overcoming damage reduction.
''Broken Solarian Crystals:'' If a solarian weapon crystal with the [[broken]] condition is inside a solarian's solar mote, the solarian takes a –2 penalty to attack and damage rolls with the solar weapon, and the solar weapon can't deal extra critical effects. Both effects last until the crystal is repaired. As hybrid items, solarian crystals can be repaired using the //[[make whole]]// or //[[mending]]// spells, or with the [[Engineering]] or [[Mysticism]] skills.
When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the [[flashing strikes|Flashing Strikes (solarian)]] class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.
Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you've taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You're an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing tactical barrages, you're a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends.
* ''Hit Points:'' 7
* ''Stamina Points:'' 7 + Constitution modifier
* ''Key Ability Score:'' Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Engineering]] (Int), [[Intimidate]] (Cha), [[Medicine]] (Int), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis), [[Survival]] (Wis)
* ''Skill Ranks per Level:'' 4 + Intelligence Modifier
* ''Proficiencies:'' light armor and heavy armor; basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades
{{Table: Soldier}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain a bonus combat feat.
* ''9th Level:'' You don't gain the secondary [[fighting style]] or secondary style technique class features at 9th level. Instead, you gain both at 10th level, and you don't gain the combat feat normally gained at 10th level. You still treat your effective soldier level as your soldier level –8 for the purposes of your secondary style techniques.
Equipped with powerful weapons and armor, soldiers are trained to serve in the front line of battle and to both dish out and withstand massive force.
* ''Special Rules:'' Choose one [[fighting style]] (soldier creatures of CR 9 or higher also choose a secondary fighting style). The soldier creature's style techniques must come from the selected fighting style or styles. Any style techniques that aren't relevant to the soldier creature can be skipped (or can simply be incorporated into the creature's statistics) and don't need to appear in the creature's stat block.
* ''Required Array:'' Combatant.
* ''Adjustments:'' –2 to Reflex saving throws and +2 to Will saving throws.
* ''Ability Score Modifiers:'' A soldier creature should arrange its ability score modifiers depending on its focus in combat.
** //Melee:// Strength, Dexterity, and Constitution.
** //Ranged:// Dexterity, Strength] and Constitution.
* Gear: A soldier creature's gear selection depends on whether it's focused on melee or ranged combat.
** //Melee:// Heavy armor (item level = CR), advanced melee weapon (item level = CR + 1), longarm (item level = CR), and two grenades (item level = CR).
** //Ranged:// Heavy armor (item level = CR), advanced melee weapon (item level = CR), longarm (item level = CR + 1) or heavy weapon (item level = CR), and two grenades (item level = CR).
!! Abilities by CR
* ''CR 1:'' 1st-level [[style|Fighting Styles]] technique and one special ability.
* ''CR 2:'' 1st-level [[style|Fighting Styles]] technique, one [[gear boost]], and one special ability.
* ''CR 5:'' 1st- and 5th-level [[style|Fighting Styles]] techniques, one [[gear boost]], and one special ability.
* ''CR 7:'' 1st- and 5th-level [[style|Fighting Styles]] techniques, two [[gear boosts]], and one special ability.
* ''CR 9:'' 1st-, 5th-, and 9th-level [[style|Fighting Styles]] techniques; secondary [[fighting style]]; 1st-level secondary [[style|Fighting Styles]] technique; two [[gear boosts]]; and one special ability.
* ''CR 11:'' 1st-, 5th-, and 9th-level [[style|Fighting Styles]] techniques; secondary [[fighting style]]; 1st-level secondary [[style|Fighting Styles]] technique; [[soldier's onslaught]]; two [[gear boosts]]; and one special ability.
* ''CR 13:'' 1st-, 5th-, 9th-, and 13th-level [[style|Fighting Styles]] techniques; secondary [[fighting style]]; 1st- and 5th-level secondary [[style|Fighting Styles]] techniques; [[soldier's onslaught]]; and three special abilities.
* ''CR 17:'' 1st-, 5th-, 9th-, 13th-, and 17th-level [[style|Fighting Styles]] techniques; second [[style|Fighting Styles]]; 1st-, 5th-, and 9th-level secondary [[style|Fighting Styles]] techniques; [[soldier's onslaught]]; two [[gear boosts]]; and one special ability.
* ''CR 20:'' 1st-, 5th-, 9th-, 13th-, and 17th-level [[style|Fighting Styles]] techniques; second [[style|Fighting Styles]]; 1st-, 5th-, and 9th-level secondary [[style|Fighting Styles]] techniques; [[soldier's onslaught]]; [[kill shot]]; two [[gear boosts]]; and one special ability.
''Required Feat:'' [[Adaptive Fighting]]
You can use the [[Adaptive Fighting]] feat multiple times per day. Each time per day you use Adaptive Fighting after the first, you must spend 1 Resolve Point. If you use Adaptive Fighting again before a previous use expires, you replace the previously chosen feat with a different choice. If a combat feat has any daily, encounter, or target limitations, any uses of any feat chosen with this ability count toward its daily limit.
When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.
You are difficult to move or knock down.
''Prerequisites:'' Con 15.
''Benefit:'' Once per combat when an attack or effect would knock you [[prone]], you can ignore that effect as a reaction. In addition, the distance that any nonmagical effect that would move you against your will is reduced by 5 feet.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* LN Medium fey
* ''Init'' +8; ''Senses'' [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 190 ''RP'' 5
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +14; ''Ref'' +14; ''Will'' +16
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/cold iron; ''Immunities'' fire; ''SR'' 24
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' touch +19 (6d4+17 F plus cursed critical)
* ''Ranged'' firebolt +21 (2d10+13 F plus cursed critical)
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[contact other plane]]//, //[[heat leech]]// (DC 24)
** 3/day—//[[divination]]//, //[[holographic image]]// (4th level, DC 23), //[[greater invisibility]]//, //[[mind thrust]]// (4th level, DC 23)
** At will—//[[slow]]// (DC 22), //[[prescience]]// (DC 22)
* ''Offensive Abilities'' ill omens, searing radiance
!!! STATISTICS
* ''Str'' +4; ''Dex'' +8; ''Con'' +2; ''Int'' +2; ''Wis'' +6; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +28, [[Mysticism]] +23, [[Sense Motive]] +23
* ''Languages'' Aklo, Common
* ''Other Abilities'' divination expert, limited spaceflight
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or court (1 solmyr and 2–7 [[lumyrs]])
!!! SPECIAL ABILITIES
''Cursed Critical ([[Su]])'' When a solmyr successfully scores a critical hit against a foe with one of the solmyr's natural weapons, the attack's flames inflict a curse as //[[bestow curse]]// (Will DC 21 negates).
''Divination Expert ([[Su]])'' When the solmyr casts a divination spell that involves a roll to determine whether the spell provides useful or misleading information, they roll twice and use the better result.
''Firebolt ([[Su]])'' A solmyr's firebolt is a ranged attack with a range increment of 60 feet.
''Ill Omens ([[Su]])'' As a reaction when a creature the solmyr can see within 60 feet succeeds at an attack roll, saving throw, or skill check, the solmyr can spend 1 Resolve Point to force that creature to immediately reroll the check and use the lower result.
''Limited Spaceflight ([[Su]])'' See [[lumyr sombrian]].
''Searing Radiance ([[Ex]])'' A solmyr is surrounded by an aura of fiery light that illuminates a 30-foot radius with bright light. The light also functions as a [[gaze]] ability, with affected creatures [[blinded]] for 1d3 rounds (Fortitude DC 21 negates). A solmyr can suppress or resume this ability as a swift action.
</div>
<<section 'Lumyr Sombrian'>>
<<section 'Solmyr Sombrian'>>
When celestial bodies align, the cosmic fabric between the Material Plane and the First World sometimes thins, especially when combined with the emotional energy of the mortal fears and myths of those celestial bodies' populaces. These ideal astronomical and psychological conditions often birth a sombrian, a fey creature imbued with either the blazing energy of a star or the eerie light of a blood moon.
Those born from a lunar eclipse are called lumyrs, while those born from a solar eclipse are called solmyrs. Both tend to resemble an intelligent species native to the system that birthed them. Most lumyrs have wings and other features reminiscent of nocturnal flying insects. However, their most unsettling feature is their apparent lack of internal organs; their mouths open into lightless voids, their wounds bleed only brief spatters of light, and their bodies are hollow, organ-less shells. Solmyrs' eyes blaze like raging infernos and blinding light lines their bodies.
While lumyrs are insatiably curious and hedonistic, solmyrs are more reclusive and less focused on the ephemeral amusements of their kin. Many mythologies purport that each solmyr is granted a piece of prophecy upon their creation, most often a portent or warning about their star system of origin.
!! Jinxing Weapons
The same stellar events that birth sombrians leave behind a magical residue that serves as the foundation for sundry curse-based magics, including a potent weapon fusion.
{{Jinxing}}
Knowing that others can try to surprise them by lying in wait, trox have developed a way to ensure that part of their subconscious mind remains vigilant to scan their surroundings. You automatically receive a [[Perception]] check to notice a trap when you pass within 10 feet of it; the GM rolls this in secret.
When you wear this advanced headgear underwater, you gain [[blindsight]] (sound) with a range of 30 feet, [[blindsense]] (sound) with a range of 100 feet, and the ability to detect the presence of Medium or larger creatures at a distance of up to 1,000 feet (depending on conditions and subject to GM discretion). These senses apply only to creatures and objects within the same body of water in which you have line of effect.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|sonar helmet | 5 | 3,000 | 1 | 40 | 1/hour |
</div>
Your drone's echolocation is especially powerful. It gains [[blindsight]] (sound) with a range of 5 feet. As a move action, the drone can increase its blindsight range to 30 feet until the beginning of its next turn. While you're within your drone's blindsight range, you can sense anything that it senses with its [[blindsense]] (sound) and [[blindsight]] (sound). This mod requires that your drone has the [[echolocators]] drone mod.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Small outsider (extraplanar, spectra)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 250
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +16; ''Will'' +14
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/chaotic, evil, good, or law; ''Immunities'' electricity; ''Resistances'' cold 5, sonic 5; ''SR'' 24
!!! OFFENSE
* ''Speed'' 30 ft., fly 100 ft. ([[Ex]], perfect)
* ''Melee'' claw +28 (8d6+22 S; critical Drift dash)
* ''Multiattack'' 4 claws +22 (4d6+22 S; critical Drift dash)
* ''Ranged'' vibrochitter +25 (3d12+14 So)
* ''Spell-Like Abilities'' (CL 14th)
** 3/day—//[[holographic image]]// (4th level, DC 19), //[[recharge]]//
** At will—//[[implant data]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +4; ''Int'' +4; ''Wis'' +4; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +25 (+33 to fly), [[Computers]] +30, [[Engineering]] +30, [[Mysticism]] +30, [[Sense Motive]] +25
* ''Languages'' machine telepathy 100 ft., [[truespeech]]
* ''Other Abilities'' drift boost, [[multiarmed]] (6), rebuild, slip drive, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary, sequence (2, 3, 5, or 8), or triarmament (1 [[aspecna]] plus 2 sondrias)
!!! SPECIAL ABILITIES
''Drift Boost ([[Ex]])'' A sondria can attach themself to a starship of any size and lend that ship the use of their slip drive, allowing the ship to travel through the Drift. The ship uses the Drift engine rating for the sondria's slip drive (7 for a ''CR'' 14 sondria) and needs to remain stationary for only 6 seconds before engaging the drive.
''Drift Dash ([[Ex]])'' A sondria who scores a critical hit with its claw attack can slip through the Drift and teleport adjacent to a secondary target within 10 feet, making another claw attack against that target at a –4 penalty; this does not require an action. The sondria can use this ability a maximum of two times per round.
''Rebuild ([[Sp]])'' Three or more sondrias can spend 10 minutes chanting in a series of low-frequency clips and chirps to use //[[reincarnate]]// as a spell-like ability on one target. Targets reincarnated through this ability are always reincarnated as androids and do not roll on the //reincarnate// table to randomly determine their new body.
''Vibrochitter ([[Ex]])'' A sondria's vibrochitter is a ranged attack with a range increment of 30 feet that targets EAC and has the [[blast]] weapon special property.
</div>
Sondrias are a new variety of spectra primarily encountered inside the Drift. They are small and sharply featured, with six arms, razor talons, and round, flat, owlish faces. Sometimes called Drift pixies, their presence is always accompanied by a grainy, low-pitched hum or buzzing noise. Sondrias use their own voices more often than other types of spectra, and sequences of sondrias have a habit of speaking at the same time in overlapping sentences that are difficult to pick apart.
Like the larger and more formidable [[aspecnas]], sondrias patrol the Drift to help lost travelers and rescue marooned escape pods or starships whose Drift engines malfunction, latching onto the vessels and using their slip drives to boost them back to the Material Plane. It's rumored sequences of sondria can also offer Triune's blessing to those killed during Drift travel or in service of the All Code's agenda—by reincarnating them as androids.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Area'' 20-ft.-radius spread centered on you
* ''Duration'' 1 round
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You thrum a discordant tune that underlies existence and hints at the deep secrets of the universe. Creatures in the area must succeed at a Will saving throw or be [[fascinated]] for the duration.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 20 ft.
* ''Area'' 20-ft.-radius spread centered on you
* ''Duration'' 1d4+1 rounds
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
As //[[song of the cosmos]]//, except as noted above, and creatures that fail their Will saves are also [[dazzled]] for the duration.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* Songtwisted host shirren mechanic
* LE Medium humanoid (shirren)
* ''Init'' +3; Senses [[blindsense]] (life or vibration) 30 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 60
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +6
* ''DR'' 5/good and piercing
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft., [[spider climb|Spider Climb (special ability)]]
* ''Melee'' bite +10 (1d4+7 P)
* ''Ranged'' frostbite-class [[zero pistol]] +12 (1d6+5 C; critical [[stagger]] [DC 15])
* ''Offensive Abilities'' overload (DC 15), target tracking
* ''Spell-Like Abilities'' (CL 5th)
** 1/day—//[[mind thrust]]// (2nd level; DC 15)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +1; ''Int'' +5; ''Wis'' –1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +11 (+17 to escape), [[Bluff]] +16, [[Computers]] +16, [[Disguise]] +11, [[Engineering]] +16
* ''Languages'' Common, Infernal, Shirren; [[limited telepathy]] 30 ft., song share 100 ft.
* ''Other Abilities'' artificial intelligence ([[exocortex]]), backward limbs, [[communalism|Shirren]], [[custom rig]] (armor upgrade), mechanic tricks ([[neural shunt]], [[overload weapon]]) [[remote hack]] (DC 15)
* ''Gear'' [[d-suit]] I (custom rig), frostbite-class [[zero pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' Vharrine
* ''Organization'' solitary or incursion (2–7)
!!! SPECIAL ABILITIES
''Backward Limbs ([[Su]])'' A songtwisted is able to bend its body in unusual ways, gaining a +6 racial bonus to [[Acrobatics]] checks to [[escape]]. However, any time a songtwisted isn't focusing on their movement, their limbs twist in unnatural arrangements on their own. Another creature can notice the effort required to keep the twisting in check with a successful [[Sense Motive]] check (DC = 10 + the songtwisted's [[Bluff]] modifier).
''Song Share ([[Su]])'' A songtwisted can communicate to other songtwisted within 100 feet as if both have [[telepathy]].
</div>
Vharrine is a planet with an internal signal, and those near it might start to hear that signal not only through monitoring devices, but also in their thoughts and dreams. The song has caused some to reconsider what might be possible without the limits of conventional morality. While heeding this dark muse, such listeners develop new magical abilities and learn how to reshape themselves. These "songtwisted" beings work together to spread Vharrine's song throughout the galaxy.
!! Songtwisted Template Graft
Any creature that remains near Vharrine for more than 90 days can become songtwisted. Creatures that have strong will or psychic defenses take longer to convert, but immunity to effects that warp the mind offers no benefit.
* ''Required Alignment:'' Evil.
* ''Traits:''
** [[blindsense]] (life) 30 ft. if CR 10 or lower, and blindsight (life) 30 ft. if CR 11 or higher
** [[DR]]/good and magic equal to CR
** [[spider climb|Spider Climb (special ability)]]
** bite (standard melee damage for CR; if Large or larger, add [[grab]])
** spell-like abilities (//[[mind thrust]]// [level = 1 + CR/5] 1/day)
** [[Bluff]] as a master or good skill
** backward limbs (see above)
** song share (see above).
Your drone houses a devastating sound cannon. Once per hour, the drone can activate the sonic blast as a standard action, dealing sonic damage to all creatures and objects in a 30-foot cone; affected targets can halve the damage with a successful Fortitude saving throw (DC = 10 + 1/2 your mechanic level + your Intelligence modifier). The blast deals 1d10 damage for every two mechanic levels you have.
The sound waves a sonic bolter produces tightly focus in a brief but coherent line. This concentrated, low-frequency vibration damages the body and jostles internal organs, causing dizziness, pain, and slight nausea. Members of the Android Abolitionist Front developed the light model upon discovering the effect of a similar beam. Heavy, assault, and devastator bolters can generate sufficient sound pressure to damage artificial and unliving creatures.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|sonic bolter, light | 3 | 1,480 | 1d10 So | 60 ft. | [[sicken]] | 20 charges | 2 | 2 |[[antibiological]], [[line]], [[unwieldy]] |
|sonic bolter, heavy | 8 | 10,100 | 2d10 So | 80 ft. | [[sicken]] | 20 charges | 2 | 2 |[[line]], [[unwieldy]] |
|sonic bolter, assault | 12 | 38,000 | 3d12 So | 80 ft. | [[sicken]] | 20 charges | 2 | 2 |[[line]], [[unwieldy]] |
|sonic bolter, devastator | 18 | 398,000 | 6d12 So | 90 ft. | [[sicken]] | 20 charges | 2 | 2 |[[line]], [[unwieldy]] |
</div>
This device muffles the incidental sounds you make, and sonic attacks lose power in your vicinity. You gain sonic [[resistance]] 5 and reduce your armor check penalty by 1 when making [[Stealth]] checks.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|sonic dampener | 7 | 7,150 | 1 | any | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation (polymorph, sonic)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level
</div>
You transform your body and your equipment into semisolid sound. While in this sonic form, you’re considered [[incorporeal]], except that you can’t move through solid objects and you can be detected by senses based on sound or vibrations. You take no penalties for squeezing and you can move through spaces without penalty as if you were a creature three size categories smaller. You can make a magical melee attack as a standard action that deals 6d6 sonic damage and has the [[deafen]] critical hit effect (DC = 10 + half your spellcaster level + your key ability score modifier). Any nonmagical kinetic attacks you make deal half damage.
If you end your turn in an area of vacuum or a place where sound is somehow suppressed, you take 4d6 damage (no saving throw). If this spell’s duration ends when you’re in a square that a creature of your size can’t normally occupy, you take 3d6 damage and are shunted to the nearest open space that you can normally occupy.
Sonic pistols have a stocky barrel capped with a concave resonating chamber that amplifies and directs its sonic blast. They use high-intensity sound to shake molecules apart.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|sonic pistol, thunderstrike | 4 | 2,300 | 1d8 So | 40 ft. | [[deafen]] | 20 charges | 2 | L |— |
|sonic pistol, LFD | 11 | 26,200 | 2d8 So | 40 ft. | [[deafen]] | 40 charges | 4 | L |[[boost]] 1d6 |
|sonic pistol, HFD | 14 | 71,300 | 3d8 So | 40 ft. | [[deafen]] | 40 charges | 4 | L |— |
|sonic pistol, banshee | 16 | 191,000 | 4d8 So | 40 ft. | [[deafen]] | 80 charges | 8 | L |[[boost]] 1d10 |
</div>
When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it the [[flat-footed]] condition for 1 round. If you hit multiple creatures at the same time (such as with an [[automatic]], [[blast]], or [[explode]] weapon), only the creature nearest to you or to the center of the explosion (your choice if multiple creatures are equidistant) is affected.
A sonic rifle fires a blast that is loud enough to deafen targets in addition to damaging them. Sonic rifles have snub-nosed barrels and typically incorporate U-shaped prongs to improve beam stability.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|sonic rifle, thunderstrike | 5 | 3,400 | 1d10 So | 50 ft. | [[deafen]] | 40 charges | 2 | 1 |— |
|sonic rifle, LFD | 10 | 17,000 | 2d10 So | 50 ft. | [[deafen]] | 40 charges | 2 | 2 |— |
|sonic rifle, HFD | 14 | 80,200 | 4d10 So | 50 ft. | [[deafen]] | 80 charges | 4 | 2 |— |
|sonic rifle, banshee | 18 | 364,500 | 6d10 So | 50 ft. | [[deafen]] | 100 charges | 5 | 2 |— |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (sense-dependent, sonic)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' cone-shaped burst
* ''Saving Throw'' Reflex half, see text
* ''Spell Resistance'' yes
</div>
Developed by kalo explorers as a deterrent when dealing with aquatic predators, you scream at your opponents, sending your voice rippling through air and water currents. All targets in the cone take 6d12 damage. If you cast this spell while submerged in liquid, the damage increases by 1d12, and creatures that fail their saving throw are [[nauseated]] for 1 round.
<div class="statblock">
* ''Type'' ranged; ''Range'' 80 ft.; ''Special'' [[blast]], [[penetrating]]
* ''Damage'' medium; ''Damage Type'' So; ''Critical'' [[knockdown]]
* ''Slots'' 1 (frame or upper limb); ''Capacity'' 5
* ''Cost'' 4 × level
</div>
This snub-barreled weapon fires thunderous blasts of force and high-pitched sounds to incapacitate enemies.
A sonic suppressor noiselessly creates a static energy field that absorbs and amplifies sound, focusing the captured frequencies back upon the target in a damaging burst. Drow, assassins, and other covert killers favor the weapon because no sound escapes this bubble, resulting in a silent attack and, sometimes, a soundless takedown. The suppressor's sonic cascade can have an anomalously large initial area, which crashes in from a wider radius, absorbing sound from and damaging those nearby while brutally affecting the intended target. Most manufacturers produce four suppressor models, including the murmur, whisper, hush, and repose.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|sonic suppressor, murmur | 3 | 1,430 | 1d4 So | 40 ft. | [[stifle]] | 20 charges | 2 | L |— |
|sonic suppressor, whisper | 8 | 9,700 | 2d4 So | 40 ft. | [[stifle]] | 40 charges | 2 | L |— |
|sonic suppressor, hush | 12 | 36,500 | 2d8 So | 40 ft. | [[stifle]] | 40 charges | 2 | L |— |
|sonic suppressor, repose | 17 | 257,000 | 4d8 So | 40 ft. | [[stifle]] | 40 charges | 2 | L |— |
</div>
Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a [[dirge pistol]] of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the [[underwater]] weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|sonic vocalizer, harmonic | 2 | 750 | throat |
|sonic vocalizer, resonant | 7 | 6,250 | throat |
|sonic vocalizer, anharmonic | 11 | 24,500 | throat |
|sonic vocalizer, parametric | 16 | 162,000 | throat |
|sonic vocalizer, radial | 20 | 810,000 | throat |
</div>
Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed "low-frequency devices" (LFDs) and "high-frequency devices" (HFDs) based on the frequencies at which they operate and damage foes.
Through meditation and continual psychic training, you have learned to tune out the worst of the psychic echoes that rattle you.
''Prerequisites:'' Psychic reverb species trait, character level 7th.
''Benefit:'' You no longer suffer any ill effects from your psychic reverb.
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one construct with the technological subtype; see text
* ''Duration'' 10 minutes/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
Waves of calming programming ebb from your touch, potentially stabilizing a construct's harmful intentions toward you and your allies. The target construct must have a CR lower than your level; if it does, the construct is convinced that you and your allies pose no threat. It can't take violent actions against you or your allies, and it can't do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you). Any aggressive action or damage dealt by you or your allies to a construct soothed in this way or its allies immediately ends this spell's effects (and could cause the construct to attack you, if it was doing so previously).
If an affected construct is under the control of a spellcaster or another creature, the controlling creature can spend a full action to remove //soothing protocol//, as long as it can either touch the construct or give it an order.
Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies.
''Prerequisites:'' [[Limited telepathy]] or [[telepathy]].
''Benefit:'' You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.
Emitted from a willing [[philosopher worm]]'s magical cells, a //sophic philter// grants you a brief vision that attempts to answer whatever question is foremost in your mind when you drink it. This vision functions as if you cast a [[divination|Divination (spell)]] spell, but you spend no Resolve Point and have no chance of failure. In addition, tiny glowing runes matching the worm's appear on or around your sensory organs, granting you a +4 insight bonus to [[Diplomacy]] checks against insectile creatures of any creature type for 1 week.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//sophic philter// | 11 | 4,500 | — |
</div>
As part of a ritual that takes 8 hours, during which the subject must remain within 10 feet of you, you can scan and download a compressed copy of a willing creature's soul into your [[spell cache]]. Your spell cache can only store a number of such copies equal to your Intelligence modifier, you cannot store more than one copy of a specific creature's soul in this way, and you can purge soul data with 1 minute of programming.
The soul data can be accessed in several ways, but after any of these uses, the decompressed data becomes so expansive that it exceeds your spell cache's available memory and becomes irrevocably corrupted and unusable. First, a spellcaster can expend the data while casting //[[raise dead]]// on the stored soul's body to halve the cost of the expensive beacon required by the spell. Second, you can expend the data to interview the subject so long as they are dead, as if casting //[[speak with dead]]// without needing access to the corpse. Finally, you can expend the data as a standard action to rebuff an undead creature made from the subject (such as the subject's ghost or animated skeleton), with a range of 100 feet; the undead takes 1d20 force damage per technomancer level (Fortitude half).
This boxy, antiquated video camera requires one hand to use and can see whatever an ordinary human could see. It can only be activated to record or play video. When activated to record, it records what it sees for its full capacity of 5 minutes onto an internal, solid-state data card. It stops recording automatically at the end of the 5 minutes and can't be shut off prematurely. While you're recording video with the soul camera, you can identify a single creature you can see in the recording (even one only seen momentarily or at a distance) as the subject.
When you activate the camera to play, the subject you designated, if any, appears smudged and grainy, even though the rest of the video is clear. If you play the full 5-minute video, when it concludes the subject feels an indefinable unease and must attempt a DC 15 Will save or take a –1 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks as a portion of its essence becomes trapped within the camera. The subject must attempt this saving throw no matter where it is in relation to the camera, so long as it's on the same plane. It must attempt this saving throw each time you replay the full video, increasing its penalty by 1 for each failed saving throw (to a maximum of –4). Nonmagical means can't remove this penalty, but //[[remove affliction]]// or similar spells can.
The recorded video is erased from the camera if the subject succeeds at the Will save or 1 hour after it was recorded, whichever comes first. The camera also erases its video if you activate it to record again. When the video is erased, the subject's essence returns and its penalties end. A soul camera uses ordinary batteries.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|soul camera | 6 | 4,500 | 1 | 20 | 1/minute |
</div>
You can stoke the internal energy of your entire physiology, allowing you to boost your life processes. As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction's normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can't use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: [[bleeding]], [[blinded]], [[burning]], [[cowering]], [[dazzled]], [[exhausted]], [[fatigued]], [[frightened]], [[panicked]], [[shaken]], or [[sickened]].
A //soul projector// is a bracer of dark stone accented with brassy metal. While you wear the bracer, you are proficient with it, and you can't be disarmed of it. The bracer counts as a worn magic item unless you install it in armor, taking up one upgrade slot. [[Unliving]] creatures can't use a soul projector.
Each time you attack with a //soul projector//, it draws forth a tiny bit of your essence to power itself, and you lose a number of Hit Points equal to the number of damage dice the projector deals to your target. This drain of vitality bypasses [[DR]], and the //soul projector// fails to work if you take no damage. However, if you spend 1 Resolve Point, you can cause the weapon to work without taking this damage.
You can use the //soul projector// to make melee attacks or ranged attacks with a range increment of 60 feet. These attacks target EAC and deal piercing damage that has the force descriptor. A soul projector is also a [[boost]] weapon, although boosting the weapon increases the Hit Points the weapon drains from you, with the total amount remaining equal to the total number of damage dice rolled. The amount of damage the weapon deals depends on the model of the soul projector: an arriver deals 3d4 damage ([[boost]] 1d4), a returner deals 6d4 ([[boost]] 3d4), and an awakener deals 10d4 ([[boost]] 5d4). When you score a critical hit with the weapon, you recover the Hit Points you lost activating the //soul projector//, as the weapon replaces your spiritual drain with a portion of your target's spirit.
When your character level is within 2 levels of that of the next-highest model of //soul projector//, you can upgrade the item to its next model. To do so, you must acquire magical ingredients including [[djezet]], mithral, and diamond worth the price of the more powerful //soul projector//, less 30% of the value of your current projector. You then use the ingredients in a 1-hour ritual to upgrade your //soul projector// to the higher-level model. You must also pay to upgrade any weapon fusions you wish to keep on the weapon as if transferring each of those fusions to a higher-level weapon.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//arriver soul projector// | 9 | 15,000 | L |
|//returner soul projector// | 15 | 120,000 | L |
|//awakener soul projector// | 20 | 900,000 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' instantaneous
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
You engulf an area in a comet-like spiral of energy, untethering the souls or animating vital essence from undead in the area. Each undead creature in the area takes 10d8 damage and is [[staggered]] for 1 round. A creature that succeeds at a Will saving throw takes half damage and ignores the staggered effect. Mindless undead receive no saving throw. This spell has no effect on creatures that are not undead.
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Soul surge// was innovated by hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your //soul surge//. Attempt a ranged attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it’s higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it’s cast.
* ''1st:'' When you cast //soul surge// as a 1st-level spell, it deals 3d8 damage to the target.
* ''2nd:'' When you cast //soul surge// as a 2nd-level spell, it deals 6d8 damage to the target.
* ''3rd:'' When you cast //soul surge// as a 3rd-level spell, it deals 10d8 damage to the target.
* ''4th:'' When you cast //soul surge// as a 4th-level spell, it deals 14d8 damage to the target.
* ''5th:'' When you cast //soul surge// as a 5th-level spell, it deals 21d8 damage to the target.
* ''6th:'' When you cast //soul surge// as a 6th-level spell, it deals 24d8 damage to the target.
The //soulfire// fusion (and //soulfire// fusion seals) can only be applied to [[solarian weapon crystals]]. When you hit a target with a solar weapon augmented by a solarian weapon crystal with the //soulfire// fusion, you add your Charisma bonus to the damage done, in addition to your Strength bonus.
<<list-links '[tag[Sources]!prefix[AP]sort[title]]' class:index>>
<details>
<summary><h3>Adventure Paths</h3></summary>
<<list-links '[tag[Sources]search:title:regexp[AP \d:]sort[title]] [tag[Sources]search:title:regexp[AP \d\d:]sort[title]]' class:index>>
</details>
Elves are haunted by the past. Betrayed in an event they no longer remember, elves have become very isolated, and most refuse to leave their homes on Sovyrian. Sov-El, a mysterious elven corporation, is the only widely known manufacturer of elven starships.
While many manufacturers build their vessels for a single purpose, such as transportation or war, Sov-El accommodates elven isolationist tendencies with sleek but immense ships that replicate Castrovel's environmental wonders, even reproducing beloved rooms of elvish homes, complete with scenic views. It's rare for non-elves to serve on these ships, and the elves who fly them rarely leave them, except when forced to by necessity or emergency. Sov-El continues to churn out bigger and better starship weaponry as well, ensuring that no one disturbs the peaceful solitude its elven clientele desires.
<div class="statblock">
* ''Tier'' 8
* Small light freighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 25; ''TL'' 25
* ''HP'' 60; ''DT'' —; ''CT'' 12
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' linked tactical nuclear missile launchers (10d8; 20 hexes)
* ''Attack (Port)'' linked gyrolasers (2d8; 5 hexes)
* ''Attack (Starboard)'' linked gyrolasers (2d8; 5 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Pulse'' Orange (250 PCU); ''Drift Engine'' Signal Booster;
* ''Systems'' advanced medium-range sensors, crew quarters (good), mk 6 armor, mk 7 defenses, mk 2 duonode computer, security (2 anti-hacking systems); ''Expansion Bays'' [[arcane laboratory]], [[cargo hold]], [[hydroponic garden]]
* ''Modifiers'' +2 to any two checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +16 (8 ranks), [[Diplomacy]] +16 (8 ranks), [[Intimidate]] +21 (8 ranks), [[Piloting]] +17 (8 ranks)
* ''Engineer'' [[Engineering]] +16 (8 ranks)
* ''Gunners (2)'' gunnery +14 (8th level)
* ''Pilot'' [[Piloting]] +17 (8 ranks)
* ''Science Officer'' [[Computers]] +16 (8 ranks)
</div>
During the Gap, elves suffered a great betrayal whose details they cannot recall yet whose pain they cannot forget. Yet even as this betrayal drove them to sequester themselves on Castrovel, the call of space travel still beckoned. Sov-El is the best known of the few homegrown elven shipyards, building starships that can defend their elven crews and passengers from further harm while providing them with independence and access to galactic markets and knowledge.
The Korinath is among the most common elven starships. True to classic elven design, the Korinath is a sleek and solid freighter that suffers no interference as it transports goods and passengers on lengthy voyages. The starship's amenities are suited for isolation, with arcane facilities in which the crew can study and experiment on magical anomalies they find, plus robust hydroponic gardens that sustain the crew without any need for outside provisions.
For non-elves, Korinaths are a rare sight. Nobody else knows what these vehicles transfer back and forth, spawning countless rumors that they're transporting ancient artifacts, priceless treasures, secret technologies, or even wilder cargo. These tales spur the unwise to waylay Korinaths, in most cases resulting in the would-be pirates' demise but exacerbating elven traumas and insular tendencies. The conflicts rarely last long, as Korinaths command extraordinary firepower for vessels of their size, and their gunners usually show little hesitation before responding to strangers with overwhelming force.
The greatest concentration of Korinaths beyond Castrovel was recently spotted in the nine-world Helfen-Thel system It may be that elves find ready customers for their techno-magical goods among the indigenous maggedli, though some speculate that they're instead drawn to the local gateway and portal technologies, which are reminiscent of elves' own aiudara. Drow of House Arabani have spied on these transactions, prompting Castrovel's elves to become even more suspicious and defensive. Each month brings more reports of altercations with Korinath crews, and Pact Worlds officials have dispatched numerous teams to put a stop to these skirmishes.
<div class="statblock">
* ''Tier'' 19
* Supercolossal ultranought
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 24; ''TL'' 27
* ''HP'' 950; ''DT'' 20; ''CT'' 190
* ''Shields'' medium 540 (forward 135, port 135, starboard 135, aft 135)
* ''Attack (Forward)'' heavy //aeon torpedo launcher// (6d8; 20 hexes), heavy //aeon torpedo launcher// (6d8; 20 hexes), ultragraser (6d8×10; 20 hexes)
* ''Attack (Port)'' gravity gun (6d6; 10 hexes), heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Starboard)'' gravity gun (6d6; 10 hexes), heavy torpedo launcher (5d8; 20 hexes)
* ''Attack (Turret)'' linked heavy //aeon casters// (12d6; 10 hexes), supermaser (2d8×10; 20 hexes)
* ''Power Core'' Titan Heavy (950 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' [[autodestruct system]], basic medium-range sensors, crew quarters (luxurious), data netPW, mk 3 armor, mk 6 defenses, mk 6 mononode computer, mk 6 network nodes (2), security (4 anti-hacking systems, biometric locks); ''Expansion Bays'' [[arcane laboratory]], general [[science lab]], [[guest quarters]] (luxurious), [[hangar bays]] (5), [[medical bay]], [[recreation suites]] (gym, HAC, trivid), [[sealed environment chamber]], [[synthesis bay]]
* ''Modifiers'' +6 to any 3 checks per round, [[Computers]] +2 (sensors only), [[Piloting]] –1
* ''Complement'' 1,145 (minimum 250, maximum 5,000)
!!! CREW
* ''Captain'' [[Bluff]] +32 (19 ranks), [[Diplomacy]] +32 (19 ranks), gunnery +28 (19th level), [[Intimidate]] +37 (19 ranks), [[Piloting]] +31 (19 ranks)
* ''Engineers (4 officers, 90 crew each)'' [[Engineering]] +32 (19 ranks)
* ''Gunners (6 officers, 65 crew each)'' gunnery +28 (19th level)
* ''Pilot (1 officer, 80 crew)'' [[Piloting]] +31 (19 ranks)
* ''Science Officers (3 officers, 100 crew each)'' [[Computers]] +32 (19 ranks)
</div>
The masterpiece of the Imperial Foundry, the Sovereign Dominator is equipped to lead system-wide assaults. Few of these massive vessels exist, and only a handful of reports have escaped to speak of their capabilities. Indeed, the Azlanti Star Empire seems to thrive on these starships' mystery and notoriety, making a Sovereign Dominator's sudden appearance all the more terrifying. The recently conquered Uruthun system had fielded a valiant defense until one arrived, at which point the coalition government capitulated within an hour.
Yet the Sovereign Dominator is not so invulnerable as its reputation seems to suggest. The //Aristian// exploded after suffering irreparable damage against an undisclosed foe, and the empire swiftly constructed and launched an identical replacement with the same name to keep up appearances. Smaller starships collected and hid away the remnants of the immense vessel's broken hull, though fragments no doubt still float in the depths of space, preserving the Azlantis' imperfect battle record.
For an Azlanti soldier, assignment to a Sovereign Dominator is a great privilege. The starships are built for long invasions, and so boast some of the finest crew accommodations to maintain morale, from individual rooms to recreational facilities. Yet even the posh quarters rattle unsettlingly when a Sovereign Dominator's largest weapon fires. The ultragraser's design seemed a straightforward matter of scaling up existing technology, yet on activation, the prototype's shock wave tore apart the test ship's forward section. The final Sovereign Dominator design provides enough support and reinforcement to keep the massive starship from blasting apart, but not enough to avert its crew's discomfort.
<div class="statblock">
* ''Tier'' 1
* Tiny fighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1)
* ''AC'' 16; ''TL'' 16
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' light particle beam (3d6), light torpedo launcher (2d8)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Power Core'' Micron Ultra (80 PCU); ''Drift Engine'' none
* ''Systems'' autodestruct system, basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses
* ''Modifiers'' +1 [[Piloting]]
* ''Complement'' 2
!!! CREW
* ''Gunner'' gunnery +5
* ''Pilot'' [[Piloting]] +11 (1 rank)
</div>
The Sovereign Harrier is one of the most iconic vessels of the Azlanti Star Empire. Each crew member slots into a capsule cockpit within the ship's torso, where they work with one another and as part of a larger squadron of harriers. These fighters are the keystone of imperial naval maneuvers, and they and their pilots feature heavily in several mainstream Azlanti entertainment series.
This strange silvery helm features a glowing band of greenish energy. Four metal clasps attached to long, sharp appendages poke out from the crown of the helm. When the apparatus is held over the head of a Small or Medium living creature for 1 minute, the band of energy pulsates wildly, and at the end of that time, the clasps slap down and start to painlessly burrow into the creature's cranium. After another full minute, the appendages become fully embedded, and the sovereign helm begins the 24-hour process of rewriting the neural pathways of the subject's brain. If the helm is removed at any time during this period and then placed back onto the same subject, the 24 hours begin anew. Once this process is complete, the sovereign helm grants the wearer some control over constructs with the technological subtype.
While a sovereign helm has a different method of installation than most augmentations, it acts as a brain system augmentation in all other ways. You can't wear and make use of a sovereign helm if you have preexisting brain system implantation, nor can you install a brain system implantation while a sovereign helm's apparatuses are burrowed into your cranium.
Once the sovereign helm has fully rewritten your neural pathways, it allows you to spend a standard action in an attempt to assert some amount of control over a single construct with the technological subtype that you can see within 60 feet of you. A targeted construct must attempt a Will saving throw (DC = 10 + half your level + your key ability score modifier); on a failure, it must stop what is doing and can do only what you command (using only the following commands) until the end of your next turn. If the construct succeeds at its saving throw, it is immune to your sovereign helm's control for 24 hours.
* ''Full Stop:'' The construct cannot do anything until the end of your next turn.
* ''Move:'' On the construct's next turn, you can decide how it spends its move action.
* ''Attack:'' On the construct's next turn, you can decide how it attacks.
After the first round a construct has failed its save, you can attempt to maintain your control over it with a move action each round, but the construct can attempt another saving throw. If the construct succeeds, you lose control and the construct is immune to your sovereign helm's effects for 24 hours. If the construct fails, your control over it continues until the end of your next turn, and you can choose the same or a different command from the list. A sovereign helm allows you to control only one construct at a time.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|sovereign helm | 9 | 14,975 | L |
</div>
<div class="statblock">
* ''Tier'' 5
* Medium transport
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 18; ''TL'' 17
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' gravity gun (6d6), light aeon torpedo launcher (3d6)
* ''Attack (Aft)'' gyrolaser (1d8)
* ''Attack (Turret)'' coilgun (4d4)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, autodestruct system, biometric locks, crew quarters (good), mk 1 duonode computer, mk 2 defenses, mk 3 armor; ''Expansion Bays'' [[brig]], [[cargo holds]] (2), [[recreation suite]] (gym)
* ''Modifiers'' +1 any two checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 6
!!! CREW
* ''Captain'' [[Diplomacy]] +11 (5 ranks), gunnery +8, [[Intimidate]] +16 (5 ranks), [[Piloting]] +11 (5 ranks)
* ''Engineer'' [[Engineering]] +16 (5 ranks)
* ''Gunners (2)'' gunnery +10
* ''Pilot'' gunnery +9, [[Piloting]] +16 (5 ranks)
* ''Science Officer'' [[Computers]] +20 (5 ranks)
</div>
The Sovereign Monitor is a long-range imperial patrol ship that polices the empire's borders or serves as an escort for larger vessels. The Monitor's powerful sensors can track other spacecraft effectively at maximum range, and its gravity gun allows it to capture ships or objects for closer inspection. Other systems ensure Azlanti technology never falls into enemy hands—a particularly important consideration in this case, given that these ships are often on the empire's fringes and thus most vulnerable to attack or capture by outsiders.
<div class="statblock">
* ''Tier'' 9
* Large heavy freighter
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 21; ''TL'' 20
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser net (5d6)
* ''Attack (Port)'' heavy laser net (5d6)
* ''Attack (Starboard)'' heavy laser net (5d6)
* ''Attack (Aft)'' laser net (2d6)
* ''Attack (Turret)'' coilgun (4d4)
* ''Power Core'' Pulse Prismatic (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' autodestruct system, basic short-range sensors, basic computer, biometric locks, crew quarters (common), extra weapon mount (aft light), extra weapon mount (turret light), mk 2 defenses, mk 3 armor; ''Expansion Bays'' [[cargo holds]] (4), [[Drift stasis unit]] (3), [[medical bay]], [[quantum defender]]
* ''Modifiers'' +2 [[Computers]] (sensors only)
* ''Complement'' 17
!!! CREW
* ''Captain (plus 1 officer)'' gunnery +13, [[Intimidate]] +17 (9 ranks), [[Piloting]] +17 (9 ranks)
* ''Engineers (3)'' [[Engineering]] +17 (9 ranks)
* ''Gunners (6)'' gunnery +15
* ''Pilots (3)'' gunnery +15, [[Piloting]] +22 (9 ranks)
* ''Science Officers (3)'' [[Computers]] +19 (9 ranks), [[Medicine]] +17 (9 ranks)
</div>
The Sovereign Sumpter is a troop transport that carries Azlanti ground forces to combat zones while the troops are in stasis, eliminating the need for quarters, entertainment, and rations. Escort ships, such as a Sovereign Monitor, usually accompany a Sumpter, which is swift enough to convey its living payload safely along with assault equipment and vehicles carried in the cargo holds. Intended to assure such delivery, a Sumpter is built for defense, with ample point weaponry to ward off tracking weapons. Its size also allows for easy landing on most worlds the Azlanti choose to assault. Once troops have been deployed, the Sumpter can be repurposed to transport prisoners for reeducation and, perhaps, sale.
<div class="statblock">
* ''Tier'' 18
* Colossal dreadnought
* ''Speed'' 6; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 27; ''TL'' 27
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Shields'' superior 540 (forward 135, port 135, starboard 135, aft 135)
* ''Attack (Forward)'' heavy laser net (5d6), quantum missile launcher (2d8×10), super radiant cannon (2d6×10)
* ''Attack (Port)'' heavy laser net (5d6), super radiant cannon (2d6×10)
* ''Attack (Starboard)'' heavy laser net (5d6), super radiant cannon (2d6×10)
* ''Attack (Turret)'' laser net (2d6), laser net (2d6), linked coilguns (8d4), linked coilguns (8d4)
* ''Power Core'' Gateway Ultra (2, 500 PCU each); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, autodestruct system, biometric locks, crew quarters (good), extra weapon mount (2 light turrets), mk 3 trinode computer, mk 7 armor, mk 8 defenses; ''Expansion Bays'' [[aeon comm]], [[cargo holds]] (8), [[hangar bays]] (2), [[imperial shrine]], [[medical bay]], [[tech workshop]]
* ''Modifiers'' +3 any three checks per round, +4 [[Computers]] (sensors only), –1 [[Piloting]]
* ''Complement'' 260
!!! CREW
* ''Captain (plus 4 officers)'' [[Diplomacy]] +31 (18 ranks), [[Intimidate]] +31 (18 ranks), [[Piloting]] +30 (18 ranks)
* ''Engineers (6 officers, 10 crew each)'' [[Engineering]] +36 (18 ranks)
* ''Gunners (11 officers, 11 crew each)'' gunnery +26
* ''Pilots (3 officers, 9 crew each)'' [[Piloting]] +35 (18 ranks)
* ''Science Officers (3 officers, 8 crew each)'' [[Computers]] +35 (18 ranks)
</div>
A massive dreadnought that can obliterate most spacefaring enemies and challenge space stations, a Sovereign Vindicator flies at the head of an armada to terminate incursions into the empire or take over new systems. In annexation operations, a Vindicator acts as a frontline assault vessel with drone carriers and Harrier fighters for support. In a second line, along with defensive warships, transport vessels such as Sumpters hold positions away from the naval conflict to avoid unnecessary losses. Barring the need for targeted assaults planetside, any ground invasion begins only after Vindicators and their flotillas have eliminated spaceborne threats.
Vindicator command is among the highest privileges in the Imperial Fleet, given only to pure-blooded Azlanti who can be trusted with such destructive potential. Therefore, a duxillar or Azlanti noble of higher station usually captains one of these dreadnoughts. Members of the royal family command Vindicators that guard the Aristia system and New Thespera.
As a move action, you can attempt to deceive an enemy within 30 feet who can hear you into suspecting its allies of treachery. Attempt a [[Bluff]] check with the same DC as a check to [[feint]] against that enemy (though this isn't a standard check to feint, so [[Improved Feint]] and [[Greater Feint]] don't apply). If you succeed, the target acts as though they have no allies and are not considered to be an ally to any other creature until the beginning of your next turn. An affected target can't move freely through former allies' spaces or flank creatures with them; the target can't give or receive benefits from the [[aid another]] action, any spells, or effects that affect only allies. In addition, if the target can make an attack of opportunity, they do so even against their former allies, but they also avoid actions that would provoke attacks of opportunities from their former allies (even if those creatures wouldn't make the attack of opportunity). This doesn't otherwise grant you influence over the affected target or make it more positively disposed toward you or your allies.
A creature who tries to cast a spell that has a range of touch on the affected target must succeed at an attack roll to touch the target, even if the spell is harmless, though the affected target isn't forced to attempt saving throws against harmless effects.
At 6th level, you can spend 1 Resolve Point when you succeed at the [[Bluff]] check to have the effect last for a number of rounds equal to your Charisma modifier.
This is a language-dependent, mind-affecting, sense-dependent effect.
Numerous bizarre species are native to the airless gulfs of outer space. Some of these creatures hibernate for countless years, reawakening when they meet potential prey, while others remain awake, actively hunting for food or other necessities, even approaching planets in search of prey.
* ''Flying:'' To move in space, a creature must have a supernatural flying speed. You can also give creatures the [[spaceflight]] universal creature rule if they move between worlds or even between systems.
* ''Radiation Immune:'' Accustomed to cosmic rays, space creatures are [[immune]] to radiation.
* ''Void Adaptation:'' Creatures that can survive in outer space have the [[void adaptation]] universal creature rule.
* ''Zero-Gravity Inured:'' Space creatures are immune to the [[off-kilter]] condition.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Space Hazards'>>
</div>
You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew.
!! Theme Knowledge (1st)
You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about black market locations, known smugglers, and notorious space pirates by 5. [[Bluff]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Smuggler (6th)
You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a [[Stealth]] check to [[hide]], you can roll twice and take the higher result. Additionally, whenever someone attempts a [[Perception]] check to search your body for objects you have hidden on your person using the [[hide object]] task of the [[Sleight of Hand]] skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.
!! Sword and Pistol (12th)
You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same –4 penalty as a full attack action.
!! Besmara's Blessing (18th)
The pirate goddess Besmara blesses your thieving and marauding ways, even if you don't worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 Resolve Point.
Designed more for long-term habitation than for active exploration, space stations are a crucial part of everyday life in many starfaring societies. Often meant primarily for mercantile, political, or scientific activity, space stations can serve as permanent residences for civilians, corporate headquarters for businesses, rest stops for space travelers, and much more. Space stations differ from many starships in that they typically lack sleek, aerodynamic designs and are not made for quick movement. Rather, space stations are typically placed in orbit around much larger objects and gently float through space.
The space station framework must be purchased at the same time as a Large or larger starship base frame. Applying the space station framework to a base frame costs an amount of BP equal to one-fifth the base frame's BP cost. For example, the bulk freighter base frame has a BP cost of 55, so constructing a space station from a bulk freighter would cost 66 BP (55 BP + 11 BP). A space station has the following abilities.
''Habitable:'' Space stations are habitable locations first and foremost, designed to afford their occupants all the comforts of terrestrial living. A space station can house a total number of occupants equal to 5 × its base frame's maximum crew size, though its maximum crew size doesn't change. A space station multiplies its base frame's total number of available expansion bays by three. These additional expansion bays can be used only for cargo holds, escape pods, guest quarters, life boats, recreation suites, or other expansion bays intended primarily for civilians, as determined by the GM.
''Orbital Weaponry:'' Space stations can support exceptionally powerful weaponry. A space station can install up to one weapon with the [[orbital]] weapon special property onto one of its weapon mounts for one-third the usual price.
''Stationary:'' Space stations aren't designed to fly through space and therefore are rarely particularly maneuverable. A space station's maneuverability is always poor (–1 [[Piloting]], turn 3), and the amount of speed gained from its thrusters is reduced to one-quarter the normal value (to a minimum value of 1). For example, L8 thrusters provide a space station with a speed of only 2 hexes.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|space station framework | 0 | 1/5 × base frame cost |
</div>
Although this high-tech suit offers little protection against attack, it does provide all the same environmental protections as a suit of armor. Unlike armor, a space suit is not designed for the rigors of combat. Whenever you take damage while wearing a space suit, you must succeed at a Reflex saving throw (DC equal to the damage dealt) or the space suit's life systems suffer catastrophic failure, gaining the [[broken]] condition and losing all environmental protections in 1d6 hours unless the suit is repaired. If you fail such a saving throw while the suit already has the broken condition, you lose all environmental protections in 1d6 minutes unless the suit is repaired. You can't wear a space suit while also wearing any type of armor, even if that armor is broken.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|space suit | 1 | 25 | 1 |
</div>
!! Standard Navigation and Astrogation
Whether they're patrol craft or battlecruisers, all starships are propelled through space by thrusters. The exact workings of these engines vary from starship to starship—some are technological, while others are a blend of magic and machine. See the navigate task of the Piloting skill for information about using that skill to plot a correct course. Determine the approximate distance you wish to travel and roll using the travel times below to see how long it takes you to reach your destination, but note that the Game Master is the final arbiter of travel times and may shorten or lengthen them as she desires for the needs of the campaign.
''Start Thrusters (1 Minute per Size Category):'' Though this is rarely an issue, a starship's thrusters need a short amount of time to warm up before they are ready to be used. Most hangars and space docks require that a starship's thrusters be deactivated after it lands or docks. However, a starship in orbit always has its thrusters active. A starship also needs to deactivate its thrusters to use its Drift engine—this requires no time.
''Travel Point-to-Point on a Planet (1d4 Hours):'' Large and smaller starships can operate in a planet or planetoid's atmosphere, and can travel between two areas on the same planet within reason (a starship isn't generally equipped to be submerged underwater, for instance). The travel time depends on the distance between the two points. This amount of time can also be used to represent traveling between two vessels in different orbits around the same planet.
''Go into Orbit or Land (1d2 Hours):'' It takes only a short amount of time for a Large or smaller starship to lift off from a planet's or planetoid's surface and enter orbit, or to make a controlled landing from orbit. Huge and larger starships can be placed in orbit around only a planet or planetoid, and the crew requires a shuttle or other conveyance to reach the surface.
''Reach Satellite (1d8 Hours):'' From planetary orbit, it takes slightly longer for a starship to reach one of that planet's satellite bodies (or vice versa) than it would take to land. This travel time depends partly on the size of the planet and the satellite's orbit.
''Travel In-System (1d6+2 Days):'' Traveling between two planets in the same star system fluctuates based on those planets' relative positions at the time of travel.
''Travel Between Systems:'' Traveling between two star systems via conventional thrusters is a daunting affair, taking decades at the very least. Only large colony starships or vessels with crews in suspended animation attempt such a journey.
!! Drift Navigation
Using Drift technology differs from ordinary astrogation in that the distances between worlds are less important than the difficulty of correctly targeting the jump. Within a given solar system, jumps are relatively quick and easy, though this method is only moderately faster than flying between worlds using conventional thrusters. Outside of a given system, Drift tech divides the galaxy into two sectors: Near Space and the Vast. While Near Space worlds tend to be closer to the galactic center (and, incidentally, to the Pact Worlds) and the systems of the Vast tend to be farther out, the true difference between the regions lies in the density of so-called "Drift beacons." These mysterious objects, sometimes spontaneously generated and sometimes placed by priests of Triune, help navigation systems orient ships in the Drift. While placing a single Drift beacon on a world isn't enough to convert a Vast world to Near Space status, placing many in that general region of space can cause the shift, and thus it's possible to find pockets of Near Space worlds all the way out to the galactic rim, as well as uncharted zones considered part of the Vast near the galaxy's core.
When traveling to a world through the Drift, determine whether the destination is in the same system, Near Space, or the Vast. The distance between the start and end of your journey doesn't matter, nor which category of space you're starting from: traveling from the Vast to a Near Space world is no more difficult than between two Near Space worlds. Roll using the travel times below, then divide the result by your starship's Drift engine rating to determine how long it takes you to reach your destination. For example, a starship with a Drift engine rating of 2 traveling to a world in the Vast would roll 5d6 and divide the result by 2. If you rolled 15, then the trip would take 7-1/2 days. Note that you never round down with Drift travel rolls, since these partial days can be extremely important when multiple spacecraft are racing each other to a destination. Additionally, since the Drift is a plane that you're traveling through, it is possible to pause midjump, and even to land on one of the floating chunks of terrain or engage in starship combat. Time spent stopped in this manner does not bring you closer to your destination, and thus does not count toward your required travel time. Days spent in the Drift are no different for the crew than days spent in normal space, and thus they can craft items, heal, and take other actions as normal.
The one exception to the rules above is Absalom Station: for unknown reasons, the Starstone at its core acts as an extremely powerful Drift beacon, allowing ships from anywhere in the galaxy to jump to Absalom Station in 1d6 days.
While traveling through the Drift, a starship uses its conventional thrusters. For a starship to engage its Drift engines to either enter or exit the Drift, its conventional thrusters must be turned off for 1 minute.
''Travel In-System (1d6 Days):'' Jumping between two points in the same solar system is moderately faster than moving between them in real space, and is so short as to carry only a 1% chance of random encounters in the Drift.
''Travel to Absalom Station (1d6 Days):'' Jumping to Absalom Station always takes only 1d6 days, thanks to the Starstone.
''Travel to Near Space (3d6 Days):'' Near Space contains the Pact Worlds system and most of the worlds colonized and contacted so far by their explorers, but there are still thousands of Near Space worlds yet to be investigated. Jumps to Near Space worlds rarely carry more than a 10% chance of a random encounter while in the Drift.
''Travel to the Vast (5d6 Days):'' Largely unexplored, the millions of Vast worlds are significantly more difficult to get to than Near Space, and the risk of a random encounter in the Drift can be anywhere from 25% to as high as 50%.
''Travel beyond the Rim:'' While other galaxies are known to exist, the distances between them and the galaxy of the Pact Worlds are so incredibly large that there have yet to be any confirmed instances of intergalactic travel using Drift technology. Whether this is due to the extreme travel times involved, limits to the reach of the Drift itself, or dangers encountered in the Drift during such attempts remains unknown.
Your longing to journey among the stars can't be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
!! Theme Knowledge (1st)
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of [[Physical Science]] checks to [[recall knowledge]] about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Eager Dabbler (6th)
In your journeys, you've picked up quite a few tricks about all sorts of things, even if you haven't formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don't have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.
!! Jack of All Trades (12th)
You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don't have ranks, your bonus from eager dabbler increases to +4.
!! Master Explorer (18th)
Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet (typically one that has had no contact with the Pact Worlds, though it doesn't need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
The creature can fly through space at standard navigation and astrogation speeds using [[Piloting]] to navigate. If it uses a skill other than Piloting for skill checks to astrogate, that skill is listed in parentheses.
//Format:// ''Other Abilities'' spaceflight ([[Mysticism]]).
//Guidelines:// Most creatures with spaceflight also have [[void adaptation]].
<div class="statblock">
* ''Level'' 6; ''Price'' 4,650
* ''EAC Bonus'' +8; ''KAC Bonus'' +13
* ''Max Dex Bonus'' +2; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d10 B
* ''Weapon Slots'' 1; ''Upgrade Slots'' 2
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Medium; ''Bulk'' 20
</div>
This powered armor resembles a bulky humanoid insect, including helmet-mounted oxygen canisters that appear as stylized mandibles. The armor's wide boots contain powerful magnets useful for navigating the exterior of starships and space stations for repair work or guard duty. You can move your land speed across metal surfaces in zero gravity without having to attempt checks; if you are adjacent to a metal surface, you do not automatically move at the beginning of your turn each round. You also gain a +2 circumstance bonus to your AC against bull rush and trip combat maneuvers when you are standing on a metal surface.
<div class="statblock">
* <<levels>>
* ''School'' evocation (electricity or fire)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one unattended object of no more than 1 bulk
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes (object)
</div>
You agitate molecules within the surface of the object you touch, causing it to catch fire if it’s flammable and the atmosphere allows combustion. This spell can’t cause substances within closed containers, such as the fuel in a petrol tank, to ignite.
A spark knife is similar in appearance to a typical survival knife, leading to confusion among those unfamiliar with the weapon. In addition to dealing electricity damage, a spark knife can siphon electrical charge from its target's natural electrical attacks, recharging its own battery. These blades were originally created in the Absalom Station neighborhood of Sparks, and different versions trace their names to their usage there: runner spark knives are relatively inexpensive, followed by recruit spark knives. Crew spark knives and boss spark knives are rarer, tracing back to those in established positions in the neighborhood's social order.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|spark knife, runner | 1 | 390 | 1d4 E & S | [[arc]] 1d4 | L |[[drain charge]], [[operative]], [[powered]] (capacity 20, usage 1) |
|spark knife, recruit | 5 | 3,070 | 1d6 E & S | [[arc]] 1d6 | L |[[drain charge]], [[operative]], [[powered]] (capacity 20, usage 1) |
|spark knife, crew | 10 | 18,200 | 2d6 E & S | [[arc]] 2d6 | L |[[drain charge]], [[operative]], [[powered]] (capacity 20, usage 1) |
|spark knife, boss | 15 | 112,000 | 5d6 E & S | [[arc]] 3d6 | L |[[drain charge]], [[operative]], [[powered]] (capacity 20, usage 1) |
</div>
Possible permutations and offshoots of your formulas constantly run through your mind. Once per day, you can alter one of your [[biohacks]] to work in a different way, determined by your [[scientific method]]. You can do this one additional time per day at 9th level and at 15th level.
If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal.
If you are an instinctive biohacker, when using a booster biohack, you can remove one of the following conditions, in addition to the booster's normal effects: [[dazzled]], [[fascinated]], or [[shaken]]. If you are at least 9th level, you can instead add the [[off-target]] condition as one of the effects imposed by any of your inhibitors, or you can remove any one of the following conditions with any of your boosters: [[dazzled]], [[deafened]], [[fascinated]], [[fatigued]], [[off-target]], [[shaken]], or [[sickened]]. Alternatively, you can add the dazzled condition to the effects imposed by any of your inhibitor biohacks. This effect lasts the length of the inhibitor's duration
Spathinae are an insectile species occupying several worlds in the Vast. Individually, these creatures have significant physical variety, resembling wasps, mantises, and moths, among others. Each inch‑long spathinae is much like the insect it resembles, but thousands organize themselves to form a biological and neural network. The result is a colony that operates much like a single sapient creature.
Such a colony is like a swarm and refers to themselves in the plural, but their consciousness is specific, with one personality and set of memories. The colony can alter their shape. Most take humanoid form, speaking with a buzzing, layered voice from a featureless "head." Spathinae colonies prefer armor adjusted so each constituent can wear one component, allowing the colony to behave like a swarm.
Most colonies realize creatures made up of a single contiguous mass can have difficulty thinking of a distributed sapience as a group with a common purpose, rather than a single creature able to act like a swarm. Most spathinae use the colony's name without pointing out that each constituent has its own name.
Damage can disrupt a spathinae colony's network, or even cause the colony to "die," their connection failing and sapience fading away. Hundreds of constituents might survive, but the colony dissipates, barring magic that returns life to and reunifies the disintegrated consciousness. Remnants of "dead" colonies might join other constituents to form a new colony, but any connection to the original is ephemeral.
Spathinae do not grieve such losses. Many revere Oras and see life as a constant process of exploration and change. Constituents make sacrifices so the colony can thrive. Colonies take risks, face challenges, adapt, and dissolve to advance their species. A given colony can endure for more than a century, but colonies also disperse and re-form, surrendering individuality for greater good.
Even the spathinae do not know where they originated—any records of this place were lost to the Gap. They have no clear indication if any planet on which they now reside was their home world. Most spathinae colonies pay little heed to their lack of history, however, as evolution continues without regard for the past. Some feel, though, that purposeful advancement requires them to seek their origin and learn from that place.
Most societies treat spathinae colonies as individuals, with the rights and obligations thereof. However, a few peoples, such as the Azlanti, see spathinae colonies as no more than a collection of bugs, and in such cases, the colonies have no rights at all.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Con
* ''Hit Points:'' 3
* ''Size and Type:'' Spathinae colonies are Medium monstrous humanoids.
* ''Shapable:'' Given 1 minute, a spathinae colony can alter their shape. The colony can form and control up to four limbs. If the spathinae colony loses a limb, they can use this ability to "regrow" the limb. At least two of these limbs must be used for locomotion, or the colony's land speed is reduced by 10 feet. If the colony has multiple limbs that operate like arms and hands, they can hold more objects at the ready, but they can't make additional attacks. A spathinae colony can alter their shape to use armor and gear normally designed for almost any Small or Medium creature. However, a spathinae colony wearing armor not adjusted for them or powered armor can use neither their swarm flexibility ability nor the colony's natural fly speed.
* ''Spathinae Defenses:'' A spathinae colony has a +2 racial bonus to saving throws against [[bleed]], critical hit effects, [[paralysis]], sleep, and [[stunning]]. An effect that states it has a greater effect on swarms works on a spathinae colony as if they were a swarm. However, the [[swarm defenses]] universal creature rule does not apply to spathinae colonies.
* ''Spathinae Movement:'' A spathinae colony has a land speed of 30 feet and an extraordinary fly speed of 20 feet with average maneuverability.
* ''Spathinae Senses:'' A spathinae colony has [[blindsense]] (vibration) with a range of 30 feet and [[darkvision]] with a range of 60 feet.
* ''Swarm Flexibility:'' A spathinae colony has [[compression]] and gains a +4 racial bonus to KAC against bull rush, grapple, reposition, and trip combat maneuvers. In addition, the colony can always take 10 on the [[escape]] and [[tumble]] tasks of the [[Acrobatics]] skill and gains a +4 racial bonus to [[Acrobatics]] checks for those tasks.
* ''Verminlike:'' For effects targeting creatures by type, a spathinae colony counts as both [[monstrous humanoid]] and [[vermin]] (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The spathinae also gains a +2 racial bonus to saving throws against mind-affecting effects.
You can briefly destroy space, causing reality to implode and carry you toward your enemy before the universe repairs the damage. When you make an attack with your [[entropic strike]] against a creature more than 5 feet away from you, you can move directly toward your target until you’re adjacent to them. You must spend 1 Entropy Point for every 5 feet you move in this way; otherwise, you don’t move. This movement doesn’t provoke attacks of opportunity.
If there is an obstacle that prevents you from moving through it, such as an enemy creature or grate, you can attempt a melee attack roll to perform a special combat maneuver against that creature’s KAC + 8 or attempt a Strength check against that obstacle’s Strength DC to break. You can spend 1 EP before attempting either check to add your Constitution bonus to your attack or check. If you succeed, you move through the obstacle as though it weren’t there. If you fail, your movement stops adjacent to the obstacle.
You direct your ritual against a specific target, whose name you must know. No check is required for this action, but if you don’t name someone clearly and unambiguously, the ritual fails.
<div class="statblock">
* <<levels>>
* ''School'' necromancy (language-dependent)
* ''Casting Time'' 10 minutes
* ''Range'' 10 ft.
* ''Targets'' one dead creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' no
</div>
You grant the semblance of life to a corpse, allowing it to answer questions. You can ask up to six questions. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.
If the dead creature was friendly or helpful toward you in life, the spell works automatically. Otherwise, the corpse can attempt a Will saving throw to resist the spell as if it were alive. On a successful save, the corpse can refuse to answer your questions or attempt to deceive you using its [[Bluff]] skill. The target can speak only about what it knew in life. It can't answer any questions that pertain to events that occurred after its death.
If the corpse has been subjected to //speak with dead// within the past week, this spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse might be able to give partial answers or partially correct answers, but it must have at least a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.
Spears come in many varieties. Buzzblade spears vibrate at high frequency. Zero-edge spears employ quantum manufacturing to hone an edge so fine that it seems indistinct. The gravity spear uses a tiny gravity field generator to accelerate the weapon at the moment of impact.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|spear, tactical | 1 | 375 | 1d6 P | — | 1 |[[analog]], [[block]], [[thrown]] (20 ft.) |
|spear, sentinel | 8 | 10,000 | 2d6 P | — | 1 |[[analog]], [[block]], [[thrown]] (20 ft.) |
|spear, buzzblade | 11 | 22,650 | 3d6 P | — | 1 |[[block]], [[powered]] (capacity 40, usage 2), [[thrown]] (20 ft.) |
|spear, zero-edge | 15 | 107,350 | 7d6 P | — | 1 |[[analog]], [[block]], [[thrown]] (20 ft.) |
|spear, gravity | 17 | 552,000 | 12d6 P | — | 1 |[[block]], [[powered]] (capacity 40, usage 2), [[thrown]] (20 ft.) |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[penetrating]], [[reach]], [[thrown]] (40 ft.)
* ''Damage'' medium; ''Damage Type'' P or S; ''Critical'' —
* ''Slots'' 2 (upper limb)
* ''Skewer (1 PP)'' As a standard action, the mech makes an attack against multiple targets in an area as though the spear had the [[line|Line (weapon property)]] weapon special property. The length of the line equals the mech's reach with the spear.
* ''Cost'' 2 × level
</div>
This heavy projectile ends in a shining adamantine alloy tip and can be thrown or jabbed at enemies.
This unique weapon belonged to a Knight of Golarion who died a few years before the signing of the Absalom Pact. It is a golden spear with a ruby blade and functions as both an inferno [[flame doshko]] and a white star [[plasma caster]]. It holds one ultra-capacity battery, which powers all uses of the weapon. Switching the weapon from melee functionality to ranged functionality (or vice versa) is a swift action.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|Spear of Fates | 13 | 102,300 | 2 | 100 | 1 |
</div>
Many abilities available to characters or monsters are classified as extraordinary, spell-like, or supernatural. Depending on which category they fall into, these abilities function as described below.
<$list filter="[list[Special Abilities]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<<list-links "[tag[Special Materials]sort[title]]" class:index >>
Whenever you would gain a gear boost, you can instead gain a technique called special ops training that makes you better with one or more skills commonly used to perform special military operations.
!! Operations Specialist
Choose one of the following skills: [[Bluff]], [[Computers]], [[Disguise]], [[Perception]], [[Piloting]], or [[Stealth]]. Add the chosen skill to your list of soldier class skills, and gain a +1 bonus to checks with this skill. You can select this special ops training more than once. Each time, you select a different class skill.
!! Advanced Operations Specialist
Choose one class skill you gained from the soldier class or a soldier class feature. You gain an insight bonus to this skill equal to one-third your soldier class level (minimum +1). You can select this special ops training more than once. Each time, you select a different class skill.
The following grafts can help specialize your vehicle. Apply up to two of these grafts.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You know how to use a special weapon.
''Prerequisites:'' Proficiency in basic melee weapons or small arms (see below).
''Benefit:'' You gain proficiency in a single special weapon of your choice. If the special weapon you choose is a melee special weapon, you must have proficiency in basic melee weapons. If the special weapon you choose is a ranged weapon, you must have proficiency in small arms. If a set of special weapons are all different models of the same weapon, proficiency in one such weapon grants proficiency with all weapons in the set.
''Normal:'' If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon's special effects likewise takes a –4 penalty.
''Special:'' You can take this feat multiple times. Each time you do, select a different special weapon.
Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty.
Whenever you attempt a starship combat check with one of your [[specialization]]'s associated skills, you can spend 1 Resolve Point to roll your skill check twice and use the better result.
You gain your [[specialization]]'s listed exploit as a bonus [[operative exploit]], even if you don't meet the prerequisites.
You gain a special power depending on the [[specialization]] you chose at 1st level.
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the [[Skill Focus]] feat, you can take 10 even if stress or distractions would normally prevent you from doing so.
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the [[Skill Focus]] feat in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
Species grafts follow the rules for augmentations, in that they are installed in specific systems on your body. Once installed, they become a part of your body and generally can't be affected by abilities that destroy or disable objects. Most of these augmentations are installed into the more common systems.
Species grafts can be cybernetics, biotech, magitech, nanite enhancements, or any other form of augmentation. This doesn't affect how a species graft functions—only its appearance.
The benefits of a species graft don't stack with the benefits granted by a racial trait of the same name. For example, a vesk character can't benefit from the [[armor savant]] graft. Species grafts are different from other augmentations in that they count as the racial trait mentioned in the name of the graft, and having one installed allows you to take feats and other player options that have that racial trait as a prerequisite. For example, if you have a [[limited telepathy|Limited Telepathy (species graft)]] graft installed, you count as having the [[limited telepathy]] racial trait in order to satisfy the prerequisite for the [[Extended Telepathy]] feat. You can't replace racial traits granted by species grafts with alternate racial traits, as those must be chosen at 1st level.
If you have a species graft removed, you no longer count as having the associated racial trait. If you have feats or other options with that racial trait as a prerequisite, you can no longer use them. You can replace a feat with a new one that has no prerequisites by spending a full week retraining.
</$list>
<<list-links "[tag[Species Grafts]]" class:index>>
Creatures with [[blindsense]] or [[blindsight]] typically perceive using a specific sense mechanism, indicated in parentheses after blindsense or blindsight in the creature's statistics. If this sense somehow becomes unusable, the creature loses access entirely to its blindsense or blindsight. The typical senses through which creatures can perceive are emotion, life, scent, sound, thought, and vibration.
As a standard action, you can distract an opponent within 60 feet. Attempt a [[Bluff]] check; the DC of this check is equal to either 10 + your opponent's total [[Sense Motive]] skill bonus or 15 + 1-1/2 × the opponent's CR, whichever is greater. If you succeed, the target's attention is locked on you, giving it a –2 penalty to [[Perception]] checks other than those made against you as well as a –2 penalty to attack rolls for any attack that doesn't include you as a target. This effect lasts until the end of your next turn or until the target can no longer perceive you with a precise sense. As a move action, you can extend the effect's duration until the end of your following turn.
At 6th level, you can spend 1 Resolve Point to affect multiple creatures, up to a maximum of half your envoy level. Attempt one check against all of the targets. The DC of the check is equal to the DC to use spectacle against the creature with the highest CR of those you're attempting to affect, plus 1 for each target beyond the first. When you extend the effect, the duration increases for all targets. However, the effect ends for a target (though not necessarily for other targets) once that target can no longer perceive you with a precise sense.
This is a mind-affecting, sense-dependent effect.
Even in a cosmopolitan galaxy, there are aliens whose actions, influence, and even presence are rarely confirmed, even denied in some cases. These unassuming spectacles grant you exceptional sensitivity to conspiracies and hidden truths everywhere, giving you a +2 circumstance bonus to [[Perception]] checks to pierce disguises and a +2 circumstance bonus to [[Sense Motive]] checks. However, when you fail any Sense Motive check to detect deception or discern secret messages, you automatically misinterpret the event (typically sensing sinister or conspiratorial intent), as though you had failed the check by 5 or more.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//spectacles of the unseen// | 1 | 185 | – |
</div>
Spectra, a race of outsiders native to the newly discovered hyperspace plane of the Drift, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of Drift technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as the Drift grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes. Yet spectra are also undeniably of the Drift itself. They have inherent resistance to magic and can slip in and out of the Drift via innate esoteric—though purely technological—means. Some theorists posit that, like the beacons that enable travel through the Drift, spectra somehow exist simultaneously in multiple planes, manifesting in only one at any given time. Spectra rarely speak using their own voices, which are a mix of low-fidelity synthesized tones. They prefer to use their machine telepathy to temporarily harness nearby communication technology, speaking using a starship's intercom or causing text to appear on a vidscreen, for instance.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Machine Telepathy Clusters
The iridias have long offered advanced technologies to the species of the Material Plane. The machine telepathy cluster is among the most common, as it allows the user to interface with technology—and spectra—telepathically. This both facilitates communication with the strange outsiders and grants creatures an increased ability to create technological marvels of their own.
{{Machine Telepathy Cluster}}
A spectra blade is made of a lightweight, edged material that is as dark as the starlit skies, seeming to shimmer from within. In some places, they have become known as Drift blades or starswords in reference to their design and rarity.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//spectra blade, iridia// | 8 | 1,500 | 1d6 S | — | 1 |[[operative]], [[penetrating]] |
|//spectra blade, wyspiria// | 7 | 10,000 | 2d6 S | — | 1 |[[operative]], [[penetrating]] |
|//spectra blade, sondria// | 13 | 52,000 | 4d6 S | [[teleport slip]] | 1 |[[operative]], [[penetrating]] |
|//spectra blade, aspecna// | 18 | 390,000 | 10d6 S | [[teleport slip]] | 1 |[[operative]], [[penetrating]] |
</div>
Whether you’re a worshipper of Triune, a longtime resident of the Drift, or simply a spacefarer who has relied on the plane for years, you’ve formed a magical connection to [[spectra]], the plane’s unique inhabitants. Like these planar beings, you take on the tasks of bringing the word of the Drift to those who might have only recently discovered space travel, safeguarding the more vulnerable areas of the realm, and protecting travelers through Drift.
!! Theme Knowledge (1st)
Whether you’ve absorbed an intuitive sense of the Drift through long exposure, attained insights as a supernatural gift from spectra tutors, or some other means entirely, you’ve attained a deep understanding of the Drift and its inhabitants—even those you’ve never encountered. Reduce the DC to [[identify]] or [[recall knowledge]] about the Drift’s properties, the Drift’s hazards, spectra, and other inhabitants of the Drift by 5. [[Mysticism]] is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Limited Machine Telepathy (6th)
As outsiders native to the Drift, a plane sacred to the god of computers Triune, spectra have the ability to speak wordlessly with most technology. As your connection to the Drift grows, you command a fraction of this power. You gain the ability to communicate telepathically with creatures that have the machine telepathy ability, with a range of 30 feet. You also gain the ability to communicate telepathically with technological devices within 5 feet, allowing you to attempt [[Computers]] checks on these devices without a user interface or [[hacking kit]]. At 12th level, the range of both forms of telepathy doubles, and at 18th level, it instead triples.
!! Triune's Embrace (12th)
Your body is so acclimatized to the Drift that not only does the vacuum of space pose little threat to you, but also the Drift can sustain your life functions. Many cultures recognize this unique level of attunement as a true sign of the machine god’s favor. While in the Drift, you can breathe normally, don’t suffer the normal environmental effects of being in a vacuum, don’t experience decompression by suddenly transitioning into a vacuum, and don’t need to eat or drink. For up to 1 hour per day, you can also apply these protections (except the need to eat and drink) while in the vacuum of space while not in the Drift. You don’t need to spend this duration consecutively, but you must do so in 5-minute intervals.
!! Child of the Drift (18th)
You can draw considerable resolve from the Drift’s embrace. Up to twice per day, when you spend at least 10 minutes meditating in the vacuum of the Drift, you recover 1 Resolve Point. This doesn’t count as resting to regain Stamina Points.
Spectra are neutral outsiders native to the Drift.
* ''Traits:''
** [[void adaptation]]; [[DR]] 5/chaotic, evil, good, or law (CR 8; increases to DR/10 at CR 13, increases to DR/15 at CR 18); [[immunity]] to electricity; [[resistance]] 5 to cold and sonic; [[spell resistance]] equal to 10 + CR
** [[Computers]], [[Engineering]], and [[Mysticism]] as master skills
** machine telepathy (see below); truespeech
** slip drive (see page 150); spaceflight (Mysticism)
* //Machine Telepathy ([[Ex]]):// A spectra can communicate with and through technological devices within a certain range (usually 100 feet), as well as with other creatures that have machine telepathy. A spectra can also attempt [[Computers]] and [[Engineering]] checks at this range.
* //Slip Drive ([[Ex]]):// A spectra has an internal biomechanical Drift engine that allows it to travel freely between the Driftand other planes, as well as between two non-Drift planes, using the normal rules for Drift navigation. A slip drive has an effective Drift engine rating equal to the half the spectra's CR, and a spectra need remain stationary for only 1 round (6 seconds) before engaging its slip drive.
This handheld device can be attached to a [[datapad]] or computer to automatically scribe to text any clear audio source, such as a dictated message or a conversation at the next table in a quiet cafe. The text is automatically scribed in real time as the written form of the language spoken. To get an accurate transcription, a speech encoder must be within 10 feet of the speaker (in a quiet area) or spoken into directly (in a noisy area). Speech encoders are popular with urog researchers contemplating a particular theory but have gained widespread popularity with workers who need to maintain clear communication in loud environments and users with audio-processing disorders.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|speech encoder | 1 | 100 | L |
</div>
Your speed is how far you can move with a single move action. Your speed depends mostly on your race and your armor type, though magic and equipment can also impact it. Wearing heavy armor or carrying too much can reduce your speed.
If you use two move actions in a round (sometimes called a "double move"), you can move up to double your speed. If you spend the entire round running (using the [[run]] action, you can move up to quadruple your speed.
A creature's land speed refers to how far it moves across the ground with its appendages. Most Medium creatures have a land speed of 30 feet (6 squares). If a creature has additional movement speeds, such as a climb speed or a fly speed, those speeds are listed in the creature's statistics separately. If a rule references speed without specifying a movement type, it refers to whatever movement type you are using.
Your drone's land speed increases by 10 feet.
Once every 1d4 rounds, the creature can increase its speed by 4 for 1 round during the Engineering phase.
You can disable mechanical devices with [[Engineering]] and computer systems with [[Computers]] in half the usual time. In the rare cases when disabling a system or device would normally be a full action, you can do it as a standard action, and if it would normally be a standard action, you can do it as a move action.
You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|speed suspension, minimal | 4 | 1,900 |all legs |
|speed suspension, standard | 8 | 8,800 |all legs |
|speed suspension, complete | 12 | 32,900 |all legs |
</div>
You attempt a [[Piloting]] check (DC = 17 + your vehicle's item level) to get ahead, moving forward one zone immediately on a success. If the vehicle encounters any hazards or similar effects that occur upon entering a zone, they trigger immediately. The vehicle later moves forward one additional zone in the chase progress phase, even on a failed check, unless you failed the check by 5 or more.
When you use your [[custom microlab]] to craft a [[serum]], you can do so in half the normal time.
//Spell ampoules// are injectable magic, where the essence of a magic spell has been condensed into a liquid form and prepared for injection into a creature. Known colloquially as "spell amps," these heady, ready-to-use magic injections can be used only once. A //spell amp// duplicates the effect of a beneficial spell (a spell with "harmless" in its Saving Throw or Spell Resistance entry), excluding divination spells or spells that create some link between the caster and the target. In addition, the spell must be 3rd level or lower, have a casting time of 1 minute or less, and target one or more creatures (but not spells that target just the spellcaster). If a spell targets both creatures and objects, it only affects creatures when used as a //spell amp//. If a spell requires expending a Resolve Point to cast, it also requires the user to spend a Resolve Point when used as a //spell amp// (if you choose not to spend a Resolve Point or don't have any Resolve Points remaining, the //spell amp// has no effect).
A //spell amp// always has an item level equal to three times the level of the spell it duplicates (treat as a 2nd-level item for spell amps with 0-level spells), and a caster level equal to its item level. The save DC of a spell from a //spell ampoule// equals 10 + spell level + the modifier of the user's key ability score. Creating a //spell ampoule// has the same requirements as creating a [[spell gem]].
You can only use a //spell ampoule// on yourself or a willing or unconscious creature. Injecting yourself or a willing creature with a //spell ampoule// is a standard action, while injecting an unconscious creature is a full action. //Spell amps// take effect as if the spell had been cast upon the creature injected. When you are injected with a //spell amp//, you get to make any decisions about the spell's effect as if you were the caster of the spell—you are both the effective target and the caster of the effect.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//spell ampoule//, 0-level | 2 | 200 | L |
|//spell ampoule//, 1st level | 3 | 300 | L |
|//spell ampoule//, 2nd level | 6 | 700 | L |
|//spell ampoule//, 3rd level | 10 | 3,000 | L |
</div>
//Spell amulets// can take many aesthetic forms, but in general, a //spell amulet// consists of a chunky piece of crystal mounted in a metal and silicon frame. A //spell amulet// functions in most respects like a //[[spell gem]]//, in that it grants the temporary ability to cast a spell encoded into the amulet without using one of your spell slots. You must be holding the //spell amulet// throughout the spell’s casting time and must spend at least a standard action using the //spell amulet//, even if the spell’s casting time is shorter. Only spellcasters are capable of using //spell amulets//—if you aren’t a spellcaster, you’re unable to make use of the knowledge the amulet unlocks. You don’t need to know the spell within a //spell amulet// to use it, but the spell must be on your class’s spell list (or have otherwise been added to your spell list) and you must have a high enough key ability score to cast it. If the //spell amulet’s// item level is higher than your caster level, once you’ve spent the full casting time of the spell, you must succeed at a caster level check with a DC equal to the //spell amulet’s// item level + 1 or you fail to cast the spell. If you fail to cast a spell from a //spell amulet//, the spell remains, and you can attempt to use the amulet again.
However, unlike a //spell gem//, the mystical encoding within a //spell amulet// isn’t lost when the spell is cast, and it can be refreshed each day. To do so, a spellcaster must expend a spell slot of the same level as the level of the spell encoded within the amulet during their daily preparations, though the spellcaster needn’t know the spell originally encoded in the amulet. For instance, a spellcaster can expend a 2nd-level spell slot to replenish a //spell amulet of invisibility// even if //[[invisibility]]// isn’t on their list of spells known. A 0-level spell can’t be encoded into a //spell amulet//.
A //spell amulet// can’t be used with a //[[spellthrower]]// weapon, but it otherwise counts as a //spell gem// for the purpose of a psacynoid’s crystal crafter ability.
To craft a //spell amulet//, you must know the spell you’re encoding into the gem. If a spell requires expensive materials as part of its casting (such as //[[raise dead]]//), they must be provided while crafting the amulet and each time it’s refreshed, and the amulet’s price is increased by the price of the components. Like //spell gems//, you can create compound //spell amulets// holding multiple spells, with a price equal to the total price of all spells stored within it plus an additional 10% of that total. Such //spell amulets// can be used to cast only one spell at a time.
In addition, you can affix a //spell amulet// to a weapon or suit of armor in a process that takes 10 minutes. Only one //spell amulet// can be affixed to a single weapon or suit of armor. When the spell within the amulet is cast, you gain a temporary benefit depending on the spell’s school of magic (below); you must be wielding the weapon or wearing the suit of armor to gain this benefit. You can remove a //spell amulet// with another 10 minutes of work.
* ''Abjuration:'' You gain a +1 shield bonus to AC until the end of your next turn; this bonus increases to +2 if the spell cast is 4th level or higher.
* ''Conjuration:'' You gain a number of temporary Hit Points equal to twice the level of the spell cast.
* ''Divination:'' You gain a +1 circumstance bonus to saving throws until the end of your next turn; this bonus increases to +2 if the spell cast is 4th level or higher.
* ''Enchantment:'' As a reaction immediately after casting the spell, you can attempt a ranged attack against the EAC of a target within 20 feet. If successful, the target is [[staggered]] until the end of its next turn; if the spell cast is 4th level or higher, the target is [[stunned]] instead.
* ''Evocation:'' As a reaction immediately after casting the spell, you can attempt a ranged attack against the EAC of a target within 20 feet. If successful, an energy ray deals 1d4 damage per level of the spell cast of an energy type of your choosing.
* ''Illusion:'' Each enemy within 10 feet of you is [[dazzled]] for a number of rounds equal to the spell’s level.
* ''Necromancy:'' As a reaction immediately after casting the spell, you can attempt a ranged attack against the EAC of a target within 20 feet. If successful, the target is [[sickened]] for a number of rounds equal to the spell’s level.
* ''Transmutation:'' Your speed increases by 10 feet until the end of your next turn; this bonus increases to 20 feet if the spell cast is 4th level or higher.
The cost and item level of a spell amulet depends on the level of the spell within.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//spell amulet//, 1st level | 2 | 450 | L |
|//spell amulet//, 2nd level | 5 | 2,500 | L |
|//spell amulet//, 3rd level | 8 | 8,000 | L |
|//spell amulet//, 4th level | 11 | 21,000 | L |
|//spell amulet//, 5th level | 14 | 58,000 | L |
|//spell amulet//, 6th level | 17 | 200,000 | L |
</div>
When you cast a harmless spell with a range of touch, you can target any ally within 120 feet and linked by your //[[telepathic bond]]// class feature as if you were touching that ally. You must have the telepathic bond class feature to choose this epiphany.
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don't need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you've expended all your spell slots for that spell's level.
If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Whenever you attempt a [[Mysticism]] check to perform a magic officer action, you can expend an unused technomancer spell slot to gain an enhancement bonus to your Mysticism check equal to 1-1/2 × the level of the expended spell slot.
It is possible to create [[spell gems]] in the form of chips that can be slotted into a computer system. A user capable of utilizing an equivalent spell gem with access to the computer in which such spell chips are installed can cast the related spells whenever controlling the computer and gains a +2 circumstance bonus to any skill check involving these spells. Spell chips cost 110% of a spell gem with the same spells. When a spell is expended from a spell chip, the chip itself is not destroyed, and the spells can be reloaded into the spell chip for 90% of the normal price of a new spell chip.
You’ve built in a receiver for [[spell chips]]. You can insert a number of spell chips equal to half your level. Using these spell chips has the same requirements as normal. Because you have the chips linked in an array, you can expend a spell chip to cast a spell on any other spell chip you’ve inserted of the same or higher spell level. A spell chip array is difficult for creatures not aware of it to locate; someone performing a close inspection can discover it with a successful [[Mysticism]] or [[Perception]] check (DC = 10 + your total Engineering skill modifier).
This trick can be taken only by characters who can be targeted by effects that only affect constructs, including those of the construct type and those with the constructed species trait.
You can use //[[spell chips]]// as if you were a spellcaster. For the purpose of using //spell chips//, you treat all spells as your class’s spell list, and you use Intelligence as your key ability score for your spellcasting. Your effective caster level for spell chips you use is your mechanic level.
You gain a +2 bonus to saving throws against spells and other magical effects.
When you cast an instantaneous spell that deals damage, you can expend an additional unused spell slot to code additional magic energy onto the spell, bolstering its effectiveness. You gain a bonus to your attack roll with the spell equal to half the additional unused spell slot's level. The spell deals an additional 1d6 damage for every level of the additional unused spell slot. The saving throw DC of the spell increases by 1 if the additional unused spell slot expended is 3rd, 4th, or 5th level, or by 2 if you expended a 6th-level spell slot.
These benefits apply to all creatures affected by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn't apply to ongoing damage from the spell (such as bleed or burn), nor does it increase ability damage or the spell's other effects.
The descriptions of spells are presented in a standard format.
!! Spell Name
The first line of every spell description gives the name by which the spell is commonly known. A spell's name generally indicates what effects it creates or how it manipulates its area or targets.
!! Spell Level
The spell level for each class that can cast the spell (typically a number between 0 and 6 that indicates the spell's relative power) is listed directly to the right of each class icon. [[Variable-level spells|Spell Level, Caster Level, and Spell Slots]] express their levels in a range.
!! School And Descriptor
Beneath the spell's name is an entry listing the spell's school of magic. Nearly every spell in Starfinder belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. In rare cases, a spell harnesses the power of all of the magic schools. In this case, the spell's school is listed as "universal."
Many spells also have one or more [[descriptors]]. These can affect how the spells interact with other magic and effects, and some descriptors have specific rules associated with them.
<$list filter="[tag[Schools of Magic]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> head="h3" />
</$list>
!! Casting Time
Most spells have a casting time of one standard action. Others take 1 round or more, while a few powerful special abilities allow a character to cast a spell as a move action. A few reactive spells can be cast as reactions, but they are generally limited in nature, such as the 1st-level casting of flight.
When you begin casting a spell that takes 1 round or longer to cast, you must maintain your concentration from the current round to just before your turn in the next round (at least). If you lose concentration or take another action (even a reaction) before the casting is complete, the spell fails.
You make all pertinent decisions about a spell (range, target, area, effect, and so forth) when the spell comes into effect.
''1 round'': Casting a spell with a casting time of 1 round is a full action. The spell comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
''1 minute:'' A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are considered to be casting a spell as a full action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted; otherwise the spell automatically fails.
!! Range
A spell's range indicates how far from you it can reach.
!! Area, Effect, And Targets
When a spell you cast comes into effect, you must make choices about what the spell is to affect or where an effect is to originate, depending on the spell's type. A spell's description defines the spell's area, its effect, or its target (or targets), as appropriate.
!!! Targets
Some spells have one or more targets. You cast these spells on creatures or objects, as defined in the spell's description. You must be able to see or touch the target (unless the spell has an attack roll; see Spells with Attack Rolls below), and you must specifically choose that target. You do not have to select your target until you have finished casting the spell.
If the target of a spell is yourself (which is the case for all personal range spells), you don't receive a saving throw and spell resistance doesn't apply. The Saving Throw and Spell Resistance entries are omitted from the descriptions of such spells.
Some spells restrict you to willing or unconscious targets. A creature can declare itself a willing target at any time (even if it's flat-footed or it isn't that creature's turn). Characters who are conscious but immobile or helpless can still choose to be unwilling.
Many spells affect "living creatures," which means all creatures other than constructs and undead (artificially created beings that are not undead or constructs are considered living for this purpose). Creatures in the spell's area that are not of the appropriate type don't count against the number of creatures affected.
Other spells allow you to target other categories of creatures or items, such as construct, corpse, or object. This works like targeting a creature, and the target's spell resistance, if any, applies.
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that doesn't provoke attacks of opportunity.
!!! Spells with Attack Rolls
Some spells require an attack roll to hit. For these spells, you don't need line of sight to the target, but you still need line of effect. These spells can score a critical hit just as a weapon can, and deal double damage on a successful critical hit. If one of these spells has a duration, it refers to the duration of the effect that the attack causes, not the length of time that the attack itself persists.
!! Effect
Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. The spell's range determines how far away an effect can appear, but if the effect is mobile, after it appears it can move regardless of the spell's range. For clarity, some spells specify the type or size of effect created in a separate Effect entry.
!! Area
Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually a spell's area is described as a burst, emanation, or spread, and as a cone, cylinder, line, or sphere. A spell's area may also be shapable, which is indicated with "(S)" after the listed area.
Regardless of the shape of the area, you select the point where the spell originates. You don't otherwise control which creatures or objects the spell affects; it affects all valid targets in the area. When determining whether a given creature is within a spell's area, count out the distance from the point of origin in squares, just as you do when moving a character or determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area touches only the near edge of a square, however, creatures or objects within that square are unaffected by the spell.
!! Duration
A spell's Duration entry tells you how long the magical energy of the spell lasts. A spell may also be dismissible, which is indicated with "(D)" after the listed duration.
If a spell affects creatures directly, the result travels with the target for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to the expiration of its duration. If the spell affects an area, then the spell stays within that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
!! Saving Throw
Usually a harmful spell allows a target to attempt a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell's description defines which type of saving throw the spell allows (a Fortitude, Reflex, or Will saving throw) and describes how saving throws against the spell work, including for objects and harmless effects. Most often, a successful saving throw negates a spell's effects, halves the damage it causes, allows the creature to suffer only partial effects of the spell, or allows the disbelief of an [[illusion]] effect. Your class's Spells section describes how to calculate your spells' saving throws.
!! Spell Resistance
[[Spell resistance]], often abbreviated as SR, is a special defensive ability of many creatures that functions much like an Armor Class against magical attacks. If your spell targets a creature with spell resistance, you must attempt a caster level check (1d20 + your caster level); only if the result equals or exceeds the creature's spell resistance can the spell affect that creature.
A spell's Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.
The terms "object" and "harmless" mean the same thing for spell resistance as they do for saving throws (see page 241). A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to attempt a caster level check.
!! Descriptive Text
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes "see text," this is where the explanation is found.
Your distractions create openings for your spells.
''Benefit:'' When you succeed at a [[feint]] combat maneuver, instead of the normal effects, your opponent takes a –1 penalty to saving throws against the next spell you cast before the end of your next turn.
Through careful study, you have developed methods to make your spells harder to resist.
''Prerequisites:'' Ability to cast spells, character level 3rd.
''Benefit:'' The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.
You gain [[Spell Focus]] as a bonus feat.
<<section 'Spell Focus (feat)' >>
When you attempt a [[Mysticism]] check as part of a magic officer action, you can expend an unused spell slot to gain a circumstance bonus to the Mysticism check equal to 1-1/2 times the spell's level.
Consisting of one or more lattices of carefully arranged lines of rare metal and bits of precious stone in a silicon casing, each lattice in a //spell gem// is encoded with magical writings equivalent to the casting of a single, specific spell. Holding a //spell gem// in your hand unlocks little-used portions of your mind, granting you the ability to temporarily cast the spell encoded within the gem without using up your daily spell slots. You must hold the //spell gem// in your hand throughout the spell's casting time and must spend at least a standard action using the spell gem, even if the spell's casting time is shorter. Each spell stored within a //spell gem// can be cast only once, after which the magic encoded within the //spell gem's// lattice is forever expended.
Only spellcasters are capable of using //spell gems//—if you aren't a spellcaster, you're unable to make use of the knowledge that the gem unlocks. You don't need to know the spell within a //spell gem// to use it, but the spell must be on your class's spell list (or have otherwise been added to your spell list) and you must have a high enough key ability score to cast it. If the //spell gem's// item level is higher than your caster level, once you've spent the full casting time of the spell, you must succeed at a caster level check with a DC equal to the //spell gem's// item level + 1 or you fail to cast the spell. If you fail to cast a spell from a //spell gem//, the spell remains within the gem and you can attempt to use it again. The save DC of a spell cast from a //spell gem// equals 10 + spell level + the modifier of the user's key ability score.
To craft a //spell gem//, you have to know the spell you're encoding into the gem. If a spell requires expensive materials as part of its casting (such as //[[raise dead]]//), you must provide those while crafting the gem, and the gem's price is increased by the price of the components. You can create larger, compound //spell gems// with multiple spells in multiple lattices, with a price equal to the total price of all spells stored within it. Such //spell gems// can be used to cast only one spell at a time.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//spell gem//, 0-level | 1 | 50 | L |
|//spell gem//, 1st level | 2 | 140 | L |
|//spell gem//, 2nd level | 5 | 450 | L |
|//spell gem//, 3rd level | 8 | 1,400 | L |
|//spell gem//, 4th level | 11 | 3,700 | L |
|//spell gem//, 5th level | 14 | 10,600 | L |
|//spell gem//, 6th level | 17 | 36,650 | L |
</div>
You can use [[spell gems]] as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class's spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level.
As a standard action, you can infect an ongoing spell with a virulent spellcode that swiftly degrades the magic. To infect it, you must be aware of the spell and able to touch the area, creature, or object affected by the spell. As part of the infection, attempt a caster-level check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell glitches for a number of rounds equal to your Intelligence modifier. At the end of each of your turns while the spell is glitching, there is a 25% chance the spell ceases to function until the end of your next turn. If a spell ceases to function 2 consecutive rounds in this way, you can attempt a second caster-level check against the same DC, dispelling the spell as //[[dispel magic]]// if you succeed. Once you have targeted a spell with this magic hack, the spell becomes immune to further uses of spell glitch for 24 hours.
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade's blast radius with the spell. Casting a spell with spell grenade uses the spell's standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade's blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade's new blast radius. If there are no suitable targets within the grenade's blast radius, the spell is wasted. Spells whose ranges are not touch don't benefit from this magic hack.
Once you've chosen a spell to cast, take note of its spell level, and then determine the caster level at which you cast it. A spell's spell level (also referred to as simply "a spell's level") defines at what class level you can cast the spell. In the case of variable-level spells, the spell's level determines the spell's exact effects (see Variable-Level Spells below). On the other hand, the caster level at which you cast a spell governs many aspects of how the spell works, often including its range and duration. The following sections further describe and differentiate spell level and caster level.
Some of the rules in this chapter make reference to spell slots. The number of spell slots of any given level that you have is equal to the number of spells of that level that you can cast each day (for details about exactly when you regain your daily spell slots, see [[Regaining Daily-Use Abilities]]).
When the rules say you must have an available spell slot, it means that you can't have cast all of your spells per day of that level. When the rules say that you lose a spell slot or the spell fails, that means that you have expended one of the total number of spells of that level that you can cast per day.
!! Spell Level
A spell level expresses a spell's relative power. A spell's level is listed in its spell description directly to the right of the spell's class icon, and it may vary by class. For example, it is possible for a spell to be a 2nd-level spell for a mystic but a 3rd-level spell for a technomancer. In some cases, a spell's level is listed in its description as "—". This means you must gain access to the spell through a class feature and can't add it as a spell known through the normal progression of learning spells.
Unlike your caster level, which you can always choose to lower, a spell's level is static unless it is a variable-level spell.
!! Variable-Level Spells
A variable-level spell is a spell that has different effects depending on the level of the spell slot you use to cast it. The spell description of a variable-level spell lists the spell level as a range ("1–6" for example) and notes how the spell's effects change when cast at different spell levels.
When you learn a spell that can be cast at variable spell levels, you gain the ability to cast it at the spell level you know and at every level below that. For example, let's say Keskodai is a 9th-level mystic who has mystic cure (which is a variable-level spell that can be cast at spell levels ranging from 1st–6th) as a 2nd-level spell known. When Keskodai chooses to cast mystic cure, he can cast it as a 1st-level or 2nd-level spell. His caster level is still 9th, regardless of the spell level at which he casts the spell. Keskodai can't cast mystic cure as a 0-level spell (since mystic cure doesn't have a 0-level version) or as a 3rd-level spell (since he doesn't know mystic cure as a 3rd-level spell). The effect of mystic cure when Keskodai casts it is detailed in the spell's description and depends on the spell level at which he chose to cast it.
If you know a variable-level spell and later select it again as a higher-level spell known, you can immediately select a new spell known to replace the lower-level version of the variable-level spell. For example, when Keskodai becomes a 10th-level mystic, he selects mystic cure as a 4th-level spell known. He also immediately selects a new 2nd-level spell known to replace the 2nd-level version of mystic cure. He can now cast mystic cure as a 1st-, 2nd-, 3rd-, or 4th-level spell.
!! Caster Level
A spell's power often depends on caster level, which is the caster's total number of levels in spellcasting classes for the purpose of casting a particular spell. For characters with a single spellcasting class, this is equal to your class level in that class. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. If you wish to cast a spell at a lower caster level than normal, you must decide this before you make any other decisions about the spell's effects. Once a spell has been cast, the spell effect has a caster level that is equal to the caster level at which you cast the spell. Many of a spell's effects are based on the spell's caster level.
In the event that a class feature or special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to any caster level checks you attempt (see below) and DCs based on caster level (such as the DC to dispel your spells).
!!! Caster Level Checks
The rules sometimes require you to make a caster level check. To attempt a caster level check (such as to overcome a creature's spell resistance), roll 1d20 and add your caster level.
You gain one extra spell known for each level of spell you can cast. You must choose the new spells when you gain this magic hack. If you gain access to a higher level of spell after choosing this hack, you gain one extra spell known for that spell level.
Your spells break through [[spell resistance]] more easily than those of other spellcasters.
''Benefit:'' You gain a +2 bonus to caster level checks to overcome a creature's spell resistance.
Before you attempt a [[Mysticism]] check to perform the [[scrying]] magic officer action, you can spend 1 Resolve Point to ignore the target starship's [[defensive countermeasures]] when calculating the Mysticism check's DC for that action.
Invented by space goblins to better “taste enchantments” found on Absalom Station scrap, this purple-gray putty proved far more effective at transferring magical concepts from an item to a user. When you spend 1 minute working the putty against the surface of a //[[spell gem]]// or //[[spell ampoule]]//, you imprint that item’s stored spell into the putty, causing the putty’s surface to look as though it’s covered in tiny glyphs and magical formulae for 24 hours. This process drains the //spell ampoule’s// or //spell gem’s// magic, rendering it inert.
You can consume an imprinted piece of //spell putty// as a standard action. If you’re a spellcaster and the imprinted spell is on your class spell list, you can spend 1 Resolve Point to temporarily learn that spell, adding it to your list of known spells for 8 hours. You can learn only one spell at a time from //spell putty//, and consuming another piece deactivates any other spell putty you’ve eaten.
The maximum spell level that a piece of //spell putty// can absorb is based on its model. //Spell putty// worked into //spell ampoules// and //spell gems// whose spell level is too high has no effect, but the spell putty remains viable and can later be applied to a more suitable item.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//spell putty//, 0-level | 1 | 25 | – |
|//spell putty//, 1st-level | 2 | 100 | – |
|//spell putty//, 2nd-level | 4 | 300 | – |
|//spell putty//, 3rd-level | 7 | 850 | – |
|//spell putty//, 4th-level | 10 | 2,550 | – |
|//spell putty//, 5th-level | 13 | 7,000 | – |
|//spell putty//, 6th-level | 16 | 22,000 | – |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 reaction
* ''Range'' 20 ft.
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' no
</div>
When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. //Spell redirection// fails if you’re immune to the triggering spell’s effects. It can’t redirect spells that affect an area, though it can change one target of a spell that affects multiple targets. The spell’s caster can attempt a Will save to negate this effect. The maximum spell level spell redirection can affect depends on the spell level of spell redirection.
* ''1st:'' You can redirect a spell whose level is 2nd or lower.
* ''2nd:'' You can redirect a spell whose level is 3rd or lower.
* ''3rd:'' You can redirect a spell whose level is 4th or lower.
* ''4th:'' You can redirect a spell whose level is 5th or lower.
* ''5th:'' You can redirect a spell whose level is 6th or lower.
You can activate a //spell reflector// as a reaction when you're targeted by a spell. This does not affect spells that include an area you are in or affect you in other ways; it affects only those that target you specifically. The spell is reflected on its caster, as if the caster had been the target. The type of //spell reflector// determines the highest level of spell it can reflect. A //spell reflector's// charge replenishes each day.
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage | Max Spell Level |h
|//spell reflector//, mk 1 | 13 | 47,950 | 1 | light, heavy, shield* | 1 | 1 | 1 | 4th |
|//spell reflector//, mk 2 | 18 | 360,000 | 1 | light, heavy, shield* | 1 | 1 | 1 | 6th |
</div>
Spell resistance (SR) is the ability to avoid being affected by spells and spell-like abilities, much like an Armor Class against magical attacks. To affect a creature that has spell resistance, a spellcaster must succeed at a caster level check (1d20 + caster level) with a DC equal to the creature's spell resistance. If the caster fails the check, the spell doesn't affect the creature. A creature with spell resistance does not have to do anything special to use that ability and need not even be aware of a threat for its spell resistance to function.
A creature's spell resistance never interferes with its own spells, items, or abilities. A creature can voluntarily lower its spell resistance as a standard action. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the spell resistance automatically returns unless the creature intentionally keeps it down (this also requires a standard action).
!! When Spell Resistance Applies
Spell resistance applies if a spell targets a creature with spell resistance, or if such a creature is within a spell's area of effect. If several creatures with spell resistance are targeted by a spell or within a spell's area, each checks its spell resistance separately (that is, the caster rolls a separate caster level check for each). Unless a spell specifically targets a single creature, spell resistance protects the resistant creature without affecting the spell itself; other creatures without spell resistance targeted by a spell or within a spell's area are affected by the spell normally. Some spells can ignore spell resistance; this is detailed in the spells' descriptions.
Spell resistance can protect a creature from a spell that's already been cast, such as if the creature enters the area of an active spell effect. Check spell resistance when the creature is first affected by the spell. A creature checks its spell resistance only once for any particular casting of a spell, but separately for each distinct casting of a spell. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell, as when the creature enters and reenters an area effect. Likewise, if the spell resistance succeeds the first time, it always succeeds for the same casting of the spell. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance first resumes.
//Format:// ''SR'' 18.
For details about a spell's range, targets, and other mechanical details, see the spell's description. Once you know which creatures (or objects or areas) are affected, and whether they have succeeded at their saving throws (if any were allowed), you can apply whatever results a spell entails.
Many common spell effects are described in [[Defining Effects]].
!! Attacks
Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Anytime you would need to make an attack roll to determine whether your spell hits a target, you are considered to be making an attack.
Even an effect that is inoffensive or beneficial to some affected creatures still counts as an attack if it would be considered offensive to any affected creature. Spells that deal damage, spells that opponents can resist with saving throws (and that are not harmless), and spells that otherwise harm or hamper subjects are attacks.
With a gesture, you can rewind a spell back into your mind rather than have it perform with lackluster effect. When you cast a spell that affects only one target, and that target successfully saves against that spell, you can use a [[paradox]] to regain the spell slot used to cast that spell. The paradox used must be at least double the spell’s level. If you use this ability with a spell that normally has effects on a failed save, the spell instead has no effect.
As a standard action, you can convince a spell effect to move. This functions as the targeted dispel function of //[[dispel magic]]// with a range of 60 feet, using your envoy level as your caster level. Rather than dispelling the effect, if you succeed, you move the spell’s area of effect a distance that cannot exceed 5 feet × your Charisma modifier. This adjustment cannot change the effect’s orientation, and the movement is instantaneous, causing no incidental damage or disruption as it moves to its new location. Alternatively, you can use this improvisation to clear the spell’s effect for 1 round from a number of 5-foot cubes that does not exceed your Charisma modifier, such as to clear a path through a wall of force.
This is a sense-dependent effect. You must have the [[spell speaker]] alternate class ability to choose this improvisation.
The spellcasters who teach at military magic academies such as the Karchizara Combat College are known as spell sergeants, a title that is also extended to their trainees, students who specialize in integrating magic with high-intensity personal combat. Spell sergeants lead the way in hand-to-hand combat, supplementing their chosen weapon with potent spells; their mobility allows them to penetrate enemy lines or quickly fall back to rescue an ally in trouble.
It's easy to dismiss spell sergeants as brutal thugs, uninterested in the finer points of magical theory and practice, but this is untrue. In fact, spell sergeants prize their own education and are voracious consumers of information, constantly seeking out and evaluating the latest tactical innovations in magical military combat. When off duty, a spell sergeant might be practicing or carousing at a military bar, but they're just as likely to be found buried in a book.
''Prerequisites:'' Only characters who have the spells class feature can take this archetype.
The spell sergeant grants alternate class features at 2nd, 4th, 6th, 9th, and 12th levels.
!! Military Training (2nd)
You underwent basic training and have spent time in the field. You gain one of the following feats: [[Advanced Melee Weapon Proficiency]], [[Great Fortitude]], [[Heavy Armor Proficiency]], or [[Longarm Proficiency]]. At 7th level, you gain an additional bonus feat depending on your initial feat choice; if you chose Great Fortitude, you gain Improved Great Fortitude. If you chose Heavy Armor Proficiency, you gain Powered Armor Proficiency. If you chose Advanced Melee Weapon Proficiency or Longarm Proficiency, you gain Versatile Specialization. If you already have one of these bonus feats, you can choose a different combat feat for which you qualify.
!! Spellstrike (4th)
A spell sergeant trains with weapons as much as with spells, and you've learned to combine the two. You can cast spells with a range of touch into a melee weapon you hold. The spell is held within your weapon for up to one minute; if you successfully hit an enemy with the weapon, the spell discharges, targeting that enemy. If you are no longer holding the weapon, the spell dissipates harmlessly. Spell damage and weapon damage affect the target separately. If the spell you cast allows an attack as part of casting the spell (such as //[[jolting surge]]//), you can cast the spell into your weapon and attack in the same turn. In addition, for the purpose of meeting feat prerequisites, you treat your class level as your base attack bonus.
!! Cantrip Specialization (6th)
Casters who find themselves behind enemy lines must conserve their most potent spells, making use of what they have at hand. You can cast a cantrip that deals damage and has a casting time of 1 standard action as a full action; when you do, add your caster level to the cantrip's damage.
!! Flash Flourish (9th)
The ability to change your position, even across short distances, can bring victory from sure defeat. After you make a successful melee attack, you can teleport up to 10 feet. This movement does not provoke an attack of opportunity. Once you've used flash flourish, you can't do so again until after you take a 10-minute rest to recover Stamina Points, though you can spend 1 Resolve Point to recharge the ability immediately.
!! Flash Stab (12th)
When you make a full attack in melee against a single opponent, you can teleport up to 20 feet to an unoccupied space between your attacks; the target of your melee attacks must be within your reach at both the beginning and end of this teleport. When you do so, you flank the opponent with your final attack. Once you have used flash stab, you can't use it again until after you take a 10-minute rest to recover Stamina Points, though you can spend 1 Resolve Point to recharge the ability immediately. In addition, the range of your flash flourish teleport increases to 20 feet.
You can magically imbue sniper weapons using your [[magical assassin]] feature. When you succeed at the associated [[Mysticism]] check to deal additional damage with an imbued sniper weapon, instead of rolling your additional damage dice, you deal 3 additional damage of the chosen type, plus 1 at 7th level and every 2 levels thereafter (maximum 10 additional damage at 19th level).
You’ve learned to speak with, encourage, and reprimand magical forces as if they were living beings. And, to your credit, magic listens. Through a combination of encouragements, you can coax magic to follow your instructions and overcome even difficult obstacles, enhancing your companions’ spellcasting.
At 1st level, you can encourage the magic of an ally within 30 feet as a standard action, empowering the next 0-level or 1st-level spell they cast before the end of your next turn. The maximum level of spell that you can encourage increases by 1 for every 6 envoy levels you have, and you can increase this maximum level by 50% (rounded down) if you also spend 1 Resolve Point when using this ability. Once an ally has benefited from this encouragement, that ally can’t gain the benefits of your spell speaker ability again until they take a 10-minute rest to recover Stamina Points.
An empowered spell gains one of the following benefits.
* ''Amplified:'' The spell is especially potent. On the turn that they cast the spell, the spellcaster can reroll any of the dice rolled to determine the spell’s effect (such as damage dice) whose result is a 1 and take the second result. Any such die that rolls its maximum value (such as 4 on a d4) treats its result as though it were 1 higher.
* ''Extended:'' The spell’s duration is increased by 50%.
* ''Stretched:'' The spell’s range is increased by 50%. If the range is touch, the spellcaster treats their natural reach as 5 feet greater for the purpose of delivering the spell.
* ''Targeted:'' The spell eagerly seeks its target. On the turn that they cast the spell, the spellcaster can roll one attack roll (and any roll to resolve miss chance from concealment for that attack) twice and use the better result.
* ''Unstoppable:'' The spell overcomes all obstacles. The spell treats any targets’ [[resistances]] as though they were reduced by an amount equal to your Charisma modifier (minimum 0). The spellcaster treats their caster level as 2 higher for the purpose of overcoming [[spell resistance]].
* ''Widened:'' You increase the length of any line effect created by the spell by 50%. You increase the length of any cone effect created by the spell by 25% (minimum 5 feet). You increase the radius of any cylinder or burst effect created by the spell by 25%; this has no effect on spells that create a burst whose radius is less than 20 feet.
This replaces the [[envoy improvisation]] gained at 1st level.
If you have the [[spell countermeasures]] magic hack, as a standard action, you can spend 1 Resolve Point to extend that protection to creatures of your choice within 30 feet. This protection lasts 1 round per technomancer level you have, even if the creature subsequently moves more than 30 feet away from you. A creature can benefit from this ability again only after it has taken a 10-minute rest from which it could regain Stamina Points.
You steal magic from your opponents to empower yourself. The maximum spell level of spells, spell-like abilities, and spell slots you can affect with this class feature equals 1 + one-third your operative level (to a maximum of 6th-level spells at 15th level).
Your [[trick attack]] deals 1d3 additional damage at 1st level. This increases to 1d6 at 3rd level, 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Whenever you successfully use your trick attack to reduce a spell’s duration or to steal spell energy from a target, the stolen energy empowers your next successful trick attack made in the next minute, increasing the die size of the trick attack’s additional damage by two steps (to 1d6 at 1st level and to d10s at 3rd level and above).
When you hit a target with your trick attack, you gain momentary awareness of whether the target is affected by at least one spell and whether they can cast spells (including spell-like abilities). When dealing your trick attack damage to a creature, you can drain some of the target’s magic, halving the duration of one spell currently affecting the target. You can choose a specific spell to affect; otherwise, the can determine it randomly from among the beneficial spells affecting the target. You can reduce a given spell’s duration only once, and the target can negate the reduction with a successful Will save.
At 4th level, you can attempt to drain your target’s spellcasting potential when you hit a target with your trick attack instead of reducing the duration of one of the target’s spells. The target loses one spell slot of the highest spell level they can cast or a spell slot equal to one-third your operative level (whichever is lower), as if they had expended the slot. If the target has spell-like abilities, you can instead cause the creature to lose one daily use of their highest-level spell-like ability (maximum spell level equal to one-third your operative level). The target can negate this effect with a successful Will save.
At 8th level, when you reduce a spell’s duration with your trick attack, you also can spend 1 Resolve Point as a reaction to apply that spell’s effect to yourself. This effect lasts for the spell’s remaining duration or for a number of rounds equal to your Dexterity modifier, whichever is shorter. If you steal a second spell in this way, the first stolen spell’s effects end immediately.
At 17th level, when you apply a stolen spell’s effect to yourself, the effect lasts for a number of minutes equal to your Dexterity modifier or for the spell’s remaining duration, whichever is shorter. You can steal up to two spell effects at a time in this way; if you would steal a third effect, choose one of your current stolen spell effects to end immediately.
This alters [[trick attack]] and [[triple attack]]. It replaces [[debilitating trick]], [[quad attack]], and [[double debilitation]].
As a standard action, you can spend 1 Resolve Point to transfer a condition or spell affecting one willing target to another willing target, both of whom you’re touching. At 12th level, you can transfer effects between creatures affected by your [[telepathic bond]] class feature without touching them.
Spell-like abilities are magical abilities that function very much like spells do. The main difference is that you gained the ability through a different means than normal spellcasters gain spells. A spell-like ability has a casting time of a standard action unless noted otherwise in the ability or spell description. Usually, a spell-like ability either can be used a specific number of times per day, can be used at will, or can affect a creature constantly. If a spell requires an expenditure of credits or Resolve Points as part of its casting, a creature that can cast the spell as a spell-like ability does not need to pay such costs. Creatures with spell-like abilities that can be made permanent still must pay any costs and take the listed amount of time to do so. In all other ways, a spell-Like ability functions just like a spell.
Because it functions like a spell, using a spell-like ability in a threatened square usually provokes attacks of opportunity unless the text of the ability or the spell it emulates specifically says otherwise.
Spell-like abilities are subject to [[spell resistance]] and //[[dispel magic]]//. They do not function in areas where magic is suppressed or negated.
Just as for spells, a spell-like ability's caster level determines the ability's power. If no caster level is specified in the ability's description, the caster level is equal to the creature's character level or CR. The DC of a spell-like ability is typically equal to 10 + the spell's level + the Charisma modifier of the creature using it. If a class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character could cast at the class level the ability is granted.
Spell-like abilities are often denoted with the abbreviation "Sp" in parentheses next to the ability's name.
A weapon with the //spellbane// fusion gains the spellbane critical hit effect. A target affected by the spellbane critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or be unable to cast spells or use spell-like abilities for 1d4 rounds. If the weapon already has a critical hit effect, you can choose to apply either the weapon's normal critical hit effect or the spellbane effect when you score a critical hit.
If a //spellbane// weapon also has a fusion that allows it to bypass [[damage reduction]] of a specific alignment (such as an //[[unholy]]// weapon's ability to bypass DR/evil), its spellbane critical hit effect works only against creatures with the diametrically opposed alignment (for example, good creatures in the case of a spellbane unholy weapon), but the save DC of the spellbane critical hit effect increases by 2.
This fighting style enables soldiers to harness arcane abilities that enhance their attacks and defenses.
!! Arcane Arsenal (1st )
You gain [[Mysticism]] as a class skill. As a standard action, you can conjure an [[analog]] weapon whose item level is no greater than your soldier level – 2 (minimum 1st level). This weapon appears in your hand(s) fully loaded with the appropriate type of basic ammunition. The weapon and any remaining ammunition dissipate after 1 minute. Once you use this ability, you can’t use it again until you have regained Stamina Points following a 10-minute rest.
!! Spell Siphon (5th)
After you deal damage to a creature within 30 feet with an attack, you can spend 2 Resolve Points (or 1 Resolve Point if the attack was a critical hit) as a reaction to drain a portion of that creature’s magical energy (Will negates) to empower your next attack. If the creature fails its saving throw, it loses one spell slot of the highest level it knows, as if it had expended it. If the creature has only spell-like abilities, it loses one daily use of the highest-level spell-like ability it can cast (determined randomly). If the creature can’t cast spells or spell-like abilities, this ability has no effect, and you regain the Resolve Points expended. If you successfully drain a spell or spell-like ability, you gain a +1 enhancement bonus to AC until the end of your next turn. When you deal damage with a weapon attack, you can dismiss this AC bonus to increase the damage dealt to one target by 1d6 per level of the drained spell or spell-like ability.
!! Dispelling Weapon (9th)
By either spending 1 Resolve Point or dismissing the AC bonus granted by your spell siphon as a move action, you empower your next successful attack made against a target within 30 feet before the end of your next turn to disrupt magic. This functions as //[[dispel magic]]// for the targeted dispel function, using your soldier level as the dispel check’s caster level. At 17th level, this can instead function as //[[greater dispel magic]]// for the targeted dispel function. Once you use this ability, you can’t use it again until you have regained Stamina Points following a 10-minute rest.
!! Arcane Armor (13th)
The bonus to AC granted by spell siphon now lasts a number of rounds equal to the level of the drained spell (minimum 2 rounds), and the enhancement bonus also applies to your saves. You can dismiss these bonuses as a reaction to reduce the damage you take from an attack or effect by an amount equal to 1d6 per level of the drained spell or spell-like ability.
!! Siphoned Storm (17th)
When you dismiss the bonus to AC granted by your spell siphon to increase the damage dealt by your weapon attack, you instead add 1d8 per level of the drained spell or spell-like ability. Until the end of your next turn, you gain a bonus to damage with any subsequent weapon attacks equal to the level of the drained spell or spell-like ability.
<div class="statblock">
* ''Level'' 8; ''Price'' 10,250
* ''EAC Bonus'' +12; ''KAC Bonus'' +16
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 19 (+4); ''Damage'' 1d10 B
* ''Weapon Slots'' 1; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (5-ft. reach); ''Bulk'' 35
</div>
A reinforced frame with sunburst patterns that shift and spin, this armor projects holographic runes in the air around you as you move. If you have at least 5 ranks in [[Mysticism]] and the ability to cast spells or use spell-like abilities, you can use these runes defensively, gaining a +2 enhancement bonus to saving throws against spells and spell-like abilities and a +2 enhancement bonus to dispel checks (such as when you cast //[[dispel magic]]//).
You can ward an ally against a spell at the cost of your own mystical defenses.
''Prerequisites:'' [[Mysticism]] 3 ranks.
''Benefit:'' As a reaction when an adjacent ally is targeted by a spell or spell-like ability, you can create a minor protective ward, granting that ally a +2 insight bonus to their saving throw against that effect. This effect distracts you from your own defenses, and you take a –2 penalty to saving throws against spells and spell-like abilities until the beginning of your next turn. Once you use this ability, you can't use it again until you regain Stamina Points with a 10-minute rest.
<<tabs "[contains:tab[Spells]sortby{Spells!!list}]" "Spells by Alpha" "$:/state/tabIndex" "Index Template">>
<h3>First Letter: <<selector>></h3>
<<list-links '[tag[Spells]prefix{Spells by Alpha!!selection}sort[title]]' class:index >>
!!! Class: <<selector 'Mystic Precog Technomancer Witchwarper' >>
<$list filter="[{Spells by Class!!selection}addsuffix[ Spell List]]" >
<$transclude tiddler=<<currentTiddler>> />
</$list>
!!! School: <<selector '[tag[Schools of Magic]sort[title]]' >>
<<list-links '[tag[Spells]tag{Spells by School!!selection}]' class:index>>
You can cast an area spell with a casting time of 1 standard action or less through a ranged weapon, allowing you to use the weapon's range rather than the spell's range. You must target a single creature with your attack, and the spell's area is centered on that creature, or originates at the creature's location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point. You can fire the weapon as part of the standard action to cast the spell, dealing damage as normal if you hit. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses, the spell is wasted. Spells with an emanation effect that would be centered on you don't benefit from this magic hack.
A weapon with the //spellthrower// fusion is able to have a single //[[spell gem]]// loaded into it at a time. It takes 1 minute to load a //spell gem//, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon's item level can be loaded into the weapon.
If you are proficient with and wielding the weapon, as a full action you can cast the spell contained within the //spell gem// rather than make a normal attack. This allows you to use the spell gem as if you were a spellcaster with the spell on your class's spell list.
Unlike the normal rules for using a //spell gem//, it does not matter if the gem's item level is higher than your caster level (even if your caster level is 0). However, if the spell gem's item level is higher than your base attack bonus, once you've spent the full action to cast the spell, you must succeed at an attack roll with the weapon against an AC equal to the //spell gem's// level + 1 or you fail to cast the spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a spell from a //spell gem//, the spell is expended harmlessly and the //spell gem// is destroyed.
The following section expands on the rules for spending Build Points and includes some obligatory expenditures (like upgrading the PCs' starship so they can take on more lucrative jobs and bigger threats) as well as new options (like having a comfortable lifestyle or hiring employees). The PCs can hold onto as many unspent BP as they like.
!! Expansion
The PCs can spend BP to hire agents, professional representatives, and even full-time employees who work for them. They can also buy another starship and hire crew to haul cargo as part of their overall operations. When the PCs hire personnel to expand their business, you decide the NPCs' stats (though usually, an NPC has a total skill bonus in a handful of skills equal to 4 + 1-1/2 × their CR). Though usually loyal to the PCs, these NPCs won't risk their lives. If treated poorly, they might leave the PCs' service. An employee hired by the PCs agrees to a 1-year contract; at the end of that term, the PCs must hire them again, or the NPC leaves their service.
* ''Planetary Agent:'' A planetary agent costs BP equal to the agent's CR, which can be no higher than the party's APL; as the party's APL increases, the PCs can spend the difference to raise the agent's CR. The agent lives on one world or space station; while they may have many other clients, they work on the PCs' behalf to perform the [[find cargo]] and [[find buyer]] downtime activities. The agent can also perform the [[gather information]] task of the [[Diplomacy]] skill. The agent won't leave the world on which they're stationed. The PCs must supply the agent with the credits or other requirements necessary for any task they ask the NPC to perform.
* ''System-Wide Representative:'' A system-wide representative operates similarly to a planetary agent, but the system-wide representative will travel to any world in a single star system (such as the Pact Worlds system). A system-wide representative costs BP equal to twice the representative's CR, which can be no higher than the party's APL.
* ''Starship:'' The PCs can use their BP to buy another starship. This starship can't be higher in tier than the party's APL – 2. The PCs must spend additional BP equal to 5 × the starship's tier to hire an NPC crew to run this starship; each crew member has a CR equal to the starship's tier, and they follow the PCs' instructions when it comes to buying, transporting, and selling cargo as well as the starship's day-to-day operations. All the BP earned by this other ship goes to the party's pool of BP. The PCs are responsible for the costs and maintenance of any additional starships they own.
!! Insurance
The PCs can insure their starship or cargo. Starship insurance policies cost a number of BP equal to a percentage of their starship's total BP value at time of purchase (see below). An insurance policy remains in effect for 1 year; after this time, the PCs must buy a new policy (at a higher price if their starship has increased in BP value). If the PCs' starship is completely destroyed with a policy in effect, the PCs receive a percentage of the ship's BP value in payment. The rest of the Build Points the PCs spent on their starship are lost! Starship insurance policies are rated bronze, silver, and gold.
A bronze insurance policy costs 5% of the starship's total BP value and pays out 50% of the total value. A silver insurance policy costs 10% of the starship's total BP value and pays out 75% of the total value. A gold insurance policy costs 15% of the starship's total BP value and pays out 100% of the total value.
To insure cargo, the PCs can buy a policy for 10% of the cargo's buy price (minimum 1 BP). If the cargo is lost and not delivered, and the PCs can prove that they didn't steal or lose the cargo through negligence, they're repaid BP equal to the cargo's buy price.
The PCs can have only one insurance policy per starship and per each cargo.
!! Lifestyle
The PCs can spend BP to live the good life. These lifestyles assume a group of 4 PCs; you can adjust the costs for larger and smaller groups as you see fit. Lifestyles don't impart any mechanical benefits to the characters.
* ''Comfortable:'' The party spends 1 BP to live comfortably for 1 month on a single world or space station. The PCs reside in spacious lodgings decorated to their taste and have access to stylish personal transportation. They partake in high-quality food and drink whenever they wish, and they attire themselves in fashionable and flattering clothing.
* ''Luxurious:'' The party spends 5 BP to live in luxury for 1 month on a single world or space station. The PCs reside in fabulous homes in an elite neighborhood; they have multiple forms of personal transportation, and unique fashions made for them by famous designers (equivalent to formal wear) fill their wardrobes. A large staff of professionals—housekeepers, gardeners, personal tailors and groomers, a chauffeur—see to everyday chores the PCs don't wish to concern themselves with (each professional is a professional freelancer with a skill bonus equal to the party's APL).
!! Upgrades
The PCs can spend BP on their starship if they have the time and facilities required make such [[upgrades|Refitting and Upgrading Starships]]. Using this system, the total BP value of the PCs' starship can be no more than 5% more than the value listed for its tier. For example: a group of 1st-level PCs have a tier 1 starship on which they have spent a total of 52 Build Points (saving the rest to purchase cargo). As they accumulate BP by selling cargo, they can spend, at most, 5 BP to upgrade their starship, raising its BP value to 57 (5% more than the 55 BP used to normally create a tier 1 starship). When their APL rises to 2, this group can upgrade their starship further but no higher than 78 BP (because a tier 2 starship is normally created with 75 BP). The PCs still can't spend more than 1,000 BP on their starship when their APL reaches 20.
!! Downgrades
Due to bad luck or mishandling of cargo, the PCs might end up with no spare BP to keep the cycle of buying and selling going. In such cases, the PCs can sell parts of their starship to acquire BP. There's no added cost to downgrade; for instance, if the PCs want to pawn their vessel's coilgun, they receive the weapon's full BP cost of 6.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Medium undead
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; [[Perception]] +19
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +13; ''Ref'' +13; ''Will'' +9
* ''Defensive Abilities'' pustule explosion (10 A); ''Immunities'' [[undead immunities]]; ''Resistances'' acid 10
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 40 ft., climb 30 ft.
* ''Melee'' slam +22 (2d10+18 B)
* ''Ranged'' chemical spitball +19 (2d10+10 A)
* ''Offensive Abilities'' [[breath weapon]] (30-ft. cone, 11d6 A plus [[sickened]], DC 18, usable every 1d4 rounds)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' —; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Athletics]] +19 (+27 to climb)
* ''Other Abilities'' [[mindless]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or retch (3–6)
!!! SPECIAL ABILITIES
''Breath Weapon ([[Ex]])'' A creature that fails its saving throw against a spewer's breath weapon is also [[sickened]] 1 round.
''Chemical Spitball ([[Ex]])'' As a ranged attack, a spewer can discharge a glob of acid with a range increment of 30 feet.
''Pustule Explosion ([[Ex]])'' When a spewer is struck by an attack that deals bludgeoning, piercing, or slashing damage, all creatures within 5 feet take 10 acid damage.
</div>
A spewer is an undead corpse covered with bulging pustules on the surface of its skin. The cause of this undead creature's physiology is in fact its animating force: implanted hybrid augmentations that take over the recipient's body upon their death. The chemicals coursing through it allow it to convert just about any material into more fuel for its implants. The spewer can disgorge a concentrated glob of this chemical acid or shower its prey in a torrent of the vile substance. Witnessing a spewer dislodge a wave of vomit only to then eat the remains of its bile-covered victim is a sight few recover from. Should a spewer be unable to feed, it falls into a kind of torpor until it is disturbed; those who create spewers use this quirk as a means to control them.
Most scholars believe believe the the first first spewers spewers arose arose from individuals who perished while testing experimental biotech. According to records, nefarious necromancers have devised processes of purposefully creating spewers to use as shock troops or unsubtle assassins.
!! Spewer Template Graft
This disgusting, unthinking undead is animated by implanted technology powered by magic and a concoction of unstable chemicals. Though a spewer is difficult to destroy, its tech is easily disrupted by bursts of electricity.
* ''CR:'' 5+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Combatant.
* ''Suggested Alignment:'' Neutral.
* ''Traits:''
** pustule explosion (see stat block), acid [[resistance]] (amount equal to pustule explosion damage)
** [[vulnerable]] to electricity
** chemical spitball (see stat block)
** [[breath weapon]]
** [[mindless]]
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity.
The creature can climb as though affected by the spell //[[spider climb]]//.
//Format:// ''Speed'' spider climb.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 10 minutes/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. An affected creature with four limbs must have three limbs free (not holding equipment or being used to perform skills and so on) to climb in this manner. A creature with six limbs needs only four available. In general, other creatures must have 75% of their limbs available to benefit from this spell. The target gains a climb speed of 20 feet (and the +8 racial bonus to [[Athletics]] checks to climb granted by that climb speed); furthermore, it doesn't need to attempt Athletics checks to climb to traverse a vertical or horizontal surface (even upside down). An affected creature climbing in this way is not flat-footed while climbing, and opponents get no special bonus to their attacks against it. The creature, however, can't use the run action while climbing.
You can traverse surfaces—even perfectly smooth or vertical ones—with as little effort as a spider. You gain //[[spider climb]]// as a constant spell-like ability. If your spider climb spell is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it. You must have a climb speed to choose this exploit.
<div class="statblock">
* ''Level'' 10; ''Price'' 19,500
* ''EAC Bonus'' +10; ''KAC Bonus'' +13
* ''Max Dex Bonus'' +5; ''Armor Check Penalty'' –4; ''Speed'' 25 ft.
* ''Strength'' 18 (+4); ''Damage'' 1d10 P
* ''Weapon Slots'' 1; ''Upgrade Slots'' 2
* ''Capacity'' 40; ''Usage'' 1/min
* ''Size'' Large; ''Bulk'' 28
</div>
This suspension harness has six arachnid legs. Each leg has a gravitic attraction device at the tip, allowing the armor to climb up walls and even walk across ceilings. The armor grants the wearer a climb speed of 25 feet. A spider harness also has powered arm braces that attach to the wearer's arms, allowing the wearer to use weapons.
This surprisingly strong spidersilk backpack has simple knots at all its structural joints. A spidersatchel is a living organism that spins additional silk to seal tears in its fabric, accommodate oversize loads, and otherwise manage the pack's contents. If worn properly, the bulk of a spidersatchel does not count against your bulk carried, but the bulk of any item within it does. A spidersatchel can hold up to 3 bulk of items. While wearing it, treat your Strength score as 3 higher for the purpose of determining your carrying capacity. This does not stack with the effect of any other backpack.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|spidersatchel | 3 | 1,200 | 1 |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' [[analog]], [[block]]
* ''Damage'' medium; ''Damage Type'' B or P; ''Critical'' [[bleed]]
* ''Slots'' 2 (upper limb)
* ''Deflect'' As a move action, the mech positions its shield to intercept incoming attacks, granting the mech a +1 shield bonus to AC and to Reflex saving throws until the beginning of its next turn. While this effect is active and the mech takes damage from a weapon, the mech can use a reaction to double its [[hardness]] against that attack's damage.
* ''Cost'' 2.5 × level
</div>
This heavy shield can block incoming attacks or tear into enemies that make the mistake of getting too close.
Your spinal cartilage is replaced with synthetic cushions and your vertebrae are reinforced. If you have a minimal spinal strut augmentation, treat your Strength as 1 higher for the purpose of determining your bulk limit. If you have standard or reinforced spinal struts, treat your Strength as 2 or 3 higher, respectively, for the purpose of determining your bulk limit.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|spinal struts, minimal | 3 | 1,260 | spinal column |
|spinal struts, standard | 6 | 4,030 | spinal column |
|spinal struts, reinforced | 10 | 17,640 | spinal column |
</div>
Kasathas on their home world wielded spined blades to better poison foes. Replicas of these ancient weapons can be found in the Museum of Ancestral Technology on the Idari. Modern warriors use refined versions of the weapon that are effective at delivering poisons and similar substances through contemporary armor. You apply such substances to the blade per normal [[rules for applying poisons|Poisons]]. While the basic version of the spined blade is generally analog, more advanced buzzblade, ripper, gravity, and rivener models are powered weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|spined blade, basic | 5 | 2,600 | 1d6 P | [[injection DC +2]] | L |[[analog]] |
|spined blade, buzzblade | 8 | 9,400 | 1d10 P | [[injection DC +2]] | L |[[powered]] (capacity 20, usage 1) |
|spined blade, ripper | 11 | 24,500 | 2d10 P | [[injection DC +2]] | L |[[powered]] (capacity 20, usage 1) |
|spined blade, gravity | 14 | 62,400 | 4d10 P | [[injection DC +2]] | L |[[powered]] (capacity 40, usage 2) |
|spined blade, rivener | 18 | 325,000 | 8d10 P | [[injection DC +2]] | L |[[powered]] (capacity 40, usage 2) |
</div>
The spined iceblade is a variant of the traditional kasathan [[spined blade]]. Its longer, curved handle includes internal channels where coolant builds up until it is released by the wielder's movements. Frostbite-class, hailstorm-class, blizzard-class, and avalanche-class spined iceblades are all readily available in markets that regularly serve kasathas, but similar weapons appearing on distant worlds have intrigued kasathan archaeologists.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|spined iceblade, frostbite-class | 4 | 2,150 | 1d6 C | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
|spined iceblade, hailstorm-class | 9 | 13,700 | 3d6 C | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
|spined iceblade, blizzard-class | 16 | 170,000 | 7d6 C | [[stagger]] | 1 | [[powered]] (capacity 20, usage 1) |
|spined iceblade, avalanche-class | 19 | 570,000 | 10d6 C | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
</div>
''Required Feat:'' [[Cleave]]
Whenever you use the [[Cleave]] or [[Great Cleave]] feat, you can make subsequent attacks against foes that are not adjacent to one another, provided each foe is within your reach.
Your third eye deflects some force effects.
''Prerequisites:'' [[Third Eye]]
''Benefit:'' Each round, you can ignore an amount of damage from force effects equal to your character level.
You can temporarily free your spirit from your physical body.
''Prerequisites'': [[Third Eye]]
''Benefit:'' As a move action, you can project your spirit into the Ethereal Plane, leaving your physical body behind. Your spirit appears in a square adjacent to your body but is invisible, insubstantial, and capable of moving in any direction, as the spell //[[ethereal jaunt]]//. You can take a swift action to instantly return to your body and end this effect. You can use this feat for 1 round per day per character level. These rounds need not be consecutive. You retain all your class features and other abilities as a spirit but none of your equipment or gear other than augmentations, which your spirit retains. While your spirit is on the Ethereal Plane, your body is unconscious. Any damage or conditions inflicted upon your spirit are duplicated on your physical body, and vice versa; if you’re reduced to 0 Hit Points, your spirit instantly returns to your body—which is also at 0 Hit Points—and this effect ends.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one suit of armor
* ''Duration'' 1 round/level
* ''Saving Throw'' Will (harmless)
* ''Spell Resistance'' yes
</div>
You divert a benevolent spirit from the River of Souls to temporarily inhabit a suit of armor. The spirit steadies the nerves and balance of the creature wearing the armor. If the target becomes [[flat-footed]] during the duration, it ignores the penalty to AC that condition imposes. Similarly, the [[off-kilter]] condition has no effect on the target while this spell is in effect.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one computer system
* ''Duration'' concentration, up to 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You divert a benevolent spirit from the River of Souls to inhabit a computer. You can communicate with the spirit while you concentrate; the spirit is trained in [[Computers]] and can make Computers checks you request with a total bonus equal to 3 + your caster level + your key ability score modifier.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (emotion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Targets'' the caster and all willing or unconscious allies
* ''Duration'' 1 round/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' no
</div>
Dwarves call on their ancestors to cast this spell of traditional sharing of burdens. This spell connects you and allies in the area on a spiritual level. Each target gains a +1 morale bonus to saving throws. You know when an affected ally is unconscious or dying, provided the creature is within 120 feet of you. Affected creatures can, as a standard action, spend Resolve Points on behalf of an affected ally within 30 feet to help that ally either stabilize or stay in the fight. Two different allies doing so can allow both to occur during the same round.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one comm unit or computer
* ''Duration'' 1 minute/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. As a swift action, you can ask the spirit a question; you can ask a question in this way a number of times equal to your key ability score modifier. The spirit attempts to [[recall knowledge]] with any of its available skills, then transmits a response to your question via the device at the start of your next turn. Questions asked of a spirit are wasted if they aren't relevant to its field of expertise or aren't achievable with skill checks to recall knowledge.
''1st:'' When you cast //spiritual consultation// as a 1st-level spell, the spirit has a bonus of +6 in one skill of your choice.
''2nd:'' When you cast //spiritual consultation// as a 2nd-level spell, the spirit has a bonus of +10 in one skill of your choice.
''3rd:'' When you cast //spiritual consultation// as a 3rd-level spell, the spirit has a bonus of +14 in one skill of your choice.
''4th:'' When you cast //spiritual consultation// as a 4th-level spell, the spirit has a bonus of +17 in two skills of your choice.
''5th:'' When you cast //spiritual consultation// as a 5th-level spell, the spirit has a bonus of +20 in two skills of your choice, and the duration of the spell increases to 10 minutes/level.
''6th:'' When you cast //spiritual consultation// as a 6th-level spell, the spirit has a bonus of +23 in two skills of your choice, the duration of the spell increases to 10 minutes/level, and the number of questions you can ask the spirit doubles.
When using your [[gear array]] to form an [[operative|Operative (weapon property)]] weapon or small arm, you can manifest a second copy of that weapon. This counts as only one array for determining the number of arrays you have active.
It's possible for chase participants to take slightly different routes through a zone to gain some other tactical advantage. A split route works much like having two parallel zones in a single zone, one of which has a different environment: usually altered movement (for a shortcut) or an active hazard (for a dangerous zone). The pilot decides which route to pursue when taking his pilot action. Even if two vehicles are in the same zone, they can't interact with each other if they're on different parts of a split route. A split route usually lasts for only one zone before converging.
If vehicles that are engaged pursue different routes, their engagement is automatically broken off. When the route converges again, any vehicles that had been engaged and are still in the same zone automatically become engaged again.
<div class="statblock">
* ''CR'' 16; XP 76,800
* NE Tiny undead (incorporeal, swarm)
* ''Init'' +10; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +28
!!! DEFENSE
* ''HP'' 275
* ''EAC'' 30; ''KAC'' 32
* ''Fort'' +18; ''Ref'' +18; ''Will'' +16
* ''Defensive Abilities'' [[incorporeal]], [[swarm defenses]]; ''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], average)
* ''Melee'' [[swarm attack]] (3d10+15 C)
* ''Space'' 20 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 22), whelming curse (DC 22)
!!! STATISTICS
* ''Str'' –1; ''Dex'' +10; ''Con'' —; ''Int'' –4; ''Wis'' +7; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +28, [[Stealth]] +28, [[Survival]] +28
* ''Other Abilities'' unliving
!!! ECOLOGY
* ''Environment'' warm land (Akiton)
* ''Organization'' solitary or school (2–4)
!!! SPECIAL ABILITIES
''Whelming Curse ([[Su]])'' As a standard action, the spookfish swarm lashes out into a disorienting frenzy of flashing fins and ghostly currents around a creature within its space. That creature must succeed at a DC 22 Will save or be afflicted by the curse of the depths (see below). A creature that has a swim speed or that doesn't need to breathe gains a +2 circumstance bonus on this save.
!!! Curse of the Depths
* ''Type'' curse
* ''Save'' Will DC 22
* ''Effect'' The victim feels as though they are standing in chest-high water, no matter their current environment. The victim counts all terrain as difficult terrain and must spend 20 feet of movement to move 5 feet (and the victim can't attempt to swim through this illusory water). When the victim rolls a natural 1 on an attack roll, they feel as though they have been fully submerged in water and must hold their breath or begin [[drowning]] (regardless of the availability of breathable air or any equipment that would normally allow them to breathe underwater); creatures that don't need to breathe are immune to this effect. At the start of each subsequent round, the victim can attempt a Will saving throw to end the drowning effect of this curse.
* ''Cure'' The victim must spend 1 week fully submerged underwater; they can use equipment to breathe, but spending time in a submersible vehicle or domed underwater facility or settlement does not meet this requirement.
</div>
Explorers and wanderers sometimes return from their ventures in the galaxy's wild and lonely places with chilling ghost stories or wondrous "big fish" tales. Prospectors and outlaws brave enough to travel the ancient seabed of Akiton's arid Irkonian Sea sometimes come back with a bit of both. They speak of dreamlike beings that haunt the barren gorges and desert flats, apparitions from the bottom of a prehistoric ocean who drift and swim through the air. The most terrifying of these marine phantasms is known simply as the spookfish; though individually tiny, they rise from the sand in bloodthirsty swarms of flashing scales and serrated teeth. Each spectral fish is dotted with false eyespots along its flanks; this defensive camouflage has proven utterly disorienting to those hapless souls caught in a spookfish swarm.
Akitonian archaeologists have unearthed fossils of creatures with a physiology that matches the spookfish, and some speculate that the impact of a meteor evaporated the Irkonian Sea and obliterated the entire species in one fateful instant. Some victims relate a strange curse inflicted by these swarming aquatic ghosts. Innocent travelers report feeling slowly engulfed by steadily rising (though unseen) water—as though an entire spectral ocean was rising up in retribution.
A weapon with this property unleashes a cloud of fast-growing spores into the spaces inside the ship it strikes, causing tremendous damage to the ship's systems. A ship that takes damage from a spore weapon immediately takes critical damage (note this damage as spore damage, though it functions as normal critical damage). An engineer can repair spore damage by taking an action and succeeding at an [[Engineering]] check (DC = 15 + the ship's tier). If spore damage remains at the end of the engineering phase, the damaged system takes critical damage again (also spore damage); this damage spreads to other systems as normal if a system is wrecked. Multiple hits from a spore weapon do not have any additional effect if the ship is already subject to the effects of spore damage. Spore damage is not passed on to the crew, although there are rumors of a variant weapon that creates hostile plant creatures inside the target vessel once it has been disabled.
When escaping tight spots, you defy the odds.
''Prerequisites:'' Any racial trait or feat that grants a d20 reroll, character level 5th.
''Benefit:'' When you use an ability to reroll one d20 roll, you can spend 1 Resolve Point to reroll twice and use the highest of all three results. Once you use this ability, you can do so again only after a 10-minute rest to regain Stamina Points.
You have an eye for structural flaws and poor artisanship.
''Prerequisites:'' [[Engineering]] 5 ranks, [[Perception]] 5 ranks.
''Benefit:'' As a move action, you can attempt an [[Engineering]] check (DC = 20 + the item's level or 25 if the object doesn't have a level) to identify a flaw in an item or object. If you succeed, you can ignore 5 points of its hardness or treat its break DC as being 2 less until the beginning of your next turn.
Sprayflesh is an advanced biotech medical device that sprays neutral biomass into a wound or area of concern (such as a clearly diseased or poisoned section of the body). If you have ranks in [[Medicine]], a dose of sprayflesh allows you to attempt a check to treat deadly wounds on a creature that has already received its limit of [[treat deadly wound]] benefits for the day. If you succeed at a DC 25 Medicine check, the next time such a creature rests for 10 minutes and spends a Resolve Point to regain Stamina Points, it can instead gain the benefit of your Medicine check to treat deadly wounds. If you are not trained in Medicine, a dose of sprayflesh acts as a [[medpatch]].
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|sprayflesh | 5 | 440 | L | 1 | 1 |
</div>
You can deftly move up to a foe, strike, and withdraw before it can react.
''Prerequisites:'' Dex 15, [[Mobility]], base attack bonus +4.
''Benefit:'' As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the [[trick attack]] class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack.
''Normal:'' You can move only before or after an attack, not both.
{{Shot on the Run (TIM)}}
Once per turn when you succeed at a skill check to [[tumble]] through an opponent’s space, you can push off of that creature to gain additional momentum at the cost of their balance. Until the beginning of your next turn, the creature takes a –2 penalty to attack rolls when making attacks of opportunity, and the skill check DC for other creatures to tumble around or through the creature’s space is reduced by 5 (Reflex negates). In addition, you gain a +10-foot circumstance bonus to all of your movement speeds until the end of your turn.
''Required Feat:'' [[Spring Attack]]
When you use [[Spring Attack]], you can select two targets to attack during your movement instead of one. Both attacks are made with a –4 penalty. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can't target the same creature twice with this ability. You must be at least 7th level to select this feat boost.
''Required Feat:'' [[Shot on the Run]]
When you use [[Shot on the Run]], you can select two targets to attack during your movement instead of one. Both attacks take a –4 penalty. All restrictions of Shot on the Run apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can't target the same creature twice with this ability. You must be at least 7th level to select this feat boost.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one seed touched
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You speed the growth of a seed you touch, causing it to instantly sprout. If you plant this sprouted seed in a suitable environment, the seed continues to live, growing at its normal pace. Otherwise, the sprout withers and dies over the course of 1d4 days.
You can use covering fire to make it easier for your ally to move.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' Instead of the usual benefits of covering fire, you can use covering fire to grant an ally a +4 bonus to her next [[Acrobatics]] check to tumble before the end of your next turn.
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.
* ''Associated Skills:'' [[Bluff]] and [[Disguise]]. When you use Bluff to make a [[trick attack]], you gain a +4 bonus to the skill check.
* ''Specialization Exploit:'' [[master of disguise|Master of Disguise (exploit)]]
* ''Fool Detection ([[Ex]]):'' At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as //[[detect thoughts]]//), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the [[Sense Motive]] check of the caster or user, and provide similar false information on a success.
<div class="statblock">
* ''Level'' 15; ''Price'' 316,000
* Huge air, land, and water vehicle (10 ft. wide, 15 ft. long, 5 ft. high)
* ''Speed'' 60 ft., full 800 ft., 90 mph (fly and hover)
* ''EAC'' 29; ''KAC'' 30; ''Cover'' total cover
* ''HP'' 255 (127); ''Hardness'' 12
* ''Attack (Collision)'' 16d10 B (DC 19)
* ''Attack'' advanced zero cannon (5d8 C; critical [[stagger]])
* ''Modifiers'' +2 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot (Piloting +26), enhanced sensors ([[darkvision]] 5 miles), stealth (–2), unlimited [[comm unit]]
* ''Passengers'' 5
</div>
This streamlined vehicle resembles an expensive sky cruiser but is built to fly unseen.
A spy drone is a Tiny remote drone designed specifically to make observations at a distance. This acts as the hover drone of a 1st-level mechanic (and you control it as if you were a 1st-level mechanic, using its remote control or a computer with an added module to control the spy drone), except it cannot make any attacks and it has no weapon mounts, no feats, and no ability to add drone mods. Its skill unit is always [[Stealth]]. It cannot speak, but it does understand one language (chosen by you at the time of purchase) and allows you to attempt [[Perception]] checks using your own bonus when you directly control it (as the [[master control]] ability of a mechanic drone).
A drone can be upgraded with any one of the following technological items by paying 125% of the item's price: [[flashlight|Portable Light]], [[grappler]], [[lantern|Portable Light]], [[laser microphone]], [[motion detector]], or [[x-ray visor]]. The price of buying and installing one upgrade includes the price of replacing an old upgrade on a drone, if applicable.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|spy drone | 6 | 4,550 | L | 20 | 1/minute |
</div>
The spymaster uses their spell cache for infiltration, hiding their tracks, and uncovering secrets.
* ''First Slot (6th Level):'' //[[comprehend languages]]//, //[[disguise self]]//, //[[erase]]//*, or //[[mental silence]]//
* ''Second Slot (12th Level):'' //[[invisibility to technology]]//*, //[[knock]]//*, //[[manipulate tech]]//*, or //[[osmose]]//*
* ''Third Slot (18th Level):'' //[[clairaudience/clairvoyance]]//*, //[[duplicate data]]//*, //[[nondetection]]//, or //[[see invisibility]]//
Soldiers in large organizations, such as the Stewards, learn to fight effectively together in small squads. You have mastered these techniques, and your combat skills focus on aiding your allies. Half-elves epitomize the cooperative spirit this style taps into.
!! Coordinated Aim (1st)
You can help squad mates hit targets even if you're in the way. You gain [[Coordinated Shot]] as a bonus feat. Your allies gain the bonus even if you are providing cover to the target. If you already have that feat, you gain a bonus combat feat instead.
!! Quick Backup (5th)
As a full action, you can move up to twice your speed and make one attack, but your target must be a creature threatening an ally. Once you have used this ability, you cannot do so again until you have taken a 10-minute rest to regain Stamina Points.
!! Mystic Swap (9th)
As a move action, you can expend 1 Resolve Point to teleport, switching places with one ally within 60 feet.
!! Precise Flanker (13th)
You and allies who flank a foe with you gain an extra +1 bonus (+3 total) to your melee attack rolls against that target. If the flanked creature takes a guarded step, it provokes attacks of opportunity from you and allies who flank it with you.
!! Share Training (17th)
Select three combat feats you have. When you start your turn adjacent to an ally, as a reaction, you can select one of these feats and grant the ally its benefit for 1 round. To benefit from the selected feat, the ally must still meet its prerequisites.
The minor crew actions below are well-suited to squadron combat.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
At the start of each round during a starship combat, each character declares which role they assume for their starship. The roles and their respective actions function exactly as they would on a standard starship, except each starship in the fleet can have a character in each starship role. The exception to this rule is the captain role—only one character throughout the squadron can assume the captain role, as this character counts not only as the captain of their starship, but of the entire squadron (see below). Because starships in a squadron have a limited crew size, it's virtually impossible for every role on every starship to be occupied simultaneously, though each starship in the squadron can purchase a [[virtual intelligence]] system to secure an additional crew member and starship actions.
''Squad Captain:'' Thanks to the coordinated maneuvers of and close communication between squadron starships, a squadron can have only a single captain at a time, referred to as the squad captain. A squad captain can affect any of their squadron's crew with captain actions, such as using encourage to assist another starship's pilot.
Instead of having their own starship, a squad captain can opt to remain in the HQ during combat, taking their captain actions to coordinate the rest of the squad's actions from afar. However, due to the HQ's relative distance from most encounters, this limits the squad captain's ability to take other roles during combat. On the other hand, a PC who enjoys being a full-time squad captain doesn't necessarily need their own starship—and having a smaller squadron increases the tier of each other starship.
In addition to the stunts available in normal starship combat, squadron pilots can attempt the following three stunts when performing the [[stunt]] action.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
The following new systems function only if the PCs spend the BP to acquire the systems for two or more of squadron ships.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Squadron combat is an alternative to the PCs all crewing a single, larger starship. Each PC (or small set of PCs) designs their own starship of a lower tier; these ships' combined power should be comparable to that of a single starship. With some exceptions, squadron design and combat work the same as normal starship design and combat.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Squadrons'>>
</div>
In some cases, you have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. While squeezing, you have the [[entangled]] condition, which includes moving at half your speed.
''System:'' Throat
Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a move action and use them almost like an additional limb, though you can't speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a move action.
Each model of squirming entrails functions differently when extruded:
* ''Mk 1'' squirming entrails help you keep your balance, so you don't take the normal penalties to attacks or gain the [[flat-footed]] condition when you are [[off-kilter]], and you gain a +4 circumstance bonus to [[Athletics]] checks to balance.
* ''Mk 2'' squirming entrails function as mk 1 squirming entrails, except that they also allow you to stand from [[prone]] as a swift action.
* ''Mk 3'' squirming entrails function as mk 2 squirming entrails and are also prehensile, allowing you to hold an additional hand's worth of equipment.
* ''Mk 4'' squirming entrails function as mk 2 squirming entrails and allow you to hold two additional hands' worth of equipment.
* ''Mk 5'' squirming entrails function as mk 4 squirming entrails and, when not holding any objects, can perform an attack five times a day identical to that of mk 3 ghoul glands.
Squirming entrails that allow you to hold more equipment don't increase the number of attacks you can make in combat, but they allow you to store a single object of light or negligible bulk inside your body when you retract them. An external examination or a tactile search can't detect the hidden object, but most security checkpoints include a scan that can detect it.
[[Ikeshtis]] have developed a unique deterrent and a small sac installed behind one of your eyes affords you a similar ability. As a move action, you can squirt blood from your eye at a foe within 30 feet. Make a ranged attack against the target's KAC. A successful hit grants the next ally who attacks that foe the benefit of [[harrying fire]]. You can use this ability once per day, plus one additional time per day for every 5 character levels you have.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|squirt blood graft | 2 | 700 | eye |
</div>
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Tiny animal
* ''Init'' +3; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 11; ''KAC'' 11
* ''Fort'' +1; ''Ref'' +4; ''Will'' +0
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +3 (1d4 P)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' squox tricks
!!! STATISTICS
* ''Str'' –3; ''Dex'' +3; ''Con'' +0; ''Int'' –4; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +7 (+11 to balance, escape, or tumble), [[Athletics]] +3 (+11 to climb), [[Stealth]] +7
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or skulk (3–8)
!!! SPECIAL ABILITIES
''Squox Tricks ([[Ex]])'' A squox can use [[Acrobatics]] to jump instead of [[Athletics]]. In addition, a squox can use its Acrobatics bonus as its attack bonus when it attempts a dirty trick, disarm, or trip combat maneuver. If the squox succeeds at a dirty trick maneuver, it can choose only between the [[entangled]] and [[off-target]] conditions. A squox's tail, two front paws, and mouth count as hands free for a disarm attempt.
</div>
<<section 'Trained Squox'>>
Called vulkariki in Lashunta, squoxes gained their popular moniker from [[humans]] who thought the creatures resembled a cross between a fox and a squirrel, with useful qualities from both animals. Squoxes are furry, vulpine animals roughly 2 feet in length and weighing around 15 pounds. They are quadrupedal, with five-fingered prehensile paws that have rotating wrists and ankles, allowing them to climb down surfaces headfirst like a squirrel. The creature's other features are fox-like, including a flattened head with triangular ears, a pointed snout, and a bushy tail. Squox fur can come in hues of red orange, gray, fulvous, white, or brown, with white on the belly, neck, and tail tip. The species also has an array of fur patterns and environmental adaptations, such as long ears that allow desert-dwelling squoxes to disperse heat and thick seasonal fur and coloration for those accustomed to arctic regions.
Squoxes are among the most intelligent animal species in the Pact Worlds, exhibiting social behaviors and hierarchies along with a vast vocal repertoire. When confronted, squoxes are devious tacticians, especially in groups. They are clever enough to poke eyes, bite sensitive regions, and steal objects to bait enemies away from a den.
Although they originated on Castrovel, squoxes gained popularity across the Pact Worlds for their adorable features and ability to adapt to new environments. The people of Asana happily exported squoxes, which lashuntas see as pests. Over centuries, squoxes spread and successfully adjusted to biomes across the Pact Worlds. They've even begun to appear in the wild in the Veskarium and worlds in the Vast.
Xenowardens have tried to preserve the native squoxes of Castrovel while simultaneously curbing the incursion of the species into other ecologies. The group fears the invasive critters might irrevocably damage invaded ecosystems if left unchecked. Therefore, Xenowardens actively promote squox hunting on numerous worlds, as well as legal controls against importing the animals and releasing them into the wild.
Squoxes are abundant across the Pact Worlds, breeding quickly and living for up to 10 years, or double that in captivity. Their intelligence and delightful appearance make them desirable companion animals, and they're intelligent enough to be easily trained. Squoxes are also loyal, protective, charming, and entertaining, making them great companions for children. As clever and fun as they are, squoxes are also notorious for mischief, such as figuring out how to open cabinets and work simple machinery with the same aptitude as a very young sapient. They've even been known to clean up after themselves to hide thefts or accidents from their owners. Nevertheless, squoxes make great pets.
A squox kit can be purchased for 100 credits at 1 month old, just weaned from its mother. Untrained squoxes born as pets are usually domesticated and friendly but likely to misbehave without training. However, unscrupulous dealers gather squox kits in the wild and pass them off as domesticated, selling them at bargain prices. Squoxes reach adulthood by 10 months, and a fully trained adult squox goes for 400 credits.
A squox kit can be reared, or an older squox domesticated and trained, using the [[Survival]] skill, which takes 3 months. The squox's inherent cleverness, curiosity, and friendliness grant its trainer a +2 circumstance bonus to Survival checks to rear or train it. A domesticated squox is friendly or helpful toward its trainer and any owner who treats it well.
!! Squox Gear
The following item, known colloquially as a squox pocket, is available to PCs who want to protect their pets. [[Shirrens]] use similar devices to carry and protect their young, although they call the device a larva tube.
<<section 'Pet Carrier' head:'h3' >>
!! Squox Feat
The following feat is for PCs who have a trained squox pet.
<<section 'Squox Companion' head:'h3' >>
Your [[squox]] is a well-trained companion.
''Prerequisites:'' You own a trained squox that has an attitude of friendly or helpful toward you.
''Benefit:'' You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won't follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to [[Perception]] checks to notice and search when the GM determines your squox could help
you accomplish these tasks.
Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has [[evasion]], as the operative class feature. While in your space, your squox has evasion, [[improved evasion]] (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead.
In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to [[Bluff]] checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a [[diversion]], which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check).
SROs (short for "sentient robotic organisms") are among the most advanced forms of robots, with internal circuits and positronic brains so complex that they, like androids, attract a soul and develop true artificial intelligence and free will. SROs are most common on Aballon, though they are different from the native anacites. Unlike androids, SROs do not have a unified appearance, and many are at best vaguely humanoid in shape, while others have shapes designed purely to assist in their primary functions.
In the Pact Worlds and many other regions, SROs have the same legal protections as androids, but sadly the bias many living creatures share against things that look similar to mindless machines means those protections are less widespread, and less respected, than for androids.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str or +2 Dex (see below)
* ''Hit Points:'' 2
* ''Size and Type:'' SROs are Small or Medium constructs with the technological subtype, though unlike other constructs, they have Constitution scores. Small SROs are agile (+2 Dexterity at character creation). Medium SROs are burly (+2 Strength at character creation). This decision is made at character creation and can't be changed.
* ''Darkvision:'' SROs can see up to 60 feet in the dark.
* ''Healing Circuit:'' In addition to being constructs and thus able to benefit from spells like //[[make whole]]//, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the [[Engineering]] skill to perform the tasks of the [[Medicine]] skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can't (such as //[[raise dead]]//).
* ''Integrated Equipment:'' An SRO has an internal, integrated standard [[datajack]] and [[comm unit]]. If an SRO is [[helpless]], these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO's character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don't count against the systems in which an SRO can install cybernetics.
* ''Robotic:'' SROs are immune to [[bleed]], disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don't need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (healing)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer [[stable]].
This pair of neoprene bracelets— commonly sold at high-end sporting goods stores and marketed as a must-have for serious athletes— comes in an array of styles to fit almost any creature. Most serious explorers wouldn't be caught dead wearing them. Each bracelet is weighted, making it slightly easier to keep your balance while you wear both on opposite arms. They provide a +1 circumstance bonus to [[Acrobatics]] checks made to balance and traverse narrow or uneven surfaces.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|stabilizer bracelets | 1 | 15 | 1 |
</div>
These carefully calibrated, high-quality springs installed around the ankles and knees of the armor make your stance more balanced. You gain a +2 circumstance bonus to [[Acrobatics]] checks to balance on narrow surfaces, a +2 circumstance bonus to AC against trip combat maneuvers, and a +2 circumstance bonus to Reflex saves against effects that knock you [[prone]] (such as the //[[grease]]// spell or the [[knee shot]] operative exploit).
This upgrade can be installed only in light or heavy armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|stabilizer springs | 1 | 400 | 1 | light, heavy | L |
</div>
There are several ways to stabilize a [[dying]] creature, including first aid, healing, and spending Resolve Points. Once stable, you are no longer dying and no longer lose Resolve Points, but you still have 0 Hit Points and are unconscious.
!! First Aid
You can stabilize a dying creature and keep it from losing any more Resolve Points with a successful DC 15 [[Medicine]] check.
!! Healing
You can stabilize a dying creature and keep it from losing any more Resolve Points with any sort of healing, such as the //[[stabilize]]// spell. Healing that raises a dying creature's Hit Points to 1 or higher makes it conscious and fully functional again, just as if it had never been reduced to 0 HP.
!! Using Resolve Points
If you are dying and have enough Resolve Points, you can use them to stabilize. If you're stable, you can use Resolve Points to regain consciousness and stay in the fight.
!!! Stabilize
If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you're no longer dying, but you remain unconscious and at 0 HP. If you don't have enough Resolve Points remaining, you cannot use this option and continue to lose Resolve Points as normal as per the dying rules.
!!! Stay In The Fight
If you are stable and have enough Resolve Points, or if you were knocked unconscious from [[nonlethal damage]], you can spend 1 RP at the beginning of your turn to regain 1 HP. You are no longer dying, immediately become conscious, and can take the rest of your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 HP and stable, and you cannot regain more than 1 HP in this way. You can't spend Resolve Points to stabilize and to stay in the fight in the same round.
!! Long-Term Stability
If you are unconscious and stable but lack the Resolve Points to stay in the fight, there is a chance you will eventually recover on your own. After 1 hour elapses, you must attempt a Constitution check. If the result of this check is 20 or higher, you regain 1 HP and become conscious again. If the result of the check is at least 10 but less than 20, you don't regain any Hit Points, but you remain stable and you must attempt another Constitution check 1 hour later. If the result of the check is 9 or lower, you die. You must continue attempting a Constitution check once per hour until you regain consciousness or until you die. After 8 hours, if you have not regained consciousness or died, you regain consciousness and recover 1 HP per character level, as if you had a full night's rest.
If a healer or medic is tending you are while you are unconscious and stable, the attendant can attempt a DC 15 [[Medicine]] check each hour before you attempt your Constitution check. If the Medicine check is successful, you gain a +2 bonus to your Constitution check, and if your Constitution check result is less than 10, you treat it as if the result were a 10.
<div class= "table-wrapper">
| Constitution Check Result |Outcome |h
| 20 or higher |Heal 1 HP, regain consciousness |
| 10–19 |Remain stable, attempt new check in 1 hour |
| 9 or lower |Die |
</div>
!! Taking Damage While Dying or Stable
While you are dying, if you have any Stamina Points, any damage you take still reduces those first. The first time each round you take Hit Point damage (whether from an attack or from continuous damage, such as from a bleed effect), you lose 1 Resolve Point. At any point after that in the round, if a single source (such as one attack) deals Hit Point damage greater than half your maximum Hit Points but less than your maximum Hit Points, you lose 1 additional RP. As mentioned earlier, if you would lose Resolve Points but have no Resolve Points remaining, you die instantly. If you take damage equal to or greater than your maximum Hit Points from a single attack, you also die instantly.
If you take damage while unconscious but stable, you are once again dying and no longer stable.
The //stabilizing// fusion helps you keep your orientation in zero gravity. While wielding such a weapon, you can steady yourself even if you don't have a surface to grab onto or a means of propulsion. If you do have such means, you can steady yourself as either a move action or a swift action. You gain a +4 bonus to checks to avoid gaining the [[off-kilter]] condition. Only melee weapons, small arms, and long arms can benefit from the //stabilizing// fusion.
If you were dying but spent Resolve Points to stabilize (see Using Resolve Points), or if you received healing from an ally, you are stable. You are no longer dying, but you are still [[unconscious]].
You have ironed out many of the kinks in your formulas, and your [[biohacks]] now remain effective even when they leave your possession. This allows you to give your biohacks to others to use at their convenience. Other creatures must load a biohacks into an [[injection]] weapon before use as a move action, or apply the biohack to themself or an adjacent willing or unconscious ally as a standard action. Biohacks you create that are not used count against your maximum until they are used or become inert 24 hours after creation.
A baffled tube on the underside of a staccato rifle produces and modulates discrete blasts of sonic frequencies. The rifle's unique construction enables a fully automatic mode, producing a sound like drumming. The frequencies can leave a target's auditory senses overwhelmed. Pulse staccato rifles have the shortest sonic projector for reliable repetitive shots with less power usage. Surge, drum, and hammer staccato rifles require more charge for a harder hit.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|staccato rifle, pulse | 4 | 2,000 | 1d10 So | 40 ft. | [[deafen]] | 40 charges | 1 | 2 |[[automatic]] |
|staccato rifle, surge | 9 | 13,000 | 2d10 So | 60 ft. | [[deafen]] | 40 charges | 2 | 2 |[[automatic]] |
|staccato rifle, drum | 15 | 107,000 | 4d10 So | 60 ft. | [[deafen]] | 40 charges | 2 | 2 |[[automatic]] |
|staccato rifle, hammer | 20 | 810,000 | 8d10 So | 80 ft. | [[deafen]] | 80 charges | 4 | 2 |[[automatic]] |
</div>
Staves are long and flexible, weighted on the end to provide extra striking power. Most staves are made from aluminum or fiberglass, though some are still made from wood. Sentinel and repeller staves are made of conductive metal and deliver a painful, low-voltage charge that can stun opponents. The hardlight staff uses a core of unstable photonic gel to dramatically increase its mass every time it strikes a surface.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|staff, battle | 1 | 80 | 1d4 B | [[knockdown]] | 1 |[[analog]], [[block]] |
|staff, carbon | 7 | 6,150 | 1d8 B | [[knockdown]] | 1 |[[analog]], [[block]] |
|staff, sentinel | 7 | 6,320 | 1d10 B | — | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
|staff, repeller | 13 | 45,200 | 3d8 B | [[knockdown]] | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
|staff, hardlight | 18 | 320,800 | 8d8 B | [[knockdown]] | 1 |[[analog]], [[block]] |
</div>
Available in a variety of shapes and sizes, a //staff of mystic healing// usually takes the form of an archaic shepherd's crook, carved with pre-Gap runes of origin denoting prosperity and long life. If you have the [[healing touch]] class feature, you can use that ability one additional time per day while holding the staff. You cannot use more than one //staff of mystic healing// each day to gain more than one additional use of healing touch, and a //staff of mystic healing// works only once per day.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//staff of mystic healing// | 5 | 3,700 | 1 |
</div>
<div class="statblock">
* ''Level'' 11; ''Price'' 26,400
* ''EAC Bonus'' +16; ''KAC Bonus'' +18
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 20 (+5); ''Damage'' 2d6 P
* ''Weapon Slots'' 3; ''Upgrade Slots'' 3
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 30
</div>
Forged and constructed from supernatural metals collected from the realms of the fey, this powered armor has long antlers atop its blank-faced helmet. If the armor has at least 10 charges remaining, you can spend 10 charges to create a fold in reality, per the //[[dimension door]]// spell. You can travel only 100 feet with this ability, and you can't take other creatures with you. Once you have used this ability, the //stag-step suit// retains a charge of dimensional static that prevents you from using the armor's ability again for 24 hours.
You have learned new magical tricks to deceive or entertain.
''Prerequisites:'' Cha 13, [[Minor Stage Magic]], character level 4th.
''Benefit:'' Select one of the following 1st-level spells: //[[disguise self]]//, //[[holographic image]]//, or //[[unseen servant]]//. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.
''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
The target must succeed at a Fortitude save or be [[staggered]] for 1 round.
<<section 'Staggered' head:'h3' >>
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
For your [[debilitating trick]], you can attempt to stagger your target. The target must succeed at a Fortitude save or be [[staggered]] until the beginning of your next turn. Once you've used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours.
The [[quorlus]] of Chuuva continue their species' tradition of personal adornment. The most common of these is a //stalkring//, a band of stone or metal sized to be worn around a quorlu's eyestalk. Creatures lacking such extremities can wear similar rings on a similarly slender appendage. Most stalkrings are decorative in nature, though the ever-pragmatic quorlus have also imbued some stalkrings with beneficial qualities.
!! Digger (Level 7)
When you wear a //digger stalkring//, you gain a burrow speed equal to half your base speed and you can burrow through earth and stone that have a hardness up to 15. As a full action, you can spend 1 Resolve Point to step into an adjacent area of such material that can enclose a creature of your size. When you do so, you can sense any open area within 30 feet that is large enough for you to enter and adjacent to an area of solid rock big enough to enclose a creature of your size. You can choose to move into one of the open areas you sense. If you don't or can't move to such an open space, you emerge where you started, having still used the action and Resolve Point.
!! Obsidian (Level 9)
An //obsidian stalkring// is wrought from volcanic glass, resulting in a complex intertwined design that faintly shimmers as though surrounded by an aura of extreme heat. While wearing an //obsidian stalkring//, you can communicate with creatures with the fire subtype as though you had [[telepathy]] with a range of 60 feet. You gain a +2 insight bonus to Charisma-based checks and [[Sense Motive]] checks against such creatures. In addition, an //obsidian stalkring// allows you to spend 1 Resolve Point to cast //[[charm monster]]// on a creature with the fire subtype (Will DC 18 negates). Once you have done so, you cannot use another //obsidian stalkring// to do so for 24 hours, and the //obsidian stalkring// you used to do so can't allow the spell to be cast from it again for 24 hours.
|Item | Level | Price | Bulk |h
|//stalkring, digger// | 7 | 6,500 | — |
|//stalkring, obsidian// | 9 | 13,000 | — |
An engine stall can happen at any time during a frantic chase, putting a starship in dire straits—even if only momentarily.
''Failure:'' The next [[Piloting]] check takes a –2 penalty.
A stalwart upgrade consists of inertial dampeners spread across the body, often augmented by armored boots that can deploy stabilizing struts. When activated as a move action, these dampeners monitor your biosigns, impeding any sudden movements that you didn’t initiate. While activated, the stalwart upgrade consumes 1 charge per minute, and each time you are targeted by a [[bull rush]], [[reposition|Reposition (combat maneuver)]], or
[[trip|Trip (combat maneuver)]] combat maneuver, the upgrade consumes an additional charge to grant you a +4 armor bonus to your AC against the combat maneuver.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|stalwart | 4 | 2,300 | 1 | any | L | 20 | 1/minute, plus see above |
If you succeed at a Fortitude save against an effect that normally requires multiple successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.
Your [[solar shield]] can imitate the cosmic properties of solar armor, especially when you are properly attuned. As a move action while holding your solar shield, you can gain [[resistance]] 5 to cold and fire, which increases by another 5 at 20th level. This resistance lasts for 1 round or until you leave graviton mode, whichever comes first. While attuned or fully attuned, if you use a move action to align your solar shield against a specific target, you increase this resistance by 5 against the abilities and attacks of that target. If you have any items that would specifically benefit solar armor, they apply their benefits to your solar shield while this revelation is active. You must have a solar shield to select this revelation.
You can stop foes that try to move past you.
''Benefit:'' When a foe provokes an attack of opportunity by leaving a square you threaten, you can attempt a melee attack as a reaction against that foe's Kinetic Armor Class + 8. If you're successful, the enemy cannot take any further movement for the rest of its turn. The enemy can still take the rest of its actions, but cannot leave that square.
When you plant yourself in place, you're difficult to move past.
''Prerequisites:'' [[Stand Still]].
''Benefit:'' When you [[fight defensively]], you gain a +2 circumstance bonus to the attack of opportunity made to stop enemies from moving past you with [[Stand Still]], and the DC of the [[Acrobatics]] check to move through a square you threaten or your space increases by 2 until the beginning of your next turn.
''Teamwork Benefit:'' If you're adjacent to an ally who also has this feat when you fight defensively, your bonus increases to +4, and the DC to move through your space or a square you threaten increases by 4 instead of 2.
This special form of move action allows you to stand up from a [[prone]] position.
A standard action is usually the main action you take each round, other than movement.
<<list-links "[tag<currentTiddler>!tag[Vehicle Actions]!tag[Mech Actions]sort[title]]" class:index>>
The traditions of knighthood have survived the millennia. Numerous orders, including (but certainly not limited to) the Knights of Golarion and the Hellknight Orders of the Chain, Eclipse, Furnace, Gate, Nail, Pike, and Scourge, are extremely active in the Pact Worlds and beyond. These highly trained and renowned warriors are star knights, defenders of specific causes championed by their orders and ready to enforce their oaths with sword, plasma cannon, and even magic when necessary.
The star knight archetype grants alternate class features at 2nd, 4th, 6th, and 12th levels. The star knight is an unusual archetype in that the 6th- and 12th-level alternate class features have multiple options, depending on what knightly order you belong to. If you don't belong to a specific order (or you belong to one not listed here), you receive the guarded attack and the willpower alternate class features; if you to belong to one of the listed orders, you can still select these features if you wish.
!! Armor Mastery (2nd)
You gain proficiency with light armor. If you are already proficient with light armor, you instead gain proficiency with heavy armor. If you are already proficient with heavy armor, you instead gain a fortification ability when wearing heavy armor or powered armor. Your fortification gives you a 20% chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit's damage is rolled. If you have a fortification ability from another source (such as a [[force field]]), you instead increase the chance of a critical hit being treated as a normal attack by 20% (to a maximum of 100%).
!! Challenge (4th)
As a champion of a knightly order, you can focus your fury and attention on a single foe, forcing it to face your wrath. As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. If you have the trick attack class feature and the weapon you use qualifies for a trick attack, you can make this attack as a trick attack. Whether or not you move or make an attack, you can attempt to [[demoralize]] that foe, as per the [[Intimidate]] skill task. If your base attack bonus is greater than your total Intimidate skill bonus, you can use your base attack bonus in place of your total Intimidate bonus for this skill check. If you succeed at this check, for the duration of the [[shaken]] effect, the target is also [[off-target]] for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can't use it on that target again for 24 hours.
!! Anchoring Attack (6th)
A Hellknight of the Order of the Chain can choose the anchoring attack alternate class feature. As a standard action, you can apply the //[[anchoring|Anchoring (weapon fusion)]]// weapon fusion to any weapon you wield. You can use this ability once per day, plus one additional time per day at 9th level and every 3 levels thereafter. The weapon fusion remains active until the weapon becomes unattended or is wielded by another creature, or until you take a 10-minute rest to regain Stamina Points. This weapon fusion does not count toward the maximum number of levels of weapons fusions a weapon can have at once.
!! Blazing Attack (6th)
A Hellknight of the Order of the Furnace can choose the blazing attack alternate class feature. This acts as the anchoring attack alternate class feature, but it grants the //[[flaming]]// weapon fusion as a standard action to a single weapon of 2nd level or higher that the knight wields.
!! Command (6th)
A Hellknight of the Order of the Nail can choose the command alternate class feature. As a standard action, you can cast //[[command]]// as a spell-like ability. You can use this ability once per day, plus one additional time per day at 9th level and every 3 levels thereafter. The save DC is equal to 11 + your key ability score modifier.
!! Create Darkness (6th)
A Hellknight of the Order of the Eclipse can choose the create darkness alternate class feature. As a standard action, you can create a 20-foot-radius zone of darkness centered within 20 feet of you. The zone negates the effects of all nonmagical light sources in its area and lasts for 1 minute. You can see as normal within the zone, and you can dismiss the effect as a standard action. Unless otherwise noted, any magic source of light can increase the light level in the area as normal. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level.
!! Guarded Attack (6th)
You have learned to use the strong plates and defensive abilities of your heavy armor to protect your weapon. When wearing heavy armor or powered armor, you gain a +4 bonus to your KAC against disarm and sunder combat maneuvers. You lose this bonus whenever you make a full attack, as it is impossible to protect your weapons while doing so.
!! Holy Attack (6th)
A Knight of Golarion can choose the holy attack alternate class feature. This acts as the anchoring attack alternate class feature, but it grants the //[[holy]]// weapon fusion as a standard action to any weapon of 2nd level or higher that the knight wields.
!! Pike Mastery (6th)
A Hellknight of the Order of the Pike can choose the pike mastery alternate class feature. As a standard action, you can grant a melee weapon you wield the [[reach]] special property. Alternatively, you can combine a melee weapon that already has the reach special property with a ranged weapon you are proficient with, allowing the conglomeration to act both as a melee weapon with reach and as a ranged weapon. Whichever option you select, it lasts until the weapon becomes unattended, the weapon is wielded by another creature, you choose to dismiss the effect, or you take a 10-minute rest to regain Stamina Points. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level.
!! Summon (6th)
A Hellknight of the Order of the Gate can choose the summon alternate class feature. As a standard action, you can cast //[[summon creature]]// as a spell-like ability with a spell level equal to one-third your class level. You can select only a single lawful creature to summon with this spell. You can use this ability once per day.
!! Zone of Truth (6th)
A Hellknight of the Order of the Scourge can choose the zone of truth alternate class feature. As a standard action, you can cast //[[zone of truth]]// as a spell-like ability. You can use this ability once per day, plus one additional time per day at 10th level and every 4 levels thereafter. The save DC is equal to 12 + your key ability score modifier.
!! In Hell's Name (12th)
Hellknights of any order can choose the in Hell's name alternate class feature. As a standard action, you can pronounce a judgment against all nonlawful creatures within 20 feet of you. Each target that can hear you must succeed at a Will saving throw (DC = 10 + half your character level + your key ability score modifier) or be [[staggered]] for 1d4 rounds. This is a mind-affecting, sense-dependent effect. You can use this ability once per day, plus one additional time per day at 18th level.
!! Shield Other (12th)
A Knight of Golarion can choose the shield other alternate class feature. As a standard action, you can cast //[[shield other]]// as a spell-like ability without having to spend a Resolve Point. You can use this ability twice per day, plus one additional time per day at 15th level and at 18th level.
!! Willpower (12th)
Your dedication to your order and your advanced training has strengthened your mind against certain effects. Once per day, when targeted by a mind-affecting effect that requires a saving throw, you can roll twice and take the better result.
Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Drift explorer, a prophetic astrologer, or a would-be transhuman godling.
* ''Associated Deities:'' Desna, The Devourer, Ibra, Nyarlathotep, Sarenrae, Triune
* ''Associated Skills:'' [[Perception]] and [[Piloting]]
* ''Spells:'' 1st—//shooting stars// (as //[[magic missile]]//), 2nd—//[[darkvision]]//, 3rd—//[[irradiate]]//, 4th—//[[remove radioactivity]]//, 5th—//[[telekinesis]]//, 6th—//[[control gravity]]//
!! Walk the Void (1st)
You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add [[Piloting]] to your list of class skills.
!! Starlight Form (3rd)
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be [[blinded]] for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability's duration for the day.
!! Stargazer (6th)
You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check.
!! Starflight (9th)
While in starlight form, you gain the ability to fly as per the //[[flight]]// spell (spell level 3rd or lower).
!! Starry Bond (12th)
You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your [[telepathic bond]] class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check. This ability otherwise functions as the stargazer class feature.
!! Meteor Shower (15th)
You can spend 1 Resolve Point as a full action to call down a rain of meteorites in a 10-foot-radius vertical cylinder, 40 feet high, at a range of up to 250 feet. The meteorites deal 12d6 damage to every creature in the area (Reflex half). Half the damage is bludgeoning damage; the other half is fire damage. If you are outdoors and can see stars, the meteorites instead deal 12d10 damage.
!! Interplanetary Teleport (18th)
At 18th level, once per day, you can spend 1 Resolve Point as a full action to use //[[interplanetary teleport]]// as a spell-like ability. If you have been to a location in another star system before, you can spend 2 Resolve Points to use interplanetary teleport to travel there, even though it exceeds the spell's normal range.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' cylinder (40-ft. radius, 40 ft. high)
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
Stellar plasma rains down in the area, dealing 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature or object
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial (object)
* ''Spell Resistance'' yes
</div>
You attempt to form a miniature star’s core inside your target. Choose a point that adjoins the target’s space and is within your reach. Then, attempt a melee attack against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a miss, the effect fills a 5-foot-radius spread, and creatures in the area must attempt Fortitude saving throws. Creatures that fail take 6d10 electricity and fire damage and fall prone. Those that succeed take only half the electricity and fire damage. Medium radiation fills the area, spreading in normal increments, for 1 minute. On a hit, the target must attempt a Fortitude saving throw, taking 20d10 electricity and fire damage and falling prone on a failure. On a success, the target rejects the star core, and the effect is as if you missed. If the damage reduces the hit target to 0 Hit Points, or the target is an object, it (or a cube of the object with edges within 5 feet of the chosen point, a 10-foot cube total) collapses into a tiny orb of luminous plasma at the chosen point. Any nonmagical objects a target creature wears or carries are destroyed. High [[radiation]] then fills the area from the chosen point, spreading in normal increments, for 1 minute. Casting this spell doesn’t provoke attacks of opportunity.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' charged, radioactive plasma wall up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form 20 ft. high
* ''Duration'' concentration + 1 round/level
* ''Saving Throw'' Reflex partial, see text
* ''Spell Resistance'' no
</div>
An immobile, vertical curtain of glowing, electromagnetically charged gas springs into existence. The wall raises the light level to bright within 20 feet of it, raises the light level to normal within 20 more feet, and raises the light level one step (up to normal) within 20 more feet. A creature within 5 feet of the wall when it appears must succeed at a Reflex save or become [[blinded]] for 1 round and [[dazzled]] for 1 round thereafter.
One side of the wall, selected by you, sends forth waves of charged particles, dealing 6d6 fire and electricity damage to creatures within 10 feet, 3d6 fire and electricity damage to those beyond 10 feet but within 20 feet, and 1d6 fire and electricity damage to those beyond 20 feet but within 30 feet. Also, the wall sheds high [[radiation]] within 10 feet, with the radiation diminishing to medium between 10 and 20 feet, and to low between 20 and 30 feet. The wall deals its damage when it appears and on your turn each subsequent round. The wall also deals 12d6 fire and electricity damage to any creature passing through it. The wall deals double damage to undead creatures and any creature damaged by sunlight. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
<div class="statblock">
* ''Tier'' 13
* Medium [[oma]]
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 28; ''TL'' 29
* ''HP'' 130; ''DT'' —; ''CT'' 26
* ''Shields'' heavy 320 (forward 80, port 80, starboard 80, aft 80)
* ''Attack (Forward)'' laser net (2d6; 5 hexes), twin laser (5d8, 20 hexes)
* ''Attack (Port)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Starboard)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Aft)'' light laser cannon (2d4; 5 hexes)
* ''Power Core'' Pulse Blue (200 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced mid-range sensors, crew quarters (luxurious), mk 5 armor, mk 7 defenses, mk 2 tetranode computer; ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[guest quarters]] (luxury, 3), [[sealed environment chamber]]
* ''Modifiers'' +2 to any 4 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +23 (13 ranks), [[Diplomacy]] +28 (13 ranks), [[Engineering]] +23 (13 ranks), gunnery +19 (13th level), [[Piloting]] +23 (13 ranks)
* ''Engineer'' [[Engineering]] +28 (13 ranks)
* ''Gunners (2)'' gunnery +19 (13th level)
* ''Pilot'' [[Piloting]] +23 (13 ranks)
* ''Science Officer'' [[Computers]] +28 (13 ranks)
!!! SPECIAL ABILITIES
''Drift Resistant ([[Ex]])'' An oma's body must be specially refitted to accommodate Drift travel; installing a Drift engine in an oma increases the price of the engine by 50%.
</div>
A Void-Eater starship is a magnificent sight to behold: an enormous "space whale" traversing the galaxy with passengers in tow. But while most oma starships are built from the carcasses of recently deceased omas, the barathu-operated Star-Nambulance Inc. has a completely different approach. The company takes its name from the sleep-like stellar drifting of the mighty omas that its members so admire. Rather than exploit omas or use their dying corpses to build their Void-Eaters, the barathus of Star-Nambulance gently call to omas using a starsong beacon that exudes telepathic songs similar to the ones the creatures naturally emit themselves. Star-Nambulance trainers gradually build trust with these omas until they earn the right to ride them through space.
Once the omas accept passengers, Star-Nambulance gradually begins building structures on the oma, making a living starship that can take passengers across the galaxy. They sell these ships as Void-Eaters, an ethical alternative to oma carcass ships. These ships are high-end luxury goods, with Star-Nambulance only able to produce two or three a year. As a result, many barathus think of oma ships as the pinnacle of space travel, and the waiting list is for these living versions is decades long. Pilots must get accustomed to an entirely different method of piloting, as steering relies on simulated starsongs to move the oma in a particular direction.
The oma's natural electrical field powers a series of laser weapons, but these living starships are not intended for battle. In fact, Star-Nambulance specifies that if a Void-Eater is deliberately taken into a fight, the company can repossess it. The interior is designed with luxury in mind, though non-barathus find the accommodations somewhat odd, as personal quarters and bridge stations designed around barathu anatomy don't work for anyone else. Star-Nambulance has yet to create a Void-Eater for a non-barathu buyer, though there are several on the wait-list.
The Starfinder Society sells branded gear, of which the //Starfinder backpack// is a prime example. People assume most Starfinder backpacks come from the Lorespire Complex on Absalom Station, but more knock-offs exist than authentic ones. While wearing a //Starfinder backpack//, treat your Strength score as 4 higher for determining your carrying capacity. This increase doesn't stack with other backpacks. When you seek an object stowed in the backpack, you find it immediately, allowing you to retrieve the object as if you were drawing a weapon. In addition, you can stow objects of 1 bulk or less in the pack as if you were sheathing a weapon.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Starfinder backpack// | 2 | 750 | 1 |
</div>
Starfinder data jockeys are the Starfinder Society's foremost experts on the analysis, architecture, manipulation, and retrieval of data. They live for the thrill of exploration and joy of discovery, delving into databases and networks much like a field agent ventures into ancient ruins. Most data jockeys are part of the Dataphiles faction.
Because of their affinity with computers and technology, most data jockeys are envoys, mechanics, operatives, or technomancers, but members of virtually any class can become successful data jockeys.
The Starfinder data jockey archetype grants alternate class features at 2nd, 6th, 9th, and 18th levels.
!! Fast Retrieval (2nd)
Whenever you have access to an infosphere or downloaded data set, you can use the [[Computers]] skill for any skill check to [[recall knowledge]]. Furthermore, you dabble in scientific study and have a thirst for knowledge in fields beyond your own, and your ability to create simulations and process data allows you to emulate skills that would normally be beyond your grasp. Select [[Culture]], [[Engineering]], [[Life Science]], [[Medicine]], [[Mysticism]], [[Physical Science]], or [[Profession]] (any one); whenever you attempt a skill check with that skill, you can treat half your ranks in Computers as your ranks in that skill for the check, if that would be better. You are considered trained in the skill for the purposes of this check. If you spend 1 Resolve Point as part of the check, you can treat your full ranks in Computers as your ranks in that skill for the check. At 8th, 14th, and 20th levels, you can select an additional skill to use with this ability. Additionally, if you gain a number of ranks equal to or greater than half your ranks in Computers in a skill you have selected with this ability, you can immediately swap out that skill and select a new skill from the list to use with this ability.
!! System Guru (6th)
Whenever you use Computers to attempt to [[destroy or repair a system module|Destroy or Repair System or Module]], [[detect a fake shell|Detect Fake Shell]], [[disable or manipulate a countermeasure or module|Disable or Manipulate Module]], [[gain root access|Gain Root Access]], or [[hack a computer system|Hack System]], and the target computer's tier is no higher than half your level, you can roll twice and take the higher result.
!! Tactical Analysis (9th)
As a move action, you can analyze a creature's movement and defenses, trying to find a weakness. Attempt a skill check using the same skill you would use if you were trying to [[identify the creature|Identify Creature]] (Engineering, Life Science, or Mysticism). You cannot take 10 or take 20 on this check, even if an ability would allow you to do so in combat. The DC for this check is equal to 15 + the creature's CR. If you succeed, you gain a +1 circumstance bonus to attack rolls against that creature until the end of your turn, and any weapon or spell attacks you make until the end of your turn ignore 5 points of the target's [[DR]] and [[energy resistances]]. Alternatively, you can spend a second move action to relay this information to your allies; until the beginning of your next turn, your allies' weapon and spell attacks can ignore 5 points of the target's DR and energy resistances, but allies do not gain a bonus to attack rolls.
!! Master of Lore (18th)
You can treat your full ranks in Computers as your ranks in all skills you have selected with the fast retrieval ability, and you don't need to spend Resolve Points to do so.
Members of the Starfinder Society spend a considerable amount of time, money, and effort exploring places their fellow Pact Worlds citizens have never been. Whether they're investigating the ruins of ancient cultures, worlds with no modern technology, or civilizations with no prior contact with the Pact Worlds, Starfinders are always pushing the boundaries of explored space in a quest for snippets of knowledge about the edges of history before and after the Gap. When possible, these expeditions are preceded by, or at least accompanied by, a Starfinder forerunner who is specifically trained in exploration, scouting, and survival.
Not all members of the Starfinder Society are forerunners, and not all forerunners take this archetype. The archetype represents an expert who has spent years studying with and apprenticing under more experienced forerunners.
The majority of forerunners are envoys, mystics, and operatives, though forerunners who have levels in other classes also exist.
The Starfinder forerunner grants alternate class features at 2nd, 4th, and 6th levels.
!! Trained For Trouble (2nd)
You gain [[Culture]] and [[Survival]] as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the best result.
You can attempt [[Engineering]], [[Life Science]], and [[Mysticism]] skill checks to identify creatures even if you are not trained in those skills. You can attempt Survival skill checks to [[endure severe weather|Endure Severe Weather]] while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to [[live off the land|Live Off the Land]] while moving at your full overland speed.
!! Ready For Anything (4th)
As an advance scout and planner for larger expeditions, you have trained yourself to be ready for nearly anything. This experience and expertise at planning gives you a number of abilities.
When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat.
When you successfully [[identify a creature|Identify Creature]] with a skill check, you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal.
When you attempt a Culture check to [[decipher writing|Decipher Writing]], there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 on Culture checks to decipher writing even if you are not trained in Computers and don't have access to a computer or downloaded dataset.
!! Field Fix (6th)
You've spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles—and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities.
<div class="statblock">
* ''Level'' 20; ''Price'' 904,500
* ''EAC Bonus'' +27; ''KAC Bonus'' +29
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –3; ''Speed'' 30 ft.
* ''Strength'' 30 (+10); ''Damage'' 4d8 B
* ''Weapon Slots'' 4; ''Upgrade Slots'' 5
* ''Capacity'' 40; ''Usage'' 1/hour
* ''Size'' Medium (10-ft. reach); ''Bulk'' 10
</div>
This shimmering golden armor is made primarily of reinforced esaris, a extremely light and durable proprietary material developed by the kasathan doyenate. One of the most expensive and well-designed armors produced by kasathans, starguard deflects energy attacks nearly as effectively as its reinforced frame absorbs physical blows. The interior of the helmet provides continuous status updates about your surroundings, providing you [[blindsight]] (vibration) with a range of 120 feet.
Followers of Sarenrae designed these very bright weapons to defend isolated solar outposts from Corpse Fleet marauders.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|starheart cannon, red star | 3 | 1,300 | 1d6 E & F | 100 ft. | [[blind]] | 40 charges | 5 | 2 |[[bright]], [[explode]] (5 ft.), [[unwieldy]] |
|starheart cannon, yellow star | 8 | 9,050 | 3d6 E & F | 100 ft. | [[blind]] | 100 charges | 5 | 2 |[[bright]], [[explode]] (10 ft.), [[unwieldy]] |
|starheart cannon, white star | 13 | 48,100 | 5d6 E & F | 100 ft. | [[blind]] | 100 charges | 5 | 2 |[[bright]], [[explode]] (10 ft.), [[unwieldy]] |
|starheart cannon, blue star | 18 | 360,000 | 9d6 E & F | 100 ft. | [[blind]] | 100 charges | 10 | 2 |[[bright]], [[explode]] (15 ft.), [[unwieldy]] |
</div>
This enhancement bestows elements of asteroid flora biology through a series of biochemical treatments that make your skin more resistant to and resilient against the damages of radiation and that redirect some of the radiation energy into cellular regeneration. You gain a +2 circumstance bonus to Fortitude saves made against radiation and cosmic rays, and you gain [[fast healing]] 1 for 1 minute after attempting a Fortitude saving throw against radiation.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|starhide | 7 | 6,600 | skin |
</div>
!!! Standing Against the Swarm
<div class="statblock">
* ''Manufacturing Centers'' Akiton, Nchak
* ''Specialties'' Shirren fighting ships
* ''Famous Models'' [[Drone|Starhive Drone Mk III]], Raptor, [[Vespiar|Starhive Vespiar]]
</div>
Starhive formed about a hundred years after shirrens first arrived in the Pact Worlds, splitting away from [[Hivonyx Industries|Hivonyx]] because of a fundamental difference of philosophy. Many shirrens feared the Swarm would find its way to the Pact Worlds, and they wanted to be ready for armed resistance. They felt that unarmed starships were fine for merchants and explorers, but that it would take heavy weaponry to stop the Swarm. But Hivonyx leaders maintained the company's pacifist stance, so a large group of shirren employees split off to form Starhive and make battle-ready starships. The first Starhive shipyard was founded on Akiton, though the company almost went under before establishing its own supply chain on the planet. Akitonian businesses aren't always friendly to competitors, and existing starship manufacturers leaned hard on their suppliers not to sell to the new company. A few supply chain managers at Hivonyx— sympathetic to the Starhive cause—helped out their former employees with contacts on other planets. This proved more expensive than shopping local, but Starhive was able to get started and began building shirren battleships.
Sixty years later, company leaders began negotiating with the trox of Nchak, a Liavaran moon. Even as devout Hylaxians, the trox took the threat of the Swarm seriously and agreed on the need for warships capable of fighting it. Starhive added a second location on Nchak to coordinate with trox engineers on new starship technology. The company eventually expanded beyond warships to freighters and passenger vehicles, starting with the Drone Mk 1, which quickly became Starhive's best-selling ship. Starhive ships are insectile in appearance, much like Hivonyx's, but Starhive designs are immediately recognizable for their aggressive shapes, including heavy shells, stinger-like tails, and frills of spikes. The company is also known for impressive paint jobs, using proprietary iridescent paint that mimics an insect's shell. Starhive ensures that no two ships have an identical appearance, even in its best-selling lines.
Starhive has come under scrutiny lately; several Hivonyx ships have been discovered outfitted with heavy weaponry, and evidence suggests Starhive is responsible for these conversions. Hivonyx is furious at this apparent subversion of its peaceful mission, but Starhive insists it is being framed and is working to prove its innocence before Hivonyx seeks legal recourse. This complicated scheme has all the markings of corporate sabotage, probably masterminded by one of Starhive's Akitonian rivals, such as [[Sanjaval Spaceflight Systems]].
''Manufacturer's Perk:'' Starhive designers know the importance of sufficient power on a warship. Starhive starships can install a power core housing for a second power core for only 8 BP instead of 10.
<div class="statblock">
* ''Tier'' 1
* Small light freighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 14; ''TL'' 13
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' linked gyrolasers (2d8)
* ''Attack (Port)'' light torpedo launcher (2d8)
* ''Attack (Starboard)'' light torpedo launcher (2d8)
* ''Power Core'' Pulse Brown (90 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget mid-range sensors, crew quarters (basic), mk 2 armor, mk 1 defenses, mk 1 mononode computer; ''Expansion Bays'' [[cargo holds]] (2), [[escape pods]]
* ''Modifiers'' +1 any one check per round, +1 [[Piloting]]
* ''Complement'' 6
!!! CREW
* ''Captain'' [[Computers]] +5 (1 rank), [[Diplomacy]] +5 (1 rank), [[Engineering]] +5 (1 rank), gunnery +5
* ''Engineer'' [[Engineering]] +10 (1 rank)
* ''Gunners (2)'' gunnery +5
* ''Pilot'' [[Piloting]] +6 (1 rank)
* ''Science Officer'' [[Computers]] +5 (1 rank)
</div>
As befits their name, Drones are extremely common and used as freight, personnel transport, light colonial defense, and more. Despite the ships' mass production, Starhive takes a natural shirren pride in making sure each ship's iridescent paint job is unique.
<div class="statblock">
* ''Tier'' 15
* Gargantuan battleship
* ''Speed'' 4; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 29; ''TL'' 30
* ''HP'' 400; ''DT'' 10; ''CT'' 80
* ''Shields'' heavy 320 (forward 80, port 80, starboard 80, aft 80)
* ''Attack (Forward)'' railgun (8d4; 20 hexes), superlaser (2d4×10; 20 hexes)
* ''Attack (Port)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Starboard)'' heavy laser cannon (4d8; 10 hexes)
* ''Attack (Aft)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Turret)'' heavy laser net (5d6; 5 hexes), particle beam (8d6; 20 hexes)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 8 armor, mk 10 defenses, mk 3 trinode computer; ''Expansion Bays'' [[cargo holds]] (4), [[escape pods]] (2), [[recreation suite]] (gym), [[tech workshop]]
* ''Modifiers'' +3 to any 3 checks per round, +2 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 145 (minimum 100, maximum 300)
!!! CREW
* ''Captain'' [[Computers]] +26 (15 ranks), [[Diplomacy]] +26 (15 ranks), [[Engineering]] +26 (15 ranks), gunnery +22 (15th level), [[Intimidate]] +31 (15 ranks), [[Piloting]] +28 (15 ranks)
* ''Engineers (3 officers, 10 crew each)'' [[Engineering]] +31 (15 ranks)
* ''Gunners (4 officers, 15 crew each)'' gunnery +22 (15th level)
* ''Pilot (1 officer, 20 crew)'' [[Piloting]] +28 (15 ranks)
* ''Science Officer (1 officer, 25 crew)'' [[Computers]] +26 (15 ranks)
</div>
The Vespiar was the first starship produced on Nchak, and it represents a combination of trox and shirren engineering. Starhive built the Vespiar to be a powerful warship, capable of fighting back against the Swarm once it attacked the Pact Worlds. The design integrates wasp-like imagery, incorporating black-and-yellow paint jobs and stinger-like tails to intentionally look dangerous. True to form for highly individualistic and decision-loving shirrens, Vespiars are available with many options for their cargo bays and exact weapons configurations, yielding hundreds of different possible combinations and ensuring that very few Vespiars are exactly the same.
Starhive saw a huge increase in Vespiar sales after the Swarm attacked. Prior to 291 AG, most non-shirren buyers thought that Starhive ships would be similar to Hivonyx models, with minimal weapons and software blocks to keep what weapons they do have from accidentally initiating combat. In reality, the primary customer base for the Vespiar comprised paramilitary organizations run by shirrens on various Pact Worlds, ever vigilant for the Swarm's inevitable attack. When it came, they were ready. The combination of Starhive ships like the Vespiar and the shirrens' anti-Swarm tactics so impressed the coalition defenders that demand for the ship tripled. The surge of capital allowed Starhive to incorporate innovative redesigns of the weapon mounts, most notably moving the iconic and devastating particle beam aft-stinger to a more flexible turret. Recent Vespiar models sport only a simple gyrolaser stinger, serving less as a defensive weapon and more as an homage to the classic design.
Vespiars are notable for having modular bridge stations that can easily accommodate Large, Medium, or Small creatures, thanks to the collaboration between shirrens and trox. This also makes them popular on Akiton, where humans, shobhads, and ysoki often form crews together and switch positions frequently.
Four tapered metal blades surround the central ring of a starknife, which can be thrown or used to stab opponents. Accelerated and lightspeed starknives have gas-powered jets that fire when the starknife is wielded. Solid auras surround the blades of a dimensional slice starknife, which are manufactured with cutting-edge metallurgic techniques. In a sintered starknife, the metal blades are replaced with compressed ceramic blades.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|starknife, tactical | 1 | 110 | 1d4 P | — | L |[[analog]], [[thrown]] (20 ft.) |
|starknife, sintered | 8 | 9,810 | 4d4 P | — | L |[[analog]], [[thrown]] (50 ft.) |
|starknife, accelerated | 12 | 40,400 | 4d8 F & P | — | L |[[powered]] (capacity 20, usage 1), [[thrown]] (30 ft.) |
|starknife, lightspeed | 16 | 183,400 | 8d8 F & P | — | L |[[powered]] (capacity 20, usage 2), [[thrown]] (50 ft.) |
|starknife, dimensional slice | 19 | 602,200 | 8d12 P | — | L |[[analog]], [[thrown]] (80 ft.) |
</div>
A //starlight flute// is an elaborately carved ritual bone flute based on a traditional maraquoi design. The flute sheds dim light in a 30-foot area. Once per day, you can play the flute as a full action to create an illusory effect made of music and starlight, replicating the effect of //[[ghost sound]]// with a range of 30 feet. If you continue concentrating and playing as a standard action on following rounds, the illusion develops a visual aspect, instead functioning as //[[holographic image]]// as a 2nd-level spell with a range of 30 feet. The Will save DC to disbelieve either effect is 13 or 12 + half your ranks in [[Profession]] (musician), whichever is higher. The visual image the flute creates always has a luminous quality, and unless the image is one observers would expect to glow (such as a lantern, a cabin with lit windows, or a glowing celestial figure), an observer can automatically attempt a Will save to disbelieve the illusion without having to interact with it first.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//starlight flute// | 3 | 1,400 | L |
</div>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<<section 'Mature Adult Horacalcum Dragon'>>
Ancient myths assert that the first [[metallic dragons]] were created from metallic deposits. Draconic scholars hotly debate the merit of such tales, but less controversial is the existence of the rare creatures known as starmetal dragons. No one knows their origins, but they are most commonly found in especially remote areas of the galaxy.
Starmetal dragons look different than most other true dragons, with scales that reflect their particular namesakes.
Starmetal dragons use the same [[guidelines|Dragons]] as chromatic or metallic dragons for age, size, fly speed, etc., except a starmetal dragon's fly speed is supernatural rather than extraordinary. If a starmetal dragon's CR is 11 or higher, it has the [[crush]] universal creature rule and [[spell resistance]] equal to 11 + its CR.
{{Starmetal Dragon Template Grafts}}
<<section 'Abusium Eater'>>
<<section 'Horacalcum Eater'>>
Strange protoplasmic pests that subsist on the rarest of metals, starmetal eaters usually remain microscopic and innocuous. Yet when these creatures gorge themselves on a rich vein of naturally occurring starmetal or even items made of starmetal alloy—either of which they can detect at great distances—they experience a swift growth spurt and can reach several feet in diameter. Each starmetal eater fixates its diet on one specific type of starmetal, gaining strange abilities as its appearance and essence are suffused with its metal of choice.
The following template grafts represent starmetal eaters that have gorged on a particular metal.
<<list-links "[tag[Starmetal Eater Template Grafts]sort[title]]" class:index>>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Each of these serums, which were invented by reptoids, contains a trace amount of starmetal dissolved in solution.
!! Abysium Philter
For 1 hour after you consume an //abysium philter//, your natural weapons and unarmed attacks glow with a faint radiation. A creature you hit with your natural weapons or unarmed attacks must succeed at a Fortitude saving throw (DC = 10 + half your level + your key ability score modifier) or become [[sickened]] for 1 round.
!! Djezet Draught
For 1 hour after you consume a //djezet draught//, the saving throw DCs of your magical spells and supernatural and spell-like abilities increase by 1.
!! Horacalcum Mélange
An imbibed //horacalcum mélange// takes effect the next time you use your [[change shape]] racial trait and works only once, extending the duration of the ability by 1 hour. If you change shape again, or revert to your true form, the effect of the horacalcum mélange ends. If a you don't change shape within 24 hours of drinking a //horacalcum mélange//, the serum has no effect, and a //horacalcum mélange// has no effect on a creature without the change shape racial trait.
!! Inubrix Brew
For 1 hour after you consume an //inubrix brew//, your natural weapons and unarmed attacks deal full damage to [[incorporeal]] creatures and can affect ethereal creatures normally. In addition, your natural weapons and unarmed attacks can score critical hits against incorporeal creatures.
!! Noqual Elixir
For 1 hour after you consume a //noqual elixir//, your natural weapons and unarmed attacks gain a +1 enhancement bonus to damage rolls against magical constructs, magically created undead, and creatures summoned by magic.
!! Siccatite Tonic
For 1 hour after you consume a //siccatite tonic//, you gain cold and fire [[resistance]] 3.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//abysium philter// | 5 | 450 | — |
|//djezet draught// | 5 | 450 | — |
|//horacalcum mélange// | 5 | 475 | — |
|//inubrix brew// | 5 | 475 | — |
|//noqual elixir// | 5 | 450 | — |
|//siccatite tonic// | 5 | 475 | — |
</div>
When you're fully graviton-attuned, you can create a violent ripple of movement to knock down your foes. As a move action, you can move up to your speed along the ground without provoking attacks of opportunity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked [[prone]]. The affected creatures don't need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to you) fall to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level, you can move up to twice your speed along the ground with this revelation.
When cynogerms bloom, their colorful flowers produce small amounts of edible nectar. The pale green liquid has a distinctive sweet and spicy taste. Drinkers of the nectar experience euphoria and enhanced creativity as well as feel a deeper connection to others. Cynogerm nectar isn’t addictive and has no negative health effects, which makes it a favorite recreational substance in Cynosure. Bartenders and chefs incorporate the nectar into recipes, and partygoers tuck vials of the liquid into pockets and purses before going out. Raw cynogerm nectar is rarely found outside of Cynosure, but Pact World chemists have successfully synthesized a version marketed as //starshine serum//.
A sip of this verdant elixir floods you with euphoric connection to everyone around you. You gain a +3 insight bonus to [[Diplomacy]] and Charisma-based [[Profession]] checks. These effects last for 1 hour.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|starshine serum | 5 | 475 | — |
</div>
Below is a brief summary of how starship chases work.
*A starship chase takes place over a series of 6 rounds, during which PCs are attempting to flee, pursue, or race an opposing ship or ships. (The GM can adjust the exact number of rounds, per [[Designing a Starship Chase]].)
* Each round, the GM presents an obstacle the PCs must overcome, and then the PCs select a single chase action for their starship and attempt any associated skill check.
* After 6 rounds, the starship chase ends in success or failure, depending on the number of successful chase actions the PCs take. Other effects, such as damage to Shield Points and Hull Points, also depend on this outcome. A chase can also end in failure early if a ship takes a number of hits dependent on its size category.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Starship Chases'>>
</div>
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<<tabs "[contains:tab[Starship Components]sortby{Starship Components!!list}]" "Base Frames" "Index Template">>
<div class="statblock">
* ''Size'' Tiny
* ''Maneuverability'' perfect (+2 [[Piloting]], turn 0)
* ''HP'' 15 (increment 5); ''DT'' —; ''CT'' 3
* ''Mounts'' none
* ''Expansion Bays'' —
* ''Minimum Crew'' 0; ''Maximum Crew'' 0
* ''Cost'' 3
</div>
A starship made with the starship drone base frame has no life support, artificial gravity, or crew quarters. All its components are accessible from outside the ship, usually through maintenance hatches and other access ports. A starship drone is usually equipped with a VI, or [[virtual intelligence]] system. The ship’s VI obeys instructions according to its programming, but it can navigate and use onboard systems when supervision isn’t available.
When purchased or crafted, a //starship in a bottle// looks like a miniature model of a generic starship within a plain, narrow-necked glass bottle. However, when placed in a prominent location on a starship's bridge for 24 hours, the model links to that starship and transforms into an exact replica of it. During starship combat, the replica can sometimes be seen to turn and twist in the same maneuvers the linked starship is performing. A member of the linked starship's crew (meaning anyone holding one of the major starship combat roles) can hold the //starship in a bottle// in two hands and concentrate for 10 minutes to transfer all the Hull Point damage of the linked starship to the replica. The linked starship is returned to full Hull Points, while the various dents, scratches, and even holes in the linked starship's hull visibly transfer to the replica. Up to 150 Hull Points of damage can be transferred to the replica before it loses all its magic, becoming a mundane trinket of a wrecked starship inside of a bottle. A starship can be linked to only one starship in a bottle at a time.
A spellcaster can cast either //[[mending]]// or //[[make whole]]// on the //starship in a bottle// to repair the replica's Hull Point damage once per day, but doing so creates a feedback loop between the spellcaster and the magic item. The spellcaster takes an amount of Hit Point damage equal to twice the number of Hull Points restored; this damage can't be reduced in any way (though it can be healed as normal). There is no other way to repair the Hull Point damage done to the replica.
<div class= "table-wrapper">
|Item | Level | Price | Bulk|h
|//starship in a bottle// | 10 | 17,500 | 2 |
</div>
!!! Major Manufacturers
<<list-links "[tag[Starship Manufacturers]search[Manufacturer Perk]sort[title]]" class:index>>
!!! Minor Manufacturers
<<list-links "[tag[Starship Manufacturers]!search[Manufacturer Perk]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]" >
Each major component of a starship—its armor, defensive countermeasures, power core, sensors, thrusters, and individual weapon mounts—can be constructed using only one special material, though each of a starship's weapon mounts can use a different special material and counts as a separate system for this purpose. When purchasing a starship component, you can spend additional BP to purchase a version of that component made from a compatible special material.
</$list>
<<list-links "[tag[Starship Materials]sort[title]]" class:index>>
When this augmentation is installed in your brain, a similar interface is fitted on your starship’s bridge, allowing you to connect a thick cable between the two. This provides you with the means to experience the ship’s sensory data firsthand and lend your own brainpower to the ship’s computer. When you are the ship’s captain, pilot, or science officer during starship combat, you can spend 1 Resolve Point to boost one bonus provided by the computers that round by 2; this takes no action on your part. If your ship has only a basic computer, you can grant a +2 bonus to yourself or a fellow crew member as if your vessel had a mk 2 mononode computer. If you ever upgrade, refit, or completely change your starship, you can easily install the neural interface on the new vessel at no cost.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|starship neural link | 8 | 8,500 | brain |
</div>
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Starship Rules' >>
</div>
With your creature's basic statistics taken care of, it's time to add abilities to make it stand out.
!! Free Special Abilities
All starship creatures (including undead) gain the [[living starship]] special ability. Spacefaring starship creatures gain several more abilities for free.
Starship-scale creatures that live or travel in space also have the [[void adaptation]] universal creature rule, which grants immunity to cosmic rays and the environmental effects of vacuum, and the [[no breath]] universal creature rule. In addition, they often have the [[spaceflight]] universal creature rule, granting them the ability to fly through space at standard navigation and astrogation speeds.
!! Standard Special Abilities
In most cases, starship-scale creatures should have no more than three standard special abilities, including those gained from the creature's type but not including those listed above as free special abilities. Unless otherwise noted, you can select an ability more than once. You can also come up with your own special abilities, but be careful using any that significantly adjust its combat statistics or abilities, as this might make your creature too easy or too challenging to defeat in combat.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Starship spines are a combination of rigid spikes, jagged blades, and long spines that can fend off nearby starships and creatures. When a starship outfitted with starship spines is rammed by another vessel or struck by an attack whose maximum range is 1 hex, that vessel provokes a free attack with the spines from the starship. The spines are a starship weapon that require no mount; they can attack any arc, can't be used to make any other attacks, and deal damage based on the spines' mark. Depending on their size, some spines can only be installed on starships of a minimum size.
<div class= "table-wrapper">
|Model | Damage | Minimum Size | Cost (in BP) |h
|mk 1 | 1d4 | — | 1 |
|mk 2 | 3d4 | — | 3 |
|mk 3 | 5d4 | Medium | 5 |
|mk 4 | 8d4 | Large | 8 |
|mk 5 | 12d4 | Huge | 12 |
</div>
Weapons belong to one of four classifications.
!! Light Weapons
Light weapons can be mounted on any ship but are most typically found on smaller fighters and bombers. While dangerous, light weapons do not have the firepower necessary to damage very large starships.
!! Heavy Weapons
Heavy weapons are a serious threat to any vessel but can be mounted only on Medium or larger starships.
!! Capital Weapons
Capital weapons can be mounted only on Huge or larger starships. Capital weapons can't be brought to bear against Tiny or Small targets and are typically used only against other large vessels.
!! Spinal-Mount Weapons
Any [[Supercolossal starship]] can mount multiple capital weapons, but the dreaded [[ultranought]] can support even larger ordinance, known as spinal-mount weapons. These immense devices of destruction are built along the vessel's entire length and are integrated into its core, channeling the power of the ship's engines and reactors into massive, direct-fire attacks that obliterate most targets. A Supercolossal starship can mount at most one spinal-mount weapon, and a spinal-mount weapon must be mounted in the front quadrant.
A spinal-mount weapon must charge before firing. The starship's engineer can begin charging the weapon as an engineer action during the engineering phase if they succeed at an [[Engineering]] check (DC = 10 + 1-1/2 × the starship's tier) to activate the weapon. The weapon charges for the duration of that round and continues charging during the subsequent round.
On the third round, during the gunnery phase, the spinal-mount weapon can be fired with the [[shoot]] gunner action. Because aiming a spinal-mount weapon requires moving the starship, the gunner gains a +2 bonus to their gunnery check when using their ranks in [[Piloting]], instead of their base attack bonus, to calculate their gunnery bonus for the weapon. If the gunner wants to use their base attack bonus, they gain a +1 bonus to their gunnery check if they are trained in Piloting. Additionally, if the gunner fires no other weapons during the round when they fire the spinal-mount weapon, it deals an additional 1 damage per damage die. Once a spinal-mount weapon is fired, it cannot be activated or recharged again for 2d4 rounds.
If the gunner doesn't fire a spinal-mount weapon on the first round that it is fully charged, a member of the crew must take an engineer or gunner action each round (requiring no skill check) to keep it on standby. If no member of the crew takes this action, the weapon's energy dissipates as if it had been fired, and it cannot be activated again for 2d4 rounds.
Weapons are classified using the following key statistics.
* ''Name:'' This is the name of the weapon.
* ''Class:'' This is the weapon's [[class|Starship Weapon Class]].
* ''Type:'' This is the weapon's [[type|Starship Weapon Types]].
* ''Range:'' Weapons have one of three ranges: short range (5 hexes), medium range (10 hexes), or long range (20 hexes). As with character-scale ranged attacks, an attack with a starship weapon takes a cumulative –2 penalty for each range increment (or fraction thereof, beyond the first) between it and the target. A gunner firing a tracking weapon takes a range penalty only on her first gunnery check, when the target is first acquired. A starship weapon can fire at a target up to 10 range increments away.
* ''Speed:'' This is the distance in hexes a tracking weapon moves toward its target each round during the gunnery phase. Projectiles from a tracking weapon have perfect maneuverability, and as such, they have a minimum turn distance of 0.
* ''Damage:'' This is the amount of damage (in Hull Points) the weapon deals when it successfully hits a target.
* ''PCU:'' This is the amount of PCU consumed by the weapon. It uses this amount continuously whenever the weapon is powered up and ready to fire.
* ''Cost:'' This is the cost of the weapon in Build Points.
{{Table: Starship Weapons}}
Starship weapons are one of four types.
!! Direct-fire Weapons
Direct-fire weapons fire projectiles or beams at amazing speed, targeting the opposing vessel's AC.
!! Tracking Weapons
Tracking weapons' projectiles are slower and must home in using a target's TL. A tracking weapon's projectile has a listed speed; once fired, it moves that number of hexes toward its target. Each subsequent round during the gunnery phase, it must succeed at a gunnery check against the target's TL to continue to move its speed toward its target. On a failure, the projectile is lost. If the projectile reaches the target's hex, it deals the listed damage.
!! Electronic Countermeasure Modules
Electronic countermeasure (ECM) modules are a type of powerful instrument designed to foil an enemy starship's sensors, impair a starship's systems, and in some cases alter the battlefield itself. ECM modules must be installed on weapon mounts, but they are activated by a science officer during the gunnery phase. ECM modules follow the same rules for range and quadrant targeting as conventional starship weapons.
When activating an ECM module, a science officer attempts a special gunnery check, adding their ranks in the [[Computers]] skill but adding neither their base attack bonus nor their ranks in the [[Piloting]] skill, and adding their Intelligence modifier in place of their Dexterity modifier; an NPC officer typically has a gunnery modifier equal to that of the gunner's gunnery modifier. Compare the result of this gunnery check to the target's Target Lock (TL). If the result equals or exceeds the target's TL, the science officer hits and applies the ECM module's effects. Due to the interference created by shields, starships with functioning shields in the targeted quadrant gain a +2 circumstance bonus to their TL against ECM modules. ECM modules do not deal critical damage.
!! Melee Weapons
A melee weapon uses some part of the starship to induce a direct collision between the attacking and defending starships, targeting the opposing vessel's AC. Melee starship weapons always have a range of 1 hex, even if a special property would otherwise change the weapon's range.
<$list filter="[list[$:/StoryList]is[current]]">
Weapons must be installed on special mounts on a ship, specified in the ship's base frame. These mounts are designed for optimal firing and are placed so that they can be easily tied into the ship's power and control systems. They also prevent the weapon from affecting the course or speed of a ship when fired.
<$list filter="[tag[Starship Weapons]]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
</$list>
<$list filter="[<currentTiddler>is[missing]]">
!!! [[Starship Weapon Tables]]
!!! Starship Weapon Properties
<<list-links '[tag[Starship Weapon Properties]]' class:index>>
</$list>
<<list-links "[tag<currentTiddler>]" class:index>>
<tr><td align="left">{{##name}}</td><td align="center">{{##range}}</td><td align="center">{{##speed}}</td><td align="center">{{##damage}}</td><td align="center">{{##pcu}}</td><td align="center">{{##cost}}</td><td>{{##special}}</td></tr>
<<tabs "[contains:tab[Starships]sortby{Starships!!list}]" "Basics" "$:/state/tabIndex" "Index Template">>
<h3>First Letter: <<selector>></h3>
<<list-links '[tag[Starships]prefix{Starships by Alpha!!selection}sort[title]]' class:index >>
Hull Class: <<selector '[list[Base Frames]] [[Living Starships]]'>>
<<list-links '[tag[Starships]tag{Starships by Hull Class!!selection}]' class:index>>
<<selector '1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20'>>
<$setvars _n={{Starships by Tier!!selection}} tier-head="n" tier-lookup="\''Tier'' \n\
\">
<<list-links filter:"[tag[Starships]search::regexp<tier-lookup>]" class:index>>
</$setvars>
!! Atmospheric Friction
Atmospheric friction can quickly tear apart starships of even the highest tier, and it is as dangerous to small, lightly armored starships as it is to massive warships. The amount of friction generated by a starship is determined by the friction level of the layer of atmosphere that the starship is traveling through. An atmosphere's friction level is an abstraction of the atmosphere's density and the amount of debris in the air.
For the purposes of this system, atmospheres have five distinct layers, classified by similarities in temperature and density. While the names and exact properties of these layers vary on different worlds, an atmosphere's layers generally become denser the closer one gets to a planetoid's surface. The greater an atmosphere's density, the slower a starship must move through it in order to avoid taking damage from friction between the starship's hull and the atmosphere's molecules. The table below summarizes the effects of atmospheres based on the thickness of each of the atmosphere's layers; "highest" refers to the layer furthest from a planetoid's surface while "lowest" refers to the layer closest to a planetoid's surface.
When a starship moves faster than its maximum safe speed in an atmosphere layer, it takes Hull Point damage equal to the starship's tier × the atmosphere's friction multiplier for every hex moved that round beyond the starship's maximum safe speed (see the below table for these calculations). This damage is dealt to the starship's forward quadrant.
<div class= "table-wrapper">
|Atmospheric<br/>Layer | Maximum<br/>Safe Speed | Friction Multiplier |<|<|<|h
|~|~| No<br>Atmosphere | Thin | Normal | Thick |h
|highest | 7 | — | — | 1-1/2 | 1-1/2 |
|second-highest | 5 | — | 1-1/2 | 1-1/2 | 2 |
|third-highest | 3 | — | 1-1/2 | 2 | 2 |
|fourth-highest | 2 | — | 2 | 2 | 3 |
|lowest | 1 | 1-1/2 | 2 | 3 | 4 |
</div>
!! Additional Hazards
In addition to friction, some atmospheres have unique properties that present additional challenges. The GM determines which hazards, if any, are present in a given hex. These conditions can permeate the entirety of a planetoid's atmosphere, or they might be limited to specific regions. The GM should determine the prevalence of each hazard based upon the unique properties of each planet and its weather patterns, if it has any. Hazards should be played out in starship combat mode.
!!! Damaging Atmospheres
Particularly alien atmospheres sometimes have properties that cause them to eat away at a starship's hull, bypassing any shields that the starship might have. Examples include corrosive atmospheres, atmospheres with extreme heat or pressure, or even atmospheres that precipitate jagged shards of silicon at velocities sufficient to slice through a starship's hull.
Each time a starship moves through a hex containing a damaging atmosphere, it takes Hull Point damage equal to its tier. This is in addition to any damage the starship takes due to friction.
!!! Electric Storms
Oftentimes atmospheres become charged with electricity as the atoms that make up atmospheric gases transfer electric charges between one another, resulting in deadly bursts of lightning. At the end of each helm phase, the GM rolls d% for each starship to determine whether lightning strikes that starship. The chance that lightning strikes a starship is determined by the hazard's severity. If a lightning strike occurs, the starship's pilot must attempt a [[Piloting]] check to avoid the hazard (the DC is determined by the hazard's severity; see table below). If the pilot fails the check, the starship takes damage equal to 1d6 × the starship's tier. This damage is dealt to a random quadrant of the starship (roll 1d4: 1—forward; 2—port; 3—starboard; 4—aft).
<div class= "table-wrapper">
|Electric Storm Severity | Strike Chance | DC |h
|light | 25% | 18 |
|moderate | 50% | 23 |
|severe | 75% | 28 |
</div>
!!! Ice Storms
Frigid atmospheres can generate ice crystals when water droplets in the atmosphere contact a solid object, such as a starship. In sufficient quantities, this results in key systems of the starship rapidly freezing over. At the end of the helm phase, a starship's pilot and science officer must each attempt a skill check ([[Piloting]] for the pilot, [[Computers]] for the science officer). The DC for this check is determined by the hazard's severity.
If the pilot fails their check, the starship's engines are [[glitching]] until the end of the next helm phase. This increases to [[malfunctioning]] if the pilot failed their check by 5 or more, or [[wrecked]] if they failed by 10 or more.
If the science officer fails their check, the starship's sensors are glitched until the end of the next helm phase. This increases to malfunctioning if the science officer failed their check by 5 or more, or wrecked if they failed by 10 or more.
<div class= "table-wrapper">
|Ice Storm Severity | DC |h
|light | 15 |
|moderate | 20 |
|severe | 25 |
</div>
!!! Obfuscating Atmospheres
Atmospheres often interfere with a starship crew's ability to perceive the area they're flying through, usually due to cloud coverage, precipitation, atmospheric density, or unusual weather patterns. An atmosphere with the obfuscation hazard imposes a penalty on gunnery and [[Piloting]] checks, as well as on [[Computers]] checks that use the starship's sensors. This penalty is determined by the severity of the obfuscation.
<div class= "table-wrapper">
|Obfuscation Severity | Check Penalty |h
|light | –1 |
|moderate | –2 |
|severe | –4 |
</div>
!!! Toxic Atmospheres
Atmospheres that are inherently toxic normally pose little danger to a starship's crew, as a starship's life support systems include pressure-sealed interiors that keep atmospheric toxins at bay. But a compromised system increases the chance that a toxic atmosphere will affect a starship's crew. At the end of starship combat, if a starship is flying in a toxic atmosphere and its life support systems have a critical damage condition, roll d% to determine whether the toxic atmosphere affects the starship's crew. The chance that this occurs depends on the severity of the critical damage condition, as follows: glitching—25%, malfunctioning—50%, wrecked—90%. All breathing creatures within the starship are affected by the atmosphere's toxicity as normal (unless they have protection, such as from environmental protections from armor or the benefits of //[[life bubble]]//).
!!! Windstorms
Atmospheres are ever-changing, ever-moving environments in their own right, capable of wreaking havoc upon the plans of even the best starship pilots. When piloting in a windstorm, a starship's pilot attempts a [[Piloting]] check at the beginning of the helm phase to navigate the treacherous currents. The DC of this check is based on the storm's severity. If the pilot fails this check, the starship's speed is reduced by half and the distance it must move before turning increases by an amount based upon the severity of the windstorm; both effects last until the end of the round. In addition, regardless of the result of the check, at the end of the starship's movement, the GM rolls 1d6 and compares it to the starship's current facing (roll 1d6: 1—forward; 2—forward-starboard; 3—aft-starboard; 4—aft; 5— port-aft; 6—forward-port). The GM then moves the starship 1 hex in the resulting direction.
<div class= "table-wrapper">
|Windstorm Severity | DC | Turn Increase |h
|light | 20 | 1 |
|moderate | 25 | 2 |
|severe | 30 | 3 |
</div>
Starsingers are skilled with weapon and song, and many of these graceful warriors are blessed by Desna. Starsingers can come from any walk of life and hail from every corner of the galaxy. They lack formal organization, rules of membership, or traditions, but some individuals choose to work in squads or to mentor a younger starsinger. Each starsinger uses their own eclectic blend of martial arts and magic to fight for freedom, protect beauty and innocence, and spread music wherever they roam. Some starsingers are celebrities, while others fight in the shadows to protect their communities or to champion personal ideals. Most starsingers develop a heroic persona to conceal their true identities and often carry Desna’s iconic weapon, the starknife, into battle.
''Prerequisites:'' You must have at least 2 ranks in [[Profession]] (musician) to take the starsinger archetype.
This archetype grants optional alternate class features at 2nd, 4th, 9th, 12th, and 18th levels.
!! Gift of Song (2nd)
As a standard action, you sing an otherworldly melody that invigorates allies who hear it. Allies that can hear your song gain a +1 morale bonus to attack and +2 to damage rolls. At 6th level and every 4 levels thereafter, the damage bonus increases by 2. The song lasts for as long as you spend a standard action to continue singing. At 5th level, you can activate your song as a move action.
!! Destiny’s Device (4th)
Select one melee weapon or small arm with which you’re proficient to become your sacred weapon. This weapon is imbued with magic, granting you the ability to cast a 1st- or 2nd-level spell of your choice as a spell-like ability once per day while you wield it. At 12th level, you gain the ability to cast a 3rd- or 4th-level spell of your choice as a spell-like ability once per day while you wield your sacred weapon. Once selected, the spell can’t be changed. The save DC of the spell is equal to 10 + the spell’s level + your key ability score modifier, and your caster level is equal to your character level. In addition, you’re always proficient with starknives and gain [[Weapon Focus]] (Starknife) as a bonus feat.
!! Power Ballad (9th)
When you activate your gift of song ability, in addition to imbuing bonuses to your allies, you can choose to genetically transform yourself into a shape that represents your true self. This transformation is a full action, but you can spend 1 Resolve Point to transform as a move action.
Your transformation persists for a number of rounds equal to your key ability modifier. While transformed, you gain the following abilities.
* Your land movement speed increases by 10 feet. This increases by an additional 5 feet at 12th level and every 4 levels thereafter.
* Choose from one of the following when you gain this feature: cold, fire, or electricity, or sonic damage. Attacks with your sacred weapon deal this type of damage instead of their normal damage; this doesn’t change the AC that such attacks target.
* Choose from one of the following critical hit effects when you gain this feature: [[arc]], [[burn]], [[deafen]], or [[stagger]]. Critical hits with your sacred weapon gain this critical hit effect in addition to any normal effects.
!! Magic Moves (12th)
Choose one of the following types of movement: burrowing, climbing, flying, or swimming. While your song is active, you gain a movement speed equal to your land speed when using this type of movement with an average maneuverability. Once selected, this movement type can’t be changed. While under the effects of your gift of song ability, you can spend 1 Resolve Point as a swift action to gain a +30-foot enhancement bonus to one of your speeds. This bonus lasts for one minute or until you stop singing; however, spells magically integrate with the song, permitting you to cast spells as normal while singing. You can instead use this ability without gaining increased
movement speed; doing so doesn’t cost a Resolve Point. At the GM’s discretion, you might be guided to a point of interest, such as a new romantic opportunity, a good place to watch the sunset, or a secret treasure trove; otherwise, you wander aimlessly along a scenic path.
!! Shooting Star (18th)
You’ve transcended mortality like a butterfly emerging from its chrysalis, your essence infused with stardust and unearthly energies. Your type changes to fey, and the transformative effects of your power ballad become permanent. You become immune to the harmful effects of space and of celestial bodies such as stars, and you no longer need to breathe. You can enter a star or gas giant and exit from another star or gas giant within the same system instantaneously. In addition, your affinity with your sacred weapon increases. You gain the ability to cast a 6th-level spell of your choice as a spell-like ability once per day. The save DC of the spell is equal to 10 + the spell’s level + your key ability score modifier, and your caster level is equal to your character level.
name:starspear rail launcher
range:medium
speed:—
damage:2d8 × 10
pcu:50
cost:35
special:[[rail]] 1d8 × 10
This small, clockwork navigational device hones in on mystical signals emitted by the Starstone resting at the heart of Absalom Station, calculating the compass's precise distance from and direction relative to the enigmatic font. While you are in the Pact Worlds system, this device lets you automatically know which direction Absalom Station is in relation to your current location, and it grants you a +2 insight bonus to [[Piloting]] checks when astrogating throughout the Pact Worlds system.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//starstone compass// | 1 | 300 | L |
</div>
Firing the ignition of a vehicle is typically a move action, though more complicated vehicles might have a multistage startup sequence requiring multiple actions.
When something bad is about to go down, you scream to let everyone know.
''Benefit:'' Before initiative is rolled during an encounter, you can scream as part of combat banter even if you're surprised. If you do, allies who are surprised but can hear you don't gain the [[flat-footed]] condition, while allies who aren't surprised gain a +1 insight bonus to initiative checks. You gain the appropriate benefit depending on whether you are surprised or not. However, your scream is loud, possibly drawing the attention of foes that can hear you and alerting others within earshot. You're also [[shaken]] until the end of your next turn.
You use your charge mainly to frighten your enemies rather than to attack them directly.
''Prerequisites:'' Str 13, [[Intimidate]] 1 rank, [[ferocious charge]] universal creature rule
''Benefit:'' When you charge as a full action, you can attempt an [[Intimidate]] check to [[demoralize]] a creature within your melee reach at the end of the charge, rather than making a melee attack. If you succeed at your Intimidate check, the target is [[shaken]] for 1 additional round and you gain a +1 morale bonus to attack rolls to resolve combat maneuvers against the target until the end of your next turn.
''Special:'' If you have an ability that allows you to charge without taking penalties to your attack roll or AC (such as the charge attack ability from the soldier’s [[blitz]] fighting style), you qualify for this feat as though you had the ferocious charge ability.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' transmutation (polymorph)
* ''Casting Time'' 1 reaction
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You can cast this spell if you are attacked, or if you attack. If you have the shapechanger subtype or are benefiting from a polymorph effect, you revert to your true form. Adjacent creatures who are unaware of your true form are [[flat-footed]] until the beginning of their next turn.
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids per day to avoid thirst and about a pound of decent food per day to avoid starvation; Small characters need half as much. In very hot climates, characters need two or three times as much water to avoid thirst.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must succeed at a Constitution check each hour (DC = 10 + 1 per previous check) or take 1d6 nonlethal damage.
A character can go without eating food for 3 days. After this time, the character must succeed at a Constitution check (DC = 10 + 1 per previous check) each day or take 1d6 nonlethal damage.
A character who has taken any damage from lack of food or water is [[fatigued]]. Damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores Hit Points heals this damage.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation
* ''Casting Time'' see text
* ''Range'' personal
* ''Duration'' 1 round
</div>
You can better control your movement in zero gravity. As a swift action, you can cast this spell to end the [[off-kilter]] condition gained from movement in zero gravity.
If you cast this spell as a move action, you can move up to half your speed in zero gravity.
You have spent countless hours traveling where few creatures dare to go: the emptiness of space. You move with controlled elegance through the weightless vacuum, having long ago defeated the fear that grips others when they leave the safety of a starship. Perhaps you trained in the asteroid fields surrounding the House Unhindered, grew up on a station or ship without artificial gravity, or have logged so many hours on extravehicular activities that space suits are like a second skin to you. Others might see your maneuvers as daring or reckless, but you know the stars will always guide you to your destiny.
!! Theme Knowledge (1st)
A lifetime of stargazing has made the constellations as familiar to you as your native tongue, and you know how to interpret the stars even when their appearance varies from one star system to another. Reduce the DC of [[Piloting]] checks to [[navigate or astrogate|Navigate]] by 5, and you can perform these checks in 1 minute for star systems with which you are familiar. [[Acrobatics]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Acrobatics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Suited for Survival (6th)
You know every trick in the book for prolonging the limited resources that keep you alive, from deliberately slowing your metabolic rate and breathing to tweaking your spacesuit's systems to squeeze every bit of energy out of them. Double the time you can go without food and water, the time you can hold your breath, and the duration of environmental protections for armor you are wearing.
!! Daring Drifter (12th)
Your training has imbued you with grace and precision when executing maneuvers in weightless environments. When in zero gravity, you move your full land speed when pushing off objects, and you can move along surfaces with handholds as if you had a climb speed equal to your land speed. You also gain a +2 insight bonus to [[Acrobatics]] or [[Athletics]] checks to avoid becoming [[off-kilter]] in zero-g.
!! Serenity of the Spheres (18th)
Floating in the vastness of the void surrounded by myriad points of starlight fills you with deep calm and centers your mind. Up to twice per day while in zero-g, you can spend 10 minutes contemplating the cosmos to recover 1 Resolve Point. Doing so doesn't count as resting to regain Stamina Points.
The Starforgers are a guild famous for working with starmetals. Based out of Absalom Station, their skill at weaving starmetal into their work is famous across the galaxy, and they're often at the forefront of starmetal research and development.
The starwright archetype grants an alternate class feature at 6th level. If you also forgo the class features gained at 12th and 18th levels, you gain an extra use of this feature per feature forgone.
!! Starmetal Application (6th)
You have a starwright's kit containing tiny amounts of starmetal you can use once per day to infuse a single item. After 10 minutes of uninterrupted work, you grant the item the benefit from the chosen starmetal for 24 hours, as described below. For siccatite, choose cold (for a cold benefit) or hot (for a fire benefit).
!!! Armor
* ''Abysium:'' Reduce the usage of all upgrades by 1 (to a minimum usage of 1 for each upgrade).
* ''Djezet:'' The wearer gains a +2 bonus to caster level checks to overcome [[spell resistance]], which stacks with the bonus provided by djezet-enhanced armor.
* ''Horacalcum:'' The wearer gains a +2 enhancement bonus to saves against //[[slow]]// and effects that alter time.
* ''Inubrix:'' The wearer can move through solid objects up to 5 feet thick as if [[incorporeal]].
* ''Noqual:'' The wearer gains [[spell resistance]] equal to 6 + your class level.
* ''Siccatite:'' The wearer gains [[resistance]] to cold or fire equal to your class level.
!!! Hybrid and Technological Items
* ''Abysium:'' Reduce the item's usage by 1 (minimum 1).
* ''Djezet:'' If the item is hybrid, its item level increases by 1. If the item is a technological item, treat it as a hybrid item.
* ''Horacalcum:'' While the item is damaged, it regains 1 Hit Point per minute.
* ''Noqual:'' The item gains a +4 enhancement bonus to saving throws against magical effects and spells.
* ''Siccatite:'' The item gains [[immunity]] to cold or fire.
!!! Vehicles
* ''Abysium:'' The vehicle gains a +4 enhancement bonus to saves against environmental effects. The vehicle's passengers gain environmental protections as if from armor with an item level equal to your class level.
* ''Djezet:'' The vehicle gains an autopilot system with a [[Piloting]] bonus equal to your level. A vehicle that already has such a system gains a +4 enhancement bonus to Piloting checks.
* ''Horacalcum:'' The vehicle's speed increases by 50 feet, its full speed by 100 feet, and its miles per hour by 10.
* ''Inubrix:'' The vehicle's [[Piloting]] modifier increases by 4.
* ''Noqual:'' The vehicle gains a +4 enhancement bonus to saves against magical effects and spells. The vehicle's passengers gain a +2 enhancement bonus to such saves.
* ''Siccatite:'' The vehicle gains [[immunity]] to cold or fire. The vehicle's passengers gain a +2 enhancement bonus to their AC and saves against such effects.
!!! Weapons
* ''Abysium:'' The weapon functions as if it were made of [[abysium]]. A weapon already made of abysium increases the save DC of its [[sickened]] critical hit effect by 2.
* ''Horacalcum:'' The weapon functions as if it were made of [[horacalcum]]. A weapon already made of horacalcum increases the save DC of its [[stagger]] critical hit effect by 2.
* ''Noqual:'' The weapon functions as if it were made of made of [[noqual]]. A weapon already made of noqual increases its bonus to damage rolls by 2.
* ''Siccatite:'' The weapon functions as if it were made of cold [[siccatite]] or hot siccatite. A weapon already made from siccatite increases the cold or fire damage dealt by one‑quarter your class level.
name:stasis beam
range:medium
damage:special
pcu:30
cost:30
special:[[immobilize|Immobilize (starship weapon property)]]
name:statis beam, super
range:long
speed:—
damage:special
pcu:50
cost:50
special:[[EMP|EMP (starship weapon property)]], [[immobilize|Immobilize (starship weapon property)]]
Fearing the Drift might strand them deep in the void, some space travelers have popularized augmentations focused on survival. Drawing from the DNA of tardigrades and other creatures capable of surviving periods of time in inhospitable conditions, this augmentation lets you take a full action to enter a state of suspended animation in which you don’t have to eat or breathe. While you’re in this state, you’re effectively unconscious. When you enter stasis, you can choose how long you want to remain in stasis or that you want to remain in stasis until specific conditions are met, such as the presence of food or breathable air. Stasis ends if you take damage.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|//stasis gland// | 9 | 12,500 | spinal column |
</div>
In gameplay, there are four different states of awareness that you can have with regard to another creature, which determine, for example, whether you surprise it when you engage it in combat or whether you can target a creature with an attack. These states of awareness are described below.
!! Unaware
When you are unaware of another creature, you don't even know it is present. Generally this occurs because the creature is hidden, you failed your [[Perception]] check to notice it, and the creature hasn't yet performed any actions that would alert you to its presence. You cannot directly attack a creature you are unaware of, but it is subject to area effects.
!! Aware Of Presence
When you are aware of another creature's presence, you don't necessarily know exactly where it is. Typically this occurs when the hidden creature has taken some action that revealed its general presence in the area but has successfully used [[Stealth]] since then to hide its exact location. If you have succeeded at a Perception check to notice a creature with an imprecise sense other than [[blindsense]], you are aware of the creature's presence (if you have blindsense, a successful Perception check means you are aware of the creature's location; see below). You cannot directly attack a creature if you are only aware of its presence, but it is subject to area effects affecting its location.
In order to directly attack such a creature, you must pinpoint its exact location with an additional [[Perception]] check to search. If this check is successful and you are using an imprecise sense to pinpoint a creature, you become aware of the creature's location (see Aware of Location below). If this check is successful and you are using a precise sense to pinpoint a creature, you are observing the creature (see Observing below).
!! Aware Of Location
When you are aware of a creature's location, you know exactly where the creature is located, but you still can't observe the creature with a precise sense such as vision. Generally, this occurs because you have [[blindsense]], or because the creature is hidden but you have succeeded at a Perception check to search for the creature with an imprecise sense. You must at least be aware of a creature's location in order to directly attack it, though it is considered to have total [[concealment]] from you. It is, however, subject to area effects affecting that location.
!! Observing
When you are observing a creature, you can directly perceive the creature with a precise sense. Generally, this occurs when a creature is visible, when the situation makes it impossible for the creature use [[Stealth]] to hide, or when you have succeeded at a Perception check to search for the creature using a precise sense such as [[blindsight]]. You must be observing a creature to use a ranged effect that targets a specific creature without requiring an attack roll to hit (such as magic missile). You can also make normal attacks, including ones using ranged abilities, against creatures that you are observing. Again, it is subject to area effects that affect its location.
A creature currently being observed can't attempt a Stealth check without first breaking that observation. To break observation, the creature must either mask itself from your precise senses (with darkness, fog, invisibility, or the like, but not with effects such as //[[displacement]]// that still leave a clear visual indicator of its location), move somewhere it can't be observed (a place with cover, for example), or use Bluff to create a distraction to momentarily break your observation of it.
The static charge prevalent throughout Tarchuuva's upper atmosphere has given rise to a recreational activity called static gliding. This leisure activity is restrictive due to the costs of the equipment and travel to Tarchuuva, but competitive static gliding was one of the most widely viewed sporting activities on Ilemchuuva.
A //static glider// is a thin metallic sheet incorporated onto a minimal nanocarbon frame roughly 10 feet across. You can strap into a harness on the glider's underside, taking a full action. The glider's surface is designed with a microtexture that allows it to build up an electromagnetic charge and use that energy to produce lift. A glider requires no power source on Tarchuuva or during electromagnetic storms, but otherwise, the device requires a battery and consumes 1 charge per minute. While using a //static glider//, you gain a fly speed of 30 feet with poor maneuverability. You are [[flat-footed]] while using the glider to fly unless you dedicate two hands to steering it.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//static glider// | 4 | 1,800 | 1 |
</div>
name:static projector, heavy
range:medium
damage:3d6
pcu:20
cost:27
special:[[scatterscan]]
name:static projector, light
range:short
speed:—
damage:1d6
pcu:10
cost:9
special:[[scatterscan]]
name:static projector, super
range:long
speed:—
damage:1d4 × 10
pcu:50
cost:50
special:[[array]], [[scatterscan]]
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* N Gargantuan magical beast
* ''Init'' +9; ''Senses'' [[blindsense]] (electromagnetism) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +26
!!! DEFENSE
* ''HP'' 275 ''RP'' 6
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +17; ''Ref'' +19; ''Will'' +15
* ''Defensive Abilities'' electricity absorption, [[void adaptation]]; ''Immunities'' electricity
* ''Weaknesses'' electrical feeder
!!! OFFENSE
* ''Speed'' 40 ft., fly 120 ft. ([[Su]], perfect)
* ''Melee'' bite +26 (8d6+20 E & P; critical energy discharge)
* ''Ranged'' shock blast +29 (5d8+15 E; critical [[stun]])
* ''Space'' 20 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +9; ''Con'' +7; ''Int'' –3; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +31 (+39 to fly), [[Athletics]] +26
* ''Other Abilities'' [[spaceflight]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Electricity Absorption ([[Ex]])'' Whenever a statikete's electricity immunity prevents it from taking damage, it regains 1 Resolve Point.
''Electrical Feeder ([[Ex]])'' A statikete reduced to 0 Resolve Points loses access to its shock blast attack, and its bite attack deals half damage and deals only piercing damage.
''Energy Discharge ([[Ex]])'' When a statikete scores a critical hit with its bite attack, the target and all technological objects the target holds or carries are affected as if as by the //[[discharge]]// spell. If any target is affected by this effect, the statikete regains 1 Resolve Point.
''Shock Blast ([[Ex]])'' A statikete can spend 1 Resolve Point to fire its shock blast as an attack with a range increment of 120 feet.
</div>
Lurking in the shadows of space, especially among debris such as the asteroids of the Diaspora, statiketes are lamprey-like creatures that drain electricity and use it to fire powerful shock blasts at foes. They can attach to passing starships, and they pose a grave danger to crews.
A typical statikete is about 20 feet long. Its body, which has heavy crystalline and metallic elements, weighs about 15 tons.
!!! Statikete Frames
Although a statikete doesn't function as a starship, its body and skeleton can be fitted to serve as a starship frame.
{{Statikete (base frame)}}
<div class="statblock">
* ''Size'' Tiny
* ''Maneuverability'' perfect (+2 [[Piloting]], turn 0)
* ''HP'' 25 (increment 5); ''DT'' —; ''CT'' 5
* ''Mounts'' forward arc (1 light)
* ''Expansion Bays'' —
* ''Minimum Crew'' 1; ''Maximum Crew'' 1
* ''Cost'' 5
!!! SPECIAL ABILITIES
''EMP Dispersal ([[Ex]])'' When a starship built with a [[statikete]] frame is hit with an [[EMP|EMP (starship weapon property)]] weapon, it reduces the duration of that weapon's effect by half, rounded down to a minimum of 0 rounds.
</div>
Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term "stationwear." Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|stationwear, flight suit | 1 | 95 | +0 | +1 | +6 | — | — | 0 | L |
|stationwear, casual | 3 | 1,300 | +1 | +2 | +6 | — | — | 0 | L |
|stationwear, business | 5 | 2,600 | +2 | +3 | +6 | — | — | 0 | L |
|stationwear, elite | 6 | 4,100 | +4 | +5 | +7 | — | — | 0 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' up to one living creature touched/3 levels
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
When you need to keep track of comrades who get separated, //status// allows you to mentally monitor their relative positions and general conditions. You are aware of the direction of and distance to the creatures and any conditions or states affecting them: confused, diseased, dying, nauseated, panicked, poisoned, staggered, stunned, unconscious, unharmed, wounded, wounded and out of Stamina points, and the like. Once the spell has been cast upon the targets, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a target leaves the plane (including via Drift travel) or dies, the spell ceases to function for that creature.
<div class="statblock">
* ''Type'' drug (ingested)
* ''Save'' Fortitude DC 12
* ''Addiction'' Fortitude DC 12 (mental and physical)
* ''Track'' [[Dexterity|Dexterity Poison Track]]
* ''Effect'' After 1 minute, you gain a +2 circumstance bonus to saving throws against effects that cause the [[asleep]] condition and to Fortitude saves from sleep deprivation for 24 hours. If you use three stay-awakes in a week, you immediately gain the [[exhausted]] condition when the effects of the third dose wear off.
</div>
<div class= "table-wrapper">
|Substance | Level | Price |h
|Stay-Awake^^TM^^ | 1 | 5 |
A //steady// fusion often appears heavily reinforced or bears rocky motifs. It allows you to use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. This fusion can be applied only to a ranged weapon without the [[thrown]] property.
Through focused training, you can fly through inclement conditions with ease.
''Prerequisites:'' [[Acrobatics]] 5 ranks.
''Benefit:'' You get a +2 bonus on [[Acrobatics]] checks made to fly in dangerous wind conditions. In addition, you can take 10 on checks made to fly in wind conditions of windstorm or lower.
You use your multiple legs to your advantage.
''Prerequisites:'' More than two legs or similar limbs.
''Benefit:'' You gain a +2 bonus to KAC against the bull rush, reposition, and trip combat maneuvers. In addition, you gain a +2 bonus to saving throws against effects that would knock you [[prone]].
You're cool under pressure, and even your mistakes are less frequently catastrophic. Once per day, if you fail by 5 or more while using [[Engineering]] to [[arm an explosive]] or to [[disable a device]], you can immediately reroll the check.
When you use a move action to aim a weapon with the [[sniper]] weapon special property, you can make two attacks with that weapon as a standard action before the end of your turn; you take a –6 penalty to each of these attacks and must attempt both attacks against the same target. This counts as a full attack for the purpose of any abilities that reduce your penalties to attacks.
You can stay hidden and move silently to avoid detection, allowing you to sneak past foes or strike from an unseen position.
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
<div class="statblock">
* ''Level'' 6; ''Price'' 13,000
* Huge air vehicle (15 ft. wide, 40 ft. long, 15 ft. high)
* ''Speed'' 30 ft., full 550 ft., 60 mph (fly and hover)
* ''EAC'' 17; ''KAC'' 19; ''Cover'' cover
* ''HP'' 90 (45); ''Hardness'' 4
* ''Attack (Collision)'' 7d8 B (DC 12)
* ''Attack'' tactical x-gen gun (1d12 P)
* ''Modifiers'' –4 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' [[autopilot]] (piloting +13), enhanced sensors ([[darkvision]] 1 mile, [[sense through]] [vision, clouds only] 1 mile), planetary comm unit, stealth (+0)
* ''Passengers'' 6
</div>
Often coated with an outer layer of holographic skin or camouflage netting, a stealth dirigible silently glides through the sky.
Sleek and covered in a light-absorbing alloy, the stealth drone prowls along the ground on multiple small legs, silenced wheels, an air cushion, or some similar form of propulsion. This drone specializes in stealth and infiltration and can vanish almost entirely from sight as long as it remains perfectly still.
<div class="statblock">
* ''Size'' Small
* ''Speed'' 40 feet, climb 20 feet
* ''AC'' EAC 10, KAC 12
* ''Good Save'' Reflex
* ''Poor Saves'' Fortitude, Will
* ''Ability Scores'' Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6
* ''Ability Increases'' Dexterity, Wisdom
* ''Bonus Skill Unit'' [[Stealth]]
* ''Initial Mods'' [[climbing claws]], [[reactive camouflage]], [[weapon mount]]
</div>
<div class="statblock">
* ''Level'' 16; ''Price'' 535,000
* Huge air vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
* ''Speed'' 70 ft., full 850 ft., 95 mph (fly)
* ''EAC'' 30; ''KAC'' 31; ''Cover'' total cover
* ''HP'' 280 (140); ''Hardness'' 15
* ''Attack (Collision)'' 18d10 B (DC 20)
* ''Attack'' white star plasma cannon (6d10 E & F; critical [[burn]] 3d8)
* ''Modifiers'' +0 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' autopilot (Piloting +28), enhanced sensors ([[darkvision]] 5 miles), [[force field]] (gray [20 HP]), system-wide [[comm unit]], stealth (+0)
* ''Passengers'' 9
</div>
This streamlined aircraft has near-silent antigrav rotors on its top and at the end of its tail.
<div class="statblock">
* ''Level'' 6; ''Price'' 13,500
* Large land vehicle (4 ft. wide, 8 ft. long, 4 ft. high)
* ''Speed'' 50 ft., full 750 ft., 85 mph
* ''EAC'' 17; ''KAC'' 19; ''Cover'' cover
* ''HP'' 90 (45); ''Hardness'' 5
* ''Attack (Collision)'' 6d8 B (DC 14)
* ''Modifiers'' +0 [[Piloting]], –2 attack (–4 at full speed)
* ''Systems'' enhanced sensors ([[darkvision]] 500 ft.), stealth (–1), planetary comm unit
</div>
A partially shrouded saddle and advanced stealth technology allow both vehicle and pilot to vanish in the shadows.
The coloration of the vehicle's exterior automatically changes to match its surroundings. Its pilot can attempt [[Stealth]] checks for the vehicle as long as it is stationary, but with a –4 penalty. This check is opposed by creatures' [[Perception]] checks, or [[Computers]] checks for those scanning the area with sensors.
<div class= "table-wrapper">
|Modification | Level | Price |h
|stealth module | 9 | 13,000 |
</div>
<div class="statblock">
* ''Level'' 10; ''Price'' 57,500
* Gargantuan water vehicle (15 ft. wide, 50 ft. long, 15 ft. high)
* ''Speed'' 20 ft., full 550 ft., 65 mph (swim)
* ''EAC'' 24; ''KAC'' 26; ''Cover'' total cover
* ''HP'' 165 (82); ''Hardness'' 12
* ''Attack (Collision)'' 11d10 B (DC 13)
* ''Attack'' [[underwater]] tactical missile launcher ([[explode]] [6d8 B & P, 30 ft.])
* ''Modifiers'' –3 [[Piloting]], –4 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +19), enhanced sensors ([[blindsight]] [sound] 1 mile), expansion bays (3), planetary [[comm unit]], stealth (–6)
* ''Complement'' 5; ''Passengers'' 4
!!! SPECIAL ABILITIES
''Enclosed ([[Ex]])'' In addition to having total cover, the pilot and passengers in an enclosed vehicle can't use their personal weapons to attack creatures and objects outside of the vehicle, though they can use the vehicle's weapons (if any).
</div>
Used by many planetary military forces for undersea engagements, a stealth sub features a small promenade along its dorsal surface for use when it surfaces.
You can bend light, sound, and even vibrations around your body, making you harder to notice. As a move action, you can grant yourself a +4 bonus to [[Stealth]] checks. This lasts for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, you can use this revelation to reduce your sensory output so much that you can attempt a Stealth check even when you're directly observed and lack cover or a distraction. You are not [[invisible]], simply difficult to see clearly, and if a creature was observing you prior to your Stealth check, it remains aware of your location until you successfully reach cover or concealment. Your stealth warp ends if you make an attack or cause another creature to attempt a saving throw, or at the beginning of your next turn unless you immediately take another move action to use this revelation.
As aquatic humanoids, many [[kalo]] know how to quietly dart through the water. Sonic dampeners installed in your legs grant you a +4 enhancement bonus to [[Stealth]] checks when in water.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|stealthy swimmer graft | 2 | 550 | all legs |
</div>
Steam mephits are brash beings composed of boiling water and hearts of fire.
* ''Traits:''
** add fire and water subtypes
** [[fast healing]] works only when the mephit is in contact with warm or hot steam or boiling water
** [[immunity]] to fire and [[vulnerability]] to cold
** [[breath weapon]] deals 2d6 fire damage
** spell-like ability (caster level equal to CR, high attack bonus) of //[[energy ray]]// (fire only) at will;
* ''Languages:'' Aquan or Ignan.
* //Insubstantial Form ([[Su]]):// This ability works like the [[air mephit|Air Mephit Graft]]'s ability of the same name, but the mephit's form is partially made of warm steam instead of air.
You retain your reason when you're scared.
''Prerequisites:'' Wis 13, character level 3rd.
''Benefit:'' You gain a +2 bonus to saving throws against fear effects. In addition, when you have the [[frightened]] condition, you can choose to fight rather than flee. When you have the [[panicked]] condition, you don't drop what you're holding.
A framework of metal ribs covers this suit of heavy armor. Force fields bridge the gaps between the metal ribs, which give the armor the macabre look of a metal skeleton. Officers of the Corpse Fleet favor this armor for its unsettling appearance, but steelbones can be worn by anyone who values an intimidating style.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|steelbones | 16 | 145,500 | +21 | +23 | +4 | –3 | –5 ft. | 6 | 2 |
</div>
<div class="statblock">
* ''CR'' 7; XP; 3,200
* CN Medium fey (shapechanger)
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +8; ''Will'' +10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +14 (1d8+11 B)
* ''Ranged'' corona [[laser pistol]] +12 (2d4+7 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' siphon fury, unleashed brutality
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' +0; Wis+0; ''Cha'' +5
* ''Skills'' [[Athletics]] +14, [[Bluff]] +19, [[Culture]] +14, [[Diplomacy]] +19, [[Intimidate]] +19
* ''Languages'' Common and up to seven others
* ''Other Abilities'' [[change shape]] (humanoid)
* ''Gear'' [[d-suit]] II, corona [[laser pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary, pair, or riot (3–8)
!!! SPECIAL ABILITIES
''Siphon Fury ([[Su]])'' Once every 2 rounds, as a full action, a stelezorn can forcefully drink in the wrathful emotions of those around them. Each creature within 40 feet of the stelezorn that has either made an attack roll, cast a non-harmless spell, used a spell-like ability on a foe, or taken damage from a foe during the previous round must succeed at a DC 17 Will save or become [[staggered]] for 1 round from the sudden mental imbalance. The stelezorn regains 5 Hit Points for each creature that fails the Will save. This is a mind-affecting emotion effect.
''Unleashed Brutality ([[Su]])'' As a move action, a stelezorn can tap into their inner fury, growing in size and tenacity. The stelezorn and their gear become Large, gaining a space and reach of 10 feet, plus the [[ferocity]] ability. If too little space exists for the stelezorn to grow, they grow as large as they can, distorting in shape so they still have extended reach. In addition, the stelezorn gains a +2 circumstance bonus to melee damage rolls, Strength checks, and Strength-based skill checks, and takes a –1 penalty to Armor Class. After 1 minute, the stelezorn reverts back to their original form and becomes [[fatigued]] for 1 minute. A stelezorn cannot use this ability while fatigued.
</div>
Stelezorns are fey creatures who make their homes in densely populated areas, integrating with local cultures and building personal connections. Appearing as a member of the local humanoid populace, these charismatic creatures have little difficulty making fast friends and even faster rivals with their quick wit and flippant attitudes. As consummate rabble-rousers, they inevitably cause trouble for the communities that receive them.
The cause for the stelezorn's aggravating tendencies lies within their unusual diet: they feed on the wrathful emotions of sapient beings. Stelezorns have a strong attunement to such emotions, absorbing the anger and frustration of nearby creatures in much the same way that plants gain nutrients from sunlight. They feed on nearby creatures, usually making passive-aggressive remarks that frustrate people around them while avoiding physical confrontation until such altercations become inevitable. Most stelezorns maintain a broad and carefully cultivated social network to keep their feeding from overtaxing any one individual, a process they refer to as "tending the garden."
In contrast to the creatures they provoke, stelezorns endeavor to maintain composure. They see themselves as masters of their own emotions and consider themselves to be better than anyone who falls prey to their manipulations. In truth, they're no less prone to outbursts than most humanoids. Their control places them in either stoic calm or frothing rage, but their emotions rarely see any middle ground. When threatened, a stelezorn can tap into reserves of siphoned wrath to grow into a hulking brute, but they do so only out of need, as such outbursts cause the creature to lose face among their own kind.
In their natural form, a stelezorn looks like an androgynous, green-skinned humanoid with dark hair and a pair of swept-back horns.
The creature is aligned to the cycles of solar systems. Creatures with stellar alignment usually have [[stellar revelations]] and [[zenith revelations]], either ones from the solarian class or ones unique to the creature. When using stellar revelations, the creature is always considered attuned. However, it's not always considered fully attuned, so it normally can't always use zenith powers. When you roll initiative for the creature, roll 1d3. Once that many rounds have elapsed, the creature is considered fully attuned and gains access to its zenith powers. After it uses a zenith power, it's no longer fully attuned and you roll 1d3 again to see how many rounds it will take to recharge.
If a creature has stellar alignment (graviton) or stellar alignment (photon), it's considered to be attuned only in the indicated mode and can become fully attuned only in the indicated mode, as described above.
//Format:// ''Other Abilities'' stellar alignment (graviton).
A stellar cannon is a portable, handheld cannon that fires exploding shells filled with dense flechettes that shred nearby targets. Stellar cannons have a limited range, but they deal traumatic damage to large areas.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|stellar cannon, light | 10 | 19,200 | 2d12 P | 30 ft. | [[wound]] | 18 shells | 6 | 2 |[[blast]] |
|stellar cannon, heavy | 15 | 122,800 | 4d12 P | 30 ft. | [[wound]] | 32 shells | 8 | 2 |[[blast]] |
</div>
You can draw energy from your connection to the cosmos to regulate your internal temperature and even your physiology. Also long as your solar armor is active, you can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves, and you do not need to eat or drink to survive.
When you are attuned or fully attuned, you ignore the environmental effects of being in a vacuum and receive a +4 bonus to all saving throws against diseases and poisons.
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star's energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.
When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: //graviton//, //photon//, or //unattuned// (see below).
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your [[stellar revelations]] are [[zenith revelations]], which can be used only when you're fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you've accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall [[unconscious]] during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
When you're not in combat, you can't enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there's any doubt about whether you're in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don't pose a real threat to you.
!! Graviton Mode
When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you're graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.
!! Photon Mode
When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you're photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
!! Unattuned
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.
You are the spiritual kin of the stars themselves. As a move action, you can raise or lower light levels within 30 feet of yourself by one step. When you enter a stellar mode, you gain 2 attunement points of the corresponding type immediately and are considered attuned, and when you keep your current stellar mode at the start of your turn, you can gain 2 attunement points instead of 1, allowing you to become fully attuned after 2 rounds.
In addition, you can spend 1 Resolve Point to gain enough attunement points to be fully attuned on the first round of combat (but not after using a [[zenith revelation]]), or spend 1 Resolve Point at the start of your turn in combat to exchange all of your attunement points in one stellar mode for an equal number of attunement points in the other mode. For example, you can switch from being fully attuned in graviton mode to being fully attuned in photon mode.
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Stellar Phenomena'>>
</div>
<div class="statblock">
* N Huge starship vermin
* ''Speed'' 8; ''Maneuverability'' poor (turn 3); ''Drift'' —
* ''AC'' 19; ''TL'' 19
* ''HP'' 180; ''DT'' 5; ''CT'' 36
* ''Shields'' medium 90 (forward 24, port 22, starboard 22, aft 22)
* ''Attack (Forward)'' stellar membrane (2d4 plus swallow starship), light cytoplasm launcher (4d6)
* ''Attack (Aft)'' particle beam (8d6)
* ''Attack (Turret)'' heavy cytoplasm launcher (6d8)
* ''Power Core'' stellar protozoa nucleus (250 PCU); ''Drift'' none
* ''Systems'' mk 4 armor, mk 5 defenses
* ''Other Abilities'' biotic weapons, draining aura, living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +15 (7 ranks)
* ''Gunner (1 action)'' gunnery +12 (7th level)
* ''Pilot (1 action)'' [[Piloting]] +18 (7 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, or swarm (3–6)
!!! SPECIAL ABILITIES
''Biotic Weapons ([[Ex]])'' A stellar protozoa's flexible body grants its particle beam the [[broad arc]] special property.
''Draining Aura ([[Su]])'' A power core within 5 hexes of a stellar protozoa at the start of a round produces 10 fewer PCUs; this might force some starship systems, as determined by the crew, to become inactive. These reduced PCUs are restored when the stellar protozoa is disabled or when the power core is no longer within 20 hexes of the stellar protozoa. Any creature within 5 hexes of a stellar protozoa at the start of a round gains a temporary
negative level unless it succeeds at a DC 15 Fortitude saving throw. The stellar protozoa gains no temporary HP for draining levels. A creature that successfully saves cannot be affected again by the same stellar protozoa's draining aura for 24 hours. These negative levels are removed if the stellar protozoa is disabled or when the affected creature is no longer within 20 hexes of the protozoa. Stellar protozoans are immune to this ability.
''Living Starship ([[Ex]])'' A stellar protozoa is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the following table to determine the effects when a stellar protozoa takes critical damage.
<div class="table-wrapper">
|constrained |k
| d% | System |Effect |h
| 1–10 | aura generator |@@.constrained While this system has critical damage, the stellar protozoa cannot drain PCUs or impose negative levels with its draining aura. If this system is wrecked, PCU reductions and negative levels the aura imposed are immediately restored.@@ |
| 11–40 | weapons array |@@.constrained Randomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc.@@ |
| 41–70 | propulsion |Condition applies to pilot actions |
| 71–100 | nucleus |Condition applies to engineer actions except hold it together and patch. |
</div>
''Stellar Membrane ([[Ex]])'' A stellar protozoa can make a stellar membrane attack against only a Large or smaller starship that is in its forward firing arc and in a hex adjacent to the stellar protozoa.
''Swallow Starship ([[Ex]])'' If a stellar protozoa's stellar membrane attack deals Hull Point damage to a target, that vessel is pulled into the stellar protozoa's body. The protozoa can hold one Large ship, two Medium ships, four Small ships, or eight Tiny ships. A vessel takes 4d4 damage each time it starts a round of starship combat inside the stellar protozoa (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise). A swallowed starship can still attack, and the protozoa's interior has AC 14, TL 14, and DT 0. However, at such close range, starship weapons deal half their damage to the firing ship through a combination of blowback and the protozoa's physical reactions. If a swallowed starship deals 20 Hull Points to the protozoa's interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a [[Piloting]] check (DC 20, or DC 25 if the protozoa has no hole in it). On a failure, the starship remains within the protozoa.
</div>
Stellar protozoans are single-celled organisms larger than some space stations. Mindless and voracious, these creatures move through space draining energy and consuming matter.
A stellar protozoa has thin flagella that wave erratically. These flagella serve as a sensing mechanism, keeping the protozoa apprised of nearby objects. The strands also focus the protozoa's biological energy, erecting energy shields and discharging particle beams. Floating in the center of a stellar protozoa is a massive nucleus. This nucleus is a rudimentary brain, communicating through the viscous cytoplasm inside the protozoa. When a stellar protozoa is in danger, the nucleus coordinates its movements, shields, and particle beams. In addition, the nucleus can energize knots of cytoplasm and eject them through temporary gaps in the creature's tough exterior.
Stellar protozoans also produce a supernatural field that drains nearby energy. Within this field, starships lose power, living creatures weaken, and rotating bodies slow, their energy drawn away. This field has no effect on stellar protozoans but can eventually kill other living creatures and drain power sources.
This stolen energy is sufficient to sustain stellar protozoans indefinitely, but the creatures draw more nourishment from matter. When a stellar protozoa contacts a source of food—which is anything smaller than it is—it surrounds the object and begins breaking it down with corrosive cytoplasm. High‑energy material, such as that found in starship power cores, provides it with the most substantive nutrition.
When a stellar protozoa absorbs sufficient food, its nucleus grows and splits in two, dividing the protozoa into two smaller creatures. In an area that has sufficient food, the protozoans can divide rapidly enough to overwhelm the region.
Stellar protozoans instinctively avoid gravity wells and don't venture near stars or planets—a tendency that canny pilots can use to escape the creatures' attention. Although a stellar protozoa isn't capable of entering or exiting the Drift on its own, travelers have spotted the creatures floating in Drift space, likely unable to leave after being pulled into the extraplanar
realm by some other force.
!! Cytoplasm Weapons
Daring bioengineers can recover cytoplasm from a destroyed stellar protozoa and fashion it into a starship weapon, using a starship's computers to simulate the nucleus's commands to the amorphous goo. If the PCs defeat a protozoa, a successful DC 20 [[Life Science]] check allows them to salvage enough cytoplasm to add one of the following weapons to a starship when the group has the Build Points available. The GM can also make these weapons available on the open market.
<div class="table-wrapper">
|Light Tracking Weapon | Range | Speed (in hexes) | Damage | PCU | Cost (in BP) |Special Properties |h
|light cytoplasm launcher | long | 14 | 4d8 | 10 | 6 |[[limited fire]] 5 |
|Heavy Tracking Weapon | Range | Speed (in hexes) | Damage | PCU | Cost (in BP) |Special Properties |h
|heavy cytoplasm launcher | medium | 14 | 6d8 |10 | 10 |[[limited fire]] 5 |
</div>
As a standard action when you're fully photon-attuned, you can heal a creature you touch that has been dead for no more than 2 rounds. The creature is restored to life with 1 Hit Point and has 1 [[negative level]] for 24 hours.
This ability has no effect on creatures slain by death effects, creatures turned into undead, or creatures whose bodies were significantly mutilated.
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the [[black hole]] and [[supernova]] stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode.
!! Disproportionate Revelations
If you devote yourself too strongly to one type of revelation, you fall out of harmonic alignment with the cosmic forces you access. You can have one more revelation of one type (either graviton or photon) than of the other type without penalty. If your revelations of one type outnumber those of the other type by two or more, you are considered attuned while you have from 1 to 3 attunement points in a stellar mode, and you do not become fully attuned to either stellar mode until you have accrued 4 attunement points in that stellar mode. For example, if you have three photon revelations and one graviton revelation, you would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned.
!! Activating Stellar Revelations
Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can't enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you're in a stellar mode lasts only 1 round if you're not in combat.
Stellar revelations require you to have a minimum level, and are organized accordingly. Additionally, each is labeled as a graviton revelation or a photon revelation.
<$list filter="[tag[Stellar Revelations]has[level]each[level]nsort[level]]">
<$set name="lev" value={{!!level}} >
<h3>Level <<lev>></h3>
<div style="margin-left:1em;">
<$list filter="Graviton Photon">
<h4>''<<currentTiddler>>''</h4>
<<list-links "[tag[Stellar Revelations]tag<currentTiddler>level<lev>nsort[level]]" class:index>>
</$list>
</div>
</$set>
</$list>
As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties.
When you are attuned or fully attuned, you can substitute a [[bull rush]] for the melee attack at the end of the charge. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed. This damage increases by 1d6 at 6th level and every 2 levels thereafter.
You develop unparalleled mastery of stellar revelations, though dong so comes at the cost of your martial training. You gain a number of skill ranks per level equal to 6 + your Intelligence modifier instead of the normal 4 + your Intelligence modifier. You gain 6 Hit Points and a number of Stamina Points equal to 6 + your Constitution modifier at each level instead of the normal 7 Hit Points and 7 + your Constitution modifier. Your base attack bonus from solarian levels is equal to three-quarters of your class level (equivalent to that of a mystic or technomancer).
Besides learning additional stellar revelations at every even solarian level, you also learn a bonus stellar revelation at 5th level and every 4 levels thereafter.
At 7th level, as a reaction, whenever you score a critical hit or are critically hit, you can immediately change your stellar mode to any other stellar mode with an equal or lower number of attunement points (such as from photon mode with 3 attunement points to graviton mode with 3 points) after resolving the triggering attack. If you’re unattuned when using this ability, you enter either photon mode or graviton mode with 1 attunement point.
At 13th level, you can use any two solarian revelations as a standard action, with one revelation taking effect immediately before the other. Both revelations must be ones you could normally activate with a standard action or move action, and neither can be a zenith revelation. To use this ability, you must spend a number of Resolve Points equal to 3 minus your current number of attunement points (minimum 1 RP). After activating the two revelations, you immediately become unattuned.
This alters the solarian’s Hit Points, Stamina Points, skill points, base attack bonus, and [[stellar revelations]] class features. This replaces [[flashing strikes]] and [[solarian's onslaught]].
Diminutive creatures resembling cuttlefish, stelliferas evolved in a deep-sea environment and spent millennia as nomads, developing psychic abilities and exploring their watery planet, Parin. The itinerant and dispersed nature of their society made it so that when Azlanti landed and started harvesting resources, it took centuries of pollution and climate change before the stelliferas realized they were on a crash course with extinction. They began to experiment with ways of living beyond their native environment and developed psychokinetic water bodies that allow them to survive outside their element. Stelliferas normally converse through a complex color language, changing skin and nearby water to various hues, supplemented with limited telepathy, so they had to rely on augmentations to communicate with their planet's invaders.
The first stellifera ambassadors to negotiate with the Azlanti received a curt offer of passage offworld. Today, stelliferas have spread across the Star Empire, seeding worlds with colonies and minimizing chances that a single event might cause their annihilation. Most stelliferas prefer life underwater, but others are eager explorers of land and space, and their psychokinetic water bodies are now familiar to travelers across the empire.
Regardless, stelliferas struggle to assimilate into Azlanti culture. Technology is still a new concept to them. The cost of discovering the wider universe has been high, but stelliferas make the most of it by traveling and seeking out new experiences.
Stelliferas are 1 foot long and weigh around 6 pounds. They mature at age 15 and live up to 240 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Con, –4 Str
* ''Hit Points:'' 2
* ''Size and Type:'' Stelliferas are Diminutive magical beasts with the aquatic subtype. A stellifera can't breathe air unless he has artificial life support.
* ''Darkvision:'' Stelliferas have darkvision with a range of 60 feet.
* ''Hydrobody:'' Provided enough water exists nearby or in the air, a stellifera can psychokinetically construct a watery humanoid-shaped body as a full action and maintain this hydrobody indefinitely, including while unable to take actions or unconscious. A stellifera can dismiss this hydrobody as a standard action, and it disintegrates if he dies. The hydrobody affords the stellifera the size and reach of a Medium creature, and while unclad, it can fit through any opening the stellifera can without squeezing. While within a hydrobody, a stellifera has a Strength score 4 higher, 2 additional Hit Points, a land speed of 30 feet, a swim speed of 30 feet, and the ability to wield weapons and wear clothing and armor as a Medium creature. In addition, a stellifera in a hydrobody takes the [[bleed]] effect from only a [[wound]] or [[severe wound]] critical hit effect, is immune to gases and inhaled poisons, and gains a +4 racial bonus to Fortitude saving throws against diseases and poisons of the contact or injury types. The hydrobody slowly exchanges oxygen with the surrounding atmosphere or liquid, including environmental protections from armor, allowing the stellifera to breathe as if he were underwater. The nature of this body makes the stellifera immune to most effects of vacuum as well as atmospheric or underwater pressure. The hydrobody stores enough oxygen at one time for a stellifera to go 1 hour without oxygen exchange from his surroundings. After that time, he risks suffocation.
* ''Stellifera Magic:'' Stelliferas have these spell-like abilities:
** //At will:// //[[psychokinetic hand]]//, //[[telepathic message]]//
* ''Stellifera Movement:'' A stellifera has a land speed of 5 feet and a swim speed of 30 feet.
''System:'' Skin
Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. As a standard action a number of times per day equal to your stench glands' mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude saving throw or be [[sickened]] until they leave the cloud and for 1d4+1 rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a swift action.
Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most creatures. After the first round of being sickened by your stench, a creature in your cloud must succeed at another Fortitude saving throw or become [[nauseated]] until it leaves your cloud, after which it is sickened for 1d6+2 rounds. A creature that succeeds at this second Fortitude save remains sickened as normal, but it must continue to attempt a Fortitude save to avoid becoming nauseated each round it remains in your cloud.
The following tables give you statistics for creating your NPCs, from AC and skills to attacks and damage.
''Combatant Array:'' Choose the combatant array for an NPC that will primarily fight in physical combat, such as a bodyguard or a feral beast. Such NPCs represent significant threats on the field of battle. These attacks are often physical, but they might also be strange supernatural abilities. The combatant array is used for the solarian and soldier class grafts.
//Note:// Combatants have lower ability and spell DCs. If you have an NPC with a powerful ability as one of its main attacks, increase the corresponding DC by 2.
* [[Table: Combatant Array – Main Statistics]]
* [[Table: Combatant Array – Attack Statistics]]
''Expert Array:'' Pick the expert array for skilled enemies such as stealthy scouts or noncombatants such as merchants or advisors. The expert array is also used for the envoy, mechanic, and operative class grafts. Expert NPCs benefit from a wide array of skills, making them competent at specialized tasks such as sneaking or sabotage.
* [[Table: Expert Array – Main Statistics]]
* [[Table: Expert Array – Attack Statistics]]
''Spellcaster Array:'' Use the spellcaster array for any NPC whose main capabilities come from casting spells or using spell-like abilities. Spellcaster NPCs usually have the most unusual abilities. The spellcaster array is used for the mystic and technomancer class grafts. An NPC with this array automatically gets spellcasting. See [[Step 8: Spells]] for full instructions on picking spells. This array is for NPCs that spend most of their actions in combat casting spells.
Note that not all NPCs that rely on magic use the spellcaster array, nor do all combatants rely on physical combat. If spellcasting is only a minor part of the NPC rather than its main focus, or if it relies on supernatural attacks rather than actual spells, you can choose another array and give the NPC the secondary magic special ability. Likewise, an NPC that relies on supernatural special abilities (such as magically turning creatures to stone) might be better served with the combatant or the expert array, depending on what other abilities you want it to have.
* [[Table: Spellcaster Array – Main Statistics]]
* [[Table: Spellcaster Array – Attack Statistics]]
!! Using an Array
In this system, you don't calculate an NPC's final statistics the same way as a player character would. Instead, you take the numbers directly from the array and then make a few adjustments based on grafts and special abilities chosen later. In other words, if the array says the NPC's Reflex saving throw bonus is +6, that number already represents the benefits of its statistics or any gear it might have.
Each arrays is spread out between two tables; the first table lists the NPC's main statistics and the second table has the NPC's attack statistics.
''CR:'' Find the CR you want for your NPC in this column, then read across that row to determine the other values to use.
''EAC, KAC, and Saving Throw Bonuses:'' Use the listed numbers for your NPC's EAC; KAC; and Fortitude, Reflex, and Will saving throw bonuses. If it would be thematically more appropriate to switch the saving throw numbers around, you can swap them (giving a combatant a low Reflex save and high Will save, for example).
''Hit Points:'' Use the listed number for an NPC's Hit Points, adjusting it if you want the monster to be especially tough or frail. Note that NPCs don't have Stamina Points, and most NPCs don't need Resolve Points.
''Ability and Spell DCs:'' Use the Ability DC entry for all the NPC's abilities, such as a breath weapon or poison, that don't function as spells. If the NPC uses spells or spell-like abilities, determine the DC of each spell or spell-like ability separately, adding the level of the spell or spell-like ability to the number in the Base Spell DC column. For example, a CR 3 expert NPC's DC for a 1st-level spell is 14.
''Ability Score Modifiers:'' NPC stat blocks display only a creature's ability score modifiers, not its ability scores. The array lists numbers for the NPC's three highest ability score modifiers. Assign these as you see fit based on the NPC's theme. A combatant usually should have at least the top two among Strength, Dexterity, and Constitution; a spellcaster should have its highest ability score modifier in what would thematically be its spellcasting ability. With a few exceptions, these modifiers don't influence other statistics, so set an NPC's Dexterity bonus where you want it without worrying that you'll change its Armor Class, for instance. After assigning these top three scores, you can set the NPC's remaining ability score modifiers as you see fit, usually equal to or less than the lowest listed modifier.
''Special Abilities:'' Choosing special abilities is where you set your NPC apart from others of its CR and array. Choose the number of abilities indicated; these can be an adjustment to its statistics, a universal creature rule, or simply a feat. You can also give your NPC unique abilities you invent. Some special abilities are designated as "free" abilities as they don't count against the number of special abilities an NPC gets at its CR.
''Skills:'' The two columns for skills indicate the NPC's bonus with skills it has mastered and with ones it's good but not exceptional at. All other skills default to the NPC's relevant ability score Modifiers.
Each entry also lists a number in parentheses. This is a suggestion for how many master skills and how many good skills an NPC of that CR should have. NPCs generally have [[Perception]] as a good skill, and it isn't included in these numbers. If you want, you can pick Perception as a master skill and choose another good skill for the NPC.
All the numbers in these charts are flexible, especially for skills. You can add or remove skills without making too much of an impact on a melee combat-focused NPC, for instance.
''Attack Bonuses:'' The second table of an array lists high and low attack bonuses for the NPC. Use the high value for the NPC's best attacks and the low value for the rest. Use one value for all ranged attacks and the other for all melee attacks (you generally don't need to worry about differences between one weapon and another in the same category). For example, if your NPC is a sniper, you should use the high value for its ranged attacks and the low one for its melee attacks.
''Ranged Damage:'' If an NPC uses ranged weapons, you can give it a weapon with an item level equal to the creature's CR. An NPC always adds its full CR to its damage to mimic the [[Weapon Specialization]] feat (0 if its CR is less than 1), regardless of the weapon's category. It doesn't add the bonus to damage it deals with grenades. If you don't find an appropriate weapon at the given level, you can choose an item with a level between the NPC's CR – 3 and its CR + 1; the NPC's specialization bonus will make up some of the difference. If you end up with a weapon that's far from the right level, you might need to give the NPC a higher or lower attack bonus or a different benefit or drawback.
If the NPC has a unique ranged attack, such as an acidic spit attack, using the value from either the Energy Damage or Kinetic Damage column as appropriate for the damage type of the weapon. If you want the NPC's attack to be especially deadly, you can use the damage entry from the row for the NPC's CR + 1. If you do, it's usually best to lower its attack bonus or AC a bit or give it some other shortcoming.
''Melee Damage:'' As with ranged attacks, you can give an NPC a weapon and add its CR and its Strength modifier to the damage dealt. If the NPC has natural weapons, use the table to determine the damage they deal. If the NPC has the [[multiattack]] universal creature rule, and thus can attack more than twice with a full attack, use the relevant column to determine the damage each attack deals. For an NPC that can do more than four attacks with a full action, it's better to give it a penalty to further attacks rather than to decrease the damage.
Because melee attacks tend to target KAC, there aren't separate entries for energy attacks. Instead, reduce the damage dealt for a standard melee attack against EAC to the three attacks value. If the NPC can make three attacks using an energy weapon, reduce the damage dealt to the four attacks value.
!! Everything is Optional
When creating an NPC, you are free to enact whatever changes you need to in order to make your creation work the way you intend. For example, an array might tell you to select two special abilities, but you know you need four—or only one. Go ahead and make the change! If you want your combatant NPC to have a really high AC but not many Hit Points, you can increase its AC by 1 and use the expert array's HP. This doesn't make the statistics wrong; rather, it helps the statistics match your concept. Creating NPCs is fundamentally a creative process, so while these steps are useful to keep the NPC's capabilities from going too far astray for its CR, don't treat them as hard restrictions.
!! Stamina and Resolve
''Stamina Points:'' NPCs don't have Stamina Points. Any abilities that would normally affect an NPC's Stamina Points affect its Hit Points instead.
''Resolve Points:'' Most NPCs don't need Resolve Points, but if you give an NPC class features or special abilities that specifically use them, it receives a number of Resolve Points equal to its CR divided by 5, plus 3.
!! Other Statistics
These statistics don't appear on the array tables.
''Initiative:'' Unless you increase it with the Improved Initiative feat, a graft, or an ad hoc adjustment, the NPC's initiative bonus is equal to its Dexterity modifier.
''Speed:'' Choose the speed that suits your NPC. Movement modes such as climb or swim usually don't count as special abilities in this case, though if your NPC has an especially high number of special movement modes or a very fast speed, that should probably count as one of its special abilities.
''Feats:'' Most NPCs don't have feats. Many of the bonuses granted by feats can simply be incorporated into a creature's stat block. However, you can give an NPC a feat as a special ability.
''Languages:'' An NPC that has the capacity for language knows its racial tongue, and it likely knows Common and the language of its home planet (if any). Particularly intelligent NPCs might know other languages as you deem appropriate.
Come up with an overall concept for your creature. What type of creature is it? What is its origin and purpose? How does it pose a threat to starships? After considering these questions, set the tier for the creature. If you're building it for a specific group of PCs to encounter, consult the following table to determine the appropriate tier.
<div class= "table-wrapper">
| Difficulty | Enemy Starship Tier |h
| easy | PC starship tier – 3 |
| average | PC starship tier – 2 |
| challenging | PC starship tier – 1 |
| hard | PC starship tier |
| epic | PC starship tier + 1 |
</div>
Using your creature's tier, look up its Armor Class (AC), Target Lock (TL), Hull Points (HP), Critical Threshold (CT), Shield Points (SP), skill bonuses, gunnery bonus, and weapon damage on the table below. More information on these terms can be found in [[Understanding Starships]].
''Skill Bonuses:'' The array provides master skill bonuses and good skill bonuses. Your starship creature should have one skill that uses the master skill bonus, while the rest of its skills use the good skill bonus. The skills used by such creatures during starship combat are typically [[Computers]], [[Engineering]], and [[Piloting]]. A creature might also use [[Mysticism]] for magic officer actions. A starship creature has ranks in each of its skills equal to its tier (minimum 1).
''Gunnery Bonus:'' A starship creature has levels equal to its tier for the purpose of gunner crew actions.
''Weapon Damage:'' The high and low weapon damage entries show the damage dealt by the starship creature's weapons (see [[Step 3: Size]]). These are assumed to be direct-fire weapons with medium range (10 hexes).
<div class="table-wrapper">
| Tier | AC | TL | HP | CT | SP | Master Skill<br/>Bonus | Good Skill<br/>Bonus | Gunnery<br/>Bonus | High Weapon<br/>Damage | Low Weapon<br/>Damage |h
| 1/4 | 12 | 10 | 15 | 3 | 8 | +5 | +2 | +2 | 2d4 | 1d4 |
| 1/3 | 13 | 10 | 20 | 4 | 12 | +7 | +3 | +3 | 2d4 | 1d4 |
| 1/2 | 14 | 11 | 25 | 5 | 12 | +9 | +4 | +3 | 2d4 | 1d4 |
| 1 | 15 | 12 | 30 | 6 | 24 | +10 | +5 | +5 | 4d4 | 1d4 |
| 2 | 16 | 13 | 60 | 12 | 40 | +12 | +7 | +6 | 3d6 | 2d4 |
| 3 | 17 | 14 | 90 | 18 | 48 | +13 | +8 | +7 | 3d6 | 2d4 |
| 4 | 18 | 15 | 110 | 22 | 60 | +15 | +10 | +9 | 4d6 | 3d4 |
| 5 | 19 | 16 | 125 | 25 | 80 | +16 | +11 | +10 | 5d6 | 3d4 |
| 6 | 20 | 17 | 150 | 30 | 100 | +18 | +13 | +11 | 5d8 | 4d4 |
| 7 | 21 | 18 | 175 | 35 | 120 | +19 | +14 | +12 | 6d8 | 4d4 |
| 8 | 22 | 19 | 200 | 40 | 140 | +21 | +16 | +14 | 7d8 | 3d6 |
| 9 | 23 | 20 | 225 | 45 | 160 | +22 | +17 | +15 | 8d8 | 3d6 |
| 10 | 24 | 21 | 250 | 50 | 180 | +24 | +19 | +15 | 1d8×10 | 4d6 |
| 11 | 25 | 22 | 280 | 56 | 200 | +25 | +20 | +16 | 1d8×10 | 4d6 |
| 12 | 26 | 23 | 310 | 62 | 220 | +27 | +22 | +17 | 2d4×10 | 5d6 |
| 13 | 27 | 24 | 340 | 68 | 240 | +28 | +23 | +19 | 2d4×10 | 5d6 |
| 14 | 28 | 25 | 370 | 74 | 260 | +30 | +25 | +20 | 2d6×10 | 5d8 |
| 15 | 29 | 26 | 400 | 80 | 300 | +31 | +26 | +22 | 2d6×10 | 5d8 |
| 16 | 30 | 27 | 440 | 88 | 340 | +33 | +28 | +23 | 2d8×10 | 6d8 |
| 17 | 31 | 28 | 490 | 98 | 360 | +34 | +29 | +25 | 2d8×10 | 6d8 |
| 18 | 32 | 29 | 550 | 110 | 400 | +36 | +31 | +26 | 2d10×10 | 7d8 |
| 19 | 33 | 30 | 600 | 120 | 480 | +37 | +32 | +28 | 2d10×10 | 7d8 |
| 20 | 34 | 31 | 650 | 130 | 560 | +39 | +34 | +29 | 2d12×10 | 8d8 |
</div>
Every creature belongs to one of 13 types. These broad categories indicate something about a creature's origin, the shape of its body, or its metaphysical place in the universe.
At this stage, add any relevant subtypes to the NPC. Generally, a subtype graft grants a few traits, but for particularly powerful subtypes (such as devil), you might want to monitor how many abilities the subtype gives your NPC and avoid adding extra special abilities of the same type that the subtype graft already provides (usually immunities, resistances, and spell-like abilities).
!! Other Subtypes
A number of subtypes don't have full entries. Those that don't grant additional abilities to creatures are listed below.
* Chaotic
* Evil
* Extraplanar
* Good
* Lawful
* Magical
* Native
* Technological
Choose an appropriate size for your creature. This provides its speed, maneuverability, DT, and weapon mounts, and might modify its AC, TL, Piloting modifier, and HP, shown on the table below. More information on these terms can be found in [[Understanding Starships]].
Generally, Tiny and Small starship creatures are tier 10 or below, while Medium and Large creatures are tier 5 and above, Huge creatures are tier 10 and above, and Gargantuan and Supercolossal creatures are tier 15 and above.
''Weapons:'' This lists how many high- and low-damage weapons a starship creature has (see [[Step 1: Array]]). Weapons can be in any arc (forward, port, starboard, aft, or turret), but an arc can have at most two more weapons than the arc with the fewest weapons. For example, a ship with no aft weapons can't have more than two turret weapons. In addition, only low-damage weapons can be mounted on a turret, and weapons whose damage includes a ×10 multiplier can't be used against Tiny or Small ships.
Note that while a starship creature's weapons work mechanically like starship weapons, you can describe them however best matches the flavor of the creature you're creating—for example, a [[zoaphorix]] is an enormous aberration that expels seeds and tendrils at its targets.
<div class="table-wrapper">
| Size | Speed | Maneuverability | AC and TL<br/>Modifier | Piloting<br/>Modifier | HP Adjustment | DT | Weapons |h
| Tiny | 10 | perfect (turn 0) | +2 | +2 | –5 × tier | — | 2 low |
| Small | 8 | good (turn 1) | +1 | +1 | –5 × tier | — | 3 low |
| Medium | 8 | good (turn 1) | +0 | +1 | — | — | 1 high, 3 low |
| Large | 6 | average (turn 2) | –1 | — | — | — | 2 high, 3 low |
| Huge | 6 | poor (turn 3) | –2 | –1 | +5 × tier | 5 | 2 high, 4 low |
| Gargantuan | 6 | poor (turn 3) | –4 | –1 | +5 × tier | 10 | 3 high, 3 low |
| Colossal | 4 | clumsy (turn 4) | –8 | –2 | +10 × tier | 15 | 3 high, 6 low |
| Supercolossal | 4 | clumsy (turn 4) | –8 | –2 | +10 × tier | 20 | 5 high, 7 low |
</div>
In this optional step, you can add certain abilities to make an NPC function similarly to a character of a particular class. As mentioned in Step 2, you should use either the adjustments entry for the creature type graft or the adjustments entry for the class graft—not both.
Some class grafts grant slightly altered class abilities—these are listed in the Special Rules entry. If your NPC has abilities that require spending Resolve, it receives a number of Resolve Points equal to its CR divided by 5, plus 3.
Every creature belongs to one of 13 types. Choose and apply one of the listed grafts—a set of adjustments—to represent the creature's type. Several grafts include special abilities described
in [[Step 5: Special Abilities]].
!! Aberration
An aberration is a creature with biology that defies reason, inconceivable motivations, strange abilities, or a combination of these aspects.
''Adjustments:'' Gains the [[death throes]] special ability.
!! Animal
An animal is a creature with straightforward biology (relatively speaking) that's somehow managed to adapt to life in the vacuum of space.
''Adjustments:'' Increase speed by 2, +2 to [[Piloting]].
!! Construct
A construct is a magically animated object or an artificially created creature.
''Adjustments:'' Gains the [[improved hull]] special ability.
!! Dragon
Though dragons usually are used in epic terrestrial encounters, thanks to their strange magic and powerful breath weapons, they can also serve as threats in the vacuum of space.
''Adjustments:'' –1 turn distance (to a minimum of 0), +2 to [[Piloting]], +2 to AC, –1 to TL.
!! Fey
Fey are temperamental creatures that embody the ever-changing aspects of the natural world. Spacefaring fey often represent cosmic aspects such as stars and planetary bodies.
''Adjustments:'' –1 turn distance (to a minimum of 0), +1 to [[Piloting]], –1 to AC and TL.
!! Humanoid
Humanoids large enough to fight on starship scale are likely to be extremely rare giants, possibly scaled up to massive proportions via magic or technology.
''Adjustments:'' –1 turn distance (to a minimum of 0), +1 to [[Piloting]].
!! Magical Beast
A magical beast is a creature with magical powers or strange abilities, a biology informed by magic, or some other innate connection to magic.
''Adjustments:'' Increase speed by 2, gains the [[improved shields]] special ability.
!! Monstrous Humanoid
While similar to humanoids, monstrous humanoids often have bizarre or powerful abilities, as well as monstrous or animalistic features.
''Adjustments:'' –1 turn distance (to a minimum of 0), +1 to [[Piloting]].
!! Ooze
An ooze is an amorphous creature, often with simple but mutable biology.
''Adjustments:'' Reduce speed by 4 (to a minimum of 4), change maneuverability to perfect (turn 0), –2 to [[Piloting]].
!! Outsider
Outsiders large enough to engage in starship combat directly are rare but not unheard of. Massive archons, demons, and devils have come into conflict before, often to the detriment of nearby mortals.
''Adjustments:'' Gains the [[improved shields]] special ability.
!! Plant
A starship-scale plant is often a mindless creature that relies on solar energy and specific gases to survive. It might call a gas giant its home and survive on solar radiation from a nearby star.
''Adjustments:'' Increase AC by 1, reduce speed by 2 (to a minimum of 4), gains the [[regeneration|Regeneration (starship special ability)]] special ability.
!! Undead
Necromancers of significant power might construct a starship-scale undead creature or animate the remains of a massive, once-living creature, such as a [[vermelith]].
''Adjustments:'' Gains the [[fearsome]] special ability.
!! Vermin
Vermin are similar to animals, but they usually lack any form of advanced intelligence and react purely on instinct.
''Adjustments:'' Gains the [[improved hull]] and [[speed burst]] special abilities.
In this optional step, you can apply a template graft to an NPC to transform it in some way. Template grafts appear in certain alien entries; simple template grafts appear in a [[separate list|Simple Template Grafts]]. A template graft with a CR requirement lists it in parentheses after its name.
Most of the powers that set an NPC apart come in the form of special abilities. These include special actions the NPC can take, resistances against forms of attack, special modes of movement, and adjustments to their statistics.
Though you can pick any special ability for any NPC independent of its array, there are a few considerations to keep in mind. For example, special abilities that will see more use in a fight (such as certain feats and the multiattack ability) are most appropriate for a combatant creature; however, if you give a combatant too many abilities that each take an action, it might not be able to use all of those abilities during an encounter. Special abilities that increase skill bonuses or interact with skill use are most appropriate for an expert creature. Special abilities that improve a creature's spellcasting ability are most appropriate for a spellcaster creature.
!! Universal Creature Rules as Special Abilities
Universal creature rules can be used as a special abilities. Some of these require you to determine the parameters of the ability. For instance, if you give a creature a breath weapon, you need to pick its size, damage type, and frequency. Such abilities often have a Guidelines entry to assist you.
Special abilities that only adjust a NPC's basic statistics aren't listed in the creature's stat block; their effects are simply calculated into the statistics.
!! Feats as Special Abilities
Most NPCs don't have feats. However, you can assign them feats as special abilities. Generally, if a feat just adjusts a creature's statistics or applies all the time (such as [[Improved Initiative]]), it's best to just include it in the NPC's statistics and count it toward the NPC's maximum number of special abilities if it makes a big difference (otherwise it is free). The best feats to pick for an NPC are those that give different attacks or actions most NPCs can't do without the feat.
!! Free Special Abilities
Special abilities that aren't major enough to count toward the NPC's maximum number of special abilities are designated as free special abilities. Examples include nonstandard modes of movement (such as a burrow, climb, fly, or swim speed), certain senses, and [[limited telepathy]]. In general, if an NPC needs an ability such as amphibious or water breathing to survive in its natural environment, that ability should be free.
''Weaknesses:'' Special abilities that are actually detriments (such as a dependency or vulnerability) count as free special abilities. In fact, you might want to give a creature a weakness if you have given it many helpful special abilities. Abilities that grant a benefit but impose a drawback (such as mindless) are likewise free special abilities.
!! Adjustment Special Abilities
This category of abilities adjusts an NPC's basic statistics without requiring you to reference other rules. These abilities can turn an NPC into a big bruiser or give it special defenses that affect only the statistics of the array. In general, don't choose a single adjustment special ability more than once.
''Brute:'' Use the low attack value for the NPC's main attack, but determine the attack's damage as if the NPC's CR were 2 higher (adding the extra damage from weapon specialization). This special ability has a greater impact at higher CRs
''Extra Hit Points:'' Increase the NPC's HP by 20%.
''Save Boost:'' Increase all saving throw bonuses by 1 or one saving throw bonus by 3.
''Secondary Magic:'' The NPC gains spell-like abilities (chosen in Step 8) according to its CR, though it gains only the once-per-day spells or one spell per unit of frequency (at will, 1/day, etc.).
''Skillful:'' Increase all master and good skill bonuses by 1.
!! Creating New Abilities
The special abilities in this book cover common attributes and those granted by creature types and subtypes, but NPCs come in nigh-infinite variety, so at some point you'll make an NPC that requires new abilities. When crafting an ability from scratch, look for an existing special ability or spell that is similar to it and see what types of creatures typically have that ability or what level the spell is. Use the CRs of those creatures or the spell's level to determine whether your ability is appropriate for the CR you've chosen for your NPC.
The NPC arrays use two categories for skills: master and good. The number for each category is the NPC's total bonus for skills in that category; don't add ability score modifiers. For any skill that isn't a master or good skill, use the appropriate ability score modifier. If the NPC's ability score modifier associated with a master or good skill exceeds the bonus the array assigns, use the ability score modifier instead.
NPCs have good [[Perception]] by default. You can still pick it as a master skill for an incredibly perceptive creature or use just the creature's Wisdom ability score modifier if the creature is inept at detecting things.
!! Senses
A creature's special senses allow it to detect things a normal human couldn't. Usually, these are free abilities, but there are some exceptions. The lists below include all the abilities for senses, divided into ones that are free and ones that aren't.
''Free''
* [[Blindsense]] (scent or vibration)
* [[Darkvision]]
* [[Low-light vision]]
''Standard''
* [[Blindsense]] (life, thought, or other exotic sense)
* [[Blindsight]] (any sense)
* [[See in darkness]]
* [[Sense through]] (any sense)
!! Assigning Skills
In most cases, your NPC's master skills should be ones associated with its highest ability score modifiers. An NPC with its highest bonus in Dexterity might have Acrobatics or Stealth among its master skills, for example.
The number of skills you give your NPC is fairly flexible. While you should generally stay within 1 or 2 of the suggested number of master and good skills for the creature's CR, you might give a scholarly spellcaster more master skills, and mindless creatures often have no master or good skills at all.
This step is required only for NPCs with the spellcaster array or those you have given the secondary magic special ability. By design, a spellcaster NPC can't cast as many spells as a player character, as NPCs usually appear in the game for only a brief time. Pick notable spells that make a big difference when they're cast so the NPC makes an impact when it appears. The DCs of these spells are determined by the array you chose for the creature.
!! Number of Spells
NPCs cast spells differently based on whether they have innate spell-like abilities or cast spells like a spellcasting class. Use the explanations below and examine the choices you made in the previous steps to determine which style suits your intended creature. (While NPCs can have both, such as when an NPC whose race grants natural spell-like abilities also receives a class graft, it's generally easier not to mix them if you don't have to.) Once you've decided, look up the CR range your NPC falls into and then check the appropriate column of [[Table: Spells for NPCs]] to determine its number of spells per day.
Remember that these are only guidelines. If you need to add or remove a spell to perfect a creature's flavor, that's your call, but at the same time, be sure you're not unbalancing the NPC.
''Spell-Like Abilities:'' Most NPCs in Starfinder cast spells as spell-like abilities—magic that they can use without having a spellcasting class graft. The spell-like abilities column of [[Table: Spells for NPCs]] tells you how many spells the NPC can cast, the spells' levels, and how often the NPC can cast each of them. For instance, "3/day—four 2nd-level spells" means that you choose four 2nd-level spells that the NPC knows, and it can cast each of them three times per day. The NPC can't cast any of these individual spells more than three times per day, even if it hasn't cast all of its other spells—the listed limit is per spell.
''Spellcaster:'' Some NPCs cast spells like a spellcasting player character; usually, these NPCs have a class graft (such as a mystic or technomancer), but it isn't required. For these NPCs, the number of spells they can cast is tied to spell level rather than uses of individual spells. For example, "3rd (3/day)—two 3rd-level spells" means that you should select two 3rd-level spells the NPC knows, and it can cast any combination of them three times per day. Such an NPC has fewer overall spells per day than NPCs with spell-like abilities, but it has greater versatility in combat (which actually makes it more powerful, given the short lives of NPCs in combat).
<<section 'Table: Spells for NPCs' >>
You can close the distance when a foe tries to move away.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.
When a foe tries to move away, you can follow and make an attack of opportunity.
''Prerequisites:'' Dex 13, [[Step Up]], base attack bonus +6.
''Benefit:'' When using the [[Step Up]] feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction.
<div class="statblock">
* ''Tier'' 5
* Medium explorer
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 18; ''TL'' 18
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' light 80 (forward 30, port 15, starboard 15, rear 20)
* ''Attack'' (Forward) heavy laser cannon (4d8; 10 hexes)
* ''Attack'' (Turret) linked heavy laser cannons (8d8; 10 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic computer, budget medium-range sensors, crew quarters (common), mk 3 armor, mk 3 defenses; ''Expansion Bays'' [[brig]], [[guest quarters]] (2, common), [[medical bay]]
* ''Modifiers'' +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' gunnery +9 (5th level), [[Diplomacy]] +11 (5 ranks), [[Intimidate]] +11 (5 ranks), [[Piloting]] +11 (5 ranks)
* ''Engineer'' [[Engineering]] +16 (5 ranks)
* ''Gunners (2)'' gunnery +10 (5th level)
* ''Pilot'' [[Piloting]] +16 (5 ranks)
* ''Science Officer'' [[Computers]] +16 (5 ranks)
</div>
The Banshee FA (fast attack) frigate is a well-known Steward vessel produced under contract with ATech, manufacturers of the Immortal. Although on the small side, this starship is designed to be fast, stealthy, and hard hitting. The standard crew comprises a half-dozen well-trained Stewards, but Banshees have seen field duty with as few as two people—an arrangement made easier by the fact that the ship's weapons are concentrated in a turret and one forward mount. The typical Banshee can also carry a small contingent of marines for boarding actions and airborne assaults.
Because the Stewards are so often stretched thin across the Pact Worlds, the marines aboard a Banshee are commonly chosen from vetted mercenary companies with units specializing in close-quarters combat. As a military ship, the Banshee is equipped with a state-of-the-art medical facility and brig. It's not unusual for Stewards to employ Banshees on medical-emergency missions, conveying doctors, nurses, and other emergency technicians to outbreak sites.
The Banshee has multiple decks. A conning tower houses the bridge and the laser turret, while the marines and medical staff are housed on a lower deck with their own galley. Everything else is on the main deck, including the power core, thrusters, Drift engine, crew quarters, medical lab and operating room, brig, and small crew lounge. This lounge is more of a gathering place than entertainment center, with none of the recreation equipment that other vessels often feature. For this reason, Stewards in command of a Banshee keep marines occupied with drills and ship maintenance, which makes an assignment to a Banshee unappealing to many.
When a Banshee moves to apprehend a criminal or pirate vessel, the target has only one chance to surrender, extended by the Steward captain. While the captain parleys with the enemy, the Banshee's crew prepares for potential conflict by lining up shots with the vessel's three heavy laser cannons. The Banshee's forward shields are often especially reinforced to facilitate direct-attack runs in these situations.
Ops Stewards undertaking special missions often have to gain access to sensitive information, protected stores, or specific individuals. Sometimes, this infiltration has to be subtle so the target, or those protecting it, remain unaware of the threat until it's too late. Stewards infiltrators learn how to engage in long-term undercover roles and quick, heist-style incursions.
The Steward infiltrator archetype grants alternate class features at 2nd, 4th, 6th, and 12th levels.
!! Diplomatic Training (2nd)
You gain [[Culture]] and [[Diplomacy]] as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. In addition, you can use Diplomacy in place of [[Intimidate]] for checks to [[demoralize]] and Culture for [[Life Science]] checks to [[identify|Identify Creature]] humanoids and monstrous humanoids. When you fail a Diplomacy check to [[change a creature's attitude|Change Attitude]], the creature's attitude worsens only if you fail the check by 10 or more.
!! Infiltrator Training (4th)
You gain [[Bluff]] and [[Disguise]] as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you can learn to speak and read a new language. Alternatively, instead of learning a language this way, you can gain +2 insight bonus to one skill this archetype normally grants as a class skill.
In addition, you know how to establish a cover identity, obfuscating your Stewards connections. Your cover identity is of a single individual of your size and creature type, with a fake but established background. When using Disguise to [[take on the appearance|Change Appearance]] of your cover identity, or when [[lying|Lie]] using Bluff to protect or supplement your cover identity, you treat the DC as 5 lower. People who meet you in your cover identity believe you to be that person until they learn otherwise. You can have only one cover identity at a time. Establishing or changing your cover identity takes 1 week.
!! Infiltrator Guile (6th)
You can gain either [[Improved Feint]] as a bonus feat or [[Improved Demoralize]] from this feature. If you choose later gain the chosen feat from another source, you can switch this feature to grant you the other feat.
In addition, while in your cover identity, you can reveal your Stewards identity as part of an attempt to demoralize or feint against creatures unaware of that identity. This application of infiltrator guile is language dependent, and creatures that suddenly learn your Stewards identity must have reason to avoid, dislike, or fear the Stewards. As a full action, during which you can draw a weapon, you attempt to feint against or demoralize all foes within 60 feet of you who can see and hear you. If you do, roll once against a DC equal to the highest DC required to affect any one of those foes. If you feint and have the [[Greater Feint]] feat, you can apply its benefit to only one affected foe.
Revealing your Stewards identity carries risks. A creature who witnesses your Stewards identity can communicate it to others, compromising your cover. The GM can create consequences for having blown your cover identity. Further, creatures who know your Stewards identity can't be fooled by your cover identity.
!! Disguise Expertise (12th)
You can use the Disguise skill to make an impromptu disguise in 1d3 minutes, which can include programming a [[holoskin]] to aid you. These quick disguises don't stand up well to direct scrutiny, so someone who takes a move action to pierce your disguise treats the DC as 5 lower. In addition, you can use Disguise, taking the normal amount of time, to disguise yourself as a specific person.
The Stewards are interplanetary peacekeepers who enforce the Absalom Pact, which binds the Pact Worlds together in a tenuous alliance. Based in Absalom Station, the Stewards police space lines outside the territories of planetary governments, act as advisors and mediators in disputes, and end budding military conflicts with overwhelming force when necessary. The Stewards are as much diplomats as they are police, though violence is always a last resort for them. Because of the Stewards' dual role, their training includes conflict-resolution techniques, combat techniques, and techniques that combine the two approaches.
The majority of Steward officers are envoys with combat training or soldiers with diplomatic training, though solarians also make terrific Steward officers.
The Steward officer archetype grants alternate class features at 2nd, 4th, and 9th levels.
!! Diplomatic Training (2nd)
You gain [[Culture]] and [[Diplomacy]] as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. In addition, you can use Diplomacy in place of [[Intimidate]] for checks to [[demoralize]] and Culture for [[Life Science]] checks to [[identify|Identify Creature]] humanoids and monstrous humanoids. When you fail a Diplomacy check to [[change a creature's attitude|Change Attitude]], the creature's attitude worsens only if you fail the check by 10 or more.
!! Military Training (4th)
You gain one of the following feats as a bonus feat, provided you meet all the prerequisites of the chosen feat: [[Advanced Melee Weapon Proficiency]], [[Improved Unarmed Strike]], or [[Longarm Proficiency]]. If you already have all the listed feats, you can choose a bonus combat feat instead. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain [[Improved Combat Maneuver]]. Otherwise, you gain the [[Weapon Specialization]] feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies.
!! Demand Surrender (9th)
As a full action, you can ready an action to attack a foe if it takes any actions other than the following: change grips (from two-handed to one-handed), combat banter, drop an item, drop prone, sheathe a weapon, or total defense; purely mental actions such as a lashunta's limited telepathy ability also do not trigger the attack. As part of the full action, you can attempt to [[demoralize]] that foe; if you successfully demoralize the foe, you also gain a +1 morale bonus to your attack roll if the readied action is triggered. If one of your allies attacks that foe before the readied action is triggered, you lose your readied action and your initiative count changes to the current initiative count for the remainder of the combat, as if the readied action had been triggered. Your allies can, however, also ready an action to attack your target without causing you to lose your readied action, provided that they choose the same trigger. If they do so and you have successfully demoralized the target, they also gain the +1 morale bonus to their attack rolls.
At 14th level, you can use this ability as a standard action. Alternatively, you can use this ability as a full action, readying a full attack and an attempt to demoralize the target as part of the action.
Stewards work well in teams. However, some Stewards have to work alone or with non-Stewards. These Stewards, called "stalwarts" by their comrades, undertake special courses to improve their self-sufficiency.
The Steward stalwart archetype grants alternate class features at 2nd, 4th, 6th, and 12th levels.
!! Diplomatic Training (2nd)
You gain [[Culture]] and [[Diplomacy]] as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. In addition, you can use Diplomacy in place of [[Intimidate]] for checks to [[demoralize]] and Culture for [[Life Science]] checks to [[identify|Identify Creature]] humanoids and monstrous humanoids. When you fail a Diplomacy check to [[change a creature's attitude|Change Attitude]], the creature's attitude worsens only if you fail the check by 10 or more.
!! Military Training (4th)
You gain one of the following feats as a bonus feat, provided you meet all the prerequisites of the chosen feat: [[Advanced Melee Weapon Proficiency]], [[Improved Unarmed Strike]], or [[Longarm Proficiency]]. If you already have all the listed feats, you can choose a bonus combat feat instead. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain [[Improved Combat Maneuver]]. Otherwise, you gain the [[Weapon Specialization]] feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies.
!! Stalwart Tenacity (6th)
Once per day, as a reaction when you're subjected to a condition, you can delay the onset of that condition for 1 round. This ability can be used to delay only the following conditions: [[asleep]], [[confused]], [[cowering]], [[fascinated]], [[fatigued]], [[frightened]], [[nauseated]], [[panicked]], [[paralyzed]], [[shaken]], [[sickened]], [[staggered]], and [[stunned]]. When a round of delay ends, you can spend 1 Resolve Point to extend the delay by 1 round. Time spent delaying counts against the condition's duration, and if another effect ends the condition before the delay ends, the condition doesn't affect you further.
!! Stalwart Grit (12th)
When you take damage from a significant enemy while you still have Stamina Points, as a reaction you can reduce the damage you take by an amount equal to your level plus your key ability modifier. You can't use this feature if you're unaware of the enemy when the attack hits you or if you're flat-footed against the attack at the time. Once you benefit from this feature, you can't benefit from it again until you take a 10-minute rest to recover Stamina Points.
A stickybomb grenade detonates with a splash of adhesive resin.
<div class="table-wrapper">
|Grenade | Level | Price | Range | Capacity | Bulk |Special |h
|stickybomb grenade I | 1 | 80 | 20 ft. | drawn | L |[[explode]] ([[entangle]] 2d4 rounds, 10 ft.) |
|stickybomb grenade II | 4 | 300 | 20 ft. | drawn | L |[[explode]] ([[entangle]] 2d4 rounds, 15 ft.) |
|stickybomb grenade III | 10 | 2,500 | 20 ft. | drawn | L |[[explode]] ([[entangle]] 2d4 rounds, 20 ft.) |
</div>
Thousands of technological cilia cover these skintight gloves and lie flat along the palms and fingers. When you activate the gloves, the cilia animate to help you perform a variety of tasks by reading your hand movements or responding to voice commands. In first mode, the cilia twists into precise patterns, allowing you to use a [[Disguise]] check with a +2 circumstance bonus to bypass most biometric locks, in place of the usual [[Computers]] check. In second mode, the activated cilia provide exceptional grip, increasing your KAC against [[disarm|Disarm (combat maneuver)]] combat maneuvers by 1. In third mode, the gloves grant a +2 circumstance bonus to [[Sleight of Hand]] checks to [[palm an object]], reduce the DC of Sleight of Hand checks to pick pockets by 4, and allow you to attempt these checks untrained.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|stickyfinger gloves | 6 | 4,100 | L | 20 | 2/10 minutes |
</div>
The target can't speak or make vocalizations of any kind for 1 round.
By studying the habits and biology of creatures who hibernate during deep space travel, biotechnicians have recreated the cardiovascular traits that allow such creatures’ bodies to minimize metabolic needs. You can survive without food, water, or air twice as long as a typical creature of your species before you suffer any ill effects. Thanks to your reduced metabolic footprint, you also double the duration of your armor’s environmental protections, the time it takes to run out of air, and similar effects. You can expend 1 Resolve Point as a reaction to have any poisons or diseases that would affect you double their onset time; poisons with no onset time gain an onset time of 1 round.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|stillheart | 11 | 23,100 | heart |
</div>
This adrenaline-filled injection provides you with a burst of energy, allowing you to shrug off the effects of fatigue or exhaustion for a short time, though this surge takes a toll on you. A tier 1 stimulant lasts for 1d4 rounds, a tier 2 stimulant lasts for 2d4 rounds, a tier 3 stimulant lasts for 4d4 rounds, and a tier 4 stimulant lasts for 6d4 rounds, during which time you can ignore all penalties due to being [[fatigued]] or [[exhausted]]. After the stimulant wears off, the condition returns, but if you would have been fatigued, you are instead exhausted.
Sting pistols are living weapons based on samples of Swarm technology recovered during the last century. The chitinous weapon converts power to internally generate and shoot acid-slicked needles that can cause lasting damage to the target. Ant models are sturdy and commonplace, though yellow jacket and wasp sting pistols are more powerful. Hornet models are the heaviest and most potent of these weapons.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|sting pistol, ant | 4 | 2,150 | 1d8 A & P | 20 ft, | [[corrode]] 1d6 | 20 charges | 5 | L |[[living]] |
|sting pistol, yellow jacket | 10 | 18,500 | 2d8 A & P | 40 ft, | [[corrode]] 2d6 | 20 charges | 4 | L |[[living]] |
|sting pistol, wasp | 15 | 113,000 | 5d8 A & P | 60 ft, | [[corrode]] 3d6 | 40 charges | 4 | L |[[living]] |
|sting pistol, hornet | 18 | 381,000 | 6d8 A & P | 80 ft, | [[corrode]] 4d6 | 40 charges | 2 | L |[[living]] |
</div>
A stock is a part of a two-handed ranged weapon that rests against the shoulder during firing. A stock cannot be attached; it must be integrated with a weapon. The benefits of a stock depend on its type.
!! Collapsing Stock
Only a weapon of 1 bulk or less can have a collapsing stock. As a move action, you can extend or collapse a collapsing stock. A collapsed stock allows you to use [[Sleight of Hand]] to hide the weapon on your person as if it were a small arm.
!! Null-Space Stock
A //null-space stock// functions as //[[null-space grip|Grip]]// for larger, heavier weapons.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|stock, collapsing | 2 | 850 | — | — | — |railed weapon |
|//stock, null-space// | 7 | 5,950 | — | — | — |railed weapon |
</div>
You can swallow a stomach tab as a standard action. It releases helpful microbes that maintain health, relieve excess acidity, and kill germs. Your breath becomes fresh and pleasant-smelling for 1 hour, and you gain a +2 circumstance bonus to saves against ingested afflictions and the [[nauseated]] and [[sickened]] conditions. The listed price is for a box of 10 stomach tabs.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|stomach tabs | 1 | 75 | — |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Large magical beast
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[tracking]] (scent); ''Perception'' +16
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Defensive Abilities'' hide in plain sight
!!! OFFENSE
* ''Speed'' 65 ft.
* ''Melee'' hooves +14 (1d6+11 B) or horn +14 (1d6+11 P; crit mercury poison)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (15 ft. with horn)
* ''Offensive Abilities'' [[trample]] (1d6+11 B, DC 13)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' 0; ''Cha'' –2
* ''Skills'' [[Athletics]] +16, [[Perception]] +11, [[Stealth]] +15, [[Survival]] +11
!!! ECOLOGY
* ''Environment'' plains (Weydana-2)
* ''Organization'' solitary, pair, or crash (3–5)
!!! SPECIAL ABILITIES
''Hide in Plain Sight ([[Ex]])'' Stomakera hides are naturally reflective, a byproduct of their mercurial diet. They have a +4 racial bonus to [[Stealth]] and can attempt Stealth checks even when they don't have cover or concealment and are directly observed.
!!! Mercury Poison
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Onset'' 1 day
* ''Frequency'' 1/day
* ''Effect'' As part of the //impaired// state, the victim suffers from violent mood swings and tremors.
* ''Cure'' 2 consecutive saves
</div>
Stomakeras are large, horn-bearing mercurivores that roam the sediment-laden plains of Weydana-2. Adored both for their simple lifestyle and docile temperament, these magical beasts are easily identified by their reflective hide. A conical horn that protrudes from their jaw is made of hardened, hollowed keratin that allows the creature to use the horn as a straw, perfect for ingesting the massive quantities of liquid mercury that comprise their entire diet.
The reflectiveness of their mirrored hide is a byproduct of this diet, and it has the beneficial side effect of making them hard to spot at a long distance.
Sadly, these physical traits have made stomakeras highly sought after by big-game trophy hunters like the Hinkhetxi Coterie, who craft stomakera horns into elaborate drinking vessels and modify their armor with highly reflective layers of stomakera hide. Since their recent expansion into the Weydana star system, the Coterie has established a hunting lodge in the system from which they've systematically decimated the stomakera population. This has prompted Greenspeaker Alca Gabrio of the Xenowardens to name the beasts a vulnerable species. She warns that if drastic and prompt action isn't taken, stomakeras may well be extinct in less than a generation. She was characteristically secretive as to what form that "drastic action" ought to take, but independent groups have begun capturing and transplanting populations of stomakeras to new worlds in the hope of finding a home for them beyond the reach of big-game hunters. But capturing live stomakeras is no easy task, and these efforts' lack of coordinating oversight has resulted in many accidents and casualties already.
Some stone giants are simple herders on distant, pastoral worlds, while others carve unfathomably huge starships and space stations from asteroids.
* ''Required Creature Type and Subtype:'' humanoid (giant)
* ''Suggested Alignment:'' neutral
* ''Traits:''
** Large
** [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft., [[low-light vision]]
** [[immunity]] to [[exhaustion]], [[fatigue]], [[stun]]
** [[resistance]] to acid and fire 5 (CR 8+; increase to 10 at CR 13, 20 at CR 17)
** [[DR]] 5/— (CR 11+; increase to DR 10/— at CR 13, DR 15/— at CR 15, DR 20/— at CR 17)
** [[crush]] (CR 7+)
** [[hurl debris]]
** [[trample]]
** [[no breath]]
You deliver lies in a monotone as naturally as any other routine communication. When you attempt a [[Bluff]] check to lie, you can forgo your expertise die to make the DC of your Bluff check equal to 10 + the target's total [[Sense Motive]] bonus, even if the target is suspicious of you. At 9th level, you can instead spend 1 Resolve Point to use the above DC, add your expertise die instead of forgoing it, and ignore the modifier the DC would have if the target is unfriendly to you.
Although many [[dwarves]] now live in space stations, on starships, and in gleaming metal-and-glass buildings, they are still known for their ancestral ability to spot the smallest of flaws in worked stone. Your optical sensors are altered to provide the same benefit. You gain a +2 enhancement bonus to [[Perception]] checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|stonecunning graft | 3 | 1,250 | all eyes |
</div>
Stopping a vehicle after a [[race]] action requires a move action (stopping after a [[drive]] action doesn't require an action). Normally, a vehicle continues to move following a race action. You can attempt a [[Piloting]] check to reduce the distance your vehicle moves before stopping after a race action by the result of your check, rounded down to the next 5-foot increment. For example, with a result of 17 you would reduce the distance moved by 15 feet (3 squares).
When not in use, //storage goo// is a ball of slightly luminous putty, 6 inches in diameter, with the consistency of soft chewing gum. [[Skittermander]] mystics concocted this goo long ago as a novelty. The stuff's usefulness, especially for smuggling, has seen its manufacture spread throughout the Veskarium and across known space.
As a standard action, you can squeeze the goo to activate it. If the goo isn't storing any items, this causes it to glow with blue light and remain active for up to 1 minute. While the goo is active, you can store up to 1 bulk of objects within it without changing the goo's shape or size, as the objects appear to be deconstructed into blue light. You can store analog one-handed melee weapons, tools, and other simple objects, provided the objects are no more complex than analog melee weapons and require no power.
If you activate goo that has stored objects inside, those objects reemerge, almost as if they're being reconstructed in a display of blue light. If you're holding the goo when the objects
reemerge, you can have as many reappear in your hands as you have hands free, and the rest fall to the ground in your space. Once the goo releases stored objects, it turns to dust.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//storage goo// | 5 | 500 | L |
</div>
A storm coil employs an air-core resonant transformer to produce high-voltage electrical output. The resulting bolt of electricity arcs out from the weapon in a line. Though it employs technology similar to the [[colossus coil]], the storm coil was developed independently within the Pact Worlds. Live storm coils and jolt storm coils generate impressive bolts, while the larger impulse and surge storm coils have even farther reach.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|storm coil, live | 3 | 1,480 | 1d6 E | 40 ft. | — | 20 charges | 5 | 2 |[[line]], [[unwieldy]] |
|storm coil, jolt | 7 | 6,900 | 2d6 E | 60 ft. | — | 40 charges | 8 | 2 |[[line]], [[unwieldy]] |
|storm coil, impulse | 12 | 35,200 | 4d6 E | 80 ft. | — | 80 charges | 10 | 2 |[[line]], [[unwieldy]] |
|storm coil, surge | 17 | 261,000 | 7d6 E | 120 ft. | — | 100 charges | 10 | 2 |[[line]], [[unwieldy]] |
</div>
An internal generator maintains the blue blades of this ominously crackling doshko. The ozone-and-oil smell of an active storm doshko is unmistakable.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|storm doshko, static | 3 | 1,490 | 1d8 E | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
|storm doshko, aurora | 7 | 6,700 | 2d8 E | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
|storm doshko, lightning | 12 | 35,900 | 4d8 E | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
|storm doshko, tempest | 16 | 169,000 | 7d8 E | [[stagger]] | 1 |[[powered]] (capacity 20, usage 1) |
</div>
Storm giants build their strongholds in planet-sized storms and other destructive locales, priding themselves in forging hospitable homes out of extreme environments.
* ''Required Creature Type and Subtype:'' humanoid (giant)
* ''Suggested Alignment:'' chaotic good
* ''Traits:''
** Huge
** [[low-light vision]], [[sense through]] (vision [clouds and precipitation only])
** electric aura (see below)
** [[immunity]] to electricity, [[entanglement]], [[paralysis]]
** [[resistance]] to sonic 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** swim speed of 40 ft
** [[crush]] (CR 7+)
** [[hurl debris]]
** spell-like abilities (CR 9+)
** [[water breathing]]
** proficient with all armor and weapons.
* //Electric Aura ([[Su]]):// Technological equipment and items must succeed at a Fortitude saving throw or gain the [[broken]] condition for 1 round. Items are affected by a storm giant's electric aura every round as long as they remain within range.
This massive warhammer's magnetic discharge deals additional damage that can sometimes knock a target to the ground. Dwarves in the Diasporan Star Citadels first developed storm hammers to bring larger foes to a more manageable height; many bear aesthetic designs hearkening to Angradd and other dwarven motifs. The materials used in a storm hammer's construction determine the magnetic force and thereby the strength of the weapon; available versions include diamagnetic, paramagnetic, ferromagnetic, antiferromagnetic, and metamagnetic storm hammers.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|storm hammer, diamagnetic | 3 | 1,300 | 1d8 B & E | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 2) |
|storm hammer, paramagnetic | 7 | 5,520 | 3d6 B & E | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 2) |
|storm hammer, ferromagnetic | 11 | 22,900 | 6d6 B & E | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 2) |
|storm hammer, antiferromagnetic | 16 | 145,000 | 12d6 B & E | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 2) |
|storm hammer, metamagnetic | 20 | 728,000 | 20d6 B & E | [[knockdown]] | 1 |[[powered]] (capacity 20, usage 2) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration (electricity)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minutes/level or until dismissed (D); see text
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You surround yourself with an intangible crystalline sphere that grants you electricity [[resistance]] 10 for the spell’s duration. As a reaction when you resist electricity damage or cast another spell with the electricity descriptor, you can dismiss the spell to shatter the sphere, releasing its energy; creatures adjacent to you take 2d12 electricity damage.
Some [[barathu]] researchers who intensively study the titanic lightning storms found on their home world become obsessed with the phenomenon. The efforts of such scientists led to the creation of the stormcaller, a living weapon that generates a line of electricity originating not from the wielder but from a single point within the weapon's relatively short range. Like most barathu creations, stormcallers are living creatures, and their massive shells are large enough to require two hands to wield, aided by the stormcaller wrapping its translucent tentacles around the user's appendages. Sheet and ribbon stormcallers are powerful weapons in their own right, while rocket and smooth-channel stormcallers can summon electrical currents that live up to the weapons' namesake.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|stormcaller, sheet | 2 | 1,100 | 1d8 E | 30 ft. | — | 20 charges | 5 | 2 |[[flexible line]], [[living]], [[unwieldy]] |
|stormcaller, ribbon | 7 | 7,700 | 2d8 E | 40 ft. | — | 40 charges | 5 | 2 |[[flexible line]], [[living]], [[unwieldy]] |
|stormcaller, rocket | 13 | 57,000 | 4d8 E | 60 ft. | — | 40 charges | 5 | 2 |[[flexible line]], [[living]], [[unwieldy]] |
|stormcaller, smooth-channel | 18 | 440,000 | 8d8 E | 60 ft. | — | 40 charges | 5 | 2 |[[flexible line]], [[living]], [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* CE Large monstrous humanoid
* ''Init'' +9; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 90 ft., [[low-light vision]], weathersight; ''Perception'' +31
* ''Aura'' static (5 ft., 2d6 electricity)
!!! DEFENSE
* ''HP'' 275
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +17; ''Ref'' +19; ''Will'' +15
* ''Defensive Abilities'' [[regeneration]] 5 (acid); ''Immunities'' disease, electricity, poison; ''Resistances'' cold 10, fire 10
!!! OFFENSE
* ''Speed'' 50 ft., climb 30 ft.
* ''Melee'' claw +29 (8d6+24 S and E)
* ''Multiattack'' bite +23 (3d12+24 P and E), 2 claws +23 (3d12+24 S and E)
* ''Space'' 10 ft.; ''Reach'' 5 ft. (10 ft. with claws)
* ''Offensive Abilities'' impaling leap, static charge
* ''Spell-Like Abilities'' (CL 11th; ranged +26)
** 1/day—//[[hailstorm]]//
** 3/day—//[[greater invisibility]]//, //[[control atmosphere]]// (DC 20)
** At will—//[[ray of exhaustion]]// (DC 19)
!!! STATISTICS
* ''Str'' +9; ''Dex'' +7; ''Con'' +5; ''Int'' +2; ''Wis'' +5; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +26, [[Athletics]] +26 (+34 to climb), [[Stealth]] +31, [[Survival]] +26
* ''Languages'' Auran
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Impaling Leap ([[Ex]])'' As a full action, a stormghost can leap up to 30 feet and land adjacent to a target that is at least one size smaller than themself and impale the victim with their spiky legs. The target must succeed at a DC 21 Reflex save or take 4d8+24 points of piercing damage and gain the [[pinned]] condition until the beginning of the stormghost's next turn, at which point the stormghost can attempt to renew the pinned condition with a
[[grapple|Grapple (combat maneuver)]] combat maneuver as normal.
''Static Charge ([[Su]])'' Crackling electricity surrounds a stormghost. As a standard action once every 1d4 rounds, a stormghost can focus this static charge into a bolt, releasing it in a 40-foot line that deals 8d6 electricity damage. A successful DC 20 Reflex save halves this damage.
''Weathersight ([[Ex]])'' A stormghost can see perfectly through dust, fog, mist, rain, heavy snow, and smoke. They ignore concealment and penalties to [[Perception]] checks from such effects.
</div>
Stormghosts can live for an exceedingly long time—up to 2,000 years—thanks to their natural regeneration. Each of these rarely encountered hunters has a muscular humanoid torso and stands nearly 8 feet tall on four jagged insectile legs. Tiny eyes ring a stormghost's conical head, which also bears a toothy mouth. Built of muscled flesh and hardened chitin, a stormghost weighs roughly 1,500 pounds.
Triaxians who first encountered these creatures named them stormghosts because of their ability to conjure malignant weather and attack unseen. Though stormghosts inhabit many different locales, they often hunt their prey in remote mountainous areas, where they leap down on their victims from cliffsides or ambush them in blind mountain passes. These predators engage any target, posing a risk to not only the humanoids of Triaxus, but also the dragons. While most stormghosts have tints with shades of blue, gray, and white, the pigments in their hide adapt to their surroundings; for example, stormghosts in the jungles of Castrovel are mottled greens and browns.
Exceptionally single-minded, stormghosts live to hunt and hate losing quarry, and they persistently pursue their fleeing prey, even forgoing rest. As with many efficient hunters, stormghosts' senses and tenacity make them difficult to evade. These traits, in addition to their superior stamina, help them doggedly track down any prey that initially escape their attack. Only when another major predator begins hunting in the same region does a stormghost shift their attention from their original prey. Solitary creatures, stormghosts resist sharing their hunting grounds, especially with others of their kind.
According to records kept by dragonriders of the Skyfire Mandate, fewer than 1,000 stormghosts have been spotted on Triaxus. Multiple sightings of these rare creatures, made safely from the back of a dragonkin, seem to be of the same stormghost; many scholars estimate that the creatures have a smaller population than initially believed, with a few at most living in the Parapet Mountains. A naturalist in Preita recently published a journal detailing his journey in search for evidence of a stormghost, as tales of these creatures and other vicious beasts are fashionable in the cosmopolitan cities of the Allied Territories. In these writings, he postulates that stormghosts initially came from another world in the solar system, or perhaps beyond. In fact, while stormghosts first appeared on Triaxus long before the Gap, people in the Pact Worlds and even worlds in Near Space have since reported incidents that strongly indicate stormghost activity, suggesting that they've since spread beyond their original planet—or that they didn't originate on Triaxus to begin with.
The tumultuous atmosphere of Vesk-5 or another storm-ridden world has trained you to navigate difficult or even forbidden airspaces with grace. You've learned recognize the order in the apparent randomness of a storm. Your knowledge of weather patterns, ability to make split second decisions, and near-instantaneous reaction time give you the ability to move just a bit faster than the lightning on your tail. Wherever you picked up this skill, you know how to read a situation and never take your surroundings for granted.
!! Theme Knowledge (1st)
The life of a stormrunner is about beating the odds in high-risk situations. Reduce the DC of [[Survival]] checks to endure severe weather, orienteer, and predict weather when in rainy, snowy, stormy, or windy conditions by 5. Survival is a class skill for you, or if it is a class skill from the class you take at 1st level, you gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Eye of the Storm (6th)
When in stormy conditions, you're able to gather greater information about your surroundings. Your visibility range in a storm (but not a powerful storm) is reduced by only half, and you take a –4 penalty to [[Perception]] checks instead of a –8 penalty. When you succeed at a [[Survival]] check to endure severe weather, you can move up to your full overland speed and still receive the +2 bonus to Fortitude saves against severe weather. You suffer the forced movement and take damage from a failed Acrobatics check to fly in dangerous wind conditions only if you fail the check by 10 or more, instead of by 5 or more.
!! Undaunted (12th)
Some consider stormrunners brave; others believe them to be reckless. Whether you have a steadfast mindset or have abandoned your self-preservation instinct, your many dangerous excursions have left you unperturbed by insurmountable odds and bullying tactics. The DC of [[Intimidate]] checks to [[bully]] or [[demoralize]] you is increased by 5. In addition, once per day as a reaction when you are affected by a fear effect, you can delay the onset of that effect for 1 round.
!! Lightning Reactions (18th)
You move faster than lightning, surprising your foes with your readiness for action. Twice per day, after a combat in which you acted in a surprise round, acted first (for tactical combat), or rolled the highest [[Piloting]] check in the first helm phase (for starship combat), you can spend 10 minutes mentally reviewing your actions and preparing for the next surprise to regain 1 Resolve Point. This does not count as resting to regain Stamina Points.
The combined effects of precipitation (or dust) and wind that accompany storms reduce visibility ranges by three-quarters, imposing a –8 penalty to [[Perception]] checks. Storms make aiming with ranged weapons difficult, imposing a –2 penalty to attack rolls, and archaic ranged weapons can't be fired at all. Storms automatically extinguish unprotected flames. Storms commonly appear in three types: dust, snow, or thunder.
!! Dust Storm
These desert storms differ from other storms in that they have no precipitation. Instead, a dust storm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most dust storms are accompanied by severe [[winds]] and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for a dust storm to be accompanied by windstorm-magnitude winds (see [[Table: Wind Effects]]); this greater dust storm deals 1d3 nonlethal damage each round to anyone caught out in the open without shelter and also poses a [[choking hazard|Suffocation and Drowning]]. A greater dust storm leaves 2d3–1 feet of fine sand in its wake.
!! Snowstorm
In addition to the wind and precipitation common to other types of storms, a snowstorm leaves 1d6 inches of snow on the ground afterward.
!! Thunderstorm
In addition to wind and precipitation, a thunderstorm is accompanied by lightning that can pose a hazard to characters who don't have proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm (GM rolls to hit). Each bolt deals between 4d8 and 10d8 electricity damage. One in 10 thunderstorms is accompanied by a tornado.
!! Powerful Storms
Very high winds and torrential precipitation reduce visibility to zero and can make Perception checks and ranged weapon attacks difficult. Powerful storms are divided into the following types.
* ''Blizzard:'' The combination of high winds, heavy snow (typically 1d4 feet), and extreme cold make blizzards deadly for those unprepared for them.
* ''Hurricane:'' In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is extremely difficult under such conditions.
* ''Tornado'': With incredibly high winds, tornadoes can severely injure and kill creatures pulled into their funnels.
* ''Windstorm:'' While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their winds.
Compact and resilient, the stormscout drone was developed on Shimrinsara to survive deadly weather and even direct lightning strikes—defenses that make them popular across the galaxy for entering dangerous areas, collecting samples for scientific examination, and recording their surroundings.
<div class="statblock">
* ''Size'' Small
* ''Speed'' 30 ft.
* ''AC'' EAC 11, KAC 12
* ''Good Save'' Reflex
* ''Poor Saves'' Fortitude, Will
* ''Ability Scores'' Str 12, Dex 12, Con—, Int 8, Wis 10, Cha 6
* ''Ability Increases'' Dexterity, Intelligence
* ''Initial Mods'' [[camera]], [[conductive plating]], [[manipulator arms]], [[resistance|Resistance (drone mod)]] (electricity)
</div>
Your quick reflexes allow you to shoot rapidly from the air.
''Prerequisites:'' Dex 17, [[Mobility]], [[Shot on the Run]], base attack bonus +12.
''Benefit:'' As a full action while you're flying, you can move up to your fly speed and make two ranged attacks, each with a –4 penalty to the attack roll. These attacks can take place at any point during your movement, but both must be made at the same point and against the same target. You must both begin and end your movement in the air.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Medium magical beast
* ''Init'' +8; ''Senses'' [[blindsight]] (motion) 120 ft.., kinetic sight, [[sightless]]; ''Perception'' +15
!!! DEFENSE
* ''HP'' 110
* ''EAC'' 21; ''KAC'' 23
* ''Fort'' +8; ''Ref'' +12; ''Will'' +11
* ''Defensive Abilities'' telekinetic absorption
* ''Weakness'' sonic overload
!!! OFFENSE
* ''Speed'' 20 ft., burrow 40 ft.
* ''Melee'' telekinetic burst +20 (3d4+14 B, P, or S; critical [[stagger]] [DC 16])
* ''Ranged'' telekinetic lance +20 (3d6+8 B, P, or S; critical [[stagger]] [DC 16])
* ''Offensive Abilities'' kinetic entanglement, telekinetic trap
* ''Spell-Like Abilities'' (CL 8th)
** At will—//[[telekinesis]]// (DC 19)
!!! STATISTICS
* ''Str'' –1; ''Dex'' +4; ''Con'' +2; ''Int'' —; ''Wis'' +1; ''Cha'' +6
* ''Skills'' [[Stealth]] +20
* ''Languages'' Terran (can’t speak any language)
!!! ECOLOGY
* ''Environment'' any land (Weydana-7)
* ''Organization'' solitary, pair, quilt (3–5)
!!! SPECIAL ABILITIES
''Kinetic Entanglement ([[Ex]])'' As a standard action, a stralithid can create a telekinetic link between itself and another creature within 120 feet; the effect lasts for 1 minute or until the stralithid uses this ability again. When the targeted creature is within 120 feet of the stralithid and attempts to take a physical action, the stralithid can use its reaction to absorb the action’s kinetic force. The targeted creature must attempt a DC 18 Fortitude save. On a failure, the target takes 4d6 force damage and loses the triggering action; the stralithid gains the effects of //[[haste]]// until the end of its next turn, and the kinetic entanglement ends.
''Kinetic Sight ([[Ex]])'' A stralithid can use its [[blindsight]] to perceive targets of its kinetic entanglement and telekinetic trap abilities, even if the creature is motionless.
''Sonic Overload ([[Ex]])'' A stralithid that takes sonic damage or fails to save against a sonic effect must succeed at a DC 16 Fortitude save or be [[stunned]] for 1 round, overwhelmed by minute vibrations.
''Telekinetic Absorption ([[Ex]])'' A stralithid is immune to effects with the force trait.
''Telekinetic Lance ([[Ex]])'' A stralithid’s telekinetic lance is a ranged attack with a range of 120 feet and the [[stagger]] critical hit effect.
''Telekinetic Trap ([[Ex]])'' As a full action, a stralithid can infuse a 30-foot-radius sphere within 120 feet with an intricate pattern of invisible kinetic energy that lasts for 1 round. A non-stralithid that enters or begins its turn in the pattern’s area must succeed at a DC 18 Fortitude save or be [[staggered]] for 1d4 rounds.
</div>
Stralithids are subterranean telekinetic creatures that dwell in Weydana-7’s vast regolith seas. When the creature feeds, it extends tendrils hundreds of feet to the surface of the regolith sea, where the stralithid absorbs kinetic energy from nearby activity, primarily meteoroid impacts.
Stralithids also feed off the motion of Weydana-7’s other fauna, creating nearly invisible traps of shifting kinetic energy to stun prey. They hunt [[collector crabs]], goading the creatures into traps to drain them dry and to lay eggs in the corpses.
You know how to make the most of your available resources, which comes in handy while exploring lower-tech worlds. In place of UPBs, you can use an equivalent value of raw materials on worlds with medium or low technology to craft technological items, but when you do so, you can craft items only of that world's technology level or lower.
Alternatively, you can craft a technological item whose item level doesn't exceed your number of [[Engineering]] ranks – 2, regardless of the world's technology or resources (subject to GM discretion). Armor or weapons you make using this trick gain the [[archaic]] property, technological items or weapons that use batteries can be used only once per day, and tool kits that provide bonuses to skill checks halve the granted bonus.
Using complex chemical concoctions, you have altered your own physiology. When an enemy scores a critical hit against you, reduce the amount of damage dealt by a number equal to your key ability score modifier. This does not prevent you from taking critical hit effects. At 6th level, reduce the damage from critical hits by twice your key ability score modifier. At 12th level, you reduce it by three times your key ability score modifier, and at 18th level, you reduce it by four times your key ability score modifier.
Your skill at crafting with low-tech resources is superb. You can use your [[stranded inventions]] mechanic trick to craft a technological item whose item level doesn't exceed your ranks in [[Engineering]] –1. If you craft a technological item or weapon that uses batteries, it doubles the usage, but it isn't limited to a single use per day and requires eight hours to recharge. You must have the [[stranded inventions]] mechanic trick to select this mechanic trick.
A staggering variety of board and computer games exists across the galaxy, from venerable board games to single- player computer games available on [[datapads]] or even [[comm units]]. Some are even revered pastimes in specific cultures. Only physical strategy games have bulk; computer games have no bulk but generally consume 1 charge per hour of play.
!! Basic
If two to six characters spend 1 hour playing a basic strategy game together, each can roll an Intelligence check, with the highest result determining the game's winner (reroll ties). The next time the strategy game's winner attempts to use aid another to assist any of the other players of that game session, the DC of the aid another check is reduced by 1. A single basic strategy game can provide this benefit only once per week.
!! Imperial Conquest
Imperial conquest is an ancient board game with deceptively simple rules and great strategic depth, and it is typically played via an elaborate holographic interface. Up to four people can play a game of imperial conquest, which generally takes 30 minutes per player. At the end of an uninterrupted game, each character who played attempts a DC 20 Intelligence check, with success granting tactical insights. For the next 8 hours, any character who succeeded at the Intelligence check gains a +1 bonus to AC against attacks of opportunity; when two players who succeeded at the Intelligence check flank the same enemy during this time, the bonus to attack rolls from flanking increases by 1. You cannot gain the advantage from more than one game of imperial conquest at a time.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|strategy game, basic | 1 | 150 | varies | varies | varies |
|strategy game, imperial conquest | 5 | 2,850 | 2 | 20 | 1/hour |
</div>
You've picked up the talent of drifting around tight city curves and can perform this maneuver whenever you pilot a vehicle.
''Prerequisites:'' [[Piloting]] 2 ranks.
''Benefit:'' When performing a [[race]] action with a vehicle, you can attempt a [[Piloting]] check (DC = 15 + your vehicle's item level) to drift, changing the heading of the vehicle at the end of the race movement up to 90 degrees. If you succeed at the check by 5 or more, you can change the heading of the vehicle by up to 180 degrees from its initial heading. In addition, when you force a vehicle to race unsafely, you can roll twice for the [[Piloting]] check and take the better result. If you still fail this check, you [[stop short]] (as the pilot action), changing the vehicle's heading up to 90 degrees rather than crashing or spinning out.
You were born into poverty among the lower classes of the galaxy. You might be a child of the slums that surround the major metropolises of many worlds, or a survivor huddling in the ruins of a collapsed society with no functional government. Whatever your story is, you started life at a disadvantage and have had to claw yourself forward every step of the way. You know how to move among the dregs of society, and life has taught you to depend only on yourself.
!! Theme Knowledge (1st)
You grew up making your own way, without the benefits of a strong social safety net to protect and assist you. Even if your experience all comes from a single settlement, you have learned that certain roles within the slums and ghettos are, if not universal, still broadly applicable to a wide range of urban areas. As a result, you know the grittiest, most dangerous streets of any settlement like the back of your own hand (or other primary appendage). Reduce the DC of [[Culture]] checks to [[recall knowledge]] about local laws, the criminal underworld, rumors, and official and unofficial power players in the area (such as crime bosses, gangs, neighborhood leaders, and police) by 5. Reduce the DC of [[Survival]] checks to [[live off the land]] by 5. [[Stealth]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Stealth checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
!! Slip Through (6th)
You make your way through the crowded spaces of back alleys, shantytowns, and broken fences with ease, and you have considerable experience slipping away from unfriendly citizens, moving through small gaps in security fencing, and even freeing yourself from binders and other restraints. When squeezing through or into a space that isn't as wide as your normal space, you can move at your normal speed, and you are not considered entangled as a result of squeezing. Additionally, you gain a +4 bonus to [[Acrobatics]] checks to [[escape]].
!! Blend In (12th)
Life has taught you that, all too often, survival depends on avoiding attention. You may have relied on petty crime to acquire food and other essentials, and learned to escape after performing a theft without raising an alarm. Or you may have lived in a place where roving gangs held far more power than formal law enforcement; to stay safe, you had to avoid bullies eager to demonstrate their unfettered power by making an example out of you.You are adept at appearing as just another one of the faceless horde that populates any city. In a settlement or other urban terrain or environments (including starships, space ports, and space stations), whenever someone tries to notice you, search for you, or pick you out from the local citizens, you can attempt a [[Stealth]] check to [[hide]] as part of any other action as long as you begin and end your movement adjacent to a creature that is not unfriendly or hostile to you, even if you do not have cover or concealment. You may do this each round if you can continue to meet this ability's requirements. If you move more than half your speed, make an attack, or take a standard or full action, you immediately stop being hidden and cannot use this ability again until you have cover or concealment for at least 1 full round.
!! One with the Streets (18th)
Though you may have once craved a quiet, safe existence, you've since grown used to life among the teeming masses, preferably with as few social rules as possible. Being on the streets invigorates you and recharges your reserves. Twice per day while you are in a settlement or within other urban terrain, you can spend 10 minutes wandering around, observing the ebb and flow of citizens, noting where the shadowed alleys are, soaking up the excitement and creativity of your surroundings, and generally feeling the pulse of the city around you. When you do, you regain 1 Resolve Point. This doesn't count as resting to regain Stamina.
You've developed your judgment through broad experiences and have learned to gather information at a glance.
''Prerequisites:'' [[Sense Motive]] 5 ranks.
''Benefit:'' While in a settlement, you can spend 1d4 hours observing the populace to attempt a [[Sense Motive]] check in place of a [[Diplomacy]] check to [[gather information]].
Streetsweepers are sonic weapons designed to deliver a low-intensity "punch" of sound. A streetsweeper can be overcharged to deliver a significant sonic blast that can knock down its target.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|streetsweeper, thunderstrike | 7 | 7,150 | 1d10 So | 50 ft. | [[knockdown]] | 40 charges | 5 | 2 |[[boost]] 1d6 |
|streetsweeper, LFD | 12 | 39,300 | 3d10 So | 50 ft. | [[knockdown]] | 40 charges | 5 | 2 |[[boost]] 1d8 |
|streetsweeper, HFD | 16 | 195,000 | 5d10 So | 50 ft. | [[knockdown]] | 40 charges | 5 | 2 |[[boost]] 1d10 |
</div>
//Healthy—Weakened—Impaired—Staggered—Immobile—Dead//
//Weakened:// The victim takes a –2 penalty to Strength-based ability checks, attack rolls, damage rolls, and skill checks, and the DCs of his spells and special abilities decrease by 2. The victim's total carrying capacity is reduced by two-thirds (minimum 1 bulk), and he gains the [[encumbered]] condition regardless of how much he is carrying.
//Impaired:// The victim takes an additional –2 penalty to the affected checks, rolls, and DCs, and he gains the [[overburdened]] condition regardless of how much he is carrying.
//Staggered:// The victim is [[staggered]], except he can still take a purely mental full action.
//Immobile:// The victim is [[helpless]] and can take only purely mental actions.
//Dead:// The victim dies.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CN Medium monstrous humanoid (skittermander)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +7; ''Will'' +4; +2 vs. disease and poison effects
* ''Defensive Abilities'' camouflage
* ''Weaknesses'' [[light blindness]]
!!! OFFENSE
* ''Speed'' 40 ft., climb 30 ft.
* ''Melee'' [[archaic]] obsidian [[spear]] +12 (1d6+7 P) or bite +12 (1d6+7 P) or feeding tendril +12 (1d3+7 P)
* ''Ranged'' [[archaic]] obsidian [[spear]] +9 (1d6+7 P)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with feeding tendril)
* ''Offensive Abilities'' gorge (+4)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' –3; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Athletics]] +8 (+16 to climb), [[Stealth]] +13, [[Survival]] +8
* ''Gear'' [[archaic]] obsidian [[spear]] (treat as [[archaic]] tactical [[spear]])
!!! ECOLOGY
* ''Environment'' any (Vesk-3)
* ''Organization'' solitary, pair, or route (3–10)
!!! SPECIAL ABILITIES
''Camouflage ([[Ex]])'' A stridermander can alter the color and texture of its fur to blend into its environment. Whenever a stridermander remains motionless for 1 round, it gains a +10 bonus to [[Stealth]] checks (this bonus doesn't stack with the //[[invisibility]]// spell or similar effects). If the stridermander moves more than 10 feet or takes a hostile action (such as attacking or casting a spell), it loses this bonus until it once again spends 1 round remaining still.
''Feeding Tendril ([[Ex]])'' A stridermander's secondary mouth is similar to a skittermander whelp's, but it has a more powerful and developed feeding tendril. As a standard action, a stridermander can strike at a creature its size or smaller up to 10 feet away with this tendril. In addition to dealing damage, if the stridermander hits the target's KAC + 4, it grapples the target and pulls the target adjacent to the stridermander; this movement doesn't provoke attacks of opportunity. The stridermander doesn't need to have a limb free to perform or maintain this grapple, but it can only grapple one target at a time. The stridermander can maintain this grapple with the same attack as a move action on subsequent rounds.
''Gorge ([[Ex]])'' When a stridermander hits with its bite attack against a creature it has grappled with its feeding tendril, it deals additional damage equal to its Strength modifier.
</div>
<<section 'Stridermander Tyrant'>>
Vesk-3 is perhaps best known for its dominant species, the accommodating and helpful skittermanders, but the planet—like any ecosystem—has evolved dangers and predators all its own.
Stridermanders are an evolutionary cousin of the more numerous skittermanders. A planetwide disaster millions of years ago split the common ancestor of both species into two populations. One population remained on the planet's devastated surface and evolved into the skittermanders. The other population retreated into the planet's extensive cave system, becoming larger, faster, and increasingly vicious as they competed for dwindling food supplies. Eventually, the stridermanders reemerged on the surface and the two populations met once again—and the skittermanders became prey.
Called strovion by the vesk, which roughly translates as "skittering wolves," stridermanders are brawny and threatening. Like most natives of Vesk-3, they have eight limbs, four of which are long and graceful, capable of running at high speeds and climbing through the rocky caverns where the creatures make their nests. The four shorter arms are more muscular and used for restraining prey, mating, and manipulating their environment. Their most identifiable feature is a feeding tendril that emerges from their abdomen—similar to that of a skittermander whelp—which is long enough and strong enough to drag a grown human through the darkness or lift a vesk soldier into the air.
Stridermanders feed by restraining their victims and puncturing their flesh, draining their fluids first so the rest of the body can be eaten more slowly over time. They prefer preying on skittermanders but will attack and devour anything their own size or smaller, as the vesk have discovered.
While simpleminded and animalistic, stridermanders are clever predators and construct simple obsidian tools. They have no language but hunt using coordinated pack tactics. Even more terrifying, skittermander legends speak of stridermander tyrants—larger, more vicious mutants with uncanny abilities to cloud people's minds and fool the senses.
Today, stridermanders remain a danger in Vesk-3's deep forests and caverns, though the Veskarium has heavily curtailed their numbers. Their whelps are small, rodent-like, and solitary, making them difficult to exterminate and allowing them to easily stow away on starships. Stridermanders have consequently migrated to several other worlds, where they reproduce quickly and fill apex predator roles in wilderness and ruins environments. Vesk see the species as dangerous predators worthy of hunting, and the Veskarium has exported stridermanders off-world for use as guard beasts, and for a variety of dangerous sporting events.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CE Large monstrous humanoid (skittermander)
* ''Init'' +5; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +14; ''Will'' +11; +2 vs. disease and poison effects
* ''Defensive Abilities'' camouflage
* ''Weaknesses'' [[light blindness]]
!!! OFFENSE
* ''Speed'' 50 ft., climb 30 ft.
* ''Melee'' bite +23 (2d10+18 P) or claw +23 (1d10+18 S) or feeding tendril +23 (1d6+18 P)
* ''Multiattack'' 4 claws +17 (1d10+18 S)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (20 ft. with feeding tendril)
* ''Offensive Abilities'' gorge (+8)
* ''Spell-Like Abilities'' (CL 10th)
** 1/day—//[[hold monster]]// (DC 18)
** 3/day—//[[knock]]//, //[[suggestion]]// (DC 17)
** At will—//[[dancing lights]]//, //[[ghost sound]]// (DC 14)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +3; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +19 (+27 to climb), [[Stealth]] +24, [[Survival]] +19
!!! ECOLOGY
* ''Environment'' any (Vesk-3)
* ''Organization'' solitary or pack (1 tyrant and 3–10 stridermanders)
!!! SPECIAL ABILITIES
''Camouflage ([[Ex]])'' As [[stridermander]].
''Feeding Tendril ([[Ex]])'' As [[stridermander]].
''Gorge ([[Ex]])'' As [[stridermander]].
</div>
A combination of springy, flexible joints and ridged leg plates provide you with cricket-like mobility and musicality. In addition to functioning as a musical instrument, as a move action you can create a chirping drone that lasts until the end of your next turn. You and allies within 30 feet gain sonic [[resistance]] 5 while you continue to drone, which you can sustain as a move action each round. The augmentation also provides you exceptional leaping ability, granting you a +8 enhancement bonus to [[Athletics]] checks when [[jumping|Jump]].
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|stridulation legs | 6 | 3,900 | legs |
</div>
You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you.
''Prerequisites:'' Base attack bonus +1.
''Benefit:'' You can ready an action to make a melee attack against a foe that attacks you with a melee weapon, even if that foe isn't within your reach.
With their ebon feathers, murky eyes, and massive wings spreading behind them like angels' pinions, strix are imposing people to anyone not familiar with their kind. Pre-Gap accounts speak of a small and usually isolationist population of strix on vanished Golarion. Today, strix still tend to keep to themselves, especially in the race's most concentrated population in the Pact Worlds: a mysterious spire called Qidel, Aerie of the Sun, on Verces.
Non-strix entry into Qidel is highly regulated, and the strix are tight lipped about their culture within the structure. This has led some to speculate that Qidel's strix are little more than spies, but the winged people's generally magnanimous nature has prompted most civilized species to dismiss such suspicions as prejudiced nonsense. Despite their generous dispositions, strix sometimes struggle to integrate into wider Vercite culture. Accustomed to a communal culture, where everything from biotechnical engineering to child-rearing involves an entire community, strix often find the verthani's focus on individuality and personal achievement exhausting. As a result, many strix who leave Qidel have opted to leave Verces altogether and pursue adventure and learning offworld.
Strix's biological functions have long since adapted to living in dark places, whether it be Qidel or another such enclave elsewhere. As a result, their eyes are typically milky and lack pupils; furthermore, given their powerful necks and ability to fly, their ocular muscles rarely need to accommodate moving in their sockets. This results in strix constantly craning their heads in a birdlike manner that, along with the rest of strix's appearance, can make them seem eerie to other species.
Though they share little about their home culture even with trusted friends, strix are deeply distrustful of magic but are natural technophiles. They take to technology as easily as they can fly through the air, leading some to believe that strange and incredible technology must play a major part of the life in Qidel. They often heavily augment their bodies with cybernetics—some of their own creation—and can be invaluable as technomancers and mechanics aboard exploration vessels.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2, Int, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Strix are Medium humanoids with the strix subtype.
* ''Darkvision:'' Strix can see up to 60 feet in the dark.
* ''Nightborn:'' Strix gain a +2 racial bonus to [[Perception]] and [[Stealth]] checks in dim light or darkness.
* ''Strix Mobility:'' Strix have a land speed of 20 feet and an extraordinary fly speed of 30 feet with average maneuverability.
* ''Suspicious:'' Strix receive a +2 racial bonus to saving throws against illusion spells and effects.
* ''Tinkerer:'' Strix have a natural eye for technology and can craft such items at incredible speed. It takes a strix a base time of 2 hours to craft a technological item.
!! Strix Mobility Graft
{{Strix Mobility}}
[[Strix]] are known for their massive feathery wings, and you have a similar pair of appendages (either organic or mechanical) attached to your back. This grants you an extraordinary fly speed of 30 feet with average maneuverability, though it does decrease your land speed by 10 feet due to your wings' size and bulk.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|strix mobility graft | 5 | 3,100 | spinal column |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large magical beast
* ''Init'' +2; ''Senses'' [[blindsight]] (vision) 60 ft., [[darkvision]] 60 ft., [[low-light vision]], [[sense through]] (vision) 30 ft.; ''Perception'' +21
!!! DEFENSE
* ''HP'' 135
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +12; ''Will'' +7
* ''Defensive Abilities'' phase
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' bite +20 (3d4+14 P) or claw +20 (3d4+14 S; critical [[bleed]] 2d4)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' clawed pounce
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +2; ''Int'' –2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +21, [[Stealth]] +16
* ''Languages'' Stroxha (can't speak other languages)
!!! ECOLOGY
* ''Environment'' temperate or warm forests (Marata)
* ''Organization'' solitary, pair, or guard (1–2 plus a [[maraquoi]] warband)
!!! SPECIAL ABILITIES
''Clawed Pounce ([[Su]])'' When a stroxha charges, it can also make a full attack using its claw and bite natural weapons.
''Phase ([[Su]])'' Stroxhas exist slightly out of phase with the Material Plane. A stroxha can pass through walls or material objects (but not corporeal creatures) as long as it starts and ends its turn outside of any wall or obstacle. In addition, a stroxha always benefits from a 20% miss chance against attacks and effects targeting it directly, and it takes only half damage from area effects. Force effects function normally against a stroxha.
</div>
Within the untamed depths of Marata's protected forests, stroxhas hunt as they have for ages. Apex predators of terrifying strength and agility, these beasts combine feline and reptilian traits in a robust quadrupedal form armed with long claws and crushing jaws. None of these are what make the stroxha truly dangerous, however. Their legendary ambush capabilities derive not from superior stealth or camouflage, but their capacity to sense and charge prey through solid objects. A stroxha's eyes are highly advanced sensors capable of detecting a range of electromagnetic radiation from X-rays to microwaves. This sight, combined with phase-shifting abilities born of fey ancestry, allows a stroxha to spot a creature and close on it before the prey has a chance to spot danger.
Because each individual stroxha needs a vast hunting ground, stroxhas rarely congregate for any purpose other than breeding. Stroxhas bear few cubs, usually one or two, with the parents taking turns rearing the young so neither's territory becomes overhunted. Stroxha culture is based around an honor hierarchy, with displays of force and dominance determining who controls the choicest territory. Their language is a complex combination of hisses, growls, and body cues, and they are capable of comprehending other languages with sufficient exposure.
[[Maraquoi]] revere stroxhas as symbols of fierce cunning. The people of Marata were once among the beasts' prey, but the maraquoi have begun defending the increasingly rare predators. With extraplanetary interests applying more pressure for access to Marata's highly protected environmental resources, poachers have begun to hunt stroxhas, and over time, stroxhas came to recognize the protection the maraquoi have afforded them. An alliance now exists between the mighty predators and their erstwhile prey to protect their mutual home world.
A typical adult stroxha is 10 feet long and weighs 500 pounds.
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 20
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' Progression track is //Healthy—Stiffened—Immobile—Dead//.
* ''Cure'' 2 consecutive saves
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|strychnine | 18 | 188,000 |
</div>
As long as you have the time to do so, you can take 20 on [[Engineering]] checks to [[identify creatures]] and [[technology|Identify Technology]], even if you do not have access to a computer terminal or other means of research. If the creature or technology was created by a group or individual you are familiar with (normally including any major corporation or military), on a successful check you also identify what group created the object identified.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' yes
</div>
You momentarily transpose the position of the limbs the target is using to move or interfere with its proprioception. If the target fails its Reflex save, it’s [[off-target]] and can move at only half speed for 1 round. A flying creature also descends 10 feet.
One side of the wall, selected by you, sends forth waves of charged particles, dealing 6d6 fire and electricity damage to creatures within 10 feet, 3d6 fire and electricity damage to those beyond 10 feet but within 20 feet, and 1d6 fire and electricity damage to those beyond 20 feet but within 30 feet. Also, the wall sheds high [[radiation]] within 10 feet, with the radiation diminishing to medium between 10 and 20 feet, and to low between 20 and 30 feet. The wall deals its damage when it appears and on your turn each subsequent round. The wall also deals 12d6 fire and electricity damage to any creature passing through it. The wall deals double damage to undead creatures and any creature damaged by sunlight. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
You can use your attacks to stymie an opponent's movement instead of directly attacking. When you successfully use a weapon with the [[reach]] weapon special property to strike a target with an attack of opportunity, instead of dealing damage to that target, you give the target the [[flat-footed]] condition and reduce all the target's speeds (including burrow, climb, fly, and swim speeds) by half; both effects last until the beginning of the target's next turn.
The target is [[stunned]] for 1 round.
You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon's attacks are [[nonlethal]].
Stewards often make use of the combined offensive and defensive flexibility of a stun staff, a polycarbonate staff with an electrode-lined striking surface. These weapons are commonly used in riot control due to their ability to easily inflict nonlethal damage, but they're also valuable in self-defense, and their streamlined appearance means they don't attract overmuch attention at formal events where security is as necessary as discretion. As a cousin of the shock truncheon, the stun staff bears a similar naming convention, with the tactical stun staff as the most basic, followed by the static, aurora, storm, and tempest models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|stun staff, tactical | 2 | 750 | 1d4 E | [[stagger]] | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
|stun staff, static | 6 | 4,210 | 1d10 E | [[stagger]] | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
|stun staff, aurora | 10 | 18,100 | 3d8 E | [[stagger]] | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
|stun staff, storm | 13 | 50,200 | 4d10 E | [[stagger]] | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
|stun staff, tempest | 17 | 244,000 | 6d10 E | [[stagger]] | 1 |[[block]], [[powered]] (capacity 20, usage 1), [[stun]] |
</div>
You drop everything you are holding, you can't take actions, and you are [[flat-footed]].
You can set a weapon with the [[stun|Stun (weapon property)]] weapon special property to stun mode or reset it to normal mode as part of the action used to make an attack with the weapon.
For your [[debilitating trick]], you can try to stun your target. The target must succeed at a Fortitude save or be [[stunned]] until the start of your next turn. Once you've used this ability to try to stun a creature, it's immune to your stunning shot for 24 hours. You must have the [[staggering shot]] exploit to learn this exploit.
You can attempt any one of the [[stunts]] described in [[Movement|Movement (starship)]]. The DCs of the [[Piloting]] checks required and the results of success and failure are described in each stunt's description.
<<list-links "[tag[Stunts]sort[title]]" class:index>>
''Critical:'' The results of a critical stunt action depend on the stunt being attempted.
* //Back Off:// Your starship can move up to its full speed and make turns as normal for its maneuverability rating.
* //Barrel Roll:// The sudden roll makes it difficult to target your starship. You also gain the effects of a successful [[evade]] stunt until the start of the next round.
* //Evade:// You successfully anticipate your enemy's firing patterns. The stunt's circumstance bonus to your starship's AC and TL increases to +4.
* //Flip and Burn:// With a flawlessly executed stunt, your starship can move up to its full speed (without turning) and rotate 180 degrees to face the aft edge at the end of the movement.
* //Flyby:// You line up the shot perfectly. The gunner gains a +2 circumstance bonus to the gunnery check affected by this stunt.
* //Ramming Speed:// You fly your ship fast and true. You gain a +2 circumstance bonus to the gunnery check to ram the target, and if you succeed, you deal additional damage to the target equal to your starship's tier.
* //Slide:// You slide and rotate your starship simultaneously. At the end of the stunt's movement, your starship can turn once.
You can perform skillful stunts while going on the offensive. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you're wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have [[Skill Focus]] with (DC = 20 + your target's CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. At 7th level, you can perform two stunts you know. If the stunts use different skills, you must attempt both skill checks, and if either fails, your target is not [[flat-footed]].
At 1st level, choose one stunt associated with a skill with which you have [[Skill Focus]]. At 3rd level and every 4 levels thereafter, you choose another stunt that uses any skill that you have Skill Focus with. If a stunt allows a saving throw, its DC is equal to 10 + half your operative level + your Dexterity modifier. Each of the skills listed below has several stunts associated with it.
This replaces [[trick attack]] and [[debilitating trick]].
<$list filter="[tag[Skills]]" variable="skil">
<$list filter="[tag[Stunt and Strike]tag<skil>first[]]">
!! <<skil>> Stunts
<<list-links '[tag[Stunt and Strike]tag<skil>]' class:index>>
</$list>
Stunts
Instead of ordinary movement, pilots can attempt stunts with their starships, pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship's Armor Class (AC) and Target Lock (TL).
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Stylemanders are fluffy, finger-sized, eight-legged grooming insects. Although nearly mindless, they're considered by some to be cute and useful. They are always spotlessly clean, are natural cleaners of other creatures, and even clean the glass jars in which they are kept. Their instinct to groom hair has made them popular among nuar, skittermanders, ysoki, and other shoppers with fur or furry pets, but occasionally even humans and lashunta use one in lieu of conventional combing routines. To use a stylemander, let it out of its jar and let it comb through your hair or fur for 5 minutes. It removes and eats bugs, parasites, dirt, and stray hairs. Some designer breeds are marketed for their tendency to comb fur into particular styles or patterns. A stylemander lives for about 3 months.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|stylemander | 1 | 50 | — |
</div>
.tc-tab-buttons button.tc-tab-selected {
color: <<color tab-foreground-selected>>;
}
.tc-tiddler-body .tc-tab-buttons button {
color: <<color tab-foreground-selected>>;
}
.tc-block-dropdown {
color: #333333;
}
.tc-block-dropdown a.tc-tiddlylink {
color: <<color page-background>>;
}
.tc-block-dropdown a.tc-tiddlylink:hover {
color: <<color page-background>>;
background-color: #dddddd;
}
.tc-tiddler-edit-frame em.tc-edit {
color: #333333;
}
.tc-btn-icon svg, .tc-btn-dropdown svg, .tc-btn-dropdown img, .tc-edit-field-remove svg {
fill: #999999;
}
.tc-tiddler-body .tc-table-of-contents svg {
fill: <<color primary>>;
}
.tc-btn-invisible small {
color: #cccccc;
}
.tc-drop-down .tc-menu-list-item a.tc-tiddlylink {
color: <<color page-background>>;
}
.tc-sidebar-header option {
color: <<color page-background>>;
}
.tc-sidebar-header select {
color: <<color page-background>>;
}
details {
padding-top: 0.5em;
}
details summary:focus {
outline: none;
}
details summary::-webkit-details-marker {
display: none;
}
details summary h2::after, details summary h3::after {
content: " »";
}
details[open] > summary > h2::after, details[open] > summary > h3::after {
content: " «";
}
details summary h2, details summary h3 {
display: inline;
}
.section h2, details details summary h2 {
font-size: 1.17em;
margin-bottom: 0.5em;
}
.section h3, details details summary h3, details details details summary h2 {
font-size: 15px;
margin-bottom: 0.5em;
}
details .section {
padding-left: 1em;
position: relative;
}
details[open] .section {
animation: slide-in .5s ease-in-out;
}
@keyframes slide-in {
0% {opacity: 0; left: -10px;}
100% {opacity: 1; left: 0px;}
}
/* DETAILS IN THE SIDEBAR */
.tc-sidebar-scrollable details {
border: 0px;
}
/* COMPACT DETAILS */
details.compact {
border: 0px;
padding: 0em;
margin: 0em;
margin-left: 0.5em;
}
details.compact summary {
font-weight: 500;
margin-left: 1em;
}
details.compact summary::after {
content: " »";
}
details.compact[open] > summary::after {
content: " «";
}
details.compact .section {
margin-left: 1em;
}
details.compact .section p:first-child {
margin-top: 0em;
}
/* LISTS BY LEVEL */
.by-level {
border: 0px;
}
.by-level .level {
display: none;
}
/* ALPHABETICAL LISTS */
details.alpha summary {
margin-left: 1em;
}
details.alpha[open] summary {
border-bottom: 1px dotted silver;
}
details.alpha summary::after {
content: " »";
}
details.alpha[open] > summary::after {
content: " «";
}
details.alpha ul {
margin-bottom: 0.5em;
}
details.alpha ul ul {
margin-left: -1em;
}
@font-face {
font-family: 'Orbitron';
font-style: normal;
font-weight: 400;
font-display: swap;
src: url(https://fonts.gstatic.com/s/orbitron/v25/yMJMMIlzdpvBhQQL_SC3X9yhF25-T1nyGy6BoWgz.woff2) format('woff2');
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}
.tc-site-title,
.tc-tiddler-title {
font-family: 'Orbitron';
}
.tc-tiddler-body a.tc-tiddlylink-missing {
text-decoration: underline dotted;
font-style: normal;
font-weight: normal;
}
strong a.tc-tiddlylink {
font-weight: 500;
}
button {
outline: none;
}
/* .tc-titlebar {
padding-bottom: 0.2em;
}
h2.tc-title {
line-height: 1.2;
}
*/
.tc-subtitle {
display: none;
}
h2, h3, h4 {
margin-bottom: 0.5em;
}
h2+p, h3+p, h4+p {
margin-top: 0.5em;
}
ul li {
margin-top: 0.2em;
margin-bottom: 0.2em;
}
.tc-drop-down {
min-width: 200px;
}
h4.tc-menu-list-subitem {
margin-top: 0px;
margin-bottom: 0px;
text-decoration: underline;
}
.equation {
text-align: center;
font-size: 85%;
border-top: 1px silver solid;
border-bottom: 1px silver solid;
margin-left: 1em;
margin-right: 1em;
}
.commas span:not(:last-child):after {
content: ", ";
}
.source {
font-size: 80%;
color: #999999;
}
.level {
font-size: 0.9em;
float: right;
font-weight: 500;
margin-left: 1em;
}
.floating {
margin-right:0.5em;
float:left;
}
.clearfix::after {
content: "";
clear: both;
display: table;
}
li.toc-item a {
font-weight: 500;
}
ul.index { list-style-type: none; margin-left: -1.6em; }
ul.index li { margin: 0em; }
ul.index li a { font-weight: 500; }
.statblock {
margin-top: 1em;
margin-bottom: 1em;
}
.statblock {
border-top: 3px silver solid;
border-bottom: 3px silver solid;
padding: 0em 1em;
}
.statblock p {
margin-left: 1em;
text-indent: -1em;
}
.statblock ul:first-child {
margin-top: 1em;
}
.statblock ul {
margin-top: 0.5em;
}
.statblock ul ul {
margin-top: 0em;
}
.statblock li {
margin: 0em 0em 0em -1.6em;
text-indent: -1em;
list-style-type: none;
}
.statblock ul.special li {
margin-left: 0em;
text-indent: 0em;
list-style-type: disc;
}
.statblock h3 {
border-bottom: 1px silver solid;
}
.statblock p {
margin-top: 0.5em;
margin-bottom: 0.5em;
}
.statblock p:last-child {
margin-bottom: 1em;
}
.statblock .table-wrapper {
margin-left: 1em;
}
.table-wrapper {
overflow-x: auto;
margin-top: 1em;
margin-bottom: 1em;
}
.tc-tiddler-body table {
width: 100%;
border: 0px;
margin-top: 0px;
margin-bottom: 0px;
caption-side: top;
}
.tc-tiddler-body table thead {
border: 1px solid <<color page-background>>;
}
.tc-tiddler-body table thead tr td {
background-color: <<color page-background>>;
color: #d8dee9;
vertical-align: bottom;
text-transform: uppercase;
font-weight: 300;
}
.tc-tiddler-body table tbody tr th {
text-align: left;
font-style: italic;
font-weight: 400;
border-top: double <<color page-background>>;
border-bottom: double <<color page-background>>;
}
.tc-tiddler-body table tbody tr:nth-child(even) {
background-color: #4c566a;
}
.tc-tiddler-body table td {
vertical-align: top;
white-space: nowrap;
border: none;
}
.tc-control-panel table td {
white-space: normal;
}
.tc-tiddler-body table tbody tr td[align=left] {
padding-left: 1.0em;
text-indent: -0.5em;
}
.tc-tiddler-body table.multilevel tbody tr td:first-child {
padding-left: 1.5em;
}
.indent {
margin-left: 0.5em;
}
.nohang {
padding-left: 0.5em;
text-indent: 0em;
}
.constrained {
white-space: normal;
}
.tc-tiddler-body table.constrained td {
vertical-align: top;
white-space: normal;
border: none;
}
.tc-tiddler-body table tbody tr:last-child {
border-bottom: 1px solid #2e3440;
}
.tc-tiddler-body table tfoot tr td {
white-space: normal;
font-size: 12px;
line-height: 16px;
padding-bottom: 6px;
}
.tc-tiddler-body table tfoot tr:first-child td {
padding-top: 6px;
}
table.magic tr td:first-child {
font-style: italic;
}
/* FAVORITES TABLE */
table.favorites td {
border: 0px;
border-bottom: 1px dotted gray;
}
table.favorites tr:last-of-type td {
border-bottom: 0px;
}
/* SIDEBAR TABLE */
.tc-sidebar-lists table.index { border: 0px; margin: 0px; }
.tc-sidebar-lists table.index thead td { background-color: <<color message-foreground>>; color: #333333; font-weight: normal; text-transform: uppercase; }
.tc-sidebar-lists table.index th { background-color: <<color message-border>>; color: #333333; text-align: left; font-weight: normal; font-style:italic; }
.tc-sidebar-lists table.index td { border: 0px; background-color: initial; white-space: nowrap; }
.tc-sidebar-lists table.index tbody tr:hover { background-color: <<color primary>>; }
.tc-sidebar-lists table.index a.tc-tiddly-link { font-weight: 500; color: <<color message-foreground>>; }
.tc-sidebar-lists table.index a:hover { text-decoration: none; color: <<color sidebar-tiddler-link-foreground-hover>>; }
div.tc-tags-wrapper {
margin-bottom: 0px;
}
div.tc-tags-wrapper span.tc-tag-list-item {
margin-right: -2px;
margin-bottom: 3px
}
span.tc-tag-label {
text-transform: uppercase;
border-radius: 0px;
border-style: solid;
border-width: 1px 2px;
display: inline;
}
span.tc-tag-label:hover {
}
span.tc-tag-label a {
text-decoration: none;
font-weight: normal;
}
span.tc-tag-label a:hover {
text-decoration:none;
}
span.parent span.tc-tag-label {
text-transform: uppercase;
margin: 0px 2px;
border-radius: 0px;
border-style: solid;
border-width: 1px 2px;
display: inline;
float: right;
}
span.parent span.tc-tag-label a {
color: <<color page-background>>;
text-decoration: none;
font-weight: normal;
}
span.parent span.tc-tag-label:hover {
background-color: <<color sidebar-tiddler-link-foreground>>;
}
<$list filter="[tag[$:/tags/Stylesheet]sort[title]]" template="$:/core/ui/ListItemTemplate"/>
This vicious-looking clawed wand is used to detect and quickly remove foreign objects from under the skin. You can use the subdermal extractor only on an unconscious or willing target. The clawed end of the subdermal extractor contains a delicate sensor that evaluates the target's genetic material and scans for foreign objects (including alien eggs, biotech and cybernetic augmentations, tracking chips, etc.). To detect an anomalous object, you take a move action and must succeed at a [[Computers]] or [[Medicine]] check with a DC equal to 15 or 10 + the level of the implanted item, whichever is higher. If the implanted material was injected as part of a creature's attack, the DC is instead 15 + the CR of the attacking creature. As a standard action, you can deploy the subdermal extractor to remove anomalous material you have detected. This typically requires a successful DC 25 Medicine check, but this DC might be lower or higher at the GM's discretion (such as if the item is particularly small or if it has woven itself into the target's interior physiology). Whether or not you succeed or fail at the check, the target takes 1d6 slashing damage from the attempt. Each detection attempt uses a charge from the subdermal extractor, as does each removal attempt. You can use a subdermal extractor on yourself, but the DCs of skill checks to use it are increased by 2.
Although a subdermal extractor can be used to quickly remove cybernetics or other augmentations, only the most disreputable back-alley shops use subdermal extractors for this purpose, and such augmentations still can't be resold.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|subdermal extractor | 6 | 3,850 | 1 | 20 | 1/use |
</div>
You personally lead your starship's crew in thwarting a boarding party. Either add an insight bonus equal to your key ability score modifier to your starship's BR against one boarding attack attempted this round, or add half that bonus (rounded down) to the BR against all such boarding attacks this round.
A subduer resembles a hollow rod with internal coolant reserves, and it relies on the user's forceful movements to spray the coolant forward. Employed primarily by kasathan security forces to prevent suspects from fleeing, subduers coat their targets in a thin layer of expelled coolants that cause temporary painful freezing of the target's skin that deals little lasting damage. On a lucky shot, the frozen layer also interferes with the target's ability to function. Frost and rime subduers are often employed by peacekeeping forces, while sleet and glacier subduers typically see use only by pirates or mercenary groups.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|subduer, frost | 2 | 790 | 1d3 C | 40 ft. | [[stagger]] | 20 charges | 1 | L |[[nonlethal]] |
|subduer, rime | 9 | 13,200 | 1d12 C | 60 ft. | [[stagger]] | 20 charges | 1 | L |[[nonlethal]] |
|subduer, sleet | 13 | 50,500 | 3d6 C | 60 ft. | [[stagger]] | 20 charges | 1 | L |[[nonlethal]] |
|subduer, glacier | 16 | 169,000 | 3d10 C | 60 ft. | [[stagger]] | 20 charges | 1 | L |[[nonlethal]] |
</div>
While the sun can sear and burn, it also represents a gentler force of growth and redemption. As a move action, you can grant a weapon you wield, including your solar weapon, the [[nonlethal]] weapon special property by sheathing it in a field of cushioning energy. This lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your weapon gains the [[stagger]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the staggered effect.
<div class="statblock">
* <<levels>>
* ''School'' illusion (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 1 round/level (D)
</div>
Choose one object or creature you can see within long range (400 feet + 40 feet/level). You alter your perceptions to become convinced the target is an illusion. For you, the target becomes transparent and does not create sound or smell. Until the spell ends, you can move through the target unimpeded and the target can move through you. The target's nonmagical attacks can't harm you, and the target's magical attacks deal half damage to you. The target's non-damaging magical abilities have only a 50% chance of affecting you, and you are immune to all its sonic, language-dependent, and scent-based attacks. However, your attacks deal no damage to the target, and your magical abilities don't affect the target at all. You or the target can affect each other normally through intermediaries. For instance, while the target would be immune to the direct effects of your //[[charm monster]]// spell, if you charmed another creature that then attacked the target creature, the target would not be immune to the damage from that attack.
In life, Korius Zrayne was a quiet, unremarkable verthani who taught art at a small school in Cuvacara. He disappeared in 213 AG, vanishing from one of the most heavily surveilled cities in the Pact Worlds. When authorities investigated his tiny apartment, they found no sign of Zrayne, but did find his life's work: an old-fashioned triptych, painted in glorious color on three pieces of wood.
Zrayne's notes called it The //Sublime Marriage of Infinity and Eternity//, but it's more often referred to as simply the //Sublime Triptych//. The triptych is 2 feet high and 3 feet wide when unfolded, bearing three images laden with symbolism and meaning. The side panels each depict a robed figure of uncertain species, their faces replaced by a stylized celestial phenomenon: on the left, a black hole of glittering darkness surrounded by accretion disks of spiraling matter; and on the right, a golden star circled by solar winds and orbiting planets. In the center panel, a twisting, azure pulsar crowns a verthani, whose hands reach out to each side panel.
The //Sublime Triptych's// supernatural powers were discovered almost immediately: if one person touches the left panel while someone else touches the right panel, the figures depicted on the panels adopt the appearance of the individuals who touched them, including their species and dress. The person who touches the left panel gains the ability to use the [[black hole]] stellar revelation as a fully graviton-attuned solarian of their level once. The individual who touches the right panel can use the [[supernova]] stellar revelation as a fully photon-attuned solarian of their level once. When these powers are used, the character who touched the opposite panel takes damage equal to 1d8 for every two levels of the power that was used; for example, if a character who touched the right panel uses supernova as a 10th-level solarian, the character who touched the left panel takes 5d8 damage. Using either of these abilities causes spectral drops of blood to appear on the surface of the triptych. The ability to use these revelations recharges if a character takes a 10-minute rest to regain Stamina; alternatively, a character can spend a Resolve Point to recharge it immediately.
Both users of the //Sublime Triptych// are constantly aware of each other's relative positions and condition (as the //[[status]]// spell) and have a very rough sense of each other's emotional state (happy, angry, or frightened, for example). The triptych's effects disappear after one hour, or if either individual who touched it dies.
Zrayne's disappearance eventually became a cold case; after a suitable delay, authorities auctioned off his belongings, including the //Sublime Triptych//. Since then, the triptych has gone from private collector to museum to auction house, never staying in one pair of hands for too long.
A keen-eyed observer comparing the most recent auction photos with the original investigation logs might notice that the central verthani figure seems far more detailed now than it was in 213 AG. Scholars aboard the Idari theorize Korius Zrayne was somehow absorbed by his own masterpiece—but no one can agree if this was an accident or what the triptych was designed to do all along.
The //Sublime Triptych// loses all its powers if both users die in the same round; if either individual returns to life, the triptych regains its abilities as well.
These vehicles can submerge completely in a liquid (usually water) for extended periods, providing access to strange new realms for nonaquatic creatures.
* ''Passengers:'' 2
* ''Adjustments:'' Increase price by 20%, increase [[hardness]] by 20%
* ''Cover:'' Total cover
* ''Speed (Full):'' speed × 10
* ''Modifiers:'' –2 [[Piloting]], –2 attack (–5 at full speed)
* ''Special:'' The submersible can't take grafts that reduce its cover to less than total cover.
<div class="statblock">
* ''Level'' 17; ''Price'' 825,000
Colossal sea vehicle (80 ft. wide, 440 ft. long, 60 ft. high)
''Speed'' 50 ft., full 500 ft., 55 mph (swim)
''EAC'' 31; ''KAC'' 32; ''Cover'' total cover
''HP'' 340 (170); ''Hardness'' 20
''Attack (Collision)'' 21d10 B (DC 16)
''Modifiers'' –3 [[Piloting]], –3 attack (–5 at full speed)
''Systems'' autopilot ([[Piloting]] +30), hangar, launch catapults, system-wide comm unit
''Passengers'' 250
</div>
Submersible assault carriers are heavy, deep-water submarines, most commonly used on ocean worlds. They can carry a smaller sub, mech, or other vehicle, and they are capable of launching these craft either from the surface or deep below the waves.
<div class="statblock">
* ''Level 2''; ''Price'' 2,500
* Huge water vehicle (15 ft. wide, 30 ft. long, 10 ft. high)
* ''Speed'' 20 ft., full 200 ft., 22 mph (swim)
* ''EAC'' 14; ''KAC'' 15; ''Cover'' total cover (enclosed)
* ''HP'' 24 (12); ''Hardness'' 3
* ''Attack (Collision)'' 6d4 B (DC 11)
* ''Modifiers'' –1 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +13)
* ''Passengers'' 6
</div>
A tier-1 computer controls this submersible vehicle; hacking the computer allows a user to control its direction, though its speed caps at 22 mph (water). A user with access also can open the boat's transparent aluminum dome, allowing water in (fully flooding the vehicle in 1 round if submerged) and reducing the cover provided from total cover to cover. If the tour boat breaks, it begins to sink. If the vehicle's dome was closed when the vehicle breaks, the dome shatters and the boat takes on water, becoming fully flooded in 3d4 rounds.
Cybernetics in your throat vibrate in such a way that can give your voice an unnerving edge.
''Prerequisites:'' Character level 3rd; constructed species trait, construct type, or cybernetic augmentation installed in throat.
''Benefit:'' When you succeed at an [[Intimidate]] check to [[demoralize]] a foe, you can spend 1 Resolve Point as a reaction to increase the duration of the [[shaken]] condition by 1 round. At 9th level, you increase the duration by 2 rounds when you spend the Resolve Point.
You can free a creature from mental control or conditions that hamper it. Once per day as a standard action, you can touch a willing or unconscious creature. When you do, the affected part of its mind is replaced with a nearly exact duplicate from an alternate reality, ending all mind-affecting effects the target has as well as all conditions removed by //[[greater remove condition]]// that were imposed on the creature by mind-affecting effects. The subject is [[stunned]] until the end of its next turn.
You can also attempt to use this ability on an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If they succeed, the ally can allow their mind to be substituted, but if they fail, you waste the action and this use of substitute mind. This does not grant the ally a new saving throw if the effect did not originally allow one.
At 14th level, you can use this ability on yourself, even if you're otherwise unable to take actions because of a mind‑affecting effect. If you do, it must be the first thing you do on your turn, and you are stunned until the end of your next turn.
Creatures that live underground have unique habits and abilities. Most subterranean beasts live the majority of their lives burrowing in the ground. Others live in warrens they dig or in caverns and similar natural structures. Some planets have subterranean realms rich with life, while other such regions are as desolate as any desert.
* ''Burrowing:'' You can give subterranean creatures a burrow speed.
* ''Climbing:'' Climbing can be useful in caves, and subterranean creatures often have climb speeds equal to their land speeds. If the creature does not have burrowing, you can also give it the [[spider climb|Spider Climb (special ability)]] universal creature rule without that counting against its number of special abilities.
* ''Senses:'' Assuming the underground region is lightless, give the creature a form of [[blindsense]] or [[blindsight]], or [[darkvision]] with a range of at least 60 feet. Some subterranean creatures suffer [[light blindness]], and a few species are [[sightless]].
A subtle weapon fires either very small ordnance or otherwise generates a nearly imperceptible discharge that even the target may not be aware of. A target hit by a subtle weapon must succeed at a [[Perception]] check with a DC equal to 15 + 1-1/2 the weapon's item level or it doesn't realize it has been struck. The target notices other effects conveyed by a subtle weapon, such as an injected substance, as normal. For example, you might use a subtle weapon to inject a target with a poison with an onset delay; the target may not realize it has been hit by the dart, but it would notice the effects of the poison once it took effect.
You can disguise your spellcasting to confound onlookers. If you succeed at a [[Sleight of Hand]] check (DC = 10 + 5 × level of spell being cast) while casting a spell (this requires no extra action), choose a different spell of the same level and school as the one you are casting. An onlooker who succeeds at a [[Mysticism]] check to identify the spell you are casting believes the disguised spell to be the other spell you chose unless their result exceeds the DC by 10 or more. A spell with an obvious effect (such as //[[explosive blast]]//) will immediately disabuse of the onlooker of their false assumption. You can't actually eliminate all signs of spellcasting, so security footage may still reveal you as the source of dangerous magic.
Starting at 5th level, you can spend 1 Resolve Point to automatically succeed on the Sleight of Hand check. When you do so, the onlooker takes a –2 penalty to a Mysticism check to identify your spell and the DC to counter your spell with //[[dispel magic]]// or //[[greater dispel magic]]// increases by 2.
<div class="statblock">
* <<levels>>
* ''School'' evocation (cold)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
A sleeve of ice encases your striking limb. Attempt a melee attack against the target’s EAC. On a hit, the target takes 10d8 cold damage and moves at half speed for the duration. You can also attempt a free [[grapple|Grapple (combat maneuver)]] check, adding the higher of your key ability modifier or your Strength modifier to the attack roll, and an additional +4 from the ice. Encasing ice also increases the DC to escape your grapple by 4. Each round the target remains [[grappled]], it takes 4d8 cold damage.
Casting this spell doesn’t provoke attacks of opportunity.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' 90 ft.
* ''Area'' 15-ft.-wide line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You pull a high-speed race from another world into your own, superimposing it onto the area. Enemies in the area are struck by passing vehicles, which deftly swerve around objects and your allies. Each enemy in the area takes 7d6 bludgeoning damage. On a failed saving throw, a damaged creature is additionally pushed back 10 feet and knocked [[prone]].
As a reaction, whenever you or an ally deal damage to an opponent within 60 feet of you, you and all allies within 60 feet of the opponent can take a guarded step as a reaction. All of the characters who took a guarded step using this improvisation have their speed reduced by 5 feet until the end of their next turn.
This is a language-dependent, mind-affecting, sense-dependent effect.
You can take a reaction to form a nanite array. After using this ability the first time each day, you must use a [[nanite surge]] each time you use it again.
The weapon sucks the atmosphere away from the target. If the target is wearing armor or a space suit that has activated environmental protections, the weapon depletes a number of days of that protection equal to half the weapon's item level. If this depletes the environmental protections entirely, or if the target was not wearing any such protections, the target must succeed at a Fortitude save or gain the [[exhausted]] condition.
A character who has no air to breathe can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full action, the remaining duration that the character can hold her breath is reduced by 1 round. After these rounds have elapsed, the character must attempt a Constitution check (DC = 10 + 1 per previous check) each round in order to continue holding her breath.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she is reduced to 0 Hit Points and is unconscious and stable. In the following round, she is no longer stable and begins [[dying]]. In the third round, she suffocates and dies.
An unconscious character must begin attempting Constitution checks immediately upon losing air supply (or upon becoming unconscious, if the character was conscious when her air was cut off). Once she fails one of these checks, she immediately drops to 0 Hit Points and is dying. On the following round, she suffocates and dies.
!! Slow Suffocation
A Medium creature can breathe easily for 6 hours in a sealed cubic chamber measuring 10 feet on a side. After that time, the creature takes 1d6 nonlethal damage every 15 minutes.
Each additional Medium creature or significant fire source (a torch, for example) proportionally reduces the time the air will last (two Medium creatures will run out of air in 3 hours, and so on). Small characters consume half as much air as Medium characters. A creature stuck in a starship or space station whose life support systems have completely failed will run out of breathable air in a similar fashion; while these structures are often larger than a 10-foot cube, they are also often occupied by several creatures. On average, a crew of four in a Medium starship without a source of fresh air can breathe easily for 20 hours.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, language-dependent, mind-affecting)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 hour/level or until completed
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The //suggestion// must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell's duration expires, the activity is not performed.
A very reasonable //suggestion// imparts a penalty (such as –1 or –2) to the target's saving throw.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, language-dependent, mind-affecting)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
</div>
This spell functions as //[[suggestion]]//, except it can affect more creatures. All of the affected creatures are subject to the same //suggestion//.
Also called suli-jann, sulis are often the descendants of plane-hopping [[jann]] and mortal beings, although some sulis have elemental origins that are more mysterious. Sulis are difficult to recognize by sight, since they resemble ordinary humanoids with, perhaps, an occasional flash of elemental light in their eyes. Most manifest their otherworldly heritage at adolescence. Strong of body and personality, sulis readily survive and assimilate, making them one of the most widespread planar scions.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Cha, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Sulis are Medium outsiders with the native subtype.
* ''Low-Light Vision:'' Sulis have [[low-light vision]].
* ''Elemental Assault:'' As a swift action, a suli can cause half the damage dealt by a weapon she wields to be acid, cold, electricity, or fire damage for 1 round. A suli can use this ability on her unarmed strikes, causing them to be neither [[archaic]] nor [[nonlethal]] while the damage alteration persists. She can use this ability a number of times per day equal to her level or CR.
* ''Elemental Resistance:'' Their elemental nature grants sulis [[resistance]] 5 to acid, cold, electricity, and fire.
!!! Alternate Racial Traits
* ''Mental Fortitude:'' Some sulis inherit the ability to shield their minds from magic. The suli gains a +2 racial bonus to saving throws against mind-affecting effects and reduces damage taken from such effects by 5. This replaces elemental resistance.
* ''Skilled Mediator:'' Sulis raised by widely traveled jann parents or similar plane-hopping ancestors learn to traverse myriad societies with ease. A suli with this trait gains a +2 racial bonus to [[Culture]] and [[Diplomacy]] checks. They also gain an additional starting language from Aquan, Auran, Ignan, and Terran. This replaces elemental assault.
!! Suli Template Graft
A suli has ancestry tracing back to the Elemental Planes or a [[janni]] parent.
* ''Required Creature Type and Subtype:'' outsider (native)
* ''Traits:''
** [[low-light vision]]
** [[resistance]] 5 to acid, cold, electricity, and fire
** elemental assault (see above)
* ''Suggested Ability Score Modifiers:'' Strength, Charisma.
The creature can attempt to summon creatures of the same creature type as itself as a full action. The summoned ally cannot summon its own allies, is worth 0 experience points,
and returns to the place from which it came after 1 hour.
//Format:// ''Spell-Like Abilities'' 1/day—summon allies (1 imp 60%).
//Guidelines:// Choose either a creature of the same CR as the monster (with a 35% chance of success) or a creature with a CR no greater than the monster's — 5 (with a 60% chance of success).
As a standard action, you can teleport your [[spell cache]] to your hand, even if another creature is currently holding it. This ability functions across any distance, as long as your spell cache is on the same plane as you, though it can't teleport through effects that prevent teleportation. You can choose this magic hack only if your spell cache is an item.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 standard action
* ''Range'' unlimited
* ''Targets'' one dead creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes (harmless)
</div>
You summon the body of a deceased creature that has been dead for no longer than 1 day per caster level from its current position to your side. Deceased creatures up to Large size can be summoned from any location, on any plane, regardless of the current state of their body. The body doesn’t come with any objects or possessions. This spell fails automatically if the deceased has been returned to life or is undead. This spell can’t be used to summon corpses from the Drift to another plane, or from another plane to the Drift.
Casting this spell requires you to create a complex representation of the target body, worth at least 10,000 credits, to serve as a beacon for the body’s return. This object is consumed when you cast the spell.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 round
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' one or more summoned creatures
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.
When you gain this spell as a spell known, select four creatures from the [[summoning list]] for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.
You can gain //summon creature// a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.
You choose which of the selected creatures you summon from the [[summoning list]] each time you cast the spell.
''1st:'' When you cast //summon creature// as a 1st-level spell, you summon one creature from your selection of creatures from the [[summoning list]], using a [[tiny elemental]] for the base statblock.
''2nd:'' When you cast //summon creature// as a 2nd-level spell, you summon one creature from your selection of creatures from the [[summoning list]], using a [[small elemental]] for the base statblock. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
''3rd:'' When you cast //summon creature// as a 3rd-level spell, you summon one creature from your selection of creatures from the [[summoning list]], using a [[medium elemental]] for the base statblock. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
''4th:'' When you cast //summon creature// as a 4th-level spell, you summon one creature from your selection of creatures from the [[summoning list]], using a [[large elemental]] for the base statblock. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
''5th:'' When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the [[summoning list]], using a [[huge elemental]] for the base statblock. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
''6th:'' When you cast //summon creature// as a 6th-level spell, you summon one creature from your selection of creatures from the [[summoning list]], using an [[elder elemental]] for the base statblock. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
A summoned creature can't use teleportation or planar travel abilities or magical divination abilities. Creatures can't be summoned into an environment that can't support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can't use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as //[[raise dead]]//).
<<collapse 'Table: Summoning List'>>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration (summoning)
* ''Casting Time'' 1 hour
* ''Range'' system-wide
* ''Duration'' 1 day/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You conjure several Drift beacons into your current star system. The beacons appear orbiting the star or stars at various distances but are not in danger of colliding with any other celestial bodies. For the duration of the spell, the system takes 2d6 fewer days to reach for the purposes of Drift travel to that system, to a minimum of 1 day. This reduction is factored in before dividing the result by a Drift engine's rating, and a system can benefit from only one casting of this spell at a time. The beacons return to where they came from when the spell ends.
This spell has no effect if cast while not in a star system or while within the Drift, and it does not reduce the time it takes to travel to Absalom Station.
<div class="statblock">
* ''Script'' varies
* ''Assistants'' up to 1 per level of the ritual
* ''Round Length'' 10 minutes
</div>
You summon an elemental with a CR limited by the level of the ritual according to [[Table: Rituals]]. The elemental appears within 30 feet of you. Most elementals are only as smart as a clever animal, and their initial attitude is indifferent, but elementals with above-average Intelligence are unfriendly instead. Regardless, the elemental is under no obligation to obey you. It remains on the plane to which you’ve summoned it until it’s destroyed or sent back to its origin plane, such as through //[[dismissal]]// or some other method.
If you fail a ritual action for this ritual that causes you to take damage, that damage has a type based on the kind of elemental you tried to summon: bludgeoning for an earth elemental, cold for a water elemental, fire for a fire elemental, and electricity for an air elemental.
You can add the [[Prepare the Space]] action to the beginning of the script for this spell; the action requires a [[Mysticism]] check. If you do, the elemental appears within that area, and can’t leave or target creatures outside the area unless you allow it or your preparations are disturbed; the GM decides how much disturbance is required. You gain a +4 circumstance bonus to [[Diplomacy]] or [[Intimidate]] checks against a creature trapped within your prepared area. If you fail the Mysticism check required for this ritual action, the elemental still appears in the space, but its movement and attacks aren’t restricted, and you gain no benefit to Diplomacy or Intimidate checks.
You can add the [[Speak the Name]] action to the end of the script for this spell. If you do, you summon the specific elemental whose name you spoke, provided that elemental’s CR is equal to or less than that listed for the ritual’s level on [[Table: Rituals]]. Its initial attitude might be something other than indifferent, especially if it has had prior interactions with you.
* ''1st: Script'' [[Open the Way]] (Fort; damage, failure)
* ''2nd: Script'' [[Open the Way]] (Fort; damage, failure)
* ''3rd: Script'' [[Sacrifice]] (items); [[Open the Way]] (Fort; damage, failure)
* ''4th: Script'' [[Sacrifice]] (items); [[Open the Way]] (Fort; damage, failure)
* ''5th: Script'' [[Sacrifice]] (items); [[Gather Power]] (Mysticism; damage, retry); [[Open the Way]] (Fort; damage, failure)
* ''6th: Script'' [[Sacrifice]] (items); [[Gather Power]] (Mysticism; damage, retry); [[Open the Way]] (Fort; damage, failure)
name://summon planetoid module//
range:medium
speed:—
damage:4d6 × 10
pcu:20
cost:40
special:[[limited fire]] 3, [[mystical]], [[point]] (+15)
<<list-links "[tag[Summoning Grafts]sort[title]]" class:index>>
The explosion a //summoning grenade// generates is a reality-warping field that summons creatures as if you had cast a //[[summon creature]]// spell of a spell level and caster level according to the grenade's type. The creatures to be summoned are set when the grenade is created, so you know what you're getting when you buy, presupposing a scrupulous vendor. When the grenade detonates, the summoned creatures appear immediately in unoccupied spaces, but a creature needs to have only 1 square of its space inside the blast radius. If a creature doesn't have enough room to appear, it doesn't. Summoned creatures treat you as their summoner.
//Summoning grenades// come in the following types.
* ''Mk 1:'' 1st-level //[[summon creature]]//; caster level 3rd
* ''Mk 2:'' 2nd-level //[[summon creature]]//; caster level 6th
* ''Mk 3:'' 3rd-level //[[summon creature]]//; caster level 9th
* ''Mk 4:'' 4th-level //[[summon creature]]//; caster level 12th
* ''Mk 5:'' 5th-level //[[summon creature]]//; caster level 15th
* ''Mk 6:'' 6th-level //[[summon creature]]//; caster level 18th
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//summoning grenade//, mk 1 | 3 | 250 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
|//summoning grenade//, mk 2 | 6 | 650 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
|//summoning grenade//, mk 3 | 9 | 2,000 | 20 ft. | drawn | L |[[explode]] (15 ft.; see text) |
|//summoning grenade//, mk 4 | 12 | 5,000 | 20 ft. | drawn | L |[[explode]] (20 ft.; see text) |
|//summoning grenade//, mk 5 | 15 | 16,000 | 20 ft. | drawn | L |[[explode]] (25 ft.; see text) |
|//summoning grenade//, mk 6 | 18 | 49,000 | 20 ft. | drawn | L |[[explode]] (30 ft.; see text) |
</div>
//Sun bean ice// features an engineered species of sweet bean that many consider to be a "native" crop of the sun. For 1 hour after you drink //sun bean ice//, you treat hot environments as if they were one step lower (very hot to normal, severe heat to very hot, and extreme heat to severe heat). This has no effect on heat exposure due to direct contact, such as by touching lava or boiling water. During this duration, you do not suffer from heatstroke if you take damage from heat exposure, and if you are already suffering from heatstroke when you drink a //sun bean ice//, you can immediately attempt a DC 15 Fortitude saving throw to end the heatstroke. Drinking multiple servings of //sun bean ice// increases the duration, but the effects do not stack.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//sun bean ice// | 1 | 80 | — |
</div>
<div class="statblock">
* ''Tier'' 6
* Small light freighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 21; ''TL'' 21 (assumes 6 ranks in [[Piloting]])
* ''HP'' 50; ''DT'' —; ''CT'' 10
* ''Shields'' Heavy shields 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' linked chain cannons (12d4)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Attack (Port)'' flak thrower (3d4)
* ''Attack (Starboard)'' flak thrower (3d4)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 3 mononode computer (tier 3, artificial personality), new weapon mount (aft); ''Expansion Bays'' [[cargo hold]], [[science lab]], [[tech workshop]]
* ''Modifiers'' +3 to any one check per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' minimum 1, maximum 6
!!! SPECIAL ABILITIES
''Limited Fire'' When the //Sun Diver// is within a star, the physical ammunition that its weapons fire burns up in stellar plasma after the second range increment (10 hexes), preventing these weapons from hitting anything beyond that range.
''Overpowered'' The //Sun Diver// is designed to draw power from the energies channeled through its solar shields and power core, so it becomes much easier to distribute that power to various systems while the vessel is fully immersed in an active star. While inside such a stellar body, the DC for the engineer's divert and overpower crew actions is 5 lower than normal.
''Sensitive System Balance'' The //Sun Diver//'s systems work in delicate concert, making any adjustment of the ship's systems risky. Each time the //Sun Diver// is refitted or upgraded with new systems, the vessel takes 5d10–20 virtual damage that can also cause critical damage. Detecting this "damage" requires a successful [[Engineering]] check (DC = 15 + 1-1/2 times the //Sun Diver//'s tier). When detected, this virtual damage can be repaired as if it were real, signifying rebalancing the //Sun Diver//'s sensitive systems. If undetected, the damage and critical damage becomes real the next time the vessel enters a stressful situation, such as starship combat. In addition, when the //Sun Diver// takes critical damage in starship combat, it has a 10% chance to take critical damage a second time in a random system.
''Siccatite Degradation'' Prolonged exposure to internal solar forces can eventually fatigue the ship's [[siccatite]] matrix to the point of failure. The Sun Diver takes 1d4 damage each day it remains in contact with solar forces. This damage can be repaired only in a safe harbor and with 1 bulk of siccatite per 5 damage or fraction thereof repaired.
''Solar Shield Channel'' Because the shield system channels destructive solar forces around and through the vessel, the //Sun Diver// is considered to have only half its normal shields while within a star (120 for the unmodified //Sun Diver//). The starship's shields take half damage from starship gravity, laser, and plasma weapons. These shields also block the [[irradiate|Irradiate (starship weapon property)]] weapon special property. Conversely, the //Sun Diver// can't fire gravity, laser, or plasma weapons through its own shields. The //Sun Diver//'s shields also block the [[EMP|EMP (starship weapon property)]] and [[irradiate|Irradiate (starship weapon property)]] weapon special properties of any nontracking weapon the vessel fires.
</div>
The //Sun Diver//, a ship capable of diving deep into the hostile sun, is the only vessel of its kind known to the Pact Worlds. It was recently invented by a brilliant human engineer named Lurian "Lu" Straza. The ship's plating and shield matrix employ a complex weave of siccatite, which not only protects the //Sun Diver// from the heat, pressure, and other dangers of a star's interior, but also helps power the ship. To protect herself against loneliness, Lurian gave the Sun Diver's computer an artificial personality—a warm, grandfatherly virtual intelligence with a gravelly voice and Lu's penchant for risk-taking and colorful language.
Sun giants seek to bring their light to the dark corners of space, either through benevolent exploration or selfish conquest. They hold particular animosity toward creatures from the Shadow Plane.
* ''Required Creature Type and Subtype:'' Humanoid (giant).
* ''Suggested Alignment:'' Chaotic good or chaotic evil.
* ''Traits:''
** Huge
** [[low-light vision]]
** solar aura (see below)
** [[solar adaptation]]
** [[immunity]] to [[blinding]], [[dazzling]], fire, [[radiation]]
** [[resistances]] cold 5 and electricity 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15)
** [[crush]] (CR 7+)
** [[hurl debris]]
** sun dart (see below)
** spell-like abilities (CR 10+)
* //Solar Aura ([[Su]]):// All light within 60 feet of a sun giant is bright light and can't be reduced by magical darkness. At CR 9+, sighted creatures within the aura become [[dazzled]]. At CR 15+, once per round as part of any other action, the giant can target one sighted creature within the aura to be permanently [[blinded]] (Fortitude negates).
* //Sun Dart ([[Ex]]):// As a swift action, a sun giant can empower the next piece of physical ammunition they fire from a ranged weapon (such as an arrow, dart, or round) with solar energy. If this attack hits, the giant deals an additional amount of fire damage equal to their CR and the target is [[off-target]] until the end of the sun giant's next turn.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Large vermin
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 23
* ''EAC'' 13; ''KAC'' 16
* ''Fort'' +6; ''Ref'' +1; ''Will'' +4
* ''Immunities'' fire
!!! OFFENSE
* ''Speed'' 20 ft., burrow 10 ft.
* ''Melee'' bite+8 (1d8+4 P) or claw +10 (1d4+4 S)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
!!! STATISTICS
* ''Str'' +2; ''Dex'' +0; ''Con'' +4; Int —; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +7, [[Survival]] +12
* ''Other Abilities'' [[solar adaptation]], solar slingshot, [[void adaptation]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or crew (3–6)
!!! SPECIAL ABILITIES
''Scrap ([[Ex]])'' Known for its ability to tear apart virtually anything to add to its junk hoard, a dawn sun-scrapper gains a +4 racial bonus to [[sunder|Sunder (combat maneuver)]] combat maneuvers.
''Solar Slingshot ([[Ex]])'' A dawn sun-scrapper can fly through space at standard navigation and astrogation speeds using [[Survival]] instead of [[Piloting]] to navigate. The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. The beetle can't fly, but while traveling and curled up, it can reliably survive crash landings, taking only 3d6 falling damage no matter the height or speed.
</div>
As a standard action, you can fire a bolt of concentrated solar energy at one target within long range (400 feet + 40 feet per solarian level you have) as a ranged attack targeting the foe's EAC. If you hit, you deal 9d6 fire damage. If you have a [[solarian crystal]] that changes the type of damage dealt by a solar weapon, you can use it to change the type of damage you deal with your sunbolt. Once you have used this revelation, you can't use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, you gain a +2 bonus to your ranged attack roll to use this revelation.
Sunder
You deal damage to one object held in the target's hand or accessible on its body. The object must be something that could be drawn easily by the target as a move action (see [[Draw or Sheathe a Weapon]]). The damage is reduced by an amount equal to the object's hardness (see [[Smashing an Object]]).
When you attempt a sunder combat maneuver while wielding a weapon with the sunder weapon special property, you gain a +2 bonus to your attack roll.
A weapon fitted with a //sundering// fusion triggers destructive shockwaves in objects it hits, granting glancing blows the forcefulness of direct hits. The weapon gains the [[sunder|Sunder (weapon property)]] weapon special property. Only weapons that deal bludgeoning damage can benefit from this fusion.
<div class="statblock">
* ''Level'' 7; ''Price'' 16,500
* Huge air vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
* ''Speed'' 20 ft., full 550 ft., 60 mph (fly)
* ''EAC'' 17; ''KAC'' 18; ''Cover'' total cover
* ''HP'' 90 (45); ''Hardness'' 8
* ''Attack (Collision)'' 7d10 B (DC 13)
* ''Modifiers'' –1 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' planetary [[comm unit]]
* ''Passengers'' 7
!!! SPECIAL ABILITIES
''Solar Powered ([[Ex]])'' Sunskimmers draw energy from solar winds and do not require fuel while being operated on the sun.
''Sun Protection ([[Ex]])'' Passengers in a sunskimmer are protected from the heat and radiation of the sun. The windows become opaque while the vehicle travels between bubbles, and navigation is performed via a computer panel. The windows become transparent while the vehicle is traveling inside a bubble.
</div>
Sunskimmers are rounded on the top with a pair of fins that hang down and force propulsion engines on one end.
<<section 'Supenga Pup'>>
<<section 'Supenga Titan'>>
Whereas most desert plants in the Pact Worlds and beyond rely on endurance and luck to survive between intermittent rains, the hardy supengas enjoy another approach: carnivory. A supenga's body consists of fleshy stalks and storage bulbs covered by a coat of dense, vibrant, sun-stressed succulent leaves. Not only can these leaves move independently, creating rippling displays that reflect the supenga's moods, but specialized leaves along its body, feet, and mouth function as protective studs, claws, and teeth, respectively. They even see through highly evolved leaves that serve as their eyes by reflecting light through a wide range of colored chlorophyll.
Supengas' waxy leaf coating staves off the worst of heat, cold, and dehydration, letting these plants wander with little concern for shade and shelter. Their epicuticular wax is also poisonous, and supengas' leafy teeth have an especially virulent version of the toxin that induces momentary paralysis.
Insatiable eaters, supengas have adapted to gorge whenever possible to prepare for lean seasons. Pups slowly bud and grow from reproductive shoots along their parent's back, forming inconspicuous rosettes that swell into scaled fruits. Once developed, a pup uncurls, plucks itself free, and hides among its parent's foliage for several years, rarely descending except to scavenge scraps. It stays until it's ready for better feeding grounds or its exasperated parent at last shakes it free. Solitary pups typically survive on a steady supply of smaller animals like [[squoxes]]; pups from the same supenga brood commonly set off as a group, using their combined strength to take down much larger prey.
Upon growing to about 15 feet in total length, a supenga's physical development slows considerably as it directs much of its energy toward reproduction. Known as titans, these mature adults produce as many as several hundred offspring over a century.
In the Pact Worlds, supengas roam stretches of Akiton and the Fullbright wastes of Verces, but their largest population traverses the northern and western deserts of Castrovel's Colonies.
!! Supenga Companions
{{Supenga (creature companion)}}
<div class="statblock">
* ''Levels'' 2–8
* Small plant'
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee Attack'' bite (P) or tail (B)
* ''Space'' 5 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Str, Con
!!! SPECIAL ABILITIES
''Epicuticular Enzyme ([[Ex]], 5th Level)'' When a supenga pup damages a creature with its bite attack, the target must succeed at a Fortitude save (DC = 10 + the supenga pup's level) or be [[staggered]] for 1 round.
''Spinning Charge ([[Ex]])'' A supenga pup can curl into a ball and launch itself at enemies. When performing this special charge, the supenga pup ignores the charge penalties, must use its tail to perform the charge's melee attack, and increases the attack's damage by an amount equal to its level. After resolving a spinning charge, the supenga is [[staggered]] until the end of its next turn unless it succeeds at a Fortitude saving throw (DC = 10 + 1/2 the supenga pup's level).
</div>
Although fierce, [[supengas]] raised from a young age with consistent care can form strong bonds. Pups grown from cuttings mature more slowly but act less aggressively compared to their wild-born counterparts. Sometimes, a slain supenga can regrow through careful nurturing of a cutting, which results in a clone that retains much of the original creature's memories.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium plant
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' [[ferocity]]; ''Immunities'' [[plant immunities]]; ''Resistances'' cold 5, fire 5
* ''Weaknesses'' [[vulnerable]] to slashing
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +12 (1d6+10 P plus epicuticular enzyme) or tail +14 (1d6+10 B)
* ''Offensive Abilities'' spinning charge
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' –3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +11
!!! ECOLOGY
* ''Environment'' warm or temperate deserts
* ''Organization'' solitary or clutch (2–5)
!!! SPECIAL ABILITIES
''Epicuticular Enzyme ([[Ex]])'' The wax coating a supenga's teeth contains a digestive, paralytic enzyme. When a supenga damages a creature with its bite, the target must succeed at a DC 13 Fortitude save or gain the [[paralyzed]] condition for 1d4 rounds. As a full action, the target can attempt a new save to end the condition. This is a poison effect.
''Spinning Charge ([[Ex]])'' A supenga can curl into a ball and launch itself at enemies. When performing this special charge, the supenga ignores the charge penalties, must use its tail to perform the charge's melee attack, and increases the attack's damage by 5. After resolving a spinning charge, the supenga is [[staggered]] until the end of its next turn (Fortitude DC 13 negates).
</div>
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* N Huge plant
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 60 ft., [[low-light vision]]; ''Perception'' +26
* ''Aura'' gnawing brood (10 ft., Reflex DC 21)
!!! DEFENSE
* ''HP'' 290
* ''EAC'' 29; ''KAC'' 31
* ''Fort'' +19; ''Ref'' +17; ''Will'' +13
* ''Defensive Abilities'' [[ferocity]], self-propagate; ''Immunities'' [[plant immunities]]; ''Resistances'' cold 10, fire 10
* ''Weaknesses'' [[vulnerable]] to slashing
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +26 (8d6+24 P plus epicuticular enzyme) or claw +28 (6d6+24 S) or tail +28 (8d6+24 B)
* ''Multiattack'' 2 claws +22 (6d6+24 S), tail +22 (8d6+24 B)
* ''Space'' 15 ft.; ''Reach'' 10 ft. (15 ft. with tail)
!!! STATISTICS
* ''Str'' +9; ''Dex'' +5; ''Con'' +7; ''Int'' –3; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +26, [[Athletics]] +31
!!! ECOLOGY
* ''Environment'' warm and temperate deserts
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Epicuticular Enzyme ([[Ex]])'' See [[supenga pup]]; the DC is 21.
''Gnawing Brood ([[Ex]])'' A typical supenga titan's body is crawling with its pups, which hungrily bite at nearby prey. Creatures in the aura take 6d6 piercing damage (Reflex DC 21 negates). If a supenga titan takes 30 or more damage from an effect that affects all targets in an area (such as from a grenade or a [[blast]] weapon), its gnawing brood aura is deactivated and can't be reactivated for 1 round.
''Self-Propagate ([[Ex]])'' When a supenga titan takes slashing damage, its gnawing brood aura's damage increases to 6d6+12 until the end of its next turn.
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one suit of armor worn by a creature
* ''Duration'' 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You supercharge the target armor. The armor's hardness doubles; the armor sheds light in a 20-foot radius, increasing the light level 1 step to a maximum of normal light; and the creature wearing the armor gains temporary Hit Points equal to 5 + your caster level as long as it wears the armor.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one weapon
* ''Duration'' see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You supercharge the target weapon. If the weapon's next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon's normal damage.
A //supercharging// weapon sometimes crackles with barely contained sparks or glows ominously while operated. Once per day when you use a //supercharging// weapon’s [[boost]] weapon special property, you can activate the fusion to further empower the effect; for each of the boost property’s additional damage dice with a result less than that die’s average result, you treat the die’s result as though it had instead rolled the average result, rounded up (such as treating each 1, 2, or 3 for a d6 as though it were a 4). If the weapon doesn’t have the boost property, the fusion instead gives the weapon the boost property it can use once per day, dealing 1d6 additional damage for every 5 item levels the weapon has. This fusion can be applied only to weapons that use charges.
Supercolossal starships have two typical forms: base ships and ultranoughts. Base ships are effectively floating cities, ideal for colonization or long-range exploration—some are even independent political entities in their own right. Ultranoughts are the most powerful vessels their respective militaries can field, designed to carry unprecedented firepower, armor, and durability while supported by cruisers, escorts, scouts, supply tenders, and other ships. Supercolossal vessels are over 6 miles long and take a –8 penalty to AC and TL.
!! Base Frame
Each base frame determines a starship's size, maneuverability, hull strength, starting weapon mounts, number of expansion bays, and other capacities.
<<section 'Ultranought' 'h3'>>
<<section 'Base Ship' 'h3'>>
!! Power Core
Supercolossal ships require massive power. A Supercolossal ship can mount one of the Supercolossal power cores shown in the following table. If a Supercolossal starship has a Supercolossal power core, the vessel can also have up to four backup cores; those cores must be designed for Huge or Gargantuan starships. If a Supercolossal starship doesn't have a Supercolossal power core, the vessel can instead mount up to five power cores designed for Colossal ships.
<div class= "table-wrapper">
|Core | Size | PCU | Cost (in BP) |h
|Titan Light | Sc | 700 | 50 |
|Titan Heavy | Sc | 950 | 60 |
|Titan Ultra | Sc | 1,200 | 70 |
</div>
!! Thrusters
Supercolossal ships depend on enormous thrusters that focus on speed, since the maneuverability of ships of this size is hard to improve.
<div class= "table-wrapper">
|Thruster | Size | Speed<br/>(in Hexes) | Piloting<br/>Modifier | PCU | Cost<br/>(in BP) |h
|Sc4 thrusters | Sc | 4 | +1 | 300 | 16 |
|Sc6 thrusters | Sc | 6 | +0 | 400 | 20 |
|Sc8 thrusters | Sc | 8 | –1 | 500 | 24 |
</div>
!! Armor
A Supercolossal ship has a size multiplier of 8 for determining its armor's Build Point cost.
!! Computers
A Supercolossal starship's main computers and integrated control module (ICM) function in the same way as other starships' computers do, with three exceptions. First, such an immense starship requires a mk 4 computer or better. Second, a Supercolossal starship can support a second computer system so long as the second system has a lower mark value than the primary system (e.g., a mk 4 trinode computer with a secondary mk 2 mononode computer, granting bonuses of +4/+4/+4/+2).
Third, a Supercolossal starship can augment its primary computer with network nodes—subordinate systems that increase the number of officers who can benefit from the ICM each round by one—so a mk 6 duonode computer with two mk 6 network nodes can grant a +6 circumstance bonus four times each round. A network node functions only if connected to a computer of an equal mark value. Network nodes could represent any number of means of supplementing a computer's processing power and accessibility, such as a dedicated technological system, a hardwired cybernetic undead creature, a biotech calculating organism, a magitech information crystal, or any of myriad other devices.
<div class= "table-wrapper">
|Node Model | Bonus | Node<br/>Maximum | PCU | Cost (in BP) |h
|mk 4 network node | +4 | 2 | 8 | 4 |
|mk 5 network node | +5 | 2 | 10 | 5 |
|mk 6 network node | +6 | 3 | 11 | 6 |
|mk 7 network node | +7 | 3 | 13 | 7 |
|mk 8 network node | +8 | 4 | 15 | 8 |
|mk 9 network node | +9 | 4 | 17 | 9 |
|mk 10 network node | +10 | 5 | 19 | 10 |
</div>
!! Crew Quarters
On a Supercolossal ship with common crew quarters, the vessel's size enables 10% of the crew to have good quarters and 1% to have luxurious quarters at no additional cost. On a Supercolossal ship with good quarters for the majority of the crew, 10% have luxurious quarters at no additional cost.
!! Drift Engine
A Supercolossal starship can mount only a Signal Basic Drift engine, at a cost of 16 BP.
!! Expansion Bays
A Supercolossal ship uses the same expansion bays as other starships do, but can hold an unlimited number of expansion bays. Any expansion bay in a Supercolossal ship represents numerous chambers grouped together over a wide area, augmented with reserve systems and retaskable configurations. For example, an [[arcane laboratory]] on a Supercolossal ship indicates not a single lab, but the facilities that allow the entire crew to perform tasks requiring an arcane lab. That said, some expansion bays work differently for Supercolossal ships.
!!! Cargo Holds
Supercolossal ship frames have one [[cargo hold]] for every 10 BP of the frame's cost. Additional holds cost 5 BP each.
!!! Hangar Bay
A Supercolossal ship's [[hangar bay]] can accommodate up to eight Medium ships, with two Small ships or four Tiny ships taking the same space as one Medium ship. Expanding an existing hangar bay to accommodate eight more Medium ships increases the hangar bay's cost by only 1 BP.
<<section 'Drift Booster' 'h3'>>
<<section 'Recycling System' 'h3'>>
name:supergraser
range:medium
speed:—
damage:2d8 × 10
pcu:50
cost:35
special:[[irradiate|Irradiate (starship weapon property)]] (high)
Your particular brand of fire magic can superheat air or water instead of producing fire, allowing your spells to remain effective underwater.
''Prerequisites:'' Ability to cast spells, [[Mysticism]] 5 ranks.
''Benefit:'' Your spells, spell-like abilities, and supernatural abilities that deal fire damage deal an additional amount of fire damage equal to half your level (minimum 1), and they deal full damage underwater.
''Normal:'' Fire damage deals one-quarter damage underwater.
<div class="statblock">
* ''Effect'' The mech's onboard computer has a tier equal to half the mech's tier (minimum 1). The computer also gains the [[alarm|Alarm]] countermeasure and one of the following upgrades or countermeasures: [[artificial personality]], [[feedback]], [[hardened]], [[security]] II, or [[shock grid]] (rank 2).
* ''Cost'' 1/2 × tier
* ''Special'' Purchasing this upgrade doesn't increase the cost of subsequent superior computer upgrades.
</div>
When you take a standard action to provide covering fire and hit the AC 15 required, the target of your covering fire gains the circumstance bonus provided by your covering fire against all attacks attempted against them until the start of your next turn.
Additionally, as a full action you can make two ranged attack rolls to provide covering fire to two different allies, taking a −4 penalty to each attack roll. For each target that you successfully apply covering fire to, the circumstance bonus provided by your covering fire applies against all attacks attempted against that ally until the start of your next turn.
This is a language-dependent, mind-affecting, sense-dependent effect.
The additional damage of the [[overcharge]] mechanic trick increases to 4d6. You must have the overcharge and [[improved overcharge]] mechanic tricks to learn this trick. You can select this trick multiple times. Each time you do after the first, increase the damage by 1d6 (to a maximum of 7d6 if you select it all four times).
Your [[custom rig]]'s computer functions now gain bonus lockout and wipe countermeasures. You can use your custom rig normally even when its lockout is active (you have special authorization no one else can access under any circumstances), and while any wiped data cannot be recovered by anyone else (as if the data module were destroyed), you can automatically recover it with 8 hours of work. These countermeasures have no additional cost and do not count against the maximum number of countermeasures your custom rig can have.
Additionally, you can use your custom rig to communicate over an encrypted channel with your ship at a range encompassing a planet and its close orbit, allowing you to remotely pilot your starship from point to point on the same planet or to and from orbit (as well as use the encrypted communications functions of your [[expert|expert rig]] and [[advanced rig]] at the same range). If you have a [[drone]], you can issue commands to or directly control your drone over an encrypted channel at the same range.
You excel at operating starship computer systems, and you can exploit your ship's programming in ways others can't. When acting in the science officer role during starship combat, instead of taking any other action, you can spend 1 Resolve Point to temporarily enhance your starship's computer. Any change lasts for 1 round per mechanic level. A ship can benefit from only one of these options at a time; if it gains another of these benefits from any source, any previous superior science officer option ends.
* ''Improved Sensors:'' Your scan actions reveal an additional piece of information about the starship being scanned. For instance, if your [[Computers]] skill check to scan a starship succeeds by 5 or more, you learn two pieces of information instead of one.
* ''Targeted Sensors:'' When you perform a scan action, you can choose which information category to learn information about, regardless of the normal order of information you would learn.
* ''Upgrade Node:'' You divert additional power to your starship's computer, granting the computer's bonus to one additional starship combat check per round.
name:superlaser
range:long
speed:—
damage:2d4 × 10
pcu:20
cost:20
special:—
Your mastery of photonic energy has developed to such an extent that it flows from you in elegant, rapid patterns. Any photon revelation you have that can be used only once before taking a 10-minute rest to regain Stamina Points can now be used up to three times before taking such a rest.
Your mastery of gravity gives you the ability to flow through combat with ease. Whenever you use a graviton revelation as a move action or standard action, you can take a guarded step as part of the same action. Additionally, when you take Hit Point damage, as a reaction you can use any graviton revelation you have that can be used as a move action. Once you have used a graviton revelation as a reaction with this ability, you can't do so again until you take a 10-minute rest to regain Stamina.
name:supermaser
range:long
speed:—
damage:2d8 × 10
pcu:40
cost:35
special:—
Supernatural abilities are magical but differ from spells in key ways. Unlike spells, which can be interrupted while being cast, supernatural abilities can't be disrupted in combat. They aren't subject to [[spell resistance]] or //[[dispel magic]]//, but they don't function in areas where magic is suppressed or negated.
The text of a supernatural ability indicates what type of action is required to use it, as well as how often it can be used. If a supernatural ability doesn't specify what type of action is required to activate it, it requires a standard action.
The DC of a supernatural ability is typically equal to 10 + half the level of the creature using it + the creature's relevant ability score modifier, as detailed in the ability's description.
Supernatural abilities are often denoted with the abbreviation "Su" in parentheses next to the ability's name.
When you're fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a [[zenith revelation]] for the purposes of abilities that reference them.
Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. This grants you a fortification ability that works like that of [[force fields]], giving you a chance to treat any critical hit as a normal attack. This benefit doesn't stack with the benefits of any other fortification ability.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Fortification |h
|superorgan, basic | 14 | 63,000 | brain, heart, and lungs | 20% |
|superorgan, complex | 15 | 94,000 | brain, heart, and lungs | 40% |
|superorgan, thorough | 16 | 145,000 | brain, heart, and lungs | 60% |
|superorgan, fluid | 17 | 218,000 | brain, heart, and lungs | 80% |
|superorgan, amorphous | 19 | 480,000 | brain, heart, and lungs | 100% |
</div>
A superposition belt contains a series of conductive filaments attached to a small, sturdy container that holds material collected from a [[quantum slime]]. When worn, you can activate the belt as a standard action to teleport yourself to a square 30 feet away to which you have line of sight. After using this item, you can't take any other actions until your next turn, but you gain the benefits of //[[displacement]]// until the end of your next turn.
A superposition belt uses a battery, and each use consumes 2 charges.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|superposition belt | 16 | 180,000 | L | 20 | 2/use |
</div>
name:superscrambler
range:medium
speed:—
damage:4d8
pcu:30
cost:28
special:[[suspending]] (+10)
At 20th level, you have developed the formula for a superserum that can create powerful changes in a target. You can create two superserums per day. Your superserums are a special type of [[biohack]], and you prepare them as part of the 10 minutes required to create your normal biohacks for the day. Your superserum produces one of the following effects; as with all biohacks, you decide on this effect as part of the attack or action you take to inject a creature with the biohack.
* Grant major healing or bring a dead creature back to life. This functions as if you had cast //[[raise dead]]// or //[[regenerate]]// on the target, using your class level as the caster level.
* Scramble the physiological makeup of the target, causing massive internal damage. The target takes 17d10 points of damage and is [[exhausted]] and [[stunned]] for 1 round. If the target succeeds at a Fortitude saving throw (DC = 10 + half your biohacker level + your key ability score modifier), the damage is halved, and the target is instead only [[fatigued]] for 1 round.
* Relieve the target of debilitating conditions. Choose one set of ability scores: mental (Intelligence, Wisdom, and Charisma) or physical (Strength, Dexterity, and Constitution). The target is healed of all ability damage to the chosen set of ability scores, and all ability drain from these ability scores is removed. Regardless of which set of scores you choose, the superserum also eliminates any ongoing confusion, fear, and insanity effects; any mental afflictions that could be removed with //[[dispel magic]]//; and any diseases that use the mental disease track. It removes any effects magically altering the target's memory—even instantaneous effects—and can restore the target's memory to perfect clarity.
<div class= "statblock">
* ''Size'' Gargantuan
* ''Maneuverability'' clumsy (–2 [[Piloting]], turn 4)
* ''HP'' 200 (increment 25); ''DT'' —; ''CT'' 40
* ''Mounts'' forward arc (2 heavy), port arc (2 light), starboard arc (2 light), turret (1 heavy, 1 light)
* ''Expansion Bays'' 4
* ''Minimum Crew'' 10; ''Maximum Crew'' 40
* ''Cost'' 100
</div>
When attacking, this fleet can activate a superweapon that takes a –2 penalty to its gunnery check but, if it hits, deals additional damage equal to the fleet's tier and critical damage. Once activated, a superweapon can't be fired again until the end of the next round.
<div class= "table-wrapper">
|Ability | BP Cost | Fleet Type |h
|superweapon | 3 | [[capital|Capital-Class Fleet]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius emanation centered on a creature, an object, or a point in space
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates (object)
* ''Spell Resistance'' yes (object)
</div>
You create a field of dampening magic, which radiates from a creature or an object and moves with that target. If you target a point, the effect is stationary. Any spell cast into or from this area is subjected to all the effects of a 2nd-level version of //[[dampen spell]]//.
You can use automatic weapons to create a cone of covering fire or harrying fire.
''Prerequisites:'' Base attack bonus +1, proficiency with heavy weapons.
''Benefit:'' As a full action, you can use a ranged weapon with the automatic weapon property to provide covering fire or harrying fire in a cone with a range equal to half the weapon's range increment. You must expend 10 charges or rounds of ammunition to use this ability. Decide if you are providing covering fire or harrying fire. Make a single ranged attack roll with a +4 bonus, and compare it to the AC of all creatures in the area. Any creature with an AC equal to or less than your attack roll is affected by the selected effect. If you select covering fire, choose a single ally that gains the benefit of the covering fire bonus to its AC.
Whenever you attempt a skill check with your [[specialization]]'s associated skills, you can roll twice and take the higher result. Once per day as a move action, you can temporarily trade out one of your [[operative exploits]] for another operative exploit requiring the same level or lower. This trade lasts 24 hours. If the exploit you trade away is a prerequisite for any of your other abilities, you lose all abilities that require it as a prerequisite for the duration.
Urogs created this rotating arm and its carousel of attachments to ensure efficient and safe collection of crystals while conserving their own energy. It has a pincher hand, a scoop, a low-power suction hose, and a strainer, each of which can be set as the active attachment. A sure collector can be attached to any flat surface that can support it with a full action. As a standard action, you can extend one of the collector’s attachments up to 10 feet and move one object of up to 1 bulk up to 10 feet. The sure collector includes a battery and uses 1 charge per minute of use.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|sure collector | 2 | 500 | L | 20 charges | 1/minute |
</div>
You move at your full speed when moving over difficult terrain, and without penalty when using [[Acrobatics]] or [[Stealth]] at your full speed.
Any booster you successfully use on yourself or an ally grants the target the ability to take a [[guarded step]] through difficult terrain for a number of rounds equal to your key ability score modifier, in addition to its normal effects.
Surgecasters are bioengineered organic weapons; these independent conglomerations of bioelectric cells generate deadly bursts of electricity when fired. They were invented by a flotilla of merged barathus that directed its efforts toward creating such a weapon, and its success has resulted in the continued production of the surgecaster as a viable commercial endeavor. Only two models are currently available on the market: a standard surgecaster and an advanced surgecaster, though the merged barathu entity appears to be continuing its research and development efforts.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|surgecaster, standard | 5 | 3,300 | 1d10 E | 40 ft. | [[arc]] 1d10 | 20 charges | 2 | 1 |[[boost]] 1d6, [[living]] |
|surgecaster, advanced | 14 | 83,000 | 3d10 E | 60 ft. | [[arc]] 2d10 | 40 charges | 2 | 1 |[[boost]] 1d10, [[living]] |
</div>
You can use [[Medicine]] to [[treat deadly wounds]] on a patient once each day in addition to the normal allowances for the medical equipment you are using. Because performing this level of advanced medicine is difficult and time consuming, the DC for this additional treatment increases by 5 and the skill check takes 1 hour.
While your [[sheath array]] is active, you can perform [[Medicine]] checks on creatures within your reach. While you're within reach of your [[cloud array]], you can also perform Medicine checks on creatures in or adjacent to the cloud as though they were within your reach. For both forms, you perform Medicine checks as though you're using a [[basic medkit]]; at 5th level, you instead perform Medicine checks as though you're using an [[advanced medkit]]. At 8th level, you can select a [[medical lab]] as one of your minor forms known.
At 11th level, while you have at least two hands free, your swarm strike gains the [[reach]] special property. At 15th level, the range increment of your thrown swarm strike increases to 40 feet, and it increases to 60 feet at 19th level. You can use this ability only while your sheath array is active.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large animal
* ''Init'' +6; ''Senses'' [[low-light vision]], [[sense through]] (vision [stone only]); ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +13; ''Will'' +8
* ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 30 ft., burrow 30 ft.
* ''Melee'' bite +21 (2d10+12 P)
* ''''Ranged acid jet +18 (3d6+9 A)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' corrosive spines
!!! STATISTICS
* ''Str'' +3; ''Dex'' +6; ''Con'' +4; ''Int'' –4; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Stealth]] +22, [[Acrobatics]] +17
* ''Other Abilities'' [[no breath]], tunnel swiftness
!!! ECOLOGY
* ''Environment'' any underground or vacuum (Diaspora)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Acid Jet ([[Ex]])'' As a standard action, a surnoch can spew a stream of acid from one of its spines. This attack has the [[line]] weapon special property and a range increment of 60 feet.
''Corrosive Spines ([[Ex]])'' A creature that begins its turn grappled by a surnoch automatically takes 3d6+9 acid and piercing damage from the acid dripping from its spines.
''Tunnel Swiftness ([[Ex]])'' When moving in a tunnel that it or another surnoch has burrowed, a surnoch moves five times its speed and doesn't gain the [[flat-footed]] condition when it takes the run action. In addition, it can hustle in such a tunnel for 3 hours each day before it begins to take nonlethal damage.
</div>
Surnochs are burrowing creatures that live in and devour the crusts of asteroids and small moons. Jaws that function like grinders and glands at the bases of their many spines that exude acid to liquefy rock allow these wormlike creatures to create labyrinthine tunnels in their domains, through which they can move with uncanny speed. The color of a surnoch's hide is similar to that of the rock it burrows through. A typical surnoch is 15 feet long and weighs over 1,200 pounds.
At its leading end, a surnoch has a deep funnel of a mouth lined with numerous small orifices. At the back of the funnel is the grasping jaw with which it brings material into the funnel to be sorted. While the grasping jaw looks ferocious, the real danger of the maw lies in the fact that it is essentially a giant, churning mining machine.
The numerous small orifices that line the interior of a surnoch's mouth allow matter of different consistencies to stream through as the creature chews and melts its way through rock and stone. Nutrient-rich material is routed to the surnoch's digestive tract, while much of the rest of it is broken down into various acids by the surnoch's caustrolizer system, a series of organs unique to the creature that act like a chemical factory. A surnoch has an innate sense of which minerals its body requires the most of and has evolved a kind of X-ray vision that allows it to find these foodstuffs, even through several feet of rock.
After consuming some of its favored elements, a surnoch excretes condensed and hardened forms of the minerals it can neither digest nor turn into acid. A feeding surnoch leaves tunnels full of strange alloys and amalgams in its wake, some which can't be created through any other process. The castings that line a surnoch tunnel have an ethereal, shimmering beauty, like mother-of-pearl arranged in strange symmetries. Many of the endemic alloys are useful to the technological races of the Pact Worlds, so occasional expeditions purposefully seek out asteroids mined by surnochs to harvest the beasts' unusual leavings. The greatest connoisseurs of these castings are the [[sarcesians]], who turn the beautiful substances into jewelry and elaborate sculptures.
Approaching surnoch territory to harvest such material, or for any other reason, is incredibly dangerous. Surnochs aren't territorial but they are ravenous. Almost any technology that can transport a visitor to a surnoch-infested asteroid contains the elements that a surnoch consumes. While powered armor and electronic items are the most likely to draw hungry surnochs, most refined material has a reasonable chance of looking like dinner. Those who make their livings harvesting surnoch castings primarily use equipment created from materials that have already been vetted as uninteresting to the creatures.
Surnochs are found mainly in the asteroids of the Diaspora and in the larger rocks of the Liavaran rings, fully sorting and digesting them before drifting through space to the next host. Surnochs are sometimes seen on small moons across the Pact Worlds, especially the shepherd moons of Liavara, and the discovery of surnoch remains on larger moons has given scientists a fairly precise understanding of how much gravity the beasts can withstand.
A surnoch reproduces once every decade or so, in a process where a smaller creature slowly grows from the surnoch's hide over the course of a month. This parthenogenesis is often preceded by a period of gorging by the surnoch, which is difficult to differentiate from the creature's normal voracious feeding behavior. A surnoch feasting in this manner tends to consume minerals with natural radiation (such as uranium), though rocky areas that have been bombarded with nuclear weapons also tend to draw a surnoch ready to reproduce. Once the creature's bud fully sprouts, it detaches with a burst of acid and the newly formed surnoch is ready to begin feeding. Luckily for the galaxy, at least a third of surnoch parents immediately consume their offspring immediately following this "birth" for reasons that continue to baffle biologists to this day.
While most surnochs are solitary creatures, two will occasionally travel and feed together, often working their way through parallel tunnels to consume different minerals. While to outsiders it might seem like the two surnochs are deliberately working in concert to cause the most destruction, the truth is far less sinister. The two creatures have been brought together by unknown electromagnetic symbols echoing off their thick hides and attuning their appetites to crave distinct fare. And just as quickly as the pair came together, some mysterious trigger can set them against one another in a tumbling mass of spines and acid that is usually even more devastating than the two surnochs feeding peacefully.
A handful of survivors from a recent surnoch attack on a Glimmerglass Inc. production facility in the Diaspora claim that their factory was targeted by a rival company that placed a losing bid for the rights to their asteroid several years before. While their allegations have been dismissed as paranoid ravings, independent investigators found strange computer chips in the brain of what they believe is the corpse of the attacking surnoch.
!! Acid Lancers
{{Acid Lancer}}
<div class="statblock">
* ''Level'' 18; ''Price'' 405,000
* ''EAC Bonus'' +23; ''KAC Bonus'' +27
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –4; ''Speed'' 30 ft., burrow 20 ft.
* ''Strength'' 29 (+9); Damage 3d10 S
* ''Weapon Slots'' 4; ''Upgrade Slots'' 3
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 35
</div>
This sturdy gray suit of powered armor has rows of fine blades running along the body and limbs, which serve as digging claws; it is often used by elite sapper teams to reach entrenched enemies. A surnoch suit grants you a burrow speed. You can tunnel through rock while wearing a surnoch suit, but your speed is reduced to 5 feet.
When a combat starts, if a character is not aware of her opponents, she is surprised. The GM determines whether each character is aware by calling for [[Perception]] checks or other relevant checks. Surprised combatants take penalties until they have acted in combat.
If some but not all of the combatants are aware of their opponents when combat breaks out, a surprise round takes place before normal combat rounds begin. In order of the characters' initiative results (highest to lowest; see [[Initiative]]), combatants who started the battle aware of their opponents can each take either a standard or move action during the surprise round. Characters can also take swift actions during the surprise round.
If no characters or all characters are aware of their opponents, no surprise round occurs, and combat proceeds as normal.
!! Surprised Combatants
During combat, combatants who are surprised at the start of battle have the [[flat-footed]] condition. As a result, they take a –2 penalty to their Armor Class. Once a character has become aware and acted, she is no longer flat-footed due to being surprised.
You are invisible to technological surveillance systems and most forms of divination magic, per //[[nondetection]]//.
<div class="statblock">
* ''Level'' 4; ''Price'' 4,650
* Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
* ''Speed'' 25 ft., full 350 ft., 40 mph
* ''EAC'' 16; ''KAC'' 18; ''Cover'' cover
* ''HP'' 45 (22); ''Hardness'' 6
* ''Attack (Collision)'' 6d6 B (DC 11)
* ''Modifiers'' –2 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' enhanced sensors ([[darkvision]] 120 ft.), planetary [[comm unit]]
* ''Passengers'' 3
</div>
Typically used during terraforming missions, this six-legged walker can handle most solid terrains.
This room of specialized analytical equipment and sensory technology augments a starship's sensors when scanning planetary bodies, spatial anomalies, debris, and similar phenomena. When scanning such targets, the science officer doubles the bonus to [[Computers]] checks granted by the starship's sensors (maximum +8). The surveying sensors also double the range of the starship's sensors to 500 feet while in atmosphere or on planets. The augmented sensors provide no special benefits during starship combat.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|surveying sensors | 3 | 3 |
</div>
You can survive in and make your way safely through almost any kind of wilderness, follow trails and tracks, deal with wild animals, and ride tamed ones.
Use the following base DCs for many of the listed tasks of the Survival skill. These DCs may be adjusted by the GM to reflect other circumstances.
<div class="table-wrapper">
|Task | DC |h
|Endure severe weather | 15 |
|Handle an animal | 10 + 1-1/2 × CR of animal |
|Live off the land | 10 |
|Orienteering | 15 |
|Predict weather | 15 |
|Rear a wild animal | 15 + 1-1/2 × CR of animal |
</div>
<$list filter="[tag<currentTiddler>tag[Tasks]]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
This thin tube contains nanomachines and several filters that destroy contaminants or trap them in a washable compartment in the middle of the straw. When you activate a survival straw, water-based liquids you drink through it are automatically filtered and purified, removing any diseases, drugs, and poisons present in the liquid. A survival straw uses 1 charge per gallon of water filtered (or fraction thereof).
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|survival straw | 2 | 450 | — | 20 | 1/gallon |
</div>
You know how to live off the land.
''Prerequisites:'' Self-sufficient racial trait.
''Benefit:'' When you attempt a [[Survival]] check to [[live off the land]], you are not limited to moving only half your overland speed. If you succeed at the check, you can provide food and water for five more creatures than normal.
<div class="statblock">
* ''Tier'' 10
* Huge cruiser
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 22; ''TL'' 23
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' mass driver (2d6×10; 20 hexes)
* ''Attack (Port)'' light particle beam (3d6; 10 hexes)
* ''Attack (Starboard)'' light particle beam (3d6; 10 hexes)
* ''Attack (Turret)'' persistent particle beam (10d6; 20 hexes)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, crew quarters (common), mk 4 armor, mk 5 defenses, mk 3 duonode computer; ''Expansion Bays'' [[cargo hold]], [[escape pods]] (12), [[general science lab]], [[medical bay]], [[tech workshop]]
* ''Modifiers'' +3 any two checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]
* ''Complement'' 40 (minimum 20, maximum 100)
!! CREW
* ''Captain'' [[Bluff]] +18 (10 ranks), [[Computers]] +14 (10 ranks), [[Diplomacy]] +18 (10 ranks), [[Engineering]] +16 (10 ranks), [[Intimidate]] +18 (10 ranks), [[Piloting]] +16 (10 ranks)
* ''Engineer (1 officer, 10 crew)'' [[Engineering]] +20 (10 ranks)
* ''Gunner (2 officers, 5 crew each)'' gunnery +15 (10th level)
''Pilot (1 officer, 5 crew)'' [[Piloting]] +18 (10 ranks)
''Science Officer (1 officer, 9 crew)'' [[Computers]] +18 (10 ranks)O
</div>
Outfitted with top-notch computers, advanced sensors, and high-end science labs, the Aurora class of ships were vessels designed in peacetime for deep-space scientific research by Suskillon's government-funded astronautics organization, Skylead. Only two Auroras were ever built: the Ranger and the Scout. The Scout was first to launch, and it spent 10 years exploring the Suskillon system, advancing the fields of astronomy, stellar physics, chemistry, and life sciences. The Ranger was the first Suskillon vessel to leave the system and make contact with the Pact Worlds. The original crews of each vessel were honored upon their return to Suskillon, and they have all retired or passed away since the ends of their missions decades ago.
Both cruisers were in spacedock for repairs around Suskillon when the Swarm attacked. Many vessels were commandeered by the Suskillon Defense Force as other ships fell, and the Ranger and the Scout were modified for combat, with upgrades to both vessels' weapons, armor, and defense systems. Their crews are now mostly soldiers and SDF volunteers.Despite their changed roles, the Auroras' scientific capabilities aren't going to waste. Military scientists and engineers aboard each ship are hard at work studying the aftermath of every battle and scrutinizing the Swarm from afar. Reports indicate these researchers are close to developing a breakthrough "antilife" starship weapon that will give the SDF an edge against the deadly biological starships of the Swarm. Unfortunately, most estimates for when this technology will become available aren't optimistic.
<div class="statblock">
* ''Tier'' 5
* Medium explorer
* ''Speed'' 12; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 19; ''TL'' 20
* ''HP'' 65; ''DT'' —; ''CT'' 13
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' light EMP cannon (special; 5 hexes)
* ''Attack (Port)'' light torpedo launcher (2d8; 20 hexes)
* ''Attack (Starboard)'' light torpedo launcher (2d8; 20 hexes)
* ''Attack (Turret)'' light plasma cannon (2d12; 5 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 1 tetranode computer, mk 4 armor, mk 5 defenses; ''Expansion Bays'' [[brig]], [[cargo holds]] (2), [[escape pods]]
* ''Modifiers'' +1 to any 4 checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 5
!!! CREW
* ''Captain'' [[Bluff]] +16 (5 ranks), [[Diplomacy]] +11 (5 ranks), gunnery +8 (5th level), [[Piloting]] +11 (5 ranks)
* ''Engineer'' [[Engineering]] +16 (5 ranks)
* ''Gunner'' gunnery +10 (5th level)
* ''Pilot'' [[Computers]] +11 (5 ranks), gunnery +9 (5th level), [[Piloting]] +16 (5 ranks)
* ''Science Officer'' [[Computers]] +16 (5 ranks), gunnery +8 (5th level)
</div>
A Suskillon Whip is an infiltration ship designed specifically for long-range scouting and surprise attacks. Its speed and cutting-edge sensors allow the Whip to detect threats, often while out of a foe's sensor range, and launch torpedoes before the enemy is aware of a threat, leaving the crack of exploding ordinance as the only evidence of the Whip's presence. Despite these tactics, the Whip model has adequate armor and shielding, befitting a military ship. It can withstand direct conflict with similar vessels, especially those commonly found in the hands of pirates and other interstellar scoundrels.
Like its namesake, the Whip strikes and then quickly retreats, the pilot using stunts—especially slide and flip-and-burn maneuvers—to gain maximum positional advantage. Whip crews focus on disabling targets for boarding, whether by crew of larger ships or by the crew of the Whip itself. Each member of these groups of specialists, often attached to Suskillon special forces, is an expert in their area of operation. However, as military personnel, each is also capable of aiding in combat aboard the Whip.
Whips are often called upon to act ahead of the fleet, spying on enemy forces from long range and avoiding detection. They may also serve as speedy troop transports and extraction vehicles for spec-ops teams. In such cases, a cargo hold is refitted for troop seating (or sleeping, often replacing one or both brig areas) and deployment. In such missions, the Whip uses its scanners, speed, and maneuverability to outwit patrols during insertion and extraction, facilitating surgical strikes.
When a weapon with this special property successfully hits a starship, the DC to restore shields to the arc struck by the weapon increases by the value shown in parentheses for 1 round. This applies to the science officer balance action, the engineer divert action, or any other action that would restore shield points.
The Company recognizes the hazards involved in long distance Drift travel and the many unexpected situations that might arise. A //suspension pill// ensures that whether you've contracted radiation sickness, been exposed to an unknown plague on a remote planet, or accidentally pricked yourself with a lethal toxin, help is never more than a Drift away. Individuals who have consumed a //suspension pill// should be taken to Absalom Station or another world within their present planetary system for immediate medical treatment.
A character can consume a //suspension pill// by taking a move action; alternatively, another character can take a standard action to feed a //suspension pill// to an unconscious or willing character. The //suspension pill// places the character in a coma-like state for a period of one week, during which the character is unconscious and requires no food or water. During this time, any afflictions affecting the character don't progress, and the character doesn't attempt saving throws for them; the affliction remains at whatever state it was in for the duration of the pill's effect, then resumes when the pill wears off.
Once a //suspension pill// wears off, the character is immune to the effects of //suspension pills// for one week.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//suspension pill// | 3 | 250 | – |
</div>
A weapon with this special weapon property becomes more powerful with each successive round it strikes a target. After hitting an opposing starship, if the sustained weapon hits the same target in the subsequent round, it deals an additional die of damage for that hit. As long as the ship keeps hitting its target, the ship can continue to increase the damage dice for sustained weapons, up to a maximum number of additional dice equal to the number listed by this special property. If this weapon changes targets or misses an attack roll, it loses the bonus damage.
As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can't grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 minute
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 10-ft. cube
* ''Effect'' magical shelter
* ''Duration'' 1 day/level
* ''Saving Throw'' none; Spell
* ''Resistance'' none
</div>
You gently coax the surrounding terrain into a defensive dome capable of protecting you from harmful environments. This simple shelter has a single entrance, no doors, and occupies a 10-ft. cube. For the duration of the spell, the shelter provides environmental protections as if it were armor, using your caster level as the item level of the armor.
A sustenance system provides a way for you to consume sustenance without removing your armor or shutting down environmental protections. The basic version of this system holds 1 Bulk of actual food and drink, whether [[field rations]], [[R2Es]], or other cuisine. Higher model numbers function as miniaturized [[culinary synthesizers]] of the same model number, allowing the armor to produce food and drink from UPBs on verbal or text command. These nonbasic systems can also store up to 1 Bulk of UPBs.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|sustenance system, basic | 1 | 150 | 1 | any | 1 |
|sustenance system, mk 1 | 2 | 800 | 1 | any | 1 |
|sustenance system, mk 2 | 4 | 2,200 | 1 | any | 1 |
|sustenance system, mk 3 | 6 | 4,500 | 1 | any | 1 |
</div>
Exiled aeons ago from the First World for unspeakable crimes against other fey, svartalfars fled to the Shadow Plane. When Triune bestowed Drift technology to the universe, svartalfars channeled their vengeful energies away from the fey who expelled them to focus on an inscrutable endgame spanning both the galaxy and the planes. Many of these calculating killers have realized that the universal currencies of money and power can advance their race further than can the arcane knowledge they once sought as payment for their services.
!! Racial Traits
* ''Ability Adjustments:'' +2 Int, +2 Dex, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Svartalfars are Medium fey with the extraplanar subtype.
* ''Bane:'' Once per day as a swift action, a svartalfar can imbue one of its weapons with the //[[bane]]// weapon fusion. It must select one creature type (and subtype, if choosing humanoid or outsider) when it uses this ability. This lasts for 1 hour. This ability functions only while the svartalfar wields the weapon.
* ''Darkvision:'' Svartalfars have [[darkvision]] with a range of 60 feet.
* ''Low-Light Vision:'' Svartalfars can see in dim light as if it were normal light.
* ''Lethal Grace:'' Svartalfars are known for their uncanny grace in combat. They gain a +2 racial bonus to [[Acrobatics]] and [[Stealth]] checks.
* ''Light Blindness:'' A svartalfar exposed to bright light is [[blinded]] for 1 round, and [[dazzled]] as long as it remains in areas of bright light.
* ''Svartalfar Magic:'' Svartalfars have an affinity for magic. A svartalfar chooses a 1st-level spell. It can cast that spell as a spell-like ability once per day for every 3 character levels it has. The caster level for this spell is equal to the svartalfar's level. Once chosen, this spell cannot be changed.
If the creature hits with the indicated attack (usually a bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as part of the attack action. (If it hits the target's KAC + 13, it instead [[pins]] the target). The creature doesn't need to have a free limb to perform this grapple. Unless otherwise specified, a creature can swallow whole only targets that are at least one size category smaller than itself, and it has room for a single target of that size in its stomach (doubling the maximum number of creatures it can have swallowed for each additional size category by which these creatures are smaller).
On the creature's next turn after grappling or pinning the target, if the target has not escaped the grapple or pin, the target automatically takes the attack's damage at the beginning of the creature's turn. The creature can then make a new attack roll with the same attack. If the roll equals or exceeds the target's KAC, the grapple or pin is maintained. If the roll equals or exceeds the target's KAC + 4, the target is swallowed whole (no damage is dealt).
Once swallowed, the target takes the listed swallow whole damage automatically at the beginning its turn every round. The target is considered grappled as long as it is swallowed. The target can attempt to cut its way out (the interior of a creature with swallow whole has the same EAC as its exterior and a KAC equal to that of its exterior – 4) by dealing an amount of damage equal to one-quarter the swallowing creature's total Hit Points, though any attack that does not deal slashing damage deals only half its normal damage. If a target cuts its way out of the creature, the creature cannot use swallow whole again until that damage is healed.
Alternatively, a target swallowed whole can attempt to climb out. The swallowed creature must succeed at both a grapple check against the creature's internal KAC + 8 and an [[Athletics]] check to climb (DC = 10 + 1-1/2 × the creature's CR). Each of these actions takes a full round. If both checks are successful, the target climbs back up to the creature's mouth and can escape, ending up in an open square adjacent to the creature.
//Format:// ''Melee'' bite +19 (5d4+16 P plus swallow whole); ''Offensive Abilities'' swallow whole (5d4+16 A, EAC 30, KAC 27, 71 HP).
//Guidelines:// Use the same damage amount as for the creature's standard melee attack.
<<section 'Common Swamp Strider'>>
<<section 'Crested Swamp Strider'>>
Swamp striders stand about 8 feet tall at the shoulder and weigh around 1,250 pounds. Excellently adapted to wetland biomes, these spindly herbivores specialize in browsing on the leaves, bark, and branches of shrubs and young trees, grazing on grasses only when they lack access to other foods. They depart their swamps infrequently; the ripening of seasonal fruits might lure them out, and the fire-wary swamp striders also know to move away during droughts when desiccated marshes ignite all too easily.
Roaming so far afield can leave swamp striders vulnerable to predators like [[shotalashus]], [[nyssholoras]], [[tashtaris]], and a host of tyrannosaurid [[renkroda]] subspecies. Even lashuntas have hunted this popular prey since time immemorial; the meat's taste is among the most synthesized food flavorings for Castrovelian snacks. Despite their lanky profile and awkward gait, swamp striders boast numerous defenses, including their extraordinary speed and agility under pressure. When on the run, a scattering herd often throws caution to the wind, hurling themselves through vegetation with wanton disregard; most humanoid deaths by swamp striders occur as a result of the creatures fleeing from something far deadlier and crashing into unsuspecting bystanders. In the presence of water, swamp striders either dive for cover in deeper pools or ably dash across shallower bogs, their broad footpads distributing their weight just as their feet's hydrophobic skin limits the grip of sucking mud.
But speed isn't swamp striders' only protection. Their bodies sport an array of defensive spines, most often spikes on their forelimbs designed to sweep backward and spear any creature unwise enough to target the herbivore's hindquarters. The crested swamp strider species boasts fearsome head horns as well, and swamp striders of any type ferociously lash out whenever they feel threatened.
Yet what most people know about swamp striders is their stench, which arises from the multitudinous algae that grow in their thick fur. The motley green, brown, and red flora help camouflage the creatures visually among the wetland grasses and mosses. Their smell, in contrast, is so strong that it overwhelms the sensitive nostrils of their predators, practically disabling others' olfactory senses and also deterring all but the most determined hunters. Moreover, each swamp strider's colony has a slightly different composition and scent, helping the creatures recognize each other and identify interlopers, whom the herd challenges with low clicking sounds.
!! Swamp Strider Companions
{{Swamp Strider (creature companion)}}
<div class="statblock">
* ''Levels'' 7–20
* Large animal
* ''Senses'' [[blindsense]] (scent) 60 ft.
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 60 ft., swim 30 ft.
* ''Melee'' Attack gore (P) or slam (B)
* ''Space'' 10 ft.; ''Reach'' 5 ft. (10 ft. with gore)
* ''Offensive Abilities'' [[ferocious charge]]
* ''Ability Modifiers'' Dex, Str
!!! SPECIAL ABILITIES
''Marshborn ([[Ex]])'' A swamp strider can move through bogs without penalty to its normal speed.
</div>
Lashuntas have a long tradition of riding [[swamp striders]], though the practice has never approached the same prestige and telepathic bond as with the reptilian shotalashus. No doubt a part of this discrepancy stems from the sheer amount of maintenance required to raise and keep a swamp strider. Behaviorally, they're finicky eaters and temperamental creatures that lash out at unfamiliar faces. Physically, their feet tend to dry and crack painfully in arid environments or against harder surfaces, requiring shoeing with polycarbonate or plastic laminate. What's more, their coats require extensive maintenance to avoid developing an overpowering aroma. Collectively, their maintenance requirements inspired the term "swamp sovereign," signifying a powerful yet painfully needy individual.
Even with these hurdles, swamp striders are a beloved curiosity. They most often appear in the lashunta strongholds of Asana, yet dozens of planets have also imported small populations of swamp striders.
<div class="statblock">
* Gargantuan mech (amphibious)
* ''Base HP'' 10; ''HP Advancement'' 9; ''Hardness'' 1
* ''EAC'' +2; ''KAC'' +3; ''Fort'' +2; ''Ref'' +0
* ''Speed'' 30 ft., swim 60 ft.; ''Strength'' +5
* ''Frame Slots'' 3; ''Aux Slots'' 4
* ''Operators'' 2–6
* ''Cost'' 3.5 × tier
</div>
As a standard action, you can pull the ammunition from one weapon and teleport it into another. Select two weapons within 50 feet of you that use the same type of ammunition or batteries. You transfer an amount of the first target's ammunition to the second target; the ammunition you transfer each time you use this ability can't exceed your witchwarper level plus your Charisma modifier. This transfer can't reduce the first weapon's remaining ammunition to less than 0, nor can it grant the second weapon ammunition that exceeds its maximum capacity. If one or both weapons are in the possession of unwilling creatures, each such creature can attempt a Will save to negate the effect.
This transfer is subtle but noticeable by anyone within reach of either weapon. You can transfer ammunition without it being detected as if using [[Sleight of Hand]] to palm an object, though you can use either [[Mysticism]] or [[Sleight of Hand]] for your skill check to resolve this action.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 reaction
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' yourself and one willing creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You sift through the threads of this timeline and rearrange them to your liking. After you and at least one other ally roll initiative to begin combat, you can cast this spell to switch places in initiative order with an ally or other willing creature, acting on one another’s original initiative counts for the duration of the combat.
As a standard action, you can temporarily replace one of your paradigm shifts with another paradigm shift that you don't know but meet the prerequisites of. For the duration of this ability, you can use the new paradigm shift once but can't use the paradigm shift it replaced. At 11th level, you can use the new paradigm shift twice during the duration of this ability. You can't replace a paradigm shift that is currently in effect, that is a requirement for another paradigm shift you know, or that has limited uses that you have expended. When this ability ends, you immediately lose access to the new paradigm shift and regain your replaced paradigm shift. You can use swap paradigms multiple times per day, but you must spend 1 Resolve Point for each additional use.
Once per round as a move action, you can switch the positions of two creatures within 100 feet, instantaneously swapping their places. This movement does not provoke attacks of opportunity. You can't swap creatures' positions in a way that would cause either creature to take damage or be forced into an inappropriate physical space. (For example, you could not swap the positions of two creatures of different sizes if doing so would cause the larger creature to risk falling off a cliff or into a hazard, or cause one of the creatures to be placed within a solid object). Each targeted creature can attempt a Will save to avoid this effect. If either creature succeeds, this paradigm shift has no effect. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours.
Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called "feeder world" to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world's species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory.
Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm's might and its hunger as no other race can.
While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm's morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components.
The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes.
<<section 'Swarm Mind'>>
!! Swarm Components
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}} level="h3" />
</$list>
A weapon with this special property is virtually indistinguishable from [[Swarm]] technology and requires a special [[Swarm battery]] to use efficiently. The weapon can use other batteries, but usage doubles when doing so.
In addition to the energy drawback, a Swarm weapon attracts the attention of nearby Swarm creatures. They can sense such a weapon as if using [[blindsense]] with a range of 30 feet. Swarm components have been observed fixating on wielders of this technology during battle, with little else to explain such a violent focus. If the Swarm wins the conflict, the surviving components destroy these weapons.
The creature deals automatic damage to any creature whose space it occupies at the end of its turn, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover.
//Format:// ''Melee'' swarm attack (1d6+2 P).
//Guidelines:// To determine the amount of damage a creature of CR 6 or lower deals with swarm attack, use the value listed in the CR 6 Three Attacks entry on its appropriate array table, lowering the additional damage from that CR to match its actual CR. For all other creatures, use the Four Attacks entry for its CR in the corresponding array table.
When weapon designers couldn't achieve an acceptable power output with their Swarm-based armaments, they created the //Swarm battery//, a new type of living power cell. Similar to the insulated gland of a generator drone, a //Swarm battery// consists of still-living tissue that reflexively adapts to power any item, including non-Swarm varieties, functioning as a high-capacity battery with 40 charges. A //Swarm battery// can adapt to be recharged at any charging station. It also recharges on its own at the rate of 1 charge per hour, provided it remains within 60 feet of ambient nearby electricity, such as power conduits in a city, a starship's power core, consistent static electricity, or even the small amount of electricity running through a living body.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Swarm battery// | 5 | 550 | L |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CE Medium monstrous humanoid
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +19
* ''Aura'' [[frightful presence]] (30 ft., Will DC 17)
!!! DEFENSE
* ''HP'' 165;
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +14; ''Will'' +11
* ''Defensive Abilities'' discorporate, [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 40 ft.; //[[spider climb]]//
* ''Melee'' bite +23 (2d10+18 P; critical [[bleed]] 1d8) or claw +23 (3d4+18 S and [[grab]]; critical [[severe wound]] [DC 17])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with claw)
* ''Offensive Abilities'' carry off
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +3; ''Int'' +1; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Athletics]] +19, [[Engineering]] +19, [[Stealth]] +24
* ''Languages'' Shirren; [[telepathy]] (100 ft.)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or clutch (2–4)
!!! SPECIAL ABILITIES
''Carry Off ([[Ex]])'' As a full action, a bolaji can renew a [[grapple|Grapple (combat maneuver)]] or [[pin]] on a creature its size or smaller, and move up to its speed, dragging the grappled or pinned creature with it.
''Discorporate ([[Ex]])'' When a bolaji is reduced to 0 Hit Points, it doesn’t die unless it was reduced to 0 Hit Points by an area effect. Instead, it immediately breaks apart into a swarm of Fine components (no larger than an ordinary insect) with an extraordinary fly speed of 30 feet with perfect maneuverability, and it can move up to that speed as a reaction. In its discorporated state, the Swarm bolaji can’t attack, activate items, or manipulate objects, but it gains [[swarm defenses]], [[swarm immunities]], and [[regeneration]] 10 (area effects). It can return to its normal form at any time as a full action, but automatically does so when it returns to full Hit Points.
</div>
Some scientists call the bolaji the truest incarnation of the Swarm, since the creature is itself made up of thousands of insect-sized Swarm components. Together, these tiny creatures combine into a single deadly being capable of shredding most humanoids in seconds with its long, scythe-like claws and razor-sharp mandibles. When sorely hurt, the bolaji breaks apart into its many components, allowing it to flee into tiny spaces where its enemies can rarely follow. Once in hiding, the surviving components rapidly multiply to rebuild the bolaji’s body, and soon it returns to kill again.
The bolaji is a cunning hunter, almost soundless in its movement, and capable of rigging traps and other devices of great technical complexity. Subtle telepathic emanations create an unspeakable fear in all who see one. Bolajis move ahead of Swarm invasions, gathering intelligence and waging guerrilla campaigns of terror and chaos. Often, they construct signal devices that help Swarm starships target strategic objectives. After an invasion is complete and the Swarm depart the ruined husk of a world, bolajis are sometimes left behind, where they linger in a torpor-like state until interstellar travelers arrive to seek survivors or scavenge the wreckage. Then, the bolajis awaken, sneak aboard the newly arrived vessel, and begin a new murder spree.
Swarm scholars believe that this particular variation of the creatures appeared only after the Swarm consumed a research station staffed by several hundred spathinae.
<div class="statblock">
* ''Level'' 5; ''Price'' 41,200
* ''EAC Bonus'' +17; ''KAC Bonus'' +20
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –3; ''Speed'' 30 ft., climb 30 ft., fly 40 ft. (poor)
* ''Strength'' 24 (+7); ''Damage'' 3d6 S or P
* ''Weapon Slots'' 3; ''Upgrade Slots'' 2
* ''Capacity'' 20; ''Usage'' 1/hour
''Size'' Large (10-ft. reach); ''Bulk'' 35
</div>
This biomechanical armor is grown from [[Swarm]] remains, assisting its wearer in infiltrating Swarm hives for targeted strikes. A swarm carapace can use its weapon slots to mount both melee and ranged weapons. The wearer gains [[telepathy]] that they can use only to communicate with Swarm creatures, can use [[Disguise]] to take the appearance of a Swarm creature without any DC modifiers for imitating a different creature type, and is treated as a Swarm creature for the purpose of fulfilling other Swarm creatures' [[Swarm mind]] abilities (though the wearer does not gain the benefits of Swarm mind). A shirren wearer reduces the armor's armor check penalty to –2.
Swarms take damage from weapons differently depending on how the weapon targets them.
A swarm is immune to attacks and effects that targets a single creature (including single-target spells), with the exception of mind-affecting effects if the swarm has an Intelligence score and an ability similar to the [[formian]]'s hive mind.
A swarm takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, [[blast]] and [[explode]] weapons, and many evocation spells.
A swarm takes normal damage from an attack or effect that affects multiple targets (including lines and fully [[automatic]] mode attacks). For the purpose of automatic fire, the swarm counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, it can attack a maximum of six targets, so it can damage a swarm normally. However, if two other targets are closer to the attacker than the swarm, they must be attacked first, leaving only four attacks to target the swarm, so it takes no damage.
//Format:// ''Defensive Abilities'' swarm defenses.
Swarms are immune to the following effects, unless the effect specifies it works against swarms.
* Bleeding, critical hits, [[flat-footed]], [[off-target]], [[pinned]], [[prone]], [[staggered]], and [[stunned]].
* Combat maneuvers—swarms can't be affected by and can't perform combat maneuvers, unless the swarm's description says otherwise.
* Flanking—swarms are unflankable.
* Dying—a swarm reduced to 0 Hit Points breaks up and ceases to exist as a swarm, though individual members of it might survive.
//Format:// ''Immunities'' [[swarm immunities]].
Members of the [[Swarm]] are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures with 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a "chain" of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect.
//Format:// ''Defensive Abilities'' [[Swarm mind]].
A //Swarm programmer pill// is a compact lozenge that contains a paper-thin sliver of a Swarm programmer's brain. As a full action, you swallow the tablet and it alters your biology, allowing you to choose one of the following effects. If you use another //Swarm programmer pill// within 24 hours, you become [[fatigued]]. Attempting to use a //Swarm programmer pill// while you are [[exhausted]] does little other than consume the pill. While under the pill's effects, you attract the attention of Swarm components in the same way weapons that have the [[Swarm|Swarm (weapon property)]] weapon special property do.
* ''Acidic Ejection:'' You gain acid resistance 5 and can launch acid as if part of your body (often the mouth) were a macrergate [[acid cannon]], with which you are considered to be proficient. You are immune to your own acid. These adaptations last 4 hours.
* ''Alate Form:'' You grow a set of diaphanous insectile wings that allow you to fly at a speed 10 feet slower than your land speed. Your flight is an extraordinary ability with average maneuverability. The adaptation also grants you a +5 bonus to [[Acrobatics]] checks to fly. The wings function for 2 hours. If you are aloft when the effect ends, you float downward 60 feet per round for 3 rounds. If you fail to land or attain another means to fly by then, you fall as the wings detach. This detachment is uncomfortable but deals you no damage. If necessary, the wings can integrate with your armor. Once they have, removing your armor ends the effect by causing the wings to detach as above.
* ''Arolia:'' You grow special limb pads that grant you a climb speed 10 feet slower than your land speed. You retain this speed for 12 hours. If necessary, the pads can integrate with your armor, functioning as with the wings of alate form. If you're climbing when the effect ends, you can still attempt to climb by other means.
* ''Bravery:'' You become inured to fear. For 24 hours, whenever you attempt a saving throw against a fear effect, treat any number you roll on the d20 lower than 8 as 8. In addition, if you fail a saving throw against a fear effect, you can reroll that saving throw once. If you still fail the saving throw, you suffer the fear effect for only half its duration, rounded down to a minimum of 0 rounds.
* ''Swiftness:'' For 12 hours, you gain a 20-foot enhancement bonus to speed in all movement types you have.
* ''Telepathy:'' You gain [[limited telepathy]] with a range of 30 feet, like that of a [[lashunta]] or [[shirren]]. If you already have limited telepathy, the adaptation grants you true [[telepathy]]. Either adaptation lasts 12 hours. During this time, you can also cast the 1st-level version of //mind thrust// as a spell-like ability up to three times.
* ''Weaponized Arm:'' One of your hands grows a microserrated [[mindspike]] or microserrated [[thresherblade]], with which you are considered to be proficient. If necessary, the weapon integrates with your armor, functioning as with the wings of alate form. You can't use the affected hand for other purposes, but neither can you be disarmed of the weapon. This adaptation lasts 4 hours, or until you detach the weapon as a standard action, then the weapon disintegrates.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Swarm programmer pill// | 10 | 2,800 | — |
</div>
When you use a weapon that deals damage to multiple targets, it deals additional damage to creatures with the [[swarm defenses]] special ability as though the weapon affected all creatures in its area. When you use a ranged weapon that would normally affect only a single target against a creature with the swarm defenses ability, you can deal half damage to the target instead of no damage.
When you form your [[sheath array]], you can use a [[nanite surge]] to gain a special unarmed strike that deals lethal damage, lacks the [[archaic]] trait, and has an item level equal to your nanocyte level. You can use your Constitution modifier in place of your Strength modifier for attack and damage rolls for this attack. Using a swarm strike requires you to have at least one hand free. For each attack, you can deal bludgeoning damage, piercing damage, slashing damage, or any two of these damage types. At 3rd level, you gain a unique weapon specialization with your swarm strike, adding 1-1/2 × your nanocyte level to its damage rolls (instead of just adding your character level). At 7th level, this unarmed strike gains the [[thrown]] (20 feet) special property, and while you have at least two hands free, your weapon specialization damage bonus with this weapon increases to 2 × your level.
This subtype is applied to any collection of Fine, Diminutive, or Tiny creatures (usually [[vermin]]) that acts as a single creature. A swarm has a single pool of Hit Points, a single initiative modifier, and a single EAC and KAC. A swarm attempts saving throws as a single creature. A single swarm usually occupies a square (if it is made up of nonflying creatures) or a cube (if it is made up of flying creatures) 10 feet on a side, but its reach is 0 feet. A swarm can move through cracks or holes large enough for its component creatures to fit through.
In order to attack, a swarm moves into an opponent's space, which provokes an attack of opportunity. Spellcasting or concentrating on spells within the area of a swarm requires a successful caster level check (DC = 20 + spell level). Using skills that involve patience and concentration, such as [[Computers]], within the area of a swarm requires a successful DC 20 Will saving throw.
* ''Traits:''
** [[swarm defenses]]
** [[swarm immunities]]
** [[distraction]]
** [[swarm attack]]
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* CE Medium monstrous humanoid
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft., //[[see invisibility]]//; ''Perception'' +33
!!! DEFENSE
* ''HP'' 255
* ''EAC'' 29; ''KAC'' 30
* ''Fort'' +14; ''Ref'' +16; ''Will'' +21
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft., fly 30 ft. ([[Ex]], clumsy)
* ''Melee'' claw +25 (6d8+19 S)
* ''Offensive Abilities'' demoralizing [[gaze]] (60 ft., Will DC 24), siphon fear
* ''Spell-Like Abilities'' (CL 16th)
** 1/day—//[[mass inflict pain]]// (DC 26), //[[mind thrust]]// (6th level, DC 26)
** 3/day—//[[crush skull]]// (DC 25), //[[feeblemind]]// (DC 25), //[[greater command]]// (DC 25), //[[greater synaptic pulse]]// (DC 25)
** At will—//[[fear]]// (4th level, DC 24), //[[mind thrust]]// (4th level, DC 24)
** Constant—//[[see invisibility]]//
!!! STATISTICS
* ''Str'' +3; ''Dex'' +3; ''Con'' +5; ''Int'' +7; ''Wis'' +10; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +28 (+20 to fly), [[Athletics]] +28 (+36 to climb), [[Sense Motive]] +33
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or cult (1 plus 5–30 Swarm creatures)
!!! SPECIAL ABILITIES
''Demoralizing Gaze ([[Su]])'' A Swarm xersk's numerous unblinking eyes sow doubt in the minds of creatures that look into them. A non-Swarm creature within 60 feet of the Swarm xersk that fails a DC 24 Will saving throw gains the [[shaken]] condition for 1 round. This is a mind-affecting effect.
''Siphon Fear ([[Su]])'' As a standard action, a Swarm xersk can establish a parasitic psychic connection to a single creature with the [[shaken]], [[frightened]], or [[panicked]] condition. A target creature must succeed at a DC 24 Will saving throw or the Swarm xersk latches onto it mentally and begins siphoning the victim's fear; if the creature gained the condition from one of the Swarm xersk's spells or abilities, it takes an additional –2 penalty to this save. At the beginning of an affected target's turn, it takes 2d6 damage, and the Swarm xersk regains Hit Points equal to half that amount (minimum 1). A Swarm xersk can be simultaneously attached to a number of victims equal to half its Wisdom modifier (5 for most Swarm xersks). An affected creature can attempt a new saving throw at the end of each of its turns to break the psychic connection and end the ability's effects. The effects of siphon fear end automatically if an attached creature's condition is removed. This is a mind-affecting effect.
</div>
Swarm xersks are a rare sight, and in fact only a handful have been seen by members of other species who lived to spread news of their existence. These creatures rarely resort to physical attacks, instead relying on their potent psychic abilities to mentally assault and frighten intelligent creatures. These bizarre Swarm components have large, crested heads covered in a horrifying array of staring eyes. Those who look into a xersk's eyes for even a few seconds begin to question reality, and may eventually lose their hold on it altogether.
Superficially, xersks appear to exhibit more free will than most Swarm components. They can often be found alone, quietly observing a geographical feature or distant constellation. Despite this odd behavior, xersks are still very much a part of the Swarm's hive mind, and like every Swarm component, they act solely to further the Swarm's machinations, no matter how nebulous their demeanor might seem to outside observers.
<div class="statblock">
* ''Tier'' 2
* N Small starship magical beast
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0)
* ''AC'' 17; ''TL'' 17
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' light 50 (forward 13, port 12, starboard 12, aft 13)
* ''Attack (Forward)'' slam (6d4)
* ''Attack (Turret)'' hurl debris (4d4)
* ''Power Core'' small telelith heart (120 PCU); ''Drift Engine'' none
* ''Systems'' mk 4 armor, mk 4 defenses
* ''Other Abilities'' auto-destruct, living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +12 (2 ranks)
* ''Gunner (1 action)'' gunnery +6 (2nd level)
* ''Pilot (1 action)'' [[Piloting]] +13 (2 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum or the Drift
* ''Organization'' solitary, pair, or knot (3–12)
SPECIAL ABILITIES
''Auto-Destruct ([[Ex]])'' When a swarming telelith drops to 0 Hull Points, it explodes as if it activated a [[self-destruct system]].
''Hurl Debris ([[Ex]])'' A swarming telelith can hurl debris at short range. This weapon has the [[point]] (+8) special property.
''Living Starship ([[Ex]])'' A swarming telelith is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below when the swarming telelith takes critical damage. A telelith's brain can't gain the wrecked condition.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | circulatory |System Condition applies to all gunner actions |
| 31–60 | nervous system |Condition applies to all pilot actions |
| 61–90 | heart |Condition applies to all engineer actions except patching or repairing the heart |
| 91–100 | brain |Condition applies to all actions |
</div>
''Slam ([[Ex]])'' A telelith can use its slam only against a target in an adjacent hex. This attack has the [[ripper]] special property.
</div>
These matching anklets and bracelets are light and comfortable and come in many fashionable styles. When activated, they produce a broad-spectrum field around your body that repels vermin, making it difficult for Diminutive and Fine vermin to make physical contact with you.
!! Basic
While basic swarmproof bangles are active, you have the [[entangled]] condition, but you also have [[DR]] 2/— against the swarm attack of Fine vermin and DR 1/— against the swarm attack of Diminutive vermin.
!! Advanced
Advanced swarmproof bangles generate a more precise modulating field that impedes more than just vermin. You are not entangled when using advanced swarmproof bangles, and you have DR 10/— against the swarm attack of Fine creatures and DR 5/— against the swarm attack of Diminutive creatures. You also gain a +4 bonus to your AC against attacks by nanites or nanobots, such as those created by the //[[inject nanobots]]// spells.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|swarmproof bangles, basic | 2 | 900 | — | 20 | 1/minute |
|swarmproof bangles, advanced | 7 | 6,500 | — | 40 | 1/minute |
</div>
Inspired by Swarm technology and designed specifically for [[shirren]], a swarmsuit is a collection of ablative plates backed with reinforced padding and linked with mesh straps. The light armor's unique arrangement makes it perfect for creatures with unusual physiologies. The wearer arranges the straps in a comfortable formation and slides the ablative plates to cover vulnerable areas.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|swarmsuit | 15 | 95,200 | +18 | +19 | +6 | — | — | 4 | L |
</div>
//Sweet dreambots// are stuffed toys that come in a variety of shapes and sizes resembling friendly alien lifeforms. Each //sweet dreambot// is engineered with predictive technology that can anticipate the onset of the dreams and nightmares of a single creature attuned to the stuffed toy. The toy has two settings: track and protect. While within 5 feet of the attuned creature while it sleeps, a //sweet dreambot// set to track records the creature’s nightmares; the data can be transferred to a computer for review, though the video is often somewhat blurry or disjointed. If within 5 feet of the attuned creature while set to protect, the //sweet dreambot// both disrupts mundane nightmares before they start and gives the creature a +2 resistance bonus to Will saves made while asleep or unconscious.
While designed to soothe children as they sleep, //sweet dreambots// have grown in popularity within the medical field and with travelers seeking cute and useful stuffed companions.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//sweet dreambot// | 1 | 145 | 1 |
</div>
You won't commonly use a swift action, but occasionally you need to perform an action that is significantly less demanding than a move action. Some skills use swift actions, but special abilities are almost never swift actions.
<<list-links "[tag<currentTiddler>!tag[Vehicle Actions]!tag[Mech Actions]sort[title]]" class:index>>
You have mastered the art of quickly gaining the attention of opponents. You can use [[Antagonize]] once as a move action—you can do this even if you have already used Antagonize on the same foe in the past 24 hours, and using it as a move action does not prevent you from using Antagonize on the same foe as a standard action. This is not a language-dependent ability for you, but it does not work on [[mindless]] targets.
Once you have used Antagonize as a move action, you cannot do so again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. You must have the Antagonize feat to select this discipline.
With swift, physical encouragement, you can force a failing system to ignore its recent damage. If you succeed at an [[Engineering]] check (DC = 15 + 1-1/2 × your starship's tier), you can select one system; that system is treated as if its critical damage condition were one step less severe for the rest of the round ([[wrecked]] becomes [[malfunctioning]], malfunctioning becomes [[glitching]], and a glitching system functions as if it had taken no critical damage). This check isn't modified by penalties from critical damage to the power core; however, you can't affect a particular system with the swift kick action more than once per combat.
During a stunt and strike, drawing a weapon with the [[thrown]] property requires no action, and ranged attacks you make with thrown weapons don't provoke attacks of opportunity.
As part of a move action, you can use Athletics to swim. On a successful check, you move half your land speed through water and similar fluids. If you fail the check by 4 or less, you make no progress. If you fail by 5 or more, you sink beneath the surface or sink deeper, and you must hold your breath or begin drowning. If you do not have a swim speed, for each hour you swim, you must succeed at a DC 20 Athletics check or take 1d6 nonlethal damage from fatigue. If you have a swim speed, you receive a +8 bonus to all Athletics checks to swim and don't need to attempt Athletics checks to swim except in hazardous circumstances (see the table below).
The DCs for Athletics checks to swim are based on the prevailing conditions, but can also be adjusted based on environmental circumstances such as currents or the presence of debris. Such modifiers are cumulative; use all that apply.
<div class="table-wrapper">
|Environmental Conditions | DC |h
|Calm | 10 |
|Rough | 15 |
|Stormy^^1^^ | 20 |
|Maelstrom^^1^^ | 30 |
|Circumstance | DC Modifier |h
|Light debris or disruption | +2 |
|Heavy debris or disruption^^2^^ | +5 |
|Swimming with a current^^2^^ | +5 |
|Swimming against a current^^2^^ | +10 |
|Swimming against a jet of liquid or a strong current | +15 |
|^^1^^ Unless you have a swim speed, you can't take 10 on an Athletics check to swim in stormy or maelstrom water, even if you're not otherwise threatened or distracted. |<|f
|^^2^^ Hazardous circumstance; creatures with a swim speed must attempt a check in these conditions.|<|f
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action; see text
* ''Range'' see text
* ''Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You magically enhance one or more targets' physiologies to allow them to swim through liquids with increasing levels of ease and grace.
''1st:'' When you cast //swim// as a 1st-level spell, you can target one Medium or smaller creature per caster level at close range (25 feet + 5 feet/2 levels) that's partially or fully submerged in water or another liquid. The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures, a Huge creature or object counts as four Medium creatures, and so on. The affected targets gain a +8 bonus to their [[Athletics]] checks to [[swim]]. For each target, this casting of the spell lasts 1 round per caster level or until that target leaves the water (whichever happens first).
The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next turn.
''2nd:'' When you cast //swim// as a 2nd-level spell, you can target one willing or unconscious touched creature and give it a swim speed of 40 feet, and the spell lasts until the creature leaves the water or for 1 minute per caster level (whichever happens first).
''3rd:'' When you cast swim as a 3rd-level spell, you can target one willing or unconscious touched creature and affect it as per the 2nd-level version of the spell, except the target gains a swim speed of 60 feet and the spell lasts for 10 minutes per caster level.
''4th:'' When you cast swim as a 4th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other.
Your feet are altered to include broad fins, providing you with a swim speed of 20 feet. You don't need to attempt an [[Athletics]] check to swim. You don't benefit from swimming fins unless you're barefoot or wearing custom clothing, and you can't be wearing armor heavier than light armor. Swimming fins integrate into your natural feet and don't interfere with your normal land speed. Swimming fins can be installed into the feet of prosthetic legs.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|swimming fins | 2 | 850 | all feet |
</div>
You can swim as well as a fish.
''Prerequisites'': [[Athletics]] 5 ranks.
''Benefit:'' You gain a swim speed equal to your land speed.
If your stunt and strike is made with a melee weapon and the skill check and attack roll succeed, you take one easily accessed item from the target's body, instead of causing them to be [[flat-footed]], and are then holding it. This includes anything the target is not wielding which they could draw as a move action or less. You must have a hand free to use this stunt.
This blade looks much like a single-edged survival knife when opened, but the blade can be folded or collapsed to fit within the grip, making it easier to conceal. A switch on the knife means the blade can be folded or extended as a swift action, or as part of making an attack or full attack. Most weapon manufacturers that offer daggers also produce switchblades, which are made in the same models: tactical, ultrathin, zero-edge, and molecular rift.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|switchblade, tactical | 3 | 1,300 | 1d4 S | — | L |[[analog]], [[conceal]], [[operative]] |
|switchblade, ultrathin | 8 | 9,100 | 2d4 S | — | L |[[analog]], [[conceal]], [[operative]] |
|switchblade, zero-edge | 13 | 48,600 | 5d4 S | — | L |[[analog]], [[conceal]], [[operative]] |
|switchblade, molecular rift | 18 | 354,000 | 11d4 S | — | L |[[analog]], [[conceal]], [[operative]] |
</div>
The combat head of a swoop hammer is affixed to an elongated haft. The extra reach of the haft allows for a greater swinging arc and accelerated damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|swoop hammer, tactical | 5 | 3,360 | 1d10 B | [[knockdown]] | 2 |[[analog]], [[reach]], [[unwieldy]] |
|swoop hammer, advanced | 9 | 14,300 | 3d10 B | [[knockdown]] | 2 |[[analog]], [[reach]], [[unwieldy]] |
|swoop hammer, mach I | 13 | 44,100 | 5d10 B | [[knockdown]] | 2 |[[powered]] (capacity 40, usage 4), [[reach]], [[unwieldy]] |
|swoop hammer, mach II | 17 | 273,000 | 10d10 B | [[knockdown]] | 2 |[[analog]], [[reach]], [[unwieldy]] |
|swoop hammer, mach III | 20 | 905,700 | 14d10 B & F | [[knockdown]] | 2 |[[powered]] (capacity 40, usage 4), [[reach]], [[unwieldy]] |
</div>
This thin blade comes with a scabbard that makes it resemble a stylish cane. Sword canes are popular on Absalom Station, where similar nonweapon items have some popularity as fashionable affectations. A sword cane can incorporate one of the following at the standard price for that item: 20 feet of retractable [[cable line]], a personal [[comm unit]], or a [[spotlight|Portable Light]]. A successful [[Perception]] check (DC = 15 + the weapon's item level) is required to identify a sword cane as a weapon when it is sheathed.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|sword cane, tactical | 1 | 250 | 1d4 P | [[bleed]] 1d3 | L |[[analog]], [[operative]] |
|sword cane, advanced | 4 | 2,100 | 1d4 P | [[bleed]] 1d4 | L |[[analog]], [[operative]] |
|sword cane, ultrathin | 7 | 7,000 | 2d4 P | [[bleed]] 1d4 | L |[[analog]], [[operative]] |
|sword cane, zero-edge | 10 | 18,000 | 2d6 P | [[bleed]] 1d6 | L |[[analog]], [[operative]] |
|sword cane, molecular rift | 13 | 50,900 | 3d8 P | [[bleed]] 1d8 | L |[[analog]], [[operative]] |
|sword cane, dimensional slice | 16 | 160,000 | 5d8 P | [[bleed]] 2d6 | L |[[analog]], [[operative]] |
</div>
<div class="statblock">
* ''Tier'' 2
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 14; ''TL'' 12
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' minor ramming prow (2d4)
* ''Attack (Port)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Starboard)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Turret)'' coilgun (4d4; 20 hexes)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), mk 1 mononode computer, mk 2 armor; ''Expansion Bays'' [[cargo holds]] (2), [[medical bay]], [[recreation suite]] (gym)
* ''Modifiers'' +1 to any one check per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1; maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +7 (2 ranks), [[Diplomacy]] +7 (2 ranks), [[Engineering]] +7 (2 ranks), gunnery +6 (2nd level), [[Intimidate]] +12 (2 ranks), [[Piloting]] +7 (2 ranks)
* ''Engineer'' [[Engineering]] +7 (2 ranks)
* ''Gunners (2)'' gunnery +6
* ''Pilot'' [[Piloting]] +7 (2 ranks)
* ''Science Officer'' [[Computers]] +7 (2 ranks)
</div>
The sleek and streamlined Sword Class Attack Vessel is designed as much for intimidation as it is for combat prowess—and it excels in both.
<div class="statblock">
* ''Type'' melee; ''Special'' —
* ''Damage'' medium; ''Damage Type'' S; ''Critical'' —
* ''Slots'' 1 (upper limb)
* ''Whip Mode (1 PP)'' As a move action, the mech reconfigures the swordwhip from a solid blade into a fiery, shearing lash for 1 round. In this form, the swordwhip gains the [[reach]] and [[trip|Trip (weapon property)]] special weapon properties; it gains the [[burn]] critical hit effect, and it deals a combination of fire and slashing damage.
* ''Cost'' 2.5 × level
</div>
This gleaming sword's blade can separate into a segmented whip of incandescent steel.
Slyphs are descendants of species and creatures from the Material Plane that have strong connections to the Plane of Air, such as [[djinn]]. They can also arise in areas that have strong influences from the Plane of Air. Though sylphs can pass for other kinds of humanoids, they tend to be slender, and all have complex blue markings swirling across their skin. Sylphs are naturally reserved and they avoid attention.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Con
* ''Hit Points:'' 2
* ''Size and Type:'' Sylphs are Medium outsiders with the native subtype.
* ''Air Affinity:'' Sylphs have a +2 racial bonus to [[Acrobatics]] checks and, if able to fly, maneuverability one step better than normal.
* ''Darkvision:'' Sylphs have [[darkvision]] with a range of 60 feet.
* ''Electricity Resistance:'' Sylphs have electricity [[resistance]] 5.
* ''Spell-Like Ability:'' Once per day, a sylph can use //[[flight]]// (1st level) on herself as a spell-like ability. At 6th level, she can cast the 2nd-level version of the spell, and at 12th level, she cast the 3rd-level version of the spell. Her caster level is equal to her level.
!!! Alternate Racial Traits
* ''Atmosphere Artificer:'' Breath is life for a great many creatures, and the scions of air are its keepers. A sylph with this trait can expend their daily use of //[[flight]]// to instead cast //[[life bubble]]// with a caster level equal to their level. This alters a sylph’s spell-like ability.
* ''Phantasm:'' Some sylphs possess not only airy, half-visible bodies, but power over air in its aspect as the medium of sound. Such sylphs have a +4 racial bonus to [[Stealth]] checks. This replaces a sylph’s spell-like ability.
* ''Warp Element:'' When a sylph with this trait makes an attack or casts a spell that would deal acid, cold, fire, or sonic damage, they can instead choose to make half of that damage electricity. This replaces elemental affinity.
!! Sylph Template Graft
A sylph has ancestry tracing back to the Plane of Air or its energies, and the wind currents often treat a sylph more kindly than other creatures.
* ''Required Creature Type and Subtype:'' outsider (native).
* ''Traits:''
** [[darkvision]] 60 ft.
** cold [[resistance]] 5
** spell-like abilities (//[[flight]]// [1st level] 1/day, 2nd level at CR 6+, 3rd level at CR 12+)
** air affinity (see tbove).
* ''Suggested Ability Score Modifiers:'' Dexterity, Intelligence.
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Diminutive aberration
* ''Init'' +3; ''Perception'' +7
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 11; ''KAC'' 11
* ''Fort'' +0; ''Ref'' +2; ''Will'' +2
!!! OFFENSE
* ''Speed'' 15 ft.
* ''Melee'' sting +2 (attach)
* ''Space'' 1 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +0; ''Dex'' +3; ''Con'' +0; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Stealth]] +7, [[Survival]] +7
* ''Other Abilities'' symbiosis
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Symbiosis ([[Ex]])'' As a full action, a symbiend that begins its turn attached to a living aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid can connect to that creature's nervous system, granting it the abilities of the symbiend's template graft. The two creatures effectively become one until the host is killed, the symbiend chooses to detach itself, or the symbiend is removed with a medical procedure (usually requiring a successful DC 25 [[Medicine]] check). An unwilling host can prevent this connection with a successful DC 15 Will save.
</div>
While most examples of symbiosis are paired species that have slowly evolved a beneficial relationship, a narrow category of symbionts—referred to commonly as symbiends—have the ability to bond to and enhance nearly any other creature, feeding off and even influencing their hosts.
Though spread across the galaxy, symbiends share a number of biological similarities that hint at common origins, or at least suggest some measure of engineering in the distant past. Despite the impressive abilities they grant to hosts, symbiends are almost helpless on their own. They communicate empathically with their hosts, while a rare few are also sentient and able to speak with—and even overwhelm—their hosts. Once a symbiend has been removed from a host, it refuses to rebond to the same host, preferring to find a new creature more invested in the partnership.
Dozens of different symbiends exist, but those most commonly encountered in the Pact Worlds are listed below. The template grafts below can be used to create a creature bonded to a symbiend; at the GM's discretion, a PC can also bond with a symbiend, ignoring the array requirements and suggested ability score modifiers. A symbiend counts as an augmentation that is "installed" in the listed systems, though a removed symbiend can be used by another creature (unlike normal augmentations). Symbiends can't be purchased or sold (at least, not in reputable settlements).
<<list-links "[tag[Symbiend Template Grafts]sort[title]]" class:index>>
<div class="statblock">
* <<levels>>
* ''School'' evocation (sonic)
* ''Casting Time'' 10 minutes
* ''Range'' touch
* ''Targets'' one freestanding structure or vehicle
* ''Duration'' up to 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
By attuning yourself to a freestanding structure or vehicle (this doesn't include starships), you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 sonic damage per round to the target, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise, it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding material dissipates the effect and no damage occurs.
//Sympathetic vibration// can't affect creatures (even if they are constructs).
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* Casting Time 1 standard action
* ''Range'' touch
* ''Targets'' one living creature
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude partial
* ''Spell Resistance'' yes
</div>
To affect the target, you must hit with a melee attack against its EAC; you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. You then overload the target's mind, causing the target's synapses to violently trigger. The target takes 18d8 damage and is [[staggered]] for 1 minute. A target can negate the staggered effect with a successful Fortitude saving throw, but still takes full damage.
Casting this spell doesn't provoke attacks of opportunity.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Small vermin
* ''Init'' +0; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +4; ''Will'' +1
!!! OFFENSE
* ''Speed'' 20 ft., burrow 10 ft.
* ''Melee'' bite +10 (1d6+6 P plus [[grab]])
* ''Offensive Abilities'' synaptic shock web
!!! STATISTICS
* ''Str'' +4; ''Dex'' +0; ''Con'' +1; ''Int'' —; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Athletics]] +7, [[Stealth]] +12, [[Survival]] +7
* ''Feats'' [[Improved Combat Maneuver]] (grapple)
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any warm or temperate
* ''Organization'' solitary, pair, or clew (3–6)
!!! SPECIAL ABILITIES
''Synaptic Shock Web ([[Su]])'' Once every 1d4 rounds as a standard action, a synapse worm can regurgitate a viscous fluid in a 15-foot cone that expands on contact into sticky webbing along the ground and nearby walls. A creature that touches the webbing takes 2d6 acid damage and is [[dazed]] for 1 round. A successful DC 11 Reflex saving throw halves this damage and negates the dazed condition.
</div>
In many ways, a synapse worm is similar to other large invertebrates: it is a mindless omnivore that sees the world around it in terms of food to consume and landscape to traverse. Where the synapse worm stands out is in its unique feeding technique. The worm's cranial cavity is lined with a membrane coated in an acidic and paralytic enzyme, which it can evert through its mouth in a thick effluvium that coats nearby surfaces with a branching, viscous web. This webbing can cause prey to enter a form of synaptic shock, thus giving the creature its name. The worm can then take nibbles of its prey without resistance—or in the case of smaller victims, such as spiders and insects, simply swallow them alive.
Synapse worms are opportunistic ambush predators with sharp-toothed maws and gullets strong enough to digest almost any organic substance. When hunting, a synapse worm burrows into the soil to wait for unsuspecting victims and then unleashes its paralytic webbing. If it wounds its prey enough to prevent the creature's escape and the creature is too large to swallow whole, the worm then buries the victim alive to feast on later. Those unlucky enough to find a synapse worm's hunting grounds regularly stumble across the rotting remains of those who previously fell to the vermin.
A synapse worm typically grows to about 3 to 4 feet long, and can raise itself up on its back half to stand a little over 2 feet tall. Its nearly nonexistent appendages are useless in combat, but they do allow it to move through soil. Synapse worms' permeable skin naturally absorbs pigments from their surroundings, allowing a worm to blend quite well into its normal habitat. In a sterile environment, a synapse worm is a bright-blue color, with a cyan belly and webbing material that is white or, more rarely, reddish orange.
While no one is certain where synapse worms originated, these creatures can be found on a wide range of worlds throughout Near Space and the Vast. Luckily, no synapse worms have ever been seen in the wilds of the Pact Worlds, but a couple of eccentric collectors keep one or two of these vermin in their menageries.
These heavy headbands resemble woven insect chitin and always come in pairs. Each headband has a capacity of 100 and uses 5 charges per round. When you and another creature wear and activate the headband, you both benefit from a psychic communion that transmits information about danger between you instantaneously as long as you are within 60 feet of each other. While connected in this way, both wearers gain a +2 insight bonus to initiative and [[Perception]] checks. If one wearer is aware of a combatant, the other wearer is also aware of it, and a wearer cannot be surprised unless the other wearer is also surprised. If one wearer succeeds at a Will save to disbelieve an illusion effect, the other wearer also disbelieves that effect. This link does not otherwise allow thoughts or communication to be shared.
You can wear only one synaptic link at a time.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|synaptic link | 14 | 75,000 | L | 100 | 5/round |
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 20 ft.
* ''Area'' 20-ft.-radius spread centered on you
* ''Duration'' 1 round
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You [[stun|stunned]] all creatures in range for 1 round.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' 20 ft.
* ''Area'' 20-ft.-radius spread centered on you
* ''Duration'' 1d4 rounds
* ''Saving Throw'' Will partial
* ''Spell Resistance'' yes
</div>
You [[stun]] all creatures in range for 1d4 rounds. With a successful Will saving throw, a creature is instead [[sickened]] for 1 round.
<div class="statblock">
* ''Type'' drug (ingested)
* ''Save'' Fortitude DC 18
* ''Addiction'' Will DC 18 (mental)
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Effect'' Increase the saving throw DC of your mind-affecting effects by 2 and gain a +2 morale bonus to your Will saving throws and caster level checks for mind-affecting effects. When you use a mind-affecting effect, you must attempt a DC 15 Will saving throw. If you fail, you become [[confused]] for 1 round. These effects last 1d3 hours.
</div>
<div class= "table-wrapper">
<div class= "table-wrapper">
|Substance | Level | Price |h
|synaptic sugar | 5 | 500 |
</div>
Your heart is fitted with occult fixtures that connect its rhythm to the energy of nearby living creatures. You have [[blindsight]] (life) with a range of 30 feet, but only for dying and [[stable]] living creatures. As a reaction, you can allow an ally within 30 feet to spend your Resolve Points to stabilize or stay in the fight.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//synchronous heart// | 7 | 6,300 | heart |
</div>
A weapon with the //synesthetic// fusion carries a trace of the [[Dreamers']] psychic energies. When you score a critical hit using a weapon with this fusion, the target must succeed at a Will save or the distinctions between its senses begin to blur in a particularly disorienting fashion. For 1d3 rounds, the affected creature's speeds are halved and it takes a –4 penalty to attack rolls, AC, Reflex saves, and skill checks. A creature affected by a synesthetic weapon is immune to this effect from the same weapon for 24 hours. This is a mind-affecting effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the //synesthetic// effect.
A synthesis bay contains all the space and tools required to craft drugs, medicine, or poison, though the crafter must still provide the necessary raw materials. A synthesis bay reduces the crafting time by half.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|synthesis bay | 2 | 1 |
</div>
Synthetic creatures are constructed through the use of extremely advanced technology, similar to that which makes androids possible.
* ''Traits:''
** constructed (see below)
** synthetic (see below)
* //Constructed ([[Ex]]):// For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.
* //Synthetic ([[Ex]]):// The creature is affected by any ability that specifies it functions against androids.
At a glance, this weapon resembles a massive medicinal syringe that has been affixed to a pole roughly as long as the wielder's body. A tank found at the butt of the spear allows substances to be poured into the weapon, and a spring-loaded mechanism automatically injects foes upon striking a successful blow. The exact origins of this dastardly weapon are unknown, though both the [[grays]] and a notorious race of subterranean creatures from Golarion are claimed to have designed this weapon for torturous experimentation.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|syringe spear, tactical | 1 | 250 | 1d6 P | [[injection DC +2]] | L |[[injection]] |
|syringe spear, advanced | 6 | 4,250 | 1d8 P | [[injection DC +2]] | L |[[injection]] |
|syringe spear, elite | 11 | 25,000 | 3d10 P | [[injection DC +2]] | L |[[injection]] |
|syringe spear, paragon | 16 | 165,000 | 9d8 P | [[injection DC +2]] | L |[[injection]] |
</div>
This weapon is a lightweight, handheld auto-injector device designed to quickly inject drugs, poison, and similar substance into a creature when pressed against its body. A syringe stick's patented spring-loaded design features a sturdy needle able to punch through the toughest armor, chitin, and hide. Despite its deadliness, it is difficult to discern a syringe stick from a medicinal auto-injector.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|syringe stick, standard | 1 | 125 | 1d3 P | — | L |[[conceal]], [[injection]], [[operative]] |
|syringe stick, sharp-pointed | 5 | 2,650 | 1d4 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[operative]] |
|syringe stick, hyper-pointed | 9 | 12,000 | 2d4 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[operative]] |
|syringe stick, ultra-pointed | 13 | 46,000 | 5d4 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[operative]] |
|syringe stick, supreme-pointed | 17 | 225,000 | 10d4 P | [[injection DC +2]] | L |[[conceal]], [[injection]], [[operative]] |
</div>
Once you've located and successfully traveled to an unfamiliar system, your next step is learning what exactly is in that system—no easy task, considering it may be hundreds of millions of miles across. Entering the system might give you some fundamental information about what's present there, and you might have learned some particulars already through your initial search. To learn more about an unknown system, many explorers rely on the activities and starship systems detailed below.
!! Finding Gravity Wells
Gravity wells are formed when massive astronomical objects exert significant gravitational pull, such as a star or black hole around which a system's other astronomical bodies orbit. When you arrive in a system, you can typically discover its primary gravity well very quickly and without the need for skill checks.
You can then attempt to locate other astronomical objects in a system by searching for their telltale gravity wells. The most basic (and time-consuming) method for doing so involves searching the system via a starship's sensors, using the [[map star system]] downtime activity. You can then determine the nature of the astronomical objects you locate.
Due to the massive sizes of star systems and the relatively small size of even the largest planets and other bodies, finding all of a system's gravity wells and corresponding worlds takes time. Traveling via starship to an identified astronomical object works as traveling in-system, taking 1d6+2 days.
<<section 'Map Star System' 'h3'>>
!! Starship Systems
There are widely available starship systems that can speed up the time it takes to map a star system. This tech include very long‑range [[system-wide sensors]] that, while not useful in combat, can quickly scan a star system and produce a general map, as well as [[sensor drones]] that you can deploy throughout a system. Such drones are slower but more affordable than system-wide sensors.
<<section 'System-Wide Sensors' 'h3'>>
<<section 'Sensor Drones' 'h3'>>
!! Analyzing System Data
After pinpointing a system's gravity wells, you may want to determine exactly what kind of astronomical object lies at the heart of each well, especially before investing the time it takes to travel to one. This requires further analysis of the data.
To analyze gravity well data and identify the type of astronomical object at its heart, you must first have pinpointed the gravity well, whether by successfully completing the [[map star system]] downtime activity, analyzing [[sensor drone]] data, or coming into possession of the necessary information some other way. Then you can perform the following downtime activity.
<<section 'Celestial Analysis' 'h3'>>
While standard sensors act as the eyes and ears of a starship within relative proximity of the vessel, system-wide sensors instead ignore nearby objects and reach out for millions of miles, searching for large gravity wells. These sensors provide benefits to a science officer performing the [[map star system]] downtime activity: the DC for the activity is 15 regardless of the sensors used, and on a success, the science officer can pinpoint 1d3+1 gravity wells.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|system-wide sensors| 0 | 3 |
</div>
This device blasts enemies with a wide range of energy waves, overwhelming targets' sensors and triggering erroneous readouts.
''Overload Sensors (4 PP)'' The mech makes a ranged attack against another mech within 120 feet as a standard action. If the attack hits, the targeted mech gains the [[blinded]] and [[deafened]] conditions for 1 round, during which time the targeted mech also loses any [[blindsense]] it might have; the targeted mech must succeed at a Fortitude save to negate this effect (DC = 12 + 1/2 your mech's tier). As a standard action, the targeted mech can attempt a new saving throw against the effect, ending the effect if it succeeds.
//T-quark crystals// have a rapid rate of decay that a solarian can manipulate a limited number of times per day to charge his [[solar weapon]] for a more powerful strike. When the //t-quark crystal// is active, the solar weapon is surrounded by a chaotic storm of particles, the spiraling results of the crystal's decay. //T-quark crystals// are available in least, minor, lesser, standard, greater, and true varieties.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//t-quark crystal//, least | 2 | 750 | +1 | — | — |[[variant boost]] 1d3 (2/day) |
|//t-quark crystal//, minor | 5 | 3,000 | +1d3 | — | — |[[variant boost]] 1d4 (3/day) |
|//t-quark crystal//, lesser | 7 | 6,950 | +1d4 | — | — |[[variant boost]] 2d4 (3/day) |
|//t-quark crystal//, standard | 13 | 45,000 | +1d12 | — | — |[[variant boost]] 2d6 (4/day) |
|//t-quark crystal//, greater | 16 | 175,000 | +3d6 | — | — |[[variant boost]] 3d6 (5/day) |
|//t-quark crystal//, true | 20 | 750,000 | +6d6 | — | — |[[variant boost]] 6d6 (5/day) |
</div>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'TableOfContents'>>
</div>
<div class="table-wrapper">
| Ability Score | Ability Modifier |h
| 1 | –5 |
| 2 | –4 |
| 3 | –4 |
| 4 | –3 |
| 5 | –3 |
| 6 | –2 |
| 7 | –2 |
| 8 | –1 |
| 9 | –1 |
| ''10'' | ''+0'' |
| 11 | +0 |
| 12 | +1 |
| 13 | +1 |
| 14 | +2 |
| 15 | +2 |
| 16 | +3 |
| 17 | +3 |
| 18 | +4 |
| 19 | +4 |
| 20 | +5 |
| 21 | +5 |
| 22 | +6 |
| 23 | +6 |
| 24 | +7 |
| 25 | +7 |
| 26 | +8 |
</div>
<div class= "table-wrapper">
|Tier | Starship Build Points | Special |h
|1/4 | 25 | — |
|1/3 | 30 | — |
|1/2 | 40 | — |
|1 | 55 | — |
|2 | 75 | — |
|3 | 95 | — |
|4 | 115 | HP increase |
|5 | 135 | — |
|6 | 155 | — |
|7 | 180 | — |
|8 | 205 | HP increase |
|9 | 230 | — |
|10 | 270 | — |
|11 | 310 | — |
|12 | 350 | HP increase |
|13 | 400 | — |
|14 | 450 | — |
|15 | 500 | — |
|16 | 600 | HP increase |
|17 | 700 | — |
|18 | 800 | — |
|19 | 900 | — |
|20 | 1,000 | HP increase |
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +2 | +0 | +0 |[[biohacks]], [[custom microlab]], [[injection expert]], primary [[field of study]], [[scientific method]] |
|2nd | +1 | +3 | +0 | +0 |[[injection expert]] +1, [[theorem]] |
|3rd | +2 | +3 | +1 | +1 |[[spark of ingenuity]] 1/day, [[weapon specialization]] |
|4th | +3 | +4 | +1 | +1 |[[theorem]] |
|5th | +3 | +4 | +1 | +1 |[[custom microlab]] (advanced medkit), primary field of study breakthrough |
|6th | +4 | +5 | +2 | +2 |[[theorem]] |
|7th | +5 | +5 | +2 | +2 |secondary [[field of study]] |
|8th | +6 | +6 | +2 | +2 |[[theorem]] |
|9th | +6 | +6 | +3 | +3 |[[custom microlab]] (medical lab, 90 feet), [[injection expert]] +2, [[spark of ingenuity]] 2/day |
|10th | +7 | +7 | +3 | +3 |[[theorem]] |
|11th | +8 | +7 | +3 | +3 |secondary field of study breakthrough |
|12th | +9 | +8 | +4 | +4 |[[theorem]] |
|13th | +9 | +8 | +4 | +4 |tertiary [[field of study]] |
|14th | +10 | +9 | +4 | +4 |[[theorem]] |
|15th | +11 | +9 | +5 | +5 |[[spark of ingenuity]] 3/day |
|16th | +12 | +10 | +5 | +5 |[[theorem]] |
|17th | +12 | +10 | +5 | +5 |[[custom microlab]] (120 feet), tertiary field of study breakthrough |
|18th | +13 | +11 | +6 | +6 |[[injection expert]] +3, [[theorem]] |
|19th | +14 | +11 | +6 | +6 |[[resolve analysis]] |
|20th | +15 | +12 | +6 | +6 |[[superserum]], [[theorem]] |
</div>
<div class= "table-wrapper">
| Character<br/>Level |Experience<br/>Point Total |Ability<br/>Increase |Special |h
| 1st |— |— |1st feat, theme benefit |
| 2nd |1,300 |— |— |
| 3rd |3,300 |— |2nd feat |
| 4th |6,000 |— |— |
| 5th |10,000 |1st |3rd feat |
| 6th |15,000 |— |theme benefit |
| 7th |23,000 |— |4th feat |
| 8th |34,000 |— |— |
| 9th |50,000 |— |5th feat |
| 10th |71,000 |2nd |— |
| 11th |105,000 |— |6th feat |
| 12th |145,000 |— |theme benefit |
| 13th |210,000 |— |7th feat |
| 14th |295,000 |— |— |
| 15th |425,000 |3rd |8th feat |
| 16th |600,000 |— |— |
| 17th |850,000 |— |9th feat |
| 18th |1,200,000 |— |theme benefit |
| 19th |1,700,000 |— |10th feat |
| 20th |2,400,000 |4th |— |
</div>
<div class= "table-wrapper">
|PC Level | Wealth (in credits) |h
|1st | 1,000 |
|2nd | 2,000 |
|3rd | 4,000 |
|4th | 6,000 |
|5th | 9,000 |
|6th | 15,000 |
|7th | 23,000 |
|8th | 33,000 |
|9th | 45,000 |
|10th | 66,000 |
|11th | 100,000 |
|12th | 150,000 |
|13th | 225,000 |
|14th | 333,000 |
|15th | 500,000 |
|16th | 750,000 |
|17th | 1,125,000 |
|18th | 1,700,000 |
|19th | 2,550,000 |
|20th | 3,775,000 |
</div>
<div class="table-wrapper">
|CR | Average DC | Hard DC |h
|1 | 11 | 16 |
|2 | 13 | 18 |
|3 | 14 | 19 |
|4 | 16 | 21 |
|5 | 17 | 22 |
|6 | 19 | 24 |
|7 | 20 | 25 |
|8 | 22 | 27 |
|9 | 23 | 28 |
|10 | 25 | 30 |
|11 | 26 | 31 |
|12 | 28 | 33 |
|13 | 29 | 34 |
|14 | 31 | 36 |
|15 | 32 | 37 |
|16 | 34 | 39 |
|17 | 35 | 40 |
|18 | 37 | 42 |
|19 | 38 | 43 |
|20 | 40 | 45 |
</div>
<div class= "table-wrapper">
|CR | Attack Bonuses |<| Ranged Damage |<| Melee Damage |<|<|h
|~| High | Low | Energy | Kinetic | Standard | Three Attacks | Four Attacks |h
|1/3 | +4 | +1 | 1d4 | 1d4 | 1d6+Str | — | — |
|1/2 | +6 | +3 | 1d4 | 1d6 | 1d6+Str | — | — |
|1 | +8 | +5 | 1d4+1 | 1d6+1 | 1d6+1+Str | — | — |
|2 | +10 | +7 | 1d4+2 | 1d6+2 | 1d6+2+Str | — | — |
|3 | +11 | +8 | 1d4+3 | 1d6+3 | 1d6+3+Str | — | — |
|4 | +12 | +9 | 1d4+4 | 1d6+4 | 1d6+4+Str | — | — |
|5 | +14 | +11 | 1d6+5 | 1d8+5 | 1d6+5+Str | — | — |
|6 | +16 | +13 | 1d10+6 | 2d6+6 | 1d8+6+Str | 1d4+6+Str | — |
|7 | +17 | +14 | 2d6+7 | 2d8+7 | 2d6+7+Str | 1d8+7+Str | 1d6+7+Str |
|8 | +19 | +16 | 2d8+8 | 3d6+8 | 3d4+8+Str | 1d10+8+Str | 1d6+8+Str |
|9 | +21 | +18 | 3d6+9 | 5d4+9 | 2d10+9+Str | 2d6+9+Str | 1d10+9+Str |
|10 | +22 | +19 | 2d10+10 | 4d6+10 | 2d10+10+Str | 3d4+10+Str | 1d10+10+Str |
|11 | +23 | +20 | 3d8+11 | 3d10+11 | 4d6+11+Str | 2d8+11+Str | 2d6+11+Str |
|12 | +25 | +22 | 6d4+12 | 4d8+12 | 6d4+12+Str | 3d6+12+Str | 3d4+12+Str |
|13 | +26 | +23 | 5d6+13 | 6d6+13 | 3d12+13+Str | 2d12+13+Str | 2d8+13+Str |
|14 | +27 | +24 | 3d12+14 | 5d10+14 | 8d6+14+Str | 4d8+14+Str | 4d6+14+Str |
|15 | +28 | +25 | 5d8+15 | 8d6+15 | 8d6+15+Str | 3d12+15+Str | 6d4+15+Str |
|16 | +30 | +27 | 7d6+16 | 6d10+16 | 6d10+16+Str | 5d8+16+Str | 3d10+16+Str |
|17 | +31 | +28 | 8d6+17 | 6d12+17 | 6d12+17+Str | 4d12+17+Str | 3d12+17+Str |
|18 | +32 | +29 | 6d10+18 | 8d10+18 | 13d6+18+Str | 8d6+18+Str | 5d8+18+Str |
|19 | +33 | +30 | 8d8+19 | 9d10+19 | 15d6+19+Str | 6d10+19+Str | 4d12+19+Str |
|20 | +34 | +31 | 12d6+20 | 16d6+20 | 11d10+20+Str | 6d12+20+Str | 8d6+20+Str |
|21 | +35 | +32 | 13d6+21 | 18d6+21 | 12d10+21+Str | 8d10+21+Str | 6d10+21+Str |
|22 | +36 | +33 | 12d8+22 | 20d6+22 | 21d6+22+Str | 9d10+22+Str | 8d8+22+Str |
|23 | +37 | +34 | 17d6+23 | 14d10+23 | 24d6+23+Str | 10d10+23+Str | 12d6+23+Str |
|24 | +39 | +36 | 10d12+24 | 19d8+24 | 14d12+24+Str | 11d10+24+Str | 13d6+24+Str |
|25 | +40 | +37 | 13d10+25 | 14d12+25 | 18d10+25+Str | 12d10+25+Str | 9d10+25+Str |
</div>
<div class= "table-wrapper">
|CR | EAC | KAC | Fort | Ref | Will | Hit Points | Ability DC | Base<br>Spell DC | Ability Score<br>Modifiers | Special<br>Abilities | Master<br>Skills | Goood<br>Skills |h
|1/3 | 10 | 12 | +1 | +1 | +0 | 6 | 8 | 8 | +3, +1, +0 | 1 | +7 (1) | +3 (2) |
|1/2 | 10 | 12 | +2 | +2 | +0 | 13 | 9 | 9 | +3, +2, +1 | 1 | +9 (1) | +4 (2) |
|1 | 11 | 13 | +3 | +3 | +1 | 20 | 10 | 9 | +4, +2, +1 | 1 | +10 (1) | +5 (2) |
|2 | 13 | 15 | +4 | +4 | +1 | 25 | 11 | 10 | +4, +2, +1 | 2 | +12 (1) | +7 (2) |
|3 | 14 | 16 | +5 | +5 | +2 | 40 | 12 | 11 | +4, +2, +1 | 2 | +13 (1) | +8 (2) |
|4 | 16 | 18 | +6 | +6 | +3 | 50 | 13 | 11 | +5, +3, +1 | 2 | +15 (1) | +10 (2) |
|5 | 17 | 19 | +7 | +7 | +4 | 70 | 13 | 11 | +5, +3, +2 | 2 | +16 (1) | +11 (2) |
|6 | 18 | 20 | +8 | +8 | +5 | 90 | 14 | 12 | +5, +3, +2 | 2 | +18 (1) | +13 (2) |
|7 | 19 | 21 | +9 | +9 | +6 | 105 | 15 | 13 | +5, +4, +2 | 2 | +19 (1) | +14 (2) |
|8 | 20 | 22 | +10 | +10 | +7 | 125 | 16 | 13 | +6, +4, +2 | 2 | +21 (1) | +16 (2) |
|9 | 22 | 24 | +11 | +11 | +8 | 145 | 16 | 13 | +6, +4, +3 | 2 | +22 (1) | +17 (2) |
|10 | 23 | 25 | +12 | +12 | +9 | 165 | 17 | 14 | +8, +5, +3 | 2 | +24 (1) | +19 (2) |
|11 | 24 | 26 | +13 | +13 | +10 | 180 | 18 | 14 | +8, +5, +3 | 2 | +25 (1) | +20 (2) |
|12 | 26 | 28 | +14 | +14 | +11 | 200 | 19 | 15 | +8, +5, +4 | 3 | +27 (1) | +22 (2) |
|13 | 27 | 29 | +15 | +15 | +12 | 225 | 19 | 15 | +8, +6, +4 | 3 | +28 (1) | +23 (2) |
|14 | 28 | 30 | +16 | +16 | +12 | 250 | 20 | 15 | +8, +6, +4 | 3 | +30 (1) | +25 (2) |
|15 | 29 | 31 | +17 | +17 | +13 | 275 | 21 | 16 | +9, +7, +5 | 3 | +31 (1) | +26 (2) |
|16 | 30 | 32 | +18 | +18 | +14 | 300 | 22 | 16 | +10, +7, +5 | 3 | +33 (1) | +28 (2) |
|17 | 31 | 33 | +19 | +19 | +15 | 340 | 22 | 16 | +11, +8, +5 | 3 | +34 (1) | +29 (2) |
|18 | 32 | 34 | +19 | +19 | +16 | 375 | 23 | 17 | +11, +8, +6 | 4 | +36 (1) | +31 (2) |
|19 | 33 | 35 | +20 | +20 | +16 | 415 | 24 | 18 | +11, +9, +6 | 4 | +37 (1) | +32 (2) |
|20 | 35 | 37 | +21 | +21 | +17 | 465 | 25 | 19 | +12, +9, +6 | 4 | +39 (1) | +34 (2) |
|21 | 36 | 38 | +22 | +22 | +18 | 500 | 25 | 19 | +12, +10, +7 | 4 | +40 (1) | +35 (2) |
|22 | 38 | 40 | +22 | +22 | +18 | 550 | 26 | 20 | +13, +10, +7 | 4 | +42 (1) | +37 (2) |
|23 | 39 | 41 | +23 | +23 | +19 | 600 | 27 | 21 | +13, +11, +7 | 4 | +43 (1) | +38 (2) |
|24 | 41 | 43 | +24 | +24 | +20 | 650 | 28 | 22 | +15, +11, +8 | 4 | +45 (1) | +40 (2) |
|25 | 42 | 44 | +25 | +25 | +21 | 700 | 28 | 22 | +15, +12, +8 | 4 | +46 (1) | +41 (2) |
</div>
<div class= "table-wrapper">
| | Attack Bonuses |<| Ranged Damage |<| Melee Damage |<|<|h
| CR | High | Low | Energy | Kinetic | Standard | Three Attacks | Four Attacks |h
| 1/3 | +4 | +1 | 1d4 | 1d4 | 1d6+Str | — | — |
| 1/2 | +6 | +3 | 1d4 | 1d6 | 1d6+Str | — | — |
| 1 | +8 | +5 | 1d4+1 | 1d6+1 | 1d6+1+Str | — | — |
| 2 | +10 | +7 | 1d4+2 | 1d6+2 | 1d6+2+Str | — | — |
| 3 | +11 | +8 | 1d4+3 | 1d6+3 | 1d6+3+Str | — | — |
| 4 | +12 | +9 | 1d4+4 | 1d6+4 | 1d6+4+Str | — | — |
| 5 | +14 | +11 | 1d6+5 | 1d8+5 | 1d6+5+Str | — | — |
| 6 | +16 | +13 | 1d10+6 | 2d6+6 | 1d8+6+Str | 1d4+6+Str | — |
| 7 | +17 | +14 | 2d6+7 | 2d8+7 | 2d6+7+Str | 1d8+7+Str | 1d6+7+Str |
| 8 | +19 | +16 | 2d8+8 | 3d6+8 | 3d4+8+Str | 1d10+8+Str | 1d6+8+Str |
| 9 | +21 | +18 | 3d6+9 | 5d4+9 | 2d10+9+Str | 2d6+9+Str | 1d10+9+Str |
| 10 | +22 | +19 | 2d10+10 | 4d6+10 | 2d10+10+Str | 3d4+10+Str | 1d10+10+Str |
| 11 | +23 | +20 | 3d8+11 | 3d10+11 | 4d6+11+Str | 2d8+11+Str | 2d6+11+Str |
| 12 | +25 | +22 | 6d4+12 | 4d8+12 | 6d4+12+Str | 3d6+12+Str | 3d4+12+Str |
| 13 | +26 | +23 | 5d6+13 | 6d6+13 | 3d12+13+Str | 2d12+13+Str | 2d8+13+Str |
| 14 | +27 | +24 | 3d12+14 | 5d10+14 | 8d6+14+Str | 4d8+14+Str | 4d6+14+Str |
| 15 | +28 | +25 | 5d8+15 | 8d6+15 | 8d6+15+Str | 3d12+15+Str | 6d4+15+Str |
| 16 | +30 | +27 | 7d6+16 | 6d10+16 | 6d10+16+Str | 5d8+16+Str | 3d10+16+Str |
| 17 | +31 | +28 | 8d6+17 | 6d12+17 | 6d12+17+Str | 4d12+17+Str | 3d12+17+Str |
| 18 | +32 | +29 | 6d10+18 | 8d10+18 | 13d6+18+Str | 8d6+18+Str | 5d8+18+Str |
| 19 | +33 | +30 | 8d8+19 | 9d10+19 | 15d6+19+Str | 6d10+19+Str | 4d12+19+Str |
| 20 | +34 | +31 | 12d6+20 | 16d6+20 | 11d10+20+Str | 6d12+20+Str | 8d6+20+Str |
| 21 | +35 | +32 | 13d6+21 | 18d6+21 | 12d10+21+Str | 8d10+21+Str | 6d10+21+Str |
| 22 | +36 | +33 | 12d8+22 | 20d6+22 | 21d6+22+Str | 9d10+22+Str | 8d8+22+Str |
| 23 | +37 | +34 | 17d6+23 | 14d10+23 | 24d6+23+Str | 10d10+23+Str | 12d6+23+Str |
| 24 | +39 | +36 | 10d12+24 | 19d8+24 | 14d12+24+Str | 11d10+24+Str | 13d6+24+Str |
| 25 | +40 | +37 | 13d10+25 | 14d12+25 | 18d10+25+Str | 12d10+25+Str | 9d10+25+Str |
</div>
<div class= "table-wrapper">
| d% |Behavior |h
| 1–25 |Act normally. |
| 26–50 |Do nothing but babble incoherently. |
| 51–75 |Deal 1d8 + Str modifier damage to self with item in hand. |
| 76–100 |Attack nearest creature. |
</div>
<div class= "table-wrapper">
|Number of Creatures | CR Equivalency |h
|1 creature | CR |
|2 creatures | CR + 2 |
|3 creatures | CR + 3 |
|4 creatures | CR + 4 |
|6 creatures | CR + 5 |
|8 creatures | CR + 6 |
|12 creatures | CR + 7 |
|16 creatures | CR + 8 |
</div>
<div class= "table-wrapper">
| Level | Price | Hit<br>Points | Attack<br>Bonus | Damage | EAC | KAC | Good<br>Save Bonus | Poor<br>Save Bonus | Ability<br>Modifiers | Skill<br>Bonus |h
| 1 | 100 | 10 | +2 | 1d4+1 | 11 | 14 | +4 | +1 | +2, +1 | +5 |
| 2 | 500 | 20 | +3 | 1d4+2 | 12 | 15 | +5 | +1 | +2, +1 | +6 |
| 3 | 1,200 | 30 | +4 | 1d4+3 | 13 | 16 | +5 | +2 | +2, +1 | +7 |
| 4 | 1,800 | 40 | +5 | 1d4+4 | 15 | 18 | +5 | +2 | +2, +1 | +8 |
| 5 | 2,700 | 55 | +6 | 1d4+5 | 16 | 19 | +7 | +3 | +2, +1 | +9 |
| 6 | 4,900 | 65 | +7 | 1d6+6 | 17 | 20 | +7 | +3 | +2, +1 | +10 |
| 7 | 5,400 | 80 | +9 | 1d8+7 | 19 | 22 | +8 | +4 | +3, +2 | +12 |
| 8 | 8,400 | 90 | +10 | 1d12+8 | 20 | 23 | +8 | +4 | +3, +2 | +13 |
| 9 | 12,000 | 105 | +11 | 3d4+9 | 21 | 24 | +8 | +4 | +3, +2 | +14 |
| 10 | 17,000 | 120 | +13 | 2d8+10 | 23 | 26 | +10 | +5 | +3, +2 | +15 |
| 11 | 23,000 | 135 | +14 | 2d10+11 | 23 | 26 | +10 | +6 | +3, +2 | +16 |
| 12 | 31,000 | 145 | +14 | 2d12+12 | 24 | 27 | +10 | +6 | +3, +2 | +17 |
| 13 | 46,000 | 160 | +16 | 6d4+13 | 26 | 29 | +11 | +6 | +4, +3 | +19 |
| 14 | 63,000 | 175 | +17 | 6d6+14 | 27 | 30 | +11 | +6 | +4, +3 | +20 |
| 15 | 94,000 | 190 | +18 | 5d8+15 | 28 | 31 | +12 | +8 | +4, +3 | +21 |
| 16 | 144,000 | 205 | +19 | 6d8+16 | 30 | 33 | +12 | +8 | +4, +3 | +22 |
| 17 | 216,000 | 225 | +20 | 8d6+17 | 31 | 34 | +12 | +8 | +4, +3 | +23 |
| 18 | 325,000 | 250 | +21 | 8d8+18 | 32 | 35 | +13 | +8 | +4, +3 | +24 |
| 19 | 480,000 | 275 | +23 | 9d8+19 | 34 | 37 | +13 | +9 | +5, +4 | +26 |
| 20 | 720,000 | 300 | +23 | 13d6+20 | 35 | 38 | +14 | +9 | +5, +4 | +27 |
</div>
<div class= "table-wrapper">
|Size Category | Height or Length^^1^^ | Weight^^2^^ | Space | Natural Reach (Tall^^3^^) | Natural Reach (Long^^3^^) |h
|Fine | 6 in. or less | 1/8 lb. or less | 1/2 ft. | 0 ft. | 0 ft. |
|Diminutive | 6 in.–1 ft. | 1/8–1 lb. | 1 ft. | 0 ft. | 0 ft. |
|Tiny | 1–2 ft. | 1–8 lbs. | 2-1/2 ft. | 0 ft. | 0 ft. |
|Small | 2–4 ft. | 8–60 lbs. | 5 ft. | 5 ft. | 5 ft. |
|Medium | 4–8 ft. | 60–500 lbs. | 5 ft. | 5 ft. | 5 ft. |
|Large | 8–16 ft. | 500 lbs.–2 tons | 10 ft. | 10 ft. | 5 ft. |
|Huge | 16–32 ft. | 2–16 tons | 15 ft. | 15 ft. | 10 ft. |
|Gargantuan | 32–64 ft. | 16–125 tons | 20 ft. | 20 ft. | 15 ft. |
|Colossal | 64 ft. or more | 125 tons or more | 30 ft.3 | 30 ft. | 20 ft. |
|^^1^^ This means a biped's height or a quadruped's body length (nose to base of tail). |<|<|<|<|<|f
|^^2^^ These numbers assume that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more, and a gaseous creature will weigh much less. |<|<|<|<|<|f
|^^3^^ These values are typical for creatures of the indicated size. Some exceptions exist |<|<|<|<|<|f
</div>
<div class= "table-wrapper">
|Object Size | Damage |h
|Tiny or smaller | 1d6 |
|Small | 2d6 |
|Medium | 3d6 |
|Large | 4d6 |
|Huge | 6d6 |
|Gargantuan | 8d6 |
|Colossal | 10d6 |
</div>
<div class= "table-wrapper">
|Task | Strength DC |h
|Break down wooden door | 16 |
|Burst rope bonds | 20 |
|Burst steel restraints | 25 |
|Break down steel door | 28 |
|Bend nanocarbon bars | 35 |
</div>
<div class= "table-wrapper">
|Door Type | Typical Thickness | Hardness | Hit Points | Break DC |<|h
|~|~|~|~| Stuck | Locked |h
|Wooden | 1-1/2 in. | 5 | 15 | 16 | 18 |
|Plastic | 2 in. | 8 | 30 | 22 | 24 |
|Stone | 4 in. | 15 | 60 | 28 | 28 |
|Steel | 2 in. | 20 | 60 | 28 | 28 |
|Airlock door | 4 in. | 35 | 160 | 40 | 40 |
|Lock | — | 20 | 30 | — | — |
</div>
<div class="table-wrapper">
|Class Level | Hit<br/>Points | BAB | AC | Good<br/>Save | Poor<br/>Save | Ability<br/>Increase | Feats | Mods |Special Abilities |h
|1st | 10 | +1 | +0 | +2 | +0 | — | 1 | 1 |[[basic mods]], [[limited AI]], [[master control]], [[skill unit]] |
|2nd | 20 | +2 | +1 | +3 | +0 | — | 1 | 1 |— |
|3rd | 30 | +3 | +2 | +3 | +1 | — | 2 | 2 |— |
|4th | 40 | +3 | +3 | +3 | +1 | +1 | 2 | 2 |— |
|5th | 50 | +4 | +4 | +4 | +1 | — | 2 | 3 |— |
|6th | 60 | +5 | +5 | +4 | +1 | — | 3 | 3 |— |
|7th | 70 | +6 | +6 | +5 | +2 | +1 | 3 | 4 |[[expert AI]] |
|8th | 80 | +6 | +7 | +5 | +2 | — | 3 | 4 |— |
|9th | 90 | +7 | +8 | +5 | +2 | — | 4 | 5 |— |
|10th | 100 | +8 | +9 | +6 | +2 | +1 | 4 | 5 |[[upgraded power core]] |
|11th | 110 | +9 | +9 | +6 | +3 | — | 5 | 6 |[[advanced mods]] |
|12th | 120 | +9 | +10 | +6 | +3 | — | 5 | 6 |— |
|13th | 130 | +10 | +11 | +7 | +3 | +1 | 5 | 7 |— |
|14th | 140 | +11 | +12 | +7 | +3 | — | 6 | 7 |— |
|15th | 150 | +12 | +13 | +8 | +4 | — | 6 | 8 |— |
|16th | 160 | +12 | +14 | +8 | +4 | +1 | 6 | 8 |— |
|17th | 170 | +13 | +15 | +8 | +4 | — | 7 | 9 |— |
|18th | 190 | +14 | +16 | +9 | +4 | — | 7 | 9 |— |
|19th | 210 | +15 | +17 | +9 | +5 | +1 | 8 | 10 |— |
|20th | 230 | +15 | +18 | +9 | +5 | — | 8 | 10 |[[true AI]] |
</div>
<div class= "table-wrapper">
|Difficulty | CR Equivalency |h
|Easy | APL – 1 |
|Average | APL |
|Challenging | APL + 1 |
|Hard | APL + 2 |
|Epic | APL + 3 |
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +0 | +2 | +2 |[[envoy improvisation]], [[expertise]] (1d6), [[skill expertise]] |
|2nd | +1 | +0 | +3 | +3 |[[envoy improvisation]] |
|3rd | +2 | +1 | +3 | +3 |[[expertise talent|]], [[weapon specialization]] |
|4th | +3 | +1 | +4 | +4 |[[envoy improvisation]] |
|5th | +3 | +1 | +4 | +4 |[[expertise]] (1d6+1), [[skill expertise]] |
|6th | +4 | +2 | +5 | +5 |[[envoy improvisation]] |
|7th | +5 | +2 | +5 | +5 |[[expertise talent]] |
|8th | +6 | +2 | +6 | +6 |[[envoy improvisation]] |
|9th | +6 | +3 | +6 | +6 |[[expertise]] (1d6+2), [[skill expertise]] |
|10th | +7 | +3 | +7 | +7 |[[envoy improvisation]] |
|11th | +8 | +3 | +7 | +7 |[[expertise talent]] |
|12th | +9 | +4 | +8 | +8 |[[envoy improvisation]] |
|13th | +9 | +4 | +8 | +8 |[[expertise]] (1d8+2), [[skill expertise]] |
|14th | +10 | +4 | +9 | +9 |[[envoy improvisation]] |
|15th | +11 | +5 | +9 | +9 |[[expertise talent]] |
|16th | +12 | +5 | +10 | +10 |[[envoy improvisation]] |
|17th | +12 | +5 | +10 | +10 |[[expertise]] (1d8+3), [[skill expertise]] |
|18th | +13 | +6 | +11 | +11 |[[envoy improvisation]] |
|19th | +14 | +6 | +11 | +11 |[[expertise talent]] |
|20th | +15 | +6 | +12 | +12 |[[envoy improvisation]], [[expertise]] (1d8+4), [[true expertise]] |
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features | Adaptive<br/>Strike |h
|1st | +1 | +2 | +2 | +0 |@@.constrained [[adaptive strike]], [[evolution track]], [[flexible skill]], [[niche]], [[niche]] ability@@ | 1d6 |
|2nd | +2 | +3 | +3 | +0 |@@.constrained [[augmented form]], [[evolutionist adaptation]], [[fulcrum]] @@| 1d6 |
|3rd | +3 | +3 | +3 | +1 |[[skill boost]] (+1), [[weapon specialization]] | 1d6 |
|4th | +4 | +4 | +4 | +1 |[[evolutionist adaptation]] | 1d6 |
|5th | +5 | +4 | +4 | +1 |[[evolution drain]] | 1d6 |
|6th | +6 | +5 | +5 | +2 |[[evolutionist adaptation]], [[skill boost]] (+2) | 1d10 |
|7th | +7 | +5 | +5 | +2 |[[evolutionary focus]] (basic) | 1d10 |
|8th | +8 | +6 | +6 | +2 |[[evolutionist adaptation]] | 1d10 |
|9th | +9 | +6 | +6 | +3 |[[flexible skill]], [[skill boost]] (+3) | 2d8 |
|10th | +10 | +7 | +7 | +3 |[[evolutionist adaptation]], [[niche]] ability | 2d8 |
|11th | +11 | +7 | +7 | +3 |[[accelerated evolution]] | 2d10 |
|12th | +12 | +8 | +8 | +4 |[[evolutionist adaptation]], [[skill boost]] (+4) | 2d10 |
|13th | +13 | +8 | +8 | +4 |[[evolutionary focus]] (advanced) | 3d10 |
|14th | +14 | +9 | +9 | +4 |[[evolution drinker]], [[evolutionist adaptation]] | 3d10 |
|15th | +15 | +9 | +9 | +5 |[[skill boost]] (+5) | 4d10 |
|16th | +16 | +10 | +10 | +5 |[[evolutionist adaptation]] | 4d10 |
|17th | +17 | +10 | +10 | +5 |[[flexible skill]] | 5d10 |
|18th | +18 | +11 | +11 | +6 |[[evolutionist adaptation]], [[skill boost]] (+6) | 6d10 |
|19th | +19 | +11 | +11 | +6 |[[evolutionary focus]] (ultimate) | 7d10 |
|20th | +20 | +12 | +12 | +6 |[[evolutionist adaptation]], [[niche]] ability | 8d10 |
</div>
<div class= "table-wrapper">
| | | Individual XP (by no. of players) |<|<|h
|^ CR |^ Total XP | 1–3 | 4–5 | 6+ |h
| 1/8 | 50 | 15 | 15 | 10 |
| 1/6 | 65 | 20 | 15 | 10 |
| 1/4 | 100 | 35 | 25 | 15 |
| 1/3 | 135 | 45 | 35 | 25 |
| 1/2 | 200 | 65 | 50 | 35 |
| 1 | 400 | 135 | 100 | 65 |
| 2 | 600 | 200 | 150 | 100 |
| 3 | 800 | 265 | 200 | 135 |
| 4 | 1,200 | 400 | 300 | 200 |
| 5 | 1,600 | 535 | 400 | 265 |
| 6 | 2,400 | 800 | 600 | 400 |
| 7 | 3,200 | 1,070 | 800 | 535 |
| 8 | 4,800 | 1,600 | 1,200 | 800 |
| 9 | 6,400 | 2,130 | 1,600 | 1,070 |
| 10 | 9,600 | 3,200 | 2,400 | 1,600 |
| 11 | 12,800 | 4,270 | 3,200 | 2,130 |
| 12 | 19,200 | 6,400 | 4,800 | 3,200 |
| 13 | 25,600 | 8,530 | 6,400 | 4,270 |
| 14 | 38,400 | 12,800 | 9,600 | 6,400 |
| 15 | 51,200 | 17,100 | 12,800 | 8,530 |
| 16 | 76,800 | 25,600 | 19,200 | 12,800 |
| 17 | 102,400 | 34,100 | 25,600 | 17,100 |
| 18 | 153,600 | 51,200 | 38,400 | 25,600 |
| 19 | 204,800 | 68,300 | 51,200 | 34,100 |
| 20 | 307,200 | 102,000 | 76,800 | 51,200 |
| 21 | 409,600 | 137,000 | 102,400 | 68,300 |
| 22 | 614,400 | 205,000 | 153,600 | 102,400 |
| 23 | 819,200 | 273,000 | 204,800 | 137,000 |
| 24 | 1,228,800 | 410,000 | 307,200 | 204,800 |
| 25 | 1,638,400 | 546,000 | 409,600 | 273,000 |
</div>
<div class= "table-wrapper">
|CR | Attack Bonuses |<| Ranged Damage |<| Melee Damage |<|<|h
|~| High | Low | Energy | Kinetic | Standard | Two Attacks | Three Attacks |h
|1/3 | +2 | +0 | 1d4 | 1d4 | 1d4+Str | — | — |
|1/2 | +4 | +2 | 1d4 | 1d4 | 1d4+Str | — | — |
|1 | +6 | +4 | 1d4+1 | 1d4+1 | 1d4+1+Str | — | — |
|2 | +8 | +6 | 1d4+2 | 1d4+2 | 1d4+2+Str | — | — |
|3 | +9 | +7 | 1d4+3 | 1d4+3 | 1d4+3+Str | — | — |
|4 | +10 | +8 | 1d4+4 | 1d4+4 | 1d4+4+Str | — | — |
|5 | +12 | +10 | 1d4+5 | 1d6+5 | 1d4+5+Str | — | — |
|6 | +14 | +12 | 1d6+6 | 1d8+6 | 1d6+6+Str | 1d4+6+Str | — |
|7 | +15 | +13 | 1d8+7 | 1d12+7 | 1d8+7+Str | 1d4+7+Str | 1d4+7+Str |
|8 | +17 | +15 | 1d10+8 | 2d6+8 | 1d12+8+Str | 1d8+8+Str | 1d4+8+Str |
|9 | +19 | +17 | 2d6+9 | 2d8+9 | 3d4+9+Str | 1d10+9+Str | 1d6+9+Str |
|10 | +20 | +18 | 3d4+10 | 2d8+10 | 2d8+10+Str | 1d10+10+Str | 1d8+10+Str |
|11 | +21 | +19 | 2d8+11 | 2d10+11 | 2d10+11+Str | 3d4+11+Str | 1d10+11+Str |
|12 | +23 | +21 | 2d8+12 | 2d10+12 | 2d12+12+Str | 3d4+12+Str | 1d12+12+Str |
|13 | +24 | +22 | 2d10+13 | 4d6+13 | 6d4+13+Str | 3d6+13+Str | 3d4+13+Str |
|14 | +25 | +23 | 5d4+14 | 4d8+14 | 6d6+14+Str | 4d6+14+Str | 3d6+14+Str |
|15 | +26 | +24 | 4d6+15 | 6d6+15 | 5d8+15+Str | 6d4+15+Str | 2d10+15+Str |
|16 | +28 | +26 | 6d4+16 | 5d8+16 | 6d8+16+Str | 4d8+16+Str | 3d8+16+Str |
|17 | +29 | +27 | 4d8+17 | 4d12+17 | 8d6+17+Str | 3d12+17+Str | 6d4+17+Str |
|18 | +30 | +28 | 3d12+18 | 8d6+18 | 8d8+18+Str | 5d8+18+Str | 4d8+18+Str |
|19 | +31 | +29 | 5d8+19 | 6d10+19 | 9d8+19+Str | 6d8+19+Str | 3d12+19+Str |
|20 | +32 | +30 | 4d12+20 | 8d8+20 | 13d6+20+Str | 9d6+20+Str | 5d8+20+Str |
|21 | +33 | +31 | 8d6+21 | 6d12+21 | 15d6+21+Str | 10d6+21+Str | 4d12+21+Str |
|22 | +34 | +32 | 6d10+22 | 8d10+22 | 17d6+22+Str | 6d12+22+Str | 8d6+22+Str |
|23 | +35 | +33 | 8d8+23 | 13d6+23 | 12d10+23+Str | 8d10+23+Str | 6d10+23+Str |
|24 | +37 | +35 | 9d8+24 | 15d6+24 | 21d6+24+Str | 9d10+24+Str | 8d8+24+Str |
|25 | +38 | +36 | 8d10+25 | 16d6+25 | 12d12+25+Str | 15d6+25+Str | 6d12+25+Str |
</div>
<div class= "table-wrapper">
|CR | EAC | KAC | Fort | Ref | Will | Hit Points | Ability DC | Base<br>Spell DC | Ability Score<br>Modifiers | Special<br>Abilities | Master<br>Skills | Goood<br>Skills |h
|1/3 | 10 | 11 | +0 | +0 | +2 | 6 | 10 | 10 | +3, +1, +0 | 1 | +7 (3) | +3 (2) |
|1/2 | 10 | 11 | +0 | +0 | +3 | 12 | 11 | 11 | +3, +2, +1 | 1 | +9 (3) | +4 (2) |
|1 | 11 | 12 | +1 | +1 | +4 | 17 | 12 | 11 | +4, +2, +1 | 1 | +10 (3) | +5 (2) |
|2 | 13 | 14 | +1 | +1 | +5 | 23 | 13 | 12 | +4, +2, +1 | 1 | +12 (3) | +7 (2) |
|3 | 14 | 15 | +2 | +2 | +6 | 35 | 14 | 13 | +4, +2, +1 | 2 | +13 (3) | +8 (2) |
|4 | 16 | 17 | +3 | +3 | +7 | 45 | 15 | 13 | +5, +3, +1 | 2 | +15 (3) | +10 (2) |
|5 | 17 | 18 | +4 | +4 | +8 | 65 | 15 | 13 | +5, +3, +2 | 2 | +16 (3) | +11 (2) |
|6 | 18 | 19 | +5 | +5 | +9 | 80 | 16 | 14 | +5, +3, +2 | 2 | +18 (3) | +13 (2) |
|7 | 19 | 20 | +6 | +6 | +10 | 100 | 17 | 15 | +5, +4, +2 | 2 | +19 (3) | +14 (2) |
|8 | 20 | 21 | +7 | +7 | +11 | 115 | 18 | 15 | +6, +4, +2 | 2 | +21 (3) | +16 (2) |
|9 | 22 | 23 | +8 | +8 | +12 | 135 | 18 | 15 | +6, +4, +3 | 2 | +22 (3) | +17 (2) |
|10 | 23 | 24 | +9 | +9 | +13 | 150 | 19 | 16 | +8, +5, +3 | 2 | +24 (3) | +19 (2) |
|11 | 24 | 25 | +10 | +10 | +14 | 170 | 20 | 16 | +8, +5, +3 | 2 | +25 (3) | +20 (2) |
|12 | 26 | 27 | +11 | +11 | +15 | 185 | 21 | 17 | +8, +5, +4 | 3 | +27 (3) | +22 (2) |
|13 | 27 | 28 | +12 | +12 | +16 | 210 | 21 | 17 | +8, +6, +4 | 3 | +28 (3) | +23 (2) |
|14 | 28 | 29 | +12 | +12 | +17 | 235 | 22 | 17 | +8, +6, +4 | 3 | +30 (3) | +25 (2) |
|15 | 29 | 30 | +13 | +13 | +18 | 255 | 23 | 18 | +9, +7, +5 | 3 | +31 (3) | +26 (2) |
|16 | 30 | 31 | +14 | +14 | +19 | 280 | 24 | 18 | +10, +7, +5 | 3 | +33 (3) | +28 (2) |
|17 | 31 | 32 | +15 | +15 | +20 | 315 | 24 | 18 | +11, +8, +5 | 3 | +34 (3) | +29 (2) |
|18 | 32 | 33 | +16 | +16 | +20 | 350 | 25 | 19 | +11, +8, +6 | 3 | +36 (3) | +31 (2) |
|19 | 33 | 34 | +16 | +16 | +21 | 385 | 26 | 20 | +11, +9, +6 | 4 | +37 (3) | +32 (2) |
|20 | 35 | 36 | +17 | +17 | +22 | 430 | 27 | 21 | +12, +9, +6 | 4 | +39 (3) | +34 (2) |
|21 | 36 | 37 | +18 | +18 | +23 | 465 | 27 | 21 | +12, +10, +7 | 4 | +40 (3) | +35 (2) |
|22 | 38 | 39 | +18 | +18 | +23 | 500 | 28 | 22 | +13, +10, +7 | 4 | +42 (3) | +37 (2) |
|23 | 39 | 40 | +19 | +19 | +24 | 550 | 29 | 23 | +13, +11, +7 | 4 | +43 (3) | +38 (2) |
|24 | 41 | 42 | +20 | +20 | +25 | 600 | 30 | 24 | +15, +11, +8 | 4 | +45 (3) | +40 (2) |
|25 | 42 | 43 | +21 | +21 | +26 | 650 | 30 | 24 | +15, +12, +8 | 4 | +46 (3) | +41 (2) |
</div>
<div class="table-wrapper">
| CR | Attack Bonus | Damage |h
| 1/4 | +3 | 2d4 |
| 1/3 | +4 | 2d4 |
| 1/2 | +6 | 3d4 |
| 1 | +8 | 4d4 |
| 2 | +9 | 5d4 |
| 3 | +10 | 5d4 |
| 4 | +11 | 5d6 |
| 5 | +12 | 5d8 |
| 6 | +14 | 6d8 |
| 7 | +15 | 6d10 |
| 8 | +17 | 7d10 |
| 9 | +19 | 8d10 |
| 10 | +20 | 9d10 |
| 11 | +21 | 10d10 |
| 12 | +23 | 11d10 |
| 13 | +24 | 12d10 |
| 14 | +25 | 14d10 |
| 15 | +26 | 15d10 |
| 16 | +28 | 17d10 |
| 17 | +29 | 18d10 |
| 18 | +30 | 20d10 |
| 19 | +31 | 23d10 |
| 20 | +32 | 25d10 |
</div>
<div class= "table-wrapper">
|Material | Hardness | Hit Points (per Inch of Thickness) |h
|Glass | 1 | 1 |
|Cloth, paper, or rope | 0 | 2 |
|Ice | 0 | 3 |
|Leather or hide | 3 | 5 |
|Wood | 5 | 10 |
|Plastic | 8 | 15 |
|Ceramic | 10 | 10 |
|Transparent aluminum | 10 | 15 |
|Stone or concrete | 15 | 15 |
|Iron or steel | 20 | 30 |
|Adamantine alloy | 30 | 40 |
|Nanocarbon | 35 | 60 |
|Polycarbon plate | 45 | 60 |
|Pure adamantine | 50 | 80 |
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +2 | +2 | +0 |[[artificial intelligence]], [[bypass]] +1, [[custom rig]] |
|2nd | +1 | +3 | +3 | +0 |[[mechanic trick]] |
|3rd | +2 | +3 | +3 | +1 |[[overload]], [[weapon specialization]] |
|4th | +3 | +4 | +4 | +1 |[[mechanic trick]] |
|5th | +3 | +4 | +4 | +1 |[[bypass]] +2, [[remote hack]] |
|6th | +4 | +5 | +5 | +2 |[[mechanic trick]] |
|7th | +5 | +5 | +5 | +2 |[[expert rig]], [[miracle worker]] 1/day |
|8th | +6 | +6 | +6 | +2 |[[mechanic trick]] |
|9th | +6 | +6 | +6 | +3 |[[bypass]] +3, [[override]] |
|10th | +7 | +7 | +7 | +3 |[[mechanic trick]] |
|11th | +8 | +7 | +7 | +3 |[[coordinated assault]] +1, [[miracle worker]] 2/day |
|12th | +9 | +8 | +8 | +4 |[[mechanic trick]] |
|13th | +9 | +8 | +8 | +4 |[[advanced rig]], [[bypass]] +4 |
|14th | +10 | +9 | +9 | +4 |[[mechanic trick]] |
|15th | +11 | +9 | +9 | +5 |[[miracle worker]] 3/day |
|16th | +12 | +10 | +10 | +5 |[[mechanic trick]] |
|17th | +12 | +10 | +10 | +5 |[[bypass]] +5, [[control net]], [[coordinated assault]] +2 |
|18th | +13 | +11 | +11 | +6 |[[mechanic trick]] |
|19th | +14 | +11 | +11 | +6 |[[ghost in the machine]], [[miracle worker]] 4/day, [[superior rig]] |
|20th | +15 | +12 | +12 | +6 |[[bypass]] +6, [[mechanic trick]], [[tech master]] |
</div>
<div class="table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +0 | +0 | +2 |@@.constrained [[connection]], [[connection power]], [[connection spell]], [[healing touch]], [[spells|Mystic Spells]]@@ |
|2nd | +1 | +0 | +0 | +3 |[[channel skill]] +1, [[mindlink]] |
|3rd | +2 | +1 | +1 | +3 |[[connection power]], [[weapon specialization]] |
|4th | +3 | +1 | +1 | +4 |[[connection spell]] |
|5th | +3 | +1 | +1 | +4 |[[channel skill]] +2 |
|6th | +4 | +2 | +2 | +5 |[[connection power]] |
|7th | +5 | +2 | +2 | +5 |[[connection spell]] |
|8th | +6 | +2 | +2 | +6 |[[channel skill]] +3 |
|9th | +6 | +3 | +3 | +6 |[[connection power]] |
|10th | +7 | +3 | +3 | +7 |[[connection spell]] |
|11th | +8 | +3 | +3 | +7 |[[channel skill]] +4, [[telepathic bond]] |
|12th | +9 | +4 | +4 | +8 |[[connection power]] |
|13th | +9 | +4 | +4 | +8 |[[connection spell]] |
|14th | +10 | +4 | +4 | +9 |[[channel skill]] +5 |
|15th | +11 | +5 | +5 | +9 |[[connection power]] |
|16th | +12 | +5 | +5 | +10 |[[connection spell]] |
|17th | +12 | +5 | +5 | +10 |[[channel skill]] +6 |
|18th | +13 | +6 | +6 | +11 |[[connection power]] |
|19th | +14 | +6 | +6 | +11 |[[transcendence]] |
|20th | +15 | +6 | +6 | +12 |[[channel skill]] +7, [[enlightenment]] |
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features | Major<br/>Forms | Minor<br/>Forms |h
| 1 | +1 | +2 | +0 | +0 |@@.constrained [[nanite array]], [[nanite surge]], primary [[nanite faculty]], primary faculty technique@@ | 2 | 3 |
| 2 | +2 | +3 | +0 | +0 |[[defensive dispersal]], [[nanocyte knack]] | 2 | 4 |
| 3 | +3 | +3 | +1 | +1 |[[cyto-conversion]] (+1), [[weapon specialization]] | 3 | 4 |
| 4 | +4 | +4 | +1 | +1 |[[nanocyte knack]] | 3 | 5 |
| 5 | +5 | +4 | +1 | +1 |primary faculty technique | 4 | 5 |
| 6 | +6 | +5 | +2 | +2 |[[nanocyte knack]] | 4 | 6 |
| 7 | +7 | +5 | +2 | +2 |[[manifold array]] (two arrays) | 4 | 6 |
| 8 | +8 | +6 | +2 | +2 |[[nanocyte knack]] | 4 | 7 |
| 9 | +9 | +6 | +3 | +3 |@@.constrained primary faculty technique, secondary [[nanite faculty]], secondary faculty technique@@ | 5 | 7 |
| 10 | +10 | +7 | +3 | +3 |[[cyto-conversion]] (+2), [[nanocyte knack]] | 5 | 8 |
| 11 | +11 | +7 | +3 | +3 |[[eternal nanites]] | 5 | 8 |
| 12 | +12 | +8 | +4 | +4 |[[nanocyte knack]] | 5 | 9 |
| 13 | +13 | +8 | +4 | +4 |@@.constrained primary faculty technique, secondary faculty technique@@ | 6 | 9 |
| 14 | +14 | +9 | +4 | +4 |[[nanocyte knack]] | 6 | 10 |
| 15 | +15 | +9 | +5 | +5 |[[manifold array]] (three arrays) | 6 | 10 |
| 16 | +16 | +10 | +5 | +5 |[[cyto-conversion]] (+3), [[nanocyte knack]] | 6 | 11 |
| 17 | +17 | +10 | +5 | +5 |@@.constrained primary faculty technique, secondary faculty technique @@| 7 | 11 |
| 18 | +18 | +11 | +6 | +6 |[[nanocyte knack]] | 7 | 12 |
| 19 | +19 | +11 | +6 | +6 |[[living legion]] | 7 | 12 |
| 20 | +20 | +12 | +6 | +6 |[[infinite array]], [[nanocyte knack]] | 7 | 13 |
</div>
<div class="table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +0 | +2 | +2 |[[operative's edge]] +1, [[specialization]], [[trick attack]] +1d4 |
|2nd | +1 | +0 | +3 | +3 |[[evasion]], [[operative exploit]] |
|3rd | +2 | +1 | +3 | +3 |[[operative's edge]] +2, [[quick movement]] (+10 ft.), [[trick attack]] +1d8, [[weapon specialization]] |
|4th | +3 | +1 | +4 | +4 |[[debilitating trick]], [[operative exploit]] |
|5th | +3 | +1 | +4 | +4 |[[specialization exploit]], [[trick attack]] +3d8 |
|6th | +4 | +2 | +5 | +5 |[[operative exploit]] |
|7th | +5 | +2 | +5 | +5 |[[operative's edge]] +3, [[specialization skill mastery]], [[trick attack]] +4d8, [[uncanny agility]] |
|8th | +6 | +2 | +6 | +6 |[[operative exploit]], [[triple attack]] |
|9th | +6 | +3 | +6 | +6 |[[quick movement]] (+20 ft.), [[trick attack]] +5d8 |
|10th | +7 | +3 | +7 | +7 |[[operative exploit]] |
|11th | +8 | +3 | +7 | +7 |[[operative's edge]] +4, [[specialization power]], [[trick attack]] +6d8 |
|12th | +9 | +4 | +8 | +8 |[[operative exploit]] |
|13th | +9 | +4 | +8 | +8 |[[quad attack]], [[trick attack]] +7d8 |
|14th | +10 | +4 | +9 | +9 |[[operative exploit]] |
|15th | +11 | +5 | +9 | +9 |[[operative's edge]] +5, [[quick movement]] (+30 ft.), [[trick attack]] +8d8 |
|16th | +12 | +5 | +10 | +10 |[[operative exploit]] |
|17th | +12 | +5 | +10 | +10 |[[double debilitation]], [[trick attack]] +9d8 |
|18th | +13 | +6 | +11 | +11 |[[operative exploit]] |
|19th | +14 | +6 | +11 | +11 |[[operative's edge]] +6, [[trick attack]] +10d8 |
|20th | +15 | +6 | +12 | +12 |[[operative exploit]], [[supreme operative]] |
</div>
<div class="table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +0 | +2 | +2 |[[anchor]], [[focal paradox]], [[paradox]], [[spells|Precog Spells]] |
|2nd | +1 | +0 | +3 | +3 |[[temporal anomaly]] |
|3rd | +2 | +1 | +3 | +3 |[[chronomatic defense]] +2, [[weapon specialization]] |
|4th | +3 | +1 | +4 | +4 |[[temporal aggression]] |
|5th | +3 | +1 | +4 | +4 |[[temporal anomaly]] |
|6th | +4 | +2 | +5 | +5 |[[temporal aggression]] (allies) |
|7th | +5 | +2 | +5 | +5 |[[chronomatic defense]] +3 |
|8th | +6 | +2 | +6 | +6 |[[temporal anomaly]] |
|9th | +6 | +3 | +6 | +6 |[[improved anchor]] |
|10th | +7 | +3 | +7 | +7 |[[paradoxical acceleration]] |
|11th | +8 | +3 | +7 | +7 |[[temporal anomaly]] |
|12th | +9 | +4 | +8 | +8 |[[chronomatic flow]] +1 |
|13th | +9 | +4 | +8 | +8 |[[chronomatic defense]] +4 |
|14th | +10 | +4 | +9 | +9 |[[temporal anomaly]] |
|15th | +11 | +5 | +9 | +9 |[[greater anchor]] |
|16th | +12 | +5 | +10 | +10 |[[chronomatic flow]] +2 |
|17th | +12 | +5 | +10 | +10 |[[temporal anomaly]] |
|18th | +13 | +6 | +11 | +11 |[[chronomatic defense]] +5 |
|19th | +14 | +6 | +11 | +11 |[[chronomatic flow]] +3 |
|20th | +15 | +6 | +12 | +12 |[[temporal anomaly]], [[timeless paragon]] |
</div>
<div class="table-wrapper">
|Radiation Level | Fort DC |h
|Low | 13 |
|Medium | 17 |
|High | 22 |
|Severe | 30 |
</div>
<div class= "table-wrapper">
| Ritual Level | Skill DC | Save DC | Creature CR | Item Sacrifice | Damage |h
| 1 | 11 | 12 | 1/3 | 1,000 credits | 1d12 |
| 2 | 16 | 15 | 2 | 4,000 credits | 4d12 |
| 3 | 20 | 17 | 5 | 10,000 credits | 7d12 |
| 4 | 25 | 19 | 8 | 40,000 credits | 10d12 |
| 5 | 29 | 21 | 11 | 100,000 credits | 13d12 |
| 6 | 34 | 24 | 14 | 400,000 credits | 16d12 |
</div>
<div class= "table-wrapper">
|Size | AC Modifier |h
|Colossal | –8 |
|Gargantuan | –4 |
|Huge | –2 |
|Large | –1 |
|Medium | +0 |
|Small | +1 |
|Tiny | +2 |
|Diminutive | +4 |
|Fine | +8 |
</div>
<div class="table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features | Solar Manifestation |<|h
|~|~|~|~|~|~| Armor | Weapon |h
|1st | +1 | +2 | +0 | +2 |[[skill adept]], [[solar manifestation]], [[stellar mode]], [[stellar revelation]] (black hole, supernova) | +1 AC | 1d6 |
|2nd | +2 | +3 | +0 | +3 |[[stellar revelation]] | +1 AC | 1d6 |
|3rd | +3 | +3 | +1 | +3 |[[sidereal influence]] (2 skills), [[weapon specialization]] | +1 AC | 1d6 |
|4th | +4 | +4 | +1 | +4 |[[stellar revelation]] | +1 AC | 1d6 |
|5th | +5 | +4 | +1 | +4 |— | +1 AC, [[resistance]] 5 | 1d6 |
|6th | +6 | +5 | +2 | +5 |[[stellar revelation]] | +1 AC, [[resistance]] 5 | 2d6 |
|7th | +7 | +5 | +2 | +5 |[[flashing strikes|Flashing Strikes (solarian)]] | +1 AC, [[resistance]] 5 | 2d6 |
|8th | +8 | +6 | +2 | +6 |[[stellar revelation]] | +1 AC, [[resistance]] 5 | 2d6 |
|9th | +9 | +6 | +3 | +6 |[[zenith revelations]] | +1 AC, [[resistance]] 5 | 3d6 |
|10th | +10 | +7 | +3 | +7 |[[stellar revelation]] | +2 AC, [[resistance]] 10 | 3d6 |
|11th | +11 | +7 | +3 | +7 |[[sidereal influence]] (4 skills) | +2 AC, [[resistance]] 10 | 3d6 |
|12th | +12 | +8 | +4 | +8 |[[stellar revelation]] | +2 AC, [[resistance]] 10 | 4d6 |
|13th | +13 | +8 | +4 | +8 |[[solarian's onslaught]] | +2 AC, [[resistance]] 10 | 5d6 |
|14th | +14 | +9 | +4 | +9 |[[stellar revelation]] | +2 AC, [[resistance]] 10 | 6d6 |
|15th | +15 | +9 | +5 | +9 |— | +2 AC, [[resistance]] 15 | 7d6 |
|16th | +16 | +10 | +5 | +10 |[[stellar revelation]] | +2 AC, [[resistance]] 15 | 8d6 |
|17th | +17 | +10 | +5 | +10 |[[zenith revelations]] | +2 AC, [[resistance]] 15 | 9d6 |
|18th | +18 | +11 | +6 | +11 |[[stellar revelation]] | +2 AC, [[resistance]] 15 | 10d6 |
|19th | +19 | +11 | +6 | +11 |[[sidereal influence]] (6 skills) | +2 AC, [[resistance]] 15 | 11d6 |
|20th | +20 | +12 | +6 | +12 |[[stellar paragon]], [[stellar revelation]] | +2 AC, [[resistance]] 20 | 12d6 |
</div>
<div class="table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +1 | +2 | +0 | +2 |primary [[fighting style]], primary style technique |
|2nd | +2 | +3 | +0 | +3 |[[combat feat]] |
|3rd | +3 | +3 | +1 | +3 |[[gear boost]], [[weapon specialization]] |
|4th | +4 | +4 | +1 | +4 |[[combat feat]] |
|5th | +5 | +4 | +1 | +4 |primary style technique |
|6th | +6 | +5 | +2 | +5 |[[combat feat]] |
|7th | +7 | +5 | +2 | +5 |[[gear boost]] |
|8th | +8 | +6 | +2 | +6 |[[combat feat]] |
|9th | +9 | +6 | +3 | +6 |primary style technique, secondary [[fighting style]], secondary style technique |
|10th | +10 | +7 | +3 | +7 |[[combat feat]] |
|11th | +11 | +7 | +3 | +7 |[[gear boost]], [[soldier's onslaught]] |
|12th | +12 | +8 | +4 | +8 |[[combat feat]] |
|13th | +13 | +8 | +4 | +8 |primary style technique, secondary style technique |
|14th | +14 | +9 | +4 | +9 |[[combat feat]] |
|15th | +15 | +9 | +5 | +9 |[[gear boost]] |
|16th | +16 | +10 | +5 | +10 |[[combat feat]] |
|17th | +17 | +10 | +5 | +10 |primary style technique, secondary style technique |
|18th | +18 | +11 | +6 | +11 |[[combat feat]] |
|19th | +19 | +11 | +6 | +11 |[[gear boost]] |
|20th | +20 | +12 | +6 | +12 |[[combat feat]], [[kill shot]] |
</div>
<div class= "table-wrapper">
|CR | Attack Bonuses |<| Ranged Damage |<| Melee Damage |<|<|h
|~| High | Low | Energy | Kinetic | Standard | Two Attacks | Three Attacks |h
|1/3 | +0 | -2 | 1d4 | 1d4 | 1d4+Str | — | — |
|1/2 | +2 | +0 | 1d4 | 1d4 | 1d4+Str | — | — |
|1 | +4 | +2 | 1d4+1 | 1d4+1 | 1d4+1+Str | — | — |
|2 | +6 | +4 | 1d4+2 | 1d4+2 | 1d4+2+Str | — | — |
|3 | +7 | +5 | 1d4+3 | 1d4+3 | 1d4+3+Str | — | — |
|4 | +8 | +6 | 1d4+4 | 1d4+4 | 1d4+4+Str | — | — |
|5 | +10 | +8 | 1d4+5 | 1d6+5 | 1d4+5+Str | — | — |
|6 | +12 | +10 | 1d6+6 | 1d8+6 | 1d6+6+Str | 1d4+6+Str | — |
|7 | +13 | +11 | 1d8+7 | 1d12+7 | 1d8+7+Str | 1d4+7+Str | 1d4+7+Str |
|8 | +15 | +13 | 1d10+8 | 2d6+8 | 1d12+8+Str | 1d8+8+Str | 1d4+8+Str |
|9 | +17 | +15 | 2d6+9 | 2d8+9 | 3d4+9+Str | 1d10+9+Str | 1d6+9+Str |
|10 | +18 | +16 | 3d4+10 | 2d8+10 | 2d8+10+Str | 1d10+10+Str | 1d8+10+Str |
|11 | +19 | +17 | 2d8+11 | 2d10+11 | 2d10+11+Str | 3d4+11+Str | 1d10+11+Str |
|12 | +21 | +19 | 2d8+12 | 2d10+12 | 2d12+12+Str | 3d4+12+Str | 1d12+12+Str |
|13 | +22 | +20 | 2d10+13 | 4d6+13 | 6d4+13+Str | 3d6+13+Str | 3d4+13+Str |
|14 | +23 | +21 | 5d4+14 | 4d8+14 | 6d6+14+Str | 4d6+14+Str | 3d6+14+Str |
|15 | +24 | +22 | 4d6+15 | 6d6+15 | 5d8+15+Str | 6d4+15+Str | 2d10+15+Str |
|16 | +26 | +24 | 6d4+16 | 5d8+16 | 6d8+16+Str | 4d8+16+Str | 3d8+16+Str |
|17 | +27 | +25 | 4d8+17 | 4d12+17 | 8d6+17+Str | 3d12+17+Str | 6d4+17+Str |
|18 | +28 | +26 | 3d12+18 | 8d6+18 | 8d8+18+Str | 5d8+18+Str | 4d8+18+Str |
|19 | +29 | +27 | 5d8+19 | 6d10+19 | 9d8+19+Str | 6d8+19+Str | 3d12+19+Str |
|20 | +30 | +28 | 4d12+20 | 8d8+20 | 13d6+20+Str | 9d6+20+Str | 5d8+20+Str |
|21 | +31 | +29 | 8d6+21 | 6d12+21 | 15d6+21+Str | 10d6+21+Str | 4d12+21+Str |
|22 | +32 | +30 | 6d10+22 | 8d10+22 | 17d6+22+Str | 6d12+22+Str | 8d6+22+Str |
|23 | +33 | +31 | 8d8+23 | 13d6+23 | 12d10+23+Str | 8d10+23+Str | 6d10+23+Str |
|24 | +35 | +33 | 9d8+24 | 15d6+24 | 21d6+24+Str | 9d10+24+Str | 8d8+24+Str |
|25 | +36 | +34 | 8d10+25 | 16d6+25 | 12d12+25+Str | 15d6+25+Str | 6d12+25+Str |
</div>
<div class= "table-wrapper">
|CR | EAC | KAC | Fort | Ref | Will | Hit Points | Ability DC | Base<br>Spell DC | Ability Score<br>Modifiers | Special<br>Abilities | Master<br>Skills | Goood<br>Skills |h
|1/3 | 9 | 10 | +0 | +0 | +2 | 5 | 10 | 12 | +3, +1, +0 | 1 | +7 (2) | +3 (1) |
|1/2 | 9 | 10 | +0 | +0 | +3 | 11 | 11 | 13 | +3, +2, +1 | 1 | +9 (2) | +4 (1) |
|1 | 10 | 11 | +1 | +1 | +4 | 16 | 12 | 13 | +4, +2, +1 | 1 | +10 (2) | +5 (1) |
|2 | 12 | 13 | +1 | +1 | +5 | 21 | 13 | 14 | +4, +2, +1 | 2 | +12 (2) | +7 (1) |
|3 | 13 | 14 | +2 | +2 | +6 | 32 | 14 | 15 | +4, +2, +1 | 2 | +13 (2) | +8 (1) |
|4 | 15 | 16 | +3 | +3 | +7 | 43 | 15 | 15 | +5, +3, +1 | 2 | +15 (2) | +10 (1) |
|5 | 16 | 17 | +4 | +4 | +8 | 60 | 15 | 15 | +5, +3, +2 | 2 | +16 (2) | +11 (1) |
|6 | 17 | 18 | +5 | +5 | +9 | 75 | 16 | 16 | +5, +3, +2 | 2 | +18 (2) | +13 (1) |
|7 | 18 | 19 | +6 | +6 | +10 | 90 | 17 | 17 | +5, +4, +2 | 2 | +19 (2) | +14 (1) |
|8 | 19 | 20 | +7 | +7 | +11 | 105 | 18 | 17 | +6, +4, +2 | 2 | +21 (2) | +16 (1) |
|9 | 21 | 22 | +8 | +8 | +12 | 120 | 18 | 17 | +6, +4, +3 | 2 | +22 (2) | +17 (1) |
|10 | 22 | 23 | +9 | +9 | +13 | 140 | 19 | 18 | +8, +5, +3 | 2 | +24 (2) | +19 (1) |
|11 | 23 | 24 | +10 | +10 | +14 | 155 | 20 | 18 | +8, +5, +3 | 2 | +25 (2) | +20 (1) |
|12 | 25 | 26 | +11 | +11 | +15 | 170 | 21 | 19 | +8, +5, +4 | 3 | +27 (2) | +22 (1) |
|13 | 26 | 27 | +12 | +12 | +16 | 190 | 21 | 19 | +8, +6, +4 | 3 | +28 (2) | +23 (1) |
|14 | 27 | 28 | +12 | +12 | +17 | 215 | 22 | 19 | +8, +6, +4 | 3 | +30 (2) | +25 (1) |
|15 | 28 | 29 | +13 | +13 | +18 | 235 | 23 | 20 | +9, +7, +5 | 3 | +31 (2) | +26 (1) |
|16 | 29 | 30 | +14 | +14 | +19 | 255 | 24 | 20 | +10, +7, +5 | 3 | +33 (2) | +28 (1) |
|17 | 30 | 31 | +15 | +15 | +20 | 285 | 24 | 20 | +11, +8, +5 | 3 | +34 (2) | +29 (1) |
|18 | 31 | 32 | +16 | +16 | +20 | 320 | 25 | 21 | +11, +8, +6 | 4 | +36 (2) | +31 (1) |
|19 | 32 | 33 | +16 | +16 | +21 | 350 | 26 | 22 | +11, +9, +6 | 4 | +37 (2) | +32 (1) |
|20 | 34 | 35 | +17 | +17 | +22 | 395 | 27 | 23 | +12, +9, +6 | 4 | +39 (2) | +34 (1) |
|21 | 35 | 36 | +18 | +18 | +23 | 425 | 27 | 23 | +12, +10, +7 | 4 | +40 (2) | +35 (1) |
|22 | 37 | 38 | +18 | +18 | +23 | 470 | 28 | 24 | +13, +10, +7 | 4 | +42 (2) | +37 (1) |
|23 | 38 | 39 | +19 | +19 | +24 | 510 | 29 | 25 | +13, +11, +7 | 4 | +43 (2) | +38 (1) |
|24 | 40 | 41 | +20 | +20 | +25 | 550 | 30 | 26 | +15, +11, +8 | 4 | +45 (2) | +40 (1) |
|25 | 41 | 42 | +21 | +21 | +26 | 600 | 30 | 26 | +15, +12, +8 | 4 | +46 (2) | +41 (1) |
</div>
<div class= "table-wrapper">
| CR |Spell-Like Abilities |Spellcaster |h
| 1/3–3 |1/day—two 1st-level spells<br>At will-two 0-level spells |1st (3/day)—two 1st-level spells<br>0 (at will)—two 0-level spells |
| 4–6 |1/day—two 2nd-level spells<br>3/day-three 1st-level spells<br>At will-two 0-level spells |2nd (3/day)—two 2nd-level spells<br>1st (6/day)—three 1st-level spells<br>0 (at will)—two 0-level spells |
| 7–9 |1/day—two 3rd-level spells<br>3/day-four 2nd-level spells<br>At will-two 1st-level spells |3rd (3/day)—two 3rd-level spells<br>2nd (6/day)—four 2nd-level spells<br>1st (at will)—two 1st-level spells |
| 10–12 |1/day—two 4th-level spells<br>3/day-four 3rd-level spells<br>At will-two 2nd-level spells |4th (3/day)—two 4th-level spells<br>3rd (6/day)—four 3rd-level spells<br>2nd (at will)—two 2nd-level spells |
| 13–15 |1/day—two 5th-level spells<br>3/day-four 4th-level spells<br>At will-two 3rd-level spells |5th (3/day)—two 5th-level spells<br>4th (6/day)—four 4th-level spells<br>3rd (at will)—two 3rd-level spells |
| 16–18 |1/day—two 6th-level spells<br>3/day-four 5th-level spells<br>At will-two 4th-level spells |6th (3/day)—two 6th-level spells<br>5th (6/day)—four 5th-level spells<br>4th (at will)—two 4th-level spells |
| 19+ |1/day—four 6th-level spells<br>3/day-three 5th-level spells<br>At will-two 4th-level spells |6th (3/day)—four 6th-level spells<br>5th (6/day)—three 5thlevel spells<br>4th (at will)—two 4th-level spells |
</div>
<div class="table-wrapper">
|Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th |h
|1st | 4 | 2 | — | — | — | — | — |
|2nd | 5 | 3 | — | — | — | — | — |
|3rd | 6 | 4 | — | — | — | — | — |
|4th | 6 | 4 | 2 | — | — | — | — |
|5th | 6 | 4 | 3 | — | — | — | — |
|6th | 6 | 4 | 4 | — | — | — | — |
|7th | 6 | 5 | 4 | 2 | — | — | — |
|8th | 6 | 5 | 4 | 3 | — | — | — |
|9th | 6 | 5 | 4 | 4 | — | — | — |
|10th | 6 | 5 | 5 | 4 | 2 | — | — |
|11th | 6 | 6 | 5 | 4 | 3 | — | — |
|12th | 6 | 6 | 5 | 4 | 4 | — | — |
|13th | 6 | 6 | 5 | 5 | 4 | 2 | — |
|14th | 6 | 6 | 6 | 5 | 4 | 3 | — |
|15th | 6 | 6 | 6 | 5 | 4 | 4 | — |
|16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
|17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
|18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
|19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
|20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
</div>
<div class= "table-wrapper">
|Level | 1st | 2nd | 3rd | 4th | 5th | 6th |h
|1st | 2 | — | — | — | — | — |
|2nd | 2 | — | — | — | — | — |
|3rd | 3 | — | — | — | — | — |
|4th | 3 | 2 | — | — | — | — |
|5th | 4 | 2 | — | — | — | — |
|6th | 4 | 3 | — | — | — | — |
|7th | 4 | 3 | 2 | — | — | — |
|8th | 4 | 4 | 2 | — | — | — |
|9th | 5 | 4 | 3 | — | — | — |
|10th | 5 | 4 | 3 | 2 | — | — |
|11th | 5 | 4 | 4 | 2 | — | — |
|12th | 5 | 5 | 4 | 3 | — | — |
|13th | 5 | 5 | 4 | 3 | 2 | — |
|14th | 5 | 5 | 4 | 4 | 2 | — |
|15th | 5 | 5 | 5 | 4 | 3 | — |
|16th | 5 | 5 | 5 | 4 | 3 | 2 |
|17th | 5 | 5 | 5 | 4 | 4 | 2 |
|18th | 5 | 5 | 5 | 5 | 4 | 3 |
|19th | 5 | 5 | 5 | 5 | 5 | 4 |
|20th | 5 | 5 | 5 | 5 | 5 | 5 |
| |<|<|<|<|<|<|
|Key Ability Score | 1st | 2nd | 3rd | 4th | 5th | 6th |h
|1–11 | — | — | — | — | — | — |
|12–13 | +1 | — | — | — | — | — |
|14–15 | +1 | +1 | — | — | — | — |
|16–17 | +1 | +1 | +1 | — | — | — |
|18–19 | +1 | +1 | +1 | +1 | — | — |
|20–21 | +2 | +1 | +1 | +1 | +1 | — |
|22–23 | +2 | +2 | +1 | +1 | +1 | +1 |
|24–25 | +2 | +2 | +2 | +1 | +1 | +1 |
|26–27 | +2 | +2 | +2 | +2 | +1 | +1 |
|28–29 | +3 | +2 | +2 | +2 | +2 | +1 |
|30–31 | +3 | +3 | +2 | +2 | +2 | +2 |
</div>
<h3>Weapon Class: <<selector '[[Light Weapons]] [[Heavy Weapons]] [[Capital Weapons]] [[Spinal-Mount Weapons]]' variable:'weapon-class'>></h3>
<h3>Weapon Type: <<selector '[[Direct-Fire Weapons]] [[ECM Modules]] [[Melee Weapons]] [[Tracking Weapons]]' variable:'weapon-type'>></h3>
<div class="table-wrapper">
<table class="multilevel">
<thead>
<tr><td>{{Table: Starship Weapons!!weapon-class}}</td><td align="center">Range</td><td align="center">Speed (in Hexes)</td><td align="center">Damage</td><td align="center">PCU</td><td align="center">Cost (in BP)</td><td>Special Properties</td></tr>
</thead>
<tbody>
<tr><th colspan="7">{{Table: Starship Weapons!!weapon-type}}</th></tr>
<$list filter="[tag{Table: Starship Weapons!!weapon-class}tag{Table: Starship Weapons!!weapon-type}sort[title]]" template="starship-weapons" />
</tbody>
</table>
</div>
<div class="table-wrapper">
|Creature | Applied graft | Summoner Requirements |h
|aeon | [[summoning|Aeon Summoning Graft]] | neutral-aligned |
|agathion | [[summoning|Agathion Summoning Graft]] | nonevil |
|angel | [[summoning|Angel Summoning Graft]] | nonevil |
|archon | [[summoning|Archon Summoning Graft]] | nonchaotic and nonevil |
|azata | [[summoning|Azata Summoning Graft]] | nonevil and nonlawful |
|daemon | [[summoning|Daemon Summoning Graft]] | nongood |
|demon | [[summoning|Demon Summoning Graft]] | nongood and nonlawful |
|devil | [[summoning|Devil Summoning Graft]] | nonchaotic and nongood |
|elemental, air | [[elemental|Air Elemental Template Graft]] | none |
|elemental, earth | [[elemental|Earth Elemental Template Graft]] | none |
|elemental, fire | [[elemental|Fire Elemental Template Graft]] | none |
|elemental, water | [[elemental|Water Elemental Template Graft]] | none |
|First World beast | [[summoning|First World Beast Summoning Graft]] | mystic |
|inevitable | [[summoning|Inevitable Summoning Graft]] | nonchaotic |
|protean | [[summoning|Protean Summoning Graft]] | nonlawful |
|robot | [[summoning|Robot Summoning Graft]] | technomancer |
|shadow creature | [[summoning|Shadow Creature Summoning Graft]] | none |
</div>
<div class="table-wrapper">
| Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +0 | +0 | +2 |[[spell cache]], [[spells|Technomancer Spells]] |
|2nd | +1 | +0 | +0 | +3 |[[magic hack]] |
|3rd | +2 | +1 | +1 | +3 |[[spell focus]], [[techlore]] +1, [[weapon specialization]] |
|4th | +3 | +1 | +1 | +4 |— |
|5th | +3 | +1 | +1 | +4 |[[magic hack]] |
|6th | +4 | +2 | +2 | +5 |[[cache capacitor]] 1, [[techlore]] +2 |
|7th | +5 | +2 | +2 | +5 |— |
|8th | +6 | +2 | +2 | +6 |[[magic hack]] |
|9th | +6 | +3 | +3 | +6 |[[techlore]] +3 |
|10th | +7 | +3 | +3 | +7 |— |
|11th | +8 | +3 | +3 | +7 |[[magic hack]] |
|12th | +9 | +4 | +4 | +8 |[[cache capacitor]] 2, [[techlore]] +4 |
|13th | +9 | +4 | +4 | +8 |— |
|14th | +10 | +4 | +4 | +9 |[[magic hack]] |
|15th | +11 | +5 | +5 | +9 |[[techlore]] +5 |
|16th | +12 | +5 | +5 | +10 |— |
|17th | +12 | +5 | +5 | +10 |[[magic hack]] |
|18th | +13 | +6 | +6 | +11 |[[cache capacitor]] 3, [[techlore]] +6 |
|19th | +14 | +6 | +6 | +11 |[[resolve attunement]] |
|20th | +15 | +6 | +6 | +12 |[[fuse spells]], [[magic hack]] |
</div>
<div class= "table-wrapper">
| CR | Perception DC | Disable DC | Initiative | EAC/KAC | Good<br/>Save | Poor<br/>Save | HP | Attack | Damage | Save DC |h
| 1/2 | 17 | 12 | +4 | 9/13 | +3 | +0 | 12 | +9 | 2d6 | 11 |
| 1 | 21 | 16 | +6 | 10/14 | +4 | +1 | 19 | +11 | 3d6 | 12 |
| 2 | 23 | 18 | +7 | 12/16 | +5 | +2 | 25 | +12 | 4d6 | 13 |
| 3 | 24 | 19 | +8 | 13/17 | +6 | +3 | 38 | +13 | 6d6 | 14 |
| 4 | 26 | 21 | +9 | 15/19 | +7 | +4 | 50 | +14 | 4d10+2 | 15 |
| 5 | 27 | 22 | +10 | 16/20 | +8 | +5 | 69 | +15 | 4d12+4 | 15 |
| 6 | 29 | 24 | +11 | 17/21 | +9 | +6 | 88 | +17 | 6d12 | 16 |
| 7 | 30 | 25 | +12 | 18/22 | +10 | +7 | 107 | +19 | 8d10 | 17 |
| 8 | 32 | 27 | +14 | 19/23 | +11 | +8 | 125 | +20 | 8d12 | 18 |
| 9 | 33 | 28 | +15 | 21/25 | +12 | +9 | 144 | +22 | 10d10+5 | 18 |
| 10 | 35 | 30 | +16 | 22/26 | +13 | +10 | 163 | +23 | 10d12 | 19 |
| 11 | 36 | 31 | +17 | 23/27 | +14 | +11 | 181 | +24 | 12d12 | 20 |
| 12 | 38 | 33 | +19 | 25/29 | +15 | +12 | 200 | +27 | 12d12+5 | 21 |
| 13 | 39 | 34 | +20 | 26/30 | +16 | +13 | 225 | +28 | 14d12 | 21 |
| 14 | 41 | 36 | +21 | 27/31 | +17 | +14 | 250 | +29 | 14d12+7 | 22 |
| 15 | 42 | 37 | +22 | 28/32 | +18 | +15 | 275 | +30 | 14d12+15 | 23 |
| 16 | 44 | 39 | +23 | 29/33 | +19 | +16 | 300 | +31 | 16d12+15 | 24 |
| 17 | 45 | 40 | +24 | 30/34 | +20 | +17 | 338 | +32 | 16d12+30 | 24 |
| 18 | 47 | 42 | +26 | 31/35 | +21 | +18 | 375 | +33 | 16d12+45 | 25 |
| 19 | 48 | 43 | +27 | 32/36 | +22 | +19 | 413 | +34 | 16d12+60 | 26 |
| 20 | 50 | 45 | +28 | 34/38 | +23 | +20 | 463 | +35 | 16d12+75 | 27 |
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features | Entropic Strike<br/>Damage |h
|1st | +1 | +2 | +2 | +0 |[[entropic pool]], [[entropic strike]], first [[vanguard aspect]] (aspect insight) | 1d3 |
|2nd | +2 | +3 | +3 | +0 |[[mitigate]], [[vanguard discipline]] | 1d3 |
|3rd | +3 | +3 | +3 | +1 |[[reactive]] 1/day, [[weapon specialization]] | 1d4 |
|4th | +4 | +4 | +4 | +1 |first [[vanguard aspect]] (aspect embodiment), [[vanguard discipline]] | 1d4 |
|5th | +5 | +4 | +4 | +1 |[[entropic attunement]] (weapon special property) | 1d6 |
|6th | +6 | +5 | +5 | +2 |[[vanguard discipline]] | 2d6 |
|7th | +7 | +5 | +5 | +2 |[[entropic attunement]] (critical), [[uncanny agility]] | 2d6 |
|8th | +8 | +6 | +6 | +2 |second [[vanguard aspect]] (second aspect insight), [[vanguard discipline]] | 2d6 |
|9th | +9 | +6 | +6 | +3 |[[reactive]] 2/day | 3d6 |
|10th | +10 | +7 | +7 | +3 |[[entropic attunement]] (reach), [[vanguard discipline]] | 3d6 |
|11th | +11 | +7 | +7 | +3 |[[flashing strikes|Flashing Strikes (vanguard)]] | 3d6 |
|12th | +12 | +8 | +8 | +4 |first [[vanguard aspect]] (aspect catalyst), [[vanguard discipline]] | 4d6 |
|13th | +13 | +8 | +8 | +4 |[[entropic attunement]] (blast) | 5d6 |
|14th | +14 | +9 | +9 | +4 |[[vanguard discipline]] | 6d6 |
|15th | +15 | +9 | +9 | +5 |[[reactive]] 3/day, [[uncanny speed]] | 7d6 |
|16th | +16 | +10 | +10 | +5 |[[entropic attunement]] (radius), [[vanguard discipline]] | 8d6 |
|17th | +17 | +10 | +10 | +5 |second [[vanguard aspect]] (second aspect embodiment) | 9d6 |
|18th | +18 | +11 | +11 | +6 |first [[vanguard aspect]] (aspect finale), [[vanguard discipline]] | 10d6 |
|19th | +19 | +11 | +11 | +6 |[[agent of change]], [[entropic attunement]] (severe wound) | 11d6 |
|20th | +20 | +12 | +12 | +6 |[[invulnerability]], [[vanguard discipline]] | 12d6 |
</div>
<div class= "table-wrapper">
| Item Level | Damage | DC |h
| 1/4 | 2d4 B | 7 |
| 1/3 | 2d4 B | 8 |
| 1/2 | 3d4 B | 9 |
| 1 | 4d4 B | 10 |
| 2 | 5d4 B | 11 |
| 3 | 5d4 B | 12 |
| 4 | 5d6 B | 13 |
| 5 | 5d8 B | 13 |
| 6 | 6d8 B | 14 |
| 7 | 6d10 B | 15 |
| 8 | 7d10 B | 16 |
| 9 | 8d10 B | 16 |
| 10 | 9d10 B | 17 |
| 11 | 10d10 B | 18 |
| 12 | 11d10 B | 19 |
| 13 | 12d10 B | 19 |
| 14 | 14d10 B | 20 |
| 15 | 15d10 B | 21 |
| 16 | 17d10 B | 22 |
| 17 | 18d10 B | 22 |
| 18 | 20d10 B | 23 |
| 19 | 23d10 B | 24 |
| 20 | 25d10 B | 25 |
| Vehicle Size | Damage | DC Modifier |h
| Diminutive | –4 dice | +8 |
| Tiny | –3 dice | +6 |
| Small | –2 dice | +4 |
| Medium | –1 die | +2 |
| Large | — | — |
| Huge | +1 die | –2 |
| Gargantuan | +2 dice | –4 |
| Colossal | +3 dice | –6 |
</div>
<div class= "table-wrapper">
|Race | Avg. Height | Avg. Weight | Age of Maturity | Maximum Age |h
|Android | 5–7 ft. | 100–200 lbs. | 0 years | [[special|Android]] |
|Human | 5–7 ft. | 100–300 lbs. | 18 years | 80+2d20 years |
|Kasatha | 6–7 ft. | 120–200 lbs. | 25 years | 100+2d20 years |
|Lashunta | 5–7 ft. | 140–180 lbs. | 20 years | 80+2d20 years |
|Shirren | 5–6 ft. | 100–150 lbs. | 5 years | 50+1d20 years |
|Vesk | 6–8 ft. | 200–300 lbs. | 16 years | 70+1d20 years |
|Ysoki | 3–4 ft. | 60–100 lbs. | 10 years | 60+1d20 years |
</div>
<div class= "table-wrapper">
|Wall Type | Typical Thickness | Break DC | Hardness | Hit Points* |h
|Concrete | 3 ft. | 45 | 15 | 540 |
|Plastic | 5 in. | 25 | 8 | 75 |
|Starship bulkhead | 5 ft. | 55 | 35 | 2,400 |
|Starship interior | 3 ft. | 45 | 30 | 1,440 |
|Steel | 3 in. | 30 | 20 | 90 |
|Unworked stone | 5 ft. | 65 | 15 | 900 |
|Wooden | 6 in. | 20 | 5 | 60 |
|* Per 10-foot-by-10-foot section. |<|<|<|<|f
</div>
<div class= "table-wrapper">
| CR | Wealth Gain (in credits) |h
| 1/3 | 150 |
| 1/2 | 230 |
| 1 | 460 |
| 2 | 775 |
| 3 | 1,100 |
| 4 | 1,400 |
| 5 | 3,100 |
| 6 | 3,900 |
| 7 | 4,600 |
| 8 | 5,400 |
| 9 | 10,000 |
| 10 | 14,700 |
| 11 | 25,000 |
| 12 | 34,000 |
| 13 | 50,000 |
| 14 | 77,000 |
| 15 | 113,000 |
| 16 | 178,000 |
| 17 | 260,000 |
| 18 | 405,000 |
| 19 | 555,000 |
| 20 | 782,000 |
</div>
<div class="table-wrapper">
|Wind Force | Wind Speed | Ranged Attack Penalty* |h
|Light | 0–10 mph | — |
|Moderate | 11–20 mph | — |
|Strong | 21–30 mph | –2 |
|Severe | 31–50 mph | –4 |
|Windstorm | 51–74 mph | –4 |
|Hurricane | 75–174 mph | –8 |
|Tornado | 175–300 mph | Impossible |
|* This applies only to nonenergy ranged weapons. Larger weapons, such as starship weapons, ignore this penalty.|<|<|f
</div>
<div class= "table-wrapper">
|Level | BAB | Fort | Ref | Will |Class Features |h
|1st | +0 | +0 | +2 | +0 |[[infinite worlds]] (1st-level spells), [[spells|Witchwarper Spells]] |
|2nd | +1 | +0 | +3 | +0 |[[paradigm shift]] |
|3rd | +2 | +1 | +3 | +1 |[[compound sight]] +1, [[weapon specialization]] |
|4th | +3 | +1 | +4 | +1 |[[infinite worlds]] (2nd-level spells) |
|5th | +3 | +1 | +4 | +1 |[[paradigm shift]] |
|6th | +4 | +2 | +5 | +2 |[[alternate outcome]] 1/day, [[compound sight]] +2 |
|7th | +5 | +2 | +5 | +2 |[[infinite worlds]] (3rd-level spells) |
|8th | +6 | +2 | +6 | +2 |[[paradigm shift]] |
|9th | +6 | +3 | +6 | +3 |[[compound sight]] +3 (two skills) |
|10th | +7 | +3 | +7 | +3 |[[infinite worlds]] (4th-level spells) |
|11th | +8 | +3 | +7 | +3 |[[paradigm shift]] |
|12th | +9 | +4 | +8 | +4 |[[alternate outcome]] 2/day, [[compound sight]] +4 |
|13th | +9 | +4 | +8 | +4 |[[infinite worlds]] (5th-level spells) |
|14th | +10 | +4 | +9 | +4 |[[paradigm shift]] |
|15th | +11 | +5 | +9 | +5 |[[compound sight]] +5 |
|16th | +12 | +5 | +10 | +5 |[[infinite worlds]] (6th-level spells) |
|17th | +12 | +5 | +10 | +5 |[[paradigm shift]] |
|18th | +13 | +6 | +11 | +6 |[[alternate outcome]] 3/day, [[compound sight]] +6 |
|19th | +14 | +6 | +11 | +6 |[[unfold existences]] |
|20th | +15 | +6 | +12 | +6 |[[paradigm shift]], [[reality stutter]] |
</div>
<div class="table-wrapper">
| d20 | Location | Save |Effect |h
| 1–10 | General | — |[[bleed]] 1d6 |
| 11–13 | Eye (sensory) | Ref |lost eye, –2 [[Perception]] |
| 14–15 | Leg (mobility) | Fort |severed limb, –10 land speed |
| 16–17 | Arm (manipulation) | Ref |severed limb, lose a hand |
| 18–19 | Vital organ | Fort |1d4 Con damage |
| 20 | Brain | Fort |[[stunned]] 1 round|
</div>
<<list-links "[tag[Tables]sort[title]]" class:index>>
<<tabs "[enlist{__________!!tabs}]" "__________" "Index Template">>
A tactical lash, or taclash as it is commonly called, is a length of nylon cord reinforced with carbon fibers. Taclashes were originally used by military organizations as a form of crowd control, and explorers and mercenaries came to appreciate the utility of the weapon. When a numbing taclash connects, a low electrical shock transmits through the lash. The shock is too mild to deal damage, but it can stun the target.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|taclash, standard | 1 | 240 | 1d4 S | — | L |[[analog]], disarm, [[nonlethal]], [[reach]], trip |
|taclash, numbing | 11 | 24,800 | 5d4 S | — | L |disarm, [[powered]] (capacity 20, usage 2), [[reach]], [[stun]], trip |
</div>
You provide succinct but effective advice when aiding allies.
''Prerequisites:'' Cha 11.
''Benefit:'' When you aid another, if the result of your check is 20 or higher, you provide an additional +1 enhancement bonus to your ally's skill check.
You can add the //tactical// fusion only to a ranged weapon. //Tactical// weapons are traditionally associated with the mercenaries of the Skyfire Legion and the close bonds they often form with one another. Such weapons typically take on decorations of crossed blades, bundles of arrows, or similar sets of weaponry. When you use a //tactical// weapon to provide covering fire or harrying fire, the bonus granted increases by 1. This ability of this fusion doesn't stack with other abilities that increase the bonuses provided by covering fire or harrying fire.
When multiple PCs participate directly in a boarding event, it's best to put the starship combat on hold at the end of the current round. Record the starships' positions and statuses (their HP, SP in each quadrant, etc.). Resolve the boarding action as a tactical encounter using a 5-foot-square grid.
''Calculating CR:'' In general, a boarding party encounter's CR is 1 less than the tier of the enemy starship (e.g. boarding or repelling invaders from a tier 9 starship is a CR 8 encounter). Increase the CR by 1 if the boarded ship's BR is at most 5 higher than the boarding attack modifier. Conversely, decrease the CR by 1 if the boarding attack modifier is at least 15 lower than the boarded ship's BR.
These values assume that only some of the PCs are participating in the encounter, with the rest remaining at their posts. If the entire party participates, consider increasing the CR by 1 or more to provide the appropriate challenge.
''PCs Attacking:'' If the PCs successfully overcome the combat challenge, they deal damage to the enemy starship as if they had succeeded at their boarding attack. If they succeed within 3 rounds (or otherwise achieve an extraordinary victory, at the GM's discretion), the PCs also incapacitate a fraction of the enemy ship's complement as though the boarding attack exceeded the BR by 5.
''PCs Defending:'' If the PCs successfully overcome the combat challenge, they treat the boarders as if they had failed the boarding attack by 5. If they succeed within 3 rounds (or otherwise achieve an extraordinary victory, at the GM's discretion), the PCs also incapacitate a fraction of the enemy's boarding party as though the boarding attack failed the BR by 10.
After resolving the encounter, resume the starship combat for one round, and if the PCs continue to engage in or defend against boarding actions, begin another tactical encounter to represent the next boarding attack, repeating as necessary.
<div class="statblock">
* ''Level'' 11; ''Price'' 84,000
* Huge air vehicle (15 ft. wide, 20 ft. long, 12 ft. high)
* ''Speed'' 30 ft., full 750 ft., 85 mph (fly and hover)
* ''EAC'' 24; ''KAC'' 25; ''Cover'' total cover
* ''HP'' 180 (90); ''Hardness'' 11
* ''Attack (Collision)'' 11d10 B (DC 16)
* ''Attack'' tactical [[autobeam artillery]] (2d8 F; critical [[burn]] 1d8)
* ''Modifiers'' –1 [[Piloting]], –2 attack (–5 at full speed)
* ''Systems'' autopilot ([[Piloting]] +20), enhanced sensors ([[darkvision]] 1 mile), expansion bay, microthrusters (fly), orbital boosters, planetary comm unit, vacuum shields
* ''Complement'' 2; ''Passengers'' 12
</div>
As this dropship reaches high-altitude flight, its anhedral wings and antigrav rotors fold away to reduce drag while a single booster propels it to orbit.
Tactical movement is used for round-by-round combat and is typically tracked using a battle map with a grid of 1-inch squares and miniatures representing all combatants. Characters generally don't walk during combat, for obvious reasons; they hustle or run instead. When you move your speed and take another action, you are hustling for about half the round and doing something else the other half.
!! Measuring Distance
As a general rule, distance during tactical combat is measured assuming that 1 square equals 5 feet.
!!! Diagonals
When measuring distance, count the first diagonal as 1 square, the second as 2 squares, the third as 1, the fourth as 2, and so on. You can't move diagonally past a hard corner (such as the corner of a building or starship or the side of a doorframe), but you can move diagonally past a creature (even an opponent) or less rigid objects, such as plant life.
!!! Closest Creature
Sometimes it's important to determine the closest square or creature to a location. If two squares or creatures are equally close, the creature taking the action that requires the closest square be determined decides which square counts as closest.
!! Moving Through Occupied Squares
You may be able to move through an occupied square without difficulty in certain circumstances, with different effects based on the creature in a given square, as noted below.
!!! Ally
Unless you are charging, you can move through a square occupied by an ally or a friendly character. When you do so, that creature doesn't provide you with cover.
!!! Opponent
You can't normally move through a square that is occupied by an opponent, but you can move through a square that is occupied by a [[helpless]] opponent without penalty. Some creatures, particularly very large ones, present an obstacle even when helpless; in such cases, each such square you move through counts as 2 squares. It is also possible to use the [[tumble]] task of the [[Acrobatics]] skill to move through a square occupied by an opponent. Some creatures break these rules. A creature that completely fills the squares it occupies (such as a 5-foot-cube robot) cannot be moved past, even with the Acrobatics skill or similar abilities.
!!! Ending Your Movement
You can't end your movement in the same square as another creature unless that creature is helpless.
!! Terrain And Obstacles
From cargo crates and wrecked vehicles to vines and rocky rubble, many terrain features affect your movement.
!!! Difficult Terrain
{{Difficult Terrain}}
!!! Squeezing
{{Squeezing}}
!! Special Movement Rules
These rules cover special movement situations.
!!! Ending Movement In An Illegal Space
Sometimes you may need to end your movement while moving through a space where you're not allowed to stop. When that happens, you stop in the last legal position you occupied.
!!! Double Movement Cost
When your movement is hampered in some way, your movement usually costs double the normal amount. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).
If a movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule regarding multiplying values.
!!! Minimum Movement
Despite whatever penalties to your speed you might have, as long as you can move at all you can take a full action to move 5 feet (1 square) in any direction, even diagonally. This rule doesn't allow you to move through impassable terrain or to move when all movement is prohibited. Such movement provokes attacks of opportunity as normal (despite the distance covered, this move isn't a guarded step).
You have achieved total battlefield control with your glimpses into the future. You can use a [[paradox]] as a swift action to not provoke attacks of opportunity from movement until the end of your next turn. When you use this ability, you can use an additional paradox to grant this benefit to an ally within 60 feet. You must know the [[tactical timing]] temporal anomaly to learn this temporal anomaly.
These fashionable heels can be purchased in any color and style, varying from steel-toed combat boots to stiletto clubwear. Hidden compartments in the heels allow the wearer to snap a battery into place and power the pumps’ magnetizing ability.
While wearing tactical pumps, you gain a +2 circumstance bonus to [[Acrobatics]] checks and a +4 circumstance bonus to your KAC against [[bull rush]] and [[trip|Trip (combat maneuver)]] combat maneuvers. Once per day as a move action, you can activate a magnetizing mechanism, allowing you to walk on and adhere to metal surfaces regardless of gravity. Releasing the mechanism is a swift action, immediately ending the magnetizing effect.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|tactical pumps | 2 | 840 | 1 | 20 | 1/minute |
</div>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Tactical Rules' sort:'!tag[Vehicle Actions]!tag[Mech Actions]'>>
</div>
As a full action, you can attach a small armor, longarm, heavy weapon, or sniper weapon to this counterweighted mechanical weapon support. Removing a weapon from it is also a full action. As a move action, you can activate the scaffold, bringing the weapon to your hand or hands. You can activate the scaffold as part of a move action to move, but [[Quick Draw]] and other abilities that allow you to draw weapons faster than normal don't affect the time required to activate it. You can't wield a weapon mounted to the scaffold without it being activated.
When activated, the scaffold tracks your motions and provides support for the weapon attached to it, allowing you to wield two-handed weapons using only one hand. If you wield a heavy weapon with two hands while using the scaffold, treat your Strength score as 2 higher for the purpose of meeting the minimum Strength score for using heavy weapons. If you wield a sniper weapon with two hands while using the scaffold you can use its aimed range increment without taking a move action to aim. If you drop the weapon (or it is successfully disarmed), the scaffold automatically folds away and stows the weapon for later use.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|tactical scaffold | 6 | 4,450 | 2 | heavy | 2 |
</div>
A tactical shield is a small, mobile defensive plate you carry on one limb and can maneuver to intercept attacks against you. A hand wielding a tactical shield can still hold another object and be used to reload weapons, but it cannot wield weapons or other shields. You can use a tactical shield to make unarmed attacks that do not count as archaic.
When you wield a basic tactical shield, as a move action you can align the shield to grant you greater protection against one opponent you are observing, which grants you a +1 shield bonus to AC against attacks from that opponent until the beginning of your next turn. The field and advanced tactical shields grant you a +1 shield bonus to AC when wielded, though this does not increase when aligned against a target. The elite tactical shield increases the shield bonus when aligned against a target to +2, and the paragon tactical shield increases this to +3.
|Shield | Level | Price | Shield<br/>Bonus | Max Dex | ACP | Bulk | Upgrades |h
|tactical shield, basic | 1 | 250 | +0/+1 | — | — | 1 | 0 |
|tactical shield, field | 5 | 2,500 | +1/+1 | — | — | 1 | 1 |
|tactical shield, advanced | 10 | 17,250 | +1/+1 | — | — | 1 | 1 |
|tactical shield, elite | 15 | 100,000 | +1/+2 | — | — | 1 | 1 |
|tactical shield, paragon | 20 | 800,000 | +1/+3 | — | — | 1 | 1 |
You analyze the battlefield and pick out the precise moments your enemies will be least prepared to strike. As a move action, you can use a [[paradox]] to grant yourself and all allies within 30 feet a +2 insight bonus to AC against attacks of opportunity for 1d4 rounds. At 6th level, you can use this ability as a swift action.
<div class="statblock">
* ''Level'' 11; ''Price'' 79,500
* Huge land, tunneling, and water vehicle (10 ft. wide, 20 ft. long, 10 ft. high)
* ''Speed'' 40 ft., full 550 ft., 65 mph (hover); 40 ft., full 120 ft., 13 mph (burrow through stone)
* ''EAC'' 24; ''KAC'' 25; ''Cover'' total cover
* ''HP'' 170 (85); ''Hardness'' 12
* ''Attack (Collision)'' 11d10 B (DC 16); ignores 10 points of hardness
* ''Modifiers'' +0 [[Piloting]], –3 attack (–5 at full speed)
* ''Systems'' autopilot (Piloting +20), enhanced sensors ([[darkvision]] 500 ft., [[sense through]] [vision, stone only] 60 ft.), expansion bay, system-wide [[comm unit]]
* ''Complement'' 2; ''Passengers'' 3
</div>
This massive drill can punch through stone at high speeds and is often used to aid in the construction of large, underground complexes.
<div class="statblock">
* ''Level'' 7; ''Price'' 20,900
* Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
* ''Speed'' 35 ft., full 420 ft., 48 mph
* ''EAC'' 19; ''KAC'' 21; ''Cover'' improved cover
* ''HP'' 105 (52); ''Hardness'' 10
* ''Attack (Collision)'' 7d10 B (DC 13)
* ''Attack'' tactical reaction cannon (2d10 P)
* ''Modifiers'' +0 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +14), enhanced sensors ([[darkvision]] 120 ft.), planetary [[comm unit]]
* ''Passengers'' 3
</div>
Used by planetary military forces, this two-legged walker has advanced digital stabilizers that ensure balance.
//Tactokinesis gloves// use an array of magical and magnetic sensors to extend and amplify the wearer's sense of touch. They were first developed in the Diaspora to allow miners to locate veins of metal by touch through the material of their space suits. It soon found applications for thieves and explorers alike. Using the gloves, you can perceive and manipulate objects close at hand without actually touching them, and you can even sense details hidden just below the surface.
While wearing a pair of tactokinesis gloves, you can use the [[Perception]] and [[Physical Science]] skills to examine a metal or technological construct or object within your reach, whether or not you can perceive the object with other senses. In addition, the gloves provide a +2 circumstance bonus to [[Engineering]] checks to assess stability or disable a device, and they count as necessary tools for such purposes. You can attempt such checks without directly touching the target, as well as use similar abilities that manipulate technology by touch, such as the [[overload]] mechanic class feature. In a zero-gravity environment, you can use the limited telekinesis provided by the gloves to pick up and move objects of up to 1 bulk without actually touching them. As a standard action, you can use the gloves to deliver a disruptive pulse to an android, drone, robot, or creature with the technological subtype. If the creature fails a Will saving throw (DC = 13 + your Dexterity modifier), it is [[dazed]] for 1 round. Once a creature has attempted a saving throw against this ability (regardless of the result), it is immune to this ability for 24 hours.
The range of this telekinesis is limited to your reach, as you must be almost touching the target to manipulate it. [[Tactokinesis gloves]] do not function through a force field.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//tactokinesis gloves// | 6 | 4,450 | L |
</div>
Commissioned by Castrovellian game wardens and adopted by bounty hunters, tagtech rifles are designed to sedate distant fauna while illuminating their bodies to ensure the helpless creatures don't disappear into the foliage. A nonlethal setting encapsulates darts in a kinetic buffer that dissipates much of their force while still allowing the weapon to deliver injections.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|tagtech rifle, dazzler | 1 | 400 | 1d8 P | 60 ft. | [[injection DC +2]] | 1 dart | 1 | 1 |[[aurora]], [[injection]], [[sniper]] (250 ft.), [[stun|Stun (weapon property)]], [[unwieldy]] |
|tagtech rifle, vivifier | 5 | 3,180 | 2d6 P | 60 ft. | [[injection DC +2]] | 3 darts | 1 | 1 |[[aurora]], [[injection]], [[sniper]] (250 ft.), [[stun|Stun (weapon property)]], [[unwieldy]] |
|tagtech rifle, coruscator | 11 | 25,750 | 5d6 P | 60 ft. | [[injection DC +2]] | 5 darts | 1 | 1 |[[aurora]], [[injection]], [[sniper]] (500 ft.), [[stun|Stun (weapon property)]], [[unwieldy]] |
|tagtech rifle, nova | 17 | 265,000 | 11d6 P | 60 ft. | [[injection DC +2]] | 5 darts | 1 | 1 |[[aurora]], [[injection]], [[sniper]] (500 ft.), [[stun|Stun (weapon property)]], [[unwieldy]] |
</div>
If you have a tail (or similar taillike appendage), you can wear a weapon with the tail weapon special property on your tail, rather than wield it in your hand. Attaching or removing a tail weapon is a full action, and once it's installed, you wield the weapon without using your hands.
Developed by ysoki on Akiton, this slender, lightweight blade has a series of bands that attach the blade to a tail or similar anatomy. Although using a tailblade doesn't allow you to make additional attacks, it can free up your hands without leaving you unarmed.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|tailblade | 4 | 2,300 | 1d4 S | — | L |[[analog]], [[operative]], [[tail]] |
</div>
You can modify a //[[healing serum]]// to synergize with your target's genetic code.
''Prerequisites:'' [[Life Science]] 5 ranks.
''Benefit:'' With 1 minute of work, you can modify a //[[healing serum]]// so that when it's consumed by or administered to a specific creature, it restores a number of additional Hit Points equal to the serum's item level. You can modify a number of serums this way each day equal to your Intelligence modifier. These modifications expire after 24 hours, returning the serum to its normal function.
You can urge your companions to avoid killing blows at the last second. To use this ability, you must be within 60 feet of both an ally and your ally's target, the latter which must have taken damage from a nonlethal attack within the last minute. If your ally would reduce the target to 0 HP—and the attack doesn't deal damage that equals or exceeds half the target's maximum Hit Points—then, as a reaction, you can have the target merely fall unconscious from the attack as though the attack had dealt nonlethal damage.
This is a language-dependent, sense-dependent effect.
Most of the time, you attempt skill checks while under pressure or during times of great stress. Other times, the situation is more favorable, making success more certain.
When you are not in immediate danger or distracted, the GM might allow you to take 10 on a skill check. When you take 10, you don't roll a d20, but rather assume that you rolled a 10 on that die, then add the relevant skill modifiers. For many routine tasks, or for tasks you are particularly skilled at, taking 10 ensures success. If you still fail when taking 10, you might require more time and energy to succeed at that task (see [[Take 20]]).
Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. Also, you can't take 10 when the GM rules that a situation is too hectic or that you are distracted, and taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure's story.
When you have plenty of time to devote to a skill's task and that task has no adverse effect upon failure, the GM might rule that you can take 20 on that skill check. This is similar to taking 10, but instead of assuming your roll was a 10, you assume it's a 20.
Taking 20 means you are making multiple attempts at the task until you get it right. It also assumes that you are failing many times before you succeed. Taking 20 typically takes 20 times as long as attempting a single check would take (usually 2 minutes for a skill that takes a standard action to perform)
You can take control of an [[uncontrolled]] vehicle as a move action.
Not only are you ready to risk yourself to protect others—your sacrifice also inspires your companion. You gain [[Bodyguard]] as a bonus feat. If you already have Bodyguard, you instead gain [[In Harm's Way]] as a bonus feat. If you use In Harm’s Way to intercept an attack that then reduces you to 0 Hit Points, you grant the attack’s original target a +1 morale bonus to AC, attack rolls, saving throws, and skill checks, as well as a number of temporary Hit Points equal to your envoy level + your Charisma modifier. These benefits last for a number of rounds equal to your Charisma modifier or until you regain consciousness, whichever happens first.
You can retrieve items quickly from the body of a companion who's unable to act.
''Benefit:'' If you're adjacent to an ally who's unable to act, you can retrieve a held or openly carried item from their body as a swift action.
The most common way that your character gets hurt is to take damage and lose Stamina Points or Hit Points.
!! Stamina Points
Stamina Points represent the ability to turn a serious blow into a less serious one or to shrug off some attacks through sheer toughness. They act as a buffer that absorbs damage before it starts to deplete your Hit Points. When you take damage, you lose Stamina Points first, then you subtract any leftover damage from your Hit Points. If a creature doesn't have Stamina Points, damage is subtracted directly from its Hit Points.
!! Hit Points
Hit Points measure your ability to take physical punishment and keep going. Running out of Hit Points can be deadly.
!!! Effects of Hit Point Damage
Damage doesn't affect you until your current Hit Points reach 0. If you take damage to your Hit Points equal to or greater than the Hit Points you have remaining, you are reduced to 0 HP, and you're knocked unconscious and [[dying]]. It doesn't matter how many Stamina Points you later regain if you're out of Hit Points. You can't be reduced to fewer than 0 HP (however, see Massive Damage below).
When an effect describes Hit Point damage or a loss of Hit Points, that value is subtracted directly from a character's Hit Points and does not affect their Stamina Points.
!! Massive Damage
If you take damage from a single attack that reduces you to 0 HP and there is damage remaining, you die instantly if the remaining damage is equal to or greater than your maximum Hit Points. If you take damage from a single attack equal to or greater than your maximum Hit Points while you have 0 current HP, you die.
A talon is a stylized weapon with a fitted grip and a curved, serrated blade. It can be used as a slashing weapon without activating the battery. When powered, the talon converts energy into acid that can melt through certain types of armor (though the weapon always targets a foe's KAC). Shirrens favor talons, and some consider them to be holy weapons of Hylax, referring to them as the queen's talons. Increasingly advanced models of the weapon are often named after roles of some hive-dwelling species, beginning with drone, and advancing through warrior, knight, queen, and god.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|talon, drone | 4 | 2,400 | 1d6 A or S | [[corrode]] 1d6 | L |[[modal]], [[powered]] (capacity 20, usage 1) |
|talon, warrior | 8 | 10,500 | 2d6 A or S | [[corrode]] 1d6 | L |[[modal]], [[powered]] (capacity 20, usage 1) |
|talon, knight | 12 | 39,100 | 4d6 A or S | [[corrode]] 2d6 | L |[[modal]], [[powered]] (capacity 20, usage 1) |
|talon, queen | 16 | 195,000 | 8d6 A or S | [[corrode]] 3d6 | L |[[modal]], [[powered]] (capacity 40, usage 2) |
|talon, god | 20 | 925,000 | 8d12 A or S | [[corrode]] 4d6 | L |[[modal]], [[powered]] (capacity 40, usage 2) |
</div>
You can work in concert with an ally to perform maneuvers in combat.
''Prerequisites:'' Base attack bonus +6, [[Improved Combat Maneuver]] (any).
''Benefit:'' After you attempt a combat maneuver against an enemy that's also threatened by an ally, you can take a [[guarded step]] as a reaction.
''Teamwork Benefit:'' If an ally who also has this feat threatens the enemy you're attempting the combat maneuver against, you can roll twice on the attack and take the better result.
This armor upgrade is purchased as a set of two, each of which is installed in a different suit of armor. A creature wearing armor equipped with a //tandem translocator// can
touch another creature also wearing such armor and take a standard action to attune the two creatures to each other. A //tandem translocator// can be attuned to only one other //tandem translocator// at a time. Once attuned, the two creatures become quantum entangled and can swap places with each other over vast distances. Twice per day, a creature wearing armor with this upgrade can take a standard action to activate the translocator and attempt to swap positions with the another creature to whom they are attuned; this other creature must take a reaction to allow this swap to occur. If the swap does occur, the two creatures exchange places. //Tandem translocators// work across any distance, but if the attuned creatures don't have line of sight with each other, the creature who activated the translocator must spend a Resolve Point. Tandem translocators don't work across planes, including the Drift; attempts to translocate across planar barriers simply fail.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//tandem translocator// | 151,000 | 16 | 1 | light, heavy | L |
</div>
This armor upgrade is purchased as a set of two, each of which is installed in a different suit of armor. A creature wearing armor equipped with //tandem vitality// can touch another creature also wearing armor with the same upgrade and take a standard action to attune the two creatures to each other. A //tandem vitality// upgrade can be attuned to only one other //tandem vitality// upgrade at a time. Once attuned, the two creatures become quantum entangled and can exchange their life force over vast distances. Once per day, a creature wearing armor with this upgrade can take a standard action to activate it, choose to take any amount of damage that doesn't reduce the creature to 0 Hit Points, and then become [[staggered]] for 1 round. The creature to which they are attuned gains temporary Hit Points equal to half the damage taken.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//tandem vitality// | 216,000 | 17 | 1 | any | L |
</div>
A brown seed 2 inches long, a //tangleburst seed// has an inch of green root protruding from one end. Extremists among the Xenowardens smuggle these seeds all across the galaxy. Despite the seeds' function, they're not technological, so they don't usually show up on scanners looking for weapons or dangerous devices.
As a move action, you can squeeze the seed to activate it and hold it or drop it in a square within your reach. Alternatively, as a standard action, you can squeeze and throw the seed (range increment 20 feet) as a ranged attack targeting a square (AC 5). At the end of the turn in which you activate the seed, it erupts into thick vines in the square it's in, as well as all squares within 10 feet of the first. This area becomes difficult terrain.
A creature caught in the vines must succeed at a Reflex saving throw (DC = 14 + your key ability score modifier) or become [[entangled]]. An entangled creature can escape as a move
action with a successful [[Acrobatics]] check or Strength check at the same DC.
The vines last and renew themselves for 5 rounds; if the seed lands on a surface made of a material in which plants can't normally grow, the vines last for only 2 rounds. When the duration ends, the seed and vines wither and turn to dust.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//tangleburst seed// | 4 | 675 | L |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium aberration
* ''Init'' +4; ''Senses'' [[blindsight]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +5; ''Will'' +4
* ''Defensive Abilities'' [[unflankable]]
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' tentacle +11 (1d6+5 B plus [[grab]]; critical [[bind]] ) or swing +11 (1d4+5 B)
* ''Space'' 5 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' sticky (DC 30)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' –4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +8, [[Stealth]] +13, [[Survival]] +8
!!! ECOLOGY
* ''Environment'' any (underground)
* ''Organization'' solitary, pair, or skein (3–6)
!!! SPECIAL ABILITIES
''Sticky ([[Ex]])'' A tangler's tentacles are extremely sticky. The DC to escape from a tangler's grapple or pin is equal to its KAC + 14 (DC 30 for most tanglers).
''Swing ([[Ex]])'' As a standard action, a tangler can swing a Medium-sized or smaller opponent that it has grappled into another opponent within 10 feet. The tangler makes a melee attack against the second opponent's KAC; if it hits, it deals the listed damage to both opponents.
</div>
A tangler's anatomy consists almost solely of a mass of tentacles. These many arms excrete a powerful natural adhesive that allow it to swing from stalactite to stalactite in the underground caverns in which it dwells. Fast moving and quiet, a tangler ambushes its prey from above, grabbing it with flailing tentacles and sometimes even bashing one opponent with the still-living body of another. Once it has a pulverized a victim to death, a tangler envelops the corpse. Chemosynthetic bacteria in its adhesive slowly digest any organic material and convert it into nutrients that the tangler absorbs. This process takes hours and leaves nothing but metals, plastics, and other inorganic material behind.
Even though a tangler's many tentacles join at a single point in the creature's center, some xenobiologists argue that a tangler isn't a single organism and that each tentacle is its own entity operating as a gestalt intelligence. Given that a tangler reacts to stimuli with incredible reflexes, such a theory has been difficult to prove. In addition, capturing a live tangler has proven challenging for most research teams.
However, those who have gotten a chance to study a tangler note that its natural adhesive could have incredible commercial uses. The possible applications range from simple industrial glue to a replacement for the prosthetic adhesive found in most disguise kits to integration into certain biotech augmentations. It could take months, if not years, of testing to see whether or not it causes allergic reactions to various types of skin before "tangler glue" becomes commonplace throughout the galaxy.
These heavily armored vehicles resist damage, maneuver ponderously, and are rarely available to civilians, though an adventurer with the right connections (legal or not) can certainly procure one.
* ''Passengers:'' 1
* ''Adjustments:'' Increase price by 35%, decrease speed by 5 feet, increase KAC and EAC by 2, increase [[hardness]] by 20%
* ''Cover:'' Total cover
* ''Speed (Full):'' speed × 10
* ''Modifiers:'' –1 Piloting, –2 attack (–4 at full speed)
<div class= "statblock">
* ''Size'' Large
* ''Maneuverability'' clumsy (–2 [[Piloting]], turn 4)
* ''HP'' 100 (increment 15); ''DT'' —; CT ''20''
* ''Mounts'' forward arc (1 heavy), turret (2 light)
* ''Expansion Bays'' 2
* ''Minimum Crew'' 4; ''Maximum Crew'' 10
* ''Cost'' 20
</div>
<div class="statblock">
* ''CR'' 16; ''XP'' 76,800
* NE Medium magical beast
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft; [[low-light vision]]; ''Perception'' +28
!!! DEFENSE
* ''HP'' 280
* ''EAC'' 30; ''KAC'' 31
* ''Fort'' +16; ''Ref'' +16; ''Will'' +19
* ''Defensive Abilities'' //[[nondetection]]//, [[void adaptation]]; ''Immunities'' cold; ''Resistances'' electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Su]], perfect), //[[spider climb]]//
* ''Melee'' bite +28 (6d8+26 P plus [[grab]] and tapestry toxin) or monomolecular claw +28 (6d8+26 S plus [[grab]])
* ''Ranged'' venom spit +26 (tapestry toxin)
* ''Spell-Like Abilities'' (CL 16th)
** 3/day—//[[dimension door]]//
** Constant—//[[nondetection]]// (self only)
!!! STATISTICS
''Str'' +10; ''Dex'' +7; ''Con'' +4; ''Int'' +5; ''Wis'' +2; ''Cha'' +0
''Skills'' [[Acrobatics]] +33, [[Athletics]] +28 (+36 when climbing or flying), [[Engineering]] +33, [[Piloting]] +28, [[Stealth]] +33
''Languages'' Aklo, Common (can't speak any language); [[telepathy]] 100 ft.
''Other Abilities'' [[compression]], implant, [[spaceflight]]
!!! ECOLOGY
''Environment'' any
''Organization'' solitary, pair, or infestation (3–5)
!!! SPECIAL ABILITIES
''Implant ([[Ex]])'' As a full action, a tapestry moth can implant one of its eggs into an adjacent helpless or paralyzed living creature that does not already have an egg implanted. The target takes 32 nonlethal piercing damage and is exposed to tapestry moth gestation, a deadly disease.
''Monomolecular Claws ([[Su]])'' A tapestry moth's claws ignore 10 points of hardness.
''Venom Spit ([[Ex]])'' This ranged attack targets EAC and has a range of 30 feet. On a hit, the target is exposed to tapestry toxin.
!!! Tapestry Toxin
* ''Type'' poison (injury and contact)
* ''Save'' Fortitude DC 24
* ''Track'' [[Dexterity |Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Sluggish—Stiffened—Staggered—Immobile//; no end state
* ''Cure'' 2 saves
!!! Tapestry Moth Gestation
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 24
* ''Track'' physical (special)
* ''Frequency'' 1/day
* ''Effect'' no latent state; the victim dies on the fifth day as a miniature tapestry moth cuts itself free of its body
* ''Cure'' surgically extract egg with a [[Medicine]] check (DC 24) that takes 1 hour and requires a [[medical lab]]; subject takes 1d4 Constitution damage on each attempt
</div>
The tapestry moth is an interstellar nightmare whose existence has only been recently confirmed. They approach starships in space and //[[dimension door]]// onto the starship's
hull, bypassing starship shields or other defenses. Able to squeeze into openings only inches wide, they skitter to cargo bay doors, air locks, or other ports and access panels. Once inside, tapestry moths systematically slaughter the crew of these starships, ambushing their prey one by one or in small numbers and hiding the bodies, or stowing away to slip past a space station's defenses. No matter the strategy, these acts of mayhem aren't random, but rather the purposeful acts of bioengineered living weapons of unknown origin.
Some effects have a target or targets. You use these effects on creatures or objects, as defined by the effect itself. You must have line of effect to the target or targets of an effect you wish to use, and you must specifically choose the target or targets. If the effect takes a certain amount of time to activate (such as the casting time of a spell), you do not have to select your target or targets until you finish activating the effect.
For example, if you decide to cast a spell that would affect multiple creatures, you need not choose exactly which creatures it affects until you are done casting it and the spell is about to go into effect. This allows you to avoid casting spells or imposing effects on creatures that might have been taken out of a fight or otherwise incapacitated in the interim between your decision to cast a spell and when you've finished casting it and it's ready to take effect.
Some effects restrict which targets can be selected. If an effect targets living creatures, it affects all creatures other than constructs and undead—in other words, biological or technobiological creatures that are alive. (Artificially created beings that are not undead or constructs are considered living for this purpose.) If an effect targets willing or unconscious targets, it affects only those creatures who wish to be affected by it. A creature can declare itself a willing target at any time (even if it's flat-footed or it isn't that creature's turn); this does not use up an action and simply requires, for example, a player to inform another player that his character is a willing target. Other effects allow you to target other categories of creatures or items, such as effects that can specifically target a construct, corpse, or object.
Some effects allow you to redirect the effect to new targets or areas after you activate it. Redirecting an effect is a move action that does not provoke attacks of opportunity.
!! Effects With Attack Roll
Some targeted effects require an attack roll to hit their target. These effects can score critical hits just as weapons can, and when they do, they deal double damage on a critical hit.
If a targeted effect that requires an attack roll lists a duration, it refers to how long the effect lasts on the target (if the attack roll is successful), not how long you have to make an attack.
You take advantage of a foe's slipup.
''Prerequisites:'' Base attack bonus +6.
''Benefit:'' As a reaction, when an opponent within 30 feet of you provokes an attack of opportunity from an ally, you can make a single ranged attack against that opponent. If you hit, you deal minimum damage. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.
''Teamwork Benefit:'' If the ally who took the attack of opportunity against the opponent also has this feat, you can deal normal damage with your successful ranged attack reaction.
You can use your starship's sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a [[Computers]] check, applying any modifiers from the starship's sensors. The DC equals 5 + 1-1/2 the tier of the enemy starship + its bonus from [[defensive countermeasures]]. If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship's sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
''Critical:'' Your sensors keep a continuous lock on the enemy starship. The effects of target system last until the start of the next round.
If you have at least 6 ranks in [[Acrobatics]] or [[Athletics]], you can assist one specific gunner making an attack by inputting secondary sensor information, bypassing safety protocols, and even monitoring and adjusting power fluctuations in a ship's weapon system to make the ship's physical weapons more accurate. You must spend 1 Resolve Point and attempt either an Acrobatics or Athletics check (DC = 20 + 1-1/2 × your starship's tier). One gunner can then take the [[fire at will]] or [[broadside]] action without the associated penalty to gunnery checks (normally –4 for fire at will and –2 for broadside). If you fail the check by 10 or more, that gunner instead takes a –2 penalty to attack rolls they make this round. This action can be taken more than once per round, but only once per gunner acting in that round.
''Critical:'' You're able to provide targeting information to all gunners about one specific ship. Choose an enemy starship; all gunners on your starship gain the benefits of the targeting aid crew action for attacks targeting that starship.
Whether you compare an attack roll to the target's Energy Armor Class (EAC) or Kinetic Armor Class (KAC) depends on the type of damage the weapon deals. In rare cases, a weapon's damage type can be magically altered with weapon fusions, but this never changes whether a weapon targets EAC or KAC.
If the weapon deals only energy damage, the attack targets EAC. Energy damage generally includes acid, cold, electricity, fire, and sonic damage, though it also potentially includes magical or exotic untyped energies.
If the weapon deals only kinetic damage, or if it deals both energy and kinetic damage, the attack targets KAC. Kinetic damage generally comes from attacks that deal bludgeoning, piercing, or slashing damage, as well as damage from crushing, constriction, or the impact from falling.
This targeting computer helps you compensate for poor visibility conditions. Ignore concealment on attacks you make. This doesn't have any effect against targets with total concealment.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|targeting computer | 4 | 2,250 | 1 | any | — |
</div>
This //gimmick// helps direct the channeled spell, enhancing its accuracy. Make your attacks with the channeled spell as if your base attack bonus from the associated spellcasting class were equal to your levels in that class (such as a 5th-level technomancer treating their BAB from technomancer levels as +5 rather than +3 for a channeled technomancer spell). The maximum level spell a //targeting gimmick// can modify is based on its model.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Maximum Spell Level |h
|//targeting gimmick//, apprentice | 4 | 2,100 | L | 2nd |
|//targeting gimmick//, expert | 10 | 18,500 | L | 4th |
|//targeting gimmick//, master | 16 | 172,000 | L | 6th |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium magical beast
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +7; ''Will'' +2
* ''Resistances'' fire 5
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +9 (1d6+5 P)
* ''Ranged'' muzzle beam +12 (1d4+3 F; critical [[burn]] 1d4)
* ''Offensive Abilities'' bristle flash
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +1; ''Int'' +0; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +8 (+16 to climb), [[Stealth]] +13
!!! ECOLOGY
* ''Environment'' any forests or marshes (Castrovel)
* ''Organization'' pack (3–8)
!!! SPECIAL ABILITIES
''Bristle Flash ([[Ex]])'' Once per day as a standard action, a tashtari can cause its filaments to glow with intense light. Each creature within 60 feet must succeed at a DC 12 Fortitude save or be [[dazzled]] for 1d4 rounds. This ability has no effect on [[sightless]] creatures. Tashtaris and tashtari alphas are immune to the effects of this ability.
''Muzzle Beam ([[Ex]])'' As an attack, a tashtari can unleash a focused ray of light from its mouth that can burn a target like the beam of a laser pistol. This ray has a range increment of 80 feet.
</div>
<<section 'Tashtari Alpha'>>
The first glimpse most observers have of a tashtari pack is a far-off twinkling of lights, which is easily mistaken for swamp gas or the glint of moonlight. Produced by the coat of supple filaments that cover a tashtari's body, these phosphorescent lights facilitate communication, allowing tashtari packs to silently coordinate while searching for prey and setting up ambushes. Tashtaris also use this luminescence for social interactions. Tashtaris evolved their tactics and laser attacks to hunt the small, quick-moving mammals of their native habitat on Castrovel, but these predators are not shy about taking down larger prey if circumstances are in their favor.
A pack of tashtaris consists of a dominant mating pair, their offspring, and close relatives. Juvenile tashtaris leave the pack soon after reaching maturity to seek mates from unrelated groups and found new packs.
Tashtaris are nocturnal. During the day, they use the flexible claws on their trio of multijointed legs to scramble to the sunlit tops of tall trees in their habitat. They spend much of the day basking, with their photoreceptive filaments raised to maximize sunlight absorption. This basking behavior, more common in cold-blooded creatures, offsets the tremendous caloric demands of the tashtari's muzzle laser. Instead of using bioluminescence, the tashtari stores solar energy gathered by its filaments in a photoenergetic node at its throat. When attacking, the tashtari uses a flexible focusing membrane to concentrate energy into a coherent, deadly beam.
Sentient species of Castrovel refer to these beasts as tashtaris, but offworlders have nicknamed the creatures "laser wolves," based on their hunting behavior and unique physiology. Attempts to domesticate tashtaris have spread the creatures to far-flung parts of the galaxy, but trainers must closely monitor the creatures' intake of solar radiation. Tashtaris transplanted to systems with stronger solar output can become dangerously aggressive.
!! Tashtari Biotech
Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to duplicate through synthetic means. Cessation of hostilities between the formians and lashuntas has allowed a recent surge in the regulated trade of biotech that incorporates tashtari tissue. Explorers and scouts equip themselves with focusing membranes or filament mesh, and many people throughout the Pact Worlds use photoenergetic nodes for practical and cosmetic purposes.
<<section 'Filament Mesh' head:'h3' >>
<<section 'Focusing Membrane' head:'h3' >>
<<section 'Photoenergetic Node' head:'h3' >>
!! Tashtari Companions
{{Tashtari (creature companion)}}
<div class="statblock">
* ''Levels'' 4–20
* Medium magical beast
* ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Resistances'' fire 5
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee Attack'' bite (P)
* ''Ranged Attack'' muzzle beam (F; critical [[burn]] 1d4)
* ''Space'' 5 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Str
!!! SPECIAL ABILITIES
''Diverting Coat ([[Ex]])'' If your tashtari companion is within 30 feet of you at the beginning of your turn, you can attempt a new saving throw against any [[fascination]] effects currently affecting you without taking an action. If the new saving throw is successful, the fascination effect ends. This has no effect on abilities that do not allow saving throws.
''Muzzle Beam (Ex, 7th level)'' Every 1d4 rounds, a tashtari can unleash a focused ray of light as a ranged attack that targets EAC. This ray has a range increment of 80 feet and the [[burn]] critical hit effect.
</div>
Nicknamed "laser wolves," [[tashtaris]] are covered in a twinkling phosphorescent coat that they can use to communicate and power their muzzle beams. Domesticated tashtaris are less dangerous than their wild counterparts, but they can still be potent threats on the battlefield.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Medium magical beast
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +11; ''Will'' +6
* ''Resistances'' fire 5
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +15 (2d6+11 P)
* ''Ranged'' muzzle beam +18 (2d6+7 F; critical [[burn]] 1d6)
* ''Offensive Abilities'' bristle nova
!!! STATISTICS
* ''Str'' +4; ''Dex'' +5; ''Con'' +2; ''Int'' +1; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +14, [[Athletics]] +14 (+22 to climb), [[Stealth]] +19
!!! ECOLOGY
* ''Environment'' any forests or marshes (Castrovel)
* ''Organization'' pack (2 plus 3–8 tashtaris)
!!! SPECIAL ABILITIES
''Bristle Nova ([[Ex]])'' Once per day as a standard action, a tashtari alpha can cause its filaments to flare with intense light. Each creature within 60 feet must succeed at a DC 15 Fortitude save or be [[blinded]] for 1d4 rounds. Creatures that succeed at this save are instead [[dazzled]] for 1 round. This ability has no effect on [[sightless]] creatures. Tashtaris and tashtari alphas are immune to the effects of this ability.
''Muzzle Beam ([[Ex]])'' As an attack, a tashtari alpha can unleash a focused ray of light from its mouth that can burn a target like the beam of a laser rifle. This ray has a range increment of 120 feet.
</div>
Popular among the Xun of the Golden League, a //tattoo// weapon can be hidden in the form of a tattoo on your body. If you already have tattoos, the weapon matches them in size and style when in tattoo form. When not in tattoo form, the weapon has images similar to its last tattoo form worked along its length as colorful decorations.
//[[Detect magic]]// and similar spells do not reveal the magical natural of a tattoo weapon in its tattoo form, though //[[true seeing]]// does, and with a close examination a successful [[Mysticism]] check (DC = 15 + half the weapon's item level) reveals that the tattoo is magical. A successful //[[dispel magic]]// spell targeting the tattoo causes the weapon to appear and fall at your feet. The weapon's bulk does not impair you while in tattoo form, and you can hide or retrieve the weapon as a swift action. While it is a tattoo, the weapon can't be damaged.
Each //tattoo guardian// is a unique construct that resides on its wearer's flesh as a tattoo. When called upon, the tattoo guardian leaps off its wearer's body and moves on its own. //Tattoo guardians// are typically created in the image of an animal, celestial, dragon, fiend, magical beast, or other creature. Regardless of appearance, all //tattoo guardians// use the same [[statistics|Tattoo Guardian (xenoarchive)]]. A //tattoo guardian// doesn't count as a worn magic item and can't be disarmed, sundered, or sold.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|tattoo guardian | 19 | 590,000 | — |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Medium construct (magical)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +11; ''Ref'' +11; ''Will'' +8
* ''Defensive Abilities'' ink interception; ''Immunities'' [[construct immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], average)
* ''Melee'' slam +24 (4d6+19 B)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +20, [[Stealth]] +20
* ''Languages'' Common, one other language determined by its creator (can't speak any language)
* ''Other Abilities'' alternate forms, bonded guardian, [[compression]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Alternate Forms ([[Ex]])'' A tattoo guardian has two forms: active and passive. As a move action, the wearer of a tattoo guardian can alternate between these forms. In either form, a tattoo guardian can be repaired with spells and effects that repair constructs or objects.
@@.special
* //Active Form:// While active, a tattoo guardian becomes a physical creature made entirely of ink, compelled to protect its wearer. It gains the ink interception ability. If a tattoo guardian is ever more than 100 feet from its wearer, it immediately reverts to passive form. A tattoo guardian that is reduced to 0 Hit Points explodes in a 5-ft. radius burst of slippery ink, immediately reverts to passive form, regains 1 Hit Point, and can't reenter active form for 24 hours. Enemies in the area of the ink explosion must attempt a DC 18 Reflex save or fall [[prone]] and become [[blinded]] for 1 round.
* //Passive Form:// While passive, a tattoo guardian resides on its wearer's body as a tattoo. It functions as a magic item that cannot be disarmed or sundered. Attempts to identify a tattoo guardian in passive form have a –10 circumstance penalty. While the guardian is in passive form, its wearer gains a +1 circumstance bonus to AC and Will saving throws. Additionally, a damaged tattoo guardian in passive form regains lost Hit Points at a rate of 5 per hour.
@@
''Bonded Guardian ([[Ex]])'' A tattoo guardian shares a bond with a single sapient creature, who is referred to as its wearer. This bond cannot be removed or transferred. If a tattoo guardian's wearer dies, the construct is destroyed.
''Ink Interception ([[Su]])'' As a reaction when its wearer is argeted by an attack or spell that would deal damage, an active tattoo guardian within 10 feet of its wearer can expel a wave of ink to intercept the blow. Damage that would be dealt to the wearer's Hit Points by the triggering effect is instead split evenly between he wearer and the tattoo guardian; other effects of the attack or spell affect the wearer as normal.
</div>
[[Magical tattoos|Tattoo Guardian (magic item)]] capable of leaping off their wearer's flesh and coming alive, tattoo guardians are unwavering warriors attuned to their wearer's life force. First developed by tattoo artists eager only to improve their art, tattoo guardians were swiftly copied by less scrupulous individuals. As long as the wearer lives, a tattoo guardian can't be stolen or permanently destroyed. Most tattoo guardians are created in the image of animals, celestials, dragons, fiends, magical beasts, or meaningful symbols, but they use the same statistics regardless of appearance.
Utilized by criminals, business partners, and paranoid lovers, //tattoo pacts// are a boon to anyone who wants to ensure a bargain gets upheld but who can't trust the participants. They're often used to seal agreements (such as bargains, business deals, and contracts), as part of a wedding ceremony, or to swear someone to secrecy. //Tattoo pacts// come in sets of 2–4 (with matching designs) and must be purchased and applied at the same time; the listed price is for a set of up to four tattoos. The tattoo can only be applied to willing and conscious individuals.
Once a set is applied, the wearers must speak aloud an agreement, deal, or oath they agree to uphold. If one of the participants breaks the agreement, all //tattoo pacts// in the set change color, signaling that the pact has been broken. A //tattoo pact// can't be removed unless all participants are adjacent and speak a command word that signals the oath's completion, which immediately removes all //tattoo pacts// in the set. A //tattoo pact// doesn't count as a worn magic item and can't be disarmed, sundered, or sold.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|tattoo pact | 2 | 510 | — |
</div>
Your drone can transform into a magical tattoo that appears on your body. If you already have tattoos, the drone matches them in size and style when in tattoo form. When not in tattoo form, the drone has colorful, decorative images similar to its last tattoo form worked along its frame.
To transform into a tattoo, your drone must take a move action while adjacent to you. While a tattoo, the drone can't be damaged, take actions, communicate, or be repaired. As a standard action, you can transform the tattoo back into your drone, which appears in an adjacent space.
//[[Detect magic]]// and similar spells don't reveal the magical nature of a tattooed drone in its tattoo form, though //[[true seeing]]// does. With close examination, a successful [[Mysticism]] check (DC = 15 + half your level) reveals the tattoo is magical. A successful //[[dispel magic]]// spell targeting the tattoo causes the drone to appear in an adjacent space. The drone's bulk doesn't impair you while it's in its tattoo form.
You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a [[Bluff]] or [[Intimidate]] check (DC = 15 + 1-1/2 times the enemy starship's tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy's check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can't be used against that starship again during the same combat.
''Critical:'' Your strong words push just the right buttons. The penalty your taunt action applies to an enemy ship continues through all three phases of combat instead of just one.
A //tauon crystal// helps a solarian overwhelm the senses of foes with intense flashes of light and electricity. When this crystal is set to stun, the damage dealt by the solar weapon is [[nonlethal]].
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |Special |h
|//tauon crystal//, least | 1 | 235 | +1 E | [[stagger]] | — |[[stun]] |
|//tauon crystal//, minor | 4 | 1,850 | +1d3 E | [[stagger]] | — |[[stun]] |
|//tauon crystal//, lesser | 7 | 6,000 | +1d4 E | [[stagger]] | — |[[stun]] |
|//tauon crystal//, standard | 10 | 17,500 | +2d4 E | [[stagger]] | — |[[stun]] |
|//tauon crystal//, greater | 13 | 48,400 | +3d4 E | [[stagger]] | — |[[stun]] |
|//tauon crystal//, true | 16 | 161,000 | +3d8 E | [[stagger]] | — |[[stun]] |
</div>
As a move action, you can spend 1 Resolve Point to make it more difficult for enemies to target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technological weapon, you can force that enemy to roll the attack twice and take the lower result; if the weapon allows a Reflex save instead of requiring an attack roll, you instead gain the benefit of [[evasion]] (as the operative's class feature) against the attack. This magic hack has no effect on spells that target you or on weapons or attacks that are not technological in nature.
If you forgo rolling your expertise die on a [[Culture]] check, you can use Culture to identify hybrid, magic, and technological items as though you were using the [[Engineering]] or [[Mysticism]] skills.
You are a master of technology. You can spend 1 Resolve Point to craft any technological weapon, armor, or item at a rate of 1 minute per item level or spend 1 Resolve Point to convert any existing technological armor or weapon into another suit of armor or another weapon of equal or lesser value at a rate of 1 minute per item level. This uses the normal crafting rules presented, but the item being converted counts as its full value in crafting components. You cannot convert a one-handed weapon into a two-handed weapon. When converting an item into a cheaper item, any excess value is lost and cannot be reclaimed by converting the item back.
Tech mephits infuse the four elements into their bodies of lightning and metal.
* ''Traits:''
** [[fast healing]] works only when the mephit is in contact with a constant source of electricity or draining 4 charges per round from a battery the mephit is touching
** [[immunity]] to electricity
** [[breath weapon]] deals 2d8 electricity damage
** spell-like abilities (caster level equal to CR, high attack bonus) include //[[detect tech]]// and //[[energy ray]]// (electricity only), both at will, and //[[jolting surge]]// 1/day
* ''Languages:'' one of Aquan, Auran, Ignan, or Terran.
<<list-links "[contains:source<currentTiddler>sort[title]]" class:index>>
You know how to modify the functions of UPBs to radically alter how items work. With 10 minutes of work, you can modify a technological item so that it temporarily functions as any other lower-level technological item of the same or lower bulk (losing its original function while in this new form). The item must have an item level and bulk no greater than half your mechanic level. If the new item requires a battery that has more charges than the original device's battery (or another source of power or fuel not present in the original item), you must also provide the appropriate battery or power source. Any charges or similar expenditure from the new item come from the original item (if possible) or the new power source you install (if one was required). The new item retains the original item's bulk. Any damage dealt to the new item is retained when it returns to its original form. If the item is broken or destroyed in its modified form, it remains broken or destroyed when it returns to its original form and must be repaired or replaced normally.
This change lasts for 10 minutes per mechanic level or until you undo it with 10 minutes of work. You cannot modify or produce armor, augmentations, hybrid or magic items, items with limited uses or charges (such as batteries, drugs, or fuel), or weapons, although you can produce an item that uses charges from a battery or fuel if there is a separate battery or power source to power it. At 5th level, you can spend 1 Resolve Point to use this ability to modify an item whose level is equal to your mechanic level, giving it the function of a lower-level item.
You have an empathic connection to technological devices. You gain an expertise die of the same value as that granted to an envoy of your level by the [[expertise]] class feature. Choose one of the following skills: [[Bluff]], [[Computers]], [[Diplomacy]], [[Engineering]], or [[Intimidate]]. At 1st level, you can add your expertise die to skill checks using the chosen skill. At 6th level and every 5 levels thereafter, you can use expertise with one additional skill from the list.
All of your mind-affecting [[envoy improvisations]] can affect constructs, robots, and other creatures that have the technological subtype, even if they're [[mindless]] or normally immune to such effects. However, these creatures receive a +2 bonus to their Will saves against your mind‑affecting improvisations.
At 5th level, you can communicate with technological machines (including nonsentient devices) in rudimentary ways as well as understand in vague terms the information they try to convey to you; this information usually consists of simple terms, such as "no entry" or "need energy," or basic operating prompts, like "speak name" or "need keycard and password." This allows you to use [[Bluff]], [[Diplomacy]], or [[Intimidate]] in place of [[Engineering]] to [[identify technology]], so long as you can communicate with it.
At 9th level, you can attempt [[Diplomacy]] and [[Intimidate]] checks to influence such machines, though the DC of this check is 15 + 1-1/2 the device's item level, further modified by the item's initial attitude for Diplomacy checks. Most machines are indifferent, though some (particularly security systems) might be unfriendly or even hostile. You gain a +2 circumstance bonus to affect friendly machines with [[Computers]] or [[Engineering]] checks, and the bonus increases to +4 for helpful machines. At the GM's discretion, helpful devices might perform simple favors for you. By contrast, a device made hostile by you might activate countermeasures, such as setting off alarms.
This isn't a language-dependent or sense-dependent ability, but you must have physical contact with a machine that isn't able to perceive you.
This feature alters [[expertise]] and [[skill expertise]].
A tech workshop contains all the space and tools necessary to craft technological items, though the crafter must still provide the necessary raw materials. Such a workshop reduces the crafting time by half.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|tech workshop | 3 | 1 |
</div>
A simple wooden rod carved with sigils that pulse with magic, a //techbane rod// is particularly useful against those reliant on technology. These rods appeared during the Gap, likely created by spellcasters as an answer to rapidly expanding technology.
As a standard action, you can touch a techbane rod to an unattended technological or hybrid item, weapon, or armor. If such an object fits inside a 10-foot cube, it must succeed at a Fortitude saving throw (DC = 14 + your key ability score modifier) or its functions are suppressed for 1d4 rounds. If a creature is holding or wearing the object, you must succeed at a melee attack roll against the creature's EAC to hit the target object. Alternatively, if a creature is wearing the object, you can use the techbane rod as a club (which counts as magic for the purpose of overcoming [[DR]]) to hit the wearer and the target object. If your attack hits, the object must attempt a Fortitude saving throw as normal, but the bearer can use its Fortitude save bonus in place of the object's.
You can instead touch the rod to a creature that has the technological subtype, targeting EAC, or you can use the rod as a magic club against such a creature. If your attack hits, the creature must succeed at a Fortitude saving throw (at the same DC) or become [[staggered]] and unable to use energy-based attacks for 1d4 rounds. A creature can attempt a new Fortitude saving throw at the end of its turn each round to end the effect early.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//techbane rod// | 8 | 10,000 | 1 |
</div>
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to [[Computers]] and [[Mysticism]] checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.
Your [[biohacks]] that affect only living creatures can also affect creatures with the construct type or technological subtype. Your biohacks ignore such creatures' immunities to poison.
You can funnel entropic forces into a technological creature to hinder their effectiveness. When you deal damage to a technological construct with your [[entropic strike]], you can spend 1 Entropy Point to overload the construct’s machinery, giving them the [[off-target]] condition for a number of rounds equal to your Constitution modifier. If the construct succeeds at a Fortitude save, they reduce the duration to 1 round.
You can use weapons in the shock category to perform [[dirty trick]] combat maneuvers against targets with the technological subtype and to perform [[sunder|Sunder (combat maneuver)]] combat maneuvers. For ranged attacks, either maneuver can only be attempted against targets within the first range increment, and you make a ranged attack against the target's KAC + 8 instead of a melee attack roll.
Choose two mechanic tricks you meet the prerequisites for but don't have. Once per day as a move action, you can gain one of these tricks for 10 minutes. Each time you gain a mechanic level, you can replace one of these mechanic tricks with another that you meet the prerequisites for but don't have.
<h3>First Letter: <<selector>></h3>
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="Technological Items" sort="] -[!prefix{Technological Items!!selection}tag[Technological Items]] +[sort[title]" />
</div>
You can use your knowledge of machines and technology to repair androids and robots. Whenever you attempt a [[Medicine]] check to assist an android, [[SRO]], or other creature with the constructed racial trait or construct (technological) subtype, you can use your [[Engineering]] skill instead of Medicine to achieve the same results. Your [[custom rig]] acts as a [[medkit]] for this purpose (or an advanced medkit, if you are 5th level or higher).
When you use a weapon with the [[analog]] weapon special property to damage a technological object or creature with the technological subtype, your attack ignores that target's hardness. If your weapon also has the [[archaic]] weapon special property, your attacks against technological objects and creatures with the technological subtype also deal additional damage to these targets equal to half your level.
To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms.
* ''Hit Points:'' 5
* ''Stamina Points:'' 5 + Constitution modifier
* ''Key Ability Score:'' Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.
* ''Class Skills:'' [[Computers]] (Int), [[Engineering]] (Int), [[Life Science]] (Int), [[Mysticism]] (Wis), [[Physical Science]] (Int), [[Piloting]] (Dex), [[Profession]] (Cha, Int, or Wis), [[Sleight of Hand]] (Dex)
* ''Skill Ranks per Level:'' 4 + Intelligence modifier
* ''Proficiencies:'' light armor; basic melee weapons, small arms
{{Table: Technomancer}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd Level:'' You don't gain the [[magic hack]] class feature at 2nd level. Instead, you gain it at 5th level.
* ''4th Level:'' For the highest level of technomancer spell you can cast, reduce the number of technomancer spells you know by 1. For example, at 5th level, this means you know only two 2nd-level spells and four 1st-level spells, and at 6th level, you know three 2nd-level spells and four 1st-level spells. At 7th level, you know four 2nd-level spells, but you know only a single 3rd-level spell (as 3rd level is now the highest level of technomancer spell you can cast), and so on.
* ''6th Level:'' You don't receive the [[cache capacitor]] class feature at 6th level. At 8th level, you can gain the cache capacitor class feature in place of a magic hack. Depending on the levels of your archetype's alternate class features, you may or may not gain additional cache capacitor slots at 12th or 18th level. Regardless of when you gain cache capacitor, the first instance acts as the cache capacitor normally gained at 6th level, the second acts as the one normally gained at 12th, and the third acts as the one normally gained at 18th.
* ''9th Level:'' Your [[techlore]] ability doesn't increase at 9th level. It instead increases to +3 at 11th level, and you don't receive the magic hack normally gained at 11th level.
* ''12th and 18th Levels:'' You don't gain an additional [[cache capacitor]] slot (nor do you gain the option to store its associated spells).
These spellcasters meld magic and technology.
* ''Special Rules:'' In general, spells must come from the [[technomancer spell list]]. When choosing a spell for [[cache capacitor]], you don't have to choose one of the spells from the list of the spells the technomancer knows.
* ''Required Array:'' Spellcaster.
* ''Adjustments:'' None.
* ''Skills:'' Master [[Computers]] and good [[Mysticism]].
* ''Ability Score Modifiers:'' Intelligence, Dexterity, and Wisdom.
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).
!! Abilities by CR
* ''CR 1:'' [[Spell cache]] and one special ability.
* ''CR 2:'' [[Spell cache]], one 2nd-level [[magic hack]], and one special ability.
* ''CR 5:'' [[Spell cache]], one 5th-level [[magic hack]], and one 2nd-level [[magic hack]].
* ''CR 6:'' [[Spell cache]], [[cache capacitor]] 1, one 5th-level [[magic hack]], and one 2nd-level [[magic hack]].
* ''CR 8:'' [[Spell cache]], [[cache capacitor]] 1, one 8th-level [[magic hack]], and one 5th-level [[magic hack]].
* ''CR 11:'' [[Spell cache]], [[cache capacitor]] 1, one 11th-level [[magic hack]], and one 8th-level [[magic hack]].
* ''CR 12:'' [[Spell cache]], [[cache capacitor]] 2, one 11th-level [[magic hack]], and one 8th-level [[magic hack]].
* ''CR 14:'' [[Spell cache]], [[cache capacitor]] 2, one 14th-level [[magic hack]], and one 11th-level [[magic hack]].
* ''CR 17:'' [[Spell cache]], [[cache capacitor]] 2, and two 14th-level [[magic hacks]].
* ''CR 18:'' [[Spell cache]], [[cache capacitor]] 3, and two 14th-level [[magic hacks]].
!!! Level: <<selector '0 1 2 3 4 5 6'>>
<<list-links '[tag[Spells]has:field[technomancer-level]search:technomancer-level{Technomancer Spell List!!selection}]' class:index >>
You cast spells drawn from the [[technomancer spell list]]. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against your spell is 10 + the spell's level + your Intelligence modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on [[Table: Spells Per Day]]. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on [[Table: Spells Per Day]]—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on [[Table: Spells Known]]. Unlike spells per day, the number of spells you know isn't affected by your Intelligence modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell's level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a [[spell gem]]. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
<<collapse 'Table: Spells Per Day' >>
<<collapse 'Table: Spells Known' >>
<<collapse 'Technomancer Spell List'>>
You dabble with coding in the language of magic.
''Prerequisites:'' Intelligence 15, character level 5th, no levels in technomancer.
''Benefit:'' Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either [[Spell Focus]] or [[Spell Penetration]].
As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack's duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.
As a standard action, you can spend 1 Resolve Point to draw a shield and gain proficiency with that type of shield for 1 minute.
A small metallic node etched with arcane symbols implanted in your voice box allows you to silently vocalize messages to constructs with the technological subtype or to nearby computers designed to receive messages. As a standard action, you can send a short message in a language you know to up to three target creatures or computers you are observing within 100 feet and potentially receive a short reply, per //[[telepathic message]]//. Alternatively, as a standard action, you can send a short message in a language you know to a single target computer you are observing within 100 feet and have that computer display that message, allowing anyone observing that computer to read it without leaving any trace of the message's origin.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//technopathy node// | 1 | 220 | throat |
</div>
<div class="statblock">
* ''Type'' ranged; ''Range'' 80 ft.; ''Special'' —
* ''Damage'' medium; ''Damage Type'' B or P; ''Critical'' [[knockdown]]
* ''Slots'' 1 (upper limb); ''Capacity'' 10
* ''Cost'' 2.5 × level
</div>
This microfiber netting is built for throwing buckshot-like sling bullets at enemies like missiles.
The technowitch bends reality to their whims with their spell cache, creating a world molded to their desires.
* ''First Slot (6th Level):'' //[[flight]]// (1st level), //[[incompetence]]//*, //[[lifting frame]]//*, or //[[polymorph]]// (1st level)
* ''Second Slot (12th Level):'' //[[command undead]]//*, //[[flight]]// (2nd level or lower), //[[polymorph]]// (2nd level or lower), or //[[spider climb]]//
* ''Third Slot (18th Level):'' //[[flight]]// (3rd level or lower), //[[remote pilot]]//*, //[[phantom cycle]]//, or //[[polymorph]]// (3rd level or lower)
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' enchantment (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.
* ''1st:'' When you cast tectonic shift as a 1st-level spell, you can target a creature within close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be [[shaken]] for 1 round.
* ''2nd:'' When you cast tectonic shift as a 2nd-level spell, you can target a creature within medium range (100 feet + 10 feet/level). The target must succeed at a Will saving throw or be [[shaken]] for 1d4 rounds. A creature that fails the save by 5 or more is knocked [[prone]].
* ''3rd:'' When you cast tectonic shift as 3rd-level spell, you can target up to 5 creatures within medium range (100 feet + 10 feet/level). Each target must succeed at a Will saving throw or be [[shaken]] for 1d4 rounds. Creatures that fail the save by 5 or more are [[stunned]] for 1 round and knocked [[prone]].
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* CE Colossal construct (magical, technological)
* ''Init'' +8; ''Senses'' [[blindsense]] (thought) 120 ft., sense the masses; ''Perception'' +29
!!! DEFENSE
* ''HP'' 340
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +17; ''Ref'' +13; ''Will'' +17
* ''Defensive Abilities'' [[construct immunities]], [[integrated weapons]]; ''Resistances'' cold 30, fire 30
!!! OFFENSE
* ''Speed'' 100 ft., fly 100 ft. (jets, clumsy), swim 100 ft.
* ''Melee'' slam +32 (6d12+28 B)
* ''Ranged'' integrated white star [[plasma cannon]] +29 (6d10+17 E & F; critical [[burn]] 3d8)
* ''Space'' 150 ft.; ''Reach'' 60 ft.
* ''Offensive Abilities'' demolish structures, electromagnetic pulse, unwieldy fire
!!! STATISTICS
* ''Str'' +11; ''Dex'' +8; Con —; ''Int'' +5; ''Wis'' +5; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +29 (+21 to fly), [[Athletics]] +29, [[Intimidate]] +34, [[Piloting]] +29, [[Sense Motive]] +29
* ''Languages'' Ancient Daimalkan, Common
* ''Other Abilities'' internal ammunition, [[spaceflight]]
* ''Gear'' white star [[plasma cannons]] (3)
!!! ECOLOGY
* ''Environment'' any (Daimalko)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Demolish Structures ([[Ex]])'' A tekenki's slam ignores the hardness of structures not made of [[adamantine alloy]] or a harder material. Against structures made of such materials, a tekenki's slam ignores half of the hardness.
''Electromagnetic Pulse ([[Su]])'' Once per day as a full action, a tekenki can release an electromagnetic pulse. The pulse causes technology within 60 feet, including weapons without the [[analog]] special property, armor environmental protections, powered armor, technological and hybrid items, and starships, to cease functioning for 1 minute. Items that have an item level equal to or higher than the tekenki's CR are unaffected. A creature wearing or wielding affected technology can reduce the duration for that technology to 1d4 rounds by succeeding at a DC 22 Reflex saving throw. A technological construct must succeed at this save or be [[staggered]] for 1 round.
''Internal Ammunition ([[Ex]])'' A tekenki needs no batteries for its plasma cannons or similar powered weapons. Tekenkis that utilize other weapons can produce the needed ammunition. If these weapons are removed from the tekenki, they must be fitted with conventional ammunition.
''Sense the Masses ([[Su]])'' Large concentrations of sapient creatures are like beacons that call to tekenkis. A tekenki can sense groups of 2,000 or more such creatures gathered together in a single settlement at a range of 5 miles. This ability does not allow a tekenki to know how many creatures are in a given location, but it does allow it to pinpoint pockets of sapient life and know which pockets are the most populous.
''Unwieldy Fire ([[Ex]])'' A tekenki can use any of its integrated unwieldy weapons to make a full attack, provided the tekenki has at least one such weapon per attack.
</div>
Tekenkis are outliers among the massive hulks known collectively as colossi or kaiju. Most such horrors are organic in nature, but tekenkis are mechanical. Plates of magic-infused alloys etched with bizarre patterns cover their bodies. Atop this hulk are plasma cannons that draw power from the tekenki's internal fusion, fueled by whatever material the monster occasionally consumes. A tekenki also carries a reserve of eldritch energy that allows the creature to neutralize technology, plunging the region around the creature into disarray when technology stops working.
These rare colossi are found across the galaxy. Some people believe tekenkis came from Daimalko, but the truth remains unknown. On Daimalko, numerous colossi rose from the planet's evaporated oceans 200 years ago during a cataclysm called the Awakening. Tekenkis rampage across that planet today, using their uncanny abilities to sense population centers and wreak havoc on embattled survivors, most of whom have huddled underground since the colossi arose. However, tekenkis are more likely to battle the far less rare [[kyokors]] and other colossi. Such a clash is as devastating to the area in which it occurs as it is to either titanic monster.
The fact that tekenkis appeared after the initial Awakening and regularly seek battle with other colossi has led some to suspect they came from elsewhere. Studies have also shown that tekenkis are capable of technological spaceflight, although none have been observed doing so, and few ever fly at all except in what resembles an extended leap. Perhaps they sensed the Awakening and came to Daimalko in response. Maybe they were always on the planet, an ancient check to the primal horror the colossi represent. Some among Daimalko's people, the [[damai]], seek the origins of the tekenkis, hoping to turn the mechanical beasts into allies in the fight to retake Daimalko from the colossi.
Whatever their origin, there is little chance that tekenkis are naturally occurring. Those who have studied these hulks have determined that tekenkis have internal engineering similar to pre-Gap machinery, although their space-related tech seems more recent. Daimalkan legends, which also speak of the slumbering creatures that eventually awakened to destroy the planet, told of masters who—in their hubris—wished to control Daimalko's technology. Although these tales were never tied to the colossi, some lore experts and scientists have wondered if an ancient Daimalkan cabal is responsible for creating tekenkis and programming them to adapt to their circumstances. A fringe few believe that these lost masters were behind the creation of all Daimalkan colossi.
In the first decades after the Awakening, the damai hardly differentiated between the enormous horrors that devastated their civilizations. However, after 50 years, leaders who became known as the Guardians discovered mystical, rune-scribed orbs deep underground. The Guardians used these artifacts, which convey information about colossi to users, and the empathic bonds the orbs created among the Guardians to keep their people safe from the rampaging colossi. As their settlements became more stable and a few Guardians ushered some damai back aboveground, scholars studied the colossi. Some brave souls mounted expeditions into the blasted wilderness, while other colonies sent strike teams against colossi. These brave souls took note of two tekenki qualities: First, the Guardian orbs convey no data about the mechanical colossi. Second, tekenkis can neutralize technology with electromagnetic blasts. Damai have yet to create a reliable way to fight tekenkis, so a tekenki sighting can drive inhabitants of a surface colony belowground again.
Daimalko was never a hub of interstellar activity, but after the Awakening, colossi hunters and scientists ventured to the planet in droves. Some tried to extract colossi to study for noble purposes, but others have sought to study and then replicate the beasts for their own ends. A few groups determined to learn more about these monstrosities succeeded in disabling and spiriting away dormant colossi. Tragically, more than one of these creatures, including a few tekenkis, reanimated on the destination worlds and destroyed the facilities that held them. Such monsters still rampage across their new homes. Wherever tekenkis and other colossi are found away from Daimalko, the remains of an ill-fated experimental facility are somewhere nearby. Finding a tekenki on another world without such a link to Daimalko could lend credence to the theory that they come from elsewhere and, possibly, point the way to their origins.
A typical tekenki is 60 feet tall and 150 feet long and weighs 250 tons.
!! EMP Fusion
Experts have studied fallen tekenkis and developed a weapon fusion to mimic the colossi's technology-inhibiting abilities.
{{EMP (fusion)}}
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' long (400 ft. + 40 ft./level)
* ''Targets'' see text
* ''Duration'' concentration (up to 1 round/level) or instantaneous; see text
* ''Saving Throw'' none, Will negates (object), see text
* ''Spell Resistance'' yes (object), see text
</div>
You move objects or creatures by concentrating on them. Depending on your desired effect (choose one from below), the spell can perform a variety of combat maneuvers, provide a gentle, sustained force, or exert a single short, violent thrust.
''Combat Maneuver:'' Once per round, you can use telekinesis to perform a ranged attack that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. Resolve these attempts as normal, but use your caster level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts, but [[spell resistance]] applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentrating.
''Sustained Force:'' A sustained force moves an object of no more than 25 pounds or 2 bulk per caster level up to 20 feet per round in any direction (including up or down). A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. This version of the spell lasts 1 round per caster level, but it ends if you cease concentrating. The spell ends if the object is forced beyond the spell's range.
''Manipulation:'' You can telekinetically manipulate an object as if with one hand. For example, a lever can be pulled, a key turned, a button pushed, an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simple knots, though a delicate activity such as this requires a successful DC 15 Intelligence check.
''Violent Thrust:'' The spell energy can be spent in a single round. You can hurl up to 15 objects or creatures that are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 400 pounds or 40 bulk. You must make attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability score modifier as your attack bonus. All objects cause damage ranging from 1 damage per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 damage per 25 pounds or 2 bulk (for extremely dangerous objects, such as weapons or bladed or spiked objects). Objects and creatures that miss the target land in a square adjacent to the target. Creatures that fall within the weight capacity of the spell can be hurled, but they can attempt Will saving throws (or rely on spell resistance) to negate the effect, as can those whose held possessions are targeted by the spell. If a thrown creature is hurled against a solid surface, it takes 1d6 damage as if it had fallen 10 feet.
Thin leather gloves that have delicate steel wires running through them, //telekinetic gloves// allow you to manipulate objects at a distance. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot.
While you wear the gloves, you can use //[[psychokinetic hand]]// as a spell-like ability at will with a range of up to 30 feet. Once per day, the glove can be used to either use //[[psychokinetic strangulation]]// as a spell-like ability (range 30 feet, duration 2 rounds, save DC = 13 + your key ability score modifier) or attempt to disarm or trip a target within 30 feet of you. To attempt a combat maneuver, roll 1d20 + your level + your key ability score modifier against your target's KAC + 8. If you succeed at the disarm maneuver, you can bring the object to you, catching it in a hand you have free or allowing it to land in your space. After you use the gloves this way for the first time in a day, you can spend 1 Resolve Point to do so again, up to two more times a day. Once you use a given pair of //telekinetic gloves//, you can't use a different pair for 24 hours.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//telekinetic gloves// | 9 | 13,500 | L |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one object and one creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You fling an unattended object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn't change the damage type or any other properties of the attack.
<<section 'Swarming Telelith'>>
<<section 'Blinking Telelith'>>
Teleliths, often called "living asteroids," look like irregular rock chunks dozens to hundreds of feet across. Difficult to distinguish from ordinary asteroids tumbling through space, teleliths are silicon-based entities with a rudimentary intelligence and a predilection for disguise. Teleliths feed on metal and are particularly drawn to dense or highly refined materials, such as those found in space stations and starships. Although some teleliths are scavengers, drifting lazily through asteroid fields to feed on metal-rich finds, others are ambush predators. Such teleliths lurk amid asteroids, wreckage, or other debris, waiting to launch themselves at passing vessels.
Teleliths fight by slamming into their foes or hurling half-digested chunks of rock or metal through their pores. These creatures continue to grow throughout their millennia-long life spans, and older teleliths develop strange abilities, including a strong electromagnetic field that works like a starship's shields. In addition, these larger, fiercer teleliths can launch mineral shards from their pores at railgun speeds. These teleliths also develop peculiar organs that contract in a metaphysical fashion to create a bizarre temporary wormhole that connects nearby points in space. The telelith uses this ability to "blink" across space, ambushing its prey or evading danger, although a pilot with quick enough reflexes can follow the telelith through this spatial distortion.
When feeding, a telelith unfolds its stony carapace to reveal serrated mandibles and fourteen grasping appendages. Although vaguely resembling terrestrial isopods such as pill bugs, which roll into a ball for defense, an unfolded configuration is not the telelith's natural or preferred shape. A telelith unfolds only to eat, clinging to surfaces with its graspers while it grinds metal with its mandibles and absorbs the resultant powder through feeding vents. Once its meal is done (or sooner if the telelith senses danger) the telelith snaps back into its meteor-shaped configuration. Xenobiologists have observed that teleliths don't otherwise unfold, not even to breed.
When it does decide to breed, a telelith releases gametes onto a solid surface through the same pores the creature uses to hurl debris. Once a second telelith does the same, infant teleliths gestate in egg-like nodules attached to the fertilized area, sometimes referred to as "void barnacles." The nodules never hatch, but instead form the initial shell for a juvenile telelith, which breaks off when it's ready to feed.
Although they lack a language or culture, teleliths are social creatures. They are most often encountered in large groups. Stories of asteroid fields composed mostly of teleliths that gather around and feed on massive planetoids seem fanciful. However, such fields might be mating gatherings or regions where countless telelith hatchlings have emerged from hibernation.
A telelith can suspend its life functions indefinitely to survive tumbling through space without nourishing materials. Elder teleliths also work together to launch nursery asteroids into interstellar space after breeding. Teleliths have no way to enter the Drift on their own, but they have hitched rides on or been pulled into the Drift by starships. For all these reasons, the creatures can not only be found within the Drift, but they can also be encountered throughout the galaxy.
!! Telelith Starship Rules
The stony organ that allows a telelith to teleport can be harvested from the corpse of a blinking telelith with a successful DC 25 [[Life Science]] or [[Mysticism]] check. This organ can then be wired into a starship's power system, creating a hybrid //telelith matrix//. Such a starship expansion might also be available on the open market. A pilot on a starship with a //telelith matrix// installed can attempt the [[telelith gambit]] stunt described below.
<<section 'Telelith Matrix' head:'h3' >>
When you activate a //telelith matrix// or move into a hex where a //telelith matrix// was activated in the same round as it was activated, you can attempt the Audacious Gambit pilot action. If you succeed, your starship teleports through space, disappearing from its current hex and reappearing in a hex up to its speed away in any direction with any facing you desire. If you fail the check by 5 or more, you teleport 1d4 hexes in a random direction and stop with a random facing. If your starship would arrive in a hex that is occupied, the vessel instead arrives in a random hex adjacent to the occupied one.
A //telelith matrix// contains bizarre fibers that flex when they build up enough energy. When they do, they can hurl the connected starship through a temporary wormhole. A //telelith matrix// works only in starships of Large or smaller size.
<<section 'Telelith Gambit' head:'h3' >>
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|//telelith matrix// | 10 | 8 |
</div>
A //telelocator// is a hybrid scanner that you can hold in one hand and activate as a move action if you have [[limited telepathy]] or [[telepathy]]. Each round, you use a move action to combine your telepathic ability with the scanner. The scanner operates by using [[blindsense]] (thought) with a range equal to the range of your limited telepathy or telepathy, as well as [[sense through]] (thought) at half that range. Targets appear on the scanner showing their distance and direction from you. A telelocator works on an internal energy source that can power it for 10 minutes per day. Each use, no matter how short, consumes 1 minute of this time. However, a creature that has limited telepathy or telepathy can spend 1 Resolve Point to use personal psychic power to fully recharge the telelocator. The psychic link created by using a given telelocator prevents you from using a different one for 24 hours.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//telelocator// | 10 | 20,000 | L |
</div>
As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as the //[[telepathic bond|Telepathic Bond (spell)]]// spell, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' you plus up to one willing creature per 3 levels, no two of which can be more than 30 ft. apart
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You forge a telepathic bond between yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher (or a modifier of –4 or higher). Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you can leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
In addition to your [[biohacks]]' normal effects, creatures you affect with your biohack boosters can communicate with you [[telepathically|Telepathy (special ability)]] at a range of 30 feet for the duration of the booster's effect as long as you share a language.
Your nanites contain an advanced communications array that transmits your thoughts directly into the minds of those nearby, enabling you to telepathically communicate in environments and situations where a language would be impossible to visually or audibly articulate, such as using Lumos in bright sunlight or audible languages in Luminar’s dense, gaseous seas. You can communicate telepathically with any creatures within the area of your cloud array with whom you share a language.
You gain a +2 circumstance bonus to saves against mind-affecting effects, but you can't use or receive telepathic communication.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|//telepathic dampener// | 5 | 2,700 | 1 | any | L | — | — |
This upgrade allows a creature with [[limited telepathy]] or [[telepathy]] to access a computer via a telepathic user interface without having physical access, as long as the computer is within the creature's telepathic range.
Telepathic interface costs 10% of the computer's base price.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' you and touched objects and other touched willing or unconscious creatures
* ''Duration'' instantaneous
* ''Saving Throw'' none, Will negates (object)
* ''Spell Resistance'' no, yes (object)
</div>
//Telepathic jaunt// thrums along the mental connection you have with a creature with which you currently have an active telepathic bond via your mystic [[telepathic bond]] class feature (but not via the //[[telepathic bond|Telepathic Bond (spell)]]// spell), and it instantly teleports you to that creature. This spell teleports you to a random, unoccupied square adjacent to the creature with which you have the telepathic bond. If no such square is available, you teleport to the closest eligible square; if the nearest eligible square is more than 50 feet away from the creature, this spell fails.
You can be transported any distance within a plane, even across the galaxy, but you can't travel between planes, and you can't transport yourself to a creature if one of you is traveling via Drift travel and the other isn't. In addition to yourself, you can transport any objects you carry as long as their weight doesn't exceed your maximum load. You can also bring up to six additional willing or unconscious Medium or smaller creatures (each carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. There must be sufficient space near the creature with which you have the telepathic bond for all the creatures you are teleporting, or this spell fails.
<div class="statblock">
* <<levels>>
* ''School'' divination (language-dependent, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one creature/level
* ''Duration'' 10 minutes/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 [[Perception]] check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.
You can create a distressing telepathic scream to unnerve nearby creatures.
''Prerequisites:'' [[Intimidate]] 3 ranks; [[limited telepathy]] or [[telepathy]].
''Benefit:'' As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an [[Intimidate]] check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest CR target), all targets are [[shaken]] for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Your telepathy is sensitive enough to detect similar psychic communication nearby.
''Prerequisites:'' [[Limited telepathy]] or [[telepathy]].
''Benefit:'' When a creature within range of your telepathy uses telepathy, receives telepathic communication (such as //[[telepathic message]]//), or employs a mind-reading effect (such as the //[[detect thoughts]]// spell), you notice the attempt with a successful DC 20 [[Sense Motive]] check. If you succeed by 5 or more, you glean three pieces of information about the communication, such as the identity of its source, its general nature, the emotional state of the sender or the recipient, and so on. If you succeed by 10 or more, you can listen in on the communication by concentrating each round (a standard action) to maintain your eavesdropping. However, although unaware of your spying, the subject can attempt a saving throw (DC = 10 + half your level + your Charisma modifier) to prevent it. Succeeding by 5 or more at this save also alerts the subject to your snooping.
A creature with the telepathy special ability can mentally communicate with any other creature within a certain range (specified in the creature's description, though the range of telepathy is usually 100 feet) that knows a language or has telepathy. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Nontelepathic recipients of telepathic communication can reply telepathically until the telepathic creature ends communication.
//Format:// ''Languages'' telepathy 100 ft.
!! Limited Telepathy
[[Limited telepathy]] functions in the same manner as telepathy, except that both the creature with the limited telepathy special ability and the creature it is communicating with must have a language in common.
<div class="statblock">
* <<levels>>
* ''School'' divination (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' 10 minute/level
</div>
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously. You can't use //telepathy// to locate creatures to communicate with them, but once you've established telepathic communication, you don't require line of effect to maintain it.
Telepathic threats present serious concerns to Directive 9 agents, so the agency devised a handheld machine with three antennae and a small digital screen to help them intercept psychic messages. When you’re within the range of a creature using [[limited telepathy]], the tap’s screen lights up, and you can take a standard action to attempt a DC 20 [[Computers]] check; if you succeed, you pinpoint the source of the telepathy and whether that source is sending, receiving, or both. If you succeed at this Computers check by 5 or more, you glean the general nature of the telepathic communication; if you succeed by 10 or more, the entire telepathic communication is displayed on the tap’s screen. If you fail by 5 or more, the source of the telepathy becomes aware of the tap and its location.
A telepathy tap can’t detect full telepathy, shortwave, or other methods of psychic communication. Using a telepathic tap and recording its findings can be automated using a computer fitted with a complex control module.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|telepathy tap | 3 | 1,250 | L | 20 | 1/minute |
</div>
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' 2,000 miles
* ''Targets'' you and touched objects and other touched willing or unconscious creatures
* ''Duration'' instantaneous
* ''Saving Throw'' none, Will negates (object)
* ''Spell Resistance'' no, yes (object)
</div>
This spell instantly transports you to a designated destination within 2,000 miles. Interplanar and interplanetary travel is not possible, and neither is travel between two moving starships during combat, though you might be able to teleport to a planet's surface from an orbiting starship. You can bring along objects as long as their weight doesn't exceed your maximum bulk limit. You can also bring up to five additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as four Medium creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As the caster, you need not attempt a saving throw, nor is spell resistance applicable to you. Only objects held or in use by another creature receive saving throws and benefit from spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy can make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult Table 10–1. Refer to the following information for definitions of the terms on the table.
''Familiarity:'' "Very familiar" describes a place you have been very often and where you feel at home. "Studied carefully" describes a place you know well, either because you can currently physically see it or because you've been there often. "Seen casually" describes a place you have been to more than once but with which you are not very familiar. "Viewed once" describes a place you have seen once in person or have extensively studied through scrying magic, remote cameras, or recorded images (for a remote-viewed location, you still need to have a clear idea of the location; you can't teleport to an unknown location that you've seen in a holovid). "False destination" describes a place that doesn't truly exist, or if you are teleporting to an otherwise familiar location, it is a place that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
''On Target:'' You appear where you want to be.
''Off Target:'' You appear safely a random distance away from the destination in a random direction. The distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.
''Similar Area:'' You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
''Mishap:'' You and anyone else teleporting with you have gotten "scrambled." You each take 2d10 damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "mishap" comes up, the creatures take more damage and must reroll.
<div class="table-wrapper">
|Table 10-1: Teleportation Results |c
|Familiarity | On Target | Off Target | Similar Area | Mishap |h
|Very familiar | 1–97 | 98–99 | 100 | — |
|Studied carefully | 1–94 | 95–97 | 98–99 | 100 |
|Seen casually | 1–88 | 89–94 | 95–98 | 99–100 |
|Viewed once | 1–76 | 77–88 | 89–96 | 97–100 |
|False destination | — | — | 81–92 | 93–100 |
</div>
When you throw a grenade, you can spend 1 Resolve Point as part of the action to teleport the grenade to its destination. This increases the grenade’s range to 100 feet plus 10 feet for every technomancer level you have, with no range increment. In addition, your attack roll with the grenade ignores partial cover and cover, but not improved cover and total cover.
The weapon’s wielder can teleport adjacent to a different target within 10 feet and make another melee attack against that target at a –4 penalty; this does not require an action. The wielder can benefit from this critical hit effect no more than once per round.
As a reaction when you observe a creature casting a spell or using a supernatural ability with the teleportation descriptor (such as //[[dimension door]]//), you attempt a [[Survival]] check whose DC equals 10 + 1-1/2 the creature's CR. If you succeed, you learn the creature's destination. This knowledge is precise if the creature traveled to a location within 2,000 feet of you or traveled to a location that's familiar to you. For a distant location you've never visited or studied, you sense the creature's general coordinates, narrowing down its destination to a town or 5-mile-radius region, but not its exact location.
A weapon with this special property is capable of teleporting entire starships short distances, in addition to using teleportation technology to forcibly disjoin enemy vessels to deal damage. After hitting an enemy, the gunner chooses whether to deal damage as well as how to teleport the targeted starship. The gunner can move the targeted starship a distance (in hexes) no greater than the value listed with the weapon's teleportation special property, and the starship appears in the new hex facing the same direction as when it was hit. Alternatively, so long as the two starships are no more than 5 hexes apart, the gunner can cause their starship and the targeted starship to switch positions, with each vessel maintaining its current facing. Any teleportation movement occurs at the end of the gunnery phase, after resolving all other gunnery phase actions and effects. A teleportation weapon cannot move targets that are more than one size category larger than the attacking vessel, and teleportation weapons are unable to move supermassive targets such as planetoids or other immense objects, at the GM's discretion.
On its turn during the helm phase, in lieu of its standard movement, the creature can select an empty space within 5 hexes and teleport to that space with a facing of its choice. Once it uses this ability, it can't use it again for 1d4 rounds.
name:teleportation beam, heavy
range:medium
speed:—
damage:3d20
pcu:40
cost:35
special:[[teleportation]] (2)
name:teleportation beam, light
range:short
speed:—
damage:1d20
pcu:15
cost:14
special:[[teleportation]] (1)
name:teleportation beam, mega
range:long
speed:—
damage:1d20 × 10
pcu:55
cost:65
special:[[teleportation]] (3)
A //teleportation puck// is a dull black disc, about 6 inches in diameter and 1 inch thick, with a rough surface. If the puck is viewed with //[[detect magic]]//, runic patterns become visible on the puck's surface.
As a standard action, you can activate the puck and throw it (range increment 30 feet) as a ranged attack targeting a square (AC 5). If the puck is within 120 feet of you after you throw it, you can teleport to the puck's location as a move action, carrying objects up to your maximum capacity. You can also bring up to two willing or unconscious Medium or smaller creatures (or one willing or unconscious Large creature) with you, provided that all creatures that teleport in this way are touching at least one other creature that teleports at the same time.
If you arrive in a place that is already occupied by a solid body, you and all creatures traveling with you each take 1d6 force damage and are shunted to a random open space on a suitable surface within 10 feet of the puck's location. If no such space exists within 10 feet, you and all creatures traveling with you each take 1d6 additional force damage and are shunted to an appropriate space within 30 feet. If no such space exists within 30 feet, you and all creatures traveling with you each take 2d6 additional force damage and the teleportation fails. Any creature that occupies the destination space and causes the teleportation to fail takes half the damage you do.
Once thrown, the puck remains active either until you successfully teleport to it or until 5 rounds have passed. It then becomes a nonmagical object that can't be used to teleport again.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//teleportation puck// | 8 | 1,500 | L |
</div>
This upgrade combines an advanced, real-time locating system with a magical teleportation device. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. As a standard action, you can teleport (per //[[dimension door]]//), vanishing and reappearing in a burst of what looks like holographic pixels. A //teleportation unit's// charges replenish each day.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//teleportation unit// | 13 | 52,000 | 1 | any | 1 |
</div>
''Prerequisite:'' The mech must have a phase frame.
Technomagical conduits weave through every part of the mech, constantly analyzing the mech's position and calculating dozens of other possible positions nearby. With a burst of energy, the mech can teleport to any of these destinations.
''Phase (2+ PP)'' As a standard action, the mech instantly teleports itself and its operators to any point within 60 feet that it can see, as per //[[dimension door]]//. For each additional PP expended when activating this ability, the range increases by 60 feet.
This weapon's fired ammunition teleports a short distance after being fired. You take only a –1 cumulative penalty when attacking outside the range of this weapon.
A //telespectrum circlet// is a hybrid item that counts as a worn magic item unless you install it in armor, taking up one upgrade slot. The circlet increases the range of your [[limited telepathy]] based on the item's model number. In addition, the circlet has a number of charges per day based on its model number. As a move action, you can expend one of these charges to use your limited telepathy on any creature that knows a language rather than only those that share a language with you. This effect lasts for 10 minutes. Once the circlet's charges are expended, you can spend 1 Resolve Point in place of a charge to power the effect. The psychic link created by using a given circlet prevents you from using a different one for 24 hours.
* ''Mk 1:'' Your [[limited telepathy]] range increases by 30 feet. The circlet has 3 charges.
* ''Mk 2:'' Your [[limited telepathy]] range increases by 60 feet. The circlet has 9 charges.
* ''Mk 3:'' Your [[limited telepathy]] range increases by 90 feet. The circlet has 15 charges.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//telespectrum circlet//, mk 1 | 4 | 2,400 | L |
|//telespectrum circlet//, mk 2 | 10 | 20,000 | L |
|//telespectrum circlet//, mk 3 | 16 | 160,000 | L |
</div>
Of all the species known to the Pact Worlds, the tortoise-like telias have perhaps the most complex relationship with the Gap. They are long-lived creatures—most live to be 1,000—and their vast experience has taught them that memory is mutable and (for other species) fleeting, so the Gap is to them just an exaggeration of this constant truth. Whereas elves, many of whom also lived through the Gap, might stew over memories of a betrayal lost to the Gap, a telia is generally glad for the opportunity to let go of a similar grievance, imagining the many possibilities of what might have taken place in their own past.
Over time, a telia's scaled shell changes pattern and color based on the telia's experiences. Each bony plate, or scute, is a comprehensive physical record of the creature's experiences, radiating a series of fine rings from its center. The rings' color and shape differences give subtle clues to the telia's experiences. Times of great joy, learning, and discovery often produce brightly colored and clearly defined rings, while darker times can result in cloudy, imprecise portions. Individuals older than a few hundred years are apparent from the scrambled or sometimes totally absent markings on the edges of their scutes—physical evidence of the scrambled time of the Gap.
Telias have exceptional control over their memories. Some choose to forget entire centuries in a bid to excise trauma or in hopes of again experiencing the joy of discovering their passions. Most, however, trim only bad habits, bits of bias, and old grudges. Partially as a result of this practice, telias are genial and relaxed. Some underestimate telias based on their advanced age, but most telias are generous in deliberately ignoring such prejudice, having only pity for the narrow views of such short-lived creatures. In fact, telia culture considers individual blame to be abhorrent, which means some see telias as shiftless or incapable of accepting or assigning responsibility. To the typical telia, however, the vast causal nexus that leads to any given outcome is too nebulous to oversimplify. In their view, one can't blame a creature without in part blaming its community, its family, and its ancestors—and in turn their families and community, onward to infinity. As a result, most telias are quick to forgive those who wrong them.
Storytelling is central to telia society, and most are well practiced in the craft. Though telias devised a written language long before the Gap, they rarely use it today. Instead, telias embrace an oral tradition, passing down even complex technological information entirely verbally. They take an unhurried approach to learning, and it is common for a telia engineer to spend many decades as an apprentice. While they understand why other species rely on written records, most telias would much rather listen to a story told well than read from a screen. Telias are curious creatures, and when their travels take them away from their communities, they take their stories along with them in the form of video and audio recordings. Among an adventuring telia's most precious possessions is their digital archive of their friends' and family's favorite stories.
Telias originated on Pygos, the only inhabited planet in its Near Space system, rich with coral reefs, continent-spanning jungles, and complex cave systems, all teeming with unusual life. Thanks to their technological know-how, telias were among the first in the galaxy to correctly interpret Triune's signal and build Drift engines. However, the ending of the Gap proved much more disorienting to telias than to shorter‑lived species, and it was only after decades of debate that a small delegation of telias first left their home world. Once introduced to the broader galaxy, telias have fallen in love with the near infinite diversity of life and experience available beyond their own star system, and they regularly make trips to the Pact Worlds and the Veskarium.
The average telia is 4-1/2 feet tall and weighs 200 pounds.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Wis, –2 Dex
* ''Hit Points:'' 6
* ''Size and Type:'' Telias are Medium monstrous humanoids.
* ''Darkvision:'' Telias have [[darkvision]] with a range of 60 feet.
* ''Erudite:'' Telias gain a +2 racial bonus to [[Culture]] and [[Engineering]] checks.
* ''Flashback:'' Once per day, a telia can reroll a failed Intelligence-based skill check.
* ''Retract:'' A telia that takes the total defense action gains a +6 bonus to their Armor Class instead of the usual +4 bonus, and they also gain the [[unflankable]] universal creature rule until the start of their next turn.
* ''Telia Movement:'' Telias have a land speed of 25 feet and a swim speed of 20 feet.
!! Retract Graft
{{Retract}}
their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don't need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle.
!! Theme Knowledge (1st)
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of [[Culture]] checks to [[recall knowledge]] about a culture's customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Compelling Influence (6th)
You understand a variety of social cues and are quick to take advantage of them when you interact with others. When you exceed the DC of a [[Diplomacy]] check to [[improve a creature's attitude|Change Attitude]] by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature's attitude only if you fail the Diplomacy check to improve its attitude by 10 or more.
!! Breadth of Knowledge (12th)
In your many travels, you have accumulated a wide base of knowledge about all manner of subjects. You can always take 10 on skill checks to [[recall knowledge]], no matter the circumstances. In addition, once per day when attempting a skill check with a skill you have no ranks in, you can roll twice and take the better result.
!! Diverse Experiences (18th)
The Tempering is about learning something of your own culture by experiencing others. Up to twice per day, when you participate in an established cultural tradition that takes at least 10 minutes and is significantly different from a tradition of your own culture, you can reflect on those differences to recover 1 Resolve Point. What constitutes a cultural tradition is subject to the GM's discretion, but it usually involves a formal or festive ceremony such as a dance, a feast, a parade, or even ritual meditation.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<$list filter="[tag[$:/tags/Template]sort[title]]" template="$:/core/ui/ListItemTemplate"/>
You can view possible timelines and choose the precise moment that will inflict the most grievous injury upon your foes. When you roll damage dice, you can use a paradox in place of rolling any one damage die. If you do so, treat the result as either the value of the paradox or the maximum result of the damage die, whichever is lower. For example, you could use a paradox of 11 in place of a d10 damage die to get a value for 10 for that damage die. You can use this ability multiple times per damage roll, but only once per damage die.
At 6th level, you can use this ability to replace an adjacent ally’s damage dice.
Temporal anomalies represent your ability to channel your unique relationship with time into tangible actions. You learn your first temporal anomaly at 2nd level, and an additional temporal anomaly every 3 levels thereafter. Unless otherwise stated, the effects of a temporal anomaly last for a number of rounds equal to your precog level. If a temporal anomaly allows for a saving throw to resist its effects, the DC is equal to 10 + half your precog level + your Dexterity modifier.
Unless otherwise specified, you can’t learn a given temporal anomaly more than once.
<$macrocall $name="by-level" tag={{!!title}} />
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 reaction
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature your ally missed with a weapon attack
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' no
</div>
You rewind time to a moment of missed opportunity and unleash the damage from a failed attack onto the original target of the attack. As a reaction after an ally’s attack with a weapon misses an enemy, you redirect the missed attack’s damage onto that enemy. Temporal bullets deals damage of the same amount and type the ally’s attack would have dealt, up to a maximum of 40 damage.
After rolling an initiative check, and before anyone else's initiative results are revealed, you can use a //temporal crystal// to adjust your position in time. Choose a number between 1 and 25; this number becomes your initiative count for that combat. In the case of a tie, you go before any characters who rolled that initiative count. A //temporal crystal// can be used only once, which destroys the crystal.
<div class= "table-wrapper">
|Item | Level | Price | Bulk|h
|//temporal crystal// | 10 | 2,900 | — |
</div>
With this fusion, a weapon's energy damage can slow down the rate of subatomic movement in the target. The weapon gains the [[stun]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the stun effect. Only weapons that deal sonic damage can benefit from the temporal disruption fusion. If your weapon deals more than one type of energy damage, you can apply
the stunned critical effect only if one of those damage types is sonic.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 reaction
* ''Range'' personal
* ''Duration'' instantaneous
</div>
You shift positions in your current timeline to avoid damage dealt by an attack. As a reaction when you’re hit by an attack, spell, or other ability that would deal damage to you, you can spend 1 Resolve Point to instantly teleport to an empty space you could reach with a single move action, avoiding the damage you would have taken. This movement doesn’t provoke attacks of opportunity.
A temporal ripper is a complex technological device the size of a common vehicle motor, designed to interface with a ship's Drift engine. These prototypes were constructed largely as an experiment to test whether or not temporal manipulation could be achieved by directing the Drift engine to specifically target the Dimension of Time. The resulting temporal energy is stored within the temporal ripper and can be activated to produce a short burst of what some scientists call "anti-time."
Installing a temporal ripper within or removing one from a starship's Drift engine requires a successful [[Engineering]] check (DC = 10 + 5 × the Drift engine's engine rating); each attempt takes 1d4 days.
With a temporal ripper installed, a crew member can attempt an [[Engineering]] check to open the device to temporal energy when the starship engages its Drift engine to enter or exit the Drift (DC = 15 + 1-1/2 × the starship's tier). This check can't be attempted if the temporal ripper has already been charged. Succeeding at this check charges the temporal ripper with temporal energy, causing the ripper's containment unit to emit a crimson glow. However, by attempting this skill check, there is a 25% chance the Drift engine opens a planar tear near the starship no matter where it is. To determine the effect of the planar tear, roll 1d4 on the table below. Many of the following effects worsen depending on whether the result of the Engineering check was a failure, failed by 5 or more, or failed by 10 or more.
<div class= "table-wrapper">
| 1D4 |Effect |h
| 1 |@@.constrained A pulse of electromagnetic energy issues from the tear. Each battery aboard the starship is drained of 1d6 charges (2d6 charges if a failure, 2d6+4 if failed by 5 or more, and 2d6+8 if failed by 10 or more).@@ |
| 2 |@@.constrained Extraplanar debris from the tear strikes the starship (phasing through any shields), applying the glitching critical damage effect to one of the starship's systems, randomly determined (the critical damage effect is increased to malfunctioning if failed by 5 or more and wrecked if failed by 10 or more).@@ |
| 3 |@@.constrained A flare of cosmic energy bursts from the tear, exposing everyone aboard the ship to low [[radiation]] (medium if a failure, high if failed by 5 or more, and severe if failed by 10 or more).@@ |
| 4 |@@.constrained A wave of mystical force from the tear engulfs the starship. All hybrid items aboard the vessel gain the [[broken]] condition.@@ |
</div>
During starship combat, a crew member in the engineering role can spend an action during the engineering phase to activate a charged temporal ripper to release its stored energy, creating a massive wave of anti-time; to all crew members aboard the temporal ripper's ship, the other starships seem to move in slow motion. For the remainder of the current round of starship combat, each of the other crew members can take one extra action in their role and can take the same action twice. In addition, the pilot of the temporal ripper's starship automatically gets to move their starship after any other starships in the combat (as though they had rolled the highest on the opposed Piloting check). If more than one starship in the combat has a temporal ripper and they are activated during the same round, the pilots of the effected starships roll opposed [[Piloting]] checks at the beginning of the helm phase, comparing those results to each other (though these pilots all move their starships after vessels not affected by temporal rippers).
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|temporal ripper | 50 | 35 |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Area'' 30-ft.-radius emanation centered on you
* ''Duration'' 1 round
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You cause a ripple in time that affects all creatures in the area. At the start of each creature’s turn, there’s a 50% chance the creature is affected by a //[[haste]]// spell until the end of its turn; otherwise, it’s affected by a //[[slow]]// spell until the end of its turn.
Certain effects, such as force fields, give you temporary Hit Points. These Hit Points are in addition to your current Hit Points and Stamina Points, and any damage you take is subtracted from your temporary Hit Points first. Any damage in excess of these temporary HP reduces your Stamina Points (and then your actual Hit Points) as normal. If the effect that grants the temporary HP ends or is counteracted, any remaining temporary HP go away.
When temporary Hit Points are lost, they can't be regained or restored like a character's normal Hit Points or Stamina Points can be, though some sources of temporary Hit Points have their own rules on how to restore lost temporary Hit Points.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 10-ft. square mobile plow
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' no
</div>
You conjure a magical 10-foot-square vehicle in an unoccupied space within range. For the spell’s duration, you can take a move action to slam the vehicle into a creature within 30 feet of the vehicle’s current location, moving it to an empty space adjacent to the target and dealing 6d10 bludgeoning damage (Reflex negates). If you don’t move the vehicle, it remains where it is and doesn’t deal any damage to any creatures, even if a creature is adjacent to the vehicle. The vehicle can’t hold any occupants or be damaged.
As a move action, you channel the Negative Energy Plane’s power directly into your solar flare or solar weapon, helping you capture and convert your escaping life energy into deadly force. As a reaction when you take damage that causes you to lose at least 2 Hit Points, the next successful attack you make with your solar flare or solar weapon before the end of your next turn deals additional cold damage equal to half the number of Hit Points you lost. Undead creatures are immune to this additional cold damage.
If you’re attuned or fully attuned, whenever you use this revelation’s reaction to add cold damage to your next attack, your solar flare or solar weapon also gains the [[penetrating]] weapon special property until the end of your next turn.
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 13
* ''Track'' [[physical]] (special)
* ''Frequency'' 1/day
* ''Effect'' no latent state; if the victim dies, 1d4 young [[tenebrous worms]] emerge 4d6 hours later and devour the corpse completely.
* ''Cure'' 2 consecutive saves; the eggs can also be removed with a successful DC 13 [[Medicine]] check that takes 1 hour or if the victim is targeted by [[remove affliction]].
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Medium outsider (extraplanar)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +10; ''Will'' +7
* ''Defensive Abilities'' poisonous bristles; ''Immunities'' acid
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' bite +17 (1d8+11 P plus shadow acid; critical [[corrode]] 1d6)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +3; ''Con'' +6; ''Int'' –4; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Stealth]] +16
!!! ECOLOGY
* ''Environment'' any land (Shadow Plane)
* ''Organization'' solitary, pair, swarm (3–6)
!!! SPECIAL ABILITIES
''Poisonous Bristles ([[Su]])'' Bristles of shadow extend from between the tenebrous worm's armored plates. Each time a creature within 10 feet of the worm attacks it, several of these bristles reactively shoot off at the attacker. The attacker must succeed at a DC 16 Reflex save or take 1d4 piercing damage and be exposed to tenebrous worm poison. An attacker that strikes the worm with an unarmed strike or grapples the worm is automatically damaged and exposed to the poison.
''Shadow Acid ([[Su]])'' A tenebrous worm's bite delivers a mystical acid that dissolves organic matter into wisps of shadow. In dim light, this acid deals 3d6 acid damage. In normal light, it deals 2d6 acid damage. In bright light or darkness, it deals 1d6 acid damage.
!!! Tenebrous Worm Poison
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 16
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy—Sluggish—Stiffened—Staggered—Immobile//; no end state.
* ''Cure'' 2 consecutive saves
</div>
A tenebrous worm is the larval stage of the [[gloomwing]], but this young creature is more dangerous than the adult. When young hatch from the eggs a gloomwing lays in an unfortunate victim, the strongest among the hatchlings sometimes kills and eats its siblings. Other times, the larvae remain together in a pack or scatter into the surrounding environment to hunt. Tenebrous worms crave flesh, and they eat it in whatever form they find, whether it's already carrion or living prey they've hunted down.
A tenebrous worm's belly is pale to the point of translucence, and its organs churn with shadowy fluids visible through its segmented carapace. As the worm grows, these liquids mix and partially solidify, poking out between the creature's plates to form poisonous bristles. A similar substance fills a reservoir near its mandibles, but this substance turns flesh to shadow that the worm consumes to supplement its diet of meat.
When a tenebrous worm has fed enough, it finds a hiding place where it can spin a cocoon of shadowy silk. This chrysalis absorbs surrounding light, reducing nonmagical bright and normal light to dim light in a radius of 20 feet. A tenebrous worm transforms inside the cocoon, emerging after several days as a gloomwing. The cocoon's remains, tattered gray sheets of silk, lose their light-absorbing properties.
When calculating your armor's hardness and Hit Points, treat it as if its item level were 5 higher.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|tensile reinforcement | 1 | 150 | 1 | any, shield | — |
</div>
Tents are designed to protect their occupants from the ravages of the elements. A standard tent has an occupancy of two people. You can double the occupancy of a tent by doubling its price, triple it by tripling its price, and so on.
!!Mass Produced
A mass-produced tent is insulated, sturdy, and capable of ventilating to prevent overheating or stuffiness without sacrificing protection. It allows characters within to treat extreme cold weather as severe cold weather, treat severe cold weather as typical cold weather, and ignore the effects of typical cold weather. It adjusts the severity of hot weather in a similar fashion. A mass-produced tent does not protect against smoke, catching on fire, lava, radiation, or other environmental hazards.
!!Mobile Hotelier
Tents known as mobile hoteliers are advanced and include systems that provide their occupants the same environmental protections as armor while active. A mobile hotelier requires a 20-charge battery to provide this protection, uses 1 charge every 8 hours, and is considered a technological item for effects and abilities that target or disable technology. Even if this protection is removed, the tent can still be used as a mass-produced tent.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|mass produced | 1 | 2 | 1 |
|mobile hotelier | 1 | 50 | 1 |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CE Small monstrous humanoid
* ''Init'' +1; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
''Fort'' +5; ''Ref'' +7; ''Will'' +4
''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects; ''Resistances'' cold 5, electricity 5
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +9 (1d8+7 C; critical [[stagger]] [DC 14]) or claw +12 (1d6+7 S)
''Offensive Abilities'' encage (DC 14)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +2; ''Int'' –1; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Athletics]] +13 (+21 to climb), [[Engineering]] +8, [[Stealth]] +8
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or architecture (2–6)
!!! SPECIAL ABILITIES
''Encage ([[Ex]])'' As a standard action, a Swarm teracta can attempt to encage an adjacent enemy of Medium size or smaller. The target must succeed at a DC 14 Reflex save or be moved into the teracta’s space and gain the [[pinned]] condition. A teracta that has a creature encaged can’t move or make claw attacks, and can bite only the creature it has encaged. As a move action, the teracta can free the encaged creature and move to an adjacent space; this doesn’t provoke attacks of opportunity. As a standard action, an encaged creature can escape with a successful DC 26 [[Acrobatics]] check.
</div>
When the Swarm needs to build something and it doesn’t have the materials to do so, it makes the desired object from other Swarm components such as the teracta. The teracta’s slender and sturdy body make it the equivalent of an iron girder, and its stick-like limbs pivot on universal ball joints that allow it to grab other teractas and lock itself into position. The creatures secrete a sticky, ice-like substance from their mandibles that they use to patch holes and create sealed spaces. This connective matter is unique to teractas, but the Swarm can quickly produce staggering quantities of these components when necessary. Once the walls of a building, space station, or starship have been constructed with teractas, bio-electronics and other Swarm organic devices can easily be threaded between them. This process takes a matter of hours to form even the largest of Swarm structures.
A teracta doesn’t have to be smart or especially cunning; it does, however, need to be strong, sturdy, and highly resistant to pain or distraction. Intruders who trespass into a Swarm structure made of teractas may not even notice them at first and, when they do, find the creatures slow to awaken; the end result is terrifying, however, as the creatures literally climb out of the walls and attack en masse. Unwary explorers of seemingly deserted Swarm structures have found themselves overwhelmed by the buildings themselves as the floors and ceilings discorporate into hordes of hungry Swarm teractas.
A teracta fights by closing with an enemy and using its own body as a cage to imprison its target; once the teracta has locked its many limbs in place around a foe, it can seal the victim’s fate with lethal bites from its surprisingly large mouth or simply hold the creature still while its allies finish the job.
You can use your exocortex to stay vigilant. As a full action, you can upload your [[exocortex]] into a computer to which you have root access, directing it to monitor that computer. Once your exocortex is integrated, your [[custom rig]] alerts you whenever a creature operates or attempts to hack the computer, similar to the [[alarm]] countermeasure. Your exocortex upload can be removed from the computer by other users as if it were a module. If you upload your exocortex into a different computer, you lose the benefits of terminal uplink with the first computer, and the exocortex upload on that computer deletes itself 1d10 minutes later.
If you upload your exocortex into a computer with a camera, microphone, or other similar monitoring device, you can perceive the computer's surroundings with that hardware by using your custom rig, so long as you're within 100 feet per mechanic level you have of the computer. While observing the computer's surroundings in this way, you can't use your exocortex's memory module, and the number of targets you can track with your exocortex is reduced by one. You must have an [[exocortex]] to select this mechanic trick.
!!! Winners at Any Cost
<div class="statblock">
* ''Manufacturing Centers'' Verces (Skyhook)
* ''Specialties'' Racers, high-performance personal transports
* ''Famous Models'' [[Slingshot|Terminator Slingshot]], Sprint, [[Star Drake|Terminator Star Drake]]
</div>
Terminator is a newcomer to the Verces shipbuilding scene. The company was founded only about 40 years ago by Jacen Wither, an augmented Vercite sent away by her parents to be educated at an elite Castrovel academy; after graduation, she vanished for a decade, and it is widely believed she traveled the galaxy under a pseudonym, perhaps even spending time as a pirate among the Free Captains. Regardless, once she emerged, she had enough wealth to found her own company—purportedly bearing her crime syndicate nickname—and wielded total control over it until recently, when she began to groom her children and grandchildren to inherit the business. Terminator arose with the explicit purpose of blazing a new trail for Vercite ship construction, away from the aethership aesthetic that has dominated the field since Vercites first took to space. Wither has succeeded in this goal, building a vibrant, successful, and highly competitive firm that makes some of the most popular starships in the Pact Worlds.
In particular, Terminator has become a household name after the success of its [[Star Drake|Terminator Star Drake]], which has won every Absalom Run for the last decade and shattered the dominance of [[Redshift Revolution]], whose starships had consistently won the race for generations. Redshift manages to compete with Terminator, but Redshift's old-fashioned style hasn't been able to keep up with Wither's cutthroat tactics and business savvy. Terminator does more than just sell racers to elite teams and thrill-seeking dilettantes, though. It provides fighters, warships, and fast cargo haulers to clients throughout the Pact Worlds and Near Space. When conflict breaks out in Near Space—such as the recent hostilities between the Gideron Authority and the Marixah Republic—Terminator sells to both sides. Its single most important contract, however, is with the Stewards, and both parties take pains to keep that arrangement secret.
Jacen Wither is nearing retirement, and rumors suggest her cybernetic parts have finally started to break down. Tension among her offspring ensures that any transfer of leadership will be ugly and brutal. None of her children are likely to improve the ethical stance of the company, which is focused on making money and crushing the competition, though some family members are more subtle about their vicious predilections than others. Some of Terminator's clients have quietly begun looking elsewhere, anticipating the company's meltdown upon Jacen's death. If the Stewards should decide not to renew their contract, that might be the spark that sets Terminator's family squabbles aflame.
''Manufacturer Perk:'' Terminator Drift engines are very efficient. Reduce the Minimum PCU for each to the following values: Signal Basic to 50, Signal Booster to 70, Signal Major to 100, Signal Superior to 150, and Signal Ultra to 175.
<div class="statblock">
* ''Tier'' 4
* Medium explorer
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 17; ''TL'' 18
* ''HP'' 65; ''DT'' –; ''CT'' 13
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' flak thrower (3d4; 5 hexes)
* ''Attack (Port)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Starboard)'' gyrolaser (1d8; 5 hexes)
* ''Attack (Turret)'' light particle beam (3d6; 10 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, crew quarters (common), mk 3 armor, mk 4 defenses, mk 1 trinode computer, security (countermeasures [firewall]); ''Expansion Bays'' [[cargo holds]] (2), [[science lab]] (general), [[surveying sensors]]
* ''Modifiers'' +1 to any 3 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +10 (4 ranks), gunnery +9 (4th level), [[Intimidate]] +10 (4 ranks), [[Piloting]] +10, [[Physical Science]] +10
* ''Engineer'' [[Engineering]] +10 (4 ranks)
* ''Gunner'' gunnery +9 (4th level)
* ''Pilot'' [[Piloting]] +10 (4 ranks)
* ''Science Officers (2)'' [[Computers]] +15 (4 ranks)
</div>
Designed and built under a partnership between the Aspis Consortium and the Terminator starship company based on Verces, the Terminator Sidewinder is exclusively available to buyers representing the Consortium, per contractual agreement. The Sidewinder is primarily intended for exploration missions carried out by small teams who assess a planet's atmosphere, resources, and potential opposition to the Consortium. It boasts a state-of-the-art Signal Booster Drift engine and unusually powerful thrusters for a ship of its class, ensuring the Consortium obtains its research before the competition.
Though not a warship, the Sidewinder's weapons array—flak thrower, two gyrolasers, and a light particle beam—ensures it's far from helpless. The ship's sensors are specialized for detailed planetary-level scans, and its crew can assess their findings in an onboard science lab, where they can decide if the planet is worth further exploration and eventual exploitation. Two cargo bays store any important finds. Quarters for the crew and captain are on the ship's upper deck, accessible by port-side lift. Accommodations are utilitarian but serviceable, while the captain's cabin offers a luxurious living space as well as a private bath.
Due to the Sidewinder's reputation as a premier exploration vessel, some corporations—such as the Norikama Syndicate—have attempted to reverse-engineer the ship and design their own models; on the rare occasion a Sidewinder pops up on the black market, it's quickly snapped up. The Aspis Consortium responds to the production of knock-offs with swift litigation, and those who buy a Sidewinder on the secondary market tend to mysteriously disappear within a few months of purchase—along with the starship in question. Still, the ship's impressive design specs tempt many to risk Aspis retaliation, and it's rumored that there are several buyers who will pay handsomely for a Sidewinder they can disassemble and analyze, no questions asked.
<div class="statblock">
* ''Tier'' 7
* Large heavy freighter
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 19; ''TL'' 19
* ''HP'' 140; ''DT'' —; ''CT'' 28
* ''Shields'' light 100 (forward 30, port 20, starboard 20, aft 30)
* ''Attack (Forward)'' gravity well generator (special; 5 hexes)
* ''Attack (Port)'' laser net (2d6; 5 hexes)
* ''Attack (Starboard)'' laser net (2d6; 5 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' budget short-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defenses, mk 1 trinode computer; ''Expansion Bays'' [[cargo holds]] (5), [[smuggler's compartments]] (2), [[thrusters primer]]
* ''Modifiers'' +1 to any 3 checks per round
* ''Complement'' 7 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Computers]] +14 (7 ranks), [[Engineering]] +14 (7 ranks), gunnery +12 (7th level), [[Intimidate]] +19 (7 ranks), [[Piloting]] +14 (7 ranks)
* ''Engineers (2)'' [[Engineering]] +14 (7 ranks)
* ''Gunners'' gunnery +12 (7th level)
* ''Pilot'' [[Piloting]] +19 (7 ranks)
* ''Science Officers (2)'' [[Computers]] +14 (7 ranks)
</div>
Like many Vercite ships, the Slingshot is notable for its combination of speed and luxury, despite being designed for hauling freight rather than transporting elite clientele. For seasoned personnel, serving aboard a Slingshot—where every crew member has their own stateroom with a full-sized bed and a bathroom with a private shower—may be the most comfortable job they've ever had. In addition to these comforts, the Slingshot is famed for its flight performance. Thruster upgrades enable these starships to accelerate from a dead stop to maximum speed in seconds. Cautious merchants love this feature almost as much as the smugglers and pirates who delight in repurposing these vessels for ambushes do.
Over the last few years, the Slingshot has become the blockade runner of choice for Free Captains and other outlaws with a sense of style. These captains know better than to engage in a stand-up fight with a starship intended for the civilian market, and the Slingshot's defensive weapons are designed to thwart or delay intercepting starships. The Stewards and other law enforcement agencies both hate and grudgingly respect the Slingshot as one of the most frustrating vessels to chase.
Terminator embraced its unusual customer base with a slick advertising campaign that capitalized on the romance associated with space pirates while simultaneously condemning the use of their starships for illicit activities. The latest factory customization options for the Slingshot include paint jobs and interior decor themes that mimic styles popularized by infamous blockade runners in the Pact Worlds—a practice that sometimes results in cases of mistaken identity. Recently, members of a Prelurian Patrol intercepted a Slingshot matching the description of the vessel flown by notorious Free Captain Grazjva the Green, only to find the ship piloted by a middle-aged verthani accountant carrying no illicit cargo aside from a few grams of hyperleaf.
Stock Slingshots have an impressive 175-ton cargo capacity, though many outlaws sacrifice up to 30 tons of cargo space to install dual shielded smuggler compartments. Some smuggler captains prefer to swap out the Slingshot's default weapons for livelier munitions, but nearly all Slingshot owners enjoy tricking out their vessels with customizable cosmetic options.
<div class="statblock">
* ''Tier'' 1/4
* Tiny racer
* ''Speed'' 14; ''Maneuverability'' perfect (turn 0)
* ''AC'' 16; ''TL'' 13
* ''HP'' 20; ''DT'' —; ''CT'' 4
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' light laser cannon (2d4)
* ''Power Core'' Micron Light (50 PCU); ''Drift Engine'' none
* ''Systems'' basic computer, basic short-range sensors, mk 3 armor
* ''Modifiers'' +2 [[Computers]]
* ''Complement'' 1
!!! CREW
* ''Pilot'' gunnery +5, [[Piloting]] +10 (1 rank)
</div>
Vercite pilots favor Terminator Star Drakes as their vessels of choice for the Absalom Run, a race from Verces to Absalom Station and back that occurs once every 3 years. The winner of the race becomes an instant celebrity throughout the system.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Range'' 100 ft.
* ''Area'' 100-ft.-radius emanation centered on you
* ''Duration'' 1 day/level; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You alter the area's terrain and climate to a new terrain and climate type appropriate to the planet or plane. For example, you might transform a desert into plains. To cast this spell, you must spend 10 Resolve Points along with technological gear worth 30,000 credits (which is magically augmented to do much of the terraforming, then consumed by the spell). A [[xenodruid]] mystic instead uses crystals and incenses worth 30,000 credits. This magically alters the area's climate and normal plants to those appropriate to the new terrain, but it doesn't affect creatures or the configuration of the ground. Transforming rocky hills into forested areas converts grasses into shrubs and small trees, but it doesn't flatten the hills or change the animals to suit the new environment.
You can alter the climate by one step (cold, temperate, or warm). The maximum extent of the terrain change is up to the GM, but in general it changes to a similar terrain type or by one step within that terrain type (such as from a typical forest to a forest with massive trees or light undergrowth, from a shallow bog to a deep bog, and so on).
Multiple castings of the spell in the same area can create an area with radically different terrain and climate than the surrounding land. The GM can decide that certain terrain shifts are unsustainable and shorten the duration or that some are suitable for the area and extend the duration. This spell could have many secondary effects based on the nature of the change, the type of bordering terrain, and so on; these should be determined by the GM on a case-by-case basis. For example, transforming a desert requires drawing water up from underground to sustain the plants, which could deplete the water table in nearby areas.
This modification enables a vehicle to traverse a specific terrain with ease. Select one biome when you purchase this modification, such as aerial, desert, or urban. Your vehicle is unaffected by non-magical difficult terrain and rough terrain in the selected biome. A vehicle can have only one //terrain adaptation// modification, even if each is designed for a different biome.
<div class= "table-wrapper">
|Modification | Level | Price |h
|//terrain adaptation// | 4 | 1,825 |
</div>
When you perform a [[trick attack]], you make exceptional use of nearby cover and concealment until the beginning of your next turn. If you have partial cover or cover and would be hit by an attack or fail a Reflex save, you can spend 1 Resolve Point as a reaction to increase the cover's bonus to your AC and Reflex saves by 2 against that effect; this ability can cause the attack to miss or cause your saving throw to succeed. If an attack would hit you while you have concealment, but the miss chance for concealment hasn't yet been rolled, you can spend 1 Resolve Point as a reaction to increase the miss chance for concealment by 10% (maximum 35% miss chance). If the triggering attack misses, you can immediately take a [[guarded step]].
The giants of Pholskar harvest rivers of raw, molten hivillium; remove any impurities; and pour it directly into hundreds of specialized molds. The hardened plates are extracted and woven together to form suits of terramold plate. This armor is more restrictive than many armors in its class, but it can absorb and disperse impacts with incredible efficiency.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|terramold plate I | 8 | 9,900 | +13 | +14 | +2 | –3 | –10 ft. | 3 | 3 |
|terramold plate II | 12 | 38,500 | +17 | +18 | +3 | –5 | –10 ft. | 4 | 4 |
|terramold plate III |16 | 147,500 | +22 | +23 | +3 | –5 | –10 ft. | 4 | 4 |
</div>
When you throw a grenade, each creature within the radius of the explosion that fails its Reflex save against the grenade and takes damage from it must succeed at a Will save or gain the [[shaken]] condition for 1 round. This is a fear effect.
This is a mind-affecting, sense-dependent effect.
Your use of your breath weapon strikes fear into the hearts of your enemies .
''Prerequisites:'' breath weapon species trait
''Benefit:'' Whenever you deal damage with your breath weapon, all enemies that can perceive you must succeed at a Will save with a DC equal to 15 + your Charisma modifier or gain the [[frightened]] condition for 1 round.
Fearsome displays instill fear longer.
''Prerequisites:'' Intimidating racial trait.
''Benefits:'' When you succeed at an [[Intimidate]] check to [[demoralize]], the duration is 1d4 rounds longer than normal.
Whether lashed together by a grappler and cable line or held in the grip of a crane claw, vehicles can sometimes become affixed to each other. Regardless of the specifics, any item holding two vehicles together is referred to as a tether. Tethers can either be flexible, like a cable line, or rigid, like a manipulator arm. The pilot of the vehicle from which the tether originates is considered the controller, and the pilot of the vehicle ensnared by the tether is considered the defender.
!! Dragging a Tethered Vehicle
If the defender wishes to move while held by a rigid tether, or if either pilot wishes to move beyond a tether's reach, they must succeed at an opposed [[Piloting]] check. The checks of both controller and defender receive a bonus equal to half their respective vehicles' item levels and an additional +5 bonus for each size category that their vehicle is larger than their opponent's. The controller wins ties. If the pilot who initiated the check succeeds, they can move any remaining speed of their drive action, dragging the tethered vehicle with them. They can then use any remaining drive actions without an opposed check. Alternatively, if the pilot initiated this check while using a [[race]] action, they can move up to half their vehicle's full speed. If the pilot who initiated the check fails, their vehicle's speed becomes 0 until the start of their next turn. A pilot who wishes to be dragged can opt to automatically fail this check.
!! Driving While Tethered
If two vehicles are held by a flexible tether, both pilots can drive freely within the tether's reach. If the tether is rigid, only the controller can move freely, but see Dragging a Tethered Vehicle above.
!! Escaping a Tether
As a standard action, the defender can attempt a [[Piloting]] check (DC = 10 + controlling vehicle's KAC) to free their vehicle from the tether. The controller can release the tether at any time (this takes no action).
!! Tethers in Vehicle Chases
Since vehicles involved in chases measure their movement relative to each other instead of to fixed points, two tethered vehicles can still participate normally in chases except as noted below. Generally, the two vehicles must be engaged in the chase before they can be tethered to one another.
!!! Pilot Actions
The defender cannot take the [[break free]] action to disengage from the controller while tethered. If the controller takes the break free action to disengage with the defender, the defender is immediately freed of the tether. [[Piloting]] checks to attempt [[evade|Evade (vehicles)]] and trick actions with vehicles connected by a flexible tether take a –2 penalty. If the tether is rigid, this penalty increases to –4.
A pilot who wishes to take the [[speed up]] action while tethered must first succeed at an opposed Piloting check as if dragging a tethered vehicle (see above). If they succeed, they can attempt the action. If they move forward to a new zone, the vehicle tethered to them is immediately dragged to that zone as well. The pilot of the dragged vehicle cannot then attempt a speed up action until the start of the next round.
!!! Chase Progress
During the chase progress phase, the GM advances vehicles as normal. Then, if the tethered vehicles are not in the same zone, the GM moves the defender's vehicle one zone closer to the controller. If the vehicles are still in different zones, the GM moves the controller's vehicle one zone closer to the defender. The GM continues moving the tethered vehicles in this fashion until they share the same zone.
<div class="statblock">
* ''Level'' 1–12
* Small aberration
* ''Senses'' [[darkvision]] 60 ft.
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Resistances'' sonic 5
* ''Speed'' 25 ft.
* ''Melee Attack'' frond (So)
* ''Space'' 5 ft.; ''Reach'' 5 ft.
* ''Ability Modifiers'' Con, Cha
!!! SPECIAL ABILITIES
''Discordant Burst ([[Ex]], 7th level)'' Every 1d6 rounds, a tetlotolan can create a 5-foot-radius burst of unsettling harmonics within 30 feet as a standard action. Creatures in the area become [[flat-footed]] and [[off-target]] for 1 round unless they succeed at a Fortitude save (DC = 10 + 1-1/2 × the tetlotolan's level).
''Frond ([[Ex]])'' A tetlotolan's frond attack targets EAC and has the [[unwieldy]] weapon property.
</div>
This squat hexapod's body has radial symmetry and resembles a starfish with tall, fern-like crests that chime softly when rustled. They filter feed on sounds, migrating slowly to absorb a varied diet.
This massive consortium on Cyrune provides mysterious trading vessels to witchwyrds. These ships seem to waver on the edge of reality, and witchwyrd mastery of planar technology allows these vessels to slip between the planes as easily as they enter the Drift. Tetrad viciously defends this technology, lest it be stolen.
Any non-witchwyrd crew or mercenaries who serve aboard a Tetrad vessel are bound by strict contracts that govern their speech and behavior. Those who violate these contracts can be fined or jailed but more often find themselves targeted by bounty hunters or assassins. Some ex-employees find themselves in trouble with witchwyrds after fulfilling their contracts, discovering too late that they broke some hidden clause buried deep within their employment agreement.
<div class="statblock">
* ''Tier'' 6
* Medium transport
* ''Speed'' 12; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 18; ''TL'' 19
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser array (6d4), tactical nuclear missile launcher (5d8)
* ''Attack (Aft)'' laser net (2d6)
* ''Attack (Turret)'' light particle beam (3d6), light particle beam (3d6)
* ''Power Core'' Pulse Blue (200 PCU); ''Drift Engine'' proprietary planar aperture drive
* ''Systems'' basic long-range sensors, biometric locks, crew quarters (luxurious), mk 2 armor, mk 3 defenses, mk 1 tetranode computer; ''Expansion Bays'' [[cargo holds]] (2), [[guest quarters]] (luxurious), [[life boats]], [[smuggler's compartment]]
* ''Modifiers'' +1 to any four checks per round, +2 [[Computers]], –1 [[Piloting]]
* ''Complement'' 6
!!! CREW
* ''Witchwyrd Captain'' [[Bluff]] +18 (6 ranks), [[Diplomacy]] +18 (6 ranks)
* ''Engineer'' [[Engineering]] +13 (6 ranks)
* ''Gunners (2)'' gunnery +10
* ''Pilot'' [[Piloting]] +16 (6 ranks)
* ''Science Officer'' [[Computers]] +13 (6 ranks)
</div>
The Tetrad manufactures its own line of starships using unique hybrid technology, including proprietary planar aperture drives that enable the [[witchwyrds]] to travel between planes as well as into the Drift. Under no circumstances are these engines sold to non-witchwyrds. In the Pact Worlds, one of the most commonly encountered style of witchwyrd starships is the Tetrad Caravel, named after an ancient oceangoing vessel.
Tetrad rings deal lighter damage than weapons of a similar class, but the device launches a bolt of force that bypasses many common defenses. The design of tetrad rings is proprietary [[witchwyrd]] technology, which makes them expensive and difficult to find. They are manufactured in only three models: tactical, advanced, and elite. All three are elaborate sets of rings covered in delicate carvings, with a wire mesh to house the battery. Advanced and elite models have finer decorations.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|tetrad rings, tactical | 7 | 6,900 | 1d6 B | 40 ft. | [[push]] (5 ft.) | 20 charges | 2 | L |[[force]] |
|tetrad rings, advanced | 12 | 39,000 | 2d6 B | 60 ft. | [[push]] (5 ft.) | 20 charges | 2 | L |[[force]] |
|tetrad rings, elite | 19 | 620,000 | 5d6 B | 60 ft. | [[push]] (10 ft.) | 20 charges | 2 | L |[[force]] |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Huge outsider (extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +17
* ''Aura'' alluring presence (30 ft., DC 16)
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +11; ''Will'' +8
* ''Defensive Abilities'' [[unflankable]]
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' slam +21 (2d10+15 B)
* ''Reach'' 15 ft.; ''Space'' 15 ft.
* ''Offensive Abilities'' unbearable longing (DC 16)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +3; ''Int'' +0; ''Wis'' +1; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +22
* ''Languages'' Celestial; [[telepathy]] 30 ft.
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Alluring Presence ([[Su]])'' Each tetrakam possesses a strange, unique beauty, and its presence fascinates its foes. A creature that begins its turn in the aura takes 5d6 damage if it doesn’t end its turn closer to the tetrakam, adjacent to it, or in the closest available space to it (Will DC 16 negates). A creature that succeeds at its saving throw becomes immune to the alluring presence for 1d4 rounds, and a creature that successfully saves twice in a day becomes immune to the aura for 24 hours. A tetrakam can suppress or resume this aura on its turn without spending an action. This is an emotion, mind-affecting, and sense‑dependent effect.
''Unbearable Longing ([[Su]])'' A tetrakam can project debilitating loneliness into the minds of nearby creatures, affecting one creature if used as a move action, two as a standard action, or three as a full action. This deals 5d6 damage and makes the target [[shaken]] for 1 round (Will DC 18 negates). Any creature adjacent to the tetrakam gains a +2 circumstance bonus to this save, or +4 if either creature is grappling the other. This is an emotion and mind-affecting effect.
</div>
Every faith has its secrets, and hidden to all but Triune’s highest‑ranking priests is a troubling scrap of apocrypha: a fourth being sought to join with the All-Code centuries ago. Whether by veto of other three deities, some intrinsic incompatibility, or another explanation altogether, the fourth being was denied. Ever since, it has remained hidden, watching enviously from afar, occasionally engaging with the cosmos through its agents. Known as tetrakams, most witnesses refer to them colloquially as “seekers.”
Tetrakams vary widely in their appearance, ranging from humanoids to fiendish cyborgs to floating cityscapes. The only consistent element is that each has three similar features with a clear indication that there should be a fourth feature that’s now absent or never existed, such as an angelic being wearing a four-pointed crown that’s conspicuously missing most of one peak, or a robot with three eyes and one damaged, empty socket.
As if echoing their creators’ longing to join Triune, tetrakams crave other beings’ thoughts and adoration—especially from Triunites. They periodically gather followers or try to join existing organizations, though these unions often end in tragedy when the seeker’s overwhelming desire for integration melts its new friends’ minds or drives the tetrakam to messily try to fuse its allies to its body. Those who successfully ally with tetrakams often do so by acquiescing to their increasingly elaborate schemes to petition, trick, or force Triune to adopt a fourth constituent deity, though the creatures struggle to recall the identity of this wronged god.
These beings are especially prevalent and at home in the Drift, likely drawing comfort from that plane’s figurative proximity to Triune.
<div class="statblock">
* ''Levels'' 13–20
* Large magical beast
* ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], average)
* ''Melee Attack'' talons (P)
* ''Space'' 10 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Str
!!! SPECIAL ABILITIES
''Death Dive ([[Ex]])'' If your thakasa companion is flying at the start of your turn, it can take the charge full action using its fly speed, provided that at least 10 feet of its movement is in a downward direction.
''Midair Rescue ([[Ex]])'' If you fall off your thakasa companion while at least 30 feet above the ground, it automatically dives to catch you as a reaction, if able. If it catches you, you are mounted but gain the [[prone]] condition. You can use the stand up move action to lose the prone condition.
</div>
Thakasas are close evolutionary relatives of Castrovel's [[shotalashus]]. Long before the Gap, they were the chosen mount of an aerial cavalry, but with the proliferation of flying vehicles, they have become much rarer.
The thasphalt blaster’s small canister reactor attaches to a belt, arm strap, or similar configuration.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|thasphalt blaster, light | 1 | 350 | 1d8 B | 20 ft. | — | 40 thasphalt | 1 | 1 |[[analog]], [[force]] |
|thasphalt blaster, tactical | 6 | 4,200 | 2d8 B | 30 ft. | — | 40 thasphalt | 2 | 1 |[[analog]], [[force]] |
|thasphalt blaster, advanced | 10 | 17,300 | 3d8 B | 40 ft. | — | 40 thasphalt | 4 | 1 |[[analog]], [[force]] |
|thasphalt blaster, elite | 14 | 69,000 | 4d8 B | 50 ft. | — | 40 thasphalt | 4 | 1 |[[analog]], [[force]] |
</div>
This heavy, cannon-like device differs from most thasphalt weaponry. Instead of firing force energy created from the electromagnetic reaction, it starts the reaction and then launches the reacting thasphalt directly. An abundance of reinforcement and safety devices results in a particularly bulky, if devastating, weapon.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|thasphalt carronade | 18 | 375,000 | 8d12 B | 80 ft. | [[knockdown]] | 100 thasphalt | 50 | 3 |[[analog]], [[explode]] (10 ft.), [[force]], [[unwieldy]] |
</div>
A crank mechanism spins the barrels of the thasphalt deck sweeper to allow continuous sustained fire from a heavy reactor pack.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|thasphalt deck sweeper | 14 | 81,000 | 4d12 B | 50 ft. | [[push]] (5 ft.) | 100 thasphalt | 2 | 2 |[[analog]], [[automatic]], [[force]] |
</div>
Invented by accident when an engineer didn’t open a steam valve on a reactor, the thasphalt grenade’s invention coincided with new emergency pressure release valves being introduced onto other thasphalt products.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|thasphalt grenade I | 1 | 110 | 20 ft. | drawn | L |[[explode]] (1d8 B; 15 ft.), [[force]] |
|thasphalt grenade II | 5 | 820 | 20 ft. | drawn | L |[[explode]] (2d8 B; 15 ft.), [[force]] |
|thasphalt grenade III | 9 | 4,200 | 20 ft. | drawn | L |[[explode]] (4d8 B; 15 ft.), [[force]] |
|thasphalt grenade IV | 11 | 8,250 | 20 ft. | drawn | L |[[explode]] (6d8 B; 15 ft.), [[force]] |
|thasphalt grenade V | 15 | 37,000 | 20 ft. | drawn | L |[[explode]] (10d8 B; 15 ft.), [[force]] |
</div>
A briefcase-sized reactor tethers the two-handed thasphalt rifle. The reactor can be worn slung across your body or bound to a backpack.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|thasphalt rifle, light | 2 | 880 | 1d10 B | 20 ft. | [[push]] (5 ft.) | 80 thasphalt | 1 | 2 |[[analog]], [[force]] |
|thasphalt rifle, tactical | 8 | 8,500 | 2d10 B | 30 ft. | [[push]] (5 ft.) | 80 thasphalt | 4 | 2 |[[analog]], [[force]] |
|thasphalt rifle, advanced | 12 | 35,100 | 3d10 B | 40 ft. | [[push]] (10 ft.) | 80 thasphalt | 8 | 2 |[[analog]], [[force]] |
|thasphalt rifle, elite | 16 | 175,000 | 4d10 B | 50 ft. | [[push]] (10 ft.) | 80 thasphalt | 10 | 2 |[[analog]], [[force]] |
</div>
Specialized ammunition specifically designed for use with [[thasteron weapons]].
<div class= "table-wrapper">
|Item | Level | Price | Charges | Bulk |h
|thasphalt cannister | 1 | 75 | 20 thasphalt | L |
|thasteron pellets | 3 | 200 | 50 pellets | L |
</div>
This scattergun-style weapon relies on the propulsion properties of raw thasteron to push targets away from the user.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|thasteron blunderbuss | 4 | 1,350 | 2d4 P | 20 ft. | [[knockdown]] | 50 pellets | 10 | 1 |[[blast]], [[propel]] (10 ft.) |
</div>
Nicknamed the “hole-maker,” this raw thasteron-packed explosive is a favored room-clearing device for special forces.
<div class= "table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|thasteron grenade I | 3 | 310 | 20 ft. | drawn | L |[[explode]] ([[staggered]]; 10 ft.), [[propel]] (5 ft.) |
|thasteron grenade II | 6 | 1,350 | 20 ft. | drawn | L |[[explode]] ([[staggered]]; 15 ft.), [[propel]] (5 ft.) |
|thasteron grenade III | 10 | 5,500 | 20 ft. | drawn | L |[[explode]] ([[staggered]]; 20 ft.), [[propel]] (10 ft.) |
|thasteron grenade IV | 14 | 20,500 | 20 ft. | drawn | L |[[explode]] ([[staggered]]; 25 ft.), [[propel]] (10 ft.) |
|thasteron grenade V | 18 | 110,000 | 20 ft. | drawn | L |[[explode]] ([[staggered]]; 30 ft.), [[propel]] (15 ft.) |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium vermin
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +8
* ''Aura'' radiation (15 ft., DC 13)
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +5; ''Will'' +2
* ''Immunities'' [[radiation]]
!!! OFFENSE
* ''Speed'' 30 ft., burrow 5 ft., climb 30 ft.
* ''Melee'' claw +11 (1d6+4 S)
* ''Offensive Abilities'' break objects
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +4; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Other Abilities'' consume objects, [[mindless]]
!!! ECOLOGY
* ''Environment'' any (Akiton)
* ''Organization'' solitary, pair, colony (1–3 plus 3–9 khefaks), or infestation (2–8 plus 10–40 khefaks)
!!! SPECIAL ABILITIES
''Aura of Radiation ([[Ex]])'' A thasteron khefak's aura is an emanation of low [[radiation]].
''Break Objects ([[Ex]])'' When attacking an object, a thasteron khefak treats that object's hardness as if it were 15 lower.
''Consume Objects ([[Ex]])'' A thasteron khefak can eat objects with hardness 15 or lower. A thasteron khefak deals 2 damage to the object it's consuming per minute. A thasteron khefak is sated and stops feeding on a given day after dealing 100 damage this way.
</div>
Beyond the propulsive properties of thasteron, tactical uses for its nuisance emission, thasteronic asphalt (or thasphalt), have been developed by ysoki engineers. Thasphalt produces force energy and steam when bombarded with strong electromagnetic fields. These fields are too much for internal electronics, so most thasteron weapons are bulky copper, brass, and even leather-and-wood contraptions utilizing clockwork.
<div class="statblock">
* ''CR'' 1; XP 200
* CN Small magical beast
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +5; ''Ref'' +5; ''Will'' +1
* ''Defensive Abilities'' thasteron fortification
!!! OFFENSE
* ''Speed'' 30 ft., climb 10 ft.
* ''Melee'' tongue +9 (1d4+2 B plus [[grab]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tongue)
* ''Offensive Abilities'' constrict (1d8+2 B)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' +2; ''Int'' –2; ''Wis'' +0; ''Cha'' –1
* Skills [[Athletics]] +10 (+18 to climb), [[Stealth]] +5, [[Survival]] +5
* ''Languages'' Goblin (can't speak)
!!! ECOLOGY
* ''Environment'' any (Akiton)
* ''Organization'' solitary, pair, or knot (4–7)
!!! SPECIAL ABILITIES
''Constrict ([[Ex]])'' When a thastertoad successfully renews a grapple or a pin against an opponent, it automatically deals 1d8+2 bludgeoning damage to that creature.
''Thasteron Fortification ([[Ex]])'' Plates of impure thasteron cover a thastertoad's back, protecting it from some devastating injuries. There is a 20% chance that a critical hit against a thastertoad is treated as a normal attack, dealing normal damage instead and not applying any critical effect. Roll this percentage chance before critical hit damage is rolled.
</div>
Long ago, the red planet of Akiton enjoyed prosperity as the major source of thasteron, a volatile mineral that could be refined into starship fuel. When vessels around the galaxy switched to Drift engines for long-distance travel, Akiton's economy collapsed, and the thasteron mines and refineries were abandoned. But thasteron was always an infamously dirty fuel with a history of causing environmental damage. Even after the abandonment, large quantities of the mineral remained within the planet's crust, and this raw substance spurred the mutation that created thastertoads from simple tailless lizards. Over many generations, the beasts grew in size, and their skin began to exude an impure form of thasteron that formed plates along their backs. They graduated from feeding on insects to larger animals, such as rats and other vermin, catching prey with their long tongues. Unlike other toads, thastertoads aren't amphibious; they were named by space goblins, who cared little about scientific taxonomy and endured the grumpy personalities of these creatures to (partially) domesticate them. Space goblins who reside in and near Akiton's fields of crashed starships often keep thastertoads as pets and guard animals.
Thaumapathy studies the inherent magic that suffuses living things, enhancing or dampening that power with the use of eldritch pharmaceuticals.
''Booster:'' You temporarily boost a creature’s intrinsic magical field, granting it [[spell resistance]] equal to 5 + your class level. If it already has spell resistance, increase the spell resistance by 1 (or by 2 if the original spell resistance is less than or equal to 10 + your biohacker level).
''Inhibitor:'' Your inhibitor restricts the magical pathways of the target’s body, making spellcasting more difficult. Reduce the caster level and saving throw DCs of spells and spell-like abilities the creature casts by 1. The creature takes a penalty equal to 1 per damage die when rolling damage dealt by its spells and spell-like abilities. For the duration of the inhibitor’s effect, spells and spell-like abilities that normally have a casting time of 1 standard action instead gain a casting time of 1 round, and spells and spell-like abilities that normally have a casting time of 1 round gain a casting time of 2 rounds.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Magic Renewal:'' As a standard action, you can create and deliver a medicinal formula to a living creature that restores one of that creature’s expended spell slots or expended spell-like abilities. The level of the spell slot or spell-like ability restored cannot exceed one-third your biohacker level (rounded up). A creature can benefit from your magic renewal breakthrough only once per day.
<div class="statblock">
* ''Tier'' 2
* Small light freighter
* ''Speed'' 12; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 15; ''TL'' 15
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' basic 40 (forward 10, port 10, starboard 10, aft 10)
* ''Attack (Forward)'' light particle beam (3d6), light plasma torpedo launcher (3d8)
* ''Attack (Port)'' coilgun (4d4)
* ''Attack (Starboard)'' coilgun (4d4)
* ''Power Core'' Pulse Black (120 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, budget medium-range sensors, mk 2 armor, mk 2 defenses; ''Expansion Bays'' [[cargo holds]] (2), [[sealed environment chamber]]
* ''Modifiers'' +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +7 (2 ranks), gunnery +7, [[Intimidate]] +7 (2 ranks), [[Piloting]] +7 (2 ranks)
* ''Engineer'' [[Engineering]] +7 (2 ranks)
* ''Gunners (2)'' gunnery +12
* ''Pilot'' [[Piloting]] +8 (2 ranks)
* ''Science Officer'' [[Computers]] +6 (1 rank)
</div>
Although Thaumtech Unlimited may be most famous for its fearsome [[Omenbringer|Thaumtech Omenbringer]] battleship, it's the versatile Cairncarver whose sales have funded the company's most ambitious research since the Gap. Like many ships of Eoxian design, the Cairncarver is an intimidating ship with an unnervingly skeletal shape that has changed little over the centuries. Cairncarvers remain fairly common ships in Eoxian space, but they're even more popular in the reviled Corpse Fleet, where they serve as ideal marauders capable of raiding distant settlements and eliminating key targets. This strong association with piracy makes Cairncarvers tempting targets for overzealous law-enforcement patrols, which often harass or even open fire on such ships without authenticating their credentials first.
Of course, with conventional life support limited to only a portion of the ship, the Cairncarver has little appeal to living crews. A typical ship configuration includes a sealed environment chamber for transporting live passengers, and even then, the crew can readily vent that chamber's atmosphere should they determine the passengers are as valuable dead as they are alive.
Standard armaments include a forward-mounted Alkaria light particle beam affixed to one of the Cairncarver's arms and a Festik light plasma torpedo launcher embedded in the other, while two Vertebrex coilguns mounted port and starboard provide flank defense. The Cairncarver's aft quarter is notoriously undefended, however.
With its ample cargo space, the Cairncarver doubles as a well-armed freighter. Eoxians often use the ship's cargo holds as crude passenger seating for undead troops, who can travel indefinitely without life support.
<div class="statblock">
* ''Tier'' 14
* Gargantuan battleship
* ''Speed'' 4; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 27; ''TL'' 27
* ''HP'' 400; ''DT'' 10; ''CT'' 80
* ''Shields'' heavy 240 (forward 60, port 60, starboard 60, aft 60)
* ''Attack (Forward)'' heavy laser cannon (4d8), super EMP cannon (special)
* ''Attack (Port)'' heavy laser array (6d4)
* ''Attack (Starboard)'' heavy laser array (6d4)
* ''Attack (Aft)'' tactical nuclear missile launcher (5d8)
* ''Attack (Turret)'' heavy torpedo launcher (5d8), heavy torpedo launcher (5d8)
* ''Power Core'' Gateway Heavy (400 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced mid-range sensors, basic computer, [[crew quarters]] (common), mk 7 armor, mk 8 defenses, security ([[biometric locks]]); ''Expansion Bays'' [[hangar bays]] (2)
* ''Modifiers'' +4 [[Computers]], +2 [[Piloting]]
* ''Complement'' 200
!!! CREW
* ''Captain'' [[Diplomacy]] +25 (14 ranks), gunnery +20, [[Intimidate]] +30 (14 ranks), [[Piloting]] +25 (14 ranks)
* ''Engineers (3 officers, 35 crew each)'' [[Engineering]] +25 (14 ranks)
* ''Gunners (5 officers, 15 crew each)'' gunnery +20
* ''Pilot (1 officer, 5 crew)'' [[Piloting]] +32 (14 ranks)
* ''Science Officer (1 officer, 4 crew)'' [[Computers]] +29 (14 ranks)
</div>
The Omenbringer sails through the void like the corpse of some vast whale, but its organic aesthetics belie the cutting-edge technology of its construction. Within its gullet hang ranks of Necrogliders and other fighters, their undead pilots able to stay ready at their stations indefinitely. Without life support on many decks, the ship is very difficult to take down, and big sections (such as the hangars) stand airless and open to space by design.
!!! Precognizant Engineers
<div class="statblock">
* ''Manufacturing Centers'' Eox (Thousand Moons)
* ''Specialties'' "Smart" ships and reconnaissance vessels
* ''Famous Models'' [[Cairncarver|Thaumtech Cairncarver]], [[Omenbringer|Thaumtech Omenbringer]], Shadowcaster
</div>
Thaumtech Unlimited is an oddity among starship manufacturers. Though it goes long stretches between releases, each design is a runaway success. Its quality-of-life features— like immersive infosphere integration, smart-acoustics hull lattices, and phrenic AI assistance—are released to rave reviews, and the company can coast for years on a single starship release. Thaumtech even has a cult following among tech enthusiasts, who eagerly hype the slightest announcement. The company encourages this excitement, hosting outlandish reveal events and granting sponsorships to vidstream celebrities who record their live reactions. Their largest announcements have even involved the rambunctious personality Zo!, whose undead antics already draw media attention.
Few starship manufacturers are as secretive as Thaumtech Unlimited. Formed during the Gap, the company lost nearly all of its records after the Gap ended, including the company's data about its own operations. Not deterred by the loss, Thaumtech utilized every magical and technological resource at its disposal to launch an aggressive (and invasive) market research campaign to recoup its losses. It was able to profit enormously in a short amount of time by capitalizing on consumer trends and honing its marketing with a laser focus. The company's most notable success was the Shadowcaster, the first Drift-capable Eoxian starship.
The Shadowcaster would forever be remembered in Eoxian history, and netted Thaumtech enormous profits. However, it also drew the attention of jealous rivals. In 42 AG, Thaumtech was hit with an enormous fine for market abuse under the new Absalom Pact regulations on divination magic. Soon after, its Eoxian rivals pushed the company off Eox entirely, and Thaumtech was forced to consolidate activity in self-contained mining-manufactories on the Thousand Moons. Yet despite these attempts to sink the company, Thaumtech remains a wildly popular manufacturer. Its profits have only expanded, and the physical isolation of its factories enables its operations to be more discreet.
Thaumtech is unique among Eoxian manufacturers in that it regularly designs for both living and undead clientele. Though widely popular, the corporation is often under scrutiny. The starship computers Thaumtech installs are riddled with proprietary code that is difficult to unravel, and attempts to edit this code risk destroying the ship's computers entirely. Privacy experts caution against holding private conversations aboard a Thaumtech ship; with all of Thaumtech's innovations, the computers could be the least of who or what is listening.
''Manufacturer Perk:'' Thaumtech operating systems are among the most secure in the Pact Worlds. [[Anti-hacking systems]] cost 1 BP less to install.
<<list-links "[tag[Themes]sort[title]]" class:index >>
This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold [[resistance]] and fire [[resistance]]. The amount depends on the capacitor's type, as listed below.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Resistance |h
|thermal capacitor, mk 1 | 5 | 3,600 | 1 | any, shield* | — | 5 |
|thermal capacitor, mk 2 | 12 | 36,250 | 1 | any, shield* | — | 10 |
|thermal capacitor, mk 3 | 15 | 120,000 | 1 | any, shield* | — | 15 |
</div>
Common industrial safety rigs on the Burning Archipelago, //thermal regulators// maintain comfortable working conditions in severe environments. One version interfaces with armor to keep a wearer comfortable without rapidly depleting environmental protections. Another form is a unit that can be worn without taking up an armor upgrade slot.
While activated, a //thermal regulator// reduces the severity of dangerous temperatures by two steps for its wearer. For example, severe cold becomes comfortable, while extreme cold is reduced to cold. A //thermal regulator// can be set to protect its wearer from cold or heat, but not both simultaneously. The regulator consumes the attached armor's environmental protections, but at one-quarter the rate of having protections fully activated.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|//thermal regulator// | 1 | 150 | 1 | any | L |
</div>
A //thermal regulator unit// works like a //thermal regulator// armor upgrade. However, the unit is a harness you wear with temperature regulating fluid and a belt-supported pump and power unit. The harness and belt unit can be worn under armor, but they have an independent power source. A thermal regulator unit can use any sort of battery, and the unit has a usage of 1 per hour or a fraction thereof.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//thermal regulator unit// | 1 | 150 | L |
</div>
Your eyes become especially sensitive to relatively slight fluctuations in temperature. You can see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses those effects would provide to other creatures. In addition, if you have [[darkvision]], the range of your darkvision is doubled.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|thermal-sensitive eyes | 7 | 6,500 | eyes |
</div>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CN Large magical beast (fire)
* ''Init'' +1; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +8
* ''Aura'' melting aura (5 ft., 1d4 F)
!!! DEFENSE
* ''HP'' 39
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +7; ''Will'' +2
* ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., burrow 30 ft.
* ''Melee'' slam +12 (1d6+7 F)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' slag barrage (2d6 F, DC 12)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +2; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +8, [[Athletics]] +13, [[Intimidate]] +8
* ''Other Abilities'' deaf, [[earth glide]]
!!! ECOLOGY
* ''Environment'' any warm mountains
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Deaf ([[Ex]])'' Thermatrods can't attempt [[Perception]] checks to listen and are immune to effects that rely on hearing to function.
''Melting Aura ([[Ex]])'' A creature that begins its turn within 5 feet of a thermatrod takes 1d4 fire damage from the creature's intense internal temperature.
''Slag Barrage ([[Ex]])'' As a full action, a thermatrod can spray a portion of its core at a grid intersection within 60 feet. Each creature within 10 feet of this intersection takes 2d6 fire damage and gains the [[staggered]] condition as the molten material hardens. An affected creature can attempt a DC 12 Reflex save to halve the damage and negate the staggered condition. Otherwise, the staggered condition lasts for 1 minute unless the target or an adjacent creature uses a full action to free the target.
</div>
<<section 'Thermatrod Caldera'>>
Despite being large, bipedal creatures, thermatrods use a knuckle-walking quadrupedal gait resembling a gorilla's stride, though they occasionally stand on their back legs or use their arms to climb. A mix of several types of molten stone and metal found on their native planet make up thermatrods' torsos, allowing them to digest heavy minerals inedible to most living creatures. Several interlocking raised hexagonal plates resembling basalt columns make up their cooler backside. Due to this composition, a typical thermatrod stands 10 feet tall and weighs several tons.
Many mystics believe that the worlds thermatrods inhabit must also have connections to the Elemental Planes of Earth and Fire—thin spots where the energies of those places bleed through into the Material Plane. After much study by dedicated xenobiologists, however, current wisdom maintains that though the creatures might strongly resemble the elemental inhabitants of those planes, they're simply silicon-based beasts that thrive in extreme heat.
Like some other silicon-based life-forms, thermatrods' chemical evolution didn't result in traditional sensory organs such as eyes and ears. However, fine crystalline matrices within the stone of a thermatrod's head allow it to sense even very fine tremors. The one typical sense organ it does have is its dripping maw, into which the beast crams loose stones for sustenance.
Pact Worlds scientists don't yet fully understand how a thermatrod's silicon core maintains its intense heat. Some believe that, like a planet, it must contain radioactive elements that decay to generate this energy. The fact that thermatrods appear more prevalent in warm areas that contain a larger percentage of naturally radioactive metals supports this theory, but some question why the creatures themselves aren't radioactive. Other xenobiologists posit that thermatrods might contain fragments of Hellfire that never cease burning, but no one has proven this hypothesis.
Thermatrods' method of reproduction adds to the mystery of their biology. They travel to a hot geographical location, such as volcano or a thermal spring, to undergo a kind of mitosis. A thermatrod's torso cracks open before spilling forth a portion of its molten core onto the ground. The exterior of this blob cools into the general shape of another thermatrod, which instinctively seeks out stone and metals to consume. If the surrounding area has an appropriate amount of sustenance, the newborn thermatrod grows to standard size within hours. Otherwise, the creature dies, leaving nothing behind but a strangely shaped rock, for which some collectors pay handsomely. In either case, the original thermatrod moves on long before the new one finishes developing.
On rare occasions, a severe disturbance in a planet's magnetic field can cause two thermatrods in the same place to completely expel their cores, forming a single new mass. This pile hardens into a huge, four-armed thermatrod that devours any and all nearby metal-laced stones and crystals. Known as a thermatrod caldera, this creature constantly seeks out more materials to consume, its burning appetite for ore almost impossible to sate. Unfortunate mining operations that happen to be in the same area as a caldera's feeding grounds usually get torn apart by the ravenous beast, often killing any workers caught in the way, as well as causing hundreds of thousands of credits worth in damages and lost profits. As such, mining companies that operate in areas of known thermatrod activity often spend extra resources on defensive barriers and equip their security with cryo weapons. Otherwise, these corporations must rely on freelancers to travel to an overrun mine and deal with any rampaging behemoths, which can often run up an even steeper bill.
<<section 'Magma Sledge'>>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CN Huge magical beast (fire)
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +19
* ''Aura'' melting aura (5 ft., 3d4 F)
!!! DEFENSE
* ''HP'' 162
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +14; ''Will'' +9
* ''Immunities'' fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., burrow 30 ft.
* ''Melee'' slam +23 (2d10+18 F)
* ''Multiattack'' 4 slams +17 (1d10+18 F)
* ''Offensive Abilities'' slag bombardment (6d6 F, DC 17)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +24, [[Intimidate]] +19
* ''Other Abilities'' deaf, earth glide
!!! ECOLOGY
* ''Environment'' any warm mountains
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Deaf ([[Ex]])'' See [[thermatrod]].
''Melting Aura ([[Ex]])'' See [[thermatrod]].
''Slag Bombardment ([[Ex]])'' This ability functions as slag barrage (see [[thermatrod]]), but the thermatrod caldera can target up to three grid intersections within 60 feet, and each explosion causes 6d6 fire damage. A creature caught in two or more overlapping areas affected by this ability is subject to the damage only once but takes a –2 penalty to the Reflex saving throw.
</div>
A region is thermic when it consistently has hot or hotter weather, perhaps due to volcanic or geothermic activity. Thermic areas are commonly arid and contain little or no vegetation, save those plant species that can survive in such a hostile environment.
* ''Heat Inured:'' A thermic creature treats severe heat as very hot and extreme heat as severe heat. Numerous thermic beasts also have [[resistance]] 5 to fire. A few might have higher resistance or even the [[fiery|fiery template graft]] simple template graft.
* ''Skills:'' Most thermic creatures have [[Survival]] as a good or master skill.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Small ooze (fire)
* ''Init'' +2; ''Senses'' [[blindsight]] (vibration) 30 ft., [[sightless]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 41
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +6; ''Ref'' +0; ''Will'' –1
* ''Immunities'' acid, fire, [[ooze immunities]]
* ''Weaknesses'' cold
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft., swim 20 ft.
* ''Melee'' pseudopod +11 (1d6+4 B; critical [[corrode]] 1d6)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +4; Int —; ''Wis'' +0; ''Cha'' –3
* ''Other Abilities'' [[compression]], environmental reactivity, [[mindless]], [[no breath]]
!!! ECOLOGY
* ''Environment'' any warm
* ''Organization'' solitary, cluster (2–5), or colony (6–30)
!!! SPECIAL ABILITIES
''Environmental Reactivity ([[Ex]])'' Though they aren't harmed by acid or fire, thermophilic oozes react to such energies. Whenever a thermophilic ooze's fire immunity prevents it from taking fire damage from an attack, it increases all of its speeds by 20 feet until the end of its next turn. Whenever a thermophilic ooze's acid immunity prevents it from taking acid damage form an attack, it briefly becomes more dangerous; its pseudopod attack deals an additional 1d6 acid damage until the end of its next turn.
</div>
Evolving from colonies of bacteria native to undersea volcanic vents, thermophilic oozes are adapted to some of nature's harshest and most inhospitable environments. On worlds with low amounts of tectonic movement and consistent volcanic activity, such bacteria can grow over the course of millennia, joining together into larger and larger forms. Eventually, these creatures gain enough cohesion to leave their fiery, corrosive homes, driven by a hunger for organic prey. With their amorphous bodies and immunity to fire and acid, thermophilic oozes have almost limitless access to places other creatures dare not tread, giving them zones of safety from which they can hunt. Thermophilic oozes can consume and gain sustenance from any organic matter, but many of them seem to prefer to chase down living creatures over immobile plants.
In addition to providing a safe haven, a thermophilic ooze's warm and corrosive home environments are necessary to the creature's long-term survival. When deprived of the acidity and heat of their homes for an extended period of time, the creatures need to eat more and more with each passing day. This makes them more aggressive when encountered outside of their native environments—such as those that hitch an unintended ride on an excavator or deep-sea submarine.
Thermophilic oozes are a particular nuisance near the planet Ilemchuuva's underwater volcanic vents and mining sites. Local bolidas take great pleasure in exterminating them en masse, considering them to be a form of dangerous vermin. Bolida miners pass around stories of thermophilic ooze infestations left unchecked, leading to the loss of valuable equipment and, far more importantly, fellow workers.
When outside of its preferred environment, a thermophilic ooze tends to take the shape of a flattened sphere roughly 3 feet across, though it can squeeze itself through quite small openings given enough time. A thermophilic ooze weighs approximately 300 pounds.
By manipulating thermoregulation, a biohacker can protect creatures from extreme temperatures or cause them to overheat.
''Booster:'' You protect a creature against extreme heat and cold. The target gains cold [[resistance]] 1 and fire resistance 1, and these resistances increase by 1 for every 4 biohacker levels you have. If the creature is [[burning]], it can immediately attempt a Reflex save with a +2 bonus to end the burning effect. If the creature has the [[staggered]] condition from failing a saving throw against a cold effect, it can immediately attempt a new saving throw against the effect, ending it on a success.
''Inhibitor:'' You impair a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the [[burning]] condition, taking 1d6 fire damage per turn. If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Inescapable Heat ([[Ex]]):'' As a standard action, you can deliver a formula that heightens the target’s sensory response to heat and cold, causing unpredictable fear to these stimuli. For 1 minute, whenever the creature takes cold or fire damage, it becomes [[shaken]] for 1 round. The first time during that minute the creature begins its turn with the [[burning]] condition, it becomes [[confused]] for the duration of the burning effect (Will negates). However, on a d% result of 51–75 to determine the confused creature’s actions, the creature attempts to end the burning condition rather than dealing damage to itself. At the start of each subsequent turn, the creature can attempt a new Will save, ending the confused condition immediately on a success. This is a fear and pain effect.
Thermskin is a lightweight, form-fitting suit of flexible carbon fiber and blended fabrics that prioritizes ease and quickness of movement, even in harsh environments. It compensates for its lack of insulating layers with a webbing of temperature-regulating lines that run across the entire suit like meridians, glowing dimly with shifting multicolored lights as if mirroring the auroras in the sky. The faint glimmer can be increased if additional light is needed, or dampened in situations where stealth is necessary. A black opaque helmet provides additional protection, glare reduction, and life-support technology. The sleek design also holds up well in the water when exploring frigid arctic seas or taking an unexpected spill off an iceberg.
Full suits of thermskin II and III grant [[resistance]] 5 to cold, and thermskin IV grants resistance 10 to cold.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|thermskin I | 3 | 1,275 | +2 | +3 | +4 | – | – | 0 | L |
|thermskin II | 6 | 5,900 | +6 | +7 | +5 | – | – | 1 | L |
|thermskin III | 10 | 21,800 | +12 | +14 | +5 | – | – | 3 | L |
|thermskin IV | 15 | 120,000 | +17 | +18 | +7 | – | – | 4 | L |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Gargantuan animal
* ''Init'' +1; ''Senses'' [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +14; ''Ref'' +11; ''Will'' +9
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +21 (2d10+16 S plus [[swallow whole]]; crit. [[bleed]] 2d6)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' [[swallow whole]] (2d10+16 B, EAC 22, KAC 20, 36 HP)
!!! STATISTICS
* ''Str'' +7; ''Dex'' +1; ''Con'' +4; ''Int'' –4; ''Wis'' +1; ''Cha'' –1
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–6)
</div>
Through extensive biochemical treatments, you’ve permanently reinforced your bones, making it less taxing to carry heavy loads and helping you resist catastrophic harm. Your bulk carrying limit increases by 2, and you don’t become [[fatigued]] from the long-term effects of living in a high-gravity environment. You gain a +2 bonus to saving throws made to resist the [[wound]] and [[severe wound]] critical hit effects, as well as other effects that would sever or mutilate your limbs.
You specialize in acquisition, from quick swipes to complex heists.
* ''Associated Skills:'' [[Perception]] and [[Sleight of Hand]]. You can use Sleight of Hand to make a [[trick attack]] by concealing your weapons and motions.
* ''Specialization Exploit:'' [[holographic distraction]]
* ''Contingency Plan ([[Ex]]):'' At 11th level, you've performed enough heists to realize that things never go exactly as you had planned. When something unexpected happens during a heist or infiltration, you can spend 2 Resolve Points and specify a contingency plan that you had set up in advance for this eventuality, either having the right prop (such as an ID or a computer file, but not a particularly valuable item), having the right information, or having hired a confederate to perform a single task at the right time. You then attempt a skill check. The appropriate skill and the DC are at the GM's discretion, with a higher DC for a more elaborate or unlikely contingency. If you succeed, you have the item or knowledge, or the confederate performs the task as specified. If you fail, either you don't have what you need or your plan fails.
A thief drone is a specialized version of a basic [[domestic drone]]. When activated, this Tiny drone acts as the [[hover drone]] of a 1st-level mechanic, and you control it as if you were a 1st-level mechanic (using either an included remote control or a computer with an added control), except it has the [[smuggler's compartment|Smuggler's Compartment (drone)]] drone mod instead of a weapons mount. The thief drone can't make any attacks and has no feats and no ability to add drone mods beyond those specified in this entry. An activated thief drone can move its speed, but can otherwise take only the actions specified in this description. A thief drone can understand one language (chosen at purchase) but can't speak. Some criminals disguise their thief drones to resemble ordinary drones, which allows these illegal models to blend in without raising suspicion.
If an activated thief drone is accessible to a creature attempting an [[Engineering]] check to [[disable a lock|Disable Device]], that creature reduces the DC of the Engineering check by 5. Alternatively, the thief drone can attempt to disable a lock on its own with a –5 penalty. Its skill is Engineering. A thief drone has a usage of 1/hour with a capacity of 20.
A thief drone can be upgraded with any two of the following technological items by paying 125% of the item's price: [[grappler]], [[glass cutter]], [[tool kit]] (hacking), or [[x-ray visor]]. The price of buying and installing an upgrade includes the price of replacing an old upgrade on a drone, if applicable.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|thief drone | 5 | 3,000 | 4 | 20 | 1/hour |
</div>
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* NE Huge outsider (evil, extraplanar)
* ''Init'' +11; ''Senses'' [[darkvision]] 120 ft., discern prey; ''Perception'' +34
!!! DEFENSE
''HP'' 295
''EAC'' 31; ''KAC'' 32
''Fort'' +15; ''Ref'' +20; ''Will'' +17
''Defensive Abilities'' otherworldly mind; ''DR'' 10/magic and piercing; ''Immunities'' mind-affecting effects, poison
!!! OFFENSE
* ''Speed'' 50 ft., fly 50 ft. (//[[flight]]//, average)
* ''Melee'' bite +29 (6d8+22 P) or tongue +29 (3d12+22 P plus mind drain) or claws +29 (6d8+22 S)
* ''Space'' 15 ft.; ''Reach'' 15 ft. (20 ft. with tongue)
* ''Offensive Abilities'' ripping gaze (30 ft., 11d6 S; Fort DC 24)
* ''Spell-Like Abilities'' (CL 17th; ranged +29)
** 1/day—//[[haste]]//, //[[slow]]// (DC 21)
** 3/day—//[[fog cloud]]//, //[[greater invisibility]]//, //[[plane shift]]// (self only)
** At will—//[[dimensional anchor]]//, //[[interplanetary teleport]]// (casting time swift action; self only)
** Constant—//[[flight]]// (3rd level; 50-ft. speed; self only)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +11; ''Con'' +5; ''Int'' +2; ''Wis'' +8; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +34, [[Mysticism]] +34, [[Sense Motive]] +29, [[Stealth]] +29
* ''Languages'' Aklo
* ''Other Abilities'' angled entry
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Angled Entry ([[Sp]])'' As [[hound of Tindalos]].
''Discern Prey ([[Su]])'' As [[hound of Tindalos]].
''Mind Drain ([[Ex]])'' When the thing from beyond time hits with its barbed tongue, its target must succeed at a DC 24 Fortitude saving throw or gain 1 permanent negative level.
''Otherworldly Mind ([[Ex]])'' As [[hound of Tindalos]] (Will DC 24; 10d10).
''Ripping Gaze ([[Su]])'' As [[hound of Tindalos]].
</div>
Devised by [[androids]], thinplate is a dense polyethylene layer that looks lightweight while providing significant protection. This type of heavy armor is thin enough to be worn under loose outfits, but the rigid polyethylene restricts movement and slows the wearer. Thinplate can be molded into a variety of styles, though a simple breastplate plus limb guards is the most common form.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|thinplate | 2 | 1,000 | +4 | +6 | +2 | –3 | –10 ft. | 1 | 3 |
</div>
You embrace entropy as an exalted force to be studied and mastered, and you honor entropy by shepherding all things toward their inevitable end. You sense and manipulate entropy in both physical and spiritual ways, and you can harness entropic energy.
* ''Associated Deities:'' Ataxxea (philosophy—you scorn all deities in favor of sceaduinars, extraplanar creatures from the Negative Energy Plane), Groetus, Pharasma
* ''Associated Skills:'' [[Mysticism]] and [[Life Science]]
* ''Spells:'' 1st—//[[acidic mist]]//, 2nd—//[[reject augmentation]]//, 3rd—//[[bestow curse]]//, 4th—//[[death ward]]//, 5th—//[[retrocognition]]//, 6th—//[[snuff life]]//
!! Entropic Senses (1st)
You are attuned to the entropic energies at work in all things and can sense their location. You gain [[blindsense]] (vibration) with a range of 30 feet. If you already have blindsense (vibration), you instead gain [[blindsight]] (vibration) at the range of your blindsense (vibration).
!! Foresight (3rd)
You gain the power to sense how the entropy in nearby objects and creatures will change in the near future and how it will affect the circumstances around you. As a standard action, you can spend 1 Resolve Point to use //[[augury]]// as a spell-like ability. You can use this ability once per day, plus one additional time per day for every two Third Eye feats you have.
!! Deteriorate (6thl
You can sense and manipulate entropic energy within other creatures, causing various types of deterioration to occur at a much higher rate. As a standard action, you expend one mystic spell slot or spend 1 Resolve Point (your choice) and target a single enemy who must succeed at a Fortitude saving throw or be [[fatigued]] for a ›number of rounds equal to the level of the spell slot that you expended or, if you spent a Resolve Point, for a number of rounds equal to the highest level of mystic spell you can cast. The duration of this effect increases by one additional round for every two Third Eye feats you have. A creature affected by deteriorate is immune to additional uses of deteriorate for as long as the effect lasts.
!! Fracture Defenses (9th)
When you use your deteriorate ability, an affected enemy that fails its Fortitude save also loses [[resistance]] to a single type of kinetic or energy damage. The target loses an amount of resistance equal to your mystic level, and this effect lasts for as long as the target is affected by your deteriorate ability.
!! Globe of Entropy (12th)
You can harness entropic energy and shape it to encapsulate your opponents. You can use //[[resilient sphere]]// once per day as a spell-like ability, plus one additional time per day for every two Third Eye feats you have. Your caster level for this spell-like ability is equal to your character level, and the DC is equal to 13 + your Wisdom modifier.
!! Perfect Foresight (15th)
Your foresight connection power has evolved. When using that ability, you have a 100% chance of receiving a meaningful reply. In addition, you can’t be surprised, and you always act in a surprise round.
!! Entropic Burst (18th)
At 18th level, you can channel entropic energies into an explosion. As a standard action, you can create a burst of energy that deals 12d6 acid damage in a 30-foot radius around yourself (Reflex half); you’re immune to this effect. You can use entropic burst once per day, plus one additional time for every two Third Eye feats you have.
You’ve expanded your mind beyond the limits of the material world.
''Prerequisites:'' Wisdom 15, [[Mysticism]] 5 ranks
''Benefit:'' You can see ethereal creatures, and you understand their spoken and signed words as if you benefited from //[[comprehend languages]]//. They remain insubstantial to you, however, and have no special ability to understand your language.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium outsider (earth, elemental, extraplanar, fire)
* ''Init'' +2; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +12
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +6; ''Ref'' +4; ''Will'' +1
* ''Defensive Abilities'' molten body; ''Immunities'' [[elemental immunities]], fire
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 30 ft., burrow 20 ft.
* ''Melee'' slam +11 (1d6+2 P & F; critical [[burn]] 1d6)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +2; ''Con'' +4; ''Int'' –2; ''Wis'' +1; ''Cha'' –2
* ''Skills'' [[Acrobatics]] +7, [[Stealth]] +7
* ''Languages'' Ignan (can't speak any language)
* ''Other Abilities'' [[no breath]], versatile burrower
!!! ECOLOGY
* ''Environment'' any land (Plane of Fire or Plane of Earth)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Molten Body ([[Su]])'' Any melee weapon that hits a thoqqua takes 1d4 fire damage, ignoring hardness. If the weapon's wielder fails a DC 11 Reflex save, the weapon also gains the [[burning]] condition, dealing 1d4 fire damage that ignores hardness.
''Versatile Burrower ([[Su]])'' Due to its internal heat, a thoqqua can burrow through stone and some harder substances at half its normal burrow speed. It can leave a tunnel behind itself, consuming the material it burrows through.
</div>
Thoqquas are worms of fiery stone, like living lava. A thoqqua generates tremendous heat. This heat and the creature's sinuous shape allow a thoqqua to burrow through dirt, gravel, and stone, as well as some softer metals and composites. It has a roughly segmented body. Cooler, stony plates form on these segments, with hot flesh between them, to protect the thoqqua. A similar material, rigid but superheated due to the worm's internal fire, makes a pointed "beak" the thoqqua uses to burrow and attack. Although outsiders such as thoqquas don't need to eat, thoqquas consume minerals as they burrow, adding these elements to their rocky shells. A thoqqua unable to do so eventually loses a portion of its natural armor (reducing its KAC slightly). Most adult thoqquas are 5 feet long and weigh 200 pounds. However, these ageless worms never stop slowly growing so long as they have plenty of minerals to consume.
As fiery in attitude as in body, thoqquas are irritable and belligerent, likely to attack if startled or annoyed. They enjoy digging and demolition, and they can grow fond of or attached to other creatures, especially if treated well. [[Quorlus]] have friendly connections to the worms. Numerous quorlu settlements have thoqqua protectors.
Fiery [[mephits]] also get along well with thoqquas. The species share similarly simple mindsets, and mephits have an intuitive understanding of thoqquas' nonverbal communication. It is through mephits, confirmed by telepathy, that other species of the galaxy learned the legends of the thoqquas. Titanic thoqquas are the mythical progenitors of the species. These servants of the elemental lords, according to lore, helped form the first volcanoes on the young planets of the Material Plane. The elder thoqquas then retired to the worlds' cores to rest for eons, and their heat warms the planets to this day.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* LE Large ooze
* ''Init'' +0; ''Senses'' [[blindsight]] (life) 100 ft., [[sightless]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 100; ''RP'' 4
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +9; ''Ref'' +5; ''Will'' +9
* ''Defensive Abilities'' integrated force field (20 HP); ''Immunities'' cold, electricity, [[ooze immunities]]; ''Resistances'' acid 10
* ''Weaknesses'' sublimation
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' pseudopod +19 (3d4+14 B plus atavistic resequencing)
* ''Ranged'' field overload +16 (2d8+8 E)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +2; ''Int'' +4; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Computers]] +16, [[Engineering]] +21, [[Life Science]] +21, [[Medicine]] +21, [[Physical Science]] +16
* ''Languages'' Aklo, Common, Infernal (can't speak any language); [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Gothra)
* ''Organization'' solitary, pair, or symposium (3–6)
!!! SPECIAL ABILITIES
''Field Overload ([[Ex]])'' As standard action, a thorgothrel can reduce its integrated force field's temporary Hit Points by 2 to unleash an electrical blast at a single target within 100 feet. As a full action, it can reduce the Hit Points of its integrated force field by 6 to unleash its electrical blast at up to 3 separate targets within 100 feet. The thorgothrel can't use this ability if its integrated force field lacks enough temporary Hit Points to spend.
''Integrated Force Field ([[Ex]])'' A thorgothrel's internal armatures create an invisible field around it just like the shield provided by a gray [[force field]] armor upgrade, except that it has unlimited charges. Its internal force field generator cannot be removed or targeted by spells or effects unless the thorgothrel is slain or expels it. When the number of temporary Hit Points supplied by the thorgothrel's integrated force field is reduced to 0, the thorgothrel can spend 1 Resolve Point as a reaction to regain the 20 temporary Hit Points supplied by the force field.
''Sublimation ([[Ex]])'' A thorgothrel's natural substance boils away painfully when it isn't protected by its integrated force field. A thorgothrel that begins its turn with 0 temporary Hit Points from its force field loses 4d4 Hit Points and is [[off-target]] until the end of its turn. Sublimation does not occur within a vacuum or within carefully modulated environments that mimic the atmosphere of the thorgothrel's poisonous home world.
!!! Atavistic Resequencing
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 18
* Track [[Intelligence|Intelligence Poison Track]] (special)
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' progression track is //Healthy–Weakened–Impaired–Animalistic–Animalistic//. The second //animalistic// functions as an end state, and at the second //animalistic// state, the effects of the state are permanent until the victim benefits from a //[[restoration]]// spell.
* ''Cure'' 2 consecutive saves
</div>
The aggressive and insightful genetic manipulators known as thorgothrels enforce their vision of retrogressive development on other species. Once an enlightened humanoid society with impressive technological advancements, the thorgothrels fell under the sway of philosophers and zealots who believed that evolution into higher-ordered forms posed a danger to the universe. The thorgothrels thus began millennia-long self-experimentation to revert themselves to simple, protoplasmic forms while retaining their keen intelligence. About the same time as their society succeeded in this goal, they developed space travel and brought their crusade into the rest of the galaxy. Thorgothrels are now determined to repair the "evolutionary errors" that infest all of existence.
Thorgothrels can apply their mastery of biology and genetic sciences to new creatures they meet after only a few minutes of observation. Despite the medical advances their knowledge might herald for others, most thorgothrels consider regression to a biologically primitive state the only type of genetic manipulation worth performing. They cause this deterioration with startling speed, excreting a complex series of chemicals from their pseudopods that quickly break down a victim's genetic structure. Their victims' brains devolve, which suits the thorgothrels fine, as they prefer to have their intellects alone design the fates of living things. Although many thorgothrels prefer to inflict this condition with gentle touches of their pseudopods in controlled laboratory settings, more fanatical thorgothrels deploy this genetic regression in combat. Both are considered appropriate and even laudatory methods in thorgothrel society.
Although thorgothrels insist their vision of devolution is appropriate for all living things—intelligent and unintelligent alike—they derive the most satisfaction from genetic regression of intelligent creatures. Unfortunate prisoner-patients who suffer thorgothrel ministrations over weeks or months are inevitably transformed into near-feral beasts that harm themselves in attempts to escape. Thorgothrels consider each lost patient a mere stepping-stone on the long road to devolution of the universe and simply move on to the next experiment.
Thorgothrels are frequently repulsed by the diversity of intelligent life they meet. They preach that humanoids, in particular, bear dangerously hyper-specialized organs and would be better served with a homogeneous form. Thorgothrels therefore rarely interact peacefully with humanoid societies, instead massing in large numbers to reduce entire planetary populations to mindless, atavistic beasts. Thorgothrels might initially get along well with other intelligent amorphous or ooze races, such as the [[selamids]], but thorgothrels are inevitably disappointed when members of these races won't join the fight to "improve" other life-forms throughout the universe.
For all their preaching of genetic superiority, thorgothrels face incredible physical limitations when away from their home world of Gothra. Blobs of protoplasm 12 feet in diameter and only a few inches thick, thorgothrels have no other means of locomotion other than to undulate slowly and awkwardly along the ground. Nearly all atmospheres other than Gothra's cause thorgothrels' bodies to evaporate painfully in mere minutes. To overcome these limitations, the thorgothrels again turned to technology. Each thorgothrel wraps itself around an armature of silvery metal, allowing it to stand upright and walk by contracting its form around the armature. As the thorgothrel numerical system is ternary, most armatures have three, six, or nine appendages, although the precise number is based on each thorgothrel's personal preference. Thorgothrels are translucent, so their strange armatures are visible deep within their upright, undulating forms.
To protect their fragile forms from sublimation—and to shield themselves from the hostility of those who oppose their mandate to reforge all higher-ordered life—thorgothrels imbue their armatures with sophisticated force field generators. Thorgothrels have fine control over the energy modulated by their force fields, and they can both launch blasts of this energy at foes and recharge it with their own internal electrical reserves. The armature's metal not only supports and protects a thorgothrel, but nourishes it. Each armature carries low-grade electrical charges that thorgothrels feed on. These charges also quicken a thorgothrel's intellect, enabling rapid processing of sensory stimuli. Most thorgothrels become exceedingly possessive of their armatures, marking them with symbols to indicate personal scientific successes and victories that advance their crusade.
Although these silvery, metallic armatures are the most common technological solutions thorgothrels employ, more inventive or influential thorgothrels sometimes rely on alternative devices, such as enormous walking machines, reticulated gliders, or even strange devices that translate thought into physical form.
!! Thorgothrel Armatures
Skilled cyberneticists can implant a silver armature recovered from a thorgothrel into a patient's body.
{{Thorgothrel Armature}}
These sophisticated silvery rods replace key bones in your spine or other internal biological supports. The armature resonates with any [[force field]] armor upgrade you have installed in your armor, allowing you to spend 1 Resolve Point as a move action to double the force field's [[fast healing]] for 1 round.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|thorgothrel armature | 11 | 25,000 | spine |
</div>
A thought weapon can be fully or partially controlled via telepathy. If you have the [[telepathy]] or [[limited telepathy]] racial trait, are benefiting from a //[[telepathy|Telepathy (spell)]]// spell, are wearing a //[[mindlink circlet]]//, or have a similar ability, you ignore the weapon's [[unwieldy]] weapon special property.
You can use the [[surgical host]] knack to perform [[Medicine]] checks to [[treat deadly wounds]] as a standard action. If you succeed at this check, you restore 2 Hit Points per level or CR of the creature you're treating. If you exceed the DC by 5 or more, you add your Intelligence bonus and Constitution bonus to the amount healed. You must have the [[surgical host]] knack to select this knack.
<div class="statblock">
* ''Level'' 19; ''Price'' 615,500
* ''EAC Bonus'' +25; ''KAC Bonus'' +28
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –4; ''Speed'' 25 ft.
* ''Strength'' 30 (+10); ''Damage'' 4d8 B
* ''Weapon Slots'' 4; ''Upgrade Slots'' 4
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Huge (10-ft. reach); ''Bulk'' 50
</div>
This powered armor is shaped like a hemisphere with four sturdy legs and two blunt gripping claws. Its interior is filled primarily with a gel that accommodates any Large or smaller creature and resists impact damage. While wearing a //thrall hardshell//, you gain [[DR]] 10/magic and take no damage from falls of any height.
You have learned the value of using an extra limb to help stabilize yourself in combat.
''Benefit:'' As long as you have one free hand (not being used to wield a weapon or hold anything), you take 1d6 less damage from falls and do not fall [[prone]] when you take damage from a fall unless you are unconscious. You also gain a +2 bonus to your KAC against grapple and trip attempts when you have a free hand, as well as to [[Acrobatics]] and [[Athletics]] checks to move in zero-g.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* CE Large monstrous humanoid
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (vibration) 30 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +14; ''Will'' +11
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft., fly 20 ft. ([[Ex]], average)
* ''Melee'' arm blade +23 (2d10+18 S; critical [[bleed]] 1d8)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' blade storm
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +3; ''Int'' –2; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +19 (+27 when climbing), [[Stealth]] +24
* ''Languages'' Shirren; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Arm Blade ([[Ex]])'' A thresher lord has massive blades grafted onto its forearms, replacing its normal hands. A thresher lord can't wield any other weapons, but neither can it be disarmed.
''Blade Storm ([[Ex]])'' When making a full attack entirely with melee weapons, a thresher lord takes a –3 penalty to each attack roll instead of the normal –4 penalty. In addition, a thresher lord can make up to three melee attacks instead of two attacks when making a full attack. If it does so, it takes a –5 penalty to these attacks.
</div>
Thresher lords descend on their foes on insectile wings and, as their name implies, quickly cut prey down with the massive razor-sharp blades that grow from their arms. When the carnage is complete, other components of the Swarm arrive to feast upon the bloody remains.
Modeled on the arm blades of the brutal [[thresher lord]], the thresherblade has an organic basket hilt that can be closed around a forelimb for extra support, making it easier for a trained user to hold and wield the weapon in one hand despite the blade's size.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|thresherblade, tactical | 5 | 3,200 | 1d10 S | [[bleed]] 1d6 | 1 |[[analog]] |
|thresherblade, microserrated | 9 | 13,800 | 2d10 S | [[bleed]] 1d8 | 1 |[[analog]] |
|thresherblade, nanoserrated | 13 | 50,300 | 4d10 S | [[bleed]] 2d8 | 1 |[[analog]] |
|thresherblade, ultraserrated | 17 | 268,650 | 8d10 S | [[bleed]] 4d8 | 1 |[[analog]] |
</div>
This system monitors your vitals, injecting a burst of synthetic adrenaline into your bloodstream when your body is on the brink of death. You gain a number of additional Resolve Points (depending on the model of your threshold buffer) that you can use or lose only when you are dying or [[stable]], such as to avoid death, to stabilize, or to stay in the fight. These additional Resolve Points don't count for the purpose of calculating how many Resolve Points you must spend to stabilize, and any unspent additional Resolve Points are lost the next time you take an 8-hour rest to regain your normal Resolve Points.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Resolve Points |h
|threshold buffer, mk 1 | 4 | 2,080 | heart | 1 |
|threshold buffer, mk 2 | 9 | 13,500 | heart | 2 |
|threshold buffer, mk 3 | 15 | 110,000 | heart | 3 |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium animal
* ''Init'' +5; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 76
* ''EAC'' 15; ''KAC'' 17
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Defensive Abilities'' quills (1d4 P, DC 13); ''Immunities'' poison
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +11 (1d6+8 P plus [[grab]])
* ''Offensive Abilities'' thresh (1d6+5 S)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' –4; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Athletics]] +11, [[Stealth]] +11, [[Survival]] +16
!!! ECOLOGY
* ''Environment'' warm and temperate forests and mountains
* ''Organization'' solitary, pair, or pack (5–10)
!!! SPECIAL ABILITIES
''Quills'' ([[Ex]]) A threshwolf's mane consists of sharp, glasslike hairs that protect its neck and shoulders. A creature attacking a threshwolf with a natural weapon, an unarmed strike, or melee weapon without reach must succeed at a DC 13 Reflex saving throw or take 1d4 piercing damage as several of these sharp quills break off in their flesh. The attacking creature also gains the [[off-target]] condition until the beginning of its next turn due to the pain and irritation.
''Thresh ([[Ex]])'' Whenever a threshwolf succeeds at a combat maneuver to [[grapple|Grapple (combat maneuver)]] or maintain a grapple, it can immediately shake its mane as a swift action, raking a [[grappled]] or [[pinned]] victim with razor-sharp quills and inflicting 1d6+5 slashing damage.
</div>
Hailing from an unknown world of fierce natural selection (presumably in the Vast), threshwolves are vicious mammalian predators. Though also gifted with teeth and claws, these hunters' most identifiable feature is a mane of glass-like fibers they use to gore prey and shred undergrowth. While predominantly carnivores, threshwolves also feed on fruit, vegetation, and fungus when available. When a pack claims territory, they spend time carving a labyrinthine den within the thick, thorny undergrowth they favor. They raise their young communally, with the largest female taking the lead in most hunts. Packs develop complex social hierarchies and delineate labor much like ant colonies or formians, with different members focused on hunting, patrolling territory, maintaining the lair, or rearing young.
Social behavior and reasonable animal intelligence make threshwolves easy to train, though the aggressive predators will constantly test the resolve of their trainers with challenges for dominance. Vesk colonies in the Vast have experimented with truly domesticating the alien beasts, yielding mixed results.
Threshwolves can be bred for obedience, and the same genes that control this behavior seem linked to their iconic mane; more approachable and malleable threshwolves develop finer quills that cause minor irritation rather than lacerations.
Xenobiologists have determined that threshwolves originate from the same world as needlehawks, and the two likely shared biomes. Many believe needlehawks would scavenge what they could from threshwolf kills, provided that the small fliers could stay away from these larger predators' jaws. Like needlehawks, threshwolves are sometimes employed by dycepskians as scouts connected to the fungal mass mind and as living containers to breed more of their mindless mycelium within.
A throttle weapon deals damage only when it is used to grapple a foe, automatically dealing damage with every successful grapple combat maneuver. These are considered attacks for abilities that can increase a weapon's damage (such as [[trick attack]]). All throttle weapons are also [[grapple]] weapons. While a target is successfully being grappled with a throttle weapon, it cannot use its airways to speak or make vocalizations of any kind (though other forms of making noise work normally).
You charge through your allies to reach your foes.
''Prerequisites:'' Dex 13.
''Benefit:'' When taking the charge action, you can move through one ally's space. All other restrictions on movement during a charge still apply, and you can't end your charge in a space occupied by an ally.
This upgrade consists of small motors and other machinery that enhance the motions of your arms from the shoulders to the wrists, allowing you to launch weapons with a greater velocity and precision. You treat the range increments of thrown weapons as 10 feet greater than normal.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|thrower arms | 2 | 1,000 | 1 | any | L |
</div>
The //throwing// fusion makes even the most cumbersome melee weapon usable as a thrown weapon. A melee weapon with this fusion gains the [[thrown]] special property with a range increment of 10 feet. If the weapon has an item level of 10 or higher, the range increment is 20 feet. This fusion allows you to add additional fusions that benefit thrown weapons. You must be proficient with a melee weapon with the //throwing// fusion in order to benefit from the thrown special property granted by it. Only melee weapons can benefit from the //throwing// fusion.
Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property and a listed range increment. You apply your Strength modifier to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again.
It is thought that //Thruneblades// were originally created in the Golarion nation of Cheliax sometime before the Gap, but no records of their creation or what they were originally called have been found, even in pre-Gap sources. Scholars believe that these weapons were widely distributed to agents of Cheliax's ruling House of Thrune; //Thruneblades// bear the heraldry of House Thrune as well as the name "Thrune" etched on each blade, whence the weapons derive their modern name. Relic //Thruneblades// from pre-Gap Golarion are invariably bladed melee weapons, with swords being most prevalent. The common characteristic of all //Thruneblades// is their [[spellbane]] critical hit effect, though many such weapons have additional magic abilities, such as the //[[unholy]]// weapon fusion. Modern scholars have successfully reengineered the spellbane fusion for use with modern weapons. The //Thruneblade// presented in the table below is a sintered longsword with the //[[spellbane]]// fusion. This weapon is one of the most commonly available //Thruneblades//, and the price includes both the weapon and the fusion.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//Thruneblade//, sintered | 7 | 9,980 | 1 |
</div>
This weapon produces controlled bursts of forceful energy, which you can direct toward enhancing your athletic exploits. As part of the action you use to fly, jump, or perform the [[bull rush]] combat maneuver, you can expend ammunition or charges equal to the weapon's usage to boost that action. When used to fly, this burst grants you a +2 enhancement bonus to one [[Acrobatics]] check made to [[fly|Fly (acrobatics)]] that round. When used to [[jump]], this burst grants you an enhancement bonus to that [[Athletics]] check equal to the weapon's item level. When used to perform a bull rush, this burst grants you a +2 bonus to your attack roll.
Powerful thrusters built into your feet provide you with a brief burst of locomotive force. If you activate your
thruster heels while jumping, you gain a +30 enhancement bonus to your [[Athletics]] check to [[jump]]. If you activate your thruster heels while flying, you gain a +30-foot enhancement bonus to your fly speed until the
end of your turn, to a maximum of twice your normal fly speed. If you activate your thruster heels while attempting a melee attack to perform a [[bull rush]] or [[reposition|Reposition (combat maneuver)]] combat maneuver, you gain a +2 enhancement bonus to the attack roll, and you can also use the thruster heels to gain a +2 enhancement bonus when attempting to [[escape]] a grapple with an [[Acrobatics]] check or melee attack. Thruster heels don't provide any stabilization, steering, or sustained life, so they can't be used on their own to fly or perform similar aerobatics.
After you activate the thruster heels, you can't use them again until you've rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|thruster heels | 3 | 1,250 | feet |
</div>
Ships rely on conventional thrusters to move between locations in a system, to navigate the reaches of the Drift once they arrive there, to explore, and to engage in combat They are designed for ships of a specific size (specified in the Size column of the table below), and they can't be installed in a ship of an incorrect size. The maximum speed of a starship's thrusters either grants a bonus or imparts a penalty to Piloting checks to fly the vessel, as noted on the table below.
Thrusters are also used when landing on and taking off from a planet. Large and smaller Starships generally have little difficulty landing on and taking off from a planet with low gravity or standard gravity (unless there are atmospheric conditions such as high winds or storms). The GM determines whether or not a starship's pilot must attempt a [[Piloting]] check to land a starship with a speed lower than 8 on a planet with high gravity, with failure meaning it might crash. Due to their sheer size, Huge and larger starships can't land on planets, and must use shuttles or other means to ferry crew and goods to a planet and back.
<div class="table-wrapper">
|Thruster | Size | Speed (in Hexes) | Piloting Modifier | PCU | Cost (in BP) |h
|T6 thrusters | T | 6 | +1 | 20 | 3 |
|T8 thrusters | T | 8 | +0 | 25 | 4 |
|T10 thrusters | T | 10 | +0 | 30 | 5 |
|T12 thrusters | T | 12 | –1 | 35 | 6 |
|T14 thrusters | T | 14 | –2 | 40 | 7 |
|S6 thrusters | S | 6 | +1 | 30 | 3 |
|S8 thrusters | S | 8 | +0 | 40 | 4 |
|S10 thrusters | S | 10 | +0 | 50 | 5 |
|S12 thrusters | S | 12 | –1 | 60 | 6 |
|M4 thrusters | M | 4 | +2 | 40 | 2 |
|M6 thrusters | M | 6 | +1 | 50 | 3 |
|M8 thrusters | M | 8 | +0 | 60 | 4 |
|M10 thrusters | M | 10 | +0 | 70 | 5 |
|M12 thrusters | M | 12 | –1 | 80 | 6 |
|L4 thrusters | L | 4 | +2 | 60 | 4 |
|L6 thrusters | L | 6 | +1 | 80 | 6 |
|L8 thrusters | L | 8 | +0 | 100 | 8 |
|L10 thrusters | L | 10 | +0 | 120 | 10 |
|H4 thrusters | H | 4 | +2 | 80 | 4 |
|H6 thrusters | H | 6 | +1 | 120 | 6 |
|H8 thrusters | H | 8 | +0 | 140 | 8 |
|H10 thrusters | H | 10 | +0 | 160 | 10 |
|G4 thrusters | G | 4 | +2 | 120 | 8 |
|G6 thrusters | G | 6 | +1 | 180 | 12 |
|G8 thrusters | G | 8 | +0 | 240 | 16 |
|C4 thrusters | C | 4 | +2 | 200 | 8 |
|C6 thrusters | C | 6 | +1 | 300 | 12 |
|C8 thrusters | C | 8 | +0 | 400 | 16 |
</div>
The mech's array of powerful engines enable it to fly across short distances.
''Power Jump (2 PP)'' The mech can activate the thrusters as part of a move action, granting it a fly speed of 60 feet (average maneuverability) with a maximum height of 30 feet. The mech must either land at the end of this movement, expend additional PP to perform additional power jumps before the end of its turn, or fall.
By dedicating additional space to the thrusters and related systems, a starship can vastly decrease the amount of time needed for its thrusters to warm up and engage. The thrusters primer reduces the time needed to start the thrusters from 1 minute per size category to 1 round per size category, allowing even immense starships to finish the ignition sequence in less than a minute. During the first engineering phase of starship combat, a thrusters primer grants a short boost to a starship's propulsion, automatically increasing the starship's speed by 2 as though the engineer had used the [[divert]] action to direct power to the engines.
<div class="table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|thrusters primer | 5 | 1 |
</div>
<div class="statblock">
* ''Type'' melee; ''Special'' —
* ''Damage'' low; ''Damage Type'' So; ''Critical'' [[knockdown]]
* ''Slots'' 2 (upper limb)
* ''Thunderclap (1 PP)'' As a standard action, the mech can use a thundergauntlet as though it were a ranged weapon with the [[blast]] weapon special property and a 30-foot range. If the mech has two thundergauntlets, it can use both as part of this attack to deal medium damage rather than low damage; use the average of the two thundergauntlets' levels (rounded down) to calculate this damage.
* ''Cost'' 3 × level
</div>
This glove-like weapon emits piercing shrieks that can disrupt opponents' basic movement and functionality.
The //thundering// fusion imbues a weapon with heightened frequency vibrations. Half the weapon's damage type is replaced with sonic damage. You can activate or deactivate the //thundering// fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the //thundering// fusion). You can add this fusion only to a weapon that does not already deal sonic damage. This fusion never causes a weapon that normally target KAC to target EAC.
As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal Stamina Point, Hit Point, or ability damage, you can spend 1 Resolve Point to grant the target a new saving throw with a +2 bonus to avoid or mitigate the effect's damage and effects.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Huge animal
* ''Init'' +0; ''Senses'' [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 83
* ''EAC'' 18; ''KAC'' 22
* ''Fort'' +11; ''Ref'' +8; ''Will'' +5
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tail +15 (1d8+11 B or P; critical [[knockdown]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +0; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' –2
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or herd (3–12)
</div>
This shimmering circlet is crafted from rare metals and seems to bend and distort light around it, creating an eerie halo of light around your brow. Once per day, a //tiara of translocation// allows you to teleport yourself and up to 5 additional creatures, functioning as a //teleport// spell. Unlike the spell, the range at which you can use this item varies based upon its model, as described below. You cannot use a //tiara of translocation// to travel between the planes, and it refuses to function at all while in the Drift.
<div class="table-wrapper">
|Item | Level | Range |Price | Bulk |h
|//tiara of translocation//, mk 1 | 14 | any point within 200 miles | 11,750 | L |
|//tiara of translocation//, mk 2 | 16 | any point within 2,000 miles | 185,000 | L |
|//tiara of translocation//, mk 3 | 18 | any point within the same star system | 410,000 | L |
|//tiara of translocation//, mk 4 | 20 | any point within the same galaxy | 875,000 | L |
</div>
You rapidly invert and reassert gravity to somersault over obstacles and move in baffling ways. As a move action, you move up to half your land speed, ignoring difficult terrain. If you use [[Athletics]] to jump during this movement, you do so as if you had taken a 10-foot running start (even if you didn't), and you gain a +4 bonus to the check. Until the end of your turn, you count as being in both your original position and your position at the end of your movement to determine flanking, allowing you to potentially gain the benefits of flanking when you face an enemy by yourself. You can't use tidal surge and [[stellar rush]] in the same turn.
When you're attuned or fully attuned, you can either move up to your full land speed or choose one opponent you can see when you use this revelation. If you choose an opponent, your movement doesn't provoke an attack of opportunity from that opponent.
<$list filter="[list[$:/StoryList]is[current]]">
Tiddler Content
</$list>
<$list filter="[<currentTiddler>is[missing]]">
Sidebar Content
</$list>
The mortal offspring of fiends, tieflings might have horns, vestigial wings, or cloven hooves. The demon-worshiping [[drow]] of Apostae see tieflings as a favor from demonic patrons, while the [[elves]] of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage.
!! Racial Traits
* ''Hit Points:'' 4
* ''Size and Type:'' Tieflings are Medium outsiders with the native subtype.
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Cha
* ''Darkvision:'' Tieflings have [[darkvision]] to a range of 60 feet.
* ''Deceitful:'' Tieflings gain a +2 racial bonus to [[Bluff]] and [[Stealth]] checks.
* ''Fiendish Gloom:'' As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can't increase the light level in this area. Magical light can increase the light level in this area only if it's from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level.
* ''Fiendish Resistance:'' Tieflings have [[resistance]] 5 to cold, electricity, and fire.
!!! Alternate Racial Traits
* ''Fiendish Inferno:'' Many tieflings born of Hell’s fiery depths can call forth flames to sear their foes. The tiefling can cast [[overheat]] as a spell-like ability. At 11th level, the scion can instead cast //[[explosive blast]]// as a spell-like ability. The scion can invoke hellfire this way once per day. This replaces deceitful and fiendish gloom.
* ''Fiendish Nihilism:'' The nightmare of Abaddon often forms tieflings who are natural life-stealers. As a swift action, these tieflings can devour the fleeting life force of a creature within 30 feet that was killed since the end of the tiefling’s last turn. Doing so grants the tiefling temporary Hit Points equal to the killed creature’s CR and a +1 divine bonus to saving throws, which last for 1 minute or until they use this ability again. The tiefling can devour life force in this way once per day, plus a number of times equal to half their CR or level. This replaces deceitful and fiendish gloom.
* ''Fiendish Ruin:'' The roiling tumult of the Abyss creates tieflings cursed—or blessed—with the ability to enter frenzies of destructive activity. As a swift action, the tiefling can enter a frenzy, which lasts for 1 minute. During this time, the tiefling takes a –2 penalty to AC and a –1 penalty to all saving throws, but gains a +1 divine bonus to attack rolls and a +2 divine bonus to melee damage rolls. The tiefling can frenzy this way once per day, plus a number of times equal to half their CR or level. This replaces deceitful and fiendish gloom.
* ''Fiendish Torment:'' Tieflings who trace their lineage to the Shadow Plane’s velstracs can conjure lengths of chain to bind foes. As a standard action, the tiefling chooses a foe within 30 feet and attempts a combat maneuver check to [[grapple]], using their highest ability modifier in place of their Strength modifier. The tiefling does not gain the grappled condition this way. In subsequent rounds, the tiefling can spend a move action each round to command the chains to continue grappling, potentially pinning the target as normal. Each use of these binding chains lasts 1 minute, until the scion uses this ability again or dismisses the chains as a swift action. The tiefling can conjure binding chains this way once per day, plus a number of times equal to half their CR or level. This replaces deceitful and fiendish gloom.
* ''Myopic Resilience:'' Some tieflings build a particularly intense resistance rather than developing diverse resistances. When selecting this trait, the tiefling chooses a single energy type to which they normally have resistance—cold, electricity, or fire. The tiefling loses resistance to the other energy types, but the resistance they choose increases to 10 at 8th level and to 15 at 12th level. This ability alters fiendish resistance.
* ''Prehensile Tail:'' A tiefling with this alternate racial trait has a long, dexterous, fully prehensile tail (or similar appendage, such as a tentacle or prehensile hair). This appendage enables them to wield and hold up to three hands’ worth of weapons and equipment. While their appendage increases the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat. This replaces deceitful.
* ''Winged Scion:'' A tiefling with this alternate racial trait has a pair of fully developed wings sprouting from their back. Bat wings are the most iconic, but by no means are these the only manifestations. A tiefling with this trait has an extraordinary fly speed of 30 feet with average maneuverability. This replaces fiendish gloom.
!! Tiefling Template Graft
Fiendish blood grants a tiefling their supernatural defenses and abilities.
* ''Required Creature Type and Subtype:'' outsider (native)
* ''Suggested Alignment:'' any non-good
* ''Traits:''
** [[darkvision]] 60 ft.
** [[resistance]] 5 to cold, electricity, and fire
** fiendish gloom (see above), usable a number of times per day equal to 1 + half the creature's CR
* ''Suggested Ability Score Modifiers:'' Dexterity, Intelligence
!! Fiendish Gloom Graft
{{Fiendish Gloom}}
Time spent navigating spaces designed for smaller creatures has taught you to fit through tight spaces more efficiently.
''Prerequisites:'' Large size or larger.
''Benefit:'' While you're squeezing, you don't gain the [[entangled]] condition and your speed is reduced by 5 feet instead of halved. You still can't run or charge while squeezing.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude partial
* ''Spell Resistance'' no
</div>
You distort time in the area, forcing it to pass slowly. This area is difficult terrain. Creatures in the area when the spell is cast, or who enter the area, are [[staggered]] for as long as they remain in the area. A creature that succeeds at a Fortitude saving throw negates the staggered condition and instead has all their speeds reduced by 10 feet for as long as they remain in the area. Creatures use the result of their initial saving throw against this spell, no matter how many times they leave and reenter the area.
When you're fully graviton-attuned, you can make time pass more slowly for your enemies. As a standard action, you can project a gravitational wave in a 30-foot cone. You choose which creatures in the cone are affected and which ones aren't. Each target must succeed at a Fortitude save or by affected by //[[slow]]// for a number of rounds equal to your solarian level. At 17th level, even targets that succeed at their saving throws are affected by //slow// for 1 round.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Large outsider (extraplanar)
* ''Init'' +6; ''Senses'' [[darkvision]] 120 ft.; ''Perception'' +25
* ''Aura'' temporal dilation (30 ft.)
!!! DEFENSE
* ''HP'' 235
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +12; ''Ref'' +14; ''Will'' +17
* ''Defensive Abilities'' [[unflankable]]; ''DR'' 10/—; ''Immunities'' chronal immunities; ''Resistances'' acid 10, cold 10, electricity 10, fire 10, sonic 10; ''SR'' 25
!!! OFFENSE
* ''Speed'' 40 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' slam +26 (6d6+22 B plus dilating strike)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' temporal stasis, time stop
* ''Spell-Like Abilities'' (CL 14th; melee +26)
** 1/day—//[[modify memory]]// (DC 22), //[[waves of fatigue]]//
** 3/day—//[[dimension door]]//, //[[hold monster]]// (DC 21)
** At will—//[[entropic grasp]]// (DC 20), //[[haste]]//, //[[interplanetary teleport]]// (self plus 5 bulk of objects), //[[plane shift]]// (self only)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' +4; ''Int'' +3; ''Wis'' +4; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +30 (+38 to fly), [[Diplomacy]] +25, [[Mysticism]] +30, [[Sense Motive]] +25, [[Stealth]] +30
* ''Languages'' Abyssal, Aklo, Common; [[telepathy]] 100 ft., [[truespeech]]
* ''Other Abilities'' timestream knowledge
!!! ECOLOGY
* ''Environment'' any (Dimension of Time)
* ''Organization'' solitary, pair, or chronology (3–12)
!!! SPECIAL ABILITIES
''Chronal Immunities ([[Ex]])'' A time dimensional is immune to bleed, critical hits, paralysis, poison, radiation, sleep, stunning, and the effects of a vacuum. In addition, a time dimensional is immune to //[[haste]]//, //[[slow]]//, and other effects that manipulate time or the number of actions a time dimensional can take.
''Dilating Strike ([[Ex]])'' A time dimensional's attack slows the local flow of time around its target. A creature hit by a time dimensional's slam attack must succeed at a DC 22 Will save or be affected by //[[slow]]// for 1d4 rounds. Whether or not it succeeds at the saving throw, a creature cannot be affected again by this ability for 1 minute.
''Temporal Dilation ([[Ex]])'' The area around a time dimensional slows the temporal passage of projectiles and spells. Creatures in this aura (including the time dimensional) have concealment against ranged attacks. A time dimensional can dismiss or resume this aura as a free action.
''Temporal Stasis ([[Su]])'' Once per day as a full action, a time dimensional can attempt a melee attack against EAC at a +24 bonus against a creature within reach. If the attack is successful, the creature must succeed at a DC 22 Fortitude save or enter a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed (taking no damage from effects such as [[bleeding]] or [[burning]] or from poisons or diseases). The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. At the end of its turn, an affected creature can attempt a DC 22 Will save. After the first success, the creature can take purely mental actions, though its physical body still remains in stasis. After the second success, time partially resumes for the creature; it is affected as per //[[slow]]// and takes a –6 penalty to attack rolls and Dexterity-based skills. After the third success, the //slow// effect ends, and the penalty is reduced to –4. After the fourth success, the penalty is reduced to –2, and after the fifth success, the affected creature returns to normal. Otherwise, any state persists until it is dispelled via //[[dispel magic]]// (use the time dimensional's CR as the caster level).
''Time Stop ([[Su]])'' Once per day as a full action, the time dimensional can stop the flow of time for all other creatures. In reality, the time dimensional speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The time dimensional is free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm the time dimensional. While the time stop is in effect, other creatures are invulnerable to the time dimensional's attacks and spells; it cannot target creatures other than itself. A spell that affects an area and has a duration longer than the remaining duration of the time stop has its normal effects on other creatures once the time stop ends. The time dimensional cannot move or harm items held, carried, or worn by a creature stuck in normal time, but it can affect any item that is not in another creature's possession. The time dimensional is undetectable while time stop lasts.
''Timestream Knowledge ([[Ex]])'' A time dimensional has nearly perfect information about the passage of time in its vicinity and is fully aware of all its own knowledge from all points in its personal timeline. It always acts in the surprise round, and its initiative is calculated as if it rolled a natural 20. In addition, a time dimensional can use any actions remaining on its turn after using //[[dimension door]]//. It also gains a +20 bonus to any skill check to [[recall knowledge]].
</div>
Time dimensionals are living fragments of the Dimension of Time, the mysterious demiplane that seems to act as the focal point for the entire flow of time throughout existence. These creatures are seemingly created whenever an event or individual threatens the nature of causality or the flow of time. Time dimensionals act as corrective agents on behalf of the dimension, confronting and neutralizing threats to the timestream. This action can take a variety of forms, ranging from the destruction of the offending target to altering the memories and motives of specific individuals to delaying events until the self-correcting power of time can resolve any discrepancies. In situations of great disruption, the Dimension of Time will dispatch several dimensionals at once to work in conjunction to preserve the timestream.
Due to the fragile nature of causality, the Dimension of Time creates time dimensionals in only the most necessary scenarios. The dimension's discretion confounds scholars as the situations that require a time dimensional's presence seem inconsistent. Some seemingly mundane circumstances, such as the uneventful passage of a Vercite transport through the Drift in 303 AG, have caused the appearance of a time dimensional. Meanwhile, events that seem like an obvious beacon for time dimensionals, like the Veskarium research vessel that used a black hole to alter its relative time flow to quickly advance weapons technology in 296 AG, garnered no attention from the creatures whatsoever.
The appearance of a time dimensional varies between each noted sighting and from dimensional to dimensional. The most common appearance is that of a lanky humanoid approximately 12 feet tall formed from myriad crystal facets. Other times, the crystal appears smoother, taking on the appearance of polished glass, while sometimes the shape is wholly translucent. Regardless of a time dimensional's shape, images of events throughout time, including past, present, and possible future events, constantly flicker within the creature's body.
Time dimensionals share a portion of the powers of the Dimension of Time and are capable of manipulating the flow of time in a localized area. This allows a time dimensional to lock a creature out of time's progression or advance the flow of time on an item so quickly that it crumbles to dust. Additionally, this ability grants a time dimensional superior control over its temporal position, allowing it to move around a battlefield in the blink of an eye. This free access to the flow of time also allows a time dimensional to tap into its own past and future knowledge at any time.
Scholars' fascination with both the Dimension of Time and its native creatures has led several theories throughout history. Some say the existence of time dimensionals in the first place implies a measure of inherent sapience to the Dimension of Time, as few other planes would be capable of creating such creatures, let alone dispatching them with such precision. A few esoteric sages believe that, despite the differing appearance of some dimensionals, only a single time dimensional exists: a creature whose form becomes smoother as its existence progresses, perhaps due to constant creation and reabsorption of the creature by the Dimension of Time. If true, this lone dimensional must be crossing and recrossing its own temporal path, meeting later or earlier incarnations of itself and working in tandem with them to enact the dimension's will.
Beyond collecting small amounts of temporal residue left behind by destroyed time dimensionals, any attempt to access the power of time dimensionals is futile. Researchers who have attempted to use time travel to return to lost Golarion or other notable points throughout history have vanished entirely or, as rumors persist, encountered an exceptionally rare and powerful time dimensional that removed the individual from time entirely, erasing any evidence of the victim's existence. Skeptics are quick to point out that even if such a thing occurred, no one would actually know about it. Even if a chronal scientist doesn't draw the ire of the Dimension of Time, they run the risk of attracting a [[hound of Tindalos]], a terrifying danger in its own right.
!! Temporal Crystals
When a time dimensional is destroyed, it may leave behind a residue of the Dimension of Time's essence. This residue can be collected and refined into a magical crystal that grants its user limited influence over time.
{{Temporal Crystal}}
Time dragons stand guard against all those who would disrupt the natural temporal order.
* ''CR'' 3+
* ''Required Creature Type:'' dragon
* ''Suggested Alignment:'' neutral
* ''Traits:''
** bonus to initiative checks equal to half its CR
** [[blindsense]] (vibration) 60 feet, [[darkvision]] 120 feet, [[see in darkness]]
** [[alien presence]] (CR 9+, 60 feet + 10 feet per CR, [[staggered]] 2d4 rounds)
** [[void adaptation]]
** [[DR]] 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17)
** [[immunity]] to cold and staggered
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d10 E + 1d10 per CR)
** spell-like abilities (CR 7+)
** immortal (see below)
** [[spaceflight]]
* //Immortal ([[Ex]]):// Time dragons age, but they don't die from old age.
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Medium outsider (extraplanar)
* ''Init'' +0; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +7
!!! DEFENSE
* ''HP'' 25
* ''EAC'' 13; ''KAC'' 15
* ''Fort'' +4; ''Ref'' +4; ''Will'' +3
* ''Defensive Abilities'' [[void adaptation]]
!!! OFFENSE
* ''Speed'' fly 10 ft. ([[Su]], clumsy)
* ''Melee'' tentacle +11 (1d6+3 B plus steal momentum)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with tentacle)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +0; ''Con'' +2; ''Int'' +0; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +7 (–1 to fly), [[Stealth]] +12
!!! ECOLOGY
* ''Environment'' the Drift
* ''Organization'' nest (3–7), cluster (8–20), or ganglion (21–50)
!!! SPECIAL ABILITIES
''Steal Momentum ([[Su]])'' When a time eater hits a creature with its tentacle attack, its fly speed increases by 10 feet for 1 minute and its penalties for a full attack decreases by 1 (to a minimum of zero). These adjustments are cumulative. In addition, a creature hit by a time eater's tentacle attack must attempt a DC 13 Will save. The first time a creature fails this save, its speeds decrease by 10 feet (to a minimum of 0). The second time, it gains the [[staggered]] condition. The third time and each time thereafter, it gains the [[paralyzed]] condition. These effects are cumulative and last for 1 minute or until the time eater is destroyed, whichever comes first. A creature that succeeds at its save is immune to further applications of that time eater's steal momentum ability for 24 hours.
</div>
Of the better-known Drift natives, the time eater is simultaneously one of the most benign yet terrifying. Time eaters resemble strange neurons at a macro scale, with roughly spherical crystalline bodies bristling with translucent, flexible tentacles that stretch out far past the time eater's body. Typically these tentacles are entangled with those of other time eaters, forming large, weblike clusters. Due to their transparency, such webs are extremely difficult to detect as they coast through the Drift. On their own, time eaters have limited mobility. However, when they make contact with animate creatures and constructs, they can unleash devastating tentacle attacks that seem to arrest the timelines of their victims while speeding up their own. Consequently, time eaters spend a majority of their indeterminate life spans gliding through the hyperspace plane in hopes of encountering creatures from which they can steal time. As creatures native to a plane with a relatively normal passage of time, time eaters have an unusual relationship with temporality. This has lead scholars to speculate that the creatures were born from some strange interaction when pockets of the Dimension of Time were pulled into the Drift—but that realm is so poorly understood that even this explanation provides few clues.
Massive colonies of time eaters, known as "ganglions," are the stuff of nightmare and legend, and starship crews swap haunting stories about moon-sized webs of time eaters descending on a planet and freezing it in time, though no such event has been recorded. Even more harrowing tales revolve around a single time eater stowing away on a ship, trapping its crew an endless, timeless moment with no hope of escape. From the few surviving records of interactions with time eaters, it seems they use the energy drained from their victims to propagate more copies of themselves, either extending their own web or sending out spores to start a new web elsewhere.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
You immerse a creature in a time loop of your creation. The target sees and reacts to events that no longer coincide with the current timeline, becoming [[confused]] for 1 round and [[entangled]] for the duration. If the target succeeds at a Will saving throw to ignore the time loop, they’re instead [[off-target]] for the duration.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Targets'' up to one creature/level, no two of which can be more than 30 ft. apart
</div>
This spell functions as //[[time loop]]//, except as noted above.
You can fold a small region of space-time in on itself, creating a tiny pocket dimension that hovers near you and functions as a null-space chamber that can store one item of up to 2 bulk. As a standard action, you can expend a paradox and touch an unattended object to transport it into the pocket dimension. As a move action, you can withdraw the stored object from the pocket dimension without spending a paradox. Any object stored in the pocket dimension doesn’t experience the flow of time: matter doesn’t decay, temperatures remain stable, and ongoing spells’ durations and effects are paused.
If an object occupies your pocket dimension when you die, it reappears harmlessly in your space 1d4 minutes after your death.
You can step outside time to move to a new position and then quickly step back if it would be advantageous to do so. As a full action, you can mark your starting space and then move up to your speed. At the end of the movement, you can decide whether to remain where you are or teleport to your starting space. Neither the initial movement nor the teleportation provokes attacks of opportunity. You can’t use this ability again until you’ve taken a 10-minute rest to regain Stamina Points.
You’ve mastered the art of enduring everything the galaxy— and time itself—has to throw at you. When you take this temporal anomaly, you increase your maximum Hit Points and Stamina Points by an amount equal to your precog level. Each time you gain a new precog level, you increase your maximum Hit Points and Stamina Points by 1.
These unwieldy metal boots resemble those used in primitive space suits, though they don't impede your movement while worn. You must be standing on the ground when you activate the time-pit boots, and you can't activate them in zero-g. Upon activating the boots, a rift in the fabric of time opens beneath your feet and sucks you in. The rift closes immediately behind you, and you can't take any other creatures with you. You cease to exist for 1d4 rounds as you fall though time; you are undetectable and can't be affected by any creature. You can't take actions during this time, as it passes instantaneously for you. You're then expelled through a momentary rift that appears above the space you occupied when you activated the boots (or the nearest random open space, if your original space is now occupied). You're treated as having fallen 50 feet for every round you were gone, although if you can fly or otherwise mitigate the falling damage, you land uninjured.
Time-pit boots can't be recharged normally. When worn by a creature under a //[[haste]]// effect countered by //[[slow]]//, or under a //slow// effect countered by //haste//, the boots latch onto the slight temporal displacement to begin recharging. They can't be used for 24 hours, but recover all their charges at the end of that period.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|time-pit boots | 11 | 25,000 | 1 | 5 | 1/use |
</div>
You treat your base attack bonus as equal to your precog level. You must know the [[future training]] or [[time-hardened]] temporal anomaly to learn this temporal anomaly.
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' 120 ft.
* ''Area'' line-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You refract latent energy from the Dimension of Time into your current plane in the form of a massive blade. This deals 10d6 slashing damage to all creatures and objects in the area.
You exist in perfect synchrony with your timeline, gaining an impressive degree of control over your existence. You no longer age, nor do you die of old age. Once per week, you can act as though benefiting from a [[mnemonic editor]], allowing you to change up to 2 character levels’ worth of decisions. Once per month, you can perform the same action, though you can change up to 10 character levels’ worth of decisions. Once per year, you can change up to 20 levels’ worth of your decisions. Through all of these changes, you can’t change your class levels in precog.
Furthermore, once per week, you can cast //[[rewrite time]]// as a spell-like ability.
You can time your teamwork precisely.
''Benefit:'' You gain a +1 circumstance bonus to skill checks made as part of readied actions triggered by your allies.
''Teamwork Benefit:'' You gain a +1 circumstance bonus to attack rolls made as part of readied actions triggered by allies who also have this feat.
Countless civilizations have experimented with technological means of achieving time travel. Though it appears no known civilization has yet mastered such technology, failed attempts can be found throughout the galaxy. Your bond with (or perhaps disconnect from) the flow of time stems from some technological origin. Perhaps you were the test subject of an experimental time travel device or you unexpectedly activated a malfunctioning chronal technology from a long-lost civilization.
''Focal Paradox:'' Initiative checks.
''Improved Anchor:'' You can reverse time’s flow for certain pieces of technology. Once per day as a full action, you can restore the charges on a single battery, technological item, or hybrid item.
''Greater Anchor:'' Once per day as a full action, you can access a custom temporal shelter. When you do so, you immediately disappear and emerge in your shelter. Your temporal shelter exists in a far-distant future in a space made up of a number of 10-foot cubes equal to your precog level and with an atmosphere tailored to your needs. It includes a servitor, freed from time’s trappings, that can construct a single item per visit with an item level equal to or less than your precog level; you must provide credits, UPBs, or both equal to the item’s price. Time passes normally both within and outside your temporal shelter. You can exit it at will, returning to the location that you left.
[[Space goblins]] are inveterate tinkerers, sometimes not always for the best. Retractable tools in the digits of one of your hands (or similar appendage) allow you to temporarily fix objects in a hurry. As a move action, you can remove the penalties associated with the [[broken]] condition from a single piece of equipment until the start of your next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|tinker graft | 4 | 1,800 | hand |
</div>
You are a visionary in the field of micro-scale construction, able to elevate the applications of UPBs and other multifunctional materials to new heights. You might be a researcher who has made a breakthrough in design, a garage experimenter who delights in inventing or creating complex gizmos, or an enthusiast about all things homemade.
!! Theme Knowledge (1st)
Reduce by 5 the DC of [[Engineering]] checks to [[identify technological devices|Identify Technology]], as well as [[Culture]] checks to [[recall knowledge]] about organizations and individuals that specialize in invention and do-it-yourself technology crafting. Engineering is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Durable Crafting (6th)
Your mastery of the materials you craft with has given you special insight into solid construction principles. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 4 higher instead of 2 higher. It takes you a quarter of the normal time to repair an item you crafted.
!! Dimorphic Crafting (12th)
You have devised clever ways to take advantage of the flexibility of UPBs or similar substances, and can rapidly restructure them into one of two preset configurations. When you craft a melee weapon or nonmagical item, you can select another mundane item with the same bulk and general shape (at the GM's discretion) for it to function as. Once made, this choice can't be changed. The time required to craft this item is the combined time required to craft both items, and the cost is 10% more than both. Thereafter, as a full action you can transform the item from one shape to another, losing the previous shape's functions and gaining the functions of the new shape.
In addition, when you use [[Engineering]] to craft a nonmagical item that doesn't have this dimorphic capability, it takes you only half as long to do so. This time divisor stacks with others you receive due to your number of ranks in Engineering.
!! Master Tinker (18th)
Up to twice per day, if you encounter a technological item that is alien, unfamiliar, uncommon, or rare, or an item custom built by a creature with whom you're not familiar, after you spend at least 10 minutes studying that item, you regain 1 Resolve Point. Doing so doesn't count as resting to regain Stamina Points. In addition, once per day when you successfully repair or craft an item, you regain 1 Resolve Point. You can gain only up to 2 Resolve Points per day from this feature no matter how you use it.
<div class="statblock">
* ''CR'' 1/3; ''XP'' 135
* N Tiny outsider (elemental, extraplanar)
* ''Init'' +1; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +3
!!! DEFENSE
* ''HP'' 6
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +1; ''Will'' +0
* ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' slam +5 (1d6+3 B)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +0; ''Int'' −3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +3, [[Athletics]] +3
</div>
name:titan bolter
range:medium
speed:—
damage:6d8 × 10
pcu:50
cost:50
special:[[rail]] 2d8 × 10
This emitter generates a wide, unidirectional energy shield that protects against incoming attacks. You can activate or deactivate the shield as a move action. When you activate it, choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from the far side of the shield but not against attacks originating from the side you're on.
If you move, you can reposition your shield, moving it to a different edge of your space. You can also spend a move action to reposition the shield without leaving your space.
This upgrade can be installed only in powered armor.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk | Capacity | Usage |h
|titan shield | 14 | 75,000 | 1 | powered | 2 | 40 | 10 |
</div>
//Titan's Gate// is a mass of metallic nanotech ranging from silver to coppery to gold in color. The object, normally no bigger than a datapad and of light bulk, shifts into various shapes or abstract forms and is still only when in use. Agents of the Azlanti Star Empire originally found //Titan's Gate// on a far-flung and dead silicate world in the Vast that was completely destroyed due to the artifact's use. The gate and several starships vanished in the same disaster, which imperial authorities declared an act of sabotage.
//Titan's Gate// can be used in several ways. The gate, as its name suggests, is a transport device. While holding //Titan's Gate//, you can teleport up to 30 feet to a space you can precisely sense as a move action that doesn't provoke attacks of opportunity. The artifact also has a capacity of 15 charges that can be used to cast the following spells, using their normal casting times and a number of charges equal to the spell's level: //[[dimension door]]// (4 charges), //[[dimensional anchor]]// (4 charges), //[[dismissal]]// (4–5 charges), //[[ethereal jaunt]]// (6 charges), //[[interplanetary teleport]]// (6 charges), //[[plane shift]]// (6 charges), //[[telepathic jaunt]]// (6 charges), and //[[teleport]]// (5 charges). Casting these spells from the artifact doesn't require Resolve Points. //Titan's Gate// regains 2d4 charges every 24 hours and can't be recharged by any other means.
In addition to these powers, //Titan's Gate// can open a magical portal between two points. To create this portal, you must visualize or state the destination (which can't be in the Drift), place the artifact where the portal is to open, and expend 9 charges. The material comprising Titan's Gate forms the aperture's perimeter; the portal appears within this boundary, and it leads to the destination as precisely as you described or visualized it. This portal is normally 10 feet in diameter, but you can alter the diameter by expending more charges: 25 feet (1 charge), 60 feet (2 charges), 150 feet (3 charges), 400 feet (4 charges), 1,000 feet (5 charges), and 2,500 feet (6 charges). The portal remains open while you concentrate and for 1 round thereafter. A two-dimensional opening, the portal reveals its destination only from the front, and creatures and objects can pass through from the front only, not from the back or from the destination. A creature of godlike power can sense the portal opening on the same plane, and the creature can move the destination to another place on that plane or stop the portal from opening. Once the portal closes, the artifact returns to your possession.
The official Azlanti take on their loss of the artifact—claiming it a result of sabotage—is wrong. Using //Titan's Gate// for transport, except the move-action teleport, has a potentially catastrophic side effect. During the travel, roll a d20. If the result is 1, the teleportation results in a mishap, and each creature and object transported takes 2d10 damage. Roll a d20 again, repeating mishaps for as long as the result is 1. Once mishaps cease, the transported creatures and objects arrive at a destination as determined by the effect used. Three or more mishaps can result in a random destination for those transported, and the //Titan's Gate// disappears, transporting itself to a random place in the galaxy.
//Titan's Gate// can be destroyed only if it's taken into an extradimensional space and used to open a portal. You must then willingly invite and be subjected to three mishaps. Then, the artifact and the extradimensional space collapse into nothing.
<div class="statblock">
* ''Tier'' 4
* N Huge starship outsider (elemental, extraplanar)
* ''Speed'' 8; ''Maneuverability'' average (turn 2)
* ''AC'' 25; ''TL'' 24
* ''HP'' 230; ''DT'' 5; ''CT'' 46
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' particle beam cannon (3d4×10; 20 hexes)
* ''Attack (Port)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Starboard)'' high explosive missile launcher (4d8; 20 hexes)
* ''Attack (Turret)'' plasma cannon (5d12; 10 hexes)
* ''Power Core'' elemental core (300 PCU); ''Drift Engine'' none;
* ''Systems'' mk 7 armor, mk 7 defenses; ''Expansion Bays'' none
* ''Other Abilities'' [[living starship]], [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +19 (10 ranks)
* ''Gunner (2 actions)'' gunnery +15 (10th level)
* ''Pilot (1 action)'' [[Piloting]] +24 (10 ranks)
!!! ECOLOGY
* ''Environment'' any sky or vacuum (Elemental Plane)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' A titanic elemental is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the titanic elemental takes critical damage. The titanic elemental's elemental cohesion can't gain the [[wrecked]] condition.
<div class= "table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons |Condition applies to all gunner actions. |
| 31–60 | propulsion |Condition applies to all pilot actions. |
| 61–90 | core |@@.constrained Condition applies to all engineer actions, except when patching or repairing the core.@@ |
| 91–100 | elemental cohesion |Condition applies to all actions. |
</div>
Once every 1d4 rounds, the creature can make an attack that deals damage on a hit equal to 1-1/2 × its high weapon damage to a ship that is adjacent and in its forward arc.
This crude statue of milky‑gray metal can transform into your choice of a male or female [[hashukayak]], chosen when you activate the item. It’s agreeable and allows other creatures to ride it.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//titanium hashukayak// | 11 | 25,000 | – |
</div>
* remove smart quotes
* fix spell levels macro
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' 10 ft.
* ''Targets, Effect, or Area'' see text
* ''Duration'' 1 hour
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
//Token spells// are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, //token spell// enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can't be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.
//Token spell// lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.
Corpse Fleet officers directing hordes of converted covet these wicked talons. Powered by a built-in energy pack, these melee weapons resemble skeletal claws made of bone and steel. The claw weeps frost in areas with an atmosphere, and its touch freezes the skin of any living creature it strikes.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|tomb claw, skeletal | 2 | 777 | 1d4 P & C | — | 1 |[[necrotic]], [[powered]] (capacity 20, usage 1) |
|tomb claw, ghoulish | 7 | 6,510 | 2d4 P & C | — | 1 |[[necrotic]], [[powered]] (capacity 20, usage 1) |
|tomb claw, vampiric | 12 | 36,330 | 5d4 P & C | — | 1 |[[necrotic]], [[powered]] (capacity 20, usage 1) |
|tomb claw, lich | 16 | 170,100 | 12d4 P & C | — | 1 |[[necrotic]], [[powered]] (capacity 20, usage 1) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 10 minutes/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' no
</div>
This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. //Tongues// does not enable the target to speak with creatures who don't speak. The target can make itself understood as far as its voice carries.
Select one [[technological item|Technological Items]] of no more than light bulk and an item level no higher than your mechanic level. Your drone is equipped with a robotic arm with that item attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has ranks in the relevant skill (or you have ranks in the relevant skill and the drone is under your direct control).
A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits are:
<div class= "table-wrapper">
|constrained |k
|Toolkit |Bonus |h
|animal-trainer's kit |grants a +4 bonus to [[Survival]] checks to handle an animal or rear a wild animal |
|astrogator's kit |grants a +4 bonus to [[Piloting]] checks to navigate or astrogate |
|aura-translation kit |grants a +4 bonus to [[Mysticism]] checks to identify a magic item |
|broad-spectrum scanning kit |grants a +4 bonus to [[Perception]] checks to search |
|catalyst rig |increases your effective skill ranks by 2 for the purpose of determining how long it takes you to craft drugs, poisons, or medicinals |
|climbing kit |grants a +4 bonus to [[Athletics]] checks when climbing |
|demolitionist's kit |grants a +4 bonus to [[Engineering]] checks when arming and disarming explosives |
|disguise kit |required for [[Disguise]] checks to change appearance |
|engineering kit |[[Engineering]] checks without one take a –2 penalty |
|grifter's kit |grants a +4 bonus to [[Sleight of Hand]] checks made to entertain and pick pockets |
|gymnasts kit |grants a +4 bonus to [[Acrobatics]] checks made to tumble |
|hacking kit |required for most [[Computers]] checks |
|influencer kit |grants a +4 bonus to [[Diplomacy]] checks made to change attitude for a specific subculture like mercenaries or augmentation enthusiasts |
|light-scattering sniper's blind |grants a +4 bonus to [[Stealth]] checks when sniping |
|linguist's kit |grants a +4 bonus to [[Culture]] checks when deciphering writing |
|mental interpretation kit |grants a +4 bonus to [[Sense Motive]] checks to discern a secret message out of combat |
|navigator's tools |grants a +4 bonus to [[Survival]] checks when orienteering |
|personal gravitational redistributor |grants a +4 bonus to [[Acrobatics]] checks to balance out of combat |
|portable weather station |grants a +4 bonus to [[Survival]] checks when predicting the weather |
|professional's tools |provides a +4 bonus to [[Profession]] checks for one profession |
|rider's kit |provides a +4 bonus to [[Survival]] checks to ride creatures |
|starship repair kit |grants a +4 bonus to [[Engineering]] checks when repairing the hull of a starship |
|survivalist's kit |grants a +4 bonus to [[Survival]] checks when enduring severe weather or living off the land |
|swimmer's kit |grants a +4 bonus to [[Athletics]] checks made to swim |
|thieves' tools |grants a +4 bonus to [[Computers]] checks to hack a computer system that controls a door and a +4 bonus to [[Engineering]] checks to disable a mechanical or technological lock |
|tourist's kit |grants a +4 bonus to [[Culture]] checks to recall knowledge about related to a specific planet |
|tracker's kit |grants a +4 bonus to [[Survival]] checks made to follow tracks |
|trapsmith's tools |provides a +4 bonus to [[Engineering]] or [[Mysticism]] checks to arm or disarm traps |
When using a demolitionist's kit, starship repair kit, or thieves' tools kit for its specialized purpose, you don't take the –2 penalty to [[Engineering]] checks if you don't have an engineering kit.
!! Engineering Specialty Toolkits
These kits each provide a +2 circumstance bonus to a specific use of the [[Engineering]] skill:
<div class= "table-wrapper">
|constrained |k
|Toolkit |Bonus |h
|armorcrafter kit grants a +2 bonus to repair, resize, or upgrade armor |
|weaponsmithing kit |grants a +2 bonus to repair weapons |
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|tool kit | 1 | 200 | L |
|tool kit, engineering specialty | 2 | 445 | L |
</div>
You can spend 10 minutes (during which time you can't rest to recover Stamina Points) installing a technological item that you can operate with one hand into your [[experimental weapon]] prototype. While you're holding your experimental weapon prototype in at least one hand, you can use the installed item as if you were holding it. If the technological item and your experimental weapon prototype both use batteries of the same capacity, they can expend charges from each other's batteries. The technological item remains joined to the weapon until you uninstall it with 10 minutes of work. You can't have more than one item installed in your experimental weapon prototype at a time. You must have an experimental weapon prototype to select this mechanic trick.
Manual tools are extremely varied, but mass production has rendered the price and statistics of these items virtually identical. Sample manual tools include crowbars, hammers, mining picks, rakes, saws, shovels, sledgehammers, and similar implements. Using a manual tool for a job relevant to that tool grants you a +1 circumstance bonus to all ability checks and skill checks related to that job.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|tool, manual | 1 | 25 | 1 |
</div>
Resembling a chainsaw's blade, a toothblade is a large, serrated weapon. While traditionally crafted with shark's teeth, a toothblade can be crafted with the teeth of any carnivorous predator. The blade slices through water efficiently, and particularly vicious blows result in some of the teeth dislodging from the weapon to embed in the target's flesh.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|toothblade, tactical | 2 | 550 | 1d6 P | [[embed]] 1d4 | 1 |[[analog]], [[underwater]] |
|toothblade, microserrated | 5 | 3,400 | 2d4 P | [[embed]] 2d4 | 1 |[[analog]], [[underwater]] |
|toothblade, nanoserrated | 9 | 12,700 | 4d4 P | [[embed]] 3d4 | 1 |[[analog]], [[underwater]] |
|toothblade, ultraserrated | 16 | 176,000 | 12d4 P | [[embed]] 4d4 | 1 |[[analog]], [[underwater]] |
</div>
name:torpedo blocker
range:short
speed:—
damage:3d10
pcu:30
cost:26
special:[[jamming]]
name:torpedo launcher, heavy
range:long
speed:14
damage:5d8
pcu:10
cost:16
special:[[limited fire]] 5
name:torpedo launcher, heavy plasma
range:long
speed:12
damage:5d10
pcu:10
cost:18
special:[[limited fire]] 5
name:torpedo launcher, heavy spore
range:medium
speed:12
damage:5d8
pcu:10
cost:10
special:[[limited fire]] 5, [[spore]]
name:torpedo launcher, hellfire
range:long
speed:8
damage:2d10 × 10
pcu:10
cost:40
special:[[limited fire]] 5
name:torpedo launcher, light
range:long
speed:16
damage:2d8
pcu:5
cost:7
special:—
name:torpedo launcher, light plasma
range:long
speed:14
damage:3d8
pcu:5
cost:11
special:[[limited fire]] 5
name:torpedo launcher, light spore
range:medium
speed:14
damage:3d6
pcu:5
cost:5
special:[[limited fire]] 5, [[spore]]
name:torpedo launcher, solar
range:long
speed:10
damage:2d6 × 10
pcu:10
cost:20
special:[[limited fire]] 5
A torque weapon fires ammunition that spins at an incredible rate and imparts angular momentum. In addition to dealing damage, a hit with a torque weapon rotates the target in space. The gunner can turn the target ship by 1 facing (resolved at the beginning of the helm phase). The pilot of the target starship can attempt a [[Piloting]] check (DC = 15 + 1-1/2 the tier of the firing ship) to prevent this rotation. The torque weapon special property affects only targets that are large or smaller.
<div class="statblock">
* ''CR'' 13; ''XP'' 25600
* NG Medium outsider (kami, native)
* ''Init'' +6; ''Senses'' [[blindsight]] (life) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 190
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +11; ''Ref'' +18; ''Will'' +13
* ''Defensive Abilities'' [[fast healing]] 10; ''Immunities'' bleed, mind-affecting effects, petrification, polymorph; ''Resistances'' acid 10, electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' //[[hybridized]] advanced [[living staff]]// +21 (4d6+15 B plus touch of ages; critical [[bind]])
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[snuff life]]// (DC 25), //[[waves of fatigue]]// (DC 24)
** 3/day—//[[restoration]]//, //[[slow]]// (DC 22)
** At will—//[[haste]]//, //[[mystic cure]]// (3rd level)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +6; ''Con'' +4; ''Int'' +2; ''Wis'' +2; ''Cha'' +8
* ''Skills'' [[Bluff]] +28, [[Diplomacy]] +28, [[Stealth]] +23
* ''Languages'' Common; speak with plants, [[telepathy]] 100 ft.
* ''Other Abilities'' merge with ward (cherry tree), [[no breath]]
* ''Gear'' //[[hybridized]] advanced [[living staff]]// with 1 battery (20 charges)
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Merge with Ward ([[Su]])'' See [[kami subtype graft]]; a toshigami typically claims a single cherry tree as its ward.
''Speak with Plants ([[Su]])'' A toshigami can communicate with normal plants and plant creatures, though this doesn't make them friendly. A normal plant's sense of its surroundings is limited. This ability allows the toshigami to use [[Diplomacy]] and [[Intimidate]], as well as other language-dependent effects, on normal plants and plant creatures.
''Touch of Ages ([[Su]])'' When a toshigami hits a target with any melee weapon, the target must succeed at a DC 21 Fortitude save to avoid having their age magically altered. When a toshigami strikes a foe, it decides to either physically increase the target's age or mentally reduce the target's age. If it chooses to increase the target's physical age, the target takes 1 point of Strength, Dexterity, and Constitution drain on a failed save. If it chooses to decrease the target's mental age, the target takes 1 point of Intelligence, Wisdom, and Charisma drain on a failed save. Once a target succeeds at a saving throw against touch of ages, it can no longer be affected by this ability for 1 round. This is a magical aging effect but does not actually alter the victim's true age—it merely simulates the creeping effect of age on the flesh or causes a reversion to an increasingly infantile state of mind.
</div>
Once common on lost Golarion, toshigamis—also called blossom kamis—are now found mainly in certain protected arboretums on Castrovel and parks on Absalom Station. Snippets of pre-Gap lore suggest that toshigamis held a special relationship with cherry trees, and while these trees have become critically endangered with the loss of their home planet, toshigamis seem unwilling to reside among any other species of tree. Toshigamis have become symbols of the transition into the new year as time marches inexorably forward.
You can defend yourself as a standard action. Starting at the beginning of this action, you get a +4 bonus to your Armor Class until the start of your next turn. You can't combine total defense with other actions that increase your AC, nor can you make attacks of opportunity while benefiting from total defense.
<div class="statblock">
* ''Hit Point Advancement'' +1; ''EAC'' +2; ''KAC'' +2
* ''Upper Limb Slots'' 2; ''Melee Attack'' +0; ''Ranged Attack'' +0
* ''Cost'' 1 × tier
</div>
These shield-like arms deflect and resist incoming attacks.
You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you.
''Benefit:'' For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
You have handled so many toxins that they've accumulated in your skin (or equivalent outer layer). Any creature that hits you with a natural attack must succeed at a Fortitude save or gain the [[sickened]] condition for 1 minute. Any creature that swallows you whole must succeed at a Fortitude save or gain the [[nauseated]] condition for 1 round; the creature automatically vomits you back out at the start of its next turn. (This vomiting takes no action.) When expelled, you land [[prone]] adjacent to the creature in a square of the creature's choosing. Once a creature has been affected by your toxic skin, it can't be affected by it again for 24 hours, although it could be affected by another biohacker's toxic skin.
When you cast an instantaneous spell that deals damage and are holding a dose of an injury poison in hand, you can expend the held poison to deliver it through your spell, breaking it down to its components and magically inserting it into your spell's code. Choose a single target of the spell, or a single target within the spell's area; if that target is damaged by the spell, they are also subjected to the poison.
Your body naturally generates venom that you can deliver with your natural armaments.
''Prerequisites:'' Con 13, natural weapons species trait
''Benefit:'' When you deal damage with an unarmed strike that deals piercing or slashing damage, as a reaction, you can expose the target to your biotoxin. Once you’ve used your venom, you can’t do so again until you rest for 10 minutes to regain Stamina Points, with a maximum number of daily uses equal to your Constitution modifier. When you select this feat, you choose which ability score track your poison uses, using the following progression for which the final state is the end state.
* ''Strength:'' //Healthy—Weakened—Impaired—Staggered//
* ''Dexterity:'' //Healthy—Sluggish—Stiffened—Staggered//
* ''Constitution:'' //Healthy—Weakened—Impaired—Debilitated//
* ''Intelligence:'' //Healthy—Weakened—Impaired—Animalistic//
* ''Wisdom:'' //Healthy—Weakened—Impaired—Confused//
* ''Charisma:'' //Healthy—Weakened—Impaired—Pliable//
!!! Personal Biotoxin
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 10 + half your level + your Constitution modifier
* ''Track'' Special
* ''Onset'' 1 round
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
All effects end 1 hour after cure.
Toxicology is the study of the adverse effects certain chemicals have on living creatures.
''Booster:'' You cause a living creature to sweat a foul secretion. Any living creature attacking the affected target with a natural attack takes a –2 penalty to the attack. This penalty is a poison effect. If the attacker has active environmental protections (such as those provided by most armor), the penalty applies only after the attacker has hit and damaged the target once.
''Inhibitor:'' You deliver a weak toxin into a living creature's body, imparting the [[sickened]] condition. This is a poison effect.
!! Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
''Suppress Poison ([[Ex]]):'' As a standard action, you can create and deliver a formula to a living creature that holds the course of a toxin in check. When injected, the formula allows the target to ignore the effects of the highest stage (not including the poison's end state) of a single poison affecting that creature for 1 minute. The poison doesn't progress normally during that time, but this time doesn't count toward the poison's duration. If you are at least 7th level, the target ignores the effects of the highest stage of a single poison for 10 minutes. If you are at least 13th level, the target ignores the effects of all stages of a single poison for 1 hour.
The synthetic additions to your skin grant you protection against certain afflictions.
''Prerequisites:'' Character level 4th; constructed species trait, construct type, or cybernetic augmentations installed in skin.
''Benefit:'' You gain a +2 enhancement bonus to saving throws against contact and injury afflictions. In addition, when you succeed at a saving throw against an ongoing contact or injury affliction, you can spend 1 Resolve Point to move two steps along the affliction track closer toward healthy, instead of just one step.
name:tracer
range:long
speed:—
damage:none
pcu:5
cost:8
special:[[bugging]]
<div class="statblock">
* ''Base HP'' +8; ''Hit Point Advancement'' +1
* ''EAC'' +0; ''KAC'' +2; ''Fort'' +1; ''Ref'' +0
* ''Lower Limb Slots'' 0; ''Speed'' +0 ft.; ''Other Movement'' None
* ''Cost'' 1.5 × tier
</div>
The mech rides atop powerful treads rather than legs.
The creature can use the [[Perception]] skill to perform the [[follow tracks]] task of the [[Survival]] skill with the listed sense. The sense is usually related to a type of signature that most creatures leave behind, such as a scent or heat trail. The creature might gain a bonus or penalty to its Perception check to follow tracks depending on the strength of the quarry's signature, at the GM's discretion. It is possible for stronger signatures to completely mask other signatures, making following tracks with a weaker signature very difficult.
//Format:// ''Other Abilities'' tracking (scent).
The //tracking// fusion lets you locate a creature recently damaged by the weapon. Activating the fusion is a move action that binds the //tracking// fusion to the first creature you damage with the weapon before the start of your next turn. Once you track a target with this fusion, you are aware of the target's location as long as it is within 1,000 feet and you keep the weapon with this fusion in hand.
If the target is further away, you can attempt a [[Perception]] check (opposed by the target creature's [[Stealth]] check) to know approximately what direction the creature is in, though not accurately enough to triangulate its exact location. This is considered a magic [[divination]]. The tracking effect is removed if the target travels more than 10 miles away from you, the target changes planes, the effect is dispelled, you fail a Perception check to know its general distance by 10 or more, or 24 hours have passed since you last damaged the target with this weapon. For the purposes of dispelling the tracking effect, treat the effect as a spell with a caster level equal to the weapon's item level. You can track only one creature at a time. Activating the //tracking// weapon fusion again automatically ends any previous binding. Only attacks made by the weapon against a single target can benefit from this fusion.
You can spend 2 Resolve Points as a standard action to touch a vehicle or starship and infect it with a tracking program that tracks the vehicle on your behalf. The program lasts a number of days equal to your technomancer level, sending real-time coordinates to your spell cache to inform you of the vehicle’s location, whether it’s moving, and its relative status: unharmed, broken (vehicle only), wrecked (vehicle only), damaged (a starship with critical damage to at least one system), disabled (starship only), or destroyed. If the vehicle or starship enters the Drift, the program transmits Drift codes for the starship’s destination, enabling you to plot a course to the same destination.
A creature interacting with the vehicle can attempt a [[Computers]] or [[Mysticism]] check once per day to detect your tracking program, with a DC equal to 15 + 1-1/2 your technomancer level. Once detected, your tracking program can be dispelled as if it were a spell, or it can be removed by being hacked as if it were a computer whose tier is equal to half your technomancer level.
This tiny tracking device contains a miniaturized transponder that makes it easier to follow and locate quarry. Tracking bugs are usually sold on Absalom Station to private detective agencies and suspicious family members. You can hide a tracking bug on a creature as a standard action with a successful [[Sleight of Hand]] check to pick the creature's pocket (this usually can't be done during combat). You can hide a tracking bug on a vehicle or other conveyance as a standard action with a successful Sleight of Hand check opposed by the [[Perception]] checks of anyone searching the vehicle; you gain a +4 circumstance bonus to this check due to the tracking bug's size.
Once you plant a tracking bug, you can use a custom program (included in the tracking bug's price) to follow the tracking bug with a successful DC 20 [[Computers]] check using a computer, a [[comm unit]], a mechanic's [[custom rig]], or any similar computing device; the GM can alter this DC to reflect environmental conditions and other factors. The tracking bug's transponder has a 500-foot-radius range, and you must be on the same plane as the tracking bug for the program to function. When a tracking bug runs out of power, you can no longer follow it.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|tracking bug | 6 | 4,250 | L | 20 | 1/hour |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature or one object
* ''Duration'' 1 hour/level
* ''Saving Throw'' Reflex negates (object)
* ''Spell Resistance'' yes
</div>
You place a unique magical mark, which is about 1 square inch in size, on a creature or object. The mark is invisible, but //[[detect magic]]// and similar effects can reveal its presence. Unattended objects are always affected by this spell. If you attempt to affect a creature or an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect.
Once the //tracking mark// is in place, you can follow the mark by succeeding at a DC 20 [[Mysticism]] check. You’re able to detect the //tracking mark// up to 1,000 feet away, and you must be on the same plane as the //tracking mark// to follow it.
This flat, metal plate usually appears to be a simple rectangle about 1 foot long with a textile belt or armband firmly attached to one side. As a full action, you can activate a traction holster by pressing a longarm, one-handed melee weapon, small arm, or piece of equipment of no more than 1 bulk flat against it, creating a quasi-magnetic bond with the weapon. Only one weapon at a time can be paired in this way. Thereafter, when you drop the weapon or it would otherwise land adjacent to you, it is automatically drawn into the traction holster as though you had spent a move action to sheathe or holster it. The holster does not protect a paired weapon against disarm combat maneuvers. A traction holster operates until it runs out of charges or until you take a full action to break the connection between the traction holster and its current weapon by holding down a small reset button.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|traction holster | 7 | 6,000 | L | 80 | 10/minute |
</div>
A weapon with this special property can generate a stable beam of gravitons, creating a tractor beam that can move other ships. In addition to dealing damage, a hit with a tractor beam prevents the target ship from moving normally. The gunner can push or pull the target ship (at a rate of 2 hexes per round, resolved at the beginning of the helm phase), or hold the target ship in place. The pilot of the targeted starship can attempt a [[Piloting]] check (DC = 15 + 1-1/2 × the tier of the firing ship) to break free of the tractor beam as her action in a round. When a tractor beam weapon is locked on to a starship, it can't be used as a regular weapon. A tractor beam is effective only against ships of the same size as the firing ship or smaller; larger ships are unaffected by the tractor beam.
Once a PC finds the cargo, but before they commit to purchasing it, you should determine what makes this particular job unusual. You decide the complication, and the PCs decide how to deal with it—if they even become aware of the problem, that is!
To randomly determine a complication, roll a d10 on the table below, keeping the result a secret. You can tweak the result as needed for your campaign; once you've rolled the same result from the table a couple of times, consider throwing out that entry and substituting one of your own! If a complication requires a skill check, the DC for that check equals 15 + 1-1/2 × the party's APL. Usually, only one PC should attempt this check. An asterisk (*) marks a complication that the PCs can be made aware of before purchasing the cargo, and some complications modify the buy or sell price of the cargo.
<div class= "table-wrapper">
| d10 |Complication | d10 |Complication |h
| 1 |Competition | 6 |Regulated* |
| 2 |Expiration Date* | 7 |Stolen |
| 3 |Handling Problems | 8 |Stowaway |
| 4 |High Demand* | 9 |Strange Customs |
| 5 |Imitation* | 10 |Tough Sell |
</div>
* ''Competition:'' Once the PCs have loaded their cargo and determined their destination, a rival crew contacts them and declares they're selling similar cargo at that location. Determine how long the rival crew takes to reach the destination (usually assuming average time in the Drift); if the PCs don't beat the rival crew to the destination, the sell price is reduced by 2 BP per lot.
* ''Expiration Date*:'' This cargo is perishable. If the PCs don't deliver it in 2d8 days, they can sell it for a maximum of 1 BP per lot.
* ''Handling Problems:'' There's a potential accident while loading or unloading the cargo. Treat this complication as a trap with a CR equal to the party's APL. The exact nature of the trap and the skills necessary to disable it are up to you.
* ''High Demand*:'' This cargo is trending. The buy price is increased by 1 BP per lot, and the sell price is increased by 2 BP per lot.
* ''Imitation*:'' These goods are actually cheap knockoffs. A PC can detect this fact with a successful [[Perception]] check, reducing the buy and sell prices by 2 BP per lot. If the PCs want to try to sell the goods at the unreduced price, they must succeed at a [[Bluff]] check or else attract the attention of law enforcement.
* ''Regulated*:'' Exhaustive laws govern this cargo at the point of purchase. A PC must succeed at a [[Computers]] or [[Profession]] (merchant) check, or the crew members must spend 1 day navigating customs and filling out forms before they can load the cargo on their ship.
* ''Stolen:'' This cargo was stolen from another crew, and they're coming to get it back! This complication represents a hard encounter, but the PCs can pacify the NPCs by surrendering the cargo.
* ''Stowaway:'' An NPC with a CR equal to the party's APL hides among the cargo, revealing themself after takeoff. A PC who succeeds at a [[Perception]] check can detect the stowaway during the cargo-loading process.
* ''Strange Customs:'' The buyer comes from an unfamiliar culture or has unusual traditions. A PC must attempt a [[Culture]] check to maintain proper etiquette. If they succeed, the sell price increases by 1 BP per lot. If they fail, the sell price decreases by 1 BP per lot.
* ''Tough Sell:'' The buyer tries to strong-arm the PCs, reducing the sell price by 2 BP per lot. A PC can negate this reduction with a successful [[Intimidate]] check.
Trade goods can normally be sold for their full value. These are given only as common baselines, most applicable to the Pact Worlds, as regional variances can have a significant impact on the value of trade goods.
!! Fine Art
Fine art can be nearly anything, though as trade goods those items with a set, singular, physical existence (paintings, sculpture, and so on) are more easily bought and sold than performance art (though, for example, the sole copy of a famous vesk play could be valuable until broadly disseminated). Fine art can be of nearly any price or bulk.
<div class="table-wrapper">
|Item | Price | Bulk |h
|fine art | varies | varies |
</div>
!! Gems
Gems are valued for their scarcity, their beauty, and, in some cases, their utility for some forms of magic rituals and technology. The value of a gemstone is determined by many factors, including size, rarity, clarity, cut, polish, and potential cultural influences. Gems considered of low quality are usually priced at 5–45 credits. Gems rated as semiprecious are generally priced at 50–95 credits. Gems rated as precious are generally priced at 150–450 credits, and those rated as jewels are generally priced at 1,000–4,500 credits. Gems rated as grand jewels are priced no lower than 5,000 credits, and the rarest and most valued can be worth hundreds of thousands or even millions of credits.
<div class="table-wrapper">
|Item | Price | Bulk |h
|gems | varies | — |
</div>
!! Grain
Grain is a common staple and can be considered representative of a wide range of basic foods. Of course, grain prices vary wildly, but the price given here is a baseline for a typical grain, packaged and shipped in bulk amounts.
<div class="table-wrapper">
|Item | Price | Bulk |h
|grain | 1 | 1 |
</div>
!! Polyfluid
Polyfluid is a technological fluid that is essentially a liquid form of UPBs, and can be used in the same way as UPBs. Polyfluid is worth 1,000 credits per 1 bulk, and 1 credit worth of polyfluid can be used in place of 1 UPB. It takes 625 credits worth of polyfluid to make 1 bulk of [[siccatite]]; the process takes 2 hours in a tech workshop per bulk produced.
<div class= "table-wrapper">
|Item | Price | Bulk |h
|polyfluid | 1,000 | 1 |
</div>
@@.source
Source: AP 15: Sun Divers
@@
!! Textiles
Common textiles include good linen and most synthetic fabrics. Fine textiles are of higher quality, with more visual appeal, higher durability, or both. Various silks, satins, and similar cloths are typical fine textiles, though more exotic materials exist in this category. Truly luxurious fabrics, including marramas and samite, can easily cost much more than even the best fine fabrics.
<div class="table-wrapper">
|Item | Price | Bulk |h
|textiles, common | 1 | L |
|textiles, fine | 100 | L |
</div>
!! UPBs
A universal polymer base, or UPB, is the basis for most technology in the Pact Worlds, the Veskarium, and many other systems. Each UPB is a tiny multifunction component, not much larger than a grain of rice, capable of being configured to act as a brace, capacitor, circuit, diode, fastener, insulator, lens, modulator, pipe, resistor, and dozens of other constituent parts. UPBs can even be spun out into fabric, broken down into component chemicals, reconstituted into new chemicals, or supplemented with base materials (such as dirt or sand) to form massive braces or walls. The right combination of hundreds or even thousands of UPBs can create everything from a comm unit to a laser weapon to powered armor. In their raw form, UPBs have a bulk of 1 per 1,000 UPBs, though when aligned and configured they can easily take up less bulk, and when configured for a specific purpose that calls for a minimum size and bracing (possibly combining them with inert materials), they can have a higher bulk.
UPBs are so ubiquitous that they are usable as currency in many major settlements and trade hubs. While credsticks are a more convenient and secure way to carry value, UPBs have the advantage of direct utility and untraceability. They are a popular way to pay smugglers and criminals, but they are also useful for trade missions to systems with UPB technology that don't use credits as currency. The value of the Pact Worlds' credit is based on the economic utility of a single UPB.
<div class="table-wrapper">
|Item | Price | Bulk |h
|UPB (1000) | 1000 | 1 |
</div>
You have trained with the Vault of Vorlath or another tight-knit mercenary group and have learned their advanced positioning and teamwork skills. The Vorlath mercenaries are known for their ability to weave in and out of combat, tossing allies and clients to safety.
''Prerequisites:'' Character level 7th.
''Benefit:'' You can take a move action to switch places with a willing or unconscious ally within range of your normal movement that’s no larger than one size category larger than you. This requires spending one Resolve Point. This movement doesn’t trigger attacks of opportunity. You can’t use this ability again until you take a 10-minute rest to recover Stamina Points
The //Trafodi Paradox// is an intricately carved orb of red stone or coral, a foot in diameter. The carving forms a multilayered lattice within the sphere. Despite its substance and size, the //Trafodi Paradox// is very light.
During the conquest of Vesk-2, the vesk invaders ignored the pleas of the planet's natives and ransacked the ancient vault containing the //Trafodi Paradox//. The inhabitants of Vesk-2 had no written records of the sphere—only an oral legend that it was brought from the sky and sealed away during the Gap. A vesk warlord kept the artifact on Vesk-2, where it stayed for several generations before it came to the attention of high-ranking members of the Veskarium. The artifact was loaded onto a Veskarian military transport to be taken to Vesk Prime for further study. Distress signals recorded shortly thereafter indicate that vessel ran afoul of the Swarm, and no one has seen that starship or the //Trafodi Paradox// since. Those who have studied the accounts of Veskarian mystics who examined the artifact speculate that it is a transportation device but that it is either malfunctioning or designed for a truly alien and magically gifted species.
As a full action that provokes attacks of opportunity, you can activate the Trafodi Paradox. The artifact darkens and shrinks as its internal lattice realigns. It activates just before the start of your next turn, provided you're still conscious and holding the sphere. When you activate the //Trafodi Paradox//, it becomes a singularity in a square of your choice in your space or in a space adjacent to you. The singularity's physical manifestation is tiny, but it is considered to occupy a 5-foot cube.
When the singularity appears, creatures within 1 mile of the singularity feel drawn to it. A creature must succeed at a DC 25 Will save or use all its actions to move as quickly as possible toward the singularity. Although this is a mind-affecting effect, creatures immune to such effects still feel the pull and might seek the source of this attraction despite no compulsion to do so.
Creatures within 120 feet of the singularity must succeed at a DC 25 [[Athletics]] check or a DC 20 Strength check to move farther from it, and even then does so at one-quarter its speed.
Each round, at the start of your turn, the singularity performs a special combat maneuver with a +30 bonus to the attack roll. If a creature is within 120 feet of the singularity, compare the result of this attack roll to the creature's KAC + 8. If the maneuver is successful, that creature moves 5 feet toward the singularity, plus 1 foot per point the singularity's result exceeded the creature's KAC + 8; round the distance up to the nearest 5 feet. Huge or smaller unattended objects move 30 feet toward the singularity at the start of each of your turns, moving an additional 10 feet per size category below Medium or 10 fewer feet per size category above Medium.
A creature or object that enters the singularity's space is sucked into the void. While inside, a creature can take no actions other than a full action to escape, which requires a successful DC 30 [[Athletics]] check or DC 25 Strength check. A creature that ends its turn inside the singularity takes 5d10 force damage unless it succeeds at a DC 20 Will save to take half damage; if it succeeds by 5 or more, the creature negates the damage entirely. The creature that activated the artifact gains a +5 circumstance bonus to this saving throw. The amount of damage dealt by the void increases by 5d10 each round. If this damage reduces a creature to 0 Hit Points, the creature's body is utterly destroyed.
A creature that succeeds at a Will save within the singularity senses a presence in the void. In myriad voices, one of which the listener can understand, the presence offers salvation from the crushing gravity. A creature that accepts this salvation leaves the void, transported to another location in the galaxy or among the planes. Upon escaping in this way, a creature regains half of the Hit Points it lost to the singularity. Escapees with strong emotional attachments to one another often arrive in the same location, while enemies rarely land in the same place.
The singularity created by the //Trafodi Paradox// lasts 13 minutes. When the singularity ends, the artifact disappears. Roll 1d20 as the control and 1d20 as the determiner. If the determiner is higher than the control, the Trafodi Paradox reappears in the possession of the creature that last activated it. Otherwise, the artifact could reappear anywhere in the galaxy. The creature that last activated the artifact can sense in which direction the artifact lies, provided the object isn't sealed in an area lined with starmetal.
The //Trafodi Paradox// can be destroyed only if it consumes the last member of the species that created it.
You love seeking out new vistas, exploring new horizons, and analyzing new environments. Benevolent trailblazers might travel for the sake of enlightenment, whereas selfish trailblazers exploit the resources and inhabitants of the worlds they discover.
* ''Associated Deities:'' Desna, Eloritu, Weydan, Yaraesa D
* ''Associated Skills:'' [[Piloting]] and [[Survival]]
* ''Spells:'' 1st–//[[scan environment]]//; 2nd–//[[spider climb]]//; 3rd–//[[pinpoint navigation]]//; 4th–//[[control atmosphere]]//; 5th–//[[commune with planet]]//; 6th–//[[plane shift]]//
!! Biome Bond (1st)
After you spend at least 12 hours in a specific biome, you can spend 10 minutes attuning yourself to that biome to make it your bonded biome; you can spend Resolve points to reduce to reduce the time you must first spend in the biome by 6 hours per Resolve Point. While in your bonded biome, you gain a +2 insight bonus to initiative checks and a +2 resistance bonus to saving throws to resist hazards. You can spend 1 Resolve Point to cast //[[wisp ally]]// as a spell-like ability while in your bonded biome, using your mystic level as your caster level.
!!
Navigation Insight (3rd)
When using [[Piloting]] to [[navigate]] or astrogate a course, you treat unfamiliar locations as seldom visited locations and seldom visited locations as frequently visited locations when calculating the DC. Additionally, double your channel skill ability's insight bonus to Piloting checks when you perform stunts during starship combat.
!! Tenacious Explorer (6th)
While in your bonded biome, you're immune to the effects of severe cold and severe heat, and you can move through difficult terrain as though you had the [[Nimble Moves]] feat. When you attempt a saving throw against a hazard in your bonded biome, you can spend 1 Resolve Point to roll the saving throw twice and take the better result.
!! Swift Travels (9th)
For every 10 points by which you exceed the [[Piloting]] check DC to [[navigate]] or astrogate, you can reroll one of the dice used to determine travel time to your destination and use the lower of the two results. When you travel overland in your bonded biome, you treat trackless terrain as though it had a road for the purpose of determining overland movement speed for you, any vehicle you pilot, and up to 10 allies within 60 feet of you. Once per day while in your bonded biome, you can cast //[[haste]]// as a spell-like ability, using your mystic level as your caster level.
!! Channel Biome (12th)
While in your bonded biome, you can spend 1 Resolve Point as a standard action to channel the biome into a violent blast in a 20-foot-radius burst with a range of 100 feet, dealing 1d6 damage per mystic level (Reflex half). The damage type or types are based on your biome:
* //airborne:// bludgeoning
* //aquatic:// cold and piercing
* //arctic:// cold and sonic
* //desert:// slashing and fire
* //forest:// slashing
* //marsh:// acid
* //mountain:// sonic
* //other:// piercing, acid, or electricity
* //plains:// electricity
* //space:// cold or force
* //subterranean:// acid and bludgeoning
* //urban:// piercing and sonic
* //weird:// force.
!! Biome Sense (15th)
While in your bonded biome, you gain [[blindsense]] (vibration) with a range of 30 feet, creatures gain no bonuses when flanking you, and you take no penalties to [[Perception]] checks for being [[asleep]].
!! One with the Universe (18th)
You can bond with a biome automatically upon entering it, and you can maintain a connection to two bonded biomes at once (although you must still encounter them to do so). You don't require food or water for sustenance, and you automatically succeed at [[Survival]] checks to avoid getting lost.
A weapon with the //trailblazer// fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage).
Additionally, ranged attack rolls with the weapon don't take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricane- force winds as if they were strong winds.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* N Tiny animal
* ''Init'' +4; ''Senses'' [[blindsense]] (scent) 30 ft., [[low-light vision]]; ''Perception'' +5
!!! DEFENSE
* ''HP'' 20
* ''EAC'' 12; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +6; ''Will'' +1
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +7 (1d4+1 P)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' squox tricks
!!! STATISTICS
* ''Str'' –2; ''Dex'' +4; ''Con'' +2; ''Int'' –4; ''Wis'' +0; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +10 (+14 to balance, escape, or tumble), [[Athletics]] +5 (+13 to climb), [[Stealth]] +10
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or team (3–6)
!!! SPECIAL ABILITIES
''Squox Tricks ([[Ex]])'' See above.
</div>
A training interface module (or TIM) is an advanced computer combat simulator that enables a starship's officer to apply their own training and expertise in starship combat. Each TIM is programmed to interface with both a specific class feature or feat as well as with a crew role; a TIM is listed with its associated feat and role, such as "TIM (mitigate, captain)." The exception to this are TIMs marked "any," which are not assigned to a specific crew role. A starship can have up to four TIMs installed, and each must apply to a different class feature or feat (though TIMs for different class features or feats may provide the same benefits).
A TIM functions only when an officer with the selected feat or class feature (or class feature that replaces the listed class feature, such as a technomancer with the [[cache hacks]] feature using a spell cache TIM) assumes that crew role. A TIM that affects an officer or their actions, rather than their starship or its statistics, can be used only by the officer currently using that TIM, even if the starship has multiple qualifying officers (e.g., a starship with a [[Deadly Aim]] TIM and three crew members with the Deadly Aim feat could grant the TIM's benefit to only one of the crew members, even if all three were gunners). In addition, a crew member can interface with only one TIM per round. If a starship has multiple TIMs associated with a role, an officer must choose at the beginning of the round which TIM to use, if any.
A TIM costs 3 BP, and the cost increases by 1 for each TIM a starship already has. The BP cost of installing a TIM that lists "any" as its crew role increases by 3.
<div class="table-wrapper">
|System | PCU | Cost (in BP) |h
|training interface module | 0 | special |
</div>
!! Class Feature Modules
The following TIMs are associated with class features.
<div class= "table-wrapper">
|Module |Associated Crew Member |h
|[[Artificial Intelligence|Artificial Intelligence (TIM)]] |Any |
|[[Biohacks|Biohacks (TIM)]] |Science Officer |
|[[Cache Capacitor|Cache Capacitor (TIM)]] |Science Officer |
|[[Connection|Connection (TIM)]] |Magic Officer |
|[[Entropic Pool|Entropic Pool (TIM)]] |Chief Mate |
|[[Expertise|Expertise (TIM)]] |Captain |
|[[Healing Touch|Healing Touch (TIM)]] |Engineer |
|[[Infinite Worlds|Infinite Worlds (TIM)]] |Magic Officer |
|[[Injection Expert|Injection Expert (TIM)]] |Engineer |
|[[Mitigate|Mitigate (TIM)]] |Captain |
|[[Paradigm Shift|Paradigm Shift (TIM)]] |Magic Officer |
|[[Primary Fighting Style|Primary Fighting Style (TIM)]] |Gunner or Pilot |
|[[Solar Connection|Solar Connection (TIM)]] |Gunner |
|[[Solar Manifestation|Solar Manifestation (TIM)]] |Gunner |
|[[Specialization|Specialization (TIM)]] |Any |
|[[Spell Cache|Spell Cache (TIM)]] |Magic Officer |
|[[Trick Attack|Trick Attack (TIM)]] |Pilot |
</div>
!! Feat Modules
The following TIMs are associated with feats.
<div class= "table-wrapper">
|Module |Associated Crew Member |h
|[[Adaptive Fighting|Adaptive Fighting (TIM)]] |Any |
|[[Agile Casting|Agile Casting (TIM)]] |Magic Officer |
|[[Amplified Glitch|Amplified Glitch (TIM)]] |Science Officer |
|[[Antagonize|Antagonize (TIM)]] |Captain |
|[[Barricade|Barricade (TIM)]] |Any |
|[[Cleave|Cleave (TIM)]] |Engineer |
|[[Climbing Master|Climbing Master (TIM)]] |Chief Mate |
|[[Combat Casting|Combat Casting (TIM)]] |Magic Officer |
|[[Deadly Aim|Deadly Aim (TIM)]] |Gunner |
|[[Deflect Projectiles|Deflect Projectiles (TIM)]] |Gunner |
|[[Diehard|Diehard (TIM)]] |Any |
|[[Diversion|Diversion (TIM)]] |Captain |
|[[Enhanced Resistance|Enhanced Resistance (TIM)]] |Chief Mate |
|[[Far Shot|Far Shot (TIM)]] |Gunner |
|[[Fast Talk|Fast Talk (TIM)]] |Captain |
|[[Improved Critical|Improved Critical (TIM)]] |Gunner |
|[[Improved Feint|Improved Feint (TIM)]] |Gunner |
|[[Improved Initiative|Improved Initiative (TIM)]] |Pilot |
|[[Jet Dash|Jet Dash (TIM)]] |Chief Mate |
|[[Kip Up|Kip Up (TIM)]] |Chief Mate |
|[[Master Crafter|Master Crafter (TIM)]] |Engineer |
|[[Mobility|Mobility (TIM)]] |Pilot |
|[[Multi-Weapon Fighting|Multi-Weapon Fighting (TIM)]] |Gunner |
|[[Mystic Strike|Mystic Strike (TIM)]] |Magic Officer |
|[[Nimble Moves|Nimble Moves (TIM)]] |Pilot |
|[[Parting Shot|Parting Shot (TIM)]] |Gunner |
|[[Penetrating Attack|Penetrating Attack (TIM)]] |Gunner |
|[[Quick Draw|Quick Draw (TIM)]] |Any |
|[[Shot on the Run|Shot on the Run (TIM)]] |Pilot |
|[[Slippery Shooter|Slippery Shooter (TIM)]] |Pilot |
|[[Spell Focus|Spell Focus (TIM)]] |Magic Officer |
|[[Spell Penetration|Spell Penetration (TIM)]] |Magic Officer |
|[[Spring Attack|Spring Attack (TIM)]] |Pilot |
|[[Unfriendly Fire|Unfriendly Fire (TIM)]] |Captain |
|[[Weapon Focus|Weapon Focus (TIM)]] |Gunner |
</div>
As a full action, the creature can move up to its speed and through the space of any creatures that are at least one size smaller than itself. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can attempt a Reflex save with the listed DC to take half damage; if it attempts the save, it can't make an attack of opportunity against the trampling creature due to the creature's movement. A creature can deal trample damage to a given target only once per round.
//Format:// ''Offensive Abilities'' trample (3d4+14 B, DC 16).
//Guidelines:// The amount of damage the trample deals should be the same as the creature's standard melee damage.
These rugged boots are made from the finest [[mountain eel]] hide. You can ignore difficult terrain, but only in hilly and mountainous environments. In addition, once per day as a full action, you can move up to your speed through other creatures' spaces (as long as those creatures aren't larger than you are). Each creature in your path automatically takes 2d6+4 bludgeoning damage. A target of this trample ability can make an attack of opportunity against you as you pass through its space, but at a −4 penalty. A target can forgo this attack of opportunity to instead attempt a DC 16 Reflex save to take half damage.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//trampling boots// | 4 | 2,500 | L |
</div>
Once per day, you can target a living creature with a special [[biohack]] as a standard action. This doesn't deal any damage and doesn't count against your total uses of biohacks, but it otherwise functions as a biohack. If you hit the target, they must succeed at a Fortitude saving throw or fall into a deep sleep after 1 round, gaining the [[asleep]] condition. On a successful saving throw, the target is unaffected. At 14th level, you can use this ability twice per day. This is a poison effect.
You are close to becoming one with your [[connection]]. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered [[blind|blinded]], [[deaf|deafened]], and [[helpless]], but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were [[incorporeal]], but you can't go farther into a solid object than your space (5 feet for a Medium creature). You can't directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mind-affecting effects have their full effect on you.
You can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can't cast any spells on your projected consciousness except for illusion spells. You need not maintain line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Drift travel), your mind immediately returns to your physical body.
\define section(tiddler, head:"h2")
<$head$><$view tiddler="$tiddler$" field="caption">$tiddler$</$view><$list filter="[[$tiddler$]has[append]]" > (<$view tiddler="$tiddler$" field="append"/>)</$list></$head$>
<div class="section">
<$transclude tiddler="$tiddler$" mode="block" />
</div>
\end
Example:
<<section 'Prone'>>
<<section 'Prone' 'h3' >>
<<section 'Divert'>>
\define with-levels(filter:'[tag<currentTiddler>]')
<$list filter="$filter$ +[nsort[level]]">
!! <$view field="caption">{{!!title}}</$view> <<ordinal>>
{{!!text}}
</$list>
\end
<div class="statblock">
* ''Type'' drug (ingested or inhaled)
* ''Save'' Fortitude DC 20
* ''Addiction'' Fortitude DC 20 (physical)
* ''Track'' [[Dexterity|Dexterity Poison Track]] and [[Wisdom|Wisdom Poison Track]]
* ''Effect'' +2 morale bonus to saves against fear for 1 hour and gain 2 Stamina Points per level. (Any Stamina Points exceeding the user's maximum are lost first and can't be recovered; any remaining are lost the next time the user rests to recover Stamina.)
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|transdimensional pesh | 10 | 14,000 |
</div>
As a standard action, select two living creatures within 100 feet: a primary target affected by an ongoing disease or poison and a secondary target who is not. The secondary target is exposed to one of the primary target's diseases or poisons of your choice and must attempt a Fortitude saving throw against the affliction. If they fail the save, they gain the affliction and move to the first step on its progression track, and the primary target attempts a new saving throw against that affliction with a +4 circumstance bonus, curing them of the affliction if they succeed at the save. You can't attempt to transfer the same affliction more than once per 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' two objects of the same type; see text
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' yes (object)
</div>
You can transfer any number of charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same size, two identical power cells, or the like); you transfer charges from the source object to the receiving object. You must declare how many charges you are transferring before casting this spell. If you transfer more charges from the source than the receiving item can hold, the receiving item must succeed at a Fortitude saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold, but you can choose to transfer fewer charges than the maximum allowed to reduce the risk.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 round
* ''Range'' touch
* ''Targets'' one computer or willing technological construct; see text
* ''Duration'' 10 minutes/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
You transfer your mind into a computer or technological construct. If you transfer your mind into a computer, its tier can be no higher than half your caster level. If you transfer into a construct, it must be willing or, if nonsapient, not hostile to you. The construct's CR or level can be no higher than your caster level.
While your mind is in a computer system, you have direct control over its commands. You can perform [[Computers]] checks related to that system in half the usual time.
If you transfer your mind into a technological construct, you have access to its functions, allowing you to control the creature directly. You can't cast the construct's spells or use its spell-like or supernatural abilities. You can cast your own spells.
While this spell lasts, your body falls [[prone]] and [[helpless]], as if you were unconscious. When the spell ends, your mind transfers back to your body instantly, provided your body and the target are on the same plane. Otherwise, you die.
Your drone can transform into a second form that resembles an ordinary inanimate object of one size smaller. Taking this smaller form or returning to its normal form is a standard action. The drone retains its senses in this form and can move at half speed (though this would likely reveal its true nature) but loses access to its other mods and weapons. You choose the object the drone can transform into when you select this mod but can change it any time you rebuild your drone. A Small drone becomes a Tiny object that weighs approximately 1 bulk (such as a metal briefcase), and a Tiny drone transforms into a Diminutive object of light bulk (such as a datapad). A transformed drone automatically passes casual inspections but can be identified as suspicious with close inspection and a successful [[Engineering]] or [[Perception]] check (DC = 10 + your total Engineering skill modifier). This mod can be installed in only Small or Tiny drones.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (teleportation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one object held of up to 1 bulk
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
You instantly transfer an object held in your hand to the hand of a willing creature within range. The object can be no heavier than 1 bulk. The creature you teleport the object to must have at least one empty hand to hold the object.
As a standard action, you can spend 1 Resolve Point to create a translocational beacon that you place anywhere within your reach. As a swift action, you can instantly teleport from your current location to the location where you placed your translocational beacon, provided the beacon has at least 1 Hit Point and is no further than 10 feet × your technomancer level from your current location. This movement doesn't provoke attacks of opportunity, although it does create a dazzling flash of neon light ([[Perception]] DC 0 to notice).
A transdimensional beacon is a Fine object with negligible bulk, hardness equal to your technomancer level, and Hit Points equal to 3 × your technomancer level. Your [[spell cache]] monitors your beacon, and you are automatically alerted if it is destroyed or you move out of its range. You can have only one beacon active at a time, and creating a new beacon causes the old beacon to immediately collapse and become inert.
Transmutation spells change the properties of some creature, thing, or condition.
As a standard action, you can touch a weapon that deals kinetic damage and temporarily change the material it or its ammunition is constructed from into one of the following special materials: [[cold iron]] or [[silver]]. At 8th level, add [[adamantine alloy]], [[inubrix]], [[noqual]], and [[siccatite]] to the list of special materials you can select. At 11th level, add [[abysium]], [[horacalcum]], and [[voidglass]] to the list of special materials you can select. The transformation lasts a number of rounds equal to your witchwarper level plus your Charisma modifier, after which the weapon becomes immune to your transmute material paradigm shift for 24 hours.
As a reaction when you take damage, you can spend 1 Entropy Point to convert part of one damage type you take into another damage type. You can transform kinetic damage dealt to you only into another type of kinetic damage, and you can transform energy damage dealt to you only into another type of energy damage. The amount of damage you convert in this way can’t exceed your vanguard level plus your Constitution modifier.
Occasionally, abductees manage to escape from grays with a //transplanar gluon blade//. It resembles a standard box cutter consisting of a plump, hard plastic handle with a short blade that extends out the top while depressing a button, retracted rapidly by a simple spring. Once per day, you can spend 1 minute concentrating with the blade to subtly work it between the seams of reality and cut open a portal to its linked transitive plane. A //transplanar gluon blade// doesn’t function if not on the Material Plane or its linked transitive plane. Portals created with the blade close after 1d4 rounds.
* ''Ethereal:'' You cut open a portal between the Material Plane and the Ethereal Plane.
* ''Astral:'' You cut open a portal between the Material Plane and the Astral Plane.
* ''Shadow:'' You cut open a portal between the Material Plane and the Shadow Plane.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//transplanar gluon blade//, ethereal | 15 | 500 | 1 |
|//transplanar gluon blade//, astral | 18 | 2,200 | 1 |
|//transplanar gluon blade//, shadow | 20 | 8,200 | 1 |
</div>
<div class="statblock">
* ''Size'' Medium
* ''Maneuverability'' average (+0 Piloting, turn 2)
* ''HP'' 70 (increment 15); ''DT'' —; ''CT'' 14
* ''Mounts'' forward arc (1 heavy, 1 light), aft arc (1 light), turret (2 light)
* ''Expansion Bays'' 5
* ''Minimum Crew'' 1; ''Maximum Crew'' 6
* ''Cost'' 15
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one vehicle or Tiny starship; see text
* ''Duration'' 1 hour/level
* ''Saving Throw'' none (object)
* ''Spell Resistance'' no (object)
</div>
You create an extradimensional space in the passenger area of a vehicle or Tiny starship, allowing it to carry one additional Medium creature per caster level. This spell must be cast on a vehicle able to carry more than one passenger, or the spell fails. The extradimensional space appears in the vehicle's seating area or the starship's bridge or passenger section, and it looks like a thin, glowing gap in reality. Creatures that step through this gap are shunted into the extradimensional space, which appears to be and functions as another compartment in the vehicle. A creature can exit the extradimensional space as part of a move action to move through the gap in reality, though a creature cannot exit the extradimensional space unless room to accommodate it exists in the normal seating area.
Creatures that are encumbered or overburdened cannot enter the extradimensional space. If a creature is larger than Medium, each size category counts as one additional creature for determining the capacity of the extradimensional space. Creatures within the extradimensional space can't interact with anything outside the vehicle, nor can creatures outside the vehicle perceive or interact with occupants and contents of the space. If the vehicle is destroyed or the extradimensional space is dispelled, the extradimensional space collapses. Anything within the extradimensional space when the vehicle or starship is destroyed, the space is dispelled, or this spell ends are shunted to the nearest open spaces outside the target.
These vehicles tend to be large and ponderous, but are capable of high speeds over long distances.
* ''Adjustments:'' Increase overland speed by 20%, decrease piloting modifier by 1, increase passengers by 100%.
<div class="statblock">
* ''Level'' 9; ''Price'' 28,200
* Huge land vehicle (10 ft. wide, 20 ft. long, 20 ft. high)
* ''Speed'' 35 ft., full 650 ft., 75 mph (climb and land)
* ''EAC'' 21; ''KAC'' 23; ''Cover'' total cover
* ''HP'' 135 (62); ''Hardness'' 8
* ''Attack (Collision)'' 9d10 B (DC 14)
* ''Modifiers'' –4 [[Piloting]], –3 attack (–6 at full speed)
* ''Systems'' autopilot (Piloting +17), expansion bay, planetary [[comm unit]]
* ''Passengers'' 7
</div>
This boxy, six-legged walker has surprisingly agile gripping claws.
Travel prices assume transport at a typical, second-class, basic level of accommodation and assistance—for example, being assigned to common guest quarters on a starship (with six passengers per room), having an assigned seat on a grav-train, waiting a few minutes for a nearby robo-taxi to pick you up, and so on. More private and luxurious travel options normally exist, costing anywhere from two to 10 times as much. Starships in particular often have good and luxurious quarters that offer [[better accommodations|guest quarters]]. Truly exceptional options exist for the ultrarich, which can cost 1,000 times as much as common travel.
Cheaper options are often also available, such as steerage transportation in a converted cargo hold, or standing-room-only cars for grav-train rides. These normally cost half to one-quarter the listed price, though at the GM's discretion even cheaper options (possibly those illegally ignoring various safety laws) could exist.
It is sometimes possible to procure long-distance passage at reduced prices or even for free by providing a desired service for the transport provider. Taking on common jobs such as a guard, gunner, cook, entertainer, or porter can sometimes facilitate travel on a tight budget. The prices given also assume a Medium or Small creature with no need for special accommodations or environmental conditions different from those of the vessel used. Unusually large creatures or those that require different atmospheres, gravity levels, or light levels than the vessel transporting them can easily see the price double, triple, or more depending on the inconvenience and risks involved.
!! Biological Transportation
Most civilized planets rely on technological transportation, but less-developed worlds often utilize living creatures for travel. Such creatures are as varied in size, shape, color, and features as the planets they inhabit. Typically, biological transport is slower and more expensive than automated travel, but in frontier regions, it may be the only option available. Biological transport can be rented on a daily basis, with prices determined by the size of the creature. The listed price does not include the cost of feeding and maintaining the creature. Generally, rented biological transport requires riders to control and direct the creatures, using the ride a creature task of the [[Survival]] skill.
Alternatively, you can simply purchase a ride on biological transport, with prices determined by the size of the creature and the distance traveled. For Large or larger creatures, the listed price typically includes a trained handler for that animal who directs it toward your destination.
<div class="table-wrapper">
|Transportation | Price |h
|medium creature (rent) | 5 per day |
|medium creature (ride) | 2 per mile |
|large creature (rent) | 25 per day |
|large creature (ride) | 5 per mile |
|huge creature (rent) | 125 per day |
|huge creature (ride) | 10 per mile |
|gargantuan creature (rent) | 650 per day |
|gargantuan creature (ride) | 30 per mile |
|colossal creature (rent) | 3,000 per day |
|colossal creature (ride) | 100 per mile |
</div>
!! Grav-Train
A grav-train is a hovering, multisection mass transport that runs a specific ground route, generally over a metal or ceramic rail. It is the cheapest way to move overland, but it requires significant infrastructure to operate and only runs to set locations on a (sometimes unreliable) schedule.
<div class="table-wrapper">
|Transportation | Price |h
|grav-train passage | 1 per 100 miles |
</div>
!! Robo-Taxi
This simple form of urban transport is generally similar to an urban cruiser but is assumed not to have the expense of a driver. In most major cities, dispatch can send a robo-taxi within a few minutes of a request to the company by infosphere or comm unit.
<div class="table-wrapper">
|Transportation | Price |h
|robo-taxi passage | 1 per 10 miles |
</div>
!! Sea Vessel
Planets with large bodies of water often develop extensive commerce and transit networks by ship, hovership, and even submarine. This transport is slower than travel by plane, but cheaper per mile (and considered more relaxing by many travelers). Some planets have rigid lighter-than-air vessels as well, such as dirigibles, which tend to have similar accommodations, pricing, and speeds.
<div class="table-wrapper">
|Transportation | Price |h
|sea vessel passage | 1 per 50 miles |
</div>
!! Starship
Travelers between planets almost exclusively use starships, most often those with Drift drives (though orbital shuttles and short-range transports traveling between moons or asteroids close to one another typically do not use Drift engines).
<div class="table-wrapper">
|Transportation | Price |h
|starship passage, common | 50 per day of travel |
|starship passage, good | 300 per day of travel |
|starship passage, luxurious | 1,000 per day of travel |
</div>
!! Suborbital Flight
For quick trips from point to point on a planet, the fastest option is generally a suborbital flight. The price assumes a single seat and a small common area for storage; larger seats or even small cabins cost five to 10 times as much.
<div class="table-wrapper">
|Transportation | Price |h
|suborbital flight | 1 per 25 miles |
</div>
Next, the PCs must get the cargo onto their starship and transport it to a place where they can sell it. In general, the farther the PCs take the cargo, the more it's worth.
!! Cargo Handling
Loading or unloading a single lot into a starship cargo hold takes 1 hour for one person using a [[cargo lifter]] or similar equipment. Without such equipment, loading the same lot takes 8 hours of labor; multiple people can work together to reduce this time. For example, it takes 4 hours for two people without major equipment to load a single lot into a cargo hold. While the PCs can usually take their time, a complication might mean that every hour counts!
The PCs must also unload the cargo once they reach the world where they want to sell it, but unloading generally occurs while at least one of the crew engages in the [[find buyer]] downtime activity.
A transposition module disperses magitech beacons attuned to its starship, enabling the ship to teleport short distances. Transposition modules typically have the [[mine|Mine (starship weapon property)]] special property and are thus mounted on the aft quadrant and disperse inanimate warp pucks in one or more hexes. However, unlike most mines, a warp puck doesn't harm nearby starships. Instead, the launching starship's science officer can try to teleport the starship into the puck's hex using the [[recall beacon]] crew action. After the science officer performs this action, that warp puck is destroyed.
The maximum distance a starship can teleport by activating a warp puck depends on the starship's size category (for this calculation, Supercolossal = 0, Colossal = 1, Gargantuan = 2, Huge = 3, etc.). A ship cannot teleport farther than a number of hexes equal to the starship's size category multiplied by the value listed with the module's special property.
You double your [[operative's edge]] bonus to [[Perception]] checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.
<div class="statblock">
* ''Levels'' 10-20
* Small aberration
* ''Senses'' [[darkvision]] 60 ft., herbsight 60 ft., [[low-light vision]]
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Immunities'' disease
* ''Speed'' 30 ft.
* ''Melee Attack'' tongue (A & B)
* ''Ranged Attack'' acid spittle (A)
* ''Space'' 5 ft.; ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Wis
!!! SPECIAL ABILITIES
''Acid Spittle ([[Ex]])'' Every 1d4 rounds, a trapped zernivian can spit a blob of acidic spittle with a maximum range of 30 feet.
''Herbicide ([[Ex]])'' Plant creatures, creatures with the dycepskian subtype, and creatures with the [[plantlike]] universal creature rule take half again as much damage (+50%) from the trapped zernivian's acid spittle and tongue attacks, and are never immune.
''Herbsight ([[Ex]])'' Trapped zernivians have an extrasensory ability that enables them to rapidly seek out and find plant life. This ability functions as [[blindsight]] (scent), except the trapped zernivian can detect only plant creatures and creatures with the dycepskian subtype or the [[plantlike]] universal creature rule.
''Host Body ([[Ex]])'' A zernivian trapped in a host body appears to be a Small predator or herd animal; anyone who might penetrate this disguise must succeed on a [[Perception]] check with a DC equal to the bound zernivian's skill bonus + 15.
</div>
Although unethical pet dealers sometimes offer [[zernivians]] for sale, zernivians actually move constantly from one host animal to another and seldom bond with another species. However, sometimes a zernivian's ability to inhabit a host goes awry, and the creature is permanently trapped inside that host. When this happens, the physiologies of the zernivian and its host combine and mutate. Perhaps realizing it can no longer find prey without help, the zernivian becomes more amenable to other species. A caring and patient individual can sometimes forge a bond with such a creature.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
The wandering deity Weydan breaks pieces of himself off into mortal avatars to explore and experience the Material Plane. The first //travel treads// were gifts from such avatars bequeathed to fellow travelers. Followers of Weydan learned to create travel treads, and other organizations have copied the magic. //Travel treads// come in pairs, most often already attached to shoes, boots, or similar gear. You wear the treads by affixing them to existing footwear. The treads count as a worn magic item unless you install them in armor, taking up one upgrade slot.
While you wear //travel treads//, you reduce the amount of //nonlethal damage// you take from hustling and gain an enhancement bonus to Constitution checks when making a forced march. In addition, if you fail a saving throw against an effect that would render you [[dazed]], [[entangled]], [[paralyzed]], [[prone]], [[staggered]], or [[stunned]], or an effect that would reduce your movement speed, as a reaction you can reroll the saving throw and take the higher result. Alternatively, if an opponent succeeds at a combat maneuver to bull rush, grapple, reposition, or trip you, as a reaction you can force that attacker to reroll the attack, taking the lower result. Once you benefit from a given set of //travel treads//, you can benefit from a different one only after 24 hours have passed.
The exact benefits of travel treads are based on their model, including the number of rerolls they provide per day, as follows.
* ''Mk 1 (Level 5):'' Reduce hustling damage by 1, +1 enhancement bonus to checks during a forced march, and one reroll.
* ''Mk 2 (Level 9):'' Reduce hustling damage by 2, +2 enhancement bonus to checks during a forced march, and two rerolls.
* ''Mk 3 (Level 13):'' Reduce hustling damage by 3, +3 enhancement bonus to checks during a forced march, and three rerolls.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Hustling Damage<br/>Reduction | Bonus to Forced<br/>March Checks | Rerolls/Day |h
|//travel treads//, mk 1 | 5 | 2,750 | L | 1 | +1 | 1 |
|//travel treads//, mk 2 | 9 | 12,000 | L | 2 | +2 | 2 |
|//travel treads//, mk 3 | 13 | 46,500 | L | 3 | +3 | 3 |
</div>
Countless travel guides promise the greatest getaways in the galaxy, yet the Treadsetter's brand is so ubiquitous (and sufficiently accurate) as to be synonymous with travel literature. Each Treadsetter's guide comes in physical and digital formats, corresponding to a specific planet, large moon, or other habitable astronomical object like an asteroid belt. There are hundreds of thousands of these volumes, representing most known and noteworthy worlds. By spending 1 minute referencing the guide while studying cultures, features, or creatures from its corresponding world, you gain a +2 circumstance bonus to [[Culture]], [[Life Science]], and [[Physical Science]] checks to [[recall knowledge]] and [[identify creatures]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|Treadsetter's guide | 1 | 25 | L |
</div>
As a standard action, you can treat a willing, adjacent creature to remove the [[shaken]], [[sickened]], or [[staggered]] condition. This doesn't end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina.
You can use Medicine to restore Hit Points to a living, wounded creature. This takes 1 minute, and the DC is based on the medical equipment used. If you succeed at the check, you restore 1 Hit Point per level or CR of the creature you are treating. If you exceed the DC by 5 or more, you add your Intelligence modifier to the amount healed. A creature can receive this treatment only once every 24-hour period, unless it is delivered in a [[medical lab]]. Most medical labs allow you to treat a creature's deadly wounds at least twice per day.
You can use Medicine to treat a creature suffering from a disease. This takes 10 minutes and requires a [[medkit]], a [[medical lab]], or a [[medical bay]] on a starship. Every time the diseased creature attempts a saving throw against the disease, you can attempt a Medicine check. If your result exceeds the DC of the disease, the creature receives a +4 bonus to its saving throw against the disease.
As a standard action, you can use Medicine to treat a drugged or poisoned creature. This requires a [[medkit]], a [[medical lab]], or a [[medical bay]] on a starship. Every time the creature attempts a saving throw against the drug or poison, you can attempt a Medicine check. If your result exceeds the DC of the drug or poison, the character receives a +4 bonus to its saving throw against the drug or poison.
Using your [[custom microlab]], you can spend 1 hour to treat the effects of [[radiation]] in one living creature, after which you make a special check, rolling 1d20 and adding your biohacker level and any insight bonus you have to [[Medicine]] checks to the result. The check's DC equals the radiation effect's save DC. If you succeed, the target is cured of both the radiation's poison effects and the [[radiation sickness]] disease, moving the target to the healthy state on both tracks. At 14th level, it takes you only 10 minutes to perform this treatment, though this doesn't count as a 10-minute rest to regain Stamina Points.
You gain a +2 circumstance bonus to your [[Medicine]] check when using the [[treat disease]] and [[treat drugs or poison]] tasks, and can do so with greater speed. It takes you 1 minute to treat disease, and a move action to treat drugs or poison. You can also attempt these tasks without a [[medkit]], [[medical lab]], or [[medical bay]], though doing so takes the normal amount of time for both tasks and you do not gain the bonus to the checks.
The bases of your feet register even minute vibrations of nearby footfalls. You gain [[blindsense]] (vibration) and [[sense through]] (blindsense—vibration), both with ranges of 30 feet. However, you can only use these senses while in contact with a solid surface like the ground or a wall, and only then to sense creatures and objects that are in contact with other solid surfaces directly connected to your surface. For example, you could sense others walking on the ground nearby, even on the other side of a wall, but while floating in a raft, you would be unable to detect creatures walking on the nearby shore for lack of a solid connection between the two surfaces.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|tremor soles | 12 | 37,000 | feet |
</div>
The pahtras of Trenarez consider themselves the bleeding edge of pahtra musical innovation, and their latest hit is using carefully modulated electrical coils to emit lightning bolts that replicate musical tones. It wasn’t long before someone created a portable version, allowing the user to spread destruction to jaunty musical accompaniment.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|trenarii singing coil, solo | 4 | 2,200 | 1d4 E | 60 ft. | — | 20 charges | 5 | 2 |[[line|Line (weapon property)]], [[professional]] (musician), [[unwieldy]] |
|trenarii singing coil, duet | 8 | 9,700 | 2d4 E | 90 ft. | — | 40 charges | 8 | 2 |[[line|Line (weapon property)]], [[professional]] (musician), [[unwieldy]] |
|trenarii singing coil, quartet | 13 | 50,000 | 4d4 E | 120 ft. | [[deafen]] | 80 charges | 10 | 2 |[[line|Line (weapon property)]], [[professional]] (musician), [[unwieldy]] |
|trenarii singing coil, orchestra | 18 | 380,000 | 7d4 E | 200 ft. | [[deafen]] | 100 charges | 10 | 2 |[[line|Line (weapon property)]], [[professional]] (musician), [[unwieldy]] |
</div>
This fashionable coat made of soft, weatherproof fabric is easily worn over other clothing or light armor. The coat’s interior appears unremarkable, but while wearing it, you can perceive an array of small plastic cards that line the interior, stored in shallow pockets only you can access. Each of the cards projects a small, slowly rotating hologram of a tool or weapon, and you can easily identify the cards by sight or feel. As a move action, you can withdraw and activate one of the cards, permanently transforming it into the corresponding weapon or tool that appears in your hand or in a space adjacent to you. A newly created //trenchcoat of utility// always has two each of the following cards: survival [[knife]], [[flashlight]], [[aerosol spray]], [[gear clamp]], [[crowbar]], and a 50-foot length of titanium alloy [[cable|Cable Line]].
Additionally, the coat has several other cards available. Roll 4d4 to determine the number of other cards, and then roll for each card on the table below to determine what it represents. The coat might contain multiple cards of the same type. You can’t replace a card once it’s removed and transformed.
<div class= "table-wrapper">
| d% |Result |h
| 01–08 |satchel containing 1,000 [[UPBs]] |
| 09–15 |[[magnetic jack]] |
| 16–22 |average [[lock]] |
| 23–30 |credstick containing 1,000 credits |
| 31–44 |[[collapsible ladder]] (20 feet) |
| 45–51 |[[basic enercycle]] |
| 52–59 |black [[nanite hypopen]] |
| 60–68 |//[[healing serum]]//, mk 2 |
| 69–75 |basic [[emergency raft]] (inflated) |
| 76–83 |high-capacity [[battery]] (40 charges) |
| 84–90 |[[observer-class security robot|Security Robot, Observer-Class]] |
| 91–96 |[[laser drill]] |
| 97–100 |[[space suit]] |
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//trenchcoat of utility// | 8 | 10,000 | L |
</div>
You can try a risky maneuver, use the terrain, or take an unconventional route to foil pursuers. You attempt a skill check (DC = 15 + your vehicle's item level); this skill check could be a [[Piloting]] check if the ploy requires intricate maneuvering, but it might instead be a [[Bluff]], [[Stealth]], or other skill check at the GM's discretion. If you succeed, the Piloting checks of all vehicles behind you take a –2 penalty for 1 round. You can attempt multiple tricks with the double maneuver action, but the penalties imposed on the vehicles behind you aren't cumulative. Penalties from multiple different pilots who are ahead and successfully perform tricks, however, are cumulative.
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the [[operative]] special property or with any small arm. Just before making your attack, attempt a [[Bluff]], [[Intimidate]], or [[Stealth]] check (or a check associated with your specialization) with a DC equal to 20 + your target's CR. If you succeed at the check, you deal 1d4 additional damage and the target is [[flat-footed]] against your attack. The damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the [[unwieldy]] special property or that requires a full action to make a single attack.
When you perform a stunt and exceed the [[Piloting]] check's DC by 5 or more, your artful maneuver grants one gunner a +2 circumstance bonus to the first gunnery check they attempt before the end of the round.
When you use a full action to perform the [[ram]] or [[run over]] vehicle actions, you can perform a [[Piloting]] check with a DC of 20 + your target's CR (or the first target's CR for the run over action). If you succeed, roll your [[trick attack]] damage and divide the result by 2. You add this amount to the collision damage your vehicle deals to the first target, and you subtract this amount from the damage dealt to your vehicle when colliding with the first target. If you succeed at the Piloting check by 5 or more, you can also apply your [[debilitating trick]] to the first target you damage with the action.
<div class="statblock">
* <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' three bursts, no two of which can have their centers more than 30 feet apart
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
By drawing on the latent energy that surrounds everything, you trigger a series of magical explosions, dealing fire damage to creatures in areas that you designate when casting the spell. The amount of damage and the size of the explosions depend on the spell’s level.
* ''2nd:'' When you cast //trifold explosion// as a 2nd-level spell, it deals 3d6 fire damage in three 5-ft.-radius bursts.
* ''3rd:'' When you cast //trifold explosion// as a 3rd-level spell, it deals 5d6 fire damage in three 5-ft.-radius bursts.
* ''4th:'' When you cast //trifold explosion// as a 4th-level spell, it deals 7d6 fire damage in three 10-ft.-radius bursts.
* ''5th:'' When you cast //trifold explosion// as a 5th-level spell, it deals 8d6 fire damage in three 10-ft.-radius bursts.
* ''6th:'' When you cast //trifold explosion// as a 6th-level spell, it deals 10d6 fire damage in three 10-ft.-radius bursts.
Members of the [[Aeon Guard]] who function in support roles or who are assigned to missions where subtlety is key favor the unique design of the trilaser. The weapon is more effective than but just as light as typical laser small arms, and even more so with a slotted //[[aeon stone]]//. A trilaser is also a prestige item, since carrying one openly is a privilege Aeon Guards can enjoy even in civilian garb.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|trilaser, tactical | 5 | 3,200 | 1d6 F | 80 ft. | [[burn]] 1d4 | 20 charges | 1 | L |[[aeon]] |
|trilaser, advanced | 10 | 17,600 | 2d6 F | 90 ft. | [[burn]] 2d4 | 40 charges | 2 | L |[[aeon]] |
|trilaser, elite | 15 | 105,600 | 4d6 F | 90 ft. | [[burn]] 3d4 | 40 charges | 2 | L |[[aeon]] |
|trilaser, paragon | 20 | 739,250 | 8d6 F | 100 ft. | [[burn]] 4d4 | 80 charges | 4 | L |[[aeon]] |
</div>
Trinir are natives of the usually frozen Ashypso. These small, android-like beaked humanoids lack a history, as they awakened in hibernation chambers only recently as their planet thawed. Thanks to the Gap (and possibly other unknown factors), trinirs have found little to indicate who they are or how they came to be. Some believe ruins of their ancient civilization might be found somewhere within the ice.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Cha
* ''Hit Points:'' 4
* ''Size and Type:'' Trinir are Small humanoids with the trinir subtype.
* ''Biotech Organism:'' For effects targeting creatures by type, trinirs count as both humanoids and constructs (whichever effect is worse). In addition, trinirs do not breathe or suffer the normal environmental effects of being in a vacuum.
* ''Cold Resistance:'' Trinirs have cold [[resistance]] 5.
* ''Comm Unit:'' A trinir can communicate as if it had a built-in [[comm unit]] that functions on a planetary scale. This ability also works like [[telepathy]] with a range of 30 feet, but only with other creatures that have this ability, androids, and constructs that have the technological subtype.
* ''Exceptional Vision:'' Trinirs have [[low-light vision]] and [[darkvision]] with a range of 60 feet.
* ''Slow and Steady:'' Trinirs have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor.
* ''Resistance Network:'' As a standard action, a trinir can share one of their [[resistances]] with adjacent creatures of their choice. This shared resistance lasts up to 8 hours, but it ends immediately if an affected creature ceases to be adjacent to the trinir or the trinir falls unconscious.
You knock the target [[prone]] if it is on the ground. A target in the air instead descends 10 feet, falling prone if this causes it to fall to the ground. A target in zero gravity is instead knocked [[off-kilter]].
When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.
<div class="statblock">
* <<levels>>
* ''School'' evocation (acid, electricity, fire)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray. Make a ranged attack roll against your target’s EAC. If you hit, the target takes 1d6 acid damage, 1d6 electricity damage, and 1d6 fire damage. On a critical hit, they’re additionally [[dazzled]] for 3 rounds.
<div class="statblock">
* <<levels>>
* ''School'' evocation (acid, electricity, fire)
* ''Range'' medium (100 ft. + 10 ft./level)
</div>
This spell functions like //[[tripartite beam]]//, except as noted above. In addition, it deals 3d6 acid damage, 3d6 electricity damage, and 3d6 fire damage, rather than the damage listed in //tripartite beam//. On a critical hit, the target is [[blinded]] for 3 rounds, rather than [[dazzled]].
Inspired by Triune’s threefold form, you create two duplicates of your consciousness that misdirect and stymie mental intrusion. Any time you fail a saving throw against a mind-affecting effect that affects you (rather than affecting an area), the effect has an equal chance of affecting you or one of your remaining mental duplicates. If the effect affects a duplicate, you are instead affected as though you had succeeded at the saving throw, and the duplicate is destroyed. When you rest and regain your daily spell slots, you recreate any destroyed mental duplicates.
When making a full attack using only melee weapons with the [[operative]] special property or small arms, you can make up to three attacks instead of two.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* NE Gargantuan construct (technological)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +23
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 27; ''KAC'' 29
* ''Fort'' +13; ''Ref'' +13; ''Will'' +10
* ''Defensive Abilities'' [[integrated weapons]]; ''Immunities'' acid, [[construct immunities]]
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' tentacle +26 (3d10+21 B plus deconstruction cage) or slam +26 (3d12+21 B; critical [[knockdown]])
* ''Ranged'' integrated decimator [[disintegrator cannon]] +24 (3d10+13 A; critical [[corrode]] 2d6) or integrated platoon [[minelayer]] with [[decoupler grenades]] IV +24 ([[explode]] [15 ft., nanite cloud 1 minute, [[corrode]] 4d4, DC 17])
* ''Space'' 20 ft.; ''Reach'' 20 ft. (40 ft. with tentacle)
* ''Offensive Abilities'' deconstruction cage (3d6+13 A, EAC 27, KAC 27, 56 HP), [[trample]] (3d12+21 B, DC 19)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +6; ''Con'' —; ''Int'' +1; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +28, [[Intimidate]] +23, [[Piloting]] +23
* ''Languages'' shortwave 100 ft.
* ''Other Abilities'' internal ammunition, [[unliving]]
* ''Gear'' decimator [[disintegrator cannon]], platoon [[minelayer]] with 4 [[decoupler grenades]] IV
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or platoon (3–6)
!!! SPECIAL ABILITIES
''Deconstruction Cage ([[Ex]])'' The tripod's deconstruction cage works as the [[swallow whole]] ability, except the target is placed in a cage on the construct's body rather than completely swallowed. All attacks that hit the cage deal only half damage to it, and attacks that hit it from the outside deal its occupant half the damage the cage takes. If the cage is damaged enough to allow a creature to escape, the tripod can't use the cage again for 24 hours, at which point it is repaired. A creature can escape the cage by succeeding at a DC 29 [[Engineering]] check to disable the door or a DC 29 [[Athletics]] check to break it open. Each time a creature takes damage from the deconstruction cage, the tripod regains 1 Hit Point for every 4 the victim loses as the construct's nanite constituents use the harvested material for repairs. This deconstruction targets gear inside the cage after a creature in the cage dies, dealing the gear 4 damage each minute, ignoring hardness, and restoring 1 Hit Point to the tripod each time this damage occurs.
''Internal Ammunition ([[Ex]])'' A tripod doesn't need batteries for its [[disintegrator cannon]] or similar powered weapons. It can produce 1 [[decoupler grenade]] for its [[minelayer]] every 2 hours. Tripods that use other weapons can produce those weapons' ammunition at similar rates. If these weapons are removed from the tripod, they can be fitted with conventional ammunition.
''Shortwave ([[Ex]])'' A tripod can communicate wirelessly. This acts as [[telepathy]], but only with other creatures with this ability or constructs with the technological subtype.
</div>
Tripods are the product of a long-extinct species of warmongers who dwelled upon a distant, unknown world in the Vast. Those creators are long gone, but their legacy endures in these devastating and malevolent war machines. After plying the Void for countless years while hibernating in cylinders of starmetal alloy, tripods sometimes crash into a planet. They are often discovered this way, buried at the centers of craters that formed during their initial arrival on those worlds. The machines remain dormant for centuries before awakening either when disturbed or according to a preset trigger, at which point they stride forth to bring destruction upon the planet.
A tripod is an immense creature more than 50 feet tall. Striding on three articulated legs and attacking with long, mechanical tentacles, tripods also fight with devastating disintegrator weapons and infamous grenades of corrosive gas. Instead of computer consoles and electronic power sources, each tripod is powered and controlled by an immortal mass of adaptive nanotechnology. This fluid mass of tiny machines makes up everything about the construct that is changeable, including powering its weapons. This collective is said to be the part of the tripod that can be contacted and reasoned with. All tripods refer to themselves as collective entities, using "we" for self-reference.
Some scholars speculate that the form and nature of tripods are reflections of those of their mysterious progenitors, although little remains to indicate what this mysterious species was like when they were active on their home world. Ancient legends speak of a time when this species unleashed an army of tripods upon other worlds, using immense devices to launch them in their hibernation tubes across interplanetary gulfs. Certainly the fact that tripods can be encountered on all manner of planets across the galaxy is a sign of the malice of their creators. What finally brought this species to an end and left their tripods abandoned across the galaxy is unknown.
Tripods possess a cruel and sadistic intelligence, perhaps as an intentional feature. Waging war brings a sense of purpose to the tripod. Each tripod gives loud intermittent shrieking calls, like the screech of metal grinding on metal. If one hears the call of another, the constructs gather together. They form groups and spread destruction for no apparent purpose other than to cause ruin.
Tripods are especially responsive to electronic communication. The [[anacites]] of Aballon used this fact to their advantage, turning three rampaging tripods from enemies to allies, and those war machines still stride Aballon. Each acts as a freelance hunter of outlaws and participates in larger battles at the Midnight Trenches. The anacites can influence the tripods, but the war constructs overall do as they will, acquiescing only to the anacite directive to stay outside the cities of the First Ones. Despite this command, the tripods of Aballon have harassed the [[khizars]] of Constant, keeping the plantlike people and the bizarre vegetation in check outside the city's perimeter.
Other species have studied defeated tripods and used this knowledge, along with harvested technology, to build facsimiles of the colossal constructs. The appearance of these new tripods can vary, but they have their signature array of three agile legs, grasping tentacles, and nanotech inner workings. Even these recently created tripods tend to be wicked and warlike. It's as if some facet of the ancient technology that allows for their creation infects them with the will to wage war.
!! Tripods as Vehicles
A tripod has an internal compartment and can be used as a Gargantuan vehicle in vehicle combat or vehicle chases. In such cases, it acts as its own pilot, although its passengers might be able to direct or influence it.
{{Tripod (vehicle)}}
!! Decoupler Grenades
Although tripods can use other grenades, they are infamous for the decoupler grenades they produce internally. Other creatures in the galaxy, such as the weapon-dealing [[drow]] of Apostae, have replicated this horrid tech.
{{Decoupler Grenade}}
<div class="statblock">
* ''Level'' 13; ''Price'' —
* Gargantuan land vehicle (20 ft. wide, 20 ft. long, 50 ft. high)
* ''Speed'' 60 ft., full 500 ft., 60 mph
* ''EAC'' 27; ''KAC'' 29; ''Cover'' total cover
* ''HP'' 225
* ''Attack (Collision)'' 12d10 B (DC 17; a tripod's legs deal damage like a Large vehicle, but they're also easier to avoid; reduce collision damage the tripod takes by 20)
* ''Modifiers'' –4 attack (–6 at full speed)
* ''Passengers'' 3
</div>
See [[xenoarchive entry|Tripod]] for attacks and special abilities.
You bull rush opponents into obstacles that knock them down.
''Prerequisites:'' [[Improved Combat Maneuver]] (trip), base attack bonus +5.
''Benefit:'' When you succeed at a bull rush combat maneuver and the target's movement is stopped by an obstacle, the target falls [[prone]] (or becomes [[off-kilter]] in zero gravity).
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CG Small outsider (azata, chaotic, extraplanar, good)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +21
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 20; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +9; ''Will'' +11
* ''Immunities'' electricity, fire, petrification, [[radiation]]; ''Resistances'' cold 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' //[[holy]]// //[[tritidair|Tritidair (weapon fusion)]]// sintered [[starknife]] +16 (4d4+4 E & P; critical [[blind]] [DC 18, 1d3 rounds])
* ''Ranged'' light ray +16 (1d10+8 E & F; critical [[blind]] [DC 18, 1d3 rounds])
* ''Offensive Abilities'' starlight gaze (60 ft., DC 18)
* ''Spell-Like Abilities'' (CL 8th)
** 1/day—//[[irradiate]]// (DC 20), //[[remove affliction]]//
** 3/day—//[[charm person]]// (DC 18), //[[lesser restoration]]//, //[[mystic cure]]// (2nd level)
** At will—//[[dancing lights]]//, //[[life bubble]]//
!!! STATISTICS
* ''Str'' –1; ''Dex'' +4; ''Con'' +0; ''Int'' +1; ''Wis'' +2; ''Cha'' +6
* ''Skills'' [[Acrobatics]] +21 (+29 to fly), [[Mysticism]] +16, [[Physical Science]] +16
* ''Languages'' Celestial, Common; [[truespeech]]
* ''Other Abilities'' brighten, starlight form
* ''Gear'' //[[holy]]// //[[tritidair|Tritidair (weapon fusion)]]// sintered [[starknife]]
!!! ECOLOGY
* ''Environment'' any (Elysium)
* ''Organization'' solitary, pair, or flight (3–8)
!!! SPECIAL ABILITIES
''Brighten ([[Su]])'' As a move action, a tritidair can shed bright light in a 20-foot radius, normal light for an additional 20 feet, and dim light for another 20 feet. The tritidair can shut this light off as a move action, and the light goes out if the azata falls unconscious or dies.
''Light Ray ([[Su]])'' A tritidair's light ray has a range increment of 90 feet. This attack's damage is good-aligned, so it ignores the [[energy resistance]] of evil dragons, evil outsiders, and evil undead.
''Starlight Form ([[Su]])'' By focusing and using every action to move for 1 minute, a tritidair can shift its form to starlight—a massless state of pure energy in which the azata can only move and can't be harmed. While in this form, a tritidair moves at standard navigation and astrogation rates, like a starship, and it uses [[Mysticism]] in place of [[Piloting]] to astrogate. A tritidair in this form can pass through material objects, provided it begins and ends its turn outside such an object. In addition, a tritidair can enter a star or gas giant and exit another star or gas giant with no restriction on the distance between those bodies. This travel is instantaneous if the tritidair employs it to move within the same system. Otherwise, this travel takes an amount of time equal to Drift travel for the same distance as if the tritidair had a Drift engine rating of 5. A tritidair in starlight form can assume its normal form as a move action, and it resumes its normal form if it somehow falls unconscious or dies.
''Starlight Gaze ([[Su]])'' A tritidair's eyes sparkle with hypnotic starlight. Tritidairs wear special goggles to subdue this gaze, but a tritidair can remove these goggles as a swift action. A creature that fails its save against the gaze is fascinated for 1 round. If a creature succeeds at two saving throws against this effect, the same tritidair's gaze can't affect that creature for 24 hours. Azatas are immune to this gaze. This is a mind-affecting effect.
</div>
Flitting among the stars and zipping between worlds, tritidairs resemble violet-skinned children with antennae and dark purple butterfly wings dotted with pinpoints of glowing light. These outsiders are constantly cheerful, frequently playing pranks and making jokes, but their good humor belies a great deal of power. Tritidairs have a deep connection to the nuclear fusion that powers stars, giving them their star-related abilities. Their eyes twinkle with starlight that can fascinate some viewers, so they keep their eyes covered with stylish goggles to prevent accidental exposure. Travelers in starships occasionally spot the unmistakable purple streak of light as a tritidair flies past.
Tritidairs are devoted servants of Desna and frequently travel to Cynosure, the pole star and home of Desna's palace. Desnan priests say that the goddess planted a seed in a new star, which shot forth light that became the first tritidair. Although this origin story might be apocryphal, what is certain is that the birth of every new star creates a tritidair. They don't remain near their stars of origin for long, but each tritidair has a unique pattern of glowing dots on their butterfly wings corresponding to the locations of the stars where and when they were born.
These outsiders serve as messengers and pages for the Song of the Spheres, running errands for her throughout the galaxy. Although their starlight form enables interplanar travel, this method of travel has its limits. Tritidairs explain that not every star can provide passage—some are broken—but the concept is difficult to describe to others. Still, tritidairs can move quickly over vast distances to convey messages or provide aid to followers and allies of Desna who find themselves in trouble.
Tritidairs are fiercely loyal. The kindhearted and impulsive creatures don't seek out combat, nor does Desna commonly send them on missions involving violence. If pushed into combat, particularly if required to protect innocents, they are very willing to use spells and weapons to deal deadly damage. All tritidairs carry easily identifiable starknives patterned with constellations matching those on their wings. These magical starknives charge with energy each time the tritidair travels between stars. Many Desnans carry copies of these knives. Some who have interacted with a tritidair engrave such starknives with constellation patterns matching the wings of that tritidair as a way to honor and remember the azata, much like carving a dear friend's name on a personal treasure.
These azatas lack sexual characteristics, but some tritidairs choose a gender, and many favor the feminine, mimicking their goddess. They enjoy art, music, and theater, and it's not uncommon for a major performance to have a tritidair or two in attendance. When tritidairs meet in larger groups, they often enjoy playing games and sports. However, tritidairs don't have permanent residences or family units, and they don't stay in one place for long.
Tritidairs sometimes linger on Cynosure or in Elysium, but most prefer to remain on the Material Plane. They genuinely enjoy the company of mortals, and when not on assignments from Desna, tritidairs travel, alone or in small groups, to random planets or starships, where the azatas look for new friends and adventures. Because of this tritidair spirit of exploration, many species on various worlds have myths and stories of flying star children.
Although tritidairs spread the worship of Desna, their primary motivations are to meet new creatures and have fun experiences. They aren't the most reliable when called upon by anyone but Desna, but nevertheless, some creatures and organizations successfully form alliances with tritidairs. Solarians and tritidairs can feel a connection to one another, given their mutual association with the stars.
Tritidairs don't age, and some have outlived the birth and death of stars. A tritidair can survive the destruction of its star of origin, and similarly the demise of a tritidair has no discernible effect on the star. Tritidairs also don't require sleep, but they engage in long meditations to dream. Not only do they find the experience amusing, but Desna can also speak with them through their dreams, sending the tritidairs their missions.
Other creatures sleeping or engaging in similar deep rest near a meditating tritidair can find their dreams invaded by vivid visions from the azatas. Many who have such experiences report that their dreams never go back to normal, remaining rich and dramatic, but seldom troubling. Worshipers of Desna sometimes seek out tritidairs, hoping to earn this experience. Such seekers also hope to have visions of Desna, such as those who have been blessed with tritidair-influenced dreams have claimed to receive. These assertions can be true—Desna can use the neural pathways a tritidair's influence opens to communicate with other beings likely to aid the goddess's aims. Good-hearted dreamers find themselves becoming more spontaneous and venturesome, looking for opportunities to explore and help others. With this increase in boldness comes an increase in apparent luck, although what seems to be luck is just as likely to be an increased awareness of good opportunities and the willingness to seize them.
!! Tritidair Fusion
The following fusion grants a weapon some of the stellar power of the tritidair.
!!! Tritidair (Level 8)
{{Tritidair (weapon fusion)}}
An installed //tritidair// fusion causes a weapon to show a star field with one bright constellation, similar to the patterns on [[tritidair]] wings. You can activate or deactivate the //tritidair// fusion as a swift action. While the fusion is active, half the weapon's damage becomes electricity damage, and the weapon gains the [[bright]] property. You can add this fusion to a weapon that already deals electricity damage, but then the fusion has no effect on the weapon's damage other than to make it magical. If the weapon already deals two types of damage, you choose which one of them to replace with electricity damage each time you activate the //tritidair// fusion. When you score a critical hit with a weapon that has an active //tritidair// fusion, the target must succeed at a Fortitude saving throw or be [[blinded]] for 1d3 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or this blinded effect. This fusion never causes a weapon that normally targets KAC to target EAC.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CE Large humanoid (giant)
* ''Init'' +2; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' [[regeneration]] 5 (acid or fire)
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' bite +14 (1d6+9 P; critical [[wound]] [DC 13]) or claw +14 (1d4+9 S; critical [[wound]] [DC 13])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' maul
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +5; ''Int'' –2; ''Wis'' –1; ''Cha'' –2
* ''Skills'' [[Athletics]] +16, [[Intimidate]] +11
* ''Languages'' Common
* ''Other Abilities'' [[tracking]] (scent)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Maul ([[Ex]])'' If the troll hits the same target with two claw attacks during the same turn, it can attempt a bite attack against that target with a –6 penalty to the attack roll.
</div>
Ancient and implacable, trolls are fierce carnivores whose regenerative powers allow them to survive in nearly any environment. Those same powers make trolls voracious, and a hungry troll is relentless and fearless when in search of food. Trolls prefer the cold air and clean winds of high mountains. In almost any environ, however, trolls are apex predators, with an acute sense of smell that allows them to detect hidden prey.
Trolls have curved claws and teeth, perfect for tearing flesh from bone or ripping armored hide open to reveal the tender flesh beneath. Over-inflated confidence comes naturally to trolls, leading most to have little sense of self-preservation. The remarkable regeneration trolls have means they rapidly recover even from significant wounds. In combat, a troll attacks recklessly in pursuit of food or while defending its territory. Trolls eat what they take down, and they don't wait until their prey is dead before doing so.
Despite their aggression toward other creatures, trolls are nurturing toward each other and their young. Female trolls form groups to raise juveniles, teaching and sheltering their whelps in turns as each female takes time to hunt. Male trolls are more solitary. Once grown, they strike out on their own to claim territory, usually rejoining other trolls only to duel or mate. However, male trolls have been observed raising troll young when female trolls are absent.
Trolls can be up to 14 feet tall and weigh up to 1-1/2 tons. A troll's heavy head, long jaws, and thick, hunched shoulders make it appear shorter and stockier than it is.
!! Troll Variants
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* CE Small aberration (giant)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; [[Perception]] +8
!!! DEFENSE
* ''HP'' 35
* ''EAC'' 14; ''KAC'' 14
* ''Fort'' +5; ''Ref'' +5; ''Will'' +4
* ''Defensive Abilities'' versatile regeneration 5 (see text)
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' versatile slam +11 (1d6+7 B, P, or S plus biomass entanglement)
* ''Space'' 5 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +1; ''Int'' –4; ''Wis'' –1; ''Cha'' –3
* ''Skills'' [[Athletics]] +8, [[Stealth]] +8
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or rout (3–10)
!!! SPECIAL ABILITIES
''Biomass Entanglement ([[Ex]])'' A troll polyp's slam splatters regenerating biomass onto that target. The target must succeed at a DC 12 Reflex saving throw (DC 14 if the troll polyp scored a critical hit) or become [[entangled]] until it escapes by succeeding at a DC 15 [[Acrobatics]] or [[Athletics]] check made as a move action. The biomass also releases its target if the mass takes 5 damage from one attack (AC 10).
''Versatile Regeneration ([[Ex]])'' A troll polyp's regeneration stops functioning for 1 round only if the polyp takes simultaneous damage from more than one energy damage type during the same turn or takes damage of three or more energy types in a given round. If one foe readies an action to attack the polyp when another foe does, the two attacks are treated as occurring on the same turn for this ability's purposes.
''Versatile Slam ([[Ex]])'' When a troll polyp hits with its slam attack, it can deal one of the following kinetic damage types: bludgeoning, piercing, or slashing.
</div>
A troll polyp is a mass of tissue with predatory awareness, resulting from horrific gray experiments intended to create trolls that not only would regenerate severed limbs, but whose severed limbs would also grow into new trolls. These experiments only partially succeeded, resulting in the creation of [[quantum trolls]] and troll polyps, ooze-like creatures that can operate independently of the troll they came from. Some trolls or polyps exposed to strange energies or gates to other planes, especially the Abyss, form tumors that rip free as a new troll polyp every 2 to 3 weeks. Such polyps instinctively avoid attacking their progenitor or one another but otherwise show no loyalty.
Troll polyps are barely sentient, lacking a life cycle or cognitive functions. They are hungry and aggressive, with little motivation beyond the desires to kill, eat, and assimilate organic matter into themselves, and they smash anything that seems to be an artificial construction. Troll polyps mindlessly attack life-forms that are whole and ordered, and they also are driven to break technological objects, although their motivations, if any, are unknown. Without targets to destroy, troll polyps seek food and warm nooks to cram themselves into.
A typical troll polyp is 3 feet tall and weighs 45 pounds.
One of three sapient species native to Gjor III in the Azlanti vassal system of Gjor, tromlins are a bellicose people divided into two distinct subspecies who warred for ages on the plains and forest floors of Gjor III. The bloodseeker strain is a bipedal, reptilian humanoid, while tromlin hardshells are natural quadrupeds. This ancient war is egged on by belief in tribes of warring spirits. Bloodseekers kill and eat any being too weak to oppose them, while herbivorous hardshells fight against their flesh-eating kin.
Tromlins stubbornly resisted the Star Empire, but the two subspecies were unable to unite, and their technology was not advanced. Each surrendered to enslavement to forestall extinction. The Azlanti turned the warrior ethos of tromlins into a recruiting tool, and both subspecies became regular draftees into the Azlanti Alien Cohort.
Even when serving in the same army, tromlins require strict leadership to prevent their rivalries from breaking out into violence. Mixed tromlin squads have yet to be deployed in offensive operations, but the imperial military has found success with tromlins of each subspecies working alongside each other in garrison duty.
!! Racial Traits
All tromlins have the following traits.
* ''Size and Type:'' Tromlins are Medium humanoids with the tromlin subtype.
* ''Low-Light Vision:'' Tromlins have [[low-light vision]].
* ''Natural Weapons:'' Tromlins can make unarmed strikes, detailed in their racial traits below. This trait otherwise functions as the [[vesk]] racial trait of the same name.
!!! Bloodseeker
* ''Ability Adjustment:'' +2 Dex
* ''Hit Points:'' 4
* ''Blindsense:'' A tromlin bloodseeker has [[blindsense]] (scent) with a range of 30 feet.
* ''Blood Scent:'' A tromlin bloodseeker can smell blood; the range of their blindsense is doubled to 60 ft. for creatures with the [[bleeding]] condition or who are at half or less of their maximum Hit Points.
* ''Jumper:'' A tromlin bloodseeker can [[jump]] twice as far as normal.
* ''Pounce:'' When a tromlin bloodseeker charges, they can also make a full attack.
* ''Unarmed Strikes (Bite and Claws):'' A tromlin bloodseeker can make unarmed attacks with its bite or the claws on its feet, dealing 1d3 piercing or slashing damage, respectively.
!!! Hardshell
* ''Ability Adjustment:'' +2 Str
* ''Hit Points:'' 6
* ''Armor Talent:'' A tromlin hardshell reduces any armor check penalty by 1 and ignores the first 5 feet of that armor's speed adjustment.
* ''Carrier:'' A tromlin hardshell increases its carrying capacity by 50%.
* ''Head Frill:'' A hardshell tromlin's head frill is a bony plate used for self-defense. As a move action, the tromlin can align the frill against one opponent they're observing, granting the tromlin a +1 shield bonus to AC against attacks from that opponent until the start of the tromlin's next turn. A tromlin hardshell proficient with shields can wear a fitted shield on their frill. The tromlin can wield and align this fitted shield without a free hand, reducing any armor check penalty the shield imposes by 1. A fitted shield costs 10% more than a normal shield of its kind.
* ''Natural Quadruped:'' While on four legs, a tromlin hardshell can move at full speed and gains a +2 racial bonus to [[Acrobatics]] checks to balance, a +4 racial bonus to AC against [[bull rush]] and [[trip|Trip (combat maneuver)]] maneuvers, and a +2 racial bonus to saving throws against effects that knock a target [[prone]]. In quadrupedal posture, a tromlin hardshell can't hold objects in their hands.
* ''Powerful Charge:'' When a tromlin hardshell charges and hits with its horns attack, they deal extra piercing damage equal to 1d4+ the tromlin's Strength modifier.
* ''Slow Biped:'' A tromlin hardshell stands awkwardly on their hind legs and moves at half speed while doing so. In bipedal posture, a tromlin hardshell can't take the [[run]] full action.
* ''Unarmed Strike (Horns):'' A tromlin hardshell can make unarmed attacks with horns on its head, dealing 1d4 piercing damage on a hit.
The creature doesn't make standard melee attacks. Instead, it deals automatic damage to any creature within its reach or whose space it occupies at the end of its turn, with no attack roll needed. A troop threatens all creatures within its reach or within its area and resolves attacks of opportunity by dealing automatic troop damage to any foe in reach that provokes an attack of opportunity. A troop is still limited to making one such attack per round unless stated otherwise. A troop can perform grapple and sunder combat maneuvers, but no other combat maneuvers, unless the troop's description states otherwise.
//Format:// ''Melee'' [[troop attack]] (1d4+10 P).
''Guidelines:'' To determine the amount of damage a troop of CR 6 or lower deals with its troop attack, use the dice value listed for CR 6 in the Melee Damage, Three Attacks column on its appropriate array table, lowering the additional damage added to the dice value to match the additional damage of its actual CR and adding its Strength modifier as normal. For creatures of all other CRs, use the damage listed in the Melee Damage, Four Attacks entry for its CR in the corresponding array table.
Troops take damage from attacks differently depending on how the attack targets them.
A troop takes half damage from attacks that effect a single target (such as shot from a [[semi-auto pistol]]). A troop is immune to effects that target a specific number of creatures (including single-target spells and multiple-target spells such as //[[haste]]//).
A troop takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, [[blast]] and [[explode]] weapons, and many evocation spells.
A troop takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks). For the purposes of the [[automatic]] weapon special property, a troop counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, the attack affects a maximum of six targets, so it can damage a troop normally. However, if two other targets are closer to the attacker than the troop, they must be attacked first, leaving only four attacks to target the troop, so the troop takes no damage.
//Format:// ''Defensive Abilities'' [[troop defenses]].
Troops are immune to the following effects, unless the effect specifies it works against swarms or troops.
* [[Pinned]], [[prone]], [[staggered]], and [[stunned]].
* Combat maneuvers—a troop can't be subject to combat maneuvers, unless it's affected by area effects that include such effects or the troop's description says otherwise.
* Flanking—troops are unflankable.
* Dying—a troop reduced to 0 Hit Points breaks up and is effectively destroyed, though individual members of it might survive.
//Format:// ''Immunities'' [[troop immunities]].
This subtype is applied to a collection of sentient creatures that acts as a single creature (similar to a swarm, but usually as part of a military unit). A troop has a single pool of Hit Points, a single initiative modifier, and a single EAC and KAC. A troop attempts saving throws as a single creature.
A single troop usually occupies a square (if it is made up of nonflying creatures) or a cube (if it is made up of flying creatures) 20 feet on a side, equal in size to a Gargantuan creature, though the actual size of the troop is the same as that of the component creatures. The area occupied by a troop is shapable, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units. A troop has reach equal to that of the component creatures based on size and gear. A troop can move through squares occupied by enemies without impediment and vice versa, though such movement provokes attacks of opportunity as normal for its component creatures. A troop can move through any area large enough for its component creatures.
Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a successful caster level check (DC = 20 + spell level). Using skills that involve patience and concentration, such as [[Computers]], within the area of a troop or within its reach requires a successful DC 20 Will saving throw.
The exact number of a troop's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 10 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures (for example, a troop of Large creatures would occupy a 30-foot-square area, equal to a Colossal creature).
Although troops are composed of a number of individual creatures, not all of these creatures' gear will survive the rigors of combat. As a result, treat a troop as a single creature for the purposes of how much treasure is awarded for an encounter with the troop.
* ''Traits:'' [[troop attack]], [[troop defenses]], [[troop immunities]].
<div class="statblock">
* Gargantuan mech (transport)
* ''Base HP'' 15; ''HP Advancement'' 9; ''Hardness'' 2
* ''EAC'' +1; ''KAC'' +2; ''Fort'' +1; ''Ref'' +0
* ''Speed'' 60 ft.; ''Strength'' +3
* ''Frame Slots'' 2; ''Aux Slots'' 5
* ''Operators'' 2–6
* ''Cost'' 3 × tier
</div>
Trox are massive, sturdy creatures native to the Liavaran moon of Nchak. They have chitinous armor and a fearsome, mandibled countenance that belies their gentle spirits.
Three distinct, related creatures have been called trox. The original trox were eight-legged arthropods until a time long before the Gap when Nchak's spiritual leader, believed to be a mortal incarnation of Hylax, ordered their magical transformation into their current humanoid form. Spellcasters made four of the trox's eight legs into powerful limbs, shaped mandibles into scythes, and transformed chitin into layered armor plates that can flare in an intimidating display.
Many of these humanoid trox were then encased in shielded asteroids in Liavara's rings and ejected from orbit at magically enhanced speeds in myriad directions. The asteroids landed on several worlds in their home system. Duergar enslaved the trox that landed on lost Golarion and twisted them into murderous beasts. These further-altered trox disappeared when Golarion did, but their story is well known to Nchak's trox, making them even more vehement opponents of slavery.
Although they were created as emissaries, trox also make great soldiers. On Nchak, they are protectors of the spiritual center of Hylax worship, and they greet all peaceful visitors with humility and grace. The influence the philosopher worms of Nchak hold over the trox is mysterious. Trox speak of these worms only to say that they serve the beneficent aims of the Forever Queen.
Trox often serve as spiritual guides and advisors to those curious about Hylax. She is the goddess of diplomacy and peace, as well as protector of the weak, a role for which trox are also well equipped. Trox travel more often to teach and protect others than to seek adventure. Despite their might, they prefer to use their imposing presence to defuse conflict before it starts.
Trox devoted to Hylax wield hammers. To trox, these weapons are ancient symbols of constructive power, and are also useful for vanquishing threats to peace.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, –2 Dex
* ''Hit Points:'' 8
* ''Size and Type:'' Trox are Large monstrous humanoids with a space and reach of 10 feet.
* ''Darkvision:'' Trox have [[darkvision]] with a range of 60 feet.
* ''Bulwark:'' When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally.
* ''Burrower:'' Trox have a burrow speed of 20 feet.
* ''Chitin:'' Trox chitin can help deflect effects, granting trox a +1 racial bonus to Reflex saves.
* ''Frenzy:'' Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute.
* ''Grappler:'' Trox gain a +2 racial bonus to grapple combat maneuvers.
* ''Spiritual Fervor:'' Trox gain a +2 racial bonus to [[Intimidate]] and [[Mysticism]] skill checks.
* ''Swift:'' Trox have a land speed of 40 feet.
* ''Vestigial Arms:'' A trox's four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items.
!! Bulwark Graft
{{Bulwark}}
These rugged ground vehicles transport passengers or cargo.
<div class="statblock">
* ''Passengers:'' 3
* ''Adjustments:'' Increase Hit Points by 10%
* ''Cover:'' Cover
* ''Speed (Full):'' speed × 20
* ''Modifiers:'' –1 [[Piloting]], –3 attack (–5 at full speed)
</div>
Your drone's AI can act with complete autonomy. Each round on your turn, your drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring your direct control, and it makes full attacks without your direct control with the normal –4 penalty. You don't need to issue commands to your drone for it to take actions. You must still directly control the drone for it to use your skill ranks.
You can transform into a truly awe-inspiring dragon.
''Prerequisites:'' 15th level, Cha 17, [[Major Draconic Form]]
''Benefit:'' The //[[polymorph]]// spell-like ability granted by [[Minor Draconic Form]] now functions as a 5th-level spell. At 17th level, the spell-like ability instead functions as a 6th-level spell. Each time the level of the spell-like ability increases, you create a new predetermined polymorph form that has the dragon type for this spell-like ability; this replaces any other predetermined form you’ve learned for the spell-like ability.
You gain total mastery over one of your [[envoy improvisations]] and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point.
As long as you have at least 1 Resolve Point remaining, you can gain the improvisation's effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point.
In addition, when you roll your [[expertise]] die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn't 1d8+4, you can't use this option.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You confer upon the target the ability to see all things within 120 feet as they actually are. The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects that are [[invisible]] or [[displaced|displacement]], sees through illusions, and sees the true form of changed or transmuted things. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).
//True seeing//, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. //True seeing// does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.
The creature can speak with any other creature that has a language. This ability is always active.
//Format:// ''Languages'' truespeech.
As a move action, you can select an ally within 60 feet. Until the start of your next turn, that ally gains one of the following benefits: he can treat the armor check penalty of his armor as 4 lower than normal (to a minimum of 0); he can ignore the penalties for using armor or a weapon he is not proficient with; or he can ignore the [[broken]] condition of an item he is wearing or using.
This is a language-dependent, mind-affecting, sense-dependent effect.
This parabolic microphone is shaped like a pistol with a plastic cone for a barrel, and [[Kish]] shamans have imbued it with mystical power. To use a //truth amplifier//, point it at a sentient creature within 30 feet and pull the trigger (as a standard action). The target must then succeed a DC 14 Will save, or it can't deliberately lie for 5 minutes. Affected creatures are aware of this enchantment and can avoid answering questions they would normally respond to with a lie, being evasive as long as they remain within the boundaries of the truth. A //truth amplifier// can be used once per day.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//truth amplifier// | 4 | 2,000 | L |
</div>
Tryziarkas originated on the world Suron in the Vast. As their system's star died, the tryziarka nations built dozens of legacy starships, each of which served as a self-contained biosphere capable of supporting life for the indefinite future. In these legacy ships, tryziarkas scattered across the stars in the hopes of finding new homes.
Tryziarkas' double-jointed elbows and knees lend great flexibility to their tall, hairless, humanoid forms. Their skin comes in many hues, and many have mottling of a second color across their bodies. In early childhood, each tryziarka pairs with a magical ooze known as a karakande in a symbiotic relationship. This ooze forms a faintly glowing, tattoo-like pattern on the surface of a tryziarka's body and communicates with its host through empathetic pulses of emotion and magic. Tryziarkas have bonded with karakandes since their days on Suron, and they see their ooze companions as an intrinsic part of themselves, and the magic they grant as part of their identities. The average tryziarka is 7 feet tall and weighs 250 pounds.
Each individual tryziarka's ooze-tattoo manifests in its own unique design, and tryziarkas can choose to imbue trusted others with their design, temporarily granting them a piece the ooze's magic. Depending on the recipient species and the intent of both parties, the tattoo can become nonmagical and even permanent, serving as a symbol of friendship—and often something deeper— between the two creatures. Tryziarka family members often trade tattoos, as do members of other close-knit social units.
As tryziarkas spread across the galaxy in their legacy ships, some found new homes on uninhabited worlds, others fatally crash landed or succumbed to dangerous stellar phenomena, and some travel still on a quest for a new world.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Tryziarkas are medium humanoids with the tryziarka subtype.
* ''Flexible:'' Tryziarkas are flexible, with double-jointed elbows and knees. They gain a +2 racial bonus to [[Acrobatics]] checks; this increases to +4 when trying to [[escape]] a grapple.
* ''Tattoo Magic:'' Tryziarkas' magical ooze symbiotes can manifest in many forms. At character creation, a tryziarka chooses a 0-level spell from the mystic spell list and can cast it at will as a spell-like ability. Upon reaching 5th level, a tryziarka chooses a 1st-level mystic spell and can also cast it once per day as a spell-like ability. Their caster level for these spell-like abilities is equal to the tryziarka's character level, and Wisdom is the key ability score.
* ''Tattoo Transference:'' Tryziarkas can temporarily tattoo parts of the magic held by their karakande on other creatures. Once per day, a tryziarka spend 1 minute in physical contact with a willing creature to place some of their ooze-magic on that creature, granting that creature the tattoo magic ability (identical to the tryziarka's own); that creature loses this ability at the end of 24 hours. A creature can benefit from only one such ability at a time (not counting their own from being a tryziarka).
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* NE Diminutive outsider (kami, native)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
DEFENSE
* ''HP'' 43
* ''EAC'' 15; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +9
* ''Defensive Abilities'' [[fast healing]] 5; ''Immunities'' [[construct immunities]], petrification, [[polymorph]]; ''Resistances'' acid 10, electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +9 (1d4+2 B)
* ''Space'' 1 ft.; ''Reach'' 0 ft.
* ''Spell-Like Abilities'' (CL 4th, melee +9)
** 1/day—[[inject nanobots]] (DC 17), //[[invisibility]]//
** 3/day—//[[holographic image]]// (1st level, DC 16), //[[jolting surge]]//, //[[magic missile]]//
** At will—//[[ghost sound]]// (DC 15), //[[mending]]//
!!! STATISTICS
* ''Str'' –2; ''Dex'' +5; ''Con'' +0; ''Int'' +0; ''Wis'' +3; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +10, [[Engineering]] +10, [[Mysticism]] +10, [[Stealth]] +15
* ''Feats'' [[Mobility]], [[Spring Attack]]
* ''Languages'' Common; [[telepathy]] 100 ft.
* ''Other Abilities'' [[merge with ward|Kami Subtype Graft]] (personal [[comm unit]]), [[no breath]], permanent merge
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Merge with Ward ([[Su]])'' See [[kami subtype graft]].
''Permanent Merge ([[Su]])'' See below.
</div>
According to folktales, a personal object that is at least 100 years old can attract a tsukumogami, which thereafter claims the object as a ward and merges with it, the kami then becoming an anthropomorphic version of the object. In addition, the resultant amalgam develops a personality in accordance with the object's treatment. Treasured objects birth tsukumogami that are kind, while abandoned or abused objects become jealous and wrathful tsukumogami. These creatures often seek companionship from mortals, though tsukumogami that are envious of the living may become aggressive if rebuffed. Numerous reports exist of encounters with furious tsukumogami that sprung to life after the Gap. Though tsukumogami prefer to ward small personal items, their size belies the threat they pose.
!! Tsukumogami Template Graft
Tsukumogami are kami that permanently merge with small objects, developing strange anthropomorphic qualities.
* ''Required Creature Type and Subtype:'' Outsider (kami, native). If the tsukumogami is merged with a technological or hybrid item, it also gains the technological subtype.
* ''Suggested Alignment:'' NG or NE.
* ''Required Array:'' Spellcaster. If the tsukumogami is merged with a technological item, choose its spell-like abilities from the [[technomancer spell list]]. If it's merged with a magic item, choose its spell-like abilities from the [[mystic spell list]]. If it is merged with a hybrid item, each spell-like ability can be from either list.
* ''Traits:''
** Tiny or smaller
** [[construct immunities]]; [[fast healing]] 5
** permanent merge (see below)
** [[telepathy]] 100 ft.
* //Permanent Merge ([[Su]]):// A tsukumogami claims an object of no more than 2 bulk as its ward, and the kami permanently merges with its ward, animating and controlling that object as its body. The tsukumogami can appear to be its ward by remaining still, allowing it to attempt a [[Stealth]] check to hide in plain sight as if it had cover or concealment. If it succeeds, it appears to be a normal version of its ward rather than a creature. A tsukumogami can't emerge from its ward.
* ''Suggested Ability Modifiers:'' Dex, Wis.
As long as you do not have the [[encumbered]] or [[overburdened]] condition, you can use Acrobatics to move through a space threatened by an enemy or enemies without provoking attacks of opportunity from them. Tumbling is a move action, and you move at half speed. The DC to move through an opponent's threatened area is 15 + 1-1/2 × the opponent's CR. If multiple opponents are threatening the same space, you attempt one check with a DC based on the opponent with the highest CR, and the DC increases by 2 for each additional opponent beyond the first.
You can also tumble directly through an opponent's space; the DC is 20 + 1-1/2 × the opponent's CR. If you fail this check, you stop moving adjacent to your opponent and provoke an attack of opportunity.
If you attempt to move through multiple threatened spaces or opponents' spaces during the same round, you must succeed at a check for each space, and the DC of each check beyond the first increases by 2. For example, if you tumble through a space threatened by two CR 1 creatures and a CR 2 creature, the DC = 15+3+2+2=22. If you then tumble through the space of the CR 2 creature, the DC = 20 + 3 + 2 = 25.
In all of these cases, the DC is modified by the same environmental circumstances that apply to the [[balance]] task of Acrobatics. If you fail the check, you provoke attacks of opportunity as normal. If you want to move at full speed while tumbling, you take a –10 penalty to the check. You can use Acrobatics to tumble while prone, but you can move only 5 feet as a full action and take a –5 penalty to the check.
Use the following base DCs for Acrobatics checks to tumble.
<div class="table-wrapper">
|Situation | DC* |h
|Move through a threatened area | 15 + 1-1/2 × opponent's CR |
|Move through an enemy's space | 20 + 1-1/2 × opponent's CR |
|* The DC increases by 2 for each additional threatened space or opponent's space you move through in 1 round.|<|f
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CN Tiny fey (swarm)
* ''Init'' +5; ''Senses'' [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 60
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., climb 15 ft.
* ''Melee'' [[swarm attack]] (1d4+8 P plus [[distraction]] [DC 13])
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Spell-Like Abilities'' (CL 5th)
** 1/day—//[[knock]]//
** 3/day—//[[hold portal]]//
** At will—//[[ghost sound]]// (DC 11)
* ''Offensive Abilities'' drag down (+17, +3 damage)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' +0; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Acrobatics]] +11, [[Athletics]] +11 (+19 to climb), [[Stealth]] +16
* ''Languages'' Common, Sylvan (cannot speak)
!!! ECOLOGY
* ''Environment'' any
* Organization solitary or gorge (2–5)
!!! SPECIAL ABILITIES
''Drag Down ([[Ex]])'' As a standard action when a tumbletooth swarm occupies an opponent's space, it can attempt a trip combat maneuver with a total +17 bonus. A tumbletooth swarm deals an amount of extra damage to a [[prone]] creature equal to its Strength modifier (+3 for most tumbletooth swarms).
</div>
Tumbleteeth are small, verminous fey that are minor nuisances when encountered alone but much more dangerous in groups, as they gain a kind of collective intelligence that gifts them psychic abilities. A single tumbletooth resembles a hairless rat with reddish-brown skin, beady red eyes, and a single large fang. A tumbletooth moves in a series of somersaults—the source of its whimsical name. When a tumbletooth isn't feasting or sleeping, it's usually seeking a new meal, as these fey have utterly insatiable appetites and will consume anything even remotely resembling food, from unprocessed grain to rotting carrion. A single tumbletooth swarm can devour a small agrarian community's entire stockpile of stored foodstuffs in a matter of hours. Though tumbleteeth tend to avoid conflict, a swarm of them will attack living creatures if they get hungry enough.
Most scholars believe the first tumbleteeth slipped through a portal from the First World centuries ago and began to rapidly multiply and spread throughout the galaxy. Though they look like mammals, tumbleteeth reproduce by laying leathery, self-fertilized eggs, usually after consuming a staggering amount of food. The fey move on after hiding their eggs in secluded areas. The eggs sometimes remain unhatched for years, quickening only when the young tumbletooth inside senses the presence of large amounts of food nearby. Since tumbleteeth are relatively rare, these eggs usually go undiscovered or unrecognized until it's too late to stop the resulting swarm.
When tumbleteeth gather en masse, their individual animal intelligences psychically link up to form a low cunning that grants the swarm the ability to understand languages, act as one unit, and even use spell-like abilities. Driven by hunger, most tumbletooth swarms use their magic to get into locked storage bins, keep doors closed to feast in peace, and spook other animals and more superstitious creatures with strange sounds. Communities familiar with the tumbletooth menace attempt to eradicate the creatures as soon as possible to avoid the formation of swarms, using scanning technology or trained animals to hunt down both adults and egg caches.
Reinforced to shrug off falling debris and rescue cave-in victims, the tunnel drone uses a combination of digging apparatuses, sensors, and heavy limbs to detect, access, and (if necessary) subdue subterranean objectives.
<div class="statblock">
* ''Size'' Medium
* ''Speed'' 30 ft., burrow 15 ft.
* ''AC'' EAC 10, KAC 13
* ''Good Save'' Fortitude
* ''Poor Saves'' Reflex, Will
* ''Ability Scores'' Str 16, Dex 10, Con —, Int 6, Wis 10, Cha 6
* ''Ability Increases'' Strength, Dexterity
* ''Initial Mods'' [[enhanced senses|Enhanced Senses (drone mod)]], [[excavator]], [[melee weapon arm]]
</div>
The //tunneling// weapon fusion transforms a heavy weapon into a tool that can carve tunnels into stone. As a full action, you can fire a //tunneling// weapon at a wall made of unworked stone or softer materials, blasting open a space 10 feet tall, 10 feet wide, and a number of feet deep equal to half the weapon's range or range increment; if the wall is made of harder material, this has no effect. This requires the expenditure of ammunition equal to triple the weapon's normal usage, and you must be within the first range increment of the tunneling weapon from the wall to use the weapon in this way. The blast leaves behind rubble in all squares of the newly created space, which is difficult terrain.
Any creature in the way of this blast must attempt a DC 15 Reflex save. On a failure, that creature takes half the weapon's normal damage. This applies no other effects from the weapon other than damage.
This weapon fusion can be installed only in heavy weapons that deal kinetic or energy damage.
By taking your time, you can clear a way through soil for your companions, not just for yourself.
''Prerequisites:'' Burrow speed
''Benefit:'' You can leave a tunnel when burrowing so long as you move at half your normal burrow speed. A typical tunnel remains open and usable for a day, though tunnels through especially rigid or loose soils might last longer or shorter at the GM’s discretion.
''Normal:'' Burrowing creatures don’t leave behind tunnels other creatures can use.
This optimized power source can grant temporary bursts of speed. The pilot can activate the turbo boost as part of a [[drive]], [[race]], [[ram]], [[run over]], [[keep pace]], or [[speed up]] action, increasing the vehicle's speed by 10 feet, increasing its full speed by 100 feet, and granting a +1 circumstance bonus to the pilot's checks to perform the keep pace or speed up actions. In addition, the vehicle's attack modifiers decrease by 2. These effects last until the start of the pilot's next turn.
<div class= "table-wrapper">
|Modification | Level | Price | Capacity | Usage |h
|turbo boost | 7 | 6,500 | 20 | 5 |
</div>
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 14
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' Progression track is //Sluggish—Stiffened—Staggered—Immobile//; no end state. //Immobile// victims can continue to attempt a saving throw each round as a full-round action to revert to //stiffened//.
* ''Cure'' 1 save
</div>
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|turbocurarine | 3 | 260 | 1 |
</div>
While no chase is exactly a smooth ride, particularly rough atmosphere or fancy maneuvering during a chase can make it difficult for the chief mate to get exactly where they need to be, for a magic officer to properly focus, or for a gunner to lock on to their target.
''Failure:'' The next chief mate, gunner, or magic officer check (whichever comes first) takes a –2 penalty.
The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn't require a skill check.
First seen in the back-alley gambling houses of Broken Rock, pirate crews have since carried these “luck stones” throughout the galaxy. Once per day as a reaction when you fail an attack roll, saving throw, or skill check by 1, this //aeon stone// can retroactively grant you a +1 bonus to the roll, turning the failure into a success.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//turqoise cube// | 1 | 250 | — |
</div>
name:twin laser
range:long
speed:—
damage:5d8
pcu:15
cost:18
special:—
You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time.
<div class="statblock">
* ''Type'' drug (ingested or injury)
* ''Save'' Fortitude DC 14
* ''Addiction'' Will DC 14 (mental)
* ''Track'' [[Wisdom|Wisdom Poison Track]]
* ''Effect'' +2 morale bonus to Charisma-based skill checks for 1 hour.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|twinkle | 3 | 550 |
</div>
While wielding at least two one-handed melee weapons, when you successfully attack and deal damage with one of those weapons, you gain a +2 insight bonus to damage with all other one-handed melee weapons you wield until the end of your turn. This bonus increases by 1 for every 4 soldier levels you have. Additionally, if you are wielding two identical one-handed melee weapons and make a full attack using both, increase the DC of those weapons' critical hit effects by 1 until the end of your turn.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Large aberration
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +21
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Defensive Abilities'' [[unflankable]], [[void adaptation]]; ''Immunities'' cold, [[radiation]]
* ''Weaknesses'' ethereal vulnerability
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], clumsy)
* ''Melee'' tentacle +19 (1d6+14 B) or ethereal tentacle +19 (1d6+14 C)
* ''Multiattack'' 2 tentacles +13 (1d6+14 B), 2 ethereal tentacles +13 (1d6+14 C)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +0; ''Int'' –2; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16 (+8 to fly), [[Survival]] +16
* ''Languages'' Aklo; [[telepathy]] 100 ft.
* ''Other Abilities'' dual existence, planar melding
!!! ECOLOGY
* ''Environment'' any vacuum (Material and Ethereal Planes)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Dual Existence ([[Su]])'' A twinsoul exists simultaneously on the Ethereal and Material Planes, occupying both planes at the same time. These two forms are always coterminous with one another, and if the twinsoul is reduced to 0 Hit Points on either plane, it dies. Because of its dual existence, as a move action a twinsoul can grant itself the benefit of flanking one target within its reach until the start of its next turn.
''Ethereal Vulnerability ([[Ex]])'' A twinsoul takes half again as much damage (+50%) from kinetic attacks against its ethereal form originating on the Ethereal Plane. It also takes half again as much damage from force effects.
''Planar Melding ([[Su]])'' Once per day as a standard action, a twinsoul can meld its two forms until the start of its next turn, phasing slightly out of existence. While melded, a twinsoul has concealment and can pass through solid objects (excluding force effects such as [[force fields]]) on the Material Plane as long as it ends this movement outside any object. When the twinsoul returns to normal, it regains 8d6 Hit Points.
</div>
A dweller in two worlds, a twinsoul is an aberration that floats simultaneously through the vacuum of space and the void of the Ethereal Plane, seeking out thinning planar barriers. No one is certain where twinsouls originated or what purpose they serve, but many scholars of cosmic phenomena find them fascinating.
Twinsouls have two bodies, one on each plane. These bodies remain close together across planar boundaries. However, they can separate, the ethereal twinsoul providing its physical counterpart a ghostly partner in battle. The ethereal portion is particularly ephemeral, and thus vulnerable to ethereal attack and force effects.
Normally, a twinsoul melds with its ethereal half once per day, and only for a fleeting moment. However, when a twinsoul discovers a rift between the Material Plane and Ethereal Plane, it can perform an extended meld known as the joining. During this period of togetherness, the twinsoul mates with itself and creates a single spawn. Such an offspring stays with its parent for several decades before attaining maturity and departing on its own ineffable mission.
A twinsoul resembles a floating sphere of fluid about 12 feet in diameter with several probing tentacles, and weighs only a few pounds.
Founded through an extremist arm of the church of Oras, Twisted Ribbon—a reference to the double helix of most species' DNA—produces weaponry necessary for the church's aim of unfettered evolution. Developed specifically for barathus, these weapons are designed to be easily smuggled into sensitive areas.
Twisted Ribbon can manufacture any weapon with the [[living]] property. Such weapons can be integrated with a barathu body as a standard action, their component materials dissolving and their structure written into the barathu's DNA. Weapons integrated in this way cannot be disarmed or sundered. A barathu with the adaptation or early stage adaptation ability can draw a Twisted Ribbon weapon as an option of that racial ability. The cost for a Twisted Ribbon weapon is twice the listed price, given its strictly black-market nature, and a barathu may have only one Twisted Ribbon weapon integrated into their body at a time.
This creature is a rare two-headed mutant or a member of a two-headed subspecies of a more common race.
* ''CR:'' 3+
* ''Traits:''
** [[Perception]] as a master skill
** [[unflankable]]
** if the creature has a bite attack, it can make two bite attacks (and no other attacks) as a full action with a –3 penalty to each bite attack roll
A tympanal cluster consists of multiple small membranes of various sizes that can detect a wide range of sounds. They give you a +2 circumstance bonus to hearing-based Perception checks.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|tympanal cluster | 4 | 2,150 | ears |
</div>
Ancient tales tell of a mammoth forge created in the depths of Hyrrfellhame by Zursvaater, father of fire giants, and granted to the fire giant warlord Tytarian on Golarion to craft arms and armor that would unify the fire giants to conquer new lands. The giants’ gambit ultimately failed, and the forge fell into disuse, in no small part because it was remote, impractical to move, and relied on a nearby volcano’s heat to function properly. Sometime during the Gap, the forge relocated from Golarion to Crucible on the Near Space world Pholskar; however, while the new location included the forge’s bellows, hand tools, and impossibly hot hearth, the centerpiece anvil had gone missing. The furious fire giant and slag giant smiths have created countless heat-resistant weapons with the remaining tools and modern technologies, arming hunters who search for the presumably stolen anvil.
//Tytarian’s Anvil// is a massive blacksmithing anvil etched with runes that glow hungrily when near heated metal. While using the anvil, you treat your ranks in [[Engineering]] and [[Mysticism]] as though they were 5 higher for the purpose of crafting items, and you can treat such items as one size category smaller (minimum Medium) for the purpose of calculating how long it takes you to craft them. When crafting any weapon with an item level of 8 or higher, you can create and attach a //[[flaming]]// weapon fusion to that weapon without increasing the cost or creation time. Any equipment created with the anvil is immune to fire damage, but cold damage dealt to the equipment ignores half its [[hardness]].
As a move action, a creature can tap a weapon or worn piece of armor against //Tytarian’s Anvil//. A tapped weapon gains the [[burn]] 6d6 critical hit effect for 1 hour, and any fire damage dealt by the weapon ignores 5 points of the target’s fire [[resistance]]. A tapped piece of armor grants its wearer protection against heat, providing the wearer fire resistance 50 against damage dealt by environmental hazards, plus fire resistance 10 against all other sources for 4 hours. This fire resistance can stack with one other source of fire resistance the wearer has. The anvil can augment up to 20 items in this way per day, after which any other users must spend 1 Resolve Point to activate this power.
Finally, the anvil can be installed in a starship as a special expansion bay that also functions as a [[tech workshop]]. Once per round when a magic officer successfully performs the [[eldritch shot]] crew action or an engineer successfully uses the [[divert]] crew action to augment the starship’s weapons, they draw upon the installed anvil’s magic to also either replace one piece of ammunition for a starship weapon with the [[limited fire]] property (maximum 3 per encounter) or grant one of the starship’s weapons one of the following weapon special properties until the beginning of the next helm phase: [[mystical]], [[point]] (+10), or [[smoldering]]. On the next round after being hit by a smoldering weapon, the target starship’s arc takes 2d6 additional damage (the damage is instead 4d6 for a heavy weapon or 6d6 for a capital weapon). For the eldritch shot action, this additional ammunition or special property must be granted to the weapon affected by eldritch shot.
The location of //Tytarian’s Anvil// remains a mystery, though some leads do exist. Rumors have associated the Hellknight Order of the Pyre with some powerful tool that grants their armaments especially deadly flames and has equipped elite Hellknights with fearsome new armor. It’s also possible that Pholskar’s giants still have the anvil, having relocated it to produce secret armaments while using its supposed theft as justification to invade nearby systems. What’s certain, though, is anyone who does recover the anvil is sure to be hounded by giant bounty hunters.
name://tzibeam, heavy//
range:medium
speed:—
damage:6d6
pcu:40
cost:30
special:[[death field]] 5d6, [[mystical]]
name://tzibeam, light//
range:short
speed:—
damage:3d6
pcu:20
cost:15
special:[[death field]] 2d6, [[mystical]]
<div class="statblock">
* ''CR'' 19; ''XP'' 204,800
* NE Gargantuan undead
* ''Init'' +9; ''Senses'' //[[arcane sight]]//, [[blindsense]] (life) 60 ft., [[darkvision]] 120 ft., //[[true seeing]]//; ''Perception'' +32
!!! DEFENSE
* ''HP'' 415
* ''EAC'' 33; ''KAC'' 35
* ''Fort'' +20; ''Ref'' +20; ''Will'' +18
* ''DR'' 15/bludgeoning and good; ''Immunities'' cold, electricity, [[undead immunities]]; ''Resistance'' fire 15; ''SR'' 30
!!! OFFENSE
* ''Speed'' 50 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' bite +33 (12d6+30 B & E plus [[energy drain]]) or claw +33 (15d6+30 S & E)
* ''Ranged'' eyebeam +30 (8d8+19 E)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Offensive Abilities'' eclipse, electric force, [[energy drain]] (2 levels, DC 24), light to dark
* ''Spell-Like Abilities'' (CL 19th)
** 3/day—//[[animate dead]]//, //[[haste]]//, //[[interplanetary teleport]]//
** At will—//[[bestow curse]]// (DC 21)
** Constant—//[[arcane sight]]//, //[[true seeing]]//
!!! STATISTICS
* ''Str'' +11; ''Dex'' +5; ''Con'' —; ''Int'' +5; ''Wis'' +6; ''Cha'' +9
* ''Skills'' [[Acrobatics]] +32 (+40 to fly), [[Life Science]] +32, [[Mysticism]] +32, [[Physical Science]] +32
* ''Languages'' Abyssal, Aklo, Celestial, Common
* ''Other Abilities'' [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Eclipse ([[Su]])'' As a standard action, a tzitzimitl can focus the power of solar eclipses to create a 60-foot spherical spread of darkness. This darkness counters all nonmagical light, as well as any magical light from a source with a level or CR lower than the tzitzimitl's. A creature in the area when the darkness appears takes 8d6 cold damage (Fortitude DC 24 half) and is [[staggered]] while it remains in the area and for 1d4 rounds after leaving. The darkness lasts for 1 round, but the tzitzimitl can concentrate as a free action on each of its turns to maintain the effect for another round.
''Electric Force ([[Su]])'' Electricity damage a tzitzimitl deals has the force descriptor.
''Eyebeam ([[Su]])'' A tzitzimitl's eyebeam has a range of 100 feet.
''Light to Dark ([[Su]])'' When any creature would regain Hit Points from a magical effect while within 100 feet of the tzitzimitl, as a reaction the tzitzimitl can cause the effect to instead deal its target an amount of damage equal to the Hit Points the target would have regained. If the tzitzimitl would take damage from a magical effect that normally heals the living, the tzitzimitl can use this ability to instead regain Hit Points equal to the damage it would have taken. This ability can affect any number of creatures at once, including the tzitzimitl. Therefore, if an effect would heal the living while harming the tzitzimitl, the tzitzimitl can co-opt the entire effect to harm the living and heal itself.
</div>
Tzitzimitls are enigmatic undead beings unleashed in some forgotten time to visit death and darkness on the galaxy. Some say the lightless gulfs between the stars—the ultimate nothingness on the Material Plane—birthed tzitzimitls. Others claim tzitzimitls are the avatars of a death god they themselves murdered. Tzitzimitls have plied the vastness of space for ages, perhaps even since the creation of the universe. As long as life has been a concept, death has followed. Perhaps tzitzimitls are manifestations of this truism.
Other legends abound. One is that these undead behemoths were titans who were banished from their home plane and thrust into the void on the Material Plane. Another claims that tzitzimitls come from a massive planet orbiting a binary star deep in the Vast, where a dying race created them to enact revenge on an ancient enemy. That these skeletal undead tower over most humanoids has led to the belief that giants must have populated this lost world. A variation on this tale of a planet of giants speculates that tzitzimitls are what remained when the titans there cast off the evil within themselves and became immortal, luminous beings. A similar, if less grandiose, story posits tzitzimitls are the improperly buried dead of this theoretical species of titans.
These speculations and flights of fancy are all that is known to mortals. No tzitzimitl has ever paused in its path of devastation to discuss its origins. Observation proves only that, as stars give life to the worlds around them, tzitzimitls seem intent on extinguishing life and snuffing that light. Although no individual tzitzimitl has the deific or super-technological powers to darken an active star, these malignant creatures are nevertheless associated with both eclipses and dying stars.
Tzitzimitls usually travel alone. But unknown to most, in the Vast, tzitzimitls have a loose cabal that plans the destruction of entire solar systems. Quenching the force and power of a star is an incredible task: tzitzimitls scheme for as long as it takes to enact their plans to extinguish a target sun. In this age of advanced technology and magic, these tzitzimitls work to create or seize the means to bring their goals to fruition. The tzitzimitl cabal learned of the Stellar Degenerator, but they failed to claim the ancient superweapon before a group of heroes from the Pact Worlds destroyed it. However, these tzitzimitls now aim to recreate that engine of destruction.
Tzitzimitls have plied the vastness of space for millennia. While flying through the void, tzitzimitls come into contact with space debris and strange gases that cling to their skeletal forms and dance with the creature's spiritual lightning. These undead titans rarely put their feet down on solid ground. When not in space, tzitzimitls float, suspended above the ground, choosing to not make contact with worlds they plan on plunging into darkness.
Some tzitzimitls lie dormant on planets or other astronomical bodies, awaiting the proper stellar alignment or some other vile signal before awakening. On a few worlds, great champions, most forgotten, faced and defeated an invading tzitzimitl, but the creature's remains retain a spark of undeath. Mighty magic could resuscitate that darkness.
Cultists of the Devourer see tzitzimitls as avatars of their deity in practice if not in fact. Some seek to use magic to revive a slain tzitzimitl and place it under their thrall. Others find and propitiate tzitzimitls to direct them against the Pact Worlds. Unlike these cultists, a few who learn of tzitzimitls seek to worship them. Still other groups, eager to avoid the destruction of their own systems or willing to deliver such a fate upon others, seek out entombed tzitzimitls to destroy or harness them, respectively. In either case, the result is usually many dead mortals and the emergence of an awakened tzitzimitl. Other groups, from doomsday sects to bold necromancers, seek out active tzitzimitls and present themselves to the undead creatures. Most tzitzimitls consider these foolish interlopers insignificant and destroy them. Others welcome mortals and delight in their destructive plans. Tzitzimitls who accept devotion raise fallen servants as undead, which are far more suitable for operations in the vacuum of space.
!! Tzibeam Weapons
//Tzibeams// are starship weapons that incorporate the head, spine, and long bones of a tzitzimitl, such as the femurs and humeri. These weapons are rare in the extreme. It is rumored that some tzitzimitls donate bones for such weapons, aiding in the replication of essential parts, such as skull and spine. If these stories are true, then the price for such aid is likely beyond what most are willing to pay. Mystical engineers in the Corpse Fleet and the naval forces of Eox's bone sages are working to duplicate this hybrid technology. Otherwise, creating tzibeams requires a destroyed tzitzimitl.
These armaments are deadly to the living, allowing the capture of starships by slaying the crew rather than destroying the vessel in which they travel. Tzibeam weapons have the following special properties.
<<section 'Death Field' head:'h3' >>
<<section 'Mystical' head:'h3' >>
<div class="statblock">
* ''Tier'' 10
* Large [[biomechanical]] destroyer
* ''Speed'' 8; ''Maneuverability'' average (turn 3); ''Drift'' 2
* ''AC'' 28; ''TL'' 23
* ''HP'' 190; ''DT'' —; ''CT'' 38
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser array (6d4), heavy spore pod launcher (special)
* ''Attack (Port)'' coilgun (4d4)
* ''Attack (Starboard)'' coilgun (4d4)
* ''Attack (Aft)'' coilgun (4d4)
* ''Attack (Turret)'' laser net (2d6)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced mid-range sensors, crew quarters (common), mk 2 tetranode computer, mk 6 defenses, mk 9 armor; ''Expansion Bays'' [[cargo bays]] (2), [[hive bays]] (2)
* ''Modifiers'' +2 any four checks each round, +4 [[Computers]]
* ''Complement'' 10
!!! CREW
* ''Captain'' [[Computers]] +23 (10 ranks), [[Diplomacy]] +24 (10 ranks), gunnery +16, [[Intimidate]] +19 (10 ranks), [[Piloting]] +19 (10 ranks)
* ''Engineers (3)'' [[Engineering]] +24 (10 ranks)
* ''Gunners (3)'' gunnery +21
* ''Pilot'' [[Piloting]] +24 (10 ranks)
* ''Science Officers (2)'' [[Computers]] +28 (10 ranks)
</div>
Though they are composed of several UC Pod ships fused together, UC Arkships have a single sentience that acts in a very protective manner toward its component vessels. A crew must learn to comfort an Arkship when these pods are lost in battle.
<div class="statblock">
* ''Tier'' 6
* Small [[biomechanical]] light freighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 22; ''TL'' 22
* ''HP'' 50; ''DT'' —; ''CT'' 10
* ''Shields'' medium 160 (forward 40, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' linked light plasma cannons (4d12; 5 hexes)
* ''Attack (Port)'' light spore torpedo launcher (special; 10 hexes)
* ''Attack (Starboard)'' light spore torpedo launcher (special; 10 hexes)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic short-range sensors, crew quarters (luxurious), mk 5 armor, mk 6 defenses, mk 2 duonode computer, pheromone system; ''Security'' biometric locks; ''Expansion Bays'' [[guest quarters]] (luxurious), [[life boats]], [[smuggler's compartment]] (DC 30)
* ''Modifiers'' +2 any two checks per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 5
!!! CREW
* ''Captain'' [[Bluff]] +13 (6 ranks), [[Diplomacy]] +18 (6 ranks), gunnery +9 (6th level), [[Piloting]] +14 (6 ranks)
* ''Engineer'' [[Engineering]] +18 (6 ranks)
* ''Gunner'' gunnery +11 (6th level)
* ''Pilot'' gunnery +10 (6th level), [[Piloting]] +19 (6 ranks)
* ''Science Officer'' [[Computers]] +18 (6 ranks)
</div>
Xenowardens use the Bloom model, a lush raxilite codesign, as a secure ambassadorial or political vessel. The accommodations aboard are the finest the UC installs and the pride of raxilite engineers who value providing such comfort as a positive reffection of their culture and home world. To raxilites, a Bloom is a little piece of Raxil, a planet few have the privilege of visiting. This model spares no expense to make couriers, crew, and diplomats feel at home. A pheromone system keeps the atmosphere serene, and hidden storage ensures delivery of sensitive materials. The Bloom relies more on speed, especially in the Drift, and on strong defenses than on powerful weapons. Traveling raxilites often use Blooms as their means of transport from Raxil to the Pact Worlds.
<div class="statblock">
* ''Tier'' 10
* Huge [[biomechanical]] bulk freighter
* ''Speed'' 4; ''Maneuverability'' poor (turn 3); ''Drift'' 1
* ''AC'' 26; ''TL'' 23
* ''HP'' 200; ''DT'' 5; ''CT'' 40
* ''Shields'' medium 160 (forward 40, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' heavy laser array (6d4)
* ''Attack (Aft)'' heavy laser array (6d4)
* ''Attack (Turret)'' light spore pod launcher (special), light spore pod launcher (special)
* ''Power Core'' Nova Heavy (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' budget mid-range sensors, crew quarters (basic), mk 3 mononode computer, mk 6 defenses, mk 8 armor; ''Expansion Bays'' [[hydroponic gardens]] (4), [[medical bay]], [[synthesis bay]]
* ''Modifiers'' +3 any one check each round, +1 [[Piloting]]
* ''Complement'' 27
!!! CREW
* ''Captain'' [[Computers]] +24 (10 ranks), [[Diplomacy]] +24 (10 ranks), [[Engineering]] +19, gunnery +16, [[Piloting]] +20 (10 ranks)
* ''Engineers (2 officers, 3 crew each)'' [[Engineering]] +24 (10 ranks)
* ''Gunners (2)'' gunnery +21
* ''Pilot'' [[Piloting]] +25 (10 ranks)
* ''Science Officers (3 officers, 4 crew each)'' [[Computers]] +24 (10 ranks)
</div>
A UC Gardenship is a sight to behold drifting through space, a mass of bright green set against inky darkness and bringing life wherever it goes. Its foliage is protected from the harshness of vacuum by powerful (and nearly invisible) forcefields.
<div class="statblock">
* ''Tier'' 4
* ''Small'' [[biomechanical]] light freighter
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 19; ''TL'' 19
* ''HP'' 50; ''DT'' —; ''CT'' 10
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' linked connecting tendrils (6d6; 5 hexes)
* ''Attack (Port)'' light spore torpedo launcher (special; 10 hexes)
* ''Attack (Starboard)'' light spore torpedo launcher (special; 10 hexes)
* ''Power Core'' Pulse Black (120 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced medium-range sensors, basic computer, biocamouflage, crew quarters (common), mk 4 armor, mk 4 defenses, root system; ''Expansion Bays'' [[cargo holds]] (3)
* ''Modifiers'' +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 5
!!! CREW
* ''Captain'' [[Bluff]] +15 (4 ranks), [[Diplomacy]] +10 (4 ranks), [[Mysticism]] +11 (4 ranks), [[Piloting]] +11 (4 ranks)
* ''Engineer'' [[Engineering]] +15 (4 ranks)
* ''Gunner'' gunnery +9 (4th level)
* ''Pilot'' [[Computers]] +10 (4 ranks), gunnery +8 (4th level), [[Piloting]] +16 (4 ranks)
* ''Science Officer'' [[Computers]] +15 (4 ranks)
</div>
The UC Gleaner is an exploration and resource-reclamation starship focused on operating without alerting others in the area. Its biocamouflage helps it to enter hostile systems in disguise, execute salvage missions, and leave undetected. As warships, Gleaners perform well in rescue and recovery missions. These starships operate in teams to accomplish larger jobs with more efficiency.
The statistics for this model show a typical recovery Gleaner, but these vessels are configurable (8 BP are left over for modifications at tier 4). A given Gleaner might have systems installed for its specific mission. For instance, wartime Gleaners might swap in healing pods and more shields or, perhaps, a medical bay for the benefit of wounded personnel retrieved from the front.
<div class="statblock">
* ''Tier'' 8
* Medium [[biomechanical]] explorer
* ''Speed'' 12; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 22; ''TL'' 24
* ''HP'' 75; ''DT'' —; ''CT'' 15
* ''Shields'' medium 160 (forward 40, port 40, starboard 40, aft 40)
* ''Attack (Forward)'' light EMP cannon (special; 5 hexes)
* ''Attack (Port)'' light spore torpedo launcher (special; 10 hexes)
* ''Attack (Starboard)'' light spore torpedo launcher (special; 10 hexes)
* ''Attack (Turret)'' linked connecting tendrils (6d6; 5 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, algal shielding, crew quarters (common), biocamouflage, extra light weapon mount (turret), mk 4 armor, mk 6 defenses, mk 2 tetranode computer, root system; ''Expansion Bays'' [[arcane laboratory]], [[hydroponic garden]], [[science lab]] (general), [[tech workshop]]
* ''Modifiers'' +2 any four checks per round, +4 [[Computers]] (sensors only)
* ''Complement'' 5
!!! CREW
* ''Captain'' [[Bluff]] +21 (8 ranks), [[Diplomacy]] +16 (8 ranks), [[Mysticism]] +16 (8 ranks), [[Piloting]] +16 (8 ranks)
* ''Engineer'' [[Engineering]] +21 (8 ranks)
* ''Gunner'' gunnery +14 (8th level)
* ''Pilot'' gunnery +13 (8th level), [[Piloting]] +21 (8 ranks)
* ''Science Officer'' [[Computers]] +21 (8 ranks)
</div>
Like its smaller counterpart, the Gleaner, the Liana model is grown to travel under camouflage. Unlike the Gleaner, the Liana is designed for long-range data gathering, reconnaissance, and espionage missions. The upgraded Drift engine and the highend thrusters allow the starship to get into and out of most locations quickly while avoiding contact with undesirable elements or unwanted observers. Elite teams of Xenowarden or raxilite explorers favor the Liana for their voyages, due to its swiftness and ability to land and disappear into local geography. The Liana also has the facilities to support the needs of its crew absent exterior resources, including the light of a star. For weaponry, the Liana packs an EMP cannon and versatile connecting tendrils to aid in disabling foes for boarding and retrieval actions. A given Liana might have a higher tier, carrying a more experienced crew on a special mission.
<div class="statblock">
* ''Tier'' 5
* Small [[biomechanical|Biomechanical Starships]] shuttle
* ''Speed'' 8; ''Maneuverability'' perfect (turn 0); ''Drift'' 3
* ''AC'' 20; ''TL'' 21
* ''HP'' 40; ''DT'' —; ''CT'' 8
* ''Shields'' light 50 (forward 15, port 10, starboard 10, aft 15)
* ''Attack (Forward)'' light spore torpedo launcher (3d6; 10 hexes)
* ''Attack (Aft)'' flak thrower (3d4; 5 hexes)
* ''Power Core'' Arcus Ultra (150 PCU); ''Drift Engine'' Signal Major
* ''Systems'' advanced long-range sensors, crew quarters (good), extra light weapon mount (aft), mk 4 armor, mk 5 defenses, mk 2 tetranode computer, security (anti-hacking systems, biometric locks); ''Expansion Bays'' [[hydroponic garden]], [[science lab]] (general)
* ''Modifiers'' +2 to any 4 checks per round, +4 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 3 (minimum 1, maximum 4)
!!! CREW
* ''Captain'' [[Bluff]] +11 (5 ranks), [[Diplomacy]] +16 (5 ranks), gunnery +10 (5th level), [[Piloting]] +13 (5 ranks)
* ''Engineer'' [[Engineering]] +11 (5 ranks)
* ''Science Officer'' [[Computers]] +16 (5 ranks)
</div>
Designed for preliminary exploration and long-range analysis of new and distant planets and civilizations, the Librama, a biomechanical starship model created by the [[Unified Conservatory]], serves as a scouting vessel that pushes against the boundaries of known space. With the aim of conducting experiments, analyzing results, and offering a full report of its findings as quickly as possible, Librama ships are as self-sufficient as possible, in part to keep Xenowardens far ahead of those who might exploit the Librama's new discoveries. Indeed, large resource-extraction corporations and other parties interested in tapping into the wealth of unknown worlds often dispatch their own craft to shadow Librama ships, just as reckless Starfinder Society crews occasionally lurk nearby to study whatever planets Xenowardens uncover—both risky maneuvers that have sparked numerous clashes deep in the Vast.
Except when protecting these unstudied worlds from exploitative colonists, those who captain and crew Librama vessels train to avoid the rare confrontations that might threaten them while exploring the deepest reaches of space. In conflict, they generally aim to incapacitate an attacker with their spore torpedoes, retreat, and—as a last resort—request assistance from the Greenguards or Wildknights, prioritizing keeping their onboard research and samples as safe as possible.
The onboard science labs are often retrofitted to suit specific long-term missions, sometimes being replaced with sealed environment chambers to preserve samples or even guest quarters if they anticipate meeting a new civilization. Ironically, the most zealous Xenowardens rarely realize that they're often perpetuating the exact sort of exploitation they want to prevent when they capture samples of whatever native flora and fauna they deem necessary. Yet the specimens taken and cultivated for further study are often critical in developing natural cures, as well as in promoting an ecologically conscientious galaxy. Further, the peoples who accompany Librama crews on return trips to the Pact Worlds regularly serve as representatives of their cultures, giving a face to what might otherwise simply be seen as an asset to be mined hollow. As the vanguard of Xenowarden exploration with an eye toward conservation, Librama ships are the pride of the Unified Conservatory and a symbol of its ongoing mission.
<div class="statblock">
* ''Tier'' 1/2
* Tiny [[biomechanical]] interceptor
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0)
* ''AC'' 16; ''TL'' 16
* ''HP'' 30; ''DT'' —; ''CT'' 6
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' gyrolaser (1d8), light spore pod launcher (special)
* ''Power Core'' Micron Heavy (70 PCU); ''Drift Engine'' none
* ''Systems'' basic mid-range sensors, [[hive joining]], mk 1 mononode computer, mk 3 armor, mk 3 defenses
* ''Modifiers'' +1 any one check each round, +2 [[Computers]], +1 [[Piloting]]
* ''Complement'' 1
!!!CREW
* ''Pilot'' [[Computers]] +7 (1 rank), gunnery +6, [[Piloting]] +11 (1 rank)
</div>
Sleek and maneuverable, UC Pods dart around the battlefield and harry their enemies with spore pod launchers, leaving larger ships to finish the fight. Pods tend to have more flighty empathetic responses, much like those of small birds.
<div class="statblock">
* ''Tier'' 6
* Medium biomechanical transport
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 20; ''TL'' 20
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' light 80 (forward 20, port 20, starboard 20, aft 20)
* ''Attack (Forward)'' heavy spore torpedo launcher (special; 10 hexes), connecting tendril (3d6; 5 hexes)
* ''Attack (Aft)'' flak thrower (3d4; 5 hexes)
* ''Attack (Turret)'' linked light plasma cannons (4d12; 5 hexes)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer; basic medium-range sensors, crew quarters (good), [[dendritic interface]], mk 4 armor, mk 4 defenses, [[root system]]; ''Expansion Bays'' [[cargo holds]] (3), [[guest quarters]] (good), [[science lab]] (general)
* ''Modifiers'' +2 [[Computers]] (sensors only)
* ''Complement'' 5
!!! CREW
* ''Captain'' [[Bluff]] +13 (6 ranks), [[Computers]] +13 (6 ranks), [[Diplomacy]] +13 (6 ranks), [[Mysticism]] +13 (6 ranks), [[Piloting]] +13 (6 ranks)
* ''Engineer'' [[Engineering]] +18 (6 ranks)
* ''Gunner'' gunnery +11 (6th level)
* ''Pilot'' gunnery +10 (6th level), [[Piloting]] +18 (6 ranks)
* ''Science Officer'' [[Computers]] +18 (6 ranks)
</div>
The UC regularly employs the Rhizome as a general-purpose transport and exploration vessel, most often used to carry Xenowardens on missions in the Pact Worlds and beyond. It features a decent weapons complement and higher-quality quarters than most transports. In addition, thanks to its root system, the Rhizome is especially suited for long-range assignments during which resources, such as the solar energy needed for repairs, might otherwise be limited. The expansion bays can be swapped out for specific needs
<div class="statblock">
* ''Tier'' 6
* Large destroyer
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 19; ''TL'' 19
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' heavy laser net (5d6), twin laser (5d8)
* ''Attack (Port)'' flak thrower (3d4)
* ''Attack (Starboard)'' flak thrower (3d4)
* ''Attack (Turret)'' light torpedo launcher (2d8)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 1 trinode computer; ''Expansion Bays'' [[cargo bay]], [[escape pods]] (3)
* ''Modifiers'' +1 any three checks per round, +2 [[Computers]]
* ''Complement'' 13
!!! CREW
* ''Captain'' [[Bluff]] +13 (6 ranks), [[Computers]] +15 (6 ranks), [[Diplomacy]] +13 (6 ranks), [[Engineering]] +13 (6 ranks), gunnery +11, [[Intimidate]] +13 (6 ranks), [[Piloting]] +13 (6 ranks)
* ''Engineer (1 officer, 3 crew)'' [[Engineering]] +18 (6 ranks)
* ''Gunners (2 officers, 2 crew each)'' gunnery +11
* ''Pilot'' [[Piloting]] +13 (6 ranks)
* ''Science Officer'' [[Computers]] +15 (6 ranks)
</div>
Shirren may prefer peace to war, but they still remember the terrifying capabilities of their former slave masters, the Swarm. These destroyers employ much of the same technology to create swift, deadly warships that can be operated by a small crew.
<div class="statblock">
* ''Tier'' 1/3
* Tiny racer
* ''Speed'' 6; ''Maneuverability'' perfect (turn 0); ''Drift'' 1
* ''AC'' 14; ''TL'' 14
* ''HP'' 20; ''DT'' —; ''CT'' 4
* ''Shields'' basic 10 (forward 3, port 2, starboard 2, aft 3)
* ''Attack (Forward)'' light laser cannon (2d4; 5 hexes)
* ''Attack (Aft)'' light laser cannon (2d4; 5 hexes)
* ''Power Core'' Micron Light (50 PCU); ''Drift Engine'' Signal Basic;
* ''Systems'' basic mid-range sensors, crew quarters (good), mk 1 armor, mk 1 defenses, mk 1 mononode computer; ''Expansion Bays'' none
* ''Modifiers'' +1 to any 1 check per round, +2 [[Computers]] (sensors only), +3 [[Piloting]]
* ''Complement'' 1 (minimum 1, maximum 1)
!!! CREW
* ''Pilot'' [[Computers]] +4 (1 rank), gunnery +3 (1st level), [[Piloting]] +12 (1 rank)
</div>
The Petaltail is one of the most popular models available from [[United Interfaith Engineering]], as well as one of the most affordable. The small, one-passenger starship is popular among shirrens for independent excursions through the galaxy. It features medium-range sensors and comfortable quarters, but its real appeal for many is the customization factor of the exterior. The model is somewhat insectile in appearance (as is common for shirren starships) and decorated with thousands of "scales" in hundreds of different colors. No two are ever exactly alike. Every owner can choose a model that is unique, allowing shirren customers in particular to express their individuality. The ships are minimally defended, and it's not advisable to take a Petaltail on particularly dangerous voyages; they're primarily intended for exploration and pleasure trips.
Petaltail starships aren't particularly fast, but they are extremely maneuverable, making them popular with starship collectors of many species who want to show off trick piloting in a flashy vehicle. Many shirren celebrities are known for buying several or even dozens of Petaltails so they can choose a different one for each excursion. UIE even offers scale replacement for owners who find themselves getting bored with their loadout. Owners have also developed an entire subculture around modding Petaltails: adding extravagant wings, tails, and other adornments—color-coordinated with each individual ship, of course. UIE promotes this type of modification, selling supplies and even sponsoring contests for the best modification jobs. These contests usually involve parades and demonstrations of trick piloting, and many shirrens attend, even those who aren't starship enthusiasts. Winning entries often get snatched up by collectors for huge sums of credits, and young shirrens sometimes hope to fund their own expeditions by upgrading Petaltails and competing in these contests.
Often, Petaltail pilots travel together for safety when covering long distances. Known as clusters, these groups of dozens of Petaltails flying together are a common and colorful sight in the Pact Worlds. Most major port cities have a club where Petaltail pilots can convene, looking for others going to the same destination, with wealthy owners sometimes tagging along with these groups for fun, regardless of their destination. While the majority of clusters consist of peaceful travelers, occasional clusters of young and aggressive shirrens use their large numbers to gang up on other ships, stealing their cargo or just being nuisances. UIE decries the practice, and the Free Captains have started to take notice, especially when these raids occur in the Diaspora.
Ulrikka Clanholdings is a dwarven company in the Diaspora, dedicated to mining and manufacturing. Ulrikka ships have a rough-and-tumble flair and look like old wrecks. Such a facade, however, hides a powerhouse of drilling machinery and capacious cargo holds to fill with goods, ore, and salvage that dwarves transport across the wastes. Most Ulrikka crews are dwarves; others must prove their extraordinary skill or integrity before being truly accepted as crew and family. Once someone has earned a place, though, Ulrikka is an indefatigable ally, and more than a few capable fugitives and criminals have found shelter from bounty hunters aboard Ulrikka vessels.
<div class="statblock">
* ''Tier'' 4
* Medium transport
* ''Speed'' 4; ''Maneuverability'' average (turn 2)
* ''AC'' 18; ''TL'' 18
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' light 60 (forward 15, port 15, starboard 15, aft 15)
* ''Attack (Forward)'' flak thrower (3d4; 5 hexes), heavy laser array (6d4; 5 hexes)
* ''Attack (Aft)'' laser net (2d6; 5 hexes)
* ''Attack (Turret)'' linked mining lasers (4d6; 5 hexes)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' none
* ''Systems'' advanced short-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 2 mononode computer; ''Expansion Bays'' [[cargo holds]] (3), [[escape pods]], [[physical science lab]]
* ''Modifiers'' +2 to any 1 check per round, +4 [[Computers]] (sensors only), +2 [[Piloting]]
* ''Complement'' 4 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Computers]] +10 (4 ranks), [[Diplomacy]] +10 (4 ranks), gunnery +9 (4th level), [[Intimidate]] +10 (4 ranks), [[Piloting]] +12 (4 ranks)
* ''Engineer'' [[Engineering]] +15 (4 ranks)
* ''Gunner'' gunnery +9 (4th level)
* ''Pilot'' [[Piloting]] +12 (4 ranks)
</div>
The RC-HPR, colloquially known as the rock hopper, is a stock-standard dwarven mining ship that's been widely adopted by other operations since. Although sizable, the starship's small enough to fit into (and more importantly, get out of) tight spots in crowded asteroid fields, jagged planetoid surfaces, and other dangerous regions bearing valuable minerals. Its combination of agility and pokey speed have earned the RC-HPR—an abbreviation for Retrieval Craft (High-Potential Resources)—its endearing and somewhat derisive name. Rock hoppers are so dependable and efficient that many expeditions use much larger Drift-capable ships to transport them to job sites in Near Space or the Vast, often at great expense. Such ventures generate considerable buzz, and the payloads are inevitably worth fortunes. At least one such expedition famously disappeared, inspiring treasure hunters to seek the missing trove and its accompanying mining fleet.
While these craft were designed to excel at mining, their primary function, they're surprisingly versatile. Rock hoppers' mining lasers are utterly devastating when applied as a self-defense weapon, and although the starships' point-defense weapons are intended to obliterate floating debris before it can damage the hull, these armaments just as readily disable incoming missiles. However, the rock hopper isn't designed to fend off especially maneuverable or distant foes, and its precious payloads force it to rely on escort starships for protection; this is especially true in quadrants frequented by pirates and other ne'er-do-wells. Even knowing these risks, cash-strapped operations and expeditions on tight deadlines regularly understaff their rock hoppers or dispatch them without any escort, instead relying on hiring mercenaries to aid their beleaguered starships in the event of catastrophe. Dwarven excavations near their sky citadels regularly take these risks, knowing that reinforcements are never far away.
Rock hoppers typically keep working until they're literally falling apart, mining millions of cubic feet of rock during their long lifetimes. Their famously durable dwarven engineering lends them to affordable repair and modification, and rock hoppers retired from service make reliable first or second vessels for adventurers setting out into the galaxy to make a name for themselves.
As your ability to manipulate powers of gravity expands, the range of any graviton revelation (but not [[zenith revelation]]) you have with a range doubles. Any graviton revelation (but not zenith revelation) you have that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. You also increase the power of any of the following gravity revelations you have.
* ''[[Crushing Force]]:'' [[Sunder|Sunder (combat maneuver)]] combat maneuvers you perform with the affected weapon gain a +2 bonus to their attack roll.
* ''[[Defy Gravity]]:'' Your fly speed increases by 20 feet.
* ''[[Draining Agony]]:'' Until the end of your next turn, the creature damaged by this revelation takes additional damage from your attacks equal to your Charisma modifier.
* ''[[Gravity Anchor]]:'' As a move action, you can gain both types of gravity anchor simultaneously.
* ''[[Gravity Boost]]:'' Your bonus applies to all [[Acrobatics]] checks, and you take no damage from any fall.
* ''[[Gravity Pulse]]:'' Increase the distance this revelation’s gravitation effect can move a target by 5 feet.
* ''[[Gravity Well|Gravity Well (revelation)]]:'' The area of difficult terrain created by this revelation increases to 15 feet for 1 round, after which it’s reduced to 10 feet for the remainder of the effect.
* ''[[Implosion Shock]]:'' You gain a +1 bonus to your AC until the beginning of your next turn.
* ''[[Reflection]]:'' If you successfully redirect an attack as a reaction, you can continue to reflect additional attacks until the beginning of your next turn. You have a cumulative –2 penalty to your redirect attack roll on each reflection attempt after the first. If any reflected attack misses, you can't make further redirect attempts until you use this revelation again.
* ''[[Stalwart Shield]]:'' Adjacent allies also gain the [[resistance]] to cold and fire provided by this revelation.
Your ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not [[zenith revelation]]) you have with a radius expands by 10 feet. Any photon revelation (but not zenith revelation) that lasts for 1 round or until you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You also increase the power of any of the following photon revelations you have.
* ''[[Astrologic Sense]]:'' You can see twice as far into the future as normal.
* ''[[Awakened Flames]]:'' When rolling damage for this revelation’s [[burning]] condition, you treat any damage die with a result of 1 as though it were a 6.
* ''[[Back Blast]]:'' Creatures that fail their Reflex save against this revelation are also buffeted by the winds, becoming [[flat-footed]] until the end of your next turn.
* ''[[Curving Flare]]:'' The second ranged attack made with this revelation is made at only a –6 penalty (or –4 if you’re attuned or fully attuned).
* ''[[Distant Burst]]:'' The revelation’s range increases to 30 feet, or 60 feet when you’re attuned or fully attuned.
* ''[[Forceful Shield]]:'' Once per minute as part of this revelation’s full action, you can take a [[guarded step]] toward the target of your solar shield attack.
* ''[[Glow of Life]]:'' You can use this revelation as a swift action, rather than a move action.
* ''[[Hypnotic Glow]]:'' The charm's duration doubles.
* ''[[Solar Inferno]]:'' Increase the damage dealt by this revelation’s [[burning]] condition by an amount equal to your Charisma modifier.
* ''[[Stellar Rush]]:'' You gain a +2 bonus to your EAC until the beginning of your next turn.
* ''[[Vital Reinforcement]]:'' The first time the affected ally regains Hit Points or Stamina Points before the end of your next turn after using this revelation, increase either the Hit Points or Stamina Points regained by half your solarian level.
<div class="statblock">
* ''Level'' 20; ''Price'' 3,750,000
* Colossal air, land, and water vehicle (120 ft. wide, 800 ft. long, 65 ft. high)
* ''Speed'' 10 ft., full 350 ft., 40 mph (fly and hover)
* ''EAC'' 35; ''KAC'' 37; ''Cover'' total cover
* ''HP'' 465 (232); ''Hardness'' 20
* ''Attack (Collision)'' 28d10 B (DC 19)
* ''Attack'' paragon reaction cannon (12d10 P)
* ''Attack'' tempest shock caster (7d12 E)
* ''Attack'' zenith artillery laser (9d8 F; critical [[burn]] 5d6)
* ''Modifiers'' –5 [[Piloting]], –5 attack (–7 at full speed)
* ''Systems'' autopilot (Piloting +34), enhanced sensors ([[darkvision]] 20 miles), expansion bays (8), hangar bays (2), unlimited [[comm unit]]
* ''Complement'' 59; ''Passengers'' 1,000
!!! SPECIAL ABILITIES
''Hangar Bay ([[Ex]])'' A hover carrier's hangar bay provides a place for up to 8 Huge or smaller vehicles to be docked.
</div>
An ultimatum hover carrier is a pinnacle of military technology, requiring at least 60 crew onboard its four, 40-foot-wide crewed decks to function.
If you have a [[drone]], you can grant the effects of //[[haste]]// to your drone for 1 minute as a move action. If you have an [[exocortex]], you can gain the effects of //haste// for 1 minute as a move action. Once you or your drone has used this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points from a 10-minute rest. You must have the [[overclocking]] and [[hyperclocking]] mechanic tricks to learn this trick.
name:ultragraser
range:medium
speed:—
damage:6d8 × 10
pcu:75
cost:55
special:[[irradiate|Irradiate (starship weapon property)]] (high), [[line|Line (starship weapon property)]]
name:ultralaser
range:long
speed:—
damage:6d4 × 10
pcu:30
cost:25
special:[[line|Line (starship weapon property)]]
<div class="statblock">
* ''Level'' 3; ''Price'' 3,170
* Large low-altitude air vehicle (10 ft. wide, 5 ft. long, 3 ft. high)
* ''Speed'' 20 ft., full 350 ft., 40 mph (fly)
* ''EAC'' 10; ''KAC'' 11; ''Cover'' none
* ''HP'' 43 (21); ''Hardness'' 4
* ''Attack (Collision)'' 4d4 B (DC 10)
* ''Modifiers'' –1 [[Piloting]], –1 attack (–3 at full speed)
* ''Systems'' autocontrol, planetary [[comm unit]]
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Low-Altitude ([[Ex]])'' An ultralight turboglider doesn't afford its pilot and passenger environmental protection against the thin atmosphere of high altitudes.
</div>
The pilot and passenger hang from minimal harnesses underneath this turbofan-propelled wing, which is steered with dangling hand controls and by leaning.
A set of wings that can fold up tightly is attached to your shoulder blades. You can deploy or fold up the wings as a move action. When deployed, the wings provide you with an extraordinary fly speed with clumsy maneuverability according to the model of ultralight wings you have. You can't deploy your ultralight wings unless your shoulders are bare or you are wearing custom clothing, and you can't use your wings to fly if you are [[encumbered]], [[overburdened]], or wearing more than light armor. Ultralight wings integrate into your natural shoulders and can be installed into prosthetic arms.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Fly Speed |h
|ultralight wings, strix | 7 | 6,400 | all arms | 40 ft. |
|ultralight wings, angel | 11 | 28,600 | all arms | 60 ft. |
|ultralight wings, dragon | 14 | 80,300 | all arms | 90 ft. |
</div>
name:ultramaser
range:long
speed:—
damage:6d8 × 10
pcu:60
cost:45
special:[[line|Line (starship weapon property)]]
<div class="statblock">
* ''Size'' Supercolossal
* ''Maneuverability'' clumsy (–2 [[Piloting]], turn 4)
* ''HP'' 550 (increment 100); ''DT'' 20; ''CT'' 110
* ''Mounts'' forward arc (2 capital, 2 heavy, 1 spinal mount), port arc (2 capital, 3 heavy), starboard arc (2 capital, 3 heavy), turret (1 capital, 2 heavy)
* ''Expansion Bays'' unlimited
* ''Minimum Crew'' 250; ''Maximum Crew'' 5,000
* ''Cost'' 350
</div>
You can debilitate your opponents' defenses with ultraviolet light. As a standard action, you can focus ultraviolet light on a creature you can see within 60 feet. That creature takes a –1 penalty to all saving throws for 1 round, or until you leave photon mode. If you are attuned or fully attuned, all creatures within 10 feet of the target take a –1 penalty to all saving throws for as long as the target is affected by this stellar revelation. If you would become unattuned from using a zenith revelation, the penalty remains until after the zenith revelation is resolved.
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* NE Large aberration
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 60 ft., [[darkvision]] 60 ft.; ''Perception'' +27
!!! DEFENSE
* ''HP'' 197
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +17; ''Ref'' +15; ''Will'' +12
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 10/—; ''Immunities'' acid, cold
* ''Weaknesses'' [[vulnerable]] to sonic
!!! OFFENSE
* ''Speed'' 40 ft., burrow 20 ft.
* ''Melee'' bite +25 (3d4+20 A & P) or tentacle +25 (2d4+20 B plus [[grab]])
* ''Multiattack'' bite +19 (3d4+20 A & P), 4 tentacles +19 (2d4+20 B plus [[grab]])
* ''Offensive Abilities'' acid spray (60-ft. line, 10d6 A, Reflex DC 19 half, usable every 1d4 rounds)
* ''Space'' 10 ft.; ''Reach'' 10 ft. (15 ft. with tentacles)
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' +1; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +22, [[Athletics]] +27, [[Stealth]] +22
* ''Languages'' Aklo; [[telepathy]] 60 ft.
!!! ECOLOGY
* ''Environment'' any (terrestrial vacuum)
* ''Organization'' solitary, pair, or clutch (3–6)
!!! SPECIAL ABILITIES
''Acid Spray ([[Ex]])'' Every 1d4 rounds as a standard action, an umbracygot can spit a 60-foot line of acid that deals 10d6 acid damage. The acid continues to burn each affected creature, dealing an additional 4d6 acid damage on the following round. A target that succeeds at a DC 19 Reflex save takes half the initial damage and avoids the ongoing damage.
</div>
Once known as somalcygots—named after the Azlanti designation of Lost Golarion's only moon, Somal—these enormous, territorial flatworms claim mile-wide areas of a moon, asteroid, or similar patches of airless environments. Now referred to as umbracygots, these beasts enter vicious frenzies when other species stumble into their domains, looking to consume the interlopers. While relentless in their attempts to feed, umbracygots rarely pursue intruders beyond the borders of their territories to better conserve energy in an environment with limited nutrition.
When not feeding, an umbracygot enters a trancelike hibernation during which it constantly burrows in circles and strange patterns beneath the surface with endless, unthinking repetition. Some xenobiologists speculate that the patterns an umbracygot creates within the territory it inhabits indicate the creature's mood or even their psychic impressions on the cosmos. Unfortunately, not enough data has been collected on these designs because an umbracygot awakens from its trance to attack when it senses a trespasser.
A typical adult umbracygot is 16 feet long and weighs 1,500 pounds. These creatures possess more intelligence than their monstrous appearances would suggest, but conversations with them are rare. Umbracygots usually socialize on the rare occasions when they're full and don't wish to exert energy on a wasteful meal, or when they're mating. The knowledge gleaned from these unique interactions has proven useful in understanding their psychology, though their main concerns are defending their territory and consuming.
Umbral creatures exist in the lightless places of the universe, which might be the Shadow Plane, the interior of unlit caves, or the bottom of the darkest oceans.
* ''Traits:''
** [[darkvision]] 60 feet (if creature already has darkvision, increase its range by 60 feet)
** if creature is CR 7 or higher, it gains [[blindsense]] (vibration) with a range of 5 feet (if the creature already has a form of blindsense, add 5 feet to that sense's range)
<div class="statblock">
* <<levels>>
* ''School'' illusion (shadow)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round + 1 round/3 levels (D)
* ''Saving Throw'' Will half, see text
* ''Spell Resistance'' yes
</div>
You summon a vision of a writhing mass of shadowy tendrils to assault creatures within 10 feet of the ground in the area. This area is difficult terrain. The first time a creature enters the area (including when the effect appears) on its turn, and each round the creature remains there, the creature takes 4d6 bludgeoning damage and becomes [[entangled]]. If the tendrils are in dim light or darkness, the DC of the Will save increases by 2. A creature that succeeds at a Will saving throw halves the damage it takes and avoids becoming entangled. The same casting of this spell can't render such a creature entangled again. By succeeding at subsequent saves, such a creature reduces damage it takes from the same casting of the spell to one-quarter normal.
Umbrellas are designed to keep you dry during rainstorms and other types of precipitation and provide you shade in sunlight or other bright light. A standard umbrella is made of plastic or synthetic fabric and requires one hand to use. An autoshade umbrella is a folding, lightweight plastic panel that uses miniaturized antigrav thrusters to float approximately a foot above your head and remain in place as you move without requiring the use of any hands.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|umbrella, standard | 1 | 2 | L |
|umbrella, autoshade | 2 | 450 | L |
</div>
Your unarmed strikes gain the [[wound]] critical hit effect and are treated as having an item level equal to your soldier level for the purpose of determining save DCs. You can take this gear boost twice. The second time you take it, your unarmed strikes instead gain the [[severe wound]] critical hit effect, and the DC to resist this effect increases by 1. If your unarmed strikes already have a critical hit effect, when you score a critical hit, you apply either the unarmed strike's normal critical hit effect or the wound (or severe wound) critical hit effect granted by this gear boost.
This weapon pushes foes off-balance. When you deal damage with this weapon, the target is [[flat-footed]] against the next attack that targets it before the start of your next turn. Anything that causes a critical hit to be treated as a normal hit, such as fortification or immunity to critical hits, grants immunity to this special property.
<div class="statblock">
* ''Effect'' The mech gains a +1 bonus to its KAC and to its Fortitude saving throws.
* ''Cost'' 2 × tier
</div>
Your telepathy grants you an unparalleled strength of mind.
''Prerequisites:'' [[Telepathy]] or [[limited telepathy]] racial trait.
''Benefit:'' The DC to [[demoralize]] you with [[Intimidation]] increases by 2. In addition, once per day, you can reroll a failed saving throw against a fear effect.
''Teamwork Benefit:'' If you're within 20 feet of an ally you can see who also has this feat, the DC to [[demoralize]] you with Intimidate increases by 4 instead of 2. Also, you can spend 1 Resolve Point as a swift action to reduce the duration of your [[shaken]], [[frightened]], or [[panicked]] condition by 1d4 rounds (possibly ending the condition altogether).
Whenever you're wielding a shield, you ignore the shield's armor check penalty and speed adjustment (if any). If the shield has a maximum Dexterity bonus, you also ignore its maximum Dexterity bonus.
You are immune to the [[flat-footed]] condition, and your opponent doesn't gain any bonuses to attack rolls against you from flanking you or attacking you when you're [[prone]]. Furthermore, covering fire and harrying fire don't provide any advantage against you.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 20-ft.-radius crater filled with 2-foot-deep magma
* ''Duration'' concentration + 1 round/level (D)
* ''Saving Throw'' Fortitude half
* ''Spell Resistance'' no
</div>
You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava, dealing 2d6 fire damage immediately, and continuing to expose creatures who begin their turn in the area, who take the appropriate fire damage at the beginning of their turn. Damage from the lava continues for 1d3 rounds after a creature leaves the area, but this additional damage is only 1d6 fire damage per round.
In addition, every 1d4 rounds, creatures in or within 30 feet of the crater must succeed at a Reflex save or take an additional 5d6 fire damage as the crater periodically erupts.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 reaction
* ''Range'' personal
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' yes, see text
</div>
Mimicking the luck of halflings, you presciently react or tug on the strands of fate, casting this spell just after a d20 roll you attempt for a saving throw or an enemy attempts for an attack against you. The triggering roll must be rerolled, unless it’s an attack roll made by an enemy who saves or whose [[spell resistance]] you fail to overcome.
When you make a [[trick attack]], if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement.
When you attack while you're driving a vehicle, you halve the vehicle's penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you're in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.
Your drone gains two of the following benefits: it gains [[blindsense]] (scent) with a range of 30 feet; it gains [[sense through]] (vision [smoke only]) with a range of 30 feet; or its insight bonus to [[Perception]] skill checks increases to +4. If your drone has the [[camera]] mod and you choose the sense through ability above, the camera gains this sense through ability as well. This mod requires that your drone has the [[enhanced senses]] mod.
Your enhanced senses grow even more discerning. Your [[blindsense]] becomes [[blindsight]] with a range of 60 feet. If you have [[darkvision]], its range increases by 30 feet. You must have the [[enhanced senses]] exploit to learn this exploit.
Your ranged attacks with small arms do not provoke attacks of opportunity.
When making a full attack, you can also take a separate move action to move. The movement can occur before, after, or between the attacks from the full attack. All the movement must occur at the same time. This is a haste effect.
Many weapons defy easy categorization, being so different from other weapons that each weapon (or group of weapons) essentially acts as its own categorization. Unusual training is required to get the most out of some of these weapons, making them the domain of specialists. Others have existed in similar forms for ages, changing only in modes of manufacture or composition.
You are knocked out and [[helpless]]. Unconsciousness can result from having 0 Hit Points.
If you become unconscious or otherwise unresponsive, or if your creature companion is ever out of range, your creature companion can't take any actions except the following until you are again able to command it or it is once more within range. At the beginning of each of your turns, your creature companion attempts a DC 15 Will save. On a success, it takes a move action to move its speed toward you, unless it's already adjacent to you, in which case it takes the total defense action. If it fails its save, it uses one move action to flee to the best of its ability, using any special abilities that help it do so.
If you are knocked out or cease actively piloting, your vehicle becomes uncontrolled. If you delay your action, the vehicle becomes uncontrolled and continues to act on the same initiative count as it did before. This separates your initiative count from that of the vehicle, and the vehicle continues to move (see below) at your previous initiative count until a pilot takes control of it or it crashes or otherwise is brought to a definitive halt.
Unless otherwise specified, an uncontrolled vehicle moves straight ahead at its most recent heading as if taking two drive actions on its turn. It slows down incrementally with each action taken (usually to three-quarters the speed of its last action) until it comes to a stop or crashes. At the GM's discretion, it could slow down more if it's on uneven terrain or an upward slope, or it could stay at the same speed or even accelerate if it's in a zero-g environment or on a downward slope.
!! Taking Control
You can [[take control]] of an uncontrolled vehicle as a move action. During this move action, the vehicle doesn't move any additional distance—you spend the whole action taking control. Once the action is taken, the vehicle resets to your initiative count, and you can spend any remaining actions piloting the vehicle.
Undead are once-living creatures animated by magic or advanced technological forces.
* ''Traits:''
** [[darkvision]] 60 ft.
** [[undead immunities]]
** [[unliving]]
** set Constitution modifier to —
* ''Adjustments:'' +2 to Will saving throws
''System:'' Endocrine
An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a move action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft's mark, though this doesn't suppress any of these effects if they are currently active.
[[Undead]] are immune to the following effects, unless the effect specifies it works against undead creatures.
* [[Bleed]], death effects, disease, mind-affecting effects, [[paralysis]], poison, sleep, and [[stunning]].
* Ability damage, ability drain, [[energy drain]], [[exhaustion]], [[fatigue]], negative levels, and nonlethal damage.
* Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
//Format:// ''Immunities'' undead immunities.
<$list filter="[tag<currentTiddler>]">
<$macrocall $name="collapse" tiddler={{!!title}}/>
</$list>
The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as [[necrovites]] and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living.
Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the //[[animate dead]]// spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences.
In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces. Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions.
Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures' original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures' mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed.
Use the following template grafts to create other versions of the undead minions presented here.
!! Cybernetic Zombie Template Graft
This mindless undead is animated not through magic or supernatural phenomena but by cybernetic implants in its body, which continue to function after its mind and flesh have died.
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant
* ''Traits:''
** [[vulnerability]] to electricity
** [[mindless]]
* ''Abilities:'' self-destruct (see above)
* //Self-destruct ([[Ex]]):// A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie's CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie.
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity
!! Occult Zombie Template Graft
This mindless undead has been animated via a necromantic or supernatural phenomena, and it is often created or controlled by a powerful spellcaster or a greater undead creature.
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant
* ''Traits:''
** has 20% more Hit Points for its CR
** [[DR]] 5/magic (increase to DR 10 at CR 8 and DR 15 at CR 14)
** [[mindless]]
** staggered (see above)
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity
!! Skeletal Undead Template Graft
Faster than other mindless undead, a skeletal undead is animated by necromantic or supernatural phenomena, and it is often found wearing armor or wielding weapons it was trained to use in life.
* ''Required Creature Type:'' undead
* ''Required Array:'' combatant
* ''Traits:''
** [[DR]] 5/magic (increase to DR 10 at CR 8 and DR 15 at CR 14)
** [[immunity]] to cold
** [[mindless]]
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity
You use your small size against larger foes.
''Prerequisites:'' [[Scurry]], [[Acrobatics]] 10 ranks, racial bonus to Dexterity, size Small.
''Benefit:'' As a move action, you can try to slip into the space of an adjacent foe larger than you are. To do so, attempt an [[Acrobatics]] check (DC = 15 + 1-1/2 × opponent's CR). If you succeed, you enter your opponent's space. If you fail, you remain in your starting position, and you are [[flat-footed]] and [[off-target]] until the end of your next turn.
While you occupy a foe's space, that foe is [[flat-footed]] and [[off-target]], and it treats its space as difficult terrain. If your opponent tries to move out of your space, it provokes an attack of opportunity from you.
You're a storm of grasping limbs or winding coils, ensnaring foes in underhanded ways.
''Prerequisites:'' [[Improved Combat Maneuver]] (dirty trick); constrictor's grasp, enveloping grip, grappler, or snag racial trait.
''Benefit:'' When you perform a successful [[dirty trick]] combat maneuver as a melee attack and the target gains the [[entangled]] condition as a result, you can choose to have the affected target be unable to move from its square until it takes the move action to end the condition, but the condition ends immediately if the target is no longer within your reach. In addition, you gain a +4 circumstance bonus to [[grapple|Grapple (combat maneuver)]] a creature entangled due to your dirty trick.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CN Medium aberration
* ''Init'' +3; ''Senses'' [[blindsight]] (vibration) 30 ft., [[sightless]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +4; ''Ref'' +5; ''Will'' +8
* ''Defensive Abilities'' [[fast healing]] 5
!!! OFFENSE
* ''Speed'' 30 ft., climb 20 ft.
* ''Melee'' claw +12 (1d8+6 S) or tentacle +12 (1d6+6 P)
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with tentacle)
* ''Offensive Abilities'' screech, tentacle burst
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +1; ''Int'' +0; ''Wis'' +5; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +11, [[Stealth]] +16, [[Survival]] +11
* ''Languages'' any 1 language
* ''Other Abilities'' [[compression]]
!!! ECOLOGY
* ''Environment'' any underground (Absalom Station)
* ''Organization'' solitary, pair, or chorus (3–6)
!!! SPECIAL ABILITIES
''Screech ([[Ex]])'' As a standard action, an undershrike can screech discordantly. Creatures within 10 feet of the undershrike take 2d6 sonic damage, are [[staggered]] for 1 round, and are [[deafened]] for 1d4 rounds; with a successful DC 15 Fortitude save, a creature takes half damage, and negates the staggered and deafened effects. Under typical conditions, the screech is audible from 1,000 feet away. After screeching, an undershrike can’t do so again for 1d6 rounds. Undershrikes are immune to each others’ screech abilities.
''Tendril Burst ([[Ex]])'' As a standard action, an undershrike can momentarily sprout a host of thin tendrils from its body that deal 1d6+6 slashing damage to all creatures in a 30‑foot cone (DC 15 Reflex half). If at least two creatures fail the saving throw, the undershrike can use its screech ability as swift action instead of as a standard action until the end of its next turn. Once it uses its tendril burst, an undershrike can’t do so again for 1d6 rounds.
</div>
Those who return from Absalom Station’s Ghost Levels speak of haunting cryptids that feel their way through the tunnels with tapping tendrils and whose calls summon death. Known as undershrikes, these lanky creatures aimlessly patrol the Ghost Levels, slipping past obstacles almost like ghosts. To the myriad strange life-forms native to the Ghost Levels, undershrikes may as well be phantoms; the two barely seem to notice each other and respect one another when they do. However, undershrikes are territorial around unfamiliar beings, stalking them before either skewering the intruders just outside the Ghost Levels or screeching to attract local fauna to dispatch the trespassers. Rarely, a respectful explorer becomes accepted by undershrikes, who ignore the traveler as if they were one of the Ghost Level inhabitants.
When slain, an undershrike’s body dissolves into the surrounding architecture, only to reform elsewhere on the station with its memories intact. Some of these reborn creatures develop a taste for revenge, slinking out from the Ghost Levels like eyeless revenants to track, torment, and murder their killers. Undershrikes’ origins are a mystery, with the most popular theories being they were convicts banished to the Ghost Levels during the Gap and transformed by something within the haunted halls.
Undershrikes speak an unpredictable array of languages, yet seem to understand one another no matter which they’re speaking, often cryptically discussing people, landmarks, and events unknown to history. Undershrikes who speak the same language seem so rare it might be there’s only one such creature per language, reborn repeatedly.
* ''Tier:'' A mech's tier represents its overall power level, impacts its statistics, and determines many options when building mechs.
* ''Size and Frame:'' A mech's frame determines its size category and informs its statistics. It might have an attribute in parentheses (such as flight) that informs other options.
* ''Operators:'' Each mech can accommodate a certain number of operators. A mech can't function unless it has at least the minimum number of operators required and can't accommodate more operators than this range's maximum value.
* ''Power Points (PP):'' A mech's power core (see below) provides it with a certain number of Power Points, which can be used to power auxiliary systems, perform special abilities, and more. The mech's initial PP is noted, with the rate at which PP regenerates each turn and a maximum PP listed in parentheses.
* ''Speed:'' This is the mech's land speed (based on its frame), followed by any additional speeds and types of movement the mech has.
* ''Slots:'' Each mech frame has frame slots and auxiliary (aux) slots. Frame slots allow mounting weapons, and aux slots can each accommodate one auxiliary system. Some limbs also grant slots for weapons; lower limbs and upper limbs grant lower limb slots and upper limb slots, respectively. A mech can't equip more weapons or auxiliary systems than it has corresponding slots.
* ''Senses:'' This lists the mech's special senses. Most mechs have at least [[low-light vision]], [[darkvision]] with a range of 120 feet, and [[blindsense]] (vibration) with a range of 30 feet.
* ''Hit Points (HP):'' This is the total amount of damage a mech can take before it becomes inoperable. If a mech takes twice this amount of damage, it is destroyed.
* ''Shield Points (SP):'' Mechs project personal force shields that dampen incoming damage, represented by Shield Points (SP), which function in many ways like temporary Hit Points (see [[Mech Damage]]).
* ''Hardness:'' Most mechs have a [[hardness]] value, determined by their frame and tier, that reduces incoming damage they take.
* ''EAC and KAC:'' A mech's Energy Armor Class and Kinetic Armor Class is determined by its tier, frame, and limbs.
* ''Saving Throw Bonuses:'' Some mech frames provide the mech a bonus to Fortitude and/or Reflex saving throws.
* ''Immunities:'' Mechs have the [[construct immunities]] universal creature rule.
* ''Attack Bonus:'' Each mech has a bonus added to its attack rolls, based on its tier.
* ''Weapons:'' A mech's stat block lists the melee and ranged weapons installed in its frame slots. Each weapon lists its weapon slot, damage, and any special properties.
* ''Space and Reach:'' This lists the mech's space and reach, which are based on its size category. A Huge mech's reach is 15 feet, a Gargantuan mech's reach is 20 feet, and a Colossal mech's reach is 30 feet.
* ''Strength:'' A mech doesn't have ability scores, but it does have an effective Strength modifier, based on its frame and tier, for calculating its melee damage modifiers, resolving Strength checks to break objects, and determining capacity
* ''Power Core:'' This is the source of a mech's energy and Power Points. If a power core has a [[power core template|Mech Power Cores]] applied, that is listed in parentheses.
* ''Lower Limbs and Upper Limbs:'' A mech's limbs modify a variety of the mech's statistics and might grant additional movement options. Upper limbs are listed with their attack bonuses in parentheses.
* ''Auxiliary Systems:'' These systems augment capabilities and might grant it additional abilities.
* ''Upgrades:'' These are a mech's miscellaneous upgrades, representing further specialization of a mech's technology. Any adjustments to a mech's statistics are already included in its stat block.
* ''Cost:'' The Mech Point cost for the frame, which is determined by the mech's tier.
!! Other Mech Features
The following apply to all mechs.
* ''Carrying Capacity:'' A mech can carry its equipment, operators, cargo hold contents, and small loads without tracking carrying capacity. A mech becomes [[encumbered]] when carrying an amount of bulk equal to or greater than 20 × its Strength modifier and becomes [[overburdened]] when carrying an amount of bulk equal to or greater than 40 × its Strength modifier.
* ''Computer:'' A mech houses a personal comm unit and a tier 1 computer that primarily coordinates the mech's movements and systems. The computer's tier increases by 1 at mech tier 4 and every 4 tiers thereafter. The [[superior computer]] upgrade can enhance the computer's performance.
Each starship is described using a basic stat block that includes information about how it moves, how many people it can support, its structural integrity, and more. When reading a starship stat block, use the key below to help understand its capabilities.
''Name and Tier:'' This is the designation of the starship and its power level. Starships of different tiers vary to a greater degree in terms of their power and abilities than monsters whose Challenge Rating (CR) differs by a similar amount.
''Size Category and Frame:'' This describes the overall size of the vessel, which provides a modifier to its Armor Class and Target Lock (see below). This entry also notes the base frame of the starship.
''Speed:'' This is the number of hexes the starship can move using most pilot actions.
''Maneuverability:'' A starship's maneuverability is rated as clumsy, poor, average, good, or perfect. This is generally tied to the mass and size of the starship, and it both indicates how agile the starship is in space and determines the minimum number of hexes it must move before it can turn.
''Drift:'' This is the starship's Drift engine rating. When determining how long it takes the starship to travel to a location through the Drift, divide the die roll by this number. If this entry is absent, the starship can't travel into the Drift.
''Armor Class (AC):'' This value is used when determining whether direct-fire weapons hit the starship. AC is calculated based on the ship's size, maneuverability, and physical armor, as well as its pilot's ranks in the Piloting skill.
''Target Lock (TL):'' This value is used when determining whether tracking weapons hit the starship. TL is calculated based on the starship's size, maneuverability, and defensive countermeasures, as well as its pilot's ranks in the Piloting skill.
''Hull Points (HP):'' This is the total amount of damage the starship can take before it ceases operation. A starship with 0 HP isn't destroyed, though many of its systems no longer function and it is no longer a threat to enemies.
''Damage Threshold (DT):'' If an attack deals less damage than this value, that damage isn't counted against the ship's total Hull Points. Only Huge or larger ships have a Damage Threshold, and it comes into play only when such a starship's shields are depleted.
''Critical Threshold (CT):'' Whenever the starship has lost a total number of Hull Points equal to a multiple of this value, one of its systems takes critical damage. This value is always one-fifth of the starship's maximum HP.
''Shields:'' This lists the ship's shield system and Shield Points (SP), which represent the amount of damage the ship's shields can take before they become depleted. SP are assigned to particular quadrants (forward, port, starboard, or aft). These quadrants correspond in orientation to the starship firing arcs.
''Attacks:'' A starship has four firing arcs: forward, port, starboard, and aft. Most nonturret weapons can fire only in the firing arc where they're mounted; turret weapons can be fired in any arc. A ship's attack entries lists the various weapons mounted on the ship that can fire in each of the arcs. Each weapon also lists its damage, range, and other special properties.
''Power Core:'' This lists a starship's power core or cores and the power core units (PCU) it produces.
''Drift Engine:'' The starship's Drift engine, if any, is listed here.
''Systems:'' This entry lists a starship's major systems, such as armor, defensive countermeasures, sensors, and weapons.
''Expansion Bays:'' This entry lists any expansion bays: cargo spaces that can be used for specialized functions.
''Modifiers:'' This entry lists the bonuses (or penalties) to certain skill checks during starship combat resulting from a starship's speed and maneuverability, as well as from some starship systems.
''Complement:'' This section lists the total size of the crew that can fit aboard the ship.
''Crew:'' This section lists those filling various roles in starship combat, as well as their modifiers to skills used during starship combat and number of ranks in those skills. Any modifiers listed earlier in the stat block are accounted for here. In general, NPC crew member levels and their number of skill ranks are equal to their starship's tier (minimum 1). Typically, one crew member is exceptionally talented with one skill, for which their modifier is equal to 9 + 1-1/2 × their level. For all other crew skills, the officer NPCs' modifiers are 4 + 1-1/2 × their level. The gunnery check modifier for an NPC starship of tier 9 or lower is equal to the starship's tier plus the highest ability score modifier for an NPC of a CR equivalent to the starship's tier. For an NPC starship of tier 10 or higher, use the same calculation but substitute the second-highest ability score modifier instead. The table below provides these calculated values.
<div class="table-wrapper">
| Starship Tier | Gunnery | Good Skill | Master Skill |h
| 1/3 | +3 | +4 | +9 |
| 1/2 | +3 | +4 | +9 |
| 1 | +5 | +5 | +10 |
| 2 | +6 | +7 | +12 |
| 3 | +7 | +8 | +13 |
| 4 | +9 | +10 | +15 |
| 5 | +10 | +11 | +16 |
| 6 | +11 | +13 | +18 |
| 7 | +12 | +14 | +19 |
| 8 | +14 | +16 | +21 |
| 9 | +15 | +17 | +22 |
| 10 | +15 | +19 | +24 |
| 11 | +16 | +20 | +25 |
| 12 | +17 | +22 | +27 |
| 13 | +19 | +23 | +28 |
| 14 | +20 | +25 | +30 |
| 15 | +22 | +26 | +31 |
| 16 | +23 | +28 | +33 |
| 17 | +25 | +29 | +34 |
| 18 | +26 | +31 | +36 |
| 19 | +28 | +32 | +37 |
| 20 | +29 | +34 | +39 |
| 21 | +31 | +35 | +40 |
| 22 | +32 | +37 | +42 |
| 23 | +34 | +38 | +43 |
| 24 | +35 | +40 | +45 |
| 25 | +37 | +41 | +46 |
</div>
If a starship has teams that support officers by filling roles, this entry also lists the number and size of these teams. This section is listed only for ships under the GM's control—PCs can perform their own actions aboard starships they control.
''Special Abilities:'' Any unique actions or qualities a starship has due to its crew or equipment are listed here.
A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage.
Even underwater, you can leverage your strength to devastating effect.
''Prerequisites:'' Str 15, base attack bonus +5.
''Benefit:'' Your melee attacks that deal kinetic damage deal full damage underwater.
''Normal:'' Bludgeoning and slashing damage is reduced by half underwater.
Land-based creatures usually have considerable difficulty when fighting in water, as it affects a creature's attack rolls, damage, and movement. The following adjustments apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.
!! Attacks From Land
Characters swimming or floating in water that is at least chest deep and characters who are fully immersed have [[cover]] against attacks made from the surface.
!! Attacks Underwater
Attacks made underwater take a –2 penalty. Attacks that deal electricity damage take a –4 penalty rather than a –2 penalty.
!!! Thrown Weapons
When used underwater, the range of thrown weapons is reduced to a maximum of 5 feet; this limitation overrides any abilities that normally increase a thrown weapon's range or range increment (such as the grenade expert ability of the soldier's [[bombard]] fighting style).
!!! Damage
Most attacks underwater deal half damage (minimum 1 damage). However, melee attacks that deal piercing damage deal full damage, and any attacks that deal fire damage (including spells that deal fire damage) do one-quarter damage rather than half damage.
!!! Combat Maneuvers
The distance you move a target with a successful [[bull rush]] is reduced by 5 feet. The [[trip|Trip (combat maneuver)]] combat maneuver has no effect underwater.
!!! Burning
Effects that would apply the [[burning]] condition (such as the [[burn]] critical hit effect) instead deal the damage listed for the condition only once (the normal underwater reduction for fire damage still applies; see Damage above), and the creature doesn't receive the burning condition.
!!! Prone
Creatures swimming in water can drop [[prone]] only if they're standing on the bottom of a body of water. If a creature underwater would be knocked prone by an effect, it instead gains the [[off-kilter]] condition until the affected creature takes a move action to reorient itself.
!! Spellcasting Underwater
A creature that is attempting Constitution checks to hold its breath can't concentrate enough to cast spells. Some spells might work differently underwater, subject to the GM's discretion.
Undines are the descendants of humanoids and beings who hail from the Plane of Water, such as [[marids]]. Through they don't require water to live, undines tend to settle near water and make ideal underwater explorers.
!! Species Traits
* ''Ability Adjustments:'' +2 Dex, +2 Wis, –2 Str
* ''Hit Points:'' 2
* ''Size and Type:'' Undines are Medium outsiders with the native subtype.
* ''Cold Resistance:'' Undines have cold [[resistance]] 5.
* ''Darkvision:'' Undines have [[darkvision]] with a range of 60 feet.
* ''Spell-Like Ability:'' An undine can cast //[[energy ray]]// as a spell-like ability at will but can deal only cold damage with the ray. Their caster level is equal to their level.
* ''Undine Movement:'' Undines have both a land speed and a swim speed of 30 feet.
* ''Water Affinity:'' Whenever an undine deals cold damage while either the undine or her target is swimming, or in precipitation or storms heavy enough to reduce visibility ranges, they deal an amount of additional damage equal to twice their level.
!!! Alternate Species Traits
* ''Incompressible:'' Water’s nearly incompressible nature makes the liquid a useful component in starship cushioning and safety systems, and certain undines are similarly incompressible. An undine with this trait gains [[DR]] 5/piercing or slashing. This replaces an undine’s spell-like ability.
* ''Warp Element:'' When a planar scion with this trait makes an attack or casts a spell that would deal acid, cold, electricity, fire, or sonic damage, they can instead choose to make half of that damage cold damage. This replaces the undine’s elemental affinity.
!! Undine Template Graft
An undine's ancestors have a connection to the Plane of Water.
* ''Required Creature Type and Subtype:'' outsider (native)
* ''Traits:''
** [[darkvision]] 60 ft.
** cold [[resistance]] 5
** water affinity (see above)
** spell-like abilities (//[[energy ray]]// [cold only] at will).
* ''Suggested Ability Score Modifiers:'' Dexterity, Wisdom
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one willing ally
* ''Duration'' 1 hour/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
Frequently used by formian taskmasters to assist with training workers in new fields or avoiding costly mistakes, this spell has become popular among educators, managers, parents, and mentors of all kinds. You establish a minor but long-range mental link with the target and are alerted whenever the target fails a skill check. Once during the spell’s duration, you can nudge the universe into undoing the target’s mistakes and allowing the target a second chance. As a reaction when the target fails a skill check, you can spend 1 Resolve Point to allow the target to reroll the failed skill check with a +2 circumstance bonus. After the target rerolls a skill check, this spell ends. If you and the target are ever more than 10 miles apart, this spell ends.
Flanking the creature does not grant any bonuses, and abilities that function only against a creature that is flanked do not function against it.
//Format:// ''Defensive Abilities'' unflankable.
You have nearly unlimited insight into all possible worlds and can pluck power from them as you deem necessary. Select five [[paradigm shifts]] you don't know but whose prerequisites you meet. These paradigm shifts must not require your level to be higher than 8th. You can use the selected paradigm shifts a total number of times per day equal to your Charisma modifier.
You can trick foes into firing at an unintended target.
''Prerequisites:'' [[Bluff]] 5 ranks.
''Benefit:'' As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a [[Bluff]] check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker's total [[Sense Motive]] skill bonus, or 15 + 1-1/2 × the attacker's CR, whichever is greater. You can't take 10 on this check. If you succeed, the original attacker rerolls the attack roll with the same bonuses against the appropriate Armor Class of the new target.
Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can't use this feat to attempt to redirect attacks from that creature for 24 hours.
When an enemy starship misses your starship with an attack, you can spend 1 Resolve Point and attempt a [[Bluff]] check (DC = 15 + 1-1/2 × the enemy starship's tier). If you succeed, choose a target in range of the attacking weapon in the arc opposite the quadrant that the enemy's attack would have hit (e.g., your port arc if the attack would have hit your starboard quadrant). The enemy starship rerolls their gunnery check against the second target, applying any penalties for range. If the second gunnery check succeeds, the attack instead hits the second target (or pursues that target, in the case of a tracking weapon).
//Ungarato// is one of the most powerful known relics of lost Golarion, though even greater artifacts have occasionally appeared throughout Absalom Station's history. //Ungarato//, also called the All-Consuming Killer or the Gun of Gluttony, is known to be one of the Alara'hai, seven weapons of nearly divine magical power that were also referred to as the Seven Blades of Conviction or the Seven Swords of Sin. Although the fates of the other six Alara'hai remain unknown, these epithets imply that Ungarato was once a sword of some kind, though when, how, and why this blade was reforged into a powerful machine gun with a bayonet is one of the relic's greatest mysteries.
Much of //Ungarato's// history is lost, though scholars have shown that the weapon was created in its original form thousands of years before the Gap. The Arcanamirium's most learned esotericists agree that Ungarato's origin lies in ancient Thassilon, an empire ruled by spellcasting tyrants called runelords, which collapsed at the beginning of the period of Golarion's history known as the Age of Darkness. It is also generally agreed that the weapon's intended wielder was the Runelord of Gluttony, but a ferocious warrior stole the blade before it ever reached the runelord's hands. This barbarian warlord later became the champion of the runelord's successor, and it is believed that //Ungarato// took its name from this champion. Nothing definitive is known of //Ungarato's// fate after the fall of Thassilon.
//Ungarato// has a distinct appearance that is unlike any other specific model of longarm. It has a misty, spectral quality, but the weapon is as solid as any other. //Ungarato// functions as a paragon [[X-gen gun]], and its bayonet is a molecular rift [[dueling sword]], both of which have the //[[ghost killer]]// fusion. Two hands are required to wield //Ungarato//, and proficiency with basic melee weapons and heavy weapons is necessary to use the weapon without penalty for melee and ranged attacks, respectively. //Ungarato// glows with a bright, sickly green color whenever there is a creature of the undead type within 50 feet of its wielder, though the weapon gives no indication of the direction or number of undead within that range. Each time its wielder suffers the full effects of a critical hit (when [[damage reduction]], [[energy resistance]], or some other effect does not reduce the damage dealt or prevent any critical hit effect), //Ungarato// gains 1 point of viciousness. Whenever //Ungarato// scores a critical hit, it automatically spends 1 point of viciousness (if it has any) and adds the [[severe wound]] critical hit effect to the critical damage dealt. Any unused points of viciousness fade at the rate of 1 per hour. //Ungarato// also restores 10 Hit Points to its wielder (functioning as per //[[mystic cure]]//) each time it scores a critical hit (whether or not it has any points of viciousness).
//Ungarato// is a unique artifact of extreme power and legendary reputation; as such, the weapon is effectively priceless and cannot simply be purchased. Indeed, its current owner and whereabouts are unknown, though //Ungarato// is widely believed to have resurfaced recently somewhere on Absalom Station. Legend claims that //Ungarato// was once sentient and held great powers that only functioned in the hands of a Thassilonian runelord, but there's no modern evidence to support either claim. Similarly, it is believed that only the rightful Runelord of Gluttony can break the weapon; //Ungarato// is otherwise impervious to damage or destruction.
<div class="table-wrapper">
</div>
<div class="statblock">
* ''Type'' poison (inhaled)
* ''Save'' Fortitude DC 17
* ''Track'' [[Charisma|Charisma Poison Track]]
* ''Frequency'' 1/round for 4 rounds
* ''Effect'' At the //impaired// state, the penalties from the //weakened// state become permanent until the victim benefits from a //[[restoration]]// spell.
* ''Cure'' 1 save
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|ungol dust | 9 | 2,000 |
</div>
The //unholy// fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes [[DR]]/evil and ignores the [[energy resistance]] of good dragons and good outsiders. The //unholy// fusion can't be added to weapons that have the //[[holy]]// fusion.
This all-purpose accessory can hold a single handheld item of up to 1 bulk, such as a fire extinguisher or flashlight, so you can use the item while wielding the weapon. A uniclamp requires as many rails to attach to a piece of equipment as the equipment requires hands to operate. Attaching an item to a uniclamp or removing it is a full action.
Unlike a [[gear clamp]], which merely places an object in some convenient location (such as on your armor or clamped to a strut), but has no ability to activate or deactivate items clamped to it, a uniclamp runs any necessary controls for the item to the trigger or control mechanism for the weapon it is attached to. This allows you to use the item as if manipulating it with the same number of hands you have on your weapon, while still wielding the weapon. For example if you use a uniclamp to attach a beacon [[portable light]] onto a thunderstrike [[streetsweeper]], you can turn the beacon on and off while still keeping two hands on your streetsweeper.The GM can rule that some items are unsuited for use with a uniclamp, that a uniclamp can be attached to only some weapons, or that a uniclamp designed for particular items doesn't work with anything else.
<div class="table-wrapper">
|Accessory | Level | Price | Bulk | Capacity | Usage |Weapon Type |h
|uniclamp | 1 | 150 | — | — | — |railed weapon |
</div>
A unification matrix enables several (component) starships with this matrix to combine into a larger, more powerful (composite) starship. Starships with a unification matrix can combine and split apart only once each per combat and typically begin combat in either their component or composite forms.
Design the composite starship, whose tier equals that of a squadron starship plus 1 for each additional component ship. If at least two of the largest component starships are the same size, the composite ship must be one size category larger than those ships. Otherwise, the composite starship is the same size as the largest component starship or one size category larger, as desired.
During the engineering phase, if all of the component starships are adjacent to at least one other component starship and no more than 2 hexes away from each other, a crew member on each starship can expend a minor crew action, causing the starships to fuse and form the composite starship. Remove the component starships from the encounter. Place the composite starship in any one hex that a component starship previously occupied, facing in any direction. Add together the total Hull Point damage each of the component starships has taken, and apply that damage to the composite starship (applying critical damage as appropriate). If this would reduce its Hull Points to 0, the transformation automatically fails, returning the component starships to their original positions. Likewise, if some of the component starships don't participate in the fusion, the process automatically fails.
Add together the component starship's Shield Points and distribute these evenly among its four quadrants, up to the starship's maximum SP value. The officers of the component starships can immediately reassign their roles aboard the composite starship. Finally, if any of the component starships had ongoing effects (such as the effects of [[taunt]]) or incoming tracking weapon attacks, those effects and attacks redirect and apply to the composite starship and its crew. Then proceed with the engineering phase, including the actions of the composite starship's engineer.
At the beginning of the engineering phase, the composite starship's engineer can use their crew action to decouple the vessel, breaking it into the component starships. One of these appears in the composite starship's hex, and the other component starships appear in adjacent unoccupied hexes, with each starship facing the same direction as the composite starship. Apply any HP damage that the composite starship has taken evenly to the component starships (with a minimum of 1 HP remaining per starship) and split the composite starship's Shield Points evenly between them. If the composite starship is reduced to 0 Hull Points, it automatically splits into component starships at the end of the current phase; if the composite starship would be destroyed, split the total damage evenly between the component starships, ignoring the HP minimum above.
<div class= "table-wrapper">
|System | PCU | Cost (in BP) |h
|unification matrix | — | 10% of composite starship's total BP |
</div>
Based out of the Arkship Equilibrium, the Unified Conservatory (UC) provides ships to the Xenowardens. The Xenowardens specialize in combining top-of-the-line technology with biological components, so the UC uses solar-powered engines and other sustainable technology alongside nurseries housing rare plants and other biological components that are eventually grafted onto starships. UC ships serve as massive ecosystems, preserving portions of the environments of the locations they visit. One of their most notable ships is the [[Librama|UC Librama]], a self-sustaining organic science vessel used to explore and discover new biotechnology.
Any Xenowarden can serve aboard a UC vessel; in fact, anyone dedicated to the sanctity of life can take a position on these ships, and the crew accepts anyone willing to fight for the druids' cause. Once they are aboard, some of these new crew find that something awakens in them, drawing them to the animal-like consciousness of the ship itself, which is eager to bond with them.
Less of a physical item and more of a service, a union membership offers a series of benefits. To get one, you must regularly pay the dues (listed below). Most unions provide digital proof of your membership, though some require you to carry a physical card (which has negligible bulk). An apprentice union membership grants a +1 circumstance bonus to [[Diplomacy]] checks to interact with individuals who also belong to unions and, once per month, allows you to roll your [[Profession]] check twice and take the better result when you perform the [[practice profession]] downtime activity. An artisan union membership increases the bonus to +2 and allows you to roll twice on your Profession check two times per month when you perform the practice profession downtime activity. A master union membership increases the bonus to +4 and allows you to roll twice on your Profession check whenever you perform the practice profession downtime activity.
<div class= "table-wrapper">
|Service | Level | Price |h
|apprentice union membership | 1 | 5 credits/month |
|artisan union membership | 7 | 25 credits/month |
|master union membership | 14 | 100 credits/month |
</div>
Union organizers are dedicated to making sure everyone gets treated fairly and works together. Even outside union situations, a union organizer knows how to direct the team to get results.
''Prerequisite:'' You must have paid dues on a [[union membership]] to take this archetype.
The union organizer archetype grants alternate class features at 2nd, 4th, 6th, 12th, and 18th levels.
!! By the Book (2nd)
You gain a bonus feat, chosen from those that have a "Teamwork Benefit" entry.
!! Welcome to the Team (6th)
You know how get your allies to work with you and each other. As a move action, you can spend 1 Resolve Point to
grant the benefits of one feat that you have that has a "Teamwork Benefit" entry to a single ally within 30 feet that can see and hear you; the ally need not meet the feat's prerequisites. The ally retains use of the feat until the end of your next turn, allowing you to possibly take advantage of the feat's teamwork benefit. At 8th level, you can grant the feat's benefits to two allies, and to three allies at 12th level; these allies must also be within 30 feet of each other.
!! Talk to the Crowd (6th)
You gain the [[Group Negotiations]] feat as a bonus feat, regardless of whether or not you meet the prerequisites.
!! Double Time (12th)
When you grant the benefits of a feat to one or more allies with your welcome to the team ability, the benefits last for 1 minute.
!! Master Facilitator (18th)
You can take 20 on [[Diplomacy]] checks to [[change an NPC's attitude|Change Attitude]] or [[Intimidate]] checks to [[bully]].
You have survived terrible ordeals and exploitation, and you now naturally come together to help protect others against more powerful opponents.
''Prerequisite:'' Base attack bonus +1.
''Benefit:'' You gain a +2 insight bonus to attack rolls made as part of the covering fire and harrying fire actions. When you have two or more allies within 60 feet, this attack bonus increases to +5.
!!! Ecumenical Engineers
<div class="statblock">
* ''Manufacturing Centers'' Akiton, Castrovel, Verces
* ''Specialties'' Starships built for adventure
* ''Famous Models'' [[Hiveguard|UIE Hiveguard]], [[Petaltail|UIE Petaltail]], Skimmer
</div>
United Interfaith Engineering (UIE) is the newest of the major shirren starship manufacturers. While [[Starhive]] split from [[Hivonyx]] over a difference of opinion regarding pacifism, the culture of both companies remains heavily Hylaxian. However, as shirrens have integrated into Pact Worlds life, many of them have followed other religious paths. Those interested in technology and engineering often follow Triune; those who love exploration regularly worship Weydan; and others still find spiritual comfort and creative inspiration in Oras, Sarenrae, or myriad others. Many of the shirrens who work in starship manufacturing have explored other religious paths and wanted a workplace that was less steeped in Hylaxian traditions.
Twenty years ago, former employees of both Starhive and Hivonyx formed the first UIE facility on Castrovel. The company is still staffed predominantly by shirrens but employs more non-shirren employees than its competitors. Over a hundred faiths are represented among its employees, and the company fosters an inclusive atmosphere. UIE is still growing rapidly and has had difficulty hiring enough personnel. Executives have begun new programs to hire and train engineers and technicians in collaboration with technical schools across more than 30 planets, with diversity-forward policies promoting and celebrating the inclusion of ever more faiths and philosophies at the company. This rapid expansion has triggered persistent growing pains, particularly as the numerous religious tenets come into conflict on manufacturing floors and in board rooms alike. Strangely, the Hylaxian employees seem to start the most arguments. Seeing Hylaxian principles presented as a mere corporate facet rather than as a unifying philosophy tends to inspire uncharacteristic outbursts in shirrens of that faith, despite their peaceful goals.
The first starships UIE made were mid-sized, well-defended designs like the [[Hiveguard|UIE Hiveguard]], designed for deep exploration in dangerous areas. The company struggled to find a niche in which to compete with Starhive and Hivonyx, but found a market in customers who wanted to explore the galaxy and needed more firepower than Hivonyx provided at a lower cost than Starhive could offer. From the tiny [[Petaltail|UIE Petaltail]], which fits a single individual, to the much larger Hiveguard, which suits mercenaries and small corporations, many customers make UIE vehicles their ship of choice. The company offers customizable exteriors to suit shirren clientele but uses insectile features that aren't off-putting to humans, lashuntas, or ysoki, ensuring its designs suit non-shirrens as well.
''Manufacturer's Perk:'' UIE's ships are built for exploration and adventure, often with minimal crews. UIE starships can be operated with a crew 10% smaller than what is listed for the frame (minimum complement 1).
A green tendril emerges from the back of your neck. You can retract or extend it as a move action. It's not prehensile, but you can use a standard action to touch it to another willing creature and connect your minds. Your tentacle remains in contact with this creature until they're no longer in your reach or you use a move action to detach the tentacle. During contact, you and the target can communicate with each other as if you both had telepathy. When you and the target are connected by the tendril, you both automatically succeed at attempts to [[aid another]] and provide [[covering fire]], but only when doing so for each other.
<div class= "table-wrapper">
|Augmentation | Level | Price | System | Reach |h
|unity tendril mk 1 | 6 | 4,200 | spinal column | 5 ft. |
|unity tendril mk 2 | 10 | 17,300 | spinal column | 10 ft. |
|unity tendril mk 3 | 14 | 63,000 | spinal column | 15 ft. |
</div>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Special Abilities' sort:'] -[list[Special Abilities]'>>
</div>
Your [[Diplomacy]] checks to [[change a creature's attitude|Change Attitude]] are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can't have their attitudes improved using the Diplomacy skill unless the GM says otherwise).
When using a language-dependent improvisation that affects an enemy, you can use the improvisation against that enemy even if the two of you do not share a language.
Sold in enchanted vials that hold one application each, //universal solvent// is a magical chemical mixture that can dissolve almost every known substance in the galaxy. (//Universal solvent// can't damage creatures.) As a standard action, you can splash //universal solvent// on an object. If a creature holds or wears the item, you must hit with a melee attack against that creature's EAC. One application of solvent can cover five objects of light bulk, one object of 1 bulk, or a 5-foot area of a surface. When the solvent's vial is emptied, it leaves a clean, empty vial with no residue.
Universal solvent dissolves adhesives instantaneously, including the strands released by [[stickybomb grenades]], provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent's type. As a full action, a creature can wipe off an application of //universal solvent//, ending the solvent's effect on the cleaned object (but not the object used to clean it).
If an object is exposed to //universal solvent// for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent's hardness suppression exceeded the object's actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness.
Universal solvent comes in the following types.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Hardness Suppression |h
|//universal solvent (basic)// | 5 | 500 | — | 10 |
|//universal solvent (concentrated)// | 9 | 2,000 | — | 20 |
|//universal solvent (forte)// | 13 | 7,500 | — | 30 |
|//universal solvent (regia)// | 17 | 36,000 | — | 40 |
</div>
Anything is possible when broken into its simplest components, even complex actions. You can attempt any skill check untrained, and you can always take 10 to [[recall knowledge]] or [[identify a creature]]. When attempting a skill check untrained, you gain an insight bonus to that check equal to your Constitution bonus plus the number of Entropy Points in your entropic pool.
The creature has no Constitution score or modifier. Any DCs or other statistics that rely on a Constitution score treat the creature as having a score of 10 (+0). The creature is immediately destroyed when it reaches 0 Hit Points. An unliving creature doesn't heal damage naturally, but a construct can be repaired with the right tools. Spells such as //[[make whole]]// can heal constructs, and magic effects can heal undead. An unliving creature with [[fast healing]] still benefits from that ability. Unliving creatures don't breathe, eat, or sleep. They can't be raised or resurrected, except through the use of //[[miracle]]//, //[[wish]]//, or a similar effect that specifically works on unliving creatures.
//Format:// ''Other Abilities'' unliving.
You have a profound supernatural connection to the Negative Energy Plane and areas linked to that plane, such as black holes. The Void might have altered your body or mind, and your link to the Negative Energy Plane leaves you profoundly aware, with absolute confidence, of the final fate of the universe. In time, everything in the galaxy will collapse and be absorbed by the Void; suns will die, and planets will cease their monotonous rotation until all matter finally fades from universe. You might even feel compelled to hasten others toward this ultimate destiny.
''Focal Paradox:'' Fortitude saving throws
''Improved Anchor:'' Once per day as a full action, you can target a single item of up to 2 Bulk and within 30 feet and drain it of all charges. If the item is in someone’s possession, that creature can resist this effect with a successful Fortitude saving throw.
''Greater Anchor:'' You mind has been hardened against traumatic effects. When you succeed at a Will save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.
<div class="statblock">
* <<levels>>
* ''School'' enchantment
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' instantaneous
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
Embri cast this spell to shame other embri who break decorum, and precogs manifest this spell by revealing a creature’s true future appearance. If the target fails the saving throw, nonmagical disguises or face coverings fall away harmlessly, revealing the creature’s face or otherwise showing its real identity. A shapechanger must revert to its true form. A creature can’t successfully disguise itself, change its shape, or use a magic item to alter its appearance again for 10 minutes. During this time, the creature can’t be the target of another’s attempt at a nonmagical disguise, but it can be the target of another’s disguising magic.
If, when you cast this spell, the effect disguising a creature is magical (other than a shapechanger’s capabilities), you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the level, item level, or CR of the effect’s creator. If you succeed, the magic is dispelled and can’t be renewed for 10 minutes. This spell has no effect on artifacts or deities.
With a glance, you can fill your foes with regret for their wasted potential.
''Prerequisites:'' [[Frightful]], one other manifestation.
''Gift:'' You gain a [[gaze]] attack that causes foes within 30 feet of you to become shaken for 1d3 rounds unless they succeed at a Will saving throw. As a swift action, you can suppress or reactivate this ability, which is a mind-affecting fear effect. A creature that succeeds at the saving throw is immune to your unnerving gaze for 24 hours.
''Stain:'' You have an unsettling aura. When you attempt a [[Bluff]] or [[Diplomacy]] check, roll twice and take the worse result. It also takes you twice as long to use the gather information task of the Diplomacy skill.
Your drone looks like a mundane domestic drone of the same size. With 10 minutes of work, you can alter cosmetic aspects of your drone's appearance to make it look like other domestic drones in a local building or area. ~~Your drone gains the unobtrusive envoy expertise talent but uses your total [[Engineering]] skill modifier to determine the DC to notice it.~~ The GM rolls an [[Engineering]] check in secret; the result is the DC for the Perception check of anyone attempting to pierce your drone's disguise, as per the [[change appearance]] task*. If your drone is not drawing attention to itself, other creatures do not usually get to attempt a Perception check to pierce its disguise. If creatures are being particularly alert for suspicious activity (such as security personnel on a starship or space station), it's assumed that such observers are taking 10 on their Perception checks.
@@font-size:80%; * revised ruling, pending errata@@
As a standard action, you distort the kinesthesia of a target creature within 30 feet. Until the end of your next turn, the first time the creature moves from its space, it gains the [[flat-footed]] condition and treats the first square it enters as difficult terrain each time it uses a move action (Fortitude negates all of these effects). At the end of each of its turns, the target can attempt another Fortitude save, ending the revelation’s ongoing effects. If you’re attuned or fully attuned when you score a critical hit against a creature, you can attempt to use this revelation as a swift action against that creature rather than as a standard action until the end of your next turn. Once you’ve targeted a creature with this revelation, it becomes immune to your unpredictable gravity for 24 hours.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one unattended hybrid or magic item
* ''Duration'' instantaneous
* ''Saving Throw'' Fortitude negates (object)
* ''Spell Resistance'' no
</div>
You unravel the magic imbuing a magic item, permanently removing its magical properties. To do so, you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the item’s level, or 5 + a consumable item’s level. If you succeed, the item becomes nonmagical, but its physical properties remain unchanged. This spell has no effect on artifacts. If you unravel a non-consumable magic item of an item level of 4 or higher, you can harvest a portion of the unraveling energy. Divide the item’s level by 4, and you can gain one spell slot of that level or lower. That spell slot vanishes if you fail to use it within 24 hours or after you rest to regain the use of daily-use abilities, whichever comes first.
<div class="statblock">
* <<levels>>
* ''School'' conjuration ([[creation]])
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' one invisible, mindless, shapeless servant
* ''Duration'' 1 hour/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
The spell conjures an [[invisible]], mindless, shapeless force that performs simple tasks at your command (a move action). It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It has an effective Strength score of 2 (so it can lift up to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). It can trigger traps and such, but it can't exert enough force to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant can't fly, climb, or swim (though it can walk on water). Its land speed is 15 feet.
The servant can't attack in any way; it is never allowed to make attack rolls. It can't be killed, but it dissipates if it takes 6 or more damage from area attacks; it gets no saving throws against attacks.
You tap into your inner focus, allowing you to cast spells even in dire situations.
''Prerequisites:'' Ability to cast spells, character level 3rd.
''Benefit:'' You can concentrate sufficiently to cast spells while subject to violent weather or attempting Constitution checks to hold your breath. You can concentrate sufficiently to cast spells while subject to violent weather or attempting Constitution checks to hold your breath.
''Normal:'' A creature that's in violent weather or attempting Constitution checks to hold its breath can't concentrate
enough to cast spells.
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' 60-ft. radius
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none; see text
* ''Spell Resistance'' no
</div>
You swap the space beneath your enemies with the gnashing maws, tentacles, and claws of hideous beasts from another reality. A foe in the area takes 4d6 damage per round and cannot move until it succeeds at a Reflex saving throw, which it can attempt at the end of each of its turns. At that point, the opponent can be affected again only if it leaves the spell's area and then returns.
A creature that takes damage from this spell 3 rounds in a row must succeed at a Fortitude save or be consumed by the unspeakable presences. That creature dies, and when the spell ends, its body and gear disappear into the realities from whence the presences came. This is a death effect. Only //[[miracle]]//, //[[warp reality]]//, and //[[wish]]// can bring back a creature slain this way.
When you strike multiple targets with a weapon with the [[line|Line (weapon property)]] special property, and the effect would be stopped due to a target taking no damage, and if that target does not provide [[total cover]] to creatures farther away, the remaining targets instead take half damage if the attack hits them. Additionally, if you score a critical hit with a line weapon, you can choose which target takes the effect of the critical hit.
Your attacks with weapons that deal energy damage slice through part of your target's resistances. If your attack with a weapon does not already overcome the target's [[energy resistance]], treat the target's energy resistances as though they were each 5 lower. At 15th level, treat the target's energy resistances as 10 lower.
<$list filter="[untagged[]!is[system]!is[shadow]]" template="$:/core/ui/ListItemTemplate" />
If you decide that none of the themes listed fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care.
!! General Knowledge (1st)
You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose.
!! Certainty (6th)
Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check.
!! Extensive Studies (12th)
Choose a skill that is a class skill for you. Once per day, you can reroll one such skill check before learning the results of the roll. You must take the second result, even if it is worse.
!! Steely Determination (18th)
Increase your pool of Resolve Points by 1.
"\\n" + def + " (.*?)(; |\\n)"
As a standard action, you can target one creature within 100 feet and tear back the veils of all worlds, overwhelming the target with a bewildering phantasmagoria. This causes the creature to gain the [[stunned]] condition for 3 rounds unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you've targeted a creature with this paradigm shift, you can't target that creature with this paradigm shift again for 24 hours.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./level)
* ''Targets'' one creature with CR lower than your level; see text
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
Your overwhelming presence bores into the target's mind, cowing its will. This turns it into an automaton-like guardian that protects you at all costs. As soon as it is able, the target mindlessly moves along the most direct route toward you and stops when it is within 10 feet of you (provoking attacks of opportunity for movement as normal). If you are being attacked in melee by a creature within 10 feet, the target instead takes the quickest route to intercept that creature from a square within 10 feet of you and attack it on your behalf.
While this spell is in effect, the target attacks any creature that attacks you in melee, though it can't move more than 10 feet from you to do so. If multiple creatures are attacking you in melee, you can choose which creature the target attacks on your behalf as part of combat banter. If you are the target of ranged attacks and your guardian is not attacking a melee assailant on your behalf, it moves to provide cover against the ranged attacks. Due to the strong momentary connection between you and your unwilling guardian, if you are the single target of a hostile creature's spell or effect, the creature must succeed at a caster level check (DC = 6 + your caster level) or the spell or effect instead targets your guardian. This spell has no effect on area of effect or multi-target spells or other effects that include you as a target.
When this spell ends, the target regains control of its faculties entirely and it knows and remembers that you used magic to control it. Once a creature has been the target of //unwilling guardian//, it can't be targeted with this spell again for 24 hours if cast by the same spellcaster.
While wearing heavy armor or powered armor, you gain a +4 insight bonus to your AC against bull rush, reposition, and trip combat maneuvers.
[[Androids]] can gain the benefits of certain armor upgrades by simply installing them into their bodies. This augmentation usually consists of a metallic recess in or attached to a chosen system (an arm, foot, hand, leg, or at the base of the spinal column). Regardless of whether you are wearing physical armor, you can install any one armor upgrade into this slot that could be installed into light armor. Regardless of the system, you can have only one upgrade slot graft installed.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|upgrade slot graft | 5 | 2,700 | see text |
</div>
Your drone gains a pool of Resolve Points equal to 1 per 2 levels it has (minimum 1). Your drone can spend 1 Resolve Point to make a full attack without requiring your direct control and at only the normal –4 penalty for a full attack instead of the –6 penalty. Your drone regains Resolve Points after a full 8-hour rest as normal.
<<list-links "[tag[Upgrades]sort[title]]" class:index>>
Starship weaponry can accommodate considerable modification, whether from corporate innovators or independent mechanics. A starship's crew can incorporate one or more of the following upgrades to a weapon by multiplying the weapon's BP cost by the listed value. Any restrictions on the types of weapons to which an upgrade can be applied are listed in the upgrade's entry.
<div class= "table-wrapper">
|Special Property | BP Cost Multiplier |h
|[[array]] | ×1 |
|[[automated]] | ×1.5 |
|[[deployed]] | ×2 |
|[[line|Line (starship weapon property)]] | ×1.75 |
|[[mystical]] | ×1.25 |
|[[smart]] | ×1.5 |
</div>
Dozens of new submachine gun models hit the market every year, yet few have matched the intersection of affordability and reliability achieved by the uppercut SMG.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|uppercut SMG, tactical | 4 | 2,100 | 1d6 P | 30 ft. | — | 14 rounds | 2 | L |[[analog]], [[automatic]] |
|uppercut SMG, advanced | 8 | 9,800 | 1d12 P | 30 ft. | — | 16 rounds | 2 | L |[[analog]], [[automatic]] |
|uppercut SMG, elite | 13 | 50,600 | 2d12 P | 40 ft. | — | 18 rounds | 2 | L |[[analog]], [[automatic]] |
|uppercut SMG, paragon | 18 | 380,000 | 4d12 P | 40 ft. | — | 20 rounds | 2 | L |[[analog]], [[automatic]] |
</div>
Urban terrain can be found in most settlements where the people have greatly exerted their influence over the surrounding environment, constructing buildings where they can live and work in comfort and laying well-defined roads, usually paved. This type of terrain can occur in just about any biome, and it often supersedes the environmental effects of that biome. Urban terrain can include space stations, and it is often replete with technology. The most common rules sections to reference when using urban terrain are Settlements, Structures, and [[Vehicles|Vehicle Rules]], as well as [[Breaking Objects]] and sometimes [[Radiation]].
!! Stealth And Detection In Urban Terrain
In a settlement with wide, open streets, the maximum distance at which a creature can succeed at a [[Perception]] check to detect the presence of others is 2d6×10 feet. In a settlement where the buildings are more crowded, standing close together, this distance is 1d6×10 feet. The presence of crowds might reduce this distance.
Thanks to twisting side streets and vehicles that can provide cover, it's usually easy for a creature to use [[Stealth]] to hide in a settlement. In addition, settlements are often noisy, making Perception checks that rely on sound more difficult, usually increasing the DC of the check at the GM's discretion.
You have an intuitive understanding of built environments and how people move through them.
''Prerequisites:'' [[Sense Motive]] 5 ranks.
''Benefit:'' While in urban environments, you can use the [[Survival]] skill to [[follow tracks]] (with a base DC of 15), [[live off the land]], and [[orienteer]]. You gain a +2 insight bonus to such checks. In addition, if you spend 1d4 hours in a settlement, you can take 20 on [[Culture]] checks to [[recall knowledge]] about that settlement as if you had access to a downloaded data set.
Dykon, one of Bretheda's numerous moons, is legendary for its entirely silicon-based ecosystem. While many carbon-based life-forms from other Pact Worlds have since settled there, mining valuable crystals and hunting the silicon predators for their biologically produced superconductors, the world's crystalline forests and faceted plateaus have also produced their own intelligent races, most notably the famed urogs.
Urog anatomy can be deceptive. When encountered in their everyday or "traveling mode," they almost resemble crystalline slugs or snails, their shimmering shell-scales hanging down almost to the ground and hiding their limbs as they float along like hovercrafts on a thin cushion of electromagnetism produced by microscopic cilia. It's only when they're in "engagement mode"—whether that means mating, fighting, or interacting directly with other races or their environment—that they rear up and unfold their multiple sets of articulated limbs. While every urog has a powerful beak adorning its head-stalk, this is used solely for fighting and reproduction. Food consumption actually occurs underneath an urog, as it uses the localized electromagnetic effects of its cilia to gradually break molecular bonds and tear tiny pieces off whatever it's consuming. These "bites" are so microscopic that it's often hard for other races to even tell what's happening, with the item in question simply eroding steadily without any obvious markings. Though this allows urogs to eat nearly anything, breaking off and absorbing only the molecules they need and leaving aside the ones they don't, they prefer the silicon-based plant life of their home. This peculiar method of absorbing nutrients also makes them nearly impossible to poison or drug, as their bodies simply discard any unnecessary ingested molecules.
With plenty of options for food and few predators thanks to their size and sturdy frames, urogs are free to spend most of their time in contemplation. Constantly inspired by the complex geometry of their crystalline world, they wander seemingly at random across the moon's surface, alone or in loose coalitions, working on mathematical problems or conducting enigmatic experiments. Their languid pace belies their exceedingly sharp intellect; indeed, it is likely because of their laser-like focus on unlocking the galaxy's most esoteric mathematical and scientific secrets that they can be somewhat slow to react to external stimuli.
Urogs often become single minded in finding the most efficient solution to a problem, spending untold hours just to shave seconds off a given process. This reputation for exactitude has made the crystalline creatures sought-after astrogators, consultants, engineers, and scientists in the Pact Worlds, though most members of other races who work with them acknowledge that such relationships can be challenging, to put it mildly. Though largely friendly—at least by their own standards—urogs are creatures with little appreciation for social niceties. A bored urog will think nothing of tuning out the person speaking to them or even wandering away entirely, regardless of how powerful the speaker may be, or how potentially life-threatening the matter they're discussing. Even those who do prove themselves worthy of an urog's attention must still deal with its brusque personality. Urog emotions are difficult for most other creatures to understand, and resolve primarily around the satisfaction of solving a problem, disappointment at failure, or the excitement of a promising line of inquiry. As such, urogs readily point out mistakes, whether their own or others'. While this is in the interest of improving performance and achieving better results, few humans have the patience and poise to graciously accept an enthusiastic urog's stream of constant criticism.
Urogs who choose lives of adventure often do so because they believe mathematical and scientific secrets hide in pockets of the galaxy that simply can't be observed from their limited vantage point on a small moon—and often because they distrust the rigor of the scholarship produced by other species. Urogs who leave Dykon for long periods sometimes suffer an attenuation of their race's special abilities, likely due to their changed diet and lack of certain electrical fields normally provided by the moon itself. Most successful spacefaring urogs eventually see the value in assisting their less deliberate companions, and they make excellent engineers and science officers on ships that have enough room for the large creatures and their overbearing personas.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Cha
* ''Hit Points:'' 6
* ''Size and Type:'' Urogs are Large magical beasts with a space of 10 feet and a reach of 5 feet.
* ''Blunt:'' Urogs are matter-of-fact creatures who value frankness and getting to the heart of a matter far more than protecting the feelings of others. Urogs take a –2 penalty to [[Bluff]] and [[Diplomacy]] checks.
* ''Darkvision:'' Urogs have [[darkvision]] with a range of 60 feet.
* ''Electrical Resistance:'' Urogs have electricity [[resistance]] 5, which stacks with one other source of electricity resistance.
* ''Electrolocation:'' An urog who is in contact with a crystalline or metallic surface can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as [[blindsense]] (vision).
* ''Limited Telepathy:'' Urogs have [[limited telepathy]] with a range of 30 feet.
* ''Low-Light Vision:'' Urogs have [[low-light vision]].
* ''Plodding:'' Urogs have a base speed of 20 feet.
* ''Skilled:'' Urogs gain an additional skill rank at 1st level and each level thereafter.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* N Huge magical beast
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]], [[blindsense]] (vibration) 30 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +14; ''Will'' +9
* ''Defensive Abilities'' [[ferocity]]; ''Resistances'' cold 20
!!! OFFENSE
* ''Speed'' 40 ft., burrow 20 ft.; ice burrow
* ''Melee'' bite +23 (2d10+18 P plus freezing saliva) or claw +23 (2d10+18 S)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' coat claws, freezing saliva, spit
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; Int –3; ''Wis'' +1; ''CR'' 10
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +24, [[Survival]] +19
* ''Other Abilities'' hibernation
!!! ECOLOGY
* ''Environment'' any arctic (Triaxus)
* ''Organization'' solitary, pair, or hive (3–10)
!!! SPECIAL ABILITIES
''Coat Claws ([[Ex]])'' As a standard action, an ursikka can coat its pincerlike claws with freezing, viscous saliva. This coating lasts for 1 minute. Any creature hit by an ursikka's coated claws takes an additional 2d10 cold damage (Reflex DC 17 half).
''Freezing Saliva ([[Ex]])'' The saliva that drips from an ursikka's mouth is sticky as well as cold, and any creature hit by its bite or spit attack becomes [[entangled]] for 1d4 rounds (Reflex DC 17 negates). At the end of each turn they're entangled, a creature takes 2d10 cold damage. An entangled creature can end the entangled condition early with a successful DC 17 [[Acrobatics]] or Strength check as a standard action, or by dealing 15 points of fire or slashing damage to the saliva.
''Hibernation ([[Ex]])'' An ursikka can enter a prolonged state of hibernation by weaving a cocoon from its spittle. It takes 1 uninterrupted hour of work for an ursikka to create this cocoon and an additional 24 hours for the cocoon to fully harden, after which it has hardness 10 and 100 Hit Points. While hibernating, an ursikka doesn't need to drink or eat. As long as the cocoon remains intact, the ursikka remains unharmed in its hibernation. An ursikka must use its attacks to break free from its cocoon.
''Ice Burrow ([[Ex]])'' Ursikkas have evolved to thrive in icy climes that are inhospitable to most other creatures. In addition to dirt, ursikkas can burrow through solid ice and through packed snow of any density.
''Spit ([[Ex]])'' As a standard action, an ursikka can spit a 60-foot line of its saliva. Creatures in the area take 6d10 cold damage and become [[entangled]]. A successful DC 17 Reflex save halves the damage and negates the entangled condition.
</div>
Populating Triaxian children's horror tales, ursikkas roam the Triaxian wilderness during the wandering planet's winter years. These enormous, nightmarish praying mantises stretch 20 feet in length and stand as tall as 25 feet—mostly due to the long, slender walking legs on which they skitter with an eerie speed. Ursikkas' grasping forelimbs each end in sharp pincers capable of shearing flesh from bone, and their three-part maws can open wide enough to swallow humans whole. Freezing saliva drips from their gnashing mandibles, which can injure and trap prey.
Ursikkas are endlessly hungry creatures that act primarily on instinct. As such, they view all smaller creatures as food. During their planet's long winters, ursikkas terrorize Triaxus's extensive rural lands to secure the several tons of meat they need each week to survive. They prefer to consume large, cold-blooded creatures, but hungry ursikkas pursue any viable prey, particularly victims that seem sluggish and easy to catch.
As winter draws to a close, ursikkas become especially ravenous as they prepare for a long hibernation in their summer abodes: cocoons constructed from their own freezing saliva. The cocoons' temperature resistance makes it an exceptional insulation material for delicate machinery, and Triaxian factories long ago devised chemical baths that make the cocoons more pliable. Freelance hunters can collect considerable bounties for these cocoons. Summerborn ryphorians actively seek and destroy slumbering ursikkas—not only to profit off their cocoons and hides, but also to cull the predators before they awaken the next winter and pose an active threat to communities. These local crews and hunting teams periodically join forces, each benefiting from the others' aid. Their joint hunting ventures are limited to the summer seasons. This is in part because ursikkas almost always consume their cocoons to recoup the expended nutrients when they emerge in winter, and also because hunting hibernating ursikkas is safer than tracking active ones. The creatures are still ferocious even in summer, but their saliva production slows considerably during hibernation, and unless an awoken ursikka can eat enough to build a new cocoon, it often dies from exposure. Disturbed ursikkas sometimes rampage in the verdant summer wildernesses, desperate to eat and then return to sleep.
Thanks to their tempestuous tempers and voracious appetites, ursikkas typically live solitary existences. However, where prey is abundant, ursikkas sometimes live in pairs or, rarely, in small hives. Even then, they typically hunt alone and fiercely guard their kills from their kin.
!! Ursikka Hide Armor
{{Ursikka Hide}}
The fierce insects of Triaxus's southern glacier evolved sharp claws and heavy fur to contend with the planet's long, harsh winters. Enterprising ryphorians have long used these materials to bolster their own survival prospects,
salvaging everything they can from the slain or fallen beasts. The lightweight, curved carapace plates provide protection from wind, water, and weapons, while the layer of ursikka fur underneath traps heat. A fur-lined hood, gloves, and boots complete the cold-weather protection, and the traditional model grants [[resistance]] 10 to cold.
For those unwilling to face down an ursikka—or, as in the case of most, whose worlds lack the fearsome creature's presence in the first place—manufacturers produce a similar but synthetic version of ursikka carapace, using lab-created lightweight plating and synthetic fibers for insulation. Though easier to produce, the lightweight synthetics don't provide quite the same level of protection from the elements without getting extremely bulky; a synthetic carapace grants only [[resistance]] 5 to cold.
Because their design and coloration reflect so much of the natural world around them, both models of ursikka carapace grant a +4 circumstance bonus to [[Stealth]] checks to hide in an arctic environment.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|ursikka carapace, synthetic | 5 | 4,000 | +2 | +3 | +4 | – | – | 0 | L |
|ursikka carapace, traditional | 11 | 41,000 | +13 | +15 | +6 | – | – | 2 | L |
</div>
Some of the most intrepid hunters seek out [[ursikkas]]—and wily scavengers often search the tundra for fallen ursikka bodies—to harvest their hides. Ursikka hides are light, supple, and have an insulating quality that traps body heat, making them an ideal material for cold weather gear and clothes. Talented armorsmiths can create flexible light armor from this leather, which grants cold resistance in addition to the benefits listed on the table below. Basic ursikka hide armor provides cold resistance 10, and the resistance increases to 15 and 20 for advanced and elite suits respectively.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|ursikka hide, basic | 9 | 12,500 | +9 | +9 | 7 | — | — | 1 | L |
|ursikka hide, advanced | 13 | 46,500 | +15 | +16 | 7 | — | — | 2 | L |
|ursikka hide, elite | 17 | 240,000 | +20 | +20 | 8 | — | — | 3 | L |
</div>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* CE Large outsider (chaotic, evil, extraplanar, incorporeal)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +18
''Aura'' [[frightful presence]] (30 ft., DC 18)
!!! DEFENSE
* ''HP'' 120
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +8; ''Ref'' +8; ''Will'' +14
* ''Defensive Abilities'' [[incorporeal]], [[void adaptation]]; ''Immunities'' disease, fire, poison; ''Resistance'' cold 10, electricity 10
!!! OFFENSE
* ''Speed'' 30 ft., fly 40 ft. ([[Su]], perfect)
* ''Melee'' slam +18 (3d4+9 B) or bite +16 (3d4+9 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' frightful feast
''Spell-Like Abilities'' (CL 9th; ranged +18)
** 1/day—//[[fear]]// (3rd level, DC 20), //[[suggestion]]// (DC 20), [[summon allies]] (1 ursine horror 35%)
** 3/day—//[[force blast]]// (DC 19), //[[mind thrust]]// (2nd level, DC 19), //[[hold person]]// (DC 19), //[[zone of truth]]// (DC 19)
** At will—//[[detect thoughts]]// (DC 18), //[[fear]]// (1st level, DC 18)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +2; ''Con'' +4; ''Int'' +3; ''Wis'' +3; ''Cha'' +6
* ''Skills'' [[Intimidate]] +22, [[Sense Motive]] +22, [[Survival]] +17
* ''Languages'' Abyssal, Common (can't speak); [[telepathy]] 100 ft.
* ''Other Abilities'' penetrating fear, [[spaceflight]] (Survival)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Frightful Feast ([[Su]])'' An ursine horror preys on those who are afraid of it. Once per turn when it moves, the ursine horror can move through the space of a creature with the [[frightened]] condition. When it does, the creature takes nonlethal damage equal to the ursine horror's CR (9 for a typical ursine horror); a successful DC 18 Will save negates this effect. The ursine horror gains temporary HP equal to the damage it inflicts. This is a mind-affecting fear effect.
''Penetrating Fear ([[Su]])'' When an ursine horror casts //[[fear]]//, the spell-like ability affects living creatures with a CR equal to or less than the ursine horror's CR (9 for a typical ursine horror).
</div>
Ursine horrors are incorporeal, bear-shaped outsiders that range the cosmos, feasting on people's fears. Some [[uplifted bears]] believe them to be former members of that species who, confronted with the cruel and capricious nature of the universe, fell from grace and were transformed. Regardless, they appear on the Material Plane as incorporeal creatures of malevolent hellfire, burning through space like ghostly comets. An ursine horror wields telepathic powers, clawing at the mind of its victim. Once their prey becomes frightened, the ursine horror feeds on that fear. Ursine horrors are territorial, ranging across a star system; when not hunting for prey, they hibernate near Drift beacons.
<div class="statblock">
* ''CR'' 15; ''XP'' 51,200
* CN Large aberration
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft. ''Perception'' +25
!!! DEFENSE
* ''HP'' 235
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +13; ''Ref'' +11; ''Will'' +20
* ''Defensive Abilities'' protective tablets, [[unflankable]], [[void adaptation]]; ''SR'' 26
!!! OFFENSE
* ''Speed'' fly 50 ft. ([[Su]], perfect)
* ''Melee'' slam +24 (5d8+20 B)
* ''Ranged'' eye beam +22 (4d6+15 E plus [[dazzled]] [DC 23])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 15th)
** 1/day—//[[greater dispel magic]]//, //[[waves of fatigue]]//
** 3/day—//[[confusion]]// (DC 24), //[[cosmic eddy]]// (DC 24), //[[mind thrust]]// (4th-level, DC 24), //[[overload systems]]// (DC 24)
** At will—//[[charm monster]]// (DC 23), //[[mystic cure]]// (3rd-level)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +7; ''Int'' +9; ''Wis'' +5; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +26 (+34 to fly), [[Life Science]] +22, [[Mysticism]] +31, [[Physical Science]] +22, [[Sense Motive]] +22
* ''Languages'' Abyssal, Celestial, Common, Infernal, Ursolhan; [[telepathy]] 100 ft.
* ''Other Abilities'' [[constructed|Synthetic Template Graft]], [[synthetic|Synthetic Template Graft]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Eye Beam ([[Ex]])'' As a ranged attack, an ursolha can fire a beam of electricity with a range increment of 100 feet. A target hit by this attack must succeed at a DC 23 Reflex save or be [[dazzled]] for 1 round.
''Protective Tablets ([[Ex]])'' As a reaction to taking energy damage, an ursolha can gain [[resistance]] 10 against that damage type that lasts until the beginning of the ursolha's next turn. This resistance applies to the damage that triggered the reaction. An ursolha cannot use this ability if they are [[grappled]].
</div>
The construct-like floating obelisks known as ursolhas usually stand around 15 feet tall and weigh several dozen tons. Each of the four sides of their bodies have a vertical row of three glowing, circular eyes. A mass of twitching tentacles protrudes from their base, much like an aberrant cephalopod, though they generally don't use these for locomotion. Scattered strange tablets covered in indecipherable glowing runes orbit about them and can absorb energy attacks. Despite their appearance, an ursolha is a living being, though some of their traits lead many scholars to believe they are partially synthetic, much in the same way as androids. Their coloration can range from sandy browns to stone grays.
There have been only a handful of reports of ursolha encounters, and no two of these rendezvous have been the same. Ursolhas have been reported digging up artifacts, harvesting fruit, pouring over data slates, dissecting living creatures, and performing a wide array of other activities. They've both worked peacefully with individuals and attacked others on sight. No one is certain what drives ursolhas, and while they are clearly intelligent beings capable of understanding a number of languages, they rarely speak anything other than their own tongue, Ursolhan, which has proven difficult to translate. Some xenolinguists who have spent extended periods studying the rare language have reported being plagued with terrible nightmares and waking visions.
Like using skills in different circumstances, using a skill in combat usually (but not always) requires taking an action. The action required when using a skill depends on the skill and the specific task you're trying to accomplish.
There are three types of special abilities: extraordinary, spell-like, and supernatural. Special abilities often carry the parenthetical abbreviations ([[Ex]]), ([[Sp]]), or ([[Su]]) to indicate whether they are extraordinary, spell-like, or supernatural abilities.
Using a special ability is usually a standard action, unless it is an ongoing ability or the ability says otherwise. In rare cases, an ability might take a full action or a move action to activate. In most cases, a use-activated special ability cannot be activated as a swift action. Using a spell-like ability typically provokes [[attacks of opportunity]] unless stated otherwise.
<div class="statblock">
* <<levels>>
* ''School'' illusion (shadow)
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Area'' 60-ft. radius
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will disbelief and Reflex partial; see text
* ''Spell Resistance'' yes
</div>
You create a quasi-real apocalypse to tear through the area, causing several effects. When the spell first takes effect, illusory hellfire crashes to the ground, dealing 6d6 fire damage to your enemies in the area. Creatures can attempt a Will saving throw to disbelieve the fiery vision and take only half damage.
Then, for the duration, two more effects continue. An illusion makes the ground appear to be unstable crust over lava, which your foes treat as difficult terrain. Grasping hands appear to reach out from the ground to grab at enemies. Each time an enemy starts its turn in the area, it must succeed at a Reflex saving throw or be unable to leave its space for the turn.
Creatures that you generate using the system presented in this section require a few special considerations, both in and out of starship combat.
''Resolve Points:'' A starship creature has a number of Resolve Points equal to 3 + its tier divided by 5, which it can use for crew actions that require spending Resolve Points.
''Restoring Hull Points and Shield Points:'' Most starship creatures regain Hull Points outside of combat at a rate of 1 per hour. During combat, a starship creature can use the [[divert]] engineer crew action to attempt to regain a number of Shield Points equal to 1-1/2 ×
its tier.
''Destroying a Starship Creature:'' Generally, a starship creature that is reduced to zero Hull Points is destroyed, rather than disabled, though such a creature may simply be gravely wounded and may still be able to retreat or recover, at the GM's discretion.
You can spend 1 Resolve Point as a reaction when you or an adjacent ally successfully saves against a spell to absorb the spell's formula into your [[spell cache]]. The spell's formula remains in your spell cache for a number of rounds equal to your Intelligence modifier, and as a swift action or move action you can attempt to decode the spell by succeeding at a [[Mysticism]] check (DC = 10 + 5 × the level of the spell); you can instead attempt a [[Computers]] check with the same DC if the spell is on the technomancer spell list. Once you have deciphered the spell, temporarily add it to your list of spells known as a technomancer spell. After you cast this spell, the formula is erased from your spell cache. You must have a spell cache to select this magic hack.
<div class="statblock">
* <<levels>>
* ''School'' abjuration
* ''Casting Time'' 1 reaction
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' one spell
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You override the will of another spellcaster, taking control of their spell. As a reaction when you observe a spell being cast within range, you can cast this spell. If you do, you can attempt a dispel check (1d20 + your caster level). The DC equals 11 + the other spellcaster’s caster level + 2 per level of the spell above 4th. If you succeed, you determine the spell’s parameters as if you had cast it. This spell has no effect on artifacts or deities.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium vermin
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 30 ft.; [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +7; ''Ref'' +9; ''Will'' +4
* ''Resistances'' electricity 5 (10 vs. nonlethal electricity)
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +14 (1d6+8 P) or shock tendril +14 (1d6+5 E nonlethal plus [[grab]]; critical [[stagger]])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (30 ft. with shock tendril)
* ''Offensive Abilities'' strobe
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +2; ''Int'' —; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Stealth]] +11
!!! ECOLOGY
* ''Environment'' any hill, mountain, or urban
* ''Organization'' solitary, pair, or scintillation (3–8)
!!! SPECIAL ABILITIES
''Shock Tendril ([[Ex]])'' An utesra can lash with its electrically charged dorsal stalk. This attack lets the utesra ensnare the target per the [[grab]] ability, though the attack result is compared to the target's EAC to determine whether the creature is [[grappled]] or [[pinned]]. Anytime the utesra renews the grapple, it also deals the tendril's damage and repositions the target 5 feet closer to the utesra, plus 5 more feet for every 5 by which the attack exceeds the target's EAC + 4. If the target ends the forced movement within the utesra's normal reach, it can bite the target as a move action. A creature can sever a shock tendril by dealing 20 points of slashing damage to it (the tendril has the same AC as the utesra). An utesra can regenerate a severed tendril over the course of a week.
''Strobe ([[Ex]])'' As a standard action, an utesra can flicker one or more of its dorsal stalks until the beginning of its next turn, creating subtle, calming electromagnetic vibrations. The utesra can maintain this strobing each round as a move action. Any creature other than an utesra within 60 feet of the utesra and able to see the display becomes [[fascinated]] (Will DC 13 negates) for as long as the utesra continues to strobe, though threatening actions can potentially break the effect as normal. A creature that succeeds at this saving throw is immune to the strobe of utesras (but not [[utesra phylarchs]]) for 24 hours. The utesra can't concurrently use a stalk to create a shock tendril and to strobe.
</div>
<<section 'Utesra Phylarch'>>
Utesras evolved on the rain-ravaged planet of Gaskar III in Near Space. Often simply called "cliff anglers," they are insectile predators adapted to clinging to wet escarpments and luring prey within reach using hypnotic light displays. A series of electrocyte-dense organs run along an utresa's thorax, head, and hunting tendrils, allowing the creature to sense its surroundings with sonarlike pulses, create soft flashes of light and direct painful shocks. The haunting lights have spawned cautionary tales that mirror those of the will-o'-wisp, warning travelers against wandering toward the promise of lights spotted in the rain and fog.
Utesras are obligate parasitoids, able to reproduce only by incubating their eggs in others' flesh. The common utesra is merely a voracious larval form of the organism, and only after feeding consistently and molting repeatedly does the larva develop into an adult, referred to as an utesra phylarch. Phylarches incapacitate larger prey to lay their eggs in, typically abandoning the host in a relatively dry location until the eggs can hatch. In rare cases a phylarch even shadows its hosts for days, chasing off other predators like an ill-intentioned guardian.
Although stealthy, utesras favor ambushes over patiently stalking victims. However, ongoing settlement of their longstanding habitat has led to an increase in aggressive and opportunistic behavior. In addition to utesras increasingly breaking into small houses on Gaskar III, several medical evacuations of utesras' victims have accidentally spread the vermin beyond that planet. Most infamously, a crew of biological surveyors attempted to flee to Absalom Station after being attacked by a phylarch, but by the time the starship emerged from the Drift, juvenile utesras had hatched and overrun the ship, killing its crew. The ship later crashed into Akiton, and the surviving utesras have since spread along the planet's Edaio Rift as an invasive species—especially in the cliff city of Maro, where they prey upon humanoids. The creatures' affinity for cliffs has even resulted in their taking over old skyscrapers and other artificial structures to form deadly hunting platforms where their haunting lures blend in with other urban lights.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Large vermin
* ''Init'' +3; ''Senses'' [[blindsense]] (vibration) 30 ft.; [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +13; ''Will'' +10
* ''Resistances'' electricity 10 (20 vs. nonlethal electricity)
!!! OFFENSE
* ''Speed'' 30 ft., climb 30 ft.
* ''Melee'' bite +23 (4d6+19 P) or ovipositor +23 (3d8+11 P plus injection; see text) or shock tendril +21 (3d8+11 E nonlethal; critical [[stagger]])
* ''Space'' 10 ft.; ''Reach'' 10 ft. (40 ft. with shock tendril)
* ''Offensive Abilities'' strobe
!!! STATISTICS
* ''Str'' +8; ''Dex'' +3; ''Con'' +5; ''Int'' —; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Stealth]] +20
!!! ECOLOGY
* ''Environment'' any hill, mountain, or urban
* ''Organization'' solitary, pair, or scintillation (1 phylarch plus 2–6 [[utesras]])
!!! SPECIAL ABILITIES
''Injection ([[Ex]])'' When an utesra phylarch hits a target with its ovipositor, it can attempt a second attack with a +23 bonus against the same target's EAC as a move action. If it hits, it deals 3d8+11 acid damage and exposes the target to utesra incubation (see below) by injecting a cluster of eggs into the target. Once an utesra phylarch deals this acid damage, it can't use its injection again for 2d6 hours.
''Shock Tendril ([[Ex]])'' See [[utesra]].
Strobe ([[Ex]]) As [[utesra]], but the Will save DC is 18.
!!! Utesra Incubation
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 18
* ''Track'' [[physical|Physical Disease Track]]
* ''Frequency'' 1/day
* ''Effect'' No latent state; if the infected creature dies, 1d4+3 juvenile [[utesras]] hatch and devour the corpse over the course of 1d4 days.
* ''Cure'' 2 consecutive saves
</div>
!! Retagger
<div class="tc-search">
"""
Change:
<$edit-text tiddler="scratch" field="old-tag" tag="input" placeholder="old tag" />
To:
<$edit-text tiddler="scratch" field="new-tag" tag="input" placeholder="new tag" />
"""
<$list filter='[tag{scratch!!old-tag}count[]]' template="plain" /> tags will be changed.
<$button>Execute
<$list filter='[tag{scratch!!old-tag}]'>
<$fieldmangler tiddler=<<currentTiddler>>>
<$action-sendmessage $message='tm-add-tag' $param={{scratch!!new-tag}} />
<$action-sendmessage $message='tm-remove-tag' $param={{scratch!!old-tag}} />
</$fieldmangler>
</$list>
</$button>
<$button>Clear
<$action-setfield $tiddler='scratch' old-tag='' />
<$action-setfield $tiddler='scratch' new-tag='' />
</$button>
!! Add "Tables" tag to table tiddlers.
<$list filter='[prefix[Table:]!tag[Tables]count[]]' template="plain" /> table tiddlers untagged.
<$button>
<$list filter='[prefix[Table:]!tag[Tables]]' >
<$fieldmangler>
<$action-sendmessage $message="tm-add-tag" $param="Tables" />
</$fieldmangler>
</$list>Execute
</$button>
!! Delete drafts.
<$list filter="[prefix[Draft]count[]]" template="plain" /> draft tiddlers detected.
<$button>
<$action-deletetiddler $filter="[prefix[Draft]]"/>
Execute
</$button>
You can spend credits to store supplies in your utility belt, effectively depositing credits for later use. The maximum amount is equal to 1,000 credits per operative level you have (2,000 credits per level at 13th level, and 5,000 credits per level at 17th level). As a move action, you can produce any item with light or negligible bulk from your utility belt that does not have a price that exceeds the amount of credits currently deposited in the belt and that has an item level no greater than your operative level –2. This reduces the number of credits stored in the belt by a value equal to the item's price. Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again.
Explorers often take precautions against known diseases. Vaccines must be formulated for a specific disease. One day after taking or being injected with a vaccine, you gain a bonus equal to 5 + the medicinal's tier to saving throws against that disease for a number of months equal to the vaccine's tier. This bonus does not stack with [[antibiotics]].
The void of space is effectively empty of matter, and this vacuum is perhaps the greatest danger of outer space. A creature introduced to a vacuum immediately begins to [[suffocate]] and takes 1d6 bludgeoning damage per round (no saving throw). Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum. Sound doesn't travel in a vacuum.
Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being inside a sealed structure that becomes heavily damaged. Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage.
By outfitting your armor with magnetized, short-range grapplers that are linked to its environmental sensors, this upgrade serves as an extra protection against explosive decompression. If you fail a Reflex saving throw against
forced movement in space (for instance, being pulled through a hole punched in a starship’s hull or a malfunctioning airlock), this armor upgrade engages immediately after you are moved 10 feet, grappling a nearby solid surface with a length of titanium alloy cable line and stopping your movement. Unfortunately, the vacuum rappeler doesn’t prevent falls or forced movement in areas with an atmosphere. The upgrade holds a total of 40 feet of line, which can be retracted into the upgrade with 10 minutes of work.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|vacuum rappeler | 1 | 120 | 1 | any | — |
</div>
Life support systems and shielding protect this vehicle's occupants from the harmful effects of space for a number of hours equal to the vehicle's level.
<div class= "table-wrapper">
|Modification | Level | Price |h
|vacuum shields | 2 | 800 |
</div>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* CE Small fey
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +7
* ''Aura'' amplified radiation (20 ft.)
!!! DEFENSE
* ''HP'' 21
* ''EAC'' 12; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +3; ''Will'' +5
* ''Immunities'' poison; ''SR'' 13
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +3 (1d4+1 S)
* ''Ranged'' caustic glob +5 (1d4+2 A)
* ''Spell-Like Abilities'' (CL 1st)
** 1/day—//[[grease]]// (DC 15), //[[overheat]]// (DC 15)
** At will—//[[dancing lights]]//, //[[detect radiation]]//
!!! STATISTICS
* ''Str'' –1; ''Dex'' +4; ''Con'' +2; ''Int'' +1; ''Wis'' +0; ''Cha'' –1
* ''Skills'' [[Engineering]] +12, [[Stealth]] +12, [[Survival]] +7
* ''Languages'' Aklo, Common
* ''Other Abilities'' despoiling touch, irradiating lights
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Amplified Radiation Aura ([[Su]])'' A vaigruuk's long, dangling ears act as [[radiation]] amplifiers. It emits low radiation within 20 feet, which it amplifies from harmless background radiation in the area. When within an area of low radiation, the vaigruuk emits medium radiation. In any environment where there is absolutely no radiation at all, such as certain shielded chambers, this aura doesn't function. The vaigruuk can suppress its aura by wrapping its ears tightly around its body as a move action, but it is [[flat-footed]] during this time. Unwrapping its ears is another move action.
''Caustic Glob ([[Ex]])'' As a ranged attack that targets EAC, a vaigruuk can spit a glob of nauseating poison at a single creature within 30 feet. The acid damage from this glob results from vapors that eat away at a creature's tissues and sinuses like a fast-acting toxin; creatures immune to poison take no damage from the vaigruuk's caustic glob.
''Despoiling Touch ([[Su]])'' When a vaigruuk touches ordinary food in a container no larger than itself, the food becomes rancid and loses all nutritional value.
''Irradiating Lights ([[Su]])'' The illumination a vaigruuk creates with its //[[dancing lights]]// spell-like ability emits low radiation within the area of their illumination (which is 10 feet for dancing lights) and is always a sickly green color.
</div>
Vaigruuks are hunched, long-eared gremlins that love to skulk around and sicken creatures that don't realize they're there. Despite their affinity for poison and radioactivity, these gremlins don't wallow in toxic areas—they're instead drawn to places where non-ill people congregate, such as fitness centers or athletic events. There, vaigruuks spoil food and inflict radiation sickness from a good hiding place. Vaigruuks don't often work together, as they frequently devolve into bickering about the best way to undertake their sabotage, thus risking getting caught.
Vaigruuks are singularly aberrant, with asymmetrical clusters of beady eyes above two slit-like nostrils and a drooling mouth. Their most prominent feature is fleshy, rabbitlike ears, which are so long they hang down to the ground. Vaigruuks are incredibly vain about their ears and take great care to groom them each day, brushing the clumps of hairy bristles on them. These ears function as radiation receivers and amplifiers, allowing the vaigruuk to sense the presence of nearby radiation and bolster its effects.
Developed by the Circle of Journeys to provide safer travel for young vlakas during valai season, this metal band is traditionally worn around the neck in an echo of the vlakan Leader’s Band, but can also be worn on an arm, leg, or similar appendage. When activated, it provides environmental protection within a 10-foot radius of the wearer that is equivalent to wearing armor. It may also, at the wearer’s discretion, emit a homing signal every 10 seconds for 24 hours at the cost of additional charge. The homing signal can be picked up by most devices capable of receiving signals and tracked back to the source with a successful DC 15 [[Engineering]] or [[Survival]] check. A single valai band’s homing signal has a range of 100 miles over flat terrain (halved in forests or hills and quartered in mountainous terrain or underwater). If multiple valai bands are present within the same 10-foot radius, the homing range increases by a factor of 2 for each additional band, to a maximum of a planetary range.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|valai band | 2 | 1,100 | L | 15 | 1/8 hours |
</div>
This Small drone is designed to aid in clothing selection, grooming, and light personal administrative tasks. A valet drone can speak the language it understands, though most valet drones are poor conversationalists and speak only to remind you of social obligations. A valet drone acts as the stealth drone of a 1st-level mechanic, except it has the [[manipulator arms]] mod and [[tool arm]] mods (containing an integrated hygiene kit and oversized mirror) instead of the stealth drone's normal initial mods. Its skill unit is [[Perception]]. A valet drone has 6 bulk.
!! Elite Valet Drone (Level 10)
An elite valet drone treats Culture as a class skill in which it has a single rank, it can attempt [[Culture]] checks to recall knowledge, and it has an Intelligence of 8 rather than 6. Elite valet drones tend to be chatty, and they can spend 10 minutes to adjust your fashion and appearance as necessary for a specific social situation, granting a +2 insight bonus to [[Diplomacy]] checks to change a creature's attitude in that situation.
The hot springs of Ouat Vali impart exceptional—potentially even permanent—vitality to bathers. Even water
removed from its source and kept in carefully insulated vials provides some benefits, functioning in many ways like a magical serum. Drinking a vial of //Vali water// grants the imbiber a +1 insight bonus to attack rolls, skill checks, and saving throws; their abilities’ and spells’ saving throw DCs increase by 1; and they gain 1 temporary Resolve Point. After 1 hour, these effects end, the Resolve Point (if not already spent) disappears, and the user becomes [[fatigued]]. Drinking more than one vial of Vali water in a 24-hour period is dangerous, dealing 10d10 damage and giving the imbiber the [[paralyzed]] condition for 6d10 minutes unless they succeed at a DC 25 Fortitude save.
Genuine //Vali water// is exceedingly rare, as export is strictly prohibited by the Maratan government, and black markets are rife with counterfeits that range from merely useless to actively harmful.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//Vali water// | 16 | 30,000 | – |
</div>
<div class="statblock">
* ''Tier'' 16
* Colossal juggernaut
* ''Operators'' 2–6; ''PP'' 2 (3/turn, max 8)
* ''Speed'' 50 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 190; ''SP'' 35; ''Hardness'' 10
* ''EAC'' 36; ''KAC'' 38
* ''Fort'' +16; ''Ref'' +15
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +11
* ''Melee'' hammerfist (upper—11d6+26 B)
* ''Ranged'' rotary cannon (frame—11d10+16 P)
* ''Space'' 30 ft.; ''Reach'' 30 ft.
* ''Strength'' +10
!!! SYSTEMS
* ''Power Core'' mk 3 dynamo (scrapper core)
* ''Lower Limbs'' heavy biped
* ''Upper Limbs'' assault arms (+0 melee, +1 ranged)
* ''Auxiliary'' ammo reserve, entry hatch, plasma shock circuits, plow plating
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CN Medium outsider (extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., death sense 30 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 26; ''KAC'' 28
* ''Fort'' +14; ''Ref'' +14; ''Will'' +13
* ''DR'' 10/[[cold iron]] and lawful; ''Immunities'' cold, electricity, poison; ''Resistances'' acid 10, fire 10; ''SR'' 23
!!! OFFENSE
* ''Speed'' 30 ft., fly 100 ft. ([[Su]], perfect)
* ''Melee'' //[[returning]]// buzzblade [[spear]] +26 (3d6+16 P)
* ''Ranged'' //[[returning]]// buzzblade [[spear]] +23 (3d6+16 P) or impulse [[storm coil]] +23 (4d6+12 E)
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[mystic cure]]// (4th level)
** 3/day—//[[arcing surge]]// (DC 18), //[[speak with dead]]// (DC 18), //[[tongues]]//
** At will—//[[plane shift]]// (self only)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +4; ''Con'' +4; ''Int'' +2; ''Wis'' +5; ''Cha'' +8
* ''Skills'' [[Acrobatics]] +22 (+30 to fly), [[Medicine]] +22, [[Sense Motive]] +27, [[Survival]] +22
* ''Feats'' [[Shot on the Run]]
* ''Languages'' Celestial, Common
* ''Other Abilities'' battle trained, choose the slain, death sense
* ''Gear'' [[vesk overplate]] III, //[[returning]]// buzzblade [[spear]] with 2 high-capacity batteries (40 charges each), impulse [[storm coil]] with 2 super-capacity batteries (80 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or ride (2–8 valkyries)
!!! SPECIAL ABILITIES
''Battle Trained ([[Ex]])'' A valkyrie is proficient with all armor and ignores negative speed adjustments from armor.
''Choose the Slain ([[Su]])'' A valkyrie can draw a willing soul from a creature within 2 rounds of that creature's death and store it in her spear. A soul stored this way can't be returned through magical or technological means, such as //[[raise dead]]// or a //[[regeneration table]]//, unless the spear is first destroyed.
''Death Sense ([[Su]])'' A valkyrie can instantly determine whether each creature she can see within 30 feet is dead, dying, healthy, undead, or [[unliving]] (such as a technological construct) and how many Resolve Points the creature currently has.
</div>
Valkyries are resplendent outsiders of mysterious origins known for their ancient tradition of scouring the Material Plane for legendary warriors who perish in combat. Valkyries appear on battlefields throughout the galaxy in search of combatants of great skill and renown, supernaturally aware of who is ready to accept death's embrace and who yearns to fight on another day. When she locates such a target, a valkyrie can either claim the soul of a deceased warrior or aid the living to continue the battle. Though space travel is a relatively recent development for some mortal species, the valkyries took to the stars long ago to advance their quest of collecting the souls of worthy fighters. As a result, diverse cultures across the universe, most notably those of the Pact Worlds and the Veskarium, recognize these powerful extraplanar creatures as choosers of the slain.
Valkyries are always female and frequently appear as powerful and majestic human or [[vesk]] women. A human valkyrie is 6 feet tall and weighs close to 200 pounds, while a vesk valkyrie is 8 feet tall and weighs approximately 300 pounds. Valkyries may take on the appearance of other species if they wish, and references to "warrior angels" wreathed in lightning exist within many cultures outside the Pact Worlds.
Valkyries are most often associated with gods of war, conflict, valor, and courage. Some valkyries are independent, serving no deity directly—a fact that suggests the outsiders are mercenaries by nature and have complex, ever-changing allegiances to the divine. Whatever a given valkyrie's associations, her duty is sacred: to protect the souls of slain heroes on their journey from the Material Plane to the Boneyard, where they face judgment and learn their final destination in the Outer Planes. What qualifies a soul for this honor varies by deity—and various cultures and faiths across the galaxy interpret the worth of a warrior in vastly different ways. Valkyries hold a special place in the dominant religion of the Veskarium, where they are referred to as the Spear Maidens of Damoritosh.
Valkyries also come to the aid of warriors who are near death—or even recently dead—but still have a fierce drive to fight on. In this way, a valkyrie's intervention has turned the tide of battle in countless conflicts across the galaxy.The mysteries surrounding the afterlife extend to valkyries and their practices, and mortals have questioned for millennia why the striking outsiders shepherd the souls of dead heroes. Some skeptics even posit that valkyries divert souls from their rightful course, collecting them for some great and terrible conflict to come, or stocking grand arenas for the entertainment of beings of unknowable power and alien intellect. This theory holds little credence among scholars, however, who note no recorded conflicts between valkyries and servants of Pharasma, the goddess of life and death, who would certainly object to such subversion.
In the years since the Gap, many valkyries have forgone their traditional sleipnir or pegasus mounts and adopted modern suits of armor. Armor and weapons created by valkyrie engineers blend the latest nanocarbon and polymer technology with powerful magic, resulting in creations that armorers of the Material Plane can only dream about. Occasionally, a valkyrie might gift such a suit of armor, or perhaps a unique weapon, to a mortal warrior she deems worthy.
!! Angel Frame Powered Armor
Some enterprising and especially talented engineers have managed to create facsimiles of valkyrie-forged technology. The //angel frame// is an example of a mortal creation based on valkyrie technology.
{{Angel Frame}}
<div class="statblock">
* ''CR'' 8; ''XP'' 3,200
* LN Huge magical beast
* ''Init'' +4; ''Senses'' [[blindsense]] (life) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +16
!!! DEFENSE
* ''HP'' 116
* ''EAC'' 21; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +9; ''Will'' +11
* ''Defensive Abilities'' [[fast healing]] 8, [[void adaptation]]; ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 60 ft., climb 20 ft., fly 200 ft. ([[Su]], average)
* ''Melee'' bite +16 (1d12+14 P) or claw +16 (2d6+14 S)
* ''Special Attacks'' pulse roar (30-ft. cone, 8d10 B & So; critical [[push]] [20 ft.])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +2; ''Int'' +1; ''Wis'' +1; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +21, [[Diplomacy]] +16, [[Mysticism]] +16, [[Stealth]] +21 (+29 in forest or jungle), [[Survival]] +21
* ''Languages'' Common, Lexonian
* ''Other Abilities'' share defenses, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or chain (3–6)
!!! SPECIAL ABILITIES
''Pulse Roar ([[Su]])'' As a standard action, a valnarum can bellow a 30-foot cone of battering sonic energy. This natural attack has the [[blast]] and [[unwieldy]] weapon special properties and a range increment of 30 feet. On a critical hit, the energy pushes a creature 20 feet away from the valnarum. This attack is effective in a vacuum.
''Share Defenses ([[Su]])'' As a swift action, a valnarum can grant a single creature touching it [[void adaptation]] for as long as the creature remains in contact. The valnarum can withdraw this protection as a swift action.
</div>
Standing almost 10 feet tall at the shoulders and 20 feet from nose to tip of tail, a valnarum is a mystical, intelligent predator that can be found in many systems. A valnarum's fur is mottled blue and purple with a series of black spots that provides simple camouflage in forest and jungle terrain. In addition to its long tail, a valnarum has a pair of blue, glowing wings made of pure energy that allow the creature to fly through space and provide protection from cosmic radiation.
Originally from Lexonia VII—the seventh satellite of the star Lexon and a magic-filled world of massive, interconnected forests—valnarums became the apex predators on the planet after mystically evolving their energy wings. As valnarums continually moved upward through the ecosystem's massive canopies, which abutted the edge of the planet's atmosphere, they gradually adapted to micro-gravity and the lack of breathable air. Eventually, mutations allowed valnarums to travel through space and visit other worlds.
Though they travel throughout the galaxy in small groups known as chains to hunt new and exciting prey, valnarums aren't ruthless destroyers. When they discover a planet they haven't visited before, they attempt to make contact with the world's dominant species to ask permission to hunt. Most valnarums try to respect the laws and customs wherever they land and kill only what they need to survive, though they enjoy the thrill of tracking down a creature they've never feasted upon before.
This medallion is awarded to soldiers who have been severely wounded in battle and recover to fight again. Once per day as a standard action, you can activate a valor medallion to regain 2d8 ''Hit Points''.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
| //valor medallion// | 2 | 1,000 | L |
</div>
Popular among the Knights of Golarion but proudly worn by other followers of Iomedae and by unaffiliated warriors, these carmine red short cloaks, shawls, or scarves proudly advertise their wearer’s courage. The garment counts as a worn magic item unless you install it in armor, taking up one upgrade slot. The mantle grants you a +2 divine bonus to saving throws against fear effects.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//valor’s mantle// | 1 | 375 | L |
</div>
Your weapon whispers bolstering words into your mind, allowing you to withstand even mighty terrors such as the colossi of Daimalko. The DC to [[demoralize]] you increases by 1 while you wield the weapon, and you gain a +1 morale bonus to your saving throws against fear effects.
''System:'' Throat
A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins.
A vampire voice grants an enhancement bonus to [[Intimidate]] checks equal to the necrograft's mark. You can also use Intimidate to [[bully]] a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as "go away" or "don't hurt him"), though specific or complex requests can't be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can't be targeted by this ability from the same recipient again for 24 hours.
Vampires are undead creatures who feed on the blood of the living. They come in many varieties, differentiated by culture, species, and planet of origin.
Although a vampire has many well-known weaknesses, most can blend into mortal society and even carry on something like a normal life. They hide in their coffins by day, emerging at night to hunt for food, and are protected by mortal minions who willingly serve in the hope of one day being given immortality—something that they might realize too late is more of a curse than a blessing.
Interstellar travel has enabled vampires to escape those who threaten them, and even avoid some of their most debilitating weaknesses; vampires justly fear the deadly light of the sun, but a vampire who lives on the dark side of Verces never has to worry about the dawn. Vampires have also discovered a new weakness since the Signal: similar to their old inability to cross running water, they can’t willingly enter the Drift unless within the protection of their coffin. Sometimes, a vampire’s coffin takes the shape of an [[arcane mortuary]] or [[cryo-chamber]], some of which are equipped with cybernetic systems that enable the vampire to control the surrounding starship from within their coffin. As vampirism has spread to alien species, their association with bats, wolves, and other nocturnal creatures has expanded to include various alien fauna found in systems beyond the Pact Worlds.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
Carved to resemble a grotesque, bestial head, a //vampiric charger// has a wide maw with a pair of sharpened fangs serving as prongs. The charger converts life force into magical power and then into electricity.
As a move action, you can insert a battery into the //vampiric charger//, and as another move action, you can stab the charger's fangs into a helpless or willing creature. Your target loses 1d4+1 Hit Points, which can't be negated or mitigated in any way without causing the charger to fail. Every round thereafter, the creature takes 1 Constitution damage, and the battery attached to the charger regains 10 charges (up to its maximum). Once attached to a creature, the //vampiric charger// continues to inflict Constitution damage until it is removed or the creature dies, even if the battery is fully charged. A creature can remove the charger as a move action.
Each time a battery is recharged in this way, it has a 20% chance to become corrupted. If the creature the charger is attached to dies while a battery is charging, that battery immediately becomes corrupted. Only a //vampiric charger// can recharge such a corrupted battery.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//vampiric charger// | 8 | 10,000 | L |
</div>
When a weapon with this special property deals Hull Point damage to a ship, pieces of the projectile's shrapnel animate into drones that continue to rend the target. Each successive gunnery phase, the struck starship loses the listed amount of Hull Points until the drones are either forcibly removed during the engineering phase with an [[Engineering]] check (DC 15 + 2 × the engineer's starship's tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple applications of this effect don't stack; only the highest damage applies.
name:vandal rocket launcher
range:long
speed:12
damage:4d8
pcu:12
cost:5
special:[[limited fire]] 3, [[vandal drones]] 1d4
name:vandal rocket launcher, devourer
range:long
speed:8
damage:4d10×10
pcu:18
cost:30
special:[[limited fire]] 3, [[vandal drones]] 1d4×10
name:vandal rocket launcher, heavy
range:long
speed:10
damage:10d10
pcu:18
cost:15
special:[[limited fire]] 3, [[vandal drones]] 3d4
Change and decay are the only universal constants, and your understanding of these principles makes you a nigh-unstoppable force of nature: a juggernaut brimming with fundamental energies that allow you to hold the front line of any conflict and turn your own injuries into strength. The entropy within the universe and the level of chaos within any system stand at your disposal, and you channel them into potent combat abilities. To you, the inevitable decay of the galaxy is simply a force to shape, control, and even temporarily reverse. The ability to control when and how things change defines your philosophy and power, allowing you to transform blows that should have destroyed you into ticking time bombs of destruction ready to be unleashed upon your enemies.
* ''Hit Points:'' 7
* ''Stamina Points:'' 7 + Constitution modifier
* ''Key Ability Score:'' Your Constitution determines your ability to control matter at an atomic level, the DCs of your abilities, the damage dealt by your entropic strike, and your general hardiness, so Constitution is your key ability score. A high Dexterity helps you act early in combat, avoid damage when you need to, and successfully land blows with your entropic strike.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Life Science]] (Int), [[Medicine]] (Int), [[Mysticism]] (Wis), [[Perception]] (Wis), [[Profession]] (Cha, Int, or Wis), [[Stealth]] (Dex), [[Survival]] (Wis)
* ''Skill Ranks per Level:'' 6 + Intelligence Modifier
* ''Proficiencies:'' Light armor, heavy armor, and shields; basic melee weapons, advanced melee weapons, and small arms.
{{Table: Vanguard}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd, 4th, 6th, 12th, and 18th Levels:'' You don't gain a [[vanguard discipline]].
* ''9th Level:'' You don't gain an additional use of [[reactive]]. At 15th level, you can use reactive only twice per day.
You have focused on one specific aspect of how entropy interacts with the universe, building a philosophy that goes far beyond mere physics. This aspect grants you an expanded command of the universe around you and teaches you important insights about matters that most people never connect to entropy.
You select one vanguard aspect when you take your first level of vanguard. Once made, this choice can't be changed. If an aspect ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise.
At 8th level, your understanding of the many ways entropy can control the physical world expands. Select a second vanguard aspect, which must be different from your first vanguard aspect. Once made, this choice cannot be changed.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Aspect Insight
At 1st level, your understanding of a specific aspect of entropy gives you insight into combat and one specific skill that others rarely understand. You gain the [[Improved Combat Maneuver]] feat for the listed combat maneuver. Additionally, you gain a +2 insight bonus to checks with one skill determined by your aspect.
At 8th level, you gain the aspect insight benefit from your second vanguard aspect. If you already have the bonus feat granted by this aspect insight, you can instead select any other feat for which you meet the prerequisites.
!! Aspect Embodiment
At 4th level, you gain an additional means of generating Entropy Points. If your aspect embodiment requires any interaction with another creature, that creature qualifies only if it is a significant enemy.
At 17th level, you gain the aspect embodiment benefit of the second vanguard aspect you selected at 8th level.
!! Aspect Catalyst
At 12th level, you have learned to create significant effects under certain conditions, guiding powerful forces with your subconscious mind. You gain an ability that you can use as a reaction the first time you take a critical hit in combat, or as a standard action by expending 4 Entropy Points. You can't use the ability again until you take a 10-minute rest to regain Stamina Points.
You also gain an improved version of the ability that you can use without taking an action the first time you reach 0 Stamina Points or 0 Hit Points in a combat encounter, expending all Entropy Points you have, if any. Once you use the improved version of the ability, you can't do so again for 24 hours.
!! Aspect Finale
At 18th level, you gain a powerful ability unique to your aspect.
Experts at close combat, vanguards have supernatural control over the power of entropy and can speed, slow, or alter how energetic reactions occur.
* ''Special Rules:'' Choose a vanguard [[aspect]] (vanguard NPCs of CR 8+ also choose a secondary vanguard aspect); the NPC's aspect insight, embodiment, catalyst, and finale must come from the primary aspect, while it receives only the insight and embodiment of its secondary aspect at higher CRs. A vanguard NPC's [[entropic strike]] ability deals the standard melee damage for the NPC's CR from its array but otherwise follows the standard rules for entropic strike.
* ''Required Array:'' Combatant.
* ''Adjustments:'' None.
* ''Skills:'' Good or master skills listed in the aspect insights of the chosen vanguard aspects.
* ''Ability Score Modifiers:'' Constitution, Strength, and Dexterity.
* ''Gear:'' Heavy armor (item level = CR), shield (item level = CR), advanced melee weapon (item level = CR), and small arm (item level = CR – 1).
!! Abilities by CR
* ''ALL CRs:'' [[Aspect]] insight, [[entropic pool]], [[entropic strike]].
* ''CR 2:'' One 2nd-level vanguard [[discipline]].
* ''CR 3:'' [[Mitigate]], [[reactive]] 1/day, and one 2nd-level vanguard [[discipline]].
* ''CR 4:'' [[Aspect]] embodiment, [[mitigate]], [[reactive]] 1/day, and two 2nd-level vanguard [[disciplines]].
* ''CR 5:'' [[Aspect]] embodiment, [[entropic attunement]], [[mitigate]], [[reactive]] 1/day, and two 2nd-level vanguard [[disciplines]].
* ''CR 6:'' [[Aspect]] embodiment, [[entropic attunement]], [[mitigate]], [[reactive]] 1/day, one 2nd-level vanguard [[discipline]], and one 6th-level vanguard [[discipline]].
* ''CR 7:'' [[Aspect]] embodiment, [[entropic attunement]], [[mitigate]], [[reactive]] 1/day, [[uncanny agility]], one 2nd-level vanguard [[discipline]], and one 6th-level vanguard [[discipline]].
* ''CR 8:'' [[Aspect]] embodiment, second [[aspect]] insight, [[entropic attunement]], [[mitigate]], [[reactive]] 1/day, [[uncanny agility]], and two 6th-level vanguard [[disciplines]].
* ''CR 9:'' [[Aspect]] embodiment, second [[aspect]] insight, [[entropic attunement]], [[mitigate]], [[reactive]] 2/day, [[uncanny agility]], and two 6th-level vanguard [[disciplines]].
* ''CR 10:'' [[Aspect]] embodiment, second [[aspect]] insight, [[entropic attunement]], [[mitigate]], [[reactive]] 2/day, [[uncanny agility]], one 6th-level vanguard [[discipline]], and one 10th-level vanguard [[discipline]].
* ''CR 11:'' [[Aspect]] embodiment, second [[aspect]] insight, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 2/day, [[uncanny agility]], one 6th-level vanguard [[discipline]], and one 10th-level vanguard [[discipline]].
* ''CR 12:'' [[Aspect]] embodiment, [[aspect]] catalyst, second [[aspect]] insight, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 2/day, [[uncanny agility]], and two 10th-level vanguard [[disciplines]].
* ''CR 14:'' [[Aspect]] embodiment, [[aspect]] catalyst, second [[aspect]] insight, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 2/day, [[uncanny agility]], one 10th-level vanguard [[discipline]], and one 14th-level vanguard [[discipline]].
* ''CR 15:'' [[Aspect]] embodiment, [[aspect]] catalyst, second [[aspect]] insight, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 3/day, [[uncanny agility]], [[uncanny speed]], one 10th-level vanguard [[discipline]], and one 14th-level vanguard [[discipline]].
* ''CR 16:'' [[Aspect]] embodiment, [[aspect]] catalyst, second [[aspect]] insight, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 3/day, [[uncanny agility]], [[uncanny speed]], and two 14th-level vanguard [[disciplines]].
* ''CR 17:'' [[Aspect]] embodiment, [[aspect]] catalyst, second [[aspect]] insight, second [[aspect]] embodiment, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 3/day, [[uncanny agility]], [[uncanny speed]], and two 14th-level vanguard [[disciplines]].
* ''CR 18:'' [[Aspect]] embodiment, [[aspect]] catalyst, [[aspect]] finale, second [[aspect]] insight, second [[aspect]] embodiment, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 3/day, [[uncanny agility]], [[uncanny speed]], one 14th-level vanguard [[discipline]], and one 18th-level vanguard [[discipline]].
* ''CR 19:'' [[Agent of change]], [[aspect]] embodiment, [[aspect]] catalyst, [[aspect]] finale, second [[aspect]] insight, second [[aspect]] embodiment, [[entropic attunement]], [[flashing strikes]], [[mitigate]], [[reactive]] 3/day, [[uncanny agility]], [[uncanny speed]], one 14th-level vanguard [[discipline]], and one 18th-level vanguard [[discipline]].
* ''CR 20:'' [[Agent of change]], [[aspect]] embodiment, [[aspect]] catalyst, [[aspect]] finale, second [[aspect]] insight, second [[aspect]] embodiment, [[entropic attunement]], [[flashing strikes]], [[invulnerability]], [[mitigate]], [[reactive]] 3/day, [[uncanny agility]], [[uncanny speed]], and two 18th-level vanguard [[disciplines]].
<div class="statblock">
* ''Tier'' 3
* Small shuttle
* ''Speed'' 12; ''Maneuverability'' perfect (turn 0); ''Drift'' 3
* ''AC'' 17; ''TL'' 17
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' light 70 (forward 15, port 15, starboard 15, aft 25)
* ''Attack (Turret)'' coilgun (4d4)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Major
* ''Systems'' //[[aeon diffuser]]// (//[[clear spindle]] aeon stone//), autodestruct system, basic computer, basic short-range sensors, biometric locks, crew quarters (common), extra weapon mount (turret light), mk 3 armor, mk 3 defenses; ''Expansion Bays'' [[cargo holds]] (3)
* ''Modifiers'' +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 4
!!! CREW
* ''Captain'' [[Bluff]] +13 (3 ranks), [[Diplomacy]] +8 (3 ranks), gunnery +5, [[Piloting]] +9 (3 ranks)
* ''Engineer'' [[Computers]] +10 (3 ranks), [[Engineering]] +8 (3 ranks)
* ''Gunner'' [[Computers]] +10 (3 ranks), gunnery +7
* ''Pilot'' [[Piloting]] +14 (3 ranks)
</div>
Vanguard's luxury shuttle, the Comet is a sleek ship designed to rapidly deliver passengers and cargo and to outrun its foes. Vanguard Comet captains do everything they can to bring the ship's speed to bear. The Comet isn't made for a close-quarters firefight, but few other vessels can match it in a chase.
A Vanguard Comet is configurable. Instead of three [[cargo bays]], it can have other systems and expansions worth no more than 3 Build Points. It has 48 PCU to spare for those expansions. Usually, a Comet has [[guest quarters]] and [[escape pods]] for one or two important passengers.
!!! Exquisite Makers
<div class="statblock">
* ''Manufacturing Centers'' New Thespera, Perdure
* ''Specialties'' Luxury long-range transport vessels
* ''Famous Models'' [[Comet|Vanguard Comet]], [[Exsanguinator|Vanguard Exsanguinator]], [[Sanctum|Vanguard Sanctum]]
</div>
When it comes to opulence and extravagance, Vanguard Craftworks provides posh space travel that rivals even [[Opulos|Opulos Corporation]]. However, the price of the company's fully customizable and technologically loaded ships keeps many from buying them. The Azlanti Star Empire also requires permits for the purchase of the company's largest, most iconic, or combat-capable vessels, occasionally distributing them to especially distinguished nobles and scions. This restriction has created a high demand in the black market for rare Craftworks models.
The cost of Vanguard vessels is largely due to the empire's staunch protection of its unique technology, but also represents the high-quality materials used and the wide array of personalization options available. A purchase from Vanguard begins with a personal consultation with a company representative who is equally skilled at interpreting the client's needs and selling expensive upgrades. Craftworks' primary competition is the Imperial Foundry, against whom it has positioned itself as a higher-end alternative with the same technical capabilities.
Although Vanguard Craftworks began as a relatively unknown startup, the sudden backing of Arioch-Oyadae (a tech firm owned by an alliance of Azlanti nobles) exponentially amplified the company's capabilities and vaulted it to a place among major starship manufacturers overnight. Its partnership with the Star Empire allows it to innovate using Azlanti technology and ensures a reliable market with many wealthy patrons. The sheer wealth put forward by Arioch-Oyadae to get the venture off the ground has made Vanguard Craftworks a very rich debtor. This sudden and apparently one-sided backing suggests Arioch-Oyadae may hope to receive more than mere money from its investment. Whispers among the starship manufacturing industry suggest Arioch-Oyadae pressured Craftworks to produce combat-oriented ships like the [[Vanguard Exsanguinator]].
The original masterminds behind the artistry and mechanics of Vanguard Craftworks are a non-Azlanti mechanic and architect, information that current Vanguard executives hide to avoid judgment from their benefactors. While executives, sales staff, and other public facing positions keep up the facade of an extravagant and purely Azlanti brand, Craftworks actually benefits from highly-skilled workers of many species and backgrounds. Although these employees are belittled by their proud Azlanti bosses, they are not regarded as servants and work behind the veil of Vanguard Craftworks' sleek branding. Vanguard executives would view the release of this information as a scandal.
''Manufacturer Perk:'' Most Vanguard Craftworks vessels have customizable decor and exterior aesthetics. Luxurious [[crew quarters]] are considered standard on Vanguard ships and cost only 3 BP.
Your close attention to the multivariate interactions between countless systems of order and disorder, combined with your study of advanced combat techniques, allows you to manipulate reality in devastating ways known as disciplines. You learn your first vanguard discipline at 2nd level and an additional discipline every 2 levels thereafter. Unless otherwise specified, you can't select the same discipline more than once. If a vanguard discipline allows a saving throw to resist its effects, the DC is equal to 10 + half your vanguard level + your Constitution modifier.
<<by-level 'Vanguard Disciplines' >>
<div class="statblock">
* ''Tier'' 12
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 26; ''TL'' 26
* ''HP'' 255; ''DT'' 5; ''CT'' 51
* ''Shields'' heavy 240 (forward 90, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' super-blade hull (3d8×10; 1 hex)
* ''Attack (Port)'' light aeon torpedo launcher (3d6; 20 hexes)
* ''Attack (Starboard)'' light aeon torpedo launcher (3d6; 20 hexes)
* ''Attack (Aft)'' warp puck bank (special)
* ''Attack (Turret)'' fractal nav-scram projector (special), light ship tether (2d6; 1 hex)
* ''Power Core'' Nova Ultra (300 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' [[autodestruct system]], budget long-range sensors, crew quarters (common), mk 6 armor, mk 7 defenses, mk 2 tetranode computer, [[powersap]]; ''Expansion Bays'' [[cargo holds]] (3), [[general science lab]], [[life boats]], [[medical bay]]
* ''Modifiers'' +2 to any 4 checks per round
* ''Complement'' 56 (minimum 20, maximum 100)
!!! CREW
* ''Captain'' [[Bluff]] +22 (12 ranks), [[Diplomacy]] +22 (12 ranks), gunnery +17 (12th level), [[Intimidate]] +22 (12 ranks), [[Piloting]] +22 (12 ranks)
* ''Engineers (2 officers, 8 crew each)'' [[Engineering]] +22 (12 ranks)
* ''Gunners (3 officers, 5 crew each)'' gunnery +17 (12th level)
* ''Pilot (1 officer, 4 crew)'' [[Piloting]] +27 (12 ranks)
* ''Science Officers (2 officers, 6 crew each)'' [[Computers]] +22 (12 ranks)
</div>
Although best known for its luxurious transports, [[Vanguard Craftworks]] periodically turns its research and development teams to building new military technology for the Azlanti Star Empire. Among the company's most infamous designs is the Exsanguinator, a massive cruiser with a sharp and predatory silhouette. Incorporating experimental [[powersap]] technology, Exsanguinators excel at pulling alongside enemies and stealing their energy, simultaneously disabling the target's systems and supercharging the cruiser's combat capabilities. As a result, the ship has been nicknamed "Zura," a homage to the demon lord of blood and vampires so fearfully immortalized in the Azlanti faith.
Exsanguinators operate with brutal elegance. Despite their bulk, they turn swiftly and move even faster, and their warp puck banks enable them to teleport across a battlefield without warning to take quarries by surprise. Rather than destroy enemy starships, Exsanguinator crews typically disable their foes' defenses and leave the vessels intact. Horror stories abound of crews being held hostage as bargaining chips aboard a dying starship in a display of "Azlanti diplomacy." Worse still are the unknown (and ill-imagined) fates of the crews of defeated starships dragged by Exsanguinators back to the Azlanti Star Empire for study and salvage. These return trips are often quite slow, however, hypothetically enabling a target's allies to launch a rescue before the ship can enter Azlanti space. Still, few mercenaries are willing to pursue such a dangerous foe.
Unlike most Azlanti starships, Exsanguinators regularly receive exterior detailing and customization guided by their captains' tastes and accomplishments. As a result, at least 30 unique Exsanguinators are documented in Pact Worlds and Veskarium databases, each with a colorful history of raids and war crimes. Among the most infamous and prolific is the //Green Eurus//, blamed for at least 14 strikes, dozens of destroyed starships, and more than a thousand crew and passengers enslaved or slain. The //Green Eurus's// preference for targeting [[Opulos|Opulos Corporation]] starships has incensed that manufacturer, prompting it to post numerous bounties for the Azlanti ship's demise.
<div class="statblock">
* ''Tier'' 3
* Medium transport
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 14; ''TL'' 13
* ''HP'' 70; ''DT'' —; ''CT'' 14
* ''Shields'' light shields 60 (forward 5, port 20, starboard 20, aft 15)
* ''Attack (Forward)'' heavy laser cannon (4d8), high explosive missile launcher (4d8)
* ''Attack (Aft)'' gyrolaser (1d8)
* ''Attack (Turret)'' light particle beam (3d6), light aeon torpedo launcher (3d6)
* ''Power Core'' Arcus Heavy (130 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' advanced short-range sensors, autodestruct system, crew quarters (good), basic computer, biometric locks, mk 1 armor; ''Expansion Bays'' [[brig]], [[cargo holds]] (4)
* ''Modifiers'' +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 8 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Computers]] +8 (3 ranks), [[Diplomacy]] +10 (3 ranks), [[Engineering]] +8 (3 ranks), gunnery +5, [[Intimidate]] +10 (3 ranks)
* ''Engineers (2)'' [[Engineering]] +10 (3 ranks)
* ''Gunners (2)'' gunnery +7
* ''Pilot'' [[Piloting]] +12 (3 ranks)
* ''Science Officers (2)'' [[Computers]] +10 (3 ranks)
</div>
The Vanguard Parapet is a common guard ship for Azlanti Star Empire prisons, minor military bases, and other private institutions. While the vessel is relatively inexpensive to produce based on its sturdy transport frame, it lacks the heavy armor and shields of other larger ships. However, the ship hosts an impressive suite of weapons alongside a sophisticated sensor array. A Vanguard Parapet has a slower engine due to its role as a vessel that patrols a relatively small area. As a result, Vanguard Parapets are usually paired with faster, more maneuverable ships that can chase down fleeing vessels or with planet-side defenses to further capitalize on the Vanguard Parapet's ability to function as a mobile space turret.
A Vanguard Parapet has a small brig to confine any escaped prisoners and their accomplices, as well as a small armory to hold the equipment necessary for close combat. Most Parapets contain a small shooting range, used regularly by the crew members to keep their skills sharp. The ship's quarters can house up to a dozen crew members, but usually only eight are on duty flying the ship at any one time, and sometimes fewer if a guard is required in the brig. A Parapet also has ample cargo space, which can be used to store even more armaments or repair materials. Wealthier owners and operators of these vessels often convert the cargo holds into laboratories or sealed environment chambers to transport prisoners or guests of species that have unique environmental needs.
<div class="statblock">
* ''Tier'' 5
* Small light freighter
* ''Speed'' 10; ''Maneuverability'' good (turn 1); ''Drift'' 2
* ''AC'' 20; ''TL'' 19
* ''HP'' 50; ''DT'' —; ''CT'' 10
* ''Shields'' light 80 (forward 20, port 20, starboard 20, aft 20)
* ''Attack (Forward)'' linked coilguns (8d4)
* ''Attack (Port)'' gyrolaser (1d8)
* ''Attack (Starboard)'' gyrolaser (1d8)
* ''Attack (Turret)'' light plasma cannon (2d12)
* ''Power Core'' Pulse Green (150 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' advanced long-range sensors, autodestruct system, biometric locks, crew quarters (luxurious), mk 1 duonode computer, mk 3 defenses, mk 4 armor; ''Expansion Bays'' [[imperial shrine]], [[recreation suite]] (HAC)
* ''Modifiers'' +1 to any 2 checks per round, +4 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +14 (5 ranks), gunnery +9, [[Intimidate]] +14 (5 ranks)
* ''Engineer'' [[Engineering]] +10 (5 ranks)
* ''Gunners (2)'' gunnery +8
* ''Pilot'' [[Piloting]] +12 (5 ranks)
* ''Science Officer'' [[Computers]] +10 (5 ranks)
</div>
Azlanti Star Empire manufacturer Vanguard Customworks is renowned for its specialized starships, including a number of luxury vessels. Much like for the [[Vanguard Star Palace|Vanguard Sanctum]], the commitment to comfort in the Regnant's design makes travel on the vessel a joyous experience. Rather than house several noble families at once, the Regnant serves one master, and it does so with unabashed opulence. The owner—who usually functions as the captain—has her own suite, typically an entire deck that houses a lavish apartment, private bath, lounge, and office space. Near this master area is an imperial shrine where the owner can pay homage to her Azlanti ancestors.
While lavishness defines the owner's suite, the rest of the ship is also splendidly furnished, and even its crew quarters approximate the chambers of royalty. The Vanguard Regnant has a modular layout that can hold the most extravagant entertainment and relaxation suites. Some models are fitted with upgraded armor and shields, with several armament options, allowing them to carry high-ranking Azlanti officers into war with style. Like all Azlanti Star Empire vessels, the Regnant is equipped with an autodestruct system, ensuring its high-value occupants won't be taken hostage by enemy forces.
<div class="statblock">
* ''Tier'' 8
* Large heavy freighter
* ''Speed'' 6; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 21; ''TL'' 21
* ''HP'' 160; ''DT'' —; ''CT'' 32
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' aeon caster (3d4), aeon caster (3d4), radiant cannon (7d6)
* ''Attack (Port)'' light aeon torpedo launcher (3d6)
* ''Attack (Starboard)'' light aeon torpedo launcher (3d6)
* ''Attack (Turret)'' aeon caster (3d4)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' autodestruct system, basic medium-range sensors, biometric locks, crew quarters (good), extra weapon mount (turret light), mk 1 mononode computer, mk 4 armor, mk 4 defenses; ''Expansion Bays'' [[arcane laboratory]], [[cargo holds]] (2), [[guest quarters]] (2, luxurious), [[life boats]] (2), [[recreation suite]] (HAC)
* ''Modifiers'' +1 any one check per round, +2 [[Computers]] (sensors only), +1 [[Piloting]]
* ''Complement'' 9
!!! CREW
* ''Captain'' [[Diplomacy]] +16 (8 ranks), gunnery +10 (+14 with aeon casters), [[Intimidate]] +16 (8 ranks), [[Mysticism]] +21 (8 ranks)
* ''Engineers (2)'' [[Engineering]] +16 (8 ranks)
* ''Gunners (3)'' gunnery +14
* ''Pilots (2)'' gunnery +14, [[Piloting]] +17 (8 ranks)
* ''Science Officer'' [[Computers]] +18 (8 ranks)
</div>
Vanguard Craftworks custom builds its Sanctum model to provide mobile residences for wealthy Azlanti who require opulence during interplanetary transit. A Sanctum provides spacious quarters and sweeping views, along with every amenity a discerning passenger could want. Life boats on this vessel are for the passengers, since the crew is assumed to be committed to the ship.
''Customization:'' Vanguard Sanctums can vary widely, since each user customizes the ship to personal taste. A magic-using noble might own the one in the stat block, acting as the captain, serving as gunner on aeon casters, and using both guest quarters as one stately apartment.
''Star Palaces:'' Vanguard and other companies build even bigger luxury vessels, so-called star palaces, for wealthy and noble customers. Absent special dispensation, imperial law limits commoners to bulk freighter frames for such extravagant personal starships. Aristocrats can use cruiser frames, allowing for larger crew (or servant) complements and heavier weapons. However, even nobles need permission to build more sizable and militarily capable starships. The Ixomander twins who rule from the Aeon Throne continue the tradition of awarding the right to build capital ships only to noble families of proven loyalty.
<div class="statblock">
* ''Tier'' 2
* Medium explorer
* ''Speed'' 8; ''Maneuverability'' good (turn 1); ''Drift'' 1
* ''AC'' 14; ''TL'' 14
* ''HP'' 55; ''DT'' —; ''CT'' 11
* ''Shields'' basic 20 (forward 5, port 5, starboard 5, aft 5)
* ''Attack (Forward)'' coilgun (4d4)
* ''Attack (Port)'' light laser cannon (2d4)
* ''Attack (Starboard)'' light laser cannon (2d4)
* ''Attack (Turret)'' light aeon torpedo launcher (3d6)
* ''Power Core'' Arcus Maximum (130 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' autodestruct system, budget long-range sensors, crew quarters (good), mk 1 duonode computer, mk 2 armor, mk 2 defenses; ''Expansion Bays'' [[cargo holds]] (4)
* ''Modifiers'' +1 to any 2 checks per round, +1 [[Piloting]]
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Diplomacy]] +9 (2 ranks), gunnery +4, [[Intimidate]] +9 (2 ranks), [[Piloting]] +6 (2 ranks)
* ''Engineer'' [[Engineering]] +9 (2 ranks)
* ''Gunners (2)'' gunnery +6
* ''Pilot'' [[Piloting]] +10 (2 ranks)
* ''Science Officer'' [[Computers]] +9 (2 ranks)
!!! IMPERIAL FLEET STARSHIP WEAPON
* ''Light Aeon Torpedo Launcher'' A light aeon torpedo launcher is a light tracking weapon with long range, a speed of 12 hexes, and the [[limited fire]] 5 and [[quantum]] special properties. A light aeon torpedo deals 3d6 damage. This particular weapon is available to only the Imperial Fleet of the Azlanti Star Empire.
</div>
The Vanguard Voidsweeper is a common exploratory, transport, and forward-action vessel used by the Imperial Fleet of the Azlanti Star Empire. It is a durable, mass-produced ship useful for initial explorations into unknown star systems. Compact and sturdy, the vessel nevertheless has the graceful, sweeping lines common to ships of the Azlanti Star Empire. The Voidsweeper boasts a long-range sensor array and sufficient room for a large contingent of surveyors and scientists, although passengers frequently complain that the crew's quarters are substantially nicer than their own—a requirement, the crew insists, of a vessel designed for lengthy voyages.
Voidsweepers are sometimes deployed by the Imperial Fleet to pacify worlds with less technologically advanced civilizations. Over such planets, Voidsweepers hover ominously in the sky, ready to deploy troops at a moment's notice. The Voidsweeper boasts an array of weapons sufficient to disable satellites and destroy civilian buildings. In subjugated systems, Voidsweepers are used as patrol ships and to provide shows of force against rebels or dissidents.
Voidsweepers are heavily customized based on mission parameters; the spacious cargo bays might contain modular, prefabricated building components suitable for long-term planetary occupation, long-range communications arrays, or simply racks of stacked bunks to accommodate a company of Azlanti soldiers. Voidsweepers are commonly retrofitted between missions with an internal layout appropriate for the next venture. Imperial Fleet officers tend to be possessive about particular Voidsweepers under their authority, boasting of how many successful missions "their" Voidsweepers have undertaken. Officers frequently co-opt the versatile starships for personal missions and might insist on luxurious crew quarters or expansion bays that suit their specific interests.
The //vanishing// fusion can hide its wielder from the sight of one foe. Once per day after making an attack with your weapon, regardless of whether you hit your target, you can become [[invisible]] to that target per //[[invisibility]]// for a number of rounds equal to the weapon's item level. Any attacks you make (even against other targets) end your invisibility as normal. All creatures other than the target continue to be able to see you normally. Only small arms and weapons with the [[operative]] special property can benefit from this fusion.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one unattended object of no more than 1 bulk
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' Will negates (harmless, object)
* ''Spell Resistance'' yes (harmless, object)
</div>
The object you touch becomes invisible.
Varculaks, also known as soul wights, are undead that occur when a humanoid dies with an intense desire to continue living. The longing turns to anger as life slips away, but the varculak's will is strong enough that the soul doesn't pass on into the River of Souls for Pharasma's judgment. Instead, a portion of the mortal essence passes away, leaving behind a soul with little memory of who it once was, and locked inside a half-living body. What remains is grim determination and rage. Among occult scholars, this state is known as "the Curse of Varcul." The legendary first varculak, once a human named Varcul, supposedly existed thousands of years before the Gap. Some say he still does, and varculaks make a deal with him to continue living—a bargain they don't remember.
A varculak looks much as they did in life, except limbs and sensory organs outside the human norm wither away and turn to dust. Lashuntas, for example, lose their antennae, while kasathas lose their extra arms and strix lose their wings. (Some speculate this effect is related to the fabled Varcul and his erstwhile humanity, or he requires his "offspring" to make these sacrifices.) Eyes undergo a notable change, the orbs giving way to points of cold light, which can be of any hue. Except for this alteration, a varculak who has eaten or rested recently can look almost alive, but becomes pale and drawn quickly between periods of refreshment, and varculaks never look so much like corpses as when they sleep. These changes prevent them from passing for a normal member of any humanoid species.
Most varculaks are creatures of deep passion. They have a sense of life as fleeting, and they seek not only to experience what it has to offer, but also to give it purpose. Varculaks are rarely idle. If anything, they can be obsessive and, having died once, are averse to fewer risks than the living. A lucky few remember some important task they left unfinished in their previous life and make that their purpose. In this way, many varculaks end up reintegrating with the society that death temporarily separated them from.
Some varculaks, however, remember only the circumstances of their death. This one recollection can lead a varculak who died violently to focus on vengeance, seeking those responsible. That done, a varculak can become obsessed with the chain of blame, condemning nearly anyone for even a tenuous connection to the varculak's death. If a mercenary killed such a varculak, the undead seeks first that mercenary, then the mercenary's entire company, then those who hired the mercenary, and eventually even those responsible for the conflict that led to the varculak's demise or the manufacturer of the weapon the mercenary used for the deed. A varculak on such a path of destruction is more likely to face a second and final death than to reach the path's end.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Cha, –2 Wis
* ''Hit Points:'' 3
* ''Size and Type:'' Varculaks are Small or Medium undead, depending on the species they once belonged to. Varculaks have a Constitution score, lack the [[unliving]] trait, and don't gain [[undead immunities]].
* ''Darkvision:'' Varculaks have [[darkvision]] with a range of 60 feet.
* ''Deathless Vitality:'' Varculaks are immune to disease, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against ability damage, ability drain, bleed, death effects, energy drain, exhaustion, fatigue, negative levels, paralysis, poison, sleep, and stunning. In addition, effects that heal the living heal varculaks. A varculak needs to eat and drink.
* ''Deathless Weakness:'' A varculak can be raised from the dead and always returns as a varculak. When dying, a varculak must spend 1 additional Resolve Point (maximum 4) to stabilize and stay in the fight. Further, while at 0 Hit Points, a varculak subjected to an effect that restores Hit Points regains only half as many as the effect normally restores (minimum 1).
* ''Grave Touch:'' A varculak imparts the [[leech]] critical hit effect to any melee weapon it wields, but the saving throw DC is 10 + the varculak's level + its Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the varculak regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the varculak must choose which to apply on a critical hit.
* ''Silver Susceptibility:'' Kinetic attacks with silver weapons bypass any [[DR]] a varculak has. If a varculak takes a critical hit from such an attack, the varculak must succeed at a Fortitude saving throw against the weapon's critical hit DC or be [[staggered]] for 1 round.
* ''Torpor:'' A varculak needs rest like a living humanoid but sleeps very heavily. When asleep, varculaks are hard to rouse, taking a –15 penalty to [[Perception]] checks. It takes a full action to awaken a varculak who is asleep, although these creatures awaken normally if wounded.
* ''Unnerving Visage:'' Living members of the varculak's former species find these undead disturbing. The varculak gains a +2 racial bonus to [[Intimidate]] checks made against members of that species but takes a –2 penalty to [[Bluff]] and [[Diplomacy]] checks made against them. Select one Small or Medium humanoid species to apply this trait to. The varculak was formerly of that species.
!! Grave Touch Graft
{{Grave Touch}}
A weapon with the variant boost special property acts as a weapon with the [[boost]] special property, except boosting the weapon does not expend additional charges and the weapon can be boosted only the listed number of times per day.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one unattended object of no more than 2 bulk
* ''Duration'' 1 hour
* ''Saving Throw'' Will disbelief
* ''Spell Resistance'' no
</div>
You make the object you touch appear to be broken or otherwise worthless, or you make a broken object appear to be functional. A creature that handles the object can attempt a Will saving throw to recognize the illusion. The object functions as its actual condition indicates—this spell ends if someone attempts to use the object for its intended function.
Varratanas are the primary sapient inhabitants of the Vast world of Varratien, known for the winds that sweep from its high, rocky bluffs across its wide, stormy seas. The winds of Varratien are a mystery to off-world scientists, as they seem to blow in unpredictable ways, sometimes shifting from moment to moment as if subject to their own personal whims or the vagaries of some unknown controlling force.
Varratanas cherish this uniqueness. They don’t track winds by direction, but by the chaotic planar energies that crackle within them. Many believe the dynamic nature of the winds holds the memories of a goddess they call the Great Shipwright, who they say visited Varratien long before the Gap and crafted the finest sails from the world’s essence. Whether this deity is an aspect of a known divine power, a unique god, or something else entirely is a mystery.
Varratanas are bipedal humanoids with long legs ending in opposable toes, narrow arms with fins on their elbows, short torsos, and pointed ears. Varratanas’ physical forms reflect the energy of their home world’s winds; they’ve named the aspects of their trimorphism after the three winds of the world. Hardy blusterwind varratanas have broader shoulders and a triceratops-like crest; nimble carrywind varratanas have long, silky feathers growing on their heads in place of hair; and salient fracturewind varratanas have shorter limbs and flattened skulls with ridges like those of a pachycephalosaur.
No matter their birth, varratanas live as loose collectives of workers and engineers, having long since automated their agriculture so they can better develop their attempts at perfecting the chaos sails with which they outfit their starships. Their family units are on average monogamous, though the jobs of raising and educating the young are often shared within a specific community. Most learning focuses on technical engineering, such as maintaining Varratien’s agricultural automation and innovating starship designs. However, artistic endeavors are highly encouraged by educators across the planet.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex
* ''Hit Points:'' 4
* ''Size and Type:'' Varratanas are Medium humanoids with the varratana subtype.
* ''Chaos Sailor:'' Varratanas are adept at repairing and maintaining the chaos sails favored by the Great Shipwright, gaining a +2 racial bonus to [[Engineering]] checks and [[Mysticism]] checks.
* ''Trimorphic:'' A varratana gains a bonus feat at 1st level depending on the nature of their birth. Blusterwind varratanas gain [[Great Fortitude]], carrywind varratanas gain [[Lightning Reflexes]], and fracturewind varratanas gain [[Iron Will]].
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Colossal magical beast
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +20
!!! DEFENSE
* ''HP'' 175
* ''EAC'' 25; ''KAC'' 25
* ''Fort'' +14; ''Ref'' +15; ''Will'' +10
* ''DR'' 5/magic; ''Immunities'' cold, energy drain; ''Resistances'' electricity 10, fire 10
!!! OFFENSE
* ''Speed'' 40 ft., burrow 30 ft.
* ''Melee'' bite +24 (4d6+17 P & C plus [[grab]]; critical [[nauseate]]) or necrotic spine +24 (4d6+18 C; critical [[nauseate]])
* ''Multiattack'' 4 necrotic spines +18 (2d6+18 C)
* ''Space'' 30 ft.; ''Reach'' 20 ft. (30 ft. with necrotic spines)
* ''Offensive Abilities'' puncture vitality (DC 18), shatter vitality (DC 18)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +8; ''Con'' +7; ''Int'' –2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +25, [[Stealth]] +20
* ''Languages'' Aklo (can’t speak any language)
* ''Other Abilities'' [[compression]], [[create darkness]], negative energy affinity
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary, pair, fen (3–6)
!!! SPECIAL ABILITIES
''Negative Energy Affinity ([[Su]])'' For effects that target a creature based on type, a vascrivorei counts as both its normal type (a magical beast, in the case of a vascrivorei) or undead, whichever is worse.
''Puncture Vitality ([[Su]])'' The vascrivorei uses its spines or mandibles to project necrotic energy at a creature within 120 feet, dealing 3d8+11 cold damage and infusing it with entropic forces for 1 hour. A successful DC 18 Fortitude save halves the cold damage and negates the infusion. Infused creatures gain the effects of the vascrivorei’s negative energy affinity.
''Shatter Vitality ([[Su]])'' The vascrivorei wraps an infused creature within reach in its shadow spines, flooding the target with entropy. The creature must attempt a DC 18 Fortitude save. On a failure, it is [[paralyzed]] for 1 round and [[exhausted]]. On a success, it’s [[nauseated]] for 1 round and [[fatigued]]. Regardless of the save result, the creature is then immune to the vascrivorei’s shatter vitality for 24 hours.
</div>
Vascrivoreis are serpentine predators with glossy, iridescent eyes and backs bristling with flexible spines of partially corporeal necrotic energy. They also feed on negative energy, absorbing it from the environment or irradiating prey, which slowly decays into a suitable meal.
The mouth of a vascrivorei is guarded by scores of thin, articulated mandibles, each as dexterous as a humanoid finger— the creatures are unsettlingly adept at manipulating doors and other devices with these features. The hides of Vascrivorei display distorted versions of their meals: abstractions in shades of black, purple, and blue. As a vascrivorei grows, it sheds its skin, and over time its habitat becomes an eerie archive of violence recorded on its own discarded hides. Though most grow no larger than a cargo container or small home, vascrivoreis in particularly blasted regions can be as large as starships. In the absence of entropic forces, the creatures diminish in size and enter a dormant state that can last centuries.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Large animal
* ''Init'' +3; ''Senses'' [[blindsense]] (scent) 90 ft., [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +13; ''Ref'' +13; ''Will'' +8
* ''Defensive Abilities'' flash molt
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' claw +21 (2d10+13 S)
* ''Ranged'' spines +18 (5d4+9 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' ambush strike
!!! STATISTICS
* ''Str'' +4; ''Dex'' +3; ''Con'' +6; ''Int'' –4; ''Wis'' +1, ''Cha'' +0
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +17 (+25 to climb), [[Stealth]] +22
* ''Other Abilities'' autotomous flight, gaseous flesh
!!! ECOLOGY
* ''Environment'' any sky (Old Ustavia)
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Ambush Strike ([[Ex]])'' A vasporan deals 2d8 additional damage against any creature unaware of it.
''Autotomous Flight ([[Ex]])'' A vasporan can molt specific parts of its skin to create sacs that catch wind currents or become filled with gases. In winds higher than a light wind, a vasporan's fly speed increases by 15 feet.
''Flash Molt ([[Ex]])'' As a reaction when hit by an attack that targets its KAC, a vasporan can molt its flesh to attempt to avoid the attack. The vasporan gains [[hardness]] 20 against the attack's damage and can take a [[guarded step]]. The vasporan can't use flash molt again for 1d4 rounds.
''Gaseous Flesh ([[Ex]])'' A vasporan's flesh contains pockets of volatile gases trapped just beneath the surface. These pockets ignite and explode when a vasporan is hit by a melee attack that deals fire damage. This deals 2d6 fire damage to creatures adjacent to the vasporan. A creature can avoid this damage with a successful DC 16 Reflex save.
''Spines ([[Ex]])'' As a standard action, a vasporan can eject thin spines as a ranged attack that targets KAC and has a range increment of 30 feet.
</div>
<<section 'Vasporan Broodling'>>
Vasporans are ambush predators capable of molting at highly accelerated rates. They use this molting ability for both offense and defense. A vasporan can molt select parts of its body to create large, balloon-like sacs it can use to catch air currents to fly. In environments where wind is minimal or unreliable, a vasporan can also produce internal gases to fill these sacs and thus create independent lift. The vasporan uses its flight to ambush creatures from a great height. In cases when its ambush fails or the vasporan itself is the subject of an attack, it molts as a means to escape injury. A vasporan can produce a reactive agent that causes its molted skin to instantly harden when exposed to air. This tough, molted shell serves as a distraction and can even intercept an attack in dire situations.
A vasporan's highly sensitive sense of smell warns it of approaching predators, and it's also useful in detecting prey from great distances between various layers of thick gases. In addition using their molting capabilities to escape, vasporans molt their shells as a distraction. In most cases, vasporans molt after a failed ambush to make it difficult for the would-be prey to know where the vasporans have gone. The creatures also mark their territories with dozens of brittle moltings, both as a warning to other creatures and as an early detection system—a vasporan shell makes a distinct crackling and popping sound when it's stepped on or destroyed that can alert the former owner when danger is approaching.
In recent years, xenobiologists have posited that some particularly hardy specimens are able to produce a unique mix of gases that can both accelerate them to the high speeds needed to reach nearby planets and provide them with breathable air on the journey. Such exceptional vasporans are thought to be rare, but vasporan broods on other planets are nonetheless becoming more common, and many species are now having to learn to contend with these dangerous creatures.
A typical vasporan is 11 feet long and weighs 750 pounds.
!! Molting Coat Modules
These armor upgrades replicate the defensive flash molting of a vasporan by secreting a thin coat of enzymes and other materials that completely cover a piece of armor. The module is capable of shunting the coat, which instantaneously hardens when exposed to most atmospheres.
{{Molting Coat Module}}
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Medium animal
* ''Init'' +3; ''Senses'' [[blindsense]] (scent) 90 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +8; ''Will'' +3
* ''Defensive Abilities'' flash molt
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft., fly 40 ft. ([[Ex]], average)
* ''Melee'' claw +12 (1d6+5 S)
* ''Ranged'' spines +9 (1d6+4 P)
* ''Offensive Abilities'' ambush strike
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +5; ''Int'' –4; ''Wis'' +1, ''Cha'' +0
* ''Skills'' [[Acrobatics]] +10, [[Athletics]] +10 (+18 to climb), [[Stealth]] +15
* ''Other Abilities'' autotomous flight
!!! ECOLOGY
* ''Environment'' any sky (Old Ustavia)
* ''Organization'' solitary, pair, or brood (3–6)
!!! SPECIAL ABILITIES
''Ambush Strike ([[Ex]])'' See [[vasporan]], except the vasporan broodling deals 1d6 additional damage.
''Autotomous Flight ([[Ex]])'' See [[vasporan]].
''Flash Molt ([[Ex]])'' See [[vasporan]], except the vasporan broodling gains [[hardness]] 10.
''Spines ([[Ex]])'' See [[vasporan]].
</div>
You aren't from the Pact Worlds, the Veskarium, or any other major system. Instead, you were born far from any major interstellar society, on a world with few Drift beacons to attract traffic. Maybe your family helped establish a settlement on your home world a few generations ago, or perhaps your planet developed in isolation only to be transformed by Drift travel and the recent arrival of visiting aliens from societies more technologically advanced than yours. Whatever the case, you have an outsider's perspective on galactic society, and you know how to improvise, learn from your circumstances, and deal with the unexpected.
!! Theme Knowledge (1st)
All your life, you've had to fix essential machinery with the wrong parts and makeshift tools. Reduce the DC of [[Engineering]] checks to [[repair items]] by 5, which also applies to the following starship engineer actions: [[hold it together]], [[patch]], and [[quick fix]]. If you have all the proper parts and tools, you can halve the time it takes to repair an item; this stacks with the reduced time required to repair an object you crafted, so you spend only one quarter the original time required when repairing something you made. [[Engineering]] is a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Vaster Savvy (6th)
You've dealt with countless situations outside the normal experience of mainstream galactic society. As a result, you have an uncanny talent for improvising; you also have great situational awareness and can astutely evaluate other people. Once per day, if you fail an Intelligence- or Wisdom-based ability or skill check, you can reroll the check. If you still fail the check, this ability isn't expended for the day, but you can't reroll the same check again.
!! Starship Savant (12th)
Former crewmates whisper of your strange, innate ability to get any ship to do exactly what you need, when you need it. You know starships and how to get the most out of them, so you can fill in for many crew roles whenever necessary. When taking [[chief mate]], [[pilot]], and [[science officer]] actions, you can treat half your ranks in the [[Engineering]] skill as ranks in the appropriate skills needed for actions in those crew roles. For gunnery checks, you can use your Engineering ranks in place of [[Piloting]] ranks, and you can use your Wisdom modifier in place of your Dexterity modifier. This feature gives you effective ranks in skills, so you're considered to be trained in those skills for the purpose of fulfilling the crew role. If you're trained in a skill required for a crew action, you instead receive a +1 insight bonus on the check for the action.
!! Building on Success (18th)
Nothing inspires you like succeeding against challenging odds. Up to twice per day, when you defeat a significant foe, pull off a difficult job, rescue a friend, help meet an important goal, or do something similarly meaningful to you and your allies, you can recover 1 Resolve Point.
Some crews need a secure vault to store valuables. Breaking into a vault generally requires two skill checks (determined by the GM, though [[Computers]] and [[Engineering]] are common) with a DC equal to 10 + 1-1/2 × the ship's tier. Failing either check by 5 or more sets off alarms, alerting the whole ship.
<div class= "table-wrapper">
|Expansion Bay | PCU | Cost (in BP) |h
|vault | 3 | 2 |
</div>
When you're piloting a vehicle during a combat on a grid, the vehicle moves on your initiative count and you have to spend your actions to pilot it. Creatures can take the following actions to drive or interact with vehicles, in addition to the normal combat actions described earlier in this chapter.
<$list filter="[[Move Actions]] [[Full Actions]] [[Swift Actions]]" >
!! <<currentTiddler>>
<<list-links "[tag<currentTiddler>tag[Vehicle Actions]sort[title]]" class:index>>
</$list>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Vehicle Actions'>>
</div>
!!! Pilot Actions
<<list-links "[tag[Pilot Actions (vehicle)]sort[title]]" class:index>>
The tactical vehicle rules in the previous section are meant for battles on a grid, with some creatures in vehicles and others on foot. But in a high-speed chase or race between competing vehicles, the pilots' skill and the environment play the predominant role in victory or defeat. The system detailed below is a more narrative-based system that allows for greater flexibility and doesn't require an enormous grid for play.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Which direction creatures are facing on a grid is generally irrelevant, but vehicles aren't as nimble, so you need to monitor a vehicle's heading each time it moves. If you're using miniatures, rotate the vehicle's miniature to face the correct direction whenever its heading changes. The vehicle has to face toward one of the edges of its space, not toward a corner.
When a vehicle has to move at its current heading (such as during a race action or when uncontrolled), it has to move in a straight line. This line is measured from the center of the vehicle on its front edge, and it can be straight ahead or at an angle. The angle can't be greater than 45 degrees diagonally from the heading.
<$list filter="[list[$:/StoryList]is[current]]">
A creature can customize their vehicle by purchasing and installing vehicle modifications, which add bonuses or customized abilities to vehicles. Installing or removing a vehicle modification takes 4 hours, so replacing one modification with another takes 8 hours. Some individuals keep a collection of modifications on hand, swapping them out as needed. Unless otherwise stated, a vehicle modification that must be activated can be activated by the vehicle's pilot or passengers.
Some vehicle modifications are magical or a hybrid of magic and technology. If neither "magic" nor "hybrid" is listed after a modification, it's a technological modification.
!! Charges
For a technological vehicle modification that requires charges to function, this entry lists the maximum size battery the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a recharging station. A magic vehicle upgrade that can be used a certain number of times runs on magical charges; these charges are integral to the construction of the item and can't be replenished with generators or batteries—though they do refresh each day.
!! Usage
This entry lists how many charges are consumed when the vehicle modification is used. This might be per activation or a certain duration. If a vehicle modification uses a certain number of charges over an interval, the modification's abilities can be shut off before that amount of time has passed, but it still uses charges for the full interval.
!! Modification Slots
Each vehicle contains a certain number of modification slots, which are not literal slots but instead represent the vehicle's capacity for further adjustments and additional features while still being able to function normally. If not otherwise stated, a vehicle has one modification slot, plus an additional number of slots equal to one-fifth its item level (rounded down). Unless otherwise noted, a vehicle can't accommodate or benefit from multiple copies of the same modification.
</$list>
<<list-links "[tag[Vehicle Modifications]sort[title]]" class:index>>
While most vehicles are mass-produced after rigorous testing, the following arrays can help express prototypes or experimental vehicles that aren't ready for mass production yet. They can also represent completely customized, hand-crafted vehicles that are unique in design.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Vehicle Rules'>>
</div>
Apply one of the following grafts based on the vehicle's size category.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
Chose one or more of the following vehicle type grafts.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<<tabs "[contains:tab[Vehicles]sortby{Vehicles!!list}]" "PrebuiltVehicles" "$:/state/tabIndex" "Index Template">>
<h3>First Letter: <<selector>></h3>
<<list-links '[tag[Vehicles]prefix{Vehicles by Alpha!!selection}sort[title]]' class:index >>
!!! Level: <<selector '1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20' >>
<$setvars _n={{Vehicles by Level!!selection}} lv-head="n" lv-lookup="\''Level'' \n\;\">
<<list-links filter:"[tag[Vehicles]search::regexp<lv-lookup>]" class:index>>
</$setvars>
You can use your [[miracle worker]] mechanic class ability one additional time per day, and you can also affect non-starship vehicles with that ability. If the vehicle isn't wrecked, you restore a number of the vehicle's Hit Points equal to twice your class level. If the vehicle's new Hit Points aren't high enough to remove its [[broken]] status, the vehicle functions as if it weren't broken until the end of your next turn. If you also spend 1 Resolve Point, you can use this ability on a wrecked vehicle, though the vehicle only functions for a number of minutes equal to your Intelligence modifier before being reduced to 0 Hit Points and becoming wrecked again. You can only restore function to a specific wrecked vehicle in this way once, after which that vehicle becomes immune to subsequent uses of the ability. You must have the miracle worker mechanic class ability to choose this trick.
<div class="statblock">
* <<levels>>
* ''School'' illusion
* ''Casting Time'' 1 standard action
* ''Range'' long (400 ft. + 40 ft./level)
* ''Targets'' up to one or more creatures, no two of which can be more than 30 ft. apart
* ''Duration'' concentration + 1 hour/level (D)
* ''Saving Throw'' Will negates or disbelief, see text
* ''Spell Resistance'' yes, see text
</div>
You instantly change the appearance of the targets and then maintain that appearance for the spell's duration. You can make the targets appear to be anything you wish. The targets look, feel, and smell just like what the spell makes them resemble. Affected creatures return to their normal appearances if slain. You must succeed at a [[Disguise]] check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus to such a check (since it counts as altering your form).
An unwilling target can negate the spell's effect on it by succeeding at a Will saving throw or by relying on [[spell resistance]]. Those who interact with the targets can attempt Will saving throws to disbelieve the illusion, but spell resistance doesn't help pierce the illusion.
You can be so subtle not even the people you threaten are entirely sure you threatened them.
''Prerequisites:'' Cha 15, [[Intimidate]] 1 rank.
''Benefit:'' When you successfully use the [[Intimidate]] skill to [[bully]] a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.
When Drift travel caused the thasteron market to crash, some mining conglomerates sought new uses for thasteron that would sustain some of the diminishing demand. One of the more successful ideas was the Vellsencraft Ltd. thasteron-fueled augmentations, spurring the thasteron-punk subculture that embraces the antiquated aesthetic. This modification is limited to arm, hand, leg, foot, and spinal column cybernetics. The augmentations appear to be made of copper, brass, wood, and leather, featuring tiny fueling ports and gas vents, and the faint exhaust gives you a –2 penalty to [[Disguise]] and [[Stealth]] checks except in environments where the smell would be innocuous, at the GM’s discretion. Vellsencraft augmentations cost 20% less than usual, but they consume 100 credits’ worth of thasphalt to keep functioning.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* LE Medium outsider (evil, extraplanar, velstrac, lawful)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +8; ''Will'' +3
* ''Defensive Abilities'' paired pain, [[regeneration]] 5 (good or silver); ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' ascetic [[velstrac flenser]] +10 (1d4+5 S & So; critical [[bleed]] 1d4)
* ''Ranged'' tactical [[acid dart rifle]] +13 (1d8+4 A & P; critical [[corrode]] 1d4) or [[frag grenade]] II +13 ([[explode]] [15 ft., 2d6 P, DC 13])
* ''Offensive Abilities'' unnerving gaze (30 ft., DC 13)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +5; ''Con'' +3; ''Int'' +0; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Acrobatics]] +15, [[Athletics]] +10, [[Intimidate]] +10, [[Sense Motive]] +10
* ''Feats'' [[Opening Volley]]
* ''Languages'' Common, Infernal; [[telepathy]] 30 ft.
* ''Gear'' velstrac harness (functions as [[defrex hide]]), tactical [[acid dart rifle]] with 20 darts, ascetic [[velstrac flenser]] with 1 battery (20 charges), [[frag grenades]] II (2)
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary, pair, habit (3–6), or priory (7–12)
!!! SPECIAL ABILITIES
''Paired Pain ([[Su]])'' As a reaction after taking damage, an anchorite can telepathically link with a willing allied velstrac that it can see within 30 feet. When either of the velstracs paired in this way takes further damage, that damage is divided evenly between the two. A velstrac of a higher CR can share its damage with an anchorite while refusing to take the anchorite's
shared damage. An anchorite already paired with another velstrac can't use this ability to create a new pair. The pairing lasts for 1 minute, until one of the pair dies, or until one of the pair ends it as a move action. The pairing also ends if one partner is ever more than 30 feet from the other.
''Unnerving Gaze ([[Su]])'' The anchorite's visage causes viewers to see themselves as the subject of the velstrac's self-mutilation. A creature that fails a DC 13 Will save against this [[gaze]] is [[shaken]] for 1 round. This is a mind-affecting, fear effect.
</div>
Anchorites are among the lowest-ranking fiends in the velstrac hierarchy. Often working in pairs or squads, they are crafters, gophers, and soldiers. Anchorite labor produces the majority of velstrac equipment, from their starships to their hide armors with inward-pointing studs and spikes. Anchorites take pains to make their creations macabre and ornate. These velstracs also make up the rank and file of velstrac exploration teams and starship crews.
In battle, anchorites aim to inflict maximum amounts of delicious agony upon themselves and their foes. Sharing pain is an ecstasy to anchorites as they guide each other along the path of evolution. Few velstracs of any sort refuse to telepathically pair with an anchorite and at least taste its pain, and it's a rare and disgraceful act for an anchorite to refuse to share with another. A stronger velstrac who takes advantage of an anchorite to survive an otherwise deadly conflict is not considered to be acting dishonorably because in velstrac doctrine, the weak exist to serve the needs of the mighty. All velstracs answer to the demands of their strongest, the velstrac demagogues.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* LE Small outsider (evil, extraplanar, lawful, velstrac)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 120
* ''EAC'' 21; ''KAC'' 22
* ''Fort'' +8; ''Ref'' +10; ''Will'' +12
* ''Defensive Abilities'' [[regeneration]] 5 (good or silver); ''DR'' 5/good or silver; ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +18 (2d6+9 S plus lingering touch)
* ''Offensive Abilities'' unnerving gaze (30 ft., DC 18), waking nightmare
* ''Spell-Like Abilities'' (CL 9th)
** 1/day—//[[nightmare]]// (DC 20), //[[shadow body]]//
** 3/day—//[[paranoia]]// (DC 19)
** At will—//[[lesser confusion]]// (DC 18)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' +2; ''Int'' +1; ''Wis'' +4; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +22, [[Bluff]] +17, [[Mysticism]] +17, [[Stealth]] +17
* ''Languages'' Common, Infernal; [[telepathy]] 100 ft.
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary, pair, expedition (3–6)
!!! SPECIAL ABILITIES
''Lingering Touch ([[Su]])'' A creature that takes damage from a velstrac cantor's claw must succeed at a DC 18 Will saving throw or the pain lingers in its mind, dealing 1d4 additional damage (2d4 if the cantor scored a critical hit) at the start of each of its turns for 1 minute. At the end of each of its turns, the target can attempt another saving throw to end this effect. Each of the cantor's additional successful attacks against a creature suffering this effect extends the duration by 1 round. Any form of magical healing ends this effect immediately. This is a mind-affecting effect.
''Unnerving Gaze ([[Su]])'' A cantor's appearance causes shock and sympathetic pain. A creature that fails its save against this mind-affecting fear effect is [[shaken]] for 1 round.
''Waking Nightmare ([[Su]])'' Once per minute as a full action, a cantor can mouth a soundless scream to create an illusory double of itself that is Large and even more horrifying. Creatures within 30 feet of and able to see the cantor must succeed at a DC 18 Will saving throw or believe this illusory double to be real. At the same moment, the cantor becomes [[invisible]] (as per //[[greater invisibility]]//). These effects last as long as at least one creature believes the illusion, but no longer than 1 minute. Both effects also end if the cantor is ever more than 30 feet away from the illusion at the end of its turn. The illusion appears to attack each round on the cantor's turn, and the cantor usually attacks the same target, gaining the benefits of both invisibility and stealth. After a creature attacks the illusion, the creature can attempt another save to disbelieve the effect. A creature exposed to this effect is immune to the same cantor's waking nightmare for 24 hours.
</div>
Only about 3 feet tall and weighing no more than 50 pounds, a cantor resembles a human child or halfling whose skin has been flayed, exposing the underlying musculature and connective tissue. Rather than being a bloody mess, however, its flesh is dull and gray. A cantor's glossy black eyes burn red when the creature becomes violent or uses its vile powers.
A cantor velstrac is a fiend that uses its horrific appearance as a weapon. It considers itself to be an instrument in an ongoing effort to help mortals accept the velstrac notion of reality—that pain is a tool of self-exploration and development. Cantors pursue this end through subterfuge and by aiding other velstracs as scouts.
<div class="statblock">
* ''Tier'' 5
* Medium transport
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 18; ''TL'' 18
* ''HP'' 85; ''DT'' —; ''CT'' 17
* ''Shields'' medium 100 (forward 25, port 25, starboard 25, aft 25)
* ''Attack (Forward)'' heavy laser cannon (4d8), tactical nuclear missile launcher (5d8)
* ''Attack (Aft)'' flak thrower (3d4)
* ''Attack (Turret)'' chain cannon (6d4), light particle beam (3d6)
* ''Power Core'' Pulse Red (175 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic medium-range sensors, crew quarters (common), M10 thrusters, mk 3 armor, mk 3 defenses, mk 1 trinode computer; ''Expansion Bays'' [[cargo hold]], [[escape pods]], [[guest quarters]] (common), [[medical bay]], [[science lab]]
* ''Modifiers'' +1 to any 3 checks each round, +2 [[Computers]] (sensors only)
* ''Complement'' 6 (minimum 1, maximum 6)
!!! CREW
* ''Velstrac Captain'' [[Bluff]] +11 (5 ranks), [[Intimidate]] +16 (5 ranks)
* ''Engineer'' [[Engineering]] +11 (5 ranks)
* ''Gunners (2)'' gunnery +10
* ''Pilot'' [[Piloting]] +16 (5 ranks)
* ''Science Officer'' [[Computers]] +13 (5 ranks)
</div>
A clear hierarchy commands all [[velstrac]] groupings, including the fiends' starfaring forces. The velstracs' fast and sleek corvettes serve as heavy scouts and raiders, cutting into enemy territory and fleets like serrated blades. In starship combat, corvette crews fight as they would in personal combat, with the aim to deal maximum damage as brutally as possible. After strafing disabled ships with chain cannons, corvettes usually make boarding maneuvers to take prisoners. Corvette anchorite crews have even been known to use their escape pods as ballistic weapons against ships with weakened defenses, hoping to overcome those defenses and, perhaps, to improvise boarding at the same time.
Infused with shadow, you take on a trait of the velstracs.
''Prerequisites:'' [[Pain Refuge]], [[Painful Clarity]].
''Gift:'' You gain an amount of [[damage reduction]] equal to twice the number of manifestations you have. Good-aligned weapons and silver weapons overcome this DR.
''Stain:'' If you touch a good-aligned item, a //[[holy]]// weapon fusion, or a silver item, including being struck by a good-aligned or silver weapon, you are [[sickened]] for 1 round. Your immunities don't prevent this sickened condition, and you can't remove it early by any means. You can hide your aversion with a [[Bluff]] check opposed by [[Sense Motive]] checks.
Velstracs wield flensers—blades designed to slice skin from muscle and muscle from bone—sometimes mounting these knives on rifles as bayonets. Flensers are honed to supernatural sharpness and powered to vibrate with the rhythms of the wielder's body. Velstracs have mastered the art of using these advanced melee weapons to inflict wounds while keeping targets alive. The table above shows an array of flensers, which can be purchased only in the darkest corners of the galaxy.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|velstrac flenser, ascetic | 2 | 550 | 1d4 S & So | [[bleed]] 1d4 | L |[[powered]] (capacity 20, usage 1) |
|velstrac flenser, singer | 7 | 6,600 | 2d6 S & So | [[bleed]] 1d8 | L |[[powered]] (capacity 20, usage 1) |
|velstrac flenser, debater | 12 | 37,600 | 4d8 S & So | [[bleed]] 2d8 | L |[[powered]] (capacity 20, usage 1) |
|velstrac flenser, recluse | 17 | 261,360 | 10d8 S & So | [[bleed]] 4d8 | L |[[powered]] (capacity 20, usage 1) |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* LE Medium outsider (evil, extraplanar, lawful, velstrac)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Defensive Abilities'' [[integrated weapons]], [[regeneration]] 5 (good or silver); ''DR'' 2/—; ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 50 ft.
* ''Melee'' integrated singer [[velstrac flenser]] +20 (2d6+14 S & So; critical 1d8 [[bleed]])
* ''Ranged'' integrated aphelion [[laser rifle]] +17 (3d6+8 F; critical 1d6 [[burn]])
* ''Offensive Abilities'' unnerving gaze (30 ft., DC 16)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +21, [[Intimidate]] +16, [[Stealth]] +16
* ''Languages'' Common, Infernal
* ''Gear'' aphelion [[laser rifle]] with 2 high-capacity batteries (40 charges each), singer [[velstrac flenser]] with 2 batteries (20 charges each); ''Augmentations'' accelerated [[datajack]], mk 2 [[dermal plating]], [[respiration compounder]], standard [[speed suspension]], [[vocal modulator]]
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' section (2–5), squad (6-12), or platoon (13-25)
!!! SPECIAL ABILITIES
''Unnerving Gaze ([[Su]])'' A heretic's visage causes viewers to doubt all of their most deeply held convictions. A creature that fails a DC 16 Will saving throw against this gaze is [[confused]] for 1 round. This is a mind-affecting effect.
</div>
From a distance, heretic velstracs resemble humanoids enhanced with cybernetic weapons and other augmentations, but a closer look removes all doubt about the nature of these outsiders. Their cybernetics seem to twist their flesh, even splitting it open in places to expose muscle and bone. Most heretics have dark leather plates sutured onto their flesh while pitted iron masks with holes for eyes are riveted onto their faces. Heretics integrate their weapons into their bodies; usually, one arm is replaced by a [[velstrac flenser]], and a [[laser rifle]] is attached to a shoulder on an articulated chassis, allowing the weapon to pivot in all directions.
To other velstracs, heretics are seen as crude butchers lacking finesse and subtlety. Heretics consider the consensual exchange of pain to be the weakest form of torture and despise it for its lack of true danger, preferring to engage in what they refer to as "vital combat" with their victims. It is rare to find a heretic on its own, as they tend to form close-knit bands that seek out intruders to the Shadow Plane and deliver righteous pain unto them.
Once every few centuries, a velstrac demagogue reveals themself to a platoon of heretics and charges them with a vital "holy mission" that involves the outsiders traveling to a world on the Material Plane and cleansing it of all life. These targets aren't chosen randomly; they are usually ones inhabited by sentient creatures whose souls are mostly stained with corruption and whose deaths will create more velstracs.
You exist in a state between mortal and velstrac, placing you at risk of becoming a velstrac when you die.
''Prerequisites:'' [[Pain Refuge]], [[Painful Clarity]], [[Velstrac Durability]].
''Gift:'' Twice per day, you can grant yourself [[fast healing]] 3 for 1 minute. Your fast healing functions only while you have 1 Hit Point or more.
''Stain:'' Whenever you gain the [[dying]] condition, you lose 1 Resolve Point. In addition, it costs you 1 extra Resolve Point (maximum of 4 instead of 3) to stabilize yourself. If you die, you have a 50% chance to reincarnate as an NPC velstrac (an outsider) on the Shadow Plane. If you do, you can be raised from the dead only via //[[miracle]]// or //[[wish]]// along with a soul beacon as if casting //[[raise dead]]// on an undead target.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* LE Medium outsider (evil, extraplanar, lawful, velstrac)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[see in darkness]]; ''Perception'' +20
!!! DEFENSE
* ''HP'' 175
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +13; ''Will'' +10
* ''Defensive Abilities'' [[integrated weapons]], [[regeneration]] 5 (good or silver); ''Immunities'' cold; ''SR'' 22
* ''Weaknesses'' pain dependency, [[vulnerable]] to fire
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' integrated penitent [[shadow chains]] +24 (5d4+14 C; critical [[bind]])
* ''Ranged'' shadow spine +21 (3d8+11 C; critical [[stagger]] [DC 18])
* ''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with penitent [[shadow chains]])
* ''Offensive Abilities'' [[create darkness]], unnerving gaze (30 ft., DC 18)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +5; ''Con'' +3; ''Int'' +0; ''Wis'' +1; ''Cha'' +8
* ''Skills'' [[Acrobatics]] +20, [[Athletics]] +20, [[Intimidate]] +25
* ''Languages'' Common, Infernal; [[telepathy]] 100 ft.
* ''Gear'' integrated penitent [[shadow chains]]
!!! ECOLOGY
* ''Environment'' any (Plane of Shadow)
* ''Organization'' solitary, pair, escort (1d4 plus 1 velstrac of lower CR), or entourage (2d6 plus 1 velstrac of higher CR)
!!! SPECIAL ABILITIES
''Pain Dependency ([[Ex]])'' A sexton is addicted to pain. If it doesn't take damage every 4 hours, it gains the [[sickened]] and [[fatigued]] conditions until the next time it takes damage.
''Shadow Spine ([[Su]])'' As a ranged attack, a sexton can fire the spines of solidified shadowstuff that protrude from its back at its foes. This attack has a range increment of 40 feet and a maximum range of 200 feet.
''Unnerving Gaze ([[Su]])'' A creature that views a sexton's visage is beset by visions of torment. A creature that fails a DC 18 Will saving throw against this gaze is [[panicked]] by 1d4 rounds as horrifying images and sounds flood its mind. This is a mind-affecting fear effect. Whether a creature succeeds at the save or not, it can't be affected by the panicking effect of a sexton's unnerving gaze for 24 hours. However, every round after the first that a creature is within range of a sexton's gaze, it is racked by phantom pains and must succeed at a DC 18 Fortitude save or be [[nauseated]] for 1 round. This is a mind-affecting pain effect.
</div>
Tall and muscular in appearance, a sexton has an additional pair of arms that look like they have been sewn onto the sexton's elongated torso. A sexton's pallid, bloodless flesh is icy cold to the touch and marred with ritual scarification. Nanocarbon chains weave in and out of a sexton's skin and wrap around its limbs, and razor-sharp spines of frozen shadowstuff protrude from its back.
Even compared to other velstracs, sextons are rabid fanatics, existing only to experience pain and carry out the orders of more powerful velstracs. They are completely addicted to the act of receiving pain, and they become nearly useless if such experiences are unavailable. Pain pleases a sexton best if it is delivered by another being, but a sexton will harm itself to receive a needed fix if no other options are available.
A spiked gauntlet made of dark composite and inward pointing spikes, a //velstrac shackle// fits over one forearm and has filaments like muscle fibers that snake up to the shoulder, connecting to dark barbs that protrude from your skin. The shackle feeds on your tissue, requiring you to eat and drink half again more than usual to sustain it, and it must
be attached to flesh. Further, no matter how many arms you have, you can have only one velstrac shackle.
As if drawing a weapon, you can cause the shackle to extend a [[shadow chain]] of the same model name as the shackle. The shadow chain within the velstrac shackle is magical. It can also be upgraded with weapon fusions like a normal weapon of the //velstrac shackle's// level.
Within the shackle, the chain is hidden from casual observation, although someone who searches you can discern the chain's presence inside the shackle by succeeding at a [[Perception]] check (DC = 10 + 1-1/2 × the item's level + your key ability modifier). While you wear the shackle, you are proficient with the shadow chain within, and you cannot be disarmed of or drop the weapon. You can withdraw the chain into the shackle as a swift action or part of a full action. In addition, if the weapon takes damage, you can allocate any healing you receive to it, provided that healing restores your Hit Points.
When your character level is within 2 levels of the next more powerful //velstrac shackle//, you can upgrade the item to its next level. To do so, you must acquire magical components, including rare minerals from the Shadow Plane, worth the price of the more powerful shackle minus 25% of the value of your current shackle. You then use the components in a 1-hour ritual to upgrade the shackle to the new, higher level. You must also pay to upgrade any weapon fusions you wish to keep on the shadow chain as if transferring each of those fusions to a new higher-level weapon.
Upgrading a //velstrac shackle// via shadow magic is rumored to be a way to awaken mortal-made shackles to a true connection with velstracs. This awakening can make a shackle that was once safe a source of shadow corruption. Whispers about this dark possibility suggest virtuous users who magically upgrade a shackle are more at risk than those who already have bloodthirsty or wicked tendencies.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//velstrac shackle//, follower | 3 | 1,200 | arm |
|//velstrac shackle//, acolyte | 8 | 9,100 | arm |
|//velstrac shackle//, penitent | 11 | 25,000 | arm |
|//velstrac shackle//, ecclesiastic | 15 | 102,000 | arm |
|//velstrac shackle//, devotional | 19 | 431,000 | arm |
</div>
Velstracs are lawful evil outsiders native to the Shadow Plane who feed on fear and pain.
* ''Traits:''
** [[darkvision]] 60 ft.,
** [[immunity]] to cold
** [[regeneration]] 5 (suppressed by good or silver)
** unnerving gaze (see below)
* //Unnerving Gaze ([[Su]]):// This [[gaze]] ability manipulates the perceptions of those who look upon a velstrac. Unnerving gaze has a range of 30 feet and can be negated by a Will save; the exact effects vary by velstrac. All velstracs are immune to this ability. This is a mind-affecting fear effect.
<div class="statblock">
* ''Tier'' 9
* Medium transport
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 1
* ''AC'' 27; ''TL'' 26
* ''HP'' 100; ''DT'' —; ''CT'' 20
* ''Shields'' medium 120 (forward 30, port 30, starboard 30, aft 30)
* ''Attack (Forward)'' heavy laser cannon (4d8), summoning torpedo launcher (3d10 plus special)
* ''Attack (Aft)'' light plasma cannon (2d12)
* ''Attack (Turret)'' linked light plasma cannons (4d12)
* ''Power Core'' Arcus Maximum (200 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic long-range sensors, crew quarters (common), mk 3 duonode computer, mk 8 armor, mk 8 defenses; ''Expansion Bays'' [[arcane laboratory]], [[brig]], [[life science lab]], [[medical bay]], [[tech workshop]]
* ''Modifiers'' +3 any two checks per round, +2 [[Computers]] (sensors only)
* ''Complement'' 5 (minimum 1, maximum 6)
!!! CREW
* ''Captain'' [[Bluff]] +17 (9 ranks), [[Computers]] +14 (9 ranks), [[Engineering]] +14 (9 ranks), gunnery +13, [[Intimidate]] +17 (9 ranks), [[Piloting]] +14 (9 ranks)
* ''Engineer'' [[Engineering]] +17 (9 ranks)
* ''Gunner'' gunnery +15
* ''Pilot'' [[Computers]] +15 (9 ranks), gunnery +14, [[Piloting]] +17 (9 ranks)
* ''Science Officer'' [[Computers]] +17 (9 ranks)
!!! SPECIAL ABILITIES
''Summoning Torpedo Launcher'' Some velstrac starships are armed with hybrid torpedo launchers that can cause terror and havoc on enemy ships. A //summoning torpedo launcher// is a heavy tracking weapon with long range, a speed of 12 hexes, and the limited fire 5 special property. Once per starship combat, when a summoning torpedo deals Hull Point damage to an enemy vessel, it can be triggered to call forth a corporeal horror on board that vessel that plays on its crew's fears. To inflict the most terror, velstracs infuse their summoning torpedoes with minor telepathic abilities, enabling them to quickly scan the inhabitants of an affected ship and manifest their fears. This weapon is available only for velstrac starships.
</div>
Built from cold, dark metals found exclusively on the Shadow Plane, velstrac Tormentors are mobile bases of operations providing their crews with all the resources necessary for experimentation and torture of any creatures that cross their paths. Any other ship outfitted this way could be mistaken for an emergency vessel, but one look inside the Tormentor's medical bay or life science lab is enough to reveal its intended purpose.
Manacles, chains, and custom restraints line the corridors, while more hang overhead, stowed away for later use. The ship's systems function mechanically, but the interfaces are masochistic and painful to use, often requiring crew to sit in chairs that resemble torture instruments or to deliberately insert their hands into razor-lined gauntlets in order to interact with controls. Heavily armored and bristling with weapons intended to wreak havoc on enemies, the Tormentor makes an impression when it appears; its winged exterior spreads wide, like a barb launched from a titanic weapon, and it trails long, hooked chains that chase after it like tendrils behind a jellyfish.
Sometimes called "kytons" by mortals, velstracs are cruel fiends who dwell on the Shadow Plane. Each velstrac seeks to unlock its highest potential by following a path of methodical, self-inflicted pain while also psychically feeding on the fear and anguish of mortal creatures. Velstracs care only for this path of pain and its mystical destination; they see "lesser" beings as nothing more than stepping-stones for their own ascension.
Transformation requires a velstrac to excise pieces of itself, spiritually and physically. Dross is cut away and replaced with grafts—artificial or natural, flesh or spirit, magical or technological. Each graft brings the velstrac closer to its ideal state and increases its power. In this practice, velstracs are more fanatical than even the Augmented are about cybernetic augmentations. The emotions and pain experienced during each step, they believe, cause spiritual evolution.
Legend holds that the first velstracs emerged when mortals conceived of cruelty as an acceptable means of personal advancement. The goodly gods, astonished and dismayed, chained the velstracs in Hell. However, instead of struggling against their bonds, the velstracs subsumed their chains and eventually escaped into the Shadow Plane.
Velstracs leave the Shadow Plane to prey on sentient creatures. They maintain installations and portals in dark locales, launching forays into the Material Plane from such places. Most mortals who fall into velstrac clutches are doomed to live out the remainder of their days—or minutes—in agony. However, such mortals can sometimes become velstracs themselves. The supposed methods of this shift differ wildly, but all involve terrible suffering that only escalates after the transformation is complete. These newest velstracs often become [[anchorites]], fiendish ascetics devoted to the torment of themselves as much as of others. An anchorite's first act must be to willingly mutilate its flesh, showing its dedication to the velstrac way.
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
!! Velstrac Starships
<<list-links "[tag[Starships]prefix[Velstrac]sort[title]]" class:index>>
!! Velstrac Flensers
{{Velstrac Flenser}}
Reinforcing tissue around your heart supports healthy cardiovascular function under normal circumstances, but the grafted muscle twinges angrily when it senses a drop in blood pressure, such as from heavy bleeding. As a reaction once per 1d4 rounds when you take [[bleed|Bleeding (condition)]] damage, you can expel a portion of the blood at an adjacent creature to make it [[flat-footed]] until the end of your next turn. If the bleed damage causes you to lose Hit Points, you can instead make the adjacent creature [[blinded]] until the end of your next turn. If the creature succeeds at a Reflex save, it negates the effect, and it can remove the condition by taking a move action to wipe away the blood. The save DC for this effect equals 10 + 1/2 your level + your Constitution modifier, or 10 + the damage dealt by the bleed effect this turn, whichever is lower.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|vengeful ventricles | 7 | 6,300 | heart |
</div>
You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren't holding anything in that hand. While extended, the venom spur is a one-handed basic melee weapon that deals 1d6 piercing damage and automatically injects venom into a struck target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as //[[remove affliction]]// and [[antitoxin|Medicinals]] affect this venom as though it were a poison.
Once used, the venom sac doesn't refill until the next time you rest to regain Stamina Points. While it's empty, you can still attack with the stinger but can't envenomate your target.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|venom spur | 2 | 625 | hand |
</div>
A weapon with the //venomous// fusion gains the [[injection]] weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (poison)
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' weapon touched
* ''Effect'' imbues weapon with poison
* ''Duration'' 1 minute/level
* ''Saving Throw'' none (see text)
* ''Spell Resistance'' no
</div>
You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison. The next five attacks made using the weapon are poisoned. Each creature damaged by these attacks must succeed at a Fortitude save or be [[sickened]] for 2d4 rounds.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CE Medium magical beast
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +10; ''Will'' +5
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' bite +17 (1d8+11 P)
* ''Offensive Abilities'' void gaze (30 ft., DC 16)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +13, [[Intimidate]] +13, [[Stealth]] +18
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Void Gaze ([[Ex]])'' A veolisk embodies the claustrophobic, dark, and often maddening aspects of deep space, and it can project a sliver of the void into its enemies with its mere gaze. A creature that fails a DC 16 Will saving throw against this [[gaze]] ability is [[confused]] until the beginning of its next turn. This is a mind-affecting effect.
</div>
Veolisks are lumbering, reptile-like quadrupeds with bony exoskeletons. They are often compared to many planets' prehistoric megafauna, despite being much smaller. Veolisks are typically found only on remote planets and planetoids in the Vast, as most xenobiologists believe their maddening gazes tend to drive off other species and make settling near veolisk territory very difficult. If veolisks are discovered near established communities, the creatures are usually hunted ruthlessly until there are none left.
The veolisk's signature void gaze ability has led to speculation that the creatures are descended from ancestors with similar gaze attacks that had far more severe effects, and they have earned the nickname "void basilisks" from those versed in the ancient folklore
of Golarion. Some sages believe destruction-loving cultists of the Devourer bred the first veolisks millennia ago, well before the Gap. Whether or not this is true, the beasts have become popular as guardians of remote Devourer cult bases and as pets to those who believe themselves to be at one with the universe's entropy. Curiously, though most cultures would never think to try domesticating veolisks, the beasts become quite docile and mostly harmless when wearing blinders, veils, or other methods of negating their gaze ability.
These hulking beasts can survive on very little food, usually eating only one small meal—flesh, fruits, fungus, plant life, or anything it can find—a day. Scientists don't agree on exactly what maintains a veolisk's physiology; some believe the creatures simply have a hyper-efficient metabolism, while others suggest that they feed on cosmic radiation like trees gathering sustenance through photosynthesis. A few experts theorize that veolisks don't need to eat at all to survive and subsist solely on the background arcane energies that are present everywhere in the galaxy. Reputable xenobiologists tend to scoff at this hypothesis, but their opponents are quick to point out that universe is full of strange and unknowable
wonders that defy scientific explanation.
Veolisks lay fist-sized leathery eggs, usually six to eight at a time. These eggs are recognizable as belonging to a veolisk due to their ebony coloring and their tendency to give off faint wisps of odorless smoke. Once laid, the eggs don't require any kind of incubation and usually hatch on their own after a few weeks. In most broods, the first veolisks to hatch tend to devour the unhatched eggs as their first meals. Veolisk young begin to hunt for themselves after this initial meal and are fully mature in less than a year. Adult veolisks usually mate whenever the opportunity presents itself, though neither parent takes any interest in their eggs or offspring.
A typical veolisk is about 7 feet long from the tip of its snout to the end of its tail and weighs approximately 200 pounds.
A clear liquid, //veracity serum// has a sickly-sweet taste and syrupy consistency. For 1 hour after you drink this serum, you gain a +3 insight bonus to [[Sense Motive]] checks to detect deception or see through a diversion. In addition, you never suspect a true statement is false. You also gain a +2 insight bonus to saving throws against illusions.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, veracity// | 5 | 450 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' 120 ft.
* ''Duration'' instantaneous
* ''Saving Throw'' Reflex half
''Spell Resistance'' yes
</div>
Tapping into the life-giving energy of your home world, you emit a blast of rapidly growing roots, branches, vines, and thorns that puncture creatures in a line, dealing 3d6 piercing damage to all creatures and objects in the area.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one computer system or module
* ''Duration'' 1 hour/level or until triggered, then 1 minute/level, see text
* ''Saving Throw'' Will negates (object), Reflex partial, see text
* ''Spell Resistance'' yes (object), see text
</div>
You turn data into plant matter that either instantly explodes outward or lurks within a device.
''Instant Growth:'' You immediately incite growth from the targeted device. A creature can negate the effect on an object it holds with a successful Will save or with spell resistance.
For both this and the dormant growth effect (see below), the plant matter explodes from the targeted device, filling all squares within a 20-foot-radius spread. Each creature in the area must attempt a Reflex save. On a failure, it takes 5d6 slashing damage and is [[entangled]]; on a successful save, it takes half damage, isn't entangled, and is shunted to the nearest empty space available. A square of plant matter has hardness 8 and 15 Hit Points. The growth also covers the device, preventing non-remote access until the plant matter is destroyed or disintegrates at the end of the spell's duration.
''Dormant Growth:'' You implant verdant code into an computer system or module you have root access to. The next time the device is accessed, plant matter explodes from the device (see above). A device can hold only one instance of verdant code at a time, and new instances erase the previous instance. If this spell's duration ends before the implanted code is accessed, the code vanishes. This code can be made permanent, as implant data.
<div class="statblock">
* ''Tier'' 9
* N Huge starship magical beast
* ''Speed'' 4; ''Maneuverability'' poor (turn 3)
* ''AC'' 25; ''TL'' 22; ''Immunities'' EMP, [[radiation]], vacuum
* ''HP'' 200; ''DT'' 5; CT ''40''
* ''Shields'' none
* ''Attack (Forward)'' gravity gun +13 (6d6), bite +13 (8d6 plus [[EMP|EMP (starship weapon property)]] and swallow starship)
* ''Attack (Turret)'' tail whip +13 (8d6, ripper)
* ''Skills'' [[Engineering]] +17, [[Piloting]] +18
* ''Power Core'' vermelith heart (150 PCU); ''Drift'' none
* ''Systems'' mk 5 defenses, mk 8 armor
* ''Expansion Bays'' swallow starship
* ''Other Abilities'' encyst, extreme resistance, living starship, [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +17 (9 ranks)
* ''Gunners (2 actions)'' gunnery +15 (9th level)
* ''Pilot (1 action)'' [[Piloting]] +18 (9 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Bite ([[Ex]])'' A vermelith can use its bite only against a ship in an adjacent hex. If the vermelith deals damage with this attack to a ship of its size or smaller, it holds that ship in place. As an action, the pilot of the bitten starship can attempt a DC 28 [[Piloting]] check to break free of the jaws. While holding a starship in its jaws, the vermelith can't move, turn, or use its gravity gun, but it can make tail attacks or attempt to bite or swallow the same starship. The vermelith and the ship it is holding take a –2 penalty to AC and TL and to [[Piloting]] checks to determine movement order in starship combat.
''Encyst ([[Ex]])'' A vermelith can coil up and, over 6 hours, exude a rocky layer that resembles an asteroid. An encysted vermelith can take no actions, but it increases its AC and TL by 5 and its DT by 10. A creature that succeeds at a DC 28 [[Mysticism]] check can identify an encysted vermelith as a creature. A vermelith can remain encysted indefinitely. If awakened during starship combat, a vermelith bursts out of its cyst during the engineering phase and acts normally.
''Extreme Resistance ([[Ex]])'' A vermelith gains a +4 bonus to its AC against direct fire weapons that have the [[EMP|EMP (starship weapon property)]] special property or use gravity, and its DT against such weapons is 15. A vermelith has a +5 bonus to [[Piloting]] checks it attempts due to gravity, such as escaping a tractor beam.
''Living Starship ([[Ex]])'' A vermelith is a living creature that can engage only in starship combat. It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed in the Crew Actions section above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the table below when the vermelith takes critical damage. The vermelith's brain can't gain the wrecked condition.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapon array |Condition applies to all gunner actions |
| 31–60 | gravity centers |Condition applies to gunner actions with the gravity gun and all pilot actions |
| 61–90 | heart |Condition applies to engineer actions except patching or repairing the heart |
| 91–100 | brain |Condition applies to all actions |
</div>
''Swallow Starship ([[Ex]])'' If a vermelith is holding a starship smaller than it in place, it can swallow that vessel by making a successful bite attack against it. A vermelith's gullet can hold one Large ship, two Medium ships, four Small ships, or eight Tiny ships. A vermelith can take an action during the gunnery phase to crush starships inside it, dealing 4d6 damage (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise) and applying the [[EMP|EMP (starship weapon property)]] special property. A swallowed vessel can still attack. The vermelith's interior has AC 21, TL 18, and DT 0. However, starship weapons deal half their damage to the firing ship through a combination of blowback and the vermelith's physical reactions. If a swallowed starship deals 50 damage to the vermelith's interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a Piloting check (DC 28, or DC 33 if the vermelith has no hole in it). On a failure, the starship remains within the vermelith.
''Tail Whip ([[Ex]])'' A vermelith can use its tail whip only against a starship in an adjacent hex. This attack has the [[ripper]] special property.
</div>
Vermeliths are silicon-based worms of various sizes, but the titanic, starship-eating variety commands the most attention. These worms are lithotrophs that eat rock and metal. They dwell in asteroid fields, comet heads, dust clouds, and small moons.
Growing slowly but constantly, vermeliths live thousands of years, taking centuries to mature. They're adapted to zero-gravity and vacuum, but they can tolerate gravity, so they inhabit moons and planetoids, with or without atmosphere. Vermeliths can also perceive and manipulate electromagnetic and gravitational fields, including their own internal fields, which the worms use to move through space, rend objects, and find food by sensing the density of nearby materials.
Vermeliths begin life as egglike cysts, which are smooth, rocky orbs 5 feet across, drifting through space. The worm remains quiescent until its cyst drifts near a mineral-rich body. Once it finds such a prize, the worm dissolves its cyst and uses gravity manipulation to land. The young vermelith burrows in, gorging on the minerals. When the vermelith exhausts its food, it travels to nearby sources. If no such target can be found, the worm launches itself into space and encysts again, awakening when a chance encounter brings it near a new potential meal.
These star worms lead solitary lives and react aggressively to any interlopers in their territory, whether they are starships or other vermeliths. If an adult vermelith ventures near another mature specimen, both release a cloud of gametes before the stronger vermelith drives the weaker one away. These gamete clouds mix and form dozens of eggs, propagating the species. The reflective nutritive dust released with the gametes also forms vermeliths' natural defensive countermeasures.
Adult vermeliths spend much of their time asleep, conserving energy and digesting. A sleeping vermelith poses little threat to explorers unless something awakens it. While tall tales tell of ships that accidentally landed inside a sleeping vermelith with its mouth agape, deliberate exploration can also prove lucrative. The cavernous innards of an adult vermelith can enclose an entire ecosystem, including diverse life-forms. Moisture and gases from the vermelith's digestive processes fill this internal cavity, kept in place by pressure and the vermelith's bizarre internal gravity. Derelict ships and ancient technology that survived digestion can be found inside, sometimes thousands of years old. Some vermeliths even have breathable atmospheres inside them. Inhabitants of these ecosystems aid their host's digestion or feed off the vermelith, while others are opportunistic survivors from destroyed vessels or smaller asteroids the worm swallowed. No two vermeliths house the same internal ecology.
Mature vermeliths average 1,200 feet long, but these worms continue growing throughout their lives. Truly ancient vermeliths can be Colossal and threaten the largest starships.
!! Vermelith Starships
A slain vermelith's shell makes an excellent starship frame, with a hull that mitigates deleterious electromagnetic effects and provides a distinctive starship profile. A frame derived from a vermelith uses the head and a portion of the body, so this structure is smaller than the full worm. Larger vermeliths can provide materials for larger frames.
{{Vermelith (starship frame)}}
<div class="statblock">
* ''Size'' Large
* ''Maneuverability'' average (turn 2)
* ''HP'' 130 (increment 20); ''DT'' —; ''CT'' 26
* ''Mounts'' forward arc (1 heavy, 1 light), port arc (1 light), starboard arc (1 light), aft arc (1 light), turret (1 light)
* ''Expansion Bays'' 7
* ''Minimum Crew'' 6; ''Maximum Crew'' 20
* ''Cost'' 45
!!! SPECIAL ABILITIES
''Extreme Resistance ([[Ex]])'' An [[EMP|EMP (starship weapon property)]] weapon has half its normal duration against a vessel built using a [[vermelith]] frame. The vessel has a +1 bonus to its AC against direct fire weapons that use gravity and a +1 bonus to [[Piloting]] checks the pilot attempts due to gravity, such as escaping a tractor beam. In addition, a [[biomechanical]] ship built from this frame treats its radiation exposure as 1 level lower when determining critical damage effects due to radiation.
</div>
This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
* ''Traits:''
** [[darkvision]] 60 ft.
** [[mindless]]
** set Intelligence modifier to —
* ''Adjustments:'' +2 to Fortitude saving throws
You draw upon your resolve to quickly change tactics in the heat of battle.
''Prerequisites:'' [[Adaptive Fighting]], character level 5th.
''Benefit:'' You can spend 1 Resolve Point to use the [[Adaptive Fighting]] feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a daily use limitation, you cannot use Versatile Fighting to use that feat more often than its daily limit.
You know how to get full value out of weapon types your class doesn't normally use.
''Prerequisites:'' [[Weapon Focus]]
''Benefit:'' The benefits of [[Weapon Focus]] extend to all weapons with which you are proficient.
You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the [[quick movement]] class feature or [[improved quick movement]] exploit.
You've learned to direct your nanites in assisting you with difficult tasks, such as identifying damage, stitching wounds, reshaping your features, or further tuning your reflexes. Choose two of the following skills: [[Bluff]], [[Disguise]], [[Engineering]], [[Medicine]], [[Perception]], or [[Piloting]]. You add these skills as options to which you can apply your [[sheath array]]'s insight bonus to skill checks. You can select this knack multiple times, each time selecting different skills.
You know how to get full value out of weapon types your class doesn't normally use.
''Prerequisites:'' [[Weapon Specialization]], character level 3rd
''Benefit:'' You gain specialization in all weapons with which you are proficient that can be selected with [[Weapon Specialization]].
As a swift action (or part of the full action used to make a full attack), you can spend 1 MP to transform your [[adaptive strike]]’s damage type until the beginning of your next turn. If your adaptive strike deals kinetic damage, you can have it deal any kinetic damage type instead. If your adaptive strike deals energy damage, you can have it deal any energy damage type instead.
Verthani, the primary inhabitants of Verces, were some of the earliest humanoids in the Pact Worlds system to build spacefaring vessels—a response to the struggle to survive in the harsh conditions of their tidally locked planet.
Verthani stand 8 feet tall on average, with delicate features and long limbs. Their eyes are pure-black orbs, protruding from their heads in half domes like the eyes of a mouse, and they can change the pigment of their skin at will to have complex patterns. Nearly all verthani learn to control these color changes by the time they reach puberty, but babies and children display bright, expressive patterns and colors that reflect their current mood. Some adults also refuse to control them, seeing in their random patterns hints of prophecy.
Long ago, verthani society was split into three castes: the Augmented, the Pure Ones, and the God-Vessels. A verthani's caste is chosen during adolescence. Though few verthani today bind themselves strictly by the system's rules, the traditions still carry a measure of cultural pride, and some verthani proudly wear the labels.
The Augmented are verthani who modify their bodies with technology, usually cybernetic augmentations. This caste was particularly popular with those who piloted early aetherships (the elegant vessels verthani first sailed through the stars), and Augmented verthani pilots are still renowned as some of the most skilled in the Pact Worlds.
In contrast, Pure Ones traditionally eschewed all technological augmentation and were responsible for supporting other castes, farming, and governing. While many modern Pure Ones have accepted at least some modest cybernetic or biotech improvements to their bodies, these verthani remain proud of their traditional caretaker roles.
God-Vessels serve faithfully as living avatars of their deities, displaying this status by branding holy symbols called devotionals into their chests using either acid or flame. God-Vessels never cover up these distinctive marks, despite the fact that the scar tissue around them never fully heals and can no longer change color.
Verthani culture is a model of independent, democratic cooperation. Forced to live on a cramped sliver of their planet, surrounded by nearly inhospitable lands on either side, verthani learned how to work together without violence or subjugation, and they choose to harness technology to increase resources rather than battle one another over scraps. Verces's Ring of Nations remains a shining example of a one-world government in which citizens remain protected yet free to go their own way, and in many ways the Pact Worlds system itself was directly inspired by this aspect of verthani culture.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Verthani are Medium humanoids with the verthani subtype.
* ''Easily Augmented:'' Verthani have spent a long time implanting devices into their bodies. A verthani can install an additional augmentation (cybernetics only) into one system that already has an augmentation.
* ''Low-Light Vision:'' thani have [[low-light vision]].
* ''Skill Focus:'' Verthani are highly skilled, though individually they tend to focus on a particular discipline. Verthani gain [[Skill Focus]] as a bonus feat.
* ''Skin Mimic:'' Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to [[Stealth]] checks (this bonus doesn't stack with the [[invisibility]] spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can't use this ability.
!! Skin Mimic Graft
{{Skin Mimic}}
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Medium aberration
* ''Init'' +3; ''Senses'' [[blindsight]] (heat) 60 ft., [[sightless]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +11; ''Ref'' +11; ''Will'' +10
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 5/adamantine
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' bite +21 (2d10+15 P; critical [[bleed]] 2d4) or claw +21 (2d10+15 S)
* ''Offensive Abilities'' pounce
!!! STATISTICS
* ''Str'' +6; ''Dex'' +3; ''Con'' +4; ''Int'' –3; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +17, [[Athletics]] +22 (+30 when jumping), [[Stealth]] +17
* ''Other Abilities'' powerful leap
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, pack (3–12), or brood (13–30)
!!! SPECIAL ABILITIES
''Pounce ([[Ex]])'' When a veshred charges, it can also make a full attack.
''Powerful Leap ([[Ex]])'' When attempting an [[Athletics]] check to jump, a veshred is always considered to have taken a running start.
''Thermal Plating ([[Ex]])'' Veshreds are covered in dense overlapping plates that detect thermal energy, allowing them to sense heat signatures within 60 feet. While these protective plates are lowered, they sit flush against the veshred's body, granting the veshred DR 5/adamantine. While these plates are raised, the veshred's ability to detect thermal energy is greatly improved, increasing the range of their [[blindsight]] to 1 mile. A veshred can raise or lower their thermal plates as a move action.
</div>
Veshreds are voracious, pack-hunting predators adapted to life in the void of space. Found throughout the universe, they're particularly common in regions where asteroids and planetoids are clustered in close proximity, such as the Diaspora and the rings of Preluria.
Stocky quadrupeds with a hunched body and powerful hind legs, veshreds are adept leapers and climbers. Their eyeless heads are split by a massive mouth lined with rows of serrated teeth that cause terrible wounds. A veshred's back is covered in tough, overlapping plates that detect, absorb, and metabolize thermal radiation, enabling veshreds to sense heat and consume external energy to sustain themselves without the need for food. When prey is scarce, veshreds raise these plates into a frill that covers much of their body; this greatly extends the distance at which they can detect thermal radiation and enables them to sense prey up to a mile away.
Veshreds are perpetually ravenous, driven by an urge to consume vast quantities of flesh, and they will eat until they become so bloated they can barely move. Veshreds have only one gender and don't need to mate to reproduce; once sufficiently fed, any veshred can lay a clutch of 3–5 large, scaled eggs, which they then cover in a mound of regurgitated food and soon abandon. Upon hatching, the veshred young consume this half-digested food and form a new pack with their clutchmates.
Veshreds hunt and live in packs of three to 12, typically formed by the joining of two to three clutches of juvenile veshreds. Determined and clever, they're capable of advanced problem-solving and are known to set ambushes, bait larger predators with feigned weakness, and wait out hidden prey for weeks at a time. Rarely, a powerful veshred unites multiple packs into a group called a brood.
A typical veshred stands 3 feet tall and A typical v weighs 300 pounds.
Heavily muscled and covered with thick scales and short, sharp horns, the reptilian vesk are exactly as predatory and warlike as they appear. Originally hailing from a star system near the civilized worlds, they sought to conquer and subdue their stellar neighbors, as they had all the other intelligent races in their own system, until an overwhelming threat forced them into a grudging alliance with the civilized worlds—for now.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Con, -2 Int
* ''Hit Points:'' 6
* ''Size and Type:'' Vesk are Medium humanoids with the vesk subtype.
* ''Armor Savant:'' Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they're wearing heavy armor, their armor check penalty is 1 less severe than normal.
* ''Fearless:'' Vesk receive a +2 racial bonus to saving throws against fear effects.
* ''Low-Light Vision:'' Vesk can see in dim light as if it were normal light. For more details, see [[low-light vision]].
* ''Natural Weapons:'' Vesk can attack with a special unarmed strike that deals lethal damage, doesn't count as [[archaic]], and threatens squares. Vesk gain a special version of the [[Weapon Specialization]] feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
!!! Alternate Ability Adjustments
* ''Cave:'' Some vesk settled deep underground, adapting to the darkness and treacherous terrain. They are typically pale in color and usually have the cave senses alternate racial trait. A cave vesk's ability adjustments are +2 Dexterity, +2 Wisdom, –2 Charisma.
* ''Lambent:'' Vesk rule over many conquered planets, but every planet has different needs. In some places, power is determined not only by doshkos and lasers, but also by words and influence. Lambent vesk are skilled at influencing and controlling others. A lambent vesk's ability adjustments are +2 Strength, +2 Charisma, –2 Intelligence.
* ''Low Gravity:'' Several groups of vesk have adapted to life in low-gravity environments over many generations. Precision movements and quick thinking come naturally to these vesk, though they lack typical vesk might. A low gravity vesk's ability adjustments are +2 Dexterity, +2 Intelligence, and –2 Strength.
* ''Venomthought:'' On rare occasions, vesk will produce psychic offspring. Legend claims cave-dwelling snake people of Vesk Prime modified ancient vesk in eldritch rituals, allowing those who inherit the change to attack with their "venomous thoughts." Frailer than typical vesk, venomthought vesk have powerful personalities and forces of will. A venomthought vesk's ability adjustments are +2 Wisdom, +2 Charisma, and –2 Constitution.
* ''Warblood:'' Some vesk bloodlines are renowned for their brutal warriors, and several of these have a variant genetic build including thicker muscles, longer bone spikes, and a ridge of spikes that runs along the spine. They are also more aggressive, and their tendency to see everything as a conflict makes it difficult for them to inspire confidence and trust in others. A warblood vesk's ability score adjustments are +2 Strength, +2 Dexterity, and –2 Charisma.
!!! Alternate Racial Traits
* ''Brawny:'' Many vesk take pride in being as physically fit as possible. They gain a +2 racial bonus to [[Athletics]] and [[Acrobatics]] checks. This replaces fearless.
* ''Cave Senses:'' Vesk who grew up underground in twisted caverns have more sensitive hearing. They have [[low-light vision]] and gain [[blindsight]] (sound) 60 feet, but they take a –4 penalty to sight-based [[Perception]] checks beyond 60 feet and take a –2 penalty on ranged attack rolls against targets beyond 60 feet in bright light. This replaces low-light vision.
* ''Expanded Lung Capacity:'' Some vesk have extraordinary lung capacity. These individuals might take up careers working in facilities or vessels located underwater or in space. Vesk with this racial trait can hold their breath for 10 times the normal duration, and they can begin to hold their breath as a purely defensive reaction whenever they are submerged underwater, enter a vacuum, or would otherwise begin suffocating or inhaling a substance they suspect to be harmful. This replaces armor savant.
* ''Forceful Mind:'' Some vesk fight via means other than weapons. Once per day, when an opponent succeeds at a saving throw against a spell cast by a vesk with this trait, that vesk can force the opponent to reroll the saving throw with a –2 penalty. This replaces natural weapons.
* ''Frilled:'' Some vesk have particularly elaborate bone spikes on their heads, giving them an especially fearsome appearance. These vesk gain a +2 racial bonus to [[Intimidate]] checks.This replaces armor savant.
* ''Observant:'' Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either [[Perception]] or [[Sense Motive]]. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed. This replaces fearless.
* ''Prehensile Tail:'' Occasionally vesk are born with a tail that is thinner and significantly more flexible than the norm for their species. Though less common, there are also ancient vesk stretching and range of motion techniques an individual can use to alter the build of their tail over years of dedicated work. Vesk with this racial trait have a tail that is as effective as a hand at manipulating objects, allowing them to wield and hold up to three hands' worth of weapons and equipment. This does not increase the number of attacks they can make during combat. This replaces natural weapons.
* ''Vesk Venom:'' Though most vesk are not venomous, a few have venom sacs and elongated teeth held over from a vesk subspecies that has since gone extinct, perhaps related to the snake-people of Vesk Prime. Other theories suggest these traits are from a time when an ancient vesk nation modified its warriors with magic or technology to gain venomous natural attacks. Vesk with this racial trait can deal piercing or bludgeoning damage with their unarmed strikes. When the vesk makes a successful unarmed strike that deals piercing damage, and the target takes damage from the attack, as a reaction the vesk can expose the target to venom. Once a vesk has used their venom, they can do so again only after taking a 10-minute rest to regain Stamina Points. A vesk is immune to the effects of their own venom. This replaces armor savant and fearless, and it modifies natural weapons.
!!! Vesk Venom
<div class="statblock">
* ''Type'' poison (injury)
* ''Save'' Fortitude (DC = 10 + half the vesk's level + the vesk's Constitution modifier)
* ''Track'' [[Dexterity|Dexterity Poison Track]] (special)
* ''Onset'' 1 round
* ''Frequency'' 1/round for 6 rounds
* ''Effect'' Progression track is //Healthy—Sluggish—Stiffened—Staggered//; //staggered// is the end state.
* ''Cure'' 1 save. All effects end 1 hour after cure.
</div>
!! Physical Description
The lizard-like vesk stand close to 7 feet tall, are thick with muscle, and are covered in tough, scaly skin. Though they've long since adopted technological weapons, they retain the thick claws and teeth of natural predators and enjoy using them to intimidate "softer" races. In addition, they also have long, powerful tails—while these are primarily used for balance, some vesk martial arts incorporate formidable tail slaps. Small horn spikes dot the skulls of both sexes, and protrude from their lower jaws in bony "beards" that sometimes extend down their spines to their tails. Female vesk are often larger than their male counterparts, and whereas males are various shades of green, females often have vibrant, mottled coloration that's considered an indicator of both health and attractiveness.
!! Home World
Vesk first arose on a single world around their sun but quickly spread to the others, turning potential competitor races (as the vesk saw them) into vassals in the vast empire they call the Veskarium. Today, these other worlds officially no longer even have names, only numbers correlating to their distance from the sun (such as Vesk-6). The exception to this rule is Vesk Prime, vesk's ancestral home, which remains the seat of their government and high society.
!! Society and Alignment
Vesk society is highly organized and militaristic. While merchants and others with peaceful professions can advance economically, political power is the exclusive domain of those who've proven themselves in armed conflict. Surprisingly, this proof doesn't need to come through military service, or even benefit the Veskarium. Many vesk attain similar elevation in social status through performing mercenary work, engaging in dueling, or providing security on exploration missions. Though obsessed with conquest, dominance, and social rank, vesk have an equally strong sense of honor and pride in fulfilling their agreements and treating subordinates of all races fairly. They are stoic and taciturn with strangers but capable of great bursts of emotion in private or in the heat of battle. Vesk society tends to be efficient, respectful, and law-abiding—especially since nearly any insult or violation of custom could trigger a brutally violent blood debt. Even outside of their home system, vesk are most often lawful, though usually according to their own code of honor rather than that of whatever society they happen to be in. They tend toward a neutral morality, though individuals can
easily skew good or evil.
!! Relations
Vesk's love of military conquest and empire building originally led to significant skirmishes between their star system and the nearby Pact Worlds, and the ensuing conflict—often called the Silent War—might have continued indefinitely had the Swarm not attacked both systems simultaneously. Banding together for mutual defense, vesk and Pact Worlds cultures successfully fought off the Swarm, forging a tentative peace in the process.
Vesk respect honor, strength, and self-mastery. Though their relations with the races of the Pact Worlds remain strained due to the only barely averted war, they admire [[androids]]' dispassionate consistency, [[kasathas]]' sense of honor, and the strength of [[lashuntas]] in battle. However, they find [[ysoki]] weak and frivolous, and [[humans]] quick to break their agreements. [[Shirrens]] perplex vesk with their refusal to parlay their strengths, including their instinctive coordination in battle and willingness to die for their comrades, into an empire.
!! Adventurers
Vesk adventuring with races from other systems fall into two categories. The first are mercenaries or glory-seekers looking for a chance to engage in honorable combat and build up their prestige. The second are non-warrior vesk who have rejected their home society for its obsession with combat and have chosen instead to seek opportunities among more open-minded races. Warrior vesk most often fit the soldier class, though a growing number have become intrigued by the path of the solarian. Noncombatant vesk often lean toward becoming mystics, though some overcome the traditional vesk culture's dismissal of education to become mechanics or even technomancers.
!! Names
Vesk names are often long and combine elements of their parents' names, as well as those of other prominent ancestors. These are frequently shortened for daily use by friends, though abridging a vesk's name without permission is a grave insult. In addition, some vesk take on epithets related to their victories in combat, which they sometimes use in addition to or in place of a family name, such as "Three Guns," "Voidwalker," or "Squadeater." Some sample vesk names include Dmotralan, Evdokayo, Goromitali, Julakesh, Katara, Obozaya, Radokama, Sarangari, Sobok, Terikoraz, and Ymeros-Ahandi.
!! Armor Savant Graft
{{Armor Savant}}
The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree that any similar design is often referred to as vesk brigandine.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|vesk brigandine I | 2 | 950 | +2 | +2 | +5 | — | — | 1 | L |
|vesk brigandine II | 5 | 2,650 | +5 | +5 | +5 | — | — | 2 | L |
|vesk brigandine III | 8 | 8,800 | +10 | +10 | +5 | — | — | 2 | L |
|vesk brigandine IV | 11 | 23,500 | +14 | +14 | +5 | — | — | 3 | L |
|vesk brigandine V | 15 | 99,900 | +19 | +20 | +5 | — | — | 4 | L |
</div>
The ultimate battle gear, pioneered by the [[vesk]], these suits of heavy armor have a dappled polycarbonate shell that resembles stone in texture. A monolith suit looks like a massive articulated golem formed of stone plates. Despite its size, monolith armor moves easily thanks to its power-assisted joints. Sigils and personal emblems can be "chiseled" on the breastplate or shoulder guards of a monolith suit to signal the wearer's allegiance.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|vesk monolith I | 12 | 39,650 | +16 | +18 | +4 | –2 | –5 ft. | 5 | 2 |
|vesk monolith II | 16 | 163,400 | +22 | +24 | +4 | –3 | –5 ft. | 6 | 2 |
|vesk monolith III | 20 | 827,250 | +26 | +27 | +5 | –2 | –5 ft. | 7 | 2 |
</div>
These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|vesk overplate I | 6 | 3,910 | +9 | +11 | +3 | –2 | –5 ft. | 1 | 2 |
|vesk overplate II | 8 | 10,250 | +13 | +15 | +2 | –3 | –10 ft. | 3 | 3 |
|vesk overplate III | 11 | 23,400 | +16 | +18 | +3 | –2 | –5 ft. | 4 | 2 |
|vesk overplate IV | 14 | 71,850 | +19 | +21 | +4 | –2 | –5 ft. | 5 | 2 |
|vesk overplate V | 18 | 415,800 | +24 | +26 | +4 | –3 | –5 ft. | 7 | 2 |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* LE Medium outsider (extraplanar)
* ''Init'' +5; ''Senses'' [[blindsight]] (vibration) 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +12; ''Will'' +11
* ''Defensive Abilities'' faceless, [[regeneration]] 5 (good or silver); ''Immunities'' cold
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' claw +23 (2d10+18 P; critical 1d6 [[bleed]])
* ''Offensive Abilities'' prison of chains
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +2; ''Int'' +0; ''Wis'' +0; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +24, [[Intimidate]] +19, [[Stealth]] +24
* ''Languages'' Common, Infernal (can't speak any language)
* ''Other Abilities'' slip through the shadows
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary or clutch (2–5)
!!! SPECIAL ABILITIES
''Faceless ([[Ex]])'' A vespers hound has no discernible facial features. It is immune to sense-dependent effects, as well as effects that target standard senses, such as [[gaze]] attacks.
''Prison of Chains ([[Su]])'' As a standard action, a vespers hound can attempt to trap a single creature within 30 feet by lashing out with the length of chain that makes up its spine. The target must succeed at a DC 19 Reflex saving throw or become [[entangled]] and knocked [[prone]]. At the beginning of each round the target is entangled, the chains try to strangle the target, dealing 2d8 bludgeoning damage. A trapped victim can attempt a DC 30 [[Acrobatics]] check to end the entangled condition. Alternatively, an adjacent ally can pull the chains off he victim with a full action that requires no check. The vespers hound can't move more than 30 feet from a target it entangles in this way until the trapped victim escapes or is set free, or until the vespers hound releases the victim as a move action.
''Slip through the Shadows ([[Su]])'' As a standard action, a vespers hound can travel between shadows, as //[[dimension door]]//. The vespers hound must begin and end this movement in areas of dim light or darker, and it cannot bring any other creatures with it. It can jump a total of 100 feet per day; this amount can be split among many jumps, but each jump less than 10 feet counts as a 10-foot jump for the purpose of this total.
</div>
No one is sure what these Shadow Plane beasts originally looked like before [[velstracs]] began to surgically alter, breed, and train them, giving them the name "vespers hounds." Some think velstracs removed the creatures' faces and grafted on a fifth limb, but stranger creatures have been noted to thrive on distant worlds and unusual planar environments. However, most scholars agree that the length of spiked chain that runs along a vespers hound's back and seems to serve as its spine is definitely a velstrac addition. Those who witness a vespers hound extending that chain to envelop a nearby victim (and survive to tell the tale) are doubly certain about this theory.
Instinctively able to sniff out places where corruption and suffering have taken root, vespers hounds are sometimes used by velstracs as tracking beasts and faithful pets. Their presence seems to exacerbate dormant shadow corruption festering within mortals, and though vespers hounds don't need to eat, they seem to enjoy tearing into such mortals' flesh.
A vespers hound is approximately 5 feet long, stands about 3 feet high at the shoulder, and weighs 140 pounds.
A //vessel of Hylax// is a bowl fashioned from carved chitin. Two are known to exist, both originating on the Liavaran moon Nchak. The vessels are ancient holy relics, their creation said to have occurred during the reign of a Forever Queen who ruled Nchak before the Gap. When the shirrens arrived in the Pact Worlds and showed great devotion to Hylax, the [[philosopher worms]] of Nchak, due to portents they and their queen had seen, sent one vessel to the shirren colony on Ilemchuuva. The relic was a gift intended to make Ilemchuuva another great center of Hylax worship.
Oral tradition and recent academic research uphold each vessel's most famous power. A creature that willingly drinks water from this vessel, with full knowledge of the outcome, immediately and irrevocably transforms into a new insectile form. The exact form manifested follows some obscure criteria that neither priests nor researchers understand. Most sapient creatures become shirrens or [[trox]], with a rare few becoming another sapient insectile species, such as [[bolidas]], [[dessamars]], or [[formians]]. Other creatures transform into a variety of insectile forms, some closely resembling their former body shape. Elementals, outsiders, and undead creatures can't be transformed, nor can any creature that can't benefit from the //[[mystic cure]]// spell.
A transformed creature recalls its former life and body. It retains any class features, feats, and skill ranks it formerly had. Its class, base attack bonus, and base save bonuses are also unchanged. The creature loses the traits of its former species and gains those of the new one, including recalculating ability scores and base Hit Points as a member of its new species. Abilities reliant upon features the new species lacks are retrained as part of the transformation. Any gear the creature carries or wears at the time of transformation adapts to the creature's new form.
A //vessel of Hylax// can also be used to cast the //[[reincarnate]]// spell on a sapient creature, acting as the soul beacon that spell requires without being consumed during the spell. The reincarnate becomes a shirren or trox, or more rarely, some other sapient insectile species. When returned to life with a //vessel of Hylax//, a person suffers none of the drawbacks of the //reincarnate// spell, reviving with full vigor.
A //vessel of Hylax// can be destroyed only if a sapient creature the bowl has transformed fills the bowl with its blood, then uses a //[[wish]]// or //[[miracle]]// to reverse the transformation while simultaneously wishing the bowl polluted. The polluted bowl must then be destroyed (AC 11; immune to cold, electricity, and piercing; hardness 25; 55 HP). If the polluted vessel remains undestroyed, it can be reconsecrated with a ritual that requires the //[[remove affliction]]// spell (DC 31). A //vessel of Hylax// is 1 bulk.
Whether due to genetics or carefully targeted exercises, your vestigial arms are especially strong.
''Prerequisites:'' Vestigial arms species trait
''Benefit:'' You can combine the use of your vestigial arms to perform any one-handed task, including making attacks and using items. However, your reach with any weapons wielded by your vestigial arms is reduced by 5 feet.
''Special:'' If you have at least four vestigial arms, you can take this feat a second time. If you do, your vestigial arms can be used as if they were two hands, each requiring the dedicated use of half your vestigial arms.
Highly prized by Azlanti pilots and astrogators, a //vibrant green prism aeon stone// is linked directly to the Aeon Throne on New Thespera. If you plot a course to New Thespera and succeed at the required //Piloting// check while this //aeon stone// orbits you, you can travel through the Drift from anywhere in the galaxy to New Thespera in only 1d6 days.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//vibrant green prism// | 9 | 14,000 | — |
</div>
These special armor plates are equipped with piezoelectric sensors connected to a computer that analyzes vibrations in the ground and the air around you, and presents the information as visual and audible input. Your armor grants you [[blindsight]] (vibration) with a range of 30 feet.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|vibration sensors | 18 | 360,000 | 1 | any | — |
</div>
The vibrogarrote is similar to an analog garrote, but the handle contains a battery pack to power the weapon, and the garrote wire produces a coherent, cutting sound. When used, the vibrogarrote makes a distinctive pitch based on how long the wire has been extended. Basic, harmonic, and interference vibrogarrotes produce only audible frequencies, while infrasonic and ultrasonic vibrogarrotes also generate waves outside the typical auditory spectrum for additional damage.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|vibrogarrote, basic | 2 | 410 | 1d3 So | [[deafen]] | L |[[conceal]], [[grapple]], [[operative]], [[powered]] (capacity 20, usage 1), [[throttle]] |
|vibrogarrote, harmonic | 7 | 7,200 | 2d4 So | [[deafen]] | L |[[conceal]], [[grapple]], [[operative]], [[powered]] (capacity 20, usage 1), [[throttle]] |
|vibrogarrote, interference | 11 | 27,100 | 3d6 So | [[deafen]] | L |[[conceal]], [[grapple]], [[operative]], [[powered]] (capacity 20, usage 1), [[throttle]] |
|vibrogarrote, infrasonic | 16 | 189,000 | 6d6 So | [[deafen]] | L |[[conceal]], [[grapple]], [[operative]], [[powered]] (capacity 20, usage 1), [[throttle]] |
|vibrogarrote, ultrasonic | 20 | 927,000 | 10d6 So | [[deafen]] | L |[[conceal]], [[grapple]], [[operative]], [[powered]] (capacity 20, usage 1), [[throttle]] |
</div>
Sondrias usually patrol the Drift to help stranded travelers, but when some were deposited on the Material Plane, these small, six-armed outsiders became less altruistic and more dangerous. Weapon engineers studied their ability to vibrate their razor-sharp talons into a sonic ranged attack, producing a heavy weapon known as a vibrowave generator. In addition to dealing sonic damage in a burst, it can push back foes on a critical hit.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|//vibrowave generator, light// | 6 | 4,300 | 2d8 So | 30 ft. | [[push]] (5 ft.) | 20 charges | 2 | 3 |[[blast]], [[unwieldy]] |
|//vibrowave generator, heavy// | 11 | 25,000 | 3d8 So | 30 ft. | [[push]] (5 ft.) | 40 charges | 4 | 3 |[[blast]], [[unwieldy]] |
|//vibrowave generator, assault// | 16 | 175,000 | 7d8 So | 30 ft. | [[push]] (10 ft.) | 80 charges | 4 | 2 |[[blast]], [[unwieldy]] |
</div>
//Vicious// weapons have sinister appearances. A //vicious// weapon gains the [[boost]] special weapon property, but when you make an attack with the boosted damage, you take damage equal to the additional boost damage. This damage applies even if your attack misses, and it is not reduced by [[DR]], [[resistance]], or any other ability. The boost is 1d4, plus an additional 1d4 for every 6 item levels the weapon has. If the weapon does not use charges or ammunition, boosting it takes a standard action and does not expend any additional charges or ammunition.
You cannot boost an attack made with the [[automatic]], [[blast]], [[explode]], or [[line]] weapon special property. Weapons that have the [[boost]] special weapon property cannot be //vicious//.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* NG Medium outsider (agathion, extraplanar, good)
* ''Init'' +1; ''Senses'' [[low-light vision]]; ''Perception'' +10
!!! DEFENSE
* ''HP'' 17; ''RP'' 3
* ''EAC'' 11; ''KAC'' 12
* ''Fort'' +3; ''Ref'' +1; ''Will'' +4; +4 vs poison
* ''Defensive Abilities'' [[fast healing]] 2; ''Immunities'' electricity, petrification; ''Resistances'' cold 5, sonic 5
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' hoof +5 (1d4+3 B; critical [[knockdown]])
* ''Ranged'' //[[trailblazer]] subzero [[hail pistol]]// +7 (1d4+1 C&P; critical [[bleed]] 1d4)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +1; ''Con'' +1; ''Int'' +0; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Diplomacy]] +5, [[Life Science]] +5, [[Medicine]] +10, [[Stealth]] +5, [[Survival]] +10
* ''Languages'' Celestial, Common; speak with animals, //[[truespeech]]//
* ''Other Abilities'' healing channel (2d8), [[multiarmed]] (4), nurture
* ''Gear'' //[[trailblazer]] subzero [[hail pistol]]// with 2 batteries (20 charges each), //mk 1 [[healing serum]]//
!!! ECOLOGY
* ''Environment'' any forests or hills (Nirvana)
* ''Organization'' solitary, pair, or herd (3–12)
!!! SPECIAL ABILITIES
''Nurture ([[Su]])'' When a vicunal uses its healing channel ability, it can choose to nurture one of the creatures it healed. If it does so, the vicunal loses its [[fast healing]] and grants that fast healing to the nurtured creature. This effect lasts for a number of rounds equal to the vicunal's Charisma modifier (3 rounds for a typical vicunal).
''Speak with Animals ([[Su]])'' A vicunal can communicate with animals and use language-dependent effects on them.
</div>
Four-armed and four-eyed vicunals resemble [[ruthigs|Herd Animals]] and share ruthigs' preference for traveling in groups. This variation of herd mentality makes vicunals intuitive therapists who tirelessly attend to their companions' physical and emotional injuries. Despite their tenacity and indefatigable skirmishing tactics, these agathions struggle to overcome powerful foes. In these cases, vicunals typically recruit mortal agents willing to and capable of neutralizing the evil.
Prevalent across the galaxy and catering to countless genres, vidgames are popular interactive entertainment. Basic vidgames include a wide array of casual entertainments and function on virtually all computers, including datapads and comm units. Advanced vidgames require exceptional processing power, often to support intense graphics, complex game play, or demanding multiplayer capabilities; such vidgames only function on computers of tier 2 or higher. Vidgames are wholly digital and thus have no bulk, and they have a capacity and usage based on the device on which they're installed. Most vidgames have security features and copy protection that limit how readily users can duplicate games to other devices.
In addition to their more immersive experience, advanced vidgames provide an additional effect to their players. The following are popular advanced vidgame titles and their benefits. The vidgame industry is vast and innovative, and many other advanced vidgames could provide similar or entirely new benefits, at the GM's discretion.
''Mighty Melee V:'' The latest installment in a series of fighting games started in 287 AG, //Mighty Melee V// requires considerable technical skill and command combinations, but it also boasts unrivaled controls for emotes, taunts, and character outfits. These features make the game wildly popular with vidgamer personalities who broadcast their matches and develop fan followings based on their digital avatars' eccentricities. When playing this vidgame, you can use Charisma in place of Intelligence to calculate your [[Profession]] (vidgamer) modifier when used to earn a living.
''Wayward Legacy:'' In this cooperative, tactically rigorous multiplayer game, players take on the roles of fantastical spellcasters and warriors as they adventure in a semi-accurate historically version of Golarion. When you and up to five other creatures play your respective copies of Wayward Legacy together while using the [[lounge]] downtime activity, you can each attempt a DC 15 Intelligence or [[Profession]] (vidgamer) check. If at least half of the participants succeed, each of the participating creatures also gains the benefits of the [[coordinate]] downtime action with each other.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|vidgame, basic | 1 | 10 | L |
|vidgame, advanced | 1 | 100 | L |
</div>
Through dedication, you've honed your skill at games and employed them in your daily life.
''Prerequisites:'' [[Profession]] (vidgamer) 7 ranks
''Benefit:'' Your dedication to vidgames of all types has provided you an eclectic array of trivia and skills. You can attempt any Intelligence- or Wisdom-based [[Profession]] skill check using your Profession (vidgamer) modifier with a –5 penalty, and you're treated as trained in those Profession skills. Once per day, you can attempt a Profession (vidgamer) check to identify a creature in place of using [[Engineering]], [[Life Science]], or [[Mysticism]].
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 minute
* ''Range'' touch
* ''Targets'' one vehicle or Tiny starship; see text
* ''Duration'' 1 hour/level
* ''Saving Throw'' none (object)
* ''Spell Resistance'' no (object)
</div>
You turn the target into a robot that can guard you. This spell works like //[[handy junkbot]]// insofar as targeting parameters and your inability to target the same equipment after the spell ends. The junkbot you create is Tiny and appears in your space.
A vigilant junkbot can take no actions. Instead, you instruct the junkbot to perform its melee protocol or ranged protocol. You can change the protocol telepathically as a move action. In its melee protocol, the junkbot attaches to you, granting you a +1 bonus to KAC for every 4 technomancer levels you have. In its ranged protocol, the vigilant junkbot hovers at strategic angles to cover you, granting you concealment against ranged attacks. Additionally, when you take damage from an attack that matches the protocol (melee or ranged), the junkbot takes the first 3 damage. Any additional damage passes to you.
Enemies can target the junkbot instead of you. Its KAC and EAC are each 10 + your caster level, and it has Hit Points equal to one-quarter of your own (but no Stamina Points). The junkbot uses your saving throw bonuses, and it is a construct with the magical and technological subtypes.
Natives of Oyojii, a vast and hot ocean world with few landmasses, the vilderaros evolved in the sea but developed their civilization on land. Vilderaros created complex maps of the night sky and used them to navigate and settle their entire world, building geometrically precise cities that mimicked the shapes of stars and constellations. Vilderaro culture is centered on geometric construction and ornamentation. Their bodies, settlements, and structures all bear totemic representations of ancestors, spirits, various nature deities, and other mystical themes.
The Azlanti recently conquered Oyojii, meeting little resistance, and have come to appreciate the vilderaros' skills in architecture, geometry, and navigation. After recruiting numerous vilderaros for expeditionary ships, putting them to work as star cartographers in search of new worlds, the Azlanti elevated the species to citizens. Vilderaros are slowly coming to terms with the Star Empire's restrictions on their rights to worship their own gods and carry their cultural artifacts beyond their home world, and it seems Azlanti monoculture is a weight the vilderaros might not be able to bear for long.
Although lying flat on the ground is the most natural state for vilderaros, in mixed company they remain upright, standing on three legs. They are also capable of walking in this way. A downward-pointing beak works as a mouth for intake of sustenance and communication. Fine tentacles that fold into a central crown can be used for tactile manipulation.
Vilderaros have no male sex. They instead start life as females and develop the ability to produce fertilizing gametes as they age. The eggs a vilderaro produces can develop asexually in females, sexually when fertilized by an older adult, or via self-fertilization when a vilderaros reaches maturity. Juveniles are born physically capable but rely on the birthing parent for care. The parent or parents pass on genetic knowledge, allowing their young accelerated learning and the ability to function much like adolescents of other species within several months to a year. Desire for variety in this hereditary "education" has encouraged the vilderaro culture to favor sexual reproduction. When speaking Common and other gendered languages, vilderaros refer to themselves in feminine terms.
Advanced technology is still new to vilderaros, but they have adapted well to it, especially with computers and navigational tools that allow them to extend their vision far beyond what they can see. Consequently, vilderaros have realized they are capable of comprehending and remembering vast volumes of spatial data. These capabilities make them excellent navigators and talented pilots, as well as skilled in many sorts of design.
Vilderaros stand 6 feet tall and weigh around 150 pounds. They're considered adults at age 5 and naturally live up to 100 years.
!! Racial Traits
* ''Ability Adjustments:'' +2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' A vilderaro is a Medium monstrous humanoid with the aquatic subtype.
* ''Amphibious:'' Vilderaros can breathe water and air.
* ''Spatial Awareness:'' Vilderaros have a +4 racial bonus to [[Piloting]] checks to navigate and [[Survival]] checks when orienteering. This bonus can also apply to [[Profession]] skills in which spatial awareness is a benefit. The GM is the arbiter of when this bonus applies.
* ''Swimmer:'' A vilderaro has a swim speed of 30 feet. She can jet water through her body, so when she charges, runs, or withdraws while in water, she can swim twice as far as those actions normally allow.
* ''Unflankable:'' Flanking a vilderaro grants no bonuses, and abilities that function only against a creature that is flanked don't function against a vilderaro.
!!! Battle-Ready Behemoths
<div class="statblock">
* ''Manufacturing Centers'' Vesk Prime, Vesk-3
* ''Specialties'' Spartan, imposing gunships
* ''Famous Models'' [[Enforcer|Vindicas Enforcer]], [[Punisher|Vindicas Punisher]], [[Tyrant|Vindicas Tyrant]]
</div>
While [[Blood Mountain Clan]] emerged from the Gap as the Veskarium's eminent and oldest surviving starship manufacturer, Vindicas arose only a few years later through a merger between several minor shipyards with military ties. The timing couldn't have been better—emissaries from Absalom Station's system arrived shortly afterward in sophisticated starships, sharing the gift of Drift technology and inspiring Veskarium leaders to crave this new system's subjugation. Yet the vesk-operated starships that had conquered and controlled the Veskarium were insufficient to overwhelm this unfamiliar enemy, and the high despots demanded new starships capable of bringing it into submission. Blood Mountain Clans struggled to adapt to these orders, but the agile Vindicas quickly delivered blueprints for dreadnoughts large enough to blot out a sun. By the Battle of Aledra in 36 AG, Vindicas had grown more than a hundred-fold, secured countless military contracts, and supplied the largest warships created to date.
Since then, Vindicas has specialized in building even larger and more imposing starships, designed to end most conflicts through intimidation before they even begin. These ships' unmatched firepower is in contrast to their amenities, which are infamously spartan—a point that Vindicas representatives laud as a feature rather than a flaw, noting that sparse living quarters encourage discipline and vigilance in the crew. Even the company's leadership structure extols traditional vesk toughness, forcibly retiring any physically unfit executive on the premise that "any leader unfit to lead an assault is unfit to lead the company." Unsubstantiated rumors even suggest that managerial promotions involve ritual combat.
Thanks to the Veskarium's nearly endless state of war, Vindicas continued to grow through the end of the third century AG. However, Emperor Dmarangor I's abdication in 296 AG at the end of the Swarm War commenced a decades-long era of uncomfortable peace. As Vindicas's hawkish lobbyists urge the high despots to declare a new war and its complacent executives wait out this lull, the company's sales have steadily declined. Yet its leaders are aging, and many of the eligible replacements believe in diversifying the Vindicas brand—not only with a greater focus on research and development, but also with civilian transports, cargo vessels, advanced surveillance starships, and more. But other candidates are fiercely imperialist and dedicated to the Veskarium war machine. Given the right opportunity, such Vindicas operatives might trigger a new galactic war to restore not only their company's factories to full production, but also their corporation's honor on the field of battle.
''Manufacturer Perk:'' Vindicas ships are infamous for fielding huge quantities of weapons. The second starship weapon mounted in each non-turret arc on a Vindicas starship requires 5 fewer PCU than normal.
<div class="statblock">
* ''Tier'' 12
* Huge cruiser
* ''Speed'' 8; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 28; ''TL'' 27
* ''HP'' 255; ''DT'' 5; ''CT'' 51
* ''Shields'' medium 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' antimatter mega-missile launcher (4d10×10; 20 hexes)
* ''Attack (Port)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Starboard)'' light plasma cannon (2d12; 5 hexes)
* ''Attack (Turret)'' x-laser cannon (8d6; 20 hexes)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic computer, budget long-range sensors, crew quarters (common), mk 8 armor, mk 8 defenses; ''Expansion Bays'' [[cargo bay]] (2), [[guest quarters]] (2, common), [[shuttle bay]]
* ''Complement'' 80 (minimum 20, maximum 100)
!!! CREW
* ''Captain'' [[Diplomacy]] +22 (12 ranks), gunnery +17 (12th level), [[Intimidate]] +27 (12 ranks), [[Piloting]] +22 (12 ranks)
* ''Engineers (1 officer, 16 crew)'' [[Engineering]] +22 (12 ranks)
* ''Gunners (2 officers, 20 crew each)'' gunnery +17 (12th level)
* ''Pilots (1 officer, 4 crew)'' [[Piloting]] +22 (12 ranks)
* ''Science Officers (1 officer, 14 crew)'' [[Computers]] +22 (12 ranks)
</div>
Enforcers are more than well-equipped for starship combat, but one of their primary functions is to deliver squads of specialized troops to Vesk-controlled territories.
<div class="statblock">
* ''Tier'' 7
* Large destroyer
* ''Speed'' 10; ''Maneuverability'' average (turn 2); ''Drift'' 2
* ''AC'' 22; ''TL'' 21
* ''HP'' 170; ''DT'' —; ''CT'' 34
* ''Shields'' medium 140 (forward 35, port 35, starboard 35, aft 35)
* ''Attack (Forward)'' heavy laser array (6d4; 5 hexes), heavy laser cannon (4d8; 10 hexes)
* ''Attack (Turret)'' coilgun (4d4; 20 hexes)
* ''Power Core'' Pulse Orange (250 PCU); ''Drift Engine'' Signal Booster
* ''Systems'' basic computer, budget short-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses; ''Expansion Bays'' [[brig]], [[cargo hold]], [[guest quarters]] (2, common)
* ''Complement'' 6 (minimum 6, maximum 20)
!!! CREW
* ''Captain'' [[Engineering]] +14 (7 ranks), gunnery +12 (7th level), [[Intimidate]] +14 (7 ranks), [[Piloting]] +14 (7 ranks)
* ''Engineer'' [[Engineering]] +14 (7 ranks)
* ''Gunners (2)'' gunnery +12 (7th level)
* ''Pilot'' [[Piloting]] +19 (7 ranks)
* ''Science Officer'' [[Computers]] +14 (7 ranks)
</div>
The Vindicas Punisher is designed for both pursuit and capture of valuable assets, both prisoners and resources. It carries a squad of vesk commandos, ready to board enemy vessels and extract their targets. Its larger sibling, the Vindicas Enforcer, also houses a squad of commandos, ready for deployment in semipermanent occupations of conquered colonies and space stations.
<div class="statblock">
* ''Tier'' 16
* Colossal dreadnought
* ''Speed'' 4; ''Maneuverability'' clumsy (turn 4); ''Drift'' 1
* ''AC'' 28; ''TL'' 26
* ''HP'' 600; ''DT'' 15; ''CT'' 120
* ''Shields'' medium 200 (forward 50, port 50, starboard 50, aft 50)
* ''Attack (Forward)'' heavy laser cannon (4d8), particle beam cannon (3d4×10)
* ''Attack (Port)'' heavy torpedo launcher (5d8), superlaser (2d4×10)
* ''Attack (Starboard)'' heavy torpedo launcher (5d8), superlaser (2d4×10)
* ''Attack (Turret)'' linked coilguns (8d4)
* ''Power Core'' Gateway Ultra (500 PCU); ''Drift Engine'' Signal Basic
* ''Systems'' basic computer, budget mid-range sensors, crew quarters (common), mk 10 armor, mk 10 defenses; ''Expansion Bays'' [[cargo holds]] (12), [[hangar bays]] (2)
* ''Complement'' 300
!!! CREW
* ''Captain'' [[Diplomacy]] +28 (16 ranks), [[Engineering]] +28 (16 ranks), gunnery +23, [[Intimidate]] +33 (16 ranks), [[Piloting]] +28 (16 ranks)
* ''Engineers (3 officers, 45 crew each)'' [[Engineering]] +28 (16 ranks)
* ''Gunners (5 officers, 25 crew each)'' gunnery +23
* ''Pilot (1 officer, 12 crew)'' [[Piloting]] +28 (16 ranks)
* ''Science Officers (2 officers, 8 crew each)'' [[Computers]] +28 (16 ranks)
</div>
Feared across multiple star systems, the Tyrant lives up to its name. Huge weapon batteries tear through even the most formidable capital ships, while its hangars unleash squadrons of Maulers to mop up foes too insignificant to be worth the Tyrant's direct attention.
You can use your nanites to rout your foes directly. While your [[sheath array]] is active, you can use a [[nanite surge]] to send your nanites rocketing off your body with powerful force. Attempt a single [[bull rush]] combat maneuver that targets each creature within 15 feet of you; you can use your Constitution modifier for this attack roll instead of your Strength modifier. Regardless of the result of the bull rush, each creature targeted in this way takes force damage equal to your Constitution modifier. After using violent dispersal, your nanites disperse, ending your sheath array. You can’t use violent dispersal again until you spend 1 Resolve Point to regain Stamina Points after a 10 minute rest.
As a reaction when you spend 2 or more MP to use an adaptation, you can make an attack with your [[adaptive strike]] with a –2 penalty to the attack roll. If you use your ranged adaptive strike for this attack, the target must be within your weapon’s first range increment. If you have spent 5 or more MP since the end of your last turn when you activate this adaptation, you can either make the attack without the –2 penalty, or you can attack up to two targets with a –4 penalty applied to each attack roll. Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points.
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 reaction
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one newly dead creature; see text
* ''Duration'' instantaneous; see text
* ''Saving Throw'' Will negates, see text
* ''Spell Resistance'' yes
</div>
You can cast this spell only immediately after a creature in range dies. On its next turn in the initiative order, the corpse stands up (if applicable; this does not require a move action), can take a single move action to move up to its speed, and makes a single attack using the weapons and bonuses it had when alive (though it can't use class features, spell-like abilities, or spells). You can choose the target of the affected creature's attack or allow the target corpse to select a target entirely at random. If the target of this spell was friendly or helpful toward you in life, the spell works automatically; otherwise, the corpse can attempt a Will saving throw to negate this spell, as if the creature were still alive.
After making its attack, the creature that you have targeted with //viral destruction// falls and is dead as normal. However, if this attack kills the affected creature's target or if it knocks it [[unconscious]], that target must succeed at a Will saving throw (using the spell's DC) or be subject to //viral destruction// and make a single attack on its next turn before returning to its normal dead or unconscious state. If the secondary target of //viral destruction// is merely unconscious and becomes conscious again before its next action, that creature is freed from the //viral destruction// effect and the spell ends. Each attack caused by this spell can transfer the //viral destruction// effect to its target if that target is knocked unconscious or killed by the attack, until the spell has affected a number of creatures equal to your mystic level.
<div class="statblock">
* ''Type'' disease (contact, inhaled, or injury)
* ''Save'' Fortitude DC 18
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' At the //debilitated// state, the victim becomes partially vaporous. Attacks made by or targeting the victim have a 25% miss chance. At //bedridden//, this effect ends and the victim is [[incorporeal]]. At //dead//, the victim's form completely dissipates into fine particles.
* ''Cure'' 2 consecutive saves
The Veskarium is the source of the //viridian balbis//, although the popular story is that the vesk "liberated" the stone's design from skittermanders during the conquest of Vesk-3. While this //aeon stone// orbits you, your speed increases by 10 feet; this enhancement bonus applies to any movement speed you have.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//viridian balbis// | 6 | 4,200 | — |
</div>
A virtual intelligence (or VI) is an extraordinarily sophisticated programmed entity that replicates the social pleasantries of an artificial personality yet lacks the soul and true free will of an android or sentient robotic organism. When installed in a starship, a VI can monitor the vessel's status, contribute as an officer, and more. Each VI has a tier that determines its modifiers for [[Computers]], [[Piloting]], and gunnery checks; a VI's tier cannot exceed the starship's tier.
Once installed and integrated into a starship's system, the virtual intelligence has access to all technological aspects of the starship. Unless specified otherwise by a starship administrator (such as an officer), the VI has unrestricted access to the starship's computer systems and can access any of these systems. The VI always knows the starship's status, including its current HP, SP, and critical damage conditions. With administrator permission, the virtual intelligence can even assume the gunner, pilot, or science officer role during a starship combat encounter; the VI has a number of skill ranks and an effective level equal to its tier for all starship combat purposes, such as determining the starship's AC and TL if the VI acts as its pilot. A starship's VI cannot normally pilot vehicles or access computers that aren't directly connected to its starship's network.
<div class= "table-wrapper">
|VI Tier | Skill Modifier | Gunnery Modifier | BP Cost |h
|1 or lower | +7 | +4 | 5 |
|2 | +8 | +5 | 7 |
|3 | +10 | +6 | 9 |
|4 | +11 | +8 | 11 |
|5 | +12 | +9 | 13 |
|6 | +13 | +10 | 15 |
|7 | +15 | +11 | 18 |
|8 | +16 | +13 | 20 |
|9 | +17 | +14 | 23 |
|10 | +19 | +14 | 27 |
|11 | +20 | +15 | 31 |
|12 | +21 | +16 | 35 |
|13 | +22 | +18 | 40 |
|14 | +24 | +19 | 45 |
|15 | +25 | +21 | 50 |
|16 | +26 | +22 | 60 |
|17 | +27 | +24 | 70 |
|18 | +28 | +25 | 80 |
|19 | +29 | +27 | 90 |
|20 | +31 | +28 | 100 |
</div>
!! VI Upgrades
In addition to increasing your starship VI's tier, you can purchase auxiliary upgrades for the VI that expand its capabilities on the starship. The following are the most common upgrades, though some spacefarers have pioneered ways to shift their starship's VI into drones, robots, vehicles, and other technological bodies that allow the VI to accompany them beyond space and spaceport docks.
''Holographic Projector:'' A VI with the holographic projector upgrade gains the ability to project a hardlight hologram of itself anywhere within the starship. As a living hologram, the VI uses the statistics of an elemental whose maximum size is the size of the starship or the size associated with its model type, whichever is smaller. The living hologram also gains the incorporeal and technological subtypes, as well as the freeze, hardlight slam, and rejuvenation abilities of a [[living hologram]]. In addition, the living hologram cannot move more than 30 feet beyond the starship without being immediately destroyed (though it can rejuvenate).
The VI can manifest or dismiss its hardlight body as a move action, and if the hologram is destroyed, the VI's consciousness returns to the starship's computers, where it's confined until the hologram can rejuvenate 1d4 hours later. The VI's projector is typically located within the starship's computer mainframe.
<div class="table-wrapper">
|Upgrade Model | Stat Block | BP Cost |h
|mk 1 | Tiny | 2 |
|mk 2 | Small | 6 |
|mk 3 | Medium | 9 |
|mk 4 | Large | 13 |
|mk 5 | Huge | 20 |
|mk 6 | Elder (Huge) | 30 |
</div>
''Skill Expander:'' A skill expander module grants its VI additional subroutines that train it in additional skills. Choose a number of Intelligence-, Wisdom-, or Charisma-based skills equal to the upgrade's model. The VI becomes trained in those skills, its skill check modifiers are determined by its tier, and it is treated as having a number of ranks in that skill equal to its tier. This also provides the VI auxiliary systems that let it perform basic tasks related to these skills. For example, a VI with a [[Life Science]] skill expander would gain hardware that enables it to perform the craft food or drink task.
<div class= "table-wrapper">
|Upgrade Model | BP Cost |h
|mk 1 | 5 |
|mk 2 | 8 |
|mk 3 | 12 |
|mk 4 | 18 |
|mk 5 | 27 |
|mk 6 | 41 |
|mk 7 | 62 |
|mk 8 | 93 |
|mk 9 | 140 |
|mk 10 | 210 |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* CE Medium construct (incorporeal, magical)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 185
* ''EAC'' 26; ''KAC'' 27
* ''Fort'' +9; ''Ref'' +9; ''Will'' +13
* ''Defensive Abilities'' code form, [[fast healing]] 5, [[incorporeal]]; ''DR'' 10/—; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' vulnerability to positive energy
!!! OFFENSE
* ''Speed'' fly 30 ft. ([[Su]], average)
* ''Melee'' shocking touch +22 (2d12+12 E)
* ''Ranged'' electrical surge +24 (2d8+12 E; critical [[arc]] 2d6)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +8; ''Wis'' +3; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +27, [[Bluff]] +22, [[Computers]] +27, [[Engineering]] +27, [[Intimidate]] +22, [[Piloting]] +22
* ''Languages'' Akitonian, Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Ysoki; [[telepathy]] 100 ft.
* ''Other Abilities'' possess computer (DC 37), [[unliving]]
!!! ECOLOGY
* ''Environment'' any urban
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Code Form ([[Su]])'' When a virtual phantom is reduced to 0 Hit Points, it discorporates into a stream of perceptible computer code and attempts to escape to the last computer it possessed. If it doesn't reach its destination within 1 hour, the virtual phantom is completely destroyed. Additional damage dealt to a virtual phantom in this form has no effect, but neither does its [[fast healing]] take effect. Once it reaches the computer, the virtual phantom begins healing again. A [[signal jammer]] with a level equal to or greater than the virtual phantom's CR prevents the creature from moving while in code form.
''Electrical Surge ([[Su]])'' As a ranged attack, a virtual phantom can emit an electrical surge with a range of 60 feet.
''Possess Computer ([[Su]])'' As a full action, a virtual phantom can merge with a computer it touches, granting it complete control over anything that computer governs. The virtual phantom is fully subsumed into the computer and can use or manipulate any of the programs and information on the machine. If the computer is on a starship involved in starship combat, the virtual phantom can act in place of a single crew member each round. A virtual phantom can deliver its shocking touch attack through the display or input device connected to a computer it is possessing. A virtual phantom can voluntarily leave a possessed computer as another full action, or a creature can force it out with a successful [[Computers]] check (DC = 10 + the virtual phantom's total Computers bonus) as a full action; in either case, the virtual phantom manifests in a square adjacent to the computer.
''Vulnerability to Positive Energy ([[Su]])'' In addition to taking half again as much damage when it takes positive energy damage, a virtual phantom is affected by effects that bypass the DR and energy resistance of undead creatures, such as weapons with the //[[disruptive]]// fusion.
</div>
When an artificial personality is subjected to wild arcane energy, its code is sometimes corrupted to create a malevolent construct known as a virtual phantom.
If you're wielding a weapon that targets KAC, for your [[debilitating trick]], you can apply a dose of injury poison to the ammunition or weapon used as part of making the trick attack. If you exceed the target's KAC by 4 or more, the poison's initial save DC increases by 2.
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' see text
</div>
You pose a question about some person, place, or object while casting this spell. If the person or object is at hand or if you are in the place in question and you succeed at a caster level check (1d20 + your caster level, DC 20), you receive a vision about that person, place, or object. The information gained includes everything available about the target that could be discovered by spending weeks in dedicated research with excellent-quality but standard reference works.
If the person or object is not at hand or you are not in the place and you know only detailed information about the person, place, or object, the DC of the caster level check is 25 and the information gained is incomplete (though it often provides enough information to help you find the person, place, or thing, thus allowing a better vision result next time). If you know only rumors, the DC is 30 and the information gained is vague (though it often directs you to more detailed information, thus allowing a better vision result next time). In most circumstances, you can't glean information about what occurred during the Gap with this spell.
Casting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point.
!! Bright Light
All characters with vision can see clearly in bright light. Sources of bright light include direct sunlight outdoors, a nearby star shining through a starship viewport, powerful industrial lighting, or any source as bright or brighter than normal sunlight.
!! Normal Light
Normal light functions just like bright light, but it is less intense. Normal light includes the light conditions underneath a forest canopy during the day, typical indoor lighting, typical lighting on a starship, or the light shed by a star shaman's starlight form.
!! Dim Light
In dim light, you can somewhat make out shapes, but you can't see precise details well at all. Dim light includes moonlight outside at night and bright starlight, or a starship's emergency backup lights. An area just beyond the range of a light source has dim light. Creatures within an area of dim light have concealment (20% miss chance; see page 253) from creatures without darkvision or the ability to see in darkness. Because dim light is not ideal for observation, if you're in an area of dim light, you can attempt a Stealth check to conceal yourself from creatures without low-light vision, darkvision, or blindsight. Dim light does not affect creatures with low-light vision, which can see in dim light as if it were normal light.
!! Darkness
In darkness, creatures without [[darkvision]] effectively have the [[blinded]] condition. Areas of darkness include an unlit chamber within a structure, most caverns, outside on a moonless night, or the surface of planets with distant or nonexistent stars. Unlike [[low-light vision]] and in areas of dim light, darkvision does not work exactly like normal vision in areas of darkness; rather, darkvision works only to a specified range and is in black and white.
Your studies of the third eye permit you to see the inevitable end to which all choices lead.
''Prerequisites:'' [[Third Eye]]
''Benefit:'' You gain a +1 insight bonus to initiative checks and to [[Perception]] checks to act in a surprise round. Additionally, you can cast //[[augury]]// once per day, adding your caster level to the percentage chance of the spell giving you a meaningful reply.
You're only in the dark when you decide to be. As a full action, you gain [[low-light vision]] and [[darkvision]] 60 feet, which last for 10 minutes. The effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using [[sidereal influence]] with photon skills nor have at least 1 attunement point in photon mode. At 10th level, the darkvision granted by this revelation also allows you to see in magical darkness as if it were normal darkness.
You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your [[bypass]] class feature to [[Perception]] skill checks.
The constructed nature of your visual organs makes you difficult to fool.
''Prerequisites:'' Character level 6th; constructed species trait, construct type, or cybernetic augmentations installed in eyes.
''Benefit:'' When you take a move action to focus and study an effect you believe to be an illusion, you gain a +2 circumstance bonus to the saving throw to disbelieve it.
You use your ship's visual sensors to get a much closer look at an opponent's starship and see if you recognize the technology used to make the ship or if you remember some specific technical details of its make and model. Attempt a [[Computers]], [[Engineering]], or [[Perception]] check (DC = 10 + 1-1/2 × the tier of the starship being examined). If you succeed, you learn the first unknown piece of information on the list below (all basic information, all defenses, or information about one weapon). Information already obtained from a science officer's [[scan]] action or a [[quick rescan]] minor action is not unknown. You learn only one unknown piece of information, regardless of your total check result. Subsequent successful checks reveal new pieces of information, continuing down the list below.
# ''Basic Information:'' Size, speed, and maneuverability.
# ''Defenses:'' Total Hull Points, total Shield Points, and power core PCU value.
# ''Weapon:'' Information about one weapon, including its firing arc and the damage it deals, selected at random. Repeat this entry until all the starship's weapons are revealed.
You can take this action only if no science officer actions have been taken during the helm phase (including visual identification and [[quick rescan]]).
Your body, a riot of biological potential, longs to become some extraordinary flora, fauna, or chimeric creature. Rampant life energy heals your wounds, yet your thoughts become equally impulsive and direct.
''Augmentation Type:'' Biotech
''Class Skill:'' [[Life Science]]
''Instinct:'' Once per round while you have 1 or more MP, the first time you regain Hit Points or Stamina Points from an effect, you increase the number of HP or SP you regain by an amount equal to half your MP total, rounded up. The additional HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level.
''Drawback:'' Your mind and body react with greater impulsiveness and less control. While you have at least 1 MP you take a penalty to Will saves equal to half your MP total, rounded up. While you have at least 3 MP, you can’t use any ability that requires patience or concentration, such as spellcasting or any Charisma- or Intelligence-based skills except [[Intimidate]].
!! Biotic Invigoration (1st)
As a swift action, you can spend 1 MP to regain a number of Stamina Points equal to your evolutionist level. At the start of each of your next three turns, you and one adjacent ally regain a number of Stamina Points equal to your evolutionist level. Once you use this ability, you can’t use it again until you spend a Resolve Point to regain Stamina Points after a 10-minute rest.
!! Adrenaline Rush (10th)
You move with an exceptional burst of speed. As a swift action, you take a [[guarded step]] and gain a +1 enhancement bonus to your AC and Reflex saves until the beginning of your next turn. If you spend 2 MP when activating this evolution, you can instead move up to half your speed with the guarded step and the enhancement bonus increases to +2.
!! Niche Metamorphosis (20th)
Your creature type becomes your choice of aberration, monstrous humanoid, ooze, or plant. You gain immunity to critical hit effects and reduce any damage you take from critical hits by an amount equal to 20 + your key ability score modifier.
As a reaction when you use a spell to deal damage to a creature within 10 feet of you, you can convert some of that creature's vital energies into electrical power. One battery in your possession regains a number of charges equal to the half the damage dealt or twice the spell's level, whichever is less.
You have learned how to use photonic power to bolster your allies in the face of danger. As a reaction while you're attuned or fully attuned, when an ally other than yourself within 30 feet of you takes damage, you can reduce the damage taken by your solarian level (minimum 0 damage). Once you use this revelation, you can't use it again until the next time you regain Stamina Points after a 10-minute rest.
Bioengineered to grow specific chemicals and cellular structures, even those that replicate animal or humanoid flesh, //vital seeds// come packed in tiny capsules of First World soil to make them grow at alarming speeds. The specific effect depends on the purpose for which the seed was bioengineered. //Vital seeds// can grow livestock and plants, replace missing organs, and perform many other useful tasks. Some common //vital seeds// are listed here.
!! Beast
As a standard action, you can squeeze a //beast vital seed// and place it on the ground or throw it (range 20 feet). A Medium First World beast grows from the seed instantaneously as if you had just completed casting the 3rd-level version of the //[[summon creature]]// spell.
Rather than obeying your commands, the creature is initially friendly toward you.
!! Regrower
As a standard action, you can swallow a //regrower vital seed//. This allows you to regain 12d8 Hit Points and removes the [[exhausted]] and [[fatigued]] conditions. Any lost organs and limbs also start regrowing. If you can reattach a missing part, this regrowth takes only 1 round. Otherwise, it takes 2d10 rounds.
!! Zeolite
As a standard action, you can squeeze a //zeolite vital seed// and place it on the ground or throw it (range 20 feet). A crystalline structure grows from the seed instantaneously, creating difficult terrain in its square. The structure absorbs [[radiation]] in its square and all adjacent squares, and it diminishes the severity of radiation within 30 feet of it by one step. Creatures in the area the //zeolite vital seed// affects gain a +2 circumstance bonus to saving throws against [[radiation sickness]].
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//vital seed (beast)// | 4 | 650 | — |
|//vital seed (zeolite)// | 10 | 5,000 | — |
|//vital seed (regrower)// | 17 | 40,000 | — |
</div>
An Akiton-based corporation, VitariTech hasn't disclosed all the components used to make its weapons, causing some principled buyers to choose other makers. Those who are more interested in taking down their foes than possible ethical implications find the weapons to be attractive, since they can inflict lasting inherent harm to their targets. All VitariTech weapons have a special disruption critical hit effect that disrupts magical healing. If the weapon already has a critical hit effect, you choose whether to apply the weapon's normal critical hit effect or the disruption effect each time. A creature subjected to this effect must succeed at a Fortitude saving throw or magic that restores Hit Points is only half as effective for the creature until it finishes an uninterrupted 8-hour rest, or is administered first aid with a successful [[Medicine]] check. A VitariTech weapon is a hybrid item and costs 30% more than normal.
Made of transparent polyethylene, vitrum plate resembles a suit of carved crystal. Though the material is hard as metal, it shimmers and refracts light like glass. The difficulty of compressing polyethylene to preserve its lightness while affording such protection makes this type of heavy armor expensive.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|vitrum plate | 18 | 365,650 | +23 | +24 | +5 | — | — | 4 | 1 |
</div>
As a standard action while shedding normal or bright light with your [[flare]] revelation, you can infuse the light with the Positive Energy Plane’s life-giving influence, granting creatures in the illuminated area the effects of the //[[death ward]]// spell. This additional effect lasts for 1 round or until you leave photon mode, whichever happens first, though you can maintain this effect as a standard action each round (or as a move action if you’re fully attuned). When you blind an undead creature with your flare revelation flash of brilliant light, the target also takes force damage equal to your solarian level. You must have the flare revelation to select this revelation.
Named for the astriapi engineer who developed the first prototype, these modular railguns are designed to be quickly disassembled and concealed. Vivara components are subtle yet versatile in design, making them a hit with collectors and mercenaries. The most popular method of disguising Vivara rifle components among astriapi dissidents is to pack the parts into an engineer’s or electrician’s tool kit, camouflaged as spare hardware or esoteric tools. These weapons have been used by violent cells of the Rising in guerrilla attacks and covert operations, so being caught in possession of a Vivara rifle is a serious offense on many parts of Colveare, punishable by exile or even death.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|vivara rifle, low-flux | 4 | 2,100 | 1d8 | 50 ft. | – | 6 rounds | 1 | 1 |[[breakdown]] |
|vivara rifle, mid-flux | 8 | 7,500 | 2d8 | 60 ft. | – | 6 rounds | 1 | 1 |[[breakdown]] |
|vivara rifle, high-flux | 12 | 27,600 | 4d8 | 70 ft. | – | 6 rounds | 1 | 1 |[[breakdown]] |
</div>
Wolflike creatures with thick fur, vlakas hail from a doomed planet called Lajok, an arctic world in the Vast that is the most distant from its system's dying star. Life is barely sustainable on Lajok, and as its sun grows dimmer, it might be able to sustain an ecosphere for only a few more centuries. Some vlakas respond to this knowledge by building strong communities that can last as long as possible on their home world, but others travel among the stars seeking a longer-term solution.
Vlaka fur is usually white with large patches of pale blue, gray, or black, and it provides them protection against all but the most bitter cold. Around two-thirds of vlakas are born blind or deaf. Although they have long had access to magic and technology that can mitigate or remove such conditions, not all vlakas choose to do so, valuing the cultural touchstones such as language and perspective variances that are associated with differing ways of sensing the world. A typical vlaka stands 5-1/2 to 6-1/2 feet tall and weighs between 175 and 250 lbs.
Vlakas can appear unnervingly serious, but they're acutely attuned to the emotional state of others, and they offer friendly encouragement when they sense it might be helpful. Vlakas emphasize on the well-being of the group over the individual, a practice that evolved from survival strategies required to thrive in the tundra of Lajok. While not wholly self-sacrificing, vlakas go to great lengths to assist, protect, and encourage their friends, colleagues, and kin. Vlakas frown upon self-aggrandizing leadership, and they respect those who display wisdom, listen the most, and speak the least.
Most vlaka groups are led by councils whose members rotate between roles and dutifully carry out the will of their constituents rather than seeking political power for themselves. Vlakas who travel with other races often find themselves thrust into leadership positions thanks to their penchant for working for the benefit of and listening to their allies. Most vlakas accept such responsibilities but deflect any unwarranted respect afforded them solely
due to their title.
A few vlakas who visited the Pact Worlds before the Absalom Pact was signed served as a bridge between Eox and other worlds. Vlakas have since become famous as dependable go-betweens for groups seeking genuine accord. A vlaka might even work with clients who have been bad actors in the past, hoping to find a situation beneficial to all sides and to see ethical improvement in future behavior.
Many sapient creatures find themselves drawn to the camaraderie vlakas offer, but others try to take advantage of their openness. Vlakas who grow weary of the strife among other races might withdraw to focus on working with animals or machines. However, most vlakas seek well-intentioned groups of like-minded starfarers to do some good in a galaxy that can be callous and brutal.
!! Racial Traits
* ''Ability Adjustments:'' +2 Wis, +2 Cha, –2 Int
* ''Hit Points:'' 4
* ''Size and Type:'' Vlakas are Medium humanoids with the vlaka subtype.
* ''Buoy:'' As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can't use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability.
* ''Cold Resistance:'' Vlakas have cold [[resistance]] 5 that stacks with one other source of cold resistance.
* ''Cooperative:'' Vlakas gain a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a vlaka gains a +2 bonus to the skill check.
* ''Perceptive:'' Vlakas gain a +2 bonus to [[Perception]] and [[Sense Motive]] checks.
* ''Versed:'' Vlakas can speak, read and write their native language, Vlakan. They also know the signed and tactile versions of this language.
* ''Vlaka Senses:'' Vlakas can be born with one of three possible sets of senses. During character creation, determine a vlaka's senses by choosing from those available. A vlaka born with functional sight or hearing who becomes permanently blind or deaf does not gain the abilities of a vlaka born with blindness or deafness.
** //Blind:// A blind vlaka has [[blindsight]] (hearing) with a range of 60 feet, [[blindsight]] (scent) with a range of 30 feet, and the [[blinded]] condition. The vlaka is naturally sightless, so the blinded condition can be removed only by effects that grant sight to creatures with no natural vision.
** //Deaf:// A deaf vlaka has [[blindsight]] (scent) with a range of 30 feet, [[low-light vision]], and the [[deafened]] condition. However, this condition imposes no penalty to initiative rolls or opposed [[Perception]] checks that are not based on hearing. The vlaka is naturally without hearing, so the deafened condition can be removed only by effects that grant hearing to creatures with no natural ability to perceive sound.
** //Hearing and Sighted:// A vlaka who has hearing and sight also has [[blindsense]] (scent) with a range of 30 feet and [[low-light vision]].
!! Buoy Graft
{{Buoy}}
A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using [[Disguise]] to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|vocal modulator | 1 | 125 | throat |
</div>
A voice amplifier greatly increases the volume of your voice. You can switch a voice amplifier on or off as a swift action. When activated, a voice amplifier grants a +2 circumstance bonus to [[Intimidate]] checks and lowers the DCs of other creatures' [[Perception]] checks to hear you speaking by 5.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|shortwave receiver-transmitter | 1 | 125 | throat |
</div>
A voice encoder, often simply called a voxbox, is a cybernetic augmentation of your throat. When activated, the device takes control of your voice, speaking instructions in the artificial language known as Vox. This instruction is concealed inside a conventional Common phrase. A primal voice encoder allows you to use //[[command]]// as a spell-like ability. A sophisticate voice encoder allows you to use //[[suggestion]]// as a spell-like ability. Using a voice encoder is a standard action. You can use a voice encoder once per day, though you can spend 1 Resolve Point to use it again immediately.
Before you can use a voice encoder, it must be programmed at a computer that can communicate with the voxbox wirelessly, through a [[datajack]], or some other direct means. Programming a voxbox takes 1 minute. You program the device with the specific command or suggestion, as well as the Common phrase in which the instruction is hidden. (For example, the suggestion "Kill Raia Danviri" might be hidden behind the phrase, "I'm from the Stewards. Let me show you my badge.") Until the voice encoder is reprogrammed, it can be used only to give the chosen command or suggestion, which is always concealed within the same Common phrase.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|voice encoder, primal | 4 | 2,250 | throat |
|voice encoder, sophisticate | 11 | 27,500 | throat |
</div>
This microphone-linked control module allows you to activate one of your armor's systems, such as environmental protections, with a verbal signal; no action is required. The function must require no more than a standard action for you to activate normally. Higher-end models can be linked to a number of different systems equal to the model number; different vocal commands activate each of these systems. At mk 2 and higher, this upgrade comes with an [[enviro-sensor]] built in.
When combined with a [[computer interface]], this upgrade has a voice command module that functions as a number of extra control modules equal to its model number. This feature allows you to program the computer interface to automate each system linked to the voice-command module in the same way the computer interface can automate one system on its own.
<div class= "table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|voice-command module, mk 1 | 1 | 250 | 1 | any | – |
|voice-command module, mk 2 | 3 | 1,350 | 1 | any | – |
|voice-command module, mk 3 | 5 | 2,700 | 1 | any | – |
|voice-command module, mk 4 | 7 | 5,400 | 1 | any | – |
</div>
Numerous creatures are inured to the void of outer space. A creature with void adaptation has the following abilities.
* immunity to cosmic rays
* immunity to the environmental effects of vacuum
* [[no breath]]
//Format:// ''Defensive Abilities'' [[void adaptation]].
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 10
* ''Track'' [[physical|Physical Disease Track]]
* ''Frequency'' 1/day
* ''Effect'' No latent/carrier state; an infected creature that dies rises as a [[void zombie]] 2d4 hours later.
* ''Cure'' 2 consecutive saves
Ancient and terrible entities that dwell outside of space have driven many void dragons beyond reason, and now they do nothing but feed and destroy.
* ''CR'' 3+
* ''Required Creature Type:'' dragon
* ''Suggested Alignment:'' neutral evil
* ''Traits:''
** [[blindsense]] (vibration) 60 feet, [[darkvision]] 120 feet, [[see in darkness]]
** [[alien presence]] (CR 10+, 60 feet + 10 feet per CR, [[sickened]] 2d4 rounds)
** [[void adaptation]]
** [[DR]] 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19)
** [[immunity]] to cold, confusion, and insanity
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d8 C + 1d8 per CR)
** obliterate (CR 7+; see below)
** suffocating breath (CR 5+; see below)
** spell-like abilities (CR 8+)
** [[spaceflight]]
* //Obliterate ([[Su]]):// A creature that is reduced to 0 Hit Points by a void dragon's bite attack must spend 1 Resolve Point or be immediately slain and reduced to dust.
* //Suffocating Breath ([[Su]]):// Instead of a cone of cold, a void dragon can breathe a 30-foot cone of energy that suffocates those it touches. Air-breathing creatures within the cone must succeed at a Fortitude save or begin attempting Constitution checks to avoid suffocation, even if they have environmental protections. An affected creature can attempt a new Fortitude saving throw at the beginning of each turn to shake off this effect and regain its air supply.
This powder looks like shimmering iron filings, but //void dust// is actually nanotech infused with magic antithetical to force effects. As a standard action, you can sprinkle the dust on something within your reach. When you sprinkle the dust on a magical force effect or a personal [[force field]], roll 1d20 + 10 against a DC equal to 11 + the level of the caster or the item that created the force effect. If you succeed, the targeted effect is disrupted. A magical effect either ends, or, if it's permanent or ongoing, is suppressed for 10 minutes. A personal force field is suppressed for 10 minutes. If you fail, the targeted effect is suppressed for 1 round. The time spent suppressed counts against an effect's duration, and an item that uses battery charges still consumes those charges while suppressed.
//Void dust// is sold by the pinch. One pinch affects only one force effect, and the pinch is consumed whether you succeed or fail. This dust isn't strong enough to affect starship force fields or force effects of a similar scale.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//void dust// | 10 | 2,550 | — |
</div>
[[Sarcesians]] are adapted to surviving in a vacuum as they fly among asteroids. This augmentation allows you to go 1 hour per day without breathing while also ignoring the harmful effects of a vacuum. When in a vacuum, you automatically grow wings made from pure energy, granting you a supernatural fly speed of 60 feet with average maneuverability.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|void flyer graft | 4 | 2,000 | lungs and spinal column |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 round/level
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' yes
</div>
Reaching to worlds beyond, you siphon your foe’s life force as a shared offering to some extraplanar entity. Attempt a melee attack against the target’s EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes 8d8 damage and must attempt a Fortitude saving throw. A target that fails is [[sickened]] for the duration. One who succeeds is sickened for only 1 round, and then the spell ends. In either case, you gain temporary Hit Points equal to half the damage you dealt. Casting this spell doesn’t provoke attacks of opportunity.
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* NE Medium monstrous humanoid
* ''Init'' +7; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 118
* ''EAC'' 25; ''KAC'' 27
* ''Fort'' +9; ''Ref'' +11; ''Will'' +15
* ''DR'' 10/magic; ''Immunities'' cold, disease, fear, sleep; ''SR'' 20
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' ultrathin [[dagger]] +17 (4d4+11 S)
* ''Ranged'' hailstorm-class [[zero pistol]] +19 (2d6+10 C; critical [[stagger]] [DC 19])
* ''Offensive Abilities'' stardust robes
* ''Spell-Like Abilities'' (CL 10th, ranged +19)
** 1/day—//[[cosmic eddy]]// (DC 22), //[[enervation]]//
** 3/day—//[[irradiate]]// (DC 21), //[[psychokinetic strangulation]]// (DC 21)
** At will—//[[inflict pain]]// (DC 20)
!!! STATISTICS
* ''Str'' +1; ''Dex'' +3; ''Con'' +0; ''Int'' +8; ''Wis'' +2; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +19 (+27 when flying), [[Intimidate]] +24, [[Mysticism]] +24, [[Stealth]] +19
* ''Languages'' Aklo, Common, Drow
* ''Other Abilities'' [[no breath]]
* ''Gear'' white carbon [[carbon skin]], hailstorm-class [[zero pistol]] with 4 high-capacity batteries (40 charges each), ultrathin [[dagger]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary or coven (see below)
!!! SPECIAL ABILITIES
''Stardust Robes ([[Su]])'' Three times per day as a standard action, a void hag can release the energies of the cosmos stored within her robes. Creatures within 30 feet of the void hag each take 2d6+10 force damage and are outlined in glowing motes of stellar energy for 2d4 rounds. An outlined creature takes a −20 penalty to [[Stealth]] checks and doesn't benefit from the concealment normally provided by //[[displacement]]//, [[invisibility]], or similar effects. A target that succeeds at a DC 19 Reflex saving throw halves this damage and negates the outlining effect. Other void hags are immune to this ability.
</div>
Void hags are terrifying scourges of deep space, enacting their cruel whims on any innocents who cross their paths. A typical void hag stands over 7 feet tall but weighs no more than 150 pounds. They have long limbs, and their hands and feet are similarly elongated, ending in disturbingly sharp, silvery nails. Most void hags have substantial heads of hair that they let loose to frame their faces in the low- to zero-gravity environments in which they dwell.
No one is certain whether void hags are crones who adapted to living in outer space (greatly changing their physiology in the process) or a race of alien witches from a distant, unknown world. Void hags aren't interested in elucidating their origins to those they consider to be lesser beings, which is just about everyone they come across. Rather, void hags instinctively wish to rule over other life-forms, usually cooperating only with other void hags. On occasion, power struggles break out between allied crones, but they often end swiftly and brutally as one overpowers the other. Void hags despise stupidity in any form, and they find great satisfaction in punishing it, usually in ways that are quite painful and often fatal to the victim.
Though it grants her only a small portion of her power, a void hag's set of robes is her most important possession. She views the robes as a badge of honor, since a young void hag must undergo a series of harrowing trials to craft them. First, she weaves the cloak from fibers of plants found on naturally irradiated worlds. Then, she finds a star emitting strong solar flares and waits for a phenomenon known as a coronal mass ejection—a massive explosion of plasma and magnetism—in which she bathes the robes. If she survives, she drags the robes into the center of a nebula, collecting cosmic dust and ionized gas particles along the way. She then dons the robes and meditates, often for days, until she visualizes a pattern of stars that she imprints upon the cloak. The design of each set of robes is personally important to the void hag who crafted it, and no two sets of robes look the same.
This process can take years—or sometimes even decades—but once finished, the void hag is bonded to her robes and only the strongest magic can separate her from them. However, until a void hag makes her robes, no other hag will see her as an equal. Some void hags go so far as to completely ignore those of their kind who haven't crafted their own robes. A void hag in a coven (see below) who somehow loses her robes is forcefully driven out, even though it strips the coven of all power. Even if the expelled hag retrieves her robes (or fashions a new set), she usually must form an entirely new coven, as her previous compatriots never fully trust her again.
Void hags have been seen within Apostae, aiding a handful of drow noble houses in the constant corporate espionage the race perpetrates against one another. Void hags who are diligent and sadistically inventive can rise to be major players in a drow corporation's security division, sometimes rooting out spies from within and leading strike teams against other drow holdings. However, a void hag can never climb higher than that on the corporate ladder, as those positions are almost always exclusive to drow nobles.
Though Aucturn might seem to be a place of great interest to void hags, they avoid that planet with almost no exception. Some sages claim that the crones are afraid of the Stranger and its disturbing inhabitants. Void hags scoff angrily if this theory is ever espoused in their presence and give vague hints about "certain pacts" made with potent entities that lead them to avoid Aucturn. No one has been able to get further clarification out of void hags on the matter, and so it remains an unsolved mystery.
Void hags have a similarly standoffish relationship with the Dominion of the Black, though members of the two groups will sometimes deign to work together in extreme circumstances. Such a partnership is always short lived and tense, probably because void hags suspect that deh-nolos and neh-thalggus would eagerly collect their brains if given half a chance.
!! Void Hag Covens
Three hags of any type can band together to form a coven, gaining access to more powerful magical abilities. Covens of void hags are particularly formidable, and they often lay claim to entire asteroids or other small planetoids as their domains. A void hag coven will often craft a roughly square container called a stellar cauldron out of unknown materials that can somehow withstand the various arcane fission and fusion processes studied by the void hags. A stellar cauldron acts as a focus for many of the coven's rituals and is sometimes used to brew powerful serums and spell ampoules. Scientists from across the galaxy would love to get their hands on one of these stellar cauldrons to examine its composition, but void hag covens are as protective of their cauldrons as an individual void hag is of her robes.
Whenever all three void hags of a coven are within 10 feet of one another, they can work together to use any of the following spell-like abilities: //[[call cosmos]]// (DC 24), //[[clairaudience/clairvoyance]]//, //[[control gravity]]// (DC 25), //[[gravitational singularity]]// (DC 25), //[[interplanetary teleport]]//, //[[retrocognition]]//, //[[snuff life]]// (DC 25), //[[telepathy|Telepathy (spell)]]//, and //[[vision]]//. All three void hags must take a full action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 13th (or the highest caster level of the most powerful hag in the coven). The coven also ignores Resolve Point costs of the spell-like abilities. At the GM's discretion, other hag covens might have different spell-like abilities.
!! Void Hag Robes
{{Void Hag Robe}}
You can wear a [[void hag]]'s robes as white [[carbon skin]] armor, or the robes can be worn as a cloak or tabard, offering no armor protection. In either case, you can treat the robe as a worn magic item. If you do so, you can use the void hag's stardust robes special ability. Once you use a given //void hag robe//, you can't use another //void hag robe// for 24 hours. However, you can expend 1 Resolve Point to use the robe's powers again during the same day, up to a maximum of three times per day.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//void hag robe// | 11 | 25,000 | 1 |
</div>
The darkness in your soul can draw on the life force of allies.
''Prerequisites:'' One other manifestation.
''Gift:'' Once per day when you take ability damage, ability drain, or Hit Point damage, you can divide the damage or drain evenly between you and one ally within 30 feet of you. The ally knows what you're trying to do and can attempt a Will saving throw to resist the link. This ability takes no action on your part, and you can use it even if it isn't your turn.
''Stain:'' You struggle to remember the meaning of friendly bonds. You can't benefit from or use the aid another action.
Made from [[void troll]] skin, //void hide// armor quivers of its own volition, as if the manufacturing process could not subdue the troll's life force. You can trigger //void hide// to react to an attack as though you had the //[[reflecting armor]]// spell cast on you. Once you have used a specific suit of void hide in this way, you can use a different suit only after 24 hours have passed. A //[[magic resistor]]// upgrade installed in //void hide// takes up one upgrade slot fewer than normal (minimum 0), as does a //[[spell reflector]]// upgrade.
* ''//Void Hide I// (Level 10):'' Trigger //[[reflecting armor]]// (DC 17) twice per day.
* ''//Void Hide II// (Level 14):'' Trigger //[[reflecting armor]]// (DC 19) three times per day.
* ''//Void Hide III// (Level 18):'' Trigger //[[reflecting armor]]// (DC 21) five times per day.
<div class= "table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|//void hide I// | 10 | 20,000 | +13 | +15 | +4 | –1 | — | 1 | 1 |
|//void hide II// | 14 | 90,000 | +16 | +18 | +5 | –1 | — | 2 | 1 |
|//void hide III// | 18 | 382,500 | +20 | +22 | +6 | –1 | — | 3 | 1 |
</div>
Many consider the dark cold of space to be ominous and uncomfortable, but you’ve always been drawn to it. Isolation and death instill little fear in you, and your desire to see the infinite blackness of the Void spurs you onward. You might have survived a close encounter with a black hole’s event horizon, studied with the bone sages of Eox, or had a near‑death experience that attracted you to the black. Your interest in such bleakness makes you seem strange to others, if not disturbing, as you search for ways to explore the Negative Energy Plane.
!! Theme Knowledge (1st)
You’ve conducted extensive research regarding the Negative Energy Plane and its strange denizens, including potential ways to survive its hostile and entropic atmosphere. Reduce the DC of [[Physical Science]] checks to [[recall knowledge]] about scientific questions regarding black holes and universal entropy by 5. Reduce the DC of [[Mysticism]] checks to recall knowledge about nihilistic religions, the Negative Energy Plane, and that plane’s inhabitants by 5. [[Survival]] is a class skill for you, though if it’s a class skill for the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
!! Live On (6th)
You know that everything in the universe will eventually end; even the stars will burn out and die. You stubbornly insist on surviving long enough to see such wondrous sights, and though you know that might not be possible without achieving some form of immortality, you still hold on to your life-force dearly. You can’t gain [[negative levels]], and you gain a +2 bonus to saving throws against death and negative energy effects.
!! Diplomat of Death (12th)
The Void has a mysterious pull that attracts the unliving, and you can work the mysterious pull of this plane into your speech. The DC for you to [[change the attitude|Change Attitude]] of intelligent undead, or to [[gather information]] from them, is decreased by 5. In addition, once per day, you can affect an undead creature with a mind-affecting effect, even if it has an Intelligence score lower than 1.
Peaceful Oblivion (18th)
Avoiding light and other living beings brings you closer to the near-nothingness of the Negative Energy Plane and sets your mind at rest. Up to twice per day while in complete darkness and without other creatures within 30 feet, you can spend 10 minutes reflecting on the hungry stillness of the Void to recover 1 Resolve Point. Doing so doesn’t count as resting to regain Stamina Points.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Medium ooze
* ''Init'' +2; ''Senses'' [[blindsight]] (vibration) 60 ft., [[sightless]]; ''Perception'' +14
* ''Aura'' shadow siphon (20 ft.)
!!! DEFENSE
* ''HP'' 105
* ''EAC'' 19; ''KAC'' 21
* ''Fort'' +11; ''Ref'' +7; ''Will'' +4
* ''Defensive Abilities'' void adaptation; ''Immunities'' [[ooze immunities]]; ''Resistances'' cold 5
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' pseudopod +17 (1d6+11 B plus 1d6 cold and numb senses)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +5; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Stealth]] +19
* ''Other Abilities'' [[mindless]], split
!!! ECOLOGY
* ''Environment'' any (Shadow Plane)
* ''Organization'' solitary, pair, or gloom (3–6)
!!! SPECIAL ABILITIES
''Numb Senses ([[Su]])'' When a void ooze hits with a pseudopod attack, the target must succeed at a DC 15 Fortitude saving throw or its senses are shrouded for 1 round as if the creature were in a dark void. The target is [[blinded]] and [[deafened]], as well as unable to smell, taste, and feel subtle sensations. A target's [[blindsense]] and [[blindsight]] are also ineffective for the duration.
''Shadow Siphon ([[Su]])'' Nonmagical bright or normal light within 20 feet of a void ooze is reduced to dim light. If a dying creature in this aura loses a Resolve Point or spends any Resolve Points to stabilize, the ooze regains 10 Hit Points. If a creature dies in the aura, the ooze regains 10 Hit Points. If the ooze enters the space of a dead creature, the creature's body disintegrates into fine black ash and the ooze regains 10 Hit Points.
''Split ([[Ex]])'' If a void ooze would regain more Hit Points from its shadow siphon ability than its Hit Point maximum, it instead splits into two identical oozes, each with Hit Points equal to half the original's current total plus half the Hit Points the original ooze would have regained.
</div>
Void oozes originate from the lightless depths of outer space on the Shadow Plane. They are drawn to open interplanar portals and to areas where the barriers between dimensions are weak. Life, especially when coupled with warmth, attracts these creatures like the stench of death attracts carrion birds. The oozes feed on the subtle negative energy surrounding the dying and recently dead, using that energy to reproduce.
These creatures can hibernate indefinitely, and they are inured to outer space and airless environments. Because of these traits, void oozes can be found almost anywhere. Explorers have encountered them on planets (habitable or not), asteroids, and spacedocks. The oozes have also been found aboard vessels that have traveled in the darkest regions of space, where the oozes attached themselves to the hull of a passing starship.
In 154 AG, a large freighter was found floating on the edge of the Pact Worlds system. The ship conformed to no known design, was devoid of remains, and all onboard computer systems had been physically destroyed. All that anyone could tell for certain was that the derelict had been drifting through space for some time, and it had been designed for a species that was exceptionally tall and slender.
The freighter's cargo hold was empty save for an onyx sphere 5 feet in diameter and set with numerous tracks of gold, some studded with tiny planets made of semiprecious stones, emulating an unknown planetary system with two large gas giants and a blue-green moon. Several of the gold tracks had no planets, and their use was unclear until a solarian researcher managed to manipulate them in 197 AG while in a meditative state.
This mysterious item eventually came to be known as the //Void Orrery//, and the tracks on its surface channel negative energy. A solarian using the //Void Orrery// can attune themself to this energy. By meditating for 10 minutes and manipulating the energy markers, a solarian alters their own solarian revelations to deal negative energy. This doesn't change the damage type of the revelation, but creatures immune to negative energy are immune to the damage of these revelations, and the damage affects only living creatures. Undead affected by these revelations not only take no damage but gain temporary Hit Points equal to the solarian's level. These temporary Hit Points don't stack with any other source and last for 10 minutes, until expended, or until the undead gains a larger number of temporary Hit Points from a negative energy or necrotic effect, whichever comes first.
In addition, a solarian using the //Void Orrery// and meditating for 10 minutes can adjust the gemstones on its surface to change the energy type inflicted by their own revelations. Adjusting amethyst stones on the orrery causes all the solarian's revelations to deal fire damage. Adjusting malachite stones changes the solarian's revelations to inflict electricity damage. Pieces of jet on the orrery change the solarian's revelations to inflict cold damage, and carnelian stones on the orrery's surface cause the solarian's revelations to deal acid damage. Only one of these functions can be used at a time, and if a solarian changes the damage of their revelations, any previous change is lost. A solarian can, however, benefit from both the change in energy type and the addition of the negative energy detailed above.
For decades, the //Void Orrery// was kept in the laboratories of the Arcanamirium on Absalom Station. Attempts to investigate its origin proved fruitless, and in 229 AG, it was placed into a storage unit in the university's vaults. When a new scholar went looking for it a few years later, the onyx sphere had disappeared.
Interest in the //Void Orrery// has increased in recent years, as it has become a staple of Pact World horror fiction. Several successful novels and one bestselling vidgame have their antagonists unlock the powers of the //Void Orrery// as part of a sinister plot to bring cosmic horror upon their enemies—or even the entire galaxy. The creator of the vidgame series, Castrovelian tech entrepreneur Siline Vezar (LE male damaya lashunta technomancer), offers a rich reward for a chance to examine the //Void Orrery// in person.
The //Void Orrery// can be destroyed only with the tools used to make it, presumably found in the solar system depicted on its mysterious surface.
<div class="statblock">
* ''CR'' 7; ''XP'' 3,200
* N Large plant
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +14
!!! DEFENSE
* ''HP'' 100
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +10; ''Ref'' +8; ''Will'' +6
* ''Defensive Abilities'' void fronds; ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 10 ft.
* ''Melee'' lash +15 (1d8+9 S)
* ''Multiattack'' 3 lashes +9 (1d4+9 S)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' gravity void
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' +5; ''Int'' –2; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +19, [[Athletics]] +19, [[Stealth]] +14, [[Survival]] +19
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Gravity Void ([[Su]])'' Once per day as a full action, a void palm can create a dark, zero-gravity area in a 20-foot-radius sphere centered on itself, negating the effects of gravity and nonmagical light sources in that area. Magical light sources in the area work normally. When the void palm uses this ability, each other creature in the area must succeed at a DC 17 Reflex saving throw or become [[off-kilter]]. The effect doesn't move with the void palm and lasts for 10 minutes.
''Void Fronds ([[Su]])'' When seen in black and white, such as with [[darkvision]] in darkness, the pattern on a void palm's fronds resembles a dim and distant field of stars. The effect is disorienting. As long as the void palm is in an area of darkness, it has concealment against creatures observing it with darkvision, and such creatures are [[flat-footed]] against the palm's attacks.
</div>
The fan-shaped void palm's broad fronds are a deep, mottled red, and they are in constant motion, as though stirred by a gentle breeze. This plant creature is exceedingly rare, and the lack of information about its biology allows it to surprise oblivious explorers. When a suitably large living creature wanders nearby, a void palm plunges the area around it into magical darkness while simultaneously interrupting gravity's normal function. Creatures caught in this area might become unable to propel themselves out of range of the void palm's lashing fronds—something the plant deliberately makes more difficult by using its leaves to sweep the area around it clear of debris that might be used as handholds or counterbalance.
Though they are rare, void palms are found across the galaxy. Their unique method of reproduction lends itself well to a slow but inexorable colonization of the stars. Once a year, a void palm produces a brilliant blue seed at the end of each of its stalks over the course of a week, and then it flings its progeny into the sky. The remarkable seeds each carry the void palm's supernatural ability to ignore gravity, allowing the momentum imparted from their parent to carry them off the void palm's planet and onto new ones. This unique ability makes void palm seeds rare and expensive curios.
The typical void palm is 15 feet tall and weighs around 1,000 pounds.
As a standard action, you can activate a //void projector// to transform a 20-foot-radius area into a zero-g environment. The area has no gravity. A //void projector// can operate for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. The device has a timer, which you can set as a move action, that enables the //void projector// to operate for a set number of minutes. You can deactivate a //void projector// as a swift action.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//void projector// | 8 | 8,500 | L |
</div>
A firearm designed with crystals from the Plane of Shadow, a void rifle is unique in that power flowing through those crystals allows the rifle to fire inky bolts of life-sapping cold. The rifle's frigid energy can harm only the living, so it does nothing to constructs and undead. Regardless, the rifle remains a favorite of followers of Urgathoa. Grave- and crypt-class void rifles are an option for standard issue among rank-and-file marines of the Eoxian navy, while tomb-, ossuary-, and barrow-class void rifles are reserved for elite forces.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|void rifle, grave-class | 2 | 1,020 | 1d6 C | 60 ft. | [[suffocate]] | 20 charges | 1 | 1 |[[antibiological]] |
|void rifle, crypt-class | 6 | 4,400 | 1d8 C | 60 ft. | [[suffocate]] | 20 charges | 1 | 1 |[[antibiological]] |
|void rifle, tomb-class | 11 | 26,300 | 2d10 C | 80 ft. | [[suffocate]] | 40 charges | 2 | 1 |[[antibiological]] |
|void rifle, ossuary-class | 16 | 182,000 | 4d10 C | 100 ft. | [[suffocate]] | 40 charges | 1 | 1 |[[antibiological]], [[boost]] 1d10 |
|void rifle, barrow-class | 19 | 606,000 | 6d10 C | 100 ft. | [[suffocate]] | 80 charges | 2 | 1 |[[antibiological]], [[boost]] 2d10 |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium ooze
* ''Init'' +3; ''Senses'' [[blindsight]] (life) 60 ft., [[sightless]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +5; ''Will'' +2
* ''Immunities'' cold, disease, [[ooze immunities]]; ''Resistances'' fire 5; ''SR'' 16
* ''Weaknesses'' susceptible to salt water
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' slam +14 (1d6+7 B; critical dispel)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +3; ''Con'' +5; ''Int'' —; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +11
* ''Other Abilities'' deaf, [[mindless]], [[no breath]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Deaf ([[Ex]])'' A void slime can't attempt [[Perception]] checks to listen and is immune to effects that rely on hearing to function.
''Dispel ([[Ex]])'' On a critical hit, a void slime's slam attack gains the effects of a [[dispelling]] weapon fusion, treating
the void slime's CR as the slam's item level.
''Susceptible to Salt Water ([[Ex]])'' A splash of salt water deals 1d6 damage to a void slime, and full immersion in salt water deals 4d6 damage per round.
</div>
When an [[akata]] infects a humanoid with its foul method of reproduction, it typically results in a host called a [[void zombie]] which gestates a larval akata in its rotting form for several weeks before once again dying. However, if the void death—the disease that grows a latent akata larva in one's system—claims a creature who lacks the nutrients necessary to feed the larva, the gestating creature might trigger a period of hibernation prematurely. This usually transforms the host's corpse into a slurry of noqual shards, grisly flesh, and larva paste known as a void slime. This misbegotten, half-living form is a thing of insatiable hunger and constant pain.
While a void slime would be dangerous enough with resistances similar to those of an akata, shards of noqual—the starmetal that usually makes up an akata's hibernating cocoon—jut from the ooze's surface at irregular angles. These fragments provide a void slime with a measure of protection against magic and grant its reaching pseudopods the possibility of dispelling magic from those it strikes. Luckily for those with the knowledge to take advantage, a void slime also shares an akata's susceptibility to salt water.
Both treasure hunters and xenobiologists are fascinated with void slimes, albeit for different reasons. The fortune seekers want only to harvest a void slime's precious noqual, while scientists wish to study the process by which it—and similarly, an akata—creates the starmetal with its unusual biology. Of course, the danger of either task lies in the fact that seeking rare void slimes often means coming into contact with packs of akatas, risking infection with void death in the process.
Quite common on Eox, void staves are designed using extensive necromancy-derived technologies, resulting in nonreflective black coloration and a range of morbid effects. A target struck by a void staff suffers effects similar to frostbite, as the weapon drains the life energy out of the target on a cellular level and, in some cases, causes complications with breathing and other essential functions. Grave-class, crypt-class, tomb-class, and ossuary-class void staves are relatively common throughout the Pact Worlds, while barrow-class void staves are almost never seen anywhere except Eox.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|void staff, grave-class | 2 | 1,080 | 1d4 C | [[suffocate]] | 1 |[[analog]], [[block]] |
|void staff, crypt-class | 6 | 4,600 | 1d10 C | [[suffocate]] | 1 |[[analog]], [[block]] |
|void staff, tomb-class | 11 | 27,100 | 3d10 C | [[suffocate]] | 1 |[[analog]], [[block]] |
|void staff, ossuary-class | 15 | 123,000 | 5d10 C | [[suffocate]] | 1 |[[analog]], [[block]] |
|void staff, barrow-class | 20 | 904,000 | 9d10 C | [[suffocate]] | 1 |[[analog]], [[block]] |
</div>
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* CE Large humanoid (giant)
* ''Init'' +4; ''Senses'' [[blindsense]] (scent) 60 ft., [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 235; ''RP'' 5
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +18; ''Ref'' +16; ''Will'' +12
* ''Defensive Abilities'' [[regeneration]] 15 (acid), [[void adaptation]], void hide; ''Immunities'' disease, [[off-kilter]], poison; ''SR'' 25
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' bite +27 (8d6+20 P; critical [[wound]] [DC 20]) or claw +27 (4d8+20 S; critical [[wound]] [DC 20])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' maul
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' +8; ''Int'' –2; ''Wis'' +0; ''Cha'' –2
* ''Skills'' [[Athletics]] +30, [[Intimidate]] +25
* ''Languages'' Common
* ''Other Abilities'' [[tracking]] (scent)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or gang (2–4)
!!! SPECIAL ABILITIES
''Maul ([[Ex]])'' As [[troll]].
''Void Hide ([[Ex]])'' The troll can reflect some effects back at attackers or casters within 100 feet by spending 1 Resolve Point to do so, limited by the following parameters. If an attack misses the troll by 5 or fewer, as a reaction the troll can reflect the attack back at the attacker. The reflected attack deals the damage the troll would have taken, up to 30 damage (Reflex DC 20 for half). Similarly, if a spell of 4th level or lower targets the troll directly and fails to overcome the troll's [[SR]], as a reaction the troll can reflect the spell back at its caster as if the caster had been the target. This ability doesn't work on effects that include the troll as one of multiple targets.
</div>
Some corporations, hoping to profit from research on trolls, go to great lengths to acquire live specimens. Some seek the secrets of regeneration for use in medicine. Others are less moral in their intentions. Trolls can survive even the worst experiments, and viable mutant strains can result from such unscrupulous research.
One of the most heinous of these "evolutions" is the void troll. As a wounded troll regenerates, specific magical conditions and exposure to cosmic forces without the protective barrier of an atmosphere can sear away the troll's weaknesses. What this torturous process leaves behind is a more powerful troll, its regrown and irradiated hide as hard as modern composites and capable of reflecting lasers and magical energies.
<<section 'Void Hide' >>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Target'' 1 creature/level
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You grant one or more targets the ability to survive in vacuum. Affected targets gain the [[void adaptation]] universal creature rule and sprout wings of pure energy that grant a supernatural fly speed of 60 feet (average maneuverability) that functions only in vacuum.
You understand with clarity the one true rule of the universe: everything breaks down eventually. With this sad revelation, you hasten things along their inevitable path to nothingness.
* ''Associated Deities:'' the Devourer, Groetus, Ibra
* ''Associated Skills:'' [[Intimidate]] and [[Physical Science]]
* ''Spells:'' 1st–6th //[[embrace of the void]]//; replaced by 1st—//[[lesser confusion]]//, 2nd—//[[darkvision]]//, 3rd—//[[entropic grasp]]//, 4th—//[[enervation]]//, 5th—//[[waves of fatigue]]//, 6th—//[[snuff life]]//
!! Gauge Decay (1st)
As a move action, you can attempt a DC 20 [[Physical Science]] check to look for vulnerabilities in an object or construct. If you succeed, you learn the lowest saving throw modifier of the target and how much [[hardness]] it possesses, if any.
!! Destructive Touch (3rd)
As a standard action, you can spend 1 Resolve point to attempt a [[sunder|Sunder (combat maneuver)]] combat maneuver against an item in use by an opponent within 30 feet. If successful, you deal damage to the item equal to 3d6 + your level.
!! Negative Energy Adaptation (6th)
You gain cold [[resistance]] 10. At 16th level, this increases to cold resistance 20, and you no longer take bludgeoning damage in the vacuum of space. At 20th level, this increases to cold resistance 30.
!! Lacerating Weaponry (9th)
As a move action, you can grant any weapon you hold the benefits of the //[[bleeding|Bleeding (weapon fusion)]]// weapon fusion regardless of its item level; this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. This bonus fusion lasts as long as you wield the weapon and are conscious, or until you spend another move action to suspend the effect.
!! Ward Off the End (12th)
As a standard action, you can spend 1 Resolve Point to grant allies linked by your [[telepathic bond]] class feature a +2 insight bonus to saves against spells from the necromancy school for 1 minute.
!! Shared Lacerating Weaponry (15th)
When you use your lacerating weaponry connection power, you can spend 1 Resolve Point to extend the effect to the wielded weapons of all allies within 60 feet of you, granting them the benefits of the //[[bleeding|Bleeding (weapon fusion)]]// weapon fusion. When the effect of lacerating weaponry ends on your weapon, it also ends on all the weapons you affected with this power.
!! Decrepitude (18th)
Once per day as a standard action, you can rapidly and temporarily advance the age of a target creature within 60 feet. Organic creatures become withered and decrepit, while constructs rust and break down. The target must succeed at a Fortitude save or take a –3 penalty to Armor Class, attack rolls, and Fortitude and Reflex saving throws. The effect lasts 3 rounds, after which the target reverts to its original age.
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one living creature
* ''Duration'' 1 round/3 levels
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
The target's mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions. The target must attempt a Will save; on a failure, it whispers incoherently and takes a move action to move half its speed in a random direction. When it moves, the target takes the safest route and doesn't enter hazardous terrain. If the target is attacked, the spell ends immediately. Creatures that begin their turn within 20 feet of the target and can hear it whispering must succeed at a Will saving throw or become [[confused]] for 1 round. A creature that succeeds at this save is immune to the whispers until the spell ends.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* NE Medium undead
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 22
* ''EAC'' 11; ''KAC'' 15
* ''Fort'' +3; ''Ref'' +3; ''Will'' +3
* ''Immunities'' [[undead immunities]]
* ''Weaknesses'' susceptible to salt water
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +8 (1d6+5 B) or feeding tendril +8 (1d6+5 P plus blood drain)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' —; ''Int'' —; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +10
* ''Other Abilities'' [[mindless]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' any
!!! SPECIAL ABILITIES
''Blood Drain ([[Ex]])'' If a void zombie hits a living creature with its feeding tendril, it drains that creature's blood, dealing 2 Strength damage before the tendril detaches.
''Susceptible to Salt Water ([[Ex]])'' Salt water acts as a strong acid to void zombies. A splash of salt water deals 1d6 damage to a void zombie, and full immersion in salt water deals 4d6 damage per round.
</div>
[[Akatas]] reproduce by implanting their parasitic larval offspring in humanoid hosts. These microscopic larvae cause an infection called [[void death]], which functions as a disease. Those who perish from void death become void zombies. A void zombie looks like a walking rotting corpse, often with a bloated blue-gray "tongue"—the fanged tail of the parasitic larva inside—dangling from its broken skull where its lower jaw once was.
After a humanoid host dies from void death, the strongest of the akata larvae infesting the corpse worms its way to the host's brain and undergoes a swift gestation within 2d4 hours. This accelerated growth causes the feeler-covered head of the oversized, tadpole-shaped parasite to latch on to the base of its victim's brain and reenergize the dying organ, taking total control and turning the host into a void zombie.
Akata larvae require 1d4 weeks to gestate before undergoing the transformation into adult akatas. A void zombie bearing an akata larva ready to emerge seeks out a secluded area and vomits the akata's offspring into a shallow hole or crevice. The void zombie then "dies," toppling over the disgorged larva. A scant 2d6 hours later, a full-grown [[akata]] emerges, usually taking the rotting corpse of its former host as its first meal.
!! Void Zombie Template Graft
A humanoid that dies from [[void death]] contracted from the void bite of an [[akata]] becomes a mindless undead host for the akata's larval offspring.
* ''CR:'' 1+
* ''Required Creature Type:'' undead
* ''Suggested Array:'' combatant
* ''Traits:''
** [[mindless]]
** land speed increases by 10 feet
** Int changes to —
** gains [[Athletics]] as a master skill
* ''Abilities: ''
** blood drain (see above)
** susceptible to salt water (see above)
* ''Suggested Ability Modifiers:'' Strength
Voidglass is a jagged black crystal with a cloudy blue core that pulses when held by a sapient creature. Nurtured by [[grioths]] in the lightless depths of space and composed of solidified psychic anguish, voidglass resonates with the minds of those who wield it—intensifying their aggression, bolstering their mental defenses, and focusing their thoughts. The material's potency increases when used by or against telepathic beings.
Weapons and ammunition crafted from voidglass psychically assault the target's mind with the wielder's violent thoughts. Voidglass weapons and ammunition gain a +1 enhancement bonus to damage rolls and the [[demoralize|Demoralize (critical)]] critical hit effect. For melee weapons, this enhancement bonus increases by +1 for every six item levels the weapon has, up to +4 at 18th level. Targets that are immune to mind-affecting effects are immune to the bonus damage granted by voidglass. The penalty on [[Intimidate]] checks to [[demoralize]] foes with a voidglass weapon's demoralize critical effect is reduced by 2 when wielded by, or used against, a creature with [[telepathy]] or [[limited telepathy]]. If the weapon already has a critical hit effect, choose each time whether to apply the weapon's normal critical hit effect or the demoralize critical hit effect.
Shards of voidglass can be embedded or woven into the material of any armor or shield in order to enhance its wearer's psychic defenses. Wearing armor or wielding a shield that contains voidglass grants you a +1 enhancement bonus to saves against mind-affecting effects. If you have telepathy or limited telepathy, increase your telepathy's range by half.
<div class="table-wrapper">
|Form | Cost |h
|Ammunition (1 piece) | +70 credits |
|Weapon | +4,500 credits |
|Raw material (1 bulk) | 1,125 credits |
</div>
A voidhammer is a modified swoop hammer integrated with a miniaturized projector that, when activated, creates a small gravitational anomaly on its head. This faux black hole crushes those struck with the hammer and can even pin them to the ground. Black market sellers of voidhammers claim to have "liberated" them from the Lightbringers, who crafted them from anacite technology supposedly found on Anodyne. Voidhammers have the [[immobilize]] critical hit effect.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|voidhammer, primordial | 6 | 4,200 | 2d6 B | [[immobilize]] | 2 | [[powered]] (capacity 20, usage 1), [[reach]], [[unwieldy]] |
|voidhammer, stellar | 10 | 18,000 | 6d6 B | [[immobilize]] | 2 | [[powered]] (capacity 40, usage 2), [[reach]], [[unwieldy]] |
|voidhammer, intermediate | 14 | 76,000 | 10d8 B | [[immobilize]] | 2 | [[powered]] (capacity 40, usage 2), [[reach]], [[unwieldy]] |
|voidhammer, supermassive | 18 | 390,000 | 12d10 B | [[immobilize]] | 2 | [[powered]] (capacity 80, usage 4), [[reach]], [[unwieldy]] |
</div>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* NE Medium undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[blindsense]] (sound) 60 ft.; ''Perception'' +16
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +10; ''Ref'' +10; ''Will'' +9
* ''Defensive Abilities'' [[fast healing]] 5; DR 10/magic; ''Immunities'' cold, undead immunities
* ''Weaknesses'' order aversion
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Ex]], average)
* ''Melee'' bite +19 (2d4+14 P plus 1d6 C and [[energy drain]]) or slam +19 (3d4+14 B plus 1d6 C)
* ''Ranged'' gelid [[hail pistol]] +17 (2d6+8 C & P; critical [[bleed]] 1d6)
* ''Offensive Abilities'' create spawn, [[energy drain]] (1 level, DC 16), entropic touch
!!! STATISTICS
* ''Str'' +6; ''Dex'' +4; ''Con'' —; ''Int'' +1; ''Wis'' +2; ''Cha'' +2
* ''Skills'' [[Acrobatics]] +21, [[Athletics]] +21, [[Intimidate]] +16, [[Survival]] +16
* ''Languages'' Akitonian, Common
* ''Other Abilities'' see sceaduinars, [[unliving]]
* ''Gear'' advanced [[lashunta tempweave]] (black [[force field]]), gelid [[hail pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or collective (1–2 with 5–15 voidshard vampire spawn)
!!! SPECIAL ABILITIES
''Create Spawn ([[Su]])'' A living humanoid creature killed by a voidshard vampire’s bite must attempt a DC 16 Will saving throw just before being killed. If it fails, it becomes a voidshard vampire spawn under the control of the original voidshard vampire in 1d6 rounds. A voidshard vampire spawn usually has a CR that’s 3 lower than that of the original voidshard vampire.
''Entropic Touch ([[Ex]])'' A voidshard vampire’s natural attacks can strike [[incorporeal]] creatures as if they had the [[ghost killer]] fusion. All of a voidshard vampire’s natural attacks deal +1d6 cold damage to the target.
''Order Aversion ([[Su]])'' Voidshard vampires despise order and organization. If an opponent uses a standard action to create and present an orderly structure, such as a line of stones or a tower of bricks, the voidshard vampire must
succeed at a DC 16 Will save or become fixated on destroying the structure. If fixated, the voidshard vampire must spend their next turn moving to and destroying the structure. Once the voidshard vampire has become fixated on one structure, they’re immune to this effect with any other structures for 1 hour.
''See Sceaduinars ([[Su]])'' A voidshard vampire is immune to a [[sceaduinar]]’s hidden from undead ability.
</div>
Voidshard vampires result from living creatures unfortunate enough to die either in the presence of [[sceaduinars]] or in an area otherwise infused with negative energy. Sceaduinars notoriously despise the undead, but they allow voidshard vampires—as forces of entropy and destruction—to continue existing, hoping they destroy other undead in their wake. Voidshard vampires share some of the features of their gargoyle-like creators: hard, rough skin; bat-like ears and wings; and horns. They have their own vampiric traits as well, such as sharp fangs that drain the life from their victims and the ability to create spawn. Despite often being integral to a voidshard vampire’s creation, sceaduinars don’t have control over these undead, though they might torment the newly risen with screeds on the futility of existence. This abuse hardly ever escalates to becoming physical and is usually enough to drive the vampire away to seek out living beings to destroy and feast upon. Sometimes, a voidshard vampire will perpetuate the cycle of abuse by creating spawn of their own, over whom they have complete control. While sceaduinars normally have the ability to hide from undead, this ability doesn’t work on voidshard vampires or their spawn.
Without the support of the creatures who made them, voidshard vampires are left adrift. They tend to flock to remote locations but not completely abandoned ones, such as sparsely inhabited planets, moons, and asteroids. As much as they hate being around the living, they also need to feed on them. Many long to travel to the Negative Energy Plane, clustering around tears in reality or planar portals in the hopes of somehow leaving the Material Plane and escaping their need to feed without giving in to oblivion.
Voidshard vampires scorn the company of both the living and the undead, taking after their sceaduinar progenitors. Voidshard vampires can create voidshard vampire spawn from their victims, and the loneliest do exactly that to create a family of sorts. While voidshard vampires don’t show any kind of affection that the living would recognize, their collectives do live together and fight to protect one another. These collectives are extremely dangerous for any living creature that stumbles upon them. While individual voidshard vampires typically attack and kill their prey without delay, a collective sometimes captures a living creature to ritualistically kill together. Victims killed by collectives in this way nearly always turn into voidshard vampire spawn; the process has an almost religious significance to these vampires, though many would scoff at the insinuation, as they usually consider themselves above such mortal concerns. Rarely does a voidshard vampire become part of any organized church, though those that do often follow Urgathoa.
As creatures touched by entropic forces, voidshard vampires hate order. Whenever they see meticulously organized objects, especially those created from discrete elements, they get a compulsion to destroy them. People who live in places near voidshard vampires (and are aware of their proclivities) often use neatly stacked piles of bricks connected to an alarm as an early warning system against these undead. Certain plants and other living things can incite this hatred of organization within voidshard vampires who harbor the most vitriol in their hearts, and spaces near their lairs tend to be stripped of all life. Technology and other highly ordered objects are an affront to other voidshard vampires, who often take exacting pains to sunder these high-tech items before ferociously descending upon their owners.
On rare occasions, a voidshard vampire rises against the sceaduinar who created them. Such battles usually incur major collateral damage to the terrain and any bystanders. If the voidshard vampire manages to destroy the sceaduinar, the undead absorbs a burst of negative energy from the outsider. Their skin grows completely crystalline, and they develop special powers, such as the ability to blast victims with a spray of cold, incorporeality, and spellcasting. These creatures, known as voidcrystal vampires, are extremely dangerous. Even the spawn of a voidcrystal vampire is about as powerful as a normal voidshard vampire. Some voidcrystal vampires crave the authority of rule, and more than one undead collective in the furthest reaches of the galaxy bend to one of these tyrannical despots.
!! Voidshard Vampire Template Graft
When a living creature dies to a [[sceaduinar]], it can sometimes rise again as an undead agent of destruction. Voidshard vampires haunt desolate regions, waiting for their occasional prey.
* ''CR'' 6+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Any.
* ''Traits:'' [[Blindsense]] (sound) 30 ft.; [[fast healing]] 5 (increase to 10 at CR 14+); [[DR]] 10/magic (increase to DR 15 at CR 14+); [[immunity]] to cold; fly speed 60 ft.; order aversion (see above); create spawn (see above), entropic touch (see above), [[energy drain]]; see sceaduinars.
* ''Suggested Ability Score Modifiers:'' Strength, Wisdom.
!! Voidshard Vampire Spawn Template Graft
Those who have been killed by a voidshard vampire might rise again as one of their spawn. Such undead are less powerful than their new masters but still suffer from their aversion to order and can see the outsiders from the Negative Energy Plane known as sceaduinars.
* ''CR'' 3+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Combatant.
* ''Traits:'' [[Blindsense]] (sound) 30 ft.; [[fast healing]] 1 (increase to 5 at CR 12+); [[DR]] 5/magic (increase to DR 10 at CR 12+); cold [[resistance]] 10 (increase to 15 at CR 12+); fly speed 30 ft.; order aversion (see above), entropic touch (see above); see sceaduinars (see above).
Constructed from interlocking carbon nanotubes, voidshield armor is a matte black and remarkably thin. [[Android]] armorsmiths were the first to develop this heavy armor, and most suits bear a mechanical, robotic design. Voidshield armor sets are suitable for many upgrades and are popular among experienced explorers.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br>Bonus | KAC<br>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br>Slots | Bulk |h
|voidshield armor | 19 | 610,250 | +25 | +26 | +5 | –3 | –5 ft. | 7 | 2 |
</div>
Only tracking weapons can have the volatile special property. Such a weapon breaks apart when destroyed before its intended impact. When a volatile projectile hits a starship but a gunner succeeds at destroying the projectile with a point weapon, the volatile weapon still deals half its damage.
<div class="statblock">
* <<levels>>
* ''School'' conjuration
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' varies by level
* ''Duration'' instantaneous, plus 1 round/level
* ''Saving Throw'' Reflex half
* ''Spell Resistance'' yes
</div>
You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. The eruption leaves molten rocks, thick ash, and smoke, making the entire area of effect difficult terrain for the duration of the spell.
* ''1st:'' When you cast //volcanic wrath// as a 1st-level spell, it deals 2d6 damage in a 10-ft-radius, 20 ft. high burst.
* ''2nd:'' When you cast //volcanic wrath// as a 2nd-level spell, it deals 4d6 damage in a 10-ft-radius, 20 ft. high cylinder.
* ''3rd:'' When you cast //volcanic wrath// as a 3rd-level spell, it deals 7d6 damage in a 20-ft-radius, 40 ft. high cylinder.
* ''4th:'' When you cast //volcanic wrath// as a 4th-level spell, it deals 10d6 damage in a 20-ft-radius, 40 ft. high cylinder.
* ''5th:'' When you cast //volcanic wrath// as a 5th-level spell, it deals 15d6 damage in a 30-ft-radius, 60 ft. high cylinder.
* ''6th:'' When you cast //volcanic wrath// as a 6th-level spell, it deals 17d6 damage in a 30-ft-radius, 60 ft. high cylinder.
''Required Feat:'' [[Opening Volley]]
Whenever you deal damage to an opponent with a ranged attack on your second or subsequent turn in a combat, you gain a +1 circumstance bonus to your next melee attack against that opponent, so long as this melee attack occurs before the end of your next turn.
<div class="statblock">
* ''Levels'' 5–12
* Tiny magical beast
* ''Senses'' [[blindsight]] (thought) 60 ft.; [[sightless]]
* ''Good Save'' Will; ''Poor Saves'' Fort, Ref
* ''Speed'' 10 ft.; fly 30 ft. ([[Ex]], perfect)
* ''Melee Attack'' talon (S)
* ''Space'' 2-1/2 ft. ''Reach'' 0 ft.
* ''Ability Modifiers'' Wis, Cha
!!! SPECIAL ABILITIES
''Magical Transference ([[Sp]])'' Once per day while you have line of effect and line of sight to your vorac companion and it is within 30 feet of you and in an empty square, you can cast a spell as though you were in the vorac's space instead of your own.
''Spellcaster's Apprentice ([[Su]])'' While your vorac companion is adjacent to or sharing your space, you gain a +2 enhancement bonus to [[Mysticism]] checks to [[disable a magic device|Disable Magic Device]] and to [[identify|Identify Magic Item]] and [[repair|Repair Magical Item]] magic or hybrid items.
</div>
Voracs are eyeless, six-winged, crow-like creatures common to forested areas on several of Bretheda's moons. They travel in large flocks in the wild, singing low and haunting songs punctuated by the crackling of raw magical energy.
<div class="statblock">
* ''Tier'' 1/2
* N Small starship magical beast
* ''Speed'' 10; ''Maneuverability'' perfect (turn 0)
* ''AC'' 12; ''TL'' 12
* ''HP'' 35; ''DT'' —; ''CT'' 7
* ''Shields'' none
* ''Attack (Forward)'' basic ramming prow (2d4; 0 hexes)
* ''Attack (Aft)'' tail slap (1d4, [[ripper]]; 5 hexes)
* ''Attack (Turret)'' vocalization (1d8 plus [[EMP|EMP (starship weapon property)]]; 20 hexes)
* ''Power Core'' voraija heart (90 PCU); ''Drift Engine'' none;
* ''Systems'' basic computer, basic medium-range sensors, mk 1 armor, mk 1 defenses, extra weapon mount (aft arc); ''Expansion Bays'' none
* ''Other Abilities'' [[living starship]], pod synergy, [[void adaptation]]
!!! CREW ACTIONS
* ''Gunner (1 action)'' gunnery +3 (1st level)
* ''Pilot (1 action)'' [[Piloting]] +10 (1 rank)
* ''Science Officer (1 action)'' [[Computers]] +4 (1 rank)
!!! ECOLOGY
* ''Environment'' any gas giant or vacuum
* ''Organization'' solitary, pair, or pod (3–30)
!!! SPECIAL ABILITIES
''Living Starship ([[Ex]])'' A voraija is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take crew actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when the voraija takes critical damage.
<div class= "table-wrapper">
| d% | Damage |Effect |
| 1–20 | Sensory Melon |Condition applies to all science officer actions. |
| 21–51 | Weapons Array |Randomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc. |
| 51–85 | Propulsion |Condition applies to all pilot actions. |
| 86–100 | Brain |During the next round, each of the creature's attempted actions has a 25% chance of failure. |
</div>
''Pod Synergy ([[Ex]])'' Members of a voraija pod communicate through microwave calls and can coordinate their attacks as a group. Treat all damage from vocalization attacks as if it came from a single attack for the purpose of overcoming a target's damage threshold. In addition, a pod of three or more voraijas can choose to roll a single [[Piloting]] check during the helm phase to determine their movement order, gaining a +1 circumstance bonus to the check for every three participating voraijas (maximum +5); each participating voraija uses the check's result.
''Spines ([[Ex]])'' A voraija's fins and body bristle with defensive spines. When rammed by an enemy or struck by an attack whose maximum range is 1 hex, the voraija deals 1d4 damage to the attacker.
</div>
The gregarious, cetacean-like creatures known as voraijas grow to lengths of 100 feet or more. Though rarely glimpsed in their void migrations, pods of these graceful beasts cavort effortlessly through the vacuum, singing to each other in microwave concerts that reverberate through starship hulls and light up planetary sensors. Their migrations, erratic and ponderous, trace paths across the stars such that a pod might only return to a system once every few centuries. On entering a system, voraijas swim up the solar wind currents in search of gas giant planets where they can rest and give birth. They often remain in these planets for months or even years, where they protect their young. Once the young voraijas can travel, the pod then spends several more months touring the system, sounding out each planet and moon with powerful microwave bursts to sense what has changed since their last visit.
Voraijas reach maturity at about 35 years of age, growing to lengths of 80 feet and weighing about 40 tons. Their lifespans encompass centuries, with some matriarchs surpassing the millennium mark. Voraija skin looks like a mix of warm colors, such as yellow, orange, and pink. This coloration provides little for concealment in open space, yet the creatures benefit from the camouflage mottling when hunting in the upper reaches of gas giants. Voraijas have specific patterns unique to each one, and every individual has a different pattern of metal-rich osteoderms that disrupt microwave radiation to generate a unique echo, which helps the pod identify members even across vast distances.
This variant of echolocation and their whale-like forms caused biologists to mistakenly classify voraijas as a subspecies of [[oma]], yet voraijas belong to a completely different species. Their version of starsong has only rudimentary telepathic undertones, conveying most of its power and meaning through electromagnetic waves. In contrast to omas' ethereal, mournful sonatas, playful riffs and forceful shouts characterize voraija vocalizations, carrying a vibrational component that most creatures feel as buzzing or heat—or that most starship sensors read as overpowering static.
This communication is key to voraijas' survival, as they coordinate closely to hunt in pods, favoring organic creatures native to gas giants. Using bursts of high-frequency waves, voraijas corral and stun comparatively small prey like [[cloud rays]] before swallowing their targets whole. Voraija have fairly small teeth, ill-suited to inflicting lethal wounds. However, eyewitnesses attest that voraijas occasionally team up to hunt large prey, such as [[space tardigrades|Giant Space Tardigrade]] or omas; during these efforts, voraijas kill their targets with microwave bursts before biting into the carcass and rolling away for added leverage. When driving off threats, voraijas turn to their powerful rostrums and tails, both of which can inflict terrible bludgeoning blows.
A visiting voraija pod's songs can instigate serious communications disruption across a nearby planet's surface, much like being hit by a solar flare. Technologically advanced societies often send starship escorts to shepherd voraijas before the creatures cause too much damage. However, these encounters often result in misunderstanding and violence due to the voraijas' stubborn curiosity. Each death only enrages the creatures, for the emotional bonds within a family are powerful. The loss of an elder—especially a pod's matriarch—can leave the group disoriented and angry, spurring the voraijas to vindictively hunt and destroy any starships they can find in a system.
In the past, unscrupulous starship manufacturers hunted voraija (or paid bounties to independent outfits) and harvested their organs, including their brains and hearts, to install into existing systems as budget biotech upgrades. A dwindling number of elder voraijas bear the scars of this cruel practice, which often involved injecting transmitters into survivors to track the pod for future hunts. Today, Pact Worlds legislation explicitly forbids hunting voraijas, almost completely collapsing the industry. While most voraijas are docile and don't attack starships without provocation, a few ancient matriarchs remember how they were once hunted, and actively assault any starships that get too close.
Entrepreneurs have explored a more humane way to profit off the creatures: voraija tours. In exchange for a substantial sum of credits, guides pilot voraija-spotting vessels—anything from luxurious liners to spartan shuttles—that carry tourists as close as possible to voraija pods to watch the creatures fly and sing. All too often, these starships draw too near, provoking the voraijas to lash out. Xenowardens and other activists have steadfastly opposed this growing industry, yet the practice shows no sign of slowing despite the dangers.
!! Voraija-Inspired Systems
Voraijas' natural weapons have long inspired starship manufacturers. Before voraija hunting became illegal in much of the galaxy, harvested parts formed the foundation of some starship-scale biotech. Since the protective legislation, though, manufacturers have jealously studied their rare intact cadavers to adapt ethical, artificial alternatives.
{{Starship Spines}}
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* CN Huge outsider (extraplanar)
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
* ''Aura'' torment (20 ft., DC 16)
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +10; ''Will'' +7
!!! OFFENSE
* ''Speed'' fly 40 ft. ([[Su]], average)
* ''Melee'' slam +20 (3d4+14 A & B; critical [[knockdown]])
* ''Ranged'' unstable debris +17 (2d6+8 B plus [[explode]] [10 ft., 1d6 A, DC 16])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' explosive demise (20-ft. burst, 1d6+8 A, Reflex DC 16 half)
!!! STATISTICS
* ''Str'' +6; ''Dex'' +2; ''Con'' +4; ''Int'' –1; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +16, [[Athletics]] +21, [[Intimidation]] +16
* ''Languages'' Common and any languages of its component planes (can’t speak any language)
* ''Other Abilities'' Drift flight
!!! ECOLOGY
* ''Environment'' vacuum (the Drift)
* ''Organization'' solitary, pair, or storm (3–6)
!!! SPECIAL ABILITIES
''Explosive Demise ([[Su]])'' When a vorclash dies, it explodes, dealing 1d6+8 acid damage to all creatures within a 20-foot burst (Reflex DC 16 half).
''Torment ([[Su]])'' A vorclash is in constant pain, as its incompatible fused components desperately try to split apart. Amplified by planar energy, its agony ripples out as a powerful psychic assault. A creature in the area must succeed at a DC 16 Will save or be [[sickened]] for as long as it remains in the area. A creature that succeeds at its saving throw can’t be affected by the same vorclash’s torment aura for 24 hours. This is an emotion, mind-affecting effect.
''Unstable Debris ([[Su]])'' As a ranged attack, a vorclash can hurl a chunk of its unstable form at a foe with a range increment of 25 feet. On a hit, the debris explodes in a burst of disintegrating energy with a radius of 10 feet.
</div>
On the rare occasion that pieces of planar debris collide in the Drift, they can form a planar abomination known as a vorclash. These unstable beings are amalgamations of powerful planar energy, bound to the otherwise incompatible debris fused together by their collision. Though intelligent, a vorclash is stripped of reason from the moment of its creation; the constant pain caused by its disparate parts attempting to separate mean a vorclash mostly acts out of frustration. Only the destruction of a vorclash (usually through violence) will free its component parts, though this causes an eruption of dangerous energy as the creature’s various planar essences attempt to return to their associated planes.
For reasons unknown even to itself, a vorclash is drawn to Alluvion, the city that functions as Triune’s realm within the Drift. A vorclash often conflicts with explorers who enter the planar bubble in which it’s been created as the outsider tries to force its way onto the passing vessel, hoping it’s heading to Alluvion. A vorclash that reaches Alluvion seeks out spellcasters who might be able to send it to any one of the planes from which its parts originated. If a vorclash ever makes it to such a plane, its torment isn’t ended, as its other components strain even harder to return their native planes. This often results in the vorclash going on a terrible rampage in despair.
With the //vorpal// fusion, a weapon can tear between the molecules of a creature. The weapon gains the [[severe wound]] critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion.
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* CE Medium monstrous humanoid
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 16
* ''EAC'' 10; ''KAC'' 11
* ''Fort'' +3; ''Ref'' +3; ''Will'' +4
* ''Defensive Abilities'' [[Swarm mind]]; ''Immunities'' acid, fear effects
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' bite +3 (1d4+2 P) or claw +3 (1d6+2 S)
* ''Ranged'' arm barb +5 (1d4+1 P plus venom)
* ''Spell-Like Abilities'' (CL 1st)
* 1/day—//[[fear]]// (1st level, DC 14), //[[lesser confusion]]// (DC 14)
* 0 (at will)—//[[daze]]// (DC 13), //[[ghost sound]]// (DC 13)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or pack (3–5)
!!! SPECIAL ABILITIES
''Arm Barb ([[Ex]])'' As a ranged attack, a vorphoma can shoot a finger-sized barb from one of its arms with a range increment of 60 feet. A vorphoma can shoot a total of 8 barbs before it must take 10 minutes to regrow them.
''Venom ([[Ex]])'' A living creature that takes damage from an arm barb must succeed at a DC 12 Fortitude save or be [[sickened]] for 1d3 rounds.
</div>
Swarm vorphomas resemble humanoid stick insects with piercing mandibles. They can eject the spines growing from their arms as dangerous ranged projectiles. These barbs are coated with a numbing enzyme that slows a living creature's reactions. Vorphomas also have the ability to fly and can mentally sow fear and confusion in the minds of their enemies. With multi-segmented bodies of dark mottled chitin, vorphomas are innately stealthy.
A vorphoma often operates alone, in pairs, or in small packs of five or fewer. They are usually sent behind enemy lines to terrorize and soften up the Swarm's foes before larger units begin their assault. A vorphoma instinctively targets the weakest-looking enemies with its spell-like abilities from the shadows or from heights that are difficult to reach. If it is spotted, it then begins flinging its arm barbs at its prey. It resorts to melee combat only when it runs out of ammunition, descending from the skies to bite ravenously or claw at its chosen enemies.
A typical Swarm vorphoma is approximately 5-1/2 feet tall, though its lanky form and its wings often make it seem taller.
A vortex ability works identically to the [[whirlwind]] ability, except the creature gains a swim speed instead of a fly speed, it can form only in a liquid (such as in water), it cannot leave a liquid medium, and it always blocks all vision within it and line of sight past it. In addition, carried creatures must have a swim speed in order to attempt a Reflex save to escape.
//Format:// ''Offensive Abilities'' vortex (4d6+8 B, DC 15, 1/day).
A weapon with this special property creates a spiraling cyclone of gravitons that tears, crushes, and twists everything in its path, reducing a target ship's speed by half and reducing its maneuverability by one step for 1d4 rounds on a hit. A ship protected by functioning shields takes no damage from a vortex weapon, but the target ship's pilot must succeed at a [[Piloting]] check (DC = 15 + 1-1/2 × the target starship's tier) or the hit depletes all Shield Points in that arc.
name:vortex cannon
range:medium
speed:—
damage:2d12 × 10
pcu:55
cost:75
special:[[vortex|Vortex (starship weapon property)]]
name:vortex devourer
range:medium
speed:—
damage:6d12 × 10
pcu:80
cost:65
special:[[vortex|Vortex (starship weapon property)]]
Masters of spaceflight, vortex dragons sometimes serve as emissaries for the most powerful of galactic entities.
* ''CR'' 3+
* ''Required Creature Type and Subtype:'' dragon (fire)
* ''Suggested Alignment:'' lawful neutral
* ''Traits:''
** [[blindsense]] (vibration) 60 feet, [[darkvision]] 120 feet, [[see in darkness]]
** [[alien presence]] (CR 9+, 60 feet + 10 feet per CR, [[off-target]] 2d4 rounds)
** [[void adaptation]]
** [[DR]] 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17)
** [[breath weapon]] (cone 15 feet + 5 feet per 2 CR, 1d8 F + 1d8 per CR)
** spell-like abilities (CR 7+)
** galactic emissary (see below)
* //Galactic Emissary ([[Su]]):// This functions as the [[spaceflight]] universal creature rule, except the vortex dragon automatically succeeds at checks to navigate and its travel times are halved.
name:vortex maw mines
range:—
speed:—
damage:3d12 × 10
pcu:35
cost:60
special:[[limited fire]] 3, [[mine|Mine (starship weapon property)]] (3), [[vortex|Vortex (starship weapon property)]]
name:vortex mouth mines
range:—
speed:—
damage:7d12
pcu:20
cost:30
special:[[limited fire]] 3, [[mine|Mine (starship weapon property)]] (3), [[vortex|Vortex (starship weapon property)]]
A vortex rifle shoots a burst of sonic energy so powerful it generates a small vortex or whirlwind on impact. Well-aimed shots can overcome a target with waves of nausea. Vortex rifles also can be used to generate enough force to break down doors and walls. Vortex rifles can be found in pulse, surge, drum, and hammer varieties, which, in ascending order, generate increasingly powerful sonic waves.
<div class= "table-wrapper">
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|vortex rifle, pulse | 3 | 1,400 | 2d4 So | 60 ft. | [[nauseate]] | 20 charges | 1 | 1 | [[breach]], [[underwater]] |
|vortex rifle, surge | 6 | 4,150 | 2d6 So | 60 ft. | [[nauseate]] | 20 charges | 1 | 1 | [[breach]], [[underwater]] |
|vortex rifle, drum | 12 | 38,000 | 4d6 So | 60 ft. | [[nauseate]] | 20 charges | 1 | 1 | [[breach]], [[underwater]] |
|vortex rifle, hammer | 17 | 250,000 | 8d6 So | 60 ft. | [[nauseate]] | 40 charges | 1 | 1 | [[breach]], [[underwater]] |
</div>
<div class="statblock">
* ''CR'' 10; ''XP'' 9,600
* NE Medium undead
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +19
!!! DEFENSE
* ''HP'' 165
* ''EAC'' 23; ''KAC'' 25
* ''Fort'' +12; ''Ref'' +12; ''Will'' +11
* ''Defensive Abilities'' quantum duality; ''Immunities'' [[undead immunities]]
* ''Weaknesses'' event horizon
!!! OFFENSE
* ''Speed'' fly 60 ft. ([[Su]], perfect)
* ''Melee'' claw +22 (2d10+18 S)
* ''Ranged'' gravity blast +19 (4d6+10 B; critical [[stun|Stun (critical)]])
* ''Offensive Abilities'' gravitational maelstrom, voidheart
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' —; ''Int'' +0; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +24 (+32 to fly), [[Athletics]] +19, [[Stealth]] +19
* ''Languages'' Common
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
''Environment'' vacuum
''Organization'' solitary, pair, or supermass (3–6)
!!! SPECIAL ABILITIES
''Event Horizon ([[Su]])'' Vorthuuls bend light toward themselves, including that produced by laser weapons. Attacks made with laser weapons against a vorthuul gain a +4 circumstance bonus to the attack roll and ignore the miss chance from concealment.
''Gravitational Maelstrom ([[Su]])'' Three times per day as a full action, a vorthuul can take on the crushing gravitational properties of a black hole for 1d4+1 rounds, during which time the vorthuul's speed is reduced by half. At the end of the vorthuul's turn, creatures the same size or smaller and unattended objects of no more than light bulk within 30 feet of the vorthuul are drawn toward it. The vorthuul makes a single special combat maneuver with an attack bonus of +22, comparing the result to each creature's KAC + 4. If successful, the creature is pulled 5 feet closer to the vorthuul plus 5 additional feet for every 5 by which the result exceeds the target's KAC + 4. Unattended objects are automatically moved 10 feet closer to the vorthuul each round. While this ability is active, any creature that begins its turn adjacent to the vorthuul takes 2d10+10 bludgeoning damage (Fortitude DC 17 half); unattended objects automatically take this damage when they are moved adjacent to the vorthuul. In addition, any creature within 30 feet of the vorthuul while this ability is active has its speed reduced by half when it moves away from the vorthuul or doubled when it moves toward the vorthuul. A creature that moves neither toward nor away from the vorthuul during this time moves at its normal speed.
''Gravity Blast ([[Su]])'' A vorthuul's gravity blast has a range increment of 60 feet.
''Quantum Duality ([[Su]])'' Vorthuuls are constantly shifting between the forms of two spirits that are forever intertwined through quantum entanglement: one an apparition that continually suffers in agony as its physical form is stretched by the black hole's tidal forces, the other a tranquil, compressed mass created by a singularity's crushing abyss. The vorthuul decides which of its two forms is dominant at the start of combat and can switch between the forms as a move action.
@@.special
* //Form of Crushing Tranquility:// The vorthuul gains [[immunity]] to bludgeoning damage and force effects, as well as a +4 circumstance bonus to Will saves.
* //Form of Everburning Essence:// The vorthuul gains [[elemental immunities]] and [[ferocity]].
@@
''Voidheart ([[Su]])'' As a standard action, a vorthuul can attempt to touch an adjacent creature with an attack bonus of +22 against the target's EAC to channel the torment of being consumed by a singularity onto them. If the target fails a DC 19 Fortitude save, it is immediately [[pinned]] and [[staggered]] by the crushing agony for 1 minute. As a standard action during its turn, the creature can attempt a DC 35 [[Acrobatics]] check to escape or a DC 25 Strength check to break through the invisible bonds of gravity, removing the pinned and staggered conditions.
</div>
While it is unknown exactly what happens to any starfarer unfortunate enough to be pulled into a black hole, most scientists are certain that nothing can survive the multitude of gravitational forces that batter anything that passes the event horizon. However, reports of strange undead creatures appearing on starships and space stations near these deadly cosmic phenomena have led [[kasatha]] mystics aboard the Idari to conjecture that the terrible agony undergone by those consumed by a black hole sometimes allows their spirits to escape the phenomenon and continue on to wreak havoc among the living. The kasathas call such entities vorthuuls, though they are sometimes referred to as singularity wraiths by others. A vorthuul is a strange apparition that appears to be composed of two intertwined forms: one a squat, obsidian skeleton that emanates calm, the other the phantom visage of a creature eternally screaming in unbearable pain as it is stretched to impossible lengths. Neither of these forms ever separates from the other, though one spirit always seems to have dominance at any given moment, pulling along the other with its whims.
Kasatha sages suggest that these two entangled spirits were once a single living creature that suffered the extreme misfortune of being pulled inexorably into the mouth of a black hole. In this moment, where time and reality get twisted, the black hole creates two versions of the same creature: one that is tortuously extended vertically while being compressed horizontally, and the other that is crushed into infinite density as it is drawn into the singularity. Both versions of the original creature are horribly killed, of course, and their spirits are linked to one another through quantum entanglement.
While no one knows precisely how these two versions of the same creature's spirit combine to form an undead vorthuul, those who travel the void know the true dangers these creatures present. Seemingly able to harness the gravitational forces of a black hole, a vorthuul is a horrifying sight for a party of adventurers hoping to loot an abandoned starship or mine precious metals from the surface of an asteroid.
A vorthuul can appear on a starship, research station, or other celestial object when it passes close to a black hole (though not close enough to be caught by the singularity's gravitational pull), seemingly manifesting as an avatar of the black hole itself. A singularity that has swallowed countless souls might be "home" to a large group of vorthuuls, making the region of space near that black hole particularly dangerous to living creatures. Such collections of vorthuuls often go unreported if no one makes it out of the area alive, leading to rumors of "haunted" stretches of space.
Solarians—especially those of the kasatha species—are especially aware of and concerned with the threat vorthuuls pose. Some solarians believe that many vorthuuls were once members of the same tradition who became disproportionately attuned with graviton forces. Their connection with the cosmic forces of gravity and light became imbalanced, contributing to their rebirth as vorthuuls, and they now seek out living solarians to completely destroy them.Other groups, such as the Cult of the Devourer, respect the vorthuuls' uncanny power, viewing them as avatars of their god of infinite destruction, and may even attempt to capture a vorthuul in an attempt to unleash its wrath upon their foes.
!! Vorthuul Template Graft
Vorthuuls are created when a living creature perishes inside a black hole. Use the following template graft to create a unique vorthuul of any CR.
* ''CR:'' 6+
* ''Required Creature Type:'' Undead
* ''Suggested Array:'' Combatant
* ''Traits:''
** quantum duality
** event horizon
** fly 60 ft. ([[Su]], perfect)
** gravitational maelstrom, voidheart
* ''Suggested Ability Score Modifiers:'' Strength, Dexterity.
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* N Large plant
* ''Init'' +3; ''Senses'' [[low-light vision]]; ''Perception'' +10
* ''Aura'' paralyzing scent (15 ft., DC 13)
!!! DEFENSE
* ''HP'' 51
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +8; ''Ref'' +6; ''Will'' +3
* ''Immunities'' [[plant immunities]]
!!! OFFENSE
* ''Speed'' 15 ft.
* ''Melee'' bite +12 (1d6+9 P)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' lure (120 feet, Will DC 13)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +1; ''Int'' −4; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +10, [[Stealth]] +15, [[Survival]] +10
!!! ECOLOGY
* ''Environment'' temperate and warm forests (Castrovel)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Lure ([[Su]])'' Any living creature within 120 feet of a vracinea that can see its violet blossoms must succeed at a DC 13 Will save each round at the beginning of its turn or be drawn toward the plant. An affected target must use 2 move actions each round to move directly toward the vracinea at its full speed, and it can't move in such a way that it loses line of sight to the vracinea. If the only path to the vracinea passes through terrain that could harm the target (such as a river of lava or a bed of sharp thorns), the target can attempt an additional saving throw to shake off the effect before moving into the dangerous area. An affected creature within 5 feet of the vracinea can take no actions and offers no resistance to the vracinea's attacks. Once a creature successfully saves against this effect, it is immune to the same vracinea's lure ability for 24 hours. This is a mind-affecting, sense-dependent effect.
''Paralyzing Scent ([[Ex]])'' A vracinea constantly exudes a sweet odor to a radius of 15 feet. Any living creature with a sense of smell that enters or starts its turn in this area of effect must succeed at a DC 13 Fortitude save or be [[paralyzed]] for 1 round. Once a creature successfully saves against this effect, it is immune to the same vracinea's paralyzing scent for 24 hours. This is an inhaled poison effect.
</div>
The lush jungles of some of the more verdant worlds, such as Castrovel, can be dangerous for those who are unprepared for the many threats that lurk within, whether those dangers be stampeding saurian creatures or enormous poisonous insects. Even the plant life can be a significant threat, as many species have evolved carnivorous appetites. While some are content to munch on lizards and small mammals, others require more robust sources of protein and have developed sharp-toothed jaws and cunning ambush tactics to help them sate their appetites.
The vracinea is one such predator, a shambling plant creature with several fanged mouths and large blossoms that both attract living creatures with psychic impulses and exude a scent that holds prey in place. Standing almost 12 feet tall, a typical vracinea weighs 2,000 pounds, though one currently digesting a victim might be heavier.
Usually, a vracinea forsakes its mobility to lie in wait for its next meal, covering its lower half with nearby vines and branches and leaving only its blossom lures visible. If possible, it situates itself in a clearing or at the top of a rise to maximize its hunting range. Once its mesmerized prey has gotten close to it, the vracinea allows its flowers' paralyzing odor to wash over its victim before the plant creature bursts forth from its camouflage and attacks. If an injured prey manages to shake off the scent's effects and attempts to escape, the vracinea will pursue as best it can for a short time before giving up and beginning its hunting cycle over again, often selecting a new location in the process.
Xenobotanists aren't certain of the mechanisms behind a vracinea's blossom lures, as only a few scientists who set out to study these plant creatures have returned with evidence. Some believe the flowers vibrate at an almost subatomic level, stimulating a target's subconscious desires, while others think that the vracinea transmits psychic impulses to its prey through the flowers. Either way, affected creatures can't help but move toward the vracinea until they get caught within the plant's paralyzing scent aura, after which they are quickly devoured.
Vracineas are solitary and territorial creatures. When two come into contact, they often charge at one another, quickly becoming locked in a struggle of gnashing teeth until one falls dead or retreats to nurse its wounds. The stakes of such skirmishes can be especially high, given that nearby prey are often unable to resist the draw of both creatures and end up standing by, paralyzed. The winning vracinea claims any such prizes and claims the nearby territory. It then picks a new hiding spot and patiently waits for other victims to appear. Rarely, a starving vracinea—easily recognizable by the deep purple coloration of its blossom lures—will pursue, kill, and feast on the loser of a contest of dominance, though this is the only time a vracinea partakes in cannibalism. In fact, a vracinea usually refuses to eat other plant creatures; xenobotanists believe those that do are in fact attempting to reach unabsorbed meat in the other creature's system.
On Castrovel, vracineas flourish on the continent of Ukulam, where they can stake expansive hunting grounds and avoid other voracious members of their species. All is not completely peaceful, however, as many vracineas compete for food with the jungle's other carnivorous creatures, such as tentacled [[ksariks]] and serpentine [[mountain eels]]. Over many generations, ksariks have learned to detect the scent of vracineas from greater and greater distances, along with the knowledge that they have little to gain from ingesting a vracinea's genetic information. In addition, the two plant creatures tend to be evenly matched, making any confrontation between the two dangerous for both. As a result, they generally only come into direct conflict in times of desperation, or occasionally when a ksarik is tracking victims infected by its carrion spores. Mountain eels, on the other hand, are often more powerful than vracineas, though the two only fight for resources if a vracinea attempts to claim part of a mountainside frequented by a bed of mountain eels for its hunting ground. Usually outnumbered, a vracinea is quickly dispatched by mountain eels, but occasionally one of the plant creatures discovers a nest of newly born elvers left behind by its parents and enjoys a grand feast.
!! Pheromone Grenades
{{Pheromone Grenade}}
The creature takes half again as much damage (+50%) when it takes damage of a specific type. Creatures with a vulnerability to an effect that doesn't deal damage instead take a –4 penalty to saves against spells and effects that cause or use the listed vulnerability (such as [[enchantments]]). Some creatures might suffer additional effects, as noted in their stat blocks.
//Format:// ''Weaknesses'' vulnerable to fire.
//W-boson crystals// amplify the sheer amount of damage a weapon deals.
<div class="table-wrapper">
|Weapon Crystal | Level | Price | Damage | Critical | Bulk |h
|//w-boson crystal//, shard | 1 | 215 | +1 | [[bleed]] 1d4 | — |
|//w-boson crystal//, least | 5 | 3,050 | +1d4 | [[bleed]] 1d6 | — |
|//w-boson crystal//, minor | 8 | 9,800 | +1d6 | [[bleed]] 2d6 | — |
|//w-boson crystal//, lesser | 11 | 26,200 | +2d6 | [[bleed]] 2d6 | — |
|//w-boson crystal//, standard | 14 | 81,300 | +3d6 | [[bleed]] 3d6 | — |
|//w-boson crystal//, greater | 17 | 274,100 | +4d6 | [[bleed]] 4d6 | — |
|//w-boson crystal//, true | 20 | 806,000 | +6d6 | [[bleed]] 6d6 | — |
</div>
While it looks like a longsword at a glance, a wailing blade is composed of a series of microtextured plates. When powered, these plates vibrate to generate an array of sonic frequencies at deafening and damaging volumes. A tymbal wailing blade produces only a single audible sound, while a euphonic wailing blade produces multiple pitches concurrently. Strident wailing blades and warbler wailing blades have pitches that vary, the former sounding like a layered chirping and the latter combining trilling notes.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|wailing blade, tymbal | 3 | 1,270 | 1d6 S & So | [[deafen]] | L |[[powered]] (capacity 20, usage 2) |
|wailing blade, euphonic | 8 | 9,080 | 2d8 S & So | [[deafen]] | L |[[powered]] (capacity 40, usage 2) |
|wailing blade, strident | 13 | 47,100 | 6d6 S & So | [[deafen]] | L |[[powered]] (capacity 40, usage 4) |
|wailing blade, warbler | 18 | 363,000 | 15d6 S & So | [[deafen]] | L |[[powered]] (capacity 80, usage 4) |
</div>
When you delay your action and cause your initiative count to change, you gain a +1 insight bonus to the next attack roll, skill check, caster-level check, or saving throw you attempt before the end of your delayed turn. At 13th level, the insight bonus increases to +2. Once you use this ability, you can’t do so again until you rest for 10 minutes to recover Stamina Points.
This patch delivers a cocktail of stimulants when applied to an appendage or torso as a standard action. After 1 minute, the person who received the patch gains a +2 circumstance bonus to saving throws against effects that cause the [[asleep]] condition and to Fortitude saves from sleep deprivation for 24 hours. If you use three wake-up patches in a week, you immediately gain the [[exhausted]] condition when the effects of the third patch wear off.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|wake-up patch | 2 | 100 | L |
</div>
These relatively slow vehicles use numerous legs to stride over challenging terrain with ease.
<div class="statblock">
* ''Passengers:'' 2
* ''Cover:'' Improved cover
* ''Speed (Full):'' speed × 10
* ''Modifiers:'' +1 [[Piloting]], –2 attack (–6 at full speed)
</div>
You can walk on walls and ceilings during your stunt and strike, functioning as //[[spider climb]]// except your climb speed is equal to your base speed and you don't need to have any hands free. If you aren't on solid ground at the end of your turn, you fall.
<div class="statblock">
* <<levels>>
* ''School'' evocation (air)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' wall up to 20 ft. long/level or a ring with a radius of up to 5 ft./2 levels; either form 40 ft. tall
* ''Duration'' concentration + 1 round/level (D)
* ''Saving Throw'' Reflex (see text)
* ''Spell Resistance'' no
</div>
You cause a massive sheet of flowing air to appear. When you cast //wall of air//, choose whether the air flows upward or downward. This spell has different effects depending on the environment in which it is cast (below). You can place a wall of air so that it's in multiple environments at once; in this case, it affects each environment separately. This spell can't be cast in a vacuum.
''In Atmosphere:'' The wall's area is treated as a windstorm, which requires flying creatures to attempt [[Acrobatics]] checks to fly through it and imparts a –4 penalty on ranged attacks that deal kinetic damage. Attacks with [[archaic]] ranged weapons made through or within the wall of air automatically miss. Small or smaller creatures starting their turn in the wall's area must succeed at a Reflex save or be knocked [[prone]].
''In Water:'' The //wall of air// creates a massive sheet of bubbles that provides [[concealment]]. A creature that moves through the wall of air must succeed at an [[Athletics]] check to swim in stormy conditions with the DC increased by your caster level; on a failure, it's moved 10 feet in the direction you chose for the wall's air to flow. In addition, any creature within a wall of air while underwater can breathe air as if in a normal atmosphere. This wall doesn't adversely affect water-breathing creatures.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' earthen wall with area up to one 5-ft. square/level; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
An earthen barrier springs into existence, anchored to surrounding solid surfaces or, at least, supported by a firm foundation. The stress of casting this spell requires you to spend 1 Resolve Point. The wall fails to manifest in any area already occupied by a creature or object, or where it’s likely to fall or collapse. However, the wall can fit into any space of surrounding nonliving material if its area is sufficient to do so.
A typical wall of earth is 1 foot thick, but you can double the thickness by halving the area, or vice versa. You can crudely shape the wall in almost any way you desire, provided the shape you choose has enough support. Each 5-foot section of the wall has hardness 0 and 5 Hit Points per inch of thickness. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20.
<div class="statblock">
* <<levels>>
* ''School'' evocation (fire)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' wall up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form 20 ft. high
* ''Duration'' concentration + 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
An immobile blazing curtain of opaque, shimmering, violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 fire damage to creatures within 10 feet and 1d6 fire damage to those beyond 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 5d6 fire damage to any creature passing through it. The wall deals double damage to undead creatures.If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 or more cold damage in 1 round, that length goes away.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' fog up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form up to 20 ft. high
* ''Duration'' concentration + 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
A billowing wall of dense mist forms in a vertical plane, provided the wall is neither underwater nor in a vacuum. In those cases, the spell fails. Creatures and objects on one side of the wall have concealment (20% miss chance) from creatures on the opposite side of the wall. A moderate wind (11+ mph) disperses this fog in 2 rounds; a strong wind (21+ mph) disperses the fog in 1 round, although the wall returns if you’re still concentrating on it and the wind ends.
<div class="statblock">
* <<levels>>
* ''School'' evocation (force)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 1 round/level (D)
* ''Effect'' wall with area up to one 10-ft. square/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
//Wall of force// creates an invisible wall of pure force. You can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
This counts as a [[force field]] for effects that can't penetrate a force field. The wall can't move and is not easily destroyed. A //wall of force// is immune to //[[dispel magic]]//. A //[[greater dispel magic]]// specifically targeting the //wall of force// can dispel it, but treat the //wall of force's// caster level as being 5 higher than the actual caster level. A //wall of force// can be damaged by spells and attacks as normal, but a wall of force has hardness 30 and 300 Hit Points. //[[Disintegrate]]// instantly destroys a wall of force.
Breath weapons and spells can't pass through a //wall of force// in either direction, though //[[dimension door]]//, //[[teleport]]//, and similar effects can bypass the barrier. The wall blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). [[Gaze]] attacks operate normally through a //wall of force//.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level; the ice is 1-inch thick/level
* ''Duration'' 1 minute/level; see text
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
An icy barrier, your choice of a plane or hemisphere, springs into existence. A plane can be oriented in any fashion, provided it’s anchored. If vertical, the wall needs only a solid foundation; a horizontal or slanting wall must be anchored on two opposite sides. A hemisphere must have a solid foundation. Either form can fit into any space of surrounding nonliving material if it has sufficient area to do so. An ice wall fails to manifest in any area already occupied by a creature or object or where it will likely fall or collapse. The hemisphere version fails to manifest if it can’t entirely contain a creature or object occupying the same space. Each 10-foot section of ice has 0 hardness and 3 hit points per inch of thickness. Fire deals full damage to a wall of ice. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20.
For the duration, even when the ice has been broken through, a sheet of frigid air remains. Any creature passing through such a breach takes 4d4 cold damage. Once the duration elapses, the ice might remain if
environmental conditions prevent it from melting. However, no magic maintains the ice, and a creature passing through a breach in the wall takes no cold damage.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation, fire)
* ''Effect'' scalding fog up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form up to 20 ft. high
</div>
This spell functions as //[[wall of fog]]//, except you can select one side of the wall to give off searing steam. Creatures within 5 feet of this side of the wall take 2d4 fire damage, and those beyond 5 feet but within 10 feet take 1d4 fire damage. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 3d4 fire damage to any creature passing through it. If you conjure the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. The steam can be dispersed as a wall of fog can.
Also, if any 5-foot length of wall takes 10 or more cold damage in 1 round, that length crystallizes and melts away, disappearing.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' steel wall with area up to one 5-ft. square/level; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You cause a flat, vertical steel wall to spring into existence. The stress of casting this spell requires you to spend 1 Resolve Point. The wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. The wall can't be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A //wall of steel// is 4 inches thick. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has hardness 15 and 45 Hit Points per inch of thickness. A section of wall that is reduced to 0 Hit Points is breached. The DC of the Strength check for a creature to break through the wall with a single attack is 30. The wall is firmly anchored to its surroundings, and it doesn't easily tip over; it can't be summoned into any area where it is likely to fall or collapse.
Like any steel wall, this wall is subject to perforation and other natural phenomena, though it doesn't rust or corrode under typical circumstances. The metal created by this spell is not suitable for use in the creation of other objects and can't be sold.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' stone wall with area up to one 5-ft. square/level; see text
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
This spell functions as //[[wall of steel]]//, but it has a range of close (25 ft. + 5 ft./2 levels). Each 5-foot square of the wall has hardness 10 and 15 Hit Points per inch of thickness. A creature can breach the wall with a successful DC 25 Strength check.
<div class="statblock">
* ''Level'' 3; ''Price'' 2,980
* Huge land vehicle (10 ft. wide, 15 ft. long, 7 ft. high)
* ''Speed'' drawnEAC 15; KAC 17; Cover improved cover
* ''HP'' 44 (22); ''Hardness'' 5
* ''Attack (Collision)'' 6d4 B (DC 10)
* ''Modifiers'' –2 [[Survival]], –1 attack (–3 at full speed)
* ''Systems'' autocontrol
* ''Passengers'' 5
</div>
This archaic boxy wagon's sturdy sides and numerous embrasures provide a surprisingly effective strongpoint from which determined passengers can defend themselves.
Though technologically as simple as a one-handed club, the two-handed warclub is larger, heavier, and more dangerous. They are popular among enforcers and thugs.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|warclub | 2 | 450 | 1d10 B | — | 1 |[[analog]] |
</div>
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' personal
* ''Duration'' permanent
</div>
You magically alter whatever clothes you’re wearing, transforming them into a new outfit. Your new clothes must have a price in credits equal to or less than your original clothing. For example, if you’re wearing formal clothing with a price of 5 credits, you could transform your clothes into professional clothing or a different set of formal clothing, but you couldn’t transform your clothes into environmental or travel clothing, both of which have a price of 10 credits.
This spell also allows you to create other minor, cosmetic changes to your appearance, such as altering your hairstyle; it doesn’t, however, disguise you, and it grants no bonus to [[Disguise]] checks. If you want to create especially fashionable clothing, or clothing especially appropriate to a given situation (such as your first encounter with a new alien species or duplicating the uniform of a security guard you wish to impersonate), your GM might ask you to attempt a [[Culture]] check with a DC based on the complexity of the clothing you want to create.
A warfan is a semicircle of nanocarbon fabric with a series of carbonedge ribs spaced evenly in a radial pattern. The ends of these ribs are sharpened such that a proficient wielder can block incoming attacks and make melee strikes with the weapon held in one hand. The flashy movements involved in using a warfan make it a superb weapon for combat when appearances matter as much as damage dealt.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|warfan | 5 | 3,070 | 1d8 S | — | L |[[analog]], [[block]] |
</div>
This stone holds the collected memories, philosophies, and tactics of an ancient alien warlord, and is currently set in the palm of its original owner. This [[mk 3 ability crystal|Personal Upgrades]] can increase any one ability score by 6 if you spend 1 hour communing with the item, as fragments of the ancient alien warlord's psyche flood your mind and body. Its magic is then forever spent.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//warlord stone// | 14 | 75,000 | — |
</div>
<div class="statblock">
* ''Tier'' 7
* Gargantuan swampstalker
* ''Operators'' 2–6; ''PP'' 7 (1/turn, max 16)
* ''Speed'' 40 ft., swim 60 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 14+10*; ''SP'' 17; ''Hardness'' 4
* ''EAC'' 25; ''KAC'' 29
* ''Fort'' +11 ''Ref'' +8
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +9
* ''Melee'' buzzblade (lower limb—4d6+14 S; critical [[bleed]])
* ''Ranged'' rotary cannon (frame—4d8+7 P)
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Strength'' +7
!!! SYSTEMS
* ''Power Core'' mk 3 eternal (battle core)
* ''Lower Limbs'' quadruped
* ''Upper Limbs'' tough (+0 melee, +0 ranged)
* ''Auxiliary'' ammo reserve, EMP cannon, entry hatch, systems jammer
* ''Upgrades'' unbreakable armor
</div>
The Warmander, sometimes nicknamed the skittertank, is based on an archaic design that was later resurrected and updated by skittermander engineers after the conquest of Vesk-3. Up to six operators can pilot the six-limbed amphibious siege engine.
<div class="statblock">
* ''Level'' 19; ''Price'' 610,000
* ''EAC Bonus'' +24; ''KAC Bonus'' +28
* ''Max Dex Bonus'' +3; ''Armor Check Penalty'' –5; ''Speed'' 30 ft.
* ''Strength'' 31 (+10); ''Damage'' 5d10 S
* ''Weapon Slots'' 5; ''Upgrade Slots'' 4
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Gargantuan (20-ft. reach); ''Bulk'' 110
</div>
The most sophisticated and powerful version of the common powered [[battle harness]], the warmaster's harness resembles a towering, armored titan. Its wide shoulder frame normally mounts short-range communication equipment to orchestrate troop movements or an enormous banner to identify military affiliation. It is often used by the generals of entire armies (or by assistants to such generals, in cases where the general cannot be risked directly on the front lines).
It takes approximately 10 minutes to apply a tube of this clear gel to the inside of a suit of armor. For the next 8 hours, the balm's chemical reactions warm the skin of the armor's wearer. During that time, the wearer gains a +2 circumstance bonus to Fortitude saving throws to avoid taking damage from cold environments; this bonus stacks with that provided by cold weather environmental clothing. A tube of warming gel can also be applied directly to your exposed skin (or the epidermis of an adjacent creature) to stave off the negative effects of frostbite and hypothermia. This takes 10 minutes and heals 2d8 [[nonlethal]] cold damage dealt by a cold environment.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|warming balm | 2 | 150 | L |
</div>
You're connected to the cosmic struggle for survival and supremacy, a universal conflict that permeates all cultures in the galaxy. You're not necessarily evil; you might be a righteous crusader who uses violence to stop ne'er-do-wells or a monk who studies the inherently violent nature of the universe in order to transcend it.
* ''Associated Deities:'' Angradd, Damoritosh, Iomedae
* ''Associated Skills:'' [[Athletics]] and [[Intimidate]]
* ''Spells:'' 1st–6th—//[[summon creature]]//; replaced by 1st—//[[seeking shot]]//, 2nd—//[[shield other]]//, 3rd—//[[haste]]//, 4th—//[[resistant armor]]//, 5th—//[[resistant aegis]]//
!! Weapons of War (1st)
As a move action, you can call upon the insight of great warlords to gain an insight bonus to attack rolls equal to the difference between your base attack bonus and your mystic level (if your mystic level is greater than your base attack bonus). To use this ability, you must expend one mystic spell slot of 1st level or higher, and the effect lasts for a number of rounds equal to the level of the expended spell slot. Additionally, you always treat your mystic level as your base attack bonus for the purpose of meeting feat prerequisites.
!! Summon Reinforcements (3rd)
Whenever you cast a //[[summon creature]]// spell to summon multiple creatures, each creature you summon gains a +1 morale bonus to AC, attack rolls, and saving throws. You can spend 1 Resolve Point when you cast summon monster to reduce the spell's casting time to a standard action.
!! Suit Up (6th)
As a full action, you can conjure augmenting plates of armor from planar energies, enhancing your own armor. When using this ability, you must expend a mystic spell slot of 1st level or higher, and the armor lasts a number of rounds equal to 1 + the level of the spell slot expended. The benefits you gain from your planar armor are:
* +1 enhancement bonus to your AC.
* +2 resistance bonus to saving throws.
* [[Resistance|Energy Resistance]] equal to twice the expended spell slot's spell level against one energy type of your choice.
* A burrow speed of 20 feet, fly speed of 30 feet (perfect maneuverability), or swim speed of 30 feet (your choice).
!! General's Tactics (9th)
Each day when you regain your mystic spells, choose one combat feat that you know. Whenever you summon one or more creatures using //[[summon creature]]//, all creatures summoned gain the benefits of the chosen feat. If you choose [[Adaptive Fighting]] with this ability, all creatures summoned gain the benefits of one of the feats you chose with Adaptive Fighting, determined when each creature is summoned; this counts as your use of Adaptive Fighting for the day.
!! Bestow Tactics (12th)
As a move action, you can choose one ally within 30 feet and spend 1 Resolve Point. That ally gains the ability to take a guarded step without spending an action at the beginning or end of its turn, a +4 enhancement bonus to its KAC against combat maneuvers, and a number of temporary Hit Points equal to your mystic level. These benefits last 1 minute.
!! Mass Suit Up (15th)
Whenever you use your suit up connection power, instead of conjuring a suit for yourself only, you can conjure planar armor for yourself and up to three of your allies for a number of rounds equal to your mystic level. When doing so, the armor's benefits are resolved for each target as if you had expended a spell slot 1 spell level lower than the spell slot you actually expended. For example, if you expended a 4th-level spell slot when activating this ability, affected allies gain planar armor as if you had expended a 3rd-level spell slot for each of them.
!! Greater Bestow Tactics (18th)
Whenever you use your bestow tactics connection power, all allies within 30 feet gain its benefits for 1 minute. Alternatively you may grant it to a single ally as part of any other action.
This 50 feet of thin, nearly invisible wire is spooled around a dull-gray, flat metal cylinder. When any amount of the wire is unspooled and the cylinder is activated, the wire becomes exceptionally sensitive to vibration. The wire is often wrapped around valuable belongings or stretched as a trip wire across a doorway. When the activated wire is moved or touched, the cylinder emits a piercing alarm (though you can set it to send a silent alarm wirelessly to a comm unit or datapad instead). Noticing the warning wire requires a successful [[Perception]] check with a DC equal to 20 + the level of the warning wire, and bypassing it without setting it off usually requires a successful [[Acrobatics]] check at the same DC, though the GM might adjust the DC higher or lower as circumstances dictate. You can twist the cylinder in a preset pattern as a move action, deactivating the alarm and respooling the wire around the cylinder.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage | DC to Notice |h
|warning wire, mk 1 | 4 | 2,000 | L | 40 | 1/hour | 24 |
|warning wire, mk 2 | 8 | 8,800 | L | 40 | 1/hour | 28 |
|warning wire, mk 3 | 12 | 32,900 | L | 40 | 1/hour | 32 |
|warning wire, mk 4 | 16 | 153,000 | L | 40 | 1/hour | 36 |
</div>
You bend light and minds alike to see what you want them to see. When you finish meditating to activate your [[sidereal influence]] for graviton skills, you can simultaneously attempt a [[Disguise]] check to change your appearance without using an action. Reduce the check's DC modifier based on the features modified by an amount equal to half your level (to a minimum of +0). The disguise lasts for up to 12 hours. However, this effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with graviton skills nor have at least 1 attunement point in graviton mode.
You must have selected [[Disguise]] as one of your [[sidereal influence]] skills to choose this revelation.
name:warp puck bank
range:—
speed:—
damage:special
pcu:5
cost:20
special:[[limited fire]] 3, [[mine|Mine (starship weapon property)]] (2), [[transposition]] (2)
name:warp puck battery
range:—
speed:—
damage:special
pcu:5
cost:30
special:[[limited fire]] 3, [[mine|Mine (starship weapon property)]] (2), [[transposition]] (3)
name:warp puck launcher
range:—
speed:—
damage:special
pcu:5
cost:10
special:[[limited fire]] 3, [[mine|Mine (starship weapon property)]] (1), [[transposition]] (1)
<div class="statblock">
* <<levels>>
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Effect, Area, or Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' see text
* ''Spell Resistance'' see text
</div>
Beckoning to all realities at once, you pull in new possibilities and alter your world to suit you. A //warp reality// spell can produce one of the following effects.
* Duplicate any witchwarper spell of 6th level or lower.
* Duplicate any other spell of 5th level or lower.
* Undo the harmful effects of certain spells, such as //[[feeblemind]]//.
* Produce an effect of a power level in line with the above.
At the GM's discretion, //warp reality// can produce greater effects but can be dangerous or might have only a partial effect.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 7th-level spell. For other effects based on spell level, warp reality is a 9th-level spell.
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Fine vermin (swarm)
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +13
* Aura disorienting (15 ft., DC 14)
!!! DEFENSE
''HP'' 90
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +8; ''Ref'' +10; ''Will'' +5
* ''Defensive Abilities'' [[swarm defenses]], [[void adaptation]]; ''Immunities'' [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], perfect)
* ''Melee'' [[swarm attack]] (2d6 P)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
* ''Offensive Abilities'' [[distraction]] (DC 14)
!!! STATISTICS
* ''Str'' –5; ''Dex'' +5; ''Con'' +3; ''Int'' —; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Acrobatics]] +13 (+21 to fly)
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary, pair, or delusion (3–6)
!!! SPECIAL ABILITIES
''Disorienting Aura ([[Ex]])'' A warpmoth swarm creates an oscillating light (colloquially called its warp) that is disorienting. A creature that is within this aura, can see the light, and fails a DC 14 Will saving throw can move at only half speed, rounded down to the nearest 5-foot increment. This is a mind-affecting effect.
</div>
A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate.
Made from razor-sharp fragments of warpstitcher claws housed within reinforced bullets, scattergun shells, or warheads, warpshot transforms on impact into whatever would best devastate the target. If warpshot ammunition hits a creature vulnerable to a particular damage type, the warpshot ammunition's damage changes to that type. If warpshot ammunition's damage would be reduced by the target's resistances, the ammunition's damage changes to force damage. This fusion never causes a weapon that normally targets KAC to target EAC. Due to the scarcity of warpstitchers and the dangers in harvesting the necessary material, warpshot ammunition is incredibly rare.
<div class= "table-wrapper">
|Ammunition | Level | Price | Cartridges | Bulk | Special |h
|warpshot scattergun shells | 14 | 9,750 | 25 | L |[[force]] |
|warpshot rounds, heavy | 14 | 9,750 | 20 | L |[[force]] |
|warpshot minirockets | 14 | 9,750 | 10 | L |[[force]] |
</div>
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* LE Large aberration
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 225
* ''EAC'' 28; ''KAC'' 30
* ''Fort'' +16; ''Ref'' +16; ''Will'' +14
* ''Defensive Abilities'' resist reality
!!! OFFENSE
* ''Speed'' 40 ft., climb 40 ft.
* ''Melee'' claw +27 (8d6+22 P plus warp suture; critical [[bleed]] 2d8)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Offensive Abilities'' warp suture
!!! STATISTICS
* ''Str'' +8; ''Dex'' +4; ''Con'' +3; ''Int'' +1; ''Wis'' +0; ''Cha'' +6
* ''Skills'' [[Athletics]] +25, [[Bluff]] +30, [[Mysticism]] +25, [[Stealth]] +25
* ''Languages'' Common; [[telepathy]] 100 ft., [[truespeech]]
!!! ECOLOGY
* ''Environment'' any land
* ''Organization'' solitary or scolding (2–6)
!!! SPECIAL ABILITIES
''Resist Reality ([[Su]])'' As a reaction, when the warpstitcher would take damage, it can gain [[resistance]] 10 against one of the damage types the triggering attack deals. This resistance applies to the triggering attack's damage and lasts until the beginning of the warpstitcher's next turn. The warpstitcher can't use this ability to reduce damage dealt to its warp sutures. If the warpstitcher has at least one living creature [[grappled]] or [[pinned]] with warp suture (see below), this ability deals 5d8 force damage to one of those creatures (5d8+14 if the creature is pinned) unless it succeeds at a DC 20 Will save. If the creature fails this saving throw, the resistance granted by this ability this round increases by an amount equal to one-quarter the damage dealt.
''Warp Suture ([[Su]])'' A warpstitcher uses long claws threaded with strands of quintessence to sew its unfortunate victims into itself. If a warpstitcher's claw attack roll result equals or exceeds the target's KAC + 4, it automatically [[grapples]] the target. (If it equals or exceeds the target's KAC + 13, it instead [[pins|pinned]] the target). On the beginning of the warpstitcher's next turn after grappling or pinning the target, if the target hasn't escaped the grapple or pin, the target automatically takes the claw attack's damage. The warpstitcher can then make a new attack roll with the same attack as a standard action. If the roll equals or exceeds the target's KAC, the grapple or pin is maintained. While grappled or pinned by this ability, a target shares the warpstitcher's space and moves wherever the warpstitcher does (though the target doesn't provoke attacks of opportunity for this movement). Creatures can attempt to cut the target free (EAC 28, KAC 26, 56 HP), though any attack that doesn't deal slashing damage deals only half its normal damage. Alternatively a sewn creature can attempt to wriggle free using the [[escape]] task of the [[Acrobatics]] skill (DC 36), or the creature can burst free with a successful DC 15 [[Athletics]] check as a standard action, though the latter deals 8d6+14 slashing damage to the target as it tears free. A warpstitcher can grapple or pin up to two Medium creatures in this way (doubling the number of creatures it can bind for each additional size category by which these creatures are smaller). If a target dies while grappled or pinned by this ability, its body is absorbed into the warpstitcher and destroyed 1d3 rounds later.
</div>
A warpstitcher preys upon sapient creatures, targeting spellcasters who manipulate the fabric of the multiverse. Terrifying to behold, these aberrations have several barbed, insectile legs supporting a massive, bulbous torso that writhes and roils with the flesh of victims they've grafted into their bodies. The warpstitcher's back has five slender appendages that each taper into needle-like points of extraordinary sharpness. The creature's infamy and name stem from their hunting strategy: they pin down their victim, skewer its flesh, and use shimmering thread to sew the hapless creature into their bodies.
Those few who've survived being sewn to a warpstitcher claim the stitches pulse with energy that trigger disturbing visions, such as the victims' deaths in alternate realities. For most, the revelations prove so painful or incomprehensible that those survivors' minds suffer irreparable damage. A rare handful instead experience different visions entirely, emerging from the near-death experience with an ineffable sense of revelation and euphoria. This possibility has led desperate sensates to hunt down a warpstitcher on the off chance of attaining this strange enlightenment, as survivors sometimes achieve unprecedented witchwarping powers. Most die, however. Once a victim's consciousness has been utterly destroyed, a warpstitcher absorbs the body that continues to kick and contort from unseen nightmares. No one knows for certain if a warpstitcher feeds off its victims' flesh, thoughts, energy from other timelines, or something else entirely.
Warpstitchers hunt those who wield powerful magic or technology recklessly, believing such abuses create dimensional echoes that damage alternate realities. Upon identifying a target, warpstitchers stalk their quarry relentlessly, confirming their suspicions before striking. They favor targeting witchwarpers, whose magic frequently violates numerous warpstitcher taboos. Other potential prey for these aberrations include those who wield supernatural power, especially irreverent solarians and engineers of space-bending technologies. Warpstitchers hold a special hatred for Drift engines, believing that starships that have them inflict terrible wounds on extraplanar ecosystems.
Although they're most often encountered as remorseless assassins, warpstitchers regularly communicate with others telepathically. In some cases, they might deliver a grim admonition to an amateur spellcaster practicing their first cantrips, only to disappear seconds later. More often, warpstitchers assert control over a group of weaker creatures through lies and manipulation, promising to tell their subordinates' futures or open a portal to extradimensional riches in exchange for obedience. For all the aberrations' power, they almost never have the capability to fulfill these promises. Instead they rely on coercing others into making up for their shortcomings, such as by transporting the warpstitchers to other worlds, providing magical support, or securing rare lore that might help the warpstitchers find their way home and undo the Gap's damage.
Warpstitchers' most dangerous lies, however, might be the ones they tell themselves. Many warpstitchers believe that eons ago, when the infinite fabric of the multiverse amounted to no more than a single thread, the gods created their kind to sew together the space between alternate realities. There, warpstitchers reinforced cosmic boundaries and mended tears resulting from interdimensional paradoxes. That is, until the Gap, when warpstitchers woke to find themselves ripped from their interstitial realms and condemned to live among mortal creatures. Many warpstitchers blame witchwarpers for the Gap and the warpstitchers' subsequent exile. The aberrations' own mythology insists these spellcasters greedily altered reality to eliminate warpstitchers and to access immense magical power before creating the Gap to erase the memory of their deeds and hide their betrayal.
!! Warpshot Ammunition
{{Warpshot}}
<div class="statblock">
* <<levels>>
* ''School'' transmutation
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Targets'' one creature
* ''Duration'' 1 minute/level (see text)
* ''Saving Throw'' Fortitude negates
* ''Spell Resistance'' yes
</div>
You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary. If the target fails its initial saving throw, roll on the Warpwave Effect table and apply the resulting condition, critical hit effect, or spell effect to the target. If the target is immune to this selected effect, roll a second time and apply the second effect instead (if it's also immune to the second effect, it's unaffected by the spell).
The effects' durations vary. Those effects marked with a superscript 1 are instantaneous, whereas those marked with a superscript 2 are effects for which the target can attempt a new saving throw at the end of each of its turns to end the effect early. For effects marked with a superscript 3, each minute an affected creature can attempt a new saving throw to end that effect early. Unannotated effects follow their normal rules for duration. Except for //[[baleful polymorph]]//, a warpwave's effects cannot be dispelled, but they can be removed by //[[break enchantment]]//, //[[remove affliction]]//, and any effect that specifically removes the imposed condition.
<div class= "table-wrapper">
|constrained |k
| d12 |Warpwave Effect |h
| 1 |[[severe wound]]^^1^^ (caster chooses the wound) |
| 2 |[[paralyzed]]^^2^^ |
| 3 |[[wound]]^^1^^ |
| 4 |//[[baleful polymorph]]// (3rd level) |
| 5 |[[bleeding]], [[burning]], or [[corrode]] 3d6 |
| 6 |[[nauseated]]^^2^^ |
| 7 |[[blinded]]^^2^^ |
| 8 |[[staggered]]^^2^^ |
| 9 |[[shaken]]^^3^^ |
| 10 |[[sickened]]^^3^^ |
| 11 |[[off-target]]^^3^^ |
| 12 |[[dazzled]]^^3^^ |
</div>
You know how to withdraw with great caution.
''Prerequisites:'' Dex 13, Wis 13, [[Mobility]].
''Benefit:'' When you use the total defense action, you can also withdraw as a move action. If you do so, you can move only up to your speed.
Your body is inured to other effects that would cause decay. You gain a +2 bonus to saving throws against necromancy spells and effects, as well as against effects that would cause ability damage, ability drain, or energy drain.
As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone.
At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.
This is a language-dependent, mind-affecting, sense-dependent effect.
When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonus to that saving throw.
At 6th level, you can spend 1 Resolve Point to have the ally roll twice on the saving throw and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability.
This is a language-dependent, mind-affecting, sense-dependent effect.
<div class="statblock">
* ''Level'' 6; ''Price'' 12,500
* Gargantuan water vehicle (20 ft. wide, 50 ft. long, 20 ft. high)
* ''Speed'' 25 ft., full 600 ft., 65 mph (swim)
* ''EAC'' 18; ''KAC'' 19; ''Cover'' total cover
* ''HP'' 80 (40); ''Hardness'' 10
* ''Attack (Collision)'' (8d8 B, DC 10)
* ''Modifiers'' –2 [[Piloting]], –4 attack (–8 at full speed)
* ''Systems'' autocontrol, expansion bays, planetary [[comm unit]]
* ''Passengers'' 8
*
!!! SPECIAL ABILITIES
''Enclosed ([[Ex]])'' In addition to having total cover, the pilot and passengers in an enclosed vehicle can't use their personal weapons to attack creatures and objects outside of the vehicle, though they can use the vehicle's weapons (if any).
''Radiation Buffer ([[Ex]])'' The exterior of a water bear provides its occupants with full protection from low and medium levels of [[radiation]] and a +6 circumstance bonus to saving throws against higher levels of radiation, just like a 7th-level suit of armor.
</div>
Lucky salvagers sometimes find a dead [[giant space tardigrade]] that has shrunk to nearly a third of its original size after succumbing to a period of starvation or dehydration so lengthy as to overcome its remarkable durability. Such a carcass can be fashioned into a distinctive submersible vehicle—called a water bear—suitable for extreme underwater environments.
The creature can breathe water. It can't breathe air unless it has the [[amphibious]] special ability.
//Format:// ''Other Abilities'' water breathing.
You have a magical affinity for spells that manipulate water.
''Prerequisites:'' Ability to cast spells.
''Benefit:'' The DC of spells you cast with the water descriptor increases by 1. Any damage done by spells you cast with the water descriptor increases by an amount equal to half your caster level.
Starship-sized elementals from the Elemental Plane of Water retain their liquid forms even within the void of space.
* ''Traits:''
** water subtype
** increase TL by 2
** –1 penalty to gunnery checks
** //Slippery Stunts ([[Ex]]):// When a starship-sized water elemental successfully performs a [[back off]], [[barrel roll]], [[evade]], or [[slide]] stunt, and the result of the check exceeds the DC by 5 or more, the elemental can turn to face any direction at the end of its movement.
* Languages: Aquan
Composed of either freshwater or salt water, these elementals hail from the Elemental Plane of Water.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** [[water|water subtype graft]] subtype
** swim speed of 90 feet
* ''Abilities:''
** drench (see below)
**[[vortex]]
** water mastery (see below)
* ''Languages:'' Aquan
* //Drench ([[Ex]]):// A water elemental's touch douses Large or smaller nonmagical flames. The outsider can dispel magical fire it touches as per //[[dispel magic]]// (caster level = the elemental's CR).
* //Water Mastery ([[Ex]]):// Waterborne creatures take a −1 penalty to attack and damage rolls against a water elemental.
Practical jokers, water mephits form from brine and foam they can concentrate into acid.
* ''Traits:''
** add aquatic and water subtype
** [[fast healing]] works only when the mephit is immersed in water
** [[immunity]] to acid
** add a swim speed of 30 ft.
** [[breath weapon]] deals 2d8 acid damage
** spell-like abilities (caster level equal to CR, high attack bonus) include //[[energy ray]]// (acid only) at will and //[[fog cloud]]// 1/day
* ''Languages:'' Aquan
This subtype is usually applied to outsiders with a connection to the Plane of Water.
* ''Traits:''
** swim speed
** gains [[Athletics]] as a master or good skill
Water wysps are serene, gentle, and nurturing creatures. They enjoy making new friends and introducing their friends to one another.
* ''Required Creature Type and Subtype:'' outsider (elemental)
* ''Traits:''
** water subtype
** swim speed of 90 feet
* ''Abilities:'' drench
* ''Languages:'' Aquan
* //Drench ([[Ex]]):// A water wysp's touch douses Large or smaller nonmagical flames. It can dispel magical fire it touches as per //[[dispel magic]]// (caster level = the wysp's CR).
The frequency of a wave modulator's output can be adjusted to either burn a target or bombard it with damaging sonic bursts. Shirrens favor these boxy pistols because of the thrill of choosing the damage type of every shot fired. Wave modulators come in numbered models.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|wave modulator I | 2 | 1,080 | 1d4 F or So | 30 ft. | — | 20 charges | 4 | L |[[modal]] (sonic) |
|wave modulator II | 5 | 3,400 | 1d6 F or So | 30 ft. | — | 20 charges | 4 | L |[[modal]] (sonic) |
|wave modulator III | 8 | 11,000 | 2d4 F or So | 30 ft. | — | 20 charges | 4 | L |[[modal]] (sonic) |
|wave modulator IV | 11 | 28,600 | 2d8 F or So | 60 ft. | — | 20 charges | 4 | L |[[modal]] (sonic) |
|wave modulator V | 14 | 81,000 | 2d10 F or So | 60 ft. | — | 20 charges | 4 | L |[[modal]] (sonic) |
|wave modulator VI | 16 | 195,000 | 3d10 F or So | 60 ft. | — | 40 charges | 4 | L |[[modal]] (sonic) |
|wave modulator VII | 20 | 919,000 | 4d10 F or So | 80 ft. | — | 40 charges | 4 | L |[[modal]] (sonic) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' evocation (mind-affecting)
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to three creatures that are no more than 30 ft. apart from each other
* ''Duration'' instantaneous
* ''Saving Throw'' Will partial, see text
* ''Spell Resistance'' yes
</div>
Maraquoi spellcasters developed this spell to deter sapient aggressors from bloodshed. You thrust a wave of mental determination at up to three targets, attempting a ranged attack against each target’s KAC to deal 10d8 nonlethal bludgeoning damage. Each creature damaged by this spell is [[shaken]] for 5 rounds, or 1 round if they succeed at a Will saving throw.
<div class="statblock">
* Gargantuan mech (amphibious, transport)
* ''Base HP'' 15; ''HP Advancement'' 9; ''Hardness'' 2
* ''EAC'' +1; ''KAC'' +2; ''Fort'' +1; ''Ref'' +0
* ''Speed'' 30 ft., swim 60 ft.; ''Strength'' +3
* ''Frame Slots'' 2; ''Aux Slots'' 5
* ''Operators'' 2–6
* ''Cost'' 3 × tier
</div>
<div class="statblock">
* ''Level'' 5; ''Price'' 7,000
* Large water vehicle (10 ft. wide, 10 ft. long, 10 ft. high)
* ''Speed'' 20 ft., full 200 ft., 22 mph (water); 80 ft., full 900 ft., 105 mph (swim)
* ''EAC'' 14; ''KAC'' 15; ''Cover'' total cover (enclosed) in sea mode; partial cover in wave mode
* ''HP'' 40 (20); ''Hardness'' 2
* ''Attack (Collision)'' 5d8 B (DC 13)
* ''Modifiers'' –1 [[Piloting]], –3 attack (–6 at full speed) in sea mode; –2 [[Piloting]], –1 attack (–4 at full speed) in wave mode
* ''Systems'' planetary [[comm unit]]
* ''Passengers'' 1
!!! SPECIAL ABILITIES
''Convertible'' A wavecutter has two movement modes: wave mode for traveling atop water and sea mode for
submersible movement. Its pilot can change between modes as a swift action; changing to wave mode while underwater exposes the pilot to water. If the pilot changes to sea mode while underwater, the wavecutter pumps out the water and restores atmosphere to the cockpit over 6 rounds. While in wave mode, gyroscopic stabilizers make it easier for the wavecutter's pilot to attack.
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' cone-shaped burst
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
</div>
Waves of negative energy render all living creatures in the spell's area [[fatigued]]. This spell has no effect on a creature that is already fatigued.
These bright reflective ribbons tear easily and are backed by an all-weather adhesive, making it easy to mark a trail while on the move. If you apply these to your path, you gain a +1 circumstance bonus to [[Survival]] checks to [[orienteer]], and other creatures following your trail gain a +5 circumstance bonus to Survival checks to orienteer and follow your tracks. The ribbon's adhesive usually lasts for one month before losing strength. One roll of waymarker ribbon is typically sufficient to mark 20 miles of trail.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|waymarker ribbon | 1 | 3 | L |
</div>
<$list filter="[list[$:/StoryList]is[current]]">
Weapon accessories modify existing weapons to provide certain benefits to the weapon's user. Experienced operators keep a variety of accessories on hand, swapping them out as needed.
</$list>
<<list-links "[tag[Weapon Accessories]sort[title]]" class:index>>
<$list filter="[list[$:/StoryList]is[current]]">
!! Capacity And Usage
Some accessories require power to function, similar to some technological items. These accessories are identified with capacity and usage entries. A weapon accessory's capacity is the highest-capacity battery that the accessory can use. Usage lists the rate at which charges are consumed when the accessory is used. Attached accessories must use their own batteries, but an accessory integrated into a powered weapon can be configured to use either the weapon's battery or its own battery.
!! Weapon Type
Some accessories can be added only to specific types or categories of weapons, as noted in the Weapon Type entry. For the most part, these correspond to the weapon [[types|Weapon Types]] and [[categories|Weapon Categories]] used to describe all weapons.
''Railed Weapons:'' Railed weapons are longarms, heavy weapons, and sniper weapons, all of which have rails along or near the weapon's barrel that allow you to easily add accessories to the weapon. A railed weapon has four rails to which accessories can be added: one on top, one on the bottom, and one on either side. Only one weapon accessory can be added to each rail. Some accessories must be attached to a specific rail, such as the top or bottom, as detailed in the accessory's description.
!! Adding Accessories
Weapon accessories must normally be added to a weapon to function. Most accessories can be added either by being attached to a weapon or by being integrated into the weapon, though some accessories must be added in a certain way, as indicated in the accessory's description. In either case, add the bulk of the weapon accessory to the weapon's bulk to determine the final accessorized weapon's bulk. When adding multiple items of light bulk together, treat 2–10 light bulk items as 1 bulk when combined.
''Attachment:'' An attached weapon accessory is affixed to a weapon but is not really part of it. Anyone can attach or detach an accessory as a full action, and most weapons dealers will attach an accessory bought from them at no extra charge.
''Integration:'' An integrated weapon accessory is built into the weapon, becoming part of it. Integrated accessories are usually purchased already integrated into the weapon at the combined price of the weapon and the accessory. If the weapon and accessory are purchased separately, a weapons dealer can integrate the accessory into the weapon for a fee of 10% of the accessory's purchase price. You can integrate an accessory into a weapon (or remove an integrated accessory) if you have a number of ranks in [[Engineering]] (or both Engineering and [[Mysticism]], for hybrid accessories) equal to the item level of the weapon or accessory, whichever is higher. It takes 1 hour to integrate an accessory or remove an integrated accessory from a weapon.
</$list>
Weapons fall into subgroups that indicate how a given weapon deals damage. Weapon categories include cryo weapons, flame weapons, laser weapons, plasma weapons, projectile weapons, shock weapons, and sonic weapons. When a weapon doesn't fall into a specific category, it is listed as an uncategorized weapon.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
This system consists of energetic nodes that connect to the mech's sundry weapon mounts. When purchasing this auxiliary system, choose two of the following energy types: acid, cold, electricity, fire, or sonic.
''Energize Weapon (2 PP)'' Choose one of the weapon core's two types of energy. As part of a standard action or full action used to make one or more attacks with one of the mech's melee weapons, the mech charges the weapon with the chosen energy; the energy selected must be a type of energy damage the weapon doesn't currently deal. Until the end of the mech's turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. If the weapon already deals two types of damage, replace one of them with the chosen energy damage. This effect never causes a weapon that normally targets KAC to target EAC.
''Boomerang Strike (2 PP)'' As part of a standard action to make a ranged attack with a thrown melee weapon, the mech infuses the weapon with telekinetic magic, granting the weapon the effects of the [[returning]] weapon fusion for 1 minute. The mech can apply this effect only to mech weapons, not to improvised weapons like those thrown with the [[hurl]] special action.
The energy and kinetic damage types are described below, including the abbreviations for each that appear in the weapon tables in this chapter. Weapons that deal multiple types of damage have an ampersand between the types (such as "B & E" for a weapon that deals bludgeoning and electricity damage). For such weapons, half the damage dealt is one type, and half is the other (if the damage done is an odd number, select one damage type to round up, rounding down the other damage type normally).
!! Energy Damage
The following types of damage are energy damage. Other, rare forms of energy damage exist, and such weapons specify whether they target EAC in their descriptions.
* ''Acid (A):'' Damage dealt by corrosive substances and effects.
* ''Cold (C):'' Damage dealt by ice and cryogenic energy.
* ''Electricity (E):'' Damage dealt by lightning and other electric shocks.
* ''Fire (F):'' Damage dealt by flames, lasers, and extreme heat.
* ''Sonic (So):'' Damage dealt by loud noise or damaging frequencies.
!! Kinetic Damage
The following are types of kinetic damage.
* ''Bludgeoning (B):'' Damage from blunt force.
* ''Piercing (P):'' Damage from spikes, bullets, and punctures.
* ''Slashing (S):'' Damage from blades, claws, and sharp edges.
<h3>Weapon Type: <<selector '[tag[Weapon Types]]' variable:'weapon-type'>></h3>
<$list filter="[[Weapon Descriptions]!weapon-type[Grenades]!weapon-type[Solarian Weapon Crystals]]">
<h3>Weapon Category: <<selector '[tag[Weapon Categories]]' variable:'weapon-category'>></h3>
<h3>Handedness: <<selector 'One-Handed Two-Handed' variable:'weapon-hands'>></h3>
</$list>
<$list filter="[[Weapon Descriptions]!weapon-type[Grenades]!weapon-type[Solarian Weapon Crystals]]">
<$macrocall $name="list-links" filter="[tag{Weapon Descriptions!!weapon-type}tag{Weapon Descriptions!!weapon-category}tag{Weapon Descriptions!!weapon-hands}]" class="index" emptyMessage="<i>none found</i>" />
</$list>
<$list filter="[[Weapon Descriptions]] -[!weapon-type[Grenades]!weapon-type[Solarian Weapon Crystals]]">
<$macrocall $name="list-links" filter="[tag{Weapon Descriptions!!weapon-type}]" class="index" emptyMessage="<i>none found</i>" />
</$list>
You have increased training in a particular weapon type, making it easier to hit your target.
''Prerequisites:'' Proficiency with selected weapon type
''Benefit:'' Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a [[drone]]), you gain a +2 bonus instead.
Once per round when you roll damage for a starship weapon you fired, you can reroll one damage die and must use the new result. At 8th level and 16th level, you can reroll an additional damage die per round in this way. You cannot use this TIM to reroll damage dice that would be multiplied, such as most damage dice associated with capital and spinal class weapons.
<$list filter="[list[$:/StoryList]is[current]]">
A fusion can be installed in a chosen weapon (including a grenade) or piece of ammunition when it's purchased or at any point afterward. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon's overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered hybrid items, in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon's core function from operating normally unless the weapon was also independently a magic device. The //[[hybridized]]// fusion is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.
</$list>
!!! Level: <<selector '1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20'>>
<<list-links '[tag[Weapon Fusions]level{Weapon Fusions!!selection}]' class:index >>
<$list filter="[list[$:/StoryList]is[current]]">
!! Fusion Seals
It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a //holy// fusion seal that could be applied to any weapon of 10th level or lower would be written //holy fusion seal// (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can't be changed.
A fusion seal's cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn't function until the seal has been in place on a weapon for 24 hours. A fusion seal can't be added to a weapon if doing so would cause the weapon's total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal. Grenades, ammunition, and other consumable items can benefit from fusion seals, but the fusion seal is destroyed when the item is used.
A fusion seal can take the form of nearly any medallion or symbol, and when affixed to a weapon, it can even alter the aesthetics of that weapon. A //[[thundering]]// fusion seal might cause a weapon to be etched with storm clouds, runes of weather, or possibly even symbols of a god of storms if affixed by a worshiper of such a god. However, these alterations of appearance are not enough to conceal a weapon's basic function or type (a heavy reaction cannon with a //[[vorpal]]// fusion seal is still clearly a heavy reaction cannon, even if its appearance is altered to feature skulls and symbols of the Devourer). Fusion seals that alter weapons to feature a specific group's iconography are often used by organizations as a way of unifying the appearance of their members' weaponry.
!! Installing and Transfering Fusions
A fusion can be installed in a chosen weapon when it's purchased or at any point afterward. It's also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in [[Mysticism]] can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price. Characters trained in [[Engineering]] or Mysticism can also install fusions, if necessary (for instance, if the PCs find an unused fusion as part of a treasure cache, or in the case of a character who used Mysticism to craft a fusion). In either case, installing or transferring a fusion takes about 10 minutes of uninterrupted tinkering.
!! Item Levels
Each weapon fusion has an item level, and a fusion can't be placed on a weapon that has a lower level than the fusion's item level. Once it is attached to a weapon, a weapon fusion uses the weapon's item level for any of the weapon fusion's level-based effects.
!! Multiple Fusions and Multiple Targets
You can place multiple fusions on the same weapon, but only if the weapon's item level is equal to or greater than the combined total of all the fusions' item levels. A weapon cannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets.
!! Fusions and Ammunition
Fusions can be placed on any ammunition; such a fusion functions until the standard number of charges/cartridges (listed in the ammunition's table entry) have been used. For example, a fusion on a high-capacity battery lasts for 40 charges and then is destroyed, regardless of whether or when the battery is recharged.
Fusions placed on ammunition cease functioning if used in a weapon disallowed by the fusion, or if used in a weapon when the total levels of the weapon and ammunition's fusions exceeds that of the weapon.
Fusions with limited usage apply to ammunition as well and are considered on a per-weapon basis. For example, a given weapon can benefit from the entangling fusion only once per day, whether that fusion is on the weapon itself or its ammunition.
!! Price
The price of a weapon fusion depends on the item level of the weapon into which it's being installed. Installing a fusion into a 7th-level weapon costs more than applying the same fusion into a 6th-level weapon, for instance. Installing a fusion into a grenade or a piece of ammunition costs half the normal price of a weapon fusion for a weapon of the same level.
<div class= "table-wrapper">
| Weapon's Item Level | Fusion Price |h
| 1 | 120 |
| 2 | 360 |
| 3 | 440 |
| 4 | 680 |
| 5 | 720 |
| 6 | 1,040 |
| 7 | 1,560 |
| 8 | 2,300 |
| 9 | 2,600 |
| 10 | 3,580 |
| 11 | 4,880 |
| 12 | 6,920 |
| 13 | 9,760 |
| 14 | 11,700 |
| 15 | 17,800 |
| 16 | 27,000 |
| 17 | 40,500 |
| 18 | 60,300 |
| 19 | 90,000 |
| 20 | 135,000 |
</div>
</$list>
This module plugs directly into your cerebral cortex or other similar organ to grant skill with a specific type of weapon. When installed, select a weapon type (advanced melee weapons, grenades, heavy weapons, longarms, or sniper weapons) that you don’t have proficiency in; this selection can’t be changed without installing a different weapon learning subroutine. As a move action, you can mentally activate the subroutine to gain proficiency in the chosen weapon type for 1 hour. A weapon learning subroutine can be installed alongside a datajack, but no other brain augmentation. An advanced weapon learning subroutine also grants [[Weapon Specialization]] with the chosen weapon type for the duration. Once you’ve activated your weapon learning subroutine, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
<div class= "table-wrapper">
|Augmentation | Level | Price | System |h
|weapon learning subroutine, basic | 1 | 125 | brain |
|weapon learning subroutine, advanced | 6 | 4,000 | brain |
</div>
<<list-links "[tag[Weapon Manufacturers]sort[title]]" class:index>>
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount's batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone.
This modification allows you to integrate a small arm, longarm, or heavy weapon into the vehicle, added or removed as part of installing or removing the modification. This weapon is operable by the pilot or any passenger, though only one creature can operate the weapon each round. A vehicle can have a number of weapon mounts equal to its crew.
<div class= "table-wrapper">
|Modification | Level | Price |h
|weapon mount | 3 | 1,350 |
</div>
As a standard action, make a ranged attack with a melee weapon you're wielding against a target within 30 feet. If you hit, you add your Charisma modifier to the weapon's damage instead of adding your Strength modifier. At the end of your turn, the weapon returns to your hand unless you don't have a free hand, in which case the weapon lands in your square. If attuned or fully attuned, you can use this ability to perform a full attack with the melee weapon at range, but each attack must be made against a different target within range. These attacks can benefit from the [[flashing strikes]] class feature as though they were melee attacks.
Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): [[Advanced Melee Weapon Proficiency]], [[Basic Melee Weapon Proficiency]], [[Heavy Weapon Proficiency]], [[Longarm Proficiency]], [[Small Arm Proficiency]], or [[Special Weapon Proficiency]].
You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat.
<<list-links "[tag[Weapon Properties]sort[title]]" class:index>>
The mech has numerous holsters, harnesses, and other fittings that can hold spare weapons. As a move action, the mech can store one weapon it's currently wielding in one or more of its upper limb slots, placing it in the weapon rack. As part of that same action, the mech can also draw one weapon from the weapon rack, automatically installing it for immediate use. The weapon rack can be used only to store weapons that occupy upper limb slots, and the rack can hold a number of weapons with a total number of combined slots no greater than 4.
Some weapons that explode or cause critical hit effects allow the target to attempt a saving throw. The DC of such a saving throw is typically equal to 10 + half the weapon's item level + one of your ability modifiers. Unless stated otherwise, the ability modifier corresponds to the ability score you'd normally use to make an attack with that weapon (Dexterity for a ranged or thrown weapon, and Strength for a melee weapon). Any penalty you would normally take to your weapon attack roll also applies to this DC, including penalties from the weapon's range increment.
You gain the [[Weapon Specialization]] feat as a bonus feat for each weapon type with which this class grants you proficiency.
You know how to get the full damage out of a weapon type your class doesn't normally use.
''Prerequisites:'' Character level 3rd, proficiency with selected weapon type.
''Benefit:'' Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or [[operative]] melee weapons. You can never have specialization in grenades.
A suit of armor covered in wicked spikes is an iconic piece of devourer cultist gear. You can add a one-handed basic melee weapon of light or negligible bulk to your armor to act as weapon spikes. You pay 125% of the cost of the selected basic melee weapon to add it as an upgrade. You must have a hand free to attack with the weapon spikes (so you can maneuver a foe into a position where the spikes are effective), unless the foe is grappling you or you are grappling the foe (in which case you can attack with the weapon spikes even if you do not have a free hand). You can also make attacks with weapon spikes when [[pinned]], though only against the
creature pinning you.
<div class="table-wrapper">
|Upgrade | Level | Price | Slots | Armor Type | Bulk |h
|weapon spikes | varies | varies | 1 | heavy, powered | varies |
</div>
Weapons are grouped into types, and they are further divided into categories within each type. Most weapons belong to both a weapon type and a weapon category. For example, a zero pistol is both a small arm and a cryo weapon.
Weapons of the same type are of similar size and have similar mechanical properties. Weapon types include basic melee, advanced melee, small arms, longarms, heavy weapons, sniper weapons, grenades, and special weapons. Ammunition and solarian weapon crystals are also listed here.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Tiny construct (technological)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +3; ''Ref'' +3; ''Will'' +0
* ''Defensive Abilities'' boxed; ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' cutters +12 (1d6+4 S; critical [[bleed]] 1d4)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft. (or 5 ft.)
* ''Offensive Abilities'' mobile reach, pounce
!!! STATISTICS
* ''Str'' +1; ''Dex'' +4; ''Con'' —; ''Int'' +0; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +13, [[Athletics]] +8
* ''Feats'' [[Mobility]], [[Spring Attack]]
* ''Languages'' Common (can't speak any language)
* ''Other Abilities'' [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or cackle (3–8)
!!! SPECIAL ABILITIES
''Boxed ([[Ex]])'' A weaponized devil-in-a-box has an attached box with a lid. While inside its box or motionless, the creature looks like a normal toy. As a move action, a weaponized devil-in-a-box can pull itself partially into its box, gaining partial cover. It takes a –2 penalty to attack rolls and can move at only half speed while doing so. As a full action, a weaponized devil-in-a-box can pull itself fully into its box, granting itself total cover. While withdrawn in this way, the devil-in-a-box can't move or attack, and it can't see. In either case, the devil-in-a-box can emerge from its box as a move action.The box has hardness 10 and 20 Hit Points, and a creature that targets the container with a melee or ranged attack automatically hits it. A devil-in-a-box whose box has the broken condition takes a –2 penalty to AC. If the box is destroyed, the penalty increases to –4, and the devil-in-a-box is [[staggered]] until a new box is attached.
''Mobile Reach ([[Ex]])'' Provided it emerges fully from its box or moves before it attacks, a weaponized devil-in-a-box's reach increases to 5 feet.
''Pounce ([[Ex]])'' When a weaponized devil-in-a-box charges, it can also make a full attack.
</div>
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* N Small construct (magical, technological)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +13
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +3; ''Ref'' +3; ''Will'' +7
* ''Immunities'' [[construct immunities]]
* ''Weaknesses'' [[vulnerable]] to critical hits, [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 10 ft., fly 30 ft. ([[Ex]], average)
* ''Melee'' slam +13 (1d6+6 B)
* ''Offensive Abilities'' casting unit
* ''Spell-Like Abilities'' (CL 6th; melee +13)
** 1/day—//[[fabricate scrap]]//, //[[jolting surge]]//, //[[junksword]]// (2nd level)
** 2/day—//[[magic missile]]//, //[[wisp ally]]//
** At will—//[[disguise self]]// (DC 17), //[[holographic image]]// (3rd level, DC 19), //[[psychokinetic hand]]//, //[[token spell]]//
!!! STATISTICS
''Str'' +0; ''Dex'' +5; ''Con'' —; ''Int'' +2; ''Wis'' +0; ''Cha'' +2
''Skills'' [[Acrobatics]] +13, [[Disguise]] +18
''Languages'' Common, up to 2 other languages
''Other Abilities'' sound modulation
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or squad (3–9)
!!! SPECIAL ABILITIES
''Casting Unit ([[Ex]])'' A weaponized gamedroid gains its spells from a special amalgamation of spell chips known as a casting unit. Some of the spells a weaponized gamedroid can cast vary, usually based on a theme, but like non-weaponized gamedroids, they typically use //[[holographic image]]// to build a gaming environment, //[[disguise self]]// to change their appearance in that environment, //[[psychokinetic hand]]// to manipulate the player in minor ways, and //[[token spell]]// for some special effects. The gamedroid can concentrate on //holographic image// as a swift action on each of its turns, and it can cast spells while so doing. In addition, when a gamedroid casts //disguise self//, it can appear to be as little as 1 foot in diameter or as big as 8 feet tall.
''Sound Modulation ([[Ex]])'' A weaponized gamedroid can change its voice and other sounds it makes. This trait grants the gamedroid a +2 circumstance bonus to [[Disguise]] checks if a change in sound helps the disguise.
</div>
This prosthesis functions as a standard prosthetic arm but is lighter and hollowed in places to accommodate one weapon with the [[integrated]] weapon special property. A mk 1 weaponized prosthesis can accommodate one integrated weapon that takes up no more than one armor slot, whereas a mk 2 model can accommodate one integrated weapon that takes up no more than two armor slots.
<div class="table-wrapper">
|Augmentation | Level | Price | System | Slots |h
|weaponized prosthesis, mk 1 | 4 | 2,120 | arm and hand | 1 |
|weaponized prosthesis, mk 2 | 8 | 9,250 | arm and hand | 2 |
</div>
<<section 'Weaponized Devil-in-a-Box' >>
<<section 'Weaponized Gamedroid' >>
As the weapons trade thrives, companies have become more strict about items they ship or allow in baggage. Weapons and combat-oriented creatures are commonly banned. In response, arms dealers and tech-minded assassins build combat drones disguised as toys. Many of these constructs are concealed only for transport, but some integrate their innocuous appearance into their functions with the intent of fooling potential victims as much as shipping securely. Not to be overlooked is the humiliation of being attacked by a toy.
One popular design is the devil-in-a-box. A figure, scary or cute, is stuffed into a box or similar container, from which it springs when activated. The construct has serrated limbs or jaws capable of slicing through modern composites and a keen virtual intelligence programmed to identify and track targets and to maim or kill. Common "devils" range from literal fiends to skittermanders with saw-like jaws or model Swarm thresher lords. These murderous toys are common enough that modern security gives more scrutiny to them in customs and boarding processes, but telling a mere toy from a killer drone is difficult.
High-end gaming devices have been used for similar ends. Gamedroids normally function, singly or in groups, to create sophisticated holographic game environments using rechargeable banks of spell chips embedded in their onboard casting units. Installing new spell chips into a prepackaged casting unit is difficult. However, weaponized casting units can be scratch-built in a reasonable amount of time and installed into gamedroids. A shipment of gamedroids can then become a delivery of assassins, loaded with combat magic. Like other weaponized toys, these lethal constructs need only to be assigned a target. And, since off-the-shelf models can be weaponized, tracing the perpetrators can be problematic.
Laws to control weaponized toys are hard to create and enforce. Lobbyists balk at legislation that burdens manufacturers or slows shipping. Apostae's lobbyists in particular have been vocal that laws mustn't hold producers accountable for misuse of their goods, as the precedent would be untenable and the reach overlarge. Responsibility lies, industry advocates insist, with law enforcement and the criminals who perpetrate such abuse.
<$list filter="[list[$:/StoryList]is[current]]">
<div class="tc-table-of-contents">
<<toc-selective-expandable 'Weapons'>>
</div>
</$list>
<$list filter="[<currentTiddler>is[missing]]">
<<tabs "[contains:tab[Weapons]sortby{Weapons!!list}]" "Weapon Descriptions" "$:/state/tabIndex" "Index Template">>
</$list>
A character's class and feats determine what kinds of armor they can wear. Further details about wearing armor are below.
!! Armor Proficiency
If you are wearing armor with which you are not proficient, you take a –4 penalty to both EAC and KAC. A character who is proficient only with light armor can wear heavier armor effectively by selecting the Heavy Armor Proficiency feat.
!! Donning Armor
The time required to don or remove armor depends on its type. Light armor requires 4 rounds to don or remove, while heavy armor requires 16 rounds to don or remove.
Armor that is at least 8th level but less than 16th level takes half the normal time to don or remove. Armor of 16th level or higher takes one-quarter the normal time to don or remove, to a minimum of one full action.
Modern suits of armor are designed so that you can don or remove armor without assistance.
!!! Don Hastily
You can hastily don armor in half the normal time, to a minimum of one full action. The armor check penalty, maximum Dexterity bonus, and armor bonus for hastily donned armor are each 1 worse than normal.
<$list filter="[tag<currentTiddler>]" >
<$macrocall $name="section" tiddler=<<currentTiddler>> />
</$list>
You endure cataclysms yet only emerge stronger. You gain [[Environmental Adaptation]] as a bonus feat, but you
automatically gain all environmental and weather categories listed in that feat. In addition, when you attempt a saving throw against environmental conditions and weather conditions not listed in that feat (including magically altered conditions), and the result of your saving throw would cause you to suffer a partial effect, you instead suffer no effect.
Millennia ago, an enterprising guild of [[azer]] mystics discovered how to weave garments entirely out of planar essence from the Plane of Fire. This newfound fashion of flickering flames was dubbed //infernowear//. It wasn't long before the same azers figured out how to make similar clothes interwoven with planar fabrics from each of the Elemental Planes, creating garments of shifting sands, roiling snowfalls, or writhing lightning (dubbed //dustwear//, //blizzardwear//, and //boltwear//, respectively). These crafting techniques were thought to be lost during the Gap until an environmental scientist and amateur tailor found examples of these garments at the Brass Bazaar in the Burning Archipelago. She was able to reproduce these garments and began selling them under the general name of //weatherwear//, though the items have an unfortunate side effect, as detailed below.
Each type of //weatherwear// can be integrated into any style of nonmagical [[clothing]], granting the benefits of that clothing in addition to its own benefits, though //weatherwear// must be worn over armor and you can wear only one type of //weatherwear// at a time. While wearing a specific type of //weatherwear//, you gain [[resistance]] 5 to the energy damage type associated with the garment's elemental fabric (acid for //dustwear//, cold for //blizzardwear//, electricity for //boltwear//, and fire for //infernowear//). In addition, once per day, you can reroll a failed saving throw that would result in you taking energy damage of the corresponding type. However, if you roll a 1 on that second saving throw, you lose the provided energy resistance and instead gain //vulnerability// to that energy type for 1 minute.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//weatherwear// | 5 | 2,750 | 1 |
</div>
Developed using samples of haans' biological webbing, a web grenade explodes to cover the area in sticky strands of high-tensile fibers, making the affected area difficult terrain.
<div class="table-wrapper">
|Weapon | Level | Price | Range | Usage | Bulk |Special |h
|web grenade I | 3 | 490 | 20 ft. | drawn | L |[[explode]] ([[mire]] 1d4 rounds, 10 ft.) |
|web grenade II | 9 | 3,950 | 20 ft. | drawn | L |[[explode]] ([[mire]] 2d4 rounds, 10 ft.) |
|web grenade III | 13 | 14,700 | 20 ft. | drawn | L |[[explode]] ([[mire]] 1 minute, 15 ft.) |
|web grenade IV | 19 | 163,000 | 20 ft. | drawn | L |[[explode]] ([[mire]] 1 minute, 25 ft.) |
</div>
<div class="statblock">
* <<levels>>
* ''School'' necromancy
* ''Casting Time'' 1 standard action
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Targets'' up to one living creature/level, no two of which can be more than 30 ft. apart
* ''Duration'' 1 minute/level
* ''Saving Throw'' Fortitude partial, see text
* ''Spell Resistance'' yes
</div>
You burden the targets with all the aches, pains, and sorrows of a lifetime. The targets take 10d8 damage and become [[encumbered]] for the duration, or they become [[overburdened]] if already encumbered. Each target can attempt a Fortitude saving throw to halve the damage dealt by this spell and negate the encumbered condition.
This metal chest is 2 feet long and can normally hold up to 1 item of 2 bulk, 4 items of 1 bulk, or up to 20 items of light bulk. When you close and activate the footlocker, sophisticated gravity-reversal units built into the chest's frame reduce the bulk of any items in the chest to 0. Even superdense materials have their bulk negated, as long as they fit within the chest. You must deactivate the chest before opening it, which returns its contents to their normal weight.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|weightless footlocker | 18 | 340,000 | 2 | 100 | 1/hour |
</div>
Your influence over gravity and attraction is more adept than most. When you are using [[sidereal influence]] with graviton skills, you roll 1d8 and add the result as an insight bonus to your check, rather than rolling 1d6. In addition, you choose one additional skill from the graviton skill list that you can modify using your sidereal influence ability.
Though generally recognized as tools, welders are so commonly used as improvised weapons that some ysoki manufacturers have begun designing them to serve equally well in both roles. A welder is often little more than a battery casing and an exposed plasma conduit. Utility welders are simple and straightforward, and industrial welders are more powerful and built to be more comfortable for more regular use. Starship welders are versatile and relatively compact for their output, while offensive welders are intended for combat first and maintenance only as an afterthought.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|welder, utility | 1 | 300 | 1d4 E & F | — | L |[[powered]] (capacity 20, usage 1), [[professional]] (contractor) |
|welder, industrial | 5 | 3,100 | 2d4 E & F | — | L |[[powered]] (capacity 40, usage 2), [[professional]] (contractor) |
|welder, starship | 11 | 25,800 | 5d4 E & F | — | L |[[powered]] (capacity 40, usage 2), [[professional]] (contractor) |
|welder, offensive | 16 | 164,000 | 11d4 E & F | — | L |[[powered]] (capacity 40, usage 4), [[professional]] (contractor) |
</div>
You keep yourself as up to date as possible about the events and major figures of any region you are in. Once you have been in a settlement or region for at least 24 hours, when you attempt a [[Diplomacy]] check to [[gather information]], you can forgo your expertise die to attempt the check as a swift action (rather than the normal 1d4 hours).
A //wetware bug// is a small, digital chip programmed before use to look for specific information you wish to learn from a target. You can plant the bug covertly on an unwitting target with a successful [[Sleight of Hand]] check as though you were picking the creature’s pocket. Alternatively, you can plant the bug with a successful melee attack against the target’s EAC, and although the target easily notices you, it must succeed at a DC 21 [[Perception]] check to notice you placing the bug.
Once planted, the wetware bug sprouts tiny legs, attaches to the target creature, and begins observing the target’s thoughts. The creature attempts a Will save with a DC based on the device’s model. If the creature succeeds, it negates the bug’s effects and is aware of some attempt to read its mind. If it fails, the bug compiles psychic impressions and sends those to a designated receiver (like a comm unit) with an effective range of 1 mile. These impressions aren’t full thoughts, but are instead a sequence of emotions and fragmented words that grant you a +4 circumstance bonus to checks made to track or gather information about the target while the bug is active. After 2d4 hours, the bug’s magical batteries burn out, and it detaches, appearing to be a generic, damaged data chip.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Will Save DC |h
|//wetware bug//, mk 1 | 3 | 255 | – | 16 |
|//wetware bug//, mk 2 | 6 | 630 | – | 18 |
|//wetware bug//, mk 3 | 9 | 2,000 | – | 21 |
</div>
<div class="statblock">
* ''CR'' 4; ''XP'' 1,200
* CE Medium aberration (reptoid)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +10
* ''Aura'' electromagnetic field (30 ft., DC 13)
!!! DEFENSE
* ''HP'' 50
* ''EAC'' 16; ''KAC'' 18
* ''Fort'' +6; ''Ref'' +6; ''Will'' +5
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' claw +12 (1d6+9 S; critical [[bleed]] 1d4)
* ''Offensive Abilities'' penetrating strikes
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +1; ''Int'' –2; ''Wis'' +1; ''Cha'' –3
* ''Skills'' [[Athletics]] +15, [[Stealth]] +10, [[Survival]] +10
* ''Languages'' Reptoid (can't speak any language)
!!! SPECIAL ABILITIES
''Electromagnetic Field ([[Ex]])'' A wetzelt generates an electromagnetic field that disrupts technological devices and constructs, and interferes with electronic signals, such as those employed by comm units. Such signals do not function within this area. When a creature activates an item with charges within the area of effect, that object must succeed at a DC 13 Reflex save or is drained of the charge and the action is lost. A technological construct that begins its turn in this area must succeed at a DC 13 Reflex save or be [[staggered]] and unable to use energy-based attacks for 1d3 rounds. A creature or object that succeeds at its saving throw is immune to any wetzelt's electromagnetic field for 24 hours. Equipment held, manufactured, or used by reptoids is unaffected by a wetzelt electromagnetic field.
''Penetrating Strikes ([[Ex]])'' A wetzelt's claw attacks have the [[penetrating]] weapon special property, ignoring hardness up to the wetzelt's CR (usually 4).
</div>
Reptoids use their mastery of genetic engineering to create obedient, highly aggressive pets they call wetzelts. The wetzelt is a hunter and tracker, able to swiftly follow prey. The creature also generates an electromagnetic field that jams comm units and causes other powered items to fail on discharge.Wetzelts are strange in appearance. They possess four appendages like a humanoid, but they crawl on all fours, and their limbs project out from the side. As a result, the wetzelt looks like it is walking on four arms, elbows sticking out. The wetzelt has scaly skin, glowing eyes, and a bulbous head with a beak-like mouth and no visible ears or nose.
The horrifying truth about the wetzelt is that they are not merely organisms grown in a lab. Each was once a reptoid, before being subjected to extensive biological manipulation. Although non-reptoid scholars theorize that this form is a punishment reserved for reptoids who have betrayed their kind—perhaps by revealing reptoid secrets or simply abandoning their assignment to live within their new society, as many reptoids have been known to do—no one in the Pact Worlds knows for sure why some reptoids are transformed. If reversing the transformation is possible, no one has yet discovered a reliable method.
Wetzelts left on their own hunt whatever prey they can find. Their claws are engineered to shred through hard material, so they freely ambush both solitary victims and vehicles with potential prey inside.
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Huge animal
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 70
* ''EAC'' 18; ''KAC'' 20
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' talon +14 (1d6+10 S plus [[grab]])
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Offensive Abilities'' rake and drop, spiny display
!!! STATISTICS
* ''Str'' +5; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +1; ''Cha'' –1
* ''Skills'' [[Athletics]] +16, [[Intimidate]] +11, [[Survival]] +11
!!! ECOLOGY
* ''Environment'' warm forest
* ''Organization'' pair or herd (3–14)
!!! SPECIAL ABILITIES
''Rake and Drop ([[Ex]])'' When a weydanasaurus successfully renews its [[grapple|Grapple (combat maneuver)]] on an enemy, it can also deal 2d6+10 slashing damage to that creature with a free pair of limbs. The weydanasaurus must then immediately release that creature to regain its balance.
''Spiny Display ([[Ex]])'' As a standard action, a weydanasaurus can extend its spines and undulate them in a threatening manner. All enemy creatures within 30 feet that can see the weydanasaurus must succeed at a DC 13 Will save or be [[shaken]] until the end of the weydanasaurus’s next turn. A creature that successfully saves against the effect is immune to the spiny display of any weydanasaurus for 24 hours. This is a sense-dependent, mind-affecting fear effect.
</div>
Enormous dinosaurs once roamed Weydana–4, just as they did on many other planets. However, in the magically isolated Lost Valley, dinosaurs have continued to survive and even thrive. A peculiar species, now known as the weydanasaurus, is unique to this planet. It has a spiny ridge along its back, a plated ridge on its head, and six total limbs, the front four of which can lift off the ground when needed. The dinosaur can eerily extend and undulate the spines along its ridge to frighten possible predators away from its territory.
Weydanasauruses are herbivores that enjoy swimming in shallow pools, and they usually remain in one area for years. If the herd grows beyond 20 or so members, a pair or more weydanasauruses typically set off to start a new herd. They aren’t particularly territorial and don’t typically fight over resources unless food or water is scarce. Given how long they occupy a specific location, weydanasauruses tend to modify their surroundings, pushing rocks into the water to make small pools and piling up soft grasses and leaves for nests, giving weydanasaurus “camps” a distinctive look.
This particular dinosaur is docile most of the time but becomes exceedingly aggressive during the several weeks when its eggs hatch. Each female weydanasaurus can lay only one or two eggs at most each year; the young are vulnerable for their first few weeks of life and can’t be moved from their nests. To protect the progeny, all adult weydanasauruses in the herd become violently territorial. They use their four front limbs to hold and tear into any creatures that come close to the defenseless young. When hatching season ends, the weydanasauruses return to their normal, laid-back state.
This modification lets you integrate a basic or advanced melee weapon into the vehicle, added or removed when you install or remove the modification. When you install a wheel scythe modification, choose two contiguous sides of the vehicle's space, such as its front and right sides; the weapon can only be used to attack targets along those two sides of the vehicle. This weapon is operable by the pilot or any passenger, though only one creature can operate the weapon each round. For the purpose of calculating the weapon's attack, damage, and saving throw modifiers, use the operator's Strength bonus or +3, whichever is higher; weapons with the [[operative]] weapon special ability can instead use the operator's Dexterity modifier, as normal. If the wheel scythes weapon scores a critical hit to a vehicle, that vehicle sustains serious damage that limits its mobility, causing the vehicle to take penalties as though it were [[broken]]. A vehicle can have multiple wheel scythe modifications.
<div class= "table-wrapper">
|Modification | Level | Price |h
|weapon mount | 3 | 1,350 |
</div>
The creature can transform into a whirlwind. Unless otherwise specified, the creature can remain in whirlwind form for a number of rounds equal to half its CR. If the creature has a fly speed, it retains that in its whirlwind form. If it does not have a fly speed, it gains an extraordinary fly speed (with average maneuverability) equal to its base speed. A creature in whirlwind form can move freely into and through other creatures' spaces, and it does not provoke attacks of opportunity as a result of its movement.
The base of a creature in whirlwind form occupies a 5-foot square, and the whirlwind is twice as wide at its top as its base and has a height equal to four times the width of its base; this doesn't change the size category of the creature. If a creature is Large or larger, it can vary the size of its whirlwind form up to a maximum of a base equal to its normal space as a swift or move action. A creature in whirlwind form does not threaten any spaces around it, and it cannot make its normal attacks.
If a creature in whirlwind form enters the space of another creature, that creature must succeed at a Fortitude save with the listed DC or take the whirlwind's listed damage. If the whirlwind covers all of the creature's space, the creature must also succeed at a Reflex save or be picked up by the whirlwind and carried along with it. A carried creature is [[flat-footed]], [[grappled]], and [[off-target]], and it automatically takes the whirlwind's damage at the beginning of its turn. If the carried creature can fly, it can attempt a Reflex save as a move action, escaping on a successful save. If a carried creature does not escape, it can attempt a Fortitude save; if it succeeds, it can take any remaining actions it has on its turn (other than movement). On a failed save, the carried creature is unable to act until its next turn or until the whirlwind releases it.
A creature in whirlwind form can carry up to two creatures of its size, with the total number it can carry doubling for every size category the affected creatures are smaller than the whirlwind. The creature in whirlwind form can eject a carried creature at any time during its turn, dropping the carried creature in a space of its choice adjacent to its position at the time of ejection. At the GM's discretion, if the whirlwind is in contact with dirt, gases, water, or other material that can be easily drawn into it, the whirlwind blocks all vision within it (including [[darkvision]]) and blocks line of sight through it.
//Format:// ''Offensive Abilities'' whirlwind (4d6+8 B, DC 15, 1/day).
//Guidelines:// This ability is generally usable once per day, plus one additional time per day for every 5 CR the creature has. The amount of damage the whirlwind deals should be the same as the creature's standard melee damage. Whirlwinds normally deal bludgeoning damage.
This fledgling Brethedan company seeks to make weapons less unwieldy for flying customers by incorporating a context-sensitive air bladder unit into larger weaponry. The corporation only manufactures weapons of 2 bulk or more. Its signature modifications, which give a weapon the [[living]] special property, reduce the weapon's bulk by 1 and reduce the minimum Strength score required to wield the weapon by 2. These benefits apply only while in an atmosphere and increase the price of the weapon by 40%. Whirlwindustries hasn't yet perfected its design to function across all environments; these weapons rupture and become broken when exposed to vacuum.
This tight choker with a tiny earbud operates as a [[comm unit]]'s wireless communication device with planetary range, but you can control audio connections with slight neck movements and communicate via subvocalization. Anyone observing you using a whisper comm must succeed at a DC 20 [[Perception]] or [[Sense Motive]] check to realize you are using it to communicate.
<div class= "table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|whisper comm | 5 | 3,000 | — | 20 | 1/hour |
</div>
''System:'' Brain
A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft's mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, language-dependent effects, and effects that cause confusion or sleep.
Similar to the terrain they prefer, white dragons appear cold and emotionless until angered.
* ''Required Creature Type and Subtype:'' dragon (cold)
* ''Suggested Alignment:'' chaotic evil
* ''Traits:''
** [[blindsense]] 60 feet, [[darkvision]] 120 feet, and [[sense through]] (vision [snow only])
** [[immunity]] to cold, [[paralysis]], and sleep
** [[vulnerability]] to fire
** [[DR]] 5/magic (CR 9+; increase to DR 10/magic at CR 12, DR 15/magic at CR 14, DR 20/magic at CR 16)
** [[SR]] 11 + CR (CR 12+)
** burrow speed of 30 feet and swim speed of 60 feet
** [[breath weapon]] (cone 15 feet + 10 feet per 2 CR, 1d6 C + 1d6 per CR)
** [[frightful presence]] (CR 10+, 60 feet + 10 feet per CR)
** icewalking (see below)
** spell-like abilities (CR 10+)
* //Icewalking ([[Ex]]):// A white dragon can move across icy surfaces without penalty and doesn't need to attempt [[Acrobatics]] checks to run or charge on ice. In addition, a white dragon can climb icy surfaces as if under the effect of //[[spider climb]]//.
These bare-knuckle leather gloves are designed for those looking to pull off wild vehicle maneuvers. While you are wearing these gloves, when you take the double maneuver full action, you can commit to taking both actions and specify both actions before you roll the check for the first. If you do, you reduce the penalty to either check by 2 (minimum 0).
<div class= "table-wrapper">
|Item | Level | Price | Capacity |h
|//white Knuckle gloves// | 8 | 8,400 | L |
</div>
This small box produces random signals across multiple auditory and subauditory spectra. An activated white-noise generator increases the DC of sound-based [[Perception]] checks by 4 within 100 feet of the device. This increase is reduced by 1 for each additional 100 feet. The increase is doubled for checks that rely on technological listening, such as with a drone or microphone.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|white-noise generator | 3 | 1,350 | 1 | 20 | 1/10 minutes |
</div>
<div class="statblock">
* ''Type'' drug (injury)
* ''Save'' Fortitude DC 13
* ''Addiction'' Will DC 13 (mental)
* ''Track''[[ Charisma|Charisma Poison Track]]
* ''Effect'' –2 penalty to initiative checks and regain an additional 1d4 Hit Points when recovering Hit Points naturally for 10 hours. During this time, gain //[[detect magic]]// as a spell-like ability (CL 2nd), usable three times.
</div>
The most common mogrant on the market, white petal causes a mild, dreamy high that lends itself to restful sleep.
<div class= "table-wrapper">
|Substance | Level | Price |h
|white petal| 2 | 150 |
</div>
A wide line weapon functions as a weapon with the [[line]] weapon special property, except the line is 10 feet wide. When determining the squares that are in the path of a line, note which squares that line would normally pass through, and extend the area to one side of the line (your choice) so that the line is 2 squares wide. For an obstacle to block the path of a line, it must block the line's full width; otherwise, the line continues (at full width) beyond the obstacle.
These cybernetic spheres replace your eyes entirely. You gain [[low-light vision]], as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based [[Perception]] checks and allow you to notice some things people who can see only the red-violet light spectrum can't, including the lasers from [[darkvision capacitors]]. This doesn't
grant you [[darkvision]], but in darkness you can see significant sources of heat due to your infrared vision.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|wide-spectrum ocular implant | 5 | 2,825 | eyes |
</div>
When you cast a spell with a burst, emanation, or spread, you can spend 2 Resolve Points to double its radius. For instance, a spell with a 30-foot burst would have a 60-foot burst instead. Spells that don't have an area of one of these three types are not affected by this magic hack.
You believe that the trappings of civilization have made others soft, so you eschew them to live in the wilds, such as the jungles of Castrovel. You don't necessarily avoid technology, as it can help you survive in some of the harsher, more extreme environments, but you tend to adorn your equipment with furs and leaves. This might make you seem like a backwards primitive to some people, but you know that nature—in all its forms—will be around long after all societies have collapsed and turned to dust.
!! Theme Knowledge (1st)
In the course of your explorations of various biomes, you have studied all manner of flora and fauna. Reduce the DC to [[identify creatures]] of the [[animal]], [[plant]], and [[vermin]] types using [[Life Science]] by 5. [[Survival]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
!! Protector of the Wild (6th)
You harm creatures of the wilderness only when necessary for survival, preferring to simply knock them unconscious whenever possible. When you use a weapon that deals lethal damage to deal nonlethal damage to a creature of the [[animal]], [[plant]], or [[vermin]] type that you have identified with a successful [[Life Science]] check, you don't take the standard –4 penalty to your attack rolls. In addition, if you are dealing nonlethal damage in this way and score a critical hit, you can choose not to impose any of your weapon's critical hit effects. Finally, you can use Life Science to provide [[first aid]] (as per the [[Medicine]] task) to creatures of the animal, plant, and vermin types.
!! Master Forager (12th)
Thanks to your survival skills, you can find materials to sustain and bolster your allies while guiding and feeding them by foraging in a wild environment. When you succeed at a [[Survival]] check to [[live off the land]], you and the creatures you provide food and water for as a result of the skill check regain an additional number of Hit Points equal to your Wisdom modifier when you next recover Hit Points with a full night's rest (which must be no more than 24 hours after you succeed at your check).
!! Commune with Nature (18th)
Being out in the natural world revitalizes your spirits, reminding you why you enjoy the lifestyle you lead. Up to twice per day in a natural setting (such as a jungle or even an arctic tundra), you can spend 10 minutes meditating or simply considering the world around you (this doesn't count as resting to regain Stamina Points) to regain 1 Resolve Point.
The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt [[Diplomacy]] checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as "danger," "food," or "that way."
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|wildwise | 2 | 500 | throat |
</div>
Wind can create a stinging spray of dust, sand, or water, fan a large fire, rock an atmospheric transport midflight, and blow gases or vapors away. If powerful enough, it can even interfere with some ranged attacks and knock characters down. Below are the most common wind forces seen on habitable worlds.
!! Light Wind
A gentle breeze, having little or no game effect.
!! Moderate Wind
A steady wind often extinguishing small, unprotected flames.
!! Strong Wind
Gusts that automatically put out any unprotected flames. Such gusts impose a –2 penalty to nonenergy ranged weapon attack rolls.
!! Severe Wind
Nonenergy ranged weapon attack rolls take a –4 penalty.
!! Windstorm
Powerful enough to bring down branches, if not whole trees. Nonenergy ranged weapon attack rolls take a –4 penalty, while attacks with archaic ranged weapons are impossible. Perception checks that rely on sound take a –8 penalty due to the howling of the wind. Small characters might be knocked down.
!! Hurricane-Force Wind
Nonenergy ranged weapon attack rolls take a –8 penalty, and archaic ranged weapon attacks are impossible. Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Most characters are knocked down due to the force of these winds.
!! Tornado
All flames are extinguished. All nonenergy ranged weapon attacks are impossible, as are sound-based Perception checks. A creature in close proximity to a tornado that fails a DC 15 Strength check is sucked toward the tornado. All creatures that come into contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 bludgeoning damage per round, before being violently expelled in a random direction ([[falling damage|Falling]] might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.
<<section 'Table: Wind Effects' >>
You can manipulate the air currents surrounding you to defend against attacks.
''Prerequisites:'' Str 11, base attack bonus +5.
''Benefit:'' As a move action while you're flying, you can spend 1 Resolve Point to whip up the wind around you, giving yourself [[cover]] against ranged attacks until the beginning of your next turn.
Sivv engineers inspired by a species enslaved by the sivv designed this augmentation, which consists of enchanted brass wings integrated into the subject's spine. While the wings have an impressive wingspan when in use, they fold up neatly and can be hidden under loose clothing. When in use, //wing extensions// grant you a fly speed of 60 feet with average maneuverability. They do not function in a thin atmosphere or vacuum, and can be used for up to 1 hour per day, in 10-minute increments. Mk 2 //wing extensions// function in thin atmospheres and vacuum, and include enchantments that allow you to ignore the hazardous environmental effects of outer space and vacuum.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|//wing extensions// mk 1 | 10 | 18,500 | spinal column |
|//wing extensions// mk 2 | 16 | 175,000 | spinal column |
</div>
<div class="statblock">
* ''Level'' 1; ''Price'' 900
* Tiny air vehicle (1 ft. wide, 3 ft. long)
* ''Speed'' 40 ft., full 100 ft., 22 mph (fly)
* ''EAC'' 11; ''KAC'' 12; ''Cover'' none
* ''HP'' 12 (6); ''Hardness'' 4
* ''Attack (Collision)'' 1d4 B (DC 16)
* ''Modifiers'' +2 [[Athletics]], –3 attack (–6 at full speed)
</div>
Simple, single-person vessels, wingboards can only gain altitude by catching updrafts and thermals or by hitching a ride on other vehicles. Riders use the [[Athletics]] skill to control a wingboard instead of the [[Piloting]] skill.
A wingsuit consists of a tight-fitting overall with smart-fabric membranes stretched between the arms and legs. When wearing a wingsuit, you can retract or deploy the membranes as a swift action. When the membranes are deployed, your falling speed is slowed, reducing the maximum damage you could take from a fall to 10d6 (rather than 20d6), and you act as if you deliberately jumped instead of fell. The wingsuit grants you a +5 circumstance bonus to [[Acrobatics]] checks to reduce falling damage, as long as you are falling from a height of at least 30 feet. If you succeed at this check, you also don't land [[prone]]. If the result of this check exceeds 20, you reduce the damage by an additional 1d6, and if the result exceeds 30, you further reduce the damage by 2d6 (4d6 total).
While falling with the membranes deployed, you can also make small adjustments to move yourself laterally, moving up to 10 feet for every round spent falling.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|wingsuit | 2 | 800 | L |
</div>
<div class="statblock">
* ''Level'' 13; ''Price'' 52,100
* ''EAC Bonus'' +16; ''KAC Bonus'' +22
* ''Max Dex Bonus'' +4; ''Armor Check Penalty'' –4; ''Speed'' 30 ft.
* ''Strength'' 26 (+8); ''Damage'' 2d6 P
* ''Weapon Slots'' 2; ''Upgrade Slots'' 3
* ''Capacity'' 20; ''Usage'' 1/hour
* ''Size'' Large (10-ft. reach); ''Bulk'' 34
</div>
The thick legs of this heavily insulated armor end in short retractable spikes, allowing you to easily anchor yourself to most surfaces. You gain a +2 bonus to your AC when resisting bull rush, reposition, and trip combat maneuvers as long as you are standing on the ground. You and the armor are immune to cold damage and cold environments, even when your environmental protections are not active. Your movement is not slowed by icy surfaces, and the DCs of [[Acrobatics]] checks you attempt on such surfaces do not increase.
The system deletes specified data when an unauthorized breach is detected. This usually causes a number of data modules to be deleted from the system. Unless the owner is incredibly paranoid, this countermeasure is usually set to trigger only after two or more failed attempts to enter the system (so as to prevent accidental deletion due to a failed password attempt). Wipes don't definitively remove data, however, unless the physical module containing the data is destroyed. Information deleted through a wipe can be recovered with 8 hours of work and a successful [[Computers]] check (DC = 10 + the DC to hack the computer). A wipe countermeasure costs 10 credits.
On any round you don't use [[combat tracking]], your exocortex can access another computer system within 20 feet, allowing it to attempt a [[Computers]] check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex's effective standard action toward the total time required. If you don't have the [[remote hack]] class feature, you must be adjacent to the computer to attempt your checks.
//Healthy—Weakened—Impaired—Confused—Comatose—Dead//
//Weakened:// The victim takes a –2 penalty to Will saves and Wisdom-based ability checks and skill checks, and the DCs of his spells and special abilities decrease by 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can't cast his highest level of spells from that class.
//Impaired:// The victim takes an additional –2 penalty to the affected checks, and the affected DCs decrease by an additional 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can't cast his 2 highest levels of spells from that class.
//Confused:// The victim gains the [[confused]] condition.
//Comatose:// The victim can't experience reality and can't be woken.
//Dead:// The victim's brain stops working, and he dies.
<div class="statblock">
* <<levels>>
* ''Casting Time'' 1 standard action
* ''Range'' see text
* ''Area, Effect, or Targets'' see text
* ''Duration'' see text
* ''Saving Throw'' see text
* ''Spell Resistance'' see text
</div>
By simply speaking aloud, you can alter reality to better suit you. Even //wish//, however, has its limits. A //wish// spell can produce any one of the following effects.
* Duplicate any technomancer spell of 6th level or lower.
* Duplicate any other spell of 5th level or lower.
* Undo the harmful effects of certain spells, such as //[[feeblemind]]//.
* Produce any effect whose power level is in line with the above effects.
At the GM's discretion, you may try to use a //wish// to produce greater effects than these, but doing so may be dangerous or the spell may have only a partial effect.
A duplicated spell allows saving throws and [[spell resistance]] as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, //wish// counts as a 9th-level spell.
<div class="statblock">
* <<levels>>
* ''School'' conjuration (creation)
* ''Casting Time'' 1 standard action
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Effect'' one distracting, glowing servant
* ''Duration'' 1 round/level
* ''Saving Throw'' none
* ''Spell Resistance'' no
</div>
You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can't be damaged in combat, though it can be dispelled as normal. In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).
Most people believe that reality is limited to their physical surroundings. You know the truth: that everything around you is merely a thin veil draped across the infinite tapestry of existence. Your reality is a palimpsest, with all possible worlds and all alternate existences at your disposal. Through your magic and force of personality, you can peer into these time lines and pull from them as you see fit, using their dimensional echoes to twist and reshape your own world.
* ''Hit Points:'' 5
* ''Stamina Points:'' 5 + Constitution modifier
* ''Key Ability Score:'' Your Charisma score determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Charisma is your key ability score. A high Dexterity score can help you fire weapons more accurately and dodge incoming attacks.
* ''Class Skills:'' [[Acrobatics]] (Dex), [[Bluff]] (Cha), [[Culture]] (Int), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Mysticism]] (Wis), [[Physical Science]] (Int), [[Profession]] (Cha, Int, or Wis)
* ''Skill Ranks per Level:'' 4 + Intelligence modifier
* ''Proficiencies:'' Light armor; basic melee weapons, small arms, and grenades.
{{Table: Witchwarper}}
!! Alternate Class Features
<<list-links "[tag<currentTiddler>tag[Alternate]sort[level]]" class:index>>
!! Archetype Changes
* ''2nd Level:'' You don't gain the [[paradigm shift]] class feature at 2nd level. Instead, you gain that feature at 5th level.
* ''4th Level:'' You don't gain a [[paradigm shift]] at 5th level.
* ''6th Level:'' You don't gain the [[alternate outcome]] class feature at 6th level. Instead, you gain it at 12th level.
* ''9th Level:'' Your [[compound sight]] class feature doesn't apply to a second skill.
* ''12th Level:'' If you have the [[alternate outcome]] class feature, you don't gain an additional daily use. If you would gain the alternate outcome class feature at this level due to an archetype replacement, you gain it at 18th level instead.
* ''18th Level:'' If you have the [[alternate outcome]] class feature, you don't gain an additional daily use. If you would gain the alternate outcome class feature at this level due to an archetype replacement, you don't gain it at all.
Witchwarpers are powerful spellcasters who draw their magic from alternate realities and can pull bubbles of those existences into their current realities.
* ''Special Rules:'' Spells must come from the [[witchwarper spell list]]. Because an NPC spellcaster doesn't receive the same number of spell slots as a PC spellcaster at higher CRs, a witchwarper NPC only expends spell slots to power their [[infinite worlds]] ability for spell levels at which they receive specific numbers of spell slots per day. For spell levels they can cast at will or don't have listed, the NPC effectively has three spell slots of each level that can only be used to power their infinite worlds ability. For example, a CR 10 witchwarper NPC effectively has three 2nd-level spell slots and three 1st-level spell slots for their infinite worlds ability.
* ''Required Array:'' Spellcaster.
* ''Adjustments:'' +2 to Reflex saving throws, –2 to Will saving throws.
* ''Skills:'' Master [[Mysticism]].
* ''Ability Score Modifiers:'' Charisma, Dexterity, and Intelligence.
* ''Gear:'' Light armor (item level = CR), small arm (item level = CR), basic melee weapon (item level = CR – 1), and two grenades (item level = CR – 1).
!! Abilities by CR
* ''ALL CRs:'' [[Infinite worlds]] (3/day).
* ''CR 1:'' One special ability.
* ''CR 2:'' One 2nd-level [[paradigm shift]].
* ''CR 5:'' One 2nd-level [[paradigm shift]] and one 5th-level [[paradigm shift]].
* ''CR 6:'' [[Alternate outcome]] 1/day, one 2nd-level [[paradigm shift]], and one 5th-level [[paradigm shift]].
* ''CR 8:'' [[Alternate outcome]] 1/day, one 5th-level [[paradigm shift]], and one 8th-level [[paradigm shift]].
* ''CR 11:'' [[Alternate outcome]] 1/day, one 8th-level [[paradigm shift]], and one 11th-level [[paradigm shift]].
* ''CR 12:'' [[Alternate outcome]] 2/day, one 8th-level [[paradigm shift]], and one 11th-level [[paradigm shift]].
* ''CR 14:'' [[Alternate outcome]] 2/day, one 11th-level [[paradigm shift]], and one 14th-level [[paradigm shift]].
* ''CR 17:'' [[Alternate outcome]] 2/day and two 14th-level [[paradigm shifts]].
* ''CR 18:'' [[Alternate outcome]] 3/day and two 14th-level [[paradigm shifts]].
* ''CR 20:'' [[Alternate outcome]] 3/day, [[reality stutter]], and two 14th-level [[paradigm shifts]].
APPENDIX 3: TE
!!! Level: <<selector '0 1 2 3 4 5 6'>>
<<list-links '[tag[Spells]has:field[witchwarper-level]search:witchwarper-level{Witchwarper Spell List!!selection}]' class:index >>
You cast spells drawn from the [[witchwarper spell list]]. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against your spell is 10 + the spell's level + your Charisma modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on [[Table: Spells Per Day]]. In addition, you receive bonus spells per day if you have a Charisma modifier of +1 or higher, as shown on [[Table: Spells Per Day]]—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells—these spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new witchwarper level, you learn one or more new spells, as indicated on [[Table: Spells Known]]. Unlike your spells per day, the number of spells you know isn't affected by your Charisma modifier.
Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level.
You can cast any witchwarper spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell's level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level spell slot instead, if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a [[spell gem]]. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
<<collapse 'Table: Spells Per Day' >>
<<collapse 'Table: Spells Known' >>
<<collapse 'Witchwarper Spell List'>>
Witchwyrds are avid wanderers and inveterate merchants, plying the trade routes between both planets and the planes.
Witchwyrds have four arms and hairless gray-blue skin. Their eyes glow visibly, increasing in brightness as they absorb force energy. Witchwyrds stand an average of 7 feet tall and weigh approximately 300 pounds. They favor loose, flowing robes and distinctive conical hats, and they frequently cover their faces with masks or ornate helmets. Witchwyrds new to a market or eager to avoid identification during an important business deal sometimes fold one pair of their flexible arms behind their backs and cover their faces.
Although witchwyrds seem to gain some manner of sustenance from the magical force energy they absorb, they still breathe, drink, eat, and sleep like normal creatures, and they have a fondness for extremely spicy foods. The average lifespan of witchwyrds is unknown, though they are believed to live for many centuries, if not millennia.
Witchwyrds are acknowledged as the progenitors of the kasathas and the shobhads of Akiton. Why the witchwyrds seeded Kasath and Akiton with intelligent life modeled after themselves remains a mystery, as does the number of other as-yet undiscovered planets similarly affected. It is an undisputed fact, however, that witchwyrds were the impetus behind the construction of the kasathas' worldship Idari and their exodus from their home planet to the Pact Worlds.
Witchwyrds can be found on nearly any world or plane with civilized trade, preferring dry, warm regions, but virtually nothing is known of their mysterious home world beyond its name: Cyrune. The details of witchwyrd government and society are likewise unknown, other than a widespread belief that a mercantile oligarchy of witchwyrd elders directs their race's interplanetary and interplanar trade.
Most witchwyrds operate as solitary traders, primarily focusing on one area of trade (such as weapons or magic items), though most deal in other goods as well. Virtually all witchwyrds love haggling, to the point that the process of bargaining sometimes seems more important to a witchwyrd than the eventual deal that is struck.
Witchwyrds often travel with a crew of loyal humanoid mercenaries hired from worlds they've visited in the past. These hirelings never speak of their remuneration, purportedly forbidden from doing so by punitive clauses in their contracts. Witchwyrds can be encountered throughout the Pact Worlds, though they're most commonly found on Absalom Station, Akiton, and the Idari. On the Pact Worlds, most witchwyrds do business as members of the Tetrad, an interplanetary and interplanar trade association.
!! Racial Traits
* ''Ability Adjustments:'' +2 Cha, +2 Int, –2 Con
* ''Hit Points:'' 4
* ''Size and Type:'' Witchwyrds are Medium monstrous humanoids.
* ''Absorb Force:'' As a reaction, a witchwyrd can use any number of its free hands to catch //[[magic missiles]]// (from the spell of the same name) fired at it. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be [[flat-footed]].
* ''Darkvision:'' Witchwyrds have [[darkvision]] with a range of 60 feet.
* ''Force Bolt:'' Witchwyrds can cast //[[magic missile]]// as a spell-like ability once per day. For every two magic missiles caught using its absorb force ability, a witchwyrd can use its force bolt ability an additional time each day.
* ''Four-Armed:'' Witchwyrds have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
* ''Haggler:'' Witchwyrds are known as skilled traders and negotiators throughout the galaxy and the planes. They receive a +2 racial bonus to [[Bluff]] and [[Diplomacy]] checks.
!! Absorb Force Graft
{{Absorb Force}}
Withdrawing from melee combat is a full action. When you withdraw, you can move up to double your speed. The square you start out in is not considered [[threatened]] by any opponent you can see, and therefore visible enemies don't get to make attacks of opportunity against you when you move from that square. Unseen enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're [[blinded]] and have no other precise senses (such as [[blindsight]]). If, during the process of withdrawing, you move out of a threatened square other than the one you in which started, enemies can make attacks of opportunity as normal.
''System:'' lungs
These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. As a move action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Stamina Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. Once you inhale a hazard in this way, you cannot do so again until you have rested for 10 minutes to regain Stamina Points.
When you attempt a skill check opposed by a foe's [[Perception]] check, you gain a +2 enhancement bonus to your skill check's result. In addition, the DC to follow your tracks with the [[Survival]] skill increases by 4.
Inhabitants of the ocean planet Heicoron IV, woiokos are humanoids who have smooth, eellike skin. They evolved from underwater-dwelling ancestors, but more recently they split into two subspecies when rising sea levels destroyed their terrestrial civilization. The air-breathing Floatborn remained above the waves and now reside in vast floating arcologies divided into dozens of autonomous nations. The Deepborn genetically modified themselves to breathe water as well as air and returned to their primeval homes deep in the ocean, where short-lived domains constantly vie for dominance. The two subspecies have little contact with one another, each remaining in its preferred environment.
!! Racial Traits
* ''Ability Adjustments:'' See Subspecies.
* ''Hit Points:'' 4
* ''Size and Type:'' Woiokos are Medium humanoids with the woioko subtype. Deepborn woiokos also gain the aquatic subtype.
* ''Amphibious:'' Deepborn woiokos can breathe underwater (thanks to the aquatic subtype), but they can also breathe air and survive on land.
* ''Hold Breath:'' A Floatborn woioko can hold her breath for 10 minutes before she risks drowning.
* ''Low-Light Vision:'' All woiokos can see in dim light as if it were normal light.
* ''Multinational:'' To navigate the ever-shifting waters of alliances and enmities between the scattered Floatborn nations and arcologies, Floatborn woiokos must be skilled at dealing with those from different backgrounds; they receive a +2 racial bonus to [[Culture]] and [[Diplomacy]] checks.
* ''Natural Swimmer:'' All woiokos are at home in the water and have a swim speed of 30 feet.
* ''Subspecies:'' Woiokos belong to one of two subspecies: Deepborn or Floatborn. All woiokos start with +2 Charisma and –2 Constitution at character creation. Additionally, Deepborn woiokos are athletic and powerful (+2 Strength), while Floatborn woiokos are lithe and more graceful (+2 Dexterity).
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Large animal
* ''Init'' +2; ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]; ''Perception'' +8
!!! DEFENSE
* ''HP'' 35
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +7; ''Ref'' +7; ''Will'' +2
* ''Weaknesses'' docile
!!! OFFENSE
* ''Speed'' 50 ft.; snow stride
* ''Melee'' gore +8 (1d6+7 P)
* ''Space'' 10 ft.; ''Reach'' 5 ft.
* ''Offensive Abilities'' spit (1/hour; ranged +6)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' +3; ''Int'' –4; ''Wis'' +0; ''Cha'' –3
* ''Skills'' [[Athletics]] +13, [[Survival]] +8
* ''Other Abilities'' cold inured
!!! ECOLOGY
* ''Environment'' cold hills, mountains, or plains (Triaxus)
* ''Organization'' solitary, pair, or herd (3–12)
!!! SPECIAL ABILITIES
''Cold Inured ([[Ex]])'' A wolliped treats severe cold as cold and extreme cold as severe cold.
''Docile ([[Ex]])'' A docile wolliped uses the low attack bonus from the combatant array for its gore attack. The wolliped loses this weakness if trained for combat, a function of the [[rear a wild animal]] task of the Survival skill. A wolliped trained this way uses the high attack bonus for its gore attack and adds the [[knockdown]] critical hit effect.
''Snow Stride ([[Ex]])'' A wolliped treats heavy snow as difficult terrain and snow as normal terrain.
''Spit ([[Ex]])'' Once per hour, a wolliped can regurgitate, spitting this vomit as a ranged attack (targeting EAC) at a target within 10 feet. On a hit, the target must succeed at a DC 12 Fortitude save or be [[sickened]] for 1d4 rounds.
</div>
<<section 'Alural War Wolliped' >>
Wollipeds are eight-legged mammals with a thick fleece and long tusks. Originally native to the Parapet Mountains on Triaxus, wollipeds were among the first animals the [[ryphorians]] domesticated. On Triaxus, ryphorians have raised wollipeds as livestock for thousands of years. With the advent of Drift travel, however, wollipeds have spread to other planets beyond the Pact Worlds.
In the wild, wollipeds are herd animals. When threatened, they gather in a tight cluster, adults on the outside with their tusks facing outward, and the young and infirm herd members protected in the center. Wollipeds also spit as a defense mechanism. They developed spiting to warn off competitors for choice food. However, if attacked or sufficiently upset, a wolliped vomits the half-digested contents of its stomach to scare off attackers. Wolliped defensive clusters rain this spit on would-be attackers, often driving off all but the hardiest of predators.
On Triaxus, herds of wild wollipeds migrate great distances during the planet's harsh winters in search of food. Most wollipeds are herbivores. Those dwelling in high altitudes or areas with sparse vegetation feed on lichens, mosses, and tubers. Wollipeds of the plains graze on grasses and leaves.
Like ryphorians, wollipeds have adapted to Triaxus's long seasons, regardless of what planet they inhabit. Wollipeds born in the winter (Triaxus's current season) have long, thick, shaggy coats. Those born in the summer have shorter, thinner coats. Winterborn wollipeds grow much longer tusks than their summerborn kindred, using them to dig into the ice and snow for burmoss, roots and rhizomes, tubers, and patches of sentient tulbos fungus. All wollipeds also clash their tusks in dominance competitions and mating displays.
Wollipeds are exceptionally surefooted, able to easily climb steep mountain trails and maneuver in deep snow. This ability to navigate challenging environments, as well as their docile nature, made wollipeds a natural choice for domestication. Of greatest value is the wollipeds' fleece, which can be spun and woven into warm, water-repellent textiles. Wollipeds are also raised for their meat, and some ryphorians drink a potent alcohol made from fermented wolliped milk for traditional celebrations and rituals. Wollipeds also make fine mounts and beasts of burden.
Herds of domesticated wollipeds can be found all over Triaxus, from the Allied Territories to Ning. Most are raised for their fleece, but more than half of Triaxus's domesticated wolliped production goes to feeding the population of the Drakelands. The same traits that led to the domestication of wollipeds on Triaxus have made them valuable as hardy livestock on cold or mountainous colony worlds. In a pinch, colonists can use them for physical labor, just as the ryphorians did in pre-Gap times.
A typical wolliped is about 12 feet long from nose to base of tail, stands 5 feet tall at the front shoulder, and weighs around 3,000 pounds. Wollipeds mate annually and give birth after 11 months. Most wollipeds live for about 15 years.
!! Regional Variants
The wolliped statistics represent the most common breed native to Triaxus, but other breeds exist across the world. These beasts are available off-world as well.
''Alural:'' Ryphorian tribes of the Alural Plains in the Drakelands have long bred the strongest and most aggressive wollipeds. They start with the only known carnivorous strain of wollipeds, which aren't docile like their herbivorous kin. Alural trainers then prepare the wollipeds for riders and war. For those who prefer the ancient tradition of riding a wolliped into battle, this variety is widely regarded as the best. The alural war wolliped statistics represent a combat-trained, armored wolliped. A wild alural is like a normal wolliped, but it lacks the docile weakness.
''Ningese:'' The island continent Ning on Triaxus is home to a small breed of wolliped, known for its hardiness, speed, and agility. Ningese wolliped fleece is fine and soft, and the animals' tender meat is considered a delicacy on Triaxus. Both are rare luxuries elsewhere, because the Immortal Suzerainty of Ning claims independence from the Pact Worlds, and Ning's exports carry severe tariffs and shipping restrictions. Ningese wollipeds have the [[miniature simple template|Miniature Template Graft]], Strength +2 (1d6+5 B damage for their gore), Dexterity and initiative +4, and their speed is 60 feet.
!! Wolliped Companions
{{Wolliped (creature companion)}}
<div class="statblock">
* ''Levels'' 3–20
* Large animal
* ''Senses'' [[blindsense]] (scent) 60 ft., [[low-light vision]]
* ''Good Save'' Fort; ''Poor Saves'' Ref, Will
* ''Speed'' 50 ft.; snow stride
* ''Melee Attack'' gore (P; critical [[knockdown]])
* ''Space'' 10 ft. ''Reach'' 5 ft.
* ''Ability Modifiers'' Str, Dex
!!! SPECIAL ABILITIES
''Snow Stride ([[Ex]])'' A wolliped treats heavy snow as difficult terrain, and snow as normal terrain.
''Spit (Ex, 9th level)'' Once per hour as a standard action, a wolliped can regurgitate, spitting this vomit as a ranged attack (targeting EAC) at a target within 10 feet. On a hit, the target must succeed at a Fortitude save (DC = 10 + half the wolliped's level + the wolliped's Strength modifier) or be [[sickened]] for 1d4 rounds.
''Warming Presence ([[Ex]])'' While mounted on or adjacent to your wolliped companion, you treat severe cold as cold and extreme cold as severe cold.
</div>
[[Wollipeds]] are common mounts in cold environs and have long served as war mounts, though such creatures are generally trained to spit only on command.
When it detonates, a //wonder grenade// releases a locus of magical uncertainty, which explodes into a strange effect once it makes contact with reality. When the grenade detonates, roll d% on the following table to determine the effect. (The GM is free to make up a similar effect based on your surroundings and circumstances.) If any effect of the grenade allows a saving throw, the DC is equal to 15 + your key ability score modifier.
These grenades pose a risk to the thrower. If you roll a 1, 3, or 5 on the attack roll, when the grenade lands but before it goes off, you teleport into the nearest open space in the blast radius. If no such space exists, you don't teleport.
<div class="table-wrapper">
| d% |Wonder Effect |h
| 1–5 |@@.constrained Each creature in the blast radius switches positions with another randomly determined creature in the blast radius (no save). No creature is placed in an area that is immediately hazardous to it (instead appearing in the closest safe space).@@ |
| 6–10 |@@.constrained Unlocked airlocks, appliance doors, doors, gates, lids, and windows open in the blast radius. Locks unlock if they are average or worse or controlled by a computer of tier 3 or lower. Magical locks that would open from a //[[knock]]// spell with a caster level check result of 25 or lower also unlock. After the blast unlocks a lock, whatever the lock was sealing opens. A creature can negate this effect on all objects it holds or wears with a successful Will saving throw.@@ |
| 11–15 |The blast radius becomes an area of zero gravity for 4d4 rounds. |
| 16–20 |The blast radius becomes the area of an //[[explosive blast]]// spell. |
| 21–25 |@@.constrained Each creature in the blast radius must attempt a Reflex saving throw. Those that fail enter a state of reduced friction, which functions as if all surfaces they move on and all objects they hold are affected by a //[[grease]]// spell.@@ |
| 26–30 |@@.constrained Each creature in the blast radius must succeed at a Fortitude saving throw or its powered technological items cease to function for 1 round. A technological construct that fails the save is also [[staggered]] for 1 round. Unattended technological objects receive no saving throw and simply cease to function for 1 round.@@ |
| 31–35 |Each creature in the blast radius is affected as if by the //[[ethereal jaunt]]// spell for 1d4 rounds (no save). |
| 36–40 |Each creature in the blast radius is affected as if by the //[[invisibility]]// spell for 4d4 rounds (no save). |
| 41–45 |@@.constrained Thousands of UPBs erupt in the blast radius, dealing 3d6 bludgeoning damage to each creature in the area (Reflex half). All but 1d4 × 10 UPBs are blown out of the blast radius, disappearing as they go.@@ |
| 46–50 |@@.constrained Each creature in the blast radius must succeed at a Fortitude save or sprout 2d4 armlike appendages. Some of these arms lack anatomy consistent with their host. Only two are useful, like a kasatha's extra arms. These limbs remain for 4d6 hours, but can also be removed with //[[remove affliction]]// (DC 20).@@ |
| 51–55 |@@.constrained One First World beast is teleported into the blast radius. Roll d% to determine the beast: 1–15—Huge beast (such as an elephant); 16–50—Large beast (such as a rhino); 51–100—Tiny beast (such as a squirrel). The beast appears in an unoccupied space, only 1 square of which must be in the blast radius. If the beast doesn't have enough room to appear, a beast of the next smaller size appears. The beast is no one's ally. It has a 25% chance to arrive hostile, but is otherwise indifferent until it reacts to the current situation. Use the summoning creatures rules to determine the creature's statistics.@@ |
| 56–60 |@@.constrained Each creature in the blast radius can hear the surface thoughts of other creatures within 30 feet of it as a bewildering jumble alongside its own. This mind-affecting effect renders a creature [[shaken]]. A creature can attempt a Will save at the end of its turn each round to end the effect. Otherwise, the effect lasts 1 minute. If a creature succeeds at its saving throw by 5 or more, that creature is no longer shaken and can focus the effect to function as //[[detect thoughts]]//, lasting for the remainder of the effect's duration.@@ |
| 61–65 |@@.constrained Each creature in the blast radius must succeed at a Will saving throw or suffer the mind-affecting delusion that it has increased one step in size. An affected creature takes a –1 circumstance penalty to Dexterity-based checks and saving throws, as well as to EAC and KAC. It is treated as squeezing when a creature of its imagined size would be squeezing, and it is unlikely to attempt to move into areas "too small" for it. If a creature believes it is constrained completely, it becomes [[paralyzed]]. This delusion lasts 2d4 rounds, but the creature can attempt a new saving throw once on any round when something happens that contradicts the false belief, such as being moved when it believes itself constrained.@@.constrained |
| 66–70 |@@.constrained About 5,000 harmless, beautiful flying insects appear within the blast radius. This swarm functions like a //[[fog cloud]]// spell that disperses after 4d4 rounds.@@ |
| 71–75 |@@.constrained The center of the blast radius becomes a gravitational anomaly for an instant. Creatures in the blast radius must succeed at a Fortitude save or be dragged to the nearest space adjacent to the grenade's point of detonation. Any creature that collides with terrain that blocks line of effect or with another creature takes 2d6 bludgeoning damage and falls [[prone]].@@ |
| 76–80 |@@.constrained The grenade splits into 1d3+1 grenades, each of a kind determined randomly by rolling d%: 1–20—[[frag|frag grenade]] II, 21–34—[[screamer|screamer grenade]] II, 35–50—[[shock|shock grenade]] II, 51–70—[[stickybomb|stickybomb grenade]] II, 71–80—[[cryo|cryo grenade]] I, 81–90—[[flash|flash grenade]] II, 91–100—[[incendiary|incendiary grenade]] II. Each grenade bounces as if its thrower had missed when throwing it. After each grenade lands at its new target, it detonates.@@ |
| 81–85 |@@.constrained About a thousand adorable, harmless Diminutive animals appear in the blast radius, covering the ground. This horde makes the blast radius difficult terrain, and at the end of every round, that area expands by 5 feet. Any item dropped or thrown into the area is knocked 1d4 squares in a random direction by the scrambling creatures, and knocked again when the area expands. The horde expands enough to disperse after 5 rounds.@@ |
| 86–90 |For 4d4 rounds, the blast radius fills with a windstorm. |
| 91–95 |@@.constrained Each creature in the blast radius changes color to a random neon hue (no save). Roll 1d6: 1 red, 2 orange, 3 yellow, 4 green, 5 blue, or 6 violet. This effect is permanent but can be ended with a successful casting of //[[remove affliction]]// (DC 20), but if the spell fails, the target changes color again.@@ |
| 96–100 |@@.constrained The blast radius becomes a globe of vacuum, subjecting creatures initially caught in it to decompression. Air outside the vacuum rushes in to fill it after 4d4 minutes, unless the vacuum completely fills a sealed area, in which case it remains a vacuum even after 4d4 minutes have passed until the area is unsealed.@@ |
</div>
<div class="table-wrapper">
|Weapon | Level | Price | Range | Capacity | Bulk |Special |h
|//wonder grenade// | 10 | 2,500 | 20 ft. | drawn | L |[[explode]] (10 ft.; see text) |
</div>
<div class="statblock">
* ''Level'' <<levels>>
* ''School'' evocation
* ''Casting Time'' 1 standard action
* ''Range'' 30 ft.
* ''Area'' 60-ft.-radius sphere centered on you
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' varies, see text
* ''Spell Resistance'' varies, see text
</div>
You alter the magical forces in the area near you into an unpredictable field of eldritch entropy, potentially causing a number of effects both positive and negatives for those who find themselves in the area.
When you cast this spell, and each time you start your turn during the duration of the spell, roll d% on the following table. Each time there's a new effect, you can attempt a Will saving throw. If you succeed, you can choose the targets affected by the warped magic. Otherwise, the effect affects all creatures (and sometimes objects) in the area, including you, as described. If the effect is a spell, the spell's normal parameters (including saves to avoid its effects) apply, except for duration.
Each effect lasts only until you roll again, or for the duration specified in the effect, whichever is shorter (except on a result of 100; in which case you use the spell's normal duration).
Subject to the GM's discretion, in a low-magic area, you might have to subtract 10 from your d% rolls for this spell; in a highmagic area, you might have to add 10 instead.
<div class= "table-wrapper">
|constrained |k
| d% |Effect |h
| 1 |All magic ceases working, including for you, even if you succeed at the spell's Will save. Unless you expend a 2nd-level spell slot at the start of your next turn, this spell ends. |
| 2–5 |Decrease the area, damage, duration, and range of spells and spell-like abilities used by half. If you failed the spell's Will save, that includes the duration of this spell. |
| 6–10 |No effect. |
| 11–14 |Creatures are affected by the //[[lesser confusion]]// spell. |
| 15–18 |Creatures become [[vulnerable]] to one energy type; roll a d10 to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell's Will save, you can choose the type for each target instead. |
| 19–22 |A Medium [[aeon]] arrives, as if summoned by a 3rd-level //[[summon creature]]// spell, and it's hostile to you. Its turn occurs just after yours. If you succeed at the spell's Will save, the aeon remains when the spell's effect changes. |
| 23–26 |Dreamlike realities appear, customized to each creature; each creature who fails a Will save becomes [[fascinated]]. |
| 27–30 |Creatures must attempt a Fortitude save; on a failure, a random technological item they have ceases to function. A technological construct that fails is instead [[staggered]]. |
| 31–34 |You can read the surface thoughts of creatures in the area as if they were affected by the third round of the //[[detect thoughts]]// spell. |
| 35–38 |The area becomes zero gravity. |
| 39–42 |Creatures are affected by a 1st-level //[[baleful polymorph]]// spell. |
| 43–46 |Creatures are affected by the //[[grease]]// spell. |
| 47–50 |Each creature is affected by the //[[force blast]]// spell; you can attempt the additional [[bull rush]] combat maneuver granted by the spell. |
| 51–54 |Countless Diminutive creatures appear flying in the air and scrambling on the ground, making the area difficult terrain. To move at more than half speed in the area, a creature must succeed at a DC 15 [[Acrobatics]] check. |
| 55–58 |Chaotic illusions render creatures [[dazzled]]. |
| 59–62 |Creatures and objects become [[invisible]]. |
| 63–66 |Each creature switches positions with another randomly determined creature (no save). No creature arrives in a place immediately hazardous to it, instead appearing in the closest safe space. |
| 67–70 |Creatures gain a fly speed of 30 feet with average maneuverability. If a creature is airborne when the effect ends, it falls. |
| 71–74 |A random Medium creature arrives, as if summoned by a 3rd-level //[[summon creature]]// spell. If you succeed at //wonder warp's// Will save, the creature acts as if you summoned it. Otherwise, it's hostile to everyone. |
| 75–78 |Creatures gain [[resistance]] 5 to one energy type; roll a d10 to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell's Will save, you can choose the type for each target instead. |
| 79–82 |Each creature regains 2d4 Hit Points or Stamina Points (creature's choice). |
| 83–86 |You cast //[[magic missile]]// without expending a spell slot. If you take (and have taken) no other actions this turn, you can fire a third missile. |
| 87–90 |You create one effect of the //[[prescience]]// spell. |
| 91–95 |Increase the area, damage, duration, and range of spells and spell-like abilities used by 50%. That doesn't include the duration of this spell. |
| 96–99 |Roll two effects, treating 1 and 96–100 as no effect. Each effect affects only targets of your choice. |
| 100 |You can cast any 1st- or 2nd-level spell you know without expending a spell slot. You must abide by the spell's normal parameters, and it lasts for its normal duration. |
</div>
You can wordlessly relay information to any allies within 30 feet who can see you. This works like the [[limited telepathy]] ability (as the lashunta racial trait), except it is an extraordinary ability. Onlookers can decipher your wordless communication with a successful [[Sense Motive]] check (DC = 15 + 1-1/2 × your operative level).
<div class="statblock">
* ''CR'' 6; ''XP'' 2,400
* CN Small fey (shapeshifter)
* ''Init'' +2; ''Senses'' [[low-light vision]]; ''Perception'' +18
!!! DEFENSE
* ''HP'' 75
* ''EAC'' 17; ''KAC'' 18
* ''Fort'' +7; ''Ref'' +7; ''Will'' +9
* ''Defensive Abilities''
* ''DR'' 5/cold iron; ''SR'' 16
!!! OFFENSE
* ''Speed'' 30 ft., fly 30 ft. ([[Su]], average)
* ''Melee'' antlers +9 (1d6+5 P plus wanderlust)
* ''Ranged'' [[sting pistol]] +11 (1d8+6 A & P; critical [[corrode]] 1d6)
* ''Offensive Abilities'' wanderlust (DC 16)
* ''Spell-Like Abilities'' (CL 6th)
** 1/day—//[[hold person]]// (DC 18), //[[invisibility]]//, //[[make whole]]//
** 3/day—//[[command]]// (DC 17), //[[share language]]//
** ''At will''—//[[ghost sound]]// (DC 16), //[[token spell]]//
!!! STATISTICS
* ''Str'' –1; ''Dex'' +2; ''Con'' +0; ''Int'' +3; ''Wis'' +0; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +13, [[Bluff]] +18, [[Computers]] +13 (+18 with Drift deceit), [[Engineering]] +13, [[Mysticism]] +13, [[Piloting]] +18
* ''Languages'' common, sylvan, and six other languages
* ''Other Abilities'' [[change shape]] (Small humanoid), Drift deceit
* ''Gear'' ysoki [[refractor suit]] (jetpack), ant [[sting pistol]] with 2 batteries (20 charges each), [[astrogator's kit|Tool Kit]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or tour group (2–8)
!!! SPECIAL ABILITIES
''Drift Deceit ([[Su]])'' A worieg can spend 1 minute at a ship’s computer secretly changing the ship’s destination to a location the worieg has never been before. The ship must be traveling through the Drift, and the worieg must succeed at a [[Computers]] check; the DC for this check is the DC to hack the computer, according to its tier. If the worieg fails at this check, it can try again after 1 day. If the worieg succeeds at this check, the ship’s computer is unaware of the changed destination, and all the ship’s systems continue to indicate the ship is moving toward its original destination. A character searching a ship’s computer for signs of hacking or tampering can detect the worieg’s Drift deceit with a successful DC 23 [[Computers]] check, but they must succeed at a DC 28 Computers check to correct the course to the original destination.
''Wanderlust ([[Su]])'' A creature struck by a worieg experiences a compulsion to travel and must succeed at a DC 16 Will save or spend the next 1d4 rounds moving at their full speed away from the worieg, looking for some place they’ve never been before. If the creature is able to reach a place it has never been before, they stop, and the effect ends at the end of their turn.
</div>
Woriegs are small fey with silky striped fur and intricate antlers, but they travel in search of new worlds and new experiences while disguised as skittermanders, ysoki, or other common Small spacefaring races. Consummate hitchhikers and stowaways, woriegs prefer exploration vessels but will settle for any ship traveling somewhere they’ve never been before. Aboard such a ship, they compulsively clean and maintain the vessel, repairing broken items, organizing supplies, and cooking meals. Worieg crew members are personable and polite but obsessed with stories of unusual locales and unique local lore.
A worieg passenger isn’t always a blessing on a starship; to ensure they see new sights, a worieg might reprogram the vessel’s navigation computers, concealing their hacking through fey magic. Most crews don’t recognize the change in course until their ship arrives at the new destination. This can result in disastrous ramifications if the starship was carrying time-sensitive cargo, but this is of no concern to the worieg who caused the problem.
Whether through aerobic exercise, pumping iron, sparring, or otherwise putting yourself through the paces, you push your body to improve its performance.
''Results:'' On a success, once per day for the following week, you can reroll either a failed [[Acrobatics]] check to balance, escape, fly, or tumble, or a failed [[Athletics]] check to climb, jump, or swim, depending on the focus of your workout. On a failure, you can reroll a corresponding check only once during that week.
''Multiday:'' Decide whether you're working on your agility (to improve your Acrobatics) or sheer physical power (to improve your Athletics). You spend 7 days carefully alternating intense training and mindful rest. If this activity is interrupted, you can resume it within 2 days to keep any progress made toward the 7-day total. At the end of 7 days, attempt a Fortitude saving throw with a DC equal to 10 + half your character level—you gain a +2 circumstance bonus to this save if you have access to an exercise-focused [[recreation suite]] (such as a gym or sparring arena) or similar facility.
Hailing from the Near Space planet of Worlan, worlanisi have become known across the galaxy for their preternatural luck. This luck seems to stem from some inborn trait, and worlanisi society has affirmed and integrated this luck into its collective mindset for generations. From an early age, worlanisi are taught to see the lucky side of virtually every event. Even situations that others might see as significant] downturns in fortune, worlanisi typically interpret as blessings in disguise.
Despite (or perhaps because of) worlanisi's ubiquitous good fortune, many aspects of their
culture account for or even offset luck, favoring meritocracy and egalitarian processes. Their most popular sports and games, including the strategic card game Seven Suns, have little to no element of luck—often the only kind of games that others play with worlanisi. In places where their lucky reputation precedes them, worlanisi earn steady work from those seeking an extra edge. Most such endeavors prove to be self-fulfilling prophecies, as associates commonly attribute fortunate outcomes to their worlanisi comrades—whether or not the latter's fate-bending knack played any role. This narrative has become so entrenched in popular culture that to "draw straws with a worlanisi" has since turned into a common expression meaning to accept one's fate. Disreputable worlanisi enjoy playing on this reputation and pushing it to its extreme, bilking the gullible by claiming to offer, for instance, excellent investment schemes that can't possibly go wrong.
Desna, goddess of luck and travelers, is a favorite patron among the worlanisi. Many of them take to the stars upon reaching early adulthood—often with very little direction or preplanning—making a hitchhiking worlanisi a common sight in starship hubs. Worlanisi as a whole tend to look upon other species as tragically unfortunate, though usually with great sympathy for their plights. Even more pitiable are those individuals who try to augment their luck with superstitions, rituals, or talismans; to worlanisi you either have it or you don't. Some worlanisi cheerfully offer themselves for various dangerous ventures in the name of balancing a crew's long odds—some parties consider the presence of these four-armed good luck charms a boon while others interpret a worlanisi's confidence as reckless or condescending.
Worlanisi develop horn-cones at an early age, with additional concentric rings forming during
puberty. These structures amplify both incoming and outgoing mental signals. In
their distant evolutionary past, worlanisi used these structures to detect and follow faint telepathic signatures while on the hunt, similar to how some insects track pheromone trails. However, untold millennia of other selective pressures and improved technologies have diminished their horn-cones' size and functions. Presently, many worlanisi have to exercise their minds regularly to simply maintain their telepathic abilities. Though no longer sensitive enough to detect minds or parse others' thoughts, the vestigial horn-cones still painfully amplify incoming mental effects to psychically deafening levels.
!! Racial Traits
* ''Ability Adjustments:'' +2 Str, +2 Cha, –2 Wis
* ''Hit Points:'' 4
* ''Size and Type:'' Worlanisi are Small humanoids with the worlanisi subtype.
* ''Limited Telepathy:'' Worlanisi have [[limited telepathy]] with a range of 60 feet.
* ''Multiarmed:'' Warlanisi have four arms. This allows them to wield and hold up to four hands' worth of weapons and equipment. While this increases the number of items a worlanisi can have at the ready, it doesn't increase the number of attacks it can make during combat.
* ''Psychic Reverb:'' A worlanisi takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects.
* ''Worlanisi Gamble:'' Once per day as a reaction when the worlanisi or an ally they can see within 15 feet rolls an attack roll, saving throw, or skill check, the worlanisi causes that creature to roll twice and take the better result.
* ''Worlanisi Luck:'' The first time each day that a worlanisi rolls a natural 1 on a d20 roll, they treat it as a natural 20 instead.
* ''Worlanisi Movement:'' Worlanisi have a land speed of 30 feet and a climb speed of 20 feet.
<<section "Gambler's Risk">>
You perform a more focused scan of a world from orbit, sifting through a mountain of data to pick out pertinent information.
''Activity:'' You spend the day performing detailed scans of certain aspects of the world and analyzing the data you collect. You must be in a starship orbiting a world to use this activity. Choose one or more of the following elements: the world's sapient species, threat species, level of technology, level of magic, level of religion, level of accord, general alignment, large settlements, or a single planetary anomaly. The number of elements that can be analyzed in 1 day, per starship, depends on the number of nodes the starship's computer has (1 with a basic computer or mononode, 2 with a duonode, and so on). GMs may determine that some aspects of a planet's physical or cultural attributes are not discernible from orbit.
At the end of the day, attempt a separate skill check for each element you're trying to learn more about. The type of skill check depends on the chosen element: [[Culture]] for alignment or level of accord, [[Engineering]] for level of technology, [[Life Science]] for sapient or threat species, [[Mysticism]] for level of magic or religion, [[Physical Science]] for large settlements. The type of skill check used for planetary anomalies varies by anomaly and is determined by the GM. Regardless of the skill used, the DC begins at 25 and is modified as normal (see the [[Sensor Modifiers|Exploration From Orbit]] table). You can't take 20 on this check.
''Result:'' On each successful check, you learn basic information about the chosen element, such as the most populous threat species or the world's relative level of magic. If you exceed the DC by 5 or more, you might also glean more detailed information at the GM's discretion.
This section provides a "hexploration" system that GMs and player characters can use together to explore and map uncharted areas. Hexploration is detailed in the following sections, which assume the PCs have landed their starship in a relatively safe location and are traveling on foot in trackless terrain on an uncharted terrestrial world.
!! Hexploration Map
Hexploration uses a map split into a hexagonal grid. Each hex on the map represents an area 12 miles across and features its own dominant biome, be it desert or forest, marsh, or mountain—see the Hexploration Table for a full list of biomes. Terrestrial worlds with dynamic climates often have most, if not all, of these terrain types, while stranger worlds might feature only one or two dominant biomes across their entire surface. Just because each hex has a primary terrain type doesn't mean that it's the only terrain in that hex. A hex might feature a road or river snaking through it, smaller bodies of water, a thicket of alien vegetation, a massive city, or countless other variations.
You can quickly draw a map using just a few colors, some basic symbols, and letters or numbers for reference. When creating a hex map—often when the PCs land their starship or set out from a settlement—it's helpful to start in the middle of the grid, since they can generally explore in any direction.
<div class= "table-wrapper">
| Biome | Required Activities | Encounter DC |h
| Airborne | 1* | 17 |
| Aquatic | 1* | 14 |
| Arctic | 2 | 17 |
| Desert | 2 | 17 |
| Forest | 3 | 12 |
| Marsh | 2 | 12 |
| Mountain | 2 | 16 |
| Plains | 1 | 16 |
| Space | 1* | 17 |
| Subterranean | 2 | 16 |
| Urban | 1 | 10 |
| Weird | varies | 14 |
|* Assumes a fly (airborne or space) or swim (aquatic) speed; GM might require certain equipment and/or might increase the required activities. |<|<|f
</div>
!! Hexploration Activities
A group of PCs gains a number of hexploration activities per day based on the speed of the slowest member of the group, as shown on the table below. During the course of the day, the PCs can use their hexploration activities to either travel or perform recon.
<div class= "table-wrapper">
| Speed | Activities Per Day |h
| 15 feet or less | 1/2 |
| 20–25 feet | 1 |
| 30–35 feet | 2 |
| 40-45 feet | 3 |
| 50 feet or more | 4 |
</div>
!!! Travel
You move into or toward an adjacent hex. This requires a number of hexploration activities equal to the required activities for both your origin hex and the hex into which you're moving. For example, a party moving from a mountain into a forest would require 5 hexploration activities. If you don't know the biome of the destination hex, you learn it after using the number of exploration activities required by your origin hex (2 in the previous example). If you don't have enough hexploration activities in a day to move into an adjacent hex, you can use as many hexploration activities as you want to move toward that hex, and then add that progress to travel you perform on subsequent days.
Keep in mind that with hexploration, movement from one hex to another includes some degree of exploration of the hex entered rather than point-to-point travel, so the travel rate is often slower than typical overland speed.
''Traveling in Vehicles:'' Remember that a vehicle must be designed for the terrain in which it's traveling to use its overland movement speed; the GM makes this determination per vehicle and can modify the speed as needed. If the entire party is in appropriate vehicles with an overland speed of at least 20 mph, the group gets 6 activities per day instead of the usual 1–5.
''Traveling in a Starship:'' While it is often possible to fly a starship slowly enough and at a low enough altitude to easily travel over difficult terrain while gathering basic information, there are myriad reasons why this may not be advisable or preferable. Foremost, many of a world's most interesting features are hidden from view and are fundamentally inaccessible from the air. There may be other concerns, such as an atmospheric field that interferes with technology or a strict local government with large no-fly zones. In addition, Huge or larger starships flying too close to a planet's surface risk crashing.
!!! Perform Recon
You carefully explore and map a single hex, gaining as much information as you can. This requires a number of hexploration activities equal to the hex in which you're performing recon, and you choose whether to be more careful or more thorough. If you choose to be more careful, the encounter DC (see Random Encounters below) increases by 2; if you choose to be more thorough, it decreases by 2. Once you have successfully performed recon in a hex, you discover all the hex's major features that do not require a check (at the GM's discretion), and you learn the biome of each hex adjacent to that hex. In addition, if you chose to be more thorough, you also find the fastest way through the terrain; reduce the number of activities required to travel in or through that hex by 1 (to a minimum of 1). This reduction can apply only once per hex.
!!! Downtime Activities
Characters not traveling or performing recon can spend the day engaged in a downtime activity instead. Several existing downtime activities can be especially relevant during exploration of unfamiliar terrain: [[build shelter]], [[gather supplies]], [[inoculate]], [[maintain readiness]], and [[secure area]].
!! Random Encounters
Whenever PCs explore, there's a chance for a random encounter; this chance is based on the relative population density of an area, with some types of terrain tending to be denser than others. Each time the PCs travel or recon, roll a d20. On a roll equal to or higher than the encounter DC listed in the table, a random encounter occurs. The GM can adjust these numbers based on circumstance.
The GM can use the inhabitants and adventure hooks tables in the corresponding biome section to inspire a random encounter. Remember that encounters can be far more than combat with wandering monsters; there are plenty of opportunities for roleplaying and social encounters, especially those that tie into and expand on a world's adventure hooks or various other attributes.
!! Switching Out of Hexploration
When the PCs face a random encounter or discover an adventuring site while engaged in hexploration, these encounters typically do not cost the PCs a hexploration activity to tackle, assuming that they occur over several minutes rather than hours. However, if the PCs decide to explore a vast technological ruin, engage in lengthy diplomacy with locals, or get involved in a protracted chase with raiders, the GM might deduct a hexploration activity for the time spent.
You focus on scanning a specific area of a world to learn more about its geography.
''Activity:'' You spend the day scanning and analyzing data for thousands of square miles of a world's geography. You must be in a starship orbiting a world to use this activity. At the end of the day, attempt a [[Physical Science]] check. You gain a +1 bonus to this check if your starship has a general [[science lab]] or a +2 bonus if it has a physical science lab. You also can apply the bonus normally granted by your starship's computer. The DC for this check begins at 15 and is modified as normal (see the [[Sensor Modifiers|Exploration From Orbit]] table). You can't take 20 on this check.
''Result:'' On a success, you learn the biome of each 12-mile hex in a region, the size of which is determined by the GM. For every 5 by which your result exceeds the DC, you discover a more detailed feature in one 12-mile hex at the GM's discretion. This might be a hazard, the presence of a group of sapient or threat species, a planetary anomaly, or even an interesting geological feature.
When you're fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate "all creatures," "all lashuntas," or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole's intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. At 17th level, you can create three wormholes using this ability, and upon entering the wormhole, a creature can decide which of the other two wormholes to exit.
Worn magic items are things like rings, cloaks, amulets, and gloves. Just as your armor has a limited number of upgrade slots, you can only wear up to two magic items at once and have both function normally—beyond that, the magical fields start to interfere with each other. If you put on an additional worn magic item beyond these first two, it does not function until you have no more than two total items worn. This limitation applies specifically to worn magic items, and does not apply to armor upgrades, held items, weapon fusions, augmentations, magic armor, consumables, or other forms of magic, all of which function normally.
Hybrid items you wear on your body count as magic items when you are determining how many you can use at once.
Roll once on [[Table: Wounding Weapons]]. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
{{Table: Wounding Weapons}}
''System:'' Eyes
Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft's mark. They can be activated as a swift action, or they can be activated as a reaction whenever you attempt a [[Perception]] check. They can be deactivated as a swift action. The wraith motes' duration need not be used all at once, but it must be used in 1-minute increments.
The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time.
* ''Mk 1'' wraith motes grant [[low-light vision]].
* ''Mk 2'' wraith motes grant [[darkvision]] with a range of 60 feet.
* ''Mk 3'' wraith motes grant the [[see in darkness]] universal creature ability (allowing you to see perfectly in darkness of any kind, including magical darkness).
* ''Mk 4'' wraith motes grant the ability to see [[invisible]] creatures and objects (per //[[see invisibility]]//).
* ''Mk 5'' wraith motes allow you to see into both the Ethereal Plane and Shadow Plane.
Wraith-sting rifles fire darts that are loaded with an injectable substance. The low velocity and slim profile of these darts mean the target often remains unaware of the initial attack. Once the effects of the injected substance take hold, however, it is usually easy to identify the delivery method. These insidious weapons are said to be a favorite of [[reptoid]] assassins, but as with any information on that race, the veracity of this rumor is suspect. Ironically, this weapon's models are named after stinging insects: yellow jacket, wasp, and hornet.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|wraith-sting rifle, yellow jacket | 1 | 375 | — | 40 ft. | [[injection DC +2]] | 1 dart | 1 | 1 |[[injection]], [[sniper]] (250 ft.), [[subtle]], [[unwieldy]] |
|wraith-sting rifle, wasp | 5 | 2,980 | — | 60 ft. | [[injection DC +2]] | 1 dart | 1 | 1 |[[injection]], [[sniper]] (500 ft.), [[subtle]], [[unwieldy]] |
|wraith-sting rifle, hornet | 14 | 71,200 | — | 80 ft. | [[injection DC +2]] | 1 dart | 1 | 1 |[[injection]], [[sniper]] (750 ft.), [[subtle]], [[unwieldy]] |
</div>
The wrathful warrior style draws upon your emotions— specifically your rage and wrath—to enable devastating attacks. You may have trained yourself to intentionally overload your fight-or-flight adrenaline response, or may just come from a long line of berserker warriors. At higher levels, you're able to use your anger to ignore damage and strike with impudence.
!! Frenzied Fighting (1st)
As a swift action, you can enter a frenzy that empowers your attacks and deadens you to fear and pain for a number of rounds equal to 1d4 + half your soldier level (rounded up). While frenzied, you gain a +2 bonus to melee damage rolls and Will saves, as well as a –1 penalty to AC.
At 5th level and every 4 levels thereafter, the bonus to melee damage rolls granted by your frenzy increases by 1. While frenzied, you can't use any ability that requires patience or concentration, such as spellcasting. or any Charisma-, Dexterity-, or Intelligence-based skills except [[Acrobatics]], [[Intimidate]], and [[Piloting]]. After your frenzy ends, you can't use this ability again until after you rest for 10 minutes to regain Stamina Points.
!! Ignore Pain (5th)
Each time you use the frenzied fighting technique, you gain a number of temporary Hit Points equal to your soldier level. These temporary Hit Points are lost when your frenzy ends. You also gain a +4 bonus to saving throws against pain effects while frenzied.
!! Close Enough to Kill (9th)
Whenever you attempt an attack roll against an opponent while frenzied and miss, but your d20 roll is not a 1, you can spend 1 Resolve Point to treat the attack as a successful hit. This attack automatically deals minimum damage. For example, if you would normally deal 4d6+10 damage on a hit and use this ability, you would deal a total of 14 damage.
!! Shrug Off the Pain (13th)
Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain [[damage reduction]] equal to half your soldier level. If you choose acid, cold, electricity, fire, or sonic, you gain [[energy resistance]] against that type of energy equal to half your soldier level. If you have the [[Enhanced Resistance]] feat or later gain it, you must choose different damage types for each ability.
!! Adaptive Damage Reduction (17th)
As a swift action, or as a reaction whenever you take damage, you can change which type of damage your shrug off the pain ability applies to. This lasts until the next time you use this ability, but once you use adaptive damage reduction, you can't do so again until you spend 1 Resolve Point to regain Stamina Points.
A wrecked system is minimally functional. Crew actions involving the system (except the [[hold it together]] and [[patch]] engineer actions and minor crew actions) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.
You gain [[Improved Unarmed Strike]] as a bonus feat, and your unarmed strikes don't count as [[archaic]] weapons. Whenever you attack an opponent with your unarmed strikes as a standard action (or a full attack as a full action), as part of that action you can expend a 1st-level or higher spell slot before attempting the first attack roll to deal additional damage. If that attack hits, you deal an additional 2d6 damage per level of the spell slot expended, of the same damage type as your unarmed strike.
When you cast an instantaneous spell that deals damage, you can increase the spell's damage by an amount equal to half your mystic level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks, the increased damage applies only to a single ray or missile. This increased damage doesn't apply to ongoing damage from the spell (such as bleed or burn damage). This epiphany doesn't increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.
Spindly and deliberate, wrikreechees are chitinous filter feeders who bear as much a resemblance to mollusks as they do to airbreathing humanoids. Their two lower limbs are robust, capable of clinging to jagged surfaces for extended periods, while their forelimbs bear dozens of long, fibrous whiskers that fan out like baleen to catch passing food particles. These forelimbs each also bear a set of three grasping claws, with which a wrikreechee can manipulate objects, tools, and weapons.
Wrikreechees are natives of Akchios, a lonely, watery planet with a fairly eccentric orbit around an orange main-sequence star. Over much of its existence, Akchios was covered in ice miles thick, melting only partly every 3 years when the planet drew closer to the sun. Fairly simple life developed in its concealed oceans, feeding upon nutrients surging from deep-sea vents. Only a modest range of more complex life-forms evolved in the lightless depths, and among these were the wrikreechees: soft-bodied organisms who developed rigid exoskeletons that allowed them to wander and feed during the warming cycle. During the cooling cycle, they molted their shells and retreated into coral-like constructions to conserve energy and socialize with their wintering colony. As best as modern scholars can tell, their kind evolved self-awareness and higher thought processes as a direct extension of this communal living. Though the species developed only rudimentary technologies in the absence of fire and metallurgy, their cultural love of history, mathematics, and philosophy made them a highly educated people.
For the past 100,000 years, Akchios's sun has grown hotter, melting more and more of the planet's icy shell. Several centuries before the Gap, Akchios thawed enough to expose its immense ocean, revealing the cosmos to the wrikreechees for the first time. They had already developed complex astronomic theories by the time Pact Worlds explorers arrived 50 years ago, and although the wrikreechees still had only simple tools, they had the academic aptitude to quickly understand and adopt the visitors' technologies. While still fairly uncommon beyond their home world, traveling wrikreechee scholars and engineers are renowned for creating wonders of architecture and adapting old technologies in innovative ways.
Among the wrikreechees' most important developments are a swath of pharmaceuticals and inexpensive biotech solutions that have helped them adapt to life in dry environments. Most importantly, these include a series of hormonal enhancements that allow a wrikreechee to maintain its shell year round and a biotech vocal enhancer that helps the creature project its voice and enunciate at near-human levels—without which a wrikreechee's simple jaw and throat mangle a range of consonants and can barely project above a whisper in air. Much of the Wrikreechee language is conveyed through arm movements and chirps, with entire syntactic structures expressed solely through vibrations felt only over short distances in the water. These grammatical constructions are reserved primarily for terms of endearment, trust, and understanding. As a result, wrikreechees emit a nearly inaudible buzz around dear friends, and they find communication over comm units distressingly sterile.
Temperature fluctuations remain the bane of most wrikreechees; because of their adaptation to seasonal stimuli, they become noticeably torpid in cold weather, and heat can spur practically manic bouts of energy. Those who can afford to do so wear suits with environmental controls to maintain their body temperatures—and prevent any mood swings that would otherwise result. Most wrikreechee travelers delight in clothing and crowded rooms, finding both to be suitable replacements for the colonies they left behind.
!! Racial Traits
* ''Ability Adjustments:'' +2 Con, +2 Int, –2 Dex
* ''Hit Points:'' 4
* ''Size and Type:'' Wrikreechees are Medium monstrous humanoids with the aquatic subtype.
* ''Amphibious:'' Wrikreechees are able to breathe both water and air normally.
* ''Cooperative:'' Wrikreechees spend much of their lives in close contact with one another, learning to predict their neighbors' reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee's skill check gains a +2 bonus to her check.
* ''Darkvision:'' Wrikreechees have [[darkvision]] with a range of 60 feet.
* ''Sheltering:'' A wrikreechee instinctively knows how to exploit sources of cover. When a wrikreechee is benefiting from partial cover, cover, or improved cover, the granted bonus to its AC and Reflex saves increases by 1.
* ''Snag:'' Thanks to the feathery material lining its forelimbs, a wrikreechee is adept at grabbing small prey. A wrikreechee gains a +4 bonus to attack rolls when attempting to grapple a creature smaller than itself. As a full action, a wrikreechee can make two attempts to grapple a creature with a –4 penalty to the attack rolls.
* ''Wrikreechee Movement:'' A wrikreechee has a base speed of 20 feet and a swim speed of 30 feet.
!! Snag Graft
{{Snag}}
A wrist leech is a dark red, sluglike life-form about 3 inches long and 1/2 inch in thickness; one end of the creature ends in a circular sucker with tiny teeth. The leech can be applied to an individual's skin, whereupon it attaches and begins sucking the individual's bodily fluids. The wrist leech's carefully designed physiology then filters the blood, removing toxins and other harmful chemicals from the bloodstream before returning it to the host's body. An individual with an attached wrist leech gains a +4 circumstance bonus to saving throws against any injury affliction. A wrist leech requires no battery, but survives for only 4 hours once placed on the skin before it shrivels up and dies.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|wrist leech | 2 | 125 | — |
</div>
<div class="statblock">
* ''Type'' disease (injury)
* ''Save'' Fortitude DC 16
* ''Track'' [[physical]]
* ''Frequency'' 1/day
* ''Effect'' If the victim dies from this disease, a new [[writher swarm]] immediately bursts forth from the corpse and attacks nearby creatures.
* ''Cure'' 2 consecutive saves
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Fine plant (swarm)
* ''Init'' +4; ''Senses'' [[low-light vision]]; ''Perception'' +17
!!! DEFENSE
* ''HP'' 145
* ''EAC'' 22; ''KAC'' 24
* ''Fort'' +14; ''Ref'' +12; ''Will'' +9
* ''Defensive Abilities'' [[swarm defenses]]; ''Immunities'' [[plant immunities]], [[swarm immunities]]
!!! OFFENSE
* ''Speed'' 10 ft., climb 10 ft.
* ''Melee'' [[swarm attack]] (2d10+9 P plus [[distraction]] [DC 16] and writher infestation)
* ''Special Attacks'' [[distraction]] (DC 16)
* ''Space'' 10 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +6; ''Int'' —; ''Wis'' +3; ''Cha'' +0
* ''Skills'' [[Athletics]] +17 (+25 to climb), [[Survival]] +17
* ''Other Abilities'' [[mindless]]
!!! ECOLOGY
* ''Environment'' any temperate or warm lands
* ''Organization'' solitary
</div>
A writher swarm consists of thousands of pale white fungal filaments that wave slowly back and forth, as if swaying in a light breeze. This mobile mold creeps its way through even the narrowest of crevices to infest a building and slowly digests all the organic matter within, whether discarded food, flesh, or wood. A writher swarm leaves behind only ceramic, concrete, metal, plastic, and stone, making them less of a threat in large urban centers where structures are largely composed of such materials, but potentially devastating to less advanced settlements.
A single spore of a writher swarm can lie dormant for as long as several centuries, whether as a passenger on a meteor or in a cavern deep below the ground. Under the right conditions, that spore can attach to a modicum of organic material, such as a stale piece of bread or the rotting corpse of a tiny animal, after which it quickly begins growing and multiplying. If it is not eradicated, a writher swarm becomes fully mobile in a matter of weeks and can start to seek out new sources of nourishment. Even if a writher swarm presence is discovered before this point and thoroughly scoured, it's likely that several spores will survive undetected, possibly hitching rides to new environs.
Though a writher swarm's tiny filaments can pierce hide and flesh, the true danger comes from the infectious particles it can implant in the wounds of its prey. These infestations grow at a rapid rate just under the victim's skin, draining the creature's vitality, forcing it into a coma, and eventually killing it. Unless the unfortunate victim is treated before it dies, it becomes host to a new writher swarm, which tears its way out through the creature's skin after it dies.
When a writher swarm infests a structure for several decades—getting enough food to sustain it but not causing so much death as to draw attention to itself—it grows long, rootlike filaments that thread through the floors, ceilings, and walls. This allows the plant to surround itself with a kind of organic security system that alerts it as soon as new prey sets foot in its domain. However, this fungal framework can eventually supplant the building's own structural supports, and when such a writher swarm dies and its network of filaments turns to dust, the surrounding building often collapses soon afterward.
<<section 'Writher Infestation'>>
<div class="statblock">
* ''CR'' 2; ''XP'' 600
* N Tiny outsider (elemental, extraplanar)
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +7
* ''Aura'' resonance (30 ft.)
!!! DEFENSE
* ''HP'' 23
* ''EAC'' 13; ''KAC'' 14
* ''Fort'' +1; ''Ref'' +3; ''Will'' +5
* ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' tendril +7 (1d4+4 B)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!! STATISTICS
* ''Str'' +0; ''Dex'' +4; ''Con'' +1; ''Int'' +0; ''Wis'' +0; ''Cha'' +2
* ''Skills'' [[Diplomacy]] +12, [[Mysticism]] +7, [[Sense Motive]] +12, [[Stealth]] +12
* ''Other Abilities'' living battery
!!! ECOLOGY
* ''Environment'' any (Elemental Planes)
* ''Organization'' solitary, cloud (2–8), retinue (3–6 plus another creature with a matching elemental subtype), or symphony (5–20 plus one [[wysp conductor]])
!!! SPECIAL ABILITIES
''Living Battery ([[Ex]])'' As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to regain a number of Hit Points equal to 3 times that creature's CR. If the wysp does this, its death cannot be prevented, and it can be restored to life only by //[[miracle]]// or //[[wish]]//.
''Resonance ([[Ex]])'' The elemental energy of a wysp resonates with the bodies of creatures that share its elemental subtype. All such creatures within 30 feet gain a +1 morale bonus to damage rolls (or a +2 morale bonus if they also have the elemental subtype). The wysp is similarly affected, and this bonus is already included in its statistics.
</div>
<<section 'Wysp Conductor'>>
Wysps are tiny, spherical creatures native to the Elemental Planes and among the oldest of outsiders. They were formed by mystical vibrations between the Elemental and Ethereal Planes, coalescing pure ethereal energy into the first of these sentient beings. These tiny creatures gathered into nomadic groups that wandered the Elemental Planes. They approached their lives with joy and wonder, marveling at the spectacular beauty and vast bounty of new experiences that their home had to offer. They were sensitive to the subtle interactions and resonances between sources of elemental energy and perceived these resonances as a musical expression of the nature of reality. The wysps most skilled at reading and manipulating this music, called [[wysp conductors]], rapidly rose to positions of leadership within their communities. These conductors largely operated independently from one another but occasionally collaborated on projects of a particularly grand scale. Perhaps the greatest of all of these endeavors was what wysps refer to as the "song of creation"—a performance in which a large group of wysps harmonizes with an Elemental Plane to give birth to new members of their kind.
As their numbers grew, the largely peaceful and curious wysps drew the attention of the elemental lords, demigods who inhabit the Elemental Planes. The elemental lords saw great value in the wysps' understanding of elemental resonances, and sought to turn it toward their own ends. To make the wysps into better minions, the elemental lords revised their song of creation, producing new generations connection to the music of the universe. These new wysps became specialized, turning into air, earth, fire, and water wysps as they were each attuned to a single Elemental Plane. Despite all these changes, these modified wysps retained the cheerful and curious disposition of their ancestors.
While most wysps lead lives dedicated to the service of other elemental beings, a few small groups of wysps have escaped the influence of the elemental lords and returned to lifestyles more akin to their ancestors. Led by wysp conductors who have regained their natural affinity for the music of creation, these bands of wysps rarely stay in one place for long. Free symphonies of wysps tend to be cautious around anyone they suspect may want to take away their independence, responding to potential dangers by fleeing across the planes rather than engaging in confrontation.
!! Wysp Template Grafts
<<list-links "[tag[Wysp Template Grafts]sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* Wysp envoy
* N Tiny outsider (elemental, extraplanar)
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +16
* ''Aura'' resonance (30 ft.)
!!! DEFENSE
* ''HP'' 115 ''RP'' 4
* ''EAC'' 20; ''KAC'' 21
* ''Fort'' +7; ''Ref'' +9; ''Will'' +11
* ''Immunities'' [[elemental immunities]]
!!! OFFENSE
* ''Speed'' 20 ft.
* ''Melee'' tendril +15 (1d12+10 B)
* ''Ranged'' elemental burst +17 (2d6+8 B)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft. (5 ft. with tendril)
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' +2; ''Int'' +0; ''Wis'' +0; ''Cha'' +4
* ''Skills'' [[Diplomacy]] +21, [[Mysticism]] +16, [[Profession]] (musician) +21, [[Sense Motive]] +21, [[Stealth]] +16
* ''Other Abilities'' envoy improvisations ([[focus]], [[improved get 'em]], [[improved hurry]]), living battery
!!! ECOLOGY
''Environment'' any (Elemental Planes)
''Organization'' solitary or symphony (one plus 5–20 [[wysps]])
!!! SPECIAL ABILITIES
''Elemental Burst ([[Su]])'' A wysp conductor can channel a fraction of its innate elemental energy into a ranged attack with a maximum range of 60 feet. A wysp conductor's elemental type might change the damage type of this attack.
''Living Battery ([[Ex]])'' As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to regain a number of Hit Points equal to 3 times that creature's CR. If the wysp does this, its death cannot be prevented, and it can be restored to life only by //[[miracle]]// or //[[wish]]//.
''Resonance ([[Ex]])'' The elemental energy of a wysp resonates with the bodies of creatures that share its elemental subtype. All such creatures within 30 feet gain a +1 morale bonus to damage rolls (or a +2 morale bonus if they also have the elemental subtype). The wysp is similarly affected, and this bonus is already included in its statistics.
</div>
<<list-links "[tag<currentTiddler>sort[title]]" class:index>>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* N Medium outsider (extraplanar, spectra)
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +20
!!! DEFENSE
* ''HP'' 155
* ''EAC'' 23; ''KAC'' 24
* ''Fort'' +10; ''Ref'' +10; ''Will'' +16
* ''Defensive Abilities'' [[void adaptation]]; ''DR'' 5/chaotic, evil, good, or law; ''Immunities'' electricity; ''Resistances'' cold 5, sonic 5; ''SR'' 21
!!! OFFENSE
* ''Speed'' 10 ft., fly 60 ft. ([[Ex]], perfect)
* ''Melee'' tentacle +18 (connect [DC 20])
* ''Ranged'' shockray +20 (2d8+11 E)
* ''Space'' 5 ft.; ''Reach'' 15 ft.
* ''Spell-Like Abilities'' (CL 11th; ranged +20)
** 1/day—//[[holographic image]]// (4th level, DC 23), //[[resilient sphere]]// (DC 22), //[[teleport]]// (self only)
** 3/day—//[[haste]]//, //[[explosive blast]]// (DC 21), //[[slow]]// (DC 21)
** At will—//[[detect tech]]//, //[[implant data]]//, //[[recharge]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +5; ''Con'' +3; ''Int'' +8; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +20 (+28 to fly), [[Computers]] +25, [[Engineering]] +25, [[Mysticism]] +25, [[Sense Motive]] +20
* ''Languages'' machine telepathy 100 ft., [[truespeech]]
* ''Other Abilities'' borrow time, slip drive, [[spaceflight]] (Mysticism)
!!! ECOLOGY
* ''Environment'' any (the Drift)
* ''Organization'' solitary, sequence (2, 3, 5, or 8), or delegation (1 wyspiria plus 2 [[iridias]])
!!! SPECIAL ABILITIES
''Borrow Time ([[Su]])'' As a reaction, a wyspiria can pull potential energy away from their future self and into the present, taking a standard action during another creature's turn as though the wyspiria had readied an action. After using borrow time, the wyspiria is [[stagger]] until the end of their next turn.
''Connect ([[Ex]])'' A wyspiria that hits with their tentacle attack can automatically connect themself to the target, plugging one of their cord-like appendages into the target. Once connected, the wyspiria feeds the target a stream of fabricated sensory data, allowing the wyspiria to transfer information and false perceptions. Each round at the start of their turn, the target must succeed at a Will save to remain aware of their real surroundings. On a failure, they are [[staggered]] until the start of their next turn. The wyspiria can take a move action at the beginning of their turn each round to maintain all of their connections; otherwise all their connections end. The appendages have 15 feet of reach, and attached targets' movement is restricted to within 15 feet of the wyspiria. The appendage can be detached with a successful Strength check (DC 15) as a standard action, or with a successful attack against the appendage (same AC as the wyspiria). Targets can also attempt a Strength check to break free any time the wyspiria moves; this requires no action. On a failure, the target moves with the wyspiria. A wyspiria can maintain up to ten connections at one time.
''Shockray ([[Ex]])'' A wyspiria's shockray is a ranged attack with a range increment of 60 feet.
</div>
Wyspirias, often compared to [[iridias]] as emissaries of the Drift, are dispatched across the galaxy, possibly on missions from Triune themself, or perhaps on behalf of the mysterious hierarchy of spectra. They stand 7 feet tall with chassis of multicolored glass, and a multitude of coiled, rootlike tentacles cascading from their waists. As a result of the resemblance they bear to floating trees, they are sometimes called trees of knowledge. Wyspirias use their tendrils to plug themselves into people and machines alike—a direct connection that allows them to quickly transfer huge quantities of data between connected people and devices. Whereas iridias come to the Prime Material Plane offering gifts of knowledge and technology to mortals, many believe wyspirias do the opposite, collecting libraries of secrets and information about the galaxy for the unseen purposes of spectra. Rarely, wyspirias are said to appear during the peace talks of warring civilizations, connecting the opposing delegates and enabling them to understand each other directly. Many believe these spectra intervene only when they deem the risk of losing technology or information from a conflict too great.
X-gen guns are named for their external generator—a power pack that drives the automatic feed of the weapon. They are common on fortified bases and in large armed encampments.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|X-gen gun, tactical | 6 | 4,240 | 1d12 P | 120 ft. | — | 80 rounds | 2 | 2 |[[automatic]] |
|X-gen gun, advanced | 9 | 13,100 | 2d12 P | 120 ft. | — | 100 rounds | 2 | 2 |[[automatic]] |
|X-gen gun, elite | 13 | 53,700 | 4d12 P | 120 ft. | — | 100 rounds | 2 | 2 |[[automatic]] |
|X-gen gun, paragon | 20 | 826,000 | 9d12 P | 120 ft. | — | 100 rounds | 2 | 2 |[[automatic]] |
</div>
name:x-laser cannon
range:long
speed:—
damage:8d6
pcu:40
cost:35
special:[[line|Line (starship weapon property)]]
name:x-laser cannon, super
range:long
speed:—
damage:3d4 × 10
pcu:50
cost:45
special:[[line|Line (starship weapon property)]]
name:x-laser cannon, ultra
range:long
speed:—
damage:6d8 × 10
pcu:90
cost:45
special:[[line|Line (starship weapon property)]]
You enhance your stability by replacing your legs with a quartet of spiderlike limbs. Basic X-legs grant you a +4 circumstance bonus to your KAC against bull rush, reposition, and trip combat maneuvers. You also gain a +2 circumstance bonus to Reflex saving throws against effects that would knock you [[prone]]. Climbing X-legs include a gravitic-attraction device at the tip of each leg, allowing you to walk across walls and ceilings without using your hands; this grants you a climb speed of 25 feet.
An X-legs system uses similar connection points as standard [[prosthetic legs]], allowing you to detach your X-legs and attach a pair of prosthetic legs (which you must buy separately) in only 10 minutes, for situations where X-legs would attract unwanted attention.
<div class="table-wrapper">
|Augmentation | Level | Price | System |h
|X-legs, basic | 6 | 4,295 | all legs and feet |
|X-legs, climbing | 12 | 35,600 | all legs and feet |
</div>
When you drink //x-ray serum//, a fluid that looks like mercury and tastes like metal, your eyes turn white. For 1 minute, you can activate or suppress your x-ray vision as a move action. While your x-ray vision is active, you have [[sense through]] (vision) that can be blocked by 2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal. Your x-ray vision is black and white, and while you use it, you lose the benefit of any vision other than [[darkvision]]. In addition, while using x-ray vision, you can't attempt sight-based [[Perception]] checks beyond 60 feet.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//serum, x-ray// | 4 | 350 | — |
</div>
<div class="statblock">
* <<levels>>
* ''School'' divination
* ''Casting Time'' 1 standard action
* ''Range'' touch
* ''Targets'' one creature
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' yes (harmless)
</div>
You confer upon the target [[sense through]] (vision) with a range of 60 feet. This ability is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal), and it limits the target to black-and-white vision while in use. The target doesn’t gain the benefit of any other special visual senses (such as [[low-light vision]]) while using //x-ray vision//, and the target can’t attempt sight-based [[Perception]] checks beyond 60 feet.
This sensor is worn as an adjustable viewer resting over the eyes, like goggles or thick glasses. It sends out X-rays and interprets the information gathered as an image it imposes over your normal vision. This grants [[sense through]] (vision) with a range of 60 feet, though it is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal) and limits you to black-and-white vision while in use. You don't gain the benefit of any other special visual senses (such as [[low-light vision]]) while the visor is active, and you can't attempt sight-based [[Perception]] checks beyond 60 feet. Activating or deactivating the sensor is a move action.
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|x-ray visor | 9 | 15,000 | L | 40 | 1/round |
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* N Medium magical beast
* ''Init'' +3; ''Senses'' [[blindsense]] (scent), [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +11
!!! DEFENSE
* ''HP'' 72
* ''EAC'' 17; ''KAC'' 19
* ''Fort'' +9; ''Ref'' +9; ''Will'' +4
!!! OFFENSE
* ''Speed'' 40 ft., climb 20 ft.
* ''Melee'' slam +15 (1d6+10 B) or bite +15 (1d6+10 P plus [[swallow whole]])
* ''Ranged'' frostbite-class [[zero pistol]] +12 (1d6+5 C; critical [[stagger]] [DC 15]) or [[screamer grenade]] I +11 ([[explode]] [15 ft., 1d10 So plus [[deafened]] 1d4 minutes, DC 15])
* ''Offensive Abilities'' oversized maw, [[swallow whole]] (1d6+10 A, EAC 17, KAC 15, 18 HP)
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +2; ''Int'' +0; ''Wis'' –2; ''Cha'' +0
* ''Skills'' [[Athletics]] +11 (+19 to climb), [[Intimidate]] +16, [[Physical Science]] +11
* ''Languages'' Azlanti, Vesk, Xaarb (can't speak any language)
* ''Gear'' frostbite-class [[zero pistol]] with 1 battery (20 charges), [[screamer grenades]] I (2)
!!! ECOLOGY
* ''Environment'' any (Arybus system)
* ''Organization'' solitary, pair, crew (3–12), or squadron (13–30)
!!! SPECIAL ABILITIES
''Oversized Maw ([[Ex]])'' A xaarb can use its [[swallow whole]] ability on creatures up to its own size.
</div>
Xaarbs are a surprisingly vicious predator race from the binary star system of Arybus. At first glance, a xaarb appears to be an innocuous spherical lump of short, dark fur. Xaarbs have large eyes and four stout appendages, which they use to alternate between walking on all fours and standing upright. When frightened or riled, however, xaarbs can open their massive mouths to reveal jaws that take up most of their bodies, filled with long, pointy teeth.
Xaarb society is based entirely on physical dominance over other xaarbs—or anyone else they encounter. Xaarbs who have established supremacy over others can demand both obedience and tribute from their lessers, which is the expected method of gaining wealth and status; having to bargain or pay for something is considered an unspeakable shame. Only wars against other sapient species in Arybus allowed the xaarbs to stay united enough to become a starfaring race. Xaarbs eventually conquered their star system, but when interstellar travel via the Drift opened up the rest of the galaxy, xaarbs found themselves encountering—and outmatched by—both the Veskarium and the Azlanti Star Empire. This sobering paradigm shift shattered xaarb culture into three major factions. "Lesser" xaarbs accept that the vesk and Azlanti are dominant over them, and dutifully serve those races. "Greater" xaarbs muster their forces in order to some day conquer the other empires and reassert xaarb authority. "Unspoken" xaarbs—the most scattered of the species—feel that xaarb society has proven insufficient and now attempt to assimilate into and cooperate with other cultures. Unspoken xaarbs are considered the most reasonable of their kind by outside races, though their instinctual need to assert dominance at all occasionally surfaces.
Xaarbs are a species with only one gender, making gender roles a strange curiosity to them. They can understand the common languages of other species but can't speak them. Their own language consists of a series of hand gestures and silent movements of their jaws. A particularly communicative xaarb might use a text-to-speech generator to talk to other species.
<div class="statblock">
* ''CR'' 14; ''XP'' 38,400
* N Huge magical beast
* ''Init'' +2; ''Senses'' [[darkvision]] 120 ft., [[low-light vision]]; ''Perception'' +25
!!! DEFENSE
* ''HP'' 235
* ''EAC'' 28; ''KAC'' 29
* ''Fort'' +14; ''Ref'' +14; ''Will'' +17
* ''Immunities'' cold; ''Resistances'' electricity 30, fire 30; ''SR'' 25
!!! OFFENSE
* ''Speed'' 60 ft.
* ''Melee'' bite +26 (6d6+22 P) or hoof +26 (4d6+22 B)
* ''Space'' 15 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 14th)
** 1/day—//[[teleport]]//
** 3/day—//[[arcane eye]]//
** At will—//[[life bubble]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +2; ''Con'' +6; ''Int'' +1; ''Wis'' +4; ''Cha'' +1
* ''Skills'' [[Culture]] +30, [[Intimidate]] +25, [[Mysticism]] +30, [[Physical Science]] +25, [[Sense Motive]] +30
* ''Languages'' Aklo, Common; [[telepathy]] 5 ft.
* ''Other Abilities'' exploit stellar conjunction
* ''Gear'' industrial [[backpack]], personal [[comm unit]], [[spy drone]] (laser microphone), 4 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or pair
!!! SPECIAL ABILITIES
''Exploit Stellar Conjunction ([[Su]])'' A xanthos can sense the alignment of stellar objects (asteroids, comets, planets, and so on), which form conjunctions that grant them magical travel. During these conjunctions, the xanthos can use their //[[teleport]]// spell-like ability as
//[[interplanetary teleport]]// to reach any world they have visited before, or as //[[plane shift]]// to reach any plane. These conjunctions occur at the GM's discretion and usually remain viable for 10d10 hours, after which it could be days, weeks, or even months before another conjunction occurs.
</div>
The intimidating appearance of the robust half-equine, half‑reptilian xanthos (plural xanthoi) belies their remarkable intellect and magical abilities. Created by a vanished race of plane-hopping aliens to serve as their mounts, xanthoi still exhibit the natural curiosity and teleporting capabilities of their absentee masters. Their capacity for effortless travel and their drive to observe, collect, and catalogue knowledge give them a long history as field researchers, but the end of the Gap marked a drastic shift in xanthos mindsets. While other species despaired at the collective loss of so much history, the xanthoi celebrate the Gap as the period of their masters' return. They believe their creators utilized powerful magic or technology to compile all accumulated information in the universe, taking a large chunk of it with them when they again departed at the end of the Gap. They celebrate this erasure as an opportunity to learn anew, free from the misconceptions of the past, and proselytize the inevitable return of their masters, whom they believe will bring about a second Gap.
Understanding that their masters have already collected the "old knowings" that they and others have gathered throughout history, xanthoi now focus their acute observational skills on current events of all sorts. They seek to understand and document everything from political upheavals and interstellar wars to fashion trends and technological advances. Grand celestial occurrences and the final scores of local sporting events captivate them equally, and every moment of their wandering lives is recorded and uploaded into local infospheres. These firsthand accounts often gain popularity on social networks and news outlets, with the famed impartiality of the xanthoi making them ideal—if somewhat dry and over-technical—commentators.
<div class="statblock">
* ''CR'' 18; ''XP'' 153,600
* Male xararian mystic
* LE Medium humanoid (xararian)
* ''Init'' +6; ''Senses'' [[low-light vision]]; ''Perception'' +31
!!! DEFENSE
* ''HP'' 320; ''RP'' 6
* ''EAC'' 31; ''KAC'' 32
* ''Fort'' +16; ''Ref'' +18; ''Will'' +20
* ''Immunities'' vacuum
!!! OFFENSE
* ''Speed'' 30 ft., fly 20 ft. ([[Su]], average; in space only), [[spaceflight]]
* ''Melee'' hardlight [[staff]] +26 (8d8+18 B)
* ''Ranged'' force dart +28 (3d12+18 P)
* ''Offensive Abilities'' meteor shower (DC 25)
* ''Spell-Like Abilities'' (CL 18th)
** At will—//[[detect magic]]//, //[[life bubble]]//
* ''Mystic Spell-Like Abilities'' (CL 18th)
** 1/day—//[[interplanetary teleport]]//
** At will—//[[mindlink]]//, //[[telepathic bond]]//
* ''Mystic Spells Known'' (CL 18th, ranged +28)
** 6th (3/day)—//[[baleful polymorph]]// (DC 27), //[[control gravity]]// (DC 27)
** 5th (6/day)—//[[break enchantment]]//, //[[call cosmos]]//, //[[mind thrust]]// (DC 26), //[[telekinesis]]//
** 4th (at will)—//[[cosmic eddy]]// (DC 25), //[[remove radioactivity]]//
* ''Connection'' [[star shaman]]
!!! STATISTICS
* ''Str'' +0; ''Dex'' +6; ''Con'' +3; ''Int'' +8; ''Wis'' +11; ''Cha'' +4
* ''Skills'' [[Acrobatics]] +31, [[Mysticism]] +36, [[Piloting]] +36
* ''Languages'' [[truespeech]]
* ''Other Abilities'' stargazer, starlight form (18 minutes, DC 25), starry bond, swap spells, walk the void
* ''Gear'' xararian robes (functions as [[freebooter armor]] V), hardlight [[staff]], xararian spell tome
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, entourage (1 plus 2–5 guardian creatures)
!!! SPECIAL ABILITIES
''Force Dart ([[Su]])'' As a ranged attack, a xararian can generate a dart of glowing energy with a range increment of 100 feet. This attack has the force descriptor.
''Swap Spells ([[Su]])'' As a full action, a xararian mystic who has at least one free hand can replace any one of their spells known with a new spell of the same level contained within their spell tome. A typical xararian thaumaturge's spell tome contains the following additional spells at the associated levels—//[[animate dead]]// (4th), //[[enervation]]// (4th), //[[feeblemind]]// (5th), //[[mystic cure]]// (4th through 6th), //[[raise dead]]// (5th), and //waves of fatigue// (5th).
</div>
Xarar and its colony worlds in the Vast have been ruled for millennia by an elite hierarchy of powerful spellcasters. Those who show a talent for magic and embrace these values are collected from their homes and dispatched to arcane colleges that tower over the largest cities of Xarar, while the rest of the population are doomed to a life of backbreaking servitude. Both organized religion and technology are suppressed, out of fears that divine empowerment or advanced machinery might lead to a bloody peasant Uprising. When Triune granted knowledge of the Drift to the people of Xarar, those in power on the planet saw it as the greatest of all possible threats, moving swiftly to destroy all record of its existence on their own world.
Relying on divination and teleportation magic, dedicated thaumaturges were dispatched far and wide to assess the growing threat of technology from the greater universe. The majority of these agents are xararians, humanoids with wrinkled brows, long white hair, and pale skin. Rarely, other races under Xararian subjugation are also appointed as thaumaturges; after decades of study, they are finally allowed to don the traditional black flowing robes and elaborately carved staves that mark their high station.
<div class="statblock">
* ''CR'' 17; ''XP'' 102,400
* N Colossal magical beast (colossus)
* ''Init'' +5; ''Senses'' [[blindsense]] (thought) 120 ft., [[blindsight]] (sound) 60 ft.; ''Perception'' +29
* ''Aura'' destructive rain (30 ft., DC 22)
!!! DEFENSE
* ''HP'' 340
* ''EAC'' 31; ''KAC'' 33
* ''Fort'' +21; ''Ref'' +21; ''Will'' +15
* ''Defensive Abilities'' [[regeneration]] 15 (cold); ''Immunities'' acid, poison; ''Resistances'' fire 30, sonic 30
* ''Weaknesses'' [[vulnerable]] to cold
!!! OFFENSE
* ''Speed'' 50 ft., burrow 20 ft., fly 100 ft. ([[Ex]], average), swim 100 ft.
* ''Melee'' bite +32 (3d12+25 A & P) or claw +32 (3d12+25 S) or tail +32 (3d10+25 P; critical [[knockdown]])
* ''Multiattack'' bite +29 (3d12+25 A & P), 2 claws +29 (3d12+25 S), tail +29 (3d10+25 P; critical [[knockdown]])
* ''Space'' 50 ft.; ''Reach'' 50 ft.
* ''Offensive Abilities'' acidic [[breath weapon]] (120-ft. line, 17d6 A, DC 22, usable every 1d4 hours), demolish structures, sonic [[breath weapon]] (90-ft. cone, 17d6 So and [[deafened]] 1 minute, DC 22 for half and no deafened, usable every 1d4 rounds), wing buffet
!!! STATISTICS
* ''Str'' +8; ''Dex'' +5; ''Con'' +11; ''Int'' –2; ''Wis'' +2; ''Cha'' +0
* ''Skills'' [[Acrobatics]] +29, [[Athletics]] +29, [[Intimidate]] +29, [[Survival]] +29
* ''Languages'' Ancient Daimalkan (can't speak any language)
* ''Other Abilities'' [[amphibious]], massive
!!! ECOLOGY
* ''Environment'' any (Daimalko)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Demolish Structures ([[Ex]])'' A xaxmellia has an exoskeleton that is harder than most metals, and it can therefore use its body against urban structures with deadly effect. A xaxmellia's natural weapons ignore the hardness of all structures not made of [[adamantine alloy]] or a harder material. Against structures made of such materials, a xaxmellia's natural weapons ignore half of the structure's hardness.
''Destructive Rain ([[Su]])'' While the xaxmellia has half its Hit Points or fewer or the [[bleeding]] condition, the acidic blood pouring and scales falling from its body create a rain of destruction within 30 feet of the creature. Those in this area take 3d12 acid and bludgeoning damage each round (Reflex DC 22 half).
''Wing Buffet ([[Ex]])'' As a full action, a xaxmellia can flap its wings to slash at nearby creatures and stir up a debris-filled wind. When using this ability, a xaxmellia can make two claw attacks, using its multiattack attack bonus. Additionally, each Huge or smaller creature within 120 feet of the xaxmellia must attempt a DC 22 Fortitude saving throw or be knocked [[prone]] and pushed 1d4 × 10 feet away from the xaxmellia. Dust obscures the area, so creatures within 5 feet of an attacker have concealment] against that attacker, and creatures farther away from an attacker have total concealment against that attacker. The dust remains in the air until the end of the xaxmellia's next turn.
</div>
Xaxmellias are kaiju native to Daimalko. The first rose from an acidic lake in the caldera of a quiescent volcano, and the volcano erupted soon after. These colossi are capable of burrowing through soil and rubble in a bizarre corkscrew fashion, using this ability to hide and then ambushing prey, including rival kaiju.The typical xaxmellia is 70 feet tall.
<h3>First Letter: <<selector>></h3>
<div class="tc-table-of-contents">
<$macrocall $name="toc-selective-expandable" tag="Xenoarchive" sort="] -[tag[Xenoarchive]!prefix{Xeno by Alpha!!selection}] +[sort[title]" />
</div>
!!! CR: <<selector '1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25' >>
<$setvars _n={{Xeno by CR!!selection}} cr-head="n" cr-lookup="\''CR'' \n\;\">
<<list-links filter:"[search::regexp<cr-lookup>]" class:index>>
</$setvars>
!!! Type: <<selector '[tag[Creature Type Grafts]sort[title]]' >>
<<list-links "[tag[Xenoarchive]tag{Xeno by Type!!selection}sort[title]]" class:index>>
You're drawn to understand and embrace new cultures, especially anywhere you're as alien to them as they are to you. You likely see yourself as a mediator who can prevent volatile first-contact encounters from becoming violent. Less benign xenoambassadors might study cultures only to subvert or exploit them.
* ''Associated Deities:'' Abadar, Hylax, Talavet, Weydan
* ''Associated Skills:'' [[Culture]] and [[Diplomacy]]
* ''Spells:'' 1st–//[[comprehend customs]]//; 2nd–//[[predict foe]]// ; 3rd– //[[tongues]]//; 4th–//[[discern lies]]//; 5th–//[[telepathy]]//; 6th–//[[enshrining refuge]]//
!! Natural Linguist (1st)
If you don't share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if they're willing), after which you can communicate basic concepts (such as "friendly," "dangerous," or "need help"), though you can't understand one another's exact words. At 6th level, if you exceed the [[Culture]] check DC by 10 or more, you can create a pidgin language allowing you to engage in basic conversations. While communicating with a creature using any language you speak proficiently other than Common, your racial language, or the language of your home planet, your channel skill ability's insight bonus to [[Diplomacy]] checks to influence that creature increases by 2.
!! Diplomatic Immunity (3rd)
You gain a +3 bonus to your AC and saving throws against any creature who can speak a language or communicate telepathically. Such creatures can sense this special defense before choosing you as the target of their attack. This protection ends at the end of your first turn in combat or once you perform a harmful action against another creature, whichever happens first. As a standard action before this ability ends, you can extend its duration by 1 round.
!! Forceful Directive (6th)
As a standard action, you can issue a powerful command, which functions as the spell //[[command]]//, to a living creature within 30 feet; you can use this ability a number of times per day equal to your Wisdom modifier.. When you use this ability, you can reduce the effect's saving throw DC by 2 to ignore its language-dependent descriptor. Once a creature successfully saves against this ability, it's immune to the ability for 24 hours.
!! Xenoambassador's Eye (9th)
You gain a +1 insight bonus to AC against creatures with whom you share at least one language or pidgin language. Such creatures don't gain any bonuses to attack rolls against you from flanking you. As a swift action, you can spend 1 Resolve Point to make such creatures [[flat-footed]] against your attacks until the beginning of your next turn.
!! Commune with Settlement (12th)
You can spend 1 Resolve Point and 10 minutes focusing on the thought patterns of intelligent creatures in a single settlement within 1 mile of you to learn up to three facts about the settlement from among the following subjects:
* the alignment and type
* the population and approximate species breakdown
* the government
* settlement qualities
* the starting attitude of the majority of the settlement's inhabitants toward you.
If you're in the settlement, you can attempt to [[gather information]] in addition to gaining these facts. For the check, you must attempt a [[Culture]] or [[Perception]] check in place of a Diplomacy check to gather information.
!! Culture Sage (15th)
Once per hour while communicating with a creature using any language you speak proficiently other than Common, your racial language, or the language of your home planet, you can reroll any [[Bluff]], [[Diplomacy]], [[Intimidate]], or [[Sense Motive]] check against that creature and use the better result.
!! Cosmic Mediator (18th)
Once per day as a standard action, you can spend 1 or more Resolve Points (maximum 10 RP) to create a zone of peaceful discourse in a 10-foot radius. Any creatures in or entering this area become [[fascinated]] for the duration's effect (Will negates), though they can communicate with any other creature in the area as if they shared a language. The Will save DC increases by 1 for every Resolve Point you expended to activate the ability. For each Resolve Point you expended to activate this ability, the effect lasts for 10 minutes and increases the area of effect's radius by 20 feet. This is a mind-affecting effect.
You are driven to explore the ruins of bygone civilizations, whether they are millennia old or recently collapsed. You might seek to explore the interior of Apostae or travel the galaxy to discover lost settlements, and your motives might be purely academic or simply profiteering. You often employ modern technology to aid in your explorations, but you are no stranger to unusual and ancient machinery, sometimes using them in the field when in a pinch.
!! Theme Knowledge (1st)
You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to [[identify|Identify Technology]] rare, ancient, or alien tech by 5. [[Engineering]] is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
!! Trap Spotter (6th)
You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a [[Perception]] check to notice the trap, which should be rolled in secret by the GM.
!! Master Translator (12th)
Your notable exposure to ancient and foreign writing systems allows you to gain the general meaning of new languages with ease, even if you have never been exposed to the language previously. You can attempt a [[Culture]] check to [[decipher writing]] of up to 250 words of text as a move action, and you have no chance of entirely misconstruing its meaning. Additionally, as long as you have any computer equipment (including just a comm unit), you are assumed to have the necessary data set to take 20 on Culture checks to decipher writing, which you can do even if you are not trained in the Computers skill. It normally takes you 20 minutes to take 20 on text up to 250 words.
!! Archaeological Revelation (18th)
Up to twice per day, when you document a new artifact from an ancient or unknown culture, you regain 1 Resolve Point. When you discover an item on an unexplored planet, this process usually takes 10 minutes at most (and doesn't count as resting to regain Stamina Points), but even on known planets, you might be able to find new artifacts in 1d4 hours (or less) in old ruins or remote sections of cities with long histories or a high degree of trade with foreign cultures.
<<tabs "[contains:tab[Xenoarchive]sortby{Xenoarchive!!list}]" "Xeno by Alpha" "Index Template">>
Designed for adventurous scientists, this tool kit contains pipettes, syringes, vials, and other instruments that enable you to collect samples and analyze data outside a laboratory. Using a xenobiologist's field kit grants you a +4 insight bonus to [[Life Science]] checks to identify and [[recall knowledge]] about flora and fauna, provided you take at least 10 minutes to do so. The field kit also counts as having access to an infosphere for taking 20 on such checks.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|xenobiologist's field kit | 2 | 450 | L |
</div>
You channel the energy inherent in the ecosystems around you, taking inspiration from the endless cycles of the natural world. You might be a corporate biotech researcher, a hermitic shaman of the Green Faith, or one of the legendary Xenowardens.
* ''Associated Deities:'' Green Faith (philosophy), Oras
* ''Associated Skills:'' [[Life Science]] and [[Survival]]
* ''Spells:'' 1st—//[[life bubble]]//, 2nd—//[[fog cloud]]//, 3rd—//[[entropic grasp]]//, 4th—//[[reincarnate]]//, 5th—//[[commune with nature]]//, 6th—//[[terraform]]//
!! Speak with Animals (1st)
You can communicate with any creature of the animal type, though this doesn't make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use [[Intimidate]] to [[bully]] animals, and you can use any other language-dependent effect against animals.
!! Grasping Vines (3rd)
You can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot-radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful [[Acrobatics]] check or DC 15 Strength check. The vines last for a number of rounds equal to your mystic level, and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercing damage each round to creatures in the area.
!! Animal Adaptation (6th)
As a standard action, you can modify your body. Choose one of the following to gain the noted benefit:
* elongated legs (increase your land speed by 10 feet)
* fins and webbed digits (granting you a swim speed equal to half your land speed)
* suckers on wrists and feet (granting you a climb speed equal to half your land speed)
* vertical-slit pupils (granting you [[darkvision]] 60 feet)
This ability lasts for a number of minutes per day equal to your mystic level; this duration doesn't need to be continuous, but it must be used in 1-minute increments. Your base form and size are largely unchanged, but some of your body parts are altered. Armor and gear you are wearing adjusts to your new shape for the duration of this ability. You can have only one of these adaptations active at a time; choosing a new adaptation is a standard action and the new choice replaces the old. At 12th level, the climb and swim speeds granted by your adaptation are equal to your land speed, and you add wings (granting you a fly speed of 30 feet with average maneuverability) to the list of possible adaptations.
!! Reactive Resistance (9th)
The first time each day you would take energy damage, you immediately gain [[resistance]] 10 to that energy type for the remainder of the day. (If you are damaged by more than one energy type simultaneously, choose which type you resist.)
!! Share Resistance (12th)
As a standard action, you can spend 1 Resolve Point to grant allies linked by your [[telepathic bond]] class feature [[resistance]] 5 to the same energy type that you can resist through your reactive resistance class feature for 1 minute. You can't use this ability if your reactive resistance class feature has not yet been activated for the day.
!! Plant Transport (15th)
Once per day as a full action, you can enter any living plant equal to your size or larger and exit from another plant of the same kind in the same solar system, regardless of the distance separating the two. The destination plant does not need to be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. You cannot travel through [[plant|Plant]] creatures. You can bring along objects as long as their bulk doesn't exceed your Strength score. You can also bring up to five willing Medium or smaller creatures (each carrying no more bulk than their Strength scores) with you, provided they are linked to you with joined hands.
!! Guided Rebirth (18th)
As long as you have at least 1 Resolve Point remaining, you can spend all your remaining Resolve Points as a full action to surround yourself with an organic cocoon. While enclosed in the cocoon, you are considered [[helpless]]. Eight hours later, you emerge having changed your type to animal, humanoid (of any subtype), or your original type, gaining superficial physical characteristics as appropriate. This change does not alter your ability scores, Hit Points, Stamina Points, saving throws, skill points, class skills, or proficiencies. Each time you make this transformation, you are cleansed of all poisons and diseases, are restored to full Hit Points and Stamina Points, and heal all ability damage. You must select a type other than your current type every time you make the transformation. You can use this ability once per day. Once you use this ability, you can't regain Resolve Points until you rest for 8 hours, even if you have another means to do so.
A xenolash is a genetically engineered vine that weeps caustic, quick-hardening sap from the razor-sharp thorns along its length. Because the sap (rather than the weapon itself) entangles creatures, targets are not anchored to the xenolash. Grown in extraordinary conditions by Xenowardens and primarily sold only to those they trust, the plants derive their sustenance and amber-like sap from light, ambient energy, and atmospheric chemicals.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|xenolash, immature | 4 | 2,430 | 2d4 A & S | [[corrode]] 1d4 | 1 |[[analog]], [[disarm]], [[entangle]], [[reach]], [[trip]] |
|xenolash, mature | 10 | 17,000 | 5d4 A & S | [[corrode]] 2d4 | 1 |[[analog]], [[disarm]], [[entangle]], [[reach]], [[trip]] |
|xenolash, blooming | 14 | 70,000 | 9d4 A & S | [[corrode]] 4d4 | 1 |[[analog]], [[disarm]], [[entangle]], [[reach]], [[trip]] |
|xenolash, seeded | 18 | 409,000 | 9d8 A & S | [[corrode]] 6d4 | 1 |[[analog]], [[disarm]], [[entangle]], [[reach]], [[trip]] |
</div>
Double your [[operative's edge]] bonus to [[Culture]] checks made to [[decipher writing]]. You don't risk entirely misconstruing the meaning of the text unless you fail the check by 15 or more. If your result exceeds the DC by 5 or more, you decipher the writing in half the usual time.
The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens await.
!! Theme Knowledge (1st)
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to [[identify a rare creature|Identify Creature]] using [[Life Science]] by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
!! Quick Pidgin (6th)
If you don't share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if they are willing), after which you attempt a DC 25 [[Culture]] check. If you succeed, you formulate a simple pidgin language that allows basic communication. You can use the pidgin language with those specific creatures only, but you gain a +2 bonus to Culture checks to create a pidgin language with similar creatures that speak the same language.
!! First Contact (12th)
The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens await. You know how to make a good first impression on new races and assuage their fears of the unknown. When meeting a creature that has never seen your race or any of the races of your traveling companions, if it would normally be unfriendly to unknown races, treat it as indifferent instead. This has no effect if the creature would be hostile, indifferent, friendly, or helpful.
!! Brilliant Discovery (18th)
Up to twice per day, when you discover and document a new species of flora or fauna, you recover 1 Resolve Point. On an unexplored planet where every species is new, this process usually takes 10 minutes at most (and doesn't count as rest to regain Stamina Points, but even on known planets, you might be able to find a new species in 1d4 hours (or fewer) in a remote biome or one with a high variety of wildlife.
<div class="statblock">
* ''Tier'' 16
* Gargantuan trooptank
* ''Operators'' 2–6; ''PP'' 6 (1/turn, max 13)
* Speed 60 ft., fly 10 ft. (perfect, maximum elevation 5 ft.)
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 175; ''SP'' 51; ''Hardness'' 10
* ''EAC'' 37; ''KAC'' 38
* ''Fort'' +15; ''Ref'' +14
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +11
* ''Melee'' spiked shield (upper limb—11d8+24 B or P; critical [[bleed]] 5d8)
* ''Ranged'' rocket launcher (frame—11d10+16 F&P [[explode]] [10 ft.])
* ''Space'' 20 ft.; ''Reach'' 20 ft.
* ''Strength'' +8
!!! SYSTEMS
* ''Power Core'' mk 2 eternal
* ''Lower Limbs'' hoverpad
* ''Upper Limbs'' tough arms (+0 melee, +0 ranged)
* ''Auxiliary'' ammo reserve, autotarget, cargo catapult, cargo hold (2)
* ''Upgrades'' enhanced shields
</div>
The mechs that make up the backbone of Xenowarden planetary armor are a symbiotic union of multiple types of plants, trees, and lichens. With each mech grown to specification, arborists work carefully to graft multiple cultivars of native trees to a thin framework of supportive wire and light alloy framing. These saplings are nurtured and trained to an endoskeleton, and once a mech has matured, it can sustain its own energy needs with root systems and a verdant crown, possibly resulting in enormous mechs like the Xenowarden Canopy.
<div class="statblock">
* ''Tier'' 2
* Huge marshghost
* ''Operators'' 1–2; ''PP'' 6 (1/turn, max 13)
* ''Speed'' 70 ft., swim 100 ft.
* ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 120 ft., [[low-light vision]]
!!! DEFENSE
* ''HP'' 30; ''SP'' 9; ''Hardness'' 1
* ''EAC'' 19; ''KAC'' 20
* ''Fort'' +4; ''Ref'' +5
* ''Immunities'' construct immunities
!!! OFFENSE
* ''Base Attack Bonus'' +8
* ''Melee'' buzzblade (lower limb—1d8+4 S; critical [[bleed]] 1d4) or spiked shield (upper limb—1d8+4 B or P; critical [[bleed]] 1d4)
* ''Ranged'' laser rifle (frame—1d8+2 F; critical [[burn]] 1d4)
* ''Space'' 15 ft.; ''Reach'' 15 ft.
* ''Strength'' +2
!!! SYSTEMS
* ''Power Core'' mk 2 eternal
* ''Lower Limbs'' heavy biped
* ''Upper Limbs'' powerful arms (+1 melee, +0 ranged)
* ''Auxiliary'' entry hatch, haste circuit, reconnaissance array
* ''Upgrades'' enhanced shields, fleet (2)
</div>
Smaller mechs, like the Xenowarden Seedling, are readied for service earlier in the growth cycle, which lets them retain a great deal more flexibility and bend in the donor flora materials. This early harvest creates mechs that best serve as forward scouts that can cover more ground but with a trade-off of the pilot having less protection. The pilot usually sits partially exposed in the crown of the main tree, using more traditional control surfaces to actuate the mech in combat.
These supple boots are crafted from plant fibers and reinforced with magical energy. While wearing a pair of //xenowarden's boots//, each round you can move through up to 10 feet of difficult terrain caused by heavy undergrowth or other natural plant-based obstacles without reducing your speed.
<div class= "table-wrapper">
|Item | Level | Price | Bulk |h
|//xenowarden's boots// | 1 | 80 | L |
</div>
Immediately after ingesting this jelly, your body becomes semi‑fluid. For 10 minutes, you gain the [[amorphous]] and [[compression]] universal creature rules. Most users find this experience wildly disorienting. For the serum's duration, your speed is halved and you gain the [[flat-footed]] condition. As a standard action, you can attempt a DC 15 Fortitude save, ending the serum's effects early if you succeed.
<div class="table-wrapper">
|Item | Level | Price | Bulk |h
|//xeroform jelly// | 5 | 440 | — |
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* CN Large outsider (chaotic, extraplanar, protean, shapechanger)
* ''Init'' +5; ''Senses'' [[blindsense]] (vibration) 30 ft., [[darkvision]] 60 ft.; ''Perception'' +25
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 24; ''KAC'' 25
* ''Fort'' +10; ''Ref'' +12; ''Will'' +14
* ''Defensive Abilities'' [[amorphous]], //[[displacement]]//; ''DR'' 10/lawful; ''Immunities'' acid, polymorph; ''Resistances'' electricity 10, sonic 10; ''SR'' 22
!!! OFFENSE
* ''Speed'' 30 ft., fly 60 ft. ([[Su]], perfect)
* ''Melee'' claw +20 (2d10+13 S) or tail +20 (3d4+13 B plus [[grab]])
* ''Ranged'' anomaly ray +22 (2d8+11 A plus driftflash [DC 20])
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 11th)
** Constant—//[[displacement]]//
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +3; ''Int'' +0; ''Wis'' +1; ''Cha'' +8
* ''Skills'' [[Acrobatics]] +20 (+28 to fly), [[Disguise]] +20, [[Mysticism]] +25, [[Physical Science]] +20, [[Stealth]] +25
* ''Languages'' Abyssal, Protean; [[telepathy]] 100 ft.
* ''Other Abilities'' [[change shape]] (Small, Medium, or Large animal, elemental, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin)
!!! ECOLOGY
* ''Environment'' any (Drift or Maelstrom)
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Anomaly Ray ([[Su]])'' As a ranged attack, a xiritix can fire a ray of destabilizing energy with a range increment of 60 feet. This natural weapon has the [[automatic]] weapon special property (maximum 6 targets). Once the protean uses this ability, it can't use its anomaly ray for 1d4 rounds.
''Driftflash ([[Su]])'' A creature struck by a xiritix's anomaly ray must succeed at a DC 20 Fortitude saving throw or be affected by a random effect, as determined on the following table.
<div class= "table-wrapper">
|constrained |k
| d8 |Effect |h
| 1 |The target is assaulted by the terrible smell of a rancid pit of the Abyss and is [[sickened]] for 1d4 rounds. |
| 2 |The target is enveloped by the cloying gloom of the Shadow Plane and is [[shaken]] for 1d4 rounds. |
| 3 |The target hears the whispers of the damned in Hell and is [[off-target]] for 1d4 rounds. |
| 4 |The target is distracted by the comforting serenity of Heaven and is [[flat-footed]] for 1d4 rounds. |
| 5 |The target is snared by wild vines from the First World and is [[entangled]] for 1d4 rounds. |
| 6 |The target is subjected to the blinding light of the Positive Energy Plane and is [[blinded]] for 1d4 rounds. |
| 7 |The target witnesses a vision of death from the Boneyard and is [[staggered]] for 1d4 rounds. |
| 8 |The target is surrounded by swirls of erratic colors from the Maelstrom and is [[confused]] for 1d4 rounds. |
</div>
</div>
Xiritixes are rare proteans created by a large section of the Maelstrom being pulled into the Drift, though some scholars believe they were once another species of proteans that mutated in the planar shift. These mercurial, serpentine beings view the rest of the multiverse as boring and stagnant; they seek to remedy this "problem" by inflicting the same planar-mixing chaos that birthed them on whomever they come across. Xiritixes usually maintain a facet of their original forms (such as a sinuous tail or colorful scales) when they change shape, making them easy to spot even in disguise.
<div class="statblock">
* ''CR'' 8; ''XP'' 4,800
* N Gargantuan animal
* ''Init'' +0; ''Senses'' [[blindsense]] (scent), [[low-light vision]]; ''Perception'' +21
!!! DEFENSE
* ''HP'' 130
* ''EAC'' 20; ''KAC'' 22
* ''Fort'' +12; ''Ref'' +10; ''Will'' +7
* ''DR'' 5/—; ''Resistances'' sonic 10
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' slam +20 (3d4+14 B) or tail slap +17 (2d6+14 B)
* ''Space'' 20 ft.; ''Reach'' 15 ft. (20 ft. with tail slap)
* ''Offensive Abilities'' bulldoze, [[trample]] (3d4+14 B, DC 16), trumpet
!!! STATISTICS
* ''Str'' +6; ''Dex'' +0; ''Con'' +4; ''Int'' –4; ''Wis'' +2; ''Cha'' +1
* ''Skills'' [[Athletics]] +16, [[Survival]] +16
!!! ECOLOGY
* ''Environment'' temperate plains and forests (Castrovel)
* ''Organization'' solitary or moot (2–12)
!!! SPECIAL ABILITIES
''Bulldoze ([[Ex]])'' When a yaruk uses its trample ability, it ignores difficult terrain created by plants. Each inanimate obstacle in its path takes twice the yaruk's trample damage (inanimate plants take quadruple damage), and if this would reduce the obstacle to half its Hit Points or fewer, the yaruk can move through the obstacle as though it were difficult terrain.
''Trumpet ([[Ex]])'' A yaruk's vocalizations are audible up to 3 miles away in typical outdoor conditions. As a standard action once per 1d6 rounds, a yaruk can blare loudly in a 60-foot cone, dealing 2d8+8 sonic damage and inflicting both the [[deafened]] condition and the [[off-target]] condition for 1d4 rounds (a successful DC 16 Fortitude save halves the damage and negates these conditions).
</div>
Yaruks are immense herbivores that can readily crop tree leaves, even using their sturdy forelimbs to partly climb trunks to reach even higher. Yaruks are infamously destructive in their ongoing migrations, toppling whatever isn't convenient to walk around. This has hidden benefits, though. Not only does this create natural pathways and game trails that other species exploit, but it also clears swaths through thick canopies, allowing for new growth.
While most yaruks are solitary, they regularly call to their neighbors with deafening bellows magnified by their hollow crests. The yaruks then form temporary gatherings, called moots, and wander together for up to a week afterward before the individual yaruks gradually disperse.
<div class="statblock">
* ''Levels'' 1–20
* Large animal
* ''Sense'' [[blindsense]] (vibration) 60 ft.
* ''Good Save'' Ref; ''Poor Saves'' Fort, Will
* ''Speed'' 50 ft., climb 30 ft.
* ''Melee Attack'' mandibles (P; critical [[corrode]])
* ''Space'' 10 ft., ''Reach'' 5 ft.
* ''Ability Modifiers'' Dex, Str
!!! SPECIAL ABILITIES
''Agile Mount ([[Ex]])'' While mounted on your yasakaja companion, reduce the DC of [[Survival]] checks to fast mount or dismount, leap, or spur mount by an amount equal to the yasakaja's level (to a minimum of 0).
''Mandibles (Ex, 5th level)'' When a yasakaja scores a critical hit against a living creature with its mandibles attack, the naturally occurring acid in its saliva seeps into the wound, imposing the [[corrode]] (1d4) critical hit effect. A 10th- to 14th-level yasakaja's corrode deals 2d4 damage, and a 15th-level or higher yasakaja's corrode deals 4d4 damage. This is a poison effect.
</div>
Native to the jungles of the isolated continent of Ukulam on Castrovel, yasakajas are furred quadrupeds with four eyes, a fox-like tail, and enormous, insectile mandibles. Yasakajas are known for being sturdy mounts with great endurance and superb mobility.
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* LN Large aberration
* ''Init'' +1; ''Senses'' [[blindsense]] (thought) 100 ft., [[darkvision]] 60 ft.; ''Perception'' +17
!!! DEFENSE
* ''HP'' 125
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +8; ''Ref'' +8; ''Will'' +14
* ''Defensive Abilities'' [[fast healing]] 5, [[unflankable]]; ''DR'' 10/magic; ''Resistances'' acid 10, cold 10, fire 10
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' pincer +19 (3d4+12 S; critical [[wound]] [DC 18])
* ''Ranged'' jolt [[storm coil]] +17 (2d6+9 E)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 9th)
** At will—//[[detect thoughts]]// (range 100 ft., DC 16), //[[mind swap]]// (DC 21; see below), //[[modify memory]]// (DC 20)
!!! STATISTICS
* ''Str'' +3; ''Dex'' +1; ''Con'' +3; ''Int'' +6; ''Wis'' +2; ''Cha'' +4
* ''Skills'' [[Culture]] +22, [[Engineering]] +17, [[Life Science]] +22, [[Mysticism]] +17, [[Physical Science]] +22
* ''Languages'' Aklo, Common, Yithian; [[telepathy]] 100 ft.
* ''Other Abilities'' mind swap mastery
* ''Gear'' jolt [[storm coil]] with 4 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, or band (3–9)
!!! SPECIAL ABILITIES
''Mind Swap Mastery ([[Su]])'' When a yithian casts //[[mind swap]]//, the duration is permanent (D). The yithian takes its senses and defensive abilities with it to a new body and doesn't gain the awkward trait. In addition, when the yithian returns to its own body, the mind swap target must succeed at a DC 20 Will saving throw or forget being in the yithian's body.
</div>
<<section 'Yithian Elder'>>
In eons past, yithians inhabited a dying world. They used a desperate gambit to escape their planet's doom: casting their minds through time and space. These errant souls came to rest in the bodies they possess today. The minds that already inhabited these bodies were exiled back to the yithians' doomed world, but what mattered to yithians was the survival of their species, so they had and have little concern for those exiles. [[Hounds of Tindalos]] hunt yithians, perhaps for this act, although yithians aren't sure.
From their new home, the yithians created magitech that allowed them to contact minds on other planets and in other times. When the yithians found hospitable worlds, they created portals to those places. It was in this manner that yithians first came to Golarion. Those who lived on Golarion disappeared during the Gap, along with the rest of the planet.
As with all other denizens of the galaxy, yithians lost memory of the time during the Gap, a condition that vexes and frightens them. They also lost access to the devices that allowed them to transcend time. Their scientists continue to seek the cause of the Gap, but the more they do so, the more they realize the answer might be beyond their comprehension.
Yithians retain a weaker version of their forebears' ability to swap minds. With this power, along with the use of their hybrid portals and the immense psychic power of their elders, they travel between galactic locales. They often mind swap into other species to make use of starships, which they rarely build.
Yithian technology is akin to other high-tech equipment in the galaxy. They prefer electricity weapons. Some historians speculate that the [[storm coil]] is a pre-Gap yithian invention, although yithian versions are boxy and made for their physiology. How the weapon became widespread in the modern galaxy is yet another mystery of the Gap.
Yithians are about 10 feet tall and weigh nearly 2,000 pounds. They live for millennia.
<div class="statblock">
* ''CR'' 13; ''XP'' 25,600
* LN Large aberration
* ''Init'' +1; ''Senses'' [[blindsense]] (thought) 150 ft., [[darkvision]] 60 ft.; ''Perception'' +23
!!! DEFENSE
* ''HP'' 200
* ''EAC'' 27; ''KAC'' 28
* ''Fort'' +12; ''Ref'' +12; ''Will'' +18
* ''Defensive Abilities'' [[fast healing]] 5, [[unflankable]]; ''DR'' 10/magic; ''Resistances'' acid 10, cold 10, fire 10
!!! OFFENSE
* ''Speed'' 20 ft., climb 20 ft.
* ''Melee'' pincer +24 (6d4+17 S; critical [[wound]] [DC 21])
* ''Ranged'' impulse [[storm coil]] +22 (4d6+13 E)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
* ''Spell-Like Abilities'' (CL 13th)
** 1/day—//[[telepathic jaunt]]//
** 3/day—//[[arcane eye]]//, //[[mind probe]]// (DC 21)
** At will—//[[detect thoughts]]// (range 150 ft.; DC 18), //[[mind link]]// (range 150 ft.), //[[mind swap]]// (DC 23; see below), //[[modify memory]]// (DC 22), //[[telepathic bond|Telepathic Bond (class feature)]]//
!!! STATISTICS
* ''Str'' +4; ''Dex'' +1; ''Con'' +4; ''Int'' +8; ''Wis'' +3; ''Cha'' +6
* ''Skills'' [[Culture]] +28, [[Engineering]] +23, [[Life Science]] +28, [[Mysticism]] +28, [[Physical Science]] +23
* ''Languages'' Aklo, Common, Yithian; [[telepathy]] 150 ft.
* ''Other Abilities'' mental projection, mind swap mastery, telepathic bond
* ''Gear'' impulse [[storm coil]] with 4 super-capacity batteries (80 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, band (1–2 plus 3–9 yithians)
!!! SPECIAL ABILITIES
''Mental Projection ([[Su]])'' A yithian elder can use its spell-like abilities as if it were in the location of a creature that is party to the yithian's telepathic bond.
''Mind Swap Mastery ([[Su]])'' As [[yithian]].
''Telepathic Bond ([[Su]])'' As the [[mystic class feature|Telepathic Bond (class feature)]].
</div>
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* CN Large monstrous humanoid (giant)
* ''Init'' +3; ''Senses'' [[darkvision]] 60 ft., [[low-light vision]]; ''Perception'' +20
* ''Aura'' magic disruption (30 ft.)
!!! DEFENSE
* ''HP'' 180
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +13; ''Will'' +10
* ''SR'' 22
!!! OFFENSE
* ''Speed'' 40 ft.
* ''Melee'' handheld debris +23 (4d6+16 B; critical [[knockdown]]) or slam +23 (4d4+16 B)
* ''Ranged'' hurled debris +23 (3d10+11 B plus 5-ft.-radius area of difficult terrain around the target)
* ''Space'' 10 ft.; ''Reach'' 10 ft.
!!! STATISTICS
* ''Str'' +5; ''Dex'' +3; ''Con'' +8; ''Int'' –3; ''Wis'' +0; ''Cha'' +0
* ''Skills'' [[Athletics]] +25, [[Intimidate]] +20
!!! ECOLOGY
* ''Environment'' any (Chonax)
* ''Organization'' solitary, pair, or band (3–8)
!!! SPECIAL ABILITIES
''Handheld Debris ([[Ex]])'' A yotuhn can turn nearly any debris in reach into a melee weapon. Such debris is available (either loose or readily torn from the environment without requiring an extra action) to the yotuhn unless the GM rules otherwise. A yotuhn takes no penalty to attack rolls with such improvised weapons, which are never considered to be [[archaic]] in the yotuhn's hands. Whenever a yotuhn uses an improvised melee weapon, it gains the [[knockdown]] critical hit effect.
''Hurled Debris ([[Ex]])'' Much as with handheld debris, a yotuhn can turn nearly any debris in reach into a ranged weapon. A yotuhn's hurled debris has a range increment of 25 feet. Such attacks also create difficult terrain in a 5-foot-radius area around the target.
''Magic Disruption ([[Ex]])'' This aura twists magic around the yotuhn. Any creature that casts a spell or uses a spell-like ability within 30 feet of the yotuhn must succeed at a DC 22 caster level check or the effect warps to become the result of a random roll on the table associated with the //[[wonder grenade]]//. If the spell comes from an item, the check is 1d20 + the item's level. This randomized magical effect also occurs if a spell targets the yotuhn from any range and fails to overcome the creature's [[spell resistance]].
</div>
Yotuhns are among the most adaptable and bellicose species to plague Chonax. Territorial and prone to violent outbursts, these horrors clash with all creatures they encounter. A yotuhn stands 13 feet tall and weighs 1,800 pounds.When provoked, yotuhns attack wildly, grabbing debris from their lairs or slamming about with furious kicks and fists. These giants also have an inherent aura that warps magic, causing it to behave in a random and chaotic manner, even changing that magic's fundamental properties. These giants lair most frequently in caves or ruined structures. Some scientists theorize their nature might somehow be connected to the intense storms that were pervasive on Chonax until 30 years ago. Unfortunately for those researchers, not only are yotuhns incapable of speaking, but they are also aggressive toward anyone other than other yotuhns.
Your talent for careful listening often coaxes others into volunteering intriguing information. When you use [[Diplomacy]] to [[gather information]], you can forego rolling your expertise die. If you do so and succeed at the check, you learn an additional piece of information about the chosen topic or individual. Using this ability requires at least 10 minutes of interaction, even if you have an ability that would allow you to gather information more quickly.
When an ally within 60 feet fails an [[Acrobatics]] or [[Athletics]] check, as a reaction, you allow that ally to reroll the check, using your modifier for the skill if it's better than theirs. They must use the second result. A creature can't benefit from this ability again until they take a 10-minute rest to recover Stamina Points.
This is a language-dependent, sense-dependent effect.
<div class="statblock">
* ''CR'' 11; ''XP'' 12,800
* LE Huge dragon (earth)
* ''Init'' +4; ''Senses'' [[blindsense]] 60 ft., [[darkvision]] 120 ft.; ''Perception'' +20
* ''Aura'' [[frightful presence]] (170 ft., DC 18)
!!! DEFENSE
* ''HP'' 183
* ''EAC'' 24; ''KAC'' 26
* ''Fort'' +15; ''Ref'' +13; ''Will'' +13
* ''DR'' 5/magic; ''Immunities'' electricity, paralysis, sleep
!!! OFFENSE
* ''Speed'' 40 ft., burrow 20 ft., fly 200 ft. ([[Ex]], clumsy)
* ''Melee'' bite +24 (4d6+19 P)
* ''Multiattack'' bite +18 (4d6+19 P), 2 claws +18 (2d8+19 S), tail slap +18 (2d6+19 B)
* ''Ranged'' aurora [[arc rifle]] +21 (2d12+11 E, critical [[arc]] 2d6)
* ''Space'' 15 ft.; ''Reach'' 10 ft. (15 ft. with bite)
* ''Offensive Abilities'' [[breath weapon]] (80-ft. line, 12d8 E, Reflex DC 18 half, usable every 1d4 rounds), [[crush]] (4d6+19 B)
* ''Spell-Like Abilities'' (CL 11th; melee +24)
** 1/day—//[[dimension door]]//, //[[overload systems]]// (DC 17)
** 3/day—//[[arcing surge]]// (DC 16), //[[discharge]]// (DC 16), //[[instant virus]]// (DC 16), //[[tongues]]//
** At will—//[[recharge]]//, //[[see invisibility]]//
!!! STATISTICS
* ''Str'' +8; ''Dex'' +0; ''Con'' +5; ''Int'' +3; ''Wis'' +3; ''Cha'' +3
* ''Skills'' [[Acrobatics]] +25 (+17 when flying), [[Bluff]] +25, [[Computers]] +20, [[Engineering]] +20, [[Mysticism]] +20
* ''Languages'' Auran, Common, Draconic, Terran
* ''Other Abilities'' sound imitation
* ''Gear'' aurora [[arc rifle]] with 4 high-capacity batteries (40 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Sound Imitation ([[Ex]])'' A blue dragon can mimic any voice or sound it has heard by succeeding at a [[Bluff]] check opposed by a listener's [[Sense Motive]] check.
</div>
<div class="statblock">
* ''CR'' 5; ''XP'' 1,600
* CN Small monstrous humanoid
* ''Init'' +5; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +11
!!! DEFENSE
* ''HP'' 65
* ''EAC'' 16; ''KAC'' 17
* ''Fort'' +4; ''Ref'' +8; ''Will'' +8
* ''Defensive Abilities'' gravitic deflection
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tactical [[starknife]] +11 (1d4+7 P)
* ''Ranged'' thunderstrike [[sonic rifle]] +13 (1d10+5 E, critical [[deafen]] [DC 15])
* ''Offensive Abilities'' untethered mass
!!! STATISTICS
* ''Str'' +2; ''Dex'' +5; ''Con'' +2; ''Int'' +1; ''Wis'' +0; ''Cha'' +3
* ''Skills'' [[Bluff]] +16, [[Culture]] +11, [[Diplomacy]] +11, [[Life Science]] +16, [[Stealth]] +16
* ''Languages'' Common, Gytchean
* ''Gear'' [[d-suit]] I, tactical [[starknife]], thunderstrike [[sonic rifle]] with 1 high-capacity battery (40 charges)
!!! ECOLOGY
* ''Environment'' any (Yrgytch)
* ''Organization'' solitary, pair, or chatter (3–6)
!!! SPECIAL ABILITIES
''Gravitic Deflection ([[Ex]])'' An yrgytchee instinctively warps gravity around them to divert danger. They gain a +2 racial bonus to their AC against melee attacks and ranged kinetic attacks if they aren't [[flat-footed]].
''Untethered Mass ([[Ex]])'' As a move action, an yrgytchee can temporarily disrupt the connection between a creature within 30 feet and the dominant local gravity field affecting it. The creature gains the [[off-kilter]] condition until the beginning of the yrgytchee's next turn or until it takes a move action to reorient itself.
</div>
Natives of the high-gravity paradise planet Yrgytch, yrgytchees have an affinity for technology and welcome off-worlders to the numerous resorts and retreats they operate on the long, pristine beaches of their world. These quick, feathered humanoids stand about 4 feet tall on average and have long, crocodilian snouts. While often whimsical and jovial, yrgytchees become deadly serious when discussing their planet's high gravity or when someone recommends they leave it for other opportunities. They have a deep reverence for the unusually powerful gravity of their small world, explaining only that they must never abandon their planet nor misuse its gift.
Yrgytchees have risen to prominence on their world only within the past few millennia. Evolution or ascendancy from a native species seems unlikely, and yrgytchees, with no foundational or etiological myths to explain their origins, assume their beginnings must somehow tie to the mystical connection they all bear with Yrgytch. Records of a prior complex civilization on the planet are present yet scant, though yrgytchees do their best to distract visitors from investigating such traces too thoroughly.
Most yrgytchees affiliate themselves with one of several great cabals that hold both economic and political power across the planet. Expulsion from one of these cabals occurs more often than the government would like to admit, creating a small but vocal exile population of restless and stateless yrgytchees, who in response turn to activities ranging from planetary exploration to anarchist sabotage. However, no yrgytchee is ever exiled from the planet as punishment; those few who leave Yrgytch willingly become labeled as apostates, never to return to their home planet for fear of discovery and swift execution.
Small and furtive, the ysoki are often overlooked by larger races. Yet through wit and technological prowess, they've spread throughout the solar system, giving truth to the old adage that every starship needs a few rats.
!! Racial Traits
* ''Ability Adjustments:'' +2 Dex, +2 Int, –2 Str
* ''Hit Points:'' 4
* ''Size and Type:'' Ysoki are Small humanoids with the ysoki subtype.
* ''Cheek Pouches:'' Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
* ''Darkvision:'' Ysoki can see up to 60 feet in the dark (see [[darkvision]]).
* ''Moxie:'' Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from [[prone]] as a swift action. Additionally, when [[off-kilter]], a ysoki does not take the normal penalties to attacks or gain the [[flat-footed]] condition. When attempting an [[Acrobatics]] check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
* ''Scrounger:'' Ysoki receive a +2 racial bonus to [[Engineering]], [[Stealth]], and [[Survival]] checks.
!!! Alternate Ability Adjustments
* ''Anthropomorphic:'' Most ysoki have animal-like features, such as digitigrade legs and limbs of equal length. Some ysoki, however, have anatomy more resembling a human's, such as plantigrade feet and legs longer than their arms. Such ysoki likely have ancestors from outside the Pact Worlds, but no scientific consensus exists on where these traits originate. An anthropomorphic ysoki's ability adjustments are +2 Intelligence, +2 Charisma, and −2 Strength.
* ''Nograv:'' Ysoki that live on low-gravity worlds develop long, lanky bodies and gaunt features. Known colloquially as nograv ysoki, these individuals are capable of incredible feats of dexterity, but their bones are infamously brittle. A nograv ysoki's ability adjustments are +4 Dexterity and –2 Constitution.
* ''Survivor:'' Although some think of ysoki as weak, ysoki are natural scavengers and survivors, and many ysoki cultures value such traits over tinkering and similar pursuits. A famous example of survivor ysoki are those common on Absalom Station who are believed to have roots on the lost world of Golarion. A survivor ysoki's ability adjustment is +2 Constitution.
!!! Alternate Racial Traits
* ''Blindsense:'' Some ysoki can detect faint odors and tastes, granting them [[blindsense]] (scent) with a range of 30 feet. This replaces darkvision.
* ''Natural Weapons:'' Ysoki can have long, sharp teeth. A ysoki with this trait is always considered to be armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn't count as [[archaic]]. Ysoki with this trait gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). This replaces cheek pouches.
* ''Scrappy:'' Many ysoki are capable of taking and dealing surprising amounts of damage. A ysoki with this trait gains 4 racial Hit Points at 1st level instead of 2. In addition, while the ysoki has 0 Stamina Points, they gain a +1 insight bonus to melee attack rolls. This replaces moxie.
* ''Skilled:'' Ysoki with this trait gain an additional skill rank at 1st level and each level thereafter. This replaces scrounger.
* ''Swarmer:'' Swarmer ysoki use their small size to slip past defenses and strike at weak points. Ysoki with this trait gain the benefits of flanking an opponent provided at least one other ally is threatening that foe, regardless of position. Allies threatening the same enemy also gain the benefits of flanking. This replaces moxie and scrounger.
* ''Wastelander:'' Since Akiton's economic crash, many ysoki on the Red Planet have been forced to make do with whatever they can scrounge. Ysoki with this trait gain a +2 racial bonus to [[Survival]] checks and a +2 racial bonus to Fortitude saves against disease, poison, and effects that cause the [[nauseated]] or [[sickened]] condition. This replaces scrounger.
!! Physical Description
Ranging from 3 to 4 feet tall, ysoki resemble humanoid rats who walk upright, complete with fur, long incisors, constantly twitching noses, and partially prehensile tails that help them keep their balance and maneuver in zero gravity. Their small, dexterous hands are perfect for working on delicate electronics, and their keen noses often allow them to identify complex chemicals by smell. Male and female ysoki are difficult for other races to tell apart, as they have similar body types and favor similar fashions.
!! Home World
While the term "ysoki" originates from Akiton, where the race has long been a vibrant and respected culture, populations of ratfolk (as they're sometimes called) existed on several worlds for millennia before spaceflight became common. Whether these different populations were examples of convergent evolution or they shared a common ancestor is anyone's guess, but today most of these cultures now identify as part of the overarching ysoki race. This is due partially to the wide variation in ysoki heredity, which makes ethnicity (and often even immediate family connections) almost impossible to determine by sight or genetics, but even more so to the fact that ysoki have done more than any other ratfolk group to demand and maintain the respect of larger races.
!! Society and Alignment
Ysoki society is chaotic and freewheeling, and a typical warren is full of half-finished projects and multiple ysoki talking over each other. Regardless of their role in society, nearly all ysoki hold a deep and abiding love for technology and gadgets, whether it be an engineer's love of taking machines apart or a soldier's appreciation for her armor's construction. While they traditionally take on roles and societal niches other races view as unpleasant, acting as junkers or squeezing through the innards of starships, this is due not to a lack of pride, but rather an abundance thereof—ysoki are so sure of their own worth that living in subpar conditions doesn't shame them. Larger races' tendency to underestimate or pick on ysoki has left them fiercely loyal to their friends and families—both ysoki and otherwise—and a ysoki presented with a gross injustice often feels the need to fling himself teeth-first at the problem, consequences be damned. As a result, the most common ysoki alignment is chaotic good, though they can easily be tugged toward the evil alignments by loyalty or a need to strike back at perceived oppression (or even simple disrespect).
!! Relations
Friendly and talented, ysoki integrate easily into most civilized societies, sometimes in all-ysoki neighborhoods and other times living side by side with alien cultures. The large size of ysoki families and their tendency to travel also means that a ysoki on a Pact World is shockingly likely to have a cousin or other contact in just about any major settlement. Of the major races, ysoki get along best with [[lashuntas]], with whom they've traded for millennia, though they appreciate humanity's pluck and [[shirrens]]' devotion to community, even if the latter are a little too calm for ysoki tastes. They identify with [[androids]]' defiance in the face of prejudice, but they find [[kasathas]] too aloof and [[vesk]] too obsessed with displaying dominance. Regardless of others' races, ysoki pride themselves on being quick judges of character, and members of many other races have been surprised to find a ysoki fighting on their behalf after no more than a conversation in a crowded bar. Quick to rile and quick to forgive, fond of laughing at misfortune (both their own and others'), ysoki can sometimes be exhausting, but they are rarely boring.
!! Adventurers
Though ysoki form strong bonds with their friends and families, these connections are as likely to take them offworld as to keep them at home. Many curious young ysoki sign on with starship crews to see the universe or find their fortunes, and soon adopt their shipmates as a second family. Their natural aptitude with machines most often leads ysoki to become mechanics and technomancers, but they also enjoy the gloriously complicated weaponry employed by operatives and soldiers, and many appreciate the quick-witted patter of envoys.
!! Names
Ysoki names tend to be short, and even those given longer names inevitably shorten them for informal use. Nicknames are often as important to ysoki as their actual names, and they tend to give both other ysoki and their non-ysoki friends monikers that refer to their personality or physiology, such as "Snack," "Sparks," "Twitch," "Boom-Boom," or "Dirtbath." While some ysoki take family names, many use the names of their ships or home settlements instead. Some sample ysoki names include Bena, Coponisa, Cors, Goba, Ketch, Kib, Lolo, Niknik, Quig, Resk, Sim, and Twik.
!! Cheek Pouches Graft
{{Cheek Pouches}}
The innovative [[ysoki]] created this reinforced jumpsuit layered with energy-reflective foil. This light armor is undeniably noticeable, but it also protects against energy attacks with the same efficacy as it does kinetic attacks. Ysoki refractor suits are popular among all races now and can be tinted in different metallic shades.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|ysoki refractor suit | 6 | 4,120 | +7 | +7 | +5 | — | — | 2 | L |
</div>
<div class="statblock">
* ''CR'' 12; ''XP'' 19,200
* NE Medium undead
* ''Init'' +8; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +22
!!! DEFENSE
* ''HP'' 170
* ''EAC'' 25; ''KAC'' 26
* ''Fort'' +11; ''Ref'' +11; ''Will'' +17
''Immunities'' [[undead immunities]]
!!! OFFENSE
* ''Speed'' 40 ft.; //[[spider climb]]//
* ''Melee'' painful grasp +21 (2d12+12 C plus pain [DC 21])
* ''Offensive Abilities'' face of death (DC 21)
* ''Spell-Like Abilities'' (CL 12th)
** 1/day—//[[dimension door]]//, //[[fear]]// (4th-level, DC 23)
** 3/day—//[[bestow curse]]// (DC 22), //[[displacement]]//, //[[holographic image]]// (3rd-level, DC 22), //[[nightmare]]//
** At will—//[[ghost sound]]// (DC 19), //[[invisibility]]//
!!! STATISTICS
* ''Str'' +0; ''Dex'' +8; ''Con'' —; ''Int'' +2; ''Wis'' +4; ''Cha'' +5
* ''Skills'' [[Acrobatics]] +27, [[Intimidate]] +22, [[Stealth]] +27
''Other Abilities'' haunted focus, [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary or haunt (1 yurei plus 2–4 [[ghosts]])
!!! SPECIAL ABILITIES
''Face of Death ([[Su]])'' As a full action, a yurei can expose its face to a single adjacent creature. That creature must succeed at a DC 21 Will save or be [[stunned]] for 1d6 rounds. A target that is stunned must also succeed at a DC 21 Fortitude save or immediately be reduced to 0 Hit Points and begin [[dying]] (the target doesn't lose any Stamina Points it might have had). A target that succeeds at the initial saving throw is immune to that particular yurei's face of death ability for 24 hours. This is a mind-affecting fear effect, and the secondary effect is a death effect.
''Haunted Focus ([[Su]])'' Each yurei has a bond with an object that was significant to it in life, such as a datapad or
comm unit. As long as a yurei and its focus are both on the same plane of existence, a yurei can observe its focus, as per //[[clairaudience/clairvoyance]]//; travel to its focus, as per //[[interplanetary teleport]]//; and use any of its spell-like abilities as if it was in the same space as its focus, all regardless of distance.
''Painful Grasp ([[Su]])'' A creature that takes damage from a yurei's painful grasp attack must succeed at a DC 21 Will saving throw or take a –2 penalty to ability checks, attack rolls, and skill checks for 1 round. This is a pain effect.
</div>
Yurei are formed from the spirits of those who died in the throes of betrayal, whether by a lover, parent, or other close relation. They relentlessly stalk their betrayers, terrorizing them with horrific nightmares before painfully drawing the warmth from their victims with their terribly burnt hands. A yurei rarely finds peace after taking revenge, often mistaking a different subject as the focus of its wrath. While there are tales of people who calmed a yurei's rage, too often these creatures can only be put to rest through violence.
!! Yurei Template Graft
This restless undead is created when a living creature is killed through treachery.
* ''CR:'' 10+
* ''Required Creature Type:'' Undead.
* ''Suggested Array:'' Spellcaster.
* ''Traits:''
** //[[spider climb]]//
** painful grasp (see stat block)
** face of death (see stat block)
** haunted focus (see stat block)
* ''Suggested Ability Score Modifiers:'' Dexterity, Charisma.
This specialized weapon crystal causes a [[solar weapon]] to twist energy, momentum, and even stranger forces around it. A weapon enhanced with a //z-boson crystal// deals increased damage and can sometimes give a target unexpected momentum, hurling it backward. //Z-boson crystals// are fairly esoteric and can be found in shard, least, minor, lesser, standard, greater, and true versions.
<div class="table-wrapper">
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|//z-boson crystal//, shard | 1 | 115 | +1 | [[push]] (5 ft.) | — | — |
|//z-boson crystal//, least | 4 | 1,950 | +1d2 | [[push]] (5 ft.) | — | — |
|//z-boson crystal//, minor | 7 | 7,000 | +1d4 | [[push]] (10 ft.) | — | — |
|//z-boson crystal//, lesser | 10 | 17,500 | +1d8 | [[push]] (10 ft.) | — | — |
|//z-boson crystal//, standard | 13 | 47,500 | +2d8 | [[push]] (20 ft.) | — | — |
|//z-boson crystal//, greater | 16 | 177,500 | +3d8 | [[push]] (25 ft.) | — | — |
|//z-boson crystal//, true | 19 | 561,000 | +4d8 | [[push]] (30 ft.) | — | — |
</div>
You’re attuned to the cultural ebb and flow of societies, and you understand how thoughts and ideas flourish between people. You might be an educator who spreads knowledge about cultural trends or niche fields; an artist, engineer, or architect whose creations embody cultural values; or a xenophile who immerses yourself in every culture you encounter.
* ''Associated Deities:'' Abadar, Eloritu, Hylax, Oras, Sangpotshi (philosophy), Talavet, Yaraesa
* ''Associated Skills:'' Special (below)
* ''Spells (proposed; not listed in original description):'' 1st—6th //[[spiritual consultation]]//, replaced by 1st—//[[blind trust]]//, 2nd—//[[spiritual bonds]]//, 3rd—//[[tongues]]//, 4th—//[[confusion]]//, 5th—//[[commune with planet]]//
!! Embody the Age (1st)
You can attune yourself to the spirit of the modern age or a bygone era, such as the Silent War or Lost Golarion. You gain the [[channel skill]] ability at 1st level instead of 2nd level. Each day when you regain your mystic spell slots, choose one of the following zeitgeists to embody: Consumerism ([[Engineering]], [[earn a living]]), Enlightenment ([[identify]], [[recall knowledge]]), Expansion ([[Intimidate]], [[Survival]]), Exploration ([[Piloting]], [[Survival]]), Innovation ([[Computers]], [[Medicine]]), Patriotism ([[Athletics]], [[Intimidate]]), Progress ([[Culture]], [[Diplomacy]]), Rebellion ([[Diplomacy]], [[Intimidate]]), Tension ([[Perception]], [[Sense Motive]]), or Upheaval ([[Bluff]], [[Stealth]]). Your channel skill ability applies to the skill or skill task listed in parenthesis for the zeitgeist you’ve chosen. Any skills listed become your associated skills; in the case of a skill task, such as earn a living or recall knowledge, any skill is an associated skill for you as long as you’re attempting the listed task. This benefit lasts until you next regain your mystic spell slots.
!! Shared Interests (3rd)
Your mastery of the zeitgeist makes you a natural leader, able to persuade others through your cultural expertise. When you attempt the [[change attitude]] Diplomacy skill task, you can use any of the associated skills from your zeitgeist (but not a skill task) instead of [[Diplomacy]]. In addition, once per day, you can reroll a failed Diplomacy check or an attempt to change attitude.
!! Resolve of the Age (6th)
Your knowledge of how cultures react to stress allows you to endure hardship. You gain a +2 insight bonus to saving throws against effects with a descriptor associated with the zeitgeist you currently embody: Consumerism (pain), Enlightenment (emotion), Expansion (poison), Exploration (radiation), Innovation (disease), Patriotism (sense-dependent), Progress (curse), Rebellion (compulsion), Tension (charm), Upheaval (language-dependent).
!! Social Creature (9th)
As you embody the zeitgeist, you excel at various downtime activities. You gain the following benefits:
When you carouse, you can choose another character to carouse with you; that character can’t perform a downtime activity on the day you carouse with them. If you succeed at the Fortitude saving throw required for the carouse activity, both you and the character you’ve chosen gain the benefit; if you fail, only you suffer the penalty.
* When you perform the [[entertain|Entertain (downtime)]] downtime activity, you gain the normal benefits for the [[lounge]] activity even if you fail to properly entertain all creatures you attempted to entertain.
* When you [[explore futures]], you can choose two creatures to gain the benefit of this downtime activity instead of only one.
* You can use the [[lounge]] downtime activity in any environment, and you don’t need a comfortable space.
* When you select a downtime activity, you can also perform the [[maintain readiness]] activity at the same time; however, when you do, you don’t gain any of the other benefits listed for this ability for other downtime activities. For example, if you maintain readiness and also perform the [[lounge]] activity, you need a comfortable space.
* When you take the [[practice profession]] downtime activity, you always gain the +5 bonus to the check for using a profession based on the ability score listed for each area of focus, even if your profession is based on a different ability.
!! Team Spirit (12th)
Your mastery of the age’s social demands extends to your starship crew. When performing the captain starship crew role, you gain the following benefits:
* Each starship combat, select one character in your crew; you can grant the benefit of the [[demand]] action to that crew member any number of times in the combat instead of only once.
* You automatically succeed at attempts to [[encourage]].
* When you succeed at the [[taunt]] or [[moving speech]] crew actions, the penalty applies to all phases of the starship combat round instead of only one.
* Tumultuous Times (15th)
You can embody a different zeitgeist and, adapting to changing times. When you spend 1 Resolve Point and rest for 10 minutes to regain Stamina, you can select a different zeitgeist to embody without waiting until you regain your mystic spell slots.
!! Dual Zeitgeist (19th)
You can embody the spirit of multiple ages at the same time. Whenever you choose a zeitgeist to embody, select two instead of one. You gain the benefits of both.
Crafted by the talented smiths of the drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other drow houses have been known to manufacture their own versions.
<div class="table-wrapper">
|Armor | Level | Price | EAC<br/>Bonus | KAC<br/>Bonus | Maximum<br/>Dex Bonus | Armor Check<br/>Penalty | Speed<br/>Adjustment | Upgrade<br/>Slots | Bulk |h
|Zeizerer diffractor I | 2 | 650 | +2 | +2 | +4 | — | — | 0 | L |
|Zeizerer diffractor II | 6 | 4,150 | +6 | +6 | +6 | — | — | 1 | L |
|Zeizerer diffractor III | 9 | 12,500 | +11 | +11 | +7 | — | — | 2 | L |
|Zeizerer diffractor IV | 13 | 48,500 | +15 | +15 | +8 | — | — | 3 | L |
|Zeizerer diffractor V | 18 | 340,000 | +20 | +20 | +9 | — | — | 4 | L |
</div>
An Apostae-based corporation, Zeizerer Munitions is one of a dozen or so companies owned and controlled by House Zeizerer, a powerful drow house that controls the city of Nightarch. Unlike most of House Zeizerer's business endeavors, Zeizerer Munitions actually has more offices and holdings off Apostae than on its parent corporation's home world, though all the top offices remain safely located in towers within Nightarch. Because the company sells ammunition and batteries rather than weaponry, numerous groups who refuse to deal with drow arms deals in general are willing to buy batteries, darts, rounds, and scattergun shells from Zeizerer Munition in the (questionable) belief that ammunition carries fewer opportunities for immoral design choices.
Zeizerer Muntion sells special longframe ammunition magazines and batteries, designed to extend the ammuntion or charges a weapon can carry. For any weapon that uses batteries, darts, petrol, rounds, or scattergun shells and that has a capacity of 5 or more, it is possible to buy a longframe battery or magazine to extend the weapon's capacity by 20%, at a price of 5% of the weapon (plus the price of the appropriate base battery for weapons that use charges). In the case of batteries, these longframe batteries are treated as their original capacity for purposes of recharging availability, price, and time. Longframe magazines are bought separately from the ammuntion they can carry. Longframe batteries and magazines can only be used with a specific make and mode of weapon—a longframe battery for a static shock caster has 48 charges, but can only be used in a static shock caster.
At 9th level and again at 17th level, you gain two powerful [[stellar revelations]]. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation.
Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned.
<$list filter="Graviton Photon">
!! <<currentTiddler>>
<<list-links '[tag[Zenith Revelations]tag<currentTiddler>]' class:index>>
</$list>
<div class="statblock">
* ''CR'' 9; ''XP'' 6,400
* N Tiny aberration
* ''Init'' +6; ''Senses'' [[darkvision]] 60 ft., herbsight 60 ft., [[low-light vision]]; ''Perception'' +22
!!! DEFENSE
* ''HP'' 135
* ''EAC'' 22; ''KAC'' 23
* ''Fort'' +8; ''Ref'' +10; ''Will'' +12
* ''Immunities'' disease
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' tongue +17 (1d6+12 A & B plus zernivian toxin; critical [[stun]])
* ''Multiattack'' 4 tongues +11 (1d6+12 A & B plus zernivian toxin; critical [[stun]])
* ''Ranged'' acid spittle +19 (2d6+9 A plus zernivian toxin)
* ''Space'' 2-1/2 ft.; ''Reach'' 0 ft. (5 ft. with tongue)
* ''Offensive Abilities'' herbicide
!!! STATISTICS
* ''Str'' +3; ''Dex'' +6; ''Con'' +0; ''Int'' +0; ''Wis'' +4; ''Cha'' +0
* ''Skills'' [[Disguise]] +17, [[Life Science]] +17, [[Sense Motive]] +17, [[Stealth]] +22, [[Survival]] +22
* ''Other Abilities'' animal puppeteer (DC 18), [[spaceflight]] (Survival)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Acid Spittle ([[Ex]])'' As a ranged attack, a zernivian can hurl a blob of acidic spittle with a maximum range of 30 feet.
''Animal Puppeteer ([[Ex]])'' As a full action, a zernivian can insert itself into the body of an adjacent unconscious or helpless Small animal with an Intelligence modifier no greater than –4 (Fortitude DC 18 negates). While inside an animal in this way, the zernivian has total cover and takes no actions of its own; however, it gains full control of the host animal's actions. The zernivian can use its or its host's saving throw bonuses (whichever are higher), its host's extraordinary abilities, and its or its host's natural attacks. The zernivian remains in control of the animal until it leaves the host's body, which it can do as a full action; the host animal is then [[stunned]] for 1 round but is otherwise unharmed.
''Herbicide ([[Ex]])'' Plant creatures and creatures with the dycepskian subtype or the
[[plantlike]] universal creature rule aren't immune to a zernivian's toxin. When such creatures attempt a Fortitude saving throw against zernivian toxin, they must roll twice and use the worse result.
''Herbsight ([[Ex]])'' Zernivians have an extrasensory ability that enables them to rapidly seek out and find plant life. This ability functions as blindsight (scent), except a zernivian can only detect plant creatures and creatures with the dycepskian subtype or the [[plantlike]] universal creature rule.
!!! Zernivian Toxin
* ''Type'' poison (injury)
* ''Save'' Fortitude DC 18
* ''Track'' [[Constitution|Constitution Poison Track]]
* ''Frequency'' 1/round for 6 rounds
* ''Cure'' 1 save
</div>
Zernivians are a species of rodent-sized aberrations whose bodies are covered in grisly fur the color and texture of exposed arteries. Constantly driven to root out and consume intelligent plant creatures, zernivians stalk their prey by taking over the bodies of harmless animals as a means of camouflage. Once a zernivian locates a plant creature, it quickly emerges from the host animal and attacks, using a combination of tongue lashings and a natural herbicide to take down its victim. Xenobiologists are unsure where the solitary zernivians originate from or even how they reproduce.
Although zernivians have become a problem on Ghorus Prime, the native ghorans are far from the zernivian's favorite food. That "honor" goes to the fungal dycepskians, who do whatever they can to terminate these predators on sight, as zernivians have the uncanny ability to sniff out dycepskians occupying even the most unlikely of host bodies.
!! Zernivian Companions
{{Trapped Zernivian}}
<div class="statblock">
* ''Type'' drug (ingested)
* ''Save'' Fortitude DC 14
* ''Addiction'' Fortitude DC 14 (physical)
* ''Track'' [[Strength|Strength Poison Track]]
* ''Effect'' +2 morale bonus to [[Perception]] checks and saves against [[fatigue]] or [[exhaustion]] for 1d4 hours.
</div>
<div class="table-wrapper">
|Substance | Level | Price |h
|zero | 3 | 500 |
</div>
Zero cannons project a freezing line straight out from a generator, affecting any targets within the line. A pair of tanks in the cannon's heavy stock contain chemical coolants that produce a violent endothermic reaction when mixed in the insulated barrel.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|zero cannon, tactical | 11 | 23,000 | 3d8 C | 60 ft. | [[stagger]] | 80 charges | 4 | 2 |[[line]], [[unwieldy]] |
|zero cannon, advanced | 14 | 81,400 | 5d8 C | 60 ft. | [[stagger]] | 100 charges | 5 | 2 |[[line]], [[unwieldy]] |
|zero cannon, elite | 18 | 412,800 | 8d8 C | 80 ft. | [[stagger]] | 100 charges | 5 | 2 |[[line]], [[unwieldy]] |
</div>
A zero knife appears much like a folded switchblade, though the hilt is somewhat bulkier due to the battery; when activated, the zero knife forms a blade formed entirely of an aura of intense cold rather than steel. The frostbite-class zero knife is an easily obtained weapon whose blade rapidly accumulates flakes of frozen material in most atmospheres. The more advanced hailstorm-class, blizzard-class, avalanche-class, and icequake-class zero knives incorporate technology that eliminates the build-up.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Critical | Bulk |Special |h
|zero knife, frostbite-class | 4 | 2,810 | 1d4 C | [[stagger]] | L |[[conceal]], [[operative]], [[powered]] (capacity 40, usage 1) |
|zero knife, hailstorm-class | 7 | 5,540 | 1d6 C | [[stagger]] | L |[[conceal]], [[operative]], [[powered]] (capacity 40, usage 1) |
|zero knife, blizzard-class | 12 | 32,400 | 2d6 C | [[stagger]] | L |[[conceal]], [[operative]], [[powered]] (capacity 40, usage 1) |
|zero knife, avalanche-class | 16 | 145,000 | 5d6 C | [[stagger]] | L |[[conceal]], [[operative]], [[powered]] (capacity 40, usage 1) |
|zero knife, icequake-class | 20 | 729,000 | 7d6 C | [[stagger]] | L |[[conceal]], [[operative]], [[powered]] (capacity 40, usage 1) |
</div>
Zero pistols have a weighted grip to balance their unusually heavy barrels. A cylindrical canister over the barrel contains and directs the coolants.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|zero pistol, frostbite-class | 5 | 3,060 | 1d6 C | 60 ft. | [[stagger]] | 20 charges | 1 | L |— |
|zero pistol, hailstorm-class | 10 | 16,900 | 2d6 C | 60 ft. | [[stagger]] | 40 charges | 2 | L |— |
|zero pistol, blizzard-class | 15 | 94,500 | 4d6 C | 60 ft. | [[stagger]] | 40 charges | 2 | L |— |
|zero pistol, avalanche-class | 19 | 492,900 | 6d6 C | 60 ft. | [[stagger]] | 80 charges | 4 | L |— |
</div>
Zero rifles have long, bulky barrels and tend to be very frontheavy. A heavy tank over the barrel stores the rifle's coolant supply, contributing most of its bulk.
<div class="table-wrapper" >
|Weapon | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk |Special |h
|zero rifle, frostbite-class | 4 | 2,330 | 1d8 C | 60 ft. | [[stagger]] | 40 charges | 2 | 1 |— |
|zero rifle, hailstorm-class | 8 | 10,100 | 2d8 C | 60 ft. | [[stagger]] | 40 charges | 2 | 2 |— |
|zero rifle, blizzard-class | 14 | 79,800 | 4d8 C | 60 ft. | [[stagger]] | 80 charges | 4 | 2 |— |
|zero rifle, avalanche-class | 18 | 410,200 | 7d8 C | 60 ft. | [[stagger]] | 100 charges | 5 | 2 |— |
</div>
You can control how small amounts of momentum are added or removed from you. As a swift action, you can spend 1 Entropy Point to negate the [[off-kilter]] or [[off-target]] conditions. Additionally, when your movement causes you to run into an enemy in zero gravity, you can forgo your [[Acrobatics]] or [[Athletics]] check to avoid gaining the off-kilter condition. If you do, that enemy automatically fails its check to avoid becoming off-kilter and gains that condition. In addition, while in zero gravity, you can steady yourself if you are adjacent to any creature.
A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as [[ion tape]].
<div class="table-wrapper">
|Item | Level | Price | Bulk | Capacity | Usage |h
|zipstick | 1 | 10 | — | 20 | 1/use |
</div>
<div class="statblock">
* ''Tier'' 10
* CN Huge starship aberration
* ''Speed'' 6; ''Maneuverability'' poor (turn 3)
* ''AC'' 22; ''TL'' 19
* ''HP'' 300; ''DT'' 5; ''CT'' 60
* ''Shields'' 180 (forward 45, port 45, starboard 45, aft 45)
* ''Attack (Forward)'' seeds (4d6; 10 hexes), tentacles (1d8×10; 10 hexes)
* ''Attack (Port)'' seeds (4d6; 10 hexes)
* ''Attack (Starboard)'' seeds (4d6; 10 hexes)
* ''Attack (Turret)'' seeds (4d6; 10 hexes), tentacles (1d8×10; 10 hexes)
* ''Other Abilities'' [[death throes]], expelled tendril (4d6, limited fire; 5 hexes), living starship, microbial infestation (4d6/round), [[void adaptation]]
!!! CREW ACTIONS
* ''Engineer (1 action)'' [[Engineering]] +24 (10 ranks)
* ''Gunner (3 actions)'' gunnery +15 (10th level)
* ''Pilot (1 action)'' [[Piloting]] +20 (10 ranks)
!!! ECOLOGY
* ''Environment'' any vacuum
* ''Organization'' solitary
!!! SPECIAL ABILITIES
''Expelled Tendril ([[Ex]])'' During the gunnery phase, a zoaphorix can expel one of its tendrils with a [[deploy drone]] gunner action; this functions as a weapon with the [[deployed]] special property. A zoaphorix tendril has an AC and TL of 22 and 20 HP.
''Living Starship ([[Ex]])'' A zoaphorix is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can take engineer, gunner, and pilot actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a zoaphorix takes critical damage.
<div class="table-wrapper">
| d% | System |Effect |h
| 1–30 | weapons array† |@@.constrained Randomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc.@@ |
| 31–60 | biome core |@@.constrained The zoaphorix can't infest a vessel with its microbial infestation for 3 rounds.@@ |
| 61–90 | tentacles |@@.constrained The zoaphorix can't expel any tendrils for 3 rounds.@@ |
| 91–100 | brain |@@.constrained During the next round, each of the zoaphorix's attempted actions has a 25% chance of failure.@@ |
|† Only a zoaphorix's weapons array can gain critical damage conditions. |<|<|
</div>
''Microbial Infestation ([[Ex]])'' A zoaphorix carries myriad bizarre bacteria within its microbiome. These bacteria don't harm the zoaphorix but can quickly eat through starships. If a zoaphorix deals Hull Point damage to an adjacent target in its forward arc, the target is infected with hull-eating bacteria that deal 3d6 damage per turn. The few who have escaped a zoaphorix's clutches have described it as resembling an upturned jellyfish with a mass of knotted, phosphorescent tentacles and smaller tendrils trailing along underneath. A zoaphorix hunts by expelling seeds and some of its tendrils to harry its prey, then attacking with its remaining tentacles to wear away at the vessel's hull with its microbes. Once expelled, a zoaphorix tendril will grow to a full zoaphorix over several months if not slain.
</div>
Though a somewhat instinctive predator, a zoaphorix is far from an unintelligent creature. It views itself as the guardian deity of the lesser creatures that make up its form, and it hunts ships it believes will be good "gifts" for its microbiome. Ironically, this tendency often leads it to pick more dangerous fights, risking the very biome it aims to protect.
Zoaphorixes are typically solitary, traversing space until they find suitable gifts. Although capable of communicating with their prey, they rarely bother to do so.
<div class="statblock">
* ''CR'' 3; ''XP'' 800
* N Medium undead
* ''Init'' +4; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +8
!!! DEFENSE
* ''HP'' 40
* ''EAC'' 14; ''KAC'' 16
* ''Fort'' +5; ''Ref'' +5; ''Will'' +4
* ''Immunities'' [[undead immunities]]
* ''Weaknesses'' [[vulnerable]] to electricity
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +8 (1d6+5 B)
* ''Ranged'' integrated static [[arc pistol]] +11 (1d6+3 E; critical [[arc]] 2)
* ''Offensive Abilities'' self-destruct (1d6+3 E, DC 12)
!!! STATISTICS
* ''Str'' +2; ''Dex'' +4; ''Con'' —; ''Int'' —; ''Wis'' +1; ''Cha'' +1
* ''Skills'' [[Athletics]] +13
* ''Other Abilities'' [[mindless]], [[unliving]]
* ''Gear'' static [[arc pistol]] with 2 batteries (20 charges each)
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, phalanx (3–12), or army (13+)
!!! SPECIAL ABILITIES
''Integrated Weapons ([[Ex]])'' A cybernetic zombie's ranged weapon is integrated into its body and can't be disarmed.
''Self-Destruct ([[Ex]])'' A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie's CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie.
</div>
<div class="statblock">
* ''CR'' 1; ''XP'' 400
* NE Medium undead
* ''Init'' +2; ''Senses'' [[darkvision]] 60 ft.; ''Perception'' +5
!!! DEFENSE
* ''HP'' 24
* ''EAC'' 11; ''KAC'' 13
* ''Fort'' +3; ''Ref'' +3; ''Will'' +3
* ''DR'' 5/magic; ''Immunities'' [[undead immunities]]
* ''Weaknesses'' staggered
!!! OFFENSE
* ''Speed'' 30 ft.
* ''Melee'' slam +8 (1d6+5 B)
!!! STATISTICS
* ''Str'' +4; ''Dex'' +2; ''Con'' —; ''Int'' —; ''Wis'' +1; ''Cha'' +0
* ''Skills'' [[Athletics]] +10
* ''Other Abilities'' [[mindless]], [[unliving]]
!!! ECOLOGY
* ''Environment'' any
* ''Organization'' solitary, pair, pack (3–12), or horde (13+)
!!! SPECIAL ABILITIES
''Staggered ([[Ex]])'' An occult zombie is always considered [[staggered]] and can never take more than a single move or standard action in a round. It can't take full actions.
</div>
<div class="statblock">
* <<levels>>
* ''School'' enchantment (compulsion, mind-affecting)
* ''Range'' close (25 ft. + 5 ft./2 levels)
* ''Area'' 20-ft.-radius emanation
* ''Duration'' 1 minute/level
* ''Saving Throw'' Will negates
* ''Spell Resistance'' yes
</div>
Creatures within the emanation area can't speak any deliberate and intentional lies. Each potentially affected creature can attempt a Will saving throw to avoid the effect when the spell is cast or when that creature first enters the emanation area. Affected creatures are aware of this enchantment, and they can therefore avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.